Embed editable split-view examples throughout the guide, restore the full LFS-backed Sponza demo, batch glTF hydration, honor hierarchical transforms, and report transformed BVH picks with a live FPS counter. Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
389 lines
13 KiB
JavaScript
389 lines
13 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 } 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 paint = new PBRMaterial(scene, {
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baseColor: [0.85, 0.08, 0.18, 1],
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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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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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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 { AmbientLight, ArcRotateCamera, Picking, Scene, importGltf } from "@yawn/handles";
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const scene = new Scene(canvas, { hdr: true, fps: 1, arenaBytes: 384 * 1024 * 1024 });
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await scene.ready;
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await scene.core.pause();
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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 minimum = [Infinity, Infinity, Infinity];
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const maximum = [-Infinity, -Infinity, -Infinity];
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const rotate = (q, v) => {
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const t = [
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2 * (q[1] * v[2] - q[2] * v[1]),
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2 * (q[2] * v[0] - q[0] * v[2]),
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2 * (q[0] * v[1] - q[1] * v[0]),
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];
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return [
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v[0] + q[3] * t[0] + q[1] * t[2] - q[2] * t[1],
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v[1] + q[3] * t[1] + q[2] * t[0] - q[0] * t[2],
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v[2] + q[3] * t[2] + q[0] * t[1] - q[1] * t[0],
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];
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};
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const worldBounds = (mesh) => {
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const bounds = scene.array("bounds").row(mesh.id);
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const low = [Infinity, Infinity, Infinity];
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const high = [-Infinity, -Infinity, -Infinity];
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for (let corner = 0; corner < 8; corner++) {
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const local = [0, 1, 2].map((lane) =>
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bounds[(corner & (1 << lane) ? 4 : 0) + lane] * mesh.scale[lane]);
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const point = rotate(mesh.quaternion, local).map((value, lane) => value + mesh.position[lane]);
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for (let lane = 0; lane < 3; lane++) {
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low[lane] = Math.min(low[lane], point[lane]);
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high[lane] = Math.max(high[lane], point[lane]);
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}
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}
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return [low, high];
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};
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for (const mesh of meshes) {
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const [low, high] = worldBounds(mesh);
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for (let lane = 0; lane < 3; lane++) {
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minimum[lane] = Math.min(minimum[lane], low[lane]);
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maximum[lane] = Math.max(maximum[lane], high[lane]);
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}
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}
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const center = minimum.map((value, lane) => (value + maximum[lane]) * 0.5);
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const extent = Math.max(...maximum.map((value, lane) => value - minimum[lane]));
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const scale = 1.5 / extent;
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for (const mesh of meshes) {
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mesh.position = mesh.position.map((value, lane) => (value - center[lane]) * scale);
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mesh.scale = mesh.scale.map((value) => value * scale);
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}
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const camera = new ArcRotateCamera(scene, {
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alpha: 0.7,
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beta: 1.1,
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radius: 2.7,
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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 ambient = new AmbientLight(scene, { color: [0.7, 0.8, 1], intensity: 0.7 });
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await ambient.ready;
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const picking = new Picking(scene);
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await picking.ready;
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const [targetLow, targetHigh] = worldBounds(meshes[0]);
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const pickTarget = targetLow.map((value, lane) => (value + targetHigh[lane]) * 0.5);
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const pick = async () => {
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const origin = Array.from(camera.position);
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const direction = pickTarget.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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const play = setTimeout(() => scene.core.play(), 0);
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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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clearTimeout(play);
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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 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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core: { title: "Direct core graph", code: core },
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};
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