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fix video material
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,37 @@ | ||
export let VideoShader = /*wgsl*/` | ||
#include "Common_vert" | ||
#include "Common_frag" | ||
#include "UnLit_frag" | ||
#include "VideoUniform_frag" | ||
@group(1) @binding(auto) | ||
var baseMapSampler: sampler; | ||
@group(1) @binding(auto) | ||
var baseMap: texture_external; | ||
fn vert(inputData:VertexAttributes) -> VertexOutput { | ||
ORI_Vert(inputData) ; | ||
return ORI_VertexOut ; | ||
} | ||
fn frag(){ | ||
var transformUV1 = materialUniform.transformUV1; | ||
var transformUV2 = materialUniform.transformUV2; | ||
var uv = transformUV1.zw * ORI_VertexVarying.fragUV0 + transformUV1.xy; | ||
if(uv.x < materialUniform.rectClip.x || uv.x > (1.0-materialUniform.rectClip.z)){ | ||
discard; | ||
} | ||
if(uv.y < materialUniform.rectClip.y || uv.y > (1.0-materialUniform.rectClip.w)){ | ||
discard; | ||
} | ||
let size = textureDimensions(baseMap).xy - 1; | ||
let iuv = vec2<i32>(uv * vec2<f32>(size)); | ||
let videoColor = textureLoad(baseMap, iuv) ; | ||
ORI_ShadingInput.BaseColor = videoColor * materialUniform.baseColor ; | ||
UnLit(); | ||
} | ||
` |
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Original file line number | Diff line number | Diff line change |
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import { GUIHelp } from "@orillusion/debug/GUIHelp"; | ||
import { Scene3D, HoverCameraController, Engine3D, AtmosphericComponent, Object3D, Camera3D, Vector3, View3D, DirectLight, KelvinUtil, LitMaterial, MeshRenderer, BoxGeometry, CameraUtil, SphereGeometry, Color, Object3DUtil, BlendMode, Vector4 } from "@orillusion/core"; | ||
import { GUIUtil } from "@samples/utils/GUIUtil"; | ||
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||
//sample of direction light | ||
class Sample_ShadowAlpha { | ||
scene: Scene3D; | ||
async run() { | ||
Engine3D.setting.shadow.enable = true; | ||
// Engine3D.setting.render.zPrePass = true; | ||
Engine3D.setting.shadow.autoUpdate = true; | ||
Engine3D.setting.shadow.shadowSize = 1024; | ||
Engine3D.setting.render.debug = true; | ||
Engine3D.setting.render.useLogDepth = false; | ||
Engine3D.setting.occlusionQuery.octree = { width: 1000, height: 1000, depth: 1000, x: 0, y: 0, z: 0 } | ||
await Engine3D.init({}); | ||
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GUIHelp.init(); | ||
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this.scene = new Scene3D(); | ||
let sky = this.scene.addComponent(AtmosphericComponent); | ||
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// init camera3D | ||
let mainCamera = CameraUtil.createCamera3D(null, this.scene); | ||
// mainCamera.enableCSM = true; | ||
mainCamera.perspective(60, Engine3D.aspect, 1, 5000.0); | ||
//set camera data | ||
mainCamera.object3D.z = -15; | ||
mainCamera.object3D.addComponent(HoverCameraController).setCamera(-15, -35, 200); | ||
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sky.relativeTransform = this.initLight(); | ||
await this.initScene(); | ||
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let view = new View3D(); | ||
view.scene = this.scene; | ||
view.camera = mainCamera; | ||
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Engine3D.startRenderView(view); | ||
GUIUtil.renderDebug(); | ||
} | ||
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// create direction light | ||
private initLight() { | ||
// add a direction light | ||
let lightObj3D = new Object3D(); | ||
lightObj3D.rotationX = 46; | ||
lightObj3D.rotationY = 62; | ||
lightObj3D.rotationZ = 0; | ||
let sunLight = lightObj3D.addComponent(DirectLight); | ||
sunLight.intensity = 15; | ||
sunLight.lightColor = KelvinUtil.color_temperature_to_rgb(6553); | ||
sunLight.castShadow = true; | ||
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GUIUtil.renderDirLight(sunLight); | ||
this.scene.addChild(lightObj3D); | ||
return sunLight.transform; | ||
} | ||
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async initScene() { | ||
let tex = await Engine3D.res.loadTexture("textures/grid.jpg"); | ||
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{ | ||
let geometry = new BoxGeometry(20, 100, 20); | ||
let material = new LitMaterial(); | ||
let obj = new Object3D(); | ||
let mr = obj.addComponent(MeshRenderer); | ||
mr.geometry = geometry; | ||
mr.material = material; | ||
this.scene.addChild(obj); | ||
} | ||
{ | ||
let mat = new LitMaterial(); | ||
// mat.baseMap = Engine3D.res.grayTexture; | ||
mat.uvTransform_1 = new Vector4(0, 0, 100, 100); | ||
let floor = new Object3D(); | ||
let mr = floor.addComponent(MeshRenderer); | ||
mr.geometry = new BoxGeometry(10000, 1, 10000); | ||
mr.material = mat; | ||
mat.baseMap = tex; | ||
this.scene.addChild(floor); | ||
} | ||
} | ||
} | ||
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||
new Sample_ShadowAlpha().run(); |
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