Files
engine/examples/shader-lab-simple.ts
SwayYan cd98552c74 Fix ci e2e error (#2492)
* fix: ci
2025-01-07 19:34:02 +08:00

161 lines
3.8 KiB
TypeScript

/**
* @title ShaderLab Basic
* @category Material
* @thumbnail https://mdn.alipayobjects.com/merchant_appfe/afts/img/A*C7Y1RaI_ZJEAAAAAAAAAAAAADiR2AQ/original
*/
import { GUI } from "dat.gui";
import { OrbitControl } from "@galacean/engine-toolkit-controls";
import {
BufferMesh,
Camera,
Logger,
WebGLEngine,
Buffer,
BufferBindFlag,
BufferUsage,
VertexElement,
VertexElementFormat,
MeshRenderer,
Shader,
Material,
Color
} from "@galacean/engine";
import { ShaderLab } from "@galacean/engine-shaderlab";
const shaderLab = new ShaderLab();
const normalShaderSource = `Shader "Triangle" {
SubShader "Default" {
Pass "0" {
mat4 renderer_MVPMat;
vec3 u_color;
struct a2v {
vec4 POSITION;
};
struct v2f {
vec3 v_color;
};
VertexShader = vert;
FragmentShader = frag;
v2f vert(a2v v) {
v2f o;
gl_Position = renderer_MVPMat * v.POSITION;
o.v_color = u_color;
return o;
}
void frag(v2f i) {
gl_FragColor = vec4(i.v_color, 1.0);
}
}
}
}`;
const linesShaderSource = `
Shader "Lines" {
SubShader "Default" {
Pass "0" {
mat4 renderer_MVPMat;
vec3 u_color;
struct a2v {
vec4 POSITION;
};
struct v2f {
vec4 v_pos;
vec3 v_color;
};
VertexShader = vert;
FragmentShader = frag;
v2f vert(a2v v) {
v2f o;
gl_Position = renderer_MVPMat * v.POSITION;
o.v_color = u_color;
o.v_pos = v.POSITION;
return o;
}
#define S smoothstep
vec4 scene_ElapsedTime;
vec4 Line(vec2 uv, float speed, float height, vec3 col) {
uv.y += S(1.0, 0.0, abs(uv.x)) * sin(scene_ElapsedTime.x * speed + uv.x * height) * 0.2;
return vec4(S(0.06 * S(0.2, 0.9, abs(uv.x)), 0.0, abs(uv.y) - 0.004) * col, 1.0) * S(1.0, 0.3, abs(uv.x));
}
void frag(v2f i) {
vec2 uv = i.v_pos.xy;
vec4 color = vec4(0.0);
for (float i = 0.0; i <= 5.; i += 1.0) {
float t = i / 5.0;
color += Line(uv, 1.0 + t, 4.0 + t, vec3(0.2 + t * 0.7, 0.2 + t * 0.4, 0.3));
}
gl_FragColor = color;
}
}
}
}`;
function createPlaneMesh(engine: WebGLEngine) {
const mesh = new BufferMesh(engine);
const vertices = new Float32Array([-1, -1, 1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1]);
const vertexBuffer = new Buffer(engine, BufferBindFlag.VertexBuffer, vertices, BufferUsage.Static);
mesh.setVertexBufferBinding(vertexBuffer, 12);
mesh.setVertexElements([new VertexElement("POSITION", 0, VertexElementFormat.Vector3, 0)]);
mesh.addSubMesh(0, 6);
return mesh;
}
Logger.enable();
WebGLEngine.create({ canvas: "canvas", shaderLab }).then((engine) => {
engine.canvas.resizeByClientSize();
const shaderMap = {
normal: Shader.create(normalShaderSource),
lines: Shader.create(linesShaderSource)
};
const scene = engine.sceneManager.activeScene;
const rootEntity = scene.createRootEntity();
// camera
const cameraEntity = rootEntity.createChild("cameraNode");
cameraEntity.transform.setPosition(0, 0, 5);
cameraEntity.addComponent(Camera);
cameraEntity.addComponent(OrbitControl);
// create plane
const triangle = rootEntity.createChild("plane");
const renderer = triangle.addComponent(MeshRenderer);
renderer.mesh = createPlaneMesh(engine);
const shader = shaderMap.lines;
const material = new Material(engine, shader);
material.shaderData.setColor("u_color", new Color(1.0, 1.0, 0));
renderer.setMaterial(material);
engine.run();
const state = {
shader: "lines"
};
function addGUI() {
const gui = new GUI({ name: "Switch Shader" });
gui.add(state, "shader", Object.keys(shaderMap)).onChange((v) => {
material.shader = shaderMap[v];
});
}
addGUI();
});