@adobe/data-gpu 0.9.69

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Files changed (584) hide show
  1. package/CLAUDE.md +98 -0
  2. package/LICENSE +21 -0
  3. package/dist/core/core-plugin.d.ts +44 -0
  4. package/dist/core/core-plugin.js +90 -0
  5. package/dist/core/core-plugin.js.map +1 -0
  6. package/dist/core/frame-time/frame-time-plugin.d.ts +25 -0
  7. package/dist/core/frame-time/frame-time-plugin.js +41 -0
  8. package/dist/core/frame-time/frame-time-plugin.js.map +1 -0
  9. package/dist/core/frame-time/frame-time.d.ts +18 -0
  10. package/dist/core/frame-time/frame-time.js +3 -0
  11. package/dist/core/frame-time/frame-time.js.map +1 -0
  12. package/dist/core/frame-time/public.d.ts +1 -0
  13. package/dist/core/frame-time/public.js +3 -0
  14. package/dist/core/frame-time/public.js.map +1 -0
  15. package/dist/graphics/animation/animation-data-plugin.d.ts +216 -0
  16. package/dist/graphics/animation/animation-data-plugin.js +110 -0
  17. package/dist/graphics/animation/animation-data-plugin.js.map +1 -0
  18. package/dist/graphics/animation/animation-plugin.d.ts +214 -0
  19. package/dist/graphics/animation/animation-plugin.js +26 -0
  20. package/dist/graphics/animation/animation-plugin.js.map +1 -0
  21. package/dist/graphics/animation/animation-plugin.test.d.ts +1 -0
  22. package/dist/graphics/animation/animation-plugin.test.js +142 -0
  23. package/dist/graphics/animation/animation-plugin.test.js.map +1 -0
  24. package/dist/graphics/animation/animation-track/animation-track.d.ts +13 -0
  25. package/dist/graphics/animation/animation-track/animation-track.js +3 -0
  26. package/dist/graphics/animation/animation-track/animation-track.js.map +1 -0
  27. package/dist/graphics/animation/animation-track/componentwise-lerp.d.ts +7 -0
  28. package/dist/graphics/animation/animation-track/componentwise-lerp.js +22 -0
  29. package/dist/graphics/animation/animation-track/componentwise-lerp.js.map +1 -0
  30. package/dist/graphics/animation/animation-track/interpolate.d.ts +8 -0
  31. package/dist/graphics/animation/animation-track/interpolate.js +18 -0
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  33. package/dist/graphics/animation/animation-track/public.d.ts +1 -0
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  36. package/dist/graphics/animation/animation-track/sample.d.ts +7 -0
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  38. package/dist/graphics/animation/animation-track/sample.js.map +1 -0
  39. package/dist/graphics/animation/interpolation-mode/interpolation-mode.d.ts +4 -0
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  45. package/dist/graphics/animation/interpolation-mode/schema.d.ts +4 -0
  46. package/dist/graphics/animation/interpolation-mode/schema.js +3 -0
  47. package/dist/graphics/animation/interpolation-mode/schema.js.map +1 -0
  48. package/dist/graphics/camera/camera-plugin.d.ts +112 -0
  49. package/dist/graphics/camera/camera-plugin.js +36 -0
  50. package/dist/graphics/camera/camera-plugin.js.map +1 -0
  51. package/dist/graphics/camera/camera.d.ts +4 -0
  52. package/dist/graphics/camera/camera.js +3 -0
  53. package/dist/graphics/camera/camera.js.map +1 -0
  54. package/dist/graphics/camera/orbit/attach-orbit-drag.d.ts +31 -0
  55. package/dist/graphics/camera/orbit/attach-orbit-drag.js +44 -0
  56. package/dist/graphics/camera/orbit/attach-orbit-drag.js.map +1 -0
  57. package/dist/graphics/camera/orbit/orbit-data-plugin.d.ts +290 -0
  58. package/dist/graphics/camera/orbit/orbit-data-plugin.js +42 -0
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  60. package/dist/graphics/camera/orbit/orbit-plugin.d.ts +281 -0
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  63. package/dist/graphics/camera/orbit/orbit-system-plugin.d.ts +292 -0
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  66. package/dist/graphics/camera/orbit/orbit.d.ts +32 -0
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  72. package/dist/graphics/camera/public.d.ts +4 -0
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  75. package/dist/graphics/camera/schema.d.ts +65 -0
  76. package/dist/graphics/camera/schema.js +19 -0
  77. package/dist/graphics/camera/schema.js.map +1 -0
  78. package/dist/graphics/camera/screen-to-world-ray.d.ts +10 -0
  79. package/dist/graphics/camera/screen-to-world-ray.js +31 -0
  80. package/dist/graphics/camera/screen-to-world-ray.js.map +1 -0
  81. package/dist/graphics/camera/to-view-projection.d.ts +3 -0
  82. package/dist/graphics/camera/to-view-projection.js +23 -0
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  84. package/dist/graphics/graphics-plugin.d.ts +121 -0
  85. package/dist/graphics/graphics-plugin.js +106 -0
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  87. package/dist/graphics/picking/pick-hit.d.ts +10 -0
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  93. package/dist/graphics/rendering/bone-collider-plugin.d.ts +1619 -0
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  96. package/dist/graphics/rendering/display-transform-plugin.d.ts +52 -0
  97. package/dist/graphics/rendering/display-transform-plugin.js +25 -0
  98. package/dist/graphics/rendering/display-transform-plugin.js.map +1 -0
  99. package/dist/graphics/rendering/ibl-render/brdf.wgsl.d.ts +2 -0
  100. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js +42 -0
  101. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js.map +1 -0
  102. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.d.ts +1 -0
  103. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js +91 -0
  104. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js.map +1 -0
  105. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.d.ts +24 -0
  106. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js +34 -0
  107. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js.map +1 -0
  108. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.d.ts +1 -0
  109. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js +12 -0
  110. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js.map +1 -0
  111. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.d.ts +1 -0
  112. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js +11 -0
  113. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js.map +1 -0
  114. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.d.ts +1 -0
  115. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js +9 -0
  116. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js.map +1 -0
  117. package/dist/graphics/rendering/ibl-render/ibl/environment.d.ts +8 -0
  118. package/dist/graphics/rendering/ibl-render/ibl/environment.js +170 -0
  119. package/dist/graphics/rendering/ibl-render/ibl/environment.js.map +1 -0
  120. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.d.ts +2 -0
  121. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js +32 -0
  122. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js.map +1 -0
  123. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.d.ts +2 -0
  124. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js +59 -0
  125. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js.map +1 -0
  126. package/dist/graphics/rendering/ibl-render/ibl/irradiance.d.ts +1 -0
  127. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js +94 -0
  128. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js.map +1 -0
  129. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.d.ts +6 -0
  130. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js +106 -0
  131. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js.map +1 -0
  132. package/dist/graphics/rendering/ibl-render/ibl/prefilter.d.ts +5 -0
  133. package/dist/graphics/rendering/ibl-render/ibl/prefilter.js +103 -0
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  135. package/dist/graphics/rendering/ibl-render/ibl/render-helpers.d.ts +4 -0
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  138. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.d.ts +1028 -0
  139. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js +409 -0
  140. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js.map +1 -0
  141. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.d.ts +8 -0
  142. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.js +173 -0
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  144. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.d.ts +2 -0
  145. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js +50 -0
  146. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js.map +1 -0
  147. package/dist/graphics/rendering/interpolation-plugin.d.ts +485 -0
  148. package/dist/graphics/rendering/interpolation-plugin.js +98 -0
  149. package/dist/graphics/rendering/interpolation-plugin.js.map +1 -0
  150. package/dist/graphics/rendering/interpolation.test.d.ts +1 -0
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  152. package/dist/graphics/rendering/interpolation.test.js.map +1 -0
  153. package/dist/graphics/rendering/jolt-ragdoll-plugin.d.ts +1628 -0
  154. package/dist/graphics/rendering/jolt-ragdoll-plugin.js +218 -0
  155. package/dist/graphics/rendering/jolt-ragdoll-plugin.js.map +1 -0
  156. package/dist/graphics/rendering/material-gpu/material-arrays.d.ts +47 -0
  157. package/dist/graphics/rendering/material-gpu/material-arrays.js +83 -0
  158. package/dist/graphics/rendering/material-gpu/material-arrays.js.map +1 -0
  159. package/dist/graphics/rendering/material-gpu/material-bind-group.d.ts +9 -0
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  162. package/dist/graphics/rendering/material-gpu/material-gpu-plugin.d.ts +259 -0
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  168. package/dist/graphics/rendering/pbr-core-plugin.d.ts +75 -0
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  171. package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.d.ts +10 -0
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@@ -0,0 +1,81 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+ import { Database, Entity } from "@adobe/data/ecs";
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+ import { physicsData } from "../../physics/physics-data-plugin.js";
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+ import { modelLoader } from "../scene/model/model-loader-plugin.js";
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+ import { hullVertices } from "../scene/model/shape/convex-hull.js";
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+ /**
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+ * modelCollider — lets a rendered model double as a physics body whose collider is
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+ * **auto-generated from its mesh**. A `ModelBody` (or `StaticModelCollider`) carries
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+ * a `geometry` + a `colliderShape` of `"hull"` or `"mesh"` but *no* collision data;
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+ * this fills it once the mesh has loaded:
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+ *
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+ * hull → `convexPoints` = the simplified hull vertices of the mesh (the engine
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+ * rebuilds the hull) — a coarse, convex stand-in for a detailed model.
14
+ * mesh → `colliderMesh` = the mesh triangles verbatim (static trimesh).
15
+ *
16
+ * The source defaults to the body's own `geometry` but can be overridden with
17
+ * `collisionGeometry` (point it at a low-poly mesh for a cheaper collider). The
18
+ * model's `scale` is baked into the collision geometry so it matches the render.
19
+ * Generated data is cached per (source geometry, shape, scale), so many instances
20
+ * of one model share it. Authoring the collider by hand (supplying `convexPoints`
21
+ * / `colliderMesh` directly, as `ConvexBody` / `MeshCollider` do) still works and
22
+ * simply skips generation.
23
+ *
24
+ * Because the body already has a `geometry`, the physics render bridge leaves it
25
+ * alone — it renders as the detailed model and collides as the generated shape.
26
+ */
27
+ export const modelCollider = Database.Plugin.create({
28
+ extends: Database.Plugin.combine(physicsData, modelLoader),
29
+ components: {
30
+ collisionGeometry: Entity.schema, // optional override: generate the collider from this Geometry instead of `geometry`
31
+ },
32
+ archetypes: {
33
+ // A model that is also a dynamic/kinematic body; collider auto-generated.
34
+ ModelBody: ["geometry", "scale", "visible", "parent", "bodyType", "colliderShape", "halfExtents", "material", "position", "rotation", "linearVelocity", "angularVelocity"],
35
+ // A static model collider (immovable level geometry that renders as a model).
36
+ StaticModelCollider: ["geometry", "scale", "visible", "parent", "colliderShape", "halfExtents", "material", "position", "rotation"],
37
+ },
38
+ systems: {
39
+ generateModelColliders: {
40
+ schedule: { during: ["postUpdate"] },
41
+ create: db => {
42
+ // generated collider data, shared across instances of the same (source mesh, shape, scale)
43
+ const cache = new Map();
44
+ return () => {
45
+ // model-bodies (geometry + scale) whose collider data isn't generated yet
46
+ for (const arch of db.store.queryArchetypes(["colliderShape", "geometry", "scale"], { exclude: ["convexPoints", "colliderMesh"] })) {
47
+ const ids = arch.columns.id, css = arch.columns.colliderShape, scl = arch.columns.scale;
48
+ // tail→head: filling the data migrates the row out of this archetype
49
+ for (let i = arch.rowCount - 1; i >= 0; i--) {
50
+ const shape = css.get(i);
51
+ if (shape !== "hull" && shape !== "mesh")
52
+ continue; // primitive-shaped model-bodies need no generation
53
+ const id = ids.get(i);
54
+ const src = db.store.read(id).collisionGeometry || arch.columns.geometry.get(i);
55
+ const mesh = db.store.read(src);
56
+ const positions = mesh?._cpuPositions;
57
+ if (!positions)
58
+ continue; // source mesh not loaded yet — retry next frame
59
+ const s = scl.get(i), key = `${src}:${shape}:${s[0]}:${s[1]}:${s[2]}`;
60
+ let data = cache.get(key);
61
+ if (!data) {
62
+ const scaled = new Float32Array(positions.length);
63
+ for (let k = 0; k < positions.length; k += 3) {
64
+ scaled[k] = positions[k] * s[0];
65
+ scaled[k + 1] = positions[k + 1] * s[1];
66
+ scaled[k + 2] = positions[k + 2] * s[2];
67
+ }
68
+ data = shape === "hull"
69
+ ? { convexPoints: hullVertices(scaled) }
70
+ : { colliderMesh: { positions: scaled, indices: mesh._cpuIndices ?? new Uint32Array(0) } };
71
+ cache.set(key, data);
72
+ }
73
+ db.store.update(id, data);
74
+ }
75
+ }
76
+ };
77
+ },
78
+ },
79
+ },
80
+ });
81
+ //# sourceMappingURL=model-collider-plugin.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"model-collider-plugin.js","sourceRoot":"","sources":["../../../src/graphics/rendering/model-collider-plugin.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,iBAAiB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAE,MAAM,sCAAsC,CAAC;AAEnE,OAAO,EAAE,WAAW,EAAE,MAAM,uCAAuC,CAAC;AACpE,OAAO,EAAE,YAAY,EAAE,MAAM,qCAAqC,CAAC;AAEnE;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,CAAC,MAAM,aAAa,GAAG,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC;IAChD,OAAO,EAAE,QAAQ,CAAC,MAAM,CAAC,OAAO,CAAC,WAAW,EAAE,WAAW,CAAC;IAC1D,UAAU,EAAE;QACR,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,oFAAoF;KACzH;IACD,UAAU,EAAE;QACR,0EAA0E;QAC1E,SAAS,EAAE,CAAC,UAAU,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,eAAe,EAAE,aAAa,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,gBAAgB,EAAE,iBAAiB,CAAC;QAC1K,8EAA8E;QAC9E,mBAAmB,EAAE,CAAC,UAAU,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,aAAa,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,CAAC;KACtI;IACD,OAAO,EAAE;QACL,sBAAsB,EAAE;YACpB,QAAQ,EAAE,EAAE,MAAM,EAAE,CAAC,YAAY,CAAC,EAAE;YACpC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACT,2FAA2F;gBAC3F,MAAM,KAAK,GAAG,IAAI,GAAG,EAA2E,CAAC;gBACjG,OAAO,GAAG,EAAE;oBACR,0EAA0E;oBAC1E,KAAK,MAAM,IAAI,IAAI,EAAE,CAAC,KAAK,CAAC,eAAe,CAAC,CAAC,eAAe,EAAE,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,cAAc,EAAE,cAAc,CAAC,EAAE,CAAC,EAAE,CAAC;wBACjI,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,aAAa,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;wBACxF,qEAAqE;wBACrE,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;4BAC1C,MAAM,KAAK,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;4BACzB,IAAI,KAAK,KAAK,MAAM,IAAI,KAAK,KAAK,MAAM;gCAAE,SAAS,CAAC,mDAAmD;4BACvG,MAAM,EAAE,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;4BACtB,MAAM,GAAG,GAAI,EAAE,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAoC,CAAC,iBAAiB,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;4BACpH,MAAM,IAAI,GAAG,EAAE,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAqF,CAAC;4BACpH,MAAM,SAAS,GAAG,IAAI,EAAE,aAAa,CAAC;4BACtC,IAAI,CAAC,SAAS;gCAAE,SAAS,CAAC,gDAAgD;4BAC1E,MAAM,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;4BACtE,IAAI,IAAI,GAAG,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;4BAC1B,IAAI,CAAC,IAAI,EAAE,CAAC;gCACR,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;gCAClD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;oCAAC,MAAM,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;oCAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;oCAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;gCAAC,CAAC;gCACpK,IAAI,GAAG,KAAK,KAAK,MAAM;oCACnB,CAAC,CAAC,EAAE,YAAY,EAAE,YAAY,CAAC,MAAM,CAAC,EAAE;oCACxC,CAAC,CAAC,EAAE,YAAY,EAAE,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,IAAK,CAAC,WAAW,IAAI,IAAI,WAAW,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC;gCAChG,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC;4BACzB,CAAC;4BACD,EAAE,CAAC,KAAK,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;wBAC9B,CAAC;oBACL,CAAC;gBACL,CAAC,CAAC;YACN,CAAC;SACJ;KACJ;CACJ,CAAC,CAAC"}
@@ -0,0 +1,75 @@
1
+ /**
2
+ * Shape declarations shared between asset producers (model loader, shape
3
+ * generators) and consumers (renderers). Every component and archetype is
4
+ * ephemeral — not part of the user's data model. Pair with an asset
5
+ * producer plus a renderer aggregator (`pbrIblRender`)
6
+ * to get drawable scenes.
7
+ */
8
+ export declare const pbrCore: {
9
+ readonly components: {
10
+ readonly _vertexBuffer: {
11
+ readonly default: GPUBuffer | null;
12
+ };
13
+ readonly _skinVertexBuffer: {
14
+ readonly default: GPUBuffer | null;
15
+ };
16
+ readonly _indexBuffer: {
17
+ readonly default: GPUBuffer | null;
18
+ };
19
+ readonly _indexCount: {
20
+ readonly type: "integer";
21
+ readonly minimum: 0;
22
+ readonly maximum: 4294967295;
23
+ readonly default: number;
24
+ };
25
+ readonly _indexFormat: {
26
+ readonly default: GPUIndexFormat;
27
+ };
28
+ readonly _materialBindGroup: {
29
+ readonly default: GPUBindGroup | null;
30
+ };
31
+ readonly _geometry: {
32
+ readonly type: "integer";
33
+ readonly minimum: -2147483648;
34
+ readonly maximum: 2147483647;
35
+ readonly default: number;
36
+ };
37
+ readonly _material: {
38
+ readonly type: "integer";
39
+ readonly minimum: -2147483648;
40
+ readonly maximum: 2147483647;
41
+ readonly default: number;
42
+ };
43
+ readonly _nodeLocalMatrix: {
44
+ readonly type: "array";
45
+ readonly items: {
46
+ readonly type: "number";
47
+ readonly precision: 1;
48
+ readonly default: number;
49
+ };
50
+ readonly minItems: 16;
51
+ readonly maxItems: 16;
52
+ readonly default: readonly [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
53
+ };
54
+ readonly _skeletonModelRef: {
55
+ readonly type: "integer";
56
+ readonly minimum: -2147483648;
57
+ readonly maximum: 2147483647;
58
+ readonly default: number;
59
+ };
60
+ readonly _skeletonJointMatrixBindGroup: {
61
+ readonly default: GPUBindGroup | null;
62
+ };
63
+ };
64
+ readonly resources: {};
65
+ readonly archetypes: {
66
+ readonly _VisibleMaterial: readonly ["ephemeral", "_materialBindGroup", "_geometry"];
67
+ readonly _PbrPrimitive: readonly ["ephemeral", "_vertexBuffer", "_skinVertexBuffer", "_indexBuffer", "_indexCount", "_indexFormat", "_material", "_geometry", "_nodeLocalMatrix"];
68
+ };
69
+ readonly transactions: {};
70
+ readonly systems: import("@adobe/data/ecs").SystemDeclarations<never>;
71
+ readonly actions: {};
72
+ readonly services: {};
73
+ readonly computed: {};
74
+ readonly indexes: {};
75
+ };
@@ -0,0 +1,39 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { Database, Entity } from "@adobe/data/ecs";
3
+ import { Mat4x4 } from "@adobe/data/math";
4
+ import { U32 } from "@adobe/data/math";
5
+ /**
6
+ * Shape declarations shared between asset producers (model loader, shape
7
+ * generators) and consumers (renderers). Every component and archetype is
8
+ * ephemeral — not part of the user's data model. Pair with an asset
9
+ * producer plus a renderer aggregator (`pbrIblRender`)
10
+ * to get drawable scenes.
11
+ */
12
+ export const pbrCore = Database.Plugin.create({
13
+ components: {
14
+ _vertexBuffer: { default: null },
15
+ /** Secondary VBO with skinning attributes (joints u32×4, weights f32×4),
16
+ * null for static primitives. Drives skinned-pipeline dispatch. */
17
+ _skinVertexBuffer: { default: null },
18
+ _indexBuffer: { default: null },
19
+ _indexCount: U32.schema,
20
+ _indexFormat: { default: "uint16" },
21
+ _materialBindGroup: { default: null },
22
+ /** Back-reference from a _PbrPrimitive / _VisibleMaterial to the
23
+ * authored Geometry that owns it. */
24
+ _geometry: Entity.schema,
25
+ _material: Entity.schema,
26
+ /** Node-local-to-model-root matrix baked at load time. The renderer
27
+ * pre-multiplies it with the per-instance model-root world matrix. */
28
+ _nodeLocalMatrix: Mat4x4.schema,
29
+ /** Skeleton-side back-references the renderer reads when dispatching
30
+ * the skinned pipeline. Populated by `pbrSkinning`. */
31
+ _skeletonModelRef: Entity.schema,
32
+ _skeletonJointMatrixBindGroup: { default: null },
33
+ },
34
+ archetypes: {
35
+ _VisibleMaterial: ["ephemeral", "_materialBindGroup", "_geometry"],
36
+ _PbrPrimitive: ["ephemeral", "_vertexBuffer", "_skinVertexBuffer", "_indexBuffer", "_indexCount", "_indexFormat", "_material", "_geometry", "_nodeLocalMatrix"],
37
+ },
38
+ });
39
+ //# sourceMappingURL=pbr-core-plugin.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr-core-plugin.js","sourceRoot":"","sources":["../../../src/graphics/rendering/pbr-core-plugin.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,iBAAiB,CAAC;AACnD,OAAO,EAAE,MAAM,EAAE,MAAM,kBAAkB,CAAC;AAC1C,OAAO,EAAE,GAAG,EAAE,MAAM,kBAAkB,CAAC;AAEvC;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,OAAO,GAAG,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC;IAC1C,UAAU,EAAE;QACR,aAAa,EAAmB,EAAE,OAAO,EAAE,IAAwB,EAAE;QACrE;4EACoE;QACpE,iBAAiB,EAAe,EAAE,OAAO,EAAE,IAAwB,EAAE;QACrE,YAAY,EAAoB,EAAE,OAAO,EAAE,IAAwB,EAAE;QACrE,WAAW,EAAqB,GAAG,CAAC,MAAM;QAC1C,YAAY,EAAoB,EAAE,OAAO,EAAE,QAA0B,EAAE;QACvE,kBAAkB,EAAc,EAAE,OAAO,EAAE,IAA2B,EAAE;QACxE;8CACsC;QACtC,SAAS,EAAuB,MAAM,CAAC,MAAM;QAC7C,SAAS,EAAuB,MAAM,CAAC,MAAM;QAC7C;+EACuE;QACvE,gBAAgB,EAAgB,MAAM,CAAC,MAAM;QAC7C;gEACwD;QACxD,iBAAiB,EAAe,MAAM,CAAC,MAAM;QAC7C,6BAA6B,EAAG,EAAE,OAAO,EAAE,IAA2B,EAAE;KAC3E;IACD,UAAU,EAAE;QACR,gBAAgB,EAAE,CAAC,WAAW,EAAE,oBAAoB,EAAE,WAAW,CAAC;QAClE,aAAa,EAAE,CAAC,WAAW,EAAE,eAAe,EAAE,mBAAmB,EAAE,cAAc,EAAE,aAAa,EAAE,cAAc,EAAE,WAAW,EAAE,WAAW,EAAE,kBAAkB,CAAC;KAClK;CACJ,CAAC,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Unified PBR shader for instanced primitives (and, after convergence, glTF).
3
+ * Materials come from the shared `materialGpu` set — five `texture_2d_array`s +
4
+ * a palette of per-layer factors (group 1) — selected by a per-instance layer
5
+ * index (group 3, binding 1). Shading is identical Cook-Torrance + split-sum
6
+ * IBL to the per-material `ibl-shader`; only the material *source* differs.
7
+ */
8
+ export declare function buildPbrArrayShader(options: {
9
+ prefilteredMipCount: number;
10
+ }): string;
@@ -0,0 +1,145 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { wgslStructFields } from "@adobe/data/typed-buffer";
3
+ import { schema as sceneUniformsSchema } from "../../scene/scene-uniforms/schema.js";
4
+ import brdf from "../ibl-render/brdf.wgsl.js";
5
+ /**
6
+ * Unified PBR shader for instanced primitives (and, after convergence, glTF).
7
+ * Materials come from the shared `materialGpu` set — five `texture_2d_array`s +
8
+ * a palette of per-layer factors (group 1) — selected by a per-instance layer
9
+ * index (group 3, binding 1). Shading is identical Cook-Torrance + split-sum
10
+ * IBL to the per-material `ibl-shader`; only the material *source* differs.
11
+ */
12
+ export function buildPbrArrayShader(options) {
13
+ return /* wgsl */ `
14
+ struct SceneUniforms {
15
+ ${wgslStructFields(sceneUniformsSchema)}
16
+ }
17
+
18
+ struct MaterialFactors {
19
+ baseColorFactor: vec4f,
20
+ emissiveMetallic: vec4f, // emissive.rgb, metallicFactor
21
+ roughNormalOcc: vec4f, // roughnessFactor, normalScale, occlusionStrength, _
22
+ }
23
+
24
+ @group(0) @binding(0) var<uniform> scene: SceneUniforms;
25
+
26
+ @group(1) @binding(0) var<storage, read> palette: array<MaterialFactors>;
27
+ @group(1) @binding(1) var baseColorArray: texture_2d_array<f32>;
28
+ @group(1) @binding(2) var metallicRoughnessArray: texture_2d_array<f32>;
29
+ @group(1) @binding(3) var normalArray: texture_2d_array<f32>;
30
+ @group(1) @binding(4) var occlusionArray: texture_2d_array<f32>;
31
+ @group(1) @binding(5) var emissiveArray: texture_2d_array<f32>;
32
+ @group(1) @binding(6) var matSampler: sampler;
33
+
34
+ @group(2) @binding(0) var iblIrradiance: texture_cube<f32>;
35
+ @group(2) @binding(1) var iblPrefiltered: texture_cube<f32>;
36
+ @group(2) @binding(2) var iblBrdfLut: texture_2d<f32>;
37
+ @group(2) @binding(3) var iblSampler: sampler;
38
+
39
+ @group(3) @binding(0) var<storage, read> instances: array<mat4x4<f32>>;
40
+ @group(3) @binding(1) var<storage, read> layers: array<u32>;
41
+
42
+ const PREFILTERED_MIP_COUNT: f32 = ${options.prefilteredMipCount.toFixed(1)};
43
+
44
+ struct VertexInput {
45
+ @location(0) position: vec3f,
46
+ @location(1) normal: vec3f,
47
+ @location(2) tangent: vec4f,
48
+ @location(3) uv: vec2f,
49
+ }
50
+
51
+ struct VertexOutput {
52
+ @builtin(position) clipPosition: vec4f,
53
+ @location(0) worldPosition: vec3f,
54
+ @location(1) normal: vec3f,
55
+ @location(2) tangent: vec3f,
56
+ @location(3) bitangent: vec3f,
57
+ @location(4) uv: vec2f,
58
+ @location(5) @interpolate(flat) layer: u32,
59
+ }
60
+
61
+ @vertex
62
+ fn vs_main(@builtin(instance_index) instanceIndex: u32, in: VertexInput) -> VertexOutput {
63
+ let m = instances[instanceIndex];
64
+ let m3 = mat3x3<f32>(m[0].xyz, m[1].xyz, m[2].xyz);
65
+ let normalMat = mat3x3<f32>(
66
+ cross(m3[1], m3[2]),
67
+ cross(m3[2], m3[0]),
68
+ cross(m3[0], m3[1]),
69
+ );
70
+ let worldPos = m * vec4f(in.position, 1.0);
71
+ var out: VertexOutput;
72
+ out.clipPosition = scene.viewProjectionMatrix * worldPos;
73
+ out.worldPosition = worldPos.xyz;
74
+ out.normal = normalize(normalMat * in.normal);
75
+ out.tangent = normalize(m3 * in.tangent.xyz);
76
+ out.bitangent = normalize(cross(out.normal, out.tangent) * in.tangent.w);
77
+ out.uv = in.uv;
78
+ out.layer = layers[instanceIndex];
79
+ return out;
80
+ }
81
+
82
+ ${brdf}
83
+
84
+ @fragment
85
+ fn fs_main(in: VertexOutput) -> @location(0) vec4f {
86
+ let f = palette[in.layer];
87
+ let li = i32(in.layer);
88
+
89
+ let baseColor = textureSample(baseColorArray, matSampler, in.uv, li) * f.baseColorFactor;
90
+
91
+ let mr = textureSample(metallicRoughnessArray, matSampler, in.uv, li);
92
+ let metallic = mr.b * f.emissiveMetallic.w;
93
+ var roughness = mr.g * f.roughNormalOcc.x;
94
+ roughness = max(roughness, MIN_ROUGHNESS);
95
+ let alpha = roughness * roughness;
96
+
97
+ let occlusion = textureSample(occlusionArray, matSampler, in.uv, li).r;
98
+ let emissive = textureSample(emissiveArray, matSampler, in.uv, li).rgb * f.emissiveMetallic.xyz;
99
+
100
+ let nSampled = textureSample(normalArray, matSampler, in.uv, li).rgb * 2.0 - vec3f(1.0);
101
+ let nScaled = vec3f(nSampled.xy * f.roughNormalOcc.y, nSampled.z);
102
+ let tbn = mat3x3<f32>(in.tangent, in.bitangent, in.normal);
103
+ let N = normalize(tbn * nScaled);
104
+
105
+ let V = normalize(scene.cameraPosition - in.worldPosition);
106
+ let nDotV = max(dot(N, V), 0.001);
107
+ let R = reflect(-V, N);
108
+
109
+ let f0 = mix(vec3f(0.04), baseColor.rgb, metallic);
110
+
111
+ // --- IBL contribution (split-sum) ---
112
+ let F_ibl = f_schlick_roughness(nDotV, f0, roughness);
113
+ let kD_ibl = (vec3f(1.0) - F_ibl) * (1.0 - metallic);
114
+
115
+ let irradiance = textureSampleLevel(iblIrradiance, iblSampler, N, 0.0).rgb;
116
+ let diffuseIbl = kD_ibl * irradiance * baseColor.rgb;
117
+
118
+ let mipLevel = roughness * (PREFILTERED_MIP_COUNT - 1.0);
119
+ let prefiltered = textureSampleLevel(iblPrefiltered, iblSampler, R, mipLevel).rgb;
120
+ let envBrdf = textureSampleLevel(iblBrdfLut, iblSampler, vec2f(nDotV, roughness), 0.0).rg;
121
+ let specularIbl = prefiltered * (F_ibl * envBrdf.x + envBrdf.y);
122
+
123
+ let ambient = (diffuseIbl + specularIbl) * mix(1.0, occlusion, f.roughNormalOcc.z);
124
+
125
+ // --- Direct light (parity with the single scene light) ---
126
+ let L = normalize(-scene.lightDirection);
127
+ let H = normalize(V + L);
128
+ let nDotL = max(dot(N, L), 0.0);
129
+ let nDotH = max(dot(N, H), 0.0);
130
+ let vDotH = max(dot(V, H), 0.0);
131
+ let D_d = d_ggx(nDotH, alpha);
132
+ let G_d = g_smith(nDotV, nDotL, alpha);
133
+ let F_d = f_schlick(vDotH, f0);
134
+ let spec_d = (D_d * G_d * F_d) / (4.0 * nDotV * nDotL + 0.0001);
135
+ let kD_d = (vec3f(1.0) - F_d) * (1.0 - metallic);
136
+ let direct = (kD_d * baseColor.rgb / PI + spec_d) * scene.lightColor * nDotL;
137
+
138
+ let color = direct + ambient + emissive;
139
+ let mapped = tone_map_aces(color);
140
+ let gamma = pow(mapped, vec3f(1.0 / 2.2));
141
+ return vec4f(gamma, baseColor.a);
142
+ }
143
+ `;
144
+ }
145
+ //# sourceMappingURL=pbr-array-shader.wgsl.js.map
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