Camera projection, upload lights and global uniforms, issue draw calls

This commit is contained in:
Szymon Nowakowski 2023-08-05 15:41:10 +02:00
parent be350c5f4f
commit 23309903e8
9 changed files with 284 additions and 28 deletions

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@ -4,7 +4,7 @@
* obtain one at http://mozilla.org/MPL/2.0/.
*/
import { Node } from ".";
import { Matrix4x4, Node } from ".";
export type Camera = OrthographicCamera | PerspectiveCamera;
@ -30,7 +30,7 @@ export class OrthographicCamera {
_name: string;
_verticalSize: number;
_halfVerticalSize: number;
_nearPlane: number;
_farPlane: number;
@ -45,7 +45,7 @@ export class OrthographicCamera {
}: OrthographicCameraProps) {
this._name = name;
this._verticalSize = verticalSize;
this._halfVerticalSize = verticalSize;
this._nearPlane = nearPlane;
this._farPlane = farPlane;
@ -55,8 +55,8 @@ export class OrthographicCamera {
set name(value: string) { this._name = value; }
get name(): string { return this._name; }
set verticalSize(value: number) { this._verticalSize = value; }
get verticalSize(): number { return this._verticalSize; }
set halfVerticalSize(value: number) { this._halfVerticalSize = value; }
get halfVerticalSize(): number { return this._halfVerticalSize; }
set nearPlane(value: number) { this._nearPlane = value; }
get nearPlane(): number { return this._nearPlane; }
@ -87,6 +87,16 @@ export class OrthographicCamera {
this._node = null;
return this;
}
computeProjectionMatrix(aspectRatio: number, res: Matrix4x4): Matrix4x4 {
const halfHorizontalSize = this._halfVerticalSize / aspectRatio;
return res.set(
1 / halfHorizontalSize, 0, 0, 0,
0, 1 / this._halfVerticalSize, 0, 0,
0, 0, 1 / (this._nearPlane - this._farPlane), 0,
0, 0, this._farPlane / (this._farPlane - this._nearPlane), 1,
);
}
}
export class PerspectiveCamera {
@ -149,6 +159,25 @@ export class PerspectiveCamera {
this._node = null;
return this;
}
computeProjectionMatrix(aspectRatio: number, res: Matrix4x4): Matrix4x4 {
const halfVerticalCotangent = 1 / Math.tan(0.5 * this._verticalFovRad);
if (this._farPlane === Infinity) {
return res.set(
halfVerticalCotangent / aspectRatio, 0, 0, 0,
0, halfVerticalCotangent, 0, 0,
0, 0, 0, 1,
0, 0, this._nearPlane, 0,
);
} else {
return res.set(
halfVerticalCotangent / aspectRatio, 0, 0, 0,
0, halfVerticalCotangent, 0, 0,
0, 0, this._nearPlane / (this._nearPlane - this._farPlane), 1,
0, 0, this._nearPlane * this._farPlane / (this._farPlane - this._nearPlane), 0,
);
}
}
}
Object.defineProperty(OrthographicCamera.prototype, "type", { value: "OrthographicCamera" });

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@ -155,6 +155,31 @@ export class Matrix4x4 {
);
}
set(
ix: number, iy: number, iz: number, iw: number,
jx: number, jy: number, jz: number, jw: number,
kx: number, ky: number, kz: number, kw: number,
tx: number, ty: number, tz: number, tw: number,
): Matrix4x4 {
this.ix = ix;
this.iy = iy;
this.iz = iz;
this.iw = iw;
this.jx = jx;
this.jy = jy;
this.jz = jz;
this.jw = jw;
this.kx = kx;
this.ky = ky;
this.kz = kz;
this.kw = kw;
this.tx = tx;
this.ty = ty;
this.tz = tz;
this.tw = tw;
return this;
}
setObject(object: Matrix4x4Object): Matrix4x4 {
this.ix = object.ix;
this.iy = object.iy;
@ -507,6 +532,40 @@ export class Matrix4x4 {
return this;
}
inverseAffine(): Matrix4x4 {
const ix = this.ix;
const iy = this.iy;
const iz = this.iz;
const jx = this.jx;
const jy = this.jy;
const jz = this.jz;
const kx = this.kx;
const ky = this.ky;
const kz = this.kz;
const tx = this.tx;
const ty = this.ty;
const tz = this.tz;
const det = ix * jy * kz + iy * jz * kx + iz * jx * ky
- ix * jz * ky - iy * jx * kz - iz * jy * kx;
const invDet = 1 / det;
this.ix = invDet * (jy * kz - jz * ky);
this.iy = invDet * (iz * ky - iy * kz);
this.iz = invDet * (iy * jz - iz * jy);
this.jx = invDet * (jz * kx - jx * kz);
this.jy = invDet * (ix * kz - iz * kx);
this.jz = invDet * (iz * jx - ix * jz);
this.kx = invDet * (jx * ky - jy * kx);
this.ky = invDet * (iy * kx - ix * ky);
this.kz = invDet * (ix * jy - iy * jx);
this.tx = -(this.ix * tx + this.jx * ty + this.kx * tz);
this.ty = -(this.iy * tx + this.jy * ty + this.ky * tz);
this.tz = -(this.iz * tx + this.jz * ty + this.kz * tz);
return this;
}
inverseTransposeAffine(): Matrix4x4 {
const ix = this.ix;
const iy = this.iy;

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@ -4,12 +4,14 @@
* obtain one at http://mozilla.org/MPL/2.0/.
*/
import { Node } from ".";
import { Color, ColorObject, Node } from ".";
export interface SceneProps {
readonly name?: string;
readonly nodes?: Node[];
readonly ambientLight?: ColorObject;
}
export class Scene {
@ -20,17 +22,31 @@ export class Scene {
_nodes: Node[];
_ambientLight: Color;
constructor({
name = "",
nodes = [],
ambientLight,
}: SceneProps) {
this._name = name;
this._nodes = nodes;
this._ambientLight = ambientLight !== undefined ? Color.fromObject(ambientLight) : Color.black();
}
set name(value: string) { this._name = value; }
get name(): string { return this._name; }
setAmbientLight(value: ColorObject): Scene {
this._ambientLight.setObject(value);
return this;
}
getAmbientLight(res: Color): Color {
return res.setObject(this._ambientLight);
}
}
Object.defineProperty(Scene.prototype, "type", { value: "Scene" });

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@ -78,6 +78,13 @@ export class Vector2 {
this.y = y;
return this;
}
normalize(): Vector2 {
const l = Math.sqrt(this.x * this.x + this.y * this.y);
this.x /= l;
this.y /= l;
return this;
}
}
Object.defineProperty(Vector2.prototype, "type", { value: "Vector2" });

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@ -91,6 +91,14 @@ export class Vector3 {
this.z = z;
return this;
}
normalize(): Vector3 {
const l = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
this.x /= l;
this.y /= l;
this.z /= l;
return this;
}
}
Object.defineProperty(Vector3.prototype, "type", { value: "Vector3" });

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@ -104,6 +104,15 @@ export class Vector4 {
this.w = w;
return this;
}
normalize(): Vector4 {
const l = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
this.x /= l;
this.y /= l;
this.z /= l;
this.w /= l;
return this;
}
}
Object.defineProperty(Vector4.prototype, "type", { value: "Vector4" });

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@ -9,17 +9,34 @@ export * from "./shader";
import { _BinaryWriter as BinaryWriter } from "./_BinaryWriter";
import { _Mapping as Mapping } from "./_Mapping";
import { Camera, Material, Matrix4x4, Node, Scene, preOrder } from "./data";
import { Camera, Material, Matrix4x4, Node, Scene, Vector3, isDirectionalLight, isPointLight, preOrder } from "./data";
import { IndexBuffer, IndexBufferProps, Texture2D, Texture2DProps, VertexBuffer, VertexBufferProps } from "./resources";
import { ShaderFlagKey, ShaderFlags, createPipeline, shaderFlagsKey } from "./shader";
const _normalMatrix = new Matrix4x4(
const _matrixOStoWSNormal = new Matrix4x4(
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
);
const _matrixWStoVS = new Matrix4x4(
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
);
const _matrixVStoCS = new Matrix4x4(
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
);
const _directionWS = new Vector3(NaN, NaN, NaN);
const _positionWS = new Vector3(NaN, NaN, NaN);
export class Renderer {
_adapter: GPUAdapter;
@ -45,11 +62,14 @@ export class Renderer {
_uniformWriter: BinaryWriter;
_uniformBuffer: GPUBuffer;
_directionalLightBuffer: GPUBuffer;
_lightWriter: BinaryWriter;
_pointLightBuffer: GPUBuffer;
_directionalLightBuffer: GPUBuffer;
_sampler: GPUSampler;
_globalBindGroup: GPUBindGroup;
_objectBindGroup: GPUBindGroup;
/**
@ -113,7 +133,6 @@ export class Renderer {
binding: 1,
visibility: GPUShaderStage.FRAGMENT,
buffer: {
hasDynamicOffset: true,
type: "read-only-storage",
},
},
@ -121,7 +140,6 @@ export class Renderer {
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
buffer: {
hasDynamicOffset: true,
type: "read-only-storage",
},
},
@ -224,11 +242,13 @@ export class Renderer {
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.UNIFORM,
label: "Uniform",
});
this._directionalLightBuffer = device.createBuffer({
this._lightWriter = new BinaryWriter();
this._pointLightBuffer = device.createBuffer({
size: 1024 * 32,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.STORAGE,
});
this._pointLightBuffer = device.createBuffer({
this._directionalLightBuffer = device.createBuffer({
size: 1024 * 32,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.STORAGE,
});
@ -243,6 +263,15 @@ export class Renderer {
maxAnisotropy: 16,
});
this._globalBindGroup = device.createBindGroup({
layout: this._globalBindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: this._uniformBuffer } },
{ binding: 1, resource: { buffer: this._pointLightBuffer } },
{ binding: 2, resource: { buffer: this._directionalLightBuffer } },
],
label: "Global",
});
this._objectBindGroup = device.createBindGroup({
layout: this._objectBindGroupLayout,
entries: [
@ -320,6 +349,11 @@ export class Renderer {
}
render(scene: Scene, camera: Camera): Renderer {
const cameraNode = camera._node;
if (cameraNode === null) {
throw new Error(`Cannot render with a detached camera. Camera [${camera._name}] is not attached to a node.`);
}
const { width, height } = this._context.getCurrentTexture();
if (this._depthBuffer.width !== width || this._depthBuffer.height !== height) {
this._depthBuffer.resizeDiscard({
@ -346,7 +380,7 @@ export class Renderer {
this._uniformWriter.clear();
// material gather
// gather materials
const materialMapping = new Mapping<Material>();
for (const node of preOrder(scene._nodes)) {
@ -385,7 +419,7 @@ export class Renderer {
return { offset, bindGroup };
});
// object gather
// gather objects
const objectMapping = new Mapping<Node>();
for (const node of preOrder(scene._nodes)) {
@ -398,20 +432,112 @@ export class Renderer {
const offset = this._uniformWriter._length;
object._updateWorldMatrix();
this._uniformWriter.writeMatrix4x4(object._worldMatrix);
this._uniformWriter.writeMatrix4x4(_normalMatrix.setObject(object._worldMatrix).inverseTransposeAffine());
this._uniformWriter.writeMatrix4x4(_matrixOStoWSNormal.setObject(object._worldMatrix).inverseTransposeAffine());
return offset;
});
// directional lights gather
// gather point lights
// TODO
this._lightWriter.clear();
let pointLightCount = 0;
for (const node of preOrder(scene._nodes)) {
const light = node._light;
if (!isPointLight(light)) continue;
// point lights gather
node._updateWorldMatrix();
_positionWS.set(node._worldMatrix.tx, node._worldMatrix.ty, node._worldMatrix.tz);
// TODO
this._lightWriter.writeVector3(_positionWS);
this._lightWriter.writeU32(0);
this._lightWriter.writeColorF32(light._color);
this._lightWriter.writeU32(0);
void materialBindGroups;
void objectOffsets;
pointLightCount += 1;
}
this._device.queue.writeBuffer(this._pointLightBuffer, 0, this._lightWriter.subarray);
// gather directional lights
this._lightWriter.clear();
let directionalLightCount = 0;
for (const node of preOrder(scene._nodes)) {
const light = node._light;
if (!isDirectionalLight(light)) continue;
node._updateWorldMatrix();
_directionWS.set(-node._worldMatrix.kx, -node._worldMatrix.ky, -node._worldMatrix.kz);
_directionWS.normalize();
this._lightWriter.writeVector3(_directionWS);
this._lightWriter.writeU32(0);
this._lightWriter.writeColorF32(light._color);
this._lightWriter.writeU32(0);
directionalLightCount += 1;
}
this._device.queue.writeBuffer(this._directionalLightBuffer, 0, this._lightWriter.subarray);
// global uniforms
const globalUniformsOffset = this._uniformWriter._length;
cameraNode._updateWorldMatrix();
_matrixWStoVS.setObject(cameraNode._worldMatrix).inverseAffine();
camera.computeProjectionMatrix(width / height, _matrixVStoCS);
this._uniformWriter.writeMatrix4x4(_matrixWStoVS);
this._uniformWriter.writeMatrix4x4(_matrixVStoCS);
this._uniformWriter.writeColorF32(scene._ambientLight);
this._uniformWriter.writeU32(pointLightCount);
this._uniformWriter.writeU32(directionalLightCount);
this._uniformWriter.writeU32(0);
this._uniformWriter.writeU32(0);
this._uniformWriter.writeU32(0);
// upload uniforms
this._device.queue.writeBuffer(this._uniformBuffer, 0, this._uniformWriter.subarray);
// render
pass.setBindGroup(0, this._globalBindGroup, [globalUniformsOffset]);
for (let oi = 0; oi < objectMapping.table.length; ++oi) {
const object = objectMapping.table[oi]!;
const objectOffset = objectOffsets[oi]!;
const mesh = object.mesh!;
const { _vertexBuffer: vertexBuffer, _indexBuffer: indexBuffer } = mesh;
const flags: ShaderFlags = {
texCoord: vertexBuffer._texCoordBuffer !== null,
lightTexCoord: vertexBuffer._lightTexCoordBuffer !== null,
normal: vertexBuffer._normalBuffer !== null,
tangent: vertexBuffer._tangentBuffer !== null,
};
const renderPipeline = this._getOrCreatePipeline(flags);
pass.setPipeline(renderPipeline);
pass.setVertexBuffer(0, vertexBuffer._positionBuffer);
pass.setVertexBuffer(1, vertexBuffer._texCoordBuffer);
pass.setVertexBuffer(2, vertexBuffer._lightTexCoordBuffer);
pass.setVertexBuffer(3, vertexBuffer._normalBuffer);
pass.setVertexBuffer(4, vertexBuffer._tangentBuffer);
pass.setIndexBuffer(indexBuffer._buffer, indexBuffer._indexFormat);
pass.setBindGroup(2, this._objectBindGroup, [objectOffset]);
for (let si = 0; si < mesh._submeshes.length; ++si) {
const submesh = mesh._submeshes[si]!;
const material = object._materials[si]!;
const { bindGroup: materialBindGroup, offset: materialOffset } = materialBindGroups[materialMapping.get(material)!]!;
pass.setBindGroup(1, materialBindGroup, [materialOffset]);
pass.drawIndexed(submesh.length, 1, submesh.start, 0, 0);
}
}
pass.end();

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@ -116,6 +116,9 @@ export class IndexBuffer {
indexCount,
});
}
get indexFormat(): "uint16" | "uint32" { return this._indexFormat; }
get indexSize(): number { return indexSize(this._indexFormat); }
}
Object.defineProperty(IndexBuffer.prototype, "type", { value: "IndexBuffer" });

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@ -136,16 +136,15 @@ export function createShaderCode({
normal,
tangent,
}: ShaderFlags): string {
let vertexLocation = 0;
let varyingLocation = 0;
return `
struct Vertex {
@location(${vertexLocation++}) positionOS: vec3<f32>,
${texCoord ? `@location(${vertexLocation++}) texCoord: vec2<f32>,` : ""}
${lightTexCoord ? `@location(${vertexLocation++}) lightTexCoord: vec2<f32>,` : ""}
${normal ? `@location(${vertexLocation++}) normalOS: vec3<f32>,` : ""}
${normal && tangent ? `@location(${vertexLocation++}) tangentOS: vec4<f32>,` : ""}
@location(0) positionOS: vec3<f32>,
${texCoord ? `@location(1) texCoord: vec2<f32>,` : ""}
${lightTexCoord ? `@location(2) lightTexCoord: vec2<f32>,` : ""}
${normal ? `@location(3) normalOS: vec3<f32>,` : ""}
${normal && tangent ? `@location(4) tangentOS: vec4<f32>,` : ""}
}
struct Varyings {