update model viewer code

This commit is contained in:
Tom 2023-11-09 16:02:07 +00:00
parent c248dcb77b
commit f384514243
2 changed files with 161 additions and 8 deletions

View File

@ -118,6 +118,7 @@ class CustomOutlinePass extends Pass {
uniform vec4 screenSize;
uniform vec3 outlineColor;
uniform vec2 multiplierParameters;
uniform int debugVisualize;
varying vec2 vUv;
@ -196,6 +197,22 @@ class CustomOutlinePass extends Pass {
// Combine outline with scene color.
vec4 outlineColor = vec4(outlineColor, 1.0);
gl_FragColor = vec4(mix(sceneColor, outlineColor, outline));
//// For debug visualization of the different inputs to this shader.
if (debugVisualize == 2) {
gl_FragColor = sceneColor;
}
if (debugVisualize == 3) {
gl_FragColor = vec4(vec3(depth), 1.0);
}
if (debugVisualize == 4) {
// 4 visualizes the surfaceID buffer
gl_FragColor = vec4(surfaceValue, 1.0);
}
if (debugVisualize == 5) {
// Outlines only
gl_FragColor = mix(vec4(0,0,0,0), outlineColor, outline);
}
}
`;
}
@ -203,6 +220,7 @@ class CustomOutlinePass extends Pass {
createOutlinePostProcessMaterial() {
return new THREE.ShaderMaterial({
uniforms: {
debugVisualize: { value: 0 },
sceneColorBuffer: {},
depthBuffer: {},
surfaceBuffer: {},

View File

@ -1,5 +1,6 @@
import * as THREE from "three";
import * as dat from 'dat.gui';
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
@ -12,6 +13,123 @@ import { CustomOutlinePass } from "./CustomOutlinePass.js";
import FindSurfaces from "./FindSurfaces.js";
// Todo:
// Swap in the version of this code that has a debug GUI behind a flag
// Consider support for transparent objects by rendering them as a wireframe in the color and excluding them from the edge pass.
// Fix the cetnering and scaling
// Switch to an angled isometric camera to match the style from the main page.
const fitCameraToCenteredObject = function (camera, object, offset, orbitControls ) {
const boundingBox = new THREE.Box3();
boundingBox.setFromObject( object );
var middle = new THREE.Vector3();
var size = new THREE.Vector3();
boundingBox.getSize(size);
// figure out how to fit the box in the view:
// 1. figure out horizontal FOV (on non-1.0 aspects)
// 2. figure out distance from the object in X and Y planes
// 3. select the max distance (to fit both sides in)
//
// The reason is as follows:
//
// Imagine a bounding box (BB) is centered at (0,0,0).
// Camera has vertical FOV (camera.fov) and horizontal FOV
// (camera.fov scaled by aspect, see fovh below)
//
// Therefore if you want to put the entire object into the field of view,
// you have to compute the distance as: z/2 (half of Z size of the BB
// protruding towards us) plus for both X and Y size of BB you have to
// figure out the distance created by the appropriate FOV.
//
// The FOV is always a triangle:
//
// (size/2)
// +--------+
// | /
// | /
// | /
// | F° /
// | /
// | /
// | /
// |/
//
// F° is half of respective FOV, so to compute the distance (the length
// of the straight line) one has to: `size/2 / Math.tan(F)`.
//
// FTR, from https://threejs.org/docs/#api/en/cameras/PerspectiveCamera
// the camera.fov is the vertical FOV.
const fov = camera.fov * ( Math.PI / 180 );
const fovh = 2*Math.atan(Math.tan(fov/2) * camera.aspect);
let dx = size.z / 2 + Math.abs( size.x / 2 / Math.tan( fovh / 2 ) );
let dy = size.z / 2 + Math.abs( size.y / 2 / Math.tan( fov / 2 ) );
let cameraZ = Math.max(dx, dy);
// offset the camera, if desired (to avoid filling the whole canvas)
if( offset !== undefined && offset !== 0 ) cameraZ *= offset;
camera.position.set( 0, 0, cameraZ );
// set the far plane of the camera so that it easily encompasses the whole object
const minZ = boundingBox.min.z;
const cameraToFarEdge = ( minZ < 0 ) ? -minZ + cameraZ : cameraZ - minZ;
camera.far = cameraToFarEdge * 3;
camera.updateProjectionMatrix();
if ( orbitControls !== undefined ) {
// set camera to rotate around the center
orbitControls.target = new THREE.Vector3(0, 0, 0);
// prevent camera from zooming out far enough to create far plane cutoff
orbitControls.maxDistance = cameraToFarEdge * 2;
}
};
const setupDebug = () => {
// Set up GUI controls
const GUI = dat.GUI;
const gui = new GUI({ width: 300, autoPlace: true});
// container.append(gui.domElement);
const uniforms = customOutline.fsQuad.material.uniforms;
const params = {
mode: { Mode: 0 },
depthBias: uniforms.multiplierParameters.value.x,
depthMult: uniforms.multiplierParameters.value.y,
normalBias: uniforms.multiplierParameters.value.z,
normalMult: uniforms.multiplierParameters.value.w,
};
gui
.add(params.mode, "Mode", {
"Outlines": 0,
"Original scene": 2,
"Depth buffer": 3,
"SurfaceID debug buffer": 4,
"Outlines only": 5,
})
.onChange(function (value) {
uniforms.debugVisualize.value = value;
});
gui.add(params, "depthBias", 0.0, 5).onChange(function (value) {
uniforms.multiplierParameters.value.x = value;
});
gui.add(params, "depthMult", 0.0, 20).onChange(function (value) {
uniforms.multiplierParameters.value.y = value;
});
gui.add(params, "normalBias", 0.0, 20).onChange(function (value) {
uniforms.multiplierParameters.value.z = value;
});
gui.add(params, "normalMult", 0.0, 10).onChange(function (value) {
uniforms.multiplierParameters.value.w = value;
});
}
class OutlineModelViewer extends HTMLElement {
constructor() {
super();
@ -20,16 +138,19 @@ class OutlineModelViewer extends HTMLElement {
this.render();
const model_path = this.getAttribute("model") || "/assets/projects/bike_lights/models/bigger.glb";
const container = this.shadow.querySelector("div#container");
console.log(container);
const canvas = this.shadow.querySelector("canvas");
let canvas_rect = canvas.getBoundingClientRect();
console.log(canvas.clientWidth, canvas.clientHeight, canvas_rect, window.devicePixelRatio);
const body = document.getElementsByTagName("body")[0];
const style = window.getComputedStyle(body);
const background_color = style.getPropertyValue("background-color");
const outline_color = 0x000000;
const model_color = 0xffffff;
const isDark = (window.matchMedia && window.matchMedia('(prefers-color-scheme: dark)').matches)
const outline_color = isDark ? 0xffffff : 0x000000;
const model_color = background_color;
// Init scene
const camera = new THREE.PerspectiveCamera(
@ -121,12 +242,20 @@ class OutlineModelViewer extends HTMLElement {
// Set up orbital camera controls.
let controls = new OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
let bbox = new THREE.Box3().setFromObject(scene);
let middle = new THREE.Vector3();
bbox.getCenter(middle);
// // Center it
scene.applyMatrix4(new THREE.Matrix4().makeTranslation( -middle.x, -middle.y, -middle.z ) );
// fitCameraToCenteredObject(camera, scene, 1, controls );
controls.update();
// Render loop
function update() {
requestAnimationFrame(update);
controls.update();
// controls.update();
composer.render();
}
update();
@ -147,18 +276,24 @@ class OutlineModelViewer extends HTMLElement {
}
window.addEventListener("resize", onWindowResize, false);
if(this.getAttribute("debug")) setupDebug();
}
render() {
this.shadow.innerHTML = `
<canvas class="canvas" id="bob"></canvas>
<div id="container">
<canvas class = "object-viewer"></canvas>
<summary>
Debug
<details>Details</details>
</summary>
</div>
<style>
.canvas {
.object-viewer {
width: 100%;
aspect-ratio: 1 / 1;
height: 100%;
border-radius: 0.25rem;
}
</style>