@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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  669. package/libraries/postfx/src/shaders/post-process/glow-blur.wgsl +33 -0
  670. package/libraries/postfx/src/shaders/post-process/glow-composite.wgsl +25 -0
  671. package/libraries/postfx/src/shaders/post-process/grain.wgsl +37 -0
  672. package/libraries/postfx/src/shaders/post-process/halftone.wgsl +80 -0
  673. package/libraries/postfx/src/shaders/post-process/highlight-blur.wgsl +33 -0
  674. package/libraries/postfx/src/shaders/post-process/highlight-composite.wgsl +32 -0
  675. package/libraries/postfx/src/shaders/post-process/lens-distortion.wgsl +43 -0
  676. package/libraries/postfx/src/shaders/post-process/lens-flare.wgsl +68 -0
  677. package/libraries/postfx/src/shaders/post-process/lut.wgsl +30 -0
  678. package/libraries/postfx/src/shaders/post-process/motion-blur.wgsl +55 -0
  679. package/libraries/postfx/src/shaders/post-process/occluder-chunk.wgsl +28 -0
  680. package/libraries/postfx/src/shaders/post-process/outline.wgsl +51 -0
  681. package/libraries/postfx/src/shaders/post-process/pixelation.wgsl +47 -0
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  683. package/libraries/postfx/src/shaders/post-process/sobel.wgsl +26 -0
  684. package/libraries/postfx/src/shaders/post-process/split-tone.wgsl +36 -0
  685. package/libraries/postfx/src/shaders/post-process/ssao-blur.wgsl +38 -0
  686. package/libraries/postfx/src/shaders/post-process/ssao-composite.wgsl +25 -0
  687. package/libraries/postfx/src/shaders/post-process/ssao.wgsl +147 -0
  688. package/libraries/postfx/src/shaders/post-process/ssr.wgsl +155 -0
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  690. package/libraries/postfx/src/shaders/post-process/tonemap.wgsl +40 -0
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  692. package/libraries/postfx/src/shaders/post-process/white-balance.wgsl +41 -0
  693. package/libraries/recast/README.md +21 -0
  694. package/libraries/recast/src/backend.ts +150 -0
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  908. package/test/src/vision-test.ts +369 -0
@@ -0,0 +1,404 @@
1
+ import { createValidatedShaderModule } from "../shader-validator";
2
+ import type { StructView, WgslStruct } from "@downdraft/engine/shader-graph";
3
+ import { f32, mat4x4f, u32, vec3f, wgsl } from "@downdraft/engine/shader-graph";
4
+ import { type Mat4 } from "wgpu-matrix";
5
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
6
+ import { RenderPass } from "../render-pass";
7
+
8
+ // ─── Uniform structs (single source of truth for layout) ───────────────────
9
+ const Uniforms: WgslStruct = wgsl.struct("Uniforms", {
10
+ viewProj: mat4x4f,
11
+ cameraPos: vec3f,
12
+ timeOfDay: f32,
13
+ weatherType: u32,
14
+ sunDir: vec3f,
15
+ sunIntensity: f32,
16
+ moonDir: vec3f,
17
+ moonIntensity: f32,
18
+ time: f32,
19
+ prevWeatherType: u32,
20
+ weatherBlend: f32,
21
+ });
22
+
23
+ const SKY_DOME_SHADER = /* wgsl */ `
24
+ ${Uniforms.wgsl}
25
+
26
+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
27
+
28
+ struct VertexInput {
29
+ @location(0) position: vec3<f32>,
30
+ };
31
+
32
+ struct VertexOutput {
33
+ @builtin(position) clipPos: vec4<f32>,
34
+ @location(0) worldDir: vec3<f32>,
35
+ };
36
+
37
+ @vertex
38
+ fn vs_main(input: VertexInput) -> VertexOutput {
39
+ var output: VertexOutput;
40
+ let worldPos = input.position * 4000.0 + vec3<f32>(uniforms.cameraPos.x, 0.0, uniforms.cameraPos.z);
41
+ output.clipPos = uniforms.viewProj * vec4<f32>(worldPos, 1.0);
42
+ output.clipPos.z = 0.9999 * output.clipPos.w;
43
+ output.worldDir = normalize(input.position);
44
+ return output;
45
+ }
46
+
47
+ fn hash3(p: vec3<f32>) -> f32 {
48
+ return fract(sin(dot(p, vec3<f32>(12.9898, 78.233, 37.719))) * 43758.5453);
49
+ }
50
+
51
+ fn hash2d(p: vec2<f32>) -> vec2<f32> {
52
+ let k = vec2<f32>(0.3183099, 0.3678794);
53
+ let q = fract(p * k);
54
+ return -1.0 + 2.0 * fract(vec2<f32>(
55
+ dot(q, vec2<f32>(127.1, 311.7)),
56
+ dot(q, vec2<f32>(269.5, 183.3))
57
+ ) * 43758.5453);
58
+ }
59
+
60
+ fn perlin2d(p: vec2<f32>) -> f32 {
61
+ let i = floor(p);
62
+ let f = fract(p);
63
+ let u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
64
+
65
+ let ga = hash2d(i);
66
+ let gb = hash2d(i + vec2<f32>(1.0, 0.0));
67
+ let gc = hash2d(i + vec2<f32>(0.0, 1.0));
68
+ let gd = hash2d(i + vec2<f32>(1.0, 1.0));
69
+
70
+ let va = dot(ga, f);
71
+ let vb = dot(gb, f - vec2<f32>(1.0, 0.0));
72
+ let vc = dot(gc, f - vec2<f32>(0.0, 1.0));
73
+ let vd = dot(gd, f - vec2<f32>(1.0, 1.0));
74
+
75
+ return mix(mix(va, vb, u.x), mix(vc, vd, u.x), u.y) * 0.5 + 0.5;
76
+ }
77
+
78
+ fn fbm6(p: vec2<f32>) -> f32 {
79
+ var v = 0.0;
80
+ var a = 0.5;
81
+ var pp = p;
82
+ for (var i = 0; i < 6; i = i + 1) {
83
+ v = v + a * perlin2d(pp);
84
+ pp = pp * 2.0;
85
+ a = a * 0.5;
86
+ }
87
+ return v;
88
+ }
89
+
90
+ fn fbm4(p: vec2<f32>) -> f32 {
91
+ var v = 0.0;
92
+ var a = 0.5;
93
+ var pp = p;
94
+ for (var i = 0; i < 4; i = i + 1) {
95
+ v = v + a * perlin2d(pp);
96
+ pp = pp * 2.0;
97
+ a = a * 0.5;
98
+ }
99
+ return v;
100
+ }
101
+
102
+ fn getCloudThreshold(weather: u32) -> f32 {
103
+ if (weather == 0u) { return 0.62; }
104
+ if (weather == 1u) { return 0.48; }
105
+ if (weather == 2u) { return 0.28; }
106
+ if (weather == 3u) { return 0.22; }
107
+ if (weather == 4u) { return 0.15; }
108
+ if (weather == 5u) { return 0.18; }
109
+ if (weather == 8u) { return 0.10; }
110
+ if (weather == 9u) { return 0.20; }
111
+ return 0.52;
112
+ }
113
+
114
+ struct CloudWeatherResult {
115
+ c1: vec3<f32>,
116
+ c2: vec3<f32>,
117
+ c3: vec3<f32>,
118
+ };
119
+
120
+ fn applyWeatherClouds(c1in: vec3<f32>, c2in: vec3<f32>, c3in: vec3<f32>, weather: u32) -> CloudWeatherResult {
121
+ var r: CloudWeatherResult;
122
+ r.c1 = c1in;
123
+ r.c2 = c2in;
124
+ r.c3 = c3in;
125
+ if (weather == 4u || weather == 8u) {
126
+ r.c1 = mix(r.c1, vec3<f32>(0.1, 0.1, 0.15), 0.5);
127
+ r.c2 = mix(r.c2, vec3<f32>(0.08, 0.08, 0.12), 0.5);
128
+ r.c3 = mix(r.c3, vec3<f32>(0.1, 0.1, 0.15), 0.4);
129
+ }
130
+ if (weather == 8u) {
131
+ r.c1 = mix(r.c1, vec3<f32>(0.3, 0.1, 0.05), 0.3);
132
+ r.c2 = mix(r.c2, vec3<f32>(0.25, 0.08, 0.04), 0.4);
133
+ r.c3 = mix(r.c3, vec3<f32>(0.2, 0.05, 0.03), 0.3);
134
+ }
135
+ if (weather == 5u) {
136
+ r.c1 = mix(r.c1, vec3<f32>(0.6, 0.6, 0.62), 0.6);
137
+ r.c2 = mix(r.c2, vec3<f32>(0.55, 0.55, 0.58), 0.6);
138
+ r.c3 = mix(r.c3, vec3<f32>(0.5, 0.5, 0.53), 0.5);
139
+ }
140
+ if (weather == 9u) {
141
+ r.c1 = mix(r.c1, vec3<f32>(0.75, 0.78, 0.82), 0.5);
142
+ r.c2 = mix(r.c2, vec3<f32>(0.7, 0.73, 0.78), 0.5);
143
+ r.c3 = mix(r.c3, vec3<f32>(0.65, 0.68, 0.73), 0.4);
144
+ }
145
+ return r;
146
+ }
147
+
148
+ fn applyWeatherSky(skyColor: vec3<f32>, horizon: f32, weather: u32) -> vec3<f32> {
149
+ var c = skyColor;
150
+ if (weather == 2u || weather == 3u || weather == 4u) {
151
+ c *= 0.5;
152
+ }
153
+ if (weather == 4u || weather == 8u) {
154
+ c *= 0.4;
155
+ c = mix(c, vec3<f32>(0.1, 0.1, 0.15), horizon * 0.5);
156
+ }
157
+ if (weather == 5u) {
158
+ c = mix(c, vec3<f32>(0.5, 0.5, 0.55), 0.7);
159
+ }
160
+ if (weather == 6u) {
161
+ c = mix(c, vec3<f32>(0.3, 0.1, 0.05), 0.8);
162
+ }
163
+ if (weather == 8u) {
164
+ c = mix(c, vec3<f32>(0.5, 0.1, 0.05), 0.6);
165
+ }
166
+ if (weather == 9u) {
167
+ c = mix(c, vec3<f32>(0.6, 0.65, 0.7), 0.4);
168
+ }
169
+ return c;
170
+ }
171
+
172
+ @fragment
173
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
174
+ let dir = normalize(input.worldDir);
175
+ let horizon = 1.0 - abs(dir.y);
176
+
177
+ let dayColor = vec3<f32>(0.4, 0.6, 0.9);
178
+ let nightColor = vec3<f32>(0.02, 0.02, 0.05);
179
+ let sunsetColor = vec3<f32>(0.9, 0.4, 0.2);
180
+
181
+ let dayFactor = smoothstep(0.2, 0.4, uniforms.timeOfDay) * (1.0 - smoothstep(0.65, 0.8, uniforms.timeOfDay));
182
+ let sunsetFactor = smoothstep(0.15, 0.25, uniforms.timeOfDay) * (1.0 - smoothstep(0.25, 0.45, uniforms.timeOfDay))
183
+ + smoothstep(0.65, 0.75, uniforms.timeOfDay) * (1.0 - smoothstep(0.75, 0.95, uniforms.timeOfDay));
184
+
185
+ var skyColor = mix(nightColor, dayColor, dayFactor);
186
+ skyColor = mix(skyColor, sunsetColor, sunsetFactor * 0.7);
187
+ skyColor = mix(skyColor, vec3<f32>(0.7, 0.8, 0.9), horizon * 0.3 * dayFactor);
188
+
189
+ let sunDot = max(dot(dir, uniforms.sunDir), 0.0);
190
+ let sunGlow = pow(sunDot, 255.0) * uniforms.sunIntensity;
191
+ let sunHalo = pow(sunDot, 32.0) * uniforms.sunIntensity;
192
+ let sunDisc = smoothstep(0.9995, 0.9998, sunDot) * uniforms.sunIntensity;
193
+ skyColor += vec3<f32>(1.0, 0.95, 0.8) * sunDisc * 3.0;
194
+ skyColor += vec3<f32>(1.0, 0.8, 0.5) * (sunHalo * 0.15 + sunGlow * 0.4);
195
+
196
+ let moonDot = max(dot(dir, uniforms.moonDir), 0.0);
197
+ let moonGlow = pow(moonDot, 200.0) * uniforms.moonIntensity;
198
+ let moonDisc = smoothstep(0.9995, 0.9998, moonDot) * uniforms.moonIntensity;
199
+ let moonSurface = hash3(dir * 80.0);
200
+ let craterShading = mix(0.7, 1.0, moonSurface);
201
+ skyColor += vec3<f32>(0.9, 0.92, 1.0) * moonDisc * craterShading;
202
+ skyColor += vec3<f32>(0.6, 0.65, 0.8) * moonGlow * 0.15;
203
+
204
+ if (dayFactor < 0.3) {
205
+ let gridDir = floor(dir * 200.0);
206
+ let starRand = hash3(gridDir);
207
+ let starVar = hash3(gridDir + vec3<f32>(31.0, 17.0, 7.0));
208
+ let star = step(0.997, starRand) * (1.0 - dayFactor);
209
+ let brightness = mix(0.15, 1.0, starVar);
210
+ let starColor = mix(vec3<f32>(0.8, 0.85, 1.0), vec3<f32>(1.0, 0.95, 0.8), starVar);
211
+ skyColor += starColor * star * brightness;
212
+ }
213
+
214
+ if (dir.y > 0.005) {
215
+ let cloudProj = dir.xz / max(dir.y, 0.05);
216
+ let horizonFade = smoothstep(0.005, 0.2, dir.y);
217
+ let cloudThreshold = mix(getCloudThreshold(uniforms.prevWeatherType), getCloudThreshold(uniforms.weatherType), uniforms.weatherBlend);
218
+
219
+ let uv1 = cloudProj * 0.12 + vec2<f32>(uniforms.time * 0.005, uniforms.time * 0.003);
220
+ let warp1 = vec2<f32>(fbm4(uv1 + vec2<f32>(5.2, 1.3)), fbm4(uv1 + vec2<f32>(1.7, 9.2)));
221
+ let cloud1 = fbm6(uv1 + warp1 * 1.8);
222
+ let edge1 = fbm4(uv1 * 3.0 + warp1 * 0.5);
223
+ let cov1 = smoothstep(cloudThreshold + 0.08, cloudThreshold + 0.25, cloud1 + edge1 * 0.1);
224
+ let mask1 = cov1 * horizonFade * 0.65;
225
+ let shadow1 = mix(0.5, 1.0, smoothstep(cloudThreshold + 0.08, cloudThreshold + 0.4, cloud1));
226
+
227
+ let uv2 = cloudProj * 0.3 + vec2<f32>(uniforms.time * 0.01, uniforms.time * 0.008) + vec2<f32>(100.0, 50.0);
228
+ let warp2 = vec2<f32>(fbm4(uv2 * 1.3 + vec2<f32>(3.1, 7.7)), fbm4(uv2 * 1.3 + vec2<f32>(8.4, 2.6)));
229
+ let cloud2 = fbm6(uv2 + warp2 * 2.2);
230
+ let edge2 = fbm4(uv2 * 4.0 + warp2 * 0.3);
231
+ let cov2 = smoothstep(cloudThreshold, cloudThreshold + 0.2, cloud2 + edge2 * 0.12);
232
+ let mask2 = cov2 * horizonFade;
233
+ let shadow2 = mix(0.35, 1.0, smoothstep(cloudThreshold, cloudThreshold + 0.35, cloud2));
234
+
235
+ let uv3 = cloudProj * 0.55 + vec2<f32>(uniforms.time * 0.02, uniforms.time * 0.015) + vec2<f32>(200.0, 150.0);
236
+ let cloud3 = fbm4(uv3);
237
+ let cov3 = smoothstep(cloudThreshold + 0.1, cloudThreshold + 0.3, cloud3);
238
+ let mask3 = cov3 * horizonFade * 0.35;
239
+ let shadow3 = mix(0.4, 0.9, smoothstep(cloudThreshold + 0.1, cloudThreshold + 0.4, cloud3));
240
+
241
+ let sunLight = max(dot(uniforms.sunDir, vec3<f32>(0.0, 1.0, 0.0)), 0.0);
242
+ let topLit = vec3<f32>(1.0, 0.97, 0.9);
243
+ let bottomShade = vec3<f32>(0.35, 0.35, 0.45);
244
+ let ambientCloud = vec3<f32>(0.5, 0.5, 0.6);
245
+
246
+ let lit1 = mix(bottomShade, topLit, sunLight * shadow1);
247
+ let lit2 = mix(bottomShade, topLit, sunLight * shadow2);
248
+ let lit3 = mix(ambientCloud * 0.7, topLit * 0.85, sunLight * shadow3);
249
+
250
+ let color1 = mix(lit1, lit1 * 0.15, 1.0 - dayFactor);
251
+ let color2 = mix(lit2, lit2 * 0.2, 1.0 - dayFactor);
252
+ let color3 = mix(lit3, lit3 * 0.15, 1.0 - dayFactor);
253
+
254
+ let color1s = mix(color1, vec3<f32>(1.0, 0.5, 0.3), sunsetFactor * 0.5);
255
+ let color2s = mix(color2, vec3<f32>(1.0, 0.45, 0.25), sunsetFactor * 0.7);
256
+ let color3s = mix(color3, vec3<f32>(0.9, 0.4, 0.2), sunsetFactor * 0.4);
257
+
258
+ let cloudPrev = applyWeatherClouds(color1s, color2s, color3s, uniforms.prevWeatherType);
259
+ let cloudCurr = applyWeatherClouds(color1s, color2s, color3s, uniforms.weatherType);
260
+ let c1 = mix(cloudPrev.c1, cloudCurr.c1, uniforms.weatherBlend);
261
+ let c2 = mix(cloudPrev.c2, cloudCurr.c2, uniforms.weatherBlend);
262
+ let c3 = mix(cloudPrev.c3, cloudCurr.c3, uniforms.weatherBlend);
263
+
264
+ skyColor = mix(skyColor, c1, mask1);
265
+ skyColor = mix(skyColor, c2, mask2 * (1.0 - mask1 * 0.5));
266
+ skyColor = mix(skyColor, c3, mask3 * (1.0 - mask2 * 0.5));
267
+ }
268
+
269
+ let skyPrev = applyWeatherSky(skyColor, horizon, uniforms.prevWeatherType);
270
+ let skyCurr = applyWeatherSky(skyColor, horizon, uniforms.weatherType);
271
+ skyColor = mix(skyPrev, skyCurr, uniforms.weatherBlend);
272
+
273
+ return vec4<f32>(skyColor, 1.0);
274
+ }
275
+ `;
276
+
277
+ export interface SkyDomeUniforms {
278
+ viewProj: Mat4;
279
+ cameraPos: [number, number, number];
280
+ timeOfDay: number;
281
+ weatherType: number;
282
+ sunDir: [number, number, number];
283
+ sunIntensity: number;
284
+ moonDir: [number, number, number];
285
+ moonIntensity: number;
286
+ time: number;
287
+ prevWeatherType: number;
288
+ weatherBlend: number;
289
+ }
290
+
291
+ export class SkyDomePass extends RenderPass {
292
+ name = "sky-dome";
293
+ hdrHandle: TextureHandle | null = null;
294
+ depthHandle: TextureHandle | null = null;
295
+ private device: GPUDevice;
296
+ private pipeline: GPURenderPipeline | null = null;
297
+ private shaderModule: GPUShaderModule | null = null;
298
+ private uniformBuffer: GPUBuffer | null = null;
299
+ private bindGroup: GPUBindGroup | null = null;
300
+ private vertexBuffer: GPUBuffer | null = null;
301
+ private indexBuffer: GPUBuffer | null = null;
302
+ private indexCount = 0;
303
+ private surfaceFormat: GPUTextureFormat;
304
+ private msaaSampleCount: number = 1;
305
+ private _uniformView: StructView | null = null;
306
+ private _uniformBuf: Float32Array | null = null;
307
+
308
+ constructor(device: GPUDevice, surfaceFormat: GPUTextureFormat, msaaSampleCount = 1) {
309
+ super();
310
+ this.device = device;
311
+ this.surfaceFormat = surfaceFormat;
312
+ this.msaaSampleCount = msaaSampleCount;
313
+ }
314
+
315
+ prepare(_device: GPUDevice): void {
316
+ if (this.pipeline) return;
317
+
318
+ const vertices = new Float32Array([
319
+ -1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1,
320
+ -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1,
321
+ ]);
322
+ const indices = new Uint16Array([
323
+ 0, 1, 2, 0, 2, 3,
324
+ 4, 7, 6, 4, 6, 5,
325
+ 0, 3, 7, 0, 7, 4,
326
+ 1, 5, 6, 1, 6, 2,
327
+ 3, 2, 6, 3, 6, 7,
328
+ 0, 4, 5, 0, 5, 1,
329
+ ]);
330
+
331
+ const dev = this.device;
332
+ this.shaderModule = createValidatedShaderModule(dev, { code: SKY_DOME_SHADER, label: "SkyDomePass" });
333
+ this.uniformBuffer = dev.createBuffer({ size: 256, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
334
+ this._uniformBuf = new Float32Array(Uniforms.floatCount);
335
+ this._uniformView = Uniforms.view(this._uniformBuf);
336
+ this.vertexBuffer = dev.createBuffer({ size: vertices.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
337
+ dev.queue.writeBuffer(this.vertexBuffer, 0, vertices);
338
+ this.indexBuffer = dev.createBuffer({ size: indices.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST });
339
+ dev.queue.writeBuffer(this.indexBuffer, 0, indices);
340
+ this.indexCount = indices.length;
341
+ this.pipeline = dev.createRenderPipeline({
342
+ layout: "auto",
343
+ vertex: {
344
+ module: this.shaderModule, entryPoint: "vs_main",
345
+ buffers: [{ arrayStride: 12, attributes: [{ shaderLocation: 0, offset: 0, format: "float32x3" }] }],
346
+ },
347
+ fragment: { module: this.shaderModule, entryPoint: "fs_main", targets: [{ format: this.surfaceFormat }] },
348
+ primitive: { topology: "triangle-list" },
349
+ multisample: { count: this.msaaSampleCount },
350
+ depthStencil: { format: "depth32float", depthWriteEnabled: false, depthCompare: "less-equal" },
351
+ });
352
+ this.bindGroup = dev.createBindGroup({
353
+ layout: this.pipeline.getBindGroupLayout(0),
354
+ entries: [{ binding: 0, resource: { buffer: this.uniformBuffer } }],
355
+ });
356
+ }
357
+
358
+ setUniforms(u: SkyDomeUniforms): void {
359
+ if (!this.uniformBuffer) return;
360
+ const view = this._uniformView!;
361
+ view.set("viewProj", u.viewProj as Float32Array);
362
+ view.set("cameraPos", u.cameraPos);
363
+ view.set("timeOfDay", u.timeOfDay);
364
+ view.setU32("weatherType", u.weatherType);
365
+ view.set("sunDir", u.sunDir);
366
+ view.set("sunIntensity", u.sunIntensity);
367
+ view.set("moonDir", u.moonDir);
368
+ view.set("moonIntensity", u.moonIntensity);
369
+ view.set("time", u.time);
370
+ view.setU32("prevWeatherType", u.prevWeatherType);
371
+ view.set("weatherBlend", u.weatherBlend);
372
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, this._uniformBuf! as unknown as BufferSource);
373
+ }
374
+
375
+ setup(builder: FrameGraphBuilder): void {
376
+ if (this.depthHandle) builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "load", depthStoreOp: "store", depthReadOnly: true });
377
+ if (this.hdrHandle) builder.colorAttachment({ handle: this.hdrHandle, loadOp: "load", storeOp: "store" });
378
+ }
379
+
380
+ execute(ctx: GraphRenderContext): void {
381
+ if (!this.pipeline || !this.bindGroup || !this.vertexBuffer || !this.indexBuffer || !ctx.pass) return;
382
+
383
+ const tracked = ctx.pass;
384
+ tracked.setPipeline(this.pipeline);
385
+ tracked.setBindGroup(0, this.bindGroup);
386
+ tracked.setVertexBuffer(0, this.vertexBuffer);
387
+ tracked.setIndexBuffer(this.indexBuffer, "uint16");
388
+ tracked.drawIndexed(this.indexCount);
389
+ }
390
+
391
+ destroy(): void {
392
+ this.uniformBuffer?.destroy();
393
+ this.vertexBuffer?.destroy();
394
+ this.indexBuffer?.destroy();
395
+ this.uniformBuffer = null;
396
+ this.vertexBuffer = null;
397
+ this.indexBuffer = null;
398
+ this.pipeline = null;
399
+ this.shaderModule = null;
400
+ this.bindGroup = null;
401
+ this._uniformView = null;
402
+ this._uniformBuf = null;
403
+ }
404
+ }
@@ -0,0 +1,162 @@
1
+ import { createValidatedShaderModule } from "../shader-validator";
2
+ import { type Mat4 } from "wgpu-matrix";
3
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
4
+ import { RenderPass } from "../render-pass";
5
+
6
+ const SKYBOX_SHADER = `
7
+ struct CameraUniforms {
8
+ viewProj: mat4x4<f32>,
9
+ invViewProj: mat4x4<f32>,
10
+ cameraPos: vec3<f32>,
11
+ _pad0: f32,
12
+ };
13
+
14
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
15
+ @group(0) @binding(1) var skyboxTex: texture_cube<f32>;
16
+ @group(0) @binding(2) var skyboxSampler: sampler;
17
+
18
+ struct VertexOutput {
19
+ @builtin(position) clipPosition: vec4<f32>,
20
+ @location(0) direction: vec3<f32>,
21
+ };
22
+
23
+ @vertex
24
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
25
+ let positions = array<vec2<f32>, 6>(
26
+ vec2<f32>(-1.0, -1.0),
27
+ vec2<f32>( 1.0, -1.0),
28
+ vec2<f32>(-1.0, 1.0),
29
+ vec2<f32>(-1.0, 1.0),
30
+ vec2<f32>( 1.0, -1.0),
31
+ vec2<f32>( 1.0, 1.0),
32
+ );
33
+ let pos = positions[vi];
34
+ var output: VertexOutput;
35
+ output.clipPosition = vec4<f32>(pos, 1.0, 1.0);
36
+ let ndc = vec3<f32>(pos, 1.0);
37
+ let worldDir = camera.invViewProj * vec4<f32>(ndc, 1.0);
38
+ output.direction = normalize(worldDir.xyz / worldDir.w - camera.cameraPos);
39
+ return output;
40
+ }
41
+
42
+ @fragment
43
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
44
+ let color = textureSample(skyboxTex, skyboxSampler, input.direction);
45
+ return vec4<f32>(color.rgb, 1.0);
46
+ }
47
+ `;
48
+
49
+ export class SkyboxPass extends RenderPass {
50
+ name = "skybox";
51
+ depthHandle: TextureHandle | null = null;
52
+ hdrHandle: TextureHandle | null = null;
53
+ private device: GPUDevice;
54
+ private pipeline: GPURenderPipeline | null = null;
55
+ private shaderModule: GPUShaderModule | null = null;
56
+ private cameraBuffer: GPUBuffer | null = null;
57
+ private bindGroup: GPUBindGroup | null = null;
58
+ private surfaceFormat: GPUTextureFormat;
59
+ private skyboxTexture: GPUTexture | null = null;
60
+ private skyboxView: GPUTextureView | null = null;
61
+ private sampler: GPUSampler | null = null;
62
+
63
+ constructor(device: GPUDevice, surfaceFormat: GPUTextureFormat) {
64
+ super();
65
+ this.device = device;
66
+ this.surfaceFormat = surfaceFormat;
67
+ }
68
+
69
+ prepare(_device: GPUDevice): void {
70
+ if (!this.shaderModule) {
71
+ this.shaderModule = createValidatedShaderModule(this.device, { code: SKYBOX_SHADER, label: "SkyboxPass" });
72
+ }
73
+
74
+ this.cameraBuffer = this.device.createBuffer({
75
+ size: 144,
76
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
77
+ });
78
+
79
+ this.sampler = this.device.createSampler({
80
+ magFilter: "linear",
81
+ minFilter: "linear",
82
+ mipmapFilter: "linear",
83
+ addressModeU: "clamp-to-edge",
84
+ addressModeV: "clamp-to-edge",
85
+ addressModeW: "clamp-to-edge",
86
+ });
87
+
88
+ this.pipeline = this.device.createRenderPipeline({
89
+ layout: "auto",
90
+ vertex: {
91
+ module: this.shaderModule,
92
+ entryPoint: "vs_main",
93
+ },
94
+ fragment: {
95
+ module: this.shaderModule,
96
+ entryPoint: "fs_main",
97
+ targets: [{ format: this.surfaceFormat }],
98
+ },
99
+ primitive: { topology: "triangle-list", cullMode: "none" },
100
+ depthStencil: {
101
+ format: "depth32float",
102
+ depthWriteEnabled: false,
103
+ depthCompare: "less-equal",
104
+ },
105
+ });
106
+ }
107
+
108
+ setCamera(
109
+ viewProj: Mat4,
110
+ invViewProj: Mat4,
111
+ cameraPos: [number, number, number],
112
+ ): void {
113
+ const data = new Float32Array(36);
114
+ data.set(viewProj as Float32Array, 0);
115
+ data.set(invViewProj as Float32Array, 16);
116
+ data[32] = cameraPos[0];
117
+ data[33] = cameraPos[1];
118
+ data[34] = cameraPos[2];
119
+ this.device.queue.writeBuffer(this.cameraBuffer!, 0, data as unknown as BufferSource);
120
+ }
121
+
122
+ setSkyboxTexture(texture: GPUTexture): void {
123
+ this.skyboxTexture = texture;
124
+ this.skyboxView = texture.createView({ dimension: "cube" });
125
+ this.bindGroup = null;
126
+ }
127
+
128
+ private ensureBindGroup(): void {
129
+ if (this.bindGroup || !this.pipeline || !this.skyboxView || !this.sampler) return;
130
+ this.bindGroup = this.device.createBindGroup({
131
+ layout: this.pipeline.getBindGroupLayout(0),
132
+ entries: [
133
+ { binding: 0, resource: { buffer: this.cameraBuffer! } },
134
+ { binding: 1, resource: this.skyboxView },
135
+ { binding: 2, resource: this.sampler },
136
+ ],
137
+ });
138
+ }
139
+
140
+ setup(builder: FrameGraphBuilder): void {
141
+ if (this.depthHandle) builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "load", depthStoreOp: "store", depthReadOnly: true });
142
+ if (this.hdrHandle) builder.colorAttachment({ handle: this.hdrHandle, loadOp: "load", storeOp: "store" });
143
+ }
144
+
145
+ execute(ctx: GraphRenderContext): void {
146
+ if (!this.pipeline || !ctx.pass) return;
147
+ this.ensureBindGroup();
148
+ if (!this.bindGroup) return;
149
+
150
+ this.setCamera(ctx.viewProj, ctx.invViewProj, ctx.cameraPos);
151
+
152
+ const tracked = ctx.pass;
153
+ tracked.setPipeline(this.pipeline);
154
+ tracked.setBindGroup(0, this.bindGroup);
155
+ tracked.draw(6);
156
+ }
157
+
158
+ destroy(): void {
159
+ this.cameraBuffer?.destroy();
160
+ this.skyboxTexture?.destroy();
161
+ }
162
+ }