sparcoon 0.9.1 → 0.9.3
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 +176 -76
- package/dist/artifact/FXArtifact.d.ts +51 -3
- package/dist/behaviorTransformFeedbackLayout.d.ts +24 -0
- package/dist/behaviorTransformFeedbackLayout.js +24 -0
- package/dist/coreLayout.d.ts +9 -5
- package/dist/coreLayout.js +17 -4
- package/dist/editor/index.d.ts +1 -0
- package/dist/editor/index.js +1 -1
- package/dist/effect/FXEffect.d.ts +4 -0
- package/dist/effect/FXEffect.js +47 -14
- package/dist/effect/FXEffectSpec.d.ts +21 -4
- package/dist/emitter/FXApplyRenderArtifactOptions.d.ts +15 -0
- package/dist/emitter/FXApplyRenderArtifactOptions.js +1 -0
- package/dist/emitter/FXEmitter.d.ts +44 -14
- package/dist/emitter/FXEmitter.js +132 -156
- package/dist/emitter/FXEmitterDriver.Internal.d.ts +26 -0
- package/dist/emitter/FXEmitterDriver.Internal.js +70 -0
- package/dist/emitter/FXFromArtifactsOptions.d.ts +12 -1
- package/dist/emitter/FXGPUEmitterDriver.Internal.d.ts +1 -0
- package/dist/emitter/FXGPUEmitterDriver.Internal.js +137 -0
- package/dist/emitter/FXJSEmitterDriver.Internal.d.ts +1 -0
- package/dist/emitter/FXJSEmitterDriver.Internal.js +133 -0
- package/dist/emitter/FXSimulationHolder.js +7 -5
- package/dist/emitter/FXTransformFeedbackSimulationHolder.d.ts +1 -0
- package/dist/emitter/FXTransformFeedbackSimulationHolder.js +249 -0
- package/dist/index.d.ts +4 -3
- package/dist/index.js +3 -2
- package/dist/instancedParticle/FXInstancedParticle.js +28 -1
- package/dist/instancedParticle/FXTransformFeedbackParticle.d.ts +1 -0
- package/dist/instancedParticle/FXTransformFeedbackParticle.js +169 -0
- package/dist/miscellaneous/fxMath.d.ts +18 -11
- package/dist/miscellaneous/fxMath.js +89 -209
- package/dist/render/FXArtifactMaterial.Internal.js +66 -40
- package/dist/render/FXArtifactMaterial.js +1 -1
- package/dist/render/FXMesh.js +2 -4
- package/package.json +11 -3
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@@ -48,11 +48,23 @@ function transformPreamble(outputs, withNormal) {
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return lines.join("\n");
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}
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// `#include <project_vertex>` replacement: projects `fxModelPos`, records camera distance, feeds alpha-hash.
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// World -> view via `viewMatrix` only, deliberately skipping `modelMatrix`: particle simulation
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// authors `fxModelPos` directly in world space (reference space == world by convention), so the
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// emitter's own scene transform must never re-enter here - see fxWorldMatrix for the explicit
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// opt-in a graph uses when it wants particles attached to the emitter instead.
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function projectFromModelPos() {
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return [
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"vec4 mvPosition =
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"vec4 mvPosition = viewMatrix * vec4(fxModelPos, 1.0);",
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"p_cameraDistance = length(mvPosition.xyz);",
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"gl_Position = projectionMatrix * mvPosition;",
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// A dead particle (age >= lifetime, coreLayout.ts's convention) is pushed outside the clip
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// volume on every axis so the GPU's trivial-reject clip test drops the whole primitive before
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// rasterization - a fragment discard would defeat opaque mode's early-Z instead (see
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// alphaDiscardLines, which already skips discard for that reason). A JS-driven emitter never
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// draws a dead particle at all (removeDeadParticles keeps it out of the instance range), so
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// this is a no-op there; a GPU-driven emitter always draws its full fixed capacity with no
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// such compaction (FXTransformFeedbackParticle), which is what this actually guards.
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"if (PARTICLE_AGE >= PARTICLE_LIFETIME) { gl_Position = vec4(2.0, 2.0, 2.0, 1.0); }",
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"#ifdef USE_ALPHAHASH",
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" vPosition = fxModelPos;",
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"#endif",
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@@ -161,7 +173,7 @@ export function buildUnlitArtifactMaterial(render, varyings, timeUniform, deltaU
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"uniform vec3 objectVelocity;",
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"uniform vec3 objectAngularVelocity;",
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"varying float p_cameraDistance;",
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// World-space surface frame + position
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// World-space surface frame + position: the canonical author space for
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// normals. Written in the vertex stage, read as the geometryNormal/geometryTangent/worldPosition
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// builtins in the fragment stage.
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"varying vec3 vWorldNormal;",
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@@ -185,12 +197,13 @@ export function buildUnlitArtifactMaterial(render, varyings, timeUniform, deltaU
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"vec3 objectNormal = fxNormalXform * normal;",
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"#include <defaultnormal_vertex>",
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"#include <normal_vertex>",
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// World-space surface frame + position
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//
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// roll/orientation is baked in here ONCE for
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-
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"
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// World-space surface frame + position: fxModelPos/objectNormal are already world space (no
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// modelMatrix step - see fxWorldMatrix for the explicit emitter-attach opt-in). The tangent is
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// the plane's local +X (the u axis), so billboard roll/orientation is baked in here ONCE for
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// every consumer (normal maps, spherical normal, fresnel).
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"vWorldNormal = normalize( objectNormal );",
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"vWorldTangent = normalize( fxNormalXform * vec3( 1.0, 0.0, 0.0 ) );",
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"vWorldPos = fxModelPos;",
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projectFromModelPos(),
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"#include <fog_vertex>",
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"}",
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"uniform vec3 objectVelocity;",
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"uniform vec3 objectAngularVelocity;",
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"varying float p_cameraDistance;",
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// World-space surface frame + position
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// World-space surface frame + position: the canonical author space for
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// normals. Written in the vertex stage, read as the geometryNormal/geometryTangent/worldPosition
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// builtins in the fragment stage.
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"varying vec3 vWorldNormal;",
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"void main() {",
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// Front-facing sign for the surface frame below (a back-facing fragment flips the normal).
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"float fxFaceDirection = gl_FrontFacing ? 1.0 : - 1.0;",
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// World-space surface frame + position - the canonical author space
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// World-space surface frame + position - the canonical author space. The
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// lighting intrinsics convert world->view at their own boundary; geometryTangent/worldPosition feed
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// normal maps and camera-correct fresnel. Declared before the node body so any reader resolves.
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"vec3 geometryNormal = normalize( vWorldNormal ) * fxFaceDirection;",
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forceSinglePass: true,
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premultipliedAlpha: true,
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});
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// `alphaHash` pulls in Three's own alphahash_pars_fragment chunk, which calls dFdx/dFdy - under
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// a real WebGL1 context those need an explicit extension request or the shader fails to
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// compile ("extension is disabled"); under WebGL2 this is a no-op (dFdx/dFdy are core there,
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// and three skips extension generation entirely for a WebGL2 context either way).
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material.extensions.derivatives = materialFlags(renderMode).alphaHash;
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material.customProgramCacheKey = () => `fx-unlit_${cacheKey}`;
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return material;
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}
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// The lighting-node intrinsics the graph calls by name (`fn.raw(... "fxLambertShade" ...)`) but never
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// defines - the frozen `fx_` cross-repo ABI. Each wraps the exact stock Lambert light sequence in a
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// function of (color, WORLD-space normal) -> shaded color: the graph authors normals in world
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//
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// function of (color, WORLD-space normal) -> shaded color: the graph authors normals in world
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// space, and each intrinsic converts world->view on its first line before Three's
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// view-space light chain runs, so view space stays a private detail behind this ABI. A node emits a
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// plain expression that can sit anywhere in the graph (mid-graph mix included). Placed AFTER the pars chunks (which supply the
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// `ReflectedLight`/`LambertMaterial` types, the `RE_*` macros, `vViewPosition`, the light uniforms) and
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"uniform vec3 objectVelocity;",
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"uniform vec3 objectAngularVelocity;",
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"varying float p_cameraDistance;",
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// World-space surface frame + position
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// World-space surface frame + position: the canonical author space for
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// normals. Written in the vertex stage, read as the geometryNormal/geometryTangent/worldPosition
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// builtins in the fragment stage.
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"varying vec3 vWorldNormal;",
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"vec3 objectNormal = fxNormalXform * normal;",
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"#include <defaultnormal_vertex>",
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"#include <normal_vertex>",
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// World-space surface frame + position
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//
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// roll/orientation is baked in here ONCE for
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"
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// World-space surface frame + position: fxModelPos/objectNormal are already world space (no
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// modelMatrix step - see fxWorldMatrix for the explicit emitter-attach opt-in). The tangent is
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// the plane's local +X (the u axis), so billboard roll/orientation is baked in here ONCE for
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// every consumer (normal maps, spherical normal, fresnel).
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"vWorldNormal = normalize( objectNormal );",
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"vWorldTangent = normalize( fxNormalXform * vec3( 1.0, 0.0, 0.0 ) );",
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"vWorldPos = fxModelPos;",
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"vec3 transformed = position;",
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projectFromModelPos(),
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"vViewPosition = - mvPosition.xyz;",
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"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined( USE_SHADOWMAP ) || defined( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0",
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" vec4 worldPosition =
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" vec4 worldPosition = vec4(particleCenter, 1.0);",
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"#endif",
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"#include <shadowmap_vertex>",
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"#include <fog_vertex>",
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// normals. Written in the vertex stage, read as the geometryNormal/geometryTangent/worldPosition
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// builtins in the fragment stage.
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// Front-facing sign (matching `normal_fragment_begin` under DOUBLE_SIDED): a back-facing fragment
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// flips the surface frame below.
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"float fxFaceDirection = gl_FrontFacing ? 1.0 : - 1.0;",
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// World-space surface frame + position - the canonical author space
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// World-space surface frame + position - the canonical author space. The
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// lighting intrinsics convert world->view at their own boundary; geometryTangent/worldPosition feed
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// normal maps and camera-correct fresnel. Declared before the node body so any reader resolves.
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"vec3 geometryNormal = normalize( vWorldNormal ) * fxFaceDirection;",
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forceSinglePass: true,
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premultipliedAlpha: true,
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});
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// See buildUnlitArtifactMaterial's identical line for why this is needed.
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material.extensions.derivatives = materialFlags(renderMode).alphaHash;
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material.customProgramCacheKey = () => `fx-lit-nodes_${cacheKey}`;
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return material;
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}
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}
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return lines.join("\n");
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}
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//
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// Mesh `#include <project_vertex>` replacement: plain world-space projection (`viewMatrix` only,
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// no `modelMatrix` - see {@link projectFromModelPos}). No `p_cameraDistance` (a mesh has no
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// per-particle camera-distance builtin); still feeds alpha-hash `vPosition`.
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function meshProjectFromModelPos() {
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return [
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"vec4 mvPosition = viewMatrix * vec4(fxModelPos, 1.0);",
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"gl_Position = projectionMatrix * mvPosition;",
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"vec3 objectNormal = fxNormalXform * normal;",
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"#include <defaultnormal_vertex>",
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"vWorldNormal = normalize(
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"vWorldTangent = normalize(
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"vWorldNormal = normalize( objectNormal );",
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"vWorldTangent = normalize( fxNormalXform * vec3( 1.0, 0.0, 0.0 ) );",
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"vWorldPos = fxModelPos;",
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"}",
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material.customProgramCacheKey = () => `fx-mesh-unlit_${cacheKey}`;
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material.customProgramCacheKey = () => `fx-mesh-lit-nodes_${cacheKey}`;
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return material;
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}
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"vWorldNormal = normalize(
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"vWorldTangent = normalize(
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"vWorldTangent = normalize( fxNormalXform * vec3( 1.0, 0.0, 0.0 ) );",
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...(lit ? ["vec3 transformed = position;"] : []),
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]
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@@ -870,16 +896,16 @@ export function buildMeshArtifactDepthMaterial(render, timeUniform, deltaUniform
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870
896
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"vec3 objectNormal = fxNormalXform * normal;",
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871
897
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"#include <defaultnormal_vertex>",
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872
898
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"#include <normal_vertex>",
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873
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-
"vWorldNormal = normalize(
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874
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-
"vWorldTangent = normalize(
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875
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-
"vWorldPos =
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899
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+
"vWorldNormal = normalize( objectNormal );",
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900
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+
"vWorldTangent = normalize( fxNormalXform * vec3( 1.0, 0.0, 0.0 ) );",
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901
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+
"vWorldPos = fxModelPos;",
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876
902
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...(lit ? ["vec3 transformed = position;"] : []),
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877
903
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meshProjectFromModelPos(),
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878
904
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...(lit
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879
905
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? [
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880
906
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"vViewPosition = - mvPosition.xyz;",
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881
907
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"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined( USE_SHADOWMAP ) || defined( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0",
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882
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-
" vec4 worldPosition =
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908
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+
" vec4 worldPosition = vec4(fxModelPos, 1.0);",
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883
909
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"#endif",
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884
910
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"#include <shadowmap_vertex>",
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885
911
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]
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@@ -1,4 +1,4 @@
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1
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-
import { buildArtifactDepthMaterial, buildArtifactMaterial } from "./FXArtifactMaterial.Internal.js";
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1
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+
import { buildArtifactDepthMaterial, buildArtifactMaterial, } from "./FXArtifactMaterial.Internal.js";
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2
2
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/**
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3
3
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* @internal Runtime material driver: wraps a precompiled {@link FXRenderArtifact} and builds the
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4
4
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* concrete self-contained `ShaderMaterial` via {@link buildArtifactMaterial}, which picks the flat or
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package/dist/render/FXMesh.js
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
import { Mesh, Quaternion, Vector3
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1
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+
import { Mesh, Quaternion, Vector3 } from "three";
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2
2
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import { FXObjectMotionTracker } from "../emitter/FXObjectMotion.Internal.js";
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3
3
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import { resolveGeometrySource } from "../instancedParticle/primitiveGeometry.js";
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4
4
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import { FXWorld } from "../world/FXWorld.js";
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@@ -39,9 +39,7 @@ export class FXMesh extends Mesh {
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39
39
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const driver = new FXMeshMaterial(render, options.textures);
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40
40
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const geometry = resolveGeometrySource(render.geometry, options.geometries ?? {});
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41
41
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const ownsGeometry = render.geometry === undefined || render.geometry.type === "primitive";
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|
42
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-
const depthMaterial = (options.castShadow ?? false)
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43
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-
? driver.buildThreeDepthMaterial()
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|
44
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-
: undefined;
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42
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+
const depthMaterial = (options.castShadow ?? false) ? driver.buildThreeDepthMaterial() : undefined;
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|
45
43
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const mesh = new FXMesh(geometry, driver, driver.buildThreeMaterial(), depthMaterial, ownsGeometry, world);
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46
44
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if (options.receiveShadow ?? false) {
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|
47
45
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mesh.receiveShadow = true;
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package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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1
1
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{
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2
2
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"name": "sparcoon",
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|
3
|
-
"version": "0.9.
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|
4
|
-
"description": "
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|
3
|
+
"version": "0.9.3",
|
|
4
|
+
"description": "Three.js runtime for visual effects authored in the Sparcoon Editor - precompiled artifacts, one draw call per emitter, no eval.",
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|
5
5
|
"keywords": [
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|
6
6
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"three",
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|
7
7
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"threejs",
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@@ -14,13 +14,18 @@
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|
14
14
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"instanced",
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|
15
15
|
"instancing",
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|
16
16
|
"billboard",
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|
17
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+
"transform-feedback",
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|
17
18
|
"webgl",
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|
19
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+
"webgl2",
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|
20
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+
"glsl",
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|
18
21
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"3d",
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|
19
22
|
"animation",
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|
23
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+
"playable-ads",
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|
24
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+
"esm",
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|
20
25
|
"typescript",
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|
21
26
|
"sparcoon"
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|
22
27
|
],
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|
23
|
-
"homepage": "https://github.
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|
28
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+
"homepage": "https://jango-git.github.io/sparcoon-editor/",
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|
24
29
|
"bugs": {
|
|
25
30
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"url": "https://github.com/jango-git/sparcoon/issues"
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|
26
31
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},
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@@ -50,6 +55,9 @@
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|
50
55
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"LICENSE"
|
|
51
56
|
],
|
|
52
57
|
"sideEffects": false,
|
|
58
|
+
"publishConfig": {
|
|
59
|
+
"tag": "experimental"
|
|
60
|
+
},
|
|
53
61
|
"engines": {
|
|
54
62
|
"node": ">=18.18.0"
|
|
55
63
|
},
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