reze-engine 0.22.1 → 0.23.1
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/dist/engine.d.ts +53 -0
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +166 -24
- package/dist/physics-debug.d.ts +30 -0
- package/dist/physics-debug.d.ts.map +1 -0
- package/dist/physics-debug.js +526 -0
- package/dist/shaders/passes/composite.d.ts +1 -1
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +23 -2
- package/dist/shaders/passes/ground.d.ts +1 -1
- package/dist/shaders/passes/ground.d.ts.map +1 -1
- package/dist/shaders/passes/ground.js +12 -5
- package/dist/shaders/passes/physics-debug.d.ts +2 -0
- package/dist/shaders/passes/physics-debug.d.ts.map +1 -0
- package/dist/shaders/passes/physics-debug.js +69 -0
- package/package.json +2 -2
- package/src/engine.ts +189 -25
- package/src/shaders/passes/composite.ts +23 -2
- package/src/shaders/passes/ground.ts +12 -5
- package/dist/gpu-profile.d.ts +0 -19
- package/dist/gpu-profile.d.ts.map +0 -1
- package/dist/gpu-profile.js +0 -120
- package/dist/physics/profile.d.ts +0 -18
- package/dist/physics/profile.d.ts.map +0 -1
- package/dist/physics/profile.js +0 -44
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// Debug overlay drawing every rigidbody as a wireframe + semitransparent solid
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// primitive (sphere / box / capsule), color-coded by type:
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// yellow = static (FollowBone)
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// cyan = kinematic
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// red = dynamic
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//
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// Rendered in its own swapchain pass AFTER composite (see Engine.renderPhysicsDebug),
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// so it sits cleanly on top of the final tonemapped image. No depth, no MSAA,
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// no MRT, no interaction with the HDR alpha gate — bodies are always fully
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// visible regardless of camera angle, model occlusion, or stacking. Reads body
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// transforms straight from RezePhysics' SoA store — zero per-frame allocations.
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import { Mat4 } from "./math";
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import { RigidbodyShape, RigidbodyType } from "./physics";
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import { PHYSICS_DEBUG_SHADER_WGSL } from "./shaders/passes/physics-debug";
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const STRIDE_BYTES = 96; // 4 mat4 cols + size+pad + color = 6 vec4
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const STRIDE_FLOATS = STRIDE_BYTES / 4;
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// Per-instance color.alpha is the WIREFRAME alpha (1.0 for crisp edges). Solid
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// pipelines override the SOLID_ALPHA shader constant to ~0.20 so the fill stays
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// gentle where many bodies overlap.
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// Hues chosen so wire+solid both read against the typical pink/grey reze studio
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// scene background. Red [1, 0.3, 0.3] sat too close to the pink bg's hue —
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// solid fill (α≈0.2) blended into the bg and the wire didn't separate from it.
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// Orange-red shifts ~30° on the hue wheel, giving real chroma against pink.
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const COLOR_STATIC = [1.0, 0.85, 0.15, 1.0]; // yellow
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const COLOR_KINEMATIC = [0.25, 0.7, 1.0, 1.0]; // cyan-blue
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const COLOR_DYNAMIC = [1.0, 0.35, 0.0, 1.0]; // orange-red
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const SOLID_ALPHA = 0.2;
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export class PhysicsDebugRenderer {
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constructor(device, cameraUniformBuffer, presentationFormat) {
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this.device = device;
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const wireSphere = buildSphereWireGeometry();
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const wireBox = buildBoxWireGeometry();
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const wireCapsule = buildCapsuleWireGeometry();
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this.wireSphereCount = wireSphere.length / 4;
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this.wireBoxCount = wireBox.length / 4;
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this.wireCapsuleCount = wireCapsule.length / 4;
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const solidSphere = buildSphereSolidGeometry();
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const solidBox = buildBoxSolidGeometry();
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const solidCapsule = buildCapsuleSolidGeometry();
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this.solidSphereCount = solidSphere.length / 4;
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this.solidBoxCount = solidBox.length / 4;
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this.solidCapsuleCount = solidCapsule.length / 4;
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const upload = (label, data) => {
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const buf = device.createBuffer({
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label,
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size: data.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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device.queue.writeBuffer(buf, 0, data.buffer, data.byteOffset, data.byteLength);
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return buf;
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};
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this.wireSphereBuffer = upload("physics-debug wire sphere", wireSphere);
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this.wireBoxBuffer = upload("physics-debug wire box", wireBox);
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this.wireCapsuleBuffer = upload("physics-debug wire capsule", wireCapsule);
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this.solidSphereBuffer = upload("physics-debug solid sphere", solidSphere);
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this.solidBoxBuffer = upload("physics-debug solid box", solidBox);
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this.solidCapsuleBuffer = upload("physics-debug solid capsule", solidCapsule);
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this.instanceCapacity = 512;
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this.instanceData = new Float32Array(this.instanceCapacity * STRIDE_FLOATS);
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this.instanceBuffer = device.createBuffer({
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label: "physics-debug instances",
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size: this.instanceCapacity * STRIDE_BYTES,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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const bgl = device.createBindGroupLayout({
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label: "physics-debug bgl",
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entries: [{ binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "uniform" } }],
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});
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this.bindGroup = device.createBindGroup({
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label: "physics-debug bg",
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layout: bgl,
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entries: [{ binding: 0, resource: { buffer: cameraUniformBuffer } }],
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});
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const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bgl] });
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const shader = device.createShaderModule({
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label: "physics-debug shader",
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code: PHYSICS_DEBUG_SHADER_WGSL,
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});
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const vertexBuffers = [
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{
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arrayStride: 16,
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attributes: [{ shaderLocation: 0, offset: 0, format: "float32x4" }],
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},
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{
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arrayStride: STRIDE_BYTES,
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stepMode: "instance",
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attributes: [
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{ shaderLocation: 1, offset: 0, format: "float32x4" },
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{ shaderLocation: 2, offset: 16, format: "float32x4" },
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{ shaderLocation: 3, offset: 32, format: "float32x4" },
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{ shaderLocation: 4, offset: 48, format: "float32x4" },
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{ shaderLocation: 5, offset: 64, format: "float32x4" },
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{ shaderLocation: 6, offset: 80, format: "float32x4" },
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],
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},
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];
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const targets = [
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{
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format: presentationFormat,
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blend: {
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color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
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alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
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},
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},
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];
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const buildPipeline = (label, kind, topology, solidAlpha) => device.createRenderPipeline({
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label,
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layout: pipelineLayout,
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vertex: {
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module: shader,
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entryPoint: "vsMain",
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buffers: vertexBuffers,
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constants: { SHAPE_KIND: kind },
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},
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fragment: {
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module: shader,
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entryPoint: "fsMain",
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targets,
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constants: { SOLID_ALPHA: solidAlpha },
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},
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primitive: { topology, cullMode: "none" },
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// No depth attachment, single multisample — pass renders straight to
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// the swapchain after composite, so the overlay sits on top of the
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// tonemapped scene without interacting with depth/stencil/MSAA.
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multisample: { count: 1 },
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});
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this.wirePipelineSphere = buildPipeline("physics-debug wire sphere", 0, "line-list", 1.0);
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this.wirePipelineBox = buildPipeline("physics-debug wire box", 1, "line-list", 1.0);
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this.wirePipelineCapsule = buildPipeline("physics-debug wire capsule", 2, "line-list", 1.0);
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this.solidPipelineSphere = buildPipeline("physics-debug solid sphere", 0, "triangle-list", SOLID_ALPHA);
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this.solidPipelineBox = buildPipeline("physics-debug solid box", 1, "triangle-list", SOLID_ALPHA);
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this.solidPipelineCapsule = buildPipeline("physics-debug solid capsule", 2, "triangle-list", SOLID_ALPHA);
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}
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render(pass, physics) {
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const rigidbodies = physics.getRigidbodies();
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const N = rigidbodies.length;
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if (N === 0)
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return;
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const store = physics.getStore();
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const positions = store.positions;
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const orientations = store.orientations;
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if (N > this.instanceCapacity) {
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this.instanceCapacity = Math.max(N, this.instanceCapacity * 2);
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this.instanceData = new Float32Array(this.instanceCapacity * STRIDE_FLOATS);
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this.instanceBuffer.destroy();
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this.instanceBuffer = this.device.createBuffer({
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label: "physics-debug instances",
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size: this.instanceCapacity * STRIDE_BYTES,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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}
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// Two passes: count per-shape, then fill packed by shape so we can issue
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// 3 instanced draws with vertex-buffer offsets.
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let sphereCount = 0;
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let boxCount = 0;
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let capsuleCount = 0;
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for (let i = 0; i < N; i++) {
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const s = rigidbodies[i].shape;
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if (s === RigidbodyShape.Sphere)
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sphereCount++;
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else if (s === RigidbodyShape.Box)
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boxCount++;
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else
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capsuleCount++;
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}
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const sphereOffset = 0;
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const boxOffset = sphereCount;
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const capsuleOffset = sphereCount + boxCount;
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const data = this.instanceData;
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let sIdx = sphereOffset;
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let bIdx = boxOffset;
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let cIdx = capsuleOffset;
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for (let i = 0; i < N; i++) {
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const rb = rigidbodies[i];
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const i3 = i * 3;
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const i4 = i * 4;
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let slot;
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if (rb.shape === RigidbodyShape.Sphere)
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slot = sIdx++;
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else if (rb.shape === RigidbodyShape.Box)
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slot = bIdx++;
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else
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slot = cIdx++;
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const dst = slot * STRIDE_FLOATS;
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// Model matrix: rotation from quat into [dst..dst+15], then translation.
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Mat4.fromQuatInto(orientations[i4 + 0], orientations[i4 + 1], orientations[i4 + 2], orientations[i4 + 3], data, dst);
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data[dst + 12] = positions[i3 + 0];
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data[dst + 13] = positions[i3 + 1];
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data[dst + 14] = positions[i3 + 2];
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// size + pad
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data[dst + 16] = rb.size.x;
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data[dst + 17] = rb.size.y;
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data[dst + 18] = rb.size.z;
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data[dst + 19] = 0;
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const c = rb.type === RigidbodyType.Static
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? COLOR_STATIC
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: rb.type === RigidbodyType.Kinematic
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? COLOR_KINEMATIC
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: COLOR_DYNAMIC;
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data[dst + 20] = c[0];
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data[dst + 21] = c[1];
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data[dst + 22] = c[2];
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data[dst + 23] = c[3];
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}
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this.device.queue.writeBuffer(this.instanceBuffer, 0, data.buffer, data.byteOffset, N * STRIDE_BYTES);
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pass.setBindGroup(0, this.bindGroup);
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// Solid fills first (gentle ~20% alpha for shape ID), wireframe edges on top
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// (95% alpha for crisp silhouette).
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if (sphereCount > 0) {
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const off = sphereOffset * STRIDE_BYTES;
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const size = sphereCount * STRIDE_BYTES;
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pass.setPipeline(this.solidPipelineSphere);
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pass.setVertexBuffer(0, this.solidSphereBuffer);
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pass.setVertexBuffer(1, this.instanceBuffer, off, size);
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pass.draw(this.solidSphereCount, sphereCount);
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pass.setPipeline(this.wirePipelineSphere);
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pass.setVertexBuffer(0, this.wireSphereBuffer);
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pass.setVertexBuffer(1, this.instanceBuffer, off, size);
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pass.draw(this.wireSphereCount, sphereCount);
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}
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if (boxCount > 0) {
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const off = boxOffset * STRIDE_BYTES;
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const size = boxCount * STRIDE_BYTES;
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pass.setPipeline(this.solidPipelineBox);
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pass.setVertexBuffer(0, this.solidBoxBuffer);
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pass.setVertexBuffer(1, this.instanceBuffer, off, size);
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pass.draw(this.solidBoxCount, boxCount);
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pass.setPipeline(this.wirePipelineBox);
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pass.setVertexBuffer(0, this.wireBoxBuffer);
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pass.setVertexBuffer(1, this.instanceBuffer, off, size);
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pass.draw(this.wireBoxCount, boxCount);
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}
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if (capsuleCount > 0) {
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const off = capsuleOffset * STRIDE_BYTES;
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const size = capsuleCount * STRIDE_BYTES;
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pass.setPipeline(this.solidPipelineCapsule);
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pass.setVertexBuffer(0, this.solidCapsuleBuffer);
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pass.setVertexBuffer(1, this.instanceBuffer, off, size);
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pass.draw(this.solidCapsuleCount, capsuleCount);
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pass.setPipeline(this.wirePipelineCapsule);
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pass.setVertexBuffer(0, this.wireCapsuleBuffer);
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pass.setVertexBuffer(1, this.instanceBuffer, off, size);
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pass.draw(this.wireCapsuleCount, capsuleCount);
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}
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}
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destroy() {
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this.wireSphereBuffer.destroy();
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this.wireBoxBuffer.destroy();
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this.wireCapsuleBuffer.destroy();
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this.solidSphereBuffer.destroy();
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this.solidBoxBuffer.destroy();
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this.solidCapsuleBuffer.destroy();
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this.instanceBuffer.destroy();
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}
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}
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// ── Geometry builders ─────────────────────────────────────────────────────────
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// Each vertex is vec4(unitPos.xyz, axialAnchor) packed as 4 floats.
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function buildSphereWireGeometry() {
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const segs = 32;
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const out = new Float32Array(3 * segs * 2 * 4); // 3 great circles
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let p = 0;
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for (let plane = 0; plane < 3; plane++) {
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for (let i = 0; i < segs; i++) {
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const a0 = (i / segs) * Math.PI * 2;
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const a1 = ((i + 1) / segs) * Math.PI * 2;
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const c0 = Math.cos(a0), s0 = Math.sin(a0);
|
|
267
|
+
const c1 = Math.cos(a1), s1 = Math.sin(a1);
|
|
268
|
+
let p0x = 0, p0y = 0, p0z = 0;
|
|
269
|
+
let p1x = 0, p1y = 0, p1z = 0;
|
|
270
|
+
if (plane === 0) {
|
|
271
|
+
p0x = c0;
|
|
272
|
+
p0y = s0;
|
|
273
|
+
p1x = c1;
|
|
274
|
+
p1y = s1;
|
|
275
|
+
}
|
|
276
|
+
else if (plane === 1) {
|
|
277
|
+
p0x = c0;
|
|
278
|
+
p0z = s0;
|
|
279
|
+
p1x = c1;
|
|
280
|
+
p1z = s1;
|
|
281
|
+
}
|
|
282
|
+
else {
|
|
283
|
+
p0y = c0;
|
|
284
|
+
p0z = s0;
|
|
285
|
+
p1y = c1;
|
|
286
|
+
p1z = s1;
|
|
287
|
+
}
|
|
288
|
+
out[p++] = p0x;
|
|
289
|
+
out[p++] = p0y;
|
|
290
|
+
out[p++] = p0z;
|
|
291
|
+
out[p++] = 0;
|
|
292
|
+
out[p++] = p1x;
|
|
293
|
+
out[p++] = p1y;
|
|
294
|
+
out[p++] = p1z;
|
|
295
|
+
out[p++] = 0;
|
|
296
|
+
}
|
|
297
|
+
}
|
|
298
|
+
return out;
|
|
299
|
+
}
|
|
300
|
+
function buildBoxWireGeometry() {
|
|
301
|
+
const edges = [
|
|
302
|
+
// 4 along X
|
|
303
|
+
[-1, -1, -1, +1, -1, -1], [-1, -1, +1, +1, -1, +1],
|
|
304
|
+
[-1, +1, -1, +1, +1, -1], [-1, +1, +1, +1, +1, +1],
|
|
305
|
+
// 4 along Y
|
|
306
|
+
[-1, -1, -1, -1, +1, -1], [+1, -1, -1, +1, +1, -1],
|
|
307
|
+
[-1, -1, +1, -1, +1, +1], [+1, -1, +1, +1, +1, +1],
|
|
308
|
+
// 4 along Z
|
|
309
|
+
[-1, -1, -1, -1, -1, +1], [+1, -1, -1, +1, -1, +1],
|
|
310
|
+
[-1, +1, -1, -1, +1, +1], [+1, +1, -1, +1, +1, +1],
|
|
311
|
+
];
|
|
312
|
+
const out = new Float32Array(edges.length * 2 * 4);
|
|
313
|
+
let p = 0;
|
|
314
|
+
for (const e of edges) {
|
|
315
|
+
out[p++] = e[0];
|
|
316
|
+
out[p++] = e[1];
|
|
317
|
+
out[p++] = e[2];
|
|
318
|
+
out[p++] = 0;
|
|
319
|
+
out[p++] = e[3];
|
|
320
|
+
out[p++] = e[4];
|
|
321
|
+
out[p++] = e[5];
|
|
322
|
+
out[p++] = 0;
|
|
323
|
+
}
|
|
324
|
+
return out;
|
|
325
|
+
}
|
|
326
|
+
function buildCapsuleWireGeometry() {
|
|
327
|
+
const ringSegs = 32;
|
|
328
|
+
const arcSegs = 16;
|
|
329
|
+
// 2 cap rings + 4 hemisphere arcs + 4 cylinder verticals
|
|
330
|
+
const lineCount = ringSegs * 2 + arcSegs * 4 + 4;
|
|
331
|
+
const out = new Float32Array(lineCount * 2 * 4);
|
|
332
|
+
let p = 0;
|
|
333
|
+
const push = (x, y, z, axial) => {
|
|
334
|
+
out[p++] = x;
|
|
335
|
+
out[p++] = y;
|
|
336
|
+
out[p++] = z;
|
|
337
|
+
out[p++] = axial;
|
|
338
|
+
};
|
|
339
|
+
// Top ring (axial=+1) in XZ plane
|
|
340
|
+
for (let i = 0; i < ringSegs; i++) {
|
|
341
|
+
const a0 = (i / ringSegs) * Math.PI * 2;
|
|
342
|
+
const a1 = ((i + 1) / ringSegs) * Math.PI * 2;
|
|
343
|
+
push(Math.cos(a0), 0, Math.sin(a0), +1);
|
|
344
|
+
push(Math.cos(a1), 0, Math.sin(a1), +1);
|
|
345
|
+
}
|
|
346
|
+
// Bottom ring (axial=-1)
|
|
347
|
+
for (let i = 0; i < ringSegs; i++) {
|
|
348
|
+
const a0 = (i / ringSegs) * Math.PI * 2;
|
|
349
|
+
const a1 = ((i + 1) / ringSegs) * Math.PI * 2;
|
|
350
|
+
push(Math.cos(a0), 0, Math.sin(a0), -1);
|
|
351
|
+
push(Math.cos(a1), 0, Math.sin(a1), -1);
|
|
352
|
+
}
|
|
353
|
+
// Top cap arcs in XY and YZ planes (θ ∈ [0, π], pos = (cosθ, sinθ, 0) etc.)
|
|
354
|
+
for (let i = 0; i < arcSegs; i++) {
|
|
355
|
+
const t0 = (i / arcSegs) * Math.PI;
|
|
356
|
+
const t1 = ((i + 1) / arcSegs) * Math.PI;
|
|
357
|
+
push(Math.cos(t0), Math.sin(t0), 0, +1);
|
|
358
|
+
push(Math.cos(t1), Math.sin(t1), 0, +1);
|
|
359
|
+
}
|
|
360
|
+
for (let i = 0; i < arcSegs; i++) {
|
|
361
|
+
const t0 = (i / arcSegs) * Math.PI;
|
|
362
|
+
const t1 = ((i + 1) / arcSegs) * Math.PI;
|
|
363
|
+
push(0, Math.sin(t0), Math.cos(t0), +1);
|
|
364
|
+
push(0, Math.sin(t1), Math.cos(t1), +1);
|
|
365
|
+
}
|
|
366
|
+
// Bottom cap arcs
|
|
367
|
+
for (let i = 0; i < arcSegs; i++) {
|
|
368
|
+
const t0 = (i / arcSegs) * Math.PI;
|
|
369
|
+
const t1 = ((i + 1) / arcSegs) * Math.PI;
|
|
370
|
+
push(Math.cos(t0), -Math.sin(t0), 0, -1);
|
|
371
|
+
push(Math.cos(t1), -Math.sin(t1), 0, -1);
|
|
372
|
+
}
|
|
373
|
+
for (let i = 0; i < arcSegs; i++) {
|
|
374
|
+
const t0 = (i / arcSegs) * Math.PI;
|
|
375
|
+
const t1 = ((i + 1) / arcSegs) * Math.PI;
|
|
376
|
+
push(0, -Math.sin(t0), Math.cos(t0), -1);
|
|
377
|
+
push(0, -Math.sin(t1), Math.cos(t1), -1);
|
|
378
|
+
}
|
|
379
|
+
// 4 cylinder verticals: bottom rim (axial=-1) → top rim (+1) at fixed θ
|
|
380
|
+
push(+1, 0, 0, -1);
|
|
381
|
+
push(+1, 0, 0, +1);
|
|
382
|
+
push(-1, 0, 0, -1);
|
|
383
|
+
push(-1, 0, 0, +1);
|
|
384
|
+
push(0, 0, +1, -1);
|
|
385
|
+
push(0, 0, +1, +1);
|
|
386
|
+
push(0, 0, -1, -1);
|
|
387
|
+
push(0, 0, -1, +1);
|
|
388
|
+
return out;
|
|
389
|
+
}
|
|
390
|
+
// ── Solid (triangle-list) geometry builders ─────────────────────────────────
|
|
391
|
+
// Each vertex is vec4(unitPos.xyz, axialAnchor) — same layout as wireframe.
|
|
392
|
+
// UV sphere — stacks × slices quads, each split into 2 triangles. Polar quads
|
|
393
|
+
// degenerate to triangles, which the GPU silently drops.
|
|
394
|
+
function buildSphereSolidGeometry() {
|
|
395
|
+
const stacks = 12;
|
|
396
|
+
const slices = 18;
|
|
397
|
+
const out = new Float32Array(stacks * slices * 6 * 4);
|
|
398
|
+
let p = 0;
|
|
399
|
+
const vert = (phi, theta) => {
|
|
400
|
+
out[p++] = Math.cos(phi) * Math.cos(theta);
|
|
401
|
+
out[p++] = Math.sin(phi);
|
|
402
|
+
out[p++] = Math.cos(phi) * Math.sin(theta);
|
|
403
|
+
out[p++] = 0;
|
|
404
|
+
};
|
|
405
|
+
for (let s = 0; s < stacks; s++) {
|
|
406
|
+
const phi0 = -Math.PI / 2 + (s / stacks) * Math.PI;
|
|
407
|
+
const phi1 = -Math.PI / 2 + ((s + 1) / stacks) * Math.PI;
|
|
408
|
+
for (let l = 0; l < slices; l++) {
|
|
409
|
+
const th0 = (l / slices) * Math.PI * 2;
|
|
410
|
+
const th1 = ((l + 1) / slices) * Math.PI * 2;
|
|
411
|
+
vert(phi0, th0);
|
|
412
|
+
vert(phi1, th0);
|
|
413
|
+
vert(phi1, th1);
|
|
414
|
+
vert(phi0, th0);
|
|
415
|
+
vert(phi1, th1);
|
|
416
|
+
vert(phi0, th1);
|
|
417
|
+
}
|
|
418
|
+
}
|
|
419
|
+
return out;
|
|
420
|
+
}
|
|
421
|
+
// 6 cube faces × 2 triangles × 3 verts = 36 verts.
|
|
422
|
+
function buildBoxSolidGeometry() {
|
|
423
|
+
const faces = [
|
|
424
|
+
// +X face
|
|
425
|
+
[+1, -1, -1, +1, +1, -1, +1, +1, +1, +1, -1, +1],
|
|
426
|
+
// -X face
|
|
427
|
+
[-1, -1, -1, -1, -1, +1, -1, +1, +1, -1, +1, -1],
|
|
428
|
+
// +Y face
|
|
429
|
+
[-1, +1, -1, -1, +1, +1, +1, +1, +1, +1, +1, -1],
|
|
430
|
+
// -Y face
|
|
431
|
+
[-1, -1, -1, +1, -1, -1, +1, -1, +1, -1, -1, +1],
|
|
432
|
+
// +Z face
|
|
433
|
+
[-1, -1, +1, +1, -1, +1, +1, +1, +1, -1, +1, +1],
|
|
434
|
+
// -Z face
|
|
435
|
+
[-1, -1, -1, -1, +1, -1, +1, +1, -1, +1, -1, -1],
|
|
436
|
+
];
|
|
437
|
+
const out = new Float32Array(faces.length * 6 * 4);
|
|
438
|
+
let p = 0;
|
|
439
|
+
const v = (x, y, z) => {
|
|
440
|
+
out[p++] = x;
|
|
441
|
+
out[p++] = y;
|
|
442
|
+
out[p++] = z;
|
|
443
|
+
out[p++] = 0;
|
|
444
|
+
};
|
|
445
|
+
for (const f of faces) {
|
|
446
|
+
// f = [a, b, c, d] as 4 corners; emit tris (a,b,c) (a,c,d)
|
|
447
|
+
v(f[0], f[1], f[2]);
|
|
448
|
+
v(f[3], f[4], f[5]);
|
|
449
|
+
v(f[6], f[7], f[8]);
|
|
450
|
+
v(f[0], f[1], f[2]);
|
|
451
|
+
v(f[6], f[7], f[8]);
|
|
452
|
+
v(f[9], f[10], f[11]);
|
|
453
|
+
}
|
|
454
|
+
return out;
|
|
455
|
+
}
|
|
456
|
+
// Capsule: two hemispheres at axial=±1 + cylinder side connecting their equators.
|
|
457
|
+
// Vertex shader does: world.y = unit.y * radius + halfHeight * axial.
|
|
458
|
+
function buildCapsuleSolidGeometry() {
|
|
459
|
+
const slices = 18;
|
|
460
|
+
const capStacks = 6;
|
|
461
|
+
const cylTris = slices * 2; // 1 stack of quads → 2 tris/slice
|
|
462
|
+
const capTris = capStacks * slices * 2;
|
|
463
|
+
const totalVerts = (cylTris + capTris * 2) * 3;
|
|
464
|
+
const out = new Float32Array(totalVerts * 4);
|
|
465
|
+
let p = 0;
|
|
466
|
+
const v = (x, y, z, axial) => {
|
|
467
|
+
out[p++] = x;
|
|
468
|
+
out[p++] = y;
|
|
469
|
+
out[p++] = z;
|
|
470
|
+
out[p++] = axial;
|
|
471
|
+
};
|
|
472
|
+
// Cylinder side: two rings at axial=±1, both at unit y=0.
|
|
473
|
+
for (let l = 0; l < slices; l++) {
|
|
474
|
+
const th0 = (l / slices) * Math.PI * 2;
|
|
475
|
+
const th1 = ((l + 1) / slices) * Math.PI * 2;
|
|
476
|
+
const c0 = Math.cos(th0), s0 = Math.sin(th0);
|
|
477
|
+
const c1 = Math.cos(th1), s1 = Math.sin(th1);
|
|
478
|
+
// bottom-left, top-left, top-right
|
|
479
|
+
v(c0, 0, s0, -1);
|
|
480
|
+
v(c0, 0, s0, +1);
|
|
481
|
+
v(c1, 0, s1, +1);
|
|
482
|
+
// bottom-left, top-right, bottom-right
|
|
483
|
+
v(c0, 0, s0, -1);
|
|
484
|
+
v(c1, 0, s1, +1);
|
|
485
|
+
v(c1, 0, s1, -1);
|
|
486
|
+
}
|
|
487
|
+
// Top hemisphere (axial=+1): φ ∈ [0, π/2], pos = (cosφ cosθ, sinφ, cosφ sinθ).
|
|
488
|
+
for (let s = 0; s < capStacks; s++) {
|
|
489
|
+
const ph0 = (s / capStacks) * (Math.PI / 2);
|
|
490
|
+
const ph1 = ((s + 1) / capStacks) * (Math.PI / 2);
|
|
491
|
+
for (let l = 0; l < slices; l++) {
|
|
492
|
+
const th0 = (l / slices) * Math.PI * 2;
|
|
493
|
+
const th1 = ((l + 1) / slices) * Math.PI * 2;
|
|
494
|
+
const a = (ph, th) => [
|
|
495
|
+
Math.cos(ph) * Math.cos(th), Math.sin(ph), Math.cos(ph) * Math.sin(th),
|
|
496
|
+
];
|
|
497
|
+
const p00 = a(ph0, th0), p10 = a(ph1, th0), p11 = a(ph1, th1), p01 = a(ph0, th1);
|
|
498
|
+
v(p00[0], p00[1], p00[2], +1);
|
|
499
|
+
v(p10[0], p10[1], p10[2], +1);
|
|
500
|
+
v(p11[0], p11[1], p11[2], +1);
|
|
501
|
+
v(p00[0], p00[1], p00[2], +1);
|
|
502
|
+
v(p11[0], p11[1], p11[2], +1);
|
|
503
|
+
v(p01[0], p01[1], p01[2], +1);
|
|
504
|
+
}
|
|
505
|
+
}
|
|
506
|
+
// Bottom hemisphere (axial=-1): same but y = -sinφ.
|
|
507
|
+
for (let s = 0; s < capStacks; s++) {
|
|
508
|
+
const ph0 = (s / capStacks) * (Math.PI / 2);
|
|
509
|
+
const ph1 = ((s + 1) / capStacks) * (Math.PI / 2);
|
|
510
|
+
for (let l = 0; l < slices; l++) {
|
|
511
|
+
const th0 = (l / slices) * Math.PI * 2;
|
|
512
|
+
const th1 = ((l + 1) / slices) * Math.PI * 2;
|
|
513
|
+
const a = (ph, th) => [
|
|
514
|
+
Math.cos(ph) * Math.cos(th), -Math.sin(ph), Math.cos(ph) * Math.sin(th),
|
|
515
|
+
];
|
|
516
|
+
const p00 = a(ph0, th0), p10 = a(ph1, th0), p11 = a(ph1, th1), p01 = a(ph0, th1);
|
|
517
|
+
v(p00[0], p00[1], p00[2], -1);
|
|
518
|
+
v(p11[0], p11[1], p11[2], -1);
|
|
519
|
+
v(p10[0], p10[1], p10[2], -1);
|
|
520
|
+
v(p00[0], p00[1], p00[2], -1);
|
|
521
|
+
v(p01[0], p01[1], p01[2], -1);
|
|
522
|
+
v(p11[0], p11[1], p11[2], -1);
|
|
523
|
+
}
|
|
524
|
+
}
|
|
525
|
+
return out;
|
|
526
|
+
}
|
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
export declare const COMPOSITE_SHADER_WGSL = "\n// Pipeline-override constant: the engine creates two composite pipelines, one\n// with APPLY_GAMMA=false (gamma=1 fast path) and one with APPLY_GAMMA=true.\n// The 'if (APPLY_GAMMA)' below is resolved at pipeline-compile time \u2014 the\n// dead branch is dropped by the shader compiler (no runtime branch, no pow\n// invocation on Safari's Metal backend in the common case).\noverride APPLY_GAMMA: bool = true;\n\n@group(0) @binding(0) var hdrTex: texture_2d<f32>;\n@group(0) @binding(1) var bloomTex: texture_2d<f32>; // bloomUpTexture mip 0 (full pyramid top)\n@group(0) @binding(2) var bloomSamp: sampler;\n@group(0) @binding(3) var<uniform> viewU: array<vec4<f32>,
|
|
1
|
+
export declare const COMPOSITE_SHADER_WGSL = "\n// Pipeline-override constant: the engine creates two composite pipelines, one\n// with APPLY_GAMMA=false (gamma=1 fast path) and one with APPLY_GAMMA=true.\n// The 'if (APPLY_GAMMA)' below is resolved at pipeline-compile time \u2014 the\n// dead branch is dropped by the shader compiler (no runtime branch, no pow\n// invocation on Safari's Metal backend in the common case).\noverride APPLY_GAMMA: bool = true;\n\n@group(0) @binding(0) var hdrTex: texture_2d<f32>;\n@group(0) @binding(1) var bloomTex: texture_2d<f32>; // bloomUpTexture mip 0 (full pyramid top)\n@group(0) @binding(2) var bloomSamp: sampler;\n@group(0) @binding(3) var<uniform> viewU: array<vec4<f32>, 6>;\n// Aux mask/alpha texture. .r = bloom mask (unused here; bloom blit uses it).\n// .g = accumulated canvas alpha (what hdr.a carried before the HDR format\n// became rg11b10ufloat). We unpremultiply HDR by this alpha for tonemap, then\n// re-premultiply the tonemapped color for output so the premultiplied canvas\n// alphaMode composites the WebGPU surface over the page background correctly.\n@group(0) @binding(4) var maskTex: texture_2d<f32>;\n// Filmic tone curve baked to a WIDTH\u00D71 r16float LUT (bakeFilmicLut on the CPU side).\n// Domain: log2(linear) mapped to [0,13]. Replaces the old array<f32,14> that was indexed\n// by a runtime u32 (a Metal-backend smell \u2014 dynamic local-array indexing lowers to a\n// per-invocation copy/switch) and interpolated piecewise-linearly (C0, so segment slope\n// discontinuities showed as Mach bands in smooth skin/shadow gradients). The LUT is a\n// monotone-cubic (Fritsch\u2013Carlson) fit through the same 14 anchors \u2014 same values, C1\n// continuity kills the banding \u2014 sampled with hardware linear filtering.\n@group(0) @binding(5) var filmicLut: texture_2d<f32>;\n// viewU[0] = (exposure, invGamma, _, _); viewU[1] = (tint.rgb, intensity)\n// viewU[2] = (background.rgb, mode) \u2014 display-space sRGB, composited UNDER the\n// scene post-tonemap. mode: 0 transparent (DOM shows), 1 solid color,\n// 2 = 360 equirect skybox sampled by view ray.\n// viewU[3] = (camera right, tanHalfFov\u00B7aspect); viewU[4] = (camera up, tanHalfFov);\n// viewU[5] = (camera forward, _) \u2014 refreshed per frame while the skybox is active.\n// invGamma = 1/gamma precomputed on CPU \u2014 avoids a per-pixel divide.\n@group(0) @binding(6) var bgEquirect: texture_2d<f32>;\n\n// Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).\nconst FILMIC_LUT_W: f32 = 256.0;\n\nfn filmic(x: f32) -> f32 {\n // Reference checkpoints (Blender 3.6 Filmic MHC, sobotka/filmic-blender\n // look_medium-high-contrast.spi1d): linear 0.18 \u2192 ~0.395, linear 1.0 \u2192 ~0.83.\n // NOTE: version-pinned to Blender 3.6 \u2014 4.x defaults to AgX, not Filmic.\n let t = clamp(log2(max(x, 1e-10)) + 10.0, 0.0, 13.0);\n // Map t\u2208[0,13] to the texel-center of baked sample j = t\u00B7(W-1)/13.\n let u = (t * (FILMIC_LUT_W - 1.0) / 13.0 + 0.5) / FILMIC_LUT_W;\n // textureSampleLevel (explicit LOD, no derivatives) is legal in non-uniform flow.\n return textureSampleLevel(filmicLut, bloomSamp, vec2f(u, 0.5), 0.0).r;\n}\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {\n let x = f32((vi & 1u) << 2u) - 1.0;\n let y = f32((vi & 2u) << 1u) - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n\n@fragment fn fs(@builtin(position) fragCoord: vec4f) -> @location(0) vec4f {\n let coord = vec2<i32>(fragCoord.xy);\n let hdr = textureLoad(hdrTex, coord, 0);\n let alpha = textureLoad(maskTex, coord, 0).g;\n let a = max(alpha, 1e-6);\n let straight = hdr.rgb / a;\n let fullSz = vec2f(textureDimensions(hdrTex));\n // Bloom is at half-res (pyramid mip 0). Sampler interpolates back to full-res UVs.\n // fragCoord.xy is already at pixel center (e.g. 0.5, 0.5 for first pixel).\n let bloomUv = fragCoord.xy / max(fullSz, vec2f(1.0));\n let tint = viewU[1].xyz;\n let intensity = viewU[1].w;\n let bloom = textureSampleLevel(bloomTex, bloomSamp, bloomUv, 0.0).rgb * tint * intensity;\n let combined = straight + bloom;\n let exposed = combined * exp2(viewU[0].x);\n let tm = vec3f(filmic(exposed.r), filmic(exposed.g), filmic(exposed.b));\n var disp = max(tm, vec3f(0.0));\n if (APPLY_GAMMA) {\n disp = pow(disp, vec3f(viewU[0].y));\n }\n // Composite over the background in display space (premultiplied out).\n let bg = viewU[2];\n var bgRgb = bg.rgb;\n var bgA = select(0.0, 1.0, bg.w > 0.5);\n if (bg.w > 1.5) {\n // 360 equirect: rebuild this pixel's world-space view ray from the camera\n // basis, then latitude/longitude-map into the panorama. The dome sits at\n // infinity (no parallax) \u2014 PhotoDome-style, display-only.\n let ndc = vec2f(fragCoord.x / fullSz.x * 2.0 - 1.0, 1.0 - fragCoord.y / fullSz.y * 2.0);\n let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);\n // LH world (+Z forward): longitude = atan2(x, z), Babylon-PhotoDome convention.\n let su = 0.5 + atan2(dir.x, dir.z) * 0.15915494309; // 1/(2\u03C0)\n let sv = 0.5 - asin(clamp(dir.y, -1.0, 1.0)) * 0.31830988618; // 1/\u03C0\n bgRgb = textureSampleLevel(bgEquirect, bloomSamp, vec2f(su, sv), 0.0).rgb;\n }\n return vec4f(disp * alpha + bgRgb * bgA * (1.0 - alpha), alpha + bgA * (1.0 - alpha));\n}\n";
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//# sourceMappingURL=composite.d.ts.map
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,qBAAqB,
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{"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,qBAAqB,yvKA4FjC,CAAA"}
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@@ -11,7 +11,7 @@ override APPLY_GAMMA: bool = true;
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@group(0) @binding(0) var hdrTex: texture_2d<f32>;
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@group(0) @binding(1) var bloomTex: texture_2d<f32>; // bloomUpTexture mip 0 (full pyramid top)
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@group(0) @binding(2) var bloomSamp: sampler;
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@group(0) @binding(3) var<uniform> viewU: array<vec4<f32>,
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@group(0) @binding(3) var<uniform> viewU: array<vec4<f32>, 6>;
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// Aux mask/alpha texture. .r = bloom mask (unused here; bloom blit uses it).
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// .g = accumulated canvas alpha (what hdr.a carried before the HDR format
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// became rg11b10ufloat). We unpremultiply HDR by this alpha for tonemap, then
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@@ -27,7 +27,13 @@ override APPLY_GAMMA: bool = true;
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// continuity kills the banding — sampled with hardware linear filtering.
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@group(0) @binding(5) var filmicLut: texture_2d<f32>;
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// viewU[0] = (exposure, invGamma, _, _); viewU[1] = (tint.rgb, intensity)
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// viewU[2] = (background.rgb, mode) — display-space sRGB, composited UNDER the
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// scene post-tonemap. mode: 0 transparent (DOM shows), 1 solid color,
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// 2 = 360 equirect skybox sampled by view ray.
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// viewU[3] = (camera right, tanHalfFov·aspect); viewU[4] = (camera up, tanHalfFov);
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// viewU[5] = (camera forward, _) — refreshed per frame while the skybox is active.
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// invGamma = 1/gamma precomputed on CPU — avoids a per-pixel divide.
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@group(0) @binding(6) var bgEquirect: texture_2d<f32>;
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// Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
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const FILMIC_LUT_W: f32 = 256.0;
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if (APPLY_GAMMA) {
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// Composite over the background in display space (premultiplied out).
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let bg = viewU[2];
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var bgRgb = bg.rgb;
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var bgA = select(0.0, 1.0, bg.w > 0.5);
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if (bg.w > 1.5) {
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// basis, then latitude/longitude-map into the panorama. The dome sits at
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// infinity (no parallax) — PhotoDome-style, display-only.
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let ndc = vec2f(fragCoord.x / fullSz.x * 2.0 - 1.0, 1.0 - fragCoord.y / fullSz.y * 2.0);
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let dir = normalize(viewU[5].xyz + ndc.x * viewU[3].w * viewU[3].xyz + ndc.y * viewU[4].w * viewU[4].xyz);
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// LH world (+Z forward): longitude = atan2(x, z), Babylon-PhotoDome convention.
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let su = 0.5 + atan2(dir.x, dir.z) * 0.15915494309; // 1/(2π)
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let sv = 0.5 - asin(clamp(dir.y, -1.0, 1.0)) * 0.31830988618; // 1/π
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bgRgb = textureSampleLevel(bgEquirect, bloomSamp, vec2f(su, sv), 0.0).rgb;
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}
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return vec4f(disp * alpha + bgRgb * bgA * (1.0 - alpha), alpha + bgA * (1.0 - alpha));
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export declare const GROUND_SHADOW_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };\nstruct Light { direction: vec4f, color: vec4f, };\nstruct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, };\nstruct GroundShadowMat {\n diffuseColor: vec3f, fadeStart: f32,\n fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,\n gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32,
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export declare const GROUND_SHADOW_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };\nstruct Light { direction: vec4f, color: vec4f, };\nstruct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, };\nstruct GroundShadowMat {\n diffuseColor: vec3f, fadeStart: f32,\n fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,\n gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32, opacity: f32,\n gridLineColor: vec3f, _pad2: f32,\n};\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var shadowMap: texture_depth_2d;\n@group(0) @binding(3) var shadowSampler: sampler_comparison;\n@group(0) @binding(4) var<uniform> material: GroundShadowMat;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n\nfn hash2(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 += dot(p3, vec3f(p3.y + 33.33, p3.z + 33.33, p3.x + 33.33));\n return fract((p3.x + p3.y) * p3.z);\n}\nfn valueNoise(p: vec2f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n return mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x),\n mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbmNoise(p: vec2f) -> f32 {\n var v = 0.0;\n var a = 0.5;\n var pp = p;\n for (var i = 0; i < 4; i++) {\n v += a * valueNoise(pp);\n pp *= 2.0;\n a *= 0.5;\n }\n return v;\n}\n\nstruct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @location(1) normal: vec3f, };\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f) -> VO {\n var o: VO; o.worldPos = position; o.normal = normal;\n o.position = camera.projection * camera.view * vec4f(position, 1.0); return o;\n}\nstruct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };\n@fragment fn fs(i: VO) -> FSOut {\n let n = normalize(i.normal);\n let centerDist = length(i.worldPos.xz);\n let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));\n\n let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));\n let st = material.pcfTexel;\n let compareZ = ndc.z - 0.0035;\n var vis = 0.0;\n for (var y = -2; y <= 2; y++) {\n for (var x = -2; x <= 2; x++) {\n vis += textureSampleCompare(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);\n }\n }\n vis *= 0.04;\n\n // Frosted/matte micro-texture\n let noiseVal = fbmNoise(i.worldPos.xz * 3.0);\n let noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;\n\n // Grid lines \u2014 anti-aliased via screen-space derivatives\n let gp = i.worldPos.xz / material.gridSpacing;\n let gridFrac = abs(fract(gp - 0.5) - 0.5);\n let gridDeriv = fwidth(gp);\n let halfLine = material.gridLineWidth * 0.5;\n let gridLine = 1.0 - min(\n smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),\n smoothstep(halfLine - gridDeriv.y, halfLine + gridDeriv.y, gridFrac.y)\n );\n let sun = light.ambientColor.xyz + light.lights[0].color.xyz * light.lights[0].color.w * max(dot(n, -light.lights[0].direction.xyz), 0.0);\n let dark = (1.0 - vis) * material.shadowStrength;\n var baseColor = material.diffuseColor * sun * (1.0 - dark * 0.65);\n baseColor *= noiseTint;\n let finalColor = mix(baseColor, material.gridLineColor, gridLine * material.gridLineOpacity * edgeFade);\n // Whole-ground opacity fades the SURFACE (color, grid) but the shadow stays \u2014\n // as opacity drops, the received shadow becomes a translucent dark layer\n // (Blender's Shadow Catcher), so models still feel grounded on a photo or\n // 360 backdrop. At opacity 1 this reduces exactly to the plain surface.\n let surfA = edgeFade * material.opacity;\n let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);\n let outA = surfA + catchA;\n var out: FSOut;\n out.color = vec4f(finalColor * surfA, outA);\n // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =\n // outA turns the aux blend into alpha-over, so the drawable alpha goes\n // from outA at the center to 0 at the radial edge \u2014 letting the page\n // background show through under the premultiplied canvas alphaMode.\n out.mask = vec4f(0.0, 1.0, 0.0, outA);\n return out;\n}\n";
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//# sourceMappingURL=ground.d.ts.map
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{"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,yBAAyB,
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{"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,yBAAyB,2+IAqGrC,CAAA"}
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@@ -7,7 +7,7 @@ struct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, };
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struct GroundShadowMat {
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diffuseColor: vec3f, fadeStart: f32,
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fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,
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gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32,
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gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32, opacity: f32,
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gridLineColor: vec3f, _pad2: f32,
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};
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struct LightVP { viewProj: mat4x4f, };
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@@ -85,13 +85,20 @@ struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
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var baseColor = material.diffuseColor * sun * (1.0 - dark * 0.65);
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baseColor *= noiseTint;
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let finalColor = mix(baseColor, material.gridLineColor, gridLine * material.gridLineOpacity * edgeFade);
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// Whole-ground opacity fades the SURFACE (color, grid) but the shadow stays —
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// as opacity drops, the received shadow becomes a translucent dark layer
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// (Blender's Shadow Catcher), so models still feel grounded on a photo or
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// 360 backdrop. At opacity 1 this reduces exactly to the plain surface.
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let surfA = edgeFade * material.opacity;
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let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);
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let outA = surfA + catchA;
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var out: FSOut;
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out.color = vec4f(finalColor *
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out.color = vec4f(finalColor * surfA, outA);
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// mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =
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//
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// from
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// outA turns the aux blend into alpha-over, so the drawable alpha goes
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// from outA at the center to 0 at the radial edge — letting the page
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// background show through under the premultiplied canvas alphaMode.
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out.mask = vec4f(0.0, 1.0, 0.0,
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out.mask = vec4f(0.0, 1.0, 0.0, outA);
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return out;
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}
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`;
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