but0n / Ashes

WebGL2.0 3D Engine - Global Illumination - RayTracing
https://codepen.io/but0n/pen/jddYoX
MIT License
331 stars 15 forks source link
bvh ecs game-engine global-illumination gltf monte-carlo path-tracing pbr-shading raytracer raytracing webgl webgl2

image

Build Status

Dynamic GI

Ray Tracing demo

glTF Example

Examples

Features

ezgif-4-e4c6f3cb3183

Getting Started

Usage

Try it


let { Asset, EntityMgr, Camera, vec3, quat, Screen, OrbitControl, MeshRenderer, Filter, Shader, Material, QuadMesh } = Ashes;

let CDN = 'https://but0n.github.io/Ashes/'
Material.SHADER_PATH = CDN + Material.SHADER_PATH;

// DamagedHelmet
let gltf = CDN + 'gltfsamples/DamagedHelmet.glb';

async function main() {

    let screen = new Screen('#screen');

    screen.bgColor = [0.2,0.2,0.2,1];

    let skybox = await Asset.loadCubemap(CDN + 'res/envmap/GoldenGateBridge2/');

    let scene = EntityMgr.create('root - (Click each bar which has yellow border to toggle visible)');

    // Camera
    let mainCamera = EntityMgr.create('camera');
    let cam = mainCamera.addComponent(new Camera(screen.width / screen.height));

    // Set default position
    let cameraTrans = mainCamera.components.Transform;
    vec3.set(cameraTrans.translate, 0, 10, 10);

    // Add it to scene
    scene.appendChild(mainCamera);

    // Attach controler
    mainCamera.addComponent(new OrbitControl(screen, mainCamera));

    document.querySelector('body').appendChild(scene);

    // Load a gltf model
    let gltfroot = await Asset.loadGLTF(gltf, screen, skybox);
    scene.appendChild(gltfroot);

}

main();

Create a quad with texture

    // Create an entity
    let quad = scene.appendChild(EntityMgr.create('quad'));

    // Load a material
    let quadMat = await Asset.LoadMaterial('stylize'); // PBR material

    // Load a texture
    let floor = await Asset.loadTexture(CDN + 'res/textures/floor.png', { minFilter: screen.gl.NEAREST_MIPMAP_NEAREST });
    floor.flipY = true;

    // Attach texture to material we created
    Material.setTexture(quadMat, 'baseColorTexture', floor);
    quadMat.shader.macros['HAS_BASECOLOR_MAP'] = '';

    // Create a renderer component
    let quadMR = new MeshRenderer(screen, new QuadMesh(), quadMat);

    // Attach renderer to entity
    quad.addComponent(quadMR);

    // Set local translate [x, y, z]
    quad.components.Transform.translate[1] = -1;

    // Set euler angle x, y, z
    quat.fromEuler(quad.components.Transform.quaternion, -90, 0, 0);

    // The original size of quad is 2x2
    vec3.scale(quad.components.Transform.scale, quad.components.Transform.scale, 9);

Deployment

git clone --recursive https://github.com/but0n/Ashes.git
cd Ashes

# if you don't have yarn installed
npm install -g yarn

yarn

yarn dev