@effect-motion/renderer 0.5.0

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+ import type { ThreeRaw as THREE } from "@effect-motion/three";
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+ import type { Effect } from "effect";
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+ import type { EffectMotionError, Entity } from "effect-motion";
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+ import type * as Images from "./Images.js";
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+ import type * as Text from "./Text.js";
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+ /**
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+ * The contract for drawing one kind of entity — how you teach the renderer
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+ * to draw something it does not already know.
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+ *
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+ * @remarks
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+ * Renderers are RETAINED rather than immediate: instead of one paint
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+ * function called every frame, each provides three moments in an object's
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+ * life.
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+ *
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+ * - `build` — create the three object, once, when the instance first appears.
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+ * - `update` — mutate that object when its data or world position changed.
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+ * Skipped entirely on frames where nothing changed.
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+ * - `dispose` (on the returned {@link Retained}) — release GPU resources
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+ * when the instance leaves the frame.
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+ *
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+ * The split is what keeps a still scene cheap and, more importantly, what
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+ * makes GPU resources land in a `dispose` you control: geometries,
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+ * materials, and textures created in `build` are yours to free.
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+ *
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+ * Register renderers through the `renderers` option on either
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+ * `Renderer.make` or the Node adapter's `make`; the map is merged over the
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+ * built-ins by entity tag, so the same mechanism adds a new kind or
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+ * overrides an existing one.
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+ */
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+ /**
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+ * A leaf's final position in scene space, with every ancestor group's
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+ * translation already folded in.
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+ *
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+ * @remarks
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+ * Absolute, not relative: a renderer never has to walk parents itself. In
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+ * SCENE coordinates (x right, y up, origin at the viewport center) — pass
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+ * through {@link RenderContext.toThree} to keep the boundary explicit.
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+ */
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+ export interface World {
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+ readonly x: number;
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+ readonly y: number;
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+ readonly z: number;
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+ }
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+ /**
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+ * The services a renderer implementation gets from the engine: coordinate
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+ * conversion, viewport size, async registration, and the shared text and
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+ * image actors.
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+ */
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+ export interface RenderContext {
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+ /**
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+ * Convert scene coordinates to three coordinates.
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+ *
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+ * @remarks
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+ * The two spaces are axis-identical (x right, y up, origin at the
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+ * viewport center), so this is the identity — kept as the one named
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+ * boundary seam. Always position objects through this rather than
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+ * assuming the equivalence at call sites.
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+ */
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+ readonly toThree: (x: number, y: number, z: number) => THREE.Vector3;
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+ /** Current viewport width in scene units. */
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+ readonly width: number;
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+ /** Current viewport height in scene units. */
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+ readonly height: number;
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+ /**
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+ * Register async work the frame must not be drawn without.
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+ *
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+ * @remarks
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+ * `build` and `update` are synchronous, but some content is not ready
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+ * immediately — a glyph layout, a texture decode. Hand that work here and
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+ * the render path waits for it before presenting, so a frame never ships
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+ * half-built. Failures surface in the render call's error channel.
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+ */
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+ readonly waitFor: (work: Effect.Effect<unknown, EffectMotionError>) => void;
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+ /** The shared SDF text actor: registered fonts, the glyph atlas, layout. */
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+ readonly text: Text.Text;
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+ /** Decoded image textures, cached for the renderer's scope. */
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+ readonly images: Images.Images;
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+ }
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+ /**
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+ * One instance as it is handed to a renderer: its id, its entity data for
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+ * this frame, and its composed world position.
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+ *
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+ * @typeParam Ent - The entity data type this renderer draws.
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+ */
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+ export interface Leaf<Ent = Entity.Entity> {
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+ readonly id: string;
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+ readonly data: Ent;
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+ readonly world: World;
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+ }
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+ /**
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+ * What a renderer hands back from `build` and keeps for the life of an
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+ * instance: the three object, its billboard behavior, and how to free it.
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+ */
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+ export interface Retained {
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+ readonly object: THREE.Object3D;
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+ /**
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+ * Whether the object turns to face the camera each frame.
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+ *
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+ * @remarks
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+ * `true` keeps an authored silhouette intact under any camera orbit — a
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+ * circle stays circular rather than foreshortening into an ellipse.
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+ * `false` lets the object sit in the world as a real oriented plane.
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+ *
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+ * Mutable, because a shape can change its mind: a Rect billboards while
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+ * its rotation is zero and stops the moment it tilts.
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+ */
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+ billboard: boolean;
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+ /**
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+ * Release GPU resources — geometries, materials, textures.
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+ *
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+ * @remarks
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+ * Called when the instance leaves the frame or the renderer's scope
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+ * closes. Anything allocated in `build` that holds GPU memory is freed
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+ * here; three does not do it for you.
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+ */
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+ readonly dispose: () => void;
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+ }
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+ /**
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+ * How to draw one kind of entity.
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+ *
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+ * @remarks
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+ * See the module overview for the retained `build` / `update` / `dispose`
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+ * lifecycle. Pass an implementation via the `renderers` option on
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+ * `Renderer.make` or the Node adapter's `make`, keyed by entity tag.
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+ *
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+ * @typeParam Ent - The entity data type this renderer draws.
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+ *
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+ * @example
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+ * Override how Circles are drawn — a flat wireframe instead of the built-in.
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+ * ```typescript
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+ * const wireCircle: EntityRenderer.EntityRenderer<Entity.EntityByTag<"Circle">> = {
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+ * build: (leaf, ctx) => {
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+ * const geometry = new THREE.CircleGeometry(leaf.data.radius, 32);
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+ * const material = new THREE.MeshBasicMaterial({ wireframe: true });
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+ * const object = new THREE.Mesh(geometry, material);
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+ * object.position.copy(ctx.toThree(leaf.world.x, leaf.world.y, leaf.world.z));
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+ * return {
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+ * object,
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+ * billboard: true,
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+ * dispose: () => {
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+ * geometry.dispose();
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+ * material.dispose();
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+ * },
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+ * };
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+ * },
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+ * update: (retained, leaf, ctx) => {
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+ * retained.object.position.copy(
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+ * ctx.toThree(leaf.world.x, leaf.world.y, leaf.world.z),
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+ * );
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+ * },
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+ * };
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+ *
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+ * const renderer = yield* NodeRenderer.make({
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+ * width: 500,
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+ * height: 300,
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+ * renderers: { Circle: wireCircle },
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+ * });
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+ * ```
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+ */
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+ export interface EntityRenderer<Ent> {
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+ /**
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+ * Create the three object for a newly appeared instance.
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+ *
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+ * @remarks
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+ * Called once per instance. Anything allocated here that holds GPU memory
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+ * must be released by the returned {@link Retained}'s `dispose`.
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+ */
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+ readonly build: (leaf: Leaf<Ent>, ctx: RenderContext) => Retained;
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+ /**
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+ * Mutate an existing object because its data or world position changed.
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+ *
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+ * @remarks
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+ * Called only when something actually changed, so this is where per-frame
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+ * work belongs. Mutate the retained object in place rather than replacing
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+ * it — the engine holds the reference already in the scene.
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+ */
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+ readonly update: (retained: Retained, leaf: Leaf<Ent>, ctx: RenderContext) => void;
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+ }
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+ /**
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+ * An exhaustive map from every built-in entity tag to its renderer.
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+ *
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+ * @remarks
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+ * Exhaustive on purpose: adding an entity to the core library without a
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+ * renderer here is a compile error rather than a blank space at runtime.
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+ */
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+ export type EntityRenderers = {
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+ readonly [Tag in Entity.EntityTag]: EntityRenderer<Entity.EntityByTag<Tag>>;
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+ };
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+ export {};
@@ -0,0 +1,68 @@
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+ import { ThreeRaw as THREE } from "@effect-motion/three";
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+ import { Deferred, Effect } from "effect";
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+ import { EffectMotionError } from "effect-motion";
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+ /**
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+ * Decoded image textures, cached per renderer.
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+ *
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+ * @remarks
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+ * Encoded bytes arrive from loader services and are decoded once per
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+ * renderer scope into three textures, released when that scope closes. An
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+ * image used on a thousand frames is decoded once.
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+ *
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+ * This module is the decode boundary. In a browser, decoding goes through
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+ * the platform's own `createImageBitmap`; in Node it sniffs magic bytes and
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+ * decodes PNG or JPEG with pure-JS decoders — no canvas and no native
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+ * dependencies, which is what keeps headless export portable. On the Node
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+ * path, PNG and JPEG are the supported formats.
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+ *
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+ * Decodes are forked so they overlap the rest of the frame's sync rather
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+ * than blocking it, and `whenReady` on the sync actor is what waits for
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+ * them before a frame is drawn.
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+ */
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+ /** A decoded image: its GPU texture and natural pixel dimensions. */
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+ export interface DecodedImage {
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+ readonly texture: THREE.Texture;
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+ /** Natural width in pixels, before any scaling. */
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+ readonly width: number;
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+ /** Natural height in pixels, before any scaling. */
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+ readonly height: number;
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+ }
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+ /**
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+ * The per-renderer image cache. Mostly data — the API is the sibling
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+ * functions ({@link register}, {@link ready}, {@link has},
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+ * {@link dispose}).
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+ */
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+ export interface Images {
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+ /** internal: image id → its in-flight or completed decode */
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+ readonly entries: Map<string, Deferred.Deferred<DecodedImage, EffectMotionError>>;
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+ }
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+ export declare const make: () => Images;
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+ export declare const has: (images: Images, id: string) => boolean;
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+ /**
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+ * Begin decoding an image's bytes under an id.
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+ *
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+ * @remarks
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+ * Idempotent per id: registering the same image twice does nothing the
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+ * second time, and a racing decode cannot clobber the first result. The
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+ * decode is forked so it overlaps the rest of the frame's sync; use
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+ * {@link ready} to await the texture.
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+ */
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+ export declare const register: (images: Images, id: string, bytes: Uint8Array<ArrayBufferLike>) => Effect.Effect<void, never, import("effect/Scope").Scope>;
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+ /**
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+ * Await the decoded texture for an id.
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+ *
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+ * @remarks
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+ * {@link register} must have run first — asking for an unregistered image is
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+ * a defect, though in practice `Sync.resolveResources` guarantees
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+ * registration for anything a frame references. A failed decode arrives as a
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+ * typed error naming the image.
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+ */
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+ export declare const ready: (images: Images, id: string) => Effect.Effect<DecodedImage, EffectMotionError>;
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+ /**
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+ * Release every decoded texture.
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+ *
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+ * @remarks
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+ * Called when the renderer's scope closes. Only completed decodes hold a
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+ * texture — an in-flight or failed one has nothing to free.
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+ */
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+ export declare const dispose: (images: Images) => Effect.Effect<void, never, never>;
package/dist/Images.js ADDED
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+ import { ThreeRaw as THREE } from "@effect-motion/three";
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+ import { Deferred, Effect } from "effect";
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+ import { EffectMotionError } from "effect-motion";
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+ const decodeNode = async (bytes) => {
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+ const isPng = bytes[0] === 0x89 && bytes[1] === 0x50 && bytes[2] === 0x4e;
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+ const isJpeg = bytes[0] === 0xff && bytes[1] === 0xd8;
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+ let rgba;
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+ let width;
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+ let height;
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+ if (isPng) {
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+ const { PNG } = await import("pngjs");
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+ const png = PNG.sync.read(Buffer.from(bytes));
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+ rgba = new Uint8Array(png.data);
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+ width = png.width;
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+ height = png.height;
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+ }
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+ else if (isJpeg) {
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+ const jpeg = await import("jpeg-js");
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+ const decoded = jpeg.decode(bytes, { useTArray: true });
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+ rgba = decoded.data;
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+ width = decoded.width;
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+ height = decoded.height;
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+ }
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+ else {
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+ throw new Error("unsupported image format on the Node path — PNG and JPEG are supported (headless decode is pure JS)");
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+ }
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+ // decoded rows are top-down; DataTexture samples v=0 at data row 0
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+ // (bottom in three's UV convention) — flip rows so the image is upright
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+ const flipped = new Uint8Array(rgba.length);
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+ const stride = width * 4;
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+ for (let y = 0; y < height; y++) {
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+ flipped.set(rgba.subarray(y * stride, (y + 1) * stride), (height - 1 - y) * stride);
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+ }
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+ const texture = new THREE.DataTexture(flipped, width, height, THREE.RGBAFormat, THREE.UnsignedByteType);
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+ texture.colorSpace = THREE.SRGBColorSpace;
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+ texture.minFilter = THREE.LinearFilter;
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+ texture.magFilter = THREE.LinearFilter;
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+ texture.needsUpdate = true;
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+ return { texture, width, height };
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+ };
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+ const decodeBrowser = async (bytes) => {
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+ const bitmap = await createImageBitmap(new Blob([bytes]));
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+ const texture = new THREE.Texture(bitmap);
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+ texture.colorSpace = THREE.SRGBColorSpace;
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+ texture.needsUpdate = true;
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+ return { texture, width: bitmap.width, height: bitmap.height };
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+ };
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+ /**
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+ * Decode bytes to a texture, picking the platform's decoder. Internal —
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+ * failures are typed and name the image.
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+ */
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+ const decode = (id, bytes) => Effect.tryPromise({
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+ try: () => typeof createImageBitmap === "undefined"
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+ ? decodeNode(bytes)
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+ : decodeBrowser(bytes),
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+ catch: (cause) => EffectMotionError.of(`Images: decoding image "${id}" failed`, cause),
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+ });
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+ export const make = () => ({ entries: new Map() });
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+ export const has = (images, id) => images.entries.has(id);
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+ /**
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+ * Begin decoding an image's bytes under an id.
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+ *
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+ * @remarks
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+ * Idempotent per id: registering the same image twice does nothing the
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+ * second time, and a racing decode cannot clobber the first result. The
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+ * decode is forked so it overlaps the rest of the frame's sync; use
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+ * {@link ready} to await the texture.
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+ */
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+ export const register = Effect.fnUntraced(function* (images, id, bytes) {
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+ if (images.entries.has(id)) {
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+ return;
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+ }
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+ const deferred = yield* Deferred.make();
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+ images.entries.set(id, deferred);
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+ // fork: the decode overlaps sync work rather than blocking it. Its
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+ // result lands in the Deferred either way, so a failure surfaces
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+ // through `ready` instead of dying on an unobserved fiber.
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+ yield* Effect.forkScoped(Effect.matchEffect(decode(id, bytes), {
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+ onFailure: (error) => Deferred.fail(deferred, error),
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+ onSuccess: (image) => Deferred.succeed(deferred, image),
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+ }));
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+ });
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+ /**
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+ * Await the decoded texture for an id.
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+ *
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+ * @remarks
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+ * {@link register} must have run first — asking for an unregistered image is
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+ * a defect, though in practice `Sync.resolveResources` guarantees
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+ * registration for anything a frame references. A failed decode arrives as a
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+ * typed error naming the image.
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+ */
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+ export const ready = (images, id) => {
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+ const entry = images.entries.get(id);
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+ return entry === undefined
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+ ? Effect.die(new Error(`Images: image "${id}" was not registered before use`))
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+ : Deferred.await(entry);
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+ };
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+ /**
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+ * Release every decoded texture.
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+ *
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+ * @remarks
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+ * Called when the renderer's scope closes. Only completed decodes hold a
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+ * texture — an in-flight or failed one has nothing to free.
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+ */
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+ export const dispose = Effect.fnUntraced(function* (images) {
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+ for (const entry of images.entries.values()) {
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+ const done = yield* Deferred.isDone(entry);
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+ if (!done) {
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+ continue;
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+ }
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+ yield* Deferred.await(entry).pipe(Effect.map((image) => image.texture.dispose()),
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+ // a failed decode has no texture — nothing to release
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+ Effect.ignore);
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+ }
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+ images.entries.clear();
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+ });
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+ declare const RenderException_base: new <A extends Record<string, any> = {}>(args: import("effect/Types").VoidIfEmpty<{ readonly [P in keyof A as P extends "_tag" ? never : P]: A[P]; }>) => import("effect/Cause").YieldableError & {
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+ readonly _tag: "RenderException";
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+ } & Readonly<A>;
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+ /**
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+ * A malformed scene graph, found while walking a frame.
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+ *
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+ * @remarks
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+ * Raised for four situations, each an authoring bug rather than a
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+ * recoverable condition:
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+ *
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+ * - an instance referenced more than once (a duplicate parent, or a cycle);
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+ * - a reference to an instance id that is not in the frame;
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+ * - a `Hud` nested inside world content, when it must be a top-level child
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+ * of the root or of another Hud;
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+ * - an entity whose kind has no registered renderer.
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+ *
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+ * The message names the offending instance. It arrives as a typed error
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+ * rather than a thrown exception: the walk itself throws to escape a deep
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+ * recursion, but that is caught once at the sync seam so callers never see
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+ * an exception cross an unrelated Effect boundary.
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+ */
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+ export declare class RenderException extends RenderException_base<{
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+ readonly message: string;
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+ readonly cause?: unknown;
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+ }> {
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+ /** Build the error with a message and an optional underlying cause. */
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+ static of(message: string, cause?: unknown): RenderException;
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+ }
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+ export {};
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+ import { Data } from "effect";
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+ /**
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+ * A malformed scene graph, found while walking a frame.
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+ *
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+ * @remarks
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+ * Raised for four situations, each an authoring bug rather than a
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+ * recoverable condition:
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+ *
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+ * - an instance referenced more than once (a duplicate parent, or a cycle);
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+ * - a reference to an instance id that is not in the frame;
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+ * - a `Hud` nested inside world content, when it must be a top-level child
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+ * of the root or of another Hud;
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+ * - an entity whose kind has no registered renderer.
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+ *
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+ * The message names the offending instance. It arrives as a typed error
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+ * rather than a thrown exception: the walk itself throws to escape a deep
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+ * recursion, but that is caught once at the sync seam so callers never see
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+ * an exception cross an unrelated Effect boundary.
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+ */
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+ export class RenderException extends Data.TaggedError("RenderException") {
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+ /** Build the error with a message and an optional underlying cause. */
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+ static of(message, cause) {
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+ return new RenderException({ message, cause });
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+ }
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+ }
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+ import type { ThreeException } from "@effect-motion/three";
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+ import { Renderer as Gpu } from "@effect-motion/three";
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+ import { Effect, Scope } from "effect";
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+ import type { EffectMotionError } from "effect-motion";
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+ import type { Frame } from "effect-motion/Scene";
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+ import type { EntityRenderer } from "./EntityRenderer.js";
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+ import type { RenderException } from "./RenderException.js";
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+ import * as Sync from "./Sync.js";
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+ /**
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+ * The browser renderer: draws frames to a canvas with WebGPU.
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+ *
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+ * @remarks
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+ * Acquire one with {@link make} inside a `Scope`, then drive it once per
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+ * frame in three steps:
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+ *
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+ * 1. {@link resolveResources} — make sure fonts and images the frame needs
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+ * are loaded.
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+ * 2. {@link syncFrame} — bring the retained three scene in step with the
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+ * frame.
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+ * 3. {@link render} — draw it.
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+ *
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+ * The split exists so resource loading and scene-graph work can be paid for
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+ * separately from drawing; a player can sync ahead of presenting.
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+ *
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+ * Everything is scoped: the GPU renderer and every retained object are
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+ * released when the scope closes.
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+ *
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+ * For headless rendering and PNG export, use
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+ * `@effect-motion/renderer/node` instead.
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+ */
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+ type AnyFrame = Frame<unknown>;
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+ type AnyEntityRenderer = EntityRenderer<never>;
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+ /**
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+ * Draw every nested sub-composition into its own render target.
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+ *
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+ * @remarks
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+ * Internal, called by both render paths before their main pass. Depth-first,
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+ * so a comp nested inside another is drawn before its parent samples it, and
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+ * the previously bound target is always restored — including when a render
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+ * fails.
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+ */
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+ export declare const renderCompTargets: (renderer: Gpu.Renderer, sync: Sync.Sync, pixelRatio: number) => Effect.Effect<void, ThreeException, never>;
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+ export interface MakeOptions {
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+ /** Canvas to draw into; one is created if omitted. */
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+ readonly canvas?: HTMLCanvasElement;
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+ /** Logical width in CSS pixels. */
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+ readonly width: number;
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+ /** Logical height in CSS pixels. */
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+ readonly height: number;
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+ /**
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+ * Device pixels per logical pixel — pass `window.devicePixelRatio` for a
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+ * sharp result on a high-DPI display.
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+ *
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+ * @defaultValue `1`
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+ */
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+ readonly pixelRatio?: number;
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+ /**
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+ * Renderers for custom entity kinds, or overrides for built-in ones.
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+ * Merged over the built-in manifest by entity tag.
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+ */
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+ readonly renderers?: Record<string, AnyEntityRenderer>;
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+ }
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+ /**
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+ * A live browser renderer.
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+ *
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+ * @remarks
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+ * Mostly data — the API is the sibling functions ({@link syncFrame},
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+ * {@link resolveResources}, {@link render}, {@link prewarm}). `sync.stats`
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+ * is useful for diagnostics: it reports how many objects are retained and
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+ * how long the last sync took.
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+ */
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+ export interface Renderer {
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+ readonly sync: Sync.Sync;
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+ readonly gpu: Gpu.Renderer;
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+ /**
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+ * The scope this renderer was acquired in. Image decodes fork into it,
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+ * so they are interrupted with the renderer rather than outliving it —
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+ * and callers of `resolveResources` do not have to carry a Scope of
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+ * their own.
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+ */
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+ readonly scope: Scope.Scope;
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+ }
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+ /**
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+ * Resize the drawing buffer.
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+ *
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+ * @remarks
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+ * `width` and `height` are logical (CSS) pixels; `pixelRatio` scales to
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+ * device pixels, so pass `window.devicePixelRatio` for a sharp result on a
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+ * high-DPI display. Call on canvas resize.
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+ */
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+ export declare const setViewport: {
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+ (width: number, height: number, pixelRatio: number): (renderer: Renderer) => Renderer;
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+ (renderer: Renderer, width: number, height: number, pixelRatio: number): Renderer;
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+ };
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+ /**
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+ * Bring the retained three scene in step with a frame.
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+ *
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+ * @remarks
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+ * This is the diff: objects new to this frame are built, ones whose data or
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+ * world position changed are updated, and ones that left are disposed.
101
+ * Unchanged objects are skipped entirely, which is what makes a mostly-still
102
+ * scene cheap to hold on screen.
103
+ *
104
+ * Scene-graph problems — an instance referenced twice, an unknown id, a Hud
105
+ * nested inside world content, an entity with no registered renderer —
106
+ * arrive as a typed {@link RenderException} naming the offender rather than
107
+ * as a thrown exception.
108
+ */
109
+ export declare const syncFrame: (renderer: Renderer, frame: AnyFrame) => Effect.Effect<void, RenderException>;
110
+ /**
111
+ * Load the fonts and images a frame needs, before syncing it.
112
+ *
113
+ * @remarks
114
+ * Resources are resolved from the CALLER's context, so the loaders a scene
115
+ * declared must be provided around this call. Work is done once per resource
116
+ * per renderer: already-loaded fonts and images are skipped.
117
+ *
118
+ * The built-in default font is auto-provided, so plain text needs no setup.
119
+ * A font or image the frame references with no loader in context is a defect
120
+ * naming the id and the `Font.layer` / `Image.layer` call that would fix it.
121
+ */
122
+ export declare const resolveResources: (renderer: Renderer, frame: AnyFrame) => Effect.Effect<void>;
123
+ /**
124
+ * Draw the current retained scene to the canvas.
125
+ *
126
+ * @remarks
127
+ * Call after {@link syncFrame}. Before drawing, this waits for the async
128
+ * work that sync registered — glyph layouts and image decodes — so a frame
129
+ * never presents half-built text or a missing texture. A failed layout or
130
+ * decode surfaces as a typed error naming the resource.
131
+ *
132
+ * Nested sub-compositions are drawn to their own render targets first, then
133
+ * the world, then any HUD content composited on top through an identity
134
+ * camera so it ignores camera movement.
135
+ *
136
+ * Depth of field is not applied: every frame renders sharp, regardless of a
137
+ * camera's `aperture`.
138
+ */
139
+ export declare const render: (renderer: Renderer) => Effect.Effect<void, ThreeException | EffectMotionError>;
140
+ /**
141
+ * Compile shader pipelines ahead of showing anything.
142
+ *
143
+ * @remarks
144
+ * Call once after the first {@link syncFrame} and before revealing the
145
+ * canvas. WebGPU compiles a pipeline the first time it is used, which would
146
+ * otherwise land as a visible hitch on frame one; doing it here moves that
147
+ * cost into startup.
148
+ */
149
+ export declare const prewarm: (renderer: Renderer) => Effect.Effect<void, ThreeException>;
150
+ /**
151
+ * Acquire a renderer for a canvas.
152
+ *
153
+ * @remarks
154
+ * Scoped: the GPU device and every retained object are disposed when the
155
+ * scope closes, so a player that mounts and unmounts leaks nothing.
156
+ *
157
+ * Pass `renderers` to draw entity kinds the built-ins do not cover, or to
158
+ * override how a built-in kind is drawn — the map is merged over the
159
+ * built-in manifest by entity tag.
160
+ *
161
+ * @param options - Canvas, dimensions, pixel ratio, and any custom entity
162
+ * renderers.
163
+ * @returns A renderer, valid for the current scope.
164
+ *
165
+ * @example
166
+ * ```typescript
167
+ * const renderer = yield* Renderer.make({ canvas, width: 500, height: 300 });
168
+ * yield* Renderer.resolveResources(renderer, frame);
169
+ * yield* Renderer.syncFrame(renderer, frame);
170
+ * yield* Renderer.render(renderer);
171
+ * ```
172
+ */
173
+ export declare const make: (options: MakeOptions) => Effect.Effect<Renderer, ThreeException, Scope.Scope>;
174
+ export {};