@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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  908. package/test/src/vision-test.ts +369 -0
@@ -0,0 +1,753 @@
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
+ time: f32,
13
+ gridSize: f32,
14
+ patchSize: f32,
15
+ originX: f32,
16
+ originZ: f32,
17
+ visibility: f32,
18
+ weatherType: u32,
19
+ timeOfDay: f32,
20
+ waveHeight: f32,
21
+ windSpeed: f32,
22
+ windDirX: f32,
23
+ windDirZ: f32,
24
+ weatherIntensity: f32,
25
+ sunDirX: f32,
26
+ sunDirY: f32,
27
+ sunDirZ: f32,
28
+ sunIntensity: f32,
29
+ wakeCount: u32,
30
+ shoreCount: u32,
31
+ });
32
+
33
+ const WATER_GRID = 256;
34
+ const MAX_WAKES = 16;
35
+ const MAX_SHORES = 128;
36
+ const WAKE_FLOATS = 6;
37
+ const SHORE_FLOATS = 4;
38
+
39
+ const WATER_SHADER = /* wgsl */ `
40
+ const MAX_POINT_LIGHTS = 32u;
41
+ const MAX_SPOT_LIGHTS = 8u;
42
+
43
+ ${Uniforms.wgsl}
44
+
45
+ struct WakeSource {
46
+ pos: vec2<f32>,
47
+ dir: vec2<f32>,
48
+ speed: f32,
49
+ _pad: f32,
50
+ };
51
+
52
+ struct ShoreSource {
53
+ pos: vec2<f32>,
54
+ radius: f32,
55
+ cutoutRadius: f32,
56
+ };
57
+
58
+ struct PointLight {
59
+ position: vec3<f32>,
60
+ radius: f32,
61
+ color: vec3<f32>,
62
+ intensity: f32,
63
+ };
64
+
65
+ struct SpotLight {
66
+ position: vec3<f32>,
67
+ radius: f32,
68
+ direction: vec3<f32>,
69
+ cosInner: f32,
70
+ color: vec3<f32>,
71
+ cosOuter: f32,
72
+ intensity: f32,
73
+ _pad: f32,
74
+ };
75
+
76
+ struct LightStorage {
77
+ numPointLights: u32,
78
+ numSpotLights: u32,
79
+ _pad0: u32,
80
+ _pad1: u32,
81
+ pointLights: array<PointLight, MAX_POINT_LIGHTS>,
82
+ spotLights: array<SpotLight, MAX_SPOT_LIGHTS>,
83
+ };
84
+
85
+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
86
+ @group(0) @binding(1) var heightTex: texture_2d<f32>;
87
+ @group(0) @binding(2) var normalTex: texture_2d<f32>;
88
+ @group(0) @binding(3) var flowTex: texture_2d<f32>;
89
+ @group(0) @binding(4) var samp: sampler;
90
+ @group(0) @binding(5) var<storage, read> wakeSources: array<WakeSource>;
91
+ @group(0) @binding(6) var<storage, read> shoreSources: array<ShoreSource>;
92
+ @group(1) @binding(0) var<storage, read> lightData: LightStorage;
93
+
94
+ struct VertexInput {
95
+ @location(0) position: vec2<f32>,
96
+ };
97
+
98
+ struct VertexOutput {
99
+ @builtin(position) clipPos: vec4<f32>,
100
+ @location(0) worldPos: vec3<f32>,
101
+ @location(1) uv: vec2<f32>,
102
+ @location(2) viewDir: vec3<f32>,
103
+ @location(3) waveHeight: f32,
104
+ @location(4) normal: vec3<f32>,
105
+ @location(5) foam: f32,
106
+ };
107
+
108
+ fn hash21(p: vec2<f32>) -> f32 {
109
+ let q = fract(p * vec2<f32>(0.1031, 0.11369));
110
+ return fract(dot(q, vec2<f32>(127.1, 311.7)) * 43758.5453);
111
+ }
112
+
113
+ fn hash22(p: vec2<f32>) -> vec2<f32> {
114
+ let q = fract(p * vec2<f32>(0.1031, 0.11369));
115
+ return -1.0 + 2.0 * fract(vec2<f32>(
116
+ dot(q, vec2<f32>(127.1, 311.7)),
117
+ dot(q, vec2<f32>(269.5, 183.3))
118
+ ) * 43758.5453);
119
+ }
120
+
121
+ fn perlin2d(p: vec2<f32>) -> f32 {
122
+ let i = floor(p);
123
+ let f = fract(p);
124
+ let u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
125
+ let ga = hash22(i);
126
+ let gb = hash22(i + vec2<f32>(1.0, 0.0));
127
+ let gc = hash22(i + vec2<f32>(0.0, 1.0));
128
+ let gd = hash22(i + vec2<f32>(1.0, 1.0));
129
+ let va = dot(ga, f);
130
+ let vb = dot(gb, f - vec2<f32>(1.0, 0.0));
131
+ let vc = dot(gc, f - vec2<f32>(0.0, 1.0));
132
+ let vd = dot(gd, f - vec2<f32>(1.0, 1.0));
133
+ return mix(mix(va, vb, u.x), mix(vc, vd, u.x), u.y) * 0.5 + 0.5;
134
+ }
135
+
136
+ fn fbm(p: vec2<f32>) -> f32 {
137
+ var v = 0.0;
138
+ var a = 0.5;
139
+ var pp = p;
140
+ for (var i = 0; i < 4; i = i + 1) {
141
+ v = v + a * perlin2d(pp);
142
+ pp = pp * 2.0;
143
+ a = a * 0.5;
144
+ }
145
+ return v;
146
+ }
147
+
148
+ fn waveHeight(worldX: f32, worldZ: f32, t: f32, amp: f32) -> f32 {
149
+ let h1 = sin(worldX * 0.15 + t * 0.12) * cos(worldZ * 0.12 + t * 0.10) * 0.6;
150
+ let h2 = sin(worldX * 0.4 - t * 0.2) * cos(worldZ * 0.35 + t * 0.15) * 0.15;
151
+ let h3 = sin((worldX + worldZ) * 0.1 + t * 0.08) * 0.3;
152
+ return (h1 + h2 + h3) * amp;
153
+ }
154
+
155
+ fn computeNormal(wx: f32, wz: f32, t: f32, amp: f32) -> vec3<f32> {
156
+ let eps = 0.5;
157
+ let h0 = waveHeight(wx, wz, t, amp);
158
+ let hx = waveHeight(wx + eps, wz, t, amp);
159
+ let hz = waveHeight(wx, wz + eps, t, amp);
160
+ let dx = (hx - h0) / eps;
161
+ let dz = (hz - h0) / eps;
162
+ return normalize(vec3<f32>(-dx, 1.0, -dz));
163
+ }
164
+
165
+ fn windChopAmp() -> f32 {
166
+ let ss = clamp((uniforms.windSpeed - 2.0) / 23.0, 0.0, 1.0);
167
+ return 0.15 + ss * 0.65;
168
+ }
169
+
170
+ fn wakeDisplacement(worldX: f32, worldZ: f32) -> vec2<f32> {
171
+ var totalH = 0.0;
172
+ var foam = 0.0;
173
+ let n = uniforms.wakeCount;
174
+ for (var i = 0u; i < n; i = i + 1u) {
175
+ let src = wakeSources[i];
176
+ let dx = worldX - src.pos.x;
177
+ let dz = worldZ - src.pos.y;
178
+ let dist = length(vec2<f32>(dx, dz));
179
+
180
+ let distFadeFar = 1.0 - smoothstep(50.0, 60.0, dist);
181
+ if (distFadeFar < 0.001) { continue; }
182
+
183
+ let dir = src.dir;
184
+ let fwd = dx * dir.x + dz * dir.y;
185
+ let lat = -dx * dir.y + dz * dir.x;
186
+
187
+ let fwdFade = 1.0 - smoothstep(2.0, 8.0, fwd);
188
+ if (fwdFade < 0.001) { continue; }
189
+
190
+ let wakeSpread = 0.36;
191
+ let wakeEdge = abs(fwd) * wakeSpread;
192
+ let lateralFade = 1.0 - smoothstep(wakeEdge * 0.7, wakeEdge, abs(lat));
193
+ if (lateralFade < 0.01) { continue; }
194
+
195
+ let behind = -fwd;
196
+ let distFade = exp(-behind * 0.04);
197
+ let speedFactor = clamp(src.speed / 10.0, 0.0, 1.5);
198
+
199
+ let fade = distFadeFar * fwdFade;
200
+
201
+ let k = 0.5;
202
+ let ridge1 = sin(behind * k - uniforms.time * 3.0) * 0.15;
203
+ let ridge2 = sin(behind * k * 1.5 - uniforms.time * 4.0) * 0.08;
204
+ let wakeH = (ridge1 + ridge2) * distFade * lateralFade * speedFactor * fade;
205
+ totalH += wakeH;
206
+
207
+ let foamWidth = wakeEdge * 0.5;
208
+ let foamLat = 1.0 - smoothstep(foamWidth * 0.3, foamWidth, abs(lat));
209
+ foam += distFade * foamLat * speedFactor * 0.6 * fade;
210
+ }
211
+ return vec2<f32>(totalH, foam);
212
+ }
213
+
214
+ fn shoreDisplacement(worldX: f32, worldZ: f32) -> vec2<f32> {
215
+ var totalH = 0.0;
216
+ var foam = 0.0;
217
+ let n = uniforms.shoreCount;
218
+ for (var i = 0u; i < n; i = i + 1u) {
219
+ let src = shoreSources[i];
220
+ let r = src.radius;
221
+ if (r < 0.001) { continue; }
222
+ let dx = worldX - src.pos.x;
223
+ let dz = worldZ - src.pos.y;
224
+ let dist = length(vec2<f32>(dx, dz));
225
+
226
+ let flatR = r * 1.0;
227
+ let dampR = r * 1.2 + 8.0;
228
+ let rampUp = smoothstep(flatR, dampR, dist);
229
+ if (rampUp < 0.001) { continue; }
230
+
231
+ let bandEnd = dampR + 20.0;
232
+ let fadeW = 8.0;
233
+ let outerFade = 1.0 - smoothstep(bandEnd - fadeW, bandEnd, dist);
234
+ if (outerFade < 0.001) { continue; }
235
+
236
+ let ringDist = dist - r;
237
+ let k = 0.2;
238
+ let shoal = 1.0 - rampUp * 0.6;
239
+ let waveAmp = 0.5 * shoal;
240
+ let ringH = sin(ringDist * k + uniforms.time * 0.35) * waveAmp;
241
+ let distFade = exp(-max(ringDist - (dampR - r), 0.0) * 0.08);
242
+ totalH += ringH * distFade * outerFade;
243
+ }
244
+ return vec2<f32>(totalH, foam);
245
+ }
246
+
247
+ fn shoreDamping(worldX: f32, worldZ: f32) -> f32 {
248
+ var damping = 1.0;
249
+ let n = uniforms.shoreCount;
250
+ for (var i = 0u; i < n; i = i + 1u) {
251
+ let src = shoreSources[i];
252
+ let r = src.radius;
253
+ if (r < 0.001) { continue; }
254
+ let dx = worldX - src.pos.x;
255
+ let dz = worldZ - src.pos.y;
256
+ let dist = length(vec2<f32>(dx, dz));
257
+ let flatR = r * 1.0;
258
+ let dampR = r * 1.2 + 8.0;
259
+ let d = smoothstep(flatR, dampR, dist);
260
+ damping = min(damping, d);
261
+ }
262
+ return damping;
263
+ }
264
+
265
+ fn waterCutout(worldX: f32, worldZ: f32) -> bool {
266
+ let n = uniforms.shoreCount;
267
+ for (var i = 0u; i < n; i = i + 1u) {
268
+ let src = shoreSources[i];
269
+ if (src.cutoutRadius < 0.001) { continue; }
270
+ let dx = worldX - src.pos.x;
271
+ let dz = worldZ - src.pos.y;
272
+ let dist = length(vec2<f32>(dx, dz));
273
+ if (dist < src.cutoutRadius) { return true; }
274
+ }
275
+ return false;
276
+ }
277
+
278
+ fn fogAndNight(dist: f32, color: vec3<f32>) -> vec3<f32> {
279
+ var c = color;
280
+ let fogFactor = min(dist / 800.0, 1.0) * (1.0 - uniforms.visibility);
281
+ c = mix(c, vec3<f32>(0.5, 0.6, 0.7), fogFactor);
282
+ let nightFactor = 1.0 - smoothstep(0.2, 0.5, uniforms.timeOfDay);
283
+ c *= (1.0 - nightFactor * 0.5);
284
+ if (uniforms.weatherType == 4u || uniforms.weatherType == 8u) {
285
+ c *= 0.6;
286
+ }
287
+ return c;
288
+ }
289
+
290
+ fn applyWaterDynamicLights(worldPos: vec3<f32>, N: vec3<f32>, viewDir: vec3<f32>) -> vec3<f32> {
291
+ var color = vec3<f32>(0.0);
292
+ let numPoint = lightData.numPointLights;
293
+ for (var i = 0u; i < MAX_POINT_LIGHTS; i++) {
294
+ if (i >= numPoint) { break; }
295
+ let light = lightData.pointLights[i];
296
+ let toLight = light.position - worldPos;
297
+ let dist = length(toLight);
298
+ if (dist > light.radius) { continue; }
299
+ let L = toLight / max(dist, 0.001);
300
+ let atten = 1.0 - smoothstep(0.0, light.radius, dist);
301
+ let diff = max(dot(N, L), 0.0);
302
+ color += light.color * diff * light.intensity * atten * 0.5;
303
+ let halfDir = normalize(L + viewDir);
304
+ let NdotH = max(dot(N, halfDir), 0.0);
305
+ color += light.color * pow(NdotH, 32.0) * light.intensity * atten * 0.3;
306
+ }
307
+ let numSpot = lightData.numSpotLights;
308
+ for (var i = 0u; i < MAX_SPOT_LIGHTS; i++) {
309
+ if (i >= numSpot) { break; }
310
+ let light = lightData.spotLights[i];
311
+ let toLight = light.position - worldPos;
312
+ let dist = length(toLight);
313
+ if (dist > light.radius) { continue; }
314
+ let L = toLight / max(dist, 0.001);
315
+ let spotCos = dot(-L, light.direction);
316
+ if (spotCos < light.cosOuter) { continue; }
317
+ let spotAtten = smoothstep(light.cosOuter, light.cosInner, spotCos);
318
+ let atten = (1.0 - smoothstep(0.0, light.radius, dist)) * spotAtten;
319
+ let diff = max(dot(N, L), 0.0);
320
+ color += light.color * diff * light.intensity * atten * 0.5;
321
+ let halfDir = normalize(L + viewDir);
322
+ let NdotH = max(dot(N, halfDir), 0.0);
323
+ color += light.color * pow(NdotH, 32.0) * light.intensity * atten * 0.3;
324
+ }
325
+ return color;
326
+ }
327
+
328
+ @vertex
329
+ fn vs_main(input: VertexInput) -> VertexOutput {
330
+ var output: VertexOutput;
331
+ let worldX = uniforms.originX + input.position.x * uniforms.patchSize;
332
+ let worldZ = uniforms.originZ + input.position.y * uniforms.patchSize;
333
+ let gs = i32(uniforms.gridSize);
334
+ let ogx = i32(uniforms.originX / uniforms.patchSize);
335
+ let ogz = i32(uniforms.originZ / uniforms.patchSize);
336
+ var gx = (ogx + i32(input.position.x)) % gs;
337
+ gx = (gx % gs + gs) % gs;
338
+ var gz = (ogz + i32(input.position.y)) % gs;
339
+ gz = (gz % gs + gs) % gs;
340
+ let h = textureLoad(heightTex, vec2<i32>(gx, gz), 0).r;
341
+ let t = uniforms.time;
342
+ let chopAmp = windChopAmp();
343
+ let chop = waveHeight(worldX, worldZ, t, chopAmp);
344
+
345
+ let wake = wakeDisplacement(worldX, worldZ);
346
+ let shore = shoreDisplacement(worldX, worldZ);
347
+
348
+ let damping = shoreDamping(worldX, worldZ);
349
+ let visualH = (h + chop + wake.x) * damping + shore.x;
350
+ let worldPos = vec3<f32>(worldX, visualH, worldZ);
351
+ output.clipPos = uniforms.viewProj * vec4<f32>(worldPos, 1.0);
352
+ output.worldPos = worldPos;
353
+ output.uv = input.position;
354
+ output.viewDir = uniforms.cameraPos - worldPos;
355
+ output.waveHeight = visualH;
356
+ output.foam = wake.y + shore.y;
357
+ var gx2 = (gx + 1) % gs;
358
+ var gz2 = (gz + 1) % gs;
359
+ let hx_sab = textureLoad(heightTex, vec2<i32>(gx2, gz), 0).r;
360
+ let hz_sab = textureLoad(heightTex, vec2<i32>(gx, gz2), 0).r;
361
+ let dampingX = shoreDamping(worldX + uniforms.patchSize, worldZ);
362
+ let dampingZ = shoreDamping(worldX, worldZ + uniforms.patchSize);
363
+ let hx = (hx_sab + waveHeight(worldX + uniforms.patchSize, worldZ, t, chopAmp) + wakeDisplacement(worldX + uniforms.patchSize, worldZ).x) * dampingX + shoreDisplacement(worldX + uniforms.patchSize, worldZ).x;
364
+ let hz = (hz_sab + waveHeight(worldX, worldZ + uniforms.patchSize, t, chopAmp) + wakeDisplacement(worldX, worldZ + uniforms.patchSize).x) * dampingZ + shoreDisplacement(worldX, worldZ + uniforms.patchSize).x;
365
+ let eps = uniforms.patchSize;
366
+ let dx = (hx - visualH) / eps;
367
+ let dz = (hz - visualH) / eps;
368
+ output.normal = normalize(vec3<f32>(-dx, 1.0, -dz));
369
+ return output;
370
+ }
371
+
372
+ @fragment
373
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
374
+ if (waterCutout(input.worldPos.x, input.worldPos.z)) {
375
+ discard;
376
+ }
377
+ let viewDir = normalize(input.viewDir);
378
+ let dist = length(input.viewDir);
379
+
380
+ let dpdx = dpdx(input.worldPos);
381
+ let dpdy = dpdy(input.worldPos);
382
+ var faceNormal = normalize(cross(dpdx, dpdy));
383
+ if (faceNormal.y < 0.0) {
384
+ faceNormal = -faceNormal;
385
+ }
386
+
387
+ var qn = faceNormal;
388
+ qn.x = round(qn.x / 0.3) * 0.3;
389
+ qn.y = round(qn.y / 0.3) * 0.3;
390
+ qn.z = round(qn.z / 0.3) * 0.3;
391
+ qn = normalize(qn);
392
+
393
+ let sunDir = normalize(vec3<f32>(uniforms.sunDirX, uniforms.sunDirY, uniforms.sunDirZ));
394
+ let sunIntensity = uniforms.sunIntensity;
395
+ let diff = max(dot(faceNormal, sunDir), 0.0);
396
+ let diffScaled = mix(0.15, diff, sunIntensity);
397
+
398
+ let color1 = vec3<f32>(0.01, 0.03, 0.06);
399
+ let color2 = vec3<f32>(0.02, 0.08, 0.14);
400
+ let color3 = vec3<f32>(0.04, 0.16, 0.24);
401
+ let color4 = vec3<f32>(0.08, 0.28, 0.36);
402
+ let color5 = vec3<f32>(0.15, 0.42, 0.48);
403
+
404
+ var waterColor = color1;
405
+ waterColor = mix(waterColor, color2, smoothstep(0.0, 0.15, diffScaled));
406
+ waterColor = mix(waterColor, color3, smoothstep(0.15, 0.35, diffScaled));
407
+ waterColor = mix(waterColor, color4, smoothstep(0.35, 0.6, diffScaled));
408
+ waterColor = mix(waterColor, color5, smoothstep(0.6, 0.9, diffScaled));
409
+
410
+ let halfDir = normalize(sunDir + viewDir);
411
+ let NdotH = max(dot(faceNormal, halfDir), 0.0);
412
+ let stormFactor = select(1.0, 0.15, uniforms.weatherType == 4u || uniforms.weatherType == 8u);
413
+ let spec = pow(NdotH, 16.0);
414
+ waterColor += vec3<f32>(1.0, 0.95, 0.8) * spec * 0.8 * stormFactor * sunIntensity;
415
+ let spec2 = pow(NdotH, 4.0);
416
+ waterColor += vec3<f32>(0.5, 0.65, 0.8) * spec2 * 0.1 * stormFactor * sunIntensity;
417
+
418
+ let hNorm = input.waveHeight / max(uniforms.waveHeight, 0.01);
419
+ waterColor = mix(waterColor, vec3<f32>(0.0, 0.02, 0.05), smoothstep(0.1, -0.4, hNorm) * 0.4);
420
+ waterColor = mix(waterColor, vec3<f32>(0.12, 0.32, 0.38), smoothstep(0.2, 0.5, hNorm) * 0.2);
421
+
422
+ let edge = fwidth(input.worldPos.x) + fwidth(input.worldPos.z);
423
+ let edgeFactor = 1.0 - smoothstep(uniforms.patchSize * 0.3, uniforms.patchSize * 0.48, edge);
424
+ waterColor *= mix(0.5, 1.0, edgeFactor);
425
+
426
+ let fresnel = pow(1.0 - max(dot(viewDir, faceNormal), 0.0), 4.0);
427
+ waterColor = mix(waterColor, vec3<f32>(0.3, 0.5, 0.75), fresnel * 0.3);
428
+
429
+ let windSS = clamp((uniforms.windSpeed - 8.0) / 17.0, 0.0, 1.0);
430
+ let steepness = 1.0 - faceNormal.y;
431
+ let crestFactor = smoothstep(0.15, 0.5, hNorm);
432
+ let whitecapMask = smoothstep(0.25, 0.45, steepness) * crestFactor * windSS;
433
+ let foamColor = vec3<f32>(0.75, 0.78, 0.72);
434
+ waterColor = mix(waterColor, foamColor, whitecapMask);
435
+
436
+ let wakeFoamMask = smoothstep(0.3, 0.5, input.foam);
437
+ waterColor = mix(waterColor, foamColor, wakeFoamMask * 0.8);
438
+
439
+ waterColor += applyWaterDynamicLights(input.worldPos, faceNormal, viewDir);
440
+
441
+ let c = fogAndNight(dist, waterColor);
442
+
443
+ let cosTheta = max(dot(viewDir, vec3<f32>(0.0, 1.0, 0.0)), 0.05);
444
+ let waterPath = dist / cosTheta;
445
+ let underwaterFog = 1.0 - exp(-waterPath * 0.015);
446
+ let fogColor = vec3<f32>(0.02, 0.08, 0.12);
447
+ let finalColor = mix(c, fogColor, underwaterFog * 0.7);
448
+ let finalAlpha = mix(0.85, 0.99, underwaterFog);
449
+ return vec4<f32>(finalColor, finalAlpha);
450
+ }
451
+ `;
452
+
453
+ export interface WaterUniforms {
454
+ viewProj: Mat4;
455
+ cameraPos: [number, number, number];
456
+ time: number;
457
+ gridSize: number;
458
+ patchSize: number;
459
+ originX: number;
460
+ originZ: number;
461
+ visibility: number;
462
+ weatherType: number;
463
+ timeOfDay: number;
464
+ waveHeight: number;
465
+ windSpeed: number;
466
+ windDirX: number;
467
+ windDirZ: number;
468
+ weatherIntensity: number;
469
+ sunDir: [number, number, number];
470
+ sunIntensity: number;
471
+ wakeCount: number;
472
+ shoreCount: number;
473
+ }
474
+
475
+ export class WaterPass extends RenderPass {
476
+ name = "water";
477
+ hdrHandle: TextureHandle | null = null;
478
+ depthHandle: TextureHandle | null = null;
479
+ private device: GPUDevice;
480
+ private pipeline: GPURenderPipeline | null = null;
481
+ private shaderModule: GPUShaderModule | null = null;
482
+ private uniformBuffer: GPUBuffer | null = null;
483
+ private bindGroup: GPUBindGroup | null = null;
484
+ private bindGroupLayout: GPUBindGroupLayout | null = null;
485
+ private lightBindGroupLayout: GPUBindGroupLayout | null = null;
486
+ private lightBindGroup: GPUBindGroup | null = null;
487
+ private vertexBuffer: GPUBuffer | null = null;
488
+ private indexBuffer: GPUBuffer | null = null;
489
+ private indexCount = 0;
490
+ private surfaceFormat: GPUTextureFormat;
491
+ private depthFormat: GPUTextureFormat;
492
+ private msaaSampleCount: number;
493
+ private gridSize: number;
494
+ private heightTexture: GPUTexture | null = null;
495
+ private normalTexture: GPUTexture | null = null;
496
+ private flowTexture: GPUTexture | null = null;
497
+ private sampler: GPUSampler | null = null;
498
+ private wakeBuffer: GPUBuffer | null = null;
499
+ private shoreBuffer: GPUBuffer | null = null;
500
+ private wakeData: Float32Array;
501
+ private shoreData: Float32Array;
502
+ private wakeCount = 0;
503
+ private shoreCount = 0;
504
+ private time = 0;
505
+ private cachedNormalData: Uint8Array | null = null;
506
+ private cachedHeightData: Float32Array | null = null;
507
+ private _uniformView: StructView | null = null;
508
+ private _uniformBuf: Float32Array | null = null;
509
+
510
+ constructor(device: GPUDevice, surfaceFormat: GPUTextureFormat, depthFormat: GPUTextureFormat = "depth32float", msaaSampleCount = 1, gridSize = WATER_GRID) {
511
+ super();
512
+ this.device = device;
513
+ this.surfaceFormat = surfaceFormat;
514
+ this.depthFormat = depthFormat;
515
+ this.msaaSampleCount = msaaSampleCount;
516
+ this.gridSize = gridSize;
517
+ this.wakeData = new Float32Array(MAX_WAKES * WAKE_FLOATS);
518
+ this.shoreData = new Float32Array(MAX_SHORES * SHORE_FLOATS);
519
+ }
520
+
521
+ prepare(_device: GPUDevice): void {
522
+ if (this.pipeline) return;
523
+
524
+ const gridSize = this.gridSize;
525
+ const vertices: number[] = [];
526
+ for (let z = 0; z < gridSize; z++) {
527
+ for (let x = 0; x < gridSize; x++) {
528
+ vertices.push(x, z);
529
+ }
530
+ }
531
+ const indices: number[] = [];
532
+ for (let z = 0; z < gridSize - 1; z++) {
533
+ for (let x = 0; x < gridSize - 1; x++) {
534
+ const i = z * gridSize + x;
535
+ indices.push(i, i + 1, i + gridSize);
536
+ indices.push(i + 1, i + gridSize + 1, i + gridSize);
537
+ }
538
+ }
539
+ this.indexCount = indices.length;
540
+
541
+ const wakeBufSize = MAX_WAKES * WAKE_FLOATS * 4;
542
+ const shoreBufSize = MAX_SHORES * SHORE_FLOATS * 4;
543
+
544
+ const dev = this.device;
545
+ this.shaderModule = createValidatedShaderModule(dev, { code: WATER_SHADER, label: "WaterPass" });
546
+ this.uniformBuffer = dev.createBuffer({ size: 256, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
547
+ this._uniformBuf = new Float32Array(40);
548
+ this._uniformView = Uniforms.view(this._uniformBuf);
549
+ this.vertexBuffer = dev.createBuffer({ size: vertices.length * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
550
+ dev.queue.writeBuffer(this.vertexBuffer, 0, new Float32Array(vertices));
551
+ this.indexBuffer = dev.createBuffer({ size: indices.length * 2, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST });
552
+ dev.queue.writeBuffer(this.indexBuffer, 0, new Uint16Array(indices));
553
+
554
+ this.heightTexture = dev.createTexture({
555
+ size: [gridSize, gridSize], format: "r32float",
556
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
557
+ });
558
+ this.normalTexture = dev.createTexture({
559
+ size: [gridSize, gridSize], format: "rgba8unorm",
560
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
561
+ });
562
+ this.flowTexture = dev.createTexture({
563
+ size: [gridSize, gridSize], format: "rg16float",
564
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
565
+ });
566
+
567
+ this.sampler = dev.createSampler({ magFilter: "linear", minFilter: "linear" });
568
+
569
+ this.wakeBuffer = dev.createBuffer({ size: wakeBufSize, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST });
570
+ this.shoreBuffer = dev.createBuffer({ size: shoreBufSize, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST });
571
+
572
+ this.bindGroupLayout = dev.createBindGroupLayout({
573
+ entries: [
574
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
575
+ { binding: 1, visibility: GPUShaderStage.VERTEX, texture: { sampleType: "unfilterable-float" } },
576
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: {} },
577
+ { binding: 3, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "unfilterable-float" } },
578
+ { binding: 4, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
579
+ { binding: 5, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
580
+ { binding: 6, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
581
+ ],
582
+ });
583
+
584
+ this.bindGroup = dev.createBindGroup({
585
+ layout: this.bindGroupLayout,
586
+ entries: [
587
+ { binding: 0, resource: { buffer: this.uniformBuffer } },
588
+ { binding: 1, resource: this.heightTexture.createView() },
589
+ { binding: 2, resource: this.normalTexture.createView() },
590
+ { binding: 3, resource: this.flowTexture.createView() },
591
+ { binding: 4, resource: this.sampler },
592
+ { binding: 5, resource: { buffer: this.wakeBuffer } },
593
+ { binding: 6, resource: { buffer: this.shoreBuffer } },
594
+ ],
595
+ });
596
+
597
+ this.lightBindGroupLayout = dev.createBindGroupLayout({
598
+ entries: [
599
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
600
+ ],
601
+ });
602
+
603
+ const pipelineLayout = dev.createPipelineLayout({
604
+ bindGroupLayouts: [this.bindGroupLayout, this.lightBindGroupLayout],
605
+ });
606
+
607
+ this.pipeline = dev.createRenderPipeline({
608
+ layout: pipelineLayout,
609
+ vertex: {
610
+ module: this.shaderModule, entryPoint: "vs_main",
611
+ buffers: [{ arrayStride: 8, attributes: [{ shaderLocation: 0, offset: 0, format: "float32x2" }] }],
612
+ },
613
+ fragment: {
614
+ module: this.shaderModule, entryPoint: "fs_main",
615
+ targets: [{
616
+ format: this.surfaceFormat,
617
+ blend: {
618
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
619
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
620
+ },
621
+ }],
622
+ },
623
+ primitive: { topology: "triangle-list" },
624
+ multisample: { count: this.msaaSampleCount },
625
+ depthStencil: { format: this.depthFormat, depthWriteEnabled: true, depthCompare: "less" },
626
+ });
627
+ }
628
+
629
+ getLightBindGroupLayout(): GPUBindGroupLayout | null {
630
+ return this.lightBindGroupLayout;
631
+ }
632
+
633
+ setLightBindGroup(bg: GPUBindGroup): void {
634
+ this.lightBindGroup = bg;
635
+ }
636
+
637
+ updateDynamics(wakes: Float32Array, wakeCount: number, shores: Float32Array, shoreCount: number): void {
638
+ const wc = Math.min(wakeCount, MAX_WAKES);
639
+ const sc = Math.min(shoreCount, MAX_SHORES);
640
+ this.wakeData.set(wakes.subarray(0, wc * WAKE_FLOATS));
641
+ this.shoreData.set(shores.subarray(0, sc * SHORE_FLOATS));
642
+ this.device.queue.writeBuffer(this.wakeBuffer!, 0, this.wakeData as unknown as GPUAllowSharedBufferSource);
643
+ this.device.queue.writeBuffer(this.shoreBuffer!, 0, this.shoreData as unknown as GPUAllowSharedBufferSource);
644
+ this.wakeCount = wc;
645
+ this.shoreCount = sc;
646
+ }
647
+
648
+ setHeightData(heights: Float32Array): void {
649
+ if (!this.heightTexture) return;
650
+ if (!this.cachedHeightData || this.cachedHeightData.length !== heights.length) {
651
+ this.cachedHeightData = new Float32Array(heights.length);
652
+ }
653
+ this.cachedHeightData.set(heights);
654
+ this.device.queue.writeTexture(
655
+ { texture: this.heightTexture },
656
+ this.cachedHeightData as unknown as GPUAllowSharedBufferSource,
657
+ { bytesPerRow: this.gridSize * 4 },
658
+ { width: this.gridSize, height: this.gridSize },
659
+ );
660
+ }
661
+
662
+ setUniforms(u: WaterUniforms): void {
663
+ if (!this.uniformBuffer) return;
664
+ this.time = u.time;
665
+ const view = this._uniformView!;
666
+ view.set("viewProj", u.viewProj as Float32Array);
667
+ view.set("cameraPos", u.cameraPos);
668
+ view.set("time", u.time);
669
+ view.set("gridSize", u.gridSize);
670
+ view.set("patchSize", u.patchSize);
671
+ view.set("originX", u.originX);
672
+ view.set("originZ", u.originZ);
673
+ view.set("visibility", u.visibility);
674
+ view.setU32("weatherType", u.weatherType);
675
+ view.set("timeOfDay", u.timeOfDay);
676
+ view.set("waveHeight", u.waveHeight);
677
+ view.set("windSpeed", u.windSpeed);
678
+ view.set("windDirX", u.windDirX);
679
+ view.set("windDirZ", u.windDirZ);
680
+ view.set("weatherIntensity", u.weatherIntensity);
681
+ view.set("sunDirX", u.sunDir[0]);
682
+ view.set("sunDirY", u.sunDir[1]);
683
+ view.set("sunDirZ", u.sunDir[2]);
684
+ view.set("sunIntensity", u.sunIntensity);
685
+ view.setU32("wakeCount", this.wakeCount);
686
+ view.setU32("shoreCount", this.shoreCount);
687
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, this._uniformBuf! as unknown as BufferSource);
688
+ }
689
+
690
+ setup(builder: FrameGraphBuilder): void {
691
+ if (this.depthHandle) builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "load", depthStoreOp: "store", depthReadOnly: true });
692
+ if (this.hdrHandle) builder.colorAttachment({ handle: this.hdrHandle, loadOp: "load", storeOp: "store" });
693
+ }
694
+
695
+ execute(ctx: GraphRenderContext): void {
696
+ if (!this.pipeline || !this.bindGroup || !this.vertexBuffer || !this.indexBuffer || !ctx.pass) return;
697
+
698
+ // Write default normal data once
699
+ if (!this.cachedNormalData) {
700
+ this.cachedNormalData = new Uint8Array(this.gridSize * this.gridSize * 4);
701
+ for (let i = 0; i < this.gridSize * this.gridSize; i++) {
702
+ this.cachedNormalData[i * 4 + 0] = 128;
703
+ this.cachedNormalData[i * 4 + 1] = 128;
704
+ this.cachedNormalData[i * 4 + 2] = 255;
705
+ this.cachedNormalData[i * 4 + 3] = 255;
706
+ }
707
+ }
708
+ this.device.queue.writeTexture(
709
+ { texture: this.normalTexture! },
710
+ this.cachedNormalData as unknown as GPUAllowSharedBufferSource,
711
+ { bytesPerRow: this.gridSize * 4 },
712
+ { width: this.gridSize, height: this.gridSize },
713
+ );
714
+
715
+ const tracked = ctx.pass;
716
+ tracked.setPipeline(this.pipeline);
717
+ tracked.setBindGroup(0, this.bindGroup);
718
+ if (this.lightBindGroup) {
719
+ tracked.setBindGroup(1, this.lightBindGroup);
720
+ }
721
+ tracked.setVertexBuffer(0, this.vertexBuffer);
722
+ tracked.setIndexBuffer(this.indexBuffer, "uint16");
723
+ tracked.drawIndexed(this.indexCount);
724
+ }
725
+
726
+ destroy(): void {
727
+ this.uniformBuffer?.destroy();
728
+ this.vertexBuffer?.destroy();
729
+ this.indexBuffer?.destroy();
730
+ this.wakeBuffer?.destroy();
731
+ this.shoreBuffer?.destroy();
732
+ this.heightTexture?.destroy();
733
+ this.normalTexture?.destroy();
734
+ this.flowTexture?.destroy();
735
+ this.uniformBuffer = null;
736
+ this.vertexBuffer = null;
737
+ this.indexBuffer = null;
738
+ this.wakeBuffer = null;
739
+ this.shoreBuffer = null;
740
+ this.heightTexture = null;
741
+ this.normalTexture = null;
742
+ this.flowTexture = null;
743
+ this.sampler = null;
744
+ this.pipeline = null;
745
+ this.shaderModule = null;
746
+ this.bindGroup = null;
747
+ this.bindGroupLayout = null;
748
+ this.lightBindGroup = null;
749
+ this.lightBindGroupLayout = null;
750
+ this._uniformView = null;
751
+ this._uniformBuf = null;
752
+ }
753
+ }