mirror of
https://github.com/visgl/luma.gl.git
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203 lines
4.4 KiB
TypeScript
203 lines
4.4 KiB
TypeScript
import {glsl, NumberArray, UniformStore, ShaderUniformType} from '@luma.gl/core';
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import type {AnimationProps} from '@luma.gl/engine';
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import {
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AnimationLoopTemplate,
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Model,
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CubeGeometry,
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loadImage,
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DynamicTexture
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} from '@luma.gl/engine';
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import {phongMaterial, lighting} from '@luma.gl/shadertools';
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import {Matrix4} from '@math.gl/core';
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const INFO_HTML = `
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<p>
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Drawing a phong-shaded cube
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</p>
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`;
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type AppUniforms = {
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modelMatrix: NumberArray;
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mvpMatrix: NumberArray;
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eyePosition: NumberArray;
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};
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const app: {uniformTypes: Record<keyof AppUniforms, ShaderUniformType>} = {
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uniformTypes: {
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modelMatrix: 'mat4x4<f32>',
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mvpMatrix: 'mat4x4<f32>',
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eyePosition: 'vec3<f32>'
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}
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};
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const vs = glsl`\
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#version 300 es
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in vec3 positions;
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in vec3 normals;
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in vec2 texCoords;
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out vec3 vPosition;
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out vec3 vNormal;
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out vec2 vUV;
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uniform appUniforms {
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mat4 modelMatrix;
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mat4 mvpMatrix;
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vec3 eyePosition;
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} app;
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void main(void) {
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vPosition = (app.modelMatrix * vec4(positions, 1.0)).xyz;
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vNormal = mat3(app.modelMatrix) * normals;
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vUV = texCoords;
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gl_Position = app.mvpMatrix * vec4(positions, 1.0);
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}
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`;
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const fs = glsl`\
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#version 300 es
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precision highp float;
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in vec3 vPosition;
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in vec3 vNormal;
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in vec2 vUV;
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uniform sampler2D uTexture;
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uniform appUniforms {
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mat4 modelMatrix;
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mat4 mvpMatrix;
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vec3 eyePosition;
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} uApp;
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out vec4 fragColor;
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void main(void) {
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vec3 materialColor = texture(uTexture, vec2(vUV.x, 1.0 - vUV.y)).rgb;
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vec3 surfaceColor = lighting_getLightColor(materialColor, uApp.eyePosition, vPosition, normalize(vNormal));
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fragColor = vec4(surfaceColor, 1.0);
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}
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`;
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// APPLICATION
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const eyePosition = [0, 0, 5];
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export default class AppAnimationLoopTemplate extends AnimationLoopTemplate {
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static info = INFO_HTML;
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uniformStore = new UniformStore<{
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app: AppUniforms;
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lighting: typeof lighting.uniforms;
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phongMaterial: typeof phongMaterial.uniforms;
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}>({
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app,
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lighting,
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phongMaterial
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});
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model: Model;
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modelMatrix = new Matrix4();
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viewMatrix = new Matrix4().lookAt({eye: eyePosition});
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mvpMatrix = new Matrix4();
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constructor({device}: AnimationProps) {
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super();
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// Set up static uniforms
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this.uniformStore.setUniforms({
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phongMaterial: {
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specularColor: [255, 255, 255]
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},
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lighting: lighting.getUniforms({
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lights: [
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{
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type: 'ambient',
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color: [255, 255, 255]
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},
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{
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type: 'point',
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color: [255, 255, 255],
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position: [1, 2, 1]
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}
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]
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}),
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app: {
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modelMatrix: this.modelMatrix,
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eyePosition
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}
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});
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const texture = new DynamicTexture(device, {data: loadImage('vis-logo.png')});
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this.model = new Model(device, {
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vs,
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fs,
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geometry: new CubeGeometry(),
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modules: [phongMaterial],
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// moduleSettings: {
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// material: {
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// specularColor: [255, 255, 255]
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// },
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// lights: [
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// {
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// type: 'ambient',
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// color: [255, 255, 255]
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// },
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// {
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// type: 'point',
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// color: [255, 255, 255],
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// position: [1, 2, 1]
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// }
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// ]
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// },
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bindings: {
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uTexture: texture,
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app: this.uniformStore.getManagedUniformBuffer(device, 'app'),
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lighting: this.uniformStore.getManagedUniformBuffer(device, 'lighting'),
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phongMaterial: this.uniformStore.getManagedUniformBuffer(device, 'phongMaterial')
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},
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parameters: {
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depthWriteEnabled: true,
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depthCompare: 'less-equal'
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}
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});
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}
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onFinalize() {
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this.model.destroy();
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this.uniformStore.destroy();
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}
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onRender({device, aspect, tick}) {
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this.modelMatrix
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.identity()
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.rotateX(tick * 0.01)
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.rotateY(tick * 0.013);
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this.mvpMatrix
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.perspective({fovy: Math.PI / 3, aspect})
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.multiplyRight(this.viewMatrix)
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.multiplyRight(this.modelMatrix);
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// This updates the "app" uniform buffer, which is already bound
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this.uniformStore.setUniforms({
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app: {
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mvpMatrix: this.mvpMatrix,
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modelMatrix: this.modelMatrix
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}
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});
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const renderPass = device.beginRenderPass({
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clearColor: [0, 0, 0, 1],
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clearDepth: true
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});
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// Draw the cube using the bindings that were set during initialization
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this.model.draw(renderPass);
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renderPass.end();
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}
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}
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