Complete transition to WebGPU

This commit is contained in:
Fuhrmann 2025-04-11 09:40:35 +02:00
parent 4dadaf470c
commit ce20daeee2
3 changed files with 11 additions and 32 deletions

View file

@ -75,7 +75,7 @@ const fragmentShader = /*#__PURE__*/ Fn(() => {
.and(positionWorld.y.greaterThanEqual(bounds.z))
.and(positionWorld.y.lessThanEqual(bounds.w)),
() => {
let uv = positionWorld.xy
const uv = positionWorld.xy
.sub(bounds.xz)
.div(bounds.yw.sub(bounds.xz))
.toVar();

View file

@ -8,7 +8,6 @@ import {
LineBasicMaterial,
LineSegments,
Mesh,
MeshStandardMaterial,
Object3DEventMap,
PerspectiveCamera,
Plane,
@ -26,7 +25,7 @@ import {
MeshStandardNodeMaterial,
WebGPURenderer,
} from "three/webgpu";
import { Fn, uniform, vec4 } from "three/tsl";
import { vec4 } from "three/tsl";
export enum Orientation {
X = "X",
@ -648,36 +647,19 @@ function generateCapMeshes(
// Intersection surface can be a multipolygon consisting of disconnected polygons
const polygons: Vector3[][] = buildPolygons(edges);
const offset =
orientation === Orientation.NX ||
orientation === Orientation.NY ||
orientation === Orientation.NZ
? 1
: -1;
const color =
mesh.material instanceof MeshStandardNodeMaterial
? mesh.material.color
: new Color(1, 1, 1);
: new Color(0.1, 0.1, 0.1);
const material = new MeshStandardNodeMaterial({
color,
side: DoubleSide,
metalness: 0.1,
roughness: 0.5,
flatShading: true,
polygonOffset: true,
polygonOffsetFactor: offset,
polygonOffsetUnits: offset,
wireframe: scene.userData.wireframe,
alphaToCoverage: true,
});
const tColor = uniform(new Color(color));
const fragmentShader = Fn(() => {
return vec4(tColor.r, tColor.g, tColor.b, 1.0);
});
material.fragmentNode = fragmentShader();
material.colorNode = vec4(color.r, color.g, color.b, 1.0);
polygons.forEach((polygon) => {
const geometry = triangulatePolygon(polygon, plane);
@ -687,7 +669,7 @@ function generateCapMeshes(
capMesh.name = mesh.name;
// Offset mesh to avoid flickering
const normal = plane.normal.clone().multiplyScalar(offset);
const normal = plane.normal.clone().multiplyScalar(10);
const positionAttr = capMesh.geometry.attributes.position;
for (let i = 0; i < positionAttr.count; i++) {
@ -698,7 +680,7 @@ function generateCapMeshes(
}
positionAttr.needsUpdate = true;
if (capMesh) {
if (capMesh && geometry.index && geometry.index.count > 0) {
capMeshGroup.add(capMesh);
}
});

View file

@ -10,7 +10,7 @@ import { fetchVertices, fetchTriangleIndices, transform } from "./utils";
import { TRIANGLE_INDICES_URL, VERTICES_URL } from "../config";
import { topoNodeMaterial } from "../ShaderMaterial";
import { MeshStandardNodeMaterial } from "three/webgpu";
import { Fn, uniform, vec3, vec4 } from "three/tsl";
import { vec4 } from "three/tsl";
interface MappedFeature {
featuregeom_id: number;
@ -36,7 +36,7 @@ export async function buildMeshes(mappedFeatures: MappedFeature[]) {
}
async function buildMesh(layerData: MappedFeature) {
const color = `#${layerData.preview.legend_color}`;
const colorHex = `#${layerData.preview.legend_color}`;
const name = layerData.preview.legend_text;
const geomId = layerData.featuregeom_id.toString();
@ -65,7 +65,7 @@ async function buildMesh(layerData: MappedFeature) {
geometry.computeVertexNormals();
const material = new MeshStandardNodeMaterial({
color: color,
color: colorHex,
metalness: 0.1,
roughness: 0.5,
flatShading: true,
@ -73,11 +73,8 @@ async function buildMesh(layerData: MappedFeature) {
alphaToCoverage: true,
});
const tColor = uniform(new Color(color));
const fragmentShader = Fn(() => {
return vec4(tColor.r, tColor.g, tColor.b, 1.0);
});
material.colorNode = fragmentShader();
const color = new Color(colorHex);
material.colorNode = vec4(color.r, color.g, color.b, 1.0);
const mesh = new Mesh(
geometry,