当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/version-1.01/src/voxgpu/sample/MultiMaterialPass.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 MultiMaterialPass {private mEntity: Entity3D;geomData = new GeomDataBuilder();renderer = new WGRenderer();initialize(): void {console.log("MultiMaterialPass::initialize() ...");const shdSrc = {vertShaderSrc: { code: vertWGSL, uuid: "vtxShdCode" },fragShaderSrc: { code: fragWGSL, uuid: "fragShdCode" }};let material0 = this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/blueTransparent.png")], ["transparent"], "front");let material1 = this.createMaterial(shdSrc, [new WGImage2DTextureData("static/assets/blueTransparent.png")], ["transparent"], "back");this.mEntity = this.createEntity([material0, material1]);}private createMaterial(shdSrc: WGRShderSrcType, texDatas?: WGImage2DTextureData[], blendModes: string[] = [], faceCullMode = "back"): WGMaterial {let pipelineDefParam = {depthWriteEnabled: true,faceCullMode: 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});if (texTotal > 0) {const texWrappers: WGTextureWrapper[] = new Array(texTotal);for (let i = 0; i < texTotal; ++i) {texWrappers[i] = new WGTextureWrapper({ texture: { data: texDatas[i], shdVarName: "texture" + i } });}material.textures = texWrappers;}return material;}private createEntity(materials: WGMaterial[], pv?: Vector3): Entity3D {const renderer = this.renderer;const rgd = this.geomData.createSphere(150, 30, 30);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 });const entity = new Entity3D();entity.materials = materials;entity.geometry = geometry;entity.transform.setPosition(pv ? pv : new Vector3());renderer.addEntity(entity);return entity;}private mRotY = 0.0;run(): void {this.mRotY += 0.5;this.mEntity.transform.setRotationXYZ(0, this.mRotY, this.mRotY + 0.5);this.mEntity.update();this.renderer.run();}
}