Files
engine/e2e/case/material-shaderReplacement.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

216 lines
6.1 KiB
TypeScript

/**
* @title Shader Replacement
* @category Material
*/
import {
AmbientLight,
AssetType,
Camera,
DirectLight,
GLTFResource,
Logger,
Shader,
Texture2D,
WebGLEngine
} from "@galacean/engine";
import { ShaderCompiler } from "@galacean/engine-shader-compiler";
import { initScreenshot, updateForE2E } from "./.mockForE2E";
/**
* Main function.
*/
async function main() {
Logger.enable();
// Create engine
const engine = await WebGLEngine.create({ canvas: "canvas", shaderCompiler: new ShaderCompiler() });
engine.canvas.resizeByClientSize();
initShader();
// Get scene and create root entity
const scene = engine.sceneManager.activeScene;
const rootEntity = scene.createRootEntity();
// Create directional light
const directLightEntity = rootEntity.createChild("Directional Light");
directLightEntity.addComponent(DirectLight);
directLightEntity.transform.setRotation(30, 0, 0);
const directLightEntity2 = rootEntity.createChild("Directional Light2");
directLightEntity2.addComponent(DirectLight);
directLightEntity2.transform.setRotation(-30, 180, 0);
// Create camera
const cameraEntity = rootEntity.createChild("Camera");
cameraEntity.transform.setPosition(0, 0, 5);
const camera = cameraEntity.addComponent(Camera);
engine.resourceManager
.load([
{
type: AssetType.AmbientLight,
url: "https://mdn.alipayobjects.com/oasis_be/afts/file/A*eRJ8QKzf5zAAAAAAgBAAAAgAekp5AQ/ambient.ambLight"
},
{
url: "https://gw.alipayobjects.com/os/bmw-prod/150e44f6-7810-4c45-8029-3575d36aff30.gltf",
type: AssetType.GLTF
},
{
url: "https://gw.alipayobjects.com/os/OasisHub/267000040/9994/%25E5%25BD%2592%25E6%25A1%25A3.gltf",
type: AssetType.GLTF
},
{
url: "https://mdn.alipayobjects.com/huamei_b4l2if/afts/img/A*Q60vQ40ZERsAAAAAAAAAAAAADil6AQ/original",
type: AssetType.Texture
}
])
.then((resources) => {
// Add ambient light
const ambientLight = <AmbientLight>resources[0];
scene.ambientLight = ambientLight;
// Add helmet model
const glTFResourceHelmet = <GLTFResource>resources[1];
const helmetEntity = glTFResourceHelmet.defaultSceneRoot;
helmetEntity.transform.position.set(-1, 0, 0);
rootEntity.addChild(helmetEntity);
// Add duck model
const glTFResourceDuck = <GLTFResource>resources[2];
const duckEntity = glTFResourceDuck.defaultSceneRoot;
duckEntity.transform.position.set(1, -1, 0);
rootEntity.addChild(duckEntity);
// Apply uv check texture
const uvCheckTexture = <Texture2D>resources[3];
for (const material of glTFResourceHelmet.materials!) {
material.shaderData.setTexture("u_UVCheckTexture", uvCheckTexture);
}
for (const material of glTFResourceDuck.materials!) {
material.shaderData.setTexture("u_UVCheckTexture", uvCheckTexture);
}
camera.setReplacementShader(Shader.find("UVCheckShader"));
updateForE2E(engine);
initScreenshot(engine, camera);
});
}
main();
/**
* Init replacement shader.
*/
function initShader() {
Shader.create(`
Shader "NormalShader" {
SubShader "Default" {
Pass "Forward" {
Tags { pipelineStage = "Forward", ReplacementTag = "transparent" }
#include "ShaderLibrary/Common/Common.glsl"
#include "ShaderLibrary/Common/Transform.glsl"
#include "ShaderLibrary/Common/Attributes.glsl"
#include "ShaderLibrary/Skin/Skin.glsl"
#include "ShaderLibrary/Skin/BlendShape.glsl"
struct Varyings {
vec3 v_normal;
};
Varyings vert(Attributes attr) {
Varyings v;
vec4 position = vec4(attr.POSITION, 1.0);
#ifdef RENDERER_HAS_NORMAL
vec3 normal = vec3(attr.NORMAL);
#endif
#ifdef RENDERER_HAS_BLENDSHAPE
calculateBlendShape(attr, position
#ifdef RENDERER_HAS_NORMAL
, normal
#endif
);
#endif
#ifdef RENDERER_HAS_SKIN
mat4 skinMatrix = getSkinMatrix(attr);
position = skinMatrix * position;
#ifdef RENDERER_HAS_NORMAL
normal = normal * INVERSE_MAT(mat3(skinMatrix));
#endif
#endif
gl_Position = renderer_MVPMat * position;
#ifdef RENDERER_HAS_NORMAL
v.v_normal = normalize(mat3(renderer_NormalMat) * normal);
#endif
return v;
}
void frag(Varyings v) {
gl_FragColor = vec4(v.v_normal, 1.0);
}
VertexShader = vert;
FragmentShader = frag;
}
}
}
`);
Shader.create(`
Shader "UVCheckShader" {
SubShader "Default" {
Pass "Forward" {
Tags { pipelineStage = "Forward", ReplacementTag = "transparent" }
#include "ShaderLibrary/Common/Common.glsl"
#include "ShaderLibrary/Common/Transform.glsl"
#include "ShaderLibrary/Common/Attributes.glsl"
#include "ShaderLibrary/Skin/Skin.glsl"
#include "ShaderLibrary/Skin/BlendShape.glsl"
sampler2D u_UVCheckTexture;
struct Varyings {
vec2 v_uv;
};
Varyings vert(Attributes attr) {
Varyings v;
vec4 position = vec4(attr.POSITION, 1.0);
#ifdef RENDERER_HAS_BLENDSHAPE
calculateBlendShape(attr, position);
#endif
#ifdef RENDERER_HAS_SKIN
mat4 skinMatrix = getSkinMatrix(attr);
position = skinMatrix * position;
#endif
gl_Position = renderer_MVPMat * position;
#ifdef RENDERER_HAS_UV
v.v_uv = attr.TEXCOORD_0;
#endif
return v;
}
void frag(Varyings v) {
vec4 textureColor = texture2D(u_UVCheckTexture, v.v_uv);
gl_FragColor = textureColor;
}
VertexShader = vert;
FragmentShader = frag;
}
}
}
`);
}