s3m-three 0.3.9 → 0.3.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/browser/s3m-three.iife.ext-three.js +174 -40
- package/dist/browser/s3m-three.iife.js +174 -40
- package/dist/core/types.d.ts +16 -0
- package/dist/core/types.d.ts.map +1 -1
- package/dist/index.d.ts +3 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -1
- package/dist/render/EdgeLines.d.ts +12 -0
- package/dist/render/EdgeLines.d.ts.map +1 -1
- package/dist/render/EdgeLines.js +60 -6
- package/dist/render/EdgeLines.js.map +1 -1
- package/dist/render/FeatureStyleManager.d.ts +33 -0
- package/dist/render/FeatureStyleManager.d.ts.map +1 -1
- package/dist/render/FeatureStyleManager.js +98 -11
- package/dist/render/FeatureStyleManager.js.map +1 -1
- package/dist/render/GPUPathManager.d.ts +95 -0
- package/dist/render/GPUPathManager.d.ts.map +1 -0
- package/dist/render/GPUPathManager.js +265 -0
- package/dist/render/GPUPathManager.js.map +1 -0
- package/dist/render/S3MViewer.d.ts +47 -0
- package/dist/render/S3MViewer.d.ts.map +1 -1
- package/dist/render/S3MViewer.js +104 -3
- package/dist/render/S3MViewer.js.map +1 -1
- package/dist/render/StyleMaterial.d.ts +12 -0
- package/dist/render/StyleMaterial.d.ts.map +1 -1
- package/dist/render/StyleMaterial.js +117 -14
- package/dist/render/StyleMaterial.js.map +1 -1
- package/package.json +1 -1
- package/src/core/types.ts +8 -0
- package/src/index.ts +3 -1
- package/src/render/EdgeLines.ts +64 -6
- package/src/render/FeatureStyleManager.ts +130 -11
- package/src/render/GPUPathManager.ts +306 -0
- package/src/render/S3MViewer.ts +119 -2
- package/src/render/StyleMaterial.ts +121 -14
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@@ -11,6 +11,7 @@
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import * as THREE from 'three';
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import type { StyleUniforms } from '../core/types.js';
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import { DEFAULT_FLOOR_HEIGHT } from '../core/FeatureInfo.js';
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import { GPUPathManager } from './GPUPathManager.js';
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/** 着色模式,数值与着色器里的 uMode 一一对应 */
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export const STYLE = {
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@@ -188,8 +189,9 @@ const DUMMY_DATA = new Float32Array([
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1, 0, 0, 0, // Row 2: rot row 0, pivot.x
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0, 1, 0, 0, // Row 3: rot row 1, pivot.y
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0, 0, 1, 0, // Row 4: rot row 2, pivot.z
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-1, 0, 0, 0, // Row 5: pathId (-1=none), speed, phase, modeFlag
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]);
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-
export const DUMMY_BATCH_TEX = new THREE.DataTexture(DUMMY_DATA, 1,
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export const DUMMY_BATCH_TEX = new THREE.DataTexture(DUMMY_DATA, 1, 6, THREE.RGBAFormat, THREE.FloatType);
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DUMMY_BATCH_TEX.minFilter = THREE.NearestFilter;
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DUMMY_BATCH_TEX.magFilter = THREE.NearestFilter;
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DUMMY_BATCH_TEX.needsUpdate = true;
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@@ -235,6 +237,14 @@ export function createSharedUniforms(): StyleUniforms {
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uAmbientGain: { value: 0 },
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/** 双纹理交叉淡化插值系数(0 = 纯 uBatchTex, 1 = 纯 uBatchTex2) */
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uBatchMix: { value: 0 },
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/** GPU 路径数据采样纹理 */
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uPathTex: { value: GPUPathManager.DUMMY_PATH_TEX },
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/** GPU 路径纹理中包含的路径条数(高度) */
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uPathCount: { value: 1 },
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/** 是否激活 GPU 路径动画(0 = 未激活,1 = 激活) */
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uPathTexActive: { value: 0 },
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/** GPU 路径时间戳(秒) */
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uPathTime: { value: 0 },
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/**
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* 图层整体透明度:在片元里乘进 diffuseColor.a。
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*
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@@ -277,6 +287,10 @@ const VERT_PARS = /* glsl */ `
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uniform float uBatchMix;
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uniform float uBatchTexWidth;
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uniform int uBatchTexActive;
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uniform sampler2D uPathTex;
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uniform float uPathCount;
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uniform float uPathTime;
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uniform int uPathTexActive;
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varying float vBatchId;
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varying vec3 vVertColor;
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varying float vWorldZ;
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@@ -341,22 +355,63 @@ const VERT_SETUP = /* glsl */ `
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float s3mBatchSetup = s3mBatchRaw();
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if ( uBatchTexActive > 0 && s3mBatchSetup >= 0.0 ) {
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float s3mU = ( s3mBatchSetup + 0.5 ) / uBatchTexWidth;
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vec4 bState = s3mSampleBatchRow0( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 bState = s3mSampleBatchRow0( uBatchTex, uBatchTex2, vec2( s3mU, 0.08333333 ), uBatchMix );
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if ( bState.a >= -0.5 ) {
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vec4 bOffset = s3mSampleBatchRow1( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 bOffset = s3mSampleBatchRow1( uBatchTex, uBatchTex2, vec2( s3mU, 0.25 ), uBatchMix );
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s3mCustomOffset = bOffset.xyz;
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if ( s3mCustomOffset.z == 0.0 && bState.a > 0.0 ) {
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s3mCustomOffset.z = bState.a;
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}
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vec4 r2 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 r3 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 r4 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 r2 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.41666667 ), uBatchMix );
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vec4 r3 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.58333333 ), uBatchMix );
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vec4 r4 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.75 ), uBatchMix );
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s3mRot = mat3(
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vec3( r2.x, r3.x, r4.x ),
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vec3( r2.y, r3.y, r4.y ),
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vec3( r2.z, r3.z, r4.z )
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);
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s3mPivot = vec3( r2.w, r3.w, r4.w );
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// Row 5: GPU 路径动画计算
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if ( uPathTexActive > 0 ) {
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vec4 r5 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.91666667 ), uBatchMix );
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float pathId = r5.x;
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float speed = r5.y;
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float phase = r5.z;
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float mode = r5.w;
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if ( pathId >= 0.0 && mode > 0.5 && uPathCount > 0.0 ) {
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float t = phase + uPathTime * speed;
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bool autoHeading = true;
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if ( mode >= 4.0 ) {
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autoHeading = false;
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mode -= 3.0;
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}
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if ( mode < 1.5 ) {
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t = fract( t );
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} else if ( mode < 2.5 ) {
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t = clamp( t, 0.0, 1.0 );
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} else {
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t = mod( t, 2.0 );
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t = ( t > 1.0 ) ? ( 2.0 - t ) : t;
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}
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float pathU = ( t * 255.0 + 0.5 ) / 256.0;
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float pathV = ( pathId + 0.5 ) / uPathCount;
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vec4 pathSample = texture2D( uPathTex, vec2( pathU, pathV ) );
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vec3 pathPos = pathSample.xyz;
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float pathYaw = pathSample.w;
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if ( autoHeading ) {
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float c = cos( pathYaw );
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float s = sin( pathYaw );
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mat3 rotHeading = mat3(
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c, -s, 0.0,
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s, c, 0.0,
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0.0, 0.0, 1.0
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);
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s3mRot = rotHeading * s3mRot;
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}
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s3mCustomOffset += pathPos;
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}
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}
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}
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}
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objectNormal = normalize( s3mRot * objectNormal );
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@@ -366,7 +421,7 @@ const VERT_ELEVATION = /* glsl */ `
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float s3mBatchElev = s3mBatchRaw();
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if ( uBatchTexActive > 0 && s3mBatchElev >= 0.0 ) {
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float s3mU = ( s3mBatchElev + 0.5 ) / uBatchTexWidth;
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vec4 bState = s3mSampleBatchRow0( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 bState = s3mSampleBatchRow0( uBatchTex, uBatchTex2, vec2( s3mU, 0.08333333 ), uBatchMix );
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if ( bState.a < -0.5 ) {
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transformed = vec3( 0.0 );
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}
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@@ -637,7 +692,7 @@ const FRAG_COLOR = /* glsl */ `
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if ( uBatchTexActive > 0 && s3mBid >= 0.0 ) {
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// 用取整后的 id 采样:否则逐像素的插值误差会让纹素在边界上来回跳,同样出彩色噪点
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float s3mU = ( s3mBid + 0.5 ) / uBatchTexWidth;
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vec4 bState = s3mSampleBatchRow0( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 bState = s3mSampleBatchRow0( uBatchTex, uBatchTex2, vec2( s3mU, 0.08333333 ), uBatchMix );
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if ( bState.a < -0.5 ) {
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discard; // 属于被过滤隐藏的单体
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}
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}
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// 单体独立透明度(状态纹理第 2 行 alpha,0 = 无覆盖)。
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// 与全局 uOpacity(diffuseColor.a 初值)和图集贴图自带 alpha 逐级叠乘
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vec4 bOffset = s3mSampleBatchRow1( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 bOffset = s3mSampleBatchRow1( uBatchTex, uBatchTex2, vec2( s3mU, 0.25 ), uBatchMix );
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if ( bOffset.a > 0.0 ) {
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diffuseColor.a *= bOffset.a;
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}
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uniform float uBatchMix;
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uniform float uBatchTexWidth;
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uniform int uBatchTexActive;
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uniform sampler2D uPathTex;
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uniform float uPathCount;
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uniform float uPathTime;
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uniform int uPathTexActive;
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varying float vSel;
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vec4 s3mSampleBatch( sampler2D texA, sampler2D texB, vec2 uv, float mixVal ) {
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vec3 s3mPivot = vec3( 0.0 );
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if ( uBatchTexActive > 0 && aBatchId >= 0.0 ) {
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float s3mU = ( aBatchId + 0.5 ) / uBatchTexWidth;
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vec4 bState = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 bState = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.08333333 ), uBatchMix );
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if ( bState.a < -0.5 ) {
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vSel = 0.0; // 过滤隐藏的单体不显示描边
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} else {
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vec4 bOffset = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 bOffset = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.25 ), uBatchMix );
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s3mCustomOffset = bOffset.xyz;
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if ( s3mCustomOffset.z == 0.0 && bState.a > 0.0 ) {
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s3mCustomOffset.z = bState.a;
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}
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vec4 r2 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 r3 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 r4 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.
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vec4 r2 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.41666667 ), uBatchMix );
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vec4 r3 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.58333333 ), uBatchMix );
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vec4 r4 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.75 ), uBatchMix );
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s3mRot = mat3(
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vec3( r2.x, r3.x, r4.x ),
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vec3( r2.y, r3.y, r4.y ),
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vec3( r2.z, r3.z, r4.z )
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s3mPivot = vec3( r2.w, r3.w, r4.w );
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if ( uPathTexActive > 0 ) {
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vec4 r5 = s3mSampleBatch( uBatchTex, uBatchTex2, vec2( s3mU, 0.91666667 ), uBatchMix );
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float pathId = r5.x;
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float speed = r5.y;
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float phase = r5.z;
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float mode = r5.w;
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if ( pathId >= 0.0 && mode > 0.5 && uPathCount > 0.0 ) {
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float t = phase + uPathTime * speed;
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bool autoHeading = true;
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if ( mode >= 4.0 ) {
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autoHeading = false;
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mode -= 3.0;
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}
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if ( mode < 1.5 ) {
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t = fract( t );
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} else if ( mode < 2.5 ) {
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t = clamp( t, 0.0, 1.0 );
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} else {
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t = mod( t, 2.0 );
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t = ( t > 1.0 ) ? ( 2.0 - t ) : t;
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}
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float pathU = ( t * 255.0 + 0.5 ) / 256.0;
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float pathV = ( pathId + 0.5 ) / uPathCount;
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vec4 pathSample = texture2D( uPathTex, vec2( pathU, pathV ) );
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vec3 pathPos = pathSample.xyz;
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float pathYaw = pathSample.w;
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if ( autoHeading ) {
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float c = cos( pathYaw );
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float s = sin( pathYaw );
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mat3 rotHeading = mat3(
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c, -s, 0.0,
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s, c, 0.0,
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);
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s3mRot = rotHeading * s3mRot;
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}
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s3mCustomOffset += pathPos;
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}
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}
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}
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}
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vec3 p = position + ( s3mRot * normal ) * uWidth * vSel;
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@@ -899,6 +998,10 @@ export interface OutlineMaterial extends THREE.ShaderMaterial {
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uBatchMix: { value: number };
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uBatchTexWidth: { value: number };
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uBatchTexActive: { value: number };
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uPathTex: { value: unknown };
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uPathCount: { value: number };
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uPathTexActive: { value: number };
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uPathTime: { value: number };
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uColor: { value: THREE.Color };
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};
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}
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@@ -916,6 +1019,10 @@ export function createOutlineMaterial(shared: StyleUniforms, initialWidth = 0.9)
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|
|
916
1019
|
uBatchMix: shared.uBatchMix ?? { value: 0 },
|
|
917
1020
|
uBatchTexWidth: { value: 1.0 },
|
|
918
1021
|
uBatchTexActive: { value: 0 },
|
|
1022
|
+
uPathTex: shared.uPathTex ?? { value: GPUPathManager.DUMMY_PATH_TEX },
|
|
1023
|
+
uPathCount: shared.uPathCount ?? { value: 1 },
|
|
1024
|
+
uPathTexActive: shared.uPathTexActive ?? { value: 0 },
|
|
1025
|
+
uPathTime: shared.uPathTime ?? { value: 0 },
|
|
919
1026
|
uColor: { value: shared.uSelColor.value.clone() },
|
|
920
1027
|
},
|
|
921
1028
|
vertexShader: OUTLINE_VERT,
|