@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 +1,324 @@
1
+ import { type Mat4 } from "wgpu-matrix";
2
+ import type { FrameGraphBuilder, GraphRenderContext } from "../frame-graph";
3
+ import { PassType } from "../frame-graph";
4
+ import { RenderPass } from "../render-pass";
5
+ import { destroyMapValues } from "../resource-tracker";
6
+ import { createValidatedShaderModule } from "../shader-validator";
7
+ import { TrackedRenderPass } from "../tracked-render-pass";
8
+ import type { GpuMeshTable, MeshTableGroup } from "./mesh-table";
9
+
10
+ export class IndirectDrawPass extends RenderPass {
11
+ name = "indirect-draw";
12
+ passType = PassType.Custom;
13
+
14
+ private device: GPUDevice | null = null;
15
+ private colorFormat: GPUTextureFormat;
16
+ private depthFormat: GPUTextureFormat;
17
+ private sampleCount: number;
18
+
19
+ private cameraBuffer: GPUBuffer | null = null;
20
+ private cameraUniformData = new Float32Array(64); // 2 mat4x4 + cameraPos
21
+ private bindGroupLayout: GPUBindGroupLayout | null = null;
22
+ private pipelineLayout: GPUPipelineLayout | null = null;
23
+ private cameraBindGroup: GPUBindGroup | null = null;
24
+ private pipelines = new Map<number, GPURenderPipeline>();
25
+
26
+ private meshTable: GpuMeshTable | null = null;
27
+ private drawArgsBuffer: GPUBuffer | null = null;
28
+ private visibleBuffer: GPUBuffer | null = null;
29
+ private instanceBuffer: GPUBuffer | null = null;
30
+ private colorAttachments: GPURenderPassColorAttachment[] | null = null;
31
+ private depthAttachment: GPURenderPassDepthStencilAttachment | null = null;
32
+ private width = 0;
33
+ private height = 0;
34
+
35
+ constructor(colorFormat: GPUTextureFormat = "bgra8unorm", depthFormat: GPUTextureFormat = "depth32float", sampleCount = 1) {
36
+ super();
37
+ this.colorFormat = colorFormat;
38
+ this.depthFormat = depthFormat;
39
+ this.sampleCount = sampleCount;
40
+ }
41
+
42
+ setMeshTable(table: GpuMeshTable): void {
43
+ this.meshTable = table;
44
+ destroyMapValues(this.pipelines);
45
+ }
46
+
47
+ setDrawArgsBuffer(buffer: GPUBuffer): void {
48
+ this.drawArgsBuffer = buffer;
49
+ }
50
+
51
+ setVisibleBuffer(buffer: GPUBuffer): void {
52
+ this.visibleBuffer = buffer;
53
+ this.updateCameraBindGroup();
54
+ }
55
+
56
+ setInstanceBuffer(buffer: GPUBuffer): void {
57
+ this.instanceBuffer = buffer;
58
+ this.updateCameraBindGroup();
59
+ }
60
+
61
+ setCamera(viewProj: Mat4, prevViewProj: Mat4, cameraPos: [number, number, number]): void {
62
+ for (let i = 0; i < 16; i++) this.cameraUniformData[i] = viewProj[i];
63
+ for (let i = 0; i < 16; i++) this.cameraUniformData[16 + i] = prevViewProj[i];
64
+ this.cameraUniformData[32] = cameraPos[0];
65
+ this.cameraUniformData[33] = cameraPos[1];
66
+ this.cameraUniformData[34] = cameraPos[2];
67
+ this.device?.queue.writeBuffer(this.cameraBuffer!, 0, this.cameraUniformData as unknown as BufferSource);
68
+ }
69
+
70
+ setRenderTargets(width: number, height: number, colorAttachments: GPURenderPassColorAttachment[], depthAttachment: GPURenderPassDepthStencilAttachment): void {
71
+ this.width = width;
72
+ this.height = height;
73
+ this.colorAttachments = colorAttachments;
74
+ this.depthAttachment = depthAttachment;
75
+ }
76
+
77
+ prepare(device: GPUDevice): void {
78
+ this.device = device;
79
+ this.cameraBuffer = device.createBuffer({
80
+ size: 256,
81
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
82
+ });
83
+
84
+ this.bindGroupLayout = device.createBindGroupLayout({
85
+ entries: [
86
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
87
+ { binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
88
+ { binding: 2, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
89
+ ],
90
+ });
91
+
92
+ this.pipelineLayout = device.createPipelineLayout({
93
+ bindGroupLayouts: [this.bindGroupLayout],
94
+ });
95
+ }
96
+
97
+ setup(_builder: FrameGraphBuilder): void {
98
+ // Custom pass: creates its own render pass; no graph attachment declarations here.
99
+ }
100
+
101
+ execute(ctx: GraphRenderContext): void {
102
+ if (!this.device || !this.meshTable || !this.drawArgsBuffer || !this.visibleBuffer || !this.instanceBuffer) return;
103
+ if (!this.colorAttachments || !this.depthAttachment) return;
104
+
105
+ const encoder = this.device.createCommandEncoder({ label: "indirect-draw" });
106
+ const renderPass = encoder.beginRenderPass({
107
+ colorAttachments: this.colorAttachments,
108
+ depthStencilAttachment: this.depthAttachment,
109
+ });
110
+ const tracked = new TrackedRenderPass(renderPass);
111
+
112
+ tracked.setBindGroup(0, this.cameraBindGroup!);
113
+
114
+ const batches = this.meshTable.getBatches();
115
+ for (let batchIdx = 0; batchIdx < batches.length; batchIdx++) {
116
+ const batch = batches[batchIdx]!;
117
+ const group = this.meshTable.getGroup(batch);
118
+ if (!group.vertexBuffer || !group.indexBuffer) continue;
119
+
120
+ const pipeline = this.getPipeline(group);
121
+ tracked.setPipeline(pipeline);
122
+ tracked.setVertexBuffer(0, group.vertexBuffer);
123
+ tracked.setIndexBuffer(group.indexBuffer, batch.indexFormat);
124
+ tracked.drawIndexedIndirect(this.drawArgsBuffer, batchIdx * 20);
125
+ }
126
+
127
+ tracked.end();
128
+ ctx.addDrawCalls(tracked.drawCalls);
129
+ this.device.queue.submit([encoder.finish()]);
130
+ }
131
+
132
+ destroy(): void {
133
+ this.cameraBuffer?.destroy();
134
+ destroyMapValues(this.pipelines);
135
+ this.cameraBuffer = null;
136
+ this.bindGroupLayout = null;
137
+ this.pipelineLayout = null;
138
+ this.cameraBindGroup = null;
139
+ }
140
+
141
+ private updateCameraBindGroup(): void {
142
+ if (!this.device || !this.bindGroupLayout || !this.cameraBuffer || !this.visibleBuffer || !this.instanceBuffer) return;
143
+ this.cameraBindGroup = this.device.createBindGroup({
144
+ layout: this.bindGroupLayout,
145
+ entries: [
146
+ { binding: 0, resource: { buffer: this.cameraBuffer } },
147
+ { binding: 1, resource: { buffer: this.instanceBuffer } },
148
+ { binding: 2, resource: { buffer: this.visibleBuffer } },
149
+ ],
150
+ });
151
+ }
152
+
153
+ private getPipeline(group: MeshTableGroup): GPURenderPipeline {
154
+ const key = group.layoutStride;
155
+ let pipeline = this.pipelines.get(key);
156
+ if (pipeline) return pipeline;
157
+
158
+ const vertexAttributes: GPUVertexAttribute[] = [];
159
+ const mesh = group.meshes[0]!;
160
+ const layout = mesh.layout;
161
+ for (let i = 0; i < layout.attributes.length; i++) {
162
+ const a = layout.attributes[i]!;
163
+ vertexAttributes.push({
164
+ shaderLocation: i,
165
+ offset: a.offset,
166
+ format: a.format as GPUVertexFormat,
167
+ });
168
+ }
169
+
170
+ const desc: GPURenderPipelineDescriptor = {
171
+ layout: this.pipelineLayout ?? "auto",
172
+ vertex: {
173
+ module: createValidatedShaderModule(this.device!, { code: INDIRECT_DRAW_WGSL, label: "IndirectDrawPass.vs" }),
174
+ entryPoint: "vs_main",
175
+ buffers: [{
176
+ arrayStride: group.layoutStride,
177
+ attributes: vertexAttributes,
178
+ }],
179
+ },
180
+ fragment: {
181
+ module: createValidatedShaderModule(this.device!, { code: INDIRECT_DRAW_WGSL, label: "IndirectDrawPass.fs" }),
182
+ entryPoint: "fs_main",
183
+ targets: [
184
+ { format: this.colorFormat },
185
+ { format: this.colorFormat },
186
+ { format: this.colorFormat },
187
+ { format: this.colorFormat },
188
+ ],
189
+ },
190
+ primitive: { topology: "triangle-list", cullMode: "back" },
191
+ depthStencil: {
192
+ format: this.depthFormat,
193
+ depthWriteEnabled: true,
194
+ depthCompare: "less",
195
+ },
196
+ multisample: { count: this.sampleCount },
197
+ };
198
+
199
+ pipeline = this.device!.createRenderPipeline(desc);
200
+ this.pipelines.set(key, pipeline);
201
+ return pipeline;
202
+ }
203
+ }
204
+
205
+ const INDIRECT_DRAW_WGSL = /* wgsl */ `
206
+ struct CameraUniforms {
207
+ viewProj: mat4x4<f32>,
208
+ prevViewProj: mat4x4<f32>,
209
+ cameraPos: vec3<f32>,
210
+ _pad: f32,
211
+ };
212
+
213
+ struct InstanceRecord {
214
+ pos: vec3<f32>,
215
+ scale: f32,
216
+ rot: vec4<f32>,
217
+ aabbMin: vec3<f32>,
218
+ _pad0: f32,
219
+ aabbMax: vec3<f32>,
220
+ _pad1: f32,
221
+ meshIdx: u32,
222
+ materialIdx: u32,
223
+ flags: u32,
224
+ _pad2: u32,
225
+ };
226
+
227
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
228
+ @group(0) @binding(1) var<storage, read> instances: array<InstanceRecord>;
229
+ @group(0) @binding(2) var<storage, read> visibleBuffer: array<u32>;
230
+
231
+ struct VertexInput {
232
+ @location(0) position: vec3<f32>,
233
+ @location(1) normal: vec3<f32>,
234
+ @location(2) uv: vec2<f32>,
235
+ @location(3) aux: vec4<f32>,
236
+ };
237
+
238
+ struct VertexOutput {
239
+ @builtin(position) clipPosition: vec4<f32>,
240
+ @location(0) worldPos: vec3<f32>,
241
+ @location(1) worldNormal: vec3<f32>,
242
+ @location(2) uv: vec2<f32>,
243
+ @location(3) color: vec4<f32>,
244
+ @location(5) prevClipPosition: vec4<f32>,
245
+ };
246
+
247
+ fn quatToMat(q: vec4<f32>) -> mat4x4<f32> {
248
+ let c0 = vec4<f32>(
249
+ 1.0 - 2.0 * (q.y * q.y + q.z * q.z),
250
+ 2.0 * (q.x * q.y + q.w * q.z),
251
+ 2.0 * (q.x * q.z - q.w * q.y),
252
+ 0.0,
253
+ );
254
+ let c1 = vec4<f32>(
255
+ 2.0 * (q.x * q.y - q.w * q.z),
256
+ 1.0 - 2.0 * (q.x * q.x + q.z * q.z),
257
+ 2.0 * (q.y * q.z + q.w * q.x),
258
+ 0.0,
259
+ );
260
+ let c2 = vec4<f32>(
261
+ 2.0 * (q.x * q.z + q.w * q.y),
262
+ 2.0 * (q.y * q.z - q.w * q.x),
263
+ 1.0 - 2.0 * (q.x * q.x + q.y * q.y),
264
+ 0.0,
265
+ );
266
+ let c3 = vec4<f32>(0.0, 0.0, 0.0, 1.0);
267
+ return mat4x4<f32>(c0, c1, c2, c3);
268
+ }
269
+
270
+ @vertex
271
+ fn vs_main(input: VertexInput, @builtin(instance_index) instanceIdx: u32) -> VertexOutput {
272
+ var out: VertexOutput;
273
+ let srcIdx = visibleBuffer[instanceIdx];
274
+ let inst = instances[srcIdx];
275
+
276
+ let s = mat4x4<f32>(
277
+ vec4<f32>(inst.scale, 0.0, 0.0, 0.0),
278
+ vec4<f32>(0.0, inst.scale, 0.0, 0.0),
279
+ vec4<f32>(0.0, 0.0, inst.scale, 0.0),
280
+ vec4<f32>(0.0, 0.0, 0.0, 1.0),
281
+ );
282
+
283
+ let r = quatToMat(inst.rot);
284
+ let t = mat4x4<f32>(
285
+ vec4<f32>(1.0, 0.0, 0.0, 0.0),
286
+ vec4<f32>(0.0, 1.0, 0.0, 0.0),
287
+ vec4<f32>(0.0, 0.0, 1.0, 0.0),
288
+ vec4<f32>(inst.pos, 1.0),
289
+ );
290
+
291
+ let model = t * r * s;
292
+ let worldPos = (model * vec4<f32>(input.position, 1.0)).xyz;
293
+ out.clipPosition = camera.viewProj * vec4<f32>(worldPos, 1.0);
294
+ out.worldPos = worldPos;
295
+ out.worldNormal = normalize((model * vec4<f32>(input.normal, 0.0)).xyz);
296
+ out.uv = input.uv;
297
+ out.color = input.aux;
298
+ out.prevClipPosition = out.clipPosition; // velocity = 0 for v1
299
+ return out;
300
+ }
301
+
302
+ @fragment
303
+ fn fs_main(input: VertexOutput) ->
304
+ @location(0) vec4<f32>,
305
+ @location(1) vec4<f32>,
306
+ @location(2) vec4<f32>,
307
+ @location(3) vec2<f32> {
308
+ let albedo = input.color.rgb;
309
+ let ao = 1.0;
310
+ let N = normalize(input.worldNormal);
311
+ let encodedN = N * 0.5 + 0.5;
312
+ let roughness = 0.5;
313
+ let metallic = 0.0;
314
+ let emissive = vec3<f32>(0.0);
315
+ let currNDC = input.clipPosition.xy / input.clipPosition.w;
316
+ let prevNDC = input.prevClipPosition.xy / input.prevClipPosition.w;
317
+ let velocity = (currNDC - prevNDC) * 0.5;
318
+
319
+ return vec4<f32>(albedo, ao),
320
+ vec4<f32>(encodedN, roughness),
321
+ vec4<f32>(metallic, emissive),
322
+ velocity;
323
+ }
324
+ `;
@@ -0,0 +1,178 @@
1
+ import { type Mat4, mat4, type Vec3, vec3 } from "wgpu-matrix";
2
+
3
+ export interface InstanceRecord {
4
+ pos: Vec3;
5
+ scale: number;
6
+ rot: { x: number; y: number; z: number; w: number };
7
+ aabbMin: Vec3;
8
+ aabbMax: Vec3;
9
+ meshIdx: number;
10
+ materialIdx: number;
11
+ flags: number;
12
+ }
13
+
14
+ /** Packed per-instance data uploaded to the GPU for culling and indirect draw.
15
+ * Record layout (std140-ish, 80 bytes):
16
+ * 0..12 pos.xyz, scale
17
+ * 16..28 rot.xyzw
18
+ * 32..44 aabbMin.xyz, pad
19
+ * 48..60 aabbMax.xyz, pad
20
+ * 64..76 meshIdx, materialIdx, flags, pad
21
+ */
22
+ export const INSTANCE_RECORD_FLOATS = 20; // 80 bytes
23
+ export const INSTANCE_RECORD_BYTES = INSTANCE_RECORD_FLOATS * 4;
24
+
25
+ export class InstanceBuffer {
26
+ private maxInstances: number;
27
+ private staging: Float32Array;
28
+ private gpuBuffer: GPUBuffer | null = null;
29
+
30
+ constructor(maxInstances: number) {
31
+ this.maxInstances = maxInstances;
32
+ this.staging = new Float32Array(maxInstances * INSTANCE_RECORD_FLOATS);
33
+ }
34
+
35
+ /** Resize the staging buffer (destroys the existing GPU buffer). */
36
+ setMaxInstances(max: number): void {
37
+ this.maxInstances = max;
38
+ this.staging = new Float32Array(max * INSTANCE_RECORD_FLOATS);
39
+ this.gpuBuffer?.destroy();
40
+ this.gpuBuffer = null;
41
+ }
42
+
43
+ /** Write one instance into the staging buffer. */
44
+ writeInstance(index: number, r: InstanceRecord): void {
45
+ if (index < 0 || index >= this.maxInstances) return;
46
+ const off = index * INSTANCE_RECORD_FLOATS;
47
+ this.staging[off + 0] = r.pos[0];
48
+ this.staging[off + 1] = r.pos[1];
49
+ this.staging[off + 2] = r.pos[2];
50
+ this.staging[off + 3] = r.scale;
51
+ this.staging[off + 4] = r.rot.x;
52
+ this.staging[off + 5] = r.rot.y;
53
+ this.staging[off + 6] = r.rot.z;
54
+ this.staging[off + 7] = r.rot.w;
55
+ this.staging[off + 8] = r.aabbMin[0];
56
+ this.staging[off + 9] = r.aabbMin[1];
57
+ this.staging[off + 10] = r.aabbMin[2];
58
+ // pad at off+11
59
+ this.staging[off + 12] = r.aabbMax[0];
60
+ this.staging[off + 13] = r.aabbMax[1];
61
+ this.staging[off + 14] = r.aabbMax[2];
62
+ // pad at off+15
63
+ const u32 = new Uint32Array(this.staging.buffer);
64
+ const u32Off = index * INSTANCE_RECORD_FLOATS + 16;
65
+ u32[u32Off] = r.meshIdx;
66
+ u32[u32Off + 1] = r.materialIdx;
67
+ u32[u32Off + 2] = r.flags;
68
+ }
69
+
70
+ /** Convenience: write from a mat4 + aabb + mesh/material/flags. */
71
+ writeTransformInstance(
72
+ index: number,
73
+ model: Mat4,
74
+ aabbMin: Vec3,
75
+ aabbMax: Vec3,
76
+ meshIdx: number,
77
+ materialIdx: number,
78
+ flags: number,
79
+ ): void {
80
+ const pos = vec3.create(model[12], model[13], model[14]);
81
+ const q = this.extractQuaternion(model);
82
+ const scale = this.extractScale(model);
83
+ this.writeInstance(index, {
84
+ pos,
85
+ scale,
86
+ rot: q,
87
+ aabbMin,
88
+ aabbMax,
89
+ meshIdx,
90
+ materialIdx,
91
+ flags,
92
+ });
93
+ }
94
+
95
+ /** Upload the current staging data to the GPU. The returned buffer can be bound to the cull/draw passes. */
96
+ upload(device: GPUDevice): GPUBuffer {
97
+ if (!this.gpuBuffer || this.gpuBuffer.size !== this.staging.byteLength) {
98
+ this.gpuBuffer?.destroy();
99
+ this.gpuBuffer = device.createBuffer({
100
+ size: this.staging.byteLength,
101
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
102
+ });
103
+ }
104
+ device.queue.writeBuffer(this.gpuBuffer, 0, this.staging as unknown as BufferSource);
105
+ return this.gpuBuffer;
106
+ }
107
+
108
+ getBuffer(): GPUBuffer | null {
109
+ return this.gpuBuffer;
110
+ }
111
+
112
+ getStaging(): Float32Array {
113
+ return this.staging;
114
+ }
115
+
116
+ getMaxInstances(): number {
117
+ return this.maxInstances;
118
+ }
119
+
120
+ /** Destroy the GPU buffer (does not affect staging data). */
121
+ destroy(): void {
122
+ this.gpuBuffer?.destroy();
123
+ this.gpuBuffer = null;
124
+ }
125
+
126
+ private extractQuaternion(model: Mat4): { x: number; y: number; z: number; w: number } {
127
+ // Decompose a 4x4 matrix into T * R * S. We use the upper 3x3 scaling logic from wgpu-matrix's quat.fromMat4.
128
+ // Reuse wgpu-matrix's getRotation is not in the public API, so we compute manually.
129
+ const m = mat4.getScaling(model);
130
+ const is1 = 1 / m[0];
131
+ const is2 = 1 / m[1];
132
+ const is3 = 1 / m[2];
133
+ const sm11 = model[0] * is1;
134
+ const sm12 = model[4] * is2;
135
+ const sm13 = model[8] * is3;
136
+ const sm21 = model[1] * is1;
137
+ const sm22 = model[5] * is2;
138
+ const sm23 = model[9] * is3;
139
+ const sm31 = model[2] * is1;
140
+ const sm32 = model[6] * is2;
141
+ const sm33 = model[10] * is3;
142
+ const trace = sm11 + sm22 + sm33;
143
+ let qx = 0, qy = 0, qz = 0, qw = 1;
144
+ if (trace > 0) {
145
+ const s = Math.sqrt(trace + 1) * 2;
146
+ qw = 0.25 * s;
147
+ qx = (sm32 - sm23) / s;
148
+ qy = (sm13 - sm31) / s;
149
+ qz = (sm21 - sm12) / s;
150
+ } else if (sm11 > sm22 && sm11 > sm33) {
151
+ const s = Math.sqrt(1 + sm11 - sm22 - sm33) * 2;
152
+ qw = (sm32 - sm23) / s;
153
+ qx = 0.25 * s;
154
+ qy = (sm12 + sm21) / s;
155
+ qz = (sm13 + sm31) / s;
156
+ } else if (sm22 > sm33) {
157
+ const s = Math.sqrt(1 + sm22 - sm11 - sm33) * 2;
158
+ qw = (sm13 - sm31) / s;
159
+ qx = (sm12 + sm21) / s;
160
+ qy = 0.25 * s;
161
+ qz = (sm23 + sm32) / s;
162
+ } else {
163
+ const s = Math.sqrt(1 + sm33 - sm11 - sm22) * 2;
164
+ qw = (sm21 - sm12) / s;
165
+ qx = (sm13 + sm31) / s;
166
+ qy = (sm23 + sm32) / s;
167
+ qz = 0.25 * s;
168
+ }
169
+ return { x: qx, y: qy, z: qz, w: qw };
170
+ }
171
+
172
+ private extractScale(model: Mat4): number {
173
+ const sx = Math.sqrt(model[0] * model[0] + model[1] * model[1] + model[2] * model[2]);
174
+ const sy = Math.sqrt(model[4] * model[4] + model[5] * model[5] + model[6] * model[6]);
175
+ const sz = Math.sqrt(model[8] * model[8] + model[9] * model[9] + model[10] * model[10]);
176
+ return Math.max(sx, sy, sz);
177
+ }
178
+ }
@@ -0,0 +1,175 @@
1
+ import type { MeshData } from "../../mesh/builder";
2
+
3
+ export interface MeshBatch {
4
+ meshIdx: number;
5
+ vertexOffset: number;
6
+ indexOffset: number;
7
+ indexCount: number;
8
+ vertexCount: number;
9
+ baseVertex: number;
10
+ indexFormat: GPUIndexFormat;
11
+ layoutStride: number;
12
+ }
13
+
14
+ export interface MeshTableGroup {
15
+ layoutStride: number;
16
+ indexFormat: GPUIndexFormat;
17
+ meshes: MeshData[];
18
+ batches: MeshBatch[];
19
+ totalVertexCount: number;
20
+ totalIndexCount: number;
21
+ vertexBuffer: GPUBuffer | null;
22
+ indexBuffer: GPUBuffer | null;
23
+ }
24
+
25
+ /** Packs many MeshData into merged GPU vertex/index buffers, grouped by vertex layout and index format.
26
+ * This is the "mesh binding table" for an indirect draw pipeline. */
27
+ export class GpuMeshTable {
28
+ private sourceMeshes: { mesh: MeshData; group: number; batch: MeshBatch }[] = [];
29
+ private groups: MeshTableGroup[] = [];
30
+ private built = false;
31
+
32
+ /** Register a mesh for packing. Returns a mesh index (same as `batch.meshIdx`). */
33
+ addMesh(mesh: MeshData): number {
34
+ const meshIdx = this.sourceMeshes.length;
35
+
36
+ const layoutStride = mesh.layout.stride;
37
+ const indexFormat = mesh.indices instanceof Uint32Array ? "uint32" : "uint16";
38
+
39
+ // Find or create a group by (stride, indexFormat)
40
+ let groupIdx = this.groups.findIndex(
41
+ g => g.layoutStride === layoutStride && g.indexFormat === indexFormat,
42
+ );
43
+ if (groupIdx < 0) {
44
+ groupIdx = this.groups.length;
45
+ this.groups.push({
46
+ layoutStride,
47
+ indexFormat,
48
+ meshes: [],
49
+ batches: [],
50
+ totalVertexCount: 0,
51
+ totalIndexCount: 0,
52
+ vertexBuffer: null,
53
+ indexBuffer: null,
54
+ });
55
+ }
56
+
57
+ const group = this.groups[groupIdx]!;
58
+ const batch: MeshBatch = {
59
+ meshIdx,
60
+ vertexOffset: 0,
61
+ indexOffset: group.totalIndexCount,
62
+ indexCount: mesh.indexCount,
63
+ vertexCount: mesh.vertexCount,
64
+ baseVertex: group.totalVertexCount,
65
+ indexFormat,
66
+ layoutStride,
67
+ };
68
+ group.totalVertexCount += mesh.vertexCount;
69
+ group.totalIndexCount += mesh.indexCount;
70
+
71
+ this.sourceMeshes.push({ mesh, group: groupIdx, batch });
72
+ group.meshes.push(mesh);
73
+ group.batches.push(batch);
74
+ this.built = false;
75
+ return meshIdx;
76
+ }
77
+
78
+ /** Build (or rebuild) merged GPU buffers. Call after all addMesh / structural changes. */
79
+ build(device: GPUDevice): void {
80
+ this.groups.forEach((group) => {
81
+ // Pack vertices
82
+ let totalVertices = 0;
83
+ group.meshes.forEach((mesh) => {
84
+ totalVertices += mesh.vertexCount;
85
+ });
86
+ const vertexByteSize = totalVertices * group.layoutStride;
87
+
88
+ const vertexStaging = new Float32Array(totalVertices * (group.layoutStride / 4));
89
+ let vertexCursor = 0;
90
+ let baseVertex = 0;
91
+
92
+ for (let i = 0; i < group.meshes.length; i++) {
93
+ const mesh = group.meshes[i]!;
94
+ const batch = group.batches[i]!;
95
+ batch.baseVertex = baseVertex;
96
+ batch.vertexOffset = 0; // shared buffer, per-mesh baseVertex handles it
97
+ vertexStaging.set(new Float32Array(mesh.vertices.buffer), vertexCursor);
98
+ vertexCursor += mesh.vertexCount * (group.layoutStride / 4);
99
+ baseVertex += mesh.vertexCount;
100
+ }
101
+
102
+ if (group.vertexBuffer) group.vertexBuffer.destroy();
103
+ group.vertexBuffer = device.createBuffer({
104
+ size: vertexByteSize,
105
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
106
+ });
107
+ device.queue.writeBuffer(group.vertexBuffer, 0, vertexStaging as unknown as BufferSource);
108
+
109
+ // Pack indices
110
+ const indexByteSize = group.indexFormat === "uint32" ? 4 : 2;
111
+ let totalIndices = 0;
112
+ group.meshes.forEach((mesh) => {
113
+ totalIndices += mesh.indexCount;
114
+ });
115
+ const indexByteTotal = totalIndices * indexByteSize;
116
+
117
+ const indexStaging = group.indexFormat === "uint32" ? new Uint32Array(totalIndices) : new Uint16Array(totalIndices);
118
+ let indexCursor = 0;
119
+
120
+ for (let i = 0; i < group.meshes.length; i++) {
121
+ const mesh = group.meshes[i]!;
122
+ const batch = group.batches[i]!;
123
+ batch.indexOffset = indexCursor;
124
+
125
+ const source = mesh.indices;
126
+ for (let j = 0; j < source.length; j++) {
127
+ indexStaging[indexCursor + j] = source[j] as number;
128
+ }
129
+ indexCursor += source.length;
130
+ }
131
+
132
+ if (group.indexBuffer) group.indexBuffer.destroy();
133
+ group.indexBuffer = device.createBuffer({
134
+ size: indexByteTotal,
135
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
136
+ });
137
+ device.queue.writeBuffer(group.indexBuffer, 0, indexStaging as unknown as BufferSource);
138
+ });
139
+
140
+ this.built = true;
141
+ }
142
+
143
+ /** Iterator over all batches, suitable for the indirect draw loop. */
144
+ getBatches(): readonly MeshBatch[] {
145
+ return this.sourceMeshes.map(s => s.batch);
146
+ }
147
+
148
+ getGroup(batch: MeshBatch): MeshTableGroup {
149
+ return this.groups[this.sourceMeshes[batch.meshIdx]!.group]!;
150
+ }
151
+
152
+ /** Look up a batch by mesh index. */
153
+ getBatch(meshIdx: number): MeshBatch | null {
154
+ const source = this.sourceMeshes[meshIdx];
155
+ return source ? source.batch : null;
156
+ }
157
+
158
+ getGroupCount(): number {
159
+ return this.groups.length;
160
+ }
161
+
162
+ /** Destroy all created GPU buffers. */
163
+ destroy(): void {
164
+ this.groups.forEach((group) => {
165
+ group.vertexBuffer?.destroy();
166
+ group.indexBuffer?.destroy();
167
+ group.vertexBuffer = null;
168
+ group.indexBuffer = null;
169
+ });
170
+ }
171
+
172
+ get isBuilt(): boolean {
173
+ return this.built;
174
+ }
175
+ }