@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 +1,415 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+
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+ import { Database } from "@adobe/data/ecs";
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+ import { Mat4x4, Vec3 } from "@adobe/data/math";
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+ import { pbrCore } from "../pbr-core-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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+ import { buildIblResources } from "./ibl/build-ibl-resources.js";
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+ import { parseHdr } from "./ibl/parse-hdr.js";
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+ import { VisibleMaterial } from "../visible-material/visible-material.js";
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+ import { SceneUniforms } from "../../scene/scene-uniforms/scene-uniforms.js";
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+ import { StandardVertex } from "../standard-vertex/standard-vertex.js";
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+ import { SkinningAttributes } from "../skinning/skinning-attributes/skinning-attributes.js";
14
+ import { buildIblShader } from "./ibl-shader.wgsl.js";
15
+ import skyboxShader from "./skybox-shader.wgsl.js";
16
+
17
+ const PREFILTERED_MIP_COUNT = 7;
18
+
19
+ function createIblBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
20
+ return device.createBindGroupLayout({
21
+ entries: [
22
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
23
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
24
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "2d" } },
25
+ { binding: 3, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
26
+ ],
27
+ });
28
+ }
29
+
30
+ function createSkyboxBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
31
+ return device.createBindGroupLayout({
32
+ entries: [
33
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "uniform" } },
34
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
35
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
36
+ ],
37
+ });
38
+ }
39
+
40
+ /**
41
+ * pbrIblRender — IBL PBR rendering aggregator. Combines the implementation
42
+ * plugins needed to draw `Model` entities with image-based lighting:
43
+ *
44
+ * - pbrCore (ephemeral primitive/material shape declarations)
45
+ * - modelLoader (glTF → primitives)
46
+ * - SceneUniforms.plugin (camera + light packed into a GPU buffer)
47
+ * - transform (Node TRS → _worldMatrix)
48
+ *
49
+ * The render system is skin-aware — if a primitive has a `_skinVertexBuffer`,
50
+ * it uses the skinned pipeline and looks up the matching joint bind group.
51
+ * Add `pbrSkinning` separately to populate those joint matrices for skinned
52
+ * meshes.
53
+ *
54
+ * Adds its own systems:
55
+ * - iblInitSystem : light.environmentUrl → IBL cube/2D textures
56
+ * - pbrIblRenderSystem: visible Models → drawIndexed calls
57
+ *
58
+ * `_PbrPrimitive` archetype.
59
+ */
60
+ export const pbrIblRender = Database.Plugin.create({
61
+ extends: Database.Plugin.combine(pbrCore, modelLoader, SceneUniforms.plugin, transform),
62
+ resources: {
63
+ _iblEnvironment: { default: null as GPUTexture | null, transient: true },
64
+ _iblIrradiance: { default: null as GPUTexture | null, transient: true },
65
+ _iblPrefiltered: { default: null as GPUTexture | null, transient: true },
66
+ _iblBrdfLut: { default: null as GPUTexture | null, transient: true },
67
+ },
68
+ systems: {
69
+ iblInitSystem: {
70
+ create: db => {
71
+ let started = false;
72
+ return () => {
73
+ if (started) return;
74
+ const { device, light } = db.store.resources;
75
+ if (!device) return;
76
+ const environmentUrl = light.environmentUrl;
77
+ started = true;
78
+
79
+ const buildAndAssign = (hdr?: Awaited<ReturnType<typeof parseHdr>>) => {
80
+ const r = buildIblResources(device, {
81
+ prefilteredMipCount: PREFILTERED_MIP_COUNT,
82
+ hdrSource: hdr,
83
+ });
84
+ db.store.resources._iblEnvironment = r.environment;
85
+ db.store.resources._iblIrradiance = r.irradiance;
86
+ db.store.resources._iblPrefiltered = r.prefiltered;
87
+ db.store.resources._iblBrdfLut = r.brdfLut;
88
+ };
89
+
90
+ if (environmentUrl) {
91
+ fetch(environmentUrl)
92
+ .then(r => {
93
+ if (!r.ok) throw new Error(`HDR fetch failed: ${r.status}`);
94
+ return r.arrayBuffer();
95
+ })
96
+ .then(buf => buildAndAssign(parseHdr(buf)))
97
+ .catch(err => {
98
+ console.warn("[_pbrIblRender] HDR load failed; using procedural fallback", err);
99
+ buildAndAssign();
100
+ });
101
+ } else {
102
+ buildAndAssign();
103
+ }
104
+ };
105
+ },
106
+ schedule: { during: ["preRender"] },
107
+ },
108
+ pbrIblRenderSystem: {
109
+ create: db => {
110
+ let pipeline: GPURenderPipeline | null = null;
111
+ let skinnedPipeline: GPURenderPipeline | null = null;
112
+ let skyboxPipeline: GPURenderPipeline | null = null;
113
+ let sceneLayout: GPUBindGroupLayout | null = null;
114
+ let materialLayout: GPUBindGroupLayout | null = null;
115
+ let iblLayout: GPUBindGroupLayout | null = null;
116
+ let instanceLayout: GPUBindGroupLayout | null = null;
117
+ let skinnedInstanceLayout: GPUBindGroupLayout | null = null;
118
+ let skyboxLayout: GPUBindGroupLayout | null = null;
119
+ let iblSampler: GPUSampler | null = null;
120
+ let skyboxUniformBuffer: GPUBuffer | null = null;
121
+ let sceneBindGroup: GPUBindGroup | null = null;
122
+ let iblBindGroup: GPUBindGroup | null = null;
123
+ let skyboxBindGroup: GPUBindGroup | null = null;
124
+ let cachedSceneBuffer: GPUBuffer | null = null;
125
+ let cachedIblIrradiance: GPUTexture | null = null;
126
+ let cachedSkyEnvironment: GPUTexture | null = null;
127
+ const skyboxScratch = new Float32Array(12);
128
+ type InstanceEntry = { buffer: GPUBuffer; bindGroup: GPUBindGroup; capacity: number };
129
+ const instanceCache = new Map<number, InstanceEntry>();
130
+ let instanceScratch = new Float32Array(16);
131
+
132
+ return () => {
133
+ const {
134
+ device, renderPassEncoder, canvasFormat, depthFormat, _sceneUniformsBuffer,
135
+ _iblEnvironment, _iblIrradiance, _iblPrefiltered, _iblBrdfLut, camera,
136
+ } = db.store.resources;
137
+ if (!device || !renderPassEncoder || !_sceneUniformsBuffer || !camera) return;
138
+ if (!_iblEnvironment || !_iblIrradiance || !_iblPrefiltered || !_iblBrdfLut) return;
139
+
140
+ if (!sceneLayout) sceneLayout = SceneUniforms.createBindGroupLayout(device);
141
+ if (!materialLayout) materialLayout = VisibleMaterial.createBindGroupLayout(device);
142
+ if (!iblLayout) iblLayout = createIblBindGroupLayout(device);
143
+ if (!instanceLayout) instanceLayout = device.createBindGroupLayout({
144
+ entries: [{ binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } }],
145
+ });
146
+ if (!skinnedInstanceLayout) skinnedInstanceLayout = device.createBindGroupLayout({
147
+ entries: [
148
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
149
+ { binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
150
+ ],
151
+ });
152
+ if (!skyboxLayout) skyboxLayout = createSkyboxBindGroupLayout(device);
153
+ if (!iblSampler) {
154
+ iblSampler = device.createSampler({
155
+ magFilter: "linear",
156
+ minFilter: "linear",
157
+ mipmapFilter: "linear",
158
+ addressModeU: "clamp-to-edge",
159
+ addressModeV: "clamp-to-edge",
160
+ addressModeW: "clamp-to-edge",
161
+ });
162
+ }
163
+ if (!skyboxUniformBuffer) {
164
+ skyboxUniformBuffer = device.createBuffer({
165
+ size: 48,
166
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
167
+ });
168
+ }
169
+
170
+ if (!pipeline) {
171
+ const module = device.createShaderModule({
172
+ code: buildIblShader({ prefilteredMipCount: PREFILTERED_MIP_COUNT, skinned: false }),
173
+ });
174
+ pipeline = device.createRenderPipeline({
175
+ layout: device.createPipelineLayout({
176
+ bindGroupLayouts: [sceneLayout, materialLayout, iblLayout, instanceLayout],
177
+ }),
178
+ vertex: { module, entryPoint: "vs_main", buffers: [StandardVertex.layout] },
179
+ fragment: { module, entryPoint: "fs_main", targets: [{ format: canvasFormat }] },
180
+ primitive: { topology: "triangle-list", cullMode: "back" },
181
+ depthStencil: { format: depthFormat, depthWriteEnabled: true, depthCompare: "less" },
182
+ });
183
+ }
184
+ if (!skinnedPipeline) {
185
+ const module = device.createShaderModule({
186
+ code: buildIblShader({ prefilteredMipCount: PREFILTERED_MIP_COUNT, skinned: true }),
187
+ });
188
+ skinnedPipeline = device.createRenderPipeline({
189
+ layout: device.createPipelineLayout({
190
+ bindGroupLayouts: [sceneLayout, materialLayout, iblLayout, skinnedInstanceLayout],
191
+ }),
192
+ vertex: { module, entryPoint: "vs_main", buffers: [StandardVertex.layout, SkinningAttributes.layout] },
193
+ fragment: { module, entryPoint: "fs_main", targets: [{ format: canvasFormat }] },
194
+ primitive: { topology: "triangle-list", cullMode: "back" },
195
+ depthStencil: { format: depthFormat, depthWriteEnabled: true, depthCompare: "less" },
196
+ });
197
+ }
198
+ if (!skyboxPipeline) {
199
+ const sm = device.createShaderModule({ code: skyboxShader });
200
+ skyboxPipeline = device.createRenderPipeline({
201
+ layout: device.createPipelineLayout({ bindGroupLayouts: [skyboxLayout] }),
202
+ vertex: { module: sm, entryPoint: "vs_skybox" },
203
+ fragment: { module: sm, entryPoint: "fs_skybox", targets: [{ format: canvasFormat }] },
204
+ primitive: { topology: "triangle-list" },
205
+ depthStencil: { format: depthFormat, depthWriteEnabled: false, depthCompare: "always" },
206
+ });
207
+ }
208
+
209
+ if (_sceneUniformsBuffer !== cachedSceneBuffer || !sceneBindGroup) {
210
+ sceneBindGroup = device.createBindGroup({
211
+ layout: sceneLayout,
212
+ entries: [{ binding: 0, resource: { buffer: _sceneUniformsBuffer } }],
213
+ });
214
+ cachedSceneBuffer = _sceneUniformsBuffer;
215
+ }
216
+ if (_iblIrradiance !== cachedIblIrradiance || !iblBindGroup) {
217
+ iblBindGroup = device.createBindGroup({
218
+ layout: iblLayout,
219
+ entries: [
220
+ { binding: 0, resource: _iblIrradiance.createView({ dimension: "cube" }) },
221
+ { binding: 1, resource: _iblPrefiltered.createView({ dimension: "cube" }) },
222
+ { binding: 2, resource: _iblBrdfLut.createView() },
223
+ { binding: 3, resource: iblSampler },
224
+ ],
225
+ });
226
+ cachedIblIrradiance = _iblIrradiance;
227
+ }
228
+ if (_iblEnvironment !== cachedSkyEnvironment || !skyboxBindGroup) {
229
+ skyboxBindGroup = device.createBindGroup({
230
+ layout: skyboxLayout,
231
+ entries: [
232
+ { binding: 0, resource: { buffer: skyboxUniformBuffer } },
233
+ { binding: 1, resource: _iblEnvironment.createView({ dimension: "cube" }) },
234
+ { binding: 2, resource: iblSampler },
235
+ ],
236
+ });
237
+ cachedSkyEnvironment = _iblEnvironment;
238
+ }
239
+
240
+ // Camera basis for the skybox view rays.
241
+ const forward = Vec3.normalize(Vec3.subtract(camera.target, camera.position));
242
+ const right = Vec3.normalize(Vec3.cross(forward, camera.up));
243
+ const upOrtho = Vec3.cross(right, forward);
244
+ const tanHalfFov = Math.tan(camera.fieldOfView / 2);
245
+ skyboxScratch[0] = right[0];
246
+ skyboxScratch[1] = right[1];
247
+ skyboxScratch[2] = right[2];
248
+ skyboxScratch[3] = camera.aspect;
249
+ skyboxScratch[4] = upOrtho[0];
250
+ skyboxScratch[5] = upOrtho[1];
251
+ skyboxScratch[6] = upOrtho[2];
252
+ skyboxScratch[7] = tanHalfFov;
253
+ skyboxScratch[8] = forward[0];
254
+ skyboxScratch[9] = forward[1];
255
+ skyboxScratch[10] = forward[2];
256
+ skyboxScratch[11] = 0;
257
+ device.queue.writeBuffer(skyboxUniformBuffer, 0, skyboxScratch);
258
+
259
+ renderPassEncoder.setPipeline(skyboxPipeline);
260
+ renderPassEncoder.setBindGroup(0, skyboxBindGroup);
261
+ renderPassEncoder.draw(3);
262
+
263
+ // Collect visible Models grouped by geometry. World matrix comes
264
+ // from each Model's `_worldMatrix` component (written by _transform).
265
+ interface ModelEntry { id: number; matrix: Mat4x4 }
266
+ const modelsByGeo = new Map<number, ModelEntry[]>();
267
+ for (const arch of db.store.queryArchetypes(["geometry", "visible", "_worldMatrix"])) {
268
+ const ids = arch.columns.id;
269
+ const geoRefs = arch.columns.geometry;
270
+ const vis = arch.columns.visible;
271
+ const worldMats = arch.columns._worldMatrix;
272
+ for (let i = 0; i < arch.rowCount; i++) {
273
+ if (!vis.get(i)) continue;
274
+ const id = ids.get(i);
275
+ const m = worldMats.get(i);
276
+ const geoId = geoRefs.get(i);
277
+ let arr = modelsByGeo.get(geoId);
278
+ if (!arr) { arr = []; modelsByGeo.set(geoId, arr); }
279
+ arr.push({ id, matrix: m });
280
+ }
281
+ }
282
+
283
+ const materialMap = new Map<number, GPUBindGroup>();
284
+ for (const arch of db.store.queryArchetypes(["_materialBindGroup"])) {
285
+ const ids = arch.columns.id;
286
+ const bgs = arch.columns._materialBindGroup;
287
+ for (let i = 0; i < arch.rowCount; i++) {
288
+ const bg = bgs.get(i); if (bg) materialMap.set(ids.get(i), bg);
289
+ }
290
+ }
291
+
292
+ const jointBindGroupByModel = new Map<number, GPUBindGroup>();
293
+ for (const arch of db.store.queryArchetypes([
294
+ "_skeletonModelRef",
295
+ "_skeletonJointMatrixBindGroup",
296
+ ])) {
297
+ const modelRefs = arch.columns._skeletonModelRef;
298
+ const bgs = arch.columns._skeletonJointMatrixBindGroup;
299
+ for (let i = 0; i < arch.rowCount; i++) {
300
+ const bg = bgs.get(i);
301
+ if (bg) jointBindGroupByModel.set(modelRefs.get(i), bg);
302
+ }
303
+ }
304
+
305
+ renderPassEncoder.setBindGroup(0, sceneBindGroup);
306
+ renderPassEncoder.setBindGroup(2, iblBindGroup);
307
+
308
+ let lastPipeline: GPURenderPipeline | null = null;
309
+ let lastMat: GPUBindGroup | null = null;
310
+ let lastInstBG: GPUBindGroup | null = null;
311
+ for (const archetype of db.store.queryArchetypes([
312
+ "_vertexBuffer",
313
+ "_skinVertexBuffer",
314
+ "_indexBuffer",
315
+ "_indexCount",
316
+ "_indexFormat",
317
+ "_material",
318
+ "_geometry",
319
+ "_nodeLocalMatrix",
320
+ ])) {
321
+ const vbs = archetype.columns._vertexBuffer;
322
+ const skinVbs = archetype.columns._skinVertexBuffer;
323
+ const ibs = archetype.columns._indexBuffer;
324
+ const counts = archetype.columns._indexCount;
325
+ const formats = archetype.columns._indexFormat;
326
+ const matRefs = archetype.columns._material;
327
+ const geoRefs = archetype.columns._geometry;
328
+ const nodeMats = archetype.columns._nodeLocalMatrix;
329
+ const primIds = archetype.columns.id;
330
+ for (let i = 0; i < archetype.rowCount; i++) {
331
+ const geoId = geoRefs.get(i);
332
+ const models = modelsByGeo.get(geoId);
333
+ if (!models) continue;
334
+
335
+ const skinBuf = skinVbs.get(i);
336
+ const nodeMatrix = nodeMats.get(i);
337
+ const primId = primIds.get(i);
338
+ const mat = materialMap.get(matRefs.get(i));
339
+ if (!mat) continue;
340
+
341
+ if (skinBuf) {
342
+ // Skinned: one draw per Model; the skeleton owns the
343
+ // 2-binding bind group with instance + joint matrices.
344
+ if (lastPipeline !== skinnedPipeline) {
345
+ renderPassEncoder.setPipeline(skinnedPipeline);
346
+ lastPipeline = skinnedPipeline;
347
+ lastInstBG = null;
348
+ }
349
+ if (mat !== lastMat) {
350
+ renderPassEncoder.setBindGroup(1, mat);
351
+ lastMat = mat;
352
+ }
353
+ renderPassEncoder.setVertexBuffer(0, vbs.get(i)!); // _PbrPrimitive archetype guarantees non-null
354
+ renderPassEncoder.setVertexBuffer(1, skinBuf);
355
+ renderPassEncoder.setIndexBuffer(ibs.get(i)!, formats.get(i)); // _PbrPrimitive archetype guarantees non-null
356
+ for (const model of models) {
357
+ const skeletonBG = jointBindGroupByModel.get(model.id);
358
+ if (!skeletonBG) continue;
359
+ if (skeletonBG !== lastInstBG) {
360
+ renderPassEncoder.setBindGroup(3, skeletonBG);
361
+ lastInstBG = skeletonBG;
362
+ }
363
+ renderPassEncoder.drawIndexed(counts.get(i), 1);
364
+ }
365
+ continue;
366
+ }
367
+
368
+ // Static: instanced draw.
369
+ if (lastPipeline !== pipeline) {
370
+ renderPassEncoder.setPipeline(pipeline);
371
+ lastPipeline = pipeline;
372
+ lastInstBG = null;
373
+ }
374
+ const instCount = models.length;
375
+ let entry = instanceCache.get(primId);
376
+ if (!entry || entry.capacity < instCount) {
377
+ entry?.buffer.destroy();
378
+ const buffer = device.createBuffer({
379
+ size: Math.max(instCount * 64, 64),
380
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
381
+ });
382
+ const bindGroup = device.createBindGroup({
383
+ layout: instanceLayout,
384
+ entries: [{ binding: 0, resource: { buffer } }],
385
+ });
386
+ entry = { buffer, bindGroup, capacity: instCount };
387
+ instanceCache.set(primId, entry);
388
+ }
389
+ if (instanceScratch.length < instCount * 16) {
390
+ instanceScratch = new Float32Array(instCount * 16);
391
+ }
392
+ for (let j = 0; j < instCount; j++) {
393
+ instanceScratch.set(Mat4x4.multiply(models[j].matrix, nodeMatrix), j * 16);
394
+ }
395
+ device.queue.writeBuffer(entry.buffer, 0, instanceScratch, 0, instCount * 16);
396
+
397
+ if (mat !== lastMat) {
398
+ renderPassEncoder.setBindGroup(1, mat);
399
+ lastMat = mat;
400
+ }
401
+ if (entry.bindGroup !== lastInstBG) {
402
+ renderPassEncoder.setBindGroup(3, entry.bindGroup);
403
+ lastInstBG = entry.bindGroup;
404
+ }
405
+ renderPassEncoder.setVertexBuffer(0, vbs.get(i)!); // _PbrPrimitive archetype guarantees non-null
406
+ renderPassEncoder.setIndexBuffer(ibs.get(i)!, formats.get(i)); // _PbrPrimitive archetype guarantees non-null
407
+ renderPassEncoder.drawIndexed(counts.get(i), instCount);
408
+ }
409
+ }
410
+ };
411
+ },
412
+ schedule: { during: ["render"], after: ["beginRenderPass", "iblInitSystem", "transformSystem"], before: ["endRenderPass"] },
413
+ },
414
+ },
415
+ });
@@ -0,0 +1,185 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { wgslStructFields } from "@adobe/data/typed-buffer";
4
+ import { schema as sceneUniformsSchema } from "../../scene/scene-uniforms/schema.js";
5
+ import { schema as visibleMaterialSchema } from "../visible-material/schema.js";
6
+ import brdf from "./brdf.wgsl.js";
7
+
8
+ export interface IblShaderOptions {
9
+ prefilteredMipCount: number;
10
+ /** When true, the vertex shader accepts JOINTS_0 / WEIGHTS_0 attributes and
11
+ * a joint-matrix storage buffer in bind group 4, and blends each vertex by
12
+ * the four weighted joint matrices before applying the instance transform. */
13
+ skinned: boolean;
14
+ }
15
+
16
+ export function buildIblShader(options: IblShaderOptions): string {
17
+ // Skinned variant adds jointMatrices as binding 1 of group 3 (sharing the
18
+ // slot with instance matrices) so we stay within WebGPU's default
19
+ // maxBindGroups = 4 limit.
20
+ const skinningBindings = options.skinned ? /* wgsl */ `
21
+ @group(3) @binding(1) var<storage, read> jointMatrices: array<mat4x4<f32>>;
22
+ ` : "";
23
+
24
+ const vertexInputs = options.skinned ? /* wgsl */ `
25
+ struct VertexInput {
26
+ @location(0) position: vec3f,
27
+ @location(1) normal: vec3f,
28
+ @location(2) tangent: vec4f,
29
+ @location(3) uv: vec2f,
30
+ @location(4) joints: vec4u,
31
+ @location(5) weights: vec4f,
32
+ }` : /* wgsl */ `
33
+ struct VertexInput {
34
+ @location(0) position: vec3f,
35
+ @location(1) normal: vec3f,
36
+ @location(2) tangent: vec4f,
37
+ @location(3) uv: vec2f,
38
+ }`;
39
+
40
+ const vertexMain = options.skinned ? /* wgsl */ `
41
+ @vertex
42
+ fn vs_main(@builtin(instance_index) instanceIndex: u32, in: VertexInput) -> VertexOutput {
43
+ let skinMat =
44
+ jointMatrices[in.joints.x] * in.weights.x +
45
+ jointMatrices[in.joints.y] * in.weights.y +
46
+ jointMatrices[in.joints.z] * in.weights.z +
47
+ jointMatrices[in.joints.w] * in.weights.w;
48
+ let m = instances[instanceIndex] * skinMat;
49
+ let m3 = mat3x3<f32>(m[0].xyz, m[1].xyz, m[2].xyz);
50
+ let normalMat = mat3x3<f32>(
51
+ cross(m3[1], m3[2]),
52
+ cross(m3[2], m3[0]),
53
+ cross(m3[0], m3[1]),
54
+ );
55
+ let worldPos = m * vec4f(in.position, 1.0);
56
+ var out: VertexOutput;
57
+ out.clipPosition = scene.viewProjectionMatrix * worldPos;
58
+ out.worldPosition = worldPos.xyz;
59
+ out.normal = normalize(normalMat * in.normal);
60
+ out.tangent = normalize(m3 * in.tangent.xyz);
61
+ out.bitangent = normalize(cross(out.normal, out.tangent) * in.tangent.w);
62
+ out.uv = in.uv;
63
+ return out;
64
+ }` : /* wgsl */ `
65
+ @vertex
66
+ fn vs_main(@builtin(instance_index) instanceIndex: u32, in: VertexInput) -> VertexOutput {
67
+ let m = instances[instanceIndex];
68
+ let m3 = mat3x3<f32>(m[0].xyz, m[1].xyz, m[2].xyz);
69
+ let normalMat = mat3x3<f32>(
70
+ cross(m3[1], m3[2]),
71
+ cross(m3[2], m3[0]),
72
+ cross(m3[0], m3[1]),
73
+ );
74
+ let worldPos = m * vec4f(in.position, 1.0);
75
+ var out: VertexOutput;
76
+ out.clipPosition = scene.viewProjectionMatrix * worldPos;
77
+ out.worldPosition = worldPos.xyz;
78
+ out.normal = normalize(normalMat * in.normal);
79
+ out.tangent = normalize(m3 * in.tangent.xyz);
80
+ out.bitangent = normalize(cross(out.normal, out.tangent) * in.tangent.w);
81
+ out.uv = in.uv;
82
+ return out;
83
+ }`;
84
+
85
+ return /* wgsl */ `
86
+ struct SceneUniforms {
87
+ ${wgslStructFields(sceneUniformsSchema)}
88
+ }
89
+
90
+ struct VisibleMaterial {
91
+ ${wgslStructFields(visibleMaterialSchema)}
92
+ }
93
+
94
+ @group(0) @binding(0) var<uniform> scene: SceneUniforms;
95
+
96
+ @group(1) @binding(0) var<uniform> material: VisibleMaterial;
97
+ @group(1) @binding(1) var baseColorTexture: texture_2d<f32>;
98
+ @group(1) @binding(2) var metallicRoughnessTexture: texture_2d<f32>;
99
+ @group(1) @binding(3) var normalTexture: texture_2d<f32>;
100
+ @group(1) @binding(4) var occlusionTexture: texture_2d<f32>;
101
+ @group(1) @binding(5) var emissiveTexture: texture_2d<f32>;
102
+ @group(1) @binding(6) var pbrSampler: sampler;
103
+
104
+ @group(2) @binding(0) var iblIrradiance: texture_cube<f32>;
105
+ @group(2) @binding(1) var iblPrefiltered: texture_cube<f32>;
106
+ @group(2) @binding(2) var iblBrdfLut: texture_2d<f32>;
107
+ @group(2) @binding(3) var iblSampler: sampler;
108
+
109
+ @group(3) @binding(0) var<storage, read> instances: array<mat4x4<f32>>;
110
+ ${skinningBindings}
111
+ const PREFILTERED_MIP_COUNT: f32 = ${options.prefilteredMipCount.toFixed(1)};
112
+
113
+ ${vertexInputs}
114
+
115
+ struct VertexOutput {
116
+ @builtin(position) clipPosition: vec4f,
117
+ @location(0) worldPosition: vec3f,
118
+ @location(1) normal: vec3f,
119
+ @location(2) tangent: vec3f,
120
+ @location(3) bitangent: vec3f,
121
+ @location(4) uv: vec2f,
122
+ }
123
+
124
+ ${vertexMain}
125
+
126
+ ${brdf}
127
+
128
+ @fragment
129
+ fn fs_main(in: VertexOutput) -> @location(0) vec4f {
130
+ let baseColor = textureSample(baseColorTexture, pbrSampler, in.uv) * material.baseColorFactor;
131
+
132
+ let mr = textureSample(metallicRoughnessTexture, pbrSampler, in.uv);
133
+ let metallic = mr.b * material.metallicFactor;
134
+ var roughness = mr.g * material.roughnessFactor;
135
+ roughness = max(roughness, MIN_ROUGHNESS);
136
+ let alpha = roughness * roughness;
137
+
138
+ let occlusion = textureSample(occlusionTexture, pbrSampler, in.uv).r;
139
+ let emissive = textureSample(emissiveTexture, pbrSampler, in.uv).rgb * material.emissiveFactor;
140
+
141
+ let nSampled = textureSample(normalTexture, pbrSampler, in.uv).rgb * 2.0 - vec3f(1.0);
142
+ let nScaled = vec3f(nSampled.xy * material.normalScale, nSampled.z);
143
+ let tbn = mat3x3<f32>(in.tangent, in.bitangent, in.normal);
144
+ let N = normalize(tbn * nScaled);
145
+
146
+ let V = normalize(scene.cameraPosition - in.worldPosition);
147
+ let nDotV = max(dot(N, V), 0.001);
148
+ let R = reflect(-V, N);
149
+
150
+ let f0 = mix(vec3f(0.04), baseColor.rgb, metallic);
151
+
152
+ // --- IBL contribution (split-sum) ---
153
+ let F_ibl = f_schlick_roughness(nDotV, f0, roughness);
154
+ let kD_ibl = (vec3f(1.0) - F_ibl) * (1.0 - metallic);
155
+
156
+ let irradiance = textureSampleLevel(iblIrradiance, iblSampler, N, 0.0).rgb;
157
+ let diffuseIbl = kD_ibl * irradiance * baseColor.rgb;
158
+
159
+ let mipLevel = roughness * (PREFILTERED_MIP_COUNT - 1.0);
160
+ let prefiltered = textureSampleLevel(iblPrefiltered, iblSampler, R, mipLevel).rgb;
161
+ let envBrdf = textureSampleLevel(iblBrdfLut, iblSampler, vec2f(nDotV, roughness), 0.0).rg;
162
+ let specularIbl = prefiltered * (F_ibl * envBrdf.x + envBrdf.y);
163
+
164
+ let ambient = (diffuseIbl + specularIbl) * mix(1.0, occlusion, material.occlusionStrength);
165
+
166
+ // --- Direct light (keeps parity with the direct renderer's single light) ---
167
+ let L = normalize(-scene.lightDirection);
168
+ let H = normalize(V + L);
169
+ let nDotL = max(dot(N, L), 0.0);
170
+ let nDotH = max(dot(N, H), 0.0);
171
+ let vDotH = max(dot(V, H), 0.0);
172
+ let D_d = d_ggx(nDotH, alpha);
173
+ let G_d = g_smith(nDotV, nDotL, alpha);
174
+ let F_d = f_schlick(vDotH, f0);
175
+ let spec_d = (D_d * G_d * F_d) / (4.0 * nDotV * nDotL + 0.0001);
176
+ let kD_d = (vec3f(1.0) - F_d) * (1.0 - metallic);
177
+ let direct = (kD_d * baseColor.rgb / PI + spec_d) * scene.lightColor * nDotL;
178
+
179
+ let color = direct + ambient + emissive;
180
+ let mapped = tone_map_aces(color);
181
+ let gamma = pow(mapped, vec3f(1.0 / 2.2));
182
+ return vec4f(gamma, baseColor.a);
183
+ }
184
+ `;
185
+ }
@@ -0,0 +1,51 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import brdf from "./brdf.wgsl.js";
4
+
5
+ // Skybox shader. Computes the view-ray direction in the vertex shader from the
6
+ // camera's orthonormal basis + half-FOV — bypasses the perspective matrix
7
+ // inverse, which would otherwise depend on the project's specific
8
+ // clip-space convention. Depth state is "always" with no write so primitives
9
+ // drawn afterward in the same render pass overlap correctly.
10
+ export default /* wgsl */ `
11
+ struct SkyboxUniforms {
12
+ right: vec3f,
13
+ aspect: f32,
14
+ up: vec3f,
15
+ tanHalfFov: f32,
16
+ forward: vec3f,
17
+ _pad: f32,
18
+ }
19
+ @group(0) @binding(0) var<uniform> sky: SkyboxUniforms;
20
+ @group(0) @binding(1) var skyCubemap: texture_cube<f32>;
21
+ @group(0) @binding(2) var skySampler: sampler;
22
+
23
+ struct SkyboxOutput {
24
+ @builtin(position) clip: vec4f,
25
+ @location(0) dir: vec3f,
26
+ }
27
+
28
+ @vertex
29
+ fn vs_skybox(@builtin(vertex_index) i: u32) -> SkyboxOutput {
30
+ let xs = array<f32, 3>(-1.0, 3.0, -1.0);
31
+ let ys = array<f32, 3>(-1.0, -1.0, 3.0);
32
+ let xn = xs[i];
33
+ let yn = ys[i];
34
+ var out: SkyboxOutput;
35
+ out.clip = vec4f(xn, yn, 0.0, 1.0);
36
+ out.dir = sky.forward
37
+ + sky.right * (xn * sky.aspect * sky.tanHalfFov)
38
+ + sky.up * (yn * sky.tanHalfFov);
39
+ return out;
40
+ }
41
+
42
+ ${brdf}
43
+
44
+ @fragment
45
+ fn fs_skybox(in: SkyboxOutput) -> @location(0) vec4f {
46
+ let dir = normalize(in.dir);
47
+ let raw = textureSampleLevel(skyCubemap, skySampler, dir, 0.0).rgb;
48
+ let mapped = tone_map_aces(raw);
49
+ return vec4f(pow(mapped, vec3f(1.0 / 2.2)), 1.0);
50
+ }
51
+ `;