轻量封装WebGPU渲染系统示例<39>- emissive和arm纹理支持(源码)

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/DynamicShaderBuilding2.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:

javascript 复制代码
export class DynamicShaderBuilding2 {
	private mRscene = new RendererScene();
	initialize(): void {

		this.mRscene.initialize({ canvasWith: 512, canvasHeight: 512, rpassparam: { multisampleEnabled: true } });
		this.initScene();
		this.initEvent();
	}

	private hdrEnvtex = new SpecularEnvBrnTexture();
	private createTextures(ns: string): 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` } };
		const emissiveTex = { emissive: { url: `static/assets/color_07.jpg` } };
		let textures = [
			this.hdrEnvtex,
			albedoTex,
			normalTex,
			aoTex,
			roughnessTex,
			metallicTex,
			emissiveTex
		] as WGTextureDataDescriptor[];
		return textures;
	}
	private createArmTextures(): 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 initScene(): void {
		this.initEntities();
	}
	private mMonkeySrc: ModelEntity;
	private initEntities(): void {

		let callback = (): void => {
			this.initARMTexDisp();
			this.initEmissiveTexDisp();
		};
		this.mMonkeySrc = new ModelEntity({
			callback,
			modelUrl: "static/assets/draco/monkey.drc"
		});
	}
	private initARMTexDisp(): void {
		let textures = this.createArmTextures();
		let material = this.createModelEntity(this.mMonkeySrc, new Vector3(0, 0, -150), textures);
		this.applyMaterialPPt(material);
	}
	private initEmissiveTexDisp(): void {
		let textures = this.createTextures("plastic");
		let material = this.createModelEntity(this.mMonkeySrc, new Vector3(0, 0, 150), textures);
		this.applyMaterialPPt(material);
	}
	private applyMaterialPPt(material: BasePBRMaterial): void {
		let property = material.property;
		property.ambient.value = [0.0, 0.2, 0.2];
		property.albedo.value = [0.7, 0.7, 0.3];
		property.arms.roughness = 0.8;
		property.armsBase.value = [0, 0, 0];
		property.uvParam.value = [2, 2];
		property.param.scatterIntensity = 32;
	}
	private mLightParams: LightShaderDataParam[] = [];
	private createModelEntity(srcEntity: ModelEntity, position: Vector3DataType, textures: WGTextureDataDescriptor[]): BasePBRMaterial {
		let rc = this.mRscene;

		let lightParam = this.createLightData(position);

		let material = new BasePBRMaterial();

		material.setLightParam(lightParam);
		material.addTextures(textures);
		let monkey = new ModelEntity({
			materials: [material],
			geometry: srcEntity.geometry,
			transform: { position, scale: [100, 100, 100], rotation: [0, 90, 0] }
		});
		rc.addEntity(monkey);

		return material;
	}

	private createLightData(position: Vector3DataType): LightShaderDataParam {
		let pos = new Vector3().setVector4(position);
		let pv0 = pos.clone().addBy(new Vector3(0, 200, 0));
		let pv1 = pos.clone().addBy(new Vector3(200, 0, 0));
		let pv2 = pos.clone().addBy(new Vector3(0, 0, 200));
		let pv3 = pos.clone().addBy(new Vector3(-200, 0, 0));
		let pv4 = pos.clone().addBy(new Vector3(0, 0, -200));
		let posList = [pv0, pv1, pv2, pv3, pv4];

		let c0 = new Color4(0.1 + Math.random() * 13, 0.1 + Math.random() * 13, 0.0, 0.00002);
		let c1 = new Color4(0.0, 0.1 + Math.random() * 13, 1.0, 0.00002);
		let c2 = new Color4(0.0, 0.1 + Math.random() * 13, 0.1 + Math.random() * 13, 0.00002);
		let c3 = new Color4(0.1 + Math.random() * 13, 1.0, 0.1 + Math.random() * 13, 0.00002);
		let c4 = new Color4(0.5, 1.0, 0.1 + Math.random() * 13, 0.00002);

		let colorList = [c0, c1, c2, c3, c4];

		let pointLightsTotal = posList.length;

		let j = 0;
		let lightsData = new Float32Array(4 * pointLightsTotal);
		let lightColorsData = new Float32Array(4 * pointLightsTotal);

		for (let i = 0; i < lightsData.length;) {
			const pv = posList[j];
			pv.w = 0.00002;
			pv.toArray4(lightsData, i);

			const c = colorList[j];
			c.toArray4(lightColorsData, i);

			j++;
			i += 4;
		}
		let param = { lights: lightsData, colors: lightColorsData, pointLightsTotal };
		this.mLightParams.push(param);
		return param;
	}
	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
点量云实时渲染-小芹几秒前
3D三维云设计SolidWorks云桌面设计云工作站方案分享
3d·3d云设计·三维云设计·设计云桌面·设计工作站·solidworks云设计
sin°θ_陈3 分钟前
前馈式3D Gaussian Splatting 研究地图(总览篇):解构七大路线,梳理方法谱系,看懂关键分歧与未来趋势
论文阅读·深度学习·算法·3d·aigc·空间计算·3dgs
淑子啦5 分钟前
3D走马灯(网页&&小程序)
react.js·3d·小程序
普密斯科技8 分钟前
高精度车载插座多维度检测方案——基于3D线激光轮廓传感器的实践应用
大数据·人工智能·深度学习·计算机视觉·3d·测量
Struart_R18 分钟前
StreamVGGT、Stream3R、InfiniteVGGT论文解读
人工智能·计算机视觉·3d·视频·多模态
NPUQS1 小时前
【Unity 3D学习】Unity 与 Python 互通入门:点击按钮调用 Python(超简单示例)
学习·3d·unity
twe775825816 小时前
从极限测试到3D动画:揭开CCP-RIE的隐秘面纱
科技·3d·制造·动画
zl_vslam19 小时前
SLAM中的非线性优-3D图优化之IMU预积分SE3推导(二十一)
人工智能·算法·计算机视觉·3d
sin°θ_陈1 天前
前馈式3D Gaussian Splatting 研究地图(路线一):像素对齐高斯的起点——pixelSplat 与 latentSplat 在解决什么
python·深度学习·3d·aigc·webgl·3dgs·空间智能
2401_863801462 天前
GLTF 与 GLB:哪种格式适合你的 3D 项目
3d