设计师常去网站,无锡自助做网站,seo搜索引擎优化关键词,二七郑州网站建设实现原理: 基于宏定义和WGSL功能文件实现
当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/DynamicShaderBuilding.ts
当前示例运行效果: 此示例基于此渲染系统实现#xff0c;当前示例TypeScript源码如下#x…实现原理: 基于宏定义和WGSL功能文件实现
当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/DynamicShaderBuilding.ts
当前示例运行效果: 此示例基于此渲染系统实现当前示例TypeScript源码如下
export class DynamicShaderBuilding {private mRscene new RendererScene();initialize(): void {this.mRscene.initialize({ canvasWith: 1024, canvasHeight: 1024, rpassparam: { multisampleEnabled: true } });this.initScene();this.initEvent();}private hdrEnvtex new SpecularEnvBrnTexture();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 } };let textures [this.hdrEnvtex,albedoTex,normalTex,aoTex,roughnessTex,metallicTex] as WGTextureDataDescriptor[];return textures;}private initScene(): void {this.initEntities();}private initEntities(): void {let callback (): void {let pos new Vector3(0, 0, 0);let basePos new Vector3(-300, 0, -400);let dis 250;let textures this.createTextures(plastic);let material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(0, 0, 0)).addBy(basePos), textures.slice(0, 0));this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis, 0, 0)).addBy(basePos), textures.slice(0, 1));this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis * 2, 0, 0)).addBy(basePos), textures.slice(0, 2));this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(0, 0, dis)).addBy(basePos), textures.slice(0, 3));this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis, 0, dis)).addBy(basePos), textures.slice(0, 4));this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis * 2, 0, dis)).addBy(basePos), textures.slice(0, 5));this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(0, 0, dis * 2)).addBy(basePos), textures.slice(0, 6));this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis, 0, dis * 2)).addBy(basePos), textures);material.property.glossiness false;this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis * 2, 0, dis * 2)).addBy(basePos), textures);material.property.toneMapping false;this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(0, 0, dis * 3)).addBy(basePos), textures.slice(0, 6));material.property.metallicCorrection false;material.property.glossiness false;this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis, 0, dis * 3)).addBy(basePos), textures.slice(0, 6));material.property.glossiness false;material.property.toneMapping false;this.applyMaterialPPt(material);material this.createModelEntity(monkeySrc, pos.clone().add(new Vector3(dis * 2, 0, dis * 3)).addBy(basePos), textures.slice(0, 6));material.property.glossiness false;material.property.toneMapping false;material.property.metallicCorrection false;this.applyMaterialPPt(material);};let monkeySrc new ModelEntity({callback,modelUrl: static/assets/draco/monkey.drc});}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 createModelEntity(srcEntity: ModelEntity, position: Vector3DataType, textures: WGTextureDataDescriptor[]): BasePBRMaterial {let rc this.mRscene;let lightParam this.createLightData(position);let material new BasePBRMaterial();material.setLightParam(lightParam);material.addTextures(textures);let monkey new ModelEntity({materials: [material],geometry: srcEntity.geometry,transform: { position, scale: [100, 100, 100], rotation: [0, 90, 0] }});rc.addEntity(monkey);return material;}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();}
}