699 lines
23 KiB
TypeScript
699 lines
23 KiB
TypeScript
import untypedStars from './data/stars.json';
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import untypedConstellations from './data/constellations.json';
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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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}
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struct Star {
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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> uniforms: Uniform;
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@group(0) @binding(1) var<storage, read> stars: array<Star>;
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@vertex
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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_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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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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//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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type StarID = number;
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type Star = {
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id: StarID;
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x: number;
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y: number;
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z: number;
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ci: number;
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lum: number;
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};
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type Constellation = {
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con: string;
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con_id: string;
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lines: StarID[][];
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certainty: string | null;
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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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private _buffer: ArrayBuffer;
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private _view: Float32Array;
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constructor()
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{
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this._view = new Float32Array(16);
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this._buffer = this._view.buffer as ArrayBuffer;
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}
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static translation(x: number, y: number, z: number): Matrix4x4
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{
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const mat = new Matrix4x4();
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mat.view[ 0] = 1; mat.view[ 1] = 0; mat.view[ 2] = 0; mat.view[ 3] = 0;
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mat.view[ 4] = 0; mat.view[ 5] = 1; mat.view[ 6] = 0; mat.view[ 7] = 0;
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mat.view[ 8] = 0; mat.view[ 9] = 0; mat.view[10] = 1; mat.view[11] = 0;
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mat.view[12] = x; mat.view[13] = y; mat.view[14] = z; mat.view[15] = 1;
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return mat;
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}
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static rotationX(angle: number): Matrix4x4
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{
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const c = Math.cos(angle);
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const s = Math.sin(angle);
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const mat = new Matrix4x4();
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mat.view[ 0] = 1; mat.view[ 1] = 0; mat.view[ 2] = 0; mat.view[ 3] = 0;
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mat.view[ 4] = 0; mat.view[ 5] = c; mat.view[ 6] = s; mat.view[ 7] = 0;
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mat.view[ 8] = 0; mat.view[ 9] = -s; mat.view[10] = c; mat.view[11] = 0;
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mat.view[12] = 0; mat.view[13] = 0; mat.view[14] = 0; mat.view[15] = 1;
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return mat;
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}
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static rotationY(angle: number): Matrix4x4
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{
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const c = Math.cos(angle);
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const s = Math.sin(angle);
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const mat = new Matrix4x4();
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mat.view[ 0] = c; mat.view[ 1] = 0; mat.view[ 2] = -s; mat.view[ 3] = 0;
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mat.view[ 4] = 0; mat.view[ 5] = 1; mat.view[ 6] = 0; mat.view[ 7] = 0;
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mat.view[ 8] = s; mat.view[ 9] = 0; mat.view[10] = c; mat.view[11] = 0;
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mat.view[12] = 0; mat.view[13] = 0; mat.view[14] = 0; mat.view[15] = 1;
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return mat;
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}
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static rotationZ(angle: number): Matrix4x4
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{
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const c = Math.cos(angle);
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const s = Math.sin(angle);
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const mat = new Matrix4x4();
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mat.view[ 0] = c; mat.view[ 1] = s; mat.view[ 2] = 0; mat.view[ 3] = 0;
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mat.view[ 4] = -s; mat.view[ 5] = c; mat.view[ 6] = 0; mat.view[ 7] = 0;
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mat.view[ 8] = 0; mat.view[ 9] = 0; mat.view[10] = 1; mat.view[11] = 0;
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mat.view[12] = 0; mat.view[13] = 0; mat.view[14] = 0; mat.view[15] = 1;
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return mat;
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}
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static scaling(sx: number, sy: number, sz: number): Matrix4x4
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{
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const mat = new Matrix4x4();
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mat.view[ 0] = sx; mat.view[ 1] = 0; mat.view[ 2] = 0; mat.view[ 3] = 0;
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mat.view[ 4] = 0; mat.view[ 5] = sy; mat.view[ 6] = 0; mat.view[ 7] = 0;
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mat.view[ 8] = 0; mat.view[ 9] = 0; mat.view[10] = sz; mat.view[11] = 0;
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mat.view[12] = 0; mat.view[13] = 0; mat.view[14] = 0; mat.view[15] = 1;
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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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}
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rotateX(angle: number): this
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{
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return this.multiply(this, Matrix4x4.rotationX(angle));
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}
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rotateY(angle: number): this
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{
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return this.multiply(this, Matrix4x4.rotationY(angle));
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}
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rotateZ(angle: number): this
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{
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return this.multiply(this, Matrix4x4.rotationZ(angle));
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}
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scale(sx: number, sy: number, sz: number): this
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{
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return this.multiply(this, Matrix4x4.scaling(sx, sy, sz));
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}
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multiply(a: Matrix4x4, b: Matrix4x4): this
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{
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const b00 = b.view[0 * 4 + 0]!;
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const b01 = b.view[0 * 4 + 1]!;
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const b02 = b.view[0 * 4 + 2]!;
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const b03 = b.view[0 * 4 + 3]!;
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const b10 = b.view[1 * 4 + 0]!;
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const b11 = b.view[1 * 4 + 1]!;
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const b12 = b.view[1 * 4 + 2]!;
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const b13 = b.view[1 * 4 + 3]!;
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const b20 = b.view[2 * 4 + 0]!;
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const b21 = b.view[2 * 4 + 1]!;
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const b22 = b.view[2 * 4 + 2]!;
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const b23 = b.view[2 * 4 + 3]!;
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const b30 = b.view[3 * 4 + 0]!;
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const b31 = b.view[3 * 4 + 1]!;
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const b32 = b.view[3 * 4 + 2]!;
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const b33 = b.view[3 * 4 + 3]!;
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const a00 = a.view[0 * 4 + 0]!;
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const a01 = a.view[0 * 4 + 1]!;
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const a02 = a.view[0 * 4 + 2]!;
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const a03 = a.view[0 * 4 + 3]!;
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const a10 = a.view[1 * 4 + 0]!;
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const a11 = a.view[1 * 4 + 1]!;
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const a12 = a.view[1 * 4 + 2]!;
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const a13 = a.view[1 * 4 + 3]!;
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const a20 = a.view[2 * 4 + 0]!;
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const a21 = a.view[2 * 4 + 1]!;
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const a22 = a.view[2 * 4 + 2]!;
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const a23 = a.view[2 * 4 + 3]!;
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const a30 = a.view[3 * 4 + 0]!;
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const a31 = a.view[3 * 4 + 1]!;
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const a32 = a.view[3 * 4 + 2]!;
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const a33 = a.view[3 * 4 + 3]!;
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this._view[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
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this._view[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
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this._view[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
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this._view[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
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this._view[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
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this._view[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
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this._view[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
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this._view[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
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this._view[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
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this._view[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
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this._view[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
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this._view[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
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this._view[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
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this._view[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
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this._view[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
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this._view[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;
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return this;
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}
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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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const m02 = this._view[0 * 4 + 2]!;
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const m03 = this._view[0 * 4 + 3]!;
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const m10 = this._view[1 * 4 + 0]!;
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const m11 = this._view[1 * 4 + 1]!;
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const m12 = this._view[1 * 4 + 2]!;
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const m13 = this._view[1 * 4 + 3]!;
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const m20 = this._view[2 * 4 + 0]!;
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const m21 = this._view[2 * 4 + 1]!;
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const m22 = this._view[2 * 4 + 2]!;
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const m23 = this._view[2 * 4 + 3]!;
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const m30 = this._view[3 * 4 + 0]!;
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const m31 = this._view[3 * 4 + 1]!;
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const m32 = this._view[3 * 4 + 2]!;
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const m33 = this._view[3 * 4 + 3]!;
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const tmp0 = m22 * m33;
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const tmp1 = m32 * m23;
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const tmp2 = m12 * m33;
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const tmp3 = m32 * m13;
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const tmp4 = m12 * m23;
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const tmp5 = m22 * m13;
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const tmp6 = m02 * m33;
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const tmp7 = m32 * m03;
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const tmp8 = m02 * m23;
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const tmp9 = m22 * m03;
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const tmp10 = m02 * m13;
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const tmp11 = m12 * m03;
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const tmp12 = m20 * m31;
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const tmp13 = m30 * m21;
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const tmp14 = m10 * m31;
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const tmp15 = m30 * m11;
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const tmp16 = m10 * m21;
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const tmp17 = m20 * m11;
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const tmp18 = m00 * m31;
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const tmp19 = m30 * m01;
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const tmp20 = m00 * m21;
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const tmp21 = m20 * m01;
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const tmp22 = m00 * m11;
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const tmp23 = m10 * m01;
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const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -
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(tmp1 * m11 + tmp2 * m21 + tmp5 * m31);
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const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -
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(tmp0 * m01 + tmp7 * m21 + tmp8 * m31);
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const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -
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(tmp3 * m01 + tmp6 * m11 + tmp11 * m31);
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const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -
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(tmp4 * m01 + tmp9 * m11 + tmp10 * m21);
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const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);
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this._view[0] = d * t0;
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this._view[1] = d * t1;
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this._view[2] = d * t2;
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this._view[3] = d * t3;
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this._view[4] = d * ((tmp1 * m10 + tmp2 * m20 + tmp5 * m30) - (tmp0 * m10 + tmp3 * m20 + tmp4 * m30));
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this._view[5] = d * ((tmp0 * m00 + tmp7 * m20 + tmp8 * m30) - (tmp1 * m00 + tmp6 * m20 + tmp9 * m30));
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this._view[6] = d * ((tmp3 * m00 + tmp6 * m10 + tmp11 * m30) - (tmp2 * m00 + tmp7 * m10 + tmp10 * m30));
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this._view[7] = d * ((tmp4 * m00 + tmp9 * m10 + tmp10 * m20) - (tmp5 * m00 + tmp8 * m10 + tmp11 * m20));
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this._view[8] = d * ((tmp12 * m13 + tmp15 * m23 + tmp16 * m33) - (tmp13 * m13 + tmp14 * m23 + tmp17 * m33));
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this._view[9] = d * ((tmp13 * m03 + tmp18 * m23 + tmp21 * m33) - (tmp12 * m03 + tmp19 * m23 + tmp20 * m33));
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this._view[10] = d * ((tmp14 * m03 + tmp19 * m13 + tmp22 * m33) - (tmp15 * m03 + tmp18 * m13 + tmp23 * m33));
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this._view[11] = d * ((tmp17 * m03 + tmp20 * m13 + tmp23 * m23) - (tmp16 * m03 + tmp21 * m13 + tmp22 * m23));
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this._view[12] = d * ((tmp14 * m22 + tmp17 * m32 + tmp13 * m12) - (tmp16 * m32 + tmp12 * m12 + tmp15 * m22));
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this._view[13] = d * ((tmp20 * m32 + tmp12 * m02 + tmp19 * m22) - (tmp18 * m22 + tmp21 * m32 + tmp13 * m02));
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this._view[14] = d * ((tmp18 * m12 + tmp23 * m32 + tmp15 * m02) - (tmp22 * m32 + tmp14 * m02 + tmp19 * m12));
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this._view[15] = d * ((tmp22 * m22 + tmp16 * m02 + tmp21 * m12) - (tmp20 * m12 + tmp23 * m22 + tmp17 * m02));
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return this;
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}
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lookat(eye: Position, target: Position): this
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{
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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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// 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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// 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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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] = 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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const rangeInv = 1 / (near - far);
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this._view[0] = f / aspect;
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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] = f;
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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] = far * rangeInv;
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this._view[11] = -1;
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this._view[12] = 0;
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this._view[13] = 0;
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this._view[14] = near * far * rangeInv;
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this._view[15] = 0;
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return this;
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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;
|
|
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
|
|
const stars: Star[] = untypedStars;
|
|
const constellations: Constellation[] = untypedConstellations;
|
|
let canvas: HTMLCanvasElement, device: GPUDevice | undefined, pipeline: GPURenderPipeline, context: GPUCanvasContext | null, bindGroup: GPUBindGroup, viewport: DOMRect, uniforms: GPUBuffer, indirect: GPUBuffer;
|
|
let vertex: GPUBuffer, index: GPUBuffer;
|
|
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)
|
|
{
|
|
const array = new Float32Array(buffer);
|
|
|
|
for(let i = 0; i < stars.length; i++)
|
|
{
|
|
array[i * 5 + 0] = stars[i]!.x;
|
|
array[i * 5 + 1] = stars[i]!.y;
|
|
array[i * 5 + 2] = stars[i]!.z;
|
|
array[i * 5 + 3] = stars[i]!.lum;
|
|
//array[i * 5 + 4] = stars[i]!.ci;
|
|
}
|
|
}
|
|
function resize()
|
|
{
|
|
viewport = document.body.getBoundingClientRect();
|
|
canvas!.width = viewport.width; canvas!.height = viewport.height;
|
|
device!.queue.writeBuffer(uniforms, 64, projectionMatrix.perspective(viewport.width / viewport.height, 60, 0.1, 2000000).view.buffer);
|
|
}
|
|
|
|
async function init()
|
|
{
|
|
canvas = document.createElement("canvas");
|
|
context = canvas.getContext('webgpu');
|
|
|
|
Inputs.init(canvas);
|
|
|
|
stats = new Stats();
|
|
document.body.appendChild(stats.dom);
|
|
|
|
const adapter = await navigator.gpu.requestAdapter({ });
|
|
device = await adapter?.requestDevice({ label: 'Device' });
|
|
|
|
if(device && context)
|
|
{
|
|
const shader = device.createShaderModule({
|
|
code: shaderCode,
|
|
label: 'default-shader'
|
|
});
|
|
|
|
const buffer = device.createBuffer({ size: stars.length * 4 * 4, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, label: 'instanced_buffer' });
|
|
const arrayBuffer = new ArrayBuffer(buffer.size);
|
|
fillBuffer(arrayBuffer);
|
|
device.queue.writeBuffer(buffer, 0, arrayBuffer);
|
|
|
|
uniforms = device.createBuffer({ size: 16 * 4 * 2, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, label: 'uniforms_buffer' });
|
|
camera = new Camera();
|
|
|
|
indirect = device.createBuffer({ size: 5 * 4, usage: GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_DST, label: 'indirect_buffer' });
|
|
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);
|
|
|
|
vertex = device.createBuffer({ size: 3 * 4 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, label: 'vertex_buffer' });
|
|
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({
|
|
entries: [{
|
|
binding: 0,
|
|
visibility: GPUShaderStage.VERTEX,
|
|
buffer: {
|
|
type: 'uniform',
|
|
}
|
|
}, {
|
|
binding: 1,
|
|
visibility: GPUShaderStage.VERTEX,
|
|
buffer: {
|
|
type: 'read-only-storage',
|
|
}
|
|
}]
|
|
});
|
|
|
|
bindGroup = device.createBindGroup({
|
|
layout: bindGroupLayout,
|
|
entries: [{
|
|
binding: 0,
|
|
resource: { buffer: uniforms, }
|
|
}, {
|
|
binding: 1,
|
|
resource: { buffer: buffer, }
|
|
}]
|
|
});
|
|
|
|
pipeline = device.createRenderPipeline({
|
|
layout: device.createPipelineLayout({
|
|
bindGroupLayouts: [ bindGroupLayout ],
|
|
}),
|
|
vertex: {
|
|
module: shader,
|
|
entryPoint: 'vertex_main',
|
|
buffers: [{
|
|
attributes: [{
|
|
format: 'float32x3',
|
|
offset: 0,
|
|
shaderLocation: 0
|
|
}],
|
|
arrayStride: 4 * 3,
|
|
}]
|
|
},
|
|
fragment: {
|
|
targets: [{ format: navigator.gpu.getPreferredCanvasFormat() }],
|
|
module: shader,
|
|
entryPoint: 'fragment_main'
|
|
},
|
|
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
|
|
{
|
|
document.body.append('Erreur de chargement (aucun GPU disponible)');
|
|
}
|
|
}
|
|
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: [{
|
|
loadOp: "clear",
|
|
storeOp: "store",
|
|
clearValue: { r: 0, g: 0, b: 0, a: 1 },
|
|
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.drawIndexedIndirect(indirect, 0);
|
|
pass.end();
|
|
|
|
device!.queue.submit([ commandEncoder.finish() ]);
|
|
|
|
stats.end();
|
|
requestAnimationFrame(render);
|
|
}
|
|
|
|
document.addEventListener('DOMContentLoaded', init); |