luma.gl/docs/tutorials/hello-cube.mdx
2025-08-17 08:04:23 -04:00

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import {DeviceTabs} from '@site/src/react-luma';
import {HelloCubeExample} from '@site/src/examples';
# Hello Cube
This tutorial demonstrates how to render a spinning textured cube using luma.gl's cross-platform rendering APIs.
:::caution
Tutorials are maintained on a best-effort basis and may not be fully up to date (contributions welcome). Working versions of these examples are found in the [`/examples/tutorials`](https://github.com/visgl/luma.gl/tree/master/examples/tutorials) directory of the luma.gl repository.
:::
<DeviceTabs />
<HelloCubeExample />
It is assumed you've set up your development environment as described in [Setup](/docs/tutorials).
The cube shaders sample from a 2D texture and apply a model-view-projection
matrix. A `UniformStore` tracks that matrix so it can be updated every frame as
the cube rotates. The texture is loaded asynchronously and bound through the
model's `bindings` property along with the uniform buffer.
The complete source for this example is shown below. It builds a `Model` with WGSL
and GLSL shaders, manages uniforms with a `UniformStore`, and draws a `CubeGeometry`
inside an `AnimationLoopTemplate`.
```typescript
import type {NumberArray, VariableShaderType} from '@luma.gl/core';
import {Texture, UniformStore} from '@luma.gl/core';
import {
AnimationLoopTemplate,
makeAnimationLoop,
type AnimationProps,
Model,
CubeGeometry,
loadImageBitmap,
AsyncTexture
} from '@luma.gl/engine';
import {webgl2Adapter} from '@luma.gl/webgl';
import {webgpuAdapter} from '@luma.gl/webgpu';
import {Matrix4} from '@math.gl/core';
const WGSL_SHADER = /* WGSL */ `
struct Uniforms {
modelViewProjectionMatrix : mat4x4<f32>,
};
@group(0) @binding(0) var<uniform> app : Uniforms;
@group(0) @binding(1) var uTexture : texture_2d<f32>;
@group(0) @binding(2) var uTextureSampler : sampler;
struct VertexInputs {
@location(0) positions : vec4<f32>,
@location(1) texCoords : vec2<f32>
};
struct FragmentInputs {
@builtin(position) Position : vec4<f32>,
@location(0) fragUV : vec2<f32>,
@location(1) fragPosition: vec4<f32>,
}
@vertex
fn vertexMain(inputs: VertexInputs) -> FragmentInputs {
var outputs : FragmentInputs;
outputs.Position = app.modelViewProjectionMatrix * inputs.positions;
outputs.fragUV = inputs.texCoords;
outputs.fragPosition = 0.5 * (inputs.positions + vec4(1.0, 1.0, 1.0, 1.0));
return outputs;
}
@fragment
fn fragmentMain(inputs: FragmentInputs) -> @location(0) vec4<f32> {
return textureSample(uTexture, uTextureSampler, inputs.fragUV);
}
`;
// GLSL
const VS_GLSL = /* glsl */ `
#version 300 es
#define SHADER_NAME cube-vs
uniform appUniforms {
mat4 modelViewProjectionMatrix;
} app;
layout(location=0) in vec3 positions;
layout(location=1) in vec2 texCoords;
out vec2 fragUV;
out vec4 fragPosition;
void main() {
gl_Position = app.modelViewProjectionMatrix * vec4(positions, 1.0);
fragUV = texCoords;
fragPosition = 0.5 * (vec4(positions, 1.) + vec4(1., 1., 1., 1.));
}
`;
const FS_GLSL = /* glsl */ `
#version 300 es
#define SHADER_NAME cube-fs
precision highp float;
uniform sampler2D uTexture;
in vec2 fragUV;
in vec4 fragPosition;
layout (location=0) out vec4 fragColor;
void main() {
fragColor = texture(uTexture, vec2(fragUV.x, 1.0 - fragUV.y));
}
`;
type AppUniforms = {
mvpMatrix: NumberArray;
};
const app: {uniformTypes: Record<keyof AppUniforms, VariableShaderType>} = {
uniformTypes: {
mvpMatrix: 'mat4x4<f32>'
}
};
const eyePosition = [0, 0, -4];
class AppAnimationLoopTemplate extends AnimationLoopTemplate {
mvpMatrix = new Matrix4();
viewMatrix = new Matrix4().lookAt({eye: eyePosition});
model: Model;
uniformStore = new UniformStore<{app: AppUniforms}>({app});
constructor({device}: AnimationProps) {
super();
const texture = new AsyncTexture(device, {
usage: Texture.TEXTURE | Texture.RENDER_ATTACHMENT | Texture.COPY_DST,
data: loadImageBitmap('vis-logo.png'),
flipY: true,
mipmaps: true,
sampler: device.createSampler({
minFilter: 'linear',
magFilter: 'linear',
mipmapFilter: 'linear'
})
});
this.model = new Model(device, {
id: 'rotating-cube',
source: WGSL_SHADER,
vs: VS_GLSL,
fs: FS_GLSL,
geometry: new CubeGeometry({indices: false}),
bindings: {
app: this.uniformStore.getManagedUniformBuffer(device, 'app'),
uTexture: texture
},
parameters: {
depthWriteEnabled: true,
depthCompare: 'less-equal'
}
});
}
onFinalize() {
this.model.destroy();
this.uniformStore.destroy();
}
onRender({device, aspect, tick}: AnimationProps) {
this.mvpMatrix
.perspective({fovy: Math.PI / 3, aspect})
.multiplyRight(this.viewMatrix)
.rotateX(tick * 0.01)
.rotateY(tick * 0.013);
this.uniformStore.setUniforms({
app: {mvpMatrix: this.mvpMatrix}
});
const renderPass = device.beginRenderPass({clearColor: [0, 0, 0, 1], clearDepth: 1});
this.model.draw(renderPass);
renderPass.end();
}
}
const animationLoop = makeAnimationLoop(AnimationLoopTemplate, {adapters: [webgpuAdapter, webgl2Adapter]})
animationLoop.start();
```
During rendering the animation loop recalculates the matrix, updates the uniform
buffer and draws the cube inside a render pass. The fragment shader samples the
bound texture to shade each face.
Running the application will display a rotating cube textured with the vis.gl logo.