Add advanced rendering configuration functions

This commit is contained in:
2026-04-02 20:50:48 +02:00
parent f3dd0903e7
commit 81bfd905ca

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import {
BasicShadowMap,
DirectionalLight,
HalfFloatType,
Mesh,
NoToneMapping,
PCFShadowMap,
PCFSoftShadowMap,
PointLight,
SpotLight,
type Object3D,
type PerspectiveCamera,
type Scene,
type WebGLRenderer,
UnsignedByteType
} from "three";
import {
BloomEffect,
DepthOfFieldEffect,
EffectComposer,
EffectPass,
RenderPass,
SMAAEffect,
SMAAPreset,
SSAOEffect,
ToneMappingEffect,
ToneMappingMode
} from "postprocessing";
import type {
AdvancedRenderingSettings,
AdvancedRenderingShadowMapSize,
AdvancedRenderingShadowType,
AdvancedRenderingToneMappingMode
} from "../document/world-settings";
export function getAdvancedRenderingShadowMapType(shadowType: AdvancedRenderingShadowType) {
switch (shadowType) {
case "basic":
return BasicShadowMap;
case "pcf":
return PCFShadowMap;
case "pcfSoft":
return PCFSoftShadowMap;
}
}
export function getAdvancedRenderingToneMappingMode(mode: AdvancedRenderingToneMappingMode): ToneMappingMode {
switch (mode) {
case "none":
return ToneMappingMode.LINEAR;
case "linear":
return ToneMappingMode.LINEAR;
case "reinhard":
return ToneMappingMode.REINHARD;
case "cineon":
return ToneMappingMode.CINEON;
case "acesFilmic":
return ToneMappingMode.ACES_FILMIC;
}
}
export function configureAdvancedRenderingRenderer(renderer: WebGLRenderer, settings: AdvancedRenderingSettings) {
renderer.shadowMap.enabled = settings.enabled && settings.shadows.enabled;
renderer.shadowMap.type = getAdvancedRenderingShadowMapType(settings.shadows.type);
renderer.toneMapping = NoToneMapping;
renderer.toneMappingExposure = settings.toneMapping.exposure;
}
export function createAdvancedRenderingComposer(
renderer: WebGLRenderer,
scene: Scene,
camera: PerspectiveCamera,
settings: AdvancedRenderingSettings
): EffectComposer {
const composer = new EffectComposer(renderer, {
multisampling: 0,
frameBufferType: renderer.capabilities.isWebGL2 ? HalfFloatType : UnsignedByteType
});
composer.addPass(new RenderPass(scene, camera));
const effects = [];
if (settings.ambientOcclusion.enabled) {
effects.push(
new SSAOEffect(camera, undefined, {
samples: settings.ambientOcclusion.samples,
radius: settings.ambientOcclusion.radius,
intensity: settings.ambientOcclusion.intensity
})
);
}
if (settings.bloom.enabled) {
effects.push(
new BloomEffect({
intensity: settings.bloom.intensity,
luminanceThreshold: settings.bloom.threshold,
radius: settings.bloom.radius
})
);
}
if (settings.depthOfField.enabled) {
effects.push(
new DepthOfFieldEffect(camera, {
focusDistance: settings.depthOfField.focusDistance,
focalLength: settings.depthOfField.focalLength,
bokehScale: settings.depthOfField.bokehScale
})
);
}
effects.push(
new ToneMappingEffect({
mode: getAdvancedRenderingToneMappingMode(settings.toneMapping.mode)
})
);
effects.push(
new SMAAEffect({
preset: SMAAPreset.MEDIUM
})
);
composer.addPass(new EffectPass(camera, ...effects));
return composer;
}
export function applyAdvancedRenderingRenderableShadowFlags(root: Object3D, enabled: boolean) {
root.traverse((object) => {
if ((object as Mesh).isMesh === true && object.userData.shadowIgnored !== true) {
object.castShadow = enabled;
object.receiveShadow = enabled;
}
});
}
export function applyAdvancedRenderingLightShadowFlags(
root: Object3D,
settings: Pick<AdvancedRenderingSettings, "enabled" | "shadows">
) {
const shadowEnabled = settings.enabled && settings.shadows.enabled;
root.traverse((object) => {
if (object instanceof DirectionalLight || object instanceof PointLight || object instanceof SpotLight) {
object.castShadow = shadowEnabled;
if (!shadowEnabled) {
return;
}
object.shadow.bias = settings.shadows.bias;
object.shadow.mapSize.set(settings.shadows.mapSize, settings.shadows.mapSize);
}
});
}