@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 +1,9 @@
1
+ export type { CloudExtractedMesh, CloudLayerConfig, CloudMeshProvider, CloudVoxelField } from "./cloud-provider";
2
+ export { CloudSystem, CloudUniformsStruct, PerLayerUniformsStruct } from "./cloud-system";
3
+ export { COLLISION_RADIUS, MAX_VOXEL_FLOATS, ParticleSystem, RenderUniformsStruct, SimParamsStruct } from "./particle-system";
4
+ export type { VoxelCollisionData } from "./particle-system";
5
+
6
+ // Engine library descriptor (declarative GameModule wiring)
7
+ export { WeatherFxLib, WeatherFxTok } from "./library";
8
+ export type { WeatherFxLibConfig } from "./library";
9
+
@@ -0,0 +1,58 @@
1
+ // ============================================================================
2
+ // WeatherFxLib — declarative engine library descriptor for @downdraft/engine/libraries/weatherfx
3
+ //
4
+ // Games declare `libraries: [WeatherFxLib]` (or with config override) in their
5
+ // GameModule. The host creates the ParticleSystem (renderer-side only — weather
6
+ // visual effects are GPU compute + render passes) and exposes it via the
7
+ // WeatherFxTok typed token.
8
+ //
9
+ // CloudSystem requires a game-specific CloudMeshProvider, so games create it in
10
+ // onReady (injecting the GPU device from the renderer context). Games that need
11
+ // full control can still import CloudSystem / ParticleSystem directly (escape
12
+ // hatch).
13
+ // ============================================================================
14
+
15
+ import { resourceToken, type EngineLibrary } from "@downdraft/engine";
16
+ import { ParticleSystem } from "./particle-system";
17
+
18
+ // ── Config ──
19
+
20
+ export interface WeatherFxLibConfig {
21
+ /** Maximum particle count. Default: 20000 (from ParticleSystem). */
22
+ maxParticles?: number;
23
+ }
24
+
25
+ // ── Typed tokens (DI) ──
26
+
27
+ /** Token for the renderer-side weather particle system. Inject in renderer passes. */
28
+ export const WeatherFxTok = resourceToken<ParticleSystem>("weatherfx:particles");
29
+
30
+ // ── Descriptor ──
31
+
32
+ export const WeatherFxLib: EngineLibrary<WeatherFxLibConfig> = {
33
+ name: "weatherfx",
34
+ version: "1.0.0",
35
+
36
+ // No SAB channels — weather FX are renderer-only GPU compute/render passes.
37
+ sabChannels: [],
38
+
39
+ provides: [WeatherFxTok],
40
+
41
+ // No sim setup — weather visual effects are entirely renderer-side.
42
+
43
+ renderer: {
44
+ async init(_config, ctx) {
45
+ const particles = new ParticleSystem(ctx.device, ctx.format);
46
+ await particles.init();
47
+ ctx.provide(WeatherFxTok, particles);
48
+ return particles;
49
+ },
50
+ dispose(particles) {
51
+ (particles as ParticleSystem).destroy();
52
+ },
53
+ },
54
+
55
+ defaultConfig: {
56
+ maxParticles: 20000,
57
+ },
58
+ };
@@ -0,0 +1,434 @@
1
+ // ============================================================================
2
+ // Weather Particle System — GPU compute with LOD voxel collision
3
+ // Near-zone particles (within ~30m) collide with terrain voxel density fields.
4
+ // Far-zone particles are gravity-only VFX with no collision cost.
5
+ // ============================================================================
6
+
7
+ import { createValidatedShaderModule } from "@downdraft/engine";
8
+ import type { ITrackedRenderPass } from "@downdraft/engine";
9
+ import { calculateViewProj, DEPTH_FORMAT, MSAA_SAMPLE_COUNT, type CameraState } from "@downdraft/engine";
10
+ import { WeatherType } from "@downdraft/engine/libraries/weather";
11
+ import { StructView, wgsl } from "@downdraft/engine/shader-graph";
12
+ import COMPUTE_WGSL from "./shaders/particle-compute.wgsl?raw" with { type: "text" };
13
+ import RENDER_WGSL from "./shaders/particle-render.wgsl?raw" with { type: "text" };
14
+
15
+ // --- Typed uniform structs (validate against particle-compute.wgsl / particle-render.wgsl) ---
16
+ export const SimParamsStruct = wgsl.struct("SimParams", {
17
+ deltaTime: wgsl.f32,
18
+ time: wgsl.f32,
19
+ spawnCount: wgsl.f32,
20
+ maxParticles: wgsl.f32,
21
+ cursor: wgsl.f32,
22
+ weatherType: wgsl.f32,
23
+ isSnow: wgsl.f32,
24
+ _pad0: wgsl.f32,
25
+ cameraPos: wgsl.vec3f,
26
+ collisionRadius: wgsl.f32,
27
+ spawnSpread: wgsl.f32,
28
+ spawnHeight: wgsl.f32,
29
+ baseVelY: wgsl.f32,
30
+ particleSize: wgsl.f32,
31
+ lifetime: wgsl.f32,
32
+ colorR: wgsl.f32,
33
+ colorG: wgsl.f32,
34
+ colorB: wgsl.f32,
35
+ windX: wgsl.f32,
36
+ windZ: wgsl.f32,
37
+ _pad1: wgsl.f32,
38
+ _pad2: wgsl.f32,
39
+ voxelOrigin: wgsl.vec3f,
40
+ voxelSize: wgsl.f32,
41
+ voxelDimX: wgsl.f32,
42
+ voxelDimY: wgsl.f32,
43
+ voxelDimZ: wgsl.f32,
44
+ voxelCount: wgsl.f32,
45
+ isoLevel: wgsl.f32,
46
+ seed: wgsl.f32,
47
+ });
48
+
49
+ export const RenderUniformsStruct = wgsl.struct("RenderUniforms", {
50
+ viewProj: wgsl.mat4x4f,
51
+ cameraPos: wgsl.vec3f,
52
+ time: wgsl.f32,
53
+ particleCount: wgsl.f32,
54
+ weatherType: wgsl.f32,
55
+ aspect: wgsl.f32,
56
+ focalLength: wgsl.f32,
57
+ cullDistance: wgsl.f32,
58
+ });
59
+
60
+ // --- Particle layout (12 floats = 48 bytes per particle) ---
61
+ // posX, posY, posZ, velX, velY, velZ, life, size, colorR, colorG, colorB, alive
62
+
63
+ const MAX_PARTICLES = 20000;
64
+ const PARTICLE_FLOATS = 12;
65
+ const PARTICLE_BYTES = PARTICLE_FLOATS * 4;
66
+
67
+ // Voxel collision buffer: packed density values for nearby terrain
68
+ export const MAX_VOXEL_FLOATS = 32768 * 4; // ~128KB — covers ~32³ voxels at 4 bytes each
69
+ export const COLLISION_RADIUS = 30.0; // world units
70
+
71
+ // Weather spawn parameters per weather type
72
+ interface WeatherParams {
73
+ spawnRate: number; // particles per frame
74
+ velY: number; // base downward velocity
75
+ size: number; // particle billboard size
76
+ color: [number, number, number];
77
+ lifetime: number; // seconds
78
+ spread: number; // horizontal spawn area half-extent
79
+ heightRange: number; // spawn height above camera
80
+ isSnow: boolean; // snow gets gentle fall + no splash
81
+ }
82
+
83
+ function getWeatherParams(weatherType: WeatherType): WeatherParams | null {
84
+ switch (weatherType) {
85
+ case WeatherType.Rain:
86
+ return { spawnRate: 4000, velY: -18, size: 0.3, color: [0.6, 0.7, 0.9], lifetime: 4, spread: 50, heightRange: 25, isSnow: false };
87
+ case WeatherType.Storm:
88
+ return { spawnRate: 8000, velY: -28, size: 0.4, color: [0.5, 0.6, 0.85], lifetime: 3, spread: 60, heightRange: 30, isSnow: false };
89
+ case WeatherType.HellStorm:
90
+ return { spawnRate: 2000, velY: -22, size: 0.5, color: [0.8, 0.2, 0.1], lifetime: 3, spread: 55, heightRange: 28, isSnow: false };
91
+ case WeatherType.Snow:
92
+ return { spawnRate: 4000, velY: -5, size: 0.4, color: [0.9, 0.9, 1.0], lifetime: 12, spread: 40, heightRange: 8, isSnow: true };
93
+ default:
94
+ return null;
95
+ }
96
+ }
97
+
98
+
99
+
100
+ // ============================================================================
101
+ // Voxel data extraction interface — called by EntityRenderer
102
+ // ============================================================================
103
+
104
+ export interface VoxelCollisionData {
105
+ data: Float32Array; // packed density values
106
+ originX: number; // world-space origin of voxel grid
107
+ originY: number;
108
+ originZ: number;
109
+ voxelSize: number;
110
+ dimX: number;
111
+ dimY: number;
112
+ dimZ: number;
113
+ isoLevel: number;
114
+ }
115
+
116
+ // ============================================================================
117
+ // WeatherParticleSystem — GPU compute particle system with LOD collision
118
+ // ============================================================================
119
+
120
+ export class ParticleSystem {
121
+ private device: GPUDevice;
122
+ private format: GPUTextureFormat;
123
+
124
+ // Compute pipelines (one for emit, one for update — same bind group, different entry points)
125
+ private computePipeline: GPUComputePipeline | null = null;
126
+ private emitPipeline: GPUComputePipeline | null = null;
127
+ private computeBindGroup: GPUBindGroup | null = null;
128
+ private computeBindGroupLayout: GPUBindGroupLayout | null = null;
129
+
130
+ // Render pipeline
131
+ private renderPipeline: GPURenderPipeline | null = null;
132
+ private renderBindGroup: GPUBindGroup | null = null;
133
+ private renderBindGroupLayout: GPUBindGroupLayout | null = null;
134
+
135
+ // Buffers
136
+ private particleBuffer: GPUBuffer | null = null;
137
+ private simParamBuffer: GPUBuffer | null = null;
138
+ private counterBuffer: GPUBuffer | null = null;
139
+ private voxelBuffer: GPUBuffer | null = null;
140
+ private renderUniformBuffer: GPUBuffer | null = null;
141
+
142
+ // State
143
+ private cursor: number = 0;
144
+ private activeCount: number = 0;
145
+ private seed: number = 12345;
146
+ private currentVoxelCount: number = 0;
147
+ private spawnAccumulator: number = 0;
148
+ particleDensityMultiplier: number = 1.0;
149
+ particleCullDistance: number = 5.0;
150
+
151
+ // Pooled CPU buffers
152
+ private _simParamView: StructView | null = null;
153
+ private _simParamBuf: Float32Array | null = null;
154
+ private counterData: Uint32Array;
155
+ private _renderUniformView: StructView | null = null;
156
+ private _renderUniformBuf: Float32Array | null = null;
157
+
158
+ constructor(device: GPUDevice, format: GPUTextureFormat) {
159
+ this.device = device;
160
+ this.format = format;
161
+ this._simParamBuf = new Float32Array(64); // padded to 256 bytes
162
+ this._simParamView = SimParamsStruct.view(this._simParamBuf);
163
+ this.counterData = new Uint32Array(2);
164
+ this._renderUniformBuf = new Float32Array(RenderUniformsStruct.floatCount);
165
+ this._renderUniformView = RenderUniformsStruct.view(this._renderUniformBuf);
166
+ }
167
+
168
+ async init(): Promise<void> {
169
+ const dev = this.device;
170
+ const computeModule = createValidatedShaderModule(dev, { code: COMPUTE_WGSL, label: "WeatherFx.particleCompute" });
171
+ const renderModule = createValidatedShaderModule(dev, { code: RENDER_WGSL, label: "WeatherFx.particleRender" });
172
+
173
+ // --- Buffers ---
174
+ this.particleBuffer = dev.createBuffer({
175
+ size: MAX_PARTICLES * PARTICLE_BYTES,
176
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
177
+ });
178
+
179
+ this.simParamBuffer = dev.createBuffer({
180
+ size: 256,
181
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
182
+ });
183
+
184
+ this.counterBuffer = dev.createBuffer({
185
+ size: 8,
186
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
187
+ });
188
+
189
+ this.voxelBuffer = dev.createBuffer({
190
+ size: MAX_VOXEL_FLOATS * 4,
191
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
192
+ });
193
+
194
+ this.renderUniformBuffer = dev.createBuffer({
195
+ size: 256,
196
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
197
+ });
198
+
199
+ // Zero out particle buffer and counter
200
+ dev.queue.writeBuffer(this.particleBuffer, 0, new Float32Array(MAX_PARTICLES * PARTICLE_FLOATS));
201
+ dev.queue.writeBuffer(this.counterBuffer, 0, new Uint32Array([0, 0]));
202
+
203
+ // --- Compute pipeline ---
204
+ this.computeBindGroupLayout = dev.createBindGroupLayout({
205
+ entries: [
206
+ { binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: { type: "storage" } },
207
+ { binding: 1, visibility: GPUShaderStage.COMPUTE, buffer: { type: "uniform" } },
208
+ { binding: 2, visibility: GPUShaderStage.COMPUTE, buffer: { type: "storage" } },
209
+ { binding: 3, visibility: GPUShaderStage.COMPUTE, buffer: { type: "read-only-storage" } },
210
+ ],
211
+ });
212
+
213
+ this.computeBindGroup = dev.createBindGroup({
214
+ layout: this.computeBindGroupLayout as GPUBindGroupLayout,
215
+ entries: [
216
+ { binding: 0, resource: { buffer: this.particleBuffer as GPUBuffer } },
217
+ { binding: 1, resource: { buffer: this.simParamBuffer as GPUBuffer } },
218
+ { binding: 2, resource: { buffer: this.counterBuffer as GPUBuffer } },
219
+ { binding: 3, resource: { buffer: this.voxelBuffer as GPUBuffer } },
220
+ ],
221
+ });
222
+
223
+ this.computePipeline = dev.createComputePipeline({
224
+ layout: dev.createPipelineLayout({ bindGroupLayouts: [this.computeBindGroupLayout as GPUBindGroupLayout] }),
225
+ compute: { module: computeModule, entryPoint: "cs_update" },
226
+ });
227
+
228
+ this.emitPipeline = dev.createComputePipeline({
229
+ layout: dev.createPipelineLayout({ bindGroupLayouts: [this.computeBindGroupLayout as GPUBindGroupLayout] }),
230
+ compute: { module: computeModule, entryPoint: "cs_emit" },
231
+ });
232
+
233
+ // --- Render pipeline ---
234
+ this.renderBindGroupLayout = dev.createBindGroupLayout({
235
+ entries: [
236
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
237
+ { binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
238
+ ],
239
+ });
240
+
241
+ this.renderBindGroup = dev.createBindGroup({
242
+ layout: this.renderBindGroupLayout as GPUBindGroupLayout,
243
+ entries: [
244
+ { binding: 0, resource: { buffer: this.renderUniformBuffer as GPUBuffer } },
245
+ { binding: 1, resource: { buffer: this.particleBuffer as GPUBuffer } },
246
+ ],
247
+ });
248
+
249
+ this.renderPipeline = dev.createRenderPipeline({
250
+ layout: dev.createPipelineLayout({ bindGroupLayouts: [this.renderBindGroupLayout as GPUBindGroupLayout] }),
251
+ vertex: { module: renderModule, entryPoint: "vs_main", buffers: [] },
252
+ fragment: {
253
+ module: renderModule,
254
+ entryPoint: "fs_main",
255
+ targets: [{
256
+ format: this.format as GPUTextureFormat,
257
+ blend: {
258
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
259
+ alpha: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
260
+ },
261
+ }],
262
+ },
263
+ primitive: { topology: "triangle-list" },
264
+ multisample: { count: MSAA_SAMPLE_COUNT },
265
+ depthStencil: {
266
+ format: DEPTH_FORMAT,
267
+ depthWriteEnabled: false,
268
+ depthCompare: "less",
269
+ },
270
+ });
271
+ }
272
+
273
+ // Called each frame to update + spawn particles via compute shader
274
+ tick(
275
+ encoder: GPUCommandEncoder,
276
+ dt: number,
277
+ camera: CameraState,
278
+ weatherType: WeatherType,
279
+ windX: number,
280
+ windZ: number,
281
+ voxelData: VoxelCollisionData | null,
282
+ ): void {
283
+ if (!this.computePipeline || !this.computeBindGroup) return;
284
+
285
+ const params = getWeatherParams(weatherType);
286
+ this.seed = (this.seed * 1103515245 + 12345) & 0x7fffffff;
287
+
288
+ // Spawn rate is per-second; accumulate fractional spawns across frames
289
+ const baseSpawnRate = params ? params.spawnRate : 0;
290
+ const effectiveSpawnRate = baseSpawnRate * this.particleDensityMultiplier;
291
+ this.spawnAccumulator += effectiveSpawnRate * dt;
292
+ const spawnCount = Math.min(MAX_PARTICLES, Math.floor(this.spawnAccumulator));
293
+ this.spawnAccumulator -= spawnCount;
294
+
295
+ // Write sim params via typed view
296
+ const sp = this._simParamView!;
297
+ this._simParamBuf!.fill(0);
298
+ sp.set("deltaTime", dt);
299
+ sp.set("time", performance.now() / 1000);
300
+ sp.set("spawnCount", spawnCount);
301
+ sp.set("maxParticles", MAX_PARTICLES);
302
+ sp.set("cursor", this.cursor);
303
+ sp.set("weatherType", weatherType);
304
+ sp.set("isSnow", params ? (params.isSnow ? 1 : 0) : 0);
305
+ sp.set("cameraPos", camera.position);
306
+ sp.set("collisionRadius", COLLISION_RADIUS);
307
+ sp.set("spawnSpread", params ? params.spread : 50);
308
+ sp.set("spawnHeight", params ? params.heightRange : 25);
309
+ sp.set("baseVelY", params ? params.velY : -15);
310
+ sp.set("particleSize", params ? params.size : 0.05);
311
+ sp.set("lifetime", params ? params.lifetime : 4);
312
+ sp.set("colorR", params ? params.color[0] : 0.6);
313
+ sp.set("colorG", params ? params.color[1] : 0.7);
314
+ sp.set("colorB", params ? params.color[2] : 0.9);
315
+ sp.set("windX", windX);
316
+ sp.set("windZ", windZ);
317
+ if (voxelData && voxelData.data.length > 0) {
318
+ sp.set("voxelOrigin", [voxelData.originX, voxelData.originY, voxelData.originZ]);
319
+ sp.set("voxelSize", voxelData.voxelSize);
320
+ sp.set("voxelDimX", voxelData.dimX);
321
+ sp.set("voxelDimY", voxelData.dimY);
322
+ sp.set("voxelDimZ", voxelData.dimZ);
323
+ sp.set("voxelCount", voxelData.data.length);
324
+ sp.set("isoLevel", voxelData.isoLevel);
325
+ } else {
326
+ sp.set("voxelOrigin", [0, 0, 0]);
327
+ sp.set("voxelSize", 1);
328
+ sp.set("voxelDimX", 0);
329
+ sp.set("voxelDimY", 0);
330
+ sp.set("voxelDimZ", 0);
331
+ sp.set("voxelCount", 0);
332
+ sp.set("isoLevel", 0);
333
+ }
334
+ sp.set("seed", this.seed);
335
+
336
+ this.device.queue.writeBuffer(this.simParamBuffer!, 0, this._simParamBuf as unknown as GPUAllowSharedBufferSource);
337
+
338
+ // Upload voxel data if present
339
+ if (voxelData && voxelData.data.length > 0 && voxelData.data.length <= MAX_VOXEL_FLOATS) {
340
+ let hasInvalid = false;
341
+ for (let i = 0; i < voxelData.data.length; i++) {
342
+ if (!Number.isFinite(voxelData.data[i])) {
343
+ hasInvalid = true;
344
+ break;
345
+ }
346
+ }
347
+ if (!hasInvalid) {
348
+ this.device.queue.writeBuffer(this.voxelBuffer!, 0, voxelData.data as unknown as GPUAllowSharedBufferSource);
349
+ this.currentVoxelCount = voxelData.data.length;
350
+ } else {
351
+ this.currentVoxelCount = 0;
352
+ }
353
+ } else {
354
+ this.currentVoxelCount = 0;
355
+ }
356
+
357
+ // Counter buffer is managed entirely on GPU via atomicAdd — do NOT reset from CPU
358
+ // (resetting would overwrite the GPU's cursor and cause particles to be written at index 0 every frame)
359
+
360
+ const pass = encoder.beginComputePass();
361
+ pass.setBindGroup(0, this.computeBindGroup as any);
362
+
363
+ // Emit
364
+ if (spawnCount > 0 && this.emitPipeline) {
365
+ pass.setPipeline(this.emitPipeline);
366
+ const emitWorkgroups = Math.ceil(spawnCount / 64);
367
+ pass.dispatchWorkgroups(emitWorkgroups);
368
+ }
369
+
370
+ // Update all particles
371
+ pass.setPipeline(this.computePipeline);
372
+ const updateWorkgroups = Math.ceil(MAX_PARTICLES / 64);
373
+ pass.dispatchWorkgroups(updateWorkgroups);
374
+
375
+ pass.end();
376
+ }
377
+
378
+ // Called during render pass to draw particles
379
+ render(
380
+ passEncoder: GPURenderPassEncoder | ITrackedRenderPass,
381
+ camera: CameraState,
382
+ weatherType: WeatherType,
383
+ timeOfDay: number,
384
+ ): void {
385
+ if (!this.renderPipeline || !this.renderBindGroup || !this.renderUniformBuffer) return;
386
+
387
+ // Write render uniforms
388
+ const viewProj = calculateViewProj(camera);
389
+ const u = this._renderUniformView!;
390
+ u.set("viewProj", viewProj);
391
+ u.set("cameraPos", camera.position);
392
+ u.set("time", performance.now() / 1000);
393
+ u.set("particleCount", MAX_PARTICLES);
394
+ u.set("weatherType", weatherType);
395
+ u.set("aspect", camera.aspect);
396
+ u.set("focalLength", 1 / Math.tan((camera.fov * Math.PI / 180) / 2));
397
+ u.set("cullDistance", this.particleCullDistance);
398
+
399
+ this.device.queue.writeBuffer(this.renderUniformBuffer, 0, this._renderUniformBuf as unknown as GPUAllowSharedBufferSource);
400
+
401
+ passEncoder.setPipeline(this.renderPipeline);
402
+ passEncoder.setBindGroup(0, this.renderBindGroup);
403
+ passEncoder.draw(MAX_PARTICLES * 6);
404
+ }
405
+
406
+ destroy(): void {
407
+ this.particleBuffer?.destroy();
408
+ this.simParamBuffer?.destroy();
409
+ this.counterBuffer?.destroy();
410
+ this.voxelBuffer?.destroy();
411
+ this.renderUniformBuffer?.destroy();
412
+ this.particleBuffer = null;
413
+ this.simParamBuffer = null;
414
+ this.counterBuffer = null;
415
+ this.voxelBuffer = null;
416
+ this.renderUniformBuffer = null;
417
+ // Pipelines have .destroy() — call it before nulling.
418
+ this.computePipeline?.destroy();
419
+ this.emitPipeline?.destroy();
420
+ this.renderPipeline?.destroy();
421
+ this.computePipeline = null;
422
+ this.emitPipeline = null;
423
+ this.renderPipeline = null;
424
+ // GPUBindGroup and GPUBindGroupLayout have no destroy() — just null them.
425
+ this.computeBindGroup = null;
426
+ this.renderBindGroup = null;
427
+ this.computeBindGroupLayout = null;
428
+ this.renderBindGroupLayout = null;
429
+ this._simParamView = null;
430
+ this._simParamBuf = null;
431
+ this._renderUniformView = null;
432
+ this._renderUniformBuf = null;
433
+ }
434
+ }
@@ -0,0 +1,111 @@
1
+ struct CloudUniforms {
2
+ viewProj: mat4x4<f32>,
3
+ cameraPos: vec3<f32>,
4
+ timeOfDay: f32,
5
+ weatherType: u32,
6
+ sunDir: vec3<f32>,
7
+ sunIntensity: f32,
8
+ moonDir: vec3<f32>,
9
+ moonIntensity: f32,
10
+ time: f32,
11
+ weatherBlend: f32,
12
+ fogColor: vec3<f32>,
13
+ fogDensity: f32,
14
+ };
15
+
16
+ @group(0) @binding(0) var<uniform> uniforms: CloudUniforms;
17
+
18
+ struct PerLayerUniforms {
19
+ layerPos: vec3<f32>,
20
+ _pad: f32,
21
+ };
22
+
23
+ @group(0) @binding(1) var<uniform> perLayer: PerLayerUniforms;
24
+
25
+ struct VertexInput {
26
+ @location(0) position: vec3<f32>,
27
+ @location(1) normal: vec3<f32>,
28
+ @location(2) color: vec3<f32>,
29
+ };
30
+
31
+ struct VertexOutput {
32
+ @builtin(position) clipPos: vec4<f32>,
33
+ @location(0) worldPos: vec3<f32>,
34
+ @location(1) normal: vec3<f32>,
35
+ @location(2) color: vec3<f32>,
36
+ @location(3) viewDist: f32,
37
+ };
38
+
39
+ @vertex
40
+ fn vs_main(input: VertexInput) -> VertexOutput {
41
+ var output: VertexOutput;
42
+ let worldPos = input.position + perLayer.layerPos;
43
+ output.worldPos = worldPos;
44
+ output.clipPos = uniforms.viewProj * vec4<f32>(worldPos, 1.0);
45
+ output.normal = input.normal;
46
+ output.color = input.color;
47
+ output.viewDist = length(uniforms.cameraPos - worldPos);
48
+ return output;
49
+ }
50
+
51
+ fn weatherTint(weather: u32) -> vec3<f32> {
52
+ if (weather == 0u) { return vec3<f32>(1.0, 1.0, 1.0); }
53
+ if (weather == 1u) { return vec3<f32>(1.0, 1.0, 1.0); }
54
+ if (weather == 2u) { return vec3<f32>(0.7, 0.7, 0.72); }
55
+ if (weather == 3u) { return vec3<f32>(0.55, 0.55, 0.58); }
56
+ if (weather == 4u) { return vec3<f32>(0.25, 0.25, 0.30); }
57
+ if (weather == 5u) { return vec3<f32>(0.6, 0.6, 0.62); }
58
+ if (weather == 8u) { return vec3<f32>(0.4, 0.15, 0.08); }
59
+ if (weather == 9u) { return vec3<f32>(0.85, 0.88, 0.92); }
60
+ return vec3<f32>(1.0, 1.0, 1.0);
61
+ }
62
+
63
+ @fragment
64
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
65
+ let N = normalize(input.normal);
66
+ let baseColor = input.color;
67
+
68
+ let sunDir = normalize(uniforms.sunDir);
69
+ let moonDir = normalize(uniforms.moonDir);
70
+ let sunNdotL = max(dot(N, sunDir), 0.0);
71
+ let moonNdotL = max(dot(N, moonDir), 0.0);
72
+
73
+ let dayFactor = smoothstep(0.2, 0.4, uniforms.timeOfDay) * (1.0 - smoothstep(0.65, 0.8, uniforms.timeOfDay));
74
+ let sunsetFactor = smoothstep(0.15, 0.25, uniforms.timeOfDay) * (1.0 - smoothstep(0.25, 0.35, uniforms.timeOfDay))
75
+ + smoothstep(0.65, 0.75, uniforms.timeOfDay) * (1.0 - smoothstep(0.75, 0.85, uniforms.timeOfDay));
76
+
77
+ let sunColor = mix(vec3<f32>(1.0, 0.6, 0.3), vec3<f32>(1.0, 0.97, 0.9), dayFactor);
78
+ let moonColor = vec3<f32>(0.7, 0.7, 0.75);
79
+
80
+ let sunLight = sunColor * sunNdotL * uniforms.sunIntensity;
81
+ let moonLight = moonColor * moonNdotL * uniforms.moonIntensity;
82
+ let ambient = vec3<f32>(0.45, 0.45, 0.47) * (0.4 + dayFactor * 0.4);
83
+
84
+ // Bounce light for underside
85
+ let bottomFactor = max(-N.y, 0.0);
86
+ let bounceColor = mix(vec3<f32>(0.8, 0.82, 0.85), vec3<f32>(1.0, 0.9, 0.75), dayFactor);
87
+ let bounce = bounceColor * bottomFactor * (0.3 + dayFactor * 0.3);
88
+
89
+ var litColor = baseColor * (sunLight + moonLight + ambient + bounce);
90
+
91
+ // Sunset tint
92
+ litColor = mix(litColor, litColor * vec3<f32>(1.0, 0.6, 0.4), sunsetFactor * 0.4);
93
+
94
+ // Weather tinting
95
+ let tint = weatherTint(uniforms.weatherType);
96
+ litColor = mix(litColor, litColor * tint, 0.5);
97
+
98
+ // Soft alpha
99
+ let V = normalize(uniforms.cameraPos - input.worldPos);
100
+ let NdotV = max(dot(N, V), 0.0);
101
+ let edgeAlpha = smoothstep(0.0, 0.15, NdotV);
102
+ let distFade = 1.0 - smoothstep(2000.0, 4000.0, input.viewDist);
103
+ let baseAlpha = 0.65 + 0.3 * NdotV;
104
+ let alpha = baseAlpha * edgeAlpha * distFade;
105
+
106
+ // Distance fog
107
+ let fogFactor = 1.0 - exp(-uniforms.fogDensity * input.viewDist);
108
+ litColor = mix(litColor, uniforms.fogColor, fogFactor * 0.5);
109
+
110
+ return vec4<f32>(litColor, alpha);
111
+ }