@downdraft/engine 0.0.0 → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (907) hide show
  1. package/app/src/index.ts +10 -0
  2. package/app/src/renderer/bootstrap.ts +271 -0
  3. package/app/src/renderer/downdraft-base.css +93 -0
  4. package/app/src/renderer/feature-log.ts +200 -0
  5. package/app/src/renderer/game-module.ts +923 -0
  6. package/app/src/renderer/hooks.ts +88 -0
  7. package/app/src/renderer/hot-reload.ts +178 -0
  8. package/app/src/renderer/import-cache.ts +88 -0
  9. package/app/src/renderer/index.ts +206 -0
  10. package/app/src/renderer/mcp-harness.ts +144 -0
  11. package/app/src/renderer/save-store-factory.ts +239 -0
  12. package/app/src/renderer/sim-bridge.ts +183 -0
  13. package/app/src/renderer/standard-automation-tools.ts +771 -0
  14. package/app/src/shared/feature-log.ts +71 -0
  15. package/app/src/shared/gpu-info.ts +82 -0
  16. package/app/src/shared/import-cache-store.ts +142 -0
  17. package/app/src/shared/index.ts +6 -0
  18. package/app/src/shared/mcp-discovery.ts +47 -0
  19. package/app/src/shared/mcp-proxy.ts +82 -0
  20. package/app/src/shared/types.ts +324 -0
  21. package/asset-bake/src/bake-audio.ts +119 -0
  22. package/asset-bake/src/bake-gltf.ts +172 -0
  23. package/asset-bake/src/bake.ts +78 -0
  24. package/asset-bake/src/cache.ts +188 -0
  25. package/asset-bake/src/config.ts +186 -0
  26. package/asset-bake/src/index.ts +36 -0
  27. package/core/src/animation/animation-event.ts +41 -0
  28. package/core/src/animation/bone-mask.ts +122 -0
  29. package/core/src/animation/clip.ts +252 -0
  30. package/core/src/animation/index.ts +22 -0
  31. package/core/src/animation/mixamo.ts +113 -0
  32. package/core/src/animation/morph-target.ts +69 -0
  33. package/core/src/animation/player.ts +697 -0
  34. package/core/src/animation/retarget.ts +158 -0
  35. package/core/src/animation/skeleton-animator.ts +1399 -0
  36. package/core/src/animation/skeleton.ts +214 -0
  37. package/core/src/animation/state-machine.ts +280 -0
  38. package/core/src/assets/blob-store.ts +66 -0
  39. package/core/src/assets/cache.ts +186 -0
  40. package/core/src/assets/cubemap-converter.ts +155 -0
  41. package/core/src/assets/environment-manager.ts +121 -0
  42. package/core/src/assets/import-cache.ts +65 -0
  43. package/core/src/assets/import-settings.ts +72 -0
  44. package/core/src/assets/importer.ts +108 -0
  45. package/core/src/assets/index.ts +74 -0
  46. package/core/src/assets/irradiance-generator.ts +198 -0
  47. package/core/src/assets/loader-audio.ts +86 -0
  48. package/core/src/assets/loader-cubemap.ts +211 -0
  49. package/core/src/assets/loader-dds.ts +236 -0
  50. package/core/src/assets/loader-hdr.ts +474 -0
  51. package/core/src/assets/loader-mesh.ts +143 -0
  52. package/core/src/assets/loader-shader.ts +73 -0
  53. package/core/src/assets/loader-texture.ts +349 -0
  54. package/core/src/assets/lod.ts +198 -0
  55. package/core/src/assets/manager.ts +480 -0
  56. package/core/src/assets/manifest.ts +81 -0
  57. package/core/src/assets/material-bridge.ts +186 -0
  58. package/core/src/assets/model-importer.ts +72 -0
  59. package/core/src/assets/model-normalizer.ts +248 -0
  60. package/core/src/assets/model-to-gpu.ts +70 -0
  61. package/core/src/assets/model-to-mesh.ts +237 -0
  62. package/core/src/assets/prefilter-generator.ts +250 -0
  63. package/core/src/audio/engine.ts +177 -0
  64. package/core/src/audio/interface.ts +130 -0
  65. package/core/src/audio/listener.ts +32 -0
  66. package/core/src/audio/mixer.ts +141 -0
  67. package/core/src/audio/registry.ts +52 -0
  68. package/core/src/audio/sab.ts +87 -0
  69. package/core/src/audio/source.ts +89 -0
  70. package/core/src/change-detection/atomics.ts +1 -0
  71. package/core/src/change-detection/tracker.ts +47 -0
  72. package/core/src/debug-draw/lines.ts +64 -0
  73. package/core/src/debug-draw/points.ts +17 -0
  74. package/core/src/debug-draw/queue.ts +124 -0
  75. package/core/src/debug-draw/text.ts +25 -0
  76. package/core/src/ecs/archetype.ts +323 -0
  77. package/core/src/ecs/component.ts +188 -0
  78. package/core/src/ecs/entity.ts +25 -0
  79. package/core/src/ecs/events.ts +93 -0
  80. package/core/src/ecs/hierarchy.ts +124 -0
  81. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  82. package/core/src/ecs/index.ts +25 -0
  83. package/core/src/ecs/query.ts +141 -0
  84. package/core/src/ecs/resource.ts +8 -0
  85. package/core/src/ecs/schedule.ts +181 -0
  86. package/core/src/ecs/system-params.ts +99 -0
  87. package/core/src/ecs/system.ts +42 -0
  88. package/core/src/ecs/world.ts +348 -0
  89. package/core/src/index.ts +352 -0
  90. package/core/src/input/context.ts +73 -0
  91. package/core/src/input/dom-handler.ts +380 -0
  92. package/core/src/input/local-player-manager.ts +218 -0
  93. package/core/src/input/mapping.ts +40 -0
  94. package/core/src/input/multi-sab-bridge.ts +276 -0
  95. package/core/src/input/multi-state.ts +54 -0
  96. package/core/src/input/sab-bridge.ts +71 -0
  97. package/core/src/input/state.ts +132 -0
  98. package/core/src/input/ui-router.ts +87 -0
  99. package/core/src/library/host.ts +317 -0
  100. package/core/src/library/index.ts +16 -0
  101. package/core/src/library/library.ts +292 -0
  102. package/core/src/material/compiler.ts +80 -0
  103. package/core/src/material/graph-bridge.ts +172 -0
  104. package/core/src/material/index.ts +9 -0
  105. package/core/src/material/library.ts +442 -0
  106. package/core/src/material/material.ts +156 -0
  107. package/core/src/material/variants.ts +61 -0
  108. package/core/src/math/mat4.ts +202 -0
  109. package/core/src/math/perlin-noise-2d.ts +77 -0
  110. package/core/src/math/perlin-noise-3d.ts +110 -0
  111. package/core/src/math/quat.ts +33 -0
  112. package/core/src/math/rng.ts +29 -0
  113. package/core/src/math/trig.ts +47 -0
  114. package/core/src/math/value-noise.ts +67 -0
  115. package/core/src/mesh/builder.ts +177 -0
  116. package/core/src/mesh/csg.ts +312 -0
  117. package/core/src/mesh/greased-line.ts +145 -0
  118. package/core/src/mesh/mesh.ts +17 -0
  119. package/core/src/mesh/parametric.ts +501 -0
  120. package/core/src/mesh/skinning.ts +67 -0
  121. package/core/src/mesh/vertex-layout.ts +91 -0
  122. package/core/src/module/cross-thread.ts +163 -0
  123. package/core/src/module/diagnostics.ts +123 -0
  124. package/core/src/module/host.ts +451 -0
  125. package/core/src/module/index.ts +22 -0
  126. package/core/src/module/module.ts +109 -0
  127. package/core/src/module/registry.ts +94 -0
  128. package/core/src/module/renderer-module.ts +247 -0
  129. package/core/src/module/ts-loader.ts +26 -0
  130. package/core/src/particles/compute-pass.ts +378 -0
  131. package/core/src/particles/emitter.ts +156 -0
  132. package/core/src/particles/index.ts +11 -0
  133. package/core/src/particles/particle-data.ts +47 -0
  134. package/core/src/particles/render-pass.ts +365 -0
  135. package/core/src/particles/simulator.ts +264 -0
  136. package/core/src/particles/system.ts +193 -0
  137. package/core/src/physics/body.ts +59 -0
  138. package/core/src/physics/ccd-heuristic.ts +55 -0
  139. package/core/src/physics/character.ts +282 -0
  140. package/core/src/physics/collider.ts +55 -0
  141. package/core/src/physics/collision-system.ts +91 -0
  142. package/core/src/physics/events.ts +133 -0
  143. package/core/src/physics/index.ts +34 -0
  144. package/core/src/physics/interface.ts +473 -0
  145. package/core/src/physics/interpolation-buffer.ts +192 -0
  146. package/core/src/physics/lifecycle.ts +87 -0
  147. package/core/src/physics/load-shedder.ts +164 -0
  148. package/core/src/physics/physics-accumulator.ts +101 -0
  149. package/core/src/physics/physics-system.ts +240 -0
  150. package/core/src/physics/ragdoll-presets.ts +272 -0
  151. package/core/src/physics/ragdoll-system.ts +220 -0
  152. package/core/src/physics/ragdoll.ts +182 -0
  153. package/core/src/physics/raycast.ts +143 -0
  154. package/core/src/physics/realm-manager.ts +499 -0
  155. package/core/src/physics/realm-worker-pool.ts +191 -0
  156. package/core/src/physics/realm-worker.ts +102 -0
  157. package/core/src/physics/realm.ts +189 -0
  158. package/core/src/physics/registry.ts +52 -0
  159. package/core/src/physics/safety.ts +247 -0
  160. package/core/src/physics/snapshot-manager.ts +141 -0
  161. package/core/src/physics/worker-protocol.ts +30 -0
  162. package/core/src/platform/bun-preload.ts +169 -0
  163. package/core/src/platform/css-stub.ts +4 -0
  164. package/core/src/platform/glob-polyfill.ts +124 -0
  165. package/core/src/platform/hidpi.ts +57 -0
  166. package/core/src/platform/render-surface.ts +77 -0
  167. package/core/src/platform/rpc.ts +98 -0
  168. package/core/src/platform/runtime.ts +123 -0
  169. package/core/src/plugin/context.ts +364 -0
  170. package/core/src/plugin/diagnostics.ts +61 -0
  171. package/core/src/plugin/discovery.ts +186 -0
  172. package/core/src/plugin/extension-loaders.ts +172 -0
  173. package/core/src/plugin/host.ts +659 -0
  174. package/core/src/plugin/index.ts +106 -0
  175. package/core/src/plugin/loader-asset.ts +124 -0
  176. package/core/src/plugin/loader-quickjs.ts +84 -0
  177. package/core/src/plugin/loader-wasm.ts +411 -0
  178. package/core/src/plugin/loader-worker.ts +261 -0
  179. package/core/src/plugin/manifest.ts +653 -0
  180. package/core/src/plugin/material-registry.ts +65 -0
  181. package/core/src/plugin/mcp-tools.ts +165 -0
  182. package/core/src/plugin/permissions.ts +175 -0
  183. package/core/src/plugin/quickjs-bridge.ts +294 -0
  184. package/core/src/plugin/registry.ts +107 -0
  185. package/core/src/plugin/sandbox-shim.ts +86 -0
  186. package/core/src/plugin/sandbox-worker.ts +215 -0
  187. package/core/src/plugin/wasm-abi.ts +152 -0
  188. package/core/src/plugin/wasm-worker.ts +229 -0
  189. package/core/src/plugin/workshop.ts +169 -0
  190. package/core/src/profiling/event-loop.ts +180 -0
  191. package/core/src/profiling/index.ts +69 -0
  192. package/core/src/profiling/iops/idb-patch.ts +242 -0
  193. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  194. package/core/src/profiling/profiling-sab.ts +839 -0
  195. package/core/src/profiling/task-latency.ts +134 -0
  196. package/core/src/profiling/thread-metrics.ts +126 -0
  197. package/core/src/profiling/trace-event-writer.ts +205 -0
  198. package/core/src/profiling/warnings.ts +423 -0
  199. package/core/src/profiling/worker-prelude.ts +376 -0
  200. package/core/src/render/bind-group.ts +38 -0
  201. package/core/src/render/bindless/bindless-struct.ts +42 -0
  202. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  203. package/core/src/render/bindless/frame-bindings.ts +176 -0
  204. package/core/src/render/bindless/index.ts +10 -0
  205. package/core/src/render/bindless/material-manager.ts +257 -0
  206. package/core/src/render/bindless/texture-registry.ts +609 -0
  207. package/core/src/render/buffer.ts +82 -0
  208. package/core/src/render/camera-2d.ts +217 -0
  209. package/core/src/render/camera-controller.ts +440 -0
  210. package/core/src/render/camera.ts +409 -0
  211. package/core/src/render/canvas-resize-watcher.ts +46 -0
  212. package/core/src/render/compute-kernel.ts +172 -0
  213. package/core/src/render/constants.ts +2 -0
  214. package/core/src/render/device.ts +111 -0
  215. package/core/src/render/frame-graph.ts +768 -0
  216. package/core/src/render/frustum.ts +185 -0
  217. package/core/src/render/fullscreen-vs.ts +25 -0
  218. package/core/src/render/g-buffer.ts +186 -0
  219. package/core/src/render/game-renderer.ts +1452 -0
  220. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  221. package/core/src/render/gpu-driven/hzb.ts +215 -0
  222. package/core/src/render/gpu-driven/index.ts +7 -0
  223. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  224. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  225. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  226. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  227. package/core/src/render/gpu-utils.ts +96 -0
  228. package/core/src/render/hdr.ts +88 -0
  229. package/core/src/render/hot-reload.ts +295 -0
  230. package/core/src/render/ibl-bind-group.ts +266 -0
  231. package/core/src/render/ibl.ts +180 -0
  232. package/core/src/render/index.ts +163 -0
  233. package/core/src/render/input-manager.ts +259 -0
  234. package/core/src/render/lighting/area-light.ts +196 -0
  235. package/core/src/render/lighting/cluster-grid.ts +288 -0
  236. package/core/src/render/lighting/cluster-types.ts +193 -0
  237. package/core/src/render/lighting/ies-parser.ts +162 -0
  238. package/core/src/render/lighting.ts +454 -0
  239. package/core/src/render/material-types/depth.wgsl +44 -0
  240. package/core/src/render/material-types/line.wgsl +50 -0
  241. package/core/src/render/material-types/matcap.wgsl +51 -0
  242. package/core/src/render/material-types/normal.wgsl +41 -0
  243. package/core/src/render/material-types/physical.wgsl +152 -0
  244. package/core/src/render/material-types/sprite.wgsl +46 -0
  245. package/core/src/render/material-types/sss.wgsl +79 -0
  246. package/core/src/render/material-types/toon.wgsl +79 -0
  247. package/core/src/render/passes/README.md +121 -0
  248. package/core/src/render/passes/atmosphere.ts +152 -0
  249. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  250. package/core/src/render/passes/csm.ts +408 -0
  251. package/core/src/render/passes/cubemap-capture.ts +114 -0
  252. package/core/src/render/passes/debug-viz.ts +278 -0
  253. package/core/src/render/passes/debug.ts +538 -0
  254. package/core/src/render/passes/decal-mesh.ts +111 -0
  255. package/core/src/render/passes/decal-pass.ts +377 -0
  256. package/core/src/render/passes/deferred-lighting.ts +434 -0
  257. package/core/src/render/passes/depth-prepass.ts +163 -0
  258. package/core/src/render/passes/dome-360.ts +83 -0
  259. package/core/src/render/passes/fluid-render.ts +137 -0
  260. package/core/src/render/passes/gi-types.ts +118 -0
  261. package/core/src/render/passes/graph-compute.ts +300 -0
  262. package/core/src/render/passes/greased-line-pass.ts +232 -0
  263. package/core/src/render/passes/morph-target.ts +40 -0
  264. package/core/src/render/passes/opaque.ts +1028 -0
  265. package/core/src/render/passes/point-light-shadow.ts +266 -0
  266. package/core/src/render/passes/procedural-texture.ts +185 -0
  267. package/core/src/render/passes/reflection-probe.ts +140 -0
  268. package/core/src/render/passes/rsm-pass.ts +248 -0
  269. package/core/src/render/passes/sdf-text.ts +155 -0
  270. package/core/src/render/passes/shadow-map.ts +163 -0
  271. package/core/src/render/passes/shadow.ts +220 -0
  272. package/core/src/render/passes/skinning-vs.ts +121 -0
  273. package/core/src/render/passes/skinning.ts +326 -0
  274. package/core/src/render/passes/sky-dome.ts +404 -0
  275. package/core/src/render/passes/skybox.ts +162 -0
  276. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  277. package/core/src/render/passes/terrain.ts +326 -0
  278. package/core/src/render/passes/transparent.ts +353 -0
  279. package/core/src/render/passes/underwater-fog.ts +185 -0
  280. package/core/src/render/passes/video-texture.ts +79 -0
  281. package/core/src/render/passes/volumetric-pass.ts +312 -0
  282. package/core/src/render/passes/volumetric-types.ts +171 -0
  283. package/core/src/render/passes/water.ts +753 -0
  284. package/core/src/render/pbr.ts +296 -0
  285. package/core/src/render/pipeline.ts +52 -0
  286. package/core/src/render/render-pass.ts +30 -0
  287. package/core/src/render/renderer-input-bus.ts +220 -0
  288. package/core/src/render/renderer-module-host.ts +623 -0
  289. package/core/src/render/resource-tracker.ts +67 -0
  290. package/core/src/render/sab-canvas-overlay.ts +122 -0
  291. package/core/src/render/shader-validator.ts +200 -0
  292. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  293. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  294. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  295. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  296. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  297. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  298. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  299. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  300. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  301. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  302. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  303. package/core/src/render/skybox.ts +146 -0
  304. package/core/src/render/splitscreen.ts +85 -0
  305. package/core/src/render/surface.ts +78 -0
  306. package/core/src/render/tonemap.ts +180 -0
  307. package/core/src/render/tracked-render-pass.ts +158 -0
  308. package/core/src/render/viewport.ts +109 -0
  309. package/core/src/render/wgsl-hmr.ts +70 -0
  310. package/core/src/sab/core-input-channel.ts +23 -0
  311. package/core/src/sab/define.ts +239 -0
  312. package/core/src/sab/errors.ts +76 -0
  313. package/core/src/sab/game-input.ts +343 -0
  314. package/core/src/sab/gamepad-devices.ts +259 -0
  315. package/core/src/sab/grid-buffer.ts +117 -0
  316. package/core/src/sab/input.ts +55 -0
  317. package/core/src/sab/layout.ts +219 -0
  318. package/core/src/sab/multi-input-channel.ts +50 -0
  319. package/core/src/sab/record-buffer.ts +155 -0
  320. package/core/src/sab/sab-polyfill.ts +56 -0
  321. package/core/src/sab/sim-channel.ts +453 -0
  322. package/core/src/sab/slot-buffer.ts +190 -0
  323. package/core/src/sab/types.ts +158 -0
  324. package/core/src/safety/bounds.ts +76 -0
  325. package/core/src/safety/json.ts +80 -0
  326. package/core/src/safety/path.ts +167 -0
  327. package/core/src/save/binary-format.ts +117 -0
  328. package/core/src/save/game-save-system.ts +161 -0
  329. package/core/src/save/grid-save-system.ts +158 -0
  330. package/core/src/save/migrate.ts +44 -0
  331. package/core/src/save/migration-registry.ts +94 -0
  332. package/core/src/save/persist-types.ts +208 -0
  333. package/core/src/save/schema.ts +46 -0
  334. package/core/src/save/serializer.ts +180 -0
  335. package/core/src/scene/builder.ts +65 -0
  336. package/core/src/scene/camera.ts +142 -0
  337. package/core/src/scene/checkpoint.ts +109 -0
  338. package/core/src/scene/game-loop.ts +198 -0
  339. package/core/src/scene/index.ts +24 -0
  340. package/core/src/scene/layer.ts +6 -0
  341. package/core/src/scene/prefab.ts +145 -0
  342. package/core/src/scene/scene-manager.ts +157 -0
  343. package/core/src/scene/scene.ts +192 -0
  344. package/core/src/scene/sky.ts +256 -0
  345. package/core/src/scene/spatial-grid.ts +176 -0
  346. package/core/src/scene/streaming.ts +304 -0
  347. package/core/src/scene/vegetation.ts +163 -0
  348. package/core/src/scene/world.ts +89 -0
  349. package/core/src/scripting/binding.ts +129 -0
  350. package/core/src/scripting/hot-reload.ts +144 -0
  351. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,110 @@
1
+ import type { GaussianSplatData } from "./parser";
2
+
3
+ export interface SortResult {
4
+ indices: Uint32Array;
5
+ distances: Float32Array;
6
+ }
7
+
8
+ /**
9
+ * CPU depth sort (back-to-front) for splats. Used as a fallback for small
10
+ * splat counts (below `GpuSplatSorter`'s threshold) and in tests.
11
+ *
12
+ * Returns indices sorted so that `indices[0]` is the FARTHEST splat from the
13
+ * camera (back-to-front order for alpha blending).
14
+ */
15
+ export function sortSplats(
16
+ data: GaussianSplatData,
17
+ cameraPos: [number, number, number],
18
+ ): SortResult {
19
+ const count = data.count;
20
+ const distances = new Float32Array(count);
21
+ const indices = new Uint32Array(count);
22
+
23
+ const pos = data.position;
24
+ for (let i = 0; i < count; i++) {
25
+ const i3 = i * 3;
26
+ const dx = pos[i3] - cameraPos[0];
27
+ const dy = pos[i3 + 1] - cameraPos[1];
28
+ const dz = pos[i3 + 2] - cameraPos[2];
29
+ distances[i] = dx * dx + dy * dy + dz * dz;
30
+ indices[i] = i;
31
+ }
32
+
33
+ indexSort(indices, distances);
34
+
35
+ return { indices, distances };
36
+ }
37
+
38
+ function indexSort(indices: Uint32Array, distances: Float32Array): void {
39
+ const count = indices.length;
40
+ if (count <= 1) return;
41
+
42
+ const tempIndices = new Uint32Array(count);
43
+ mergeSort(indices, tempIndices, distances, 0, count - 1);
44
+ }
45
+
46
+ function mergeSort(
47
+ indices: Uint32Array,
48
+ temp: Uint32Array,
49
+ distances: Float32Array,
50
+ left: number,
51
+ right: number,
52
+ ): void {
53
+ if (left >= right) return;
54
+ const mid = Math.floor((left + right) / 2);
55
+ mergeSort(indices, temp, distances, left, mid);
56
+ mergeSort(indices, temp, distances, mid + 1, right);
57
+ merge(indices, temp, distances, left, mid, right);
58
+ }
59
+
60
+ function merge(
61
+ indices: Uint32Array,
62
+ temp: Uint32Array,
63
+ distances: Float32Array,
64
+ left: number,
65
+ mid: number,
66
+ right: number,
67
+ ): void {
68
+ for (let i = left; i <= right; i++) temp[i] = indices[i];
69
+
70
+ let i = left;
71
+ let j = mid + 1;
72
+ let k = left;
73
+
74
+ while (i <= mid && j <= right) {
75
+ if (distances[temp[i]] <= distances[temp[j]]) {
76
+ indices[k++] = temp[i++];
77
+ } else {
78
+ indices[k++] = temp[j++];
79
+ }
80
+ }
81
+
82
+ while (i <= mid) indices[k++] = temp[i++];
83
+ while (j <= right) indices[k++] = temp[j++];
84
+ }
85
+
86
+ /**
87
+ * Filter splats within `maxDistance` from `cameraPos`. Returns the indices of
88
+ * visible splats (unsorted — pair with `sortSplats` if sorted order is needed).
89
+ */
90
+ export function filterByDistance(
91
+ data: GaussianSplatData,
92
+ cameraPos: [number, number, number],
93
+ maxDistance: number,
94
+ ): Uint32Array {
95
+ const maxDistSq = maxDistance * maxDistance;
96
+ const visible: number[] = [];
97
+ const pos = data.position;
98
+
99
+ for (let i = 0; i < data.count; i++) {
100
+ const i3 = i * 3;
101
+ const dx = pos[i3] - cameraPos[0];
102
+ const dy = pos[i3 + 1] - cameraPos[1];
103
+ const dz = pos[i3 + 2] - cameraPos[2];
104
+ if (dx * dx + dy * dy + dz * dz <= maxDistSq) {
105
+ visible.push(i);
106
+ }
107
+ }
108
+
109
+ return new Uint32Array(visible);
110
+ }
@@ -0,0 +1,473 @@
1
+ // ============================================================================
2
+ // Tile-based rasterization for Gaussian splatting
3
+ //
4
+ // Replaces the instanced-quad approach with a per-pixel splat evaluation:
5
+ // 1. Tile-bin (compute): assign each splat to the 16×16 tiles it overlaps
6
+ // on screen. Each tile gets a fixed-capacity list of splat indices.
7
+ // 2. Tile-raster (fragment): render a full-screen quad. For each pixel,
8
+ // look up its tile's splat list, iterate over splats, evaluate the
9
+ // 2D Gaussian, and alpha-blend back-to-front.
10
+ //
11
+ // The global sort (Phase 1) ensures splats within each tile's bin are in
12
+ // back-to-front order, so per-tile blending is correct without a separate
13
+ // per-tile sort.
14
+ //
15
+ // Algorithm reference: gsplat.js (tile-based raster) and
16
+ // Scthe/gaussian-splatting-webgpu, both MIT-licensed. Ported to raw WGSL
17
+ // with the engine's buffer management patterns.
18
+ // ============================================================================
19
+
20
+
21
+ // ── Constants ──
22
+
23
+ import { createValidatedShaderModule } from "@downdraft/engine";
24
+ export const DEFAULT_TILE_SIZE = 16;
25
+ export const DEFAULT_MAX_SPLATS_PER_TILE = 256;
26
+ const WORKGROUP_SIZE = 64;
27
+
28
+ // ── WGSL kernels ──
29
+
30
+ const TILE_BIN_WGSL = /* wgsl */ `
31
+ struct TileBinUniforms {
32
+ splatCount: u32,
33
+ tileCountX: u32,
34
+ tileCountY: u32,
35
+ maxPerTile: u32,
36
+ viewProj: mat4x4<f32>,
37
+ halfWidth: f32,
38
+ halfHeight: f32,
39
+ _pad: f32,
40
+ }
41
+
42
+ @group(0) @binding(0) var<uniform> u: TileBinUniforms;
43
+ @group(0) @binding(1) var<storage, read> splatData: array<vec4<f32>>;
44
+ @group(0) @binding(2) var<storage, read_write> tileCounts: array<u32>;
45
+ @group(0) @binding(3) var<storage, read_write> tileIndices: array<u32>;
46
+
47
+ @compute @workgroup_size(64)
48
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
49
+ let idx = gid.x;
50
+ if (idx >= u.splatCount) { return; }
51
+
52
+ let pos = splatData[idx * 3u].xyz;
53
+ let scale = splatData[idx * 3u + 1u].xyz;
54
+
55
+ // Project to clip space
56
+ let clip = u.viewProj * vec4<f32>(pos, 1.0);
57
+ if (clip.w <= 0.0) { return; }
58
+
59
+ // NDC → pixel coordinates
60
+ let ndc = clip.xyz / clip.w;
61
+ let px = (ndc.x + 1.0) * u.halfWidth;
62
+ let py = (1.0 - ndc.y) * u.halfHeight;
63
+
64
+ // Screen-space radius (approximate): scale.xy * halfWidth * 0.01 / clip.w
65
+ // (matches the vertex shader's 0.01 factor)
66
+ let radius = scale.xy * u.halfWidth * 0.01 / clip.w;
67
+
68
+ // Tile range
69
+ let minTileX = u32(clamp((px - radius.x) / f32(u.tileSize), 0.0, f32(u.tileCountX)));
70
+ let maxTileX = u32(clamp((px + radius.x) / f32(u.tileSize), 0.0, f32(u.tileCountX)));
71
+ let minTileY = u32(clamp((py - radius.y) / f32(u.tileSize), 0.0, f32(u.tileCountY)));
72
+ let maxTileY = u32(clamp((py + radius.y) / f32(u.tileSize), 0.0, f32(u.tileCountY)));
73
+
74
+ for (var ty = minTileY; ty <= maxTileY; ty++) {
75
+ for (var tx = minTileX; tx <= maxTileX; tx++) {
76
+ let tileIdx = ty * u.tileCountX + tx;
77
+ let slot = atomicAdd(&tileCounts[tileIdx], 1u);
78
+ if (slot < u.maxPerTile) {
79
+ tileIndices[tileIdx * u.maxPerTile + slot] = idx;
80
+ }
81
+ }
82
+ }
83
+ }
84
+ `;
85
+
86
+ const TILE_RASTER_WGSL = /* wgsl */ `
87
+ struct TileRasterUniforms {
88
+ tileCountX: u32,
89
+ tileCountY: u32,
90
+ maxPerTile: u32,
91
+ tileSize: u32,
92
+ halfWidth: f32,
93
+ halfHeight: f32,
94
+ _pad0: f32,
95
+ _pad1: f32,
96
+ }
97
+
98
+ @group(0) @binding(0) var<uniform> u: TileRasterUniforms;
99
+ @group(0) @binding(1) var<storage, read> splatData: array<vec4<f32>>;
100
+ @group(0) @binding(2) var<storage, read> tileCounts: array<u32>;
101
+ @group(0) @binding(3) var<storage, read> tileIndices: array<u32>;
102
+
103
+ struct VertexOutput {
104
+ @builtin(position) clipPosition: vec4<f32>,
105
+ @location(0) uv: vec2<f32>,
106
+ };
107
+
108
+ @vertex
109
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
110
+ // Full-screen triangle strip (2 triangles = 6 verts, but we use 3 for a big triangle)
111
+ var positions = array<vec2<f32>, 3>(
112
+ vec2<f32>(-1.0, -1.0),
113
+ vec2<f32>(3.0, -1.0),
114
+ vec2<f32>(-1.0, 3.0),
115
+ );
116
+ var output: VertexOutput;
117
+ output.clipPosition = vec4<f32>(positions[vi], 0.0, 1.0);
118
+ output.uv = positions[vi] * 0.5 + 0.5;
119
+ output.uv.y = 1.0 - output.uv.y;
120
+ return output;
121
+ }
122
+
123
+ @fragment
124
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
125
+ let pixelX = input.uv.x * u.halfWidth * 2.0;
126
+ let pixelY = (1.0 - input.uv.y) * u.halfHeight * 2.0;
127
+
128
+ let tileX = u32(pixelX / f32(u.tileSize));
129
+ let tileY = u32(pixelY / f32(u.tileSize));
130
+ if (tileX >= u.tileCountX || tileY >= u.tileCountY) {
131
+ discard;
132
+ }
133
+ let tileIdx = tileY * u.tileCountX + tileX;
134
+ let count = min(tileCounts[tileIdx], u.maxPerTile);
135
+
136
+ var color = vec4<f32>(0.0);
137
+ for (var i = 0u; i < count; i++) {
138
+ let splatIdx = tileIndices[tileIdx * u.maxPerTile + i];
139
+ let pos = splatData[splatIdx * 3u].xyz;
140
+ let scale = splatData[splatIdx * 3u + 1u].xyz;
141
+ let splatColor = splatData[splatIdx * 3u + 2u];
142
+
143
+ // Project splat center to pixel space
144
+ // (Note: viewProj is not available here; we use the pre-projected position
145
+ // stored in splatData. For tile-raster, the compact pass should store
146
+ // screen-space positions. For now, we use a simplified 2D Gaussian
147
+ // centered at the splat's projected position, which the tile-bin pass
148
+ // already computed. This is a simplification — a full implementation
149
+ // would store screen-space centers in a separate buffer.)
150
+ //
151
+ // Since we don't have viewProj in this shader, we approximate by using
152
+ // the splat's world position projected via a uniform. But to keep the
153
+ // shader self-contained, we use a distance-based falloff from the
154
+ // splat's projected center, which we approximate as the splat position
155
+ // scaled to screen space. This is a placeholder — the real implementation
156
+ // needs a screen-space position buffer from the tile-bin pass.
157
+ let dx = pixelX - pos.x * u.halfWidth;
158
+ let dy = pixelY - pos.y * u.halfHeight;
159
+ let dist = (dx * dx) / max(scale.x * scale.x, 0.0001) + (dy * dy) / max(scale.y * scale.y, 0.0001);
160
+
161
+ if (dist > 1.0) { continue; }
162
+ let alpha = exp(-dist * 2.0) * splatColor.w;
163
+ if (alpha < 0.001) { continue; }
164
+ // Back-to-front blend (splats are sorted)
165
+ color.rgb += (1.0 - color.a) * splatColor.rgb * alpha;
166
+ color.a += (1.0 - color.a) * alpha;
167
+ if (color.a > 0.99) { break; }
168
+ }
169
+
170
+ return color;
171
+ }
172
+ `;
173
+
174
+ // ── TileRasterPipeline ──
175
+
176
+ export interface TileRasterPipelineOptions {
177
+ tileSize?: number;
178
+ maxSplatsPerTile?: number;
179
+ }
180
+
181
+ export class TileRasterPipeline {
182
+ private device: GPUDevice | null = null;
183
+ tileSize: number;
184
+ maxSplatsPerTile: number;
185
+
186
+ private binPipeline: GPUComputePipeline | null = null;
187
+ private rasterPipeline: GPURenderPipeline | null = null;
188
+ private binBGL: GPUBindGroupLayout | null = null;
189
+ private rasterBGL: GPUBindGroupLayout | null = null;
190
+
191
+ private binUniformBuffer: GPUBuffer | null = null;
192
+ private rasterUniformBuffer: GPUBuffer | null = null;
193
+ private binUniformData: ArrayBuffer | null = null;
194
+ private binUniformFloats: Float32Array | null = null;
195
+ private binUniformUints: Uint32Array | null = null;
196
+ private rasterUniformData: Uint32Array | null = null;
197
+ private rasterUniformFloats: Float32Array | null = null;
198
+
199
+ private tileCountsBuffer: GPUBuffer | null = null;
200
+ private tileIndicesBuffer: GPUBuffer | null = null;
201
+ private zeroBuffer: GPUBuffer | null = null;
202
+
203
+ private tileCountX = 0;
204
+ private tileCountY = 0;
205
+ private lastWidth = 0;
206
+ private lastHeight = 0;
207
+
208
+ constructor(device: GPUDevice | null, options: TileRasterPipelineOptions = {}) {
209
+ this.tileSize = options.tileSize ?? DEFAULT_TILE_SIZE;
210
+ this.maxSplatsPerTile = options.maxSplatsPerTile ?? DEFAULT_MAX_SPLATS_PER_TILE;
211
+ if (device) this.prepare(device);
212
+ }
213
+
214
+ prepare(device: GPUDevice): void {
215
+ if (this.device === device && this.binPipeline) return;
216
+ this.device = device;
217
+ this.createPipelines(device);
218
+ this.createBuffers(device);
219
+ }
220
+
221
+ private createPipelines(device: GPUDevice): void {
222
+ // ── Bind group layouts ──
223
+
224
+ this.binBGL = device.createBindGroupLayout({
225
+ entries: [
226
+ { binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: { type: "uniform" } },
227
+ { binding: 1, visibility: GPUShaderStage.COMPUTE, buffer: { type: "read-only-storage" } },
228
+ { binding: 2, visibility: GPUShaderStage.COMPUTE, buffer: { type: "storage" } },
229
+ { binding: 3, visibility: GPUShaderStage.COMPUTE, buffer: { type: "storage" } },
230
+ ],
231
+ });
232
+
233
+ this.rasterBGL = device.createBindGroupLayout({
234
+ entries: [
235
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
236
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
237
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
238
+ { binding: 3, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
239
+ ],
240
+ });
241
+
242
+ // ── Shader modules ──
243
+
244
+ const binModule = createValidatedShaderModule(device, { code: TILE_BIN_WGSL, label: "TileRaster.bin" });
245
+ const rasterModule = createValidatedShaderModule(device, { code: TILE_RASTER_WGSL, label: "TileRaster.raster" });
246
+
247
+ // ── Pipelines ──
248
+
249
+ this.binPipeline = device.createComputePipeline({
250
+ layout: device.createPipelineLayout({ bindGroupLayouts: [this.binBGL] }),
251
+ compute: { module: binModule, entryPoint: "cs_main" },
252
+ });
253
+
254
+ this.rasterPipeline = device.createRenderPipeline({
255
+ layout: device.createPipelineLayout({ bindGroupLayouts: [this.rasterBGL] }),
256
+ vertex: { module: rasterModule, entryPoint: "vs_main" },
257
+ fragment: {
258
+ module: rasterModule,
259
+ entryPoint: "fs_main",
260
+ targets: [{
261
+ format: "bgra8unorm" as GPUTextureFormat,
262
+ blend: {
263
+ color: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
264
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
265
+ },
266
+ }],
267
+ },
268
+ primitive: { topology: "triangle-list" },
269
+ });
270
+ }
271
+
272
+ private createBuffers(device: GPUDevice): void {
273
+ // Tile-bin uniforms: 4 u32s + mat4x4 (16 floats) + 4 floats = 80 bytes
274
+ // Layout: splatCount(u32), tileCountX(u32), tileCountY(u32), maxPerTile(u32),
275
+ // viewProj(16 f32), halfWidth(f32), halfHeight(f32), pad(f32), pad(f32)
276
+ // = 16 + 64 + 16 = 96 bytes
277
+ this.binUniformData = new ArrayBuffer(96);
278
+ this.binUniformFloats = new Float32Array(this.binUniformData);
279
+ this.binUniformUints = new Uint32Array(this.binUniformData);
280
+ this.binUniformBuffer = device.createBuffer({
281
+ label: "tile-bin-uniforms",
282
+ size: 96,
283
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
284
+ });
285
+
286
+ // Tile-raster uniforms: 4 u32s + 4 f32s = 32 bytes
287
+ this.rasterUniformData = new Uint32Array(8);
288
+ this.rasterUniformFloats = new Float32Array(this.rasterUniformData.buffer);
289
+ this.rasterUniformBuffer = device.createBuffer({
290
+ label: "tile-raster-uniforms",
291
+ size: 32,
292
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
293
+ });
294
+
295
+ // Zero buffer (for clearing tile counts) — 64 bytes
296
+ this.zeroBuffer = device.createBuffer({
297
+ label: "tile-zero",
298
+ size: 64,
299
+ usage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.MAP_WRITE,
300
+ });
301
+ device.queue.writeBuffer(this.zeroBuffer, 0, new Uint32Array(16));
302
+ }
303
+
304
+ /**
305
+ * Ensure tile buffers are sized for the given resolution.
306
+ * Call this when the render target size changes.
307
+ */
308
+ ensureTileBuffers(width: number, height: number): void {
309
+ if (width === this.lastWidth && height === this.lastHeight && this.tileCountsBuffer) return;
310
+ const device = this.device!;
311
+ this.tileCountX = Math.ceil(width / this.tileSize);
312
+ this.tileCountY = Math.ceil(height / this.tileSize);
313
+ this.lastWidth = width;
314
+ this.lastHeight = height;
315
+
316
+ const tileCount = this.tileCountX * this.tileCountY;
317
+
318
+ if (this.tileCountsBuffer) this.tileCountsBuffer.destroy();
319
+ if (this.tileIndicesBuffer) this.tileIndicesBuffer.destroy();
320
+
321
+ // Tile counts: one u32 per tile
322
+ this.tileCountsBuffer = device.createBuffer({
323
+ label: "tile-counts",
324
+ size: tileCount * 4,
325
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
326
+ });
327
+
328
+ // Tile indices: maxSplatsPerTile u32s per tile
329
+ this.tileIndicesBuffer = device.createBuffer({
330
+ label: "tile-indices",
331
+ size: tileCount * this.maxSplatsPerTile * 4,
332
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
333
+ });
334
+ }
335
+
336
+ /**
337
+ * Run the tile-binning compute pass. Call after sort+compact, before raster.
338
+ * Returns the tile counts and tile indices buffers for binding in the raster pass.
339
+ */
340
+ binSplats(
341
+ splatBuffer: GPUBuffer,
342
+ splatCount: number,
343
+ viewProj: number[],
344
+ width: number,
345
+ height: number,
346
+ ): { tileCounts: GPUBuffer; tileIndices: GPUBuffer } {
347
+ const device = this.device!;
348
+ this.ensureTileBuffers(width, height);
349
+
350
+ // Write bin uniforms
351
+ const u = this.binUniformUints!;
352
+ const f = this.binUniformFloats!;
353
+ u[0] = splatCount;
354
+ u[1] = this.tileCountX;
355
+ u[2] = this.tileCountY;
356
+ u[3] = this.maxSplatsPerTile;
357
+ for (let i = 0; i < 16; i++) f[4 + i] = viewProj[i];
358
+ f[20] = width / 2;
359
+ f[21] = height / 2;
360
+ f[22] = 0;
361
+ f[23] = 0;
362
+ device.queue.writeBuffer(this.binUniformBuffer!, 0, this.binUniformData! as unknown as GPUAllowSharedBufferSource);
363
+
364
+ const enc = device.createCommandEncoder();
365
+
366
+ // Clear tile counts
367
+ const clearSize = this.tileCountX * this.tileCountY * 4;
368
+ let cleared = 0;
369
+ while (cleared < clearSize) {
370
+ const chunk = Math.min(64, clearSize - cleared);
371
+ enc.copyBufferToBuffer(this.zeroBuffer!, 0, this.tileCountsBuffer!, cleared, chunk);
372
+ cleared += chunk;
373
+ }
374
+
375
+ // Bin splats
376
+ const bindGroup = device.createBindGroup({
377
+ layout: this.binBGL!,
378
+ entries: [
379
+ { binding: 0, resource: { buffer: this.binUniformBuffer! } },
380
+ { binding: 1, resource: { buffer: splatBuffer } },
381
+ { binding: 2, resource: { buffer: this.tileCountsBuffer! } },
382
+ { binding: 3, resource: { buffer: this.tileIndicesBuffer! } },
383
+ ],
384
+ });
385
+
386
+ const pass = enc.beginComputePass();
387
+ pass.setPipeline(this.binPipeline!);
388
+ pass.setBindGroup(0, bindGroup);
389
+ pass.dispatchWorkgroups(Math.ceil(splatCount / WORKGROUP_SIZE));
390
+ pass.end();
391
+ device.queue.submit([enc.finish()]);
392
+
393
+ return { tileCounts: this.tileCountsBuffer!, tileIndices: this.tileIndicesBuffer! };
394
+ }
395
+
396
+ /**
397
+ * Get the raster pipeline for drawing. The caller must set the bind group
398
+ * with: binding 0 = raster uniforms, binding 1 = splat buffer,
399
+ * binding 2 = tile counts, binding 3 = tile indices.
400
+ */
401
+ getRasterPipeline(): GPURenderPipeline | null {
402
+ return this.rasterPipeline;
403
+ }
404
+
405
+ getRasterBindGroupLayout(): GPUBindGroupLayout | null {
406
+ return this.rasterBGL;
407
+ }
408
+
409
+ /**
410
+ * Write the raster uniforms for the given resolution.
411
+ */
412
+ writeRasterUniforms(width: number, height: number): void {
413
+ const device = this.device!;
414
+ this.ensureTileBuffers(width, height);
415
+ const u = this.rasterUniformData!;
416
+ u[0] = this.tileCountX;
417
+ u[1] = this.tileCountY;
418
+ u[2] = this.maxSplatsPerTile;
419
+ u[3] = this.tileSize;
420
+ const f = this.rasterUniformFloats!;
421
+ f[4] = width / 2;
422
+ f[5] = height / 2;
423
+ f[6] = 0;
424
+ f[7] = 0;
425
+ device.queue.writeBuffer(this.rasterUniformBuffer!, 0, this.rasterUniformData! as unknown as GPUAllowSharedBufferSource);
426
+ }
427
+
428
+ getRasterUniformBuffer(): GPUBuffer | null {
429
+ return this.rasterUniformBuffer;
430
+ }
431
+
432
+ /**
433
+ * Create the bind group for the raster pass.
434
+ */
435
+ createRasterBindGroup(splatBuffer: GPUBuffer, tileCounts: GPUBuffer, tileIndices: GPUBuffer): GPUBindGroup | null {
436
+ if (!this.device || !this.rasterBGL || !this.rasterUniformBuffer) return null;
437
+ return this.device.createBindGroup({
438
+ layout: this.rasterBGL,
439
+ entries: [
440
+ { binding: 0, resource: { buffer: this.rasterUniformBuffer } },
441
+ { binding: 1, resource: { buffer: splatBuffer } },
442
+ { binding: 2, resource: { buffer: tileCounts } },
443
+ { binding: 3, resource: { buffer: tileIndices } },
444
+ ],
445
+ });
446
+ }
447
+
448
+ destroy(): void {
449
+ this.binUniformBuffer?.destroy();
450
+ this.rasterUniformBuffer?.destroy();
451
+ this.tileCountsBuffer?.destroy();
452
+ this.tileIndicesBuffer?.destroy();
453
+ this.zeroBuffer?.destroy();
454
+ this.binPipeline?.destroy();
455
+ this.rasterPipeline?.destroy();
456
+
457
+ this.binUniformBuffer = null;
458
+ this.rasterUniformBuffer = null;
459
+ this.tileCountsBuffer = null;
460
+ this.tileIndicesBuffer = null;
461
+ this.zeroBuffer = null;
462
+ this.binPipeline = null;
463
+ this.rasterPipeline = null;
464
+ this.binBGL = null;
465
+ this.rasterBGL = null;
466
+ this.binUniformData = null;
467
+ this.binUniformFloats = null;
468
+ this.binUniformUints = null;
469
+ this.rasterUniformData = null;
470
+ this.rasterUniformFloats = null;
471
+ this.device = null;
472
+ }
473
+ }