poppygl 0.0.18 → 0.0.20

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.
package/README.md CHANGED
@@ -53,6 +53,12 @@ const png = await renderGLTFToPNGBufferFromGLBBuffer(glb, {
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53
  - `supersampling`: render at `width * supersampling` / `height * supersampling`, then downsample (default `1`).
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  - `fov`: vertical field of view in degrees (defaults to `35`).
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  - `camPos` and `lookAt`: override the auto-framed camera position and target.
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+ - `up`: choose the world-up axis for the camera with `"y+" | "y-" | "x+" | "x-" | "z+" | "z-"`.
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+ - `cameraRotation`: apply Euler degrees `{ x, y, z }` to define camera orientation directly. When set, it takes precedence over `lookAt`.
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+ - `debugPoints`: optional `{ label, position }[]` overlay rendered on top of the final PNG for world-space debugging markers.
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+ - `debugFontSize`: optional pixel size for `debugPoints` labels; when omitted the renderer derives a size from the image dimensions.
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+ - `debugPointColor`: optional RGB tuple for debug point markers.
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+ - `debugLabelColor`: optional RGB tuple for debug point labels.
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  - `lightDir`: normalized directional light vector (defaults to a top-right key light).
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  - `ambient`: ambient lighting contribution (0–1, defaults to `0.2`).
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  - `gamma`: gamma correction applied to the output (defaults to `2.2`).
package/dist/index.d.ts CHANGED
@@ -53,6 +53,20 @@ interface GLTFScene {
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  }
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54
 
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  declare const DEFAULT_LIGHT_DIR: readonly [-0.4, -0.9, -0.2];
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+ interface DebugPoint {
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+ label: string;
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+ position: {
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+ x: number;
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+ y: number;
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+ z: number;
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+ };
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+ }
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+ type CameraUp = "y+" | "y-" | "x+" | "x-" | "z+" | "z-";
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+ interface CameraRotation {
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+ x: number;
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+ y: number;
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+ z: number;
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+ }
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70
  /**
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  * Convert a hex color string to RGB array with values 0-1
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  * @param hex - Hex color string like "#ffffff" or "ffffff"
@@ -70,8 +84,14 @@ interface RenderOptions {
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  lightDir: readonly [number, number, number];
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  camPos?: readonly [number, number, number] | null;
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  lookAt?: readonly [number, number, number] | null;
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+ up: CameraUp;
88
+ cameraRotation: CameraRotation | null;
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89
  backgroundColor?: readonly [number, number, number] | string | null;
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90
  grid?: boolean | GridOptions;
91
+ debugPoints?: DebugPoint[] | null;
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+ debugFontSize?: number | null;
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+ debugPointColor?: readonly [number, number, number] | null;
94
+ debugLabelColor?: readonly [number, number, number] | null;
75
95
  }
76
96
  type RenderOptionsInput = Partial<RenderOptions>;
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  declare const DEFAULT_RENDER_OPTIONS: RenderOptions;
@@ -81,7 +101,7 @@ interface Camera {
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  view: mat4;
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102
  proj: mat4;
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103
  }
84
- declare function buildCamera(drawCalls: DrawCall[], width: number, height: number, fovDeg: number, camPos: readonly [number, number, number] | null | undefined, lookAt: readonly [number, number, number] | null | undefined): Camera;
104
+ declare function buildCamera(drawCalls: DrawCall[], width: number, height: number, fovDeg: number, camPos: readonly [number, number, number] | null | undefined, lookAt: readonly [number, number, number] | null | undefined, up?: CameraUp | null | undefined, cameraRotation?: CameraRotation | null | undefined): Camera;
85
105
 
86
106
  interface RenderResult {
87
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  bitmap: BitmapLike;
@@ -188,4 +208,4 @@ declare function renderGLTFToPNGBuffer(gltfPathOrString: string, options?: Rende
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208
 
189
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  declare function renderSceneFromGLTF(scene: GLTFScene, options?: RenderOptionsInput, imageFactory?: ImageFactory): RenderResult;
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210
 
191
- export { type BitmapLike, type Camera, DEFAULT_LIGHT_DIR, DEFAULT_RENDER_OPTIONS, type DrawCall, type FetchLike, type GLTFResources, type GLTFScene, type GridOptions, type ImageFactory, type LightSettings, type LoadGLTFWithResourcesFromURLOptions, type Material, type MutableRGBA, type RGBA, type RenderGLTFToPNGBufferFromGLBBufferOptions, type RenderGLTFToPNGBufferFromURLOptions, type RenderOptions, type RenderOptionsInput, type RenderResult, SoftwareRenderer, bufferFromDataURI, buildCamera, computeSmoothNormals, computeWorldAABB, createGrid, createInfiniteGrid, createSceneFromGLTF, createUint8Bitmap, decodeImageFromBuffer, drawInfiniteGrid, encodePNGToBuffer, getDefaultRenderOptions, hexToRgb, isJPG, isPNG, loadGLTFWithResourcesFromURL, pureImageFactory, renderDrawCalls, renderGLTFToPNGBuffer, renderGLTFToPNGBufferFromGLBBuffer, renderGLTFToPNGBufferFromURL, renderSceneFromGLTF, resolveRenderOptions };
211
+ export { type BitmapLike, type Camera, type CameraRotation, type CameraUp, DEFAULT_LIGHT_DIR, DEFAULT_RENDER_OPTIONS, type DebugPoint, type DrawCall, type FetchLike, type GLTFResources, type GLTFScene, type GridOptions, type ImageFactory, type LightSettings, type LoadGLTFWithResourcesFromURLOptions, type Material, type MutableRGBA, type RGBA, type RenderGLTFToPNGBufferFromGLBBufferOptions, type RenderGLTFToPNGBufferFromURLOptions, type RenderOptions, type RenderOptionsInput, type RenderResult, SoftwareRenderer, bufferFromDataURI, buildCamera, computeSmoothNormals, computeWorldAABB, createGrid, createInfiniteGrid, createSceneFromGLTF, createUint8Bitmap, decodeImageFromBuffer, drawInfiniteGrid, encodePNGToBuffer, getDefaultRenderOptions, hexToRgb, isJPG, isPNG, loadGLTFWithResourcesFromURL, pureImageFactory, renderDrawCalls, renderGLTFToPNGBuffer, renderGLTFToPNGBufferFromGLBBuffer, renderGLTFToPNGBufferFromURL, renderSceneFromGLTF, resolveRenderOptions };
package/dist/index.js CHANGED
@@ -36,49 +36,173 @@ function computeWorldAABB(drawCalls) {
36
36
  var toRad = (degrees) => degrees * Math.PI / 180;
37
37
 
38
38
  // lib/camera/buildCamera.ts
39
- function buildCamera(drawCalls, width, height, fovDeg, camPos, lookAt) {
40
- const aspect = width / height;
41
- const near = 0.01;
42
- const far = 1e3;
43
- const proj = mat4.create();
44
- mat4.perspective(proj, toRad(fovDeg), aspect, near, far);
45
- let eye;
46
- let center;
47
- if (camPos) {
48
- eye = vec3.fromValues(camPos[0], camPos[1], camPos[2]);
49
- if (lookAt) {
50
- center = vec3.fromValues(lookAt[0], lookAt[1], lookAt[2]);
51
- } else {
52
- const aabb = computeWorldAABB(drawCalls);
53
- center = vec3.fromValues(
54
- 0.5 * (aabb.min[0] + aabb.max[0]),
55
- 0.5 * (aabb.min[1] + aabb.max[1]),
56
- 0.5 * (aabb.min[2] + aabb.max[2])
57
- );
39
+ function getWorldUpVector(up) {
40
+ switch (up) {
41
+ case "y-":
42
+ return vec3.fromValues(0, -1, 0);
43
+ case "x+":
44
+ return vec3.fromValues(1, 0, 0);
45
+ case "x-":
46
+ return vec3.fromValues(-1, 0, 0);
47
+ case "z+":
48
+ return vec3.fromValues(0, 0, 1);
49
+ case "z-":
50
+ return vec3.fromValues(0, 0, -1);
51
+ case "y+":
52
+ default:
53
+ return vec3.fromValues(0, 1, 0);
54
+ }
55
+ }
56
+ function buildCameraWorldMatrix(eye, forward, up) {
57
+ const normalizedForward = vec3.normalize(vec3.create(), forward);
58
+ const right = vec3.cross(vec3.create(), normalizedForward, up);
59
+ if (vec3.squaredLength(right) === 0) {
60
+ return null;
61
+ }
62
+ vec3.normalize(right, right);
63
+ const correctedUp = vec3.cross(vec3.create(), right, normalizedForward);
64
+ if (vec3.squaredLength(correctedUp) === 0) {
65
+ return null;
66
+ }
67
+ vec3.normalize(correctedUp, correctedUp);
68
+ return mat4.fromValues(
69
+ right[0],
70
+ right[1],
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+ right[2],
72
+ 0,
73
+ correctedUp[0],
74
+ correctedUp[1],
75
+ correctedUp[2],
76
+ 0,
77
+ -normalizedForward[0],
78
+ -normalizedForward[1],
79
+ -normalizedForward[2],
80
+ 0,
81
+ eye[0],
82
+ eye[1],
83
+ eye[2],
84
+ 1
85
+ );
86
+ }
87
+ function getDefaultForwardForUp(up) {
88
+ const zForward = vec3.fromValues(0, 0, -1);
89
+ if (Math.abs(vec3.dot(up, zForward)) < 0.999) {
90
+ return zForward;
91
+ }
92
+ return vec3.fromValues(1, 0, 0);
93
+ }
94
+ function buildViewFromRotation(eye, up, rotation) {
95
+ const cameraWorld = buildCameraWorldMatrix(
96
+ eye,
97
+ getDefaultForwardForUp(up),
98
+ up
99
+ );
100
+ if (!cameraWorld) {
101
+ return mat4.create();
102
+ }
103
+ if (rotation.x !== 0) {
104
+ mat4.rotateX(cameraWorld, cameraWorld, toRad(rotation.x));
105
+ }
106
+ if (rotation.y !== 0) {
107
+ mat4.rotateY(cameraWorld, cameraWorld, toRad(rotation.y));
108
+ }
109
+ if (rotation.z !== 0) {
110
+ mat4.rotateZ(cameraWorld, cameraWorld, toRad(rotation.z));
111
+ }
112
+ const view = mat4.create();
113
+ mat4.invert(view, cameraWorld);
114
+ return view;
115
+ }
116
+ function buildViewFromLookAt(eye, center, up) {
117
+ const forward = vec3.subtract(vec3.create(), center, eye);
118
+ if (vec3.squaredLength(forward) === 0) {
119
+ return mat4.create();
120
+ }
121
+ const cameraWorld = buildCameraWorldMatrix(eye, forward, up);
122
+ if (!cameraWorld) {
123
+ return mat4.create();
124
+ }
125
+ const view = mat4.create();
126
+ mat4.invert(view, cameraWorld);
127
+ return view;
128
+ }
129
+ function getAutoDistance(drawCalls, fovDeg) {
130
+ const aabb = computeWorldAABB(drawCalls);
131
+ const diag = vec3.distance(
132
+ vec3.fromValues(aabb.min[0], aabb.min[1], aabb.min[2]),
133
+ vec3.fromValues(aabb.max[0], aabb.max[1], aabb.max[2])
134
+ );
135
+ const radius = diag * 0.5;
136
+ const fov = toRad(fovDeg);
137
+ return radius / Math.tan(fov * 0.5) + radius * 0.5;
138
+ }
139
+ function getAABBCornerDistances(aabb, eye) {
140
+ const xs = [aabb.min[0], aabb.max[0]];
141
+ const ys = [aabb.min[1], aabb.max[1]];
142
+ const zs = [aabb.min[2], aabb.max[2]];
143
+ let nearest = Infinity;
144
+ let farthest = 0;
145
+ for (const x of xs) {
146
+ for (const y of ys) {
147
+ for (const z of zs) {
148
+ const distance = vec3.distance(eye, vec3.fromValues(x, y, z));
149
+ nearest = Math.min(nearest, distance);
150
+ farthest = Math.max(farthest, distance);
151
+ }
58
152
  }
59
- } else {
60
- const aabb = computeWorldAABB(drawCalls);
61
- center = vec3.fromValues(
62
- 0.5 * (aabb.min[0] + aabb.max[0]),
63
- 0.5 * (aabb.min[1] + aabb.max[1]),
64
- 0.5 * (aabb.min[2] + aabb.max[2])
65
- );
66
- const diag = vec3.distance(
67
- vec3.fromValues(aabb.min[0], aabb.min[1], aabb.min[2]),
68
- vec3.fromValues(aabb.max[0], aabb.max[1], aabb.max[2])
153
+ }
154
+ return { nearest, farthest };
155
+ }
156
+ function getCameraForwardFromView(view) {
157
+ const cameraWorld = mat4.create();
158
+ mat4.invert(cameraWorld, view);
159
+ return vec3.fromValues(-cameraWorld[8], -cameraWorld[9], -cameraWorld[10]);
160
+ }
161
+ function buildCamera(drawCalls, width, height, fovDeg, camPos, lookAt, up = "y+", cameraRotation = null) {
162
+ const aspect = width / height;
163
+ const worldUp = getWorldUpVector(up);
164
+ const aabb = computeWorldAABB(drawCalls);
165
+ const center = vec3.fromValues(
166
+ 0.5 * (aabb.min[0] + aabb.max[0]),
167
+ 0.5 * (aabb.min[1] + aabb.max[1]),
168
+ 0.5 * (aabb.min[2] + aabb.max[2])
169
+ );
170
+ const autoDistance = getAutoDistance(drawCalls, fovDeg);
171
+ if (cameraRotation) {
172
+ const provisionalEye = camPos ? vec3.fromValues(camPos[0], camPos[1], camPos[2]) : vec3.clone(center);
173
+ const provisionalView = buildViewFromRotation(
174
+ provisionalEye,
175
+ worldUp,
176
+ cameraRotation
69
177
  );
70
- const radius = diag * 0.5;
71
- const fov = toRad(fovDeg);
72
- const dist = radius / Math.tan(fov * 0.5) + radius * 0.5;
73
- eye = vec3.fromValues(
74
- center[0] + dist,
75
- center[1] + dist * 0.3,
76
- center[2] + dist
178
+ const eye2 = camPos ? provisionalEye : vec3.scaleAndAdd(
179
+ vec3.create(),
180
+ center,
181
+ getCameraForwardFromView(provisionalView),
182
+ -autoDistance
77
183
  );
184
+ const { nearest: nearest2, farthest: farthest2 } = getAABBCornerDistances(aabb, eye2);
185
+ const near2 = Math.max(0.01, nearest2 * 0.5);
186
+ const far2 = Math.max(1e3, farthest2 * 1.1);
187
+ const proj2 = mat4.create();
188
+ mat4.perspective(proj2, toRad(fovDeg), aspect, near2, far2);
189
+ return {
190
+ view: buildViewFromRotation(eye2, worldUp, cameraRotation),
191
+ proj: proj2
192
+ };
78
193
  }
79
- const up = vec3.fromValues(0, 1, 0);
80
- const view = mat4.create();
81
- mat4.lookAt(view, eye, center, up);
194
+ const eye = camPos ? vec3.fromValues(camPos[0], camPos[1], camPos[2]) : vec3.fromValues(
195
+ center[0] + autoDistance,
196
+ center[1] + autoDistance * 0.3,
197
+ center[2] + autoDistance
198
+ );
199
+ const target = lookAt ? vec3.fromValues(lookAt[0], lookAt[1], lookAt[2]) : center;
200
+ const { nearest, farthest } = getAABBCornerDistances(aabb, eye);
201
+ const near = Math.max(0.01, nearest * 0.5);
202
+ const far = Math.max(1e3, farthest * 1.1);
203
+ const proj = mat4.create();
204
+ mat4.perspective(proj, toRad(fovDeg), aspect, near, far);
205
+ const view = buildViewFromLookAt(eye, target, worldUp);
82
206
  return { view, proj };
83
207
  }
84
208
 
@@ -174,207 +298,16 @@ function downsampleBitmap(source, targetWidth, targetHeight, imageFactory) {
174
298
  return target;
175
299
  }
176
300
 
177
- // lib/render/drawInfiniteGrid.ts
178
- import { mat4 as mat43, vec4 as vec42 } from "gl-matrix";
179
-
180
- // lib/utils/srgbEncodeLinear01.ts
181
- function srgbEncodeLinear01(linear) {
182
- if (linear <= 31308e-7) return 12.92 * linear;
183
- return 1.055 * Math.pow(linear, 1 / 2.4) - 0.055;
184
- }
185
-
186
- // lib/utils/clamp.ts
187
- var clamp = (value, min, max) => Math.max(min, Math.min(max, value));
188
-
189
- // lib/render/drawInfiniteGrid.ts
190
- function computeGridLineIntensity(params) {
191
- const rx = params.world_x / params.cell_size;
192
- const rz = params.world_z / params.cell_size;
193
- const fract_x = rx - Math.floor(rx + 0.5);
194
- const fract_z = rz - Math.floor(rz + 0.5);
195
- const grid_x = Math.abs(fract_x);
196
- const grid_z = Math.abs(fract_z);
197
- const pixel_size_in_world = params.dist / Math.min(params.screen_width, params.screen_height);
198
- const fwidth_x = pixel_size_in_world / params.cell_size;
199
- const fwidth_z = pixel_size_in_world / params.cell_size;
200
- const line_x = grid_x / (fwidth_x + 1e-4);
201
- const line_z = grid_z / (fwidth_z + 1e-4);
202
- const line = Math.min(line_x, line_z);
203
- return 1 - Math.min(line * params.line_thickness_multiplier, 1);
204
- }
205
- function computeGridFadeAlpha(params) {
206
- const fade_start = params.fade_distance;
207
- const fade_end = params.fade_distance * params.fade_strength;
208
- return 1 - Math.min(
209
- 1,
210
- Math.max(0, (params.dist - fade_start) / (fade_end - fade_start))
211
- );
212
- }
213
- function drawInfiniteGrid(software_renderer, params) {
214
- const grid_y = params.grid_y ?? 0;
215
- const cell_size = params.cell_size ?? 1;
216
- const section_size = params.section_size ?? 10;
217
- const fade_distance = params.fade_distance ?? 100;
218
- const fade_strength = params.fade_strength ?? 1.5;
219
- const grid_color = params.grid_color ?? [0.93, 0.93, 0.93];
220
- const section_color = params.section_color ?? [0.8, 0.8, 1];
221
- const gamma_out = params.gamma_out ?? true;
222
- const camera = params.camera;
223
- const view = camera.view;
224
- const proj = camera.proj;
225
- const inv_view = mat43.create();
226
- mat43.invert(inv_view, view);
227
- const cam_pos_x = inv_view[12];
228
- const cam_pos_y = inv_view[13];
229
- const cam_pos_z = inv_view[14];
230
- const vp = mat43.create();
231
- mat43.multiply(vp, proj, view);
232
- const inv_vp = mat43.create();
233
- mat43.invert(inv_vp, vp);
234
- for (let y = 0; y < software_renderer.height; y++) {
235
- for (let x = 0; x < software_renderer.width; x++) {
236
- const ndc_x = x / (software_renderer.width - 1) * 2 - 1;
237
- const ndc_y = 1 - y / (software_renderer.height - 1) * 2;
238
- const near_point = vec42.fromValues(ndc_x, ndc_y, -1, 1);
239
- const far_point = vec42.fromValues(ndc_x, ndc_y, 1, 1);
240
- vec42.transformMat4(near_point, near_point, inv_vp);
241
- vec42.transformMat4(far_point, far_point, inv_vp);
242
- near_point[0] /= near_point[3];
243
- near_point[1] /= near_point[3];
244
- near_point[2] /= near_point[3];
245
- far_point[0] /= far_point[3];
246
- far_point[1] /= far_point[3];
247
- far_point[2] /= far_point[3];
248
- const ray_dir_x = far_point[0] - near_point[0];
249
- const ray_dir_y = far_point[1] - near_point[1];
250
- const ray_dir_z = far_point[2] - near_point[2];
251
- if (Math.abs(ray_dir_y) < 1e-6) continue;
252
- const t = (grid_y - near_point[1]) / ray_dir_y;
253
- if (t < 0 || t > 1) continue;
254
- const world_x = near_point[0] + t * ray_dir_x;
255
- const world_z = near_point[2] + t * ray_dir_z;
256
- const world_pt = vec42.fromValues(world_x, grid_y, world_z, 1);
257
- const clip_pt = vec42.create();
258
- vec42.transformMat4(clip_pt, world_pt, vp);
259
- const ndc_z = clip_pt[2] / clip_pt[3];
260
- const depth_01 = ndc_z * 0.5 + 0.5;
261
- const di = y * software_renderer.width + x;
262
- if (depth_01 >= software_renderer.depth[di]) continue;
263
- const dx = world_x - cam_pos_x;
264
- const dy = grid_y - cam_pos_y;
265
- const dz = world_z - cam_pos_z;
266
- const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
267
- const alpha = computeGridFadeAlpha({
268
- dist,
269
- fade_distance,
270
- fade_strength
271
- });
272
- if (alpha <= 0) continue;
273
- const g1 = computeGridLineIntensity({
274
- world_x,
275
- world_z,
276
- cell_size,
277
- dist,
278
- screen_width: software_renderer.width,
279
- screen_height: software_renderer.height,
280
- line_thickness_multiplier: 0.8
281
- });
282
- const g2 = computeGridLineIntensity({
283
- world_x,
284
- world_z,
285
- cell_size: section_size,
286
- dist,
287
- screen_width: software_renderer.width,
288
- screen_height: software_renderer.height,
289
- line_thickness_multiplier: 0.5
290
- // Thicker section lines
291
- });
292
- const grid_strength = Math.max(g1, g2);
293
- if (grid_strength <= 0) continue;
294
- const final_r = grid_color[0] * (1 - g2) + section_color[0] * g2;
295
- const final_g = grid_color[1] * (1 - g2) + section_color[1] * g2;
296
- const final_b = grid_color[2] * (1 - g2) + section_color[2] * g2;
297
- const final_alpha = grid_strength * alpha;
298
- if (final_alpha <= 0.01) continue;
299
- let out_r = final_r;
300
- let out_g = final_g;
301
- let out_b = final_b;
302
- if (gamma_out) {
303
- out_r = srgbEncodeLinear01(clamp(out_r, 0, 1));
304
- out_g = srgbEncodeLinear01(clamp(out_g, 0, 1));
305
- out_b = srgbEncodeLinear01(clamp(out_b, 0, 1));
306
- } else {
307
- out_r = clamp(out_r, 0, 1);
308
- out_g = clamp(out_g, 0, 1);
309
- out_b = clamp(out_b, 0, 1);
310
- }
311
- const dst_idx = (y * software_renderer.width + x) * 4;
312
- const dst_r = (software_renderer.buffer[dst_idx + 0] ?? 0) / 255;
313
- const dst_g = (software_renderer.buffer[dst_idx + 1] ?? 0) / 255;
314
- const dst_b = (software_renderer.buffer[dst_idx + 2] ?? 0) / 255;
315
- const dst_a = (software_renderer.buffer[dst_idx + 3] ?? 0) / 255;
316
- const one_minus_a = 1 - final_alpha;
317
- const blend_r = out_r * final_alpha + dst_r * one_minus_a;
318
- const blend_g = out_g * final_alpha + dst_g * one_minus_a;
319
- const blend_b = out_b * final_alpha + dst_b * one_minus_a;
320
- const blend_a = final_alpha + dst_a * one_minus_a;
321
- software_renderer.setPixel(
322
- x,
323
- y,
324
- clamp(blend_r, 0, 1) * 255 | 0,
325
- clamp(blend_g, 0, 1) * 255 | 0,
326
- clamp(blend_b, 0, 1) * 255 | 0,
327
- clamp(blend_a, 0, 1) * 255 | 0
328
- );
329
- }
330
- }
331
- }
332
-
333
- // lib/render/getDefaultRenderOptions.ts
334
- var DEFAULT_LIGHT_DIR = [-0.4, -0.9, -0.2];
335
- function hexToRgb(hex) {
336
- const cleanHex = hex.replace(/^#/, "");
337
- if (!/^[0-9A-Fa-f]{6}$/.test(cleanHex)) {
338
- return null;
339
- }
340
- const r = Number.parseInt(cleanHex.substring(0, 2), 16) / 255;
341
- const g = Number.parseInt(cleanHex.substring(2, 4), 16) / 255;
342
- const b = Number.parseInt(cleanHex.substring(4, 6), 16) / 255;
343
- return [r, g, b];
344
- }
345
- var DEFAULT_RENDER_OPTIONS = {
346
- width: 800,
347
- height: 600,
348
- supersampling: 1,
349
- fov: 60,
350
- cull: true,
351
- gamma: true,
352
- ambient: 0.15,
353
- lightDir: DEFAULT_LIGHT_DIR,
354
- camPos: null,
355
- lookAt: null,
356
- backgroundColor: null,
357
- grid: false
358
- };
359
- function getDefaultRenderOptions() {
360
- return { ...DEFAULT_RENDER_OPTIONS };
361
- }
362
-
363
- // lib/render/resolveRenderOptions.ts
364
- function resolveRenderOptions(options = {}) {
365
- const supersampling = typeof options.supersampling === "number" && Number.isFinite(options.supersampling) ? Math.max(1, Math.floor(options.supersampling)) : DEFAULT_RENDER_OPTIONS.supersampling;
366
- return {
367
- ...DEFAULT_RENDER_OPTIONS,
368
- ...options,
369
- supersampling,
370
- lightDir: options.lightDir != null ? options.lightDir : DEFAULT_RENDER_OPTIONS.lightDir,
371
- camPos: options.camPos !== void 0 ? options.camPos : DEFAULT_RENDER_OPTIONS.camPos,
372
- lookAt: options.lookAt !== void 0 ? options.lookAt : DEFAULT_RENDER_OPTIONS.lookAt
373
- };
374
- }
301
+ // lib/render/drawDebugPoints.ts
302
+ import {
303
+ glyphAdvanceRatio,
304
+ glyphLineAlphabet,
305
+ textMetrics
306
+ } from "@tscircuit/alphabet";
307
+ import { mat4 as mat44, vec4 as vec43 } from "gl-matrix";
375
308
 
376
309
  // lib/render/SoftwareRenderer.ts
377
- import { mat3, mat4 as mat44, vec3 as vec32, vec4 as vec43 } from "gl-matrix";
310
+ import { mat3, mat4 as mat43, vec3 as vec32, vec4 as vec42 } from "gl-matrix";
378
311
 
379
312
  // lib/gltf/computeSmoothNormals.ts
380
313
  function computeSmoothNormals(positions, indices) {
@@ -442,11 +375,56 @@ function computeSmoothNormals(positions, indices) {
442
375
  return normals;
443
376
  }
444
377
 
378
+ // lib/render/getDefaultRenderOptions.ts
379
+ var DEFAULT_LIGHT_DIR = [-0.4, -0.9, -0.2];
380
+ function hexToRgb(hex) {
381
+ const cleanHex = hex.replace(/^#/, "");
382
+ if (!/^[0-9A-Fa-f]{6}$/.test(cleanHex)) {
383
+ return null;
384
+ }
385
+ const r = Number.parseInt(cleanHex.substring(0, 2), 16) / 255;
386
+ const g = Number.parseInt(cleanHex.substring(2, 4), 16) / 255;
387
+ const b = Number.parseInt(cleanHex.substring(4, 6), 16) / 255;
388
+ return [r, g, b];
389
+ }
390
+ var DEFAULT_RENDER_OPTIONS = {
391
+ width: 800,
392
+ height: 600,
393
+ supersampling: 1,
394
+ fov: 60,
395
+ cull: true,
396
+ gamma: true,
397
+ ambient: 0.15,
398
+ lightDir: DEFAULT_LIGHT_DIR,
399
+ camPos: null,
400
+ lookAt: null,
401
+ up: "y+",
402
+ cameraRotation: null,
403
+ backgroundColor: null,
404
+ grid: false,
405
+ debugPoints: null,
406
+ debugFontSize: null,
407
+ debugPointColor: null,
408
+ debugLabelColor: null
409
+ };
410
+ function getDefaultRenderOptions() {
411
+ return { ...DEFAULT_RENDER_OPTIONS };
412
+ }
413
+
445
414
  // lib/utils/mulColor.ts
446
415
  function mulColor(a, b) {
447
416
  return [a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]];
448
417
  }
449
418
 
419
+ // lib/utils/srgbEncodeLinear01.ts
420
+ function srgbEncodeLinear01(linear) {
421
+ if (linear <= 31308e-7) return 12.92 * linear;
422
+ return 1.055 * Math.pow(linear, 1 / 2.4) - 0.055;
423
+ }
424
+
425
+ // lib/utils/clamp.ts
426
+ var clamp = (value, min, max) => Math.max(min, Math.min(max, value));
427
+
450
428
  // lib/render/SoftwareRenderer.ts
451
429
  var SoftwareRenderer = class {
452
430
  width;
@@ -486,21 +464,21 @@ var SoftwareRenderer = class {
486
464
  if (!indices) return;
487
465
  const view = camera.view;
488
466
  const proj = camera.proj;
489
- const mvp = mat44.create();
490
- mat44.multiply(mvp, proj, mat44.multiply(mat44.create(), view, model));
467
+ const mvp = mat43.create();
468
+ mat43.multiply(mvp, proj, mat43.multiply(mat43.create(), view, model));
491
469
  const vertexCount = positions.length / 3 | 0;
492
470
  const vScreen = new Array(vertexCount);
493
471
  const vInvW = new Float32Array(vertexCount);
494
472
  const vNDCz = new Float32Array(vertexCount);
495
473
  for (let i = 0; i < vertexCount; i++) {
496
- const p = vec43.fromValues(
474
+ const p = vec42.fromValues(
497
475
  positions[i * 3 + 0],
498
476
  positions[i * 3 + 1],
499
477
  positions[i * 3 + 2],
500
478
  1
501
479
  );
502
- const c = vec43.create();
503
- vec43.transformMat4(c, p, mvp);
480
+ const c = vec42.create();
481
+ vec42.transformMat4(c, p, mvp);
504
482
  const invW = 1 / c[3];
505
483
  vInvW[i] = invW;
506
484
  if (!isFinite(invW)) {
@@ -600,8 +578,8 @@ var SoftwareRenderer = class {
600
578
  const { positions, normals, uvs, indices, model, colors } = mesh;
601
579
  const view = camera.view;
602
580
  const proj = camera.proj;
603
- const mvp = mat44.create();
604
- mat44.multiply(mvp, proj, mat44.multiply(mat44.create(), view, model));
581
+ const mvp = mat43.create();
582
+ mat43.multiply(mvp, proj, mat43.multiply(mat43.create(), view, model));
605
583
  const normalMat = mat3.create();
606
584
  mat3.normalFromMat4(normalMat, model);
607
585
  const vertexCount = positions.length / 3 | 0;
@@ -620,20 +598,20 @@ var SoftwareRenderer = class {
620
598
  const vWorldN = new Array(vertexCount);
621
599
  const vColor = new Array(vertexCount);
622
600
  for (let i = 0; i < vertexCount; i++) {
623
- const p = vec43.fromValues(
601
+ const p = vec42.fromValues(
624
602
  positions[i * 3 + 0],
625
603
  positions[i * 3 + 1],
626
604
  positions[i * 3 + 2],
627
605
  1
628
606
  );
629
- const c = vec43.create();
630
- vec43.transformMat4(c, p, mvp);
607
+ const c = vec42.create();
608
+ vec42.transformMat4(c, p, mvp);
631
609
  const invW = 1 / c[3];
632
610
  const ndcX = c[0] * invW;
633
611
  const ndcY = c[1] * invW;
634
612
  const ndcZ = c[2] * invW;
635
- const sx = Math.round((ndcX * 0.5 + 0.5) * (this.width - 1));
636
- const sy = Math.round((1 - (ndcY * 0.5 + 0.5)) * (this.height - 1));
613
+ const sx = (ndcX * 0.5 + 0.5) * (this.width - 1);
614
+ const sy = (1 - (ndcY * 0.5 + 0.5)) * (this.height - 1);
637
615
  vScreen[i] = [sx, sy];
638
616
  vInvW[i] = invW;
639
617
  vNDCz[i] = ndcZ;
@@ -663,10 +641,16 @@ var SoftwareRenderer = class {
663
641
  const area = edge(v0, v1, v2);
664
642
  if (area === 0) continue;
665
643
  if (cullBackFaces && area < 0) continue;
666
- let minX = Math.max(0, Math.min(v0[0], v1[0], v2[0]) | 0);
667
- let maxX = Math.min(this.width - 1, Math.max(v0[0], v1[0], v2[0]) | 0);
668
- let minY = Math.max(0, Math.min(v0[1], v1[1], v2[1]) | 0);
669
- let maxY = Math.min(this.height - 1, Math.max(v0[1], v1[1], v2[1]) | 0);
644
+ const minX = Math.max(0, Math.floor(Math.min(v0[0], v1[0], v2[0])));
645
+ const maxX = Math.min(
646
+ this.width - 1,
647
+ Math.ceil(Math.max(v0[0], v1[0], v2[0]))
648
+ );
649
+ const minY = Math.max(0, Math.floor(Math.min(v0[1], v1[1], v2[1])));
650
+ const maxY = Math.min(
651
+ this.height - 1,
652
+ Math.ceil(Math.max(v0[1], v1[1], v2[1]))
653
+ );
670
654
  const invW = [
671
655
  vInvW[i0],
672
656
  vInvW[i1],
@@ -705,6 +689,7 @@ var SoftwareRenderer = class {
705
689
  const l2 = w2 * invArea;
706
690
  const zndc = l0 * ndcZ[0] + l1 * ndcZ[1] + l2 * ndcZ[2];
707
691
  const z01 = zndc * 0.5 + 0.5;
692
+ if (z01 < 0 || z01 > 1) continue;
708
693
  const di = y * this.width + x;
709
694
  const depth = this.depth;
710
695
  if (z01 >= depth[di]) continue;
@@ -806,6 +791,350 @@ function edge(a, b, p) {
806
791
  return (p[0] - a[0]) * (b[1] - a[1]) - (p[1] - a[1]) * (b[0] - a[0]);
807
792
  }
808
793
 
794
+ // lib/render/drawDebugPoints.ts
795
+ var DEFAULT_MARKER_COLOR = [
796
+ 255,
797
+ 0,
798
+ 170,
799
+ 255
800
+ ];
801
+ var DEFAULT_TEXT_COLOR = [
802
+ 255,
803
+ 24,
804
+ 170,
805
+ 255
806
+ ];
807
+ var CHARACTER_WIDTH_RATIO = 0.62;
808
+ function drawDebugPoints(renderer, camera, debugPoints, debugFontSize, debugPointColor, debugLabelColor) {
809
+ if (debugPoints.length === 0) return;
810
+ const viewProj = mat44.create();
811
+ mat44.multiply(viewProj, camera.proj, camera.view);
812
+ const markerColor = toColorRGBA(debugPointColor, DEFAULT_MARKER_COLOR);
813
+ const textColor = toColorRGBA(debugLabelColor, DEFAULT_TEXT_COLOR);
814
+ const labelScale = typeof debugFontSize === "number" && Number.isFinite(debugFontSize) ? Math.max(1, Math.round(debugFontSize)) : Math.max(
815
+ 12,
816
+ Math.round(Math.min(renderer.width, renderer.height) * 0.028)
817
+ );
818
+ const textThickness = Math.max(
819
+ 2,
820
+ Math.round(labelScale * textMetrics.strokeWidthRatio)
821
+ );
822
+ for (const debugPoint of debugPoints) {
823
+ const projected = projectWorldToScreen(
824
+ debugPoint.position,
825
+ viewProj,
826
+ renderer
827
+ );
828
+ if (!projected) continue;
829
+ drawMarker(renderer, projected, markerColor);
830
+ drawLabel(
831
+ renderer,
832
+ projected,
833
+ debugPoint.label,
834
+ textColor,
835
+ labelScale,
836
+ textThickness
837
+ );
838
+ }
839
+ }
840
+ function projectWorldToScreen(position, viewProj, renderer) {
841
+ const clip = vec43.fromValues(position.x, position.y, position.z, 1);
842
+ vec43.transformMat4(clip, clip, viewProj);
843
+ if (!Number.isFinite(clip[3]) || clip[3] <= 0) return null;
844
+ const invW = 1 / clip[3];
845
+ const ndcX = clip[0] * invW;
846
+ const ndcY = clip[1] * invW;
847
+ const ndcZ = clip[2] * invW;
848
+ if (!Number.isFinite(ndcX) || !Number.isFinite(ndcY) || !Number.isFinite(ndcZ) || ndcZ < -1 || ndcZ > 1) {
849
+ return null;
850
+ }
851
+ return {
852
+ x: (ndcX * 0.5 + 0.5) * (renderer.width - 1),
853
+ y: (1 - (ndcY * 0.5 + 0.5)) * (renderer.height - 1)
854
+ };
855
+ }
856
+ function drawMarker(renderer, projected, color) {
857
+ const centerX = Math.round(projected.x);
858
+ const centerY = Math.round(projected.y);
859
+ for (let offset = -5; offset <= 4; offset += 1) {
860
+ renderer.setPixel(
861
+ centerX + offset,
862
+ centerY,
863
+ color[0],
864
+ color[1],
865
+ color[2],
866
+ color[3]
867
+ );
868
+ renderer.setPixel(
869
+ centerX,
870
+ centerY + offset,
871
+ color[0],
872
+ color[1],
873
+ color[2],
874
+ color[3]
875
+ );
876
+ }
877
+ }
878
+ function drawLabel(renderer, projected, label, color, scale, textThickness) {
879
+ if (label.length === 0) return;
880
+ const scaleX = scale * CHARACTER_WIDTH_RATIO;
881
+ const labelWidth = measureLabelWidth(label, scaleX);
882
+ let x = projected.x + scale * 0.6;
883
+ let y = projected.y - scale * 1.1;
884
+ if (x + labelWidth > renderer.width - 2) {
885
+ x = projected.x - scale * 0.6 - labelWidth;
886
+ }
887
+ if (y < 2) {
888
+ y = projected.y + scale * 0.2;
889
+ }
890
+ drawStrokeText(renderer, label, x, y, scaleX, scale, color, textThickness);
891
+ }
892
+ function drawStrokeText(renderer, text, x, y, scaleX, scaleY, color, thickness) {
893
+ let cursorX = x;
894
+ for (const rawChar of text) {
895
+ const char = resolveGlyph(rawChar);
896
+ const glyph = glyphLineAlphabet[char];
897
+ const advanceRatio = glyphAdvanceRatio[char] ?? (char === " " ? textMetrics.spaceWidthRatio : textMetrics.glyphWidthRatio);
898
+ if (glyph) {
899
+ for (const segment of glyph) {
900
+ drawLine(
901
+ renderer,
902
+ cursorX + segment.x1 * scaleX,
903
+ y + (1 - segment.y1) * scaleY,
904
+ cursorX + segment.x2 * scaleX,
905
+ y + (1 - segment.y2) * scaleY,
906
+ color,
907
+ thickness
908
+ );
909
+ }
910
+ }
911
+ cursorX += advanceRatio * scaleX;
912
+ }
913
+ }
914
+ function resolveGlyph(char) {
915
+ if (glyphLineAlphabet[char]) return char;
916
+ const uppercase = char.toUpperCase();
917
+ if (glyphLineAlphabet[uppercase]) return uppercase;
918
+ return "?";
919
+ }
920
+ function measureLabelWidth(text, scaleX) {
921
+ let width = 0;
922
+ for (const rawChar of text) {
923
+ const char = resolveGlyph(rawChar);
924
+ width += glyphAdvanceRatio[char] ?? (char === " " ? textMetrics.spaceWidthRatio : textMetrics.glyphWidthRatio);
925
+ }
926
+ return width * scaleX;
927
+ }
928
+ function drawLine(renderer, x0, y0, x1, y1, color, thickness) {
929
+ const dx = x1 - x0;
930
+ const dy = y1 - y0;
931
+ const steps = Math.max(Math.abs(dx), Math.abs(dy));
932
+ if (steps === 0) {
933
+ drawBrush(renderer, x0, y0, color, thickness);
934
+ return;
935
+ }
936
+ for (let step = 0; step <= steps; step += 1) {
937
+ const t = step / steps;
938
+ drawBrush(renderer, x0 + dx * t, y0 + dy * t, color, thickness);
939
+ }
940
+ }
941
+ function drawBrush(renderer, x, y, color, thickness) {
942
+ const radius = Math.max(0, Math.floor((thickness - 1) / 2));
943
+ const centerX = Math.round(x);
944
+ const centerY = Math.round(y);
945
+ for (let offsetY = -radius; offsetY <= radius; offsetY += 1) {
946
+ for (let offsetX = -radius; offsetX <= radius; offsetX += 1) {
947
+ renderer.setPixel(
948
+ centerX + offsetX,
949
+ centerY + offsetY,
950
+ color[0],
951
+ color[1],
952
+ color[2],
953
+ color[3]
954
+ );
955
+ }
956
+ }
957
+ }
958
+ function toColorRGBA(color, fallback) {
959
+ if (!color) return fallback;
960
+ return [color[0], color[1], color[2], 255];
961
+ }
962
+
963
+ // lib/render/drawInfiniteGrid.ts
964
+ import { mat4 as mat45, vec4 as vec44 } from "gl-matrix";
965
+ function computeGridLineIntensity(params) {
966
+ const rx = params.world_x / params.cell_size;
967
+ const rz = params.world_z / params.cell_size;
968
+ const fract_x = rx - Math.floor(rx + 0.5);
969
+ const fract_z = rz - Math.floor(rz + 0.5);
970
+ const grid_x = Math.abs(fract_x);
971
+ const grid_z = Math.abs(fract_z);
972
+ const pixel_size_in_world = params.dist / Math.min(params.screen_width, params.screen_height);
973
+ const fwidth_x = pixel_size_in_world / params.cell_size;
974
+ const fwidth_z = pixel_size_in_world / params.cell_size;
975
+ const line_x = grid_x / (fwidth_x + 1e-4);
976
+ const line_z = grid_z / (fwidth_z + 1e-4);
977
+ const line = Math.min(line_x, line_z);
978
+ return 1 - Math.min(line * params.line_thickness_multiplier, 1);
979
+ }
980
+ function computeGridFadeAlpha(params) {
981
+ const fade_start = params.fade_distance;
982
+ const fade_end = params.fade_distance * params.fade_strength;
983
+ return 1 - Math.min(
984
+ 1,
985
+ Math.max(0, (params.dist - fade_start) / (fade_end - fade_start))
986
+ );
987
+ }
988
+ function drawInfiniteGrid(software_renderer, params) {
989
+ const grid_y = params.grid_y ?? 0;
990
+ const cell_size = params.cell_size ?? 1;
991
+ const section_size = params.section_size ?? 10;
992
+ const fade_distance = params.fade_distance ?? 100;
993
+ const fade_strength = params.fade_strength ?? 1.5;
994
+ const grid_color = params.grid_color ?? [0.93, 0.93, 0.93];
995
+ const section_color = params.section_color ?? [0.8, 0.8, 1];
996
+ const gamma_out = params.gamma_out ?? true;
997
+ const camera = params.camera;
998
+ const view = camera.view;
999
+ const proj = camera.proj;
1000
+ const inv_view = mat45.create();
1001
+ mat45.invert(inv_view, view);
1002
+ const cam_pos_x = inv_view[12];
1003
+ const cam_pos_y = inv_view[13];
1004
+ const cam_pos_z = inv_view[14];
1005
+ const vp = mat45.create();
1006
+ mat45.multiply(vp, proj, view);
1007
+ const inv_vp = mat45.create();
1008
+ mat45.invert(inv_vp, vp);
1009
+ for (let y = 0; y < software_renderer.height; y++) {
1010
+ for (let x = 0; x < software_renderer.width; x++) {
1011
+ const ndc_x = x / (software_renderer.width - 1) * 2 - 1;
1012
+ const ndc_y = 1 - y / (software_renderer.height - 1) * 2;
1013
+ const near_point = vec44.fromValues(ndc_x, ndc_y, -1, 1);
1014
+ const far_point = vec44.fromValues(ndc_x, ndc_y, 1, 1);
1015
+ vec44.transformMat4(near_point, near_point, inv_vp);
1016
+ vec44.transformMat4(far_point, far_point, inv_vp);
1017
+ near_point[0] /= near_point[3];
1018
+ near_point[1] /= near_point[3];
1019
+ near_point[2] /= near_point[3];
1020
+ far_point[0] /= far_point[3];
1021
+ far_point[1] /= far_point[3];
1022
+ far_point[2] /= far_point[3];
1023
+ const ray_dir_x = far_point[0] - near_point[0];
1024
+ const ray_dir_y = far_point[1] - near_point[1];
1025
+ const ray_dir_z = far_point[2] - near_point[2];
1026
+ if (Math.abs(ray_dir_y) < 1e-6) continue;
1027
+ const t = (grid_y - near_point[1]) / ray_dir_y;
1028
+ if (t < 0 || t > 1) continue;
1029
+ const world_x = near_point[0] + t * ray_dir_x;
1030
+ const world_z = near_point[2] + t * ray_dir_z;
1031
+ const world_pt = vec44.fromValues(world_x, grid_y, world_z, 1);
1032
+ const clip_pt = vec44.create();
1033
+ vec44.transformMat4(clip_pt, world_pt, vp);
1034
+ const ndc_z = clip_pt[2] / clip_pt[3];
1035
+ const depth_01 = ndc_z * 0.5 + 0.5;
1036
+ const di = y * software_renderer.width + x;
1037
+ if (depth_01 >= software_renderer.depth[di]) continue;
1038
+ const dx = world_x - cam_pos_x;
1039
+ const dy = grid_y - cam_pos_y;
1040
+ const dz = world_z - cam_pos_z;
1041
+ const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
1042
+ const alpha = computeGridFadeAlpha({
1043
+ dist,
1044
+ fade_distance,
1045
+ fade_strength
1046
+ });
1047
+ if (alpha <= 0) continue;
1048
+ const g1 = computeGridLineIntensity({
1049
+ world_x,
1050
+ world_z,
1051
+ cell_size,
1052
+ dist,
1053
+ screen_width: software_renderer.width,
1054
+ screen_height: software_renderer.height,
1055
+ line_thickness_multiplier: 0.8
1056
+ });
1057
+ const g2 = computeGridLineIntensity({
1058
+ world_x,
1059
+ world_z,
1060
+ cell_size: section_size,
1061
+ dist,
1062
+ screen_width: software_renderer.width,
1063
+ screen_height: software_renderer.height,
1064
+ line_thickness_multiplier: 0.5
1065
+ // Thicker section lines
1066
+ });
1067
+ const grid_strength = Math.max(g1, g2);
1068
+ if (grid_strength <= 0) continue;
1069
+ const final_r = grid_color[0] * (1 - g2) + section_color[0] * g2;
1070
+ const final_g = grid_color[1] * (1 - g2) + section_color[1] * g2;
1071
+ const final_b = grid_color[2] * (1 - g2) + section_color[2] * g2;
1072
+ const final_alpha = grid_strength * alpha;
1073
+ if (final_alpha <= 0.01) continue;
1074
+ let out_r = final_r;
1075
+ let out_g = final_g;
1076
+ let out_b = final_b;
1077
+ if (gamma_out) {
1078
+ out_r = srgbEncodeLinear01(clamp(out_r, 0, 1));
1079
+ out_g = srgbEncodeLinear01(clamp(out_g, 0, 1));
1080
+ out_b = srgbEncodeLinear01(clamp(out_b, 0, 1));
1081
+ } else {
1082
+ out_r = clamp(out_r, 0, 1);
1083
+ out_g = clamp(out_g, 0, 1);
1084
+ out_b = clamp(out_b, 0, 1);
1085
+ }
1086
+ const dst_idx = (y * software_renderer.width + x) * 4;
1087
+ const dst_r = (software_renderer.buffer[dst_idx + 0] ?? 0) / 255;
1088
+ const dst_g = (software_renderer.buffer[dst_idx + 1] ?? 0) / 255;
1089
+ const dst_b = (software_renderer.buffer[dst_idx + 2] ?? 0) / 255;
1090
+ const dst_a = (software_renderer.buffer[dst_idx + 3] ?? 0) / 255;
1091
+ const one_minus_a = 1 - final_alpha;
1092
+ const blend_r = out_r * final_alpha + dst_r * one_minus_a;
1093
+ const blend_g = out_g * final_alpha + dst_g * one_minus_a;
1094
+ const blend_b = out_b * final_alpha + dst_b * one_minus_a;
1095
+ const blend_a = final_alpha + dst_a * one_minus_a;
1096
+ software_renderer.setPixel(
1097
+ x,
1098
+ y,
1099
+ clamp(blend_r, 0, 1) * 255 | 0,
1100
+ clamp(blend_g, 0, 1) * 255 | 0,
1101
+ clamp(blend_b, 0, 1) * 255 | 0,
1102
+ clamp(blend_a, 0, 1) * 255 | 0
1103
+ );
1104
+ }
1105
+ }
1106
+ }
1107
+
1108
+ // lib/render/resolveRenderOptions.ts
1109
+ var CAMERA_UP_VALUES = /* @__PURE__ */ new Set(["y+", "y-", "x+", "x-", "z+", "z-"]);
1110
+ function resolveCameraUp(up) {
1111
+ return up != null && CAMERA_UP_VALUES.has(up) ? up : DEFAULT_RENDER_OPTIONS.up;
1112
+ }
1113
+ function resolveCameraRotation(cameraRotation) {
1114
+ if (cameraRotation == null) {
1115
+ return DEFAULT_RENDER_OPTIONS.cameraRotation;
1116
+ }
1117
+ const resolveAxis = (value) => typeof value === "number" && Number.isFinite(value) ? value : 0;
1118
+ return {
1119
+ x: resolveAxis(cameraRotation.x),
1120
+ y: resolveAxis(cameraRotation.y),
1121
+ z: resolveAxis(cameraRotation.z)
1122
+ };
1123
+ }
1124
+ function resolveRenderOptions(options = {}) {
1125
+ const supersampling = typeof options.supersampling === "number" && Number.isFinite(options.supersampling) ? Math.max(1, Math.floor(options.supersampling)) : DEFAULT_RENDER_OPTIONS.supersampling;
1126
+ return {
1127
+ ...DEFAULT_RENDER_OPTIONS,
1128
+ ...options,
1129
+ supersampling,
1130
+ lightDir: options.lightDir != null ? options.lightDir : DEFAULT_RENDER_OPTIONS.lightDir,
1131
+ camPos: options.camPos !== void 0 ? options.camPos : DEFAULT_RENDER_OPTIONS.camPos,
1132
+ lookAt: options.lookAt !== void 0 ? options.lookAt : DEFAULT_RENDER_OPTIONS.lookAt,
1133
+ up: resolveCameraUp(options.up),
1134
+ cameraRotation: resolveCameraRotation(options.cameraRotation)
1135
+ };
1136
+ }
1137
+
809
1138
  // lib/render/renderDrawCalls.ts
810
1139
  function renderDrawCalls(drawCalls, optionsInput = {}, imageFactory = createUint8Bitmap) {
811
1140
  const options = resolveRenderOptions(optionsInput);
@@ -817,7 +1146,9 @@ function renderDrawCalls(drawCalls, optionsInput = {}, imageFactory = createUint
817
1146
  renderHeight,
818
1147
  options.fov,
819
1148
  options.camPos ?? null,
820
- options.lookAt ?? null
1149
+ options.lookAt ?? null,
1150
+ options.up,
1151
+ options.cameraRotation ?? null
821
1152
  );
822
1153
  const renderer = new SoftwareRenderer(renderWidth, renderHeight, imageFactory);
823
1154
  let rgb = null;
@@ -915,6 +1246,16 @@ function renderDrawCalls(drawCalls, optionsInput = {}, imageFactory = createUint
915
1246
  });
916
1247
  }
917
1248
  renderGroup(blendDraws);
1249
+ if (options.debugPoints?.length) {
1250
+ drawDebugPoints(
1251
+ renderer,
1252
+ camera,
1253
+ options.debugPoints,
1254
+ options.debugFontSize,
1255
+ options.debugPointColor,
1256
+ options.debugLabelColor
1257
+ );
1258
+ }
918
1259
  const bitmap = options.supersampling > 1 ? downsampleBitmap(
919
1260
  renderer.bitmap,
920
1261
  options.width,
@@ -925,7 +1266,7 @@ function renderDrawCalls(drawCalls, optionsInput = {}, imageFactory = createUint
925
1266
  }
926
1267
 
927
1268
  // lib/gltf/createInfiniteGrid.ts
928
- import { mat4 as mat45 } from "gl-matrix";
1269
+ import { mat4 as mat46 } from "gl-matrix";
929
1270
  function createInfiniteGrid(options = {}) {
930
1271
  const cellSize = options.cellSize ?? 1;
931
1272
  const sectionSize = options.sectionSize ?? 10;
@@ -949,9 +1290,9 @@ function createInfiniteGrid(options = {}) {
949
1290
  size
950
1291
  ]);
951
1292
  const indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
952
- const model = mat45.create();
1293
+ const model = mat46.create();
953
1294
  const offset = options.offset ?? {};
954
- mat45.fromTranslation(model, [offset.x ?? 0, offset.y ?? 0, offset.z ?? 0]);
1295
+ mat46.fromTranslation(model, [offset.x ?? 0, offset.y ?? 0, offset.z ?? 0]);
955
1296
  return {
956
1297
  positions,
957
1298
  indices,
@@ -976,7 +1317,7 @@ function createInfiniteGrid(options = {}) {
976
1317
  }
977
1318
 
978
1319
  // lib/gltf/createSceneFromGLTF.ts
979
- import { mat4 as mat46 } from "gl-matrix";
1320
+ import { mat4 as mat47 } from "gl-matrix";
980
1321
  var COMPONENT_INFO = {
981
1322
  5120: {
982
1323
  name: "BYTE",
@@ -1174,17 +1515,17 @@ function readIndices(ctx, accessorIndex) {
1174
1515
  }
1175
1516
  function nodeLocalMatrix(node) {
1176
1517
  if (node.matrix) {
1177
- const m2 = mat46.create();
1518
+ const m2 = mat47.create();
1178
1519
  for (let i = 0; i < 16; i++) m2[i] = node.matrix[i];
1179
1520
  return m2;
1180
1521
  }
1181
1522
  const translation = node.translation || [0, 0, 0];
1182
1523
  const rotation = node.rotation || [0, 0, 0, 1];
1183
1524
  const scale = node.scale || [1, 1, 1];
1184
- const m = mat46.create();
1185
- const tmp = mat46.create();
1186
- mat46.fromRotationTranslationScale(tmp, rotation, translation, scale);
1187
- mat46.copy(m, tmp);
1525
+ const m = mat47.create();
1526
+ const tmp = mat47.create();
1527
+ mat47.fromRotationTranslationScale(tmp, rotation, translation, scale);
1528
+ mat47.copy(m, tmp);
1188
1529
  return m;
1189
1530
  }
1190
1531
  function getMaterial(gltf, textures, images, materialIndex) {
@@ -1222,8 +1563,8 @@ function createSceneFromGLTF(gltf, resources) {
1222
1563
  const node = nodes[nodeIndex];
1223
1564
  if (!node) return;
1224
1565
  const local = nodeLocalMatrix(node);
1225
- const world = mat46.create();
1226
- mat46.multiply(world, parentMatrix, local);
1566
+ const world = mat47.create();
1567
+ mat47.multiply(world, parentMatrix, local);
1227
1568
  if (Number.isInteger(node.mesh)) {
1228
1569
  const mesh = meshes[node.mesh];
1229
1570
  if (mesh) {
@@ -1261,7 +1602,7 @@ function createSceneFromGLTF(gltf, resources) {
1261
1602
  traverse(childIndex, world);
1262
1603
  }
1263
1604
  }
1264
- const identity = mat46.create();
1605
+ const identity = mat47.create();
1265
1606
  for (const rootIndex of scene.nodes || []) {
1266
1607
  traverse(rootIndex, identity);
1267
1608
  }
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "poppygl",
3
3
  "main": "dist/index.js",
4
- "version": "0.0.18",
4
+ "version": "0.0.20",
5
5
  "repository": {
6
6
  "type": "git",
7
7
  "url": "https://github.com/tscircuit/poppygl.git"
@@ -20,6 +20,7 @@
20
20
  "type": "module",
21
21
  "devDependencies": {
22
22
  "@biomejs/biome": "^2.2.4",
23
+ "@tscircuit/alphabet": "0.0.23",
23
24
  "@types/bun": "^1.2.23",
24
25
  "@types/readable-stream": "^4.0.21",
25
26
  "looks-same": "^10.0.1",