render voxel models
This commit is contained in:
parent
2dd13ddd5a
commit
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67
index.html
67
index.html
@ -2,8 +2,18 @@
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>WebGPU</title>
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<style>
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:root {
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color-scheme: light dark;
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}
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div, span {
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font: 0.95em sans-serif;
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}
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select, option {
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font: 0.95em sans-serif;
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}
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canvas {
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position: absolute;
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left: 0;
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@ -13,10 +23,67 @@
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width: 100%;
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height: 100%;
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}
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.control-root {
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position: fixed;
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left: 0;
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top: 0;
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right: 0;
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height: 0;
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background: #eee;
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}
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.control-main {
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width: 250px;
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float: right;
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margin-right: 15px;
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}
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.label {
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width: calc(40% - 0.3rem);
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float: left;
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clear: left;
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overflow: hidden;
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margin-left: 0.3rem;
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margin-top: 0.25rem;
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}
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.value {
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width: calc(60% - 0.2rem);
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float: left;
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margin-top: 0.1rem;
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margin-right: 0.2rem;
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}
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.row:not(:last-child) {
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border-bottom: 1px solid #999;
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}
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.row {
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background: #444;
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height: 1.5rem;
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}
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</style>
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<script src="index.js" type="module"></script>
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</head>
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<body>
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<canvas></canvas>
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<div class="control-root">
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<div class="control-main">
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<div class="row">
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<span class="label">model</span>
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<select class="value" id="model-select"></select>
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</div>
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<div class="row">
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<span class="label">lighting</span>
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<select class="value" id="lighting-select">
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<option>unlit</option>
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<option>diffuse</option>
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</select>
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</div>
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<!--
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<div class="row">
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<span class="label">test2</span>
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<select class="value">
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<option value="test2">test2</option>
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</select>
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</div>
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-->
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</div>
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</div>
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</body>
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</html>
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235
index.js
235
index.js
@ -35,7 +35,6 @@ renderPass.end();
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const commandBuffer = encoder.finish();
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device.queue.submit([commandBuffer]);
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const cubeResponse = await fetch("obj/cube.bin");
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const cubeObj = await cubeResponse.arrayBuffer();
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@ -45,8 +44,8 @@ const indexBufferOffset = cubeView.getUint32(4, true);
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const indexBufferSize = cubeView.getUint32(8, true);
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const vertexBufferOffset = cubeView.getUint32(12, true);
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const vertexBufferSize = cubeView.getUint32(16, true);
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console.log(`indexBufferOffset ${indexBufferOffset} indexBufferSize ${indexBufferSize}`);
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console.log(`vertexBufferOffset ${vertexBufferOffset} vertexBufferSize ${vertexBufferSize}`);
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//console.log(`indexBufferOffset ${indexBufferOffset} indexBufferSize ${indexBufferSize}`);
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//console.log(`vertexBufferOffset ${vertexBufferOffset} vertexBufferSize ${vertexBufferSize}`);
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const cubeIndexCount = indexBufferSize / 2;
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const cubeVerticesStride = 36;
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@ -59,27 +58,101 @@ const indexVertexBuffer = device.createBuffer({
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device.queue.writeBuffer(indexVertexBuffer, 0, cubeObj, indexBufferOffset, indexBufferSize);
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device.queue.writeBuffer(indexVertexBuffer, indexBufferSize, cubeObj, vertexBufferOffset, vertexBufferSize);
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const vertexBufferLayout = {
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arrayStride: cubeVerticesStride,
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attributes: [{
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format: "float32x3",
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offset: 0,
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shaderLocation: 0,
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}, {
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format: "float32x2",
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offset: 12,
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shaderLocation: 1,
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}, {
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format: "float16x4",
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offset: 20,
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shaderLocation: 2,
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}, {
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format: "float16x4",
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offset: 28,
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shaderLocation: 3,
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}],
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stepMode: "vertex",
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};
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//////////////////////////////////////////////////////////////////////
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// instance buffer
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//////////////////////////////////////////////////////////////////////
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async function loadVoxModel(path)
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{
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const voxResponse = await fetch(path);
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const vox = await voxResponse.arrayBuffer();
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const voxView = new DataView(vox);
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const sizeX = voxView.getUint32(0, true);
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const sizeY = voxView.getUint32(4, true);
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const sizeZ = voxView.getUint32(8, true);
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const voxelCount = voxView.getUint32(12, true);
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const instanceBuffer = device.createBuffer({
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label: `instanceBuffer %{}`,
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size: voxelCount * 4,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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device.queue.writeBuffer(instanceBuffer, 0, vox, 16, voxelCount * 4);
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const modelConfigurationBuffer = device.createBuffer({
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label: "modelConfigurationBuffer",
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size: 4 * 4 + 256 * 4 * 4,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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const paletteOffset = 16 + voxelCount * 4;
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const sizeArray = new Float32Array([sizeX, sizeY, sizeZ, 0]);
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device.queue.writeBuffer(modelConfigurationBuffer, 0, sizeArray);
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device.queue.writeBuffer(modelConfigurationBuffer, 4 * 4, vox, paletteOffset, 256 * 4 * 4);
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return {
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instanceBuffer: instanceBuffer,
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modelConfigurationBuffer: modelConfigurationBuffer,
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voxelCount: voxelCount,
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path: path,
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}
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}
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const modelPaths = [
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"vox/monu1.bin",
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"vox/monu7.bin",
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"vox/monu9.bin",
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"vox/monu16.bin",
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"vox/chr_fox.bin",
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"vox/ff3.bin",
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"vox/dragon.bin",
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];
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const models = {}
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for (const path of modelPaths) {
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models[path] = loadVoxModel(path);
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}
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for (const path of modelPaths) {
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models[path] = await models[path];
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}
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var currentModel = modelPaths[0];
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//////////////////////////////////////////////////////////////////////
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// vertex layout
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//////////////////////////////////////////////////////////////////////
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const vertexBufferLayouts = [
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{
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arrayStride: cubeVerticesStride,
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attributes: [{
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format: "float32x3",
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offset: 0,
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shaderLocation: 0,
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}, {
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format: "float32x2",
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offset: 12,
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shaderLocation: 1,
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}, {
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format: "float16x4",
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offset: 20,
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shaderLocation: 2,
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}, {
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format: "float16x4",
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offset: 28,
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shaderLocation: 3,
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}],
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stepMode: "vertex",
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},
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{
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arrayStride: 4,
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attributes: [{
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format: "uint8x4",
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offset: 0,
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shaderLocation: 4,
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}],
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stepMode: "instance",
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},
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];
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function getPath(path)
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{
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@ -91,31 +164,44 @@ function getPath(path)
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}).then((blob) => { return blob.text() })
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}
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const indexWgsl = getPath("index.wgsl");
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const computeWgsl = getPath("compute.wgsl");
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const cellShaderModule = device.createShaderModule({
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label: "cell shader",
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code: await getPath("index.wgsl")
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code: await indexWgsl,
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});
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const bindGroupLayout = device.createBindGroupLayout({
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label: "bind group layout",
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entries: [{
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binding: 0,
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visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
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buffer: { type: "uniform" }
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}, {
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binding: 1,
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visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
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buffer: { type: "read-only-storage" }
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}, {
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binding: 2,
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visibility: GPUShaderStage.COMPUTE,
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buffer: { type: "storage" }
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}]
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});
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const bindGroupLayouts = [
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device.createBindGroupLayout({
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label: "bind group layout 0",
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entries: [{
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binding: 0,
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visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
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buffer: { type: "uniform" }
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}, {
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binding: 1,
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visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
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buffer: { type: "read-only-storage" }
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}, {
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binding: 2,
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visibility: GPUShaderStage.COMPUTE,
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buffer: { type: "storage" }
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}]
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}),
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device.createBindGroupLayout({
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label: "bind group layout 0",
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entries: [{
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binding: 0,
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visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
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buffer: { type: "uniform" }
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}]
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}),
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];
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const pipelineLayout = device.createPipelineLayout({
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label: "pipeline layout",
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bindGroupLayouts: [ bindGroupLayout ],
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bindGroupLayouts: bindGroupLayouts,
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});
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const cellPipeline = device.createRenderPipeline({
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@ -124,7 +210,7 @@ const cellPipeline = device.createRenderPipeline({
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vertex: {
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module: cellShaderModule,
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entryPoint: "vertexMain",
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buffers: [vertexBufferLayout],
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buffers: vertexBufferLayouts,
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},
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fragment: {
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module: cellShaderModule,
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@ -145,12 +231,17 @@ const cellPipeline = device.createRenderPipeline({
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const computeShaderModule = device.createShaderModule({
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label: "compute shader",
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code: await getPath("compute.wgsl")
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code: await computeWgsl,
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});
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const computePipelineLayout = device.createPipelineLayout({
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label: "compute pipeline layout",
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bindGroupLayouts: [ bindGroupLayouts[0] ],
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});
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const computePipeline = device.createComputePipeline({
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label: "compute pipeline",
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layout: pipelineLayout,
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layout: computePipelineLayout,
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compute: {
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module: computeShaderModule,
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entryPoint: "computeMain",
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@ -163,11 +254,11 @@ const workGroupSize = 16;
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//const uniformArray2 = new Float32Array([gridSize, gridSize, 1, 1]);
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const memory = new WebAssembly.Memory({ initial: 1 });
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const uniformArray = new Float32Array(memory.buffer);
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uniformArray[0] = gridSize;
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uniformArray[1] = gridSize;
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uniformArray[2] = 1;
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uniformArray[3] = 1;
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const uniformArraySize = 4 * 4 + 4 * 4 * 4;
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uniformArray[0] = 1;
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uniformArray[1] = 0;
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uniformArray[2] = 0;
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uniformArray[3] = 0;
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const uniformArraySize = 4 * 4 + (4 * 4 * 4) * 2;
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const rotate = await WebAssembly.instantiateStreaming(fetch("rotate.wasm"), {
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env: { memory: memory }
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});
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@ -203,7 +294,7 @@ device.queue.writeBuffer(cellStateStorage[1], 0, cellStateArray);
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const bindGroups = [
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device.createBindGroup({
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label: "cell bind group 0",
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layout: bindGroupLayout,
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layout: bindGroupLayouts[0],
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entries: [{
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binding: 0,
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resource: { buffer: uniformBuffer },
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@ -217,7 +308,7 @@ const bindGroups = [
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}),
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device.createBindGroup({
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label: "cell bind group 1",
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layout: bindGroupLayout,
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layout: bindGroupLayouts[0],
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entries: [{
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binding: 0,
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resource: { buffer: uniformBuffer },
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@ -231,6 +322,19 @@ const bindGroups = [
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})
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];
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const modelBindGroups = {};
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for (const path of modelPaths) {
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const bindGroup = device.createBindGroup({
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label: "palette bind group",
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layout: bindGroupLayouts[1],
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entries: [{
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binding: 0,
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resource: { buffer: models[path].modelConfigurationBuffer },
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}]
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});
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modelBindGroups[path] = bindGroup;
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}
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let tick = 0;
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let which = 0;
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@ -244,6 +348,18 @@ function createDepthTexture() {
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var depthTexture = undefined;
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const modelSelect = document.getElementById("model-select");
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for (const path of modelPaths) {
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const option = document.createElement("option");
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option.value = path;
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option.innerHTML = path;
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modelSelect.appendChild(option);
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}
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modelSelect.value = currentModel;
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const lightingSelect = document.getElementById("lighting-select");
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lightingSelect.value = "unlit";
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function render()
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{
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if (canvas.clientWidth !== canvas.width || canvas.clientWidth !== canvas.height) {
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@ -273,12 +389,10 @@ function render()
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which ^= 1;
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}
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if (canvas.width > canvas.height) {
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uniformArray[2] = aspect;
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uniformArray[3] = 1;
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if (lightingSelect.value === "diffuse") {
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uniformArray[0] = 1;
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} else {
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uniformArray[2] = 1;
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uniformArray[3] = 1 / aspect;
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uniformArray[0] = 0;
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}
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device.queue.writeBuffer(uniformBuffer, 0, uniformArray, 0, uniformArraySize / 4);
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@ -297,14 +411,19 @@ function render()
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},
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});
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currentModel = modelSelect.value;
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renderPass.setPipeline(cellPipeline);
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const vertexOffset = indexBufferSize;
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renderPass.setVertexBuffer(0, indexVertexBuffer, vertexOffset, vertexBufferSize);
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renderPass.setVertexBuffer(1, models[currentModel].instanceBuffer);
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renderPass.setIndexBuffer(indexVertexBuffer, "uint16", 0, indexBufferSize);
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renderPass.setBindGroup(0, bindGroups[which]);
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renderPass.setBindGroup(1, modelBindGroups[currentModel]);
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//renderPass.draw(cubeVerticesCount, gridSize * gridSize);
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renderPass.drawIndexed(cubeIndexCount, gridSize * gridSize);
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//renderPass.drawIndexed(cubeIndexCount, gridSize * gridSize);
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//renderPass.drawIndexed(cubeIndexCount);
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renderPass.drawIndexed(cubeIndexCount, models[currentModel].voxelCount);
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renderPass.end();
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94
index.wgsl
94
index.wgsl
@ -1,29 +1,41 @@
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struct Configuration {
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gridSize: vec2f,
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aspect: vec2f,
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matrix: mat4x4f
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lighting: vec4f,
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matrix: mat4x4f,
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matrixWorld: mat4x4f,
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};
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@group(0) @binding(0) var<uniform> config: Configuration;
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@group(0) @binding(1) var<storage> state: array<u32>;
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struct ModelConfiguration {
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size: vec4f,
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color: array<vec4f, 256>,
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};
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@group(1) @binding(0) var<uniform> modelConfiguration: ModelConfiguration;
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struct VertexInput {
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@location(0) position: vec3f,
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@location(1) texture: vec2f,
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@location(2) normal: vec3f,
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@location(3) tangent: vec4f,
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@location(4) instancePosition: vec4<u32>,
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@builtin(instance_index) instance: u32,
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};
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) cell: vec2f,
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@location(1) normal: vec3f,
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@location(0) positionWorld: vec3f,
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@interpolate(flat) @location(1) colorIndex: i32,
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@location(2) normal: vec3f,
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@interpolate(flat) @location(3) lighting: i32,
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};
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struct FragmentInput {
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@location(0) cell: vec2f,
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@location(1) normal: vec3f,
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@location(0) positionWorld: vec3f,
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@interpolate(flat) @location(1) colorIndex: i32,
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@location(2) normal: vec3f,
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@interpolate(flat) @location(3) lighting: i32,
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};
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@vertex
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@ -32,23 +44,75 @@ fn vertexMain(input: VertexInput) -> VertexOutput
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let position = input.position * 0.5 + 0.5;
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let instance = f32(input.instance);
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/*
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let state = f32(state[input.instance]);
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let cell = vec2f(instance % config.gridSize.x, floor(instance / config.gridSize.y));
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let grid = (position * state + vec3f(cell, 0)) / config.gridSize.xxx;
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*/
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let size = max(max(modelConfiguration.size.x, modelConfiguration.size.y), modelConfiguration.size.z);
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let cell = (position * 1 + vec3f(input.instancePosition.xzy) - (modelConfiguration.size.xzy/2)) / size;
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var output: VertexOutput;
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//output.position = (config.matrix * vec4f((grid * 2 - 1), 1)) * vec4f(config.aspect, 1, 1);
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output.position = config.matrix * vec4f((grid * 2 - 1), 1);
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|
||||
//output.position = config.matrix * vec4f(input.position, 1);
|
||||
|
||||
output.cell = cell / config.gridSize;
|
||||
output.normal = input.normal;
|
||||
output.position = config.matrix * vec4f(cell, 1);
|
||||
output.positionWorld = (config.matrixWorld * vec4f(cell, 1.0f)).xyz;
|
||||
output.colorIndex = i32(input.instancePosition.w);
|
||||
output.normal = (config.matrixWorld * vec4f(input.normal, 0.0f)).xyz;
|
||||
output.lighting = i32(config.lighting.x != 0.0);
|
||||
return output;
|
||||
}
|
||||
|
||||
fn schlickFresnel(R0: vec3f, normal: vec3f, lightVector: vec3f) -> vec3f
|
||||
{
|
||||
let incidentAngle = saturate(dot(normal, lightVector));
|
||||
|
||||
let f0 = 1.0 - incidentAngle;
|
||||
let reflectPercent = R0 + (1.0f - R0) * (f0 * f0 * f0 * f0 * f0);
|
||||
|
||||
return reflectPercent;
|
||||
}
|
||||
|
||||
fn blinnPhong(ndotl: f32, lightVector: vec3f, normal: vec3f, toEye: vec3f) -> vec3f
|
||||
{
|
||||
let roughness = 0.1;
|
||||
|
||||
let m = roughness * 256.0;
|
||||
let halfVec = normalize(toEye + lightVector);
|
||||
let roughnessFactor = (m + 8.0) * pow(ndotl, m) / 8.0f;
|
||||
|
||||
let fresnelR0 = vec3f(0.95f, 0.95f, 0.95f);
|
||||
let fresnelFactor = schlickFresnel(fresnelR0, normal, lightVector);
|
||||
|
||||
let specular = fresnelFactor * roughnessFactor;
|
||||
|
||||
return specular;
|
||||
}
|
||||
|
||||
fn lighting(position: vec3f, normal: vec3f) -> vec3f
|
||||
{
|
||||
let d = 0.9;
|
||||
let eyePosition = vec3f(d, d / 2, d);
|
||||
let lightPosition = vec3f(1, 1, 1);
|
||||
let lightVector = normalize(lightPosition - position);
|
||||
let ndotl = max(dot(lightVector, normal), 0.0);
|
||||
let intensity = (ndotl + 0.3) / 1.3;
|
||||
|
||||
let toEye = normalize(eyePosition - position);
|
||||
|
||||
return (1.0 + blinnPhong(ndotl, lightVector, normal, toEye)) * intensity;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragmentMain(input: FragmentInput) -> @location(0) vec4f
|
||||
{
|
||||
return vec4f(input.normal * 0.5 + 0.5, 1);
|
||||
let baseColor = modelConfiguration.color[input.colorIndex - 1] / 255.0;
|
||||
|
||||
var intensity = vec3f(1.0);
|
||||
|
||||
if (input.lighting == 1) {
|
||||
intensity = lighting(input.positionWorld, normalize(input.normal));
|
||||
}
|
||||
|
||||
return vec4(baseColor.xyz * intensity, baseColor.w);
|
||||
}
|
||||
|
||||
5
rotate.c
5
rotate.c
@ -9,8 +9,8 @@ void rotate(float angle, float aspect, float * buffer)
|
||||
//XMMATRIX mat2 = XMMatrixTranslation(0, 0, 1);
|
||||
//XMStoreFloat4x4((XMFLOAT4X4*)buffer, mat * mat2);
|
||||
|
||||
|
||||
XMVECTOR eye = XMVectorSet(3, 3, 3, 0);
|
||||
float d = 0.9;
|
||||
XMVECTOR eye = XMVectorSet(d, d / 2, d, 0);
|
||||
XMVECTOR at = XMVectorSet(0, 0, 0, 0);
|
||||
XMVECTOR up = XMVectorSet(0, 1, 0, 0);
|
||||
XMMATRIX view = XMMatrixLookAtRH(eye, at, up);
|
||||
@ -22,4 +22,5 @@ void rotate(float angle, float aspect, float * buffer)
|
||||
|
||||
XMMATRIX rot = XMMatrixRotationY(angle);
|
||||
XMStoreFloat4x4((XMFLOAT4X4*)buffer, rot * view * projection);
|
||||
XMStoreFloat4x4((XMFLOAT4X4*)(buffer + 4 * 4), rot);
|
||||
}
|
||||
|
||||
140
tools/vox.py
Normal file
140
tools/vox.py
Normal file
@ -0,0 +1,140 @@
|
||||
import struct
|
||||
from functools import partial
|
||||
from dataclasses import dataclass
|
||||
import sys
|
||||
|
||||
with open(sys.argv[1], "rb") as f:
|
||||
buf = memoryview(f.read())
|
||||
|
||||
class Reader:
|
||||
def __init__(self, buf):
|
||||
self.index = 0
|
||||
self.mem = memoryview(buf)
|
||||
|
||||
def read(self, n, t):
|
||||
v = struct.unpack(t, self.mem[self.index:self.index+n])
|
||||
self.index += n
|
||||
return v
|
||||
|
||||
def read_char4(self):
|
||||
v = self.read(4, "<cccc")
|
||||
return b"".join(v)
|
||||
|
||||
def read_int(self):
|
||||
v, = self.read(4, "<i")
|
||||
return v
|
||||
|
||||
def read_xyzi(self):
|
||||
v = self.read(4, "<BBBB")
|
||||
return v
|
||||
|
||||
def read_memory(self, n):
|
||||
mem = self.mem[self.index:self.index+n]
|
||||
self.index += n
|
||||
return mem
|
||||
|
||||
@dataclass
|
||||
class Chunk:
|
||||
id: str
|
||||
chunk: bytes
|
||||
children: list[Chunk]
|
||||
|
||||
@dataclass
|
||||
class SizeChunk:
|
||||
x: int
|
||||
y: int
|
||||
z: int
|
||||
|
||||
@dataclass
|
||||
class XYZIChunk:
|
||||
voxels: tuple[int, int, int, int]
|
||||
|
||||
@dataclass
|
||||
class RGBAChunk:
|
||||
colors: tuple[int, int, int, int]
|
||||
|
||||
@dataclass
|
||||
class PackChunk:
|
||||
model_count: int
|
||||
|
||||
def validate_chunk(chunk):
|
||||
r = Reader(chunk.chunk)
|
||||
if chunk.id == b"SIZE":
|
||||
x = r.read_int()
|
||||
y = r.read_int()
|
||||
z = r.read_int()
|
||||
assert r.index == len(chunk.chunk)
|
||||
return SizeChunk(x, y, z)
|
||||
elif chunk.id == b"XYZI":
|
||||
voxel_count = r.read_int()
|
||||
voxels = [r.read_xyzi() for _ in range(voxel_count)]
|
||||
assert r.index == len(chunk.chunk)
|
||||
return XYZIChunk(voxels)
|
||||
elif chunk.id == b"RGBA":
|
||||
colors = [r.read_xyzi() for _ in range(256)]
|
||||
assert r.index == len(chunk.chunk)
|
||||
return RGBAChunk(colors)
|
||||
elif chunk.id == b"PACK":
|
||||
model_count = r.read_int()
|
||||
assert r.index == len(chunk.chunk)
|
||||
return PackChunk(model_count)
|
||||
else:
|
||||
assert False, chunk.id
|
||||
|
||||
def parse_chunk(r: Reader):
|
||||
global index
|
||||
chunk_id = r.read_char4()
|
||||
chunk_size = r.read_int()
|
||||
children_size = r.read_int()
|
||||
chunk = r.read_memory(chunk_size)
|
||||
|
||||
children_start = r.index
|
||||
children = []
|
||||
while (r.index - children_start) < children_size:
|
||||
child_chunk = parse_chunk(r)
|
||||
children.append(child_chunk)
|
||||
assert (r.index - children_start) == children_size
|
||||
|
||||
return Chunk(chunk_id, chunk, children)
|
||||
|
||||
reader = Reader(buf)
|
||||
|
||||
magic = reader.read_char4()
|
||||
assert magic == b"VOX ", magic
|
||||
version = reader.read_int()
|
||||
assert version == 150, version
|
||||
|
||||
main = parse_chunk(reader)
|
||||
assert reader.index == len(buf)
|
||||
chunks = []
|
||||
for chunk in main.children:
|
||||
chunk = validate_chunk(chunk)
|
||||
chunks.append(chunk)
|
||||
|
||||
with open(sys.argv[2], 'wb') as f:
|
||||
size_chunk = None
|
||||
for chunk in chunks:
|
||||
if type(chunk) is SizeChunk:
|
||||
print('size')
|
||||
size_chunk = chunk
|
||||
f.write(struct.pack("<III", chunk.x, chunk.y, chunk.z))
|
||||
print(chunk.x, chunk.y, chunk.z)
|
||||
elif type(chunk) is XYZIChunk:
|
||||
print('xyzi')
|
||||
assert size_chunk is not None
|
||||
#print(size_chunk)
|
||||
print(len(chunk.voxels))
|
||||
f.write(struct.pack("<I", len(chunk.voxels)))
|
||||
for voxel in chunk.voxels:
|
||||
#print(voxel)
|
||||
f.write(struct.pack("<BBBB", *voxel))
|
||||
size_chunk = None
|
||||
elif type(chunk) is RGBAChunk:
|
||||
print('rgba')
|
||||
for color in chunk.colors:
|
||||
f.write(struct.pack("<ffff", *color))
|
||||
elif type(chunk) is PackChunk:
|
||||
print("model count", chunk.model_count)
|
||||
pass
|
||||
else:
|
||||
assert False, type(chunk)
|
||||
BIN
vox/chr_fox.bin
Normal file
BIN
vox/chr_fox.bin
Normal file
Binary file not shown.
BIN
vox/dragon.bin
Normal file
BIN
vox/dragon.bin
Normal file
Binary file not shown.
BIN
vox/ff3.bin
Normal file
BIN
vox/ff3.bin
Normal file
Binary file not shown.
BIN
vox/monu1.bin
Normal file
BIN
vox/monu1.bin
Normal file
Binary file not shown.
BIN
vox/monu16.bin
Normal file
BIN
vox/monu16.bin
Normal file
Binary file not shown.
BIN
vox/monu7.bin
Normal file
BIN
vox/monu7.bin
Normal file
Binary file not shown.
BIN
vox/monu9.bin
Normal file
BIN
vox/monu9.bin
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user