soft shadows & lighting
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@@ -68,15 +68,18 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
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return
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}
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mesh.castShadow = true
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mesh.receiveShadow = true
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let hasGlass = false;
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// Handle both single material and material array cases
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if (Array.isArray(mesh.material)) {
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mesh.material = mesh.material.map((mat) => getMaterialForOriginal(mat))
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hasGlass = mesh.material.some(mat => mat.name === 'glass');
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} else {
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mesh.material = getMaterialForOriginal(mesh.material)
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hasGlass = mesh.material.name === 'glass';
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}
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mesh.castShadow = !hasGlass
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mesh.receiveShadow = !hasGlass
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}
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})
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}, [scene])
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@@ -1,13 +1,14 @@
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'use client'
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import { CeilingSystem, ItemSystem, RoofSystem, SlabSystem, WallSystem } from '@pascal-app/core'
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import { Bvh, Environment } from '@react-three/drei'
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import { Bvh } from '@react-three/drei'
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import { Canvas, extend, type ThreeToJSXElements } from '@react-three/fiber'
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import * as THREE from 'three/webgpu'
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import { GuideSystem } from '../../systems/guide/guide-system'
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import { LevelSystem } from '../../systems/level/level-system'
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import { ScanSystem } from '../../systems/scan/scan-system'
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import { SceneRenderer } from '../renderers/scene-renderer'
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import { Lights } from './lights'
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import PostProcessing from './post-processing'
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import { SelectionManager } from './selection-manager'
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import { ViewerCamera } from './viewer-camera'
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@@ -30,16 +31,22 @@ const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default'
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gl={async (props) => {
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const renderer = new THREE.WebGPURenderer(props as any)
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await renderer.init()
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renderer.toneMapping = THREE.ACESFilmicToneMapping
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renderer.toneMappingExposure = 1.2
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return renderer
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}}
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shadows
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shadows={{
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type: THREE.PCFShadowMap,
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enabled: true,
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}}
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camera={{ position: [50, 50, 50], fov: 50 }}
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>
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<color attach="background" args={['#ececec']} />
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<ViewerCamera />
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<directionalLight position={[10, 10, 5]} intensity={0.5} castShadow />
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<Environment preset="sunset" environmentIntensity={0.3} />
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{/* <directionalLight position={[10, 10, 5]} intensity={0.5} castShadow
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/> */}
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<Lights />
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<Bvh>
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<SceneRenderer />
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</Bvh>
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@@ -0,0 +1,41 @@
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import { Environment } from '@react-three/drei'
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import { useRef } from 'react'
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import type { DirectionalLight, OrthographicCamera } from 'three/webgpu'
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export function Lights() {
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const lightRef = useRef<DirectionalLight>(null)
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const shadowCamera = useRef<OrthographicCamera>(null)
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const shadowCameraSize = 50 // The "area" around the camera to shadow
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// useHelper(lightRef, DirectionalLightHelper, 1, 'red')
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// useHelper(shadowCamera, CameraHelper)
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return (
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<>
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<directionalLight
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ref={lightRef}
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position={[10, 10, 10]}
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castShadow
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intensity={1}
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shadow-bias={-0.002}
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shadow-normalBias={0.3}
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shadow-mapSize={[1024, 1024]}
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shadow-radius={3}
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>
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<orthographicCamera
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ref={shadowCamera}
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attach="shadow-camera"
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near={1}
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far={100}
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left={-shadowCameraSize}
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right={shadowCameraSize}
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top={shadowCameraSize}
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bottom={-shadowCameraSize}
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/>
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</directionalLight>
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<ambientLight intensity={0.2} />
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<Environment preset="sunset" environmentIntensity={0.4} />
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</>
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)
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}
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