mirror of
https://github.com/visgl/luma.gl.git
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104 lines
2.3 KiB
TypeScript
104 lines
2.3 KiB
TypeScript
import {glsl, Buffer} from '@luma.gl/core';
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import {AnimationLoopTemplate, AnimationProps, Model} from '@luma.gl/engine';
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const INFO_HTML = `
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Have to start somewhere...
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`;
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const vs = `\
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#version 300 es
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in vec2 position;
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in vec3 color;
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out vec3 vColor;
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void main() {
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vColor = color;
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gl_Position = vec4(position, 0.0, 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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in vec3 vColor;
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out vec4 fragColor;
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void main() {
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fragColor = vec4(vColor, 1.0);
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}
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`;
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// export const vs_wgsl = /* WGSL */`\
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// struct VertexOutput {
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// @builtin(position) Position : vec4<f32>;
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// @location(0) fragColor : vec3<f32>;
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// };
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// @vertex
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// fn main(@location(0) position : vec2<f32>, @location(1) color : vec3<f32>) -> VertexOutput {
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// var output : VertexOutput;
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// output.Position = uniforms.modelViewProjectionMatrix * position;
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// output.fragColor = color;
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// return output;
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// }
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// `;
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// export const fs_wgsl = /* WGSL */`\
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// @fragment
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// fn main(@location(0) fragColor: vec3<f32>) -> @location(0) vec4<f32> {
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// return vec4<f32>(fragColor, 1.0);
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// }
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// `;
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export default class AppAnimationLoopTemplate extends AnimationLoopTemplate {
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static info = INFO_HTML;
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model: Model;
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interleavedBuffer: Buffer;
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constructor({device}: AnimationProps) {
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super();
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// prettier-ignore
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const interleavedData = new Float32Array([
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// Offset
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0, 0,
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// vertex 1: 2D positions XY, colors RGB
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-0.5, -0.5, 1, 0, 0,
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// vertex 2: 2D positions XY, colors RGB
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0.5, -0.5, 0, 1, 0,
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// vertex 3: 2D positions XY, colors RGB
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0.0, 0.5, 0, 0, 1
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])
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this.interleavedBuffer = device.createBuffer(interleavedData);
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this.model = new Model(device, {
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id: 'triangle',
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vs,
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fs,
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bufferLayout: [
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{name: 'vertexData', byteStride: 20, attributes: [
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{attribute: 'position', format: 'float32x2', byteOffset: 8 + 0},
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{attribute: 'color', format: 'float32x3', byteOffset: 8 + 8},
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]}
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],
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attributes: {
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vertexData: this.interleavedBuffer,
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},
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vertexCount: 3
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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.interleavedBuffer.destroy();
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}
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onRender({device}: AnimationProps): void {
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const renderPass = device.beginRenderPass({clearColor: [0, 0, 0, 1]});
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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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