当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/BasePbrMaterialMultiLights.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:
export class BasePbrMaterialMultiLights {private mRscene = new RendererScene();initialize(): void {this.mRscene.initialize({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` } };let textures = [this.hdrEnvtex, albedoTex, normalTex, aoTex, roughnessTex, metallicTex];return textures;}private initScene(): void {this.initEntities();}private initEntities(): void {let rc = this.mRscene;rc.addEntity(new AxisEntity());let callback = (): void => {let pos = new Vector3(0, 0, 0);// let material = this.createModelEntity(monkeySrc, "grass", pos);// let material = this.createModelEntity(monkeySrc, "rusted_iron", pos);// let material = this.createModelEntity(monkeySrc, "gold", pos);let material = this.createModelEntity(monkeySrc, "plastic", pos);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.specularFactor.value = [0.0,0.0,1.1];property.param.scatterIntensity = 32;this.createBoxEntity("plastic", new Vector3(0, -110.0, 0), this.mLightParams[0]);this.createBillboards(this.mLightParams[0]);};let monkeySrc = new ModelEntity({callback,modelUrl: "static/assets/draco/monkey.drc"});}private mLightParams: LightShaderDataParam[] = [];private createModelEntity(srcEntity: ModelEntity, texName: string, position: Vector3DataType): BasePBRMaterial {let rc = this.mRscene;let lightData = this.createLightData(position);let material = new BasePBRMaterial();material.setLightParam(lightData);material.addTextures(this.createTextures(texName));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 createBoxEntity(texName: string, position: Vector3DataType, lightData: LightShaderDataParam): BasePBRMaterial {let rc = this.mRscene;let material = new BasePBRMaterial();material.setLightParam(lightData);material.addTextures(this.createTextures(texName));let box = new BoxEntity({materials: [material],transform: { position, scale: [7, 0.1, 7] }});rc.addEntity(box);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 createBillboards(param: LightShaderDataParam): void {let rc = this.mRscene;let pointLightsTotal = param.pointLightsTotal;let lights = param.lights;let colors = param.colors;let diffuseTex0 = { diffuse: { url: "static/assets/flare_core_03.jpg" } };for (let i = 0; i < pointLightsTotal; ++i) {let billboard = new BillboardEntity({ size: 50, textures: [diffuseTex0] });let pv = new Vector3().fromArray3(lights, i * 4);let c = new Color4().fromArray3(colors, i * 4);c.a = 1.0;billboard.color = c.scaleBy(0.1);billboard.scale = 1.0;billboard.transform.setPosition(pv);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();}
}