mirror of
https://github.com/CNCKitchen/stlTexturizer.git
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Merge develop: Add Boundary Falloff / Live Preview (closes #1)
Integrates PR #1 (Add Boundary Falloff / Live Preview) with additional fixes and improvements: - Boundary falloff with configurable distance slider - Live preview with per-vertex and per-fragment falloff computation - Smooth view-dependent shading for all mask types (exclude, include-only, angle) - Mask-type-dependent falloff tinting (orange for user masks, grey for angle masks) - Italian translations for Boundary Falloff - Performance: skip falloff computation during active masking - Fix: boundary vertices start at falloff factor 0 - Fix: trailing comma syntax errors in i18n.js
This commit is contained in:
@@ -163,6 +163,11 @@
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<div id="amplitude-warning" class="amplitude-warning hidden" data-i18n="warnings.amplitudeOverlap">
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⚠ Amplitude exceeds 10% of the smallest model dimension — geometry overlaps may occur in the exported STL.
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</div>
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<div class="form-row slider-row">
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<label for="boundary-falloff" data-i18n="labels.boundaryFalloff" data-i18n-title="tooltips.boundaryFalloff" title="Gradually reduces displacement to zero near masked boundaries, preventing triangle overlap where textured and non-textured regions meet.">Boundary Falloff ⓘ</label>
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<input type="range" id="boundary-falloff" min="0" max="10" step="0.1" value="1" />
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<input type="number" class="val" id="boundary-falloff-val" value="1" min="0" max="10" step="0.1" />
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</div>
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<div class="form-row">
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<label class="checkbox-label" for="symmetric-displacement"
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data-i18n-title="tooltips.symmetricDisplacement"
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+106
-1
@@ -180,6 +180,110 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
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n[0] /= len; n[1] /= len; n[2] /= len;
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});
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// ── Boundary falloff distance field ──────────────────────────────────────────
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// When boundaryFalloff > 0, identify boundary positions (vertices adjacent to
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// both masked and unmasked faces, or on the user-exclusion seam) and compute
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// the Euclidean distance from every fully-textured vertex to its nearest
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// boundary position. The result is a falloffMap: posKey → [0, 1] where 0 means
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// "at the boundary" and 1 means "at or beyond the falloff distance".
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const boundaryFalloff = settings.boundaryFalloff ?? 0;
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let falloffMap = null;
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if (boundaryFalloff > 0) {
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const boundaryPositions = []; // [[x, y, z], ...]
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// Collect boundary positions: vertices where maskedFrac is between 0 and 1,
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// or that sit on the user-exclusion seam.
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const posFromKey = new Map(); // posKey → [x, y, z]
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for (let i = 0; i < count; i++) {
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tmpPos.fromBufferAttribute(posAttr, i);
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const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
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if (!posFromKey.has(k)) posFromKey.set(k, [tmpPos.x, tmpPos.y, tmpPos.z]);
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}
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for (const [k, pos] of posFromKey) {
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const mf = maskedFracMap.get(k);
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const maskedFrac = mf && mf[1] > 0 ? mf[0] / mf[1] : 0;
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const isOnExclBoundary = excludedPosSet && excludedPosSet.has(k);
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if (isOnExclBoundary || (maskedFrac > 0 && maskedFrac < 1)) {
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boundaryPositions.push(pos);
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}
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}
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if (boundaryPositions.length > 0) {
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// Build a spatial grid of boundary positions for fast nearest-neighbor lookup
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let gMinX = Infinity, gMinY = Infinity, gMinZ = Infinity;
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let gMaxX = -Infinity, gMaxY = -Infinity, gMaxZ = -Infinity;
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for (const bp of boundaryPositions) {
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if (bp[0] < gMinX) gMinX = bp[0]; if (bp[0] > gMaxX) gMaxX = bp[0];
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if (bp[1] < gMinY) gMinY = bp[1]; if (bp[1] > gMaxY) gMaxY = bp[1];
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if (bp[2] < gMinZ) gMinZ = bp[2]; if (bp[2] > gMaxZ) gMaxZ = bp[2];
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}
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const gPad = boundaryFalloff + 1e-3;
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gMinX -= gPad; gMinY -= gPad; gMinZ -= gPad;
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gMaxX += gPad; gMaxY += gPad; gMaxZ += gPad;
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const gRes = Math.max(4, Math.min(128, Math.ceil(Math.cbrt(boundaryPositions.length) * 2)));
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const gDx = (gMaxX - gMinX) / gRes || 1;
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const gDy = (gMaxY - gMinY) / gRes || 1;
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const gDz = (gMaxZ - gMinZ) / gRes || 1;
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const bGrid = new Map();
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const bCellKey = (ix, iy, iz) => (ix * gRes + iy) * gRes + iz;
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for (const bp of boundaryPositions) {
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const ix = Math.max(0, Math.min(gRes - 1, Math.floor((bp[0] - gMinX) / gDx)));
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const iy = Math.max(0, Math.min(gRes - 1, Math.floor((bp[1] - gMinY) / gDy)));
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const iz = Math.max(0, Math.min(gRes - 1, Math.floor((bp[2] - gMinZ) / gDz)));
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const ck = bCellKey(ix, iy, iz);
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const cell = bGrid.get(ck);
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if (cell) cell.push(bp); else bGrid.set(ck, [bp]);
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}
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// How many grid cells to search in each direction to cover boundaryFalloff distance
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const searchX = Math.ceil(boundaryFalloff / gDx);
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const searchY = Math.ceil(boundaryFalloff / gDy);
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const searchZ = Math.ceil(boundaryFalloff / gDz);
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falloffMap = new Map();
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for (const [k, pos] of posFromKey) {
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const mf = maskedFracMap.get(k);
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const maskedFrac = mf && mf[1] > 0 ? mf[0] / mf[1] : 0;
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const isOnExclBoundary = excludedPosSet && excludedPosSet.has(k);
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// Only compute falloff for fully-textured, non-boundary positions
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if (maskedFrac > 0 || isOnExclBoundary) continue;
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const px = pos[0], py = pos[1], pz = pos[2];
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const cix = Math.max(0, Math.min(gRes - 1, Math.floor((px - gMinX) / gDx)));
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const ciy = Math.max(0, Math.min(gRes - 1, Math.floor((py - gMinY) / gDy)));
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const ciz = Math.max(0, Math.min(gRes - 1, Math.floor((pz - gMinZ) / gDz)));
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let minDist2 = boundaryFalloff * boundaryFalloff;
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for (let dix = -searchX; dix <= searchX; dix++) {
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const nix = cix + dix;
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if (nix < 0 || nix >= gRes) continue;
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for (let diy = -searchY; diy <= searchY; diy++) {
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const niy = ciy + diy;
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if (niy < 0 || niy >= gRes) continue;
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for (let diz = -searchZ; diz <= searchZ; diz++) {
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const niz = ciz + diz;
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if (niz < 0 || niz >= gRes) continue;
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const cell = bGrid.get(bCellKey(nix, niy, niz));
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if (!cell) continue;
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for (const bp of cell) {
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const dx = px - bp[0], dy = py - bp[1], dz = pz - bp[2];
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const d2 = dx * dx + dy * dy + dz * dz;
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if (d2 < minDist2) minDist2 = d2;
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}
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}
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}
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}
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const dist = Math.sqrt(minDist2);
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const factor = Math.min(1, dist / boundaryFalloff);
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if (factor < 1) falloffMap.set(k, factor);
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}
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}
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}
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// ── Pass 2: sample displacement texture once per unique position ──────────
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const dispCache = new Map(); // posKey → grey [0, 1]
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@@ -272,7 +376,8 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
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const mf = maskedFracMap.get(k) || [0, 1];
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const maskedFrac = mf[1] > 0 ? mf[0] / mf[1] : 0;
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const centeredGrey = settings.symmetricDisplacement ? (grey - 0.5) : grey;
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const disp = (isFaceExcluded || isSealedBoundary) ? 0 : (1 - maskedFrac) * centeredGrey * settings.amplitude;
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const falloffFactor = (falloffMap && falloffMap.has(k)) ? falloffMap.get(k) : 1.0;
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const disp = (isFaceExcluded || isSealedBoundary) ? 0 : falloffFactor * (1 - maskedFrac) * centeredGrey * settings.amplitude;
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const newX = tmpPos.x + sn[0] * disp;
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const newY = tmpPos.y + sn[1] * disp;
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+12
@@ -107,6 +107,10 @@ export const TRANSLATIONS = {
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'precision.refining': 'Refining\u2026',
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'precision.warningBody': 'Estimated ~{n} triangles. This may slow down your browser. Continue?',
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// Boundary falloff
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'labels.boundaryFalloff': 'Boundary Falloff \u24d8',
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'tooltips.boundaryFalloff': 'Gradually reduces displacement to zero near masked boundaries, preventing triangle overlap where textured and non-textured regions meet.',
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// Symmetric displacement
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'labels.symmetricDisplacement': 'Symmetric displacement \u24d8',
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'tooltips.symmetricDisplacement': 'When on, 50% grey = no displacement; white pushes out, black pushes in. Keeps part volume roughly constant.',
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@@ -293,6 +297,10 @@ export const TRANSLATIONS = {
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'precision.refining': 'Wird verfeinert\u2026',
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'precision.warningBody': 'Gesch\u00e4tzt ~{n} Dreiecke. Dies kann den Browser verlangsamen. Fortfahren?',
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// Boundary falloff
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'labels.boundaryFalloff': 'Rand\u00fcbergang \u24d8',
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'tooltips.boundaryFalloff': 'Reduziert die Verschiebung schrittweise auf Null nahe maskierter Grenzen, um Dreiecks\u00fcberschneidungen an \u00dcberg\u00e4ngen zu vermeiden.',
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// Symmetric displacement
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'labels.symmetricDisplacement': 'Symmetrische Verschiebung \u24d8',
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'tooltips.symmetricDisplacement': 'Wenn aktiv: 50% Grau = keine Verschiebung; Weiß nach außen, Schwarz nach innen. H\u00e4lt das Volumen des Teils in etwa konstant.',
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@@ -479,6 +487,10 @@ export const TRANSLATIONS = {
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'precision.refining': 'Raffinamento\u2026',
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'precision.warningBody': 'Stima ~{n} triangoli. Ciò potrebbe rallentare il browser. Continuare?',
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// Boundary falloff
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'labels.boundaryFalloff': 'Sfumatura bordo \u24d8',
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'tooltips.boundaryFalloff': 'Riduce gradualmente la deformazione a zero vicino ai bordi mascherati, impedendo sovrapposizioni di triangoli tra zone con e senza texture.',
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// Symmetric displacement
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'labels.symmetricDisplacement': 'Deformazione simmetrica \u24d8',
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'tooltips.symmetricDisplacement': 'Quando è attivo, il grigio al 50% = nessuna deformazione; il bianco spinge verso l\'esterno, il nero spinge verso l\'interno. Mantiene il volume della parte approssimativamente costante.',
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+347
-8
@@ -23,6 +23,12 @@ let previewMaterial = null;
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let isExporting = false;
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let previewDebounce = null;
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// Boundary edge data texture for per-fragment falloff in bump-only preview
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let _boundaryEdgeTex = null;
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let _boundaryEdgeCount = 0;
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let _falloffDirty = true; // recompute falloff on next updateFaceMask
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let _falloffGeometry = null; // geometry the falloff was last computed for
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// ── Exclusion state ───────────────────────────────────────────────────────────
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let excludedFaces = new Set(); // triangle indices in currentGeometry
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let triangleAdjacency = null; // Map from buildAdjacency
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@@ -56,6 +62,7 @@ const settings = {
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seamBandWidth: 0.5,
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textureSmoothing: 0,
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capAngle: 20,
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boundaryFalloff: 1,
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symmetricDisplacement: false,
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useDisplacement: false,
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};
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@@ -201,6 +208,8 @@ const textureSmoothingVal = document.getElementById('texture-smoothing-val');
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const capAngleSlider = document.getElementById('cap-angle');
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const capAngleVal = document.getElementById('cap-angle-val');
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const capAngleRow = document.getElementById('cap-angle-row');
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const boundaryFalloffSlider = document.getElementById('boundary-falloff');
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const boundaryFalloffVal = document.getElementById('boundary-falloff-val');
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const symmetricDispToggle = document.getElementById('symmetric-displacement');
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const dispPreviewToggle = document.getElementById('displacement-preview');
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@@ -457,10 +466,11 @@ function wireEvents() {
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linkSlider(rotationSlider, rotationVal, v => { settings.rotation = v; return Math.round(v); });
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linkSlider(amplitudeSlider, amplitudeVal, v => { settings.amplitude = v; checkAmplitudeWarning(); return v.toFixed(2); });
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amplitudeVal.addEventListener('change', checkAmplitudeWarning);
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linkSlider(boundaryFalloffSlider, boundaryFalloffVal, v => { settings.boundaryFalloff = v; _falloffDirty = true; return v.toFixed(1); });
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linkSlider(refineLenSlider, refineLenVal, v => { settings.refineLength = v; return v.toFixed(2); }, false);
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linkSlider(maxTriSlider, maxTriVal, v => { settings.maxTriangles = v; return formatM(v); }, false);
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linkSlider(bottomAngleLimitSlider, bottomAngleLimitVal, v => { settings.bottomAngleLimit = v; return v; });
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linkSlider(topAngleLimitSlider, topAngleLimitVal, v => { settings.topAngleLimit = v; return v; });
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linkSlider(bottomAngleLimitSlider, bottomAngleLimitVal, v => { settings.bottomAngleLimit = v; _falloffDirty = true; return v; });
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linkSlider(topAngleLimitSlider, topAngleLimitVal, v => { settings.topAngleLimit = v; _falloffDirty = true; return v; });
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linkSlider(seamBlendSlider, seamBlendVal, v => { settings.mappingBlend = v; return v.toFixed(2); });
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linkSlider(seamBandWidthSlider, seamBandWidthVal, v => { settings.seamBandWidth = v; return v.toFixed(2); });
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linkSlider(textureSmoothingSlider, textureSmoothingVal, v => { settings.textureSmoothing = v; return v.toFixed(1); });
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@@ -763,6 +773,12 @@ function setExclusionTool(tool) {
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if (!exclusionTool) {
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isPainting = false;
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getControls().enabled = true;
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// Recompute boundary falloff now that masking is done
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if (_falloffDirty && currentGeometry) {
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const activeGeo = (settings.useDisplacement && dispPreviewGeometry)
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? dispPreviewGeometry : currentGeometry;
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updateFaceMask(activeGeo);
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}
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}
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}
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@@ -1087,12 +1103,11 @@ function refreshExclusionOverlay() {
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const overlayGeo = usePrecision ? precisionGeometry : currentGeometry;
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const overlayFaceSet = usePrecision ? precisionExcludedFaces : excludedFaces;
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if (selectionMode) {
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const maskGeo = buildExclusionOverlayGeo(overlayGeo, overlayFaceSet, true);
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setExclusionOverlay(maskGeo, 0x8ab4d4, 0.96);
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} else {
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setExclusionOverlay(buildExclusionOverlayGeo(overlayGeo, overlayFaceSet), 0xff6600);
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}
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_falloffDirty = true;
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// Never show the flat-coloured MeshLambertMaterial overlay — the custom
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// shader handles mask visualisation with smooth, view-dependent shading.
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setExclusionOverlay(null);
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const n = usePrecision ? precisionExcludedFaces.size : excludedFaces.size;
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exclCount.textContent = selectionMode
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? t(n === 1 ? 'excl.faceSelected' : 'excl.facesSelected', { n: n.toLocaleString() })
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@@ -1488,6 +1503,329 @@ function updateFaceMask(geometry) {
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if (!geometry.attributes.faceNormal) {
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addFaceNormals(geometry);
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}
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// Skip expensive falloff recomputation while actively masking;
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// it will be recalculated when the masking tool is deactivated.
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if (!exclusionTool && (_falloffDirty || geometry !== _falloffGeometry)) {
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computeBoundaryFalloffAttr(geometry, maskArr);
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computeBoundaryEdges(geometry, maskArr);
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_falloffDirty = false;
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_falloffGeometry = geometry;
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}
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syncBoundaryEdgeUniforms();
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}
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/**
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* Compute a per-vertex `boundaryFalloffAttr` float attribute on the geometry.
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* Vertices near the boundary between masked and non-masked regions get values
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* ramping from 0 (at boundary) to 1 (at or beyond boundaryFalloff distance).
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* The shader multiplies displacement/bump by this attribute.
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*
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* @param {THREE.BufferGeometry} geometry
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* @param {Float32Array} userMaskArr – per-vertex user-exclusion mask from updateFaceMask
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*/
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function computeBoundaryFalloffAttr(geometry, userMaskArr) {
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const posAttr = geometry.attributes.position;
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const posCount = posAttr.count;
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const triCount = posCount / 3;
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const falloff = settings.boundaryFalloff ?? 0;
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const falloffArr = new Float32Array(posCount);
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falloffArr.fill(1.0);
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if (falloff <= 0) {
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geometry.setAttribute('boundaryFalloffAttr', new THREE.Float32BufferAttribute(falloffArr, 1));
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const defaultType = new Float32Array(posCount);
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defaultType.fill(1.0);
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geometry.setAttribute('boundaryMaskTypeAttr', new THREE.Float32BufferAttribute(defaultType, 1));
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return;
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}
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// Compute per-face combined mask (angle masking + user exclusion).
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// Mirrors the vertex shader logic so the preview boundary matches export.
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const faceNrmAttr = geometry.attributes.faceNormal;
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const faceMask = new Float32Array(triCount); // 0 = masked, 1 = textured
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const isUserMasked = new Uint8Array(triCount); // 1 if user-excluded
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for (let t = 0; t < triCount; t++) {
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const userVal = userMaskArr[t * 3]; // same for all 3 verts of this face
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if (userVal < 0.5) { faceMask[t] = 0; isUserMasked[t] = 1; continue; }
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let angleMask = 1.0;
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if (faceNrmAttr) {
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const fnz = faceNrmAttr.getZ(t * 3);
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const fnx = faceNrmAttr.getX(t * 3);
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const fny = faceNrmAttr.getY(t * 3);
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const len = Math.sqrt(fnx * fnx + fny * fny + fnz * fnz);
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const nz = len > 1e-6 ? fnz / len : 0;
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const surfaceAngle = Math.acos(Math.min(1, Math.abs(nz))) * (180 / Math.PI);
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if (nz < 0 && settings.bottomAngleLimit >= 1)
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angleMask = surfaceAngle > settings.bottomAngleLimit ? 1.0 : 0.0;
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if (nz >= 0 && settings.topAngleLimit >= 1)
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angleMask = Math.min(angleMask, surfaceAngle > settings.topAngleLimit ? 1.0 : 0.0);
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}
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faceMask[t] = angleMask;
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}
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// Build per-unique-position map and identify boundary positions.
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const QUANT = 1e4;
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const posKey = (x, y, z) =>
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`${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
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const posFromKey = new Map(); // posKey → [x, y, z]
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// Per-position: [maskedArea, totalArea] to find boundary vertices
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const maskFracMap = new Map();
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const userMaskAreaMap = new Map(); // posKey → area of user-masked faces
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const tmpV = new THREE.Vector3();
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const vA = new THREE.Vector3(), vB = new THREE.Vector3(), vC = new THREE.Vector3();
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const e1 = new THREE.Vector3(), e2 = new THREE.Vector3(), fn = new THREE.Vector3();
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for (let t = 0; t < triCount; t++) {
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vA.fromBufferAttribute(posAttr, t * 3);
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vB.fromBufferAttribute(posAttr, t * 3 + 1);
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vC.fromBufferAttribute(posAttr, t * 3 + 2);
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e1.subVectors(vB, vA);
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e2.subVectors(vC, vA);
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fn.crossVectors(e1, e2);
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const area = fn.length();
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const masked = faceMask[t] < 0.5;
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for (let v = 0; v < 3; v++) {
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tmpV.fromBufferAttribute(posAttr, t * 3 + v);
|
||||
const k = posKey(tmpV.x, tmpV.y, tmpV.z);
|
||||
if (!posFromKey.has(k)) posFromKey.set(k, [tmpV.x, tmpV.y, tmpV.z]);
|
||||
const mf = maskFracMap.get(k);
|
||||
if (mf) {
|
||||
if (masked) mf[0] += area;
|
||||
mf[1] += area;
|
||||
} else {
|
||||
maskFracMap.set(k, [masked ? area : 0, area]);
|
||||
}
|
||||
// Track user-mask area per position to classify boundary type
|
||||
if (isUserMasked[t]) {
|
||||
const prev = userMaskAreaMap.get(k) || 0;
|
||||
userMaskAreaMap.set(k, prev + area);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Boundary positions: shared between masked and non-masked faces.
|
||||
// Each entry: [x, y, z, maskType] where maskType 0 = user, 1 = angle.
|
||||
const boundaryPositions = [];
|
||||
for (const [k, pos] of posFromKey) {
|
||||
const mf = maskFracMap.get(k);
|
||||
const frac = mf[1] > 0 ? mf[0] / mf[1] : 0;
|
||||
if (frac > 0 && frac < 1) {
|
||||
const userArea = userMaskAreaMap.get(k) || 0;
|
||||
boundaryPositions.push([pos[0], pos[1], pos[2], userArea > 0 ? 0 : 1]);
|
||||
}
|
||||
}
|
||||
|
||||
if (boundaryPositions.length === 0) {
|
||||
geometry.setAttribute('boundaryFalloffAttr', new THREE.Float32BufferAttribute(falloffArr, 1));
|
||||
const defaultType = new Float32Array(posCount);
|
||||
defaultType.fill(1.0);
|
||||
geometry.setAttribute('boundaryMaskTypeAttr', new THREE.Float32BufferAttribute(defaultType, 1));
|
||||
return;
|
||||
}
|
||||
|
||||
// Spatial grid of boundary positions for fast nearest-neighbor search
|
||||
let gMinX = Infinity, gMinY = Infinity, gMinZ = Infinity;
|
||||
let gMaxX = -Infinity, gMaxY = -Infinity, gMaxZ = -Infinity;
|
||||
for (const bp of boundaryPositions) {
|
||||
if (bp[0] < gMinX) gMinX = bp[0]; if (bp[0] > gMaxX) gMaxX = bp[0];
|
||||
if (bp[1] < gMinY) gMinY = bp[1]; if (bp[1] > gMaxY) gMaxY = bp[1];
|
||||
if (bp[2] < gMinZ) gMinZ = bp[2]; if (bp[2] > gMaxZ) gMaxZ = bp[2];
|
||||
}
|
||||
const gPad = falloff + 1e-3;
|
||||
gMinX -= gPad; gMinY -= gPad; gMinZ -= gPad;
|
||||
gMaxX += gPad; gMaxY += gPad; gMaxZ += gPad;
|
||||
|
||||
const gRes = Math.max(4, Math.min(128, Math.ceil(Math.cbrt(boundaryPositions.length) * 2)));
|
||||
const gDx = (gMaxX - gMinX) / gRes || 1;
|
||||
const gDy = (gMaxY - gMinY) / gRes || 1;
|
||||
const gDz = (gMaxZ - gMinZ) / gRes || 1;
|
||||
const bGrid = new Map();
|
||||
const bCellKey = (ix, iy, iz) => (ix * gRes + iy) * gRes + iz;
|
||||
|
||||
for (const bp of boundaryPositions) {
|
||||
const ix = Math.max(0, Math.min(gRes - 1, Math.floor((bp[0] - gMinX) / gDx)));
|
||||
const iy = Math.max(0, Math.min(gRes - 1, Math.floor((bp[1] - gMinY) / gDy)));
|
||||
const iz = Math.max(0, Math.min(gRes - 1, Math.floor((bp[2] - gMinZ) / gDz)));
|
||||
const ck = bCellKey(ix, iy, iz);
|
||||
const cell = bGrid.get(ck);
|
||||
if (cell) cell.push(bp); else bGrid.set(ck, [bp]);
|
||||
}
|
||||
|
||||
const searchX = Math.ceil(falloff / gDx);
|
||||
const searchY = Math.ceil(falloff / gDy);
|
||||
const searchZ = Math.ceil(falloff / gDz);
|
||||
|
||||
// Compute per-unique-position falloff factor and mask type
|
||||
const falloffCache = new Map(); // posKey → factor [0,1]
|
||||
const maskTypeCache = new Map(); // posKey → 0 (user mask) or 1 (angle mask)
|
||||
for (const [k, pos] of posFromKey) {
|
||||
const mf = maskFracMap.get(k);
|
||||
const frac = mf[1] > 0 ? mf[0] / mf[1] : 0;
|
||||
if (frac >= 1) continue; // fully masked vertex — keep 1.0 (mask zeroes it anyway)
|
||||
// Boundary vertices (shared between masked and unmasked faces) are AT
|
||||
// the boundary → distance 0 → falloff factor 0.
|
||||
if (frac > 0) {
|
||||
falloffCache.set(k, 0);
|
||||
const userArea = userMaskAreaMap.get(k) || 0;
|
||||
maskTypeCache.set(k, userArea > 0 ? 0 : 1);
|
||||
continue;
|
||||
}
|
||||
|
||||
const px = pos[0], py = pos[1], pz = pos[2];
|
||||
const cix = Math.max(0, Math.min(gRes - 1, Math.floor((px - gMinX) / gDx)));
|
||||
const ciy = Math.max(0, Math.min(gRes - 1, Math.floor((py - gMinY) / gDy)));
|
||||
const ciz = Math.max(0, Math.min(gRes - 1, Math.floor((pz - gMinZ) / gDz)));
|
||||
|
||||
let minDist2 = falloff * falloff;
|
||||
let nearestType = 1; // default: angle mask
|
||||
for (let dix = -searchX; dix <= searchX; dix++) {
|
||||
const nix = cix + dix;
|
||||
if (nix < 0 || nix >= gRes) continue;
|
||||
for (let diy = -searchY; diy <= searchY; diy++) {
|
||||
const niy = ciy + diy;
|
||||
if (niy < 0 || niy >= gRes) continue;
|
||||
for (let diz = -searchZ; diz <= searchZ; diz++) {
|
||||
const niz = ciz + diz;
|
||||
if (niz < 0 || niz >= gRes) continue;
|
||||
const cell = bGrid.get(bCellKey(nix, niy, niz));
|
||||
if (!cell) continue;
|
||||
for (const bp of cell) {
|
||||
const dx = px - bp[0], dy = py - bp[1], dz = pz - bp[2];
|
||||
const d2 = dx * dx + dy * dy + dz * dz;
|
||||
if (d2 < minDist2) { minDist2 = d2; nearestType = bp[3]; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
const dist = Math.sqrt(minDist2);
|
||||
const factor = Math.min(1, dist / falloff);
|
||||
if (factor < 1) {
|
||||
falloffCache.set(k, factor);
|
||||
maskTypeCache.set(k, nearestType);
|
||||
}
|
||||
}
|
||||
|
||||
// Write per-vertex attributes
|
||||
const maskTypeArr = new Float32Array(posCount);
|
||||
maskTypeArr.fill(1.0); // default: angle mask (grey)
|
||||
for (let i = 0; i < posCount; i++) {
|
||||
tmpV.fromBufferAttribute(posAttr, i);
|
||||
const k = posKey(tmpV.x, tmpV.y, tmpV.z);
|
||||
if (falloffCache.has(k)) falloffArr[i] = falloffCache.get(k);
|
||||
if (maskTypeCache.has(k)) maskTypeArr[i] = maskTypeCache.get(k);
|
||||
}
|
||||
|
||||
geometry.setAttribute('boundaryFalloffAttr', new THREE.Float32BufferAttribute(falloffArr, 1));
|
||||
geometry.setAttribute('boundaryMaskTypeAttr', new THREE.Float32BufferAttribute(maskTypeArr, 1));
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute boundary edge segments between masked and non-masked faces and
|
||||
* pack them into a DataTexture for per-fragment distance queries in the
|
||||
* bump-only preview shader. Each edge is stored as two RGBA texels
|
||||
* (endpoint A xyz, endpoint B xyz).
|
||||
*/
|
||||
function computeBoundaryEdges(geometry, userMaskArr) {
|
||||
const posAttr = geometry.attributes.position;
|
||||
const posCount = posAttr.count;
|
||||
const triCount = posCount / 3;
|
||||
const falloff = settings.boundaryFalloff ?? 0;
|
||||
|
||||
if (_boundaryEdgeTex) { _boundaryEdgeTex.dispose(); _boundaryEdgeTex = null; }
|
||||
_boundaryEdgeCount = 0;
|
||||
if (falloff <= 0) return;
|
||||
|
||||
const faceNrmAttr = geometry.attributes.faceNormal;
|
||||
const faceMaskBool = new Uint8Array(triCount);
|
||||
for (let t = 0; t < triCount; t++) {
|
||||
if (userMaskArr[t * 3] < 0.5) { faceMaskBool[t] = 0; continue; }
|
||||
let angleMask = 1.0;
|
||||
if (faceNrmAttr) {
|
||||
const fnx = faceNrmAttr.getX(t * 3);
|
||||
const fny = faceNrmAttr.getY(t * 3);
|
||||
const fnz = faceNrmAttr.getZ(t * 3);
|
||||
const len = Math.sqrt(fnx * fnx + fny * fny + fnz * fnz);
|
||||
const nz = len > 1e-6 ? fnz / len : 0;
|
||||
const surfAngle = Math.acos(Math.min(1, Math.abs(nz))) * (180 / Math.PI);
|
||||
if (nz < 0 && settings.bottomAngleLimit >= 1)
|
||||
angleMask = surfAngle > settings.bottomAngleLimit ? 1.0 : 0.0;
|
||||
if (nz >= 0 && settings.topAngleLimit >= 1)
|
||||
angleMask = Math.min(angleMask, surfAngle > settings.topAngleLimit ? 1.0 : 0.0);
|
||||
}
|
||||
faceMaskBool[t] = angleMask > 0.5 ? 1 : 0;
|
||||
}
|
||||
|
||||
const QUANT = 1e4;
|
||||
const pk = (x, y, z) =>
|
||||
`${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
|
||||
const ek = (k1, k2) => k1 < k2 ? k1 + '|' + k2 : k2 + '|' + k1;
|
||||
const tmpV = new THREE.Vector3();
|
||||
|
||||
const edgeFaces = new Map();
|
||||
const edgePos = new Map();
|
||||
|
||||
for (let t = 0; t < triCount; t++) {
|
||||
const keys = [], pts = [];
|
||||
for (let v = 0; v < 3; v++) {
|
||||
tmpV.fromBufferAttribute(posAttr, t * 3 + v);
|
||||
keys.push(pk(tmpV.x, tmpV.y, tmpV.z));
|
||||
pts.push([tmpV.x, tmpV.y, tmpV.z]);
|
||||
}
|
||||
for (let e = 0; e < 3; e++) {
|
||||
const edgeKey = ek(keys[e], keys[(e + 1) % 3]);
|
||||
const list = edgeFaces.get(edgeKey);
|
||||
if (list) list.push(t);
|
||||
else {
|
||||
edgeFaces.set(edgeKey, [t]);
|
||||
edgePos.set(edgeKey, [pts[e], pts[(e + 1) % 3]]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const MAX_EDGES = 64;
|
||||
const edges = [];
|
||||
for (const [key, faces] of edgeFaces) {
|
||||
if (edges.length >= MAX_EDGES) break;
|
||||
let hasMasked = false, hasTextured = false;
|
||||
for (const f of faces) {
|
||||
if (faceMaskBool[f] === 0) hasMasked = true;
|
||||
else hasTextured = true;
|
||||
if (hasMasked && hasTextured) break;
|
||||
}
|
||||
if (hasMasked && hasTextured) edges.push(edgePos.get(key));
|
||||
}
|
||||
|
||||
if (edges.length === 0) return;
|
||||
|
||||
const texWidth = edges.length * 2;
|
||||
const data = new Float32Array(texWidth * 4);
|
||||
for (let i = 0; i < edges.length; i++) {
|
||||
const [a, b] = edges[i];
|
||||
const off = i * 8;
|
||||
data[off] = a[0]; data[off + 1] = a[1]; data[off + 2] = a[2]; data[off + 3] = 0;
|
||||
data[off + 4] = b[0]; data[off + 5] = b[1]; data[off + 6] = b[2]; data[off + 7] = 0;
|
||||
}
|
||||
|
||||
_boundaryEdgeTex = new THREE.DataTexture(data, texWidth, 1, THREE.RGBAFormat, THREE.FloatType);
|
||||
_boundaryEdgeTex.minFilter = THREE.NearestFilter;
|
||||
_boundaryEdgeTex.magFilter = THREE.NearestFilter;
|
||||
_boundaryEdgeTex.needsUpdate = true;
|
||||
_boundaryEdgeCount = edges.length;
|
||||
}
|
||||
|
||||
function syncBoundaryEdgeUniforms() {
|
||||
if (!previewMaterial || !previewMaterial.uniforms.boundaryEdgeTex) return;
|
||||
const u = previewMaterial.uniforms;
|
||||
if (_boundaryEdgeTex) {
|
||||
u.boundaryEdgeTex.value = _boundaryEdgeTex;
|
||||
u.boundaryEdgeTexWidth.value = _boundaryEdgeTex.image.width;
|
||||
}
|
||||
u.boundaryEdgeCount.value = _boundaryEdgeCount;
|
||||
u.boundaryFalloffDist.value = settings.boundaryFalloff ?? 0;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1693,6 +2031,7 @@ function updatePreview() {
|
||||
updateMaterial(previewMaterial, effectiveEntry.texture, fullSettings);
|
||||
}
|
||||
|
||||
syncBoundaryEdgeUniforms();
|
||||
exportBtn.disabled = false;
|
||||
}
|
||||
|
||||
|
||||
+84
-7
@@ -202,12 +202,17 @@ const vertexShader = /* glsl */`
|
||||
attribute vec3 smoothNormal;
|
||||
attribute vec3 faceNormal;
|
||||
attribute float faceMask;
|
||||
attribute float boundaryFalloffAttr;
|
||||
attribute float boundaryMaskTypeAttr;
|
||||
|
||||
varying vec3 vModelPos; // ORIGINAL model-space position → UV computation in fragment
|
||||
varying vec3 vModelNormal; // model-space face normal → stable UV blending
|
||||
varying vec3 vViewPos; // view-space position (possibly displaced) → TBN & specular
|
||||
varying vec3 vNormal; // view-space normal → lighting
|
||||
varying float vFaceMask; // combined mask (angle + user exclusion)
|
||||
varying vec3 vSmoothNormal; // view-space smooth normal → smooth shading on masked faces
|
||||
varying float vFaceMask; // combined mask (angle + user exclusion + boundary falloff)
|
||||
varying float vUserMask; // raw user-exclusion mask (0 = user-excluded, 1 = included)
|
||||
varying float vMaskType; // boundary mask type (0 = user mask, 1 = angle mask)
|
||||
|
||||
void main() {
|
||||
vec3 safeN = length(normal) > 1e-6 ? normalize(normal) : vec3(0.0, 0.0, 1.0);
|
||||
@@ -223,8 +228,10 @@ const vertexShader = /* glsl */`
|
||||
angleMask = min(angleMask, surfaceAngle > bottomAngleLimit ? 1.0 : 0.0);
|
||||
if (fN.z >= 0.0 && topAngleLimit >= 1.0)
|
||||
angleMask = min(angleMask, surfaceAngle > topAngleLimit ? 1.0 : 0.0);
|
||||
float totalMask = angleMask * faceMask;
|
||||
float totalMask = angleMask * faceMask * boundaryFalloffAttr;
|
||||
vFaceMask = totalMask;
|
||||
vUserMask = faceMask;
|
||||
vMaskType = boundaryMaskTypeAttr;
|
||||
|
||||
if (useDisplacement == 1) {
|
||||
float h = computeHeightAtPoint(position, safeN, safeN);
|
||||
@@ -243,6 +250,8 @@ const vertexShader = /* glsl */`
|
||||
vec4 mvPos = modelViewMatrix * vec4(pos, 1.0);
|
||||
vViewPos = mvPos.xyz;
|
||||
vNormal = normalize(normalMatrix * fN);
|
||||
vec3 sN = length(smoothNormal) > 1e-6 ? normalize(smoothNormal) : safeN;
|
||||
vSmoothNormal = normalize(normalMatrix * sN);
|
||||
gl_Position = projectionMatrix * mvPos;
|
||||
}
|
||||
`;
|
||||
@@ -251,11 +260,19 @@ const fragmentShader = /* glsl */`
|
||||
precision highp float;
|
||||
${sharedGLSL}
|
||||
|
||||
uniform sampler2D boundaryEdgeTex;
|
||||
uniform int boundaryEdgeCount;
|
||||
uniform float boundaryEdgeTexWidth;
|
||||
uniform float boundaryFalloffDist;
|
||||
|
||||
varying vec3 vModelPos;
|
||||
varying vec3 vModelNormal;
|
||||
varying vec3 vViewPos;
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vSmoothNormal;
|
||||
varying float vFaceMask;
|
||||
varying float vUserMask;
|
||||
varying float vMaskType;
|
||||
|
||||
// Fragment-only wrapper: compute face-stable projection normal via dFdx
|
||||
// then delegate to the shared height function.
|
||||
@@ -282,6 +299,27 @@ const fragmentShader = /* glsl */`
|
||||
|
||||
// ── Combined mask (angle + user exclusion) from vertex shader ────────
|
||||
float maskBlend = vFaceMask;
|
||||
|
||||
// Per-fragment boundary falloff for bump-only mode. On coarse meshes the
|
||||
// vertex attribute cannot produce a gradient (too few vertices), so we
|
||||
// compute the distance from each pixel to the nearest boundary edge.
|
||||
if (useDisplacement == 0 && boundaryFalloffDist > 0.001 && boundaryEdgeCount > 0) {
|
||||
float minDist = boundaryFalloffDist;
|
||||
for (int i = 0; i < 64; i++) {
|
||||
if (i >= boundaryEdgeCount) break;
|
||||
float uA = (float(i * 2) + 0.5) / boundaryEdgeTexWidth;
|
||||
float uB = (float(i * 2 + 1) + 0.5) / boundaryEdgeTexWidth;
|
||||
vec3 ea = texture2D(boundaryEdgeTex, vec2(uA, 0.5)).xyz;
|
||||
vec3 eb = texture2D(boundaryEdgeTex, vec2(uB, 0.5)).xyz;
|
||||
vec3 ab = eb - ea;
|
||||
float abLen2 = dot(ab, ab);
|
||||
float t = clamp(dot(vModelPos - ea, ab) / max(abLen2, 1e-10), 0.0, 1.0);
|
||||
float d = length(vModelPos - (ea + t * ab));
|
||||
if (d < minDist) { minDist = d; if (d < 1e-4) break; }
|
||||
}
|
||||
maskBlend *= clamp(minDist / boundaryFalloffDist, 0.0, 1.0);
|
||||
}
|
||||
|
||||
h *= maskBlend;
|
||||
dhx *= maskBlend;
|
||||
dhy *= maskBlend;
|
||||
@@ -306,8 +344,20 @@ const fragmentShader = /* glsl */`
|
||||
vec3 bumpVec = N - bumpStr * (dhx * T + dhy * B);
|
||||
vec3 bumpN = length(bumpVec) > 1e-6 ? normalize(bumpVec) : N;
|
||||
|
||||
// On fully masked faces the bump derivatives are zero, so bumpN falls
|
||||
// back to the flat face normal → faceted/static look. Blend toward
|
||||
// the smooth interpolated normal so masked areas get smooth shading.
|
||||
vec3 smoothN = normalize(vSmoothNormal) * (gl_FrontFacing ? 1.0 : -1.0);
|
||||
bumpN = mix(smoothN, bumpN, maskBlend);
|
||||
|
||||
// ── Shading ───────────────────────────────────────────────────────────
|
||||
vec3 baseColor = mix(vec3(0.50, 0.50, 0.50), vec3(0.22, 0.68, 0.68), maskBlend);
|
||||
// Compute lighting identically for ALL surfaces using the teal base so
|
||||
// that specular highlights, diffuse response, and view-dependent shading
|
||||
// are perfectly consistent everywhere. Mask tinting is applied AFTER
|
||||
// lighting as a colour blend so masked areas keep the same glossy look.
|
||||
vec3 tealBase = vec3(0.22, 0.68, 0.68);
|
||||
vec3 userMaskColor = vec3(0.85, 0.40, 0.15);
|
||||
vec3 angleMaskColor = vec3(0.45, 0.48, 0.50);
|
||||
|
||||
vec3 L1 = normalize(vec3( 0.5, 0.8, 1.0));
|
||||
vec3 L2 = normalize(vec3(-0.5, -0.2, -0.6));
|
||||
@@ -319,10 +369,23 @@ const fragmentShader = /* glsl */`
|
||||
vec3 H1 = normalize(L1 + V);
|
||||
float spec = pow(max(dot(bumpN, H1), 0.0), 64.0) * 0.60;
|
||||
|
||||
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
|
||||
// Lit teal (identical for textured and masked surfaces)
|
||||
vec3 litTeal = tealBase * 0.55
|
||||
+ tealBase * diff1 * vec3(1.00, 0.96, 0.88) * 0.55
|
||||
+ tealBase * diff2 * vec3(0.80, 0.60, 0.50) * 0.15
|
||||
+ vec3(spec);
|
||||
|
||||
// Mask tint: pick colour by mask type, compute same lighting with that base
|
||||
float maskEffect = 1.0 - maskBlend; // 0 = fully textured, 1 = fully masked
|
||||
float effectiveMaskType = mix(vMaskType, 0.0, step(0.5, 1.0 - vUserMask));
|
||||
vec3 maskBase = mix(userMaskColor, angleMaskColor, effectiveMaskType);
|
||||
vec3 litMask = maskBase * 0.55
|
||||
+ maskBase * diff1 * vec3(1.00, 0.96, 0.88) * 0.55
|
||||
+ maskBase * diff2 * vec3(0.80, 0.60, 0.50) * 0.15
|
||||
+ vec3(spec);
|
||||
|
||||
// Blend: 100% mask colour at the boundary, fading to 0% at falloff distance
|
||||
vec3 color = mix(litTeal, litMask, maskEffect);
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
@@ -371,6 +434,7 @@ export function updateMaterial(material, displacementTexture, settings) {
|
||||
u.symmetricDisplacement.value = settings.symmetricDisplacement ? 1 : 0;
|
||||
u.useDisplacement.value = settings.useDisplacement ? 1 : 0;
|
||||
u.textureAspect.value.set(settings.textureAspectU ?? 1, settings.textureAspectV ?? 1);
|
||||
u.boundaryFalloffDist.value = settings.boundaryFalloff ?? 0.0;
|
||||
}
|
||||
|
||||
// ── Internal ──────────────────────────────────────────────────────────────────
|
||||
@@ -399,6 +463,10 @@ function buildUniforms(tex, settings) {
|
||||
symmetricDisplacement: { value: settings.symmetricDisplacement ? 1 : 0 },
|
||||
useDisplacement: { value: settings.useDisplacement ? 1 : 0 },
|
||||
textureAspect: { value: new THREE.Vector2(settings.textureAspectU ?? 1, settings.textureAspectV ?? 1) },
|
||||
boundaryEdgeTex: { value: createFallbackDataTexture() },
|
||||
boundaryEdgeCount: { value: 0 },
|
||||
boundaryEdgeTexWidth: { value: 1.0 },
|
||||
boundaryFalloffDist: { value: settings.boundaryFalloff ?? 0.0 },
|
||||
};
|
||||
}
|
||||
|
||||
@@ -412,3 +480,12 @@ function createFallbackTexture() {
|
||||
t.wrapS = t.wrapT = THREE.RepeatWrapping;
|
||||
return t;
|
||||
}
|
||||
|
||||
function createFallbackDataTexture() {
|
||||
const data = new Float32Array(4);
|
||||
const t = new THREE.DataTexture(data, 1, 1, THREE.RGBAFormat, THREE.FloatType);
|
||||
t.minFilter = THREE.NearestFilter;
|
||||
t.magFilter = THREE.NearestFilter;
|
||||
t.needsUpdate = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user