@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 +1,617 @@
1
+ import { Scene, Vector3, Quaternion, Mesh } from "three";
2
+
3
+ export class SceneWrapper {
4
+ private realScene: Scene;
5
+ private outlineScene: Scene;
6
+ private shadowMeshes = new Map<number, Mesh>(); // object.id -> shadow mesh
7
+ private outlinedObjects = new Map<number, Mesh>(); // object.id -> original object
8
+ private materialHashes = new Map<number, string>(); // object.id -> material hash for change detection
9
+ private outlinePass: any = null; // Will be set by IDBasedOutlinePass
10
+
11
+ // Material update tracking
12
+ private materialsDirty = false;
13
+ private lastDepthTexture: any = null;
14
+
15
+ constructor(realScene: Scene = new Scene()) {
16
+ this.realScene = realScene;
17
+ this.outlineScene = new Scene();
18
+ }
19
+
20
+ get scene(): Scene {
21
+ return this.realScene;
22
+ }
23
+
24
+ get outlineShadowScene(): Scene {
25
+ return this.outlineScene;
26
+ }
27
+
28
+ get hasOutlinedObjects(): boolean {
29
+ // return false;
30
+ return this.outlinedObjects.size > 0;
31
+ }
32
+
33
+ _dirty = true;
34
+ _needsRebuild = false;
35
+ markDirty() {
36
+ this._dirty = true;
37
+ }
38
+
39
+ isDirty() {
40
+ return this._dirty;
41
+ }
42
+
43
+ markMaterialsDirty() {
44
+ this.materialsDirty = true;
45
+ }
46
+
47
+ rebuild() {
48
+ this._dirty = true;
49
+ this._needsRebuild = true;
50
+ }
51
+
52
+ private executeRebuild() {
53
+ if (!this._needsRebuild) {
54
+ return;
55
+ }
56
+ this._needsRebuild = false;
57
+
58
+ // Remove shadow meshes for objects that no longer have outlines
59
+ for (const existingId of this.shadowMeshes.keys()) {
60
+ const shadowMesh = this.shadowMeshes.get(existingId);
61
+ this.outlineScene.remove(shadowMesh!);
62
+ // Dispose materials to prevent GPU memory leaks
63
+ if (shadowMesh!.material) {
64
+ if (Array.isArray(shadowMesh!.material)) {
65
+ shadowMesh!.material.forEach((mat) => mat.dispose());
66
+ } else {
67
+ shadowMesh!.material.dispose();
68
+ }
69
+ }
70
+ }
71
+ this.shadowMeshes.clear();
72
+ this.outlinedObjects.clear();
73
+ this.materialHashes.clear();
74
+ }
75
+
76
+ private _lastX = -1;
77
+ private _lastY = -1;
78
+ setOutlinePass(outlinePass: any) {
79
+ const outlinePassChanged = this.outlinePass !== outlinePass;
80
+ this.outlinePass = outlinePass;
81
+
82
+ if (outlinePassChanged || this._lastX !== outlinePass.resolution.x || this._lastY !== outlinePass.resolution.y) {
83
+ this._lastX = outlinePass.resolution.x;
84
+ this._lastY = outlinePass.resolution.y;
85
+ this.rebuild();
86
+ }
87
+ }
88
+
89
+ // Generate hash of material properties for change detection
90
+ private getMaterialHash(material: any): string {
91
+ if (!material) return "null";
92
+
93
+ if (Array.isArray(material)) {
94
+ return material.map((m) => this.getSingleMaterialHash(m)).join("|");
95
+ }
96
+
97
+ return this.getSingleMaterialHash(material);
98
+ }
99
+
100
+ private getSingleMaterialHash(material: any): string {
101
+ if (!material) return "null";
102
+
103
+ // Hash key material properties that would affect ID material creation
104
+ const props = [
105
+ material.uuid || "no-uuid",
106
+ material.transparent || false,
107
+ material.opacity || 1,
108
+ material.alphaTest || 0,
109
+ material.side || 0,
110
+ material.map?.uuid || "no-map",
111
+ ];
112
+
113
+ return props.join("_");
114
+ }
115
+
116
+ // Fast update - only updates transforms of existing outlined objects
117
+ update(): void {
118
+ if (this._dirty) {
119
+ this.fullUpdate();
120
+ }
121
+
122
+ // Update materials if needed
123
+ // TODO: remove this if unnecessary
124
+ // if (this.materialsDirty && this.outlinePass) {
125
+ // this.updateMaterials();
126
+ // }
127
+
128
+ for (const [meshId, originalObject] of this.outlinedObjects) {
129
+ const shadowMesh = this.shadowMeshes.get(meshId);
130
+ if (shadowMesh && originalObject.parent) {
131
+ // Only update if object still exists in scene
132
+ // Update transform to match original
133
+ originalObject.updateMatrixWorld(true);
134
+ const worldPos = new Vector3();
135
+ const worldQuat = new Quaternion();
136
+ const worldScale = new Vector3();
137
+ originalObject.matrixWorld.decompose(worldPos, worldQuat, worldScale);
138
+
139
+ shadowMesh.position.copy(worldPos);
140
+ shadowMesh.quaternion.copy(worldQuat);
141
+ shadowMesh.scale.copy(worldScale);
142
+ shadowMesh.updateMatrix();
143
+ shadowMesh.updateMatrixWorld(true);
144
+ }
145
+ }
146
+ }
147
+
148
+ // Full update - traverses scene to find objects that should be outlined
149
+ fullUpdate(): void {
150
+ this._dirty = false;
151
+
152
+ this.markMaterialsDirty();
153
+ this.executeRebuild();
154
+
155
+ // Log memory before flush if significant changes expected
156
+ const beforeMemory = this.getMemorySnapshot();
157
+
158
+ // Track existing shadow meshes
159
+ const existingShadowIds = new Set(this.shadowMeshes.keys());
160
+ const currentOutlineIds = new Set<number>();
161
+
162
+ // Traverse real scene to find meshes with outline userData
163
+ this.realScene.traverseVisible((object: any) => {
164
+ if (object.isMesh && object.userData?.outlineColor) {
165
+ const meshId = object.id;
166
+ currentOutlineIds.add(meshId);
167
+
168
+ // Check if object is at origin - if so, delay shadow mesh creation
169
+ object.updateMatrixWorld(true);
170
+ const worldPos = object.getWorldPosition(new Vector3());
171
+
172
+ // Track this as an outlined object
173
+ this.outlinedObjects.set(meshId, object);
174
+
175
+ // Check if material has changed
176
+ const currentMaterialHash = this.getMaterialHash(object.material);
177
+ const previousMaterialHash = this.materialHashes.get(meshId);
178
+ const materialChanged = previousMaterialHash !== currentMaterialHash;
179
+
180
+ let shadowMesh = this.shadowMeshes.get(meshId);
181
+
182
+ if (!shadowMesh) {
183
+ // Create new shadow mesh
184
+ shadowMesh = object.clone() as Mesh;
185
+ shadowMesh.geometry = object.geometry; // Share geometry (no need to clone)
186
+
187
+ // Copy the userData for the outline system
188
+ shadowMesh.userData = { ...object.userData };
189
+
190
+ // Ensure shadow properties are copied
191
+ shadowMesh.castShadow = object.castShadow;
192
+ shadowMesh.receiveShadow = object.receiveShadow;
193
+
194
+ // Get the world transform and decompose it into position/rotation/scale
195
+ // (worldPos already calculated above)
196
+ const worldQuat = new Quaternion();
197
+ const worldScale = new Vector3();
198
+ const tempWorldPos = new Vector3(); // temp variable for decompose
199
+ object.matrixWorld.decompose(tempWorldPos, worldQuat, worldScale);
200
+
201
+ // Apply world transform and force immediate matrix update
202
+ shadowMesh.position.copy(worldPos);
203
+ shadowMesh.quaternion.copy(worldQuat);
204
+ shadowMesh.scale.copy(worldScale);
205
+ shadowMesh.updateMatrix();
206
+ shadowMesh.updateMatrixWorld(true); // Force immediate world matrix update
207
+
208
+ this.shadowMeshes.set(meshId, shadowMesh);
209
+ this.outlineScene.add(shadowMesh);
210
+
211
+ // Let the outline pass prepare the ID materials for this new mesh
212
+ if (this.outlinePass) {
213
+ this.outlinePass.prepareShadowMesh(shadowMesh, object);
214
+ }
215
+
216
+ // Store material hash
217
+ this.materialHashes.set(meshId, currentMaterialHash);
218
+ } else {
219
+ // Update userData to reflect any changes (like outline color changes)
220
+ const userDataChanged =
221
+ object.userData.outlineColor !== shadowMesh.userData.outlineColor ||
222
+ object.userData.outlineId !== shadowMesh.userData.outlineId;
223
+ shadowMesh.userData = { ...object.userData };
224
+
225
+ // Update transform to match original
226
+ const worldPos = new Vector3();
227
+ const worldQuat = new Quaternion();
228
+ const worldScale = new Vector3();
229
+ object.matrixWorld.decompose(worldPos, worldQuat, worldScale);
230
+
231
+ shadowMesh.position.copy(worldPos);
232
+ shadowMesh.quaternion.copy(worldQuat);
233
+ shadowMesh.scale.copy(worldScale);
234
+ shadowMesh.updateMatrix();
235
+ shadowMesh.updateMatrixWorld(true);
236
+
237
+ // If material changed, recreate ID materials
238
+ if ((materialChanged || userDataChanged) && this.outlinePass) {
239
+ this.outlinePass.prepareShadowMesh(shadowMesh, object);
240
+ this.materialHashes.set(meshId, currentMaterialHash);
241
+ }
242
+ }
243
+ }
244
+ });
245
+
246
+ // Remove shadow meshes for objects that no longer have outlines
247
+ for (const existingId of existingShadowIds) {
248
+ if (!currentOutlineIds.has(existingId)) {
249
+ const shadowMesh = this.shadowMeshes.get(existingId);
250
+ if (shadowMesh) {
251
+ this.outlineScene.remove(shadowMesh);
252
+
253
+ // Dispose materials to prevent GPU memory leaks
254
+ if (shadowMesh.material) {
255
+ if (Array.isArray(shadowMesh.material)) {
256
+ shadowMesh.material.forEach((mat) => mat.dispose());
257
+ } else {
258
+ shadowMesh.material.dispose();
259
+ }
260
+ }
261
+
262
+ this.shadowMeshes.delete(existingId);
263
+ this.outlinedObjects.delete(existingId);
264
+ this.materialHashes.delete(existingId);
265
+ }
266
+ }
267
+ }
268
+
269
+ // Log memory after flush and compare
270
+ const afterMemory = this.getMemorySnapshot();
271
+ this.logMemoryChanges(beforeMemory, afterMemory, existingShadowIds.size, currentOutlineIds.size);
272
+ }
273
+
274
+ // Single consolidated material update method
275
+ updateMaterials(): void {
276
+ if (!this.outlinePass) return;
277
+
278
+ const currentDepthTexture = this.outlinePass.sceneDepthTexture;
279
+ const depthTextureChanged = this.lastDepthTexture !== currentDepthTexture;
280
+
281
+ if (!this.materialsDirty && !depthTextureChanged) {
282
+ return; // No updates needed
283
+ }
284
+
285
+ const useDepthTest = currentDepthTexture !== null;
286
+ let materialsUpdated = false;
287
+
288
+ // Update all shadow mesh materials in one pass
289
+ this.outlineScene.traverse((object: any) => {
290
+ if (object.isMesh && object.material) {
291
+ const updateMaterial = (mat: any) => {
292
+ if (mat.uniforms) {
293
+ let materialChanged = false;
294
+
295
+ if (mat.uniforms["sceneDepthTexture"] && mat.uniforms["sceneDepthTexture"].value !== currentDepthTexture) {
296
+ mat.uniforms["sceneDepthTexture"].value = currentDepthTexture;
297
+ materialChanged = true;
298
+ }
299
+
300
+ if (mat.uniforms["useDepthTest"] && mat.uniforms["useDepthTest"].value !== useDepthTest) {
301
+ mat.uniforms["useDepthTest"].value = useDepthTest;
302
+ materialChanged = true;
303
+ }
304
+
305
+ if (materialChanged) {
306
+ mat.needsUpdate = true;
307
+ materialsUpdated = true;
308
+ }
309
+ }
310
+ };
311
+
312
+ if (Array.isArray(object.material)) {
313
+ object.material.forEach(updateMaterial);
314
+ } else {
315
+ updateMaterial(object.material);
316
+ }
317
+ }
318
+ });
319
+
320
+ // Update tracking
321
+ this.lastDepthTexture = currentDepthTexture;
322
+ this.materialsDirty = false;
323
+
324
+ if (materialsUpdated) {
325
+ console.log(
326
+ `SceneWrapper: Updated materials (depth texture: ${!!currentDepthTexture}, useDepthTest: ${useDepthTest})`,
327
+ );
328
+ }
329
+ }
330
+
331
+ dispose(): void {
332
+ // Dispose all shadow mesh materials before clearing
333
+ for (const shadowMesh of this.shadowMeshes.values()) {
334
+ if (shadowMesh.material) {
335
+ if (Array.isArray(shadowMesh.material)) {
336
+ shadowMesh.material.forEach((mat) => mat.dispose());
337
+ } else {
338
+ shadowMesh.material.dispose();
339
+ }
340
+ }
341
+ }
342
+
343
+ this.shadowMeshes.clear();
344
+ this.outlinedObjects.clear();
345
+ this.materialHashes.clear();
346
+ this.outlineScene.clear();
347
+ }
348
+
349
+ private getMemorySnapshot() {
350
+ // Shadow scene stats (outline materials)
351
+ const shadowStats = this.analyzeSceneMemory(this.outlineScene, "shadow");
352
+
353
+ // Real scene stats (original materials)
354
+ const realStats = this.analyzeSceneMemory(this.realScene, "real");
355
+
356
+ return {
357
+ timestamp: performance.now(),
358
+ shadow: shadowStats,
359
+ real: realStats,
360
+ };
361
+ }
362
+
363
+ private analyzeSceneMemory(scene: any, sceneType: string) {
364
+ const geometries = new Set();
365
+ const materials = new Set();
366
+ const textureMemoryMap = new Map<string, number>(); // Store memory usage, not texture refs
367
+ let totalMeshes = 0;
368
+ let totalVertices = 0;
369
+ let totalFaces = 0;
370
+ let transparentMaterials = 0;
371
+ let opaqueMaterials = 0;
372
+ let texturesUsed = 0;
373
+ let outlinedMeshes = 0;
374
+ let nonOutlinedMeshes = 0;
375
+
376
+ scene.traverse((object: any) => {
377
+ if (object.isMesh) {
378
+ totalMeshes++;
379
+
380
+ // Check if mesh has outline userData
381
+ if (object.userData?.outlineColor) {
382
+ outlinedMeshes++;
383
+ } else {
384
+ nonOutlinedMeshes++;
385
+ }
386
+
387
+ // Analyze geometry
388
+ if (object.geometry) {
389
+ geometries.add(object.geometry.uuid);
390
+ const positions = object.geometry.attributes.position;
391
+ if (positions) {
392
+ totalVertices += positions.count;
393
+ if (object.geometry.index) {
394
+ totalFaces += object.geometry.index.count / 3;
395
+ } else {
396
+ totalFaces += positions.count / 3;
397
+ }
398
+ }
399
+ }
400
+
401
+ // Analyze materials
402
+ if (object.material) {
403
+ if (Array.isArray(object.material)) {
404
+ object.material.forEach((mat: any) => {
405
+ materials.add(mat.uuid);
406
+ this.analyzeMaterial(mat, sceneType, {
407
+ transparentMaterials: () => transparentMaterials++,
408
+ opaqueMaterials: () => opaqueMaterials++,
409
+ texturesUsed: () => texturesUsed++,
410
+ textureMemoryMap,
411
+ });
412
+ });
413
+ } else {
414
+ materials.add(object.material.uuid);
415
+ this.analyzeMaterial(object.material, sceneType, {
416
+ transparentMaterials: () => transparentMaterials++,
417
+ opaqueMaterials: () => opaqueMaterials++,
418
+ texturesUsed: () => texturesUsed++,
419
+ textureMemoryMap,
420
+ });
421
+ }
422
+ }
423
+ }
424
+ });
425
+
426
+ // Sum up texture memory
427
+ const textureMemoryMB = Array.from(textureMemoryMap.values()).reduce((sum, mem) => sum + mem, 0);
428
+
429
+ return {
430
+ meshes: totalMeshes,
431
+ outlinedMeshes,
432
+ nonOutlinedMeshes,
433
+ geometries: geometries.size,
434
+ materials: materials.size,
435
+ textures: textureMemoryMap.size,
436
+ textureMemoryMB,
437
+ vertices: totalVertices,
438
+ faces: totalFaces,
439
+ transparentMaterials,
440
+ opaqueMaterials,
441
+ texturesUsed,
442
+ };
443
+ }
444
+
445
+ private analyzeMaterial(material: any, sceneType: string, counters: any) {
446
+ if (sceneType === "shadow") {
447
+ // Shadow materials (ID materials)
448
+ if (material.transparent) {
449
+ counters.transparentMaterials();
450
+ } else {
451
+ counters.opaqueMaterials();
452
+ }
453
+ if (material.uniforms?.originalMap?.value) {
454
+ counters.texturesUsed();
455
+ const texture = material.uniforms.originalMap.value;
456
+ if (!counters.textureMemoryMap.has(texture.uuid)) {
457
+ counters.textureMemoryMap.set(texture.uuid, this.calculateSingleTextureMemory(texture));
458
+ }
459
+ }
460
+ } else {
461
+ // Real scene materials (original materials)
462
+ if (material.transparent || material.opacity < 1.0) {
463
+ counters.transparentMaterials();
464
+ } else {
465
+ counters.opaqueMaterials();
466
+ }
467
+ if (material.map) {
468
+ counters.texturesUsed();
469
+ if (!counters.textureMemoryMap.has(material.map.uuid)) {
470
+ counters.textureMemoryMap.set(material.map.uuid, this.calculateSingleTextureMemory(material.map));
471
+ }
472
+ }
473
+ // Also check other common texture maps
474
+ ["normalMap", "roughnessMap", "metalnessMap", "emissiveMap", "aoMap"].forEach((mapType) => {
475
+ if (material[mapType]) {
476
+ if (!counters.textureMemoryMap.has(material[mapType].uuid)) {
477
+ counters.textureMemoryMap.set(material[mapType].uuid, this.calculateSingleTextureMemory(material[mapType]));
478
+ }
479
+ }
480
+ });
481
+ }
482
+ }
483
+
484
+ private calculateSingleTextureMemory(texture: any): number {
485
+ if (!texture?.image) return 0;
486
+
487
+ const width = texture.image.width || 512; // Default fallback
488
+ const height = texture.image.height || 512;
489
+
490
+ // Determine bytes per pixel based on format
491
+ let bytesPerPixel = 4; // Default RGBA
492
+ if (texture.format !== undefined) {
493
+ // Three.js texture formats
494
+ switch (texture.format) {
495
+ case 1023: // RGBAFormat
496
+ bytesPerPixel = 4;
497
+ break;
498
+ case 1022: // RGBFormat
499
+ bytesPerPixel = 3;
500
+ break;
501
+ case 1021: // RGFormat (Red Green)
502
+ bytesPerPixel = 2;
503
+ break;
504
+ case 1019: // RedFormat
505
+ bytesPerPixel = 1;
506
+ break;
507
+ case 1020: // AlphaFormat
508
+ bytesPerPixel = 1;
509
+ break;
510
+ default:
511
+ bytesPerPixel = 4; // Safe default
512
+ }
513
+ }
514
+
515
+ // Base texture memory
516
+ let textureMemory = width * height * bytesPerPixel;
517
+
518
+ // Add mipmap memory (approximately 1.33x base size if mipmaps enabled)
519
+ if (texture.generateMipmaps !== false) {
520
+ textureMemory *= 1.33;
521
+ }
522
+
523
+ // Convert to MB
524
+ return textureMemory / (1024 * 1024);
525
+ }
526
+
527
+ private logMemoryChanges(before: any, after: any, beforeCount: number, afterCount: number) {
528
+ return;
529
+ // Check for significant changes in either scene
530
+ const shadowChanged = this.hasSignificantChanges(before.shadow, after.shadow);
531
+ const realChanged = this.hasSignificantChanges(before.real, after.real);
532
+
533
+ if (shadowChanged || realChanged) {
534
+ console.group(`SceneWrapper Memory Update (${beforeCount} → ${afterCount} outlined objects)`);
535
+
536
+ // Real Scene Stats
537
+ console.group(`🎨 Real Scene (Original Materials)`);
538
+ this.logSceneStats(before.real, after.real);
539
+ console.groupEnd();
540
+
541
+ // Shadow Scene Stats
542
+ console.group(`👤 Shadow Scene (Outline Materials)`);
543
+ this.logSceneStats(before.shadow, after.shadow);
544
+ console.groupEnd();
545
+
546
+ // Combined memory estimate
547
+ const totalVertices = after.real.vertices + after.shadow.vertices;
548
+ const totalFaces = after.real.faces + after.shadow.faces;
549
+ const vertexMemoryMB = (totalVertices * 3 * 4) / (1024 * 1024);
550
+ const faceMemoryMB = (totalFaces * 3 * 2) / (1024 * 1024);
551
+ const totalTextures = after.real.textures + after.shadow.textures;
552
+ const totalTextureMemoryMB = (after.real.textureMemoryMB || 0) + (after.shadow.textureMemoryMB || 0);
553
+
554
+ console.log(`📊 Combined Memory Estimate:`);
555
+ console.log(` Geometry: ${(vertexMemoryMB + faceMemoryMB).toFixed(2)}MB`);
556
+ console.log(` Textures: ${totalTextureMemoryMB.toFixed(2)}MB (${totalTextures} unique)`);
557
+ console.log(` Total GPU: ${(vertexMemoryMB + faceMemoryMB + totalTextureMemoryMB).toFixed(2)}MB`);
558
+ console.log(` Optimization: ${after.shadow.opaqueMaterials} shadow materials skip texture sampling`);
559
+
560
+ console.groupEnd();
561
+ }
562
+ }
563
+
564
+ private hasSignificantChanges(before: any, after: any): boolean {
565
+ if (!before || !after) return true;
566
+ return (
567
+ Math.abs(after.meshes - before.meshes) > 0 ||
568
+ Math.abs(after.geometries - before.geometries) > 0 ||
569
+ Math.abs(after.materials - before.materials) > 0
570
+ );
571
+ }
572
+
573
+ private logSceneStats(before: any, after: any) {
574
+ if (!before || !after) {
575
+ console.log("No previous data for comparison");
576
+ return;
577
+ }
578
+
579
+ const meshDelta = after.meshes - before.meshes;
580
+ const geometryDelta = after.geometries - before.geometries;
581
+ const materialDelta = after.materials - before.materials;
582
+ const vertexDelta = after.vertices - before.vertices;
583
+ const faceDelta = after.faces - before.faces;
584
+ const transparentDelta = after.transparentMaterials - before.transparentMaterials;
585
+ const opaqueDelta = after.opaqueMaterials - before.opaqueMaterials;
586
+ const texturesDelta = after.texturesUsed - before.texturesUsed;
587
+ const textureMemoryDelta = (after.textureMemoryMB || 0) - (before.textureMemoryMB || 0);
588
+
589
+ console.log(`Meshes: ${before.meshes} → ${after.meshes} (${meshDelta > 0 ? "+" : ""}${meshDelta})`);
590
+ console.log(` ├─ With Outlines: ${before.outlinedMeshes || 0} → ${after.outlinedMeshes || 0}`);
591
+ console.log(` └─ Without Outlines: ${before.nonOutlinedMeshes || 0} → ${after.nonOutlinedMeshes || 0}`);
592
+ console.log(
593
+ `Geometries: ${before.geometries} → ${after.geometries} (${geometryDelta > 0 ? "+" : ""}${geometryDelta})`,
594
+ );
595
+ console.log(
596
+ `Materials: ${before.materials} → ${after.materials} (${materialDelta > 0 ? "+" : ""}${materialDelta})`,
597
+ );
598
+ console.log(
599
+ ` ├─ Transparent: ${before.transparentMaterials} → ${after.transparentMaterials} (${transparentDelta > 0 ? "+" : ""}${transparentDelta})`,
600
+ );
601
+ console.log(
602
+ ` ├─ Opaque: ${before.opaqueMaterials} → ${after.opaqueMaterials} (${opaqueDelta > 0 ? "+" : ""}${opaqueDelta})`,
603
+ );
604
+ console.log(
605
+ ` └─ Using Textures: ${before.texturesUsed} → ${after.texturesUsed} (${texturesDelta > 0 ? "+" : ""}${texturesDelta})`,
606
+ );
607
+ console.log(
608
+ `Textures: ${(before.textureMemoryMB || 0).toFixed(2)}MB → ${(after.textureMemoryMB || 0).toFixed(2)}MB (${textureMemoryDelta > 0 ? "+" : ""}${textureMemoryDelta.toFixed(2)}MB)`,
609
+ );
610
+ console.log(
611
+ `Vertices: ${before.vertices.toLocaleString()} → ${after.vertices.toLocaleString()} (${vertexDelta > 0 ? "+" : ""}${vertexDelta.toLocaleString()})`,
612
+ );
613
+ console.log(
614
+ `Faces: ${before.faces.toLocaleString()} → ${after.faces.toLocaleString()} (${faceDelta > 0 ? "+" : ""}${faceDelta.toLocaleString()})`,
615
+ );
616
+ }
617
+ }
@@ -0,0 +1,50 @@
1
+ import { ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget, IUniform } from "three";
2
+ import { Pass } from "./types";
3
+ import { FullScreenQuad } from "./FullScreenQuad";
4
+ import { CopyShader } from "./shaders";
5
+
6
+ export class ShaderPass extends Pass {
7
+ private textureID: string;
8
+ uniforms: Record<string, IUniform>;
9
+ material: ShaderMaterial;
10
+ private fsQuad: FullScreenQuad;
11
+
12
+ constructor(shader: ShaderMaterial | typeof CopyShader, textureID: string) {
13
+ super();
14
+ this.textureID = textureID;
15
+
16
+ if (shader instanceof ShaderMaterial) {
17
+ this.uniforms = shader.uniforms as Record<string, IUniform>;
18
+ this.material = shader;
19
+ } else if (shader) {
20
+ this.uniforms = UniformsUtils.clone(shader.uniforms);
21
+ this.material = new ShaderMaterial({
22
+ defines: Object.assign({}, (shader as any).defines),
23
+ uniforms: this.uniforms,
24
+ vertexShader: (shader as any).vertexShader,
25
+ fragmentShader: (shader as any).fragmentShader,
26
+ });
27
+ } else {
28
+ throw new Error("ShaderPass requires a shader");
29
+ }
30
+
31
+ this.fsQuad = new FullScreenQuad(this.material);
32
+ }
33
+
34
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void {
35
+ if (this.uniforms[this.textureID]) {
36
+ this.uniforms[this.textureID].value = readBuffer.texture;
37
+ }
38
+
39
+ this.fsQuad.material = this.material;
40
+
41
+ if (this.renderToScreen) {
42
+ renderer.setRenderTarget(null);
43
+ this.fsQuad.render(renderer);
44
+ } else {
45
+ renderer.setRenderTarget(writeBuffer);
46
+ if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
47
+ this.fsQuad.render(renderer);
48
+ }
49
+ }
50
+ }
@@ -0,0 +1,8 @@
1
+ // Public API - only export what users actually need
2
+ export { EffectComposer } from "./EffectComposer";
3
+ export { RenderPass } from "./RenderPass";
4
+ export { IDBasedOutlinePass } from "./IDBasedOutlinePass";
5
+ export { OutputPass } from "./OutputPass";
6
+ export { SceneWrapper } from "./SceneWrapper";
7
+ export { DepthVisualizationPass } from "./DepthVisualizationPass";
8
+ export type { Camera } from "./types";