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@nachi-vfx/three

v0.2.3

Published

Three.js WebGPU runtime adapter and draw materializers for nachi VFX

Readme

@nachi-vfx/three

The official Three.js r185 runtime adapter for @nachi-vfx/core. It supplies the TSL kernel adapter, WebGPU submission bridge, Three resource resolvers, transform sources, and billboard, mesh, light, and decal draw materializers needed to render a VFXSystem.

pnpm add @nachi-vfx/core @nachi-vfx/three [email protected]
# TypeScript projects also need Three's separately published declarations:
pnpm add -D @types/[email protected]

[email protected] is an exact peer because the adapter integrates with Three's TSL, storage-buffer, indirect-draw, and WebGPU renderer contracts. Upgrade Three and this package together.

Minimal billboard draw

import {
  VFXSystem,
  billboard,
  burst,
  defineEffect,
  defineEmitter,
  lifetime,
  positionSphere,
} from '@nachi-vfx/core';
import {
  createThreeKernelAdapter,
  createThreeRuntimeRenderer,
  disposeThreeDraw,
  materializeThreeSpriteDraw,
} from '@nachi-vfx/three';
import * as THREE from 'three/webgpu';

const renderer = new THREE.WebGPURenderer({ antialias: true });
await renderer.init();

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(50, 1, 0.1, 100);
camera.position.z = 5;

const adapter = createThreeKernelAdapter({ backend: 'webgpu' });
const runtimeRenderer = createThreeRuntimeRenderer(renderer, adapter);
const system = new VFXSystem(runtimeRenderer, scene);
const effect = defineEffect({
  elements: {
    sparks: defineEmitter({
      capacity: 128,
      init: [positionSphere({ radius: 0.2 }), lifetime(0.8)],
      render: billboard({ blending: 'additive' }),
      spawn: burst({ count: 64 }),
    }),
  },
});

const instance = system.spawn(effect, { position: [0, 1, 0], seed: 42 });
const emitter = instance.getEmitter('sparks');
if (!emitter) throw new Error('The sparks emitter was not created.');
const draw = materializeThreeSpriteDraw(emitter.program, emitter.kernels);
scene.add(draw);

await system.update(1 / 60);
renderer.render(scene, camera);

// When this mesh is no longer reused by the host:
disposeThreeDraw(emitter.kernels, draw, renderer);

Use createThreeTextureResolver() for billboard/decal maps, createThreeGeometryResolver() for mesh draws, and the vector-field, SDF, or mesh-surface resource helpers for matching core modules. Light materialization returns a bounded PointLight pool whose update() method is driven by the host. These APIs expose ordinary Three objects so scene ownership, render targets, cameras, and disposal remain explicit application responsibilities.

createThreeTransformSource(object) adapts attachment world position and quaternion only, matching core's v1 EffectWorldTransform. It intentionally does not forward object world scale. A scaled parent can move a child's sampled world position, but attachment scale does not scale the emitter basis, emitter offset, per-distance units, particle sizes, grids, or colliders. Use authored particle size/geometry controls in v1; full transform scale and its interpolation/physics semantics are a v2 residual, not an implicit Three-only behavior.

Sprite, mesh, decal, and light materialization results expose setUserVisible(visible). Final draw visibility is runtimeVisible && userVisible, where runtime visibility continues to own culling, completion, stop, and pooling transitions. The user component defaults to true, so existing hosts do not change. Do not assign the returned Three object's .visible directly: a later runtime visibility update overwrites that field. Use setUserVisible(false) for a persistent user hide and setUserVisible(true) to return control to the current runtime state. Light draws apply the same contract to their returned group while keeping every pooled child PointLight shader-stably visible.

The light pool also owns each child PointLight's selection-driven visible, intensity (and Three's derived power), distance, position, and color. Every successful selection readback forces visible = true, writes intensity/distance or zero for inactive slots, and overwrites position/color when a slot receives a selected particle. Direct edits to those properties may remain visible only until the next readback application and are not persistent correction controls. The pool group uses the separate setUserVisible() composition above. V1 has no equivalent composition API for child light values; a v2 candidate is a persistent base-plus-user modifier object for intensity scale, distance scale, position offset, and color multiplier, following setRenderOrderBase() ownership rather than making direct Three property writes authoritative.

Sprite, mesh, and decal draws also expose setRenderOrderBase(base). The adapter composes that persistent host base with the renderer-v2 module's signed renderOrderOffset and core's fractional far-to-near rank; it never substitutes a fixed 1000 + rank. Sprite/mesh bases default to 1000 and the existing decal base defaults to 10. An external Three object at the resulting integer bucket is submitted before Nachi's automatic draws in that bucket, and one at the next integer is submitted after them. Assigning .renderOrder directly is not persistent and may be overwritten by a runtime update or pool transition. Version-2 transparent mesh materials use depthWrite: false; module-v1 mesh draws preserve the old true behavior. See RFC 006 for the exact formula and supported ranges.

Preparing first-use pipelines

Use createThreeEffectPreparer() with core or timeline system.prepare() to compile draw pipelines during a loading screen instead of simulating an animation cycle:

const preparer = createThreeEffectPreparer(renderer, scene, camera, {
  // When using @nachi-vfx/post, compile draws against its internal scene-pass target.
  compileTarget: post.sceneRenderTarget,
  sprite: { resolveTexture },
});
await system.prepare(effect, { preparer, signal, onProgress });
const instance = system.spawn(effect);
const emitter = instance.getEmitter('particles');
const draw =
  (emitter && preparer.takePreparedDraw<THREE.Mesh>(emitter)) ??
  (emitter && materializeThreeSpriteDraw(emitter.program, emitter.kernels));

// The preparer retains hidden pipeline anchors until the application no longer needs the cache.
window.addEventListener('pagehide', () => preparer.dispose(), { once: true });

Billboard, mesh, light, and decal draws are built in. Register external draw kinds such as ribbon through drawPreparers; an unregistered kind rejects preparation explicitly. takePreparedDraw() transfers the exact prepared draw to the matching live emitter, including auxiliary compute nodes used by light or custom draws. Keep the preparer alive through first use—disposing it immediately removes any pipeline references that have not been transferred.

compileTarget must match the target used by the live scene render. Omitting it uses the currently bound renderer target, which is appropriate for direct scene rendering. @nachi-vfx/post users should pass post.sceneRenderTarget; render-pipeline cache keys include target format, sample count, and color space. Draw preparers that add lights should return affectsLighting: true; built-in light draws do this automatically so existing scene materials are compiled against that light resource. Preparation does not enumerate combinations of independently spawned light draws; hosts that vary the simultaneous light set should keep that set structurally stable or prepare those variants explicitly at the application level.

Prepared light draws automatically report NACHI_LIGHT_LIMIT_EXCEEDED through the owning core system's onRuntimeDiagnostic path. takePreparedDraw() rebinds the prepared callback to the live emitter, so the temporary preparation owner does not receive the warning and repeated updates of the same bounded pool do not duplicate it. Set light.onDiagnostic on createThreeEffectPreparer() when the Three-specific callback should replace system delivery.

Draw and pooled-kernel lifetime

Materialized draws are registered against their BuiltEmitterKernels so culling, render order, and profiling see the same object set. A host that replaces a materialized sprite, mesh, decal, light, or ribbon MUST reuse the existing Three object or dispose/unmaterialize the old draw first. disposeThreeDraw(kernels, object, renderer) unregisters a Three draw, removes it from its parent, and releases its owned geometry, material, instance attribute, and tracked GPU attributes. Calling EffectInstance.release() may move kernels into the core pool; the runtime disposes registered draws before pooling, so a later spawn that reuses those kernels must materialize and attach a new draw. Do not retain and render a draw after its instance has been released.

Raw logical-attribute GPU readback used by repository smokes is intentionally not exported. Runtime debugging should use core's serialized instance.debug.captureAttributes() surface.