matrix-engine-wgpu
v1.0.6
Published
webGPU powered pwa application. Crazy fast rendering with AmmoJS physics support.
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matrix-engine-wgpu
[not fully operative for now - WIP]
Author Nikola Lukic [email protected] 2024
Logo:
In logo i used webGPU logo from:
WebGPU logo by W3C. The logos are licensed under Creative Commons Attribution 4.0 International. Download from https://www.w3.org/2023/02/webgpu-logos.html
Used npm package wgpu-matrix
for replacment of glmatrix library.Classis "modelViewProjectionMatrix" calculations.
I publish (this repo) npm package with name matrix-engine-wgpu
.
Objective
- scene objects feature [objects/scene/transformation]
- Make it similar to the matrix-engine webGL features.
- Main base example is
shadowMapping
from webgpu-samples - Integrate ammojs
Support list
Only access to the object scene instance look like:
mainRenderBundle
is scene holder.app.mainRenderBundle[0];
For now only
addMeshObj
works [Obj file loader].
Camera
Camera type: WASD | arcball
mainCameraParams: {
type: 'WASD',
responseCoef: 1000
}
Position
app.mainRenderBundle[0] -> position
Position is taken from matrix-engine[webgl] same struct.
app.mainRenderBundle[0].position.translateByX(12);
Teleport/ direct set
app.mainRenderBundle[0].position.SetX(-2);
Change speed of translation
app.mainRenderBundle[0].position.thrust = 0.1;
####Note: Position for Physics enabled object look like:
No working .position
and .rotation
in physics enabled regime.
You must use Ammo body funcs like : applyForce, setAngularVelocity, setLinearVelocity etc...
app.matrixAmmo.rigidBodies[0].setAngularVelocity(new Ammo.btVector3(0,2,0))
app.matrixAmmo.rigidBodies[0].setLinearVelocity(new Ammo.btVector3(0,7,0))
Rotation
app.mainRenderBundle[0].rotation
Rotate object by axis by degree:
app.mainRenderBundle[0].rotation.x = 45
Active rotation
app.mainRenderBundle[0].rotation.rotationSpeed.y = 10
Stop rotating
app.mainRenderBundle[0].rotation.rotationSpeed.y = 0
Note: In physics enabled object .rotation
have no affect.
How to load obj [with uvs] file:
Main instance script:
import MatrixEngineWGPU from "./src/world.js";
import {downloadMeshes} from './src/engine/loader-obj.js';
import {LOG_FUNNY, LOG_INFO, LOG_MATRIX} from "./src/engine/utils.js";
export let application = new MatrixEngineWGPU({
useSingleRenderPass: true,
canvasSize: 'fullscreen',
mainCameraParams: {
type: 'WASD',
responseCoef: 1000
}
}, () => {
addEventListener('AmmoReady', () => {
downloadMeshes({
welcomeText: "./res/meshes/blender/piramyd.obj",
armor: "./res/meshes/obj/armor.obj",
sphere: "./res/meshes/blender/sphere.obj",
cube: "./res/meshes/blender/cube.obj",
}, onLoadObj)
})
function onLoadObj(m) {
application.myLoadedMeshes = m;
for(var key in m) {
console.log(`%c Loaded objs: ${key} `, LOG_MATRIX);
}
application.addMeshObj({
position: {x: 0, y: 2, z: -10},
rotation: {x: 0, y: 0, z: 0},
rotationSpeed: {x: 0, y: 0, z: 0},
texturesPaths: ['./res/meshes/blender/cube.png'],
name: 'CubePhysics',
mesh: m.cube,
physics: {
enabled: true,
geometry: "Cube"
}
})
application.addMeshObj({
position: {x: 0, y: 2, z: -10},
rotation: {x: 0, y: 0, z: 0},
rotationSpeed: {x: 0, y: 0, z: 0},
texturesPaths: ['./res/meshes/blender/cube.png'],
name: 'SpherePhysics',
mesh: m.sphere,
physics: {
enabled: true,
geometry: "Sphere"
}
})
}
})
window.app = application
NPM Scripts
Bundle compiler: watchify
"main-worker": "watchify app-worker.js -p [esmify --noImplicitAny] -o public/app-worker.js",
"examples": "watchify examples.js -p [esmify --noImplicitAny] -o public/examples.js",
"main": "watchify main.js -p [esmify --noImplicitAny] -o public/app.js",
"build-empty": "watchify empty.js -p [esmify --noImplicitAny] -o public/empty.js",
"build-all": "npm run main-worker.js | npm run examples | npm run main | npm run build-empty"
- "main-worker" use same endpoint but with root wrapper.
- "examples" for now build just one current (just import script from ./examples/) instance.
- "main" this is build for main.js main instance.
- "build-empty" when you wanna use this engine on codepen or stackoverflow just build one empty instance and you can write megpu code.
- "build-all" build all at once [every output is diff name].
Resource
- Resources place is ./public also this folder is root for output js builds, after all you get all needed stuff in one public folder (www).
LINKS
- How to use it on codepen
https://codepen.io/zlatnaspirala/pen/VwNKMar?editors=0011
I use empty build then i add/upload to my VPS public server you can use it:
Usually last night build stable/unstable version.
https://maximumroulette.com/apps/megpu/empty.js
You can build your own with
npm run build-empty
.
LICENCE
Note:
"Just keep this text also any other about textual file / or code commnet with ref... and you can sell or what ever you want with your project."
Structural shema for project and personal learning inspired by: https://webgpu.github.io/webgpu-samples/samples/renderBundles also https://webgpu.github.io/webgpu-samples/?sample=shadowMapping
Obj loader [same like matrix-engine webgl engine] Obj loader source http://math.hws.edu/graphicsbook/source/webgl/cube-camera.html
BSD 3-Clause
https://github.com/webgpu/webgpu-samples/blob/main/LICENSE.txt
Copyright 2019 WebGPU Samples Contributors
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.