@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 +1,454 @@
1
+ import { vec3, type Vec3 } from "wgpu-matrix";
2
+
3
+ export enum LightType {
4
+ Directional = "directional",
5
+ Point = "point",
6
+ Spot = "spot",
7
+ Hemisphere = "hemisphere",
8
+ RectArea = "rect-area",
9
+ }
10
+
11
+ export interface DirectionalLight {
12
+ type: LightType.Directional;
13
+ direction: Vec3;
14
+ color: Vec3;
15
+ intensity: number;
16
+ castShadows: boolean;
17
+ shadowMapSize: number;
18
+ shadowBias: number;
19
+ }
20
+
21
+ export interface PointLight {
22
+ type: LightType.Point;
23
+ position: Vec3;
24
+ color: Vec3;
25
+ intensity: number;
26
+ range: number;
27
+ attenuation: number;
28
+ }
29
+
30
+ export interface SpotLight {
31
+ type: LightType.Spot;
32
+ position: Vec3;
33
+ direction: Vec3;
34
+ color: Vec3;
35
+ intensity: number;
36
+ range: number;
37
+ innerConeAngle: number;
38
+ outerConeAngle: number;
39
+ }
40
+
41
+ export interface HemisphereLight {
42
+ type: LightType.Hemisphere;
43
+ direction: Vec3;
44
+ skyColor: Vec3;
45
+ groundColor: Vec3;
46
+ intensity: number;
47
+ }
48
+
49
+ export interface RectAreaLight {
50
+ type: LightType.RectArea;
51
+ position: Vec3;
52
+ direction: Vec3;
53
+ width: number;
54
+ height: number;
55
+ color: Vec3;
56
+ intensity: number;
57
+ }
58
+
59
+ export type Light = DirectionalLight | PointLight | SpotLight | HemisphereLight | RectAreaLight;
60
+
61
+ export const MAX_POINT_LIGHTS = 32;
62
+ export const MAX_SPOT_LIGHTS = 8;
63
+
64
+ export interface ShadowSettings {
65
+ castShadows: boolean;
66
+ shadowMapSize: number;
67
+ bias: number;
68
+ normalBias: number;
69
+ cascadeCount: number;
70
+ cascadeLambda: number;
71
+ blendDistance: number;
72
+ }
73
+
74
+ export const DEFAULT_SHADOW_SETTINGS: ShadowSettings = {
75
+ castShadows: true,
76
+ shadowMapSize: 2048,
77
+ bias: 0.001,
78
+ normalBias: 0.02,
79
+ cascadeCount: 4,
80
+ cascadeLambda: 0.5,
81
+ blendDistance: 0.15,
82
+ };
83
+
84
+ export interface LightUniformData {
85
+ directional: {
86
+ direction: Vec3;
87
+ color: Vec3;
88
+ intensity: number;
89
+ castShadows: number;
90
+ };
91
+ pointLights: Array<{
92
+ position: Vec3;
93
+ color: Vec3;
94
+ intensity: number;
95
+ range: number;
96
+ }>;
97
+ pointLightCount: number;
98
+ spotLights: Array<{
99
+ position: Vec3;
100
+ direction: Vec3;
101
+ color: Vec3;
102
+ intensity: number;
103
+ range: number;
104
+ innerConeCos: number;
105
+ outerConeCos: number;
106
+ }>;
107
+ spotLightCount: number;
108
+ hemisphere: {
109
+ direction: Vec3;
110
+ skyColor: Vec3;
111
+ groundColor: Vec3;
112
+ intensity: number;
113
+ };
114
+ hasHemisphere: number;
115
+ ambientColor: Vec3;
116
+ ambientIntensity: number;
117
+ }
118
+
119
+ export function createDefaultLightUniform(): LightUniformData {
120
+ return {
121
+ directional: {
122
+ direction: vec3.normalize(vec3.create(0.5, 0.8, 0.3)),
123
+ color: vec3.create(1, 1, 0.95),
124
+ intensity: 3.0,
125
+ castShadows: 1,
126
+ },
127
+ pointLights: [],
128
+ pointLightCount: 0,
129
+ spotLights: [],
130
+ spotLightCount: 0,
131
+ hemisphere: {
132
+ direction: vec3.create(0, 1, 0),
133
+ skyColor: vec3.create(0.3, 0.35, 0.4),
134
+ groundColor: vec3.create(0.15, 0.12, 0.1),
135
+ intensity: 0.0,
136
+ },
137
+ hasHemisphere: 0,
138
+ ambientColor: vec3.create(0.45, 0.5, 0.55),
139
+ ambientIntensity: 0.6,
140
+ };
141
+ }
142
+
143
+ export function packLightUniform(data: LightUniformData): Float32Array {
144
+ const buf = new Float32Array(32);
145
+ let offset = 0;
146
+
147
+ // Directional light (vec4 * 2 = 8 floats)
148
+ buf[offset++] = data.directional.direction[0];
149
+ buf[offset++] = data.directional.direction[1];
150
+ buf[offset++] = data.directional.direction[2];
151
+ buf[offset++] = data.directional.intensity;
152
+
153
+ buf[offset++] = data.directional.color[0];
154
+ buf[offset++] = data.directional.color[1];
155
+ buf[offset++] = data.directional.color[2];
156
+ buf[offset++] = data.directional.castShadows;
157
+
158
+ // Hemisphere light (vec4 * 3 = 12 floats)
159
+ // hemiDirIntensity.w = intensity * hasHemisphere (shader checks < 0.5 to fallback to flat ambient)
160
+ const hemiActive = data.hasHemisphere > 0.5 ? data.hemisphere.intensity : 0.0;
161
+ buf[offset++] = data.hemisphere.direction[0];
162
+ buf[offset++] = data.hemisphere.direction[1];
163
+ buf[offset++] = data.hemisphere.direction[2];
164
+ buf[offset++] = hemiActive;
165
+
166
+ buf[offset++] = data.hemisphere.skyColor[0];
167
+ buf[offset++] = data.hemisphere.skyColor[1];
168
+ buf[offset++] = data.hemisphere.skyColor[2];
169
+ buf[offset++] = data.hasHemisphere;
170
+
171
+ buf[offset++] = data.hemisphere.groundColor[0];
172
+ buf[offset++] = data.hemisphere.groundColor[1];
173
+ buf[offset++] = data.hemisphere.groundColor[2];
174
+ buf[offset++] = 0; // pad
175
+
176
+ // Ambient + counts (vec4 * 2 = 8 floats)
177
+ buf[offset++] = data.ambientColor[0];
178
+ buf[offset++] = data.ambientColor[1];
179
+ buf[offset++] = data.ambientColor[2];
180
+ buf[offset++] = data.ambientIntensity;
181
+
182
+ buf[offset++] = data.pointLightCount;
183
+ buf[offset++] = data.spotLightCount;
184
+ buf[offset++] = 0;
185
+ buf[offset++] = 0;
186
+
187
+ return buf;
188
+ }
189
+
190
+ export function packPointLights(data: LightUniformData): Float32Array {
191
+ const buf = new Float32Array(MAX_POINT_LIGHTS * 8);
192
+ for (let i = 0; i < MAX_POINT_LIGHTS; i++) {
193
+ const light = data.pointLights[i];
194
+ const base = i * 8;
195
+ if (light) {
196
+ buf[base + 0] = light.position[0];
197
+ buf[base + 1] = light.position[1];
198
+ buf[base + 2] = light.position[2];
199
+ buf[base + 3] = light.intensity;
200
+ buf[base + 4] = light.color[0];
201
+ buf[base + 5] = light.color[1];
202
+ buf[base + 6] = light.color[2];
203
+ buf[base + 7] = light.range;
204
+ }
205
+ }
206
+ return buf;
207
+ }
208
+
209
+ export function packSpotLights(data: LightUniformData): Float32Array {
210
+ const buf = new Float32Array(MAX_SPOT_LIGHTS * 12);
211
+ for (let i = 0; i < MAX_SPOT_LIGHTS; i++) {
212
+ const light = data.spotLights[i];
213
+ const base = i * 12;
214
+ if (light) {
215
+ buf[base + 0] = light.position[0];
216
+ buf[base + 1] = light.position[1];
217
+ buf[base + 2] = light.position[2];
218
+ buf[base + 3] = light.intensity;
219
+ buf[base + 4] = light.direction[0];
220
+ buf[base + 5] = light.direction[1];
221
+ buf[base + 6] = light.direction[2];
222
+ buf[base + 7] = light.range;
223
+ buf[base + 8] = light.color[0];
224
+ buf[base + 9] = light.color[1];
225
+ buf[base + 10] = light.color[2];
226
+ buf[base + 11] = light.innerConeCos;
227
+ // outerConeCos packed in the next vec4's .w — but we need it per-light
228
+ // Actually, let's use a different layout: 3 vec4s per spot light
229
+ // vec4: position.xyz + intensity
230
+ // vec4: direction.xyz + range
231
+ // vec4: color.xyz + innerConeCos
232
+ // We need outerConeCos too — use 4 vec4s (16 floats) per spot light
233
+ }
234
+ }
235
+ return buf;
236
+ }
237
+
238
+ export function packSpotLightsExtended(data: LightUniformData): Float32Array {
239
+ const buf = new Float32Array(MAX_SPOT_LIGHTS * 16);
240
+ for (let i = 0; i < MAX_SPOT_LIGHTS; i++) {
241
+ const light = data.spotLights[i];
242
+ const base = i * 16;
243
+ if (light) {
244
+ // vec4: position.xyz + intensity
245
+ buf[base + 0] = light.position[0];
246
+ buf[base + 1] = light.position[1];
247
+ buf[base + 2] = light.position[2];
248
+ buf[base + 3] = light.intensity;
249
+ // vec4: direction.xyz + range
250
+ buf[base + 4] = light.direction[0];
251
+ buf[base + 5] = light.direction[1];
252
+ buf[base + 6] = light.direction[2];
253
+ buf[base + 7] = light.range;
254
+ // vec4: color.xyz + innerConeCos
255
+ buf[base + 8] = light.color[0];
256
+ buf[base + 9] = light.color[1];
257
+ buf[base + 10] = light.color[2];
258
+ buf[base + 11] = light.innerConeCos;
259
+ // vec4: outerConeCos + pad
260
+ buf[base + 12] = light.outerConeCos;
261
+ buf[base + 13] = 0;
262
+ buf[base + 14] = 0;
263
+ buf[base + 15] = 0;
264
+ }
265
+ }
266
+ return buf;
267
+ }
268
+
269
+ export function createDirectionalLight(
270
+ direction: Vec3,
271
+ color: Vec3 = vec3.create(1, 1, 1),
272
+ intensity: number = 3.0,
273
+ castShadows: boolean = true,
274
+ ): DirectionalLight {
275
+ return {
276
+ type: LightType.Directional,
277
+ direction: vec3.normalize(direction),
278
+ color,
279
+ intensity,
280
+ castShadows,
281
+ shadowMapSize: 2048,
282
+ shadowBias: 0.001,
283
+ };
284
+ }
285
+
286
+ export function createPointLight(
287
+ position: Vec3,
288
+ color: Vec3 = vec3.create(1, 1, 1),
289
+ intensity: number = 1.0,
290
+ range: number = 20.0,
291
+ ): PointLight {
292
+ return {
293
+ type: LightType.Point,
294
+ position,
295
+ color,
296
+ intensity,
297
+ range,
298
+ attenuation: 2.0,
299
+ };
300
+ }
301
+
302
+ export function createSpotLight(
303
+ position: Vec3,
304
+ direction: Vec3,
305
+ color: Vec3 = vec3.create(1, 1, 1),
306
+ intensity: number = 2.0,
307
+ range: number = 30.0,
308
+ innerConeAngle: number = 0.5,
309
+ outerConeAngle: number = 0.7,
310
+ ): SpotLight {
311
+ return {
312
+ type: LightType.Spot,
313
+ position,
314
+ direction: vec3.normalize(direction),
315
+ color,
316
+ intensity,
317
+ range,
318
+ innerConeAngle,
319
+ outerConeAngle,
320
+ };
321
+ }
322
+
323
+ export function createHemisphereLight(
324
+ direction: Vec3 = vec3.create(0, 1, 0),
325
+ skyColor: Vec3 = vec3.create(0.3, 0.35, 0.4),
326
+ groundColor: Vec3 = vec3.create(0.15, 0.12, 0.1),
327
+ intensity: number = 0.5,
328
+ ): HemisphereLight {
329
+ return {
330
+ type: LightType.Hemisphere,
331
+ direction: vec3.normalize(direction),
332
+ skyColor,
333
+ groundColor,
334
+ intensity,
335
+ };
336
+ }
337
+
338
+ export function createRectAreaLight(
339
+ position: Vec3,
340
+ direction: Vec3,
341
+ width: number = 2.0,
342
+ height: number = 2.0,
343
+ color: Vec3 = vec3.create(1, 1, 1),
344
+ intensity: number = 2.0,
345
+ ): RectAreaLight {
346
+ return {
347
+ type: LightType.RectArea,
348
+ position,
349
+ direction: vec3.normalize(direction),
350
+ width,
351
+ height,
352
+ color,
353
+ intensity,
354
+ };
355
+ }
356
+
357
+ // ─── Cluster Lighting: Storage Buffer Packing ────────────────────────────
358
+
359
+ export function lightTypeToStorageType(type: LightType): number {
360
+ switch (type) {
361
+ case LightType.Point: return 0;
362
+ case LightType.Spot: return 1;
363
+ case LightType.RectArea: return 2;
364
+ case LightType.Hemisphere: return 3;
365
+ default: return 0;
366
+ }
367
+ }
368
+
369
+ export function packLightToStorage(light: Light): Float32Array {
370
+ const buf = new Float32Array(16);
371
+ const pos = "position" in light ? light.position : [0, 0, 0];
372
+ buf[0] = pos[0];
373
+ buf[1] = pos[1];
374
+ buf[2] = pos[2];
375
+
376
+ switch (light.type) {
377
+ case LightType.Point:
378
+ buf[3] = light.range;
379
+ buf[4] = light.color[0];
380
+ buf[5] = light.color[1];
381
+ buf[6] = light.color[2];
382
+ buf[7] = light.intensity;
383
+ buf[11] = 0; // type = point
384
+ break;
385
+ case LightType.Spot:
386
+ buf[3] = light.range;
387
+ buf[4] = light.color[0];
388
+ buf[5] = light.color[1];
389
+ buf[6] = light.color[2];
390
+ buf[7] = light.intensity;
391
+ buf[8] = light.direction[0];
392
+ buf[9] = light.direction[1];
393
+ buf[10] = light.direction[2];
394
+ buf[11] = 1; // type = spot
395
+ buf[12] = Math.cos(light.innerConeAngle);
396
+ buf[13] = Math.cos(light.outerConeAngle);
397
+ break;
398
+ case LightType.RectArea:
399
+ buf[3] = Math.max(light.width, light.height) * 2;
400
+ buf[4] = light.color[0];
401
+ buf[5] = light.color[1];
402
+ buf[6] = light.color[2];
403
+ buf[7] = light.intensity;
404
+ buf[8] = light.direction[0];
405
+ buf[9] = light.direction[1];
406
+ buf[10] = light.direction[2];
407
+ buf[11] = 2; // type = rect-area
408
+ buf[14] = light.width;
409
+ buf[15] = light.height;
410
+ break;
411
+ case LightType.Hemisphere:
412
+ buf[3] = 1000;
413
+ buf[4] = light.skyColor[0];
414
+ buf[5] = light.skyColor[1];
415
+ buf[6] = light.skyColor[2];
416
+ buf[7] = light.intensity;
417
+ buf[8] = light.direction[0];
418
+ buf[9] = light.direction[1];
419
+ buf[10] = light.direction[2];
420
+ buf[11] = 3; // type = hemisphere
421
+ break;
422
+ }
423
+ return buf;
424
+ }
425
+
426
+ export function packAllLightsToStorage(
427
+ lights: Light[],
428
+ maxLights: number,
429
+ ): Float32Array {
430
+ const buf = new Float32Array(maxLights * 16);
431
+ for (let i = 0; i < Math.min(lights.length, maxLights); i++) {
432
+ const packed = packLightToStorage(lights[i]);
433
+ buf.set(packed, i * 16);
434
+ }
435
+ return buf;
436
+ }
437
+
438
+ export function extractPointAndSpotLights(
439
+ lights: Light[],
440
+ ): { pointLights: PointLight[]; spotLights: SpotLight[]; otherLights: Light[] } {
441
+ const pointLights: PointLight[] = [];
442
+ const spotLights: SpotLight[] = [];
443
+ const otherLights: Light[] = [];
444
+ lights.forEach((light) => {
445
+ if (light.type === LightType.Point) {
446
+ pointLights.push(light);
447
+ } else if (light.type === LightType.Spot) {
448
+ spotLights.push(light);
449
+ } else {
450
+ otherLights.push(light);
451
+ }
452
+ });
453
+ return { pointLights, spotLights, otherLights };
454
+ }
@@ -0,0 +1,44 @@
1
+ // Depth material — outputs linearized depth as grayscale
2
+ // Forward-rendered
3
+
4
+ struct DepthUniforms {
5
+ nearPlane: f32,
6
+ farPlane: f32,
7
+ };
8
+
9
+ struct CameraUniforms {
10
+ viewProj: mat4x4<f32>,
11
+ };
12
+
13
+ struct ModelUniforms {
14
+ model: mat4x4<f32>,
15
+ };
16
+
17
+ @group(0) @binding(0) var<uniform> depthU: DepthUniforms;
18
+ @group(0) @binding(1) var<uniform> camera: CameraUniforms;
19
+ @group(0) @binding(2) var<uniform> model: ModelUniforms;
20
+
21
+ struct VertexInput {
22
+ @location(0) position: vec3<f32>,
23
+ };
24
+
25
+ struct VertexOutput {
26
+ @builtin(position) clipPosition: vec4<f32>,
27
+ @location(0) viewDepth: f32,
28
+ };
29
+
30
+ @vertex
31
+ fn vs_main(input: VertexInput) -> VertexOutput {
32
+ var output: VertexOutput;
33
+ let worldPos = model.model * vec4<f32>(input.position, 1.0);
34
+ output.clipPosition = camera.viewProj * worldPos;
35
+ output.viewDepth = output.clipPosition.z / output.clipPosition.w;
36
+ return output;
37
+ }
38
+
39
+ @fragment
40
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
41
+ let linearDepth = (input.viewDepth - depthU.nearPlane) / (depthU.farPlane - depthU.nearPlane);
42
+ let gray = clamp(linearDepth, 0.0, 1.0);
43
+ return vec4<f32>(gray, gray, gray, 1.0);
44
+ }
@@ -0,0 +1,50 @@
1
+ // Line material — line rendering with width, color, optional dashed pattern
2
+ // Forward-rendered
3
+
4
+ struct LineUniforms {
5
+ color: vec4<f32>,
6
+ lineWidth: f32,
7
+ dashScale: f32,
8
+ dashSize: f32,
9
+ gapSize: f32,
10
+ };
11
+
12
+ struct CameraUniforms {
13
+ viewProj: mat4x4<f32>,
14
+ cameraPos: vec3<f32>,
15
+ _pad: f32,
16
+ };
17
+
18
+ @group(0) @binding(0) var<uniform> line: LineUniforms;
19
+ @group(0) @binding(1) var<uniform> camera: CameraUniforms;
20
+
21
+ struct VertexInput {
22
+ @location(0) position: vec3<f32>,
23
+ @location(1) normal: vec3<f32>,
24
+ @location(2) uv: vec2<f32>,
25
+ };
26
+
27
+ struct VertexOutput {
28
+ @builtin(position) clipPosition: vec4<f32>,
29
+ @location(0) uv: vec2<f32>,
30
+ };
31
+
32
+ @vertex
33
+ fn vs_main(input: VertexInput) -> VertexOutput {
34
+ var output: VertexOutput;
35
+ output.clipPosition = camera.viewProj * vec4<f32>(input.position, 1.0);
36
+ output.uv = input.uv;
37
+ return output;
38
+ }
39
+
40
+ @fragment
41
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
42
+ if (line.dashSize > 0.0) {
43
+ let dashPos = fract(input.uv.x * line.dashScale);
44
+ let dashPattern = step(dashPos, line.dashSize / (line.dashSize + line.gapSize));
45
+ if (dashPattern < 0.5) {
46
+ discard;
47
+ }
48
+ }
49
+ return line.color;
50
+ }
@@ -0,0 +1,51 @@
1
+ // Matcap material — sample matcap texture by view-space normal xy
2
+ // Forward-rendered, single texture lookup
3
+
4
+ struct MatcapUniforms {
5
+ baseColor: vec4<f32>,
6
+ };
7
+
8
+ struct CameraUniforms {
9
+ viewProj: mat4x4<f32>,
10
+ view: mat4x4<f32>,
11
+ };
12
+
13
+ struct ModelUniforms {
14
+ model: mat4x4<f32>,
15
+ normalMatrix: mat4x4<f32>,
16
+ };
17
+
18
+ @group(0) @binding(0) var<uniform> matcap: MatcapUniforms;
19
+ @group(0) @binding(1) var<uniform> camera: CameraUniforms;
20
+ @group(0) @binding(2) var<uniform> model: ModelUniforms;
21
+ @group(0) @binding(3) var matcapMap: texture_2d<f32>;
22
+ @group(0) @binding(4) var matcapSampler: sampler;
23
+
24
+ struct VertexInput {
25
+ @location(0) position: vec3<f32>,
26
+ @location(1) normal: vec3<f32>,
27
+ @location(2) uv: vec2<f32>,
28
+ };
29
+
30
+ struct VertexOutput {
31
+ @builtin(position) clipPosition: vec4<f32>,
32
+ @location(0) viewNormal: vec3<f32>,
33
+ };
34
+
35
+ @vertex
36
+ fn vs_main(input: VertexInput) -> VertexOutput {
37
+ var output: VertexOutput;
38
+ let worldPos = model.model * vec4<f32>(input.position, 1.0);
39
+ output.clipPosition = camera.viewProj * worldPos;
40
+ let worldNormal = normalize((model.normalMatrix * vec4<f32>(input.normal, 0.0)).xyz);
41
+ output.viewNormal = normalize((camera.view * vec4<f32>(worldNormal, 0.0)).xyz);
42
+ return output;
43
+ }
44
+
45
+ @fragment
46
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
47
+ let vn = normalize(input.viewNormal);
48
+ let uv = vn.xy * 0.5 + 0.5;
49
+ let matcapColor = textureSample(matcapMap, matcapSampler, uv);
50
+ return matcapColor * matcap.baseColor;
51
+ }
@@ -0,0 +1,41 @@
1
+ // Normal material — outputs view-space normals as color (debug/visualization)
2
+ // Forward-rendered
3
+
4
+ struct CameraUniforms {
5
+ viewProj: mat4x4<f32>,
6
+ view: mat4x4<f32>,
7
+ };
8
+
9
+ struct ModelUniforms {
10
+ model: mat4x4<f32>,
11
+ normalMatrix: mat4x4<f32>,
12
+ };
13
+
14
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
15
+ @group(0) @binding(1) var<uniform> model: ModelUniforms;
16
+
17
+ struct VertexInput {
18
+ @location(0) position: vec3<f32>,
19
+ @location(1) normal: vec3<f32>,
20
+ };
21
+
22
+ struct VertexOutput {
23
+ @builtin(position) clipPosition: vec4<f32>,
24
+ @location(0) viewNormal: vec3<f32>,
25
+ };
26
+
27
+ @vertex
28
+ fn vs_main(input: VertexInput) -> VertexOutput {
29
+ var output: VertexOutput;
30
+ let worldPos = model.model * vec4<f32>(input.position, 1.0);
31
+ output.clipPosition = camera.viewProj * worldPos;
32
+ let worldNormal = normalize((model.normalMatrix * vec4<f32>(input.normal, 0.0)).xyz);
33
+ output.viewNormal = normalize((camera.view * vec4<f32>(worldNormal, 0.0)).xyz);
34
+ return output;
35
+ }
36
+
37
+ @fragment
38
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
39
+ let vn = normalize(input.viewNormal);
40
+ return vec4<f32>(vn * 0.5 + 0.5, 1.0);
41
+ }