animated light position

This commit is contained in:
Zack Buhman 2026-07-26 20:31:00 -05:00
parent 4526aaa2c5
commit 19ef9652d0
7 changed files with 463 additions and 409 deletions

371
cube.js Normal file
View File

@ -0,0 +1,371 @@
const cubeResponse = await fetch("obj/cube.bin");
const cubeObj = await cubeResponse.arrayBuffer();
const cubeView = new DataView(cubeObj);
const indexCount = cubeView.getUint32(0, true);
const indexBufferOffset = cubeView.getUint32(4, true);
const indexBufferSize = cubeView.getUint32(8, true);
const vertexBufferOffset = cubeView.getUint32(12, true);
const vertexBufferSize = cubeView.getUint32(16, true);
//console.log(`indexBufferOffset ${indexBufferOffset} indexBufferSize ${indexBufferSize}`);
//console.log(`vertexBufferOffset ${vertexBufferOffset} vertexBufferSize ${vertexBufferSize}`);
const cubeIndexCount = indexBufferSize / 2;
const cubeVerticesStride = 36;
const indexVertexBuffer = device.createBuffer({
label: "cell vertices",
size: indexBufferSize + vertexBufferSize,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(indexVertexBuffer, 0, cubeObj, indexBufferOffset, indexBufferSize);
device.queue.writeBuffer(indexVertexBuffer, indexBufferSize, cubeObj, vertexBufferOffset, vertexBufferSize);
//////////////////////////////////////////////////////////////////////
// instance buffer
//////////////////////////////////////////////////////////////////////
async function loadVoxModel(path)
{
const voxResponse = await fetch(path);
const vox = await voxResponse.arrayBuffer();
const voxView = new DataView(vox);
const sizeX = voxView.getUint32(0, true);
const sizeY = voxView.getUint32(4, true);
const sizeZ = voxView.getUint32(8, true);
const voxelCount = voxView.getUint32(12, true);
const instanceBuffer = device.createBuffer({
label: `instanceBuffer %{}`,
size: voxelCount * 4,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(instanceBuffer, 0, vox, 16, voxelCount * 4);
const modelConfigurationBuffer = device.createBuffer({
label: "modelConfigurationBuffer",
size: 4 * 4 + 256 * 4 * 4,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const paletteOffset = 16 + voxelCount * 4;
const sizeArray = new Float32Array([sizeX, sizeY, sizeZ, 0]);
device.queue.writeBuffer(modelConfigurationBuffer, 0, sizeArray);
device.queue.writeBuffer(modelConfigurationBuffer, 4 * 4, vox, paletteOffset, 256 * 4 * 4);
return {
instanceBuffer: instanceBuffer,
modelConfigurationBuffer: modelConfigurationBuffer,
voxelCount: voxelCount,
path: path,
}
}
const modelPaths = [
"vox/monu1.bin",
"vox/monu7.bin",
"vox/monu9.bin",
"vox/monu16.bin",
"vox/chr_fox.bin",
"vox/ff3.bin",
"vox/dragon.bin",
];
const models = {}
for (const path of modelPaths) {
models[path] = loadVoxModel(path);
}
for (const path of modelPaths) {
models[path] = await models[path];
}
var currentModel = modelPaths[0];
//////////////////////////////////////////////////////////////////////
// vertex layout
//////////////////////////////////////////////////////////////////////
const vertexBufferLayouts = [
{
arrayStride: cubeVerticesStride,
attributes: [{
format: "float32x3",
offset: 0,
shaderLocation: 0,
}, {
format: "float32x2",
offset: 12,
shaderLocation: 1,
}, {
format: "float16x4",
offset: 20,
shaderLocation: 2,
}, {
format: "float16x4",
offset: 28,
shaderLocation: 3,
}],
stepMode: "vertex",
},
{
arrayStride: 4,
attributes: [{
format: "uint8x4",
offset: 0,
shaderLocation: 4,
}],
stepMode: "instance",
},
];
const indexWgsl = getPath("index.wgsl");
const computeWgsl = getPath("compute.wgsl");
const cellShaderModule = device.createShaderModule({
label: "cell shader",
code: await indexWgsl,
});
const bindGroupLayouts = [
device.createBindGroupLayout({
label: "bind group layout 0",
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
buffer: { type: "uniform" }
}, {
binding: 1,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
buffer: { type: "read-only-storage" }
}, {
binding: 2,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: "storage" }
}]
}),
device.createBindGroupLayout({
label: "bind group layout 1",
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: { type: "uniform" }
}]
}),
];
const pipelineLayout = device.createPipelineLayout({
label: "pipeline layout",
bindGroupLayouts: bindGroupLayouts,
});
const cellPipeline = device.createRenderPipeline({
label: "cell pipeline",
layout: pipelineLayout,
vertex: {
module: cellShaderModule,
entryPoint: "vertexMain",
buffers: vertexBufferLayouts,
},
fragment: {
module: cellShaderModule,
entryPoint: "fragmentMain",
targets: [{
format: canvasFormat,
}]
},
primitive: {
topology: 'triangle-list',
},
depthStencil: {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus',
},
});
const computeShaderModule = device.createShaderModule({
label: "compute shader",
code: await computeWgsl,
});
const computePipelineLayout = device.createPipelineLayout({
label: "compute pipeline layout",
bindGroupLayouts: [ bindGroupLayouts[0] ],
});
const computePipeline = device.createComputePipeline({
label: "compute pipeline",
layout: computePipelineLayout,
compute: {
module: computeShaderModule,
entryPoint: "computeMain",
},
});
const gridSize = 32;
const workGroupSize = 16;
//const uniformArray2 = new Float32Array([gridSize, gridSize, 1, 1]);
const memory = new WebAssembly.Memory({ initial: 1 });
const uniformArray = new Float32Array(memory.buffer);
uniformArray[0] = 1;
uniformArray[1] = 0;
uniformArray[2] = 0;
uniformArray[3] = 0;
const uniformArraySize = 4 * 4 + (4 * 4 * 4) * 2;
const rotate = await WebAssembly.instantiateStreaming(fetch("rotate.wasm"), {
env: { memory: memory }
});
const uniformBuffer = device.createBuffer({
label: "grid uniform",
size: uniformArraySize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(uniformBuffer, 0, uniformArray, 0, uniformArraySize / 4);
const cellStateArray = new Uint32Array(gridSize * gridSize);
const cellStateStorage = [
device.createBuffer({
label: "cell state 0",
size: cellStateArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}),
device.createBuffer({
label: "cell state 1",
size: cellStateArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}),
];
for (let i = 0; i < cellStateArray.length; i += 1) {
cellStateArray[i] = Math.random() > 0.6 ? 1 : 0;
}
device.queue.writeBuffer(cellStateStorage[0], 0, cellStateArray);
device.queue.writeBuffer(cellStateStorage[1], 0, cellStateArray);
const bindGroups = [
device.createBindGroup({
label: "cell bind group 0",
layout: bindGroupLayouts[0],
entries: [{
binding: 0,
resource: { buffer: uniformBuffer },
}, {
binding: 1,
resource: { buffer: cellStateStorage[0] },
}, {
binding: 2,
resource: { buffer: cellStateStorage[1] },
}],
}),
device.createBindGroup({
label: "cell bind group 1",
layout: bindGroupLayouts[0],
entries: [{
binding: 0,
resource: { buffer: uniformBuffer },
}, {
binding: 1,
resource: { buffer: cellStateStorage[1] },
}, {
binding: 2,
resource: { buffer: cellStateStorage[0] },
}],
})
];
const modelBindGroups = {};
for (const path of modelPaths) {
const bindGroup = device.createBindGroup({
label: "palette bind group",
layout: bindGroupLayouts[1],
entries: [{
binding: 0,
resource: { buffer: models[path].modelConfigurationBuffer },
}]
});
modelBindGroups[path] = bindGroup;
}
let tick = 0;
let which = 0;
function render()
{
recreateDepth();
const encoder = device.createCommandEncoder();
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, bindGroups[which]);
const workgroupCount = Math.ceil((gridSize * gridSize) / workGroupSize);
computePass.dispatchWorkgroups(workgroupCount);
computePass.end();
const aspect = canvas.width / canvas.height;
rotate.instance.exports.rotate(tick * 0.01, aspect, 4 * 4);
tick += 1;
if ((tick % 5) == 0) {
which ^= 1;
}
if (lightingSelect.value === "diffuse") {
uniformArray[0] = 1;
} else {
uniformArray[0] = 0;
}
device.queue.writeBuffer(uniformBuffer, 0, uniformArray, 0, uniformArraySize / 4);
const renderPass = encoder.beginRenderPass({
colorAttachments: [{
view: context.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0.2, g: 0.2, b: 0.4, a: 1 },
storeOp: "store",
}],
depthStencilAttachment: {
view: depthTexture.createView(),
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
},
});
currentModel = modelSelect.value;
renderPass.setPipeline(cellPipeline);
const vertexOffset = indexBufferSize;
renderPass.setVertexBuffer(0, indexVertexBuffer, vertexOffset, vertexBufferSize);
renderPass.setVertexBuffer(1, models[currentModel].instanceBuffer);
renderPass.setIndexBuffer(indexVertexBuffer, "uint16", 0, indexBufferSize);
renderPass.setBindGroup(0, bindGroups[which]);
renderPass.setBindGroup(1, modelBindGroups[currentModel]);
//renderPass.draw(cubeVerticesCount, gridSize * gridSize);
//renderPass.drawIndexed(cubeIndexCount, gridSize * gridSize);
//renderPass.drawIndexed(cubeIndexCount);
renderPass.drawIndexed(cubeIndexCount, models[currentModel].voxelCount);
renderPass.end();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);
requestAnimationFrame(render)
}
//requestAnimationFrame(render);
const modelSelect = document.getElementById("model-select");
for (const path of modelPaths) {
const option = document.createElement("option");
option.value = path;
option.innerHTML = path;
modelSelect.appendChild(option);
}
modelSelect.value = currentModel;
const lightingSelect = document.getElementById("lighting-select");
lightingSelect.value = "unlit";

View File

@ -1,6 +1,8 @@
struct Configuration {
matrix: mat4x4f,
matrixWorld: mat4x4f,
viewProj: mat4x4f,
lightViewProj: mat4x4f,
lightPosition: vec4f,
eyePosition: vec4f,
};
@group(0) @binding(0) var<uniform> config: Configuration;
@ -27,12 +29,8 @@ struct VertexOutput {
@location(0) positionWorld: vec3f,
@location(1) normal: vec3f,
@location(2) texture: vec2f,
};
struct FragmentInput {
@location(0) positionWorld: vec3f,
@location(1) normal: vec3f,
@location(2) texture: vec2f,
@location(3) lightPosition: vec3f,
@location(4) eyePosition: vec3f,
};
@vertex
@ -42,10 +40,12 @@ fn vertexMain(input: VertexInput) -> VertexOutput
//let position = vec4f(input.position, 1);
let normal = vec4f(input.normal, 0.0f);
var output: VertexOutput;
output.position = config.matrix * position;
output.positionWorld = (config.matrixWorld * position).xyz;
output.normal = (config.matrixWorld * normal).xyz;
output.position = config.viewProj * position;
output.positionWorld = (position).xyz;
output.normal = (normal).xyz;
output.texture = input.texture;
output.lightPosition = config.lightPosition.xyz;
output.eyePosition = config.eyePosition.xyz;
return output;
}
@ -75,11 +75,8 @@ fn blinnPhong(ndotl: f32, lightVector: vec3f, normal: vec3f, toEye: vec3f) -> ve
return specular;
}
fn lighting(position: vec3f, normal: vec3f) -> vec3f
fn lighting(position: vec3f, lightPosition: vec3f, eyePosition: vec3f, normal: vec3f) -> vec3f
{
let d = 0.9;
let eyePosition = vec3f(d, d / 2, d);
let lightPosition = vec3f(100, 100, 100);
let lightVector = normalize(lightPosition - position);
let ndotl = max(dot(lightVector, normal), 0.0);
let intensity = (ndotl + 0.3) / 1.3;
@ -90,9 +87,9 @@ fn lighting(position: vec3f, normal: vec3f) -> vec3f
}
@fragment
fn fragmentMain(input: FragmentInput) -> @location(0) vec4f
fn fragmentMain(input: VertexOutput) -> @location(0) vec4f
{
let intensity = lighting(input.positionWorld, normalize(input.normal));
let intensity = lighting(input.positionWorld, input.lightPosition, input.eyePosition, normalize(input.normal));
let color = textureSample(colorTexture, linearSampler, input.texture);
return vec4(color.xyz * intensity, 1.0);

View File

@ -9,10 +9,10 @@
color-scheme: light dark;
}
div, span {
font: 0.95em sans-serif;
font: 0.8rem sans-serif;
}
select, option {
font: 0.95em sans-serif;
font: 0.8rem sans-serif;
}
canvas {
position: absolute;
@ -35,6 +35,7 @@
width: 250px;
float: right;
margin-right: 15px;
background: #444;
}
.label {
width: calc(40% - 0.3rem);
@ -54,9 +55,22 @@
border-bottom: 1px solid #999;
}
.row {
background: #444;
height: 1.5rem;
}
code {
font: 0.95rem monospace;
padding-top: 0.1rem;
}
.float3 {
width: 30%;
display: inline-block;
text-align: right;
}
.float2 {
width: 40%;
display: inline-block;
text-align: right;
}
</style>
<script src="index.js" type="module"></script>
<!--<script src="index2.js" type="module"></script>-->
@ -76,6 +90,21 @@
<option>diffuse</option>
</select>
</div>
<div class="row">
<span class="label">eye</span>
<div class="value">
<code class="float3" id="eye-value-x">0.0</code>
<code class="float3" id="eye-value-y">0.0</code>
<code class="float3" id="eye-value-z">0.0</code>
</div>
</div>
<div class="row">
<span class="label">yaw/pitch</span>
<div class="value">
<code class="float2" id="yaw">0.0</code>
<code class="float2" id="pitch">0.0</code>
</div>
</div>
<!--
<div class="row">
<span class="label">test2</span>

392
index.js
View File

@ -39,307 +39,13 @@ renderPass.end();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);
const cubeResponse = await fetch("obj/cube.bin");
const cubeObj = await cubeResponse.arrayBuffer();
const cubeView = new DataView(cubeObj);
const indexCount = cubeView.getUint32(0, true);
const indexBufferOffset = cubeView.getUint32(4, true);
const indexBufferSize = cubeView.getUint32(8, true);
const vertexBufferOffset = cubeView.getUint32(12, true);
const vertexBufferSize = cubeView.getUint32(16, true);
//console.log(`indexBufferOffset ${indexBufferOffset} indexBufferSize ${indexBufferSize}`);
//console.log(`vertexBufferOffset ${vertexBufferOffset} vertexBufferSize ${vertexBufferSize}`);
const cubeIndexCount = indexBufferSize / 2;
const cubeVerticesStride = 36;
const indexVertexBuffer = device.createBuffer({
label: "cell vertices",
size: indexBufferSize + vertexBufferSize,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(indexVertexBuffer, 0, cubeObj, indexBufferOffset, indexBufferSize);
device.queue.writeBuffer(indexVertexBuffer, indexBufferSize, cubeObj, vertexBufferOffset, vertexBufferSize);
//////////////////////////////////////////////////////////////////////
// instance buffer
//////////////////////////////////////////////////////////////////////
async function loadVoxModel(path)
{
const voxResponse = await fetch(path);
const vox = await voxResponse.arrayBuffer();
const voxView = new DataView(vox);
const sizeX = voxView.getUint32(0, true);
const sizeY = voxView.getUint32(4, true);
const sizeZ = voxView.getUint32(8, true);
const voxelCount = voxView.getUint32(12, true);
const instanceBuffer = device.createBuffer({
label: `instanceBuffer %{}`,
size: voxelCount * 4,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(instanceBuffer, 0, vox, 16, voxelCount * 4);
const modelConfigurationBuffer = device.createBuffer({
label: "modelConfigurationBuffer",
size: 4 * 4 + 256 * 4 * 4,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const paletteOffset = 16 + voxelCount * 4;
const sizeArray = new Float32Array([sizeX, sizeY, sizeZ, 0]);
device.queue.writeBuffer(modelConfigurationBuffer, 0, sizeArray);
device.queue.writeBuffer(modelConfigurationBuffer, 4 * 4, vox, paletteOffset, 256 * 4 * 4);
return {
instanceBuffer: instanceBuffer,
modelConfigurationBuffer: modelConfigurationBuffer,
voxelCount: voxelCount,
path: path,
}
}
const modelPaths = [
"vox/monu1.bin",
"vox/monu7.bin",
"vox/monu9.bin",
"vox/monu16.bin",
"vox/chr_fox.bin",
"vox/ff3.bin",
"vox/dragon.bin",
];
const models = {}
for (const path of modelPaths) {
models[path] = loadVoxModel(path);
}
for (const path of modelPaths) {
models[path] = await models[path];
}
var currentModel = modelPaths[0];
//////////////////////////////////////////////////////////////////////
// vertex layout
//////////////////////////////////////////////////////////////////////
const vertexBufferLayouts = [
{
arrayStride: cubeVerticesStride,
attributes: [{
format: "float32x3",
offset: 0,
shaderLocation: 0,
}, {
format: "float32x2",
offset: 12,
shaderLocation: 1,
}, {
format: "float16x4",
offset: 20,
shaderLocation: 2,
}, {
format: "float16x4",
offset: 28,
shaderLocation: 3,
}],
stepMode: "vertex",
},
{
arrayStride: 4,
attributes: [{
format: "uint8x4",
offset: 0,
shaderLocation: 4,
}],
stepMode: "instance",
},
];
const indexWgsl = getPath("index.wgsl");
const computeWgsl = getPath("compute.wgsl");
const cellShaderModule = device.createShaderModule({
label: "cell shader",
code: await indexWgsl,
});
const bindGroupLayouts = [
device.createBindGroupLayout({
label: "bind group layout 0",
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
buffer: { type: "uniform" }
}, {
binding: 1,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
buffer: { type: "read-only-storage" }
}, {
binding: 2,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: "storage" }
}]
}),
device.createBindGroupLayout({
label: "bind group layout 1",
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: { type: "uniform" }
}]
}),
];
const pipelineLayout = device.createPipelineLayout({
label: "pipeline layout",
bindGroupLayouts: bindGroupLayouts,
});
const cellPipeline = device.createRenderPipeline({
label: "cell pipeline",
layout: pipelineLayout,
vertex: {
module: cellShaderModule,
entryPoint: "vertexMain",
buffers: vertexBufferLayouts,
},
fragment: {
module: cellShaderModule,
entryPoint: "fragmentMain",
targets: [{
format: canvasFormat,
}]
},
primitive: {
topology: 'triangle-list',
},
depthStencil: {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus',
},
});
const computeShaderModule = device.createShaderModule({
label: "compute shader",
code: await computeWgsl,
});
const computePipelineLayout = device.createPipelineLayout({
label: "compute pipeline layout",
bindGroupLayouts: [ bindGroupLayouts[0] ],
});
const computePipeline = device.createComputePipeline({
label: "compute pipeline",
layout: computePipelineLayout,
compute: {
module: computeShaderModule,
entryPoint: "computeMain",
},
});
const gridSize = 32;
const workGroupSize = 16;
//const uniformArray2 = new Float32Array([gridSize, gridSize, 1, 1]);
const memory = new WebAssembly.Memory({ initial: 1 });
const uniformArray = new Float32Array(memory.buffer);
uniformArray[0] = 1;
uniformArray[1] = 0;
uniformArray[2] = 0;
uniformArray[3] = 0;
const uniformArraySize = 4 * 4 + (4 * 4 * 4) * 2;
const rotate = await WebAssembly.instantiateStreaming(fetch("rotate.wasm"), {
env: { memory: memory }
});
const memory2 = new WebAssembly.Memory({ initial: 258 * 2 });
const memory = new WebAssembly.Memory({ initial: 258 * 2 });
const module = await WebAssembly.instantiateStreaming(fetch("src/module.wasm"), {
env: {
memory: memory2,
memory: memory,
log: console.log,
}
});
//document.module = module;
const uniformBuffer = device.createBuffer({
label: "grid uniform",
size: uniformArraySize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(uniformBuffer, 0, uniformArray, 0, uniformArraySize / 4);
const cellStateArray = new Uint32Array(gridSize * gridSize);
const cellStateStorage = [
device.createBuffer({
label: "cell state 0",
size: cellStateArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}),
device.createBuffer({
label: "cell state 1",
size: cellStateArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}),
];
for (let i = 0; i < cellStateArray.length; i += 1) {
cellStateArray[i] = Math.random() > 0.6 ? 1 : 0;
}
device.queue.writeBuffer(cellStateStorage[0], 0, cellStateArray);
device.queue.writeBuffer(cellStateStorage[1], 0, cellStateArray);
const bindGroups = [
device.createBindGroup({
label: "cell bind group 0",
layout: bindGroupLayouts[0],
entries: [{
binding: 0,
resource: { buffer: uniformBuffer },
}, {
binding: 1,
resource: { buffer: cellStateStorage[0] },
}, {
binding: 2,
resource: { buffer: cellStateStorage[1] },
}],
}),
device.createBindGroup({
label: "cell bind group 1",
layout: bindGroupLayouts[0],
entries: [{
binding: 0,
resource: { buffer: uniformBuffer },
}, {
binding: 1,
resource: { buffer: cellStateStorage[1] },
}, {
binding: 2,
resource: { buffer: cellStateStorage[0] },
}],
})
];
const modelBindGroups = {};
for (const path of modelPaths) {
const bindGroup = device.createBindGroup({
label: "palette bind group",
layout: bindGroupLayouts[1],
entries: [{
binding: 0,
resource: { buffer: models[path].modelConfigurationBuffer },
}]
});
modelBindGroups[path] = bindGroup;
}
let tick = 0;
let which = 0;
function createDepthTexture() {
return device.createTexture({
@ -351,17 +57,12 @@ function createDepthTexture() {
var depthTexture = undefined;
const modelSelect = document.getElementById("model-select");
for (const path of modelPaths) {
const option = document.createElement("option");
option.value = path;
option.innerHTML = path;
modelSelect.appendChild(option);
}
modelSelect.value = currentModel;
const eyeValueX = document.getElementById("eye-value-x");
const eyeValueY = document.getElementById("eye-value-y");
const eyeValueZ = document.getElementById("eye-value-z");
const lightingSelect = document.getElementById("lighting-select");
lightingSelect.value = "unlit";
const yawValue = document.getElementById("yaw");
const pitchValue = document.getElementById("pitch");
function recreateDepth()
{
@ -376,76 +77,10 @@ function recreateDepth()
}
}
function render()
{
recreateDepth();
const encoder = device.createCommandEncoder();
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, bindGroups[which]);
const workgroupCount = Math.ceil((gridSize * gridSize) / workGroupSize);
computePass.dispatchWorkgroups(workgroupCount);
computePass.end();
const aspect = canvas.width / canvas.height;
rotate.instance.exports.rotate(tick * 0.01, aspect, 4 * 4);
tick += 1;
if ((tick % 5) == 0) {
which ^= 1;
}
if (lightingSelect.value === "diffuse") {
uniformArray[0] = 1;
} else {
uniformArray[0] = 0;
}
device.queue.writeBuffer(uniformBuffer, 0, uniformArray, 0, uniformArraySize / 4);
const renderPass = encoder.beginRenderPass({
colorAttachments: [{
view: context.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0.2, g: 0.2, b: 0.4, a: 1 },
storeOp: "store",
}],
depthStencilAttachment: {
view: depthTexture.createView(),
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
},
});
currentModel = modelSelect.value;
renderPass.setPipeline(cellPipeline);
const vertexOffset = indexBufferSize;
renderPass.setVertexBuffer(0, indexVertexBuffer, vertexOffset, vertexBufferSize);
renderPass.setVertexBuffer(1, models[currentModel].instanceBuffer);
renderPass.setIndexBuffer(indexVertexBuffer, "uint16", 0, indexBufferSize);
renderPass.setBindGroup(0, bindGroups[which]);
renderPass.setBindGroup(1, modelBindGroups[currentModel]);
//renderPass.draw(cubeVerticesCount, gridSize * gridSize);
//renderPass.drawIndexed(cubeIndexCount, gridSize * gridSize);
//renderPass.drawIndexed(cubeIndexCount);
renderPass.drawIndexed(cubeIndexCount, models[currentModel].voxelCount);
renderPass.end();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);
requestAnimationFrame(render)
}
//requestAnimationFrame(render);
const matrixSize = 4 * 4 * 4;
const float4Size = 4 * 4;
const float3Size = 4 * 3;
const viewUniformBufferSize = (matrixSize * 2) + (float4Size * 1);
const viewUniformBufferSize = (matrixSize * 2) + (float4Size * 2);
const viewUniformBuffer = device.createBuffer({
label: "view uniform buffer",
@ -460,7 +95,7 @@ const cameraStateAddress = module.instance.exports.mem_alloc(cameraStateSize);
module.instance.exports.camera_init(cameraStateAddress);
const gltfRenderer = await loadGltf(device, canvasFormat, viewUniformBuffer, memory2, module);
const gltfRenderer = await loadGltf(device, canvasFormat, viewUniformBuffer, memory, module);
const lightRenderer = await loadLight(device, canvasFormat, viewUniformBuffer);
@ -549,8 +184,15 @@ function updateView()
aspect);
device.queue.writeBuffer(viewUniformBuffer, 0,
memory2.buffer, viewStateAddress,
memory.buffer, viewStateAddress,
viewUniformBufferSize);
const cameraStateF32 = new Float32Array(memory.buffer, cameraStateAddress, cameraStateSize);
eyeValueX.innerHTML = cameraStateF32[0].toFixed(1);
eyeValueY.innerHTML = cameraStateF32[1].toFixed(1);
eyeValueZ.innerHTML = cameraStateF32[2].toFixed(1);
yawValue.innerHTML = cameraStateF32[9].toFixed(2);
pitchValue.innerHTML = cameraStateF32[10].toFixed(2);
}
function render2()

View File

@ -1,6 +1,8 @@
struct Configuration {
matrix: mat4x4f,
matrixWorld: mat4x4f,
viewProj: mat4x4f,
lightViewProj: mat4x4f,
lightPosition: vec4f,
eyePosition: vec4f,
};
@group(0) @binding(0) var<uniform> config: Configuration;
@ -23,7 +25,7 @@ fn vertexMain(input: VertexInput) -> VertexOutput
let position = vec4f(input.position, 1);
var output: VertexOutput;
output.position = config.matrix * position;
output.position = config.lightViewProj * position;
output.texture = input.texture;
return output;
}

View File

@ -6,9 +6,9 @@ struct CameraState {
XMFLOAT3 eye;
XMFLOAT3 look;
XMFLOAT3 up;
float fov;
float pitch;
float yaw;
float pitch;
float fov;
XMFLOAT3 light_position;
};
@ -17,6 +17,7 @@ struct ViewState {
XMFLOAT4X4 viewProj;
XMFLOAT4X4 lightViewProj;
XMFLOAT4 lightPosition;
XMFLOAT4 eyePosition;
};
static inline XMMATRIX camera_view(CameraState const * state)
@ -51,13 +52,18 @@ static inline float max(float a, float b)
return a > b ? a : b;
}
static inline float fract(float a)
{
return a - __builtin_floorf(a);
}
void camera_move(CameraState * state,
int lu, int ll, int ld, int lr,
int lal, int lar,
int ru, int rl, int rd, int rr)
{
const float linearSpeed = 0.1;
const float rotationalSpeed = 0.01;
const float linearSpeed = 0.3;
const float rotationalSpeed = 0.025;
XMFLOAT3 move = {0, 0, 0};
if (ll)
@ -83,8 +89,10 @@ void camera_move(CameraState * state,
if (rd)
state->pitch -= rotationalSpeed;
state->pitch = min(state->pitch, XM_PIDIV4);
state->pitch = max(state->pitch, -XM_PIDIV4);
state->pitch = min(state->pitch, XM_PIDIV2 * 0.9);
state->pitch = max(state->pitch, -XM_PIDIV2 * 0.9);
state->yaw = fract(state->yaw * (1.0f / XM_2PI)) * XM_2PI;
float sinyaw;
float cosyaw;
@ -118,21 +126,26 @@ void camera_init(CameraState * camera_state)
camera_state->look = {0, 0, -1};
camera_state->eye = {0, 0, 5};
camera_state->light_position = {1, 1, 1};
camera_state->light_position = {10, 10, 10};
}
void camera_view_projection(CameraState const * camera_state,
void camera_view_projection(CameraState * camera_state,
ViewState * view_state,
float aspect)
{
XMVECTOR light_position = XMLoadFloat3(&camera_state->light_position);
light_position = XMVector3Transform(light_position, XMMatrixRotationY(0.025));
XMStoreFloat3(&camera_state->light_position, light_position);
XMMATRIX view = camera_view(camera_state);
XMMATRIX projection = camera_projection(camera_state, aspect);
XMMATRIX view_projection = view * projection;
XMMATRIX light_world = XMMatrixTranslationFromVector(XMLoadFloat3(&camera_state->light_position));
XMMATRIX light_world = XMMatrixTranslationFromVector(light_position);
XMStoreFloat4x4(&view_state->viewProj, view_projection);
XMStoreFloat4x4(&view_state->lightViewProj, light_world * view_projection);
XMStoreFloat4(&view_state->lightPosition, XMLoadFloat3(&camera_state->light_position));
XMStoreFloat4(&view_state->lightPosition, light_position);
XMStoreFloat4(&view_state->eyePosition, XMLoadFloat3(&camera_state->eye));
}

View File

@ -7,7 +7,7 @@ extern "C" {
int lal, int lar,
int ru, int rl, int rd, int rr);
void camera_init(CameraState * camera_state);
void camera_view_projection(CameraState const * camera_state,
void camera_view_projection(CameraState * camera_state,
ViewState * view_state,
float aspect);
};