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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js WebGL 2 - Uniform Buffer Objects</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Uniform Buffer Objects
</div>
<div id="container"></div>
<script id="vertexShader1" type="x-shader/x-vertex">
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;
}
</script>
<script id="fragmentShader1" type="x-shader/x-fragment">
precision highp float;
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 );
}
</script>
<script id="vertexShader2" type="x-shader/x-vertex">
uniform ViewData {
mat4 projectionMatrix;
mat4 viewMatrix;
};
uniform mat4 modelMatrix;
in vec3 position;
in vec2 uv;
out vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShader2" type="x-shader/x-fragment">
precision highp float;
uniform sampler2D diffuseMap;
in vec2 vUv;
out vec4 fragColor;
void main() {
fragColor = texture( diffuseMap, vUv );
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import WebGL from 'three/addons/capabilities/WebGL.js';
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' );
// 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( 0x333333 ) ) ); // ambient color
lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0xaaaaaa ) ) ); // diffuse color
lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0xcccccc ) ) ); // 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: document.getElementById( 'vertexShader1' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader1' ).textContent,
glslVersion: THREE.GLSL3
} );
const material2 = new THREE.RawShaderMaterial( {
uniforms: {
modelMatrix: { value: null },
diffuseMap: { value: null },
},
vertexShader: document.getElementById( 'vertexShader2' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader2' ).textContent,
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 ];
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() {
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 );
}
</script>
</body>
</html>