@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,932 @@
1
+ import { BlendFunction, EffectComposer, RenderPass, SelectiveBloomEffect, SMAAEffect, SMAAPreset, ToneMappingEffect, ToneMappingMode } from 'postprocessing';
2
+ import * as THREE from 'three';
3
+ // Re-export for convenience
4
+ export { ToneMappingMode, SMAAPreset };
5
+ import { SceneComponent } from '../components/SceneComponent.js';
6
+ import { EdgeOutlineEffect } from './EdgeOutlineEffect.js';
7
+ import { EffectPassWrapper } from './postprocessing/EffectPassWrapper.js';
8
+ import { ObjectOutlineEffect } from './postprocessing/ObjectOutlineEffect.js';
9
+ export var PostProcessPass;
10
+ (function (PostProcessPass) {
11
+ PostProcessPass["ObjectOutline"] = "objectOutline";
12
+ PostProcessPass["EdgeOutline"] = "edgeOutline";
13
+ PostProcessPass["Bloom"] = "bloom";
14
+ PostProcessPass["SMAA"] = "smaa";
15
+ PostProcessPass["ToneMapping"] = "toneMapping";
16
+ })(PostProcessPass || (PostProcessPass = {}));
17
+ // Default configurations for each effect type
18
+ export const DEFAULT_CONFIGS = {
19
+ [PostProcessPass.ObjectOutline]: {
20
+ enabled: false,
21
+ type: PostProcessPass.ObjectOutline,
22
+ edgeThickness: 1.0,
23
+ edgeIntensity: 100.0, // High value needed to compensate for tone mapping
24
+ visibleEdgeColor: 0xffffff,
25
+ },
26
+ [PostProcessPass.EdgeOutline]: {
27
+ enabled: false,
28
+ type: PostProcessPass.EdgeOutline,
29
+ thickness: 0.05,
30
+ color: 0xffffff,
31
+ alpha: 1.0,
32
+ },
33
+ [PostProcessPass.Bloom]: {
34
+ enabled: false,
35
+ type: PostProcessPass.Bloom,
36
+ intensity: 2.0,
37
+ luminanceThreshold: 1,
38
+ luminanceSmoothing: 0.2,
39
+ mipmapBlur: true,
40
+ radius: 0.85,
41
+ levels: 8,
42
+ ignoreBackground: true,
43
+ },
44
+ [PostProcessPass.SMAA]: {
45
+ enabled: false,
46
+ type: PostProcessPass.SMAA,
47
+ preset: SMAAPreset.HIGH,
48
+ },
49
+ [PostProcessPass.ToneMapping]: {
50
+ enabled: true,
51
+ type: PostProcessPass.ToneMapping,
52
+ mode: ToneMappingMode.LINEAR,
53
+ exposure: 0.25,
54
+ resolution: 256,
55
+ whitePoint: 4.0,
56
+ middleGrey: 0.6,
57
+ minLuminance: 0.01,
58
+ averageLuminance: 1.0,
59
+ adaptationRate: 1.0,
60
+ },
61
+ };
62
+ /**
63
+ * PostProcessManager handles post-processing effects for rendering.
64
+ *
65
+ * Provides methods to configure various post-processing effects like bloom, tone mapping,
66
+ * SMAA anti-aliasing, and outline effects. Supports both complete configuration replacement
67
+ * and incremental updates. Also allows globally enabling/disabling all post-processing.
68
+ *
69
+ * @example
70
+ * ```typescript
71
+ * // Basic setup with bloom and tone mapping
72
+ * const config: PostProcessConfiguration = {
73
+ * effects: [
74
+ * {
75
+ * type: PostProcessPass.Bloom,
76
+ * enabled: true,
77
+ * intensity: 1.5,
78
+ * luminanceThreshold: 0.4
79
+ * },
80
+ * {
81
+ * type: PostProcessPass.ToneMapping,
82
+ * enabled: true,
83
+ * mode: ToneMappingMode.ACES_FILMIC,
84
+ * exposure: 1.2
85
+ * }
86
+ * ]
87
+ * };
88
+ *
89
+ * // Set complete configuration (resets to defaults first)
90
+ * postProcessManager.setConfiguration(config);
91
+ *
92
+ * // Update specific effects (merges with current)
93
+ * postProcessManager.updateConfiguration({
94
+ * effects: [
95
+ * { type: PostProcessPass.Bloom, intensity: 2.0 }
96
+ * ]
97
+ * });
98
+ *
99
+ * // Configure individual effects
100
+ * postProcessManager.configureEffect(PostProcessPass.Bloom, {
101
+ * enabled: true,
102
+ * intensity: 1.8,
103
+ * luminanceThreshold: 0.3
104
+ * });
105
+ *
106
+ * // Enable/disable passes
107
+ * postProcessManager.enablePasses(PostProcessPass.Bloom, PostProcessPass.SMAA);
108
+ * postProcessManager.disablePasses(PostProcessPass.ObjectOutline);
109
+ *
110
+ * // Globally enable/disable all post-processing
111
+ * postProcessManager.setPostProcessingEnabled(false); // Disables all post-processing
112
+ * postProcessManager.setPostProcessingEnabled(true); // Re-enables post-processing
113
+ *
114
+ * // Get current configuration
115
+ * const currentConfig = postProcessManager.getAllConfigurations();
116
+ * ```
117
+ *
118
+ * ## Method Differences
119
+ *
120
+ * ### setConfiguration()
121
+ * - Resets to DEFAULT_CONFIG first
122
+ * - Then applies provided configuration
123
+ * - Result: Clean slate with only specified effects
124
+ * - **Use case**: Loading saved worlds, switching presets
125
+ *
126
+ * ### updateConfiguration()
127
+ * - Merges with current configuration
128
+ * - Preserves existing effects
129
+ * - Updates/adds only specified effects
130
+ * - **Use case**: Settings panels, gameplay adjustments
131
+ *
132
+ * ### configure()
133
+ * - Same as updateConfiguration()
134
+ * - Kept for backward compatibility
135
+ *
136
+ * ## Usage Examples
137
+ *
138
+ * ```typescript
139
+ * // Loading a saved world (complete replacement with defaults as base)
140
+ * postProcessManager.setConfiguration(savedConfig);
141
+ *
142
+ * // Player toggles bloom in settings (incremental update)
143
+ * postProcessManager.updateConfiguration({
144
+ * effects: [{ type: PostProcessPass.Bloom, enabled: !bloomEnabled }]
145
+ * });
146
+ *
147
+ * // Switching to cinematic preset (complete replacement)
148
+ * postProcessManager.setConfiguration(cinematicPreset);
149
+ *
150
+ * // Adjusting exposure during gameplay (incremental update)
151
+ * postProcessManager.updateConfiguration({
152
+ * effects: [{ type: PostProcessPass.ToneMapping, exposure: newExposure }]
153
+ * });
154
+ *
155
+ * // Fine-tuning individual effect properties
156
+ * postProcessManager.configureEffect(PostProcessPass.Bloom, {
157
+ * intensity: 1.2,
158
+ * luminanceThreshold: 0.5,
159
+ * radius: 0.9
160
+ * });
161
+ * ```
162
+ */
163
+ export class PostProcessManager {
164
+ constructor(config) {
165
+ Object.defineProperty(this, "lastRenderer", {
166
+ enumerable: true,
167
+ configurable: true,
168
+ writable: true,
169
+ value: null
170
+ });
171
+ Object.defineProperty(this, "lastScene", {
172
+ enumerable: true,
173
+ configurable: true,
174
+ writable: true,
175
+ value: null
176
+ });
177
+ Object.defineProperty(this, "lastCamera", {
178
+ enumerable: true,
179
+ configurable: true,
180
+ writable: true,
181
+ value: null
182
+ });
183
+ Object.defineProperty(this, "lastWindowSize", {
184
+ enumerable: true,
185
+ configurable: true,
186
+ writable: true,
187
+ value: null
188
+ });
189
+ Object.defineProperty(this, "composer", {
190
+ enumerable: true,
191
+ configurable: true,
192
+ writable: true,
193
+ value: null
194
+ });
195
+ Object.defineProperty(this, "effects", {
196
+ enumerable: true,
197
+ configurable: true,
198
+ writable: true,
199
+ value: new Map()
200
+ });
201
+ Object.defineProperty(this, "useCameraVisibilityLayers", {
202
+ enumerable: true,
203
+ configurable: true,
204
+ writable: true,
205
+ value: false
206
+ });
207
+ Object.defineProperty(this, "configuration", {
208
+ enumerable: true,
209
+ configurable: true,
210
+ writable: true,
211
+ value: new Map()
212
+ });
213
+ Object.defineProperty(this, "effectsInitialized", {
214
+ enumerable: true,
215
+ configurable: true,
216
+ writable: true,
217
+ value: false
218
+ });
219
+ Object.defineProperty(this, "postProcessingEnabled", {
220
+ enumerable: true,
221
+ configurable: true,
222
+ writable: true,
223
+ value: true
224
+ });
225
+ Object.defineProperty(this, "hiddenObjects", {
226
+ enumerable: true,
227
+ configurable: true,
228
+ writable: true,
229
+ value: new Set()
230
+ });
231
+ Object.defineProperty(this, "edgeOutlineEffect", {
232
+ enumerable: true,
233
+ configurable: true,
234
+ writable: true,
235
+ value: null
236
+ });
237
+ Object.defineProperty(this, "renderPass", {
238
+ enumerable: true,
239
+ configurable: true,
240
+ writable: true,
241
+ value: null
242
+ });
243
+ Object.defineProperty(this, "hasCompletedFirstRender", {
244
+ enumerable: true,
245
+ configurable: true,
246
+ writable: true,
247
+ value: false
248
+ });
249
+ Object.defineProperty(this, "layerFilteredObjects", {
250
+ enumerable: true,
251
+ configurable: true,
252
+ writable: true,
253
+ value: new Set()
254
+ });
255
+ Object.defineProperty(this, "layersDirty", {
256
+ enumerable: true,
257
+ configurable: true,
258
+ writable: true,
259
+ value: true
260
+ });
261
+ Object.defineProperty(this, "tempHiddenObjects", {
262
+ enumerable: true,
263
+ configurable: true,
264
+ writable: true,
265
+ value: []
266
+ });
267
+ Object.defineProperty(this, "cameraLayersMask", {
268
+ enumerable: true,
269
+ configurable: true,
270
+ writable: true,
271
+ value: 0
272
+ });
273
+ Object.defineProperty(this, "edgeOutlineEnabledCache", {
274
+ enumerable: true,
275
+ configurable: true,
276
+ writable: true,
277
+ value: false
278
+ });
279
+ Object.defineProperty(this, "cachedHasAnyEnabledPasses", {
280
+ enumerable: true,
281
+ configurable: true,
282
+ writable: true,
283
+ value: false
284
+ });
285
+ Object.defineProperty(this, "boundOriginalRender", {
286
+ enumerable: true,
287
+ configurable: true,
288
+ writable: true,
289
+ value: null
290
+ });
291
+ Object.defineProperty(this, "depthPrepassMaterial", {
292
+ enumerable: true,
293
+ configurable: true,
294
+ writable: true,
295
+ value: null
296
+ });
297
+ this.initializeDefaults(config);
298
+ }
299
+ initializeDefaults(config) {
300
+ for (const [passType, defaultConfig] of Object.entries(DEFAULT_CONFIGS)) {
301
+ let finalConfig = { ...defaultConfig };
302
+ // If user provided config, find and merge the matching effect config
303
+ if (config?.effects) {
304
+ const userConfig = config.effects.find(effect => effect.type === passType);
305
+ if (userConfig) {
306
+ finalConfig = { ...defaultConfig, ...userConfig };
307
+ }
308
+ }
309
+ this.configuration.set(passType, finalConfig);
310
+ }
311
+ }
312
+ /** Apply tone mapping exposure to renderer */
313
+ applyToneMappingExposure() {
314
+ const toneMappingConfig = this.configuration.get(PostProcessPass.ToneMapping);
315
+ if (toneMappingConfig?.exposure !== undefined && this.lastRenderer) {
316
+ this.lastRenderer.toneMappingExposure = toneMappingConfig.exposure;
317
+ }
318
+ }
319
+ /** Apply tone mapping mode and exposure to renderer (used when post-processing is disabled) */
320
+ applyToneMappingToRenderer() {
321
+ if (!this.lastRenderer)
322
+ return;
323
+ const toneMappingConfig = this.configuration.get(PostProcessPass.ToneMapping);
324
+ // If tone mapping is disabled, use NoToneMapping
325
+ if (!toneMappingConfig?.enabled) {
326
+ this.lastRenderer.toneMapping = THREE.NoToneMapping;
327
+ return;
328
+ }
329
+ // Map ToneMappingMode to THREE.ToneMapping
330
+ const mode = toneMappingConfig.mode ?? DEFAULT_CONFIGS[PostProcessPass.ToneMapping].mode;
331
+ const modeMap = {
332
+ [ToneMappingMode.LINEAR]: THREE.LinearToneMapping,
333
+ [ToneMappingMode.REINHARD]: THREE.ReinhardToneMapping,
334
+ [ToneMappingMode.CINEON]: THREE.CineonToneMapping,
335
+ [ToneMappingMode.ACES_FILMIC]: THREE.ACESFilmicToneMapping,
336
+ [ToneMappingMode.AGX]: THREE.AgXToneMapping,
337
+ [ToneMappingMode.NEUTRAL]: THREE.NeutralToneMapping,
338
+ // Note: Custom modes like REINHARD2, REINHARD2_ADAPTIVE, UNCHARTED2 are not supported by THREE.js
339
+ // They fall back to LINEAR
340
+ [ToneMappingMode.REINHARD2]: THREE.LinearToneMapping,
341
+ [ToneMappingMode.REINHARD2_ADAPTIVE]: THREE.LinearToneMapping,
342
+ [ToneMappingMode.UNCHARTED2]: THREE.LinearToneMapping,
343
+ [ToneMappingMode.OPTIMIZED_CINEON]: THREE.CineonToneMapping,
344
+ };
345
+ this.lastRenderer.toneMapping = modeMap[mode] ?? THREE.LinearToneMapping;
346
+ this.lastRenderer.toneMappingExposure = toneMappingConfig.exposure ?? DEFAULT_CONFIGS[PostProcessPass.ToneMapping].exposure;
347
+ }
348
+ /** Configure specific effect settings */
349
+ configureEffect(passType, config) {
350
+ const currentConfig = this.configuration.get(passType);
351
+ if (!currentConfig) {
352
+ console.warn(`Effect ${passType} not found`);
353
+ return;
354
+ }
355
+ // Merge with current configuration
356
+ const updatedConfig = { ...currentConfig, ...config };
357
+ this.configuration.set(passType, updatedConfig);
358
+ // Update cached enabled states
359
+ this.updateEnabledStatesCache();
360
+ // If we have effects initialized, update the specific effect and sync
361
+ if (this.effectsInitialized) {
362
+ this.updateEffectConfig(passType);
363
+ this.syncPassEnabled();
364
+ // Apply tone mapping exposure if this is a tone mapping config change
365
+ if (passType === PostProcessPass.ToneMapping) {
366
+ this.applyToneMappingExposure();
367
+ }
368
+ // Recreate EdgeOutline effect if config changed
369
+ if (passType === PostProcessPass.EdgeOutline) {
370
+ this.initializeEdgeOutline();
371
+ }
372
+ }
373
+ }
374
+ /** Get current configuration for an effect */
375
+ getEffectConfig(passType) {
376
+ return this.configuration.get(passType) ?? null;
377
+ }
378
+ /** Set multiple effect configurations at once */
379
+ configure(config) {
380
+ for (const effectConfig of config.effects) {
381
+ this.configureEffect(effectConfig.type, effectConfig);
382
+ }
383
+ }
384
+ /** Set post-processing configuration (merges with defaults) */
385
+ setConfiguration(config) {
386
+ // Reset to defaults first
387
+ this.initializeDefaults();
388
+ // Then apply the provided config
389
+ this.configure(config);
390
+ }
391
+ /** Update post-processing configuration (merges with current) */
392
+ updateConfiguration(config) {
393
+ this.configure(config);
394
+ }
395
+ /** Get all current configurations */
396
+ getAllConfigurations() {
397
+ return {
398
+ effects: Array.from(this.configuration.values())
399
+ };
400
+ }
401
+ renderScene(renderer, scene, camera, windowSize) {
402
+ this.lastWindowSize ??= windowSize;
403
+ const rendererChanged = this.lastRenderer !== renderer;
404
+ const sceneChanged = this.lastScene !== scene;
405
+ const cameraChanged = this.lastCamera !== camera;
406
+ if (rendererChanged || sceneChanged || cameraChanged) {
407
+ this.lastCamera = camera;
408
+ this.lastScene = scene;
409
+ this.lastRenderer = renderer;
410
+ // Mark layers dirty on camera or scene change
411
+ if (sceneChanged || cameraChanged) {
412
+ this.layersDirty = true;
413
+ }
414
+ if (rendererChanged) {
415
+ if (this.effectsInitialized && this.composer) {
416
+ // Update renderer on existing composer
417
+ this.composer.setRenderer(renderer);
418
+ }
419
+ else {
420
+ // Initialize composer and effects on first renderer
421
+ this.initializeComposer();
422
+ }
423
+ }
424
+ if (sceneChanged && this.composer) {
425
+ this.composer.setMainScene(scene);
426
+ }
427
+ if (cameraChanged && this.composer) {
428
+ this.composer.setMainCamera(camera);
429
+ if (this.renderPass) {
430
+ this.renderPass.camera = this.lastCamera;
431
+ }
432
+ }
433
+ }
434
+ // Check if camera layers changed (without changing camera instance)
435
+ if (this.useCameraVisibilityLayers && this.lastCamera?.layers && this.cameraLayersMask !== this.lastCamera.layers.mask) {
436
+ this.layersDirty = true;
437
+ }
438
+ if ((this.lastWindowSize.width !== windowSize.width || this.lastWindowSize.height !== windowSize.height) && this.composer) {
439
+ this.lastWindowSize = windowSize;
440
+ this.composer.setSize(this.lastWindowSize.width, this.lastWindowSize.height);
441
+ }
442
+ if (this.postProcessingEnabled && this.cachedHasAnyEnabledPasses && this.composer) {
443
+ // When using post-processing, disable renderer tone mapping (handled by post-processing effects)
444
+ renderer.toneMapping = THREE.NoToneMapping;
445
+ this.composer.render();
446
+ // Render EdgeOutline on top of the post-processed scene
447
+ if (this.edgeOutlineEnabledCache && this.edgeOutlineEffect && this.edgeOutlineEffect.selection.size > 0) {
448
+ // First, build a depth buffer for the current scene without affecting color
449
+ this.renderDepthPrepass(renderer, scene, camera);
450
+ // Then render the outline using the existing depth
451
+ this.edgeOutlineEffect.renderOutline(scene, camera);
452
+ }
453
+ this.hasCompletedFirstRender = true;
454
+ }
455
+ else {
456
+ // Apply tone mapping to renderer when post-processing is off
457
+ this.applyToneMappingToRenderer();
458
+ renderer.render(scene, camera);
459
+ // Render EdgeOutline effect if enabled (when NOT using post-processing)
460
+ if (this.edgeOutlineEnabledCache && this.edgeOutlineEffect) {
461
+ // Build depth buffer before rendering outline to ensure consistent behavior
462
+ this.renderDepthPrepass(renderer, scene, camera);
463
+ this.edgeOutlineEffect.renderOutline(scene, camera);
464
+ }
465
+ this.hasCompletedFirstRender = true;
466
+ }
467
+ }
468
+ enablePasses(...passes) {
469
+ for (const pass of passes) {
470
+ const config = this.configuration.get(pass);
471
+ if (config) {
472
+ config.enabled = true;
473
+ }
474
+ }
475
+ this.updateEnabledStatesCache();
476
+ this.syncPassEnabled();
477
+ }
478
+ disablePasses(...passes) {
479
+ for (const pass of passes) {
480
+ const config = this.configuration.get(pass);
481
+ if (config) {
482
+ config.enabled = false;
483
+ }
484
+ }
485
+ this.updateEnabledStatesCache();
486
+ this.syncPassEnabled();
487
+ }
488
+ getEffectFromPass(pass, type) {
489
+ const wrapper = this.effects.get(pass);
490
+ const effect = wrapper?.getEffect(type);
491
+ return effect;
492
+ }
493
+ isPassEnabled(pass) {
494
+ const config = this.configuration.get(pass);
495
+ return config?.enabled ?? false;
496
+ }
497
+ /** Sets whether the RenderPass should use camera visibility layers */
498
+ setUseCameraVisibilityLayers(enabled) {
499
+ if (this.useCameraVisibilityLayers !== enabled) {
500
+ this.useCameraVisibilityLayers = enabled;
501
+ this.layersDirty = true;
502
+ }
503
+ }
504
+ /** Gets whether the RenderPass uses camera visibility layers */
505
+ getUseCameraVisibilityLayers() {
506
+ return this.useCameraVisibilityLayers;
507
+ }
508
+ /** Update cached layer-filtered objects (only called when dirty) */
509
+ updateLayerFilteredObjects() {
510
+ if (!this.layersDirty)
511
+ return;
512
+ this.layerFilteredObjects.clear();
513
+ if (this.useCameraVisibilityLayers && this.lastCamera?.layers && this.lastScene) {
514
+ this.cameraLayersMask = this.lastCamera.layers.mask;
515
+ this.lastScene.traverse(object => {
516
+ if (object.layers && !object.layers.test(this.lastCamera.layers)) {
517
+ this.layerFilteredObjects.add(object);
518
+ }
519
+ });
520
+ }
521
+ this.layersDirty = false;
522
+ }
523
+ /** Mark layer cache as dirty (call when scene graph changes) */
524
+ invalidateLayerCache() {
525
+ this.layersDirty = true;
526
+ }
527
+ /** Update cached enabled states to avoid Map lookups in hot path */
528
+ updateEnabledStatesCache() {
529
+ const edgeOutlineConfig = this.configuration.get(PostProcessPass.EdgeOutline);
530
+ this.edgeOutlineEnabledCache = edgeOutlineConfig?.enabled ?? false;
531
+ // Update hasAnyEnabledPasses cache (exclude EdgeOutline as it's not an EffectPass in the composer)
532
+ this.cachedHasAnyEnabledPasses = false;
533
+ for (const [passType, config] of this.configuration.entries()) {
534
+ if (config.enabled && passType !== PostProcessPass.EdgeOutline) {
535
+ this.cachedHasAnyEnabledPasses = true;
536
+ break;
537
+ }
538
+ }
539
+ }
540
+ /** Sets whether post-processing is enabled globally */
541
+ setPostProcessingEnabled(enabled) {
542
+ this.postProcessingEnabled = enabled;
543
+ }
544
+ /** Gets whether post-processing is enabled globally */
545
+ getPostProcessingEnabled() {
546
+ return this.postProcessingEnabled;
547
+ }
548
+ /** Get the EdgeOutline effect instance */
549
+ getEdgeOutlineEffect() {
550
+ return this.edgeOutlineEffect;
551
+ }
552
+ /** Render a depth-only prepass into the current framebuffer without affecting color */
553
+ renderDepthPrepass(renderer, scene, camera) {
554
+ const gl = renderer.getContext();
555
+ const prevAutoClear = renderer.autoClear;
556
+ // Disable color writes completely - only write to depth buffer
557
+ gl.colorMask(false, false, false, false);
558
+ // Clear depth buffer and render scene to populate depth
559
+ renderer.autoClear = false;
560
+ renderer.clearDepth();
561
+ renderer.render(scene, camera);
562
+ // Restore color writes
563
+ gl.colorMask(true, true, true, true);
564
+ renderer.autoClear = prevAutoClear;
565
+ }
566
+ destroy() {
567
+ this.hiddenObjects.clear();
568
+ this.layerFilteredObjects.clear();
569
+ this.tempHiddenObjects.length = 0;
570
+ this.boundOriginalRender = null;
571
+ this.clearResources();
572
+ if (this.edgeOutlineEffect) {
573
+ this.edgeOutlineEffect.dispose();
574
+ this.edgeOutlineEffect = null;
575
+ }
576
+ this.renderPass = null;
577
+ this.hasCompletedFirstRender = false;
578
+ this.lastCamera = null;
579
+ this.lastScene = null;
580
+ this.lastWindowSize = null;
581
+ this.lastRenderer = null;
582
+ this.effects.clear();
583
+ this.configuration.clear();
584
+ }
585
+ //====================================================================================================
586
+ /** Initialize the effect composer and all effects once */
587
+ initializeComposer() {
588
+ if (!this.lastRenderer || !this.lastScene || !this.lastCamera || this.effectsInitialized)
589
+ return;
590
+ const isWebGL2 = this.lastRenderer.capabilities.isWebGL2;
591
+ const supportHalfFloat = isWebGL2 && this.lastRenderer.extensions.has('EXT_color_buffer_float');
592
+ const maxSamples = this.lastRenderer.capabilities.maxSamples;
593
+ console.log('[PostProcessManager]: initializeComposer', { isWebGL2, supportHalfFloat, maxSamples });
594
+ this.composer = new EffectComposer(this.lastRenderer, {
595
+ frameBufferType: supportHalfFloat ? THREE.HalfFloatType : undefined,
596
+ multisampling: isWebGL2 ? Math.min(4, maxSamples) : 0, // TODO: expose MSAA settings?
597
+ });
598
+ // Update cached enabled states
599
+ this.updateEnabledStatesCache();
600
+ // Create render pass
601
+ this.createRenderPass();
602
+ // Create all effects upfront
603
+ this.createAllEffects();
604
+ // Initial sync of passes
605
+ this.syncPassEnabled();
606
+ // Apply tone mapping exposure
607
+ this.applyToneMappingExposure();
608
+ // Initialize EdgeOutline effect
609
+ this.initializeEdgeOutline();
610
+ this.effectsInitialized = true;
611
+ }
612
+ /** Initialize the EdgeOutline effect */
613
+ initializeEdgeOutline() {
614
+ if (!this.lastRenderer)
615
+ return;
616
+ const edgeOutlineConfig = this.configuration.get(PostProcessPass.EdgeOutline);
617
+ if (edgeOutlineConfig) {
618
+ // Preserve the current selection if recreating
619
+ const currentSelection = this.edgeOutlineEffect ? Array.from(this.edgeOutlineEffect.selection) : [];
620
+ // Dispose of existing effect if any
621
+ if (this.edgeOutlineEffect) {
622
+ this.edgeOutlineEffect.dispose();
623
+ }
624
+ // Create new EdgeOutline effect
625
+ this.edgeOutlineEffect = new EdgeOutlineEffect(this.lastRenderer, {
626
+ defaultThickness: edgeOutlineConfig.thickness ?? DEFAULT_CONFIGS[PostProcessPass.EdgeOutline].thickness,
627
+ defaultColor: this.hexToRgbArray(edgeOutlineConfig.color ?? DEFAULT_CONFIGS[PostProcessPass.EdgeOutline].color),
628
+ defaultAlpha: edgeOutlineConfig.alpha ?? DEFAULT_CONFIGS[PostProcessPass.EdgeOutline].alpha,
629
+ });
630
+ // Restore the selection
631
+ for (const object of currentSelection) {
632
+ this.edgeOutlineEffect.selection.add(object);
633
+ }
634
+ }
635
+ }
636
+ /** Convert hex color to RGB array */
637
+ hexToRgbArray(hex) {
638
+ return [
639
+ ((hex >> 16) & 255) / 255,
640
+ ((hex >> 8) & 255) / 255,
641
+ (hex & 255) / 255
642
+ ];
643
+ }
644
+ /** Enable/disable effect passes based on configuration */
645
+ syncPassEnabled() {
646
+ if (!this.composer)
647
+ return;
648
+ for (const [passType, wrapper] of this.effects) {
649
+ const config = this.configuration.get(passType);
650
+ if (config?.enabled) {
651
+ wrapper.enableEffect();
652
+ }
653
+ else {
654
+ wrapper.disableEffect();
655
+ }
656
+ }
657
+ // Update renderToScreen flags after changing pass states
658
+ this.updateRenderToScreen();
659
+ }
660
+ /** Update renderToScreen flags to ensure the last enabled pass renders to screen */
661
+ updateRenderToScreen() {
662
+ if (!this.composer)
663
+ return;
664
+ let lastEnabledPass = null;
665
+ // Find the last enabled pass
666
+ for (const pass of this.composer.passes) {
667
+ if (pass.enabled) {
668
+ lastEnabledPass = pass;
669
+ }
670
+ }
671
+ // Set renderToScreen only on the last enabled pass
672
+ for (const pass of this.composer.passes) {
673
+ pass.renderToScreen = pass === lastEnabledPass;
674
+ }
675
+ }
676
+ /** Check if any passes are enabled */
677
+ hasAnyEnabledPasses() {
678
+ for (const config of this.configuration.values()) {
679
+ if (config.enabled) {
680
+ return true;
681
+ }
682
+ }
683
+ return false;
684
+ }
685
+ /** Create the render pass once */
686
+ createRenderPass() {
687
+ if (!this.composer || !this.lastScene || !this.lastCamera) {
688
+ console.warn('[PostProcessManager]: Cannot create render pass - missing composer, scene, or camera');
689
+ return;
690
+ }
691
+ this.renderPass = new RenderPass(this.lastScene, this.lastCamera);
692
+ // Bind original render once for better performance
693
+ this.boundOriginalRender = this.renderPass.render.bind(this.renderPass);
694
+ // Override render method to respect camera layers and hidden objects
695
+ this.renderPass.render = (renderer, writeBuffer, readBuffer, deltaTime, maskActive) => {
696
+ // Early exit if scene or camera not ready
697
+ if (!this.lastScene || !this.lastCamera) {
698
+ console.warn('[PostProcessManager]: Skipping render - scene or camera not ready');
699
+ return;
700
+ }
701
+ // Clear temp array instead of allocating new one
702
+ this.tempHiddenObjects.length = 0;
703
+ // Handle camera layer visibility - use cached filtered objects
704
+ if (this.useCameraVisibilityLayers) {
705
+ // Update cache if dirty
706
+ this.updateLayerFilteredObjects();
707
+ // Hide cached filtered objects
708
+ for (const object of this.layerFilteredObjects) {
709
+ if (object?.visible) {
710
+ object.visible = false;
711
+ this.tempHiddenObjects.push(object);
712
+ }
713
+ }
714
+ }
715
+ // Handle explicitly hidden objects
716
+ for (const object of this.hiddenObjects) {
717
+ if (object?.visible) {
718
+ object.visible = false;
719
+ this.tempHiddenObjects.push(object);
720
+ }
721
+ }
722
+ // Call bound original render - no .call() overhead
723
+ this.boundOriginalRender(renderer, writeBuffer, readBuffer, deltaTime, maskActive);
724
+ // Restore visibility of hidden objects
725
+ for (const object of this.tempHiddenObjects) {
726
+ if (object) {
727
+ object.visible = true;
728
+ }
729
+ }
730
+ };
731
+ this.composer.addPass(this.renderPass);
732
+ }
733
+ /** Create all effects once and add them to the composer */
734
+ createAllEffects() {
735
+ if (!this.composer || !this.lastCamera)
736
+ return;
737
+ for (const [passType, config] of this.configuration) {
738
+ const effects = this.createEffectFromConfig(config);
739
+ if (effects.length > 0) {
740
+ const wrapper = new EffectPassWrapper(this.lastCamera, effects);
741
+ this.effects.set(passType, wrapper);
742
+ this.composer.addPass(wrapper.getPass());
743
+ }
744
+ }
745
+ }
746
+ /** Update an effect's configuration without recreating it */
747
+ updateEffectConfig(passType) {
748
+ const config = this.configuration.get(passType);
749
+ if (!config)
750
+ return;
751
+ const wrapper = this.effects.get(passType);
752
+ if (!wrapper)
753
+ return;
754
+ // Update effect properties based on configuration
755
+ this.applyConfigToEffect(passType, config, wrapper);
756
+ }
757
+ createEffectFromConfig(config) {
758
+ switch (config.type) {
759
+ case PostProcessPass.ObjectOutline: {
760
+ const outlineConfig = config;
761
+ return [new ObjectOutlineEffect(this.lastScene, this.lastCamera, {
762
+ blendFunction: BlendFunction.ALPHA,
763
+ edgeThickness: outlineConfig.edgeThickness ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeThickness,
764
+ edgeIntensity: outlineConfig.edgeIntensity ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeIntensity,
765
+ visibleEdgeColor: outlineConfig.visibleEdgeColor ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].visibleEdgeColor,
766
+ })];
767
+ }
768
+ case PostProcessPass.Bloom: {
769
+ const bloomConfig = config;
770
+ const effect = new SelectiveBloomEffect(this.lastScene, this.lastCamera, {
771
+ intensity: bloomConfig.intensity ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].intensity,
772
+ luminanceThreshold: bloomConfig.luminanceThreshold ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].luminanceThreshold,
773
+ luminanceSmoothing: bloomConfig.luminanceSmoothing ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].luminanceSmoothing,
774
+ mipmapBlur: bloomConfig.mipmapBlur ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].mipmapBlur,
775
+ radius: bloomConfig.radius ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].radius,
776
+ levels: bloomConfig.levels ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].levels,
777
+ });
778
+ effect.inverted = true; // Use inverted true to apply to all objects
779
+ effect.ignoreBackground = bloomConfig.ignoreBackground ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].ignoreBackground;
780
+ return [effect];
781
+ }
782
+ case PostProcessPass.SMAA: {
783
+ const smaaConfig = config;
784
+ return [new SMAAEffect({
785
+ preset: smaaConfig.preset ?? DEFAULT_CONFIGS[PostProcessPass.SMAA].preset,
786
+ })];
787
+ }
788
+ case PostProcessPass.ToneMapping: {
789
+ const toneMappingConfig = config;
790
+ const defaults = DEFAULT_CONFIGS[PostProcessPass.ToneMapping];
791
+ // Apply exposure to renderer if specified
792
+ if (toneMappingConfig.exposure !== undefined && this.lastRenderer) {
793
+ this.lastRenderer.toneMappingExposure = toneMappingConfig.exposure;
794
+ }
795
+ return [new ToneMappingEffect({
796
+ mode: toneMappingConfig.mode ?? defaults.mode,
797
+ resolution: toneMappingConfig.resolution ?? defaults.resolution,
798
+ whitePoint: toneMappingConfig.whitePoint ?? defaults.whitePoint,
799
+ middleGrey: toneMappingConfig.middleGrey ?? defaults.middleGrey,
800
+ minLuminance: toneMappingConfig.minLuminance ?? defaults.minLuminance,
801
+ averageLuminance: toneMappingConfig.averageLuminance ?? defaults.averageLuminance,
802
+ adaptationRate: toneMappingConfig.adaptationRate ?? defaults.adaptationRate,
803
+ })];
804
+ }
805
+ default:
806
+ console.warn(`Unknown effect type: ${config.type}`);
807
+ return [];
808
+ }
809
+ }
810
+ /** Apply configuration to an existing effect without recreating it */
811
+ applyConfigToEffect(passType, config, wrapper) {
812
+ switch (passType) {
813
+ case PostProcessPass.ObjectOutline: {
814
+ const outlineConfig = config;
815
+ const outlineEffect = wrapper.getEffect(ObjectOutlineEffect);
816
+ if (outlineEffect) {
817
+ // Update outline effect properties
818
+ outlineEffect.edgeThickness = outlineConfig.edgeThickness ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeThickness;
819
+ outlineEffect.edgeIntensity = outlineConfig.edgeIntensity ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeIntensity;
820
+ outlineEffect.visibleEdgeColor = outlineConfig.visibleEdgeColor ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].visibleEdgeColor;
821
+ }
822
+ break;
823
+ }
824
+ case PostProcessPass.Bloom: {
825
+ const bloomConfig = config;
826
+ const bloomEffect = wrapper.getEffect(SelectiveBloomEffect);
827
+ if (bloomEffect) {
828
+ // Update selective bloom effect properties
829
+ bloomEffect.intensity = bloomConfig.intensity ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].intensity;
830
+ bloomEffect.inverted = true; // Use inverted true to apply to all objects
831
+ bloomEffect.ignoreBackground = bloomConfig.ignoreBackground ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].ignoreBackground;
832
+ // Update luminance properties
833
+ if (bloomConfig.luminanceThreshold !== undefined) {
834
+ bloomEffect.luminanceMaterial.threshold = bloomConfig.luminanceThreshold;
835
+ }
836
+ if (bloomConfig.luminanceSmoothing !== undefined) {
837
+ bloomEffect.luminanceMaterial.smoothing = bloomConfig.luminanceSmoothing;
838
+ }
839
+ // Update mipmap blur properties
840
+ if (bloomConfig.mipmapBlur !== undefined) {
841
+ bloomEffect.mipmapBlurPass.enabled = bloomConfig.mipmapBlur;
842
+ }
843
+ if (bloomConfig.radius !== undefined) {
844
+ bloomEffect.mipmapBlurPass.radius = bloomConfig.radius;
845
+ }
846
+ if (bloomConfig.levels !== undefined) {
847
+ bloomEffect.mipmapBlurPass.levels = bloomConfig.levels;
848
+ }
849
+ }
850
+ break;
851
+ }
852
+ case PostProcessPass.ToneMapping: {
853
+ const toneMappingConfig = config;
854
+ const defaults = DEFAULT_CONFIGS[PostProcessPass.ToneMapping];
855
+ const toneMappingEffect = wrapper.getEffect(ToneMappingEffect);
856
+ if (toneMappingEffect) {
857
+ // Update tone mapping effect properties
858
+ toneMappingEffect.mode = toneMappingConfig.mode ?? defaults.mode;
859
+ // Cast to any to access setter properties that may not be defined in TypeScript
860
+ const effect = toneMappingEffect;
861
+ // Update white point and middle grey for Reinhard2 operators
862
+ if (toneMappingConfig.whitePoint !== undefined) {
863
+ effect.whitePoint = toneMappingConfig.whitePoint;
864
+ }
865
+ if (toneMappingConfig.middleGrey !== undefined) {
866
+ effect.middleGrey = toneMappingConfig.middleGrey;
867
+ }
868
+ if (toneMappingConfig.averageLuminance !== undefined) {
869
+ effect.averageLuminance = toneMappingConfig.averageLuminance;
870
+ }
871
+ // Update resolution for adaptive tone mapping
872
+ if (toneMappingConfig.resolution !== undefined) {
873
+ effect.resolution = toneMappingConfig.resolution;
874
+ }
875
+ // Update adaptive luminance properties if available
876
+ if (effect.adaptiveLuminanceMaterial) {
877
+ if (toneMappingConfig.minLuminance !== undefined) {
878
+ effect.adaptiveLuminanceMaterial.minLuminance = toneMappingConfig.minLuminance;
879
+ }
880
+ if (toneMappingConfig.adaptationRate !== undefined) {
881
+ effect.adaptiveLuminanceMaterial.adaptationRate = toneMappingConfig.adaptationRate;
882
+ }
883
+ }
884
+ }
885
+ break;
886
+ }
887
+ case PostProcessPass.SMAA: {
888
+ const smaaConfig = config;
889
+ const smaaEffect = wrapper.getEffect(SMAAEffect);
890
+ if (smaaEffect && smaaConfig.preset !== undefined) {
891
+ smaaEffect.applyPreset(smaaConfig.preset);
892
+ }
893
+ break;
894
+ }
895
+ }
896
+ }
897
+ clearResources() {
898
+ if (this.composer) {
899
+ this.composer.dispose();
900
+ this.composer = null;
901
+ }
902
+ for (const [_, effect] of this.effects) {
903
+ effect.dispose();
904
+ }
905
+ this.effects.clear();
906
+ this.effectsInitialized = false;
907
+ }
908
+ }
909
+ ObjectOutlineEffect.prototype.addSelectedActor = function (actor) {
910
+ const sceneObjects = actor.getComponents(SceneComponent);
911
+ for (const sceneObject of sceneObjects) {
912
+ sceneObject.traverse((child) => {
913
+ if (child instanceof THREE.Mesh) {
914
+ this.selection.add(child);
915
+ }
916
+ });
917
+ }
918
+ return this;
919
+ };
920
+ ObjectOutlineEffect.prototype.removeSelectedActor = function (actor) {
921
+ const sceneObjects = actor.getComponents(SceneComponent);
922
+ for (const sceneObject of sceneObjects) {
923
+ sceneObject.traverse((child) => {
924
+ if (child instanceof THREE.Mesh) {
925
+ this.selection.delete(child);
926
+ }
927
+ });
928
+ }
929
+ ;
930
+ return this;
931
+ };
932
+ //# 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