reze-engine 0.64.0 → 0.66.0

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 (173) hide show
  1. package/dist/engine.d.ts +300 -94
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +1628 -787
  4. package/dist/graph/compile.d.ts.map +1 -1
  5. package/dist/graph/compile.js +5 -0
  6. package/dist/graph/presets/body.d.ts.map +1 -1
  7. package/dist/graph/presets/body.js +26 -24
  8. package/dist/graph/presets/cloth_rough.js +8 -8
  9. package/dist/graph/presets/cloth_smooth.js +8 -8
  10. package/dist/graph/presets/default.js +4 -4
  11. package/dist/graph/presets/eye.js +10 -10
  12. package/dist/graph/presets/face.d.ts.map +1 -1
  13. package/dist/graph/presets/face.js +28 -26
  14. package/dist/graph/presets/hair.js +6 -6
  15. package/dist/graph/presets/metal.js +8 -8
  16. package/dist/graph/presets/stockings.d.ts.map +1 -1
  17. package/dist/graph/presets/stockings.js +4 -11
  18. package/dist/graph/presets/unlit.d.ts.map +1 -1
  19. package/dist/graph/presets/unlit.js +9 -13
  20. package/dist/graph/registry.d.ts.map +1 -1
  21. package/dist/graph/registry.js +128 -157
  22. package/dist/graph/render-class.d.ts +5 -2
  23. package/dist/graph/render-class.d.ts.map +1 -1
  24. package/dist/graph/slots.d.ts.map +1 -1
  25. package/dist/graph/slots.js +12 -2
  26. package/dist/index.d.ts +1 -1
  27. package/dist/index.d.ts.map +1 -1
  28. package/dist/model.d.ts +23 -1
  29. package/dist/model.d.ts.map +1 -1
  30. package/dist/model.js +41 -1
  31. package/dist/outline-normals.d.ts +12 -0
  32. package/dist/outline-normals.d.ts.map +1 -0
  33. package/dist/outline-normals.js +100 -0
  34. package/dist/pmx-loader.d.ts +7 -0
  35. package/dist/pmx-loader.d.ts.map +1 -1
  36. package/dist/pmx-loader.js +17 -3
  37. package/dist/shaders/anchor-table.d.ts +11 -0
  38. package/dist/shaders/anchor-table.d.ts.map +1 -1
  39. package/dist/shaders/anchor-table.js +9 -3
  40. package/dist/shaders/directives.d.ts +42 -5
  41. package/dist/shaders/directives.d.ts.map +1 -1
  42. package/dist/shaders/directives.js +51 -4
  43. package/dist/shaders/lights.d.ts +11 -7
  44. package/dist/shaders/lights.d.ts.map +1 -1
  45. package/dist/shaders/lights.js +315 -271
  46. package/dist/shaders/materials/common.d.ts.map +1 -1
  47. package/dist/shaders/materials/common.js +30 -5
  48. package/dist/shaders/materials/nodes.d.ts +1 -1
  49. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  50. package/dist/shaders/materials/nodes.js +191 -271
  51. package/dist/shaders/passes/bloom.d.ts +4 -3
  52. package/dist/shaders/passes/bloom.d.ts.map +1 -1
  53. package/dist/shaders/passes/bloom.js +58 -87
  54. package/dist/shaders/passes/composite.d.ts +1 -1
  55. package/dist/shaders/passes/composite.d.ts.map +1 -1
  56. package/dist/shaders/passes/composite.js +121 -77
  57. package/dist/shaders/passes/ground.js +1 -1
  58. package/dist/shaders/passes/mirror.d.ts +18 -12
  59. package/dist/shaders/passes/mirror.d.ts.map +1 -1
  60. package/dist/shaders/passes/mirror.js +59 -13
  61. package/dist/shaders/passes/outline.d.ts.map +1 -1
  62. package/dist/shaders/passes/outline.js +71 -14
  63. package/dist/shaders/passes/particles.d.ts.map +1 -1
  64. package/dist/shaders/passes/particles.js +9 -3
  65. package/dist/shaders/passes/probe.d.ts +45 -0
  66. package/dist/shaders/passes/probe.d.ts.map +1 -0
  67. package/dist/shaders/passes/probe.js +230 -0
  68. package/dist/shaders/passes/scene-contract.d.ts +13 -0
  69. package/dist/shaders/passes/scene-contract.d.ts.map +1 -1
  70. package/dist/shaders/passes/scene-contract.js +4 -0
  71. package/dist/shaders/scene-light-api.d.ts.map +1 -1
  72. package/dist/shaders/scene-light-api.js +1 -0
  73. package/dist/unity/globals.d.ts +7 -0
  74. package/dist/unity/globals.d.ts.map +1 -1
  75. package/dist/unity/globals.js +4 -3
  76. package/dist/unity/host.d.ts +18 -0
  77. package/dist/unity/host.d.ts.map +1 -1
  78. package/dist/unity/host.js +144 -70
  79. package/dist/unity/looks.d.ts +47 -0
  80. package/dist/unity/looks.d.ts.map +1 -1
  81. package/dist/unity/looks.js +150 -6
  82. package/dist/unity/skin.d.ts.map +1 -1
  83. package/dist/unity/skin.js +5 -2
  84. package/dist/unity/stage.d.ts +24 -0
  85. package/dist/unity/stage.d.ts.map +1 -1
  86. package/dist/unity/stage.js +59 -7
  87. package/package.json +1 -1
  88. package/src/engine.ts +2010 -1033
  89. package/src/graph/compile.ts +4 -0
  90. package/src/graph/presets/body.ts +26 -24
  91. package/src/graph/presets/cloth_rough.ts +8 -8
  92. package/src/graph/presets/cloth_smooth.ts +8 -8
  93. package/src/graph/presets/default.ts +4 -4
  94. package/src/graph/presets/eye.ts +10 -10
  95. package/src/graph/presets/face.ts +28 -26
  96. package/src/graph/presets/hair.ts +6 -6
  97. package/src/graph/presets/metal.ts +8 -8
  98. package/src/graph/presets/stockings.ts +4 -11
  99. package/src/graph/presets/unlit.ts +9 -13
  100. package/src/graph/registry.ts +133 -158
  101. package/src/graph/render-class.ts +5 -2
  102. package/src/graph/slots.ts +12 -2
  103. package/src/index.ts +1 -0
  104. package/src/model.ts +50 -1
  105. package/src/outline-normals.ts +110 -0
  106. package/src/pmx-loader.ts +18 -3
  107. package/src/shaders/anchor-table.ts +15 -3
  108. package/src/shaders/directives.ts +88 -6
  109. package/src/shaders/lights.ts +464 -415
  110. package/src/shaders/materials/common.ts +30 -5
  111. package/src/shaders/materials/nodes.ts +191 -271
  112. package/src/shaders/passes/bloom.ts +59 -87
  113. package/src/shaders/passes/composite.ts +121 -77
  114. package/src/shaders/passes/ground.ts +1 -1
  115. package/src/shaders/passes/mirror.ts +60 -13
  116. package/src/shaders/passes/outline.ts +71 -14
  117. package/src/shaders/passes/particles.ts +9 -3
  118. package/src/shaders/passes/probe.ts +240 -0
  119. package/src/shaders/passes/scene-contract.ts +17 -0
  120. package/src/shaders/scene-light-api.ts +1 -0
  121. package/src/unity/globals.ts +7 -3
  122. package/src/unity/host.ts +93 -20
  123. package/src/unity/looks.ts +182 -9
  124. package/src/unity/skin.ts +5 -2
  125. package/src/unity/stage.ts +66 -7
  126. package/dist/physics-debug.d.ts +0 -30
  127. package/dist/physics-debug.d.ts.map +0 -1
  128. package/dist/physics-debug.js +0 -526
  129. package/dist/shaders/agx-lut.d.ts +0 -11
  130. package/dist/shaders/agx-lut.d.ts.map +0 -1
  131. package/dist/shaders/agx-lut.js +0 -29
  132. package/dist/shaders/dfg_lut.d.ts +0 -3
  133. package/dist/shaders/dfg_lut.d.ts.map +0 -1
  134. package/dist/shaders/dfg_lut.js +0 -129
  135. package/dist/shaders/ltc_mag_lut.d.ts +0 -3
  136. package/dist/shaders/ltc_mag_lut.d.ts.map +0 -1
  137. package/dist/shaders/ltc_mag_lut.js +0 -1033
  138. package/dist/shaders/materials/body.d.ts +0 -2
  139. package/dist/shaders/materials/body.d.ts.map +0 -1
  140. package/dist/shaders/materials/body.js +0 -95
  141. package/dist/shaders/materials/cloth_rough.d.ts +0 -2
  142. package/dist/shaders/materials/cloth_rough.d.ts.map +0 -1
  143. package/dist/shaders/materials/cloth_rough.js +0 -69
  144. package/dist/shaders/materials/cloth_smooth.d.ts +0 -2
  145. package/dist/shaders/materials/cloth_smooth.d.ts.map +0 -1
  146. package/dist/shaders/materials/cloth_smooth.js +0 -61
  147. package/dist/shaders/materials/default.d.ts +0 -2
  148. package/dist/shaders/materials/default.d.ts.map +0 -1
  149. package/dist/shaders/materials/default.js +0 -43
  150. package/dist/shaders/materials/eye.d.ts +0 -2
  151. package/dist/shaders/materials/eye.d.ts.map +0 -1
  152. package/dist/shaders/materials/eye.js +0 -60
  153. package/dist/shaders/materials/face.d.ts +0 -2
  154. package/dist/shaders/materials/face.d.ts.map +0 -1
  155. package/dist/shaders/materials/face.js +0 -95
  156. package/dist/shaders/materials/hair.d.ts +0 -2
  157. package/dist/shaders/materials/hair.d.ts.map +0 -1
  158. package/dist/shaders/materials/hair.js +0 -90
  159. package/dist/shaders/materials/metal.d.ts +0 -2
  160. package/dist/shaders/materials/metal.d.ts.map +0 -1
  161. package/dist/shaders/materials/metal.js +0 -77
  162. package/dist/shaders/materials/mmd_classic.d.ts +0 -2
  163. package/dist/shaders/materials/mmd_classic.d.ts.map +0 -1
  164. package/dist/shaders/materials/mmd_classic.js +0 -66
  165. package/dist/shaders/materials/stockings.d.ts +0 -2
  166. package/dist/shaders/materials/stockings.d.ts.map +0 -1
  167. package/dist/shaders/materials/stockings.js +0 -122
  168. package/dist/shaders/passes/physics-debug.d.ts +0 -2
  169. package/dist/shaders/passes/physics-debug.d.ts.map +0 -1
  170. package/dist/shaders/passes/physics-debug.js +0 -69
  171. package/src/shaders/agx-lut.ts +0 -30
  172. package/src/shaders/dfg_lut.ts +0 -131
  173. package/src/shaders/ltc_mag_lut.ts +0 -1035
@@ -1 +1 @@
1
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package/dist/model.js CHANGED
@@ -2,6 +2,7 @@ import { Mat4, Quat, Vec3, easeInOut, scratchMat4Values, scratchQuat } from "./m
2
2
  import { Engine } from "./engine";
3
3
  import { joinAssetPath } from "./asset-reader";
4
4
  import { IKSolverSystem } from "./ik-solver";
5
+ import { buildOutlineVertices } from "./outline-normals";
5
6
  import { VMDLoader } from "./vmd-loader";
6
7
  import { VMDWriter } from "./vmd-writer";
7
8
  import { AnimationState, FPS, interpolateControlPoints, retiredMorphs, rawInterpolationToBoneInterpolation, } from "./animation";
@@ -123,7 +124,7 @@ export class Model {
123
124
  this.assetReader = reader;
124
125
  this.assetBasePath = basePath;
125
126
  }
126
- constructor(vertexData, indexData, textures, materials, skeleton, skinning, morphing, rigidbodies = [], joints = [], loadWarnings = []) {
127
+ constructor(vertexData, indexData, textures, materials, skeleton, skinning, morphing, rigidbodies = [], joints = [], loadWarnings = [], edgeScales = null, additionalUvs = []) {
127
128
  this._name = "";
128
129
  this.morphPrevMinVert = -1; // vertices touched by last applyMorphs (reset to base this pass)
129
130
  this.morphPrevMaxVert = -1;
@@ -229,6 +230,9 @@ export class Model {
229
230
  this.assetBasePath = "";
230
231
  /** 軸制限 bones and their normalised axes — see applyFixedAxes. */
231
232
  this.fixedAxisBones = [];
233
+ /** PMX per-vertex edge scale, when the source had one. */
234
+ this.edgeScales = null;
235
+ this.outlineVertices = null;
232
236
  // When true, update() skips applyPoseFromClip, so whatever was last written to
233
237
  // localRotations / localTranslations persists across frames. Used by gizmo drag
234
238
  // and other direct-manipulation flows to prevent the currently-shown clip from
@@ -266,6 +270,8 @@ export class Model {
266
270
  this.ikDisabled = new Set();
267
271
  // Cached set to track which bones are being computed in current IK pass (to avoid infinite recursion)
268
272
  this.ikComputedSet = new Set();
273
+ this.edgeScales = edgeScales;
274
+ this.additionalUvs = additionalUvs;
269
275
  // Store base vertex data (original positions before morphing)
270
276
  this.baseVertexData = new Float32Array(vertexData);
271
277
  this.vertexData = vertexData;
@@ -671,6 +677,21 @@ export class Model {
671
677
  getVertices() {
672
678
  return this.vertexData;
673
679
  }
680
+ /** A PMX additional UV channel (1–4) as loaded, four floats a vertex — or
681
+ * null when the file has fewer. Its morphs (types 4–7) are in getMorphing(),
682
+ * with uvOffsets; the engine applies neither, a native look reads both. */
683
+ getAdditionalUv(channel) {
684
+ return this.additionalUvs[channel - 1] ?? null;
685
+ }
686
+ /**
687
+ * The outline hull's own vertex stream: per vertex, the smoothed rest-pose
688
+ * normal (xyz) and the PMX edge scale (w). See outline-normals.ts. Built on
689
+ * first ask — only models with an edge-flagged material ever ask.
690
+ */
691
+ getOutlineVertices() {
692
+ this.outlineVertices ?? (this.outlineVertices = buildOutlineVertices(this.baseVertexData, VERTEX_STRIDE, this.indexData, this.edgeScales ?? undefined));
693
+ return this.outlineVertices;
694
+ }
674
695
  getTextures() {
675
696
  return this.textures;
676
697
  }
@@ -771,6 +792,25 @@ export class Model {
771
792
  return null;
772
793
  return this.runtimeSkeleton.worldMatrices[idx].getPosition();
773
794
  }
795
+ /**
796
+ * The point `distance` model units down a bone's own axis, posed — where
797
+ * `#anchor <bone> along <d>` puts an effect. The axis is the bone's rest tail
798
+ * direction (the way a PMX editor draws it pointing) turned by the bone's
799
+ * pose, the same mapping the named-points tips use. Model space, like
800
+ * getBoneWorldPosition. A bone with no tail has no axis: the joint itself.
801
+ */
802
+ getBonePointAlong(boneName, distance) {
803
+ const idx = this.runtimeSkeleton.nameIndex[boneName];
804
+ if (idx === undefined || idx < 0)
805
+ return null;
806
+ const w = this.runtimeSkeleton.worldMatrices[idx].values;
807
+ const t = this.skeleton.bones[idx]?.tail;
808
+ const len = t ? Math.hypot(t[0], t[1], t[2]) : 0;
809
+ if (!t || len < 1e-6)
810
+ return new Vec3(w[12], w[13], w[14]);
811
+ const k = distance / len;
812
+ return new Vec3(w[12] + (w[0] * t[0] + w[4] * t[1] + w[8] * t[2]) * k, w[13] + (w[1] * t[0] + w[5] * t[1] + w[9] * t[2]) * k, w[14] + (w[2] * t[0] + w[6] * t[1] + w[10] * t[2]) * k);
813
+ }
774
814
  /**
775
815
  * A bone's forward axis, normalised — which way a foot points, where a head
776
816
  * looks. Model space, like getBoneWorldPosition: the caller composes the model
@@ -0,0 +1,12 @@
1
+ /** Positions closer than this (model units) are one position. */
2
+ export declare const OUTLINE_WELD_EPSILON = 0.0001;
3
+ /**
4
+ * Smoothed outline normals, packed with the PMX per-vertex edge scale:
5
+ * xyz = unit direction, w = edge scale — four floats per vertex.
6
+ *
7
+ * @param vertexData interleaved [pos3, normal3, uv2] per vertex
8
+ * @param indices triangle list
9
+ * @param edgeScales per-vertex PMX edge scale, or omitted for 1
10
+ */
11
+ export declare function buildOutlineVertices(vertexData: ArrayLike<number>, stride: number, indices: ArrayLike<number>, edgeScales?: ArrayLike<number>): Float32Array<ArrayBuffer>;
12
+ //# sourceMappingURL=outline-normals.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"outline-normals.d.ts","sourceRoot":"","sources":["../src/outline-normals.ts"],"names":[],"mappings":"AAmBA,iEAAiE;AACjE,eAAO,MAAM,oBAAoB,SAAO,CAAA;AAExC;;;;;;;GAOG;AACH,wBAAgB,oBAAoB,CAClC,UAAU,EAAE,SAAS,CAAC,MAAM,CAAC,EAC7B,MAAM,EAAE,MAAM,EACd,OAAO,EAAE,SAAS,CAAC,MAAM,CAAC,EAC1B,UAAU,CAAC,EAAE,SAAS,CAAC,MAAM,CAAC,GAC7B,YAAY,CAAC,WAAW,CAAC,CA+D3B"}
@@ -0,0 +1,100 @@
1
+ // The inverted hull's own push direction, one per vertex, built once at load.
2
+ //
3
+ // The hull is the model pushed out along a normal. Pushed along the MESH's
4
+ // normals it tears wherever the mesh carries two vertices at one position —
5
+ // every hard edge and every UV seam — because the two copies go two ways and
6
+ // the gap between them shows the body through the line: the jaw, the finger
7
+ // joints, the parting in the hair. Aether Gazer bakes a smoothed normal into
8
+ // vertex colour for exactly this (Character/Debug.shader, pass "Outline"); a
9
+ // PMX has nowhere to carry one, so it is computed here instead: the normals of
10
+ // every vertex at one position, averaged, so the copies agree and the hull
11
+ // stays closed.
12
+ //
13
+ // Each vertex's vote is weighted by the corner angles it owns, which is what
14
+ // makes a hard corner come out as the corner's true bisector rather than
15
+ // leaning toward whichever side happened to be cut into more triangles.
16
+ //
17
+ // Rest pose only, as the game's is: a morph moves the positions and leaves this
18
+ // alone, and skinning turns it exactly as it turns the normal.
19
+ /** Positions closer than this (model units) are one position. */
20
+ export const OUTLINE_WELD_EPSILON = 1e-4;
21
+ /**
22
+ * Smoothed outline normals, packed with the PMX per-vertex edge scale:
23
+ * xyz = unit direction, w = edge scale — four floats per vertex.
24
+ *
25
+ * @param vertexData interleaved [pos3, normal3, uv2] per vertex
26
+ * @param indices triangle list
27
+ * @param edgeScales per-vertex PMX edge scale, or omitted for 1
28
+ */
29
+ export function buildOutlineVertices(vertexData, stride, indices, edgeScales) {
30
+ const n = Math.floor(vertexData.length / stride);
31
+ const out = new Float32Array(n * 4);
32
+ // Corner angles each vertex owns. A vertex no triangle uses keeps a token
33
+ // weight, so it still has a direction of its own.
34
+ const weight = new Float32Array(n).fill(1e-6);
35
+ for (let t = 0; t + 2 < indices.length; t += 3) {
36
+ const a = indices[t], b = indices[t + 1], c = indices[t + 2];
37
+ if (a >= n || b >= n || c >= n)
38
+ continue;
39
+ weight[a] += cornerAngle(vertexData, stride, a, b, c);
40
+ weight[b] += cornerAngle(vertexData, stride, b, c, a);
41
+ weight[c] += cornerAngle(vertexData, stride, c, a, b);
42
+ }
43
+ // Weld by quantized position.
44
+ const inv = 1 / OUTLINE_WELD_EPSILON;
45
+ const group = new Int32Array(n);
46
+ const ids = new Map();
47
+ let groups = 0;
48
+ for (let i = 0; i < n; i++) {
49
+ const o = i * stride;
50
+ const key = `${Math.round(vertexData[o] * inv)},${Math.round(vertexData[o + 1] * inv)},${Math.round(vertexData[o + 2] * inv)}`;
51
+ let g = ids.get(key);
52
+ if (g === undefined) {
53
+ g = groups++;
54
+ ids.set(key, g);
55
+ }
56
+ group[i] = g;
57
+ }
58
+ const sum = new Float32Array(groups * 3);
59
+ for (let i = 0; i < n; i++) {
60
+ const o = i * stride;
61
+ const w = weight[i];
62
+ const g = group[i] * 3;
63
+ sum[g] += vertexData[o + 3] * w;
64
+ sum[g + 1] += vertexData[o + 4] * w;
65
+ sum[g + 2] += vertexData[o + 5] * w;
66
+ }
67
+ for (let i = 0; i < n; i++) {
68
+ const o = i * stride;
69
+ const nx = vertexData[o + 3], ny = vertexData[o + 4], nz = vertexData[o + 5];
70
+ const g = group[i] * 3;
71
+ let x = sum[g], y = sum[g + 1], z = sum[g + 2];
72
+ const len = Math.hypot(x, y, z);
73
+ // Two sheets back to back at one position (a double-sided skirt, a shell
74
+ // and its lining) cancel to nothing, or to a direction pointing INTO one of
75
+ // them. Either way the welded answer is wrong for this vertex, and its own
76
+ // normal is the honest one.
77
+ if (len < 1e-6 || x * nx + y * ny + z * nz <= 0) {
78
+ x = nx;
79
+ y = ny;
80
+ z = nz;
81
+ }
82
+ const l = Math.hypot(x, y, z) || 1;
83
+ out[i * 4] = x / l;
84
+ out[i * 4 + 1] = y / l;
85
+ out[i * 4 + 2] = z / l;
86
+ out[i * 4 + 3] = edgeScales ? edgeScales[i] : 1;
87
+ }
88
+ return out;
89
+ }
90
+ /** The angle at vertex `a` of triangle (a, b, c), in radians. */
91
+ function cornerAngle(v, stride, a, b, c) {
92
+ const oa = a * stride, ob = b * stride, oc = c * stride;
93
+ const ux = v[ob] - v[oa], uy = v[ob + 1] - v[oa + 1], uz = v[ob + 2] - v[oa + 2];
94
+ const wx = v[oc] - v[oa], wy = v[oc + 1] - v[oa + 1], wz = v[oc + 2] - v[oa + 2];
95
+ const lu = Math.hypot(ux, uy, uz), lw = Math.hypot(wx, wy, wz);
96
+ if (lu < 1e-12 || lw < 1e-12)
97
+ return 0;
98
+ const cos = (ux * wx + uy * wy + uz * wz) / (lu * lw);
99
+ return Math.acos(Math.max(-1, Math.min(1, cos)));
100
+ }
@@ -18,6 +18,13 @@ export declare class PmxLoader {
18
18
  private inverseBindMatrices;
19
19
  private joints0;
20
20
  private weights0;
21
+ /** The PMX's additional UV channels (1–4), each four floats a vertex. The
22
+ * engine's own shading reads none of them; a native look can name one as
23
+ * the carrier of a game vertex stream (NativeLook.streams). */
24
+ private additionalUvs;
25
+ /** PMX per-vertex edge scale — the outline's width multiplier, as the
26
+ * game's outline takes vertex colour alpha. */
27
+ private edgeScales;
21
28
  private morphs;
22
29
  private vertexCount;
23
30
  private rigidbodies;
@@ -1 +1 @@
1
- {"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA0GrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAsEtB,OAAO,CAAC,UAAU;IAkLlB,OAAO,CAAC,WAAW;IAgMnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAkJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
1
+ {"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C;;oEAEgE;IAChE,OAAO,CAAC,aAAa,CAAqB;IAC1C;oDACgD;IAChD,OAAO,CAAC,UAAU,CAA4B;IAC9C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IAgHrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAsEtB,OAAO,CAAC,UAAU;IAkLlB,OAAO,CAAC,WAAW;IAgMnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAoJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
@@ -19,6 +19,13 @@ export class PmxLoader {
19
19
  this.inverseBindMatrices = null;
20
20
  this.joints0 = null;
21
21
  this.weights0 = null;
22
+ /** The PMX's additional UV channels (1–4), each four floats a vertex. The
23
+ * engine's own shading reads none of them; a native look can name one as
24
+ * the carrier of a game vertex stream (NativeLook.streams). */
25
+ this.additionalUvs = [];
26
+ /** PMX per-vertex edge scale — the outline's width multiplier, as the
27
+ * game's outline takes vertex colour alpha. */
28
+ this.edgeScales = null;
22
29
  this.morphs = [];
23
30
  this.vertexCount = 0;
24
31
  this.rigidbodies = [];
@@ -117,6 +124,8 @@ export class PmxLoader {
117
124
  // Prepare skinning arrays (4 influences per vertex)
118
125
  const joints = new Uint16Array(count * 4);
119
126
  const weights = new Uint8Array(count * 4); // UNORM8, will be normalized to 255
127
+ const edgeScales = new Float32Array(count);
128
+ this.additionalUvs = Array.from({ length: this.additionalVec4Count }, () => new Float32Array(count * 4));
120
129
  for (let i = 0; i < count; i++) {
121
130
  const px = this.getFloat32();
122
131
  const py = this.getFloat32();
@@ -130,7 +139,11 @@ export class PmxLoader {
130
139
  const v = this.getFloat32();
131
140
  // PMX UVs are in the same orientation as WebGPU sampling; no flip
132
141
  uvs.push(u, v);
133
- this.offset += this.additionalVec4Count * 16;
142
+ for (let k = 0; k < this.additionalVec4Count; k++) {
143
+ const a = this.additionalUvs[k];
144
+ for (let c = 0; c < 4; c++)
145
+ a[i * 4 + c] = this.getFloat32();
146
+ }
134
147
  const type = this.getUint8();
135
148
  const base = i * 4;
136
149
  // Initialize defaults
@@ -207,10 +220,11 @@ export class PmxLoader {
207
220
  else {
208
221
  throw new Error(`Invalid bone weight type: ${type}`);
209
222
  }
210
- this.offset += 4; // edge scale
223
+ edgeScales[i] = this.getFloat32();
211
224
  }
212
225
  this.joints0 = joints;
213
226
  this.weights0 = weights;
227
+ this.edgeScales = edgeScales;
214
228
  return { positions, normals, uvs };
215
229
  }
216
230
  // (removed) skipBoneWeight – replaced by inline parsing
@@ -1024,7 +1038,7 @@ export class PmxLoader {
1024
1038
  const morphing = {
1025
1039
  morphs: this.morphs,
1026
1040
  };
1027
- return new Model(vertexData, indexData, this.textures, this.materials, skeleton, skinning, morphing, this.rigidbodies, this.joints, this.warnings);
1041
+ return new Model(vertexData, indexData, this.textures, this.materials, skeleton, skinning, morphing, this.rigidbodies, this.joints, this.warnings, this.edgeScales, this.additionalUvs);
1028
1042
  }
1029
1043
  getUint8() {
1030
1044
  if (this.offset >= this.view.buffer.byteLength) {
@@ -1,6 +1,12 @@
1
1
  interface AnchorRequest {
2
2
  bone: string;
3
3
  trail: boolean;
4
+ /** Model units down the bone's own axis (`#anchor ... along d`); absent = 0,
5
+ * the joint itself. */
6
+ along?: number;
7
+ /** World units the bone must move before its trail keeps a point
8
+ * (`trail step d`); absent = every 60 Hz tick. */
9
+ step?: number;
4
10
  }
5
11
  /** The empty table — a scene with no effect installed asks for no bones. */
6
12
  export declare const EMPTY_ANCHOR_TABLE: AnchorTable;
@@ -26,6 +32,11 @@ export interface AnchorTable {
26
32
  * Order is first-come, so a single effect gets the identity alias and the whole
27
33
  * mechanism is a no-op until a second effect exists — which is what makes this
28
34
  * safe to land before setEffects does.
35
+ *
36
+ * A point ALONG a bone is a different point: `#anchor 右手首 trail along 0.9`
37
+ * and a bare `#anchor 右手首` are two entries, keyed by bone and distance, since
38
+ * sharing one ring would hand one of them the other's path. So is a trail
39
+ * recorded at a different `step`: its ring keeps different points.
29
40
  */
30
41
  export declare function buildAnchorTable(requests: AnchorRequest[][], max: number): AnchorTable;
31
42
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"anchor-table.d.ts","sourceRoot":"","sources":["../../src/shaders/anchor-table.ts"],"names":[],"mappings":"AAsBA,UAAU,aAAa;IACrB,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,OAAO,CAAA;CACf;AAED,4EAA4E;AAC5E,eAAO,MAAM,kBAAkB,EAAE,WAAqD,CAAA;AAEtF,MAAM,WAAW,WAAW;IAC1B,+EAA+E;IAC/E,OAAO,EAAE,aAAa,EAAE,CAAA;IACxB,8EAA8E;IAC9E,KAAK,EAAE,MAAM,EAAE,EAAE,CAAA;IACjB,6EAA6E;IAC7E,OAAO,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAE,EAAE,CAAA;CAC5C;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,aAAa,EAAE,EAAE,EAAE,GAAG,EAAE,MAAM,GAAG,WAAW,CAiCtF;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,cAAc,CAAC,UAAU,EAAE,MAAM,EAAE,GAAG,MAAM,CAkB3D;AAED;;;;;;;GAOG;AACH,wBAAgB,eAAe,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,MAAM,CAmCvD"}
1
+ {"version":3,"file":"anchor-table.d.ts","sourceRoot":"","sources":["../../src/shaders/anchor-table.ts"],"names":[],"mappings":"AAsBA,UAAU,aAAa;IACrB,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,OAAO,CAAA;IACd;4BACwB;IACxB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd;uDACmD;IACnD,IAAI,CAAC,EAAE,MAAM,CAAA;CACd;AAED,4EAA4E;AAC5E,eAAO,MAAM,kBAAkB,EAAE,WAAqD,CAAA;AAEtF,MAAM,WAAW,WAAW;IAC1B,+EAA+E;IAC/E,OAAO,EAAE,aAAa,EAAE,CAAA;IACxB,8EAA8E;IAC9E,KAAK,EAAE,MAAM,EAAE,EAAE,CAAA;IACjB,6EAA6E;IAC7E,OAAO,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAE,EAAE,CAAA;CAC5C;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,aAAa,EAAE,EAAE,EAAE,GAAG,EAAE,MAAM,GAAG,WAAW,CAkCtF;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,cAAc,CAAC,UAAU,EAAE,MAAM,EAAE,GAAG,MAAM,CAkB3D;AAED;;;;;;;GAOG;AACH,wBAAgB,eAAe,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,MAAM,CAmCvD"}
@@ -32,6 +32,11 @@ export const EMPTY_ANCHOR_TABLE = { entries: [], alias: [], dropped: [] };
32
32
  * Order is first-come, so a single effect gets the identity alias and the whole
33
33
  * mechanism is a no-op until a second effect exists — which is what makes this
34
34
  * safe to land before setEffects does.
35
+ *
36
+ * A point ALONG a bone is a different point: `#anchor 右手首 trail along 0.9`
37
+ * and a bare `#anchor 右手首` are two entries, keyed by bone and distance, since
38
+ * sharing one ring would hand one of them the other's path. So is a trail
39
+ * recorded at a different `step`: its ring keeps different points.
35
40
  */
36
41
  export function buildAnchorTable(requests, max) {
37
42
  const entries = [];
@@ -41,7 +46,8 @@ export function buildAnchorTable(requests, max) {
41
46
  for (let e = 0; e < requests.length; e++) {
42
47
  const local = [];
43
48
  for (const req of requests[e]) {
44
- let g = index.get(req.bone);
49
+ const key = req.along || req.step ? `${req.bone}\u0000${req.along ?? 0}\u0000${req.step ?? 0}` : req.bone;
50
+ let g = index.get(key);
45
51
  if (g === undefined) {
46
52
  if (entries.length >= max) {
47
53
  // Refused, and the effect still installs: an effect that loses one of
@@ -52,8 +58,8 @@ export function buildAnchorTable(requests, max) {
52
58
  continue;
53
59
  }
54
60
  g = entries.length;
55
- index.set(req.bone, g);
56
- entries.push({ bone: req.bone, trail: req.trail });
61
+ index.set(key, g);
62
+ entries.push({ bone: req.bone, trail: req.trail, ...(req.along ? { along: req.along } : {}), ...(req.step ? { step: req.step } : {}) });
57
63
  }
58
64
  else if (req.trail) {
59
65
  // A later request for the same bone can only ever ADD the trail — the
@@ -1,3 +1,31 @@
1
+ /**
2
+ * A bone an effect follows: `#anchor <bone> [trail] [along <d>]`.
3
+ *
4
+ * `along` is for an effect that comes off a point ON the bone rather than at its
5
+ * joint — threads leaving the knuckles, not the wrist; a flame at a sword's tip.
6
+ * The point is `d` model units down the bone's own axis: the direction a PMX
7
+ * editor draws the bone pointing (its tail, as an offset or as the bone it
8
+ * points at), turned by the bone's pose, scaled with the model. A left and a
9
+ * right wrist point opposite ways, so one number mirrors itself. A bone with no
10
+ * tail has no axis, and the point stays at the joint.
11
+ *
12
+ * Everything the anchor feeds reads the moved point: rzAnchor, the trail, the
13
+ * ribbon. Two effects naming the same bone at different `along` are two anchors.
14
+ *
15
+ * `trail step d` records the path the way a game's trail does (Unity's
16
+ * minVertexDistance): the newest point follows the bone every frame, and a
17
+ * point is only LEFT BEHIND once the bone is `d` world units from the last one.
18
+ * Sampled on the clock alone, a slowing hand leaves a knot of tiny segments
19
+ * whose directions jitter, and a wide ribbon fans across them into a starburst;
20
+ * a stepped path has no segment shorter than `d`. Ages stay true — each point
21
+ * keeps the time it was left. Different steps are different anchors.
22
+ */
23
+ export type EffectAnchor = {
24
+ bone: string;
25
+ trail: boolean;
26
+ along?: number;
27
+ step?: number;
28
+ };
1
29
  /** A knob an effect exposes, for a host to build a control from. */
2
30
  export type EffectParamDecl = {
3
31
  name: string;
@@ -9,11 +37,10 @@ export type EffectParamDecl = {
9
37
  max?: number;
10
38
  };
11
39
  export type EffectDirectives = {
12
- /** Bones this effect follows, in declaration order — slot 0 is the first. */
13
- anchors: {
14
- bone: string;
15
- trail: boolean;
16
- }[];
40
+ /** Bones this effect follows, in declaration order — slot 0 is the first.
41
+ * `along` (model units, absent = 0) moves the point down the bone's own
42
+ * axis, its rest tail direction posed with it: see EffectAnchor. */
43
+ anchors: EffectAnchor[];
17
44
  params: EffectParamDecl[];
18
45
  /** Field layer: 0 full, 1 half. Full unless `#halfres` says otherwise. */
19
46
  fieldLayer: 0 | 1;
@@ -26,6 +53,16 @@ export type EffectDirectives = {
26
53
  * every real grass renderer does, and the only thing that bounds a dense
27
54
  * lawn's cost by the pixels it covers rather than by how deep it stacks. */
28
55
  particleBlend: "alpha" | "additive" | "cutout";
56
+ /** How RIBBONS land, a separate axis from the particles': additive unless
57
+ * the file says `#blend over`. Ribbons ignored #blend until that keyword,
58
+ * and every shipped ribbon was tuned additive — so the default stays, and
59
+ * `over` is the opt-in. The same line sets particles to plain alpha, which
60
+ * already IS premultiplied over for them. */
61
+ trailBlend: "additive" | "over";
62
+ /** `#depth always`: the particles are drawn over the scene, not depth
63
+ * tested — a game glow its material draws with ZTest Always (a moon's halo
64
+ * in front of the sky dome it sits behind). Depth tested otherwise. */
65
+ depthAlways: boolean;
29
66
  particles: number;
30
67
  lights: number;
31
68
  grid: number;
@@ -1 +1 @@
1
- {"version":3,"file":"directives.d.ts","sourceRoot":"","sources":["../../src/shaders/directives.ts"],"names":[],"mappings":"AA8BA,oEAAoE;AACpE,MAAM,MAAM,eAAe,GAAG;IAC5B,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,OAAO,GAAG,OAAO,GAAG,MAAM,CAAA;IAChC,+EAA+E;IAC/E,KAAK,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,MAAM,CAAA;IACjD,yDAAyD;IACzD,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,gBAAgB,GAAG;IAC7B,6EAA6E;IAC7E,OAAO,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,OAAO,CAAA;KAAE,EAAE,CAAA;IAC3C,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,0EAA0E;IAC1E,UAAU,EAAE,CAAC,GAAG,CAAC,CAAA;IACjB,8DAA8D;IAC9D,aAAa,EAAE,OAAO,CAAA;IACtB,wEAAwE;IACxE;;;;iFAI6E;IAC7E,aAAa,EAAE,OAAO,GAAG,UAAU,GAAG,QAAQ,CAAA;IAC9C,SAAS,EAAE,MAAM,CAAA;IACjB,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;IACZ;kFAC8E;IAC9E,MAAM,EAAE,MAAM,GAAG,IAAI,CAAA;IACrB;;;;;;;;OAQG;IACH,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,OAAO,CAAA;IACd,oEAAoE;IACpE,QAAQ,EAAE,OAAO,CAAA;IACjB;;;;;;;4CAOwC;IACxC,MAAM,EAAE;QAAE,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,CAAA;IACjE;;;;;;;;;;;;;OAaG;IACH,MAAM,EAAE,OAAO,CAAA;IACf;;;;;;;OAOG;IACH,OAAO,EAAE,OAAO,CAAA;IAChB;;;;;;;;;;;;;OAaG;IACH,QAAQ,EAAE,MAAM,CAAA;CACjB,CAAA;AAsBD;;;+BAG+B;AAC/B,eAAO,MAAM,cAAc,QAAmC,CAAA;AAG9D;;;;;;GAMG;AACH,eAAO,MAAM,cAAc,QAA8B,CAAA;AAmBzD,MAAM,MAAM,eAAe,GAAG;IAAE,UAAU,EAAE,gBAAgB,CAAC;IAAC,MAAM,EAAE,MAAM,EAAE,CAAA;CAAE,CAAA;AAEhF,2EAA2E;AAC3E,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,eAAe,CA6L7D;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAKpD"}
1
+ {"version":3,"file":"directives.d.ts","sourceRoot":"","sources":["../../src/shaders/directives.ts"],"names":[],"mappings":"AA8BA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,MAAM,YAAY,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAC;IAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,CAAC,EAAE,MAAM,CAAA;CAAE,CAAA;AAE1F,oEAAoE;AACpE,MAAM,MAAM,eAAe,GAAG;IAC5B,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,OAAO,GAAG,OAAO,GAAG,MAAM,CAAA;IAChC,+EAA+E;IAC/E,KAAK,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,MAAM,CAAA;IACjD,yDAAyD;IACzD,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,gBAAgB,GAAG;IAC7B;;yEAEqE;IACrE,OAAO,EAAE,YAAY,EAAE,CAAA;IACvB,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,0EAA0E;IAC1E,UAAU,EAAE,CAAC,GAAG,CAAC,CAAA;IACjB,8DAA8D;IAC9D,aAAa,EAAE,OAAO,CAAA;IACtB,wEAAwE;IACxE;;;;iFAI6E;IAC7E,aAAa,EAAE,OAAO,GAAG,UAAU,GAAG,QAAQ,CAAA;IAC9C;;;;kDAI8C;IAC9C,UAAU,EAAE,UAAU,GAAG,MAAM,CAAA;IAC/B;;4EAEwE;IACxE,WAAW,EAAE,OAAO,CAAA;IACpB,SAAS,EAAE,MAAM,CAAA;IACjB,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;IACZ;kFAC8E;IAC9E,MAAM,EAAE,MAAM,GAAG,IAAI,CAAA;IACrB;;;;;;;;OAQG;IACH,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,OAAO,CAAA;IACd,oEAAoE;IACpE,QAAQ,EAAE,OAAO,CAAA;IACjB;;;;;;;4CAOwC;IACxC,MAAM,EAAE;QAAE,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,CAAA;IACjE;;;;;;;;;;;;;OAaG;IACH,MAAM,EAAE,OAAO,CAAA;IACf;;;;;;;OAOG;IACH,OAAO,EAAE,OAAO,CAAA;IAChB;;;;;;;;;;;;;OAaG;IACH,QAAQ,EAAE,MAAM,CAAA;CACjB,CAAA;AAuBD;;;+BAG+B;AAC/B,eAAO,MAAM,cAAc,QAAmC,CAAA;AAG9D;;;;;;GAMG;AACH,eAAO,MAAM,cAAc,QAA8B,CAAA;AAmBzD,MAAM,MAAM,eAAe,GAAG;IAAE,UAAU,EAAE,gBAAgB,CAAC;IAAC,MAAM,EAAE,MAAM,EAAE,CAAA;CAAE,CAAA;AAEhF,2EAA2E;AAC3E,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,eAAe,CA0O7D;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAKpD"}
@@ -34,6 +34,7 @@ const SPEC = {
34
34
  halfres: 0,
35
35
  layer: 1,
36
36
  blend: 1,
37
+ depth: 1,
37
38
  particles: 1,
38
39
  lights: 1,
39
40
  grid: 1,
@@ -88,6 +89,8 @@ export function parseDirectives(wgsl) {
88
89
  fieldLayer: 0,
89
90
  additiveLayer: false,
90
91
  particleBlend: "alpha",
92
+ trailBlend: "additive",
93
+ depthAlways: false,
91
94
  particles: 0,
92
95
  lights: 0,
93
96
  grid: 0,
@@ -120,11 +123,41 @@ export function parseDirectives(wgsl) {
120
123
  }
121
124
  switch (tag) {
122
125
  case "anchor": {
123
- if (args.length < 1 || args.length > 2 || (args[1] && args[1] !== "trail")) {
124
- errors.push(`${at}: #anchor takes a bone name and optionally the word "trail"`);
126
+ // <bone> [trail [step <d>]] [along <d>], in that order.
127
+ const usage = `${at}: #anchor takes a bone name, optionally "trail" (and "step" with a distance), then optionally "along" and a distance`;
128
+ if (args.length < 1) {
129
+ errors.push(usage);
125
130
  return;
126
131
  }
127
- d.anchors.push({ bone: args[0], trail: args[1] === "trail" });
132
+ let k = 1;
133
+ const trail = args[k] === "trail";
134
+ if (trail)
135
+ k++;
136
+ let step;
137
+ if (trail && args[k] === "step") {
138
+ const v = num(args[k + 1]);
139
+ if (v === null || v <= 0) {
140
+ errors.push(`${at}: #anchor ... trail step needs a positive distance in world units, like "step 0.24"`);
141
+ return;
142
+ }
143
+ step = v;
144
+ k += 2;
145
+ }
146
+ let along;
147
+ if (args[k] === "along") {
148
+ const v = num(args[k + 1]);
149
+ if (v === null) {
150
+ errors.push(`${at}: #anchor ... along needs a distance in model units, like "along 0.9"`);
151
+ return;
152
+ }
153
+ along = v;
154
+ k += 2;
155
+ }
156
+ if (k !== args.length) {
157
+ errors.push(usage);
158
+ return;
159
+ }
160
+ d.anchors.push({ bone: args[0], trail, ...(step ? { step } : {}), ...(along ? { along } : {}) });
128
161
  return;
129
162
  }
130
163
  case "param": {
@@ -181,8 +214,15 @@ export function parseDirectives(wgsl) {
181
214
  d.additiveLayer = true;
182
215
  return;
183
216
  case "blend":
217
+ // `over` is for ribbons: laid over the scene by their alpha instead of
218
+ // added. For particles it is the default alpha, which is already over.
219
+ if (args[0] === "over") {
220
+ d.trailBlend = "over";
221
+ d.particleBlend = "alpha";
222
+ return;
223
+ }
184
224
  if (args[0] !== "additive" && args[0] !== "cutout") {
185
- errors.push(`${at}: #blend takes "additive" or "cutout" — alpha is the default`);
225
+ errors.push(`${at}: #blend takes "additive", "cutout" or "over" — alpha is the default`);
186
226
  return;
187
227
  }
188
228
  d.particleBlend = args[0];
@@ -190,6 +230,13 @@ export function parseDirectives(wgsl) {
190
230
  case "bloom":
191
231
  d.bloom = true;
192
232
  return;
233
+ case "depth":
234
+ if (args[0] !== "always") {
235
+ errors.push(`${at}: #depth takes "always" — depth tested is the default`);
236
+ return;
237
+ }
238
+ d.depthAlways = true;
239
+ return;
193
240
  case "ground": {
194
241
  const m = /^#([0-9a-fA-F]{6})$/.exec(args[0] ?? "");
195
242
  const noise = args[1] === undefined ? 0 : num(args[1]);
@@ -1,6 +1,6 @@
1
1
  /** Words before the first record: the counts, the grid's placement and the
2
- * outside mask, four vec4s — see the layout above. */
3
- export declare const LIGHT_HEADER = 16;
2
+ * outside mask, five vec4s — see the layout above. */
3
+ export declare const LIGHT_HEADER = 20;
4
4
  /** Floats per light — see the layout above. */
5
5
  export declare const LIGHT_STRIDE = 16;
6
6
  /**
@@ -15,10 +15,11 @@ export declare const LIGHT_STRIDE = 16;
15
15
  * forty-eight each cut a real scene in half. Past this the extras are dropped.
16
16
  *
17
17
  * A fragment pays for the document lamps its grid cell names, so the cost
18
- * follows how many reach a place rather than how many the scene holds. It is
19
- * also why the cap is 128: one vec4u of bits per cell.
18
+ * follows how many reach a place rather than how many the scene holds. 256,
19
+ * two vec4u of bits per cell, is URP's own Forward+ budget for visible lights
20
+ * — and holds a lit interior's whole rig (X317's 153).
20
21
  */
21
- export declare const MAX_LIGHTS = 128;
22
+ export declare const MAX_LIGHTS = 256;
22
23
  /** Words of lamp bits per grid cell — one bit per lamp the cap allows. */
23
24
  export declare const LIGHT_MASK_WORDS: number;
24
25
  /** The grid's cell budget. 32k cells over a stage a couple of hundred units
@@ -37,7 +38,7 @@ export declare const LIGHTS_FLOATS: number;
37
38
  * out of those modules is a compile error on a function the author was right to
38
39
  * write, which is the same trap the grid's step-only half documents.
39
40
  */
40
- export declare const RZ_LIGHT_STRUCT_WGSL = "\n/** What an effect returns for one of its lights. */\nstruct RzLight {\n pos: vec3f,\n color: vec3f,\n intensity: f32,\n radius: f32,\n}\n";
41
+ export declare const RZ_LIGHT_STRUCT_WGSL = "\n/** What an effect returns for one of its lights. */\nstruct RzLight {\n pos: vec3f,\n color: vec3f,\n intensity: f32,\n radius: f32,\n /** Its bulb: the distance inside which it stops getting brighter. 0 is the\n * engine's default; a glow worn on a hand wants one the size of the glow. */\n near: f32,\n}\n";
41
42
  /** rzWorldAmbient against the materials' and the ground's `light` uniform. */
42
43
  export declare const WORLD_AMBIENT_WGSL: string;
43
44
  /** Does this source define the emit mount? */
@@ -74,5 +75,8 @@ export declare function buildLightEmitShader(wgsl: string, sceneApi: string, cas
74
75
  }, paramsDecl?: string): string;
75
76
  /** The rz*Light accessors, with the buffer declared at the given binding.
76
77
  * `layers` is the WGSL expression for the drawing's rendering-layer bits. */
77
- export declare function lightsApi(group: number, binding: number, layers: string): string;
78
+ export declare function lightsApi(group: number, binding: number, layers: string, cookies: {
79
+ binding: number;
80
+ sampler: string;
81
+ }): string;
78
82
  //# sourceMappingURL=lights.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"lights.d.ts","sourceRoot":"","sources":["../../src/shaders/lights.ts"],"names":[],"mappings":"AA4DA;uDACuD;AACvD,eAAO,MAAM,YAAY,KAAK,CAAA;AAC9B,+CAA+C;AAC/C,eAAO,MAAM,YAAY,KAAK,CAAA;AAC9B;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,UAAU,MAAM,CAAA;AAC7B,0EAA0E;AAC1E,eAAO,MAAM,gBAAgB,QAAkB,CAAA;AAC/C;0EAC0E;AAC1E,eAAO,MAAM,gBAAgB,QAAQ,CAAA;AACrC,uCAAuC;AACvC,eAAO,MAAM,eAAe,QAA2C,CAAA;AACvE,wDAAwD;AACxD,eAAO,MAAM,aAAa,QAAwD,CAAA;AAElF;;;;;;;;GAQG;AACH,eAAO,MAAM,oBAAoB,qJAQhC,CAAA;AAED,8EAA8E;AAC9E,eAAO,MAAM,kBAAkB,QAA4B,CAAA;AAE3D,8CAA8C;AAC9C,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAElD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,oBAAoB,CAClC,IAAI,EAAE,MAAM,EACZ,QAAQ,EAAE,MAAM,EAChB,IAAI,EAAE;IAAE,UAAU,EAAE,MAAM,CAAA;CAAE,EAC5B,UAAU,SAAK,GACd,MAAM,CAoGR;AAED;8EAC8E;AAC9E,wBAAgB,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,CAgKhF"}
1
+ {"version":3,"file":"lights.d.ts","sourceRoot":"","sources":["../../src/shaders/lights.ts"],"names":[],"mappings":"AA8DA;uDACuD;AACvD,eAAO,MAAM,YAAY,KAAK,CAAA;AAC9B,+CAA+C;AAC/C,eAAO,MAAM,YAAY,KAAK,CAAA;AAC9B;;;;;;;;;;;;;;;GAeG;AACH,eAAO,MAAM,UAAU,MAAM,CAAA;AAC7B,0EAA0E;AAC1E,eAAO,MAAM,gBAAgB,QAAkB,CAAA;AAC/C;0EAC0E;AAC1E,eAAO,MAAM,gBAAgB,QAAQ,CAAA;AACrC,uCAAuC;AACvC,eAAO,MAAM,eAAe,QAA2C,CAAA;AACvE,wDAAwD;AACxD,eAAO,MAAM,aAAa,QAAwD,CAAA;AAElF;;;;;;;;GAQG;AACH,eAAO,MAAM,oBAAoB,oUAWhC,CAAA;AAED,8EAA8E;AAC9E,eAAO,MAAM,kBAAkB,QAA4B,CAAA;AAE3D,8CAA8C;AAC9C,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAElD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,oBAAoB,CAClC,IAAI,EAAE,MAAM,EACZ,QAAQ,EAAE,MAAM,EAChB,IAAI,EAAE;IAAE,UAAU,EAAE,MAAM,CAAA;CAAE,EAC5B,UAAU,SAAK,GACd,MAAM,CAoGR;AAED;8EAC8E;AAC9E,wBAAgB,SAAS,CACvB,KAAK,EAAE,MAAM,EACb,OAAO,EAAE,MAAM,EACf,MAAM,EAAE,MAAM,EACd,OAAO,EAAE;IAAE,OAAO,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,CAAA;CAAE,GAC5C,MAAM,CAsMR"}