Fireworks

Particle shells burst over a castle on a lake. Each burst leaves a flash that is a point light for the castle and the hills, and the smoke takes the same light from every side. The water only reflects the bursts. A second set of passes draws the scene through a mirrored camera, and the water samples that picture through its ripples. The exposure adapts like an eye: a volley darkens the picture, and the exposure rises again afterwards. The castle and pines are from Kenney's Castle Kit and Nature Kit (CC0).

Files, in reading order

  1. scene.tsCreates the scene: its resources, its settings and what each frame records.
  2. fireworks.tsCreates the flashes that bursts leave, each a scene point light.
  3. show.tsSchedules salvos, pairs, fans, chains and periodic finales on the CPU.
  4. castle.tsStores castle and pine meshes in one pool, with instances lit by the scene's lighting.
  5. land.tsBakes island, lake bed and surrounding hills into a mesh once, lit by the scene's lighting.
  6. lake.tsCreates reflection passes for above-water geometry through a reflected scene camera.
  7. lowRes.tsDraws translucent matter such as smoke at reduced resolution to lower fragment cost.
  8. sky.tsA dark sky with twinkling stars that thin towards the horizon, behind everything.
  9. picture.tsReturns the bind group through which sample reads a picture, made again only when a resized target gives a new texture.
  10. assets.ts

Kit modules bloom, cameras, clock, environment, exposure, finish, instances, lighting, materials, memo, meshPool, owner, particles, passes, pipelines, readback, shading, targets, tone, trails. Also @typegpu/noise, math, math/random, typegpu.

scene.ts

import {  bloom,  cameras,  clock,  exposure,  finish,  type Frame,  lighting,  type meshPool,  owner,  passes,  pipelines,  readback,  type Surface,  targets,  tone,} from '@typegpu/kit';import { perlin2d } from '@typegpu/noise';import { clamp } from 'math';import { d, std, type TgpuRoot } from 'typegpu';import type { Pointing } from '../contract.ts';import type { Settings } from '../settings.ts';import { createFireworks, createFlashes, defaults as fireworkDefaults } from './fireworks.ts';import { createShow } from './show.ts';import { createCastle, type ModelName } from './castle.ts';import { createLand, heightAt } from './land.ts';import { createLake } from './lake.ts';import { createLowRes } from './lowRes.ts';import { HORIZON, nightSky } from './sky.ts';type Vec3 = [number, number, number];const SAMPLES = 4;const HDR = 'rgba16float';const STEP_SECONDS = 1 / 60;const VIEW = {  target: [0, 22, 0],  distance: 175,  yaw: 0.2,  pitch: -0.1,  fov: 0.95,  near: 0.5,  far: 8000,  pitchRange: [-0.5, 0.9],  distanceRange: [80, 600],} as const;/** * How the opening view fits the castle to narrower views: it backs away from the castle to fit the * width of a view narrower than `aspect`, no farther than `farthest`, inside the far shore. It * raises its target by up to `lift` as the view narrows to `upright`, so on a portrait screen the * show above the castle fills the height. */const FIT = { aspect: 1.1, upright: 0.5, farthest: 290, lift: 28 } as const;/** Minimum camera height above the water and the land, including during orbit. */const EYE_ABOVE_GROUND_METRES = 2.5;const NIGHT = {  sunDirection: [-0.55, 0.32, -0.75],  sunColor: [0.5, 0.62, 1],  sunIntensity: 0.05,  skyTop: [0.01, 0.014, 0.028],  skyBottom: [0.002, 0.002, 0.003],} as const;const FOG_DENSITY_PER_METRE = 0.0011;const FOG_FALLOFF_PER_METRE = 0.006;const LOOK = { glowIntensity: 0.16, vignette: 0.3 };/** * Holds the night near an exposure of 1.2, dims it under a volley and opens it back up over a few * seconds, no further than `highest`, so a quiet sky stays dark. */const EYE = { key: 0.008, lowest: 0.5, highest: 1.3, rise: 0.5, fall: 2 };const BLOOM = { threshold: 0.8 };const CAPACITY = { shells: 48, stars: 6144, embers: 12288, smoke: 1024 } as const;/** Simulation warm-up in seconds, so smoke and bursts appear in the first frame. */const PREWARM_SECONDS = 7;/** Show-speed multiplier during loading. */const PREWARM_PACE = 1.6;/** Click-target plane distance behind the castle. The plane is upright and faces the camera. */const CLICK_BEHIND_METRES = 110;const CLICK_HEIGHT_METRES = [55, 170] as const;const READOUT_HZ = 4;/** Repeat period in Perlin cells for ripple and smoke noise. */const NOISE_CELLS = 64;/** Smoke resolution as a fraction of screen width and height. */const SMOKE_SCALE = 0.5;const defaults = {  show: 'auto' as 'auto' | 'on click',  rate: 1,  ...fireworkDefaults,  paused: false,};/** Sets `fit` to the opening view's distance and target height for an `aspect`-wide view. */function framing(aspect: number, fit = { distance: 0, height: 0 }) {  const narrow = 1 - std.smoothstep(FIT.upright, FIT.aspect, aspect);  fit.distance = Math.min(VIEW.distance * Math.max(1, FIT.aspect / aspect), FIT.farthest);  fit.height = VIEW.target[1] + FIT.lift * narrow;  return fit;}/** * Where a ray from the eye meets the upright plane `CLICK_BEHIND_METRES` behind the castle, * facing the eye, held between the click heights. Undefined for a ray that turns away from the * castle. */function clickedAt({ origin, direction }: { readonly origin: Vec3; readonly direction: Vec3 }) {  const [ox, oy, oz] = origin;  const [dx, dy, dz] = direction;  const away = Math.hypot(ox, oz);  const ahead = -(dx * ox + dz * oz) / Math.max(away, 1e-6);  if (ahead < 0.05) return undefined;  const distance = (away + CLICK_BEHIND_METRES) / ahead;  const height = clamp(oy + dy * distance, ...CLICK_HEIGHT_METRES);  return [ox + dx * distance, height, oz + dz * distance] satisfies Vec3;}export interface SceneOptions {  /** Each model as `gltf.read` returns it. */  readonly models: Readonly<Record<ModelName, meshPool.ModelData>>;  /** Receives compilation progress as a fraction after each part finishes. */  readonly onProgress?: (fraction: number) => void;  /** Random-number source. Defaults to `Math.random`. */  readonly random?: () => number;}/** Runs fireworks over a castle and lake. Each burst lights the castle and the smoke. */export async function createScene(root: TgpuRoot, surface: Surface, options: SceneOptions) {  const own = owner();  const screen = own(    targets.create(root, surface, {      color: { format: HDR, samples: SAMPLES },      depth: { format: 'depth24plus', samples: SAMPLES },      hdr: { format: HDR, sampled: true },    }),  );  const aspect = () => surface.width / surface.height;  const fitted = framing(aspect());  const view = cameras.orbit(root, {    size: surface,    ...VIEW,    target: [VIEW.target[0], fitted.height, VIEW.target[2]],    distance: fitted.distance,    floor: (x, z) => Math.max(0, heightAt(x, z)) + EYE_ABOVE_GROUND_METRES,  });  const time = root.createUniform(d.f32);  const sim = clock.fixedStep({ step: STEP_SECONDS });  const noise = own(perlin2d.staticCache({ root, size: d.vec2u(NOISE_CELLS, NOISE_CELLS) }));  const flashes = own(createFlashes(root, { camera: view, step: STEP_SECONDS }));  const show = createShow(options.random);  const light = own(    lighting.create(root, {      settings: {        ...NIGHT,        fogColor: [HORIZON.x, HORIZON.y, HORIZON.z],        fogDensity: FOG_DENSITY_PER_METRE,        fogFalloff: FOG_FALLOFF_PER_METRE,      },      points: { count: flashes.capacity, light: flashes.light },    }),  );  const fireworks = own(    createFireworks(root, flashes, light, {      camera: view,      step: STEP_SECONDS,      noise,      capacity: CAPACITY,    }),  );  const scene = passes    .create(      root,      screen,      { color: passes.color, depth: passes.depth },      { resolve: { color: 'hdr' } },    )    .pipe(view.inject())    .beneath(light.inject());  const lake = own(createLake(root, { view, light, size: surface, time, noise }));  const castle = own(createCastle(root, options.models));  const sky = nightSky(time);  const land = own(createLand(root));  const lowRes = own(    createLowRes(root, { view, size: surface, scale: SMOKE_SCALE, label: 'smoke' }),  );  const occluding = [lowRes.occluders.add(land.renderer), lowRes.occluders.add(castle.renderer)];  const smoke = lowRes.matter.add(fireworks.smoke);  // The sky fills what the solid drawings leave, before the light that blends over it  const drawn = [    scene.add(land.renderer),    scene.add(castle.renderer),    scene.add(lake.water),    scene.add(sky),    scene.add(lowRes.over),    ...fireworks.sprites.map((drawing) => scene.add(drawing)),    ...fireworks.streaks.map((drawing) => scene.add(drawing)),  ];  const reflected = [    lake.reflection.add(land.renderer),    lake.reflection.add(castle.renderer),    lake.reflection.add(sky),    lake.reflection.add(fireworks.smoke),    ...fireworks.sprites.map((drawing) => lake.reflection.add(drawing)),    ...fireworks.streaks.map((drawing) => lake.reflection.add(drawing)),  ];  const glow = own(bloom.create(root, { source: () => screen.textures.hdr, settings: BLOOM }));  const eye = own(exposure.create(root, { source: () => screen.textures.hdr, settings: EYE }));  const final = own(    finish.create(root, {      format: surface.format,      source: () => screen.textures.hdr,      tone: tone.aces,      glow,      exposure: eye,      settings: LOOK,    }),  );  const lights = own(    readback.create(root, flashes.particles.args, {      hz: READOUT_HZ,      decode: (args) => args[1] ?? 0,    }),  );  const values = { ...defaults };  const settings: Settings<typeof values> = {    values,    knobs: {      show: { options: ['auto', 'on click'] },      rate: { label: 'show speed', min: 0.25, max: 2.5, step: 0.05 },      wind: { label: 'wind (m/s)', min: -4, max: 4, step: 0.1 },      light: { label: 'burst light', min: 0, max: 3, step: 0.05 },      smoke: { min: 0, max: 2.5, step: 0.05 },      paused: {},    },    write(key) {      if (key === undefined || key === 'wind') fireworks.wind.write(values.wind);      if (key === undefined || key === 'light') flashes.brightness.write(values.light);      if (key === undefined || key === 'smoke') fireworks.opacity.write(values.smoke);      if (key === undefined || key === 'paused') sim.paused = values.paused;    },    readouts: { 'lights alive': () => lights.latest ?? 0 },  };  const ray = { origin: [0, 0, 0] satisfies Vec3, direction: [0, 0, 0] satisfies Vec3 };  const pointing: Pointing = {    press(x, y) {      view.rayAt(x, y, ray);      const burst = clickedAt(ray);      if (burst) show.fireAt(burst);    },  };  const parts = [scene, lake.reflection, lowRes, flashes, fireworks, glow, eye, final];  await Promise.all([castle.ready, pipelines.compile(parts, options)]);  // A spawn's bursts upload before its submission runs, so each launch gets a submission  let prewarm = root.createCommandEncoder();  let launched = false;  const launch: typeof fireworks.launch = (shell) => {    fireworks.launch(shell);    launched = true;  };  for (let t = 0; t < PREWARM_SECONDS; t += STEP_SECONDS) {    show.advance(STEP_SECONDS, values.rate * PREWARM_PACE, true, launch);    const warming = prewarm.beginComputePass();    fireworks.record(warming, 1, 0);    warming.end();    if (!launched) continue;    prewarm.submit();    prewarm = root.createCommandEncoder();    launched = false;  }  prewarm.submit();  const next = { distance: 0, height: 0 };  /** Refits the opening view to a turned or resized screen, keeping how far it was zoomed. */  const refit = () => {    framing(aspect(), next);    if (next.distance === fitted.distance && next.height === fitted.height) return;    view.goal.distance *= next.distance / fitted.distance;    view.goal.target[1] += next.height - fitted.height;    fitted.distance = next.distance;    fitted.height = next.height;  };  return {    view,    settings,    pointing,    frame(frame: Frame) {      time.write(frame.time);      refit();      view.update(frame.dt);      const steps = sim.advance(frame.dt);      if (!sim.paused) {        show.advance(frame.dt, values.rate, values.show === 'auto', fireworks.launch);      }      castle.flush();      const compute = frame.encoder.beginComputePass();      fireworks.record(compute, steps, sim.ahead);      compute.end();      lights.capture(frame);      screen.fit();      const behind = lowRes.beginDepth(frame);      for (const drawing of occluding) drawing.draw(behind);      behind.end();      const puffs = lowRes.begin(frame);      smoke.draw(puffs);      puffs.end();      const reflection = lake.begin(frame);      for (const drawing of reflected) drawing.draw(reflection);      reflection.end();      scene.record(frame, drawn);      glow.record(frame);      eye.record(frame);      final.record(frame, surface.view(frame));    },    destroy: own.destroy,  };}

fireworks.ts

import {  lighting,  Particle,  particles,  shading,  trails,  type CameraBase,  type Inject,  type Lighting,} from '@typegpu/kit';import { perlin2d, randf } from '@typegpu/noise';import { d, std, tgpu, type TgpuComputePass, type TgpuRoot } from 'typegpu';const WORKGROUP = 64;const workgroups = (span: number) => Math.ceil(span / WORKGROUP);const GRAVITY = 9.81;/** Hertz of the glitter on crackle stars and flashes. */const GLITTER_HZ = 17;/** Brightness of stars, shells, their streaks and tails, and embers. */const BRIGHTNESS = { star: 9, shell: 14, streak: 3.2, tail: 2.2, ember: 6 };/** Fraction of the shell's velocity its stars carry. */const CARRIED = 0.25;/** How far a star's speed and life stray from their pattern's, as fractions. */const SPREAD = { speed: 0.12, life: 0.3 };/** Seconds a star burns white-hot before it shows its colour. */const HOT_SECONDS = 0.12;const EMBER_RED = d.vec3f(1, 0.18, 0.04);const EMBER_GOLD = d.vec3f(1, 0.6, 0.22);const SHELL_COLOR = d.vec3f(1, 0.55, 0.2);/** Per-step probability that a rising shell sheds an ember. */const SHELL_SHEDS = 0.6;/** * Each flash slot adds a point light that every lit pixel visits. A finale bursts 26 shells in * 6 s, and flashes last 1.6 s. The slot ring therefore reuses slots after their flashes expire. */const FLASHES = 32;/** Metres a flash's light reaches, and its intensity per squared flash size. */const FLASH = { range: 320, power: 3 };const SMOKE_PUFFS = 14;const SMOKE_COLOR = d.vec3f(0.5, 0.52, 0.58);/** Smoke brightness inside a burst. Falls with distance outside the burst. */const SMOKE_GLOW = 0.3;/** Uniformly lit smoke-core radius as a fraction of flash size. */const SMOKE_CORE = 0.4;/** The share of a flash's light on a surface that lights smoke at its core's edge. */const SMOKE_SHARE = (SMOKE_GLOW * SMOKE_CORE * SMOKE_CORE) / FLASH.power;/** Burst patterns of shells, also carried by their stars and flashes. */export const Pattern = {  peony: 0,  chrysanthemum: 1,  willow: 2,  palm: 3,  ring: 4,  crackle: 5,} as const;export type Pattern = (typeof Pattern)[keyof typeof Pattern];const Traits = d.struct({  /** Stars a shell bursts into. */  count: d.u32,  /** Base star lifetime in seconds before per-star variation. */  life: d.f32,  /** Speed lost per second, as a fraction. */  drag: d.f32,  /** Gravity multiplier relative to Earth. */  fall: d.f32,  /** Metres across a star's glow. */  size: d.f32,  /** Streak brightness relative to its star. */  streak: d.f32,  /** Fixed steps between the points of its streak, so slow stars leave long ones. */  every: d.u32,  /** Per-step probability of shedding an ember. */  sheds: d.f32,});/** Each pattern's traits, which its shells' stars share. */const TRAITS: Record<keyof typeof Pattern, d.InferInput<typeof Traits>> = {  peony: { count: 120, life: 1.9, drag: 1.2, fall: 0.5, size: 2, streak: 0.35, every: 1, sheds: 0 },  chrysanthemum: {    count: 140,    life: 2.2,    drag: 1.1,    fall: 0.6,    size: 1.6,    streak: 1,    every: 2,    sheds: 0.05,  },  willow: {    count: 110,    life: 4.2,    drag: 1.9,    fall: 0.35,    size: 1.4,    streak: 0.8,    every: 5,    sheds: 0.35,  },  palm: {    count: 14,    life: 2.6,    drag: 0.9,    fall: 0.8,    size: 3.2,    streak: 1.4,    every: 3,    sheds: 0.9,  },  ring: { count: 64, life: 1.8, drag: 1.2, fall: 0.5, size: 2, streak: 0.4, every: 1, sheds: 0 },  crackle: {    count: 180,    life: 1.6,    drag: 1.6,    fall: 0.6,    size: 0.9,    streak: 0.15,    every: 1,    sheds: 0,  },};const names = Object.keys(Pattern) as (keyof typeof Pattern)[];/** `TRAITS` by `Pattern`. */const traitsOf = tgpu.const(  d.arrayOf(Traits, names.length),  names.map((name) => TRAITS[name]),);/** Values to start the knobs from: the wind, the flashes' light and the smoke's opacity. */export const defaults = { wind: 1.4, light: 1, smoke: 1 };/** A shell for `launch`. */export interface Launch {  readonly position: readonly [number, number, number];  readonly velocity: readonly [number, number, number];  /** Seconds until it bursts. */  readonly fuse: number;  readonly color: readonly [number, number, number];  readonly pattern: Pattern;  /** Metres a second the burst throws its stars. */  readonly burstSpeed: number;}/** Shell pattern and burst speed in metres per second. */const Shell = particles.define('Shell', { pattern: d.u32, reach: d.f32 });type Shell = d.InferGPU<typeof Shell>;/** Star pattern and elapsed steps for spacing streak points. */const Star = particles.define('Star', { pattern: d.u32, steps: d.u32 });type Star = d.InferGPU<typeof Star>;const Flash = particles.define('Flash', { pattern: d.u32 });type Flash = d.InferGPU<typeof Flash>;/** Flash brightness by age. A sharp spike fades, with flicker for glitter shells. */const flashLevel = (flash: Flash) => {  'use gpu';  const glitter = std.select(    d.f32(1),    1 - 0.5 * std.step(0.5, std.fract(flash.age * GLITTER_HZ + flash.seed)),    flash.pattern === Pattern.crackle,  );  return std.exp(-flash.age * 3.2) * glitter;};/** Star colour by age, progressing from white-hot to its colour and then dim red. */const burning = (star: Star) => {  'use gpu';  const pattern = star.pattern;  const t = star.age / star.life;  const hot = std.mix(d.vec3f(1), star.color.xyz, std.saturate(star.age / HOT_SECONDS));  const fading = std.mix(    hot,    EMBER_RED * std.max(star.color.xyz.x, 0.4),    std.smoothstep(0.55, 1, t),  );  const level =    std.saturate((1 - t) * 3) * std.select(d.f32(1), 1 - t * 0.5, pattern === Pattern.willow);  const strobe = std.select(    d.f32(1),    std.step(0.45, std.fract(star.age * GLITTER_HZ + star.seed * 7)) * 1.6,    pattern === Pattern.crackle && star.age > star.life * 0.35,  );  return fading * level * strobe;};/** Smoke shows only in the bursts' light, so moonlight leaves it dark. */const moonless = (_point: shading.Point) => {  'use gpu';  return d.f32(0);};/** Radial glow with a hot core. */const spark = (color: d.v3f, local: d.v2f) => {  'use gpu';  const r2 = std.dot(local, local);  return d.vec4f(color * (std.exp(-r2 * 14) + std.exp(-r2 * 4) * 0.2), 0);};/** Flashes, each a point light for `lighting.create`'s `points.light`. */export type Flashes = ReturnType<typeof createFlashes>;/** * Creates the flashes that bursts leave, each a scene point light. Create them before the * lighting, which reads their lights, then pass both to `createFireworks`, whose shells burst * into the flashes and whose smoke the lighting lights. */export function createFlashes(  root: TgpuRoot,  { camera, step }: Pick<FireworksOptions, 'camera' | 'step'>,) {  /** Multiplies the flashes' light. */  const brightness = root.createUniform(d.f32, defaults.light);  const flashes = particles.create(root, camera, {    label: 'flashes',    capacity: FLASHES,    particle: Flash,    step,    settings: { gravity: [0, 0, 0], drag: 2 },    shade: (flash: Flash, local: d.v2f) => {      'use gpu';      const r2 = std.dot(local, local);      const glow = std.exp(-flash.age * 14) * 1.5;      return d.vec4f(flash.color.xyz * glow * std.exp(-r2 * 8), 0);    },  });  const lightOf = (slot: number) => {    'use gpu';    const flash = flashes.particle(slot);    return lighting.Light({      position: flash.position,      range: std.select(d.f32(0), FLASH.range, flashes.alive(slot)),      color: flash.color.xyz,      intensity: flashLevel(flash) * brightness.$ * FLASH.power * flash.size * flash.size,    });  };  return {    particles: flashes,    brightness,    /** Flash lights for `lighting.create`'s `points.light`. */    light: tgpu.fn(lightOf).pipe(flashes.inject()),    capacity: FLASHES,    initAsync: () => flashes.initAsync(),    destroy: () => flashes.destroy(),  };}interface FireworksOptions {  readonly camera: CameraBase;  /** The length of a step in seconds. */  readonly step: number;  /** Cached Perlin gradients for smoke. */  readonly noise: { inject(): Inject };  /** How many of each the systems hold at once. */  readonly capacity: Readonly<Record<'shells' | 'stars' | 'embers' | 'smoke', number>>;}/** * Spawns shells that burst into stars, `flashes` and smoke, which `light` lights, and embers. * Records the flashes' steps with its own. */export function createFireworks(  root: TgpuRoot,  flashes: Flashes,  light: Lighting,  { camera, step, noise, capacity }: FireworksOptions,) {  /** Metres a second the wind blows smoke, across the lake along x. */  const wind = root.createUniform(d.f32, defaults.wind);  /** Multiplies the smoke's opacity. */  const opacity = root.createUniform(d.f32, defaults.smoke);  const flashing = flashes.particles;  const still = { gravity: [0, 0, 0] as [number, number, number], drag: 0 };  /** A flash lights smoke evenly across the burst's core. */  const throughSmoke = (    _point: shading.Point,    _toLight: d.v3f,    distance: number,    range: number,    slot: number,  ) => {    'use gpu';    const core = flashing.particle(slot).size * SMOKE_CORE;    return SMOKE_SHARE * shading.falloff(std.max(distance, core), range);  };  const smoke = particles.create(root, camera, {    label: 'smoke',    capacity: capacity.smoke,    step,    blend: 'over',    settings: still,    update: tgpu      .fn((puff: Particle, dt: number) => {        'use gpu';        let next = Particle(puff);        const drift = d.vec3f(wind.$, 0.5, 0);        next.velocity = std.mix(puff.velocity, drift, dt / 2.5);        next.size = puff.size + 0.9 * dt;        next.color = d.vec4f(shading.incoming(puff.position) * SMOKE_COLOR, puff.color.w);        return next;      })      .pipe(light.inject())      .pipe(flashing.inject())      .with(shading.attenuation, throughSmoke)      .with(shading.sunShadow, moonless),    shade: tgpu      .fn((puff: Particle, local: d.v2f) => {        'use gpu';        const r2 = std.dot(local, local);        const billow = perlin2d.sample(local * 2.2 + puff.seed * 31) * 0.5 + 0.5;        const body =          std.saturate(1 - r2) * std.saturate(1 - r2) * std.smoothstep(0.25, 0.75, billow) * 1.6;        const life =          std.saturate(puff.age / 1.5) * std.saturate((puff.life - puff.age) / (puff.life * 0.5));        const alpha = std.saturate(body * life * puff.color.w * opacity.$);        return d.vec4f(puff.color.xyz * alpha, alpha);      })      .pipe(noise.inject()),  });  const embers = particles.create(root, camera, {    label: 'embers',    capacity: capacity.embers,    step,    settings: { gravity: [0, -2.4, 0], drag: 1.6 },    shade: (ember: Particle, local: d.v2f) => {      'use gpu';      const t = ember.age / ember.life;      const twinkle = 0.55 + 0.45 * std.sin(ember.age * 40 + ember.seed * 60);      return spark(ember.color.xyz * (BRIGHTNESS.ember * (1 - t) * (1 - t) * twinkle), local);    },  });  /** Emits an ember behind a burning particle. */  const shed = (position: d.v3f, velocity: d.v3f, color: d.v3f) => {    'use gpu';    embers.emit(      Particle({        position,        age: 0,        velocity: velocity * 0.15 + randf.inUnitSphere() * 1.5,        life: 1.6 * (0.5 + randf.sample()),        color: d.vec4f(color, 1),        size: 0.45,        seed: randf.sample(),      }),    );  };  const stars = particles.create(root, camera, {    label: 'stars',    capacity: capacity.stars,    particle: Star,    step,    settings: still,    update: (star: Star, dt: number) => {      'use gpu';      let next = Star(star);      const traits = traitsOf.$[star.pattern]!;      next.velocity =        star.velocity * std.exp(-traits.drag * dt) - d.vec3f(0, GRAVITY * traits.fall * dt, 0);      next.steps = star.steps + 1;      if (star.position.y < 0) next.life = 0;      return next;    },    shade: (star: Star, local: d.v2f) => {      'use gpu';      return spark(burning(star) * BRIGHTNESS.star, local);    },  });  const streaks = trails.create(root, {    capacity: capacity.stars,    length: 9,    width: tgpu      .fn((point: trails.Sample) => {        'use gpu';        const star = stars.particle(point.trail);        const shown = std.select(d.f32(0), star.size * 0.3, stars.alive(point.trail));        return shown * (1 - point.along * 0.7);      })      .pipe(stars.inject()),    shade: tgpu      .fn((point: trails.Sample, across: number) => {        'use gpu';        const star = stars.particle(point.trail);        const streak = traitsOf.$[star.pattern]!.streak;        const edge = 1 - std.smoothstep(0.3, 1, std.abs(across));        const fade = (1 - point.along) * (1 - point.along);        return d.vec4f(burning(star) * (BRIGHTNESS.streak * streak * edge * fade), 0);      })      .pipe(stars.inject()),    // Keep each streak on its star, which moves on between the steps that push its points    head: tgpu.fn(stars.drawnAt).pipe(stars.inject()),  });  const tails = trails.create(root, {    label: 'tails',    capacity: capacity.shells,    length: 28,    width: (point: trails.Sample) => {      'use gpu';      return 0.5 * (1 - point.along);    },    shade: (point: trails.Sample, across: number) => {      'use gpu';      const edge = 1 - std.smoothstep(0.2, 1, std.abs(across));      return d.vec4f(SHELL_COLOR * (BRIGHTNESS.tail * edge * (1 - point.along)), 0);    },  });  const shells = particles.create(root, camera, {    label: 'shells',    capacity: capacity.shells,    particle: Shell,    step,    settings: { gravity: [0, -GRAVITY, 0], drag: 0 },    // Start the tail at shell birth and end it with the shell    born: tgpu      .fn((shell: Shell, slot: number) => {        'use gpu';        tails.reset(slot);        return Shell(shell);      })      .pipe(tails.inject()),    shade: (_shell: Shell, local: d.v2f) => {      'use gpu';      return spark(SHELL_COLOR * BRIGHTNESS.shell, local);    },    died: tgpu      .fn((shell: Shell, slot: number) => {        'use gpu';        tails.reset(slot);        const pattern = shell.pattern;        const traits = traitsOf.$[pattern]!;        const reach = shell.reach;        const color = d.vec4f(shell.color.xyz, 1);        randf.seed3(shell.position + shell.seed);        flashing.emit(          Flash({            position: shell.position,            age: 0,            velocity: d.vec3f(),            life: 1.6,            color,            size: reach * 1.4,            seed: randf.sample(),            pattern,          }),        );        // Choose a random orientation for each burst pattern, including the ring plane        const axis = randf.onUnitSphere();        const side = std.normalize(std.cross(axis, d.vec3f(0.3, 1, 0.1)));        const across = std.cross(axis, side);        const golden = Math.PI * (3 - Math.sqrt(5));        const count = d.f32(traits.count);        for (let i = d.u32(0); i < traits.count; i++) {          const k = d.f32(i) + 0.5;          let direction = d.vec3f();          if (pattern === Pattern.ring) {            const angle = (k / count) * Math.PI * 2;            direction = side * std.cos(angle) + across * std.sin(angle);          } else {            const height = 1 - (2 * k) / count;            const round = std.sqrt(std.max(1 - height * height, 0));            const angle = k * golden;            direction = axis * height + (side * std.cos(angle) + across * std.sin(angle)) * round;          }          if (pattern === Pattern.palm) {            direction = std.normalize(direction + d.vec3f(0, 0.6, 0));          }          const speed = reach * (1 + (randf.sample() - 0.5) * SPREAD.speed * 2);          stars.emit(            Star({              position: shell.position,              age: 0,              velocity: shell.velocity * CARRIED + direction * speed,              life: traits.life * (1 + (randf.sample() - 0.5) * SPREAD.life),              color,              size: traits.size,              seed: randf.sample(),              pattern,              steps: 0,            }),          );        }        for (let i = 0; i < SMOKE_PUFFS; i++) {          smoke.emit(            Particle({              position: shell.position + randf.inUnitSphere() * reach * 0.9,              age: 0,              velocity: randf.inUnitSphere() * reach * 0.25,              life: 22 * (0.7 + randf.sample() * 0.6),              color: d.vec4f(0, 0, 0, 0.16 * (0.5 + randf.sample())),              size: reach * 0.75,              seed: randf.sample(),            }),          );        }      })      .pipe(stars.inject())      .pipe(flashing.inject())      .pipe(smoke.inject())      .pipe(tails.inject()),  });  const followStars = tgpu.computeFn({    workgroupSize: [WORKGROUP],    in: { id: d.builtin.globalInvocationId },  })(({ id }) => {    'use gpu';    if (id.x >= stars.span) return;    // Empty a dead star's streak so its points stop drawing    if (!stars.alive(id.x)) {      streaks.reset(id.x);      return;    }    const star = stars.particle(id.x);    const traits = traitsOf.$[star.pattern]!;    // Reset the streak on birth because the slot may retain an earlier star's points    if (star.steps === 1) streaks.reset(id.x);    if (star.steps % traits.every === 0 || star.steps === 1) streaks.push(id.x, star.position);    randf.seed3(d.vec3f(star.position.xy, star.age + star.seed));    if (randf.sample() < traits.sheds) {      const gold = std.mix(EMBER_GOLD, star.color.xyz, 0.3);      shed(star.position, star.velocity, gold);    }  });  const followShells = tgpu.computeFn({    workgroupSize: [WORKGROUP],    in: { id: d.builtin.globalInvocationId },  })(({ id }) => {    'use gpu';    if (id.x >= shells.span) return;    if (!shells.alive(id.x)) return;    const shell = shells.particle(id.x);    tails.push(id.x, shell.position);    randf.seed3(d.vec3f(shell.position.xz, shell.age + shell.seed));    if (randf.sample() < SHELL_SHEDS) shed(shell.position, shell.velocity * -1, EMBER_GOLD);  });  const starsFollowed = root    .pipe(stars.inject())    .pipe(streaks.inject())    .pipe(embers.inject())    .createComputePipeline({ compute: followStars });  const shellsFollowed = root    .pipe(shells.inject())    .pipe(tails.inject())    .pipe(embers.inject())    .createComputePipeline({ compute: followShells });  const owned = [shells, stars, embers, smoke];  return {    wind,    opacity,    /** Smoke, which covers what is drawn before it. */    smoke: smoke.drawing,    /** Embers, stars, shells and flashes, which add their glow. Draw them after `smoke`. */    sprites: [embers.drawing, stars.drawing, shells.drawing, flashing.drawing],    /** The stars' streaks and the shells' tails, which add their glow. Draw them after `smoke`. */    streaks: [streaks.drawing, tails.drawing],    /** Queues a shell to launch in the next `record`. */    launch(shell: Launch) {      shells.burst({        count: 1,        position: shell.position,        velocity: shell.velocity,        life: shell.fuse,        color: [...shell.color, 1],        size: 1.2,        variance: 0,        fields: { pattern: shell.pattern, reach: shell.burstSpeed },      });    },    /**     * Records frame spawning, fixed steps and live lists in one compute pass, drawn `ahead`     * seconds past the last step.     */    record(pass: TgpuComputePass, steps: number, ahead: number) {      shells.spawn(pass);      for (let i = 0; i < steps; i++) {        shells.step(pass);        stars.step(pass);        flashing.step(pass);        smoke.step(pass);        embers.step(pass);        pass.setPipeline(starsFollowed);        pass.dispatchWorkgroups(workgroups(stars.span));        pass.setPipeline(shellsFollowed);        pass.dispatchWorkgroups(workgroups(shells.span));      }      for (const system of owned) system.compact(pass, ahead);      flashing.compact(pass, ahead);    },    initAsync: () =>      Promise.all([        ...owned.map((system) => system.initAsync()),        starsFollowed.initAsync(),        shellsFollowed.initAsync(),      ]),    destroy() {      for (const system of owned) system.destroy();      streaks.destroy();      tails.destroy();    },  };}

show.ts

import { random, type RandomGenerator } from 'math/random';import { Pattern, type Launch } from './fireworks.ts';type Vec3 = [number, number, number];/** Linear colours the stars burn in. */const PALETTE: Vec3[] = [  [1, 0.55, 0.16],  [1, 0.1, 0.06],  [0.16, 1, 0.3],  [0.18, 0.36, 1],  [0.72, 0.24, 1],  [1, 0.92, 0.82],  [0.2, 0.9, 1],];const GOLD = PALETTE[0]!;const SILVER = PALETTE[5]!;const PATTERNS = [  Pattern.peony,  Pattern.chrysanthemum,  Pattern.willow,  Pattern.palm,  Pattern.ring,  Pattern.crackle,];/** Shell launch sites on barges behind the castle in the initial view. */const SITES: Vec3[] = [  [-170, 0.5, -70],  [-95, 0.5, -120],  [-20, 0.5, -150],  [55, 0.5, -130],  [130, 0.5, -95],  [-60, 0.5, -60],  [80, 0.5, -55],];const GRAVITY = 9.81;/** Launch-speed multiplier for clicked shells relative to shells bursting at their apex. */const CLICKED_BOOST = 1.6;const HEIGHT_METRES = [72, 125] as const;/** Metres a second a burst throws its stars, which sets how wide it opens. */const BURST_SPEED = [38, 62] as const;/** Metres a burst may land from above its site, along x and z. */const LEAN_METRES = 14;/** Seconds between cues, divided by the rate. */const GAP_SECONDS = [0.7, 2.2] as const;/** A finale `every` seconds bursts `shells` shells over `seconds`. */const FINALE = { every: 70, shells: 26, seconds: 6 };/** Shots that can wait to launch at once. */const SHOTS = 64;/** Burst-speed multipliers that open palms wider and willows narrower than other patterns. */const OPENING: Partial<Record<Pattern, number>> = { [Pattern.palm]: 1.3, [Pattern.willow]: 0.8 };/** A shell waiting to launch `at` a time on the show's clock, or free at `Infinity`. */interface Shot {  at: number;  readonly shell: { -readonly [K in keyof Launch]: Launch[K] };}/** The barge nearest to the point under `burst`. */function siteUnder(burst: Vec3) {  let nearest = SITES[0]!;  let closest = Infinity;  for (const site of SITES) {    const distance = Math.hypot(site[0] - burst[0], site[2] - burst[2]);    if (distance < closest) {      nearest = site;      closest = distance;    }  }  return nearest;}/** * Schedules salvos, pairs, fans, chains and periodic finales on the CPU. The GPU simulates * shells after launch. */export function createShow(rng: RandomGenerator = Math.random) {  const shots: Shot[] = Array.from({ length: SHOTS }, () => ({    at: Infinity,    shell: {      position: [0, 0, 0],      velocity: [0, 0, 0],      fuse: 0,      color: [0, 0, 0],      pattern: Pattern.peony,      burstSpeed: 0,    },  }));  let clock = 0;  let nextCue = 0;  let nextFinale = FINALE.every;  const pick = <T>(items: T[]) => random.choice(rng, items);  const free = () => shots.find((shot) => shot.at === Infinity);  const colorOf = (pattern: Pattern) => {    if (pattern === Pattern.willow || pattern === Pattern.palm) return GOLD;    if (pattern === Pattern.crackle) return SILVER;    return pick(PALETTE);  };  /**   * Aims from `site` toward `burst`. Bursts at the apex, or during ascent when `boost`   * increases launch speed.   */  const aim = (    shot: Shot,    site: Vec3,    burst: Vec3,    pattern: Pattern,    color: Vec3,    burstSpeed: number,    boost = 1,  ) => {    const height = Math.max(burst[1] - site[1], 1);    const rise = boost * Math.sqrt(2 * GRAVITY * height);    const climb = (rise - Math.sqrt(Math.max(rise * rise - 2 * GRAVITY * height, 0))) / GRAVITY;    const { shell } = shot;    shell.position = [...site];    shell.velocity = [(burst[0] - site[0]) / climb, rise, (burst[2] - site[2]) / climb];    shell.fuse = climb;    shell.color = [...color];    shell.pattern = pattern;    shell.burstSpeed = burstSpeed;  };  /** Launches a shell from `site` after `delay` seconds, bursting near `height` above it. */  const queue = (    delay: number,    site: Vec3,    pattern: Pattern,    color: Vec3,    height = random.float(rng, ...HEIGHT_METRES),  ) => {    const shot = free();    if (!shot) return;    const burst: Vec3 = [      site[0] + (rng() - 0.5) * LEAN_METRES * 2,      height,      site[2] + (rng() - 0.5) * LEAN_METRES * 2,    ];    aim(      shot,      site,      burst,      pattern,      color,      random.float(rng, ...BURST_SPEED) * (OPENING[pattern] ?? 1),    );    shot.at = clock + delay;  };  /** Queues the next cue's shells and returns the seconds until the cue after it. */  const cue = () => {    if (clock >= nextFinale) {      for (let i = 0; i < FINALE.shells; i++) {        const pattern = pick(PATTERNS);        queue(rng() * FINALE.seconds, pick(SITES), pattern, colorOf(pattern));      }      nextFinale = clock + FINALE.every;      return FINALE.seconds + GAP_SECONDS[1] * 2;    }    const pattern = pick(PATTERNS);    const color = colorOf(pattern);    const roll = rng();    if (roll < 0.3) {      // One shell, as high as they go      queue(0, pick(SITES), pattern, color, HEIGHT_METRES[1]);    } else if (roll < 0.5) {      // A pair from barges either side of the middle one      const left = random.int(rng, 0, 1);      queue(0, SITES[left]!, pattern, color);      queue(0, SITES[4 - left]!, pattern, color);    } else if (roll < 0.7) {      // A fan across the first five barges, each a little later and higher      for (let i = 0; i < 5; i++)        queue(i * 0.22, SITES[i]!, pattern, color, HEIGHT_METRES[0] + i * 6);    } else if (roll < 0.85) {      // A chain from one barge, each shell a new colour      const site = pick(SITES);      for (let i = 0; i < 4; i++) {        queue(i * 0.45, site, pattern, pick(PALETTE), HEIGHT_METRES[0] + i * 10);      }    } else {      queue(0, pick(SITES), Pattern.palm, GOLD);      queue(0.6, pick(SITES), Pattern.crackle, SILVER);      queue(1.1, pick(SITES), Pattern.willow, GOLD);    }    return random.float(rng, ...GAP_SECONDS);  };  return {    /**     * Advances by `dt` seconds and launches due shells. `rate` scales time between cues. With     * `auto` off, launches only queued shells.     */    advance(dt: number, rate: number, auto: boolean, launch: (shell: Launch) => void) {      clock += dt;      if (!auto) nextCue = Math.max(nextCue, clock);      else if (rate > 0) {        while (clock >= nextCue) nextCue += cue() / rate;      }      for (const shot of shots) {        if (shot.at > clock) continue;        launch(shot.shell);        shot.at = Infinity;      }    },    /** Launches from the nearest barge to burst at `burst`. */    fireAt(burst: Vec3) {      const site = siteUnder(burst);      const shot = free();      if (!shot) return;      const pattern = pick(PATTERNS);      aim(        shot,        site,        burst,        pattern,        colorOf(pattern),        random.float(rng, ...BURST_SPEED),        CLICKED_BOOST,      );      shot.at = clock;    },  };}

castle.ts

import { instances, meshPool } from '@typegpu/kit';import { quat } from 'math';import type { TgpuRoot } from 'typegpu';import { heightAt, PLATEAU_METRES } from './land.ts';/** Binary glTF models from Kenney's Castle Kit and Nature Kit (CC0). */export const MODELS = [  'wall',  'tower-hexagon-base',  'tower-hexagon-mid',  'tower-hexagon-roof',  'tower-square-base',  'tower-square-mid',  'tower-square-mid-windows',  'tower-square-top-roof-high',  'tower-square-arch',  'tower-square-top',  'pine-default',  'pine-round',  'pine-tall',] as const;export type ModelName = (typeof MODELS)[number];type Vec3 = [number, number, number];/** Metres a Castle Kit tile spans. */const TILE_METRES = 10;/** Tiles from the castle's middle to its walls. */const REACH_TILES = 2;/** Heights of the kit's pieces, in tiles. */const HEXAGON_BASE_TILES = 1.31;const HEXAGON_MID_TILES = 0.46;const SQUARE_STOREY_TILES = 1.01;const KEEP = [  'tower-square-base',  'tower-square-mid-windows',  'tower-square-mid',  'tower-square-mid-windows',  'tower-square-top-roof-high',] as const satisfies readonly ModelName[];const GATEHOUSE = ['tower-square-arch', 'tower-square-top'] as const satisfies readonly ModelName[];/** Corner-tower middle-storey counts. Rear towers rise above the keep. */const CORNERS = [  { x: -1, z: -1, storeys: 5 },  { x: 1, z: -1, storeys: 4 },  { x: -1, z: 1, storeys: 2 },  { x: 1, z: 1, storeys: 3 },] as const;const PINES = ['pine-default', 'pine-round', 'pine-tall'] as const satisfies readonly ModelName[];const ISLAND_PINES = 14;/** Island pines stand in four rings, this far out and this far apart. */const ISLAND_PINE_RADIUS_METRES = 42;const ISLAND_PINE_RING_METRES = 4;const ISLAND_PINE_SCALE = [7, 11] as const;const HILL_PINES = 900;const HILL_PINE_RADIUS_METRES = [470, 1150] as const;const HILL_PINE_SCALE = [14, 26] as const;const GOLDEN_ANGLE = Math.PI * (3 - Math.sqrt(5));interface Piece {  readonly model: ModelName;  readonly position: Vec3;  /** Radians around +y. */  readonly yaw: number;  readonly scale: number;}/** A place on the plateau, in tiles. */const at = (x: number, y: number, z: number): Vec3 => [  x * TILE_METRES,  PLATEAU_METRES + y * TILE_METRES,  z * TILE_METRES,];/** Evenly distributed scale between `low` and `high` for index `i`. */const scaleOf = (i: number, [low, high]: readonly [number, number]) =>  low + (high - low) * ((i * GOLDEN_ANGLE) % 1);/** The castle's walls round the plateau, its corner towers, the gatehouse and the keep. */function castlePieces(): Piece[] {  const pieces: Piece[] = [];  const wall = (x: number, z: number, yaw: number) => {    pieces.push({ model: 'wall', position: at(x, 0, z), yaw, scale: TILE_METRES });  };  /** Stacks `models` at `x`, `z`, each piece `storey` tiles above the one before. */  const stack = (    x: number,    z: number,    models: readonly ModelName[],    storey: (i: number) => number,  ) => {    let y = 0;    models.forEach((model, i) => {      pieces.push({ model, position: at(x, y, z), yaw: 0, scale: TILE_METRES });      y += storey(i);    });  };  // The front wall leaves a gap in its middle for the gatehouse  for (let i = -REACH_TILES + 1; i < REACH_TILES; i++) {    if (i !== 0) wall(i, REACH_TILES, 0);    wall(i, -REACH_TILES, Math.PI);    wall(REACH_TILES, i, Math.PI / 2);    wall(-REACH_TILES, i, -Math.PI / 2);  }  for (const { x, z, storeys } of CORNERS) {    const mids = Array<ModelName>(storeys).fill('tower-hexagon-mid');    const tower = ['tower-hexagon-base', ...mids, 'tower-hexagon-roof'] as const;    stack(x * REACH_TILES, z * REACH_TILES, tower, (i) =>      i === 0 ? HEXAGON_BASE_TILES : HEXAGON_MID_TILES,    );  }  stack(0, REACH_TILES, GATEHOUSE, () => SQUARE_STOREY_TILES);  stack(0, 0, KEEP, () => SQUARE_STOREY_TILES);  return pieces;}/** Pines on the island round the castle and over the hills round the lake. */function naturePieces(): Piece[] {  const pieces: Piece[] = [];  /** Plants pine `i` at `angle` and `radius` unless the land there lies under `lowest`. */  const pine = (    i: number,    angle: number,    radius: number,    scales: readonly [number, number],    lowest: number,  ) => {    const x = Math.cos(angle) * radius;    const z = Math.sin(angle) * radius;    const y = heightAt(x, z);    if (y < lowest) return;    pieces.push({      model: PINES[i % 3]!,      position: [x, y, z],      yaw: angle,      scale: scaleOf(i, scales),    });  };  for (let i = 0; i < ISLAND_PINES; i++) {    const radius = ISLAND_PINE_RADIUS_METRES + (i % 4) * ISLAND_PINE_RING_METRES;    pine(i, i * GOLDEN_ANGLE * 3, radius, ISLAND_PINE_SCALE, 0.5);  }  const [inner, outer] = HILL_PINE_RADIUS_METRES;  for (let i = 0; i < HILL_PINES; i++) {    const radius = inner + (outer - inner) * Math.sqrt((i + 0.5) / HILL_PINES);    pine(i, i * GOLDEN_ANGLE, radius, HILL_PINE_SCALE, 1);  }  return pieces;}/** Stores castle and pine meshes in one pool, with instances lit by the scene's lighting. */export function createCastle(  root: TgpuRoot,  models: Readonly<Record<ModelName, meshPool.ModelData>>,) {  const pool = meshPool.create(root, meshPool.roomFor(MODELS.map((name) => models[name])));  const loaded = new Map(MODELS.map((name) => [name, pool.add(models[name])] as const));  const pieces = [...castlePieces(), ...naturePieces()];  const scenery = instances.create(root, pool, {    capacity: pieces.reduce((sum, { model }) => sum + models[model].meshes.length, 0),  });  for (const { model, position, yaw, scale } of pieces) {    const rotation = quat.setAxisAngle(quat.create(), [0, 1, 0], yaw);    scenery.add(loaded.get(model)!, { position, rotation, scale });  }  return {    ready: Promise.all([...loaded.values()].map((model) => model.ready)),    renderer: scenery.renderer(),    flush: () => scenery.flush(),    destroy() {      scenery.destroy();      pool.destroy();    },  };}

land.ts

import { instances, materials, meshPool } from '@typegpu/kit';import { meshes } from '@typegpu/kit/geometry';import { d, std, type TgpuRoot } from 'typegpu';import { mirrored } from './lake.ts';/** Height of the rock the castle stands on, above the water. */export const PLATEAU_METRES = 7;const PLATEAU_RADIUS_METRES = 38;const ISLAND_RADIUS_METRES = 62;const LAKE_FLOOR_METRES = -9;/** Far-shore shape around the lake. */const SHORE_METRES = 430;const SHORE_WAVES_METRES = [70, 35] as const;const HILL_RISE_METRES = 260;const HILL_METRES = 46;const HILL_WAVES_METRES = [22, 11] as const;const RANGE_METRES = 1500;const RANGE_RISE_METRES = 700;const PEAK_METRES = 190;const PEAK_WAVES_METRES = [80, 45] as const;/** Metres from the centre that the land reaches. */const LAND_METRES = 3200;const RINGS = 168;const SECTORS = 288;/** Radial-grid exponent. Concentrates rings near the island. */const RING_POWER = 2.6;const NORMAL_STEP_METRES = 0.6;const GRASS = d.vec3f(0.03, 0.05, 0.028);const ROCK = d.vec3f(0.07, 0.068, 0.07);const MUD = d.vec3f(0.045, 0.04, 0.032);const ROUGHNESS = 0.92;const CLIFF_SLOPE = 0.55;/** Height above water in metres, shared by CPU and GPU calculations. */export const heightAt = (x: number, z: number) => {  'use gpu';  const r = std.sqrt(x * x + z * z);  const angle = std.atan2(z, x);  const crag = std.sin(angle * 5 + 1.3) * 1.2 + std.sin(angle * 11 + r * 0.05) * 0.7;  const island =    LAKE_FLOOR_METRES +    (PLATEAU_METRES - LAKE_FLOOR_METRES + crag) *      (1 - std.smoothstep(PLATEAU_RADIUS_METRES, ISLAND_RADIUS_METRES, r + crag * 2));  const shore =    SHORE_METRES +    std.sin(angle * 3 + 0.4) * SHORE_WAVES_METRES[0] +    std.sin(angle * 7 + 2.1) * SHORE_WAVES_METRES[1];  const hills =    (HILL_METRES +      std.sin(angle * 5 + 2) * HILL_WAVES_METRES[0] +      std.sin(angle * 13 + r * 0.004) * HILL_WAVES_METRES[1]) *    std.smoothstep(shore, shore + HILL_RISE_METRES, r);  const range =    (PEAK_METRES +      std.sin(angle * 3 + 2.6) * PEAK_WAVES_METRES[0] +      std.sin(angle * 8 + 0.4) * PEAK_WAVES_METRES[1]) *    std.smoothstep(RANGE_METRES, RANGE_METRES + RANGE_RISE_METRES, r);  const banks = LAKE_FLOOR_METRES * (1 - std.smoothstep(shore - 60, shore, r));  return std.max(island, banks + hills + range);};/** * Position on the polar grid at sector fraction `u` and ring fraction `v`, with rings concentrated * near the island. */const placeAt = (u: number, v: number) => {  'use gpu';  // The last sector meets the first exactly  const angle = std.select(u, d.f32(0), u >= 1) * Math.PI * 2;  return d.vec2f(std.cos(angle), std.sin(angle)) * (LAND_METRES * std.pow(v, RING_POWER));};/** Grass and rock, wet mud at the waterline. */const Land = instances.define('Land', {  material: (point) => {    'use gpu';    // Exclude underwater geometry from the reflection    if (mirrored.$ && point.position.y < 0) std.discard();    const cliff = 1 - std.smoothstep(CLIFF_SLOPE - 0.2, CLIFF_SLOPE, point.normal.y);    const wet = 1 - std.smoothstep(0, 1.2, point.position.y);    const color = std.mix(std.mix(GRASS, ROCK, cliff), MUD, wet);    return materials.glossy(color, ROUGHNESS);  },});/** Bakes island, lake bed and surrounding hills into a mesh once, lit by the scene's lighting. */export function createLand(root: TgpuRoot) {  const shape = meshes.parametric(    {      at: (u, v) => {        'use gpu';        const place = placeAt(u, v);        return d.vec3f(place.x, heightAt(place.x, place.y), place.y);      },      normalAt: (u, v) => {        'use gpu';        const place = placeAt(u, v);        const dx =          heightAt(place.x + NORMAL_STEP_METRES, place.y) -          heightAt(place.x - NORMAL_STEP_METRES, place.y);        const dz =          heightAt(place.x, place.y + NORMAL_STEP_METRES) -          heightAt(place.x, place.y - NORMAL_STEP_METRES);        return std.normalize(d.vec3f(-dx, NORMAL_STEP_METRES * 2, -dz));      },    },    { cols: SECTORS, rows: RINGS },  );  const pool = meshPool.create(root, meshPool.roomFor([shape]));  const field = instances.create(root, pool, { kind: Land, capacity: 1 });  field.add(pool.add(shape));  field.flush();  return {    renderer: field.renderer(),    destroy() {      field.destroy();      pool.destroy();    },  };}

lake.ts

import {  cameras,  Camera,  passes,  targets,  type CameraBase,  type Frame,  type Inject,  type Lighting,  type SizeSource,} from '@typegpu/kit';import { meshes } from '@typegpu/kit/geometry';import { perlin2d } from '@typegpu/noise';import { d, std, tgpu, type TgpuRoot, type TgpuUniform } from 'typegpu';import { pictureGroups, sample } from './picture.ts';import { HORIZON } from './sky.ts';/** True for reflection pipelines. Excludes geometry below the water. */export const mirrored = tgpu.slot(false);/** Reflection resolution as a fraction of screen width and height. */const MIRROR_SCALE = 0.5;/** The square of water, 6.4 km across. */const plane = meshes.unindexed(meshes.plane({ width: 6400, depth: 6400 }));const DEEP = d.vec3f(0.0015, 0.0025, 0.004);/** Water reflectance at normal incidence. */const REFLECTANCE = 0.02;const RIPPLE_METRES = [9, 2.6] as const;const RIPPLE_HEIGHT = [0.5, 0.22] as const;const RIPPLE_DRIFT_METRES_PER_SECOND = [d.vec2f(0.6, 0.25), d.vec2f(-0.35, 0.5)] as const;const RIPPLE_STEP_METRES = 0.08;/** Ripple displacement in screen widths at a distance of 10 m. */const RIPPLE_SHIFT = 0.18;const RIPPLE_SHIFT_METRES = 10;/** Distance beyond which subpixel ripples become a still reflection. */const CALM_METRES = 900;const HAZE_METRES = 2600;/** Reflects `view` across water at y = 0 and flips the image horizontally. */const reflectionOf = (view: d.Infer<typeof Camera>) => {  'use gpu';  // Negating the y column reflects the world. Negating the x row flips the image and preserves  // triangle winding for back-face culling  const flip = d.vec4f(-1, 1, 1, 1);  const m = view.viewProjection;  return Camera({    viewProjection: d.mat4x4f(      m.columns[0] * flip,      m.columns[1] * flip * -1,      m.columns[2] * flip,      m.columns[3] * flip,    ),    position: view.position * d.vec3f(1, -1, 1),    right: view.right * d.vec3f(-1, 1, -1),    up: view.up * d.vec3f(1, -1, 1),  });};/** Ripple height in metres from two drifting noise layers. */const ripplesAt = (place: d.v2f, time: number) => {  'use gpu';  let height = d.f32(0);  for (const i of tgpu.unroll([0, 1])) {    const drift = RIPPLE_DRIFT_METRES_PER_SECOND[i]! * time;    height += perlin2d.sample((place + drift) / RIPPLE_METRES[i]!) * RIPPLE_HEIGHT[i]!;  }  return height;};const Corner = d.struct({ position: d.vec4f, world: d.vec3f, clip: d.vec4f });const Seen = d.struct({ color: d.vec4f });interface LakeOptions {  /** The scene's camera, whose reflection the mirror draws. */  readonly view: CameraBase;  /** The scene's lighting, which lights what the mirror draws. */  readonly light: Lighting;  readonly size: SizeSource;  readonly time: TgpuUniform<d.F32>;  /** Cached Perlin gradients for ripples. */  readonly noise: { inject(): Inject };}/** * Creates reflection passes for above-water geometry through a reflected scene camera. The * water drawing samples the result with ripple distortion. */export function createLake(root: TgpuRoot, { view, light, size, time, noise }: LakeOptions) {  const mirror = targets.create(root, size, {    hdr: { format: 'rgba16float', sampled: true, scale: MIRROR_SCALE },    depth: { format: 'depth24plus', scale: MIRROR_SCALE },  });  const reflectedView = () => {    'use gpu';    return reflectionOf(view.uniform.$);  };  const reflected: Inject = (cfg) => cfg.with(cameras.current, reflectedView).with(mirrored, true);  const reflection = passes    .create(root, mirror, { hdr: passes.color, depth: passes.depth }, { label: 'mirror' })    .pipe(reflected)    .beneath(light.inject());  const groupOf = pictureGroups(root);  const water: passes.Drawing<typeof Corner, d.Infer<typeof Seen>> = {    label: 'water',    Vertex: Corner,    at: (vertexIndex: number, _instanceIndex: number) => {      'use gpu';      const world = plane.vertexAt(vertexIndex).position;      const clip = cameras.current.$.viewProjection * d.vec4f(world, 1);      return Corner({ position: clip, world, clip });    },    surfaceOf: (corner) => {      'use gpu';      const toEye = cameras.current.$.position - corner.world;      const distance = std.length(toEye);      const toward = toEye / distance;      const calm = std.saturate(1 - distance / CALM_METRES);      const place = corner.world.xz;      const here = ripplesAt(place, time.$);      const dx = ripplesAt(place + d.vec2f(RIPPLE_STEP_METRES, 0), time.$) - here;      const dz = ripplesAt(place + d.vec2f(0, RIPPLE_STEP_METRES), time.$) - here;      const normal = std.normalize(d.vec3f(-dx * calm, RIPPLE_STEP_METRES, -dz * calm));      const screen = (corner.clip.xy / corner.clip.w) * d.vec2f(-0.5, -0.5) + 0.5;      const shift =        (normal.xz * (RIPPLE_SHIFT * RIPPLE_SHIFT_METRES)) / std.max(distance, RIPPLE_SHIFT_METRES);      const above = sample(screen + shift).xyz;      const cosine = std.saturate(std.dot(normal, toward));      const fresnel = REFLECTANCE + (1 - REFLECTANCE) * std.pow(1 - cosine, 5);      const haze = std.saturate(distance / HAZE_METRES);      const color = std.mix(DEEP + above * fresnel, HORIZON, haze * haze);      return Seen({ color: d.vec4f(color, 1) });    },    color: passes.shaded,    inject: () => noise.inject(),    draw(pass) {      pass.setBindGroup(groupOf(mirror.textures.hdr));      pass.draw(plane.vertexCount);    },  };  return {    /** Add above-water geometry to these reflection passes. */    reflection,    water,    /** Starts the reflection pass. Call after fitting the scene targets. */    begin: (frame: Frame) => {      mirror.fit();      return reflection.begin(frame);    },    destroy: mirror.destroy,  };}

lowRes.ts

import {  passes,  pipelines,  targets,  type CameraBase,  type Frame,  type SizeSource,} from '@typegpu/kit';import { d, type TgpuRoot } from 'typegpu';import { pictureGroups, sample } from './picture.ts';const Seen = d.struct({ color: d.vec4f });const CLEARED = { clear: ['picture'] } as const;interface LowResOptions {  readonly view: CameraBase;  readonly size: SizeSource;  /** Resolution as a fraction of screen width and height. */  readonly scale: number;  readonly label: string;}/** * Draws translucent matter such as smoke at reduced resolution to lower fragment cost. Renders * foreground depth first to hide occluded matter, then composites the picture over the scene. */export function createLowRes(root: TgpuRoot, { view, size, scale, label }: LowResOptions) {  const low = targets.create(root, size, {    picture: { format: 'rgba16float', sampled: true, scale },    depth: { format: 'depth24plus', scale },  });  const occluders = passes    .create(root, low, { depth: passes.depth }, { label: `${label} depth` })    .pipe(view.inject());  const matter = passes    .create(root, low, { picture: passes.color, depth: passes.depth }, { label })    .pipe(view.inject());  const groupOf = pictureGroups(root);  const over: passes.Drawing<typeof passes.ScreenVertex, d.Infer<typeof Seen>> = {    ...passes.fullScreen,    label: `${label} over`,    surfaceOf: (corner) => {      'use gpu';      return Seen({ color: sample(corner.uv) });    },    color: passes.shaded,    blend: pipelines.blend.over,    depth: { depthWriteEnabled: false, depthCompare: 'always' },    draw(pass) {      pass.setBindGroup(groupOf(low.textures.picture));      pass.draw(3);    },  };  return {    /** Add foreground occluders. Draws only their depth. */    occluders,    /** Add matter with premultiplied blending. */    matter,    /** Add this composite drawing at the matter's position in scene draw order. */    over,    /** Begins the foreground depth pass. End it before calling `begin`. */    beginDepth(frame: Frame) {      low.fit();      return occluders.begin(frame);    },    /** Begins the matter pass using the foreground depth. */    begin: (frame: Frame) => matter.begin(frame, CLEARED),    initAsync: () => Promise.all([occluders.initAsync(), matter.initAsync()]),    destroy: low.destroy,  };}

sky.ts

import { environment } from '@typegpu/kit';import { d, std } from 'typegpu';const ZENITH = d.vec3f(0.0008, 0.0013, 0.0055);/** The horizon's colour, which the fog matches so far hills fade into it. */export const HORIZON = d.vec3f(0.007, 0.009, 0.024);const HORIZON_FALLOFF = 0.45;const BELOW = d.vec3f(0.004, 0.005, 0.012);/** Stars in a seventh of the cells, 0.6 pixels across at any resolution. */const starAt = environment.stars({ cells: 110, chance: 0.14, size: 0.6 });const STAR_BRIGHTNESS = 0.6;/** A power distribution gives many faint stars and a few bright ones. */const STAR_SPREAD = 9;const STAR_WARM = d.vec3f(1, 0.82, 0.62);const STAR_COOL = d.vec3f(0.7, 0.82, 1);/** Star-density falloff toward the hazy horizon. */const STAR_HAZE_HEIGHT = 0.18;const TWINKLE_HZ = 1.7;const TWINKLE_DEPTH = 0.35;/** Stars that twinkle and thin towards the horizon. */const starlight = (direction: d.v3f, time: number) => {  'use gpu';  const star = starAt(direction);  const brightness = std.pow(star.seed.x, STAR_SPREAD) * STAR_BRIGHTNESS;  const phase = star.seed.z * Math.PI * 2;  const twinkle = 1 - TWINKLE_DEPTH * (0.5 + 0.5 * std.sin(time * TWINKLE_HZ + phase));  const haze = std.smoothstep(0, STAR_HAZE_HEIGHT, direction.y);  const tint = std.mix(STAR_WARM, STAR_COOL, star.seed.y);  return tint * (brightness * twinkle * haze * star.disc);};/** A dark sky with twinkling stars that thin towards the horizon, behind everything. */export function nightSky(time: { readonly $: number }) {  const nightAt = (direction: d.v3f) => {    'use gpu';    const above = std.mix(HORIZON, ZENITH, std.pow(std.saturate(direction.y), HORIZON_FALLOFF));    const below = std.mix(HORIZON, BELOW, std.saturate(-direction.y * 8));    return std.select(below, above, direction.y > 0) + starlight(direction, time.$);  };  return environment.background(nightAt, { label: 'night sky' });}

picture.ts

import { memo } from '@typegpu/kit';import { d, std, tgpu, type TgpuRoot, type TgpuTexture } from 'typegpu';const Picture = tgpu.bindGroupLayout({  picture: { texture: d.texture2d(d.f32) },  smooth: { sampler: 'filtering' },});/** Samples the bound picture at `uv`, filtered. */export const sample = (uv: d.v2f) => {  'use gpu';  return std.textureSampleLevel(Picture.$.picture, Picture.$.smooth, uv, 0);};/** * Returns the bind group through which `sample` reads a picture, made again only when a resized * target gives a new texture. */export function pictureGroups(root: TgpuRoot) {  const smooth = root.createSampler({ magFilter: 'linear', minFilter: 'linear' });  return memo((picture: TgpuTexture & { usableAsSampled: true }) =>    root.createBindGroup(Picture, { picture, smooth }),  );}

assets.ts

import { each, glb } from '../assets.ts';import { MODELS } from './castle.ts';/** The castle's pieces and the pines. */export const assets = { models: each(MODELS, (name) => glb(`models/${name}.glb`)) };