@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 +1,452 @@
1
+ // ============================================================================
2
+ // Light System — extends LightingSystem with dynamic point/spot lights
3
+ // Uses a read-only storage buffer shared across all entity pipelines.
4
+ // ============================================================================
5
+
6
+ import { createValidatedShaderModule } from "@downdraft/engine";
7
+ import { calculateViewProj, DEPTH_FORMAT, MSAA_SAMPLE_COUNT, type CameraState, type ITrackedRenderPass } from "@downdraft/engine";
8
+ import { LightingSystem } from "./lighting-system";
9
+ import DEBUG_WGSL from "./shaders/light-debug.wgsl?raw" with { type: "text" };
10
+
11
+ export const MAX_POINT_LIGHTS = 32;
12
+ export const MAX_SPOT_LIGHTS = 8;
13
+ const CULL_MARGIN = 300; // world units beyond light radius for culling
14
+
15
+ interface PointLightData {
16
+ pos: [number, number, number];
17
+ color: [number, number, number];
18
+ intensity: number;
19
+ radius: number;
20
+ }
21
+
22
+ interface SpotLightData {
23
+ pos: [number, number, number];
24
+ dir: [number, number, number];
25
+ color: [number, number, number];
26
+ intensity: number;
27
+ radius: number;
28
+ cosInner: number;
29
+ cosOuter: number;
30
+ }
31
+
32
+ export class LightSystem extends LightingSystem {
33
+ private lightStorageBuffer: GPUBuffer | null = null;
34
+ private lightBindGroupLayout: GPUBindGroupLayout | null = null;
35
+ private lightBindGroup: GPUBindGroup | null = null;
36
+
37
+ private pointLights: PointLightData[] = [];
38
+ private spotLights: SpotLightData[] = [];
39
+ private pointLightCount = 0;
40
+ private spotLightCount = 0;
41
+
42
+ // Pre-allocated light objects to avoid per-frame allocation
43
+ private pointLightPool: PointLightData[] = [];
44
+ private spotLightPool: SpotLightData[] = [];
45
+
46
+ // Pre-allocated cull arrays to avoid per-frame allocation
47
+ private culledPointIndices: number[] = [];
48
+ private culledPointDistSq: number[] = [];
49
+ private culledSpotIndices: number[] = [];
50
+ private culledSpotDistSq: number[] = [];
51
+
52
+ // Packed data for GPU upload — matches WGSL LightStorage struct layout.
53
+ // Header: 4 floats (16 bytes)
54
+ // PointLight: 8 floats (32 bytes) each × MAX_POINT_LIGHTS
55
+ // SpotLight: 16 floats (64 bytes) each × MAX_SPOT_LIGHTS
56
+ private lightDataArray: Float32Array<ArrayBuffer>;
57
+ private lightDataU32: Uint32Array<ArrayBuffer>;
58
+ private prevNumPoints = 0;
59
+ private prevNumSpots = 0;
60
+
61
+ // Debug gizmo rendering
62
+ showDebugGizmos = false;
63
+ private debugPipeline: GPURenderPipeline | null = null;
64
+ private debugBindGroupLayout: GPUBindGroupLayout | null = null;
65
+ private debugBindGroup: GPUBindGroup | null = null;
66
+ private debugUniformBuffer: GPUBuffer | null = null;
67
+ private debugSphereVerts: GPUBuffer | null = null;
68
+ private debugSphereIndexCount = 0;
69
+ private debugSphereIndexBuffer: GPUBuffer | null = null;
70
+ private debugInstanceBuffer: GPUBuffer | null = null;
71
+ private debugInstanceData: Float32Array<ArrayBuffer> | null = null;
72
+
73
+ constructor(device: GPUDevice | null) {
74
+ super(device);
75
+ const totalFloats = 4 + MAX_POINT_LIGHTS * 8 + MAX_SPOT_LIGHTS * 16;
76
+ this.lightDataArray = new Float32Array(totalFloats);
77
+ this.lightDataU32 = new Uint32Array(this.lightDataArray.buffer);
78
+ }
79
+
80
+ init(): void {
81
+ const totalBytes = this.lightDataArray.byteLength;
82
+
83
+ const dev = this.device!;
84
+ this.lightStorageBuffer = dev.createBuffer({
85
+ size: totalBytes,
86
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
87
+ });
88
+
89
+ this.lightBindGroupLayout = dev.createBindGroupLayout({
90
+ entries: [
91
+ {
92
+ binding: 0,
93
+ visibility: GPUShaderStage.FRAGMENT,
94
+ buffer: { type: "read-only-storage", hasDynamicOffset: false },
95
+ },
96
+ ],
97
+ });
98
+
99
+ this.lightBindGroup = dev.createBindGroup({
100
+ layout: this.lightBindGroupLayout as GPUBindGroupLayout,
101
+ entries: [{ binding: 0, resource: { buffer: this.lightStorageBuffer as GPUBuffer } }],
102
+ });
103
+
104
+ // Zero-initialize the buffer so numPointLights/numSpotLights start at 0
105
+ dev.queue.writeBuffer(this.lightStorageBuffer, 0, this.lightDataArray);
106
+ }
107
+
108
+ getLightBindGroup(): GPUBindGroup | null {
109
+ return this.lightBindGroup;
110
+ }
111
+
112
+ getLightBindGroupLayout(): GPUBindGroupLayout | null {
113
+ return this.lightBindGroupLayout;
114
+ }
115
+
116
+ beginFrame(): void {
117
+ this.pointLightCount = 0;
118
+ this.spotLightCount = 0;
119
+ }
120
+
121
+ addPointLight(
122
+ pos: [number, number, number],
123
+ color: [number, number, number],
124
+ intensity: number,
125
+ radius: number,
126
+ ): void {
127
+ if (this.pointLightCount >= MAX_POINT_LIGHTS) return;
128
+ let light = this.pointLightPool[this.pointLightCount];
129
+ if (!light) {
130
+ light = { pos, color, intensity, radius };
131
+ this.pointLightPool[this.pointLightCount] = light;
132
+ } else {
133
+ light.pos = pos;
134
+ light.color = color;
135
+ light.intensity = intensity;
136
+ light.radius = radius;
137
+ }
138
+ this.pointLights[this.pointLightCount] = light;
139
+ this.pointLightCount++;
140
+ }
141
+
142
+ addSpotLight(
143
+ pos: [number, number, number],
144
+ dir: [number, number, number],
145
+ color: [number, number, number],
146
+ intensity: number,
147
+ radius: number,
148
+ cosInner: number,
149
+ cosOuter: number,
150
+ ): void {
151
+ if (this.spotLightCount >= MAX_SPOT_LIGHTS) return;
152
+ let light = this.spotLightPool[this.spotLightCount];
153
+ if (!light) {
154
+ light = { pos, dir, color, intensity, radius, cosInner, cosOuter };
155
+ this.spotLightPool[this.spotLightCount] = light;
156
+ } else {
157
+ light.pos = pos;
158
+ light.dir = dir;
159
+ light.color = color;
160
+ light.intensity = intensity;
161
+ light.radius = radius;
162
+ light.cosInner = cosInner;
163
+ light.cosOuter = cosOuter;
164
+ }
165
+ this.spotLights[this.spotLightCount] = light;
166
+ this.spotLightCount++;
167
+ }
168
+
169
+ upload(cameraPos: [number, number, number]): void {
170
+ if (!this.lightStorageBuffer) return;
171
+
172
+ // Cull and sort point lights by distance to camera (nearest first)
173
+ const culledIndices = this.culledPointIndices;
174
+ const culledDistSq = this.culledPointDistSq;
175
+ culledIndices.length = 0;
176
+ culledDistSq.length = 0;
177
+ for (let i = 0; i < this.pointLightCount; i++) {
178
+ const pl = this.pointLights[i];
179
+ const dx = pl.pos[0] - cameraPos[0];
180
+ const dy = pl.pos[1] - cameraPos[1];
181
+ const dz = pl.pos[2] - cameraPos[2];
182
+ const distSq = dx * dx + dy * dy + dz * dz;
183
+ const maxDist = pl.radius + CULL_MARGIN;
184
+ if (distSq <= maxDist * maxDist) {
185
+ culledIndices.push(i);
186
+ culledDistSq.push(distSq);
187
+ }
188
+ }
189
+ // Simple insertion sort (small N, avoids sort closure allocation)
190
+ for (let i = 1; i < culledIndices.length; i++) {
191
+ const keyIdx = culledIndices[i];
192
+ const keyDist = culledDistSq[i];
193
+ let j = i - 1;
194
+ while (j >= 0 && culledDistSq[j] > keyDist) {
195
+ culledIndices[j + 1] = culledIndices[j];
196
+ culledDistSq[j + 1] = culledDistSq[j];
197
+ j--;
198
+ }
199
+ culledIndices[j + 1] = keyIdx;
200
+ culledDistSq[j + 1] = keyDist;
201
+ }
202
+ const numPoints = Math.min(culledIndices.length, MAX_POINT_LIGHTS);
203
+
204
+ // Cull and sort spot lights
205
+ const culledSpotIdx = this.culledSpotIndices;
206
+ const culledSpotDist = this.culledSpotDistSq;
207
+ culledSpotIdx.length = 0;
208
+ culledSpotDist.length = 0;
209
+ for (let i = 0; i < this.spotLightCount; i++) {
210
+ const sl = this.spotLights[i];
211
+ const dx = sl.pos[0] - cameraPos[0];
212
+ const dy = sl.pos[1] - cameraPos[1];
213
+ const dz = sl.pos[2] - cameraPos[2];
214
+ const distSq = dx * dx + dy * dy + dz * dz;
215
+ const maxDist = sl.radius + CULL_MARGIN;
216
+ if (distSq <= maxDist * maxDist) {
217
+ culledSpotIdx.push(i);
218
+ culledSpotDist.push(distSq);
219
+ }
220
+ }
221
+ for (let i = 1; i < culledSpotIdx.length; i++) {
222
+ const keyIdx = culledSpotIdx[i];
223
+ const keyDist = culledSpotDist[i];
224
+ let j = i - 1;
225
+ while (j >= 0 && culledSpotDist[j] > keyDist) {
226
+ culledSpotIdx[j + 1] = culledSpotIdx[j];
227
+ culledSpotDist[j + 1] = culledSpotDist[j];
228
+ j--;
229
+ }
230
+ culledSpotIdx[j + 1] = keyIdx;
231
+ culledSpotDist[j + 1] = keyDist;
232
+ }
233
+ const numSpots = Math.min(culledSpotIdx.length, MAX_SPOT_LIGHTS);
234
+
235
+ // Pack into Float32Array matching WGSL LightStorage struct layout
236
+ const data = this.lightDataArray;
237
+
238
+ // Zero only stale slots from the previous frame (not the entire array)
239
+ const pointStart = 4 + numPoints * 8;
240
+ const pointEnd = 4 + Math.max(numPoints, this.prevNumPoints) * 8;
241
+ if (pointEnd > pointStart) data.fill(0, pointStart, pointEnd);
242
+ const spotBase = 4 + MAX_POINT_LIGHTS * 8;
243
+ const spotStart = spotBase + numSpots * 16;
244
+ const spotEnd = spotBase + Math.max(numSpots, this.prevNumSpots) * 16;
245
+ if (spotEnd > spotStart) data.fill(0, spotStart, spotEnd);
246
+ this.prevNumPoints = numPoints;
247
+ this.prevNumSpots = numSpots;
248
+
249
+ // Header: numPointLights, numSpotLights, pad, pad (u32 values via Uint32Array view)
250
+ this.lightDataU32[0] = numPoints;
251
+ this.lightDataU32[1] = numSpots;
252
+ this.lightDataU32[2] = 0;
253
+ this.lightDataU32[3] = 0;
254
+
255
+ // Point lights: 8 floats each starting at offset 4
256
+ for (let i = 0; i < numPoints; i++) {
257
+ const pl = this.pointLights[culledIndices[i]];
258
+ const off = 4 + i * 8;
259
+ data[off] = pl.pos[0];
260
+ data[off + 1] = pl.pos[1];
261
+ data[off + 2] = pl.pos[2];
262
+ data[off + 3] = pl.radius;
263
+ data[off + 4] = pl.color[0];
264
+ data[off + 5] = pl.color[1];
265
+ data[off + 6] = pl.color[2];
266
+ data[off + 7] = pl.intensity;
267
+ }
268
+
269
+ // Spot lights: 16 floats each starting at offset 4 + MAX_POINT_LIGHTS * 8
270
+ for (let i = 0; i < numSpots; i++) {
271
+ const sl = this.spotLights[culledSpotIdx[i]];
272
+ const off = spotBase + i * 16;
273
+ data[off] = sl.pos[0];
274
+ data[off + 1] = sl.pos[1];
275
+ data[off + 2] = sl.pos[2];
276
+ data[off + 3] = sl.radius;
277
+ data[off + 4] = sl.dir[0];
278
+ data[off + 5] = sl.dir[1];
279
+ data[off + 6] = sl.dir[2];
280
+ data[off + 7] = sl.cosInner;
281
+ data[off + 8] = sl.color[0];
282
+ data[off + 9] = sl.color[1];
283
+ data[off + 10] = sl.color[2];
284
+ data[off + 11] = sl.cosOuter;
285
+ data[off + 12] = sl.intensity;
286
+ // off + 13, +14, +15 = padding (already zeroed)
287
+ }
288
+
289
+ this.device?.queue.writeBuffer(this.lightStorageBuffer, 0, data);
290
+ }
291
+
292
+ private readonly MAX_DEBUG_INSTANCES = MAX_POINT_LIGHTS + MAX_SPOT_LIGHTS;
293
+
294
+ initDebugGizmos(format: GPUTextureFormat): void {
295
+ // Generate unit sphere wireframe (latitude/longitude lines)
296
+ const latSegments = 8;
297
+ const lonSegments = 16;
298
+ const verts: number[] = [];
299
+ for (let lat = 0; lat <= latSegments; lat++) {
300
+ const theta = (lat / latSegments) * Math.PI;
301
+ const y = Math.cos(theta);
302
+ const r = Math.sin(theta);
303
+ for (let lon = 0; lon <= lonSegments; lon++) {
304
+ const phi = (lon / lonSegments) * Math.PI * 2;
305
+ verts.push(r * Math.cos(phi), y, r * Math.sin(phi));
306
+ }
307
+ }
308
+ const indices: number[] = [];
309
+ // Latitude lines
310
+ for (let lat = 0; lat <= latSegments; lat++) {
311
+ for (let lon = 0; lon < lonSegments; lon++) {
312
+ const i = lat * (lonSegments + 1) + lon;
313
+ indices.push(i, i + 1);
314
+ }
315
+ }
316
+ // Longitude lines
317
+ for (let lon = 0; lon <= lonSegments; lon++) {
318
+ for (let lat = 0; lat < latSegments; lat++) {
319
+ const i = lat * (lonSegments + 1) + lon;
320
+ indices.push(i, i + (lonSegments + 1));
321
+ }
322
+ }
323
+ this.debugSphereIndexCount = indices.length;
324
+
325
+ const instanceFloats = this.MAX_DEBUG_INSTANCES * 8;
326
+ this.debugInstanceData = new Float32Array(instanceFloats);
327
+
328
+ const dev = this.device!;
329
+ this.debugSphereVerts = dev.createBuffer({
330
+ size: verts.length * 4,
331
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
332
+ });
333
+ dev.queue.writeBuffer(this.debugSphereVerts, 0, new Float32Array(verts));
334
+
335
+ this.debugSphereIndexBuffer = dev.createBuffer({
336
+ size: indices.length * 2,
337
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
338
+ });
339
+ dev.queue.writeBuffer(this.debugSphereIndexBuffer, 0, new Uint16Array(indices));
340
+
341
+ this.debugInstanceBuffer = dev.createBuffer({
342
+ size: instanceFloats * 4,
343
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
344
+ });
345
+
346
+ this.debugUniformBuffer = dev.createBuffer({
347
+ size: 64,
348
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
349
+ });
350
+
351
+ this.debugBindGroupLayout = dev.createBindGroupLayout({
352
+ entries: [
353
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "uniform" } },
354
+ ],
355
+ });
356
+
357
+ this.debugBindGroup = dev.createBindGroup({
358
+ layout: this.debugBindGroupLayout as GPUBindGroupLayout,
359
+ entries: [{ binding: 0, resource: { buffer: this.debugUniformBuffer as GPUBuffer } }],
360
+ });
361
+
362
+ const shaderModule = createValidatedShaderModule(dev, { code: DEBUG_WGSL, label: "LightSystem.debug" });
363
+ this.debugPipeline = dev.createRenderPipeline({
364
+ layout: dev.createPipelineLayout({ bindGroupLayouts: [this.debugBindGroupLayout as GPUBindGroupLayout] }),
365
+ vertex: {
366
+ module: shaderModule,
367
+ entryPoint: "vs_main",
368
+ buffers: [
369
+ { arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: "float32x3" }] },
370
+ { arrayStride: 32, stepMode: "instance", attributes: [
371
+ { shaderLocation: 1, offset: 0, format: "float32x3" },
372
+ { shaderLocation: 2, offset: 12, format: "float32" },
373
+ { shaderLocation: 3, offset: 16, format: "float32x3" },
374
+ ] },
375
+ ],
376
+ },
377
+ fragment: {
378
+ module: shaderModule,
379
+ entryPoint: "fs_main",
380
+ targets: [{ format: format as GPUTextureFormat, blend: {
381
+ color: { srcFactor: "src-alpha", dstFactor: "one", operation: "add" },
382
+ alpha: { srcFactor: "src-alpha", dstFactor: "one", operation: "add" },
383
+ } }],
384
+ },
385
+ primitive: { topology: "line-list" },
386
+ multisample: { count: MSAA_SAMPLE_COUNT },
387
+ depthStencil: {
388
+ format: DEPTH_FORMAT,
389
+ depthWriteEnabled: false,
390
+ depthCompare: "less",
391
+ },
392
+ });
393
+ }
394
+
395
+ renderDebugGizmos(passEncoder: GPURenderPassEncoder | ITrackedRenderPass, camera: CameraState): void {
396
+ if (!this.showDebugGizmos || !this.debugPipeline || !this.debugBindGroup || !this.debugUniformBuffer) return;
397
+ if (!this.debugInstanceBuffer || !this.debugInstanceData || !this.debugSphereVerts || !this.debugSphereIndexBuffer) return;
398
+
399
+ const viewProj = calculateViewProj(camera);
400
+ this.device?.queue.writeBuffer(this.debugUniformBuffer, 0, viewProj as unknown as GPUAllowSharedBufferSource);
401
+
402
+ // Collect instances from point lights + spot lights
403
+ const data = this.debugInstanceData;
404
+ data.fill(0);
405
+ let count = 0;
406
+ for (let i = 0; i < this.pointLightCount && count < this.MAX_DEBUG_INSTANCES; i++) {
407
+ const pl = this.pointLights[i];
408
+ const off = count * 8;
409
+ data[off] = pl.pos[0]; data[off + 1] = pl.pos[1]; data[off + 2] = pl.pos[2];
410
+ data[off + 3] = pl.radius;
411
+ data[off + 4] = pl.color[0]; data[off + 5] = pl.color[1]; data[off + 6] = pl.color[2];
412
+ count++;
413
+ }
414
+ for (let i = 0; i < this.spotLightCount && count < this.MAX_DEBUG_INSTANCES; i++) {
415
+ const sl = this.spotLights[i];
416
+ const off = count * 8;
417
+ data[off] = sl.pos[0]; data[off + 1] = sl.pos[1]; data[off + 2] = sl.pos[2];
418
+ data[off + 3] = sl.radius;
419
+ data[off + 4] = sl.color[0]; data[off + 5] = sl.color[1]; data[off + 6] = sl.color[2];
420
+ count++;
421
+ }
422
+
423
+ this.device?.queue.writeBuffer(this.debugInstanceBuffer, 0, data);
424
+
425
+ passEncoder.setPipeline(this.debugPipeline);
426
+ passEncoder.setBindGroup(0, this.debugBindGroup);
427
+ passEncoder.setVertexBuffer(0, this.debugSphereVerts);
428
+ passEncoder.setVertexBuffer(1, this.debugInstanceBuffer);
429
+ passEncoder.setIndexBuffer(this.debugSphereIndexBuffer, "uint16");
430
+ passEncoder.drawIndexed(this.debugSphereIndexCount, count);
431
+ }
432
+
433
+ /** Release all GPU resources. Call when the light system is no longer needed. */
434
+ destroy(): void {
435
+ this.lightStorageBuffer?.destroy();
436
+ this.lightStorageBuffer = null;
437
+ this.debugUniformBuffer?.destroy();
438
+ this.debugUniformBuffer = null;
439
+ this.debugSphereVerts?.destroy();
440
+ this.debugSphereVerts = null;
441
+ this.debugSphereIndexBuffer?.destroy();
442
+ this.debugSphereIndexBuffer = null;
443
+ this.debugInstanceBuffer?.destroy();
444
+ this.debugInstanceBuffer = null;
445
+ this.lightBindGroupLayout = null;
446
+ this.lightBindGroup = null;
447
+ this.debugPipeline = null;
448
+ this.debugBindGroupLayout = null;
449
+ this.debugBindGroup = null;
450
+ this.debugInstanceData = null;
451
+ }
452
+ }
@@ -0,0 +1,68 @@
1
+ // ============================================================================
2
+ // Lighting System — directional sun/moon, ambient, bioluminescent
3
+ // ============================================================================
4
+ // Uses WeatherBlend from @downdraft/engine/libraries/weather for smooth transitions.
5
+ //
6
+
7
+ import { WeatherBlend, WeatherType } from "@downdraft/engine/libraries/weather";
8
+
9
+ // Base sun brightness multiplier for PBR radiance — matches core engine default (3.0).
10
+ // The raw sunIntensity (0..1) is kept for systems that use it as a blend factor (water, clouds).
11
+ const SUN_BRIGHTNESS = 3.0;
12
+
13
+ export class LightingSystem {
14
+ protected device: GPUDevice | null;
15
+ protected weatherBlend: WeatherBlend;
16
+
17
+ // Pooled return object for getLightingParams (avoids per-frame allocation)
18
+ private pooledResult = {
19
+ sunDir: [0, 0, 0] as [number, number, number],
20
+ sunIntensity: 0,
21
+ sunBrightness: 0,
22
+ moonDir: [0, 0, 0] as [number, number, number],
23
+ moonIntensity: 0,
24
+ ambient: 0,
25
+ fogDensity: 0,
26
+ wetness: 0,
27
+ fogColor: [0.0, 0.1, 0.2] as [number, number, number],
28
+ };
29
+
30
+ constructor(device: GPUDevice | null) {
31
+ this.device = device;
32
+ this.weatherBlend = new WeatherBlend(30.0);
33
+ }
34
+
35
+ // Calculate lighting parameters based on time of day and weather
36
+ getLightingParams(timeOfDay: number, weatherType: WeatherType, visibility: number) {
37
+ const sunAngle = timeOfDay * Math.PI * 2 - Math.PI / 2;
38
+ const cosA = Math.cos(sunAngle);
39
+ const sinA = Math.sin(sunAngle);
40
+ const rawZ = 0.3;
41
+ const sunLen = Math.sqrt(cosA * cosA + sinA * sinA + rawZ * rawZ);
42
+
43
+ const result = this.pooledResult;
44
+ result.sunDir[0] = cosA / sunLen;
45
+ result.sunDir[1] = sinA / sunLen;
46
+ result.sunDir[2] = rawZ / sunLen;
47
+ result.moonDir[0] = -result.sunDir[0];
48
+ result.moonDir[1] = -result.sunDir[1];
49
+ result.moonDir[2] = -result.sunDir[2];
50
+ result.moonIntensity = Math.max(0, -sinA);
51
+
52
+ // Blend lighting using the shared WeatherBlend from the plugin
53
+ const blended = this.weatherBlend.getLightingParams(timeOfDay, weatherType, visibility);
54
+ result.ambient = blended.ambient;
55
+ result.sunIntensity = blended.sunIntensity;
56
+ result.wetness = blended.wetness;
57
+ result.sunBrightness = blended.sunIntensity * SUN_BRIGHTNESS;
58
+
59
+ // Visibility affects fog distance
60
+ result.fogDensity = (1 - visibility) * 0.01;
61
+
62
+ return result;
63
+ }
64
+
65
+ updateWeatherBlend(weatherType: WeatherType, dt: number): void {
66
+ this.weatherBlend.update(weatherType, dt);
67
+ }
68
+ }
@@ -0,0 +1,30 @@
1
+ struct Uniforms {
2
+ viewProj: mat4x4<f32>,
3
+ };
4
+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
5
+
6
+ struct VertexInput {
7
+ @location(0) position: vec3<f32>,
8
+ @location(1) instancePos: vec3<f32>,
9
+ @location(2) instanceRadius: f32,
10
+ @location(3) instanceColor: vec3<f32>,
11
+ };
12
+
13
+ struct VertexOutput {
14
+ @builtin(position) clipPos: vec4<f32>,
15
+ @location(0) color: vec3<f32>,
16
+ };
17
+
18
+ @vertex
19
+ fn vs_main(input: VertexInput) -> VertexOutput {
20
+ var output: VertexOutput;
21
+ let worldPos = input.position * input.instanceRadius + input.instancePos;
22
+ output.clipPos = uniforms.viewProj * vec4<f32>(worldPos, 1.0);
23
+ output.color = input.instanceColor;
24
+ return output;
25
+ }
26
+
27
+ @fragment
28
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
29
+ return vec4<f32>(input.color, 0.4);
30
+ }
@@ -0,0 +1,25 @@
1
+ # `@downdraft/engine/libraries/marching-cubes`
2
+
3
+ Marching-cubes surface extraction — CPU/GPU isosurface meshing for voxel and density-field terrain (MarchingCubesLib descriptor).
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/libraries/marching-cubes
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `CHUNK_EMPTY`
14
+ - `CHUNK_FULL`
15
+ - `CHUNK_SOLID`
16
+ - `DEFAULT_LOD_LEVELS`
17
+ - `DEFAULT_MC_CONFIG`
18
+ - `DEFAULT_STREAMING_CONFIG`
19
+ - `MarchingCubesLib`
20
+ - `TerrainChannel`
21
+ - `TerrainLODManager`
22
+ - `TerrainSABChannel`
23
+ - …and 18 more
24
+
25
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.