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重庆给商家企业做网站,h5公众号开发,希音跨境电商官网入口,网络培训注册会计师当前示例源码github地址: https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/MaskTextureEffect.ts 当前示例运行效果: 两层材质效果: 三层材质效果: 此示例基于此渲染系统实现#xff0c;当前示例TypeScript源码如下#xff1a; export c…当前示例源码github地址: https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/MaskTextureEffect.ts 当前示例运行效果: 两层材质效果: 三层材质效果: 此示例基于此渲染系统实现当前示例TypeScript源码如下 export class MaskTextureEffect {private mRscene new RendererScene();initialize(): void {this.mRscene.initialize({ canvasWith: 512, canvasHeight: 512, rpassparam: { multisampleEnabled: true } });this.initScene();this.initEvent();}private hdrEnvtex new SpecularEnvBrnTexture();private createMaskTextures(ns: string, masknsdisplacement_01.jpg): WGTextureDataDescriptor[] {const albedoTex { albedo: { url: static/assets/pbr/${ns}/albedo.jpg } };const normalTex { normal: { url: static/assets/pbr/${ns}/normal.jpg } };const aoTex { ao: { url: static/assets/pbr/${ns}/ao.jpg } };const roughnessTex { roughness: { url: static/assets/pbr/${ns}/roughness.jpg } };const metallicTex { metallic: { url: static/assets/pbr/${ns}/metallic.jpg } };// mask textureconst opacityTex { opacity: { url: static/assets/${maskns} } };let textures [this.hdrEnvtex,albedoTex,normalTex,aoTex,roughnessTex,metallicTex,opacityTex] as WGTextureDataDescriptor[];return textures;}private createBaseTextures(): WGTextureDataDescriptor[] {const albedoTex { albedo: { url: static/assets/pbrtex/rough_plaster_broken_diff_1k.jpg } };const normalTex { normal: { url: static/assets/pbrtex/rough_plaster_broken_nor_1k.jpg } };const armTex { arm: { url: static/assets/pbrtex/rough_plaster_broken_arm_1k.jpg } };let textures [this.hdrEnvtex,albedoTex,normalTex,armTex] as WGTextureDataDescriptor[];return textures;}private initScene(): void {const rc this.mRscene;let entity0 new FixScreenPlaneEntity().setColor([0.2, 0.5, 0.4]);rc.addEntity(entity0);this.initEntities();}private initEntities(): void {this.initTexDisp();}private initTexDisp(): void {let rc this.mRscene;let position new Vector3(0, 0, 180);let materials this.createMaterials(position);let sphere new SphereEntity({radius: 150.0,materials,transform: { position }});rc.addEntity(sphere);position new Vector3(0, 0, -180);materials this.createMaterials(position, [4,1]);let torus new TorusEntity({axisType: 1,materials,transform: { position }});rc.addEntity(torus);}private createMaterials(position: Vector3, uvParam?: number[]): BasePBRMaterial[] {let textures0 this.createBaseTextures();let textures1 this.createMaskTextures(plastic);let textures2 this.createMaskTextures(wall, circleWave_disp.png);let material0 this.createMaterial(position, textures0, [solid]);this.applyMaterialPPt(material0);let material1 this.createMaterial(position, textures1, [transparent], less-equal, material0.getLightParam());material1.property.inverseMask false;this.applyMaterialPPt(material1);let material2 this.createMaterial(position, textures2, [transparent], less-equal, material0.getLightParam());material2.property.inverseMask true;this.applyMaterialPPt(material2);let list [material0, material1, material2];// let list [material0, material1];if(uvParam) {for(let i 0; i list.length; i) {list[i].property.uvParam.value uvParam;}}return list;}private applyMaterialPPt(material: BasePBRMaterial): void {let property material.property;property.ambient.value [0.0, 0.2, 0.2];property.albedo.value [0.7, 0.7, 0.3];property.arms.roughness 0.8;property.armsBase.value [0, 0, 0];// property.uvParam.value [2, 2];property.param.scatterIntensity 32;}private mLightParams: LightShaderDataParam[] [];private createMaterial(position: Vector3DataType, textures: WGTextureDataDescriptor[], blendModes: string[], depthCompare less, lightParam?: LightShaderDataParam): BasePBRMaterial {if (!lightParam) {lightParam this.createLightData(position);}let pipelineDefParam {depthWriteEnabled: true,faceCullMode: back,blendModes,depthCompare};let material new BasePBRMaterial({ pipelineDefParam });material.setLightParam(lightParam);material.addTextures(textures);return material;}private createLightData(position: Vector3DataType): LightShaderDataParam {let pos new Vector3().setVector4(position);let pv0 pos.clone().addBy(new Vector3(0, 200, 0));let pv1 pos.clone().addBy(new Vector3(200, 0, 0));let pv2 pos.clone().addBy(new Vector3(0, 0, 200));let pv3 pos.clone().addBy(new Vector3(-200, 0, 0));let pv4 pos.clone().addBy(new Vector3(0, 0, -200));let posList [pv0, pv1, pv2, pv3, pv4];let c0 new Color4(0.1 Math.random() * 13, 0.1 Math.random() * 13, 0.0, 0.00002);let c1 new Color4(0.0, 0.1 Math.random() * 13, 1.0, 0.00002);let c2 new Color4(0.0, 0.1 Math.random() * 13, 0.1 Math.random() * 13, 0.00002);let c3 new Color4(0.1 Math.random() * 13, 1.0, 0.1 Math.random() * 13, 0.00002);let c4 new Color4(0.5, 1.0, 0.1 Math.random() * 13, 0.00002);let colorList [c0, c1, c2, c3, c4];let pointLightsTotal posList.length;let j 0;let lightsData new Float32Array(4 * pointLightsTotal);let lightColorsData new Float32Array(4 * pointLightsTotal);for (let i 0; i lightsData.length;) {const pv posList[j];pv.w 0.00002;pv.toArray4(lightsData, i);const c colorList[j];c.toArray4(lightColorsData, i);j;i 4;}let param { lights: lightsData, colors: lightColorsData, pointLightsTotal };this.mLightParams.push(param);return param;}private initEvent(): void {const rc this.mRscene;rc.addEventListener(MouseEvent.MOUSE_DOWN, this.mouseDown);new MouseInteraction().initialize(rc, 0, false).setAutoRunning(true);}private mouseDown (evt: MouseEvent): void { };run(): void {this.mRscene.run();} }
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