@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 +1,408 @@
1
+ import type { StructView, WgslStruct, WgslType } from "@downdraft/engine/shader-graph";
2
+ import { mat4x4f, vec4f, wgsl } from "@downdraft/engine/shader-graph";
3
+ import { mat4, vec3, type Mat4 } from "wgpu-matrix";
4
+ import type { MeshData } from "../../mesh/builder";
5
+ import { PassType, type FrameGraphBuilder, type GraphRenderContext, type TextureHandle } from "../frame-graph";
6
+ import { RenderPass } from "../render-pass";
7
+ import { destroyMapValues } from "../resource-tracker";
8
+ import { createValidatedShaderModule } from "../shader-validator";
9
+ import { TrackedRenderPass } from "../tracked-render-pass";
10
+
11
+ export interface CSMSettings {
12
+ cascadeCount: number;
13
+ shadowMapSize: number;
14
+ lambda: number;
15
+ bias: number;
16
+ normalBias: number;
17
+ blendDistance: number;
18
+ }
19
+
20
+ export const DEFAULT_CSM_SETTINGS: CSMSettings = {
21
+ cascadeCount: 4,
22
+ shadowMapSize: 2048,
23
+ lambda: 0.5,
24
+ bias: 0.001,
25
+ normalBias: 0.02,
26
+ blendDistance: 0.15,
27
+ };
28
+
29
+ const MAX_CASCADES = 4;
30
+
31
+ const CascadeUniforms: WgslStruct = wgsl.struct("CascadeUniforms", {
32
+ viewProj: mat4x4f,
33
+ texelSize: vec4f,
34
+ });
35
+
36
+ // CSMUniforms contains a nested struct array (array<CascadeUniforms, N>).
37
+ // The wgsl.struct emitter cannot produce valid WGSL for nested struct arrays
38
+ // (it would inline the struct declaration inside array<...>), so the WGSL
39
+ // declaration below is hand-written. The WgslStruct descriptor is still used
40
+ // for the typed view layout (single source of truth for buffer offsets).
41
+ const CSMUniforms: WgslStruct = wgsl.struct("CSMUniforms", {
42
+ cascades: wgsl.array(CascadeUniforms as unknown as WgslType, MAX_CASCADES),
43
+ cascadeSplits: vec4f,
44
+ lightDir: vec4f,
45
+ cascadeCount: vec4f,
46
+ });
47
+
48
+ const CSM_SHADER = /* wgsl */ `
49
+ ${CascadeUniforms.wgsl}
50
+
51
+ struct CSMUniforms {
52
+ cascades: array<CascadeUniforms, ${MAX_CASCADES}>,
53
+ cascadeSplits: vec4<f32>,
54
+ lightDir: vec4<f32>,
55
+ cascadeCount: vec4<f32>,
56
+ };
57
+
58
+ @group(0) @binding(0) var<uniform> csm: CSMUniforms;
59
+ @group(0) @binding(1) var modelUniform: mat4x4<f32>;
60
+
61
+ struct VertexInput {
62
+ @location(0) position: vec3<f32>,
63
+ @location(1) normal: vec3<f32>,
64
+ };
65
+
66
+ struct VertexOutput {
67
+ @builtin(position) clipPosition: vec4<f32>,
68
+ @location(0) viewDepth: f32,
69
+ @location(1) worldNormal: vec3<f32>,
70
+ };
71
+
72
+ @vertex
73
+ fn vs_main(input: VertexInput) -> VertexOutput {
74
+ var output: VertexOutput;
75
+ let worldPos = modelUniform * vec4<f32>(input.position, 1.0);
76
+ output.clipPosition = csm.cascades[0].viewProj * worldPos;
77
+ output.viewDepth = output.clipPosition.z / output.clipPosition.w;
78
+ output.worldNormal = normalize((modelUniform * vec4<f32>(input.normal, 0.0)).xyz);
79
+ return output;
80
+ }
81
+ `;
82
+
83
+ export class CSMPass extends RenderPass {
84
+ name = "csm";
85
+ passType = PassType.Custom;
86
+ shadowHandle: TextureHandle | null = null;
87
+
88
+ private device: GPUDevice;
89
+ private settings: CSMSettings;
90
+ private shaderModule: GPUShaderModule | null = null;
91
+ private shadowTexture: GPUTexture | null = null;
92
+ private shadowView: GPUTextureView | null = null;
93
+ // Per-cascade views for rendering to individual layers of the 2d-array texture.
94
+ private cascadeViews: GPUTextureView[] = [];
95
+ private shadowSampler: GPUSampler | null = null;
96
+ private uniformBuffer: GPUBuffer | null = null;
97
+ private modelBuffer: GPUBuffer | null = null;
98
+ private _uniformView: StructView | null = null;
99
+ private _uniformBuf: Float32Array | null = null;
100
+ private pipelines: Map<number, GPURenderPipeline> = new Map();
101
+ private bindGroups: Map<number, GPUBindGroup> = new Map();
102
+ private vertexBuffers: Map<MeshData, GPUBuffer> = new Map();
103
+ private indexBuffers: Map<MeshData, GPUBuffer> = new Map();
104
+
105
+ private cascadeViewProjs: Mat4[] = [];
106
+ private cascadeSplits: number[] = [];
107
+
108
+ constructor(device: GPUDevice, settings: Partial<CSMSettings> = {}) {
109
+ super();
110
+ this.device = device;
111
+ this.settings = { ...DEFAULT_CSM_SETTINGS, ...settings };
112
+ for (let i = 0; i < MAX_CASCADES; i++) {
113
+ this.cascadeViewProjs.push(mat4.identity());
114
+ this.cascadeSplits.push(0);
115
+ }
116
+ }
117
+
118
+ get cascadeCount(): number {
119
+ return this.settings.cascadeCount;
120
+ }
121
+
122
+ get shadowMapSize(): number {
123
+ return this.settings.shadowMapSize;
124
+ }
125
+
126
+ prepare(_device: GPUDevice): void {
127
+ if (!this.shaderModule) {
128
+ this.shaderModule = createValidatedShaderModule(this.device, { code: CSM_SHADER, label: "CSMPass" });
129
+ }
130
+
131
+ // Destroy old shadow resources before creating new ones.
132
+ this.shadowTexture?.destroy();
133
+ this.shadowView = null;
134
+ // GPUTextureView does not have .destroy() — just drop the references.
135
+ this.cascadeViews = [];
136
+
137
+ this.shadowTexture = this.device.createTexture({
138
+ size: [this.settings.shadowMapSize, this.settings.shadowMapSize, this.settings.cascadeCount],
139
+ format: "depth32float",
140
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
141
+ });
142
+ this.shadowView = this.shadowTexture.createView({
143
+ dimension: "2d-array",
144
+ arrayLayerCount: this.settings.cascadeCount,
145
+ });
146
+
147
+ // Create per-cascade views for rendering to individual layers
148
+ this.cascadeViews = [];
149
+ for (let i = 0; i < this.settings.cascadeCount; i++) {
150
+ this.cascadeViews.push(this.shadowTexture.createView({
151
+ dimension: "2d",
152
+ baseArrayLayer: i,
153
+ arrayLayerCount: 1,
154
+ }));
155
+ }
156
+
157
+ this.shadowSampler = this.device.createSampler({
158
+ compare: "less",
159
+ magFilter: "linear",
160
+ minFilter: "linear",
161
+ });
162
+
163
+ const uniformSize = CSMUniforms.size;
164
+ this.uniformBuffer = this.device.createBuffer({
165
+ size: uniformSize,
166
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
167
+ });
168
+ this._uniformBuf = new Float32Array(CSMUniforms.floatCount);
169
+ this._uniformView = CSMUniforms.view(this._uniformBuf);
170
+
171
+ this.modelBuffer = this.device.createBuffer({
172
+ size: 64,
173
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
174
+ });
175
+ }
176
+
177
+ computeCascadeSplits(near: number, far: number): number[] {
178
+ const splits: number[] = [];
179
+ const count = this.settings.cascadeCount;
180
+ const lambda = this.settings.lambda;
181
+ for (let i = 0; i < count; i++) {
182
+ const p = (i + 1) / count;
183
+ const logSplit = near * Math.pow(far / near, p);
184
+ const linearSplit = near + (far - near) * p;
185
+ splits.push(near + (logSplit - near) * lambda + (linearSplit - near) * (1 - lambda));
186
+ }
187
+ this.cascadeSplits = splits;
188
+ return splits;
189
+ }
190
+
191
+ computeCascadeViewProjs(
192
+ lightDir: [number, number, number],
193
+ cameraPos: [number, number, number],
194
+ cameraDir: [number, number, number],
195
+ cameraUp: [number, number, number],
196
+ near: number,
197
+ far: number,
198
+ aspect: number,
199
+ fov: number,
200
+ ): void {
201
+ const splits = this.computeCascadeSplits(near, far);
202
+ const tanHalfFov = Math.tan(fov * 0.5);
203
+
204
+ for (let i = 0; i < this.settings.cascadeCount; i++) {
205
+ const cascadeNear = i === 0 ? near : splits[i - 1];
206
+ const cascadeFar = splits[i];
207
+
208
+ const cascadeMid = (cascadeNear + cascadeFar) * 0.5;
209
+ const cascadeExtent = (cascadeFar - cascadeNear) * 0.5;
210
+
211
+ const frustumHeight = tanHalfFov * cascadeMid * 2;
212
+ const frustumWidth = frustumHeight * aspect;
213
+
214
+ const maxRadius = Math.sqrt(frustumWidth * frustumWidth + frustumHeight * frustumHeight + 4 * cascadeExtent * cascadeExtent) * 0.55;
215
+
216
+ const eye = vec3.create(
217
+ cameraPos[0] - lightDir[0] * maxRadius,
218
+ cameraPos[1] - lightDir[1] * maxRadius,
219
+ cameraPos[2] - lightDir[2] * maxRadius,
220
+ );
221
+
222
+ const view = mat4.lookAt(eye, vec3.create(cameraPos[0], cameraPos[1], cameraPos[2]), vec3.create(0, 1, 0));
223
+ const proj = mat4.ortho(-maxRadius, maxRadius, -maxRadius, maxRadius, 0.1, maxRadius * 4);
224
+ this.cascadeViewProjs[i] = mat4.multiply(proj, view);
225
+ }
226
+
227
+ this.uploadUniforms();
228
+ }
229
+
230
+ private uploadUniforms(): void {
231
+ const buf = this._uniformBuf!;
232
+ const view = this._uniformView!;
233
+ buf.fill(0);
234
+
235
+ // Per-cascade viewProj + texelSize — written directly into the preallocated
236
+ // buffer (the typed view does not support indexed array-of-struct access).
237
+ const cascadeStride = CascadeUniforms.floatCount; // 20 floats per cascade
238
+ for (let i = 0; i < MAX_CASCADES; i++) {
239
+ const off = i * cascadeStride;
240
+ buf.set(this.cascadeViewProjs[i], off);
241
+ buf[off + 16] = 1.0 / this.settings.shadowMapSize;
242
+ buf[off + 17] = 1.0 / this.settings.shadowMapSize;
243
+ buf[off + 18] = 0;
244
+ buf[off + 19] = 0;
245
+ }
246
+
247
+ view.set("cascadeSplits", [
248
+ this.cascadeSplits[0] ?? 0,
249
+ this.cascadeSplits[1] ?? 0,
250
+ this.cascadeSplits[2] ?? 0,
251
+ this.cascadeSplits[3] ?? 0,
252
+ ]);
253
+ view.set("lightDir", [0, 0, 0, 0]);
254
+ view.set("cascadeCount", [
255
+ this.settings.cascadeCount,
256
+ this.settings.bias,
257
+ this.settings.normalBias,
258
+ this.settings.blendDistance,
259
+ ]);
260
+
261
+ this.device.queue.writeBuffer(this.uniformBuffer!, 0, buf as unknown as BufferSource);
262
+ }
263
+
264
+ private getPipeline(stride: number): GPURenderPipeline {
265
+ let pipeline = this.pipelines.get(stride);
266
+ if (!pipeline) {
267
+ pipeline = this.device.createRenderPipeline({
268
+ layout: "auto",
269
+ vertex: {
270
+ module: this.shaderModule!,
271
+ entryPoint: "vs_main",
272
+ buffers: [{
273
+ arrayStride: stride,
274
+ attributes: [
275
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
276
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
277
+ ],
278
+ }],
279
+ },
280
+ primitive: { topology: "triangle-list", cullMode: "back" },
281
+ depthStencil: {
282
+ format: "depth32float",
283
+ depthWriteEnabled: true,
284
+ depthCompare: "less",
285
+ },
286
+ });
287
+ this.pipelines.set(stride, pipeline);
288
+ this.bindGroups.set(stride, this.device.createBindGroup({
289
+ layout: pipeline.getBindGroupLayout(0),
290
+ entries: [
291
+ { binding: 0, resource: { buffer: this.uniformBuffer! } },
292
+ { binding: 1, resource: { buffer: this.modelBuffer! } },
293
+ ],
294
+ }));
295
+ }
296
+ return pipeline;
297
+ }
298
+
299
+ setModelMatrix(model: Mat4): void {
300
+ this.device.queue.writeBuffer(this.modelBuffer!, 0, model as unknown as BufferSource);
301
+ }
302
+
303
+ getShadowView(): GPUTextureView | null {
304
+ return this.shadowView;
305
+ }
306
+
307
+ getShadowSampler(): GPUSampler | null {
308
+ return this.shadowSampler;
309
+ }
310
+
311
+ getCascadeViewProjs(): Mat4[] {
312
+ return this.cascadeViewProjs;
313
+ }
314
+
315
+ getCascadeSplits(): number[] {
316
+ return this.cascadeSplits;
317
+ }
318
+
319
+ getSettings(): CSMSettings {
320
+ return this.settings;
321
+ }
322
+
323
+ setup(builder: FrameGraphBuilder): void {
324
+ if (this.shadowHandle) {
325
+ builder.write(this.shadowHandle);
326
+ }
327
+ }
328
+
329
+ renderCascade(
330
+ encoder: GPUCommandEncoder,
331
+ cascadeIndex: number,
332
+ meshes: Array<{ mesh: MeshData; model: Mat4 }>,
333
+ ): void {
334
+ if (!this.shadowView || !this.shaderModule) return;
335
+ // Use the per-cascade view to render to the correct layer of the 2d-array texture
336
+ const cascadeView = this.cascadeViews[cascadeIndex] ?? this.shadowView;
337
+
338
+ const pass = encoder.beginRenderPass({
339
+ colorAttachments: [],
340
+ depthStencilAttachment: {
341
+ view: cascadeView,
342
+ depthClearValue: 1.0,
343
+ depthLoadOp: "clear",
344
+ depthStoreOp: "store",
345
+ },
346
+ });
347
+
348
+ const tracked = new TrackedRenderPass(pass);
349
+ meshes.forEach(({ mesh, model }) => {
350
+ this.setModelMatrix(model);
351
+ const pipeline = this.getPipeline(mesh.layout.stride);
352
+ const bindGroup = this.bindGroups.get(mesh.layout.stride)!;
353
+ tracked.setPipeline(pipeline);
354
+ tracked.setBindGroup(0, bindGroup);
355
+ tracked.setVertexBuffer(0, this.getVertexBuffer(mesh));
356
+ tracked.setIndexBuffer(this.getIndexBuffer(mesh), mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
357
+ tracked.drawIndexed(mesh.indexCount);
358
+ });
359
+ tracked.end();
360
+ }
361
+
362
+ execute(ctx: GraphRenderContext): void {
363
+ if (!this.shaderModule || !ctx.shadowsEnabled) return;
364
+ }
365
+
366
+ private getVertexBuffer(mesh: MeshData): GPUBuffer {
367
+ let buf = this.vertexBuffers.get(mesh);
368
+ if (!buf) {
369
+ buf = this.device.createBuffer({
370
+ size: mesh.vertices.byteLength,
371
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
372
+ });
373
+ this.device.queue.writeBuffer(buf, 0, mesh.vertices.buffer);
374
+ this.vertexBuffers.set(mesh, buf);
375
+ }
376
+ return buf;
377
+ }
378
+
379
+ private getIndexBuffer(mesh: MeshData): GPUBuffer {
380
+ let buf = this.indexBuffers.get(mesh);
381
+ if (!buf) {
382
+ buf = this.device.createBuffer({
383
+ size: mesh.indices.byteLength,
384
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
385
+ });
386
+ this.device.queue.writeBuffer(buf, 0, mesh.indices.buffer);
387
+ this.indexBuffers.set(mesh, buf);
388
+ }
389
+ return buf;
390
+ }
391
+
392
+ destroy(): void {
393
+ this.shadowTexture?.destroy();
394
+ this.shadowView = null;
395
+ // GPUSampler has no destroy() — it's GC'd automatically.
396
+ this.shadowSampler = null;
397
+ this.uniformBuffer?.destroy();
398
+ this.modelBuffer?.destroy();
399
+ this._uniformView = null;
400
+ this._uniformBuf = null;
401
+ for (const buf of this.vertexBuffers.values()) buf.destroy();
402
+ for (const buf of this.indexBuffers.values()) buf.destroy();
403
+ this.vertexBuffers.clear();
404
+ this.indexBuffers.clear();
405
+ destroyMapValues(this.pipelines);
406
+ destroyMapValues(this.bindGroups);
407
+ }
408
+ }
@@ -0,0 +1,114 @@
1
+ import { mat4 } from "wgpu-matrix";
2
+ import { TrackedRenderPass } from "../tracked-render-pass";
3
+ import type { SkyDomeUniforms } from "./sky-dome";
4
+ import { SkyDomePass } from "./sky-dome";
5
+
6
+ const FACE_DIRS: Array<{ target: [number, number, number]; up: [number, number, number] }> = [
7
+ { target: [1, 0, 0], up: [0, -1, 0] },
8
+ { target: [-1, 0, 0], up: [0, -1, 0] },
9
+ { target: [0, 1, 0], up: [0, 0, 1] },
10
+ { target: [0, -1, 0], up: [0, 0, -1] },
11
+ { target: [0, 0, 1], up: [0, -1, 0] },
12
+ { target: [0, 0, -1], up: [0, -1, 0] },
13
+ ];
14
+
15
+ export interface CubemapCaptureOptions {
16
+ faceSize?: number;
17
+ }
18
+
19
+ export class CubemapCapturePass {
20
+ private device: GPUDevice;
21
+ private faceSize: number;
22
+ private cubemapTexture: GPUTexture | null = null;
23
+ private depthTexture: GPUTexture | null = null;
24
+ private skyDomePass: SkyDomePass;
25
+
26
+ constructor(device: GPUDevice, options: CubemapCaptureOptions = {}) {
27
+ this.device = device;
28
+ this.faceSize = options.faceSize ?? 256;
29
+ this.skyDomePass = new SkyDomePass(device, "rgba16float", 1);
30
+ this.skyDomePass.prepare(device);
31
+ }
32
+
33
+ getCubemapTexture(): GPUTexture | null {
34
+ return this.cubemapTexture;
35
+ }
36
+
37
+ capture(uniforms: Omit<SkyDomeUniforms, "viewProj" | "cameraPos">): GPUTexture {
38
+ // Create a fresh cubemap texture each capture. The caller (IBLSystem) owns
39
+ // the returned texture's lifecycle and defers destruction of the previous
40
+ // cubemap until after the frame's command buffers have been submitted.
41
+ // Reusing a single texture here would conflict with that deferred-destroy
42
+ // contract — the next capture would render into a destroyed texture.
43
+ this.cubemapTexture = this.device.createTexture({
44
+ size: [this.faceSize, this.faceSize, 6],
45
+ format: "rgba16float",
46
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
47
+ });
48
+
49
+ if (!this.depthTexture) {
50
+ this.depthTexture = this.device.createTexture({
51
+ size: [this.faceSize, this.faceSize],
52
+ format: "depth32float",
53
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
54
+ });
55
+ }
56
+
57
+ const proj = mat4.perspective(Math.PI / 2, 1.0, 0.1, 10000.0);
58
+
59
+ // DEVIATION: This pass creates its own command encoder and submits per face
60
+ // (6 submissions) instead of using the frame graph's shared encoder. This is
61
+ // intentional — cubemap capture is a one-shot offline render that happens
62
+ // outside the per-frame render loop, so it cannot share the frame encoder.
63
+ for (let face = 0; face < 6; face++) {
64
+ const faceView = this.cubemapTexture!.createView({
65
+ dimension: "2d",
66
+ baseArrayLayer: face,
67
+ arrayLayerCount: 1,
68
+ });
69
+
70
+ const depthView = this.depthTexture!.createView();
71
+
72
+ const encoder = this.device.createCommandEncoder();
73
+ const renderPass = encoder.beginRenderPass({
74
+ colorAttachments: [{
75
+ view: faceView,
76
+ loadOp: "clear",
77
+ storeOp: "store",
78
+ clearValue: { r: 0, g: 0, b: 0, a: 1 },
79
+ }],
80
+ depthStencilAttachment: {
81
+ view: depthView,
82
+ depthClearValue: 1.0,
83
+ depthLoadOp: "clear",
84
+ depthStoreOp: "store",
85
+ },
86
+ });
87
+
88
+ const view = mat4.lookAt([0, 0, 0], FACE_DIRS[face].target, FACE_DIRS[face].up);
89
+ const viewProj = mat4.multiply(proj, view);
90
+
91
+ this.skyDomePass.setUniforms({
92
+ ...uniforms,
93
+ viewProj: viewProj as Float32Array,
94
+ cameraPos: [0, 0, 0],
95
+ });
96
+
97
+ const tracked = new TrackedRenderPass(renderPass);
98
+ this.skyDomePass.execute({ device: this.device, pass: tracked } as any);
99
+ tracked.end();
100
+
101
+ this.device.queue.submit([encoder.finish()]);
102
+ }
103
+
104
+ return this.cubemapTexture;
105
+ }
106
+
107
+ destroy(): void {
108
+ this.cubemapTexture?.destroy();
109
+ this.depthTexture?.destroy();
110
+ this.skyDomePass.destroy();
111
+ this.cubemapTexture = null;
112
+ this.depthTexture = null;
113
+ }
114
+ }