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* wip: use camera.projection instead of different camera instances Avoid switch camera projection needs to recreate the instance * update examples * release 2.0.0-alpha.35
95 lines
2.3 KiB
TypeScript
95 lines
2.3 KiB
TypeScript
import {
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Renderer,
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Scene,
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Compositor,
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Texture2D,
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Mesh,
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startTimeline,
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StandardMaterial,
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loadGLTF,
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constants,
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OrbitControl,
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FilterCompositeNode,
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Camera
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} from 'claygl';
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import GBufferCompositeNode from './common/HDComposite/GBufferNode';
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import { outputTextureFragment } from 'claygl/shaders';
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import * as dat from 'dat.gui';
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const compositor = new Compositor();
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const renderer = new Renderer({
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canvas: document.getElementById('main') as HTMLCanvasElement
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});
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renderer.resize(window.innerWidth, window.innerHeight);
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const camera = new Camera('perspective', {
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aspect: renderer.getViewportAspect()
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});
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camera.position.set(0, 0, 6);
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const scene = new Scene();
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loadGLTF('assets/models/suzanne/suzanne_high.gltf').then((res) => {
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const suzanneGeometry = (res.scene!.getDescendantByName('Suzanne') as Mesh).geometry;
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const material = new StandardMaterial({
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metalness: 0.5,
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uvRepeat: [3, 3],
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roughness: 0.5
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});
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const mesh = new Mesh(suzanneGeometry, material);
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mesh.geometry.generateTangents();
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(
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[
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['diffuseMap', 'basecolor'],
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['normalMap', 'normal'],
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['metalnessMap', 'metalness'],
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['roughnessMap', 'roughness']
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] as const
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).forEach(function (mapInfo) {
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const tex = new Texture2D({
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wrapS: constants.REPEAT,
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wrapT: constants.REPEAT
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});
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tex.load('assets/textures/iron-rusted4/iron-rusted4-' + mapInfo[1] + '.png');
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material[mapInfo[0]] = tex;
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});
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mesh.scale.set(1.4, 1.4, 1.4);
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scene.add(mesh);
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});
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const control = new OrbitControl({
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target: camera,
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domElement: renderer.canvas,
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timeline: startTimeline()
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});
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const availableDebugTypes = ['texture1', 'texture2', 'texture3', 'texture4'] as const;
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const config: {
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debugType: (typeof availableDebugTypes)[number];
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} = {
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debugType: 'texture1'
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};
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const gui = new dat.GUI();
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gui.add(config, 'debugType', availableDebugTypes);
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const gbufferNode = new GBufferCompositeNode(scene, camera);
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gbufferNode.enableTexture4 = true;
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const outputNode = new FilterCompositeNode(outputTextureFragment);
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outputNode.renderToScreen = true;
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compositor.addNode(gbufferNode);
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compositor.addNode(outputNode);
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startTimeline(() => {
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outputNode.inputs = {
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colorTex: {
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node: gbufferNode,
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output: config.debugType
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}
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};
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compositor.render(renderer);
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});
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