@chromatic-coherence/generative-engine 1.4.0 → 1.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +17 -1
- package/dist/index.d.ts +1 -0
- package/dist/index.js +1 -0
- package/dist/shaders.d.ts +5 -1
- package/dist/shaders.js +56 -0
- package/dist/skeletal.d.ts +36 -0
- package/dist/skeletal.js +115 -0
- package/dist/world.d.ts +44 -0
- package/dist/world.js +213 -1
- package/package.json +1 -1
package/README.md
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@@ -127,9 +127,25 @@ whole flock (a wandering heart, lobes that split and merge, a ripple phase, flap
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wings) is evaluated in the vertex stage from time alone. Ten thousand birds, zero CPU.
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The instance matrices are the shared flock frame — place, scale and steer it whole.
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## Real water & planar reflections (v1.5)
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`w.water = { on, level, size, hue, amp, distort, alpha }` — one water table per world.
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The scene renders a second time through the reflected camera (solids and every instanced
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batch, GPU flocks included), clipped at the plane; the surface is a wave-displaced grid
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sampling that reflection in screen space with a fresnel blend. The table fills wherever
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the ground dips below `level` — carve a basin and it becomes a lake that reflects the sky.
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## Skeletal figures (v1.6)
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Bones, grown from code like everything else — no asset pipeline. `humanoid()` and
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`quadruped()` build rigged figures (procedural segments bound to a small skeleton);
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`w.figure(rig, opts)` uploads one and returns a handle; `fig.pose(walkPose(t))` bends it
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in the vertex stage — scene, shadows and water reflections alike. `walkPose` / `trotPose`
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ship as procedural cycles; `composePose` takes any per-joint rotations you write.
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## Roadmap
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-
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The engine's four founding frontiers are landed. What comes next, the scenes will ask for. The chart editions stay lean.
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## Licence
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package/dist/index.d.ts
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package/dist/index.js
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package/dist/shaders.d.ts
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export declare const FACE_VS = "#version 300 es\nin vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;\nin vec3 aPos2; in vec3 aNorm2;\nuniform mat4 uVP; uniform mat4 uSVP;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;\nout float vGA; out float vBlood;\nvoid main(){\n int g = int(aGrp + 0.5);\n float w = uMW[g];\n vec3 p = mix(aPos, aPos2, w), n = mix(aNorm, aNorm2, w);\n vec4 wp = uGM[g] * vec4(p, 1.0);\n vPos = wp.xyz; vNorm = uNM[g] * n; vCol = aCol; vGA = uGA[g]; vBlood = aBlood;\n vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;\n}";
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export declare const FACE_FS = "#version 300 es\nprecision highp float;\nin vec3 vPos; in vec3 vNorm; in vec4 vCol; in float vZ; in vec4 vSh;\nin float vGA; in float vBlood;\nuniform vec3 uLdir; uniform float uAmb; uniform float uDif; uniform float uSigned;\nuniform vec3 uLp[8]; uniform float uLi[8]; uniform float uLf[8]; uniform int uLn;\nuniform vec3 uCam; uniform float uFogK; uniform float uSpec; uniform vec3 uBg;\nuniform vec3 uSkyC; uniform vec3 uGroundC; uniform float uPulse;\nuniform float uShadowOn; uniform float uShadowSoft; uniform float uShadowBias;\nuniform lowp sampler2DShadow uShadow; uniform float uShadowPx;\nout vec4 fragColor;\nfloat h3(vec3 p){ return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }\nfloat vnoise(vec3 p){ vec3 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);\n return mix(mix(mix(h3(i), h3(i + vec3(1,0,0)), f.x), mix(h3(i + vec3(0,1,0)), h3(i + vec3(1,1,0)), f.x), f.y),\n mix(mix(h3(i + vec3(0,0,1)), h3(i + vec3(1,0,1)), f.x), mix(h3(i + vec3(0,1,1)), h3(i + vec3(1,1,1)), f.x), f.y), f.z); }\nfloat shadowFactor(){\n vec3 pr = vSh.xyz / vSh.w * 0.5 + 0.5;\n if (pr.x < 0.0 || pr.x > 1.0 || pr.y < 0.0 || pr.y > 1.0 || pr.z > 1.0) return 1.0;\n float ref = pr.z - uShadowBias;\n // 3x3 taps over a hardware-compared (LINEAR sampler2DShadow => free 2x2 PCF each) map\n float s = 0.0;\n for (int sy = -1; sy <= 1; sy++)\n for (int sx = -1; sx <= 1; sx++)\n s += texture(uShadow, vec3(pr.xy + vec2(float(sx), float(sy)) * uShadowPx * uShadowSoft, ref));\n s /= 9.0;\n return 0.35 + 0.65 * s;\n}\nvoid main(){\n vec3 n = normalize(vNorm);\n vec3 V = normalize(uCam - vPos);\n float skin = clamp(vBlood * 5.0, 0.0, 1.0);\n { // procedural micro-relief: perturb the shading normal by a fine noise gradient\n float bs = 5.5, e = 0.12, n0 = vnoise(vPos * bs);\n vec3 g = vec3(vnoise(vPos * bs + vec3(e, 0.0, 0.0)) - n0,\n vnoise(vPos * bs + vec3(0.0, e, 0.0)) - n0,\n vnoise(vPos * bs + vec3(0.0, 0.0, e)) - n0) / e;\n n = normalize(n - g * (0.10 + 0.30 * skin));\n }\n float d = dot(n, normalize(uLdir));\n float shade = uAmb + uDif * mix(abs(d), max(d, 0.0), uSigned);\n float spec = 0.0;\n float sh = uShadowOn > 0.5 ? shadowFactor() : 1.0;\n for (int i = 0; i < 8; i++) { if (i >= uLn) break;\n vec3 v = uLp[i] - vPos; float d2 = dot(v, v); vec3 L = v * inversesqrt(d2 + 1e-4);\n float lam = dot(n, L); lam = mix(abs(lam), max(lam, 0.0), uSigned);\n float fall = 1.0 / (1.0 + d2 / (uLf[i] * uLf[i]));\n float k = (i == 0) ? sh : 1.0;\n shade += uLi[i] * lam * fall * k;\n // GGX microfacet + Fresnel \u2014 roughness from the face's gloss (colour alpha slot)\n vec3 H = normalize(L + V);\n float nh = max(dot(n, H), 0.0);\n float rough = clamp(1.0 - vCol.a, 0.08, 1.0), a2 = rough * rough; a2 = a2 * a2;\n float dnm = nh * nh * (a2 - 1.0) + 1.0;\n float ggx = a2 / (3.14159 * dnm * dnm);\n float fres = 0.04 + 0.96 * pow(1.0 - max(dot(H, V), 0.0), 5.0);\n spec += uLi[i] * min(ggx, 6.0) * fres * fall * k * 0.16;\n }\n // coloured hemispheric ambient: cool from above, warm from below\n vec3 tint = mix(uGroundC, uSkyC, n.y * 0.5 + 0.5);\n vec3 lit = vCol.rgb * (uAmb * tint + vec3(shade - uAmb));\n // the perfusion term: blood near the surface changes how it meets the light\n float b = clamp(vBlood + uPulse * vBlood * 6.0, 0.0, 1.0);\n lit *= mix(vec3(1.0), vec3(1.07, 0.95, 0.94), b);\n lit += vec3(0.62, 0.06, 0.08) * (b * 0.20 * (1.0 - abs(d)));\n // pore noise, only where there is blood (skin, not cloth)\n float pore = vnoise(vPos * 2.4) * 0.6 + vnoise(vPos * 6.0) * 0.4;\n lit *= 1.0 + (pore - 0.5) * 0.09 * skin;\n // subsurface rim: grazing light bleeds through thin tissue, warm\n float fres = pow(1.0 - clamp(dot(n, V), 0.0, 1.0), 3.0);\n lit += vec3(0.55, 0.09, 0.10) * fres * skin * (0.28 + 0.5 * b);\n float fog = clamp(uFogK / vZ, 0.08, 1.0);\n vec3 outC = lit + vec3(1.0) * spec * uSpec * vCol.a;\n // fog and fades resolve toward the REAL background colour (the engine owns its ground)\n fragColor = vec4(mix(uBg, outC, fog * vGA), 1.0);\n}";
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export declare const FACE_FS = "#version 300 es\nprecision highp float;\nin vec3 vPos; in vec3 vNorm; in vec4 vCol; in float vZ; in vec4 vSh;\nin float vGA; in float vBlood;\nuniform vec3 uLdir; uniform float uAmb; uniform float uDif; uniform float uSigned;\nuniform vec3 uLp[8]; uniform float uLi[8]; uniform float uLf[8]; uniform int uLn;\nuniform vec3 uCam; uniform float uFogK; uniform float uSpec; uniform vec3 uBg;\nuniform vec3 uSkyC; uniform vec3 uGroundC; uniform float uPulse;\nuniform float uShadowOn; uniform float uShadowSoft; uniform float uShadowBias;\nuniform lowp sampler2DShadow uShadow; uniform float uShadowPx;\nuniform float uClipY;\nout vec4 fragColor;\nfloat h3(vec3 p){ return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }\nfloat vnoise(vec3 p){ vec3 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);\n return mix(mix(mix(h3(i), h3(i + vec3(1,0,0)), f.x), mix(h3(i + vec3(0,1,0)), h3(i + vec3(1,1,0)), f.x), f.y),\n mix(mix(h3(i + vec3(0,0,1)), h3(i + vec3(1,0,1)), f.x), mix(h3(i + vec3(0,1,1)), h3(i + vec3(1,1,1)), f.x), f.y), f.z); }\nfloat shadowFactor(){\n vec3 pr = vSh.xyz / vSh.w * 0.5 + 0.5;\n if (pr.x < 0.0 || pr.x > 1.0 || pr.y < 0.0 || pr.y > 1.0 || pr.z > 1.0) return 1.0;\n float ref = pr.z - uShadowBias;\n // 3x3 taps over a hardware-compared (LINEAR sampler2DShadow => free 2x2 PCF each) map\n float s = 0.0;\n for (int sy = -1; sy <= 1; sy++)\n for (int sx = -1; sx <= 1; sx++)\n s += texture(uShadow, vec3(pr.xy + vec2(float(sx), float(sy)) * uShadowPx * uShadowSoft, ref));\n s /= 9.0;\n return 0.35 + 0.65 * s;\n}\nvoid main(){\n if (vPos.y < uClipY) discard; // W11: the reflection pass clips at the water plane\n vec3 n = normalize(vNorm);\n vec3 V = normalize(uCam - vPos);\n float skin = clamp(vBlood * 5.0, 0.0, 1.0);\n { // procedural micro-relief: perturb the shading normal by a fine noise gradient\n float bs = 5.5, e = 0.12, n0 = vnoise(vPos * bs);\n vec3 g = vec3(vnoise(vPos * bs + vec3(e, 0.0, 0.0)) - n0,\n vnoise(vPos * bs + vec3(0.0, e, 0.0)) - n0,\n vnoise(vPos * bs + vec3(0.0, 0.0, e)) - n0) / e;\n n = normalize(n - g * (0.10 + 0.30 * skin));\n }\n float d = dot(n, normalize(uLdir));\n float shade = uAmb + uDif * mix(abs(d), max(d, 0.0), uSigned);\n float spec = 0.0;\n float sh = uShadowOn > 0.5 ? shadowFactor() : 1.0;\n for (int i = 0; i < 8; i++) { if (i >= uLn) break;\n vec3 v = uLp[i] - vPos; float d2 = dot(v, v); vec3 L = v * inversesqrt(d2 + 1e-4);\n float lam = dot(n, L); lam = mix(abs(lam), max(lam, 0.0), uSigned);\n float fall = 1.0 / (1.0 + d2 / (uLf[i] * uLf[i]));\n float k = (i == 0) ? sh : 1.0;\n shade += uLi[i] * lam * fall * k;\n // GGX microfacet + Fresnel \u2014 roughness from the face's gloss (colour alpha slot)\n vec3 H = normalize(L + V);\n float nh = max(dot(n, H), 0.0);\n float rough = clamp(1.0 - vCol.a, 0.08, 1.0), a2 = rough * rough; a2 = a2 * a2;\n float dnm = nh * nh * (a2 - 1.0) + 1.0;\n float ggx = a2 / (3.14159 * dnm * dnm);\n float fres = 0.04 + 0.96 * pow(1.0 - max(dot(H, V), 0.0), 5.0);\n spec += uLi[i] * min(ggx, 6.0) * fres * fall * k * 0.16;\n }\n // coloured hemispheric ambient: cool from above, warm from below\n vec3 tint = mix(uGroundC, uSkyC, n.y * 0.5 + 0.5);\n vec3 lit = vCol.rgb * (uAmb * tint + vec3(shade - uAmb));\n // the perfusion term: blood near the surface changes how it meets the light\n float b = clamp(vBlood + uPulse * vBlood * 6.0, 0.0, 1.0);\n lit *= mix(vec3(1.0), vec3(1.07, 0.95, 0.94), b);\n lit += vec3(0.62, 0.06, 0.08) * (b * 0.20 * (1.0 - abs(d)));\n // pore noise, only where there is blood (skin, not cloth)\n float pore = vnoise(vPos * 2.4) * 0.6 + vnoise(vPos * 6.0) * 0.4;\n lit *= 1.0 + (pore - 0.5) * 0.09 * skin;\n // subsurface rim: grazing light bleeds through thin tissue, warm\n float fres = pow(1.0 - clamp(dot(n, V), 0.0, 1.0), 3.0);\n lit += vec3(0.55, 0.09, 0.10) * fres * skin * (0.28 + 0.5 * b);\n float fog = clamp(uFogK / vZ, 0.08, 1.0);\n vec3 outC = lit + vec3(1.0) * spec * uSpec * vCol.a;\n // fog and fades resolve toward the REAL background colour (the engine owns its ground)\n fragColor = vec4(mix(uBg, outC, fog * vGA), 1.0);\n}";
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export declare const FACE_INST_VS = "#version 300 es\nin vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;\nin vec3 aPos2; in vec3 aNorm2;\nin vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;\nuniform mat4 uVP; uniform mat4 uSVP; uniform float uT; uniform vec3 uWindDir;\nuniform float uFlight;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;\nout float vGA; out float vBlood;\n// W10 FLIGHT: aIP = (a0, r0, ph, lobe). The flock's heart wanders, three lobes orbit\n// it breathing apart and back, each bird orbits its lobe with a ripple phase \u2014 the\n// murmuration, evaluated per vertex from uT alone. The instance matrix is the flock\n// frame (shared), so one batch = one flock you can place, scale and steer.\nvec3 flightPos(vec4 ip, float t){\n float a0 = ip.x, r0 = ip.y, ph = ip.z, lobe = ip.w;\n float cx = sin(t * 0.11) * 700.0, cz = -500.0 + cos(t * 0.07) * 380.0;\n float cy = 430.0 + sin(t * 0.16) * 110.0;\n float spread = 180.0 + 140.0 * sin(t * 0.21 + 1.3);\n float la = t * 0.34 + lobe * 2.0944;\n vec3 lc = vec3(cx + cos(la) * spread, cy + sin(la * 2.0 + lobe) * 60.0, cz + sin(la) * spread * 0.7);\n float aa = a0 + t * (0.5 + 0.25 * sin(ph));\n float wob = sin(t * 1.1 + ph) * 0.35;\n float rr = r0 * (0.75 + 0.25 * sin(t * 0.5 + ph + lobe));\n return lc + vec3(cos(aa) * rr, sin(aa * 1.7 + ph) * rr * 0.32 + wob * 24.0, sin(aa) * rr * (0.55 + wob * 0.2));\n}\nvec3 flightLocal(vec3 pl, vec4 ip, float t){\n float aa = ip.x + t * (0.5 + 0.25 * sin(ip.z));\n pl.y += sin(t * 11.0 + ip.z * 3.0) * abs(pl.z) * 0.9; // the flap, growing to the wingtips\n float ca = cos(aa + 1.5708), sa = sin(aa + 1.5708); // heading = the orbit tangent\n return vec3(pl.x * ca - pl.z * sa, pl.y, pl.x * sa + pl.z * ca);\n}\nvoid main(){\n int g = int(aGrp + 0.5);\n float w = uMW[g];\n mat4 inst = mat4(aI0, aI1, aI2, aI3);\n vec3 p = mix(aPos, aPos2, w), n = mix(aNorm, aNorm2, w);\n if (uFlight > 0.5) {\n p = flightPos(aIP, uT) + flightLocal(p, aIP, uT);\n } else {\n // W9 GPU WIND: per-instance (phase, freq, amp); displacement grows with height,\n // plus a second harmonic so the sway breathes instead of ticking\n float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);\n p += uWindDir * (sw * aIP.z * max(p.y, 0.0));\n }\n vec4 wp = uGM[g] * (inst * vec4(p, 1.0));\n vPos = wp.xyz; vNorm = uNM[g] * (mat3(inst) * n); vCol = aCol; vGA = uGA[g]; vBlood = aBlood;\n vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;\n}";
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export declare const DEPTH_INST_VS = "#version 300 es\nin vec3 aPos; in float aGrp; in vec3 aPos2;\nin vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;\nuniform mat4 uVP; uniform float uT; uniform vec3 uWindDir;\nuniform float uFlight;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\n// W10 FLIGHT: aIP = (a0, r0, ph, lobe). The flock's heart wanders, three lobes orbit\n// it breathing apart and back, each bird orbits its lobe with a ripple phase \u2014 the\n// murmuration, evaluated per vertex from uT alone. The instance matrix is the flock\n// frame (shared), so one batch = one flock you can place, scale and steer.\nvec3 flightPos(vec4 ip, float t){\n float a0 = ip.x, r0 = ip.y, ph = ip.z, lobe = ip.w;\n float cx = sin(t * 0.11) * 700.0, cz = -500.0 + cos(t * 0.07) * 380.0;\n float cy = 430.0 + sin(t * 0.16) * 110.0;\n float spread = 180.0 + 140.0 * sin(t * 0.21 + 1.3);\n float la = t * 0.34 + lobe * 2.0944;\n vec3 lc = vec3(cx + cos(la) * spread, cy + sin(la * 2.0 + lobe) * 60.0, cz + sin(la) * spread * 0.7);\n float aa = a0 + t * (0.5 + 0.25 * sin(ph));\n float wob = sin(t * 1.1 + ph) * 0.35;\n float rr = r0 * (0.75 + 0.25 * sin(t * 0.5 + ph + lobe));\n return lc + vec3(cos(aa) * rr, sin(aa * 1.7 + ph) * rr * 0.32 + wob * 24.0, sin(aa) * rr * (0.55 + wob * 0.2));\n}\nvec3 flightLocal(vec3 pl, vec4 ip, float t){\n float aa = ip.x + t * (0.5 + 0.25 * sin(ip.z));\n pl.y += sin(t * 11.0 + ip.z * 3.0) * abs(pl.z) * 0.9; // the flap, growing to the wingtips\n float ca = cos(aa + 1.5708), sa = sin(aa + 1.5708); // heading = the orbit tangent\n return vec3(pl.x * ca - pl.z * sa, pl.y, pl.x * sa + pl.z * ca);\n}\nvoid main(){\n int g = int(aGrp + 0.5);\n vec3 p = mix(aPos, aPos2, uMW[g]);\n if (uFlight > 0.5) {\n p = flightPos(aIP, uT) + flightLocal(p, aIP, uT);\n } else {\n float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);\n p += uWindDir * (sw * aIP.z * max(p.y, 0.0));\n }\n gl_Position = uVP * (uGM[g] * (mat4(aI0, aI1, aI2, aI3) * vec4(p, 1.0)));\n}";
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export declare const FACE_SKIN_VS = "#version 300 es\nin vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;\nin vec3 aPos2; in vec3 aNorm2; in float aBone;\nuniform mat4 uVP; uniform mat4 uSVP; uniform mat4 uBones[16];\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;\nout float vGA; out float vBlood;\nvoid main(){\n int g = int(aGrp + 0.5);\n mat4 bm = uBones[int(aBone + 0.5)];\n vec3 p = (bm * vec4(aPos, 1.0)).xyz;\n vec3 n = mat3(bm) * aNorm;\n vec4 wp = uGM[g] * vec4(p, 1.0);\n vPos = wp.xyz; vNorm = uNM[g] * n; vCol = aCol; vGA = uGA[g]; vBlood = aBlood;\n vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;\n}";
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export declare const DEPTH_SKIN_VS = "#version 300 es\nin vec3 aPos; in float aGrp; in float aBone;\nuniform mat4 uVP; uniform mat4 uBones[16];\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nvoid main(){\n int g = int(aGrp + 0.5);\n gl_Position = uVP * (uGM[g] * (uBones[int(aBone + 0.5)] * vec4(aPos, 1.0)));\n}";
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export declare const DEPTH_VS = "#version 300 es\nin vec3 aPos; in float aGrp; in vec3 aPos2;\nuniform mat4 uVP;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nvoid main(){\n int g = int(aGrp + 0.5);\n vec3 p = mix(aPos, aPos2, uMW[g]);\n gl_Position = uVP * (uGM[g] * vec4(p, 1.0));\n}";
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export declare const DEPTH_FS = "#version 300 es\nprecision mediump float;\nvoid main(){}";
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export declare const LINE_VS = "#version 300 es\nin vec3 aPos; in vec4 aCol; in float aGrp;\nuniform mat4 uVP;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec4 vCol; out float vZ; out float vGA;\nvoid main(){\n int g = int(aGrp + 0.5);\n vCol = aCol; vGA = uGA[g];\n vec4 p = uVP * (uGM[g] * vec4(aPos, 1.0)); vZ = p.w; gl_Position = p;\n}";
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@@ -18,4 +20,6 @@ export declare const AOBLUR_FS = "#version 300 es\nprecision mediump float;\nin
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export declare const COMPOSITE_FS = "#version 300 es\nprecision mediump float;\nin vec2 vUv;\nuniform sampler2D uScene; uniform sampler2D uBloom; uniform sampler2D uAO;\nuniform float uBloomStr; uniform float uAOStr;\nuniform float uFilm; uniform float uGrade; uniform float uVig; uniform float uInk;\nout vec4 fragColor;\nvoid main(){\n vec3 c = texture(uScene, vUv).rgb;\n c *= mix(1.0, texture(uAO, vUv).r, uAOStr);\n c += texture(uBloom, vUv).rgb * uBloomStr;\n if (uFilm > 0.5) { // ACES-ish filmic: highlights roll off instead of clipping\n c = (c * (2.51 * c + 0.03)) / (c * (2.43 * c + 0.59) + 0.14);\n }\n c = clamp(c, 0.0, 1.0);\n if (uGrade > 0.5) { // violet-cool shadows, warm highlights\n float luma = dot(c, vec3(0.299, 0.587, 0.114));\n c *= mix(vec3(0.85, 0.83, 1.07), vec3(1.07, 0.99, 0.92), smoothstep(0.12, 0.72, luma));\n c = clamp(c, 0.0, 1.0);\n }\n if (uVig > 0.0) { // cinematic vignette, in the composite now (off the overlay)\n vec2 q = vUv - vec2(0.5, 0.54);\n float r = smoothstep(0.35, 0.9, length(q * vec2(1.15, 1.0)));\n vec3 dk = uInk > 0.5 ? vec3(0.20, 0.19, 0.30) : vec3(0.024, 0.016, 0.055);\n c = mix(c, dk, uVig * r * (uInk > 0.5 ? 0.3 : 1.0));\n }\n fragColor = vec4(c, 1.0);\n}";
|
|
19
21
|
export declare const DOF_FS = "#version 300 es\nprecision highp float;\nin vec2 vUv; uniform sampler2D uTex; uniform sampler2D uDepth;\nuniform float uNear; uniform float uFar; uniform float uFocus; uniform float uRange;\nuniform float uMaxBlur; uniform vec2 uPx;\nout vec4 fragColor;\nfloat lin(float d){ return uNear * uFar / (uFar - d * (uFar - uNear)); }\nconst vec2 DISC[12] = vec2[](\n vec2(-0.326, -0.406), vec2(-0.840, -0.074), vec2(-0.696, 0.457), vec2(-0.203, 0.621),\n vec2(0.962, -0.195), vec2(0.473, -0.480), vec2(0.519, 0.767), vec2(0.185, -0.893),\n vec2(0.507, 0.064), vec2(0.896, 0.412), vec2(-0.322, -0.933), vec2(-0.792, -0.598));\nvoid main(){\n float z = lin(texture(uDepth, vUv).r);\n float coc = clamp(abs(z - uFocus) / max(1.0, uRange), 0.0, 1.0) * uMaxBlur;\n vec3 acc = texture(uTex, vUv).rgb;\n float wsum = 1.0;\n for (int i = 0; i < 12; i++) {\n vec2 off = DISC[i] * coc * uPx;\n // a sharp (in-focus) neighbour must not bleed into a blurred one: weight each tap\n // by ITS OWN CoC so foreground focus stays crisp against a soft background\n float zt = lin(texture(uDepth, vUv + off).r);\n float ct = clamp(abs(zt - uFocus) / max(1.0, uRange), 0.0, 1.0);\n float w = 0.25 + 0.75 * ct;\n acc += texture(uTex, vUv + off).rgb * w;\n wsum += w;\n }\n fragColor = vec4(acc / wsum, 1.0);\n}";
|
|
20
22
|
export declare const MOBLUR_FS = "#version 300 es\nprecision highp float;\nin vec2 vUv; uniform sampler2D uTex; uniform sampler2D uDepth;\nuniform mat4 uInvVP; uniform mat4 uPrevVP; uniform float uStrength;\nout vec4 fragColor;\nvoid main(){\n float d = texture(uDepth, vUv).r;\n vec4 ndc = vec4(vUv * 2.0 - 1.0, d * 2.0 - 1.0, 1.0);\n vec4 wp = uInvVP * ndc; wp /= wp.w;\n vec4 pc = uPrevVP * wp;\n vec2 prevUv = (pc.xy / pc.w) * 0.5 + 0.5;\n vec2 vel = (vUv - prevUv) * uStrength;\n float vlen = length(vel);\n if (vlen < 1e-5 || pc.w <= 0.0) { fragColor = vec4(texture(uTex, vUv).rgb, 1.0); return; }\n vel = vlen > 0.04 ? vel * (0.04 / vlen) : vel; // clamp the streak to 4% of the screen\n vec3 acc = vec3(0.0);\n for (int i = 0; i < 8; i++) {\n float t = (float(i) / 7.0) - 0.5;\n acc += texture(uTex, clamp(vUv + vel * t, vec2(0.001), vec2(0.999))).rgb;\n }\n fragColor = vec4(acc / 8.0, 1.0);\n}";
|
|
23
|
+
export declare const WATER_VS = "#version 300 es\nin vec3 aPos;\nuniform mat4 uVP; uniform float uT; uniform float uLevel; uniform float uAmp;\nout vec3 vW; out vec3 vN; out float vZ;\nvoid main(){\n vec3 p = aPos;\n float y = sin(p.x * 0.020 + uT * 1.3) + sin(p.z * 0.017 + uT * 1.1)\n + 0.5 * sin((p.x + p.z) * 0.031 + uT * 2.2);\n float dx = 0.020 * cos(p.x * 0.020 + uT * 1.3) + 0.0155 * cos((p.x + p.z) * 0.031 + uT * 2.2);\n float dz = 0.017 * cos(p.z * 0.017 + uT * 1.1) + 0.0155 * cos((p.x + p.z) * 0.031 + uT * 2.2);\n p.y = uLevel + y * uAmp;\n vW = p; vN = normalize(vec3(-dx * uAmp, 1.0, -dz * uAmp));\n vec4 cp = uVP * vec4(p, 1.0); vZ = cp.w; gl_Position = cp;\n}";
|
|
24
|
+
export declare const WATER_FS = "#version 300 es\nprecision highp float;\nin vec3 vW; in vec3 vN; in float vZ;\nuniform sampler2D uRefl; uniform vec2 uRes; uniform vec3 uTint; uniform vec3 uCam;\nuniform float uFogK; uniform vec3 uBg; uniform float uDistort; uniform float uAlpha;\nout vec4 fragColor;\nvoid main(){\n vec2 uv = gl_FragCoord.xy / uRes;\n vec3 refl = texture(uRefl, clamp(uv + vN.xz * uDistort, 0.001, 0.999)).rgb;\n vec3 V = normalize(uCam - vW);\n float fres = 0.06 + 0.94 * pow(1.0 - max(dot(vN, V), 0.0), 3.0);\n vec3 c = mix(uTint, refl, clamp(0.35 + fres * 0.6, 0.0, 0.95));\n float fog = clamp(uFogK / vZ, 0.08, 1.0);\n fragColor = vec4(mix(uBg, c, fog), uAlpha);\n}";
|
|
21
25
|
export declare const FXAA_FS = "#version 300 es\nprecision mediump float;\nin vec2 vUv; uniform sampler2D uTex; uniform vec2 uPx;\nout vec4 fragColor;\nfloat luma(vec3 c){ return dot(c, vec3(0.299, 0.587, 0.114)); }\nvoid main(){\n vec3 cM = texture(uTex, vUv).rgb;\n float lM = luma(cM);\n float lN = luma(texture(uTex, vUv + vec2(0.0, -uPx.y)).rgb);\n float lS = luma(texture(uTex, vUv + vec2(0.0, uPx.y)).rgb);\n float lW = luma(texture(uTex, vUv + vec2(-uPx.x, 0.0)).rgb);\n float lE = luma(texture(uTex, vUv + vec2(uPx.x, 0.0)).rgb);\n float lMin = min(lM, min(min(lN, lS), min(lW, lE)));\n float lMax = max(lM, max(max(lN, lS), max(lW, lE)));\n float range = lMax - lMin;\n if (range < max(0.0312, lMax * 0.125)) { fragColor = vec4(cM, 1.0); return; }\n vec2 dir = normalize(vec2((lE + lS) - (lW + lN), (lN + lE) - (lS + lW)) + 1e-6);\n vec3 a = texture(uTex, vUv + dir * uPx * 0.5).rgb;\n vec3 b = texture(uTex, vUv - dir * uPx * 0.5).rgb;\n fragColor = vec4(mix(cM, (a + b) * 0.5, 0.75), 1.0);\n}";
|
package/dist/shaders.js
CHANGED
|
@@ -31,6 +31,7 @@ uniform vec3 uCam; uniform float uFogK; uniform float uSpec; uniform vec3 uBg;
|
|
|
31
31
|
uniform vec3 uSkyC; uniform vec3 uGroundC; uniform float uPulse;
|
|
32
32
|
uniform float uShadowOn; uniform float uShadowSoft; uniform float uShadowBias;
|
|
33
33
|
uniform lowp sampler2DShadow uShadow; uniform float uShadowPx;
|
|
34
|
+
uniform float uClipY;
|
|
34
35
|
out vec4 fragColor;
|
|
35
36
|
float h3(vec3 p){ return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }
|
|
36
37
|
float vnoise(vec3 p){ vec3 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
|
|
@@ -49,6 +50,7 @@ float shadowFactor(){
|
|
|
49
50
|
return 0.35 + 0.65 * s;
|
|
50
51
|
}
|
|
51
52
|
void main(){
|
|
53
|
+
if (vPos.y < uClipY) discard; // W11: the reflection pass clips at the water plane
|
|
52
54
|
vec3 n = normalize(vNorm);
|
|
53
55
|
vec3 V = normalize(uCam - vPos);
|
|
54
56
|
float skin = clamp(vBlood * 5.0, 0.0, 1.0);
|
|
@@ -186,6 +188,30 @@ void main(){
|
|
|
186
188
|
}
|
|
187
189
|
gl_Position = uVP * (uGM[g] * (mat4(aI0, aI1, aI2, aI3) * vec4(p, 1.0)));
|
|
188
190
|
}`;
|
|
191
|
+
// W12 SKELETAL: rigid skinning — one bone per vertex, 16 mat4s per figure,
|
|
192
|
+
// composed on the CPU (composePose) and applied here before the group transform.
|
|
193
|
+
export const FACE_SKIN_VS = `#version 300 es
|
|
194
|
+
in vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;
|
|
195
|
+
in vec3 aPos2; in vec3 aNorm2; in float aBone;
|
|
196
|
+
uniform mat4 uVP; uniform mat4 uSVP; uniform mat4 uBones[16];${GROUPS}
|
|
197
|
+
out vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;
|
|
198
|
+
out float vGA; out float vBlood;
|
|
199
|
+
void main(){
|
|
200
|
+
int g = int(aGrp + 0.5);
|
|
201
|
+
mat4 bm = uBones[int(aBone + 0.5)];
|
|
202
|
+
vec3 p = (bm * vec4(aPos, 1.0)).xyz;
|
|
203
|
+
vec3 n = mat3(bm) * aNorm;
|
|
204
|
+
vec4 wp = uGM[g] * vec4(p, 1.0);
|
|
205
|
+
vPos = wp.xyz; vNorm = uNM[g] * n; vCol = aCol; vGA = uGA[g]; vBlood = aBlood;
|
|
206
|
+
vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;
|
|
207
|
+
}`;
|
|
208
|
+
export const DEPTH_SKIN_VS = `#version 300 es
|
|
209
|
+
in vec3 aPos; in float aGrp; in float aBone;
|
|
210
|
+
uniform mat4 uVP; uniform mat4 uBones[16];${GROUPS}
|
|
211
|
+
void main(){
|
|
212
|
+
int g = int(aGrp + 0.5);
|
|
213
|
+
gl_Position = uVP * (uGM[g] * (uBones[int(aBone + 0.5)] * vec4(aPos, 1.0)));
|
|
214
|
+
}`;
|
|
189
215
|
export const DEPTH_VS = `#version 300 es
|
|
190
216
|
in vec3 aPos; in float aGrp; in vec3 aPos2;
|
|
191
217
|
uniform mat4 uVP;${GROUPS}
|
|
@@ -425,6 +451,36 @@ void main(){
|
|
|
425
451
|
}
|
|
426
452
|
fragColor = vec4(acc / 8.0, 1.0);
|
|
427
453
|
}`;
|
|
454
|
+
// W11 WATER - a wave-displaced surface sampling the reflection pass in screen space
|
|
455
|
+
export const WATER_VS = `#version 300 es
|
|
456
|
+
in vec3 aPos;
|
|
457
|
+
uniform mat4 uVP; uniform float uT; uniform float uLevel; uniform float uAmp;
|
|
458
|
+
out vec3 vW; out vec3 vN; out float vZ;
|
|
459
|
+
void main(){
|
|
460
|
+
vec3 p = aPos;
|
|
461
|
+
float y = sin(p.x * 0.020 + uT * 1.3) + sin(p.z * 0.017 + uT * 1.1)
|
|
462
|
+
+ 0.5 * sin((p.x + p.z) * 0.031 + uT * 2.2);
|
|
463
|
+
float dx = 0.020 * cos(p.x * 0.020 + uT * 1.3) + 0.0155 * cos((p.x + p.z) * 0.031 + uT * 2.2);
|
|
464
|
+
float dz = 0.017 * cos(p.z * 0.017 + uT * 1.1) + 0.0155 * cos((p.x + p.z) * 0.031 + uT * 2.2);
|
|
465
|
+
p.y = uLevel + y * uAmp;
|
|
466
|
+
vW = p; vN = normalize(vec3(-dx * uAmp, 1.0, -dz * uAmp));
|
|
467
|
+
vec4 cp = uVP * vec4(p, 1.0); vZ = cp.w; gl_Position = cp;
|
|
468
|
+
}`;
|
|
469
|
+
export const WATER_FS = `#version 300 es
|
|
470
|
+
precision highp float;
|
|
471
|
+
in vec3 vW; in vec3 vN; in float vZ;
|
|
472
|
+
uniform sampler2D uRefl; uniform vec2 uRes; uniform vec3 uTint; uniform vec3 uCam;
|
|
473
|
+
uniform float uFogK; uniform vec3 uBg; uniform float uDistort; uniform float uAlpha;
|
|
474
|
+
out vec4 fragColor;
|
|
475
|
+
void main(){
|
|
476
|
+
vec2 uv = gl_FragCoord.xy / uRes;
|
|
477
|
+
vec3 refl = texture(uRefl, clamp(uv + vN.xz * uDistort, 0.001, 0.999)).rgb;
|
|
478
|
+
vec3 V = normalize(uCam - vW);
|
|
479
|
+
float fres = 0.06 + 0.94 * pow(1.0 - max(dot(vN, V), 0.0), 3.0);
|
|
480
|
+
vec3 c = mix(uTint, refl, clamp(0.35 + fres * 0.6, 0.0, 0.95));
|
|
481
|
+
float fog = clamp(uFogK / vZ, 0.08, 1.0);
|
|
482
|
+
fragColor = vec4(mix(uBg, c, fog), uAlpha);
|
|
483
|
+
}`;
|
|
428
484
|
// compact FXAA (luma-based, 5-tap edge blend) — runs last, on the LDR composite
|
|
429
485
|
export const FXAA_FS = `#version 300 es
|
|
430
486
|
precision mediump float;
|
|
@@ -0,0 +1,36 @@
|
|
|
1
|
+
import { V3 } from "./math.js";
|
|
2
|
+
import { Mesh } from "./geometry.js";
|
|
3
|
+
export type Bone = {
|
|
4
|
+
name: string;
|
|
5
|
+
/** parent bone index, -1 for the root */
|
|
6
|
+
parent: number;
|
|
7
|
+
/** joint position (rotations pivot here), rest pose, figure-local */
|
|
8
|
+
head: V3;
|
|
9
|
+
/** where the bone points, rest pose — children usually head here */
|
|
10
|
+
tail: V3;
|
|
11
|
+
};
|
|
12
|
+
/** A rigged figure: the mesh, one bone index per VERTEX, and the skeleton. */
|
|
13
|
+
export type Rig = {
|
|
14
|
+
mesh: Mesh;
|
|
15
|
+
boneOf: number[];
|
|
16
|
+
bones: Bone[];
|
|
17
|
+
};
|
|
18
|
+
export type PoseRot = {
|
|
19
|
+
x?: number;
|
|
20
|
+
y?: number;
|
|
21
|
+
z?: number;
|
|
22
|
+
};
|
|
23
|
+
/** A pose: local joint rotations by bone name (radians). Missing bones rest. */
|
|
24
|
+
export type Pose = Record<string, PoseRot>;
|
|
25
|
+
/** Compose a pose into per-bone world matrices (figure space).
|
|
26
|
+
* Each bone rotates about its HEAD, inside its parent's space. */
|
|
27
|
+
export declare function composePose(bones: Bone[], pose: Pose): Float32Array;
|
|
28
|
+
/** A humanoid: 11 bones, ~1.7 m tall by default, feet at y=0, facing +z. */
|
|
29
|
+
export declare function humanoid(h?: number): Rig;
|
|
30
|
+
/** A quadruped (dog-shaped): 10 bones, shoulder height h, facing +z. */
|
|
31
|
+
export declare function quadruped(h?: number): Rig;
|
|
32
|
+
/** The walk: phase in radians (t * cadence). Legs swing opposite, knees flex on
|
|
33
|
+
* the back-swing, arms counter-swing, the spine counter-rotates a touch. */
|
|
34
|
+
export declare function walkPose(phase: number, stride?: number): Pose;
|
|
35
|
+
/** The trot: diagonal pairs move together, the tail wags, the head bobs. */
|
|
36
|
+
export declare function trotPose(phase: number, stride?: number): Pose;
|
package/dist/skeletal.js
ADDED
|
@@ -0,0 +1,115 @@
|
|
|
1
|
+
// generative-engine — skeletal.ts (W12): BONES. Procedural skeletons, rigid skinning,
|
|
2
|
+
// walk cycles — no asset pipeline, no files, figures grown from code like everything
|
|
3
|
+
// else here. Each vertex binds to ONE bone (rigid skinning): for procedural figures the
|
|
4
|
+
// segment boundaries are where joints live, so single-bone binding reads clean and the
|
|
5
|
+
// whole system stays small. Max 16 bones per figure; matrices composed on the CPU
|
|
6
|
+
// (16 tiny mat4 muls) and applied in the vertex stage.
|
|
7
|
+
import { v3, mMul, mCompose } from "./math.js";
|
|
8
|
+
import { tube, icosphere, transformMesh, mergeMesh } from "./geometry.js";
|
|
9
|
+
/** Compose a pose into per-bone world matrices (figure space).
|
|
10
|
+
* Each bone rotates about its HEAD, inside its parent's space. */
|
|
11
|
+
export function composePose(bones, pose) {
|
|
12
|
+
const out = new Float32Array(bones.length * 16);
|
|
13
|
+
const world = [];
|
|
14
|
+
for (let i = 0; i < bones.length; i++) {
|
|
15
|
+
const b = bones[i];
|
|
16
|
+
const r = pose[b.name] ?? {};
|
|
17
|
+
const local = mMul(mCompose({ translate: b.head }), mMul(mCompose({ rotateX: r.x ?? 0, rotateY: r.y ?? 0, rotateZ: r.z ?? 0 }), mCompose({ translate: v3(-b.head.x, -b.head.y, -b.head.z) })));
|
|
18
|
+
const m = b.parent >= 0 ? mMul(world[b.parent], local) : local;
|
|
19
|
+
world.push(m);
|
|
20
|
+
out.set(m, i * 16);
|
|
21
|
+
}
|
|
22
|
+
return out;
|
|
23
|
+
}
|
|
24
|
+
/** Build a limb segment (tapered tube along a bone) bound to that bone. */
|
|
25
|
+
function segment(rig, bone, a, b, r0, r1, seg = 7) {
|
|
26
|
+
const m = tube([a, b], (u) => r0 + (r1 - r0) * u, seg);
|
|
27
|
+
rig.parts.push(m);
|
|
28
|
+
for (let i = 0; i < m.pos.length / 3; i++)
|
|
29
|
+
rig.boneOf.push(bone);
|
|
30
|
+
}
|
|
31
|
+
function blob(rig, bone, at, r, detail = 1) {
|
|
32
|
+
const m = transformMesh(icosphere(r, detail), mCompose({ translate: at }));
|
|
33
|
+
rig.parts.push(m);
|
|
34
|
+
for (let i = 0; i < m.pos.length / 3; i++)
|
|
35
|
+
rig.boneOf.push(bone);
|
|
36
|
+
}
|
|
37
|
+
/** A humanoid: 11 bones, ~1.7 m tall by default, feet at y=0, facing +z. */
|
|
38
|
+
export function humanoid(h = 170) {
|
|
39
|
+
const s = h / 170;
|
|
40
|
+
const hip = 92 * s, knee = 48 * s, sho = 148 * s, elb = 118 * s, neck = 158 * s;
|
|
41
|
+
const bones = [
|
|
42
|
+
{ name: "pelvis", parent: -1, head: v3(0, hip, 0), tail: v3(0, hip + 20 * s, 0) }, // 0
|
|
43
|
+
{ name: "spine", parent: 0, head: v3(0, hip + 8 * s, 0), tail: v3(0, sho, 0) }, // 1
|
|
44
|
+
{ name: "head", parent: 1, head: v3(0, neck, 0), tail: v3(0, h, 0) }, // 2
|
|
45
|
+
{ name: "legL.up", parent: 0, head: v3(-9 * s, hip, 0), tail: v3(-9 * s, knee, 0) }, // 3
|
|
46
|
+
{ name: "legL.lo", parent: 3, head: v3(-9 * s, knee, 0), tail: v3(-9 * s, 4 * s, 0) }, // 4
|
|
47
|
+
{ name: "legR.up", parent: 0, head: v3(9 * s, hip, 0), tail: v3(9 * s, knee, 0) }, // 5
|
|
48
|
+
{ name: "legR.lo", parent: 5, head: v3(9 * s, knee, 0), tail: v3(9 * s, 4 * s, 0) }, // 6
|
|
49
|
+
{ name: "armL.up", parent: 1, head: v3(-15 * s, sho, 0), tail: v3(-17 * s, elb, 0) }, // 7
|
|
50
|
+
{ name: "armL.lo", parent: 7, head: v3(-17 * s, elb, 0), tail: v3(-18 * s, 96 * s, 0) }, // 8
|
|
51
|
+
{ name: "armR.up", parent: 1, head: v3(15 * s, sho, 0), tail: v3(17 * s, elb, 0) }, // 9
|
|
52
|
+
{ name: "armR.lo", parent: 9, head: v3(17 * s, elb, 0), tail: v3(18 * s, 96 * s, 0) }, // 10
|
|
53
|
+
];
|
|
54
|
+
const rig = { parts: [], boneOf: [] };
|
|
55
|
+
segment(rig, 1, v3(0, hip + 4 * s, 0), v3(0, sho, 0), 10 * s, 12 * s, 9); // torso
|
|
56
|
+
blob(rig, 0, v3(0, hip, 0), 10.5 * s); // pelvis
|
|
57
|
+
blob(rig, 2, v3(0, neck + 9 * s, 0), 7.5 * s); // head
|
|
58
|
+
segment(rig, 1, v3(0, sho - 3 * s, 0), v3(0, neck, 0), 4 * s, 3.4 * s, 6); // neck
|
|
59
|
+
for (const [up, lo, sx] of [[3, 4, -1], [5, 6, 1]]) {
|
|
60
|
+
segment(rig, up, bones[up].head, bones[up].tail, 6 * s, 4.6 * s);
|
|
61
|
+
segment(rig, lo, bones[lo].head, bones[lo].tail, 4.4 * s, 2.8 * s);
|
|
62
|
+
blob(rig, lo, v3(sx * 9 * s, 3 * s, 4 * s), 4.4 * s, 0); // foot
|
|
63
|
+
}
|
|
64
|
+
for (const [up, lo] of [[7, 8], [9, 10]]) {
|
|
65
|
+
segment(rig, up, bones[up].head, bones[up].tail, 3.8 * s, 3 * s);
|
|
66
|
+
segment(rig, lo, bones[lo].head, bones[lo].tail, 2.9 * s, 2.2 * s);
|
|
67
|
+
}
|
|
68
|
+
return { mesh: mergeMesh(...rig.parts), boneOf: rig.boneOf, bones };
|
|
69
|
+
}
|
|
70
|
+
/** A quadruped (dog-shaped): 10 bones, shoulder height h, facing +z. */
|
|
71
|
+
export function quadruped(h = 40) {
|
|
72
|
+
const s = h / 40;
|
|
73
|
+
const bones = [
|
|
74
|
+
{ name: "body", parent: -1, head: v3(0, 30 * s, -14 * s), tail: v3(0, 32 * s, 14 * s) }, // 0
|
|
75
|
+
{ name: "head", parent: 0, head: v3(0, 34 * s, 16 * s), tail: v3(0, 40 * s, 28 * s) }, // 1
|
|
76
|
+
{ name: "tail", parent: 0, head: v3(0, 32 * s, -16 * s), tail: v3(0, 42 * s, -26 * s) }, // 2
|
|
77
|
+
{ name: "legFL", parent: 0, head: v3(-6 * s, 28 * s, 10 * s), tail: v3(-6 * s, 2 * s, 10 * s) },
|
|
78
|
+
{ name: "legFR", parent: 0, head: v3(6 * s, 28 * s, 10 * s), tail: v3(6 * s, 2 * s, 10 * s) },
|
|
79
|
+
{ name: "legBL", parent: 0, head: v3(-6 * s, 28 * s, -10 * s), tail: v3(-6 * s, 2 * s, -10 * s) },
|
|
80
|
+
{ name: "legBR", parent: 0, head: v3(6 * s, 28 * s, -10 * s), tail: v3(6 * s, 2 * s, -10 * s) },
|
|
81
|
+
];
|
|
82
|
+
const rig = { parts: [], boneOf: [] };
|
|
83
|
+
segment(rig, 0, bones[0].head, bones[0].tail, 8 * s, 9 * s, 8);
|
|
84
|
+
blob(rig, 1, v3(0, 38 * s, 24 * s), 5.5 * s);
|
|
85
|
+
segment(rig, 1, v3(0, 36 * s, 24 * s), v3(0, 34 * s, 32 * s), 2.6 * s, 1.8 * s, 5); // snout
|
|
86
|
+
segment(rig, 2, bones[2].head, bones[2].tail, 2 * s, 1 * s, 5);
|
|
87
|
+
for (let i = 3; i <= 6; i++)
|
|
88
|
+
segment(rig, i, bones[i].head, bones[i].tail, 2.6 * s, 1.7 * s, 5);
|
|
89
|
+
return { mesh: mergeMesh(...rig.parts), boneOf: rig.boneOf, bones };
|
|
90
|
+
}
|
|
91
|
+
/** The walk: phase in radians (t * cadence). Legs swing opposite, knees flex on
|
|
92
|
+
* the back-swing, arms counter-swing, the spine counter-rotates a touch. */
|
|
93
|
+
export function walkPose(phase, stride = 0.6) {
|
|
94
|
+
const L = Math.sin(phase), R = Math.sin(phase + Math.PI);
|
|
95
|
+
const kneeL = Math.max(0, -Math.cos(phase)) * stride * 1.2;
|
|
96
|
+
const kneeR = Math.max(0, Math.cos(phase)) * stride * 1.2;
|
|
97
|
+
return {
|
|
98
|
+
"legL.up": { x: L * stride }, "legL.lo": { x: kneeL },
|
|
99
|
+
"legR.up": { x: R * stride }, "legR.lo": { x: kneeR },
|
|
100
|
+
"armL.up": { x: R * stride * 0.7 }, "armL.lo": { x: R * stride * 0.3 + 0.2 },
|
|
101
|
+
"armR.up": { x: L * stride * 0.7 }, "armR.lo": { x: L * stride * 0.3 + 0.2 },
|
|
102
|
+
spine: { y: Math.sin(phase) * 0.06 },
|
|
103
|
+
pelvis: { z: Math.sin(phase) * 0.05 },
|
|
104
|
+
};
|
|
105
|
+
}
|
|
106
|
+
/** The trot: diagonal pairs move together, the tail wags, the head bobs. */
|
|
107
|
+
export function trotPose(phase, stride = 0.55) {
|
|
108
|
+
const A = Math.sin(phase), B = Math.sin(phase + Math.PI);
|
|
109
|
+
return {
|
|
110
|
+
legFL: { x: A * stride }, legBR: { x: A * stride },
|
|
111
|
+
legFR: { x: B * stride }, legBL: { x: B * stride },
|
|
112
|
+
head: { x: Math.sin(phase * 2) * 0.08 },
|
|
113
|
+
tail: { z: Math.sin(phase * 2.6) * 0.4 },
|
|
114
|
+
};
|
|
115
|
+
}
|
package/dist/world.d.ts
CHANGED
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
import { V3, M4, TransformSpec } from "./math.js";
|
|
2
2
|
import { Mesh } from "./geometry.js";
|
|
3
|
+
import { Rig, Pose } from "./skeletal.js";
|
|
3
4
|
export type LineOpts = {
|
|
4
5
|
hue: number;
|
|
5
6
|
sat?: number;
|
|
@@ -96,6 +97,34 @@ export declare class World {
|
|
|
96
97
|
dir: V3;
|
|
97
98
|
speed: number;
|
|
98
99
|
};
|
|
100
|
+
/** W11 — REAL WATER: one water table per world. The scene renders a second time
|
|
101
|
+
* through the reflected camera (solids + instanced, flocks included) into a
|
|
102
|
+
* reflection target; the surface is a wave-displaced grid sampling it in screen
|
|
103
|
+
* space with a fresnel blend. The table fills wherever the ground dips below level. */
|
|
104
|
+
water: {
|
|
105
|
+
on: boolean;
|
|
106
|
+
level: number;
|
|
107
|
+
size: number;
|
|
108
|
+
hue: number;
|
|
109
|
+
sat: number;
|
|
110
|
+
light: number;
|
|
111
|
+
amp: number;
|
|
112
|
+
distort: number;
|
|
113
|
+
alpha: number;
|
|
114
|
+
};
|
|
115
|
+
private pWater;
|
|
116
|
+
private bWater;
|
|
117
|
+
private waterVerts;
|
|
118
|
+
private reflFBO;
|
|
119
|
+
private reflTex;
|
|
120
|
+
private reflDepth;
|
|
121
|
+
private reflW;
|
|
122
|
+
private reflH;
|
|
123
|
+
private clipY;
|
|
124
|
+
/** W12 — skinned figures: rig buffers + live bone matrices */
|
|
125
|
+
private pFaceS;
|
|
126
|
+
private pDepthS;
|
|
127
|
+
private figures;
|
|
99
128
|
private post;
|
|
100
129
|
private ink;
|
|
101
130
|
private bg;
|
|
@@ -289,10 +318,25 @@ export declare class World {
|
|
|
289
318
|
private drawLines;
|
|
290
319
|
private drawPts;
|
|
291
320
|
private drawRibbons;
|
|
321
|
+
/** W12 — a skinned FIGURE: bones + rigid skinning + procedural poses.
|
|
322
|
+
* Returns a handle whose pose() re-composes the bone matrices (CPU, 16 tiny
|
|
323
|
+
* mat4 muls); the vertices bend in the vertex stage, scene and shadow alike.
|
|
324
|
+
* Place / turn the whole figure with its GROUP transform, like any geometry. */
|
|
325
|
+
figure(rig: Rig, o: FaceOpts): {
|
|
326
|
+
pose(p: Pose): void;
|
|
327
|
+
bones: typeof rig.bones;
|
|
328
|
+
};
|
|
329
|
+
private drawFigures;
|
|
292
330
|
/** Instanced records under a given program (scene or depth pass). Divisors are reset
|
|
293
331
|
* after each draw — attribute divisor is global-per-index state and would otherwise
|
|
294
332
|
* poison the non-instanced draws that share those indices. */
|
|
295
333
|
private drawInstancedAll;
|
|
334
|
+
private resizeReflection;
|
|
335
|
+
/** The reflection pass: solids + instanced re-rendered through the reflected camera,
|
|
336
|
+
* clipped at the water plane. Lines / ribbons / points are skipped - reflections of
|
|
337
|
+
* the light layer read as noise at half-res and cost more than they give. */
|
|
338
|
+
private renderReflection;
|
|
339
|
+
private drawWater;
|
|
296
340
|
private renderFrame;
|
|
297
341
|
private frameFn;
|
|
298
342
|
private pausedByUser;
|
package/dist/world.js
CHANGED
|
@@ -4,7 +4,8 @@
|
|
|
4
4
|
// hardware-PCF depth-texture shadows, per-group transforms + morph targets in the
|
|
5
5
|
// vertex stage, mesh + ribbon primitives. Zero third-party imports, on purpose.
|
|
6
6
|
import { v3, add, sub, scale, cross, norm, clamp, hsl, mIdent, mPerspective, mLookAt, mMul, mCompose, mInvert, normalMat3, } from "./math.js";
|
|
7
|
-
import { FACE_VS, FACE_FS, DEPTH_VS, DEPTH_FS, LINE_VS, LINE_FS, PT_VS, PT_FS, RIBBON_VS, RIBBON_FS, FACE_INST_VS, DEPTH_INST_VS, } from "./shaders.js";
|
|
7
|
+
import { FACE_VS, FACE_FS, DEPTH_VS, DEPTH_FS, LINE_VS, LINE_FS, PT_VS, PT_FS, RIBBON_VS, RIBBON_FS, FACE_INST_VS, DEPTH_INST_VS, WATER_VS, WATER_FS, FACE_SKIN_VS, DEPTH_SKIN_VS, } from "./shaders.js";
|
|
8
|
+
import { composePose } from "./skeletal.js";
|
|
8
9
|
import { PInfo, PostChain } from "./post.js";
|
|
9
10
|
const FACE_STRIDE = 18; // pos3 norm3 rgb3 gloss1 blood1 grp1 pos2:3 norm2:3
|
|
10
11
|
const LINE_STRIDE = 8; // pos3 col4 grp1
|
|
@@ -36,6 +37,24 @@ export class World {
|
|
|
36
37
|
this.instanced = [];
|
|
37
38
|
/** W9 — the one wind that blows through every swaying instanced batch */
|
|
38
39
|
this.wind = { dir: v3(1, 0, 0.35), speed: 1 };
|
|
40
|
+
/** W11 — REAL WATER: one water table per world. The scene renders a second time
|
|
41
|
+
* through the reflected camera (solids + instanced, flocks included) into a
|
|
42
|
+
* reflection target; the surface is a wave-displaced grid sampling it in screen
|
|
43
|
+
* space with a fresnel blend. The table fills wherever the ground dips below level. */
|
|
44
|
+
this.water = { on: false, level: 0, size: 4000, hue: 205, sat: 50, light: 30, amp: 3, distort: 0.03, alpha: 0.88 };
|
|
45
|
+
this.pWater = null;
|
|
46
|
+
this.bWater = null;
|
|
47
|
+
this.waterVerts = 0;
|
|
48
|
+
this.reflFBO = null;
|
|
49
|
+
this.reflTex = null;
|
|
50
|
+
this.reflDepth = null;
|
|
51
|
+
this.reflW = 0;
|
|
52
|
+
this.reflH = 0;
|
|
53
|
+
this.clipY = -1e9;
|
|
54
|
+
/** W12 — skinned figures: rig buffers + live bone matrices */
|
|
55
|
+
this.pFaceS = null;
|
|
56
|
+
this.pDepthS = null;
|
|
57
|
+
this.figures = [];
|
|
39
58
|
this.ink = false;
|
|
40
59
|
this.bg = [0.024, 0.016, 0.055];
|
|
41
60
|
this.transparent = false;
|
|
@@ -501,6 +520,7 @@ export class World {
|
|
|
501
520
|
}
|
|
502
521
|
setLights(p, fogK) {
|
|
503
522
|
const gl = this.gl, L = norm(this.light.dir);
|
|
523
|
+
gl.uniform1f(p.u("uClipY"), this.clipY);
|
|
504
524
|
gl.uniform3f(p.u("uLdir"), L.x, L.y, L.z);
|
|
505
525
|
gl.uniform1f(p.u("uAmb"), this.ink ? Math.min(1, this.light.ambient + 0.22) : this.light.ambient);
|
|
506
526
|
gl.uniform1f(p.u("uDif"), this.ink ? this.light.diffuse * 0.55 : this.light.diffuse);
|
|
@@ -612,6 +632,54 @@ export class World {
|
|
|
612
632
|
this.attrib(this.pRib, "aGrp", 1, RIB_STRIDE, 15);
|
|
613
633
|
gl.drawArrays(gl.TRIANGLES, 0, verts);
|
|
614
634
|
}
|
|
635
|
+
/** W12 — a skinned FIGURE: bones + rigid skinning + procedural poses.
|
|
636
|
+
* Returns a handle whose pose() re-composes the bone matrices (CPU, 16 tiny
|
|
637
|
+
* mat4 muls); the vertices bend in the vertex stage, scene and shadow alike.
|
|
638
|
+
* Place / turn the whole figure with its GROUP transform, like any geometry. */
|
|
639
|
+
figure(rig, o) {
|
|
640
|
+
const gl = this.gl;
|
|
641
|
+
if (!this.pFaceS) {
|
|
642
|
+
this.pFaceS = new PInfo(gl, FACE_SKIN_VS, FACE_FS);
|
|
643
|
+
this.pDepthS = new PInfo(gl, DEPTH_SKIN_VS, DEPTH_FS);
|
|
644
|
+
}
|
|
645
|
+
const store = [];
|
|
646
|
+
const P = rig.mesh.pos, N = rig.mesh.nrm;
|
|
647
|
+
const base = [];
|
|
648
|
+
for (let i = 0; i < P.length; i += 9) {
|
|
649
|
+
this.pushFace(base, v3(P[i], P[i + 1], P[i + 2]), v3(P[i + 3], P[i + 4], P[i + 5]), v3(P[i + 6], P[i + 7], P[i + 8]), o, v3(N[i], N[i + 1], N[i + 2]), v3(N[i + 3], N[i + 4], N[i + 5]), v3(N[i + 6], N[i + 7], N[i + 8]));
|
|
650
|
+
}
|
|
651
|
+
// re-stride 18 -> 19 with the vertex's bone index appended
|
|
652
|
+
const nv = base.length / FACE_STRIDE;
|
|
653
|
+
for (let vtx = 0; vtx < nv; vtx++) {
|
|
654
|
+
for (let k = 0; k < FACE_STRIDE; k++)
|
|
655
|
+
store.push(base[vtx * FACE_STRIDE + k]);
|
|
656
|
+
store.push(rig.boneOf[vtx] ?? 0);
|
|
657
|
+
}
|
|
658
|
+
const vbuf = gl.createBuffer();
|
|
659
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
|
|
660
|
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(store), gl.STATIC_DRAW);
|
|
661
|
+
const rec = { vbuf, verts: nv, mats: composePose(rig.bones, {}) };
|
|
662
|
+
this.figures.push(rec);
|
|
663
|
+
return { pose: (pp) => { rec.mats = composePose(rig.bones, pp); }, bones: rig.bones };
|
|
664
|
+
}
|
|
665
|
+
drawFigures(p, depthOnly) {
|
|
666
|
+
if (!this.figures.length)
|
|
667
|
+
return;
|
|
668
|
+
const gl = this.gl, SK = FACE_STRIDE + 1;
|
|
669
|
+
for (const rec of this.figures) {
|
|
670
|
+
gl.uniformMatrix4fv(p.u("uBones[0]"), false, rec.mats);
|
|
671
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, rec.vbuf);
|
|
672
|
+
this.attrib(p, "aPos", 3, SK, 0);
|
|
673
|
+
if (!depthOnly) {
|
|
674
|
+
this.attrib(p, "aNorm", 3, SK, 3);
|
|
675
|
+
this.attrib(p, "aCol", 4, SK, 6);
|
|
676
|
+
this.attrib(p, "aBlood", 1, SK, 10);
|
|
677
|
+
}
|
|
678
|
+
this.attrib(p, "aGrp", 1, SK, 11);
|
|
679
|
+
this.attrib(p, "aBone", 1, SK, 18);
|
|
680
|
+
gl.drawArrays(gl.TRIANGLES, 0, rec.verts);
|
|
681
|
+
}
|
|
682
|
+
}
|
|
615
683
|
/** Instanced records under a given program (scene or depth pass). Divisors are reset
|
|
616
684
|
* after each draw — attribute divisor is global-per-index state and would otherwise
|
|
617
685
|
* poison the non-instanced draws that share those indices. */
|
|
@@ -648,6 +716,120 @@ export class World {
|
|
|
648
716
|
gl.vertexAttribDivisor(loc, 0);
|
|
649
717
|
}
|
|
650
718
|
}
|
|
719
|
+
resizeReflection() {
|
|
720
|
+
const gl = this.gl;
|
|
721
|
+
const rw = Math.max(1, this.canvas.width >> 1), rh = Math.max(1, this.canvas.height >> 1);
|
|
722
|
+
if (rw === this.reflW && rh === this.reflH && this.reflFBO)
|
|
723
|
+
return;
|
|
724
|
+
this.reflW = rw;
|
|
725
|
+
this.reflH = rh;
|
|
726
|
+
if (this.reflTex)
|
|
727
|
+
gl.deleteTexture(this.reflTex);
|
|
728
|
+
if (this.reflDepth)
|
|
729
|
+
gl.deleteRenderbuffer(this.reflDepth);
|
|
730
|
+
if (this.reflFBO)
|
|
731
|
+
gl.deleteFramebuffer(this.reflFBO);
|
|
732
|
+
this.reflTex = gl.createTexture();
|
|
733
|
+
gl.bindTexture(gl.TEXTURE_2D, this.reflTex);
|
|
734
|
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, rw, rh, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
735
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
736
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
737
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
738
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
739
|
+
this.reflDepth = gl.createRenderbuffer();
|
|
740
|
+
gl.bindRenderbuffer(gl.RENDERBUFFER, this.reflDepth);
|
|
741
|
+
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT24, rw, rh);
|
|
742
|
+
this.reflFBO = gl.createFramebuffer();
|
|
743
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, this.reflFBO);
|
|
744
|
+
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.reflTex, 0);
|
|
745
|
+
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.reflDepth);
|
|
746
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
747
|
+
}
|
|
748
|
+
/** The reflection pass: solids + instanced re-rendered through the reflected camera,
|
|
749
|
+
* clipped at the water plane. Lines / ribbons / points are skipped - reflections of
|
|
750
|
+
* the light layer read as noise at half-res and cost more than they give. */
|
|
751
|
+
renderReflection(fogK) {
|
|
752
|
+
const gl = this.gl;
|
|
753
|
+
const h = this.water.level;
|
|
754
|
+
const R = new Float32Array([1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 2 * h, 0, 1]);
|
|
755
|
+
const vpSave = this.vp;
|
|
756
|
+
this.vp = mMul(vpSave, R);
|
|
757
|
+
this.clipY = h;
|
|
758
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, this.reflFBO);
|
|
759
|
+
gl.viewport(0, 0, this.reflW, this.reflH);
|
|
760
|
+
gl.clearColor(this.bg[0], this.bg[1], this.bg[2], 1);
|
|
761
|
+
gl.enable(gl.DEPTH_TEST);
|
|
762
|
+
gl.depthMask(true);
|
|
763
|
+
gl.disable(gl.BLEND);
|
|
764
|
+
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
|
765
|
+
this.pFace.use();
|
|
766
|
+
this.setVP(this.pFace);
|
|
767
|
+
this.setLights(this.pFace, fogK);
|
|
768
|
+
this.drawFaces(this.bFace, this.sFace.length / FACE_STRIDE, null);
|
|
769
|
+
if (this.dFaceA.length)
|
|
770
|
+
this.drawFaces(this.bFaceD, this.dFaceA.length / FACE_STRIDE, new Float32Array(this.dFaceA));
|
|
771
|
+
if (this.instanced.length) {
|
|
772
|
+
this.pFaceI.use();
|
|
773
|
+
this.setVP(this.pFaceI);
|
|
774
|
+
this.setLights(this.pFaceI, fogK);
|
|
775
|
+
gl.uniform1f(this.pFaceI.u("uT"), this.lastT * this.wind.speed);
|
|
776
|
+
gl.uniform3f(this.pFaceI.u("uWindDir"), this.wind.dir.x, this.wind.dir.y, this.wind.dir.z);
|
|
777
|
+
this.drawInstancedAll(this.pFaceI, false);
|
|
778
|
+
}
|
|
779
|
+
if (this.figures.length && this.pFaceS) {
|
|
780
|
+
this.pFaceS.use();
|
|
781
|
+
this.setVP(this.pFaceS);
|
|
782
|
+
this.setLights(this.pFaceS, fogK);
|
|
783
|
+
this.drawFigures(this.pFaceS, false);
|
|
784
|
+
}
|
|
785
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
786
|
+
this.vp = vpSave;
|
|
787
|
+
this.clipY = -1e9;
|
|
788
|
+
}
|
|
789
|
+
drawWater(t, fogK) {
|
|
790
|
+
const gl = this.gl;
|
|
791
|
+
if (!this.pWater)
|
|
792
|
+
this.pWater = new PInfo(gl, WATER_VS, WATER_FS);
|
|
793
|
+
if (!this.bWater) {
|
|
794
|
+
const g = [];
|
|
795
|
+
const N = 64, S = this.water.size;
|
|
796
|
+
for (let i = 0; i < N; i++)
|
|
797
|
+
for (let j = 0; j < N; j++) {
|
|
798
|
+
const x0 = (i / N - 0.5) * S, x1 = ((i + 1) / N - 0.5) * S;
|
|
799
|
+
const z0 = (j / N - 0.5) * S, z1 = ((j + 1) / N - 0.5) * S;
|
|
800
|
+
g.push(x0, 0, z0, x1, 0, z0, x1, 0, z1, x0, 0, z0, x1, 0, z1, x0, 0, z1);
|
|
801
|
+
}
|
|
802
|
+
this.bWater = gl.createBuffer();
|
|
803
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.bWater);
|
|
804
|
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(g), gl.STATIC_DRAW);
|
|
805
|
+
this.waterVerts = g.length / 3;
|
|
806
|
+
}
|
|
807
|
+
const p = this.pWater;
|
|
808
|
+
p.use();
|
|
809
|
+
gl.uniformMatrix4fv(p.u("uVP"), false, this.vp);
|
|
810
|
+
gl.uniform1f(p.u("uT"), t);
|
|
811
|
+
gl.uniform1f(p.u("uLevel"), this.water.level);
|
|
812
|
+
gl.uniform1f(p.u("uAmp"), this.water.amp);
|
|
813
|
+
gl.uniform1f(p.u("uDistort"), this.water.distort);
|
|
814
|
+
gl.uniform1f(p.u("uAlpha"), this.water.alpha);
|
|
815
|
+
const [r, gg, b] = this.col(this.water.hue, this.water.sat, this.water.light);
|
|
816
|
+
gl.uniform3f(p.u("uTint"), r, gg, b);
|
|
817
|
+
gl.uniform3f(p.u("uCam"), this.cx.x, this.cx.y, this.cx.z);
|
|
818
|
+
gl.uniform1f(p.u("uFogK"), fogK);
|
|
819
|
+
gl.uniform3f(p.u("uBg"), this.bg[0], this.bg[1], this.bg[2]);
|
|
820
|
+
gl.uniform2f(p.u("uRes"), this.canvas.width, this.canvas.height);
|
|
821
|
+
gl.activeTexture(gl.TEXTURE3);
|
|
822
|
+
gl.bindTexture(gl.TEXTURE_2D, this.reflTex);
|
|
823
|
+
gl.uniform1i(p.u("uRefl"), 3);
|
|
824
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.bWater);
|
|
825
|
+
this.attrib(p, "aPos", 3, 3, 0);
|
|
826
|
+
gl.depthMask(false);
|
|
827
|
+
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
828
|
+
gl.drawArrays(gl.TRIANGLES, 0, this.waterVerts);
|
|
829
|
+
if (!this.ink)
|
|
830
|
+
gl.blendFunc(gl.ONE, gl.ONE);
|
|
831
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
832
|
+
}
|
|
651
833
|
// ── the frame ──
|
|
652
834
|
renderFrame(t, dt) {
|
|
653
835
|
const gl = this.gl;
|
|
@@ -740,8 +922,19 @@ export class World {
|
|
|
740
922
|
this.setGroups(this.pDepthI);
|
|
741
923
|
this.drawInstancedAll(this.pDepthI, true);
|
|
742
924
|
}
|
|
925
|
+
if (this.figures.length && this.pDepthS) {
|
|
926
|
+
this.pDepthS.use();
|
|
927
|
+
gl.uniformMatrix4fv(this.pDepthS.u("uVP"), false, this.svp);
|
|
928
|
+
this.setGroups(this.pDepthS);
|
|
929
|
+
this.drawFigures(this.pDepthS, true);
|
|
930
|
+
}
|
|
743
931
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
744
932
|
}
|
|
933
|
+
// W11: the reflection pass first — the world through the mirrored camera
|
|
934
|
+
if (this.water.on) {
|
|
935
|
+
this.resizeReflection();
|
|
936
|
+
this.renderReflection(fogK);
|
|
937
|
+
}
|
|
745
938
|
// the scene pass — into the HDR target when the post chain is on
|
|
746
939
|
if (this.post)
|
|
747
940
|
this.post.begin();
|
|
@@ -772,9 +965,17 @@ export class World {
|
|
|
772
965
|
gl.uniform3f(this.pFaceI.u("uWindDir"), this.wind.dir.x, this.wind.dir.y, this.wind.dir.z);
|
|
773
966
|
this.drawInstancedAll(this.pFaceI, false);
|
|
774
967
|
}
|
|
968
|
+
if (this.figures.length && this.pFaceS) {
|
|
969
|
+
this.pFaceS.use();
|
|
970
|
+
this.setVP(this.pFaceS);
|
|
971
|
+
this.setLights(this.pFaceS, fogK);
|
|
972
|
+
this.drawFigures(this.pFaceS, false);
|
|
973
|
+
}
|
|
775
974
|
// the light — additive, depth-TESTED but not written (ink: normal alpha blend)
|
|
776
975
|
gl.depthMask(false);
|
|
777
976
|
gl.enable(gl.BLEND);
|
|
977
|
+
if (this.water.on && this.reflTex)
|
|
978
|
+
this.drawWater(t, fogK);
|
|
778
979
|
if (this.ink)
|
|
779
980
|
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
780
981
|
else
|
|
@@ -900,6 +1101,17 @@ export class World {
|
|
|
900
1101
|
this.gl.deleteBuffer(rec.ibuf);
|
|
901
1102
|
}
|
|
902
1103
|
this.instanced = [];
|
|
1104
|
+
if (this.reflTex)
|
|
1105
|
+
this.gl.deleteTexture(this.reflTex);
|
|
1106
|
+
if (this.reflDepth)
|
|
1107
|
+
this.gl.deleteRenderbuffer(this.reflDepth);
|
|
1108
|
+
if (this.reflFBO)
|
|
1109
|
+
this.gl.deleteFramebuffer(this.reflFBO);
|
|
1110
|
+
if (this.bWater)
|
|
1111
|
+
this.gl.deleteBuffer(this.bWater);
|
|
1112
|
+
for (const f of this.figures)
|
|
1113
|
+
this.gl.deleteBuffer(f.vbuf);
|
|
1114
|
+
this.figures = [];
|
|
903
1115
|
this.post?.dispose();
|
|
904
1116
|
if (releaseContext)
|
|
905
1117
|
this.gl.getExtension("WEBGL_lose_context")?.loseContext();
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@chromatic-coherence/generative-engine",
|
|
3
|
-
"version": "1.
|
|
3
|
+
"version": "1.6.0",
|
|
4
4
|
"description": "THE THIRD ENGINE — a zero-dependency WebGL2 graphics engine grown from generative-charts-3d: HDR + bloom + SSAO post chain, hardware-PCF shadow maps, a geometry stdlib, ribbon strokes, group transforms and morph targets. The charts API rides on top unchanged.",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"main": "./dist/index.js",
|