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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