feat: add seam blend feature and amplitude overlap warning with UI updates

This commit is contained in:
CNCKitchen
2026-03-19 12:08:14 +01:00
parent 08ab85ba75
commit 32eddcad37
7 changed files with 264 additions and 91 deletions
+61 -51
View File
@@ -26,11 +26,16 @@ const vertexShader = /* glsl */`
varying vec3 vNormal; // view-space normal → lighting
void main() {
vModelPos = position;
vModelNormal = normalize(normal);
vModelPos = position;
// Guard against degenerate zero-length normals (non-manifold / multi-body STLs
// can produce averaged-to-zero normals at shared vertices between opposing bodies).
// normalize(vec3(0)) is undefined in GLSL and produces NaN on most GPUs,
// which then turns the entire fragment black.
vec3 safeN = length(normal) > 1e-6 ? normalize(normal) : vec3(0.0, 0.0, 1.0);
vModelNormal = safeN;
vec4 mvPos = modelViewMatrix * vec4(position, 1.0);
vViewPos = mvPos.xyz;
vNormal = normalize(normalMatrix * normal);
vNormal = normalize(normalMatrix * safeN);
gl_Position = projectionMatrix * mvPos;
}
`;
@@ -49,6 +54,7 @@ const fragmentShader = /* glsl */`
uniform vec3 boundsCenter;
uniform float bottomAngleLimit; // degrees from horizontal; 0 = disabled
uniform float topAngleLimit; // degrees from horizontal; 0 = disabled
uniform float mappingBlend; // 0 = sharp seams, 1 = fully blended (cylindrical)
varying vec3 vModelPos;
varying vec3 vModelNormal;
@@ -57,6 +63,14 @@ const fragmentShader = /* glsl */`
const float PI = 3.14159265358979;
const float TWO_PI = 6.28318530717959;
const float CUBIC_AXIS_EPSILON = 1e-4;
int dominantCubicAxis(vec3 n) {
vec3 absN = abs(n);
if (absN.x >= absN.y - CUBIC_AXIS_EPSILON && absN.x >= absN.z - CUBIC_AXIS_EPSILON) return 0;
if (absN.y >= absN.z - CUBIC_AXIS_EPSILON) return 1;
return 2;
}
// Sample after applying scale + tiling
float sampleMap(vec2 rawUV) {
@@ -73,11 +87,20 @@ const fragmentShader = /* glsl */`
// Uses vModelPos / vModelNormal (model-space) so UV is stable as the camera orbits.
float getHeight() {
vec3 pos = vModelPos;
vec3 MN = vModelNormal; // model-space normal
vec3 MN = vModelNormal; // smooth interpolated normal → shading only
vec3 rel = pos - boundsCenter;
float maxDim = max(boundsSize.x, max(boundsSize.y, boundsSize.z));
float md = max(maxDim, 1e-4);
// Face-stable projection normal: cross product of screen-space position
// derivatives is CONSTANT within a triangle (unlike the interpolated
// vModelNormal), eliminating within-face texture z-fighting at seam
// boundaries in cubic / triplanar mapping. Falls back to MN if degenerate.
vec3 _dpx = dFdx(vModelPos);
vec3 _dpy = dFdy(vModelPos);
vec3 _fN = cross(_dpx, _dpy);
vec3 PN = length(_fN) > 1e-10 ? normalize(_fN) : MN;
if (mappingMode == 0) {
return sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.y - boundsMin.y) / md));
@@ -88,27 +111,16 @@ const fragmentShader = /* glsl */`
return sampleMap(vec2((pos.y - boundsMin.y) / md, (pos.z - boundsMin.z) / md));
} else if (mappingMode == 3) {
// Cylindrical around Z axis (Z is up) with automatic caps.
//
// Side: V is arc-length-normalised (divided by circumference C = 2πr)
// so that scaleU = scaleV gives square, un-stretched texels on the surface.
//
// Cap (|normalZ| > 0.5): planar XY centred on the cylinder axis, one tile
// fills the diameter × diameter square so the disc looks fully textured.
// Cylindrical around Z axis (Z is up) with blendable side↔cap transition.
float r = max(boundsSize.x, boundsSize.y) * 0.5;
float C = TWO_PI * max(r, 1e-4);
if (abs(vModelNormal.z) > 0.7) {
// Cap face — normalise by C so one tile = same world size as on the side
return sampleMap(vec2(
rel.x / C + 0.5,
rel.y / C + 0.5
));
}
// Side face
return sampleMap(vec2(
atan(rel.y, rel.x) / TWO_PI + 0.5,
(pos.z - boundsMin.z) / C
));
float hSide = sampleMap(vec2(atan(rel.y, rel.x) / TWO_PI + 0.5,
(pos.z - boundsMin.z) / C));
if (mappingBlend < 0.001) return hSide;
float blendHalf = mappingBlend * 0.20;
float capW = smoothstep(0.7 - blendHalf, 0.7 + blendHalf, abs(vModelNormal.z));
float hCap = sampleMap(vec2(rel.x / C + 0.5, rel.y / C + 0.5));
return mix(hSide, hCap, capW);
} else if (mappingMode == 4) {
// Spherical — Z is up
@@ -118,8 +130,8 @@ const fragmentShader = /* glsl */`
return sampleMap(vec2(theta / TWO_PI + 0.5, phi / PI));
} else if (mappingMode == 5) {
// Triplanar smooth blend using model-space normal (stable regardless of camera)
vec3 blend = abs(MN);
// Triplanar smooth blend using face-stable projection normal (constant per triangle)
vec3 blend = abs(PN);
blend = pow(blend, vec3(4.0));
blend /= dot(blend, vec3(1.0)) + 1e-4;
@@ -130,22 +142,22 @@ const fragmentShader = /* glsl */`
return hXY * blend.z + hXZ * blend.y + hYZ * blend.x;
} else {
// Cubic (box) hard-edge face selection using model-space normal
// Picks the single planar projection whose axis is most aligned with the face normal.
vec3 absN = abs(MN);
if (absN.x >= absN.y && absN.x >= absN.z) {
return sampleMap(vec2((pos.y - boundsMin.y) / md, (pos.z - boundsMin.z) / md));
} else if (absN.y >= absN.x && absN.y >= absN.z) {
return sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.z - boundsMin.z) / md));
} else {
return sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.y - boundsMin.y) / md));
}
// Cubic (box) always pick exactly one projection per triangle.
float hYZ = sampleMap(vec2((pos.y - boundsMin.y) / md, (pos.z - boundsMin.z) / md));
float hXZ = sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.z - boundsMin.z) / md));
float hXY = sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.y - boundsMin.y) / md));
int axis = dominantCubicAxis(PN);
if (axis == 0) return hYZ;
if (axis == 1) return hXZ;
return hXY;
}
}
void main() {
vec3 N = normalize(vNormal);
// Flip normal for back faces so flipped-winding geometry still lights correctly.
vec3 N = normalize(vNormal) * (gl_FrontFacing ? 1.0 : -1.0);
float h = getHeight();
// ── Surface angle masking (FDM: suppress texture on near-horizontal faces) ────
// Use a 15° smoothstep fade above the threshold so the bump tapers gradually
// into the masked region rather than cutting off abruptly at the boundary edge.
@@ -157,12 +169,11 @@ const fragmentShader = /* glsl */`
if (vModelNormal.z >= 0.0 && topAngleLimit >= 1.0)
maskBlend = min(maskBlend, smoothstep(topAngleLimit, topAngleLimit + FADE, surfaceAngle));
h = mix(0.5, h, maskBlend); // blend toward neutral grey (zero-gradient → no bump)
// ── Bump mapping via screen-space height derivatives ──────────────────
// dFdx/dFdy give the height change per screen pixel → height gradient
float dhx = dFdx(h);
float dhy = dFdy(h);
// Screen-space surface tangent / bitangent, projected onto the surface plane
vec3 dp1 = dFdx(vViewPos);
vec3 dp2 = dFdy(vViewPos);
@@ -173,19 +184,16 @@ const fragmentShader = /* glsl */`
T = lenT > 1e-5 ? T / lenT : vec3(1.0, 0.0, 0.0);
B = lenB > 1e-5 ? B / lenB : vec3(0.0, 1.0, 0.0);
// Normalise bump strength by position derivative so the effect is
// independent of zoom level / mesh scale.
// Bump strength normalised by screen-space position derivative so
// the effect is independent of zoom level.
float posScale = max(length(dp1) + length(dp2), 1e-6);
float bumpStr = amplitude * 1.2 / posScale;
float bumpStr = amplitude * 6.0 / posScale;
vec3 bumpN = normalize(N - bumpStr * (dhx * T + dhy * B));
vec3 bumpVec = N - bumpStr * (dhx * T + dhy * B);
vec3 bumpN = length(bumpVec) > 1e-6 ? normalize(bumpVec) : N;
// ── Shading ───────────────────────────────────────────────────────────
// Base colour: cool-to-warm tint driven by the displacement height value
// so the texture pattern is clearly visible even without bump lighting.
vec3 lo = vec3(0.18, 0.20, 0.35);
vec3 hi = vec3(0.90, 0.84, 0.68);
vec3 baseColor = mix(lo, hi, h);
vec3 baseColor = mix(vec3(0.50, 0.50, 0.50), vec3(0.22, 0.68, 0.68), maskBlend);
vec3 L1 = normalize(vec3( 0.5, 0.8, 1.0));
vec3 L2 = normalize(vec3(-0.5, -0.2, -0.6));
@@ -195,11 +203,11 @@ const fragmentShader = /* glsl */`
float diff2 = max(dot(bumpN, L2), 0.0) * 0.35;
vec3 H1 = normalize(L1 + V);
float spec = pow(max(dot(bumpN, H1), 0.0), 48.0) * 0.55;
float spec = pow(max(dot(bumpN, H1), 0.0), 64.0) * 0.60;
vec3 color = baseColor * 0.60 // strong ambient — texture always visible
+ baseColor * diff1 * vec3(1.00, 0.97, 0.90) * 0.45 // key light
+ baseColor * diff2 * vec3(0.40, 0.50, 0.80) * 0.20 // fill light
vec3 color = baseColor * 0.55 // ambient
+ baseColor * diff1 * vec3(1.00, 0.96, 0.88) * 0.55 // key light
+ baseColor * diff2 * vec3(0.80, 0.60, 0.50) * 0.15 // warm fill
+ vec3(spec); // specular
gl_FragColor = vec4(color, 1.0);
@@ -243,6 +251,7 @@ export function updateMaterial(material, displacementTexture, settings) {
}
u.bottomAngleLimit.value = settings.bottomAngleLimit ?? 5.0;
u.topAngleLimit.value = settings.topAngleLimit ?? 0.0;
u.mappingBlend.value = settings.mappingBlend ?? 0.0;
}
// ── Internal ──────────────────────────────────────────────────────────────────
@@ -265,6 +274,7 @@ function buildUniforms(tex, settings) {
boundsCenter: { value: b.center.clone() },
bottomAngleLimit: { value: settings.bottomAngleLimit ?? 5.0 },
topAngleLimit: { value: settings.topAngleLimit ?? 0.0 },
mappingBlend: { value: settings.mappingBlend ?? 0.0 },
};
}