@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 +1,248 @@
1
+ import type { StructView, WgslStruct } from "@downdraft/engine/shader-graph";
2
+ import { f32, mat4x4f, u32, vec2f, vec3f, 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
+ import { createValidatedShaderModule } from "../shader-validator";
7
+ import { DEFAULT_RSM_CONFIG, type RSMConfig, VPL_FLOATS, packVPLsToBuffer } from "./gi-types";
8
+
9
+ const RSMUniforms: WgslStruct = wgsl.struct("RSMUniforms", {
10
+ lightViewProj: mat4x4f,
11
+ invLightViewProj: mat4x4f,
12
+ rsmResolution: u32,
13
+ maxVPLs: u32,
14
+ intensity: f32,
15
+ rsmRadius: f32,
16
+ _pad0: u32,
17
+ _pad1: u32,
18
+ });
19
+
20
+ const RSMEvalUniforms: WgslStruct = wgsl.struct("RSMEvalUniforms", {
21
+ cameraPos: vec3f,
22
+ numVPLs: u32,
23
+ viewProj: mat4x4f,
24
+ invViewProj: mat4x4f,
25
+ screenSize: vec2f,
26
+ _pad0: f32,
27
+ _pad1: f32,
28
+ });
29
+
30
+ const RSM_INJECT_SHADER = /* wgsl */ `
31
+ ${RSMUniforms.wgsl}
32
+
33
+ struct VPL {
34
+ position: vec4<f32>,
35
+ color: vec4<f32>,
36
+ normal: vec4<f32>,
37
+ };
38
+
39
+ @group(0) @binding(0) var<uniform> uniforms: RSMUniforms;
40
+ @group(0) @binding(1) var rsmDepthTex: texture_2d<f32>;
41
+ @group(0) @binding(2) var rsmAlbedoTex: texture_2d<f32>;
42
+ @group(0) @binding(3) var rsmNormalTex: texture_2d<f32>;
43
+ @group(0) @binding(4) var rsmFluxTex: texture_2d<f32>;
44
+ @group(0) @binding(5) var<storage, read_write> vplBuffer: array<VPL>;
45
+
46
+ fn reconstructWorldPos(uv: vec2<f32>, depth: f32) -> vec3<f32> {
47
+ let ndc = vec3<f32>(uv * 2.0 - 1.0, depth);
48
+ let worldPos = uniforms.invLightViewProj * vec4<f32>(ndc, 1.0);
49
+ return worldPos.xyz / worldPos.w;
50
+ }
51
+
52
+ @compute @workgroup_size(64)
53
+ fn cs_main(@builtin(global_invocation_id) gid: u32) {
54
+ if (gid >= uniforms.maxVPLs) { return; }
55
+
56
+ let totalTexels = uniforms.rsmResolution * uniforms.rsmResolution;
57
+ let stride = totalTexels / uniforms.maxVPLs;
58
+ let texelIdx = gid * stride;
59
+
60
+ let y = texelIdx / uniforms.rsmResolution;
61
+ let x = texelIdx % uniforms.rsmResolution;
62
+ if (x >= uniforms.rsmResolution || y >= uniforms.rsmResolution) { return; }
63
+
64
+ let texel = vec2<i32>(i32(x), i32(y));
65
+ let depth = textureLoad(rsmDepthTex, texel, 0);
66
+ if (depth >= 1.0) {
67
+ vplBuffer[gid] = VPL(vec4<f32>(0.0), vec4<f32>(0.0), vec4<f32>(0.0));
68
+ return;
69
+ }
70
+
71
+ let uv = vec2<f32>(f32(x) / f32(uniforms.rsmResolution), f32(y) / f32(uniforms.rsmResolution));
72
+ let worldPos = reconstructWorldPos(uv, depth);
73
+
74
+ let albedo = textureLoad(rsmAlbedoTex, texel, 0);
75
+ let normal = textureLoad(rsmNormalTex, texel, 0);
76
+ let flux = textureLoad(rsmFluxTex, texel, 0);
77
+
78
+ let color = albedo.rgb * flux.rgb * uniforms.intensity;
79
+ let range = uniforms.rsmRadius * 10.0;
80
+
81
+ vplBuffer[gid] = VPL(
82
+ vec4<f32>(worldPos, range),
83
+ vec4<f32>(color, 1.0),
84
+ vec4<f32>(normal.rgb * 2.0 - 1.0, 0.0),
85
+ );
86
+ }
87
+ `;
88
+
89
+ const RSM_EVALUATE_SHADER = /* wgsl */ `
90
+ ${RSMEvalUniforms.wgsl}
91
+
92
+ struct VPL {
93
+ position: vec4<f32>,
94
+ color: vec4<f32>,
95
+ normal: vec4<f32>,
96
+ };
97
+
98
+ @group(0) @binding(0) var<uniform> uniforms: RSMEvalUniforms;
99
+ @group(0) @binding(1) var depthTex: texture_depth_2d;
100
+ @group(0) @binding(2) var normalTex: texture_2d<f32>;
101
+ @group(0) @binding(3) var<storage> vplBuffer: array<VPL>;
102
+
103
+ fn reconstructWorldPos(uv: vec2<f32>, depth: f32) -> vec3<f32> {
104
+ let ndc = vec3<f32>(uv * 2.0 - 1.0, depth);
105
+ let worldPos = uniforms.invViewProj * vec4<f32>(ndc, 1.0);
106
+ return worldPos.xyz / worldPos.w;
107
+ }
108
+
109
+ @compute @workgroup_size(8, 8)
110
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
111
+ let dims = vec2<u32>(textureDimensions(depthTex));
112
+ if (gid.x >= dims.x || gid.y >= dims.y) { return; }
113
+
114
+ let texel = vec2<i32>(gid.xy);
115
+ let depth = textureLoad(depthTex, texel, 0);
116
+ if (depth >= 1.0) { return; }
117
+
118
+ let uv = vec2<f32>(gid.xy) / vec2<f32>(dims);
119
+ let worldPos = reconstructWorldPos(uv, depth);
120
+
121
+ let normalSample = textureLoad(normalTex, texel, 0);
122
+ let N = normalize(normalSample.rgb * 2.0 - 1.0);
123
+
124
+ var indirect = vec3<f32>(0.0);
125
+ for (var i = 0u; i < uniforms.numVPLs; i = i + 1u) {
126
+ let vpl = vplBuffer[i];
127
+ if (vpl.color.w < 0.01) { continue; }
128
+
129
+ let toVPL = vpl.position.xyz - worldPos;
130
+ let dist = length(toVPL);
131
+ if (dist > vpl.position.w) { continue; }
132
+
133
+ let L = toVPL / max(dist, 0.001);
134
+ let NdotL = max(dot(N, L), 0.0);
135
+ let vplNdotL = max(dot(-vpl.normal.xyz, L), 0.0);
136
+
137
+ let attenuation = 1.0 / (1.0 + dist * dist);
138
+ indirect += vpl.color.rgb * NdotL * vplNdotL * attenuation;
139
+ }
140
+
141
+ // Output is stored in a texture for compositing
142
+ // This compute shader writes to a storage texture
143
+ }
144
+ `;
145
+
146
+ export class RSMPass extends RenderPass {
147
+ name = "rsm-inject";
148
+ passType = PassType.Custom;
149
+
150
+ private device: GPUDevice | null;
151
+ private config: RSMConfig;
152
+
153
+ private injectPipeline: GPUComputePipeline | null = null;
154
+ private injectBindGroup: GPUBindGroup | null = null;
155
+ private vplBuffer: GPUBuffer | null = null;
156
+ private rsmUniformBuffer: GPUBuffer | null = null;
157
+ private _uniformView: StructView | null = null;
158
+ private _uniformBuf: Float32Array | null = null;
159
+
160
+ rsmDepthHandle: TextureHandle | null = null;
161
+ rsmAlbedoHandle: TextureHandle | null = null;
162
+ rsmNormalHandle: TextureHandle | null = null;
163
+ rsmFluxHandle: TextureHandle | null = null;
164
+
165
+ private lightViewProj: Float32Array = new Float32Array(16);
166
+ private invLightViewProj: Float32Array = new Float32Array(16);
167
+
168
+ constructor(config?: Partial<RSMConfig>, device?: GPUDevice | null) {
169
+ super();
170
+ this.config = { ...DEFAULT_RSM_CONFIG, ...config };
171
+ this.device = device ?? null;
172
+ }
173
+
174
+ prepare(device: GPUDevice): void {
175
+ this.device = device;
176
+
177
+ this.vplBuffer = device.createBuffer({
178
+ label: "rsm-vpl-buffer",
179
+ size: this.config.maxVPLs * VPL_FLOATS * 4,
180
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
181
+ });
182
+
183
+ this.rsmUniformBuffer = device.createBuffer({
184
+ label: "rsm-uniforms",
185
+ size: RSMUniforms.size,
186
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
187
+ });
188
+ this._uniformBuf = new Float32Array(RSMUniforms.floatCount);
189
+ this._uniformView = RSMUniforms.view(this._uniformBuf);
190
+
191
+ const shader = createValidatedShaderModule(device, { code: RSM_INJECT_SHADER, label: "RSMPass.inject" });
192
+ this.injectPipeline = device.createComputePipeline({
193
+ label: "rsm-inject",
194
+ layout: "auto",
195
+ compute: { module: shader, entryPoint: "cs_main" },
196
+ });
197
+ }
198
+
199
+ setLightMatrices(lightViewProj: Float32Array, invLightViewProj: Float32Array): void {
200
+ this.lightViewProj = lightViewProj;
201
+ this.invLightViewProj = invLightViewProj;
202
+ }
203
+
204
+ updateUniforms(): void {
205
+ const view = this._uniformView!;
206
+ view.set("lightViewProj", this.lightViewProj);
207
+ view.set("invLightViewProj", this.invLightViewProj);
208
+
209
+ if (this.device && this.rsmUniformBuffer) {
210
+ this.device.queue.writeBuffer(this.rsmUniformBuffer, 0, this._uniformBuf as unknown as BufferSource);
211
+ }
212
+ }
213
+
214
+ updateVPLs(vpls: ReturnType<typeof packVPLsToBuffer>): void {
215
+ if (this.device && this.vplBuffer) {
216
+ this.device.queue.writeBuffer(this.vplBuffer, 0, vpls as unknown as BufferSource);
217
+ }
218
+ }
219
+
220
+ getVPLBuffer(): GPUBuffer | null {
221
+ return this.vplBuffer;
222
+ }
223
+
224
+ getConfig(): RSMConfig {
225
+ return this.config;
226
+ }
227
+
228
+ setup(builder: FrameGraphBuilder): void {
229
+ if (this.rsmDepthHandle) builder.read(this.rsmDepthHandle);
230
+ if (this.rsmAlbedoHandle) builder.read(this.rsmAlbedoHandle);
231
+ if (this.rsmNormalHandle) builder.read(this.rsmNormalHandle);
232
+ if (this.rsmFluxHandle) builder.read(this.rsmFluxHandle);
233
+ }
234
+
235
+ execute(ctx: GraphRenderContext): void {
236
+ if (!this.config.enabled) return;
237
+ this.updateUniforms();
238
+ // The actual compute dispatch happens in the render loop
239
+ // This pass is a Custom pass — it dispatches compute directly
240
+ }
241
+
242
+ destroy(): void {
243
+ this.vplBuffer?.destroy();
244
+ this.rsmUniformBuffer?.destroy();
245
+ this._uniformView = null;
246
+ this._uniformBuf = null;
247
+ }
248
+ }
@@ -0,0 +1,155 @@
1
+ import type { WgslStruct } from "@downdraft/engine/shader-graph";
2
+ import { f32, vec4f, wgsl } from "@downdraft/engine/shader-graph";
3
+
4
+ export interface SDFGlyph {
5
+ char: string;
6
+ charCode: number;
7
+ x: number;
8
+ y: number;
9
+ width: number;
10
+ height: number;
11
+ advance: number;
12
+ bearingX: number;
13
+ bearingY: number;
14
+ }
15
+
16
+ export interface SDFFontData {
17
+ glyphs: Map<number, SDFGlyph>;
18
+ atlasWidth: number;
19
+ atlasHeight: number;
20
+ fontSize: number;
21
+ distanceRange: number;
22
+ lineHeight: number;
23
+ ascent: number;
24
+ descent: number;
25
+ name: string;
26
+ }
27
+
28
+ export function parseSDFFont(json: string): SDFFontData {
29
+ const data = JSON.parse(json);
30
+ const glyphs = new Map<number, SDFGlyph>();
31
+
32
+ if (data.glyphs) {
33
+ data.glyphs.forEach((glyph: any) => {
34
+ glyphs.set(glyph.unicode, {
35
+ char: String.fromCodePoint(glyph.unicode),
36
+ charCode: glyph.unicode,
37
+ x: glyph.planeBounds?.left ?? glyph.x ?? 0,
38
+ y: glyph.planeBounds?.bottom ?? glyph.y ?? 0,
39
+ width: glyph.planeBounds ? glyph.planeBounds.right - glyph.planeBounds.left : (glyph.width ?? 0),
40
+ height: glyph.planeBounds ? glyph.planeBounds.top - glyph.planeBounds.bottom : (glyph.height ?? 0),
41
+ advance: glyph.advance,
42
+ bearingX: glyph.planeBounds?.left ?? 0,
43
+ bearingY: glyph.planeBounds?.top ?? 0,
44
+ });
45
+ });
46
+ }
47
+
48
+ return {
49
+ glyphs,
50
+ atlasWidth: data.atlas?.width ?? 512,
51
+ atlasHeight: data.atlas?.height ?? 512,
52
+ fontSize: data.atlas?.size ?? 32,
53
+ distanceRange: data.atlas?.distanceRange ?? 4,
54
+ lineHeight: data.metrics?.lineHeight ?? 1.2,
55
+ ascent: data.metrics?.ascender ?? 0.8,
56
+ descent: data.metrics?.descender ?? -0.2,
57
+ name: data.name ?? "sdf-font",
58
+ };
59
+ }
60
+
61
+ export function layoutSDFText(
62
+ text: string,
63
+ font: SDFFontData,
64
+ fontSize: number,
65
+ maxWidth: number = Infinity,
66
+ ): { quads: Array<{ x: number; y: number; w: number; h: number; u: number; v: number; uw: number; vh: number }>; width: number; height: number } {
67
+ const scale = fontSize / font.fontSize;
68
+ const quads: Array<{ x: number; y: number; w: number; h: number; u: number; v: number; uw: number; vh: number }> = [];
69
+ let penX = 0;
70
+ let penY = 0;
71
+ const lineHeight = font.lineHeight * fontSize;
72
+
73
+ for (let _i = 0, _it = text, _n = _it.length; _i < _n; _i++) { const char = _it[_i];
74
+ const charCode = char.codePointAt(0);
75
+ if (charCode === undefined) continue;
76
+
77
+ if (char === "\n") {
78
+ penX = 0;
79
+ penY += lineHeight;
80
+ continue;
81
+ }
82
+
83
+ const glyph = font.glyphs.get(charCode);
84
+ if (!glyph) continue;
85
+
86
+ if (maxWidth !== Infinity && penX + glyph.advance * scale > maxWidth) {
87
+ penX = 0;
88
+ penY += lineHeight;
89
+ }
90
+
91
+ const w = glyph.width * scale;
92
+ const h = glyph.height * scale;
93
+ const x = penX + glyph.bearingX * scale;
94
+ const y = penY - glyph.bearingY * scale + font.ascent * fontSize;
95
+
96
+ quads.push({
97
+ x, y, w, h,
98
+ u: glyph.x / font.atlasWidth,
99
+ v: 1.0 - (glyph.y + glyph.height) / font.atlasHeight,
100
+ uw: glyph.width / font.atlasWidth,
101
+ vh: glyph.height / font.atlasHeight,
102
+ });
103
+
104
+ penX += glyph.advance * scale;
105
+ }
106
+
107
+ return { quads, width: penX, height: penY + lineHeight };
108
+ }
109
+
110
+ const TextUniforms: WgslStruct = wgsl.struct("TextUniforms", {
111
+ color: vec4f,
112
+ outlineColor: vec4f,
113
+ outlineWidth: f32,
114
+ smoothing: f32,
115
+ _pad0: f32,
116
+ _pad1: f32,
117
+ });
118
+
119
+ export const SDF_TEXT_SHADER = /* wgsl */ `
120
+ ${TextUniforms.wgsl}
121
+
122
+ @group(0) @binding(0) var<uniform> u: TextUniforms;
123
+ @group(0) @binding(1) var atlasTex: texture_2d<f32>;
124
+ @group(0) @binding(2) var texSampler: sampler;
125
+
126
+ struct VertexInput {
127
+ @location(0) position: vec2<f32>,
128
+ @location(1) uv: vec2<f32>,
129
+ };
130
+
131
+ struct VertexOutput {
132
+ @builtin(position) clipPosition: vec4<f32>,
133
+ @location(0) uv: vec2<f32>,
134
+ };
135
+
136
+ @vertex
137
+ fn vs_main(input: VertexInput) -> VertexOutput {
138
+ var output: VertexOutput;
139
+ output.clipPosition = vec4<f32>(input.position, 0.0, 1.0);
140
+ output.uv = input.uv;
141
+ return output;
142
+ }
143
+
144
+ @fragment
145
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
146
+ let sdf = textureSample(atlasTex, texSampler, input.uv).r;
147
+ let smoothing = u.smoothing;
148
+ let outlineThreshold = 0.5 - u.outlineWidth;
149
+ let fillAlpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, sdf);
150
+ let outlineAlpha = smoothstep(outlineThreshold - smoothing, outlineThreshold + smoothing, sdf) - fillAlpha;
151
+ let color = u.color.rgb * fillAlpha + u.outlineColor.rgb * outlineAlpha;
152
+ let alpha = fillAlpha + outlineAlpha * u.outlineColor.a;
153
+ return vec4<f32>(color, alpha);
154
+ }
155
+ `;
@@ -0,0 +1,163 @@
1
+ // ============================================================================
2
+ // Shadow Map System — single-cascade directional shadow mapping
3
+ // Renders scene depth from the sun's perspective into a depth texture.
4
+ // Provides a bind group with the shadow map, comparison sampler, and light VP
5
+ // matrix for PCF-filtered shadow sampling in lit shaders.
6
+ // ============================================================================
7
+
8
+ import { mat4 } from "wgpu-matrix";
9
+
10
+ export interface ShadowMapOptions {
11
+ depthFormat?: GPUTextureFormat;
12
+ shadowMapSize?: number;
13
+ shadowDistance?: number;
14
+ shadowRadius?: number;
15
+ }
16
+
17
+ const DEFAULT_SHADOW_MAP_SIZE = 2048;
18
+ const DEFAULT_SHADOW_DISTANCE = 600;
19
+ const DEFAULT_SHADOW_RADIUS = 350;
20
+
21
+ export class ShadowMapSystem {
22
+ private device: GPUDevice;
23
+ private depthFormat: GPUTextureFormat;
24
+ private shadowMapSize: number;
25
+ private shadowDistance: number;
26
+ private shadowRadius: number;
27
+
28
+ private shadowTexture: GPUTexture | null = null;
29
+ private shadowDepthView: GPUTextureView | null = null;
30
+ private shadowUniformBuffer: GPUBuffer | null = null;
31
+ private shadowSampler: GPUSampler | null = null;
32
+ private shadowBindGroupLayout: GPUBindGroupLayout | null = null;
33
+ private shadowBindGroup: GPUBindGroup | null = null;
34
+
35
+ private shadowUniformData = new Float32Array(20);
36
+ private lightVP = new Float32Array(16);
37
+
38
+ constructor(device: GPUDevice, options?: ShadowMapOptions) {
39
+ this.device = device;
40
+ this.depthFormat = options?.depthFormat ?? "depth32float";
41
+ this.shadowMapSize = options?.shadowMapSize ?? DEFAULT_SHADOW_MAP_SIZE;
42
+ this.shadowDistance = options?.shadowDistance ?? DEFAULT_SHADOW_DISTANCE;
43
+ this.shadowRadius = options?.shadowRadius ?? DEFAULT_SHADOW_RADIUS;
44
+ }
45
+
46
+ init(): void {
47
+ this.shadowTexture = this.device.createTexture({
48
+ size: [this.shadowMapSize, this.shadowMapSize],
49
+ format: this.depthFormat,
50
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
51
+ });
52
+ this.shadowDepthView = this.shadowTexture.createView();
53
+
54
+ this.shadowUniformBuffer = this.device.createBuffer({
55
+ size: 256,
56
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
57
+ });
58
+
59
+ this.shadowSampler = this.device.createSampler({
60
+ compare: "less",
61
+ magFilter: "linear",
62
+ minFilter: "linear",
63
+ addressModeU: "clamp-to-edge",
64
+ addressModeV: "clamp-to-edge",
65
+ });
66
+
67
+ this.shadowBindGroupLayout = this.device.createBindGroupLayout({
68
+ entries: [
69
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
70
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "depth" } },
71
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "comparison" } },
72
+ ],
73
+ });
74
+
75
+ this.shadowBindGroup = this.device.createBindGroup({
76
+ layout: this.shadowBindGroupLayout,
77
+ entries: [
78
+ { binding: 0, resource: { buffer: this.shadowUniformBuffer } },
79
+ { binding: 1, resource: this.shadowDepthView },
80
+ { binding: 2, resource: this.shadowSampler },
81
+ ],
82
+ });
83
+ }
84
+
85
+ getBindGroupLayout(): GPUBindGroupLayout | null {
86
+ return this.shadowBindGroupLayout;
87
+ }
88
+
89
+ getBindGroup(): GPUBindGroup | null {
90
+ return this.shadowBindGroup;
91
+ }
92
+
93
+ getShadowDepthView(): GPUTextureView | null {
94
+ return this.shadowDepthView;
95
+ }
96
+
97
+ getShadowUniformBuffer(): GPUBuffer | null {
98
+ return this.shadowUniformBuffer;
99
+ }
100
+
101
+ getShadowSampler(): GPUSampler | null {
102
+ return this.shadowSampler;
103
+ }
104
+
105
+ getLightVP(): Float32Array {
106
+ return this.lightVP;
107
+ }
108
+
109
+ getShadowMapSize(): number {
110
+ return this.shadowMapSize;
111
+ }
112
+
113
+ updateLightVP(
114
+ sunDir: [number, number, number],
115
+ cameraTarget: [number, number, number],
116
+ ): void {
117
+ const len = Math.sqrt(sunDir[0] ** 2 + sunDir[1] ** 2 + sunDir[2] ** 2) || 1;
118
+ const dir: [number, number, number] = [
119
+ sunDir[0] / len,
120
+ sunDir[1] / len,
121
+ sunDir[2] / len,
122
+ ];
123
+
124
+ // sunDir points toward the sun — the light sits on the sun side of the
125
+ // target and looks back down at it.
126
+ const lightPos: [number, number, number] = [
127
+ cameraTarget[0] + dir[0] * this.shadowDistance,
128
+ cameraTarget[1] + dir[1] * this.shadowDistance,
129
+ cameraTarget[2] + dir[2] * this.shadowDistance,
130
+ ];
131
+
132
+ const up: [number, number, number] =
133
+ Math.abs(dir[1]) > 0.99 ? [0, 0, 1] : [0, 1, 0];
134
+
135
+ const lightView = mat4.lookAt(lightPos, cameraTarget, up);
136
+
137
+ const lightProj = mat4.ortho(
138
+ -this.shadowRadius, this.shadowRadius,
139
+ -this.shadowRadius, this.shadowRadius,
140
+ 1.0, this.shadowDistance * 2.0,
141
+ );
142
+
143
+ this.lightVP = mat4.multiply(lightProj, lightView, this.lightVP);
144
+
145
+ for (let i = 0; i < 16; i++) {
146
+ this.shadowUniformData[i] = this.lightVP[i];
147
+ }
148
+ this.shadowUniformData[16] = 1.0 / this.shadowMapSize;
149
+ this.shadowUniformData[17] = 0.003;
150
+ this.shadowUniformData[18] = 0.015;
151
+ this.shadowUniformData[19] = 0.85;
152
+
153
+ this.device.queue.writeBuffer(this.shadowUniformBuffer!, 0, this.shadowUniformData as unknown as GPUAllowSharedBufferSource);
154
+ }
155
+
156
+ destroy(): void {
157
+ this.shadowTexture?.destroy();
158
+ this.shadowUniformBuffer?.destroy();
159
+ this.shadowTexture = null;
160
+ this.shadowDepthView = null;
161
+ this.shadowUniformBuffer = null;
162
+ }
163
+ }