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@vibegameengine/shader-warmup

v1.1.0

Published

Pre-compile Three.js shaders to prevent runtime stutter (jank) in React Three Fiber apps

Readme

@vibegameengine/shader-warmup

A lightweight utility for pre-compiling Three.js shaders to avoid runtime stutter (jank) when objects first appear in the scene. Designed for use with @react-three/fiber.

Features

  • Registry System: Decoupled resource registration so assets can be registered from anywhere.
  • Invisible Warmup: Renders objects at microscopic scale to force shader compilation without visual artifacts.
  • ShaderWarmup: Owns mount → compile → unmount and reports when a splash can close.
  • Variant-aware: Supports ordinary mesh and InstancedMesh programs.
  • Recovery-aware: Re-runs after late registry entries or WebGL context restoration.

Installation

npm install @vibegameengine/shader-warmup

Usage

1. Register Resources

Register your geometries and materials before your scene renders, for example, during asset loading or initialization.

import { ShaderWarmupRegistry } from '@vibegameengine/shader-warmup';
import * as THREE from 'three';

// Register duplicate materials/geometries only once
ShaderWarmupRegistry.register(
  'player-ship', 
  shipGeometry, 
  shipMaterial
);

// Use the real object type when a material is rendered through InstancedMesh.
ShaderWarmupRegistry.register(
  'level-up-spark',
  sparkGeometry,
  sparkMaterial,
  { drawMode: 'instanced' },
);

ShaderWarmupRegistry.register(
  'enemy-bot',
  botGeometry,
  botMaterial
);

2. Add one boundary to Canvas

Place ShaderWarmup inside your <Canvas>. It fetches the central registry, compiles invisible resources, waits for the next real frame, then unmounts them without disposing your shared assets.

import { Canvas } from '@react-three/fiber';
import { ShaderWarmup } from '@vibegameengine/shader-warmup';
import { useState } from 'react';

const GameScene = () => {
  const [isReady, setIsReady] = useState(false);

  return (
    <>
      {!isReady && <LoadingScreen />}
      
      <Canvas>
        <ShaderWarmup
          onWarming={() => setIsReady(false)}
          onReady={() => setIsReady(true)}
        />
        
        {/* Your actual game content */}
        <GameWorld />
      </Canvas>
    </>
  );
};

The boundary re-warms automatically when a new resource enters its registry. In development, registering a different resource under an existing ID logs a warning instead of silently replacing the first shader variant.

ShaderWarmup warms registered geometry/material draw variants. Keep runtime effect logic separate, and register every real mesh or instanced-mesh variant it can create before the Canvas mounts.

3. Advanced Usage (Custom Resource Subset)

You can also pass a specific list of resources directly to the component, bypassing the global registry.

<ShaderWarmup resources={[
  { id: 'custom-1', geometry: geo1, material: mat1, drawMode: 'mesh' }
]} onReady={() => setIsReady(true)} />

ShaderWarmupBoundary and ReadySignal remain exported for backwards compatibility; new integrations use ShaderWarmup.