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Feat lighting scatter mesh extra #343

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Reach feat_lighting functionality using new feat_lighting_scatter_mesh code

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@maartenbreddels maartenbreddels left a comment

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Gave myself a review, but a second pair of eyes would be great, also gave some idea what to do.

Comment on lines +609 to +621
kwargs = kwargs.copy()
if lighting_model == 'DEFAULT':
pass # ok, we rely on Scatter widget's default
elif lighting_model == 'PHYSICAL':
material = pythreejs.MeshPhysicalMaterial(
opacity=opacity,
emissiveIntensity=emissive_intensity,
roughness=roughness,
metalness=metalness)
kwargs['material'] = material
else:
# TODO: PHONG/LAMBERT
raise ValueError(f'Unknown lighting_model={lighting_model}')
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This code is quite similar to scatter, and something we want at a lot of places, maybe put it in a private function _create_material(....) to reuse it.

Comment on lines +1729 to +1730
near=0.5
far=5000
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0.1, 100 seems like good default for the others.

Comment on lines +46 to +47
// attribute float aux_next;
// attribute float aux_previous;
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I had to disable aux, because we are using too many attributes (16 is the max), that is because if we set USE_COLOR, color is also an attribute. I'll think about how to solve this.

@@ -112,25 +309,106 @@ void main(void) {
vec4 position_transformed = geo_matrix * vec4(position, 1.0);
position_transformed.xyz = position_transformed.xyz / position_transformed.w;
model_pos += move_to_vector * (position_transformed.xyz*size_vector);
vec4 view_pos = modelViewMatrix * vec4(model_pos, 1.0);
vec4 view_pos = viewMatrix * vec4(model_pos, 1.0);
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Suggested change
vec4 view_pos = viewMatrix * vec4(model_pos, 1.0);
vec4 view_pos = modelViewMatrix * vec4(model_pos, 1.0);

oops, my mistake.

Comment on lines +35 to +37

lighting_model: any;

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Suggested change
lighting_model: any;
lighting_model: any;

@@ -458,6 +470,8 @@ class ScatterView extends widgets.WidgetView {
this.material_rgb.needsUpdate = true;
this.line_material.needsUpdate = true;
this.line_material_rgb.needsUpdate = true;

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Suggested change

traitlets.Instance(pythreejs.MeshPhysicalMaterial),
traitlets.Instance(pythreejs.MeshPhongMaterial),
traitlets.Instance(pythreejs.MeshLambertMaterial),
], help='A :any:`pythreejs.Material` that is used for the mesh').tag(sync=True, **widgets.widget_serialization)

@traitlets.default('material')
def _default_material(self):
return pythreejs.ShaderMaterial(side=pythreejs.enums.Side.DoubleSide)
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Suggested change
return pythreejs.ShaderMaterial(side=pythreejs.enums.Side.DoubleSide)
return pythreejs.ShaderMaterial(side=pythreejs.enums.Side.DoubleSide, lights=True)

we could this, and remove the this.lights = true in the js code (mesh.ts), which makes it slightly more flexible.

traitlets.Instance(pythreejs.MeshPhysicalMaterial),
traitlets.Instance(pythreejs.MeshPhongMaterial),
traitlets.Instance(pythreejs.MeshLambertMaterial),
], help='A :any:`pythreejs.Material` that is used for the mesh').tag(sync=True, **widgets.widget_serialization)

@traitlets.default('material')
def _default_material(self):
return pythreejs.ShaderMaterial()
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Suggested change
return pythreejs.ShaderMaterial()
return pythreejs.ShaderMaterial(lights=True)

Same here, we could remove the this.material.lights = true in scatter.ts

patchShader(shader);
};
material.needsUpdate = true;
material.lights = true;
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Suggested change
material.lights = true;

No need for this if we set it in the ShaderMaterial constructor from the Python side (Phong, Physical etc don't seem to need this)

material.needsUpdate = true;
patchMaterial(material);
material.lights = true;
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Suggested change
material.lights = true;

No need for this if we set it in the ShaderMaterial constructor from the Python side (Phong, Physical etc don't seem to need this)

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2 participants