轻量封装WebGPU渲染系统示例<36>- 广告板(Billboard)(WGSL源码)

原理不再赘述,请见wgsl shader实现。

当前示例源码github地址:

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

当前示例运行效果:

WGSL顶点shader:

rust 复制代码
@group(0) @binding(0) var<uniform> objMat : mat4x4<f32>;
@group(0) @binding(1) var<uniform> viewMat : mat4x4<f32>;
@group(0) @binding(2) var<uniform> projMat : mat4x4<f32>;
@group(0) @binding(3) var<uniform> billParam: vec4<f32>;

struct VertexOutput {
	@builtin(position) Position : vec4<f32>,
	@location(0) uv : vec2<f32>
}

@vertex
fn main(
	@location(0) position : vec3<f32>,
	@location(1) uv : vec2<f32>
) -> VertexOutput {

    let cosv = cos(billParam.z);
    let sinv = sin(billParam.z);
    let vtx = position.xy * billParam.xy;
    let vtx_pos = vec2<f32>(vtx.x * cosv - vtx.y * sinv, vtx.x * sinv + vtx.y * cosv);
    var viewV = viewMat * objMat * vec4f(0.0,0.0,0.0,1.0);
    viewV = vec4<f32>(viewV.xy + vtx_pos.xy, viewV.zw);
    var projV =  projMat * viewV;
    projV.z = ((projV.z / projV.w) + billParam.w) * projV.w;
	var output : VertexOutput;
	output.Position = projV;
	output.uv = uv;
	return output;
}

WGSL片段shader:

rust 复制代码
@group(0) @binding(4) var<uniform> color: vec4f;
@group(0) @binding(5) var<uniform> uvScale: vec4f;
@group(0) @binding(6) var billSampler: sampler;
@group(0) @binding(7) var billTexture: texture_2d<f32>;

@fragment
fn main(
	@location(0) uv: vec2f
	) -> @location(0) vec4f {
    var c4 = textureSample(billTexture, billSampler, uv * uvScale.xy + uvScale.zw) * color;
    return c4;
}

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 BillboardEntityTest {
	private mRscene = new RendererScene();

	initialize(): void {

		this.mRscene.initialize();
		this.initScene();
		this.initEvent();
	}
	private initScene(): void {
		this.initEntities();
	}
	private initEntities(): void {
		let rc = this.mRscene;

		let diffuseTex0 = { diffuse: { url: "static/assets/flare_core_02.jpg" } };

		let entity = new FixScreenPlaneEntity({ extent: [-0.8, -0.8, 1.6, 1.6], textures: [diffuseTex0] });
		entity.color = [0.1, 0.3, 0.5];
		rc.addEntity(entity);

		rc.addEntity(new AxisEntity());

		for (let i = 0; i < 10; ++i) {

			let billboard = new BillboardEntity({ textures: [diffuseTex0] });
			billboard.color = [0.5, 0.5, 2];
			billboard.scale = Math.random() * 2 + 1;
			billboard.transform.setPosition([Math.random() * 1000 - 500, 0, 0]);
			rc.addEntity(billboard);

			let diffuseTex1 = { diffuse: { url: "static/assets/testEFT4_01.jpg", flipY: true } };

			billboard = new BillboardEntity({ textures: [diffuseTex1] });
			billboard.color = [1.8, 1.5, 0.5];
			// billboard.color = [0.8, 0.5, 0.5];
			billboard.scale = Math.random() * 2 + 1;
			billboard.uvScale = [0.5, 0.5];
			billboard.uvOffset = [1, 1];
			// billboard.uvOffset = [0.5, 1];
			billboard.transform.setPosition([0, Math.random() * 1000 - 500, 0]);
			rc.addEntity(billboard);
		}
	}
	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();
	}
}
相关推荐
UltraLAB-F2 天前
GPU显存不足时的分配策略:渲染与仿真的显存争夺战解决方案
图像处理·算法·3d·ai·硬件架构
康谋自动驾驶2 天前
3DGS 与 OpenMATERIAL:场景表示与材质标准的分层协同
3d·材质·仿真·3dgs·openmaterial
小白天下第一2 天前
java+三角测量(两个工业级)+人体3d骨骼关键点获取(yolov8+HRNET_w48_2d)
java·yolo·3d·三角测量
Yao.Li2 天前
自定义数据集 Pose 生成与坐标系约定内部文档
人工智能·3d·具身智能
做cv的小昊2 天前
结合代码读3DGS论文(12)——NeurIPS 2024 Spotlight 3DGS经典Backbone工作3DGS-MCMC论文及代码解读
论文阅读·计算机视觉·3d·图形渲染·游戏开发·计算机图形学·3dgs
云飞云共享云桌面2 天前
SolidWorks三维设计不用单独买电脑,1台服务器10个设计用
运维·服务器·数据库·3d·电脑
syncon123 天前
手机液晶显示屏薄膜电路开路短路检测及液晶线路激光修复原理
科技·3d·制造
2401_863801464 天前
如何在Blender中压缩/缩小3D模型的尺寸GLB、GLTF、DAE、FBX、OBJ......
3d·blender
2401_863801464 天前
制作转换3Dtiles时候cesium(b3dm)模型没有阴影,没有材质感,发白显示太假怎么办
3d·arcgis·材质·3dtiles