sparcoon 0.0.8 → 0.1.0

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@@ -1,10 +1,12 @@
1
- export interface FXEmitterOptions {
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- expectedCapacity: number;
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- capacityStep: number;
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- }
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+ import { FXParticleNormalsMode } from "../instancedParticle/FXParticleNormalsMode";
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+ import { FXParticleRenderingMode } from "../instancedParticle/FXParticleRenderingMode";
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  export interface FXEmitterPlayOptions {
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  duration: number;
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  }
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  export declare const EMITTER_DEFAULT_EXPECTED_CAPACITY = 32;
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  export declare const EMITTER_DEFAULT_CAPACITY_STEP = 32;
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  export declare const EMITTER_DEFAULT_AUTOMATICALLY_DESTROY_MODULES = true;
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+ export declare const EMITTER_DEFAULT_CAST_SHADOW = false;
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+ export declare const EMITTER_DEFAULT_RECEIVE_SHADOW = false;
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+ export declare const EMITTER_DEFAULT_RENDERING_MODE = FXParticleRenderingMode.Unlit;
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+ export declare const EMITTER_DEFAULT_NORMALS_MODE = FXParticleNormalsMode.Flat;
@@ -1,5 +1,12 @@
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+ import { FXParticleNormalsMode } from '../instancedParticle/FXParticleNormalsMode.js';
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+ import { FXParticleRenderingMode } from '../instancedParticle/FXParticleRenderingMode.js';
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+
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  const EMITTER_DEFAULT_EXPECTED_CAPACITY = 32;
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  const EMITTER_DEFAULT_CAPACITY_STEP = 32;
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  const EMITTER_DEFAULT_AUTOMATICALLY_DESTROY_MODULES = true;
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+ const EMITTER_DEFAULT_CAST_SHADOW = false;
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+ const EMITTER_DEFAULT_RECEIVE_SHADOW = false;
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+ const EMITTER_DEFAULT_RENDERING_MODE = FXParticleRenderingMode.Unlit;
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+ const EMITTER_DEFAULT_NORMALS_MODE = FXParticleNormalsMode.Flat;
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- export { EMITTER_DEFAULT_AUTOMATICALLY_DESTROY_MODULES, EMITTER_DEFAULT_CAPACITY_STEP, EMITTER_DEFAULT_EXPECTED_CAPACITY };
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+ export { EMITTER_DEFAULT_AUTOMATICALLY_DESTROY_MODULES, EMITTER_DEFAULT_CAPACITY_STEP, EMITTER_DEFAULT_CAST_SHADOW, EMITTER_DEFAULT_EXPECTED_CAPACITY, EMITTER_DEFAULT_NORMALS_MODE, EMITTER_DEFAULT_RECEIVE_SHADOW, EMITTER_DEFAULT_RENDERING_MODE };
@@ -1,14 +1,21 @@
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1
  import { Object3D, type Blending } from "three";
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  import type { FXBehaviorModule } from "../behaviorModules/FXBehaviorModule";
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+ import { FXParticleNormalsMode } from "../instancedParticle/FXParticleNormalsMode";
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+ import { FXParticleRenderingMode } from "../instancedParticle/FXParticleRenderingMode";
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  import type { FXRenderingModule } from "../renderingModules/FXRenderingModule";
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  import type { FXSpawnModule } from "../spawnModules/FXSpawnModule";
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  import type { FXEmitterPlayOptions } from "./FXEmitter.Internal";
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+ export { FXParticleNormalsMode, FXParticleRenderingMode };
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  export interface FXEmitterOptions {
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  expectedCapacity: number;
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  capacityStep: number;
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  automaticallyDestroyModules: boolean;
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  blending: Blending;
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  useAlphaHashing: boolean;
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+ castShadow: boolean;
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+ receiveShadow: boolean;
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+ renderingMode: FXParticleRenderingMode;
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+ normalsMode: FXParticleNormalsMode;
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  }
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  export declare class FXEmitter extends Object3D {
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  private readonly spawnSequence;
@@ -1,9 +1,12 @@
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  import { Object3D, NormalBlending } from 'three';
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  import { FXInstancedParticle } from '../instancedParticle/FXInstancedParticle.js';
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  import { collectProperties, collectUniforms } from '../instancedParticle/FXInstancedParticle.Internal.js';
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+ import { buildParticleDepthMaterial } from '../instancedParticle/FXParticleDepthMaterial.js';
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+ export { FXParticleNormalsMode } from '../instancedParticle/FXParticleNormalsMode.js';
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+ export { FXParticleRenderingMode } from '../instancedParticle/FXParticleRenderingMode.js';
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  import { resolveGLSLTypeInfo } from '../instancedParticle/shared.js';
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  import { BUILTIN_OFFSET_AGE, BUILTIN_OFFSET_POSITION_X, BUILTIN_OFFSET_VELOCITY_X, BUILTIN_OFFSET_POSITION_Y, BUILTIN_OFFSET_VELOCITY_Y, BUILTIN_OFFSET_POSITION_Z, BUILTIN_OFFSET_VELOCITY_Z, BUILTIN_OFFSET_ROTATION, BUILTIN_OFFSET_TORQUE, BUILTIN_OFFSET_RANDOM_A, BUILTIN_OFFSET_RANDOM_B, BUILTIN_OFFSET_RANDOM_C } from '../miscellaneous/miscellaneous.js';
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- import { EMITTER_DEFAULT_EXPECTED_CAPACITY, EMITTER_DEFAULT_CAPACITY_STEP, EMITTER_DEFAULT_AUTOMATICALLY_DESTROY_MODULES } from './FXEmitter.Internal.js';
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+ import { EMITTER_DEFAULT_EXPECTED_CAPACITY, EMITTER_DEFAULT_CAPACITY_STEP, EMITTER_DEFAULT_RENDERING_MODE, EMITTER_DEFAULT_NORMALS_MODE, EMITTER_DEFAULT_CAST_SHADOW, EMITTER_DEFAULT_RECEIVE_SHADOW, EMITTER_DEFAULT_AUTOMATICALLY_DESTROY_MODULES } from './FXEmitter.Internal.js';
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  const INSTANCES = new Array();
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  class FXEmitter extends Object3D {
@@ -80,7 +83,14 @@ class FXEmitter extends Object3D {
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  collectProperties(collectedProperties, _private_renderingSequence, "FXEmitter.constructor.renderingSequence");
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  const collectedUniforms = {};
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  collectUniforms(collectedUniforms, _private_renderingSequence, "FXEmitter.constructor.renderingSequence");
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- this._private_mesh = new FXInstancedParticle(this._private_renderingSequence.map((module) => module.source), collectedUniforms, collectedProperties, options.expectedCapacity ?? EMITTER_DEFAULT_EXPECTED_CAPACITY, options.capacityStep ?? EMITTER_DEFAULT_CAPACITY_STEP, options.blending ?? NormalBlending, options.useAlphaHashing ?? false);
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+ this._private_mesh = new FXInstancedParticle(_private_renderingSequence.map((module) => module.source), collectedUniforms, collectedProperties, options.expectedCapacity ?? EMITTER_DEFAULT_EXPECTED_CAPACITY, options.capacityStep ?? EMITTER_DEFAULT_CAPACITY_STEP, options.blending ?? NormalBlending, options.useAlphaHashing ?? false, options.renderingMode ?? EMITTER_DEFAULT_RENDERING_MODE, options.normalsMode ?? EMITTER_DEFAULT_NORMALS_MODE);
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+ if (options.castShadow ?? EMITTER_DEFAULT_CAST_SHADOW) {
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+ this._private_mesh.castShadow = true;
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+ this._private_mesh.customDepthMaterial = buildParticleDepthMaterial();
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+ }
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+ if (options.receiveShadow ?? EMITTER_DEFAULT_RECEIVE_SHADOW) {
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+ this._private_mesh.receiveShadow = true;
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+ }
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  this.automaticallyDestroyModules =
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  options.automaticallyDestroyModules ?? EMITTER_DEFAULT_AUTOMATICALLY_DESTROY_MODULES;
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  this.add(this._private_mesh);
package/dist/index.d.ts CHANGED
@@ -6,7 +6,7 @@ export { FXBehaviorTorqueNoise } from "./behaviorModules/FXBehaviorTorqueNoise";
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  export { FXBehaviorVelocityDamping } from "./behaviorModules/FXBehaviorVelocityDamping";
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  export { FXBehaviorVelocityNoise } from "./behaviorModules/FXBehaviorVelocityNoise";
8
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  export { FXColor } from "./color/FXColor";
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- export { FXEmitter } from "./elements/FXEmitter";
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+ export { FXEmitter, FXParticleNormalsMode, FXParticleRenderingMode } from "./elements/FXEmitter";
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  export { FXRenderingAnimatedTexture } from "./renderingModules/FXRenderingAnimatedTexture";
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  export { FXRenderingColorOverLife } from "./renderingModules/FXRenderingColorOverLife";
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  export { FXRenderingColorOverVelocity } from "./renderingModules/FXRenderingColorOverVelocity";
package/dist/index.js CHANGED
@@ -18,3 +18,5 @@ export { FXSpawnRandomRotation } from './spawnModules/FXSpawnRandomRotation.js';
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  export { FXSpawnRandomScale } from './spawnModules/FXSpawnRandomScale.js';
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  export { FXSpawnRandomTorque } from './spawnModules/FXSpawnRandomTorque.js';
20
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  export { FXSpawnRandomVelocity } from './spawnModules/FXSpawnRandomVelocity.js';
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+ export { FXParticleNormalsMode } from './instancedParticle/FXParticleNormalsMode.js';
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+ export { FXParticleRenderingMode } from './instancedParticle/FXParticleRenderingMode.js';
@@ -121,8 +121,9 @@ function buildParticleFragmentShader(uniformDeclarations, varyingDeclarations, s
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  drawCalls += `draw${i}()`;
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  }
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  return `
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+ #include <common>
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+
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  // Defines
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- #define PI 3.14159265359
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  #define SRGB_SUPPORTED ${checkSRGBSupport() ? "1" : "0"}
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128
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  #define PARTICLE_POSITION_X p_builtin[0][0]
@@ -1,13 +1,15 @@
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  import type { Blending } from "three";
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  import { InstancedBufferAttribute, Mesh } from "three";
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+ import { FXParticleNormalsMode } from "./FXParticleNormalsMode";
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+ import { FXParticleRenderingMode } from "./FXParticleRenderingMode";
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  import type { GLProperty, GLTypeInfo } from "./shared";
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  export declare class FXInstancedParticle extends Mesh {
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  private readonly capacityStep;
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  readonly propertyBuffers: Record<string, InstancedBufferAttribute>;
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  private readonly instancedGeometry;
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- private readonly shaderMaterial;
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+ private readonly particleMaterial;
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  private capacity;
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- constructor(sources: string[], uniforms: Record<string, GLProperty>, varyings: Record<string, GLTypeInfo>, expectedCapacity: number, capacityStep: number, blending: Blending, useAlphaHashing: boolean);
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+ constructor(sources: string[], uniforms: Record<string, GLProperty>, varyings: Record<string, GLTypeInfo>, expectedCapacity: number, capacityStep: number, blending: Blending, useAlphaHashing: boolean, renderingMode: FXParticleRenderingMode, normalsMode: FXParticleNormalsMode);
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  get instanceCount(): number;
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  createInstances(count: number): void;
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  removeDeadParticles(): void;
@@ -1,18 +1,23 @@
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  import { Mesh, InstancedBufferAttribute, StreamDrawUsage } from 'three';
2
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  import { BUILTIN_OFFSET_AGE, BUILTIN_OFFSET_LIFETIME } from '../miscellaneous/miscellaneous.js';
3
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  import { INSTANCED_PARTICLE_GEOMETRY, buildParticleMaterial } from './FXInstancedParticle.Internal.js';
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+ import { buildParticleLambertMaterial } from './FXParticleLambertMaterial.js';
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+ import './FXParticleNormalsMode.js';
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+ import { FXParticleRenderingMode } from './FXParticleRenderingMode.js';
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7
 
5
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  class FXInstancedParticle extends Mesh {
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- constructor(sources, uniforms, varyings, expectedCapacity, _private_capacityStep, blending, useAlphaHashing) {
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+ constructor(sources, uniforms, varyings, expectedCapacity, _private_capacityStep, blending, useAlphaHashing, renderingMode, normalsMode) {
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  const instancedGeometry = INSTANCED_PARTICLE_GEOMETRY.clone();
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- const shaderMaterial = buildParticleMaterial(sources, uniforms, varyings, blending, useAlphaHashing);
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- super(instancedGeometry, shaderMaterial);
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+ const particleMaterial = renderingMode === FXParticleRenderingMode.Lambert
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+ ? buildParticleLambertMaterial(sources, uniforms, varyings, blending, useAlphaHashing, normalsMode)
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+ : buildParticleMaterial(sources, uniforms, varyings, blending, useAlphaHashing);
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+ super(instancedGeometry, particleMaterial);
10
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  this._private_capacityStep = _private_capacityStep;
11
16
  this.propertyBuffers = {};
12
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  this.frustumCulled = false;
13
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  this._private_instancedGeometry = instancedGeometry;
14
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  this._private_instancedGeometry.instanceCount = 0;
15
- this._private_shaderMaterial = shaderMaterial;
20
+ this._private_particleMaterial = particleMaterial;
16
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  this._private_capacity = Math.max(Math.ceil(expectedCapacity / this._private_capacityStep) * this._private_capacityStep, this._private_capacityStep);
17
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  for (const name in varyings) {
18
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  const { bufferSize } = varyings[name];
@@ -61,7 +66,7 @@ class FXInstancedParticle extends Mesh {
61
66
  }
62
67
  destroy() {
63
68
  this._private_instancedGeometry.dispose();
64
- this._private_shaderMaterial.dispose();
69
+ this._private_particleMaterial.dispose();
65
70
  }
66
71
  _private_ensureCapacity(requiredCapacity) {
67
72
  if (requiredCapacity <= this._private_capacity) {
@@ -0,0 +1,2 @@
1
+ import { MeshDepthMaterial } from "three";
2
+ export declare function buildParticleDepthMaterial(): MeshDepthMaterial;
@@ -0,0 +1,52 @@
1
+ import { MeshDepthMaterial, RGBADepthPacking } from 'three';
2
+
3
+ const PARTICLE_DEPTH_VERTEX_SHADER = `
4
+ #define PARTICLE_POSITION_X a_builtin[0][0]
5
+ #define PARTICLE_POSITION_Y a_builtin[0][1]
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+ #define PARTICLE_POSITION_Z a_builtin[0][2]
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+
8
+ #define PARTICLE_SCALE_X a_builtin[1][2]
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+ #define PARTICLE_SCALE_Y a_builtin[1][3]
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+
11
+ #define PARTICLE_ROTATION a_builtin[2][1]
12
+
13
+ attribute mat4 a_builtin;
14
+
15
+ varying vec2 vHighPrecisionZW;
16
+
17
+ void main() {
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+ vec2 transformedPosition = position.xy;
19
+
20
+ transformedPosition.x *= PARTICLE_SCALE_X;
21
+ transformedPosition.y *= PARTICLE_SCALE_Y;
22
+
23
+ float cosR = cos(PARTICLE_ROTATION);
24
+ float sinR = sin(PARTICLE_ROTATION);
25
+
26
+ transformedPosition = vec2(
27
+ transformedPosition.x * cosR - transformedPosition.y * sinR,
28
+ transformedPosition.x * sinR + transformedPosition.y * cosR
29
+ );
30
+
31
+ vec3 center = vec3(
32
+ PARTICLE_POSITION_X,
33
+ PARTICLE_POSITION_Y,
34
+ PARTICLE_POSITION_Z
35
+ );
36
+
37
+ vec4 modelViewCenter = modelViewMatrix * vec4(center, 1.0);
38
+ modelViewCenter.xy += transformedPosition;
39
+ gl_Position = projectionMatrix * modelViewCenter;
40
+ vHighPrecisionZW = gl_Position.zw;
41
+ }
42
+ `;
43
+ function buildParticleDepthMaterial() {
44
+ const material = new MeshDepthMaterial({ depthPacking: RGBADepthPacking });
45
+ material.onBeforeCompile = (shader) => {
46
+ shader.vertexShader = PARTICLE_DEPTH_VERTEX_SHADER;
47
+ };
48
+ material.customProgramCacheKey = () => "fx-particle-depth";
49
+ return material;
50
+ }
51
+
52
+ export { buildParticleDepthMaterial };
@@ -0,0 +1,4 @@
1
+ import { MeshLambertMaterial, type Blending } from "three";
2
+ import { FXParticleNormalsMode } from "./FXParticleNormalsMode";
3
+ import type { GLProperty, GLTypeInfo } from "./shared";
4
+ export declare function buildParticleLambertMaterial(sources: string[], uniformProperties: Record<string, GLProperty>, varyingProperties: Record<string, GLTypeInfo>, blending: Blending, useAlphaHashing: boolean, normalsMode: FXParticleNormalsMode): MeshLambertMaterial;
@@ -0,0 +1,152 @@
1
+ import { MeshLambertMaterial } from 'three';
2
+ import { FXColor } from '../color/FXColor.js';
3
+ import { checkSRGBSupport } from '../miscellaneous/webglCapabilities.js';
4
+ import { FXParticleNormalsMode } from './FXParticleNormalsMode.js';
5
+
6
+ const PARTICLE_DEFINES = `
7
+ #define PARTICLE_POSITION_X p_builtin[0][0]
8
+ #define PARTICLE_POSITION_Y p_builtin[0][1]
9
+ #define PARTICLE_POSITION_Z p_builtin[0][2]
10
+
11
+ #define PARTICLE_VELOCITY_X p_builtin[0][3]
12
+ #define PARTICLE_VELOCITY_Y p_builtin[1][0]
13
+ #define PARTICLE_VELOCITY_Z p_builtin[1][1]
14
+
15
+ #define PARTICLE_SCALE_X p_builtin[1][2]
16
+ #define PARTICLE_SCALE_Y p_builtin[1][3]
17
+ #define PARTICLE_SCALE_Z p_builtin[2][0]
18
+
19
+ #define PARTICLE_ROTATION p_builtin[2][1]
20
+ #define PARTICLE_TORQUE p_builtin[2][2]
21
+
22
+ #define PARTICLE_LIFETIME p_builtin[2][3]
23
+ #define PARTICLE_AGE p_builtin[3][0]
24
+
25
+ #define PARTICLE_RANDOM_A p_builtin[3][1]
26
+ #define PARTICLE_RANDOM_B p_builtin[3][2]
27
+ #define PARTICLE_RANDOM_C p_builtin[3][3]
28
+ `;
29
+ function buildParticleLambertMaterial(sources, uniformProperties, varyingProperties, blending, useAlphaHashing, normalsMode) {
30
+ const uniformValues = {};
31
+ const uniformDeclarations = [];
32
+ const attributeDeclarations = [];
33
+ const varyingDeclarations = [];
34
+ const vertexAssignments = [];
35
+ for (const name in uniformProperties) {
36
+ const { value, glslTypeInfo } = uniformProperties[name];
37
+ uniformValues[`p_${name}`] = { value: value instanceof FXColor ? value.toGLSLColor() : value };
38
+ uniformDeclarations.push(`uniform ${glslTypeInfo.glslTypeName} p_${name};`);
39
+ }
40
+ for (const name in varyingProperties) {
41
+ const { glslTypeName } = varyingProperties[name];
42
+ attributeDeclarations.push(`attribute ${glslTypeName} a_${name};`);
43
+ varyingDeclarations.push(`varying ${glslTypeName} p_${name};`);
44
+ vertexAssignments.push(`p_${name} = a_${name};`);
45
+ }
46
+ const renamedSources = sources.map((source, index) => source.replace(/vec4\s+draw\s*\(\s*\)/g, `vec4 draw${index}()`));
47
+ let drawCalls = "";
48
+ for (let i = 0; i < sources.length; i++) {
49
+ drawCalls += i !== 0 ? " * " : "";
50
+ drawCalls += `draw${i}()`;
51
+ }
52
+ const srgbSupported = checkSRGBSupport() ? "1" : "0";
53
+ const srgbHelper = `
54
+ vec4 srgbTexture2D(sampler2D textureSampler, vec2 uv) {
55
+ #if SRGB_SUPPORTED
56
+ return texture2D(textureSampler, uv);
57
+ #else
58
+ vec4 textureValue = texture2D(textureSampler, uv);
59
+ return vec4(pow(textureValue.rgb, vec3(2.2)), textureValue.a);
60
+ #endif
61
+ }
62
+ `;
63
+ const material = new MeshLambertMaterial({
64
+ transparent: true,
65
+ depthWrite: false,
66
+ depthTest: true,
67
+ alphaHash: useAlphaHashing,
68
+ blending,
69
+ });
70
+ material.onBeforeCompile = (shader) => {
71
+ Object.assign(shader.uniforms, uniformValues);
72
+ // --- Vertex shader ---
73
+ const vertexPreamble = [
74
+ PARTICLE_DEFINES,
75
+ attributeDeclarations.join("\n"),
76
+ "varying vec2 p_uv;",
77
+ varyingDeclarations.join("\n"),
78
+ ].join("\n");
79
+ shader.vertexShader =
80
+ vertexPreamble +
81
+ "\n" +
82
+ shader.vertexShader
83
+ // Hardcode objectNormal — no normal attribute on billboard geometry
84
+ .replace("#include <beginnormal_vertex>", "vec3 objectNormal = vec3(0.0, 0.0, 1.0);")
85
+ // Hardcode transformedNormal as view-space camera-facing (0,0,1)
86
+ .replace("#include <defaultnormal_vertex>", "vec3 transformedNormal = vec3(0.0, 0.0, 1.0);")
87
+ // Set p_uv, user varyings, placeholder transformed for downstream chunks
88
+ .replace("#include <begin_vertex>", ["p_uv = uv;", vertexAssignments.join("\n"), "vec3 transformed = position;"].join("\n"))
89
+ // Billboard projection: computes p_bp (screen offset) and p_c (center), sets mvPosition
90
+ .replace("#include <project_vertex>", `
91
+ vec2 p_bp = position.xy;
92
+ p_bp.x *= PARTICLE_SCALE_X;
93
+ p_bp.y *= PARTICLE_SCALE_Y;
94
+ float p_cosR = cos(PARTICLE_ROTATION);
95
+ float p_sinR = sin(PARTICLE_ROTATION);
96
+ p_bp = vec2(
97
+ p_bp.x * p_cosR - p_bp.y * p_sinR,
98
+ p_bp.x * p_sinR + p_bp.y * p_cosR
99
+ );
100
+ vec3 p_c = vec3(PARTICLE_POSITION_X, PARTICLE_POSITION_Y, PARTICLE_POSITION_Z);
101
+ vec4 mvPosition = modelViewMatrix * vec4(p_c, 1.0);
102
+ mvPosition.xy += p_bp;
103
+ gl_Position = projectionMatrix * mvPosition;
104
+ `)
105
+ // Billboard world position — p_c and p_bp in scope from project_vertex above
106
+ .replace("#include <worldpos_vertex>", `
107
+ #if defined(USE_SHADOWMAP) || defined(USE_ENVMAP) || defined(DISTANCE) || (NUM_SPOT_LIGHT_COORDS > 0)
108
+ vec3 p_cr = vec3(viewMatrix[0][0], viewMatrix[1][0], viewMatrix[2][0]);
109
+ vec3 p_cu = vec3(viewMatrix[0][1], viewMatrix[1][1], viewMatrix[2][1]);
110
+ vec4 worldPosition = vec4(
111
+ (modelMatrix * vec4(p_c, 1.0)).xyz + p_cr * p_bp.x + p_cu * p_bp.y,
112
+ 1.0
113
+ );
114
+ #endif
115
+ `);
116
+ // --- Fragment shader ---
117
+ const fragmentPreamble = [
118
+ PARTICLE_DEFINES,
119
+ `#define SRGB_SUPPORTED ${srgbSupported}`,
120
+ uniformDeclarations.join("\n"),
121
+ "varying vec2 p_uv;",
122
+ varyingDeclarations.join("\n"),
123
+ srgbHelper,
124
+ renamedSources.join("\n"),
125
+ ].join("\n");
126
+ let fragmentShader = shader.fragmentShader;
127
+ if (normalsMode === FXParticleNormalsMode.Spherical) {
128
+ fragmentShader = fragmentShader.replace("#include <normal_fragment_begin>", `
129
+ float faceDirection = gl_FrontFacing ? 1.0 : -1.0;
130
+ vec2 p_sn = p_uv * 2.0 - 1.0;
131
+ vec3 normal = normalize(vec3(p_sn, sqrt(max(0.0, 1.0 - dot(p_sn, p_sn)))));
132
+ `);
133
+ }
134
+ else if (normalsMode === FXParticleNormalsMode.TowardsLight) {
135
+ fragmentShader = fragmentShader.replace("float dotNL = saturate( dot( geometryNormal, directLight.direction ) );", "float dotNL = 1.0;");
136
+ }
137
+ shader.fragmentShader =
138
+ fragmentPreamble +
139
+ "\n" +
140
+ fragmentShader
141
+ // Inject custom diffuse color from draw() pipeline
142
+ .replace("#include <map_fragment>", `
143
+ vec4 p_color = ${drawCalls};
144
+ if (p_color.a < 0.0035) discard;
145
+ diffuseColor = p_color;
146
+ `);
147
+ };
148
+ material.customProgramCacheKey = () => `fx-particle-lambert-${normalsMode}-${sources.join("|")}`;
149
+ return material;
150
+ }
151
+
152
+ export { buildParticleLambertMaterial };
@@ -0,0 +1,5 @@
1
+ export declare enum FXParticleNormalsMode {
2
+ Flat = "flat",
3
+ Spherical = "spherical",
4
+ TowardsLight = "towards-light"
5
+ }
@@ -0,0 +1,8 @@
1
+ var FXParticleNormalsMode;
2
+ (function (FXParticleNormalsMode) {
3
+ FXParticleNormalsMode["Flat"] = "flat";
4
+ FXParticleNormalsMode["Spherical"] = "spherical";
5
+ FXParticleNormalsMode["TowardsLight"] = "towards-light";
6
+ })(FXParticleNormalsMode || (FXParticleNormalsMode = {}));
7
+
8
+ export { FXParticleNormalsMode };
@@ -0,0 +1,4 @@
1
+ export declare enum FXParticleRenderingMode {
2
+ Unlit = "unlit",
3
+ Lambert = "lambert"
4
+ }
@@ -0,0 +1,7 @@
1
+ var FXParticleRenderingMode;
2
+ (function (FXParticleRenderingMode) {
3
+ FXParticleRenderingMode["Unlit"] = "unlit";
4
+ FXParticleRenderingMode["Lambert"] = "lambert";
5
+ })(FXParticleRenderingMode || (FXParticleRenderingMode = {}));
6
+
7
+ export { FXParticleRenderingMode };
@@ -0,0 +1,12 @@
1
+ import { FXRenderingModule } from "./FXRenderingModule";
2
+ /**
3
+ * Applies directional light shadow attenuation to particles.
4
+ *
5
+ * Samples the first directional light's shadow map per billboard fragment,
6
+ * multiplying the particle color by the shadow factor.
7
+ *
8
+ * Requires a DirectionalLight with `castShadow = true` in the scene,
9
+ * and `receiveShadow = true` on the emitter (or its parent).
10
+ */
11
+ export declare class FXRenderingShadow extends FXRenderingModule {
12
+ }
@@ -1,3 +1,3 @@
1
- var source = "vec4 draw(){float totalFrames=p_count.x*p_count.y;float frame=floor(PARTICLE_AGE/PARTICLE_LIFETIME*totalFrames);frame=clamp(frame,0.0,totalFrames-1.0);float col=mod(frame,p_count.x);float row=floor(frame/p_count.x);vec2 frameSize=vec2(1.0/p_count.x,1.0/p_count.y);vec2 uv=(p_uv+vec2(col,(p_count.y-1.0-row)))*frameSize;return srgbTexture2D(p_texture,uv);}";
1
+ var source = "vec4 draw(){\n float totalFrames=p_count.x*p_count.y;\n float frame=floor(PARTICLE_AGE/PARTICLE_LIFETIME*totalFrames);\n frame=clamp(frame,0.0,totalFrames-1.0);\n float col=mod(frame,p_count.x);\n float row=floor(frame/p_count.x);\n vec2 frameSize=vec2(1.0/p_count.x,1.0/p_count.y);\n vec2 uv=(p_uv+vec2(col,(p_count.y-1.0-row)))*frameSize;\n return srgbTexture2D(p_texture,uv);\n}";
2
2
 
3
3
  export { source as default };
@@ -1,3 +1,3 @@
1
- var source = "vec4 draw(){float t=clamp(PARTICLE_AGE/PARTICLE_LIFETIME,0.0,1.0);return srgbTexture2D(p_colorOverLifeTexture,vec2(t,0.5));}";
1
+ var source = "vec4 draw(){\n float t=clamp(PARTICLE_AGE/PARTICLE_LIFETIME,0.0,1.0);\n return srgbTexture2D(p_colorOverLifeTexture,vec2(t,0.5));\n}";
2
2
 
3
3
  export { source as default };
@@ -1,3 +1,3 @@
1
- var source = "#define COLOR_OVER_VELOCITY_MAX vec4 draw(){float t=clamp(length(vec3(PARTICLE_VELOCITY_X,PARTICLE_VELOCITY_Y,PARTICLE_VELOCITY_Z))/COLOR_OVER_VELOCITY_MAX,0.0,1.0);return srgbTexture2D(p_colorOverVelocityTexture,vec2(t,0.5));}";
1
+ var source = "#define COLOR_OVER_VELOCITY_MAX \nvec4 draw(){\n float t=clamp(length(vec3(PARTICLE_VELOCITY_X,PARTICLE_VELOCITY_Y,PARTICLE_VELOCITY_Z))/COLOR_OVER_VELOCITY_MAX,0.0,1.0);\n return srgbTexture2D(p_colorOverVelocityTexture,vec2(t,0.5));\n}";
2
2
 
3
3
  export { source as default };
@@ -1,3 +1,3 @@
1
- var source = "vec4 draw(){vec2 transformedUV=(p_textureTransform*vec3(p_uv,1.0)).xy;return srgbTexture2D(p_texture,transformedUV);}";
1
+ var source = "vec4 draw(){\n vec2 transformedUV=(p_textureTransform*vec3(p_uv,1.0)).xy;\n return srgbTexture2D(p_texture,transformedUV);\n}";
2
2
 
3
3
  export { source as default };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "sparcoon",
3
- "version": "0.0.8",
3
+ "version": "0.1.0",
4
4
  "description": "",
5
5
  "keywords": [
6
6
  "particles",