Files
engine/e2e/case/material-LUT.ts
zhuxudong 1bc2b102ad refactor(shader): migrate GLSL shaders to ShaderLab and clean up shader infrastructure(#2961)
* refactor(core): migrate shaders from core/shaderlib to shader package and clean up old files
2026-05-11 17:55:17 +08:00

70 lines
1.8 KiB
TypeScript

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