@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 +1,110 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+
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+ import { createStructBuffer, copyToGPUBuffer, getStructLayout, type TypedBuffer } from "@adobe/data/typed-buffer";
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+ import { schema as visibleMaterialSchema } from "../../../rendering/visible-material/schema.js";
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+ import type { VisibleMaterial } from "../../../rendering/visible-material/visible-material.js";
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+ import type { GltfAsset, GltfMaterial } from "./gltf-schema.js";
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+
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+ const layout = getStructLayout(visibleMaterialSchema);
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+
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+ export interface MaterialTextures {
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+ baseColor: GPUTextureView;
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+ metallicRoughness: GPUTextureView;
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+ normal: GPUTextureView;
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+ occlusion: GPUTextureView;
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+ emissive: GPUTextureView;
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+ }
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+
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+ export interface FallbackViews {
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+ white: GPUTextureView;
20
+ black: GPUTextureView;
21
+ flatNormal: GPUTextureView;
22
+ }
23
+
24
+ function defaultMaterial(): VisibleMaterial {
25
+ return {
26
+ baseColorFactor: [1, 1, 1, 1],
27
+ emissiveFactor: [0, 0, 0],
28
+ metallicFactor: 1,
29
+ roughnessFactor: 1,
30
+ normalScale: 1,
31
+ occlusionStrength: 1,
32
+ };
33
+ }
34
+
35
+ function gltfToVisibleMaterial(m: GltfMaterial): VisibleMaterial {
36
+ const pbr = m.pbrMetallicRoughness;
37
+ return {
38
+ baseColorFactor: pbr?.baseColorFactor ?? [1, 1, 1, 1],
39
+ emissiveFactor: m.emissiveFactor ?? [0, 0, 0],
40
+ metallicFactor: pbr?.metallicFactor ?? 1,
41
+ roughnessFactor: pbr?.roughnessFactor ?? 1,
42
+ normalScale: m.normalTexture?.scale ?? 1,
43
+ occlusionStrength: m.occlusionTexture?.strength ?? 1,
44
+ };
45
+ }
46
+
47
+ function viewFor(
48
+ textures: GPUTexture[],
49
+ gltf: GltfAsset,
50
+ textureIndex: number | undefined,
51
+ fallback: GPUTextureView,
52
+ ): GPUTextureView {
53
+ if (textureIndex === undefined) return fallback;
54
+ const tex = gltf.textures?.[textureIndex];
55
+ if (!tex || tex.source === undefined) return fallback;
56
+ const gpuTexture = textures[tex.source];
57
+ if (!gpuTexture) return fallback;
58
+ return gpuTexture.createView();
59
+ }
60
+
61
+ /**
62
+ * Builds the per-primitive material bind group: a small uniform buffer holding
63
+ * the PBR factors plus the five sampled textures and a shared sampler.
64
+ *
65
+ * Missing textures fall back to neutral 1x1 textures so the shader always has
66
+ * a valid binding (white for baseColor/occlusion, black for emissive, flat
67
+ * (0.5, 0.5, 1) for the normal map).
68
+ */
69
+ export function buildMaterialBindGroup(
70
+ device: GPUDevice,
71
+ gltf: GltfAsset,
72
+ sourceTextures: GPUTexture[],
73
+ fallback: FallbackViews,
74
+ sampler: GPUSampler,
75
+ layoutGpu: GPUBindGroupLayout,
76
+ materialIndex: number | undefined,
77
+ ): GPUBindGroup {
78
+ const material = materialIndex !== undefined && gltf.materials?.[materialIndex]
79
+ ? gltfToVisibleMaterial(gltf.materials[materialIndex])
80
+ : defaultMaterial();
81
+ const gltfMat = materialIndex !== undefined ? gltf.materials?.[materialIndex] : undefined;
82
+
83
+ const structBuffer: TypedBuffer<VisibleMaterial> = createStructBuffer(visibleMaterialSchema, layout.size);
84
+ structBuffer.set(0, material);
85
+
86
+ let uniformBuffer = device.createBuffer({
87
+ size: layout.size,
88
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
89
+ });
90
+ uniformBuffer = copyToGPUBuffer(structBuffer, device, uniformBuffer);
91
+
92
+ const baseColorView = viewFor(sourceTextures, gltf, gltfMat?.pbrMetallicRoughness?.baseColorTexture?.index, fallback.white);
93
+ const mrView = viewFor(sourceTextures, gltf, gltfMat?.pbrMetallicRoughness?.metallicRoughnessTexture?.index, fallback.white);
94
+ const normalView = viewFor(sourceTextures, gltf, gltfMat?.normalTexture?.index, fallback.flatNormal);
95
+ const occlusionView = viewFor(sourceTextures, gltf, gltfMat?.occlusionTexture?.index, fallback.white);
96
+ const emissiveView = viewFor(sourceTextures, gltf, gltfMat?.emissiveTexture?.index, fallback.black);
97
+
98
+ return device.createBindGroup({
99
+ layout: layoutGpu,
100
+ entries: [
101
+ { binding: 0, resource: { buffer: uniformBuffer } },
102
+ { binding: 1, resource: baseColorView },
103
+ { binding: 2, resource: mrView },
104
+ { binding: 3, resource: normalView },
105
+ { binding: 4, resource: occlusionView },
106
+ { binding: 5, resource: emissiveView },
107
+ { binding: 6, resource: sampler },
108
+ ],
109
+ });
110
+ }
@@ -0,0 +1,43 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Mat4x4, Quat } from "@adobe/data/math";
4
+ import type { GltfAsset, GltfNode } from "./gltf-schema.js";
5
+
6
+ function localMatrix(node: GltfNode): Mat4x4 {
7
+ if (node.matrix && node.matrix.length === 16) {
8
+ // glTF spec guarantees a column-major 16-element float array when present.
9
+ return node.matrix as unknown as Mat4x4;
10
+ }
11
+ const t = node.translation ?? [0, 0, 0];
12
+ const r = node.rotation ?? [0, 0, 0, 1];
13
+ const s = node.scale ?? [1, 1, 1];
14
+ const T = Mat4x4.translation(t[0], t[1], t[2]);
15
+ // glTF rotation is a unit quaternion [x, y, z, w].
16
+ const R = Quat.toMat4(r as Quat);
17
+ const S = Mat4x4.scaling(s[0], s[1], s[2]);
18
+ return Mat4x4.multiply(Mat4x4.multiply(T, R), S);
19
+ }
20
+
21
+ /**
22
+ * Walks the scene graph and returns a world matrix for every node index.
23
+ * Nodes not reachable from a scene root get the identity matrix.
24
+ */
25
+ export function computeWorldMatrices(gltf: GltfAsset): Mat4x4[] {
26
+ const result: Mat4x4[] = new Array((gltf.nodes ?? []).length).fill(Mat4x4.identity);
27
+
28
+ const visit = (nodeIdx: number, parent: Mat4x4): void => {
29
+ const node = gltf.nodes![nodeIdx];
30
+ const world = Mat4x4.multiply(parent, localMatrix(node));
31
+ result[nodeIdx] = world;
32
+ for (const child of node.children ?? []) {
33
+ visit(child, world);
34
+ }
35
+ };
36
+
37
+ const sceneIdx = gltf.scene ?? 0;
38
+ const roots = gltf.scenes?.[sceneIdx]?.nodes ?? [];
39
+ for (const r of roots) {
40
+ visit(r, Mat4x4.identity);
41
+ }
42
+ return result;
43
+ }
@@ -0,0 +1,47 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { createStructBuffer, copyToGPUBuffer, getStructLayout } from "@adobe/data/typed-buffer";
4
+ import { schema as visibleMaterialSchema } from "../../../rendering/visible-material/schema.js";
5
+ import type { VisibleMaterial } from "../../../rendering/visible-material/visible-material.js";
6
+ import type { ColorMaterialOptions } from "../../../rendering/visible-material/color-material-options.js";
7
+ import type { FallbackViews } from "./build-material-bind-group.js";
8
+
9
+ const layout = getStructLayout(visibleMaterialSchema);
10
+
11
+ export function createColorMaterial(
12
+ device: GPUDevice,
13
+ bindGroupLayout: GPUBindGroupLayout,
14
+ sampler: GPUSampler,
15
+ fallback: FallbackViews,
16
+ options: ColorMaterialOptions,
17
+ ): GPUBindGroup {
18
+ const material: VisibleMaterial = {
19
+ baseColorFactor: options.color,
20
+ emissiveFactor: options.emissive ?? [0, 0, 0],
21
+ metallicFactor: options.metallic ?? 0,
22
+ roughnessFactor: options.roughness ?? 0.8,
23
+ normalScale: 1,
24
+ occlusionStrength: 1,
25
+ };
26
+
27
+ const structBuffer = createStructBuffer(visibleMaterialSchema, layout.size);
28
+ structBuffer.set(0, material);
29
+ let uniformBuffer = device.createBuffer({
30
+ size: layout.size,
31
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
32
+ });
33
+ uniformBuffer = copyToGPUBuffer(structBuffer, device, uniformBuffer);
34
+
35
+ return device.createBindGroup({
36
+ layout: bindGroupLayout,
37
+ entries: [
38
+ { binding: 0, resource: { buffer: uniformBuffer } },
39
+ { binding: 1, resource: fallback.white },
40
+ { binding: 2, resource: fallback.white },
41
+ { binding: 3, resource: fallback.flatNormal },
42
+ { binding: 4, resource: fallback.white },
43
+ { binding: 5, resource: fallback.white },
44
+ { binding: 6, resource: sampler },
45
+ ],
46
+ });
47
+ }
@@ -0,0 +1,93 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { readImageBytes } from "./accessor-view.js";
4
+ import type { GltfAsset } from "./gltf-schema.js";
5
+
6
+ /**
7
+ * Categorizes each image index as either "color" (sRGB) or "data" (linear).
8
+ * glTF spec: baseColor and emissive textures are in sRGB color space; normal,
9
+ * metallic-roughness, and occlusion textures are in linear color space.
10
+ *
11
+ * When an image is referenced from both kinds of slot, "color" wins because
12
+ * losing precision in a data texture is more visible than gamma drift in a
13
+ * color one.
14
+ */
15
+ function categorizeImages(gltf: GltfAsset): ("color" | "data")[] {
16
+ const out: ("color" | "data")[] = new Array((gltf.images ?? []).length).fill("data");
17
+
18
+ const markColor = (textureIndex: number | undefined): void => {
19
+ if (textureIndex === undefined) return;
20
+ const t = gltf.textures?.[textureIndex];
21
+ if (t?.source !== undefined) out[t.source] = "color";
22
+ };
23
+
24
+ for (const mat of gltf.materials ?? []) {
25
+ markColor(mat.pbrMetallicRoughness?.baseColorTexture?.index);
26
+ markColor(mat.emissiveTexture?.index);
27
+ }
28
+
29
+ return out;
30
+ }
31
+
32
+ async function decodeOne(
33
+ device: GPUDevice,
34
+ bytes: Uint8Array,
35
+ mimeType: string | undefined,
36
+ colorSpace: "color" | "data",
37
+ ): Promise<GPUTexture> {
38
+ const blob = new Blob([bytes], { type: mimeType ?? "image/png" });
39
+ const bitmap = await createImageBitmap(blob, { colorSpaceConversion: "none" });
40
+ const format: GPUTextureFormat = colorSpace === "color" ? "rgba8unorm-srgb" : "rgba8unorm";
41
+ const texture = device.createTexture({
42
+ size: [bitmap.width, bitmap.height, 1],
43
+ format,
44
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
45
+ });
46
+ device.queue.copyExternalImageToTexture(
47
+ { source: bitmap },
48
+ { texture },
49
+ [bitmap.width, bitmap.height, 1],
50
+ );
51
+ bitmap.close();
52
+ return texture;
53
+ }
54
+
55
+ export async function decodeAllImages(
56
+ device: GPUDevice,
57
+ gltf: GltfAsset,
58
+ bin: ArrayBuffer,
59
+ ): Promise<GPUTexture[]> {
60
+ const kinds = categorizeImages(gltf);
61
+ return Promise.all(
62
+ (gltf.images ?? []).map((image, idx) => {
63
+ const bytes = readImageBytes(gltf, bin, idx);
64
+ return decodeOne(device, bytes, image.mimeType, kinds[idx]);
65
+ }),
66
+ );
67
+ }
68
+
69
+ /**
70
+ * Creates 1x1 fallback textures that the renderer can bind when a material
71
+ * doesn't supply a particular slot. Avoids "if texture exists" branches in
72
+ * the shader.
73
+ */
74
+ export function createFallbackTextures(device: GPUDevice): {
75
+ white: GPUTextureView;
76
+ black: GPUTextureView;
77
+ flatNormal: GPUTextureView;
78
+ } {
79
+ const make = (pixel: Uint8Array, format: GPUTextureFormat): GPUTextureView => {
80
+ const tex = device.createTexture({
81
+ size: [1, 1, 1],
82
+ format,
83
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
84
+ });
85
+ device.queue.writeTexture({ texture: tex }, pixel, { bytesPerRow: 4 }, [1, 1, 1]);
86
+ return tex.createView();
87
+ };
88
+ return {
89
+ white: make(new Uint8Array([255, 255, 255, 255]), "rgba8unorm-srgb"),
90
+ black: make(new Uint8Array([0, 0, 0, 255]), "rgba8unorm-srgb"),
91
+ flatNormal: make(new Uint8Array([128, 128, 255, 255]), "rgba8unorm"),
92
+ };
93
+ }
@@ -0,0 +1,161 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ // Minimal subset of glTF 2.0 schema fields we actually consume.
4
+ // Spec: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html
5
+
6
+ export interface GltfAsset {
7
+ asset: { version: string };
8
+ scene?: number;
9
+ scenes?: GltfScene[];
10
+ nodes?: GltfNode[];
11
+ meshes?: GltfMesh[];
12
+ skins?: GltfSkin[];
13
+ materials?: GltfMaterial[];
14
+ textures?: GltfTexture[];
15
+ images?: GltfImage[];
16
+ samplers?: GltfSampler[];
17
+ accessors?: GltfAccessor[];
18
+ bufferViews?: GltfBufferView[];
19
+ buffers?: GltfBuffer[];
20
+ animations?: GltfAnimation[];
21
+ }
22
+
23
+ export interface GltfAnimation {
24
+ name?: string;
25
+ channels: GltfAnimationChannel[];
26
+ samplers: GltfAnimationSampler[];
27
+ }
28
+
29
+ export interface GltfAnimationChannel {
30
+ sampler: number;
31
+ target: { node: number; path: "translation" | "rotation" | "scale" | "weights" };
32
+ }
33
+
34
+ export interface GltfAnimationSampler {
35
+ input: number; // accessor → keyframe times (Float32Array)
36
+ output: number; // accessor → keyframe values
37
+ interpolation?: "LINEAR" | "STEP" | "CUBICSPLINE";
38
+ }
39
+
40
+ export interface GltfScene {
41
+ nodes?: number[];
42
+ }
43
+
44
+ export interface GltfNode {
45
+ name?: string;
46
+ mesh?: number;
47
+ skin?: number;
48
+ children?: number[];
49
+ translation?: [number, number, number];
50
+ rotation?: [number, number, number, number];
51
+ scale?: [number, number, number];
52
+ matrix?: number[];
53
+ }
54
+
55
+ export interface GltfMesh {
56
+ name?: string;
57
+ primitives: GltfPrimitive[];
58
+ }
59
+
60
+ export interface GltfPrimitive {
61
+ attributes: {
62
+ POSITION: number;
63
+ NORMAL?: number;
64
+ TANGENT?: number;
65
+ TEXCOORD_0?: number;
66
+ JOINTS_0?: number;
67
+ WEIGHTS_0?: number;
68
+ [key: string]: number | undefined;
69
+ };
70
+ indices?: number;
71
+ material?: number;
72
+ mode?: number; // default 4 (triangles)
73
+ }
74
+
75
+ export interface GltfSkin {
76
+ name?: string;
77
+ inverseBindMatrices?: number; // accessor index → array of mat4
78
+ skeleton?: number; // root joint node index
79
+ joints: number[]; // ordered list of node indices that are joints
80
+ }
81
+
82
+ export interface GltfMaterial {
83
+ name?: string;
84
+ pbrMetallicRoughness?: {
85
+ baseColorFactor?: [number, number, number, number];
86
+ baseColorTexture?: { index: number; texCoord?: number };
87
+ metallicFactor?: number;
88
+ roughnessFactor?: number;
89
+ metallicRoughnessTexture?: { index: number; texCoord?: number };
90
+ };
91
+ normalTexture?: { index: number; texCoord?: number; scale?: number };
92
+ occlusionTexture?: { index: number; texCoord?: number; strength?: number };
93
+ emissiveTexture?: { index: number; texCoord?: number };
94
+ emissiveFactor?: [number, number, number];
95
+ alphaMode?: "OPAQUE" | "MASK" | "BLEND";
96
+ alphaCutoff?: number;
97
+ doubleSided?: boolean;
98
+ }
99
+
100
+ export interface GltfTexture {
101
+ sampler?: number;
102
+ source?: number;
103
+ }
104
+
105
+ export interface GltfImage {
106
+ name?: string;
107
+ mimeType?: string;
108
+ bufferView?: number;
109
+ uri?: string;
110
+ }
111
+
112
+ export interface GltfSampler {
113
+ magFilter?: number;
114
+ minFilter?: number;
115
+ wrapS?: number;
116
+ wrapT?: number;
117
+ }
118
+
119
+ export interface GltfAccessor {
120
+ bufferView?: number;
121
+ byteOffset?: number;
122
+ componentType: number; // 5120..5126
123
+ count: number;
124
+ type: "SCALAR" | "VEC2" | "VEC3" | "VEC4" | "MAT2" | "MAT3" | "MAT4";
125
+ normalized?: boolean;
126
+ min?: number[];
127
+ max?: number[];
128
+ }
129
+
130
+ export interface GltfBufferView {
131
+ buffer: number;
132
+ byteOffset?: number;
133
+ byteLength: number;
134
+ byteStride?: number;
135
+ target?: number;
136
+ }
137
+
138
+ export interface GltfBuffer {
139
+ byteLength: number;
140
+ uri?: string;
141
+ }
142
+
143
+ // glTF componentType constants
144
+ export const COMPONENT_TYPE = {
145
+ BYTE: 5120,
146
+ UNSIGNED_BYTE: 5121,
147
+ SHORT: 5122,
148
+ UNSIGNED_SHORT: 5123,
149
+ UNSIGNED_INT: 5125,
150
+ FLOAT: 5126,
151
+ } as const;
152
+
153
+ export const ACCESSOR_TYPE_COMPONENTS: Record<GltfAccessor["type"], number> = {
154
+ SCALAR: 1,
155
+ VEC2: 2,
156
+ VEC3: 3,
157
+ VEC4: 4,
158
+ MAT2: 4,
159
+ MAT3: 9,
160
+ MAT4: 16,
161
+ };
@@ -0,0 +1,220 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Mat4x4, type Aabb } from "@adobe/data/math";
4
+ import { VisibleMaterial } from "../../../rendering/visible-material/visible-material.js";
5
+ import { readAccessor } from "./accessor-view.js";
6
+ import { buildMaterialBindGroup, type FallbackViews } from "./build-material-bind-group.js";
7
+ import { computeWorldMatrices } from "./compute-world-matrices.js";
8
+ import { createFallbackTextures, decodeAllImages } from "./decode-images.js";
9
+ import { packPrimitiveVertices } from "./pack-vertex-buffer.js";
10
+ import { parseGlb } from "./parse-glb.js";
11
+ import { parseGltfSkin, type LoadedSkin } from "./parse-skin.js";
12
+ import { parseGltfAnimations, type LoadedAnimation } from "./parse-animations.js";
13
+
14
+ export interface GpuPrimitiveData {
15
+ pbrVertexBuffer: GPUBuffer;
16
+ /** Secondary VBO with skinning attributes (joints u32×4, weights f32×4).
17
+ * Null for non-skinned primitives. Drives the renderer's pipeline choice. */
18
+ pbrSkinVertexBuffer: GPUBuffer | null;
19
+ pbrIndexBuffer: GPUBuffer;
20
+ pbrIndexCount: number;
21
+ pbrIndexFormat: GPUIndexFormat;
22
+ pbrMaterialBindGroup: GPUBindGroup;
23
+ /** Node's model-root-local matrix. Renderers pre-multiply this with the
24
+ * per-instance model-root world matrix at draw time. Identity for
25
+ * single-node and skinned-mesh primitives (skin owns the deformation). */
26
+ pbrNodeLocalMatrix: Mat4x4;
27
+ }
28
+
29
+ export interface LoadedGltfData {
30
+ primitives: GpuPrimitiveData[];
31
+ bounds: Aabb;
32
+ /** Present when the glTF declares a `skins[0]`. */
33
+ skin: LoadedSkin | null;
34
+ /** Parsed `animations[]`; jointIndex on each track is into `skin.jointTemplate`. */
35
+ animations: LoadedAnimation[];
36
+ /** Model-space collision geometry retained on the CPU for auto-generating
37
+ * physics colliders (convex hull / trimesh) — the non-skinned primitives'
38
+ * positions (each baked by its node matrix) + indices, aggregated. Null when
39
+ * the model has no static geometry (e.g. skin-only). */
40
+ collision: { positions: Float32Array; indices: Uint32Array } | null;
41
+ /** Skinned vertices retained on the CPU (mesh-bind positions + 4 joint
42
+ * indices + 4 weights per vertex), for fitting per-bone ragdoll capsules.
43
+ * Null for non-skinned models. */
44
+ skinVertices: { positions: Float32Array; joints: Uint32Array; weights: Float32Array } | null;
45
+ }
46
+
47
+ function expandBounds(
48
+ m: Mat4x4,
49
+ localMin: readonly [number, number, number],
50
+ localMax: readonly [number, number, number],
51
+ outMin: [number, number, number],
52
+ outMax: [number, number, number],
53
+ ): void {
54
+ const xs = [localMin[0], localMax[0]];
55
+ const ys = [localMin[1], localMax[1]];
56
+ const zs = [localMin[2], localMax[2]];
57
+ for (const lx of xs) for (const ly of ys) for (const lz of zs) {
58
+ const wx = m[0] * lx + m[4] * ly + m[8] * lz + m[12];
59
+ const wy = m[1] * lx + m[5] * ly + m[9] * lz + m[13];
60
+ const wz = m[2] * lx + m[6] * ly + m[10] * lz + m[14];
61
+ if (wx < outMin[0]) outMin[0] = wx; if (wx > outMax[0]) outMax[0] = wx;
62
+ if (wy < outMin[1]) outMin[1] = wy; if (wy > outMax[1]) outMax[1] = wy;
63
+ if (wz < outMin[2]) outMin[2] = wz; if (wz > outMax[2]) outMax[2] = wz;
64
+ }
65
+ }
66
+
67
+ function pickIndexFormat(raw: Uint16Array | Uint32Array | Uint8Array | Float32Array): {
68
+ indices: Uint16Array | Uint32Array;
69
+ format: GPUIndexFormat;
70
+ } {
71
+ if (raw instanceof Uint32Array) return { indices: raw, format: "uint32" };
72
+ if (raw instanceof Uint16Array) return { indices: raw, format: "uint16" };
73
+ if (raw instanceof Uint8Array) {
74
+ const u16 = new Uint16Array(raw.length);
75
+ for (let i = 0; i < raw.length; i++) u16[i] = raw[i];
76
+ return { indices: u16, format: "uint16" };
77
+ }
78
+ throw new Error("Index accessor must be an integer type");
79
+ }
80
+
81
+ export async function loadGltfPrimitives(device: GPUDevice, url: string): Promise<LoadedGltfData> {
82
+ const response = await fetch(url);
83
+ if (!response.ok) throw new Error(`Failed to fetch ${url}: ${response.status}`);
84
+ const buffer = await response.arrayBuffer();
85
+
86
+ const { json, bin } = parseGlb(buffer);
87
+
88
+ const materialLayout = VisibleMaterial.createBindGroupLayout(device);
89
+ const sourceTextures = await decodeAllImages(device, json, bin);
90
+ const fallback: FallbackViews = createFallbackTextures(device);
91
+
92
+ const sampler = device.createSampler({
93
+ magFilter: "linear",
94
+ minFilter: "linear",
95
+ addressModeU: "repeat",
96
+ addressModeV: "repeat",
97
+ });
98
+
99
+ const worldMatrices = computeWorldMatrices(json);
100
+ const skin = parseGltfSkin(json, bin);
101
+ const animations = skin ? parseGltfAnimations(json, bin, json.skins![0].joints) : [];
102
+
103
+ const boundsMin: [number, number, number] = [Infinity, Infinity, Infinity];
104
+ const boundsMax: [number, number, number] = [-Infinity, -Infinity, -Infinity];
105
+ const primitives: GpuPrimitiveData[] = [];
106
+ // CPU-retained collision geometry (model space, non-skinned primitives only).
107
+ const collPositions: number[] = [], collIndices: number[] = [];
108
+ // CPU-retained skin vertices (mesh-bind space, skinned primitives only).
109
+ const skinPos: number[] = [], skinJoints: number[] = [], skinWeights: number[] = [];
110
+
111
+ for (let nodeIdx = 0; nodeIdx < (json.nodes ?? []).length; nodeIdx++) {
112
+ const node = json.nodes![nodeIdx];
113
+ if (node.mesh === undefined) continue;
114
+ const mesh = json.meshes![node.mesh];
115
+ // For skinned primitives the joint transforms own the deformation;
116
+ // the mesh node's own transform must not be baked in. For non-skinned
117
+ // primitives we pre-bake the node's world matrix as before.
118
+ const skinned = node.skin !== undefined;
119
+ const pbrNodeLocalMatrix = skinned ? Mat4x4.identity : worldMatrices[nodeIdx];
120
+
121
+ for (const prim of mesh.primitives) {
122
+ const packed = packPrimitiveVertices(json, bin, prim);
123
+
124
+ expandBounds(pbrNodeLocalMatrix, packed.boundsMin, packed.boundsMax, boundsMin, boundsMax);
125
+
126
+ const vertexBuffer = device.createBuffer({
127
+ size: packed.vertices.byteLength,
128
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
129
+ });
130
+ device.queue.writeBuffer(vertexBuffer, 0, packed.vertices);
131
+
132
+ let skinVertexBuffer: GPUBuffer | null = null;
133
+ if (packed.skinningAttributes) {
134
+ skinVertexBuffer = device.createBuffer({
135
+ size: packed.skinningAttributes.byteLength,
136
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
137
+ });
138
+ device.queue.writeBuffer(skinVertexBuffer, 0, packed.skinningAttributes);
139
+ }
140
+
141
+ // Non-indexed primitives are valid in glTF — synthesize sequential indices.
142
+ let indices: Uint16Array | Uint32Array;
143
+ let format: GPUIndexFormat;
144
+ if (prim.indices === undefined) {
145
+ if (packed.vertexCount <= 0xffff) {
146
+ indices = new Uint16Array(packed.vertexCount);
147
+ for (let k = 0; k < packed.vertexCount; k++) indices[k] = k;
148
+ format = "uint16";
149
+ } else {
150
+ indices = new Uint32Array(packed.vertexCount);
151
+ for (let k = 0; k < packed.vertexCount; k++) indices[k] = k;
152
+ format = "uint32";
153
+ }
154
+ } else {
155
+ const raw = readAccessor(json, bin, prim.indices);
156
+ ({ indices, format } = pickIndexFormat(raw));
157
+ }
158
+
159
+ const indexBuffer = device.createBuffer({
160
+ size: indices.byteLength,
161
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
162
+ });
163
+ device.queue.writeBuffer(indexBuffer, 0, indices);
164
+
165
+ // Retain collision geometry for non-skinned primitives: deinterleave the
166
+ // positions (stride = floats/vertex, position at offset 0), bake the node
167
+ // matrix into model space, and append with index offset. Skinned primitives
168
+ // deform at runtime, so a static collider from their bind pose is meaningless.
169
+ if (!skinned) {
170
+ const m = pbrNodeLocalMatrix, verts = packed.vertices;
171
+ const stride = packed.vertices.length / packed.vertexCount;
172
+ const vbase = collPositions.length / 3;
173
+ for (let v = 0; v < packed.vertexCount; v++) {
174
+ const o = v * stride, x = verts[o], y = verts[o + 1], z = verts[o + 2];
175
+ collPositions.push(
176
+ m[0] * x + m[4] * y + m[8] * z + m[12],
177
+ m[1] * x + m[5] * y + m[9] * z + m[13],
178
+ m[2] * x + m[6] * y + m[10] * z + m[14],
179
+ );
180
+ }
181
+ for (let k = 0; k < indices.length; k++) collIndices.push(indices[k] + vbase);
182
+ } else if (packed.skinningAttributes) {
183
+ // Retain skin vertices (mesh-bind positions + joints/weights) for
184
+ // fitting per-bone ragdoll capsules. Skinning attributes pack 8 words
185
+ // per vertex: joints (u32×4) in words 0–3, weights (f32×4) in 4–7.
186
+ const verts = packed.vertices, stride = packed.vertices.length / packed.vertexCount;
187
+ const sj = new Uint32Array(packed.skinningAttributes), sw = new Float32Array(packed.skinningAttributes);
188
+ for (let v = 0; v < packed.vertexCount; v++) {
189
+ const o = v * stride, s = v * 8;
190
+ skinPos.push(verts[o], verts[o + 1], verts[o + 2]);
191
+ skinJoints.push(sj[s], sj[s + 1], sj[s + 2], sj[s + 3]);
192
+ skinWeights.push(sw[s + 4], sw[s + 5], sw[s + 6], sw[s + 7]);
193
+ }
194
+ }
195
+
196
+ const materialBindGroup = buildMaterialBindGroup(
197
+ device, json, sourceTextures, fallback, sampler, materialLayout, prim.material,
198
+ );
199
+
200
+ primitives.push({
201
+ pbrVertexBuffer: vertexBuffer,
202
+ pbrSkinVertexBuffer: skinVertexBuffer,
203
+ pbrIndexBuffer: indexBuffer,
204
+ pbrIndexCount: indices.length,
205
+ pbrIndexFormat: format,
206
+ pbrMaterialBindGroup: materialBindGroup,
207
+ pbrNodeLocalMatrix,
208
+ });
209
+ }
210
+ }
211
+
212
+ return {
213
+ primitives,
214
+ bounds: { min: boundsMin as [number, number, number], max: boundsMax as [number, number, number] },
215
+ skin,
216
+ animations,
217
+ collision: collPositions.length ? { positions: new Float32Array(collPositions), indices: new Uint32Array(collIndices) } : null,
218
+ skinVertices: skinPos.length ? { positions: new Float32Array(skinPos), joints: new Uint32Array(skinJoints), weights: new Float32Array(skinWeights) } : null,
219
+ };
220
+ }