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@antv/g-webgpu-raytracer

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A simple ray tracer implemented with WebGPU

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import _classCallCheck from "@babel/runtime/helpers/classCallCheck"; import _createClass from "@babel/runtime/helpers/createClass"; import _inherits from "@babel/runtime/helpers/inherits"; import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn"; import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf"; function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; } function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } } import { Buffer } from './Buffer'; export var MeshBuffer = /*#__PURE__*/function (_Buffer) { _inherits(MeshBuffer, _Buffer); var _super = _createSuper(MeshBuffer); function MeshBuffer(length) { _classCallCheck(this, MeshBuffer); return _super.call(this, 2, length); } _createClass(MeshBuffer, [{ key: "append", value: function append(meshData) { var _meshData$slabCount, _meshData$slabOffset, _meshData$specularExp; // padding required: https://twitter.com/9ballsyndrome/status/1178039885090848770 // under std430 layout, a struct in an array use the largest alignment of its member. // int face_count; this.appendI(meshData.faceCount); // int offset; this.appendI(meshData.vertexOffset); // int slab_count this.appendI((_meshData$slabCount = meshData.slabCount) !== null && _meshData$slabCount !== void 0 ? _meshData$slabCount : 0); // int slab_offset; this.appendI((_meshData$slabOffset = meshData.slabOffset) !== null && _meshData$slabOffset !== void 0 ? _meshData$slabOffset : 0); // alpha this.appendF((_meshData$specularExp = meshData.specularExponent) !== null && _meshData$specularExp !== void 0 ? _meshData$specularExp : 100); // paddings this.pad(3); // vec3 color; this.appendF(meshData.diffuseColor[0] || 0); this.appendF(meshData.diffuseColor[1] || 0); this.appendF(meshData.diffuseColor[2] || 0); // padding this.pad(1); // vec3 specular this.appendF(meshData.specularColor[0] || 0); this.appendF(meshData.specularColor[1] || 0); this.appendF(meshData.specularColor[2] || 0); // padding this.pad(1); // vec3 refraction; this.appendF(meshData.refractionColor[0] || 0); this.appendF(meshData.refractionColor[1] || 0); this.appendF(meshData.refractionColor[2] || 0); // padding this.pad(1); } }]); return MeshBuffer; }(Buffer); MeshBuffer.bytes = 20; //# sourceMappingURL=MeshBuffer.js.map