轻量封装WebGPU渲染系统示例<41>-前向渲染的雾(Fog)效果(源码)
- 创业
- 2025-07-21 19:21:34

当前示例源码github地址:
github /vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/FogTest.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 FogTest { private mRscene = new RendererScene(); initialize(): void { this.mRscene.initialize({ canvasWith: 512, canvasHeight: 512, rpassparam: { multisampleEnabled: true } }); this.initScene(); this.initEvent(); } private initScene(): void { this.initEntities(); } private initEntities(): void { this.initTexDisp(); } private initTexDisp(): void { let rc = this.mRscene; let textures0 = this.createBaseTextures(); let textures1 = this.createTextures("plastic"); let position = new Vector3(0, 0, 0); let materials = this.createMaterials(position, textures0, 'front'); let box = new CubeEntity( { cubeSize: 1550.0, normalScale: -1.0, materials, transform: { position } } ); rc.addEntity(box); position = new Vector3(-580, 280, -580); materials = this.createMaterials(position, textures1); let sphere = new SphereEntity( { radius: 150.0, materials, transform: { position } } ); rc.addEntity(sphere); position = new Vector3(0, 0, 280); materials = this.createMaterials(position, textures1); sphere = new SphereEntity( { radius: 150.0, materials, transform: { position } } ); rc.addEntity(sphere); position = new Vector3(0, 0, -380); materials = this.createMaterials(position, textures1, 'back', [8, 1]); let torus = new TorusEntity({ axisType: 2, materials, transform: { position } }); rc.addEntity(torus); } private createMaterials(position: Vector3, textures: WGTextureDataDescriptor[], faceCullMode = 'back', uvParam?: number[]): BasePBRMaterial[] { let material0 = this.createMaterial(position, textures, faceCullMode, ["solid"]); let ppt = material0.property; ppt.fogExp2Enabled = true; ppt.fogColor.value = [0.3, 0.7, 0.2]; this.applyMaterialPPt(material0); let list = [material0]; if (uvParam) { for (let i = 0; i < list.length; ++i) { list[i].property.uvParam.value = uvParam; } } return list; } private applyMaterialPPt(material: BasePBRMaterial): void { let property = material.property; property.ambient.value = [0.0, 0.2, 0.2]; property.albedo.value = [0.7, 0.7, 0.3]; property.arms.roughness = 0.8; property.armsBase.value = [0, 0, 0]; // property.uvParam.value = [2, 2]; property.param.scatterIntensity = 32; } private mLightParams: LightShaderDataParam[] = []; private createMaterial(position: Vector3DataType, textures: WGTextureDataDescriptor[], faceCullMode = 'back', blendModes?: string[], depthCompare = 'less', lightParam?: LightShaderDataParam): BasePBRMaterial { if (!lightParam) { lightParam = this.createLightData(position); } let pipelineDefParam = { depthWriteEnabled: true, faceCullMode, blendModes, depthCompare }; let material = new BasePBRMaterial({ pipelineDefParam }); material.setLightParam(lightParam); material.addTextures(textures); return material; } private hdrEnvtex = new SpecularEnvBrnTexture(); private createBaseTextures(): WGTextureDataDescriptor[] { const albedoTex = { albedo: { url: `static/assets/pbrtex/rough_plaster_broken_diff_1k.jpg` } }; const normalTex = { normal: { url: `static/assets/pbrtex/rough_plaster_broken_nor_1k.jpg` } }; const armTex = { arm: { url: `static/assets/pbrtex/rough_plaster_broken_arm_1k.jpg` } }; let textures = [ this.hdrEnvtex, albedoTex, normalTex, armTex ] as WGTextureDataDescriptor[]; return textures; } 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` } }; const emissiveTex = { emissive: { url: `static/assets/color_07.jpg` } }; let textures = [ this.hdrEnvtex, albedoTex, normalTex, aoTex, roughnessTex, metallicTex, emissiveTex ] as WGTextureDataDescriptor[]; return textures; } private createLightData(position: Vector3DataType): LightShaderDataParam { let pos = new Vector3().setVector4(position); let pv0 = pos.clone().addBy(new Vector3(0, 200, 0)); let pv1 = pos.clone().addBy(new Vector3(200, 0, 0)); let pv2 = pos.clone().addBy(new Vector3(0, 0, 200)); let pv3 = pos.clone().addBy(new Vector3(-200, 0, 0)); let pv4 = pos.clone().addBy(new Vector3(0, 0, -200)); let posList = [pv0, pv1, pv2, pv3, pv4]; let c0 = new Color4(0.1 + Math.random() * 13, 0.1 + Math.random() * 13, 0.0, 0.00002); let c1 = new Color4(0.0, 0.1 + Math.random() * 13, 1.0, 0.00002); let c2 = new Color4(0.0, 0.1 + Math.random() * 13, 0.1 + Math.random() * 13, 0.00002); let c3 = new Color4(0.1 + Math.random() * 13, 1.0, 0.1 + Math.random() * 13, 0.00002); let c4 = new Color4(0.5, 1.0, 0.1 + Math.random() * 13, 0.00002); let colorList = [c0, c1, c2, c3, c4]; let pointLightsTotal = posList.length; let j = 0; let lightsData = new Float32Array(4 * pointLightsTotal); let lightColorsData = new Float32Array(4 * pointLightsTotal); for (let i = 0; i < lightsData.length;) { const pv = posList[j]; pv.w = 0.00002; pv.toArray4(lightsData, i); const c = colorList[j]; c.toArray4(lightColorsData, i); j++; i += 4; } let param = { lights: lightsData, colors: lightColorsData, pointLightsTotal }; this.mLightParams.push(param); return param; } 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(); } }轻量封装WebGPU渲染系统示例<41>-前向渲染的雾(Fog)效果(源码)由讯客互联创业栏目发布,感谢您对讯客互联的认可,以及对我们原创作品以及文章的青睐,非常欢迎各位朋友分享到个人网站或者朋友圈,但转载请说明文章出处“轻量封装WebGPU渲染系统示例<41>-前向渲染的雾(Fog)效果(源码)”
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