@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 +1,86 @@
1
+ // ============================================================================
2
+ // NativeOsrTextureSource — GPUTexture sink for one Blitz OSR renderer
3
+ //
4
+ // In-process pull pipeline: the bridge's `pullFrame`
5
+ // hands back a dirty RGBA8 buffer which is uploaded via queue.writeTexture.
6
+ // When the source also exposes `frameRect` only the changed region is copied
7
+ // and uploaded.
8
+ // ============================================================================
9
+
10
+ import type { OSRPixelFormat } from "./types";
11
+
12
+ export interface NativeOsrFrameSource {
13
+ pullFrame(rendererId: string): Uint8Array | null;
14
+ /** Pixel-space dirty rect of the frame pullFrame just produced. */
15
+ frameRect?(rendererId: string): { x: number; y: number; w: number; h: number } | null;
16
+ }
17
+
18
+ export class NativeOsrTextureSource {
19
+ readonly rendererId: string;
20
+ width: number;
21
+ height: number;
22
+ private device: GPUDevice;
23
+ private texture: GPUTexture;
24
+ private view: GPUTextureView;
25
+ /** Reusable staging buffer for unaligned-strided partial uploads. */
26
+ private scratch = new Uint8Array(0);
27
+
28
+ constructor(device: GPUDevice, rendererId: string, width: number, height: number, _pixelFormat: OSRPixelFormat) {
29
+ this.device = device;
30
+ this.rendererId = rendererId;
31
+ this.width = width;
32
+ this.height = height;
33
+ // Blitz rasterizes RGBA8; the pixelFormat flag is ignored — wgpu
34
+ // textures are always rgba8unorm here (no bgra swapchain semantics).
35
+ this.texture = device.createTexture({
36
+ size: { width, height },
37
+ format: "rgba8unorm",
38
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
39
+ });
40
+ this.view = this.texture.createView();
41
+ }
42
+
43
+ getTextureView(): GPUTextureView {
44
+ return this.view;
45
+ }
46
+
47
+ /** Pull + upload a dirty frame. Returns true when new pixels were written. */
48
+ update(source: NativeOsrFrameSource): boolean {
49
+ const pixels = source.pullFrame(this.rendererId);
50
+ if (!pixels || pixels.length === 0) return false;
51
+ if (pixels.length !== this.width * this.height * 4) return false;
52
+ const rect = source.frameRect?.(this.rendererId)
53
+ ?? { x: 0, y: 0, w: this.width, h: this.height };
54
+ const rowBytes = this.width * 4;
55
+ if (rowBytes % 256 === 0) {
56
+ // Frame rows already satisfy wgpu's 256-byte stride — upload the dirty
57
+ // region straight out of the source buffer, no copies.
58
+ this.device.queue.writeTexture(
59
+ { texture: this.texture, origin: [rect.x, rect.y, 0] },
60
+ pixels as unknown as GPUAllowSharedBufferSource,
61
+ { offset: (rect.y * this.width + rect.x) * 4, bytesPerRow: rowBytes, rowsPerImage: rect.h },
62
+ { width: rect.w, height: rect.h, depthOrArrayLayers: 1 },
63
+ );
64
+ return true;
65
+ }
66
+ // Unaligned stride — repack the dirty rows into a 256-aligned scratch.
67
+ const stride = Math.ceil(rect.w * 4 / 256) * 256;
68
+ const need = stride * rect.h;
69
+ if (this.scratch.length < need) this.scratch = new Uint8Array(need);
70
+ for (let r = 0; r < rect.h; r++) {
71
+ const src = ((rect.y + r) * this.width + rect.x) * 4;
72
+ this.scratch.set(pixels.subarray(src, src + rect.w * 4), r * stride);
73
+ }
74
+ this.device.queue.writeTexture(
75
+ { texture: this.texture, origin: [rect.x, rect.y, 0] },
76
+ this.scratch as unknown as GPUAllowSharedBufferSource,
77
+ { bytesPerRow: stride, rowsPerImage: rect.h },
78
+ { width: rect.w, height: rect.h, depthOrArrayLayers: 1 },
79
+ );
80
+ return true;
81
+ }
82
+
83
+ destroy(): void {
84
+ this.texture.destroy();
85
+ }
86
+ }
@@ -0,0 +1,112 @@
1
+ // ============================================================================
2
+ // Native OSR Module — Shared Types
3
+ // ============================================================================
4
+
5
+ export type OSRRendererMode = "atlas" | "dedicated";
6
+
7
+ export type OSRPixelFormat = "rgba" | "bgra";
8
+
9
+ export interface OSRRendererConfig {
10
+ id: string;
11
+ mode: OSRRendererMode;
12
+ width: number;
13
+ height: number;
14
+ /** Target draw frequency in Hz. Default 60. Clamped to display refresh rate. */
15
+ frameRate: number;
16
+ /** Pixel format of the pulled frame texture. Default 'rgba'. */
17
+ pixelFormat?: OSRPixelFormat;
18
+ /** Max auto-recreate attempts on crash (dedicated mode). Default 3. */
19
+ maxCrashRetries?: number;
20
+ }
21
+
22
+ export interface OSRPanelConfig {
23
+ id: string;
24
+ rendererId: string;
25
+ html: string;
26
+ /** Fixed-size slot width in CSS pixels within the atlas. */
27
+ width: number;
28
+ /** Fixed-size slot height in CSS pixels within the atlas. */
29
+ height: number;
30
+ }
31
+
32
+ export interface OSRDataUpdate {
33
+ rendererId: string;
34
+ panelId: string;
35
+ values: Record<string, string | number | boolean>;
36
+ }
37
+
38
+ export type BillboardMode = 0 | 1 | 2;
39
+ export const BillboardMode = {
40
+ ScreenAligned: 0 as BillboardMode,
41
+ AxisAligned: 1 as BillboardMode,
42
+ Fixed: 2 as BillboardMode,
43
+ };
44
+
45
+ export interface WorldSpaceUIElement {
46
+ id: string;
47
+ position: [number, number, number];
48
+ size: [number, number];
49
+ billboardMode: BillboardMode;
50
+ /** Index into OSRManager's texture list. */
51
+ textureIndex: number;
52
+ /** UV offset within the texture (0..1). [0,0] for dedicated. */
53
+ uvOffset: [number, number];
54
+ /** UV scale within the texture (0..1). [1,1] for dedicated. */
55
+ uvScale: [number, number];
56
+ }
57
+
58
+ export interface AtlasPanelRect {
59
+ x: number;
60
+ y: number;
61
+ w: number;
62
+ h: number;
63
+ }
64
+
65
+ export interface AtlasLayout {
66
+ width: number;
67
+ height: number;
68
+ panels: Map<string, AtlasPanelRect>;
69
+ }
70
+
71
+ export type OSRRendererStatus = "running" | "crashed" | "recovering" | "failed";
72
+
73
+ export interface OSRRendererEvent {
74
+ rendererId: string;
75
+ status: OSRRendererStatus;
76
+ crashCount: number;
77
+ }
78
+
79
+ export interface OSRInputEvent {
80
+ rendererId: string;
81
+ type: "mouseDown" | "mouseUp" | "mouseMove" | "mouseWheel" | "keyDown" | "keyUp";
82
+ x: number;
83
+ y: number;
84
+ button?: "left" | "middle" | "right";
85
+ deltaX?: number;
86
+ deltaY?: number;
87
+ keyCode?: string;
88
+ modifiers?: string[];
89
+ }
90
+
91
+ export interface OSRTextureHandle {
92
+ rendererId: string;
93
+ textureIndex: number;
94
+ textureView: GPUTextureView;
95
+ }
96
+
97
+ /** Host surface consumed by OSR managers — direct in-process calls on native. */
98
+ export interface OSRHostBridge {
99
+ createRenderer(config: OSRRendererConfig): Promise<void>;
100
+ destroyRenderer(id: string): Promise<void>;
101
+ addPanel(config: OSRPanelConfig): Promise<AtlasPanelRect | null>;
102
+ removePanel(rendererId: string, panelId: string): Promise<AtlasLayout | null>;
103
+ updatePanel(rendererId: string, panelId: string, html: string): Promise<void>;
104
+ updateData(rendererId: string, panelId: string, values: Record<string, string | number | boolean>): void;
105
+ setContent(rendererId: string, html: string): Promise<void>;
106
+ loadURL(rendererId: string, url: string): Promise<void>;
107
+ sendInputEvent(rendererId: string, event: Omit<OSRInputEvent, "rendererId">): void;
108
+ setSoftwareCursor(rendererId: string, enabled: boolean): void;
109
+ onPanelLayout(cb: (rendererId: string, layout: AtlasLayout) => void): void;
110
+ onRendererEvent(cb: (event: OSRRendererEvent) => void): void;
111
+ onCursorStyle(cb: (rendererId: string, cursor: string) => void): void;
112
+ }
@@ -0,0 +1,351 @@
1
+ // ============================================================================
2
+ // World Space UI Pass — Renders OSR textures as billboarded quads in 3D space
3
+ // ============================================================================
4
+
5
+ import { createValidatedShaderModule } from "@downdraft/engine";
6
+ import type { WorldSpaceUIElement } from "./types";
7
+
8
+
9
+
10
+ const SHADER_CODE = /* wgsl */ `
11
+ struct CameraUniforms {
12
+ viewProj: mat4x4<f32>,
13
+ cameraRight: vec4<f32>,
14
+ cameraUp: vec4<f32>,
15
+ };
16
+
17
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
18
+ @group(0) @binding(1) var uiSampler: sampler;
19
+
20
+ @group(1) @binding(0) var uiTexture: texture_2d<f32>;
21
+
22
+ struct VertexOutput {
23
+ @builtin(position) clipPosition: vec4<f32>,
24
+ @location(0) uv: vec2<f32>,
25
+ @location(1) errorFlag: f32,
26
+ };
27
+
28
+ struct InstanceInput {
29
+ @location(1) position: vec3<f32>,
30
+ @location(2) size: vec2<f32>,
31
+ @location(3) uvOffset: vec2<f32>,
32
+ @location(4) uvScale: vec2<f32>,
33
+ @location(5) billboardMode: f32,
34
+ @location(6) textureIndex: f32,
35
+ @location(7) errorFlag: f32,
36
+ };
37
+
38
+ @vertex
39
+ fn vs_main(@location(0) quadUV: vec2<f32>, instance: InstanceInput) -> VertexOutput {
40
+ var output: VertexOutput;
41
+ output.errorFlag = instance.errorFlag;
42
+
43
+ var worldOffset: vec3<f32>;
44
+ if (instance.billboardMode == 0.0) {
45
+ worldOffset = camera.cameraRight.xyz * (quadUV.x - 0.5) * instance.size.x
46
+ + camera.cameraUp.xyz * (quadUV.y - 0.5) * instance.size.y;
47
+ } else if (instance.billboardMode == 1.0) {
48
+ worldOffset = vec3<f32>((quadUV.x - 0.5) * instance.size.x, 0.0, 0.0)
49
+ + camera.cameraUp.xyz * (quadUV.y - 0.5) * instance.size.y;
50
+ } else {
51
+ worldOffset = vec3<f32>((quadUV.x - 0.5) * instance.size.x, 0.0, (quadUV.y - 0.5) * instance.size.y);
52
+ }
53
+
54
+ let worldPos = vec4<f32>(instance.position + worldOffset, 1.0);
55
+ output.clipPosition = camera.viewProj * worldPos;
56
+ output.uv = instance.uvOffset + vec2<f32>(quadUV.x, 1.0 - quadUV.y) * instance.uvScale;
57
+
58
+ return output;
59
+ }
60
+
61
+ @fragment
62
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
63
+ let texColor = textureSample(uiTexture, uiSampler, input.uv);
64
+ let errorColor = vec4<f32>(1.0, 0.0, 0.0, 0.85);
65
+ let result = mix(texColor, errorColor, select(0.0, 1.0, input.errorFlag > 0.5));
66
+ return vec4<f32>(result.rgb, 1.0);
67
+ }
68
+ `;
69
+
70
+ // Instance data layout: position(3) + pad(1) + size(2) + uvOffset(2) + uvScale(2) +
71
+ // billboardMode(1) + textureIndex(1) + errorFlag(1) + pad(1) = 14 floats = 56 bytes
72
+ const INSTANCE_FLOATS = 14;
73
+ const INSTANCE_BYTES = INSTANCE_FLOATS * 4;
74
+
75
+ // Quad vertices: 6 vertices × 2 floats (uv) = 12 floats
76
+ // Flipped horizontally (U: 1→0) to correct mirrored rendering
77
+ const QUAD_VERTICES = new Float32Array([
78
+ 1, 0,
79
+ 0, 0,
80
+ 1, 1,
81
+ 1, 1,
82
+ 0, 0,
83
+ 0, 1,
84
+ ]);
85
+
86
+ export interface CameraState {
87
+ viewProj: Float32Array;
88
+ cameraRight: [number, number, number];
89
+ cameraUp: [number, number, number];
90
+ cameraPosition: [number, number, number];
91
+ canvasWidth: number;
92
+ canvasHeight: number;
93
+ }
94
+
95
+ export class WorldSpaceUIPass {
96
+ private device: GPUDevice;
97
+ private surfaceFormat: GPUTextureFormat;
98
+ private depthFormat: GPUTextureFormat;
99
+ private shaderModule: GPUShaderModule | null = null;
100
+ private pipeline: GPURenderPipeline | null = null;
101
+ private uniformBuffer: GPUBuffer | null = null;
102
+ private sampler: GPUSampler | null = null;
103
+ private vertexBuffer: GPUBuffer | null = null;
104
+ private instanceBuffer: GPUBuffer | null = null;
105
+ private instanceCount = 0;
106
+ private maxInstances = 256;
107
+ private bindGroupLayout0: GPUBindGroupLayout | null = null;
108
+ private bindGroup0: GPUBindGroup | null = null;
109
+ private textureBindGroups: Map<number, GPUBindGroup> = new Map();
110
+ private currentTextures: { textureView: GPUTextureView }[] = [];
111
+
112
+ constructor(device: GPUDevice, surfaceFormat: GPUTextureFormat = "bgra8unorm", depthFormat: GPUTextureFormat = "depth24plus") {
113
+ this.device = device;
114
+ this.surfaceFormat = surfaceFormat;
115
+ this.depthFormat = depthFormat;
116
+ }
117
+
118
+ prepare(): void {
119
+ // Shader module
120
+ this.shaderModule = createValidatedShaderModule(this.device, { code: SHADER_CODE, label: "WorldSpaceUIPass" });
121
+
122
+ // Sampler
123
+ this.sampler = this.device.createSampler({
124
+ magFilter: "linear",
125
+ minFilter: "linear",
126
+ addressModeU: "clamp-to-edge",
127
+ addressModeV: "clamp-to-edge",
128
+ });
129
+
130
+ // Uniform buffer: viewProj(64) + cameraRight(16) + cameraUp(16) = 96 bytes
131
+ this.uniformBuffer = this.device.createBuffer({
132
+ size: 96,
133
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
134
+ });
135
+
136
+ // Vertex buffer (quad UVs)
137
+ this.vertexBuffer = this.device.createBuffer({
138
+ size: QUAD_VERTICES.byteLength,
139
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
140
+ });
141
+ this.device.queue.writeBuffer(this.vertexBuffer, 0, QUAD_VERTICES);
142
+
143
+ // Instance buffer
144
+ this.instanceBuffer = this.device.createBuffer({
145
+ size: this.maxInstances * INSTANCE_BYTES,
146
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
147
+ });
148
+
149
+ // Bind group layout 0: camera uniform + sampler
150
+ this.bindGroupLayout0 = this.device.createBindGroupLayout({
151
+ entries: [
152
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "uniform" } },
153
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
154
+ ],
155
+ });
156
+
157
+ this.bindGroup0 = this.device.createBindGroup({
158
+ layout: this.bindGroupLayout0,
159
+ entries: [
160
+ { binding: 0, resource: { buffer: this.uniformBuffer } },
161
+ { binding: 1, resource: this.sampler },
162
+ ],
163
+ });
164
+
165
+ // Bind group layout 1: texture
166
+ const bindGroupLayout1 = this.device.createBindGroupLayout({
167
+ entries: [
168
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
169
+ ],
170
+ });
171
+
172
+ // Pipeline layout
173
+ const pipelineLayout = this.device.createPipelineLayout({
174
+ bindGroupLayouts: [this.bindGroupLayout0, bindGroupLayout1],
175
+ });
176
+
177
+ // Render pipeline
178
+ this.pipeline = this.device.createRenderPipeline({
179
+ layout: pipelineLayout,
180
+ vertex: {
181
+ module: this.shaderModule,
182
+ entryPoint: "vs_main",
183
+ buffers: [
184
+ {
185
+ // Vertex buffer — quad UVs
186
+ arrayStride: 8,
187
+ stepMode: "vertex",
188
+ attributes: [{ shaderLocation: 0, offset: 0, format: "float32x2" }],
189
+ },
190
+ {
191
+ // Instance buffer — per-instance data
192
+ arrayStride: INSTANCE_BYTES,
193
+ stepMode: "instance",
194
+ attributes: [
195
+ { shaderLocation: 1, offset: 0, format: "float32x3" }, // position
196
+ { shaderLocation: 2, offset: 16, format: "float32x2" }, // size
197
+ { shaderLocation: 3, offset: 24, format: "float32x2" }, // uvOffset
198
+ { shaderLocation: 4, offset: 32, format: "float32x2" }, // uvScale
199
+ { shaderLocation: 5, offset: 40, format: "float32" }, // billboardMode
200
+ { shaderLocation: 6, offset: 44, format: "float32" }, // textureIndex
201
+ { shaderLocation: 7, offset: 48, format: "float32" }, // errorFlag
202
+ ],
203
+ },
204
+ ],
205
+ },
206
+ fragment: {
207
+ module: this.shaderModule,
208
+ entryPoint: "fs_main",
209
+ targets: [{
210
+ format: this.surfaceFormat,
211
+ blend: {
212
+ color: {
213
+ srcFactor: "src-alpha",
214
+ dstFactor: "one-minus-src-alpha",
215
+ operation: "add",
216
+ },
217
+ alpha: {
218
+ srcFactor: "one",
219
+ dstFactor: "one-minus-src-alpha",
220
+ operation: "add",
221
+ },
222
+ },
223
+ }],
224
+ },
225
+ primitive: { topology: "triangle-list" },
226
+ depthStencil: {
227
+ depthWriteEnabled: false,
228
+ depthCompare: "less",
229
+ format: this.depthFormat as GPUTextureFormat,
230
+ },
231
+ });
232
+ }
233
+
234
+ updateInstances(elements: WorldSpaceUIElement[], errorTextureIndices: Set<number>): void {
235
+ if (!this.instanceBuffer) return;
236
+
237
+ this.instanceCount = elements.length;
238
+
239
+ // Grow buffer if needed
240
+ if (this.instanceCount > this.maxInstances) {
241
+ this.maxInstances = Math.ceil(this.instanceCount * 1.5);
242
+ this.instanceBuffer.destroy();
243
+ this.instanceBuffer = this.device.createBuffer({
244
+ size: this.maxInstances * INSTANCE_BYTES,
245
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
246
+ });
247
+ }
248
+
249
+ const data = new Float32Array(this.instanceCount * INSTANCE_FLOATS);
250
+ for (let i = 0; i < this.instanceCount; i++) {
251
+ const el = elements[i];
252
+ const offset = i * INSTANCE_FLOATS;
253
+ data[offset + 0] = el.position[0];
254
+ data[offset + 1] = el.position[1];
255
+ data[offset + 2] = el.position[2];
256
+ data[offset + 3] = 0; // pad
257
+ data[offset + 4] = el.size[0];
258
+ data[offset + 5] = el.size[1];
259
+ data[offset + 6] = el.uvOffset[0];
260
+ data[offset + 7] = el.uvOffset[1];
261
+ data[offset + 8] = el.uvScale[0];
262
+ data[offset + 9] = el.uvScale[1];
263
+ data[offset + 10] = el.billboardMode;
264
+ data[offset + 11] = el.textureIndex;
265
+ data[offset + 12] = errorTextureIndices.has(el.textureIndex) ? 1 : 0;
266
+ data[offset + 13] = 0; // pad
267
+ }
268
+
269
+ this.device.queue.writeBuffer(this.instanceBuffer, 0, data);
270
+ }
271
+
272
+ updateCamera(camera: CameraState): void {
273
+ if (!this.uniformBuffer) return;
274
+ // WGSL uniform struct layout (vec4 = 16 bytes each):
275
+ // viewProj: mat4x4 at offset 0 (16 floats = 64 bytes)
276
+ // cameraRight: vec4 at offset 64 (floats 16-19)
277
+ // cameraUp: vec4 at offset 80 (floats 20-23)
278
+ const data = new Float32Array(24);
279
+ data.set(camera.viewProj, 0);
280
+ data[16] = camera.cameraRight[0];
281
+ data[17] = camera.cameraRight[1];
282
+ data[18] = camera.cameraRight[2];
283
+ data[19] = 0;
284
+ data[20] = camera.cameraUp[0];
285
+ data[21] = camera.cameraUp[1];
286
+ data[22] = camera.cameraUp[2];
287
+ data[23] = 0;
288
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, data);
289
+ }
290
+
291
+ setTextures(textures: { textureView: GPUTextureView }[]): void {
292
+ this.currentTextures = textures;
293
+ this.textureBindGroups.clear();
294
+
295
+ if (!this.pipeline) return;
296
+
297
+ const bindGroupLayout1 = this.pipeline.getBindGroupLayout(1);
298
+ for (let i = 0; i < textures.length; i++) {
299
+ this.textureBindGroups.set(i, this.device.createBindGroup({
300
+ layout: bindGroupLayout1,
301
+ entries: [{ binding: 0, resource: textures[i].textureView }],
302
+ }));
303
+ }
304
+ }
305
+
306
+ execute(passEncoder: GPURenderPassEncoder, elements: WorldSpaceUIElement[], errorTextureIndices: Set<number>): void {
307
+ if (!this.pipeline || !this.bindGroup0 || !this.vertexBuffer || !this.instanceBuffer) return;
308
+ if (elements.length === 0) return;
309
+
310
+ // Sort elements by textureIndex so instances are contiguous per texture group
311
+ const sorted = [...elements].sort((a, b) => a.textureIndex - b.textureIndex);
312
+ this.updateInstances(sorted, errorTextureIndices);
313
+
314
+ passEncoder.setPipeline(this.pipeline);
315
+ passEncoder.setBindGroup(0, this.bindGroup0);
316
+ passEncoder.setVertexBuffer(0, this.vertexBuffer);
317
+ passEncoder.setVertexBuffer(1, this.instanceBuffer);
318
+
319
+ // Group sorted instances by textureIndex — each group is contiguous
320
+ let firstInstance = 0;
321
+ let currentTexIdx = sorted[0].textureIndex;
322
+ let groupCount = 0;
323
+
324
+ for (let i = 0; i <= sorted.length; i++) {
325
+ const texIdx = i < sorted.length ? sorted[i].textureIndex : -1;
326
+ if (texIdx !== currentTexIdx) {
327
+ // Draw the accumulated group
328
+ const bg = this.textureBindGroups.get(currentTexIdx);
329
+ if (bg) {
330
+ passEncoder.setBindGroup(1, bg);
331
+ passEncoder.draw(6, groupCount, 0, firstInstance);
332
+ }
333
+ firstInstance += groupCount;
334
+ groupCount = 0;
335
+ currentTexIdx = texIdx;
336
+ }
337
+ groupCount++;
338
+ }
339
+ }
340
+
341
+ destroy(): void {
342
+ (this.shaderModule as any)?.destroy();
343
+ this.pipeline = null;
344
+ this.uniformBuffer?.destroy();
345
+ this.vertexBuffer?.destroy();
346
+ this.instanceBuffer?.destroy();
347
+ this.bindGroupLayout0 = null;
348
+ this.bindGroup0 = null;
349
+ this.textureBindGroups.clear();
350
+ }
351
+ }
@@ -0,0 +1,18 @@
1
+ # `@downdraft/engine/modules/sailing`
2
+
3
+ Sailing mechanics module — wind state, buoyancy integration, and sail controls for nautical games.
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/modules/sailing
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `SailingConfig`
14
+ - `SailingStateTok`
15
+ - `WindStateTok`
16
+ - `createSailingModule`
17
+
18
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.
@@ -0,0 +1,51 @@
1
+ // ============================================================================
2
+ // @downdraft/engine/modules/sailing — sailing mechanics (wind + buoyancy + steering)
3
+ //
4
+ // Composes water physics (wave sampling, buoyancy) with sailing mechanics
5
+ // (wind force, sail trim, rudder steering, hull drag). Requires the water
6
+ // library's WaterWriterTok to sample wave heights for buoyancy.
7
+ // ============================================================================
8
+
9
+ import { resourceToken, type Module, type ModuleContext } from "@downdraft/engine";
10
+ import { WaterWriterTok } from "@downdraft/engine/libraries/water";
11
+
12
+ export interface SailingConfig {
13
+ baseWindSpeed?: number;
14
+ baseWindDirection?: number;
15
+ sailArea?: number;
16
+ rudderArea?: number;
17
+ hullDragCoeff?: number;
18
+ maxTurnRate?: number;
19
+ }
20
+
21
+ export const SailingStateTok = resourceToken<unknown>("sailing:state");
22
+ export const WindStateTok = resourceToken<{ speed: number; direction: number }>("sailing:wind");
23
+
24
+ export function createSailingModule(config: SailingConfig = {}): Module {
25
+ const cfg = {
26
+ baseWindSpeed: config.baseWindSpeed ?? 8.0,
27
+ baseWindDirection: config.baseWindDirection ?? 0,
28
+ sailArea: config.sailArea ?? 50,
29
+ rudderArea: config.rudderArea ?? 10,
30
+ hullDragCoeff: config.hullDragCoeff ?? 0.3,
31
+ maxTurnRate: config.maxTurnRate ?? 0.5,
32
+ };
33
+ return {
34
+ name: "sailing",
35
+ version: "1.0.0",
36
+ requires: [WaterWriterTok],
37
+ provides: [SailingStateTok, WindStateTok],
38
+ register(ctx: ModuleContext) {
39
+ // Inject the water writer (validated by `requires`).
40
+ // The water writer is used by the game's sailing system to sample
41
+ // wave heights for buoyancy. The plugin validates the dependency
42
+ // exists; the game's system reads it from the DI graph.
43
+ ctx.injectOptional(WaterWriterTok);
44
+ ctx.provide(SailingStateTok, cfg);
45
+ ctx.provide(WindStateTok, { speed: cfg.baseWindSpeed, direction: cfg.baseWindDirection });
46
+ // The actual sailing system (force calculation, rudder integration,
47
+ // hull drag) is game-specific and registered as an ECS system by
48
+ // the game. This plugin provides config + wind state via DI.
49
+ },
50
+ };
51
+ }
@@ -0,0 +1,18 @@
1
+ # `@downdraft/engine/modules/terrain`
2
+
3
+ Terrain streaming module — chunked terrain loading, LOD, and mesh generation workers.
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/modules/terrain
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `DEFAULT_STREAMING_CONFIG`
14
+ - `TerrainModuleConfig`
15
+ - `TerrainStreamingTok`
16
+ - `createTerrainModule`
17
+
18
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.