轻量封装WebGPU渲染系统示例<24>- Rendering Pass Graph基本用法(源码)

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/PassNodeGraphTest.ts

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
class PassGraph extends WGRPassNodeGraph {
	constructor() { super(); }
	runBegin(): void {
		super.runBegin();
	}
	run(): void {
		let pass = this.passes[0];
		for (let i = 0; i < 16; ++i) {
			pass.colorAttachments[0].clearEnabled = i < 1;
			pass.render();
		}
	}
}

export class PassNodeGraphTest {
	private mRscene = new RendererScene();

	initialize(): void {

		let multisampleEnabled = true;
		let depthTestEnabled = false;
		let rpassparam = { multisampleEnabled, depthTestEnabled };
		this.mRscene.initialize({ rpassparam });
		this.initEvent();
		this.initScene();
	}

	private applyNewRPass(texUUID: string, entities: FixScreenPlaneEntity[], clearColor: ColorDataType, extent = [0.4, 0.3, 0.5, 0.5]): void {

		let rs = this.mRscene;
		let rttTex = { diffuse: { uuid: texUUID, rttTexture: {} } };
		let colorAttachments = [
			{
				texture: rttTex,
				clearValue: clearColor,
				loadOp: "clear",
				storeOp: "store"
			}
		];
		let rPass = rs.renderer.appendRenderPass({ separate: true, colorAttachments });
		for (let i = 0; i < entities.length; ++i) {
			rPass.addEntity(entities[i]);
		}

		let graph = new PassGraph();
		graph.passes = [rPass];
		rs.setPassNodeGraph(graph);

		let entity = new FixScreenPlaneEntity({ extent, flipY: true, textures: [rttTex] });
		rs.addEntity(entity);
	}
	private initEvent(): void {
		const rs = this.mRscene;
		new MouseInteraction().initialize(rs, 0, false).setAutoRunning(true);
	}
	private initScene(): void {

		const rs = this.mRscene;
		let entity: FixScreenPlaneEntity;

		const diffuseTex = { diffuse: { url: "static/assets/guangyun_40.png", flipY: true } };

		let blendModes = ['add'];
		let entities: FixScreenPlaneEntity[] = [];
		entity = new FixScreenPlaneEntity({ extent: [-0.8, -0.8, 0.8, 0.8], textures: [diffuseTex], blendModes });
		entity.setColor([0.9, 0.3, 0.9]);
		rs.addEntity(entity);
		entities.push(entity);

		this.applyNewRPass('rtt0', entities, [0.2, 0.2, 0.2, 1.0], [-0.2, 0.1, 0.8, 0.8]);
	}

	run(): void {
		this.mRscene.run();
	}
}
相关推荐
Martina_03211 小时前
山谷地形下雨后湿痕总往坡上爬?用6步检查高度场、流向遮罩与分区加载
人工智能·游戏·数学建模·3d·自然语言处理·aigc·关卡设计
belldeep2 小时前
AI-3D 真人剧如何制作
人工智能·3d·ai
视觉人机器视觉1 天前
3D机器视觉中,3D 点云是什么,为什么点云有洞洞?原因分成 5 大类
3d
Martina_03211 天前
AI生成3D场景导入 Unity/Unreal 后,NPC 总串层?用6步检查导航高度与跨层连接
人工智能·游戏·数学建模·3d·unity·自然语言处理·aigc
HwJack201 天前
【共创稿事节】HarmonyOS 7文旅展陈展厅大空间 3DGS 重建的分块策略与拼接踩坑
3d·华为·harmonyos
西红柿炖牛腩3541 天前
GLB 转 OBJ/PLY 后体积没变?3D 模型不减面变小靠什么
前端·javascript·3d
特视界说1 天前
没有完整 3D 模型,能做产品三维动画吗?
3d·微信·音视频·新浪微博
Martina_03212 天前
AI生成的过山车轨道导入后频繁脱轨?用5步检查样条、轨距与碰撞
图像处理·人工智能·游戏·3d·材质·游戏策划·关卡设计
Martina_03212 天前
AI生成的模块场景一烘焙就有黑边?用6步检查Lightmap UV、纹素密度与Padding
人工智能·游戏·3d·aigc·uv·游戏策划·关卡设计
西红柿炖牛腩3542 天前
Web3D 加载卡顿:GLB 几何重、贴图大、格式散,本地 3D 模型压缩怎么选
3d·贴图