@downdraft/engine 0.1.1 → 0.2.0

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 (1034) hide show
  1. package/app/README.md +11 -0
  2. package/app/src/renderer/bootstrap.ts +295 -19
  3. package/app/src/renderer/feature-log.ts +1 -1
  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/input/local-player-manager.ts +2 -2
  21. package/core/src/library/host.ts +27 -13
  22. package/core/src/library/library.ts +13 -5
  23. package/core/src/module/cross-thread.ts +6 -0
  24. package/core/src/module/diagnostics.ts +10 -6
  25. package/core/src/module/host.ts +65 -18
  26. package/core/src/module/index.ts +1 -0
  27. package/core/src/module/module.ts +11 -5
  28. package/core/src/module/renderer-module.ts +15 -0
  29. package/core/src/physics/safety.ts +1 -1
  30. package/core/src/platform/bun-preload.ts +7 -2
  31. package/core/src/platform/glob-polyfill.ts +17 -8
  32. package/core/src/platform/pkg-root.ts +27 -0
  33. package/core/src/platform/runtime.ts +29 -0
  34. package/core/src/plugin/discovery.ts +1 -1
  35. package/core/src/plugin/extension-loaders.ts +6 -4
  36. package/core/src/plugin/host.ts +13 -13
  37. package/core/src/plugin/loader-asset.ts +5 -5
  38. package/core/src/plugin/loader-quickjs.ts +1 -1
  39. package/core/src/plugin/loader-wasm.ts +3 -3
  40. package/core/src/plugin/loader-worker.ts +1 -1
  41. package/core/src/plugin/manifest.ts +8 -3
  42. package/core/src/plugin/workshop.ts +3 -3
  43. package/core/src/profiling/index.ts +1 -1
  44. package/core/src/profiling/profiling-sab.ts +19 -0
  45. package/core/src/profiling/warnings.ts +1 -1
  46. package/core/src/profiling/worker-prelude.ts +1 -1
  47. package/core/src/render/bindless/frame-bindings.ts +1 -1
  48. package/core/src/render/bindless/material-manager.ts +2 -2
  49. package/core/src/render/bindless/texture-registry.ts +2 -2
  50. package/core/src/render/device.ts +5 -5
  51. package/core/src/render/frame-graph.ts +2 -2
  52. package/core/src/render/game-renderer.ts +42 -18
  53. package/core/src/render/hot-reload.ts +3 -3
  54. package/core/src/render/renderer-module-host.ts +32 -12
  55. package/core/src/render/shader-validator.ts +7 -7
  56. package/core/src/render/surface.ts +1 -1
  57. package/core/src/sab/errors.ts +1 -1
  58. package/core/src/sab/sab-polyfill.ts +1 -1
  59. package/core/src/save/migration-registry.ts +4 -4
  60. package/core/src/save/schema.ts +1 -1
  61. package/core/src/scene/prefab.ts +1 -1
  62. package/core/src/scene/scene-manager.ts +2 -2
  63. package/core/src/scene/scene.ts +4 -4
  64. package/core/src/scene/streaming.ts +2 -2
  65. package/core/src/scripting/hot-reload.ts +2 -2
  66. package/core/src/sim/hot-reload-pipeline.ts +30 -6
  67. package/core/src/sim/sim-state-helper.ts +1 -1
  68. package/core/src/sim/transient-state-registry.ts +1 -1
  69. package/core/src/sim/worker-loop.ts +2 -2
  70. package/core/src/telemetry/gpu-profiler.ts +3 -3
  71. package/core/src/util/index.ts +1 -1
  72. package/core/src/util/logger.ts +38 -7
  73. package/core/src/version.ts +13 -0
  74. package/core/src/worker/base-worker-host.ts +87 -25
  75. package/core/src/worker/buffer-sync.ts +1 -1
  76. package/core/src/worker/crash-recovery.ts +2 -2
  77. package/core/src/worker/instrumented-worker-host.ts +3 -3
  78. package/core/src/worker/rpc.ts +62 -11
  79. package/core/src/worker/sim-worker-base.ts +4 -9
  80. package/core/src/worker/task-pool.ts +2 -2
  81. package/dist/.dd-manifest.json +4119 -0
  82. package/dist/app/src/index.js +9 -0
  83. package/dist/app/src/renderer/bootstrap.js +446 -0
  84. package/dist/app/src/renderer/downdraft-base.css +93 -0
  85. package/dist/app/src/renderer/feature-log.js +180 -0
  86. package/dist/app/src/renderer/game-module.js +562 -0
  87. package/dist/app/src/renderer/hooks.js +82 -0
  88. package/dist/app/src/renderer/hot-reload.js +158 -0
  89. package/dist/app/src/renderer/import-cache.js +77 -0
  90. package/dist/app/src/renderer/index.js +149 -0
  91. package/dist/app/src/renderer/mcp-harness.js +112 -0
  92. package/dist/app/src/renderer/save-store-factory.js +180 -0
  93. package/dist/app/src/renderer/sim-bridge.js +138 -0
  94. package/dist/app/src/renderer/standard-automation-tools.js +720 -0
  95. package/dist/app/src/shared/feature-log.js +54 -0
  96. package/dist/app/src/shared/gpu-info.js +74 -0
  97. package/dist/app/src/shared/import-cache-store.js +123 -0
  98. package/dist/app/src/shared/index.js +4 -0
  99. package/dist/app/src/shared/mcp-discovery.js +55 -0
  100. package/dist/app/src/shared/mcp-proxy.js +71 -0
  101. package/dist/app/src/shared/types.js +13 -0
  102. package/dist/asset-bake/src/bake-audio.js +103 -0
  103. package/dist/asset-bake/src/bake-gltf.js +141 -0
  104. package/dist/asset-bake/src/bake.js +63 -0
  105. package/dist/asset-bake/src/cache.js +147 -0
  106. package/dist/asset-bake/src/config.js +93 -0
  107. package/dist/asset-bake/src/index.js +25 -0
  108. package/dist/core/src/animation/animation-event.js +24 -0
  109. package/dist/core/src/animation/bone-mask.js +103 -0
  110. package/dist/core/src/animation/clip.js +210 -0
  111. package/dist/core/src/animation/index.js +13 -0
  112. package/dist/core/src/animation/mixamo.js +78 -0
  113. package/dist/core/src/animation/morph-target.js +37 -0
  114. package/dist/core/src/animation/player.js +621 -0
  115. package/dist/core/src/animation/retarget.js +101 -0
  116. package/dist/core/src/animation/skeleton-animator.js +1361 -0
  117. package/dist/core/src/animation/skeleton.js +166 -0
  118. package/dist/core/src/animation/state-machine.js +252 -0
  119. package/dist/core/src/assets/blob-store.js +14 -0
  120. package/dist/core/src/assets/cache.js +168 -0
  121. package/dist/core/src/assets/cubemap-converter.js +129 -0
  122. package/dist/core/src/assets/environment-manager.js +84 -0
  123. package/dist/core/src/assets/import-cache.js +36 -0
  124. package/dist/core/src/assets/import-settings.js +34 -0
  125. package/dist/core/src/assets/importer.js +78 -0
  126. package/dist/core/src/assets/index.js +29 -0
  127. package/dist/core/src/assets/irradiance-generator.js +179 -0
  128. package/dist/core/src/assets/loader-audio.js +70 -0
  129. package/dist/core/src/assets/loader-cubemap.js +141 -0
  130. package/dist/core/src/assets/loader-dds.js +185 -0
  131. package/dist/core/src/assets/loader-hdr.js +430 -0
  132. package/dist/core/src/assets/loader-mesh.js +47 -0
  133. package/dist/core/src/assets/loader-shader.js +61 -0
  134. package/dist/core/src/assets/loader-texture.js +264 -0
  135. package/dist/core/src/assets/lod.js +150 -0
  136. package/dist/core/src/assets/manager.js +401 -0
  137. package/dist/core/src/assets/manifest.js +57 -0
  138. package/dist/core/src/assets/material-bridge.js +160 -0
  139. package/dist/core/src/assets/model-importer.js +32 -0
  140. package/dist/core/src/assets/model-normalizer.js +213 -0
  141. package/dist/core/src/assets/model-to-gpu.js +44 -0
  142. package/dist/core/src/assets/model-to-mesh.js +171 -0
  143. package/dist/core/src/assets/prefilter-generator.js +220 -0
  144. package/dist/core/src/audio/engine.js +153 -0
  145. package/dist/core/src/audio/interface.js +8 -0
  146. package/dist/core/src/audio/listener.js +19 -0
  147. package/dist/core/src/audio/mixer.js +124 -0
  148. package/dist/core/src/audio/registry.js +43 -0
  149. package/dist/core/src/audio/sab.js +74 -0
  150. package/dist/core/src/audio/source.js +60 -0
  151. package/dist/core/src/change-detection/atomics.js +1 -0
  152. package/dist/core/src/change-detection/tracker.js +26 -0
  153. package/dist/core/src/debug-draw/lines.js +27 -0
  154. package/dist/core/src/debug-draw/points.js +9 -0
  155. package/dist/core/src/debug-draw/queue.js +77 -0
  156. package/dist/core/src/debug-draw/text.js +12 -0
  157. package/dist/core/src/ecs/archetype.js +271 -0
  158. package/dist/core/src/ecs/component.js +109 -0
  159. package/dist/core/src/ecs/entity.js +11 -0
  160. package/dist/core/src/ecs/events.js +73 -0
  161. package/dist/core/src/ecs/hierarchy.js +104 -0
  162. package/dist/core/src/ecs/hmr-swap-registry.js +15 -0
  163. package/dist/core/src/ecs/index.js +14 -0
  164. package/dist/core/src/ecs/query.js +110 -0
  165. package/dist/core/src/ecs/resource.js +3 -0
  166. package/dist/core/src/ecs/schedule.js +157 -0
  167. package/dist/core/src/ecs/system-params.js +45 -0
  168. package/dist/core/src/ecs/system.js +18 -0
  169. package/dist/core/src/ecs/world.js +292 -0
  170. package/dist/core/src/index.js +191 -0
  171. package/dist/core/src/input/context.js +69 -0
  172. package/dist/core/src/input/dom-handler.js +288 -0
  173. package/dist/core/src/input/local-player-manager.js +145 -0
  174. package/dist/core/src/input/mapping.js +36 -0
  175. package/dist/core/src/input/multi-sab-bridge.js +224 -0
  176. package/dist/core/src/input/multi-state.js +48 -0
  177. package/dist/core/src/input/sab-bridge.js +66 -0
  178. package/dist/core/src/input/state.js +108 -0
  179. package/dist/core/src/input/ui-router.js +76 -0
  180. package/dist/core/src/library/host.js +291 -0
  181. package/dist/core/src/library/index.js +1 -0
  182. package/dist/core/src/library/library.js +20 -0
  183. package/dist/core/src/material/compiler.js +73 -0
  184. package/dist/core/src/material/graph-bridge.js +119 -0
  185. package/dist/core/src/material/index.js +6 -0
  186. package/dist/core/src/material/library.js +414 -0
  187. package/dist/core/src/material/material.js +120 -0
  188. package/dist/core/src/material/variants.js +37 -0
  189. package/dist/core/src/math/mat4.js +198 -0
  190. package/dist/core/src/math/perlin-noise-2d.js +66 -0
  191. package/dist/core/src/math/perlin-noise-3d.js +76 -0
  192. package/dist/core/src/math/quat.js +29 -0
  193. package/dist/core/src/math/rng.js +25 -0
  194. package/dist/core/src/math/trig.js +42 -0
  195. package/dist/core/src/math/value-noise.js +49 -0
  196. package/dist/core/src/mesh/builder.js +137 -0
  197. package/dist/core/src/mesh/csg.js +250 -0
  198. package/dist/core/src/mesh/greased-line.js +102 -0
  199. package/dist/core/src/mesh/mesh.js +6 -0
  200. package/dist/core/src/mesh/parametric.js +392 -0
  201. package/dist/core/src/mesh/skinning.js +30 -0
  202. package/dist/core/src/mesh/vertex-layout.js +65 -0
  203. package/dist/core/src/module/cross-thread.js +126 -0
  204. package/dist/core/src/module/diagnostics.js +99 -0
  205. package/dist/core/src/module/host.js +449 -0
  206. package/dist/core/src/module/index.js +6 -0
  207. package/dist/core/src/module/module.js +1 -0
  208. package/dist/core/src/module/registry.js +83 -0
  209. package/dist/core/src/module/renderer-module.js +13 -0
  210. package/dist/core/src/module/ts-loader.js +20 -0
  211. package/dist/core/src/particles/compute-pass.js +329 -0
  212. package/dist/core/src/particles/emitter.js +113 -0
  213. package/dist/core/src/particles/index.js +7 -0
  214. package/dist/core/src/particles/particle-data.js +33 -0
  215. package/dist/core/src/particles/render-pass.js +338 -0
  216. package/dist/core/src/particles/simulator.js +224 -0
  217. package/dist/core/src/particles/system.js +157 -0
  218. package/dist/core/src/physics/body.js +25 -0
  219. package/dist/core/src/physics/ccd-heuristic.js +46 -0
  220. package/dist/core/src/physics/character.js +184 -0
  221. package/dist/core/src/physics/collider.js +36 -0
  222. package/dist/core/src/physics/collision-system.js +62 -0
  223. package/dist/core/src/physics/events.js +74 -0
  224. package/dist/core/src/physics/index.js +24 -0
  225. package/dist/core/src/physics/interface.js +14 -0
  226. package/dist/core/src/physics/interpolation-buffer.js +182 -0
  227. package/dist/core/src/physics/lifecycle.js +66 -0
  228. package/dist/core/src/physics/load-shedder.js +155 -0
  229. package/dist/core/src/physics/physics-accumulator.js +94 -0
  230. package/dist/core/src/physics/physics-system.js +142 -0
  231. package/dist/core/src/physics/ragdoll-presets.js +248 -0
  232. package/dist/core/src/physics/ragdoll-system.js +193 -0
  233. package/dist/core/src/physics/ragdoll.js +117 -0
  234. package/dist/core/src/physics/raycast.js +97 -0
  235. package/dist/core/src/physics/realm-manager.js +431 -0
  236. package/dist/core/src/physics/realm-worker-pool.js +181 -0
  237. package/dist/core/src/physics/realm-worker.js +91 -0
  238. package/dist/core/src/physics/realm.js +137 -0
  239. package/dist/core/src/physics/registry.js +43 -0
  240. package/dist/core/src/physics/safety.js +211 -0
  241. package/dist/core/src/physics/snapshot-manager.js +118 -0
  242. package/dist/core/src/physics/worker-protocol.js +1 -0
  243. package/dist/core/src/platform/bun-preload.js +175 -0
  244. package/dist/core/src/platform/css-stub.js +4 -0
  245. package/dist/core/src/platform/glob-polyfill.js +137 -0
  246. package/dist/core/src/platform/hidpi.js +52 -0
  247. package/dist/core/src/platform/pkg-root.js +27 -0
  248. package/dist/core/src/platform/render-surface.js +15 -0
  249. package/dist/core/src/platform/rpc.js +82 -0
  250. package/dist/core/src/platform/runtime.js +93 -0
  251. package/dist/core/src/plugin/context.js +144 -0
  252. package/dist/core/src/plugin/diagnostics.js +20 -0
  253. package/dist/core/src/plugin/discovery.js +124 -0
  254. package/dist/core/src/plugin/extension-loaders.js +111 -0
  255. package/dist/core/src/plugin/host.js +542 -0
  256. package/dist/core/src/plugin/index.js +19 -0
  257. package/dist/core/src/plugin/loader-asset.js +105 -0
  258. package/dist/core/src/plugin/loader-quickjs.js +67 -0
  259. package/dist/core/src/plugin/loader-wasm.js +385 -0
  260. package/dist/core/src/plugin/loader-worker.js +228 -0
  261. package/dist/core/src/plugin/manifest.js +424 -0
  262. package/dist/core/src/plugin/material-registry.js +44 -0
  263. package/dist/core/src/plugin/mcp-tools.js +147 -0
  264. package/dist/core/src/plugin/permissions.js +152 -0
  265. package/dist/core/src/plugin/quickjs-bridge.js +219 -0
  266. package/dist/core/src/plugin/registry.js +92 -0
  267. package/dist/core/src/plugin/sandbox-shim.js +79 -0
  268. package/dist/core/src/plugin/sandbox-worker.js +194 -0
  269. package/dist/core/src/plugin/wasm-abi.js +62 -0
  270. package/dist/core/src/plugin/wasm-worker.js +234 -0
  271. package/dist/core/src/plugin/workshop.js +131 -0
  272. package/dist/core/src/profiling/event-loop.js +164 -0
  273. package/dist/core/src/profiling/index.js +23 -0
  274. package/dist/core/src/profiling/iops/idb-patch.js +211 -0
  275. package/dist/core/src/profiling/iops/opfs-patch.js +206 -0
  276. package/dist/core/src/profiling/profiling-sab.js +632 -0
  277. package/dist/core/src/profiling/task-latency.js +118 -0
  278. package/dist/core/src/profiling/thread-metrics.js +103 -0
  279. package/dist/core/src/profiling/trace-event-writer.js +165 -0
  280. package/dist/core/src/profiling/warnings.js +304 -0
  281. package/dist/core/src/profiling/worker-prelude.js +281 -0
  282. package/dist/core/src/render/bind-group.js +33 -0
  283. package/dist/core/src/render/bindless/bindless-struct.js +39 -0
  284. package/dist/core/src/render/bindless/bindless.wgsl.js +163 -0
  285. package/dist/core/src/render/bindless/frame-bindings.js +142 -0
  286. package/dist/core/src/render/bindless/index.js +6 -0
  287. package/dist/core/src/render/bindless/material-manager.js +182 -0
  288. package/dist/core/src/render/bindless/texture-registry.js +498 -0
  289. package/dist/core/src/render/buffer.js +74 -0
  290. package/dist/core/src/render/camera-2d.js +151 -0
  291. package/dist/core/src/render/camera-controller.js +370 -0
  292. package/dist/core/src/render/camera.js +332 -0
  293. package/dist/core/src/render/canvas-resize-watcher.js +36 -0
  294. package/dist/core/src/render/compute-kernel.js +130 -0
  295. package/dist/core/src/render/constants.js +2 -0
  296. package/dist/core/src/render/device.js +91 -0
  297. package/dist/core/src/render/frame-graph.js +594 -0
  298. package/dist/core/src/render/frustum.js +152 -0
  299. package/dist/core/src/render/fullscreen-vs.js +24 -0
  300. package/dist/core/src/render/g-buffer.js +156 -0
  301. package/dist/core/src/render/game-renderer.js +1165 -0
  302. package/dist/core/src/render/gpu-driven/cull-pass.js +352 -0
  303. package/dist/core/src/render/gpu-driven/hzb.js +183 -0
  304. package/dist/core/src/render/gpu-driven/index.js +6 -0
  305. package/dist/core/src/render/gpu-driven/indirect-draw-pass.js +300 -0
  306. package/dist/core/src/render/gpu-driven/instance-buffer.js +150 -0
  307. package/dist/core/src/render/gpu-driven/mesh-table.js +130 -0
  308. package/dist/core/src/render/gpu-driven/passes/hzb-build-pass.js +39 -0
  309. package/dist/core/src/render/gpu-utils.js +72 -0
  310. package/dist/core/src/render/hdr.js +69 -0
  311. package/dist/core/src/render/hot-reload.js +236 -0
  312. package/dist/core/src/render/ibl-bind-group.js +232 -0
  313. package/dist/core/src/render/ibl.js +148 -0
  314. package/dist/core/src/render/index.js +86 -0
  315. package/dist/core/src/render/input-manager.js +224 -0
  316. package/dist/core/src/render/lighting/area-light.js +142 -0
  317. package/dist/core/src/render/lighting/cluster-grid.js +255 -0
  318. package/dist/core/src/render/lighting/cluster-types.js +87 -0
  319. package/dist/core/src/render/lighting/ies-parser.js +111 -0
  320. package/dist/core/src/render/lighting.js +300 -0
  321. package/dist/core/src/render/material-types/depth.wgsl +44 -0
  322. package/dist/core/src/render/material-types/line.wgsl +50 -0
  323. package/dist/core/src/render/material-types/matcap.wgsl +51 -0
  324. package/dist/core/src/render/material-types/normal.wgsl +41 -0
  325. package/dist/core/src/render/material-types/physical.wgsl +152 -0
  326. package/dist/core/src/render/material-types/sprite.wgsl +46 -0
  327. package/dist/core/src/render/material-types/sss.wgsl +79 -0
  328. package/dist/core/src/render/material-types/toon.wgsl +79 -0
  329. package/dist/core/src/render/passes/README.md +121 -0
  330. package/dist/core/src/render/passes/atmosphere.js +107 -0
  331. package/dist/core/src/render/passes/cluster-lighting-pass.js +441 -0
  332. package/dist/core/src/render/passes/csm.js +338 -0
  333. package/dist/core/src/render/passes/cubemap-capture.js +93 -0
  334. package/dist/core/src/render/passes/debug-viz.js +248 -0
  335. package/dist/core/src/render/passes/debug.js +500 -0
  336. package/dist/core/src/render/passes/decal-mesh.js +86 -0
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  968. package/modules/devtools/src/blitz/panels/gpu.ts +70 -0
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  987. package/modules/html-ui/src/protocol.ts +53 -6
  988. package/modules/mcp/README.md +6 -0
  989. package/modules/mcp/src/index.ts +70 -3
  990. package/modules/movement-3d/src/character-motor.ts +83 -10
  991. package/package.json +838 -165
  992. package/shader-graph/README.md +25 -0
  993. package/test/README.md +16 -0
  994. package/libraries/blitz-ui/native-osr-spike.ts +0 -70
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  996. package/libraries/devtools/native/src/lib.rs +0 -1646
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  998. package/libraries/devtools/native/src/panels/dom_tree.rs +0 -47
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  1000. package/libraries/devtools/native/src/panels/gpu.rs +0 -107
  1001. package/libraries/devtools/native/src/panels/input.rs +0 -88
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@@ -0,0 +1,350 @@
1
+ // ============================================================================
2
+ // Weather Particle System — GPU compute with LOD voxel collision
3
+ // Near-zone particles (within ~30m) collide with terrain voxel density fields.
4
+ // Far-zone particles are gravity-only VFX with no collision cost.
5
+ // ============================================================================
6
+ import { createValidatedShaderModule } from "@downdraft/engine";
7
+ import { calculateViewProj, DEPTH_FORMAT, MSAA_SAMPLE_COUNT } from "@downdraft/engine";
8
+ import { WeatherType } from "@downdraft/engine/libraries/weather";
9
+ import { wgsl } from "@downdraft/engine/shader-graph";
10
+ const COMPUTE_WGSL = "struct Particle {\n posX: f32, posY: f32, posZ: f32,\n velX: f32, velY: f32, velZ: f32,\n life: f32, size: f32,\n colorR: f32, colorG: f32, colorB: f32,\n alive: f32,\n};\n\nstruct SimParams {\n deltaTime: f32,\n time: f32,\n spawnCount: f32,\n maxParticles: f32,\n cursor: f32,\n weatherType: f32,\n isSnow: f32,\n _pad0: f32,\n cameraPos: vec3<f32>,\n collisionRadius: f32,\n spawnSpread: f32,\n spawnHeight: f32,\n baseVelY: f32,\n particleSize: f32,\n lifetime: f32,\n colorR: f32, colorG: f32, colorB: f32,\n windX: f32, windZ: f32,\n _pad1: f32, _pad2: f32,\n voxelOrigin: vec3<f32>,\n voxelSize: f32,\n voxelDimX: f32, voxelDimY: f32, voxelDimZ: f32,\n voxelCount: f32,\n isoLevel: f32,\n seed: f32,\n};\n\nstruct Counter {\n cursor: atomic<u32>,\n activeCount: atomic<u32>,\n};\n\n@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;\n@group(0) @binding(1) var<uniform> params: SimParams;\n@group(0) @binding(2) var<storage, read_write> counter: Counter;\n@group(0) @binding(3) var<storage, read> voxelData: array<f32>;\n\nfn hash(seed: ptr<function, u32>) -> f32 {\n *seed = *seed * 1103515245u + 12345u;\n return f32(*seed) / 4294967296.0;\n}\n\nfn randRange(seed: ptr<function, u32>, min: f32, max: f32) -> f32 {\n return min + hash(seed) * (max - min);\n}\n\nfn sampleVoxel(x: i32, y: i32, z: i32) -> f32 {\n if (x < 0 || x >= i32(params.voxelDimX) ||\n y < 0 || y >= i32(params.voxelDimY) ||\n z < 0 || z >= i32(params.voxelDimZ)) {\n return -1.0;\n }\n let idx = u32(x) * u32(params.voxelDimY) * u32(params.voxelDimZ) + u32(y) * u32(params.voxelDimZ) + u32(z);\n if (idx >= u32(params.voxelCount)) { return -1.0; }\n return voxelData[idx];\n}\n\nfn sampleVoxelGrad(p: vec3<f32>) -> vec3<f32> {\n let vs = params.voxelSize;\n let ox = params.voxelOrigin.x;\n let oy = params.voxelOrigin.y;\n let oz = params.voxelOrigin.z;\n let vx = i32(floor((p.x - ox) / vs));\n let vy = i32(floor((p.y - oy) / vs));\n let vz = i32(floor((p.z - oz) / vs));\n let dx = sampleVoxel(vx + 1, vy, vz) - sampleVoxel(vx - 1, vy, vz);\n let dy = sampleVoxel(vx, vy + 1, vz) - sampleVoxel(vx, vy - 1, vz);\n let dz = sampleVoxel(vx, vy, vz + 1) - sampleVoxel(vx, vy, vz - 1);\n let n = vec3<f32>(dx, dy, dz);\n let len = length(n);\n if (len < 1e-6) { return vec3<f32>(0.0, 1.0, 0.0); }\n return n / len;\n}\n\nfn voxelDensityAt(p: vec3<f32>) -> f32 {\n let vs = params.voxelSize;\n let ox = params.voxelOrigin.x;\n let oy = params.voxelOrigin.y;\n let oz = params.voxelOrigin.z;\n let vx = i32(floor((p.x - ox) / vs));\n let vy = i32(floor((p.y - oy) / vs));\n let vz = i32(floor((p.z - oz) / vs));\n return sampleVoxel(vx, vy, vz);\n}\n\n@compute @workgroup_size(64)\nfn cs_emit(@builtin(global_invocation_id) gid: vec3<u32>) {\n let idx = gid.x;\n if (idx >= u32(params.spawnCount)) { return; }\n\n let cursor = atomicAdd(&counter.cursor, 1u) % u32(params.maxParticles);\n var seed = u32(params.seed) + idx * 7919u + u32(params.time * 1000.0);\n\n let px = params.cameraPos.x + randRange(&seed, -params.spawnSpread, params.spawnSpread);\n let py = params.cameraPos.y + params.spawnHeight + randRange(&seed, 0.0, params.spawnHeight * 0.3);\n let pz = params.cameraPos.z + randRange(&seed, -params.spawnSpread, params.spawnSpread);\n\n let vx = params.windX + randRange(&seed, -2.0, 2.0);\n let vy = params.baseVelY + randRange(&seed, -3.0, 3.0);\n let vz = params.windZ + randRange(&seed, -2.0, 2.0);\n\n particles[cursor].posX = px;\n particles[cursor].posY = py;\n particles[cursor].posZ = pz;\n particles[cursor].velX = vx;\n particles[cursor].velY = vy;\n particles[cursor].velZ = vz;\n particles[cursor].life = params.lifetime + randRange(&seed, -0.5, 0.5);\n particles[cursor].size = params.particleSize;\n particles[cursor].colorR = params.colorR;\n particles[cursor].colorG = params.colorG;\n particles[cursor].colorB = params.colorB;\n particles[cursor].alive = 1.0;\n}\n\n@compute @workgroup_size(64)\nfn cs_update(@builtin(global_invocation_id) gid: vec3<u32>) {\n let idx = gid.x;\n if (idx >= u32(params.maxParticles)) { return; }\n\n if (particles[idx].alive < 0.5) { return; }\n\n var p = particles[idx];\n\n // Apply gravity (snow has gentler fall)\n let gravity = select(-30.0, -3.0, u32(params.isSnow) == 1u);\n p.velY += gravity * params.deltaTime;\n\n // Apply wind\n p.velX += params.windX * params.deltaTime * 0.5;\n p.velZ += params.windZ * params.deltaTime * 0.5;\n\n // Snow: add gentle sway\n if (u32(params.isSnow) == 1u) {\n let swayPhase = params.time * 2.0 + f32(idx) * 0.1;\n p.velX += sin(swayPhase) * 0.5 * params.deltaTime;\n p.velZ += cos(swayPhase * 0.7) * 0.5 * params.deltaTime;\n }\n\n // Drag — frame-rate independent: pow(perFrameDrag, dt*60) = exp(log(drag)*dt*60)\n let dragRate = select(log(0.99) * 60.0, log(0.98) * 60.0, u32(params.isSnow) == 1u);\n let dragMul = exp(dragRate * params.deltaTime);\n p.velX *= dragMul;\n p.velY *= dragMul;\n p.velZ *= dragMul;\n\n // Compute new position\n var newPos = vec3<f32>(p.posX, p.posY, p.posZ) + vec3<f32>(p.velX, p.velY, p.velZ) * params.deltaTime;\n\n // Voxel collision is disabled: the 6-tap gradient sampling caused premature\n // particle death due to inaccurate surface normal estimation at the voxel\n // resolution used for weather LOD. Particles now fall through terrain and are\n // killed by the life/distance checks below. Re-enable by restoring the\n // density check + sampleVoxelGrad response when a higher-resolution collision\n // field is available.\n\n // Kill below water level or if dead\n p.life -= params.deltaTime;\n if (p.life <= 0.0 || newPos.y < -1.0) {\n p.alive = 0.0;\n particles[idx] = p;\n return;\n }\n\n // Kill if too far from camera (squared distance)\n let dx = newPos.x - params.cameraPos.x;\n let dz = newPos.z - params.cameraPos.z;\n if (dx * dx + dz * dz > 22500.0) { // 150² — must be > spawnSpread²\n p.alive = 0.0;\n particles[idx] = p;\n return;\n }\n\n p.posX = newPos.x;\n p.posY = newPos.y;\n p.posZ = newPos.z;\n\n particles[idx] = p;\n}\n";
11
+ const RENDER_WGSL = "struct RenderUniforms {\n viewProj: mat4x4<f32>,\n cameraPos: vec3<f32>,\n time: f32,\n particleCount: f32,\n weatherType: f32,\n aspect: f32,\n focalLength: f32,\n cullDistance: f32,\n};\n\n@group(0) @binding(0) var<uniform> uniforms: RenderUniforms;\n\nstruct VertexOutput {\n @builtin(position) clipPos: vec4<f32>,\n @location(0) color: vec3<f32>,\n @location(1) uv: vec2<f32>,\n};\n\nstruct Particle {\n posX: f32, posY: f32, posZ: f32,\n velX: f32, velY: f32, velZ: f32,\n life: f32, size: f32,\n colorR: f32, colorG: f32, colorB: f32,\n alive: f32,\n};\n\n@group(0) @binding(1) var<storage, read> particles: array<Particle>;\n\n@vertex\nfn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {\n var output: VertexOutput;\n\n let particleIdx = vid / 6u;\n if (particleIdx >= u32(uniforms.particleCount)) {\n output.clipPos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n output.color = vec3<f32>(0.0);\n output.uv = vec2<f32>(0.0);\n return output;\n }\n\n let p = particles[particleIdx];\n if (p.alive < 0.5) {\n output.clipPos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n output.color = vec3<f32>(0.0);\n output.uv = vec2<f32>(0.0);\n return output;\n }\n\n // Quad corner offsets: 2 triangles (0,1,2) and (0,2,3)\n var cornerX = array<f32, 6>(-1.0, 1.0, 1.0, -1.0, 1.0, -1.0);\n var cornerY = array<f32, 6>(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0);\n let cx = cornerX[vid % 6u];\n let cy = cornerY[vid % 6u];\n\n // Project center to clip space\n let center = uniforms.viewProj * vec4<f32>(vec3<f32>(p.posX, p.posY, p.posZ), 1.0);\n\n // Cull if particle is too close in view space (center.w = distance along view dir)\n if (center.w < uniforms.cullDistance) {\n output.clipPos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n output.color = vec3<f32>(0.0);\n output.uv = vec2<f32>(0.0);\n return output;\n }\n\n // Fade size based on life (full at start, shrinks near death)\n let lifeRatio = clamp(p.life / 4.0, 0.0, 1.0);\n let fadedSize = p.size * min(1.0, lifeRatio * 2.0);\n\n // Rain: streak shape — thin horizontal, elongated vertical based on velocity\n // Snow: round billboard\n let isSnow = u32(uniforms.weatherType) == 9u;\n let speed = length(vec3<f32>(p.velX, p.velY, p.velZ));\n\n let halfW = select(fadedSize * 0.3, fadedSize * 0.5, isSnow);\n let halfH = select(fadedSize * 0.5 + speed * 0.06, fadedSize * 0.5, isSnow);\n\n let offsetX = cx * halfW * uniforms.focalLength / center.w / uniforms.aspect;\n let offsetY = cy * halfH * uniforms.focalLength / center.w;\n\n output.clipPos = vec4<f32>(center.x + offsetX, center.y + offsetY, center.z, center.w);\n output.color = vec3<f32>(p.colorR, p.colorG, p.colorB);\n output.uv = vec2<f32>(cx, cy);\n\n return output;\n}\n\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {\n let dist = length(input.uv);\n if (dist > 1.0) { discard; }\n let alpha = (1.0 - dist * dist) * 0.8;\n return vec4<f32>(input.color, alpha);\n}\n";
12
+ // --- Typed uniform structs (validate against particle-compute.wgsl / particle-render.wgsl) ---
13
+ export const SimParamsStruct = wgsl.struct("SimParams", {
14
+ deltaTime: wgsl.f32,
15
+ time: wgsl.f32,
16
+ spawnCount: wgsl.f32,
17
+ maxParticles: wgsl.f32,
18
+ cursor: wgsl.f32,
19
+ weatherType: wgsl.f32,
20
+ isSnow: wgsl.f32,
21
+ _pad0: wgsl.f32,
22
+ cameraPos: wgsl.vec3f,
23
+ collisionRadius: wgsl.f32,
24
+ spawnSpread: wgsl.f32,
25
+ spawnHeight: wgsl.f32,
26
+ baseVelY: wgsl.f32,
27
+ particleSize: wgsl.f32,
28
+ lifetime: wgsl.f32,
29
+ colorR: wgsl.f32,
30
+ colorG: wgsl.f32,
31
+ colorB: wgsl.f32,
32
+ windX: wgsl.f32,
33
+ windZ: wgsl.f32,
34
+ _pad1: wgsl.f32,
35
+ _pad2: wgsl.f32,
36
+ voxelOrigin: wgsl.vec3f,
37
+ voxelSize: wgsl.f32,
38
+ voxelDimX: wgsl.f32,
39
+ voxelDimY: wgsl.f32,
40
+ voxelDimZ: wgsl.f32,
41
+ voxelCount: wgsl.f32,
42
+ isoLevel: wgsl.f32,
43
+ seed: wgsl.f32,
44
+ });
45
+ export const RenderUniformsStruct = wgsl.struct("RenderUniforms", {
46
+ viewProj: wgsl.mat4x4f,
47
+ cameraPos: wgsl.vec3f,
48
+ time: wgsl.f32,
49
+ particleCount: wgsl.f32,
50
+ weatherType: wgsl.f32,
51
+ aspect: wgsl.f32,
52
+ focalLength: wgsl.f32,
53
+ cullDistance: wgsl.f32,
54
+ });
55
+ // --- Particle layout (12 floats = 48 bytes per particle) ---
56
+ // posX, posY, posZ, velX, velY, velZ, life, size, colorR, colorG, colorB, alive
57
+ const MAX_PARTICLES = 20000;
58
+ const PARTICLE_FLOATS = 12;
59
+ const PARTICLE_BYTES = PARTICLE_FLOATS * 4;
60
+ // Voxel collision buffer: packed density values for nearby terrain
61
+ export const MAX_VOXEL_FLOATS = 32768 * 4; // ~128KB — covers ~32³ voxels at 4 bytes each
62
+ export const COLLISION_RADIUS = 30.0; // world units
63
+ function getWeatherParams(weatherType) {
64
+ switch (weatherType) {
65
+ case WeatherType.Rain:
66
+ return { spawnRate: 4000, velY: -18, size: 0.3, color: [0.6, 0.7, 0.9], lifetime: 4, spread: 50, heightRange: 25, isSnow: false };
67
+ case WeatherType.Storm:
68
+ return { spawnRate: 8000, velY: -28, size: 0.4, color: [0.5, 0.6, 0.85], lifetime: 3, spread: 60, heightRange: 30, isSnow: false };
69
+ case WeatherType.HellStorm:
70
+ return { spawnRate: 2000, velY: -22, size: 0.5, color: [0.8, 0.2, 0.1], lifetime: 3, spread: 55, heightRange: 28, isSnow: false };
71
+ case WeatherType.Snow:
72
+ return { spawnRate: 4000, velY: -5, size: 0.4, color: [0.9, 0.9, 1.0], lifetime: 12, spread: 40, heightRange: 8, isSnow: true };
73
+ default:
74
+ return null;
75
+ }
76
+ }
77
+ // ============================================================================
78
+ // WeatherParticleSystem — GPU compute particle system with LOD collision
79
+ // ============================================================================
80
+ export class ParticleSystem {
81
+ device;
82
+ format;
83
+ // Compute pipelines (one for emit, one for update — same bind group, different entry points)
84
+ computePipeline = null;
85
+ emitPipeline = null;
86
+ computeBindGroup = null;
87
+ computeBindGroupLayout = null;
88
+ // Render pipeline
89
+ renderPipeline = null;
90
+ renderBindGroup = null;
91
+ renderBindGroupLayout = null;
92
+ // Buffers
93
+ particleBuffer = null;
94
+ simParamBuffer = null;
95
+ counterBuffer = null;
96
+ voxelBuffer = null;
97
+ renderUniformBuffer = null;
98
+ // State
99
+ cursor = 0;
100
+ activeCount = 0;
101
+ seed = 12345;
102
+ currentVoxelCount = 0;
103
+ spawnAccumulator = 0;
104
+ particleDensityMultiplier = 1.0;
105
+ particleCullDistance = 5.0;
106
+ // Pooled CPU buffers
107
+ _simParamView = null;
108
+ _simParamBuf = null;
109
+ counterData;
110
+ _renderUniformView = null;
111
+ _renderUniformBuf = null;
112
+ constructor(device, format) {
113
+ this.device = device;
114
+ this.format = format;
115
+ this._simParamBuf = new Float32Array(64); // padded to 256 bytes
116
+ this._simParamView = SimParamsStruct.view(this._simParamBuf);
117
+ this.counterData = new Uint32Array(2);
118
+ this._renderUniformBuf = new Float32Array(RenderUniformsStruct.floatCount);
119
+ this._renderUniformView = RenderUniformsStruct.view(this._renderUniformBuf);
120
+ }
121
+ async init() {
122
+ const dev = this.device;
123
+ const computeModule = createValidatedShaderModule(dev, { code: COMPUTE_WGSL, label: "WeatherFx.particleCompute" });
124
+ const renderModule = createValidatedShaderModule(dev, { code: RENDER_WGSL, label: "WeatherFx.particleRender" });
125
+ // --- Buffers ---
126
+ this.particleBuffer = dev.createBuffer({
127
+ size: MAX_PARTICLES * PARTICLE_BYTES,
128
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
129
+ });
130
+ this.simParamBuffer = dev.createBuffer({
131
+ size: 256,
132
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
133
+ });
134
+ this.counterBuffer = dev.createBuffer({
135
+ size: 8,
136
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
137
+ });
138
+ this.voxelBuffer = dev.createBuffer({
139
+ size: MAX_VOXEL_FLOATS * 4,
140
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
141
+ });
142
+ this.renderUniformBuffer = dev.createBuffer({
143
+ size: 256,
144
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
145
+ });
146
+ // Zero out particle buffer and counter
147
+ dev.queue.writeBuffer(this.particleBuffer, 0, new Float32Array(MAX_PARTICLES * PARTICLE_FLOATS));
148
+ dev.queue.writeBuffer(this.counterBuffer, 0, new Uint32Array([0, 0]));
149
+ // --- Compute pipeline ---
150
+ this.computeBindGroupLayout = dev.createBindGroupLayout({
151
+ entries: [
152
+ { binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: { type: "storage" } },
153
+ { binding: 1, visibility: GPUShaderStage.COMPUTE, buffer: { type: "uniform" } },
154
+ { binding: 2, visibility: GPUShaderStage.COMPUTE, buffer: { type: "storage" } },
155
+ { binding: 3, visibility: GPUShaderStage.COMPUTE, buffer: { type: "read-only-storage" } },
156
+ ],
157
+ });
158
+ this.computeBindGroup = dev.createBindGroup({
159
+ layout: this.computeBindGroupLayout,
160
+ entries: [
161
+ { binding: 0, resource: { buffer: this.particleBuffer } },
162
+ { binding: 1, resource: { buffer: this.simParamBuffer } },
163
+ { binding: 2, resource: { buffer: this.counterBuffer } },
164
+ { binding: 3, resource: { buffer: this.voxelBuffer } },
165
+ ],
166
+ });
167
+ this.computePipeline = dev.createComputePipeline({
168
+ layout: dev.createPipelineLayout({ bindGroupLayouts: [this.computeBindGroupLayout] }),
169
+ compute: { module: computeModule, entryPoint: "cs_update" },
170
+ });
171
+ this.emitPipeline = dev.createComputePipeline({
172
+ layout: dev.createPipelineLayout({ bindGroupLayouts: [this.computeBindGroupLayout] }),
173
+ compute: { module: computeModule, entryPoint: "cs_emit" },
174
+ });
175
+ // --- Render pipeline ---
176
+ this.renderBindGroupLayout = dev.createBindGroupLayout({
177
+ entries: [
178
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
179
+ { binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
180
+ ],
181
+ });
182
+ this.renderBindGroup = dev.createBindGroup({
183
+ layout: this.renderBindGroupLayout,
184
+ entries: [
185
+ { binding: 0, resource: { buffer: this.renderUniformBuffer } },
186
+ { binding: 1, resource: { buffer: this.particleBuffer } },
187
+ ],
188
+ });
189
+ this.renderPipeline = dev.createRenderPipeline({
190
+ layout: dev.createPipelineLayout({ bindGroupLayouts: [this.renderBindGroupLayout] }),
191
+ vertex: { module: renderModule, entryPoint: "vs_main", buffers: [] },
192
+ fragment: {
193
+ module: renderModule,
194
+ entryPoint: "fs_main",
195
+ targets: [{
196
+ format: this.format,
197
+ blend: {
198
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
199
+ alpha: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
200
+ },
201
+ }],
202
+ },
203
+ primitive: { topology: "triangle-list" },
204
+ multisample: { count: MSAA_SAMPLE_COUNT },
205
+ depthStencil: {
206
+ format: DEPTH_FORMAT,
207
+ depthWriteEnabled: false,
208
+ depthCompare: "less",
209
+ },
210
+ });
211
+ }
212
+ // Called each frame to update + spawn particles via compute shader
213
+ tick(encoder, dt, camera, weatherType, windX, windZ, voxelData) {
214
+ if (!this.computePipeline || !this.computeBindGroup)
215
+ return;
216
+ const params = getWeatherParams(weatherType);
217
+ this.seed = (this.seed * 1103515245 + 12345) & 0x7fffffff;
218
+ // Spawn rate is per-second; accumulate fractional spawns across frames
219
+ const baseSpawnRate = params ? params.spawnRate : 0;
220
+ const effectiveSpawnRate = baseSpawnRate * this.particleDensityMultiplier;
221
+ this.spawnAccumulator += effectiveSpawnRate * dt;
222
+ const spawnCount = Math.min(MAX_PARTICLES, Math.floor(this.spawnAccumulator));
223
+ this.spawnAccumulator -= spawnCount;
224
+ // Write sim params via typed view
225
+ const sp = this._simParamView;
226
+ this._simParamBuf.fill(0);
227
+ sp.set("deltaTime", dt);
228
+ sp.set("time", performance.now() / 1000);
229
+ sp.set("spawnCount", spawnCount);
230
+ sp.set("maxParticles", MAX_PARTICLES);
231
+ sp.set("cursor", this.cursor);
232
+ sp.set("weatherType", weatherType);
233
+ sp.set("isSnow", params ? (params.isSnow ? 1 : 0) : 0);
234
+ sp.set("cameraPos", camera.position);
235
+ sp.set("collisionRadius", COLLISION_RADIUS);
236
+ sp.set("spawnSpread", params ? params.spread : 50);
237
+ sp.set("spawnHeight", params ? params.heightRange : 25);
238
+ sp.set("baseVelY", params ? params.velY : -15);
239
+ sp.set("particleSize", params ? params.size : 0.05);
240
+ sp.set("lifetime", params ? params.lifetime : 4);
241
+ sp.set("colorR", params ? params.color[0] : 0.6);
242
+ sp.set("colorG", params ? params.color[1] : 0.7);
243
+ sp.set("colorB", params ? params.color[2] : 0.9);
244
+ sp.set("windX", windX);
245
+ sp.set("windZ", windZ);
246
+ if (voxelData && voxelData.data.length > 0) {
247
+ sp.set("voxelOrigin", [voxelData.originX, voxelData.originY, voxelData.originZ]);
248
+ sp.set("voxelSize", voxelData.voxelSize);
249
+ sp.set("voxelDimX", voxelData.dimX);
250
+ sp.set("voxelDimY", voxelData.dimY);
251
+ sp.set("voxelDimZ", voxelData.dimZ);
252
+ sp.set("voxelCount", voxelData.data.length);
253
+ sp.set("isoLevel", voxelData.isoLevel);
254
+ }
255
+ else {
256
+ sp.set("voxelOrigin", [0, 0, 0]);
257
+ sp.set("voxelSize", 1);
258
+ sp.set("voxelDimX", 0);
259
+ sp.set("voxelDimY", 0);
260
+ sp.set("voxelDimZ", 0);
261
+ sp.set("voxelCount", 0);
262
+ sp.set("isoLevel", 0);
263
+ }
264
+ sp.set("seed", this.seed);
265
+ this.device.queue.writeBuffer(this.simParamBuffer, 0, this._simParamBuf);
266
+ // Upload voxel data if present
267
+ if (voxelData && voxelData.data.length > 0 && voxelData.data.length <= MAX_VOXEL_FLOATS) {
268
+ let hasInvalid = false;
269
+ for (let i = 0; i < voxelData.data.length; i++) {
270
+ if (!Number.isFinite(voxelData.data[i])) {
271
+ hasInvalid = true;
272
+ break;
273
+ }
274
+ }
275
+ if (!hasInvalid) {
276
+ this.device.queue.writeBuffer(this.voxelBuffer, 0, voxelData.data);
277
+ this.currentVoxelCount = voxelData.data.length;
278
+ }
279
+ else {
280
+ this.currentVoxelCount = 0;
281
+ }
282
+ }
283
+ else {
284
+ this.currentVoxelCount = 0;
285
+ }
286
+ // Counter buffer is managed entirely on GPU via atomicAdd — do NOT reset from CPU
287
+ // (resetting would overwrite the GPU's cursor and cause particles to be written at index 0 every frame)
288
+ const pass = encoder.beginComputePass();
289
+ pass.setBindGroup(0, this.computeBindGroup);
290
+ // Emit
291
+ if (spawnCount > 0 && this.emitPipeline) {
292
+ pass.setPipeline(this.emitPipeline);
293
+ const emitWorkgroups = Math.ceil(spawnCount / 64);
294
+ pass.dispatchWorkgroups(emitWorkgroups);
295
+ }
296
+ // Update all particles
297
+ pass.setPipeline(this.computePipeline);
298
+ const updateWorkgroups = Math.ceil(MAX_PARTICLES / 64);
299
+ pass.dispatchWorkgroups(updateWorkgroups);
300
+ pass.end();
301
+ }
302
+ // Called during render pass to draw particles
303
+ render(passEncoder, camera, weatherType, timeOfDay) {
304
+ if (!this.renderPipeline || !this.renderBindGroup || !this.renderUniformBuffer)
305
+ return;
306
+ // Write render uniforms
307
+ const viewProj = calculateViewProj(camera);
308
+ const u = this._renderUniformView;
309
+ u.set("viewProj", viewProj);
310
+ u.set("cameraPos", camera.position);
311
+ u.set("time", performance.now() / 1000);
312
+ u.set("particleCount", MAX_PARTICLES);
313
+ u.set("weatherType", weatherType);
314
+ u.set("aspect", camera.aspect);
315
+ u.set("focalLength", 1 / Math.tan((camera.fov * Math.PI / 180) / 2));
316
+ u.set("cullDistance", this.particleCullDistance);
317
+ this.device.queue.writeBuffer(this.renderUniformBuffer, 0, this._renderUniformBuf);
318
+ passEncoder.setPipeline(this.renderPipeline);
319
+ passEncoder.setBindGroup(0, this.renderBindGroup);
320
+ passEncoder.draw(MAX_PARTICLES * 6);
321
+ }
322
+ destroy() {
323
+ this.particleBuffer?.destroy();
324
+ this.simParamBuffer?.destroy();
325
+ this.counterBuffer?.destroy();
326
+ this.voxelBuffer?.destroy();
327
+ this.renderUniformBuffer?.destroy();
328
+ this.particleBuffer = null;
329
+ this.simParamBuffer = null;
330
+ this.counterBuffer = null;
331
+ this.voxelBuffer = null;
332
+ this.renderUniformBuffer = null;
333
+ // Pipelines have .destroy() — call it before nulling.
334
+ this.computePipeline?.destroy();
335
+ this.emitPipeline?.destroy();
336
+ this.renderPipeline?.destroy();
337
+ this.computePipeline = null;
338
+ this.emitPipeline = null;
339
+ this.renderPipeline = null;
340
+ // GPUBindGroup and GPUBindGroupLayout have no destroy() — just null them.
341
+ this.computeBindGroup = null;
342
+ this.renderBindGroup = null;
343
+ this.computeBindGroupLayout = null;
344
+ this.renderBindGroupLayout = null;
345
+ this._simParamView = null;
346
+ this._simParamBuf = null;
347
+ this._renderUniformView = null;
348
+ this._renderUniformBuf = null;
349
+ }
350
+ }
@@ -0,0 +1,111 @@
1
+ struct CloudUniforms {
2
+ viewProj: mat4x4<f32>,
3
+ cameraPos: vec3<f32>,
4
+ timeOfDay: f32,
5
+ weatherType: u32,
6
+ sunDir: vec3<f32>,
7
+ sunIntensity: f32,
8
+ moonDir: vec3<f32>,
9
+ moonIntensity: f32,
10
+ time: f32,
11
+ weatherBlend: f32,
12
+ fogColor: vec3<f32>,
13
+ fogDensity: f32,
14
+ };
15
+
16
+ @group(0) @binding(0) var<uniform> uniforms: CloudUniforms;
17
+
18
+ struct PerLayerUniforms {
19
+ layerPos: vec3<f32>,
20
+ _pad: f32,
21
+ };
22
+
23
+ @group(0) @binding(1) var<uniform> perLayer: PerLayerUniforms;
24
+
25
+ struct VertexInput {
26
+ @location(0) position: vec3<f32>,
27
+ @location(1) normal: vec3<f32>,
28
+ @location(2) color: vec3<f32>,
29
+ };
30
+
31
+ struct VertexOutput {
32
+ @builtin(position) clipPos: vec4<f32>,
33
+ @location(0) worldPos: vec3<f32>,
34
+ @location(1) normal: vec3<f32>,
35
+ @location(2) color: vec3<f32>,
36
+ @location(3) viewDist: f32,
37
+ };
38
+
39
+ @vertex
40
+ fn vs_main(input: VertexInput) -> VertexOutput {
41
+ var output: VertexOutput;
42
+ let worldPos = input.position + perLayer.layerPos;
43
+ output.worldPos = worldPos;
44
+ output.clipPos = uniforms.viewProj * vec4<f32>(worldPos, 1.0);
45
+ output.normal = input.normal;
46
+ output.color = input.color;
47
+ output.viewDist = length(uniforms.cameraPos - worldPos);
48
+ return output;
49
+ }
50
+
51
+ fn weatherTint(weather: u32) -> vec3<f32> {
52
+ if (weather == 0u) { return vec3<f32>(1.0, 1.0, 1.0); }
53
+ if (weather == 1u) { return vec3<f32>(1.0, 1.0, 1.0); }
54
+ if (weather == 2u) { return vec3<f32>(0.7, 0.7, 0.72); }
55
+ if (weather == 3u) { return vec3<f32>(0.55, 0.55, 0.58); }
56
+ if (weather == 4u) { return vec3<f32>(0.25, 0.25, 0.30); }
57
+ if (weather == 5u) { return vec3<f32>(0.6, 0.6, 0.62); }
58
+ if (weather == 8u) { return vec3<f32>(0.4, 0.15, 0.08); }
59
+ if (weather == 9u) { return vec3<f32>(0.85, 0.88, 0.92); }
60
+ return vec3<f32>(1.0, 1.0, 1.0);
61
+ }
62
+
63
+ @fragment
64
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
65
+ let N = normalize(input.normal);
66
+ let baseColor = input.color;
67
+
68
+ let sunDir = normalize(uniforms.sunDir);
69
+ let moonDir = normalize(uniforms.moonDir);
70
+ let sunNdotL = max(dot(N, sunDir), 0.0);
71
+ let moonNdotL = max(dot(N, moonDir), 0.0);
72
+
73
+ let dayFactor = smoothstep(0.2, 0.4, uniforms.timeOfDay) * (1.0 - smoothstep(0.65, 0.8, uniforms.timeOfDay));
74
+ let sunsetFactor = smoothstep(0.15, 0.25, uniforms.timeOfDay) * (1.0 - smoothstep(0.25, 0.35, uniforms.timeOfDay))
75
+ + smoothstep(0.65, 0.75, uniforms.timeOfDay) * (1.0 - smoothstep(0.75, 0.85, uniforms.timeOfDay));
76
+
77
+ let sunColor = mix(vec3<f32>(1.0, 0.6, 0.3), vec3<f32>(1.0, 0.97, 0.9), dayFactor);
78
+ let moonColor = vec3<f32>(0.7, 0.7, 0.75);
79
+
80
+ let sunLight = sunColor * sunNdotL * uniforms.sunIntensity;
81
+ let moonLight = moonColor * moonNdotL * uniforms.moonIntensity;
82
+ let ambient = vec3<f32>(0.45, 0.45, 0.47) * (0.4 + dayFactor * 0.4);
83
+
84
+ // Bounce light for underside
85
+ let bottomFactor = max(-N.y, 0.0);
86
+ let bounceColor = mix(vec3<f32>(0.8, 0.82, 0.85), vec3<f32>(1.0, 0.9, 0.75), dayFactor);
87
+ let bounce = bounceColor * bottomFactor * (0.3 + dayFactor * 0.3);
88
+
89
+ var litColor = baseColor * (sunLight + moonLight + ambient + bounce);
90
+
91
+ // Sunset tint
92
+ litColor = mix(litColor, litColor * vec3<f32>(1.0, 0.6, 0.4), sunsetFactor * 0.4);
93
+
94
+ // Weather tinting
95
+ let tint = weatherTint(uniforms.weatherType);
96
+ litColor = mix(litColor, litColor * tint, 0.5);
97
+
98
+ // Soft alpha
99
+ let V = normalize(uniforms.cameraPos - input.worldPos);
100
+ let NdotV = max(dot(N, V), 0.0);
101
+ let edgeAlpha = smoothstep(0.0, 0.15, NdotV);
102
+ let distFade = 1.0 - smoothstep(2000.0, 4000.0, input.viewDist);
103
+ let baseAlpha = 0.65 + 0.3 * NdotV;
104
+ let alpha = baseAlpha * edgeAlpha * distFade;
105
+
106
+ // Distance fog
107
+ let fogFactor = 1.0 - exp(-uniforms.fogDensity * input.viewDist);
108
+ litColor = mix(litColor, uniforms.fogColor, fogFactor * 0.5);
109
+
110
+ return vec4<f32>(litColor, alpha);
111
+ }
@@ -0,0 +1,187 @@
1
+ struct Particle {
2
+ posX: f32, posY: f32, posZ: f32,
3
+ velX: f32, velY: f32, velZ: f32,
4
+ life: f32, size: f32,
5
+ colorR: f32, colorG: f32, colorB: f32,
6
+ alive: f32,
7
+ };
8
+
9
+ struct SimParams {
10
+ deltaTime: f32,
11
+ time: f32,
12
+ spawnCount: f32,
13
+ maxParticles: f32,
14
+ cursor: f32,
15
+ weatherType: f32,
16
+ isSnow: f32,
17
+ _pad0: f32,
18
+ cameraPos: vec3<f32>,
19
+ collisionRadius: f32,
20
+ spawnSpread: f32,
21
+ spawnHeight: f32,
22
+ baseVelY: f32,
23
+ particleSize: f32,
24
+ lifetime: f32,
25
+ colorR: f32, colorG: f32, colorB: f32,
26
+ windX: f32, windZ: f32,
27
+ _pad1: f32, _pad2: f32,
28
+ voxelOrigin: vec3<f32>,
29
+ voxelSize: f32,
30
+ voxelDimX: f32, voxelDimY: f32, voxelDimZ: f32,
31
+ voxelCount: f32,
32
+ isoLevel: f32,
33
+ seed: f32,
34
+ };
35
+
36
+ struct Counter {
37
+ cursor: atomic<u32>,
38
+ activeCount: atomic<u32>,
39
+ };
40
+
41
+ @group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
42
+ @group(0) @binding(1) var<uniform> params: SimParams;
43
+ @group(0) @binding(2) var<storage, read_write> counter: Counter;
44
+ @group(0) @binding(3) var<storage, read> voxelData: array<f32>;
45
+
46
+ fn hash(seed: ptr<function, u32>) -> f32 {
47
+ *seed = *seed * 1103515245u + 12345u;
48
+ return f32(*seed) / 4294967296.0;
49
+ }
50
+
51
+ fn randRange(seed: ptr<function, u32>, min: f32, max: f32) -> f32 {
52
+ return min + hash(seed) * (max - min);
53
+ }
54
+
55
+ fn sampleVoxel(x: i32, y: i32, z: i32) -> f32 {
56
+ if (x < 0 || x >= i32(params.voxelDimX) ||
57
+ y < 0 || y >= i32(params.voxelDimY) ||
58
+ z < 0 || z >= i32(params.voxelDimZ)) {
59
+ return -1.0;
60
+ }
61
+ let idx = u32(x) * u32(params.voxelDimY) * u32(params.voxelDimZ) + u32(y) * u32(params.voxelDimZ) + u32(z);
62
+ if (idx >= u32(params.voxelCount)) { return -1.0; }
63
+ return voxelData[idx];
64
+ }
65
+
66
+ fn sampleVoxelGrad(p: vec3<f32>) -> vec3<f32> {
67
+ let vs = params.voxelSize;
68
+ let ox = params.voxelOrigin.x;
69
+ let oy = params.voxelOrigin.y;
70
+ let oz = params.voxelOrigin.z;
71
+ let vx = i32(floor((p.x - ox) / vs));
72
+ let vy = i32(floor((p.y - oy) / vs));
73
+ let vz = i32(floor((p.z - oz) / vs));
74
+ let dx = sampleVoxel(vx + 1, vy, vz) - sampleVoxel(vx - 1, vy, vz);
75
+ let dy = sampleVoxel(vx, vy + 1, vz) - sampleVoxel(vx, vy - 1, vz);
76
+ let dz = sampleVoxel(vx, vy, vz + 1) - sampleVoxel(vx, vy, vz - 1);
77
+ let n = vec3<f32>(dx, dy, dz);
78
+ let len = length(n);
79
+ if (len < 1e-6) { return vec3<f32>(0.0, 1.0, 0.0); }
80
+ return n / len;
81
+ }
82
+
83
+ fn voxelDensityAt(p: vec3<f32>) -> f32 {
84
+ let vs = params.voxelSize;
85
+ let ox = params.voxelOrigin.x;
86
+ let oy = params.voxelOrigin.y;
87
+ let oz = params.voxelOrigin.z;
88
+ let vx = i32(floor((p.x - ox) / vs));
89
+ let vy = i32(floor((p.y - oy) / vs));
90
+ let vz = i32(floor((p.z - oz) / vs));
91
+ return sampleVoxel(vx, vy, vz);
92
+ }
93
+
94
+ @compute @workgroup_size(64)
95
+ fn cs_emit(@builtin(global_invocation_id) gid: vec3<u32>) {
96
+ let idx = gid.x;
97
+ if (idx >= u32(params.spawnCount)) { return; }
98
+
99
+ let cursor = atomicAdd(&counter.cursor, 1u) % u32(params.maxParticles);
100
+ var seed = u32(params.seed) + idx * 7919u + u32(params.time * 1000.0);
101
+
102
+ let px = params.cameraPos.x + randRange(&seed, -params.spawnSpread, params.spawnSpread);
103
+ let py = params.cameraPos.y + params.spawnHeight + randRange(&seed, 0.0, params.spawnHeight * 0.3);
104
+ let pz = params.cameraPos.z + randRange(&seed, -params.spawnSpread, params.spawnSpread);
105
+
106
+ let vx = params.windX + randRange(&seed, -2.0, 2.0);
107
+ let vy = params.baseVelY + randRange(&seed, -3.0, 3.0);
108
+ let vz = params.windZ + randRange(&seed, -2.0, 2.0);
109
+
110
+ particles[cursor].posX = px;
111
+ particles[cursor].posY = py;
112
+ particles[cursor].posZ = pz;
113
+ particles[cursor].velX = vx;
114
+ particles[cursor].velY = vy;
115
+ particles[cursor].velZ = vz;
116
+ particles[cursor].life = params.lifetime + randRange(&seed, -0.5, 0.5);
117
+ particles[cursor].size = params.particleSize;
118
+ particles[cursor].colorR = params.colorR;
119
+ particles[cursor].colorG = params.colorG;
120
+ particles[cursor].colorB = params.colorB;
121
+ particles[cursor].alive = 1.0;
122
+ }
123
+
124
+ @compute @workgroup_size(64)
125
+ fn cs_update(@builtin(global_invocation_id) gid: vec3<u32>) {
126
+ let idx = gid.x;
127
+ if (idx >= u32(params.maxParticles)) { return; }
128
+
129
+ if (particles[idx].alive < 0.5) { return; }
130
+
131
+ var p = particles[idx];
132
+
133
+ // Apply gravity (snow has gentler fall)
134
+ let gravity = select(-30.0, -3.0, u32(params.isSnow) == 1u);
135
+ p.velY += gravity * params.deltaTime;
136
+
137
+ // Apply wind
138
+ p.velX += params.windX * params.deltaTime * 0.5;
139
+ p.velZ += params.windZ * params.deltaTime * 0.5;
140
+
141
+ // Snow: add gentle sway
142
+ if (u32(params.isSnow) == 1u) {
143
+ let swayPhase = params.time * 2.0 + f32(idx) * 0.1;
144
+ p.velX += sin(swayPhase) * 0.5 * params.deltaTime;
145
+ p.velZ += cos(swayPhase * 0.7) * 0.5 * params.deltaTime;
146
+ }
147
+
148
+ // Drag — frame-rate independent: pow(perFrameDrag, dt*60) = exp(log(drag)*dt*60)
149
+ let dragRate = select(log(0.99) * 60.0, log(0.98) * 60.0, u32(params.isSnow) == 1u);
150
+ let dragMul = exp(dragRate * params.deltaTime);
151
+ p.velX *= dragMul;
152
+ p.velY *= dragMul;
153
+ p.velZ *= dragMul;
154
+
155
+ // Compute new position
156
+ var newPos = vec3<f32>(p.posX, p.posY, p.posZ) + vec3<f32>(p.velX, p.velY, p.velZ) * params.deltaTime;
157
+
158
+ // Voxel collision is disabled: the 6-tap gradient sampling caused premature
159
+ // particle death due to inaccurate surface normal estimation at the voxel
160
+ // resolution used for weather LOD. Particles now fall through terrain and are
161
+ // killed by the life/distance checks below. Re-enable by restoring the
162
+ // density check + sampleVoxelGrad response when a higher-resolution collision
163
+ // field is available.
164
+
165
+ // Kill below water level or if dead
166
+ p.life -= params.deltaTime;
167
+ if (p.life <= 0.0 || newPos.y < -1.0) {
168
+ p.alive = 0.0;
169
+ particles[idx] = p;
170
+ return;
171
+ }
172
+
173
+ // Kill if too far from camera (squared distance)
174
+ let dx = newPos.x - params.cameraPos.x;
175
+ let dz = newPos.z - params.cameraPos.z;
176
+ if (dx * dx + dz * dz > 22500.0) { // 150² — must be > spawnSpread²
177
+ p.alive = 0.0;
178
+ particles[idx] = p;
179
+ return;
180
+ }
181
+
182
+ p.posX = newPos.x;
183
+ p.posY = newPos.y;
184
+ p.posZ = newPos.z;
185
+
186
+ particles[idx] = p;
187
+ }