claygl/example/composite_gbuffer.ts
Yi Shen 4fd2569e7b
Simplify camera api (#140)
* 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
2023-11-20 18:15:23 +08:00

95 lines
2.3 KiB
TypeScript

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