@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 +1,1025 @@
1
+ import {
2
+ BlendFunction,
3
+ EffectComposer,
4
+ RenderPass,
5
+ SelectiveBloomEffect,
6
+ SMAAEffect,
7
+ SMAAPreset,
8
+ ToneMappingEffect,
9
+ ToneMappingMode
10
+ } from 'postprocessing';
11
+ import * as THREE from 'three';
12
+
13
+ // Re-export for convenience
14
+ export { ToneMappingMode, SMAAPreset };
15
+
16
+ import { SceneComponent } from '../components/SceneComponent.js';
17
+
18
+ import { EdgeOutlineEffect } from './EdgeOutlineEffect.js';
19
+ import { EffectPassWrapper } from './postprocessing/EffectPassWrapper.js';
20
+ import { ObjectOutlineEffect } from './postprocessing/ObjectOutlineEffect.js';
21
+
22
+ import type { Actor } from '../actors/Actor';
23
+ import type { Effect } from 'postprocessing';
24
+
25
+ export type { EdgeOutlineEffectOptions } from './EdgeOutlineEffect.js';
26
+
27
+ export enum PostProcessPass {
28
+ ObjectOutline = 'objectOutline',
29
+ EdgeOutline = 'edgeOutline',
30
+ Bloom = 'bloom',
31
+ SMAA = 'smaa',
32
+ ToneMapping = 'toneMapping',
33
+ }
34
+
35
+ // Configuration interfaces for data-driven effects
36
+ export interface BaseEffectConfig {
37
+ type: PostProcessPass;
38
+ enabled?: boolean;
39
+ }
40
+
41
+ /** Configuration for the Bloom post-process effect. */
42
+ export interface BloomEffectConfig extends BaseEffectConfig {
43
+ type: PostProcessPass.Bloom;
44
+ /** Bloom intensity (strength of the bloom effect). */
45
+ intensity?: number;
46
+ /** Luminance threshold for bloom (minimum brightness to bloom). */
47
+ luminanceThreshold?: number;
48
+ /** Luminance smoothing (softness of the threshold). */
49
+ luminanceSmoothing?: number;
50
+ /** Whether to use mipmap blur for bloom. */
51
+ mipmapBlur?: boolean;
52
+ /** Blur radius for mipmap blur. */
53
+ radius?: number;
54
+ /** Number of MIP levels for blur. */
55
+ levels?: number;
56
+ /** If true, background is ignored for bloom. */
57
+ ignoreBackground?: boolean;
58
+ }
59
+
60
+ export interface ObjectOutlineEffectConfig extends BaseEffectConfig {
61
+ type: PostProcessPass.ObjectOutline;
62
+ /** Edge thickness in pixels (1.0 = 1px, 2.0 = 2px, etc.) */
63
+ edgeThickness?: number;
64
+ /** Edge brightness multiplier (typically 50-100 for bright outlines due to tone mapping) */
65
+ edgeIntensity?: number;
66
+ /** Edge color in hex format (e.g., 0xffffff for white) */
67
+ visibleEdgeColor?: number;
68
+ }
69
+
70
+ export interface EdgeOutlineEffectConfig extends BaseEffectConfig {
71
+ type: PostProcessPass.EdgeOutline;
72
+ thickness?: number;
73
+ color?: number;
74
+ alpha?: number;
75
+ }
76
+
77
+ export interface SMAAEffectConfig extends BaseEffectConfig {
78
+ type: PostProcessPass.SMAA;
79
+ preset?: SMAAPreset;
80
+ }
81
+
82
+ export interface ToneMappingEffectConfig extends BaseEffectConfig {
83
+ type: PostProcessPass.ToneMapping;
84
+ mode?: ToneMappingMode;
85
+ exposure?: number;
86
+ /** Resolution of the luminance texture. Must be a power of two. Only affects adaptive tone mapping. */
87
+ resolution?: number;
88
+ /** White point for Reinhard2 operators. */
89
+ whitePoint?: number;
90
+ /** Middle grey factor for Reinhard2 operators. */
91
+ middleGrey?: number;
92
+ /** Minimum luminance. Prevents very high exposure in dark scenes. Only affects adaptive tone mapping. */
93
+ minLuminance?: number;
94
+ /** Average luminance. Used for non-adaptive Reinhard operator. */
95
+ averageLuminance?: number;
96
+ /** Luminance adaptation rate. Only affects adaptive tone mapping. */
97
+ adaptationRate?: number;
98
+ }
99
+
100
+ export type EffectConfig = BloomEffectConfig | ObjectOutlineEffectConfig | EdgeOutlineEffectConfig | SMAAEffectConfig | ToneMappingEffectConfig;
101
+
102
+ export interface PostProcessConfiguration {
103
+ effects: EffectConfig[];
104
+ }
105
+
106
+ // Default configurations for each effect type
107
+ export const DEFAULT_CONFIGS = {
108
+ [PostProcessPass.ObjectOutline]: {
109
+ enabled: false,
110
+ type: PostProcessPass.ObjectOutline,
111
+ edgeThickness: 1.0,
112
+ edgeIntensity: 100.0, // High value needed to compensate for tone mapping
113
+ visibleEdgeColor: 0xffffff,
114
+ } as ObjectOutlineEffectConfig,
115
+
116
+ [PostProcessPass.EdgeOutline]: {
117
+ enabled: false,
118
+ type: PostProcessPass.EdgeOutline,
119
+ thickness: 0.05,
120
+ color: 0xffffff,
121
+ alpha: 1.0,
122
+ } as EdgeOutlineEffectConfig,
123
+
124
+ [PostProcessPass.Bloom]: {
125
+ enabled: false,
126
+ type: PostProcessPass.Bloom,
127
+ intensity: 2.0,
128
+ luminanceThreshold: 1,
129
+ luminanceSmoothing: 0.2,
130
+ mipmapBlur: true,
131
+ radius: 0.85,
132
+ levels: 8,
133
+ ignoreBackground: true,
134
+ } as BloomEffectConfig,
135
+
136
+ [PostProcessPass.SMAA]: {
137
+ enabled: false,
138
+ type: PostProcessPass.SMAA,
139
+ preset: SMAAPreset.HIGH,
140
+ } as SMAAEffectConfig,
141
+
142
+ [PostProcessPass.ToneMapping]: {
143
+ enabled: true,
144
+ type: PostProcessPass.ToneMapping,
145
+ mode: ToneMappingMode.LINEAR,
146
+ exposure: 0.25,
147
+ resolution: 256,
148
+ whitePoint: 4.0,
149
+ middleGrey: 0.6,
150
+ minLuminance: 0.01,
151
+ averageLuminance: 1.0,
152
+ adaptationRate: 1.0,
153
+ } as ToneMappingEffectConfig,
154
+ };
155
+
156
+ /**
157
+ * PostProcessManager handles post-processing effects for rendering.
158
+ *
159
+ * Provides methods to configure various post-processing effects like bloom, tone mapping,
160
+ * SMAA anti-aliasing, and outline effects. Supports both complete configuration replacement
161
+ * and incremental updates. Also allows globally enabling/disabling all post-processing.
162
+ *
163
+ * @example
164
+ * ```typescript
165
+ * // Basic setup with bloom and tone mapping
166
+ * const config: PostProcessConfiguration = {
167
+ * effects: [
168
+ * {
169
+ * type: PostProcessPass.Bloom,
170
+ * enabled: true,
171
+ * intensity: 1.5,
172
+ * luminanceThreshold: 0.4
173
+ * },
174
+ * {
175
+ * type: PostProcessPass.ToneMapping,
176
+ * enabled: true,
177
+ * mode: ToneMappingMode.ACES_FILMIC,
178
+ * exposure: 1.2
179
+ * }
180
+ * ]
181
+ * };
182
+ *
183
+ * // Set complete configuration (resets to defaults first)
184
+ * postProcessManager.setConfiguration(config);
185
+ *
186
+ * // Update specific effects (merges with current)
187
+ * postProcessManager.updateConfiguration({
188
+ * effects: [
189
+ * { type: PostProcessPass.Bloom, intensity: 2.0 }
190
+ * ]
191
+ * });
192
+ *
193
+ * // Configure individual effects
194
+ * postProcessManager.configureEffect(PostProcessPass.Bloom, {
195
+ * enabled: true,
196
+ * intensity: 1.8,
197
+ * luminanceThreshold: 0.3
198
+ * });
199
+ *
200
+ * // Enable/disable passes
201
+ * postProcessManager.enablePasses(PostProcessPass.Bloom, PostProcessPass.SMAA);
202
+ * postProcessManager.disablePasses(PostProcessPass.ObjectOutline);
203
+ *
204
+ * // Globally enable/disable all post-processing
205
+ * postProcessManager.setPostProcessingEnabled(false); // Disables all post-processing
206
+ * postProcessManager.setPostProcessingEnabled(true); // Re-enables post-processing
207
+ *
208
+ * // Get current configuration
209
+ * const currentConfig = postProcessManager.getAllConfigurations();
210
+ * ```
211
+ *
212
+ * ## Method Differences
213
+ *
214
+ * ### setConfiguration()
215
+ * - Resets to DEFAULT_CONFIG first
216
+ * - Then applies provided configuration
217
+ * - Result: Clean slate with only specified effects
218
+ * - **Use case**: Loading saved worlds, switching presets
219
+ *
220
+ * ### updateConfiguration()
221
+ * - Merges with current configuration
222
+ * - Preserves existing effects
223
+ * - Updates/adds only specified effects
224
+ * - **Use case**: Settings panels, gameplay adjustments
225
+ *
226
+ * ### configure()
227
+ * - Same as updateConfiguration()
228
+ * - Kept for backward compatibility
229
+ *
230
+ * ## Usage Examples
231
+ *
232
+ * ```typescript
233
+ * // Loading a saved world (complete replacement with defaults as base)
234
+ * postProcessManager.setConfiguration(savedConfig);
235
+ *
236
+ * // Player toggles bloom in settings (incremental update)
237
+ * postProcessManager.updateConfiguration({
238
+ * effects: [{ type: PostProcessPass.Bloom, enabled: !bloomEnabled }]
239
+ * });
240
+ *
241
+ * // Switching to cinematic preset (complete replacement)
242
+ * postProcessManager.setConfiguration(cinematicPreset);
243
+ *
244
+ * // Adjusting exposure during gameplay (incremental update)
245
+ * postProcessManager.updateConfiguration({
246
+ * effects: [{ type: PostProcessPass.ToneMapping, exposure: newExposure }]
247
+ * });
248
+ *
249
+ * // Fine-tuning individual effect properties
250
+ * postProcessManager.configureEffect(PostProcessPass.Bloom, {
251
+ * intensity: 1.2,
252
+ * luminanceThreshold: 0.5,
253
+ * radius: 0.9
254
+ * });
255
+ * ```
256
+ */
257
+ export class PostProcessManager {
258
+ private lastRenderer: THREE.WebGLRenderer | null = null;
259
+ private lastScene: THREE.Scene | null = null;
260
+ private lastCamera: THREE.Camera | null = null;
261
+ private lastWindowSize: { width: number, height: number } | null = null;
262
+ private composer: EffectComposer | null = null;
263
+ private effects: Map<PostProcessPass, EffectPassWrapper> = new Map();
264
+ private useCameraVisibilityLayers: boolean = false;
265
+ private configuration: Map<PostProcessPass, EffectConfig> = new Map();
266
+ private effectsInitialized: boolean = false;
267
+ private postProcessingEnabled: boolean = true;
268
+ public readonly hiddenObjects: Set<THREE.Object3D> = new Set();
269
+ private edgeOutlineEffect: EdgeOutlineEffect | null = null;
270
+ private renderPass: RenderPass | null = null;
271
+ private hasCompletedFirstRender: boolean = false;
272
+ private layerFilteredObjects: Set<THREE.Object3D> = new Set();
273
+ private layersDirty: boolean = true;
274
+ private tempHiddenObjects: THREE.Object3D[] = [];
275
+ private cameraLayersMask: number = 0;
276
+ private edgeOutlineEnabledCache: boolean = false;
277
+ private cachedHasAnyEnabledPasses: boolean = false;
278
+ private boundOriginalRender: ((renderer: any, writeBuffer: any, readBuffer: any, deltaTime: any, maskActive: any) => void) | null = null;
279
+ private depthPrepassMaterial: THREE.MeshDepthMaterial | null = null;
280
+
281
+ constructor(config?: PostProcessConfiguration) {
282
+ this.initializeDefaults(config);
283
+ }
284
+
285
+ private initializeDefaults(config?: PostProcessConfiguration) {
286
+ for (const [passType, defaultConfig] of Object.entries(DEFAULT_CONFIGS)) {
287
+ let finalConfig: EffectConfig = { ...defaultConfig };
288
+ // If user provided config, find and merge the matching effect config
289
+ if (config?.effects) {
290
+ const userConfig = config.effects.find(effect => effect.type === passType);
291
+ if (userConfig) {
292
+ finalConfig = { ...defaultConfig, ...userConfig };
293
+ }
294
+ }
295
+ this.configuration.set(passType as PostProcessPass, finalConfig);
296
+ }
297
+ }
298
+
299
+ /** Apply tone mapping exposure to renderer */
300
+ private applyToneMappingExposure() {
301
+ const toneMappingConfig = this.configuration.get(PostProcessPass.ToneMapping) as ToneMappingEffectConfig;
302
+ if (toneMappingConfig?.exposure !== undefined && this.lastRenderer) {
303
+ this.lastRenderer.toneMappingExposure = toneMappingConfig.exposure;
304
+ }
305
+ }
306
+
307
+ /** Apply tone mapping mode and exposure to renderer (used when post-processing is disabled) */
308
+ private applyToneMappingToRenderer() {
309
+ if (!this.lastRenderer) return;
310
+
311
+ const toneMappingConfig = this.configuration.get(PostProcessPass.ToneMapping) as ToneMappingEffectConfig;
312
+
313
+ // If tone mapping is disabled, use NoToneMapping
314
+ if (!toneMappingConfig?.enabled) {
315
+ this.lastRenderer.toneMapping = THREE.NoToneMapping;
316
+ return;
317
+ }
318
+
319
+ // Map ToneMappingMode to THREE.ToneMapping
320
+ const mode = toneMappingConfig.mode ?? DEFAULT_CONFIGS[PostProcessPass.ToneMapping].mode!;
321
+ const modeMap = {
322
+ [ToneMappingMode.LINEAR]: THREE.LinearToneMapping,
323
+ [ToneMappingMode.REINHARD]: THREE.ReinhardToneMapping,
324
+ [ToneMappingMode.CINEON]: THREE.CineonToneMapping,
325
+ [ToneMappingMode.ACES_FILMIC]: THREE.ACESFilmicToneMapping,
326
+ [ToneMappingMode.AGX]: THREE.AgXToneMapping,
327
+ [ToneMappingMode.NEUTRAL]: THREE.NeutralToneMapping,
328
+ // Note: Custom modes like REINHARD2, REINHARD2_ADAPTIVE, UNCHARTED2 are not supported by THREE.js
329
+ // They fall back to LINEAR
330
+ [ToneMappingMode.REINHARD2]: THREE.LinearToneMapping,
331
+ [ToneMappingMode.REINHARD2_ADAPTIVE]: THREE.LinearToneMapping,
332
+ [ToneMappingMode.UNCHARTED2]: THREE.LinearToneMapping,
333
+ [ToneMappingMode.OPTIMIZED_CINEON]: THREE.CineonToneMapping,
334
+ };
335
+
336
+ this.lastRenderer.toneMapping = modeMap[mode] ?? THREE.LinearToneMapping;
337
+ this.lastRenderer.toneMappingExposure = toneMappingConfig.exposure ?? DEFAULT_CONFIGS[PostProcessPass.ToneMapping].exposure!;
338
+ }
339
+
340
+ /** Configure specific effect settings */
341
+ public configureEffect<T extends EffectConfig>(passType: PostProcessPass, config: Partial<T>) {
342
+ const currentConfig = this.configuration.get(passType);
343
+ if (!currentConfig) {
344
+ console.warn(`Effect ${passType} not found`);
345
+ return;
346
+ }
347
+
348
+ // Merge with current configuration
349
+ const updatedConfig = { ...currentConfig, ...config };
350
+ this.configuration.set(passType, updatedConfig);
351
+
352
+ // Update cached enabled states
353
+ this.updateEnabledStatesCache();
354
+
355
+ // If we have effects initialized, update the specific effect and sync
356
+ if (this.effectsInitialized) {
357
+ this.updateEffectConfig(passType);
358
+ this.syncPassEnabled();
359
+
360
+ // Apply tone mapping exposure if this is a tone mapping config change
361
+ if (passType === PostProcessPass.ToneMapping) {
362
+ this.applyToneMappingExposure();
363
+ }
364
+
365
+ // Recreate EdgeOutline effect if config changed
366
+ if (passType === PostProcessPass.EdgeOutline) {
367
+ this.initializeEdgeOutline();
368
+ }
369
+ }
370
+ }
371
+
372
+ /** Get current configuration for an effect */
373
+ public getEffectConfig(passType: PostProcessPass): EffectConfig | null {
374
+ return this.configuration.get(passType) ?? null;
375
+ }
376
+
377
+ /** Set multiple effect configurations at once */
378
+ public configure(config: PostProcessConfiguration) {
379
+ for (const effectConfig of config.effects) {
380
+ this.configureEffect(effectConfig.type, effectConfig as any);
381
+ }
382
+ }
383
+
384
+ /** Set post-processing configuration (merges with defaults) */
385
+ public setConfiguration(config: PostProcessConfiguration) {
386
+ // Reset to defaults first
387
+ this.initializeDefaults();
388
+ // Then apply the provided config
389
+ this.configure(config);
390
+ }
391
+
392
+ /** Update post-processing configuration (merges with current) */
393
+ public updateConfiguration(config: PostProcessConfiguration) {
394
+ this.configure(config);
395
+ }
396
+
397
+ /** Get all current configurations */
398
+ public getAllConfigurations(): PostProcessConfiguration {
399
+ return {
400
+ effects: Array.from(this.configuration.values())
401
+ };
402
+ }
403
+
404
+
405
+ public renderScene(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera, windowSize: { width: number, height: number }) {
406
+ this.lastWindowSize ??= windowSize;
407
+
408
+ const rendererChanged = this.lastRenderer !== renderer;
409
+ const sceneChanged = this.lastScene !== scene;
410
+ const cameraChanged = this.lastCamera !== camera;
411
+
412
+ if (rendererChanged || sceneChanged || cameraChanged) {
413
+ this.lastCamera = camera;
414
+ this.lastScene = scene;
415
+ this.lastRenderer = renderer;
416
+
417
+ // Mark layers dirty on camera or scene change
418
+ if (sceneChanged || cameraChanged) {
419
+ this.layersDirty = true;
420
+ }
421
+
422
+ if (rendererChanged) {
423
+ if (this.effectsInitialized && this.composer) {
424
+ // Update renderer on existing composer
425
+ this.composer.setRenderer(renderer);
426
+ } else {
427
+ // Initialize composer and effects on first renderer
428
+ this.initializeComposer();
429
+ }
430
+ }
431
+
432
+ if (sceneChanged && this.composer) {
433
+ this.composer.setMainScene(scene);
434
+ }
435
+
436
+ if (cameraChanged && this.composer) {
437
+ this.composer.setMainCamera(camera);
438
+ if (this.renderPass) {
439
+ (this.renderPass as any).camera = this.lastCamera;
440
+ }
441
+ }
442
+ }
443
+
444
+ // Check if camera layers changed (without changing camera instance)
445
+ if (this.useCameraVisibilityLayers && this.lastCamera?.layers && this.cameraLayersMask !== this.lastCamera.layers.mask) {
446
+ this.layersDirty = true;
447
+ }
448
+
449
+ if ((this.lastWindowSize.width !== windowSize.width || this.lastWindowSize.height !== windowSize.height) && this.composer) {
450
+ this.lastWindowSize = windowSize;
451
+ this.composer.setSize(this.lastWindowSize!.width, this.lastWindowSize!.height);
452
+ }
453
+
454
+ if (this.postProcessingEnabled && this.cachedHasAnyEnabledPasses && this.composer) {
455
+ // When using post-processing, disable renderer tone mapping (handled by post-processing effects)
456
+ renderer.toneMapping = THREE.NoToneMapping;
457
+
458
+ this.composer.render();
459
+
460
+ // Render EdgeOutline on top of the post-processed scene
461
+ if (this.edgeOutlineEnabledCache && this.edgeOutlineEffect && this.edgeOutlineEffect.selection.size > 0) {
462
+ // First, build a depth buffer for the current scene without affecting color
463
+ this.renderDepthPrepass(renderer, scene, camera);
464
+
465
+ // Then render the outline using the existing depth
466
+ this.edgeOutlineEffect.renderOutline(scene, camera);
467
+ }
468
+
469
+ this.hasCompletedFirstRender = true;
470
+ } else {
471
+ // Apply tone mapping to renderer when post-processing is off
472
+ this.applyToneMappingToRenderer();
473
+ renderer.render(scene, camera);
474
+
475
+ // Render EdgeOutline effect if enabled (when NOT using post-processing)
476
+ if (this.edgeOutlineEnabledCache && this.edgeOutlineEffect) {
477
+ // Build depth buffer before rendering outline to ensure consistent behavior
478
+ this.renderDepthPrepass(renderer, scene, camera);
479
+ this.edgeOutlineEffect.renderOutline(scene, camera);
480
+ }
481
+
482
+ this.hasCompletedFirstRender = true;
483
+ }
484
+ }
485
+
486
+ public enablePasses(...passes: PostProcessPass[]) {
487
+ for (const pass of passes) {
488
+ const config = this.configuration.get(pass);
489
+ if (config) {
490
+ config.enabled = true;
491
+ }
492
+ }
493
+ this.updateEnabledStatesCache();
494
+ this.syncPassEnabled();
495
+ }
496
+
497
+ public disablePasses(...passes: PostProcessPass[]) {
498
+ for (const pass of passes) {
499
+ const config = this.configuration.get(pass);
500
+ if (config) {
501
+ config.enabled = false;
502
+ }
503
+ }
504
+ this.updateEnabledStatesCache();
505
+ this.syncPassEnabled();
506
+ }
507
+
508
+ public getEffectFromPass<T extends Effect>(pass: PostProcessPass, type: new (...args: any[]) => T): T | null {
509
+ const wrapper = this.effects.get(pass);
510
+ const effect = wrapper?.getEffect(type) as T | null;
511
+ return effect;
512
+ }
513
+
514
+ public isPassEnabled(pass: PostProcessPass) {
515
+ const config = this.configuration.get(pass);
516
+ return config?.enabled ?? false;
517
+ }
518
+
519
+ /** Sets whether the RenderPass should use camera visibility layers */
520
+ public setUseCameraVisibilityLayers(enabled: boolean) {
521
+ if (this.useCameraVisibilityLayers !== enabled) {
522
+ this.useCameraVisibilityLayers = enabled;
523
+ this.layersDirty = true;
524
+ }
525
+ }
526
+
527
+ /** Gets whether the RenderPass uses camera visibility layers */
528
+ public getUseCameraVisibilityLayers(): boolean {
529
+ return this.useCameraVisibilityLayers;
530
+ }
531
+
532
+ /** Update cached layer-filtered objects (only called when dirty) */
533
+ private updateLayerFilteredObjects() {
534
+ if (!this.layersDirty) return;
535
+
536
+ this.layerFilteredObjects.clear();
537
+
538
+ if (this.useCameraVisibilityLayers && this.lastCamera?.layers && this.lastScene) {
539
+ this.cameraLayersMask = this.lastCamera.layers.mask;
540
+
541
+ this.lastScene.traverse(object => {
542
+ if (object.layers && !object.layers.test(this.lastCamera!.layers)) {
543
+ this.layerFilteredObjects.add(object);
544
+ }
545
+ });
546
+ }
547
+
548
+ this.layersDirty = false;
549
+ }
550
+
551
+ /** Mark layer cache as dirty (call when scene graph changes) */
552
+ public invalidateLayerCache() {
553
+ this.layersDirty = true;
554
+ }
555
+
556
+ /** Update cached enabled states to avoid Map lookups in hot path */
557
+ private updateEnabledStatesCache() {
558
+ const edgeOutlineConfig = this.configuration.get(PostProcessPass.EdgeOutline) as EdgeOutlineEffectConfig | undefined;
559
+ this.edgeOutlineEnabledCache = edgeOutlineConfig?.enabled ?? false;
560
+
561
+ // Update hasAnyEnabledPasses cache (exclude EdgeOutline as it's not an EffectPass in the composer)
562
+ this.cachedHasAnyEnabledPasses = false;
563
+ for (const [passType, config] of this.configuration.entries()) {
564
+ if (config.enabled && passType !== PostProcessPass.EdgeOutline) {
565
+ this.cachedHasAnyEnabledPasses = true;
566
+ break;
567
+ }
568
+ }
569
+ }
570
+
571
+ /** Sets whether post-processing is enabled globally */
572
+ public setPostProcessingEnabled(enabled: boolean) {
573
+ this.postProcessingEnabled = enabled;
574
+ }
575
+
576
+ /** Gets whether post-processing is enabled globally */
577
+ public getPostProcessingEnabled(): boolean {
578
+ return this.postProcessingEnabled;
579
+ }
580
+
581
+ /** Get the EdgeOutline effect instance */
582
+ public getEdgeOutlineEffect(): EdgeOutlineEffect | null {
583
+ return this.edgeOutlineEffect;
584
+ }
585
+
586
+ /** Render a depth-only prepass into the current framebuffer without affecting color */
587
+ private renderDepthPrepass(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera) {
588
+ const gl = renderer.getContext();
589
+ const prevAutoClear = renderer.autoClear;
590
+
591
+ // Disable color writes completely - only write to depth buffer
592
+ gl.colorMask(false, false, false, false);
593
+
594
+ // Clear depth buffer and render scene to populate depth
595
+ renderer.autoClear = false;
596
+ renderer.clearDepth();
597
+ renderer.render(scene, camera);
598
+
599
+ // Restore color writes
600
+ gl.colorMask(true, true, true, true);
601
+ renderer.autoClear = prevAutoClear;
602
+ }
603
+
604
+ public destroy() {
605
+ this.hiddenObjects.clear();
606
+ this.layerFilteredObjects.clear();
607
+ this.tempHiddenObjects.length = 0;
608
+ this.boundOriginalRender = null;
609
+ this.clearResources();
610
+ if (this.edgeOutlineEffect) {
611
+ this.edgeOutlineEffect.dispose();
612
+ this.edgeOutlineEffect = null;
613
+ }
614
+ this.renderPass = null;
615
+ this.hasCompletedFirstRender = false;
616
+ this.lastCamera = null;
617
+ this.lastScene = null;
618
+ this.lastWindowSize = null;
619
+ this.lastRenderer = null;
620
+ this.effects.clear();
621
+ this.configuration.clear();
622
+ }
623
+
624
+ //====================================================================================================
625
+
626
+ /** Initialize the effect composer and all effects once */
627
+ private initializeComposer() {
628
+ if (!this.lastRenderer || !this.lastScene || !this.lastCamera || this.effectsInitialized) return;
629
+
630
+ const isWebGL2 = this.lastRenderer.capabilities.isWebGL2;
631
+ const supportHalfFloat = isWebGL2 && this.lastRenderer.extensions.has('EXT_color_buffer_float');
632
+ const maxSamples = this.lastRenderer.capabilities.maxSamples;
633
+ console.log('[PostProcessManager]: initializeComposer', { isWebGL2, supportHalfFloat, maxSamples });
634
+
635
+ this.composer = new EffectComposer(this.lastRenderer, {
636
+ frameBufferType: supportHalfFloat ? THREE.HalfFloatType : undefined,
637
+ multisampling: isWebGL2 ? Math.min(4, maxSamples) : 0, // TODO: expose MSAA settings?
638
+ });
639
+
640
+ // Update cached enabled states
641
+ this.updateEnabledStatesCache();
642
+
643
+ // Create render pass
644
+ this.createRenderPass();
645
+
646
+ // Create all effects upfront
647
+ this.createAllEffects();
648
+
649
+ // Initial sync of passes
650
+ this.syncPassEnabled();
651
+
652
+ // Apply tone mapping exposure
653
+ this.applyToneMappingExposure();
654
+
655
+ // Initialize EdgeOutline effect
656
+ this.initializeEdgeOutline();
657
+
658
+
659
+ this.effectsInitialized = true;
660
+ }
661
+
662
+ /** Initialize the EdgeOutline effect */
663
+ private initializeEdgeOutline() {
664
+ if (!this.lastRenderer) return;
665
+
666
+ const edgeOutlineConfig = this.configuration.get(PostProcessPass.EdgeOutline) as EdgeOutlineEffectConfig;
667
+ if (edgeOutlineConfig) {
668
+ // Preserve the current selection if recreating
669
+ const currentSelection = this.edgeOutlineEffect ? Array.from(this.edgeOutlineEffect.selection) : [];
670
+
671
+ // Dispose of existing effect if any
672
+ if (this.edgeOutlineEffect) {
673
+ this.edgeOutlineEffect.dispose();
674
+ }
675
+
676
+ // Create new EdgeOutline effect
677
+ this.edgeOutlineEffect = new EdgeOutlineEffect(this.lastRenderer, {
678
+ defaultThickness: edgeOutlineConfig.thickness ?? DEFAULT_CONFIGS[PostProcessPass.EdgeOutline].thickness,
679
+ defaultColor: this.hexToRgbArray(edgeOutlineConfig.color ?? DEFAULT_CONFIGS[PostProcessPass.EdgeOutline].color!),
680
+ defaultAlpha: edgeOutlineConfig.alpha ?? DEFAULT_CONFIGS[PostProcessPass.EdgeOutline].alpha,
681
+ });
682
+
683
+ // Restore the selection
684
+ for (const object of currentSelection) {
685
+ this.edgeOutlineEffect.selection.add(object);
686
+ }
687
+ }
688
+ }
689
+
690
+ /** Convert hex color to RGB array */
691
+ private hexToRgbArray(hex: number): number[] {
692
+ return [
693
+ ((hex >> 16) & 255) / 255,
694
+ ((hex >> 8) & 255) / 255,
695
+ (hex & 255) / 255
696
+ ];
697
+ }
698
+
699
+ /** Enable/disable effect passes based on configuration */
700
+ private syncPassEnabled() {
701
+ if (!this.composer) return;
702
+
703
+ for (const [passType, wrapper] of this.effects) {
704
+ const config = this.configuration.get(passType);
705
+ if (config?.enabled) {
706
+ wrapper.enableEffect();
707
+ } else {
708
+ wrapper.disableEffect();
709
+ }
710
+ }
711
+
712
+ // Update renderToScreen flags after changing pass states
713
+ this.updateRenderToScreen();
714
+ }
715
+
716
+ /** Update renderToScreen flags to ensure the last enabled pass renders to screen */
717
+ private updateRenderToScreen() {
718
+ if (!this.composer) return;
719
+
720
+ let lastEnabledPass: any = null;
721
+
722
+ // Find the last enabled pass
723
+ for (const pass of this.composer.passes) {
724
+ if (pass.enabled) {
725
+ lastEnabledPass = pass;
726
+ }
727
+ }
728
+
729
+ // Set renderToScreen only on the last enabled pass
730
+ for (const pass of this.composer.passes) {
731
+ pass.renderToScreen = pass === lastEnabledPass;
732
+ }
733
+ }
734
+
735
+ /** Check if any passes are enabled */
736
+ private hasAnyEnabledPasses(): boolean {
737
+ for (const config of this.configuration.values()) {
738
+ if (config.enabled) {
739
+ return true;
740
+ }
741
+ }
742
+ return false;
743
+ }
744
+
745
+ /** Create the render pass once */
746
+ private createRenderPass() {
747
+ if (!this.composer || !this.lastScene || !this.lastCamera) {
748
+ console.warn('[PostProcessManager]: Cannot create render pass - missing composer, scene, or camera');
749
+ return;
750
+ }
751
+
752
+ this.renderPass = new RenderPass(this.lastScene, this.lastCamera);
753
+ // Bind original render once for better performance
754
+ this.boundOriginalRender = this.renderPass.render.bind(this.renderPass);
755
+
756
+ // Override render method to respect camera layers and hidden objects
757
+ this.renderPass.render = (renderer, writeBuffer, readBuffer, deltaTime, maskActive) => {
758
+ // Early exit if scene or camera not ready
759
+ if (!this.lastScene || !this.lastCamera) {
760
+ console.warn('[PostProcessManager]: Skipping render - scene or camera not ready');
761
+ return;
762
+ }
763
+
764
+ // Clear temp array instead of allocating new one
765
+ this.tempHiddenObjects.length = 0;
766
+
767
+ // Handle camera layer visibility - use cached filtered objects
768
+ if (this.useCameraVisibilityLayers) {
769
+ // Update cache if dirty
770
+ this.updateLayerFilteredObjects();
771
+
772
+ // Hide cached filtered objects
773
+ for (const object of this.layerFilteredObjects) {
774
+ if (object?.visible) {
775
+ object.visible = false;
776
+ this.tempHiddenObjects.push(object);
777
+ }
778
+ }
779
+ }
780
+
781
+ // Handle explicitly hidden objects
782
+ for (const object of this.hiddenObjects) {
783
+ if (object?.visible) {
784
+ object.visible = false;
785
+ this.tempHiddenObjects.push(object);
786
+ }
787
+ }
788
+
789
+ // Call bound original render - no .call() overhead
790
+ this.boundOriginalRender!(renderer, writeBuffer, readBuffer, deltaTime, maskActive);
791
+
792
+ // Restore visibility of hidden objects
793
+ for (const object of this.tempHiddenObjects) {
794
+ if (object) {
795
+ object.visible = true;
796
+ }
797
+ }
798
+ };
799
+
800
+ this.composer.addPass(this.renderPass);
801
+ }
802
+
803
+ /** Create all effects once and add them to the composer */
804
+ private createAllEffects() {
805
+ if (!this.composer || !this.lastCamera) return;
806
+
807
+ for (const [passType, config] of this.configuration) {
808
+ const effects = this.createEffectFromConfig(config);
809
+ if (effects.length > 0) {
810
+ const wrapper = new EffectPassWrapper(this.lastCamera, effects);
811
+ this.effects.set(passType, wrapper);
812
+ this.composer.addPass(wrapper.getPass());
813
+ }
814
+ }
815
+ }
816
+
817
+ /** Update an effect's configuration without recreating it */
818
+ private updateEffectConfig(passType: PostProcessPass) {
819
+ const config = this.configuration.get(passType);
820
+ if (!config) return;
821
+
822
+ const wrapper = this.effects.get(passType);
823
+ if (!wrapper) return;
824
+
825
+ // Update effect properties based on configuration
826
+ this.applyConfigToEffect(passType, config, wrapper);
827
+ }
828
+
829
+ private createEffectFromConfig(config: EffectConfig): Effect[] {
830
+ switch (config.type) {
831
+ case PostProcessPass.ObjectOutline: {
832
+ const outlineConfig = config as ObjectOutlineEffectConfig;
833
+ return [new ObjectOutlineEffect(this.lastScene!, this.lastCamera!, {
834
+ blendFunction: BlendFunction.ALPHA,
835
+ edgeThickness: outlineConfig.edgeThickness ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeThickness,
836
+ edgeIntensity: outlineConfig.edgeIntensity ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeIntensity,
837
+ visibleEdgeColor: outlineConfig.visibleEdgeColor ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].visibleEdgeColor,
838
+ })];
839
+ }
840
+
841
+ case PostProcessPass.Bloom: {
842
+ const bloomConfig = config as BloomEffectConfig;
843
+ const effect = new SelectiveBloomEffect(this.lastScene!, this.lastCamera!, {
844
+ intensity: bloomConfig.intensity ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].intensity,
845
+ luminanceThreshold: bloomConfig.luminanceThreshold ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].luminanceThreshold,
846
+ luminanceSmoothing: bloomConfig.luminanceSmoothing ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].luminanceSmoothing,
847
+ mipmapBlur: bloomConfig.mipmapBlur ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].mipmapBlur,
848
+ radius: bloomConfig.radius ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].radius,
849
+ levels: bloomConfig.levels ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].levels,
850
+ });
851
+ effect.inverted = true; // Use inverted true to apply to all objects
852
+ effect.ignoreBackground = bloomConfig.ignoreBackground ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].ignoreBackground!;
853
+ return [effect];
854
+ }
855
+
856
+ case PostProcessPass.SMAA: {
857
+ const smaaConfig = config as SMAAEffectConfig;
858
+ return [new SMAAEffect({
859
+ preset: smaaConfig.preset ?? DEFAULT_CONFIGS[PostProcessPass.SMAA].preset,
860
+ })];
861
+ }
862
+
863
+ case PostProcessPass.ToneMapping: {
864
+ const toneMappingConfig = config as ToneMappingEffectConfig;
865
+ const defaults = DEFAULT_CONFIGS[PostProcessPass.ToneMapping] as ToneMappingEffectConfig;
866
+
867
+ // Apply exposure to renderer if specified
868
+ if (toneMappingConfig.exposure !== undefined && this.lastRenderer) {
869
+ this.lastRenderer.toneMappingExposure = toneMappingConfig.exposure;
870
+ }
871
+
872
+ return [new ToneMappingEffect({
873
+ mode: toneMappingConfig.mode ?? defaults.mode,
874
+ resolution: toneMappingConfig.resolution ?? defaults.resolution,
875
+ whitePoint: toneMappingConfig.whitePoint ?? defaults.whitePoint,
876
+ middleGrey: toneMappingConfig.middleGrey ?? defaults.middleGrey,
877
+ minLuminance: toneMappingConfig.minLuminance ?? defaults.minLuminance,
878
+ averageLuminance: toneMappingConfig.averageLuminance ?? defaults.averageLuminance,
879
+ adaptationRate: toneMappingConfig.adaptationRate ?? defaults.adaptationRate,
880
+ })];
881
+ }
882
+
883
+ default:
884
+ console.warn(`Unknown effect type: ${(config as any).type}`);
885
+ return [];
886
+ }
887
+ }
888
+
889
+ /** Apply configuration to an existing effect without recreating it */
890
+ private applyConfigToEffect(passType: PostProcessPass, config: EffectConfig, wrapper: EffectPassWrapper) {
891
+ switch (passType) {
892
+ case PostProcessPass.ObjectOutline: {
893
+ const outlineConfig = config as ObjectOutlineEffectConfig;
894
+ const outlineEffect = wrapper.getEffect(ObjectOutlineEffect);
895
+ if (outlineEffect) {
896
+ // Update outline effect properties
897
+ outlineEffect.edgeThickness = outlineConfig.edgeThickness ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeThickness!;
898
+ outlineEffect.edgeIntensity = outlineConfig.edgeIntensity ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].edgeIntensity!;
899
+ outlineEffect.visibleEdgeColor = outlineConfig.visibleEdgeColor ?? DEFAULT_CONFIGS[PostProcessPass.ObjectOutline].visibleEdgeColor!;
900
+ }
901
+ break;
902
+ }
903
+
904
+ case PostProcessPass.Bloom: {
905
+ const bloomConfig = config as BloomEffectConfig;
906
+ const bloomEffect = wrapper.getEffect(SelectiveBloomEffect);
907
+ if (bloomEffect) {
908
+ // Update selective bloom effect properties
909
+ bloomEffect.intensity = bloomConfig.intensity ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].intensity!;
910
+ bloomEffect.inverted = true; // Use inverted true to apply to all objects
911
+ bloomEffect.ignoreBackground = bloomConfig.ignoreBackground ?? DEFAULT_CONFIGS[PostProcessPass.Bloom].ignoreBackground!;
912
+
913
+ // Update luminance properties
914
+ if (bloomConfig.luminanceThreshold !== undefined) {
915
+ bloomEffect.luminanceMaterial.threshold = bloomConfig.luminanceThreshold;
916
+ }
917
+ if (bloomConfig.luminanceSmoothing !== undefined) {
918
+ bloomEffect.luminanceMaterial.smoothing = bloomConfig.luminanceSmoothing;
919
+ }
920
+
921
+ // Update mipmap blur properties
922
+ if (bloomConfig.mipmapBlur !== undefined) {
923
+ bloomEffect.mipmapBlurPass.enabled = bloomConfig.mipmapBlur;
924
+ }
925
+ if (bloomConfig.radius !== undefined) {
926
+ bloomEffect.mipmapBlurPass.radius = bloomConfig.radius;
927
+ }
928
+ if (bloomConfig.levels !== undefined) {
929
+ bloomEffect.mipmapBlurPass.levels = bloomConfig.levels;
930
+ }
931
+ }
932
+ break;
933
+ }
934
+
935
+ case PostProcessPass.ToneMapping: {
936
+ const toneMappingConfig = config as ToneMappingEffectConfig;
937
+ const defaults = DEFAULT_CONFIGS[PostProcessPass.ToneMapping] as ToneMappingEffectConfig;
938
+ const toneMappingEffect = wrapper.getEffect(ToneMappingEffect);
939
+ if (toneMappingEffect) {
940
+ // Update tone mapping effect properties
941
+ toneMappingEffect.mode = toneMappingConfig.mode ?? defaults.mode!;
942
+
943
+ // Cast to any to access setter properties that may not be defined in TypeScript
944
+ const effect = toneMappingEffect as any;
945
+
946
+ // Update white point and middle grey for Reinhard2 operators
947
+ if (toneMappingConfig.whitePoint !== undefined) {
948
+ effect.whitePoint = toneMappingConfig.whitePoint;
949
+ }
950
+ if (toneMappingConfig.middleGrey !== undefined) {
951
+ effect.middleGrey = toneMappingConfig.middleGrey;
952
+ }
953
+ if (toneMappingConfig.averageLuminance !== undefined) {
954
+ effect.averageLuminance = toneMappingConfig.averageLuminance;
955
+ }
956
+
957
+ // Update resolution for adaptive tone mapping
958
+ if (toneMappingConfig.resolution !== undefined) {
959
+ effect.resolution = toneMappingConfig.resolution;
960
+ }
961
+
962
+ // Update adaptive luminance properties if available
963
+ if (effect.adaptiveLuminanceMaterial) {
964
+ if (toneMappingConfig.minLuminance !== undefined) {
965
+ effect.adaptiveLuminanceMaterial.minLuminance = toneMappingConfig.minLuminance;
966
+ }
967
+ if (toneMappingConfig.adaptationRate !== undefined) {
968
+ effect.adaptiveLuminanceMaterial.adaptationRate = toneMappingConfig.adaptationRate;
969
+ }
970
+ }
971
+ }
972
+ break;
973
+ }
974
+
975
+ case PostProcessPass.SMAA: {
976
+ const smaaConfig = config as SMAAEffectConfig;
977
+ const smaaEffect = wrapper.getEffect(SMAAEffect);
978
+ if (smaaEffect && smaaConfig.preset !== undefined) {
979
+ smaaEffect.applyPreset(smaaConfig.preset);
980
+ }
981
+ break;
982
+ }
983
+ }
984
+ }
985
+
986
+ private clearResources() {
987
+ if (this.composer) {
988
+ this.composer.dispose();
989
+ this.composer = null;
990
+ }
991
+
992
+ for (const [_, effect] of this.effects) {
993
+ effect.dispose();
994
+ }
995
+ this.effects.clear();
996
+ this.effectsInitialized = false;
997
+ }
998
+ }
999
+
1000
+ ObjectOutlineEffect.prototype.addSelectedActor = function (actor: Actor) {
1001
+ const sceneObjects = actor.getComponents(SceneComponent);
1002
+
1003
+ for (const sceneObject of sceneObjects) {
1004
+ sceneObject.traverse((child) => {
1005
+ if (child instanceof THREE.Mesh) {
1006
+ this.selection.add(child);
1007
+ }
1008
+ });
1009
+ }
1010
+
1011
+ return this;
1012
+ };
1013
+
1014
+ ObjectOutlineEffect.prototype.removeSelectedActor = function (actor: Actor) {
1015
+ const sceneObjects = actor.getComponents(SceneComponent);
1016
+ for (const sceneObject of sceneObjects) {
1017
+ sceneObject.traverse((child) => {
1018
+ if (child instanceof THREE.Mesh) {
1019
+ this.selection.delete(child);
1020
+ }
1021
+ });
1022
+ };
1023
+ return this;
1024
+ };
1025
+