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* refactor(core): migrate shaders from core/shaderlib to shader package and clean up old files
70 lines
1.8 KiB
TypeScript
70 lines
1.8 KiB
TypeScript
/**
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* @title LUT Test
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* @category Material
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*/
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import { Camera, Material, MeshRenderer, PrimitiveMesh, Shader, Vector3, WebGLEngine } from "@galacean/engine";
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import { ShaderCompiler } from "@galacean/engine-shader-compiler";
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import { initScreenshot, updateForE2E } from "./.mockForE2E";
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const shaderCompiler = new ShaderCompiler();
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const shaderSource = `Shader "LUT-test" {
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SubShader "Default" {
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Pass "Forward" {
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struct Attributes {
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vec3 POSITION;
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vec2 TEXCOORD_0;
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};
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struct Varyings {
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vec2 uv;
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};
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mat4 renderer_MVPMat;
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sampler2D scene_PrefilteredDFG;
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VertexShader = vert;
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FragmentShader = frag;
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Varyings vert(Attributes attr) {
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Varyings v;
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gl_Position = renderer_MVPMat * vec4(attr.POSITION, 1.0);
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v.uv = attr.TEXCOORD_0;
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return v;
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}
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vec4 frag(Varyings v) {
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return texture2D(scene_PrefilteredDFG, v.uv);
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}
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}
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}
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}`;
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// Create engine
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WebGLEngine.create({ canvas: "canvas", shaderCompiler })
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.then((engine) => {
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engine.canvas.resizeByClientSize(2);
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const scene = engine.sceneManager.activeScene;
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const rootEntity = scene.createRootEntity();
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// Create camera
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const cameraEntity = rootEntity.createChild("Camera");
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cameraEntity.transform.position = new Vector3(0, 0, 3);
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const camera = cameraEntity.addComponent(Camera);
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const entity = rootEntity.createChild("Entity");
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entity.transform.setRotation(90, 0, 0);
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const renderer = entity.addComponent(MeshRenderer);
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renderer.mesh = PrimitiveMesh.createPlane(engine, 1, 1);
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const shader = Shader.create(shaderSource);
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const material = new Material(engine, shader);
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renderer.setMaterial(material);
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updateForE2E(engine);
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initScreenshot(engine, camera);
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})
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.catch((e) => {
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console.log(e);
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});
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