@downdraft/engine 0.0.0 → 0.1.1

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 (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,161 @@
1
+ // ============================================================================
2
+ // Water SAB Channel — SharedArrayBuffer protocol for water heightfield data
3
+ // Uses defineChannel framework for zero-copy sim→renderer transfer.
4
+ // ============================================================================
5
+
6
+ import { defineChannel } from "@downdraft/engine/sab/define";
7
+
8
+ export const WaterChannel = defineChannel({
9
+ name: "game-water",
10
+ magic: 0x57415452,
11
+ version: 1,
12
+ mode: "grid",
13
+ header: {
14
+ size: 64,
15
+ fields: {
16
+ gridSize: { type: "u32" },
17
+ patchSize: { type: "u32" },
18
+ originX: { type: "i32" },
19
+ originZ: { type: "i32" },
20
+ },
21
+ },
22
+ grid: {
23
+ size: 256,
24
+ layers: {
25
+ heights: { type: "f32", components: 1 },
26
+ normals: { type: "f32", components: 3 },
27
+ flow: { type: "f32", components: 2 },
28
+ },
29
+ },
30
+ });
31
+
32
+ export const WATER_MAGIC_SAB = 0x57415452;
33
+ export const WATER_VERSION_SAB = 1;
34
+ export const WATER_GRID_SAB = 256;
35
+ export const WATER_HEIGHT_OFFSET_SAB = 64;
36
+ export const WATER_NORMAL_OFFSET_SAB = WATER_HEIGHT_OFFSET_SAB + WATER_GRID_SAB * WATER_GRID_SAB * 4;
37
+ export const WATER_FLOW_OFFSET_SAB = WATER_NORMAL_OFFSET_SAB + WATER_GRID_SAB * WATER_GRID_SAB * 12;
38
+
39
+ // Header field offsets (u32 indices within header, after reserved magic/version/sequence)
40
+ export const WATER_HDR_SAB = {
41
+ MAGIC: 0,
42
+ VERSION: 1,
43
+ GRID_SIZE: 3,
44
+ PATCH_SIZE: 4,
45
+ SEQUENCE: 2,
46
+ ORIGIN_X: 5,
47
+ ORIGIN_Z: 6,
48
+ } as const;
49
+
50
+ export class WaterBufferWriter {
51
+ private writer: ReturnType<typeof WaterChannel.writer>;
52
+ heights: Float32Array;
53
+ normals: Float32Array;
54
+ flow: Float32Array;
55
+
56
+ constructor(sab: SharedArrayBuffer) {
57
+ this.writer = WaterChannel.writer(sab);
58
+ this.heights = this.writer.layers.heights as Float32Array;
59
+ this.normals = this.writer.layers.normals as Float32Array;
60
+ this.flow = this.writer.layers.flow as Float32Array;
61
+ }
62
+
63
+ init(patchSize: number) {
64
+ const w = this.writer;
65
+ const h = WaterChannel.offsets.header;
66
+ w.header.u32[h.gridSize] = WATER_GRID_SAB;
67
+ w.header.u32[h.patchSize] = patchSize;
68
+ w.header.i32[h.originX] = 0;
69
+ w.header.i32[h.originZ] = 0;
70
+ }
71
+
72
+ getPatchSize(): number { return this.writer.header.u32[WaterChannel.offsets.header.patchSize]; }
73
+
74
+ getOrigin(): { x: number; z: number } {
75
+ return {
76
+ x: this.writer.header.i32[WaterChannel.offsets.header.originX],
77
+ z: this.writer.header.i32[WaterChannel.offsets.header.originZ],
78
+ };
79
+ }
80
+
81
+ setOrigin(x: number, z: number) {
82
+ this.writer.header.i32[WaterChannel.offsets.header.originX] = x;
83
+ this.writer.header.i32[WaterChannel.offsets.header.originZ] = z;
84
+ }
85
+
86
+ incrementSequence() {
87
+ this.writer.bumpSequence();
88
+ }
89
+
90
+ setHeight(gx: number, gz: number, h: number) {
91
+ this.heights[gz * WATER_GRID_SAB + gx] = h;
92
+ }
93
+
94
+ getHeight(gx: number, gz: number): number {
95
+ return this.heights[gz * WATER_GRID_SAB + gx];
96
+ }
97
+
98
+ sampleHeight(gx: number, gz: number): number {
99
+ const x0 = Math.floor(gx);
100
+ const z0 = Math.floor(gz);
101
+ const x1 = Math.min(x0 + 1, WATER_GRID_SAB - 1);
102
+ const z1 = Math.min(z0 + 1, WATER_GRID_SAB - 1);
103
+ const fx = gx - x0;
104
+ const fz = gz - z0;
105
+
106
+ const h00 = this.heights[z0 * WATER_GRID_SAB + x0];
107
+ const h10 = this.heights[z0 * WATER_GRID_SAB + x1];
108
+ const h01 = this.heights[z1 * WATER_GRID_SAB + x0];
109
+ const h11 = this.heights[z1 * WATER_GRID_SAB + x1];
110
+
111
+ const h0 = h00 * (1 - fx) + h10 * fx;
112
+ const h1 = h01 * (1 - fx) + h11 * fx;
113
+ return h0 * (1 - fz) + h1 * fz;
114
+ }
115
+ }
116
+
117
+ export class WaterBufferReader {
118
+ private reader: ReturnType<typeof WaterChannel.reader>;
119
+ heights: Float32Array;
120
+ normals: Float32Array;
121
+ flow: Float32Array;
122
+
123
+ constructor(sab: SharedArrayBuffer) {
124
+ this.reader = WaterChannel.reader(sab);
125
+ this.heights = this.reader.layers.heights as Float32Array;
126
+ this.normals = this.reader.layers.normals as Float32Array;
127
+ this.flow = this.reader.layers.flow as Float32Array;
128
+ }
129
+
130
+ isValid(): boolean {
131
+ return this.reader.isValid();
132
+ }
133
+
134
+ getSequence(): number { return this.reader.getSequence(); }
135
+ getGridSize(): number { return this.reader.header.u32[WaterChannel.offsets.header.gridSize]; }
136
+ getPatchSize(): number { return this.reader.header.u32[WaterChannel.offsets.header.patchSize]; }
137
+ getOrigin(): { x: number; z: number } {
138
+ return {
139
+ x: this.reader.header.i32[WaterChannel.offsets.header.originX],
140
+ z: this.reader.header.i32[WaterChannel.offsets.header.originZ],
141
+ };
142
+ }
143
+
144
+ sampleHeight(gx: number, gz: number): number {
145
+ const x0 = Math.floor(gx);
146
+ const z0 = Math.floor(gz);
147
+ const x1 = Math.min(x0 + 1, WATER_GRID_SAB - 1);
148
+ const z1 = Math.min(z0 + 1, WATER_GRID_SAB - 1);
149
+ const fx = gx - x0;
150
+ const fz = gz - z0;
151
+
152
+ const h00 = this.heights[z0 * WATER_GRID_SAB + x0];
153
+ const h10 = this.heights[z0 * WATER_GRID_SAB + x1];
154
+ const h01 = this.heights[z1 * WATER_GRID_SAB + x0];
155
+ const h11 = this.heights[z1 * WATER_GRID_SAB + x1];
156
+
157
+ const h0 = h00 * (1 - fx) + h10 * fx;
158
+ const h1 = h01 * (1 - fx) + h11 * fx;
159
+ return h0 * (1 - fz) + h1 * fz;
160
+ }
161
+ }
@@ -0,0 +1,84 @@
1
+ // ============================================================================
2
+ // Wave Sources — wake and shore source collection from game entities
3
+ // Wave/shore source system
4
+ // ============================================================================
5
+
6
+ import type { ShoreSource } from "./shore-damping";
7
+ export type { ShoreSource };
8
+
9
+ export interface WakeSource {
10
+ x: number;
11
+ z: number;
12
+ dirX: number;
13
+ dirZ: number;
14
+ speed: number;
15
+ }
16
+
17
+ export interface WakeProvider {
18
+ x: number;
19
+ z: number;
20
+ heading: number;
21
+ speed: number;
22
+ }
23
+
24
+ export interface ShoreProvider {
25
+ x: number;
26
+ z: number;
27
+ radius: number;
28
+ cutoutRadius?: number;
29
+ }
30
+
31
+ export const MAX_WAKES = 16;
32
+ export const MAX_SHORES = 128;
33
+ export const WAKE_FLOATS = 6; // pos.x, pos.y, dir.x, dir.y, speed, _pad
34
+ export const SHORE_FLOATS = 4; // pos.x, pos.y, radius, cutoutRadius
35
+
36
+ export function collectWakeSources(
37
+ providers: WakeProvider[],
38
+ out: Float32Array,
39
+ ): number {
40
+ const maxByBuffer = Math.floor(out.length / WAKE_FLOATS);
41
+ const n = Math.min(providers.length, MAX_WAKES, maxByBuffer);
42
+ for (let i = 0; i < n; i++) {
43
+ const p = providers[i];
44
+ const off = i * WAKE_FLOATS;
45
+ out[off] = p.x;
46
+ out[off + 1] = p.z;
47
+ out[off + 2] = Math.sin(p.heading);
48
+ out[off + 3] = Math.cos(p.heading);
49
+ out[off + 4] = p.speed;
50
+ out[off + 5] = 0; // padding
51
+ }
52
+ return n;
53
+ }
54
+
55
+ export function collectShoreSources(
56
+ providers: ShoreProvider[],
57
+ out: ShoreSource[],
58
+ ): number {
59
+ const n = Math.min(providers.length, MAX_SHORES, out.length);
60
+ for (let i = 0; i < n; i++) {
61
+ const p = providers[i];
62
+ out[i].x = p.x;
63
+ out[i].z = p.z;
64
+ out[i].radius = p.radius;
65
+ out[i].cutoutRadius = p.cutoutRadius ?? 0;
66
+ }
67
+ return n;
68
+ }
69
+
70
+ export function packShoreSources(
71
+ sources: ShoreSource[],
72
+ count: number,
73
+ out: Float32Array,
74
+ ): void {
75
+ const maxCount = Math.min(count, MAX_SHORES, Math.floor(out.length / SHORE_FLOATS));
76
+ for (let i = 0; i < maxCount; i++) {
77
+ const s = sources[i];
78
+ const off = i * SHORE_FLOATS;
79
+ out[off] = s.x;
80
+ out[off + 1] = s.z;
81
+ out[off + 2] = s.radius;
82
+ out[off + 3] = s.cutoutRadius;
83
+ }
84
+ }
@@ -0,0 +1,20 @@
1
+ # `@downdraft/engine/libraries/weather`
2
+
3
+ Weather state simulation — fronts, precipitation, and environmental conditions as sim-side state.
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/libraries/weather
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `DEFAULT_WEATHER_CONFIG`
14
+ - `WeatherBlend`
15
+ - `WeatherLib`
16
+ - `WeatherSystem`
17
+ - `WeatherTok`
18
+ - `WeatherType`
19
+
20
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.
@@ -0,0 +1,9 @@
1
+ export { DEFAULT_WEATHER_CONFIG, WeatherType } from "./types";
2
+ export type { BiomeProvider, WeatherConfig, WeatherState } from "./types";
3
+ export { WeatherBlend } from "./weather-blend";
4
+ export type { WeatherLightingParams } from "./weather-blend";
5
+ export { WeatherSystem } from "./weather-system";
6
+
7
+ // Engine library descriptor
8
+ export { WeatherLib, WeatherTok, type WeatherLibConfig } from "./library";
9
+
@@ -0,0 +1,72 @@
1
+ // ============================================================================
2
+ // WeatherLib — declarative engine library descriptor for @downdraft/engine/libraries/weather
3
+ //
4
+ // Dynamic weather simulation with rare events, rain collectors, wind, and
5
+ // visibility. WeatherSystem depends on a BiomeProvider interface (game-supplied)
6
+ // to drive biome-aware weather transitions.
7
+ //
8
+ // Games declare `libraries: [WeatherLib]` (or
9
+ // `[[WeatherLib, { weatherIntensityMul: 1.5 }]]` to override config) in their
10
+ // GameModule. The host creates the WeatherSystem (sim-side) during sim worker
11
+ // init and exposes it via the WeatherTok token.
12
+ //
13
+ // Games that need full control can still import WeatherSystem directly
14
+ // (escape hatch). Note: a BiomeProvider must be provided to the constructor —
15
+ // games supply it via the config or inject it from another library/plugin.
16
+ // ============================================================================
17
+
18
+ import { resourceToken, type EngineLibrary } from "@downdraft/engine";
19
+ import { WeatherSystem } from "./weather-system";
20
+ import { DEFAULT_WEATHER_CONFIG, type BiomeProvider, type WeatherConfig } from "./types";
21
+
22
+ // ── Config ──
23
+
24
+ export interface WeatherLibConfig {
25
+ /** Game-supplied biome provider (required for biome-aware transitions). */
26
+ biomeProvider: BiomeProvider;
27
+ /** Multiplier for weather intensity (0 = calm, 1 = normal, >1 = extreme). Default: 1. */
28
+ weatherIntensityMul?: number;
29
+ /** Partial weather config overrides (merged with DEFAULT_WEATHER_CONFIG). */
30
+ weatherConfig?: Partial<WeatherConfig>;
31
+ }
32
+
33
+ // ── Typed tokens (DI) ──
34
+
35
+ /** Token for the sim-side WeatherSystem. Inject in sim systems. */
36
+ export const WeatherTok = resourceToken<WeatherSystem>("weather:system");
37
+
38
+ // ── Descriptor ──
39
+
40
+ export const WeatherLib: EngineLibrary<WeatherLibConfig> = {
41
+ name: "weather",
42
+ version: "1.0.0",
43
+
44
+ provides: [WeatherTok],
45
+
46
+ sim: {
47
+ create(config, ctx) {
48
+ const weather = new WeatherSystem(
49
+ config.biomeProvider,
50
+ config.weatherIntensityMul ?? 1.0,
51
+ config.weatherConfig,
52
+ );
53
+ ctx.provide(WeatherTok, weather);
54
+ return weather;
55
+ },
56
+ dispose(_weather) {
57
+ // WeatherSystem holds no GPU resources or external handles — it is
58
+ // pure simulation state (weather type, wind, visibility, rain
59
+ // collectors). No explicit destroy/cleanup method is needed.
60
+ },
61
+ // tick is game-specific (calls weather.tick(dt, timeOfDay) each sim
62
+ // step) — games wire this via onReady or a sim tick system.
63
+ },
64
+
65
+ tickPhase: "pre-physics",
66
+
67
+ defaultConfig: {
68
+ biomeProvider: undefined as unknown as BiomeProvider,
69
+ weatherIntensityMul: 1.0,
70
+ weatherConfig: DEFAULT_WEATHER_CONFIG,
71
+ },
72
+ };
@@ -0,0 +1,64 @@
1
+ // ============================================================================
2
+ // Weather Plugin — Types and Interfaces
3
+ // ============================================================================
4
+
5
+ export enum WeatherType {
6
+ Clear = 0,
7
+ PartlyCloudy = 1,
8
+ Overcast = 2,
9
+ Rain = 3,
10
+ Storm = 4,
11
+ Fog = 5,
12
+ Eclipse = 6,
13
+ FullMoon = 7,
14
+ HellStorm = 8,
15
+ Snow = 9,
16
+ }
17
+
18
+ export interface WeatherState {
19
+ type: WeatherType;
20
+ intensity: number;
21
+ windDirection: { x: number; y: number; z: number };
22
+ windSpeed: number;
23
+ visibility: number;
24
+ temperature: number;
25
+ duration: number;
26
+ cooldown: number;
27
+ isRareEvent: boolean;
28
+ }
29
+
30
+ // Biome provider interface — games implement this to supply biome data
31
+ export interface BiomeProvider {
32
+ getBiomeAt(worldX: number, worldZ: number): number;
33
+ getBiomeName(biome: number): string;
34
+ getTemperatureRange(biome: number): { min: number; max: number };
35
+ }
36
+
37
+ // Weather config — games can override these values
38
+ export interface WeatherConfig {
39
+ clearChance: number;
40
+ fullClearChance: number;
41
+ partlyCloudyChance: number;
42
+ overcastChance: number;
43
+ maxDuration: number;
44
+ minDuration: number;
45
+ rareEventChance: number;
46
+ rainCollectorCapacity: number;
47
+ rainCollectorFillRate: number;
48
+ nightStartFrac: number;
49
+ nightEndFrac: number;
50
+ }
51
+
52
+ export const DEFAULT_WEATHER_CONFIG: WeatherConfig = {
53
+ clearChance: 0.80,
54
+ fullClearChance: 0.30,
55
+ partlyCloudyChance: 0.40,
56
+ overcastChance: 0.30,
57
+ maxDuration: 300,
58
+ minDuration: 60,
59
+ rareEventChance: 0.02,
60
+ rainCollectorCapacity: 50,
61
+ rainCollectorFillRate: 5,
62
+ nightStartFrac: 0.7,
63
+ nightEndFrac: 0.25,
64
+ };
@@ -0,0 +1,112 @@
1
+ // ============================================================================
2
+ // WeatherBlend — smooth weather transition blending for lighting/rendering
3
+ // ============================================================================
4
+ // Provides eased blending between previous and current weather states so
5
+ // lighting/rendering systems can smoothly transition over time.
6
+ //
7
+
8
+ import { WeatherType } from "./types";
9
+
10
+ export interface WeatherLightingParams {
11
+ ambient: number;
12
+ sunIntensity: number;
13
+ wetness: number;
14
+ }
15
+
16
+ export class WeatherBlend {
17
+ private prevWeatherType: WeatherType = WeatherType.Clear;
18
+ private displayedWeatherType: WeatherType = WeatherType.Clear;
19
+ private blend: number = 1.0;
20
+ private readonly transitionDuration: number;
21
+
22
+ constructor(transitionDuration: number = 30.0) {
23
+ this.transitionDuration = transitionDuration;
24
+ }
25
+
26
+ update(weatherType: WeatherType, dt: number): void {
27
+ if (weatherType !== this.displayedWeatherType) {
28
+ this.prevWeatherType = this.displayedWeatherType;
29
+ this.displayedWeatherType = weatherType;
30
+ this.blend = 0.0;
31
+ }
32
+ if (this.blend < 1.0) {
33
+ this.blend = Math.min(1.0, this.blend + dt / this.transitionDuration);
34
+ }
35
+ }
36
+
37
+ getBlendFactor(): number {
38
+ return this.blend;
39
+ }
40
+
41
+ getEasedBlend(): number {
42
+ return this.blend * this.blend * (3 - 2 * this.blend);
43
+ }
44
+
45
+ getPrevWeatherType(): WeatherType {
46
+ return this.prevWeatherType;
47
+ }
48
+
49
+ getDisplayedWeatherType(): WeatherType {
50
+ return this.displayedWeatherType;
51
+ }
52
+
53
+ isTransitioning(): boolean {
54
+ return this.blend < 1.0;
55
+ }
56
+
57
+ blendValues(prev: number, curr: number): number {
58
+ const t = this.getEasedBlend();
59
+ return prev + (curr - prev) * t;
60
+ }
61
+
62
+ getLightingParams(
63
+ timeOfDay: number,
64
+ weatherType: WeatherType,
65
+ visibility: number,
66
+ ): WeatherLightingParams {
67
+ const sunAngle = timeOfDay * Math.PI * 2 - Math.PI / 2;
68
+ const sunIntensityRaw = Math.max(0, Math.sin(sunAngle));
69
+ const moonIntensity = Math.max(0, -Math.sin(sunAngle));
70
+ const baseAmbient = 0.7 + Math.sqrt(sunIntensityRaw) * 0.8;
71
+
72
+ const prev = this.applyWeatherLighting(this.prevWeatherType, baseAmbient, sunIntensityRaw, moonIntensity);
73
+ const curr = this.applyWeatherLighting(this.displayedWeatherType, baseAmbient, sunIntensityRaw, moonIntensity);
74
+ const ambient = this.blendValues(prev.ambient, curr.ambient);
75
+ const sunIntensity = this.blendValues(prev.sunIntensity, curr.sunIntensity);
76
+
77
+ const prevWetness = this.weatherWetness(this.prevWeatherType);
78
+ const currWetness = this.weatherWetness(this.displayedWeatherType);
79
+ const wetness = this.blendValues(prevWetness, currWetness);
80
+
81
+ void visibility;
82
+
83
+ return { ambient, sunIntensity, wetness };
84
+ }
85
+
86
+ private applyWeatherLighting(
87
+ weatherType: WeatherType,
88
+ baseAmbient: number,
89
+ baseSunIntensity: number,
90
+ moonIntensity: number,
91
+ ): { ambient: number; sunIntensity: number } {
92
+ let ambient = baseAmbient;
93
+ let sunIntensity = baseSunIntensity;
94
+ if (weatherType === WeatherType.PartlyCloudy) { ambient *= 0.97; sunIntensity *= 0.93; }
95
+ if (weatherType === WeatherType.Overcast) { ambient *= 0.7; sunIntensity *= 0.4; }
96
+ if (weatherType === WeatherType.Rain) { ambient *= 0.6; sunIntensity *= 0.3; }
97
+ if (weatherType === WeatherType.Storm) { ambient *= 0.4; sunIntensity *= 0.15; }
98
+ if (weatherType === WeatherType.Fog) { ambient *= 0.5; sunIntensity *= 0.2; }
99
+ if (weatherType === WeatherType.HellStorm) { ambient *= 0.3; sunIntensity *= 0.1; }
100
+ if (weatherType === WeatherType.Eclipse) { ambient *= 0.2; sunIntensity *= 0.05; }
101
+ if (weatherType === WeatherType.Snow) { ambient *= 0.7; sunIntensity *= 0.4; }
102
+ if (weatherType === WeatherType.FullMoon) ambient += moonIntensity * 0.15;
103
+ return { ambient, sunIntensity };
104
+ }
105
+
106
+ private weatherWetness(weatherType: WeatherType): number {
107
+ if (weatherType === WeatherType.Rain) return 0.7;
108
+ if (weatherType === WeatherType.Storm) return 1.0;
109
+ if (weatherType === WeatherType.HellStorm) return 1.0;
110
+ return 0.0;
111
+ }
112
+ }