Create a proper infinite grid helper (#95)

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Andrew Prifer 2022-03-04 15:06:48 +01:00 committed by GitHub
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commit d522c84aac
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2 changed files with 146 additions and 2 deletions

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@ -0,0 +1,141 @@
// Inspired by https://github.com/Fyrestar/THREE.InfiniteGridHelper
import {
Color,
DoubleSide,
GLSL3,
Mesh,
PlaneBufferGeometry,
ShaderMaterial,
} from 'three'
export class InfiniteGridHelper extends Mesh {
constructor({
divisions = 10,
scale = 0.1,
color = new Color('white'),
distance = 8000,
subgridOpacity = 0.05,
gridOpacity = 0.15,
} = {}) {
const geometry = new PlaneBufferGeometry(2, 2, 1, 1)
const material = new ShaderMaterial({
// Needs to be set so threejs doesn't mess things up in glsl3 code by trying to make glsl1 forward compatible
glslVersion: GLSL3,
side: DoubleSide,
uniforms: {
uScale: {
value: scale,
},
uDivisions: {
value: divisions,
},
uColor: {
value: color,
},
uDistance: {
value: distance,
},
uSubgridOpacity: {
value: subgridOpacity,
},
uGridOpacity: {
value: gridOpacity,
},
},
transparent: true,
// language=GLSL
vertexShader: `
out vec3 worldPosition;
uniform float uDistance;
void main() {
// Scale the plane by the drawing distance
worldPosition = position.xzy * uDistance;
worldPosition.xz += cameraPosition.xz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(worldPosition, 1.0);
}
`,
// language=GLSL
fragmentShader: `
out vec4 fragColor;
in vec3 worldPosition;
uniform float uDivisions;
uniform float uScale;
uniform vec3 uColor;
uniform float uDistance;
uniform float uSubgridOpacity;
uniform float uGridOpacity;
float getGrid(float gapSize) {
vec2 worldPositionByDivision = worldPosition.xz / gapSize;
// Inverted, 0 where line, >1 where there's no line
// We use the worldPosition (which in this case we use similarly to UVs) differential to control the anti-aliasing
// We need to do the -0.5)-0.5 trick because the result fades out from 0 to 1, and we want both
// worldPositionByDivision == 0.3 and worldPositionByDivision == 0.7 to result in the same fade, i.e. 0.3,
// otherwise only one side of the line will be anti-aliased
vec2 grid = abs(fract(worldPositionByDivision-0.5)-0.5) / fwidth(worldPositionByDivision) / 2.0;
float gridLine = min(grid.x, grid.y);
// Uninvert and clamp
return 1.0 - min(gridLine, 1.0);
}
void main() {
float cameraDistanceToGridPlane = distance(cameraPosition.y, worldPosition.y);
float cameraDistanceToFragmentOnGridPlane = distance(cameraPosition.xz, worldPosition.xz);
// The size of the grid and subgrid are powers of each other and they are determined based on camera distance.
// The current grid will become the next subgrid when it becomes too small, and its next power becomes the new grid.
float subGridPower = pow(uDivisions, floor(log(cameraDistanceToGridPlane) / log(uDivisions)));
float gridPower = subGridPower * uDivisions;
// If we want to fade both the grid and its subgrid, we need to displays 3 different opacities, with the next grid being the third
float nextGridPower = gridPower * uDivisions;
// 1 where grid, 0 where no grid
float subgrid = getGrid(subGridPower * uScale);
float grid = getGrid(gridPower * uScale);
float nextGrid = getGrid(nextGridPower * uScale);
// Where we are between the introduction of the current grid power and when we switch to the next grid power
float stepPercentage = (cameraDistanceToGridPlane - subGridPower)/(gridPower - subGridPower);
// The last x percentage of the current step over which we want to fade
float fadeRange = 0.3;
// We calculate the fade percentage from the step percentage and the fade range
float fadePercentage = max(stepPercentage - 1.0 + fadeRange, 0.0) / fadeRange;
// Set base opacity based on how close we are to the drawing distance, with a cubic falloff
float baseOpacity = subgrid * pow(1.0 - min(cameraDistanceToFragmentOnGridPlane / uDistance, 1.0), 3.0);
// Shade the subgrid
fragColor = vec4(uColor.rgb, (baseOpacity - fadePercentage) * uSubgridOpacity);
// Somewhat arbitrary additional fade coefficient to counter anti-aliasing popping when switching between grid powers
float fadeCoefficient = 0.5;
// Shade the grid
fragColor.a = mix(fragColor.a, baseOpacity * uGridOpacity - fadePercentage * (uGridOpacity - uSubgridOpacity) * fadeCoefficient, grid);
// Shade the next grid
fragColor.a = mix(fragColor.a, baseOpacity * uGridOpacity, nextGrid);
if (fragColor.a <= 0.0) discard;
}
`,
extensions: {
derivatives: true,
},
})
super(geometry, material)
this.frustumCulled = false
}
}

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@ -1,4 +1,4 @@
import {useCallback, useLayoutEffect} from 'react' import {useCallback, useLayoutEffect, useMemo} from 'react'
import React from 'react' import React from 'react'
import {Canvas} from '@react-three/fiber' import {Canvas} from '@react-three/fiber'
import type {BaseSheetObjectType} from '../store' import type {BaseSheetObjectType} from '../store'
@ -14,6 +14,7 @@ import type {ISheet} from '@theatre/core'
import useSnapshotEditorCamera from './useSnapshotEditorCamera' import useSnapshotEditorCamera from './useSnapshotEditorCamera'
import {getEditorSheet, getEditorSheetObject} from './editorStuff' import {getEditorSheet, getEditorSheetObject} from './editorStuff'
import type {$IntentionalAny} from '@theatre/shared/utils/types' import type {$IntentionalAny} from '@theatre/shared/utils/types'
import {InfiniteGridHelper} from '../InfiniteGridHelper'
const GlobalStyle = createGlobalStyle` const GlobalStyle = createGlobalStyle`
:host { :host {
@ -50,9 +51,11 @@ const EditorScene: React.FC<{snapshotEditorSheet: ISheet; paneId: string}> = ({
const showGrid = useVal(editorObject?.props.viewport.showGrid) ?? true const showGrid = useVal(editorObject?.props.viewport.showGrid) ?? true
const showAxes = useVal(editorObject?.props.viewport.showAxes) ?? true const showAxes = useVal(editorObject?.props.viewport.showAxes) ?? true
const grid = useMemo(() => new InfiniteGridHelper(), [])
return ( return (
<> <>
{showGrid && <gridHelper args={[20, 20, '#6e6e6e', '#4a4b4b']} />} {showGrid && <primitive object={grid} />}
{showAxes && <axesHelper args={[500]} />} {showAxes && <axesHelper args={[500]} />}
{editorCamera} {editorCamera}