@leejungkiin/awkit 1.7.6 → 1.7.7

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Files changed (53) hide show
  1. package/bin/awk.js +44 -23
  2. package/bin/codex-generators.js +32 -3
  3. package/core/GEMINI.md +10 -5
  4. package/core/GEMINI.md.bak +2 -2
  5. package/package.json +1 -1
  6. package/scripts/exec-progress.js +116 -0
  7. package/skills/generate-gui-assets/SKILL.md +5 -5
  8. package/skills/hatch-pet/SKILL.md +2 -2
  9. package/skills/threejs-animation/SKILL.md +86 -0
  10. package/skills/threejs-animation/examples/workflow-mixer-action.md +20 -0
  11. package/skills/threejs-animation/references/official-sections.md +19 -0
  12. package/skills/threejs-audio/SKILL.md +112 -0
  13. package/skills/threejs-audio/examples/workflow-positional-audio.md +15 -0
  14. package/skills/threejs-audio/references/official-sections.md +16 -0
  15. package/skills/threejs-camera/SKILL.md +96 -0
  16. package/skills/threejs-camera/examples/workflow-perspective-resize.md +13 -0
  17. package/skills/threejs-controls/SKILL.md +101 -0
  18. package/skills/threejs-controls/examples/workflow-orbit-damping.md +15 -0
  19. package/skills/threejs-dev-setup/SKILL.md +102 -0
  20. package/skills/threejs-dev-setup/examples/workflow-scaffold.md +24 -0
  21. package/skills/threejs-geometries/SKILL.md +108 -0
  22. package/skills/threejs-geometries/examples/workflow-extrude-shape.md +13 -0
  23. package/skills/threejs-helpers/SKILL.md +103 -0
  24. package/skills/threejs-helpers/examples/workflow-light-camera-helpers.md +13 -0
  25. package/skills/threejs-lights/SKILL.md +103 -0
  26. package/skills/threejs-lights/examples/workflow-directional-shadow.md +17 -0
  27. package/skills/threejs-loaders/SKILL.md +89 -0
  28. package/skills/threejs-loaders/examples/workflow-gltf-draco.md +22 -0
  29. package/skills/threejs-loaders/references/official-sections.md +27 -0
  30. package/skills/threejs-materials/SKILL.md +102 -0
  31. package/skills/threejs-materials/examples/workflow-pbr-transparent.md +15 -0
  32. package/skills/threejs-math/SKILL.md +102 -0
  33. package/skills/threejs-math/examples/workflow-ray-aabb.md +11 -0
  34. package/skills/threejs-node-tsl/SKILL.md +83 -0
  35. package/skills/threejs-node-tsl/examples/workflow-tsl-entry.md +13 -0
  36. package/skills/threejs-node-tsl/references/official-links.md +8 -0
  37. package/skills/threejs-node-tsl/references/tsl-vs-classic.md +23 -0
  38. package/skills/threejs-objects/SKILL.md +111 -0
  39. package/skills/threejs-objects/examples/workflow-raycaster-pick.md +17 -0
  40. package/skills/threejs-postprocessing/SKILL.md +116 -0
  41. package/skills/threejs-postprocessing/examples/workflow-composer-bloom.md +15 -0
  42. package/skills/threejs-renderers/SKILL.md +91 -0
  43. package/skills/threejs-renderers/examples/workflow-renderer-resize.md +21 -0
  44. package/skills/threejs-renderers/references/official-sections.md +14 -0
  45. package/skills/threejs-scenes/SKILL.md +90 -0
  46. package/skills/threejs-scenes/examples/workflow-fog-background.md +13 -0
  47. package/skills/threejs-textures/SKILL.md +83 -0
  48. package/skills/threejs-textures/examples/workflow-pmrem-env.md +19 -0
  49. package/skills/threejs-webxr/SKILL.md +104 -0
  50. package/skills/threejs-webxr/examples/workflow-xr-button.md +15 -0
  51. package/workflows/_uncategorized/goal.md +86 -0
  52. package/workflows/ui/generate-gui-assets.md +111 -0
  53. package/workflows/ui/hatch-pet.md +116 -0
@@ -0,0 +1,83 @@
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+ ---
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+ name: threejs-node-tsl
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+ description: "three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic ShaderMaterial GLSL use threejs-materials; for stock EffectComposer passes use threejs-postprocessing; for WebGLRenderer-only tuning use 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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+ - `NodeMaterial`, `TSL`, imports from `three/nodes` or WebGPU entry points in docs
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+ - Building materials or post effects from nodes instead of string GLSL
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+ - `WebGPURenderer`, `PostProcessing` (core class) in a node-centric pipeline
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+
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+ **IMPORTANT: node-tsl vs materials vs postprocessing**
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+
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+ | Situation | Skill |
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+ |-----------|--------|
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+ | Standard PBR tuning, no nodes | **threejs-materials** |
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+ | TSL graph, NodeMaterial, WGSL path | **threejs-node-tsl** |
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+ | Classic `EffectComposer` + Pass classes | **threejs-postprocessing** |
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+ | Node post passes listed under Addons TSL in docs | **threejs-node-tsl** + **threejs-postprocessing** awareness |
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+
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+ **Trigger phrases include:**
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+
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+ - "TSL", "NodeMaterial", "three/nodes", "WebGPU", "node builder"
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+ - "节点材质", "着色语言 TSL"
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+
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+ ## How to use this skill
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+
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+ 1. **Decide path**: WebGPU + nodes vs WebGL + classic materials—do not hybridize blindly.
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+ 2. **Anchor docs**: start from [Nodes index](https://threejs.org/docs/#Nodes) and [TSL.html](https://threejs.org/docs/TSL.html); use [NodeMaterial](https://threejs.org/docs/NodeMaterial.html) for material entry.
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+ 3. **Progressive disclosure**: keep SKILL.md navigational; long symbol lists live in [references/official-links.md](references/official-links.md) and [references/tsl-vs-classic.md](references/tsl-vs-classic.md); see [examples/workflow-tsl-entry.md](examples/workflow-tsl-entry.md) for navigation habits.
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+ 4. **Renderer**: enable `WebGPURenderer` per docs; fall back notes belong in **threejs-renderers**.
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+ 5. **Debugging**: use version-stamped examples in three.js repo; avoid copying deprecated import paths.
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+ 6. **Post stack**: if user names `PostProcessing` core class vs addon composer, clarify table in **threejs-renderers** / **threejs-postprocessing**.
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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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+ | Nodes | https://threejs.org/docs/#Nodes |
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+ | TSL | https://threejs.org/docs/TSL.html |
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+ | NodeMaterial | https://threejs.org/docs/NodeMaterial.html |
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+ | WebGPU renderer | https://threejs.org/docs/WebGPURenderer.html |
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+
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+ ## Scope
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+
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+ - **In scope:** Nodes/TSL discovery, architecture, renderer pairing, where to look next, migration hints from ShaderMaterial.
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+ - **Out of scope:** Pasting entire TSL symbol tables into SKILL.md; guaranteeing API stability across rapid releases—always cite "current docs".
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+
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+ ## Common pitfalls and best practices
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+
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+ - Three.js node APIs evolve quickly—tie answers to a **version** or "current docs".
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+ - Do not confuse **core** `PostProcessing` class with **addons** `EffectComposer`—names collide in conversation.
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+ - WGSL vs GLSL expectations differ; TSL abstracts but limits still apply.
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+ - Keep graphs modular; use references for lookup instead of bloating agent context.
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+
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+ ## Documentation and version
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+
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+ The [Nodes](https://threejs.org/docs/#Nodes) index and [TSL](https://threejs.org/docs/TSL.html) page are large and **fast-moving**. Treat https://threejs.org/docs/ as the source of truth for the user’s installed three.js; prefer linking [NodeMaterial](https://threejs.org/docs/NodeMaterial.html) and [WebGPURenderer](https://threejs.org/docs/WebGPURenderer.html) over paraphrasing long symbol lists.
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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. Anchor on [TSL.html](https://threejs.org/docs/TSL.html) and/or `#Nodes` rather than inventing API names.
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+ 2. Contrast **threejs-materials** (classic) vs node/TSL path explicitly.
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+ 3. Warn that WebGPU + nodes examples may require recent minors—cite version when known.
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+ 4. Point to [references/tsl-vs-classic.md](references/tsl-vs-classic.md) and [references/official-links.md](references/official-links.md) for long lookups.
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+ 5. Disambiguate core `PostProcessing` vs addon `EffectComposer` (**threejs-postprocessing**).
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+
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+ ## References
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+
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+ - https://threejs.org/docs/#Nodes
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+ - https://threejs.org/docs/TSL.html
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+ - https://threejs.org/docs/NodeMaterial.html
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+ - https://threejs.org/docs/WebGPURenderer.html
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+
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+ ## Keywords
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+
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+ **English:** tsl, node material, nodes, webgpu, wgsl, three.js shading language, node builder, nodematerial
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+
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+ **中文:** TSL、节点材质、WebGPU、着色语言、NodeMaterial、three.js
@@ -0,0 +1,13 @@
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+ # Workflow: finding the right TSL entry
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+
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+ ## Steps
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+
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+ 1. Open https://threejs.org/docs/TSL.html and locate the function or node category matching the effect (lighting, texture, math).
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+
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+ 2. Cross-check [Nodes](https://threejs.org/docs/#Nodes) for class-style nodes if TSL links to underlying node types.
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+
9
+ 3. Pair with `WebGPURenderer` setup from **threejs-renderers**.
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+
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+ 4. For post effects expressed as nodes, compare with addon `EffectComposer` path in **threejs-postprocessing** and pick one pipeline per project.
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+
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+ Do not duplicate upstream example code here—link to the official example filename instead.
@@ -0,0 +1,8 @@
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+ # Official entry points (Nodes / TSL)
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+
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+ Use these pages as the source of truth; the Nodes catalog is large—link out instead of duplicating.
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+
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+ - https://threejs.org/docs/#Nodes
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+ - https://threejs.org/docs/TSL.html
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+ - https://threejs.org/docs/NodeMaterial.html
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+ - https://threejs.org/docs/Node.html
@@ -0,0 +1,23 @@
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+ # TSL / NodeMaterial vs classic materials
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+
3
+ ## When to prefer classic (`threejs-materials`)
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+
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+ - You need widely documented PBR with `MeshStandardMaterial` / `MeshPhysicalMaterial`.
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+ - Target is WebGL-only deployments without WebGPU.
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+ - Team maintains GLSL `ShaderMaterial` with known light setups.
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+
9
+ ## When to prefer TSL / Node path (`threejs-node-tsl`)
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+
11
+ - You adopt `WebGPURenderer` and node-based materials in examples.
12
+ - You want composable shader pieces without huge GLSL strings.
13
+ - You follow new three.js examples that import from node/TSL modules.
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+
15
+ ## Migration sanity
16
+
17
+ - Rebuild lighting model expectations: not every classic knob maps 1:1 on day one.
18
+ - Keep references to official migration notes in the three.js repository for your version.
19
+
20
+ ## Links
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+
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+ - https://threejs.org/docs/TSL.html
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+ - https://threejs.org/docs/ShaderMaterial.html
@@ -0,0 +1,111 @@
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+ ---
2
+ name: threejs-objects
3
+ 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."
4
+ ---
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+
6
+ ## When to use this skill
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+
8
+ **ALWAYS use this skill when the user mentions:**
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+
10
+ - 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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+
22
+ **Trigger phrases include:**
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+
24
+ - "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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+
29
+ 1. **Compose** scenes with `Group` and transforms; minimize deep hierarchies where possible.
30
+ 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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+
37
+ ### Example: Raycaster picking with validation
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+
39
+ ```javascript
40
+ import * as THREE from 'three';
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+
42
+ const raycaster = new THREE.Raycaster();
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+ const pointer = new THREE.Vector2();
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+
45
+ 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;
49
+ }
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+
51
+ function pick(camera, scene) {
52
+ raycaster.setFromCamera(pointer, camera);
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+ const intersections = raycaster.intersectObjects(scene.children, true);
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+
55
+ // Validate: intersections are sorted by distance (nearest first)
56
+ if (intersections.length > 0) {
57
+ console.log('Nearest hit:', intersections[0].object.name,
58
+ 'at distance:', intersections[0].distance);
59
+ }
60
+ return intersections;
61
+ }
62
+ ```
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+
64
+ See [examples/workflow-raycaster-pick.md](examples/workflow-raycaster-pick.md).
65
+
66
+ ## Doc map (official)
67
+
68
+ | Docs section | Representative links |
69
+ |--------------|----------------------|
70
+ | Core | https://threejs.org/docs/Object3D.html |
71
+ | Objects | https://threejs.org/docs/Mesh.html |
72
+ | Objects | https://threejs.org/docs/InstancedMesh.html |
73
+ | Core | https://threejs.org/docs/Raycaster.html |
74
+
75
+ ## Scope
76
+
77
+ - **In scope:** Object3D graph, renderable object types, raycasting, layers, dispatcher basics.
78
+ - **Out of scope:** Physics engines; XR input mapping (**threejs-webxr**).
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+
80
+ ## Common pitfalls and best practices
81
+
82
+ - Forgetting `updateMatrixWorld` before world-space ray tests on moved objects.
83
+ - Raycaster without `layers` set picks unintended objects—set masks consistently on camera and objects.
84
+ - InstancedMesh raycast hits need per-instance handling—check docs for your version.
85
+
86
+ ## Documentation and version
87
+
88
+ `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.
89
+
90
+ ## Agent response checklist
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+
92
+ When answering under this skill, prefer responses that:
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+
94
+ 1. Link `Object3D`, `Mesh`, `InstancedMesh`, `Raycaster`, or `Layers` as needed.
95
+ 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
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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)."
4
+ ---
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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);
61
+ });
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+
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+ // Render loop: use composer.render() instead of renderer.render()
64
+ function animate() {
65
+ composer.render();
66
+ }
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+ renderer.setAnimationLoop(animate);
68
+ ```
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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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+
74
+ | Docs section | Representative links |
75
+ |--------------|----------------------|
76
+ | 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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+
83
+ - **In scope:** Addon postprocessing passes and composer wiring; pointers to shader modules.
84
+ - **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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+
88
+ - 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
93
+
94
+ 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.
95
+
96
+ ## Agent response checklist
97
+
98
+ When answering under this skill, prefer responses that:
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+
100
+ 1. Link `EffectComposer`, `RenderPass`, or the named pass (`SSAOPass`, …).
101
+ 2. Contrast **addon** composer stack with core `PostProcessing` + **threejs-node-tsl** when users mix terms.
102
+ 3. Require `setSize` on composer when **threejs-renderers** resizes.
103
+ 4. Point to **Shaders** group for raw shader modules used by `ShaderPass`.
104
+ 5. Warn about VR frame-time when stacking heavy passes (**threejs-webxr**).
105
+
106
+ ## References
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+
108
+ - https://threejs.org/docs/#Postprocessing
109
+ - https://threejs.org/docs/EffectComposer.html
110
+ - https://threejs.org/docs/RenderPass.html
111
+
112
+ ## Keywords
113
+
114
+ **English:** effectcomposer, renderpass, bloom, ssao, ssr, outline, postprocessing, three.js
115
+
116
+ **中文:** 后期、EffectComposer、泛光、SSAO、SSR、屏幕空间、three.js
@@ -0,0 +1,15 @@
1
+ # Workflow: minimal composer with bloom
2
+
3
+ ## Steps
4
+
5
+ 1. Create `EffectComposer(renderer)`.
6
+
7
+ 2. Add `RenderPass(scene, camera)`.
8
+
9
+ 3. Add `UnrealBloomPass` with strength/radius/threshold per [UnrealBloomPass](https://threejs.org/docs/UnrealBloomPass.html).
10
+
11
+ 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).
12
+
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.