@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 +1,137 @@
1
+ import type { WgslStruct } from "@downdraft/engine/shader-graph";
2
+ import { f32, u32, wgsl } from "@downdraft/engine/shader-graph";
3
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
4
+ import { PassType } from "../frame-graph";
5
+ import { RenderPass } from "../render-pass";
6
+
7
+ const FluidUniforms: WgslStruct = wgsl.struct("FluidUniforms", {
8
+ gridSize: u32,
9
+ dt: f32,
10
+ viscosity: f32,
11
+ diffusion: f32,
12
+ _pad0: u32,
13
+ _pad1: u32,
14
+ });
15
+
16
+ const RenderUniforms: WgslStruct = wgsl.struct("RenderUniforms", {
17
+ gridSize: f32,
18
+ _pad0: f32,
19
+ _pad1: f32,
20
+ _pad2: f32,
21
+ });
22
+
23
+ export interface FluidConfig {
24
+ gridResolution: number;
25
+ viscosity: number;
26
+ density: number;
27
+ diffusion: number;
28
+ pressureIterations: number;
29
+ enabled: boolean;
30
+ }
31
+
32
+ export const DEFAULT_FLUID_CONFIG: FluidConfig = {
33
+ gridResolution: 128,
34
+ viscosity: 0.0001,
35
+ density: 0.1,
36
+ diffusion: 0.0001,
37
+ pressureIterations: 20,
38
+ enabled: false,
39
+ };
40
+
41
+ const FLUID_ADVECT_SHADER = /* wgsl */ `
42
+ ${FluidUniforms.wgsl}
43
+
44
+ @group(0) @binding(0) var<uniform> u: FluidUniforms;
45
+ @group(0) @binding(1) var velocityTex: texture_2d<f32>;
46
+ @group(0) @binding(2) var densityTex: texture_2d<f32>;
47
+ @group(0) @binding(3) var<storage, read_write> outputVel: array<vec4<f32>>;
48
+ @group(0) @binding(4) var<storage, read_write> outputDensity: array<vec4<f32>>;
49
+
50
+ @compute @workgroup_size(8, 8)
51
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
52
+ if (gid.x >= u.gridSize || gid.y >= u.gridSize) { return; }
53
+ let idx = gid.y * u.gridSize + gid.x;
54
+ let texel = vec2<i32>(gid.xy);
55
+ let vel = textureLoad(velocityTex, texel, 0);
56
+ let dens = textureLoad(densityTex, texel, 0);
57
+
58
+ let pos = vec2<f32>(gid.xy);
59
+ let backPos = pos - vel.xy * u.dt * f32(u.gridSize);
60
+ let backTexel = vec2<i32>(clamp(backPos, vec2<f32>(0.0), vec2<f32>(f32(u.gridSize - 1u))));
61
+
62
+ let sampledVel = textureLoad(velocityTex, backTexel, 0);
63
+ let sampledDens = textureLoad(densityTex, backTexel, 0);
64
+
65
+ outputVel[idx] = sampledVel;
66
+ outputDensity[idx] = sampledDens;
67
+ }
68
+ `;
69
+
70
+ const FLUID_RENDER_SHADER = /* wgsl */ `
71
+ ${RenderUniforms.wgsl}
72
+
73
+ @group(0) @binding(0) var<uniform> u: RenderUniforms;
74
+ @group(0) @binding(1) var densityTex: texture_2d<f32>;
75
+ @group(0) @binding(2) var velocityTex: texture_2d<f32>;
76
+ @group(0) @binding(3) var texSampler: sampler;
77
+
78
+ struct VertexOutput {
79
+ @builtin(position) clipPosition: vec4<f32>,
80
+ @location(0) uv: vec2<f32>,
81
+ };
82
+
83
+ @vertex
84
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
85
+ let positions = array<vec2<f32>, 6>(
86
+ vec2<f32>(-1.0, -1.0), vec2<f32>( 1.0, -1.0), vec2<f32>(-1.0, 1.0),
87
+ vec2<f32>(-1.0, 1.0), vec2<f32>( 1.0, -1.0), vec2<f32>( 1.0, 1.0),
88
+ );
89
+ let pos = positions[vi];
90
+ var output: VertexOutput;
91
+ output.clipPosition = vec4<f32>(pos, 0.0, 1.0);
92
+ output.uv = pos * 0.5 + 0.5;
93
+ return output;
94
+ }
95
+
96
+ @fragment
97
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
98
+ let density = textureSample(densityTex, texSampler, input.uv);
99
+ let velocity = textureSample(velocityTex, texSampler, input.uv);
100
+ let color = vec3<f32>(density.r * 0.2, density.r * 0.5, density.r * 0.8 + 0.1);
101
+ return vec4<f32>(color, density.r);
102
+ }
103
+ `;
104
+
105
+ export class FluidRenderPass extends RenderPass {
106
+ name = "fluid-render";
107
+ passType = PassType.Custom;
108
+
109
+ private config: FluidConfig;
110
+ private device: GPUDevice | null = null;
111
+
112
+ densityHandle: TextureHandle | null = null;
113
+ velocityHandle: TextureHandle | null = null;
114
+ outputHandle: TextureHandle | null = null;
115
+
116
+ constructor(config?: Partial<FluidConfig>, device?: GPUDevice | null) {
117
+ super();
118
+ this.config = { ...DEFAULT_FLUID_CONFIG, ...config };
119
+ this.device = device ?? null;
120
+ }
121
+
122
+ getConfig(): FluidConfig { return this.config; }
123
+
124
+ prepare(_device: GPUDevice): void {}
125
+
126
+ setup(builder: FrameGraphBuilder): void {
127
+ if (this.densityHandle) builder.read(this.densityHandle);
128
+ if (this.velocityHandle) builder.read(this.velocityHandle);
129
+ if (this.outputHandle) builder.colorAttachment({ handle: this.outputHandle, loadOp: "clear", storeOp: "store" });
130
+ }
131
+
132
+ execute(_ctx: GraphRenderContext): void {
133
+ if (!this.config.enabled) return;
134
+ }
135
+
136
+ destroy(): void {}
137
+ }
@@ -0,0 +1,118 @@
1
+ export interface RSMConfig {
2
+ resolution: number;
3
+ maxVPLs: number;
4
+ intensity: number;
5
+ depthBias: number;
6
+ rsmRadius: number;
7
+ enabled: boolean;
8
+ }
9
+
10
+ export const DEFAULT_RSM_CONFIG: RSMConfig = {
11
+ resolution: 512,
12
+ maxVPLs: 512,
13
+ intensity: 1.0,
14
+ depthBias: 0.001,
15
+ rsmRadius: 0.15,
16
+ enabled: false,
17
+ };
18
+
19
+ export interface VPLData {
20
+ position: [number, number, number];
21
+ color: [number, number, number];
22
+ intensity: number;
23
+ range: number;
24
+ normal: [number, number, number];
25
+ }
26
+
27
+ export const VPL_FLOATS = 12; // 3 pos + 1 range + 3 color + 1 intensity + 3 normal + 1 pad
28
+ export const VPL_SIZE = VPL_FLOATS * 4; // 48 bytes
29
+
30
+ export function packVPLsToBuffer(vpls: VPLData[], maxVPLs: number): Float32Array {
31
+ const buf = new Float32Array(maxVPLs * VPL_FLOATS);
32
+ for (let i = 0; i < Math.min(vpls.length, maxVPLs); i++) {
33
+ const vpl = vpls[i];
34
+ const offset = i * VPL_FLOATS;
35
+ buf[offset] = vpl.position[0];
36
+ buf[offset + 1] = vpl.position[1];
37
+ buf[offset + 2] = vpl.position[2];
38
+ buf[offset + 3] = vpl.range;
39
+ buf[offset + 4] = vpl.color[0];
40
+ buf[offset + 5] = vpl.color[1];
41
+ buf[offset + 6] = vpl.color[2];
42
+ buf[offset + 7] = vpl.intensity;
43
+ buf[offset + 8] = vpl.normal[0];
44
+ buf[offset + 9] = vpl.normal[1];
45
+ buf[offset + 10] = vpl.normal[2];
46
+ buf[offset + 11] = 0; // pad
47
+ }
48
+ return buf;
49
+ }
50
+
51
+ export function sampleRSMToVPLs(
52
+ rsmDepth: Float32Array,
53
+ rsmAlbedo: Float32Array,
54
+ rsmNormal: Float32Array,
55
+ rsmFlux: Float32Array,
56
+ width: number,
57
+ height: number,
58
+ lightViewProj: Float32Array,
59
+ invLightViewProj: Float32Array,
60
+ maxVPLs: number,
61
+ intensity: number,
62
+ rsmRadius: number,
63
+ ): VPLData[] {
64
+ const vpls: VPLData[] = [];
65
+ const sampleStride = Math.max(1, Math.floor((width * height) / maxVPLs));
66
+
67
+ let sampleIdx = 0;
68
+ for (let y = 0; y < height && vpls.length < maxVPLs; y++) {
69
+ for (let x = 0; x < width && vpls.length < maxVPLs; x++) {
70
+ if (sampleIdx % sampleStride !== 0) {
71
+ sampleIdx++;
72
+ continue;
73
+ }
74
+ sampleIdx++;
75
+
76
+ const pixelIdx = y * width + x;
77
+ const depth = rsmDepth[pixelIdx];
78
+ if (depth >= 1.0) continue;
79
+
80
+ // Reconstruct world position from RSM depth
81
+ const u = (x / width) * 2.0 - 1.0;
82
+ const v = (y / height) * 2.0 - 1.0;
83
+ const ndc = [u, -v, depth, 1.0];
84
+
85
+ // Transform by inverse light view-proj
86
+ const worldX = invLightViewProj[0] * ndc[0] + invLightViewProj[4] * ndc[1] + invLightViewProj[8] * ndc[2] + invLightViewProj[12] * ndc[3];
87
+ const worldY = invLightViewProj[1] * ndc[0] + invLightViewProj[5] * ndc[1] + invLightViewProj[9] * ndc[2] + invLightViewProj[13] * ndc[3];
88
+ const worldZ = invLightViewProj[2] * ndc[0] + invLightViewProj[6] * ndc[1] + invLightViewProj[10] * ndc[2] + invLightViewProj[14] * ndc[3];
89
+ const worldW = invLightViewProj[3] * ndc[0] + invLightViewProj[7] * ndc[1] + invLightViewProj[11] * ndc[2] + invLightViewProj[15] * ndc[3];
90
+
91
+ const pos: [number, number, number] = [worldX / worldW, worldY / worldW, worldZ / worldW];
92
+
93
+ const albedoIdx = pixelIdx * 4;
94
+ const color: [number, number, number] = [
95
+ rsmAlbedo[albedoIdx] * rsmFlux[pixelIdx * 3] * intensity,
96
+ rsmAlbedo[albedoIdx + 1] * rsmFlux[pixelIdx * 3 + 1] * intensity,
97
+ rsmAlbedo[albedoIdx + 2] * rsmFlux[pixelIdx * 3 + 2] * intensity,
98
+ ];
99
+
100
+ const normalIdx = pixelIdx * 4;
101
+ const normal: [number, number, number] = [
102
+ rsmNormal[normalIdx] * 2.0 - 1.0,
103
+ rsmNormal[normalIdx + 1] * 2.0 - 1.0,
104
+ rsmNormal[normalIdx + 2] * 2.0 - 1.0,
105
+ ];
106
+
107
+ vpls.push({
108
+ position: pos,
109
+ color,
110
+ intensity: 1.0,
111
+ range: rsmRadius * 10,
112
+ normal,
113
+ });
114
+ }
115
+ }
116
+
117
+ return vpls;
118
+ }
@@ -0,0 +1,300 @@
1
+ // ============================================================================
2
+ // GraphComputePass — frame-graph-integrated compute dispatch from a ComputeGraph
3
+ // Extends RenderPass with PassType.Custom (manages its own beginComputePass/end
4
+ // on the shared encoder, like GpuCullPass). Supports both auto-allocated buffers
5
+ // (from StorageBufferDecl/UniformBufferDecl) and externally-provided buffers
6
+ // for interop with existing systems.
7
+ // ============================================================================
8
+
9
+ import {
10
+ ComputeGraphCompiler,
11
+ type ComputeGraph,
12
+ type ComputeProfile
13
+ } from "@downdraft/engine/shader-graph";
14
+ import { createLogger } from "../../util/logger";
15
+ import type { RenderContext } from "../frame-graph";
16
+ import { PassType } from "../frame-graph";
17
+ import type { FrameGraphBuilder } from "../render-pass";
18
+ import { RenderPass } from "../render-pass";
19
+ import { createValidatedShaderModule } from "../shader-validator";
20
+
21
+ const log = createLogger();
22
+
23
+ /** Default allocation size for runtime-sized storage buffers (1 MB). */
24
+ const DEFAULT_RUNTIME_BUFFER_SIZE = 1 << 20;
25
+
26
+ /** GPUShaderStage.COMPUTE = 0x4. Defined locally to avoid runtime WebGPU dependency in tests. */
27
+ const SHADER_STAGE_COMPUTE = 0x4;
28
+
29
+ /** GPUBufferUsage flags. Defined locally for testability. */
30
+ const BUFFER_USAGE = {
31
+ UNIFORM: 0x40,
32
+ STORAGE: 0x80,
33
+ COPY_DST: 0x8,
34
+ COPY_SRC: 0x4,
35
+ } as const;
36
+
37
+ export interface GraphComputeBuffer {
38
+ name: string;
39
+ buffer: GPUBuffer;
40
+ }
41
+
42
+ export class GraphComputePass extends RenderPass {
43
+ readonly name: string;
44
+ passType: PassType = PassType.Custom;
45
+
46
+ private graph: ComputeGraph;
47
+ private profile: ComputeProfile | undefined;
48
+ private device: GPUDevice | null = null;
49
+ private pipeline: GPUComputePipeline | null = null;
50
+ private shaderModule: GPUShaderModule | null = null;
51
+ private bindGroup: GPUBindGroup | null = null;
52
+ private bindGroupLayout: GPUBindGroupLayout | null = null;
53
+
54
+ // Buffer management — both modes
55
+ private ownedBuffers: Map<string, GPUBuffer> = new Map();
56
+ private externalBuffers: Map<string, GPUBuffer> = new Map();
57
+ private pendingUniformData: Map<string, ArrayBufferView> = new Map();
58
+
59
+ constructor(name: string, graph: ComputeGraph, profile?: ComputeProfile) {
60
+ super();
61
+ this.name = name;
62
+ this.graph = graph;
63
+ this.profile = profile;
64
+ }
65
+
66
+ prepare(device: GPUDevice): void {
67
+ this.device = device;
68
+ this.recompile();
69
+ this.allocateOwnedBuffers();
70
+ this.createBindGroup();
71
+ }
72
+
73
+ /** Recompile the graph → new shader module → new pipeline. Supports hot-reload. */
74
+ recompile(): void {
75
+ if (!this.device) return;
76
+
77
+ const compiler = new ComputeGraphCompiler();
78
+ const result = compiler.compileDetailed(this.graph, { profile: this.profile });
79
+ if (result.errors.length > 0) {
80
+ log.warn(`GraphComputePass:${this.name}`, `Compilation errors: ${result.errors.join("; ")}`);
81
+ }
82
+
83
+ this.shaderModule = createValidatedShaderModule(this.device, {
84
+ label: this.name,
85
+ code: result.wgsl,
86
+ });
87
+
88
+ this.bindGroupLayout = this.buildBindGroupLayout();
89
+ const pipelineLayout = this.device.createPipelineLayout({
90
+ bindGroupLayouts: [this.bindGroupLayout],
91
+ });
92
+
93
+ this.pipeline = this.device.createComputePipeline({
94
+ label: this.name,
95
+ layout: pipelineLayout,
96
+ compute: { module: this.shaderModule, entryPoint: this.graph.getEntryPoint() },
97
+ });
98
+ }
99
+
100
+ setup(builder: FrameGraphBuilder): void {
101
+ void builder;
102
+ // Compute passes operate on buffers, not textures. The frame graph's
103
+ // resource tracking is texture-only, so we don't declare reads/writes here.
104
+ // Ordering is handled via slot registration (same approach as GpuCullPass).
105
+ }
106
+
107
+ execute(ctx: RenderContext): void {
108
+ if (!this.pipeline || !this.bindGroup || !this.device) return;
109
+
110
+ // Flush pending uniform data
111
+ for (const [name, data] of this.pendingUniformData.entries()) {
112
+ const buf = this.getBuffer(name);
113
+ if (buf) {
114
+ ctx.device.queue.writeBuffer(buf, 0, data as unknown as BufferSource);
115
+ }
116
+ }
117
+ this.pendingUniformData.clear();
118
+
119
+ // Rebuild bind group if external buffers changed
120
+ this.createBindGroup();
121
+
122
+ const pass = ctx.encoder.beginComputePass({ label: this.name });
123
+ pass.setPipeline(this.pipeline);
124
+ pass.setBindGroup(0, this.bindGroup);
125
+
126
+ const dispatch = this.graph.getDispatchConfig().dispatchCount;
127
+ if (dispatch !== "runtime") {
128
+ pass.dispatchWorkgroups(dispatch[0], dispatch[1], dispatch[2]);
129
+ }
130
+ // "runtime" dispatch requires an indirect buffer — caller handles via
131
+ // dispatchWorkgroupsIndirect before calling execute, or we extend the API.
132
+
133
+ pass.end();
134
+ }
135
+
136
+ // ── Buffer management API ────────────────────────────────────────────────
137
+
138
+ /** Provide an externally-owned buffer (skips auto-allocation for this name). */
139
+ setExternalBuffer(name: string, buffer: GPUBuffer): void {
140
+ this.externalBuffers.set(name, buffer);
141
+ }
142
+
143
+ /** Get a buffer by name (owned or external). */
144
+ getBuffer(name: string): GPUBuffer | null {
145
+ return this.externalBuffers.get(name) ?? this.ownedBuffers.get(name) ?? null;
146
+ }
147
+
148
+ /** Queue uniform data to be written before the next dispatch. */
149
+ writeUniform(name: string, data: ArrayBufferView): void {
150
+ this.pendingUniformData.set(name, data);
151
+ }
152
+
153
+ /** Immediately write storage buffer data via the device queue. */
154
+ writeStorage(name: string, data: ArrayBufferView): void {
155
+ if (!this.device) return;
156
+ const buf = this.getBuffer(name);
157
+ if (buf) {
158
+ this.device.queue.writeBuffer(buf, 0, data as unknown as BufferSource);
159
+ }
160
+ }
161
+
162
+ /** Get all owned buffers (for interop with other passes). */
163
+ getOwnedBuffers(): GraphComputeBuffer[] {
164
+ return [...this.ownedBuffers.entries()].map(([name, buffer]) => ({ name, buffer }));
165
+ }
166
+
167
+ destroy(): void {
168
+ for (const buf of this.ownedBuffers.values()) {
169
+ buf.destroy();
170
+ }
171
+ this.ownedBuffers.clear();
172
+ this.externalBuffers.clear();
173
+ this.pendingUniformData.clear();
174
+ this.shaderModule = null;
175
+ this.pipeline = null;
176
+ this.bindGroup = null;
177
+ this.bindGroupLayout = null;
178
+ this.device = null;
179
+ }
180
+
181
+ // ── Internal helpers ─────────────────────────────────────────────────────
182
+
183
+ private buildBindGroupLayout(): GPUBindGroupLayout {
184
+ if (!this.device) throw new Error("Device not initialized");
185
+
186
+ const entries: GPUBindGroupLayoutEntry[] = [];
187
+ const maxBinding = new Map<number, number>();
188
+
189
+ for (const sb of this.graph.getStorageBuffers()) {
190
+ const access: "read-only" | "read-write" =
191
+ sb.access === "read" ? "read-only" : "read-write";
192
+ entries.push({
193
+ binding: sb.binding,
194
+ visibility: SHADER_STAGE_COMPUTE,
195
+ buffer: { type: access === "read-write" ? "storage" : "read-only-storage" },
196
+ });
197
+ maxBinding.set(sb.group, Math.max(maxBinding.get(sb.group) ?? 0, sb.binding));
198
+ }
199
+
200
+ for (const ub of this.graph.getUniformBuffers()) {
201
+ entries.push({
202
+ binding: ub.binding,
203
+ visibility: SHADER_STAGE_COMPUTE,
204
+ buffer: { type: "uniform" },
205
+ });
206
+ maxBinding.set(ub.group, Math.max(maxBinding.get(ub.group) ?? 0, ub.binding));
207
+ }
208
+
209
+ return this.device.createBindGroupLayout({ entries });
210
+ }
211
+
212
+ private allocateOwnedBuffers(): void {
213
+ if (!this.device) return;
214
+
215
+ for (const sb of this.graph.getStorageBuffers()) {
216
+ if (this.externalBuffers.has(sb.name)) continue;
217
+
218
+ const structSize = this.computeStructSize(sb.structFields);
219
+ const elementCount = sb.elementCount ?? Math.floor(
220
+ (sb.defaultSize ?? DEFAULT_RUNTIME_BUFFER_SIZE) / Math.max(structSize, 4),
221
+ );
222
+ const size = Math.max(structSize * elementCount, 16);
223
+
224
+ const buffer = this.device.createBuffer({
225
+ label: `${this.name}:${sb.name}`,
226
+ size,
227
+ usage: BUFFER_USAGE.STORAGE | BUFFER_USAGE.COPY_DST | BUFFER_USAGE.COPY_SRC,
228
+ });
229
+ this.ownedBuffers.set(sb.name, buffer);
230
+ }
231
+
232
+ for (const ub of this.graph.getUniformBuffers()) {
233
+ if (this.externalBuffers.has(ub.name)) continue;
234
+
235
+ const structSize = this.computeStructSize(ub.structFields);
236
+ const size = Math.max(structSize, 16);
237
+
238
+ const buffer = this.device.createBuffer({
239
+ label: `${this.name}:${ub.name}`,
240
+ size,
241
+ usage: BUFFER_USAGE.UNIFORM | BUFFER_USAGE.COPY_DST,
242
+ });
243
+ this.ownedBuffers.set(ub.name, buffer);
244
+ }
245
+ }
246
+
247
+ private createBindGroup(): void {
248
+ if (!this.device || !this.bindGroupLayout) return;
249
+
250
+ const entries: GPUBindGroupEntry[] = [];
251
+ let hasAllBuffers = true;
252
+
253
+ for (const sb of this.graph.getStorageBuffers()) {
254
+ const buf = this.getBuffer(sb.name);
255
+ if (!buf) {
256
+ hasAllBuffers = false;
257
+ break;
258
+ }
259
+ entries.push({ binding: sb.binding, resource: { buffer: buf } });
260
+ }
261
+
262
+ if (hasAllBuffers) {
263
+ for (const ub of this.graph.getUniformBuffers()) {
264
+ const buf = this.getBuffer(ub.name);
265
+ if (!buf) {
266
+ hasAllBuffers = false;
267
+ break;
268
+ }
269
+ entries.push({ binding: ub.binding, resource: { buffer: buf } });
270
+ }
271
+ }
272
+
273
+ if (hasAllBuffers) {
274
+ this.bindGroup = this.device.createBindGroup({
275
+ label: `${this.name}:bindgroup`,
276
+ layout: this.bindGroupLayout,
277
+ entries,
278
+ });
279
+ }
280
+ }
281
+
282
+ private computeStructSize(fields: { name: string; type: string }[]): number {
283
+ let size = 0;
284
+ fields.forEach((f) => {
285
+ size += this.wgslTypeSize(f.type);
286
+ });
287
+ // Round up to 16-byte alignment (WGSL uniform buffer min alignment)
288
+ return Math.ceil(size / 16) * 16;
289
+ }
290
+
291
+ private wgslTypeSize(type: string): number {
292
+ if (type.startsWith("vec2")) return 8;
293
+ if (type.startsWith("vec3")) return 12;
294
+ if (type.startsWith("vec4")) return 16;
295
+ if (type.startsWith("mat4x4")) return 64;
296
+ if (type.startsWith("mat3x3")) return 48;
297
+ if (type === "f32" || type === "u32" || type === "i32") return 4;
298
+ return 4; // default to scalar
299
+ }
300
+ }