@jgengine/shell 0.22.0 → 0.23.0

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Files changed (90) hide show
  1. package/CHANGELOG.md +96 -0
  2. package/dist/GamePlayerShell.js +18 -3
  3. package/dist/GameUiPreview.js +2 -1
  4. package/dist/Shell3dPresentation.js +13 -8
  5. package/dist/ShellChrome.d.ts +1 -1
  6. package/dist/ShellChrome.js +4 -2
  7. package/dist/ShellHudPresentation.js +2 -1
  8. package/dist/ShellNotices.d.ts +26 -0
  9. package/dist/ShellNotices.js +51 -0
  10. package/dist/audio/AudioComponents.d.ts +3 -1
  11. package/dist/audio/AudioComponents.js +5 -2
  12. package/dist/audio/listenerAnchor.d.ts +15 -0
  13. package/dist/audio/listenerAnchor.js +17 -0
  14. package/dist/audio/playableAudio.d.ts +9 -0
  15. package/dist/audio/playableAudio.js +11 -0
  16. package/dist/commandSink.d.ts +1 -1
  17. package/dist/commandSink.js +8 -3
  18. package/dist/defineGame.js +3 -1
  19. package/dist/devtools/DevtoolsOverlay.js +1 -0
  20. package/dist/devtools/agentBridge.d.ts +21 -0
  21. package/dist/devtools/agentBridge.js +95 -3
  22. package/dist/devtools/devtoolsReports.d.ts +32 -0
  23. package/dist/devtools/devtoolsReports.js +26 -0
  24. package/dist/devtools/simStepper.d.ts +21 -0
  25. package/dist/devtools/simStepper.js +37 -0
  26. package/dist/drivers/FrameDriver.js +26 -14
  27. package/dist/drivers/HudOnlyDriver.js +16 -5
  28. package/dist/environment/EnvironmentScene.js +19 -7
  29. package/dist/environment/RoadJunctions.d.ts +3 -1
  30. package/dist/environment/RoadJunctions.js +9 -2
  31. package/dist/environment/RoadRibbons.d.ts +3 -1
  32. package/dist/environment/RoadRibbons.js +16 -3
  33. package/dist/environment/terrainGroundColor.js +3 -3
  34. package/dist/materialOverride.js +4 -2
  35. package/dist/playSurfaceFocus.d.ts +16 -0
  36. package/dist/playSurfaceFocus.js +42 -0
  37. package/dist/postfx/PostProcessing.d.ts +3 -1
  38. package/dist/postfx/PostProcessing.js +14 -6
  39. package/dist/registry.d.ts +5 -1
  40. package/dist/render/CascadedShadows.d.ts +2 -0
  41. package/dist/render/CascadedShadows.js +4 -0
  42. package/dist/render/EntityPreview.js +1 -1
  43. package/dist/render/EnvironmentLighting.d.ts +26 -7
  44. package/dist/render/EnvironmentLighting.js +40 -27
  45. package/dist/render/SceneLighting.js +2 -2
  46. package/dist/render/modelLoad.d.ts +7 -0
  47. package/dist/render/modelLoad.js +13 -0
  48. package/dist/render/modelRender.d.ts +1 -0
  49. package/dist/render/modelRender.js +3 -0
  50. package/dist/render/modelSurface.d.ts +39 -0
  51. package/dist/render/modelSurface.js +206 -0
  52. package/dist/render/useModelInstance.d.ts +1 -1
  53. package/dist/render/useModelInstance.js +2 -2
  54. package/dist/scatter/scatterModels.js +3 -1
  55. package/dist/scene/AuthoredScene.d.ts +11 -3
  56. package/dist/scene/AuthoredScene.js +17 -9
  57. package/dist/scene/CityRenderer.js +86 -24
  58. package/dist/scene/cityJunctionSurface.d.ts +7 -0
  59. package/dist/scene/cityJunctionSurface.js +34 -0
  60. package/dist/settings/settingsController.js +1 -1
  61. package/dist/terrain/index.d.ts +4 -0
  62. package/dist/terrain/index.js +4 -0
  63. package/dist/terrain/surfaceRibbonMaterial.d.ts +62 -0
  64. package/dist/terrain/surfaceRibbonMaterial.js +227 -0
  65. package/dist/terrain/terrainDetailMaterial.d.ts +33 -10
  66. package/dist/terrain/terrainDetailMaterial.js +149 -63
  67. package/dist/terrain/terrainPaintColor.d.ts +12 -3
  68. package/dist/terrain/terrainPaintColor.js +46 -1
  69. package/dist/terrain/terrainQuality.d.ts +5 -0
  70. package/dist/terrain/terrainQuality.js +7 -0
  71. package/dist/terrain/terrainSurfaceShader.d.ts +16 -0
  72. package/dist/terrain/terrainSurfaceShader.js +266 -0
  73. package/dist/terrain/terrainSurfaces.d.ts +59 -0
  74. package/dist/terrain/terrainSurfaces.js +199 -0
  75. package/dist/world/StaticObjectModels.d.ts +1 -1
  76. package/dist/world/StaticObjectModels.js +1 -1
  77. package/dist/world/WorldScene.js +1 -1
  78. package/dist/world/staticObjectBatches.d.ts +5 -1
  79. package/dist/world/staticObjectBatches.js +9 -5
  80. package/dist/world/worldBarSamples.d.ts +13 -1
  81. package/dist/world/worldBarSamples.js +40 -8
  82. package/package.json +5 -5
  83. package/skills/jgengine/api.md +18 -18
  84. package/skills/jgengine-ui/SKILL.md +4 -0
  85. package/skills/jgengine-ui/api.md +233 -37
  86. package/skills/jgengine-ui/capabilities.md +52 -0
  87. package/skills/jgengine-ui/reference-primitives.md +4 -4
  88. package/skills/jgengine-world/api.md +27 -14
  89. package/skills/jgengine-world/capabilities.md +4 -0
  90. package/skills/jgengine-world/reference.md +23 -8
@@ -10,3 +10,7 @@ export { createSeededRandom, hashNoise2, seedToUint32 } from "./random.js";
10
10
  export { createFieldGroundGeometry, createProceduralGroundGeometry, createProceduralTerrainSampler, normalizeHeightBlend, resolveTerrainSegments, resolveTerrainSize, toNoiseFieldConfig, } from "./terrainMath.js";
11
11
  export { arenaField, flatField, fractalNoise, noiseField, resolveGroundStep, resolveTerrainField, valueNoise, withNormal, } from "@jgengine/core/world/terrain";
12
12
  export { createTerrainPaintColorSampler } from "./terrainPaintColor.js";
13
+ export { ALL_TERRAIN_SURFACE_CLASSES, createTerrainDetailMaterial, } from "./terrainDetailMaterial.js";
14
+ export { createTerrainPaintTextures, MAX_TERRAIN_PAINT_LAYERS, packTerrainPaintWeights, terrainSurfaceClass, terrainSurfaceClassIndex, terrainSurfaceRoughness, } from "./terrainSurfaces.js";
15
+ export { TerrainQualityContext, useTerrainQuality } from "./terrainQuality.js";
16
+ export { createSurfaceRibbonMaterial, resolvePathSurface, RIBBON_FRAME_ATTRIBUTE, ribbonEdgeMargin, ribbonSurfaceFrame, useSurfaceRibbonMaterial, } from "./surfaceRibbonMaterial.js";
@@ -0,0 +1,62 @@
1
+ import * as THREE from "three";
2
+ import type { GraphicsQuality } from "@jgengine/core/settings/settingsModel";
3
+ /** Vertex attribute {@link ribbonSurfaceFrame} fills: metres along the ribbon, signed metres across it, metres to its far end. */
4
+ export declare const RIBBON_FRAME_ATTRIBUTE = "jgRibbon";
5
+ /** How a ground ribbon (path, road, sidewalk) shades: procedural surface, edge blend and wear. */
6
+ export interface RibbonSurfaceStyle {
7
+ /** Surface id classified like terrain paint (`"dirt"`, `"gravel"`, `"asphalt"`, …). */
8
+ surface: string;
9
+ /** Width of the edge fade in metres, centred on the authored edge. 0 keeps a hard opaque edge. */
10
+ feather: number;
11
+ /** How far noise pushes the edge in or out, in metres. */
12
+ warp: number;
13
+ /** Wheel ruts on soft ground, polished tyre lanes on pavement, 0..1. */
14
+ wear: number;
15
+ }
16
+ /** Options for {@link createSurfaceRibbonMaterial}. */
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+ export interface SurfaceRibbonMaterialOptions extends Partial<RibbonSurfaceStyle> {
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+ /** Authored hue; the procedural surface varies around it. */
19
+ color: string;
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+ /** Authored half width in metres; the edge fade is centred on it. */
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+ halfWidth: number;
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+ /** Override the surface class's default roughness. */
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+ roughness?: number;
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+ /** Pattern frequency multiplier. Default 1. */
25
+ scale?: number;
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+ /** Graphics tier, from `useTerrainQuality()`. `low` drops micro-normals and fine octaves. Default `high`. */
27
+ quality?: GraphicsQuality;
28
+ /** Pull the ribbon toward the camera in depth so it wins over a coplanar layer beneath. */
29
+ polygonOffset?: boolean;
30
+ /** Multiply by the geometry's `color` attribute, as city ground meshes carry per-vertex tints. */
31
+ vertexColors?: boolean;
32
+ }
33
+ /**
34
+ * Default ribbon look for an authored path: the surface comes from `meta.surface`, else the path
35
+ * kind (`"road"` paves, `"gravel-track"` gravels), else dirt. Soft ground gets a noise-warped edge
36
+ * that fades into the terrain and wheel ruts; pavement keeps a near-hard edge and faint tyre lanes.
37
+ * `meta.surfaceDetail: false` (or `meta.surface: false`) returns `null` for the old flat ribbon;
38
+ * `meta.edgeSoftness` scales the fade (0 = hard) and `meta.wear` sets wear 0..1.
39
+ */
40
+ export declare function resolvePathSurface(kind: string, width: number, meta: Readonly<Record<string, unknown>> | undefined): RibbonSurfaceStyle | null;
41
+ /** Extra ribbon width (metres, both sides together) a style needs so its fade straddles the authored edge. */
42
+ export declare function ribbonEdgeMargin(style: Pick<RibbonSurfaceStyle, "feather" | "warp">): number;
43
+ /**
44
+ * Per-vertex `(along, across, toEnd)` for a ribbon in `buildRoadRibbon`'s layout (left/right vertex
45
+ * pairs down the centreline). Pass several ribbons' position arrays to get one concatenated frame
46
+ * for a merged mesh; each ribbon's distances restart at its own start.
47
+ */
48
+ export declare function ribbonSurfaceFrame(ribbons: readonly Float32Array[]): Float32Array;
49
+ /**
50
+ * A `MeshStandardMaterial` that shades a ground ribbon (path, road, sidewalk) with the terrain's own
51
+ * procedural surface functions, so a dirt track or asphalt strip matches painted ground: the
52
+ * authored colour varied by the surface class's grain, roughness and micro-normal, wheel ruts or tyre
53
+ * lanes, and (with `feather > 0`) a noise-warped edge that fades into the terrain. The geometry needs
54
+ * a {@link RIBBON_FRAME_ATTRIBUTE} attribute from {@link ribbonSurfaceFrame}; build it wider by
55
+ * {@link ribbonEdgeMargin} so the fade straddles the authored edge. The caller disposes the material.
56
+ */
57
+ export declare function createSurfaceRibbonMaterial(options: SurfaceRibbonMaterialOptions): THREE.MeshStandardMaterial;
58
+ /**
59
+ * {@link createSurfaceRibbonMaterial} for a React mesh: rebuilt only when an option changes and
60
+ * disposed on unmount. Pass `null` to get `null` (the caller falls back to a flat material).
61
+ */
62
+ export declare function useSurfaceRibbonMaterial(options: SurfaceRibbonMaterialOptions | null): THREE.MeshStandardMaterial | null;
@@ -0,0 +1,227 @@
1
+ import { useEffect, useMemo } from "react";
2
+ import * as THREE from "three";
3
+ import { NOISE_GLSL, SURFACE_BUMP_NORMAL_GLSL, SURFACE_FUNCTIONS_GLSL } from "./terrainSurfaceShader.js";
4
+ import { terrainSurfaceClass, terrainSurfaceClassIndex, terrainSurfaceRoughness } from "./terrainSurfaces.js";
5
+ /** Vertex attribute {@link ribbonSurfaceFrame} fills: metres along the ribbon, signed metres across it, metres to its far end. */
6
+ export const RIBBON_FRAME_ATTRIBUTE = "jgRibbon";
7
+ const SOFT_GROUND = new Set(["dirt", "mud", "sand", "gravel", "grass", "ground", "snow"]);
8
+ const clamp = (value, min, max) => Math.min(max, Math.max(min, value));
9
+ /**
10
+ * Default ribbon look for an authored path: the surface comes from `meta.surface`, else the path
11
+ * kind (`"road"` paves, `"gravel-track"` gravels), else dirt. Soft ground gets a noise-warped edge
12
+ * that fades into the terrain and wheel ruts; pavement keeps a near-hard edge and faint tyre lanes.
13
+ * `meta.surfaceDetail: false` (or `meta.surface: false`) returns `null` for the old flat ribbon;
14
+ * `meta.edgeSoftness` scales the fade (0 = hard) and `meta.wear` sets wear 0..1.
15
+ */
16
+ export function resolvePathSurface(kind, width, meta) {
17
+ if (meta?.["surfaceDetail"] === false || meta?.["surface"] === false)
18
+ return null;
19
+ const id = typeof meta?.["surface"] === "string" ? meta["surface"] : kind;
20
+ const classified = terrainSurfaceClass(id);
21
+ const cls = classified === "ground" ? "dirt" : classified;
22
+ const surface = classified === "ground" ? "dirt" : id;
23
+ const soft = SOFT_GROUND.has(cls);
24
+ const softness = typeof meta?.["edgeSoftness"] === "number" ? Math.max(0, meta["edgeSoftness"]) : 1;
25
+ const feather = (soft ? clamp(width * 0.18, 0.35, 1.6) : clamp(width * 0.04, 0.08, 0.3)) * softness;
26
+ const warp = (soft ? clamp(width * 0.08, 0.15, 0.6) : 0.03) * softness;
27
+ const wear = typeof meta?.["wear"] === "number" ? clamp(meta["wear"], 0, 1) : soft ? 1 : 0.6;
28
+ return { surface, feather, warp, wear };
29
+ }
30
+ /** Extra ribbon width (metres, both sides together) a style needs so its fade straddles the authored edge. */
31
+ export function ribbonEdgeMargin(style) {
32
+ return style.feather + style.warp * 2;
33
+ }
34
+ /**
35
+ * Per-vertex `(along, across, toEnd)` for a ribbon in `buildRoadRibbon`'s layout (left/right vertex
36
+ * pairs down the centreline). Pass several ribbons' position arrays to get one concatenated frame
37
+ * for a merged mesh; each ribbon's distances restart at its own start.
38
+ */
39
+ export function ribbonSurfaceFrame(ribbons) {
40
+ const total = ribbons.reduce((sum, positions) => sum + positions.length, 0);
41
+ const out = new Float32Array(total);
42
+ let offset = 0;
43
+ for (const p of ribbons) {
44
+ const pairs = Math.floor(p.length / 6);
45
+ let along = 0;
46
+ let px = 0;
47
+ let pz = 0;
48
+ for (let i = 0; i < pairs; i++) {
49
+ const b = i * 6;
50
+ const cx = (p[b] + p[b + 3]) / 2;
51
+ const cz = (p[b + 2] + p[b + 5]) / 2;
52
+ if (i > 0)
53
+ along += Math.hypot(cx - px, cz - pz);
54
+ px = cx;
55
+ pz = cz;
56
+ const half = Math.hypot(p[b] - p[b + 3], p[b + 2] - p[b + 5]) / 2;
57
+ out[offset + b] = along;
58
+ out[offset + b + 1] = half;
59
+ out[offset + b + 3] = along;
60
+ out[offset + b + 4] = -half;
61
+ }
62
+ for (let i = 0; i < pairs; i++) {
63
+ const b = offset + i * 6;
64
+ out[b + 2] = along - out[b];
65
+ out[b + 5] = along - out[b + 3];
66
+ }
67
+ offset += p.length;
68
+ }
69
+ return out;
70
+ }
71
+ const RIBBON_FRAGMENT_GLSL = /* glsl */ `
72
+ vec2 jgWp = vJgWorldPos.xz;
73
+ jgFootprint = max(length(dFdx(vJgWorldPos)), length(dFdy(vJgWorldPos)));
74
+ JgSurf jgS = jgSurface(JG_RIBBON_CLASS, diffuseColor.rgb, uJgRough, uJgScale, vJgWorldPos);
75
+ vec3 jgCol = jgS.albedo;
76
+ float jgRough = jgS.rough;
77
+ float jgBumpH = jgS.bump;
78
+ float jgAcross = vJgRibbon.y;
79
+ jgCol *= 1.0 + (jgFbm2(jgWp / 14.0 + vec2(3.7, 61.2)) - 0.5) * 0.24;
80
+ #if defined(JG_RIBBON_PAVED) && !defined(JG_SURFACE_LOW)
81
+ {
82
+ // Weathered pavement: resurfaced patches, exposed aggregate and a partial crack network.
83
+ jgCol *= 1.0 + (jgFbm3o(jgWp / 5.0 + 11.0) - 0.5) * 0.34;
84
+ jgCol *= 1.0 + (jgVNoise(jgWp * 16.0) - 0.5) * 0.26 * jgBand(16.0);
85
+ vec3 jgCell = jgVoronoi(jgWp * 0.32 + 5.1);
86
+ float jgCrack = (1.0 - smoothstep(0.0, 0.03, jgCell.y)) * smoothstep(0.45, 0.6, jgVNoise(jgWp * 0.45 + 3.3)) * jgBand(2.0);
87
+ jgCol *= 1.0 - 0.4 * jgCrack;
88
+ jgRough += 0.05 * jgCrack;
89
+ jgBumpH -= jgCrack * 0.004;
90
+ }
91
+ #endif
92
+ #ifdef JG_RIBBON_WEAR
93
+ {
94
+ // Two wheel tracks a cart-axle apart, wandering together along the ribbon.
95
+ float jgWob = (jgVNoise(vec2(vJgRibbon.x * 0.09, 4.7)) - 0.5) * uJgHalfWidth * 0.35;
96
+ float jgRutD = abs(abs(jgAcross - jgWob) - uJgHalfWidth * 0.45);
97
+ float jgRutW = max(0.15, uJgHalfWidth * 0.14);
98
+ float jgRut = exp(-(jgRutD * jgRutD) / (jgRutW * jgRutW)) * (0.55 + 0.45 * jgVNoise(vec2(vJgRibbon.x * 0.4, 9.1))) * uJgWear;
99
+ #ifdef JG_RIBBON_PAVED
100
+ jgCol *= 1.0 - 0.22 * jgRut;
101
+ jgRough -= 0.16 * jgRut;
102
+ #else
103
+ // Trodden band: packed flat, fewer loose grains and a little dustier, so the track reads against
104
+ // painted dirt of the same hue; then darker ruts and loose soil heaped toward the shoulders.
105
+ float jgTrod = (1.0 - smoothstep(uJgHalfWidth * 0.5, uJgHalfWidth * 0.95, abs(jgAcross))) * uJgWear;
106
+ jgCol = mix(jgCol, diffuseColor.rgb * (0.96 + 0.12 * jgFbm2(jgWp * 0.7 + 2.9)), 0.5 * jgTrod);
107
+ jgCol *= 1.0 + 0.08 * jgTrod;
108
+ jgBumpH *= 1.0 - 0.6 * jgTrod;
109
+ jgCol *= 1.0 - 0.32 * jgRut;
110
+ jgRough -= 0.12 * jgRut;
111
+ jgBumpH -= jgRut * 0.03;
112
+ float jgShoulder = smoothstep(uJgHalfWidth * 0.6, uJgHalfWidth, abs(jgAcross)) * uJgWear;
113
+ jgCol *= 1.0 - 0.16 * jgShoulder;
114
+ jgBumpH += jgShoulder * 0.014;
115
+ #endif
116
+ }
117
+ #endif
118
+ #ifdef JG_RIBBON_EDGE
119
+ {
120
+ float jgEdgeN = (jgFbm2(jgWp * 0.55 + 7.3) - 0.5) * 2.0 + (jgVNoise(jgWp * 2.3 + 1.7) - 0.5) * 0.6;
121
+ float jgEdge = uJgHalfWidth + jgEdgeN * uJgWarp;
122
+ float jgAlpha = 1.0 - smoothstep(jgEdge - uJgFeather * 0.5, jgEdge + uJgFeather * 0.5, abs(jgAcross));
123
+ jgAlpha *= smoothstep(0.0, uJgFeather, min(vJgRibbon.x, vJgRibbon.z) + jgEdgeN * uJgWarp);
124
+ // Taller grains (pebbles, clods) hold on longer, so the edge breaks up instead of fading evenly.
125
+ jgAlpha = clamp(jgAlpha + (jgS.height - 0.4) * 2.4 * jgAlpha * (1.0 - jgAlpha), 0.0, 1.0);
126
+ diffuseColor.a *= jgAlpha;
127
+ jgBumpH *= jgAlpha;
128
+ }
129
+ #endif
130
+ #ifdef USE_COLOR_ALPHA
131
+ {
132
+ // A per-vertex fade interpolated across big triangles draws straight iso-lines; warp it with noise
133
+ // so it breaks up like painted terrain. Fully opaque or fully clear vertices are left alone.
134
+ float jgA = diffuseColor.a;
135
+ float jgMid = min(jgA, 1.0 - jgA);
136
+ float jgFadeN = jgFbm2(jgWp * 0.35 + 21.7) - 0.5 + (jgVNoise(jgWp * 1.7 + 5.3) - 0.5) * 0.4;
137
+ diffuseColor.a = clamp(jgA + jgFadeN * min(1.0, jgMid * 4.0) * 1.1, 0.0, 1.0);
138
+ diffuseColor.a = smoothstep(0.08, 0.92, diffuseColor.a);
139
+ }
140
+ #endif
141
+ diffuseColor.rgb = jgCol;
142
+ `;
143
+ /**
144
+ * A `MeshStandardMaterial` that shades a ground ribbon (path, road, sidewalk) with the terrain's own
145
+ * procedural surface functions, so a dirt track or asphalt strip matches painted ground: the
146
+ * authored colour varied by the surface class's grain, roughness and micro-normal, wheel ruts or tyre
147
+ * lanes, and (with `feather > 0`) a noise-warped edge that fades into the terrain. The geometry needs
148
+ * a {@link RIBBON_FRAME_ATTRIBUTE} attribute from {@link ribbonSurfaceFrame}; build it wider by
149
+ * {@link ribbonEdgeMargin} so the fade straddles the authored edge. The caller disposes the material.
150
+ */
151
+ export function createSurfaceRibbonMaterial(options) {
152
+ const cls = terrainSurfaceClass(options.surface ?? "road");
153
+ const classIndex = terrainSurfaceClassIndex(cls);
154
+ const low = options.quality === "low";
155
+ const feather = Math.max(0, options.feather ?? 0);
156
+ const edge = feather > 0;
157
+ const wear = clamp(options.wear ?? 0, 0, 1);
158
+ const paved = cls === "road" || cls === "rock";
159
+ const roughness = options.roughness ?? terrainSurfaceRoughness(cls);
160
+ const material = new THREE.MeshStandardMaterial({
161
+ color: options.color,
162
+ roughness,
163
+ metalness: 0,
164
+ side: THREE.DoubleSide,
165
+ transparent: edge,
166
+ vertexColors: options.vertexColors === true,
167
+ ...(options.polygonOffset === true ? { polygonOffset: true, polygonOffsetFactor: -1, polygonOffsetUnits: -1 } : {}),
168
+ });
169
+ const uniforms = {
170
+ uJgRough: { value: roughness },
171
+ uJgScale: { value: options.scale ?? 1 },
172
+ uJgHalfWidth: { value: Math.max(0.01, options.halfWidth) },
173
+ uJgFeather: { value: Math.max(1e-3, feather) },
174
+ uJgWarp: { value: Math.max(0, options.warp ?? 0) },
175
+ uJgWear: { value: wear },
176
+ };
177
+ material.defines = {
178
+ JG_RIBBON_CLASS: String(classIndex),
179
+ JG_SURFACE_CLASSES: String(1 << classIndex),
180
+ ...(low ? { JG_SURFACE_LOW: "" } : {}),
181
+ ...(edge ? { JG_RIBBON_EDGE: "" } : {}),
182
+ ...(wear > 0 ? { JG_RIBBON_WEAR: "" } : {}),
183
+ ...(paved ? { JG_RIBBON_PAVED: "" } : {}),
184
+ };
185
+ material.onBeforeCompile = (shader) => {
186
+ Object.assign(shader.uniforms, uniforms);
187
+ shader.vertexShader = shader.vertexShader
188
+ .replace("#include <common>", `#include <common>
189
+ attribute vec3 ${RIBBON_FRAME_ATTRIBUTE};
190
+ varying vec3 vJgWorldPos;
191
+ varying vec3 vJgRibbon;`)
192
+ .replace("#include <begin_vertex>", `#include <begin_vertex>
193
+ vJgWorldPos = (modelMatrix * vec4(transformed, 1.0)).xyz;
194
+ vJgRibbon = ${RIBBON_FRAME_ATTRIBUTE};`);
195
+ shader.fragmentShader = shader.fragmentShader
196
+ .replace("#include <common>", `#include <common>
197
+ varying vec3 vJgWorldPos;
198
+ varying vec3 vJgRibbon;
199
+ uniform float uJgRough;
200
+ uniform float uJgScale;
201
+ uniform float uJgHalfWidth;
202
+ uniform float uJgFeather;
203
+ uniform float uJgWarp;
204
+ uniform float uJgWear;
205
+ ${NOISE_GLSL}
206
+ ${SURFACE_FUNCTIONS_GLSL}`)
207
+ .replace("#include <color_fragment>", `#include <color_fragment>\n${RIBBON_FRAGMENT_GLSL}`)
208
+ .replace("#include <roughnessmap_fragment>", `#include <roughnessmap_fragment>
209
+ roughnessFactor = clamp(jgRough, 0.04, 1.0);`)
210
+ .replace("#include <normal_fragment_maps>", `#include <normal_fragment_maps>
211
+ ${SURFACE_BUMP_NORMAL_GLSL}`);
212
+ };
213
+ material.customProgramCacheKey = () => `jgengine-surface-ribbon-${classIndex}-${low ? "low" : "full"}-${edge ? "edge" : "hard"}-${wear > 0 ? "wear" : "clean"}`;
214
+ return material;
215
+ }
216
+ /**
217
+ * {@link createSurfaceRibbonMaterial} for a React mesh: rebuilt only when an option changes and
218
+ * disposed on unmount. Pass `null` to get `null` (the caller falls back to a flat material).
219
+ */
220
+ export function useSurfaceRibbonMaterial(options) {
221
+ const o = options;
222
+ const material = useMemo(() => (o === null ? null : createSurfaceRibbonMaterial(o)),
223
+ // eslint-disable-next-line react-hooks/exhaustive-deps
224
+ [o === null, o?.color, o?.halfWidth, o?.surface, o?.feather, o?.warp, o?.wear, o?.roughness, o?.scale, o?.quality, o?.polygonOffset, o?.vertexColors]);
225
+ useEffect(() => () => material?.dispose(), [material]);
226
+ return material;
227
+ }
@@ -1,8 +1,14 @@
1
1
  import * as THREE from "three";
2
+ import type { GraphicsQuality } from "@jgengine/core/settings/settingsModel";
2
3
  import type { ResolvedTerrainDetail } from "@jgengine/core/world/terrain";
4
+ import type { TerrainPaintTextures } from "./terrainSurfaces.js";
3
5
  /** The built procedural detail terrain material, ready to mount on the ground mesh. */
4
6
  export interface TerrainDetailMaterialHandle {
5
7
  material: THREE.MeshStandardMaterial;
8
+ /** Editor relief-contour strength 0..1 (0 in play); write `.value` to retune without recompiling. */
9
+ contour: {
10
+ value: number;
11
+ };
6
12
  }
7
13
  /**
8
14
  * Loaded PBR textures matching a resolved `ResolvedTerrainDetailMaterial.maps`' roles. The caller
@@ -15,17 +21,34 @@ export interface TerrainDetailMaterialTextures {
15
21
  roughness?: THREE.Texture;
16
22
  ao?: THREE.Texture;
17
23
  }
24
+ /** Surface-pass inputs beyond the resolved detail config. */
25
+ export interface TerrainDetailMaterialOptions {
26
+ /** Authored paint coverage from {@link createTerrainPaintTextures}; omit for unpainted ground. */
27
+ paint?: TerrainPaintTextures;
28
+ /** Graphics tier. `low` draws one cheap mottle per surface and skips micro-normals. Default `high`. */
29
+ quality?: GraphicsQuality;
30
+ /**
31
+ * Surface classes to compile (bit `1 << classIndex`); defaults to the paint's own classes. An
32
+ * editor that can paint any surface passes {@link ALL_TERRAIN_SURFACE_CLASSES}.
33
+ */
34
+ classMask?: number;
35
+ /** Initial editor relief-contour strength. Default 0. */
36
+ contour?: number;
37
+ }
38
+ /** Compile every surface response, for an editor viewport whose paint can change to any surface. */
39
+ export declare const ALL_TERRAIN_SURFACE_CLASSES = 511;
18
40
  /**
19
- * A `MeshStandardMaterial` whose fragment shader keeps the biome-tinted vertex
20
- * colour as the base ground and blends procedural, noise-broken rock (by slope),
21
- * sand (by waterline), and snow (by height) over it — textured-reading terrain
22
- * with no image assets. Full PBR: lit, shadowed, and fogged like any standard
23
- * material, so it composes with the post-processing chain.
41
+ * A `MeshStandardMaterial` that renders terrain as ground rather than flat colour. Each painted
42
+ * layer draws its surface type's procedural response (grass clumps and blades, dirt clods and
43
+ * pebbles, gravel stones, cracked rock, rippled sand, wet mud, snow, road grain) in the layer's
44
+ * authored hue, with albedo, roughness and a micro-normal. Layers meet along noise-warped,
45
+ * height-aware edges instead of paint-cell blobs; steep slopes turn to rock; macro sweeps break up
46
+ * tiling. Unpainted ground keeps the biome-tinted vertex colour with procedural detail, plus the
47
+ * waterline sand and altitude snow bands. Full PBR: lit, shadowed and fogged like any standard material.
24
48
  *
25
49
  * When `detail.material` is set, pass the matching loaded `textures` (color/normal/roughness/ao):
26
50
  * they tile by world position at `detail.material.repeat` world units per tile and blend over the
27
- * procedural result at `detail.material.strength` — the real-texture seam layers onto the existing
28
- * look instead of replacing it.
29
- * @internal
30
- */
31
- export declare function createTerrainDetailMaterial(detail: ResolvedTerrainDetail, textures?: TerrainDetailMaterialTextures): TerrainDetailMaterialHandle;
51
+ * procedural result at `detail.material.strength`.
52
+ * @internal
53
+ */
54
+ export declare function createTerrainDetailMaterial(detail: ResolvedTerrainDetail, textures?: TerrainDetailMaterialTextures, options?: TerrainDetailMaterialOptions): TerrainDetailMaterialHandle;
@@ -1,49 +1,58 @@
1
1
  import * as THREE from "three";
2
- const NOISE_GLSL = /* glsl */ `
3
- uint jgHashUint(uvec2 v){
4
- uint x = v.x * 1664525u + v.y * 1013904223u;
5
- x = (x ^ (x >> 16u)) * 2246822519u;
6
- x = (x ^ (x >> 13u)) * 3266489917u;
7
- x = x ^ (x >> 16u);
8
- return x;
9
- }
10
- float jgHash(vec2 p){
11
- ivec2 i = ivec2(floor(p));
12
- return float(jgHashUint(uvec2(i))) * (1.0 / 4294967296.0);
13
- }
14
- float jgVNoise(vec2 p){
15
- vec2 i = floor(p); vec2 f = fract(p);
16
- vec2 u = f * f * (3.0 - 2.0 * f);
17
- float a = jgHash(i);
18
- float b = jgHash(i + vec2(1.0, 0.0));
19
- float c = jgHash(i + vec2(0.0, 1.0));
20
- float d = jgHash(i + vec2(1.0, 1.0));
21
- return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
22
- }
23
- float jgFbm(vec2 p){
24
- float v = 0.0; float amp = 0.5;
25
- for (int i = 0; i < 4; i++){ v += amp * jgVNoise(p); p *= 2.0; amp *= 0.5; }
26
- return v;
2
+ import { NOISE_GLSL, PAINT_PARS_GLSL, SURFACE_BUMP_NORMAL_GLSL, SURFACE_FUNCTIONS_GLSL } from "./terrainSurfaceShader.js";
3
+ const ROCK_CLASS_BIT = 1 << 4;
4
+ /** Compile every surface response, for an editor viewport whose paint can change to any surface. */
5
+ export const ALL_TERRAIN_SURFACE_CLASSES = 0x1ff;
6
+ // Slot 0 is the unpainted base, 1–8 the paint layers, 9 slope rock.
7
+ const SLOT_GLSL = /* glsl */ `
8
+ JgSurf jgSlot(int slot, vec3 baseTone, vec3 wp){
9
+ vec3 jgFlatC = baseTone;
10
+ JgSurf s;
11
+ if (slot == 9) {
12
+ jgFlatC = uRockColor;
13
+ s = jgSurface(4, uRockColor, roughness, 1.0, wp);
14
+ }
15
+ #ifdef JG_TERRAIN_PAINT
16
+ else if (slot > 0) {
17
+ int i = slot - 1;
18
+ jgFlatC = uLayerColor[i];
19
+ s = jgSurface(int(uLayerClass[i] + 0.5), uLayerColor[i], uLayerRough[i], uLayerScale[i], wp);
20
+ }
21
+ #endif
22
+ else {
23
+ s = jgSurface(0, baseTone, roughness, 1.0, wp);
24
+ }
25
+ s.albedo = mix(jgFlatC, s.albedo, uSurface);
26
+ s.height *= uSurface;
27
+ s.bump *= uSurface;
28
+ return s;
27
29
  }
28
30
  `;
29
31
  /**
30
- * A `MeshStandardMaterial` whose fragment shader keeps the biome-tinted vertex
31
- * colour as the base ground and blends procedural, noise-broken rock (by slope),
32
- * sand (by waterline), and snow (by height) over it — textured-reading terrain
33
- * with no image assets. Full PBR: lit, shadowed, and fogged like any standard
34
- * material, so it composes with the post-processing chain.
32
+ * A `MeshStandardMaterial` that renders terrain as ground rather than flat colour. Each painted
33
+ * layer draws its surface type's procedural response (grass clumps and blades, dirt clods and
34
+ * pebbles, gravel stones, cracked rock, rippled sand, wet mud, snow, road grain) in the layer's
35
+ * authored hue, with albedo, roughness and a micro-normal. Layers meet along noise-warped,
36
+ * height-aware edges instead of paint-cell blobs; steep slopes turn to rock; macro sweeps break up
37
+ * tiling. Unpainted ground keeps the biome-tinted vertex colour with procedural detail, plus the
38
+ * waterline sand and altitude snow bands. Full PBR: lit, shadowed and fogged like any standard material.
35
39
  *
36
40
  * When `detail.material` is set, pass the matching loaded `textures` (color/normal/roughness/ao):
37
41
  * they tile by world position at `detail.material.repeat` world units per tile and blend over the
38
- * procedural result at `detail.material.strength` — the real-texture seam layers onto the existing
39
- * look instead of replacing it.
40
- * @internal
41
- */
42
- export function createTerrainDetailMaterial(detail, textures) {
42
+ * procedural result at `detail.material.strength`.
43
+ * @internal
44
+ */
45
+ export function createTerrainDetailMaterial(detail, textures, options = {}) {
43
46
  const hasTexture = textures !== undefined && detail.material !== undefined;
44
47
  const repeat = detail.material?.repeat ?? 4;
45
48
  const strength = detail.material?.strength ?? 1;
46
49
  const tint = detail.material?.tint ?? 1;
50
+ const paint = options.paint;
51
+ const low = options.quality === "low";
52
+ const contour = { value: options.contour ?? 0 };
53
+ // Rock is always compiled for slope rock; each extra class costs shader time even where unused on
54
+ // GPUs that run both sides of a branch.
55
+ const classMask = (options.classMask ?? paint?.classMask ?? 0) | ROCK_CLASS_BIT;
47
56
  const uniforms = {
48
57
  uRockColor: { value: new THREE.Color(detail.rockColor) },
49
58
  uSandColor: { value: new THREE.Color(detail.sandColor) },
@@ -56,6 +65,9 @@ export function createTerrainDetailMaterial(detail, textures) {
56
65
  uDetailScale: { value: Math.max(0.5, detail.detailScale) },
57
66
  uMacroScale: { value: Math.max(0.5, detail.macroScale) },
58
67
  uStrength: { value: detail.strength },
68
+ uSurface: { value: detail.surfaceStrength },
69
+ uContour: contour,
70
+ ...(paint === undefined ? {} : paint.uniforms),
59
71
  ...(hasTexture
60
72
  ? {
61
73
  uMatColor: { value: textures.color },
@@ -74,6 +86,11 @@ export function createTerrainDetailMaterial(detail, textures) {
74
86
  metalness: 0,
75
87
  vertexColors: true,
76
88
  });
89
+ material.defines = {
90
+ ...(paint === undefined ? {} : { JG_TERRAIN_PAINT: "" }),
91
+ ...(low ? { JG_SURFACE_LOW: "" } : {}),
92
+ JG_SURFACE_CLASSES: String(classMask),
93
+ };
77
94
  material.onBeforeCompile = (shader) => {
78
95
  Object.assign(shader.uniforms, uniforms);
79
96
  shader.vertexShader = shader.vertexShader
@@ -109,12 +126,15 @@ jgCol = mix(jgCol, jgMatColor, uMatStrength * uMatTint);`
109
126
  const materialRoughnessGlsl = hasTexture && textures.roughness !== undefined
110
127
  ? `
111
128
  float jgMatRough = texture2D(uMatRoughness, jgMatUv).g;
112
- roughnessFactor = mix(roughnessFactor, jgMatRough, uMatStrength);`
129
+ // The map varies the authored roughness rather than replacing it: scanned ground roughness sits
130
+ // near 0.45, which turned matte terrain glossy enough to throw a wet sheen across dry sand.
131
+ roughnessFactor = clamp(roughnessFactor + (jgMatRough - 0.5) * uMatStrength * 0.6, 0.0, 1.0);`
113
132
  : "";
133
+ // The map's tilt is world-space (U along +X, V along +Z on flat ground); `normal` is view-space.
114
134
  const materialNormalGlsl = hasTexture
115
135
  ? `
116
136
  vec2 jgMatNormalXy = texture2D(uMatNormal, jgMatUv).rg * 2.0 - 1.0;
117
- normal = normalize(normal + vec3(jgMatNormalXy.x, 0.0, jgMatNormalXy.y) * uMatStrength * 0.6);`
137
+ normal = normalize(normal + (viewMatrix * vec4(jgMatNormalXy.x, 0.0, jgMatNormalXy.y, 0.0)).xyz * uMatStrength * 0.6);`
118
138
  : "";
119
139
  const materialAoGlsl = hasTexture && textures.ao !== undefined
120
140
  ? `
@@ -136,48 +156,114 @@ uniform float uWaterLevel;
136
156
  uniform float uDetailScale;
137
157
  uniform float uMacroScale;
138
158
  uniform float uStrength;
159
+ uniform float uSurface;
160
+ uniform float uContour;
139
161
  ${materialUniformsGlsl}
140
- ${NOISE_GLSL}`)
162
+ ${NOISE_GLSL}
163
+ ${SURFACE_FUNCTIONS_GLSL}
164
+ #ifdef JG_TERRAIN_PAINT
165
+ ${PAINT_PARS_GLSL}
166
+ #endif
167
+ ${SLOT_GLSL}`)
141
168
  .replace("#include <color_fragment>", `#include <color_fragment>
142
169
  vec2 jgWp = vJgWorldPos.xz;
143
- float jgFine = jgFbm(jgWp / uDetailScale);
170
+ jgFootprint = max(length(dFdx(vJgWorldPos)), length(dFdy(vJgWorldPos)));
144
171
  float jgMacro = jgFbm(jgWp / uMacroScale);
145
- float jgPatch = jgFbm(jgWp / (uMacroScale * 0.35) + vec2(37.2, 11.7));
146
172
  float jgSlope = 1.0 - clamp(vJgWorldNormal.y, 0.0, 1.0);
147
173
  float jgH = vJgWorldPos.y;
148
- // Blade-scale flecks fade with view distance so close ground reads as turf without
149
- // shimmering into noise on the horizon.
150
- float jgViewDist = length(vJgWorldPos - cameraPosition);
151
- float jgNear = 1.0 - smoothstep(14.0, 70.0, jgViewDist);
152
- float jgFleck = jgVNoise(jgWp / max(0.05, uDetailScale * 0.024));
153
- float jgFleckMid = jgVNoise(jgWp / max(0.12, uDetailScale * 0.07) + vec2(51.3, 7.9));
174
+ float jgRockW = smoothstep(uRockSlopeStart, uRockSlopeStart + 0.18, jgSlope) * mix(uStrength, 1.0, uSurface);
175
+
176
+ // Only the two strongest of base, eight paint slots and slope rock are shaded; a third
177
+ // contribution is negligible once the coverage is smoothed, and shading every slot cost 10x.
178
+ vec4 jgPa = vec4(0.0);
179
+ vec4 jgPb = vec4(0.0);
180
+ float jgPaintTotal = 0.0;
181
+ #ifdef JG_TERRAIN_PAINT
182
+ vec2 jgPaintTexUv = jgPaintUv(jgWp);
183
+ jgPa = texture2D(uPaintA, jgPaintTexUv);
184
+ jgPb = texture2D(uPaintB, jgPaintTexUv);
185
+ jgPaintTotal = dot(jgPa, vec4(1.0)) + dot(jgPb, vec4(1.0));
186
+ #endif
187
+ float jgPaintNorm = (1.0 - jgRockW) / max(1.0, jgPaintTotal);
188
+ jgPaintTotal = min(jgPaintTotal, 1.0);
189
+ int jgI1 = 0;
190
+ int jgI2 = 0;
191
+ float jgW1 = (1.0 - jgPaintTotal) * (1.0 - jgRockW);
192
+ float jgW2 = 0.0;
193
+ #define JG_PICK(idx, w) { float jgPk = (w); if (jgPk > jgW1) { jgI2 = jgI1; jgW2 = jgW1; jgI1 = idx; jgW1 = jgPk; } else if (jgPk > jgW2) { jgI2 = idx; jgW2 = jgPk; } }
194
+ #ifdef JG_TERRAIN_PAINT
195
+ JG_PICK(1, jgPa.r * jgPaintNorm)
196
+ JG_PICK(2, jgPa.g * jgPaintNorm)
197
+ JG_PICK(3, jgPa.b * jgPaintNorm)
198
+ JG_PICK(4, jgPa.a * jgPaintNorm)
199
+ JG_PICK(5, jgPb.r * jgPaintNorm)
200
+ JG_PICK(6, jgPb.g * jgPaintNorm)
201
+ JG_PICK(7, jgPb.b * jgPaintNorm)
202
+ JG_PICK(8, jgPb.a * jgPaintNorm)
203
+ #endif
204
+ JG_PICK(9, jgRockW)
205
+ bool jgTwo = jgW2 > 0.004;
206
+
154
207
  vec3 jgBase = diffuseColor.rgb;
155
- jgBase *= mix(1.0 - 0.2 * uStrength, 1.0 + 0.16 * uStrength, jgFine);
156
- // Biome patchwork: hue-shifted dry sweeps and cooler wet pockets, tinted per-world via detail.sweeps.
157
- jgBase = mix(jgBase, jgBase * uSweepDry, smoothstep(0.5, 0.8, jgMacro) * 0.55 * uStrength);
158
- jgBase = mix(jgBase, jgBase * uSweepWet, smoothstep(0.52, 0.85, jgPatch) * 0.5 * uStrength);
159
- // Rolling large-scale light/dark sweeps keep far hills from flattening into one tone.
160
- jgBase *= 1.0 + (jgFbm(jgWp / (uMacroScale * 2.3) + vec2(9.1, 73.4)) - 0.5) * 0.22 * uStrength;
161
- jgBase *= 1.0 + (jgFleck - 0.5) * 0.48 * uStrength * jgNear;
162
- jgBase *= 1.0 + (jgFleckMid - 0.5) * 0.34 * uStrength;
163
- vec3 jgRock = uRockColor * mix(0.72, 1.15, jgFbm(jgWp / (uDetailScale * 1.7)));
164
- float jgRockW = smoothstep(uRockSlopeStart, uRockSlopeStart + 0.18, jgSlope) * uStrength;
165
- vec3 jgCol = mix(jgBase, jgRock, jgRockW);
166
- vec3 jgSand = uSandColor * mix(0.9, 1.08, jgFine);
208
+ if (jgI1 == 0 || (jgTwo && jgI2 == 0)) {
209
+ float jgFine = jgFbm(jgWp / uDetailScale);
210
+ float jgPatch = jgFbm(jgWp / (uMacroScale * 0.35) + vec2(37.2, 11.7));
211
+ float jgFleck = jgVNoise(jgWp / max(0.05, uDetailScale * 0.024));
212
+ float jgFleckMid = jgVNoise(jgWp / max(0.12, uDetailScale * 0.07) + vec2(51.3, 7.9));
213
+ jgBase *= mix(1.0 - 0.2 * uStrength, 1.0 + 0.16 * uStrength, jgFine);
214
+ // Biome patchwork: hue-shifted dry sweeps and cooler wet pockets, tinted per-world via detail.sweeps.
215
+ jgBase = mix(jgBase, jgBase * uSweepDry, smoothstep(0.5, 0.8, jgMacro) * 0.55 * uStrength);
216
+ jgBase = mix(jgBase, jgBase * uSweepWet, smoothstep(0.52, 0.85, jgPatch) * 0.5 * uStrength);
217
+ jgBase *= 1.0 + (jgFbm(jgWp / (uMacroScale * 2.3) + vec2(9.1, 73.4)) - 0.5) * 0.22 * uStrength;
218
+ jgBase *= 1.0 + (jgFleck - 0.5) * 0.48 * uStrength * jgBand(1.0 / max(0.05, uDetailScale * 0.024));
219
+ jgBase *= 1.0 + (jgFleckMid - 0.5) * 0.34 * uStrength * jgBand(1.0 / max(0.12, uDetailScale * 0.07));
220
+ }
221
+
222
+ JgSurf jgS1 = jgSlot(jgI1, jgBase, vJgWorldPos);
223
+ JgSurf jgS2 = jgS1;
224
+ float jgA1 = 1.0;
225
+ float jgA2 = 0.0;
226
+ if (jgTwo) {
227
+ jgS2 = jgSlot(jgI2, jgBase, vJgWorldPos);
228
+ float jgB1 = jgW1 / (jgW1 + jgW2);
229
+ float jgB2 = 1.0 - jgB1;
230
+ // Height-aware blend: along an edge the layer standing taller (gravel stones, grass clumps) wins
231
+ // first, so transitions read as one material breaking through another, not a cross-fade.
232
+ float jgH1 = jgB1 + jgS1.height * 0.5;
233
+ float jgH2 = jgB2 + jgS2.height * 0.5;
234
+ float jgM = max(jgH1, jgH2) - 0.28;
235
+ jgA1 = mix(jgB1, max(0.0, jgH1 - jgM), uSurface);
236
+ jgA2 = mix(jgB2, max(0.0, jgH2 - jgM), uSurface);
237
+ float jgT = max(jgA1 + jgA2, 1e-4);
238
+ jgA1 /= jgT;
239
+ jgA2 /= jgT;
240
+ }
241
+ vec3 jgCol = jgS1.albedo * jgA1 + jgS2.albedo * jgA2;
242
+ float jgRough = jgS1.rough * jgA1 + jgS2.rough * jgA2;
243
+ float jgBumpH = jgS1.bump * jgA1 + jgS2.bump * jgA2;
244
+
245
+ // Large-scale light and sun-dried sweeps over painted ground, so a field painted one hue never tiles flat.
246
+ float jgPaintCover = jgPaintTotal * (1.0 - jgRockW) * uSurface;
247
+ jgCol *= 1.0 + (jgFbm2(jgWp / (uMacroScale * 1.3) + vec2(3.7, 61.2)) - 0.5) * 0.3 * jgPaintCover;
248
+ jgCol = mix(jgCol, jgCol * uSweepDry, smoothstep(0.52, 0.78, jgMacro) * 0.2 * jgPaintCover);
249
+
167
250
  float jgSandW = smoothstep(uWaterLevel + 2.4, uWaterLevel - 0.4, jgH) * (1.0 - jgRockW) * uStrength;
168
- jgCol = mix(jgCol, jgSand, jgSandW);
169
- vec3 jgSnow = uSnowColor * mix(0.94, 1.04, jgFine);
251
+ jgCol = mix(jgCol, uSandColor * (0.9 + 0.2 * jgMacro), jgSandW);
170
252
  float jgSnowW = smoothstep(uSnowHeight, uSnowHeight + 8.0, jgH) * (1.0 - jgRockW * 0.6) * uStrength;
171
- jgCol = mix(jgCol, jgSnow, jgSnowW);
253
+ jgCol = mix(jgCol, uSnowColor * (0.94 + 0.1 * jgMacro), jgSnowW);
172
254
  ${materialColorGlsl}
255
+ float jgContour = 0.5 + 0.5 * cos(jgH / 1.5 * 6.2831853);
256
+ jgCol *= (1.0 - uContour * 0.4 * (1.0 - jgContour)) * (1.0 + clamp(jgH * 0.03, -0.12, 0.22) * uContour);
173
257
  diffuseColor.rgb = jgCol;`)
174
258
  .replace("#include <roughnessmap_fragment>", `#include <roughnessmap_fragment>
259
+ roughnessFactor = clamp(jgRough, 0.04, 1.0);
175
260
  ${materialRoughnessGlsl}`)
176
261
  .replace("#include <normal_fragment_maps>", `#include <normal_fragment_maps>
262
+ ${SURFACE_BUMP_NORMAL_GLSL}
177
263
  ${materialNormalGlsl}`)
178
264
  .replace("#include <aomap_fragment>", `#include <aomap_fragment>
179
265
  ${materialAoGlsl}`);
180
266
  };
181
- material.customProgramCacheKey = () => `jgengine-terrain-detail-${detail.rockSlopeStart}-${detail.snowHeight}-${hasTexture ? "tex" : "flat"}-${hasTexture && textures.roughness !== undefined ? "rough" : "scalar"}-${hasTexture && textures.ao !== undefined ? "ao" : "unoccluded"}`;
182
- return { material };
267
+ material.customProgramCacheKey = () => `jgengine-terrain-detail-${hasTexture ? "tex" : "flat"}-${hasTexture && textures.roughness !== undefined ? "rough" : "scalar"}-${hasTexture && textures.ao !== undefined ? "ao" : "unoccluded"}-${paint === undefined ? "bare" : "paint"}-${low ? "low" : "full"}-${classMask}`;
268
+ return { material, contour };
183
269
  }