mirror of
https://github.com/visgl/luma.gl.git
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237 lines
5.8 KiB
TypeScript
237 lines
5.8 KiB
TypeScript
// luma.gl
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// SPDX-License-Identifier: MIT
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// Copyright (c) vis.gl contributors
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import {NumberArray} 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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ShaderInputs,
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loadImageBitmap,
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DynamicTexture
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} from '@luma.gl/engine';
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import {phongMaterial, lighting, ShaderModule} from '@luma.gl/shadertools';
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import {Matrix4} from '@math.gl/core';
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const WGSL_SHADER = /* wgsl */ `\
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struct Uniforms {
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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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@binding(0) @group(0) var<uniform> app : Uniforms;
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@group(0) @binding(1) var uTexture : texture_2d<f32>;
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@group(0) @binding(2) var uTextureSampler : sampler;
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struct VertexInputs {
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// CUBE GEOMETRY
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@location(0) positions : vec3<f32>,
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@location(1) normals : vec3<f32>,
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@location(2) texCoords : vec2<f32>
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};
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struct FragmentInputs {
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@builtin(position) Position : vec4<f32>,
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@location(0) fragUV : vec2<f32>,
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@location(1) fragPosition: vec3<f32>,
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@location(2) fragNormal: vec3<f32>
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}
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@vertex
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fn vertexMain(inputs: VertexInputs) -> FragmentInputs {
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var outputs : FragmentInputs;
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outputs.Position = app.mvpMatrix * app.modelMatrix * vec4<f32>(inputs.positions, 1);
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outputs.fragUV = inputs.texCoords;
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outputs.fragPosition = (app.modelMatrix * vec4<f32>(inputs.positions, 1.0)).xyz;
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// NOTE: WGSL lacks conversion syntax: https://github.com/gpuweb/gpuweb/issues/2399
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let mat3 = mat3x3(app.modelMatrix[0].xyz, app.modelMatrix[1].xyz, app.modelMatrix[2].xyz);
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outputs.fragNormal = mat3 * inputs.normals;
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return outputs;
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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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@fragment
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fn fragmentMain(inputs: FragmentInputs) -> @location(0) vec4<f32> {
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// return inputs.fragPosition;
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return textureSample(uTexture, uTextureSampler, inputs.fragUV);
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// vec3 surfaceColor = texture(uTexture, vec2(vUV.x, 1.0 - vUV.y)).rgb;
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// surfaceColor = lighting_getLightColor(surfaceColor, 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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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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out vec3 vColor;
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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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#ifdef LIGHTING_VERTEX
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vColor = lighting_getLightColor(vec3(1.0), app.eyePosition, vPosition, normalize(vNormal));
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#endif
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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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in vec3 vColor;
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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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} app;
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out vec4 fragColor;
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void main(void) {
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#ifdef LIGHTING_FRAGMENT
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vec3 surfaceColor = texture(uTexture, vec2(vUV.x, 1.0 - vUV.y)).rgb;
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surfaceColor = lighting_getLightColor(surfaceColor, app.eyePosition, vPosition, normalize(vNormal));
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fragColor = vec4(surfaceColor, 1.0);
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#endif
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#ifdef LIGHTING_VERTEX
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fragColor = vec4(vColor, 1.0);
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#endif
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}
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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: ShaderModule<AppUniforms, AppUniforms> = {
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name: 'app',
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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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// 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 = `\
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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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model: Model;
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shaderInputs = new ShaderInputs<{
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app: typeof app.props;
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lighting: typeof lighting.props;
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// Can replace with gouraudMaterial
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phongMaterial: typeof phongMaterial.props;
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}>({app, lighting, phongMaterial});
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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.shaderInputs.setProps({
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lighting: {
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lights: [
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{type: 'ambient', color: [255, 255, 255]},
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{type: 'point', color: [255, 120, 10], position: [2, 4, 3]},
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{type: 'point', color: [0, 255, 10], position: [-2, 1, 3]}
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// {type: 'directional', color: [0, 0, 255], direction: [-1, 0, -1]}
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]
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},
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phongMaterial: {
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specularColor: [255, 255, 255],
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shininess: 100
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}
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});
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const texture = new DynamicTexture(device, {data: loadImageBitmap('vis-logo.png')});
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this.model = new Model(device, {
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source: WGSL_SHADER,
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vs,
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fs,
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shaderInputs: this.shaderInputs,
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geometry: new CubeGeometry(),
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instanceCount: 1,
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bindings: {
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uTexture: texture
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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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}
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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.shaderInputs.setProps({
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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({clearColor: [0, 0, 0, 1], clearDepth: true});
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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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