轻量封装WebGPU渲染系统示例<47>- 多种光源(源码)

2023-12-15 09:34:10

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/material/src/voxgpu/sample/MultiLightsShading.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 MultiLightsShading {
	private mRscene = new RendererScene();
	initialize(): void {

		this.mRscene.initialize({
			canvasWith: 512,
			canvasHeight: 512,
			mtplEnabled: true,
			rpassparam:
			{
				multisampled: true
			}
		});
		this.initScene();
		this.initEvent();
	}

	private hdrEnvtex = new SpecularEnvBrnTexture();
	private createMaskTextures(ns: string, maskns = 'displacement_01.jpg'): 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/${ns}/metallic.jpg` } };
		// mask texture
		const opacityTex = { opacity: { url: `static/assets/${maskns}` } };

		let textures = [
			this.hdrEnvtex,
			albedoTex,
			normalTex,
			aoTex,
			roughnessTex,
			metallicTex,
			opacityTex
		] as WGTextureDataDescriptor[];
		return textures;
	}

	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 createLightData(): MtLightDataDescriptor {
		let ld = { pointLights: [], directionLights: [], spotLights: [] } as MtLightDataDescriptor;
		let pLight = new PointLight({ color: [10, 0, 0], position: [0, 150, 0] });
		ld.pointLights.push(pLight);
		pLight = new PointLight({ color: [10, 10, 0], position: [-150, 200, 150] });
		ld.pointLights.push(pLight);
		let dLight = new DirectionLight({ color: [0.5, 0.5, 0.5], direction: [-1, -1, 0] });
		ld.directionLights.push(dLight);
		let spLight = new SpotLight({ position: [200, 50, -100], color: [50, 0, 50], direction: [-1, -1, 0], degree: 10 });
		ld.spotLights.push(spLight);
		return ld;
	}
	private initScene(): void {

		let rc = this.mRscene;

		let mtpl = rc.renderer.mtpl;

		mtpl.light.lightData = this.createLightData();
		mtpl.shadow.param.direction = [1, 1, 0];
		mtpl.shadow.param.intensity = 0.5;
		mtpl.shadow.param.radius = 6;
		mtpl.fog.fogColor.value = [0.3, 0.7, 0.2];

		let position = [0, 50, 180];
		let materials = this.createMaterials(true);
		let sphere = new SphereEntity(
			{
				radius: 150.0,
				materials,
				transform: { position }
			}
		);
		rc.addEntity(sphere);
		
		position = [0, 50, -180];
		materials = this.createMaterials(true, true, 'back', [4, 1]);
		let torus = new TorusEntity({
			axisType: 1,
			materials,
			transform: { position }
		});
		rc.addEntity(torus);


		position = [0, -110, 0];
		materials = this.createMaterials(true, false, 'back', [3, 3]);
		let plane = new PlaneEntity({
			axisType: 1,
			materials,
			extent: [-600, -600, 1200, 1200],
			transform: { position }
		});
		rc.addEntity(plane);

		position = [0, 0, 0];
		materials = this.createMaterials(false, false, 'front', [2, 2]);
		let envBox = new CubeEntity(
			{
				cubeSize: 2050.0,
				normalScale: -1.0,
				materials,
				transform: { position }
			}
		);
		rc.addEntity(envBox);
	}
	private createMaterials(shadowReceived = false, shadow = true, faceCullMode = 'back', uvParam?: number[]): BaseMaterial[] {
		let textures0 = this.createBaseTextures();
		let textures1 = this.createMaskTextures("plastic");
		let textures2 = this.createMaskTextures("wall", 'circleWave_disp.png');

		let material0 = this.createMaterial(textures0, ["solid"], 'less', faceCullMode);
		this.applyMaterialPPt(material0, shadowReceived, shadow);

		let material1 = this.createMaterial(textures1, ["transparent"], 'less-equal', faceCullMode);
		material1.property.inverseMask = false;
		this.applyMaterialPPt(material1, shadowReceived, shadow);

		let material2 = this.createMaterial(textures2, ["transparent"], 'less-equal', faceCullMode);
		material2.property.inverseMask = true;
		this.applyMaterialPPt(material2, shadowReceived, shadow);
		let list = [material0, material1, material2];
		if (uvParam) {
			for (let i = 0; i < list.length; ++i) {
				list[i].property.uvParam.value = uvParam;
			}
		}
		return list;
	}
	private applyMaterialPPt(material: BaseMaterial, shadowReceived = false, shadow = true): void {
		let ppt = material.property;
		ppt.ambient.value = [0.0, 0.2, 0.2];
		ppt.albedo.value = [0.7, 0.7, 0.3];
		ppt.arms.roughness = 0.7;
		ppt.armsBase.value = [0, 0, 0];
		ppt.specularFactor.value = [0.1,0.1,0.1];
		ppt.param.scatterIntensity = 4;
		ppt.param.reflectionIntensity = 0.8;

		ppt.shadow = shadow;
		ppt.lighting = true;

		ppt.shadowReceived = shadowReceived;
		ppt.exp2Fogging = true;
	}
	private createMaterial(textures: WGTextureDataDescriptor[], blendModes: string[], depthCompare = 'less', faceCullMode = 'back'): BaseMaterial {

		let pipelineDefParam = {
			depthWriteEnabled: true,
			faceCullMode,
			blendModes,
			depthCompare
		};
		let material = new BaseMaterial({ pipelineDefParam });
		material.addTextures(textures);
		return material;
	}
	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();
	}
}

文章来源:https://blog.csdn.net/vily_lei/article/details/134939823
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