gizmo-renderer 0.1.3

A custom ECS and physics engine aimed for realistic simulations.
Documentation
struct LightData {
    position:  vec4<f32>,  // xyz=pos, w=intensity
    color:     vec4<f32>,  // rgb=color, a=radius
    direction: vec4<f32>,  // xyz=dir (spot/directional), w=inner_cutoff_cos
    params:    vec4<f32>,  // x=outer_cutoff_cos, y=light_type (0=point,1=spot,2=dir)
};

struct SceneUniforms {
    view_proj: mat4x4<f32>,
    camera_pos: vec4<f32>,
    sun_direction: vec4<f32>,
    sun_color: vec4<f32>,
    lights: array<LightData, 10>,
    light_view_proj: array<mat4x4<f32>, 4>,
    cascade_splits: vec4<f32>,
    camera_forward: vec4<f32>,
    cascade_params: vec4<f32>,
    num_lights: u32,
    _pad_scene: vec3<u32>,
};

@group(0) @binding(0)
var<uniform> scene: SceneUniforms;

@group(1) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(1) @binding(1)
var s_diffuse: sampler;

struct SkeletonData {
    joints: array<mat4x4<f32>, 128>, // Maksimum 64 kemik destegi
};
@group(3) @binding(0)
var<uniform> skeleton: SkeletonData;

struct InstanceRaw {
    model_matrix_0: vec4<f32>,
    model_matrix_1: vec4<f32>,
    model_matrix_2: vec4<f32>,
    model_matrix_3: vec4<f32>,
    albedo_color: vec4<f32>,
    pbr: vec4<f32>,
};

@group(4) @binding(0)
var<storage, read> instances: array<InstanceRaw>;

struct VertexInput {
    @location(0) position: vec3<f32>,
    @location(1) color: vec3<f32>,
    @location(2) normal: vec3<f32>,
    @location(3) tex_coords: vec2<f32>,
    @location(4) joint_indices: vec4<u32>,
    @location(5) joint_weights: vec4<f32>,
};

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) color: vec3<f32>,
    @location(1) tex_coords: vec2<f32>,
    @location(2) inst_albedo: vec4<f32>,
};

@vertex
fn vs_main(@builtin(instance_index) instance_idx: u32, input: VertexInput) -> VertexOutput {
    var out: VertexOutput;
    out.color = input.color;
    out.tex_coords = input.tex_coords;
    
    let inst = instances[instance_idx];
    let model = mat4x4<f32>(
        inst.model_matrix_0,
        inst.model_matrix_1,
        inst.model_matrix_2,
        inst.model_matrix_3,
    );
    out.inst_albedo = inst.albedo_color;
    var skin_mat = mat4x4<f32>(
        vec4<f32>(1.0, 0.0, 0.0, 0.0),
        vec4<f32>(0.0, 1.0, 0.0, 0.0),
        vec4<f32>(0.0, 0.0, 1.0, 0.0),
        vec4<f32>(0.0, 0.0, 0.0, 1.0)
    );
    
    if (input.joint_weights.x + input.joint_weights.y + input.joint_weights.z + input.joint_weights.w > 0.0) {
        skin_mat = 
            input.joint_weights.x * skeleton.joints[input.joint_indices.x] +
            input.joint_weights.y * skeleton.joints[input.joint_indices.y] +
            input.joint_weights.z * skeleton.joints[input.joint_indices.z] +
            input.joint_weights.w * skeleton.joints[input.joint_indices.w];
    }

    let skinned_pos = skin_mat * vec4<f32>(input.position, 1.0);
    let world_pos = model * vec4<f32>(skinned_pos.xyz, 1.0);
    
    out.inst_albedo = inst.albedo_color;
    out.clip_position = scene.view_proj * world_pos;
    
    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let tex_color = textureSample(t_diffuse, s_diffuse, in.tex_coords);
    let base_color = in.inst_albedo.rgb * tex_color.rgb;
    
    var v_color = in.color;
    if (length(v_color) < 0.0001) {
        v_color = vec3<f32>(1.0, 1.0, 1.0);
    }
    // Düz rengini doğrudan döndür (Işıklandırma devre dışı)
    let final_color = v_color * base_color;
    return vec4<f32>(final_color, in.inst_albedo.a * tex_color.a);
}