reze-engine 0.1.0

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package/src/engine.ts ADDED
@@ -0,0 +1,1166 @@
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+ import { Camera } from "./camera"
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+ import { Quat, Vec3 } from "./math"
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+ import { Model } from "./model"
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+ import { PmxLoader } from "./pmx-loader"
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+ import { Physics } from "./physics"
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+
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+ export interface EngineStats {
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+ fps: number
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+ frameTime: number // ms
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+ memoryUsed: number // MB (JS heap)
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+ vertices: number
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+ drawCalls: number
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+ triangles: number
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+ materials: number
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+ textures: number
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+ textureMemory: number // MB
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+ bufferMemory: number // MB
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+ gpuMemory: number // MB (estimated total GPU memory)
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+ }
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+
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+ export class Engine {
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+ private canvas: HTMLCanvasElement
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+ private device!: GPUDevice
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+ private context!: GPUCanvasContext
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+ private presentationFormat!: GPUTextureFormat
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+ public camera!: Camera
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+ private cameraUniformBuffer!: GPUBuffer
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+ private cameraMatrixData = new Float32Array(36)
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+ private lightUniformBuffer!: GPUBuffer
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+ private lightData = new Float32Array(64)
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+ private lightCount = 0
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+ private vertexBuffer!: GPUBuffer
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+ private vertexCount: number = 0
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+ private indexBuffer?: GPUBuffer
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+ private resizeObserver: ResizeObserver | null = null
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+ private depthTexture!: GPUTexture
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+ private pipeline!: GPURenderPipeline
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+ private outlinePipeline!: GPURenderPipeline
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+ private jointsBuffer!: GPUBuffer
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+ private weightsBuffer!: GPUBuffer
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+ private skinMatrixBuffer?: GPUBuffer
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+ private worldMatrixBuffer?: GPUBuffer
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+ private inverseBindMatrixBuffer?: GPUBuffer
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+ private skinMatrixComputePipeline?: GPUComputePipeline
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+ private boneCountBuffer?: GPUBuffer
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+ private multisampleTexture!: GPUTexture
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+ private readonly sampleCount = 4 // MSAA 4x
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+ private renderPassDescriptor!: GPURenderPassDescriptor
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+ private currentModel: Model | null = null
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+ private modelDir: string = ""
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+ private physics: Physics | null = null
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+ private textureSampler!: GPUSampler
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+ private textureCache = new Map<string, GPUTexture>()
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+ private textureSizes = new Map<string, { width: number; height: number }>()
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+
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+ private lastFpsUpdate = performance.now()
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+ private framesSinceLastUpdate = 0
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+ private frameTimeSamples: number[] = []
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+ private frameTimeSum: number = 0
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+ private drawCallCount: number = 0
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+ private lastFrameTime = performance.now()
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+ private stats: EngineStats = {
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+ fps: 0,
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+ frameTime: 0,
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+ memoryUsed: 0,
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+ vertices: 0,
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+ drawCalls: 0,
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+ triangles: 0,
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+ materials: 0,
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+ textures: 0,
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+ textureMemory: 0,
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+ bufferMemory: 0,
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+ gpuMemory: 0,
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+ }
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+ private animationFrameId: number | null = null
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+ private renderLoopCallback: (() => void) | null = null
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+
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+ constructor(canvas: HTMLCanvasElement) {
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+ this.canvas = canvas
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+ }
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+
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+ // Step 1: Get WebGPU device and context
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+ public async init() {
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+ const adapter = await navigator.gpu?.requestAdapter()
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+ const device = await adapter?.requestDevice()
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+ if (!device) {
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+ throw new Error("WebGPU is not supported in this browser.")
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+ }
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+ this.device = device
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+
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+ const context = this.canvas.getContext("webgpu")
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+ if (!context) {
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+ throw new Error("Failed to get WebGPU context.")
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+ }
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+ this.context = context
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+
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+ this.presentationFormat = navigator.gpu.getPreferredCanvasFormat()
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+
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+ this.context.configure({
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+ device: this.device,
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+ format: this.presentationFormat,
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+ alphaMode: "premultiplied",
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+ })
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+
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+ this.setupCamera()
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+ this.setupLighting()
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+ this.createPipelines()
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+ this.setupResize()
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+ }
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+
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+ // Step 2: Create shaders and render pipelines
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+ private createPipelines() {
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+ this.textureSampler = this.device.createSampler({
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+ magFilter: "linear",
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+ minFilter: "linear",
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+ addressModeU: "repeat",
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+ addressModeV: "repeat",
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+ })
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+
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+ const shaderModule = this.device.createShaderModule({
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+ label: "model shaders",
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+ code: /* wgsl */ `
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+ struct CameraUniforms {
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+ view: mat4x4f,
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+ projection: mat4x4f,
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+ viewPos: vec3f,
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+ _padding: f32,
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+ };
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+
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+ struct Light {
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+ direction: vec3f,
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+ _padding1: f32,
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+ color: vec3f,
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+ intensity: f32,
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+ };
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+
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+ struct LightUniforms {
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+ ambient: f32,
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+ lightCount: f32,
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+ _padding1: f32,
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+ _padding2: f32,
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+ lights: array<Light, 4>,
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+ };
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+
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+ struct MaterialUniforms {
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+ alpha: f32,
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+ _padding1: f32,
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+ _padding2: f32,
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+ _padding3: f32,
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+ };
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+
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+ struct VertexOutput {
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+ @builtin(position) position: vec4f,
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+ @location(0) normal: vec3f,
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+ @location(1) uv: vec2f,
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+ @location(2) worldPos: vec3f,
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+ };
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+
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+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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+ @group(0) @binding(1) var<uniform> light: LightUniforms;
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+ @group(0) @binding(2) var diffuseTexture: texture_2d<f32>;
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+ @group(0) @binding(3) var diffuseSampler: sampler;
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+ @group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
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+ @group(0) @binding(5) var toonTexture: texture_2d<f32>;
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+ @group(0) @binding(6) var toonSampler: sampler;
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+ @group(0) @binding(7) var<uniform> material: MaterialUniforms;
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+
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+ @vertex fn vs(
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+ @location(0) position: vec3f,
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+ @location(1) normal: vec3f,
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+ @location(2) uv: vec2f,
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+ @location(3) joints0: vec4<u32>,
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+ @location(4) weights0: vec4<f32>
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+ ) -> VertexOutput {
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+ var output: VertexOutput;
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+ let pos4 = vec4f(position, 1.0);
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+
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+ // Normalize weights to ensure they sum to 1.0 (handles floating-point precision issues)
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+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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+ var normalizedWeights: vec4f;
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+ if (weightSum > 0.0001) {
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+ normalizedWeights = weights0 / weightSum;
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+ } else {
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+ normalizedWeights = vec4f(1.0, 0.0, 0.0, 0.0);
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+ }
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+
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+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
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+ var skinnedNrm = vec3f(0.0, 0.0, 0.0);
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+ for (var i = 0u; i < 4u; i++) {
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+ let j = joints0[i];
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+ let w = normalizedWeights[i];
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+ let m = skinMats[j];
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+ skinnedPos += (m * pos4) * w;
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+ let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
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+ skinnedNrm += (r3 * normal) * w;
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+ }
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+ let worldPos = skinnedPos.xyz;
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+ output.position = camera.projection * camera.view * vec4f(worldPos, 1.0);
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+ output.normal = normalize(skinnedNrm);
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+ output.uv = uv;
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+ output.worldPos = worldPos;
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+ return output;
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+ }
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+
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+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
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+ let n = normalize(input.normal);
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+ let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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+
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+ var lightAccum = vec3f(light.ambient);
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+ let numLights = u32(light.lightCount);
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+ for (var i = 0u; i < numLights; i++) {
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+ let l = -light.lights[i].direction;
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+ let nDotL = max(dot(n, l), 0.0);
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+ let toonUV = vec2f(nDotL, 0.5);
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+ let toonFactor = textureSample(toonTexture, toonSampler, toonUV).rgb;
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+ let radiance = light.lights[i].color * light.lights[i].intensity;
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+ lightAccum += toonFactor * radiance * nDotL;
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+ }
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+
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+ let color = albedo * lightAccum;
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+ let finalAlpha = material.alpha;
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+ if (finalAlpha < 0.001) {
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+ discard;
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+ }
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+
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+ return vec4f(clamp(color, vec3f(0.0), vec3f(1.0)), finalAlpha);
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+ }
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+ `,
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+ })
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+
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+ // Single pipeline for all materials with alpha blending
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+ this.pipeline = this.device.createRenderPipeline({
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+ label: "model pipeline",
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+ layout: "auto",
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+ vertex: {
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+ module: shaderModule,
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+ buffers: [
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+ {
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+ arrayStride: 8 * 4,
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+ attributes: [
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+ { shaderLocation: 0, offset: 0, format: "float32x3" as GPUVertexFormat },
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+ { shaderLocation: 1, offset: 3 * 4, format: "float32x3" as GPUVertexFormat },
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+ { shaderLocation: 2, offset: 6 * 4, format: "float32x2" as GPUVertexFormat },
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+ ],
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+ },
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+ {
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+ arrayStride: 4 * 2,
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+ attributes: [{ shaderLocation: 3, offset: 0, format: "uint16x4" as GPUVertexFormat }],
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+ },
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+ {
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+ arrayStride: 4,
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+ attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" as GPUVertexFormat }],
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+ },
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+ ],
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+ },
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+ fragment: {
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+ module: shaderModule,
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+ targets: [
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+ {
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+ format: this.presentationFormat,
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+ blend: {
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+ color: {
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+ srcFactor: "src-alpha",
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+ dstFactor: "one-minus-src-alpha",
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+ operation: "add",
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+ },
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+ alpha: {
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+ srcFactor: "one",
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+ dstFactor: "one-minus-src-alpha",
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+ operation: "add",
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+ },
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+ },
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+ },
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+ ],
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+ },
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+ primitive: { cullMode: "none" },
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+ depthStencil: {
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+ format: "depth24plus",
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+ depthWriteEnabled: true,
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+ depthCompare: "less",
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+ },
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+ multisample: {
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+ count: this.sampleCount,
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+ },
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+ })
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+
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+ const outlineShaderModule = this.device.createShaderModule({
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+ label: "outline shaders",
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+ code: /* wgsl */ `
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+ struct CameraUniforms {
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+ view: mat4x4f,
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+ projection: mat4x4f,
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+ viewPos: vec3f,
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+ _padding: f32,
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+ };
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+
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+ struct MaterialUniforms {
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+ edgeColor: vec4f,
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+ edgeSize: f32,
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+ _padding1: f32,
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+ _padding2: f32,
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+ _padding3: f32,
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+ };
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+
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+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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+ @group(0) @binding(1) var<uniform> material: MaterialUniforms;
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+ @group(0) @binding(2) var<storage, read> skinMats: array<mat4x4f>;
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+
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+ struct VertexOutput {
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+ @builtin(position) position: vec4f,
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+ };
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+
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+ @vertex fn vs(
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+ @location(0) position: vec3f,
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+ @location(1) normal: vec3f,
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+ @location(2) uv: vec2f,
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+ @location(3) joints0: vec4<u32>,
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+ @location(4) weights0: vec4<f32>
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+ ) -> VertexOutput {
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+ var output: VertexOutput;
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+ let pos4 = vec4f(position, 1.0);
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+
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+ // Normalize weights to ensure they sum to 1.0 (handles floating-point precision issues)
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+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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+ var normalizedWeights: vec4f;
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+ if (weightSum > 0.0001) {
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+ normalizedWeights = weights0 / weightSum;
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+ } else {
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+ normalizedWeights = vec4f(1.0, 0.0, 0.0, 0.0);
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+ }
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+
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+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
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+ var skinnedNrm = vec3f(0.0, 0.0, 0.0);
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+ for (var i = 0u; i < 4u; i++) {
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+ let j = joints0[i];
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+ let w = normalizedWeights[i];
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+ let m = skinMats[j];
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+ skinnedPos += (m * pos4) * w;
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+ let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
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+ skinnedNrm += (r3 * normal) * w;
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+ }
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+ let worldPos = skinnedPos.xyz;
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+ let worldNormal = normalize(skinnedNrm);
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+
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+ // MMD invert hull: expand vertices outward along normals
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+ let scaleFactor = 0.01;
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+ let expandedPos = worldPos + worldNormal * material.edgeSize * scaleFactor;
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+ output.position = camera.projection * camera.view * vec4f(expandedPos, 1.0);
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+ return output;
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+ }
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+
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+ @fragment fn fs() -> @location(0) vec4f {
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+ return material.edgeColor;
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+ }
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+ `,
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+ })
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+
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+ this.outlinePipeline = this.device.createRenderPipeline({
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+ label: "outline pipeline",
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+ layout: "auto",
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+ vertex: {
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+ module: outlineShaderModule,
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+ buffers: [
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+ {
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+ arrayStride: 8 * 4,
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+ attributes: [
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+ {
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+ shaderLocation: 0,
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+ offset: 0,
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+ format: "float32x3" as GPUVertexFormat,
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+ },
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+ {
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+ shaderLocation: 1,
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+ offset: 3 * 4,
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+ format: "float32x3" as GPUVertexFormat,
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+ },
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+ {
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+ shaderLocation: 2,
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+ offset: 6 * 4,
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+ format: "float32x2" as GPUVertexFormat,
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+ },
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+ ],
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+ },
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+ {
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+ arrayStride: 4 * 2,
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+ attributes: [{ shaderLocation: 3, offset: 0, format: "uint16x4" as GPUVertexFormat }],
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+ },
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+ {
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+ arrayStride: 4,
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+ attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" as GPUVertexFormat }],
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+ },
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+ ],
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+ },
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+ fragment: {
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+ module: outlineShaderModule,
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+ targets: [
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+ {
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+ format: this.presentationFormat,
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+ blend: {
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+ color: {
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+ srcFactor: "src-alpha",
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+ dstFactor: "one-minus-src-alpha",
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+ operation: "add",
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+ },
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+ alpha: {
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+ srcFactor: "one",
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+ dstFactor: "one-minus-src-alpha",
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+ operation: "add",
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+ },
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+ },
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+ },
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+ ],
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+ },
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+ primitive: {
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+ cullMode: "back",
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+ },
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+ depthStencil: {
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+ format: "depth24plus",
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+ depthWriteEnabled: true,
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+ depthCompare: "less",
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+ },
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+ multisample: {
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+ count: this.sampleCount,
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+ },
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+ })
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+ }
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+
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+ // Create compute shader for skin matrix computation
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+ private createSkinMatrixComputePipeline() {
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+ const computeShader = this.device.createShaderModule({
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+ label: "skin matrix compute",
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+ code: /* wgsl */ `
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+ struct BoneCountUniform {
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+ count: u32,
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+ _padding1: u32,
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+ _padding2: u32,
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+ _padding3: u32,
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+ _padding4: vec4<u32>,
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+ };
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+
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+ @group(0) @binding(0) var<uniform> boneCount: BoneCountUniform;
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+ @group(0) @binding(1) var<storage, read> worldMatrices: array<mat4x4f>;
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+ @group(0) @binding(2) var<storage, read> inverseBindMatrices: array<mat4x4f>;
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+ @group(0) @binding(3) var<storage, read_write> skinMatrices: array<mat4x4f>;
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+
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+ @compute @workgroup_size(64)
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+ fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
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+ let boneIndex = globalId.x;
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+ // Bounds check: we dispatch workgroups (64 threads each), so some threads may be out of range
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+ if (boneIndex >= boneCount.count) {
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+ return;
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+ }
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+ let worldMat = worldMatrices[boneIndex];
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+ let invBindMat = inverseBindMatrices[boneIndex];
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+ skinMatrices[boneIndex] = worldMat * invBindMat;
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+ }
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+ `,
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+ })
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+
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+ this.skinMatrixComputePipeline = this.device.createComputePipeline({
461
+ label: "skin matrix compute pipeline",
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+ layout: "auto",
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+ compute: {
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+ module: computeShader,
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+ },
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+ })
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+ }
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+
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+ // Step 3: Setup canvas resize handling
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+ private setupResize() {
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+ this.resizeObserver = new ResizeObserver(() => this.handleResize())
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+ this.resizeObserver.observe(this.canvas)
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+ this.handleResize()
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+ }
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+
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+ private handleResize() {
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+ const displayWidth = this.canvas.clientWidth
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+ const displayHeight = this.canvas.clientHeight
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+
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+ const dpr = window.devicePixelRatio || 1
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+ const width = Math.floor(displayWidth * dpr)
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+ const height = Math.floor(displayHeight * dpr)
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+
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+ if (!this.multisampleTexture || this.canvas.width !== width || this.canvas.height !== height) {
485
+ this.canvas.width = width
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+ this.canvas.height = height
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+
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+ this.multisampleTexture = this.device.createTexture({
489
+ label: "multisample render target",
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+ size: [width, height],
491
+ sampleCount: this.sampleCount,
492
+ format: this.presentationFormat,
493
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
494
+ })
495
+
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+ this.depthTexture = this.device.createTexture({
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+ label: "depth texture",
498
+ size: [width, height],
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+ sampleCount: this.sampleCount,
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+ format: "depth24plus",
501
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
502
+ })
503
+
504
+ const depthTextureView = this.depthTexture.createView()
505
+
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+ const colorAttachment: GPURenderPassColorAttachment =
507
+ this.sampleCount > 1
508
+ ? {
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+ view: this.multisampleTexture.createView(),
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+ resolveTarget: this.context.getCurrentTexture().createView(),
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+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
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+ loadOp: "clear",
513
+ storeOp: "store",
514
+ }
515
+ : {
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+ view: this.context.getCurrentTexture().createView(),
517
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
518
+ loadOp: "clear",
519
+ storeOp: "store",
520
+ }
521
+
522
+ this.renderPassDescriptor = {
523
+ label: "renderPass",
524
+ colorAttachments: [colorAttachment],
525
+ depthStencilAttachment: {
526
+ view: depthTextureView,
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+ depthClearValue: 1.0,
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+ depthLoadOp: "clear",
529
+ depthStoreOp: "store",
530
+ },
531
+ }
532
+
533
+ this.camera.aspect = width / height
534
+ }
535
+ }
536
+
537
+ // Step 4: Create camera and uniform buffer
538
+ private setupCamera() {
539
+ this.cameraUniformBuffer = this.device.createBuffer({
540
+ label: "camera uniforms",
541
+ size: 40 * 4,
542
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
543
+ })
544
+
545
+ this.camera = new Camera(Math.PI, Math.PI / 2.5, 26.6, new Vec3(0, 12.5, 0))
546
+
547
+ this.camera.aspect = this.canvas.width / this.canvas.height
548
+ this.camera.attachControl(this.canvas)
549
+ }
550
+
551
+ // Step 5: Create lighting buffers
552
+ private setupLighting() {
553
+ this.lightUniformBuffer = this.device.createBuffer({
554
+ label: "light uniforms",
555
+ size: 64 * 4,
556
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
557
+ })
558
+
559
+ this.lightCount = 0
560
+
561
+ this.setAmbient(0.96)
562
+ this.addLight(new Vec3(-0.5, -0.8, 0.5).normalize(), new Vec3(1.0, 0.95, 0.9), 0.12)
563
+ this.addLight(new Vec3(0.7, -0.5, 0.3).normalize(), new Vec3(0.8, 0.85, 1.0), 0.1)
564
+ this.addLight(new Vec3(0.3, -0.5, -1.0).normalize(), new Vec3(0.9, 0.9, 1.0), 0.08)
565
+ this.device.queue.writeBuffer(this.lightUniformBuffer, 0, this.lightData)
566
+ }
567
+
568
+ public addLight(direction: Vec3, color: Vec3, intensity: number = 1.0): boolean {
569
+ if (this.lightCount >= 4) return false
570
+
571
+ const normalized = direction.normalize()
572
+ const baseIndex = 4 + this.lightCount * 8
573
+ this.lightData[baseIndex] = normalized.x
574
+ this.lightData[baseIndex + 1] = normalized.y
575
+ this.lightData[baseIndex + 2] = normalized.z
576
+ this.lightData[baseIndex + 3] = 0
577
+ this.lightData[baseIndex + 4] = color.x
578
+ this.lightData[baseIndex + 5] = color.y
579
+ this.lightData[baseIndex + 6] = color.z
580
+ this.lightData[baseIndex + 7] = intensity
581
+
582
+ this.lightCount++
583
+ this.lightData[1] = this.lightCount
584
+ return true
585
+ }
586
+
587
+ public setAmbient(intensity: number) {
588
+ this.lightData[0] = intensity
589
+ }
590
+
591
+ public getStats(): EngineStats {
592
+ return { ...this.stats }
593
+ }
594
+
595
+ public runRenderLoop(callback?: () => void) {
596
+ this.renderLoopCallback = callback || null
597
+
598
+ const loop = () => {
599
+ this.render()
600
+
601
+ if (this.renderLoopCallback) {
602
+ this.renderLoopCallback()
603
+ }
604
+
605
+ this.animationFrameId = requestAnimationFrame(loop)
606
+ }
607
+
608
+ this.animationFrameId = requestAnimationFrame(loop)
609
+ }
610
+
611
+ public stopRenderLoop() {
612
+ if (this.animationFrameId !== null) {
613
+ cancelAnimationFrame(this.animationFrameId)
614
+ this.animationFrameId = null
615
+ }
616
+ this.renderLoopCallback = null
617
+ }
618
+
619
+ public dispose() {
620
+ this.stopRenderLoop()
621
+ if (this.camera) this.camera.detachControl()
622
+ if (this.resizeObserver) {
623
+ this.resizeObserver.disconnect()
624
+ this.resizeObserver = null
625
+ }
626
+ }
627
+
628
+ // Step 6: Load PMX model file
629
+ public async loadModel(path: string) {
630
+ const pathParts = path.split("/")
631
+ pathParts.pop()
632
+ const dir = pathParts.join("/") + "/"
633
+ this.modelDir = dir
634
+
635
+ const model = await PmxLoader.load(path)
636
+ this.physics = new Physics(model.getRigidbodies(), model.getJoints())
637
+ await this.setupModelBuffers(model)
638
+
639
+ model.rotateBones(
640
+ ["腰", "首", "右腕", "左腕", "右ひざ"],
641
+ [
642
+ new Quat(-0.4, -0.3, 0, 1),
643
+ new Quat(0.3, -0.3, -0.3, 1),
644
+ new Quat(0.3, 0.3, 0.3, 1),
645
+ new Quat(-0.3, 0.3, -0.3, 1),
646
+ new Quat(-1.0, -0.3, 0.0, 1),
647
+ ],
648
+ 1000
649
+ )
650
+ }
651
+
652
+ // Step 7: Create vertex, index, and joint buffers
653
+ private async setupModelBuffers(model: Model) {
654
+ this.currentModel = model
655
+ const vertices = model.getVertices()
656
+ const skinning = model.getSkinning()
657
+ const skeleton = model.getSkeleton()
658
+
659
+ this.vertexBuffer = this.device.createBuffer({
660
+ label: "model vertex buffer",
661
+ size: vertices.byteLength,
662
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
663
+ })
664
+ this.device.queue.writeBuffer(this.vertexBuffer, 0, vertices)
665
+ this.vertexCount = model.getVertexCount()
666
+
667
+ this.jointsBuffer = this.device.createBuffer({
668
+ label: "joints buffer",
669
+ size: skinning.joints.byteLength,
670
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
671
+ })
672
+ this.device.queue.writeBuffer(
673
+ this.jointsBuffer,
674
+ 0,
675
+ skinning.joints.buffer,
676
+ skinning.joints.byteOffset,
677
+ skinning.joints.byteLength
678
+ )
679
+
680
+ this.weightsBuffer = this.device.createBuffer({
681
+ label: "weights buffer",
682
+ size: skinning.weights.byteLength,
683
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
684
+ })
685
+ this.device.queue.writeBuffer(
686
+ this.weightsBuffer,
687
+ 0,
688
+ skinning.weights.buffer,
689
+ skinning.weights.byteOffset,
690
+ skinning.weights.byteLength
691
+ )
692
+
693
+ const boneCount = skeleton.bones.length
694
+ const matrixSize = boneCount * 16 * 4
695
+
696
+ this.skinMatrixBuffer = this.device.createBuffer({
697
+ label: "skin matrices",
698
+ size: Math.max(256, matrixSize),
699
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX,
700
+ })
701
+
702
+ this.worldMatrixBuffer = this.device.createBuffer({
703
+ label: "world matrices",
704
+ size: Math.max(256, matrixSize),
705
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
706
+ })
707
+
708
+ this.inverseBindMatrixBuffer = this.device.createBuffer({
709
+ label: "inverse bind matrices",
710
+ size: Math.max(256, matrixSize),
711
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
712
+ })
713
+
714
+ const invBindMatrices = skeleton.inverseBindMatrices
715
+ this.device.queue.writeBuffer(
716
+ this.inverseBindMatrixBuffer,
717
+ 0,
718
+ invBindMatrices.buffer,
719
+ invBindMatrices.byteOffset,
720
+ invBindMatrices.byteLength
721
+ )
722
+
723
+ this.boneCountBuffer = this.device.createBuffer({
724
+ label: "bone count uniform",
725
+ size: 32, // Minimum uniform buffer size is 32 bytes
726
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
727
+ })
728
+ const boneCountData = new Uint32Array(8) // 32 bytes total
729
+ boneCountData[0] = boneCount
730
+ this.device.queue.writeBuffer(this.boneCountBuffer, 0, boneCountData)
731
+
732
+ this.createSkinMatrixComputePipeline()
733
+
734
+ const indices = model.getIndices()
735
+ if (indices) {
736
+ this.indexBuffer = this.device.createBuffer({
737
+ label: "model index buffer",
738
+ size: indices.byteLength,
739
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
740
+ })
741
+ this.device.queue.writeBuffer(this.indexBuffer, 0, indices)
742
+ } else {
743
+ throw new Error("Model has no index buffer")
744
+ }
745
+
746
+ await this.setupMaterials(model)
747
+ }
748
+
749
+ private materialDraws: { count: number; firstIndex: number; bindGroup: GPUBindGroup; isTransparent: boolean }[] = []
750
+ private outlineDraws: { count: number; firstIndex: number; bindGroup: GPUBindGroup; isTransparent: boolean }[] = []
751
+
752
+ // Step 8: Load textures and create material bind groups
753
+ private async setupMaterials(model: Model) {
754
+ const materials = model.getMaterials()
755
+ if (materials.length === 0) {
756
+ throw new Error("Model has no materials")
757
+ }
758
+
759
+ const textures = model.getTextures()
760
+
761
+ const loadTextureByIndex = async (texIndex: number): Promise<GPUTexture | null> => {
762
+ if (texIndex < 0 || texIndex >= textures.length) {
763
+ return null
764
+ }
765
+
766
+ const path = this.modelDir + textures[texIndex].path
767
+ const texture = await this.createTextureFromPath(path)
768
+ return texture
769
+ }
770
+
771
+ const loadToonTexture = async (toonTextureIndex: number): Promise<GPUTexture> => {
772
+ const texture = await loadTextureByIndex(toonTextureIndex)
773
+ if (texture) return texture
774
+
775
+ // Default toon texture fallback
776
+ const defaultToonData = new Uint8Array(256 * 2 * 4)
777
+ for (let i = 0; i < 256; i++) {
778
+ const factor = i / 255.0
779
+ const gray = Math.floor(128 + factor * 127)
780
+ defaultToonData[i * 4] = gray
781
+ defaultToonData[i * 4 + 1] = gray
782
+ defaultToonData[i * 4 + 2] = gray
783
+ defaultToonData[i * 4 + 3] = 255
784
+ defaultToonData[(256 + i) * 4] = gray
785
+ defaultToonData[(256 + i) * 4 + 1] = gray
786
+ defaultToonData[(256 + i) * 4 + 2] = gray
787
+ defaultToonData[(256 + i) * 4 + 3] = 255
788
+ }
789
+ const defaultToonTexture = this.device.createTexture({
790
+ label: "default toon texture",
791
+ size: [256, 2],
792
+ format: "rgba8unorm",
793
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
794
+ })
795
+ this.device.queue.writeTexture(
796
+ { texture: defaultToonTexture },
797
+ defaultToonData,
798
+ { bytesPerRow: 256 * 4 },
799
+ [256, 2]
800
+ )
801
+ this.textureSizes.set("__default_toon__", { width: 256, height: 2 })
802
+ return defaultToonTexture
803
+ }
804
+
805
+ this.materialDraws = []
806
+ this.outlineDraws = []
807
+ const outlineBindGroupLayout = this.outlinePipeline.getBindGroupLayout(0)
808
+ let runningFirstIndex = 0
809
+
810
+ for (const mat of materials) {
811
+ const matCount = mat.vertexCount | 0
812
+ if (matCount === 0) continue
813
+
814
+ const diffuseTexture = await loadTextureByIndex(mat.diffuseTextureIndex)
815
+ if (!diffuseTexture) throw new Error(`Material "${mat.name}" has no diffuse texture`)
816
+
817
+ const toonTexture = await loadToonTexture(mat.toonTextureIndex)
818
+
819
+ const materialAlpha = mat.diffuse[3]
820
+ const EPSILON = 0.001
821
+ const isTransparent = materialAlpha < 1.0 - EPSILON
822
+
823
+ const materialUniformData = new Float32Array(4)
824
+ materialUniformData[0] = materialAlpha
825
+ materialUniformData[1] = 0.0
826
+ materialUniformData[2] = 0.0
827
+ materialUniformData[3] = 0.0
828
+
829
+ const materialUniformBuffer = this.device.createBuffer({
830
+ label: `material uniform: ${mat.name}`,
831
+ size: materialUniformData.byteLength,
832
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
833
+ })
834
+ this.device.queue.writeBuffer(materialUniformBuffer, 0, materialUniformData)
835
+
836
+ const bindGroup = this.device.createBindGroup({
837
+ label: `material bind group: ${mat.name}`,
838
+ layout: this.pipeline.getBindGroupLayout(0),
839
+ entries: [
840
+ { binding: 0, resource: { buffer: this.cameraUniformBuffer } },
841
+ { binding: 1, resource: { buffer: this.lightUniformBuffer } },
842
+ { binding: 2, resource: diffuseTexture.createView() },
843
+ { binding: 3, resource: this.textureSampler },
844
+ { binding: 4, resource: { buffer: this.skinMatrixBuffer! } },
845
+ { binding: 5, resource: toonTexture.createView() },
846
+ { binding: 6, resource: this.textureSampler },
847
+ { binding: 7, resource: { buffer: materialUniformBuffer } },
848
+ ],
849
+ })
850
+
851
+ // All materials use the same pipeline
852
+ this.materialDraws.push({
853
+ count: matCount,
854
+ firstIndex: runningFirstIndex,
855
+ bindGroup,
856
+ isTransparent,
857
+ })
858
+
859
+ // Outline for all materials (including transparent)
860
+ // Edge flag is at bit 4 (0x10) in PMX format, not bit 0 (0x01)
861
+ if ((mat.edgeFlag & 0x10) !== 0 && mat.edgeSize > 0) {
862
+ const materialUniformData = new Float32Array(8)
863
+ materialUniformData[0] = mat.edgeColor[0]
864
+ materialUniformData[1] = mat.edgeColor[1]
865
+ materialUniformData[2] = mat.edgeColor[2]
866
+ materialUniformData[3] = mat.edgeColor[3]
867
+ materialUniformData[4] = mat.edgeSize
868
+
869
+ const materialUniformBuffer = this.device.createBuffer({
870
+ label: `outline material uniform: ${mat.name}`,
871
+ size: materialUniformData.byteLength,
872
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
873
+ })
874
+ this.device.queue.writeBuffer(materialUniformBuffer, 0, materialUniformData)
875
+
876
+ const outlineBindGroup = this.device.createBindGroup({
877
+ label: `outline bind group: ${mat.name}`,
878
+ layout: outlineBindGroupLayout,
879
+ entries: [
880
+ { binding: 0, resource: { buffer: this.cameraUniformBuffer } },
881
+ { binding: 1, resource: { buffer: materialUniformBuffer } },
882
+ { binding: 2, resource: { buffer: this.skinMatrixBuffer! } },
883
+ ],
884
+ })
885
+
886
+ // All outlines use the same pipeline
887
+ this.outlineDraws.push({
888
+ count: matCount,
889
+ firstIndex: runningFirstIndex,
890
+ bindGroup: outlineBindGroup,
891
+ isTransparent,
892
+ })
893
+ }
894
+
895
+ runningFirstIndex += matCount
896
+ }
897
+ }
898
+
899
+ // Helper: Load texture from file path
900
+ private async createTextureFromPath(path: string): Promise<GPUTexture | null> {
901
+ const cached = this.textureCache.get(path)
902
+ if (cached) {
903
+ return cached
904
+ }
905
+
906
+ try {
907
+ const response = await fetch(path)
908
+ if (!response.ok) {
909
+ throw new Error(`HTTP ${response.status}: ${response.statusText}`)
910
+ }
911
+ const imageBitmap = await createImageBitmap(await response.blob(), {
912
+ premultiplyAlpha: "none",
913
+ colorSpaceConversion: "none",
914
+ })
915
+ const texture = this.device.createTexture({
916
+ label: `texture: ${path}`,
917
+ size: [imageBitmap.width, imageBitmap.height],
918
+ format: "rgba8unorm",
919
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
920
+ })
921
+ this.device.queue.copyExternalImageToTexture({ source: imageBitmap }, { texture }, [
922
+ imageBitmap.width,
923
+ imageBitmap.height,
924
+ ])
925
+
926
+ this.textureCache.set(path, texture)
927
+ this.textureSizes.set(path, { width: imageBitmap.width, height: imageBitmap.height })
928
+ return texture
929
+ } catch {
930
+ return null
931
+ }
932
+ }
933
+
934
+ // Step 9: Render one frame
935
+ public render() {
936
+ if (this.multisampleTexture && this.camera && this.device && this.currentModel) {
937
+ const currentTime = performance.now()
938
+ const deltaTime = this.lastFrameTime > 0 ? (currentTime - this.lastFrameTime) / 1000 : 0.016
939
+ this.lastFrameTime = currentTime
940
+
941
+ this.updateCameraUniforms()
942
+ this.updateRenderTarget()
943
+
944
+ this.updateModelPose(deltaTime)
945
+
946
+ const encoder = this.device.createCommandEncoder()
947
+ const pass = encoder.beginRenderPass(this.renderPassDescriptor)
948
+
949
+ pass.setVertexBuffer(0, this.vertexBuffer)
950
+ pass.setVertexBuffer(1, this.jointsBuffer)
951
+ pass.setVertexBuffer(2, this.weightsBuffer)
952
+ pass.setIndexBuffer(this.indexBuffer!, "uint32")
953
+
954
+ this.drawCallCount = 0
955
+ this.drawOutlines(pass, false)
956
+ this.drawModel(pass, false)
957
+ this.drawModel(pass, true)
958
+ this.drawOutlines(pass, true)
959
+
960
+ pass.end()
961
+ this.device.queue.submit([encoder.finish()])
962
+ this.updateStats(performance.now() - currentTime)
963
+ }
964
+ }
965
+
966
+ // Update camera uniform buffer each frame
967
+ private updateCameraUniforms() {
968
+ const viewMatrix = this.camera.getViewMatrix()
969
+ const projectionMatrix = this.camera.getProjectionMatrix()
970
+ const cameraPos = this.camera.getPosition()
971
+ this.cameraMatrixData.set(viewMatrix.values, 0)
972
+ this.cameraMatrixData.set(projectionMatrix.values, 16)
973
+ this.cameraMatrixData[32] = cameraPos.x
974
+ this.cameraMatrixData[33] = cameraPos.y
975
+ this.cameraMatrixData[34] = cameraPos.z
976
+ this.device.queue.writeBuffer(this.cameraUniformBuffer, 0, this.cameraMatrixData)
977
+ }
978
+
979
+ // Update render target texture view
980
+ private updateRenderTarget() {
981
+ const colorAttachment = (this.renderPassDescriptor.colorAttachments as GPURenderPassColorAttachment[])[0]
982
+ if (this.sampleCount > 1) {
983
+ colorAttachment.resolveTarget = this.context.getCurrentTexture().createView()
984
+ } else {
985
+ colorAttachment.view = this.context.getCurrentTexture().createView()
986
+ }
987
+ }
988
+
989
+ // Update model pose and physics
990
+ private updateModelPose(deltaTime: number) {
991
+ this.currentModel!.evaluatePose()
992
+
993
+ // Upload world matrices to GPU
994
+ const worldMats = this.currentModel!.getBoneWorldMatrices()
995
+ this.device.queue.writeBuffer(
996
+ this.worldMatrixBuffer!,
997
+ 0,
998
+ worldMats.buffer,
999
+ worldMats.byteOffset,
1000
+ worldMats.byteLength
1001
+ )
1002
+
1003
+ if (this.physics) {
1004
+ this.physics.step(deltaTime, worldMats, this.currentModel!.getBoneInverseBindMatrices())
1005
+ // Re-upload world matrices after physics (physics may have updated bones)
1006
+ this.device.queue.writeBuffer(
1007
+ this.worldMatrixBuffer!,
1008
+ 0,
1009
+ worldMats.buffer,
1010
+ worldMats.byteOffset,
1011
+ worldMats.byteLength
1012
+ )
1013
+ }
1014
+
1015
+ // Compute skin matrices on GPU
1016
+ this.computeSkinMatrices()
1017
+ }
1018
+
1019
+ // Compute skin matrices on GPU
1020
+ private computeSkinMatrices() {
1021
+ const boneCount = this.currentModel!.getSkeleton().bones.length
1022
+ const workgroupSize = 64
1023
+ // Dispatch exactly enough threads for all bones (no bounds check needed)
1024
+ const workgroupCount = Math.ceil(boneCount / workgroupSize)
1025
+
1026
+ // Update bone count uniform
1027
+ const boneCountData = new Uint32Array(8) // 32 bytes total
1028
+ boneCountData[0] = boneCount
1029
+ this.device.queue.writeBuffer(this.boneCountBuffer!, 0, boneCountData)
1030
+
1031
+ const bindGroup = this.device.createBindGroup({
1032
+ label: "skin matrix compute bind group",
1033
+ layout: this.skinMatrixComputePipeline!.getBindGroupLayout(0),
1034
+ entries: [
1035
+ { binding: 0, resource: { buffer: this.boneCountBuffer! } },
1036
+ { binding: 1, resource: { buffer: this.worldMatrixBuffer! } },
1037
+ { binding: 2, resource: { buffer: this.inverseBindMatrixBuffer! } },
1038
+ { binding: 3, resource: { buffer: this.skinMatrixBuffer! } },
1039
+ ],
1040
+ })
1041
+
1042
+ const encoder = this.device.createCommandEncoder()
1043
+ const pass = encoder.beginComputePass()
1044
+ pass.setPipeline(this.skinMatrixComputePipeline!)
1045
+ pass.setBindGroup(0, bindGroup)
1046
+ pass.dispatchWorkgroups(workgroupCount)
1047
+ pass.end()
1048
+ this.device.queue.submit([encoder.finish()])
1049
+ }
1050
+
1051
+ // Draw outlines (opaque or transparent)
1052
+ private drawOutlines(pass: GPURenderPassEncoder, transparent: boolean) {
1053
+ if (this.outlineDraws.length === 0) return
1054
+ pass.setPipeline(this.outlinePipeline)
1055
+ for (const draw of this.outlineDraws) {
1056
+ if (draw.count > 0 && draw.isTransparent === transparent) {
1057
+ pass.setBindGroup(0, draw.bindGroup)
1058
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0)
1059
+ }
1060
+ }
1061
+ }
1062
+
1063
+ // Draw model materials (opaque or transparent)
1064
+ private drawModel(pass: GPURenderPassEncoder, transparent: boolean) {
1065
+ pass.setPipeline(this.pipeline)
1066
+ for (const draw of this.materialDraws) {
1067
+ if (draw.count > 0 && draw.isTransparent === transparent) {
1068
+ pass.setBindGroup(0, draw.bindGroup)
1069
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0)
1070
+ this.drawCallCount++
1071
+ }
1072
+ }
1073
+ }
1074
+
1075
+ private updateStats(frameTime: number) {
1076
+ const maxSamples = 60
1077
+ this.frameTimeSamples.push(frameTime)
1078
+ this.frameTimeSum += frameTime
1079
+ if (this.frameTimeSamples.length > maxSamples) {
1080
+ const removed = this.frameTimeSamples.shift()!
1081
+ this.frameTimeSum -= removed
1082
+ }
1083
+ const avgFrameTime = this.frameTimeSum / this.frameTimeSamples.length
1084
+ this.stats.frameTime = Math.round(avgFrameTime * 100) / 100
1085
+
1086
+ const now = performance.now()
1087
+ this.framesSinceLastUpdate++
1088
+ const elapsed = now - this.lastFpsUpdate
1089
+
1090
+ if (elapsed >= 1000) {
1091
+ this.stats.fps = Math.round((this.framesSinceLastUpdate / elapsed) * 1000)
1092
+ this.framesSinceLastUpdate = 0
1093
+ this.lastFpsUpdate = now
1094
+
1095
+ const perf = performance as Performance & {
1096
+ memory?: { usedJSHeapSize: number; totalJSHeapSize: number }
1097
+ }
1098
+ if (perf.memory) {
1099
+ this.stats.memoryUsed = Math.round(perf.memory.usedJSHeapSize / 1024 / 1024)
1100
+ }
1101
+ }
1102
+
1103
+ this.stats.vertices = this.vertexCount
1104
+ this.stats.drawCalls = this.drawCallCount
1105
+
1106
+ // Calculate triangles from index buffer
1107
+ if (this.indexBuffer) {
1108
+ const indexCount = this.currentModel?.getIndices()?.length || 0
1109
+ this.stats.triangles = Math.floor(indexCount / 3)
1110
+ } else {
1111
+ this.stats.triangles = Math.floor(this.vertexCount / 3)
1112
+ }
1113
+
1114
+ // Material count
1115
+ this.stats.materials = this.materialDraws.length
1116
+
1117
+ // Texture stats
1118
+ this.stats.textures = this.textureCache.size
1119
+ let textureMemoryBytes = 0
1120
+ for (const [path, size] of this.textureSizes.entries()) {
1121
+ if (this.textureCache.has(path)) {
1122
+ // RGBA8 = 4 bytes per pixel
1123
+ textureMemoryBytes += size.width * size.height * 4
1124
+ }
1125
+ }
1126
+ // Add render target textures (multisample + depth)
1127
+ if (this.multisampleTexture) {
1128
+ const width = this.canvas.width
1129
+ const height = this.canvas.height
1130
+ textureMemoryBytes += width * height * 4 * this.sampleCount // multisample color
1131
+ textureMemoryBytes += width * height * 4 // depth (depth24plus = 4 bytes)
1132
+ }
1133
+ this.stats.textureMemory = Math.round((textureMemoryBytes / 1024 / 1024) * 100) / 100
1134
+
1135
+ // Buffer memory estimate
1136
+ let bufferMemoryBytes = 0
1137
+ if (this.vertexBuffer) {
1138
+ const vertices = this.currentModel?.getVertices()
1139
+ if (vertices) bufferMemoryBytes += vertices.byteLength
1140
+ }
1141
+ if (this.indexBuffer) {
1142
+ const indices = this.currentModel?.getIndices()
1143
+ if (indices) bufferMemoryBytes += indices.byteLength
1144
+ }
1145
+ if (this.jointsBuffer) {
1146
+ const skinning = this.currentModel?.getSkinning()
1147
+ if (skinning) bufferMemoryBytes += skinning.joints.byteLength
1148
+ }
1149
+ if (this.weightsBuffer) {
1150
+ const skinning = this.currentModel?.getSkinning()
1151
+ if (skinning) bufferMemoryBytes += skinning.weights.byteLength
1152
+ }
1153
+ if (this.skinMatrixBuffer) {
1154
+ const skeleton = this.currentModel?.getSkeleton()
1155
+ if (skeleton) bufferMemoryBytes += Math.max(256, skeleton.bones.length * 16 * 4)
1156
+ }
1157
+ bufferMemoryBytes += 40 * 4 // cameraUniformBuffer
1158
+ bufferMemoryBytes += 64 * 4 // lightUniformBuffer
1159
+ // Material uniform buffers (estimate: 4 bytes per material)
1160
+ bufferMemoryBytes += this.materialDraws.length * 4
1161
+ this.stats.bufferMemory = Math.round((bufferMemoryBytes / 1024 / 1024) * 100) / 100
1162
+
1163
+ // Total GPU memory estimate
1164
+ this.stats.gpuMemory = Math.round((this.stats.textureMemory + this.stats.bufferMemory) * 100) / 100
1165
+ }
1166
+ }