目标: 数据化,模块化,自动化
备注: 从这个节点开始整体设计往系统规范的方向靠拢。之前的都算作是若干准备。所以会和之前的版本实现有些差异。
当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/feature/material/src/voxgpu/sample/MaterialPipelineTest.ts
当前示例运行效果:
主要的WGSL Shader代码:
export class MaterialPipelineTest {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;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);}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, uvParam?: number[]): BaseMaterial[] {let textures0 = this.createBaseTextures();let material0 = this.createMaterial(textures0);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 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.param.scatterIntensity = 32;property.shadow = shadow;property.lighting = true;property.shadowReceived = shadowReceived;}private createMaterial(textures: WGTextureDataDescriptor[]): BaseMaterial {let pipelineDefParam = {depthWriteEnabled: true};let material = new BaseMaterial({ pipelineDefParam });material.addTextures(textures);return material;}private mouseDown = (evt: MouseEvent): void => {}run(): void {this.mRscene.run();}
}