mirror of
https://github.com/galacean/engine.git
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188 lines
5.5 KiB
TypeScript
188 lines
5.5 KiB
TypeScript
/**
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* @title Buffer Mesh Independent
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* @category Mesh
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* @thumbnail https://mdn.alipayobjects.com/merchant_appfe/afts/img/A*YnS0RIRZQv0AAAAAAAAAAAAADiR2AQ/original
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*/
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import {
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BlinnPhongMaterial,
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Buffer,
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BufferBindFlag,
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BufferMesh,
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BufferUsage,
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Camera,
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Engine,
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IndexFormat,
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Mesh,
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MeshRenderer,
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PointLight,
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Vector3,
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VertexElement,
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VertexElementFormat,
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WebGLEngine,
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Script,
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} from "@galacean/engine";
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/**
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* Script for updating color buffer.
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*/
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class RandomColorScript extends Script {
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/** Color data. */
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colorData: Float32Array;
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/** Color buffer. */
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colorBuffer: Buffer;
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private _loopCount = 0;
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/**
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* @override
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* The main loop, called frame by frame.
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* @param deltaTime - The deltaTime when the script update.
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*/
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onUpdate(deltaTime: number): void {
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if (this._loopCount === 30) {
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const { colorData } = this;
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for (let i = 0; i < 6; i++) {
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const r = Math.random();
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const g = Math.random();
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const b = Math.random();
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const faceOffset = i * 12;
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for (let i = 0; i < 4; i++) {
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const vertexOffset = i * 3;
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colorData[faceOffset + vertexOffset] = r;
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colorData[faceOffset + vertexOffset + 1] = g;
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colorData[faceOffset + vertexOffset + 2] = b;
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}
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}
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this.colorBuffer.setData(colorData);
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this._loopCount = 0;
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}
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this._loopCount++;
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}
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}
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main();
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async function main() {
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// Create engine and get root entity.
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const engine = await WebGLEngine.create({ canvas: "canvas" });
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engine.canvas.resizeByClientSize();
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const rootEntity = engine.sceneManager.activeScene.createRootEntity("Root");
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// Create light.
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const lightEntity = rootEntity.createChild("pointLight");
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const pointLight = lightEntity.addComponent(PointLight);
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pointLight.distance = 10;
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lightEntity.transform.setPosition(2, 5, 5);
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// Create camera.
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const cameraEntity = rootEntity.createChild("Camera");
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cameraEntity.transform.setPosition(0, 6, 10);
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cameraEntity.transform.lookAt(new Vector3(0, 0, 0));
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cameraEntity.addComponent(Camera);
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// Create custom cube.
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// Use createCustomMesh() to create custom cube mesh.
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const cubeEntity = rootEntity.createChild("Cube");
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const cubeRenderer = cubeEntity.addComponent(MeshRenderer);
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const randomColorScript = cubeEntity.addComponent(RandomColorScript);
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const cubeGeometry = createCustomMesh(engine, 1.0, randomColorScript);
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const material = new BlinnPhongMaterial(engine);
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cubeEntity.transform.rotate(0, 60, 0);
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cubeRenderer.mesh = cubeGeometry;
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cubeRenderer.setMaterial(material);
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// Run engine.
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engine.run();
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}
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/**
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* Create cube geometry with custom BufferGeometry.
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* @param engine - Engine
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* @param size - Cube size
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* @returns Cube mesh
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*/
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function createCustomMesh(
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engine: Engine,
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size: number,
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randomColorScript: RandomColorScript
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): Mesh {
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const cubeMesh = new BufferMesh(engine, "CustomCubeMesh");
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// Create vertices position and normal data.
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// prettier-ignore
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const positionNormals = new Float32Array([
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// Up
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-size, size, -size, 0, 1, 0, size, size, -size, 0, 1, 0, size, size, size, 0, 1, 0, -size, size, size, 0, 1, 0,
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// Down
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-size, -size, -size, 0, -1, 0, size, -size, -size, 0, -1, 0, size, -size, size, 0, -1, 0, -size, -size, size, 0, -1, 0,
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// Left
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-size, size, -size, -1, 0, 0, -size, size, size, -1, 0, 0, -size, -size, size, -1, 0, 0, -size, -size, -size, -1, 0, 0,
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// Right
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size, size, -size, 1, 0, 0, size, size, size, 1, 0, 0, size, -size, size, 1, 0, 0, size, -size, -size, 1, 0, 0,
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// Front
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-size, size, size, 0, 0, 1, size, size, size, 0, 0, 1, size, -size, size, 0, 0, 1, -size, -size, size, 0, 0, 1,
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// Back
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-size, size, -size, 0, 0, -1, size, size, -size, 0, 0, -1, size, -size, -size, 0, 0, -1, -size, -size, -size, 0, 0, -1]);
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// Create vertices color and init by white.
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const colorData = new Float32Array(3 * 24);
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colorData.fill(1.0);
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// Create indices data.
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// prettier-ignore
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const indices = new Uint16Array([
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// Up
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0, 2, 1, 2, 0, 3,
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// Down
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4, 6, 7, 6, 4, 5,
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// Left
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8, 10, 9, 10, 8, 11,
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// Right
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12, 14, 15, 14, 12, 13,
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// Front
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16, 18, 17, 18, 16, 19,
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// Back
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20, 22, 23, 22, 20, 21]);
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// Create gpu vertex buffer and index buffer.
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const posNorBuffer = new Buffer(
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engine,
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BufferBindFlag.VertexBuffer,
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positionNormals,
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BufferUsage.Static
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);
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const independentColorBuffer = new Buffer(
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engine,
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BufferBindFlag.VertexBuffer,
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colorData,
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BufferUsage.Dynamic
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);
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const indexBuffer = new Buffer(
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engine,
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BufferBindFlag.IndexBuffer,
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indices,
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BufferUsage.Static
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);
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// Bind buffer.
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cubeMesh.setVertexBufferBinding(posNorBuffer, 24, 0);
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cubeMesh.setVertexBufferBinding(independentColorBuffer, 12, 1);
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cubeMesh.setIndexBufferBinding(indexBuffer, IndexFormat.UInt16);
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// Set vertexElements.
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cubeMesh.setVertexElements([
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new VertexElement("POSITION", 0, VertexElementFormat.Vector3, 0),
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new VertexElement("NORMAL", 12, VertexElementFormat.Vector3, 0),
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new VertexElement("COLOR_0", 0, VertexElementFormat.Vector3, 1),
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]);
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// Add one sub geometry.
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cubeMesh.addSubMesh(0, indices.length);
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// Set `vertexColors` and `colorBuffer` to `randomColorScript`.
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randomColorScript.colorData = colorData;
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randomColorScript.colorBuffer = independentColorBuffer;
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return cubeMesh;
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}
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