@multiplekex/shallot 0.1.0

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Files changed (196) hide show
  1. package/dist/core/builder.d.ts +25 -0
  2. package/dist/core/builder.d.ts.map +1 -0
  3. package/dist/core/builder.js +88 -0
  4. package/dist/core/builder.js.map +1 -0
  5. package/dist/core/component.d.ts +29 -0
  6. package/dist/core/component.d.ts.map +1 -0
  7. package/dist/core/component.js +36 -0
  8. package/dist/core/component.js.map +1 -0
  9. package/dist/core/index.d.ts +13 -0
  10. package/dist/core/index.d.ts.map +1 -0
  11. package/dist/core/math.d.ts +32 -0
  12. package/dist/core/math.d.ts.map +1 -0
  13. package/dist/core/math.js +39 -0
  14. package/dist/core/math.js.map +1 -0
  15. package/dist/core/relation.d.ts +16 -0
  16. package/dist/core/relation.d.ts.map +1 -0
  17. package/dist/core/relation.js +32 -0
  18. package/dist/core/relation.js.map +1 -0
  19. package/dist/core/resource.d.ts +9 -0
  20. package/dist/core/resource.d.ts.map +1 -0
  21. package/dist/core/resource.js +12 -0
  22. package/dist/core/resource.js.map +1 -0
  23. package/dist/core/runtime.d.ts +13 -0
  24. package/dist/core/runtime.d.ts.map +1 -0
  25. package/dist/core/runtime.js +118 -0
  26. package/dist/core/runtime.js.map +1 -0
  27. package/dist/core/scheduler.d.ts +47 -0
  28. package/dist/core/scheduler.d.ts.map +1 -0
  29. package/dist/core/scheduler.js +138 -0
  30. package/dist/core/scheduler.js.map +1 -0
  31. package/dist/core/state.d.ts +62 -0
  32. package/dist/core/state.d.ts.map +1 -0
  33. package/dist/core/state.js +185 -0
  34. package/dist/core/state.js.map +1 -0
  35. package/dist/core/strings.d.ts +3 -0
  36. package/dist/core/strings.d.ts.map +1 -0
  37. package/dist/core/strings.js +11 -0
  38. package/dist/core/strings.js.map +1 -0
  39. package/dist/core/types.d.ts +33 -0
  40. package/dist/core/types.d.ts.map +1 -0
  41. package/dist/core/xml.d.ts +42 -0
  42. package/dist/core/xml.d.ts.map +1 -0
  43. package/dist/core/xml.js +349 -0
  44. package/dist/core/xml.js.map +1 -0
  45. package/dist/extras/arrows/index.d.ts +33 -0
  46. package/dist/extras/arrows/index.d.ts.map +1 -0
  47. package/dist/extras/arrows/index.js +288 -0
  48. package/dist/extras/arrows/index.js.map +1 -0
  49. package/dist/extras/index.d.ts +5 -0
  50. package/dist/extras/index.d.ts.map +1 -0
  51. package/dist/extras/index.js +31 -0
  52. package/dist/extras/index.js.map +1 -0
  53. package/dist/extras/lines/index.d.ts +36 -0
  54. package/dist/extras/lines/index.d.ts.map +1 -0
  55. package/dist/extras/lines/index.js +288 -0
  56. package/dist/extras/lines/index.js.map +1 -0
  57. package/dist/extras/orbit/index.d.ts +20 -0
  58. package/dist/extras/orbit/index.d.ts.map +1 -0
  59. package/dist/extras/orbit/index.js +93 -0
  60. package/dist/extras/orbit/index.js.map +1 -0
  61. package/dist/extras/text/index.d.ts +64 -0
  62. package/dist/extras/text/index.d.ts.map +1 -0
  63. package/dist/extras/text/index.js +423 -0
  64. package/dist/extras/text/index.js.map +1 -0
  65. package/dist/index.d.ts +4 -0
  66. package/dist/index.d.ts.map +1 -0
  67. package/dist/index.js +187 -0
  68. package/dist/index.js.map +1 -0
  69. package/dist/rust/transforms/pkg/shallot_transforms.js +107 -0
  70. package/dist/rust/transforms/pkg/shallot_transforms.js.map +1 -0
  71. package/dist/standard/compute/graph.d.ts +37 -0
  72. package/dist/standard/compute/graph.d.ts.map +1 -0
  73. package/dist/standard/compute/graph.js +85 -0
  74. package/dist/standard/compute/graph.js.map +1 -0
  75. package/dist/standard/compute/index.d.ts +21 -0
  76. package/dist/standard/compute/index.d.ts.map +1 -0
  77. package/dist/standard/compute/index.js +81 -0
  78. package/dist/standard/compute/index.js.map +1 -0
  79. package/dist/standard/defaults.d.ts +3 -0
  80. package/dist/standard/defaults.d.ts.map +1 -0
  81. package/dist/standard/defaults.js +18 -0
  82. package/dist/standard/defaults.js.map +1 -0
  83. package/dist/standard/index.d.ts +8 -0
  84. package/dist/standard/index.d.ts.map +1 -0
  85. package/dist/standard/input/index.d.ts +5 -0
  86. package/dist/standard/input/index.d.ts.map +1 -0
  87. package/dist/standard/input/index.js +70 -0
  88. package/dist/standard/input/index.js.map +1 -0
  89. package/dist/standard/loading/index.d.ts +7 -0
  90. package/dist/standard/loading/index.d.ts.map +1 -0
  91. package/dist/standard/loading/index.js +91 -0
  92. package/dist/standard/loading/index.js.map +1 -0
  93. package/dist/standard/render/camera.d.ts +36 -0
  94. package/dist/standard/render/camera.d.ts.map +1 -0
  95. package/dist/standard/render/camera.js +71 -0
  96. package/dist/standard/render/camera.js.map +1 -0
  97. package/dist/standard/render/forward.d.ts +30 -0
  98. package/dist/standard/render/forward.d.ts.map +1 -0
  99. package/dist/standard/render/forward.js +158 -0
  100. package/dist/standard/render/forward.js.map +1 -0
  101. package/dist/standard/render/index.d.ts +22 -0
  102. package/dist/standard/render/index.d.ts.map +1 -0
  103. package/dist/standard/render/index.js +153 -0
  104. package/dist/standard/render/index.js.map +1 -0
  105. package/dist/standard/render/light.d.ts +25 -0
  106. package/dist/standard/render/light.d.ts.map +1 -0
  107. package/dist/standard/render/light.js +48 -0
  108. package/dist/standard/render/light.js.map +1 -0
  109. package/dist/standard/render/mesh/box.d.ts +3 -0
  110. package/dist/standard/render/mesh/box.d.ts.map +1 -0
  111. package/dist/standard/render/mesh/box.js +190 -0
  112. package/dist/standard/render/mesh/box.js.map +1 -0
  113. package/dist/standard/render/mesh/index.d.ts +52 -0
  114. package/dist/standard/render/mesh/index.d.ts.map +1 -0
  115. package/dist/standard/render/mesh/index.js +158 -0
  116. package/dist/standard/render/mesh/index.js.map +1 -0
  117. package/dist/standard/render/mesh/plane.d.ts +3 -0
  118. package/dist/standard/render/mesh/plane.d.ts.map +1 -0
  119. package/dist/standard/render/mesh/plane.js +33 -0
  120. package/dist/standard/render/mesh/plane.js.map +1 -0
  121. package/dist/standard/render/mesh/sphere.d.ts +3 -0
  122. package/dist/standard/render/mesh/sphere.d.ts.map +1 -0
  123. package/dist/standard/render/mesh/sphere.js +25 -0
  124. package/dist/standard/render/mesh/sphere.js.map +1 -0
  125. package/dist/standard/render/postprocess.d.ts +11 -0
  126. package/dist/standard/render/postprocess.d.ts.map +1 -0
  127. package/dist/standard/render/postprocess.js +190 -0
  128. package/dist/standard/render/postprocess.js.map +1 -0
  129. package/dist/standard/render/scene.d.ts +8 -0
  130. package/dist/standard/render/scene.d.ts.map +1 -0
  131. package/dist/standard/render/scene.js +67 -0
  132. package/dist/standard/render/scene.js.map +1 -0
  133. package/dist/standard/transforms/index.d.ts +27 -0
  134. package/dist/standard/transforms/index.d.ts.map +1 -0
  135. package/dist/standard/transforms/index.js +122 -0
  136. package/dist/standard/transforms/index.js.map +1 -0
  137. package/dist/standard/transforms/wasm.d.ts +17 -0
  138. package/dist/standard/transforms/wasm.d.ts.map +1 -0
  139. package/dist/standard/transforms/wasm.js +31 -0
  140. package/dist/standard/transforms/wasm.js.map +1 -0
  141. package/dist/standard/tween/easing.d.ts +5 -0
  142. package/dist/standard/tween/easing.d.ts.map +1 -0
  143. package/dist/standard/tween/easing.js +80 -0
  144. package/dist/standard/tween/easing.js.map +1 -0
  145. package/dist/standard/tween/index.d.ts +4 -0
  146. package/dist/standard/tween/index.d.ts.map +1 -0
  147. package/dist/standard/tween/sequence.d.ts +20 -0
  148. package/dist/standard/tween/sequence.d.ts.map +1 -0
  149. package/dist/standard/tween/sequence.js +95 -0
  150. package/dist/standard/tween/sequence.js.map +1 -0
  151. package/dist/standard/tween/tween.d.ts +28 -0
  152. package/dist/standard/tween/tween.d.ts.map +1 -0
  153. package/dist/standard/tween/tween.js +136 -0
  154. package/dist/standard/tween/tween.js.map +1 -0
  155. package/package.json +63 -0
  156. package/src/core/builder.ts +148 -0
  157. package/src/core/component.ts +71 -0
  158. package/src/core/index.ts +92 -0
  159. package/src/core/math.ts +128 -0
  160. package/src/core/relation.ts +46 -0
  161. package/src/core/resource.ts +18 -0
  162. package/src/core/runtime.ts +185 -0
  163. package/src/core/scheduler.ts +238 -0
  164. package/src/core/state.ts +295 -0
  165. package/src/core/strings.ts +10 -0
  166. package/src/core/types.ts +37 -0
  167. package/src/core/xml.ts +676 -0
  168. package/src/extras/arrows/index.ts +363 -0
  169. package/src/extras/index.ts +4 -0
  170. package/src/extras/lines/index.ts +368 -0
  171. package/src/extras/orbit/index.ts +133 -0
  172. package/src/extras/text/index.ts +641 -0
  173. package/src/index.ts +3 -0
  174. package/src/standard/compute/graph.ts +165 -0
  175. package/src/standard/compute/index.ts +116 -0
  176. package/src/standard/defaults.ts +17 -0
  177. package/src/standard/index.ts +7 -0
  178. package/src/standard/input/index.ts +142 -0
  179. package/src/standard/loading/index.ts +136 -0
  180. package/src/standard/render/camera.ts +87 -0
  181. package/src/standard/render/forward.ts +212 -0
  182. package/src/standard/render/index.ts +175 -0
  183. package/src/standard/render/light.ts +81 -0
  184. package/src/standard/render/mesh/box.ts +20 -0
  185. package/src/standard/render/mesh/index.ts +227 -0
  186. package/src/standard/render/mesh/plane.ts +11 -0
  187. package/src/standard/render/mesh/sphere.ts +40 -0
  188. package/src/standard/render/postprocess.ts +235 -0
  189. package/src/standard/render/scene.ts +116 -0
  190. package/src/standard/transforms/index.ts +184 -0
  191. package/src/standard/transforms/wasm.ts +61 -0
  192. package/src/standard/tween/easing.ts +169 -0
  193. package/src/standard/tween/index.ts +13 -0
  194. package/src/standard/tween/sequence.ts +142 -0
  195. package/src/standard/tween/tween.ts +265 -0
  196. package/src/vite-env.d.ts +6 -0
@@ -0,0 +1,212 @@
1
+ import type { ComputeNode, ExecutionContext } from "../compute";
2
+ import type { ShapeBatch } from "./mesh";
3
+ import { DEPTH_FORMAT } from "./scene";
4
+
5
+ export const INDIRECT_SIZE = 20;
6
+
7
+ export interface IndirectArgs {
8
+ indexCount: number;
9
+ instanceCount: number;
10
+ firstIndex: number;
11
+ baseVertex: number;
12
+ firstInstance: number;
13
+ }
14
+
15
+ export function createIndirectBuffer(device: GPUDevice, slotCount: number): GPUBuffer {
16
+ return device.createBuffer({
17
+ label: "indirect",
18
+ size: slotCount * INDIRECT_SIZE,
19
+ usage:
20
+ GPUBufferUsage.INDIRECT |
21
+ GPUBufferUsage.STORAGE |
22
+ GPUBufferUsage.COPY_DST |
23
+ GPUBufferUsage.COPY_SRC,
24
+ });
25
+ }
26
+
27
+ export function writeIndirect(
28
+ device: GPUDevice,
29
+ buffer: GPUBuffer,
30
+ slot: number,
31
+ args: IndirectArgs
32
+ ): void {
33
+ const offset = slot * INDIRECT_SIZE;
34
+ const data = new ArrayBuffer(INDIRECT_SIZE);
35
+ const view = new DataView(data);
36
+
37
+ view.setUint32(0, args.indexCount, true);
38
+ view.setUint32(4, args.instanceCount, true);
39
+ view.setUint32(8, args.firstIndex, true);
40
+ view.setInt32(12, args.baseVertex, true);
41
+ view.setUint32(16, args.firstInstance, true);
42
+
43
+ device.queue.writeBuffer(buffer, offset, data);
44
+ }
45
+
46
+ export const litShader = /* wgsl */ `
47
+ struct VertexInput {
48
+ @location(0) position: vec3<f32>,
49
+ @location(1) normal: vec3<f32>,
50
+ @builtin(instance_index) instance: u32,
51
+ }
52
+
53
+ struct VertexOutput {
54
+ @builtin(position) position: vec4<f32>,
55
+ @location(0) color: vec4<f32>,
56
+ @location(1) worldNormal: vec3<f32>,
57
+ }
58
+
59
+ struct Scene {
60
+ viewProj: mat4x4<f32>,
61
+ cameraWorld: mat4x4<f32>,
62
+ ambientColor: vec4<f32>,
63
+ sunDirection: vec4<f32>,
64
+ sunColor: vec4<f32>,
65
+ }
66
+
67
+ @group(0) @binding(0) var<uniform> scene: Scene;
68
+ @group(0) @binding(1) var<storage, read> entityIds: array<u32>;
69
+ @group(0) @binding(2) var<storage, read> matrices: array<mat4x4<f32>>;
70
+ @group(0) @binding(3) var<storage, read> colors: array<vec4<f32>>;
71
+ @group(0) @binding(4) var<storage, read> sizes: array<vec4<f32>>;
72
+
73
+ @vertex
74
+ fn vs(input: VertexInput) -> VertexOutput {
75
+ let eid = entityIds[input.instance];
76
+ let world = matrices[eid];
77
+ let scaledPos = input.position * sizes[eid].xyz;
78
+ let worldPos = world * vec4<f32>(scaledPos, 1.0);
79
+ let worldNormal = normalize((world * vec4<f32>(input.normal, 0.0)).xyz);
80
+
81
+ var output: VertexOutput;
82
+ output.position = scene.viewProj * worldPos;
83
+ output.color = colors[eid];
84
+ output.worldNormal = worldNormal;
85
+ return output;
86
+ }
87
+
88
+ @fragment
89
+ fn fs(input: VertexOutput) -> @location(0) vec4<f32> {
90
+ let normal = normalize(input.worldNormal);
91
+ let NdotL = max(dot(normal, -scene.sunDirection.xyz), 0.0);
92
+
93
+ let ambient = scene.ambientColor.rgb * scene.ambientColor.a;
94
+ let diffuse = scene.sunColor.rgb * NdotL;
95
+ let lighting = ambient + diffuse;
96
+
97
+ return vec4<f32>(input.color.rgb * lighting, input.color.a);
98
+ }
99
+ `;
100
+
101
+ export function createForwardPipeline(
102
+ device: GPUDevice,
103
+ format: GPUTextureFormat
104
+ ): GPURenderPipeline {
105
+ const module = device.createShaderModule({ code: litShader });
106
+
107
+ return device.createRenderPipeline({
108
+ layout: "auto",
109
+ vertex: {
110
+ module,
111
+ entryPoint: "vs",
112
+ buffers: [
113
+ {
114
+ arrayStride: 24,
115
+ attributes: [
116
+ { shaderLocation: 0, offset: 0, format: "float32x3" as const },
117
+ { shaderLocation: 1, offset: 12, format: "float32x3" as const },
118
+ ],
119
+ },
120
+ ],
121
+ },
122
+ fragment: {
123
+ module,
124
+ entryPoint: "fs",
125
+ targets: [{ format }],
126
+ },
127
+ primitive: {
128
+ topology: "triangle-list",
129
+ cullMode: "back",
130
+ },
131
+ depthStencil: {
132
+ format: DEPTH_FORMAT,
133
+ depthWriteEnabled: true,
134
+ depthCompare: "less",
135
+ },
136
+ });
137
+ }
138
+
139
+ export const clearColor = { r: 0.1, g: 0.1, b: 0.1, a: 1 };
140
+
141
+ export interface ForwardConfig {
142
+ scene: GPUBuffer;
143
+ matrices: GPUBuffer;
144
+ colors: GPUBuffer;
145
+ sizes: GPUBuffer;
146
+ indirect: GPUBuffer;
147
+ batches: Map<number, ShapeBatch>;
148
+ }
149
+
150
+ export function createForwardNode(config: ForwardConfig): ComputeNode {
151
+ let pipeline: GPURenderPipeline | null = null;
152
+ const bindGroups = new Map<number, GPUBindGroup>();
153
+
154
+ return {
155
+ id: "forward",
156
+ inputs: [],
157
+ outputs: [{ id: "scene", access: "write" }],
158
+
159
+ execute(ctx: ExecutionContext) {
160
+ const { device, encoder, format } = ctx;
161
+ const targetView = ctx.getTextureView("scene") ?? ctx.canvasView;
162
+ const depthView = ctx.getTextureView("depth")!;
163
+
164
+ if (!pipeline) {
165
+ pipeline = createForwardPipeline(device, format);
166
+ }
167
+
168
+ const pass = encoder.beginRenderPass({
169
+ colorAttachments: [
170
+ {
171
+ view: targetView,
172
+ clearValue: clearColor,
173
+ loadOp: "clear" as const,
174
+ storeOp: "store" as const,
175
+ },
176
+ ],
177
+ depthStencilAttachment: {
178
+ view: depthView,
179
+ depthClearValue: 1.0,
180
+ depthLoadOp: "clear" as const,
181
+ depthStoreOp: "store" as const,
182
+ },
183
+ });
184
+
185
+ pass.setPipeline(pipeline);
186
+
187
+ for (const batch of config.batches.values()) {
188
+ let bindGroup = bindGroups.get(batch.index);
189
+ if (!bindGroup) {
190
+ bindGroup = device.createBindGroup({
191
+ layout: pipeline.getBindGroupLayout(0),
192
+ entries: [
193
+ { binding: 0, resource: { buffer: config.scene } },
194
+ { binding: 1, resource: { buffer: batch.entityIds } },
195
+ { binding: 2, resource: { buffer: config.matrices } },
196
+ { binding: 3, resource: { buffer: config.colors } },
197
+ { binding: 4, resource: { buffer: config.sizes } },
198
+ ],
199
+ });
200
+ bindGroups.set(batch.index, bindGroup);
201
+ }
202
+
203
+ pass.setBindGroup(0, bindGroup);
204
+ pass.setVertexBuffer(0, batch.buffers.vertex);
205
+ pass.setIndexBuffer(batch.buffers.index, "uint16");
206
+ pass.drawIndexedIndirect(config.indirect, batch.index * INDIRECT_SIZE);
207
+ }
208
+
209
+ pass.end();
210
+ },
211
+ };
212
+ }
@@ -0,0 +1,175 @@
1
+ import type { Plugin, State, System } from "../../core";
2
+ import { MAX_ENTITIES, resource } from "../../core";
3
+ import { Compute, ComputePlugin } from "../compute";
4
+ import { WorldTransform } from "../transforms";
5
+ import { Camera, Tonemap, FXAA, Vignette, uploadCamera } from "./camera";
6
+ import { AmbientLight, DirectionalLight, packLightUniforms } from "./light";
7
+ import {
8
+ Mesh,
9
+ MeshColors,
10
+ MeshSizes,
11
+ collectByShape,
12
+ updateBatches,
13
+ type ShapeBatch,
14
+ type MeshBuffers,
15
+ } from "./mesh";
16
+ import { createSceneBuffer, ensureRenderTextures } from "./scene";
17
+ import { createForwardNode, createIndirectBuffer } from "./forward";
18
+ import { createPostProcessNode, type PostProcessUniforms } from "./postprocess";
19
+
20
+ export * from "./camera";
21
+ export * from "./light";
22
+ export * from "./mesh";
23
+ export * from "./scene";
24
+ export * from "./forward";
25
+ export * from "./postprocess";
26
+
27
+ export interface RenderState {
28
+ scene: GPUBuffer;
29
+ matrices: GPUBuffer;
30
+ colors: GPUBuffer;
31
+ sizes: GPUBuffer;
32
+ indirect: GPUBuffer;
33
+ batches: Map<number, ShapeBatch>;
34
+ buffers: Map<number, MeshBuffers>;
35
+ postProcess: PostProcessUniforms;
36
+ }
37
+
38
+ export const Render = resource<RenderState>("render");
39
+
40
+ const RenderSystem: System = {
41
+ group: "draw",
42
+ first: true,
43
+
44
+ update(state: State) {
45
+ const render = Render.from(state);
46
+ const compute = Compute.from(state);
47
+ if (!render || !compute || !state.canvas) return;
48
+
49
+ const { device, format, resources } = compute;
50
+ const { width, height } = state.canvas;
51
+
52
+ ensureRenderTextures(
53
+ device,
54
+ format,
55
+ width,
56
+ height,
57
+ resources.textures,
58
+ resources.textureViews
59
+ );
60
+
61
+ for (const eid of state.query([Camera])) {
62
+ if (Camera.active[eid]) {
63
+ uploadCamera(device, render.scene, eid, width / height);
64
+
65
+ render.postProcess.tonemap = state.hasComponent(eid, Tonemap);
66
+ if (render.postProcess.tonemap) {
67
+ render.postProcess.exposure = Tonemap.exposure[eid];
68
+ }
69
+ render.postProcess.fxaa = state.hasComponent(eid, FXAA);
70
+ if (state.hasComponent(eid, Vignette)) {
71
+ render.postProcess.vignetteStrength = Vignette.strength[eid];
72
+ render.postProcess.vignetteInner = Vignette.inner[eid];
73
+ render.postProcess.vignetteOuter = Vignette.outer[eid];
74
+ }
75
+ break;
76
+ }
77
+ }
78
+
79
+ let ambientData = { color: 0x888888, intensity: 1.0 };
80
+ let directionalData = {
81
+ color: 0xffffff,
82
+ intensity: 1.0,
83
+ directionX: -0.5,
84
+ directionY: -1.0,
85
+ directionZ: -0.5,
86
+ };
87
+
88
+ for (const eid of state.query([AmbientLight])) {
89
+ ambientData = {
90
+ color: AmbientLight.color[eid],
91
+ intensity: AmbientLight.intensity[eid],
92
+ };
93
+ break;
94
+ }
95
+
96
+ for (const eid of state.query([DirectionalLight])) {
97
+ directionalData = {
98
+ color: DirectionalLight.color[eid],
99
+ intensity: DirectionalLight.intensity[eid],
100
+ directionX: DirectionalLight.directionX[eid],
101
+ directionY: DirectionalLight.directionY[eid],
102
+ directionZ: DirectionalLight.directionZ[eid],
103
+ };
104
+ break;
105
+ }
106
+
107
+ const lightUniforms = packLightUniforms(ambientData, directionalData);
108
+ device.queue.writeBuffer(render.scene, 128, lightUniforms as Float32Array<ArrayBuffer>);
109
+
110
+ device.queue.writeBuffer(
111
+ render.matrices,
112
+ 0,
113
+ WorldTransform.data as Float32Array<ArrayBuffer>
114
+ );
115
+
116
+ const meshEntities = state.query([Mesh, WorldTransform]);
117
+ const byShape = collectByShape(meshEntities);
118
+ device.queue.writeBuffer(render.colors, 0, MeshColors.data);
119
+ device.queue.writeBuffer(render.sizes, 0, MeshSizes.data);
120
+ updateBatches(device, byShape, render, render.indirect);
121
+ },
122
+ };
123
+
124
+ export const RenderPlugin: Plugin = {
125
+ systems: [RenderSystem],
126
+ components: { Camera, Mesh, AmbientLight, DirectionalLight, Tonemap, FXAA, Vignette },
127
+ dependencies: [ComputePlugin],
128
+
129
+ initialize(state: State) {
130
+ const compute = Compute.from(state);
131
+ if (!compute) return;
132
+
133
+ const { device } = compute;
134
+
135
+ const createPropertyBuffer = (size: number) =>
136
+ device.createBuffer({
137
+ label: "property",
138
+ size,
139
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
140
+ });
141
+
142
+ const renderState: RenderState = {
143
+ scene: createSceneBuffer(device),
144
+ matrices: createPropertyBuffer(MAX_ENTITIES * 64),
145
+ colors: createPropertyBuffer(MAX_ENTITIES * 16),
146
+ sizes: createPropertyBuffer(MAX_ENTITIES * 16),
147
+ indirect: createIndirectBuffer(device, 16),
148
+ batches: new Map(),
149
+ buffers: new Map(),
150
+ postProcess: {
151
+ tonemap: false,
152
+ exposure: 1.0,
153
+ fxaa: true,
154
+ vignetteStrength: 0,
155
+ vignetteInner: 0.4,
156
+ vignetteOuter: 0.8,
157
+ },
158
+ };
159
+
160
+ state.setResource(Render, renderState);
161
+
162
+ compute.graph.add(
163
+ createForwardNode({
164
+ scene: renderState.scene,
165
+ matrices: renderState.matrices,
166
+ colors: renderState.colors,
167
+ sizes: renderState.sizes,
168
+ indirect: renderState.indirect,
169
+ batches: renderState.batches,
170
+ })
171
+ );
172
+
173
+ compute.graph.add(createPostProcessNode(renderState.postProcess));
174
+ },
175
+ };
@@ -0,0 +1,81 @@
1
+ import { setTraits } from "../../core/component";
2
+ import { unpackColor } from "./camera";
3
+
4
+ export const AmbientLight = {
5
+ color: [] as number[],
6
+ intensity: [] as number[],
7
+ };
8
+
9
+ setTraits(AmbientLight, {
10
+ defaults: () => ({ color: 0x888888, intensity: 1.0 }),
11
+ });
12
+
13
+ export const DirectionalLight = {
14
+ color: [] as number[],
15
+ intensity: [] as number[],
16
+ directionX: [] as number[],
17
+ directionY: [] as number[],
18
+ directionZ: [] as number[],
19
+ };
20
+
21
+ setTraits(DirectionalLight, {
22
+ defaults: () => ({
23
+ color: 0xffffff,
24
+ intensity: 1.0,
25
+ directionX: -0.5,
26
+ directionY: -1.0,
27
+ directionZ: -0.5,
28
+ }),
29
+ });
30
+
31
+ export function normalizeDirection(x: number, y: number, z: number): [number, number, number] {
32
+ const len = Math.sqrt(x * x + y * y + z * z);
33
+ if (len < 0.0001) {
34
+ return [0, -1, 0];
35
+ }
36
+ return [x / len, y / len, z / len];
37
+ }
38
+
39
+ export interface AmbientLightData {
40
+ color: number;
41
+ intensity: number;
42
+ }
43
+
44
+ export interface DirectionalLightData {
45
+ color: number;
46
+ intensity: number;
47
+ directionX: number;
48
+ directionY: number;
49
+ directionZ: number;
50
+ }
51
+
52
+ export function packLightUniforms(
53
+ ambient: AmbientLightData,
54
+ directional: DirectionalLightData
55
+ ): Float32Array {
56
+ const data = new Float32Array(12);
57
+
58
+ const ambientRgb = unpackColor(ambient.color);
59
+ data[0] = ambientRgb.r;
60
+ data[1] = ambientRgb.g;
61
+ data[2] = ambientRgb.b;
62
+ data[3] = ambient.intensity;
63
+
64
+ const [dx, dy, dz] = normalizeDirection(
65
+ directional.directionX,
66
+ directional.directionY,
67
+ directional.directionZ
68
+ );
69
+ data[4] = dx;
70
+ data[5] = dy;
71
+ data[6] = dz;
72
+ data[7] = 0;
73
+
74
+ const sunRgb = unpackColor(directional.color);
75
+ data[8] = sunRgb.r * directional.intensity;
76
+ data[9] = sunRgb.g * directional.intensity;
77
+ data[10] = sunRgb.b * directional.intensity;
78
+ data[11] = 0;
79
+
80
+ return data;
81
+ }
@@ -0,0 +1,20 @@
1
+ import type { MeshData } from "./index";
2
+
3
+ export function createBox(): MeshData {
4
+ const vertices = new Float32Array([
5
+ -0.5, -0.5, 0.5, 0, 0, 1, 0.5, -0.5, 0.5, 0, 0, 1, 0.5, 0.5, 0.5, 0, 0, 1, -0.5, 0.5, 0.5,
6
+ 0, 0, 1, 0.5, -0.5, -0.5, 0, 0, -1, -0.5, -0.5, -0.5, 0, 0, -1, -0.5, 0.5, -0.5, 0, 0, -1,
7
+ 0.5, 0.5, -0.5, 0, 0, -1, -0.5, 0.5, 0.5, 0, 1, 0, 0.5, 0.5, 0.5, 0, 1, 0, 0.5, 0.5, -0.5,
8
+ 0, 1, 0, -0.5, 0.5, -0.5, 0, 1, 0, -0.5, -0.5, -0.5, 0, -1, 0, 0.5, -0.5, -0.5, 0, -1, 0,
9
+ 0.5, -0.5, 0.5, 0, -1, 0, -0.5, -0.5, 0.5, 0, -1, 0, 0.5, -0.5, 0.5, 1, 0, 0, 0.5, -0.5,
10
+ -0.5, 1, 0, 0, 0.5, 0.5, -0.5, 1, 0, 0, 0.5, 0.5, 0.5, 1, 0, 0, -0.5, -0.5, -0.5, -1, 0, 0,
11
+ -0.5, -0.5, 0.5, -1, 0, 0, -0.5, 0.5, 0.5, -1, 0, 0, -0.5, 0.5, -0.5, -1, 0, 0,
12
+ ]);
13
+
14
+ const indices = new Uint16Array([
15
+ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18,
16
+ 16, 18, 19, 20, 21, 22, 20, 22, 23,
17
+ ]);
18
+
19
+ return { vertices, indices, vertexCount: 24, indexCount: 36 };
20
+ }