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https://github.com/misskey-dev/misskey.git
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wip
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@@ -96,9 +96,9 @@ SPDX-License-Identifier: AGPL-3.0-only
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</div>
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<MkSelect
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:modelValue="graphicsQuality" :items="[
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{ label: 'High', value: 'high' },
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{ label: 'Medium', value: 'medium' },
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{ label: 'Low', value: 'low' },
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{ label: 'High', value: GRAPHICS_QUALITY_HIGH },
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{ label: 'Medium', value: GRAPHICS_QUALITY_MEDIUM },
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{ label: 'Low', value: GRAPHICS_QUALITY_LOW },
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]" @update:modelValue="v => graphicsQuality = v"
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>
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<template #label>Graphics quality</template>
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@@ -123,6 +123,7 @@ import MkRange from '@/components/MkRange.vue';
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import { RoomController } from '@/world/room/controller.js';
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import { cm, getHex, getRgb } from '@/world/utility.js';
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import { deepClone } from '@/utility/clone.js';
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import { GRAPHICS_QUALITY_HIGH, GRAPHICS_QUALITY_LOW, GRAPHICS_QUALITY_MEDIUM } from '@/world/room/engine.js';
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const canvas = useTemplateRef('canvas');
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@@ -140,7 +141,7 @@ function resize() {
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const isZenMode = ref(false);
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const isRoomSettingsOpen = ref(false);
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const isChanged = ref(false);
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const graphicsQuality = ref<'low' | 'medium' | 'high'>('medium');
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const graphicsQuality = ref<number>(0);
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const data = localStorage.getItem('roomData') != null ? JSON.parse(localStorage.getItem('roomData')!) : {
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heya: {
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@@ -179,12 +180,12 @@ const data = localStorage.getItem('roomData') != null ? JSON.parse(localStorage.
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let latestData = deepClone(data);
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const controller = new RoomController(data);
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const controller = new RoomController(data, {
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graphicsQuality: graphicsQuality.value,
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});
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onMounted(async () => {
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controller.init(canvas.value!, {
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graphicsQuality: graphicsQuality.value,
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});
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controller.init(canvas.value!);
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canvas.value!.focus();
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@@ -311,7 +312,7 @@ async function revert() {
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}
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async function reload() {
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await controller.reset(null, null, {
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await controller.reset(null, {
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graphicsQuality: graphicsQuality.value,
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});
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}
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@@ -15,7 +15,7 @@ import * as sound from '@/utility/sound.js';
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type Options = {
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workerMode?: boolean;
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graphicsQuality?: 'low' | 'medium' | 'high';
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graphicsQuality: number;
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};
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// 抽象化レイヤー
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@@ -38,8 +38,9 @@ export class RoomController {
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public roomState: ShallowRef<RoomState>;
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public initializeProgress = ref(0);
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constructor(roomState: RoomState) {
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constructor(roomState: RoomState, options: Options) {
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this.roomState = shallowRef(roomState);
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this.options = options;
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this.onCanvasKeydown = this.onCanvasKeydown.bind(this);
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this.onCanvasKeyup = this.onCanvasKeyup.bind(this);
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@@ -50,23 +51,22 @@ export class RoomController {
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this.onCanvasClick = this.onCanvasClick.bind(this);
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}
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public async init(canvas: HTMLCanvasElement, options: Options = {}) {
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public async init(canvas: HTMLCanvasElement) {
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this.canvas = canvas;
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this.canvas.width = canvas.clientWidth;
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this.canvas.height = canvas.clientHeight;
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this.options = options;
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if (options.workerMode) {
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if (this.options.workerMode) {
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const offscreen = canvas.transferControlToOffscreen();
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this.worker = new RoomWorker();
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this.worker.postMessage({ type: 'init', canvas: offscreen, roomState: this.roomState.value, graphicsQuality: options.graphicsQuality }, [offscreen]);
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this.worker.postMessage({ type: 'init', canvas: offscreen, roomState: this.roomState.value, graphicsQuality: this.options.graphicsQuality }, [offscreen]);
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this.isReady.value = true;
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} else {
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const babylonEngine = new BABYLON.WebGPUEngine(canvas, { doNotHandleContextLost: true });
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babylonEngine.compatibilityMode = false;
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await babylonEngine.initAsync();
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this.engine = new RoomEngine(this.roomState.value, { canvas, engine: babylonEngine, graphicsQuality: options.graphicsQuality });
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this.engine = new RoomEngine(this.roomState.value, { canvas, engine: babylonEngine, graphicsQuality: this.options.graphicsQuality });
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this.engine.on('loadingProgress', ({ progress }) => {
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this.initializeProgress.value = progress;
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});
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@@ -171,16 +171,17 @@ export class RoomController {
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return false;
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}
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public async reset(roomState?: RoomState, canvas?: HTMLCanvasElement, options: Options = {}) {
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public async reset(roomState?: RoomState | null, options?: Options | null, canvas?: HTMLCanvasElement | null) {
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this.destroy();
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if (roomState != null) this.roomState.value = roomState;
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if (options != null) this.options = options;
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this.isReady.value = false;
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this.isSitting.value = false;
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this.isEditMode.value = false;
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this.grabbing.value = null;
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this.selected.value = null;
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this.initializeProgress.value = 0;
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await this.init(canvas ?? this.canvas!, options ?? this.options);
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await this.init(canvas ?? this.canvas!);
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}
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public pauseRender() {
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@@ -93,6 +93,10 @@ function enableObjectCollision(meshes: BABYLON.Mesh[]) {
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}
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}
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export const GRAPHICS_QUALITY_HIGH = 1;
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export const GRAPHICS_QUALITY_MEDIUM = 0;
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export const GRAPHICS_QUALITY_LOW = -1;
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export type RoomEngineEvents = {
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'changeSelectedState': (ctx: {
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selected: {
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@@ -121,7 +125,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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private engine: BABYLON.WebGPUEngine;
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public scene: BABYLON.Scene;
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private shadowGeneratorForRoomLight: BABYLON.ShadowGenerator;
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private shadowGeneratorForSunLight: BABYLON.ShadowGenerator;
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private shadowGeneratorForSunLight: BABYLON.ShadowGenerator | null = null;
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public camera: BABYLON.UniversalCamera;
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public objectEntities: Map<string, {
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rootMesh: BABYLON.Mesh;
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@@ -218,7 +222,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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constructor(roomState: RoomState, options: {
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canvas: HTMLCanvasElement;
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engine: BABYLON.WebGPUEngine;
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graphicsQuality?: 'low' | 'medium' | 'high';
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graphicsQuality: number;
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}) {
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super();
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@@ -231,13 +235,13 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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};
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this.canvas = options.canvas;
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this.fps = options.graphicsQuality === 'low' || options.graphicsQuality === 'medium' ? 30 : null;
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this.useGlow = options.graphicsQuality !== 'low';
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this.fps = options.graphicsQuality >= GRAPHICS_QUALITY_HIGH ? null : 30;
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this.useGlow = options.graphicsQuality >= GRAPHICS_QUALITY_MEDIUM;
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registerBuiltInLoaders();
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this.engine = options.engine;
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if (options.graphicsQuality === 'low') this.engine.setHardwareScalingLevel(2);
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if (options.graphicsQuality <= GRAPHICS_QUALITY_LOW) this.engine.setHardwareScalingLevel(2);
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this.scene = new BABYLON.Scene(this.engine);
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// なんかレンダリングがおかしくなるときがあるのでコメントアウト
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// オブジェクトを選択し、後ろを向いて別のオブジェクトを選択した後、最初のオブジェクトに振り返ると消えているなど
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@@ -314,11 +318,6 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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//this.scene.activeCamera = this.camera;
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const ambientLight = new BABYLON.HemisphericLight('ambientLight', new BABYLON.Vector3(0, 1, -0.5), this.scene);
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ambientLight.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
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ambientLight.intensity = 0.3;
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//ambientLight.intensity = 0;
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this.roomLight = new BABYLON.SpotLight('roomLight', new BABYLON.Vector3(0, cm(249), 0), new BABYLON.Vector3(0, -1, 0), 16, 8, this.scene);
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this.roomLight.diffuse = new BABYLON.Color3(1.0, 0.9, 0.8);
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this.roomLight.shadowMinZ = cm(10);
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@@ -327,28 +326,36 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.shadowGeneratorForRoomLight = new BABYLON.ShadowGenerator(2048, this.roomLight);
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this.shadowGeneratorForRoomLight.forceBackFacesOnly = true;
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this.shadowGeneratorForRoomLight.bias = 0.0001;
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this.shadowGeneratorForRoomLight.bias = 0.00001;
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this.shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
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this.shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60;
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if (options.graphicsQuality <= GRAPHICS_QUALITY_LOW) {
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this.shadowGeneratorForRoomLight.getShadowMap().refreshRate = 120;
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} else if (options.graphicsQuality <= GRAPHICS_QUALITY_MEDIUM) {
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this.shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60;
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}
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//this.shadowGenerator1.useContactHardeningShadow = true;
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const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0.2, -1, -1), this.scene);
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sunLight.position = new BABYLON.Vector3(cm(-20), cm(1000), cm(1000));
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sunLight.diffuse = this.time === 0 ? new BABYLON.Color3(1.0, 0.9, 0.8) : this.time === 1 ? new BABYLON.Color3(1.0, 0.8, 0.6) : new BABYLON.Color3(0.6, 0.8, 1.0);
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sunLight.intensity = this.time === 0 ? 3 : this.time === 1 ? 1 : 0.25;
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sunLight.shadowMinZ = cm(1000);
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sunLight.shadowMaxZ = cm(2000);
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if (options.graphicsQuality >= GRAPHICS_QUALITY_MEDIUM) {
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const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0.2, -1, -1), this.scene);
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sunLight.position = new BABYLON.Vector3(cm(-20), cm(1000), cm(1000));
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sunLight.diffuse = this.time === 0 ? new BABYLON.Color3(1.0, 0.9, 0.8) : this.time === 1 ? new BABYLON.Color3(1.0, 0.8, 0.6) : new BABYLON.Color3(0.6, 0.8, 1.0);
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sunLight.intensity = this.time === 0 ? 3 : this.time === 1 ? 1 : 0.25;
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sunLight.shadowMinZ = cm(1000);
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sunLight.shadowMaxZ = cm(2000);
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this.shadowGeneratorForSunLight = new BABYLON.ShadowGenerator(2048, sunLight);
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this.shadowGeneratorForSunLight.forceBackFacesOnly = true;
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this.shadowGeneratorForSunLight.bias = 0.0001;
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this.shadowGeneratorForSunLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForSunLight.usePoissonSampling = true;
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this.shadowGeneratorForSunLight.getShadowMap().refreshRate = 60;
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this.shadowGeneratorForSunLight = new BABYLON.ShadowGenerator(2048, sunLight);
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this.shadowGeneratorForSunLight.forceBackFacesOnly = true;
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this.shadowGeneratorForSunLight.bias = 0.00001;
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this.shadowGeneratorForSunLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForSunLight.usePoissonSampling = true;
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if (options.graphicsQuality <= GRAPHICS_QUALITY_MEDIUM) {
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this.shadowGeneratorForSunLight.getShadowMap().refreshRate = 60;
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}
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}
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this.lightContainer = new BABYLON.ClusteredLightContainer('clustered', [], this.scene);
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this.lightContainer.maxRange = options.graphicsQuality === 'high' ? cm(1000) : options.graphicsQuality === 'medium' ? cm(100) : cm(50);
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this.lightContainer.maxRange = options.graphicsQuality >= GRAPHICS_QUALITY_HIGH ? cm(1000) : options.graphicsQuality >= GRAPHICS_QUALITY_MEDIUM ? cm(100) : cm(50);
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this.lightContainer.verticalTiles = 32;
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this.lightContainer.horizontalTiles = 32;
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this.lightContainer.depthSlices = 32;
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@@ -829,7 +836,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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m.checkCollisions = false;
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m.receiveShadows = true;
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this.shadowGeneratorForRoomLight.addShadowCaster(m);
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this.shadowGeneratorForSunLight.addShadowCaster(m);
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this.shadowGeneratorForSunLight?.addShadowCaster(m);
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//if (m.material) (m.material as BABYLON.PBRMaterial).ambientColor = new BABYLON.Color3(1, 1, 1);
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if (m.material) {
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(m.material as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
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@@ -1081,7 +1088,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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if (def.receiveShadows !== false) mesh.receiveShadows = true;
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if (def.castShadows !== false) {
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this.shadowGeneratorForRoomLight.addShadowCaster(mesh);
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this.shadowGeneratorForSunLight.addShadowCaster(mesh);
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this.shadowGeneratorForSunLight?.addShadowCaster(mesh);
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}
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//if (mesh.material) (mesh.material as BABYLON.PBRMaterial).ambientColor = new BABYLON.Color3(0.2, 0.2, 0.2);
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@@ -1369,7 +1376,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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private turnOnRoomLight(forInit = false) {
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if (!forInit && SNAPSHOT_RENDERING) this.sr.disableSnapshotRendering(); // このメソッドは参照カウント方式な点に留意
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this.roomLight.intensity = 10 * WORLD_SCALE * WORLD_SCALE;
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this.roomLight.intensity = 15 * WORLD_SCALE * WORLD_SCALE;
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this.envMapIndoor.level = 0.6;
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if (!forInit && SNAPSHOT_RENDERING) {
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setTimeout(() => {
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@@ -1381,7 +1388,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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private turnOffRoomLight() {
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if (SNAPSHOT_RENDERING) this.sr.disableSnapshotRendering(); // このメソッドは参照カウント方式な点に留意
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this.roomLight.intensity = 0;
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this.envMapIndoor.level = 0;
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this.envMapIndoor.level = 0.025;
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setTimeout(() => {
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if (SNAPSHOT_RENDERING) this.sr.enableSnapshotRendering(); // このメソッドは参照カウント方式な点に留意
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}, 10);
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