@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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  907. package/test/src/vision-test.ts +369 -0
@@ -0,0 +1,273 @@
1
+ import { createValidatedShaderModule } from "../shader-validator";
2
+ import type { StructView, WgslStruct } from "@downdraft/engine/shader-graph";
3
+ import { f32, mat4x4f, vec4f, wgsl } from "@downdraft/engine/shader-graph";
4
+ import { mat4, vec3, type Mat4 } from "wgpu-matrix";
5
+ import type { MeshData } from "../../mesh/builder";
6
+ import { PassType, type FrameGraphBuilder, type GraphRenderContext, type TextureHandle } from "../frame-graph";
7
+ import { RenderPass } from "../render-pass";
8
+ import { destroyMapValues } from "../resource-tracker";
9
+ import { TrackedRenderPass } from "../tracked-render-pass";
10
+
11
+ export const MAX_SPOT_LIGHT_SHADOWS = 4;
12
+
13
+ const SpotShadowUniforms: WgslStruct = wgsl.struct("SpotShadowUniforms", {
14
+ viewProj: mat4x4f,
15
+ lightPos: vec4f,
16
+ bias: f32,
17
+ _pad0: f32,
18
+ _pad1: f32,
19
+ _pad2: f32,
20
+ });
21
+
22
+ const SPOT_SHADOW_SHADER = /* wgsl */ `
23
+ ${SpotShadowUniforms.wgsl}
24
+
25
+ @group(0) @binding(0) var<uniform> spotShadow: SpotShadowUniforms;
26
+ @group(0) @binding(1) var modelUniform: mat4x4<f32>;
27
+
28
+ struct VertexInput {
29
+ @location(0) position: vec3<f32>,
30
+ };
31
+
32
+ @vertex
33
+ fn vs_main(input: VertexInput) -> @builtin(position) vec4<f32> {
34
+ let worldPos = modelUniform * vec4<f32>(input.position, 1.0);
35
+ return spotShadow.viewProj * worldPos;
36
+ }
37
+ `;
38
+
39
+ export interface SpotLightShadowData {
40
+ position: [number, number, number];
41
+ direction: [number, number, number];
42
+ range: number;
43
+ outerConeAngle: number;
44
+ }
45
+
46
+ export class SpotLightShadowPass extends RenderPass {
47
+ name = "spot-light-shadow";
48
+ passType = PassType.Custom;
49
+ shadowHandle: TextureHandle | null = null;
50
+
51
+ private device: GPUDevice;
52
+ private shadowMapSize: number;
53
+ private shaderModule: GPUShaderModule | null = null;
54
+ private shadowTextures: GPUTexture[] = [];
55
+ private shadowViews: GPUTextureView[] = [];
56
+ private shadowSamplers: GPUSampler[] = [];
57
+ private uniformBuffer: GPUBuffer | null = null;
58
+ private modelBuffer: GPUBuffer | null = null;
59
+ private viewProjBuffer: GPUBuffer | null = null;
60
+ private _uniformView: StructView | null = null;
61
+ private _uniformBuf: Float32Array | null = null;
62
+ private pipelines: Map<number, GPURenderPipeline> = new Map();
63
+ private bindGroups: Map<number, GPUBindGroup> = new Map();
64
+ private vertexBuffers: Map<MeshData, GPUBuffer> = new Map();
65
+ private indexBuffers: Map<MeshData, GPUBuffer> = new Map();
66
+ private viewProjs: Mat4[] = [];
67
+
68
+ constructor(device: GPUDevice, shadowMapSize: number = 1024) {
69
+ super();
70
+ this.device = device;
71
+ this.shadowMapSize = shadowMapSize;
72
+ for (let i = 0; i < MAX_SPOT_LIGHT_SHADOWS; i++) {
73
+ this.viewProjs.push(mat4.identity());
74
+ }
75
+ }
76
+
77
+ prepare(_device: GPUDevice): void {
78
+ if (!this.shaderModule) {
79
+ this.shaderModule = createValidatedShaderModule(this.device, { code: SPOT_SHADOW_SHADER, label: "SpotLightShadowPass" });
80
+ }
81
+
82
+ for (let i = 0; i < MAX_SPOT_LIGHT_SHADOWS; i++) {
83
+ const tex = this.device.createTexture({
84
+ size: [this.shadowMapSize, this.shadowMapSize],
85
+ format: "depth32float",
86
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
87
+ });
88
+ this.shadowTextures.push(tex);
89
+ this.shadowViews.push(tex.createView());
90
+ this.shadowSamplers.push(this.device.createSampler({ compare: "less", magFilter: "linear", minFilter: "linear" }));
91
+ }
92
+
93
+ this.uniformBuffer = this.device.createBuffer({
94
+ size: 96,
95
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
96
+ });
97
+ this._uniformBuf = new Float32Array(SpotShadowUniforms.floatCount);
98
+ this._uniformView = SpotShadowUniforms.view(this._uniformBuf);
99
+
100
+ this.modelBuffer = this.device.createBuffer({
101
+ size: 64,
102
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
103
+ });
104
+
105
+ this.viewProjBuffer = this.device.createBuffer({
106
+ size: MAX_SPOT_LIGHT_SHADOWS * 64,
107
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
108
+ });
109
+ }
110
+
111
+ private getPipeline(stride: number): GPURenderPipeline {
112
+ let pipeline = this.pipelines.get(stride);
113
+ if (!pipeline) {
114
+ pipeline = this.device.createRenderPipeline({
115
+ layout: "auto",
116
+ vertex: {
117
+ module: this.shaderModule!,
118
+ entryPoint: "vs_main",
119
+ buffers: [{
120
+ arrayStride: stride,
121
+ attributes: [{ shaderLocation: 0, offset: 0, format: "float32x3" }],
122
+ }],
123
+ },
124
+ primitive: { topology: "triangle-list", cullMode: "back" },
125
+ depthStencil: {
126
+ format: "depth32float",
127
+ depthWriteEnabled: true,
128
+ depthCompare: "less",
129
+ },
130
+ });
131
+ this.pipelines.set(stride, pipeline);
132
+ this.bindGroups.set(stride, this.device.createBindGroup({
133
+ layout: pipeline.getBindGroupLayout(0),
134
+ entries: [
135
+ { binding: 0, resource: { buffer: this.uniformBuffer! } },
136
+ { binding: 1, resource: { buffer: this.modelBuffer! } },
137
+ ],
138
+ }));
139
+ }
140
+ return pipeline;
141
+ }
142
+
143
+ computeSpotViewProj(
144
+ lightIndex: number,
145
+ position: [number, number, number],
146
+ direction: [number, number, number],
147
+ range: number,
148
+ outerConeAngle: number,
149
+ ): Mat4 {
150
+ const target = vec3.create(
151
+ position[0] + direction[0] * range,
152
+ position[1] + direction[1] * range,
153
+ position[2] + direction[2] * range,
154
+ );
155
+ const view = mat4.lookAt(
156
+ vec3.create(...position),
157
+ target,
158
+ vec3.create(0, 1, 0),
159
+ );
160
+ const fov = Math.min(outerConeAngle * 2.0, Math.PI * 0.9);
161
+ const proj = mat4.perspective(fov, 1.0, 0.1, range);
162
+ const vp = mat4.multiply(proj, view);
163
+ this.viewProjs[lightIndex] = vp;
164
+ return vp;
165
+ }
166
+
167
+ renderSpotLightShadow(
168
+ encoder: GPUCommandEncoder,
169
+ lightIndex: number,
170
+ meshes: Array<{ mesh: MeshData; model: Mat4 }>,
171
+ ): void {
172
+ if (lightIndex >= MAX_SPOT_LIGHT_SHADOWS || !this.shaderModule) return;
173
+
174
+ const view = this.shadowViews[lightIndex];
175
+ const vp = this.viewProjs[lightIndex];
176
+
177
+ const uv = this._uniformView!;
178
+ uv.set("viewProj", vp);
179
+ uv.set("lightPos", [0, 0, 0, 0]);
180
+ uv.set("bias", 0.001);
181
+ uv.set("_pad0", 0);
182
+ uv.set("_pad1", 0);
183
+ uv.set("_pad2", 0);
184
+ this.device.queue.writeBuffer(this.uniformBuffer!, 0, this._uniformBuf as unknown as BufferSource);
185
+
186
+ const pass = encoder.beginRenderPass({
187
+ colorAttachments: [],
188
+ depthStencilAttachment: {
189
+ view,
190
+ depthClearValue: 1.0,
191
+ depthLoadOp: "clear",
192
+ depthStoreOp: "store",
193
+ },
194
+ });
195
+
196
+ const tracked = new TrackedRenderPass(pass);
197
+ meshes.forEach(({ mesh, model }) => {
198
+ this.device.queue.writeBuffer(this.modelBuffer!, 0, model as unknown as BufferSource);
199
+ const pipeline = this.getPipeline(mesh.layout.stride);
200
+ const bindGroup = this.bindGroups.get(mesh.layout.stride)!;
201
+ tracked.setPipeline(pipeline);
202
+ tracked.setBindGroup(0, bindGroup);
203
+ tracked.setVertexBuffer(0, this.getVertexBuffer(mesh));
204
+ tracked.setIndexBuffer(this.getIndexBuffer(mesh), mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
205
+ tracked.drawIndexed(mesh.indexCount);
206
+ });
207
+ tracked.end();
208
+ }
209
+
210
+ getShadowView(index: number): GPUTextureView | null {
211
+ return this.shadowViews[index] ?? null;
212
+ }
213
+
214
+ getShadowSampler(index: number): GPUSampler | null {
215
+ return this.shadowSamplers[index] ?? null;
216
+ }
217
+
218
+ getViewProj(index: number): Mat4 | null {
219
+ return this.viewProjs[index] ?? null;
220
+ }
221
+
222
+ setup(builder: FrameGraphBuilder): void {
223
+ if (this.shadowHandle) {
224
+ builder.write(this.shadowHandle);
225
+ }
226
+ }
227
+
228
+ execute(_ctx: GraphRenderContext): void {
229
+ }
230
+
231
+ private getVertexBuffer(mesh: MeshData): GPUBuffer {
232
+ let buf = this.vertexBuffers.get(mesh);
233
+ if (!buf) {
234
+ buf = this.device.createBuffer({
235
+ size: mesh.vertices.byteLength,
236
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
237
+ });
238
+ this.device.queue.writeBuffer(buf, 0, mesh.vertices.buffer);
239
+ this.vertexBuffers.set(mesh, buf);
240
+ }
241
+ return buf;
242
+ }
243
+
244
+ private getIndexBuffer(mesh: MeshData): GPUBuffer {
245
+ let buf = this.indexBuffers.get(mesh);
246
+ if (!buf) {
247
+ buf = this.device.createBuffer({
248
+ size: mesh.indices.byteLength,
249
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
250
+ });
251
+ this.device.queue.writeBuffer(buf, 0, mesh.indices.buffer);
252
+ this.indexBuffers.set(mesh, buf);
253
+ }
254
+ return buf;
255
+ }
256
+
257
+ destroy(): void {
258
+ this.shadowTextures.forEach((tex) => { tex.destroy();; });
259
+ // GPUSampler has no destroy() — it's GC'd automatically.
260
+ this.shadowSamplers.length = 0;
261
+ this.uniformBuffer?.destroy();
262
+ this.modelBuffer?.destroy();
263
+ this.viewProjBuffer?.destroy();
264
+ this._uniformView = null;
265
+ this._uniformBuf = null;
266
+ for (const buf of this.vertexBuffers.values()) buf.destroy();
267
+ for (const buf of this.indexBuffers.values()) buf.destroy();
268
+ this.vertexBuffers.clear();
269
+ this.indexBuffers.clear();
270
+ destroyMapValues(this.pipelines);
271
+ destroyMapValues(this.bindGroups);
272
+ }
273
+ }
@@ -0,0 +1,326 @@
1
+ import { createValidatedShaderModule } from "../shader-validator";
2
+ import type { StructView, WgslStruct } from "@downdraft/engine/shader-graph";
3
+ import { f32, mat4x4f, vec3f, wgsl } from "@downdraft/engine/shader-graph";
4
+ import { type Mat4 } from "wgpu-matrix";
5
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
6
+ import { RenderPass } from "../render-pass";
7
+
8
+ // ─── Uniform structs (single source of truth for layout) ───────────────────
9
+ const Uniforms: WgslStruct = wgsl.struct("Uniforms", {
10
+ viewProj: mat4x4f,
11
+ cameraPos: vec3f,
12
+ time: f32,
13
+ patchSize: f32,
14
+ originX: f32,
15
+ originZ: f32,
16
+ _pad0: f32,
17
+ sunDir: vec3f,
18
+ sunIntensity: f32,
19
+ timeOfDay: f32,
20
+ waterHeight: f32,
21
+ _pad1: f32,
22
+ });
23
+
24
+ const TERRAIN_SHADER = /* wgsl */ `
25
+ ${Uniforms.wgsl}
26
+
27
+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
28
+
29
+ struct VertexInput {
30
+ @location(0) position: vec2<f32>,
31
+ };
32
+
33
+ struct VertexOutput {
34
+ @builtin(position) clipPos: vec4<f32>,
35
+ @location(0) worldPos: vec3<f32>,
36
+ @location(1) depth: f32,
37
+ @location(2) normal: vec3<f32>,
38
+ };
39
+
40
+ fn hash(p: vec2<f32>) -> f32 {
41
+ return fract(sin(dot(p, vec2<f32>(127.1, 311.7))) * 43758.5453);
42
+ }
43
+
44
+ fn noise(p: vec2<f32>) -> f32 {
45
+ let i = floor(p);
46
+ let f = fract(p);
47
+ let a = hash(i);
48
+ let b = hash(i + vec2<f32>(1.0, 0.0));
49
+ let c = hash(i + vec2<f32>(0.0, 1.0));
50
+ let d = hash(i + vec2<f32>(1.0, 1.0));
51
+ let u = f * f * (3.0 - 2.0 * f);
52
+ return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
53
+ }
54
+
55
+ fn fbm(p: vec2<f32>) -> f32 {
56
+ var v = 0.0;
57
+ var a = 0.5;
58
+ var pp = p;
59
+ for (var i = 0; i < 5; i++) {
60
+ v += a * noise(pp);
61
+ pp = pp * 2.0;
62
+ a *= 0.5;
63
+ }
64
+ return v;
65
+ }
66
+
67
+ fn ridgedNoise(p: vec2<f32>) -> f32 {
68
+ var v = 0.0;
69
+ var a = 0.5;
70
+ var pp = p;
71
+ for (var i = 0; i < 4; i++) {
72
+ let n = noise(pp);
73
+ v += a * (1.0 - abs(n * 2.0 - 1.0));
74
+ pp = pp * 2.0;
75
+ a *= 0.5;
76
+ }
77
+ return v;
78
+ }
79
+
80
+ fn terrainHeight(x: f32, z: f32) -> f32 {
81
+ let p = vec2<f32>(x * 0.01, z * 0.01);
82
+ var h = 0.0;
83
+ h += fbm(p) * 40.0;
84
+ h += ridgedNoise(p * 2.0) * 15.0;
85
+ h += noise(p * 8.0) * 5.0;
86
+ return -h - 10.0;
87
+ }
88
+
89
+ @vertex
90
+ fn vs_main(input: VertexInput) -> VertexOutput {
91
+ var output: VertexOutput;
92
+ let worldX = uniforms.originX + input.position.x * 4.0;
93
+ let worldZ = uniforms.originZ + input.position.y * 4.0;
94
+ let h = terrainHeight(worldX, worldZ);
95
+ let worldPos = vec3<f32>(worldX, h, worldZ);
96
+ output.worldPos = worldPos;
97
+ output.depth = -h;
98
+
99
+ // Compute normal by sampling neighbor heights
100
+ let eps = 2.0;
101
+ let hL = terrainHeight(worldX - eps, worldZ);
102
+ let hR = terrainHeight(worldX + eps, worldZ);
103
+ let hD = terrainHeight(worldX, worldZ - eps);
104
+ let hU = terrainHeight(worldX, worldZ + eps);
105
+ output.normal = normalize(vec3<f32>(hL - hR, 2.0 * eps, hD - hU));
106
+
107
+ output.clipPos = uniforms.viewProj * vec4<f32>(worldPos, 1.0);
108
+ return output;
109
+ }
110
+
111
+ fn sandRipples(worldPos: vec3<f32>, depth: f32) -> f32 {
112
+ let rippleScale = 1.0 - smoothstep(0.0, 80.0, depth);
113
+ let rp = vec2<f32>(worldPos.x * 0.15, worldPos.z * 0.15);
114
+ let ripple = sin(rp.x + noise(rp * 0.5) * 3.0) * 0.5 + 0.5;
115
+ let ripple2 = sin(worldPos.x * 0.08 + worldPos.z * 0.06 + noise(rp * 0.3) * 2.0) * 0.5 + 0.5;
116
+ return (ripple * 0.6 + ripple2 * 0.4) * rippleScale;
117
+ }
118
+
119
+ fn grainNoise(worldPos: vec3<f32>) -> f32 {
120
+ let gp = vec2<f32>(worldPos.x * 2.5, worldPos.z * 2.5);
121
+ return noise(gp) * 0.15 + noise(gp * 3.0) * 0.08;
122
+ }
123
+
124
+ fn caustics(worldPos: vec3<f32>, depth: f32, time: f32) -> f32 {
125
+ let causticStrength = 1.0 - smoothstep(0.0, 120.0, depth);
126
+ let cuv = vec2<f32>(worldPos.x * 0.05, worldPos.z * 0.05) + vec2<f32>(time * 0.08, time * 0.06);
127
+ let n1 = noise(cuv * 3.0);
128
+ let n2 = noise(cuv * 5.0 + vec2<f32>(10.0, 5.0));
129
+ let n3 = noise(cuv * 8.0 + vec2<f32>(20.0, 15.0));
130
+ let c = abs(n1 * 0.5 + n2 * 0.3 + n3 * 0.2 - 0.5);
131
+ return pow(1.0 - c, 3.0) * causticStrength;
132
+ }
133
+
134
+ @fragment
135
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
136
+ let depth = input.depth;
137
+ let N = normalize(input.normal);
138
+ let sunDir = normalize(uniforms.sunDir);
139
+
140
+ // Base color palette — sand to mud to deep sediment
141
+ let sandColor = vec3<f32>(0.72, 0.62, 0.42);
142
+ let wetSandColor = vec3<f32>(0.55, 0.45, 0.30);
143
+ let mudColor = vec3<f32>(0.35, 0.30, 0.20);
144
+ let rockColor = vec3<f32>(0.25, 0.23, 0.20);
145
+ let deepColor = vec3<f32>(0.08, 0.09, 0.07);
146
+
147
+ // Depth-based color gradient
148
+ var color = mix(sandColor, wetSandColor, smoothstep(5.0, 25.0, depth));
149
+ color = mix(color, mudColor, smoothstep(25.0, 60.0, depth));
150
+ color = mix(color, rockColor, smoothstep(60.0, 120.0, depth));
151
+ color = mix(color, deepColor, smoothstep(120.0, 250.0, depth));
152
+
153
+ // Procedural texture detail
154
+ let ripples = sandRipples(input.worldPos, depth);
155
+ let grain = grainNoise(input.worldPos);
156
+ color *= 0.75 + ripples * 0.35 + grain;
157
+
158
+ // Large-scale variation from terrain noise
159
+ let varNoise = fbm(vec2<f32>(input.worldPos.x * 0.02, input.worldPos.z * 0.02));
160
+ color *= 0.85 + varNoise * 0.3;
161
+
162
+ // Directional sun lighting (half-Lambert for softer underwater look)
163
+ let NdotL = dot(N, sunDir);
164
+ let halfLambert = NdotL * 0.5 + 0.5;
165
+ let sunLight = halfLambert * halfLambert * uniforms.sunIntensity;
166
+
167
+ // Depth-based ambient — bluer in shallow water, darker in deep
168
+ let shallowAmbient = vec3<f32>(0.15, 0.25, 0.30);
169
+ let deepAmbient = vec3<f32>(0.02, 0.03, 0.04);
170
+ let ambient = mix(shallowAmbient, deepAmbient, smoothstep(0.0, 150.0, depth));
171
+
172
+ // Apply lighting
173
+ color = color * (ambient + sunLight * vec3<f32>(1.0, 0.95, 0.8) * 0.6);
174
+
175
+ // Caustics — animated light patterns on the seabed
176
+ let c = caustics(input.worldPos, depth, uniforms.time);
177
+ color += vec3<f32>(0.3, 0.45, 0.5) * c * uniforms.sunIntensity * 0.5;
178
+
179
+ // Night darkening
180
+ let nightFactor = 1.0 - smoothstep(0.2, 0.5, uniforms.timeOfDay);
181
+ color *= 1.0 - nightFactor * 0.6;
182
+
183
+ // Distance fog — blend to underwater color
184
+ let dist = length(uniforms.cameraPos - input.worldPos);
185
+ let fogFactor = 1.0 - exp(-dist * 0.004);
186
+ let fogColor = vec3<f32>(0.02, 0.08, 0.12);
187
+ color = mix(color, fogColor, clamp(fogFactor, 0.0, 0.95));
188
+
189
+ return vec4<f32>(color, 1.0);
190
+ }
191
+ `;
192
+
193
+ export interface TerrainUniforms {
194
+ viewProj: Mat4;
195
+ cameraPos: [number, number, number];
196
+ time: number;
197
+ patchSize: number;
198
+ originX: number;
199
+ originZ: number;
200
+ sunDir?: [number, number, number];
201
+ sunIntensity?: number;
202
+ timeOfDay?: number;
203
+ waterHeight?: number;
204
+ }
205
+
206
+ export class TerrainPass extends RenderPass {
207
+ name = "terrain";
208
+ hdrHandle: TextureHandle | null = null;
209
+ depthHandle: TextureHandle | null = null;
210
+ private device: GPUDevice;
211
+ private pipeline: GPURenderPipeline | null = null;
212
+ private shaderModule: GPUShaderModule | null = null;
213
+ private uniformBuffer: GPUBuffer | null = null;
214
+ private bindGroup: GPUBindGroup | null = null;
215
+ private vertexBuffer: GPUBuffer | null = null;
216
+ private indexBuffer: GPUBuffer | null = null;
217
+ private indexCount = 0;
218
+ private surfaceFormat: GPUTextureFormat;
219
+ private msaaSampleCount: number = 1;
220
+ private gridSize: number;
221
+ private _uniformView: StructView | null = null;
222
+ private _uniformBuf: Float32Array | null = null;
223
+
224
+ constructor(device: GPUDevice, surfaceFormat: GPUTextureFormat, msaaSampleCount = 1, gridSize = 128) {
225
+ super();
226
+ this.device = device;
227
+ this.surfaceFormat = surfaceFormat;
228
+ this.msaaSampleCount = msaaSampleCount;
229
+ this.gridSize = gridSize;
230
+ }
231
+
232
+ prepare(_device: GPUDevice): void {
233
+ if (this.pipeline) return;
234
+
235
+ const gridSize = this.gridSize;
236
+ const vertices: number[] = [];
237
+ for (let z = 0; z <= gridSize; z++) {
238
+ for (let x = 0; x <= gridSize; x++) {
239
+ vertices.push(x, z);
240
+ }
241
+ }
242
+ const indices: number[] = [];
243
+ for (let z = 0; z < gridSize; z++) {
244
+ for (let x = 0; x < gridSize; x++) {
245
+ const i = z * (gridSize + 1) + x;
246
+ indices.push(i, i + 1, i + gridSize + 1);
247
+ indices.push(i + 1, i + gridSize + 2, i + gridSize + 1);
248
+ }
249
+ }
250
+ this.indexCount = indices.length;
251
+
252
+ const dev = this.device;
253
+ this.shaderModule = createValidatedShaderModule(dev, { code: TERRAIN_SHADER, label: "TerrainPass" });
254
+ this.uniformBuffer = dev.createBuffer({ size: 256, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
255
+ this._uniformBuf = new Float32Array(32);
256
+ this._uniformView = Uniforms.view(this._uniformBuf);
257
+ this.vertexBuffer = dev.createBuffer({ size: vertices.length * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
258
+ dev.queue.writeBuffer(this.vertexBuffer, 0, new Float32Array(vertices));
259
+ this.indexBuffer = dev.createBuffer({ size: indices.length * 2, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST });
260
+ dev.queue.writeBuffer(this.indexBuffer, 0, new Uint16Array(indices));
261
+ this.pipeline = dev.createRenderPipeline({
262
+ layout: "auto",
263
+ vertex: {
264
+ module: this.shaderModule, entryPoint: "vs_main",
265
+ buffers: [{ arrayStride: 8, attributes: [{ shaderLocation: 0, offset: 0, format: "float32x2" }] }],
266
+ },
267
+ fragment: { module: this.shaderModule, entryPoint: "fs_main", targets: [{ format: this.surfaceFormat }] },
268
+ primitive: { topology: "triangle-list" },
269
+ multisample: { count: this.msaaSampleCount },
270
+ depthStencil: { format: "depth32float", depthWriteEnabled: true, depthCompare: "less" },
271
+ });
272
+ this.bindGroup = dev.createBindGroup({
273
+ layout: this.pipeline.getBindGroupLayout(0),
274
+ entries: [{ binding: 0, resource: { buffer: this.uniformBuffer } }],
275
+ });
276
+ }
277
+
278
+ setUniforms(u: TerrainUniforms): void {
279
+ if (!this.uniformBuffer) return;
280
+ const view = this._uniformView!;
281
+ view.set("viewProj", u.viewProj as Float32Array);
282
+ view.set("cameraPos", u.cameraPos);
283
+ view.set("time", u.time);
284
+ view.set("patchSize", u.patchSize);
285
+ view.set("originX", u.originX);
286
+ view.set("originZ", u.originZ);
287
+ // _pad0 is padding, left as 0
288
+ const sd = u.sunDir ?? [0, 1, 0];
289
+ view.set("sunDir", sd);
290
+ view.set("sunIntensity", u.sunIntensity ?? 1.0);
291
+ view.set("timeOfDay", u.timeOfDay ?? 0.5);
292
+ view.set("waterHeight", u.waterHeight ?? 0.0);
293
+ // _pad1 is padding, left as 0
294
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, this._uniformBuf! as unknown as BufferSource);
295
+ }
296
+
297
+ setup(builder: FrameGraphBuilder): void {
298
+ if (this.depthHandle) builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "load", depthStoreOp: "store", depthReadOnly: true });
299
+ if (this.hdrHandle) builder.colorAttachment({ handle: this.hdrHandle, loadOp: "load", storeOp: "store" });
300
+ }
301
+
302
+ execute(ctx: GraphRenderContext): void {
303
+ if (!this.pipeline || !this.bindGroup || !this.vertexBuffer || !this.indexBuffer || !ctx.pass) return;
304
+
305
+ const tracked = ctx.pass;
306
+ tracked.setPipeline(this.pipeline);
307
+ tracked.setBindGroup(0, this.bindGroup);
308
+ tracked.setVertexBuffer(0, this.vertexBuffer);
309
+ tracked.setIndexBuffer(this.indexBuffer, "uint16");
310
+ tracked.drawIndexed(this.indexCount);
311
+ }
312
+
313
+ destroy(): void {
314
+ this.uniformBuffer?.destroy();
315
+ this.vertexBuffer?.destroy();
316
+ this.indexBuffer?.destroy();
317
+ this.uniformBuffer = null;
318
+ this.vertexBuffer = null;
319
+ this.indexBuffer = null;
320
+ this.pipeline = null;
321
+ this.shaderModule = null;
322
+ this.bindGroup = null;
323
+ this._uniformView = null;
324
+ this._uniformBuf = null;
325
+ }
326
+ }