Orbit Camera

This commit is contained in:
Clément Pons 2025-08-20 18:05:00 +02:00
parent 4803f11739
commit 69e2be5778
2 changed files with 263 additions and 102 deletions

View File

@ -3,7 +3,6 @@ import index from './index.html';
const server = Bun.serve({ const server = Bun.serve({
routes: { routes: {
'/': index '/': index
}, }
development: false
}); });
console.log(server.url.href); console.log(server.url.href);

362
main.ts
View File

@ -4,42 +4,42 @@ import { Stats } from 'stats.ts';
const shaderCode = ` const shaderCode = `
struct VertexOut { struct VertexOut {
@builtin(position) position: vec4f, @builtin(position) position: vec4f,
@location(0) color: vec4f, @location(0) color: vec4f
@location(1) uv: vec2f
} }
struct Star { struct Star {
pos: vec3f, pos: vec3f,
lum: f32 lum: f32
}
struct Uniform {
_View: mat4x4f,
_Projection: mat4x4f
} }
@group(0) @binding(0) var<uniform> _ViewProjectionMatrix: mat4x4f; @group(0) @binding(0) var<uniform> uniforms: Uniform;
@group(0) @binding(1) var<storage, read> stars: array<Star>; @group(0) @binding(1) var<storage, read> stars: array<Star>;
const quad: array<vec4f, 4> = array(
vec4f(0, 0, 0, 0),
vec4f(0, 1, 0, 0),
vec4f(1, 0, 0, 0),
vec4f(1, 1, 0, 0),
);
@vertex @vertex
fn vertex_main(@builtin(vertex_index) vertex_index: u32, @builtin(instance_index) instance_index: u32) -> VertexOut fn vertex_main(@location(0) position: vec3f, @builtin(instance_index) instance_index: u32) -> VertexOut
{ {
var star: Star = stars[instance_index]; var star: Star = stars[instance_index];
var output: VertexOut; var output: VertexOut;
output.position = vec4f(star.pos, 0) + quad[vertex_index]; var star_pos = uniforms._View * vec4f(star.pos, 1.0);
output.color = vec4(star.lum, star.lum, star.lum, 1); var billboard_pos = star_pos + vec4f(position, 0.0);
output.uv = vec2f(quad[vertex_index].x, quad[vertex_index].y);
return output; output.position = uniforms._Projection * billboard_pos;
output.color = vec4(star.lum, star.lum, star.lum, 1);
return output;
} }
@fragment @fragment
fn fragment_main(fragData: VertexOut) -> @location(0) vec4f fn fragment_main(fragData: VertexOut) -> @location(0) vec4f
{ {
return fragData.color * distance(fragData.uv, vec2f(0.5, 0.5)); //var dist = distance(fragData.uv, vec2f(0.5, 0.5));
//return vec4f(1 - dist, 1 - dist, 1 - dist, dist);
return vec4f(1.0, 1.0, 1.0, 1.0);
} }
`; `;
@ -60,6 +60,11 @@ type Constellation = {
description: string | null; description: string | null;
semantics: string[] | null; semantics: string[] | null;
}; };
type Position = {
x: number;
y: number;
z: number;
}
class Matrix4x4 class Matrix4x4
{ {
@ -136,6 +141,30 @@ class Matrix4x4
return mat; return mat;
} }
identity(value: number = 1): this
{
this._view[0] = value;
this._view[1] = 0;
this._view[2] = 0;
this._view[3] = 0;
this._view[4] = 0;
this._view[5] = value;
this._view[6] = 0;
this._view[7] = 0;
this._view[8] = 0;
this._view[9] = 0;
this._view[10] = value;
this._view[11] = 0;
this._view[12] = 0;
this._view[13] = 0;
this._view[14] = 0;
this._view[15] = value;
return this;
}
translate(x: number, y: number, z: number): this translate(x: number, y: number, z: number): this
{ {
return this.multiply(this, Matrix4x4.translation(x, y, z)); return this.multiply(this, Matrix4x4.translation(x, y, z));
@ -214,7 +243,7 @@ class Matrix4x4
return this; return this;
} }
inverse() invert()
{ {
const m00 = this._view[0 * 4 + 0]!; const m00 = this._view[0 * 4 + 0]!;
const m01 = this._view[0 * 4 + 1]!; const m01 = this._view[0 * 4 + 1]!;
@ -292,43 +321,67 @@ class Matrix4x4
return this; return this;
} }
camera(transform: { lookat(eye: Position, target: Position): this
position: {
x: number;
y: number;
z: number;
},
yaw: number,
pitch: number
}): this
{ {
const cosPitch = Math.cos(transform.pitch); const forward = { //zAxis
const sinPitch = Math.sin(transform.pitch); x: eye.x - target.x,
const cosYaw = Math.cos(transform.yaw); y: eye.y - target.y,
const sinYaw = Math.sin(transform.yaw); z: eye.z - target.z
};
this._view[0] = cosYaw; // Normalize
this._view[1] = 0; const forwardLen = Math.sqrt(forward.x * forward.x + forward.y * forward.y + forward.z * forward.z);
this._view[2] = -sinYaw; forward.x /= forwardLen;
this._view[3] = 0; forward.y /= forwardLen;
forward.z /= forwardLen;
this._view[4] = sinYaw * sinPitch; const right = { //xAxis
this._view[5] = cosPitch; x: 1 * forward.z - 0 * forward.y,
this._view[6] = cosYaw * sinPitch; y: 0 * forward.x - 0 * forward.z,
this._view[7] = 0; z: 0 * forward.y - 1 * forward.x
};
this._view[8] = sinYaw * cosPitch; // Normalize
this._view[9] = -sinPitch; const rightLen = Math.sqrt(right.x * right.x + right.y * right.y + right.z * right.z);
this._view[10] = cosYaw * cosPitch; right.x /= rightLen;
right.y /= rightLen;
right.z /= rightLen;
const up = { //yAxis
x: forward.y * right.z - forward.z * right.y,
y: forward.z * right.x - forward.x * right.z,
z: forward.x * right.y - forward.y * right.x
};
// Normalize
const upLen = Math.sqrt(up.x * up.x + up.y * up.y + up.z * up.z);
up.x /= upLen;
up.y /= upLen;
up.z /= upLen;
this._view[ 0] = right.x;
this._view[ 1] = right.y;
this._view[ 2] = right.z;
this._view[ 3] = 0;
this._view[ 4] = up.x;
this._view[ 5] = up.y;
this._view[ 6] = up.z;
this._view[ 7] = 0;
this._view[ 8] = forward.x;
this._view[ 9] = forward.y;
this._view[10] = forward.z;
this._view[11] = 0; this._view[11] = 0;
this._view[12] = transform.position.x; this._view[12] = eye.x;
this._view[13] = transform.position.y; this._view[13] = eye.y;
this._view[14] = transform.position.z; this._view[14] = eye.z;
this._view[15] = 1; this._view[15] = 1;
return this; return this;
} }
perspective(aspect: number, fovY: number, near: number, far: number): this perspective(aspect: number, fovY: number, near: number, far: number): this
{ {
const f = Math.tan(Math.PI * 0.5 - 0.5 * fovY); const f = Math.tan(Math.PI * 0.5 - 0.5 * fovY);
@ -357,23 +410,120 @@ class Matrix4x4
return this; return this;
} }
copy(buffer: ArrayBuffer, offset?: number)
{
new Float32Array(buffer).set(this._view, offset);
}
get view() get view()
{ {
return this._view; return this._view;
} }
} }
class Inputs
{
static inputs: Record<string, boolean> = {};
private static _movementX = 0;
private static _movementY = 0;
private static _zoom = 0;
private static _dragging = false;
static init(eventTarget: HTMLElement)
{
const dragstart = (e: MouseEvent) => {
if(e.buttons & 1)
{
Inputs._dragging = true;
window.addEventListener('mousemove', dragmove);
window.addEventListener('mouseup', dragend);
}
};
const dragmove = (e: MouseEvent) => {
Inputs._movementX += e.movementX;
Inputs._movementY += e.movementY;
};
const dragend = () => {
Inputs._dragging = false;
window.removeEventListener('mousemove', dragmove);
window.removeEventListener('mouseup', dragend);
};
eventTarget.addEventListener('keydown', (e: KeyboardEvent) => {
Inputs.inputs[e.key.toLowerCase()] = true;
});
eventTarget.addEventListener('keyup', (e: KeyboardEvent) => {
Inputs.inputs[e.key.toLowerCase()] = false;
});
eventTarget.addEventListener('mousedown', dragstart);
eventTarget.addEventListener('wheel', (e: WheelEvent) => Inputs._zoom += e.deltaY);
}
static get dragging()
{
return Inputs._dragging;
}
static get movementX()
{
const movement = Inputs._movementX;
Inputs._movementX = 0;
return movement;
}
static get movementY()
{
const movement = Inputs._movementY;
Inputs._movementY = 0;
return movement;
}
static get zoom()
{
const zoom = Inputs._zoom;
Inputs._zoom = 0;
return zoom;
}
}
class Camera
{
pitch = 0;
yaw = 0;
distance = 25
view = new Matrix4x4();
constructor(distance?: number, yaw?: number, pitch?: number)
{
this.pitch = pitch ?? 0;
this.yaw = yaw ?? 0;
this.distance = distance ?? 25;
}
update(elapsed: number, target: GPUBuffer)
{
elapsed /= 1 << 15;
this.yaw -= Inputs.movementX * elapsed;
this.pitch += Inputs.movementY * elapsed;
this.yaw = (this.yaw + Math.PI * 2) % (Math.PI * 2);
this.pitch = clamp(this.pitch, -Math.PI / 2, Math.PI / 2);
const pitchCos = Math.cos(this.pitch), pitchSin = Math.sin(this.pitch);
const yawCos = Math.cos(this.yaw), yawSin = Math.sin(this.yaw);
this.distance = clamp(this.distance + (Inputs.zoom * elapsed * 1000), 1, 10000);
const x = this.distance * yawSin * pitchCos;
const y = this.distance * yawSin * pitchSin;
const z = this.distance * yawCos;
device!.queue.writeBuffer(target, 0, this.view.lookat({ x, y, z }, { x: 0, y: 0, z: 0 }).view.buffer);
}
}
//@ts-ignore //@ts-ignore
const stars: Star[] = untypedStars; const stars: Star[] = untypedStars;
const constellations: Constellation[] = untypedConstellations; const constellations: Constellation[] = untypedConstellations;
let canvas: HTMLCanvasElement, device: GPUDevice | undefined, pipeline: GPURenderPipeline, context: GPUCanvasContext | null, bindGroup: GPUBindGroup, viewport: DOMRect; let canvas: HTMLCanvasElement, device: GPUDevice | undefined, pipeline: GPURenderPipeline, context: GPUCanvasContext | null, bindGroup: GPUBindGroup, viewport: DOMRect, uniforms: GPUBuffer, indirect: GPUBuffer;
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 }; let vertex: GPUBuffer, index: GPUBuffer;
let stats: Stats; let camera: Camera, projectionMatrix = new Matrix4x4(), lastTime: DOMHighResTimeStamp;
let stats: Stats, dom: HTMLElement;
function clamp(x: number, min: number, max: number): number
{
if(x < min)
return min;
if(x > max)
return max;
return x;
}
function fillBuffer(buffer: ArrayBuffer) function fillBuffer(buffer: ArrayBuffer)
{ {
const array = new Float32Array(buffer); const array = new Float32Array(buffer);
@ -391,36 +541,15 @@ function resize()
{ {
viewport = document.body.getBoundingClientRect(); viewport = document.body.getBoundingClientRect();
canvas!.width = viewport.width; canvas!.height = viewport.height; canvas!.width = viewport.width; canvas!.height = viewport.height;
camera.projection.perspective(viewport.width / viewport.height, 60, 0.1, 2000); device!.queue.writeBuffer(uniforms, 64, projectionMatrix.perspective(viewport.width / viewport.height, 60, 0.1, 2000000).view.buffer);
}
function computeViewProjectionMatrix()
{
let _dirty = false;
if(camera._viewDirty)
{
_dirty = true;
camera.view.camera(camera.transform).inverse();
camera._viewDirty = false;
}
if(camera._projectionDirty)
{
_dirty = true;
camera.projection.perspective(viewport.width / viewport.height, 60, 0.1, 2000);
camera._projectionDirty = false;
}
if(_dirty)
{
camera.final.multiply(camera.projection, camera.view);
}
} }
async function init() async function init()
{ {
canvas = document.createElement("canvas"); canvas = document.createElement("canvas");
context = canvas.getContext('webgpu'); context = canvas.getContext('webgpu');
document.body.appendChild(canvas); Inputs.init(canvas);
resize();
document.addEventListener('resize', resize);
stats = new Stats(); stats = new Stats();
document.body.appendChild(stats.dom); document.body.appendChild(stats.dom);
@ -430,33 +559,30 @@ async function init()
if(device && context) if(device && context)
{ {
context.configure({
device,
format: navigator.gpu.getPreferredCanvasFormat(),
alphaMode: 'premultiplied',
});
const shader = device.createShaderModule({ const shader = device.createShaderModule({
code: shaderCode, code: shaderCode,
label: 'default-shader' label: 'default-shader'
}); });
const buffer = device.createBuffer({ size: stars.length * 4 * 4, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, mappedAtCreation: true, label: 'instanced_buffer' }); const buffer = device.createBuffer({ size: stars.length * 4 * 4, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, label: 'instanced_buffer' });
const arrayBuffer = buffer.getMappedRange(); const arrayBuffer = new ArrayBuffer(buffer.size);
fillBuffer(arrayBuffer); fillBuffer(arrayBuffer);
buffer.unmap();
device.queue.writeBuffer(buffer, 0, arrayBuffer); device.queue.writeBuffer(buffer, 0, arrayBuffer);
const uniformBuffer = device.createBuffer({ size: 16 * 4 /* matrix4x4 */, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, mappedAtCreation: true, label: 'uniform_buffer' }); uniforms = device.createBuffer({ size: 16 * 4 * 2, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, label: 'uniforms_buffer' });
const uniformArrayBuffer = uniformBuffer.getMappedRange(); camera = new Camera();
computeViewProjectionMatrix(); indirect = device.createBuffer({ size: 5 * 4, usage: GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_DST, label: 'indirect_buffer' });
camera.final.copy(uniformArrayBuffer); const indirectArray = new Uint32Array([ 6, stars.length, 0, 0, 0 ]);
const indirectSignedArray = new Int32Array(indirectArray.buffer);
indirectSignedArray[3] = 0;
device.queue.writeBuffer(indirect, 0, indirectArray.buffer);
uniformBuffer.unmap(); vertex = device.createBuffer({ size: 3 * 4 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, label: 'vertex_buffer' });
device.queue.writeBuffer(uniformBuffer, 0, uniformArrayBuffer); 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, ]));
index = device.createBuffer({ size: 6 * 2, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, label: 'index_buffer' });
device.queue.writeBuffer(index, 0, new Uint16Array([ 0, 1, 2, 0, 2, 3 ]));
const bindGroupLayout = device.createBindGroupLayout({ const bindGroupLayout = device.createBindGroupLayout({
entries: [{ entries: [{
@ -478,7 +604,7 @@ async function init()
layout: bindGroupLayout, layout: bindGroupLayout,
entries: [{ entries: [{
binding: 0, binding: 0,
resource: { buffer: uniformBuffer, } resource: { buffer: uniforms, }
}, { }, {
binding: 1, binding: 1,
resource: { buffer: buffer, } resource: { buffer: buffer, }
@ -491,7 +617,15 @@ async function init()
}), }),
vertex: { vertex: {
module: shader, module: shader,
entryPoint: 'vertex_main' entryPoint: 'vertex_main',
buffers: [{
attributes: [{
format: 'float32x3',
offset: 0,
shaderLocation: 0
}],
arrayStride: 4 * 3,
}]
}, },
fragment: { fragment: {
targets: [{ format: navigator.gpu.getPreferredCanvasFormat() }], targets: [{ format: navigator.gpu.getPreferredCanvasFormat() }],
@ -501,9 +635,30 @@ async function init()
primitive: { primitive: {
topology: 'triangle-list', topology: 'triangle-list',
cullMode: 'front', 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); requestAnimationFrame(render);
} }
else else
@ -513,6 +668,8 @@ async function init()
} }
function render(time: DOMHighResTimeStamp) function render(time: DOMHighResTimeStamp)
{ {
const elapsed = time - lastTime;
lastTime = time;
stats.begin(); stats.begin();
const commandEncoder = device!.createCommandEncoder({ label: 'command-encoder' }); const commandEncoder = device!.createCommandEncoder({ label: 'command-encoder' });
const pass = commandEncoder.beginRenderPass({ label: 'render-pass', colorAttachments: [{ 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 }), 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.setPipeline(pipeline!);
pass.setBindGroup(0, bindGroup); 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.setViewport(viewport.x, viewport.y, viewport.width, viewport.height, 0, 1);
pass.draw(4, stars.length, 0, 0); pass.drawIndexedIndirect(indirect, 0);
pass.end(); pass.end();
device!.queue.submit([ commandEncoder.finish() ]); device!.queue.submit([ commandEncoder.finish() ]);