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118 lines
2.5 KiB
TypeScript
118 lines
2.5 KiB
TypeScript
// luma.gl, MIT license
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import {glsl, UniformStore, NumberArray, ShaderUniformType, loadImage} from '@luma.gl/core';
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import {AnimationLoopTemplate, AnimationProps, Model, CubeGeometry} from '@luma.gl/engine';
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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 textured cube
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</p>
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`;
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type AppUniforms = {
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mvpMatrix: 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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mvpMatrix: 'mat4x4<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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#define SHADER_NAME cube-vs
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uniform appUniforms {
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mat4 uMVP;
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} app;
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// CUBE GEOMETRY
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layout(location=0) in vec3 positions;
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layout(location=1) in vec2 texCoords;
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out vec2 fragUV;
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void main(void) {
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gl_Position = app.uMVP * vec4(positions, 1.0);
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fragUV = texCoords;
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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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#define SHADER_NAME cube-fs
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precision highp float;
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uniform sampler2D uTexture;
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in vec2 fragUV;
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layout (location=0) out vec4 fragColor;
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void main(void) {
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fragColor = texture(uTexture, vec2(fragUV.x, 1.0 - fragUV.y));
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}
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`;
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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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mvpMatrix = new Matrix4();
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viewMatrix = new Matrix4().lookAt({eye: eyePosition});
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model: Model;
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uniformStore = new UniformStore<{app: AppUniforms}>({app});
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constructor({device}: AnimationProps) {
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super();
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const texture = device.createTexture({
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data: loadImage('vis-logo.png'),
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mipmaps: true,
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sampler: device.createSampler({
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minFilter: 'linear',
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magFilter: 'linear',
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mipmapFilter: 'linear'
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})
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});
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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({indices: false}),
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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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},
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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}: AnimationProps) {
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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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.rotateX(tick * 0.01)
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.rotateY(tick * 0.013);
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this.uniformStore.setUniforms({
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app: {mvpMatrix: this.mvpMatrix}
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});
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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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