https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/FogTest.ts
此示例基于此渲染系统实现,当前示例TypeScript源码如下:
export class FogTest {
private mRscene = new RendererScene();
initialize(): void {
this.mRscene.initialize({ canvasWith: 512, canvasHeight: 512, rpassparam: { multisampleEnabled: true } });
this.initScene();
this.initEvent();
}
private initScene(): void {
this.initEntities();
}
private initEntities(): void {
this.initTexDisp();
}
private initTexDisp(): void {
let rc = this.mRscene;
let textures0 = this.createBaseTextures();
let textures1 = this.createTextures("plastic");
let position = new Vector3(0, 0, 0);
let materials = this.createMaterials(position, textures0, 'front');
let box = new CubeEntity(
{
cubeSize: 1550.0,
normalScale: -1.0,
materials,
transform: { position }
}
);
rc.addEntity(box);
position = new Vector3(-580, 280, -580);
materials = this.createMaterials(position, textures1);
let sphere = new SphereEntity(
{
radius: 150.0,
materials,
transform: { position }
}
);
rc.addEntity(sphere);
position = new Vector3(0, 0, 280);
materials = this.createMaterials(position, textures1);
sphere = new SphereEntity(
{
radius: 150.0,
materials,
transform: { position }
}
);
rc.addEntity(sphere);
position = new Vector3(0, 0, -380);
materials = this.createMaterials(position, textures1, 'back', [8, 1]);
let torus = new TorusEntity({
axisType: 2,
materials,
transform: { position }
});
rc.addEntity(torus);
}
private createMaterials(position: Vector3, textures: WGTextureDataDescriptor[], faceCullMode = 'back', uvParam?: number[]): BasePBRMaterial[] {
let material0 = this.createMaterial(position, textures, faceCullMode, ["solid"]);
let ppt = material0.property;
ppt.fogExp2Enabled = true;
ppt.fogColor.value = [0.3, 0.7, 0.2];
this.applyMaterialPPt(material0);
let list = [material0];
if (uvParam) {
for (let i = 0; i < list.length; ++i) {
list[i].property.uvParam.value = uvParam;
}
}
return list;
}
private applyMaterialPPt(material: BasePBRMaterial): void {
let property = material.property;
property.ambient.value = [0.0, 0.2, 0.2];
property.albedo.value = [0.7, 0.7, 0.3];
property.arms.roughness = 0.8;
property.armsBase.value = [0, 0, 0];
// property.uvParam.value = [2, 2];
property.param.scatterIntensity = 32;
}
private mLightParams: LightShaderDataParam[] = [];
private createMaterial(position: Vector3DataType, textures: WGTextureDataDescriptor[], faceCullMode = 'back', blendModes?: string[], depthCompare = 'less', lightParam?: LightShaderDataParam): BasePBRMaterial {
if (!lightParam) {
lightParam = this.createLightData(position);
}
let pipelineDefParam = {
depthWriteEnabled: true,
faceCullMode,
blendModes,
depthCompare
};
let material = new BasePBRMaterial({ pipelineDefParam });
material.setLightParam(lightParam);
material.addTextures(textures);
return material;
}
private hdrEnvtex = new SpecularEnvBrnTexture();
private createBaseTextures(): WGTextureDataDescriptor[] {
const albedoTex = { albedo: { url: `static/assets/pbrtex/rough_plaster_broken_diff_1k.jpg` } };
const normalTex = { normal: { url: `static/assets/pbrtex/rough_plaster_broken_nor_1k.jpg` } };
const armTex = { arm: { url: `static/assets/pbrtex/rough_plaster_broken_arm_1k.jpg` } };
let textures = [
this.hdrEnvtex,
albedoTex,
normalTex,
armTex
] as WGTextureDataDescriptor[];
return textures;
}
private createTextures(ns: string): WGTextureDataDescriptor[] {
const albedoTex = { albedo: { url: `static/assets/pbr/${ns}/albedo.jpg` } };
const normalTex = { normal: { url: `static/assets/pbr/${ns}/normal.jpg` } };
const aoTex = { ao: { url: `static/assets/pbr/${ns}/ao.jpg` } };
const roughnessTex = { roughness: { url: `static/assets/pbr/${ns}/roughness.jpg` } };
const metallicTex = { metallic: { url: `static/assets/pbr/${ns}/metallic.jpg` } };
const emissiveTex = { emissive: { url: `static/assets/color_07.jpg` } };
let textures = [
this.hdrEnvtex,
albedoTex,
normalTex,
aoTex,
roughnessTex,
metallicTex,
emissiveTex
] as WGTextureDataDescriptor[];
return textures;
}
private createLightData(position: Vector3DataType): LightShaderDataParam {
let pos = new Vector3().setVector4(position);
let pv0 = pos.clone().addBy(new Vector3(0, 200, 0));
let pv1 = pos.clone().addBy(new Vector3(200, 0, 0));
let pv2 = pos.clone().addBy(new Vector3(0, 0, 200));
let pv3 = pos.clone().addBy(new Vector3(-200, 0, 0));
let pv4 = pos.clone().addBy(new Vector3(0, 0, -200));
let posList = [pv0, pv1, pv2, pv3, pv4];
let c0 = new Color4(0.1 + Math.random() * 13, 0.1 + Math.random() * 13, 0.0, 0.00002);
let c1 = new Color4(0.0, 0.1 + Math.random() * 13, 1.0, 0.00002);
let c2 = new Color4(0.0, 0.1 + Math.random() * 13, 0.1 + Math.random() * 13, 0.00002);
let c3 = new Color4(0.1 + Math.random() * 13, 1.0, 0.1 + Math.random() * 13, 0.00002);
let c4 = new Color4(0.5, 1.0, 0.1 + Math.random() * 13, 0.00002);
let colorList = [c0, c1, c2, c3, c4];
let pointLightsTotal = posList.length;
let j = 0;
let lightsData = new Float32Array(4 * pointLightsTotal);
let lightColorsData = new Float32Array(4 * pointLightsTotal);
for (let i = 0; i < lightsData.length;) {
const pv = posList[j];
pv.w = 0.00002;
pv.toArray4(lightsData, i);
const c = colorList[j];
c.toArray4(lightColorsData, i);
j++;
i += 4;
}
let param = { lights: lightsData, colors: lightColorsData, pointLightsTotal };
this.mLightParams.push(param);
return param;
}
private initEvent(): void {
const rc = this.mRscene;
rc.addEventListener(MouseEvent.MOUSE_DOWN, this.mouseDown);
new MouseInteraction().initialize(rc, 0, false).setAutoRunning(true);
}
private mouseDown = (evt: MouseEvent): void => { };
run(): void {
this.mRscene.run();
}
}
原文地址:https://blog.csdn.net/vily_lei/article/details/134750334
本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。
如若转载,请注明出处:http://www.7code.cn/show_33542.html
如若内容造成侵权/违法违规/事实不符,请联系代码007邮箱:suwngjj01@126.com进行投诉反馈,一经查实,立即删除!
声明:本站所有文章,如无特殊说明或标注,均为本站原创发布。任何个人或组织,在未征得本站同意时,禁止复制、盗用、采集、发布本站内容到任何网站、书籍等各类媒体平台。如若本站内容侵犯了原著者的合法权益,可联系我们进行处理。