实现方式:
1. 全局的灯光和阴影。
2. 球体和矩形平面使用了相同的材质对象。
3. 通过材质自动关联和组装对应的渲染材质功能节点。
4.?共享uniform或storage的buffer对象。
5. 共享shader module对象。
当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/feature/material/src/voxgpu/sample/MultiLightsShading3.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 MultiLightsShading3 {
private mRscene = new RendererScene();
initialize(): void {
this.loadImg();
}
initSys(): void {
this.mRscene.initialize({
canvasWith: 512,
canvasHeight: 512,
mtplEnabled: true,
rpassparam:
{
multisampled: true
}
});
this.initScene();
this.initEvent();
}
private mPixels: Uint8ClampedArray;
private mPixelsW = 128;
private mPixelsH = 128;
getRandomColor(s?: number): ColorDataType {
if (s === undefined) {
s = 1.0;
}
let i = 5;
let j = Math.floor(Math.random() * this.mPixelsW);
let k = i * this.mPixelsW + j;
let vs = this.mPixels;
k *= 4;
let cs = [s * vs[k] / 255.0, s * vs[k + 1] / 255.0, s * vs[k + 2] / 255.0];
return cs;
}
private loadImg(): void {
let img = new Image();
img.onload = evt => {
this.mPixelsW = img.width;
this.mPixelsH = img.height;
let canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
let ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
this.mPixels = ctx.getImageData(0, 0, img.width, img.height).data;
this.initSys();
}
img.src = 'static/assets/colorPalette.jpg';
}
private mLightData: MtLightDataDescriptor;
private createLightData(): MtLightDataDescriptor {
let ld = { pointLights: [], directionLights: [], spotLights: [] } as MtLightDataDescriptor;
let total = 5;
let scale = 3.0;
for (let i = 0; i < total; ++i) {
for (let j = 0; j < total; ++j) {
let position = [-500 + 250 * j, 100 + Math.random() * 30, -500 + 250 * i];
position[0] += Math.random() * 60 - 30;
position[2] += Math.random() * 60 - 30;
let color = this.getRandomColor(scale);
let factor1 = 0.00001;
let factor2 = 0.00002;
let pLight = new PointLight({ color, position, factor1, factor2 });
ld.pointLights.push(pLight);
if (Math.random() > 0.5) {
position = [-500 + 150 * j, 100 + Math.random() * 50, -500 + 150 * i];
position[0] += Math.random() * 160 - 80;
position[2] += Math.random() * 160 - 80;
color = this.getRandomColor(scale);
let direction = [(Math.random() - 0.5) * 8, -1, (Math.random() - 0.5) * 8];
let degree = Math.random() * 10 + 5;
let spLight = new SpotLight({ position, color, direction, degree, factor1, factor2 });
ld.spotLights.push(spLight);
}
}
}
let dLight = new DirectionLight({ color: [0.5, 0.5, 0.5], direction: [-1, -1, 0] });
ld.directionLights.push(dLight);
return ld;
}
private createBillboard(pv: Vector3DataType, c: ColorDataType, type: number): void {
let rc = this.mRscene;
let diffuseTex0 = { diffuse: { url: "static/assets/flare_core_03.jpg" } };
if (type > 1) {
diffuseTex0 = { diffuse: { url: "static/assets/circleWave_disp.png" } };
}
let billboard = new BillboardEntity({ size: 10, textures: [diffuseTex0] });
billboard.color = c;
billboard.alpha = 1;
billboard.transform.setPosition(pv);
rc.addEntity(billboard);
}
private createBillboards(): void {
let lightData = this.mLightData;
let pls = lightData.pointLights;
for (let i = 0; i < pls.length; i++) {
let lp = pls[i];
this.createBillboard(lp.position, lp.color, 1);
}
let spls = lightData.spotLights;
for (let i = 0; i < spls.length; i++) {
let lp = spls[i];
this.createBillboard(lp.position, lp.color, 2);
}
}
private initScene(): void {
let rc = this.mRscene;
let mtpl = rc.renderer.mtpl;
this.mLightData = this.createLightData();
mtpl.light.lightData = this.mLightData;
mtpl.shadow.param.intensity = 0.4;
mtpl.shadow.param.radius = 4;
let position = [-30, 220, -50];
let materials = this.createMaterials(true);
let sphere: SphereEntity;
let total = 6;
let py = 40;
let k = 0;
for (let i = 0; i < total; ++i) {
for (let j = 0; j < total; ++j) {
if (total > 2) {
position = [-350 + 150 * j, py, -350 + 150 * i];
} else {
position = [0, py, 0];
}
let materials = this.createMaterials(true);
if (sphere) {
let sph = new SphereEntity(
{
geometry: sphere.geometry,
materials,
transform: { position }
}
);
rc.addEntity(sph);
} else {
sphere = new SphereEntity(
{
radius: 35.0,
materials,
transform: { position }
}
);
rc.addEntity(sphere);
}
}
}
position = [0, 0, 0];
materials = this.createMaterials(true, false, 'back');
let plane = new PlaneEntity({
axisType: 1,
materials,
extent: [-600, -600, 1200, 1200],
transform: { position }
});
rc.addEntity(plane);
this.createBillboards();
}
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 envTex = { specularEnv: {} };
let textures = [
envTex,
albedoTex,
normalTex,
aoTex,
roughnessTex,
metallicTex
] as WGTextureDataDescriptor[];
return textures;
}
private mTexPool = [this.createTextures("plastic"), this.createTextures("rusted_iron")];
private createMaterials(shadowReceived = false, shadow = true, faceCullMode = 'back', uvParam?: number[]): BaseMaterial[] {
let textures0 = this.mTexPool[Math.round(Math.random() * 999)%2];//this.createTextures("plastic");
// let textures0 = this.createTextures("rusted_iron");
let material0 = this.createMaterial(textures0, ["solid"], 'less', 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 = [0.1, 0.1, 0.1];
ppt.albedo.value = this.getRandomColor(1.0);
ppt.arms.roughness = Math.random() * 0.95 + 0.05;
ppt.arms.metallic = 0.2;
ppt.armsBase.value = [0, 0.0, 0];
ppt.specularFactor.value = [0.1, 0.1, 0.1];
ppt.shadow = shadow;
ppt.lighting = true;
ppt.shadowReceived = shadowReceived;
}
private createMaterial(textures: WGTextureDataDescriptor[], blendModes: string[], depthCompare = 'less', faceCullMode = 'back'): BaseMaterial {
let pipelineDefParam = {
depthWriteEnabled: true,
faceCullMode,
blendModes,
depthCompare
};
let material = new BaseMaterial({ pipelineDefParam });
material.addTextures(textures);
return material;
}
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();
}
}