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scenic-draft

v0.1.0

Published

Describe a background and a CSG object tree, get a progressively path-traced image on a WebGL2 canvas.

Readme

scenic-draft

Describe a background and a CSG object tree, get a progressively path-traced image on a WebGL2 canvas. The scene is compiled into a GLSL signed-distance shader (all parameters baked in as literals), then a progressive path tracer accumulates one sample per pixel per frame.

Usage

import {
  gradient,
  paint,
  plane,
  render,
  smoothUnion,
  sphere,
  sun,
  torus,
  translate,
  union,
} from 'scenic-draft';

const handle = render(canvas, {
  background: gradient([0.02, 0.03, 0.05], [0.85, 0.9, 1.0], {
    sun: sun([-0.5, 0.8, -0.3], [6, 5, 4]),
  }),
  scene: union(
    plane([0, 1, 0], -1.2),
    smoothUnion(
      0.4,
      sphere(1.2),
      translate(
        paint(torus(1.6, 0.35), { color: [0.85, 0.2, 0.2], roughness: 0.6, metallic: 0 }),
        [0, 0.9, 0],
      ),
    ),
  ),
});

// When the canvas goes away (e.g. React effect cleanup):
handle.stop();

The environment is the only light source, so give the background some contrast (or a sun) if the image looks flat.

Scene nodes

  • Primitivessphere(r), box(halfExtents, rounding?), torus(major, minor), cylinder(r, halfHeight), capsule(r, halfHeight), plane(normal, offset?)
  • Transformstranslate(node, [x, y, z]), rotateX/Y/Z(node, radians), scale(node, factor)
  • CSGunion(...), intersect(...), subtract(base, ...cuts) and smoothUnion(k, ...), smoothIntersect(k, ...), smoothSubtract(k, base, ...cuts) where k is the blend radius
  • Modifiersshell(node, thickness) hollows a solid, grow(node, amount) inflates/rounds
  • Materialspaint(node, { color, roughness?, metallic? }) applies to the whole subtree; the innermost paint wins. Unpainted primitives are gold.

Nodes are plain data (see SceneNode in types.ts), so trees can be built, serialised or generated without the helper functions.

Rendering

render(canvas, spec, options?) sizes the canvas backing store, compiles the shader and starts a requestAnimationFrame loop. Options: size (default 1024), maxFrames (1200), bounces (6), seed (fixed seed for reproducible accumulation). It returns { stop(), frames }.

buildShader(spec, bounces?) exposes the generated GLSL for inspection and testing — it is a pure function of the spec.

Development

This package lives inside a pnpm workspace package (src/scenic-draft), but has no dependencies on the surrounding app.

  • pnpm test — vitest over the codegen (pure functions, no WebGL required)
  • pnpm build — assembles the publishable package into the gitignored package/ folder: tsc emits JS + .d.ts to package/dist, and scripts/build-package.mjs writes a publish-only manifest and README
  • pnpm release — test, build, then npm publish ./package

The demo page (/scenic-draft in the site) lives outside the package in src/pages/ScenicDraft.tsx.