@volter/threejs-runtime 0.5.65

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Files changed (70) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +12 -0
  3. package/package.json +62 -0
  4. package/src/adapter/body-marks.ts +69 -0
  5. package/src/adapter/constraint.ts +78 -0
  6. package/src/adapter/first-party-navigation-system.ts +48 -0
  7. package/src/adapter/hierarchy-marks.ts +156 -0
  8. package/src/adapter/ingest/scene-capture.ts +865 -0
  9. package/src/adapter/ingest/structural-ids.ts +139 -0
  10. package/src/adapter/ingest/visible-capture-window.ts +302 -0
  11. package/src/adapter/object3d-authoring-subject.ts +50 -0
  12. package/src/adapter/rapier-physics-adapter.ts +226 -0
  13. package/src/adapter/reflection-probe.ts +75 -0
  14. package/src/adapter/renderer-config.ts +116 -0
  15. package/src/adapter/trigger-volume.ts +29 -0
  16. package/src/ai/navigation.ts +627 -0
  17. package/src/animation/animation-clock.ts +479 -0
  18. package/src/animation/runtime-inspection.ts +45 -0
  19. package/src/animation/xstate-animation-binding.ts +655 -0
  20. package/src/animation/xstate-animation-meta.ts +360 -0
  21. package/src/asset-formats/camera.ts +18 -0
  22. package/src/asset-formats/collider.ts +66 -0
  23. package/src/asset-formats/index.ts +45 -0
  24. package/src/asset-formats/light.ts +50 -0
  25. package/src/asset-formats/material.ts +93 -0
  26. package/src/asset-formats/mesh.ts +78 -0
  27. package/src/asset-formats/particles.ts +426 -0
  28. package/src/asset-formats/render-env.ts +318 -0
  29. package/src/asset-formats/tuples.ts +21 -0
  30. package/src/asset-loaders.ts +242 -0
  31. package/src/asset-parse-error.ts +29 -0
  32. package/src/assets.ts +68 -0
  33. package/src/behavior/xstate-inspection.ts +51 -0
  34. package/src/defaults.ts +135 -0
  35. package/src/ecs/object-marks.ts +75 -0
  36. package/src/ecs/scene-index.ts +439 -0
  37. package/src/ecs/scene-query.ts +43 -0
  38. package/src/ecs/user-data.ts +272 -0
  39. package/src/loader.ts +134 -0
  40. package/src/physics/collider-dimensions.ts +121 -0
  41. package/src/physics/collision-system.ts +76 -0
  42. package/src/physics/physics-registry.ts +83 -0
  43. package/src/physics/transform-writer.ts +41 -0
  44. package/src/render/directional-shadow-fit.ts +158 -0
  45. package/src/render/environment-capture.ts +133 -0
  46. package/src/render/ibl-override-material.ts +202 -0
  47. package/src/render/light-camera-factory.ts +103 -0
  48. package/src/render/matcap-texture.ts +92 -0
  49. package/src/render/material-factory.ts +201 -0
  50. package/src/render/mesh-shadow.ts +18 -0
  51. package/src/render/particles-factory.ts +589 -0
  52. package/src/render/render-batch-system.ts +260 -0
  53. package/src/render/render-features.ts +128 -0
  54. package/src/render/render-settings.ts +71 -0
  55. package/src/render/soft-particle-depth.ts +360 -0
  56. package/src/render/spark-renderer-lifecycle.ts +64 -0
  57. package/src/render/structural-signature.ts +231 -0
  58. package/src/render/viewport-shading.ts +163 -0
  59. package/src/render/voxel-surface.ts +358 -0
  60. package/src/setup/setup-particles.ts +32 -0
  61. package/src/setup/setup-physics.ts +67 -0
  62. package/src/setup/setup-renderer.ts +524 -0
  63. package/src/types-n8ao.d.ts +37 -0
  64. package/src/types-realism-effects.d.ts +61 -0
  65. package/vendor/realism-effects/LICENSE.md +21 -0
  66. package/vendor/realism-effects/UPSTREAM.md +19 -0
  67. package/vendor/realism-effects/dist/index.cjs +3447 -0
  68. package/vendor/realism-effects/dist/index.d.ts +59 -0
  69. package/vendor/realism-effects/dist/index.js +3434 -0
  70. package/vendor/realism-effects/package.json +23 -0
@@ -0,0 +1,524 @@
1
+ /// <reference path="../types-n8ao.d.ts" />
2
+
3
+ import { N8AOPostPass } from 'n8ao';
4
+ import {
5
+ BloomEffect,
6
+ BrightnessContrastEffect,
7
+ ChromaticAberrationEffect,
8
+ ColorDepthEffect,
9
+ DepthOfFieldEffect,
10
+ DotScreenEffect,
11
+ type Effect,
12
+ type EffectComposer,
13
+ EffectPass,
14
+ GlitchEffect,
15
+ GodRaysEffect,
16
+ GridEffect,
17
+ HueSaturationEffect,
18
+ LensDistortionEffect,
19
+ NoiseEffect,
20
+ NormalPass,
21
+ OutlineEffect,
22
+ PixelationEffect,
23
+ RenderPass,
24
+ ScanlineEffect,
25
+ SepiaEffect,
26
+ ShockWaveEffect,
27
+ SMAAEffect,
28
+ SMAAPreset,
29
+ SSAOEffect,
30
+ TiltShiftEffect,
31
+ VignetteEffect,
32
+ } from 'postprocessing';
33
+ import * as THREE from 'three';
34
+ import {
35
+ MotionBlurEffect,
36
+ SSGIEffect,
37
+ SSREffect,
38
+ VelocityDepthNormalPass,
39
+ } from '../../vendor/realism-effects/dist/index.js';
40
+ import type { RenderEnvironment } from '../asset-formats/render-env';
41
+ import { DEFAULTS } from '../defaults';
42
+ import { detectKtx2Support } from '../loader';
43
+ import { type RenderScope, resolveRenderSettings } from '../render/render-settings';
44
+
45
+ /**
46
+ * Apply the live renderer-level render settings (shadows, resolution scale) from
47
+ * the resolved cascade. `antialias`/`backend` are reload-only (renderer re-init)
48
+ * and are handled at construction, not here. Pass the scene `rendering` scope
49
+ * (e.g. `env.rendering`); absent values fall back to the registry defaults so
50
+ * behavior is unchanged when a scene omits `rendering`.
51
+ *
52
+ * `basePixelRatio` is the call-site's native pixel-ratio policy (the runtime caps
53
+ * at 2; the editor uses the raw devicePixelRatio); `resolutionScale` multiplies it.
54
+ */
55
+ export function applyRendererSettings(
56
+ renderer: THREE.WebGLRenderer,
57
+ rendering?: RenderScope,
58
+ basePixelRatio = Math.min(window.devicePixelRatio, 2),
59
+ ): void {
60
+ const settings = resolveRenderSettings(rendering);
61
+ renderer.shadowMap.enabled = Boolean(settings['shadows']);
62
+ const scale = Number(settings['resolutionScale']) || 1;
63
+ renderer.setPixelRatio(basePixelRatio * scale);
64
+ }
65
+
66
+ /**
67
+ * Create ONLY the WebGL renderer. The HOST owns the renderer (see
68
+ * `ThreeHostContext.renderer`); the game/adapter owns the scene/camera/composer it
69
+ * renders into.
70
+ *
71
+ * `rendering` is the scene-level render scope (`env.rendering`); it seeds the
72
+ * reload-only `antialias` option at construction and the live shadow/resolution
73
+ * settings (via {@link applyRendererSettings}). Absent → registry defaults.
74
+ *
75
+ * When `opts` is omitted, construction leaves `alpha` and
76
+ * `preserveDrawingBuffer` at their renderer defaults. The host passes
77
+ * `alpha:true` for every stacked canvas
78
+ * above the bottom one (so its clear-alpha-0 shows the layer below through
79
+ * it) and `preserveDrawingBuffer:true` for every stacked canvas (the
80
+ * recorded capture-tier cost, paid once here rather than re-derived later).
81
+ */
82
+ export function createHostRenderer(
83
+ canvas: HTMLCanvasElement,
84
+ width = window.innerWidth,
85
+ height = window.innerHeight,
86
+ rendering?: RenderScope,
87
+ opts?: { alpha?: boolean; preserveDrawingBuffer?: boolean },
88
+ ): THREE.WebGLRenderer {
89
+ // A newly-shown editor tab can report 0x0 for one layout frame. WebGL render
90
+ // targets cannot have zero-sized attachments, so boot at the smallest valid
91
+ // backing size and let the normal resize path apply the real dimensions.
92
+ const safeWidth = Math.max(1, width);
93
+ const safeHeight = Math.max(1, height);
94
+ const settings = resolveRenderSettings(rendering);
95
+ const renderer = new THREE.WebGLRenderer({
96
+ canvas,
97
+ antialias: Boolean(settings['antialias']),
98
+ powerPreference: 'high-performance',
99
+ ...(opts?.alpha ? { alpha: true } : {}),
100
+ ...(opts?.preserveDrawingBuffer ? { preserveDrawingBuffer: true } : {}),
101
+ });
102
+ renderer.setSize(safeWidth, safeHeight);
103
+ applyRendererSettings(renderer, rendering);
104
+ renderer.shadowMap.type = THREE.PCFSoftShadowMap;
105
+ renderer.toneMapping = toneMappingModes[DEFAULTS.toneMapping.mode] ?? THREE.ACESFilmicToneMapping;
106
+ renderer.toneMappingExposure = DEFAULTS.toneMapping.exposure;
107
+ // The shared KTX2Loader cannot transcode a KHR_texture_basisu texture until
108
+ // some renderer has told it which compressed formats this GPU accepts.
109
+ // Idempotent — see `detectKtx2Support`.
110
+ detectKtx2Support(renderer);
111
+ return renderer;
112
+ }
113
+
114
+ const toneMappingModes: Record<string, THREE.ToneMapping> = {
115
+ none: THREE.NoToneMapping,
116
+ linear: THREE.LinearToneMapping,
117
+ reinhard: THREE.ReinhardToneMapping,
118
+ cineon: THREE.CineonToneMapping,
119
+ aces: THREE.ACESFilmicToneMapping,
120
+ agx: THREE.AgXToneMapping,
121
+ };
122
+
123
+ const smaaPresets: Record<string, SMAAPreset> = {
124
+ low: SMAAPreset.LOW,
125
+ medium: SMAAPreset.MEDIUM,
126
+ high: SMAAPreset.HIGH,
127
+ ultra: SMAAPreset.ULTRA,
128
+ };
129
+
130
+ /**
131
+ * Rebuild composer passes from scene environment settings.
132
+ * Scenes without toneMapping default to ACES (the runtime default).
133
+ * Code can further modify the composer after this call.
134
+ *
135
+ * Pass objectMap to enable entity-referencing effects (godRays, outline).
136
+ * Pass entities to resolve tag-based references (outline).
137
+ */
138
+ export function applyScenePostProcessing(
139
+ composer: EffectComposer,
140
+ renderer: THREE.WebGLRenderer,
141
+ scene: THREE.Scene,
142
+ camera: THREE.Camera,
143
+ env?: RenderEnvironment,
144
+ objectMap?: Map<string, THREE.Object3D>,
145
+ entityTags?: Map<string, string[]>,
146
+ ): void {
147
+ // Dispose the existing passes before discarding them — removeAllPasses() just
148
+ // drops the references, so their GPU render targets would otherwise leak on
149
+ // every env edit / scene switch.
150
+ for (const pass of composer.passes) {
151
+ (pass as { dispose?: () => void }).dispose?.();
152
+ }
153
+ composer.removeAllPasses();
154
+ composer.addPass(new RenderPass(scene, camera));
155
+
156
+ // ── Tone mapping ──────────────────────────────────────────────────────
157
+ const tm = env?.toneMapping;
158
+ renderer.toneMapping =
159
+ toneMappingModes[tm?.mode ?? DEFAULTS.toneMapping.mode] ?? THREE.ACESFilmicToneMapping;
160
+ renderer.toneMappingExposure = tm?.exposure ?? DEFAULTS.toneMapping.exposure;
161
+
162
+ // ── Master switch ─────────────────────────────────────────────────────
163
+ // When post-processing is disabled at the scene/engine level, render the
164
+ // plain scene (the RenderPass added above) and skip every effect pass. The
165
+ // per-effect `enabled` flags below still apply when the master switch is on.
166
+ if (!resolveRenderSettings(env?.rendering as RenderScope | undefined)['postProcessing']) return;
167
+
168
+ const pp = env?.postProcessing;
169
+ const d = DEFAULTS.postProcessing;
170
+
171
+ // ── Prerequisite passes ───────────────────────────────────────────────
172
+
173
+ // NormalPass — needed by SSAO
174
+ let normalPass: NormalPass | undefined;
175
+ if (pp?.ssao?.enabled) {
176
+ normalPass = new NormalPass(scene, camera);
177
+ composer.addPass(normalPass);
178
+ }
179
+
180
+ // VelocityDepthNormalPass — needed by SSR, SSGI, MotionBlur
181
+ let velocityPass: VelocityDepthNormalPass | undefined;
182
+ if (pp?.ssr?.enabled || pp?.ssgi?.enabled || pp?.motionBlur?.enabled) {
183
+ velocityPass = new VelocityDepthNormalPass(scene, camera);
184
+ composer.addPass(velocityPass);
185
+ }
186
+
187
+ // N8AOPostPass — separate Pass, not an Effect
188
+ if (pp?.n8ao?.enabled) {
189
+ const n8aoPass = new N8AOPostPass(scene, camera as THREE.Camera);
190
+ const cfg = n8aoPass.configuration;
191
+ cfg.aoSamples = pp.n8ao.aoSamples ?? d.n8ao.aoSamples;
192
+ cfg.aoRadius = pp.n8ao.aoRadius ?? d.n8ao.aoRadius;
193
+ cfg.intensity = pp.n8ao.intensity ?? d.n8ao.intensity;
194
+ cfg.denoiseSamples = pp.n8ao.denoiseSamples ?? d.n8ao.denoiseSamples;
195
+ cfg.denoiseRadius = pp.n8ao.denoiseRadius ?? d.n8ao.denoiseRadius;
196
+ cfg.distanceFalloff = pp.n8ao.distanceFalloff ?? d.n8ao.distanceFalloff;
197
+ if (pp.n8ao.screenSpaceRadius !== undefined) cfg.screenSpaceRadius = pp.n8ao.screenSpaceRadius;
198
+ if (pp.n8ao.halfRes !== undefined) cfg.halfRes = pp.n8ao.halfRes;
199
+ if (pp.n8ao.color) cfg.color = new THREE.Color(pp.n8ao.color);
200
+ composer.addPass(n8aoPass);
201
+ }
202
+
203
+ // ── Collect Effect instances ──────────────────────────────────────────
204
+ const effects: Effect[] = [];
205
+
206
+ // Anti-aliasing
207
+ if (pp?.smaa?.enabled) {
208
+ const preset = smaaPresets[pp.smaa.preset ?? d.smaa.preset] ?? SMAAPreset.HIGH;
209
+ effects.push(new SMAAEffect({ preset }));
210
+ }
211
+
212
+ // Ambient occlusion
213
+ if (pp?.ssao?.enabled && normalPass) {
214
+ effects.push(
215
+ new SSAOEffect(camera, normalPass.texture, {
216
+ radius: pp.ssao.radius ?? d.ssao.radius,
217
+ intensity: pp.ssao.intensity ?? d.ssao.intensity,
218
+ bias: pp.ssao.bias ?? d.ssao.bias,
219
+ samples: pp.ssao.samples ?? d.ssao.samples,
220
+ rings: pp.ssao.rings ?? d.ssao.rings,
221
+ fade: pp.ssao.fade ?? d.ssao.fade,
222
+ ...(pp.ssao.color ? { color: new THREE.Color(pp.ssao.color) } : {}),
223
+ }),
224
+ );
225
+ }
226
+
227
+ // SSR (realism-effects)
228
+ if (pp?.ssr?.enabled && velocityPass) {
229
+ effects.push(
230
+ new SSREffect(scene, camera, velocityPass, {
231
+ intensity: pp.ssr.intensity ?? d.ssr.intensity,
232
+ exponent: pp.ssr.exponent ?? d.ssr.exponent,
233
+ distance: pp.ssr.distance ?? d.ssr.distance,
234
+ thickness: pp.ssr.thickness ?? d.ssr.thickness,
235
+ maxRoughness: pp.ssr.maxRoughness ?? d.ssr.maxRoughness,
236
+ }),
237
+ );
238
+ }
239
+
240
+ // SSGI (realism-effects)
241
+ if (pp?.ssgi?.enabled && velocityPass) {
242
+ effects.push(
243
+ new SSGIEffect(scene, camera, velocityPass, {
244
+ intensity: pp.ssgi.intensity ?? d.ssgi.intensity,
245
+ distance: pp.ssgi.distance ?? d.ssgi.distance,
246
+ thickness: pp.ssgi.thickness ?? d.ssgi.thickness,
247
+ maxRoughness: pp.ssgi.maxRoughness ?? d.ssgi.maxRoughness,
248
+ }),
249
+ );
250
+ }
251
+
252
+ // Motion blur (realism-effects)
253
+ if (pp?.motionBlur?.enabled && velocityPass) {
254
+ effects.push(
255
+ new MotionBlurEffect(velocityPass, {
256
+ intensity: pp.motionBlur.intensity ?? d.motionBlur.intensity,
257
+ jitter: pp.motionBlur.jitter ?? d.motionBlur.jitter,
258
+ samples: pp.motionBlur.samples ?? d.motionBlur.samples,
259
+ }),
260
+ );
261
+ }
262
+
263
+ // Bloom
264
+ if (pp?.bloom?.enabled) {
265
+ effects.push(
266
+ new BloomEffect({
267
+ intensity: pp.bloom.intensity ?? d.bloom.intensity,
268
+ luminanceThreshold: pp.bloom.luminanceThreshold ?? d.bloom.luminanceThreshold,
269
+ luminanceSmoothing: pp.bloom.luminanceSmoothing ?? d.bloom.luminanceSmoothing,
270
+ }),
271
+ );
272
+ }
273
+
274
+ // Depth of field
275
+ if (pp?.depthOfField?.enabled) {
276
+ effects.push(
277
+ new DepthOfFieldEffect(camera, {
278
+ worldFocusDistance: pp.depthOfField.worldFocusDistance ?? d.depthOfField.worldFocusDistance,
279
+ worldFocusRange: pp.depthOfField.worldFocusRange ?? d.depthOfField.worldFocusRange,
280
+ bokehScale: pp.depthOfField.bokehScale ?? d.depthOfField.bokehScale,
281
+ focalLength: pp.depthOfField.focalLength ?? d.depthOfField.focalLength,
282
+ }),
283
+ );
284
+ }
285
+
286
+ // Tilt shift
287
+ if (pp?.tiltShift?.enabled) {
288
+ effects.push(
289
+ new TiltShiftEffect({
290
+ offset: pp.tiltShift.offset ?? d.tiltShift.offset,
291
+ rotation: pp.tiltShift.rotation ?? d.tiltShift.rotation,
292
+ focusArea: pp.tiltShift.focusArea ?? d.tiltShift.focusArea,
293
+ feather: pp.tiltShift.feather ?? d.tiltShift.feather,
294
+ }),
295
+ );
296
+ }
297
+
298
+ // God rays (needs entity reference)
299
+ if (pp?.godRays?.enabled && pp.godRays.sourceEntity && objectMap) {
300
+ const lightObj = objectMap.get(pp.godRays.sourceEntity);
301
+ if (lightObj instanceof THREE.Mesh || lightObj instanceof THREE.Points) {
302
+ effects.push(
303
+ new GodRaysEffect(camera, lightObj, {
304
+ density: pp.godRays.density ?? d.godRays.density,
305
+ decay: pp.godRays.decay ?? d.godRays.decay,
306
+ weight: pp.godRays.weight ?? d.godRays.weight,
307
+ exposure: pp.godRays.exposure ?? d.godRays.exposure,
308
+ samples: pp.godRays.samples ?? d.godRays.samples,
309
+ }),
310
+ );
311
+ }
312
+ }
313
+
314
+ // Outline (needs entity tag references)
315
+ if (pp?.outline?.enabled && objectMap) {
316
+ const outlineEffect = new OutlineEffect(scene, camera, {
317
+ edgeStrength: pp.outline.edgeStrength ?? d.outline.edgeStrength,
318
+ pulseSpeed: pp.outline.pulseSpeed ?? d.outline.pulseSpeed,
319
+ visibleEdgeColor: pp.outline.visibleEdgeColor
320
+ ? new THREE.Color(pp.outline.visibleEdgeColor).getHex()
321
+ : new THREE.Color(d.outline.visibleEdgeColor).getHex(),
322
+ hiddenEdgeColor: pp.outline.hiddenEdgeColor
323
+ ? new THREE.Color(pp.outline.hiddenEdgeColor).getHex()
324
+ : new THREE.Color(d.outline.hiddenEdgeColor).getHex(),
325
+ xRay: pp.outline.xRay ?? false,
326
+ });
327
+
328
+ // Add entities matching tags to selection
329
+ const tags = pp.outline.tags ?? [];
330
+ if (tags.length > 0 && entityTags) {
331
+ for (const [entityId, eTags] of entityTags) {
332
+ if (tags.some((t) => eTags.includes(t))) {
333
+ const obj = objectMap.get(entityId);
334
+ if (obj) outlineEffect.selection.add(obj);
335
+ }
336
+ }
337
+ }
338
+
339
+ effects.push(outlineEffect);
340
+ }
341
+
342
+ // Chromatic aberration
343
+ if (pp?.chromaticAberration?.enabled) {
344
+ effects.push(
345
+ new ChromaticAberrationEffect({
346
+ offset: new THREE.Vector2(
347
+ pp.chromaticAberration.offsetX ?? d.chromaticAberration.offsetX,
348
+ pp.chromaticAberration.offsetY ?? d.chromaticAberration.offsetY,
349
+ ),
350
+ radialModulation: pp.chromaticAberration.radialModulation ?? false,
351
+ modulationOffset:
352
+ pp.chromaticAberration.modulationOffset ?? d.chromaticAberration.modulationOffset,
353
+ }),
354
+ );
355
+ }
356
+
357
+ // Lens distortion
358
+ if (pp?.lensDistortion?.enabled) {
359
+ effects.push(
360
+ new LensDistortionEffect({
361
+ distortion: new THREE.Vector2(
362
+ pp.lensDistortion.distortionX ?? d.lensDistortion.distortionX,
363
+ pp.lensDistortion.distortionY ?? d.lensDistortion.distortionY,
364
+ ),
365
+ principalPoint: new THREE.Vector2(0, 0),
366
+ focalLength: new THREE.Vector2(
367
+ pp.lensDistortion.focalLengthX ?? d.lensDistortion.focalLengthX,
368
+ pp.lensDistortion.focalLengthY ?? d.lensDistortion.focalLengthY,
369
+ ),
370
+ skew: pp.lensDistortion.skew ?? d.lensDistortion.skew,
371
+ }),
372
+ );
373
+ }
374
+
375
+ // Shock wave
376
+ if (pp?.shockWave?.enabled) {
377
+ effects.push(
378
+ new ShockWaveEffect(
379
+ camera,
380
+ new THREE.Vector3(
381
+ pp.shockWave.positionX ?? 0,
382
+ pp.shockWave.positionY ?? 0,
383
+ pp.shockWave.positionZ ?? 0,
384
+ ),
385
+ {
386
+ speed: pp.shockWave.speed ?? d.shockWave.speed,
387
+ maxRadius: pp.shockWave.maxRadius ?? d.shockWave.maxRadius,
388
+ waveSize: pp.shockWave.waveSize ?? d.shockWave.waveSize,
389
+ amplitude: pp.shockWave.amplitude ?? d.shockWave.amplitude,
390
+ },
391
+ ),
392
+ );
393
+ }
394
+
395
+ // Color adjustments
396
+ if (pp?.brightnessContrast?.enabled) {
397
+ effects.push(
398
+ new BrightnessContrastEffect({
399
+ brightness: pp.brightnessContrast.brightness ?? d.brightnessContrast.brightness,
400
+ contrast: pp.brightnessContrast.contrast ?? d.brightnessContrast.contrast,
401
+ }),
402
+ );
403
+ }
404
+
405
+ if (pp?.hueSaturation?.enabled) {
406
+ effects.push(
407
+ new HueSaturationEffect({
408
+ hue: pp.hueSaturation.hue ?? d.hueSaturation.hue,
409
+ saturation: pp.hueSaturation.saturation ?? d.hueSaturation.saturation,
410
+ }),
411
+ );
412
+ }
413
+
414
+ if (pp?.sepia?.enabled) {
415
+ effects.push(new SepiaEffect({ intensity: pp.sepia.intensity ?? d.sepia.intensity }));
416
+ }
417
+
418
+ if (pp?.colorDepth?.enabled) {
419
+ effects.push(new ColorDepthEffect({ bits: pp.colorDepth.bits ?? d.colorDepth.bits }));
420
+ }
421
+
422
+ // Film / retro
423
+ if (pp?.noise?.enabled) {
424
+ effects.push(new NoiseEffect({ premultiply: pp.noise.premultiply ?? d.noise.premultiply }));
425
+ }
426
+
427
+ if (pp?.scanline?.enabled) {
428
+ effects.push(new ScanlineEffect({ density: pp.scanline.density ?? d.scanline.density }));
429
+ }
430
+
431
+ if (pp?.dotScreen?.enabled) {
432
+ effects.push(
433
+ new DotScreenEffect({
434
+ angle: pp.dotScreen.angle ?? d.dotScreen.angle,
435
+ scale: pp.dotScreen.scale ?? d.dotScreen.scale,
436
+ }),
437
+ );
438
+ }
439
+
440
+ if (pp?.grid?.enabled) {
441
+ effects.push(
442
+ new GridEffect({
443
+ scale: pp.grid.scale ?? d.grid.scale,
444
+ lineWidth: pp.grid.lineWidth ?? d.grid.lineWidth,
445
+ }),
446
+ );
447
+ }
448
+
449
+ if (pp?.pixelation?.enabled) {
450
+ effects.push(new PixelationEffect(pp.pixelation.granularity ?? d.pixelation.granularity));
451
+ }
452
+
453
+ if (pp?.glitch?.enabled) {
454
+ effects.push(
455
+ new GlitchEffect({
456
+ delay: new THREE.Vector2(
457
+ pp.glitch.delayX ?? d.glitch.delayX,
458
+ pp.glitch.delayY ?? d.glitch.delayY,
459
+ ),
460
+ duration: new THREE.Vector2(
461
+ pp.glitch.durationX ?? d.glitch.durationX,
462
+ pp.glitch.durationY ?? d.glitch.durationY,
463
+ ),
464
+ strength: new THREE.Vector2(
465
+ pp.glitch.strengthX ?? d.glitch.strengthX,
466
+ pp.glitch.strengthY ?? d.glitch.strengthY,
467
+ ),
468
+ columns: pp.glitch.columns ?? d.glitch.columns,
469
+ ratio: pp.glitch.ratio ?? d.glitch.ratio,
470
+ }),
471
+ );
472
+ }
473
+
474
+ // Vignette (last color effect)
475
+ if (pp?.vignette?.enabled) {
476
+ effects.push(
477
+ new VignetteEffect({
478
+ darkness: pp.vignette.darkness ?? d.vignette.darkness,
479
+ offset: pp.vignette.offset ?? d.vignette.offset,
480
+ }),
481
+ );
482
+ }
483
+
484
+ // ── Merge all effects into a single EffectPass ────────────────────────
485
+ if (effects.length > 0) {
486
+ composer.addPass(new EffectPass(camera, ...effects));
487
+ }
488
+ }
489
+
490
+ /**
491
+ * Apply every authored scene-level renderer setting through one path.
492
+ *
493
+ * Tone mapping is part of the scene environment, not conditional on the
494
+ * presence of post-processing effects. Keeping renderer settings and the
495
+ * composer rebuild together prevents editor/runtime drift for scenes that
496
+ * only author exposure or a tone-mapping mode.
497
+ */
498
+ export function applySceneRenderPipeline(
499
+ composer: EffectComposer,
500
+ renderer: THREE.WebGLRenderer,
501
+ scene: THREE.Scene,
502
+ camera: THREE.Camera,
503
+ env?: RenderEnvironment,
504
+ options?: {
505
+ basePixelRatio?: number;
506
+ objectMap?: Map<string, THREE.Object3D>;
507
+ entityTags?: Map<string, string[]>;
508
+ },
509
+ ): void {
510
+ applyRendererSettings(
511
+ renderer,
512
+ env?.rendering as RenderScope | undefined,
513
+ options?.basePixelRatio,
514
+ );
515
+ applyScenePostProcessing(
516
+ composer,
517
+ renderer,
518
+ scene,
519
+ camera,
520
+ env,
521
+ options?.objectMap,
522
+ options?.entityTags,
523
+ );
524
+ }
@@ -0,0 +1,37 @@
1
+ declare module 'n8ao' {
2
+ import type { Pass } from 'postprocessing';
3
+ import type { Camera, Color, Scene, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
4
+
5
+ interface N8AOConfiguration {
6
+ aoSamples: number;
7
+ aoRadius: number;
8
+ denoiseSamples: number;
9
+ denoiseRadius: number;
10
+ distanceFalloff: number;
11
+ intensity: number;
12
+ denoiseIterations: number;
13
+ renderMode: 0 | 1 | 2 | 3 | 4;
14
+ color: Color;
15
+ gammaCorrection: boolean;
16
+ screenSpaceRadius: boolean;
17
+ halfRes: boolean;
18
+ depthAwareUpsampling: boolean;
19
+ colorMultiply: boolean;
20
+ transparencyAware: boolean;
21
+ accumulate: boolean;
22
+ }
23
+
24
+ export class N8AOPostPass extends Pass {
25
+ constructor(scene: Scene, camera: Camera, width?: number, height?: number);
26
+ configuration: N8AOConfiguration;
27
+ setDepthTexture(depthTexture: Texture): void;
28
+ setDisplayMode(mode: 'Combined' | 'AO' | 'No AO' | 'Split' | 'Split AO'): void;
29
+ setQualityMode(mode: 'Performance' | 'Low' | 'Medium' | 'High' | 'Ultra'): void;
30
+ setSize(width: number, height: number): void;
31
+ render(
32
+ renderer: WebGLRenderer,
33
+ inputBuffer: WebGLRenderTarget,
34
+ outputBuffer: WebGLRenderTarget,
35
+ ): void;
36
+ }
37
+ }
@@ -0,0 +1,61 @@
1
+ declare module 'realism-effects' {
2
+ import type { Effect, EffectComposer, Pass } from 'postprocessing';
3
+ import type { Camera, Scene } from 'three';
4
+
5
+ export class VelocityDepthNormalPass extends Pass {
6
+ constructor(scene: Scene, camera: Camera);
7
+ }
8
+
9
+ export class VelocityPass extends Pass {
10
+ constructor(scene: Scene, camera: Camera);
11
+ }
12
+
13
+ interface SSGIOptions {
14
+ intensity?: number;
15
+ exponent?: number;
16
+ distance?: number;
17
+ thickness?: number;
18
+ maxRoughness?: number;
19
+ specularOnly?: boolean;
20
+ diffuseOnly?: boolean;
21
+ }
22
+
23
+ export class SSGIEffect extends Effect {
24
+ constructor(
25
+ scene: Scene,
26
+ camera: Camera,
27
+ velocityDepthNormalPass: VelocityDepthNormalPass,
28
+ options?: SSGIOptions,
29
+ );
30
+ }
31
+
32
+ export class SSREffect extends SSGIEffect {
33
+ constructor(
34
+ scene: Scene,
35
+ camera: Camera,
36
+ velocityDepthNormalPass: VelocityDepthNormalPass,
37
+ options?: SSGIOptions,
38
+ );
39
+ }
40
+
41
+ interface MotionBlurOptions {
42
+ intensity?: number;
43
+ jitter?: number;
44
+ samples?: number;
45
+ }
46
+
47
+ export class MotionBlurEffect extends Effect {
48
+ constructor(velocityPass: VelocityDepthNormalPass, options?: MotionBlurOptions);
49
+ }
50
+
51
+ interface AOOptions {
52
+ spp?: number;
53
+ distance?: number;
54
+ distancePower?: number;
55
+ power?: number;
56
+ }
57
+
58
+ export class HBAOEffect extends Effect {
59
+ constructor(composer: EffectComposer, camera: Camera, scene: Scene, options?: AOOptions);
60
+ }
61
+ }
@@ -0,0 +1,21 @@
1
+ MIT License
2
+
3
+ Copyright (c) 2023 0beqz
4
+
5
+ Permission is hereby granted, free of charge, to any person obtaining a copy
6
+ of this software and associated documentation files (the "Software"), to deal
7
+ in the Software without restriction, including without limitation the rights
8
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9
+ copies of the Software, and to permit persons to whom the Software is
10
+ furnished to do so, subject to the following conditions:
11
+
12
+ The above copyright notice and this permission notice shall be included in all
13
+ copies or substantial portions of the Software.
14
+
15
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21
+ SOFTWARE.
@@ -0,0 +1,19 @@
1
+ # realism-effects compatibility fork
2
+
3
+ This directory vendors the published `realism-effects@1.1.2` distribution
4
+ (MIT license) so `@vgai/threejs-runtime` remains installable as a self-contained source
5
+ package. The upstream package still imports Three's removed
6
+ `WebGLMultipleRenderTargets` API and has no release compatible with Three r180.
7
+
8
+ VGAI's fork contains only the mechanical r180 MRT migration:
9
+
10
+ - `WebGLMultipleRenderTargets(width, height, count, options)` becomes
11
+ `WebGLRenderTarget(width, height, { ...options, count })`.
12
+ - MRT attachment access moves from `.texture[index]` to `.textures[index]`.
13
+
14
+ Upstream repository: <https://github.com/0beqz/realism-effects>
15
+
16
+ Upstream package/version: `realism-effects@1.1.2`
17
+
18
+ Remove this fork when an upstream release supports Three r180 or newer and the
19
+ isolated packed-engine consumer proof passes against it.