轻量封装WebGPU渲染系统示例<7>-材质多pass(源码)

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:

轻量封装WebGPU渲染系统示例<7>-材质多pass(源码)_第1张图片

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();
	}
}

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