Files
engine/examples/buffer-mesh-independent.ts
2024-07-04 18:10:43 +08:00

188 lines
5.5 KiB
TypeScript

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