Currently my axes --for some reason-- are X and Y defining the ground plane and -Z as up. I want to have X and Z as the ground plane and +Y as up.
To illustrate what I'm saying, here's the normal scene:
Brazil with a translation of [1, 0, 0]:
Brazil with a translation of [0, 1, 0]:
Brazil with a translation of [0, 0, 1] and a bit of rotation on the camera to see it better:
What I want is to have up as +Y instead of -Z.
I'm sure my model is oriented correctly with the coordinates I want. I made it in Blender and exported as a gltf file with the "+Y Up" option. Just to be sure, here's my model inside the first gltf online viewer that I found (https://gltf-viewer.donmccurdy.com/):
My vertex shader doesn't do anything else with the coordinates besides multiply them by the projection, view and model matrices:
...
var worldPos = vsUniqueUniforms.model * vec4f(v.position, 1.0);
output.position = vsCommonUniforms.projection * vsCommonUniforms.camera * worldPos;
...
My view matrix is the inverse of the following:
static cameraAim(pos: Vec3, target: Vec3, up: Vec3) {
const zAxis = Vec3.subtract(pos, target).normalize();
const xAxis = Vec3.cross(up, zAxis).normalize();
const yAxis = Vec3.cross(zAxis, xAxis).normalize();
return new Mat4([
xAxis.x, xAxis.y, xAxis.z, 0,
yAxis.x, yAxis.y, yAxis.z, 0,
zAxis.x, zAxis.y, zAxis.z, 0,
pos.x , pos.y , pos.z , 1
]);
}
And my projection matrix is:
static perspective(fovRadians: number, aspect: number, near: number, far: number): Mat4 {
const f = Math.tan(Math.PI * 0.5 - 0.5 * fovRadians);
const rangeInv = 1 / (near - far);
return new Mat4([
f / aspect , 0 , 0 , 0,
0 , f , 0 , 0,
0 , 0 , far * rangeInv , -1,
0 , 0 , near * far * rangeInv, 0,
]);
}
Just for the sake of it I'll post here the Vec3.coss/subtract/normalize functions but they should be right:
static cross(a: Vec3, b: Vec3): Vec3 {
return new Vec3(
a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x
);
}
static subtract(a: Vec3, b: Vec3): Vec3 {
return new Vec3(
a.x - b.x,
a.y - b.y,
a.z - b.z
);
}
squaredNorm() {
return this.x**2 + this.y**2 + this.z**2;
}
normalize() {
let length = Math.sqrt(this.squaredNorm());
if (length > 0.00001) {
this.x /= length;
this.y /= length;
this.z /= length;
} else {
this.x = 0;
this.y = 0;
this.z = 0;
}
return this;
}
To take those screenshots earlier I was using the following parameters on my camera:
I'm using the camera up as +X because the camera is looking down, but the problem is still the same if I set the up vector as -Z (Which is the problem, as it should be +Y).
If I set the cameras up vector as +Y it just rotates counter-clowise the image, which is understandable as for some reason X and Y are forming the ground plane.
To summarize: How can I make my objects (and camera) go up when they are translated by +Y instead of -Z?
I think you just want to set up
to [0, 0, -1]
<canvas></canvas>
<script type="module">
// modified from WebGPU Simple Textured Quad - Import Image
// from https://webgpufundamentals.org/webgpu/webgpu-simple-textured-quad-import.html
import GUI from 'https://webgpufundamentals.org/3rdparty/muigui-0.x.module.js';
const vec3 = {
cross(a, b, dst) {
dst = dst || new Float32Array(3);
const t0 = a[1] * b[2] - a[2] * b[1];
const t1 = a[2] * b[0] - a[0] * b[2];
const t2 = a[0] * b[1] - a[1] * b[0];
dst[0] = t0;
dst[1] = t1;
dst[2] = t2;
return dst;
},
subtract(a, b, dst) {
dst = dst || new Float32Array(3);
dst[0] = a[0] - b[0];
dst[1] = a[1] - b[1];
dst[2] = a[2] - b[2];
return dst;
},
normalize(v, dst) {
dst = dst || new Float32Array(3);
const length = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
// make sure we don't divide by 0.
if (length > 0.00001) {
dst[0] = v[0] / length;
dst[1] = v[1] / length;
dst[2] = v[2] / length;
} else {
dst[0] = 0;
dst[1] = 0;
dst[2] = 0;
}
return dst;
},
};
const mat4 = {
projection(width, height, depth, dst) {
// Note: This matrix flips the Y axis so that 0 is at the top.
return mat4.ortho(0, width, height, 0, depth, -depth, dst);
},
perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {
dst = dst || new Float32Array(16);
const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);
const rangeInv = 1 / (zNear - zFar);
dst[0] = f / aspect;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = f;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = zFar * rangeInv;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = zNear * zFar * rangeInv;
dst[15] = 0;
return dst;
},
ortho(left, right, bottom, top, near, far, dst) {
dst = dst || new Float32Array(16);
dst[0] = 2 / (right - left);
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = 2 / (top - bottom);
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = 1 / (near - far);
dst[11] = 0;
dst[12] = (right + left) / (left - right);
dst[13] = (top + bottom) / (bottom - top);
dst[14] = near / (near - far);
dst[15] = 1;
return dst;
},
identity(dst) {
dst = dst || new Float32Array(16);
dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;
dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;
dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;
dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;
return dst;
},
multiply(a, b, dst) {
dst = dst || new Float32Array(16);
const b00 = b[0 * 4 + 0];
const b01 = b[0 * 4 + 1];
const b02 = b[0 * 4 + 2];
const b03 = b[0 * 4 + 3];
const b10 = b[1 * 4 + 0];
const b11 = b[1 * 4 + 1];
const b12 = b[1 * 4 + 2];
const b13 = b[1 * 4 + 3];
const b20 = b[2 * 4 + 0];
const b21 = b[2 * 4 + 1];
const b22 = b[2 * 4 + 2];
const b23 = b[2 * 4 + 3];
const b30 = b[3 * 4 + 0];
const b31 = b[3 * 4 + 1];
const b32 = b[3 * 4 + 2];
const b33 = b[3 * 4 + 3];
const a00 = a[0 * 4 + 0];
const a01 = a[0 * 4 + 1];
const a02 = a[0 * 4 + 2];
const a03 = a[0 * 4 + 3];
const a10 = a[1 * 4 + 0];
const a11 = a[1 * 4 + 1];
const a12 = a[1 * 4 + 2];
const a13 = a[1 * 4 + 3];
const a20 = a[2 * 4 + 0];
const a21 = a[2 * 4 + 1];
const a22 = a[2 * 4 + 2];
const a23 = a[2 * 4 + 3];
const a30 = a[3 * 4 + 0];
const a31 = a[3 * 4 + 1];
const a32 = a[3 * 4 + 2];
const a33 = a[3 * 4 + 3];
dst[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
dst[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
dst[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
dst[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
dst[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
dst[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
dst[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
dst[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
dst[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
dst[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
dst[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
dst[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
dst[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
dst[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
dst[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
dst[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;
return dst;
},
inverse(m, dst) {
dst = dst || new Float32Array(16);
const m00 = m[0 * 4 + 0];
const m01 = m[0 * 4 + 1];
const m02 = m[0 * 4 + 2];
const m03 = m[0 * 4 + 3];
const m10 = m[1 * 4 + 0];
const m11 = m[1 * 4 + 1];
const m12 = m[1 * 4 + 2];
const m13 = m[1 * 4 + 3];
const m20 = m[2 * 4 + 0];
const m21 = m[2 * 4 + 1];
const m22 = m[2 * 4 + 2];
const m23 = m[2 * 4 + 3];
const m30 = m[3 * 4 + 0];
const m31 = m[3 * 4 + 1];
const m32 = m[3 * 4 + 2];
const m33 = m[3 * 4 + 3];
const tmp0 = m22 * m33;
const tmp1 = m32 * m23;
const tmp2 = m12 * m33;
const tmp3 = m32 * m13;
const tmp4 = m12 * m23;
const tmp5 = m22 * m13;
const tmp6 = m02 * m33;
const tmp7 = m32 * m03;
const tmp8 = m02 * m23;
const tmp9 = m22 * m03;
const tmp10 = m02 * m13;
const tmp11 = m12 * m03;
const tmp12 = m20 * m31;
const tmp13 = m30 * m21;
const tmp14 = m10 * m31;
const tmp15 = m30 * m11;
const tmp16 = m10 * m21;
const tmp17 = m20 * m11;
const tmp18 = m00 * m31;
const tmp19 = m30 * m01;
const tmp20 = m00 * m21;
const tmp21 = m20 * m01;
const tmp22 = m00 * m11;
const tmp23 = m10 * m01;
const t0 = (tmp0 * m11 + tmp3 * m21 + tmp4 * m31) -
(tmp1 * m11 + tmp2 * m21 + tmp5 * m31);
const t1 = (tmp1 * m01 + tmp6 * m21 + tmp9 * m31) -
(tmp0 * m01 + tmp7 * m21 + tmp8 * m31);
const t2 = (tmp2 * m01 + tmp7 * m11 + tmp10 * m31) -
(tmp3 * m01 + tmp6 * m11 + tmp11 * m31);
const t3 = (tmp5 * m01 + tmp8 * m11 + tmp11 * m21) -
(tmp4 * m01 + tmp9 * m11 + tmp10 * m21);
const d = 1 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);
dst[0] = d * t0;
dst[1] = d * t1;
dst[2] = d * t2;
dst[3] = d * t3;
dst[4] = d * ((tmp1 * m10 + tmp2 * m20 + tmp5 * m30) -
(tmp0 * m10 + tmp3 * m20 + tmp4 * m30));
dst[5] = d * ((tmp0 * m00 + tmp7 * m20 + tmp8 * m30) -
(tmp1 * m00 + tmp6 * m20 + tmp9 * m30));
dst[6] = d * ((tmp3 * m00 + tmp6 * m10 + tmp11 * m30) -
(tmp2 * m00 + tmp7 * m10 + tmp10 * m30));
dst[7] = d * ((tmp4 * m00 + tmp9 * m10 + tmp10 * m20) -
(tmp5 * m00 + tmp8 * m10 + tmp11 * m20));
dst[8] = d * ((tmp12 * m13 + tmp15 * m23 + tmp16 * m33) -
(tmp13 * m13 + tmp14 * m23 + tmp17 * m33));
dst[9] = d * ((tmp13 * m03 + tmp18 * m23 + tmp21 * m33) -
(tmp12 * m03 + tmp19 * m23 + tmp20 * m33));
dst[10] = d * ((tmp14 * m03 + tmp19 * m13 + tmp22 * m33) -
(tmp15 * m03 + tmp18 * m13 + tmp23 * m33));
dst[11] = d * ((tmp17 * m03 + tmp20 * m13 + tmp23 * m23) -
(tmp16 * m03 + tmp21 * m13 + tmp22 * m23));
dst[12] = d * ((tmp14 * m22 + tmp17 * m32 + tmp13 * m12) -
(tmp16 * m32 + tmp12 * m12 + tmp15 * m22));
dst[13] = d * ((tmp20 * m32 + tmp12 * m02 + tmp19 * m22) -
(tmp18 * m22 + tmp21 * m32 + tmp13 * m02));
dst[14] = d * ((tmp18 * m12 + tmp23 * m32 + tmp15 * m02) -
(tmp22 * m32 + tmp14 * m02 + tmp19 * m12));
dst[15] = d * ((tmp22 * m22 + tmp16 * m02 + tmp21 * m12) -
(tmp20 * m12 + tmp23 * m22 + tmp17 * m02));
return dst;
},
cameraAim(eye, target, up, dst) {
dst = dst || new Float32Array(16);
const zAxis = vec3.normalize(vec3.subtract(eye, target));
const xAxis = vec3.normalize(vec3.cross(up, zAxis));
const yAxis = vec3.normalize(vec3.cross(zAxis, xAxis));
dst[ 0] = xAxis[0]; dst[ 1] = xAxis[1]; dst[ 2] = xAxis[2]; dst[ 3] = 0;
dst[ 4] = yAxis[0]; dst[ 5] = yAxis[1]; dst[ 6] = yAxis[2]; dst[ 7] = 0;
dst[ 8] = zAxis[0]; dst[ 9] = zAxis[1]; dst[10] = zAxis[2]; dst[11] = 0;
dst[12] = eye[0]; dst[13] = eye[1]; dst[14] = eye[2]; dst[15] = 1;
return dst;
},
lookAt(eye, target, up, dst) {
return mat4.inverse(mat4.cameraAim(eye, target, up, dst), dst);
},
translation([tx, ty, tz], dst) {
dst = dst || new Float32Array(16);
dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;
dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;
dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;
dst[12] = tx; dst[13] = ty; dst[14] = tz; dst[15] = 1;
return dst;
},
rotationX(angleInRadians, dst) {
const c = Math.cos(angleInRadians);
const s = Math.sin(angleInRadians);
dst = dst || new Float32Array(16);
dst[ 0] = 1; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;
dst[ 4] = 0; dst[ 5] = c; dst[ 6] = s; dst[ 7] = 0;
dst[ 8] = 0; dst[ 9] = -s; dst[10] = c; dst[11] = 0;
dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;
return dst;
},
rotationY(angleInRadians, dst) {
const c = Math.cos(angleInRadians);
const s = Math.sin(angleInRadians);
dst = dst || new Float32Array(16);
dst[ 0] = c; dst[ 1] = 0; dst[ 2] = -s; dst[ 3] = 0;
dst[ 4] = 0; dst[ 5] = 1; dst[ 6] = 0; dst[ 7] = 0;
dst[ 8] = s; dst[ 9] = 0; dst[10] = c; dst[11] = 0;
dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;
return dst;
},
rotationZ(angleInRadians, dst) {
const c = Math.cos(angleInRadians);
const s = Math.sin(angleInRadians);
dst = dst || new Float32Array(16);
dst[ 0] = c; dst[ 1] = s; dst[ 2] = 0; dst[ 3] = 0;
dst[ 4] = -s; dst[ 5] = c; dst[ 6] = 0; dst[ 7] = 0;
dst[ 8] = 0; dst[ 9] = 0; dst[10] = 1; dst[11] = 0;
dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;
return dst;
},
scaling([sx, sy, sz], dst) {
dst = dst || new Float32Array(16);
dst[ 0] = sx; dst[ 1] = 0; dst[ 2] = 0; dst[ 3] = 0;
dst[ 4] = 0; dst[ 5] = sy; dst[ 6] = 0; dst[ 7] = 0;
dst[ 8] = 0; dst[ 9] = 0; dst[10] = sz; dst[11] = 0;
dst[12] = 0; dst[13] = 0; dst[14] = 0; dst[15] = 1;
return dst;
},
translate(m, translation, dst) {
return mat4.multiply(m, mat4.translation(translation), dst);
},
rotateX(m, angleInRadians, dst) {
return mat4.multiply(m, mat4.rotationX(angleInRadians), dst);
},
rotateY(m, angleInRadians, dst) {
return mat4.multiply(m, mat4.rotationY(angleInRadians), dst);
},
rotateZ(m, angleInRadians, dst) {
return mat4.multiply(m, mat4.rotationZ(angleInRadians), dst);
},
scale(m, scale, dst) {
return mat4.multiply(m, mat4.scaling(scale), dst);
},
};
async function main() {
const adapter = await navigator.gpu?.requestAdapter();
const device = await adapter?.requestDevice();
if (!device) {
fail('need a browser that supports WebGPU');
return;
}
// Get a WebGPU context from the canvas and configure it
const canvas = document.querySelector('canvas');
const context = canvas.getContext('webgpu');
const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device,
format: presentationFormat,
});
const module = device.createShaderModule({
label: 'our hardcoded textured quad shaders',
code: `
struct OurVertexShaderOutput {
@builtin(position) position: vec4f,
};
struct Uniforms {
matrix: mat4x4f,
};
@group(0) @binding(2) var<uniform> uni: Uniforms;
@vertex fn vs(
@builtin(vertex_index) vertexIndex : u32
) -> OurVertexShaderOutput {
let pos = array(
vec2f( 0.0, 0.0), // center
vec2f( 1.0, 0.0), // right, center
vec2f( 0.0, 1.0), // center, top
// 2st triangle
vec2f( 0.0, 1.0), // center, top
vec2f( 1.0, 0.0), // right, center
vec2f( 1.0, 1.0), // right, top
);
var vsOutput: OurVertexShaderOutput;
let xy = pos[vertexIndex];
vsOutput.position = uni.matrix * vec4f(xy.x, 0.0, xy.y, 1.0);
return vsOutput;
}
@fragment fn fs(fsInput: OurVertexShaderOutput) -> @location(0) vec4f {
return vec4f(1, 0, 0, 1);
}
`,
});
const pipeline = device.createRenderPipeline({
label: 'hardcoded textured quad pipeline',
layout: 'auto',
vertex: {
module,
entryPoint: 'vs',
},
fragment: {
module,
entryPoint: 'fs',
targets: [{ format: presentationFormat }],
},
});
// offsets to the various uniform values in float32 indices
const kMatrixOffset = 0;
const sampler = device.createSampler();
// make a grid of squares in the shape
// of an F in the X, Z plane
const objectsInfos = [
{ translation: [0, 0, 0] },
{ translation: [1, 0, 0] },
{ translation: [2, 0, 0] },
{ translation: [0, 0, 1] },
{ translation: [0, 0, 2] },
{ translation: [1, 0, 2] },
{ translation: [0, 0, 3] },
{ translation: [0, 0, 4] },
];
for (const info of objectsInfos) {
// create a buffer for the uniform values
const uniformBufferSize =
16 * 4; // matrix is 16 32bit floats (4bytes each)
const uniformBuffer = device.createBuffer({
label: 'uniforms for quad',
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
// create a typedarray to hold the values for the uniforms in JavaScript
const uniformValues = new Float32Array(uniformBufferSize / 4);
const matrix = uniformValues.subarray(kMatrixOffset, 16);
const bindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{ binding: 2, resource: { buffer: uniformBuffer }},
],
});
Object.assign(info, {
uniformBuffer,
uniformValues,
matrix,
bindGroup,
})
}
const renderPassDescriptor = {
label: 'our basic canvas renderPass',
colorAttachments: [
{
// view: <- to be filled out when we render
clearValue: [0.3, 0.3, 0.3, 1],
loadOp: 'clear',
storeOp: 'store',
},
],
};
const settings = {
position: [0, 10, 0],
target: [0, 0, 0],
up: [0, 0, -1],
};
const gui = new GUI();
gui.onChange(render);
gui.add(settings.position, 0, -10, 10, 1).name('position x');
gui.add(settings.position, 1, -10, 10, 1).name('position y');
gui.add(settings.position, 2, -10, 10, 1).name('position z');
gui.add(settings.target, 0, -10, 10, 1).name('target x');
gui.add(settings.target, 1, -10, 10, 1).name('target y');
gui.add(settings.target, 2, -10, 10, 1).name('target z');
gui.add(settings.up, 0, -1, 1, 1).name('up x');
gui.add(settings.up, 1, -1, 1, 1).name('up y');
gui.add(settings.up, 2, -1, 1, 1).name('up z');
function render() {
const fov = 60 * Math.PI / 180; // 60 degrees in radians
const aspect = canvas.clientWidth / canvas.clientHeight;
const zNear = 0.1;
const zFar = 20;
const projectionMatrix = mat4.perspective(fov, aspect, zNear, zFar);
const cameraMatrix = mat4.cameraAim(settings.position, settings.target, settings.up);
const viewMatrix = mat4.inverse(cameraMatrix);
const viewProjectionMatrix = mat4.multiply(projectionMatrix, viewMatrix);
// Get the current texture from the canvas context and
// set it as the texture to render to.
renderPassDescriptor.colorAttachments[0].view =
context.getCurrentTexture().createView();
const encoder = device.createCommandEncoder({
label: 'render quad encoder',
});
const pass = encoder.beginRenderPass(renderPassDescriptor);
pass.setPipeline(pipeline);
for (const {translation, matrix, bindGroup, uniformValues, uniformBuffer} of objectsInfos) {
mat4.translate(viewProjectionMatrix, translation, matrix);
// copy the values from JavaScript to the GPU
device.queue.writeBuffer(uniformBuffer, 0, uniformValues);
pass.setBindGroup(0, bindGroup);
pass.draw(6); // call our vertex shader 6 times
}
pass.end();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);
}
render();
}
function fail(msg) {
// eslint-disable-next-line no-alert
alert(msg);
}
main();
</script>