Added primitive renderer, world with tree hierarchy supporting lights and objects with GLTF loading. Builds and runs with broken rendering and tree.
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f1d4534063
commit
efe98454d9
17 changed files with 1968 additions and 1221 deletions
97
src/assets/SimpleShader.wgsl
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97
src/assets/SimpleShader.wgsl
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struct Environment {
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ambient: vec4<f32>,
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light: vec4<f32>,
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dir: vec4<f32>,
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}
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struct View {
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view: mat4x4<f32>,
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frame: mat4x4<f32>,
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}
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// Vertex shader
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@group(0) @binding(0)
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var<uniform> view: View;
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@group(0) @binding(1)
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var<uniform> environment: Environment;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) tex_coords: vec2<f32>,
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}
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struct InstanceInput {
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@location(4) model_matrix_0: vec4<f32>,
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@location(5) model_matrix_1: vec4<f32>,
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@location(6) model_matrix_2: vec4<f32>,
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@location(7) model_matrix_3: vec4<f32>,
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@location(8) model_color: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) color: vec4<f32>,
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@location(2) world_normal: vec3<f32>,
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@location(3) world_position: vec3<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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var out: VertexOutput;
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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let model_rot_matrix = mat3x3<f32>(
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instance.model_matrix_0.xyz,
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instance.model_matrix_1.xyz,
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instance.model_matrix_2.xyz,
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);
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out.tex_coords = model.tex_coords;
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out.color = instance.model_color;
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out.world_normal = model_rot_matrix * model.normal;
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var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.clip_position = view.view * world_position;
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return out;
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}
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// Fragment shader
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@group(1) @binding(0)
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var s_diffuse: sampler;
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@group(1) @binding(1)
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var t_diffuse: texture_2d<f32>;
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@group(1) @binding(2)
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var t_normal: texture_2d<f32>;
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@group(1) @binding(3)
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var t_rough: texture_2d<f32>;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_normal: vec4<f32> = textureSample(t_normal, s_diffuse, in.tex_coords);
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let tangent_normal = object_normal.xyz * 2.0 - 1.0;
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let light_dir = normalize(environment.dir.xyz);
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let view_dir = normalize(view.frame[3].xyz - in.world_position);
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let half_dir = normalize(view_dir + light_dir);
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let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
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let diffuse_color = environment.light.xyz * diffuse_strength;
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let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
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let specular_color = specular_strength * environment.light.xyz;
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let result = (environment.ambient.xyz + diffuse_color.xyz + specular_color.xyz) * object_color.xyz;
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return vec4<f32>(result.xyz,object_color.a);
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}
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BIN
src/assets/plank/color.png
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BIN
src/assets/plank/color.png
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Binary file not shown.
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After Width: | Height: | Size: 1.5 MiB |
BIN
src/assets/plank/normal.png
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src/assets/plank/normal.png
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After Width: | Height: | Size: 4.7 MiB |
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src/assets/plank/roughness.png
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src/assets/plank/roughness.png
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After Width: | Height: | Size: 499 KiB |
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@ -1,35 +0,0 @@
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// Vertex shader
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@group(1) @binding(0)
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var<uniform> view: mat4x4<f32>;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = view * vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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@ -1,21 +0,0 @@
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>
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};
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.color = vec4<f32>(0.3,x,y,1.0);
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return out;
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}
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@fragment
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fn fs_main(@location(0) col: vec4<f32>) -> @location(0) vec4<f32> {
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return col;
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}
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