Phase 3 update: orbit ghosts, parallax, FX, shader fix [build v8]

This commit is contained in:
2026-06-23 15:35:55 +10:00
parent 802ae7fab9
commit ce35712014
2 changed files with 104 additions and 19 deletions
+80 -11
View File
@@ -27,6 +27,15 @@ export const GHOST_GRADIENTS = {
Blue: { top: '#529EFF', bottom: '#51EAF1' }, // GhostType_Sad
};
// Shared ghost mesh (Ghost_Bat) loaded once and cloned per-ghost. Set via
// setSharedMesh() before spawning; if null, ghosts fall back to the lathe wisp.
let SHARED_MESH = null;
export function setSharedMesh(mesh) { SHARED_MESH = mesh || null; }
// Y-range of the shared mesh, for mapping the vertical gradient onto it.
let SHARED_MESH_Y = { min: -1.83, max: 1.83 };
export function setSharedMeshYRange(min, max) { SHARED_MESH_Y = { min, max }; }
const WISP_VERT = `
varying float vY;
varying vec3 vPos;
@@ -58,6 +67,34 @@ const WISP_FRAG = `
}
`;
// Gradient shader for the real mesh: maps the vertical gradient onto the mesh's
// object-space Y range (passed as uYMin/uYMax) and keeps it solid + glowy.
const MESH_VERT = `
varying float vT;
uniform float uYMin;
uniform float uYMax;
uniform float uTime;
void main() {
vT = clamp((position.y - uYMin) / max(0.001, (uYMax - uYMin)), 0.0, 1.0);
vec3 p = position;
// subtle billow so the ghost feels alive
p.x += sin(uTime * 1.5 + position.y * 2.0) * 0.03;
gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
}
`;
const MESH_FRAG = `
varying float vT;
uniform vec3 uTop;
uniform vec3 uBottom;
uniform float uAlpha;
uniform float uTime;
void main() {
vec3 col = mix(uBottom, uTop, vT);
float shimmer = 0.85 + 0.15 * sin(uTime * 2.0 + vT * 6.2831);
gl_FragColor = vec4(col * shimmer, uAlpha);
}
`;
function hexToRGB(THREE, hex) { return new THREE.Color(hex); }
/**
@@ -88,23 +125,55 @@ export function createGhostVisual(THREE, opts = {}) {
const group = new THREE.Group();
group.name = `ghost-${color}`;
// --- Tier 0: wisp body + gradient material ---
// --- Tier 0: ghost body. Prefer the real shared mesh (Ghost_Bat), recoloured
// by the gradient; fall back to the procedural lathe wisp if no mesh. ---
const uniforms = {
uTime: { value: 0 },
uTop: { value: hexToRGB(THREE, grad.top) },
uBottom: { value: hexToRGB(THREE, grad.bottom) },
uAlpha: { value: 1.0 },
};
const mat = new THREE.ShaderMaterial({
vertexShader: WISP_VERT,
fragmentShader: WISP_FRAG,
uniforms,
transparent: true,
depthWrite: false,
side: THREE.DoubleSide,
blending: THREE.NormalBlending,
});
const body = new THREE.Mesh(buildWispGeometry(THREE), mat);
let body, mat;
if (SHARED_MESH) {
// clone the shared mesh geometry and give it the mesh gradient material
mat = new THREE.ShaderMaterial({
vertexShader: MESH_VERT,
fragmentShader: MESH_FRAG,
uniforms: {
...uniforms,
uYMin: { value: SHARED_MESH_Y.min },
uYMax: { value: SHARED_MESH_Y.max },
},
transparent: true,
depthWrite: true,
side: THREE.DoubleSide,
blending: THREE.NormalBlending,
});
// SHARED_MESH may be a Group (from OBJLoader) or a Mesh; find the first mesh geometry
let srcGeo = null;
SHARED_MESH.traverse?.(o => { if (!srcGeo && o.isMesh) srcGeo = o.geometry; });
if (!srcGeo && SHARED_MESH.isMesh) srcGeo = SHARED_MESH.geometry;
body = new THREE.Mesh(srcGeo, mat);
// normalise scale: mesh is ~3.6 units tall; scale to ~1.2 like the wisp
const targetH = 1.4;
const meshH = (SHARED_MESH_Y.max - SHARED_MESH_Y.min) || 3.66;
body.scale.setScalar(targetH / meshH);
// keep the alpha-driven uniforms reachable for animation
uniforms.uTime = mat.uniforms.uTime;
uniforms.uAlpha = mat.uniforms.uAlpha;
} else {
mat = new THREE.ShaderMaterial({
vertexShader: WISP_VERT,
fragmentShader: WISP_FRAG,
uniforms,
transparent: true,
depthWrite: false,
side: THREE.DoubleSide,
blending: THREE.NormalBlending,
});
body = new THREE.Mesh(buildWispGeometry(THREE), mat);
}
group.add(body);
// --- always-on soft glow halo (procedural, no texture needed) so the ghost