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buffer-mesh-interleaved.ts
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/**
* @title Buffer Mesh Interleaved
* @category Mesh
* @thumbnail https://mdn.alipayobjects.com/merchant_appfe/afts/img/A*vikrSYHt6mAAAAAAAAAAAAAADiR2AQ/original
*/
import {
BlinnPhongMaterial,
Buffer,
BufferBindFlag,
BufferMesh,
BufferUsage,
Camera,
Engine,
IndexFormat,
Mesh,
MeshRenderer,
PointLight,
Vector3,
VertexElement,
VertexElementFormat,
WebGLEngine,
} from "@galacean/engine";
// Create engine and get root entity
WebGLEngine.create({ canvas: "canvas" }).then((engine) => {
engine.canvas.resizeByClientSize();
const rootEntity = engine.sceneManager.activeScene.createRootEntity("Root");
// Create light.
const lightEntity = rootEntity.createChild("pointLight");
const pointLight = lightEntity.addComponent(PointLight);
pointLight.distance = 10;
lightEntity.transform.setPosition(2, 5, 5);
// Create camera.
const cameraEntity = rootEntity.createChild("Camera");
cameraEntity.transform.setPosition(0, 6, 10);
cameraEntity.transform.lookAt(new Vector3(0, 0, 0));
cameraEntity.addComponent(Camera);
// Create custom cube.
// Use createCustomMesh() to create custom cube mesh.
const cubeEntity = rootEntity.createChild("Cube");
const cubeRenderer = cubeEntity.addComponent(MeshRenderer);
const cubeGeometry = createCustomMesh(engine, 1.0);
const material = new BlinnPhongMaterial(engine);
cubeEntity.transform.rotate(0, 60, 0);
cubeRenderer.mesh = cubeGeometry;
cubeRenderer.setMaterial(material);
// Run engine.
engine.run();
/**
* Create cube geometry with custom BufferGeometry.
* @param engine - Engine
* @param size - Cube size
* @returns Cube mesh
*/
function createCustomMesh(engine: Engine, size: number): Mesh {
const geometry = new BufferMesh(engine, "CustomCubeGeometry");
// prettier-ignore
// Create vertices data.
const vertices: Float32Array = new Float32Array([
// Up
-size, size, -size, 0, 1, 0, size, size, -size, 0, 1, 0, size, size, size, 0, 1, 0, -size, size, size, 0, 1, 0,
// Down
-size, -size, -size, 0, -1, 0, size, -size, -size, 0, -1, 0, size, -size, size, 0, -1, 0, -size, -size, size, 0, -1, 0,
// Left
-size, size, -size, -1, 0, 0, -size, size, size, -1, 0, 0, -size, -size, size, -1, 0, 0, -size, -size, -size, -1, 0, 0,
// Right
size, size, -size, 1, 0, 0, size, size, size, 1, 0, 0, size, -size, size, 1, 0, 0, size, -size, -size, 1, 0, 0,
// Front
-size, size, size, 0, 0, 1, size, size, size, 0, 0, 1, size, -size, size, 0, 0, 1, -size, -size, size, 0, 0, 1,
// Back
-size, size, -size, 0, 0, -1, size, size, -size, 0, 0, -1, size, -size, -size, 0, 0, -1, -size, -size, -size, 0, 0, -1]);
// prettier-ignore
// Create indices data.
const indices: Uint16Array = new Uint16Array([
// Up
0, 2, 1, 2, 0, 3,
// Down
4, 6, 7, 6, 4, 5,
// Left
8, 10, 9, 10, 8, 11,
// Right
12, 14, 15, 14, 12, 13,
// Front
16, 18, 17, 18, 16, 19,
// Back
20, 22, 23, 22, 20, 21]);
// Create gpu vertex buffer and index buffer.
const vertexBuffer = new Buffer(
engine,
BufferBindFlag.VertexBuffer,
vertices,
BufferUsage.Static
);
const indexBuffer = new Buffer(
engine,
BufferBindFlag.IndexBuffer,
indices,
BufferUsage.Static
);
// Bind buffer
geometry.setVertexBufferBinding(vertexBuffer, 24);
geometry.setIndexBufferBinding(indexBuffer, IndexFormat.UInt16);
// Add vertexElement
geometry.setVertexElements([
new VertexElement("POSITION", 0, VertexElementFormat.Vector3, 0),
new VertexElement("NORMAL", 12, VertexElementFormat.Vector3, 0),
]);
// Add one sub geometry.
geometry.addSubMesh(0, indices.length);
return geometry;
}
});