reze-engine 0.1.3 → 0.1.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/src/engine.ts CHANGED
@@ -1,1158 +1,1136 @@
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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;
350
- }
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-
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- @fragment fn fs() -> @location(0) vec4f {
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- return material.edgeColor;
354
- }
355
- `,
356
- })
357
-
358
- this.outlinePipeline = this.device.createRenderPipeline({
359
- label: "outline pipeline",
360
- layout: "auto",
361
- vertex: {
362
- module: outlineShaderModule,
363
- 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,
381
- },
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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 }],
387
- },
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- {
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- arrayStride: 4,
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- attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" as GPUVertexFormat }],
391
- },
392
- ],
393
- },
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- fragment: {
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- module: outlineShaderModule,
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- targets: [
397
- {
398
- format: this.presentationFormat,
399
- blend: {
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- color: {
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- srcFactor: "src-alpha",
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- dstFactor: "one-minus-src-alpha",
403
- operation: "add",
404
- },
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- alpha: {
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- srcFactor: "one",
407
- dstFactor: "one-minus-src-alpha",
408
- operation: "add",
409
- },
410
- },
411
- },
412
- ],
413
- },
414
- primitive: {
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- cullMode: "back",
416
- },
417
- depthStencil: {
418
- format: "depth24plus",
419
- depthWriteEnabled: true,
420
- depthCompare: "less",
421
- },
422
- multisample: {
423
- count: this.sampleCount,
424
- },
425
- })
426
- }
427
-
428
- // Create compute shader for skin matrix computation
429
- private createSkinMatrixComputePipeline() {
430
- const computeShader = this.device.createShaderModule({
431
- label: "skin matrix compute",
432
- code: /* wgsl */ `
433
- struct BoneCountUniform {
434
- count: u32,
435
- _padding1: u32,
436
- _padding2: u32,
437
- _padding3: u32,
438
- _padding4: vec4<u32>,
439
- };
440
-
441
- @group(0) @binding(0) var<uniform> boneCount: BoneCountUniform;
442
- @group(0) @binding(1) var<storage, read> worldMatrices: array<mat4x4f>;
443
- @group(0) @binding(2) var<storage, read> inverseBindMatrices: array<mat4x4f>;
444
- @group(0) @binding(3) var<storage, read_write> skinMatrices: array<mat4x4f>;
445
-
446
- @compute @workgroup_size(64)
447
- fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
448
- let boneIndex = globalId.x;
449
- // Bounds check: we dispatch workgroups (64 threads each), so some threads may be out of range
450
- if (boneIndex >= boneCount.count) {
451
- return;
452
- }
453
- let worldMat = worldMatrices[boneIndex];
454
- let invBindMat = inverseBindMatrices[boneIndex];
455
- skinMatrices[boneIndex] = worldMat * invBindMat;
456
- }
457
- `,
458
- })
459
-
460
- this.skinMatrixComputePipeline = this.device.createComputePipeline({
461
- label: "skin matrix compute pipeline",
462
- layout: "auto",
463
- compute: {
464
- module: computeShader,
465
- },
466
- })
467
- }
468
-
469
- // Step 3: Setup canvas resize handling
470
- private setupResize() {
471
- this.resizeObserver = new ResizeObserver(() => this.handleResize())
472
- this.resizeObserver.observe(this.canvas)
473
- this.handleResize()
474
- }
475
-
476
- private handleResize() {
477
- const displayWidth = this.canvas.clientWidth
478
- const displayHeight = this.canvas.clientHeight
479
-
480
- const dpr = window.devicePixelRatio || 1
481
- const width = Math.floor(displayWidth * dpr)
482
- const height = Math.floor(displayHeight * dpr)
483
-
484
- if (!this.multisampleTexture || this.canvas.width !== width || this.canvas.height !== height) {
485
- this.canvas.width = width
486
- this.canvas.height = height
487
-
488
- this.multisampleTexture = this.device.createTexture({
489
- label: "multisample render target",
490
- size: [width, height],
491
- sampleCount: this.sampleCount,
492
- format: this.presentationFormat,
493
- usage: GPUTextureUsage.RENDER_ATTACHMENT,
494
- })
495
-
496
- this.depthTexture = this.device.createTexture({
497
- label: "depth texture",
498
- size: [width, height],
499
- sampleCount: this.sampleCount,
500
- format: "depth24plus",
501
- usage: GPUTextureUsage.RENDER_ATTACHMENT,
502
- })
503
-
504
- const depthTextureView = this.depthTexture.createView()
505
-
506
- const colorAttachment: GPURenderPassColorAttachment =
507
- this.sampleCount > 1
508
- ? {
509
- view: this.multisampleTexture.createView(),
510
- resolveTarget: this.context.getCurrentTexture().createView(),
511
- clearValue: { r: 0, g: 0, b: 0, a: 0 },
512
- loadOp: "clear",
513
- storeOp: "store",
514
- }
515
- : {
516
- 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,
527
- depthClearValue: 1.0,
528
- 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
-
640
- public rotateBones(bones: string[], rotations: Quat[], duration: number) {
641
- this.currentModel?.rotateBones(bones, rotations, duration)
642
- }
643
-
644
- // Step 7: Create vertex, index, and joint buffers
645
- private async setupModelBuffers(model: Model) {
646
- this.currentModel = model
647
- const vertices = model.getVertices()
648
- const skinning = model.getSkinning()
649
- const skeleton = model.getSkeleton()
650
-
651
- this.vertexBuffer = this.device.createBuffer({
652
- label: "model vertex buffer",
653
- size: vertices.byteLength,
654
- usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
655
- })
656
- this.device.queue.writeBuffer(this.vertexBuffer, 0, vertices)
657
- this.vertexCount = model.getVertexCount()
658
-
659
- this.jointsBuffer = this.device.createBuffer({
660
- label: "joints buffer",
661
- size: skinning.joints.byteLength,
662
- usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
663
- })
664
- this.device.queue.writeBuffer(
665
- this.jointsBuffer,
666
- 0,
667
- skinning.joints.buffer,
668
- skinning.joints.byteOffset,
669
- skinning.joints.byteLength
670
- )
671
-
672
- this.weightsBuffer = this.device.createBuffer({
673
- label: "weights buffer",
674
- size: skinning.weights.byteLength,
675
- usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
676
- })
677
- this.device.queue.writeBuffer(
678
- this.weightsBuffer,
679
- 0,
680
- skinning.weights.buffer,
681
- skinning.weights.byteOffset,
682
- skinning.weights.byteLength
683
- )
684
-
685
- const boneCount = skeleton.bones.length
686
- const matrixSize = boneCount * 16 * 4
687
-
688
- this.skinMatrixBuffer = this.device.createBuffer({
689
- label: "skin matrices",
690
- size: Math.max(256, matrixSize),
691
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX,
692
- })
693
-
694
- this.worldMatrixBuffer = this.device.createBuffer({
695
- label: "world matrices",
696
- size: Math.max(256, matrixSize),
697
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
698
- })
699
-
700
- this.inverseBindMatrixBuffer = this.device.createBuffer({
701
- label: "inverse bind matrices",
702
- size: Math.max(256, matrixSize),
703
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
704
- })
705
-
706
- const invBindMatrices = skeleton.inverseBindMatrices
707
- this.device.queue.writeBuffer(
708
- this.inverseBindMatrixBuffer,
709
- 0,
710
- invBindMatrices.buffer,
711
- invBindMatrices.byteOffset,
712
- invBindMatrices.byteLength
713
- )
714
-
715
- this.boneCountBuffer = this.device.createBuffer({
716
- label: "bone count uniform",
717
- size: 32, // Minimum uniform buffer size is 32 bytes
718
- usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
719
- })
720
- const boneCountData = new Uint32Array(8) // 32 bytes total
721
- boneCountData[0] = boneCount
722
- this.device.queue.writeBuffer(this.boneCountBuffer, 0, boneCountData)
723
-
724
- this.createSkinMatrixComputePipeline()
725
-
726
- const indices = model.getIndices()
727
- if (indices) {
728
- this.indexBuffer = this.device.createBuffer({
729
- label: "model index buffer",
730
- size: indices.byteLength,
731
- usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
732
- })
733
- this.device.queue.writeBuffer(this.indexBuffer, 0, indices)
734
- } else {
735
- throw new Error("Model has no index buffer")
736
- }
737
-
738
- await this.setupMaterials(model)
739
- }
740
-
741
- private materialDraws: { count: number; firstIndex: number; bindGroup: GPUBindGroup; isTransparent: boolean }[] = []
742
- private outlineDraws: { count: number; firstIndex: number; bindGroup: GPUBindGroup; isTransparent: boolean }[] = []
743
-
744
- // Step 8: Load textures and create material bind groups
745
- private async setupMaterials(model: Model) {
746
- const materials = model.getMaterials()
747
- if (materials.length === 0) {
748
- throw new Error("Model has no materials")
749
- }
750
-
751
- const textures = model.getTextures()
752
-
753
- const loadTextureByIndex = async (texIndex: number): Promise<GPUTexture | null> => {
754
- if (texIndex < 0 || texIndex >= textures.length) {
755
- return null
756
- }
757
-
758
- const path = this.modelDir + textures[texIndex].path
759
- const texture = await this.createTextureFromPath(path)
760
- return texture
761
- }
762
-
763
- const loadToonTexture = async (toonTextureIndex: number): Promise<GPUTexture> => {
764
- const texture = await loadTextureByIndex(toonTextureIndex)
765
- if (texture) return texture
766
-
767
- // Default toon texture fallback
768
- const defaultToonData = new Uint8Array(256 * 2 * 4)
769
- for (let i = 0; i < 256; i++) {
770
- const factor = i / 255.0
771
- const gray = Math.floor(128 + factor * 127)
772
- defaultToonData[i * 4] = gray
773
- defaultToonData[i * 4 + 1] = gray
774
- defaultToonData[i * 4 + 2] = gray
775
- defaultToonData[i * 4 + 3] = 255
776
- defaultToonData[(256 + i) * 4] = gray
777
- defaultToonData[(256 + i) * 4 + 1] = gray
778
- defaultToonData[(256 + i) * 4 + 2] = gray
779
- defaultToonData[(256 + i) * 4 + 3] = 255
780
- }
781
- const defaultToonTexture = this.device.createTexture({
782
- label: "default toon texture",
783
- size: [256, 2],
784
- format: "rgba8unorm",
785
- usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
786
- })
787
- this.device.queue.writeTexture(
788
- { texture: defaultToonTexture },
789
- defaultToonData,
790
- { bytesPerRow: 256 * 4 },
791
- [256, 2]
792
- )
793
- this.textureSizes.set("__default_toon__", { width: 256, height: 2 })
794
- return defaultToonTexture
795
- }
796
-
797
- this.materialDraws = []
798
- this.outlineDraws = []
799
- const outlineBindGroupLayout = this.outlinePipeline.getBindGroupLayout(0)
800
- let runningFirstIndex = 0
801
-
802
- for (const mat of materials) {
803
- const matCount = mat.vertexCount | 0
804
- if (matCount === 0) continue
805
-
806
- const diffuseTexture = await loadTextureByIndex(mat.diffuseTextureIndex)
807
- if (!diffuseTexture) throw new Error(`Material "${mat.name}" has no diffuse texture`)
808
-
809
- const toonTexture = await loadToonTexture(mat.toonTextureIndex)
810
-
811
- const materialAlpha = mat.diffuse[3]
812
- const EPSILON = 0.001
813
- const isTransparent = materialAlpha < 1.0 - EPSILON
814
-
815
- const materialUniformData = new Float32Array(4)
816
- materialUniformData[0] = materialAlpha
817
- materialUniformData[1] = 0.0
818
- materialUniformData[2] = 0.0
819
- materialUniformData[3] = 0.0
820
-
821
- const materialUniformBuffer = this.device.createBuffer({
822
- label: `material uniform: ${mat.name}`,
823
- size: materialUniformData.byteLength,
824
- usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
825
- })
826
- this.device.queue.writeBuffer(materialUniformBuffer, 0, materialUniformData)
827
-
828
- const bindGroup = this.device.createBindGroup({
829
- label: `material bind group: ${mat.name}`,
830
- layout: this.pipeline.getBindGroupLayout(0),
831
- entries: [
832
- { binding: 0, resource: { buffer: this.cameraUniformBuffer } },
833
- { binding: 1, resource: { buffer: this.lightUniformBuffer } },
834
- { binding: 2, resource: diffuseTexture.createView() },
835
- { binding: 3, resource: this.textureSampler },
836
- { binding: 4, resource: { buffer: this.skinMatrixBuffer! } },
837
- { binding: 5, resource: toonTexture.createView() },
838
- { binding: 6, resource: this.textureSampler },
839
- { binding: 7, resource: { buffer: materialUniformBuffer } },
840
- ],
841
- })
842
-
843
- // All materials use the same pipeline
844
- this.materialDraws.push({
845
- count: matCount,
846
- firstIndex: runningFirstIndex,
847
- bindGroup,
848
- isTransparent,
849
- })
850
-
851
- // Outline for all materials (including transparent)
852
- // Edge flag is at bit 4 (0x10) in PMX format, not bit 0 (0x01)
853
- if ((mat.edgeFlag & 0x10) !== 0 && mat.edgeSize > 0) {
854
- const materialUniformData = new Float32Array(8)
855
- materialUniformData[0] = mat.edgeColor[0]
856
- materialUniformData[1] = mat.edgeColor[1]
857
- materialUniformData[2] = mat.edgeColor[2]
858
- materialUniformData[3] = mat.edgeColor[3]
859
- materialUniformData[4] = mat.edgeSize
860
-
861
- const materialUniformBuffer = this.device.createBuffer({
862
- label: `outline material uniform: ${mat.name}`,
863
- size: materialUniformData.byteLength,
864
- usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
865
- })
866
- this.device.queue.writeBuffer(materialUniformBuffer, 0, materialUniformData)
867
-
868
- const outlineBindGroup = this.device.createBindGroup({
869
- label: `outline bind group: ${mat.name}`,
870
- layout: outlineBindGroupLayout,
871
- entries: [
872
- { binding: 0, resource: { buffer: this.cameraUniformBuffer } },
873
- { binding: 1, resource: { buffer: materialUniformBuffer } },
874
- { binding: 2, resource: { buffer: this.skinMatrixBuffer! } },
875
- ],
876
- })
877
-
878
- // All outlines use the same pipeline
879
- this.outlineDraws.push({
880
- count: matCount,
881
- firstIndex: runningFirstIndex,
882
- bindGroup: outlineBindGroup,
883
- isTransparent,
884
- })
885
- }
886
-
887
- runningFirstIndex += matCount
888
- }
889
- }
890
-
891
- // Helper: Load texture from file path
892
- private async createTextureFromPath(path: string): Promise<GPUTexture | null> {
893
- const cached = this.textureCache.get(path)
894
- if (cached) {
895
- return cached
896
- }
897
-
898
- try {
899
- const response = await fetch(path)
900
- if (!response.ok) {
901
- throw new Error(`HTTP ${response.status}: ${response.statusText}`)
902
- }
903
- const imageBitmap = await createImageBitmap(await response.blob(), {
904
- premultiplyAlpha: "none",
905
- colorSpaceConversion: "none",
906
- })
907
- const texture = this.device.createTexture({
908
- label: `texture: ${path}`,
909
- size: [imageBitmap.width, imageBitmap.height],
910
- format: "rgba8unorm",
911
- usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
912
- })
913
- this.device.queue.copyExternalImageToTexture({ source: imageBitmap }, { texture }, [
914
- imageBitmap.width,
915
- imageBitmap.height,
916
- ])
917
-
918
- this.textureCache.set(path, texture)
919
- this.textureSizes.set(path, { width: imageBitmap.width, height: imageBitmap.height })
920
- return texture
921
- } catch {
922
- return null
923
- }
924
- }
925
-
926
- // Step 9: Render one frame
927
- public render() {
928
- if (this.multisampleTexture && this.camera && this.device && this.currentModel) {
929
- const currentTime = performance.now()
930
- const deltaTime = this.lastFrameTime > 0 ? (currentTime - this.lastFrameTime) / 1000 : 0.016
931
- this.lastFrameTime = currentTime
932
-
933
- this.updateCameraUniforms()
934
- this.updateRenderTarget()
935
-
936
- this.updateModelPose(deltaTime)
937
-
938
- const encoder = this.device.createCommandEncoder()
939
- const pass = encoder.beginRenderPass(this.renderPassDescriptor)
940
-
941
- pass.setVertexBuffer(0, this.vertexBuffer)
942
- pass.setVertexBuffer(1, this.jointsBuffer)
943
- pass.setVertexBuffer(2, this.weightsBuffer)
944
- pass.setIndexBuffer(this.indexBuffer!, "uint32")
945
-
946
- this.drawCallCount = 0
947
- this.drawOutlines(pass, false)
948
- this.drawModel(pass, false)
949
- this.drawModel(pass, true)
950
- this.drawOutlines(pass, true)
951
-
952
- pass.end()
953
- this.device.queue.submit([encoder.finish()])
954
- this.updateStats(performance.now() - currentTime)
955
- }
956
- }
957
-
958
- // Update camera uniform buffer each frame
959
- private updateCameraUniforms() {
960
- const viewMatrix = this.camera.getViewMatrix()
961
- const projectionMatrix = this.camera.getProjectionMatrix()
962
- const cameraPos = this.camera.getPosition()
963
- this.cameraMatrixData.set(viewMatrix.values, 0)
964
- this.cameraMatrixData.set(projectionMatrix.values, 16)
965
- this.cameraMatrixData[32] = cameraPos.x
966
- this.cameraMatrixData[33] = cameraPos.y
967
- this.cameraMatrixData[34] = cameraPos.z
968
- this.device.queue.writeBuffer(this.cameraUniformBuffer, 0, this.cameraMatrixData)
969
- }
970
-
971
- // Update render target texture view
972
- private updateRenderTarget() {
973
- const colorAttachment = (this.renderPassDescriptor.colorAttachments as GPURenderPassColorAttachment[])[0]
974
- if (this.sampleCount > 1) {
975
- colorAttachment.resolveTarget = this.context.getCurrentTexture().createView()
976
- } else {
977
- colorAttachment.view = this.context.getCurrentTexture().createView()
978
- }
979
- }
980
-
981
- // Update model pose and physics
982
- private updateModelPose(deltaTime: number) {
983
- this.currentModel!.evaluatePose()
984
-
985
- // Upload world matrices to GPU
986
- const worldMats = this.currentModel!.getBoneWorldMatrices()
987
- this.device.queue.writeBuffer(
988
- this.worldMatrixBuffer!,
989
- 0,
990
- worldMats.buffer,
991
- worldMats.byteOffset,
992
- worldMats.byteLength
993
- )
994
-
995
- if (this.physics) {
996
- this.physics.step(deltaTime, worldMats, this.currentModel!.getBoneInverseBindMatrices())
997
- // Re-upload world matrices after physics (physics may have updated bones)
998
- this.device.queue.writeBuffer(
999
- this.worldMatrixBuffer!,
1000
- 0,
1001
- worldMats.buffer,
1002
- worldMats.byteOffset,
1003
- worldMats.byteLength
1004
- )
1005
- }
1006
-
1007
- // Compute skin matrices on GPU
1008
- this.computeSkinMatrices()
1009
- }
1010
-
1011
- // Compute skin matrices on GPU
1012
- private computeSkinMatrices() {
1013
- const boneCount = this.currentModel!.getSkeleton().bones.length
1014
- const workgroupSize = 64
1015
- // Dispatch exactly enough threads for all bones (no bounds check needed)
1016
- const workgroupCount = Math.ceil(boneCount / workgroupSize)
1017
-
1018
- // Update bone count uniform
1019
- const boneCountData = new Uint32Array(8) // 32 bytes total
1020
- boneCountData[0] = boneCount
1021
- this.device.queue.writeBuffer(this.boneCountBuffer!, 0, boneCountData)
1022
-
1023
- const bindGroup = this.device.createBindGroup({
1024
- label: "skin matrix compute bind group",
1025
- layout: this.skinMatrixComputePipeline!.getBindGroupLayout(0),
1026
- entries: [
1027
- { binding: 0, resource: { buffer: this.boneCountBuffer! } },
1028
- { binding: 1, resource: { buffer: this.worldMatrixBuffer! } },
1029
- { binding: 2, resource: { buffer: this.inverseBindMatrixBuffer! } },
1030
- { binding: 3, resource: { buffer: this.skinMatrixBuffer! } },
1031
- ],
1032
- })
1033
-
1034
- const encoder = this.device.createCommandEncoder()
1035
- const pass = encoder.beginComputePass()
1036
- pass.setPipeline(this.skinMatrixComputePipeline!)
1037
- pass.setBindGroup(0, bindGroup)
1038
- pass.dispatchWorkgroups(workgroupCount)
1039
- pass.end()
1040
- this.device.queue.submit([encoder.finish()])
1041
- }
1042
-
1043
- // Draw outlines (opaque or transparent)
1044
- private drawOutlines(pass: GPURenderPassEncoder, transparent: boolean) {
1045
- if (this.outlineDraws.length === 0) return
1046
- pass.setPipeline(this.outlinePipeline)
1047
- for (const draw of this.outlineDraws) {
1048
- if (draw.count > 0 && draw.isTransparent === transparent) {
1049
- pass.setBindGroup(0, draw.bindGroup)
1050
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0)
1051
- }
1052
- }
1053
- }
1054
-
1055
- // Draw model materials (opaque or transparent)
1056
- private drawModel(pass: GPURenderPassEncoder, transparent: boolean) {
1057
- pass.setPipeline(this.pipeline)
1058
- for (const draw of this.materialDraws) {
1059
- if (draw.count > 0 && draw.isTransparent === transparent) {
1060
- pass.setBindGroup(0, draw.bindGroup)
1061
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0)
1062
- this.drawCallCount++
1063
- }
1064
- }
1065
- }
1066
-
1067
- private updateStats(frameTime: number) {
1068
- const maxSamples = 60
1069
- this.frameTimeSamples.push(frameTime)
1070
- this.frameTimeSum += frameTime
1071
- if (this.frameTimeSamples.length > maxSamples) {
1072
- const removed = this.frameTimeSamples.shift()!
1073
- this.frameTimeSum -= removed
1074
- }
1075
- const avgFrameTime = this.frameTimeSum / this.frameTimeSamples.length
1076
- this.stats.frameTime = Math.round(avgFrameTime * 100) / 100
1077
-
1078
- const now = performance.now()
1079
- this.framesSinceLastUpdate++
1080
- const elapsed = now - this.lastFpsUpdate
1081
-
1082
- if (elapsed >= 1000) {
1083
- this.stats.fps = Math.round((this.framesSinceLastUpdate / elapsed) * 1000)
1084
- this.framesSinceLastUpdate = 0
1085
- this.lastFpsUpdate = now
1086
-
1087
- const perf = performance as Performance & {
1088
- memory?: { usedJSHeapSize: number; totalJSHeapSize: number }
1089
- }
1090
- if (perf.memory) {
1091
- this.stats.memoryUsed = Math.round(perf.memory.usedJSHeapSize / 1024 / 1024)
1092
- }
1093
- }
1094
-
1095
- this.stats.vertices = this.vertexCount
1096
- this.stats.drawCalls = this.drawCallCount
1097
-
1098
- // Calculate triangles from index buffer
1099
- if (this.indexBuffer) {
1100
- const indexCount = this.currentModel?.getIndices()?.length || 0
1101
- this.stats.triangles = Math.floor(indexCount / 3)
1102
- } else {
1103
- this.stats.triangles = Math.floor(this.vertexCount / 3)
1104
- }
1105
-
1106
- // Material count
1107
- this.stats.materials = this.materialDraws.length
1108
-
1109
- // Texture stats
1110
- this.stats.textures = this.textureCache.size
1111
- let textureMemoryBytes = 0
1112
- for (const [path, size] of this.textureSizes.entries()) {
1113
- if (this.textureCache.has(path)) {
1114
- // RGBA8 = 4 bytes per pixel
1115
- textureMemoryBytes += size.width * size.height * 4
1116
- }
1117
- }
1118
- // Add render target textures (multisample + depth)
1119
- if (this.multisampleTexture) {
1120
- const width = this.canvas.width
1121
- const height = this.canvas.height
1122
- textureMemoryBytes += width * height * 4 * this.sampleCount // multisample color
1123
- textureMemoryBytes += width * height * 4 // depth (depth24plus = 4 bytes)
1124
- }
1125
- this.stats.textureMemory = Math.round((textureMemoryBytes / 1024 / 1024) * 100) / 100
1126
-
1127
- // Buffer memory estimate
1128
- let bufferMemoryBytes = 0
1129
- if (this.vertexBuffer) {
1130
- const vertices = this.currentModel?.getVertices()
1131
- if (vertices) bufferMemoryBytes += vertices.byteLength
1132
- }
1133
- if (this.indexBuffer) {
1134
- const indices = this.currentModel?.getIndices()
1135
- if (indices) bufferMemoryBytes += indices.byteLength
1136
- }
1137
- if (this.jointsBuffer) {
1138
- const skinning = this.currentModel?.getSkinning()
1139
- if (skinning) bufferMemoryBytes += skinning.joints.byteLength
1140
- }
1141
- if (this.weightsBuffer) {
1142
- const skinning = this.currentModel?.getSkinning()
1143
- if (skinning) bufferMemoryBytes += skinning.weights.byteLength
1144
- }
1145
- if (this.skinMatrixBuffer) {
1146
- const skeleton = this.currentModel?.getSkeleton()
1147
- if (skeleton) bufferMemoryBytes += Math.max(256, skeleton.bones.length * 16 * 4)
1148
- }
1149
- bufferMemoryBytes += 40 * 4 // cameraUniformBuffer
1150
- bufferMemoryBytes += 64 * 4 // lightUniformBuffer
1151
- // Material uniform buffers (estimate: 4 bytes per material)
1152
- bufferMemoryBytes += this.materialDraws.length * 4
1153
- this.stats.bufferMemory = Math.round((bufferMemoryBytes / 1024 / 1024) * 100) / 100
1154
-
1155
- // Total GPU memory estimate
1156
- this.stats.gpuMemory = Math.round((this.stats.textureMemory + this.stats.bufferMemory) * 100) / 100
1157
- }
1158
- }
1
+ import { Camera } from "./camera"
2
+ import { Quat, Vec3 } from "./math"
3
+ import { Model } from "./model"
4
+ import { PmxLoader } from "./pmx-loader"
5
+ import { Physics } from "./physics"
6
+
7
+ export interface EngineStats {
8
+ fps: number
9
+ frameTime: number // ms
10
+ gpuMemory: number // MB (estimated total GPU memory)
11
+ }
12
+
13
+ export class Engine {
14
+ private canvas: HTMLCanvasElement
15
+ private device!: GPUDevice
16
+ private context!: GPUCanvasContext
17
+ private presentationFormat!: GPUTextureFormat
18
+ public camera!: Camera
19
+ private cameraUniformBuffer!: GPUBuffer
20
+ private cameraMatrixData = new Float32Array(36)
21
+ private lightUniformBuffer!: GPUBuffer
22
+ private lightData = new Float32Array(64)
23
+ private lightCount = 0
24
+ private vertexBuffer!: GPUBuffer
25
+ private vertexCount: number = 0
26
+ private indexBuffer?: GPUBuffer
27
+ private resizeObserver: ResizeObserver | null = null
28
+ private depthTexture!: GPUTexture
29
+ private pipeline!: GPURenderPipeline
30
+ private outlinePipeline!: GPURenderPipeline
31
+ private jointsBuffer!: GPUBuffer
32
+ private weightsBuffer!: GPUBuffer
33
+ private skinMatrixBuffer?: GPUBuffer
34
+ private worldMatrixBuffer?: GPUBuffer
35
+ private inverseBindMatrixBuffer?: GPUBuffer
36
+ private skinMatrixComputePipeline?: GPUComputePipeline
37
+ private boneCountBuffer?: GPUBuffer
38
+ private multisampleTexture!: GPUTexture
39
+ private readonly sampleCount = 4 // MSAA 4x
40
+ private renderPassDescriptor!: GPURenderPassDescriptor
41
+ private currentModel: Model | null = null
42
+ private modelDir: string = ""
43
+ private physics: Physics | null = null
44
+ private textureSampler!: GPUSampler
45
+ private textureCache = new Map<string, GPUTexture>()
46
+ private textureSizes = new Map<string, { width: number; height: number }>()
47
+
48
+ private lastFpsUpdate = performance.now()
49
+ private framesSinceLastUpdate = 0
50
+ private frameTimeSamples: number[] = []
51
+ private frameTimeSum: number = 0
52
+ private drawCallCount: number = 0
53
+ private lastFrameTime = performance.now()
54
+ private stats: EngineStats = {
55
+ fps: 0,
56
+ frameTime: 0,
57
+ gpuMemory: 0,
58
+ }
59
+ private animationFrameId: number | null = null
60
+ private renderLoopCallback: (() => void) | null = null
61
+
62
+ constructor(canvas: HTMLCanvasElement) {
63
+ this.canvas = canvas
64
+ }
65
+
66
+ // Step 1: Get WebGPU device and context
67
+ public async init() {
68
+ const adapter = await navigator.gpu?.requestAdapter()
69
+ const device = await adapter?.requestDevice()
70
+ if (!device) {
71
+ throw new Error("WebGPU is not supported in this browser.")
72
+ }
73
+ this.device = device
74
+
75
+ const context = this.canvas.getContext("webgpu")
76
+ if (!context) {
77
+ throw new Error("Failed to get WebGPU context.")
78
+ }
79
+ this.context = context
80
+
81
+ this.presentationFormat = navigator.gpu.getPreferredCanvasFormat()
82
+
83
+ this.context.configure({
84
+ device: this.device,
85
+ format: this.presentationFormat,
86
+ alphaMode: "premultiplied",
87
+ })
88
+
89
+ this.setupCamera()
90
+ this.setupLighting()
91
+ this.createPipelines()
92
+ this.setupResize()
93
+ }
94
+
95
+ // Step 2: Create shaders and render pipelines
96
+ private createPipelines() {
97
+ this.textureSampler = this.device.createSampler({
98
+ magFilter: "linear",
99
+ minFilter: "linear",
100
+ addressModeU: "repeat",
101
+ addressModeV: "repeat",
102
+ })
103
+
104
+ const shaderModule = this.device.createShaderModule({
105
+ label: "model shaders",
106
+ code: /* wgsl */ `
107
+ struct CameraUniforms {
108
+ view: mat4x4f,
109
+ projection: mat4x4f,
110
+ viewPos: vec3f,
111
+ _padding: f32,
112
+ };
113
+
114
+ struct Light {
115
+ direction: vec3f,
116
+ _padding1: f32,
117
+ color: vec3f,
118
+ intensity: f32,
119
+ };
120
+
121
+ struct LightUniforms {
122
+ ambient: f32,
123
+ lightCount: f32,
124
+ _padding1: f32,
125
+ _padding2: f32,
126
+ lights: array<Light, 4>,
127
+ };
128
+
129
+ struct MaterialUniforms {
130
+ alpha: f32,
131
+ _padding1: f32,
132
+ _padding2: f32,
133
+ _padding3: f32,
134
+ };
135
+
136
+ struct VertexOutput {
137
+ @builtin(position) position: vec4f,
138
+ @location(0) normal: vec3f,
139
+ @location(1) uv: vec2f,
140
+ @location(2) worldPos: vec3f,
141
+ };
142
+
143
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
144
+ @group(0) @binding(1) var<uniform> light: LightUniforms;
145
+ @group(0) @binding(2) var diffuseTexture: texture_2d<f32>;
146
+ @group(0) @binding(3) var diffuseSampler: sampler;
147
+ @group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
148
+ @group(0) @binding(5) var toonTexture: texture_2d<f32>;
149
+ @group(0) @binding(6) var toonSampler: sampler;
150
+ @group(0) @binding(7) var<uniform> material: MaterialUniforms;
151
+
152
+ @vertex fn vs(
153
+ @location(0) position: vec3f,
154
+ @location(1) normal: vec3f,
155
+ @location(2) uv: vec2f,
156
+ @location(3) joints0: vec4<u32>,
157
+ @location(4) weights0: vec4<f32>
158
+ ) -> VertexOutput {
159
+ var output: VertexOutput;
160
+ let pos4 = vec4f(position, 1.0);
161
+
162
+ // Normalize weights to ensure they sum to 1.0 (handles floating-point precision issues)
163
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
164
+ var normalizedWeights: vec4f;
165
+ if (weightSum > 0.0001) {
166
+ normalizedWeights = weights0 / weightSum;
167
+ } else {
168
+ normalizedWeights = vec4f(1.0, 0.0, 0.0, 0.0);
169
+ }
170
+
171
+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
172
+ var skinnedNrm = vec3f(0.0, 0.0, 0.0);
173
+ for (var i = 0u; i < 4u; i++) {
174
+ let j = joints0[i];
175
+ let w = normalizedWeights[i];
176
+ let m = skinMats[j];
177
+ skinnedPos += (m * pos4) * w;
178
+ let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
179
+ skinnedNrm += (r3 * normal) * w;
180
+ }
181
+ let worldPos = skinnedPos.xyz;
182
+ output.position = camera.projection * camera.view * vec4f(worldPos, 1.0);
183
+ output.normal = normalize(skinnedNrm);
184
+ output.uv = uv;
185
+ output.worldPos = worldPos;
186
+ return output;
187
+ }
188
+
189
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
190
+ let n = normalize(input.normal);
191
+ let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
192
+
193
+ var lightAccum = vec3f(light.ambient);
194
+ let numLights = u32(light.lightCount);
195
+ for (var i = 0u; i < numLights; i++) {
196
+ let l = -light.lights[i].direction;
197
+ let nDotL = max(dot(n, l), 0.0);
198
+ let toonUV = vec2f(nDotL, 0.5);
199
+ let toonFactor = textureSample(toonTexture, toonSampler, toonUV).rgb;
200
+ let radiance = light.lights[i].color * light.lights[i].intensity;
201
+ lightAccum += toonFactor * radiance * nDotL;
202
+ }
203
+
204
+ let color = albedo * lightAccum;
205
+ let finalAlpha = material.alpha;
206
+ if (finalAlpha < 0.001) {
207
+ discard;
208
+ }
209
+
210
+ return vec4f(clamp(color, vec3f(0.0), vec3f(1.0)), finalAlpha);
211
+ }
212
+ `,
213
+ })
214
+
215
+ // Single pipeline for all materials with alpha blending
216
+ this.pipeline = this.device.createRenderPipeline({
217
+ label: "model pipeline",
218
+ layout: "auto",
219
+ vertex: {
220
+ module: shaderModule,
221
+ buffers: [
222
+ {
223
+ arrayStride: 8 * 4,
224
+ attributes: [
225
+ { shaderLocation: 0, offset: 0, format: "float32x3" as GPUVertexFormat },
226
+ { shaderLocation: 1, offset: 3 * 4, format: "float32x3" as GPUVertexFormat },
227
+ { shaderLocation: 2, offset: 6 * 4, format: "float32x2" as GPUVertexFormat },
228
+ ],
229
+ },
230
+ {
231
+ arrayStride: 4 * 2,
232
+ attributes: [{ shaderLocation: 3, offset: 0, format: "uint16x4" as GPUVertexFormat }],
233
+ },
234
+ {
235
+ arrayStride: 4,
236
+ attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" as GPUVertexFormat }],
237
+ },
238
+ ],
239
+ },
240
+ fragment: {
241
+ module: shaderModule,
242
+ targets: [
243
+ {
244
+ format: this.presentationFormat,
245
+ blend: {
246
+ color: {
247
+ srcFactor: "src-alpha",
248
+ dstFactor: "one-minus-src-alpha",
249
+ operation: "add",
250
+ },
251
+ alpha: {
252
+ srcFactor: "one",
253
+ dstFactor: "one-minus-src-alpha",
254
+ operation: "add",
255
+ },
256
+ },
257
+ },
258
+ ],
259
+ },
260
+ primitive: { cullMode: "none" },
261
+ depthStencil: {
262
+ format: "depth24plus",
263
+ depthWriteEnabled: true,
264
+ depthCompare: "less",
265
+ },
266
+ multisample: {
267
+ count: this.sampleCount,
268
+ },
269
+ })
270
+
271
+ const outlineShaderModule = this.device.createShaderModule({
272
+ label: "outline shaders",
273
+ code: /* wgsl */ `
274
+ struct CameraUniforms {
275
+ view: mat4x4f,
276
+ projection: mat4x4f,
277
+ viewPos: vec3f,
278
+ _padding: f32,
279
+ };
280
+
281
+ struct MaterialUniforms {
282
+ edgeColor: vec4f,
283
+ edgeSize: f32,
284
+ _padding1: f32,
285
+ _padding2: f32,
286
+ _padding3: f32,
287
+ };
288
+
289
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
290
+ @group(0) @binding(1) var<uniform> material: MaterialUniforms;
291
+ @group(0) @binding(2) var<storage, read> skinMats: array<mat4x4f>;
292
+
293
+ struct VertexOutput {
294
+ @builtin(position) position: vec4f,
295
+ };
296
+
297
+ @vertex fn vs(
298
+ @location(0) position: vec3f,
299
+ @location(1) normal: vec3f,
300
+ @location(2) uv: vec2f,
301
+ @location(3) joints0: vec4<u32>,
302
+ @location(4) weights0: vec4<f32>
303
+ ) -> VertexOutput {
304
+ var output: VertexOutput;
305
+ let pos4 = vec4f(position, 1.0);
306
+
307
+ // Normalize weights to ensure they sum to 1.0 (handles floating-point precision issues)
308
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
309
+ var normalizedWeights: vec4f;
310
+ if (weightSum > 0.0001) {
311
+ normalizedWeights = weights0 / weightSum;
312
+ } else {
313
+ normalizedWeights = vec4f(1.0, 0.0, 0.0, 0.0);
314
+ }
315
+
316
+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
317
+ var skinnedNrm = vec3f(0.0, 0.0, 0.0);
318
+ for (var i = 0u; i < 4u; i++) {
319
+ let j = joints0[i];
320
+ let w = normalizedWeights[i];
321
+ let m = skinMats[j];
322
+ skinnedPos += (m * pos4) * w;
323
+ let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
324
+ skinnedNrm += (r3 * normal) * w;
325
+ }
326
+ let worldPos = skinnedPos.xyz;
327
+ let worldNormal = normalize(skinnedNrm);
328
+
329
+ // MMD invert hull: expand vertices outward along normals
330
+ let scaleFactor = 0.01;
331
+ let expandedPos = worldPos + worldNormal * material.edgeSize * scaleFactor;
332
+ output.position = camera.projection * camera.view * vec4f(expandedPos, 1.0);
333
+ return output;
334
+ }
335
+
336
+ @fragment fn fs() -> @location(0) vec4f {
337
+ return material.edgeColor;
338
+ }
339
+ `,
340
+ })
341
+
342
+ this.outlinePipeline = this.device.createRenderPipeline({
343
+ label: "outline pipeline",
344
+ layout: "auto",
345
+ vertex: {
346
+ module: outlineShaderModule,
347
+ buffers: [
348
+ {
349
+ arrayStride: 8 * 4,
350
+ attributes: [
351
+ {
352
+ shaderLocation: 0,
353
+ offset: 0,
354
+ format: "float32x3" as GPUVertexFormat,
355
+ },
356
+ {
357
+ shaderLocation: 1,
358
+ offset: 3 * 4,
359
+ format: "float32x3" as GPUVertexFormat,
360
+ },
361
+ {
362
+ shaderLocation: 2,
363
+ offset: 6 * 4,
364
+ format: "float32x2" as GPUVertexFormat,
365
+ },
366
+ ],
367
+ },
368
+ {
369
+ arrayStride: 4 * 2,
370
+ attributes: [{ shaderLocation: 3, offset: 0, format: "uint16x4" as GPUVertexFormat }],
371
+ },
372
+ {
373
+ arrayStride: 4,
374
+ attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" as GPUVertexFormat }],
375
+ },
376
+ ],
377
+ },
378
+ fragment: {
379
+ module: outlineShaderModule,
380
+ targets: [
381
+ {
382
+ format: this.presentationFormat,
383
+ blend: {
384
+ color: {
385
+ srcFactor: "src-alpha",
386
+ dstFactor: "one-minus-src-alpha",
387
+ operation: "add",
388
+ },
389
+ alpha: {
390
+ srcFactor: "one",
391
+ dstFactor: "one-minus-src-alpha",
392
+ operation: "add",
393
+ },
394
+ },
395
+ },
396
+ ],
397
+ },
398
+ primitive: {
399
+ cullMode: "back",
400
+ },
401
+ depthStencil: {
402
+ format: "depth24plus",
403
+ depthWriteEnabled: true,
404
+ depthCompare: "less",
405
+ },
406
+ multisample: {
407
+ count: this.sampleCount,
408
+ },
409
+ })
410
+ }
411
+
412
+ // Create compute shader for skin matrix computation
413
+ private createSkinMatrixComputePipeline() {
414
+ const computeShader = this.device.createShaderModule({
415
+ label: "skin matrix compute",
416
+ code: /* wgsl */ `
417
+ struct BoneCountUniform {
418
+ count: u32,
419
+ _padding1: u32,
420
+ _padding2: u32,
421
+ _padding3: u32,
422
+ _padding4: vec4<u32>,
423
+ };
424
+
425
+ @group(0) @binding(0) var<uniform> boneCount: BoneCountUniform;
426
+ @group(0) @binding(1) var<storage, read> worldMatrices: array<mat4x4f>;
427
+ @group(0) @binding(2) var<storage, read> inverseBindMatrices: array<mat4x4f>;
428
+ @group(0) @binding(3) var<storage, read_write> skinMatrices: array<mat4x4f>;
429
+
430
+ @compute @workgroup_size(64)
431
+ fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
432
+ let boneIndex = globalId.x;
433
+ // Bounds check: we dispatch workgroups (64 threads each), so some threads may be out of range
434
+ if (boneIndex >= boneCount.count) {
435
+ return;
436
+ }
437
+ let worldMat = worldMatrices[boneIndex];
438
+ let invBindMat = inverseBindMatrices[boneIndex];
439
+ skinMatrices[boneIndex] = worldMat * invBindMat;
440
+ }
441
+ `,
442
+ })
443
+
444
+ this.skinMatrixComputePipeline = this.device.createComputePipeline({
445
+ label: "skin matrix compute pipeline",
446
+ layout: "auto",
447
+ compute: {
448
+ module: computeShader,
449
+ },
450
+ })
451
+ }
452
+
453
+ // Step 3: Setup canvas resize handling
454
+ private setupResize() {
455
+ this.resizeObserver = new ResizeObserver(() => this.handleResize())
456
+ this.resizeObserver.observe(this.canvas)
457
+ this.handleResize()
458
+ }
459
+
460
+ private handleResize() {
461
+ const displayWidth = this.canvas.clientWidth
462
+ const displayHeight = this.canvas.clientHeight
463
+
464
+ const dpr = window.devicePixelRatio || 1
465
+ const width = Math.floor(displayWidth * dpr)
466
+ const height = Math.floor(displayHeight * dpr)
467
+
468
+ if (!this.multisampleTexture || this.canvas.width !== width || this.canvas.height !== height) {
469
+ this.canvas.width = width
470
+ this.canvas.height = height
471
+
472
+ this.multisampleTexture = this.device.createTexture({
473
+ label: "multisample render target",
474
+ size: [width, height],
475
+ sampleCount: this.sampleCount,
476
+ format: this.presentationFormat,
477
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
478
+ })
479
+
480
+ this.depthTexture = this.device.createTexture({
481
+ label: "depth texture",
482
+ size: [width, height],
483
+ sampleCount: this.sampleCount,
484
+ format: "depth24plus",
485
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
486
+ })
487
+
488
+ const depthTextureView = this.depthTexture.createView()
489
+
490
+ const colorAttachment: GPURenderPassColorAttachment =
491
+ this.sampleCount > 1
492
+ ? {
493
+ view: this.multisampleTexture.createView(),
494
+ resolveTarget: this.context.getCurrentTexture().createView(),
495
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
496
+ loadOp: "clear",
497
+ storeOp: "store",
498
+ }
499
+ : {
500
+ view: this.context.getCurrentTexture().createView(),
501
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
502
+ loadOp: "clear",
503
+ storeOp: "store",
504
+ }
505
+
506
+ this.renderPassDescriptor = {
507
+ label: "renderPass",
508
+ colorAttachments: [colorAttachment],
509
+ depthStencilAttachment: {
510
+ view: depthTextureView,
511
+ depthClearValue: 1.0,
512
+ depthLoadOp: "clear",
513
+ depthStoreOp: "store",
514
+ },
515
+ }
516
+
517
+ this.camera.aspect = width / height
518
+ }
519
+ }
520
+
521
+ // Step 4: Create camera and uniform buffer
522
+ private setupCamera() {
523
+ this.cameraUniformBuffer = this.device.createBuffer({
524
+ label: "camera uniforms",
525
+ size: 40 * 4,
526
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
527
+ })
528
+
529
+ this.camera = new Camera(Math.PI, Math.PI / 2.5, 26.6, new Vec3(0, 12.5, 0))
530
+
531
+ this.camera.aspect = this.canvas.width / this.canvas.height
532
+ this.camera.attachControl(this.canvas)
533
+ }
534
+
535
+ // Step 5: Create lighting buffers
536
+ private setupLighting() {
537
+ this.lightUniformBuffer = this.device.createBuffer({
538
+ label: "light uniforms",
539
+ size: 64 * 4,
540
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
541
+ })
542
+
543
+ this.lightCount = 0
544
+
545
+ this.setAmbient(0.96)
546
+ this.addLight(new Vec3(-0.5, -0.8, 0.5).normalize(), new Vec3(1.0, 0.95, 0.9), 0.12)
547
+ this.addLight(new Vec3(0.7, -0.5, 0.3).normalize(), new Vec3(0.8, 0.85, 1.0), 0.1)
548
+ this.addLight(new Vec3(0.3, -0.5, -1.0).normalize(), new Vec3(0.9, 0.9, 1.0), 0.08)
549
+ this.device.queue.writeBuffer(this.lightUniformBuffer, 0, this.lightData)
550
+ }
551
+
552
+ public addLight(direction: Vec3, color: Vec3, intensity: number = 1.0): boolean {
553
+ if (this.lightCount >= 4) return false
554
+
555
+ const normalized = direction.normalize()
556
+ const baseIndex = 4 + this.lightCount * 8
557
+ this.lightData[baseIndex] = normalized.x
558
+ this.lightData[baseIndex + 1] = normalized.y
559
+ this.lightData[baseIndex + 2] = normalized.z
560
+ this.lightData[baseIndex + 3] = 0
561
+ this.lightData[baseIndex + 4] = color.x
562
+ this.lightData[baseIndex + 5] = color.y
563
+ this.lightData[baseIndex + 6] = color.z
564
+ this.lightData[baseIndex + 7] = intensity
565
+
566
+ this.lightCount++
567
+ this.lightData[1] = this.lightCount
568
+ return true
569
+ }
570
+
571
+ public setAmbient(intensity: number) {
572
+ this.lightData[0] = intensity
573
+ }
574
+
575
+ public getStats(): EngineStats {
576
+ return { ...this.stats }
577
+ }
578
+
579
+ public runRenderLoop(callback?: () => void) {
580
+ this.renderLoopCallback = callback || null
581
+
582
+ const loop = () => {
583
+ this.render()
584
+
585
+ if (this.renderLoopCallback) {
586
+ this.renderLoopCallback()
587
+ }
588
+
589
+ this.animationFrameId = requestAnimationFrame(loop)
590
+ }
591
+
592
+ this.animationFrameId = requestAnimationFrame(loop)
593
+ }
594
+
595
+ public stopRenderLoop() {
596
+ if (this.animationFrameId !== null) {
597
+ cancelAnimationFrame(this.animationFrameId)
598
+ this.animationFrameId = null
599
+ }
600
+ this.renderLoopCallback = null
601
+ }
602
+
603
+ public dispose() {
604
+ this.stopRenderLoop()
605
+ if (this.camera) this.camera.detachControl()
606
+ if (this.resizeObserver) {
607
+ this.resizeObserver.disconnect()
608
+ this.resizeObserver = null
609
+ }
610
+ }
611
+
612
+ // Step 6: Load PMX model file
613
+ public async loadModel(path: string) {
614
+ const pathParts = path.split("/")
615
+ pathParts.pop()
616
+ const dir = pathParts.join("/") + "/"
617
+ this.modelDir = dir
618
+
619
+ const model = await PmxLoader.load(path)
620
+ this.physics = new Physics(model.getRigidbodies(), model.getJoints())
621
+ await this.setupModelBuffers(model)
622
+ }
623
+
624
+ public rotateBones(bones: string[], rotations: Quat[], durationMs?: number) {
625
+ this.currentModel?.rotateBones(bones, rotations, durationMs)
626
+ }
627
+
628
+ // Step 7: Create vertex, index, and joint buffers
629
+ private async setupModelBuffers(model: Model) {
630
+ this.currentModel = model
631
+ const vertices = model.getVertices()
632
+ const skinning = model.getSkinning()
633
+ const skeleton = model.getSkeleton()
634
+
635
+ this.vertexBuffer = this.device.createBuffer({
636
+ label: "model vertex buffer",
637
+ size: vertices.byteLength,
638
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
639
+ })
640
+ this.device.queue.writeBuffer(this.vertexBuffer, 0, vertices)
641
+ this.vertexCount = model.getVertexCount()
642
+
643
+ this.jointsBuffer = this.device.createBuffer({
644
+ label: "joints buffer",
645
+ size: skinning.joints.byteLength,
646
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
647
+ })
648
+ this.device.queue.writeBuffer(
649
+ this.jointsBuffer,
650
+ 0,
651
+ skinning.joints.buffer,
652
+ skinning.joints.byteOffset,
653
+ skinning.joints.byteLength
654
+ )
655
+
656
+ this.weightsBuffer = this.device.createBuffer({
657
+ label: "weights buffer",
658
+ size: skinning.weights.byteLength,
659
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
660
+ })
661
+ this.device.queue.writeBuffer(
662
+ this.weightsBuffer,
663
+ 0,
664
+ skinning.weights.buffer,
665
+ skinning.weights.byteOffset,
666
+ skinning.weights.byteLength
667
+ )
668
+
669
+ const boneCount = skeleton.bones.length
670
+ const matrixSize = boneCount * 16 * 4
671
+
672
+ this.skinMatrixBuffer = this.device.createBuffer({
673
+ label: "skin matrices",
674
+ size: Math.max(256, matrixSize),
675
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX,
676
+ })
677
+
678
+ this.worldMatrixBuffer = this.device.createBuffer({
679
+ label: "world matrices",
680
+ size: Math.max(256, matrixSize),
681
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
682
+ })
683
+
684
+ this.inverseBindMatrixBuffer = this.device.createBuffer({
685
+ label: "inverse bind matrices",
686
+ size: Math.max(256, matrixSize),
687
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
688
+ })
689
+
690
+ const invBindMatrices = skeleton.inverseBindMatrices
691
+ this.device.queue.writeBuffer(
692
+ this.inverseBindMatrixBuffer,
693
+ 0,
694
+ invBindMatrices.buffer,
695
+ invBindMatrices.byteOffset,
696
+ invBindMatrices.byteLength
697
+ )
698
+
699
+ this.boneCountBuffer = this.device.createBuffer({
700
+ label: "bone count uniform",
701
+ size: 32, // Minimum uniform buffer size is 32 bytes
702
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
703
+ })
704
+ const boneCountData = new Uint32Array(8) // 32 bytes total
705
+ boneCountData[0] = boneCount
706
+ this.device.queue.writeBuffer(this.boneCountBuffer, 0, boneCountData)
707
+
708
+ this.createSkinMatrixComputePipeline()
709
+
710
+ const indices = model.getIndices()
711
+ if (indices) {
712
+ this.indexBuffer = this.device.createBuffer({
713
+ label: "model index buffer",
714
+ size: indices.byteLength,
715
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
716
+ })
717
+ this.device.queue.writeBuffer(this.indexBuffer, 0, indices)
718
+ } else {
719
+ throw new Error("Model has no index buffer")
720
+ }
721
+
722
+ await this.setupMaterials(model)
723
+ }
724
+
725
+ private materialDraws: { count: number; firstIndex: number; bindGroup: GPUBindGroup; isTransparent: boolean }[] = []
726
+ private outlineDraws: { count: number; firstIndex: number; bindGroup: GPUBindGroup; isTransparent: boolean }[] = []
727
+
728
+ // Step 8: Load textures and create material bind groups
729
+ private async setupMaterials(model: Model) {
730
+ const materials = model.getMaterials()
731
+ if (materials.length === 0) {
732
+ throw new Error("Model has no materials")
733
+ }
734
+
735
+ const textures = model.getTextures()
736
+
737
+ const loadTextureByIndex = async (texIndex: number): Promise<GPUTexture | null> => {
738
+ if (texIndex < 0 || texIndex >= textures.length) {
739
+ return null
740
+ }
741
+
742
+ const path = this.modelDir + textures[texIndex].path
743
+ const texture = await this.createTextureFromPath(path)
744
+ return texture
745
+ }
746
+
747
+ const loadToonTexture = async (toonTextureIndex: number): Promise<GPUTexture> => {
748
+ const texture = await loadTextureByIndex(toonTextureIndex)
749
+ if (texture) return texture
750
+
751
+ // Default toon texture fallback - cache it
752
+ const defaultToonPath = "__default_toon__"
753
+ const cached = this.textureCache.get(defaultToonPath)
754
+ if (cached) return cached
755
+
756
+ const defaultToonData = new Uint8Array(256 * 2 * 4)
757
+ for (let i = 0; i < 256; i++) {
758
+ const factor = i / 255.0
759
+ const gray = Math.floor(128 + factor * 127)
760
+ defaultToonData[i * 4] = gray
761
+ defaultToonData[i * 4 + 1] = gray
762
+ defaultToonData[i * 4 + 2] = gray
763
+ defaultToonData[i * 4 + 3] = 255
764
+ defaultToonData[(256 + i) * 4] = gray
765
+ defaultToonData[(256 + i) * 4 + 1] = gray
766
+ defaultToonData[(256 + i) * 4 + 2] = gray
767
+ defaultToonData[(256 + i) * 4 + 3] = 255
768
+ }
769
+ const defaultToonTexture = this.device.createTexture({
770
+ label: "default toon texture",
771
+ size: [256, 2],
772
+ format: "rgba8unorm",
773
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
774
+ })
775
+ this.device.queue.writeTexture(
776
+ { texture: defaultToonTexture },
777
+ defaultToonData,
778
+ { bytesPerRow: 256 * 4 },
779
+ [256, 2]
780
+ )
781
+ this.textureCache.set(defaultToonPath, defaultToonTexture)
782
+ this.textureSizes.set(defaultToonPath, { width: 256, height: 2 })
783
+ return defaultToonTexture
784
+ }
785
+
786
+ this.materialDraws = []
787
+ this.outlineDraws = []
788
+ const outlineBindGroupLayout = this.outlinePipeline.getBindGroupLayout(0)
789
+ let runningFirstIndex = 0
790
+
791
+ for (const mat of materials) {
792
+ const matCount = mat.vertexCount | 0
793
+ if (matCount === 0) continue
794
+
795
+ const diffuseTexture = await loadTextureByIndex(mat.diffuseTextureIndex)
796
+ if (!diffuseTexture) throw new Error(`Material "${mat.name}" has no diffuse texture`)
797
+
798
+ const toonTexture = await loadToonTexture(mat.toonTextureIndex)
799
+
800
+ const materialAlpha = mat.diffuse[3]
801
+ const EPSILON = 0.001
802
+ const isTransparent = materialAlpha < 1.0 - EPSILON
803
+
804
+ const materialUniformData = new Float32Array(4)
805
+ materialUniformData[0] = materialAlpha
806
+ materialUniformData[1] = 0.0
807
+ materialUniformData[2] = 0.0
808
+ materialUniformData[3] = 0.0
809
+
810
+ const materialUniformBuffer = this.device.createBuffer({
811
+ label: `material uniform: ${mat.name}`,
812
+ size: materialUniformData.byteLength,
813
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
814
+ })
815
+ this.device.queue.writeBuffer(materialUniformBuffer, 0, materialUniformData)
816
+
817
+ const bindGroup = this.device.createBindGroup({
818
+ label: `material bind group: ${mat.name}`,
819
+ layout: this.pipeline.getBindGroupLayout(0),
820
+ entries: [
821
+ { binding: 0, resource: { buffer: this.cameraUniformBuffer } },
822
+ { binding: 1, resource: { buffer: this.lightUniformBuffer } },
823
+ { binding: 2, resource: diffuseTexture.createView() },
824
+ { binding: 3, resource: this.textureSampler },
825
+ { binding: 4, resource: { buffer: this.skinMatrixBuffer! } },
826
+ { binding: 5, resource: toonTexture.createView() },
827
+ { binding: 6, resource: this.textureSampler },
828
+ { binding: 7, resource: { buffer: materialUniformBuffer } },
829
+ ],
830
+ })
831
+
832
+ // All materials use the same pipeline
833
+ this.materialDraws.push({
834
+ count: matCount,
835
+ firstIndex: runningFirstIndex,
836
+ bindGroup,
837
+ isTransparent,
838
+ })
839
+
840
+ // Outline for all materials (including transparent)
841
+ // Edge flag is at bit 4 (0x10) in PMX format, not bit 0 (0x01)
842
+ if ((mat.edgeFlag & 0x10) !== 0 && mat.edgeSize > 0) {
843
+ const materialUniformData = new Float32Array(8)
844
+ materialUniformData[0] = mat.edgeColor[0]
845
+ materialUniformData[1] = mat.edgeColor[1]
846
+ materialUniformData[2] = mat.edgeColor[2]
847
+ materialUniformData[3] = mat.edgeColor[3]
848
+ materialUniformData[4] = mat.edgeSize
849
+
850
+ const materialUniformBuffer = this.device.createBuffer({
851
+ label: `outline material uniform: ${mat.name}`,
852
+ size: materialUniformData.byteLength,
853
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
854
+ })
855
+ this.device.queue.writeBuffer(materialUniformBuffer, 0, materialUniformData)
856
+
857
+ const outlineBindGroup = this.device.createBindGroup({
858
+ label: `outline bind group: ${mat.name}`,
859
+ layout: outlineBindGroupLayout,
860
+ entries: [
861
+ { binding: 0, resource: { buffer: this.cameraUniformBuffer } },
862
+ { binding: 1, resource: { buffer: materialUniformBuffer } },
863
+ { binding: 2, resource: { buffer: this.skinMatrixBuffer! } },
864
+ ],
865
+ })
866
+
867
+ // All outlines use the same pipeline
868
+ this.outlineDraws.push({
869
+ count: matCount,
870
+ firstIndex: runningFirstIndex,
871
+ bindGroup: outlineBindGroup,
872
+ isTransparent,
873
+ })
874
+ }
875
+
876
+ runningFirstIndex += matCount
877
+ }
878
+ }
879
+
880
+ // Helper: Load texture from file path with optional max size limit
881
+ private async createTextureFromPath(path: string, maxSize: number = 2048): Promise<GPUTexture | null> {
882
+ const cached = this.textureCache.get(path)
883
+ if (cached) {
884
+ return cached
885
+ }
886
+
887
+ try {
888
+ const response = await fetch(path)
889
+ if (!response.ok) {
890
+ throw new Error(`HTTP ${response.status}: ${response.statusText}`)
891
+ }
892
+ let imageBitmap = await createImageBitmap(await response.blob(), {
893
+ premultiplyAlpha: "none",
894
+ colorSpaceConversion: "none",
895
+ })
896
+
897
+ // Downscale if texture is too large
898
+ let finalWidth = imageBitmap.width
899
+ let finalHeight = imageBitmap.height
900
+ if (finalWidth > maxSize || finalHeight > maxSize) {
901
+ const scale = Math.min(maxSize / finalWidth, maxSize / finalHeight)
902
+ finalWidth = Math.floor(finalWidth * scale)
903
+ finalHeight = Math.floor(finalHeight * scale)
904
+
905
+ // Create canvas to downscale
906
+ const canvas = new OffscreenCanvas(finalWidth, finalHeight)
907
+ const ctx = canvas.getContext("2d")
908
+ if (ctx) {
909
+ ctx.drawImage(imageBitmap, 0, 0, finalWidth, finalHeight)
910
+ imageBitmap = await createImageBitmap(canvas)
911
+ }
912
+ }
913
+
914
+ const texture = this.device.createTexture({
915
+ label: `texture: ${path}`,
916
+ size: [finalWidth, finalHeight],
917
+ format: "rgba8unorm",
918
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
919
+ })
920
+ this.device.queue.copyExternalImageToTexture({ source: imageBitmap }, { texture }, [finalWidth, finalHeight])
921
+
922
+ this.textureCache.set(path, texture)
923
+ this.textureSizes.set(path, { width: finalWidth, height: finalHeight })
924
+ return texture
925
+ } catch {
926
+ return null
927
+ }
928
+ }
929
+
930
+ // Step 9: Render one frame
931
+ public render() {
932
+ if (this.multisampleTexture && this.camera && this.device && this.currentModel) {
933
+ const currentTime = performance.now()
934
+ const deltaTime = this.lastFrameTime > 0 ? (currentTime - this.lastFrameTime) / 1000 : 0.016
935
+ this.lastFrameTime = currentTime
936
+
937
+ this.updateCameraUniforms()
938
+ this.updateRenderTarget()
939
+
940
+ this.updateModelPose(deltaTime)
941
+
942
+ const encoder = this.device.createCommandEncoder()
943
+ const pass = encoder.beginRenderPass(this.renderPassDescriptor)
944
+
945
+ pass.setVertexBuffer(0, this.vertexBuffer)
946
+ pass.setVertexBuffer(1, this.jointsBuffer)
947
+ pass.setVertexBuffer(2, this.weightsBuffer)
948
+ pass.setIndexBuffer(this.indexBuffer!, "uint32")
949
+
950
+ this.drawCallCount = 0
951
+ this.drawOutlines(pass, false)
952
+ this.drawModel(pass, false)
953
+ this.drawModel(pass, true)
954
+ this.drawOutlines(pass, true)
955
+
956
+ pass.end()
957
+ this.device.queue.submit([encoder.finish()])
958
+ this.updateStats(performance.now() - currentTime)
959
+ }
960
+ }
961
+
962
+ // Update camera uniform buffer each frame
963
+ private updateCameraUniforms() {
964
+ const viewMatrix = this.camera.getViewMatrix()
965
+ const projectionMatrix = this.camera.getProjectionMatrix()
966
+ const cameraPos = this.camera.getPosition()
967
+ this.cameraMatrixData.set(viewMatrix.values, 0)
968
+ this.cameraMatrixData.set(projectionMatrix.values, 16)
969
+ this.cameraMatrixData[32] = cameraPos.x
970
+ this.cameraMatrixData[33] = cameraPos.y
971
+ this.cameraMatrixData[34] = cameraPos.z
972
+ this.device.queue.writeBuffer(this.cameraUniformBuffer, 0, this.cameraMatrixData)
973
+ }
974
+
975
+ // Update render target texture view
976
+ private updateRenderTarget() {
977
+ const colorAttachment = (this.renderPassDescriptor.colorAttachments as GPURenderPassColorAttachment[])[0]
978
+ if (this.sampleCount > 1) {
979
+ colorAttachment.resolveTarget = this.context.getCurrentTexture().createView()
980
+ } else {
981
+ colorAttachment.view = this.context.getCurrentTexture().createView()
982
+ }
983
+ }
984
+
985
+ // Update model pose and physics
986
+ private updateModelPose(deltaTime: number) {
987
+ this.currentModel!.evaluatePose()
988
+
989
+ // Upload world matrices to GPU
990
+ const worldMats = this.currentModel!.getBoneWorldMatrices()
991
+ this.device.queue.writeBuffer(
992
+ this.worldMatrixBuffer!,
993
+ 0,
994
+ worldMats.buffer,
995
+ worldMats.byteOffset,
996
+ worldMats.byteLength
997
+ )
998
+
999
+ if (this.physics) {
1000
+ this.physics.step(deltaTime, worldMats, this.currentModel!.getBoneInverseBindMatrices())
1001
+ // Re-upload world matrices after physics (physics may have updated bones)
1002
+ this.device.queue.writeBuffer(
1003
+ this.worldMatrixBuffer!,
1004
+ 0,
1005
+ worldMats.buffer,
1006
+ worldMats.byteOffset,
1007
+ worldMats.byteLength
1008
+ )
1009
+ }
1010
+
1011
+ // Compute skin matrices on GPU
1012
+ this.computeSkinMatrices()
1013
+ }
1014
+
1015
+ // Compute skin matrices on GPU
1016
+ private computeSkinMatrices() {
1017
+ const boneCount = this.currentModel!.getSkeleton().bones.length
1018
+ const workgroupSize = 64
1019
+ // Dispatch exactly enough threads for all bones (no bounds check needed)
1020
+ const workgroupCount = Math.ceil(boneCount / workgroupSize)
1021
+
1022
+ // Update bone count uniform
1023
+ const boneCountData = new Uint32Array(8) // 32 bytes total
1024
+ boneCountData[0] = boneCount
1025
+ this.device.queue.writeBuffer(this.boneCountBuffer!, 0, boneCountData)
1026
+
1027
+ const bindGroup = this.device.createBindGroup({
1028
+ label: "skin matrix compute bind group",
1029
+ layout: this.skinMatrixComputePipeline!.getBindGroupLayout(0),
1030
+ entries: [
1031
+ { binding: 0, resource: { buffer: this.boneCountBuffer! } },
1032
+ { binding: 1, resource: { buffer: this.worldMatrixBuffer! } },
1033
+ { binding: 2, resource: { buffer: this.inverseBindMatrixBuffer! } },
1034
+ { binding: 3, resource: { buffer: this.skinMatrixBuffer! } },
1035
+ ],
1036
+ })
1037
+
1038
+ const encoder = this.device.createCommandEncoder()
1039
+ const pass = encoder.beginComputePass()
1040
+ pass.setPipeline(this.skinMatrixComputePipeline!)
1041
+ pass.setBindGroup(0, bindGroup)
1042
+ pass.dispatchWorkgroups(workgroupCount)
1043
+ pass.end()
1044
+ this.device.queue.submit([encoder.finish()])
1045
+ }
1046
+
1047
+ // Draw outlines (opaque or transparent)
1048
+ private drawOutlines(pass: GPURenderPassEncoder, transparent: boolean) {
1049
+ if (this.outlineDraws.length === 0) return
1050
+ pass.setPipeline(this.outlinePipeline)
1051
+ for (const draw of this.outlineDraws) {
1052
+ if (draw.count > 0 && draw.isTransparent === transparent) {
1053
+ pass.setBindGroup(0, draw.bindGroup)
1054
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0)
1055
+ }
1056
+ }
1057
+ }
1058
+
1059
+ // Draw model materials (opaque or transparent)
1060
+ private drawModel(pass: GPURenderPassEncoder, transparent: boolean) {
1061
+ pass.setPipeline(this.pipeline)
1062
+ for (const draw of this.materialDraws) {
1063
+ if (draw.count > 0 && draw.isTransparent === transparent) {
1064
+ pass.setBindGroup(0, draw.bindGroup)
1065
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0)
1066
+ this.drawCallCount++
1067
+ }
1068
+ }
1069
+ }
1070
+
1071
+ private updateStats(frameTime: number) {
1072
+ const maxSamples = 60
1073
+ this.frameTimeSamples.push(frameTime)
1074
+ this.frameTimeSum += frameTime
1075
+ if (this.frameTimeSamples.length > maxSamples) {
1076
+ const removed = this.frameTimeSamples.shift()!
1077
+ this.frameTimeSum -= removed
1078
+ }
1079
+ const avgFrameTime = this.frameTimeSum / this.frameTimeSamples.length
1080
+ this.stats.frameTime = Math.round(avgFrameTime * 100) / 100
1081
+
1082
+ const now = performance.now()
1083
+ this.framesSinceLastUpdate++
1084
+ const elapsed = now - this.lastFpsUpdate
1085
+
1086
+ if (elapsed >= 1000) {
1087
+ this.stats.fps = Math.round((this.framesSinceLastUpdate / elapsed) * 1000)
1088
+ this.framesSinceLastUpdate = 0
1089
+ this.lastFpsUpdate = now
1090
+ }
1091
+
1092
+ // Calculate GPU memory: textures + buffers + render targets
1093
+ let textureMemoryBytes = 0
1094
+ for (const [path, size] of this.textureSizes.entries()) {
1095
+ if (this.textureCache.has(path)) {
1096
+ textureMemoryBytes += size.width * size.height * 4 // RGBA8 = 4 bytes per pixel
1097
+ }
1098
+ }
1099
+
1100
+ let bufferMemoryBytes = 0
1101
+ if (this.vertexBuffer) {
1102
+ const vertices = this.currentModel?.getVertices()
1103
+ if (vertices) bufferMemoryBytes += vertices.byteLength
1104
+ }
1105
+ if (this.indexBuffer) {
1106
+ const indices = this.currentModel?.getIndices()
1107
+ if (indices) bufferMemoryBytes += indices.byteLength
1108
+ }
1109
+ if (this.jointsBuffer) {
1110
+ const skinning = this.currentModel?.getSkinning()
1111
+ if (skinning) bufferMemoryBytes += skinning.joints.byteLength
1112
+ }
1113
+ if (this.weightsBuffer) {
1114
+ const skinning = this.currentModel?.getSkinning()
1115
+ if (skinning) bufferMemoryBytes += skinning.weights.byteLength
1116
+ }
1117
+ if (this.skinMatrixBuffer) {
1118
+ const skeleton = this.currentModel?.getSkeleton()
1119
+ if (skeleton) bufferMemoryBytes += Math.max(256, skeleton.bones.length * 16 * 4)
1120
+ }
1121
+ bufferMemoryBytes += 40 * 4 // cameraUniformBuffer
1122
+ bufferMemoryBytes += 64 * 4 // lightUniformBuffer
1123
+ bufferMemoryBytes += this.materialDraws.length * 4 // Material uniform buffers
1124
+
1125
+ let renderTargetMemoryBytes = 0
1126
+ if (this.multisampleTexture) {
1127
+ const width = this.canvas.width
1128
+ const height = this.canvas.height
1129
+ renderTargetMemoryBytes += width * height * 4 * this.sampleCount // multisample color
1130
+ renderTargetMemoryBytes += width * height * 4 // depth
1131
+ }
1132
+
1133
+ const totalGPUMemoryBytes = textureMemoryBytes + bufferMemoryBytes + renderTargetMemoryBytes
1134
+ this.stats.gpuMemory = Math.round((totalGPUMemoryBytes / 1024 / 1024) * 100) / 100
1135
+ }
1136
+ }