@es3d/es3d 1.0.0 → 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -201
- package/README.md +86 -86
- package/docs/SPEC.md +417 -417
- package/package.json +1 -1
- package/scripts/es3d-cli.mjs +377 -377
- package/src/cache/geometry-store.js +392 -392
- package/src/cache/mesh-bundle.js +123 -123
- package/src/cache/sha256.js +73 -73
- package/src/format/ast.js +238 -238
- package/src/format/colors.js +93 -93
- package/src/format/compact-parser.js +171 -171
- package/src/format/compact-tokenizer.js +165 -165
- package/src/format/errors.js +247 -247
- package/src/format/json.js +55 -55
- package/src/format/limits.js +14 -14
- package/src/format/parse.js +92 -92
- package/src/format/schema.js +617 -617
- package/src/format/serializer.js +333 -333
- package/src/format/validator.js +330 -330
- package/src/format/value-error.js +12 -12
- package/src/format/value-format.js +314 -314
- package/src/format/values.js +459 -459
- package/src/format/xml-parser.js +136 -136
- package/src/format/xml-tokenizer.js +237 -237
- package/src/geometry/contour.js +86 -86
- package/src/geometry/extrude.js +175 -175
- package/src/geometry/gear.js +85 -85
- package/src/geometry/geometry-cache.js +159 -159
- package/src/geometry/lod-error.js +178 -178
- package/src/geometry/mesh.js +458 -458
- package/src/geometry/primitives.js +299 -299
- package/src/geometry/registry.js +645 -645
- package/src/geometry/revolve.js +136 -136
- package/src/geometry/sweep.js +441 -441
- package/src/index.js +47 -47
- package/src/io/compression.js +67 -67
- package/src/io/convert.js +236 -236
- package/src/io/download.js +13 -13
- package/src/io/external-scene.js +127 -127
- package/src/io/file-loader.js +28 -28
- package/src/io/gltf.js +630 -630
- package/src/io/mesh-import.js +104 -104
- package/src/io/obj.js +352 -352
- package/src/io/step-brep.js +439 -439
- package/src/io/step-exact.js +1149 -1149
- package/src/io/step.js +1418 -1418
- package/src/io/stl.js +193 -193
- package/src/io/svg-import.js +787 -787
- package/src/material/materials.js +154 -154
- package/src/math/mat4.js +475 -475
- package/src/math/random.js +30 -30
- package/src/math/trig.js +65 -65
- package/src/math/vec3.js +81 -81
- package/src/optimize/optimizer.js +579 -579
- package/src/path/path-flatten.js +322 -322
- package/src/path/path-parser.js +332 -332
- package/src/path/shapes.js +129 -129
- package/src/path/triangulate.js +517 -517
- package/src/pipeline.js +74 -74
- package/src/render/camera.js +168 -168
- package/src/render/frame-builder.js +362 -362
- package/src/render/geometry-pool.js +149 -149
- package/src/render/lighting.js +149 -149
- package/src/render/orbit-controls.js +237 -237
- package/src/render/renderer.js +258 -249
- package/src/render/scroll-timeline.js +104 -104
- package/src/render/shaders/glsl.js +285 -285
- package/src/render/shaders/wgsl.js +252 -252
- package/src/render/stage.js +364 -352
- package/src/render/texture-cache.js +40 -40
- package/src/render/textures.js +223 -223
- package/src/render/webgl2/webgl2-backend.js +586 -532
- package/src/render/webgpu/webgpu-backend.js +482 -480
- package/src/scene/flatten.js +754 -754
- package/src/scene/picking.js +161 -161
- package/src/scene/scene-graph.js +320 -320
- package/src/transform/transform.js +211 -211
- package/src/wasm/kernels-binary.js +3 -3
- package/src/wasm/kernels.js +385 -385
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@@ -1,40 +1,40 @@
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// Backend-independent texture bookkeeping: each distinct texture spec (by key
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// and usage) is generated or downloaded once; backends turn ready pixel data
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// into GPU textures. Failures are reported, never silently ignored.
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import { texturePixels } from './textures.js';
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export class TextureCache {
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constructor() {
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this.entries = new Map(); // `${kind}:${key}` -> {status, pixels, error, gpu, spec, kind}
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this.onReady = null; // called when an async texture finishes (request a redraw)
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this.onError = null;
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}
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/** Get (and start loading) a texture; returns the entry (status 'pending'|'ready'|'failed'). */
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get(spec, kind) {
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const id = `${kind}:${spec.key}`;
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let e = this.entries.get(id);
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if (e) return e;
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e = { id, spec, kind, status: 'pending', pixels: null, error: null, gpu: null };
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this.entries.set(id, e);
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texturePixels(spec, kind).then(
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(px) => {
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e.pixels = px;
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e.status = 'ready';
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if (this.onReady) this.onReady(e);
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},
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(err) => {
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e.status = 'failed';
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e.error = err;
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if (this.onError) this.onError(e, err);
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},
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);
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return e;
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}
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clear(destroy) {
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for (const e of this.entries.values()) if (e.gpu && destroy) destroy(e.gpu);
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this.entries.clear();
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}
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}
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// Backend-independent texture bookkeeping: each distinct texture spec (by key
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// and usage) is generated or downloaded once; backends turn ready pixel data
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// into GPU textures. Failures are reported, never silently ignored.
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import { texturePixels } from './textures.js';
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export class TextureCache {
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constructor() {
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this.entries = new Map(); // `${kind}:${key}` -> {status, pixels, error, gpu, spec, kind}
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this.onReady = null; // called when an async texture finishes (request a redraw)
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this.onError = null;
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}
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/** Get (and start loading) a texture; returns the entry (status 'pending'|'ready'|'failed'). */
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get(spec, kind) {
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const id = `${kind}:${spec.key}`;
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let e = this.entries.get(id);
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if (e) return e;
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e = { id, spec, kind, status: 'pending', pixels: null, error: null, gpu: null };
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this.entries.set(id, e);
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texturePixels(spec, kind).then(
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(px) => {
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e.pixels = px;
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e.status = 'ready';
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if (this.onReady) this.onReady(e);
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},
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(err) => {
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e.status = 'failed';
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e.error = err;
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if (this.onError) this.onError(e, err);
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},
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);
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return e;
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}
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clear(destroy) {
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for (const e of this.entries.values()) if (e.gpu && destroy) destroy(e.gpu);
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this.entries.clear();
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}
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}
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package/src/render/textures.js
CHANGED
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// Texture sources: procedural textures generated on the CPU (portable, no
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// image files needed) and image URLs (browser only). Procedural textures are
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// tileable so they repeat seamlessly with uvScale.
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import { hash2 } from '../math/random.js';
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const SIZE = 256;
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function rgba8(c) {
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return [Math.round(c[0] * 255), Math.round(c[1] * 255), Math.round(c[2] * 255), Math.round((c[3] ?? 1) * 255)];
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}
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function smoothstep(a, b, x) {
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const t = Math.max(0, Math.min(1, (x - a) / (b - a)));
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return t * t * (3 - 2 * t);
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}
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/** Tileable value noise (period = `period` cells) with fBm octaves. */
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function valueNoise(u, v, period, seed) {
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const x = u * period, y = v * period;
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const x0 = Math.floor(x), y0 = Math.floor(y);
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const fx = x - x0, fy = y - y0;
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const sx = fx * fx * (3 - 2 * fx), sy = fy * fy * (3 - 2 * fy);
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const h = (i, j) => hash2(((i % period) + period) % period, ((j % period) + period) % period, seed);
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const a = h(x0, y0), b = h(x0 + 1, y0), c = h(x0, y0 + 1), d = h(x0 + 1, y0 + 1);
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return a + (b - a) * sx + (c - a) * sy + (a - b - c + d) * sx * sy;
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}
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function fbm(u, v, period, seed) {
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let sum = 0, amp = 0.5, p = Math.max(1, Math.round(period)), norm = 0;
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for (let o = 0; o < 5; o++) {
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sum += valueNoise(u, v, p, seed + o * 17) * amp;
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norm += amp;
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amp *= 0.5;
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p *= 2;
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}
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return sum / norm;
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}
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function fill(size, fn) {
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const data = new Uint8ClampedArray(size * size * 4);
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for (let y = 0; y < size; y++) {
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for (let x = 0; x < size; x++) {
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const c = fn((x + 0.5) / size, (y + 0.5) / size);
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const o = (y * size + x) * 4;
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data[o] = c[0];
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data[o + 1] = c[1];
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data[o + 2] = c[2];
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data[o + 3] = c[3];
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}
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}
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return { width: size, height: size, data };
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}
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function mix(a, b, t) {
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return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t, a[3] + (b[3] - a[3]) * t];
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}
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/** Base color textures (sRGB values). */
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export function proceduralColor(spec, size = SIZE) {
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const p = spec.params;
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switch (spec.fn) {
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case 'checker': {
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const a = rgba8(p.color1), b = rgba8(p.color2);
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const n = Math.max(1, Math.round(p.count));
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return fill(size, (u, v) => ((Math.floor(u * n) + Math.floor(v * n)) % 2 === 0 ? a : b));
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}
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case 'stripes': {
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const a = rgba8(p.color1), b = rgba8(p.color2);
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const n = Math.max(1, Math.round(p.count));
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return fill(size, (u) => (Math.floor(u * n * 2) % 2 === 0 ? a : b));
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}
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case 'grid': {
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const line = rgba8(p.line), bg = rgba8(p.background);
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const n = Math.max(1, Math.round(p.count));
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const w = p.width / 2;
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return fill(size, (u, v) => {
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const fu = (u * n) % 1, fv = (v * n) % 1;
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const d = Math.min(fu, 1 - fu, fv, 1 - fv);
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return mix(line, bg, smoothstep(w * 0.6, w, d));
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});
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}
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case 'noise': {
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const a = rgba8(p.color1), b = rgba8(p.color2);
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return fill(size, (u, v) => mix(b, a, fbm(u, v, p.scale, p.seed)));
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}
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case 'bricks': {
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const brick = rgba8(p.brick), mortar = rgba8(p.mortar);
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const rows = Math.max(1, Math.round(p.count));
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return fill(size, (u, v) => {
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const row = Math.floor(v * rows);
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const uu = (u * rows * 0.5 + (row % 2) * 0.5) % 1;
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const fv = (v * rows) % 1;
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const d = Math.min(uu, 1 - uu, fv, 1 - fv);
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const shade = 0.88 + 0.24 * hash2(Math.floor(u * rows * 0.5 + (row % 2) * 0.5), row, 7);
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const b = [brick[0] * shade, brick[1] * shade, brick[2] * shade, 255];
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return mix(mortar, b, smoothstep(0.03, 0.06, d));
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});
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}
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default:
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throw new Error(`unknown procedural texture ${spec.fn}`);
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}
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}
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/** Height functions for normal maps (0..1 range, tileable). */
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function heightFn(spec) {
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const p = spec.params;
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switch (spec.fn) {
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case 'bumps': {
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const n = Math.max(1, Math.round(p.count));
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return (u, v) => {
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const fu = (u * n) % 1 - 0.5, fv = (v * n) % 1 - 0.5;
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const r = Math.hypot(fu, fv) * 2.4;
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return r < 1 ? Math.sqrt(1 - r * r) : 0;
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};
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}
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case 'tiles': {
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const n = Math.max(1, Math.round(p.count));
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return (u, v) => {
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const fu = (u * n) % 1, fv = (v * n) % 1;
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const d = Math.min(fu, 1 - fu, fv, 1 - fv);
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return smoothstep(p.gap * 0.5, p.gap * 1.5, d);
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};
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}
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case 'noise':
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return (u, v) => fbm(u, v, p.scale, p.seed);
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case 'waves': {
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const n = Math.max(1, Math.round(p.count));
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return (u) => 0.5 + 0.5 * Math.sin(u * n * Math.PI * 2);
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}
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case 'bricks': {
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const rows = Math.max(1, Math.round(p.count));
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return (u, v) => {
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const row = Math.floor(v * rows);
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const uu = (u * rows * 0.5 + (row % 2) * 0.5) % 1;
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const fv = (v * rows) % 1;
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return smoothstep(0.02, 0.07, Math.min(uu, 1 - uu, fv, 1 - fv));
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};
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}
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default:
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throw new Error(`unknown procedural normal map ${spec.fn}`);
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}
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}
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/** Tangent-space normal map (RGB = n * 0.5 + 0.5) from a procedural height field. */
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export function proceduralNormal(spec, size = SIZE) {
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const h = heightFn(spec);
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const strength = spec.params.strength ?? 1;
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const heights = new Float32Array(size * size);
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for (let y = 0; y < size; y++) for (let x = 0; x < size; x++) heights[y * size + x] = h((x + 0.5) / size, (y + 0.5) / size);
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const data = new Uint8ClampedArray(size * size * 4);
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const scale = strength * size * 0.02;
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for (let y = 0; y < size; y++) {
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for (let x = 0; x < size; x++) {
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const at = (i, j) => heights[((j + size) % size) * size + ((i + size) % size)];
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const dx = (at(x + 1, y) - at(x - 1, y)) * scale;
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const dy = (at(x, y + 1) - at(x, y - 1)) * scale;
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// image row y corresponds to texture coordinate v, so the tangent-space
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// normal of the height field h(u, v) is (-dh/du, -dh/dv, 1)
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let nx = -dx, ny = -dy, nz = 1;
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const l = Math.hypot(nx, ny, nz);
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nx /= l;
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ny /= l;
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nz /= l;
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const o = (y * size + x) * 4;
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data[o] = Math.round((nx * 0.5 + 0.5) * 255);
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data[o + 1] = Math.round((ny * 0.5 + 0.5) * 255);
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data[o + 2] = Math.round((nz * 0.5 + 0.5) * 255);
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data[o + 3] = 255;
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}
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}
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return { width: size, height: size, data };
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}
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175
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/** Box-filtered mip chain (level 0 is the input). */
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export function buildMips(img) {
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const levels = [img];
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let cur = img;
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while (cur.width > 1 || cur.height > 1) {
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const w = Math.max(1, cur.width >> 1), h = Math.max(1, cur.height >> 1);
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const out = new Uint8ClampedArray(w * h * 4);
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for (let y = 0; y < h; y++) {
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for (let x = 0; x < w; x++) {
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for (let c = 0; c < 4; c++) {
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let s = 0, k = 0;
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for (let dy = 0; dy < 2; dy++) {
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for (let dx = 0; dx < 2; dx++) {
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const sx = Math.min(cur.width - 1, x * 2 + dx), sy = Math.min(cur.height - 1, y * 2 + dy);
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s += cur.data[(sy * cur.width + sx) * 4 + c];
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k++;
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}
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}
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out[(y * w + x) * 4 + c] = s / k;
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}
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}
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}
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cur = { width: w, height: h, data: out };
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levels.push(cur);
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}
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return levels;
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}
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/** Load an image URL into RGBA pixels (browser only). */
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204
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export async function loadImagePixels(url) {
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const res = await fetch(url);
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if (!res.ok) throw new Error(`HTTP ${res.status} for ${url}`);
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const blob = await res.blob();
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const bmp = await createImageBitmap(blob);
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209
|
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// power-of-two size keeps mipmapping and repeat wrapping valid everywhere
|
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210
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const pot = (v) => Math.min(2048, 2 ** Math.round(Math.log2(Math.max(1, v))));
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211
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const w = pot(bmp.width), h = pot(bmp.height);
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212
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const canvas = typeof OffscreenCanvas !== 'undefined' ? new OffscreenCanvas(w, h) : Object.assign(document.createElement('canvas'), { width: w, height: h });
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213
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const ctx = canvas.getContext('2d');
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ctx.drawImage(bmp, 0, 0, w, h);
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215
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const id = ctx.getImageData(0, 0, w, h);
|
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216
|
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return { width: w, height: h, data: id.data };
|
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217
|
-
}
|
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218
|
-
|
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219
|
-
/** Resolve a texture spec into pixels (sync for procedural, async for URLs). */
|
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220
|
-
export function texturePixels(spec, kind) {
|
|
221
|
-
if (spec.kind === 'procedural') return Promise.resolve(kind === 'normal' ? proceduralNormal(spec) : proceduralColor(spec));
|
|
222
|
-
return loadImagePixels(spec.url);
|
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223
|
-
}
|
|
1
|
+
// Texture sources: procedural textures generated on the CPU (portable, no
|
|
2
|
+
// image files needed) and image URLs (browser only). Procedural textures are
|
|
3
|
+
// tileable so they repeat seamlessly with uvScale.
|
|
4
|
+
|
|
5
|
+
import { hash2 } from '../math/random.js';
|
|
6
|
+
|
|
7
|
+
const SIZE = 256;
|
|
8
|
+
|
|
9
|
+
function rgba8(c) {
|
|
10
|
+
return [Math.round(c[0] * 255), Math.round(c[1] * 255), Math.round(c[2] * 255), Math.round((c[3] ?? 1) * 255)];
|
|
11
|
+
}
|
|
12
|
+
|
|
13
|
+
function smoothstep(a, b, x) {
|
|
14
|
+
const t = Math.max(0, Math.min(1, (x - a) / (b - a)));
|
|
15
|
+
return t * t * (3 - 2 * t);
|
|
16
|
+
}
|
|
17
|
+
|
|
18
|
+
/** Tileable value noise (period = `period` cells) with fBm octaves. */
|
|
19
|
+
function valueNoise(u, v, period, seed) {
|
|
20
|
+
const x = u * period, y = v * period;
|
|
21
|
+
const x0 = Math.floor(x), y0 = Math.floor(y);
|
|
22
|
+
const fx = x - x0, fy = y - y0;
|
|
23
|
+
const sx = fx * fx * (3 - 2 * fx), sy = fy * fy * (3 - 2 * fy);
|
|
24
|
+
const h = (i, j) => hash2(((i % period) + period) % period, ((j % period) + period) % period, seed);
|
|
25
|
+
const a = h(x0, y0), b = h(x0 + 1, y0), c = h(x0, y0 + 1), d = h(x0 + 1, y0 + 1);
|
|
26
|
+
return a + (b - a) * sx + (c - a) * sy + (a - b - c + d) * sx * sy;
|
|
27
|
+
}
|
|
28
|
+
|
|
29
|
+
function fbm(u, v, period, seed) {
|
|
30
|
+
let sum = 0, amp = 0.5, p = Math.max(1, Math.round(period)), norm = 0;
|
|
31
|
+
for (let o = 0; o < 5; o++) {
|
|
32
|
+
sum += valueNoise(u, v, p, seed + o * 17) * amp;
|
|
33
|
+
norm += amp;
|
|
34
|
+
amp *= 0.5;
|
|
35
|
+
p *= 2;
|
|
36
|
+
}
|
|
37
|
+
return sum / norm;
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
function fill(size, fn) {
|
|
41
|
+
const data = new Uint8ClampedArray(size * size * 4);
|
|
42
|
+
for (let y = 0; y < size; y++) {
|
|
43
|
+
for (let x = 0; x < size; x++) {
|
|
44
|
+
const c = fn((x + 0.5) / size, (y + 0.5) / size);
|
|
45
|
+
const o = (y * size + x) * 4;
|
|
46
|
+
data[o] = c[0];
|
|
47
|
+
data[o + 1] = c[1];
|
|
48
|
+
data[o + 2] = c[2];
|
|
49
|
+
data[o + 3] = c[3];
|
|
50
|
+
}
|
|
51
|
+
}
|
|
52
|
+
return { width: size, height: size, data };
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
function mix(a, b, t) {
|
|
56
|
+
return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t, a[3] + (b[3] - a[3]) * t];
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
/** Base color textures (sRGB values). */
|
|
60
|
+
export function proceduralColor(spec, size = SIZE) {
|
|
61
|
+
const p = spec.params;
|
|
62
|
+
switch (spec.fn) {
|
|
63
|
+
case 'checker': {
|
|
64
|
+
const a = rgba8(p.color1), b = rgba8(p.color2);
|
|
65
|
+
const n = Math.max(1, Math.round(p.count));
|
|
66
|
+
return fill(size, (u, v) => ((Math.floor(u * n) + Math.floor(v * n)) % 2 === 0 ? a : b));
|
|
67
|
+
}
|
|
68
|
+
case 'stripes': {
|
|
69
|
+
const a = rgba8(p.color1), b = rgba8(p.color2);
|
|
70
|
+
const n = Math.max(1, Math.round(p.count));
|
|
71
|
+
return fill(size, (u) => (Math.floor(u * n * 2) % 2 === 0 ? a : b));
|
|
72
|
+
}
|
|
73
|
+
case 'grid': {
|
|
74
|
+
const line = rgba8(p.line), bg = rgba8(p.background);
|
|
75
|
+
const n = Math.max(1, Math.round(p.count));
|
|
76
|
+
const w = p.width / 2;
|
|
77
|
+
return fill(size, (u, v) => {
|
|
78
|
+
const fu = (u * n) % 1, fv = (v * n) % 1;
|
|
79
|
+
const d = Math.min(fu, 1 - fu, fv, 1 - fv);
|
|
80
|
+
return mix(line, bg, smoothstep(w * 0.6, w, d));
|
|
81
|
+
});
|
|
82
|
+
}
|
|
83
|
+
case 'noise': {
|
|
84
|
+
const a = rgba8(p.color1), b = rgba8(p.color2);
|
|
85
|
+
return fill(size, (u, v) => mix(b, a, fbm(u, v, p.scale, p.seed)));
|
|
86
|
+
}
|
|
87
|
+
case 'bricks': {
|
|
88
|
+
const brick = rgba8(p.brick), mortar = rgba8(p.mortar);
|
|
89
|
+
const rows = Math.max(1, Math.round(p.count));
|
|
90
|
+
return fill(size, (u, v) => {
|
|
91
|
+
const row = Math.floor(v * rows);
|
|
92
|
+
const uu = (u * rows * 0.5 + (row % 2) * 0.5) % 1;
|
|
93
|
+
const fv = (v * rows) % 1;
|
|
94
|
+
const d = Math.min(uu, 1 - uu, fv, 1 - fv);
|
|
95
|
+
const shade = 0.88 + 0.24 * hash2(Math.floor(u * rows * 0.5 + (row % 2) * 0.5), row, 7);
|
|
96
|
+
const b = [brick[0] * shade, brick[1] * shade, brick[2] * shade, 255];
|
|
97
|
+
return mix(mortar, b, smoothstep(0.03, 0.06, d));
|
|
98
|
+
});
|
|
99
|
+
}
|
|
100
|
+
default:
|
|
101
|
+
throw new Error(`unknown procedural texture ${spec.fn}`);
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
/** Height functions for normal maps (0..1 range, tileable). */
|
|
106
|
+
function heightFn(spec) {
|
|
107
|
+
const p = spec.params;
|
|
108
|
+
switch (spec.fn) {
|
|
109
|
+
case 'bumps': {
|
|
110
|
+
const n = Math.max(1, Math.round(p.count));
|
|
111
|
+
return (u, v) => {
|
|
112
|
+
const fu = (u * n) % 1 - 0.5, fv = (v * n) % 1 - 0.5;
|
|
113
|
+
const r = Math.hypot(fu, fv) * 2.4;
|
|
114
|
+
return r < 1 ? Math.sqrt(1 - r * r) : 0;
|
|
115
|
+
};
|
|
116
|
+
}
|
|
117
|
+
case 'tiles': {
|
|
118
|
+
const n = Math.max(1, Math.round(p.count));
|
|
119
|
+
return (u, v) => {
|
|
120
|
+
const fu = (u * n) % 1, fv = (v * n) % 1;
|
|
121
|
+
const d = Math.min(fu, 1 - fu, fv, 1 - fv);
|
|
122
|
+
return smoothstep(p.gap * 0.5, p.gap * 1.5, d);
|
|
123
|
+
};
|
|
124
|
+
}
|
|
125
|
+
case 'noise':
|
|
126
|
+
return (u, v) => fbm(u, v, p.scale, p.seed);
|
|
127
|
+
case 'waves': {
|
|
128
|
+
const n = Math.max(1, Math.round(p.count));
|
|
129
|
+
return (u) => 0.5 + 0.5 * Math.sin(u * n * Math.PI * 2);
|
|
130
|
+
}
|
|
131
|
+
case 'bricks': {
|
|
132
|
+
const rows = Math.max(1, Math.round(p.count));
|
|
133
|
+
return (u, v) => {
|
|
134
|
+
const row = Math.floor(v * rows);
|
|
135
|
+
const uu = (u * rows * 0.5 + (row % 2) * 0.5) % 1;
|
|
136
|
+
const fv = (v * rows) % 1;
|
|
137
|
+
return smoothstep(0.02, 0.07, Math.min(uu, 1 - uu, fv, 1 - fv));
|
|
138
|
+
};
|
|
139
|
+
}
|
|
140
|
+
default:
|
|
141
|
+
throw new Error(`unknown procedural normal map ${spec.fn}`);
|
|
142
|
+
}
|
|
143
|
+
}
|
|
144
|
+
|
|
145
|
+
/** Tangent-space normal map (RGB = n * 0.5 + 0.5) from a procedural height field. */
|
|
146
|
+
export function proceduralNormal(spec, size = SIZE) {
|
|
147
|
+
const h = heightFn(spec);
|
|
148
|
+
const strength = spec.params.strength ?? 1;
|
|
149
|
+
const heights = new Float32Array(size * size);
|
|
150
|
+
for (let y = 0; y < size; y++) for (let x = 0; x < size; x++) heights[y * size + x] = h((x + 0.5) / size, (y + 0.5) / size);
|
|
151
|
+
const data = new Uint8ClampedArray(size * size * 4);
|
|
152
|
+
const scale = strength * size * 0.02;
|
|
153
|
+
for (let y = 0; y < size; y++) {
|
|
154
|
+
for (let x = 0; x < size; x++) {
|
|
155
|
+
const at = (i, j) => heights[((j + size) % size) * size + ((i + size) % size)];
|
|
156
|
+
const dx = (at(x + 1, y) - at(x - 1, y)) * scale;
|
|
157
|
+
const dy = (at(x, y + 1) - at(x, y - 1)) * scale;
|
|
158
|
+
// image row y corresponds to texture coordinate v, so the tangent-space
|
|
159
|
+
// normal of the height field h(u, v) is (-dh/du, -dh/dv, 1)
|
|
160
|
+
let nx = -dx, ny = -dy, nz = 1;
|
|
161
|
+
const l = Math.hypot(nx, ny, nz);
|
|
162
|
+
nx /= l;
|
|
163
|
+
ny /= l;
|
|
164
|
+
nz /= l;
|
|
165
|
+
const o = (y * size + x) * 4;
|
|
166
|
+
data[o] = Math.round((nx * 0.5 + 0.5) * 255);
|
|
167
|
+
data[o + 1] = Math.round((ny * 0.5 + 0.5) * 255);
|
|
168
|
+
data[o + 2] = Math.round((nz * 0.5 + 0.5) * 255);
|
|
169
|
+
data[o + 3] = 255;
|
|
170
|
+
}
|
|
171
|
+
}
|
|
172
|
+
return { width: size, height: size, data };
|
|
173
|
+
}
|
|
174
|
+
|
|
175
|
+
/** Box-filtered mip chain (level 0 is the input). */
|
|
176
|
+
export function buildMips(img) {
|
|
177
|
+
const levels = [img];
|
|
178
|
+
let cur = img;
|
|
179
|
+
while (cur.width > 1 || cur.height > 1) {
|
|
180
|
+
const w = Math.max(1, cur.width >> 1), h = Math.max(1, cur.height >> 1);
|
|
181
|
+
const out = new Uint8ClampedArray(w * h * 4);
|
|
182
|
+
for (let y = 0; y < h; y++) {
|
|
183
|
+
for (let x = 0; x < w; x++) {
|
|
184
|
+
for (let c = 0; c < 4; c++) {
|
|
185
|
+
let s = 0, k = 0;
|
|
186
|
+
for (let dy = 0; dy < 2; dy++) {
|
|
187
|
+
for (let dx = 0; dx < 2; dx++) {
|
|
188
|
+
const sx = Math.min(cur.width - 1, x * 2 + dx), sy = Math.min(cur.height - 1, y * 2 + dy);
|
|
189
|
+
s += cur.data[(sy * cur.width + sx) * 4 + c];
|
|
190
|
+
k++;
|
|
191
|
+
}
|
|
192
|
+
}
|
|
193
|
+
out[(y * w + x) * 4 + c] = s / k;
|
|
194
|
+
}
|
|
195
|
+
}
|
|
196
|
+
}
|
|
197
|
+
cur = { width: w, height: h, data: out };
|
|
198
|
+
levels.push(cur);
|
|
199
|
+
}
|
|
200
|
+
return levels;
|
|
201
|
+
}
|
|
202
|
+
|
|
203
|
+
/** Load an image URL into RGBA pixels (browser only). */
|
|
204
|
+
export async function loadImagePixels(url) {
|
|
205
|
+
const res = await fetch(url);
|
|
206
|
+
if (!res.ok) throw new Error(`HTTP ${res.status} for ${url}`);
|
|
207
|
+
const blob = await res.blob();
|
|
208
|
+
const bmp = await createImageBitmap(blob);
|
|
209
|
+
// power-of-two size keeps mipmapping and repeat wrapping valid everywhere
|
|
210
|
+
const pot = (v) => Math.min(2048, 2 ** Math.round(Math.log2(Math.max(1, v))));
|
|
211
|
+
const w = pot(bmp.width), h = pot(bmp.height);
|
|
212
|
+
const canvas = typeof OffscreenCanvas !== 'undefined' ? new OffscreenCanvas(w, h) : Object.assign(document.createElement('canvas'), { width: w, height: h });
|
|
213
|
+
const ctx = canvas.getContext('2d');
|
|
214
|
+
ctx.drawImage(bmp, 0, 0, w, h);
|
|
215
|
+
const id = ctx.getImageData(0, 0, w, h);
|
|
216
|
+
return { width: w, height: h, data: id.data };
|
|
217
|
+
}
|
|
218
|
+
|
|
219
|
+
/** Resolve a texture spec into pixels (sync for procedural, async for URLs). */
|
|
220
|
+
export function texturePixels(spec, kind) {
|
|
221
|
+
if (spec.kind === 'procedural') return Promise.resolve(kind === 'normal' ? proceduralNormal(spec) : proceduralColor(spec));
|
|
222
|
+
return loadImagePixels(spec.url);
|
|
223
|
+
}
|