Add shared-data and bundle invalidation signals, and have handles publish them automatically for SAB and graph mutations. Document the raw core worker protocol in a dedicated VitePress site and simplify the glTF import and picking example. Amp-Thread-ID: https://ampcode.com/threads/T-01a01ff8-b91f-724f-8952-f07c6b5042fd Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
452 lines
14 KiB
JavaScript
452 lines
14 KiB
JavaScript
const triangle = `import { Mesh, PBRMaterial, Scene } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const material = new PBRMaterial(scene, {
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baseColor: [0.15, 0.55, 1, 1],
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metallic: 0.15,
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roughness: 0.4,
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});
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await material.ready;
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const mesh = new Mesh(scene, {
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material,
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vertexData: {
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positions: [-0.7, -0.6, 0, 0.7, -0.6, 0, 0, 0.72, 0],
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indices: [0, 1, 2],
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},
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});
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await mesh.ready;
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log("Move the pointer to write sceneAccent directly in the SAB.");
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const move = (event) => {
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const bounds = canvas.getBoundingClientRect();
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scene.array("sceneAccent").row(0).set([
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(event.clientX - bounds.left) / bounds.width,
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1 - (event.clientY - bounds.top) / bounds.height,
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1,
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1,
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]);
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};
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canvas.addEventListener("pointermove", move);
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return {
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scene,
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mesh,
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dispose() {
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canvas.removeEventListener("pointermove", move);
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scene.dispose();
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},
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};`;
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const sab = `import { Mesh, PBRMaterial, Scene } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const material = new PBRMaterial(scene, { baseColor: [0.2, 0.9, 0.65, 1] });
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await material.ready;
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const mesh = new Mesh(scene, {
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material,
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vertexData: {
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positions: [-0.35, -0.35, 0, 0.35, -0.35, 0, 0, 0.42, 0],
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indices: [0, 1, 2],
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},
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});
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await mesh.ready;
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const velocity = await scene.ensureRows("app.velocity", 1, 16, "f32");
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velocity.row(0).set([0.8, 0, 0, 0]);
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log("Pointer movement mutates nodePositions; no worker message is sent.");
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const move = (event) => {
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const bounds = canvas.getBoundingClientRect();
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mesh.position[0] = ((event.clientX - bounds.left) / bounds.width - 0.5) * 1.4;
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mesh.position[1] = (0.5 - (event.clientY - bounds.top) / bounds.height) * 1.2;
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};
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canvas.addEventListener("pointermove", move);
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return {
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scene,
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mesh,
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dispose() {
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canvas.removeEventListener("pointermove", move);
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scene.dispose();
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},
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};`;
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const cameras = `import { ArcRotateCamera, Mesh, PBRMaterial, Scene } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const material = new PBRMaterial(scene, { baseColor: [0.9, 0.3, 0.18, 1] });
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await material.ready;
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const mesh = new Mesh(scene, {
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material,
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vertexData: {
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positions: [-0.7, -0.6, 0, 0.7, -0.6, 0, 0, 0.72, 0],
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indices: [0, 1, 2],
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},
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});
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await mesh.ready;
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const camera = new ArcRotateCamera(scene, {
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target: mesh,
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alpha: 0,
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beta: Math.PI / 2,
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radius: 3,
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fov: Math.PI / 3,
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near: 0.05,
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far: 100,
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aspect: canvas.width / canvas.height,
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controls: { element: canvas, pointer: true, controller: true },
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});
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await camera.ready;
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log("Drag to orbit, right-drag to pan, and wheel to zoom.");
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return {
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scene,
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mesh,
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camera,
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async dispose() {
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await camera.dispose();
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scene.dispose();
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},
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};`;
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const instances = `import { Mesh, PBRMaterial, Scene } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const material = new PBRMaterial(scene, { baseColor: [0.25, 0.8, 1, 1] });
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await material.ready;
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const source = new Mesh(scene, {
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position: [-0.48, 0, 0],
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scale: [0.58, 0.58, 1],
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material,
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vertexData: {
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positions: [-0.7, -0.6, 0, 0.7, -0.6, 0, 0, 0.72, 0],
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indices: [0, 1, 2],
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},
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});
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await source.ready;
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const instance = source.clone({ position: [0.48, 0, 0], scale: [0.58, 0.58, 1] });
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await instance.ready;
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log(\`Two mesh handles share geometry #\${source.geometryId}.\`);
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return { scene, source, instance, dispose: () => scene.dispose() };`;
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const materials = `import { Mesh, PBRMaterial, Scene, Texture } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const pixels = new OffscreenCanvas(64, 64);
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const context = pixels.getContext("2d");
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context.fillStyle = "#ff3018";
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context.fillRect(0, 0, 64, 64);
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context.fillStyle = "#ffd166";
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context.fillRect(0, 0, 32, 32);
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context.fillRect(32, 32, 32, 32);
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const albedo = new Texture(scene, {
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source: pixels.transferToImageBitmap(),
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format: "rgba8unorm-srgb",
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});
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await albedo.ready;
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const paint = new PBRMaterial(scene, {
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baseColor: [1, 1, 1, 1],
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baseColorTexture: albedo,
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metallic: 0.75,
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roughness: 0.18,
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});
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await paint.ready;
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const mesh = new Mesh(scene, {
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material: paint,
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vertexData: {
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positions: [-0.7, -0.6, 0, 0.7, -0.6, 0, 0, 0.72, 0],
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normals: [0, 0, 1, 0, 0, 1, 0, 0, 1],
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uvs: [0, 0, 2, 0, 1, 2],
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indices: [0, 1, 2],
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},
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});
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await mesh.ready;
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log("Move horizontally to mutate material roughness in shared memory.");
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const move = (event) => {
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const bounds = canvas.getBoundingClientRect();
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paint.roughness = (event.clientX - bounds.left) / bounds.width;
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};
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canvas.addEventListener("pointermove", move);
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return {
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scene,
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mesh,
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paint,
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albedo,
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dispose() {
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canvas.removeEventListener("pointermove", move);
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scene.dispose();
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},
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};`;
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const lights = `import { AmbientLight, Mesh, PBRMaterial, PointLight, Scene } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const material = new PBRMaterial(scene, { baseColor: [1, 0.45, 0.08, 1], roughness: 0.35 });
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await material.ready;
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const mesh = new Mesh(scene, {
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material,
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vertexData: {
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positions: [-0.7, -0.6, 0, 0.7, -0.6, 0, 0, 0.72, 0],
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indices: [0, 1, 2],
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},
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});
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await mesh.ready;
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const point = new PointLight(scene, {
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position: [0, 0.5, 0.5],
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color: [1, 0.18, 0.04],
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intensity: 12,
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range: 8,
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});
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const ambient = new AmbientLight(scene, { color: [0.04, 0.12, 0.3], intensity: 0.35 });
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await Promise.all([point.ready, ambient.ready]);
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log("Point and ambient rows are consumed by the clustered compute pass.");
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return { scene, mesh, point, ambient, dispose: () => scene.dispose() };`;
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const compute = `import { ComputePass, Mesh, PBRMaterial, Scene } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const material = new PBRMaterial(scene, { baseColor: [0.15, 0.75, 1, 1] });
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await material.ready;
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const mesh = new Mesh(scene, {
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material,
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vertexData: {
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positions: [-0.7, -0.6, 0, 0.7, -0.6, 0, 0, 0.72, 0],
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indices: [0, 1, 2],
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},
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});
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await mesh.ready;
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const values = await scene.ensureRows("simulation.values", 1, 16, "u32");
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const simulation = new ComputePass({
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id: "increment",
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code: "@group(0) @binding(0) var<storage, read_write> values: array<u32>; @compute @workgroup_size(1) fn main() { values[0] += 1u; }",
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buffers: [{ id: "simulation-values", array: "simulation.values", usage: ["storage"] }],
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bindings: [{ group: 0, binding: 0, resource: "simulation-values" }],
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});
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await scene.addComputePass(simulation);
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await new Promise((resolve) => setTimeout(resolve, 100));
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log(\`Compute wrote \${values.row(0)[0]} into the SAB-backed buffer.\`);
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return { scene, mesh, simulation, dispose: () => scene.dispose() };`;
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const post = `import { ColorGrading, DynamicExposure, FXAA, Mesh, PBRMaterial, Scene } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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const material = new PBRMaterial(scene, { baseColor: [0.8, 0.18, 1, 1] });
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await material.ready;
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const mesh = new Mesh(scene, {
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material,
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vertexData: {
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positions: [-0.7, -0.6, 0, 0.7, -0.6, 0, 0, 0.72, 0],
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indices: [0, 1, 2],
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},
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});
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await mesh.ready;
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let exposure, grade, fxaa;
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await scene.batchGraphUpdates(async () => {
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exposure = new DynamicExposure(scene, { exposure: 1.25 });
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grade = new ColorGrading(scene, { toneMap: "aces", amount: 1 });
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fxaa = new FXAA(scene);
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await Promise.all([exposure.ready, grade.ready, fxaa.ready]);
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});
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log("HDR → exposure → color grading → FXAA → canvas");
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return { scene, mesh, exposure, grade, fxaa, dispose: () => scene.dispose() };`;
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const importing = `import { ArcRotateCamera, Picking, Scene, importGltf } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true, arenaBytes: 384 * 1024 * 1024 });
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await scene.ready;
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log("Importing /models/sponza.glb in the importer worker…");
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const meshes = await importGltf(scene, "/models/sponza.glb");
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const target = [0, 8, 0];
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const camera = new ArcRotateCamera(scene, {
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targetPosition: target,
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alpha: Math.PI / 2,
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beta: Math.PI / 3,
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radius: 30,
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near: 0.1,
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far: 100,
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aspect: canvas.width / canvas.height,
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controls: { element: canvas, pointer: true },
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});
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await camera.ready;
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const picking = new Picking(scene);
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await picking.ready;
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const pick = async () => {
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const origin = Array.from(camera.position);
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const direction = target.map((value, lane) => value - origin[lane]);
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const length = Math.hypot(...direction);
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const hits = await picking.pick(origin, direction.map((value) => value / length));
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log(\`Imported \${meshes.length} primitives; BVH ray returned \${hits.length} hit(s).\`);
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};
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canvas.addEventListener("click", pick);
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await pick();
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return {
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scene,
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meshes,
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camera,
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picking,
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async dispose() {
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canvas.removeEventListener("click", pick);
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picking.dispose();
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await camera.dispose();
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scene.dispose();
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},
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};`;
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const benchmark = `import { ArcRotateCamera, Mesh, PBRMaterial, Scene, Texture } from "@yawn/handles";
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const parameters = new URL(location.href).searchParams;
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const draws = Math.max(1, Math.min(512, Number(parameters.get("draws")) || 138));
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const grid = Math.max(1, Math.min(256, Number(parameters.get("grid")) || 128));
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const overdraw = parameters.has("overdraw");
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const columns = 12;
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const positions = [];
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const normals = [];
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const uvs = [];
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const indices = [];
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for (let y = 0; y <= grid; y++) {
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for (let x = 0; x <= grid; x++) {
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positions.push(x / grid * 2 - 1, y / grid * 2 - 1, 0);
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normals.push(0, 0, 1);
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uvs.push(x / grid * 32, y / grid * 32);
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}
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}
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for (let y = 0; y < grid; y++) {
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for (let x = 0; x < grid; x++) {
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const first = y * (grid + 1) + x;
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indices.push(
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first, first + 1, first + grid + 2,
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first, first + grid + 2, first + grid + 1,
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);
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}
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}
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const pixels = new OffscreenCanvas(1024, 1024);
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const context = pixels.getContext("2d");
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for (let y = 0; y < 64; y++) {
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for (let x = 0; x < 64; x++) {
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context.fillStyle = (x + y) % 2 ? "#e2e8f0" : "#172554";
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context.fillRect(x * 16, y * 16, 16, 16);
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}
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}
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const scene = new Scene(canvas, { hdr: true });
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await scene.ready;
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log("Benchmark core ready; preparing geometry…");
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const camera = new ArcRotateCamera(scene, {
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targetPosition: [0, 0, 0],
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alpha: 0,
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beta: Math.PI / 2,
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radius: 3,
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aspect: canvas.width / canvas.height,
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});
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await camera.ready;
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log("Benchmark camera ready; compiling graph…");
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let material;
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let source;
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const meshes = [];
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await scene.batchGraphUpdates(async () => {
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const texture = new Texture(scene, {
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source: pixels.transferToImageBitmap(),
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format: "rgba8unorm-srgb",
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});
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await texture.ready;
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material = new PBRMaterial(scene, {
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baseColorTexture: texture,
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roughness: 0.45,
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});
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await material.ready;
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source = new Mesh(scene, {
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material,
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vertexData: { positions, normals, uvs, indices },
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});
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await source.ready;
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meshes.push(source);
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for (let index = 1; index < draws; index++) meshes.push(source.clone());
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await Promise.all(meshes.slice(1).map((mesh) => mesh.ready));
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for (let index = 0; index < meshes.length; index++) {
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const column = index % columns;
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const row = Math.floor(index / columns);
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meshes[index].position = overdraw
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? [0, 0, index * 0.01]
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: [
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-1 + (column + 0.5) * 2 / columns,
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1 - (row + 0.5) * 2 / columns,
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0,
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];
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meshes[index].scale = overdraw
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? [0.9, 0.9, 1]
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: [0.9 / columns, 0.9 / columns, 1];
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}
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});
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const triangles = draws * grid * grid * 2;
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log(\`Deterministic \${overdraw ? "overdraw" : "geometry"} benchmark: \${draws} draws, \${triangles.toLocaleString()} triangles, 1024² minified texture.\`);
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log("Open Profile and compare Forward GPU time, not page load time.");
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return { scene, meshes, material, camera, dispose: () => scene.dispose() };`;
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const core = `import { YawnCore } from "@yawn/core";
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const encode = (value) => {
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if (value === null || ["boolean", "number"].includes(typeof value)) return String(value);
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if (typeof value === "string") return JSON.stringify(value);
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if (Array.isArray(value)) return \`(array\${value.map((item) => \` \${encode(item)}\`).join("")})\`;
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return \`(object\${Object.keys(value).sort().map((key) =>
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\` (field \${JSON.stringify(key)} \${encode(value[key])})\`).join("")})\`;
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};
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const core = new YawnCore(canvas);
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await core.ready;
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const accent = await core.createRows({ name: "accent", rows: 1, stride: 16, format: "f32" });
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accent.write(0, [0.2, 0.75, 1, 1]);
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const code = "struct Out { @builtin(position) position: vec4<f32> }; @group(0) @binding(0) var<uniform> color: vec4<f32>; @vertex fn vertex(@builtin(vertex_index) id: u32) -> Out { let points = array(vec2(-.7,-.6), vec2(.7,-.6), vec2(0.,.72)); var out: Out; out.position = vec4(points[id],0.,1.); return out; } @fragment fn fragment() -> @location(0) vec4<f32> { return color; }";
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const graph = {
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id: "direct-core",
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resources: { buffers: [{ id: "accent", array: "accent", usage: ["uniform"] }], textures: [], samplers: [] },
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pipelines: { render: [{ id: "triangle", code, vertex: { entry: "vertex" }, fragment: { entry: "fragment", targets: [{ format: "canvas" }] } }], compute: [] },
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passes: [{ id: "triangle", type: "render", pipeline: "triangle", bindings: [{ group: 0, binding: 0, resource: "accent" }], color: [{ resource: "canvas", clear: [0.01, 0.02, 0.04, 1] }], draw: { vertices: 3 } }],
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};
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const id = await core.compileGraph(\`(yawn-graph 1 \${encode(graph)})\`);
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await core.switchLoadout(id);
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log("The canvas is rendered by a graph sent directly to the Rust/WASM core.");
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return { core, accent, dispose: () => core.dispose() };`;
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export const playgrounds = {
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triangle: { title: "First scene", code: triangle },
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sab: { title: "Direct shared-memory movement", code: sab },
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cameras: { title: "Arc rotate camera", code: cameras },
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instances: { title: "Geometry instances", code: instances },
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materials: { title: "PBR material", code: materials },
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lights: { title: "Clustered lights", code: lights },
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compute: { title: "Compute pass", code: compute },
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post: { title: "HDR post processing", code: post },
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importing: { title: "glTF import and BVH picking", code: importing },
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benchmark: { title: "Forward benchmark", code: benchmark },
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core: { title: "Direct core graph", code: core },
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};
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