@leejungkiin/awkit 1.5.5 → 1.5.6

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Files changed (108) hide show
  1. package/bin/awk.js +188 -8
  2. package/core/GEMINI.md +15 -7
  3. package/core/work-modes.json +45 -0
  4. package/package.json +1 -1
  5. package/skill-packs/cocos2d/pack.json +8 -0
  6. package/skill-packs/cocos2d/skills/cocos2d-x/LICENSE.txt +8 -0
  7. package/skill-packs/cocos2d/skills/cocos2d-x/SKILL.md +168 -0
  8. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/action.md +278 -0
  9. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/animation.md +220 -0
  10. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/event.md +133 -0
  11. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/input.md +291 -0
  12. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/label.md +184 -0
  13. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/node-scene.md +212 -0
  14. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/scene.md +228 -0
  15. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/sprite.md +206 -0
  16. package/skill-packs/cocos2d/skills/cocos2d-x/examples/core/texture.md +186 -0
  17. package/skill-packs/cocos2d/skills/cocos2d-x/examples/getting-started/about-engine.md +53 -0
  18. package/skill-packs/cocos2d/skills/cocos2d-x/examples/getting-started/installation.md +203 -0
  19. package/skill-packs/cocos2d/skills/cocos2d-x/examples/getting-started/quick-start.md +134 -0
  20. package/skill-packs/electron/pack.json +9 -0
  21. package/skill-packs/electron/skills/electron/LICENSE.txt +202 -0
  22. package/skill-packs/electron/skills/electron/SKILL.md +160 -0
  23. package/skill-packs/electron/skills/electron/api/app.md +83 -0
  24. package/skill-packs/electron/skills/electron/api/browser-window.md +84 -0
  25. package/skill-packs/electron/skills/electron/examples/advanced/packaging.md +140 -0
  26. package/skill-packs/electron/skills/electron/examples/api/browser-window.md +182 -0
  27. package/skill-packs/electron/skills/electron/examples/api/menu.md +187 -0
  28. package/skill-packs/electron/skills/electron/examples/getting-started/installation.md +88 -0
  29. package/skill-packs/electron/skills/electron/examples/getting-started/quick-start.md +104 -0
  30. package/skill-packs/electron/skills/electron/examples/processes/ipc-communication.md +140 -0
  31. package/skill-packs/electron/skills/electron/examples/processes/main-process.md +121 -0
  32. package/skill-packs/electron/skills/electron/templates/main-process.md +105 -0
  33. package/skill-packs/electron/skills/electron/templates/preload-script.md +84 -0
  34. package/skill-packs/electron/skills/electron-egg/LICENSE.txt +202 -0
  35. package/skill-packs/electron/skills/electron-egg/SKILL.md +154 -0
  36. package/skill-packs/electron/skills/electron-egg/api/config-api.md +62 -0
  37. package/skill-packs/electron/skills/electron-egg/api/ipc-api.md +55 -0
  38. package/skill-packs/electron/skills/electron-egg/api/main-api.md +54 -0
  39. package/skill-packs/electron/skills/electron-egg/api/renderer-api.md +62 -0
  40. package/skill-packs/electron/skills/electron-egg/api/window-api.md +64 -0
  41. package/skill-packs/electron/skills/electron-egg/examples/features/ipc-communication.md +84 -0
  42. package/skill-packs/electron/skills/electron-egg/examples/features/main-process.md +89 -0
  43. package/skill-packs/electron/skills/electron-egg/examples/features/renderer-process.md +74 -0
  44. package/skill-packs/electron/skills/electron-egg/examples/guide/build.md +77 -0
  45. package/skill-packs/electron/skills/electron-egg/examples/guide/configuration.md +88 -0
  46. package/skill-packs/electron/skills/electron-egg/examples/guide/installation.md +66 -0
  47. package/skill-packs/electron/skills/electron-egg/examples/guide/intro.md +47 -0
  48. package/skill-packs/electron/skills/electron-egg/examples/guide/project-structure.md +73 -0
  49. package/skill-packs/electron/skills/electron-egg/examples/guide/quick-start.md +78 -0
  50. package/skill-packs/electron/skills/electron-egg/templates/configuration.md +63 -0
  51. package/skill-packs/electron/skills/electron-egg/templates/installation.md +42 -0
  52. package/skill-packs/electron/skills/electron-egg/templates/project-setup.md +75 -0
  53. package/skill-packs/flutter/pack.json +9 -0
  54. package/skill-packs/flutter/skills/flutter/LICENSE.txt +202 -0
  55. package/skill-packs/flutter/skills/flutter/SKILL.md +127 -0
  56. package/skill-packs/flutter/skills/flutter-project-creater/LICENSE.txt +202 -0
  57. package/skill-packs/flutter/skills/flutter-project-creater/SKILL.md +106 -0
  58. package/skill-packs/threejs/pack.json +25 -0
  59. package/skill-packs/threejs/skills/README.md +95 -0
  60. package/skill-packs/threejs/skills/threejs-animation/SKILL.md +86 -0
  61. package/skill-packs/threejs/skills/threejs-animation/examples/workflow-mixer-action.md +20 -0
  62. package/skill-packs/threejs/skills/threejs-animation/references/official-sections.md +19 -0
  63. package/skill-packs/threejs/skills/threejs-audio/SKILL.md +112 -0
  64. package/skill-packs/threejs/skills/threejs-audio/examples/workflow-positional-audio.md +15 -0
  65. package/skill-packs/threejs/skills/threejs-audio/references/official-sections.md +16 -0
  66. package/skill-packs/threejs/skills/threejs-camera/SKILL.md +96 -0
  67. package/skill-packs/threejs/skills/threejs-camera/examples/workflow-perspective-resize.md +13 -0
  68. package/skill-packs/threejs/skills/threejs-controls/SKILL.md +101 -0
  69. package/skill-packs/threejs/skills/threejs-controls/examples/workflow-orbit-damping.md +15 -0
  70. package/skill-packs/threejs/skills/threejs-dev-setup/SKILL.md +102 -0
  71. package/skill-packs/threejs/skills/threejs-dev-setup/examples/workflow-scaffold.md +24 -0
  72. package/skill-packs/threejs/skills/threejs-geometries/SKILL.md +108 -0
  73. package/skill-packs/threejs/skills/threejs-geometries/examples/workflow-extrude-shape.md +13 -0
  74. package/skill-packs/threejs/skills/threejs-helpers/SKILL.md +103 -0
  75. package/skill-packs/threejs/skills/threejs-helpers/examples/workflow-light-camera-helpers.md +13 -0
  76. package/skill-packs/threejs/skills/threejs-lights/SKILL.md +103 -0
  77. package/skill-packs/threejs/skills/threejs-lights/examples/workflow-directional-shadow.md +17 -0
  78. package/skill-packs/threejs/skills/threejs-loaders/SKILL.md +89 -0
  79. package/skill-packs/threejs/skills/threejs-loaders/examples/workflow-gltf-draco.md +22 -0
  80. package/skill-packs/threejs/skills/threejs-loaders/references/official-sections.md +27 -0
  81. package/skill-packs/threejs/skills/threejs-materials/SKILL.md +102 -0
  82. package/skill-packs/threejs/skills/threejs-materials/examples/workflow-pbr-transparent.md +15 -0
  83. package/skill-packs/threejs/skills/threejs-math/SKILL.md +102 -0
  84. package/skill-packs/threejs/skills/threejs-math/examples/workflow-ray-aabb.md +11 -0
  85. package/skill-packs/threejs/skills/threejs-node-tsl/SKILL.md +83 -0
  86. package/skill-packs/threejs/skills/threejs-node-tsl/examples/workflow-tsl-entry.md +13 -0
  87. package/skill-packs/threejs/skills/threejs-node-tsl/references/official-links.md +8 -0
  88. package/skill-packs/threejs/skills/threejs-node-tsl/references/tsl-vs-classic.md +23 -0
  89. package/skill-packs/threejs/skills/threejs-objects/SKILL.md +111 -0
  90. package/skill-packs/threejs/skills/threejs-objects/examples/workflow-raycaster-pick.md +17 -0
  91. package/skill-packs/threejs/skills/threejs-postprocessing/SKILL.md +116 -0
  92. package/skill-packs/threejs/skills/threejs-postprocessing/examples/workflow-composer-bloom.md +15 -0
  93. package/skill-packs/threejs/skills/threejs-renderers/SKILL.md +91 -0
  94. package/skill-packs/threejs/skills/threejs-renderers/examples/workflow-renderer-resize.md +21 -0
  95. package/skill-packs/threejs/skills/threejs-renderers/references/official-sections.md +14 -0
  96. package/skill-packs/threejs/skills/threejs-scenes/SKILL.md +90 -0
  97. package/skill-packs/threejs/skills/threejs-scenes/examples/workflow-fog-background.md +13 -0
  98. package/skill-packs/threejs/skills/threejs-textures/SKILL.md +83 -0
  99. package/skill-packs/threejs/skills/threejs-textures/examples/workflow-pmrem-env.md +19 -0
  100. package/skill-packs/threejs/skills/threejs-webxr/SKILL.md +104 -0
  101. package/skill-packs/threejs/skills/threejs-webxr/examples/workflow-xr-button.md +15 -0
  102. package/skills/telegram-notify/SKILL.md +1 -0
  103. package/skills/trello-sync/SKILL.md +7 -0
  104. package/templates/project-identity/android.json +26 -1
  105. package/templates/project-identity/backend-nestjs.json +26 -1
  106. package/templates/project-identity/expo.json +26 -1
  107. package/templates/project-identity/ios.json +26 -1
  108. package/templates/project-identity/web-nextjs.json +26 -1
@@ -0,0 +1,111 @@
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+ ---
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+ name: threejs-objects
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+ description: "three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation."
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+ ---
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+
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+ ## When to use this skill
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+
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+ **ALWAYS use this skill when the user mentions:**
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+
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+ - Parent/child relationships, `position/rotation/scale`, `matrixAutoUpdate`, `updateMatrixWorld`
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+ - Choosing mesh types: static vs instanced vs skinned vs batched LOD
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+ - **Picking**: `Raycaster.setFromCamera`, `intersectObjects`, recursive flag, face/uv results
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+ - **Layers**: selective visibility for cameras/lights/objects
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+
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+ **IMPORTANT: objects vs math**
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+
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+ | Need | Skill |
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+ |------|--------|
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+ | Scene graph + picking | **threejs-objects** |
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+ | Box/ray math only | **threejs-math** |
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+
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+ **Trigger phrases include:**
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+
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+ - "Object3D", "InstancedMesh", "SkinnedMesh", "Raycaster", "layers"
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+ - "父子节点", "射线拾取", "图层"
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+
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+ ## How to use this skill
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+
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+ 1. **Compose** scenes with `Group` and transforms; minimize deep hierarchies where possible.
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+ 2. **Instancing** — set per-instance matrices; understand `count` and frustum culling behavior.
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+ 3. **SkinnedMesh** — bind skeleton; clips in **threejs-animation**; skinning material flags in **threejs-materials**.
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+ 4. **Picking** — normalize device coords, set ray from camera, filter by layers, validate intersections are sorted by distance before processing.
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+ 5. **Events** — `EventDispatcher` on custom objects; patterns only, not DOM frameworks.
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+ 6. **Clipping** — `ClippingGroup` usage per docs when user needs sectional cuts.
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+ 7. **Dispose** — call `dispose()` on geometries/materials/textures when removing objects permanently.
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+
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+ ### Example: Raycaster picking with validation
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+
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+ ```javascript
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+ import * as THREE from 'three';
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+
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+ const raycaster = new THREE.Raycaster();
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+ const pointer = new THREE.Vector2();
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+
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+ function onPointerMove(event) {
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+ // Normalize device coordinates (-1 to +1)
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+ pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
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+ pointer.y = -(event.clientY / window.innerHeight) * 2 + 1;
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+ }
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+
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+ function pick(camera, scene) {
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+ raycaster.setFromCamera(pointer, camera);
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+ const intersections = raycaster.intersectObjects(scene.children, true);
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+
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+ // Validate: intersections are sorted by distance (nearest first)
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+ if (intersections.length > 0) {
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+ console.log('Nearest hit:', intersections[0].object.name,
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+ 'at distance:', intersections[0].distance);
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+ }
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+ return intersections;
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+ }
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+ ```
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+
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+ See [examples/workflow-raycaster-pick.md](examples/workflow-raycaster-pick.md).
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+
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+ ## Doc map (official)
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+
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+ | Docs section | Representative links |
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+ |--------------|----------------------|
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+ | Core | https://threejs.org/docs/Object3D.html |
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+ | Objects | https://threejs.org/docs/Mesh.html |
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+ | Objects | https://threejs.org/docs/InstancedMesh.html |
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+ | Core | https://threejs.org/docs/Raycaster.html |
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+
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+ ## Scope
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+
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+ - **In scope:** Object3D graph, renderable object types, raycasting, layers, dispatcher basics.
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+ - **Out of scope:** Physics engines; XR input mapping (**threejs-webxr**).
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+
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+ ## Common pitfalls and best practices
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+
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+ - Forgetting `updateMatrixWorld` before world-space ray tests on moved objects.
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+ - Raycaster without `layers` set picks unintended objects—set masks consistently on camera and objects.
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+ - InstancedMesh raycast hits need per-instance handling—check docs for your version.
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+
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+ ## Documentation and version
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+
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+ `Object3D`, mesh types, `Raycaster`, and `Layers` are documented under [Objects](https://threejs.org/docs/#Objects) and [Core](https://threejs.org/docs/Raycaster.html) in [three.js docs](https://threejs.org/docs/). Behavior of picking and layers can shift slightly—link the exact page for the user’s three.js line.
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+
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+ ## Agent response checklist
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+
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+ When answering under this skill, prefer responses that:
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+
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+ 1. Link `Object3D`, `Mesh`, `InstancedMesh`, `Raycaster`, or `Layers` as needed.
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+ 2. Pair skeletal animation with **threejs-animation** and skinned mesh setup.
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+ 3. Route pure linear-algebra questions without a scene graph to **threejs-math**.
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+ 4. Route XR input to **threejs-webxr** when sessions/controllers are involved.
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+ 5. Mention `dispose()` for geometries/materials when removing objects permanently.
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+
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+ ## References
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+
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+ - https://threejs.org/docs/Object3D.html
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+ - https://threejs.org/docs/Raycaster.html
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+ - https://threejs.org/docs/Layers.html
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+ - https://threejs.org/docs/InstancedMesh.html
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+
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+ ## Keywords
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+
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+ **English:** object3d, mesh, instancedmesh, skinnedmesh, raycaster, layers, scene graph, three.js
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+
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+ **中文:** 场景图、Object3D、Mesh、实例化、骨骼网格、射线拾取、图层、three.js
@@ -0,0 +1,17 @@
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+ # Workflow: pick mesh with Raycaster
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+
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+ ## Steps
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+
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+ 1. `const raycaster = new THREE.Raycaster(); const pointer = new THREE.Vector2();`
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+
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+ 2. On pointer event: `pointer.x = (x / width) * 2 - 1; pointer.y = -(y / height) * 2 + 1;`
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+
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+ 3. `raycaster.setFromCamera(pointer, camera);`
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+
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+ 4. `const hits = raycaster.intersectObjects(scene.children, true);` — tune recursive/layers.
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+
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+ 5. Read `hits[0].object`, `face`, `uv`, `distance` per application.
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+
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+ 6. Throttle on pointermove if needed for performance.
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+
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+ Details: https://threejs.org/docs/Raycaster.html
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+ ---
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+ name: threejs-postprocessing
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+ description: "Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers)."
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+ ---
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+
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+ ## When to use this skill
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+
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+ **ALWAYS use this skill when the user mentions:**
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+
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+ - `EffectComposer`, `RenderPass`, stacking passes, resize of composer
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+ - Bloom, SSAO, SSR, DOF, outline, glitch, film grain, TAA—**addon** pass names
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+ - `ShaderPass` with shader modules from Addons **Shaders** group
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+
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+ **IMPORTANT: postprocessing vs renderers vs node-tsl**
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+
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+ | Pipeline | Skill |
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+ |----------|--------|
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+ | Classic composer + passes | **threejs-postprocessing** |
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+ | Renderer output color/tone only | **threejs-renderers** |
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+ | Node/TSL post nodes | **threejs-node-tsl** |
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+
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+ **Trigger phrases include:**
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+
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+ - "EffectComposer", "RenderPass", "UnrealBloomPass", "SSAOPass", "后期"
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+ - "泛光", "环境光遮蔽", "描边"
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+
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+ ## How to use this skill
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+
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+ 1. **Chain** — `RenderPass` → effect passes → output; ensure size matches renderer and DPR changes.
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+ 2. **Resize** — call `composer.setSize` alongside renderer resize workflows.
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+ 3. **Half-float** — many passes expect appropriate render target types; cite docs for your version.
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+ 4. **Performance** — each pass has cost; profile with `renderer.info` to check draw calls and triangles.
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+ 5. **Validate output** — render a simple test scene through the composer first to verify passes work before adding complexity.
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+ 6. **Shader modules** — link Addons **Shaders** list instead of inlining huge GLSL in SKILL.
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+ 7. **Output** — final pass should align color management with renderer (**threejs-renderers**).
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+ 8. **Contrast** — mention core `PostProcessing` class separately to avoid name collision confusion.
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+
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+ ### Example: EffectComposer with bloom and debugging
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+
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+ ```javascript
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+ import * as THREE from 'three';
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+ import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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+ import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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+ import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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+
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+ const composer = new EffectComposer(renderer);
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+ composer.addPass(new RenderPass(scene, camera));
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+
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+ const bloomPass = new UnrealBloomPass(
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+ new THREE.Vector2(window.innerWidth, window.innerHeight),
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+ 1.5, // strength
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+ 0.4, // radius
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+ 0.85 // threshold
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+ );
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+ composer.addPass(bloomPass);
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+
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+ // Resize handler — must match renderer size
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+ window.addEventListener('resize', () => {
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+ renderer.setSize(window.innerWidth, window.innerHeight);
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+ composer.setSize(window.innerWidth, window.innerHeight);
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+ });
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+
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+ // Render loop: use composer.render() instead of renderer.render()
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+ function animate() {
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+ composer.render();
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+ }
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+ renderer.setAnimationLoop(animate);
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+ ```
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+
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+ See [examples/workflow-composer-bloom.md](examples/workflow-composer-bloom.md).
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+
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+ ## Doc map (official)
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+
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+ | Docs section | Representative links |
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+ |--------------|----------------------|
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+ | Postprocessing | https://threejs.org/docs/EffectComposer.html |
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+ | Postprocessing | https://threejs.org/docs/RenderPass.html |
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+ | Postprocessing | https://threejs.org/docs/UnrealBloomPass.html |
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+ | Shaders (addon modules) | https://threejs.org/docs/module-CopyShader.html |
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+
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+ ## Scope
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+
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+ - **In scope:** Addon postprocessing passes and composer wiring; pointers to shader modules.
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+ - **Out of scope:** Custom full-screen pipeline design outside three docs; engine-level frame graphs.
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+
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+ ## Common pitfalls and best practices
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+
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+ - Forgetting composer resize produces smeared or low-res effects.
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+ - Pass order matters—bloom often after main scene pass, outline may need masks.
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+ - Some passes need depth—ensure depth buffer availability per pass docs.
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+
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+ ## Documentation and version
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+
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+ Addon passes live under [Postprocessing](https://threejs.org/docs/#Postprocessing) and **Shaders** modules in [three.js docs](https://threejs.org/docs/). Pass constructors and required buffers change across versions—link the specific pass page (e.g. `UnrealBloomPass`) rather than guessing uniform names.
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+
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+ ## Agent response checklist
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+
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+ When answering under this skill, prefer responses that:
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+
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+ 1. Link `EffectComposer`, `RenderPass`, or the named pass (`SSAOPass`, …).
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+ 2. Contrast **addon** composer stack with core `PostProcessing` + **threejs-node-tsl** when users mix terms.
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+ 3. Require `setSize` on composer when **threejs-renderers** resizes.
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+ 4. Point to **Shaders** group for raw shader modules used by `ShaderPass`.
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+ 5. Warn about VR frame-time when stacking heavy passes (**threejs-webxr**).
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+
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+ ## References
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+
108
+ - https://threejs.org/docs/#Postprocessing
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+ - https://threejs.org/docs/EffectComposer.html
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+ - https://threejs.org/docs/RenderPass.html
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+
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+ ## Keywords
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+
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+ **English:** effectcomposer, renderpass, bloom, ssao, ssr, outline, postprocessing, three.js
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+
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+ **中文:** 后期、EffectComposer、泛光、SSAO、SSR、屏幕空间、three.js
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+ # Workflow: minimal composer with bloom
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+
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+ ## Steps
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+
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+ 1. Create `EffectComposer(renderer)`.
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+
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+ 2. Add `RenderPass(scene, camera)`.
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+
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+ 3. Add `UnrealBloomPass` with strength/radius/threshold per [UnrealBloomPass](https://threejs.org/docs/UnrealBloomPass.html).
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+
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+ 4. In animation loop: `composer.render()` instead of `renderer.render` for the final path—or follow the exact pattern from current examples (some versions use `composer.render()` only).
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+
13
+ 5. On resize: `composer.setSize(width, height)`.
14
+
15
+ Verify against a known three.js example filename from the official repo for your version—API details shift between releases.
@@ -0,0 +1,91 @@
1
+ ---
2
+ name: threejs-renderers
3
+ description: "Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl."
4
+ ---
5
+
6
+ ## When to use this skill
7
+
8
+ **ALWAYS use this skill when the user mentions:**
9
+
10
+ - `WebGLRenderer` or `WebGPURenderer` creation, `setSize`, `setPixelRatio`, `setAnimationLoop`
11
+ - Color management: `outputColorSpace`, `toneMapping`, exposure-like behavior via renderer properties
12
+ - `WebGLRenderTarget`, `WebGLCubeRenderTarget`, MRT, readback, or render-to-texture setup at renderer level
13
+ - `Info` (`render`, `triangles`, `calls`) for profiling; `CanvasTarget` / storage textures when working from docs index
14
+
15
+ **IMPORTANT: this skill vs neighbors**
16
+
17
+ | Topic | Use skill |
18
+ |-------|-----------|
19
+ | Fullscreen passes, bloom, SSAO, composer chain | **threejs-postprocessing** |
20
+ | VR/AR session, `XRButton`, hand models | **threejs-webxr** |
21
+ | Node-based frame graph / TSL post stack | **threejs-node-tsl** + renderer enablement |
22
+ | Loading assets | **threejs-loaders** |
23
+
24
+ **Trigger phrases include:**
25
+
26
+ - "WebGLRenderer", "WebGPURenderer", "setPixelRatio", "toneMapping", "WebGLRenderTarget"
27
+ - "渲染器", "像素比", "色调映射", "离屏渲染"
28
+
29
+ ## How to use this skill
30
+
31
+ 1. **Choose API**: `WebGLRenderer` for widest compatibility; `WebGPURenderer` when targeting WebGPU and node/TSL stack per project rules.
32
+ 2. **Size**: match drawing buffer to canvas CSS size × `devicePixelRatio` with a sane cap (performance).
33
+ 3. **Color**: set `outputColorSpace` / `toneMapping` consistently with textures and materials (cross-link threejs-textures, threejs-materials).
34
+ 4. **Loop**: prefer `setAnimationLoop` for WebXR-friendly loops; otherwise `requestAnimationFrame`.
35
+ 5. **Render targets**: pick `WebGLRenderTarget` vs cube/3D/array variants per environment/reflection needs; document dispose when recreating.
36
+ 6. **Overlay UI**: import `CSS2DRenderer` / `CSS3DRenderer` from addons; sync size with main renderer.
37
+ 7. **Profiling**: read `renderer.info` in dev builds only; explain cost of high pixel ratio and overdraw.
38
+ 8. **WebXR hook**: enable XR on renderer but delegate session to **threejs-webxr**.
39
+
40
+ See [examples/workflow-renderer-resize.md](examples/workflow-renderer-resize.md).
41
+
42
+ ## Doc map (official)
43
+
44
+ | Docs section | Representative links |
45
+ |--------------|----------------------|
46
+ | Core Renderers | https://threejs.org/docs/WebGLRenderer.html |
47
+ | WebGPU | https://threejs.org/docs/WebGPURenderer.html |
48
+ | Render targets | https://threejs.org/docs/WebGLRenderTarget.html |
49
+ | Core PostProcessing (class) | https://threejs.org/docs/PostProcessing.html |
50
+ | Addons renderers | https://threejs.org/docs/CSS2DRenderer.html |
51
+
52
+ More class links: [references/official-sections.md](references/official-sections.md).
53
+
54
+ ## Scope
55
+
56
+ - **In scope:** Renderer construction, sizing, color/tone, targets, Info, addon CSS/SVG renderers, high-level XR enable only.
57
+ - **Out of scope:** Individual composer passes (threejs-postprocessing); XR input (threejs-webxr); file IO (threejs-loaders).
58
+
59
+ ## Common pitfalls and best practices
60
+
61
+ - Uncapped DPR burns fill rate; cap `setPixelRatio(Math.min(devicePixelRatio, 2))` on dense scenes.
62
+ - Mixing sRGB textures with wrong `outputColorSpace` causes washed or crushed blacks.
63
+ - Forgetting `dispose()` on render targets and full-screen quads leaks GPU memory on hot reload.
64
+ - `WebGPURenderer` feature set moves quickly—always cite current docs version note in answers.
65
+
66
+ ## Documentation and version
67
+
68
+ `WebGLRenderer`, `WebGPURenderer`, and color-management defaults evolve across releases. Use the [Renderers](https://threejs.org/docs/#Renderers) section of [three.js docs](https://threejs.org/docs/) for the user’s three.js line; WebGPU and node stacks may require newer minors—link class pages rather than memorizing constructor defaults.
69
+
70
+ ## Agent response checklist
71
+
72
+ When answering under this skill, prefer responses that:
73
+
74
+ 1. Link official renderer or render-target pages (`WebGLRenderer`, `WebGLRenderTarget`, etc.).
75
+ 2. Relate `outputColorSpace` / `toneMapping` to **threejs-textures** and **threejs-materials** when color looks wrong.
76
+ 3. Point XR session details to **threejs-webxr** after `renderer.xr.enabled` is mentioned.
77
+ 4. Mention `dispose()` for render targets and render lists on teardown or hot reload.
78
+ 5. Cite **Addons → Renderers** (`CSS2DRenderer`, …) when overlays are in scope.
79
+
80
+ ## References
81
+
82
+ - https://threejs.org/docs/WebGLRenderer.html
83
+ - https://threejs.org/docs/WebGPURenderer.html
84
+ - https://threejs.org/docs/#Renderers
85
+ - https://threejs.org/docs/Info.html
86
+
87
+ ## Keywords
88
+
89
+ **English:** webglrenderer, webgpurenderer, rendertarget, pixelratio, tonemapping, outputcolorspace, css2d, css3d, three.js
90
+
91
+ **中文:** WebGLRenderer、WebGPU、渲染目标、像素比、色调映射、输出色彩空间、渲染器、three.js
@@ -0,0 +1,21 @@
1
+ # Workflow: responsive renderer and DPR cap
2
+
3
+ ## Goal
4
+
5
+ Keep drawing buffer size in sync with the canvas element and limit device pixel ratio on high-DPI displays.
6
+
7
+ ## Steps
8
+
9
+ 1. Listen to `window` `resize` (or ResizeObserver on the canvas parent).
10
+
11
+ 2. Read `clientWidth` / `clientHeight` of the element hosting the canvas.
12
+
13
+ 3. Call `renderer.setSize(width, height, false)` when the third argument should match CSS pixels (typical for full-window).
14
+
15
+ 4. Set `renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))` (adjust cap per project).
16
+
17
+ 5. If using composer or effects that depend on resolution, update passes after resize—see **threejs-postprocessing**.
18
+
19
+ 6. Update projection `camera.aspect` for perspective cameras and `camera.updateProjectionMatrix()`.
20
+
21
+ This complements **threejs-camera**; do not duplicate XR projection here.
@@ -0,0 +1,14 @@
1
+ # Renderer-related docs (non-exhaustive)
2
+
3
+ - https://threejs.org/docs/WebGLRenderer.html
4
+ - https://threejs.org/docs/WebGPURenderer.html
5
+ - https://threejs.org/docs/WebGLCubeRenderTarget.html
6
+ - https://threejs.org/docs/WebGL3DRenderTarget.html
7
+ - https://threejs.org/docs/Renderer.html
8
+ - https://threejs.org/docs/PostProcessing.html
9
+ - https://threejs.org/docs/CSS2DRenderer.html
10
+ - https://threejs.org/docs/CSS3DRenderer.html
11
+ - https://threejs.org/docs/SVGRenderer.html
12
+ - https://threejs.org/docs/WebXRManager.html
13
+
14
+ Use the live [docs index](https://threejs.org/docs/#Renderers) for additions in new three.js releases.
@@ -0,0 +1,90 @@
1
+ ---
2
+ name: threejs-scenes
3
+ description: "three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers."
4
+ ---
5
+
6
+ ## When to use this skill
7
+
8
+ **ALWAYS use this skill when the user mentions:**
9
+
10
+ - `Scene` as root, `scene.background`, environment or skyball setup at scene level
11
+ - `Fog` or `FogExp2` parameters (`near`, `far`, `color`, density) and interaction with camera far plane
12
+ - Organizing render lists conceptually (children of scene)
13
+
14
+ **IMPORTANT: scenes vs textures vs loaders**
15
+
16
+ | Concern | Skill |
17
+ |---------|--------|
18
+ | Scene + fog API | **threejs-scenes** |
19
+ | Texture sampling, PMREM generator usage | **threejs-textures** |
20
+ | Fetching HDR/glTF | **threejs-loaders** |
21
+
22
+ **Trigger phrases include:**
23
+
24
+ - "Scene", "Fog", "FogExp2", "background", "雾"
25
+ - "场景根节点", "线性雾", "指数雾"
26
+
27
+ ## How to use this skill
28
+
29
+ 1. Instantiate `Scene` and add lights/meshes/cameras as children per graph rules (**threejs-objects**).
30
+ 2. Choose fog: linear `Fog` vs exponential `FogExp2` for outdoor/horizon feel.
31
+ 3. Tune fog `near`/`far` alongside camera `far` to avoid clipping artifacts.
32
+ 4. Set `scene.background` to `Color`, `Texture`, or cube map per docs; env lighting still needs matching renderer/material settings.
33
+ 5. When user wants IBL from HDR file, point to loaders → textures → materials pipeline explicitly.
34
+ 6. Document that fog does not replace frustum culling for performance.
35
+
36
+ ### Example: Scene with fog and background
37
+
38
+ ```javascript
39
+ import * as THREE from 'three';
40
+
41
+ const scene = new THREE.Scene();
42
+ scene.background = new THREE.Color(0xa0a0a0);
43
+
44
+ // Linear fog — match color with background to hide horizon seam
45
+ scene.fog = new THREE.Fog(0xa0a0a0, 10, 50);
46
+
47
+ // Ensure camera far plane covers fog range
48
+ camera.far = 60; // slightly beyond fog far
49
+ camera.updateProjectionMatrix();
50
+ ```
51
+
52
+ See [examples/workflow-fog-background.md](examples/workflow-fog-background.md).
53
+
54
+ ## Doc map (official)
55
+
56
+ | Docs section | Representative links |
57
+ |--------------|----------------------|
58
+ | Scenes | https://threejs.org/docs/Scene.html |
59
+ | Fog | https://threejs.org/docs/Fog.html |
60
+ | FogExp2 | https://threejs.org/docs/FogExp2.html |
61
+
62
+ ## Scope
63
+
64
+ - **In scope:** `Scene`, fog types, background field semantics at API level.
65
+ - **Out of scope:** HDR / glTF file fetch (**threejs-loaders**); PMREM and texture sampling (**threejs-textures**); tone mapping / output color space defaults (**threejs-renderers**); full-screen fog-only post stack (**threejs-postprocessing**) unless tying to scene `Fog`; custom atmospheric scattering shaders beyond core fog API.
66
+
67
+ ## Common pitfalls and best practices
68
+
69
+ - Fog color should harmonize with background to hide the horizon seam.
70
+ - Very large `far` on camera with fog still needs scene scale consistency.
71
+ - `background` rotation/intensity features depend on renderer version—cite current docs.
72
+
73
+ ## Documentation and version
74
+
75
+ `Scene`, `Fog`, and background fields are documented under [Scenes](https://threejs.org/docs/#Scenes) in [three.js docs](https://threejs.org/docs/). Environment-related visuals often combine this skill with **threejs-textures** (PMREM) and **threejs-loaders** (HDR files) — link those pages when the user moves from “fog color” to “HDR sky”.
76
+
77
+ ## Agent response checklist
78
+
79
+ When answering under this skill, prefer responses that:
80
+
81
+ 1. Link `Scene`, `Fog`, or `FogExp2` official pages.
82
+ 2. Relate fog distances to **threejs-camera** `far` plane and world scale.
83
+ 3. Defer PMREM/HDR file steps to **threejs-textures** / **threejs-loaders** with one sentence each.
84
+ 4. Avoid duplicating full color-management tutorials — point to renderer + textures skills.
85
+
86
+ ## Keywords
87
+
88
+ **English:** scene, fog, fogexp2, background, environment, three.js
89
+
90
+ **中文:** 场景、雾、Fog、背景、环境、three.js
@@ -0,0 +1,13 @@
1
+ # Workflow: fog plus solid background
2
+
3
+ ## Steps
4
+
5
+ 1. `scene.background = new THREE.Color(0x87ceeb);`
6
+
7
+ 2. `scene.fog = new THREE.Fog(0x87ceeb, near, far);` — adjust `near`/`far` relative to world units.
8
+
9
+ 3. Keep `PerspectiveCamera.far` larger than fog `far` or tune both together.
10
+
11
+ 4. Remove fog by setting `scene.fog = null`.
12
+
13
+ For textured HDR backgrounds, load env via **threejs-loaders** then assign textures per **threejs-textures** / PMREM flow.
@@ -0,0 +1,83 @@
1
+ ---
2
+ name: threejs-textures
3
+ description: "three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers."
4
+ ---
5
+
6
+ ## When to use this skill
7
+
8
+ **ALWAYS use this skill when the user mentions:**
9
+
10
+ - `texture.wrapS` / `wrapT`, `minFilter`, `magFilter`, `generateMipmaps`, `anisotropy`
11
+ - `colorSpace` / correct handling of sRGB vs linear data maps
12
+ - Creating `DataTexture`, `CubeTexture`, compressed GPU formats, video/canvas driven textures
13
+ - `PMREMGenerator` from environment maps for IBL
14
+
15
+ **IMPORTANT: textures vs loaders**
16
+
17
+ | Step | Skill |
18
+ |------|--------|
19
+ | Decode file / HTTP | **threejs-loaders** |
20
+ | Configure GPU `Texture` | **threejs-textures** |
21
+
22
+ **Trigger phrases include:**
23
+
24
+ - "Texture", "CubeTexture", "PMREM", "colorSpace", "mipmap", "各向异性"
25
+ - "环境贴图", "数据纹理", "压缩纹理"
26
+
27
+ ## How to use this skill
28
+
29
+ 1. **Classify** texture dimensionality and format (2D, cube, depth, compressed, data).
30
+ 2. **Color pipeline**: set `colorSpace` appropriately; normal/roughness maps are non-color data.
31
+ 3. **Sampling**: choose filters; enable mipmaps when minification occurs; consider max anisotropy.
32
+ 4. **PMREM**: feed env map through `PMREMGenerator` per docs; assign result to scene/env/intensity paths as required.
33
+ 5. **Video/canvas**: understand update needs each frame for `VideoTexture` / `CanvasTexture`.
34
+ 6. **Disposal**: `dispose()` textures when replacing to free GPU memory.
35
+ 7. **KTX2/Basis**: transcoder wiring belongs in **threejs-loaders** before this step.
36
+
37
+ See [examples/workflow-pmrem-env.md](examples/workflow-pmrem-env.md).
38
+
39
+ ## Doc map (official)
40
+
41
+ | Docs section | Representative links |
42
+ |--------------|----------------------|
43
+ | Textures | https://threejs.org/docs/Texture.html |
44
+ | Cube | https://threejs.org/docs/CubeTexture.html |
45
+ | Data | https://threejs.org/docs/DataTexture.html |
46
+ | PMREM | https://threejs.org/docs/PMREMGenerator.html |
47
+
48
+ ## Scope
49
+
50
+ - **In scope:** Core Textures + PMREMGenerator; sampling and color pipeline at texture level.
51
+ - **Out of scope:** Loader configuration; post-processing passes that sample buffers (threejs-postprocessing).
52
+
53
+ ## Common pitfalls and best practices
54
+
55
+ - sRGB albedo in linear workflow without proper colorSpace looks wrong next to renderer output.
56
+ - Non-power-of-two textures have mip/wrap limitations unless padded.
57
+ - Forgetting texture disposal on hot reload leaks VRAM.
58
+
59
+ ## Documentation and version
60
+
61
+ Texture classes and `PMREMGenerator` are documented under [Textures](https://threejs.org/docs/#Textures) and [PMREMGenerator](https://threejs.org/docs/PMREMGenerator.html) in [three.js docs](https://threejs.org/docs/). Compressed and KTX2 paths often depend on **threejs-loaders** for transcoder setup before this skill applies.
62
+
63
+ ## Agent response checklist
64
+
65
+ When answering under this skill, prefer responses that:
66
+
67
+ 1. Link `Texture`, `DataTexture`, `CubeTexture`, or `PMREMGenerator` as appropriate.
68
+ 2. Tie `colorSpace` / filtering to **threejs-renderers** output and **threejs-materials** maps.
69
+ 3. Send Draco/KTX2 **decoder wiring** questions to **threejs-loaders** first.
70
+ 4. Emphasize `dispose()` when replacing env maps or large atlases.
71
+ 5. Mention [Global](https://threejs.org/docs/#Global) constants only when wrapping/filter enums matter.
72
+
73
+ ## References
74
+
75
+ - https://threejs.org/docs/#Textures
76
+ - https://threejs.org/docs/Texture.html
77
+ - https://threejs.org/docs/PMREMGenerator.html
78
+
79
+ ## Keywords
80
+
81
+ **English:** texture, cubemap, pmrem, mipmap, colorspace, compressed texture, data texture, three.js
82
+
83
+ **中文:** 纹理、立方体贴图、PMREM、mipmap、色彩空间、压缩纹理、three.js
@@ -0,0 +1,19 @@
1
+ # Workflow: PMREM from an equirectangular texture
2
+
3
+ ## Preconditions
4
+
5
+ - An equirectangular HDR or suitable env image is already a `Texture` (often via **threejs-loaders**).
6
+
7
+ ## Steps
8
+
9
+ 1. Create `PMREMGenerator(renderer)`.
10
+
11
+ 2. `const envMap = pmremGenerator.fromEquirectangular(equirectTexture).texture;`
12
+
13
+ 3. Assign to scene or materials per your lighting model; intensity via renderer or material properties (**threejs-materials**).
14
+
15
+ 4. `pmremGenerator.dispose()` when done generating; dispose intermediate textures per docs.
16
+
17
+ 5. Dispose `equirectTexture` if no longer needed.
18
+
19
+ Cross-check current [PMREMGenerator](https://threejs.org/docs/PMREMGenerator.html) for API variants (`fromScene`, etc.).