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https://github.com/blitzkit/blitzkit.git
synced 2026-10-24 20:19:49 +02:00
feat: opaque amror
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8 files changed
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@@ -37,6 +37,7 @@
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"fullstats",
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"fullstats",
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"fuzzysort",
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"fuzzysort",
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"gamemode",
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"gamemode",
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"glsl",
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"GLTF",
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"GLTF",
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"immer",
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"immer",
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"JOINTINDEX",
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"JOINTINDEX",
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@@ -1,9 +1,16 @@
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import {
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import {
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EnterFullScreenIcon,
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EnterFullScreenIcon,
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ExitFullScreenIcon,
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ExitFullScreenIcon,
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FrameIcon,
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GearIcon,
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} from '@radix-ui/react-icons';
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} from '@radix-ui/react-icons';
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import { Button, Card, Flex, Tabs, Theme } from '@radix-ui/themes';
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import {
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Button,
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Card,
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DropdownMenu,
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Flex,
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Tabs,
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Theme,
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} from '@radix-ui/themes';
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import { Html } from '@react-three/drei';
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import { Html } from '@react-three/drei';
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import { Canvas } from '@react-three/fiber';
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import { Canvas } from '@react-three/fiber';
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import { Suspense, use, useEffect, useRef, useState } from 'react';
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import { Suspense, use, useEffect, useRef, useState } from 'react';
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@@ -29,6 +36,7 @@ export function TankDisplay() {
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const [isFullScreen, setIsFullScreen] = useState(false);
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const [isFullScreen, setIsFullScreen] = useState(false);
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const mode = useTankopedia((state) => state.mode);
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const mode = useTankopedia((state) => state.mode);
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const showGrid = useTankopedia((state) => state.model.showGrid);
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const showGrid = useTankopedia((state) => state.model.showGrid);
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const opaqueArmor = useTankopedia((state) => state.model.opaqueArmor);
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const protagonist = useTankopedia((state) => {
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const protagonist = useTankopedia((state) => {
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if (!state.areTanksAssigned) return;
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if (!state.areTanksAssigned) return;
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return state.protagonist;
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return state.protagonist;
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@@ -147,17 +155,37 @@ export function TankDisplay() {
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right: 18,
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right: 18,
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}}
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}}
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>
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>
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<Button
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<DropdownMenu.Root>
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color={showGrid ? 'purple' : 'gray'}
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<DropdownMenu.Trigger>
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variant="ghost"
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<Button color={showGrid ? 'purple' : 'gray'} variant="ghost">
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onClick={() => {
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<GearIcon />
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mutateTankopedia((draft) => {
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</Button>
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draft.model.showGrid = !draft.model.showGrid;
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</DropdownMenu.Trigger>
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});
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}}
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<DropdownMenu.Content>
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>
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<DropdownMenu.CheckboxItem
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<FrameIcon />
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checked={showGrid}
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</Button>
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onCheckedChange={(checked) => {
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mutateTankopedia((draft) => {
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draft.model.showGrid = checked;
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});
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}}
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>
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Show grid
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</DropdownMenu.CheckboxItem>
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<DropdownMenu.CheckboxItem
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checked={opaqueArmor}
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onCheckedChange={(checked) => {
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mutateTankopedia((draft) => {
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draft.model.opaqueArmor = checked;
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});
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}}
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>
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Opaque armor
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</DropdownMenu.CheckboxItem>
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</DropdownMenu.Content>
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</DropdownMenu.Root>
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<Button
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<Button
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variant="ghost"
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variant="ghost"
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@@ -11,6 +11,7 @@ import {
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modelDefinitions,
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modelDefinitions,
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} from '../../../../../../../core/blitzkrieg/modelDefinitions';
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} from '../../../../../../../core/blitzkrieg/modelDefinitions';
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import { useTankopedia } from '../../../../../../../stores/tankopedia';
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import { useTankopedia } from '../../../../../../../stores/tankopedia';
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import { Lighting } from '../../Lighting';
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interface TankArmorProps extends GroupProps {}
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interface TankArmorProps extends GroupProps {}
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@@ -81,6 +82,8 @@ export function TankArmor(props: TankArmorProps) {
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return (
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return (
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<HeadsUpDisplay>
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<HeadsUpDisplay>
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<Lighting />
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<group {...props} rotation={[-Math.PI / 2, 0, model.hullYaw]}>
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<group {...props} rotation={[-Math.PI / 2, 0, model.hullYaw]}>
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{nodes.map((node) => {
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{nodes.map((node) => {
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const isHull = node.name.startsWith('hull_');
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const isHull = node.name.startsWith('hull_');
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@@ -1,7 +1,9 @@
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import { MeshProps } from '@react-three/fiber';
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import { MeshProps } from '@react-three/fiber';
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import { MeshBasicMaterial } from 'three';
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import { MeshStandardMaterial } from 'three';
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import CustomShaderMaterial from 'three-custom-shader-material';
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import CustomShaderMaterial from 'three-custom-shader-material';
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import { useTankopedia } from '../../stores/tankopedia';
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import fragment from './shaders/fragment.glsl';
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import fragment from './shaders/fragment.glsl';
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import fragmentOpaque from './shaders/fragmentOpaque.glsl';
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import vertex from './shaders/vertex.glsl';
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import vertex from './shaders/vertex.glsl';
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interface ArmorMeshProps extends MeshProps {
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interface ArmorMeshProps extends MeshProps {
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@@ -20,6 +22,8 @@ export function ArmorMesh({
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normalization,
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normalization,
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...props
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...props
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}: ArmorMeshProps) {
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}: ArmorMeshProps) {
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const opaqueArmor = useTankopedia((state) => state.model.opaqueArmor);
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return (
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return (
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<>
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<>
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<mesh {...props}>
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<mesh {...props}>
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@@ -28,10 +32,10 @@ export function ArmorMesh({
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<mesh {...props} renderOrder={1}>
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<mesh {...props} renderOrder={1}>
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<CustomShaderMaterial
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<CustomShaderMaterial
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baseMaterial={MeshBasicMaterial}
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baseMaterial={MeshStandardMaterial}
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transparent
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transparent
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silent
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silent
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depthWrite={false}
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// depthWrite={false}
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uniforms={{
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uniforms={{
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thickness: { value: thickness },
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thickness: { value: thickness },
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penetration: { value: penetration },
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penetration: { value: penetration },
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@@ -40,7 +44,8 @@ export function ArmorMesh({
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normalization: { value: normalization * (Math.PI / 180) },
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normalization: { value: normalization * (Math.PI / 180) },
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}}
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}}
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vertexShader={vertex}
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vertexShader={vertex}
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fragmentShader={fragment}
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// split shaders due to https://github.com/FarazzShaikh/THREE-CustomShaderMaterial/issues/48
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fragmentShader={opaqueArmor ? fragmentOpaque : fragment}
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/>
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/>
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</mesh>
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</mesh>
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</>
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</>
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@@ -1,4 +1,6 @@
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varying vec3 vViewPosition;
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// split shaders due to https://github.com/FarazzShaikh/THREE-CustomShaderMaterial/issues/48
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varying vec3 vCSMViewPosition;
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uniform float thickness;
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uniform float thickness;
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uniform float penetration;
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uniform float penetration;
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uniform float ricochet;
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uniform float ricochet;
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@@ -7,7 +9,7 @@ uniform float normalization;
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void main() {
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vViewPosition);
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vec3 normalizedViewPosition = normalize(vCSMViewPosition);
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float cosAngle = dot(normalizedNormal, -normalizedViewPosition);
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float cosAngle = dot(normalizedNormal, -normalizedViewPosition);
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float angle = acos(cosAngle);
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float angle = acos(cosAngle);
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@@ -18,18 +20,18 @@ void main() {
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float finalPenetration = penetration;
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float finalPenetration = penetration;
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float effectiveArmor = thickness / cos(angle - finalNormalization);
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float effectiveArmor = thickness / cos(angle - finalNormalization);
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if(angle < ricochet) {
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if (angle < ricochet) {
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// no auto-ricochet, resume checks
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// no auto-ricochet, resume checks
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if(threeCaliberRule) {
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if (threeCaliberRule) {
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penetrationChance = 1.0;
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penetrationChance = 1.0;
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} else {
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} else {
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float maxRandomPenetrationBuff = finalPenetration * 0.05;
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float maxRandomPenetrationBuff = finalPenetration * 0.05;
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float penetrationDifference = effectiveArmor - finalPenetration;
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float penetrationDifference = effectiveArmor - finalPenetration;
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if(penetrationDifference > maxRandomPenetrationBuff) {
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if (penetrationDifference > maxRandomPenetrationBuff) {
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// even with a +5% buff, can't penetrate
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// even with a +5% buff, can't penetrate
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penetrationChance = 0.0;
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penetrationChance = 0.0;
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} else if(penetrationDifference < -maxRandomPenetrationBuff) {
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} else if (penetrationDifference < -maxRandomPenetrationBuff) {
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// event with a -5% nerf, can penetrate
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// event with a -5% nerf, can penetrate
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penetrationChance = 1.0;
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penetrationChance = 1.0;
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} else {
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} else {
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@@ -39,5 +41,5 @@ void main() {
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}
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}
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}
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}
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csm_FragColor *= vec4(1.0, 0.0, 0.0, (1.0 - penetrationChance) * 0.5);
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csm_FragColor = vec4(1.0, 0.0, 0.0, (1.0 - penetrationChance) * 0.5);
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}
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}
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@@ -0,0 +1,52 @@
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// split shaders due to https://github.com/FarazzShaikh/THREE-CustomShaderMaterial/issues/48
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varying vec3 vCSMViewPosition;
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uniform float thickness;
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uniform float penetration;
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uniform float ricochet;
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uniform float caliber;
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uniform float normalization;
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vCSMViewPosition);
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float cosAngle = dot(normalizedNormal, -normalizedViewPosition);
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float angle = acos(cosAngle);
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float penetrationChance = 0.0;
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bool twoCaliberRule = caliber > 2.0 * thickness;
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bool threeCaliberRule = caliber > 3.0 * thickness;
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float finalNormalization = twoCaliberRule ? (normalization * 1.4 * caliber) / (2.0 * thickness) : normalization;
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float finalPenetration = penetration;
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float effectiveArmor = thickness / cos(angle - finalNormalization);
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if (angle < ricochet) {
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// no auto-ricochet, resume checks
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if (threeCaliberRule) {
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penetrationChance = 1.0;
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} else {
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float maxRandomPenetrationBuff = finalPenetration * 0.05;
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float penetrationDifference = effectiveArmor - finalPenetration;
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if (penetrationDifference > maxRandomPenetrationBuff) {
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// even with a +5% buff, can't penetrate
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penetrationChance = 0.0;
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} else if (penetrationDifference < -maxRandomPenetrationBuff) {
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// event with a -5% nerf, can penetrate
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penetrationChance = 1.0;
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} else {
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// penetration gradiant
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penetrationChance = 1.0 - (penetrationDifference + maxRandomPenetrationBuff) / (2.0 * maxRandomPenetrationBuff);
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}
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}
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}
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float h = penetrationChance / PI;
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float s = 1.0;
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float v = 1.0;
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(h + K.xyz) * 6.0 - K.www);
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vec3 rgb = v * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), s);
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csm_DiffuseColor = vec4(rgb, 1.0);
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}
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@@ -1,8 +1,6 @@
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varying vec3 vNormal;
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varying vec3 vCSMViewPosition;
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varying vec3 vViewPosition;
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void main() {
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void main() {
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vec4 vViewPosition4 = modelViewMatrix * vec4(position, 1.0);
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vec4 vViewPosition4 = modelViewMatrix * vec4(position, 1.0);
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vViewPosition = vViewPosition4.xyz;
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vCSMViewPosition = vViewPosition4.xyz;
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vNormal = normalMatrix * normal;
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}
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}
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@@ -32,6 +32,7 @@ type Tankopedia = {
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gunPitch: number;
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gunPitch: number;
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controlsEnabled: boolean;
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controlsEnabled: boolean;
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showGrid: boolean;
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showGrid: boolean;
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opaqueArmor: boolean;
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};
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};
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mode: TankopediaMode;
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mode: TankopediaMode;
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} & (
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} & (
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@@ -70,6 +71,7 @@ export const useTankopedia = create<Tankopedia>()(() => ({
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turretYaw: 0,
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turretYaw: 0,
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controlsEnabled: true,
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controlsEnabled: true,
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showGrid: true,
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showGrid: true,
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opaqueArmor: false,
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},
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},
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areTanksAssigned: false,
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areTanksAssigned: false,
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mode: 'model',
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mode: 'model',
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