guts/web/js/world/wall_material.js
jing f0982e70c3 [lane A] Round 2 WIP (session cut off): crest-speed law, taper blending, schema-v2 wave, TBN walls
Landed before the cut: crestSpeed(s) + CREST_FACTOR 1.6 (ruling #1) with selfcheck
asserts; radius blend widened +/-12 -> +/-25 (C's #4 dependency) + no-cliff selfcheck;
per-segment wave.amp override as per-vertex aWaveA (ruling #8); colorspace law in the
wall shader (ruling #2); TBN normal maps + matcap + dual detail layers (D's perturb(),
trap documented in-shader); sample(s, out) v1.2; slug map shrunk to the two real
mismatches. Evidence: docs/shots/laneA/round2_L2_*.png.

Cut off before: NOTES/progress, stomach-arena shape read for C (task #7).
Committed by F to protect the shared tree; spline + qa selfchecks GREEN at commit time.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:26:01 +10:00

190 lines
8.8 KiB
JavaScript

// world/wall_material.js (Lane A) — the synthetic-scanner wall (ART_BIBLE.md §Rendering recipe).
// No real-time lights anywhere in GUTS: the wall is biome tint x detail luminance + a fresnel
// rim (the SEM edge glow) + exponential fog to the biome void. Peristalsis is vertex work.
//
// Attributes the geometry must supply (tube.js and arena.js both do):
// position vec3 baked ring/shell vertex
// aInward vec3 unit normal pointing into the playable space
// aTangent vec3 unit centreline tangent at this vertex (for the wave's normal tilt)
// uv vec2 (theta/2pi, s) — s in world units, NOT normalized: it's the wave's phase
// axis and the tiling axis, and it must stay continuous across chunks
// aPhase float K(s) = ∫k ds, baked (see spline.js)
// aK float local wavenumber, for the analytic d(pulse)/ds
// aWaveA float local peristalsis amplitude. Per-VERTEX, not a uniform, because schema v2
// lets C set `wave.amp` per segment and segments share a biome material.
//
// Colorspace: `#include <colorspace_fragment>` at the end of main() is LAW (TECH §Shader law).
// three converts THREE.Color inputs to linear but does not convert a raw shader's output back,
// so without it every ART_BIBLE colour ships wrong (B measured amber #ff5a2a displaying as
// pure red). Round 1 shipped without it; this is the fix.
import * as THREE from 'three';
export function createWallMaterial({
biome,
omega,
fog = biome.fog, // overridable: arenas size their own fog to the room (see index.js)
breatheAmp = biome.wave.breathe,
detail = null, // THREE.Texture | null — Lane D's grayscale detail/AO map
detailB = null, // THREE.Texture | null — the _b variant, macro variation
normalMap = null, // THREE.Texture | null — tangent-space normals
matcap = null, // THREE.Texture | null — wet-tissue specular ball
repeat = null, // [repeats around theta, repeats per unit of s] (= D's .repeat)
repeatB = null,
normalScale = 0.6, // D: "0.6 looks right; 0 = off, 1 = full relief"
matcapGain = 0.22,
radiusHint = 10, // used only to pick a square-ish default tiling
side = THREE.FrontSide,
}) {
for (const t of [detail, detailB, normalMap]) { // we consume D's textures; set what we rely on
if (t) { t.wrapS = t.wrapT = THREE.RepeatWrapping; t.needsUpdate = true; }
}
// Default tiling if D has no `tile` hint: ~square texels for this biome's radius.
const fallbackRepeat = [3, 3 / Math.max(4, (2 * Math.PI * radiusHint) / 3)];
const rep = repeat ?? fallbackRepeat;
// The _b layer deliberately runs at a different, non-integer-multiple scale: sampling the
// same tiling twice would just reinforce the repeat it's meant to hide.
const repB = repeatB ?? [rep[0] / 2.7, rep[1] / 2.7];
const defines = {};
if (detail) defines.USE_DETAIL = '';
if (detail && detailB) defines.USE_DETAIL_B = '';
if (normalMap) defines.USE_NORMAL = '';
if (matcap) defines.USE_MATCAP = '';
const mat = new THREE.ShaderMaterial({
side,
defines,
uniforms: {
uTime: { value: 0 },
uTint: { value: new THREE.Color(biome.palette.tint) },
uRim: { value: new THREE.Color(biome.palette.rim) },
uVoid: { value: new THREE.Color(biome.palette.void) },
uFog: { value: fog },
uBreatheA: { value: breatheAmp },
uOmega: { value: omega },
uRimPow: { value: 2.2 },
uRimGain: { value: 0.9 },
uDetail: { value: detail },
uDetailB: { value: detailB },
uNormal: { value: normalMap },
uMatcap: { value: matcap },
uNormalScale: { value: normalScale },
uMatcapGain: { value: matcapGain },
uRepeat: { value: new THREE.Vector2(rep[0], rep[1]) },
uRepeatB: { value: new THREE.Vector2(repB[0], repB[1]) },
},
vertexShader: /* glsl */`
attribute vec3 aInward;
attribute vec3 aTangent;
attribute float aPhase;
attribute float aK;
attribute float aWaveA;
uniform float uTime, uBreatheA, uOmega;
varying vec2 vUv; varying vec3 vN; varying vec3 vView; varying float vPulse;
void main() {
vUv = uv;
float phi = aPhase - uOmega * uTime;
float sn = max(0.0, sin(phi));
float pulse = sn * sn * sn; // sharp crest, long trough: a muscle, not a sine
float breathe = uBreatheA * sin(uv.y * 0.7 + uTime * 0.8) * sin(uv.x * 6.2831853 * 3.0);
float disp = aWaveA * pulse + breathe;
// Tilt the normal with the wave. Without this the crests are silhouette-only and the
// rim light slides over them as if the wall were flat — the effective wall radius is
// rho(s) = radius - disp, so the inward normal leans along the tangent by d(rho)/ds.
float dPulse_ds = 3.0 * sn * sn * cos(phi) * aK;
vec3 nIn = normalize(aInward - aTangent * (aWaveA * dPulse_ds));
vec4 mv = modelViewMatrix * vec4(position + aInward * disp, 1.0);
vN = normalize(normalMatrix * nIn);
vView = -mv.xyz;
vPulse = pulse;
gl_Position = projectionMatrix * mv;
}`,
fragmentShader: /* glsl */`
uniform vec3 uTint, uRim, uVoid;
uniform float uFog, uRimPow, uRimGain, uNormalScale, uMatcapGain;
uniform vec2 uRepeat, uRepeatB;
#ifdef USE_DETAIL
uniform sampler2D uDetail;
#endif
#ifdef USE_DETAIL_B
uniform sampler2D uDetailB;
#endif
#ifdef USE_NORMAL
uniform sampler2D uNormal;
#endif
#ifdef USE_MATCAP
uniform sampler2D uMatcap;
#endif
varying vec2 vUv; varying vec3 vN; varying vec3 vView; varying float vPulse;
#ifdef USE_NORMAL
// three's perturbNormal2Arb, lifted from Lane D's web/dev/laneD_texview.html.
// The tube carries no tangent attribute, so rebuild the TBN per-pixel from screen
// derivatives. DO NOT "simplify" this to normalize(vN + tn * k): a tangent-space sample
// is ~(0,0,1), so adding it tilts every normal toward the camera, dot(n,view) -> 1, the
// fresnel rim dies and the tube renders near-black. The rim IS the biome's only light.
// That failure looks exactly like "Lane D's textures are too dark" and is not.
vec3 perturb(vec3 N, vec3 viewPos, vec2 st, vec3 mapN) {
vec3 q0 = dFdx(viewPos), q1 = dFdy(viewPos);
vec2 st0 = dFdx(st), st1 = dFdy(st);
vec3 S = normalize(q0 * st1.t - q1 * st0.t);
vec3 T = normalize(-q0 * st1.s + q1 * st0.s);
return normalize(mat3(S, T, N) * mapN);
}
#endif
void main() {
vec2 duv = vUv * uRepeat;
#ifdef USE_DETAIL
// Lane D authors grayscale luminance/AO; the biome tint is applied here, so one
// texture serves two biomes at different tints (ART_BIBLE §FLUX prompt kit).
float detail = texture2D(uDetail, duv).r;
#ifdef USE_DETAIL_B
// macro variation: the _b wall at a coarser, non-multiple scale breaks _a's repeat
float db = texture2D(uDetailB, vUv * uRepeatB).r;
detail = mix(detail, detail * (0.55 + 0.9 * db), 0.6);
#endif
vec3 base = uTint * (0.35 + detail * 0.95) * 0.9; // D's measured curve
#else
// Assets-optional law: no texture is the *shipping* look until D lands, not an error
// state. Ridged folds around theta + striation along s = a passable SEM stand-in.
float folds = 0.55 + 0.45 * sin(vUv.x * 6.2831853 * 9.0 + sin(vUv.y * 0.9) * 2.0);
float detail = folds * (0.85 + 0.15 * sin(vUv.y * 2.2));
vec3 base = uTint * detail * 0.8;
#endif
vec3 N = normalize(vN);
#ifdef USE_NORMAL
vec3 tn = texture2D(uNormal, duv).xyz * 2.0 - 1.0;
tn.xy *= uNormalScale;
N = perturb(N, -vView, duv, normalize(tn));
#endif
vec3 V = normalize(vView);
float fres = pow(1.0 - abs(dot(N, V)), uRimPow);
// crest sheen: the wave is a gameplay tell (ride it for boost), so it gets a little
// help beyond what its own geometry earns from the rim term
vec3 col = base + uRim * fres * uRimGain + uRim * vPulse * 0.10;
#ifdef USE_MATCAP
// wet specular. Keyed off the perturbed normal so the sheen follows the folds, and
// weighted toward grazing angles so it reads as a film of mucus, not a plastic gloss.
vec2 muv = N.xy * 0.5 + 0.5;
col += texture2D(uMatcap, muv).rgb * uMatcapGain * (0.25 + 0.75 * fres);
#endif
float d = length(vView);
gl_FragColor = vec4(mix(col, uVoid, 1.0 - exp(-uFog * d * 0.55)), 1.0);
#include <colorspace_fragment>
}`,
});
// WebGL1 needs the derivatives extension for perturb(); harmless on WebGL2 where it's core.
mat.extensions = { derivatives: true };
return mat;
}