| class Uniform { |
| constructor(float32Array) { |
| if (float32Array && float32Array.length != 64) { |
| console.log("Incorrect backing store for Uniform"); |
| return; |
| } |
| |
| this.array = float32Array || new Float32Array(64); |
| } |
| // Layout is |
| // 0-15 = model_view_projection_matrix (float4x4) |
| // 16-31 = normal matrix (float4x4) |
| // 32-35 = ambient color (float4) |
| // 36 = multiplier (int) |
| get buffer() { |
| return this.array; |
| } |
| get mvp() { |
| return this.array.subarray(0, 16); |
| } |
| get normal() { |
| return this.array.subarray(16, 32); |
| } |
| get ambientColor() { |
| return this.array.subarray(32, 36); |
| } |
| get multiplier() { |
| return this.array[40]; |
| } |
| set mvp(value) { |
| this._copyMatrix(value, 0); |
| } |
| set normal(value) { |
| this._copyMatrix(value, 16); |
| } |
| set ambientColor(value) { |
| this.array[32] = value[0]; |
| this.array[33] = value[1]; |
| this.array[34] = value[2]; |
| this.array[35] = value[3]; |
| } |
| set multiplier(value) { |
| this.array[36] = value; |
| } |
| _copyMatrix(matrix, offset) { |
| for (var i = 0; i < 16; i++) { |
| this.array[offset + i] = matrix[i]; |
| } |
| } |
| } |
| |
| const smoothstep = (min, max, value) => { |
| let x = Math.max(0, Math.min(1, (value - min) / (max - min))); |
| return x * x * (3 - 2 * x); |
| }; |
| |
| const inTimeRange = (now, start, end, period) => { |
| let offset = now % period; |
| return offset >= start && offset <= end; |
| }; |
| |
| const timeRangeOffset = (now, start, end, period) => { |
| if (!inTimeRange(now, start, end, period)) { |
| return 0; |
| } |
| let offset = now % period; |
| return Math.min(1, Math.max(0, (offset - start) / (end - start))); |
| }; |
| |
| const middlePeakTimeRangeOffset = (now, start, end, period) => { |
| let offset = timeRangeOffset(now, start, end, period); |
| return 1 - Math.abs(0.5 - offset) * 2; |
| }; |
| |
| const kNumActiveUniformBuffers = 3; |
| const kNumberOfBoxesPerAxis = 6; |
| const kNumberOfBoxes = kNumberOfBoxesPerAxis * kNumberOfBoxesPerAxis; |
| const kBoxBaseAmbientColor = [0.2, 0.2, 0.2, 1.0]; |
| const kFOVY = 45.0 / 180 * Math.PI; |
| const kEye = vec3.fromValues(0.0, 2.75, -2); |
| const kCenter = vec3.fromValues(0.0, 1.5, 1.0); |
| const kUp = vec3.fromValues(0.0, 1.0, 0.0); |
| const kEdge = 1.5 / kNumberOfBoxesPerAxis ; |
| |
| const kCubeVertexData = new Float32Array( |
| [ |
| kEdge, -kEdge, kEdge, 0.0, -1.0, 0.0, |
| -kEdge, -kEdge, kEdge, 0.0, -1.0, 0.0, |
| -kEdge, -kEdge, -kEdge, 0.0, -1.0, 0.0, |
| kEdge, -kEdge, -kEdge, 0.0, -1.0, 0.0, |
| kEdge, -kEdge, kEdge, 0.0, -1.0, 0.0, |
| -kEdge, -kEdge, -kEdge, 0.0, -1.0, 0.0, |
| |
| kEdge, kEdge, kEdge, 1.0, 0.0, 0.0, |
| kEdge, -kEdge, kEdge, 1.0, 0.0, 0.0, |
| kEdge, -kEdge, -kEdge, 1.0, 0.0, 0.0, |
| kEdge, kEdge, -kEdge, 1.0, 0.0, 0.0, |
| kEdge, kEdge, kEdge, 1.0, 0.0, 0.0, |
| kEdge, -kEdge, -kEdge, 1.0, 0.0, 0.0, |
| |
| -kEdge, kEdge, kEdge, 0.0, 1.0, 0.0, |
| kEdge, kEdge, kEdge, 0.0, 1.0, 0.0, |
| kEdge, kEdge, -kEdge, 0.0, 1.0, 0.0, |
| -kEdge, kEdge, -kEdge, 0.0, 1.0, 0.0, |
| -kEdge, kEdge, kEdge, 0.0, 1.0, 0.0, |
| kEdge, kEdge, -kEdge, 0.0, 1.0, 0.0, |
| |
| -kEdge, -kEdge, kEdge, -1.0, 0.0, 0.0, |
| -kEdge, kEdge, kEdge, -1.0, 0.0, 0.0, |
| -kEdge, kEdge, -kEdge, -1.0, 0.0, 0.0, |
| -kEdge, -kEdge, -kEdge, -1.0, 0.0, 0.0, |
| -kEdge, -kEdge, kEdge, -1.0, 0.0, 0.0, |
| -kEdge, kEdge, -kEdge, -1.0, 0.0, 0.0, |
| |
| kEdge, kEdge, kEdge, 0.0, 0.0, 1.0, |
| -kEdge, kEdge, kEdge, 0.0, 0.0, 1.0, |
| -kEdge, -kEdge, kEdge, 0.0, 0.0, 1.0, |
| -kEdge, -kEdge, kEdge, 0.0, 0.0, 1.0, |
| kEdge, -kEdge, kEdge, 0.0, 0.0, 1.0, |
| kEdge, kEdge, kEdge, 0.0, 0.0, 1.0, |
| |
| kEdge, -kEdge, -kEdge, 0.0, 0.0, -1.0, |
| -kEdge, -kEdge, -kEdge, 0.0, 0.0, -1.0, |
| -kEdge, kEdge, -kEdge, 0.0, 0.0, -1.0, |
| kEdge, kEdge, -kEdge, 0.0, 0.0, -1.0, |
| kEdge, -kEdge, -kEdge, 0.0, 0.0, -1.0, |
| -kEdge, kEdge, -kEdge, 0.0, 0.0, -1.0 |
| ]); |
| |
| let gpu; |
| let commandQueue; |
| let renderPassDescriptor; |
| let renderPipelineState; |
| let depthStencilState; |
| |
| let projectionMatrix = mat4.create(); |
| let viewMatrix = mat4.create(); |
| |
| var startTime; |
| var elapsedTime; |
| let cameraRotation = 0; |
| let cameraAltitude = 0; |
| |
| const uniformBuffers = new Array(kNumActiveUniformBuffers); |
| var currentUniformBufferIndex = 0; |
| |
| window.addEventListener("load", init, false); |
| |
| function init() { |
| |
| if (!checkForWebGPU()) { |
| return; |
| } |
| |
| let canvas = document.querySelector("canvas"); |
| let canvasSize = canvas.getBoundingClientRect(); |
| canvas.width = canvasSize.width; |
| canvas.height = canvasSize.height; |
| |
| let aspect = Math.abs(canvasSize.width / canvasSize.height); |
| mat4.perspective(projectionMatrix, kFOVY, aspect, 0.1, 100.0); |
| mat4.lookAt(viewMatrix, kEye, kCenter, kUp); |
| |
| gpu = canvas.getContext("webgpu"); |
| commandQueue = gpu.createCommandQueue(); |
| |
| let library = gpu.createLibrary(document.getElementById("library").text); |
| let vertexFunction = library.functionWithName("vertex_function"); |
| let fragmentFunction = library.functionWithName("fragment_function"); |
| |
| if (!library || !fragmentFunction || !vertexFunction) { |
| return; |
| } |
| |
| var pipelineDescriptor = new WebGPURenderPipelineDescriptor(); |
| pipelineDescriptor.vertexFunction = vertexFunction; |
| pipelineDescriptor.fragmentFunction = fragmentFunction; |
| // NOTE: Our API proposal has these values as enums, not constant numbers. |
| // We haven't got around to implementing the enums yet. |
| pipelineDescriptor.colorAttachments[0].pixelFormat = gpu.PixelFormatBGRA8Unorm; |
| pipelineDescriptor.depthAttachmentPixelFormat = gpu.PixelFormatDepth32Float; |
| |
| renderPipelineState = gpu.createRenderPipelineState(pipelineDescriptor); |
| |
| let depthStencilDescriptor = new WebGPUDepthStencilDescriptor(); |
| depthStencilDescriptor.depthWriteEnabled = true; |
| depthStencilDescriptor.depthCompareFunction = "less"; |
| |
| depthStencilState = gpu.createDepthStencilState(depthStencilDescriptor); |
| |
| for (let i = 0; i < kNumActiveUniformBuffers; i++) { |
| uniformBuffers[i] = []; |
| for (let j = 0; j < kNumberOfBoxes; j++) { |
| let uniform = new Uniform(); |
| uniform.multiplier = (j % 2) ? -1 : 1; |
| uniform.ambientColor = kBoxBaseAmbientColor; |
| uniformBuffers[i].push(gpu.createBuffer(uniform.buffer)); |
| } |
| } |
| |
| let depthTextureDescriptor = new WebGPUTextureDescriptor(gpu.PixelFormatDepth32Float, canvasSize.width, canvasSize.height, false); |
| // NOTE: Our API proposal has some of these values as enums, not constant numbers. |
| // We haven't got around to implementing the enums yet. |
| depthTextureDescriptor.textureType = gpu.TextureType2D; |
| depthTextureDescriptor.sampleCount = 1; |
| depthTextureDescriptor.usage = gpu.TextureUsageUnknown; |
| depthTextureDescriptor.storageMode = gpu.StorageModePrivate; |
| |
| let depthTexture = gpu.createTexture(depthTextureDescriptor); |
| |
| renderPassDescriptor = new WebGPURenderPassDescriptor(); |
| // NOTE: Our API proposal has some of these values as enums, not constant numbers. |
| // We haven't got around to implementing the enums yet. |
| renderPassDescriptor.colorAttachments[0].loadAction = gpu.LoadActionClear; |
| renderPassDescriptor.colorAttachments[0].storeAction = gpu.StoreActionStore; |
| renderPassDescriptor.colorAttachments[0].clearColor = [0.35, 0.65, 0.85, 1.0]; |
| renderPassDescriptor.depthAttachment.loadAction = gpu.LoadActionClear; |
| renderPassDescriptor.depthAttachment.storeAction = gpu.StoreActionDontCare; |
| renderPassDescriptor.depthAttachment.clearDepth = 1.0; |
| renderPassDescriptor.depthAttachment.texture = depthTexture; |
| |
| vertexBuffer = gpu.createBuffer(kCubeVertexData); |
| |
| startTime = Date.now(); |
| render(); |
| } |
| |
| function render() { |
| |
| elapsedTime = (Date.now() - startTime) / 1000; |
| |
| cameraRotation = Math.PI * 2 * (1 - timeRangeOffset(elapsedTime, 0, 11, 11)); |
| cameraAltitude = Math.sin(elapsedTime / 6 * Math.PI) + 1; |
| |
| let eye = vec3.create(); |
| vec3.add(eye, kEye, vec3.fromValues(0, cameraAltitude, 0)); |
| mat4.lookAt(viewMatrix, eye, kCenter, kUp); |
| |
| updateUniformData(currentUniformBufferIndex); |
| |
| let commandBuffer = commandQueue.createCommandBuffer(); |
| |
| let drawable = gpu.nextDrawable(); |
| |
| renderPassDescriptor.colorAttachments[0].texture = drawable.texture; |
| |
| let commandEncoder = commandBuffer.createRenderCommandEncoderWithDescriptor(renderPassDescriptor); |
| commandEncoder.setDepthStencilState(depthStencilState); |
| commandEncoder.setRenderPipelineState(renderPipelineState); |
| commandEncoder.setVertexBuffer(vertexBuffer, 0, 0); |
| |
| for (let geometryBuffer of uniformBuffers[currentUniformBufferIndex]) { |
| commandEncoder.setVertexBuffer(geometryBuffer, 0, 1); |
| // NOTE: Our API proposal uses the enum value "triangle" here. We haven't got around to implementing the enums yet. |
| commandEncoder.drawPrimitives(gpu.PrimitiveTypeTriangle, 0, kCubeVertexData.length); |
| } |
| |
| commandEncoder.endEncoding(); |
| commandBuffer.presentDrawable(drawable); |
| commandBuffer.commit(); |
| |
| currentUniformBufferIndex = (currentUniformBufferIndex + 1) % kNumActiveUniformBuffers; |
| requestAnimationFrame(render); |
| } |
| |
| function updateUniformData(index) { |
| |
| let baseModelViewMatrix = mat4.create(); |
| mat4.translate(baseModelViewMatrix, baseModelViewMatrix, vec3.fromValues(0, -1 * cameraAltitude, 5)); |
| mat4.rotate(baseModelViewMatrix, baseModelViewMatrix, cameraRotation, vec3.fromValues(0, 1, 0)); |
| |
| mat4.multiply(baseModelViewMatrix, viewMatrix, baseModelViewMatrix); |
| |
| for (let i = 0; i < kNumberOfBoxesPerAxis; i++) { |
| for (let j = 0; j < kNumberOfBoxesPerAxis; j++) { |
| |
| let boxIndex = i * kNumberOfBoxesPerAxis + j; |
| |
| let modelViewMatrix = mat4.create(); |
| |
| // Position the cube in X,Y. |
| let translationMatrix = mat4.create(); |
| if (kNumberOfBoxesPerAxis > 1) { |
| let step = 4 / (kNumberOfBoxesPerAxis - 1); |
| mat4.translate(translationMatrix, translationMatrix, vec3.fromValues(j * step - 2, 0, i * step - 2)); |
| } else { |
| mat4.translate(translationMatrix, translationMatrix, vec3.fromValues(0, 0, 0)); |
| } |
| |
| let translateElapsedOffset = elapsedTime + boxIndex * 0.6; |
| if (inTimeRange(translateElapsedOffset, 10, 12, 23)) { |
| let translate = smoothstep(0, 1, middlePeakTimeRangeOffset(translateElapsedOffset, 10, 12, 23)) * 0.4; |
| mat4.translate(translationMatrix, translationMatrix, vec3.fromValues(0, translate, 0)); |
| } |
| |
| let scaleMatrix = mat4.create(); |
| let scaleElapsedOffset = elapsedTime + boxIndex * 0.1; |
| if (inTimeRange(scaleElapsedOffset, 2, 6, 19)) { |
| let scale = smoothstep(0, 1, middlePeakTimeRangeOffset(scaleElapsedOffset, 2, 6, 19)) * 0.5 + 1; |
| mat4.scale(scaleMatrix, scaleMatrix, vec3.fromValues(scale, scale, scale)); |
| } |
| mat4.multiply(modelViewMatrix, translationMatrix, scaleMatrix); |
| |
| // Rotate the cube. |
| let rotationMatrix = mat4.create(); |
| let rotationElapsedOffset = elapsedTime + (kNumberOfBoxes - boxIndex) * 0.1; |
| if (inTimeRange(rotationElapsedOffset, 3, 7, 11)) { |
| var rotation = smoothstep(0, 1, timeRangeOffset(rotationElapsedOffset, 3, 7, 11)) * Math.PI * 2; |
| mat4.rotate(rotationMatrix, rotationMatrix, rotation, vec3.fromValues(0.5, 1, 1)); |
| } |
| mat4.multiply(modelViewMatrix, modelViewMatrix, rotationMatrix); |
| |
| mat4.multiply(modelViewMatrix, baseModelViewMatrix, modelViewMatrix); |
| |
| let normalMatrix = mat4.clone(modelViewMatrix); |
| mat4.transpose(normalMatrix, normalMatrix); |
| mat4.invert(normalMatrix, normalMatrix); |
| |
| let uniform = new Uniform(new Float32Array(uniformBuffers[index][i * kNumberOfBoxesPerAxis + j].contents)); |
| |
| uniform.normal = normalMatrix; |
| |
| let modelViewProjectionMatrix = mat4.create(); |
| mat4.multiply(modelViewProjectionMatrix, projectionMatrix, modelViewMatrix); |
| |
| uniform.mvp = modelViewProjectionMatrix; |
| |
| let colorElapsedOffset = elapsedTime + boxIndex * 0.15; |
| if (inTimeRange(colorElapsedOffset, 2, 3, 10)) { |
| let redBoost = middlePeakTimeRangeOffset(colorElapsedOffset, 2, 3, 10) * 0.5; |
| uniform.ambientColor[0] = Math.min(1.0, Math.max(0, kBoxBaseAmbientColor[0] + redBoost)); |
| } else { |
| uniform.ambientColor[0] = kBoxBaseAmbientColor[0]; |
| } |
| colorElapsedOffset = elapsedTime + (kNumberOfBoxes - boxIndex) * 0.1; |
| if (inTimeRange(colorElapsedOffset, 7, 11, 21)) { |
| let greenBoost = middlePeakTimeRangeOffset(colorElapsedOffset, 7, 11, 21) * 0.3; |
| uniform.ambientColor[1] = Math.min(1.0, Math.max(0, kBoxBaseAmbientColor[1] + greenBoost)); |
| } else { |
| uniform.ambientColor[1] = kBoxBaseAmbientColor[1]; |
| } |
| } |
| } |
| } |