@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.
- package/app/README.md +11 -0
- package/app/src/renderer/bootstrap.ts +295 -19
- package/app/src/renderer/feature-log.ts +1 -1
- package/app/src/renderer/game-module.ts +60 -12
- package/app/src/renderer/hooks.ts +9 -1
- package/app/src/renderer/hot-reload.ts +9 -9
- package/app/src/renderer/mcp-harness.ts +2 -2
- package/app/src/renderer/standard-automation-tools.ts +104 -3
- package/app/src/shared/feature-log.ts +2 -1
- package/app/src/shared/mcp-discovery.ts +8 -3
- package/app/src/shared/mcp-proxy.ts +2 -2
- package/asset-bake/README.md +22 -0
- package/core/README.md +25 -0
- package/core/src/animation/skeleton-animator.ts +23 -5
- package/core/src/assets/manager.ts +4 -4
- package/core/src/ecs/events.ts +1 -1
- package/core/src/ecs/schedule.ts +1 -1
- package/core/src/ecs/world.ts +1 -1
- package/core/src/index.ts +3 -4
- package/core/src/input/local-player-manager.ts +2 -2
- package/core/src/library/host.ts +27 -13
- package/core/src/library/library.ts +13 -5
- package/core/src/module/cross-thread.ts +6 -0
- package/core/src/module/diagnostics.ts +10 -6
- package/core/src/module/host.ts +65 -18
- package/core/src/module/index.ts +1 -0
- package/core/src/module/module.ts +11 -5
- package/core/src/module/renderer-module.ts +15 -0
- package/core/src/physics/safety.ts +1 -1
- package/core/src/platform/bun-preload.ts +7 -2
- package/core/src/platform/glob-polyfill.ts +17 -8
- package/core/src/platform/pkg-root.ts +27 -0
- package/core/src/platform/runtime.ts +29 -0
- package/core/src/plugin/discovery.ts +1 -1
- package/core/src/plugin/extension-loaders.ts +6 -4
- package/core/src/plugin/host.ts +13 -13
- package/core/src/plugin/loader-asset.ts +5 -5
- package/core/src/plugin/loader-quickjs.ts +1 -1
- package/core/src/plugin/loader-wasm.ts +3 -3
- package/core/src/plugin/loader-worker.ts +1 -1
- package/core/src/plugin/manifest.ts +8 -3
- package/core/src/plugin/workshop.ts +3 -3
- package/core/src/profiling/index.ts +1 -1
- package/core/src/profiling/profiling-sab.ts +19 -0
- package/core/src/profiling/warnings.ts +1 -1
- package/core/src/profiling/worker-prelude.ts +1 -1
- package/core/src/render/bindless/frame-bindings.ts +1 -1
- package/core/src/render/bindless/material-manager.ts +2 -2
- package/core/src/render/bindless/texture-registry.ts +2 -2
- package/core/src/render/device.ts +5 -5
- package/core/src/render/frame-graph.ts +2 -2
- package/core/src/render/game-renderer.ts +42 -18
- package/core/src/render/hot-reload.ts +3 -3
- package/core/src/render/renderer-module-host.ts +32 -12
- package/core/src/render/shader-validator.ts +7 -7
- package/core/src/render/surface.ts +1 -1
- package/core/src/sab/errors.ts +1 -1
- package/core/src/sab/sab-polyfill.ts +1 -1
- package/core/src/save/migration-registry.ts +4 -4
- package/core/src/save/schema.ts +1 -1
- package/core/src/scene/prefab.ts +1 -1
- package/core/src/scene/scene-manager.ts +2 -2
- package/core/src/scene/scene.ts +4 -4
- package/core/src/scene/streaming.ts +2 -2
- package/core/src/scripting/hot-reload.ts +2 -2
- package/core/src/sim/hot-reload-pipeline.ts +30 -6
- package/core/src/sim/sim-state-helper.ts +1 -1
- package/core/src/sim/transient-state-registry.ts +1 -1
- package/core/src/sim/worker-loop.ts +2 -2
- package/core/src/telemetry/gpu-profiler.ts +3 -3
- package/core/src/util/index.ts +1 -1
- package/core/src/util/logger.ts +38 -7
- package/core/src/version.ts +13 -0
- package/core/src/worker/base-worker-host.ts +87 -25
- package/core/src/worker/buffer-sync.ts +1 -1
- package/core/src/worker/crash-recovery.ts +2 -2
- package/core/src/worker/instrumented-worker-host.ts +3 -3
- package/core/src/worker/rpc.ts +62 -11
- package/core/src/worker/sim-worker-base.ts +4 -9
- package/core/src/worker/task-pool.ts +2 -2
- package/dist/.dd-manifest.json +4119 -0
- package/dist/app/src/index.js +9 -0
- package/dist/app/src/renderer/bootstrap.js +446 -0
- package/dist/app/src/renderer/downdraft-base.css +93 -0
- package/dist/app/src/renderer/feature-log.js +180 -0
- package/dist/app/src/renderer/game-module.js +562 -0
- package/dist/app/src/renderer/hooks.js +82 -0
- package/dist/app/src/renderer/hot-reload.js +158 -0
- package/dist/app/src/renderer/import-cache.js +77 -0
- package/dist/app/src/renderer/index.js +149 -0
- package/dist/app/src/renderer/mcp-harness.js +112 -0
- package/dist/app/src/renderer/save-store-factory.js +180 -0
- package/dist/app/src/renderer/sim-bridge.js +138 -0
- package/dist/app/src/renderer/standard-automation-tools.js +720 -0
- package/dist/app/src/shared/feature-log.js +54 -0
- package/dist/app/src/shared/gpu-info.js +74 -0
- package/dist/app/src/shared/import-cache-store.js +123 -0
- package/dist/app/src/shared/index.js +4 -0
- package/dist/app/src/shared/mcp-discovery.js +55 -0
- package/dist/app/src/shared/mcp-proxy.js +71 -0
- package/dist/app/src/shared/types.js +13 -0
- package/dist/asset-bake/src/bake-audio.js +103 -0
- package/dist/asset-bake/src/bake-gltf.js +141 -0
- package/dist/asset-bake/src/bake.js +63 -0
- package/dist/asset-bake/src/cache.js +147 -0
- package/dist/asset-bake/src/config.js +93 -0
- package/dist/asset-bake/src/index.js +25 -0
- package/dist/core/src/animation/animation-event.js +24 -0
- package/dist/core/src/animation/bone-mask.js +103 -0
- package/dist/core/src/animation/clip.js +210 -0
- package/dist/core/src/animation/index.js +13 -0
- package/dist/core/src/animation/mixamo.js +78 -0
- package/dist/core/src/animation/morph-target.js +37 -0
- package/dist/core/src/animation/player.js +621 -0
- package/dist/core/src/animation/retarget.js +101 -0
- package/dist/core/src/animation/skeleton-animator.js +1361 -0
- package/dist/core/src/animation/skeleton.js +166 -0
- package/dist/core/src/animation/state-machine.js +252 -0
- package/dist/core/src/assets/blob-store.js +14 -0
- package/dist/core/src/assets/cache.js +168 -0
- package/dist/core/src/assets/cubemap-converter.js +129 -0
- package/dist/core/src/assets/environment-manager.js +84 -0
- package/dist/core/src/assets/import-cache.js +36 -0
- package/dist/core/src/assets/import-settings.js +34 -0
- package/dist/core/src/assets/importer.js +78 -0
- package/dist/core/src/assets/index.js +29 -0
- package/dist/core/src/assets/irradiance-generator.js +179 -0
- package/dist/core/src/assets/loader-audio.js +70 -0
- package/dist/core/src/assets/loader-cubemap.js +141 -0
- package/dist/core/src/assets/loader-dds.js +185 -0
- package/dist/core/src/assets/loader-hdr.js +430 -0
- package/dist/core/src/assets/loader-mesh.js +47 -0
- package/dist/core/src/assets/loader-shader.js +61 -0
- package/dist/core/src/assets/loader-texture.js +264 -0
- package/dist/core/src/assets/lod.js +150 -0
- package/dist/core/src/assets/manager.js +401 -0
- package/dist/core/src/assets/manifest.js +57 -0
- package/dist/core/src/assets/material-bridge.js +160 -0
- package/dist/core/src/assets/model-importer.js +32 -0
- package/dist/core/src/assets/model-normalizer.js +213 -0
- package/dist/core/src/assets/model-to-gpu.js +44 -0
- package/dist/core/src/assets/model-to-mesh.js +171 -0
- package/dist/core/src/assets/prefilter-generator.js +220 -0
- package/dist/core/src/audio/engine.js +153 -0
- package/dist/core/src/audio/interface.js +8 -0
- package/dist/core/src/audio/listener.js +19 -0
- package/dist/core/src/audio/mixer.js +124 -0
- package/dist/core/src/audio/registry.js +43 -0
- package/dist/core/src/audio/sab.js +74 -0
- package/dist/core/src/audio/source.js +60 -0
- package/dist/core/src/change-detection/atomics.js +1 -0
- package/dist/core/src/change-detection/tracker.js +26 -0
- package/dist/core/src/debug-draw/lines.js +27 -0
- package/dist/core/src/debug-draw/points.js +9 -0
- package/dist/core/src/debug-draw/queue.js +77 -0
- package/dist/core/src/debug-draw/text.js +12 -0
- package/dist/core/src/ecs/archetype.js +271 -0
- package/dist/core/src/ecs/component.js +109 -0
- package/dist/core/src/ecs/entity.js +11 -0
- package/dist/core/src/ecs/events.js +73 -0
- package/dist/core/src/ecs/hierarchy.js +104 -0
- package/dist/core/src/ecs/hmr-swap-registry.js +15 -0
- package/dist/core/src/ecs/index.js +14 -0
- package/dist/core/src/ecs/query.js +110 -0
- package/dist/core/src/ecs/resource.js +3 -0
- package/dist/core/src/ecs/schedule.js +157 -0
- package/dist/core/src/ecs/system-params.js +45 -0
- package/dist/core/src/ecs/system.js +18 -0
- package/dist/core/src/ecs/world.js +292 -0
- package/dist/core/src/index.js +191 -0
- package/dist/core/src/input/context.js +69 -0
- package/dist/core/src/input/dom-handler.js +288 -0
- package/dist/core/src/input/local-player-manager.js +145 -0
- package/dist/core/src/input/mapping.js +36 -0
- package/dist/core/src/input/multi-sab-bridge.js +224 -0
- package/dist/core/src/input/multi-state.js +48 -0
- package/dist/core/src/input/sab-bridge.js +66 -0
- package/dist/core/src/input/state.js +108 -0
- package/dist/core/src/input/ui-router.js +76 -0
- package/dist/core/src/library/host.js +291 -0
- package/dist/core/src/library/index.js +1 -0
- package/dist/core/src/library/library.js +20 -0
- package/dist/core/src/material/compiler.js +73 -0
- package/dist/core/src/material/graph-bridge.js +119 -0
- package/dist/core/src/material/index.js +6 -0
- package/dist/core/src/material/library.js +414 -0
- package/dist/core/src/material/material.js +120 -0
- package/dist/core/src/material/variants.js +37 -0
- package/dist/core/src/math/mat4.js +198 -0
- package/dist/core/src/math/perlin-noise-2d.js +66 -0
- package/dist/core/src/math/perlin-noise-3d.js +76 -0
- package/dist/core/src/math/quat.js +29 -0
- package/dist/core/src/math/rng.js +25 -0
- package/dist/core/src/math/trig.js +42 -0
- package/dist/core/src/math/value-noise.js +49 -0
- package/dist/core/src/mesh/builder.js +137 -0
- package/dist/core/src/mesh/csg.js +250 -0
- package/dist/core/src/mesh/greased-line.js +102 -0
- package/dist/core/src/mesh/mesh.js +6 -0
- package/dist/core/src/mesh/parametric.js +392 -0
- package/dist/core/src/mesh/skinning.js +30 -0
- package/dist/core/src/mesh/vertex-layout.js +65 -0
- package/dist/core/src/module/cross-thread.js +126 -0
- package/dist/core/src/module/diagnostics.js +99 -0
- package/dist/core/src/module/host.js +449 -0
- package/dist/core/src/module/index.js +6 -0
- package/dist/core/src/module/module.js +1 -0
- package/dist/core/src/module/registry.js +83 -0
- package/dist/core/src/module/renderer-module.js +13 -0
- package/dist/core/src/module/ts-loader.js +20 -0
- package/dist/core/src/particles/compute-pass.js +329 -0
- package/dist/core/src/particles/emitter.js +113 -0
- package/dist/core/src/particles/index.js +7 -0
- package/dist/core/src/particles/particle-data.js +33 -0
- package/dist/core/src/particles/render-pass.js +338 -0
- package/dist/core/src/particles/simulator.js +224 -0
- package/dist/core/src/particles/system.js +157 -0
- package/dist/core/src/physics/body.js +25 -0
- package/dist/core/src/physics/ccd-heuristic.js +46 -0
- package/dist/core/src/physics/character.js +184 -0
- package/dist/core/src/physics/collider.js +36 -0
- package/dist/core/src/physics/collision-system.js +62 -0
- package/dist/core/src/physics/events.js +74 -0
- package/dist/core/src/physics/index.js +24 -0
- package/dist/core/src/physics/interface.js +14 -0
- package/dist/core/src/physics/interpolation-buffer.js +182 -0
- package/dist/core/src/physics/lifecycle.js +66 -0
- package/dist/core/src/physics/load-shedder.js +155 -0
- package/dist/core/src/physics/physics-accumulator.js +94 -0
- package/dist/core/src/physics/physics-system.js +142 -0
- package/dist/core/src/physics/ragdoll-presets.js +248 -0
- package/dist/core/src/physics/ragdoll-system.js +193 -0
- package/dist/core/src/physics/ragdoll.js +117 -0
- package/dist/core/src/physics/raycast.js +97 -0
- package/dist/core/src/physics/realm-manager.js +431 -0
- package/dist/core/src/physics/realm-worker-pool.js +181 -0
- package/dist/core/src/physics/realm-worker.js +91 -0
- package/dist/core/src/physics/realm.js +137 -0
- package/dist/core/src/physics/registry.js +43 -0
- package/dist/core/src/physics/safety.js +211 -0
- package/dist/core/src/physics/snapshot-manager.js +118 -0
- package/dist/core/src/physics/worker-protocol.js +1 -0
- package/dist/core/src/platform/bun-preload.js +175 -0
- package/dist/core/src/platform/css-stub.js +4 -0
- package/dist/core/src/platform/glob-polyfill.js +137 -0
- package/dist/core/src/platform/hidpi.js +52 -0
- package/dist/core/src/platform/pkg-root.js +27 -0
- package/dist/core/src/platform/render-surface.js +15 -0
- package/dist/core/src/platform/rpc.js +82 -0
- package/dist/core/src/platform/runtime.js +93 -0
- package/dist/core/src/plugin/context.js +144 -0
- package/dist/core/src/plugin/diagnostics.js +20 -0
- package/dist/core/src/plugin/discovery.js +124 -0
- package/dist/core/src/plugin/extension-loaders.js +111 -0
- package/dist/core/src/plugin/host.js +542 -0
- package/dist/core/src/plugin/index.js +19 -0
- package/dist/core/src/plugin/loader-asset.js +105 -0
- package/dist/core/src/plugin/loader-quickjs.js +67 -0
- package/dist/core/src/plugin/loader-wasm.js +385 -0
- package/dist/core/src/plugin/loader-worker.js +228 -0
- package/dist/core/src/plugin/manifest.js +424 -0
- package/dist/core/src/plugin/material-registry.js +44 -0
- package/dist/core/src/plugin/mcp-tools.js +147 -0
- package/dist/core/src/plugin/permissions.js +152 -0
- package/dist/core/src/plugin/quickjs-bridge.js +219 -0
- package/dist/core/src/plugin/registry.js +92 -0
- package/dist/core/src/plugin/sandbox-shim.js +79 -0
- package/dist/core/src/plugin/sandbox-worker.js +194 -0
- package/dist/core/src/plugin/wasm-abi.js +62 -0
- package/dist/core/src/plugin/wasm-worker.js +234 -0
- package/dist/core/src/plugin/workshop.js +131 -0
- package/dist/core/src/profiling/event-loop.js +164 -0
- package/dist/core/src/profiling/index.js +23 -0
- package/dist/core/src/profiling/iops/idb-patch.js +211 -0
- package/dist/core/src/profiling/iops/opfs-patch.js +206 -0
- package/dist/core/src/profiling/profiling-sab.js +632 -0
- package/dist/core/src/profiling/task-latency.js +118 -0
- package/dist/core/src/profiling/thread-metrics.js +103 -0
- package/dist/core/src/profiling/trace-event-writer.js +165 -0
- package/dist/core/src/profiling/warnings.js +304 -0
- package/dist/core/src/profiling/worker-prelude.js +281 -0
- package/dist/core/src/render/bind-group.js +33 -0
- package/dist/core/src/render/bindless/bindless-struct.js +39 -0
- package/dist/core/src/render/bindless/bindless.wgsl.js +163 -0
- package/dist/core/src/render/bindless/frame-bindings.js +142 -0
- package/dist/core/src/render/bindless/index.js +6 -0
- package/dist/core/src/render/bindless/material-manager.js +182 -0
- package/dist/core/src/render/bindless/texture-registry.js +498 -0
- package/dist/core/src/render/buffer.js +74 -0
- package/dist/core/src/render/camera-2d.js +151 -0
- package/dist/core/src/render/camera-controller.js +370 -0
- package/dist/core/src/render/camera.js +332 -0
- package/dist/core/src/render/canvas-resize-watcher.js +36 -0
- package/dist/core/src/render/compute-kernel.js +130 -0
- package/dist/core/src/render/constants.js +2 -0
- package/dist/core/src/render/device.js +91 -0
- package/dist/core/src/render/frame-graph.js +594 -0
- package/dist/core/src/render/frustum.js +152 -0
- package/dist/core/src/render/fullscreen-vs.js +24 -0
- package/dist/core/src/render/g-buffer.js +156 -0
- package/dist/core/src/render/game-renderer.js +1165 -0
- package/dist/core/src/render/gpu-driven/cull-pass.js +352 -0
- package/dist/core/src/render/gpu-driven/hzb.js +183 -0
- package/dist/core/src/render/gpu-driven/index.js +6 -0
- package/dist/core/src/render/gpu-driven/indirect-draw-pass.js +300 -0
- package/dist/core/src/render/gpu-driven/instance-buffer.js +150 -0
- package/dist/core/src/render/gpu-driven/mesh-table.js +130 -0
- package/dist/core/src/render/gpu-driven/passes/hzb-build-pass.js +39 -0
- package/dist/core/src/render/gpu-utils.js +72 -0
- package/dist/core/src/render/hdr.js +69 -0
- package/dist/core/src/render/hot-reload.js +236 -0
- package/dist/core/src/render/ibl-bind-group.js +232 -0
- package/dist/core/src/render/ibl.js +148 -0
- package/dist/core/src/render/index.js +86 -0
- package/dist/core/src/render/input-manager.js +224 -0
- package/dist/core/src/render/lighting/area-light.js +142 -0
- package/dist/core/src/render/lighting/cluster-grid.js +255 -0
- package/dist/core/src/render/lighting/cluster-types.js +87 -0
- package/dist/core/src/render/lighting/ies-parser.js +111 -0
- package/dist/core/src/render/lighting.js +300 -0
- package/dist/core/src/render/material-types/depth.wgsl +44 -0
- package/dist/core/src/render/material-types/line.wgsl +50 -0
- package/dist/core/src/render/material-types/matcap.wgsl +51 -0
- package/dist/core/src/render/material-types/normal.wgsl +41 -0
- package/dist/core/src/render/material-types/physical.wgsl +152 -0
- package/dist/core/src/render/material-types/sprite.wgsl +46 -0
- package/dist/core/src/render/material-types/sss.wgsl +79 -0
- package/dist/core/src/render/material-types/toon.wgsl +79 -0
- package/dist/core/src/render/passes/README.md +121 -0
- package/dist/core/src/render/passes/atmosphere.js +107 -0
- package/dist/core/src/render/passes/cluster-lighting-pass.js +441 -0
- package/dist/core/src/render/passes/csm.js +338 -0
- package/dist/core/src/render/passes/cubemap-capture.js +93 -0
- package/dist/core/src/render/passes/debug-viz.js +248 -0
- package/dist/core/src/render/passes/debug.js +500 -0
- package/dist/core/src/render/passes/decal-mesh.js +86 -0
- package/dist/core/src/render/passes/decal-pass.js +344 -0
- package/dist/core/src/render/passes/deferred-lighting.js +406 -0
- package/dist/core/src/render/passes/depth-prepass.js +148 -0
- package/dist/core/src/render/passes/dome-360.js +68 -0
- package/dist/core/src/render/passes/fluid-render.js +116 -0
- package/dist/core/src/render/passes/gi-types.js +78 -0
- package/dist/core/src/render/passes/graph-compute.js +251 -0
- package/dist/core/src/render/passes/greased-line-pass.js +218 -0
- package/dist/core/src/render/passes/morph-target.js +35 -0
- package/dist/core/src/render/passes/opaque.js +966 -0
- package/dist/core/src/render/passes/point-light-shadow.js +221 -0
- package/dist/core/src/render/passes/procedural-texture.js +142 -0
- package/dist/core/src/render/passes/reflection-probe.js +100 -0
- package/dist/core/src/render/passes/rsm-pass.js +228 -0
- package/dist/core/src/render/passes/sdf-text.js +114 -0
- package/dist/core/src/render/passes/shadow-map.js +121 -0
- package/dist/core/src/render/passes/shadow.js +191 -0
- package/dist/core/src/render/passes/skinning-vs.js +102 -0
- package/dist/core/src/render/passes/skinning.js +282 -0
- package/dist/core/src/render/passes/sky-dome.js +380 -0
- package/dist/core/src/render/passes/skybox.js +146 -0
- package/dist/core/src/render/passes/spot-light-shadow.js +223 -0
- package/dist/core/src/render/passes/terrain.js +303 -0
- package/dist/core/src/render/passes/transparent.js +323 -0
- package/dist/core/src/render/passes/underwater-fog.js +173 -0
- package/dist/core/src/render/passes/video-texture.js +58 -0
- package/dist/core/src/render/passes/volumetric-pass.js +278 -0
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- package/libraries/physics-native/src/ffi-spike-worker.ts +0 -71
- package/libraries/physics-rapier/bench/ffi-bench.ts +0 -79
- package/libraries/physics-rapier/bench/wasm-baseline.ts +0 -90
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import { mat4x4f, vec4f, wgsl } from "@downdraft/engine/shader-graph";
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import { mat4, vec3 } from "wgpu-matrix";
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import { PassType } from "../frame-graph.js";
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import { RenderPass } from "../render-pass.js";
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import { destroyMapValues } from "../resource-tracker.js";
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import { createValidatedShaderModule } from "../shader-validator.js";
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import { TrackedRenderPass } from "../tracked-render-pass.js";
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export const DEFAULT_CSM_SETTINGS = {
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cascadeCount: 4,
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shadowMapSize: 2048,
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lambda: 0.5,
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bias: 0.001,
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normalBias: 0.02,
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blendDistance: 0.15,
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};
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const MAX_CASCADES = 4;
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const CascadeUniforms = wgsl.struct("CascadeUniforms", {
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viewProj: mat4x4f,
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texelSize: vec4f,
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});
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// CSMUniforms contains a nested struct array (array<CascadeUniforms, N>).
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// The wgsl.struct emitter cannot produce valid WGSL for nested struct arrays
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// (it would inline the struct declaration inside array<...>), so the WGSL
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// declaration below is hand-written. The WgslStruct descriptor is still used
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// for the typed view layout (single source of truth for buffer offsets).
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const CSMUniforms = wgsl.struct("CSMUniforms", {
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cascades: wgsl.array(CascadeUniforms, MAX_CASCADES),
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cascadeSplits: vec4f,
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lightDir: vec4f,
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cascadeCount: vec4f,
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});
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const CSM_SHADER = /* wgsl */ `
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${CascadeUniforms.wgsl}
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struct CSMUniforms {
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cascades: array<CascadeUniforms, ${MAX_CASCADES}>,
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cascadeSplits: vec4<f32>,
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lightDir: vec4<f32>,
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cascadeCount: vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> csm: CSMUniforms;
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@group(0) @binding(1) var modelUniform: mat4x4<f32>;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clipPosition: vec4<f32>,
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@location(0) viewDepth: f32,
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@location(1) worldNormal: vec3<f32>,
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};
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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let worldPos = modelUniform * vec4<f32>(input.position, 1.0);
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output.clipPosition = csm.cascades[0].viewProj * worldPos;
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output.viewDepth = output.clipPosition.z / output.clipPosition.w;
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output.worldNormal = normalize((modelUniform * vec4<f32>(input.normal, 0.0)).xyz);
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return output;
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}
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`;
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export class CSMPass extends RenderPass {
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name = "csm";
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passType = PassType.Custom;
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shadowHandle = null;
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device;
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settings;
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shaderModule = null;
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shadowTexture = null;
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shadowView = null;
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// Per-cascade views for rendering to individual layers of the 2d-array texture.
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cascadeViews = [];
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shadowSampler = null;
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uniformBuffer = null;
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modelBuffer = null;
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_uniformView = null;
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_uniformBuf = null;
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pipelines = new Map();
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bindGroups = new Map();
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vertexBuffers = new Map();
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indexBuffers = new Map();
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cascadeViewProjs = [];
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cascadeSplits = [];
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constructor(device, settings = {}) {
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super();
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this.device = device;
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this.settings = { ...DEFAULT_CSM_SETTINGS, ...settings };
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for (let i = 0; i < MAX_CASCADES; i++) {
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this.cascadeViewProjs.push(mat4.identity());
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this.cascadeSplits.push(0);
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}
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}
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get cascadeCount() {
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return this.settings.cascadeCount;
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}
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get shadowMapSize() {
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return this.settings.shadowMapSize;
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}
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prepare(_device) {
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if (!this.shaderModule) {
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this.shaderModule = createValidatedShaderModule(this.device, { code: CSM_SHADER, label: "CSMPass" });
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}
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// Destroy old shadow resources before creating new ones.
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this.shadowTexture?.destroy();
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this.shadowView = null;
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// GPUTextureView does not have .destroy() — just drop the references.
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this.cascadeViews = [];
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this.shadowTexture = this.device.createTexture({
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size: [this.settings.shadowMapSize, this.settings.shadowMapSize, this.settings.cascadeCount],
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format: "depth32float",
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usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
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});
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this.shadowView = this.shadowTexture.createView({
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dimension: "2d-array",
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arrayLayerCount: this.settings.cascadeCount,
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});
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// Create per-cascade views for rendering to individual layers
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this.cascadeViews = [];
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for (let i = 0; i < this.settings.cascadeCount; i++) {
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this.cascadeViews.push(this.shadowTexture.createView({
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dimension: "2d",
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baseArrayLayer: i,
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arrayLayerCount: 1,
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}));
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}
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this.shadowSampler = this.device.createSampler({
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compare: "less",
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magFilter: "linear",
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minFilter: "linear",
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});
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const uniformSize = CSMUniforms.size;
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this.uniformBuffer = this.device.createBuffer({
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size: uniformSize,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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this._uniformBuf = new Float32Array(CSMUniforms.floatCount);
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this._uniformView = CSMUniforms.view(this._uniformBuf);
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this.modelBuffer = this.device.createBuffer({
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size: 64,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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}
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computeCascadeSplits(near, far) {
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const splits = [];
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const count = this.settings.cascadeCount;
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const lambda = this.settings.lambda;
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for (let i = 0; i < count; i++) {
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const p = (i + 1) / count;
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const logSplit = near * Math.pow(far / near, p);
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const linearSplit = near + (far - near) * p;
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splits.push(near + (logSplit - near) * lambda + (linearSplit - near) * (1 - lambda));
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}
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this.cascadeSplits = splits;
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return splits;
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}
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computeCascadeViewProjs(lightDir, cameraPos, cameraDir, cameraUp, near, far, aspect, fov) {
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const splits = this.computeCascadeSplits(near, far);
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const tanHalfFov = Math.tan(fov * 0.5);
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for (let i = 0; i < this.settings.cascadeCount; i++) {
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const cascadeNear = i === 0 ? near : splits[i - 1];
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const cascadeFar = splits[i];
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const cascadeMid = (cascadeNear + cascadeFar) * 0.5;
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const cascadeExtent = (cascadeFar - cascadeNear) * 0.5;
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const frustumHeight = tanHalfFov * cascadeMid * 2;
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const frustumWidth = frustumHeight * aspect;
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const maxRadius = Math.sqrt(frustumWidth * frustumWidth + frustumHeight * frustumHeight + 4 * cascadeExtent * cascadeExtent) * 0.55;
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const eye = vec3.create(cameraPos[0] - lightDir[0] * maxRadius, cameraPos[1] - lightDir[1] * maxRadius, cameraPos[2] - lightDir[2] * maxRadius);
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const view = mat4.lookAt(eye, vec3.create(cameraPos[0], cameraPos[1], cameraPos[2]), vec3.create(0, 1, 0));
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const proj = mat4.ortho(-maxRadius, maxRadius, -maxRadius, maxRadius, 0.1, maxRadius * 4);
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this.cascadeViewProjs[i] = mat4.multiply(proj, view);
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}
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this.uploadUniforms();
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}
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uploadUniforms() {
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const buf = this._uniformBuf;
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const view = this._uniformView;
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buf.fill(0);
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// Per-cascade viewProj + texelSize — written directly into the preallocated
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// buffer (the typed view does not support indexed array-of-struct access).
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const cascadeStride = CascadeUniforms.floatCount; // 20 floats per cascade
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for (let i = 0; i < MAX_CASCADES; i++) {
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const off = i * cascadeStride;
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buf.set(this.cascadeViewProjs[i], off);
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buf[off + 16] = 1.0 / this.settings.shadowMapSize;
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buf[off + 17] = 1.0 / this.settings.shadowMapSize;
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buf[off + 18] = 0;
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buf[off + 19] = 0;
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}
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view.set("cascadeSplits", [
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this.cascadeSplits[0] ?? 0,
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this.cascadeSplits[1] ?? 0,
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this.cascadeSplits[2] ?? 0,
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this.cascadeSplits[3] ?? 0,
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]);
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view.set("lightDir", [0, 0, 0, 0]);
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view.set("cascadeCount", [
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this.settings.cascadeCount,
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this.settings.bias,
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this.settings.normalBias,
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this.settings.blendDistance,
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]);
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this.device.queue.writeBuffer(this.uniformBuffer, 0, buf);
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}
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getPipeline(stride) {
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let pipeline = this.pipelines.get(stride);
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if (!pipeline) {
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pipeline = this.device.createRenderPipeline({
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layout: "auto",
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vertex: {
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module: this.shaderModule,
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entryPoint: "vs_main",
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buffers: [{
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arrayStride: stride,
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attributes: [
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{ shaderLocation: 0, offset: 0, format: "float32x3" },
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{ shaderLocation: 1, offset: 12, format: "float32x3" },
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],
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}],
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},
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primitive: { topology: "triangle-list", cullMode: "back" },
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depthStencil: {
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format: "depth32float",
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depthWriteEnabled: true,
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depthCompare: "less",
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},
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});
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this.pipelines.set(stride, pipeline);
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this.bindGroups.set(stride, this.device.createBindGroup({
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layout: pipeline.getBindGroupLayout(0),
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entries: [
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{ binding: 0, resource: { buffer: this.uniformBuffer } },
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{ binding: 1, resource: { buffer: this.modelBuffer } },
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],
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}));
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}
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return pipeline;
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}
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setModelMatrix(model) {
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this.device.queue.writeBuffer(this.modelBuffer, 0, model);
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}
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getShadowView() {
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return this.shadowView;
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}
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getShadowSampler() {
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return this.shadowSampler;
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}
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getCascadeViewProjs() {
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return this.cascadeViewProjs;
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}
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getCascadeSplits() {
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return this.cascadeSplits;
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}
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getSettings() {
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return this.settings;
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}
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setup(builder) {
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if (this.shadowHandle) {
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builder.write(this.shadowHandle);
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}
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}
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renderCascade(encoder, cascadeIndex, meshes) {
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if (!this.shadowView || !this.shaderModule)
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return;
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// Use the per-cascade view to render to the correct layer of the 2d-array texture
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const cascadeView = this.cascadeViews[cascadeIndex] ?? this.shadowView;
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const pass = encoder.beginRenderPass({
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colorAttachments: [],
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depthStencilAttachment: {
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view: cascadeView,
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depthClearValue: 1.0,
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depthLoadOp: "clear",
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depthStoreOp: "store",
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},
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});
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const tracked = new TrackedRenderPass(pass);
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meshes.forEach(({ mesh, model }) => {
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this.setModelMatrix(model);
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const pipeline = this.getPipeline(mesh.layout.stride);
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const bindGroup = this.bindGroups.get(mesh.layout.stride);
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tracked.setPipeline(pipeline);
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tracked.setBindGroup(0, bindGroup);
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tracked.setVertexBuffer(0, this.getVertexBuffer(mesh));
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tracked.setIndexBuffer(this.getIndexBuffer(mesh), mesh.indices instanceof Uint16Array ? "uint16" : "uint32");
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tracked.drawIndexed(mesh.indexCount);
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});
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tracked.end();
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}
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execute(ctx) {
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if (!this.shaderModule || !ctx.shadowsEnabled)
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return;
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}
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getVertexBuffer(mesh) {
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let buf = this.vertexBuffers.get(mesh);
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if (!buf) {
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buf = this.device.createBuffer({
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size: mesh.vertices.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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this.device.queue.writeBuffer(buf, 0, mesh.vertices.buffer);
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this.vertexBuffers.set(mesh, buf);
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}
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return buf;
|
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+
}
|
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308
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+
getIndexBuffer(mesh) {
|
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309
|
+
let buf = this.indexBuffers.get(mesh);
|
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310
|
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if (!buf) {
|
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311
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buf = this.device.createBuffer({
|
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+
size: mesh.indices.byteLength,
|
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usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
|
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+
});
|
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315
|
+
this.device.queue.writeBuffer(buf, 0, mesh.indices.buffer);
|
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|
+
this.indexBuffers.set(mesh, buf);
|
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+
}
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|
+
return buf;
|
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+
}
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320
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+
destroy() {
|
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321
|
+
this.shadowTexture?.destroy();
|
|
322
|
+
this.shadowView = null;
|
|
323
|
+
// GPUSampler has no destroy() — it's GC'd automatically.
|
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324
|
+
this.shadowSampler = null;
|
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325
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+
this.uniformBuffer?.destroy();
|
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326
|
+
this.modelBuffer?.destroy();
|
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327
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this._uniformView = null;
|
|
328
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+
this._uniformBuf = null;
|
|
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+
for (const buf of this.vertexBuffers.values())
|
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+
buf.destroy();
|
|
331
|
+
for (const buf of this.indexBuffers.values())
|
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+
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
|
+
}
|