@pretty-chitty/core 1.1.1

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Files changed (779) hide show
  1. package/LICENSE.md +51 -0
  2. package/README.md +152 -0
  3. package/dist/0e0a96423fd742218c61.woff2 +0 -0
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  704. package/src/library/game/TurnState.ts +187 -0
  705. package/src/library/game/clientTransport/ClientPrompts.ts +102 -0
  706. package/src/library/game/clientTransport/ClientStatus.ts +36 -0
  707. package/src/library/game/clientTransport/ClientTime.ts +256 -0
  708. package/src/library/game/index.ts +0 -0
  709. package/src/library/game/serverTransport/ServerPrompts.ts +76 -0
  710. package/src/library/game/serverTransport/ServerStatus.ts +31 -0
  711. package/src/library/game/serverTransport/ServerTime.ts +74 -0
  712. package/src/library/hooks/useChits.ts +32 -0
  713. package/src/library/hooks/useConnection.tsx +16 -0
  714. package/src/library/hooks/useEventChannelState.ts +33 -0
  715. package/src/library/hooks/useGame.tsx +16 -0
  716. package/src/library/hooks/useGameTheme.tsx +12 -0
  717. package/src/library/hooks/useModalState.tsx +13 -0
  718. package/src/library/hooks/usePanelPositioning.tsx +31 -0
  719. package/src/library/hooks/usePanelScale.tsx +23 -0
  720. package/src/library/hooks/usePanelStates.ts +30 -0
  721. package/src/library/hooks/usePlayer.tsx +15 -0
  722. package/src/library/hooks/useSmartDebouncedState.ts +161 -0
  723. package/src/library/hooks/useTimeController.tsx +108 -0
  724. package/src/library/hooks/useTokenMap.ts +20 -0
  725. package/src/library/hooks/useWebGlRenderer.tsx +227 -0
  726. package/src/library/index.ts +116 -0
  727. package/src/library/rendering/CameraSpec.ts +25 -0
  728. package/src/library/rendering/CameraWrapperPerspective.ts +612 -0
  729. package/src/library/rendering/ChitGalleryItemInstance.ts +108 -0
  730. package/src/library/rendering/ChitRenderInstance.ts +1141 -0
  731. package/src/library/rendering/ChitRenderSpec.ts +213 -0
  732. package/src/library/rendering/HighlightSpec.ts +5 -0
  733. package/src/library/rendering/LightSpec.ts +41 -0
  734. package/src/library/rendering/LightWrapper.ts +152 -0
  735. package/src/library/rendering/RootChitRenderInstance.ts +460 -0
  736. package/src/library/rendering/Splay.ts +118 -0
  737. package/src/library/rendering/SplayCounter.tsx +37 -0
  738. package/src/library/rendering/TextureReferenceCounter.ts +86 -0
  739. package/src/library/rendering/index.ts +0 -0
  740. package/src/library/rendering/outline/DepthVisualizationPass.ts +117 -0
  741. package/src/library/rendering/outline/EffectComposer.ts +187 -0
  742. package/src/library/rendering/outline/FullScreenQuad.ts +32 -0
  743. package/src/library/rendering/outline/IDBasedOutlinePass.ts +741 -0
  744. package/src/library/rendering/outline/OutputPass.ts +88 -0
  745. package/src/library/rendering/outline/RenderPass.ts +72 -0
  746. package/src/library/rendering/outline/SceneWrapper.ts +617 -0
  747. package/src/library/rendering/outline/ShaderPass.ts +50 -0
  748. package/src/library/rendering/outline/index.ts +8 -0
  749. package/src/library/rendering/outline/passes/DebugIDMappingPass.ts +154 -0
  750. package/src/library/rendering/outline/passes/DepthOcclusionPass.ts +106 -0
  751. package/src/library/rendering/outline/passes/InterMeshEdgeDetectionPass.ts +244 -0
  752. package/src/library/rendering/outline/shaders.ts +110 -0
  753. package/src/library/rendering/outline/types.ts +25 -0
  754. package/src/library/utilities/Annotations.ts +188 -0
  755. package/src/library/utilities/BaseTable.tsx +58 -0
  756. package/src/library/utilities/BboxUtils.ts +23 -0
  757. package/src/library/utilities/CanvasStack/CanvasOperations.tsx +630 -0
  758. package/src/library/utilities/CanvasStack/CanvasStack.ts +191 -0
  759. package/src/library/utilities/CanvasStack/IconCanvas.tsx +17 -0
  760. package/src/library/utilities/CanvasStack/ImageCache.ts +38 -0
  761. package/src/library/utilities/CanvasStack/ImageColorOverlayer.ts +36 -0
  762. package/src/library/utilities/CanvasStack/PlayerCanvas.tsx +17 -0
  763. package/src/library/utilities/CanvasStack/ReactCanvas.tsx +293 -0
  764. package/src/library/utilities/CanvasStack/RichTextRenderer.ts +719 -0
  765. package/src/library/utilities/CardMesh.ts +55 -0
  766. package/src/library/utilities/Dice.tsx +183 -0
  767. package/src/library/utilities/EventChannel.ts +52 -0
  768. package/src/library/utilities/GalleryItemConversion.ts +30 -0
  769. package/src/library/utilities/IUpdatingCanvas.ts +14 -0
  770. package/src/library/utilities/LayoutHelper.ts +586 -0
  771. package/src/library/utilities/ObjectWithProps.ts +52 -0
  772. package/src/library/utilities/OutlineCanvas.tsx +45 -0
  773. package/src/library/utilities/OutlineGeometry.ts +69 -0
  774. package/src/library/utilities/ParameterizedCanvas.ts +78 -0
  775. package/src/library/utilities/RequestSharedAnimationFrame.ts +16 -0
  776. package/src/library/utilities/StaticImage.tsx +58 -0
  777. package/src/library/utilities/SvgExtruder.ts +330 -0
  778. package/src/library/utilities/ThreeDisposer.ts +66 -0
  779. package/src/library/utilities/zIndex.ts +15 -0
@@ -0,0 +1,20 @@
1
+ import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget, Color } from "three";
2
+ import { Pass } from "../types";
3
+ export declare class DebugIDMappingPass extends Pass {
4
+ debugMaterial: ShaderMaterial;
5
+ private fsQuad;
6
+ private selectedIDs;
7
+ clear: boolean;
8
+ needsSwap: boolean;
9
+ constructor();
10
+ setIDTexture(texture: any): void;
11
+ setTextureSize(width: number, height: number): void;
12
+ setOutliningMeshes(outliningMeshes: Array<{
13
+ id: number;
14
+ color: Color;
15
+ }>): void;
16
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget): void;
17
+ private createDebugMaterial;
18
+ dispose(): void;
19
+ }
20
+ //# sourceMappingURL=DebugIDMappingPass.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DebugIDMappingPass.d.ts","sourceRoot":"","sources":["../../../../src/library/rendering/outline/passes/DebugIDMappingPass.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,cAAc,EACd,aAAa,EACb,iBAAiB,EAEjB,KAAK,EACN,MAAM,OAAO,CAAC;AACf,OAAO,EAAE,IAAI,EAAE,MAAM,UAAU,CAAC;AAGhC,qBAAa,kBAAmB,SAAQ,IAAI;IAC1C,aAAa,EAAE,cAAc,CAAC;IAC9B,OAAO,CAAC,MAAM,CAAiB;IAE/B,OAAO,CAAC,WAAW,CAAqB;IAExC,KAAK,UAAQ;IACb,SAAS,UAAS;;IAQlB,YAAY,CAAC,OAAO,EAAE,GAAG,GAAG,IAAI;IAIhC,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAInD,kBAAkB,CAAC,eAAe,EAAE,KAAK,CAAC;QAAC,EAAE,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,KAAK,CAAA;KAAC,CAAC,GAAG,IAAI;IAoC5E,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,WAAW,EAAE,iBAAiB,GAAG,IAAI;IAMrE,OAAO,CAAC,mBAAmB;IA0E3B,OAAO,IAAI,IAAI;CAIhB"}
@@ -0,0 +1,131 @@
1
+ import { ShaderMaterial, Vector2, } from "three";
2
+ import { Pass } from "../types";
3
+ import { FullScreenQuad } from "../FullScreenQuad";
4
+ export class DebugIDMappingPass extends Pass {
5
+ constructor() {
6
+ super();
7
+ this.selectedIDs = new Set();
8
+ this.clear = true;
9
+ this.needsSwap = false;
10
+ this.debugMaterial = this.createDebugMaterial();
11
+ this.fsQuad = new FullScreenQuad(this.debugMaterial);
12
+ }
13
+ setIDTexture(texture) {
14
+ this.debugMaterial.uniforms["idTexture"].value = texture;
15
+ }
16
+ setTextureSize(width, height) {
17
+ this.debugMaterial.uniforms["texSize"].value.set(width, height);
18
+ }
19
+ setOutliningMeshes(outliningMeshes) {
20
+ this.selectedIDs.clear();
21
+ // Store ID to color mapping
22
+ const maxMeshes = 64;
23
+ const idColors = new Float32Array(maxMeshes * 3); // RGB for each mesh
24
+ const idList = new Float32Array(maxMeshes * 3); // ID encoded as RGB for each mesh
25
+ let index = 0;
26
+ for (const mesh of outliningMeshes) {
27
+ if (index >= maxMeshes)
28
+ break;
29
+ this.selectedIDs.add(mesh.id);
30
+ // Store the outline color for this mesh
31
+ idColors[index * 3] = mesh.color.r;
32
+ idColors[index * 3 + 1] = mesh.color.g;
33
+ idColors[index * 3 + 2] = mesh.color.b;
34
+ // Store the ID encoded as RGB
35
+ const r = ((mesh.id >> 16) & 0xff) / 255.0;
36
+ const g = ((mesh.id >> 8) & 0xff) / 255.0;
37
+ const b = (mesh.id & 0xff) / 255.0;
38
+ idList[index * 3] = r;
39
+ idList[index * 3 + 1] = g;
40
+ idList[index * 3 + 2] = b;
41
+ index++;
42
+ }
43
+ this.debugMaterial.uniforms["meshOutlineColors"].value = idColors;
44
+ this.debugMaterial.uniforms["meshIDColors"].value = idList;
45
+ this.debugMaterial.uniforms["numOutlineMeshes"].value = Math.min(outliningMeshes.length, maxMeshes);
46
+ }
47
+ render(renderer, writeBuffer) {
48
+ renderer.setRenderTarget(writeBuffer);
49
+ if (this.clear)
50
+ renderer.clear();
51
+ this.fsQuad.render(renderer);
52
+ }
53
+ createDebugMaterial() {
54
+ return new ShaderMaterial({
55
+ uniforms: {
56
+ idTexture: { value: null },
57
+ texSize: { value: new Vector2(0.5, 0.5) },
58
+ meshOutlineColors: { value: new Float32Array(64 * 3) }, // RGB color for each outlined mesh
59
+ meshIDColors: { value: new Float32Array(64 * 3) }, // ID encoded as RGB for each outlined mesh
60
+ numOutlineMeshes: { value: 0 },
61
+ },
62
+ vertexShader: `varying vec2 vUv;
63
+ void main() {
64
+ vUv = uv;
65
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
66
+ }`,
67
+ fragmentShader: `
68
+ uniform sampler2D idTexture;
69
+ uniform vec2 texSize;
70
+ uniform float[192] meshOutlineColors; // 64 * 3 (RGB outline colors)
71
+ uniform float[192] meshIDColors; // 64 * 3 (RGB encoded IDs)
72
+ uniform int numOutlineMeshes;
73
+ varying vec2 vUv;
74
+
75
+ // Compare two RGB colors (object IDs) by rounding to nearest byte value
76
+ // This handles precision loss from reduced color depth devices (e.g., 6-bit displays)
77
+ bool colorsMatch(vec3 color1, vec3 color2) {
78
+ // Round both colors to nearest byte values
79
+ vec3 c1 = floor(color1 * 255.0 + 0.5);
80
+ vec3 c2 = floor(color2 * 255.0 + 0.5);
81
+ return c1.r == c2.r && c1.g == c2.g && c1.b == c2.b;
82
+ }
83
+
84
+ // Check if a color represents background (black/near-black)
85
+ bool isBackground(vec3 color) {
86
+ return color.r < 0.01 && color.g < 0.01 && color.b < 0.01;
87
+ }
88
+
89
+ // Find the outline color for a given mesh ID color, returns vec4(outlineColor, 1.0) or vec4(0,0,0,0) if not outlined
90
+ vec4 getOutlineColor(vec3 idColor) {
91
+ if (isBackground(idColor)) return vec4(0.0, 0.0, 0.0, 0.0);
92
+
93
+ for (int i = 0; i < numOutlineMeshes && i < 64; i++) {
94
+ vec3 meshIDColor = vec3(
95
+ meshIDColors[i * 3],
96
+ meshIDColors[i * 3 + 1],
97
+ meshIDColors[i * 3 + 2]
98
+ );
99
+
100
+ if (colorsMatch(idColor, meshIDColor)) {
101
+ vec3 outlineColor = vec3(
102
+ meshOutlineColors[i * 3],
103
+ meshOutlineColors[i * 3 + 1],
104
+ meshOutlineColors[i * 3 + 2]
105
+ );
106
+ return vec4(outlineColor, 1.0);
107
+ }
108
+ }
109
+ return vec4(0.0, 0.0, 0.0, 0.0);
110
+ }
111
+
112
+ void main() {
113
+ // Sample the ID texture - this now contains outline colors directly
114
+ vec4 outlineColor = texture2D(idTexture, vUv);
115
+
116
+ if (isBackground(outlineColor.rgb)) {
117
+ // Show black for background
118
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
119
+ } else {
120
+ // Show the outline color directly
121
+ gl_FragColor = vec4(outlineColor.rgb, 1.0);
122
+ }
123
+ }`,
124
+ });
125
+ }
126
+ dispose() {
127
+ this.debugMaterial.dispose();
128
+ this.fsQuad.dispose();
129
+ }
130
+ }
131
+ //# sourceMappingURL=DebugIDMappingPass.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DebugIDMappingPass.js","sourceRoot":"","sources":["../../../../src/library/rendering/outline/passes/DebugIDMappingPass.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,cAAc,EAGd,OAAO,GAER,MAAM,OAAO,CAAC;AACf,OAAO,EAAE,IAAI,EAAE,MAAM,UAAU,CAAC;AAChC,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAEnD,MAAM,OAAO,kBAAmB,SAAQ,IAAI;IAS1C;QACE,KAAK,EAAE,CAAC;QANF,gBAAW,GAAG,IAAI,GAAG,EAAU,CAAC;QAExC,UAAK,GAAG,IAAI,CAAC;QACb,cAAS,GAAG,KAAK,CAAC;QAIhB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAChD,IAAI,CAAC,MAAM,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IACvD,CAAC;IAED,YAAY,CAAC,OAAY;QACvB,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC,KAAK,GAAG,OAAO,CAAC;IAC3D,CAAC;IAED,cAAc,CAAC,KAAa,EAAE,MAAc;QACzC,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,KAAiB,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;IAC/E,CAAC;IAED,kBAAkB,CAAC,eAAkD;QACnE,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC;QAEzB,4BAA4B;QAC5B,MAAM,SAAS,GAAG,EAAE,CAAC;QACrB,MAAM,QAAQ,GAAG,IAAI,YAAY,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,oBAAoB;QACtE,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,kCAAkC;QAElF,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,KAAK,MAAM,IAAI,IAAI,eAAe,EAAE,CAAC;YACnC,IAAI,KAAK,IAAI,SAAS;gBAAE,MAAM;YAE9B,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAE9B,wCAAwC;YACxC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACnC,QAAQ,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACvC,QAAQ,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAEvC,8BAA8B;YAC9B,MAAM,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC;YAC3C,MAAM,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC;YAC1C,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,KAAK,CAAC;YAEnC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YACtB,MAAM,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC1B,MAAM,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAE1B,KAAK,EAAE,CAAC;QACV,CAAC;QAED,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,KAAK,GAAG,QAAQ,CAAC;QAClE,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,KAAK,GAAG,MAAM,CAAC;QAC3D,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,kBAAkB,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,eAAe,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;IACtG,CAAC;IAED,MAAM,CAAC,QAAuB,EAAE,WAA8B;QAC5D,QAAQ,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;QACtC,IAAI,IAAI,CAAC,KAAK;YAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IAC/B,CAAC;IAEO,mBAAmB;QACzB,OAAO,IAAI,cAAc,CAAC;YACxB,QAAQ,EAAE;gBACR,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBAC1B,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE;gBACzC,iBAAiB,EAAE,EAAE,KAAK,EAAE,IAAI,YAAY,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,EAAE,mCAAmC;gBAC3F,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,YAAY,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,EAAE,2CAA2C;gBAC9F,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;aAC/B;YACD,YAAY,EAAE;;;;UAIV;YACJ,cAAc,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;UAwDZ;SACL,CAAC,CAAC;IACL,CAAC;IAED,OAAO;QACL,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IACxB,CAAC;CACF"}
@@ -0,0 +1,24 @@
1
+ import { WebGLRenderer, WebGLRenderTarget } from "three";
2
+ import { Pass } from "../types";
3
+ /**
4
+ * DepthOcclusionPass - Filters input buffer based on depth comparison
5
+ *
6
+ * Takes an input buffer (e.g., from IDBasedOutlinePass edge detection) and
7
+ * compares its depth values against the original scene's depth buffer.
8
+ * Clears pixels where the original scene is in front (occluding the input).
9
+ */
10
+ export declare class DepthOcclusionPass extends Pass {
11
+ private material;
12
+ private fsQuad;
13
+ clear: boolean;
14
+ needsSwap: boolean;
15
+ constructor();
16
+ setInputTexture(texture: any): void;
17
+ setIDDepthTexture(depthTexture: any): void;
18
+ setSceneDepthTexture(depthTexture: any): void;
19
+ setDepthTolerance(tolerance: number): void;
20
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget): void;
21
+ private createMaterial;
22
+ dispose(): void;
23
+ }
24
+ //# sourceMappingURL=DepthOcclusionPass.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DepthOcclusionPass.d.ts","sourceRoot":"","sources":["../../../../src/library/rendering/outline/passes/DepthOcclusionPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAkB,aAAa,EAAE,iBAAiB,EAAE,MAAM,OAAO,CAAC;AACzE,OAAO,EAAE,IAAI,EAAE,MAAM,UAAU,CAAC;AAGhC;;;;;;GAMG;AACH,qBAAa,kBAAmB,SAAQ,IAAI;IAC1C,OAAO,CAAC,QAAQ,CAAiB;IACjC,OAAO,CAAC,MAAM,CAAiB;IAE/B,KAAK,UAAQ;IACb,SAAS,UAAS;;IASlB,eAAe,CAAC,OAAO,EAAE,GAAG,GAAG,IAAI;IAInC,iBAAiB,CAAC,YAAY,EAAE,GAAG,GAAG,IAAI;IAI1C,oBAAoB,CAAC,YAAY,EAAE,GAAG,GAAG,IAAI;IAI7C,iBAAiB,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;IAI1C,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,WAAW,EAAE,iBAAiB,GAAG,IAAI;IAMrE,OAAO,CAAC,cAAc;IAsDtB,OAAO,IAAI,IAAI;CAIhB"}
@@ -0,0 +1,95 @@
1
+ import { ShaderMaterial } from "three";
2
+ import { Pass } from "../types";
3
+ import { FullScreenQuad } from "../FullScreenQuad";
4
+ /**
5
+ * DepthOcclusionPass - Filters input buffer based on depth comparison
6
+ *
7
+ * Takes an input buffer (e.g., from IDBasedOutlinePass edge detection) and
8
+ * compares its depth values against the original scene's depth buffer.
9
+ * Clears pixels where the original scene is in front (occluding the input).
10
+ */
11
+ export class DepthOcclusionPass extends Pass {
12
+ constructor() {
13
+ super();
14
+ this.clear = true;
15
+ this.needsSwap = false;
16
+ this.material = this.createMaterial();
17
+ this.fsQuad = new FullScreenQuad(this.material);
18
+ }
19
+ setInputTexture(texture) {
20
+ this.material.uniforms["inputTexture"].value = texture;
21
+ }
22
+ setIDDepthTexture(depthTexture) {
23
+ this.material.uniforms["idDepthTexture"].value = depthTexture;
24
+ }
25
+ setSceneDepthTexture(depthTexture) {
26
+ this.material.uniforms["sceneDepthTexture"].value = depthTexture;
27
+ }
28
+ setDepthTolerance(tolerance) {
29
+ this.material.uniforms["depthTolerance"].value = tolerance;
30
+ }
31
+ render(renderer, writeBuffer) {
32
+ renderer.setRenderTarget(writeBuffer);
33
+ if (this.clear)
34
+ renderer.clear();
35
+ this.fsQuad.render(renderer);
36
+ }
37
+ createMaterial() {
38
+ return new ShaderMaterial({
39
+ uniforms: {
40
+ inputTexture: { value: null },
41
+ idDepthTexture: { value: null },
42
+ sceneDepthTexture: { value: null },
43
+ depthTolerance: { value: 0.0001 },
44
+ },
45
+ vertexShader: `
46
+ varying vec2 vUv;
47
+
48
+ void main() {
49
+ vUv = uv;
50
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
51
+ }
52
+ `,
53
+ fragmentShader: `
54
+ uniform sampler2D inputTexture;
55
+ uniform sampler2D idDepthTexture;
56
+ uniform sampler2D sceneDepthTexture;
57
+ uniform float depthTolerance;
58
+ varying vec2 vUv;
59
+
60
+ void main() {
61
+ // Sample the input texture (edge detection results)
62
+ vec4 inputColor = texture2D(inputTexture, vUv);
63
+
64
+ // If input is transparent, output transparent
65
+ if (inputColor.a < 0.01) {
66
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
67
+ return;
68
+ }
69
+
70
+ // Sample depth values
71
+ float idDepth = texture2D(idDepthTexture, vUv).r;
72
+ float sceneDepth = texture2D(sceneDepthTexture, vUv).r;
73
+
74
+ // If scene depth is in front (less than) ID depth, the outline is occluded
75
+ // Clear the pixel by outputting transparent
76
+ if (sceneDepth < idDepth - depthTolerance) {
77
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
78
+ return;
79
+ }
80
+
81
+ // Otherwise, pass through the input color
82
+ gl_FragColor = inputColor;
83
+ }
84
+ `,
85
+ transparent: true,
86
+ depthTest: false,
87
+ depthWrite: false,
88
+ });
89
+ }
90
+ dispose() {
91
+ this.material.dispose();
92
+ this.fsQuad.dispose();
93
+ }
94
+ }
95
+ //# sourceMappingURL=DepthOcclusionPass.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"DepthOcclusionPass.js","sourceRoot":"","sources":["../../../../src/library/rendering/outline/passes/DepthOcclusionPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAoC,MAAM,OAAO,CAAC;AACzE,OAAO,EAAE,IAAI,EAAE,MAAM,UAAU,CAAC;AAChC,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAEnD;;;;;;GAMG;AACH,MAAM,OAAO,kBAAmB,SAAQ,IAAI;IAO1C;QACE,KAAK,EAAE,CAAC;QAJV,UAAK,GAAG,IAAI,CAAC;QACb,cAAS,GAAG,KAAK,CAAC;QAKhB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QACtC,IAAI,CAAC,MAAM,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAClD,CAAC;IAED,eAAe,CAAC,OAAY;QAC1B,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,KAAK,GAAG,OAAO,CAAC;IACzD,CAAC;IAED,iBAAiB,CAAC,YAAiB;QACjC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC,KAAK,GAAG,YAAY,CAAC;IAChE,CAAC;IAED,oBAAoB,CAAC,YAAiB;QACpC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,KAAK,GAAG,YAAY,CAAC;IACnE,CAAC;IAED,iBAAiB,CAAC,SAAiB;QACjC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC,KAAK,GAAG,SAAS,CAAC;IAC7D,CAAC;IAED,MAAM,CAAC,QAAuB,EAAE,WAA8B;QAC5D,QAAQ,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;QACtC,IAAI,IAAI,CAAC,KAAK;YAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IAC/B,CAAC;IAEO,cAAc;QACpB,OAAO,IAAI,cAAc,CAAC;YACxB,QAAQ,EAAE;gBACR,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBAC7B,cAAc,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBAC/B,iBAAiB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBAClC,cAAc,EAAE,EAAE,KAAK,EAAE,MAAM,EAAE;aAClC;YACD,YAAY,EAAE;;;;;;;OAOb;YACD,cAAc,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+Bf;YACD,WAAW,EAAE,IAAI;YACjB,SAAS,EAAE,KAAK;YAChB,UAAU,EAAE,KAAK;SAClB,CAAC,CAAC;IACL,CAAC;IAED,OAAO;QACL,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IACxB,CAAC;CACF"}
@@ -0,0 +1,32 @@
1
+ import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget, Color } from "three";
2
+ import { Pass } from "../types";
3
+ export declare enum EdgeMode {
4
+ SELECTED_ONLY = "selected_only",// Only edges around selected objects (current behavior)
5
+ ALL_MESHES = "all_meshes",// Edges between any different mesh IDs
6
+ MESH_BOUNDARIES = "mesh_boundaries",// Edges between meshes and background
7
+ SELECTED_AND_BOUNDARIES = "selected_and_boundaries"
8
+ }
9
+ export declare class InterMeshEdgeDetectionPass extends Pass {
10
+ edgeDetectionMaterial: ShaderMaterial;
11
+ private fsQuad;
12
+ backgroundThreshold: number;
13
+ private selectedIDs;
14
+ private lookupTexture;
15
+ clear: boolean;
16
+ needsSwap: boolean;
17
+ constructor();
18
+ setIDTexture(texture: any): void;
19
+ setIDDepthTexture(depthTexture: any): void;
20
+ setTextureSize(width: number, height: number): void;
21
+ setThickness(thickness: number): void;
22
+ setStrength(strength: number): void;
23
+ setStepSize(stepSize: number): void;
24
+ setOutliningMeshes(outliningMeshes: Array<{
25
+ id: number;
26
+ color: Color;
27
+ }>): void;
28
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget): void;
29
+ private createEdgeDetectionMaterial;
30
+ dispose(): void;
31
+ }
32
+ //# sourceMappingURL=InterMeshEdgeDetectionPass.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"InterMeshEdgeDetectionPass.d.ts","sourceRoot":"","sources":["../../../../src/library/rendering/outline/passes/InterMeshEdgeDetectionPass.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,cAAc,EACd,aAAa,EACb,iBAAiB,EAGjB,KAAK,EAKN,MAAM,OAAO,CAAC;AACf,OAAO,EAAE,IAAI,EAAE,MAAM,UAAU,CAAC;AAGhC,oBAAY,QAAQ;IAClB,aAAa,kBAAkB,CAAE,wDAAwD;IACzF,UAAU,eAAe,CAAE,uCAAuC;IAClE,eAAe,oBAAoB,CAAE,sCAAsC;IAC3E,uBAAuB,4BAA4B;CACpD;AAED,qBAAa,0BAA2B,SAAQ,IAAI;IAClD,qBAAqB,EAAE,cAAc,CAAC;IACtC,OAAO,CAAC,MAAM,CAAiB;IAG/B,mBAAmB,SAAQ;IAE3B,OAAO,CAAC,WAAW,CAAqB;IACxC,OAAO,CAAC,aAAa,CAAc;IAEnC,KAAK,UAAQ;IACb,SAAS,UAAS;;IAiBlB,YAAY,CAAC,OAAO,EAAE,GAAG,GAAG,IAAI;IAIhC,iBAAiB,CAAC,YAAY,EAAE,GAAG,GAAG,IAAI;IAI1C,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAInD,YAAY,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;IAIrC,WAAW,CAAC,QAAQ,EAAE,MAAM,GAAG,IAAI;IAInC,WAAW,CAAC,QAAQ,EAAE,MAAM,GAAG,IAAI;IAKnC,kBAAkB,CAAC,eAAe,EAAE,KAAK,CAAC;QAAE,EAAE,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,KAAK,CAAA;KAAE,CAAC,GAAG,IAAI;IA2B9E,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,WAAW,EAAE,iBAAiB,GAAG,IAAI;IASrE,OAAO,CAAC,2BAA2B;IAgInC,OAAO,IAAI,IAAI;CAIhB"}
@@ -0,0 +1,208 @@
1
+ import { ShaderMaterial, Vector2, DataTexture, RGBAFormat, FloatType, NearestFilter, } from "three";
2
+ import { Pass } from "../types";
3
+ import { FullScreenQuad } from "../FullScreenQuad";
4
+ export var EdgeMode;
5
+ (function (EdgeMode) {
6
+ EdgeMode["SELECTED_ONLY"] = "selected_only";
7
+ EdgeMode["ALL_MESHES"] = "all_meshes";
8
+ EdgeMode["MESH_BOUNDARIES"] = "mesh_boundaries";
9
+ EdgeMode["SELECTED_AND_BOUNDARIES"] = "selected_and_boundaries";
10
+ })(EdgeMode || (EdgeMode = {}));
11
+ export class InterMeshEdgeDetectionPass extends Pass {
12
+ constructor() {
13
+ super();
14
+ // Edge filtering
15
+ this.backgroundThreshold = 0.01; // RGB threshold to consider a pixel as background
16
+ this.selectedIDs = new Set();
17
+ this.clear = true;
18
+ this.needsSwap = false;
19
+ // Create lookup texture (256x256 to handle all possible IDs 0-65535)
20
+ const textureSize = 256;
21
+ const textureData = new Float32Array(textureSize * textureSize * 4); // RGBA
22
+ this.lookupTexture = new DataTexture(textureData, textureSize, textureSize, RGBAFormat, FloatType);
23
+ this.lookupTexture.minFilter = NearestFilter;
24
+ this.lookupTexture.magFilter = NearestFilter;
25
+ this.lookupTexture.needsUpdate = true;
26
+ this.edgeDetectionMaterial = this.createEdgeDetectionMaterial();
27
+ this.fsQuad = new FullScreenQuad(this.edgeDetectionMaterial);
28
+ }
29
+ setIDTexture(texture) {
30
+ this.edgeDetectionMaterial.uniforms["idTexture"].value = texture;
31
+ }
32
+ setIDDepthTexture(depthTexture) {
33
+ this.edgeDetectionMaterial.uniforms["idDepthTexture"].value = depthTexture;
34
+ }
35
+ setTextureSize(width, height) {
36
+ this.edgeDetectionMaterial.uniforms["texSize"].value.set(width, height);
37
+ }
38
+ setThickness(thickness) {
39
+ this.edgeDetectionMaterial.uniforms["thickness"].value = thickness;
40
+ }
41
+ setStrength(strength) {
42
+ this.edgeDetectionMaterial.uniforms["strength"].value = strength;
43
+ }
44
+ setStepSize(stepSize) {
45
+ this.edgeDetectionMaterial.uniforms["stepSize"].value = stepSize;
46
+ }
47
+ setOutliningMeshes(outliningMeshes) {
48
+ this.selectedIDs.clear();
49
+ // Clear lookup texture
50
+ const textureData = this.lookupTexture.image.data;
51
+ textureData.fill(0);
52
+ // Populate lookup texture with ID->Color mappings
53
+ for (const mesh of outliningMeshes) {
54
+ this.selectedIDs.add(mesh.id);
55
+ // Convert ID to texture coordinates
56
+ const id = mesh.id;
57
+ const x = id % 256;
58
+ const y = Math.floor(id / 256);
59
+ const index = (y * 256 + x) * 4;
60
+ // Store outline color at this position
61
+ textureData[index] = mesh.color.r; // R
62
+ textureData[index + 1] = mesh.color.g; // G
63
+ textureData[index + 2] = mesh.color.b; // B
64
+ textureData[index + 3] = 1.0; // A (indicates valid entry)
65
+ }
66
+ this.lookupTexture.needsUpdate = true;
67
+ }
68
+ render(renderer, writeBuffer) {
69
+ // Update uniforms that still exist
70
+ this.edgeDetectionMaterial.uniforms["backgroundThreshold"].value = this.backgroundThreshold;
71
+ renderer.setRenderTarget(writeBuffer);
72
+ if (this.clear)
73
+ renderer.clear();
74
+ this.fsQuad.render(renderer);
75
+ }
76
+ createEdgeDetectionMaterial() {
77
+ return new ShaderMaterial({
78
+ uniforms: {
79
+ idTexture: { value: null },
80
+ idDepthTexture: { value: null },
81
+ texSize: { value: new Vector2(0.5, 0.5) },
82
+ backgroundThreshold: { value: 0.01 },
83
+ lookupTexture: { value: this.lookupTexture },
84
+ thickness: { value: 4.0 },
85
+ strength: { value: 1.0 },
86
+ stepSize: { value: 1.0 },
87
+ },
88
+ vertexShader: `varying vec2 vUv;
89
+ void main() {
90
+ vUv = uv;
91
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
92
+ }`,
93
+ fragmentShader: `
94
+ uniform sampler2D idTexture;
95
+ uniform sampler2D idDepthTexture;
96
+ uniform vec2 texSize;
97
+ uniform float backgroundThreshold;
98
+ uniform sampler2D lookupTexture;
99
+ uniform float thickness;
100
+ uniform float strength;
101
+ uniform float stepSize;
102
+ varying vec2 vUv;
103
+
104
+ // Compare two RGB colors (object IDs) with tolerance
105
+ bool colorsMatch(vec3 color1, vec3 color2) {
106
+ vec3 diff = abs(color1 - color2);
107
+ return diff.r < 0.001 && diff.g < 0.001 && diff.b < 0.001;
108
+ }
109
+
110
+ // Check if a color represents background (black/near-black)
111
+ bool isBackground(vec3 color) {
112
+ return color.r < backgroundThreshold && color.g < backgroundThreshold && color.b < backgroundThreshold;
113
+ }
114
+
115
+ // Safely sample texture, treating out-of-bounds as background
116
+ vec4 sampleTextureClampToBackground(sampler2D tex, vec2 uv) {
117
+ if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
118
+ return vec4(0.0, 0.0, 0.0, 0.0); // Background
119
+ }
120
+ return texture2D(tex, uv);
121
+ }
122
+
123
+ // Decode ID from RGB and lookup outline color in texture
124
+ vec4 getOutlineColor(vec3 encodedIdColor) {
125
+ if (isBackground(encodedIdColor)) {
126
+ return vec4(0.0, 0.0, 0.0, 0.0);
127
+ }
128
+
129
+ // Decode ID from RGB with rounding to handle precision loss from reduced color depth devices
130
+ // Round to nearest integer byte value to handle quantization errors
131
+ float r = floor(encodedIdColor.r * 255.0 + 0.5);
132
+ float g = floor(encodedIdColor.g * 255.0 + 0.5);
133
+ float b = floor(encodedIdColor.b * 255.0 + 0.5);
134
+ float id = r * 65536.0 + g * 256.0 + b;
135
+
136
+ // Convert ID to texture coordinates
137
+ float x = mod(id, 256.0) / 256.0;
138
+ float y = floor(id / 256.0) / 256.0;
139
+
140
+ // Lookup outline color
141
+ vec4 outlineColor = texture2D(lookupTexture, vec2(x, y));
142
+
143
+ // Return color if valid (alpha > 0), otherwise transparent
144
+ if (outlineColor.a > 0.5) {
145
+ return vec4(outlineColor.rgb, 1.0);
146
+ }
147
+ return vec4(0.0, 0.0, 0.0, 0.0);
148
+ }
149
+
150
+
151
+ void main() {
152
+ vec2 lowResInvSize = 1.0 / texSize;
153
+
154
+ // Sample the center pixel - MUST belong to an outlined mesh
155
+ vec4 center = texture2D(idTexture, vUv);
156
+ vec4 centerOutlineColor = getOutlineColor(center.rgb);
157
+
158
+ // Only draw outlines INSIDE meshes that have outline colors
159
+ if (centerOutlineColor.a < 0.5) {
160
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
161
+ return;
162
+ }
163
+
164
+ // Check neighbors to see if we're near an edge
165
+ float edgeDistance = 1000.0; // Very far away initially
166
+
167
+ float checkRadius = max(1.0, thickness);
168
+ float step = max(1.0, stepSize);
169
+ for (float x = -checkRadius; x <= checkRadius; x += step) {
170
+ for (float y = -checkRadius; y <= checkRadius; y += step) {
171
+ vec2 sampleUv = vUv + vec2(x, y) * lowResInvSize;
172
+ vec4 neighbor = texture2D(idTexture, sampleUv);
173
+
174
+ vec2 sampleUv2 = vUv + vec2(x*2.0, y*2.0) * lowResInvSize;
175
+ vec4 neighbor2 = texture2D(idTexture, sampleUv2);
176
+
177
+ // Edge detection: neighbor is different if colors don't match
178
+ if ((!colorsMatch(center.rgb, neighbor.rgb) &&
179
+ (!colorsMatch(center.rgb, neighbor2.rgb)))) {
180
+ float dist = length(vec2(x, y));
181
+ edgeDistance = min(edgeDistance, dist);
182
+ }
183
+ }
184
+ }
185
+
186
+ // Only draw if we're near an edge (inside the mesh)
187
+ if (edgeDistance < 1000.0) {
188
+ // Create thick outline with smooth falloff
189
+ float lineThickness = thickness + 0.5;
190
+ float alpha = 1.0 - smoothstep(0.5, lineThickness, edgeDistance);
191
+
192
+ if (alpha > 0.01) {
193
+ gl_FragColor = vec4(centerOutlineColor.rgb, alpha * strength);
194
+ } else {
195
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
196
+ }
197
+ } else {
198
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
199
+ }
200
+ }`,
201
+ });
202
+ }
203
+ dispose() {
204
+ this.edgeDetectionMaterial.dispose();
205
+ this.fsQuad.dispose();
206
+ }
207
+ }
208
+ //# sourceMappingURL=InterMeshEdgeDetectionPass.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,20 @@
1
+ import type { IUniform } from "three";
2
+ export declare const CopyShader: {
3
+ readonly uniforms: Record<string, IUniform>;
4
+ readonly vertexShader: string;
5
+ readonly fragmentShader: string;
6
+ };
7
+ export declare const OutputShader: {
8
+ name: string;
9
+ uniforms: {
10
+ tDiffuse: {
11
+ value: null;
12
+ };
13
+ toneMappingExposure: {
14
+ value: number;
15
+ };
16
+ };
17
+ vertexShader: string;
18
+ fragmentShader: string;
19
+ };
20
+ //# sourceMappingURL=shaders.d.ts.map
@@ -0,0 +1 @@
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