Update runtime-host.ts to handle volume rendering paths and improve material creation logic
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@@ -30,7 +30,8 @@ import {
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applyAdvancedRenderingLightShadowFlags,
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applyAdvancedRenderingRenderableShadowFlags,
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configureAdvancedRenderingRenderer,
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createAdvancedRenderingComposer
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createAdvancedRenderingComposer,
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resolveBoxVolumeRenderPaths
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} from "../rendering/advanced-rendering";
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import {
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areAdvancedRenderingSettingsEqual,
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@@ -508,17 +509,18 @@ export class RuntimeHost {
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private rebuildBrushMeshes(brushes: RuntimeBoxBrushInstance[]) {
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this.clearBrushMeshes();
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const volumeRenderPaths = this.currentWorld === null ? { fog: "performance", water: "performance" } : resolveBoxVolumeRenderPaths(this.currentWorld.advancedRendering);
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for (const brush of brushes) {
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const geometry = buildBoxBrushDerivedMeshData(brush).geometry;
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const materials = [
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this.createFaceMaterial(brush.faces.posX.material),
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this.createFaceMaterial(brush.faces.negX.material),
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this.createFaceMaterial(brush.faces.posY.material),
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this.createFaceMaterial(brush.faces.negY.material),
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this.createFaceMaterial(brush.faces.posZ.material),
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this.createFaceMaterial(brush.faces.negZ.material)
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this.createFaceMaterial(brush, "posX", brush.faces.posX.material, volumeRenderPaths),
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this.createFaceMaterial(brush, "negX", brush.faces.negX.material, volumeRenderPaths),
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this.createFaceMaterial(brush, "posY", brush.faces.posY.material, volumeRenderPaths),
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this.createFaceMaterial(brush, "negY", brush.faces.negY.material, volumeRenderPaths),
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this.createFaceMaterial(brush, "posZ", brush.faces.posZ.material, volumeRenderPaths),
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this.createFaceMaterial(brush, "negZ", brush.faces.negZ.material, volumeRenderPaths)
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];
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const mesh = new Mesh(geometry, materials);
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@@ -579,7 +581,47 @@ export class RuntimeHost {
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this.applyShadowState();
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}
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private createFaceMaterial(material: RuntimeBoxBrushInstance["faces"]["posX"]["material"]): MeshStandardMaterial {
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private createFaceMaterial(
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brush: RuntimeBoxBrushInstance,
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faceId: "posX" | "negX" | "posY" | "negY" | "posZ" | "negZ",
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material: RuntimeBoxBrushInstance["faces"]["posX"]["material"],
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volumeRenderPaths: { fog: "performance" | "quality"; water: "performance" | "quality" }
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): MeshStandardMaterial {
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if (brush.volume.mode === "water") {
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const quality = volumeRenderPaths.water === "quality";
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const baseOpacity = Math.max(0.05, Math.min(1, brush.volume.water.surfaceOpacity));
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const topBoost = faceId === "posY" ? 0.18 : 0;
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return new MeshStandardMaterial({
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color: brush.volume.water.colorHex,
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emissive: brush.volume.water.colorHex,
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emissiveIntensity: quality ? 0.08 + brush.volume.water.waveStrength * 0.1 : 0.03,
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roughness: quality ? 0.08 : 0.2,
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metalness: quality ? 0.04 : 0.01,
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transparent: true,
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opacity: Math.min(1, baseOpacity + topBoost),
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transmission: quality ? 0.25 : 0,
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thickness: quality ? 0.6 : 0,
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envMapIntensity: quality ? 1.15 : 1
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});
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}
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if (brush.volume.mode === "fog") {
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const quality = volumeRenderPaths.fog === "quality";
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const densityOpacity = Math.max(0.08, Math.min(0.82, brush.volume.fog.density * (quality ? 0.65 : 0.9) + 0.1));
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return new MeshStandardMaterial({
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color: brush.volume.fog.colorHex,
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emissive: brush.volume.fog.colorHex,
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emissiveIntensity: quality ? 0.08 : 0.04,
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roughness: 1,
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metalness: 0,
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transparent: true,
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opacity: densityOpacity,
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depthWrite: false
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});
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}
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if (material === null) {
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return new MeshStandardMaterial({
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color: FALLBACK_FACE_COLOR,
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