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matrix-engine-wgpu

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Networking implemented - based on kurento openvidu server. fix arcball camera,instanced draws added also effect pipeline blend with instancing option.Normalmap added, Fixed shadows casting vs camera/video texture, webGPU powered pwa application. Crazy fas

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import {mat4} from "wgpu-matrix"; import {pointerEffect} from "../../shaders/standalone/pointer.effect.js"; export class PointerEffect { constructor(device, format) { this.device = device; this.format = format; // fiktive this.enabled = true; this._initPipeline(); } _initPipeline() { // Vertex data: simple quad let S = 10; const vertexData = new Float32Array([ -0.5 * S, 0.5 * S, 0.0 * S, // top-left 0.5 * S, 0.5 * S, 0.0 * S, // top-right -0.1 * S, -0.1 * S, 0.0 * S, // bottom-left 0.1 * S, -0.1 * S, 0.0 * S, // bottom-right ]); const uvData = new Float32Array([ 0, 0, 1, 0, 0, 1, 1, 1 ]); const indexData = new Uint16Array([ 0, 2, 1, 1, 2, 3 ]); this.vertexBuffer = this.device.createBuffer({ size: vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST }); this.device.queue.writeBuffer(this.vertexBuffer, 0, vertexData); this.uvBuffer = this.device.createBuffer({ size: uvData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST }); this.device.queue.writeBuffer(this.uvBuffer, 0, uvData); this.indexBuffer = this.device.createBuffer({ size: Math.ceil(indexData.byteLength / 4) * 4, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); this.device.queue.writeBuffer(this.indexBuffer, 0, indexData); this.indexCount = indexData.length; this.cameraBuffer = this.device.createBuffer({ size: 64, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST }); this.modelBuffer = this.device.createBuffer({ size: 64, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST }); const bindGroupLayout = this.device.createBindGroupLayout({ entries: [ {binding: 0, visibility: GPUShaderStage.VERTEX, buffer: {}}, {binding: 1, visibility: GPUShaderStage.VERTEX, buffer: {}}, ] }); this.bindGroup = this.device.createBindGroup({ layout: bindGroupLayout, entries: [ {binding: 0, resource: {buffer: this.cameraBuffer}}, {binding: 1, resource: {buffer: this.modelBuffer}}, ] }); const shaderModule = this.device.createShaderModule({code: pointerEffect}); const pipelineLayout = this.device.createPipelineLayout({bindGroupLayouts: [bindGroupLayout]}); this.pipeline = this.device.createRenderPipeline({ layout: pipelineLayout, vertex: { module: shaderModule, entryPoint: 'vsMain', buffers: [ {arrayStride: 3 * 4, attributes: [{shaderLocation: 0, offset: 0, format: 'float32x3'}]}, {arrayStride: 2 * 4, attributes: [{shaderLocation: 1, offset: 0, format: 'float32x2'}]} ] }, fragment: { module: shaderModule, entryPoint: 'fsMain', targets: [{format: this.format}] }, primitive: {topology: 'triangle-list'}, depthStencil: {depthWriteEnabled: true, depthCompare: 'always', format: 'depth24plus'} }); } draw(pass, cameraMatrix, modelMatrix) { this.device.queue.writeBuffer(this.cameraBuffer, 0, cameraMatrix); this.device.queue.writeBuffer(this.modelBuffer, 0, modelMatrix); pass.setPipeline(this.pipeline); pass.setBindGroup(0, this.bindGroup); pass.setVertexBuffer(0, this.vertexBuffer); pass.setVertexBuffer(1, this.uvBuffer); pass.setIndexBuffer(this.indexBuffer, 'uint16'); pass.drawIndexed(this.indexCount); } render(transPass, mesh, viewProjMatrix) { const objPos = mesh.position; const modelMatrix = mat4.identity(); mat4.translate(modelMatrix, [objPos.x, objPos.y + 60, objPos.z], modelMatrix); this.draw(transPass, viewProjMatrix, modelMatrix); } }