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@ericrius1/loom

v0.1.1

Published

A cinematic WebGPU renderer on weft: physically based atmosphere, volumetric clouds and storm cells, the sea, rain, light in the air, GTAO, bloom, eye adaptation and an AgX film grade — plus GPU particles, paint, ink and toon light, breakable rubble on bo

Readme

@ericrius1/loom

A cinematic WebGPU renderer on @ericrius1/weft — the renderer the games at games.ericlevin.dev share.

  • Sky & light: a physically based atmosphere (after Hillaire 2020: transmittance + multiple-scattering LUTs, a sky-view LUT, aerial-perspective froxels), sun, moon with phase, stars; shadow cascades; the terrain's own long shadows from its heightfield; GTAO; valley mist; sun and moon shafts.
  • Clouds (render/clouds): Nubis-style shape and erosion noise over an evolving weather map, storm cells with anvils and lightning, a baked light volume, multiple-scattering octaves, two temporally resolved layers, holes torn by things flying through.
  • Water: Gerstner seas with a wave-equation ripple sim round the player, refraction absorbed per channel, a planar mirror; under the sea, caustics and shafts.
  • Weather & lamps: rain drawn from index and time (nothing simulated), splashes placed on the depth buffer; spot and point lights with headlamp profiles; light in the air sampled equi-angularly (Kulla & Fajardo).
  • The film: motion blur, depth of field and tilt-shift, wide bloom, histogram eye adaptation, an AgX grade with split toning and scotopic night, a lens pass (halation, fringes, barrel).
  • Stylized: toon light with complementary shadows, ink outlines from the depth's second difference, a paint volume.
  • Things that break: Voronoi fracture of convex cells, bonded rubble, one draw for thousands of pieces, physics on box3d.js.
  • Sound: a procedural audio engine (Web Audio, no samples) — ambience, foley, Minnaert-bubble water, engines, generative scores.
npm install @ericrius1/weft @ericrius1/loom
// vite.config.ts — `#include "loom/env"` etc. in your shaders
import { weft } from '@ericrius1/weft/vite';
export default defineConfig({ plugins: [weft({ libs: { loom: '@ericrius1/loom' } })], build: { target: 'esnext' } });
import { Renderer } from '@ericrius1/loom/render/renderer';
import { Clouds } from '@ericrius1/loom/render/clouds';
import { AudioEngine } from '@ericrius1/loom/audio';

Modules are imported by path (@ericrius1/loom/<dir>/<module>); shaders by @ericrius1/loom/shaders/<name>.wgsl. Multithreaded physics wants box3d.js's dist/box3d.mt.* copied to your app's public/box3d/ and a cross-origin isolated page (loadBox3D({ mtUrl }) to put it elsewhere).

MIT.