@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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  952. package/libraries/persistence/src/opfs-save-store.ts +7 -7
  953. package/libraries/persistence/src/save-worker.ts +13 -14
  954. package/libraries/physics-rapier/src/ffi-lib.ts +2 -1
  955. package/libraries/physics-rapier/src/realm-worker-script.ts +1 -1
  956. package/libraries/postfx/src/post-process-stack.ts +1 -1
  957. package/libraries/sand/src/sand-step-pool.ts +5 -0
  958. package/libraries/water/src/water-renderer.ts +1 -1
  959. package/libraries/weatherfx/src/cloud-system.ts +3 -3
  960. package/mcp/README.md +20 -0
  961. package/mcp/src/client.ts +75 -22
  962. package/mcp/src/undo-redo.ts +2 -2
  963. package/modules/controller-ui/src/index.ts +1 -1
  964. package/modules/devtools/src/blitz/host.ts +430 -0
  965. package/modules/devtools/src/blitz/module.ts +101 -0
  966. package/modules/devtools/src/blitz/panels/console.ts +223 -0
  967. package/modules/devtools/src/blitz/panels/elements.ts +92 -0
  968. package/modules/devtools/src/blitz/panels/gpu.ts +70 -0
  969. package/modules/devtools/src/blitz/panels/performance.ts +120 -0
  970. package/modules/devtools/src/blitz/panels/snapshot.ts +152 -0
  971. package/modules/devtools/src/blitz/panels/types.ts +120 -0
  972. package/modules/devtools/src/blitz/theme.ts +168 -0
  973. package/modules/devtools/src/data-bridge.ts +1 -1
  974. package/modules/devtools/src/index.ts +6 -0
  975. package/modules/devtools/src/profiling-bridge.ts +17 -13
  976. package/modules/devtools/src/profiling-hooks.ts +22 -13
  977. package/modules/devtools/src/scene-inspector.ts +1 -1
  978. package/modules/devtools/src/worker-sync.ts +9 -1
  979. package/modules/editor/src/commands/registry.ts +2 -2
  980. package/modules/editor/src/module.ts +1 -1
  981. package/modules/html-ui/src/composite.ts +1 -1
  982. package/modules/html-ui/src/create-html-ui.ts +21 -9
  983. package/modules/html-ui/src/doc-backend.ts +189 -10
  984. package/modules/html-ui/src/host.ts +354 -40
  985. package/modules/html-ui/src/index.ts +1 -1
  986. package/modules/html-ui/src/jsx-runtime.ts +2 -2
  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
  995. package/libraries/devtools/native/Cargo.toml +0 -12
  996. package/libraries/devtools/native/src/lib.rs +0 -1646
  997. package/libraries/devtools/native/src/panels/console.rs +0 -338
  998. package/libraries/devtools/native/src/panels/dom_tree.rs +0 -47
  999. package/libraries/devtools/native/src/panels/generic.rs +0 -317
  1000. package/libraries/devtools/native/src/panels/gpu.rs +0 -107
  1001. package/libraries/devtools/native/src/panels/input.rs +0 -88
  1002. package/libraries/devtools/native/src/panels/mod.rs +0 -154
  1003. package/libraries/devtools/native/src/panels/perf_metrics.rs +0 -91
  1004. package/libraries/devtools/native/src/panels/perf_recorder.rs +0 -158
  1005. package/libraries/devtools/native/src/panels/scene.rs +0 -72
  1006. package/libraries/devtools/native/src/state.rs +0 -394
  1007. package/libraries/devtools/src/egui-ffi.ts +0 -804
  1008. package/libraries/devtools/src/egui-renderer.ts +0 -407
  1009. package/libraries/devtools/src/host.ts +0 -363
  1010. package/libraries/devtools/src/mirror.ts +0 -794
  1011. package/libraries/models/test-fixtures/fbx/LICENSE-notice.txt +0 -24
  1012. package/libraries/models/test-fixtures/fbx/README.md +0 -46
  1013. package/libraries/models/test-fixtures/fbx/m01_cube_phong.fbx +0 -0
  1014. package/libraries/models/test-fixtures/fbx/m02_geo_ngons.fbx +0 -0
  1015. package/libraries/models/test-fixtures/fbx/m03_normals.fbx +0 -0
  1016. package/libraries/models/test-fixtures/fbx/m04_material_properties.fbx +0 -0
  1017. package/libraries/models/test-fixtures/fbx/m05_external_diffuse.png +0 -0
  1018. package/libraries/models/test-fixtures/fbx/m05_textures.fbx +0 -0
  1019. package/libraries/models/test-fixtures/fbx/m06_uv_transform.fbx +0 -0
  1020. package/libraries/models/test-fixtures/fbx/m07_multimaterial.fbx +0 -0
  1021. package/libraries/models/test-fixtures/fbx/m08_transforms.fbx +0 -0
  1022. package/libraries/models/test-fixtures/fbx/m09_skinning.fbx +0 -0
  1023. package/libraries/models/test-fixtures/fbx/m10_morph.fbx +0 -0
  1024. package/libraries/models/test-fixtures/fbx/m11_node_anim.fbx +0 -0
  1025. package/libraries/models/test-fixtures/fbx/m12_skeletal_anim.fbx +0 -0
  1026. package/libraries/models/test-fixtures/fbx/m13_morph_anim.fbx +0 -0
  1027. package/libraries/models/test-fixtures/fbx/m14_multiclip.fbx +0 -0
  1028. package/libraries/models/test-fixtures/fbx/m15_camera_lights.fbx +0 -0
  1029. package/libraries/models/test-fixtures/fbx/m16_axis_yup.fbx +0 -0
  1030. package/libraries/models/test-fixtures/fbx/m16_axis_zup.fbx +0 -0
  1031. package/libraries/models/test-fixtures/fbx/m16_units_254.fbx +0 -0
  1032. package/libraries/physics-native/src/ffi-spike-worker.ts +0 -71
  1033. package/libraries/physics-rapier/bench/ffi-bench.ts +0 -79
  1034. package/libraries/physics-rapier/bench/wasm-baseline.ts +0 -90
@@ -0,0 +1,338 @@
1
+ import { mat4x4f, vec4f, wgsl } from "@downdraft/engine/shader-graph";
2
+ import { mat4, vec3 } from "wgpu-matrix";
3
+ import { PassType } from "../frame-graph.js";
4
+ import { RenderPass } from "../render-pass.js";
5
+ import { destroyMapValues } from "../resource-tracker.js";
6
+ import { createValidatedShaderModule } from "../shader-validator.js";
7
+ import { TrackedRenderPass } from "../tracked-render-pass.js";
8
+ export const DEFAULT_CSM_SETTINGS = {
9
+ cascadeCount: 4,
10
+ shadowMapSize: 2048,
11
+ lambda: 0.5,
12
+ bias: 0.001,
13
+ normalBias: 0.02,
14
+ blendDistance: 0.15,
15
+ };
16
+ const MAX_CASCADES = 4;
17
+ const CascadeUniforms = wgsl.struct("CascadeUniforms", {
18
+ viewProj: mat4x4f,
19
+ texelSize: vec4f,
20
+ });
21
+ // CSMUniforms contains a nested struct array (array<CascadeUniforms, N>).
22
+ // The wgsl.struct emitter cannot produce valid WGSL for nested struct arrays
23
+ // (it would inline the struct declaration inside array<...>), so the WGSL
24
+ // declaration below is hand-written. The WgslStruct descriptor is still used
25
+ // for the typed view layout (single source of truth for buffer offsets).
26
+ const CSMUniforms = wgsl.struct("CSMUniforms", {
27
+ cascades: wgsl.array(CascadeUniforms, MAX_CASCADES),
28
+ cascadeSplits: vec4f,
29
+ lightDir: vec4f,
30
+ cascadeCount: vec4f,
31
+ });
32
+ const CSM_SHADER = /* wgsl */ `
33
+ ${CascadeUniforms.wgsl}
34
+
35
+ struct CSMUniforms {
36
+ cascades: array<CascadeUniforms, ${MAX_CASCADES}>,
37
+ cascadeSplits: vec4<f32>,
38
+ lightDir: vec4<f32>,
39
+ cascadeCount: vec4<f32>,
40
+ };
41
+
42
+ @group(0) @binding(0) var<uniform> csm: CSMUniforms;
43
+ @group(0) @binding(1) var modelUniform: mat4x4<f32>;
44
+
45
+ struct VertexInput {
46
+ @location(0) position: vec3<f32>,
47
+ @location(1) normal: vec3<f32>,
48
+ };
49
+
50
+ struct VertexOutput {
51
+ @builtin(position) clipPosition: vec4<f32>,
52
+ @location(0) viewDepth: f32,
53
+ @location(1) worldNormal: vec3<f32>,
54
+ };
55
+
56
+ @vertex
57
+ fn vs_main(input: VertexInput) -> VertexOutput {
58
+ var output: VertexOutput;
59
+ let worldPos = modelUniform * vec4<f32>(input.position, 1.0);
60
+ output.clipPosition = csm.cascades[0].viewProj * worldPos;
61
+ output.viewDepth = output.clipPosition.z / output.clipPosition.w;
62
+ output.worldNormal = normalize((modelUniform * vec4<f32>(input.normal, 0.0)).xyz);
63
+ return output;
64
+ }
65
+ `;
66
+ export class CSMPass extends RenderPass {
67
+ name = "csm";
68
+ passType = PassType.Custom;
69
+ shadowHandle = null;
70
+ device;
71
+ settings;
72
+ shaderModule = null;
73
+ shadowTexture = null;
74
+ shadowView = null;
75
+ // Per-cascade views for rendering to individual layers of the 2d-array texture.
76
+ cascadeViews = [];
77
+ shadowSampler = null;
78
+ uniformBuffer = null;
79
+ modelBuffer = null;
80
+ _uniformView = null;
81
+ _uniformBuf = null;
82
+ pipelines = new Map();
83
+ bindGroups = new Map();
84
+ vertexBuffers = new Map();
85
+ indexBuffers = new Map();
86
+ cascadeViewProjs = [];
87
+ cascadeSplits = [];
88
+ constructor(device, settings = {}) {
89
+ super();
90
+ this.device = device;
91
+ this.settings = { ...DEFAULT_CSM_SETTINGS, ...settings };
92
+ for (let i = 0; i < MAX_CASCADES; i++) {
93
+ this.cascadeViewProjs.push(mat4.identity());
94
+ this.cascadeSplits.push(0);
95
+ }
96
+ }
97
+ get cascadeCount() {
98
+ return this.settings.cascadeCount;
99
+ }
100
+ get shadowMapSize() {
101
+ return this.settings.shadowMapSize;
102
+ }
103
+ prepare(_device) {
104
+ if (!this.shaderModule) {
105
+ this.shaderModule = createValidatedShaderModule(this.device, { code: CSM_SHADER, label: "CSMPass" });
106
+ }
107
+ // Destroy old shadow resources before creating new ones.
108
+ this.shadowTexture?.destroy();
109
+ this.shadowView = null;
110
+ // GPUTextureView does not have .destroy() — just drop the references.
111
+ this.cascadeViews = [];
112
+ this.shadowTexture = this.device.createTexture({
113
+ size: [this.settings.shadowMapSize, this.settings.shadowMapSize, this.settings.cascadeCount],
114
+ format: "depth32float",
115
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
116
+ });
117
+ this.shadowView = this.shadowTexture.createView({
118
+ dimension: "2d-array",
119
+ arrayLayerCount: this.settings.cascadeCount,
120
+ });
121
+ // Create per-cascade views for rendering to individual layers
122
+ this.cascadeViews = [];
123
+ for (let i = 0; i < this.settings.cascadeCount; i++) {
124
+ this.cascadeViews.push(this.shadowTexture.createView({
125
+ dimension: "2d",
126
+ baseArrayLayer: i,
127
+ arrayLayerCount: 1,
128
+ }));
129
+ }
130
+ this.shadowSampler = this.device.createSampler({
131
+ compare: "less",
132
+ magFilter: "linear",
133
+ minFilter: "linear",
134
+ });
135
+ const uniformSize = CSMUniforms.size;
136
+ this.uniformBuffer = this.device.createBuffer({
137
+ size: uniformSize,
138
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
139
+ });
140
+ this._uniformBuf = new Float32Array(CSMUniforms.floatCount);
141
+ this._uniformView = CSMUniforms.view(this._uniformBuf);
142
+ this.modelBuffer = this.device.createBuffer({
143
+ size: 64,
144
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
145
+ });
146
+ }
147
+ computeCascadeSplits(near, far) {
148
+ const splits = [];
149
+ const count = this.settings.cascadeCount;
150
+ const lambda = this.settings.lambda;
151
+ for (let i = 0; i < count; i++) {
152
+ const p = (i + 1) / count;
153
+ const logSplit = near * Math.pow(far / near, p);
154
+ const linearSplit = near + (far - near) * p;
155
+ splits.push(near + (logSplit - near) * lambda + (linearSplit - near) * (1 - lambda));
156
+ }
157
+ this.cascadeSplits = splits;
158
+ return splits;
159
+ }
160
+ computeCascadeViewProjs(lightDir, cameraPos, cameraDir, cameraUp, near, far, aspect, fov) {
161
+ const splits = this.computeCascadeSplits(near, far);
162
+ const tanHalfFov = Math.tan(fov * 0.5);
163
+ for (let i = 0; i < this.settings.cascadeCount; i++) {
164
+ const cascadeNear = i === 0 ? near : splits[i - 1];
165
+ const cascadeFar = splits[i];
166
+ const cascadeMid = (cascadeNear + cascadeFar) * 0.5;
167
+ const cascadeExtent = (cascadeFar - cascadeNear) * 0.5;
168
+ const frustumHeight = tanHalfFov * cascadeMid * 2;
169
+ const frustumWidth = frustumHeight * aspect;
170
+ const maxRadius = Math.sqrt(frustumWidth * frustumWidth + frustumHeight * frustumHeight + 4 * cascadeExtent * cascadeExtent) * 0.55;
171
+ const eye = vec3.create(cameraPos[0] - lightDir[0] * maxRadius, cameraPos[1] - lightDir[1] * maxRadius, cameraPos[2] - lightDir[2] * maxRadius);
172
+ const view = mat4.lookAt(eye, vec3.create(cameraPos[0], cameraPos[1], cameraPos[2]), vec3.create(0, 1, 0));
173
+ const proj = mat4.ortho(-maxRadius, maxRadius, -maxRadius, maxRadius, 0.1, maxRadius * 4);
174
+ this.cascadeViewProjs[i] = mat4.multiply(proj, view);
175
+ }
176
+ this.uploadUniforms();
177
+ }
178
+ uploadUniforms() {
179
+ const buf = this._uniformBuf;
180
+ const view = this._uniformView;
181
+ buf.fill(0);
182
+ // Per-cascade viewProj + texelSize — written directly into the preallocated
183
+ // buffer (the typed view does not support indexed array-of-struct access).
184
+ const cascadeStride = CascadeUniforms.floatCount; // 20 floats per cascade
185
+ for (let i = 0; i < MAX_CASCADES; i++) {
186
+ const off = i * cascadeStride;
187
+ buf.set(this.cascadeViewProjs[i], off);
188
+ buf[off + 16] = 1.0 / this.settings.shadowMapSize;
189
+ buf[off + 17] = 1.0 / this.settings.shadowMapSize;
190
+ buf[off + 18] = 0;
191
+ buf[off + 19] = 0;
192
+ }
193
+ view.set("cascadeSplits", [
194
+ this.cascadeSplits[0] ?? 0,
195
+ this.cascadeSplits[1] ?? 0,
196
+ this.cascadeSplits[2] ?? 0,
197
+ this.cascadeSplits[3] ?? 0,
198
+ ]);
199
+ view.set("lightDir", [0, 0, 0, 0]);
200
+ view.set("cascadeCount", [
201
+ this.settings.cascadeCount,
202
+ this.settings.bias,
203
+ this.settings.normalBias,
204
+ this.settings.blendDistance,
205
+ ]);
206
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, buf);
207
+ }
208
+ getPipeline(stride) {
209
+ let pipeline = this.pipelines.get(stride);
210
+ if (!pipeline) {
211
+ pipeline = this.device.createRenderPipeline({
212
+ layout: "auto",
213
+ vertex: {
214
+ module: this.shaderModule,
215
+ entryPoint: "vs_main",
216
+ buffers: [{
217
+ arrayStride: stride,
218
+ attributes: [
219
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
220
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
221
+ ],
222
+ }],
223
+ },
224
+ primitive: { topology: "triangle-list", cullMode: "back" },
225
+ depthStencil: {
226
+ format: "depth32float",
227
+ depthWriteEnabled: true,
228
+ depthCompare: "less",
229
+ },
230
+ });
231
+ this.pipelines.set(stride, pipeline);
232
+ this.bindGroups.set(stride, this.device.createBindGroup({
233
+ layout: pipeline.getBindGroupLayout(0),
234
+ entries: [
235
+ { binding: 0, resource: { buffer: this.uniformBuffer } },
236
+ { binding: 1, resource: { buffer: this.modelBuffer } },
237
+ ],
238
+ }));
239
+ }
240
+ return pipeline;
241
+ }
242
+ setModelMatrix(model) {
243
+ this.device.queue.writeBuffer(this.modelBuffer, 0, model);
244
+ }
245
+ getShadowView() {
246
+ return this.shadowView;
247
+ }
248
+ getShadowSampler() {
249
+ return this.shadowSampler;
250
+ }
251
+ getCascadeViewProjs() {
252
+ return this.cascadeViewProjs;
253
+ }
254
+ getCascadeSplits() {
255
+ return this.cascadeSplits;
256
+ }
257
+ getSettings() {
258
+ return this.settings;
259
+ }
260
+ setup(builder) {
261
+ if (this.shadowHandle) {
262
+ builder.write(this.shadowHandle);
263
+ }
264
+ }
265
+ renderCascade(encoder, cascadeIndex, meshes) {
266
+ if (!this.shadowView || !this.shaderModule)
267
+ return;
268
+ // Use the per-cascade view to render to the correct layer of the 2d-array texture
269
+ const cascadeView = this.cascadeViews[cascadeIndex] ?? this.shadowView;
270
+ const pass = encoder.beginRenderPass({
271
+ colorAttachments: [],
272
+ depthStencilAttachment: {
273
+ view: cascadeView,
274
+ depthClearValue: 1.0,
275
+ depthLoadOp: "clear",
276
+ depthStoreOp: "store",
277
+ },
278
+ });
279
+ const tracked = new TrackedRenderPass(pass);
280
+ meshes.forEach(({ mesh, model }) => {
281
+ this.setModelMatrix(model);
282
+ const pipeline = this.getPipeline(mesh.layout.stride);
283
+ const bindGroup = this.bindGroups.get(mesh.layout.stride);
284
+ tracked.setPipeline(pipeline);
285
+ tracked.setBindGroup(0, bindGroup);
286
+ tracked.setVertexBuffer(0, this.getVertexBuffer(mesh));
287
+ tracked.setIndexBuffer(this.getIndexBuffer(mesh), mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
288
+ tracked.drawIndexed(mesh.indexCount);
289
+ });
290
+ tracked.end();
291
+ }
292
+ execute(ctx) {
293
+ if (!this.shaderModule || !ctx.shadowsEnabled)
294
+ return;
295
+ }
296
+ getVertexBuffer(mesh) {
297
+ let buf = this.vertexBuffers.get(mesh);
298
+ if (!buf) {
299
+ buf = this.device.createBuffer({
300
+ size: mesh.vertices.byteLength,
301
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
302
+ });
303
+ this.device.queue.writeBuffer(buf, 0, mesh.vertices.buffer);
304
+ this.vertexBuffers.set(mesh, buf);
305
+ }
306
+ return buf;
307
+ }
308
+ getIndexBuffer(mesh) {
309
+ let buf = this.indexBuffers.get(mesh);
310
+ if (!buf) {
311
+ buf = this.device.createBuffer({
312
+ size: mesh.indices.byteLength,
313
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
314
+ });
315
+ this.device.queue.writeBuffer(buf, 0, mesh.indices.buffer);
316
+ this.indexBuffers.set(mesh, buf);
317
+ }
318
+ return buf;
319
+ }
320
+ destroy() {
321
+ this.shadowTexture?.destroy();
322
+ this.shadowView = null;
323
+ // GPUSampler has no destroy() — it's GC'd automatically.
324
+ this.shadowSampler = null;
325
+ this.uniformBuffer?.destroy();
326
+ this.modelBuffer?.destroy();
327
+ this._uniformView = null;
328
+ this._uniformBuf = null;
329
+ for (const buf of this.vertexBuffers.values())
330
+ buf.destroy();
331
+ for (const buf of this.indexBuffers.values())
332
+ buf.destroy();
333
+ this.vertexBuffers.clear();
334
+ this.indexBuffers.clear();
335
+ destroyMapValues(this.pipelines);
336
+ destroyMapValues(this.bindGroups);
337
+ }
338
+ }
@@ -0,0 +1,93 @@
1
+ import { mat4 } from "wgpu-matrix";
2
+ import { TrackedRenderPass } from "../tracked-render-pass.js";
3
+ import { SkyDomePass } from "./sky-dome.js";
4
+ const FACE_DIRS = [
5
+ { target: [1, 0, 0], up: [0, -1, 0] },
6
+ { target: [-1, 0, 0], up: [0, -1, 0] },
7
+ { target: [0, 1, 0], up: [0, 0, 1] },
8
+ { target: [0, -1, 0], up: [0, 0, -1] },
9
+ { target: [0, 0, 1], up: [0, -1, 0] },
10
+ { target: [0, 0, -1], up: [0, -1, 0] },
11
+ ];
12
+ export class CubemapCapturePass {
13
+ device;
14
+ faceSize;
15
+ cubemapTexture = null;
16
+ depthTexture = null;
17
+ skyDomePass;
18
+ constructor(device, options = {}) {
19
+ this.device = device;
20
+ this.faceSize = options.faceSize ?? 256;
21
+ this.skyDomePass = new SkyDomePass(device, "rgba16float", 1);
22
+ this.skyDomePass.prepare(device);
23
+ }
24
+ getCubemapTexture() {
25
+ return this.cubemapTexture;
26
+ }
27
+ capture(uniforms) {
28
+ // Create a fresh cubemap texture each capture. The caller (IBLSystem) owns
29
+ // the returned texture's lifecycle and defers destruction of the previous
30
+ // cubemap until after the frame's command buffers have been submitted.
31
+ // Reusing a single texture here would conflict with that deferred-destroy
32
+ // contract — the next capture would render into a destroyed texture.
33
+ this.cubemapTexture = this.device.createTexture({
34
+ size: [this.faceSize, this.faceSize, 6],
35
+ format: "rgba16float",
36
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
37
+ });
38
+ if (!this.depthTexture) {
39
+ this.depthTexture = this.device.createTexture({
40
+ size: [this.faceSize, this.faceSize],
41
+ format: "depth32float",
42
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
43
+ });
44
+ }
45
+ const proj = mat4.perspective(Math.PI / 2, 1.0, 0.1, 10000.0);
46
+ // DEVIATION: This pass creates its own command encoder and submits per face
47
+ // (6 submissions) instead of using the frame graph's shared encoder. This is
48
+ // intentional — cubemap capture is a one-shot offline render that happens
49
+ // outside the per-frame render loop, so it cannot share the frame encoder.
50
+ for (let face = 0; face < 6; face++) {
51
+ const faceView = this.cubemapTexture.createView({
52
+ dimension: "2d",
53
+ baseArrayLayer: face,
54
+ arrayLayerCount: 1,
55
+ });
56
+ const depthView = this.depthTexture.createView();
57
+ const encoder = this.device.createCommandEncoder();
58
+ const renderPass = encoder.beginRenderPass({
59
+ colorAttachments: [{
60
+ view: faceView,
61
+ loadOp: "clear",
62
+ storeOp: "store",
63
+ clearValue: { r: 0, g: 0, b: 0, a: 1 },
64
+ }],
65
+ depthStencilAttachment: {
66
+ view: depthView,
67
+ depthClearValue: 1.0,
68
+ depthLoadOp: "clear",
69
+ depthStoreOp: "store",
70
+ },
71
+ });
72
+ const view = mat4.lookAt([0, 0, 0], FACE_DIRS[face].target, FACE_DIRS[face].up);
73
+ const viewProj = mat4.multiply(proj, view);
74
+ this.skyDomePass.setUniforms({
75
+ ...uniforms,
76
+ viewProj: viewProj,
77
+ cameraPos: [0, 0, 0],
78
+ });
79
+ const tracked = new TrackedRenderPass(renderPass);
80
+ this.skyDomePass.execute({ device: this.device, pass: tracked });
81
+ tracked.end();
82
+ this.device.queue.submit([encoder.finish()]);
83
+ }
84
+ return this.cubemapTexture;
85
+ }
86
+ destroy() {
87
+ this.cubemapTexture?.destroy();
88
+ this.depthTexture?.destroy();
89
+ this.skyDomePass.destroy();
90
+ this.cubemapTexture = null;
91
+ this.depthTexture = null;
92
+ }
93
+ }
@@ -0,0 +1,248 @@
1
+ import { createValidatedShaderModule } from "../shader-validator.js";
2
+ import { RenderPass } from "../render-pass.js";
3
+ import { destroyMapValues } from "../resource-tracker.js";
4
+ const AABB_SHADER = "struct CameraUniforms {\n viewProj: mat4x4<f32>,\n _pad0: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n};\n\n@vertex\nfn vs_main(input: VertexInput) -> @builtin(position) vec4<f32> {\n return camera.viewProj * vec4<f32>(input.position, 1.0);\n}\n\n@fragment\nfn fs_main() -> @location(0) vec4<f32> {\n return vec4<f32>(0.0, 1.0, 0.0, 1.0);\n}\n";
5
+ const DEPTH_SHADER = "struct CameraUniforms {\n viewProj: mat4x4<f32>,\n _pad0: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n};\n\nstruct VertexOutput {\n @builtin(position) clipPosition: vec4<f32>,\n @location(0) depth: f32,\n};\n\n@vertex\nfn vs_main(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n output.clipPosition = camera.viewProj * vec4<f32>(input.position, 1.0);\n output.depth = output.clipPosition.z / output.clipPosition.w;\n return output;\n}\n\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {\n let d = input.depth;\n return vec4<f32>(d, d, d, 1.0);\n}\n";
6
+ const LOD_SHADER = "struct CameraUniforms {\n viewProj: mat4x4<f32>,\n _pad0: vec4<f32>,\n};\n\nstruct LodUniforms {\n level: f32,\n _pad: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> lod: LodUniforms;\n\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n};\n\nstruct VertexOutput {\n @builtin(position) clipPosition: vec4<f32>,\n @location(0) vLevel: f32,\n};\n\n@vertex\nfn vs_main(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n output.clipPosition = camera.viewProj * vec4<f32>(input.position, 1.0);\n output.vLevel = lod.level;\n return output;\n}\n\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {\n let l = input.vLevel;\n if (l < 0.5) { return vec4<f32>(0.0, 1.0, 0.0, 1.0); }\n if (l < 1.5) { return vec4<f32>(1.0, 1.0, 0.0, 1.0); }\n if (l < 2.5) { return vec4<f32>(1.0, 0.5, 0.0, 1.0); }\n return vec4<f32>(1.0, 0.0, 0.0, 1.0);\n}\n";
7
+ const NORMALS_SHADER = "struct CameraUniforms {\n viewProj: mat4x4<f32>,\n _pad0: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n};\n\nstruct VertexOutput {\n @builtin(position) clipPosition: vec4<f32>,\n @location(0) normal: vec3<f32>,\n};\n\n@vertex\nfn vs_main(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n output.clipPosition = camera.viewProj * vec4<f32>(input.position, 1.0);\n output.normal = input.normal;\n return output;\n}\n\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {\n let n = normalize(input.normal);\n return vec4<f32>(abs(n), 1.0);\n}\n";
8
+ const OVERDRAW_SHADER = "struct CameraUniforms {\n viewProj: mat4x4<f32>,\n _pad0: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n};\n\n@vertex\nfn vs_main(input: VertexInput) -> @builtin(position) vec4<f32> {\n return camera.viewProj * vec4<f32>(input.position, 1.0);\n}\n\n@fragment\nfn fs_main() -> @location(0) vec4<f32> {\n // Each overdraw adds more red — accumulates via additive blend\n return vec4<f32>(0.1, 0.0, 0.0, 1.0);\n}\n";
9
+ const TANGENTS_SHADER = "struct CameraUniforms {\n viewProj: mat4x4<f32>,\n _pad0: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) tangent: vec3<f32>,\n};\n\nstruct VertexOutput {\n @builtin(position) clipPosition: vec4<f32>,\n @location(0) vColor: vec3<f32>,\n};\n\n@vertex\nfn vs_main(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n output.clipPosition = camera.viewProj * vec4<f32>(input.position, 1.0);\n output.vColor = abs(normalize(input.tangent));\n return output;\n}\n\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {\n return vec4<f32>(input.vColor, 1.0);\n}\n";
10
+ const WIREFRAME_SHADER = "struct CameraUniforms {\n viewProj: mat4x4<f32>,\n _pad0: vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n\nstruct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n};\n\nstruct VertexOutput {\n @builtin(position) clipPosition: vec4<f32>,\n @location(0) normal: vec3<f32>,\n @location(1) depth: f32,\n};\n\n@vertex\nfn vs_main(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n output.clipPosition = camera.viewProj * vec4<f32>(input.position, 1.0);\n output.normal = input.normal;\n output.depth = output.clipPosition.z / output.clipPosition.w;\n return output;\n}\n\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {\n let n = normalize(input.normal);\n let color = (n * 0.5 + 0.5);\n return vec4<f32>(color, 1.0);\n}\n";
11
+ export const DEFAULT_DEBUG_VIZ_SETTINGS = {
12
+ mode: null,
13
+ wireframeColor: [0.5, 1.0, 0.8],
14
+ lodRanges: [10, 25, 50, 100],
15
+ };
16
+ export class DebugVizPass extends RenderPass {
17
+ name = "debug-viz";
18
+ surfaceHandle = null;
19
+ depthHandle = null;
20
+ device = null;
21
+ surfaceFormat;
22
+ pipelines = new Map();
23
+ cameraBuffer = null;
24
+ bindGroup = null;
25
+ settings = DEFAULT_DEBUG_VIZ_SETTINGS;
26
+ lodBuffer = null;
27
+ lodBindGroup = null;
28
+ aabbBuffer = null;
29
+ aabbPipeline = null;
30
+ aabbBindGroup = null;
31
+ constructor(surfaceFormat = "rgba16float") {
32
+ super();
33
+ this.surfaceFormat = surfaceFormat;
34
+ }
35
+ prepare(device) {
36
+ this.device = device;
37
+ this.cameraBuffer = device.createBuffer({
38
+ size: 80,
39
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
40
+ });
41
+ this.lodBuffer = device.createBuffer({
42
+ size: 16,
43
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
44
+ });
45
+ // AABB line buffer: 24 vertices (12 edges × 2 endpoints) × 3 floats
46
+ this.aabbBuffer = device.createBuffer({
47
+ size: 24 * 3 * 4,
48
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
49
+ });
50
+ const meshShaders = [
51
+ ["wireframe", WIREFRAME_SHADER],
52
+ ["normals", NORMALS_SHADER],
53
+ ["overdraw", OVERDRAW_SHADER],
54
+ ["depth", DEPTH_SHADER],
55
+ ["tangents", TANGENTS_SHADER],
56
+ ["lod", LOD_SHADER],
57
+ ];
58
+ meshShaders.forEach(([mode, code]) => {
59
+ const module = createValidatedShaderModule(device, { code, label: "DebugViz" });
60
+ const primitive = mode === "wireframe"
61
+ ? { topology: "line-list" }
62
+ : { topology: "triangle-list" };
63
+ const blend = mode === "overdraw"
64
+ ? {
65
+ color: { srcFactor: "one", dstFactor: "one", operation: "add" },
66
+ alpha: { srcFactor: "one", dstFactor: "one", operation: "add" },
67
+ }
68
+ : undefined;
69
+ const targets = [{
70
+ format: this.surfaceFormat,
71
+ ...(blend ? { blend } : {}),
72
+ }];
73
+ const pipeline = device.createRenderPipeline({
74
+ layout: "auto",
75
+ vertex: {
76
+ module,
77
+ entryPoint: "vs_main",
78
+ buffers: [{
79
+ arrayStride: 24,
80
+ attributes: [
81
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
82
+ { shaderLocation: 1, offset: 12, format: "float32x3" },
83
+ ],
84
+ }],
85
+ },
86
+ fragment: { module, entryPoint: "fs_main", targets },
87
+ primitive,
88
+ });
89
+ this.pipelines.set(mode, pipeline);
90
+ });
91
+ // LOD bind group (needs lod uniform in addition to camera)
92
+ const lodPipeline = this.pipelines.get("lod");
93
+ if (lodPipeline) {
94
+ this.lodBindGroup = device.createBindGroup({
95
+ layout: lodPipeline.getBindGroupLayout(0),
96
+ entries: [
97
+ { binding: 0, resource: { buffer: this.cameraBuffer } },
98
+ { binding: 1, resource: { buffer: this.lodBuffer } },
99
+ ],
100
+ });
101
+ }
102
+ // AABB pipeline (line-list, position-only vertices)
103
+ const aabbModule = createValidatedShaderModule(device, { code: AABB_SHADER, label: "DebugViz.aabb" });
104
+ this.aabbPipeline = device.createRenderPipeline({
105
+ layout: "auto",
106
+ vertex: {
107
+ module: aabbModule,
108
+ entryPoint: "vs_main",
109
+ buffers: [{
110
+ arrayStride: 12,
111
+ attributes: [
112
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
113
+ ],
114
+ }],
115
+ },
116
+ fragment: { module: aabbModule, entryPoint: "fs_main", targets: [{ format: this.surfaceFormat }] },
117
+ primitive: { topology: "line-list" },
118
+ });
119
+ this.aabbBindGroup = device.createBindGroup({
120
+ layout: this.aabbPipeline.getBindGroupLayout(0),
121
+ entries: [{ binding: 0, resource: { buffer: this.cameraBuffer } }],
122
+ });
123
+ // Use first pipeline's layout for bind group
124
+ const firstPipeline = this.pipelines.values().next().value;
125
+ if (firstPipeline) {
126
+ this.bindGroup = device.createBindGroup({
127
+ layout: firstPipeline.getBindGroupLayout(0),
128
+ entries: [{ binding: 0, resource: { buffer: this.cameraBuffer } }],
129
+ });
130
+ }
131
+ }
132
+ setCamera(viewProj) {
133
+ if (!this.device || !this.cameraBuffer)
134
+ return;
135
+ const data = new Float32Array(20);
136
+ data.set(viewProj, 0);
137
+ this.device.queue.writeBuffer(this.cameraBuffer, 0, data);
138
+ }
139
+ setSettings(settings) {
140
+ this.settings = { ...this.settings, ...settings };
141
+ }
142
+ getMode() {
143
+ return this.settings.mode;
144
+ }
145
+ setMode(mode) {
146
+ this.settings = { ...this.settings, mode };
147
+ }
148
+ renderMesh(ctx, vertexBuffer, indexBuffer, indexCount) {
149
+ if (!this.settings.mode || !this.bindGroup || !ctx.pass)
150
+ return;
151
+ if (this.settings.mode === "lod") {
152
+ const pipeline = this.pipelines.get("lod");
153
+ if (!pipeline || !this.lodBindGroup)
154
+ return;
155
+ const pass = ctx.pass;
156
+ pass.setPipeline(pipeline);
157
+ pass.setBindGroup(0, this.lodBindGroup);
158
+ pass.setVertexBuffer(0, vertexBuffer);
159
+ if (indexBuffer) {
160
+ pass.setIndexBuffer(indexBuffer, "uint16");
161
+ pass.drawIndexed(indexCount);
162
+ }
163
+ else {
164
+ pass.draw(indexCount);
165
+ }
166
+ return;
167
+ }
168
+ const pipeline = this.pipelines.get(this.settings.mode);
169
+ if (!pipeline)
170
+ return;
171
+ const pass = ctx.pass;
172
+ pass.setPipeline(pipeline);
173
+ pass.setBindGroup(0, this.bindGroup);
174
+ pass.setVertexBuffer(0, vertexBuffer);
175
+ if (indexBuffer) {
176
+ pass.setIndexBuffer(indexBuffer, "uint16");
177
+ pass.drawIndexed(indexCount);
178
+ }
179
+ else {
180
+ pass.draw(indexCount);
181
+ }
182
+ }
183
+ renderAABB(ctx, min, max) {
184
+ if (!this.device || !this.aabbPipeline || !this.aabbBindGroup || !this.aabbBuffer)
185
+ return;
186
+ const [minX, minY, minZ] = min;
187
+ const [maxX, maxY, maxZ] = max;
188
+ const vertices = new Float32Array([
189
+ minX, minY, minZ, maxX, minY, minZ,
190
+ maxX, minY, minZ, maxX, maxY, minZ,
191
+ maxX, maxY, minZ, minX, maxY, minZ,
192
+ minX, maxY, minZ, minX, minY, minZ,
193
+ minX, minY, maxZ, maxX, minY, maxZ,
194
+ maxX, minY, maxZ, maxX, maxY, maxZ,
195
+ maxX, maxY, maxZ, minX, maxY, maxZ,
196
+ minX, maxY, maxZ, minX, minY, maxZ,
197
+ minX, minY, minZ, minX, minY, maxZ,
198
+ maxX, minY, minZ, maxX, minY, maxZ,
199
+ maxX, maxY, minZ, maxX, maxY, maxZ,
200
+ minX, maxY, minZ, minX, maxY, maxZ,
201
+ ]);
202
+ this.device.queue.writeBuffer(this.aabbBuffer, 0, vertices);
203
+ const pass = ctx.pass;
204
+ if (!pass)
205
+ return;
206
+ pass.setPipeline(this.aabbPipeline);
207
+ pass.setBindGroup(0, this.aabbBindGroup);
208
+ pass.setVertexBuffer(0, this.aabbBuffer);
209
+ pass.draw(24);
210
+ }
211
+ setLodLevel(level) {
212
+ if (!this.device || !this.lodBuffer)
213
+ return;
214
+ const data = new Float32Array(4);
215
+ data[0] = level;
216
+ this.device.queue.writeBuffer(this.lodBuffer, 0, data);
217
+ }
218
+ setup(builder) {
219
+ if (this.depthHandle)
220
+ builder.depthAttachment({ handle: this.depthHandle, depthLoadOp: "load", depthStoreOp: "store", depthReadOnly: true });
221
+ if (this.surfaceHandle)
222
+ builder.colorAttachment({ handle: this.surfaceHandle, loadOp: "load", storeOp: "store" });
223
+ }
224
+ execute(ctx) {
225
+ if (!ctx.pass)
226
+ return;
227
+ this.setCamera(ctx.viewProj);
228
+ if (!this.settings.mode)
229
+ return;
230
+ const vb = ctx.opaqueVertexBuffer;
231
+ const ib = ctx.opaqueIndexBuffer;
232
+ const indexCount = ctx.opaqueIndexCount;
233
+ if (vb && ib && indexCount > 0) {
234
+ this.renderMesh(ctx, vb, ib, indexCount);
235
+ }
236
+ }
237
+ destroy() {
238
+ this.cameraBuffer?.destroy();
239
+ this.cameraBuffer = null;
240
+ this.lodBuffer?.destroy();
241
+ this.lodBuffer = null;
242
+ this.aabbBuffer?.destroy();
243
+ this.aabbBuffer = null;
244
+ destroyMapValues(this.pipelines);
245
+ this.aabbPipeline?.destroy();
246
+ this.aabbPipeline = null;
247
+ }
248
+ }