示例<15>"/>
轻量封装WebGPU渲染系统示例<15>
当前示例源码github地址:
.ts
此示例渲染系统实现的特性:
1. 用户态与系统态隔离。
细节请见:引擎系统设计思路 - 用户态与系统态隔离-CSDN博客
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(内外部相关资源)和渲染机制分离。
5. 用户操作和渲染系统调度并行机制。
6. 数据/语义驱动。
7. 异步并行的模型载入。
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 DrawInstanceTest {private mRscene = new RendererScene();private mTeamLoader = new CoModelTeamLoader();initialize(): void {console.log("DrawInstanceTest::initialize() ...");const rc = this.mRscene;rc.initialize();this.initEvent();this.initModels();}private initEvent(): void {const rc = this.mRscene;rc.addEventListener(MouseEvent.MOUSE_DOWN, this.mouseDown);new MouseInteraction().initialize(rc, 0, false).setAutoRunning(true);}private createGeometry(gd: CoGeomDataType, normalEnabled = false): WGGeometry {const geometry = new WGGeometry().addAttribute({ position: gd.vertices }).addAttribute({ uv: gd.uvsList[0] }).setIndices(gd.indices);if (normalEnabled) {geometry.addAttribute({ normal: gd.normals });}return geometry;}private initModels(): void {let url0 = "static/assets/fbx/mat_ball.fbx";let loader = this.mTeamLoader;loader.load([url0], (models: CoGeomDataType[], transforms: Float32Array[]): void => {console.log("loaded models: ", models);for (let i = 0; i < models.length; ++i) {this.createEntity(models[i]);}});}private mouseDown = (evt: MouseEvent): void => { };private createEntity(model: CoGeomDataType): void {let tot = 4;let instanceCount = tot * tot * tot;const stride = 4;const posData = new Float32Array(stride * instanceCount);const size = new Vector3(150, 150, 150);const pos = new Vector3().copyFrom(size).scaleBy(-0.5 * (tot - 1));let index = 0;for (let i = 0; i < tot; ++i) {for (let j = 0; j < tot; ++j) {for (let k = 0; k < tot; ++k) {const pv = new Vector3().setXYZ(i * size.x, j * size.y, k * size.z).addBy(pos);const t = index * stride;posData[t] = pv.x;posData[t + 1] = pv.y;posData[t + 2] = pv.z;posData[t + 3] = 1;index++;}}}let positionsV = new WGRStorageValue({ stride, data: posData, shdVarName: 'positions' });let albedoV = new WGRUniformValue({ data: new Float32Array([1.0, 0.01, 0.05, 1]), shdVarName: 'albedo' });let armV = new WGRUniformValue({ data: new Float32Array([1, 0.1, 0.1, 1]), shdVarName: 'arm' });let uniformValues: WGRUniformValue[] = [positionsV,albedoV,armV];let shaderSrc = {vertShaderSrc: { code: vertWGSL, uuid: "vert-primitive-ins" },fragShaderSrc: { code: fragWGSL, uuid: "frag-primitive-ins" }};const rc = this.mRscene;const geometry = this.createGeometry(model, true);let entity = new PrimitiveEntity({ geometry, shaderSrc, uniformValues, instanceCount });rc.addEntity(entity);}run(): void {this.mRscene.run();}
}
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