@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 +1,1028 @@
1
+ import type { ShaderGraphProfile, StructView, WgslStruct } from "@downdraft/engine/shader-graph";
2
+ import { getProfile, mat4x4f, wgsl } from "@downdraft/engine/shader-graph";
3
+ import { mat4, type Mat4 } from "wgpu-matrix";
4
+ import { compileVariant } from "../../material/graph-bridge";
5
+ import type { Material } from "../../material/material";
6
+ import { variantKey, type MaterialVariantFlags } from "../../material/variants";
7
+ import type { MeshData } from "../../mesh/builder";
8
+ import type { BindlessMaterialManager, BindlessTextureRegistry, MaterialParams } from "../bindless";
9
+ import { BindlessMaterialStruct } from "../bindless";
10
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
11
+ import { createUniformBuffer } from "../gpu-utils";
12
+ import { RenderPass } from "../render-pass";
13
+ import { destroyMapValues } from "../resource-tracker";
14
+ import { createValidatedShaderModule } from "../shader-validator";
15
+
16
+ // ─── Camera uniform structs (single source of truth for layout) ────────────
17
+ // Previously these were hand-written inline in each shader string and mirrored
18
+ // by magic-offset data.set() calls in updateCamera/updatePBRCamera/updateGraphCamera.
19
+
20
+ /** GBUFFER_SHADER camera: 4× mat4x4 = 256 bytes. */
21
+ const CameraUniformsGbuffer: WgslStruct = wgsl.struct("CameraUniforms", {
22
+ viewProj: mat4x4f,
23
+ prevViewProj: mat4x4f,
24
+ modelMatrix: mat4x4f,
25
+ prevModelMatrix: mat4x4f,
26
+ });
27
+
28
+ /** SIMPLE_SHADER camera: 2× mat4x4 = 128 bytes. */
29
+ const CameraUniformsSimple: WgslStruct = wgsl.struct("CameraUniforms", {
30
+ viewProj: mat4x4f,
31
+ modelMatrix: mat4x4f,
32
+ });
33
+
34
+ /** PBR_GBUFFER_SHADER camera: 2× mat4x4 = 128 bytes (model/prevModel are
35
+ * separate @binding(1)/(2) uniforms, not in this struct). */
36
+ const CameraUniformsPBR: WgslStruct = wgsl.struct("CameraUniforms", {
37
+ viewProj: mat4x4f,
38
+ prevViewProj: mat4x4f,
39
+ });
40
+
41
+ const GBUFFER_SHADER = `
42
+ ${CameraUniformsGbuffer.wgsl}
43
+
44
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
45
+
46
+ struct VertexInput {
47
+ @location(0) position: vec3<f32>,
48
+ @location(1) normal: vec3<f32>,
49
+ @location(2) uv: vec2<f32>,
50
+ @location(3) color: vec4<f32>,
51
+ };
52
+
53
+ struct VertexOutput {
54
+ @builtin(position) clipPosition: vec4<f32>,
55
+ @location(0) worldPos: vec3<f32>,
56
+ @location(1) worldNormal: vec3<f32>,
57
+ @location(2) uv: vec2<f32>,
58
+ @location(3) color: vec4<f32>,
59
+ @location(4) prevClipPosition: vec4<f32>,
60
+ };
61
+
62
+ @vertex
63
+ fn vs_main(input: VertexInput) -> VertexOutput {
64
+ var output: VertexOutput;
65
+ let worldPos = camera.modelMatrix * vec4<f32>(input.position, 1.0);
66
+ output.clipPosition = camera.viewProj * worldPos;
67
+ output.worldPos = worldPos.xyz;
68
+ output.worldNormal = normalize((camera.modelMatrix * vec4<f32>(input.normal, 0.0)).xyz);
69
+ output.uv = input.uv;
70
+ output.color = input.color;
71
+ let prevWorldPos = camera.prevModelMatrix * vec4<f32>(input.position, 1.0);
72
+ output.prevClipPosition = camera.prevViewProj * prevWorldPos;
73
+ return output;
74
+ }
75
+
76
+ @fragment
77
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32>,
78
+ @location(1) vec4<f32>,
79
+ @location(2) vec4<f32>,
80
+ @location(3) vec2<f32> {
81
+ // GBuffer0: albedo (RGB) + AO (A)
82
+ let albedo = input.color.rgb;
83
+ let ao = 1.0;
84
+ // GBuffer1: normal (RGB) + roughness (A)
85
+ let encodedNormal = normalize(input.worldNormal) * 0.5 + 0.5;
86
+ let roughness = 0.5;
87
+ // GBuffer2: metallic (R) + emissive (GBA)
88
+ let metallic = 0.0;
89
+ let emissive = vec3<f32>(0.0);
90
+ // Velocity: screen-space motion (curr - prev)
91
+ let currNDC = input.clipPosition.xy / input.clipPosition.w;
92
+ let prevNDC = input.prevClipPosition.xy / input.prevClipPosition.w;
93
+ let velocity = (currNDC - prevNDC) * 0.5;
94
+
95
+ return vec4<f32>(albedo, ao),
96
+ vec4<f32>(encodedNormal, roughness),
97
+ vec4<f32>(metallic, emissive),
98
+ velocity;
99
+ }
100
+ `;
101
+
102
+ const PBR_GBUFFER_SHADER = `
103
+ ${CameraUniformsPBR.wgsl}
104
+
105
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
106
+ @group(0) @binding(1) var modelUniform: mat4x4<f32>;
107
+ @group(0) @binding(2) var prevModelUniform: mat4x4<f32>;
108
+ @group(0) @binding(3) var<uniform> materialIndex: u32;
109
+
110
+ // Bindless material binding model (@group(3)) — struct emitted from
111
+ // BindlessMaterialStruct (single source of truth, shared with material-manager).
112
+ ${BindlessMaterialStruct.wgsl}
113
+
114
+ @group(3) @binding(0) var<storage, read> bindlessMaterials: array<BindlessMaterial>;
115
+ @group(3) @binding(1) var albedoArray0: texture_2d_array<f32>;
116
+ @group(3) @binding(2) var albedoArray1: texture_2d_array<f32>;
117
+ @group(3) @binding(3) var albedoArray2: texture_2d_array<f32>;
118
+ @group(3) @binding(4) var albedoArray3: texture_2d_array<f32>;
119
+ @group(3) @binding(5) var albedoArray4: texture_2d_array<f32>;
120
+ @group(3) @binding(6) var albedoArray5: texture_2d_array<f32>;
121
+ @group(3) @binding(7) var albedoArray6: texture_2d_array<f32>;
122
+ @group(3) @binding(8) var albedoArray7: texture_2d_array<f32>;
123
+ @group(3) @binding(9) var bindlessSamplerRepeat: sampler;
124
+ @group(3) @binding(10) var bindlessSamplerClamp: sampler;
125
+
126
+ fn unpackArrayIndex(handle: u32) -> u32 { return (handle >> 16u) & 0xFFFFu; }
127
+ fn unpackLayerIndex(handle: u32) -> u32 { return handle & 0xFFFFu; }
128
+
129
+ fn sampleBindlessArray(arr: u32, uv: vec2<f32>, layer: u32) -> vec4<f32> {
130
+ switch (arr) {
131
+ case 0u: { return textureSample(albedoArray0, bindlessSamplerRepeat, uv, layer); }
132
+ case 1u: { return textureSample(albedoArray1, bindlessSamplerRepeat, uv, layer); }
133
+ case 2u: { return textureSample(albedoArray2, bindlessSamplerRepeat, uv, layer); }
134
+ case 3u: { return textureSample(albedoArray3, bindlessSamplerRepeat, uv, layer); }
135
+ case 4u: { return textureSample(albedoArray4, bindlessSamplerRepeat, uv, layer); }
136
+ case 5u: { return textureSample(albedoArray5, bindlessSamplerRepeat, uv, layer); }
137
+ case 6u: { return textureSample(albedoArray6, bindlessSamplerRepeat, uv, layer); }
138
+ case 7u: { return textureSample(albedoArray7, bindlessSamplerRepeat, uv, layer); }
139
+ default: { return vec4<f32>(1.0, 1.0, 1.0, 1.0); }
140
+ }
141
+ }
142
+
143
+ struct VertexInput {
144
+ @location(0) position: vec3<f32>,
145
+ @location(1) normal: vec3<f32>,
146
+ @location(2) uv: vec2<f32>,
147
+ @location(3) tangent: vec4<f32>,
148
+ };
149
+
150
+ struct VertexOutput {
151
+ @builtin(position) clipPosition: vec4<f32>,
152
+ @location(0) worldPosition: vec3<f32>,
153
+ @location(1) uv: vec2<f32>,
154
+ @location(2) worldNormal: vec3<f32>,
155
+ @location(3) worldTangent: vec3<f32>,
156
+ @location(4) worldBitangent: vec3<f32>,
157
+ @location(5) prevClipPosition: vec4<f32>,
158
+ };
159
+
160
+ @vertex
161
+ fn vs_main(input: VertexInput) -> VertexOutput {
162
+ var output: VertexOutput;
163
+ let worldPos = modelUniform * vec4<f32>(input.position, 1.0);
164
+ output.clipPosition = camera.viewProj * worldPos;
165
+ output.worldPosition = worldPos.xyz;
166
+
167
+ // KHR_texture_transform: scale, rotate, translate UVs.
168
+ let m = bindlessMaterials[materialIndex];
169
+ if (m.hasTexTransform > 0.5) {
170
+ let cosR = cos(m.texRotation);
171
+ let sinR = sin(m.texRotation);
172
+ let scaled = input.uv * m.texScale;
173
+ output.uv = vec2<f32>(
174
+ cosR * scaled.x - sinR * scaled.y + m.texOffset.x,
175
+ sinR * scaled.x + cosR * scaled.y + m.texOffset.y,
176
+ );
177
+ } else {
178
+ output.uv = input.uv;
179
+ }
180
+
181
+ let normalMatrix = mat3x3<f32>(
182
+ modelUniform[0].xyz,
183
+ modelUniform[1].xyz,
184
+ modelUniform[2].xyz,
185
+ );
186
+ output.worldNormal = normalize(normalMatrix * input.normal);
187
+ output.worldTangent = normalize(normalMatrix * input.tangent.xyz);
188
+ output.worldBitangent = cross(output.worldNormal, output.worldTangent) * input.tangent.w;
189
+
190
+ let prevWorldPos = prevModelUniform * vec4<f32>(input.position, 1.0);
191
+ output.prevClipPosition = camera.prevViewProj * prevWorldPos;
192
+
193
+ return output;
194
+ }
195
+
196
+ @fragment
197
+ fn fs_main(input: VertexOutput) -> (
198
+ @location(0) vec4<f32>,
199
+ @location(1) vec4<f32>,
200
+ @location(2) vec4<f32>,
201
+ @location(3) vec2<f32>,
202
+ ) {
203
+ let m = bindlessMaterials[materialIndex];
204
+ let albArr = unpackArrayIndex(m.albedoTex);
205
+ let albLayer = unpackLayerIndex(m.albedoTex);
206
+ let albedo = sampleBindlessArray(albArr, input.uv, albLayer) * m.baseColor;
207
+
208
+ let mrArr = unpackArrayIndex(m.metallicRoughnessTex);
209
+ let mrLayer = unpackLayerIndex(m.metallicRoughnessTex);
210
+ let mr = sampleBindlessArray(mrArr, input.uv, mrLayer);
211
+ let metallic = mr.b * m.metallic;
212
+ let roughness = mr.g * m.roughness;
213
+
214
+ let aoHandle = m.aoEmissiveTex & 0xFFFFu;
215
+ let aoArr = unpackArrayIndex(aoHandle);
216
+ let aoLayer = unpackLayerIndex(aoHandle);
217
+ let ao = sampleBindlessArray(aoArr, input.uv, aoLayer).r;
218
+
219
+ let emHandle = (m.aoEmissiveTex >> 16u) & 0xFFFFu;
220
+ let emArr = unpackArrayIndex(emHandle);
221
+ let emLayer = unpackLayerIndex(emHandle);
222
+ let emissive = sampleBindlessArray(emArr, input.uv, emLayer).rgb * m.emissiveIntensity;
223
+
224
+ let nArr = unpackArrayIndex(m.normalTex);
225
+ let nLayer = unpackLayerIndex(m.normalTex);
226
+ let tangentNormal = sampleBindlessArray(nArr, input.uv, nLayer).xyz * 2.0 - 1.0;
227
+ let TBN = mat3x3<f32>(
228
+ input.worldTangent,
229
+ input.worldBitangent,
230
+ input.worldNormal,
231
+ );
232
+ let worldNormal = normalize(TBN * tangentNormal);
233
+ let encodedNormal = (worldNormal * 0.5 + 0.5);
234
+
235
+ let currNDC = input.clipPosition.xy / input.clipPosition.w;
236
+ let prevNDC = input.prevClipPosition.xy / input.prevClipPosition.w;
237
+ let velocity = (currNDC - prevNDC) * 0.5;
238
+
239
+ return (
240
+ vec4<f32>(albedo.rgb, ao),
241
+ vec4<f32>(encodedNormal, roughness),
242
+ vec4<f32>(metallic, emissive.r, emissive.g, emissive.b),
243
+ velocity,
244
+ );
245
+ }
246
+ `;
247
+
248
+ const SIMPLE_SHADER = `
249
+ ${CameraUniformsSimple.wgsl}
250
+
251
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
252
+
253
+ struct VertexInput {
254
+ @location(0) position: vec3<f32>,
255
+ @location(1) normal: vec3<f32>,
256
+ @location(2) uv: vec2<f32>,
257
+ @location(3) color: vec4<f32>,
258
+ };
259
+
260
+ struct VertexOutput {
261
+ @builtin(position) clipPosition: vec4<f32>,
262
+ @location(0) color: vec4<f32>,
263
+ @location(1) normal: vec3<f32>,
264
+ };
265
+
266
+ @vertex
267
+ fn vs_main(input: VertexInput) -> VertexOutput {
268
+ var output: VertexOutput;
269
+ let worldPos = camera.modelMatrix * vec4<f32>(input.position, 1.0);
270
+ output.clipPosition = camera.viewProj * worldPos;
271
+ output.color = input.color;
272
+ output.normal = input.normal;
273
+ return output;
274
+ }
275
+
276
+ @fragment
277
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
278
+ let lightDir = normalize(vec3<f32>(0.5, 0.8, 0.3));
279
+ let lambert = max(dot(normalize(input.normal), lightDir), 0.0);
280
+ let ambient = 0.3;
281
+ let intensity = ambient + lambert * 0.7;
282
+ return vec4<f32>(input.color.rgb * intensity, input.color.a);
283
+ }
284
+ `;
285
+
286
+ export type OpaquePassMode = "gbuffer" | "simple";
287
+
288
+ export interface PBRMaterialResources {
289
+ // Bindless path: texture sourceIds registered in the BindlessTextureRegistry.
290
+ // When set, the OpaquePass PBR path uses @group(3) for materials.
291
+ albedoTextureSourceId?: string;
292
+ normalTextureSourceId?: string;
293
+ metallicRoughnessTextureSourceId?: string;
294
+ aoTextureSourceId?: string;
295
+ emissiveTextureSourceId?: string;
296
+ baseColor: [number, number, number, number];
297
+ roughness: number;
298
+ metallic: number;
299
+ emissiveIntensity: number;
300
+ /** KHR_texture_transform UV transform for the baseColor texture. */
301
+ textureTransform?: {
302
+ offset: [number, number];
303
+ rotation: number;
304
+ scale: [number, number];
305
+ };
306
+ }
307
+
308
+ export class OpaquePass extends RenderPass {
309
+ name = "opaque";
310
+ // Graph handles (set by RenderLoop before graph build)
311
+ gbufferAlbedoHandle: TextureHandle | null = null;
312
+ gbufferNormalHandle: TextureHandle | null = null;
313
+ gbufferMetallicEmissiveHandle: TextureHandle | null = null;
314
+ gbufferVelocityHandle: TextureHandle | null = null;
315
+ gbufferDepthHandle: TextureHandle | null = null;
316
+ surfaceHandle: TextureHandle | null = null; // for simple mode
317
+ depthHandle: TextureHandle | null = null; // for simple mode depth
318
+ private device: GPUDevice;
319
+ private pipeline: GPURenderPipeline | null = null;
320
+ private vertexBuffer: GPUBuffer | null = null;
321
+ private indexBuffer: GPUBuffer | null = null;
322
+ private mesh: MeshData | null = null;
323
+ private depthTexture: GPUTexture | null = null;
324
+ private deferredDepthTextures: GPUTexture[] = [];
325
+ private shaderModule: GPUShaderModule | null = null;
326
+ private surfaceFormat: GPUTextureFormat;
327
+ private mode: OpaquePassMode;
328
+ private cameraBuffer: GPUBuffer | null = null;
329
+ private bindGroup: GPUBindGroup | null = null;
330
+ private modelMatrix: Mat4 = mat4.identity();
331
+ private prevModelMatrix: Mat4 = mat4.identity();
332
+ private prevViewProj: Mat4 = mat4.identity();
333
+ private pbrPipeline: GPURenderPipeline | null = null;
334
+ private pbrShaderModule: GPUShaderModule | null = null;
335
+ private pbrCameraBuffer: GPUBuffer | null = null;
336
+ private pbrModelBuffer: GPUBuffer | null = null;
337
+ private pbrPrevModelBuffer: GPUBuffer | null = null;
338
+ private pbrMaterialIndexBuffer: GPUBuffer | null = null;
339
+ private pbrCameraBindGroup: GPUBindGroup | null = null;
340
+ private pbrMaterial: PBRMaterialResources | null = null;
341
+ private pbrMaterialIndex: number = 0;
342
+ private pbrMaterialRegistered: boolean = false;
343
+ // Bindless deps (optional — when set, the PBR path uses @group(3))
344
+ private bindlessRegistry: BindlessTextureRegistry | null = null;
345
+ private bindlessMaterialManager: BindlessMaterialManager | null = null;
346
+ private bindlessBindGroup: GPUBindGroup | null = null;
347
+ private lastViewProj: Mat4 = mat4.identity();
348
+ private graphMaterial: Material | null = null;
349
+ private graphPipeline: GPURenderPipeline | null = null;
350
+ // Per-variant pipeline cache (keyed by variantKey). Bounded — when exceeding
351
+ // MAX_VARIANT_PIPELINES, the oldest entry is evicted.
352
+ private graphVariantPipelines: Map<string, GPURenderPipeline> = new Map();
353
+ private graphVariantShaderModules: Map<string, GPUShaderModule> = new Map();
354
+ private static readonly MAX_VARIANT_PIPELINES = 24;
355
+ private graphShaderModule: GPUShaderModule | null = null;
356
+ private graphCameraBuffer: GPUBuffer | null = null;
357
+ private graphBindGroup: GPUBindGroup | null = null;
358
+ private graphProfile: ShaderGraphProfile | null = null;
359
+ private graphExtraBindGroups: Map<number, GPUBindGroup> = new Map();
360
+ private graphInstanceBuffer: GPUBuffer | null = null;
361
+ private graphInstanceCount: number = 0;
362
+ private graphUniformData: Float32Array | null = null;
363
+ // Preallocated typed views for camera uniform writes (avoid per-frame alloc).
364
+ private _gbufferCamView: StructView | null = null;
365
+ private _gbufferCamBuf: Float32Array | null = null;
366
+ private _simpleCamView: StructView | null = null;
367
+ private _simpleCamBuf: Float32Array | null = null;
368
+ private _pbrCamView: StructView | null = null;
369
+ private _pbrCamBuf: Float32Array | null = null;
370
+
371
+ constructor(device: GPUDevice, surfaceFormat?: GPUTextureFormat, mode: OpaquePassMode = "gbuffer") {
372
+ super();
373
+ this.device = device;
374
+ this.surfaceFormat = surfaceFormat ?? (navigator.gpu ? navigator.gpu.getPreferredCanvasFormat() : "bgra8unorm");
375
+ this.mode = mode;
376
+ }
377
+
378
+ setMesh(mesh: MeshData): void {
379
+ this.mesh = mesh;
380
+ this.vertexBuffer = this.device.createBuffer({
381
+ size: mesh.vertices.byteLength,
382
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
383
+ });
384
+ this.device.queue.writeBuffer(this.vertexBuffer, 0, mesh.vertices.buffer);
385
+
386
+ this.indexBuffer = this.device.createBuffer({
387
+ size: mesh.indices.byteLength,
388
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
389
+ });
390
+ this.device.queue.writeBuffer(this.indexBuffer, 0, mesh.indices.buffer);
391
+ }
392
+
393
+ setShaderSource(wgsl: string): void {
394
+ this.shaderModule = createValidatedShaderModule(this.device, { code: wgsl, label: "OpaquePass.setShaderSource" });
395
+ this.pipeline = null;
396
+ }
397
+
398
+ setModelMatrix(model: Mat4): void {
399
+ this.prevModelMatrix = this.modelMatrix;
400
+ this.modelMatrix = model;
401
+ }
402
+
403
+ setPrevViewProj(prevViewProj: Mat4): void {
404
+ this.prevViewProj = prevViewProj;
405
+ }
406
+
407
+ /** Provide bindless deps. When set, the PBR path uses @group(3) for materials. */
408
+ setBindlessDeps(
409
+ registry: BindlessTextureRegistry | null,
410
+ materialManager: BindlessMaterialManager | null,
411
+ bindGroup: GPUBindGroup | null,
412
+ ): void {
413
+ this.bindlessRegistry = registry;
414
+ this.bindlessMaterialManager = materialManager;
415
+ this.bindlessBindGroup = bindGroup;
416
+ this.pbrPipeline = null; // rebuild pipeline with bindless layout
417
+ this.pbrMaterialRegistered = false;
418
+ }
419
+
420
+ /** Update the bindless bind group for the frame (call before execute). */
421
+ setBindlessBindGroup(bg: GPUBindGroup | null): void {
422
+ this.bindlessBindGroup = bg;
423
+ }
424
+
425
+ setPBRMaterial(resources: PBRMaterialResources): void {
426
+ this.pbrMaterial = resources;
427
+ this.pbrPipeline = null;
428
+ this.pbrMaterialRegistered = false;
429
+ }
430
+
431
+ setMaterial(material: Material): void {
432
+ if (!material.inlineShaderSource) return;
433
+ this.graphMaterial = material;
434
+ this.graphPipeline = null;
435
+ this.graphBindGroup = null;
436
+ this.graphExtraBindGroups.clear();
437
+ this.graphVariantPipelines.clear();
438
+ this.graphVariantShaderModules.clear();
439
+ if (material.profile) {
440
+ this.graphProfile = getProfile(material.profile) ?? null;
441
+ }
442
+ }
443
+
444
+ /**
445
+ * Set the material with a specific variant flag override. The renderer
446
+ * compiles and caches a pipeline per variantKey. Used for shadow-caster,
447
+ * skinning, alpha-mode, and morph permutations.
448
+ */
449
+ setMaterialVariant(material: Material, variantFlags: MaterialVariantFlags): void {
450
+ if (!material.inlineShaderSource && !material.graph) return;
451
+ this.graphMaterial = material;
452
+ this.graphBindGroup = null;
453
+ this.graphExtraBindGroups.clear();
454
+ if (material.profile) {
455
+ this.graphProfile = getProfile(material.profile) ?? null;
456
+ }
457
+ // Compile the variant WGSL if not already cached.
458
+ const vkey = variantKey(variantFlags);
459
+ if (!this.graphVariantShaderModules.has(vkey)) {
460
+ const wgsl = compileVariant(material, variantFlags, this.graphProfile ?? undefined);
461
+ const module = createValidatedShaderModule(this.device, { code: wgsl, label: "OpaquePass.variant" });
462
+ this.graphVariantShaderModules.set(vkey, module);
463
+ // Evict oldest if over cap.
464
+ if (this.graphVariantPipelines.size >= OpaquePass.MAX_VARIANT_PIPELINES) {
465
+ const oldestKey = this.graphVariantPipelines.keys().next().value;
466
+ if (oldestKey) {
467
+ this.graphVariantPipelines.get(oldestKey)?.destroy();
468
+ this.graphVariantShaderModules.get(oldestKey)?.destroy();
469
+ this.graphVariantPipelines.delete(oldestKey);
470
+ this.graphVariantShaderModules.delete(oldestKey);
471
+ }
472
+ }
473
+ }
474
+ // Mark the active pipeline as the variant one (built lazily in ensureGraphPipeline).
475
+ this.graphPipeline = null;
476
+ }
477
+
478
+ setGraphProfile(profile: ShaderGraphProfile): void {
479
+ this.graphProfile = profile;
480
+ this.graphPipeline = null;
481
+ this.graphBindGroup = null;
482
+ this.graphExtraBindGroups.clear();
483
+ this.graphVariantPipelines.clear();
484
+ this.graphVariantShaderModules.clear();
485
+ }
486
+
487
+ setExtraBindGroup(group: number, bindGroup: GPUBindGroup): void {
488
+ this.graphExtraBindGroups.set(group, bindGroup);
489
+ }
490
+
491
+ setInstanceBuffer(buffer: GPUBuffer, count: number): void {
492
+ this.graphInstanceBuffer = buffer;
493
+ this.graphInstanceCount = count;
494
+ }
495
+
496
+ setGraphUniformData(data: Float32Array): void {
497
+ this.graphUniformData = data;
498
+ }
499
+
500
+ private ensureGraphPipeline(): void {
501
+ if (this.graphPipeline || !this.mesh || !this.graphMaterial?.inlineShaderSource) return;
502
+
503
+ this.graphShaderModule = createValidatedShaderModule(this.device, { code: this.graphMaterial.inlineShaderSource, label: "OpaquePass.graph" });
504
+
505
+ const profile = this.graphProfile;
506
+ const uniformSize = profile
507
+ ? this.calcUniformSize(profile)
508
+ : 192;
509
+
510
+ this.graphCameraBuffer = createUniformBuffer(this.device, Math.max(uniformSize, 16));
511
+
512
+ const vertexAttrs = profile
513
+ ? profile.vertexLayout.attributes.map((a) => ({
514
+ shaderLocation: a.location,
515
+ offset: a.offset,
516
+ format: a.format as GPUVertexFormat,
517
+ }))
518
+ : [
519
+ { shaderLocation: 0, offset: 0, format: "float32x3" as GPUVertexFormat },
520
+ { shaderLocation: 1, offset: 12, format: "float32x3" as GPUVertexFormat },
521
+ { shaderLocation: 2, offset: 24, format: "float32x2" as GPUVertexFormat },
522
+ ];
523
+
524
+ const stride = profile?.vertexLayout.stride ?? this.mesh.layout.stride;
525
+
526
+ const targets = profile
527
+ ? this.getProfileTargets(profile)
528
+ : [{ format: this.surfaceFormat }];
529
+
530
+ const topology = profile?.topology ?? "triangle-list";
531
+ const cullMode = this.graphMaterial.cullMode === "front" ? "front" : this.graphMaterial.cullMode === "none" ? "none" : "back";
532
+ const depthWrite = profile?.depthWriteEnabled ?? true;
533
+
534
+ this.graphPipeline = this.device.createRenderPipeline({
535
+ layout: "auto",
536
+ vertex: {
537
+ module: this.graphShaderModule,
538
+ entryPoint: "vs_main",
539
+ buffers: [{
540
+ arrayStride: stride,
541
+ attributes: vertexAttrs,
542
+ }],
543
+ },
544
+ fragment: {
545
+ module: this.graphShaderModule,
546
+ entryPoint: "fs_main",
547
+ targets,
548
+ },
549
+ primitive: {
550
+ topology: topology as GPUPrimitiveTopology,
551
+ cullMode: cullMode as GPUCullMode,
552
+ },
553
+ depthStencil: {
554
+ format: "depth32float",
555
+ depthWriteEnabled: depthWrite,
556
+ depthCompare: "less",
557
+ },
558
+ });
559
+
560
+ // Build bind group 0 — uniform buffer + any profile-defined group 0 bindings
561
+ const group0Entries: GPUBindGroupEntry[] = [
562
+ { binding: 0, resource: { buffer: this.graphCameraBuffer } },
563
+ ];
564
+
565
+ // Add profile-defined bindings for group 0 (e.g. sampler, texture, storage)
566
+ if (profile) {
567
+ const g0 = profile.bindGroups.find((bg) => bg.group === 0);
568
+ if (g0) {
569
+ for (let _i = 0, _it = g0.entries, _n = _it.length; _i < _n; _i++) { const entry = _it[_i];
570
+ if (entry.binding === 0) continue; // Already added uniform
571
+ // These resources need to be provided externally — skip if not set
572
+ }
573
+ }
574
+ }
575
+
576
+ this.graphBindGroup = this.device.createBindGroup({
577
+ layout: this.graphPipeline.getBindGroupLayout(0),
578
+ entries: group0Entries,
579
+ });
580
+ }
581
+
582
+ private calcUniformSize(profile: ShaderGraphProfile): number {
583
+ let size = 0;
584
+ profile.uniformFields.forEach((field) => {
585
+ if (field.type === "mat4x4<f32>") size += 64;
586
+ else if (field.type === "vec4<f32>") size += 16;
587
+ else if (field.type === "vec3<f32>") size += 16; // vec3 aligned to 16
588
+ else if (field.type === "vec2<f32>") size += 8;
589
+ else if (field.type === "f32") size += 4;
590
+ else if (field.type === "u32") size += 4;
591
+ else size += 16;
592
+ });
593
+ // Align to 16
594
+ return Math.ceil(size / 16) * 16;
595
+ }
596
+
597
+ private getProfileTargets(profile: ShaderGraphProfile): GPUColorTargetState[] {
598
+ // Multi-render-target (deferred GBuffer) — one target per output format.
599
+ if (profile.outputFormats && profile.outputFormats.length > 0) {
600
+ return profile.outputFormats.map((fmt) => ({
601
+ format: fmt as GPUTextureFormat,
602
+ }));
603
+ }
604
+ if (profile.blend === "transparent") {
605
+ return [{
606
+ format: this.surfaceFormat,
607
+ blend: {
608
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
609
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
610
+ },
611
+ }];
612
+ }
613
+ if (profile.blend === "additive") {
614
+ return [{
615
+ format: this.surfaceFormat,
616
+ blend: {
617
+ color: { srcFactor: "one", dstFactor: "one", operation: "add" },
618
+ alpha: { srcFactor: "one", dstFactor: "one", operation: "add" },
619
+ },
620
+ }];
621
+ }
622
+ return [{ format: this.surfaceFormat }];
623
+ }
624
+
625
+ private updateGraphCamera(viewProj: Mat4): void {
626
+ if (!this.graphCameraBuffer) return;
627
+ // If custom uniform data is provided, use it directly
628
+ if (this.graphUniformData) {
629
+ this.device.queue.writeBuffer(this.graphCameraBuffer, 0, this.graphUniformData as unknown as BufferSource);
630
+ return;
631
+ }
632
+ // Default: write viewProj + modelMatrix + cameraPos + time
633
+ const profile = this.graphProfile;
634
+ const size = profile ? this.calcUniformSize(profile) : 192;
635
+ const data = new Float32Array(size / 4);
636
+ data.set(viewProj as Float32Array, 0);
637
+ if (profile) {
638
+ let offset = 16; // after viewProj (mat4x4)
639
+ const hasModelMatrix = profile.uniformFields.some((f) => f.name === "modelMatrix");
640
+ if (hasModelMatrix) {
641
+ data.set(this.modelMatrix as Float32Array, offset);
642
+ offset += 16;
643
+ }
644
+ // cameraPos (vec3) + time (f32) = 4 floats
645
+ data.set([0, 0, 0, 0], offset);
646
+ } else {
647
+ data.set(this.modelMatrix as Float32Array, 16);
648
+ data.set([0, 0, 0, 0], 32);
649
+ }
650
+ this.device.queue.writeBuffer(this.graphCameraBuffer, 0, data as unknown as BufferSource);
651
+ }
652
+
653
+ private ensurePBRPipeline(): void {
654
+ if (this.pbrPipeline || !this.mesh) return;
655
+
656
+ if (!this.pbrShaderModule) {
657
+ this.pbrShaderModule = createValidatedShaderModule(this.device, { code: PBR_GBUFFER_SHADER, label: "OpaquePass.pbrGBuffer" });
658
+ }
659
+
660
+ this.pbrCameraBuffer = createUniformBuffer(this.device, 128);
661
+ this.pbrModelBuffer = createUniformBuffer(this.device, 64);
662
+ this.pbrPrevModelBuffer = createUniformBuffer(this.device, 64);
663
+ this.pbrMaterialIndexBuffer = createUniformBuffer(this.device, 16); // u32 + padding (uniform buffer min alignment)
664
+ this._pbrCamBuf = new Float32Array(CameraUniformsPBR.floatCount);
665
+ this._pbrCamView = CameraUniformsPBR.view(this._pbrCamBuf);
666
+
667
+ this.pbrPipeline = this.device.createRenderPipeline({
668
+ layout: "auto",
669
+ vertex: {
670
+ module: this.pbrShaderModule,
671
+ entryPoint: "vs_main",
672
+ buffers: [{
673
+ arrayStride: this.mesh.layout.stride,
674
+ attributes: [
675
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
676
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
677
+ { shaderLocation: 2, offset: 24, format: "float32x2" },
678
+ { shaderLocation: 3, offset: 32, format: "float32x4" },
679
+ ],
680
+ }],
681
+ },
682
+ fragment: {
683
+ module: this.pbrShaderModule,
684
+ entryPoint: "fs_main",
685
+ targets: [
686
+ { format: "rgba8unorm" },
687
+ { format: "rgba8unorm" },
688
+ { format: "rgba8unorm" },
689
+ { format: "rg16float" },
690
+ ],
691
+ },
692
+ primitive: { topology: "triangle-list", cullMode: "back" },
693
+ depthStencil: {
694
+ format: "depth32float",
695
+ depthWriteEnabled: true,
696
+ depthCompare: "less",
697
+ },
698
+ });
699
+
700
+ this.pbrCameraBindGroup = this.device.createBindGroup({
701
+ layout: this.pbrPipeline.getBindGroupLayout(0),
702
+ entries: [
703
+ { binding: 0, resource: { buffer: this.pbrCameraBuffer } },
704
+ { binding: 1, resource: { buffer: this.pbrModelBuffer } },
705
+ { binding: 2, resource: { buffer: this.pbrPrevModelBuffer } },
706
+ { binding: 3, resource: { buffer: this.pbrMaterialIndexBuffer } },
707
+ ],
708
+ });
709
+ }
710
+
711
+ /** Register/update the PBR material in the bindless material manager. */
712
+ private ensurePBRMaterialRegistered(): void {
713
+ if (this.pbrMaterialRegistered || !this.pbrMaterial || !this.bindlessRegistry || !this.bindlessMaterialManager) return;
714
+ const mat = this.pbrMaterial;
715
+ const registry = this.bindlessRegistry;
716
+ const params: MaterialParams = {
717
+ baseColor: mat.baseColor,
718
+ roughness: mat.roughness,
719
+ metallic: mat.metallic,
720
+ emissiveIntensity: mat.emissiveIntensity,
721
+ albedoTexHandle: mat.albedoTextureSourceId
722
+ ? registry.getHandle(mat.albedoTextureSourceId) ?? registry.defaultWhiteHandle
723
+ : registry.defaultWhiteHandle,
724
+ normalTexHandle: mat.normalTextureSourceId
725
+ ? registry.getHandle(mat.normalTextureSourceId) ?? registry.defaultWhiteHandle
726
+ : registry.defaultWhiteHandle,
727
+ metallicRoughnessTexHandle: mat.metallicRoughnessTextureSourceId
728
+ ? registry.getHandle(mat.metallicRoughnessTextureSourceId) ?? registry.defaultWhiteHandle
729
+ : registry.defaultWhiteHandle,
730
+ aoTexHandle: mat.aoTextureSourceId
731
+ ? registry.getHandle(mat.aoTextureSourceId) ?? registry.defaultWhiteHandle
732
+ : registry.defaultWhiteHandle,
733
+ emissiveTexHandle: mat.emissiveTextureSourceId
734
+ ? registry.getHandle(mat.emissiveTextureSourceId) ?? registry.defaultWhiteHandle
735
+ : registry.defaultWhiteHandle,
736
+ textureTransform: mat.textureTransform,
737
+ };
738
+ this.pbrMaterialIndex = this.bindlessMaterialManager.registerMaterial(params);
739
+ // Write the material index into the uniform buffer (u32 at offset 0).
740
+ const idxData = new Uint32Array(1);
741
+ idxData[0] = this.pbrMaterialIndex;
742
+ this.device.queue.writeBuffer(this.pbrMaterialIndexBuffer!, 0, idxData as unknown as BufferSource);
743
+ this.pbrMaterialRegistered = true;
744
+ }
745
+
746
+ private updatePBRCamera(viewProj: Mat4): void {
747
+ if (!this.pbrCameraBuffer || !this.pbrModelBuffer || !this.pbrPrevModelBuffer) return;
748
+ const v = this._pbrCamView!;
749
+ v.set("viewProj", viewProj as Float32Array);
750
+ v.set("prevViewProj", this.prevViewProj as Float32Array);
751
+ this.device.queue.writeBuffer(this.pbrCameraBuffer, 0, this._pbrCamBuf! as unknown as BufferSource);
752
+ this.device.queue.writeBuffer(this.pbrModelBuffer, 0, this.modelMatrix as unknown as BufferSource);
753
+ this.device.queue.writeBuffer(this.pbrPrevModelBuffer, 0, this.prevModelMatrix as unknown as BufferSource);
754
+ }
755
+
756
+ prepare(_device: GPUDevice): void {
757
+ if (!this.mesh) return;
758
+
759
+ if (!this.shaderModule) {
760
+ this.shaderModule = createValidatedShaderModule(this.device, {
761
+ code: this.mode === "gbuffer" ? GBUFFER_SHADER : SIMPLE_SHADER,
762
+ label: "OpaquePass.gbuffer",
763
+ });
764
+ }
765
+
766
+ if (this.mode === "gbuffer") {
767
+ this.cameraBuffer = createUniformBuffer(this.device, 256);
768
+ this._gbufferCamBuf = new Float32Array(CameraUniformsGbuffer.floatCount);
769
+ this._gbufferCamView = CameraUniformsGbuffer.view(this._gbufferCamBuf);
770
+ } else {
771
+ this.cameraBuffer = createUniformBuffer(this.device, 128);
772
+ this._simpleCamBuf = new Float32Array(CameraUniformsSimple.floatCount);
773
+ this._simpleCamView = CameraUniformsSimple.view(this._simpleCamBuf);
774
+ }
775
+
776
+ if (this.mode === "gbuffer") {
777
+ this.pipeline = this.device.createRenderPipeline({
778
+ layout: "auto",
779
+ vertex: {
780
+ module: this.shaderModule,
781
+ entryPoint: "vs_main",
782
+ buffers: [{
783
+ arrayStride: this.mesh.layout.stride,
784
+ attributes: [
785
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
786
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
787
+ { shaderLocation: 2, offset: 24, format: "float32x2" },
788
+ { shaderLocation: 3, offset: 32, format: "float32x4" },
789
+ ],
790
+ }],
791
+ },
792
+ fragment: {
793
+ module: this.shaderModule,
794
+ entryPoint: "fs_main",
795
+ targets: [
796
+ { format: "rgba8unorm" },
797
+ { format: "rgba8unorm" },
798
+ { format: "rgba8unorm" },
799
+ { format: "rg16float" },
800
+ ],
801
+ },
802
+ primitive: {
803
+ topology: "triangle-list",
804
+ cullMode: "back",
805
+ },
806
+ depthStencil: {
807
+ format: "depth32float",
808
+ depthWriteEnabled: true,
809
+ depthCompare: "less",
810
+ },
811
+ });
812
+ } else {
813
+ this.pipeline = this.device.createRenderPipeline({
814
+ layout: "auto",
815
+ vertex: {
816
+ module: this.shaderModule,
817
+ entryPoint: "vs_main",
818
+ buffers: [{
819
+ arrayStride: this.mesh.layout.stride,
820
+ attributes: [
821
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
822
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
823
+ { shaderLocation: 2, offset: 24, format: "float32x2" },
824
+ { shaderLocation: 3, offset: 32, format: "float32x4" },
825
+ ],
826
+ }],
827
+ },
828
+ fragment: {
829
+ module: this.shaderModule,
830
+ entryPoint: "fs_main",
831
+ targets: [{ format: this.surfaceFormat }],
832
+ },
833
+ primitive: {
834
+ topology: "triangle-list",
835
+ cullMode: "back",
836
+ },
837
+ depthStencil: {
838
+ format: "depth32float",
839
+ depthWriteEnabled: true,
840
+ depthCompare: "less",
841
+ },
842
+ });
843
+ }
844
+
845
+ this.bindGroup = this.device.createBindGroup({
846
+ layout: this.pipeline.getBindGroupLayout(0),
847
+ entries: [{ binding: 0, resource: { buffer: this.cameraBuffer! } }],
848
+ });
849
+ }
850
+
851
+ updateCamera(viewProj: Mat4): void {
852
+ if (!this.cameraBuffer) return;
853
+ this.lastViewProj = viewProj;
854
+ if (this.mode === "gbuffer") {
855
+ const v = this._gbufferCamView!;
856
+ v.set("viewProj", viewProj as Float32Array);
857
+ v.set("prevViewProj", this.prevViewProj as Float32Array);
858
+ v.set("modelMatrix", this.modelMatrix as Float32Array);
859
+ v.set("prevModelMatrix", this.prevModelMatrix as Float32Array);
860
+ this.device.queue.writeBuffer(this.cameraBuffer, 0, this._gbufferCamBuf! as unknown as BufferSource);
861
+ } else {
862
+ const v = this._simpleCamView!;
863
+ v.set("viewProj", viewProj as Float32Array);
864
+ v.set("modelMatrix", this.modelMatrix as Float32Array);
865
+ this.device.queue.writeBuffer(this.cameraBuffer, 0, this._simpleCamBuf! as unknown as BufferSource);
866
+ }
867
+ }
868
+
869
+ setup(builder: FrameGraphBuilder): void {
870
+ if (this.mode === "gbuffer") {
871
+ if (this.gbufferAlbedoHandle) builder.colorAttachment({ handle: this.gbufferAlbedoHandle, loadOp: "clear", storeOp: "store", clearValue: { r: 0, g: 0, b: 0, a: 0 } });
872
+ if (this.gbufferNormalHandle) builder.colorAttachment({ handle: this.gbufferNormalHandle, loadOp: "clear", storeOp: "store", clearValue: { r: 0.5, g: 0.5, b: 0.5, a: 1 } });
873
+ if (this.gbufferMetallicEmissiveHandle) builder.colorAttachment({ handle: this.gbufferMetallicEmissiveHandle, loadOp: "clear", storeOp: "store", clearValue: { r: 0, g: 0, b: 0, a: 0 } });
874
+ if (this.gbufferVelocityHandle) builder.colorAttachment({ handle: this.gbufferVelocityHandle, loadOp: "clear", storeOp: "store", clearValue: { r: 0, g: 0, b: 0, a: 0 } });
875
+ if (this.gbufferDepthHandle) builder.depthAttachment({ handle: this.gbufferDepthHandle, depthLoadOp: "load", depthStoreOp: "store", depthClearValue: 1.0 });
876
+ } else {
877
+ if (this.surfaceHandle) builder.colorAttachment({ handle: this.surfaceHandle, loadOp: "clear", storeOp: "store", clearValue: { r: 0.1, g: 0.1, b: 0.12, a: 1 } });
878
+ if (this.depthHandle) builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "clear", depthStoreOp: "store", depthClearValue: 1.0 });
879
+ }
880
+ }
881
+
882
+ execute(ctx: GraphRenderContext): void {
883
+ if (!this.vertexBuffer || !this.indexBuffer || !this.mesh || !ctx.pass) return;
884
+
885
+ this.setPrevViewProj(ctx.prevViewProj);
886
+ this.updateCamera(ctx.viewProj);
887
+
888
+ const tracked = ctx.pass;
889
+
890
+ if (this.graphMaterial && this.graphMaterial.inlineShaderSource) {
891
+ this.ensureGraphPipeline();
892
+ if (!this.graphPipeline || !this.graphBindGroup) return;
893
+ this.updateGraphCamera(this.lastViewProj);
894
+ tracked.setPipeline(this.graphPipeline);
895
+ tracked.setBindGroup(0, this.graphBindGroup);
896
+ // Set extra bind groups (lights, IBL, etc.)
897
+ for (const [group, bg] of this.graphExtraBindGroups.entries()) {
898
+ tracked.setBindGroup(group, bg);
899
+ }
900
+ tracked.setVertexBuffer(0, this.vertexBuffer);
901
+ tracked.setIndexBuffer(this.indexBuffer, this.mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
902
+ if (this.graphInstanceBuffer && this.graphInstanceCount > 0) {
903
+ tracked.drawIndexed(this.mesh.indexCount, this.graphInstanceCount);
904
+ } else {
905
+ tracked.drawIndexed(this.mesh.indexCount);
906
+ }
907
+ return;
908
+ }
909
+
910
+ if (this.pbrMaterial && this.mode === "gbuffer") {
911
+ this.ensurePBRPipeline();
912
+ this.ensurePBRMaterialRegistered();
913
+ if (!this.pbrPipeline || !this.pbrCameraBindGroup) return;
914
+ this.updatePBRCamera(this.lastViewProj);
915
+ tracked.setPipeline(this.pbrPipeline);
916
+ tracked.setBindGroup(0, this.pbrCameraBindGroup);
917
+ // Bindless material bind group (@group(3)) — set once per frame by the host.
918
+ if (this.bindlessBindGroup) tracked.setBindGroup(3, this.bindlessBindGroup);
919
+ tracked.setVertexBuffer(0, this.vertexBuffer);
920
+ tracked.setIndexBuffer(this.indexBuffer, this.mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
921
+ tracked.drawIndexed(this.mesh.indexCount);
922
+ return;
923
+ }
924
+
925
+ if (!this.pipeline || !this.bindGroup) return;
926
+ tracked.setPipeline(this.pipeline);
927
+ tracked.setBindGroup(0, this.bindGroup);
928
+ tracked.setVertexBuffer(0, this.vertexBuffer);
929
+ tracked.setIndexBuffer(this.indexBuffer, this.mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
930
+ tracked.drawIndexed(this.mesh.indexCount);
931
+ }
932
+
933
+ getBindGroupLayout(): GPUBindGroupLayout | null {
934
+ return this.pipeline?.getBindGroupLayout(0) ?? null;
935
+ }
936
+
937
+ ensureDepthTexture(width: number, height: number): GPUTexture {
938
+ if (this.depthTexture) {
939
+ if (this.depthTexture.width === width && this.depthTexture.height === height) {
940
+ return this.depthTexture;
941
+ }
942
+ // Defer destruction — the old depth texture may still be referenced by
943
+ // in-flight command buffers. It will be destroyed on the next endFrame().
944
+ this.deferredDepthTextures.push(this.depthTexture);
945
+ }
946
+ this.depthTexture = this.device.createTexture({
947
+ size: [width, height],
948
+ format: "depth32float",
949
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
950
+ });
951
+ return this.depthTexture;
952
+ }
953
+
954
+ endFrame(): void {
955
+ this.deferredDepthTextures.forEach((t) => { t.destroy();; });
956
+ this.deferredDepthTextures = [];
957
+ }
958
+
959
+ getDepthTextureView(): GPUTextureView | null {
960
+ return this.depthTexture?.createView() ?? null;
961
+ }
962
+
963
+ getVertexBuffer(): GPUBuffer | null {
964
+ return this.vertexBuffer;
965
+ }
966
+
967
+ getIndexBuffer(): GPUBuffer | null {
968
+ return this.indexBuffer;
969
+ }
970
+
971
+ getIndexCount(): number {
972
+ return this.mesh?.indexCount ?? 0;
973
+ }
974
+
975
+ getIndexFormat(): GPUIndexFormat {
976
+ return this.mesh?.indices instanceof Uint16Array ? "uint16" : "uint32";
977
+ }
978
+
979
+ destroy(): void {
980
+ this.vertexBuffer?.destroy();
981
+ this.indexBuffer?.destroy();
982
+ this.depthTexture?.destroy();
983
+ this.deferredDepthTextures.forEach((t) => { t.destroy();; });
984
+ this.deferredDepthTextures = [];
985
+ this.cameraBuffer?.destroy();
986
+ this.pbrCameraBuffer?.destroy();
987
+ this.pbrModelBuffer?.destroy();
988
+ this.pbrPrevModelBuffer?.destroy();
989
+ this.pbrMaterialIndexBuffer?.destroy();
990
+ this.pipeline?.destroy();
991
+ this.pbrPipeline?.destroy();
992
+ this.shaderModule?.destroy();
993
+ this.pbrShaderModule?.destroy();
994
+ this.vertexBuffer = null;
995
+ this.indexBuffer = null;
996
+ this.depthTexture = null;
997
+ this.cameraBuffer = null;
998
+ this._gbufferCamView = null;
999
+ this._gbufferCamBuf = null;
1000
+ this._simpleCamView = null;
1001
+ this._simpleCamBuf = null;
1002
+ this.pipeline = null;
1003
+ this.pbrPipeline = null;
1004
+ this.pbrShaderModule = null;
1005
+ this.shaderModule = null;
1006
+ this.pbrCameraBuffer = null;
1007
+ this.pbrModelBuffer = null;
1008
+ this.pbrPrevModelBuffer = null;
1009
+ this.pbrMaterialIndexBuffer = null;
1010
+ this._pbrCamView = null;
1011
+ this._pbrCamBuf = null;
1012
+ this.pbrMaterial = null;
1013
+ this.pbrMaterialRegistered = false;
1014
+ this.graphCameraBuffer?.destroy();
1015
+ this.graphPipeline?.destroy();
1016
+ this.graphShaderModule?.destroy();
1017
+ this.graphCameraBuffer = null;
1018
+ this.graphBindGroup = null;
1019
+ this.graphMaterial = null;
1020
+ this.graphProfile = null;
1021
+ destroyMapValues(this.graphExtraBindGroups);
1022
+ this.graphInstanceBuffer = null;
1023
+ this.graphInstanceCount = 0;
1024
+ this.graphUniformData = null;
1025
+ destroyMapValues(this.graphVariantPipelines);
1026
+ destroyMapValues(this.graphVariantShaderModules);
1027
+ }
1028
+ }