@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 +1,312 @@
1
+ import { createValidatedShaderModule } from "../shader-validator";
2
+ import type { WgslStruct } from "@downdraft/engine/shader-graph";
3
+ import { f32, mat4x4f, u32, vec3f, vec3u, wgsl } from "@downdraft/engine/shader-graph";
4
+ import type { FrameGraphBuilder, GraphRenderContext, TextureHandle } from "../frame-graph";
5
+ import { PassType } from "../frame-graph";
6
+ import { RenderPass } from "../render-pass";
7
+ import {
8
+ DEFAULT_FROXEL_CONFIG,
9
+ DEFAULT_VOLUMETRIC_FOG,
10
+ type FroxelGridConfig,
11
+ type VolumetricFogConfig,
12
+ computeFroxelGridBufferSize,
13
+ computeFroxelLightIndexListSize,
14
+ packVolumetricUniforms
15
+ } from "./volumetric-types";
16
+
17
+ const VolumetricUniforms: WgslStruct = wgsl.struct("VolumetricUniforms", {
18
+ froxelDims: vec3u,
19
+ screenWidth: f32,
20
+ screenHeight: f32,
21
+ nearPlane: f32,
22
+ farPlane: f32,
23
+ numLights: u32,
24
+ density: f32,
25
+ anisotropy: f32,
26
+ scattering: vec3f,
27
+ absorption: vec3f,
28
+ _pad0: f32,
29
+ _pad1: f32,
30
+ });
31
+
32
+ const CompositeUniforms: WgslStruct = wgsl.struct("CompositeUniforms", {
33
+ invViewProj: mat4x4f,
34
+ cameraPos: vec3f,
35
+ _pad: f32,
36
+ });
37
+
38
+ const VOLUMETRIC_SCATTERING_SHADER = /* wgsl */ `
39
+ ${VolumetricUniforms.wgsl}
40
+
41
+ struct LightData {
42
+ position: vec4<f32>,
43
+ color: vec4<f32>,
44
+ direction: vec4<f32>,
45
+ params: vec4<f32>,
46
+ };
47
+
48
+ struct FroxelEntry {
49
+ offset: u32,
50
+ count: u32,
51
+ };
52
+
53
+ @group(0) @binding(0) var<uniform> uniforms: VolumetricUniforms;
54
+ @group(0) @binding(1) var<storage> lightData: array<LightData>;
55
+ @group(0) @binding(2) var<storage> froxelGrid: array<FroxelEntry>;
56
+ @group(0) @binding(3) var<storage> froxelLightIndexList: array<u32>;
57
+ @group(0) @binding(4) var<storage, read_write> scatteringVolume: array<vec4<f32>>;
58
+
59
+ fn logDepth(near: f32, far: f32, slice: f32, numSlices: f32) -> f32 {
60
+ return near * pow(far / near, slice / numSlices);
61
+ }
62
+
63
+ fn miePhase(cosTheta: f32, g: f32) -> f32 {
64
+ let g2 = g * g;
65
+ let denom = 1.0 + g2 - 2.0 * g * cosTheta;
66
+ return (3.0 * (1.0 - g2)) / (8.0 * 3.14159265 * denom * sqrt(max(denom, 0.0001)));
67
+ }
68
+
69
+ @compute @workgroup_size(4, 4, 4)
70
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
71
+ let dims = uniforms.froxelDims;
72
+ if (gid.x >= dims.x || gid.y >= dims.y || gid.z >= dims.z) {
73
+ return;
74
+ }
75
+
76
+ let froxelIdx = gid.x + gid.y * dims.x + gid.z * dims.x * dims.y;
77
+
78
+ // Compute froxel view-space bounds
79
+ let tileSizeX = 2.0 / f32(dims.x);
80
+ let tileSizeY = 2.0 / f32(dims.y);
81
+
82
+ let minNDC = vec2<f32>(f32(gid.x) * tileSizeX - 1.0, f32(gid.y) * tileSizeY - 1.0);
83
+ let maxNDC = vec2<f32>((f32(gid.x) + 1u) * tileSizeX - 1.0, (f32(gid.y) + 1u) * tileSizeY - 1.0);
84
+
85
+ let zNear = logDepth(uniforms.nearPlane, uniforms.farPlane, f32(gid.z), f32(dims.z));
86
+ let zFar = logDepth(uniforms.nearPlane, uniforms.farPlane, f32(gid.z + 1u), f32(dims.z));
87
+
88
+ // Froxel center in view space
89
+ let centerNDC = (minNDC + maxNDC) * 0.5;
90
+ let centerZ = (zNear + zFar) * 0.5;
91
+ let centerView = vec3<f32>(centerNDC.x * centerZ, -centerNDC.y * centerZ, centerZ);
92
+
93
+ let density = uniforms.density;
94
+ let extinction = uniforms.scattering + uniforms.absorption;
95
+
96
+ // Compute optical depth for this froxel
97
+ let stepSize = (zFar - zNear);
98
+ let opticalDepth = extinction * density * stepSize;
99
+ let transmittance = exp(-opticalDepth);
100
+
101
+ // Accumulate in-scattering from lights
102
+ var inScattering = vec3<f32>(0.0);
103
+ let entry = froxelGrid[froxelIdx];
104
+ let lightCount = entry.count;
105
+ let lightOffset = entry.offset;
106
+
107
+ for (var i = 0u; i < lightCount; i = i + 1u) {
108
+ let lightIdx = froxelLightIndexList[lightOffset + i];
109
+ let light = lightData[lightIdx];
110
+ let lightType = u32(light.direction.w);
111
+ let lightRange = light.position.w;
112
+
113
+ let toLight = light.position.xyz - centerView;
114
+ let dist = length(toLight);
115
+ if (dist > lightRange) { continue; }
116
+ let L = toLight / max(dist, 0.001);
117
+
118
+ let attenuation = 1.0 / (1.0 + 0.5 * dist * dist);
119
+ let phase = miePhase(1.0, uniforms.anisotropy); // Simplified: use forward phase
120
+
121
+ var lightContrib = light.color.rgb * light.color.w * attenuation * phase * density * stepSize;
122
+
123
+ if (lightType == 1u) {
124
+ // Spot light cone attenuation
125
+ let spotCos = dot(-L, light.direction.xyz);
126
+ let outerCos = light.params.y;
127
+ let innerCos = light.params.x;
128
+ if (spotCos < outerCos) { continue; }
129
+ let spotAtten = smoothstep(outerCos, innerCos, spotCos);
130
+ lightContrib = lightContrib * spotAtten;
131
+ }
132
+
133
+ inScattering = inScattering + lightContrib;
134
+ }
135
+
136
+ // Store scattering and transmittance
137
+ scatteringVolume[froxelIdx] = vec4<f32>(inScattering, transmittance.x);
138
+ }
139
+ `;
140
+
141
+ const VOLUMETRIC_COMPOSITE_SHADER = /* wgsl */ `
142
+ ${CompositeUniforms.wgsl}
143
+
144
+ @group(0) @binding(0) var<uniform> uniforms: CompositeUniforms;
145
+ @group(0) @binding(1) var colorTex: texture_2d<f32>;
146
+ @group(0) @binding(2) var depthTex: texture_depth_2d;
147
+ @group(0) @binding(3) var scatteringVolume: texture_3d<f32>;
148
+ @group(0) @binding(4) var texSampler: sampler;
149
+
150
+ struct VertexOutput {
151
+ @builtin(position) clipPosition: vec4<f32>,
152
+ @location(0) uv: vec2<f32>,
153
+ };
154
+
155
+ @vertex
156
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
157
+ let positions = array<vec2<f32>, 6>(
158
+ vec2<f32>(-1.0, -1.0), vec2<f32>( 1.0, -1.0), vec2<f32>(-1.0, 1.0),
159
+ vec2<f32>(-1.0, 1.0), vec2<f32>( 1.0, -1.0), vec2<f32>( 1.0, 1.0),
160
+ );
161
+ let pos = positions[vi];
162
+ var output: VertexOutput;
163
+ output.clipPosition = vec4<f32>(pos, 0.0, 1.0);
164
+ output.uv = pos * 0.5 + 0.5;
165
+ return output;
166
+ }
167
+
168
+ fn reconstructWorldPos(uv: vec2<f32>, depth: f32) -> vec3<f32> {
169
+ let ndc = vec3<f32>(uv * 2.0 - 1.0, depth);
170
+ let worldPos = uniforms.invViewProj * vec4<f32>(ndc, 1.0);
171
+ return worldPos.xyz / worldPos.w;
172
+ }
173
+
174
+ @fragment
175
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
176
+ let dims = vec2<f32>(textureDimensions(colorTex, 0));
177
+ let texel = vec2<i32>(input.uv * dims);
178
+ let color = textureLoad(colorTex, texel, 0);
179
+ let depth = textureLoad(depthTex, texel, 0);
180
+
181
+ if (depth >= 1.0) {
182
+ return color;
183
+ }
184
+
185
+ let worldPos = reconstructWorldPos(input.uv, depth);
186
+ let viewDist = length(uniforms.cameraPos - worldPos);
187
+
188
+ // Sample scattering volume at the appropriate froxel
189
+ let volumeDims = vec3<f32>(textureDimensions(scatteringVolume, 0));
190
+ let sampleUVW = vec3<f32>(input.uv, clamp(viewDist / 200.0, 0.0, 1.0));
191
+ let scattering = textureSample(scatteringVolume, texSampler, sampleUVW);
192
+
193
+ // Apply fog: color * transmittance + inScattering
194
+ let transmittance = scattering.w;
195
+ let result = color.rgb * transmittance + scattering.rgb;
196
+ return vec4<f32>(result, color.a);
197
+ }
198
+ `;
199
+
200
+ export class VolumetricLightingPass extends RenderPass {
201
+ name = "volumetric-lighting";
202
+ passType = PassType.Custom;
203
+
204
+ private device: GPUDevice | null;
205
+ private froxelConfig: FroxelGridConfig;
206
+ private fogConfig: VolumetricFogConfig;
207
+
208
+ private scatteringTexture: GPUTexture | null = null;
209
+ private scatteringView: GPUTextureView | null = null;
210
+ private uniformBuffer: GPUBuffer | null = null;
211
+ private froxelGridBuffer: GPUBuffer | null = null;
212
+ private froxelLightIndexBuffer: GPUBuffer | null = null;
213
+ private scatteringPipeline: GPUComputePipeline | null = null;
214
+ private scatteringBindGroup: GPUBindGroup | null = null;
215
+
216
+ colorHandle: TextureHandle | null = null;
217
+ depthHandle: TextureHandle | null = null;
218
+ outputHandle: TextureHandle | null = null;
219
+
220
+ constructor(
221
+ froxelConfig?: Partial<FroxelGridConfig>,
222
+ fogConfig?: Partial<VolumetricFogConfig>,
223
+ device?: GPUDevice | null,
224
+ ) {
225
+ super();
226
+ this.froxelConfig = { ...DEFAULT_FROXEL_CONFIG, ...froxelConfig };
227
+ this.fogConfig = { ...DEFAULT_VOLUMETRIC_FOG, ...fogConfig };
228
+ this.device = device ?? null;
229
+ }
230
+
231
+ prepare(device: GPUDevice): void {
232
+ this.device = device;
233
+
234
+ this.scatteringTexture = device.createTexture({
235
+ label: "volumetric-scattering",
236
+ size: [this.froxelConfig.froxelX, this.froxelConfig.froxelY, this.froxelConfig.froxelZ],
237
+ format: "rgba16float",
238
+ usage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING,
239
+ });
240
+ this.scatteringView = this.scatteringTexture.createView();
241
+
242
+ this.uniformBuffer = device.createBuffer({
243
+ label: "volumetric-uniforms",
244
+ size: 64,
245
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
246
+ });
247
+
248
+ this.froxelGridBuffer = device.createBuffer({
249
+ label: "froxel-grid",
250
+ size: computeFroxelGridBufferSize(this.froxelConfig),
251
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
252
+ });
253
+
254
+ this.froxelLightIndexBuffer = device.createBuffer({
255
+ label: "froxel-light-index",
256
+ size: computeFroxelLightIndexListSize(this.froxelConfig) * 4,
257
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
258
+ });
259
+
260
+ const shader = createValidatedShaderModule(device, { code: VOLUMETRIC_SCATTERING_SHADER, label: "VolumetricLightingPass" });
261
+ this.scatteringPipeline = device.createComputePipeline({
262
+ label: "volumetric-scattering",
263
+ layout: "auto",
264
+ compute: { module: shader, entryPoint: "cs_main" },
265
+ });
266
+ }
267
+
268
+ updateUniforms(screenWidth: number, screenHeight: number, numLights: number): void {
269
+ const packed = packVolumetricUniforms(this.fogConfig, this.froxelConfig, screenWidth, screenHeight, numLights);
270
+ if (this.device && this.uniformBuffer) {
271
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, packed as unknown as BufferSource);
272
+ }
273
+ }
274
+
275
+ getScatteringView(): GPUTextureView | null {
276
+ return this.scatteringView;
277
+ }
278
+
279
+ getFroxelGridBuffer(): GPUBuffer | null {
280
+ return this.froxelGridBuffer;
281
+ }
282
+
283
+ getFroxelLightIndexBuffer(): GPUBuffer | null {
284
+ return this.froxelLightIndexBuffer;
285
+ }
286
+
287
+ getConfig(): VolumetricFogConfig {
288
+ return this.fogConfig;
289
+ }
290
+
291
+ getFroxelConfig(): FroxelGridConfig {
292
+ return this.froxelConfig;
293
+ }
294
+
295
+ setup(builder: FrameGraphBuilder): void {
296
+ if (this.colorHandle) builder.read(this.colorHandle);
297
+ if (this.depthHandle) builder.read(this.depthHandle);
298
+ if (this.outputHandle) builder.colorAttachment({ handle: this.outputHandle, loadOp: "load", storeOp: "store" });
299
+ }
300
+
301
+ execute(ctx: GraphRenderContext): void {
302
+ if (!this.fogConfig.enabled) return;
303
+ // Compute dispatch happens in render loop
304
+ }
305
+
306
+ destroy(): void {
307
+ this.scatteringTexture?.destroy();
308
+ this.uniformBuffer?.destroy();
309
+ this.froxelGridBuffer?.destroy();
310
+ this.froxelLightIndexBuffer?.destroy();
311
+ }
312
+ }
@@ -0,0 +1,171 @@
1
+ export interface FroxelGridConfig {
2
+ froxelX: number;
3
+ froxelY: number;
4
+ froxelZ: number;
5
+ nearPlane: number;
6
+ farPlane: number;
7
+ maxLightsPerFroxel: number;
8
+ }
9
+
10
+ export const DEFAULT_FROXEL_CONFIG: FroxelGridConfig = {
11
+ froxelX: 80,
12
+ froxelY: 45,
13
+ froxelZ: 64,
14
+ nearPlane: 0.5,
15
+ farPlane: 200.0,
16
+ maxLightsPerFroxel: 8,
17
+ };
18
+
19
+ export interface VolumetricFogConfig {
20
+ density: number;
21
+ anisotropy: number;
22
+ scattering: [number, number, number];
23
+ absorption: [number, number, number];
24
+ enabled: boolean;
25
+ }
26
+
27
+ export const DEFAULT_VOLUMETRIC_FOG: VolumetricFogConfig = {
28
+ density: 0.02,
29
+ anisotropy: 0.5,
30
+ scattering: [0.8, 0.9, 1.0],
31
+ absorption: [0.1, 0.1, 0.1],
32
+ enabled: false,
33
+ };
34
+
35
+ export function computeFroxelCount(config: FroxelGridConfig): number {
36
+ return config.froxelX * config.froxelY * config.froxelZ;
37
+ }
38
+
39
+ export function computeFroxelGridBufferSize(config: FroxelGridConfig): number {
40
+ return computeFroxelCount(config) * 8; // offset + count (2 * u32)
41
+ }
42
+
43
+ export function computeFroxelLightIndexListSize(config: FroxelGridConfig): number {
44
+ return computeFroxelCount(config) * config.maxLightsPerFroxel;
45
+ }
46
+
47
+ export function computeFroxelScatteringTextureSize(config: FroxelGridConfig): number {
48
+ return config.froxelX * config.froxelY * config.froxelZ * 4 * 4; // rgba16float = 8 bytes per texel
49
+ }
50
+
51
+ export function froxelDepthToSlice(
52
+ depth: number,
53
+ froxelZ: number,
54
+ near: number,
55
+ far: number,
56
+ ): number {
57
+ if (depth <= near) return 0;
58
+ if (depth >= far) return froxelZ - 1;
59
+ const logDepth = Math.log(depth / near) / Math.log(far / near);
60
+ return Math.min(Math.floor(logDepth * froxelZ), froxelZ - 1);
61
+ }
62
+
63
+ export function froxelSliceToNear(
64
+ slice: number,
65
+ froxelZ: number,
66
+ near: number,
67
+ far: number,
68
+ ): number {
69
+ return near * Math.pow(far / near, slice / froxelZ);
70
+ }
71
+
72
+ export function froxelSliceToFar(
73
+ slice: number,
74
+ froxelZ: number,
75
+ near: number,
76
+ far: number,
77
+ ): number {
78
+ return froxelSliceToNear(slice + 1, froxelZ, near, far);
79
+ }
80
+
81
+ export function screenPosToFroxelXY(
82
+ screenX: number,
83
+ screenY: number,
84
+ froxelX: number,
85
+ froxelY: number,
86
+ ): [number, number] {
87
+ const fx = Math.min(Math.floor(screenX * froxelX), froxelX - 1);
88
+ const fy = Math.min(Math.floor(screenY * froxelY), froxelY - 1);
89
+ return [fx, fy];
90
+ }
91
+
92
+ export function froxelIndex3D(
93
+ fx: number,
94
+ fy: number,
95
+ fz: number,
96
+ froxelX: number,
97
+ froxelY: number,
98
+ ): number {
99
+ return fx + fy * froxelX + fz * froxelX * froxelY;
100
+ }
101
+
102
+ export function packVolumetricUniforms(
103
+ config: VolumetricFogConfig,
104
+ froxelConfig: FroxelGridConfig,
105
+ screenWidth: number,
106
+ screenHeight: number,
107
+ numLights: number,
108
+ ): Float32Array {
109
+ const buf = new Float32Array(16);
110
+ buf[0] = froxelConfig.froxelX;
111
+ buf[1] = froxelConfig.froxelY;
112
+ buf[2] = froxelConfig.froxelZ;
113
+ buf[3] = screenWidth;
114
+ buf[4] = screenHeight;
115
+ buf[5] = froxelConfig.nearPlane;
116
+ buf[6] = froxelConfig.farPlane;
117
+ buf[7] = numLights;
118
+ buf[8] = config.density;
119
+ buf[9] = config.anisotropy;
120
+ buf[10] = config.scattering[0];
121
+ buf[11] = config.scattering[1];
122
+ buf[12] = config.scattering[2];
123
+ buf[13] = config.absorption[0];
124
+ buf[14] = config.absorption[1];
125
+ buf[15] = config.absorption[2];
126
+ return buf;
127
+ }
128
+
129
+ export function computeMiePhase(
130
+ cosTheta: number,
131
+ anisotropy: number,
132
+ ): number {
133
+ const g = anisotropy;
134
+ const g2 = g * g;
135
+ const denom = 1.0 + g2 - 2.0 * g * cosTheta;
136
+ return (3.0 * (1.0 - g2)) / (8.0 * Math.PI * denom * Math.sqrt(denom));
137
+ }
138
+
139
+ export function computeExtinction(
140
+ density: number,
141
+ scattering: [number, number, number],
142
+ absorption: [number, number, number],
143
+ ): [number, number, number] {
144
+ return [
145
+ density * (scattering[0] + absorption[0]),
146
+ density * (scattering[1] + absorption[1]),
147
+ density * (scattering[2] + absorption[2]),
148
+ ];
149
+ }
150
+
151
+ export function computeOpticalDepth(
152
+ density: number,
153
+ extinction: [number, number, number],
154
+ distance: number,
155
+ ): [number, number, number] {
156
+ return [
157
+ extinction[0] * density * distance,
158
+ extinction[1] * density * distance,
159
+ extinction[2] * density * distance,
160
+ ];
161
+ }
162
+
163
+ export function computeTransmittance(
164
+ opticalDepth: [number, number, number],
165
+ ): [number, number, number] {
166
+ return [
167
+ Math.exp(-opticalDepth[0]),
168
+ Math.exp(-opticalDepth[1]),
169
+ Math.exp(-opticalDepth[2]),
170
+ ];
171
+ }