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<!-- Credits to Fyrestar for the https://github.com/Fyrestar/THREE.InfiniteGridHelper -->
<script lang="ts">
import { T, useTask, useThrelte } from "@threlte/core";
import { Color, DoubleSide, Plane, Vector3, Mesh } from "three";
import * as THREE from "three";
// Grid shader code with improved precision and stability
import { revision } from "@threlte/core";
// Props
let {
cellColor = "#71717A",
sectionColor = "#707070",
cellSize = 1,
backgroundColor = "#000000",
backgroundOpacity = 0,
sectionSize = 10,
plane = "xz",
gridSize = [20, 20],
followCamera = false,
infiniteGrid = false,
fadeDistance = 100,
fadeStrength = 1,
fadeOrigin = undefined,
cellThickness = 1,
sectionThickness = 2,
side = DoubleSide,
type = "grid",
axis = "x",
maxRadius = 0,
cellDividers = 6,
sectionDividers = 2,
floorColor = "#2a2a2a",
floorOpacity = 0.3,
ref = $bindable(),
children = undefined,
...props
} = $props();
// Shared fade calculation function for both shaders
const fadeCalculation = /*glsl*/ `
float calculateFade(vec3 worldPos, float viewZ, vec3 fadeOrigin, float fadeDistance, float fadeStrength, float cameraNear, float cameraFar) {
float dist = distance(fadeOrigin, worldPos);
float fadeFactor = 1.0 - clamp(dist / fadeDistance, 0.0, 1.0);
fadeFactor = pow(fadeFactor, fadeStrength);
float viewDepthFade = 1.0 - clamp((viewZ - cameraNear) / (cameraFar - cameraNear), 0.0, 1.0);
viewDepthFade = smoothstep(0.0, 0.3, viewDepthFade);
return min(fadeFactor, viewDepthFade);
}
`;
const vertexShader = /*glsl*/ `
varying vec3 localPosition;
varying vec4 worldPosition;
varying float vViewZ;
uniform vec3 worldCamProjPosition;
uniform vec3 worldPlanePosition;
uniform float fadeDistance;
uniform bool infiniteGrid;
uniform bool followCamera;
uniform int coord0, coord1, coord2;
void main() {
localPosition = vec3(position[coord0], position[coord1], position[coord2]);
if (infiniteGrid) localPosition *= 1.0 + fadeDistance;
worldPosition = modelMatrix * vec4(localPosition, 1.0);
if (followCamera) {
worldPosition.xyz += (worldCamProjPosition - worldPlanePosition);
localPosition = (inverse(modelMatrix) * worldPosition).xyz;
}
vec4 mvPosition = viewMatrix * worldPosition;
vViewZ = -mvPosition.z;
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = /*glsl*/ `
#define PI 3.141592653589793
varying vec3 localPosition;
varying vec4 worldPosition;
varying float vViewZ;
uniform float cellSize, sectionSize, cellThickness, sectionThickness;
uniform vec3 cellColor, sectionColor, backgroundColor, fadeOrigin;
uniform float backgroundOpacity, fadeDistance, fadeStrength, cameraNear, cameraFar;
uniform bool infiniteGrid;
uniform int coord0, coord1, coord2, gridType, lineGridCoord;
uniform float circleGridMaxRadius, polarCellDividers, polarSectionDividers;
${fadeCalculation}
float getSquareGrid(float size, float thickness, vec3 localPos) {
vec2 coord = localPos.xy / size;
vec2 derivative = fwidth(coord);
vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative;
float line = min(grid.x, grid.y) + 1.0 - thickness;
return clamp(1.0 - line, 0.0, 1.0);
}
float getLinesGrid(float size, float thickness, vec3 localPos) {
float coord = localPos[lineGridCoord] / size;
float derivative = fwidth(coord);
float line = abs(fract(coord - 0.5) - 0.5) / derivative - thickness * 0.5;
return clamp(1.0 - line, 0.0, 1.0);
}
float getCirclesGrid(float size, float thickness, vec3 localPos) {
float coord = length(localPos.xy) / size;
float derivative = fwidth(coord);
float line = abs(fract(coord - 0.5) - 0.5) / derivative - thickness * 0.5;
if (!infiniteGrid && circleGridMaxRadius > 0.0 && coord > circleGridMaxRadius + thickness * 0.1) discard;
return clamp(1.0 - line, 0.0, 1.0);
}
float getPolarGrid(float size, float thickness, float polarDividers, vec3 localPos) {
float rad = length(localPos.xy) / size;
vec2 coord = vec2(rad, atan(localPos.x, localPos.y) * polarDividers / PI);
vec2 derivative = fwidth(coord);
vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative;
float line = min(grid.x, grid.y) + 1.0 - thickness;
if (!infiniteGrid && circleGridMaxRadius > 0.0 && rad > circleGridMaxRadius + thickness * 0.1) discard;
return clamp(1.0 - line, 0.0, 1.0);
}
void main() {
float g1 = 0.0, g2 = 0.0;
vec3 localPos = vec3(localPosition[coord0], localPosition[coord1], localPosition[coord2]);
if (gridType == 0) {
g1 = getSquareGrid(cellSize, cellThickness, localPos);
g2 = getSquareGrid(sectionSize, sectionThickness, localPos);
} else if (gridType == 1) {
g1 = getLinesGrid(cellSize, cellThickness, localPos);
g2 = getLinesGrid(sectionSize, sectionThickness, localPos);
} else if (gridType == 2) {
g1 = getCirclesGrid(cellSize, cellThickness, localPos);
g2 = getCirclesGrid(sectionSize, sectionThickness, localPos);
} else if (gridType == 3) {
g1 = getPolarGrid(cellSize, cellThickness, polarCellDividers, localPos);
g2 = getPolarGrid(sectionSize, sectionThickness, polarSectionDividers, localPos);
}
float fadeFactor = calculateFade(worldPosition.xyz, vViewZ, fadeOrigin, fadeDistance, fadeStrength, cameraNear, cameraFar);
vec3 color = mix(cellColor, sectionColor, clamp(sectionThickness * g2, 0.0, 1.0));
float gridAlpha = clamp((g1 + g2) * fadeFactor, 0.0, 1.0);
if (backgroundOpacity > 0.0) {
vec3 finalColor = mix(backgroundColor, color, gridAlpha);
float blendedAlpha = clamp(max(gridAlpha, backgroundOpacity * fadeFactor), 0.0, 1.0);
gl_FragColor = vec4(finalColor, blendedAlpha);
} else {
gl_FragColor = vec4(color, gridAlpha);
}
if (gl_FragColor.a < 0.05) discard;
#include <tonemapping_fragment>
#include <${revision < 154 ? "encodings_fragment" : "colorspace_fragment"}>
}
`;
// Simple floor shader
const floorVertexShader = /*glsl*/ `
varying vec3 vWorldPosition;
varying float vViewZ;
void main() {
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vWorldPosition = worldPosition.xyz;
vec4 mvPosition = viewMatrix * worldPosition;
vViewZ = -mvPosition.z;
gl_Position = projectionMatrix * mvPosition;
}
`;
const floorFragmentShader = /*glsl*/ `
uniform vec3 floorColor, fadeOrigin;
uniform float floorOpacity, fadeDistance, fadeStrength, cameraNear, cameraFar;
varying vec3 vWorldPosition;
varying float vViewZ;
${fadeCalculation}
void main() {
float fadeFactor = calculateFade(vWorldPosition, vViewZ, fadeOrigin, fadeDistance, fadeStrength, cameraNear, cameraFar);
float finalOpacity = floorOpacity * fadeFactor;
gl_FragColor = vec4(floorColor, finalOpacity);
if (gl_FragColor.a < 0.01) discard;
}
`;
const mesh = new Mesh();
const { invalidate, camera } = useThrelte();
const gridPlane = new Plane();
const upVector = new Vector3(0, 1, 0);
const zeroVector = new Vector3(0, 0, 0);
const axisToInt: Record<string, number> = { x: 0, y: 1, z: 2 };
const planeToAxes: Record<string, string> = { xz: "xzy", xy: "xyz", zy: "zyx" };
const gridType = { grid: 0, lines: 1, circular: 2, polar: 3 };
// Shared uniforms (used by both grid and floor)
const sharedUniforms = {
fadeOrigin: { value: new Vector3() },
fadeDistance: { value: fadeDistance },
fadeStrength: { value: fadeStrength },
cameraNear: { value: 0.1 },
cameraFar: { value: 1000 }
};
// Grid uniforms
const uniforms = {
...sharedUniforms,
cellSize: { value: cellSize },
sectionSize: { value: sectionSize },
cellColor: { value: new Color(cellColor) },
sectionColor: { value: new Color(sectionColor) },
backgroundColor: { value: new Color(backgroundColor) },
backgroundOpacity: { value: backgroundOpacity },
cellThickness: { value: cellThickness },
sectionThickness: { value: sectionThickness },
infiniteGrid: { value: infiniteGrid },
followCamera: { value: followCamera },
coord0: { value: 0 },
coord1: { value: 2 },
coord2: { value: 1 },
gridType: { value: gridType.grid },
lineGridCoord: { value: axisToInt[axis as keyof typeof axisToInt] || 0 },
circleGridMaxRadius: { value: maxRadius },
polarCellDividers: { value: cellDividers },
polarSectionDividers: { value: sectionDividers },
worldCamProjPosition: { value: new Vector3() },
worldPlanePosition: { value: new Vector3() }
};
// Floor uniforms (simpler, reusing shared uniforms)
const floorUniforms = {
...sharedUniforms,
floorColor: { value: new Color(floorColor) },
floorOpacity: { value: floorOpacity }
};
// Single update effect for all uniforms
$effect.pre(() => {
const axes = planeToAxes[plane] || "xzy";
const [c0, c1, c2] = [axes.charAt(0), axes.charAt(1), axes.charAt(2)].map(
(c) => axisToInt[c as keyof typeof axisToInt]
);
// Update grid uniforms
Object.assign(uniforms, {
coord0: { value: c0 },
coord1: { value: c1 },
coord2: { value: c2 },
cellSize: { value: cellSize },
sectionSize: { value: sectionSize },
cellThickness: { value: cellThickness },
sectionThickness: { value: sectionThickness },
backgroundOpacity: { value: backgroundOpacity },
infiniteGrid: { value: infiniteGrid },
followCamera: { value: followCamera }
});
uniforms.cellColor.value.set(cellColor);
uniforms.sectionColor.value.set(sectionColor);
uniforms.backgroundColor.value.set(backgroundColor);
// Update shared uniforms (affects both grid and floor)
sharedUniforms.fadeDistance.value = fadeDistance;
sharedUniforms.fadeStrength.value = fadeStrength;
floorUniforms.floorColor.value.set(floorColor);
floorUniforms.floorOpacity.value = floorOpacity;
// Update camera uniforms
if (camera.current && "near" in camera.current && "far" in camera.current) {
const cam = camera.current as THREE.PerspectiveCamera;
sharedUniforms.cameraNear.value = cam.near;
sharedUniforms.cameraFar.value = cam.far;
}
// Update grid type
const typeMap = { grid: 0, lines: 1, circular: 2, polar: 3 };
uniforms.gridType.value = typeMap[type as keyof typeof typeMap] || 0;
if (type === "lines")
uniforms.lineGridCoord.value = axisToInt[axis as keyof typeof axisToInt] || 0;
if (type === "circular" || type === "polar") {
uniforms.circleGridMaxRadius.value = maxRadius;
if (type === "polar") {
uniforms.polarCellDividers.value = cellDividers;
uniforms.polarSectionDividers.value = sectionDividers;
}
}
invalidate();
});
// Single task for both grid and floor fade origins
useTask(
() => {
gridPlane.setFromNormalAndCoplanarPoint(upVector, zeroVector).applyMatrix4(mesh.matrixWorld);
const material = mesh.material as THREE.ShaderMaterial;
if (material?.uniforms) {
const { worldCamProjPosition, worldPlanePosition } = material.uniforms;
const projectedPoint = gridPlane.projectPoint(
camera.current.position,
worldCamProjPosition.value
);
if (!fadeOrigin) sharedUniforms.fadeOrigin.value = projectedPoint;
worldPlanePosition.value.set(0, 0, 0).applyMatrix4(mesh.matrixWorld);
}
},
{ autoInvalidate: false }
);
</script>
<!-- Shadow-receiving floor underneath -->
<T.Mesh rotation={[-Math.PI / 2, 0, 0]} receiveShadow position.y={0} {...props}>
<T.PlaneGeometry
args={infiniteGrid
? [1000, 1000]
: typeof gridSize == "number"
? [gridSize, gridSize]
: gridSize}
/>
<T.ShadowMaterial
transparent={true}
opacity={0.3}
polygonOffset={true}
polygonOffsetFactor={1}
polygonOffsetUnits={1}
/>
</T.Mesh>
<!-- Fading floor -->
<T.Mesh rotation={[-Math.PI / 2, 0, 0]} position.y={0} {...props}>
<T.PlaneGeometry
args={infiniteGrid
? [1000, 1000]
: typeof gridSize == "number"
? [gridSize, gridSize]
: gridSize}
/>
<T.ShaderMaterial
vertexShader={floorVertexShader}
fragmentShader={floorFragmentShader}
uniforms={floorUniforms}
transparent={true}
side={THREE.DoubleSide}
depthTest={true}
depthWrite={false}
polygonOffset={true}
polygonOffsetFactor={-1}
polygonOffsetUnits={-1}
/>
</T.Mesh>
<!-- Grid lines -->
<T is={mesh} bind:ref frustumCulled={false} position.y={0.005} {...props}>
<T.ShaderMaterial
{fragmentShader}
{vertexShader}
{uniforms}
transparent
{side}
depthTest={true}
depthWrite={false}
/>
{#if children}
{@render children({ ref: mesh })}
{:else}
<T.PlaneGeometry args={typeof gridSize == "number" ? [gridSize, gridSize] : gridSize} />
{/if}
</T>
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