@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 +1,135 @@
1
+ export const CSM_SHADER_CHUNK = /* wgsl */ `
2
+ const MAX_CASCADES = 4u;
3
+
4
+ struct CSMUniforms {
5
+ cascades: array<mat4x4<f32>, MAX_CASCADES>,
6
+ cascadeSplits: vec4<f32>,
7
+ lightDir: vec4<f32>,
8
+ cascadeCount: vec4<f32>,
9
+ };
10
+
11
+ @group(0) @binding(11) var<uniform> csmUniforms: CSMUniforms;
12
+ @group(0) @binding(12) var csmShadowMap: texture_depth_2d_array;
13
+ @group(0) @binding(13) var csmSampler: sampler_comparison;
14
+
15
+ fn selectCascade(viewDepth: f32) -> u32 {
16
+ let count = u32(csmUniforms.cascadeCount.x);
17
+ for (var i = 0u; i < MAX_CASCADES; i++) {
18
+ if (i >= count) { break; }
19
+ if (viewDepth <= csmUniforms.cascadeSplits[i]) {
20
+ return i;
21
+ }
22
+ }
23
+ return count - 1u;
24
+ }
25
+
26
+ fn csmShadowFactor(worldPos: vec3<f32>, viewDepth: f32, N: vec3<f32>) -> f32 {
27
+ let cascadeIdx = selectCascade(viewDepth);
28
+ let lightViewProj = csmUniforms.cascades[cascadeIdx];
29
+ let shadowCoord = lightViewProj * vec4<f32>(worldPos, 1.0);
30
+ let shadowUV = shadowCoord.xy / shadowCoord.w * 0.5 + 0.5;
31
+ let shadowDepth = shadowCoord.z / shadowCoord.w;
32
+
33
+ if (shadowUV.x < 0.0 || shadowUV.x > 1.0 || shadowUV.y < 0.0 || shadowUV.y > 1.0) {
34
+ return 1.0;
35
+ }
36
+
37
+ let bias = csmUniforms.cascadeCount.y;
38
+ let normalBias = csmUniforms.cascadeCount.z;
39
+ let lightDir = normalize(csmUniforms.lightDir.xyz);
40
+ let slopeScale = clamp(1.0 - dot(N, lightDir), 0.0, 1.0);
41
+ let adjustedBias = bias + normalBias * slopeScale;
42
+
43
+ // 3x3 PCF
44
+ var shadow = 0.0;
45
+ let texelSize = 1.0 / f32(textureDimensions(csmShadowMap, 0).x);
46
+ for (var y = -1; y <= 1; y++) {
47
+ for (var x = -1; x <= 1; x++) {
48
+ let offset = vec2<f32>(f32(x), f32(y)) * texelSize;
49
+ shadow += textureSampleCompareLevel(
50
+ csmShadowMap, csmSampler,
51
+ shadowUV + offset, cascadeIdx,
52
+ shadowDepth - adjustedBias,
53
+ );
54
+ }
55
+ }
56
+ shadow = shadow / 9.0;
57
+
58
+ // Cascade blend
59
+ let blendDist = csmUniforms.cascadeCount.w;
60
+ let cascadeFar = csmUniforms.cascadeSplits[cascadeIdx];
61
+ let distToEdge = cascadeFar - viewDepth;
62
+ if (distToEdge < blendDist && cascadeIdx < count - 1u) {
63
+ let blendFactor = distToEdge / blendDist;
64
+ let nextIdx = cascadeIdx + 1u;
65
+ let nextVP = csmUniforms.cascades[nextIdx];
66
+ let nextCoord = nextVP * vec4<f32>(worldPos, 1.0);
67
+ let nextUV = nextCoord.xy / nextCoord.w * 0.5 + 0.5;
68
+ let nextDepth = nextCoord.z / nextCoord.w;
69
+ if (nextUV.x >= 0.0 && nextUV.x <= 1.0 && nextUV.y >= 0.0 && nextUV.y <= 1.0) {
70
+ var nextShadow = 0.0;
71
+ for (var y2 = -1; y2 <= 1; y2++) {
72
+ for (var x2 = -1; x2 <= 1; x2++) {
73
+ let offset2 = vec2<f32>(f32(x2), f32(y2)) * texelSize;
74
+ nextShadow += textureSampleCompareLevel(
75
+ csmShadowMap, csmSampler,
76
+ nextUV + offset2, nextIdx,
77
+ nextDepth - adjustedBias,
78
+ );
79
+ }
80
+ }
81
+ nextShadow = nextShadow / 9.0;
82
+ shadow = mix(nextShadow, shadow, blendFactor);
83
+ }
84
+ }
85
+
86
+ return shadow;
87
+ }
88
+ `;
89
+
90
+ export const POINT_SHADOW_SHADER_CHUNK = /* wgsl */ `
91
+ const MAX_POINT_LIGHT_SHADOWS = 4u;
92
+
93
+ @group(0) @binding(14) var pointShadowMaps: array<texture_depth_cube, MAX_POINT_LIGHT_SHADOWS>;
94
+ @group(0) @binding(15) var pointShadowSampler: sampler_comparison;
95
+
96
+ fn pointLightShadow(worldPos: vec3<f32>, lightPos: vec3<f32>, lightIndex: u32, farPlane: f32) -> f32 {
97
+ let toLight = worldPos - lightPos;
98
+ let dist = length(toLight);
99
+ let dir = toLight / max(dist, 0.001);
100
+ let normalizedDepth = dist / farPlane;
101
+ let bias = 0.01;
102
+ return textureSampleCompareLevel(
103
+ pointShadowMaps[lightIndex], pointShadowSampler,
104
+ dir, normalizedDepth - bias,
105
+ );
106
+ }
107
+ `;
108
+
109
+ export const SPOT_SHADOW_SHADER_CHUNK = /* wgsl */ `
110
+ const MAX_SPOT_LIGHT_SHADOWS = 4u;
111
+
112
+ struct SpotShadowData {
113
+ viewProjs: array<mat4x4<f32>, MAX_SPOT_LIGHT_SHADOWS>,
114
+ };
115
+
116
+ @group(0) @binding(16) var<uniform> spotShadowData: SpotShadowData;
117
+ @group(0) @binding(17) var spotShadowMaps: texture_depth_2d_array;
118
+ @group(0) @binding(18) var spotShadowSampler: sampler_comparison;
119
+
120
+ fn spotLightShadow(worldPos: vec3<f32>, lightIndex: u32) -> f32 {
121
+ let vp = spotShadowData.viewProjs[lightIndex];
122
+ let shadowCoord = vp * vec4<f32>(worldPos, 1.0);
123
+ let shadowUV = shadowCoord.xy / shadowCoord.w * 0.5 + 0.5;
124
+ let shadowDepth = shadowCoord.z / shadowCoord.w;
125
+ if (shadowUV.x < 0.0 || shadowUV.x > 1.0 || shadowUV.y < 0.0 || shadowUV.y > 1.0) {
126
+ return 1.0;
127
+ }
128
+ let bias = 0.001;
129
+ return textureSampleCompareLevel(
130
+ spotShadowMaps, spotShadowSampler,
131
+ shadowUV, lightIndex,
132
+ shadowDepth - bias,
133
+ );
134
+ }
135
+ `;
@@ -0,0 +1,146 @@
1
+ import { mat4 } from "wgpu-matrix";
2
+ import { createValidatedShaderModule } from "./shader-validator";
3
+
4
+ const SKYBOX_SHADER = /* wgsl */ `
5
+ struct CameraUniforms {
6
+ viewProj: mat4x4<f32>,
7
+ invViewProj: mat4x4<f32>,
8
+ position: vec4<f32>,
9
+ };
10
+
11
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
12
+ @group(0) @binding(1) var envMap: texture_cube<f32>;
13
+ @group(0) @binding(2) var envSampler: sampler;
14
+
15
+ struct VertexOutput {
16
+ @builtin(position) clipPosition: vec4<f32>,
17
+ @location(0) direction: vec3<f32>,
18
+ };
19
+
20
+ @vertex
21
+ fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
22
+ // Full-screen triangle
23
+ var positions = array<vec2<f32>, 3>(
24
+ vec2<f32>(-1.0, -1.0),
25
+ vec2<f32>( 3.0, -1.0),
26
+ vec2<f32>(-1.0, 3.0),
27
+ );
28
+
29
+ let pos = positions[vid];
30
+ var output: VertexOutput;
31
+ output.clipPosition = vec4<f32>(pos, 1.0, 1.0);
32
+ // Reconstruct direction from clip position using inverse view-proj
33
+ let farPoint = camera.invViewProj * vec4<f32>(pos, 1.0, 1.0);
34
+ let nearPoint = camera.invViewProj * vec4<f32>(pos, -1.0, 1.0);
35
+ let dir = normalize(farPoint.xyz / farPoint.w - nearPoint.xyz / nearPoint.w);
36
+ output.direction = dir;
37
+ return output;
38
+ }
39
+
40
+ @fragment
41
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
42
+ let color = textureSample(envMap, envSampler, normalize(input.direction));
43
+ return vec4<f32>(color.rgb, 1.0);
44
+ }
45
+ `;
46
+
47
+ export interface SkyboxOptions {
48
+ format?: GPUTextureFormat;
49
+ depthFormat?: GPUTextureFormat;
50
+ }
51
+
52
+ export class SkyboxRenderer {
53
+ private device: GPUDevice;
54
+ private pipeline: GPURenderPipeline | null = null;
55
+ private bindGroupLayout: GPUBindGroupLayout | null = null;
56
+ private cameraBuffer: GPUBuffer | null = null;
57
+ private sampler: GPUSampler;
58
+ private format: GPUTextureFormat;
59
+ private depthFormat: GPUTextureFormat;
60
+
61
+ constructor(device: GPUDevice, options?: SkyboxOptions) {
62
+ this.device = device;
63
+ this.format = options?.format ?? "bgra8unorm";
64
+ this.depthFormat = options?.depthFormat ?? "depth32float";
65
+ this.sampler = device.createSampler({
66
+ magFilter: "linear",
67
+ minFilter: "linear",
68
+ mipmapFilter: "linear",
69
+ addressModeU: "clamp-to-edge",
70
+ addressModeV: "clamp-to-edge",
71
+ });
72
+ }
73
+
74
+ private ensurePipeline(): void {
75
+ if (this.pipeline) return;
76
+
77
+ this.bindGroupLayout = this.device.createBindGroupLayout({
78
+ entries: [
79
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
80
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
81
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
82
+ ],
83
+ });
84
+
85
+ const shaderModule = createValidatedShaderModule(this.device, { code: SKYBOX_SHADER, label: "SkyboxPass" });
86
+
87
+ this.pipeline = this.device.createRenderPipeline({
88
+ layout: this.device.createPipelineLayout({ bindGroupLayouts: [this.bindGroupLayout] }),
89
+ vertex: { module: shaderModule, entryPoint: "vs_main" },
90
+ fragment: {
91
+ module: shaderModule,
92
+ entryPoint: "fs_main",
93
+ targets: [{ format: this.format }],
94
+ },
95
+ primitive: { topology: "triangle-list" },
96
+ depthStencil: {
97
+ format: this.depthFormat,
98
+ depthWriteEnabled: false,
99
+ depthCompare: "less-equal",
100
+ },
101
+ });
102
+
103
+ this.cameraBuffer = this.device.createBuffer({
104
+ size: 144, // mat4x4 (64) + mat4x4 (64) + vec4 (16)
105
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
106
+ });
107
+ }
108
+
109
+ render(
110
+ passEncoder: GPURenderPassEncoder,
111
+ cubemap: GPUTexture,
112
+ viewProj: Float32Array,
113
+ cameraPos: [number, number, number],
114
+ ): void {
115
+ this.ensurePipeline();
116
+
117
+ // Update camera buffer
118
+ const camData = new Float32Array(36);
119
+ camData.set(viewProj, 0);
120
+ camData.set(mat4.invert(viewProj) as Float32Array, 16);
121
+ camData[32] = cameraPos[0];
122
+ camData[33] = cameraPos[1];
123
+ camData[34] = cameraPos[2];
124
+ camData[35] = 0;
125
+ this.device.queue.writeBuffer(this.cameraBuffer!, 0, camData);
126
+
127
+ const cubemapView = cubemap.createView({ dimension: "cube" });
128
+
129
+ const bindGroup = this.device.createBindGroup({
130
+ layout: this.bindGroupLayout!,
131
+ entries: [
132
+ { binding: 0, resource: { buffer: this.cameraBuffer! } },
133
+ { binding: 1, resource: cubemapView },
134
+ { binding: 2, resource: this.sampler },
135
+ ],
136
+ });
137
+
138
+ passEncoder.setPipeline(this.pipeline!);
139
+ passEncoder.setBindGroup(0, bindGroup);
140
+ passEncoder.draw(3, 1, 0, 0);
141
+ }
142
+
143
+ destroy(): void {
144
+ this.cameraBuffer?.destroy();
145
+ }
146
+ }
@@ -0,0 +1,85 @@
1
+ // ============================================================================
2
+ // Split-Screen Layout — viewport computation for 1-4 players
3
+ // ============================================================================
4
+
5
+ export type SplitscreenLayoutType =
6
+ | "1p"
7
+ | "2p-horizontal"
8
+ | "2p-vertical"
9
+ | "3p-top-wide"
10
+ | "3p-bottom-wide"
11
+ | "4p-corners";
12
+
13
+ export interface ViewportSlot {
14
+ index: number;
15
+ x: number;
16
+ y: number;
17
+ width: number;
18
+ height: number;
19
+ }
20
+
21
+ export function computeViewports(layout: SplitscreenLayoutType, screenW: number, screenH: number): ViewportSlot[] {
22
+ switch (layout) {
23
+ case "1p":
24
+ return [{ index: 0, x: 0, y: 0, width: screenW, height: screenH }];
25
+
26
+ case "2p-horizontal":
27
+ return [
28
+ { index: 0, x: 0, y: 0, width: screenW / 2, height: screenH },
29
+ { index: 1, x: screenW / 2, y: 0, width: screenW / 2, height: screenH },
30
+ ];
31
+
32
+ case "2p-vertical":
33
+ return [
34
+ { index: 0, x: 0, y: 0, width: screenW, height: screenH / 2 },
35
+ { index: 1, x: 0, y: screenH / 2, width: screenW, height: screenH / 2 },
36
+ ];
37
+
38
+ case "3p-top-wide":
39
+ return [
40
+ { index: 0, x: 0, y: 0, width: screenW, height: screenH / 2 },
41
+ { index: 1, x: 0, y: screenH / 2, width: screenW / 2, height: screenH / 2 },
42
+ { index: 2, x: screenW / 2, y: screenH / 2, width: screenW / 2, height: screenH / 2 },
43
+ ];
44
+
45
+ case "3p-bottom-wide":
46
+ return [
47
+ { index: 0, x: 0, y: 0, width: screenW / 2, height: screenH / 2 },
48
+ { index: 1, x: screenW / 2, y: 0, width: screenW / 2, height: screenH / 2 },
49
+ { index: 2, x: 0, y: screenH / 2, width: screenW, height: screenH / 2 },
50
+ ];
51
+
52
+ case "4p-corners":
53
+ return [
54
+ { index: 0, x: 0, y: 0, width: screenW / 2, height: screenH / 2 },
55
+ { index: 1, x: screenW / 2, y: 0, width: screenW / 2, height: screenH / 2 },
56
+ { index: 2, x: 0, y: screenH / 2, width: screenW / 2, height: screenH / 2 },
57
+ { index: 3, x: screenW / 2, y: screenH / 2, width: screenW / 2, height: screenH / 2 },
58
+ ];
59
+
60
+ default:
61
+ return [{ index: 0, x: 0, y: 0, width: screenW, height: screenH }];
62
+ }
63
+ }
64
+
65
+ export function getLayoutForPlayerCount(count: number): SplitscreenLayoutType {
66
+ switch (count) {
67
+ case 1: return "1p";
68
+ case 2: return "2p-horizontal";
69
+ case 3: return "3p-top-wide";
70
+ case 4: return "4p-corners";
71
+ default: return "1p";
72
+ }
73
+ }
74
+
75
+ export function getPlayerCountForLayout(layout: SplitscreenLayoutType): number {
76
+ switch (layout) {
77
+ case "1p": return 1;
78
+ case "2p-horizontal":
79
+ case "2p-vertical": return 2;
80
+ case "3p-top-wide":
81
+ case "3p-bottom-wide": return 3;
82
+ case "4p-corners": return 4;
83
+ default: return 1;
84
+ }
85
+ }
@@ -0,0 +1,78 @@
1
+ import { createLogger } from "../util/logger";
2
+
3
+ const log = createLogger();
4
+
5
+ export interface SurfaceConfig {
6
+ format: GPUTextureFormat;
7
+ width: number;
8
+ height: number;
9
+ usage: GPUTextureUsageFlags;
10
+ alphaMode: GPUCanvasAlphaMode;
11
+ viewFormats: GPUTextureFormat[];
12
+ }
13
+
14
+ export class SurfaceManager {
15
+ private device: GPUDevice;
16
+ private context: GPUCanvasContext | null = null;
17
+ private config: SurfaceConfig | null = null;
18
+ private canvas: HTMLCanvasElement | OffscreenCanvas | null = null;
19
+
20
+ constructor(device: GPUDevice) {
21
+ this.device = device;
22
+ }
23
+
24
+ configure(canvas: HTMLCanvasElement | OffscreenCanvas, config: Partial<SurfaceConfig> = {}): void {
25
+ this.canvas = canvas;
26
+ this.context = canvas.getContext("webgpu") as GPUCanvasContext;
27
+ if (!this.context) {
28
+ log.error("DownDraft", "Failed to get WebGPU context from canvas");
29
+ return;
30
+ }
31
+
32
+ const format = config.format ?? (navigator.gpu ? navigator.gpu.getPreferredCanvasFormat() : "bgra8unorm");
33
+ this.config = {
34
+ format,
35
+ width: config.width ?? canvas.width,
36
+ height: config.height ?? canvas.height,
37
+ usage: config.usage ?? GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
38
+ alphaMode: config.alphaMode ?? "opaque",
39
+ viewFormats: config.viewFormats ?? [],
40
+ };
41
+
42
+ this.context.configure({
43
+ device: this.device,
44
+ format: this.config.format,
45
+ usage: this.config.usage,
46
+ alphaMode: this.config.alphaMode,
47
+ viewFormats: this.config.viewFormats,
48
+ });
49
+ }
50
+
51
+ getCurrentTexture(): GPUTexture | null {
52
+ if (!this.context) return null;
53
+ return this.context.getCurrentTexture();
54
+ }
55
+
56
+ reconfigure(width: number, height: number): void {
57
+ if (!this.context || !this.config || !this.canvas) return;
58
+ this.config.width = width;
59
+ this.config.height = height;
60
+ if (this.canvas.width !== width) this.canvas.width = width;
61
+ if (this.canvas.height !== height) this.canvas.height = height;
62
+ this.context.configure({
63
+ device: this.device,
64
+ format: this.config.format,
65
+ usage: this.config.usage,
66
+ alphaMode: this.config.alphaMode,
67
+ viewFormats: this.config.viewFormats,
68
+ });
69
+ }
70
+
71
+ getFormat(): GPUTextureFormat | null {
72
+ return this.config?.format ?? null;
73
+ }
74
+
75
+ getConfig(): SurfaceConfig | null {
76
+ return this.config;
77
+ }
78
+ }
@@ -0,0 +1,180 @@
1
+ export enum ToneMappingOperator {
2
+ None = "none",
3
+ ACES = "aces",
4
+ ACESFilmic = "aces-filmic",
5
+ Reinhard = "reinhard",
6
+ Reinhard2 = "reinhard2",
7
+ Uncharted2 = "uncharted2",
8
+ Filmic = "filmic",
9
+ AgX = "agx",
10
+ Uchimura = "uchimura",
11
+ }
12
+
13
+ export interface ToneMappingSettings {
14
+ operator: ToneMappingOperator;
15
+ exposure: number;
16
+ gamma: number;
17
+ whitePoint: number;
18
+ }
19
+
20
+ export const DEFAULT_TONE_MAPPING_SETTINGS: ToneMappingSettings = {
21
+ operator: ToneMappingOperator.ACES,
22
+ exposure: 1.0,
23
+ gamma: 2.2,
24
+ whitePoint: 11.2,
25
+ };
26
+
27
+ export const TONE_MAPPING_SHADER_CHUNK = /* wgsl */ `
28
+ enum ToneMappingOp {
29
+ None = 0,
30
+ ACES = 1,
31
+ ACESFilmic = 2,
32
+ Reinhard = 3,
33
+ Reinhard2 = 4,
34
+ Uncharted2 = 5,
35
+ Filmic = 6,
36
+ AgX = 7,
37
+ Uchimura = 8,
38
+ };
39
+
40
+ struct ToneMappingUniforms {
41
+ operator: u32,
42
+ exposure: f32,
43
+ gamma: f32,
44
+ whitePoint: f32,
45
+ };
46
+
47
+ fn tonemapNone(color: vec3<f32>) -> vec3<f32> {
48
+ return clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));
49
+ }
50
+
51
+ fn tonemapACES(color: vec3<f32>) -> vec3<f32> {
52
+ let a = 2.51; let b = 0.03; let c = 2.43; let d = 0.59; let e = 0.14;
53
+ return clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));
54
+ }
55
+
56
+ fn tonemapACESFilmic(color: vec3<f32>) -> vec3<f32> {
57
+ let a = 0.15; let b = 0.50; let c = 0.10; let d = 0.20; let e = 0.02; let f = 0.30;
58
+ return (color * (color * a + b * c + d * e)) / (color * (color * a + b) + d * f) - e / f;
59
+ }
60
+
61
+ fn tonemapReinhard(color: vec3<f32>) -> vec3<f32> {
62
+ return color / (color + 1.0);
63
+ }
64
+
65
+ fn tonemapReinhard2(color: vec3<f32>, whitePoint: f32) -> vec3<f32> {
66
+ let lum = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
67
+ let tonemappedLum = lum * (1.0 + lum / (whitePoint * whitePoint)) / (1.0 + lum);
68
+ return color * (tonemappedLum / max(lum, 0.001));
69
+ }
70
+
71
+ fn tonemapUncharted2(color: vec3<f32>, whitePoint: f32) -> vec3<f32> {
72
+ let A = 0.15; let B = 0.50; let C = 0.10; let D = 0.20; let E = 0.02; let F = 0.30;
73
+ fn curve(x: vec3<f32>) -> vec3<f32> {
74
+ return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
75
+ }
76
+ return curve(color) / curve(vec3<f32>(whitePoint));
77
+ }
78
+
79
+ fn tonemapFilmic(color: vec3<f32>) -> vec3<f32> {
80
+ let X = max(color.r - 0.0024, 0.0);
81
+ let Y = max(color.g - 0.0024, 0.0);
82
+ let Z = max(color.b - 0.0024, 0.0);
83
+ let r = (X * (6.2 * X + 0.5)) / (X * (6.2 * X + 1.7) + 0.06);
84
+ let g = (Y * (6.2 * Y + 0.5)) / (Y * (6.2 * Y + 1.7) + 0.06);
85
+ let b = (Z * (6.2 * Z + 0.5)) / (Z * (6.2 * Z + 1.7) + 0.06);
86
+ return vec3<f32>(r, g, b);
87
+ }
88
+
89
+ fn tonemapAgX(color: vec3<f32>) -> vec3<f32> {
90
+ let MinEv = -12.47393;
91
+ let MaxEv = 4.026069;
92
+ let x = clamp(log2(color.r), MinEv, MaxEv);
93
+ let y = clamp(log2(color.g), MinEv, MaxEv);
94
+ let z = clamp(log2(color.b), MinEv, MaxEv);
95
+ let r = (x - MinEv) / (MaxEv - MinEv);
96
+ let g = (y - MinEv) / (MaxEv - MinEv);
97
+ let b = (z - MinEv) / (MaxEv - MinEv);
98
+ let r2 = pow(r, 2.2);
99
+ let g2 = pow(g, 2.2);
100
+ let b2 = pow(b, 2.2);
101
+ return vec3<f32>(r2, g2, b2);
102
+ }
103
+
104
+ fn tonemapUchimura(color: vec3<f32>) -> vec3<f32> {
105
+ let P = 1.0; let a = 5.0; let m = 0.22; let l = 0.4; let c = 1.633; let b = 0.63;
106
+ fn uchimuraCurve(x: f32) -> f32 {
107
+ let l0 = ((P - m) * l) / a;
108
+ let L0 = m - m / a;
109
+ let L1 = m + (1.0 - m) / a;
110
+ let L2 = m + (1.0 - m) / a + (c + b) / c;
111
+ let s = (1.0 + c) * a / (P - m);
112
+ let S0 = m + l0;
113
+ let S1 = m + a * l0;
114
+ let S2 = m + a * (l0 + c / a);
115
+ let C2 = (a * P) / (P - S1);
116
+ let C1 = 1.0 + C2 * (S1 - S0);
117
+ let C0 = 1.0 + C2 * (S0 - 0.0);
118
+ if (x < S0) { return C0 * x; }
119
+ if (x < S1) { return C1 * x - C2 * S0; }
120
+ if (x < S2) { return a * x + b; }
121
+ return C2 * x - C2 * S2;
122
+ }
123
+ return vec3<f32>(
124
+ uchimuraCurve(color.r),
125
+ uchimuraCurve(color.g),
126
+ uchimuraCurve(color.b),
127
+ );
128
+ }
129
+
130
+ fn applyToneMapping(color: vec3<f32>, op: u32, exposure: f32, whitePoint: f32) -> vec3<f32> {
131
+ let exposed = color * exposure;
132
+ switch (op) {
133
+ case 0u: { return tonemapNone(exposed); }
134
+ case 1u: { return tonemapACES(exposed); }
135
+ case 2u: { return tonemapACESFilmic(exposed); }
136
+ case 3u: { return tonemapReinhard(exposed); }
137
+ case 4u: { return tonemapReinhard2(exposed, whitePoint); }
138
+ case 5u: { return tonemapUncharted2(exposed, whitePoint); }
139
+ case 6u: { return tonemapFilmic(exposed); }
140
+ case 7u: { return tonemapAgX(exposed); }
141
+ case 8u: { return tonemapUchimura(exposed); }
142
+ default: { return tonemapACES(exposed); }
143
+ }
144
+ }
145
+
146
+ fn linearToSRGB(color: vec3<f32>) -> vec3<f32> {
147
+ return select(
148
+ color * 12.92,
149
+ pow(color, vec3<f32>(1.0 / 2.4)) * 1.055 - 0.055,
150
+ color >= vec3<f32>(0.0031308),
151
+ );
152
+ }
153
+
154
+ fn srgbToLinear(color: vec3<f32>) -> vec3<f32> {
155
+ return select(
156
+ color / 12.92,
157
+ pow((color + 0.055) / 1.055, vec3<f32>(2.4)),
158
+ color >= vec3<f32>(0.04045),
159
+ );
160
+ }
161
+
162
+ fn linearToDisplayP3(color: vec3<f32>) -> vec3<f32> {
163
+ return linearToSRGB(color);
164
+ }
165
+ `;
166
+
167
+ export function getToneMappingOperatorIndex(op: ToneMappingOperator): number {
168
+ const map: Record<ToneMappingOperator, number> = {
169
+ [ToneMappingOperator.None]: 0,
170
+ [ToneMappingOperator.ACES]: 1,
171
+ [ToneMappingOperator.ACESFilmic]: 2,
172
+ [ToneMappingOperator.Reinhard]: 3,
173
+ [ToneMappingOperator.Reinhard2]: 4,
174
+ [ToneMappingOperator.Uncharted2]: 5,
175
+ [ToneMappingOperator.Filmic]: 6,
176
+ [ToneMappingOperator.AgX]: 7,
177
+ [ToneMappingOperator.Uchimura]: 8,
178
+ };
179
+ return map[op] ?? 1;
180
+ }