@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 +1,271 @@
1
+ // ============================================================================
2
+ // Weather System — dynamic weather, rare events, rain collectors
3
+ // Reusable plugin: depends on BiomeProvider interface, not game-specific types
4
+ // ============================================================================
5
+
6
+ import { WeatherType } from "./types";
7
+ import type { WeatherState, WeatherConfig, BiomeProvider } from "./types";
8
+ import { DEFAULT_WEATHER_CONFIG } from "./types";
9
+
10
+ export class WeatherSystem {
11
+ private state: WeatherState;
12
+ private biomeProvider: BiomeProvider;
13
+ private config: WeatherConfig;
14
+ private rainCollectors: Map<number, number> = new Map();
15
+ private targetWindSpeed = 2;
16
+ private weatherIntensityMul = 1.0;
17
+ private simTime = 0;
18
+
19
+ constructor(biomeProvider: BiomeProvider, weatherIntensityMul = 1.0, config?: Partial<WeatherConfig>) {
20
+ this.biomeProvider = biomeProvider;
21
+ this.weatherIntensityMul = weatherIntensityMul;
22
+ this.config = { ...DEFAULT_WEATHER_CONFIG, ...config };
23
+ this.state = {
24
+ type: WeatherType.Clear,
25
+ intensity: 0,
26
+ windDirection: { x: 1, y: 0, z: 0 },
27
+ windSpeed: 2,
28
+ visibility: 1.0,
29
+ temperature: 20,
30
+ duration: 60,
31
+ cooldown: 0,
32
+ isRareEvent: false,
33
+ };
34
+ }
35
+
36
+ tick(dt: number, timeOfDay: number): void {
37
+ this.simTime += dt;
38
+ this.state.duration -= dt;
39
+ this.state.cooldown -= dt;
40
+
41
+ if (this.state.duration <= 0 && this.state.cooldown <= 0) {
42
+ this.transitionWeather(timeOfDay);
43
+ }
44
+
45
+ this.updateWind(dt);
46
+ this.updateVisibility(dt);
47
+ this.updateTemperature(dt, timeOfDay);
48
+
49
+ if (this.state.type === WeatherType.Rain || this.state.type === WeatherType.Storm ||
50
+ this.state.type === WeatherType.HellStorm) {
51
+ for (const [id, amount] of this.rainCollectors.entries()) {
52
+ const newAmount = Math.min(
53
+ this.config.rainCollectorCapacity,
54
+ amount + this.config.rainCollectorFillRate * dt * this.state.intensity,
55
+ );
56
+ this.rainCollectors.set(id, newAmount);
57
+ }
58
+ }
59
+ }
60
+
61
+ private transitionWeather(timeOfDay: number): void {
62
+ const isNight = timeOfDay > this.config.nightStartFrac || timeOfDay < this.config.nightEndFrac;
63
+ const roll = Math.random();
64
+
65
+ if (roll < this.config.clearChance) {
66
+ const cloudRoll = Math.random();
67
+ if (cloudRoll < this.config.fullClearChance) {
68
+ this.state.type = WeatherType.Clear;
69
+ this.state.intensity = 0;
70
+ } else if (cloudRoll < this.config.fullClearChance + this.config.partlyCloudyChance) {
71
+ this.state.type = WeatherType.PartlyCloudy;
72
+ this.state.intensity = 0.3 * this.weatherIntensityMul;
73
+ } else {
74
+ this.state.type = WeatherType.Overcast;
75
+ this.state.intensity = 0.6 * this.weatherIntensityMul;
76
+ }
77
+ } else {
78
+ const stormRoll = Math.random();
79
+ if (stormRoll < 0.4) {
80
+ this.state.type = WeatherType.Rain;
81
+ this.state.intensity = (0.5 + Math.random() * 0.3) * this.weatherIntensityMul;
82
+ } else if (stormRoll < 0.65) {
83
+ this.state.type = WeatherType.Storm;
84
+ this.state.intensity = (0.7 + Math.random() * 0.3) * this.weatherIntensityMul;
85
+ } else if (stormRoll < 0.85) {
86
+ this.state.type = WeatherType.Fog;
87
+ this.state.intensity = 0.4 * this.weatherIntensityMul;
88
+ } else {
89
+ this.state.type = WeatherType.Snow;
90
+ this.state.intensity = 0.5 * this.weatherIntensityMul;
91
+ }
92
+ }
93
+
94
+ if (Math.random() < this.config.rareEventChance) {
95
+ const rareRoll = Math.random();
96
+ if (rareRoll < 0.34) {
97
+ this.state.type = WeatherType.Eclipse;
98
+ this.state.intensity = 0.8;
99
+ this.state.isRareEvent = true;
100
+ } else if (rareRoll < 0.67 && isNight) {
101
+ this.state.type = WeatherType.FullMoon;
102
+ this.state.intensity = 0.3;
103
+ this.state.isRareEvent = true;
104
+ } else {
105
+ this.state.type = WeatherType.HellStorm;
106
+ this.state.intensity = 1.0 * this.weatherIntensityMul;
107
+ this.state.isRareEvent = true;
108
+ }
109
+ } else {
110
+ this.state.isRareEvent = false;
111
+ }
112
+
113
+ if (this.state.type === WeatherType.FullMoon && isNight) {
114
+ let remainingFrac: number;
115
+ if (timeOfDay > this.config.nightStartFrac) {
116
+ remainingFrac = (1.0 - timeOfDay) + this.config.nightEndFrac;
117
+ } else {
118
+ remainingFrac = this.config.nightEndFrac - timeOfDay;
119
+ }
120
+ this.state.duration = Math.max(this.config.minDuration, remainingFrac * 1200);
121
+ } else if (this.state.isRareEvent) {
122
+ this.state.duration = this.config.maxDuration;
123
+ } else {
124
+ this.state.duration = this.config.minDuration + Math.random() * (this.config.maxDuration - this.config.minDuration);
125
+ }
126
+ this.state.cooldown = 5;
127
+
128
+ if (this.state.type === WeatherType.Storm || this.state.type === WeatherType.HellStorm) {
129
+ this.targetWindSpeed = 15 + Math.random() * 10;
130
+ } else if (this.state.type === WeatherType.Rain) {
131
+ this.targetWindSpeed = 8 + Math.random() * 4;
132
+ } else if (this.state.type === WeatherType.Overcast || this.state.type === WeatherType.Snow) {
133
+ this.targetWindSpeed = 5;
134
+ } else {
135
+ this.targetWindSpeed = 2;
136
+ }
137
+ }
138
+
139
+ private updateWind(dt: number): void {
140
+ const angle = this.simTime / 10000;
141
+ this.state.windDirection.x = Math.cos(angle);
142
+ this.state.windDirection.z = Math.sin(angle);
143
+ this.state.windSpeed += (this.targetWindSpeed - this.state.windSpeed) * dt * 0.5;
144
+ }
145
+
146
+ private updateVisibility(dt: number): void {
147
+ let targetVisibility = 1.0;
148
+
149
+ switch (this.state.type) {
150
+ case WeatherType.Clear: targetVisibility = 1.0; break;
151
+ case WeatherType.PartlyCloudy: targetVisibility = 0.9; break;
152
+ case WeatherType.Overcast: targetVisibility = 0.75; break;
153
+ case WeatherType.Rain: targetVisibility = 0.5 + (1 - this.state.intensity) * 0.3; break;
154
+ case WeatherType.Storm: targetVisibility = 0.3; break;
155
+ case WeatherType.Fog: targetVisibility = 0.2; break;
156
+ case WeatherType.Eclipse: targetVisibility = 0.4; break;
157
+ case WeatherType.HellStorm: targetVisibility = 0.25; break;
158
+ case WeatherType.FullMoon: targetVisibility = 0.7; break;
159
+ case WeatherType.Snow: targetVisibility = 0.4; break;
160
+ }
161
+
162
+ const lerpFactor = Math.min(1, dt * 0.5);
163
+ this.state.visibility += (targetVisibility - this.state.visibility) * lerpFactor;
164
+ }
165
+
166
+ private updateTemperature(dt: number, timeOfDay: number): void {
167
+ const dayFactor = Math.sin(timeOfDay * Math.PI * 2 - Math.PI / 2) * 0.5 + 0.5;
168
+ let targetTemp = 15 + dayFactor * 10;
169
+
170
+ switch (this.state.type) {
171
+ case WeatherType.Storm:
172
+ case WeatherType.HellStorm:
173
+ targetTemp -= 5; break;
174
+ case WeatherType.Rain: targetTemp -= 3; break;
175
+ case WeatherType.Snow: targetTemp -= 15; break;
176
+ case WeatherType.Fog: targetTemp -= 2; break;
177
+ case WeatherType.Eclipse: targetTemp -= 10; break;
178
+ }
179
+
180
+ const lerpFactor = Math.min(1, dt / 60);
181
+ this.state.temperature += (targetTemp - this.state.temperature) * lerpFactor;
182
+ }
183
+
184
+ getState(): WeatherState {
185
+ return { ...this.state };
186
+ }
187
+
188
+ isRaining(): boolean {
189
+ return this.state.type === WeatherType.Rain || this.state.type === WeatherType.Storm ||
190
+ this.state.type === WeatherType.HellStorm;
191
+ }
192
+
193
+ isStormy(): boolean {
194
+ return this.state.type === WeatherType.Storm || this.state.type === WeatherType.HellStorm;
195
+ }
196
+
197
+ isRareEvent(): boolean {
198
+ return this.state.isRareEvent;
199
+ }
200
+
201
+ isHellStorm(): boolean {
202
+ return this.state.type === WeatherType.HellStorm;
203
+ }
204
+
205
+ getWindSpeed(): number {
206
+ return this.state.windSpeed;
207
+ }
208
+
209
+ getWindDirection(): { x: number; z: number } {
210
+ return { x: this.state.windDirection.x, z: this.state.windDirection.z };
211
+ }
212
+
213
+ getVisibility(): number {
214
+ return this.state.visibility;
215
+ }
216
+
217
+ getTemperature(): number {
218
+ return this.state.temperature;
219
+ }
220
+
221
+ setTemperature(temp: number): void {
222
+ this.state.temperature = temp;
223
+ }
224
+
225
+ setWeatherType(type: WeatherType, intensity?: number): void {
226
+ this.state.type = type;
227
+ this.state.intensity = intensity ?? this.defaultIntensityFor(type);
228
+ this.state.isRareEvent = false;
229
+ this.state.duration = this.config.maxDuration;
230
+ this.state.cooldown = 5;
231
+ }
232
+
233
+ setWeatherIntensityMul(mul: number): void {
234
+ this.weatherIntensityMul = mul;
235
+ }
236
+
237
+ private defaultIntensityFor(type: WeatherType): number {
238
+ switch (type) {
239
+ case WeatherType.Clear: return 0;
240
+ case WeatherType.PartlyCloudy: return 0.3;
241
+ case WeatherType.Overcast: return 0.6;
242
+ case WeatherType.Rain: return 0.6;
243
+ case WeatherType.Storm: return 0.8;
244
+ case WeatherType.Fog: return 0.4;
245
+ case WeatherType.Eclipse: return 0.8;
246
+ case WeatherType.FullMoon: return 0.3;
247
+ case WeatherType.HellStorm: return 1.0;
248
+ case WeatherType.Snow: return 0.5;
249
+ default: return 0;
250
+ }
251
+ }
252
+
253
+ registerRainCollector(entityId: number): void {
254
+ this.rainCollectors.set(entityId, 0);
255
+ }
256
+
257
+ unregisterRainCollector(entityId: number): void {
258
+ this.rainCollectors.delete(entityId);
259
+ }
260
+
261
+ getRainCollectorAmount(entityId: number): number {
262
+ return this.rainCollectors.get(entityId) ?? 0;
263
+ }
264
+
265
+ useRainCollectorWater(entityId: number, amount: number): number {
266
+ const current = this.rainCollectors.get(entityId) ?? 0;
267
+ const used = Math.min(current, amount);
268
+ this.rainCollectors.set(entityId, current - used);
269
+ return used;
270
+ }
271
+ }
@@ -0,0 +1,24 @@
1
+ # `@downdraft/engine/libraries/weatherfx`
2
+
3
+ Weather rendering — cloud, fog, and precipitation render passes driven by sim weather state (WeatherFxLib descriptor).
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/libraries/weatherfx
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `COLLISION_RADIUS`
14
+ - `CloudSystem`
15
+ - `CloudUniformsStruct`
16
+ - `MAX_VOXEL_FLOATS`
17
+ - `ParticleSystem`
18
+ - `PerLayerUniformsStruct`
19
+ - `RenderUniformsStruct`
20
+ - `SimParamsStruct`
21
+ - `WeatherFxLib`
22
+ - `WeatherFxTok`
23
+
24
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.
@@ -0,0 +1,31 @@
1
+ // ============================================================================
2
+ // Cloud Mesh Provider — interface for game-specific cloud field generation
3
+ // Games implement this to supply voxel fields and mesh extraction for clouds.
4
+ // ============================================================================
5
+
6
+ import type { ExtractedMesh, VoxelField } from "@downdraft/engine/libraries/marching-cubes";
7
+ import type { WeatherType } from "@downdraft/engine/libraries/weather";
8
+
9
+ export type CloudVoxelField = VoxelField;
10
+ export type CloudExtractedMesh = ExtractedMesh;
11
+
12
+ export interface CloudLayerConfig {
13
+ altitude: number;
14
+ }
15
+
16
+ export interface CloudMeshProvider {
17
+ getLayerTypes(): string[];
18
+ getLayerConfig(layerType: string): CloudLayerConfig;
19
+ getRegenDistance(): number;
20
+ getMaxLayerGenPerFrame(): number;
21
+ getLayerGenTimeBudgetMs(): number;
22
+ generateLayerField(
23
+ layerType: string,
24
+ centerX: number,
25
+ centerZ: number,
26
+ weatherType: WeatherType,
27
+ windOffsetX: number,
28
+ windOffsetZ: number,
29
+ ): CloudVoxelField;
30
+ extractMesh(field: CloudVoxelField): CloudExtractedMesh;
31
+ }
@@ -0,0 +1,372 @@
1
+ // ============================================================================
2
+ // CloudSystem — renders continuous cloud layers as low-poly marching cubes meshes
3
+ // Each layer is a single large voxel field sampled from world-space Perlin noise.
4
+ // Layers scroll with the player and drift with wind.
5
+ // ============================================================================
6
+
7
+ import { calculateViewProj, createLogger, createValidatedShaderModule, DEPTH_FORMAT, MSAA_SAMPLE_COUNT, type CameraState } from "@downdraft/engine";
8
+ import { WeatherType } from "@downdraft/engine/libraries/weather";
9
+ import { StructView, wgsl } from "@downdraft/engine/shader-graph";
10
+ import type { CloudExtractedMesh, CloudMeshProvider, CloudVoxelField } from "./cloud-provider";
11
+ import CLOUD_WGSL from "./shaders/cloud.wgsl?raw" with { type: "text" };
12
+
13
+ const log = createLogger();
14
+
15
+ // --- Typed uniform structs (validate against cloud.wgsl) ---
16
+ export const CloudUniformsStruct = wgsl.struct("CloudUniforms", {
17
+ viewProj: wgsl.mat4x4f,
18
+ cameraPos: wgsl.vec3f,
19
+ timeOfDay: wgsl.f32,
20
+ weatherType: wgsl.u32,
21
+ sunDir: wgsl.vec3f,
22
+ sunIntensity: wgsl.f32,
23
+ moonDir: wgsl.vec3f,
24
+ moonIntensity: wgsl.f32,
25
+ time: wgsl.f32,
26
+ weatherBlend: wgsl.f32,
27
+ fogColor: wgsl.vec3f,
28
+ fogDensity: wgsl.f32,
29
+ });
30
+
31
+ export const PerLayerUniformsStruct = wgsl.struct("PerLayerUniforms", {
32
+ layerPos: wgsl.vec3f,
33
+ _pad: wgsl.f32,
34
+ });
35
+
36
+
37
+ // --- Per-layer state ---
38
+ interface CloudLayer {
39
+ layerType: string;
40
+ // GPU buffers
41
+ vertexBuffer: GPUBuffer | null;
42
+ indexBuffer: GPUBuffer | null;
43
+ indexCount: number;
44
+ useUint32: boolean;
45
+ // Per-layer uniform buffer
46
+ perLayerUniform: GPUBuffer;
47
+ bindGroup: GPUBindGroup | null;
48
+ // World position (center of the field)
49
+ centerX: number;
50
+ centerZ: number;
51
+ altitude: number;
52
+ // Wind drift offset (accumulated)
53
+ windOffsetX: number;
54
+ windOffsetZ: number;
55
+ // Status
56
+ generated: boolean;
57
+ // Last generation center
58
+ genCenterX: number;
59
+ genCenterZ: number;
60
+ // Pending regeneration
61
+ pendingRegen: boolean;
62
+ }
63
+
64
+ export class CloudSystem {
65
+ private device: GPUDevice;
66
+ private format: GPUTextureFormat;
67
+ private provider: CloudMeshProvider;
68
+ private pipeline: GPURenderPipeline | null = null;
69
+ private bindGroupLayout: GPUBindGroupLayout | null = null;
70
+ private uniformBuffer: GPUBuffer | null = null;
71
+
72
+ private layers: CloudLayer[] = [];
73
+ private genThisFrame = 0;
74
+ private _uniformView: StructView | null = null;
75
+ private _uniformBuf: Float32Array | null = null;
76
+ private _perLayerView: StructView | null = null;
77
+ private _perLayerBuf: Float32Array | null = null;
78
+
79
+ constructor(device: GPUDevice, format: GPUTextureFormat, provider: CloudMeshProvider) {
80
+ this.device = device;
81
+ this.format = format;
82
+ this.provider = provider;
83
+ }
84
+
85
+ async init(): Promise<void> {
86
+ this._uniformBuf = new Float32Array(CloudUniformsStruct.floatCount);
87
+ this._uniformView = CloudUniformsStruct.view(this._uniformBuf);
88
+ this._perLayerBuf = new Float32Array(PerLayerUniformsStruct.floatCount);
89
+ this._perLayerView = PerLayerUniformsStruct.view(this._perLayerBuf);
90
+
91
+ this.uniformBuffer = this.device.createBuffer({
92
+ size: 256,
93
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
94
+ });
95
+
96
+ this.bindGroupLayout = this.device.createBindGroupLayout({
97
+ entries: [
98
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
99
+ { binding: 1, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform", hasDynamicOffset: true } },
100
+ ],
101
+ });
102
+
103
+ const pipelineLayout = this.device.createPipelineLayout({
104
+ bindGroupLayouts: [this.bindGroupLayout],
105
+ });
106
+
107
+ const shaderModule = createValidatedShaderModule(this.device, { code: CLOUD_WGSL, label: "WeatherFx.cloud" });
108
+
109
+ this.pipeline = this.device.createRenderPipeline({
110
+ layout: pipelineLayout,
111
+ vertex: {
112
+ module: shaderModule,
113
+ entryPoint: "vs_main",
114
+ buffers: [{
115
+ arrayStride: 36,
116
+ attributes: [
117
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
118
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
119
+ { shaderLocation: 2, offset: 24, format: "float32x3" },
120
+ ],
121
+ }],
122
+ },
123
+ fragment: {
124
+ module: shaderModule,
125
+ entryPoint: "fs_main",
126
+ targets: [{
127
+ format: this.format,
128
+ blend: {
129
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
130
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
131
+ },
132
+ }],
133
+ },
134
+ primitive: { topology: "triangle-list" },
135
+ multisample: { count: MSAA_SAMPLE_COUNT },
136
+ depthStencil: {
137
+ format: DEPTH_FORMAT,
138
+ depthWriteEnabled: false,
139
+ depthCompare: "less-equal",
140
+ },
141
+ });
142
+
143
+ // Initialize cloud layers from provider
144
+ const layerTypes = this.provider.getLayerTypes();
145
+ layerTypes.forEach((layerType) => {
146
+ const cfg = this.provider.getLayerConfig(layerType);
147
+ this.layers.push({
148
+ layerType,
149
+ vertexBuffer: null,
150
+ indexBuffer: null,
151
+ indexCount: 0,
152
+ useUint32: false,
153
+ perLayerUniform: this.device.createBuffer({
154
+ size: 16,
155
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
156
+ }),
157
+ bindGroup: null,
158
+ centerX: 0,
159
+ centerZ: 0,
160
+ altitude: cfg.altitude,
161
+ windOffsetX: 0,
162
+ windOffsetZ: 0,
163
+ generated: false,
164
+ genCenterX: 0,
165
+ genCenterZ: 0,
166
+ pendingRegen: true,
167
+ });
168
+ });
169
+
170
+ log.info("CloudSystem", `Initialized with ${this.layers.length} layers`);
171
+ }
172
+
173
+ update(
174
+ dt: number,
175
+ playerPos: { x: number; y: number; z: number },
176
+ windDirX: number,
177
+ windDirZ: number,
178
+ windSpeed: number,
179
+ weatherType: WeatherType,
180
+ ): void {
181
+ this.genThisFrame = 0;
182
+
183
+ this.layers.forEach((layer) => {
184
+ // Accumulate wind drift
185
+ layer.windOffsetX += windDirX * windSpeed * dt;
186
+ layer.windOffsetZ += windDirZ * windSpeed * dt;
187
+
188
+ // Update center to follow player
189
+ layer.centerX = playerPos.x;
190
+ layer.centerZ = playerPos.z;
191
+
192
+ // Check if we need to regenerate (player moved too far from last gen center)
193
+ const dx = layer.centerX - layer.genCenterX;
194
+ const dz = layer.centerZ - layer.genCenterZ;
195
+ const distSq = dx * dx + dz * dz;
196
+ const regenDist = this.provider.getRegenDistance();
197
+
198
+ if (!layer.generated || distSq > regenDist * regenDist) {
199
+ layer.pendingRegen = true;
200
+ }
201
+ });
202
+
203
+ // Process pending layer generation (one at a time for performance)
204
+ this.processPendingGen(weatherType);
205
+ }
206
+
207
+ private processPendingGen(weatherType: WeatherType): void {
208
+ const maxPerFrame = this.provider.getMaxLayerGenPerFrame();
209
+ const budgetMs = this.provider.getLayerGenTimeBudgetMs();
210
+ const startTime = performance.now();
211
+
212
+ for (let _i = 0, _it = this.layers, _n = _it.length; _i < _n; _i++) { const layer = _it[_i];
213
+ if (!layer.pendingRegen) continue;
214
+ if (this.genThisFrame >= maxPerFrame) break;
215
+ if (performance.now() - startTime > budgetMs) break;
216
+
217
+ this.generateLayerMesh(layer, weatherType);
218
+ layer.pendingRegen = false;
219
+ layer.generated = true;
220
+ layer.genCenterX = layer.centerX;
221
+ layer.genCenterZ = layer.centerZ;
222
+ this.genThisFrame++;
223
+ }
224
+ }
225
+
226
+ private generateLayerMesh(layer: CloudLayer, weatherType: WeatherType): void {
227
+ const field: CloudVoxelField = this.provider.generateLayerField(
228
+ layer.layerType,
229
+ layer.centerX,
230
+ layer.centerZ,
231
+ weatherType,
232
+ layer.windOffsetX,
233
+ layer.windOffsetZ,
234
+ );
235
+
236
+ const extracted: CloudExtractedMesh = this.provider.extractMesh(field);
237
+ if (extracted.verts.length === 0 || extracted.indices.length === 0) {
238
+ let minD = Infinity, maxD = -Infinity, solidCount = 0;
239
+ for (let i = 0; i < field.data.length; i++) {
240
+ const v = field.data[i];
241
+ if (v < minD) minD = v;
242
+ if (v > maxD) maxD = v;
243
+ if (v < field.isoLevel) solidCount++;
244
+ }
245
+ log.warn("CloudSystem", `Empty mesh for layer=${layer.layerType} iso=${field.isoLevel} densityRange=[${minD.toFixed(3)}, ${maxD.toFixed(3)}] solidVoxels=${solidCount}/${field.data.length} (${(solidCount/field.data.length*100).toFixed(1)}%)`);
246
+ return;
247
+ }
248
+
249
+ log.info("CloudSystem", `Generated layer ${layer.layerType}: ${extracted.verts.length / 9} verts, ${extracted.indices.length} indices`);
250
+
251
+ // Vertices are in world space relative to field origin (centered at 0,0,0)
252
+ const verts = extracted.verts;
253
+
254
+ // Dispose old buffers
255
+ if (layer.vertexBuffer) { layer.vertexBuffer.destroy(); layer.vertexBuffer = null; }
256
+ if (layer.indexBuffer) { layer.indexBuffer.destroy(); layer.indexBuffer = null; }
257
+
258
+ // Create vertex buffer
259
+ layer.vertexBuffer = this.device.createBuffer({
260
+ size: verts.byteLength,
261
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
262
+ });
263
+ this.device.queue.writeBuffer(layer.vertexBuffer, 0, verts as any);
264
+
265
+ // Create index buffer
266
+ const indexBuf = extracted.indices;
267
+ let indexData: Uint16Array | Uint32Array;
268
+ if (!extracted.useUint32 && indexBuf instanceof Uint16Array && indexBuf.length % 2 !== 0) {
269
+ indexData = new Uint16Array(indexBuf.length + 1);
270
+ indexData.set(indexBuf);
271
+ } else {
272
+ indexData = indexBuf as Uint16Array | Uint32Array;
273
+ }
274
+
275
+ layer.indexBuffer = this.device.createBuffer({
276
+ size: indexData.byteLength,
277
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
278
+ });
279
+ this.device.queue.writeBuffer(layer.indexBuffer, 0, indexData as any);
280
+
281
+ layer.indexCount = indexBuf.length;
282
+ layer.useUint32 = extracted.useUint32;
283
+
284
+ // Create bind group
285
+ layer.bindGroup = this.device.createBindGroup({
286
+ layout: this.bindGroupLayout!,
287
+ entries: [
288
+ { binding: 0, resource: { buffer: this.uniformBuffer! } },
289
+ { binding: 1, resource: { buffer: layer.perLayerUniform, size: 16 } },
290
+ ],
291
+ });
292
+ }
293
+
294
+ render(
295
+ passEncoder: GPURenderPassEncoder | any,
296
+ camera: CameraState,
297
+ timeOfDay: number,
298
+ weatherType: WeatherType,
299
+ _windSpeed: number,
300
+ _windDirX: number,
301
+ _windDirZ: number,
302
+ elapsedTime: number,
303
+ _playerPos: { x: number; y: number; z: number },
304
+ sunDir: [number, number, number],
305
+ sunIntensity: number,
306
+ moonDir: [number, number, number],
307
+ moonIntensity: number,
308
+ fogColor: [number, number, number],
309
+ fogDensity: number,
310
+ ): void {
311
+ if (!this.pipeline || !this.uniformBuffer || !this._uniformView || !this._uniformBuf) return;
312
+
313
+ const viewProj = calculateViewProj(camera);
314
+ const v = this._uniformView;
315
+
316
+ // Write main uniforms via typed view
317
+ v.set("viewProj", viewProj);
318
+ v.set("cameraPos", camera.position);
319
+ v.set("timeOfDay", timeOfDay);
320
+ v.setU32("weatherType", weatherType);
321
+ v.set("sunDir", sunDir);
322
+ v.set("sunIntensity", sunIntensity);
323
+ v.set("moonDir", moonDir);
324
+ v.set("moonIntensity", moonIntensity);
325
+ v.set("time", elapsedTime);
326
+ v.set("weatherBlend", 1.0);
327
+ v.set("fogColor", fogColor);
328
+ v.set("fogDensity", fogDensity);
329
+
330
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, this._uniformBuf as any);
331
+
332
+ passEncoder.setPipeline(this.pipeline);
333
+
334
+ for (let _i = 0, _it = this.layers, _n = _it.length; _i < _n; _i++) { const layer = _it[_i];
335
+ if (!layer.generated || !layer.vertexBuffer || !layer.indexBuffer || !layer.bindGroup) continue;
336
+ if (layer.indexCount === 0) continue;
337
+
338
+ if (!this._perLayerView || !this._perLayerBuf) continue;
339
+ const pv = this._perLayerView;
340
+ pv.set("layerPos", [layer.genCenterX - layer.windOffsetX, layer.altitude, layer.genCenterZ - layer.windOffsetZ]);
341
+ pv.set("_pad", 0);
342
+ this.device.queue.writeBuffer(layer.perLayerUniform, 0, this._perLayerBuf as any);
343
+
344
+ passEncoder.setBindGroup(0, layer.bindGroup, [0]);
345
+ passEncoder.setVertexBuffer(0, layer.vertexBuffer);
346
+ passEncoder.setIndexBuffer(layer.indexBuffer, layer.useUint32 ? "uint32" : "uint16");
347
+ passEncoder.drawIndexed(layer.indexCount);
348
+ }
349
+ }
350
+
351
+ destroy(): void {
352
+ this.layers.forEach((layer) => {
353
+ if (layer.vertexBuffer) { layer.vertexBuffer.destroy(); layer.vertexBuffer = null; }
354
+ if (layer.indexBuffer) { layer.indexBuffer.destroy(); layer.indexBuffer = null; }
355
+ layer.perLayerUniform.destroy();
356
+ // GPUBindGroup has no destroy() — just null it.
357
+ layer.bindGroup = null;
358
+ });
359
+ if (this.uniformBuffer) {
360
+ this.uniformBuffer.destroy();
361
+ this.uniformBuffer = null;
362
+ }
363
+ this.pipeline?.destroy();
364
+ this.pipeline = null;
365
+ // GPUBindGroupLayout has no destroy() — just null it.
366
+ this.bindGroupLayout = null;
367
+ this._uniformView = null;
368
+ this._uniformBuf = null;
369
+ this._perLayerView = null;
370
+ this._perLayerBuf = null;
371
+ }
372
+ }