当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/version-1.01/src/voxgpu/sample/ImgCubeMap.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 ImgCubeMap {
geomData = new GeomDataBuilder();
renderer = new WGRenderer();
initialize(): void {
console.log("ImgCubeMap::initialize() ...");
let urls = [
"static/assets/hw_morning/morning_ft.jpg",
"static/assets/hw_morning/morning_bk.jpg",
"static/assets/hw_morning/morning_up.jpg",
"static/assets/hw_morning/morning_dn.jpg",
"static/assets/hw_morning/morning_rt.jpg",
"static/assets/hw_morning/morning_lf.jpg"
];
let td = new WGImageCubeTextureData(urls);
const shdSrc = {
vertShaderSrc: { code: vertWGSL, uuid: "vtxShdCode" },
fragShaderSrc: { code: fragWGSL, uuid: "fragShdCode" }
};
const material = this.createMaterial(shdSrc, [td]);
this.createEntity([material]);
}
private createMaterial(
shdSrc: WGRShderSrcType,
texDataList?: WGImageTextureData[]
): WGMaterial {
let pipelineDefParam = {
faceCullMode: "back"
};
const texTotal = texDataList ? texDataList.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: texDataList[i], shdVarName: "texture" + i } });
}
material.textures = texWrappers;
}
return material;
}
private createEntity(materials: WGMaterial[]): Entity3D {
const renderer = this.renderer;
const rgd = this.geomData.createCubeWithSize(200);
const geometry = new WGGeometry()
.addAttribute({ shdVarName: "position", data: rgd.vs, strides: [3] })
.setIndexBuffer({ name: "geomIndex", data: rgd.ivs });
const entity = new Entity3D();
entity.materials = materials;
entity.geometry = geometry;
renderer.addEntity(entity);
return entity;
}
run(): void {
this.renderer.run();
}
}