Replace addons with conventional handles

Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once.

Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-08-20 06:39:30 +00:00
co-authored by heaust
parent 239b1d25b0
commit 9768765d74
62 changed files with 2749 additions and 798 deletions
+586
View File
@@ -0,0 +1,586 @@
import { YawnCore } from "@yawn/core";
import type {
ComputePass,
GraphBuffer,
GraphSampler,
GraphTexture,
} from "./ComputePass";
type RowFormat = "f32" | "u32" | "i32";
type MeshLike = {
id: number;
geometryId: number;
indexCount: number;
vertexCount: number;
faceMaterials: ReadonlyMap<number, number>;
};
type ShaderLike = {
id: number;
code: string;
vertexEntry: string;
fragmentEntry: string;
};
type PostProcessState = { id: string; kind: string; options: Record<string, unknown> };
type TextureState = GraphTexture & { number: number; source?: string | ImageBitmap };
const rows = [
["nodes", 16, "u32"],
["nodePositions", 16, "f32"],
["nodeQuaternions", 16, "f32"],
["nodeScales", 16, "f32"],
["meshInfo", 16, "u32"],
["bounds", 32, "f32"],
["cameras", 80, "f32"],
["materials", 48, "f32"],
["materialTextures", 32, "u32"],
["pointLights", 32, "f32"],
["rectAreaLights", 48, "f32"],
["spotLights", 32, "f32"],
["directionalLights", 32, "f32"],
["ambientLights", 16, "f32"],
["sceneAccent", 16, "f32"],
] as const;
const clusterShader = /* wgsl */ `
@group(0) @binding(0) var<storage, read> pointLights: array<vec4<f32>>;
@group(0) @binding(1) var<storage, read> rectLights: array<vec4<f32>>;
@group(0) @binding(2) var<storage, read> spotLights: array<vec4<f32>>;
@group(0) @binding(3) var<storage, read> directionalLights: array<vec4<f32>>;
@group(0) @binding(4) var<storage, read> ambientLights: array<vec4<f32>>;
@group(0) @binding(5) var<storage, read_write> clusters: array<u32>;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
if (id.x != 0u) { return; }
var count = 0u;
var light = vec3<f32>(0.0);
for (var i = 0u; i < arrayLength(&pointLights) / 2u; i++) {
let enabled = pointLights[i * 2u + 1u].y;
count += select(0u, 1u, enabled != 0.0);
light += pointLights[i * 2u].rgb * pointLights[i * 2u].a * enabled * 0.02;
}
for (var i = 0u; i < arrayLength(&rectLights) / 3u; i++) {
let enabled = rectLights[i * 3u + 1u].z;
count += select(0u, 1u, enabled != 0.0);
light += rectLights[i * 3u].rgb * rectLights[i * 3u].a * enabled * 0.02;
}
for (var i = 0u; i < arrayLength(&spotLights) / 2u; i++) {
let enabled = spotLights[i * 2u + 1u].w;
count += select(0u, 1u, enabled != 0.0);
light += spotLights[i * 2u].rgb * spotLights[i * 2u].a * enabled * 0.02;
}
for (var i = 0u; i < arrayLength(&directionalLights) / 2u; i++) {
let enabled = directionalLights[i * 2u + 1u].x;
count += select(0u, 1u, enabled != 0.0);
light += directionalLights[i * 2u].rgb * directionalLights[i * 2u].a * enabled * 0.1;
}
for (var i = 0u; i < arrayLength(&ambientLights); i++) {
count += select(0u, 1u, ambientLights[i].a != 0.0);
light += ambientLights[i].rgb * ambientLights[i].a;
}
clusters[0] = count;
clusters[1] = bitcast<u32>(light.r);
clusters[2] = bitcast<u32>(light.g);
clusters[3] = bitcast<u32>(light.b);
}`;
const forwardShader = /* wgsl */ `
struct Accent { color: vec4<f32> }
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) @interpolate(flat) mesh: u32,
@location(2) @interpolate(flat) material: u32,
}
@group(0) @binding(0) var<storage, read> clusters: array<u32>;
@group(0) @binding(1) var<uniform> accent: Accent;
@group(0) @binding(2) var<storage, read> positions: array<vec4<f32>>;
@group(0) @binding(3) var<storage, read> quaternions: array<vec4<f32>>;
@group(0) @binding(4) var<storage, read> scales: array<vec4<f32>>;
@group(0) @binding(5) var<storage, read> meshInfo: array<u32>;
@group(0) @binding(6) var<storage, read> materials: array<vec4<f32>>;
@group(0) @binding(7) var<storage, read> cameras: array<vec4<f32>>;
fn rotate(q: vec4<f32>, value: vec3<f32>) -> vec3<f32> {
return value + 2.0 * cross(q.xyz, cross(q.xyz, value) + q.w * value);
}
@vertex
fn vertex(@location(0) point: vec3<f32>, @builtin(instance_index) packed: u32) -> VertexOutput {
let instance = packed & 65535u;
let visible = meshInfo[instance * 4u + 2u];
let transformed = rotate(quaternions[instance], point * scales[instance].xyz) + positions[instance].xyz;
var clip = vec4<f32>(transformed, 1.0);
if (cameras[2].w != 0.0) {
let cameraNode = u32(cameras[1].x);
let inverse = vec4<f32>(-quaternions[cameraNode].xyz, quaternions[cameraNode].w);
let view = rotate(inverse, transformed - positions[cameraNode].xyz);
if (cameras[1].y == 1.0) {
let size = max(cameras[1].z, 0.0001);
clip = vec4<f32>(view.x / (size * cameras[0].y * 0.5), view.y / (size * 0.5), -view.z / cameras[0].w, 1.0);
} else {
let focal = 1.0 / tan(cameras[0].x * 0.5);
let depth = (-view.z * cameras[0].w - cameras[0].z * cameras[0].w) / (cameras[0].w - cameras[0].z);
clip = vec4<f32>(view.x * focal / cameras[0].y, view.y * focal, depth, -view.z);
}
}
var output: VertexOutput;
output.position = select(vec4<f32>(2.0, 2.0, 2.0, 1.0), clip, visible != 0u);
output.normal = normalize(rotate(quaternions[instance], vec3<f32>(0.0, 0.0, 1.0)));
output.mesh = instance;
output.material = packed >> 16u;
return output;
}
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
let fallback = meshInfo[input.mesh * 4u + 1u];
let material = select(fallback, input.material - 1u, input.material != 0u);
let base = materials[material * 3u];
let properties = materials[material * 3u + 1u];
let clusterLight = vec3<f32>(bitcast<f32>(clusters[1]), bitcast<f32>(clusters[2]), bitcast<f32>(clusters[3]));
let light = vec3<f32>(0.12 + max(dot(input.normal, normalize(vec3<f32>(0.4, 0.7, 0.6))), 0.0) * 0.75) + clusterLight;
let clustered = min(f32(clusters[0]) * 0.002, 0.05);
let color = base.rgb * (light + clustered) * accent.color.rgb * mix(1.0, 1.1, properties.x);
return vec4<f32>(color, base.a);
}`;
const emptyForwardShader = /* wgsl */ `
struct Accent { color: vec4<f32> }
@group(0) @binding(0) var<uniform> accent: Accent;
struct VertexOutput { @builtin(position) position: vec4<f32> }
@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {
let points = array(vec2(-0.72, -0.6), vec2(0.72, -0.6), vec2(0.0, 0.72));
var output: VertexOutput;
output.position = vec4(points[index], 0.0, 1.0);
return output;
}
@fragment fn fragment() -> @location(0) vec4<f32> {
return vec4(accent.color.rgb, 1.0);
}`;
const fullscreenVertex = /* wgsl */ `
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {
let points = array(vec2(-1.0, -3.0), vec2(3.0, 1.0), vec2(-1.0, 1.0));
var output: VertexOutput;
output.position = vec4(points[index], 0.0, 1.0);
output.uv = points[index] * vec2(0.5, -0.5) + vec2(0.5);
return output;
}`;
function effectFragment(kind: string, options: Record<string, unknown>) {
const amount = Number(options.amount ?? options.exposure ?? 1);
const safeAmount = Number.isFinite(amount) ? amount : 1;
const body: Record<string, string> = {
ssao: `let value = textureSample(source, sourceSampler, input.uv); return vec4(value.rgb * ${Math.max(0, 1 - safeAmount * 0.2)}, value.a);`,
fxaa: `let size = vec2<f32>(textureDimensions(source)); let pixel = 1.0 / size; let center = textureSample(source, sourceSampler, input.uv); let around = textureSample(source, sourceSampler, input.uv + vec2(pixel.x, 0.0)) + textureSample(source, sourceSampler, input.uv - vec2(pixel.x, 0.0)) + textureSample(source, sourceSampler, input.uv + vec2(0.0, pixel.y)) + textureSample(source, sourceSampler, input.uv - vec2(0.0, pixel.y)); return mix(center, around * 0.25, 0.35);`,
colorGrading: `let value = textureSample(source, sourceSampler, input.uv); return vec4(pow(max(value.rgb * ${safeAmount}, vec3(0.0)), vec3(1.0 / 2.2)), value.a);`,
dynamicExposure: `let value = textureSample(source, sourceSampler, input.uv); return vec4(value.rgb * ${safeAmount}, value.a);`,
silhouette: `let size = vec2<f32>(textureDimensions(source)); let pixel = 1.0 / size; let value = textureSample(source, sourceSampler, input.uv); let edge = length(value.rgb - textureSample(source, sourceSampler, input.uv + pixel).rgb); return vec4(mix(value.rgb, vec3(0.0), smoothstep(0.08, 0.2, edge)), value.a);`,
edges: `let size = vec2<f32>(textureDimensions(source)); let pixel = 1.0 / size; let value = textureSample(source, sourceSampler, input.uv); let dx = length(value.rgb - textureSample(source, sourceSampler, input.uv + vec2(pixel.x, 0.0)).rgb); let dy = length(value.rgb - textureSample(source, sourceSampler, input.uv + vec2(0.0, pixel.y)).rgb); return vec4(vec3(max(dx, dy) * ${safeAmount}), value.a);`,
};
return `${fullscreenVertex}
@group(0) @binding(0) var source: texture_2d<f32>;
@group(0) @binding(1) var sourceSampler: sampler;
@fragment fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
${body[kind] ?? "return textureSample(source, sourceSampler, input.uv);"}
}`;
}
function presentShader(toneMap: string) {
const tone = toneMap === "reinhard"
? "color / (color + vec3(1.0))"
: toneMap === "linear"
? "clamp(color, vec3(0.0), vec3(1.0))"
: "clamp((color * (2.51 * color + vec3(0.03))) / (color * (2.43 * color + vec3(0.59)) + vec3(0.14)), vec3(0.0), vec3(1.0))";
return `${fullscreenVertex}
@group(0) @binding(0) var source: texture_2d<f32>;
@group(0) @binding(1) var sourceSampler: sampler;
@fragment fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
let value = textureSample(source, sourceSampler, input.uv);
let color = value.rgb;
return vec4(${tone}, value.a);
}`;
}
function encode(value: unknown): string {
if (value === null || typeof value === "boolean" || typeof value === "number") return String(value);
if (typeof value === "string") return JSON.stringify(value);
if (Array.isArray(value)) return `(array${value.map((item) => ` ${encode(item)}`).join("")})`;
if (value && value.constructor === Object) return `(object${Object.keys(value as object).sort().map((key) =>
` (field ${JSON.stringify(key)} ${encode((value as Record<string, unknown>)[key])})`).join("")})`;
throw new TypeError("Render graph values must be plain data");
}
function serialize(graph: object) {
return `(yawn-graph 1 ${encode(graph)})`;
}
/** The conventional single-loadout scene layer; hot values always remain direct SAB writes. */
export class Scene {
readonly core: YawnCore;
readonly ready: Promise<this>;
readonly hdr: boolean;
#graphUpdates = Promise.resolve();
#computePasses = new Map<string, ComputePass>();
#meshes = new Map<number, MeshLike>();
#shaders = new Map<number, ShaderLike>();
#effects = new Map<string, PostProcessState>();
#textures = new Map<number, TextureState>();
#geometry = new Map<number, Map<string, Float32Array | Uint32Array>>();
#geometryRefs = new Map<number, number>();
#nextGeometry = 1;
#nextTexture = 0;
constructor(canvas: HTMLCanvasElement, options: { arenaBytes?: number; fps?: number; hdr?: boolean } = {}) {
this.hdr = options.hdr ?? true;
this.core = new YawnCore(canvas, { arenaBytes: options.arenaBytes });
this.ready = this.#initialize(options.fps ?? 60);
}
async #initialize(fps: number) {
await this.core.ready;
for (const [name, stride, format] of rows)
await this.core.createRows({ name, rows: 1, stride, format });
await this.core.createRows({ name: "clusters", rows: 256, stride: 16, format: "u32" });
this.core.array("nodeQuaternions").write(0, [0, 0, 0, 1]);
this.core.array("nodeScales").write(0, [1, 1, 1, 0]);
this.core.array("sceneAccent").write(0, [0.28, 0.72, 1, 1]);
const material = await this.core.allocateObject("materials");
this.core.array("materials").write(material, [1, 1, 1, 1, 0, 0.7, 0, 0, 0, 0, 1, 0.5]);
await this.core.setFps(fps);
await this.#compileRenderGraph();
return this;
}
array(name: string) {
return this.core.array(name);
}
async ensureRows(name: string, rowCount: number, stride: number, format: RowFormat) {
await this.core.ready;
try {
const current = this.core.array(name);
if (current.stride !== stride || current.format !== format) throw new Error(`ROW_LAYOUT: ${name}`);
if (current.rows >= rowCount) return current;
} catch (error) {
if (!(error instanceof Error) || !error.message.startsWith("UNKNOWN_ARRAY")) throw error;
}
return this.core.createRows({ name, rows: Math.max(1, rowCount), stride, format });
}
async allocateNode() {
await this.ready;
const id = await this.core.allocateObject("nodes");
const growth = rows.slice(1, 6).flatMap(([name, stride, format]) => {
const current = this.array(name);
return current.rows < id + 1 ? [{ name, rows: id + 1, stride, format }] : [];
});
if (growth.length) await this.core.createRowsBatch(growth);
this.array("nodeQuaternions").write(id, [0, 0, 0, 1]);
this.array("nodeScales").write(id, [1, 1, 1, 0]);
this.array("nodes").write(id, [1, 0, 0, 0]);
return id;
}
async releaseNode(id: number) {
for (const name of ["nodes", "nodePositions", "nodeQuaternions", "nodeScales", "meshInfo", "bounds"])
this.array(name).row(id).fill(0);
await this.core.deleteObject("nodes", id);
}
async allocateMaterial() {
await this.ready;
const id = await this.core.allocateObject("materials");
await this.ensureRows("materialTextures", id + 1, 32, "u32");
return id;
}
addComputePass(pass: ComputePass) {
if (this.#computePasses.has(pass.id)) throw new Error(`COMPUTE_PASS_EXISTS: ${pass.id}`);
this.#computePasses.set(pass.id, pass);
pass.attach(this);
return this.updateRenderGraph();
}
removeComputePass(pass: ComputePass | string) {
const id = typeof pass === "string" ? pass : pass.id;
const existing = this.#computePasses.get(id);
existing?.attach(undefined);
this.#computePasses.delete(id);
return this.updateRenderGraph();
}
registerMesh(mesh: MeshLike) {
this.#meshes.set(mesh.id, mesh);
this.#geometryRefs.set(mesh.geometryId, (this.#geometryRefs.get(mesh.geometryId) ?? 0) + 1);
return this.updateRenderGraph();
}
async unregisterMesh(mesh: MeshLike) {
this.#meshes.delete(mesh.id);
const references = Math.max(0, (this.#geometryRefs.get(mesh.geometryId) ?? 1) - 1);
this.#geometryRefs.set(mesh.geometryId, references);
await this.updateRenderGraph();
if (!references) {
for (const kind of this.#geometry.get(mesh.geometryId)?.keys() ?? [])
await this.core.deleteRows(`geometry.${mesh.geometryId}.${kind}`);
this.#geometry.delete(mesh.geometryId);
this.#geometryRefs.delete(mesh.geometryId);
}
}
createGeometry() {
const id = this.#nextGeometry++;
this.#geometry.set(id, new Map());
this.#geometryRefs.set(id, 0);
return id;
}
geometryReferences(id: number) {
return this.#geometryRefs.get(id) ?? 0;
}
referenceGeometry(id: number) {
this.#geometryRefs.set(id, (this.#geometryRefs.get(id) ?? 0) + 1);
}
releaseGeometry(id: number) {
this.#geometryRefs.set(id, Math.max(0, (this.#geometryRefs.get(id) ?? 1) - 1));
}
async cloneGeometry(id: number) {
const clone = this.createGeometry();
for (const [kind, data] of this.#geometry.get(id) ?? [])
await this.setVertexData(clone, kind, data.slice() as Float32Array | Uint32Array, false);
return clone;
}
async setVertexData(geometry: number, kind: string, source: ArrayLike<number>, updateGraph = true) {
const components: Record<string, number> = { positions: 3, normals: 3, tangents: 4, uvs: 2, colors: 4, indices: 1 };
const width = components[kind];
if (!width || source.length % width) throw new RangeError(`VERTEX_DATA: ${kind}`);
const integer = kind === "indices";
const data = integer ? Uint32Array.from(source) : Float32Array.from(source);
const name = `geometry.${geometry}.${kind}`;
const rowCount = integer ? Math.ceil(data.length / 4) : data.length / width;
const target = await this.ensureRows(name, rowCount, 16, integer ? "u32" : "f32");
target.view.fill(0);
if (integer) target.view.set(data);
else for (let row = 0; row < rowCount; row++)
target.row(row).set(data.subarray(row * width, (row + 1) * width));
(this.#geometry.get(geometry) ?? this.#geometry.set(geometry, new Map()).get(geometry)!)
.set(kind, data);
if (updateGraph) await this.updateRenderGraph();
}
geometryData(id: number, kind: string) {
return this.#geometry.get(id)?.get(kind);
}
registerShader(material: ShaderLike) {
this.#shaders.set(material.id, material);
return this.updateRenderGraph();
}
unregisterShader(id: number) {
this.#shaders.delete(id);
return this.updateRenderGraph();
}
registerTexture(texture: Omit<TextureState, "number">) {
const number = this.#nextTexture++;
this.#textures.set(number, { ...texture, number });
return { number, ready: this.updateRenderGraph() };
}
unregisterTexture(number: number) {
this.#textures.delete(number);
return this.updateRenderGraph();
}
setPostProcess(effect: PostProcessState, enabled: boolean) {
if (enabled) this.#effects.set(effect.id, effect);
else this.#effects.delete(effect.id);
return this.updateRenderGraph();
}
updateRenderGraph() {
const update = this.#graphUpdates.then(async () => {
await this.ready;
await this.#compileRenderGraph();
});
this.#graphUpdates = update.catch(() => undefined);
return update;
}
async #compileRenderGraph() {
const buffers = new Map<string, GraphBuffer>();
const textures = new Map<string, GraphTexture>();
const samplers = new Map<string, GraphSampler>();
const computePipelines: object[] = [];
const renderPipelines: object[] = [];
const passes: object[] = [];
const addBuffer = (value: GraphBuffer) => buffers.set(value.id, value);
const addTexture = (value: GraphTexture) => textures.set(value.id, value);
const addSampler = (value: GraphSampler) => samplers.set(value.id, value);
for (const [id, array] of [
["point-lights", "pointLights"], ["rect-lights", "rectAreaLights"],
["spot-lights", "spotLights"], ["directional-lights", "directionalLights"],
["ambient-lights", "ambientLights"], ["clusters", "clusters"],
]) addBuffer({ id, array, usage: ["storage"] });
addBuffer({ id: "accent", array: "sceneAccent", usage: ["uniform"] });
computePipelines.push({ id: "cluster-lights", code: clusterShader, entry: "main" });
passes.push({
id: "cluster-lights", type: "compute", pipeline: "cluster-lights", dispatch: [4, 1, 1],
bindings: ["point-lights", "rect-lights", "spot-lights", "directional-lights", "ambient-lights", "clusters"]
.map((resource, binding) => ({ group: 0, binding, resource })),
});
for (const pass of this.#computePasses.values()) {
pass.buffers.forEach(addBuffer);
pass.textures.forEach(addTexture);
pass.samplers.forEach(addSampler);
computePipelines.push({ id: pass.id, code: pass.code, entry: pass.entry });
passes.push({
id: pass.id,
type: "compute",
pipeline: pass.id,
after: pass.after.length ? pass.after : ["cluster-lights"],
bindings: pass.bindings,
dispatch: pass.dispatch,
});
}
const computeIds = [...this.#computePasses.keys()];
const renderedMeshes = [...this.#meshes.values()].filter((mesh) => mesh.vertexCount > 0);
const hdrFormat = this.hdr ? "rgba16float" : "rgba8unorm";
addTexture({ id: "hdr", format: hdrFormat, size: ["canvas", "canvas", 1], usage: ["render", "sampled"], transient: false });
addSampler({ id: "linear", magFilter: "linear", minFilter: "linear" });
let previous = computeIds.length ? computeIds : ["cluster-lights"];
if (!renderedMeshes.length) {
renderPipelines.push({ id: "empty-forward", code: emptyForwardShader, vertex: { entry: "vertex" }, fragment: { entry: "fragment", targets: [{ format: hdrFormat }] } });
passes.push({
id: "forward-empty", type: "render", pipeline: "empty-forward", after: previous,
bindings: [{ group: 0, binding: 0, resource: "accent" }],
color: [{ resource: "hdr", clear: [0.015, 0.025, 0.05, 1] }], draw: { vertices: 3 },
});
previous = ["forward-empty"];
} else {
for (const [id, array] of [
["node-positions", "nodePositions"], ["node-quaternions", "nodeQuaternions"],
["node-scales", "nodeScales"], ["mesh-info", "meshInfo"], ["materials", "materials"], ["cameras", "cameras"],
]) addBuffer({ id, array, usage: ["storage"] });
renderPipelines.push({
id: "forward-pbr", code: forwardShader,
vertex: { entry: "vertex", buffers: [{ arrayStride: 16, attributes: [{ format: "float32x3", offset: 0, shaderLocation: 0 }] }] },
fragment: { entry: "fragment", targets: [{ format: hdrFormat }] },
});
let firstRender = true;
for (const mesh of renderedMeshes) {
const vertex = `geometry-${mesh.geometryId}-positions`;
addBuffer({ id: vertex, array: `geometry.${mesh.geometryId}.positions`, usage: ["vertex"] });
const indexed = mesh.indexCount > 0;
if (indexed) addBuffer({ id: `geometry-${mesh.geometryId}-indices`, array: `geometry.${mesh.geometryId}.indices`, usage: ["index"] });
const draws = indexed && mesh.faceMaterials.size
? Array.from({ length: Math.floor(mesh.indexCount / 3) }, (_, face) => ({
face,
count: 3,
firstIndex: face * 3,
material: mesh.faceMaterials.get(face),
}))
: [{ face: -1, count: indexed ? mesh.indexCount : mesh.vertexCount, firstIndex: 0, material: undefined }];
for (const draw of draws) {
const id = `forward-${mesh.id}-${draw.face}`;
if (mesh.id > 65535 || (draw.material ?? 0) > 65534) throw new RangeError("Scene handle limit");
const instance = (mesh.id + (draw.material === undefined ? 0 : (draw.material + 1) * 65536)) >>> 0;
passes.push({
id, type: "render", pipeline: "forward-pbr", after: previous,
bindings: ["clusters", "accent", "node-positions", "node-quaternions", "node-scales", "mesh-info", "materials", "cameras"]
.map((resource, binding) => ({ group: 0, binding, resource })),
color: [{ resource: "hdr", ...(firstRender ? { clear: [0.015, 0.025, 0.05, 1] } : { load: "load" }) }],
vertexBuffers: [{ slot: 0, resource: vertex }],
...(indexed ? { indexBuffer: { resource: `geometry-${mesh.geometryId}-indices`, format: "uint32" } } : {}),
draw: indexed
? { indices: draw.count, firstIndex: draw.firstIndex, instances: 1, firstInstance: instance }
: { vertices: draw.count, instances: 1, firstInstance: instance },
});
firstRender = false;
previous = [id];
}
}
}
for (const material of this.#shaders.values()) {
const id = `shader-${material.id}`;
renderPipelines.push({
id, code: material.code,
vertex: { entry: material.vertexEntry },
fragment: { entry: material.fragmentEntry, targets: [{ format: hdrFormat }] },
});
passes.push({ id, type: "render", pipeline: id, after: previous, color: [{ resource: "hdr", load: "load" }], draw: { vertices: 3 } });
previous = [id];
}
let input = "hdr";
for (const [index, effect] of [...this.#effects.values()].entries()) {
const output = `post-${index}`;
const pipeline = `post-${effect.id}`;
addTexture({ id: output, format: hdrFormat, size: ["canvas", "canvas", 1], usage: ["render", "sampled"], transient: true });
renderPipelines.push({ id: pipeline, code: effectFragment(effect.kind, effect.options), vertex: { entry: "vertex" }, fragment: { entry: "fragment", targets: [{ format: hdrFormat }] } });
passes.push({
id: pipeline, type: "render", pipeline, after: previous,
bindings: [{ group: 0, binding: 0, resource: input }, { group: 0, binding: 1, resource: "linear" }],
color: [{ resource: output, clear: [0, 0, 0, 1] }], draw: { vertices: 3 },
});
input = output;
previous = [pipeline];
}
for (const { number, source: _, ...texture } of this.#textures.values()) {
addTexture(texture);
const id = `retain-texture-${number}`;
computePipelines.push({
id,
code: "@group(0) @binding(0) var source: texture_2d<f32>; @group(0) @binding(1) var<storage, read_write> output: array<u32>; @compute @workgroup_size(1) fn main() { output[1] = textureDimensions(source).x; }",
entry: "main",
});
passes.push({
id, type: "compute", pipeline: id, after: ["cluster-lights"], dispatch: [1, 1, 1],
bindings: [{ group: 0, binding: 0, resource: texture.id }, { group: 0, binding: 1, resource: "clusters" }],
});
}
const toneMap = String([...this.#effects.values()].find((effect) => effect.kind === "colorGrading")?.options.toneMap ?? "aces");
renderPipelines.push({ id: "present", code: presentShader(toneMap), vertex: { entry: "vertex" }, fragment: { entry: "fragment", targets: [{ format: "canvas" }] } });
passes.push({
id: "present", type: "render", pipeline: "present", after: previous,
bindings: [{ group: 0, binding: 0, resource: input }, { group: 0, binding: 1, resource: "linear" }],
color: [{ resource: "canvas", clear: [0, 0, 0, 1] }], draw: { vertices: 3 },
});
const graph = {
id: "scene",
resources: {
buffers: [...buffers.values()],
textures: [...textures.values()],
samplers: [...samplers.values()].map(({ id, ...descriptor }) => ({ id, descriptor })),
},
pipelines: { render: renderPipelines, compute: computePipelines },
passes,
};
const id = await this.core.compileGraph(serialize(graph));
await this.core.switchLoadout(id);
}
dispose() {
this.core.dispose();
}
}