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chore: fix error (Orillusion#258)
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add grass system
fix render pass frame time wrong
fix grass segment
fix pbr shader
fix clear coat lighting specular
fix clear coat lighting specular
fix grass size and vertex animation
fix grass size and vertex animation
fix muilt layer clearcoat
fix clear coat shader
add physic car sample
add terrain sample
change collect render node
add lambert material
commit gpu buffer by buffer mapasync
fix shadow render node
fix point shadow
remove ssh
chore transform
fix fog shader.
fix pbr metallic map and ao map
add draw call sample
fix shadow maping at mac error
fix transform notifyLocalChange error
fix instanceDraw
fix pbr color
fix change material not use
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ZenderJK authored Jul 27, 2023
1 parent 24925d5 commit e5152df
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Showing 102 changed files with 3,499 additions and 755 deletions.
1 change: 1 addition & 0 deletions .gitignore
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/js

/.vscode
/.labe
2 changes: 1 addition & 1 deletion package.json
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"vite": "^4.3.9",
"xvfb-maybe": "^0.2.1"
}
}
}
5 changes: 5 additions & 0 deletions packages/effect/grass/GrassNode.ts
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import { Transform } from "@orillusion/core";

export class GrassNode extends Transform {

}
46 changes: 46 additions & 0 deletions packages/effect/grass/component/GrassComponent.ts
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import { BoundingBox, Color, ComponentBase, GPUPrimitiveTopology, LightingFunction_frag, MeshRenderer, Texture, UnLitMaterial, Vector3, VertexAttributeName } from "@orillusion/core";
import { GrassMaterial } from "../material/GrassMaterial";
import { GrassGeometry } from "../geometry/GrassGeometry";
import { GrassNode } from "../GrassNode";

export class GrassComponent extends MeshRenderer {


public grassMaterial: GrassMaterial;
public grassGeometry: GrassGeometry;

constructor() {
super();
this.grassMaterial = new GrassMaterial();
this.alwaysRender = true;
}

public init(param?: any): void {
super.init();
}

public setGrass(grassWidth: number, grassHeight: number, segment: number, density: number, count: number = 1000) {
this.grassGeometry = this.geometry = new GrassGeometry(grassWidth, grassHeight, 1, segment, count);
this.material = this.grassMaterial;
// this.material.topology = GPUPrimitiveTopology.line_list;
// this.material = this.grassMaterial;
}

setWindNoiseTexture(gustNoiseTexture: Texture) {
this.grassMaterial.windMap = gustNoiseTexture;
}


public setMinMax(min: Vector3, max: Vector3) {
this.grassGeometry.bounds = new BoundingBox(new Vector3(), new Vector3(1, 1, 1));
this.grassGeometry.bounds.setFromMinMax(min, max);
}

public setGrassTexture(grassTexture: Texture) {
this.grassMaterial.baseMap = grassTexture;
}

public get nodes(): GrassNode[] {
return this.grassGeometry.nodes;
}
}
117 changes: 117 additions & 0 deletions packages/effect/grass/geometry/GrassGeometry.ts
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import { BoundingBox, GeometryBase, Vector3, VertexAttributeName } from "@orillusion/core";
import { GrassNode } from "../GrassNode";




export class GrassGeometry extends GeometryBase {
public width: number;
public height: number;
public segmentW: number;
public segmentH: number;
public nodes: GrassNode[];

constructor(width: number, height: number, segmentW: number = 1, segmentH: number = 1, count: number) {
super();
this.width = width;
this.height = height;
this.segmentW = segmentW;
this.segmentH = segmentH;
this.nodes = [];
this.buildGrass(count);
}

private buildGrass(count: number) {
var tw: number = this.segmentW + 1;
var singleCont: number = tw * (this.segmentH + 1);
let vertexCount = singleCont * count;
let position_arr = new Float32Array(vertexCount * 3);
let normal_arr = new Float32Array(vertexCount * 3);
let uv_arr = new Float32Array(vertexCount * 2);
let weights_arr = new Float32Array(vertexCount * 4);
let modelID_arr = new Float32Array(vertexCount);

let faceIndexCount = this.segmentW * this.segmentH * 2 * 3;
let indexes: Uint32Array = new Uint32Array(faceIndexCount * count);
var indexP: number = 0;
var indexN: number = 0;
var indexU: number = 0;
var indexW: number = 0;
var indexI: number = 0;
let numIndices = 0;
let cacheIndex = 0;

let pi = 3.1415926 * 0.5;
for (let gi = 0; gi < count; gi++) {
let node = new GrassNode();
this.nodes.push(node);

let dir = new Vector3(1 * Math.random() - 0.5, 0.0, 1 * Math.random() - 0.5);
let curvature = 0.5 * Math.random();

for (var yi: number = 0; yi <= this.segmentH; ++yi) {
for (var xi: number = 0; xi <= this.segmentW; ++xi) {
let weight = yi / this.segmentH;
let x = this.width * (xi / this.segmentW);
let y = this.height * (weight);
position_arr[indexP++] = (x - this.width * 0.5) * (1.0 - weight);
position_arr[indexP++] = 0;
position_arr[indexP++] = 0;

normal_arr[indexN++] = 0;
normal_arr[indexN++] = 0;
normal_arr[indexN++] = 1;

uv_arr[indexU++] = xi / this.segmentW;
uv_arr[indexU++] = 1.0 - yi / this.segmentH;

weights_arr[indexW++] = dir.x;
weights_arr[indexW++] = dir.y;
weights_arr[indexW++] = dir.z;
weights_arr[indexW++] = curvature;

modelID_arr[indexI++] = node.worldMatrix.index;
}
}

for (let i = 0; i < this.segmentH; i++) {
for (let j = 0; j < this.segmentW; j++) {
let base = j + i * tw + cacheIndex;
let i1 = (base + 1);
let i2 = base;
let i3 = (base + tw);

let i4 = (base + 1);;
let i5 = (base + tw);
let i6 = (base + tw + 1);

indexes[numIndices++] = i1;
indexes[numIndices++] = i2;
indexes[numIndices++] = i3;
indexes[numIndices++] = i4;
indexes[numIndices++] = i5;
indexes[numIndices++] = i6;
}
}

cacheIndex += singleCont;
}

this.setIndices(indexes);
this.setAttribute(VertexAttributeName.position, position_arr);
this.setAttribute(VertexAttributeName.normal, normal_arr);
this.setAttribute(VertexAttributeName.uv, uv_arr);
this.setAttribute(VertexAttributeName.TEXCOORD_1, uv_arr);
this.setAttribute(VertexAttributeName.vIndex, modelID_arr);
this.setAttribute(VertexAttributeName.weights0, weights_arr);

this.addSubGeometry({
indexStart: 0,
indexCount: indexes.length,
vertexStart: 0,
index: 0,
});

this.bounds = new BoundingBox(Vector3.ZERO, new Vector3(9999, 9999, 9999));
}
}
212 changes: 212 additions & 0 deletions packages/effect/grass/material/GrassMaterial.ts
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import { BlendMode, Color, Engine3D, GPUAddressMode, MaterialBase, MaterialPass, RendererType, ShaderLib, Texture, Vector2, Vector3, Vector4 } from "@orillusion/core";
import { GrassShader } from "../shader/GrassShader";
import { GrassVertexAttributeShader } from "../shader/GrassVertexAttributeShader";
import { GrassCastShadowShader } from "../shader/GrassCastShadowShader";

export class GrassMaterial extends MaterialBase {
constructor() {
super();

ShaderLib.register("GrassVertexAttributeShader", GrassVertexAttributeShader);
ShaderLib.register("GrassShader", GrassShader);

let shader = this.setShader(`GrassShader`, `GrassShader`);
shader.setShaderEntry(`VertMain`, `FragMain`)
shader.setDefine("TRANSFORMVERTEX", true);
let shaderState = shader.shaderState;
shaderState.acceptShadow = true;
shaderState.receiveEnv = true;
shaderState.acceptGI = false;
shaderState.useLight = true;
shaderState.castShadow = false;
shaderState.blendMode = BlendMode.NONE;

ShaderLib.register("GrassCastShadowShader", GrassCastShadowShader);
let shadowPass = new MaterialBase();
shadowPass.isPassMaterial = true;
let shadowShader = shadowPass.setShader(`GrassCastShadowShader`, `GrassCastShadowShader`);
shadowPass.setDefine("USE_ALPHACUT", true);
shadowPass.setDefine("TRANSFORMVERTEX", true);
shadowShader.setShaderEntry(`VertMain`)
shadowShader.shaderState.blendMode = BlendMode.NONE;
shadowShader.shaderState.receiveEnv = false;
shader.setPassShader(RendererType.SHADOW, shadowPass);
this.addPass(RendererType.SHADOW, shadowPass);


shader.setUniformColor("baseColor", new Color(0.0, 1.0, 0.0, 1.0));
shader.setUniformColor("grassBottomColor", new Color(3 / 255, 16 / 255, 3 / 255));
shader.setUniformColor("grassTopColor", new Color(45 / 255, 154 / 255, 74 / 255, 1.0));
shader.setUniformColor("materialF0", new Color(0.04, 0.04, 0.04, 1.0 - 0.04));
shader.setUniformVector4("windBound", new Vector4(0, 0, 2000, 2000));
shader.setUniformVector2("windDirection", new Vector2(0.6, 0.8));
shader.setUniformFloat("windPower", 0.8);
shader.setUniformFloat("windSpeed", 12);
shader.setUniformFloat("translucent", 0.35);
shader.setUniformFloat("roughness", 0.35);
shader.setUniformFloat("curvature", 0.4068);
shader.setUniformFloat("grassHeight", 10);
shader.setUniformFloat("soft", 5);
shader.setUniformFloat("specular", 0.15);

shadowShader.setUniformColor("baseColor", new Color(0.0, 1.0, 0.0, 1.0));
shadowShader.setUniformColor("grassBottomColor", new Color(39 / 255, 87 / 255, 36 / 255));
shadowShader.setUniformColor("grassTopColor", new Color(74 / 255, 163 / 255, 93 / 255, 1.0));
shadowShader.setUniformColor("materialF0", new Color(0.04, 0.04, 0.04, 1.0 - 0.04));
shadowShader.setUniformVector4("windBound", new Vector4(0, 0, 2000, 2000));
shadowShader.setUniformVector2("windDirection", new Vector2(0.6, 0.8));
shadowShader.setUniformFloat("windPower", 0.8);
shadowShader.setUniformFloat("windSpeed", 10);
shadowShader.setUniformFloat("translucent", 0.35);
shadowShader.setUniformFloat("roughness", 0.35);
shadowShader.setUniformFloat("curvature", 0.4068);
shadowShader.setUniformFloat("grassHeight", 10);
shadowShader.setUniformFloat("soft", 5);
shadowShader.setUniformFloat("specular", 0.15);

// default value
// this.baseMap = Engine3D.res.whiteTexture;
this.doubleSide = true;
shadowPass.doubleSide = true;
}

public set baseMap(texture: Texture) {
texture.visibility = GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT;
super.baseMap = texture;
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.baseMap = texture;
}

public get baseMap(): Texture {
return super.baseMap;
}

public set windMap(texture: Texture) {
texture.visibility = GPUShaderStage.VERTEX;
texture.addressModeU = GPUAddressMode.repeat;
texture.addressModeV = GPUAddressMode.repeat;
this.renderShader.setTexture("windMap", texture);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setTexture("windMap", texture);
}

public set windBound(v: Vector4) {
this.renderShader.setUniformVector4("windBound", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformVector4("windBound", v);
}

public get windBound(): Vector4 {
return this.renderShader.uniforms["windBound"].vector4;
}

public set grassBaseColor(v: Color) {
this.renderShader.setUniformColor("grassBottomColor", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformColor("grassBottomColor", v);
}

public get grassBaseColor(): Color {
return this.renderShader.uniforms["grassBottomColor"].color;
}

public set grassTopColor(v: Color) {
this.renderShader.setUniformColor("grassTopColor", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformColor("grassTopColor", v);
}

public get grassTopColor(): Color {
return this.renderShader.uniforms["grassTopColor"].color;
}

public set windDirection(v: Vector2) {
this.renderShader.setUniformVector2("windDirection", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformVector2("windDirection", v);
}

public get windDirection(): Vector2 {
return this.renderShader.uniforms["windDirection"].vector2;
}

public set windPower(v: number) {
this.renderShader.setUniformFloat("windPower", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("windPower", v);
}

public get windPower(): number {
return this.renderShader.uniforms["windPower"].data;
}

public set windSpeed(v: number) {
this.renderShader.setUniformFloat("windSpeed", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("windSpeed", v);
}

public get windSpeed(): number {
return this.renderShader.uniforms["windSpeed"].data;
}

public set grassHeight(v: number) {
this.renderShader.setUniformFloat("grassHeight", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("grassHeight", v);
}

public get grassHeight(): number {
return this.renderShader.uniforms["grassHeight"].data;
}

public set curvature(v: number) {
this.renderShader.setUniformFloat("curvature", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("curvature", v);
}

public get curvature(): number {
return this.renderShader.uniforms["curvature"].data;
}

public set roughness(v: number) {
this.renderShader.setUniformFloat("roughness", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("roughness", v);
}

public get roughness(): number {
return this.renderShader.uniforms["roughness"].data;
}

public set translucent(v: number) {
this.renderShader.setUniformFloat("translucent", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("translucent", v);
}

public get translucent(): number {
return this.renderShader.uniforms["translucent"].data;
}

public set soft(v: number) {
this.renderShader.setUniformFloat("soft", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("soft", v);
}

public get soft(): number {
return this.renderShader.uniforms["soft"].data;
}

public set specular(v: number) {
this.renderShader.setUniformFloat("specular", v);
let shadowShader = this.renderShader.getPassShader(RendererType.SHADOW);
shadowShader.renderShader.setUniformFloat("specular", v);
}

public get specular(): number {
return this.renderShader.uniforms["specular"].data;
}
}
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