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webgl2_ubo.js 8.88 KB
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zhangjin 提交于 2024-04-02 16:29 . .
import * as THREE from 'three';
const {
document,
window,
HTMLCanvasElement,
requestAnimationFrame,
cancelAnimationFrame,
performance,
Event,
Event0
} = THREE.DHTML
import WebGL from 'three/examples/jsm/capabilities/WebGL.js';
const vertexShader1 = `
uniform ViewData {
mat4 projectionMatrix;
mat4 viewMatrix;
};
uniform mat4 modelMatrix;
uniform mat3 normalMatrix;
in vec3 position;
in vec3 normal;
out vec3 vPositionEye;
out vec3 vNormalEye;
void main() {
vec4 vertexPositionEye = viewMatrix * modelMatrix * vec4( position, 1.0 );
vPositionEye = vertexPositionEye.xyz;
vNormalEye = normalMatrix * normal;
gl_Position = projectionMatrix * vertexPositionEye;
}
`
const fragmentShader1 = `
precision highp float;
vec4 LinearTosRGB( in vec4 value ) {
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
}
uniform LightingData {
vec3 position;
vec3 ambientColor;
vec3 diffuseColor;
vec3 specularColor;
float shininess;
} Light;
uniform vec3 color;
in vec3 vPositionEye;
in vec3 vNormalEye;
out vec4 fragColor;
void main() {
// a very basic lighting equation (Phong reflection model) for testing
vec3 l = normalize( Light.position - vPositionEye );
vec3 n = normalize( vNormalEye );
vec3 e = - normalize( vPositionEye );
vec3 r = normalize( reflect( - l, n ) );
float diffuseLightWeighting = max( dot( n, l ), 0.0 );
float specularLightWeighting = max( dot( r, e ), 0.0 );
specularLightWeighting = pow( specularLightWeighting, Light.shininess );
vec3 lightWeighting = Light.ambientColor +
Light.diffuseColor * diffuseLightWeighting +
Light.specularColor * specularLightWeighting;
fragColor = vec4( color.rgb * lightWeighting.rgb, 1.0 );
fragColor = LinearTosRGB( fragColor );
}
`
const vertexShader2 = `
layout(std140) uniform ViewData {
mat4 projectionMatrix;
mat4 viewMatrix;
};
uniform mat4 modelMatrix;
uniform mat3 normalMatrix;
in vec3 position;
in vec3 normal;
in vec2 uv;
out vec3 vPositionEye;
out vec3 vNormalEye;
out vec2 vUv;
void main() {
vec4 vertexPositionEye = viewMatrix * modelMatrix * vec4( position, 1.0 );
vPositionEye = vertexPositionEye.xyz;
vNormalEye = normalMatrix * normal;
vUv = uv;
gl_Position = projectionMatrix * vertexPositionEye;
}
`
const fragmentShader2 = `
precision highp float;
vec4 LinearTosRGB( in vec4 value ) {
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
}
uniform sampler2D diffuseMap;
in vec2 vUv;
in vec3 vPositionEye;
in vec3 vNormalEye;
out vec4 fragColor;
uniform LightingData {
vec3 position;
vec3 ambientColor;
vec3 diffuseColor;
vec3 specularColor;
float shininess;
} Light;
void main() {
// a very basic lighting equation (Phong reflection model) for testing
vec3 l = normalize( Light.position - vPositionEye );
vec3 n = normalize( vNormalEye );
vec3 e = - normalize( vPositionEye );
vec3 r = normalize( reflect( - l, n ) );
float diffuseLightWeighting = max( dot( n, l ), 0.0 );
float specularLightWeighting = max( dot( r, e ), 0.0 );
specularLightWeighting = pow( specularLightWeighting, Light.shininess );
vec3 lightWeighting = Light.ambientColor +
Light.diffuseColor * diffuseLightWeighting +
Light.specularColor * specularLightWeighting;
fragColor = vec4( texture( diffuseMap, vUv ).rgb * lightWeighting.rgb, 1.0 );
fragColor = LinearTosRGB( fragColor );
}`
var requestId
Page({
onUnload() {
cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
setTimeout(() => {
if (this.renderer instanceof THREE.WebGLRenderer) {
this.renderer.dispose()
this.renderer.forceContextLoss()
this.renderer.context = null
this.renderer.domElement = null
this.renderer = null
}
}, 10)
},
webgl_touch(e){
const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
this.canvas.dispatchEvent(web_e)
},
onLoad() {
document.createElementAsync("canvas", "webgl2",this).then(canvas => {
this.canvas = canvas
this.body_load(canvas).then()
})
},
async body_load(canvas3d) {
let camera, scene, renderer, clock;
init();
animate();
function init() {
if ( WebGL.isWebGL2Available() === false ) {
document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
return;
}
const container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0, 0, 25 );
scene = new THREE.Scene();
camera.lookAt( scene.position );
clock = new THREE.Clock();
// geometry
const geometry1 = new THREE.TetrahedronGeometry();
const geometry2 = new THREE.BoxGeometry();
// texture
const texture = new THREE.TextureLoader().load( 'textures/crate.gif' );
texture.colorSpace = THREE.SRGBColorSpace;
// uniforms groups
// Camera and lighting related data are perfect examples of using UBOs since you have to store these
// data just once. They can be shared across all shader programs.
const cameraUniformsGroup = new THREE.UniformsGroup();
cameraUniformsGroup.setName( 'ViewData' );
cameraUniformsGroup.add( new THREE.Uniform( camera.projectionMatrix ) ); // projection matrix
cameraUniformsGroup.add( new THREE.Uniform( camera.matrixWorldInverse ) ); // view matrix
const lightingUniformsGroup = new THREE.UniformsGroup();
lightingUniformsGroup.setName( 'LightingData' );
lightingUniformsGroup.add( new THREE.Uniform( new THREE.Vector3( 0, 0, 10 ) ) ); // light position
lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0x7c7c7c ) ) ); // ambient color
lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0xd5d5d5 ) ) ); // diffuse color
lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0xe7e7e7 ) ) ); // specular color
lightingUniformsGroup.add( new THREE.Uniform( 64 ) ); // shininess
// materials
const material1 = new THREE.RawShaderMaterial( {
uniforms: {
modelMatrix: { value: null },
normalMatrix: { value: null },
color: { value: null }
},
vertexShader: vertexShader1,
fragmentShader: fragmentShader1,
glslVersion: THREE.GLSL3
} );
const material2 = new THREE.RawShaderMaterial( {
uniforms: {
modelMatrix: { value: null },
diffuseMap: { value: null },
},
vertexShader: vertexShader2,
fragmentShader: fragmentShader2,
glslVersion: THREE.GLSL3
} );
// meshes
for ( let i = 0; i < 200; i ++ ) {
let mesh;
if ( i % 2 === 0 ) {
mesh = new THREE.Mesh( geometry1, material1.clone() );
mesh.material.uniformsGroups = [ cameraUniformsGroup, lightingUniformsGroup ];
mesh.material.uniforms.modelMatrix.value = mesh.matrixWorld;
mesh.material.uniforms.normalMatrix.value = mesh.normalMatrix;
mesh.material.uniforms.color.value = new THREE.Color( 0xffffff * Math.random() );
} else {
mesh = new THREE.Mesh( geometry2, material2.clone() );
mesh.material.uniformsGroups = [ cameraUniformsGroup, lightingUniformsGroup ];
mesh.material.uniforms.modelMatrix.value = mesh.matrixWorld;
mesh.material.uniforms.diffuseMap.value = texture;
}
scene.add( mesh );
const s = 1 + Math.random() * 0.5;
mesh.scale.x = s;
mesh.scale.y = s;
mesh.scale.z = s;
mesh.rotation.x = Math.random() * Math.PI;
mesh.rotation.y = Math.random() * Math.PI;
mesh.rotation.z = Math.random() * Math.PI;
mesh.position.x = Math.random() * 40 - 20;
mesh.position.y = Math.random() * 40 - 20;
mesh.position.z = Math.random() * 20 - 10;
}
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestId = requestAnimationFrame( animate );
const delta = clock.getDelta();
scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.rotation.x += delta * 0.5;
child.rotation.y += delta * 0.3;
}
} );
renderer.render( scene, camera );
}
},
})
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