轻量封装WebGPU渲染系统示例<45>- 材质组装流水线(MaterialPipeline)灯光、阴影、雾(源码)

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/material/src/voxgpu/sample/MaterialPipelineFog.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 MaterialPipelineFog {
	private mRscene = new RendererScene();

	initialize(): void {

		this.mRscene.initialize({
			canvasWith: 512,
			canvasHeight: 512,
			mtplEnabled: true,
			rpassparam: { multisampled: true }
		});

		this.initScene();
		this.initEvent();
	}

	private initScene(): void {

		let rc = this.mRscene;

		let mtpl = rc.renderer.mtpl;

		mtpl.light.data = createLightData([0, 300, 0], 600, 5.0);
		mtpl.shadow.param.intensity = 0.7;
		mtpl.fog.fogColor.value = [0.3, 0.7, 0.2];

		let position = [-230.0, 100.0, -200.0];
		let materials = this.createMaterials(true);
		let sph = new SphereEntity({
			radius: 80,
			transform: {
				position
			},
			materials
		});
		rc.addEntity(sph);

		position = [10.0, 100.0, -180.0];
		materials = this.createMaterials(true);
		let box = new BoxEntity({
			minPos: [-30, -30, -30],
			maxPos: [130, 230, 80],
			transform: {
				position,
				rotation: [50, 130, 80]
			},
			materials
		});
		rc.addEntity(box);

		position = [160.0, 100.0, 210.0];
		materials = this.createMaterials(true);
		let torus = new TorusEntity({
			transform: {
				position,
				rotation: [50, 30, 80]
			},
			materials
		});
		rc.addEntity(torus);

		position = [130.0, 220.0, 180.0];
		materials = this.createMaterials(true);
		torus = new TorusEntity({
			transform: {
				position,
				rotation: [50, 30, 80]
			},
			materials
		});
		rc.addEntity(torus);

		position = [0, -1, 0];
		materials = this.createMaterials(true, false);
		let plane = new PlaneEntity({
			axisType: 1,
			materials,
			extent: [-600, -600, 1200, 1200],
			transform: { position }
		});
		rc.addEntity(plane);

		position = [0, 0, 0];
		materials = this.createMaterials(false, false, 'front');
		let envBox = new CubeEntity(
			{
				cubeSize: 2050.0,
				normalScale: -1.0,
				materials,
				transform: { position }
			}
		);
		rc.addEntity(envBox);
	}

	private initEvent(): void {
		const rc = this.mRscene;
		rc.addEventListener(MouseEvent.MOUSE_DOWN, this.mouseDown);
		new MouseInteraction().initialize(rc, 0, false).setAutoRunning(true);
	}
	private hdrEnvtex = new SpecularEnvBrnTexture();
	private createBaseTextures(): 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 createMaterials(shadowReceived = false, shadow = true, faceCullMode = 'back', uvParam?: number[]): BaseMaterial[] {
		let textures0 = this.createBaseTextures();

		let material0 = this.createMaterial(textures0, faceCullMode);
		this.applyMaterialPPt(material0, shadowReceived, shadow);

		let list = [material0];
		if (uvParam) {
			for (let i = 0; i < list.length; ++i) {
				list[i].property.uvParam.value = uvParam;
			}
		}
		return list;
	}
	private applyMaterialPPt(material: BaseMaterial, shadowReceived = false, shadow = true): void {
		let ppt = material.property;
		ppt.ambient.value = [0.0, 0.2, 0.2];
		ppt.albedo.value = [0.7, 0.7, 0.3];
		ppt.arms.roughness = 0.8;
		ppt.armsBase.value = [0, 0, 0];
		ppt.param.scatterIntensity = 32;

		ppt.shadow = shadow;
		ppt.lighting = true;

		ppt.shadowReceived = shadowReceived;
		ppt.exp2Fogging = true;
	}
	private createMaterial(textures: WGTextureDataDescriptor[], faceCullMode = 'back'): BaseMaterial {

		let pipelineDefParam = {
			depthWriteEnabled: true,
			faceCullMode,
		};
		let material = new BaseMaterial({ pipelineDefParam });
		material.addTextures(textures);
		return material;
	}
	private mouseDown = (evt: MouseEvent): void => {}
	run(): void {
		this.mRscene.run();
	}
}
相关推荐
创世虚拟世界11 小时前
从零打通 MCP 访问创世虚拟世界CRM的 3D 数据,我搭了一个可直接调用的演示站
3d
李游Leo16 小时前
HarmonyOS 7 + Spatial Recon Kit-C++:3DGS 高斯参数的非有限值隔离与可渲染性门禁【鸿蒙心迹】
开发语言·c++·3d·harmonyos
迁移科技16 小时前
小体积蕴含大能量:Epic Eye Pixel Mini轻量化相机的应用美学
人工智能·3d·自动化·视觉检测
njsgcs18 小时前
SIFU透明面片材质下载
材质
Martina_032118 小时前
同一片森林换个镜头就忽冷忽暖?用6步统一曝光、LUT与相机后处理
人工智能·游戏·数学建模·3d·自然语言处理·aigc·游戏策划
Better Bench19 小时前
奇异值分解(SVD)在3D骨骼旋转中的应用:原理与实现
3d·人体姿态估计·骨骼关键点
追烽少年x21 小时前
从零构建一个3D点云预览器:Python + PySide6 + pyqtgraph 实战
python·3d
西红柿炖牛腩3542 天前
Three.js 模型体积优化:Draco/Meshopt 压缩与 DRACOLoader 配置的 4 个步骤
javascript·3d·性能优化
JAI科研2 天前
CT重建(二) | 3D高斯泼溅:实时渲染的革命
图像处理·人工智能·计算机视觉·3d·视觉检测·ct重建
李游Leo2 天前
HarmonyOS 7 + Spatial Recon Kit-C++:3DGS 输入帧内参与位姿的版本一致性门禁【鸿蒙心迹】
c++·3d·harmonyos