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
ykjhr_3d6 小时前
3D 演示动画在汽车培训与教育领域中的应用
3d·汽车
三月的一天10 小时前
React Three Fiber 实现 3D 模型点击高亮交互的核心技巧
3d·webgl·threejs·reactthreefiber
云空1 天前
《PyQt6-3D应用开发技术文档》
3d·pyqt
鹧鸪云光伏1 天前
光伏无人机3D建模:毫秒级精度设计
3d·无人机
杀生丸学AI1 天前
【三维生成】FlashDreamer:基于扩散模型的单目图像到3D场景
人工智能·3d·大模型·aigc·蒸馏与迁移学习·扩散模型与生成模型
gis分享者2 天前
学习threejs,使用自定义GLSL 着色器,生成漂流的3D能量球
3d·threejs·着色器·glsl·shadermaterial·能量球
m0_743106462 天前
【论文笔记】BlockGaussian:巧妙解决大规模场景重建中的伪影问题
论文阅读·计算机视觉·3d·aigc·几何学
向宇it2 天前
【unity小技巧】在 Unity 中将 2D 精灵添加到 3D 游戏中,并实现阴影投射效果,实现类《八分旅人》《饥荒》等等的2.5D游戏效果
游戏·3d·unity·编辑器·游戏引擎·材质
荔枝味啊~3 天前
相机位姿估计
人工智能·计算机视觉·3d
在下胡三汉3 天前
什么是 3D 文件?
3d