reze-engine 0.21.0 → 0.21.2
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 +49 -53
- package/dist/engine.d.ts +0 -1
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +18 -13
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/shaders/materials/common.d.ts +1 -1
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +5 -4
- package/package.json +1 -1
- package/src/engine.ts +18 -20
- package/src/index.ts +0 -1
- package/src/shaders/materials/common.ts +5 -4
- package/src/shaders/materials/body.ts +0 -97
- package/src/shaders/materials/cloth_rough.ts +0 -71
- package/src/shaders/materials/cloth_smooth.ts +0 -63
- package/src/shaders/materials/default.ts +0 -45
- package/src/shaders/materials/eye.ts +0 -62
- package/src/shaders/materials/face.ts +0 -97
- package/src/shaders/materials/hair.ts +0 -92
- package/src/shaders/materials/metal.ts +0 -79
- package/src/shaders/materials/mmd_classic.ts +0 -68
- package/src/shaders/materials/stockings.ts +0 -124
package/README.md
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# Reze Engine
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[npm](https://www.npmjs.com/package/reze-engine)
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[](https://www.npmjs.com/package/reze-engine)
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**Zero-runtime-dependency** WebGPU engine for real-time MMD/PMX rendering — renderer, animation, IK, and physics, all in TypeScript.
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screenshot
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```bash
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npm install reze-engine
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## Features
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- Anime
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- **Shader-graph materials
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- **Anime-style rendering** — toon-ramp NPR over a Principled GGX BSDF, mixed per material
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- **Shader-graph materials** — every look is a Blender-style node graph compiled to WGSL; style groups bind any materials to any graph, fully customizable
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- **HDR pipeline** — bloom, Filmic tone mapping, 4× MSAA, Apple-TBDR-friendly targets
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- **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs,
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- **VMD animation**
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- **PMX textures** — browser-native formats plus a built-in TGA decoder (common in MMD sphere/eye maps); unsupported files log and fall back, never crash
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- **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs, zero dependencies
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- **VMD animation** — MMD IK, morphs on a GPU compute path, and VMD export
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- **Interactive editing** — GPU picking, transform gizmo, bone/material selection
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- Orbit camera
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- **Orbit camera** — bone-follow, ground + PCF shadows, multi-model scenes
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See [Physics](#physics) and [Rendering](#rendering) for the internals.
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- [MPL](https://mmd-mpl.vercel.app) (motion language)
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- [Mixamo-MMD](https://mixamo-mmd.vercel.app) (FBX→VMD retarget)
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## Quick start
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```javascript
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import { Engine } from "reze-engine"
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const engine = new Engine(canvas)
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await engine.init()
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const model = await engine.loadModel("reze", "/models/reze/reze.pmx")
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await engine.autoStyleGroups("reze")
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await model.loadVmd("idle", "/animations/idle.vmd")
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model.show("idle")
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model.play()
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engine.addGround()
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engine.runRenderLoop()
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```
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## Codebase map
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```
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shaders/
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materials/ nodes.ts (Blender-node WGSL library the graph compiler emits into) +
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common.ts (bindings, skinning VS)
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original hand shaders, kept as the graph-port reference
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common.ts (bindings, skinning VS, fs() shell)
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passes/ shadow, morph (GPU vertex-morph compute), bloom, composite (Filmic),
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outline, selection, gizmo, pick, ground, mipmap
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```
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## Quick start
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```javascript
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import { Engine, Vec3 } from "reze-engine"
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const engine = new Engine(canvas, {
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world: { color: new Vec3(0.4, 0.49, 0.65), strength: 1.0 }, // environment light
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sun: { color: new Vec3(1, 1, 1), strength: 2.0, direction: new Vec3(0, -0.5, 1) },
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bloom: { color: new Vec3(0.9, 0.1, 0.8), intensity: 0.05, threshold: 0.5 },
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camera: { distance: 31.5, target: new Vec3(0, 11.5, 0) }, // MMD units (1 unit = 8 cm)
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})
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await engine.init()
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const model = await engine.loadModel("reze", "/models/reze/reze.pmx")
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// One-tap styling: bucket materials into the engine's built-in default shader graphs
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// (face / hair / eye / cloth / stockings / metal). These categories are just the shipped
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// starter graphs — NOT fixed slots. `overrides` maps names the built-in JP/CN/EN hints
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// miss; standard-named models need no map. Unmatched materials stay ungrouped (neutral).
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// For arbitrary groups with any graph, use applyStyleGroups (see "Shader graphs & style groups").
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await engine.autoStyleGroups("reze", {
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face: ["face01"],
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body: ["skin"],
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hair: ["hair_f"],
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eye: ["eye"],
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cloth_smooth: ["shirt", "dress", "shoes"],
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cloth_rough: ["jacket"],
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stockings: ["stockings"],
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metal: ["earring"],
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})
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await model.loadVmd("idle", "/animations/idle.vmd")
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model.show("idle")
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model.play()
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engine.setCameraFollow(model, "センター", new Vec3(0, 3.5, 0))
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engine.addGround({ width: 160, height: 160 })
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engine.runRenderLoop()
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```
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## API
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One WebGPU **Engine** per page (singleton after `init()`). Models load by URL **or** from a user-selected folder ([below](#local-folder-uploads-browser)).
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```javascript
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import { HAIR_GRAPH, compileGraph } from "reze-engine"
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// 1. autoStyleGroups — one default group per
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// graph), bucketed by material-name hints (+ optional overrides). The "just works" path.
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// 1. autoStyleGroups — one default group per matched category (its shipped graph). Easy path.
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await engine.autoStyleGroups("reze")
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// 2. applyStyleGroups —
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// 2. applyStyleGroups — arbitrary groups: any id, any materials, any graph.
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await engine.applyStyleGroups("reze", [
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{ id: "hair", materials: ["髪", "前髪"], graph: HAIR_GRAPH, renderClass: "hair" },
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{ id: "visor", materials: ["visor", "hud"], graph: myCustomGraph }, // your own graph
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const { ok, wgsl, diagnostics } = compileGraph(HAIR_GRAPH, { renderClass: "hair" })
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```
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**How `autoStyleGroups(model, overrides?)` resolves** — it assigns each material a *style category*, then buckets materials by category into one group each:
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1. **`overrides` first** — an explicit `{ category: [materialNames] }` map (the arg). Use it for the names the built-in hints can't read.
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2. **Then built-in name hints** — a case-insensitive **substring** match of the material name against per-category JP/CN/EN keyword lists, ordered **most-specific-first** so families don't collide (`靴下`/`stocking` resolves to `stockings` before `靴`/`shoes` would hit `cloth_smooth`). This covers standard-named models with no overrides at all.
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3. **No match → ungrouped** — the material renders the neutral default. "Unmatched" is a real, intended outcome, not a catch-all bucket.
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The **built-in name hints**, checked top-to-bottom (first match wins), with the graph and pass-integration each category carries:
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| Category | Graph · render-class / alpha | Matches a name containing (case-insensitive substring) |
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| --- | --- | --- |
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| `stockings` | `STOCKINGS_GRAPH` · `hashed` alpha | 靴下 · ソックス · タイツ · ニーソ · 袜 · stocking · socks · tights |
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| `eye` | `EYE_GRAPH` · `eye` | 白目 · 目影 · 二重 · 睫 · まつげ · まゆ · 眉 · 目 · 瞳 · 眼 · eye · iris · pupil · lash · brow |
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| `face` | `FACE_GRAPH` | 顔 · 颜 · 脸 · かお · face · 舌 · tongue · 牙 · 牙齿 · 歯 · teeth · tooth · 口腔 · 口内 · mouth · 嘴 · 歯茎 · gums |
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| `hair` | `HAIR_GRAPH` · `hair` | 前髪 · 後髪 · 髪 · 髮 · 头发 · 頭髪 · もみあげ · アホ毛 · ヘア · hair · ahoge · bang |
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| `body` | `BODY_GRAPH` | 肌 · 皮肤 · skin |
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| `metal` | `METAL_GRAPH` | 金属 · メタル · metal |
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| `cloth_smooth` | `CLOTH_SMOOTH_GRAPH` | 服 · 衣 · 裙 · 裤 · スカート · ワンピ · リボン · 袖 · 靴 · 鞋 · 帽 · 体 · 飾 · 饰 · 尾 · skirt · dress · ribbon · sleeve · shoes · boot · hat · cloth · accessor |
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`cloth_rough` and `default` have **no** name hints — a material reaches them only via an explicit `overrides` entry. The group `id` is the category name, so re-running `autoStyleGroups` is idempotent; its promise resolves after every graph compiles, so `getStyleGroups(model)` is ready the moment it resolves — seed your own store from it, then edit with `applyStyleGroups`.
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Validation catches material conflicts, type mismatches, cycles, and bad links with node-level diagnostics; a failed compile keeps the previous pipeline rendering (fallback-on-error).
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## Physics
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package/dist/engine.d.ts
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import { type CompileOptions } from "./graph/compile";
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import type { ApplyStyleGroupResult, ApplyStyleGroupsResult, StyleGroup } from "./graph/style-group";
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export type MaterialPreset = "default" | "face" | "hair" | "body" | "eye" | "stockings" | "metal" | "cloth_smooth" | "cloth_rough";
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export type ResolvedMaterialPreset = MaterialPreset | "mmd_classic";
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export type MaterialPresetMap = Partial<Record<MaterialPreset, string[]>>;
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export type RaycastCallback = (modelName: string, material: string | null, bone: string | null, screenX: number, screenY: number) => void;
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/** Select a folder (webkitdirectory) and pass FileList or File[]; pmxFile picks which .pmx when several exist. */
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1
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+
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AC,SAAS,EAAE,MAAM,GAAG,IAAI,EAAE,YAAY,EAAE,MAAM,GAAG,IAAI,GAAG,IAAI;IAIhF,eAAe,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI,GAAG,IAAI;IAgBxE,OAAO,CAAC,uBAAuB;IAQ/B,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAAG,IAAI;IAOnF,qBAAqB,CAAC,SAAS,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,GAAG,IAAI;IAOpE,iBAAiB,CAAC,SAAS,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,GAAG,OAAO;IAKnE,YAAY,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAKpC,mBAAmB,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAI3C,YAAY,IAAI,OAAO;IAIvB,iBAAiB,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAIzC,iBAAiB,IAAI,OAAO;IAI5B,YAAY,IAAI,IAAI;IAWpB,OAAO,CAAC,eAAe;IAIvB,OAAO,CAAC,eAAe;IA2BvB,OAAO,CAAC,kBAAkB;IA+B1B,OAAO,CAAC,oBAAoB;YAgBd,kBAAkB;IA0HhC,OAAO,CAAC,cAAc;IAoEtB,OAAO,CAAC,oBAAoB;IAwE5B,OAAO,CAAC,2BAA2B;IA4DnC,OAAO,CAAC,kBAAkB,CAAO;IACjC,OAAO,CAAC,mBAAmB;YAeb,yBAAyB;IAuIvC,OAAO,CAAC,2BAA2B;IAyBnC,OAAO,CAAC,mBAAmB;IAU3B,OAAO,CAAC,oBAAoB;YAId,4BAA4B;IA+E1C,OAAO,CAAC,eAAe;IA6CvB,OAAO,CAAC,YAAY;IASpB,OAAO,CAAC,uBAAuB,CAI9B;IAED,OAAO,CAAC,iBAAiB,CA0BxB;IAED,OAAO,CAAC,cAAc;IAStB,OAAO,CAAC,qBAAqB;IAsC7B,OAAO,CAAC,eAAe;IA8DvB,OAAO,CAAC,gBAAgB;IAYxB,OAAO,CAAC,SAAS;IAWjB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,YAAY;IAqDpB,OAAO,CAAC,cAAc;IA0BtB,OAAO,CAAC,sBAAsB;IAW9B,OAAO,CAAC,QAAQ;IAWhB,OAAO,CAAC,gBAAgB;IAKxB,OAAO,CAAC,oBAAoB,CAoG3B;IAED,OAAO,CAAC,oBAAoB,CA+C3B;IAED,OAAO,CAAC,kBAAkB,CAsBzB;IAED,OAAO,CAAC,cAAc;YA+CR,iBAAiB;IAkD/B,MAAM;IAiIN,OAAO,CAAC,kBAAkB;IAiB1B;6FACyF;IACzF,cAAc,CAAC,SAAS,EAAE,MAAM,GAAG,UAAU,EAAE;IAM/C;;;;;;;OAOG;IACG,eAAe,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,iBAAiB,GAAG,OAAO,CAAC,sBAAsB,CAAC;IA8BxG;;;;;OAKG;IACG,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,GAAG,OAAO,CAAC,sBAAsB,CAAC;IA0ChG;iDAC6C;IACvC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,KAAK,EAAE,UAAU,EAAE,IAAI,CAAC,EAAE,cAAc,GAAG,OAAO,CAAC,qBAAqB,CAAC;IASnH,oFAAoF;IACpF,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,IAAI;IAU1D,0FAA0F;IAC1F,gBAAgB,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;IAWzC,oFAAoF;IACpF,aAAa,CACX,SAAS,EAAE,MAAM,EACjB,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,MAAM,EACf,KAAK,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GACvC,OAAO;IAiBV,OAAO,CAAC,aAAa;YASP,sBAAsB;IA2EpC,OAAO,CAAC,oBAAoB;IAmB5B,OAAO,CAAC,kBAAkB;IAiB1B,OAAO,CAAC,YAAY;IAKpB,OAAO,CAAC,aAAa;IAcrB;;;;OAIG;IACH,OAAO,CAAC,yBAAyB;IA2DjC,OAAO,CAAC,mBAAmB;IAQ3B;;;;;OAKG;IACH,OAAO,CAAC,aAAa;IAoBrB;;;;;OAKG;IACH,OAAO,CAAC,YAAY;IAepB;;;;;OAKG;IACH,OAAO,CAAC,cAAc;IAiBtB;;;;;OAKG;IACH,OAAO,CAAC,gBAAgB;IAuBxB,OAAO,CAAC,mBAAmB;IAM3B,OAAO,CAAC,oBAAoB;IAY5B,OAAO,CAAC,kBAAkB;IAgB1B,OAAO,CAAC,WAAW;CA0CpB"}
|
package/dist/engine.js
CHANGED
|
@@ -26,18 +26,22 @@ import { STOCKINGS_GRAPH } from "./graph/presets/stockings";
|
|
|
26
26
|
import { METAL_GRAPH } from "./graph/presets/metal";
|
|
27
27
|
import { CLOTH_SMOOTH_GRAPH } from "./graph/presets/cloth_smooth";
|
|
28
28
|
import { CLOTH_ROUGH_GRAPH } from "./graph/presets/cloth_rough";
|
|
29
|
-
// Substring hints mapping common PMX material names (JP/CN/EN) to
|
|
30
|
-
// tried when a material isn't in the
|
|
31
|
-
//
|
|
32
|
-
//
|
|
33
|
-
// the author-tuned PMX material data faithfully.
|
|
29
|
+
// Substring hints mapping common PMX material names (JP/CN/EN) to a style category,
|
|
30
|
+
// tried when a material isn't in the caller's explicit override map. Ordered: more
|
|
31
|
+
// specific families first (靴下 must hit stockings before 靴 hits cloth). A material
|
|
32
|
+
// matching nothing resolves to null — it stays ungrouped (neutral default).
|
|
34
33
|
const PRESET_NAME_HINTS = [
|
|
35
34
|
["stockings", ["靴下", "ソックス", "タイツ", "ニーソ", "袜", "stocking", "socks", "tights"]],
|
|
36
35
|
[
|
|
37
36
|
"eye",
|
|
38
37
|
["白目", "目影", "二重", "睫", "まつげ", "まゆ", "眉", "目", "瞳", "眼", "eye", "iris", "pupil", "lash", "brow"],
|
|
39
38
|
],
|
|
40
|
-
|
|
39
|
+
// face also catches mouth-interior parts (tongue / teeth / gums / oral cavity), which
|
|
40
|
+
// share the face material family. Bare 口 is omitted — it collides with 袖口 (cuff).
|
|
41
|
+
[
|
|
42
|
+
"face",
|
|
43
|
+
["顔", "颜", "脸", "かお", "face", "舌", "tongue", "牙", "牙齿", "歯", "teeth", "tooth", "口腔", "口内", "mouth", "嘴", "歯茎", "gums"],
|
|
44
|
+
],
|
|
41
45
|
["hair", ["前髪", "後髪", "髪", "髮", "头发", "頭髪", "もみあげ", "アホ毛", "ヘア", "hair", "ahoge", "bang"]],
|
|
42
46
|
["body", ["肌", "皮肤", "skin"]],
|
|
43
47
|
["metal", ["金属", "メタル", "metal"]],
|
|
@@ -71,6 +75,8 @@ const PRESET_NAME_HINTS = [
|
|
|
71
75
|
],
|
|
72
76
|
],
|
|
73
77
|
];
|
|
78
|
+
// Resolve a material name to a style category (override map first, then name hints), or
|
|
79
|
+
// null if nothing matches — a null-resolving material stays ungrouped (neutral default).
|
|
74
80
|
function resolvePreset(materialName, map) {
|
|
75
81
|
if (map) {
|
|
76
82
|
for (const [preset, names] of Object.entries(map)) {
|
|
@@ -85,12 +91,11 @@ function resolvePreset(materialName, map) {
|
|
|
85
91
|
return preset;
|
|
86
92
|
}
|
|
87
93
|
}
|
|
88
|
-
return
|
|
94
|
+
return null;
|
|
89
95
|
}
|
|
90
|
-
// Default-group recipe per
|
|
91
|
-
// (renderClass, alphaMode). This is the auto-default-groups mapping
|
|
92
|
-
//
|
|
93
|
-
// mmd_classic has no entry — those materials stay ungrouped (hand-shader path).
|
|
96
|
+
// Default-group recipe per style category: the shipped graph + its natural pass-integration
|
|
97
|
+
// (renderClass, alphaMode). This is the auto-default-groups mapping — the same
|
|
98
|
+
// category→integration knowledge the old fixed slots encoded, now producing editable groups.
|
|
94
99
|
const PRESET_GROUP_INFO = {
|
|
95
100
|
default: { graph: DEFAULT_GRAPH, renderClass: "auto", alphaMode: "opaque" },
|
|
96
101
|
face: { graph: FACE_GRAPH, renderClass: "auto", alphaMode: "opaque" },
|
|
@@ -3230,8 +3235,8 @@ export class Engine {
|
|
|
3230
3235
|
if (!dc.baseBindGroupEntries)
|
|
3231
3236
|
continue; // material draw calls only (skip outlines)
|
|
3232
3237
|
const preset = resolvePreset(dc.materialName, overrides);
|
|
3233
|
-
if (preset
|
|
3234
|
-
continue; // unmatched → ungrouped
|
|
3238
|
+
if (!preset)
|
|
3239
|
+
continue; // unmatched → stays ungrouped (neutral default)
|
|
3235
3240
|
const arr = buckets.get(preset) ?? [];
|
|
3236
3241
|
if (!arr.includes(dc.materialName))
|
|
3237
3242
|
arr.push(dc.materialName);
|
package/dist/index.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, type EngineStats, type EngineOptions, type BloomOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type
|
|
1
|
+
export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, type EngineStats, type EngineOptions, type BloomOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, } from "./engine";
|
|
2
2
|
export { parsePmxFolderInput, pmxFileAtRelativePath, type PmxFolderInputResult } from "./folder-upload";
|
|
3
3
|
export { compileGraph, validateGraph, assignStyleSlots, type CompileOptions, type CompileResult, type StyleSlot, } from "./graph/compile";
|
|
4
4
|
export type { ShaderGraph, GraphNode, GraphLink, ExposedParam, SocketValue, Diagnostic, } from "./graph/schema";
|
package/dist/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,GACnB,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAA;AACzC,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,YAAY,EACZ,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,GAAG,EAAE,MAAM,aAAa,CAAA;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA"}
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
export declare const COMMON_BINDINGS_WGSL = "\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines. The PMX\n// classic-material fields (ambient/specular/
|
|
1
|
+
export declare const COMMON_BINDINGS_WGSL = "\n\nstruct CameraUniforms {\n view: mat4x4f,\n projection: mat4x4f,\n viewPos: vec3f,\n _padding: f32,\n};\n\nstruct Light {\n direction: vec4f,\n color: vec4f,\n};\n\nstruct LightUniforms {\n ambientColor: vec4f,\n lights: array<Light, 4>,\n};\n\n// Per-material uniforms. Every material binds this layout even if it ignores fields;\n// the engine keeps one bind group layout across all material pipelines. The PMX\n// classic-material fields (ambient/specular/shininess) are carried for graph nodes that\n// want them; most graphs read only diffuseColor + alpha.\nstruct MaterialUniforms {\n diffuseColor: vec3f, // PMX diffuse rgb \u2014 the material_diffuse node reads this\n alpha: f32, // 0 \u2192 discard; <1 \u2192 transparent draw call\n ambient: vec3f, // PMX ambient rgb\n shininess: f32, // PMX specular power\n specular: vec3f, // PMX specular rgb\n sphereMode: f32, // 0 none \u00B7 1 multiply (sph) \u00B7 2 add (spa)\n // Skeleton index of the \u982D (head) bone, or -1. Lets the eye shader gate\n // the post-alpha-eye stencil by camera-vs-face hemisphere.\n headBoneIndex: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n};\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) normal: vec3f,\n @location(1) uv: vec2f,\n @location(2) worldPos: vec3f,\n // Bind-pose object-space position (the raw pre-skin vertex attribute). Procedural\n // textures (noise bump, sparkle, Generated-coord gradients) key off this instead of\n // worldPos so the pattern rides with the surface \u2014 otherwise the mesh swims through a\n // world-static noise field under any skinning deformation or root (\u30BB\u30F3\u30BF\u30FC) motion.\n // At rest skinMats are identity so restPos == worldPos, which is why existing noise-\n // scale constants stay valid without retuning.\n @location(3) restPos: vec3f,\n};\n\nstruct LightVP { viewProj: mat4x4f, };\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var diffuseSampler: sampler;\n@group(0) @binding(3) var shadowMap: texture_depth_2d;\n@group(0) @binding(4) var shadowSampler: sampler_comparison;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).\n@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;\n@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;\n@group(2) @binding(1) var<uniform> material: MaterialUniforms;\n// Reserved for future sphere/toon graph nodes; graphs that don't read them get the\n// 1\u00D71 white fallback bound here.\n@group(2) @binding(2) var toonTexture: texture_2d<f32>;\n@group(2) @binding(3) var sphereTexture: texture_2d<f32>;\n\n// Four-bone blended normals can cancel to ~zero on physics-driven parts\n// (opposing bone rotations at 50/50 weights) \u2014 normalize(0) is 0/0 = NaN,\n// which poisons the whole shading stack and flashes through bloom. Fall\n// back to up for degenerate normals instead.\nfn safe_normal(nIn: vec3f) -> vec3f {\n let l2 = dot(nIn, nIn);\n if (l2 < 1e-12) { return vec3f(0.0, 1.0, 0.0); }\n return nIn * inverseSqrt(l2);\n}\n\n";
|
|
2
2
|
export declare const SAMPLE_SHADOW_WGSL = "\n\nfn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {\n if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }\n let biasedPos = worldPos + n * 0.08;\n let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let cmpZ = ndc.z - 0.001;\n let ts = 1.0 / 2048.0;\n let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);\n let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);\n let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);\n let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);\n let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);\n let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);\n let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);\n let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);\n let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);\n return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);\n}\n\n";
|
|
3
3
|
export declare const COMMON_VS_WGSL = "\n\n@vertex fn vs(\n @location(0) position: vec3f,\n @location(1) normal: vec3f,\n @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>,\n @location(4) weights0: vec4<f32>\n) -> VertexOutput {\n var output: VertexOutput;\n let pos4 = vec4f(position, 1.0);\n let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;\n let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);\n let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);\n var skinnedPos = vec4f(0.0);\n var skinnedNrm = vec3f(0.0);\n for (var i = 0u; i < 4u; i++) {\n let m = skinMats[joints0[i]];\n let w = nw[i];\n skinnedPos += (m * pos4) * w;\n skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;\n }\n output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);\n output.normal = skinnedNrm;\n output.uv = uv;\n output.worldPos = skinnedPos.xyz;\n output.restPos = position;\n return output;\n}\n\n";
|
|
4
4
|
export declare const COMMON_FS_OUT_WGSL = "\n\nstruct FSOut {\n @location(0) color: vec4f,\n @location(1) mask: vec4f,\n};\n\n";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AAsBA,eAAO,MAAM,oBAAoB,
|
|
1
|
+
{"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AAsBA,eAAO,MAAM,oBAAoB,8pGA+EhC,CAAC;AAOF,eAAO,MAAM,kBAAkB,4xCAsB9B,CAAC;AAQF,eAAO,MAAM,cAAc,s+BA8B1B,CAAC;AAsBF,eAAO,MAAM,kBAAkB,0FAO9B,CAAC;AAMF,eAAO,MAAM,4BAA4B,QACwC,CAAA"}
|
|
@@ -39,10 +39,10 @@ struct LightUniforms {
|
|
|
39
39
|
|
|
40
40
|
// Per-material uniforms. Every material binds this layout even if it ignores fields;
|
|
41
41
|
// the engine keeps one bind group layout across all material pipelines. The PMX
|
|
42
|
-
// classic-material fields (ambient/specular/
|
|
43
|
-
//
|
|
42
|
+
// classic-material fields (ambient/specular/shininess) are carried for graph nodes that
|
|
43
|
+
// want them; most graphs read only diffuseColor + alpha.
|
|
44
44
|
struct MaterialUniforms {
|
|
45
|
-
diffuseColor: vec3f, // PMX diffuse rgb
|
|
45
|
+
diffuseColor: vec3f, // PMX diffuse rgb — the material_diffuse node reads this
|
|
46
46
|
alpha: f32, // 0 → discard; <1 → transparent draw call
|
|
47
47
|
ambient: vec3f, // PMX ambient rgb
|
|
48
48
|
shininess: f32, // PMX specular power
|
|
@@ -82,7 +82,8 @@ struct LightVP { viewProj: mat4x4f, };
|
|
|
82
82
|
@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
|
|
83
83
|
@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
|
|
84
84
|
@group(2) @binding(1) var<uniform> material: MaterialUniforms;
|
|
85
|
-
//
|
|
85
|
+
// Reserved for future sphere/toon graph nodes; graphs that don't read them get the
|
|
86
|
+
// 1×1 white fallback bound here.
|
|
86
87
|
@group(2) @binding(2) var toonTexture: texture_2d<f32>;
|
|
87
88
|
@group(2) @binding(3) var sphereTexture: texture_2d<f32>;
|
|
88
89
|
|
package/package.json
CHANGED
package/src/engine.ts
CHANGED
|
@@ -62,27 +62,24 @@ export type MaterialPreset =
|
|
|
62
62
|
| "cloth_smooth"
|
|
63
63
|
| "cloth_rough"
|
|
64
64
|
|
|
65
|
-
// What a draw call actually resolves to. "mmd_classic" is the automatic
|
|
66
|
-
// authentic-MMD fallback for materials no preset map or name heuristic
|
|
67
|
-
// covers — deliberately NOT part of MaterialPreset, so consumer-side
|
|
68
|
-
// exhaustive Record<MaterialPreset, …> maps and switches don't have to
|
|
69
|
-
// carry an option users never assign.
|
|
70
|
-
export type ResolvedMaterialPreset = MaterialPreset | "mmd_classic"
|
|
71
|
-
|
|
72
65
|
export type MaterialPresetMap = Partial<Record<MaterialPreset, string[]>>
|
|
73
66
|
|
|
74
|
-
// Substring hints mapping common PMX material names (JP/CN/EN) to
|
|
75
|
-
// tried when a material isn't in the
|
|
76
|
-
//
|
|
77
|
-
//
|
|
78
|
-
// the author-tuned PMX material data faithfully.
|
|
67
|
+
// Substring hints mapping common PMX material names (JP/CN/EN) to a style category,
|
|
68
|
+
// tried when a material isn't in the caller's explicit override map. Ordered: more
|
|
69
|
+
// specific families first (靴下 must hit stockings before 靴 hits cloth). A material
|
|
70
|
+
// matching nothing resolves to null — it stays ungrouped (neutral default).
|
|
79
71
|
const PRESET_NAME_HINTS: Array<[MaterialPreset, string[]]> = [
|
|
80
72
|
["stockings", ["靴下", "ソックス", "タイツ", "ニーソ", "袜", "stocking", "socks", "tights"]],
|
|
81
73
|
[
|
|
82
74
|
"eye",
|
|
83
75
|
["白目", "目影", "二重", "睫", "まつげ", "まゆ", "眉", "目", "瞳", "眼", "eye", "iris", "pupil", "lash", "brow"],
|
|
84
76
|
],
|
|
85
|
-
|
|
77
|
+
// face also catches mouth-interior parts (tongue / teeth / gums / oral cavity), which
|
|
78
|
+
// share the face material family. Bare 口 is omitted — it collides with 袖口 (cuff).
|
|
79
|
+
[
|
|
80
|
+
"face",
|
|
81
|
+
["顔", "颜", "脸", "かお", "face", "舌", "tongue", "牙", "牙齿", "歯", "teeth", "tooth", "口腔", "口内", "mouth", "嘴", "歯茎", "gums"],
|
|
82
|
+
],
|
|
86
83
|
["hair", ["前髪", "後髪", "髪", "髮", "头发", "頭髪", "もみあげ", "アホ毛", "ヘア", "hair", "ahoge", "bang"]],
|
|
87
84
|
["body", ["肌", "皮肤", "skin"]],
|
|
88
85
|
["metal", ["金属", "メタル", "metal"]],
|
|
@@ -117,7 +114,9 @@ const PRESET_NAME_HINTS: Array<[MaterialPreset, string[]]> = [
|
|
|
117
114
|
],
|
|
118
115
|
]
|
|
119
116
|
|
|
120
|
-
|
|
117
|
+
// Resolve a material name to a style category (override map first, then name hints), or
|
|
118
|
+
// null if nothing matches — a null-resolving material stays ungrouped (neutral default).
|
|
119
|
+
function resolvePreset(materialName: string, map: MaterialPresetMap | undefined): MaterialPreset | null {
|
|
121
120
|
if (map) {
|
|
122
121
|
for (const [preset, names] of Object.entries(map)) {
|
|
123
122
|
if (names && names.includes(materialName)) return preset as MaterialPreset
|
|
@@ -129,13 +128,12 @@ function resolvePreset(materialName: string, map: MaterialPresetMap | undefined)
|
|
|
129
128
|
if (lower.includes(hint)) return preset
|
|
130
129
|
}
|
|
131
130
|
}
|
|
132
|
-
return
|
|
131
|
+
return null
|
|
133
132
|
}
|
|
134
133
|
|
|
135
|
-
// Default-group recipe per
|
|
136
|
-
// (renderClass, alphaMode). This is the auto-default-groups mapping
|
|
137
|
-
//
|
|
138
|
-
// mmd_classic has no entry — those materials stay ungrouped (hand-shader path).
|
|
134
|
+
// Default-group recipe per style category: the shipped graph + its natural pass-integration
|
|
135
|
+
// (renderClass, alphaMode). This is the auto-default-groups mapping — the same
|
|
136
|
+
// category→integration knowledge the old fixed slots encoded, now producing editable groups.
|
|
139
137
|
const PRESET_GROUP_INFO: Partial<Record<MaterialPreset, { graph: ShaderGraph; renderClass: RenderClass; alphaMode: AlphaMode }>> = {
|
|
140
138
|
default: { graph: DEFAULT_GRAPH, renderClass: "auto", alphaMode: "opaque" },
|
|
141
139
|
face: { graph: FACE_GRAPH, renderClass: "auto", alphaMode: "opaque" },
|
|
@@ -3972,7 +3970,7 @@ export class Engine {
|
|
|
3972
3970
|
for (const dc of inst.drawCalls) {
|
|
3973
3971
|
if (!dc.baseBindGroupEntries) continue // material draw calls only (skip outlines)
|
|
3974
3972
|
const preset = resolvePreset(dc.materialName, overrides)
|
|
3975
|
-
if (preset
|
|
3973
|
+
if (!preset) continue // unmatched → stays ungrouped (neutral default)
|
|
3976
3974
|
const arr = buckets.get(preset) ?? []
|
|
3977
3975
|
if (!arr.includes(dc.materialName)) arr.push(dc.materialName)
|
|
3978
3976
|
buckets.set(preset, arr)
|
package/src/index.ts
CHANGED
|
@@ -41,10 +41,10 @@ struct LightUniforms {
|
|
|
41
41
|
|
|
42
42
|
// Per-material uniforms. Every material binds this layout even if it ignores fields;
|
|
43
43
|
// the engine keeps one bind group layout across all material pipelines. The PMX
|
|
44
|
-
// classic-material fields (ambient/specular/
|
|
45
|
-
//
|
|
44
|
+
// classic-material fields (ambient/specular/shininess) are carried for graph nodes that
|
|
45
|
+
// want them; most graphs read only diffuseColor + alpha.
|
|
46
46
|
struct MaterialUniforms {
|
|
47
|
-
diffuseColor: vec3f, // PMX diffuse rgb
|
|
47
|
+
diffuseColor: vec3f, // PMX diffuse rgb — the material_diffuse node reads this
|
|
48
48
|
alpha: f32, // 0 → discard; <1 → transparent draw call
|
|
49
49
|
ambient: vec3f, // PMX ambient rgb
|
|
50
50
|
shininess: f32, // PMX specular power
|
|
@@ -84,7 +84,8 @@ struct LightVP { viewProj: mat4x4f, };
|
|
|
84
84
|
@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
|
|
85
85
|
@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
|
|
86
86
|
@group(2) @binding(1) var<uniform> material: MaterialUniforms;
|
|
87
|
-
//
|
|
87
|
+
// Reserved for future sphere/toon graph nodes; graphs that don't read them get the
|
|
88
|
+
// 1×1 white fallback bound here.
|
|
88
89
|
@group(2) @binding(2) var toonTexture: texture_2d<f32>;
|
|
89
90
|
@group(2) @binding(3) var sphereTexture: texture_2d<f32>;
|
|
90
91
|
|
|
@@ -1,97 +0,0 @@
|
|
|
1
|
-
// M_Body — 仿深空之眼渲染预设v1.0_by_小绿毛猫 "M_Body". Toon + warm rim + rim1/rim2
|
|
2
|
-
// stack mixed 50/50 against a Principled BSDF with noise-bumped normal.
|
|
3
|
-
|
|
4
|
-
import { NODES_WGSL } from "./nodes"
|
|
5
|
-
import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common"
|
|
6
|
-
|
|
7
|
-
export const BODY_SHADER_WGSL = /* wgsl */ `
|
|
8
|
-
|
|
9
|
-
${NODES_WGSL}
|
|
10
|
-
${COMMON_MATERIAL_PRELUDE_WGSL}
|
|
11
|
-
|
|
12
|
-
const BODY_ROUGHNESS: f32 = 0.3;
|
|
13
|
-
const BODY_SPECULAR: f32 = 0.5;
|
|
14
|
-
const BODY_MIX_NPR: f32 = 0.5;
|
|
15
|
-
const BODY_SPEC_CLAMP: f32 = 10.0;
|
|
16
|
-
const BODY_RIM2_LAYER_BLEND: f32 = 0.20000000298023224;
|
|
17
|
-
const BODY_RIM2_POW: f32 = 1.4300000667572021;
|
|
18
|
-
const BODY_RIM2_BG: vec3f = vec3f(1.0, 0.4303792119026184, 0.3315804898738861);
|
|
19
|
-
const BODY_WARM_STR: f32 = 0.30000001192092896;
|
|
20
|
-
|
|
21
|
-
// smoothstep-based ramp: t*t*(3-2*t) between two color stops
|
|
22
|
-
fn ramp_ease(f: f32, p0: f32, c0: vec4f, p1: f32, c1: vec4f) -> vec4f {
|
|
23
|
-
let t = saturate((f - p0) / max(p1 - p0, 1e-6));
|
|
24
|
-
let ss = t * t * (3.0 - 2.0 * t);
|
|
25
|
-
return mix(c0, c1, ss);
|
|
26
|
-
}
|
|
27
|
-
|
|
28
|
-
@fragment fn fs(input: VertexOutput) -> FSOut {
|
|
29
|
-
let tex_s = textureSample(diffuseTexture, diffuseSampler, input.uv);
|
|
30
|
-
// MMD alpha semantics: material alpha × texture alpha. Hair/lace/accessory
|
|
31
|
-
// textures cut their shapes in the alpha channel — ignoring it renders each
|
|
32
|
-
// card's full quad with the texture's padding color (white shimmer on dark
|
|
33
|
-
// hair for models whose textures pad with white).
|
|
34
|
-
let alpha = material.alpha * tex_s.a;
|
|
35
|
-
if (alpha < 0.001) { discard; }
|
|
36
|
-
|
|
37
|
-
let n = safe_normal(input.normal);
|
|
38
|
-
let v = normalize(camera.viewPos - input.worldPos);
|
|
39
|
-
let l = -light.lights[0].direction.xyz;
|
|
40
|
-
let sun = light.lights[0].color.xyz * light.lights[0].color.w;
|
|
41
|
-
let amb = light.ambientColor.xyz;
|
|
42
|
-
let shadow = sampleShadow(input.worldPos, n);
|
|
43
|
-
|
|
44
|
-
let tex_color = tex_s.rgb;
|
|
45
|
-
|
|
46
|
-
// ═══ NPR STACK ═══
|
|
47
|
-
let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);
|
|
48
|
-
let toon = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;
|
|
49
|
-
|
|
50
|
-
let shadow_tint = hue_sat_id(2.0, 0.3499999940395355, 1.0, tex_color);
|
|
51
|
-
let lit_tint = hue_sat_id(1.5, 1.0, 1.0, tex_color);
|
|
52
|
-
let toon_color = mix_blend(toon, shadow_tint, lit_tint);
|
|
53
|
-
let bc = bright_contrast(toon_color, 0.1, 0.2);
|
|
54
|
-
|
|
55
|
-
let emission3 = bc * 4.0;
|
|
56
|
-
|
|
57
|
-
let warm_input = clamp(toon + 0.5, 0.0, 1.0);
|
|
58
|
-
let warm_color = ramp_cardinal(warm_input, 0.2409,
|
|
59
|
-
vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
|
|
60
|
-
vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
|
|
61
|
-
let warm_emission = warm_color * BODY_WARM_STR;
|
|
62
|
-
|
|
63
|
-
let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24000005424022675, n, v);
|
|
64
|
-
let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
|
|
65
|
-
|
|
66
|
-
let facing_raw = layer_weight_facing(BODY_RIM2_LAYER_BLEND, n, v);
|
|
67
|
-
let facing_pow = math_power(facing_raw, BODY_RIM2_POW);
|
|
68
|
-
let rim2_fac = ramp_ease(facing_pow, 0.0, vec4f(0,0,0,1), 0.5052, vec4f(1,1,1,1)).r;
|
|
69
|
-
let rim2_mixed = mix(emission3, BODY_RIM2_BG, rim2_fac);
|
|
70
|
-
|
|
71
|
-
let npr_stack = rim1 + rim2_mixed + warm_emission;
|
|
72
|
-
|
|
73
|
-
// ═══ PRINCIPLED BSDF with noise bump ═══
|
|
74
|
-
// Mapping loc=rot=0 in the Blender graph folds to a plain scale multiply.
|
|
75
|
-
// Height in rest space (restPos) so the bump rides with the skin; geometric basis stays
|
|
76
|
-
// worldPos so the perturbed normal matches the world-space n (see face.ts note).
|
|
77
|
-
let noise_val = tex_noise_d2(input.restPos * vec3f(1.0, 1.0, 1.5), 1.0);
|
|
78
|
-
let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
|
|
79
|
-
let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);
|
|
80
|
-
|
|
81
|
-
let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6831911206245422, 0.19474034011363983, 0.13732507824897766));
|
|
82
|
-
let p_emission = bc * 0.2;
|
|
83
|
-
|
|
84
|
-
let principled = eval_principled(
|
|
85
|
-
PrincipledIn(principled_base, 0.0, BODY_SPECULAR, BODY_ROUGHNESS, BODY_SPEC_CLAMP, 0.0, 0.0),
|
|
86
|
-
bumped_n, l, v, sun, amb, shadow
|
|
87
|
-
) + p_emission;
|
|
88
|
-
|
|
89
|
-
let final_color = mix(npr_stack, principled, BODY_MIX_NPR);
|
|
90
|
-
|
|
91
|
-
var out: FSOut;
|
|
92
|
-
out.color = vec4f(final_color, alpha);
|
|
93
|
-
out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
|
|
94
|
-
return out;
|
|
95
|
-
}
|
|
96
|
-
|
|
97
|
-
`
|