dsh-drawai 0.3.4 → 0.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (533) hide show
  1. package/LICENSE +4142 -0
  2. package/README.md +43 -10
  3. package/lib/audio-media.js +147 -0
  4. package/lib/audio-service.js +66 -0
  5. package/lib/canvas-format.js +134 -0
  6. package/lib/client.js +5075 -181
  7. package/lib/comfyui-default-workflow.mjs +1825 -0
  8. package/lib/comfyui-workflow.mjs +426 -0
  9. package/lib/document-commands.js +12 -0
  10. package/lib/document-core.js +29 -0
  11. package/lib/drawing-tasks.js +26 -0
  12. package/lib/imagegen.mjs +596 -0
  13. package/lib/index.js +1758 -129
  14. package/lib/media.js +26 -13
  15. package/lib/mgstyle-core.js +75 -0
  16. package/lib/motion/apply.js +180 -0
  17. package/lib/motion/asset-pack-lock.js +10 -0
  18. package/lib/motion/asset-pack.js +335 -0
  19. package/lib/motion/assets.js +290 -0
  20. package/lib/motion/audio.js +103 -0
  21. package/lib/motion/audiolevel.js +63 -0
  22. package/lib/motion/audiomix.js +144 -0
  23. package/lib/motion/beats.js +337 -0
  24. package/lib/motion/builtin-assets.js +62 -0
  25. package/lib/motion/canvas-spec.js +442 -0
  26. package/lib/motion/capture.js +95 -0
  27. package/lib/motion/cards.js +80 -0
  28. package/lib/motion/collect.js +447 -0
  29. package/lib/motion/delivery.js +112 -0
  30. package/lib/motion/edge-speech.py +90 -0
  31. package/lib/motion/entry.jsx +73 -0
  32. package/lib/motion/export.js +200 -0
  33. package/lib/motion/ffmpeg.js +42 -0
  34. package/lib/motion/fonts.js +71 -0
  35. package/lib/motion/jobs.js +113 -0
  36. package/lib/motion/json.js +4 -0
  37. package/lib/motion/media-catalog.js +59 -0
  38. package/lib/motion/mgstyles/BRIEF-TEMPLATE.md +63 -0
  39. package/lib/motion/mgstyles/briefs/01-flat-vector.md +104 -0
  40. package/lib/motion/mgstyles/briefs/02-line-art.md +97 -0
  41. package/lib/motion/mgstyles/briefs/03-isometric.md +108 -0
  42. package/lib/motion/mgstyles/briefs/05-cel-boil.md +145 -0
  43. package/lib/motion/mgstyles/briefs/06-collage.md +149 -0
  44. package/lib/motion/mgstyles/briefs/07-liquid.md +106 -0
  45. package/lib/motion/mgstyles/briefs/08-morph.md +111 -0
  46. package/lib/motion/mgstyles/briefs/09-bauhaus.md +150 -0
  47. package/lib/motion/mgstyles/briefs/10-synthwave.md +151 -0
  48. package/lib/motion/mgstyles/briefs/12-aurora-glass.md +147 -0
  49. package/lib/motion/mgstyles/briefs/18-hanazi.md +140 -0
  50. package/lib/motion/mgstyles/briefs/19-paperclip.md +156 -0
  51. package/lib/motion/mgstyles/briefs/20-pixel.md +118 -0
  52. package/lib/motion/mgstyles/briefs/22-hud.md +118 -0
  53. package/lib/motion/mgstyles/catalog.d/01-flat-vector.json +34 -0
  54. package/lib/motion/mgstyles/catalog.d/02-line-art.json +34 -0
  55. package/lib/motion/mgstyles/catalog.d/03-isometric.json +35 -0
  56. package/lib/motion/mgstyles/catalog.d/05-cel-boil.json +28 -0
  57. package/lib/motion/mgstyles/catalog.d/06-collage.json +28 -0
  58. package/lib/motion/mgstyles/catalog.d/07-liquid.json +28 -0
  59. package/lib/motion/mgstyles/catalog.d/08-morph.json +28 -0
  60. package/lib/motion/mgstyles/catalog.d/09-bauhaus.json +28 -0
  61. package/lib/motion/mgstyles/catalog.d/10-synthwave.json +28 -0
  62. package/lib/motion/mgstyles/catalog.d/12-aurora-glass.json +28 -0
  63. package/lib/motion/mgstyles/catalog.d/18-hanazi.json +28 -0
  64. package/lib/motion/mgstyles/catalog.d/19-paperclip.json +28 -0
  65. package/lib/motion/mgstyles/catalog.d/20-pixel.json +28 -0
  66. package/lib/motion/mgstyles/catalog.d/22-hud.json +28 -0
  67. package/lib/motion/mgstyles/catalog.json +1356 -0
  68. package/lib/motion/mgstyles/upstream/README.md +147 -0
  69. package/lib/motion/mgstyles/upstream/README.zh-CN.md +147 -0
  70. package/lib/motion/mgstyles/upstream/demos/01-flat-vector/cues.json +1 -0
  71. package/lib/motion/mgstyles/upstream/demos/01-flat-vector/index.html +712 -0
  72. package/lib/motion/mgstyles/upstream/demos/02-line-art/cues.json +331 -0
  73. package/lib/motion/mgstyles/upstream/demos/02-line-art/film.js +676 -0
  74. package/lib/motion/mgstyles/upstream/demos/02-line-art/index.html +18 -0
  75. package/lib/motion/mgstyles/upstream/demos/02-line-art/tools/dump_timing.mjs +26 -0
  76. package/lib/motion/mgstyles/upstream/demos/03-isometric/cues.json +109 -0
  77. package/lib/motion/mgstyles/upstream/demos/03-isometric/index.html +25 -0
  78. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/anim.js +82 -0
  79. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/main.js +219 -0
  80. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/night5.js +180 -0
  81. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/render.js +202 -0
  82. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/title.js +167 -0
  83. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/title5.js +294 -0
  84. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/ui.js +141 -0
  85. package/lib/motion/mgstyles/upstream/demos/03-isometric/js/world.js +1399 -0
  86. package/lib/motion/mgstyles/upstream/demos/05-cel-boil/cues.json +157 -0
  87. package/lib/motion/mgstyles/upstream/demos/05-cel-boil/index.html +34 -0
  88. package/lib/motion/mgstyles/upstream/demos/05-cel-boil/js/engine.js +326 -0
  89. package/lib/motion/mgstyles/upstream/demos/05-cel-boil/js/scene.js +2036 -0
  90. package/lib/motion/mgstyles/upstream/demos/06-collage/assets/gen/layout.json +157 -0
  91. package/lib/motion/mgstyles/upstream/demos/06-collage/cues.json +80 -0
  92. package/lib/motion/mgstyles/upstream/demos/06-collage/index.html +889 -0
  93. package/lib/motion/mgstyles/upstream/demos/07-liquid/cues.json +100 -0
  94. package/lib/motion/mgstyles/upstream/demos/07-liquid/index.html +108 -0
  95. package/lib/motion/mgstyles/upstream/demos/07-liquid/js/engine.js +153 -0
  96. package/lib/motion/mgstyles/upstream/demos/07-liquid/js/links.js +64 -0
  97. package/lib/motion/mgstyles/upstream/demos/07-liquid/js/lookdev.js +46 -0
  98. package/lib/motion/mgstyles/upstream/demos/07-liquid/js/scene.js +963 -0
  99. package/lib/motion/mgstyles/upstream/demos/07-liquid/js/shaders.js +647 -0
  100. package/lib/motion/mgstyles/upstream/demos/07-liquid/js/textsdf.js +114 -0
  101. package/lib/motion/mgstyles/upstream/demos/07-liquid/js/type.js +50 -0
  102. package/lib/motion/mgstyles/upstream/demos/08-morph/cues.json +131 -0
  103. package/lib/motion/mgstyles/upstream/demos/08-morph/glyphs.json +1 -0
  104. package/lib/motion/mgstyles/upstream/demos/08-morph/index.html +901 -0
  105. package/lib/motion/mgstyles/upstream/demos/09-bauhaus/cues.json +270 -0
  106. package/lib/motion/mgstyles/upstream/demos/09-bauhaus/film.js +697 -0
  107. package/lib/motion/mgstyles/upstream/demos/09-bauhaus/index.html +12 -0
  108. package/lib/motion/mgstyles/upstream/demos/10-synthwave/cues.json +44 -0
  109. package/lib/motion/mgstyles/upstream/demos/10-synthwave/index.html +1028 -0
  110. package/lib/motion/mgstyles/upstream/demos/12-aurora-glass/cues.json +67 -0
  111. package/lib/motion/mgstyles/upstream/demos/12-aurora-glass/index.html +16 -0
  112. package/lib/motion/mgstyles/upstream/demos/12-aurora-glass/main.js +967 -0
  113. package/lib/motion/mgstyles/upstream/demos/12-aurora-glass/shaders.js +468 -0
  114. package/lib/motion/mgstyles/upstream/demos/18-hanazi/cues.json +117 -0
  115. package/lib/motion/mgstyles/upstream/demos/18-hanazi/index.html +541 -0
  116. package/lib/motion/mgstyles/upstream/demos/19-paperclip/assets/countries-110m.json +1 -0
  117. package/lib/motion/mgstyles/upstream/demos/19-paperclip/assets/stickers/meta.json +34 -0
  118. package/lib/motion/mgstyles/upstream/demos/19-paperclip/cues.json +285 -0
  119. package/lib/motion/mgstyles/upstream/demos/19-paperclip/index.html +599 -0
  120. package/lib/motion/mgstyles/upstream/demos/20-pixel/cues.json +42 -0
  121. package/lib/motion/mgstyles/upstream/demos/20-pixel/film.js +914 -0
  122. package/lib/motion/mgstyles/upstream/demos/20-pixel/index.html +18 -0
  123. package/lib/motion/mgstyles/upstream/demos/22-hud/cues.json +108 -0
  124. package/lib/motion/mgstyles/upstream/demos/22-hud/index.html +125 -0
  125. package/lib/motion/mgstyles/upstream/demos/22-hud/js/holo.js +275 -0
  126. package/lib/motion/mgstyles/upstream/demos/22-hud/js/hud.js +855 -0
  127. package/lib/motion/mgstyles/upstream/demos/22-hud/js/post.js +150 -0
  128. package/lib/motion/mgstyles/upstream/demos/22-hud/js/util.js +65 -0
  129. package/lib/motion/mgstyles/upstream/demos/22-hud/js/v5.js +142 -0
  130. package/lib/motion/mgstyles/upstream/harness/render.mjs +319 -0
  131. package/lib/motion/mgstyles/upstream/manifest.json +269 -0
  132. package/lib/motion/mgstyles/upstream/prompts/01-flat-vector.md +98 -0
  133. package/lib/motion/mgstyles/upstream/prompts/02-line-art.md +95 -0
  134. package/lib/motion/mgstyles/upstream/prompts/03-isometric.md +97 -0
  135. package/lib/motion/mgstyles/upstream/prompts/05-cel-boil.md +95 -0
  136. package/lib/motion/mgstyles/upstream/prompts/06-collage.md +95 -0
  137. package/lib/motion/mgstyles/upstream/prompts/07-liquid.md +98 -0
  138. package/lib/motion/mgstyles/upstream/prompts/08-morph.md +95 -0
  139. package/lib/motion/mgstyles/upstream/prompts/09-bauhaus.md +96 -0
  140. package/lib/motion/mgstyles/upstream/prompts/10-synthwave.md +95 -0
  141. package/lib/motion/mgstyles/upstream/prompts/12-aurora-glass.md +96 -0
  142. package/lib/motion/mgstyles/upstream/prompts/18-hanazi.md +95 -0
  143. package/lib/motion/mgstyles/upstream/prompts/19-paperclip.md +96 -0
  144. package/lib/motion/mgstyles/upstream/prompts/20-pixel.md +96 -0
  145. package/lib/motion/mgstyles/upstream/prompts/22-hud.md +95 -0
  146. package/lib/motion/mgstyles/upstream/rubric.md +51 -0
  147. package/lib/motion/mgstyles/upstream/template.md +36 -0
  148. package/lib/motion/pixelqa.js +198 -0
  149. package/lib/motion/preview.js +95 -0
  150. package/lib/motion/project.js +395 -0
  151. package/lib/motion/qa.js +290 -0
  152. package/lib/motion/reference-media.jsx +10 -0
  153. package/lib/motion/render-settings.js +112 -0
  154. package/lib/motion/render.js +159 -0
  155. package/lib/motion/scene-kit.js +183 -0
  156. package/lib/motion/sfx.js +232 -0
  157. package/lib/motion/shotcraft/ClipCard.tsx +204 -0
  158. package/lib/motion/shotcraft/catalog.json +2461 -0
  159. package/lib/motion/shotcraft/upstream/SKILL.md +286 -0
  160. package/lib/motion/shotcraft/upstream/assets/lib/Caption.tsx +54 -0
  161. package/lib/motion/shotcraft/upstream/assets/lib/ClipCard.tsx +200 -0
  162. package/lib/motion/shotcraft/upstream/assets/lib/DigitRoll.tsx +45 -0
  163. package/lib/motion/shotcraft/upstream/assets/lib/FlashCut.tsx +20 -0
  164. package/lib/motion/shotcraft/upstream/assets/lib/FlatPanel.tsx +65 -0
  165. package/lib/motion/shotcraft/upstream/assets/lib/PageCam.tsx +151 -0
  166. package/lib/motion/shotcraft/upstream/assets/lib/VerticalTicker.tsx +129 -0
  167. package/lib/motion/shotcraft/upstream/assets/lib/helpers/camera.tsx +75 -0
  168. package/lib/motion/shotcraft/upstream/assets/lib/helpers/motion.ts +40 -0
  169. package/lib/motion/shotcraft/upstream/assets/lib/helpers/rand.ts +11 -0
  170. package/lib/motion/shotcraft/upstream/assets/lib/helpers/shake.ts +10 -0
  171. package/lib/motion/shotcraft/upstream/assets/scripts/__pycache__/sfx-source.cpython-313.pyc +0 -0
  172. package/lib/motion/shotcraft/upstream/assets/scripts/build-readme-cover.mjs +49 -0
  173. package/lib/motion/shotcraft/upstream/assets/scripts/capture-template.mjs +210 -0
  174. package/lib/motion/shotcraft/upstream/assets/scripts/sfx-source.py +423 -0
  175. package/lib/motion/shotcraft/upstream/assets/scripts/smoke-render-demos.py +170 -0
  176. package/lib/motion/shotcraft/upstream/assets/scripts/test_sfx_source.py +157 -0
  177. package/lib/motion/shotcraft/upstream/demos/README.md +120 -0
  178. package/lib/motion/shotcraft/upstream/demos/_fixtures/Brand.tsx +112 -0
  179. package/lib/motion/shotcraft/upstream/demos/_fixtures/Fixtures.tsx +647 -0
  180. package/lib/motion/shotcraft/upstream/demos/_fixtures/Look.tsx +316 -0
  181. package/lib/motion/shotcraft/upstream/demos/_fixtures/Motion.tsx +82 -0
  182. package/lib/motion/shotcraft/upstream/demos/_fixtures/PageCam2D.tsx +115 -0
  183. package/lib/motion/shotcraft/upstream/demos/_fixtures/Polish.tsx +243 -0
  184. package/lib/motion/shotcraft/upstream/demos/_textures/live-layout.json +389 -0
  185. package/lib/motion/shotcraft/upstream/demos/camera/basic-3d-scene/Basic3DScene.tsx +250 -0
  186. package/lib/motion/shotcraft/upstream/demos/camera/crash-zoom-punch/CrashImpactReal.tsx +305 -0
  187. package/lib/motion/shotcraft/upstream/demos/camera/crash-zoom-punch/CrashZoomReal.tsx +246 -0
  188. package/lib/motion/shotcraft/upstream/demos/camera/cursor-flyover/CursorFlyover.tsx +390 -0
  189. package/lib/motion/shotcraft/upstream/demos/camera/depth-layer-moves/MultiplaneReal.tsx +138 -0
  190. package/lib/motion/shotcraft/upstream/demos/camera/graze-face-tour/GrazeFaceTour.tsx +542 -0
  191. package/lib/motion/shotcraft/upstream/demos/camera/overhead-camera-moves/OverheadTabletopDrop.tsx +315 -0
  192. package/lib/motion/shotcraft/upstream/demos/camera/overhead-camera-moves/TiltReveal.tsx +299 -0
  193. package/lib/motion/shotcraft/upstream/demos/camera/space-camera-moves/DroneDiveLanding.tsx +173 -0
  194. package/lib/motion/shotcraft/upstream/demos/camera/space-camera-moves/ExplodedView.tsx +348 -0
  195. package/lib/motion/shotcraft/upstream/demos/camera/steep-tilt-glide/SteepTiltGlide.tsx +366 -0
  196. package/lib/motion/shotcraft/upstream/demos/camera/tension-camera-moves/BulletTimeFreezeOrbit.tsx +279 -0
  197. package/lib/motion/shotcraft/upstream/demos/camera/tension-camera-moves/PullBackIsolation.tsx +184 -0
  198. package/lib/motion/shotcraft/upstream/demos/camera/terminal-3d/Terminal3D.tsx +390 -0
  199. package/lib/motion/shotcraft/upstream/demos/data/before-after-slider-scrub/BeforeAfterSliderScrub.tsx +155 -0
  200. package/lib/motion/shotcraft/upstream/demos/data/chart-live-moves/AxisRescaleShockV2.tsx +303 -0
  201. package/lib/motion/shotcraft/upstream/demos/data/chart-live-moves/OscilloscopeStreamV2.tsx +290 -0
  202. package/lib/motion/shotcraft/upstream/demos/data/chart-live-moves/UnitDotSwarmRegroupV2.tsx +278 -0
  203. package/lib/motion/shotcraft/upstream/demos/data/gauge-readout-moves/NeedleSweepSelftest.tsx +307 -0
  204. package/lib/motion/shotcraft/upstream/demos/data/gauge-readout-moves/TapeScrollFixedPointer.tsx +215 -0
  205. package/lib/motion/shotcraft/upstream/demos/data/scroll-brake-moves/BrakeReticleLock.tsx +299 -0
  206. package/lib/motion/shotcraft/upstream/demos/data/scroll-brake-moves/ChangelogScrollBrake.tsx +232 -0
  207. package/lib/motion/shotcraft/upstream/demos/data/timeline-travel/TimelineTravel.tsx +290 -0
  208. package/lib/motion/shotcraft/upstream/demos/effects/assemble-then-type-flyin/AssembleThenTypeFlyin.tsx +273 -0
  209. package/lib/motion/shotcraft/upstream/demos/effects/aurora-bloom-bg-flip/AuroraBloomBgFlip.tsx +167 -0
  210. package/lib/motion/shotcraft/upstream/demos/effects/brand-frame-snap/BrandFrameSnap.tsx +536 -0
  211. package/lib/motion/shotcraft/upstream/demos/effects/fui-hud-moves/ReticleLockOn.tsx +164 -0
  212. package/lib/motion/shotcraft/upstream/demos/effects/glow-flyline-moves/FlylineArc.tsx +175 -0
  213. package/lib/motion/shotcraft/upstream/demos/effects/glow-flyline-moves/GlowOrbAmbient.tsx +197 -0
  214. package/lib/motion/shotcraft/upstream/demos/effects/glow-flyline-moves/OrbFlylineRelay.tsx +241 -0
  215. package/lib/motion/shotcraft/upstream/demos/effects/icon-performance-moves/AttentionBounce.tsx +279 -0
  216. package/lib/motion/shotcraft/upstream/demos/effects/impact-feedback/AnimeImpact.tsx +230 -0
  217. package/lib/motion/shotcraft/upstream/demos/effects/impact-feedback/HitCounter.tsx +345 -0
  218. package/lib/motion/shotcraft/upstream/demos/effects/light-play-moves/SheenSweepRetry.tsx +275 -0
  219. package/lib/motion/shotcraft/upstream/demos/effects/light-play-moves/SpotlightSweepReveal.tsx +229 -0
  220. package/lib/motion/shotcraft/upstream/demos/effects/radial-ripple-phone-chips/RadialRipplePhoneChips.tsx +312 -0
  221. package/lib/motion/shotcraft/upstream/demos/effects/riso-print-hits/RisoMisregistrationHit.tsx +222 -0
  222. package/lib/motion/shotcraft/upstream/demos/effects/scan-bracket-sweep/ScanBracketSweep.tsx +295 -0
  223. package/lib/motion/shotcraft/upstream/demos/effects/scanline-annotate-focus/ScanlineAnnotateFocus.tsx +329 -0
  224. package/lib/motion/shotcraft/upstream/demos/effects/scanline-assemble-flyin/ScanlineAssembleFlyin.tsx +315 -0
  225. package/lib/motion/shotcraft/upstream/demos/effects/slam-entrance-moves/ImpactBurstKit.tsx +264 -0
  226. package/lib/motion/shotcraft/upstream/demos/effects/slam-entrance-moves/KanadaPerspectiveSnap.tsx +260 -0
  227. package/lib/motion/shotcraft/upstream/demos/effects/slam-entrance-moves/ScoreSlam.tsx +263 -0
  228. package/lib/motion/shotcraft/upstream/demos/effects/spotlight-sweep-moves/CornerSpotlightReveal.tsx +123 -0
  229. package/lib/motion/shotcraft/upstream/demos/effects/spotlight-sweep-moves/GlowWakeSleepPanel.tsx +187 -0
  230. package/lib/motion/shotcraft/upstream/demos/effects/spotlight-sweep-moves/SlideSpotlightPan.tsx +175 -0
  231. package/lib/motion/shotcraft/upstream/demos/interaction/autolayout-gap-dial/AutolayoutGapDial.tsx +305 -0
  232. package/lib/motion/shotcraft/upstream/demos/interaction/canvas-materialize-moves/DiagramCascadeBuild.tsx +350 -0
  233. package/lib/motion/shotcraft/upstream/demos/interaction/canvas-materialize-moves/PanelToCanvasMaterialize.tsx +352 -0
  234. package/lib/motion/shotcraft/upstream/demos/interaction/chip-grid-single-select-blackout/ChipGridSingleSelectBlackout.tsx +218 -0
  235. package/lib/motion/shotcraft/upstream/demos/interaction/collab-cursor-moves/CursorCastEnsemble.tsx +297 -0
  236. package/lib/motion/shotcraft/upstream/demos/interaction/glass-pill-dictation-typing/GlassPillDictationTyping.tsx +157 -0
  237. package/lib/motion/shotcraft/upstream/demos/interaction/hashtag-to-pill-materialize/HashtagToPillMaterialize.tsx +218 -0
  238. package/lib/motion/shotcraft/upstream/demos/interaction/picker-carousel-feature-cycle/PickerCarouselFeatureCycle.tsx +202 -0
  239. package/lib/motion/shotcraft/upstream/demos/interaction/segmented-thumb-hero/SegmentedThumbHero.tsx +265 -0
  240. package/lib/motion/shotcraft/upstream/demos/interaction/theme-switch-moves/PaletteThemeRipple.tsx +457 -0
  241. package/lib/motion/shotcraft/upstream/demos/interaction/theme-switch-moves/ThemeSweepToggle.tsx +446 -0
  242. package/lib/motion/shotcraft/upstream/demos/interaction/type-and-filter/TypeAndFilter.tsx +249 -0
  243. package/lib/motion/shotcraft/upstream/demos/interaction/voice-waveform-live/VoiceWaveformLive.tsx +278 -0
  244. package/lib/motion/shotcraft/upstream/demos/opening/crane-rise-reveal/CraneRiseReveal.tsx +332 -0
  245. package/lib/motion/shotcraft/upstream/demos/opening/dataviz-landscape-open/DatavizLandscapeOpen.tsx +358 -0
  246. package/lib/motion/shotcraft/upstream/demos/opening/fracture/Fracture.tsx +201 -0
  247. package/lib/motion/shotcraft/upstream/demos/opening/icon-field-colorize/IconFieldColorize.tsx +200 -0
  248. package/lib/motion/shotcraft/upstream/demos/opening/letterspace-materialize/LetterspaceMaterialize.tsx +208 -0
  249. package/lib/motion/shotcraft/upstream/demos/opening/magician-card-flourish/MagicianCardFlourish.tsx +341 -0
  250. package/lib/motion/shotcraft/upstream/demos/opening/orbit-ring-title-open/OrbitRingTitleOpen.tsx +389 -0
  251. package/lib/motion/shotcraft/upstream/demos/opening/spotlight-hero-card/SpotlightHeroCard.tsx +293 -0
  252. package/lib/motion/shotcraft/upstream/demos/opening/stroke-segment-build/StrokeSegmentBuild.tsx +183 -0
  253. package/lib/motion/shotcraft/upstream/demos/opening/text-as-mask/TextAsMask.tsx +245 -0
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  533. package/package.json +29 -4
@@ -0,0 +1,180 @@
1
+ // Reel v5.1 only (?v5=1): the NIGHT grade of ISOPOLIS. Jury note: the film sat between two light films and its lilac
2
+ // matched 04-3d-render, so under v5 the city plays at night. Everything here re-grades the already-built scene
3
+ // (world.js stays read-only, the default path never imports this file):
4
+ // - navy/indigo void + dim iso floor dots (the cyan ping and the hero wave glow stay),
5
+ // - a cool moon key + navy hemisphere instead of the warm sun (the three iso faces keep their light/mid/dark read),
6
+ // - deep indigo soil strata and tile/building albedos pulled toward navy,
7
+ // - warm amber windows (a few lit while the city grows, ~86 % light up with the hero wave, as in the film),
8
+ // - amber street lamps on the ring road that switch on as the hero wave passes them,
9
+ // - a sustained light column after the hit, lower bloom threshold, darker vignette, navy-glass callout cards.
10
+ // Knobs (query, v5 only): nk = albedo scale, nsun/nhemi = moon/hemi intensity, nexp = exposure (applied in main.js).
11
+ import * as THREE from 'three';
12
+ import * as A from './anim.js';
13
+ import { LAYER_GLOW } from './render.js';
14
+
15
+ const C = (h) => new THREE.Color(h);
16
+
17
+ export function applyNight(world, acc, cues, q, o = {}) {
18
+ const { scene, bgU, island, sun, onUpdate, hopPatch } = world;
19
+ const num = (k, d) => (q.get(k) != null ? +q.get(k) : d);
20
+ const K = num('nk', 0.8), SUN_I = num('nsun', 1.35), HEMI_I = num('nhemi', 1.25);
21
+ const skip = o.skip || new Set();
22
+
23
+ // ------------------------------------------------------------------ lights (re-set after every world.update)
24
+ let hemi = null, fill = null;
25
+ scene.traverse((ob) => { if (ob.isHemisphereLight) hemi = ob; else if (ob.isDirectionalLight && ob !== sun) fill = ob; });
26
+ const MOON = C('#9DB0FF'), HEMI_SKY = C('#5360C4'), HEMI_GND = C('#17153F'), FILL = C('#7A5CE0');
27
+ scene.environmentIntensity = 0.12;
28
+
29
+ // ------------------------------------------------------------------ void + floor
30
+ bgU.uTop.value.set('#' + (q.get('nbg') || '42489E')); bgU.uMid.value.set('#32368A'); bgU.uLow.value.set('#232770');
31
+ bgU.uTopK.value.set('#40448E'); bgU.uMidK.value.set('#32357E'); bgU.uLowK.value.set('#252866'); // pre-wave: greyer, same weight
32
+ bgU.uDot.value.set('#5B64C0');
33
+ bgU.uHot.value.set('#46D2DC'); // the cyan ping/wave: a touch softer, it carries more contrast on navy
34
+ const fu = acc.finalMat.uniforms;
35
+ fu.uVigColor.value.set(0.42, 0.42, 0.72); fu.uVignette.value = 0.3;
36
+ acc.bloom.threshold = num('nbt', 0.9); acc.bloom.strength = num('nbs', 0.2); acc.bloom.radius = num('nbr', 0.35);
37
+
38
+ // ------------------------------------------------------------------ albedos
39
+ // linear-space scale toward indigo: keeps each colour's hue identity (mint -> teal-navy, coral -> plum-rose) at night
40
+ const TINT = new THREE.Color(0.78, 0.84, 1.0);
41
+ // light colours are pulled down harder than mid tones (white clay 0.55 K, mint 0.72 K) so the island reads navy, not grey
42
+ const nightCol = (c, k = K) => { const l = 0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b; c.multiply(TINT).multiplyScalar(k * (1 - 0.45 * Math.min(l, 1))); return c; };
43
+ const KC = K * num('nkc', 1.0); // clay phase (before the hero wave repaints the city): darker still, the unlit city
44
+ const done = new Set();
45
+ const coreSet = new Set(); world.v5.core.traverse((ob) => coreSet.add(ob));
46
+ const instColored = new Set();
47
+ scene.traverse((ob) => { if (ob.isInstancedMesh && ob.instanceColor) instColored.add(ob.material); });
48
+ const winMats = [];
49
+ scene.traverse((ob) => {
50
+ if (!ob.isMesh || skip.has(ob)) return;
51
+ const mats = Array.isArray(ob.material) ? ob.material : [ob.material];
52
+ for (const m of mats) {
53
+ if (!m || done.has(m) || !m.isMeshStandardMaterial) continue;
54
+ done.add(m);
55
+ const u = m.userData.u;
56
+ const isCoreWin = u && u.uWinOn && coreSet.has(ob);
57
+ if (isCoreWin) continue; // the CORE is already ink + cyan: it reads as the lit hero tower at night as it is
58
+ if (!instColored.has(m)) nightCol(m.color);
59
+ m.envMapIntensity *= 0.6;
60
+ if (u && u.uClay) nightCol(u.uClay.value, KC);
61
+ if (u && u.uWinOn) { // facade windows: amber at night
62
+ u.uWinOn.value.set('#FFB85C'); u.uWinOff.value.set('#1C2052'); u.uClayWin.value.set('#23275A');
63
+ u.uEmit.value = num('nwin', 1.5); u.uLitFrac.value = Math.min(u.uLitFrac.value, 0.42);
64
+ winMats.push(m);
65
+ }
66
+ if (m.emissiveIntensity > 0 && m.emissive.getHex() !== 0) m.emissiveIntensity *= 1.6; // headlights, masts, drone eyes
67
+ }
68
+ });
69
+ // cloud puffs: moonlit, faint
70
+ scene.traverse((ob) => {
71
+ if (ob.isMesh && ob.material && ob.material.emissive && ob.material.emissive.getHex() === C('#F1EEFF').getHex()) {
72
+ ob.material.color.multiplyScalar(0.45); ob.material.emissive.set('#3A44A8'); ob.material.emissiveIntensity = 0.4; // faint blue moonlit puffs
73
+ }
74
+ });
75
+ // instance colours (tiles, water, trees) + the tiles' clay face attribute
76
+ const tmp = new THREE.Color();
77
+ scene.traverse((ob) => {
78
+ if (!ob.isInstancedMesh) return;
79
+ if (ob.instanceColor) {
80
+ for (let i = 0; i < ob.count; i++) { ob.getColorAt(i, tmp); ob.setColorAt(i, nightCol(tmp)); }
81
+ ob.instanceColor.needsUpdate = true;
82
+ }
83
+ const ac = ob.geometry.attributes.aClay;
84
+ if (ac && !ac.userData?.night) {
85
+ for (let i = 0; i < ac.count; i++) { tmp.setRGB(ac.getX(i), ac.getY(i), ac.getZ(i)); nightCol(tmp, KC); ac.setXYZ(i, tmp.r, tmp.g, tmp.b); }
86
+ ac.userData = { night: true }; ac.needsUpdate = true;
87
+ }
88
+ });
89
+ // soil strata (the uniforms are created in onBeforeCompile: override them there)
90
+ const STRATA = ['#3C4192', '#2C3076', '#23265F', '#1B1D4B'].map(C);
91
+ scene.traverse((ob) => {
92
+ const m = ob.material;
93
+ if (!ob.isMesh || !m || !m.customProgramCacheKey || !String(m.customProgramCacheKey()).includes('soil-v1') || m.userData.night) return;
94
+ m.userData.night = true;
95
+ const prev = m.onBeforeCompile;
96
+ m.onBeforeCompile = (sh, r) => { prev.call(m, sh, r); ['c1', 'c2', 'c3', 'c4'].forEach((k, i) => sh.uniforms[k].value.copy(STRATA[i])); };
97
+ m.needsUpdate = true;
98
+ });
99
+
100
+ // ------------------------------------------------------------------ street lamps on the ring road (outer curb)
101
+ const lampLoop = (() => { // same rounded-square loop as the road, offset to the outer curb
102
+ const a = 3.5 + 0.43, rc = 0.5 + 0.43, st = 2 * (a - rc), arc = Math.PI / 2 * rc, seg = st + arc, L = 4 * seg;
103
+ return { L, at(s) {
104
+ s = ((s % L) + L) % L; const k = Math.floor(s / seg), r = s - k * seg;
105
+ const starts = [[a, -(a - rc)], [a - rc, a], [-a, a - rc], [-(a - rc), -a]], dirs = [[0, 1], [-1, 0], [0, -1], [1, 0]];
106
+ const corners = [[a - rc, a - rc], [-(a - rc), a - rc], [-(a - rc), -(a - rc)], [a - rc, -(a - rc)]];
107
+ if (r < st) return { x: starts[k][0] + dirs[k][0] * r, z: starts[k][1] + dirs[k][1] * r };
108
+ const ang = [0, Math.PI / 2, Math.PI, -Math.PI / 2][k] + (r - st) / rc;
109
+ return { x: corners[k][0] + rc * Math.cos(ang), z: corners[k][1] + rc * Math.sin(ang) };
110
+ } };
111
+ })();
112
+ const PULSE_T = world.v5.PULSE_T, PULSE_V = cues.pulse_speed;
113
+ const postMat = new THREE.MeshStandardMaterial({ color: C('#2A2E62'), roughness: 0.5, envMapIntensity: 0.3 });
114
+ hopPatch(postMat);
115
+ const postGeo = new THREE.CylinderGeometry(0.014, 0.02, 0.5, 8).translate(0, 0.25, 0);
116
+ const armGeo = new THREE.BoxGeometry(0.1, 0.018, 0.028).translate(0.04, 0.5, 0);
117
+ const headGeo = new THREE.SphereGeometry(0.042, 14, 10);
118
+ const poolGeo = new THREE.CircleGeometry(0.5, 40).rotateX(-Math.PI / 2);
119
+ const poolVert = 'varying vec2 vP; void main(){ vP = position.xz / 0.5; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.); }';
120
+ const poolFrag = 'uniform float uI; uniform vec3 uCol; varying vec2 vP; void main(){ float r = length(vP); float a = uI * pow(max(1.0 - r, 0.0), 1.8); gl_FragColor = vec4(uCol * a, a); }';
121
+ const lamps = [];
122
+ const NL = 20;
123
+ for (let k = 0; k < NL; k++) {
124
+ const p = lampLoop.at((k + 0.25) / NL * lampLoop.L);
125
+ const g = new THREE.Group(); g.position.set(p.x, 0, p.z); island.add(g);
126
+ const post = new THREE.Mesh(postGeo, postMat); post.castShadow = true; g.add(post);
127
+ const arm = new THREE.Mesh(armGeo, postMat); arm.rotation.y = Math.atan2(p.x, p.z) + Math.PI / 2; g.add(arm); // arm leans over the road
128
+ const hm = new THREE.MeshStandardMaterial({ color: C('#FFE2A8'), roughness: 0.3, emissive: C('#FFB14E'), emissiveIntensity: 0 });
129
+ hopPatch(hm);
130
+ const head = new THREE.Mesh(headGeo, hm);
131
+ const inward = new THREE.Vector3(-p.x, 0, -p.z).normalize();
132
+ head.position.set(inward.x * 0.08, 0.49, inward.z * 0.08); g.add(head);
133
+ const pm = new THREE.ShaderMaterial({ uniforms: { uI: { value: 0 }, uCol: { value: C('#FFA94A') } }, vertexShader: poolVert, fragmentShader: poolFrag,
134
+ transparent: true, depthWrite: false, blending: THREE.AdditiveBlending });
135
+ const pool = new THREE.Mesh(poolGeo, pm); pool.position.set(inward.x * 0.18, 0.004, inward.z * 0.18); pool.layers.set(LAYER_GLOW); g.add(pool);
136
+ const r = Math.max(Math.abs(p.x), Math.abs(p.z));
137
+ lamps.push({ g, hm, pm, t0: cues.roads + 0.1 + k * 0.012, ta: PULSE_T + Math.max(r - 1.0, 0) / PULSE_V });
138
+ }
139
+ onUpdate((T) => {
140
+ for (const L of lamps) {
141
+ const s = A.spring(T - L.t0, 22, 0.5, 9);
142
+ L.g.visible = T > L.t0; L.g.scale.setScalar(Math.max(s, 1e-4));
143
+ const u = T - L.ta;
144
+ const on = u < 0 ? 0.18 : 1 + 1.6 * Math.exp(-u * 6); // dim before the hit, flash on as the wave passes, then steady
145
+ L.hm.emissiveIntensity = (T > L.t0 + 0.3 ? 1 : 0) * on * 2.4;
146
+ L.pm.uniforms.uI.value = u < 0 ? 0 : 0.55 * A.smooth(A.inv(0.12, 0.55, u));
147
+ }
148
+ });
149
+
150
+ // ------------------------------------------------------------------ light column: brighter, and it keeps burning
151
+ const beam = world.v5.beam;
152
+ const beam2 = world.v5.core.children.find((c) => c !== beam && c.material && c.material.uniforms && c.material.uniforms.uI && c.geometry.type === 'CylinderGeometry');
153
+ const hold = (T) => { const u = T - PULSE_T; return u <= 0 ? 0 : 0.8 * A.smooth(A.inv(0.15, 0.6, u)) * (1 - A.smooth(A.inv(7.72, 8.02, T))); };
154
+ const env = (T) => { const u = T - PULSE_T; return u < 0 ? 0 : (u < 0.012 ? u / 0.012 : Math.exp(-(u - 0.012) * 5.0)); };
155
+
156
+ // ------------------------------------------------------------------ callout cards: navy glass
157
+ const st = document.createElement('style');
158
+ st.textContent = `
159
+ .tg .face { background: rgba(26,29,78,0.94) !important; box-shadow: 0 0 0 1.5px rgba(125,246,247,0.35), 0 10px 0 -4px rgba(0,0,0,0.25) !important; }
160
+ .tg .lab, .tg .val { color: #F4F1FF !important; } .tg .en { color: #9FA8F0 !important; } .tg .unit { color: rgba(244,241,255,0.7) !important; }
161
+ .tg svg.lead polyline { stroke: rgba(190,198,255,0.75); } .tg svg.lead circle.kn { fill: #1A1D4E; stroke: rgba(190,198,255,0.75); }
162
+ .tg svg.spark line { stroke: rgba(190,198,255,0.25); } .tg .dot { box-shadow: 0 0 0 3px rgba(26,29,78,0.92) !important; }`;
163
+ document.head.appendChild(st);
164
+
165
+ // pose-time overrides. Call AFTER world.update(T).
166
+ function post(T) {
167
+ const kc = 1 - A.smooth(A.inv(PULSE_T, PULSE_T + 0.4, T)); // clay phase (no city lights yet): brighter moon + sky fill
168
+ sun.color.copy(MOON); sun.intensity = SUN_I * (1 + 0.45 * kc);
169
+ if (hemi) { hemi.color.copy(HEMI_SKY); hemi.groundColor.copy(HEMI_GND); hemi.intensity = HEMI_I * (1 + 0.3 * kc); }
170
+ if (fill) { fill.color.copy(FILL); fill.intensity = 0.35; }
171
+ const u = T - PULSE_T;
172
+ if (u > 0) {
173
+ beam.material.uniforms.uI.value = env(T) * 3.4 + 0.1 + hold(T);
174
+ if (beam2) beam2.material.uniforms.uI.value = env(T) * 0.6 + hold(T) * 0.35;
175
+ }
176
+ }
177
+ // link alpha of the column (white core) for linkAt
178
+ const columnA = (T) => Math.min(1, env(T) * 1.5 + hold(T) * 1.2);
179
+ return { post, hold, columnA, lamps };
180
+ }
@@ -0,0 +1,202 @@
1
+ // Progressive accumulation renderer: N sub-renders per output frame, each with sub-pixel jitter (AA),
2
+ // jittered sun direction (soft area shadows), sub-frame time (motion blur) and a rotated SSAO kernel.
3
+ import * as THREE from 'three';
4
+ import { FullScreenQuad } from 'three/addons/postprocessing/Pass.js';
5
+ import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
6
+ import { rng } from './anim.js';
7
+
8
+ const LAYER_SOLID = 0, LAYER_GLOW = 1, LAYER_BG = 2;
9
+ export { LAYER_SOLID, LAYER_GLOW, LAYER_BG };
10
+
11
+ const aoVert = /* glsl */`varying vec2 vUv; void main(){ vUv = uv; gl_Position = vec4(position.xy, 0.0, 1.0); }`;
12
+ const aoFrag = /* glsl */`
13
+ precision highp float;
14
+ uniform sampler2D tBeauty; uniform sampler2D tNormal; uniform sampler2D tDepth;
15
+ uniform mat4 uProj; uniform mat4 uProjInv;
16
+ uniform vec3 uKernel[16];
17
+ uniform float uRadius, uStrength, uWeight, uSeed, uBias;
18
+ varying vec2 vUv;
19
+ vec3 viewPosAt(vec2 uv, float d){ vec4 v = uProjInv * vec4(uv*2.0-1.0, d*2.0-1.0, 1.0); return v.xyz / v.w; }
20
+ float ign(vec2 p){ return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
21
+ void main(){
22
+ vec4 beauty = texture2D(tBeauty, vUv);
23
+ float d = texture2D(tDepth, vUv).x;
24
+ float ao = 1.0;
25
+ if (d < 0.99999) {
26
+ vec3 P = viewPosAt(vUv, d);
27
+ vec3 N = normalize(texture2D(tNormal, vUv).xyz * 2.0 - 1.0);
28
+ float a = (ign(gl_FragCoord.xy) + uSeed) * 6.2831853;
29
+ vec3 rv = vec3(cos(a), sin(a), 0.37);
30
+ vec3 T = normalize(rv - N * dot(rv, N));
31
+ vec3 B = cross(N, T);
32
+ mat3 tbn = mat3(T, B, N);
33
+ float occ = 0.0;
34
+ for (int i = 0; i < 16; i++) {
35
+ vec3 Q = P + tbn * uKernel[i] * uRadius;
36
+ vec4 q = uProj * vec4(Q, 1.0);
37
+ vec2 quv = q.xy / q.w * 0.5 + 0.5;
38
+ float sd = texture2D(tDepth, quv).x;
39
+ if (sd >= 0.99999) continue;
40
+ vec3 S = viewPosAt(quv, sd);
41
+ float range = smoothstep(0.0, 1.0, uRadius / max(abs(P.z - S.z), 1e-4));
42
+ occ += (S.z >= Q.z + uBias ? 1.0 : 0.0) * range;
43
+ }
44
+ ao = clamp(1.0 - uStrength * occ / 16.0, 0.0, 1.0);
45
+ }
46
+ gl_FragColor = vec4(beauty.rgb * ao * uWeight, uWeight);
47
+ }`;
48
+
49
+ const finalFrag = /* glsl */`
50
+ precision highp float;
51
+ uniform sampler2D tAccum; uniform float uTime; uniform vec2 uRes; uniform float uExposure; uniform float uGrain;
52
+ uniform float uVignette; uniform vec3 uVigColor;
53
+ varying vec2 vUv;
54
+ vec3 neutral(vec3 color){
55
+ const float startCompression = 0.8 - 0.04;
56
+ const float desaturation = 0.15;
57
+ float x = min(color.r, min(color.g, color.b));
58
+ float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
59
+ color -= offset;
60
+ float peak = max(color.r, max(color.g, color.b));
61
+ if (peak < startCompression) return color;
62
+ const float d = 1.0 - startCompression;
63
+ float newPeak = 1.0 - d * d / (peak + d - startCompression);
64
+ color *= newPeak / peak;
65
+ float g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);
66
+ return mix(color, vec3(newPeak), g);
67
+ }
68
+ vec3 toSRGB(vec3 c){ return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); }
69
+ float h12(vec2 p){ vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
70
+ void main(){
71
+ vec3 c = texture2D(tAccum, vUv).rgb * uExposure;
72
+ // vignette in linear light, tinted
73
+ vec2 q = vUv - 0.5; q.x *= uRes.x / uRes.y;
74
+ float v = smoothstep(0.35, 1.25, length(q));
75
+ c = mix(c, c * uVigColor, v * uVignette);
76
+ c = neutral(c);
77
+ c = toSRGB(clamp(c, 0.0, 1.0));
78
+ // film grain (seeded by frame time) + triangular dither against banding
79
+ vec2 px = gl_FragCoord.xy;
80
+ float fr = floor(uTime * 30.0 + 0.5);
81
+ float g = h12(px + fr * 37.17) + h12(px * 1.37 + fr * 11.3) - 1.0;
82
+ float lum = dot(c, vec3(0.299, 0.587, 0.114));
83
+ c += g * uGrain * (0.6 + 0.8 * lum * (1.0 - lum));
84
+ float dth = (h12(px + 0.5 + fr) - h12(px + 7.3 - fr)) / 255.0;
85
+ c += dth;
86
+ gl_FragColor = vec4(c, 1.0);
87
+ }`;
88
+
89
+ export class Accumulator {
90
+ constructor(renderer, width, height) {
91
+ this.r = renderer;
92
+ this.W = width; this.H = height;
93
+ const opts = { type: THREE.HalfFloatType, minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
94
+ this.rtNormal = new THREE.WebGLRenderTarget(width, height, { ...opts, depthTexture: new THREE.DepthTexture(width, height, THREE.FloatType) });
95
+ this.rtNormal.depthTexture.minFilter = THREE.NearestFilter;
96
+ this.rtNormal.depthTexture.magFilter = THREE.NearestFilter;
97
+ this.rtBeauty = new THREE.WebGLRenderTarget(width, height, { ...opts, depthBuffer: true });
98
+ this.rtAccum = new THREE.WebGLRenderTarget(width, height, { type: THREE.FloatType, minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, depthBuffer: false });
99
+ this.normalMat = new THREE.MeshNormalMaterial();
100
+ this.aoMat = new THREE.ShaderMaterial({
101
+ vertexShader: aoVert, fragmentShader: aoFrag,
102
+ uniforms: {
103
+ tBeauty: { value: this.rtBeauty.texture }, tNormal: { value: this.rtNormal.texture },
104
+ tDepth: { value: this.rtNormal.depthTexture },
105
+ uProj: { value: new THREE.Matrix4() }, uProjInv: { value: new THREE.Matrix4() },
106
+ uKernel: { value: Array.from({ length: 16 }, () => new THREE.Vector3()) },
107
+ uRadius: { value: 0.55 }, uStrength: { value: 1.05 }, uWeight: { value: 1 }, uSeed: { value: 0 }, uBias: { value: 0.015 },
108
+ },
109
+ depthTest: false, depthWrite: false,
110
+ blending: THREE.CustomBlending, blendEquation: THREE.AddEquation,
111
+ blendSrc: THREE.OneFactor, blendDst: THREE.OneFactor,
112
+ blendSrcAlpha: THREE.OneFactor, blendDstAlpha: THREE.OneFactor,
113
+ });
114
+ this.aoQuad = new FullScreenQuad(this.aoMat);
115
+ this.finalMat = new THREE.ShaderMaterial({
116
+ vertexShader: aoVert, fragmentShader: finalFrag,
117
+ uniforms: {
118
+ tAccum: { value: this.rtAccum.texture }, uTime: { value: 0 }, uRes: { value: new THREE.Vector2(width, height) },
119
+ uExposure: { value: 1.0 }, uGrain: { value: 0.022 }, uVignette: { value: 0.22 }, uVigColor: { value: new THREE.Color(0.78, 0.74, 0.95) },
120
+ },
121
+ depthTest: false, depthWrite: false,
122
+ });
123
+ this.finalQuad = new FullScreenQuad(this.finalMat);
124
+ this.bloom = new UnrealBloomPass(new THREE.Vector2(width, height), 0.28, 0.35, 1.6);
125
+ this.kernels = [];
126
+ const R = rng(1234);
127
+ for (let s = 0; s < 64; s++) {
128
+ const k = [];
129
+ for (let i = 0; i < 16; i++) {
130
+ // cosine-ish hemisphere, samples concentrated near the origin
131
+ let x, y, z, l;
132
+ do { x = R() * 2 - 1; y = R() * 2 - 1; z = R(); l = x * x + y * y + z * z; } while (l > 1 || l < 0.01);
133
+ const v = new THREE.Vector3(x, y, z + 0.08).normalize();
134
+ let sc = (i + R()) / 16; sc = 0.12 + 0.88 * sc * sc;
135
+ k.push(v.multiplyScalar(sc));
136
+ }
137
+ this.kernels.push(k);
138
+ }
139
+ }
140
+
141
+ // halton sequence for sub-pixel jitter
142
+ static halton(i, b) { let f = 1, r = 0; while (i > 0) { f /= b; r += f * (i % b); i = Math.floor(i / b); } return r; }
143
+
144
+ /**
145
+ * render one output frame
146
+ * @param scene, camera
147
+ * @param n number of sub-samples
148
+ * @param setup(i, n, sub) -> called before each sub-render; must update the scene for the sub-sample time,
149
+ * the camera and the sun. sub = {jx, jy, u, v} (jitter px, disc sample)
150
+ */
151
+ frame(scene, camera, n, setup, t) {
152
+ const r = this.r;
153
+ const W = this.W, H = this.H;
154
+ r.autoClear = false;
155
+ r.setRenderTarget(this.rtAccum);
156
+ r.setClearColor(0x000000, 0);
157
+ r.clear(true, false, false);
158
+ for (let i = 0; i < n; i++) {
159
+ const jx = Accumulator.halton(i + 1, 2) - 0.5, jy = Accumulator.halton(i + 1, 3) - 0.5;
160
+ // disc sample (golden angle) for the light jitter
161
+ const rr = Math.sqrt((i + 0.5) / n), th = i * 2.399963;
162
+ const sub = { jx: jx * 1.15, jy: jy * 1.15, u: rr * Math.cos(th), v: rr * Math.sin(th), frac: (i + 0.5) / n };
163
+ setup(i, n, sub);
164
+ camera.setViewOffset(W, H, sub.jx, sub.jy, W, H);
165
+ camera.updateProjectionMatrix();
166
+ camera.updateMatrixWorld();
167
+ // normal + depth pass (solid only)
168
+ r.shadowMap.needsUpdate = false;
169
+ camera.layers.set(LAYER_SOLID);
170
+ scene.overrideMaterial = this.normalMat;
171
+ const bg = scene.background; scene.background = null;
172
+ r.setRenderTarget(this.rtNormal);
173
+ r.setClearColor(0x8080ff, 1);
174
+ r.clear(true, true, false);
175
+ r.render(scene, camera);
176
+ scene.overrideMaterial = null;
177
+ scene.background = bg;
178
+ // beauty pass
179
+ camera.layers.enableAll();
180
+ r.shadowMap.needsUpdate = true;
181
+ r.setRenderTarget(this.rtBeauty);
182
+ r.setClearColor(0x000000, 1);
183
+ r.clear(true, true, false);
184
+ r.render(scene, camera);
185
+ // ao + accumulate
186
+ const u = this.aoMat.uniforms;
187
+ u.uProj.value.copy(camera.projectionMatrix);
188
+ u.uProjInv.value.copy(camera.projectionMatrixInverse);
189
+ u.uKernel.value = this.kernels[i % 64];
190
+ u.uSeed.value = (i * 0.618034) % 1;
191
+ u.uWeight.value = 1 / n;
192
+ r.setRenderTarget(this.rtAccum);
193
+ this.aoQuad.render(r);
194
+ }
195
+ camera.clearViewOffset();
196
+ // bloom adds into the accumulation buffer, then grade to screen
197
+ this.bloom.render(r, null, this.rtAccum, 0, false);
198
+ this.finalMat.uniforms.uTime.value = t;
199
+ r.setRenderTarget(null);
200
+ this.finalQuad.render(r);
201
+ }
202
+ }
@@ -0,0 +1,167 @@
1
+ // Title card set on the isometric floor plane: extruded ISOPOLIS letters that fall flat onto the dotted void floor,
2
+ // plus a printed tagline decal. Everything lives in the bg (parallax 0.6) group, on the same plane as the dot grid.
3
+ import * as THREE from 'three';
4
+ import { parse } from 'opentype';
5
+ import * as A from './anim.js';
6
+ import { LAYER_GLOW } from './render.js';
7
+
8
+ function glyphShapes(font, ch, size) {
9
+ const path = font.getPath(ch, 0, 0, size);
10
+ const sp = new THREE.ShapePath();
11
+ for (const c of path.commands) {
12
+ if (c.type === 'M') sp.moveTo(c.x, -c.y);
13
+ else if (c.type === 'L') sp.lineTo(c.x, -c.y);
14
+ else if (c.type === 'Q') sp.quadraticCurveTo(c.x1, -c.y1, c.x, -c.y);
15
+ else if (c.type === 'C') sp.bezierCurveTo(c.x1, -c.y1, c.x2, -c.y2, c.x, -c.y);
16
+ }
17
+ return sp.toShapes(false);
18
+ }
19
+
20
+ export async function buildTitle(world, cues, o) {
21
+ const { bgGroup, onUpdate, PAL } = world;
22
+ const buf = await (await fetch('/demos/03-isometric/assets/fonts/Unbounded-800-static.ttf')).arrayBuffer();
23
+ const font = parse(buf);
24
+ const FLOOR = o.floorY;
25
+ const size = o.size; // em size in world units
26
+ const text = o.text;
27
+ const tracking = o.tracking ?? 0.02;
28
+
29
+ // plane basis: reading direction along -Z, letter-up along -X, thickness along +Y
30
+ const root = new THREE.Group();
31
+ root.matrixAutoUpdate = false;
32
+ const ex = new THREE.Vector3(0, 0, -1), ey = new THREE.Vector3(-1, 0, 0), ez = new THREE.Vector3(0, 1, 0);
33
+ const basis = new THREE.Matrix4().makeBasis(ex, ey, ez);
34
+ bgGroup.add(root);
35
+
36
+ const glyphs = font.stringToGlyphs(text);
37
+ const scale = size / font.unitsPerEm;
38
+ let x = 0;
39
+ const letters = [];
40
+ const inkMat = new THREE.MeshStandardMaterial({ color: new THREE.Color(PAL.ink), roughness: 0.55, metalness: 0, envMapIntensity: 0.5 });
41
+ const sideMat = new THREE.MeshStandardMaterial({ color: new THREE.Color('#4B45A0'), roughness: 0.6, metalness: 0, envMapIntensity: 0.4 });
42
+ for (let i = 0; i < glyphs.length; i++) {
43
+ const g = glyphs[i];
44
+ const ch = text[i];
45
+ const shapes = glyphShapes(font, ch, size);
46
+ const geo = new THREE.ExtrudeGeometry(shapes, { depth: o.depth, bevelEnabled: true, bevelThickness: o.bevel, bevelSize: o.bevel * 0.9, bevelSegments: 3, curveSegments: 14 });
47
+ geo.computeBoundingBox();
48
+ const bb = geo.boundingBox;
49
+ const cx = (bb.min.x + bb.max.x) / 2;
50
+ geo.translate(-cx, 0, 0); // pivot at the glyph centre on the baseline
51
+ const m = new THREE.Mesh(geo, [inkMat, sideMat]);
52
+ m.castShadow = true; m.receiveShadow = true;
53
+ const pivot = new THREE.Group();
54
+ pivot.position.set(x + cx, 0, 0);
55
+ pivot.add(m);
56
+ root.add(pivot);
57
+ letters.push({ pivot, m, t: cues.letters_start + i * cues.letters_step, i, w: bb.max.x - bb.min.x });
58
+ let adv = g.advanceWidth * scale;
59
+ if (i < glyphs.length - 1) adv += font.getKerningValue(g, glyphs[i + 1]) * scale;
60
+ x += adv + tracking * size;
61
+ }
62
+ const width = x - tracking * size;
63
+
64
+ // position the block: anchor = world point on the floor where the text centre sits
65
+ const anchor = o.anchor; // THREE.Vector3 on the floor (y = FLOOR)
66
+ const originLocal = new THREE.Vector3(-width / 2, -size * 0.36, 0); // centre the text block (cap height ≈ 0.72 em)
67
+ root.matrix.copy(new THREE.Matrix4().makeTranslation(anchor.x, FLOOR, anchor.z).multiply(basis).multiply(new THREE.Matrix4().makeTranslation(originLocal.x, originLocal.y, 0)));
68
+ root.matrixWorldNeedsUpdate = true;
69
+
70
+ // shadow catcher on the floor under the title
71
+ const catcher = new THREE.Mesh(new THREE.PlaneGeometry(1, 1).rotateX(-Math.PI / 2), new THREE.ShadowMaterial({ color: new THREE.Color('#3A2F8F'), opacity: 0.3 }));
72
+ catcher.receiveShadow = true;
73
+ catcher.scale.set(o.catcher[1], 1, o.catcher[0]);
74
+ catcher.position.set(anchor.x + 1.6, FLOOR + 0.001, anchor.z);
75
+ bgGroup.add(catcher);
76
+
77
+ // printed tagline + mono line (canvas decal lying on the floor, below the wordmark)
78
+ const cw = o.decalCW || 3072, chh = o.decalCH || 640;
79
+ const cv = document.createElement('canvas'); cv.width = cw; cv.height = chh;
80
+ const ctx = cv.getContext('2d');
81
+ const drawDecal = () => {
82
+ ctx.clearRect(0, 0, cw, chh);
83
+ ctx.fillStyle = PAL.ink;
84
+ ctx.textBaseline = 'alphabetic';
85
+ ctx.font = `700 ${o.tagPx}px 'HarmonyOS Sans SC'`;
86
+ const zh = o.tagline;
87
+ // manual tracking for CJK
88
+ let tx = 8;
89
+ for (const c of zh) { ctx.fillText(c, tx, o.tagPx * 1.02); tx += ctx.measureText(c).width + o.tagPx * 0.1; }
90
+ // cyan status dot + mono line
91
+ const my = o.tagPx * 1.02 + o.monoPx * (o.monoGap || 2.1);
92
+ ctx.fillStyle = PAL.data;
93
+ ctx.beginPath(); ctx.arc(8 + o.monoPx * 0.42, my - o.monoPx * 0.36, o.monoPx * 0.36, 0, Math.PI * 2); ctx.fill();
94
+ ctx.fillStyle = '#4A4394'; // round 2: >= 4.5:1 on the lavender floor
95
+ ctx.font = `500 ${o.monoPx}px 'JetBrains Mono'`;
96
+ let mx = 8 + o.monoPx * 1.35;
97
+ for (const c of o.mono) { ctx.fillText(c, mx, my); mx += ctx.measureText(c).width + o.monoPx * 0.06; }
98
+ };
99
+ drawDecal();
100
+ const tex = new THREE.CanvasTexture(cv);
101
+ tex.colorSpace = THREE.SRGBColorSpace;
102
+ tex.anisotropy = 16;
103
+ tex.generateMipmaps = true;
104
+ tex.minFilter = THREE.LinearMipmapLinearFilter;
105
+ const decalU = { map: { value: tex }, uReveal: { value: 0 }, uReveal2: { value: 0 }, uSplit: { value: (o.tagPx * 1.3) / chh } };
106
+ const decalMat = new THREE.ShaderMaterial({
107
+ uniforms: decalU, transparent: true, depthWrite: false,
108
+ vertexShader: 'varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.); }',
109
+ fragmentShader: /* glsl */`
110
+ uniform sampler2D map; uniform float uReveal, uReveal2, uSplit; varying vec2 vUv;
111
+ void main(){
112
+ vec4 c = texture2D(map, vUv);
113
+ bool top = (1.0 - vUv.y) < uSplit;
114
+ float r = top ? uReveal : uReveal2;
115
+ float m = 1.0 - smoothstep(r - 0.02, r, vUv.x);
116
+ gl_FragColor = vec4(c.rgb, c.a * m);
117
+ }`,
118
+ });
119
+ const dW = o.decalW, dH = dW * chh / cw;
120
+ const decal = new THREE.Mesh(new THREE.PlaneGeometry(dW, dH), decalMat);
121
+ // decal plane lies on the floor in the title's plane basis: its local x = reading dir, y = letter-up
122
+ decal.matrixAutoUpdate = false;
123
+ const dLocal = new THREE.Vector3(-width / 2 + dW / 2 + o.decalX, -size * 0.36 - o.decalGap - dH / 2, 0);
124
+ decal.matrix.copy(new THREE.Matrix4().makeTranslation(anchor.x, FLOOR + 0.002, anchor.z).multiply(basis).multiply(new THREE.Matrix4().makeTranslation(dLocal.x, dLocal.y, 0)));
125
+ decal.layers.set(LAYER_GLOW);
126
+ bgGroup.add(decal);
127
+
128
+ // thin rule under the wordmark, drawn on
129
+ const rule = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1).translate(0.5, 0, 0.5), new THREE.MeshStandardMaterial({ color: new THREE.Color(PAL.ink), roughness: 0.6 }));
130
+ rule.matrixAutoUpdate = false;
131
+ rule.castShadow = false; rule.receiveShadow = true;
132
+ bgGroup.add(rule);
133
+
134
+ onUpdate((T) => {
135
+ for (const L of letters) {
136
+ const tau = T - L.t;
137
+ const fall = 0.26;
138
+ let z = 0, tilt = 0, sq = 1, vis = true;
139
+ if (tau < -fall) vis = false;
140
+ else if (tau < 0) {
141
+ const u = (tau + fall) / fall;
142
+ z = 2.4 * (1 - u * u);
143
+ tilt = 1.25 * Math.pow(1 - u, 1.6); // standing up -> falls flat onto the plane
144
+ } else {
145
+ const b1 = 0.14;
146
+ z = tau < b1 ? 0.12 * Math.sin(Math.PI * tau / b1) : (tau < b1 + 0.09 ? 0.03 * Math.sin(Math.PI * (tau - b1) / 0.09) : 0);
147
+ const e = Math.exp(-tau / 0.05);
148
+ sq = 1 - 0.35 * e * Math.cos(tau * 38);
149
+ }
150
+ L.pivot.visible = vis;
151
+ L.pivot.position.z = z;
152
+ L.pivot.rotation.x = tilt;
153
+ L.m.scale.set(1 + 0.08 * (1 - sq), 1 + 0.08 * (1 - sq), sq);
154
+ }
155
+ decalU.uReveal.value = A.easeInOutCubic(A.inv(cues.final, cues.final + 0.42, T)) * 1.03;
156
+ decalU.uReveal2.value = A.easeInOutCubic(A.inv(cues.final + 0.14, cues.final + 0.62, T)) * 1.03;
157
+ decal.visible = T > cues.final - 0.01;
158
+ // rule: grows along the reading direction
159
+ const ru = A.easeInOutCubic(A.inv(cues.final - 0.12, cues.final + 0.4, T));
160
+ rule.visible = ru > 0.001;
161
+ const rl = new THREE.Vector3(-width / 2, -size * 0.36 - o.decalGap * 0.45, 0);
162
+ rule.matrix.copy(new THREE.Matrix4().makeTranslation(anchor.x, FLOOR, anchor.z).multiply(basis)
163
+ .multiply(new THREE.Matrix4().makeTranslation(rl.x, rl.y, 0))
164
+ .multiply(new THREE.Matrix4().makeScale(Math.max(ru, 1e-4) * width, 0.035, 0.02)));
165
+ });
166
+ return { root, letters, width, catcher, decal, tex, redraw: () => { drawDecal(); tex.needsUpdate = true; } };
167
+ }