当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/main/src/voxgpu/sample/RSceneTest.ts
此示例渲染系统实现的特性:
1. 用户态与系统态隔离。
2. 高频调用与低频调用隔离。
3. 面向用户的易用性封装。
4. 渲染数据和渲染机制分离。
5. 用户操作和渲染系统调度并行机制。
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 RSceneTest {private mRscene = new RendererScene();geomData = new GeomDataBuilder();initialize(): void {console.log("RSceneTest::initialize() ...");this.mRscene.initialize();this.initEvent();const shdSrc = {vertShaderSrc: { code: vertWGSL, uuid: "vertShdCode" },fragShaderSrc: { code: fragWGSL, uuid: "fragShdCode" }};const materials = [this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/box.jpg")], ["solid"], "back"),this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/brickwall_big512.jpg")], ["solid"], "back"),this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/metal_02.jpg")], ["solid"], "back")]this.createEntities(materials, new Vector3(0, 200, 0));}private initEvent(): void {const rc = this.mRscene;rc.addEventListener(MouseEvent.MOUSE_DOWN, this, this.mouseDown);new MouseInteraction().initialize(rc, 0, false).setAutoRunning(true);}private mouseDown(evt: MouseEvent): void {console.log("mousedown evt call ...");}private createMaterial(shdSrc: WGRShderSrcType, texDatas?: WGImage2DTextureData[], blendModes: string[] = [], faceCullMode = "back"): WGMaterial {let pipelineDefParam = {depthWriteEnabled: true,faceCullMode,blendModes: [] as string[]};pipelineDefParam.blendModes = blendModes;const texTotal = texDatas ? texDatas.length : 0;const material = new WGMaterial({shadinguuid: "base-material-tex" + texTotal,shaderCodeSrc: shdSrc,pipelineDefParam});let ufv = new WGRStorageValue(new Float32Array([1, 1, 1, 1]));material.uniformValues = [ufv];material.addTextureWithDatas(texDatas);return material;}private createGeom(rgd: GeomRDataType): WGGeometry {const geometry = new WGGeometry().addAttribute({ shdVarName: "position", data: rgd.vs, strides: [3] }).addAttribute({ shdVarName: "uv", data: rgd.uvs, strides: [2] }).setIndexBuffer({ name: "geomIndex", data: rgd.ivs });return geometry;}private createEntities(materials: WGMaterial[], pv?: Vector3): void {const rc = this.mRscene;pv = pv ? pv : new Vector3();let sphGeom = this.createGeom(this.geomData.createSphere(30, 30, 30));let boxGeom = this.createGeom(this.geomData.createCube(100));let torusGeom = this.createGeom(this.geomData.createTorus(100));const floor = new Entity3D();floor.materials = [materials[0]];floor.geometry = boxGeom;floor.transform.setPosition(new Vector3(0, -150, 0).addBy(pv));floor.transform.setScaleXYZ(8, 0.1, 8);rc.addEntity(floor);for (let i = 0; i < 6; ++i) {const torus = new Entity3D();torus.materials = [materials[1]];torus.geometry = torusGeom;torus.transform.setPosition(new Vector3(-200 + i * 80, 0, 0).addBy(pv));rc.addEntity(torus);}for (let i = 0; i < 12; ++i) {const sphere = new Entity3D();sphere.materials = [materials[2]];sphere.geometry = sphGeom;sphere.transform.setPosition(new Vector3(-400 + i * 80, 0, 0).addBy(pv));rc.addEntity(sphere);}}run(): void {this.mRscene.run();}
}