Files
Starlight_Lancher/packages/ui/src/utils/webgl/skin-rendering.ts

435 lines
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TypeScript

import * as THREE from 'three'
import type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
import { createSolidSkinLayerGeometry } from './solid-skin-layer'
export interface SkinRendererConfig {
textureColorSpace?: THREE.ColorSpace
textureFlipY?: boolean
textureMagFilter?: THREE.MagnificationTextureFilter
textureMinFilter?: THREE.MinificationTextureFilter
}
const ENABLE_VOXEL_LAYER_GEOMETRY = true
const MODEL_PIXEL_SIZE = 1 / 16
const NON_LEG_VERTICAL_OFFSET = -MODEL_PIXEL_SIZE / 2
/** Aligns the torso, arms, head, and cape with the stationary legs. */
function offsetNonLegModelParts(model: THREE.Object3D): void {
if (model.userData.nonLegPartsOffsetApplied) return
const nonLegRoots = new Set(['Head', 'Right_Arm', 'Left_Arm', 'Body_2', 'Body_Layer', 'Cape'])
model.traverse((node) => {
if (nonLegRoots.has(node.name)) node.position.y += NON_LEG_VERTICAL_OFFSET
})
model.userData.nonLegPartsOffsetApplied = true
}
/**
* Rebuilds the outer layer as solid, textured voxels. This follows 3D Skin
* Layers' SolidPixelWrapper: every non-transparent outer-layer pixel becomes
* a real cube with six faces instead of a zero-thickness quad.
*/
function getSkinLayerDefinition(name: string): {
width: number
height: number
depth: number
u: number
v: number
} | null {
if (name === 'Hat_Layer') return { width: 8, height: 8, depth: 8, u: 32, v: 0 }
if (name === 'Body_Layer') return { width: 8, height: 12, depth: 4, u: 16, v: 32 }
if (name === 'Right_Leg_Layer') return { width: 4, height: 12, depth: 4, u: 0, v: 32 }
if (name === 'Left_Leg_Layer') return { width: 4, height: 12, depth: 4, u: 0, v: 48 }
if (name === 'Right_Arm_Layer') return { width: 4, height: 12, depth: 4, u: 40, v: 32 }
if (name === 'Left_Arm_Layer') return { width: 4, height: 12, depth: 4, u: 48, v: 48 }
return null
}
function readSkinPixels(texture: THREE.Texture): Uint8ClampedArray | null {
const image = texture.image as CanvasImageSource | undefined
if (!image) return null
try {
const canvas = document.createElement('canvas')
canvas.width = canvas.height = 64
const context = canvas.getContext('2d')
if (!context) return null
context.drawImage(image, 0, 0, 64, 64)
return context.getImageData(0, 0, 64, 64).data
} catch {
// Cross-origin images may not be readable. The regular GLTF layer remains
// as a graceful fallback in that case.
return null
}
}
function scaleLayerGeometry(geometry: THREE.BufferGeometry, name: string): void {
geometry.computeBoundingBox()
const bounds = geometry.boundingBox
if (!bounds) return
const isHead = name === 'Hat_Layer'
const isBody = name === 'Body_Layer'
// The authored GLTF outer shells already include most of the mod's offset.
// Apply only the remaining per-pixel correction; multiplying by the full
// config values would make the head pixels noticeably oversized.
const scaleX = isHead ? 1.05 : isBody ? 1 : 1.02
const scaleY = isHead ? 1.05 : 1
const scaleZ = isHead ? 1.05 : 1.02
const center = bounds.getCenter(new THREE.Vector3())
const position = geometry.getAttribute('position')
const vertex = new THREE.Vector3()
for (let i = 0; i < position.count; i++) {
vertex.fromBufferAttribute(position, i)
vertex.sub(center)
vertex.set(vertex.x * scaleX, vertex.y * scaleY, vertex.z * scaleZ)
vertex.add(center)
position.setXYZ(i, vertex.x, vertex.y, vertex.z)
}
position.needsUpdate = true
geometry.computeBoundingBox()
geometry.computeBoundingSphere()
}
export function applyThreeDSkinLayers(model: THREE.Object3D, texture?: THREE.Texture): void {
offsetNonLegModelParts(model)
const pixels = texture ? readSkinPixels(texture) : null
if (!pixels || !texture) return
model.traverse((child) => {
const mesh = child as THREE.Mesh
if (
!mesh.isMesh ||
!mesh.name.endsWith('_Layer') ||
!mesh.geometry ||
mesh.userData.threeDSkinLayersApplied
)
return
// GLTF clones share BufferGeometry objects. Clone before changing vertex data
// so one preview (or cached model) cannot affect another.
mesh.geometry = mesh.geometry.clone()
const definition = getSkinLayerDefinition(mesh.name)
if (ENABLE_VOXEL_LAYER_GEOMETRY && pixels && definition) {
const meshBounds = new THREE.Box3().setFromBufferAttribute(
mesh.geometry.getAttribute('position') as THREE.BufferAttribute,
)
const isSlimArm =
mesh.name.includes('Arm') && meshBounds.getSize(new THREE.Vector3()).x < 0.25
const voxelDefinition = isSlimArm ? { ...definition, width: 3 } : definition
const voxelGeometry = createSolidSkinLayerGeometry(mesh, texture!, pixels, voxelDefinition)
if (voxelGeometry) {
scaleLayerGeometry(voxelGeometry, mesh.name)
const voxelMaterials = Array.isArray(mesh.material) ? mesh.material : [mesh.material]
voxelMaterials.forEach((material) => {
if (!(material instanceof THREE.MeshStandardMaterial)) return
// The mod renders these as alpha-tested cutouts. Keeping depth writes
// deterministic avoids transparent-surface sorting cracks between voxels.
material.transparent = false
material.alphaTest = 0.1
material.depthWrite = true
material.alphaToCoverage = true
material.polygonOffset = false
material.polygonOffsetFactor = 0
material.polygonOffsetUnits = 0
material.needsUpdate = true
})
mesh.geometry.dispose()
mesh.geometry = voxelGeometry
mesh.userData.threeDSkinLayersApplied = true
return
}
}
const geometry = mesh.geometry
geometry.computeBoundingBox()
const bounds = geometry.boundingBox
if (!bounds) return
scaleLayerGeometry(geometry, mesh.name)
mesh.userData.threeDSkinLayersApplied = true
})
}
const modelCache: Map<string, GLTF> = new Map()
const modelPromiseCache: Map<string, Promise<GLTF>> = new Map()
const textureCache: Map<string, THREE.Texture> = new Map()
const texturePromiseCache: Map<string, Promise<THREE.Texture>> = new Map()
export async function loadModel(modelUrl: string): Promise<GLTF> {
if (modelCache.has(modelUrl)) {
return modelCache.get(modelUrl)!
}
if (modelPromiseCache.has(modelUrl)) {
return modelPromiseCache.get(modelUrl)!
}
const loader = new GLTFLoader()
const promise = new Promise<GLTF>((resolve, reject) => {
loader.load(
modelUrl,
(gltf) => {
modelCache.set(modelUrl, gltf)
resolve(gltf)
},
undefined,
reject,
)
}).finally(() => {
modelPromiseCache.delete(modelUrl)
})
modelPromiseCache.set(modelUrl, promise)
return promise
}
export async function loadTexture(
textureUrl: string,
config: SkinRendererConfig = {},
): Promise<THREE.Texture> {
const cacheKey = `${textureUrl}_${JSON.stringify(config)}`
if (textureCache.has(cacheKey)) {
return textureCache.get(cacheKey)!
}
if (texturePromiseCache.has(cacheKey)) {
return texturePromiseCache.get(cacheKey)!
}
const textureLoader = new THREE.TextureLoader()
const promise = new Promise<THREE.Texture>((resolve, reject) => {
textureLoader.load(
textureUrl,
(texture) => {
texture.colorSpace = config.textureColorSpace ?? THREE.SRGBColorSpace
texture.flipY = config.textureFlipY ?? false
texture.magFilter = config.textureMagFilter ?? THREE.NearestFilter
texture.minFilter = config.textureMinFilter ?? THREE.NearestFilter
textureCache.set(cacheKey, texture)
resolve(texture)
},
undefined,
reject,
)
}).finally(() => {
texturePromiseCache.delete(cacheKey)
})
texturePromiseCache.set(cacheKey, promise)
return promise
}
function applyMap(mat: THREE.MeshStandardMaterial, texture: THREE.Texture | null): boolean {
const hadMap = mat.map !== null
const hasMap = texture !== null
if (mat.map !== texture) {
mat.map = texture
}
return hadMap !== hasMap
}
function setShaderMaterialProperties(
mat: THREE.MeshStandardMaterial,
properties: {
alphaTest: number
flatShading: boolean
side: THREE.Side
toneMapped: boolean
transparent?: boolean
},
): boolean {
let needsUpdate = false
if (mat.alphaTest !== properties.alphaTest) {
mat.alphaTest = properties.alphaTest
needsUpdate = true
}
if (mat.flatShading !== properties.flatShading) {
mat.flatShading = properties.flatShading
needsUpdate = true
}
if (mat.side !== properties.side) {
mat.side = properties.side
needsUpdate = true
}
if (mat.toneMapped !== properties.toneMapped) {
mat.toneMapped = properties.toneMapped
needsUpdate = true
}
if (properties.transparent !== undefined && mat.transparent !== properties.transparent) {
mat.transparent = properties.transparent
needsUpdate = true
}
return needsUpdate
}
function setCommonMaterialProperties(mat: THREE.MeshStandardMaterial): void {
if (mat.metalness !== 0) {
mat.metalness = 0
}
if (mat.color.getHex() !== 0xffffff) {
mat.color.set(0xffffff)
}
if (mat.roughness !== 1) {
mat.roughness = 1
}
if (!mat.depthTest) {
mat.depthTest = true
}
if (!mat.depthWrite) {
mat.depthWrite = true
}
}
export function applyTexture(model: THREE.Object3D, texture: THREE.Texture): void {
model.traverse((child) => {
if ((child as THREE.Mesh).isMesh) {
const mesh = child as THREE.Mesh
const isSkinLayer = mesh.name.endsWith('_Layer')
const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material]
materials.forEach((mat: THREE.Material) => {
if (mat instanceof THREE.MeshStandardMaterial) {
if (mat.name !== 'cape') {
const mapNeedsUpdate = applyMap(mat, texture)
const propertiesNeedUpdate = setShaderMaterialProperties(mat, {
alphaTest: 0.1,
flatShading: true,
side: THREE.FrontSide,
toneMapped: false,
transparent: isSkinLayer,
})
if (mat.alphaToCoverage !== isSkinLayer) {
mat.alphaToCoverage = isSkinLayer
mat.needsUpdate = true
}
setCommonMaterialProperties(mat)
if (mapNeedsUpdate || propertiesNeedUpdate) {
mat.needsUpdate = true
}
}
}
})
}
})
}
export function applyCapeTexture(
model: THREE.Object3D,
texture: THREE.Texture | null,
transparentTexture?: THREE.Texture,
): void {
model.traverse((child) => {
if ((child as THREE.Mesh).isMesh) {
const mesh = child as THREE.Mesh
const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material]
materials.forEach((mat: THREE.Material) => {
if (mat instanceof THREE.MeshStandardMaterial) {
if (mat.name === 'cape') {
const nextMap = texture || transparentTexture || null
const mapNeedsUpdate = applyMap(mat, nextMap)
const propertiesNeedUpdate = setShaderMaterialProperties(mat, {
alphaTest: 0.1,
flatShading: true,
side: THREE.DoubleSide,
toneMapped: false,
transparent: !texture || !!transparentTexture,
})
setCommonMaterialProperties(mat)
if (mapNeedsUpdate || propertiesNeedUpdate) {
mat.needsUpdate = true
}
mat.visible = !!texture
}
}
})
}
})
}
export function findBodyNode(model: THREE.Object3D): THREE.Object3D | null {
let bodyNode: THREE.Object3D | null = null
model.traverse((node) => {
if (node.name === 'Body') {
bodyNode = node
}
})
return bodyNode
}
export function createTransparentTexture(): THREE.Texture {
const canvas = document.createElement('canvas')
canvas.width = canvas.height = 1
const ctx = canvas.getContext('2d') as CanvasRenderingContext2D
ctx.clearRect(0, 0, 1, 1)
const texture = new THREE.CanvasTexture(canvas)
texture.needsUpdate = true
texture.colorSpace = THREE.SRGBColorSpace
texture.flipY = false
texture.magFilter = THREE.NearestFilter
texture.minFilter = THREE.NearestFilter
return texture
}
export async function setupSkinModel(
modelUrl: string,
textureUrl: string,
capeTextureUrl?: string,
config: SkinRendererConfig = {},
): Promise<{
model: THREE.Object3D
bodyNode: THREE.Object3D | null
}> {
const [gltf, texture] = await Promise.all([loadModel(modelUrl), loadTexture(textureUrl, config)])
const model = gltf.scene.clone()
applyTexture(model, texture)
applyThreeDSkinLayers(model, texture)
if (capeTextureUrl) {
const capeTexture = await loadTexture(capeTextureUrl, config)
applyCapeTexture(model, capeTexture)
}
const bodyNode = findBodyNode(model)
return { model, bodyNode }
}
export function disposeCaches(): void {
Array.from(textureCache.values()).forEach((texture) => {
texture.dispose()
})
textureCache.clear()
texturePromiseCache.clear()
modelCache.clear()
modelPromiseCache.clear()
}