Textures (6 walls + normals + wet matcap, $0, ~64s on the m3ultra MPS): - FLUX ignores "seamless tiling" (seam_error 3.7-17.9); a 4-way cosine partition-of-unity blend of the four half-rolls fixes it exactly -> 0.87-1.32 - levels-normalised the pack to one exposure (means were 0.18-0.32); these are detail maps multiplied into a biome tint, so per-prompt exposure read as a broken tint rather than as dark tissue - prompt-kit experiment rejected + recorded: PROCITY's "uniform coverage" clause in the STEM cured centred subjects but flattened the pack; framing words now live only in the two subject prompts that needed them Audio (1 bed + 4 sfx, 4.2s render, 0.61/10MB, ogg+m4a dual-ship): - bed-esophagus 24.000s, loop seam 0.32 (wrap step 3x smaller than inner step) - cascaded lowpass poles: one-pole at 900Hz left 16kHz only ~25dB down = hiss - rewrote the spectrogram sheet (per-clip peak, log freq) — the first one was a saturated rectangle, and evidence you can't read is not evidence assets.js: miss ledger + misses() — Lane A found that a drifted slug falls back procedurally forever with no error. Each distinct miss now announces itself. Also: shot_sink.py (canvas -> docs/shots/laneD, correctly named) and a dev texture viewer that imports the stub world read-only for the eyeball law. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
177 lines
7.1 KiB
JavaScript
177 lines
7.1 KiB
JavaScript
// core/assets.js (Lane D) — the manifest loader. Implements the asset contract in docs/TECH.md.
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//
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// THE LAW THIS FILE EXISTS TO ENFORCE: every asset is optional at runtime. Nothing in here
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// throws, ever. A missing manifest, a 404, a corrupt WebP, a box with no network — all resolve
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// to `null`, and the consumer draws its procedural fallback. GUTS must be fully playable with
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// an empty assets/gen/, and `?localassets=0` exists so you can prove it on demand.
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//
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// Usage (boot constructs it once and passes it to every lane factory):
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// const assets = await createAssets({ flags, renderer });
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// const e = assets.get('textures', 'wall_esophagus_a'); // raw manifest entry | null
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// const t = assets.texture('wall_esophagus_a'); // {map, normalMap, tile} | null
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// if (t) mat.uniforms.uDetail.value = t.map; // else: keep the procedural path
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import * as THREE from 'three';
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const MANIFEST_URL = new URL('../../assets/manifest.json', import.meta.url);
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const ASSETS_BASE = new URL('../../assets/', import.meta.url);
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// The 3GOD depot (house shared mesh store). `depot:foo.glb` in a manifest resolves here.
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// Nothing SHIPPED may use it — the game must run offline (README law) — but it lets Lane D
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// point at depot meshes while prototyping without copying them into the repo.
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const DEPOT_BASE = 'https://digalot.fyi/3god/';
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const EMPTY = { textures: {}, matcaps: {}, models: {}, audio: { beds: {}, sfx: {} } };
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/** `depot:x` -> depot URL; anything else -> resolved against web/assets/. */
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function resolve(url) {
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if (typeof url !== 'string' || !url) return null;
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if (url.startsWith('depot:')) return DEPOT_BASE + url.slice(6);
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if (/^https?:\/\//.test(url)) return url;
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return new URL(url, ASSETS_BASE).href;
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}
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export async function createAssets({ flags = {}, renderer = null } = {}) {
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const loader = new THREE.TextureLoader();
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const cache = new Map(); // url -> THREE.Texture (one GPU upload per file)
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const maxAniso = renderer?.capabilities?.getMaxAnisotropy?.() ?? 1;
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let manifest = EMPTY;
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// Miss ledger. The optional-asset law has one nasty edge, found by Lane A in round 1: ask
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// for a name that doesn't exist (a typo, or a slug that drifted from a biome id) and you
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// get the procedural fallback FOREVER, with no error — the game looks fine and the texture
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// is simply never seen. So every miss is recorded, and each distinct one says so once.
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// `assets.misses()` lists them; noisy-by-design under ?localassets=0, so stay quiet there.
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const missed = new Set();
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const noteMiss = (key) => {
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if (missed.has(key)) return;
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missed.add(key);
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if (flags.localassets !== false) console.info(`[assets] miss: ${key} — using fallback`);
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};
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// ?localassets=0 => pretend the manifest is empty. This is the fallback-path test switch:
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// if the game looks broken with it on, someone has violated the optional-asset law.
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if (flags.localassets === false) {
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console.info('[assets] ?localassets=0 — empty manifest, procedural fallbacks only');
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} else {
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try {
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const r = await fetch(MANIFEST_URL, { cache: 'no-cache' });
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if (!r.ok) throw new Error(`HTTP ${r.status}`);
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manifest = { ...EMPTY, ...(await r.json()) };
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} catch (e) {
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// Not an error condition — an asset-free checkout is a supported way to run GUTS.
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console.info('[assets] no manifest, running asset-free —', e.message);
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manifest = EMPTY;
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}
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}
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function loadTexture(url, { srgb = true, repeat = null } = {}) {
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const abs = resolve(url);
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if (!abs) return null;
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if (cache.has(abs)) return cache.get(abs);
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let tex;
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try {
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// TextureLoader is async under the hood; a decode failure lands in onError, where we
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// just mark the texture dead rather than letting it reject into nothing.
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tex = loader.load(abs, undefined, undefined, () => {
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console.info(`[assets] failed to decode ${url} — consumer should fall back`);
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tex.userData.failed = true;
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});
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} catch (e) {
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console.info(`[assets] failed to load ${url} —`, e.message);
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return null;
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}
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tex.colorSpace = srgb ? THREE.SRGBColorSpace : THREE.NoColorSpace;
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tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
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tex.anisotropy = maxAniso;
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if (repeat) tex.repeat.set(repeat[0], repeat[1]);
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cache.set(abs, tex);
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return tex;
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}
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const api = {
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manifest,
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/** THE contract (TECH.md): raw manifest entry, or null on any miss. Never throws. */
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get(category, name) {
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const cat = manifest?.[category];
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if (!cat) return null;
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if (category === 'audio') return null; // audio is nested; use audioUrl()
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const e = cat[name] ?? null;
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if (!e) noteMiss(`${category}/${name}`);
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return e;
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},
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/** Names asked for that the manifest didn't have. Check this if art "isn't showing up". */
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misses() {
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return [...missed];
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},
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/**
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* Wall texture ready to plug into a material, or null.
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* `tile` = [repeats around theta, units of s per repeat] (LANE_D_NOTES §tiling).
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* The stub/world UV is (theta/2pi, s-in-units), so repeat = (tile[0], 1/tile[1])
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* is pre-applied here — Lane A shouldn't have to rediscover the convention.
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*/
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texture(name) {
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const e = api.get('textures', name);
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if (!e) return null;
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const tile = Array.isArray(e.tile) && e.tile.length === 2 ? e.tile : [4, 16];
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const repeat = [tile[0], 1 / tile[1]];
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const map = loadTexture(e.url, { srgb: true, repeat });
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if (!map) return null;
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return {
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map,
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normalMap: e.normal ? loadTexture(e.normal, { srgb: false, repeat }) : null,
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tile,
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repeat,
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};
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},
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/** Matcap texture (clamped, non-tiling), or null. */
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matcap(name) {
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const e = api.get('matcaps', name);
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if (!e) return null;
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const t = loadTexture(e.url, { srgb: true });
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if (t) t.wrapS = t.wrapT = THREE.ClampToEdgeWrapping;
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return t;
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},
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/** Model manifest entry (url resolved), or null. Lane D ships GLBs from round 2. */
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model(name) {
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const e = api.get('models', name);
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if (!e) return null;
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return { ...e, url: resolve(e.url) };
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},
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/**
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* Best playable audio URL for this browser, or null.
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* cat: 'beds' | 'sfx'. Safari can't do Opus-in-Ogg, so we dual-ship and probe.
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*/
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audioUrl(cat, name) {
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const e = manifest?.audio?.[cat]?.[name];
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if (!e) return null;
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const probe = document.createElement('audio');
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const canOgg = !!probe.canPlayType('audio/ogg; codecs="opus"');
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const pick = (canOgg && e.ogg) ? e.ogg : (e.m4a || e.ogg);
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return pick ? resolve(pick) : null;
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},
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/** Raw audio entry ({ogg, m4a, loop, gain, seconds}) or null — for Lane E's engine. */
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audio(cat, name) {
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return manifest?.audio?.[cat]?.[name] ?? null;
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},
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/** Names present in a category — lets a lane iterate what actually shipped. */
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list(category) {
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if (category === 'audio') return Object.keys(manifest?.audio ?? {});
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return Object.keys(manifest?.[category] ?? {});
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},
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dispose() {
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for (const t of cache.values()) t.dispose();
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cache.clear();
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},
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};
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return api;
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}
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