@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 +1,409 @@
1
+ // ============================================================================
2
+ // Camera System — view matrix calculation for 1st/3rd person and freecam
3
+ // Generic camera with configurable eye height and player height parameters.
4
+ // ============================================================================
5
+
6
+ import { mat4 } from "wgpu-matrix";
7
+
8
+ export enum CameraMode {
9
+ FirstPerson = 0,
10
+ ThirdPerson = 1,
11
+ FreeCam = 2,
12
+ }
13
+
14
+ export interface CameraState {
15
+ position: [number, number, number];
16
+ target: [number, number, number];
17
+ up: [number, number, number];
18
+ fov: number;
19
+ near: number;
20
+ far: number;
21
+ aspect: number;
22
+ projectionMatrix?: Float32Array;
23
+ viewMatrix?: Float32Array;
24
+ }
25
+
26
+ export interface CameraConfig {
27
+ eyeHeight: number;
28
+ playerHeight: number;
29
+ thirdPersonDistance?: number;
30
+ firstPersonSensitivity?: number;
31
+ thirdPersonSensitivity?: number;
32
+ freecamSensitivity?: number;
33
+ }
34
+
35
+ const DEFAULT_CONFIG: CameraConfig = {
36
+ eyeHeight: 1.62,
37
+ playerHeight: 1.8,
38
+ thirdPersonDistance: 12,
39
+ firstPersonSensitivity: 1.0,
40
+ thirdPersonSensitivity: 1.0,
41
+ freecamSensitivity: 1.0,
42
+ };
43
+
44
+ const FREECAM_MOUSE_SENSITIVITY = 0.001;
45
+ const FIRST_PERSON_MOUSE_SENSITIVITY = 0.001;
46
+ const THIRD_PERSON_MOUSE_SENSITIVITY = 0.005;
47
+
48
+ const KEY_W = 87, KEY_A = 65, KEY_S = 83, KEY_D = 68;
49
+ const KEY_SPACE = 32, KEY_SHIFT = 16;
50
+
51
+ // ── Math utilities ──
52
+
53
+ const tmpProj = new Float32Array(16);
54
+ const tmpView = new Float32Array(16);
55
+ const tmpResult = new Float32Array(16);
56
+
57
+ export function calculateViewProj(camera: CameraState): Float32Array {
58
+ return calculateViewProjInto(camera, tmpResult);
59
+ }
60
+
61
+ export function calculateViewProjInto(camera: CameraState, target: Float32Array): Float32Array {
62
+ if (camera.projectionMatrix && camera.viewMatrix) {
63
+ return mat4.multiply(camera.projectionMatrix, camera.viewMatrix, target);
64
+ }
65
+ if (camera.projectionMatrix) {
66
+ mat4.lookAt(camera.position, camera.target, camera.up, tmpView);
67
+ return mat4.multiply(camera.projectionMatrix, tmpView, target);
68
+ }
69
+ if (camera.viewMatrix) {
70
+ const fov = (camera.fov * Math.PI) / 180;
71
+ mat4.perspective(fov, camera.aspect, camera.near, camera.far, tmpProj);
72
+ return mat4.multiply(tmpProj, camera.viewMatrix, target);
73
+ }
74
+ const fov = (camera.fov * Math.PI) / 180;
75
+ mat4.perspective(fov, camera.aspect, camera.near, camera.far, tmpProj);
76
+ mat4.lookAt(camera.position, camera.target, camera.up, tmpView);
77
+ return mat4.multiply(tmpProj, tmpView, target);
78
+ }
79
+
80
+ export function transformVec4(
81
+ m: Float32Array,
82
+ v: [number, number, number, number],
83
+ ): [number, number, number, number] {
84
+ return [
85
+ m[0] * v[0] + m[4] * v[1] + m[8] * v[2] + m[12] * v[3],
86
+ m[1] * v[0] + m[5] * v[1] + m[9] * v[2] + m[13] * v[3],
87
+ m[2] * v[0] + m[6] * v[1] + m[10] * v[2] + m[14] * v[3],
88
+ m[3] * v[0] + m[7] * v[1] + m[11] * v[2] + m[15] * v[3],
89
+ ];
90
+ }
91
+
92
+ export function normalize3(v: number[]): [number, number, number] {
93
+ const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]) || 1;
94
+ return [v[0] / len, v[1] / len, v[2] / len];
95
+ }
96
+
97
+ export function dot3(a: number[], b: number[]): number {
98
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
99
+ }
100
+
101
+ // ── CameraSystem class ──
102
+
103
+ export class CameraSystem {
104
+ private config: CameraConfig;
105
+ private thirdPersonDistance: number;
106
+ private thirdPersonHeight: number;
107
+ private smoothPos: [number, number, number] | null = null;
108
+ private smoothTarget: [number, number, number] | null = null;
109
+ private lastMode: number = CameraMode.FirstPerson;
110
+ private prevPlayerPos: [number, number, number] | null = null;
111
+
112
+ private freecamPos: [number, number, number] = [0, 10, 0];
113
+ private freecamAngles: { pitch: number; yaw: number } = { pitch: 0, yaw: 0 };
114
+ private freecamInitialized = false;
115
+
116
+ private lookHeading = 0;
117
+ private lookPitch = 0;
118
+ private lookSyncedTick = -1;
119
+
120
+ /**
121
+ * Set the look direction directly, bypassing mouse deltas, and mark it as
122
+ * synced (unlike resetLook(), does not trigger reinit from SAB on next tick).
123
+ * Used by the native/test harness.
124
+ */
125
+ setLookState(heading: number, pitch: number): void {
126
+ this.lookHeading = heading;
127
+ this.lookPitch = pitch;
128
+ this.lookSyncedTick = 0;
129
+ }
130
+
131
+ getLookSyncedTick(): number { return this.lookSyncedTick; }
132
+
133
+ private firstPersonSensitivity: number;
134
+ private thirdPersonSensitivity: number;
135
+ private freecamSensitivity: number;
136
+
137
+ private pooledReturnState: CameraState = {
138
+ position: [0, 0, 0],
139
+ target: [0, 0, 0],
140
+ up: [0, 1, 0],
141
+ fov: 60,
142
+ near: 0.1,
143
+ far: 4096,
144
+ aspect: 1,
145
+ };
146
+ private pooledPos: [number, number, number] = [0, 0, 0];
147
+ private pooledTarget: [number, number, number] = [0, 0, 0];
148
+ private pooledDesiredOffset: [number, number, number] = [0, 0, 0];
149
+ private pooledCurrentOffset: [number, number, number] = [0, 0, 0];
150
+
151
+ constructor(config?: Partial<CameraConfig>) {
152
+ this.config = { ...DEFAULT_CONFIG, ...config };
153
+ this.thirdPersonDistance = this.config.thirdPersonDistance!;
154
+ this.thirdPersonHeight = this.config.playerHeight * 0.8;
155
+ this.firstPersonSensitivity = this.config.firstPersonSensitivity!;
156
+ this.thirdPersonSensitivity = this.config.thirdPersonSensitivity!;
157
+ this.freecamSensitivity = this.config.freecamSensitivity!;
158
+ }
159
+
160
+ calculateCamera(
161
+ playerPos: { x: number; y: number; z: number },
162
+ heading: number,
163
+ pitch: number,
164
+ mode: number,
165
+ viewportIdx: number,
166
+ dt: number,
167
+ aspect: number,
168
+ ): CameraState {
169
+ const pos = this.pooledPos;
170
+ const target = this.pooledTarget;
171
+
172
+ const modeChanged = mode !== this.lastMode;
173
+ this.lastMode = mode;
174
+
175
+ switch (mode) {
176
+ case CameraMode.FirstPerson: {
177
+ const eyeY = playerPos.y + this.config.eyeHeight;
178
+ pos[0] = playerPos.x; pos[1] = eyeY; pos[2] = playerPos.z;
179
+ const lookDist = 100;
180
+ const cp = Math.cos(this.lookPitch);
181
+ const sp = Math.sin(this.lookPitch);
182
+ target[0] = playerPos.x + Math.sin(this.lookHeading) * cp * lookDist;
183
+ target[1] = eyeY + sp * lookDist;
184
+ target[2] = playerPos.z - Math.cos(this.lookHeading) * cp * lookDist;
185
+ break;
186
+ }
187
+
188
+ case CameraMode.ThirdPerson: {
189
+ const dist = this.thirdPersonDistance;
190
+ const clampedPitch = Math.max(-0.8, Math.min(0.6, this.lookPitch));
191
+ const cp = Math.cos(clampedPitch);
192
+ const sp = Math.sin(clampedPitch);
193
+
194
+ pos[0] = playerPos.x - Math.sin(this.lookHeading) * cp * dist;
195
+ pos[1] = playerPos.y + this.thirdPersonHeight - sp * dist;
196
+ pos[2] = playerPos.z + Math.cos(this.lookHeading) * cp * dist;
197
+
198
+ const torsoOffset = this.config.playerHeight * 0.5;
199
+ target[0] = playerPos.x;
200
+ target[1] = playerPos.y + torsoOffset;
201
+ target[2] = playerPos.z;
202
+ break;
203
+ }
204
+
205
+ case CameraMode.FreeCam: {
206
+ pos[0] = this.freecamPos[0];
207
+ pos[1] = this.freecamPos[1];
208
+ pos[2] = this.freecamPos[2];
209
+ const cp = Math.cos(this.freecamAngles.pitch);
210
+ const sp = Math.sin(this.freecamAngles.pitch);
211
+ const lookDist = 100;
212
+ target[0] = this.freecamPos[0] + Math.sin(this.freecamAngles.yaw) * cp * lookDist;
213
+ target[1] = this.freecamPos[1] + sp * lookDist;
214
+ target[2] = this.freecamPos[2] - Math.cos(this.freecamAngles.yaw) * cp * lookDist;
215
+ break;
216
+ }
217
+
218
+ default: {
219
+ pos[0] = playerPos.x;
220
+ pos[1] = playerPos.y + 3;
221
+ pos[2] = playerPos.z + 8;
222
+ target[0] = playerPos.x;
223
+ target[1] = playerPos.y;
224
+ target[2] = playerPos.z;
225
+ break;
226
+ }
227
+ }
228
+
229
+ if (mode === CameraMode.FirstPerson || mode === CameraMode.FreeCam || modeChanged) {
230
+ if (!this.smoothPos) this.smoothPos = [0, 0, 0];
231
+ if (!this.smoothTarget) this.smoothTarget = [0, 0, 0];
232
+ this.smoothPos[0] = pos[0]; this.smoothPos[1] = pos[1]; this.smoothPos[2] = pos[2];
233
+ this.smoothTarget[0] = target[0]; this.smoothTarget[1] = target[1]; this.smoothTarget[2] = target[2];
234
+ if (!this.prevPlayerPos) this.prevPlayerPos = [0, 0, 0];
235
+ this.prevPlayerPos[0] = playerPos.x;
236
+ this.prevPlayerPos[1] = playerPos.y;
237
+ this.prevPlayerPos[2] = playerPos.z;
238
+ } else {
239
+ if (!this.smoothPos) this.smoothPos = [pos[0], pos[1], pos[2]];
240
+ if (!this.smoothTarget) this.smoothTarget = [target[0], target[1], target[2]];
241
+
242
+ const lerp = 1 - Math.pow(0.001, dt);
243
+
244
+ if (mode === CameraMode.ThirdPerson) {
245
+ if (this.prevPlayerPos) {
246
+ this.smoothPos[0] += playerPos.x - this.prevPlayerPos[0];
247
+ this.smoothPos[1] += playerPos.y - this.prevPlayerPos[1];
248
+ this.smoothPos[2] += playerPos.z - this.prevPlayerPos[2];
249
+ }
250
+ if (!this.prevPlayerPos) this.prevPlayerPos = [0, 0, 0];
251
+ this.prevPlayerPos[0] = playerPos.x;
252
+ this.prevPlayerPos[1] = playerPos.y;
253
+ this.prevPlayerPos[2] = playerPos.z;
254
+
255
+ const desiredOffset = this.pooledDesiredOffset;
256
+ desiredOffset[0] = pos[0] - playerPos.x;
257
+ desiredOffset[1] = pos[1] - playerPos.y;
258
+ desiredOffset[2] = pos[2] - playerPos.z;
259
+ const currentOffset = this.pooledCurrentOffset;
260
+ currentOffset[0] = this.smoothPos[0] - playerPos.x;
261
+ currentOffset[1] = this.smoothPos[1] - playerPos.y;
262
+ currentOffset[2] = this.smoothPos[2] - playerPos.z;
263
+ currentOffset[0] += (desiredOffset[0] - currentOffset[0]) * lerp;
264
+ currentOffset[1] += (desiredOffset[1] - currentOffset[1]) * lerp;
265
+ currentOffset[2] += (desiredOffset[2] - currentOffset[2]) * lerp;
266
+ this.smoothPos[0] = playerPos.x + currentOffset[0];
267
+ this.smoothPos[1] = playerPos.y + currentOffset[1];
268
+ this.smoothPos[2] = playerPos.z + currentOffset[2];
269
+
270
+ this.smoothTarget[0] = target[0];
271
+ this.smoothTarget[1] = target[1];
272
+ this.smoothTarget[2] = target[2];
273
+ } else {
274
+ this.smoothPos[0] += (pos[0] - this.smoothPos[0]) * lerp;
275
+ this.smoothPos[1] += (pos[1] - this.smoothPos[1]) * lerp;
276
+ this.smoothPos[2] += (pos[2] - this.smoothPos[2]) * lerp;
277
+ this.smoothTarget[0] += (target[0] - this.smoothTarget[0]) * lerp;
278
+ this.smoothTarget[1] += (target[1] - this.smoothTarget[1]) * lerp;
279
+ this.smoothTarget[2] += (target[2] - this.smoothTarget[2]) * lerp;
280
+ }
281
+ }
282
+
283
+ const ret = this.pooledReturnState;
284
+ ret.position[0] = this.smoothPos[0];
285
+ ret.position[1] = this.smoothPos[1];
286
+ ret.position[2] = this.smoothPos[2];
287
+ ret.target[0] = this.smoothTarget[0];
288
+ ret.target[1] = this.smoothTarget[1];
289
+ ret.target[2] = this.smoothTarget[2];
290
+ ret.aspect = aspect;
291
+ return ret;
292
+ }
293
+
294
+ getThirdPersonDistance(): number {
295
+ return this.thirdPersonDistance;
296
+ }
297
+
298
+ setThirdPersonDistance(d: number): void {
299
+ this.thirdPersonDistance = Math.max(2, Math.min(20, d));
300
+ }
301
+
302
+ setThirdPersonHeight(h: number): void {
303
+ this.thirdPersonHeight = Math.max(1, Math.min(10, h));
304
+ }
305
+
306
+ updateFreecam(
307
+ keysDown: Set<number>,
308
+ mouseDelta: { dx: number; dy: number },
309
+ dt: number,
310
+ playerPos: { x: number; y: number; z: number },
311
+ playerHeading: number,
312
+ playerPitch: number,
313
+ ): void {
314
+ if (!this.freecamInitialized) {
315
+ this.freecamPos = [playerPos.x, playerPos.y + 5, playerPos.z];
316
+ this.freecamAngles = { pitch: playerPitch, yaw: playerHeading };
317
+ this.freecamInitialized = true;
318
+ }
319
+
320
+ const speed = 20 * dt;
321
+ const cos = Math.cos(this.freecamAngles.yaw);
322
+ const sin = Math.sin(this.freecamAngles.yaw);
323
+
324
+ if (keysDown.has(KEY_W)) {
325
+ this.freecamPos[0] += sin * speed;
326
+ this.freecamPos[2] -= cos * speed;
327
+ }
328
+ if (keysDown.has(KEY_S)) {
329
+ this.freecamPos[0] -= sin * speed;
330
+ this.freecamPos[2] += cos * speed;
331
+ }
332
+ if (keysDown.has(KEY_A)) {
333
+ this.freecamPos[0] -= cos * speed;
334
+ this.freecamPos[2] -= sin * speed;
335
+ }
336
+ if (keysDown.has(KEY_D)) {
337
+ this.freecamPos[0] += cos * speed;
338
+ this.freecamPos[2] += sin * speed;
339
+ }
340
+ if (keysDown.has(KEY_SPACE)) {
341
+ this.freecamPos[1] += speed;
342
+ }
343
+ if (keysDown.has(KEY_SHIFT)) {
344
+ this.freecamPos[1] -= speed;
345
+ }
346
+
347
+ const fSens = FREECAM_MOUSE_SENSITIVITY * this.freecamSensitivity;
348
+ if (mouseDelta.dx !== 0) this.freecamAngles.yaw += mouseDelta.dx * fSens;
349
+ if (mouseDelta.dy !== 0) {
350
+ this.freecamAngles.pitch -= mouseDelta.dy * fSens;
351
+ this.freecamAngles.pitch = Math.max(-1.4, Math.min(1.4, this.freecamAngles.pitch));
352
+ }
353
+ }
354
+
355
+ updateLook(
356
+ mouseDelta: { dx: number; dy: number },
357
+ simTick: number,
358
+ sabHeading: number,
359
+ sabPitch: number,
360
+ mode: number,
361
+ ): void {
362
+ if (this.lookSyncedTick < 0) {
363
+ this.lookHeading = sabHeading;
364
+ this.lookPitch = sabPitch;
365
+ }
366
+ this.lookSyncedTick = simTick;
367
+
368
+ const baseSens = mode === CameraMode.ThirdPerson
369
+ ? THIRD_PERSON_MOUSE_SENSITIVITY
370
+ : FIRST_PERSON_MOUSE_SENSITIVITY;
371
+ const sens = baseSens * (mode === CameraMode.ThirdPerson
372
+ ? this.thirdPersonSensitivity
373
+ : this.firstPersonSensitivity);
374
+
375
+ if (mouseDelta.dx !== 0) this.lookHeading += mouseDelta.dx * sens;
376
+ if (mouseDelta.dy !== 0) {
377
+ if (mode === CameraMode.ThirdPerson) {
378
+ this.lookPitch -= mouseDelta.dy * sens;
379
+ this.lookPitch = Math.max(-0.8, Math.min(0.6, this.lookPitch));
380
+ } else {
381
+ this.lookPitch -= mouseDelta.dy * sens;
382
+ this.lookPitch = Math.max(-1.4, Math.min(1.4, this.lookPitch));
383
+ }
384
+ }
385
+ }
386
+
387
+ resetLook(heading: number, pitch: number): void {
388
+ this.lookHeading = heading;
389
+ this.lookPitch = pitch;
390
+ this.lookSyncedTick = -1;
391
+ }
392
+
393
+ getLookHeading(): number { return this.lookHeading; }
394
+ getLookPitch(): number { return this.lookPitch; }
395
+
396
+ resetFreecam(playerPos: { x: number; y: number; z: number }, heading: number, pitch: number): void {
397
+ this.freecamPos = [playerPos.x, playerPos.y + 5, playerPos.z];
398
+ this.freecamAngles = { pitch, yaw: heading };
399
+ this.freecamInitialized = true;
400
+ }
401
+
402
+ clearFreecam(): void {
403
+ this.freecamInitialized = false;
404
+ }
405
+
406
+ setFirstPersonSensitivity(v: number): void { this.firstPersonSensitivity = v; }
407
+ setThirdPersonSensitivity(v: number): void { this.thirdPersonSensitivity = v; }
408
+ setFreecamSensitivity(v: number): void { this.freecamSensitivity = v; }
409
+ }
@@ -0,0 +1,46 @@
1
+ import type { RenderSurface } from "../platform/render-surface";
2
+
3
+ export interface CanvasResizeHandler {
4
+ onResize(cssWidth: number, cssHeight: number, dpr: number): void;
5
+ }
6
+
7
+ export class CanvasResizeWatcher {
8
+ private observer: ResizeObserver | null = null;
9
+ private dpr = 1;
10
+ private onSurfaceResize = () => this.resize();
11
+
12
+ constructor(
13
+ private canvas: RenderSurface,
14
+ private handler: CanvasResizeHandler,
15
+ ) {
16
+ this.dpr = (typeof window !== "undefined" ? window.devicePixelRatio : 0) || 1;
17
+ // DOM hosts: element box changes fire ResizeObserver. Native surfaces
18
+ // aren't Elements — they push a "resize" event instead. Both paths feed
19
+ // the same resize() so either host drives layout updates.
20
+ if (typeof ResizeObserver !== "undefined") {
21
+ this.observer = new ResizeObserver(() => this.resize());
22
+ this.observer.observe(canvas as unknown as Element);
23
+ }
24
+ canvas.addEventListener("resize", this.onSurfaceResize);
25
+ this.resize();
26
+ }
27
+
28
+ private resize(): void {
29
+ this.handler.onResize(this.canvas.clientWidth, this.canvas.clientHeight, this.dpr);
30
+ }
31
+
32
+ setDpr(dpr: number): void {
33
+ this.dpr = dpr;
34
+ this.resize();
35
+ }
36
+
37
+ getDpr(): number {
38
+ return this.dpr;
39
+ }
40
+
41
+ destroy(): void {
42
+ this.observer?.disconnect();
43
+ this.observer = null;
44
+ this.canvas.removeEventListener("resize", this.onSurfaceResize);
45
+ }
46
+ }
@@ -0,0 +1,172 @@
1
+ // ============================================================================
2
+ // runComputeKernel — thin imperative helper for quick one-off GPGPU dispatch.
3
+ // The "gpu.js replacement": throw a WGSL kernel at the GPU with typed inputs,
4
+ // dispatch once, and read back results. No graph, no frame graph, no editor.
5
+ // ============================================================================
6
+
7
+ import { createValidatedShaderModule } from "./shader-validator";
8
+
9
+ /** GPUBufferUsage flags. Defined locally for testability. */
10
+ const BUFFER_USAGE = {
11
+ UNIFORM: 0x40,
12
+ STORAGE: 0x80,
13
+ COPY_DST: 0x8,
14
+ COPY_SRC: 0x4,
15
+ MAP_READ: 0x1,
16
+ } as const;
17
+
18
+ /** GPUShaderStage.COMPUTE = 0x4. */
19
+ const SHADER_STAGE_COMPUTE = 0x4;
20
+
21
+ /** GPUMapMode.READ = 0x1. */
22
+ const MAP_MODE_READ = 0x1;
23
+
24
+ export interface ComputeKernelInput {
25
+ name: string;
26
+ data: ArrayBufferView;
27
+ type: "storage" | "uniform";
28
+ access?: "read" | "write" | "read_write";
29
+ /** For storage buffers: the WGSL binding type. Defaults to "read_write". */
30
+ }
31
+
32
+ export interface ComputeKernelResult {
33
+ /** Map of buffer name → GPUBuffer (storage + uniform). */
34
+ buffers: Map<string, GPUBuffer>;
35
+ /** Read a storage buffer back to the CPU. Returns a new ArrayBuffer copy. */
36
+ readBuffer: (name: string) => Promise<ArrayBuffer>;
37
+ }
38
+
39
+ /**
40
+ * Run a WGSL compute kernel once and return a result handle for readback.
41
+ *
42
+ * The WGSL must declare `@group(0) @binding(N)` for each input, matching the
43
+ * `name` → `binding` index in the `inputs` array (0-based). The entry point
44
+ * must be `@compute @workgroup_size(...)` with the default name "cs_main"
45
+ * (override via `entryPoint`).
46
+ *
47
+ * @example
48
+ * ```ts
49
+ * const result = await runComputeKernel(device, `
50
+ * @group(0) @binding(0) var<storage, read_write> data: array<f32>;
51
+ * @group(0) @binding(1) var<uniform> params: Params;
52
+ * @compute @workgroup_size(64)
53
+ * fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
54
+ * data[gid.x] = data[gid.x] * 2.0;
55
+ * }
56
+ * `, [
57
+ * { name: "data", data: new Float32Array([1,2,3,4]), type: "storage", access: "read_write" },
58
+ * { name: "params", data: paramData, type: "uniform" },
59
+ * ], [64,1,1], [1,1,1]);
60
+ * const output = await result.readBuffer("data");
61
+ * ```
62
+ */
63
+ export async function runComputeKernel(
64
+ device: GPUDevice,
65
+ wgsl: string,
66
+ inputs: ComputeKernelInput[],
67
+ workgroupSize: [number, number, number],
68
+ dispatchCount: [number, number, number],
69
+ entryPoint: string = "cs_main",
70
+ ): Promise<ComputeKernelResult> {
71
+ const buffers = new Map<string, GPUBuffer>();
72
+ const readbackBuffers = new Map<string, GPUBuffer>();
73
+ const bindGroupEntries: GPUBindGroupEntry[] = [];
74
+
75
+ for (let i = 0; i < inputs.length; i++) {
76
+ const input = inputs[i];
77
+ const data = input.data;
78
+ const byteLength = data.byteLength;
79
+
80
+ const isUniform = input.type === "uniform";
81
+ const access = input.access ?? (isUniform ? "read" : "read_write");
82
+
83
+ const usage = isUniform
84
+ ? BUFFER_USAGE.UNIFORM | BUFFER_USAGE.COPY_DST
85
+ : BUFFER_USAGE.STORAGE |
86
+ BUFFER_USAGE.COPY_DST |
87
+ BUFFER_USAGE.COPY_SRC;
88
+
89
+ const buffer = device.createBuffer({
90
+ label: `kernel:${input.name}`,
91
+ size: Math.max(byteLength, 16),
92
+ usage,
93
+ });
94
+
95
+ device.queue.writeBuffer(buffer, 0, data as unknown as BufferSource);
96
+ buffers.set(input.name, buffer);
97
+ bindGroupEntries.push({ binding: i, resource: { buffer } });
98
+
99
+ // Create a readback buffer for storage buffers with read access
100
+ if (!isUniform && access !== "write") {
101
+ const readbackBuf = device.createBuffer({
102
+ label: `kernel:${input.name}:readback`,
103
+ size: Math.max(byteLength, 16),
104
+ usage: BUFFER_USAGE.MAP_READ | BUFFER_USAGE.COPY_DST,
105
+ });
106
+ readbackBuffers.set(input.name, readbackBuf);
107
+ }
108
+ }
109
+
110
+ // Build bind group layout from inputs
111
+ const layoutEntries: GPUBindGroupLayoutEntry[] = inputs.map((input, i) => {
112
+ const isUniform = input.type === "uniform";
113
+ const access = input.access ?? (isUniform ? "read" : "read_write");
114
+ return {
115
+ binding: i,
116
+ visibility: SHADER_STAGE_COMPUTE,
117
+ buffer: {
118
+ type: isUniform
119
+ ? "uniform"
120
+ : access === "read"
121
+ ? "read-only-storage"
122
+ : "storage",
123
+ },
124
+ } as GPUBindGroupLayoutEntry;
125
+ });
126
+
127
+ const bindGroupLayout = device.createBindGroupLayout({ entries: layoutEntries });
128
+ const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] });
129
+
130
+ const shaderModule = createValidatedShaderModule(device, { code: wgsl, label: "ComputeKernel" });
131
+ const pipeline = device.createComputePipeline({
132
+ layout: pipelineLayout,
133
+ compute: { module: shaderModule, entryPoint },
134
+ });
135
+
136
+ const bindGroup = device.createBindGroup({
137
+ layout: bindGroupLayout,
138
+ entries: bindGroupEntries,
139
+ });
140
+
141
+ // Dispatch
142
+ const encoder = device.createCommandEncoder();
143
+ const pass = encoder.beginComputePass();
144
+ pass.setPipeline(pipeline);
145
+ pass.setBindGroup(0, bindGroup);
146
+ pass.dispatchWorkgroups(dispatchCount[0], dispatchCount[1], dispatchCount[2]);
147
+ pass.end();
148
+
149
+ // Copy storage buffers to readback buffers
150
+ for (const [name, readbackBuf] of readbackBuffers.entries()) {
151
+ const src = buffers.get(name);
152
+ if (src) {
153
+ encoder.copyBufferToBuffer(src, 0, readbackBuf, 0, readbackBuf.size);
154
+ }
155
+ }
156
+
157
+ device.queue.submit([encoder.finish()]);
158
+
159
+ // Readback function
160
+ const readBuffer = async (name: string): Promise<ArrayBuffer> => {
161
+ const readbackBuf = readbackBuffers.get(name);
162
+ if (!readbackBuf) {
163
+ throw new Error(`No readback buffer for "${name}" (it may be write-only or uniform)`);
164
+ }
165
+ await readbackBuf.mapAsync(MAP_MODE_READ);
166
+ const arrayBuffer = readbackBuf.getMappedRange().slice(0);
167
+ readbackBuf.unmap();
168
+ return arrayBuffer;
169
+ };
170
+
171
+ return { buffers, readBuffer };
172
+ }
@@ -0,0 +1,2 @@
1
+ export const DEPTH_FORMAT: GPUTextureFormat = "depth32float";
2
+ export const MSAA_SAMPLE_COUNT = 1;