Disable antialiasing in WebGLRenderer and update water contact patch collection logic

This commit is contained in:
2026-04-06 20:53:43 +02:00
parent 748273ff38
commit 7c26caa2e8

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@@ -66,7 +66,7 @@ export class RuntimeHost {
this.scene.add(this.localLightGroup);
this.scene.add(this.brushGroup);
this.scene.add(this.modelGroup);
this.renderer = enableRendering ? new WebGLRenderer({ antialias: true, alpha: true }) : null;
this.renderer = enableRendering ? new WebGLRenderer({ antialias: false, alpha: true }) : null;
this.domElement = this.renderer?.domElement ?? document.createElement("canvas");
if (this.renderer !== null) {
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
@@ -366,7 +366,10 @@ export class RuntimeHost {
const volumeRenderPaths = this.currentWorld === null ? { fog: "performance", water: "performance" } : resolveBoxVolumeRenderPaths(this.currentWorld.advancedRendering);
for (const brush of brushes) {
const geometry = buildBoxBrushDerivedMeshData(brush).geometry;
const contactPatches = brush.volume.mode === "water" ? this.collectRuntimeWaterContactPatches(brush) : [];
const staticContactPatches = brush.volume.mode === "water" ? this.collectRuntimeStaticWaterContactPatches(brush) : [];
const contactPatches = brush.volume.mode === "water"
? this.mergeRuntimeWaterContactPatches(staticContactPatches, this.collectRuntimePlayerWaterContactPatches(brush))
: [];
const materials = [
this.createFaceMaterial(brush, "posX", brush.faces.posX.material, volumeRenderPaths, contactPatches),
this.createFaceMaterial(brush, "negX", brush.faces.negX.material, volumeRenderPaths, contactPatches),
@@ -441,7 +444,8 @@ export class RuntimeHost {
if (faceId === "posY" && waterMaterial.contactPatchesUniform !== null) {
this.runtimeWaterContactUniforms.push({
brush,
uniform: waterMaterial.contactPatchesUniform
uniform: waterMaterial.contactPatchesUniform,
staticContactPatches
});
}
return waterMaterial.material;
@@ -585,24 +589,34 @@ export class RuntimeHost {
return null;
}
}
collectRuntimeWaterContactPatches(brush) {
collectRuntimeStaticWaterContactPatches(brush) {
const contactBounds = this.runtimeScene?.colliders.map((collider) => ({
min: collider.worldBounds.min,
max: collider.worldBounds.max
})) ?? [];
const playerBounds = this.createPlayerWaterContactBounds();
if (playerBounds !== null) {
contactBounds.push(playerBounds);
}
return collectWaterContactPatches({
center: brush.center,
rotationDegrees: brush.rotationDegrees,
size: brush.size
}, contactBounds);
}
collectRuntimePlayerWaterContactPatches(brush) {
const playerBounds = this.createPlayerWaterContactBounds();
if (playerBounds === null) {
return [];
}
return collectWaterContactPatches({
center: brush.center,
rotationDegrees: brush.rotationDegrees,
size: brush.size
}, [playerBounds]);
}
mergeRuntimeWaterContactPatches(staticContactPatches, dynamicContactPatches) {
return [...dynamicContactPatches, ...staticContactPatches].slice(0, 6);
}
updateRuntimeWaterContactUniforms() {
for (const binding of this.runtimeWaterContactUniforms) {
binding.uniform.value = createWaterContactPatchUniformValue(this.collectRuntimeWaterContactPatches(binding.brush));
binding.uniform.value = createWaterContactPatchUniformValue(this.mergeRuntimeWaterContactPatches(binding.staticContactPatches, this.collectRuntimePlayerWaterContactPatches(binding.brush)));
}
}
clearModelInstances() {