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162 lines
3.6 KiB
162 lines
3.6 KiB
<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="utf-8" />
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<base href="../../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">发送到顶点着色器和片元着色器的GLSL程序的构造函数, 包含默认的变量(uniforms)和属性</p>
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<h2>内置的变量(uniforms)和属性</h2>
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<h3>顶点着色器(无条件的):</h3>
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<div>
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<code>
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// = object.matrixWorld
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uniform mat4 modelMatrix;
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// = camera.matrixWorldInverse * object.matrixWorld
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uniform mat4 modelViewMatrix;
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// = camera.projectionMatrix
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uniform mat4 projectionMatrix;
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// = camera.matrixWorldInverse
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uniform mat4 viewMatrix;
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// = inverse transpose of modelViewMatrix
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uniform mat3 normalMatrix;
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// = camera position in world space
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uniform vec3 cameraPosition;
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</code>
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<code>
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// default vertex attributes provided by BufferGeometry
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attribute vec3 position;
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attribute vec3 normal;
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attribute vec2 uv;
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</code>
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<p>
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注意,可以通过以下方式计算顶点着色器中顶点的位置:
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<code>
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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</code>
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或者也可以这样:
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<code>
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
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</code>
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</p>
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</div>
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<h3>顶点着色器(有条件的):</h3>
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<div>
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<code>
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#ifdef USE_TANGENT
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attribute vec4 tangent;
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#endif
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#if defined( USE_COLOR_ALPHA )
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// vertex color attribute with alpha
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attribute vec4 color;
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#elif defined( USE_COLOR )
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// vertex color attribute
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attribute vec3 color;
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#endif
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</code>
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<code>
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#ifdef USE_MORPHTARGETS
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attribute vec3 morphTarget0;
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attribute vec3 morphTarget1;
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attribute vec3 morphTarget2;
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attribute vec3 morphTarget3;
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#ifdef USE_MORPHNORMALS
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attribute vec3 morphNormal0;
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attribute vec3 morphNormal1;
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attribute vec3 morphNormal2;
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attribute vec3 morphNormal3;
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#else
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attribute vec3 morphTarget4;
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attribute vec3 morphTarget5;
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attribute vec3 morphTarget6;
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attribute vec3 morphTarget7;
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#endif
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#endif
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</code>
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<code>
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#ifdef USE_SKINNING
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attribute vec4 skinIndex;
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attribute vec4 skinWeight;
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#endif
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</code>
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</div>
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<h3>片元着色器:</h3>
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<div>
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<code>
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uniform mat4 viewMatrix;
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uniform vec3 cameraPosition;
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</code>
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</div>
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<h2>构造器</h2>
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<h3>[name]( [param:WebGLRenderer renderer], [param:String cacheKey], [param:Object parameters] )</h3>
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<p>参数详见[page:WebGLRenderer WebGLRenderer].</p>
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<h2>属性</h2>
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<h3>[property:String name]</h3>
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<p>相应着色器程序的名称。</p>
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<h3>[property:String id]</h3>
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<p>该实例的 id 标识。</p>
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<h3>[property:String cacheKey]</h3>
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<p>启用这个 key 之后,能够实现单个 WebGLProgram 不同材料的可重用性。</p>
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<h3>[property:Integer usedTimes]</h3>
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<p>此实例用于渲染渲染项的次数。</p>
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<h3>[property:Object program]</h3>
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<p>实际的着色器程序。</p>
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<h3>[property:WebGLShader vertexShader]</h3>
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<p>顶点着色器。</p>
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<h3>[property:WebGLShader fragmentShader]</h3>
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<p>片元着色器。</p>
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<h2>方法</h2>
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<h3>[method:Object getUniforms]()</h3>
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<p>
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返回所有活动态的变量(uniform)位置的name-value映射
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</p>
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<h3>[method:Object getAttributes]()</h3>
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<p>
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返回所有活动态的顶点属性位置的name-value映射
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</p>
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<h3>[method:undefined destroy]()</h3>
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<p>
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销毁 WebGLProgram 的实例。
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</p>
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<h2>源码</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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