本文主要是介绍轻量封装WebGPU渲染系统示例<35>- HDR环境数据应用到PBR渲染材质,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/BasePbrMaterialTest.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 BasePbrMaterialTest {private mRscene = new RendererScene();initialize(): void {this.mRscene.initialize({ canvasWith: 1024, canvasHeight: 1024, rpassparam: { multisampleEnabled: true } });this.initScene();this.initEvent();}private hdrEnvtex = new SpecularEnvBrnTexture();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 textures = [this.hdrEnvtex, albedoTex, normalTex, aoTex, roughnessTex, metallicTex];return textures;}private initScene(): void {this.initEntities();}private initEntities(): void {let rc = this.mRscene;let monkeySrc = new ModelEntity({modelUrl: "static/assets/draco/monkey.drc"});let sphSrc = new SphereEntity({radius: 100,latitudeNumSegments: 30,longitudeNumSegments: 30});let lightData = this.createLightData();let startV = new Vector3(-500, 0, -500);for (let i = 0; i < 3; ++i) {for (let j = 0; j < 5; ++j) {let pos = new Vector3(j * 300 + startV.x, 0, i * 600 + startV.z);let roughness = 1.0 - (0.05 + 0.95 * j/(5-1));let roughnessBase = i/(3-1);let material = new BasePBRMaterial();let property = material.property;property.setLightData(lightData.lightsData, lightData.lightColorsData);property.ambient.value = new Color4().randomRGB(0.3, 0.1);property.albedo.value = new Color4().randomRGB(1.0, 0.2);property.arms.value = [1, roughness, 1];property.armsBase.value = [0, roughnessBase ,0];material.addTextures(this.createTextures("gold"));let sph = new SphereEntity({materials: [material],geometry: sphSrc.geometry});sph.transform.setPosition(pos);rc.addEntity(sph);material = new BasePBRMaterial();property = material.property;property.setLightData(lightData.lightsData, lightData.lightColorsData);property.ambient.value = new Color4().randomRGB(0.3, 0.1).ceil();property.albedo.value = new Color4().randomRGB(1.0, 0.2);property.arms.value = [1, roughness, 1];property.armsBase.value = [0, roughnessBase ,0];property.uvParam.value = [2,2];material.addTextures(this.createTextures("rusted_iron"));let monkey = new ModelEntity({materials: [material],geometry: monkeySrc.geometry,transform: { position: pos.clone().subtractBy(new Vector3(0, 0, 270)), scale: [100, 100, 100], rotation: [0, 90, 0] }});rc.addEntity(monkey);}}}private createLightData(): { lightsData: Float32Array; lightColorsData: Float32Array } {let lightsData = new Float32Array([0.0, 300.0, 0, 0.000001]);let lightColorsData = new Float32Array([5.0, 5.0, 5.0, 0.000005]);return { lightsData, lightColorsData };}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();}
}
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