Uniform.html 5.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. <h1>[name]</h1>
  11. <p class="desc">Uniforms 是 GLSL 着色器中的全局变量。
  12. </p>
  13. <h2>代码示例</h2>
  14. <p>
  15. When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
  16. </p>
  17. <code>
  18. uniforms: {
  19. time: { value: 1.0 },
  20. resolution: new Uniform( new Vector2() )
  21. };
  22. </code>
  23. <h2>Uniform 种类</h2>
  24. <p>
  25. 每个 Uniform 必须包括一个 *value* 属性。value 的类型必须和下表中 GLSL 的基本类型相对应。同样,Uniform 的结构体和队列
  26. 也是支持的。 GLSL基本类型队列必须要么被显示声明为一个 THREE 对象的队列,要么被声明为一个包含所有对象数据的队列。这就是说,
  27. 队列中的 GLSL 基础类型不能再是一个队列。举例,一个有 5 个 *vec2* 元素的队列,必须是一个包含 5 个 [page:Vector2] 的队列数组,
  28. 或包含 10 个 *number* 的队列。
  29. </p>
  30. <table>
  31. <caption><a id="uniform-types">Uniform 类型</a></caption>
  32. <thead>
  33. <tr>
  34. <th>GLSL 类型</th>
  35. <th>JavaScript 类型</th>
  36. </tr>
  37. </thead>
  38. <tbody>
  39. <tr>
  40. <td>int</td>
  41. <td>[page:Number]</td>
  42. </tr>
  43. <tr>
  44. <td>uint</td>
  45. <td>[page:Number]</td>
  46. </tr>
  47. <tr>
  48. <td>float</td>
  49. <td>[page:Number]</td>
  50. </tr>
  51. <tr>
  52. <td>bool</td>
  53. <td>[page:Boolean]</td>
  54. </tr>
  55. <tr>
  56. <td>bool</td>
  57. <td>[page:Number]</td>
  58. </tr>
  59. <tr>
  60. <td>vec2</td>
  61. <td>[page:Vector2 THREE.Vector2]</td>
  62. </tr>
  63. <tr>
  64. <td>vec2</td>
  65. <td>[page:Float32Array Float32Array] (*)</td>
  66. </tr>
  67. <tr>
  68. <td>vec2</td>
  69. <td>[page:Array Array] (*)</td>
  70. </tr>
  71. <tr>
  72. <td>vec3</td>
  73. <td>[page:Vector3 THREE.Vector3]</td>
  74. </tr>
  75. <tr>
  76. <td>vec3</td>
  77. <td>[page:Color THREE.Color]</td>
  78. </tr>
  79. <tr>
  80. <td>vec3</td>
  81. <td>[page:Float32Array Float32Array] (*)</td>
  82. </tr>
  83. <tr>
  84. <td>vec3</td>
  85. <td>[page:Array Array] (*)</td>
  86. </tr>
  87. <tr>
  88. <td>vec4</td>
  89. <td>[page:Vector4 THREE.Vector4]</td>
  90. </tr>
  91. <tr>
  92. <td>vec4</td>
  93. <td>[page:Quaternion THREE.Quaternion]</td>
  94. </tr>
  95. <tr>
  96. <td>vec4</td>
  97. <td>[page:Float32Array Float32Array] (*)</td>
  98. </tr>
  99. <tr>
  100. <td>vec4</td>
  101. <td>[page:Array Array] (*)</td>
  102. </tr>
  103. <tr>
  104. <td>mat2</td>
  105. <td>[page:Float32Array Float32Array] (*)</td>
  106. </tr>
  107. <tr>
  108. <td>mat2</td>
  109. <td>[page:Array Array] (*)</td>
  110. </tr>
  111. <tr>
  112. <td>mat3</td>
  113. <td>[page:Matrix3 THREE.Matrix3]</td>
  114. </tr>
  115. <tr>
  116. <td>mat3</td>
  117. <td>[page:Float32Array Float32Array] (*)</td>
  118. </tr>
  119. <tr>
  120. <td>mat3</td>
  121. <td>[page:Array Array] (*)</td>
  122. </tr>
  123. <tr>
  124. <td>mat4</td>
  125. <td>[page:Matrix4 THREE.Matrix4]</td>
  126. </tr>
  127. <tr>
  128. <td>mat4</td>
  129. <td>[page:Float32Array Float32Array] (*)</td>
  130. </tr>
  131. <tr>
  132. <td>mat4</td>
  133. <td>[page:Array Array] (*)</td>
  134. </tr>
  135. <tr>
  136. <td>ivec2, bvec2</td>
  137. <td>[page:Float32Array Float32Array] (*)</td>
  138. </tr>
  139. <tr>
  140. <td>ivec2, bvec2</td>
  141. <td>[page:Array Array] (*)</td>
  142. </tr>
  143. <tr>
  144. <td>ivec3, bvec3</td>
  145. <td>[page:Int32Array Int32Array] (*)</td>
  146. </tr>
  147. <tr>
  148. <td>ivec3, bvec3</td>
  149. <td>[page:Array Array] (*)</td>
  150. </tr>
  151. <tr>
  152. <td>ivec4, bvec4</td>
  153. <td>[page:Int32Array Int32Array] (*)</td>
  154. </tr>
  155. <tr>
  156. <td>ivec4, bvec4</td>
  157. <td>[page:Array Array] (*)</td>
  158. </tr>
  159. <tr>
  160. <td>sampler2D</td>
  161. <td>[page:Texture THREE.Texture]</td>
  162. </tr>
  163. <tr>
  164. <td>samplerCube</td>
  165. <td>[page:CubeTexture THREE.CubeTexture]</td>
  166. </tr>
  167. </tbody>
  168. </table>
  169. <p>
  170. (*) 与最内层队列中 GSLS 的类型保持一致。包含队列中所有矢量的元素或矩阵中的元素。
  171. </p>
  172. <h2>Structured Uniforms</h2>
  173. <p>
  174. Sometimes you want to organize uniforms as *structs* in your shader code. The following style must be used so *three.js* is able
  175. to process structured uniform data.
  176. </p>
  177. <code>
  178. uniforms = {
  179. data: {
  180. value: {
  181. position: new Vector3(),
  182. direction: new Vector3( 0, 0, 1 )
  183. }
  184. }
  185. };
  186. </code>
  187. This definition can be mapped on the following GLSL code:
  188. <code>
  189. struct Data {
  190. vec3 position;
  191. vec3 direction;
  192. };
  193. uniform Data data;
  194. </code>
  195. <h2>Structured Uniforms with Arrays</h2>
  196. <p>
  197. It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
  198. </p>
  199. <code>
  200. const entry1 = {
  201. position: new Vector3(),
  202. direction: new Vector3( 0, 0, 1 )
  203. };
  204. const entry2 = {
  205. position: new Vector3( 1, 1, 1 ),
  206. direction: new Vector3( 0, 1, 0 )
  207. };
  208. uniforms = {
  209. data: {
  210. value: [ entry1, entry2 ]
  211. }
  212. };
  213. </code>
  214. This definition can be mapped on the following GLSL code:
  215. <code>
  216. struct Data {
  217. vec3 position;
  218. vec3 direction;
  219. };
  220. uniform Data data[ 2 ];
  221. </code>
  222. <h2>构造函数</h2>
  223. <h3>[name]( [param:Object value] )</h3>
  224. <p>
  225. value -- 包含需要设置 Uniform 数据的对象。 数据类型必须是上述类型中的一种。
  226. </p>
  227. <h2>属性</h2>
  228. <h3>[property:Object value]</h3>
  229. <p>
  230. 当前 uniform 的值。
  231. </p>
  232. <h2>方法</h2>
  233. <h3>[method:Uniform clone]()</h3>
  234. <p>
  235. 返回该 Uniform 的克隆。<br />
  236. 如果 Uniform 的 value 属性是一个带 clone() 方法的 [page:Object],则克隆该对象时,value 的 clone() 方法也会被调用,否则克隆时只会使用赋值语句。
  237. 队列中的值会在该 Uniform 和 被克隆对象间共享。
  238. </p>
  239. <h2>源代码</h2>
  240. <p>
  241. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  242. </p>
  243. </body>
  244. </html>