@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 +1,182 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+
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+ import { Database, Entity } from "@adobe/data/ecs";
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+ import { True } from "@adobe/data/schema";
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+ import { Vec3, Quat, Mat4x4 } from "@adobe/data/math";
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+ import { physicsData } from "../../physics/physics-data-plugin.js";
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+ import { jointData } from "../../physics/joint/joint-plugin.js";
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+ import { fitBoneCapsules } from "../../physics/ragdoll/fit-bone-capsules.js";
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+ import { ragdollTrigger } from "./ragdoll-trigger-plugin.js";
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+ import { pbrSkinning } from "./skinning/skinning-plugin.js";
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+ import { modelLoader } from "../scene/model/model-loader-plugin.js";
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+ import { transform } from "../scene/node/transform-plugin.js";
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+
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+ /**
15
+ * boneColliders — fits a capsule to each bone of a skinned model and ragdolls it.
16
+ *
17
+ * **Alive:** once the skin loads, `fitBoneCapsules` gives a per-bone capsule
18
+ * (bone-local offset + dims); we spawn a **kinematic** capsule per bone and each
19
+ * frame drive it to `jointWorldMatrix · offset`, so the capsules track the
20
+ * animation and collide with the world.
21
+ *
22
+ * **Ragdoll** (`triggerRagdoll`): connect each capsule to its nearest
23
+ * capsule-bearing ancestor with a point joint (anchored at the shared joint), flip
24
+ * every capsule kinematic→dynamic, and stop the animation. Now physics drives the
25
+ * capsules; `reconcileRagdoll` writes each bone's pose *back* onto its skeleton
26
+ * joint (world → bone-local), so the skinned mesh goes limp and flops. (Anatomical
27
+ * cone limits + Jolt support are follow-ups; see physics/README.md.)
28
+ */
29
+
30
+ /** Column-major rigid transform from a position + unit quaternion. */
31
+ function compose(p: ArrayLike<number>, q: ArrayLike<number>): Mat4x4 {
32
+ return Mat4x4.multiply(Mat4x4.translation(p[0], p[1], p[2]), Quat.toMat4([q[0], q[1], q[2], q[3]]));
33
+ }
34
+
35
+ /** Orthonormalised rotation of a column-major matrix, as a quaternion. */
36
+ function rotationOf(m: Mat4x4): Quat {
37
+ let m00 = m[0], m10 = m[1], m20 = m[2], m01 = m[4], m11 = m[5], m21 = m[6], m02 = m[8], m12 = m[9], m22 = m[10];
38
+ const sx = Math.hypot(m00, m10, m20) || 1, sy = Math.hypot(m01, m11, m21) || 1, sz = Math.hypot(m02, m12, m22) || 1;
39
+ m00 /= sx; m10 /= sx; m20 /= sx; m01 /= sy; m11 /= sy; m21 /= sy; m02 /= sz; m12 /= sz; m22 /= sz;
40
+ const tr = m00 + m11 + m22;
41
+ if (tr > 0) { const s = Math.sqrt(tr + 1) * 2; return [(m21 - m12) / s, (m02 - m20) / s, (m10 - m01) / s, 0.25 * s]; }
42
+ if (m00 > m11 && m00 > m22) { const s = Math.sqrt(1 + m00 - m11 - m22) * 2; return [0.25 * s, (m01 + m10) / s, (m02 + m20) / s, (m21 - m12) / s]; }
43
+ if (m11 > m22) { const s = Math.sqrt(1 + m11 - m00 - m22) * 2; return [(m01 + m10) / s, 0.25 * s, (m12 + m21) / s, (m02 - m20) / s]; }
44
+ const s = Math.sqrt(1 + m22 - m00 - m11) * 2; return [(m02 + m20) / s, (m12 + m21) / s, 0.25 * s, (m10 - m01) / s];
45
+ }
46
+
47
+ interface SkinGeometry { _cpuSkin?: { positions: Float32Array; joints: Uint32Array; weights: Float32Array } | null; _skinInverseBindMatrices?: Float32Array | null }
48
+
49
+ export const boneColliders = Database.Plugin.create({
50
+ extends: Database.Plugin.combine(physicsData, jointData, ragdollTrigger, pbrSkinning, modelLoader, transform),
51
+ components: {
52
+ _boneJoint: Entity.schema, // the skeleton joint this capsule tracks
53
+ _boneOffsetPos: Vec3.schema, // capsule offset in the bone's bind-local frame
54
+ _boneOffsetRot: Quat.schema,
55
+ _ragdollBuilt: True.schema, // tag: this skeleton's bone capsules have been generated
56
+ },
57
+ archetypes: {
58
+ // a kinematic capsule body bound to a skeleton joint (collisionGroup 1 ⇒ the
59
+ // ragdoll's bones never collide with each other, only the world)
60
+ BoneCapsule: ["bodyType", "colliderShape", "halfExtents", "material", "collisionGroup", "position", "rotation", "linearVelocity", "angularVelocity", "_boneJoint", "_boneOffsetPos", "_boneOffsetRot"],
61
+ },
62
+ systems: {
63
+ // Once a skeleton's skin has loaded, fit + spawn its bone capsules (one-time;
64
+ // tag + exclude). Tail→head since tagging the skeleton migrates its row.
65
+ generateBoneColliders: {
66
+ schedule: { during: ["postUpdate"] },
67
+ create: db => () => {
68
+ const material = (Object.values(db.store.resources.materials)[0] as Entity | undefined) ?? (0 as Entity);
69
+ for (const arch of db.store.queryArchetypes(["_skeletonJoints", "_skeletonGeometry"], { exclude: ["_ragdollBuilt"] })) {
70
+ const ids = arch.columns.id, jc = arch.columns._skeletonJoints, gc = arch.columns._skeletonGeometry;
71
+ for (let i = arch.rowCount - 1; i >= 0; i--) {
72
+ const skeleton = ids.get(i), joints = jc.get(i), geo = gc.get(i);
73
+ const g = db.store.read(geo) as SkinGeometry | null;
74
+ if (!g?._cpuSkin || !g._skinInverseBindMatrices) continue; // skin not loaded yet
75
+ for (const c of fitBoneCapsules({ jointCount: joints.length, inverseBindMatrices: g._skinInverseBindMatrices, skin: g._cpuSkin })) {
76
+ db.store.archetypes.BoneCapsule.insert({
77
+ bodyType: "kinematic", colliderShape: "capsule", halfExtents: [c.radius, c.halfHeight, 0], material, collisionGroup: 1,
78
+ position: [0, 0, 0], rotation: [0, 0, 0, 1], linearVelocity: [0, 0, 0], angularVelocity: [0, 0, 0],
79
+ _boneJoint: joints[c.jointIndex], _boneOffsetPos: c.offsetPosition, _boneOffsetRot: c.offsetRotation,
80
+ });
81
+ }
82
+ db.store.update(skeleton, { _ragdollBuilt: true });
83
+ }
84
+ }
85
+ },
86
+ },
87
+ // Alive: place every *kinematic* bone capsule at jointWorldMatrix · offset
88
+ // (the solver then kinematic-drives the engine body there). Dynamic capsules
89
+ // are ragdolling — physics owns them, so skip.
90
+ trackBoneColliders: {
91
+ schedule: { during: ["postUpdate"], after: ["generateBoneColliders", "transformSystem"] },
92
+ create: db => () => {
93
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "_boneOffsetPos", "_boneOffsetRot", "bodyType", "position", "rotation"])) {
94
+ const bj = arch.columns._boneJoint, op = arch.columns._boneOffsetPos, orot = arch.columns._boneOffsetRot, bt = arch.columns.bodyType;
95
+ const posCol = arch.columns.position, rotCol = arch.columns.rotation;
96
+ for (let i = 0; i < arch.rowCount; i++) {
97
+ if (bt.get(i) === "dynamic") continue; // ragdolling — physics drives it
98
+ const jw = db.store.get(bj.get(i), "_worldMatrix") as Mat4x4 | undefined;
99
+ if (!jw) continue;
100
+ posCol.set(i, Mat4x4.multiplyVec3(jw, op.get(i)));
101
+ rotCol.set(i, Quat.multiply(rotationOf(jw), orot.get(i)));
102
+ }
103
+ }
104
+ },
105
+ },
106
+ // On trigger: joint each capsule to its nearest capsule-bearing ancestor (at
107
+ // the shared joint point, anchors from the current pose), flip every capsule
108
+ // to dynamic, and stop the animation. The solver flips the engine bodies and
109
+ // mirrors the joints; the root capsule (no ancestor) falls free, dragging the rest.
110
+ ragdollOnTrigger: {
111
+ schedule: { during: ["postUpdate"], after: ["trackBoneColliders"] },
112
+ create: db => () => {
113
+ if (!db.store.resources._ragdollTrigger) return;
114
+ db.store.resources._ragdollTrigger = false;
115
+ // joint entity → its capsule + current world pose + rotation
116
+ const byJoint = new Map<Entity, { capsule: Entity; world: Mat4x4; rot: Quat }>();
117
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "position", "rotation"])) {
118
+ const ids = arch.columns.id, bj = arch.columns._boneJoint, pc = arch.columns.position, rc = arch.columns.rotation;
119
+ for (let i = 0; i < arch.rowCount; i++) { const r = rc.get(i); byJoint.set(bj.get(i), { capsule: ids.get(i), world: compose(pc.get(i), r), rot: r }); }
120
+ }
121
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "position", "rotation"])) {
122
+ const ids = arch.columns.id, bj = arch.columns._boneJoint, pc = arch.columns.position, rc = arch.columns.rotation;
123
+ for (let i = 0; i < arch.rowCount; i++) {
124
+ const joint = bj.get(i);
125
+ // nearest ancestor joint that has a capsule
126
+ let pj = (db.store.get(joint, "parent") as Entity | undefined) ?? (0 as Entity);
127
+ while (pj && !byJoint.has(pj)) pj = (db.store.get(pj, "parent") as Entity | undefined) ?? (0 as Entity);
128
+ const parent = pj ? byJoint.get(pj) : undefined;
129
+ if (!parent) continue; // root capsule: unconstrained
130
+ const jw = db.store.get(joint, "_worldMatrix") as Mat4x4 | undefined;
131
+ const origin: Vec3 = jw ? [jw[12], jw[13], jw[14]] : [pc.get(i)[0], pc.get(i)[1], pc.get(i)[2]];
132
+ const childRot = rc.get(i);
133
+ const childWorld = compose(pc.get(i), childRot);
134
+ // cone reference = the child bone's current axis (its capsule +Y), in the
135
+ // parent's frame; the swing-twist joint then limits how far the bone can
136
+ // deviate from this rest pose — anatomical limits, not a free ball.
137
+ const boneDirWorld = Quat.rotateVec3(childRot, [0, 1, 0]);
138
+ const axis = Quat.rotateVec3(Quat.inverse(parent.rot), boneDirWorld);
139
+ db.store.archetypes.Joint.insert({
140
+ jointType: "cone", jointBodyA: parent.capsule, jointBodyB: ids.get(i),
141
+ jointAnchorA: Mat4x4.multiplyVec3(Mat4x4.inverse(parent.world), origin),
142
+ jointAnchorB: Mat4x4.multiplyVec3(Mat4x4.inverse(childWorld), origin),
143
+ jointAxis: axis, jointMinLimit: -0.5, jointMaxLimit: 0.5, jointSwingLimit: 0.9, // ~±29° twist, ~52° swing cone
144
+ });
145
+ }
146
+ }
147
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "bodyType"])) {
148
+ const ids = arch.columns.id;
149
+ for (let i = 0; i < arch.rowCount; i++) db.store.update(ids.get(i), { bodyType: "dynamic" });
150
+ }
151
+ for (const arch of db.store.queryArchetypes(["animationPlaying"])) {
152
+ const ids = arch.columns.id;
153
+ for (let i = 0; i < arch.rowCount; i++) db.store.update(ids.get(i), { animationPlaying: false });
154
+ }
155
+ },
156
+ },
157
+ // Ragdolling: write each dynamic bone capsule's pose back onto its skeleton
158
+ // joint as a local TRS (jointWorld = capsuleWorld · offset⁻¹, then relative to
159
+ // the parent's world), so the skinned mesh follows the physics. Two passes so
160
+ // a child uses its parent's *capsule-derived* world, keeping the chain consistent.
161
+ reconcileRagdoll: {
162
+ schedule: { during: ["preRender"], after: ["transformSystem"] },
163
+ create: db => () => {
164
+ const jointWorld = new Map<Entity, Mat4x4>();
165
+ for (const arch of db.store.queryArchetypes(["_boneJoint", "_boneOffsetPos", "_boneOffsetRot", "bodyType", "position", "rotation"])) {
166
+ const bj = arch.columns._boneJoint, op = arch.columns._boneOffsetPos, orot = arch.columns._boneOffsetRot, bt = arch.columns.bodyType, pc = arch.columns.position, rc = arch.columns.rotation;
167
+ for (let i = 0; i < arch.rowCount; i++) {
168
+ if (bt.get(i) !== "dynamic") continue;
169
+ jointWorld.set(bj.get(i), Mat4x4.multiply(compose(pc.get(i), rc.get(i)), Mat4x4.inverse(compose(op.get(i), orot.get(i)))));
170
+ }
171
+ }
172
+ if (jointWorld.size === 0) return;
173
+ for (const [joint, jw] of jointWorld) {
174
+ const parent = (db.store.get(joint, "parent") as Entity | undefined) ?? (0 as Entity);
175
+ const parentW = jointWorld.get(parent) ?? (parent ? db.store.get(parent, "_worldMatrix") as Mat4x4 | undefined : undefined) ?? Mat4x4.identity;
176
+ const local = Mat4x4.multiply(Mat4x4.inverse(parentW), jw);
177
+ db.store.update(joint, { position: [local[12], local[13], local[14]], rotation: rotationOf(local) });
178
+ }
179
+ },
180
+ },
181
+ },
182
+ });
@@ -0,0 +1,26 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database } from "@adobe/data/ecs";
4
+ import { Vec3, Quat } from "@adobe/data/math";
5
+
6
+ /**
7
+ * The **display transform** seam — the pose a renderer should actually draw at,
8
+ * which may differ from the canonical `position`/`rotation` (the authoritative
9
+ * gameplay/sim state). When physics runs on a fixed clock faster or slower than
10
+ * the render rate, an interpolation pass writes the blended prev→current pose
11
+ * here each render frame so motion stays smooth; gameplay still reads the
12
+ * canonical pose.
13
+ *
14
+ * Both `_`-prefixed (derived, not authored). A renderer reads `_renderPosition`/
15
+ * `_renderRotation` *when present* and otherwise falls back to the canonical
16
+ * `position`/`rotation` — so this plugin is a pure, physics-free dependency:
17
+ * graphics-only scenes register the components (harmless, unused) and bodies that
18
+ * nothing interpolates simply never gain them. The producer is
19
+ * `interpolation-plugin` (physics → display); the consumer is any renderer.
20
+ */
21
+ export const displayTransform = Database.Plugin.create({
22
+ components: {
23
+ _renderPosition: Vec3.schema, // derived: interpolated pose to render at (else use `position`)
24
+ _renderRotation: Quat.schema,
25
+ },
26
+ });
@@ -0,0 +1,43 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ // Shared WGSL fragment: Cook-Torrance metallic-roughness BRDF building blocks.
4
+ // Concatenated into the direct and (future) IBL shader modules so both paths
5
+ // agree on the math.
6
+
7
+ export default /* wgsl */ `
8
+ const PI: f32 = 3.14159265359;
9
+ const MIN_ROUGHNESS: f32 = 0.04;
10
+
11
+ // Trowbridge-Reitz / GGX normal distribution.
12
+ fn d_ggx(nDotH: f32, alpha: f32) -> f32 {
13
+ let a2 = alpha * alpha;
14
+ let denom = nDotH * nDotH * (a2 - 1.0) + 1.0;
15
+ return a2 / (PI * denom * denom);
16
+ }
17
+
18
+ // Smith G with Schlick-GGX.
19
+ fn g_smith(nDotV: f32, nDotL: f32, alpha: f32) -> f32 {
20
+ let k = (alpha + 1.0) * (alpha + 1.0) / 8.0;
21
+ let gv = nDotV / (nDotV * (1.0 - k) + k);
22
+ let gl = nDotL / (nDotL * (1.0 - k) + k);
23
+ return gv * gl;
24
+ }
25
+
26
+ // Schlick Fresnel.
27
+ fn f_schlick(vDotH: f32, f0: vec3f) -> vec3f {
28
+ let f = pow(clamp(1.0 - vDotH, 0.0, 1.0), 5.0);
29
+ return f0 + (vec3f(1.0) - f0) * f;
30
+ }
31
+
32
+ // Roughness-aware Schlick for IBL: avoids over-strong rim at high roughness.
33
+ fn f_schlick_roughness(nDotV: f32, f0: vec3f, roughness: f32) -> vec3f {
34
+ let r = vec3f(1.0 - roughness);
35
+ return f0 + (max(r, f0) - f0) * pow(max(1.0 - nDotV, 0.0), 5.0);
36
+ }
37
+
38
+ // Narkowicz ACES filmic tonemap fit. Cheap, looks clearly filmic.
39
+ fn tone_map_aces(x: vec3f) -> vec3f {
40
+ let a = 2.51; let b = 0.03; let c = 2.43; let d = 0.59; let e = 0.14;
41
+ return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3f(0.0), vec3f(1.0));
42
+ }
43
+ `;
@@ -0,0 +1,101 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import iblMath from "./ibl-math.wgsl.js";
4
+ import { FULLSCREEN_VS } from "./render-helpers.js";
5
+
6
+ // Karis split-sum BRDF integration. Encodes the F0-independent part of the
7
+ // specular IBL integral. Lookup is (NdotV, roughness) → (scale, bias) such
8
+ // that specular_IBL = prefiltered * (F0 * scale + bias).
9
+ const BRDF_LUT_FS = /* wgsl */ `
10
+ struct Params { size: u32, _pad: u32, _pad2: u32, _pad3: u32 };
11
+ @group(0) @binding(0) var<uniform> params: Params;
12
+
13
+ const SAMPLES: u32 = 1024u;
14
+
15
+ fn integrate(nDotV: f32, roughness: f32) -> vec2f {
16
+ let V = vec3f(sqrt(1.0 - nDotV * nDotV), 0.0, nDotV);
17
+ // N = (0,0,1): work directly in tangent space. importance_sample_ggx's
18
+ // TBN frame degenerates when N=(0,0,1), so we sample H inline here.
19
+ let a = roughness * roughness;
20
+
21
+ var A = 0.0;
22
+ var B = 0.0;
23
+ for (var i = 0u; i < SAMPLES; i = i + 1u) {
24
+ let xi = hammersley(i, SAMPLES);
25
+ let phi = 2.0 * PI * xi.x;
26
+ let cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
27
+ let sinTheta = sqrt(1.0 - cosTheta * cosTheta);
28
+ let H = vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
29
+ let L = normalize(2.0 * dot(V, H) * H - V);
30
+ let nDotL = max(L.z, 0.0);
31
+ let nDotH = max(H.z, 0.0);
32
+ let vDotH = max(dot(V, H), 0.0);
33
+ if (nDotL > 0.0) {
34
+ let G = g_smith_ibl(nDotV, nDotL, roughness);
35
+ let g_vis = (G * vDotH) / max(nDotH * nDotV, 0.0001);
36
+ let fc = pow(1.0 - vDotH, 5.0);
37
+ A = A + (1.0 - fc) * g_vis;
38
+ B = B + fc * g_vis;
39
+ }
40
+ }
41
+ return vec2f(A, B) / f32(SAMPLES);
42
+ }
43
+
44
+ @fragment
45
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
46
+ let uv = frag.xy / f32(params.size);
47
+ let nDotV = max(uv.x, 0.001);
48
+ let roughness = max(uv.y, 0.04);
49
+ let r = integrate(nDotV, roughness);
50
+ return vec4f(r, 0.0, 1.0);
51
+ }
52
+ `;
53
+
54
+ export function generateBrdfLut(
55
+ device: GPUDevice,
56
+ encoder: GPUCommandEncoder,
57
+ size = 256,
58
+ ): GPUTexture {
59
+ const format: GPUTextureFormat = "rgba16float";
60
+ const texture = device.createTexture({
61
+ size: [size, size, 1],
62
+ format,
63
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
64
+ });
65
+
66
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + BRDF_LUT_FS });
67
+ const bindGroupLayout = device.createBindGroupLayout({
68
+ entries: [{ binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } }],
69
+ });
70
+ const pipeline = device.createRenderPipeline({
71
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
72
+ vertex: { module, entryPoint: "vs_fullscreen" },
73
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
74
+ primitive: { topology: "triangle-list" },
75
+ });
76
+
77
+ const ub = device.createBuffer({
78
+ size: 16,
79
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
80
+ });
81
+ device.queue.writeBuffer(ub, 0, new Uint32Array([size, 0, 0, 0]));
82
+ const bindGroup = device.createBindGroup({
83
+ layout: bindGroupLayout,
84
+ entries: [{ binding: 0, resource: { buffer: ub } }],
85
+ });
86
+
87
+ const pass = encoder.beginRenderPass({
88
+ colorAttachments: [{
89
+ view: texture.createView(),
90
+ loadOp: "clear",
91
+ storeOp: "store",
92
+ clearValue: [0, 0, 0, 1],
93
+ }],
94
+ });
95
+ pass.setPipeline(pipeline);
96
+ pass.setBindGroup(0, bindGroup);
97
+ pass.draw(3);
98
+ pass.end();
99
+
100
+ return texture;
101
+ }
@@ -0,0 +1,57 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { generateBrdfLut } from "./brdf-lut.js";
4
+ import { generateEnvironment } from "./environment.js";
5
+ import { generateIrradiance } from "./irradiance.js";
6
+ import type { ParsedHdr } from "./parse-hdr.js";
7
+ import { generatePrefiltered } from "./prefilter.js";
8
+
9
+ export interface IblResources {
10
+ environment: GPUTexture;
11
+ irradiance: GPUTexture;
12
+ prefiltered: GPUTexture;
13
+ prefilteredMipCount: number;
14
+ brdfLut: GPUTexture;
15
+ }
16
+
17
+ export interface IblOptions {
18
+ environmentSize?: number;
19
+ irradianceSize?: number;
20
+ prefilteredSize?: number;
21
+ prefilteredMipCount?: number;
22
+ brdfLutSize?: number;
23
+ /** Equirectangular HDR source. When omitted, a procedural studio is used. */
24
+ hdrSource?: ParsedHdr;
25
+ }
26
+
27
+ /**
28
+ * Computes the four IBL maps used by the prefiltered split-sum approximation:
29
+ * source environment, diffuse irradiance, specular prefiltered (mip chain by
30
+ * roughness), and the BRDF integration LUT. Everything runs in one command
31
+ * buffer; the GPU sequences the dependencies internally.
32
+ */
33
+ export function buildIblResources(device: GPUDevice, options: IblOptions = {}): IblResources {
34
+ const envSize = options.environmentSize ?? 512;
35
+ const irradianceSize = options.irradianceSize ?? 32;
36
+ const prefilteredSize = options.prefilteredSize ?? 256;
37
+ const prefilteredMipCount = options.prefilteredMipCount ?? 7;
38
+ const brdfLutSize = options.brdfLutSize ?? 256;
39
+
40
+ const encoder = device.createCommandEncoder({ label: "ibl-precompute" });
41
+ const environment = generateEnvironment(device, encoder, envSize, options.hdrSource);
42
+ const irradiance = generateIrradiance(device, encoder, environment, irradianceSize);
43
+ const prefiltered = generatePrefiltered(device, encoder, environment, prefilteredSize, prefilteredMipCount);
44
+ device.queue.submit([encoder.finish()]);
45
+
46
+ const brdfEncoder = device.createCommandEncoder({ label: "ibl-brdf-lut" });
47
+ const brdfLut = generateBrdfLut(device, brdfEncoder, brdfLutSize);
48
+ device.queue.submit([brdfEncoder.finish()]);
49
+
50
+ return {
51
+ environment,
52
+ irradiance,
53
+ prefiltered: prefiltered.texture,
54
+ prefilteredMipCount: prefiltered.mipLevelCount,
55
+ brdfLut,
56
+ };
57
+ }
@@ -0,0 +1,17 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export function createCubemap(
4
+ device: GPUDevice,
5
+ size: number,
6
+ format: GPUTextureFormat,
7
+ mipLevelCount = 1,
8
+ ): GPUTexture {
9
+ return device.createTexture({
10
+ size: [size, size, 6],
11
+ format,
12
+ mipLevelCount,
13
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
14
+ dimension: "2d",
15
+ textureBindingViewDimension: "cube",
16
+ });
17
+ }
@@ -0,0 +1,11 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export function cubeFaceView(texture: GPUTexture, face: number, mip = 0): GPUTextureView {
4
+ return texture.createView({
5
+ dimension: "2d",
6
+ baseArrayLayer: face,
7
+ arrayLayerCount: 1,
8
+ baseMipLevel: mip,
9
+ mipLevelCount: 1,
10
+ });
11
+ }
@@ -0,0 +1,9 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export function cubemapSampleView(texture: GPUTexture): GPUTextureView {
4
+ return texture.createView({
5
+ dimension: "cube",
6
+ baseArrayLayer: 0,
7
+ arrayLayerCount: 6,
8
+ });
9
+ }
@@ -0,0 +1,190 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { floatArrayToHalf } from "./float-to-half.js";
4
+ import iblMath from "./ibl-math.wgsl.js";
5
+ import type { ParsedHdr } from "./parse-hdr.js";
6
+ import { createCubemap, cubeFaceView, FULLSCREEN_VS } from "./render-helpers.js";
7
+
8
+ const ENV_PROCEDURAL_FS = /* wgsl */ `
9
+ struct Params { face: u32, size: u32 };
10
+ @group(0) @binding(0) var<uniform> params: Params;
11
+
12
+ fn env_color(dir: vec3f) -> vec3f {
13
+ let sky_top = vec3f(0.45, 0.55, 0.75);
14
+ let horizon = vec3f(0.18, 0.20, 0.24);
15
+ let ground = vec3f(0.08, 0.08, 0.10);
16
+ var color = mix(horizon, sky_top, smoothstep(-0.05, 0.65, dir.y));
17
+ color = mix(ground, color, smoothstep(-0.3, 0.0, dir.y));
18
+
19
+ let warm = vec3f(9.0, 7.2, 5.0);
20
+ let cool = vec3f(5.0, 7.5, 10.0);
21
+ for (var i = 0u; i < 4u; i = i + 1u) {
22
+ let a = f32(i) * 1.5707963;
23
+ let ld = normalize(vec3f(sin(a) * 0.55, 0.85, cos(a) * 0.55));
24
+ let d = max(dot(dir, ld), 0.0);
25
+ let intensity = pow(d, 96.0);
26
+ let lc = select(warm, cool, i % 2u == 0u);
27
+ color = color + intensity * lc;
28
+ }
29
+ return color;
30
+ }
31
+
32
+ @fragment
33
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
34
+ let uv = frag.xy / f32(params.size);
35
+ let dir = cube_uv_to_dir(params.face, uv);
36
+ return vec4f(env_color(dir), 1.0);
37
+ }
38
+ `;
39
+
40
+ const ENV_EQUIRECT_FS = /* wgsl */ `
41
+ struct Params { face: u32, size: u32 };
42
+ @group(0) @binding(0) var<uniform> params: Params;
43
+ @group(0) @binding(1) var equirect: texture_2d<f32>;
44
+ @group(0) @binding(2) var equirectSampler: sampler;
45
+
46
+ fn dir_to_equirect_uv(d: vec3f) -> vec2f {
47
+ let theta = atan2(d.z, d.x);
48
+ let phi = asin(clamp(d.y, -1.0, 1.0));
49
+ return vec2f((theta + PI) / (2.0 * PI), 0.5 - phi / PI);
50
+ }
51
+
52
+ @fragment
53
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
54
+ let uv = frag.xy / f32(params.size);
55
+ let dir = cube_uv_to_dir(params.face, uv);
56
+ let env_uv = dir_to_equirect_uv(dir);
57
+ return textureSampleLevel(equirect, equirectSampler, env_uv, 0.0);
58
+ }
59
+ `;
60
+
61
+ function uploadHdrAsTexture(device: GPUDevice, hdr: ParsedHdr): GPUTexture {
62
+ const halfData = floatArrayToHalf(hdr.rgba);
63
+ const texture = device.createTexture({
64
+ size: [hdr.width, hdr.height, 1],
65
+ format: "rgba16float",
66
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
67
+ });
68
+ device.queue.writeTexture(
69
+ { texture },
70
+ halfData.buffer,
71
+ { bytesPerRow: hdr.width * 8 },
72
+ [hdr.width, hdr.height, 1],
73
+ );
74
+ return texture;
75
+ }
76
+
77
+ function makeProceduralPipeline(device: GPUDevice, format: GPUTextureFormat) {
78
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + ENV_PROCEDURAL_FS });
79
+ const bindGroupLayout = device.createBindGroupLayout({
80
+ entries: [{ binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } }],
81
+ });
82
+ const pipeline = device.createRenderPipeline({
83
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
84
+ vertex: { module, entryPoint: "vs_fullscreen" },
85
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
86
+ primitive: { topology: "triangle-list" },
87
+ });
88
+ return { pipeline, bindGroupLayout };
89
+ }
90
+
91
+ function makeEquirectPipeline(device: GPUDevice, format: GPUTextureFormat) {
92
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + ENV_EQUIRECT_FS });
93
+ const bindGroupLayout = device.createBindGroupLayout({
94
+ entries: [
95
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
96
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "2d" } },
97
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
98
+ ],
99
+ });
100
+ const pipeline = device.createRenderPipeline({
101
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
102
+ vertex: { module, entryPoint: "vs_fullscreen" },
103
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
104
+ primitive: { topology: "triangle-list" },
105
+ });
106
+ return { pipeline, bindGroupLayout };
107
+ }
108
+
109
+ /**
110
+ * Renders an environment cubemap. With no `hdr` source it falls back to the
111
+ * built-in procedural studio. Pass a parsed Radiance HDR for a real photoreal
112
+ * environment — used by the IBL plugin to enable Babylon-style glossy
113
+ * reflections.
114
+ */
115
+ export function generateEnvironment(
116
+ device: GPUDevice,
117
+ encoder: GPUCommandEncoder,
118
+ size: number,
119
+ hdr?: ParsedHdr,
120
+ ): GPUTexture {
121
+ const format: GPUTextureFormat = "rgba16float";
122
+ const texture = createCubemap(device, size, format, 1);
123
+
124
+ if (hdr) {
125
+ const equirectTexture = uploadHdrAsTexture(device, hdr);
126
+ const sampler = device.createSampler({
127
+ magFilter: "linear",
128
+ minFilter: "linear",
129
+ addressModeU: "repeat",
130
+ addressModeV: "clamp-to-edge",
131
+ });
132
+ const { pipeline, bindGroupLayout } = makeEquirectPipeline(device, format);
133
+ const equirectView = equirectTexture.createView();
134
+
135
+ for (let face = 0; face < 6; face++) {
136
+ const ub = device.createBuffer({
137
+ size: 16,
138
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
139
+ });
140
+ device.queue.writeBuffer(ub, 0, new Uint32Array([face, size, 0, 0]));
141
+ const bindGroup = device.createBindGroup({
142
+ layout: bindGroupLayout,
143
+ entries: [
144
+ { binding: 0, resource: { buffer: ub } },
145
+ { binding: 1, resource: equirectView },
146
+ { binding: 2, resource: sampler },
147
+ ],
148
+ });
149
+ const pass = encoder.beginRenderPass({
150
+ colorAttachments: [{
151
+ view: cubeFaceView(texture, face, 0),
152
+ loadOp: "clear",
153
+ storeOp: "store",
154
+ clearValue: [0, 0, 0, 1],
155
+ }],
156
+ });
157
+ pass.setPipeline(pipeline);
158
+ pass.setBindGroup(0, bindGroup);
159
+ pass.draw(3);
160
+ pass.end();
161
+ }
162
+ return texture;
163
+ }
164
+
165
+ const { pipeline, bindGroupLayout } = makeProceduralPipeline(device, format);
166
+ for (let face = 0; face < 6; face++) {
167
+ const ub = device.createBuffer({
168
+ size: 16,
169
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
170
+ });
171
+ device.queue.writeBuffer(ub, 0, new Uint32Array([face, size, 0, 0]));
172
+ const bindGroup = device.createBindGroup({
173
+ layout: bindGroupLayout,
174
+ entries: [{ binding: 0, resource: { buffer: ub } }],
175
+ });
176
+ const pass = encoder.beginRenderPass({
177
+ colorAttachments: [{
178
+ view: cubeFaceView(texture, face, 0),
179
+ loadOp: "clear",
180
+ storeOp: "store",
181
+ clearValue: [0, 0, 0, 1],
182
+ }],
183
+ });
184
+ pass.setPipeline(pipeline);
185
+ pass.setBindGroup(0, bindGroup);
186
+ pass.draw(3);
187
+ pass.end();
188
+ }
189
+ return texture;
190
+ }