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b2b2c有哪些电商平台,seo臻系统,网站建设的相关费用,织梦怎么做单页网站视差纹理是一种片段着色阶段增强材质表面凹凸细节的技术。 这里在WebGPU的实时渲染材质管线中实现了视差贴图计算,以便增强相关的纹理细节表现力。 当前示例源码github地址: https://github.com/vilyLei/voxwebgpu/blob/feature/material/src/voxgpu/sample/Para…

视差纹理是一种片段着色阶段增强材质表面凹凸细节的技术。

这里在WebGPU的实时渲染材质管线中实现了视差贴图计算,以便增强相关的纹理细节表现力。

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/material/src/voxgpu/sample/ParallaxTexTest.ts

当前示例运行效果:

此示例基于此渲染系统实现,当前示例TypeScript源码如下:

export class ParallaxTexTest {private mRscene = new RendererScene();initialize(): void {console.log("ParallaxTexTest::initialize() ...");this.loadImg();}initSys(): void {this.mRscene.initialize({canvasWith: 512,canvasHeight: 512,mtplEnabled: true,rpassparam:{multisampled: true}});this.initScene();this.initEvent();}private mPixels: Uint8ClampedArray;private mPixelsW = 128;private mPixelsH = 128;getRandomColor(s?: number): ColorDataType {if (s === undefined) {s = 1.0;}let i = 5;let j = Math.floor(Math.random() * this.mPixelsW);let k = i * this.mPixelsW + j;let vs = this.mPixels;k *= 4;let cs = [s * vs[k] / 255.0, s * vs[k + 1] / 255.0, s * vs[k + 2] / 255.0];return cs;}private loadImg(): void {let img = new Image();img.onload = evt => {this.mPixelsW = img.width;this.mPixelsH = img.height;let canvas = document.createElement("canvas");canvas.width = img.width;canvas.height = img.height;let ctx = canvas.getContext('2d');ctx.drawImage(img, 0, 0);this.mPixels = ctx.getImageData(0, 0, img.width, img.height).data;this.initSys();}img.src = 'static/assets/colorPalette.jpg';}private mLightData: MtLightDataDescriptor;private createLightData(): MtLightDataDescriptor {let ld = { pointLights: [], directionLights: [], spotLights: [] } as MtLightDataDescriptor;let total = 5;let scale = 3.0;for (let i = 0; i < total; ++i) {for (let j = 0; j < total; ++j) {let position = [-500 + 250 * j, 290 + Math.random() * 30, -500 + 250 * i];position[0] += Math.random() * 60 - 30;position[2] += Math.random() * 60 - 30;let color = this.getRandomColor(scale);let factor1 = 0.00001;let factor2 = 0.00002;let pLight = new PointLight({ color, position, factor1, factor2 });ld.pointLights.push(pLight);if (Math.random() > 0.5) {position = [-500 + 150 * j, 290 + Math.random() * 50, -500 + 150 * i];position[0] += Math.random() * 160 - 80;position[2] += Math.random() * 160 - 80;color = this.getRandomColor(scale);let direction = [(Math.random() - 0.5) * 8, -1, (Math.random() - 0.5) * 8];let degree = Math.random() * 10 + 5;let spLight = new SpotLight({ position, color, direction, degree, factor1, factor2 });ld.spotLights.push(spLight);}}}let dLight = new DirectionLight({ color: [0.5, 0.5, 0.5], direction: [-1, -1, 0] });ld.directionLights.push(dLight);return ld;}private createBillboard(pv: Vector3DataType, c: ColorDataType, type: number): void {let rc = this.mRscene;let diffuseTex0 = { diffuse: { url: "static/assets/flare_core_03.jpg" } };if (type > 1) {diffuseTex0 = { diffuse: { url: "static/assets/circleWave_disp.png" } };}let billboard = new BillboardEntity({ size: 10, textures: [diffuseTex0] });billboard.color = c;billboard.alpha = 1;billboard.transform.setPosition(pv);rc.addEntity(billboard);}private createBillboards(): void {let lightData = this.mLightData;let pls = lightData.pointLights;for (let i = 0; i < pls.length; i++) {let lp = pls[i];this.createBillboard(lp.position, lp.color, 1);}let spls = lightData.spotLights;for (let i = 0; i < spls.length; i++) {let lp = spls[i];this.createBillboard(lp.position, lp.color, 2);}}private initScene(): void {let rc = this.mRscene;let mtpl = rc.renderer.mtpl;this.mLightData = this.createLightData();mtpl.light.lightData = this.mLightData;mtpl.shadow.param.intensity = 0.4;mtpl.shadow.param.radius = 4;let position = [-30, 220, -50];let materials = this.createMaterials(true);let sphere: SphereEntity;let total = 3;let py = 150;for (let i = 0; i < total; ++i) {for (let j = 0; j < total; ++j) {if (total > 2) {position = [-350 + 350 * j, py, -350 + 350 * i];} else {position = [0, py, 0];}let rotation = [0, Math.random() * 360, 0];let materials = this.createMaterials(true);if (sphere) {let sph = new SphereEntity({geometry: sphere.geometry,materials,transform: { position, rotation }});rc.addEntity(sph);} else {sphere = new SphereEntity({radius: 110.0,materials,transform: { position, rotation }});rc.addEntity(sphere);}}}position = [0, 0, 0];materials = this.createMaterials(true, false, 'back');let plane = new PlaneEntity({axisType: 1,materials,extent: [-600, -600, 1200, 1200],transform: { position }});rc.addEntity(plane);this.createBillboards();}private createArmTextures(): 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` } };const parallaxTex = { parallax: { url: `static/assets/pbrtex/rough_plaster_broken_disp_1k.jpg` } };let envTex = { specularEnv: {} };let textures = [envTex,albedoTex,normalTex,armTex,parallaxTex] as WGTextureDataDescriptor[];return textures;}private createMaterials(shadowReceived = false, shadow = true, faceCullMode = 'back', uvParam?: number[]): BaseMaterial[] {let textures0 = this.createArmTextures();let material0 = this.createMaterial(textures0, ["solid"], 'less', faceCullMode);this.applyMaterialPPt(material0, shadowReceived, shadow);let list = [material0];if (uvParam) {for (let i = 0; i < list.length; ++i) {list[i].property.uvParam.value = uvParam;}}return list;}private applyMaterialPPt(material: BaseMaterial, shadowReceived = false, shadow = true): void {let ppt = material.property;ppt.ambient.value = [0.2, 0.2, 0.2];ppt.albedo.value = this.getRandomColor(1.0);ppt.arms.roughness = Math.random() * 0.95 + 0.05;ppt.arms.metallic = 0.2;ppt.armsBase.value = [0, 1.0, 0];ppt.specularFactor.value = [0.1, 0.1, 0.1];ppt.shadow = shadow;ppt.lighting = true;ppt.shadowReceived = shadowReceived;}private createMaterial(textures: WGTextureDataDescriptor[], blendModes: string[], depthCompare = 'less', faceCullMode = 'back'): BaseMaterial {let pipelineDefParam = {depthWriteEnabled: true,faceCullMode,blendModes,depthCompare};let material = new BaseMaterial({ pipelineDefParam });material.addTextures(textures);return material;}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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