@woosh/meep-engine 2.33.60 → 2.33.64

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 (89) hide show
  1. package/core/geom/3d/SurfacePoint3.js +44 -5
  2. package/core/geom/Vector2.d.ts +2 -0
  3. package/core/geom/packing/MaxRectangles.js +13 -4
  4. package/core/math/hash/murmur3_32.js +3 -3
  5. package/ecs/grid/pick.js +44 -0
  6. package/editor/actions/concrete/PaintTerrainOverlayAction.js +1 -1
  7. package/editor/process/ObstacleGridDisplayProcess.js +1 -1
  8. package/editor/process/symbolic/makeGridPositionSymbolDisplay.js +1 -1
  9. package/editor/tools/FoliagePaintTool.js +1 -1
  10. package/editor/tools/GridPaintTool.js +2 -2
  11. package/editor/tools/paint/TerrainPaintTool.js +2 -2
  12. package/editor/tools/paint/TerrainTexturePaintTool.js +1 -1
  13. package/editor/view/EditorView.js +1 -1
  14. package/editor/view/GridPickCoordinateView.js +2 -2
  15. package/engine/asset/loaders/material/computeTextureHash.js +7 -13
  16. package/engine/ecs/animation/InverseKinematicsSystem.js +1 -1
  17. package/engine/ecs/attachment/AttachmentSystem.js +9 -56
  18. package/engine/ecs/evaluation/world/ReadTerrainLayerWeightPointFitness.js +1 -1
  19. package/engine/ecs/fow/FogOfWarRevealerSystem.js +2 -2
  20. package/engine/ecs/grid/HeightMap2NormalMap.js +1 -1
  21. package/engine/ecs/grid/NormalMap2AOMap.js +1 -1
  22. package/engine/ecs/gui/position/ViewportPositionSystem.js +5 -5
  23. package/engine/ecs/parent/EntityNode.d.ts +20 -0
  24. package/engine/ecs/parent/EntityNode.js +284 -0
  25. package/engine/ecs/parent/FaceEditor.js +137 -0
  26. package/engine/ecs/parent/testCompositionEntityNode.js +153 -0
  27. package/engine/ecs/parent/testHuDPerf.js +123 -0
  28. package/engine/ecs/team/Team.js +82 -0
  29. package/engine/ecs/terrain/ecs/ClingToTerrainSystem.js +2 -2
  30. package/engine/ecs/terrain/ecs/Terrain.js +14 -5
  31. package/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +112 -0
  32. package/engine/ecs/terrain/util/obtainTerrain.js +23 -0
  33. package/engine/ecs/tooltip/TooltipComponentSystem.js +1 -1
  34. package/engine/graphics/GraphicsEngine.js +1 -2
  35. package/engine/graphics/camera/testClippingPlaneComputation.js +0 -4
  36. package/engine/graphics/ecs/camera/topdown/TopDownCameraLanderSystem.js +1 -1
  37. package/engine/graphics/ecs/light/LightSystem.js +1 -1
  38. package/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +29 -0
  39. package/engine/graphics/ecs/mesh-v2/ShadedGeometrySystem.js +158 -1
  40. package/engine/graphics/ecs/path/testPathDisplaySystem.js +0 -2
  41. package/engine/graphics/ecs/water/WaterSystem.js +1 -1
  42. package/engine/graphics/ecs/water2/shader/testWaterShader.js +1 -1
  43. package/engine/graphics/geometry/AttributeSpec.d.ts +8 -0
  44. package/engine/graphics/geometry/VertexDataSpec.d.ts +15 -0
  45. package/engine/graphics/geometry/buffered/deinterleaveBufferAttribute.js +39 -0
  46. package/engine/graphics/geometry/buffered/deinterleaveBufferGeometry.js +50 -0
  47. package/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.js +55 -11
  48. package/engine/graphics/micron/build/buildMicronGeometryFromBufferGeometry.js +10 -7
  49. package/engine/graphics/micron/format/MicronGeometry.d.ts +4 -0
  50. package/engine/graphics/micron/render/v1/MaterialContext.js +1 -0
  51. package/engine/graphics/particles/particular/engine/simulator/SimulationStepFixedPhysics.js +19 -3
  52. package/engine/graphics/particles/particular/engine/utils/volume/prototypeParticleVolume.js +2 -4
  53. package/engine/graphics/render/buffer/buffers/prototypeNormalFrameBuffer.js +0 -2
  54. package/engine/graphics/render/forward_plus/plugin/ptototypeFPPlugin.js +2 -4
  55. package/engine/graphics/render/frame_graph/FrameGraphBuilder.js +36 -0
  56. package/engine/graphics/render/frame_graph/IRenderContext.js +8 -0
  57. package/engine/graphics/render/frame_graph/RenderPass.js +32 -0
  58. package/engine/graphics/render/frame_graph/RenderPassFlags.js +6 -0
  59. package/engine/graphics/render/frame_graph/RenderPassResources.js +15 -0
  60. package/engine/graphics/render/frame_graph/Resource.js +21 -0
  61. package/engine/graphics/render/frame_graph/ResourceReference.js +14 -0
  62. package/engine/graphics/render/frame_graph/TextureDescriptor.js +30 -0
  63. package/engine/graphics/render/frame_graph/UsageModeType.js +5 -0
  64. package/engine/graphics/render/frame_graph/sample/deferred/GBufferDrawPass.js +27 -0
  65. package/engine/graphics/render/frame_graph/sample/deferred/PresentPass.js +17 -0
  66. package/engine/graphics/render/visibility/hiz/prototypeHiZ.js +0 -2
  67. package/engine/graphics/render/webgpu/sample/MeshInstance.js +108 -0
  68. package/engine/graphics/render/webgpu/sample/fragmentDeferredRendering.wgsl +71 -0
  69. package/engine/graphics/render/webgpu/sample/fragmentGBuffersDebugView.wgsl +39 -0
  70. package/engine/graphics/render/webgpu/sample/fragmentWriteGBuffers.wgsl +21 -0
  71. package/engine/graphics/render/webgpu/sample/lightUpdate.wgsl +41 -0
  72. package/engine/graphics/render/webgpu/sample/main.js +604 -0
  73. package/engine/graphics/render/webgpu/sample/vertexTextureQuad.wgsl +9 -0
  74. package/engine/graphics/render/webgpu/sample/vertexWriteGBuffers.wgsl +30 -0
  75. package/engine/graphics/shadows/testShadowMapRendering.js +0 -2
  76. package/engine/{ecs/grid → graphics/texture/sampler}/sampler2DToFloat32Texture.js +1 -1
  77. package/engine/graphics/util/modelHitTest.js +63 -0
  78. package/engine/grid/systems/GridPosition2TransformSystem.js +1 -1
  79. package/engine/grid/systems/ViewportGridProjectionSystem.js +1 -1
  80. package/engine/grid/transform2grid/Transform2GridPositionSystem.js +1 -1
  81. package/engine/scene/transitionToScene.js +1 -1
  82. package/generation/grid/actions/ContinuousGridCellActionSetTerrainHeight.js +1 -1
  83. package/generation/markers/actions/placement/MarkerNodeEntityProcessorClingToTerrain.js +1 -1
  84. package/generation/markers/debug/visualizeMarkers.js +1 -1
  85. package/generation/theme/ThemeEngine.js +1 -1
  86. package/package.json +1 -1
  87. package/samples/terrain/main.js +117 -0
  88. package/view/minimap/Minimap.js +1 -1
  89. package/engine/ecs/sockets/AttachmentSocketsSystem.js +0 -10
@@ -0,0 +1,108 @@
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+ import { array_copy } from "../../../../../core/collection/array/copyArray.js";
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+
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+ const BIND_GROUP_MATERIAL = 1;
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+
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+ export class MeshInstance {
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+ constructor() {
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+
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+ /**
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+ *
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+ * @type {THREE.BufferGeometry|null}
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+ */
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+ this.geometry = null;
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+
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+ /**
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+ *
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+ * @type {null}
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+ */
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+ this.material = null;
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+
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+ /**
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+ *
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+ * @type {GPUBuffer|null}
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+ */
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+ this.vertex_buffer = null;
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+
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+ /**
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+ *
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+ * @type {GPUBuffer|null}
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+ */
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+ this.index_buffer = null;
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+ }
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+
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+ /**
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+ *
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+ * @param {GPUDevice} device
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+ */
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+ init(device) {
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+ const mesh = this.geometry;
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+
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+ const kVertexStride = 8;
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+ const attribute_position = mesh.getAttribute('position');
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+ const vertexBuffer = device.createBuffer({
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+ // position: vec3, normal: vec3, uv: vec2
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+ size: attribute_position.array.length * kVertexStride * Float32Array.BYTES_PER_ELEMENT,
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+ usage: GPUBufferUsage.VERTEX,
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+ mappedAtCreation: true,
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+ });
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+
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+ {
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+ const mapping = new Float32Array(vertexBuffer.getMappedRange());
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+
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+ const attribute_normal = mesh.getAttribute('normal');
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+ const attribute_uv = mesh.getAttribute('uv');
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+
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+ const vertex_count = attribute_position.count;
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+
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+ for (let i = 0; i < vertex_count; ++i) {
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+ const address = kVertexStride * i;
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+ array_copy(attribute_position.array, i * 3, mapping, address, 3);
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+ array_copy(attribute_normal.array, i * 3, mapping, address + 3, 3);
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+ array_copy(attribute_uv.array, i * 2, mapping, address + 6, 2);
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+ }
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+ vertexBuffer.unmap();
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+ }
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+
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+ this.vertex_buffer = vertexBuffer;
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+
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+ const indexCount = mesh.getIndex().array.length;
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+ const indexBuffer = device.createBuffer({
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+ size: indexCount * Uint32Array.BYTES_PER_ELEMENT,
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+ usage: GPUBufferUsage.INDEX,
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+ mappedAtCreation: true,
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+ });
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+ {
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+ const mapping = new Uint32Array(indexBuffer.getMappedRange());
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+
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+ mapping.set(mesh.getIndex().array);
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+
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+ indexBuffer.unmap();
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+ }
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+
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+ this.index_buffer = indexBuffer;
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+
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+ }
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+
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+ /**
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+ *
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+ * @param {GPURenderPassEncoder} pass
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+ */
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+ preparePass(pass) {
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+
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+ }
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+
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+ /**
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+ *
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+ * @param {GPURenderPassEncoder} pass
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+ */
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+ draw(pass) {
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+ // set material bindings
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+
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+ // pass.setBindGroup(BIND_GROUP_MATERIAL, {});
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+
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+ pass.setVertexBuffer(0, this.vertex_buffer);
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+ pass.setIndexBuffer(this.index_buffer, 'uint32');
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+
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+ pass.drawIndexed(this.geometry.getIndex().array.length);
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+ }
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+ }
@@ -0,0 +1,71 @@
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+ [[group(0), binding(0)]] var gBufferPosition: texture_2d<f32>;
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+ [[group(0), binding(1)]] var gBufferNormal: texture_2d<f32>;
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+ [[group(0), binding(2)]] var gBufferAlbedo: texture_2d<f32>;
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+
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+ struct LightData {
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+ position : vec4<f32>;
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+ color : vec3<f32>;
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+ radius : f32;
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+ };
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+
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+ struct LightsBuffer {
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+ lights: array<LightData>;
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+ };
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+
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+ [[group(1), binding(0)]] var<storage, read> lightsBuffer: LightsBuffer;
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+
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+ struct Config {
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+ numLights : u32;
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+ };
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+
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+ [[group(1), binding(1)]] var<uniform> config: Config;
22
+
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+ struct CanvasConstants {
24
+ size: vec2<f32>;
25
+ };
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+
27
+ [[group(2), binding(0)]] var<uniform> canvas : CanvasConstants;
28
+
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+ [[stage(fragment)]]
30
+ fn main([[builtin(position)]] coord : vec4<f32>)
31
+ -> [[location(0)]] vec4<f32> {
32
+ var result = vec3<f32>(0.0, 0.0, 0.0);
33
+
34
+ let position = textureLoad(
35
+ gBufferPosition,
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+ vec2<i32>(floor(coord.xy)),
37
+ 0
38
+ ).xyz;
39
+
40
+ if (position.z > 10000.0) {
41
+ discard;
42
+ }
43
+
44
+ let normal = textureLoad(
45
+ gBufferNormal,
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+ vec2<i32>(floor(coord.xy)),
47
+ 0
48
+ ).xyz;
49
+
50
+ let albedo = textureLoad(
51
+ gBufferAlbedo,
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+ vec2<i32>(floor(coord.xy)),
53
+ 0
54
+ ).rgb;
55
+
56
+ for (var i : u32 = 0u; i < config.numLights; i = i + 1u) {
57
+ let L = lightsBuffer.lights[i].position.xyz - position;
58
+ let distance = length(L);
59
+ if (distance > lightsBuffer.lights[i].radius) {
60
+ continue;
61
+ }
62
+ let lambert = max(dot(normal, normalize(L)), 0.0);
63
+ result = result + vec3<f32>(
64
+ lambert * pow(1.0 - distance / lightsBuffer.lights[i].radius, 2.0) * lightsBuffer.lights[i].color * albedo);
65
+ }
66
+
67
+ // some manual ambient
68
+ result = result + vec3<f32>(0.2, 0.2, 0.2);
69
+
70
+ return vec4<f32>(result, 1.0);
71
+ }
@@ -0,0 +1,39 @@
1
+ [[group(0), binding(0)]] var gBufferPosition: texture_2d<f32>;
2
+ [[group(0), binding(1)]] var gBufferNormal: texture_2d<f32>;
3
+ [[group(0), binding(2)]] var gBufferAlbedo: texture_2d<f32>;
4
+
5
+ struct CanvasConstants {
6
+ size: vec2<f32>;
7
+ };
8
+
9
+ [[group(1), binding(0)]] var<uniform> canvas : CanvasConstants;
10
+
11
+ [[stage(fragment)]]
12
+ fn main([[builtin(position)]] coord : vec4<f32>)
13
+ -> [[location(0)]] vec4<f32> {
14
+ var result : vec4<f32>;
15
+ let c = coord.xy / canvas.size;
16
+ if (c.x < 0.33333) {
17
+ result = textureLoad(
18
+ gBufferPosition,
19
+ vec2<i32>(floor(coord.xy)),
20
+ 0
21
+ );
22
+ } else if (c.x < 0.66667) {
23
+ result = textureLoad(
24
+ gBufferNormal,
25
+ vec2<i32>(floor(coord.xy)),
26
+ 0
27
+ );
28
+ result.x = (result.x + 1.0) * 0.5;
29
+ result.y = (result.y + 1.0) * 0.5;
30
+ result.z = (result.z + 1.0) * 0.5;
31
+ } else {
32
+ result = textureLoad(
33
+ gBufferAlbedo,
34
+ vec2<i32>(floor(coord.xy)),
35
+ 0
36
+ );
37
+ }
38
+ return result;
39
+ }
@@ -0,0 +1,21 @@
1
+ struct GBufferOutput {
2
+ [[location(0)]] position : vec4<f32>;
3
+ [[location(1)]] normal : vec4<f32>;
4
+
5
+ // Textures: diffuse color, specular color, smoothness, emissive etc. could go here
6
+ [[location(2)]] albedo : vec4<f32>;
7
+ };
8
+
9
+ [[stage(fragment)]]
10
+ fn main([[location(0)]] fragPosition: vec3<f32>,
11
+ [[location(1)]] fragNormal: vec3<f32>,
12
+ [[location(2)]] fragUV : vec2<f32>) -> GBufferOutput {
13
+ var output : GBufferOutput;
14
+ output.position = vec4<f32>(fragPosition, 1.0);
15
+ output.normal = vec4<f32>(fragNormal, 1.0);
16
+ // faking some kind of checkerboard texture
17
+ let uv = floor(30.0 * fragUV);
18
+ let c = 0.2 + 0.5 * ((uv.x + uv.y) - 2.0 * floor((uv.x + uv.y) / 2.0));
19
+ output.albedo = vec4<f32>(c, c, c, 1.0);
20
+ return output;
21
+ }
@@ -0,0 +1,41 @@
1
+ struct LightData {
2
+ position : vec4<f32>;
3
+ color : vec3<f32>;
4
+ radius : f32;
5
+ };
6
+ struct LightsBuffer {
7
+ lights: array<LightData>;
8
+ };
9
+ [[group(0), binding(0)]] var<storage, read_write> lightsBuffer: LightsBuffer;
10
+
11
+ struct Config {
12
+ numLights : u32;
13
+ };
14
+
15
+ [[group(0), binding(1)]] var<uniform> config: Config;
16
+
17
+ struct LightExtent {
18
+ min : vec4<f32>;
19
+ max : vec4<f32>;
20
+ };
21
+
22
+ [[group(0), binding(2)]] var<uniform> lightExtent: LightExtent;
23
+
24
+ [[stage(compute), workgroup_size(64, 1, 1)]]
25
+ fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
26
+ var index = GlobalInvocationID.x;
27
+ if (index >= config.numLights) {
28
+ return;
29
+ }
30
+
31
+ let light = &lightsBuffer.lights[index];
32
+
33
+ (*light).position.y = (*light).position.y - 0.001 - 0.003 * (f32(index) - 64.0 * floor(f32(index) / 64.0));
34
+
35
+ if ((*light).position.y < lightExtent.min.y) {
36
+ (*light).position.y = lightExtent.max.y;
37
+ }
38
+
39
+ // write out
40
+ // lightBuffer.lighs[index] = light;
41
+ }