Orbit Camera
This commit is contained in:
parent
4803f11739
commit
69e2be5778
3
index.ts
3
index.ts
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@ -3,7 +3,6 @@ import index from './index.html';
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const server = Bun.serve({
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routes: {
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'/': index
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},
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development: false
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}
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});
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console.log(server.url.href);
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362
main.ts
362
main.ts
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@ -4,42 +4,42 @@ import { Stats } from 'stats.ts';
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const shaderCode = `
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struct VertexOut {
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@builtin(position) position: vec4f,
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@location(0) color: vec4f,
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@location(1) uv: vec2f
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@builtin(position) position: vec4f,
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@location(0) color: vec4f
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}
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struct Star {
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pos: vec3f,
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lum: f32
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pos: vec3f,
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lum: f32
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}
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struct Uniform {
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_View: mat4x4f,
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_Projection: mat4x4f
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}
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@group(0) @binding(0) var<uniform> _ViewProjectionMatrix: mat4x4f;
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@group(0) @binding(0) var<uniform> uniforms: Uniform;
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@group(0) @binding(1) var<storage, read> stars: array<Star>;
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const quad: array<vec4f, 4> = array(
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vec4f(0, 0, 0, 0),
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vec4f(0, 1, 0, 0),
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vec4f(1, 0, 0, 0),
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vec4f(1, 1, 0, 0),
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);
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@vertex
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fn vertex_main(@builtin(vertex_index) vertex_index: u32, @builtin(instance_index) instance_index: u32) -> VertexOut
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fn vertex_main(@location(0) position: vec3f, @builtin(instance_index) instance_index: u32) -> VertexOut
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{
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var star: Star = stars[instance_index];
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var output: VertexOut;
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var star: Star = stars[instance_index];
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var output: VertexOut;
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output.position = vec4f(star.pos, 0) + quad[vertex_index];
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output.color = vec4(star.lum, star.lum, star.lum, 1);
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output.uv = vec2f(quad[vertex_index].x, quad[vertex_index].y);
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var star_pos = uniforms._View * vec4f(star.pos, 1.0);
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var billboard_pos = star_pos + vec4f(position, 0.0);
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return output;
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output.position = uniforms._Projection * billboard_pos;
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output.color = vec4(star.lum, star.lum, star.lum, 1);
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return output;
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}
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@fragment
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fn fragment_main(fragData: VertexOut) -> @location(0) vec4f
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{
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return fragData.color * distance(fragData.uv, vec2f(0.5, 0.5));
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//var dist = distance(fragData.uv, vec2f(0.5, 0.5));
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//return vec4f(1 - dist, 1 - dist, 1 - dist, dist);
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return vec4f(1.0, 1.0, 1.0, 1.0);
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}
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`;
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@ -60,6 +60,11 @@ type Constellation = {
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description: string | null;
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semantics: string[] | null;
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};
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type Position = {
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x: number;
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y: number;
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z: number;
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}
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class Matrix4x4
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{
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@ -136,6 +141,30 @@ class Matrix4x4
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return mat;
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}
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identity(value: number = 1): this
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{
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this._view[0] = value;
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this._view[1] = 0;
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this._view[2] = 0;
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this._view[3] = 0;
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this._view[4] = 0;
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this._view[5] = value;
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this._view[6] = 0;
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this._view[7] = 0;
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this._view[8] = 0;
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this._view[9] = 0;
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this._view[10] = value;
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this._view[11] = 0;
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this._view[12] = 0;
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this._view[13] = 0;
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this._view[14] = 0;
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this._view[15] = value;
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return this;
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}
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translate(x: number, y: number, z: number): this
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{
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return this.multiply(this, Matrix4x4.translation(x, y, z));
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@ -214,7 +243,7 @@ class Matrix4x4
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return this;
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}
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inverse()
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invert()
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{
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const m00 = this._view[0 * 4 + 0]!;
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const m01 = this._view[0 * 4 + 1]!;
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@ -292,43 +321,67 @@ class Matrix4x4
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return this;
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}
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camera(transform: {
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position: {
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x: number;
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y: number;
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z: number;
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},
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yaw: number,
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pitch: number
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}): this
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lookat(eye: Position, target: Position): this
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{
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const cosPitch = Math.cos(transform.pitch);
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const sinPitch = Math.sin(transform.pitch);
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const cosYaw = Math.cos(transform.yaw);
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const sinYaw = Math.sin(transform.yaw);
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const forward = { //zAxis
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x: eye.x - target.x,
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y: eye.y - target.y,
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z: eye.z - target.z
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};
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this._view[0] = cosYaw;
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this._view[1] = 0;
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this._view[2] = -sinYaw;
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this._view[3] = 0;
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// Normalize
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const forwardLen = Math.sqrt(forward.x * forward.x + forward.y * forward.y + forward.z * forward.z);
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forward.x /= forwardLen;
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forward.y /= forwardLen;
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forward.z /= forwardLen;
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const right = { //xAxis
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x: 1 * forward.z - 0 * forward.y,
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y: 0 * forward.x - 0 * forward.z,
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z: 0 * forward.y - 1 * forward.x
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};
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this._view[4] = sinYaw * sinPitch;
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this._view[5] = cosPitch;
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this._view[6] = cosYaw * sinPitch;
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this._view[7] = 0;
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// Normalize
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const rightLen = Math.sqrt(right.x * right.x + right.y * right.y + right.z * right.z);
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right.x /= rightLen;
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right.y /= rightLen;
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right.z /= rightLen;
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this._view[8] = sinYaw * cosPitch;
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this._view[9] = -sinPitch;
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this._view[10] = cosYaw * cosPitch;
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const up = { //yAxis
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x: forward.y * right.z - forward.z * right.y,
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y: forward.z * right.x - forward.x * right.z,
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z: forward.x * right.y - forward.y * right.x
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};
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// Normalize
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const upLen = Math.sqrt(up.x * up.x + up.y * up.y + up.z * up.z);
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up.x /= upLen;
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up.y /= upLen;
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up.z /= upLen;
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this._view[ 0] = right.x;
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this._view[ 1] = right.y;
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this._view[ 2] = right.z;
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this._view[ 3] = 0;
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this._view[ 4] = up.x;
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this._view[ 5] = up.y;
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this._view[ 6] = up.z;
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this._view[ 7] = 0;
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this._view[ 8] = forward.x;
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this._view[ 9] = forward.y;
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this._view[10] = forward.z;
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this._view[11] = 0;
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this._view[12] = transform.position.x;
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this._view[13] = transform.position.y;
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this._view[14] = transform.position.z;
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this._view[12] = eye.x;
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this._view[13] = eye.y;
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this._view[14] = eye.z;
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this._view[15] = 1;
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return this;
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}
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perspective(aspect: number, fovY: number, near: number, far: number): this
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{
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const f = Math.tan(Math.PI * 0.5 - 0.5 * fovY);
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@ -357,23 +410,120 @@ class Matrix4x4
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return this;
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}
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copy(buffer: ArrayBuffer, offset?: number)
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{
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new Float32Array(buffer).set(this._view, offset);
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}
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get view()
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{
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return this._view;
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}
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}
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class Inputs
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{
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static inputs: Record<string, boolean> = {};
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private static _movementX = 0;
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private static _movementY = 0;
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private static _zoom = 0;
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private static _dragging = false;
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static init(eventTarget: HTMLElement)
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{
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const dragstart = (e: MouseEvent) => {
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if(e.buttons & 1)
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{
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Inputs._dragging = true;
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window.addEventListener('mousemove', dragmove);
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window.addEventListener('mouseup', dragend);
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}
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};
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const dragmove = (e: MouseEvent) => {
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Inputs._movementX += e.movementX;
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Inputs._movementY += e.movementY;
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};
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const dragend = () => {
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Inputs._dragging = false;
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window.removeEventListener('mousemove', dragmove);
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window.removeEventListener('mouseup', dragend);
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};
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eventTarget.addEventListener('keydown', (e: KeyboardEvent) => {
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Inputs.inputs[e.key.toLowerCase()] = true;
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});
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eventTarget.addEventListener('keyup', (e: KeyboardEvent) => {
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Inputs.inputs[e.key.toLowerCase()] = false;
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});
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eventTarget.addEventListener('mousedown', dragstart);
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eventTarget.addEventListener('wheel', (e: WheelEvent) => Inputs._zoom += e.deltaY);
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}
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static get dragging()
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{
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return Inputs._dragging;
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}
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static get movementX()
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{
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const movement = Inputs._movementX;
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Inputs._movementX = 0;
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return movement;
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}
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static get movementY()
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{
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const movement = Inputs._movementY;
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Inputs._movementY = 0;
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return movement;
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}
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static get zoom()
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{
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const zoom = Inputs._zoom;
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Inputs._zoom = 0;
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return zoom;
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}
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}
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class Camera
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{
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pitch = 0;
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yaw = 0;
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distance = 25
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view = new Matrix4x4();
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constructor(distance?: number, yaw?: number, pitch?: number)
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{
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this.pitch = pitch ?? 0;
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this.yaw = yaw ?? 0;
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this.distance = distance ?? 25;
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}
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update(elapsed: number, target: GPUBuffer)
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{
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elapsed /= 1 << 15;
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this.yaw -= Inputs.movementX * elapsed;
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this.pitch += Inputs.movementY * elapsed;
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this.yaw = (this.yaw + Math.PI * 2) % (Math.PI * 2);
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this.pitch = clamp(this.pitch, -Math.PI / 2, Math.PI / 2);
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const pitchCos = Math.cos(this.pitch), pitchSin = Math.sin(this.pitch);
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const yawCos = Math.cos(this.yaw), yawSin = Math.sin(this.yaw);
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this.distance = clamp(this.distance + (Inputs.zoom * elapsed * 1000), 1, 10000);
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const x = this.distance * yawSin * pitchCos;
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const y = this.distance * yawSin * pitchSin;
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const z = this.distance * yawCos;
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device!.queue.writeBuffer(target, 0, this.view.lookat({ x, y, z }, { x: 0, y: 0, z: 0 }).view.buffer);
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}
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}
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//@ts-ignore
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const stars: Star[] = untypedStars;
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const constellations: Constellation[] = untypedConstellations;
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let canvas: HTMLCanvasElement, device: GPUDevice | undefined, pipeline: GPURenderPipeline, context: GPUCanvasContext | null, bindGroup: GPUBindGroup, viewport: DOMRect;
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let camera = { projection: new Matrix4x4(), view: new Matrix4x4(), transform: { position: { x: 0, y: 0, z: 0 }, yaw: 0, pitch: 0 }, final: new Matrix4x4(), _viewDirty: true, _projectionDirty: true };
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let stats: Stats;
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let canvas: HTMLCanvasElement, device: GPUDevice | undefined, pipeline: GPURenderPipeline, context: GPUCanvasContext | null, bindGroup: GPUBindGroup, viewport: DOMRect, uniforms: GPUBuffer, indirect: GPUBuffer;
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let vertex: GPUBuffer, index: GPUBuffer;
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let camera: Camera, projectionMatrix = new Matrix4x4(), lastTime: DOMHighResTimeStamp;
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let stats: Stats, dom: HTMLElement;
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function clamp(x: number, min: number, max: number): number
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{
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if(x < min)
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return min;
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if(x > max)
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return max;
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return x;
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}
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function fillBuffer(buffer: ArrayBuffer)
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{
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const array = new Float32Array(buffer);
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@ -391,36 +541,15 @@ function resize()
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{
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viewport = document.body.getBoundingClientRect();
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canvas!.width = viewport.width; canvas!.height = viewport.height;
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camera.projection.perspective(viewport.width / viewport.height, 60, 0.1, 2000);
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}
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function computeViewProjectionMatrix()
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{
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let _dirty = false;
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if(camera._viewDirty)
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{
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_dirty = true;
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camera.view.camera(camera.transform).inverse();
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camera._viewDirty = false;
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}
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if(camera._projectionDirty)
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{
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_dirty = true;
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camera.projection.perspective(viewport.width / viewport.height, 60, 0.1, 2000);
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camera._projectionDirty = false;
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}
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if(_dirty)
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{
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camera.final.multiply(camera.projection, camera.view);
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}
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device!.queue.writeBuffer(uniforms, 64, projectionMatrix.perspective(viewport.width / viewport.height, 60, 0.1, 2000000).view.buffer);
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}
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async function init()
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{
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canvas = document.createElement("canvas");
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context = canvas.getContext('webgpu');
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document.body.appendChild(canvas);
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resize();
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document.addEventListener('resize', resize);
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Inputs.init(canvas);
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stats = new Stats();
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document.body.appendChild(stats.dom);
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@ -430,33 +559,30 @@ async function init()
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if(device && context)
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{
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context.configure({
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device,
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format: navigator.gpu.getPreferredCanvasFormat(),
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alphaMode: 'premultiplied',
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});
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const shader = device.createShaderModule({
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code: shaderCode,
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label: 'default-shader'
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});
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const buffer = device.createBuffer({ size: stars.length * 4 * 4, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, mappedAtCreation: true, label: 'instanced_buffer' });
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const arrayBuffer = buffer.getMappedRange();
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const buffer = device.createBuffer({ size: stars.length * 4 * 4, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, label: 'instanced_buffer' });
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const arrayBuffer = new ArrayBuffer(buffer.size);
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fillBuffer(arrayBuffer);
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buffer.unmap();
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device.queue.writeBuffer(buffer, 0, arrayBuffer);
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uniforms = device.createBuffer({ size: 16 * 4 * 2, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, label: 'uniforms_buffer' });
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camera = new Camera();
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const uniformBuffer = device.createBuffer({ size: 16 * 4 /* matrix4x4 */, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, mappedAtCreation: true, label: 'uniform_buffer' });
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const uniformArrayBuffer = uniformBuffer.getMappedRange();
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indirect = device.createBuffer({ size: 5 * 4, usage: GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_DST, label: 'indirect_buffer' });
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const indirectArray = new Uint32Array([ 6, stars.length, 0, 0, 0 ]);
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const indirectSignedArray = new Int32Array(indirectArray.buffer);
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indirectSignedArray[3] = 0;
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device.queue.writeBuffer(indirect, 0, indirectArray.buffer);
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computeViewProjectionMatrix();
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camera.final.copy(uniformArrayBuffer);
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vertex = device.createBuffer({ size: 3 * 4 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, label: 'vertex_buffer' });
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device.queue.writeBuffer(vertex, 0, new Float32Array([ -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, -0.5, 0.5, 0.0, ]));
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uniformBuffer.unmap();
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device.queue.writeBuffer(uniformBuffer, 0, uniformArrayBuffer);
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index = device.createBuffer({ size: 6 * 2, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, label: 'index_buffer' });
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device.queue.writeBuffer(index, 0, new Uint16Array([ 0, 1, 2, 0, 2, 3 ]));
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const bindGroupLayout = device.createBindGroupLayout({
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entries: [{
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@ -478,7 +604,7 @@ async function init()
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layout: bindGroupLayout,
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entries: [{
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binding: 0,
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resource: { buffer: uniformBuffer, }
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resource: { buffer: uniforms, }
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}, {
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binding: 1,
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resource: { buffer: buffer, }
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@ -491,7 +617,15 @@ async function init()
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}),
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vertex: {
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module: shader,
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entryPoint: 'vertex_main'
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entryPoint: 'vertex_main',
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buffers: [{
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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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arrayStride: 4 * 3,
|
||||
}]
|
||||
},
|
||||
fragment: {
|
||||
targets: [{ format: navigator.gpu.getPreferredCanvasFormat() }],
|
||||
|
|
@ -501,9 +635,30 @@ async function init()
|
|||
primitive: {
|
||||
topology: 'triangle-list',
|
||||
cullMode: 'front',
|
||||
frontFace: 'cw'
|
||||
}
|
||||
});
|
||||
|
||||
document.body.appendChild(canvas);
|
||||
resize();
|
||||
document.addEventListener('resize', resize);
|
||||
|
||||
context.configure({
|
||||
device,
|
||||
format: navigator.gpu.getPreferredCanvasFormat(),
|
||||
alphaMode: 'premultiplied',
|
||||
});
|
||||
|
||||
dom = document.createElement('pre');
|
||||
Object.assign(dom.style, {
|
||||
"position": "absolute",
|
||||
"right": "0px",
|
||||
"top": "0px",
|
||||
"color": "white"
|
||||
});
|
||||
document.body.append(dom);
|
||||
|
||||
lastTime = performance.now();
|
||||
requestAnimationFrame(render);
|
||||
}
|
||||
else
|
||||
|
|
@ -513,6 +668,8 @@ async function init()
|
|||
}
|
||||
function render(time: DOMHighResTimeStamp)
|
||||
{
|
||||
const elapsed = time - lastTime;
|
||||
lastTime = time;
|
||||
stats.begin();
|
||||
const commandEncoder = device!.createCommandEncoder({ label: 'command-encoder' });
|
||||
const pass = commandEncoder.beginRenderPass({ label: 'render-pass', colorAttachments: [{
|
||||
|
|
@ -522,10 +679,15 @@ function render(time: DOMHighResTimeStamp)
|
|||
view: context!.getCurrentTexture().createView({ label: 'render-target', usage: GPUTextureUsage.RENDER_ATTACHMENT }),
|
||||
}], });
|
||||
|
||||
camera.update(elapsed, uniforms);
|
||||
dom.textContent = `Pitch: ${camera.pitch}\nYaw: ${camera.yaw}\nDistance: ${camera.distance}`;
|
||||
|
||||
pass.setPipeline(pipeline!);
|
||||
pass.setBindGroup(0, bindGroup);
|
||||
pass.setVertexBuffer(0, vertex);
|
||||
pass.setIndexBuffer(index, 'uint16');
|
||||
pass.setViewport(viewport.x, viewport.y, viewport.width, viewport.height, 0, 1);
|
||||
pass.draw(4, stars.length, 0, 0);
|
||||
pass.drawIndexedIndirect(indirect, 0);
|
||||
pass.end();
|
||||
|
||||
device!.queue.submit([ commandEncoder.finish() ]);
|
||||
|
|
|
|||
Loading…
Reference in New Issue