轻量封装WebGPU渲染系统示例<6>-混合模式(源码)

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/version-1.01/src/voxgpu/sample/BlendTest.ts

此示例渲染系统实现的特性:

  1. 用户态与系统态隔离。

  2. 高频调用与低频调用隔离。

  3. 面向用户的易用性封装。

  4. 渲染数据和渲染机制分离。

  5. 用户操作和渲染系统调度并行机制。

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

javascript 复制代码
export class BlendTest {

	geomData = new GeomDataBuilder();
	renderer = new WGRenderer();

	initialize(): void {
		console.log("BlendTest::initialize() ...");

		const shdSrc = {
			vertShaderSrc: { code: vertWGSL, uuid: "vtxShdCode" },
			fragShaderSrc: { code: fragWGSL, uuid: "fragShdCode" }
		};
		let materials = [
			this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/box.jpg")]),
			this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/default.jpg")], ["add"]),
			this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/xulie_08_61.png")], ["alpha_add"]),
			this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/blueTransparent.png")], ["add"])
		]
		for(let i = 0; i < materials.length; ++i) {
			this.createEntity([materials[i]], new Vector3(0, 0, -50 + i * 50));
		}
	}

	private createMaterial(
		shdSrc: WGRShderSrcType,
		texDatas?: WGImage2DTextureData[],
		blendModes: string[] = []
	): WGMaterial {

		let pipelineDefParam = {
			faceCullMode: "back",
			blendModes: [] as string[]
		};
		pipelineDefParam.blendModes = blendModes;
		const texTotal = texDatas ? texDatas.length : 0;

		const material = new WGMaterial({
			shadinguuid: "base-material-tex" + texTotal,
			shaderCodeSrc: shdSrc,
			pipelineDefParam
		});
		if (texTotal > 0) {
			const texWrappers: WGTextureWrapper[] = new Array(texTotal);
			for (let i = 0; i < texTotal; ++i) {
				texWrappers[i] = new WGTextureWrapper({ texture: { data: texDatas[i], shdVarName: "texture" + i } });
			}
			material.textures = texWrappers;
		}
		return material;
	}
	private createEntity(materials: WGMaterial[], pv: Vector3): Entity3D {

		const renderer = this.renderer;
		const rgd = this.geomData.createSquare(600);

		const geometry = new WGGeometry()
			.addAttribute({ shdVarName: "position", data: rgd.vs, strides: [3] })
			.addAttribute({ shdVarName: "uv", data: rgd.uvs, strides: [2] })
			.setIndexBuffer({ name: "geomIndex", data: rgd.ivs });

		const entity = new Entity3D();
		entity.materials = materials;
		entity.geometry = geometry;
		entity.transform.setPosition(pv);

		renderer.addEntity(entity);
		return entity;
	}

	run(): void {
		this.renderer.run();
	}
}
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