轻量封装WebGPU渲染系统示例<40>- 多层材质的Mask混合(源码)

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:

javascript 复制代码
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, maskns='displacement_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/${ns}/metallic.jpg` } };
		// mask texture
		const opacityTex = { opacity: { url: `static/assets/${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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