184 lines
5.6 KiB
TypeScript

import {Buffer, Texture, loadImageBitmap, ShaderLayout, glsl} from '@luma.gl/core';
import {Model, CubeGeometry, AnimationLoopTemplate, AnimationProps} from '@luma.gl/engine';
// import {luma, Device, Buffer, Texture, loadImageBitmap, ShaderLayout} from '@luma.gl/core';
// import {Model, CubeGeometry, AnimationLoopTemplate, AnimationProps} from '@luma.gl/engine';
import '@luma.gl/webgpu';
import {Matrix4} from '@math.gl/core';
export const title = 'Rotating Cube';
export const description = 'Shows rendering a basic triangle.';
const TEXTURE_URL = 'https://raw.githubusercontent.com/uber/luma.gl/8.5-release/examples/getting-started/hello-cube/vis-logo.png';
/** @todo - Provide both GLSL and WGSL shaders */
const SHADERS = {
vs: {
glsl: glsl`\
#version 300 es
#define SHADER_NAME cube-vs
uniform uniforms {
mat4 modelViewProjectionMatrix;
};
layout(location=0) in vec3 position;
layout(location=1) in vec2 uv;
out vec2 fragUV;
out vec4 fragPosition;
void main() {
gl_Position = modelViewProjectionMatrix * vec4(position, 1.0);
fragUV = uv;
fragPosition = vec4(position, 1.);
// fragPosition = 0.5 * (vec4(position, 1.) + vec4(1., 1., 1., 1.));
}
`,
wgsl: /* WGSL */`
struct Uniforms {
modelViewProjectionMatrix : mat4x4<f32>,
};
@binding(0) group(0) var<uniform> uniforms : Uniforms;
struct VertexOutput {
@builtin(position) Position : vec4<f32>,
@location(0) fragUV : vec2<f32>,
@location(1) fragPosition: vec4<f32>,
};
@vertex
fn main(@location(0) position : vec4<f32>,
@location(1) uv : vec2<f32>) -> VertexOutput {
var output : VertexOutput;
output.Position = uniforms.modelViewProjectionMatrix * position;
output.fragUV = uv;
output.fragPosition = 0.5 * (position + vec4<f32>(1.0, 1.0, 1.0, 1.0));
return output;
} `
},
fs: {
glsl: glsl`\
#version 300 es
#define SHADER_NAME cube-fs
precision highp float;
in vec2 fragUV;
in vec4 fragPosition;
uniform sampler2D uTexture;
layout (location=0) out vec4 fragColor;
void main() {
fragColor = texture(uTexture, vec2(fragUV.x, 1.0 - fragUV.y));;
}
`,
wgsl: /* WGSL */`
@group(0) binding(1) var mySampler: sampler;
@group(0) binding(2) var myTexture: texture_2d<f32>;
@fragment
fn main(@location(0) fragUV: vec2<f32>,
@location(1) fragPosition: vec4<f32>) -> @location(0) vec4<f32> {
let flippedUV = vec2<f32>(1.0 - fragUV.x, fragUV.y);
return textureSample(myTexture, mySampler, flippedUV) * fragPosition;
}
`
}
};
const SHADER_LAYOUT: ShaderLayout = {
attributes: [
{name: 'position', location: 0, type: 'vec4<f32>'},
{name: 'uv', location: 1, type: 'vec2<f32>'}
],
bindings: [
{name: 'uniforms', location: 0, type: 'uniform'},
{name: 'sampler', location: 1, type: 'sampler'},
{name: 'texture', location: 2, type: 'texture'}
]
};
const UNIFORM_BUFFER_SIZE = 4 * 16; // 4x4 matrix
export default class AppAnimationLoopTemplate extends AnimationLoopTemplate {
model: Model;
uniformBuffer: Buffer;
constructor({device}: AnimationProps) {
super();
// Fetch the image and upload it into a GPUTexture.
const cubeTexture = device.createTexture({
data: loadImageBitmap(TEXTURE_URL),
usage: Texture.TEXTURE_BINDING | Texture.COPY_DST | Texture.RENDER_ATTACHMENT,
sampler: {magFilter: 'linear', minFilter: 'linear', addressModeU: 'clamp-to-edge', addressModeV: 'clamp-to-edge'}, // linear filtering for smooth interpolation.
mipmaps: true // Create mipmaps
});
// Create vertex buffers for the cube data.
const cube = new CubeGeometry({indices: false});
const positionBuffer = device.createBuffer({id: 'cube-positions', data: cube.attributes.POSITION.value});
const uvBuffer = device.createBuffer({id: 'cube-uvs', data: cube.attributes.TEXCOORD_0.value});
this.uniformBuffer = device.createBuffer({
id: 'uniforms',
byteLength: UNIFORM_BUFFER_SIZE,
usage: Buffer.UNIFORM | Buffer.COPY_DST,
});
this.model = new Model(device, {
id: 'cube',
// Shader description
vs: SHADERS.vs,
fs: SHADERS.fs,
shaderLayout: SHADER_LAYOUT,
//
topology: 'triangle-list',
vertexCount: cube.vertexCount,
attributes: {
positions: positionBuffer,
uvs: uvBuffer
},
bindings: {
uniforms: this.uniformBuffer,
sampler: cubeTexture.sampler || cubeTexture,
texture: cubeTexture
},
parameters: {
// Enable depth testing so that the fragment closest to the camera
// is rendered in front.
depthWriteEnabled: true,
depthCompare: 'less',
depthFormat: 'depth24plus',
// Backface culling since the cube is solid piece of geometry.
// Faces pointing away from the camera will be occluded by faces
// pointing toward the camera.
cullMode: 'back',
}
});
}
onFinalize() {
this.model.destroy();
this.uniformBuffer.destroy();
}
onRender({device}: AnimationProps) {
const projectionMatrix = new Matrix4();
const viewMatrix = new Matrix4();
const modelViewProjectionMatrix = new Matrix4();
const aspect = device.canvasContext?.getAspect();
const now = Date.now() / 1000;
viewMatrix.identity().translate([0, 0, -4]).rotateAxis(1, [Math.sin(now), Math.cos(now), 0]);
projectionMatrix.perspective({fovy: (2 * Math.PI) / 5, aspect, near: 1, far: 100.0});
modelViewProjectionMatrix.copy(viewMatrix).multiplyLeft(projectionMatrix);
this.uniformBuffer.write(new Float32Array(modelViewProjectionMatrix));
const renderPass = device.beginRenderPass();
this.model.draw(renderPass);
renderPass.end();
}
}