@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 +1,353 @@
1
+ import { createValidatedShaderModule } from "../shader-validator";
2
+ import { type Mat4 } from "wgpu-matrix";
3
+ import type { MeshData } from "../../mesh/builder";
4
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
5
+ import { MAX_POINT_LIGHTS, MAX_SPOT_LIGHTS, packLightUniform, packPointLights, packSpotLightsExtended, type LightUniformData } from "../lighting";
6
+ import { RenderPass } from "../render-pass";
7
+ import { destroyMapValues } from "../resource-tracker";
8
+
9
+ const TRANSPARENT_SHADER = `
10
+ struct CameraUniforms {
11
+ viewProj: mat4x4<f32>,
12
+ cameraPos: vec3<f32>,
13
+ _pad0: f32,
14
+ };
15
+
16
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
17
+ @group(0) @binding(1) var modelUniform: mat4x4<f32>;
18
+
19
+ struct LightUniforms {
20
+ dirDirection: vec4<f32>,
21
+ dirColor: vec4<f32>,
22
+ hemiDirIntensity: vec4<f32>,
23
+ hemiSkyColor: vec4<f32>,
24
+ hemiGroundColor: vec4<f32>,
25
+ ambient: vec4<f32>,
26
+ lightCount: vec4<f32>,
27
+ };
28
+
29
+ @group(0) @binding(2) var<uniform> lights: LightUniforms;
30
+ @group(0) @binding(3) var<storage> pointLights: array<vec4<f32>>;
31
+ @group(0) @binding(4) var<storage> spotLights: array<vec4<f32>>;
32
+
33
+ struct VertexInput {
34
+ @location(0) position: vec3<f32>,
35
+ @location(1) normal: vec3<f32>,
36
+ @location(2) uv: vec2<f32>,
37
+ @location(3) color: vec4<f32>,
38
+ };
39
+
40
+ struct VertexOutput {
41
+ @builtin(position) clipPosition: vec4<f32>,
42
+ @location(0) color: vec4<f32>,
43
+ @location(1) normal: vec3<f32>,
44
+ @location(2) worldPos: vec3<f32>,
45
+ };
46
+
47
+ @vertex
48
+ fn vs_main(input: VertexInput) -> VertexOutput {
49
+ var output: VertexOutput;
50
+ let worldPos = modelUniform * vec4<f32>(input.position, 1.0);
51
+ output.clipPosition = camera.viewProj * worldPos;
52
+ output.color = input.color;
53
+ output.normal = normalize((modelUniform * vec4<f32>(input.normal, 0.0)).xyz);
54
+ output.worldPos = worldPos.xyz;
55
+ return output;
56
+ }
57
+
58
+ fn pointLightContribution(
59
+ albedo: vec3<f32>,
60
+ N: vec3<f32>,
61
+ V: vec3<f32>,
62
+ worldPos: vec3<f32>,
63
+ ) -> vec3<f32> {
64
+ var result = vec3<f32>(0.0);
65
+ let count = u32(lights.lightCount.x);
66
+ for (var i = 0u; i < ${MAX_POINT_LIGHTS}u; i = i + 1u) {
67
+ if (i >= count) { break; }
68
+ let pos = pointLights[i * 2u].xyz;
69
+ let intensity = pointLights[i * 2u].w;
70
+ let lightColor = pointLights[i * 2u + 1u].xyz;
71
+ let range = pointLights[i * 2u + 1u].w;
72
+ let toLight = pos - worldPos;
73
+ let dist = length(toLight);
74
+ if (dist > range) { continue; }
75
+ let L = toLight / dist;
76
+ let NdotL = max(dot(N, L), 0.0);
77
+ let attenuation = 1.0 / (1.0 + 0.5 * dist * dist);
78
+ result += albedo * lightColor * intensity * NdotL * attenuation;
79
+ }
80
+ return result;
81
+ }
82
+
83
+ fn spotLightContribution(
84
+ albedo: vec3<f32>,
85
+ N: vec3<f32>,
86
+ V: vec3<f32>,
87
+ worldPos: vec3<f32>,
88
+ ) -> vec3<f32> {
89
+ var result = vec3<f32>(0.0);
90
+ let count = u32(lights.lightCount.y);
91
+ for (var i = 0u; i < ${MAX_SPOT_LIGHTS}u; i = i + 1u) {
92
+ if (i >= count) { break; }
93
+ let base = i * 4u;
94
+ let pos = spotLights[base].xyz;
95
+ let intensity = spotLights[base].w;
96
+ let dir = spotLights[base + 1u].xyz;
97
+ let range = spotLights[base + 1u].w;
98
+ let lightColor = spotLights[base + 2u].xyz;
99
+ let innerCos = spotLights[base + 2u].w;
100
+ let outerCos = spotLights[base + 3u].x;
101
+ let toLight = pos - worldPos;
102
+ let dist = length(toLight);
103
+ if (dist > range) { continue; }
104
+ let L = toLight / dist;
105
+ let spotCos = dot(-L, dir);
106
+ if (spotCos < outerCos) { continue; }
107
+ let spotAtten = smoothstep(outerCos, innerCos, spotCos);
108
+ let attenuation = (1.0 / (1.0 + 0.5 * dist * dist)) * spotAtten;
109
+ let NdotL = max(dot(N, L), 0.0);
110
+ result += albedo * lightColor * intensity * NdotL * attenuation;
111
+ }
112
+ return result;
113
+ }
114
+
115
+ fn hemisphereAmbient(N: vec3<f32>) -> vec3<f32> {
116
+ if (lights.hemiDirIntensity.w < 0.5) {
117
+ return lights.ambient.rgb * lights.ambient.w;
118
+ }
119
+ let up = normalize(lights.hemiDirIntensity.xyz);
120
+ let hemiMix = max(dot(N, up), 0.0);
121
+ return mix(lights.hemiGroundColor.rgb, lights.hemiSkyColor.rgb, hemiMix) * lights.hemiDirIntensity.w;
122
+ }
123
+
124
+ @fragment
125
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
126
+ let N = normalize(input.normal);
127
+ let V = normalize(camera.cameraPos - input.worldPos);
128
+ let L = normalize(-lights.dirDirection.xyz);
129
+ let NdotL = max(dot(N, L), 0.0);
130
+ let ambient = hemisphereAmbient(N);
131
+ let directional = input.color.rgb * lights.dirColor.rgb * lights.dirDirection.w * NdotL;
132
+ let pointLights = pointLightContribution(input.color.rgb, N, V, input.worldPos);
133
+ let spotLights = spotLightContribution(input.color.rgb, N, V, input.worldPos);
134
+ let color = input.color.rgb * ambient + directional + pointLights + spotLights;
135
+ return vec4<f32>(color, input.color.a);
136
+ }
137
+ `;
138
+
139
+ export interface TransparentRenderItem {
140
+ mesh: MeshData;
141
+ modelMatrix: Mat4;
142
+ distance: number;
143
+ }
144
+
145
+ export class TransparentPass extends RenderPass {
146
+ name = "transparent";
147
+ hdrHandle: TextureHandle | null = null;
148
+ depthHandle: TextureHandle | null = null;
149
+ private device: GPUDevice;
150
+ private pipelines: Map<number, GPURenderPipeline> = new Map();
151
+ private bindGroups: Map<number, GPUBindGroup> = new Map();
152
+ private shaderModule: GPUShaderModule | null = null;
153
+ private cameraBuffer: GPUBuffer | null = null;
154
+ private modelBuffer: GPUBuffer | null = null;
155
+ private lightBuffer: GPUBuffer | null = null;
156
+ private pointLightBuffer: GPUBuffer | null = null;
157
+ private spotLightBuffer: GPUBuffer | null = null;
158
+ private renderItems: TransparentRenderItem[] = [];
159
+ private vertexBuffers: Map<MeshData, GPUBuffer> = new Map();
160
+ private indexBuffers: Map<MeshData, GPUBuffer> = new Map();
161
+
162
+ constructor(device: GPUDevice, surfaceFormat: GPUTextureFormat) {
163
+ super();
164
+ this.device = device;
165
+ this.surfaceFormat = surfaceFormat;
166
+ }
167
+
168
+ private surfaceFormat: GPUTextureFormat;
169
+
170
+ prepare(_device: GPUDevice): void {
171
+ if (!this.shaderModule) {
172
+ this.shaderModule = createValidatedShaderModule(this.device, { code: TRANSPARENT_SHADER, label: "TransparentPass" });
173
+ }
174
+
175
+ this.cameraBuffer = this.device.createBuffer({
176
+ size: 80,
177
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
178
+ });
179
+
180
+ this.modelBuffer = this.device.createBuffer({
181
+ size: 64,
182
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
183
+ });
184
+
185
+ this.lightBuffer = this.device.createBuffer({
186
+ size: 128,
187
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
188
+ });
189
+
190
+ this.pointLightBuffer = this.device.createBuffer({
191
+ size: MAX_POINT_LIGHTS * 32,
192
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
193
+ });
194
+
195
+ this.spotLightBuffer = this.device.createBuffer({
196
+ size: MAX_SPOT_LIGHTS * 64,
197
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
198
+ });
199
+ }
200
+
201
+ private getPipeline(stride: number): GPURenderPipeline {
202
+ let pipeline = this.pipelines.get(stride);
203
+ if (!pipeline) {
204
+ pipeline = this.device.createRenderPipeline({
205
+ layout: "auto",
206
+ vertex: {
207
+ module: this.shaderModule!,
208
+ entryPoint: "vs_main",
209
+ buffers: [{
210
+ arrayStride: stride,
211
+ attributes: [
212
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
213
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
214
+ { shaderLocation: 2, offset: 24, format: "float32x2" },
215
+ { shaderLocation: 3, offset: 32, format: "float32x4" },
216
+ ],
217
+ }],
218
+ },
219
+ fragment: {
220
+ module: this.shaderModule!,
221
+ entryPoint: "fs_main",
222
+ targets: [{
223
+ format: this.surfaceFormat,
224
+ blend: {
225
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
226
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
227
+ },
228
+ }],
229
+ },
230
+ primitive: { topology: "triangle-list", cullMode: "none" },
231
+ depthStencil: {
232
+ format: "depth32float",
233
+ depthWriteEnabled: false,
234
+ depthCompare: "less",
235
+ },
236
+ });
237
+ this.pipelines.set(stride, pipeline);
238
+ this.bindGroups.set(stride, this.device.createBindGroup({
239
+ layout: pipeline.getBindGroupLayout(0),
240
+ entries: [
241
+ { binding: 0, resource: { buffer: this.cameraBuffer! } },
242
+ { binding: 1, resource: { buffer: this.modelBuffer! } },
243
+ { binding: 2, resource: { buffer: this.lightBuffer! } },
244
+ { binding: 3, resource: { buffer: this.pointLightBuffer! } },
245
+ { binding: 4, resource: { buffer: this.spotLightBuffer! } },
246
+ ],
247
+ }));
248
+ }
249
+ return pipeline;
250
+ }
251
+
252
+ setCameraViewProj(viewProj: Mat4, cameraPos?: [number, number, number]): void {
253
+ const data = new Float32Array(20);
254
+ data.set(viewProj as Float32Array, 0);
255
+ if (cameraPos) {
256
+ data[16] = cameraPos[0];
257
+ data[17] = cameraPos[1];
258
+ data[18] = cameraPos[2];
259
+ }
260
+ this.device.queue.writeBuffer(this.cameraBuffer!, 0, data as unknown as BufferSource);
261
+ }
262
+
263
+ setLightData(lightData: LightUniformData): void {
264
+ const packed = packLightUniform(lightData);
265
+ this.device.queue.writeBuffer(this.lightBuffer!, 0, packed as unknown as BufferSource);
266
+ const pointPacked = packPointLights(lightData);
267
+ this.device.queue.writeBuffer(this.pointLightBuffer!, 0, pointPacked as unknown as BufferSource);
268
+ const spotPacked = packSpotLightsExtended(lightData);
269
+ this.device.queue.writeBuffer(this.spotLightBuffer!, 0, spotPacked as unknown as BufferSource);
270
+ }
271
+
272
+ addItem(mesh: MeshData, modelMatrix: Mat4, distance: number): void {
273
+ this.renderItems.push({ mesh, modelMatrix, distance });
274
+ }
275
+
276
+ clearItems(): void {
277
+ this.renderItems.length = 0;
278
+ }
279
+
280
+ hasItems(): boolean {
281
+ return this.renderItems.length > 0;
282
+ }
283
+
284
+ setup(builder: FrameGraphBuilder): void {
285
+ if (this.depthHandle) builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "load", depthStoreOp: "store", depthReadOnly: true });
286
+ if (this.hdrHandle) builder.colorAttachment({ handle: this.hdrHandle, loadOp: "load", storeOp: "store" });
287
+ }
288
+
289
+ execute(ctx: GraphRenderContext): void {
290
+ if (!this.shaderModule || this.renderItems.length === 0 || !ctx.pass) return;
291
+
292
+ this.setCameraViewProj(ctx.viewProj, ctx.cameraPos);
293
+ this.setLightData(ctx.lightData);
294
+
295
+ this.renderItems.sort((a, b) => b.distance - a.distance);
296
+
297
+ const firstStride = this.renderItems[0].mesh.layout.stride;
298
+ const pipeline = this.getPipeline(firstStride);
299
+ const bindGroup = this.bindGroups.get(firstStride)!;
300
+
301
+ const tracked = ctx.pass;
302
+ tracked.setPipeline(pipeline);
303
+ tracked.setBindGroup(0, bindGroup);
304
+
305
+ for (let i = 0; i < this.renderItems.length; i++) {
306
+ const item = this.renderItems[i];
307
+ this.device.queue.writeBuffer(this.modelBuffer!, 0, item.modelMatrix as unknown as BufferSource);
308
+ tracked.setVertexBuffer(0, this.getVertexBuffer(item.mesh));
309
+ tracked.setIndexBuffer(this.getIndexBuffer(item.mesh), item.mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
310
+ tracked.drawIndexed(item.mesh.indexCount);
311
+ }
312
+ }
313
+
314
+ private getVertexBuffer(mesh: MeshData): GPUBuffer {
315
+ let buf = this.vertexBuffers.get(mesh);
316
+ if (!buf) {
317
+ buf = this.device.createBuffer({
318
+ size: mesh.vertices.byteLength,
319
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
320
+ });
321
+ this.device.queue.writeBuffer(buf, 0, mesh.vertices.buffer);
322
+ this.vertexBuffers.set(mesh, buf);
323
+ }
324
+ return buf;
325
+ }
326
+
327
+ private getIndexBuffer(mesh: MeshData): GPUBuffer {
328
+ let buf = this.indexBuffers.get(mesh);
329
+ if (!buf) {
330
+ buf = this.device.createBuffer({
331
+ size: mesh.indices.byteLength,
332
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
333
+ });
334
+ this.device.queue.writeBuffer(buf, 0, mesh.indices.buffer);
335
+ this.indexBuffers.set(mesh, buf);
336
+ }
337
+ return buf;
338
+ }
339
+
340
+ destroy(): void {
341
+ this.cameraBuffer?.destroy();
342
+ this.modelBuffer?.destroy();
343
+ this.lightBuffer?.destroy();
344
+ this.pointLightBuffer?.destroy();
345
+ this.spotLightBuffer?.destroy();
346
+ for (const buf of this.vertexBuffers.values()) buf.destroy();
347
+ for (const buf of this.indexBuffers.values()) buf.destroy();
348
+ this.vertexBuffers.clear();
349
+ this.indexBuffers.clear();
350
+ destroyMapValues(this.pipelines);
351
+ destroyMapValues(this.bindGroups);
352
+ }
353
+ }
@@ -0,0 +1,185 @@
1
+ import type { StructView, WgslStruct } from "@downdraft/engine/shader-graph";
2
+ import { f32, wgsl } from "@downdraft/engine/shader-graph";
3
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
4
+ import { RenderPass } from "../render-pass";
5
+ import { createValidatedShaderModule } from "../shader-validator";
6
+
7
+ // ─── Uniform structs (single source of truth for layout) ───────────────────
8
+ const Uniforms: WgslStruct = wgsl.struct("Uniforms", {
9
+ depth: f32,
10
+ time: f32,
11
+ _pad0: f32,
12
+ _pad1: f32,
13
+ });
14
+
15
+ const UNDERWATER_FOG_SHADER = /* wgsl */ `
16
+ ${Uniforms.wgsl}
17
+
18
+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
19
+
20
+ struct VertexOutput {
21
+ @builtin(position) clipPos: vec4<f32>,
22
+ @location(0) uv: vec2<f32>,
23
+ };
24
+
25
+ @vertex
26
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
27
+ var output: VertexOutput;
28
+ let positions = array<vec2<f32>, 3>(
29
+ vec2<f32>(-1.0, -1.0),
30
+ vec2<f32>( 3.0, -1.0),
31
+ vec2<f32>(-1.0, 3.0),
32
+ );
33
+ let pos = positions[vi];
34
+ output.clipPos = vec4<f32>(pos, 0.0, 1.0);
35
+ output.uv = pos * 0.5 + 0.5;
36
+ return output;
37
+ }
38
+
39
+ fn hash2d(p: vec2<f32>) -> vec2<f32> {
40
+ let k = vec2<f32>(0.3183099, 0.3678794);
41
+ let q = fract(p * k);
42
+ return -1.0 + 2.0 * fract(vec2<f32>(
43
+ dot(q, vec2<f32>(127.1, 311.7)),
44
+ dot(q, vec2<f32>(269.5, 183.3))
45
+ ) * 43758.5453);
46
+ }
47
+
48
+ fn perlin2d(p: vec2<f32>) -> f32 {
49
+ let i = floor(p);
50
+ let f = fract(p);
51
+ let u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
52
+
53
+ let ga = hash2d(i);
54
+ let gb = hash2d(i + vec2<f32>(1.0, 0.0));
55
+ let gc = hash2d(i + vec2<f32>(0.0, 1.0));
56
+ let gd = hash2d(i + vec2<f32>(1.0, 1.0));
57
+
58
+ let va = dot(ga, f);
59
+ let vb = dot(gb, f - vec2<f32>(1.0, 0.0));
60
+ let vc = dot(gc, f - vec2<f32>(0.0, 1.0));
61
+ let vd = dot(gd, f - vec2<f32>(1.0, 1.0));
62
+
63
+ return mix(mix(va, vb, u.x), mix(vc, vd, u.x), u.y) * 0.5 + 0.5;
64
+ }
65
+
66
+ @fragment
67
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
68
+ let depth = max(uniforms.depth, 0.3);
69
+ let fogIntensity = 1.0 - exp(-depth * 0.8);
70
+
71
+ let causticUV = input.uv * 6.0 + vec2<f32>(uniforms.time * 0.25, uniforms.time * 0.18);
72
+ let n1 = perlin2d(causticUV);
73
+ let n2 = perlin2d(causticUV * 2.0 + 10.0);
74
+ let n3 = perlin2d(causticUV * 4.0 + 20.0);
75
+ let caustic = (n1 * 0.5 + n2 * 0.3 + n3 * 0.2);
76
+
77
+ var fogColor = vec3<f32>(0.05, 0.25, 0.35);
78
+ fogColor = fogColor + vec3<f32>(0.0, 0.06, 0.08) * caustic;
79
+
80
+ fogColor = mix(fogColor, vec3<f32>(0.0, 0.08, 0.15), min(depth * 0.04, 0.7));
81
+
82
+ let alpha = clamp(fogIntensity * 1.5, 0.4, 0.95);
83
+ return vec4<f32>(fogColor, alpha);
84
+ }
85
+ `;
86
+
87
+ export class UnderwaterFogPass extends RenderPass {
88
+ name = "underwater-fog";
89
+ surfaceHandle: TextureHandle | null = null;
90
+ private device: GPUDevice;
91
+ private pipeline: GPURenderPipeline | null = null;
92
+ private shaderModule: GPUShaderModule | null = null;
93
+ private uniformBuffer: GPUBuffer | null = null;
94
+ private bindGroup: GPUBindGroup | null = null;
95
+ private surfaceFormat: GPUTextureFormat;
96
+ private msaaSampleCount: number = 1;
97
+ private depth: number = 0;
98
+ private time: number = 0;
99
+ private _uniformView: StructView | null = null;
100
+ private _uniformBuf: Float32Array | null = null;
101
+
102
+ constructor(device: GPUDevice, surfaceFormat: GPUTextureFormat, msaaSampleCount = 1) {
103
+ super();
104
+ this.device = device;
105
+ this.surfaceFormat = surfaceFormat;
106
+ this.msaaSampleCount = msaaSampleCount;
107
+ }
108
+
109
+ prepare(_device: GPUDevice): void {
110
+ if (this.pipeline) return;
111
+
112
+ this.shaderModule = createValidatedShaderModule(this.device, { code: UNDERWATER_FOG_SHADER, label: "UnderwaterFogPass" });
113
+
114
+ this.uniformBuffer = this.device.createBuffer({
115
+ size: 32,
116
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
117
+ });
118
+ this._uniformBuf = new Float32Array(Uniforms.floatCount);
119
+ this._uniformView = Uniforms.view(this._uniformBuf);
120
+
121
+ this.pipeline = this.device.createRenderPipeline({
122
+ layout: "auto",
123
+ vertex: {
124
+ module: this.shaderModule,
125
+ entryPoint: "vs_main",
126
+ },
127
+ fragment: {
128
+ module: this.shaderModule,
129
+ entryPoint: "fs_main",
130
+ targets: [{
131
+ format: this.surfaceFormat,
132
+ blend: {
133
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
134
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
135
+ },
136
+ }],
137
+ },
138
+ primitive: { topology: "triangle-list" },
139
+ multisample: { count: this.msaaSampleCount },
140
+ depthStencil: {
141
+ format: "depth32float",
142
+ depthWriteEnabled: false,
143
+ depthCompare: "always",
144
+ },
145
+ });
146
+
147
+ this.bindGroup = this.device.createBindGroup({
148
+ layout: this.pipeline.getBindGroupLayout(0),
149
+ entries: [{ binding: 0, resource: { buffer: this.uniformBuffer } }],
150
+ });
151
+ }
152
+
153
+ setDepth(depth: number, time: number): void {
154
+ this.depth = depth;
155
+ this.time = time;
156
+ if (!this.uniformBuffer) return;
157
+ const view = this._uniformView!;
158
+ view.set("depth", depth);
159
+ view.set("time", time);
160
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, this._uniformBuf! as unknown as BufferSource);
161
+ }
162
+
163
+ setup(builder: FrameGraphBuilder): void {
164
+ if (this.surfaceHandle) builder.colorAttachment({ handle: this.surfaceHandle, loadOp: "load", storeOp: "store" });
165
+ }
166
+
167
+ execute(ctx: GraphRenderContext): void {
168
+ if (!this.pipeline || !this.bindGroup || !ctx.pass) return;
169
+
170
+ const tracked = ctx.pass;
171
+ tracked.setPipeline(this.pipeline);
172
+ tracked.setBindGroup(0, this.bindGroup);
173
+ tracked.draw(3);
174
+ }
175
+
176
+ destroy(): void {
177
+ this.uniformBuffer?.destroy();
178
+ this.uniformBuffer = null;
179
+ this.pipeline = null;
180
+ this.shaderModule = null;
181
+ this.bindGroup = null;
182
+ this._uniformView = null;
183
+ this._uniformBuf = null;
184
+ }
185
+ }
@@ -0,0 +1,79 @@
1
+ export interface VideoTextureConfig {
2
+ video: HTMLVideoElement | null;
3
+ device: GPUDevice | null;
4
+ format: GPUTextureFormat;
5
+ maxResolution: number;
6
+ autoplay: boolean;
7
+ loop: boolean;
8
+ muted: boolean;
9
+ }
10
+
11
+ export class VideoTextureSource {
12
+ private config: VideoTextureConfig;
13
+ private texture: GPUTexture | null = null;
14
+ private view: GPUTextureView | null = null;
15
+ private lastVideoTime: number = -1;
16
+
17
+ constructor(config: Partial<VideoTextureConfig> & { device: GPUDevice }) {
18
+ this.config = {
19
+ video: null,
20
+ format: "rgba8unorm",
21
+ maxResolution: 1920,
22
+ autoplay: true,
23
+ loop: true,
24
+ muted: true,
25
+ ...config,
26
+ };
27
+ }
28
+
29
+ setVideo(video: HTMLVideoElement): void {
30
+ this.config.video = video;
31
+ video.autoplay = this.config.autoplay;
32
+ video.loop = this.config.loop;
33
+ video.muted = this.config.muted;
34
+ }
35
+
36
+ update(): boolean {
37
+ if (!this.config.video || !this.config.device) return false;
38
+ const video = this.config.video;
39
+ if (video.readyState < 2) return false;
40
+ if (video.currentTime === this.lastVideoTime) return false;
41
+ this.lastVideoTime = video.currentTime;
42
+
43
+ const width = Math.min(video.videoWidth, this.config.maxResolution);
44
+ const height = Math.min(video.videoHeight, this.config.maxResolution);
45
+
46
+ if (!this.texture || this.texture.width !== width || this.texture.height !== height) {
47
+ this.texture?.destroy();
48
+ this.texture = this.config.device.createTexture({
49
+ label: "video-texture",
50
+ size: [width, height],
51
+ format: this.config.format,
52
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
53
+ });
54
+ this.view = this.texture.createView();
55
+ }
56
+
57
+ this.config.device.queue.copyExternalImageToTexture(
58
+ { source: video },
59
+ { texture: this.texture },
60
+ [width, height],
61
+ );
62
+
63
+ return true;
64
+ }
65
+
66
+ getTextureView(): GPUTextureView | null {
67
+ return this.view;
68
+ }
69
+
70
+ getTexture(): GPUTexture | null {
71
+ return this.texture;
72
+ }
73
+
74
+ destroy(): void {
75
+ this.texture?.destroy();
76
+ this.texture = null;
77
+ this.view = null;
78
+ }
79
+ }