@downdraft/engine 0.1.0 → 0.1.2-alpha.5

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 (1022) hide show
  1. package/README.md +33 -0
  2. package/app/README.md +11 -0
  3. package/app/src/renderer/bootstrap.ts +295 -19
  4. package/app/src/renderer/game-module.ts +60 -12
  5. package/app/src/renderer/hooks.ts +9 -1
  6. package/app/src/renderer/hot-reload.ts +9 -9
  7. package/app/src/renderer/mcp-harness.ts +2 -2
  8. package/app/src/renderer/standard-automation-tools.ts +104 -3
  9. package/app/src/shared/feature-log.ts +2 -1
  10. package/app/src/shared/mcp-discovery.ts +8 -3
  11. package/app/src/shared/mcp-proxy.ts +2 -2
  12. package/asset-bake/README.md +22 -0
  13. package/core/README.md +25 -0
  14. package/core/src/animation/skeleton-animator.ts +23 -5
  15. package/core/src/assets/manager.ts +4 -4
  16. package/core/src/ecs/events.ts +1 -1
  17. package/core/src/ecs/schedule.ts +1 -1
  18. package/core/src/ecs/world.ts +1 -1
  19. package/core/src/index.ts +3 -4
  20. package/core/src/library/host.ts +27 -13
  21. package/core/src/library/library.ts +13 -5
  22. package/core/src/module/cross-thread.ts +6 -0
  23. package/core/src/module/diagnostics.ts +10 -6
  24. package/core/src/module/host.ts +65 -18
  25. package/core/src/module/index.ts +1 -0
  26. package/core/src/module/module.ts +11 -5
  27. package/core/src/module/renderer-module.ts +15 -0
  28. package/core/src/physics/safety.ts +1 -1
  29. package/core/src/platform/bun-preload.ts +7 -2
  30. package/core/src/platform/glob-polyfill.ts +17 -8
  31. package/core/src/platform/pkg-root.ts +27 -0
  32. package/core/src/platform/runtime.ts +38 -0
  33. package/core/src/plugin/discovery.ts +1 -1
  34. package/core/src/plugin/extension-loaders.ts +6 -4
  35. package/core/src/plugin/host.ts +13 -13
  36. package/core/src/plugin/loader-asset.ts +5 -5
  37. package/core/src/plugin/loader-quickjs.ts +1 -1
  38. package/core/src/plugin/loader-wasm.ts +3 -3
  39. package/core/src/plugin/loader-worker.ts +1 -1
  40. package/core/src/plugin/manifest.ts +8 -3
  41. package/core/src/plugin/workshop.ts +3 -3
  42. package/core/src/profiling/index.ts +1 -1
  43. package/core/src/profiling/profiling-sab.ts +19 -0
  44. package/core/src/profiling/warnings.ts +1 -1
  45. package/core/src/profiling/worker-prelude.ts +1 -1
  46. package/core/src/render/bindless/frame-bindings.ts +1 -1
  47. package/core/src/render/bindless/material-manager.ts +2 -2
  48. package/core/src/render/bindless/texture-registry.ts +2 -2
  49. package/core/src/render/device.ts +5 -5
  50. package/core/src/render/frame-graph.ts +2 -2
  51. package/core/src/render/game-renderer.ts +42 -18
  52. package/core/src/render/hot-reload.ts +3 -3
  53. package/core/src/render/renderer-module-host.ts +32 -12
  54. package/core/src/render/shader-validator.ts +7 -7
  55. package/core/src/render/surface.ts +1 -1
  56. package/core/src/sab/errors.ts +1 -1
  57. package/core/src/sab/sab-polyfill.ts +1 -1
  58. package/core/src/save/migration-registry.ts +4 -4
  59. package/core/src/save/schema.ts +1 -1
  60. package/core/src/scene/prefab.ts +1 -1
  61. package/core/src/scene/scene-manager.ts +2 -2
  62. package/core/src/scene/scene.ts +4 -4
  63. package/core/src/scene/streaming.ts +2 -2
  64. package/core/src/scripting/hot-reload.ts +2 -2
  65. package/core/src/sim/hot-reload-pipeline.ts +30 -6
  66. package/core/src/sim/sim-state-helper.ts +1 -1
  67. package/core/src/sim/transient-state-registry.ts +1 -1
  68. package/core/src/sim/worker-loop.ts +2 -2
  69. package/core/src/telemetry/gpu-profiler.ts +3 -3
  70. package/core/src/util/index.ts +1 -1
  71. package/core/src/util/logger.ts +36 -5
  72. package/core/src/version.ts +13 -0
  73. package/core/src/worker/base-worker-host.ts +87 -25
  74. package/core/src/worker/buffer-sync.ts +1 -1
  75. package/core/src/worker/crash-recovery.ts +2 -2
  76. package/core/src/worker/instrumented-worker-host.ts +3 -3
  77. package/core/src/worker/rpc.ts +62 -11
  78. package/core/src/worker/sim-worker-base.ts +3 -8
  79. package/core/src/worker/task-pool.ts +2 -2
  80. package/dist/.dd-manifest.json +4119 -0
  81. package/dist/app/src/index.js +9 -0
  82. package/dist/app/src/renderer/bootstrap.js +446 -0
  83. package/dist/app/src/renderer/downdraft-base.css +93 -0
  84. package/dist/app/src/renderer/feature-log.js +180 -0
  85. package/dist/app/src/renderer/game-module.js +562 -0
  86. package/dist/app/src/renderer/hooks.js +82 -0
  87. package/dist/app/src/renderer/hot-reload.js +158 -0
  88. package/dist/app/src/renderer/import-cache.js +77 -0
  89. package/dist/app/src/renderer/index.js +149 -0
  90. package/dist/app/src/renderer/mcp-harness.js +112 -0
  91. package/dist/app/src/renderer/save-store-factory.js +180 -0
  92. package/dist/app/src/renderer/sim-bridge.js +138 -0
  93. package/dist/app/src/renderer/standard-automation-tools.js +720 -0
  94. package/dist/app/src/shared/feature-log.js +54 -0
  95. package/dist/app/src/shared/gpu-info.js +74 -0
  96. package/dist/app/src/shared/import-cache-store.js +123 -0
  97. package/dist/app/src/shared/index.js +4 -0
  98. package/dist/app/src/shared/mcp-discovery.js +55 -0
  99. package/dist/app/src/shared/mcp-proxy.js +71 -0
  100. package/dist/app/src/shared/types.js +13 -0
  101. package/dist/asset-bake/src/bake-audio.js +103 -0
  102. package/dist/asset-bake/src/bake-gltf.js +141 -0
  103. package/dist/asset-bake/src/bake.js +63 -0
  104. package/dist/asset-bake/src/cache.js +147 -0
  105. package/dist/asset-bake/src/config.js +93 -0
  106. package/dist/asset-bake/src/index.js +25 -0
  107. package/dist/core/src/animation/animation-event.js +24 -0
  108. package/dist/core/src/animation/bone-mask.js +103 -0
  109. package/dist/core/src/animation/clip.js +210 -0
  110. package/dist/core/src/animation/index.js +13 -0
  111. package/dist/core/src/animation/mixamo.js +78 -0
  112. package/dist/core/src/animation/morph-target.js +37 -0
  113. package/dist/core/src/animation/player.js +621 -0
  114. package/dist/core/src/animation/retarget.js +101 -0
  115. package/dist/core/src/animation/skeleton-animator.js +1361 -0
  116. package/dist/core/src/animation/skeleton.js +166 -0
  117. package/dist/core/src/animation/state-machine.js +252 -0
  118. package/dist/core/src/assets/blob-store.js +14 -0
  119. package/dist/core/src/assets/cache.js +168 -0
  120. package/dist/core/src/assets/cubemap-converter.js +129 -0
  121. package/dist/core/src/assets/environment-manager.js +84 -0
  122. package/dist/core/src/assets/import-cache.js +36 -0
  123. package/dist/core/src/assets/import-settings.js +34 -0
  124. package/dist/core/src/assets/importer.js +78 -0
  125. package/dist/core/src/assets/index.js +29 -0
  126. package/dist/core/src/assets/irradiance-generator.js +179 -0
  127. package/dist/core/src/assets/loader-audio.js +70 -0
  128. package/dist/core/src/assets/loader-cubemap.js +141 -0
  129. package/dist/core/src/assets/loader-dds.js +185 -0
  130. package/dist/core/src/assets/loader-hdr.js +430 -0
  131. package/dist/core/src/assets/loader-mesh.js +47 -0
  132. package/dist/core/src/assets/loader-shader.js +61 -0
  133. package/dist/core/src/assets/loader-texture.js +264 -0
  134. package/dist/core/src/assets/lod.js +150 -0
  135. package/dist/core/src/assets/manager.js +401 -0
  136. package/dist/core/src/assets/manifest.js +57 -0
  137. package/dist/core/src/assets/material-bridge.js +160 -0
  138. package/dist/core/src/assets/model-importer.js +32 -0
  139. package/dist/core/src/assets/model-normalizer.js +213 -0
  140. package/dist/core/src/assets/model-to-gpu.js +44 -0
  141. package/dist/core/src/assets/model-to-mesh.js +171 -0
  142. package/dist/core/src/assets/prefilter-generator.js +220 -0
  143. package/dist/core/src/audio/engine.js +153 -0
  144. package/dist/core/src/audio/interface.js +8 -0
  145. package/dist/core/src/audio/listener.js +19 -0
  146. package/dist/core/src/audio/mixer.js +124 -0
  147. package/dist/core/src/audio/registry.js +43 -0
  148. package/dist/core/src/audio/sab.js +74 -0
  149. package/dist/core/src/audio/source.js +60 -0
  150. package/dist/core/src/change-detection/atomics.js +1 -0
  151. package/dist/core/src/change-detection/tracker.js +26 -0
  152. package/dist/core/src/debug-draw/lines.js +27 -0
  153. package/dist/core/src/debug-draw/points.js +9 -0
  154. package/dist/core/src/debug-draw/queue.js +77 -0
  155. package/dist/core/src/debug-draw/text.js +12 -0
  156. package/dist/core/src/ecs/archetype.js +271 -0
  157. package/dist/core/src/ecs/component.js +109 -0
  158. package/dist/core/src/ecs/entity.js +11 -0
  159. package/dist/core/src/ecs/events.js +73 -0
  160. package/dist/core/src/ecs/hierarchy.js +104 -0
  161. package/dist/core/src/ecs/hmr-swap-registry.js +15 -0
  162. package/dist/core/src/ecs/index.js +14 -0
  163. package/dist/core/src/ecs/query.js +110 -0
  164. package/dist/core/src/ecs/resource.js +3 -0
  165. package/dist/core/src/ecs/schedule.js +157 -0
  166. package/dist/core/src/ecs/system-params.js +45 -0
  167. package/dist/core/src/ecs/system.js +18 -0
  168. package/dist/core/src/ecs/world.js +292 -0
  169. package/dist/core/src/index.js +191 -0
  170. package/dist/core/src/input/context.js +69 -0
  171. package/dist/core/src/input/dom-handler.js +288 -0
  172. package/dist/core/src/input/local-player-manager.js +145 -0
  173. package/dist/core/src/input/mapping.js +36 -0
  174. package/dist/core/src/input/multi-sab-bridge.js +224 -0
  175. package/dist/core/src/input/multi-state.js +48 -0
  176. package/dist/core/src/input/sab-bridge.js +66 -0
  177. package/dist/core/src/input/state.js +108 -0
  178. package/dist/core/src/input/ui-router.js +76 -0
  179. package/dist/core/src/library/host.js +291 -0
  180. package/dist/core/src/library/index.js +1 -0
  181. package/dist/core/src/library/library.js +20 -0
  182. package/dist/core/src/material/compiler.js +73 -0
  183. package/dist/core/src/material/graph-bridge.js +119 -0
  184. package/dist/core/src/material/index.js +6 -0
  185. package/dist/core/src/material/library.js +414 -0
  186. package/dist/core/src/material/material.js +120 -0
  187. package/dist/core/src/material/variants.js +37 -0
  188. package/dist/core/src/math/mat4.js +198 -0
  189. package/dist/core/src/math/perlin-noise-2d.js +66 -0
  190. package/dist/core/src/math/perlin-noise-3d.js +76 -0
  191. package/dist/core/src/math/quat.js +29 -0
  192. package/dist/core/src/math/rng.js +25 -0
  193. package/dist/core/src/math/trig.js +42 -0
  194. package/dist/core/src/math/value-noise.js +49 -0
  195. package/dist/core/src/mesh/builder.js +137 -0
  196. package/dist/core/src/mesh/csg.js +250 -0
  197. package/dist/core/src/mesh/greased-line.js +102 -0
  198. package/dist/core/src/mesh/mesh.js +6 -0
  199. package/dist/core/src/mesh/parametric.js +392 -0
  200. package/dist/core/src/mesh/skinning.js +30 -0
  201. package/dist/core/src/mesh/vertex-layout.js +65 -0
  202. package/dist/core/src/module/cross-thread.js +126 -0
  203. package/dist/core/src/module/diagnostics.js +99 -0
  204. package/dist/core/src/module/host.js +449 -0
  205. package/dist/core/src/module/index.js +6 -0
  206. package/dist/core/src/module/module.js +1 -0
  207. package/dist/core/src/module/registry.js +83 -0
  208. package/dist/core/src/module/renderer-module.js +13 -0
  209. package/dist/core/src/module/ts-loader.js +20 -0
  210. package/dist/core/src/particles/compute-pass.js +329 -0
  211. package/dist/core/src/particles/emitter.js +113 -0
  212. package/dist/core/src/particles/index.js +7 -0
  213. package/dist/core/src/particles/particle-data.js +33 -0
  214. package/dist/core/src/particles/render-pass.js +338 -0
  215. package/dist/core/src/particles/simulator.js +224 -0
  216. package/dist/core/src/particles/system.js +157 -0
  217. package/dist/core/src/physics/body.js +25 -0
  218. package/dist/core/src/physics/ccd-heuristic.js +46 -0
  219. package/dist/core/src/physics/character.js +184 -0
  220. package/dist/core/src/physics/collider.js +36 -0
  221. package/dist/core/src/physics/collision-system.js +62 -0
  222. package/dist/core/src/physics/events.js +74 -0
  223. package/dist/core/src/physics/index.js +24 -0
  224. package/dist/core/src/physics/interface.js +14 -0
  225. package/dist/core/src/physics/interpolation-buffer.js +182 -0
  226. package/dist/core/src/physics/lifecycle.js +66 -0
  227. package/dist/core/src/physics/load-shedder.js +155 -0
  228. package/dist/core/src/physics/physics-accumulator.js +94 -0
  229. package/dist/core/src/physics/physics-system.js +142 -0
  230. package/dist/core/src/physics/ragdoll-presets.js +248 -0
  231. package/dist/core/src/physics/ragdoll-system.js +193 -0
  232. package/dist/core/src/physics/ragdoll.js +117 -0
  233. package/dist/core/src/physics/raycast.js +97 -0
  234. package/dist/core/src/physics/realm-manager.js +431 -0
  235. package/dist/core/src/physics/realm-worker-pool.js +181 -0
  236. package/dist/core/src/physics/realm-worker.js +91 -0
  237. package/dist/core/src/physics/realm.js +137 -0
  238. package/dist/core/src/physics/registry.js +43 -0
  239. package/dist/core/src/physics/safety.js +211 -0
  240. package/dist/core/src/physics/snapshot-manager.js +118 -0
  241. package/dist/core/src/physics/worker-protocol.js +1 -0
  242. package/dist/core/src/platform/bun-preload.js +175 -0
  243. package/dist/core/src/platform/css-stub.js +4 -0
  244. package/dist/core/src/platform/glob-polyfill.js +137 -0
  245. package/dist/core/src/platform/hidpi.js +52 -0
  246. package/dist/core/src/platform/pkg-root.js +27 -0
  247. package/dist/core/src/platform/render-surface.js +15 -0
  248. package/dist/core/src/platform/rpc.js +82 -0
  249. package/dist/core/src/platform/runtime.js +93 -0
  250. package/dist/core/src/plugin/context.js +144 -0
  251. package/dist/core/src/plugin/diagnostics.js +20 -0
  252. package/dist/core/src/plugin/discovery.js +124 -0
  253. package/dist/core/src/plugin/extension-loaders.js +111 -0
  254. package/dist/core/src/plugin/host.js +542 -0
  255. package/dist/core/src/plugin/index.js +19 -0
  256. package/dist/core/src/plugin/loader-asset.js +105 -0
  257. package/dist/core/src/plugin/loader-quickjs.js +67 -0
  258. package/dist/core/src/plugin/loader-wasm.js +385 -0
  259. package/dist/core/src/plugin/loader-worker.js +228 -0
  260. package/dist/core/src/plugin/manifest.js +424 -0
  261. package/dist/core/src/plugin/material-registry.js +44 -0
  262. package/dist/core/src/plugin/mcp-tools.js +147 -0
  263. package/dist/core/src/plugin/permissions.js +152 -0
  264. package/dist/core/src/plugin/quickjs-bridge.js +219 -0
  265. package/dist/core/src/plugin/registry.js +92 -0
  266. package/dist/core/src/plugin/sandbox-shim.js +79 -0
  267. package/dist/core/src/plugin/sandbox-worker.js +194 -0
  268. package/dist/core/src/plugin/wasm-abi.js +62 -0
  269. package/dist/core/src/plugin/wasm-worker.js +234 -0
  270. package/dist/core/src/plugin/workshop.js +131 -0
  271. package/dist/core/src/profiling/event-loop.js +164 -0
  272. package/dist/core/src/profiling/index.js +23 -0
  273. package/dist/core/src/profiling/iops/idb-patch.js +211 -0
  274. package/dist/core/src/profiling/iops/opfs-patch.js +206 -0
  275. package/dist/core/src/profiling/profiling-sab.js +632 -0
  276. package/dist/core/src/profiling/task-latency.js +118 -0
  277. package/dist/core/src/profiling/thread-metrics.js +103 -0
  278. package/dist/core/src/profiling/trace-event-writer.js +165 -0
  279. package/dist/core/src/profiling/warnings.js +304 -0
  280. package/dist/core/src/profiling/worker-prelude.js +281 -0
  281. package/dist/core/src/render/bind-group.js +33 -0
  282. package/dist/core/src/render/bindless/bindless-struct.js +39 -0
  283. package/dist/core/src/render/bindless/bindless.wgsl.js +163 -0
  284. package/dist/core/src/render/bindless/frame-bindings.js +142 -0
  285. package/dist/core/src/render/bindless/index.js +6 -0
  286. package/dist/core/src/render/bindless/material-manager.js +182 -0
  287. package/dist/core/src/render/bindless/texture-registry.js +498 -0
  288. package/dist/core/src/render/buffer.js +74 -0
  289. package/dist/core/src/render/camera-2d.js +151 -0
  290. package/dist/core/src/render/camera-controller.js +370 -0
  291. package/dist/core/src/render/camera.js +332 -0
  292. package/dist/core/src/render/canvas-resize-watcher.js +36 -0
  293. package/dist/core/src/render/compute-kernel.js +130 -0
  294. package/dist/core/src/render/constants.js +2 -0
  295. package/dist/core/src/render/device.js +91 -0
  296. package/dist/core/src/render/frame-graph.js +594 -0
  297. package/dist/core/src/render/frustum.js +152 -0
  298. package/dist/core/src/render/fullscreen-vs.js +24 -0
  299. package/dist/core/src/render/g-buffer.js +156 -0
  300. package/dist/core/src/render/game-renderer.js +1165 -0
  301. package/dist/core/src/render/gpu-driven/cull-pass.js +352 -0
  302. package/dist/core/src/render/gpu-driven/hzb.js +183 -0
  303. package/dist/core/src/render/gpu-driven/index.js +6 -0
  304. package/dist/core/src/render/gpu-driven/indirect-draw-pass.js +300 -0
  305. package/dist/core/src/render/gpu-driven/instance-buffer.js +150 -0
  306. package/dist/core/src/render/gpu-driven/mesh-table.js +130 -0
  307. package/dist/core/src/render/gpu-driven/passes/hzb-build-pass.js +39 -0
  308. package/dist/core/src/render/gpu-utils.js +72 -0
  309. package/dist/core/src/render/hdr.js +69 -0
  310. package/dist/core/src/render/hot-reload.js +236 -0
  311. package/dist/core/src/render/ibl-bind-group.js +232 -0
  312. package/dist/core/src/render/ibl.js +148 -0
  313. package/dist/core/src/render/index.js +86 -0
  314. package/dist/core/src/render/input-manager.js +224 -0
  315. package/dist/core/src/render/lighting/area-light.js +142 -0
  316. package/dist/core/src/render/lighting/cluster-grid.js +255 -0
  317. package/dist/core/src/render/lighting/cluster-types.js +87 -0
  318. package/dist/core/src/render/lighting/ies-parser.js +111 -0
  319. package/dist/core/src/render/lighting.js +300 -0
  320. package/dist/core/src/render/material-types/depth.wgsl +44 -0
  321. package/dist/core/src/render/material-types/line.wgsl +50 -0
  322. package/dist/core/src/render/material-types/matcap.wgsl +51 -0
  323. package/dist/core/src/render/material-types/normal.wgsl +41 -0
  324. package/dist/core/src/render/material-types/physical.wgsl +152 -0
  325. package/dist/core/src/render/material-types/sprite.wgsl +46 -0
  326. package/dist/core/src/render/material-types/sss.wgsl +79 -0
  327. package/dist/core/src/render/material-types/toon.wgsl +79 -0
  328. package/dist/core/src/render/passes/README.md +121 -0
  329. package/dist/core/src/render/passes/atmosphere.js +107 -0
  330. package/dist/core/src/render/passes/cluster-lighting-pass.js +441 -0
  331. package/dist/core/src/render/passes/csm.js +338 -0
  332. package/dist/core/src/render/passes/cubemap-capture.js +93 -0
  333. package/dist/core/src/render/passes/debug-viz.js +248 -0
  334. package/dist/core/src/render/passes/debug.js +500 -0
  335. package/dist/core/src/render/passes/decal-mesh.js +86 -0
  336. package/dist/core/src/render/passes/decal-pass.js +344 -0
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  953. package/modules/devtools/src/blitz/module.ts +101 -0
  954. package/modules/devtools/src/blitz/panels/console.ts +223 -0
  955. package/modules/devtools/src/blitz/panels/elements.ts +92 -0
  956. package/modules/devtools/src/blitz/panels/gpu.ts +70 -0
  957. package/modules/devtools/src/blitz/panels/performance.ts +120 -0
  958. package/modules/devtools/src/blitz/panels/snapshot.ts +152 -0
  959. package/modules/devtools/src/blitz/panels/types.ts +120 -0
  960. package/modules/devtools/src/blitz/theme.ts +168 -0
  961. package/modules/devtools/src/data-bridge.ts +1 -1
  962. package/modules/devtools/src/index.ts +6 -0
  963. package/modules/devtools/src/profiling-bridge.ts +17 -13
  964. package/modules/devtools/src/profiling-hooks.ts +22 -13
  965. package/modules/devtools/src/scene-inspector.ts +1 -1
  966. package/modules/devtools/src/worker-sync.ts +9 -1
  967. package/modules/editor/src/commands/registry.ts +2 -2
  968. package/modules/editor/src/module.ts +1 -1
  969. package/modules/html-ui/src/composite.ts +1 -1
  970. package/modules/html-ui/src/create-html-ui.ts +21 -9
  971. package/modules/html-ui/src/doc-backend.ts +189 -10
  972. package/modules/html-ui/src/host.ts +354 -40
  973. package/modules/html-ui/src/index.ts +1 -1
  974. package/modules/html-ui/src/jsx-runtime.ts +1 -1
  975. package/modules/html-ui/src/protocol.ts +53 -6
  976. package/modules/mcp/README.md +6 -0
  977. package/modules/mcp/src/index.ts +70 -3
  978. package/modules/movement-3d/src/character-motor.ts +83 -10
  979. package/package.json +838 -165
  980. package/shader-graph/README.md +25 -0
  981. package/test/README.md +16 -0
  982. package/libraries/blitz-ui/native-osr-spike.ts +0 -70
  983. package/libraries/devtools/native/Cargo.toml +0 -12
  984. package/libraries/devtools/native/src/lib.rs +0 -1646
  985. package/libraries/devtools/native/src/panels/console.rs +0 -338
  986. package/libraries/devtools/native/src/panels/dom_tree.rs +0 -47
  987. package/libraries/devtools/native/src/panels/generic.rs +0 -317
  988. package/libraries/devtools/native/src/panels/gpu.rs +0 -107
  989. package/libraries/devtools/native/src/panels/input.rs +0 -88
  990. package/libraries/devtools/native/src/panels/mod.rs +0 -154
  991. package/libraries/devtools/native/src/panels/perf_metrics.rs +0 -91
  992. package/libraries/devtools/native/src/panels/perf_recorder.rs +0 -158
  993. package/libraries/devtools/native/src/panels/scene.rs +0 -72
  994. package/libraries/devtools/native/src/state.rs +0 -394
  995. package/libraries/devtools/src/egui-ffi.ts +0 -804
  996. package/libraries/devtools/src/egui-renderer.ts +0 -407
  997. package/libraries/devtools/src/host.ts +0 -363
  998. package/libraries/devtools/src/mirror.ts +0 -794
  999. package/libraries/models/test-fixtures/fbx/LICENSE-notice.txt +0 -24
  1000. package/libraries/models/test-fixtures/fbx/README.md +0 -46
  1001. package/libraries/models/test-fixtures/fbx/m01_cube_phong.fbx +0 -0
  1002. package/libraries/models/test-fixtures/fbx/m02_geo_ngons.fbx +0 -0
  1003. package/libraries/models/test-fixtures/fbx/m03_normals.fbx +0 -0
  1004. package/libraries/models/test-fixtures/fbx/m04_material_properties.fbx +0 -0
  1005. package/libraries/models/test-fixtures/fbx/m05_external_diffuse.png +0 -0
  1006. package/libraries/models/test-fixtures/fbx/m05_textures.fbx +0 -0
  1007. package/libraries/models/test-fixtures/fbx/m06_uv_transform.fbx +0 -0
  1008. package/libraries/models/test-fixtures/fbx/m07_multimaterial.fbx +0 -0
  1009. package/libraries/models/test-fixtures/fbx/m08_transforms.fbx +0 -0
  1010. package/libraries/models/test-fixtures/fbx/m09_skinning.fbx +0 -0
  1011. package/libraries/models/test-fixtures/fbx/m10_morph.fbx +0 -0
  1012. package/libraries/models/test-fixtures/fbx/m11_node_anim.fbx +0 -0
  1013. package/libraries/models/test-fixtures/fbx/m12_skeletal_anim.fbx +0 -0
  1014. package/libraries/models/test-fixtures/fbx/m13_morph_anim.fbx +0 -0
  1015. package/libraries/models/test-fixtures/fbx/m14_multiclip.fbx +0 -0
  1016. package/libraries/models/test-fixtures/fbx/m15_camera_lights.fbx +0 -0
  1017. package/libraries/models/test-fixtures/fbx/m16_axis_yup.fbx +0 -0
  1018. package/libraries/models/test-fixtures/fbx/m16_axis_zup.fbx +0 -0
  1019. package/libraries/models/test-fixtures/fbx/m16_units_254.fbx +0 -0
  1020. package/libraries/physics-native/src/ffi-spike-worker.ts +0 -71
  1021. package/libraries/physics-rapier/bench/ffi-bench.ts +0 -79
  1022. package/libraries/physics-rapier/bench/wasm-baseline.ts +0 -90
@@ -0,0 +1,697 @@
1
+ import { createValidatedShaderModule } from "../shader-validator.js";
2
+ import { f32, mat4x4f, u32, vec3f, wgsl } from "@downdraft/engine/shader-graph";
3
+ import { RenderPass } from "../render-pass.js";
4
+ // ─── Uniform structs (single source of truth for layout) ───────────────────
5
+ const Uniforms = wgsl.struct("Uniforms", {
6
+ viewProj: mat4x4f,
7
+ cameraPos: vec3f,
8
+ time: f32,
9
+ gridSize: f32,
10
+ patchSize: f32,
11
+ originX: f32,
12
+ originZ: f32,
13
+ visibility: f32,
14
+ weatherType: u32,
15
+ timeOfDay: f32,
16
+ waveHeight: f32,
17
+ windSpeed: f32,
18
+ windDirX: f32,
19
+ windDirZ: f32,
20
+ weatherIntensity: f32,
21
+ sunDirX: f32,
22
+ sunDirY: f32,
23
+ sunDirZ: f32,
24
+ sunIntensity: f32,
25
+ wakeCount: u32,
26
+ shoreCount: u32,
27
+ });
28
+ const WATER_GRID = 256;
29
+ const MAX_WAKES = 16;
30
+ const MAX_SHORES = 128;
31
+ const WAKE_FLOATS = 6;
32
+ const SHORE_FLOATS = 4;
33
+ const WATER_SHADER = /* wgsl */ `
34
+ const MAX_POINT_LIGHTS = 32u;
35
+ const MAX_SPOT_LIGHTS = 8u;
36
+
37
+ ${Uniforms.wgsl}
38
+
39
+ struct WakeSource {
40
+ pos: vec2<f32>,
41
+ dir: vec2<f32>,
42
+ speed: f32,
43
+ _pad: f32,
44
+ };
45
+
46
+ struct ShoreSource {
47
+ pos: vec2<f32>,
48
+ radius: f32,
49
+ cutoutRadius: f32,
50
+ };
51
+
52
+ struct PointLight {
53
+ position: vec3<f32>,
54
+ radius: f32,
55
+ color: vec3<f32>,
56
+ intensity: f32,
57
+ };
58
+
59
+ struct SpotLight {
60
+ position: vec3<f32>,
61
+ radius: f32,
62
+ direction: vec3<f32>,
63
+ cosInner: f32,
64
+ color: vec3<f32>,
65
+ cosOuter: f32,
66
+ intensity: f32,
67
+ _pad: f32,
68
+ };
69
+
70
+ struct LightStorage {
71
+ numPointLights: u32,
72
+ numSpotLights: u32,
73
+ _pad0: u32,
74
+ _pad1: u32,
75
+ pointLights: array<PointLight, MAX_POINT_LIGHTS>,
76
+ spotLights: array<SpotLight, MAX_SPOT_LIGHTS>,
77
+ };
78
+
79
+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
80
+ @group(0) @binding(1) var heightTex: texture_2d<f32>;
81
+ @group(0) @binding(2) var normalTex: texture_2d<f32>;
82
+ @group(0) @binding(3) var flowTex: texture_2d<f32>;
83
+ @group(0) @binding(4) var samp: sampler;
84
+ @group(0) @binding(5) var<storage, read> wakeSources: array<WakeSource>;
85
+ @group(0) @binding(6) var<storage, read> shoreSources: array<ShoreSource>;
86
+ @group(1) @binding(0) var<storage, read> lightData: LightStorage;
87
+
88
+ struct VertexInput {
89
+ @location(0) position: vec2<f32>,
90
+ };
91
+
92
+ struct VertexOutput {
93
+ @builtin(position) clipPos: vec4<f32>,
94
+ @location(0) worldPos: vec3<f32>,
95
+ @location(1) uv: vec2<f32>,
96
+ @location(2) viewDir: vec3<f32>,
97
+ @location(3) waveHeight: f32,
98
+ @location(4) normal: vec3<f32>,
99
+ @location(5) foam: f32,
100
+ };
101
+
102
+ fn hash21(p: vec2<f32>) -> f32 {
103
+ let q = fract(p * vec2<f32>(0.1031, 0.11369));
104
+ return fract(dot(q, vec2<f32>(127.1, 311.7)) * 43758.5453);
105
+ }
106
+
107
+ fn hash22(p: vec2<f32>) -> vec2<f32> {
108
+ let q = fract(p * vec2<f32>(0.1031, 0.11369));
109
+ return -1.0 + 2.0 * fract(vec2<f32>(
110
+ dot(q, vec2<f32>(127.1, 311.7)),
111
+ dot(q, vec2<f32>(269.5, 183.3))
112
+ ) * 43758.5453);
113
+ }
114
+
115
+ fn perlin2d(p: vec2<f32>) -> f32 {
116
+ let i = floor(p);
117
+ let f = fract(p);
118
+ let u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
119
+ let ga = hash22(i);
120
+ let gb = hash22(i + vec2<f32>(1.0, 0.0));
121
+ let gc = hash22(i + vec2<f32>(0.0, 1.0));
122
+ let gd = hash22(i + vec2<f32>(1.0, 1.0));
123
+ let va = dot(ga, f);
124
+ let vb = dot(gb, f - vec2<f32>(1.0, 0.0));
125
+ let vc = dot(gc, f - vec2<f32>(0.0, 1.0));
126
+ let vd = dot(gd, f - vec2<f32>(1.0, 1.0));
127
+ return mix(mix(va, vb, u.x), mix(vc, vd, u.x), u.y) * 0.5 + 0.5;
128
+ }
129
+
130
+ fn fbm(p: vec2<f32>) -> f32 {
131
+ var v = 0.0;
132
+ var a = 0.5;
133
+ var pp = p;
134
+ for (var i = 0; i < 4; i = i + 1) {
135
+ v = v + a * perlin2d(pp);
136
+ pp = pp * 2.0;
137
+ a = a * 0.5;
138
+ }
139
+ return v;
140
+ }
141
+
142
+ fn waveHeight(worldX: f32, worldZ: f32, t: f32, amp: f32) -> f32 {
143
+ let h1 = sin(worldX * 0.15 + t * 0.12) * cos(worldZ * 0.12 + t * 0.10) * 0.6;
144
+ let h2 = sin(worldX * 0.4 - t * 0.2) * cos(worldZ * 0.35 + t * 0.15) * 0.15;
145
+ let h3 = sin((worldX + worldZ) * 0.1 + t * 0.08) * 0.3;
146
+ return (h1 + h2 + h3) * amp;
147
+ }
148
+
149
+ fn computeNormal(wx: f32, wz: f32, t: f32, amp: f32) -> vec3<f32> {
150
+ let eps = 0.5;
151
+ let h0 = waveHeight(wx, wz, t, amp);
152
+ let hx = waveHeight(wx + eps, wz, t, amp);
153
+ let hz = waveHeight(wx, wz + eps, t, amp);
154
+ let dx = (hx - h0) / eps;
155
+ let dz = (hz - h0) / eps;
156
+ return normalize(vec3<f32>(-dx, 1.0, -dz));
157
+ }
158
+
159
+ fn windChopAmp() -> f32 {
160
+ let ss = clamp((uniforms.windSpeed - 2.0) / 23.0, 0.0, 1.0);
161
+ return 0.15 + ss * 0.65;
162
+ }
163
+
164
+ fn wakeDisplacement(worldX: f32, worldZ: f32) -> vec2<f32> {
165
+ var totalH = 0.0;
166
+ var foam = 0.0;
167
+ let n = uniforms.wakeCount;
168
+ for (var i = 0u; i < n; i = i + 1u) {
169
+ let src = wakeSources[i];
170
+ let dx = worldX - src.pos.x;
171
+ let dz = worldZ - src.pos.y;
172
+ let dist = length(vec2<f32>(dx, dz));
173
+
174
+ let distFadeFar = 1.0 - smoothstep(50.0, 60.0, dist);
175
+ if (distFadeFar < 0.001) { continue; }
176
+
177
+ let dir = src.dir;
178
+ let fwd = dx * dir.x + dz * dir.y;
179
+ let lat = -dx * dir.y + dz * dir.x;
180
+
181
+ let fwdFade = 1.0 - smoothstep(2.0, 8.0, fwd);
182
+ if (fwdFade < 0.001) { continue; }
183
+
184
+ let wakeSpread = 0.36;
185
+ let wakeEdge = abs(fwd) * wakeSpread;
186
+ let lateralFade = 1.0 - smoothstep(wakeEdge * 0.7, wakeEdge, abs(lat));
187
+ if (lateralFade < 0.01) { continue; }
188
+
189
+ let behind = -fwd;
190
+ let distFade = exp(-behind * 0.04);
191
+ let speedFactor = clamp(src.speed / 10.0, 0.0, 1.5);
192
+
193
+ let fade = distFadeFar * fwdFade;
194
+
195
+ let k = 0.5;
196
+ let ridge1 = sin(behind * k - uniforms.time * 3.0) * 0.15;
197
+ let ridge2 = sin(behind * k * 1.5 - uniforms.time * 4.0) * 0.08;
198
+ let wakeH = (ridge1 + ridge2) * distFade * lateralFade * speedFactor * fade;
199
+ totalH += wakeH;
200
+
201
+ let foamWidth = wakeEdge * 0.5;
202
+ let foamLat = 1.0 - smoothstep(foamWidth * 0.3, foamWidth, abs(lat));
203
+ foam += distFade * foamLat * speedFactor * 0.6 * fade;
204
+ }
205
+ return vec2<f32>(totalH, foam);
206
+ }
207
+
208
+ fn shoreDisplacement(worldX: f32, worldZ: f32) -> vec2<f32> {
209
+ var totalH = 0.0;
210
+ var foam = 0.0;
211
+ let n = uniforms.shoreCount;
212
+ for (var i = 0u; i < n; i = i + 1u) {
213
+ let src = shoreSources[i];
214
+ let r = src.radius;
215
+ if (r < 0.001) { continue; }
216
+ let dx = worldX - src.pos.x;
217
+ let dz = worldZ - src.pos.y;
218
+ let dist = length(vec2<f32>(dx, dz));
219
+
220
+ let flatR = r * 1.0;
221
+ let dampR = r * 1.2 + 8.0;
222
+ let rampUp = smoothstep(flatR, dampR, dist);
223
+ if (rampUp < 0.001) { continue; }
224
+
225
+ let bandEnd = dampR + 20.0;
226
+ let fadeW = 8.0;
227
+ let outerFade = 1.0 - smoothstep(bandEnd - fadeW, bandEnd, dist);
228
+ if (outerFade < 0.001) { continue; }
229
+
230
+ let ringDist = dist - r;
231
+ let k = 0.2;
232
+ let shoal = 1.0 - rampUp * 0.6;
233
+ let waveAmp = 0.5 * shoal;
234
+ let ringH = sin(ringDist * k + uniforms.time * 0.35) * waveAmp;
235
+ let distFade = exp(-max(ringDist - (dampR - r), 0.0) * 0.08);
236
+ totalH += ringH * distFade * outerFade;
237
+ }
238
+ return vec2<f32>(totalH, foam);
239
+ }
240
+
241
+ fn shoreDamping(worldX: f32, worldZ: f32) -> f32 {
242
+ var damping = 1.0;
243
+ let n = uniforms.shoreCount;
244
+ for (var i = 0u; i < n; i = i + 1u) {
245
+ let src = shoreSources[i];
246
+ let r = src.radius;
247
+ if (r < 0.001) { continue; }
248
+ let dx = worldX - src.pos.x;
249
+ let dz = worldZ - src.pos.y;
250
+ let dist = length(vec2<f32>(dx, dz));
251
+ let flatR = r * 1.0;
252
+ let dampR = r * 1.2 + 8.0;
253
+ let d = smoothstep(flatR, dampR, dist);
254
+ damping = min(damping, d);
255
+ }
256
+ return damping;
257
+ }
258
+
259
+ fn waterCutout(worldX: f32, worldZ: f32) -> bool {
260
+ let n = uniforms.shoreCount;
261
+ for (var i = 0u; i < n; i = i + 1u) {
262
+ let src = shoreSources[i];
263
+ if (src.cutoutRadius < 0.001) { continue; }
264
+ let dx = worldX - src.pos.x;
265
+ let dz = worldZ - src.pos.y;
266
+ let dist = length(vec2<f32>(dx, dz));
267
+ if (dist < src.cutoutRadius) { return true; }
268
+ }
269
+ return false;
270
+ }
271
+
272
+ fn fogAndNight(dist: f32, color: vec3<f32>) -> vec3<f32> {
273
+ var c = color;
274
+ let fogFactor = min(dist / 800.0, 1.0) * (1.0 - uniforms.visibility);
275
+ c = mix(c, vec3<f32>(0.5, 0.6, 0.7), fogFactor);
276
+ let nightFactor = 1.0 - smoothstep(0.2, 0.5, uniforms.timeOfDay);
277
+ c *= (1.0 - nightFactor * 0.5);
278
+ if (uniforms.weatherType == 4u || uniforms.weatherType == 8u) {
279
+ c *= 0.6;
280
+ }
281
+ return c;
282
+ }
283
+
284
+ fn applyWaterDynamicLights(worldPos: vec3<f32>, N: vec3<f32>, viewDir: vec3<f32>) -> vec3<f32> {
285
+ var color = vec3<f32>(0.0);
286
+ let numPoint = lightData.numPointLights;
287
+ for (var i = 0u; i < MAX_POINT_LIGHTS; i++) {
288
+ if (i >= numPoint) { break; }
289
+ let light = lightData.pointLights[i];
290
+ let toLight = light.position - worldPos;
291
+ let dist = length(toLight);
292
+ if (dist > light.radius) { continue; }
293
+ let L = toLight / max(dist, 0.001);
294
+ let atten = 1.0 - smoothstep(0.0, light.radius, dist);
295
+ let diff = max(dot(N, L), 0.0);
296
+ color += light.color * diff * light.intensity * atten * 0.5;
297
+ let halfDir = normalize(L + viewDir);
298
+ let NdotH = max(dot(N, halfDir), 0.0);
299
+ color += light.color * pow(NdotH, 32.0) * light.intensity * atten * 0.3;
300
+ }
301
+ let numSpot = lightData.numSpotLights;
302
+ for (var i = 0u; i < MAX_SPOT_LIGHTS; i++) {
303
+ if (i >= numSpot) { break; }
304
+ let light = lightData.spotLights[i];
305
+ let toLight = light.position - worldPos;
306
+ let dist = length(toLight);
307
+ if (dist > light.radius) { continue; }
308
+ let L = toLight / max(dist, 0.001);
309
+ let spotCos = dot(-L, light.direction);
310
+ if (spotCos < light.cosOuter) { continue; }
311
+ let spotAtten = smoothstep(light.cosOuter, light.cosInner, spotCos);
312
+ let atten = (1.0 - smoothstep(0.0, light.radius, dist)) * spotAtten;
313
+ let diff = max(dot(N, L), 0.0);
314
+ color += light.color * diff * light.intensity * atten * 0.5;
315
+ let halfDir = normalize(L + viewDir);
316
+ let NdotH = max(dot(N, halfDir), 0.0);
317
+ color += light.color * pow(NdotH, 32.0) * light.intensity * atten * 0.3;
318
+ }
319
+ return color;
320
+ }
321
+
322
+ @vertex
323
+ fn vs_main(input: VertexInput) -> VertexOutput {
324
+ var output: VertexOutput;
325
+ let worldX = uniforms.originX + input.position.x * uniforms.patchSize;
326
+ let worldZ = uniforms.originZ + input.position.y * uniforms.patchSize;
327
+ let gs = i32(uniforms.gridSize);
328
+ let ogx = i32(uniforms.originX / uniforms.patchSize);
329
+ let ogz = i32(uniforms.originZ / uniforms.patchSize);
330
+ var gx = (ogx + i32(input.position.x)) % gs;
331
+ gx = (gx % gs + gs) % gs;
332
+ var gz = (ogz + i32(input.position.y)) % gs;
333
+ gz = (gz % gs + gs) % gs;
334
+ let h = textureLoad(heightTex, vec2<i32>(gx, gz), 0).r;
335
+ let t = uniforms.time;
336
+ let chopAmp = windChopAmp();
337
+ let chop = waveHeight(worldX, worldZ, t, chopAmp);
338
+
339
+ let wake = wakeDisplacement(worldX, worldZ);
340
+ let shore = shoreDisplacement(worldX, worldZ);
341
+
342
+ let damping = shoreDamping(worldX, worldZ);
343
+ let visualH = (h + chop + wake.x) * damping + shore.x;
344
+ let worldPos = vec3<f32>(worldX, visualH, worldZ);
345
+ output.clipPos = uniforms.viewProj * vec4<f32>(worldPos, 1.0);
346
+ output.worldPos = worldPos;
347
+ output.uv = input.position;
348
+ output.viewDir = uniforms.cameraPos - worldPos;
349
+ output.waveHeight = visualH;
350
+ output.foam = wake.y + shore.y;
351
+ var gx2 = (gx + 1) % gs;
352
+ var gz2 = (gz + 1) % gs;
353
+ let hx_sab = textureLoad(heightTex, vec2<i32>(gx2, gz), 0).r;
354
+ let hz_sab = textureLoad(heightTex, vec2<i32>(gx, gz2), 0).r;
355
+ let dampingX = shoreDamping(worldX + uniforms.patchSize, worldZ);
356
+ let dampingZ = shoreDamping(worldX, worldZ + uniforms.patchSize);
357
+ let hx = (hx_sab + waveHeight(worldX + uniforms.patchSize, worldZ, t, chopAmp) + wakeDisplacement(worldX + uniforms.patchSize, worldZ).x) * dampingX + shoreDisplacement(worldX + uniforms.patchSize, worldZ).x;
358
+ let hz = (hz_sab + waveHeight(worldX, worldZ + uniforms.patchSize, t, chopAmp) + wakeDisplacement(worldX, worldZ + uniforms.patchSize).x) * dampingZ + shoreDisplacement(worldX, worldZ + uniforms.patchSize).x;
359
+ let eps = uniforms.patchSize;
360
+ let dx = (hx - visualH) / eps;
361
+ let dz = (hz - visualH) / eps;
362
+ output.normal = normalize(vec3<f32>(-dx, 1.0, -dz));
363
+ return output;
364
+ }
365
+
366
+ @fragment
367
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
368
+ if (waterCutout(input.worldPos.x, input.worldPos.z)) {
369
+ discard;
370
+ }
371
+ let viewDir = normalize(input.viewDir);
372
+ let dist = length(input.viewDir);
373
+
374
+ let dpdx = dpdx(input.worldPos);
375
+ let dpdy = dpdy(input.worldPos);
376
+ var faceNormal = normalize(cross(dpdx, dpdy));
377
+ if (faceNormal.y < 0.0) {
378
+ faceNormal = -faceNormal;
379
+ }
380
+
381
+ var qn = faceNormal;
382
+ qn.x = round(qn.x / 0.3) * 0.3;
383
+ qn.y = round(qn.y / 0.3) * 0.3;
384
+ qn.z = round(qn.z / 0.3) * 0.3;
385
+ qn = normalize(qn);
386
+
387
+ let sunDir = normalize(vec3<f32>(uniforms.sunDirX, uniforms.sunDirY, uniforms.sunDirZ));
388
+ let sunIntensity = uniforms.sunIntensity;
389
+ let diff = max(dot(faceNormal, sunDir), 0.0);
390
+ let diffScaled = mix(0.15, diff, sunIntensity);
391
+
392
+ let color1 = vec3<f32>(0.01, 0.03, 0.06);
393
+ let color2 = vec3<f32>(0.02, 0.08, 0.14);
394
+ let color3 = vec3<f32>(0.04, 0.16, 0.24);
395
+ let color4 = vec3<f32>(0.08, 0.28, 0.36);
396
+ let color5 = vec3<f32>(0.15, 0.42, 0.48);
397
+
398
+ var waterColor = color1;
399
+ waterColor = mix(waterColor, color2, smoothstep(0.0, 0.15, diffScaled));
400
+ waterColor = mix(waterColor, color3, smoothstep(0.15, 0.35, diffScaled));
401
+ waterColor = mix(waterColor, color4, smoothstep(0.35, 0.6, diffScaled));
402
+ waterColor = mix(waterColor, color5, smoothstep(0.6, 0.9, diffScaled));
403
+
404
+ let halfDir = normalize(sunDir + viewDir);
405
+ let NdotH = max(dot(faceNormal, halfDir), 0.0);
406
+ let stormFactor = select(1.0, 0.15, uniforms.weatherType == 4u || uniforms.weatherType == 8u);
407
+ let spec = pow(NdotH, 16.0);
408
+ waterColor += vec3<f32>(1.0, 0.95, 0.8) * spec * 0.8 * stormFactor * sunIntensity;
409
+ let spec2 = pow(NdotH, 4.0);
410
+ waterColor += vec3<f32>(0.5, 0.65, 0.8) * spec2 * 0.1 * stormFactor * sunIntensity;
411
+
412
+ let hNorm = input.waveHeight / max(uniforms.waveHeight, 0.01);
413
+ waterColor = mix(waterColor, vec3<f32>(0.0, 0.02, 0.05), smoothstep(0.1, -0.4, hNorm) * 0.4);
414
+ waterColor = mix(waterColor, vec3<f32>(0.12, 0.32, 0.38), smoothstep(0.2, 0.5, hNorm) * 0.2);
415
+
416
+ let edge = fwidth(input.worldPos.x) + fwidth(input.worldPos.z);
417
+ let edgeFactor = 1.0 - smoothstep(uniforms.patchSize * 0.3, uniforms.patchSize * 0.48, edge);
418
+ waterColor *= mix(0.5, 1.0, edgeFactor);
419
+
420
+ let fresnel = pow(1.0 - max(dot(viewDir, faceNormal), 0.0), 4.0);
421
+ waterColor = mix(waterColor, vec3<f32>(0.3, 0.5, 0.75), fresnel * 0.3);
422
+
423
+ let windSS = clamp((uniforms.windSpeed - 8.0) / 17.0, 0.0, 1.0);
424
+ let steepness = 1.0 - faceNormal.y;
425
+ let crestFactor = smoothstep(0.15, 0.5, hNorm);
426
+ let whitecapMask = smoothstep(0.25, 0.45, steepness) * crestFactor * windSS;
427
+ let foamColor = vec3<f32>(0.75, 0.78, 0.72);
428
+ waterColor = mix(waterColor, foamColor, whitecapMask);
429
+
430
+ let wakeFoamMask = smoothstep(0.3, 0.5, input.foam);
431
+ waterColor = mix(waterColor, foamColor, wakeFoamMask * 0.8);
432
+
433
+ waterColor += applyWaterDynamicLights(input.worldPos, faceNormal, viewDir);
434
+
435
+ let c = fogAndNight(dist, waterColor);
436
+
437
+ let cosTheta = max(dot(viewDir, vec3<f32>(0.0, 1.0, 0.0)), 0.05);
438
+ let waterPath = dist / cosTheta;
439
+ let underwaterFog = 1.0 - exp(-waterPath * 0.015);
440
+ let fogColor = vec3<f32>(0.02, 0.08, 0.12);
441
+ let finalColor = mix(c, fogColor, underwaterFog * 0.7);
442
+ let finalAlpha = mix(0.85, 0.99, underwaterFog);
443
+ return vec4<f32>(finalColor, finalAlpha);
444
+ }
445
+ `;
446
+ export class WaterPass extends RenderPass {
447
+ name = "water";
448
+ hdrHandle = null;
449
+ depthHandle = null;
450
+ device;
451
+ pipeline = null;
452
+ shaderModule = null;
453
+ uniformBuffer = null;
454
+ bindGroup = null;
455
+ bindGroupLayout = null;
456
+ lightBindGroupLayout = null;
457
+ lightBindGroup = null;
458
+ vertexBuffer = null;
459
+ indexBuffer = null;
460
+ indexCount = 0;
461
+ surfaceFormat;
462
+ depthFormat;
463
+ msaaSampleCount;
464
+ gridSize;
465
+ heightTexture = null;
466
+ normalTexture = null;
467
+ flowTexture = null;
468
+ sampler = null;
469
+ wakeBuffer = null;
470
+ shoreBuffer = null;
471
+ wakeData;
472
+ shoreData;
473
+ wakeCount = 0;
474
+ shoreCount = 0;
475
+ time = 0;
476
+ cachedNormalData = null;
477
+ cachedHeightData = null;
478
+ _uniformView = null;
479
+ _uniformBuf = null;
480
+ constructor(device, surfaceFormat, depthFormat = "depth32float", msaaSampleCount = 1, gridSize = WATER_GRID) {
481
+ super();
482
+ this.device = device;
483
+ this.surfaceFormat = surfaceFormat;
484
+ this.depthFormat = depthFormat;
485
+ this.msaaSampleCount = msaaSampleCount;
486
+ this.gridSize = gridSize;
487
+ this.wakeData = new Float32Array(MAX_WAKES * WAKE_FLOATS);
488
+ this.shoreData = new Float32Array(MAX_SHORES * SHORE_FLOATS);
489
+ }
490
+ prepare(_device) {
491
+ if (this.pipeline)
492
+ return;
493
+ const gridSize = this.gridSize;
494
+ const vertices = [];
495
+ for (let z = 0; z < gridSize; z++) {
496
+ for (let x = 0; x < gridSize; x++) {
497
+ vertices.push(x, z);
498
+ }
499
+ }
500
+ const indices = [];
501
+ for (let z = 0; z < gridSize - 1; z++) {
502
+ for (let x = 0; x < gridSize - 1; x++) {
503
+ const i = z * gridSize + x;
504
+ indices.push(i, i + 1, i + gridSize);
505
+ indices.push(i + 1, i + gridSize + 1, i + gridSize);
506
+ }
507
+ }
508
+ this.indexCount = indices.length;
509
+ const wakeBufSize = MAX_WAKES * WAKE_FLOATS * 4;
510
+ const shoreBufSize = MAX_SHORES * SHORE_FLOATS * 4;
511
+ const dev = this.device;
512
+ this.shaderModule = createValidatedShaderModule(dev, { code: WATER_SHADER, label: "WaterPass" });
513
+ this.uniformBuffer = dev.createBuffer({ size: 256, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
514
+ this._uniformBuf = new Float32Array(40);
515
+ this._uniformView = Uniforms.view(this._uniformBuf);
516
+ this.vertexBuffer = dev.createBuffer({ size: vertices.length * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
517
+ dev.queue.writeBuffer(this.vertexBuffer, 0, new Float32Array(vertices));
518
+ this.indexBuffer = dev.createBuffer({ size: indices.length * 2, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST });
519
+ dev.queue.writeBuffer(this.indexBuffer, 0, new Uint16Array(indices));
520
+ this.heightTexture = dev.createTexture({
521
+ size: [gridSize, gridSize], format: "r32float",
522
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
523
+ });
524
+ this.normalTexture = dev.createTexture({
525
+ size: [gridSize, gridSize], format: "rgba8unorm",
526
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
527
+ });
528
+ this.flowTexture = dev.createTexture({
529
+ size: [gridSize, gridSize], format: "rg16float",
530
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
531
+ });
532
+ this.sampler = dev.createSampler({ magFilter: "linear", minFilter: "linear" });
533
+ this.wakeBuffer = dev.createBuffer({ size: wakeBufSize, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST });
534
+ this.shoreBuffer = dev.createBuffer({ size: shoreBufSize, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST });
535
+ this.bindGroupLayout = dev.createBindGroupLayout({
536
+ entries: [
537
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
538
+ { binding: 1, visibility: GPUShaderStage.VERTEX, texture: { sampleType: "unfilterable-float" } },
539
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: {} },
540
+ { binding: 3, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "unfilterable-float" } },
541
+ { binding: 4, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
542
+ { binding: 5, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
543
+ { binding: 6, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
544
+ ],
545
+ });
546
+ this.bindGroup = dev.createBindGroup({
547
+ layout: this.bindGroupLayout,
548
+ entries: [
549
+ { binding: 0, resource: { buffer: this.uniformBuffer } },
550
+ { binding: 1, resource: this.heightTexture.createView() },
551
+ { binding: 2, resource: this.normalTexture.createView() },
552
+ { binding: 3, resource: this.flowTexture.createView() },
553
+ { binding: 4, resource: this.sampler },
554
+ { binding: 5, resource: { buffer: this.wakeBuffer } },
555
+ { binding: 6, resource: { buffer: this.shoreBuffer } },
556
+ ],
557
+ });
558
+ this.lightBindGroupLayout = dev.createBindGroupLayout({
559
+ entries: [
560
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
561
+ ],
562
+ });
563
+ const pipelineLayout = dev.createPipelineLayout({
564
+ bindGroupLayouts: [this.bindGroupLayout, this.lightBindGroupLayout],
565
+ });
566
+ this.pipeline = dev.createRenderPipeline({
567
+ layout: pipelineLayout,
568
+ vertex: {
569
+ module: this.shaderModule, entryPoint: "vs_main",
570
+ buffers: [{ arrayStride: 8, attributes: [{ shaderLocation: 0, offset: 0, format: "float32x2" }] }],
571
+ },
572
+ fragment: {
573
+ module: this.shaderModule, entryPoint: "fs_main",
574
+ targets: [{
575
+ format: this.surfaceFormat,
576
+ blend: {
577
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
578
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
579
+ },
580
+ }],
581
+ },
582
+ primitive: { topology: "triangle-list" },
583
+ multisample: { count: this.msaaSampleCount },
584
+ depthStencil: { format: this.depthFormat, depthWriteEnabled: true, depthCompare: "less" },
585
+ });
586
+ }
587
+ getLightBindGroupLayout() {
588
+ return this.lightBindGroupLayout;
589
+ }
590
+ setLightBindGroup(bg) {
591
+ this.lightBindGroup = bg;
592
+ }
593
+ updateDynamics(wakes, wakeCount, shores, shoreCount) {
594
+ const wc = Math.min(wakeCount, MAX_WAKES);
595
+ const sc = Math.min(shoreCount, MAX_SHORES);
596
+ this.wakeData.set(wakes.subarray(0, wc * WAKE_FLOATS));
597
+ this.shoreData.set(shores.subarray(0, sc * SHORE_FLOATS));
598
+ this.device.queue.writeBuffer(this.wakeBuffer, 0, this.wakeData);
599
+ this.device.queue.writeBuffer(this.shoreBuffer, 0, this.shoreData);
600
+ this.wakeCount = wc;
601
+ this.shoreCount = sc;
602
+ }
603
+ setHeightData(heights) {
604
+ if (!this.heightTexture)
605
+ return;
606
+ if (!this.cachedHeightData || this.cachedHeightData.length !== heights.length) {
607
+ this.cachedHeightData = new Float32Array(heights.length);
608
+ }
609
+ this.cachedHeightData.set(heights);
610
+ this.device.queue.writeTexture({ texture: this.heightTexture }, this.cachedHeightData, { bytesPerRow: this.gridSize * 4 }, { width: this.gridSize, height: this.gridSize });
611
+ }
612
+ setUniforms(u) {
613
+ if (!this.uniformBuffer)
614
+ return;
615
+ this.time = u.time;
616
+ const view = this._uniformView;
617
+ view.set("viewProj", u.viewProj);
618
+ view.set("cameraPos", u.cameraPos);
619
+ view.set("time", u.time);
620
+ view.set("gridSize", u.gridSize);
621
+ view.set("patchSize", u.patchSize);
622
+ view.set("originX", u.originX);
623
+ view.set("originZ", u.originZ);
624
+ view.set("visibility", u.visibility);
625
+ view.setU32("weatherType", u.weatherType);
626
+ view.set("timeOfDay", u.timeOfDay);
627
+ view.set("waveHeight", u.waveHeight);
628
+ view.set("windSpeed", u.windSpeed);
629
+ view.set("windDirX", u.windDirX);
630
+ view.set("windDirZ", u.windDirZ);
631
+ view.set("weatherIntensity", u.weatherIntensity);
632
+ view.set("sunDirX", u.sunDir[0]);
633
+ view.set("sunDirY", u.sunDir[1]);
634
+ view.set("sunDirZ", u.sunDir[2]);
635
+ view.set("sunIntensity", u.sunIntensity);
636
+ view.setU32("wakeCount", this.wakeCount);
637
+ view.setU32("shoreCount", this.shoreCount);
638
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, this._uniformBuf);
639
+ }
640
+ setup(builder) {
641
+ if (this.depthHandle)
642
+ builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "load", depthStoreOp: "store", depthReadOnly: true });
643
+ if (this.hdrHandle)
644
+ builder.colorAttachment({ handle: this.hdrHandle, loadOp: "load", storeOp: "store" });
645
+ }
646
+ execute(ctx) {
647
+ if (!this.pipeline || !this.bindGroup || !this.vertexBuffer || !this.indexBuffer || !ctx.pass)
648
+ return;
649
+ // Write default normal data once
650
+ if (!this.cachedNormalData) {
651
+ this.cachedNormalData = new Uint8Array(this.gridSize * this.gridSize * 4);
652
+ for (let i = 0; i < this.gridSize * this.gridSize; i++) {
653
+ this.cachedNormalData[i * 4 + 0] = 128;
654
+ this.cachedNormalData[i * 4 + 1] = 128;
655
+ this.cachedNormalData[i * 4 + 2] = 255;
656
+ this.cachedNormalData[i * 4 + 3] = 255;
657
+ }
658
+ }
659
+ this.device.queue.writeTexture({ texture: this.normalTexture }, this.cachedNormalData, { bytesPerRow: this.gridSize * 4 }, { width: this.gridSize, height: this.gridSize });
660
+ const tracked = ctx.pass;
661
+ tracked.setPipeline(this.pipeline);
662
+ tracked.setBindGroup(0, this.bindGroup);
663
+ if (this.lightBindGroup) {
664
+ tracked.setBindGroup(1, this.lightBindGroup);
665
+ }
666
+ tracked.setVertexBuffer(0, this.vertexBuffer);
667
+ tracked.setIndexBuffer(this.indexBuffer, "uint16");
668
+ tracked.drawIndexed(this.indexCount);
669
+ }
670
+ destroy() {
671
+ this.uniformBuffer?.destroy();
672
+ this.vertexBuffer?.destroy();
673
+ this.indexBuffer?.destroy();
674
+ this.wakeBuffer?.destroy();
675
+ this.shoreBuffer?.destroy();
676
+ this.heightTexture?.destroy();
677
+ this.normalTexture?.destroy();
678
+ this.flowTexture?.destroy();
679
+ this.uniformBuffer = null;
680
+ this.vertexBuffer = null;
681
+ this.indexBuffer = null;
682
+ this.wakeBuffer = null;
683
+ this.shoreBuffer = null;
684
+ this.heightTexture = null;
685
+ this.normalTexture = null;
686
+ this.flowTexture = null;
687
+ this.sampler = null;
688
+ this.pipeline = null;
689
+ this.shaderModule = null;
690
+ this.bindGroup = null;
691
+ this.bindGroupLayout = null;
692
+ this.lightBindGroup = null;
693
+ this.lightBindGroupLayout = null;
694
+ this._uniformView = null;
695
+ this._uniformBuf = null;
696
+ }
697
+ }