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315 lines
7.5 KiB
315 lines
7.5 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js WebGL 2 - Uniform Buffer Objects</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Uniform Buffer Objects
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</div>
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<div id="container"></div>
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<script id="vertexShader1" type="x-shader/x-vertex">
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uniform ViewData {
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mat4 projectionMatrix;
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mat4 viewMatrix;
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};
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uniform mat4 modelMatrix;
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uniform mat3 normalMatrix;
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in vec3 position;
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in vec3 normal;
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out vec3 vPositionEye;
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out vec3 vNormalEye;
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void main() {
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vec4 vertexPositionEye = viewMatrix * modelMatrix * vec4( position, 1.0 );
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vPositionEye = vertexPositionEye.xyz;
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vNormalEye = normalMatrix * normal;
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gl_Position = projectionMatrix * vertexPositionEye;
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}
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</script>
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<script id="fragmentShader1" type="x-shader/x-fragment">
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precision highp float;
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uniform LightingData {
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vec3 position;
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vec3 ambientColor;
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vec3 diffuseColor;
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vec3 specularColor;
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float shininess;
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} Light;
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uniform vec3 color;
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in vec3 vPositionEye;
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in vec3 vNormalEye;
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out vec4 fragColor;
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void main() {
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// a very basic lighting equation (Phong reflection model) for testing
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vec3 l = normalize( Light.position - vPositionEye );
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vec3 n = normalize( vNormalEye );
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vec3 e = - normalize( vPositionEye );
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vec3 r = normalize( reflect( - l, n ) );
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float diffuseLightWeighting = max( dot( n, l ), 0.0 );
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float specularLightWeighting = max( dot( r, e ), 0.0 );
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specularLightWeighting = pow( specularLightWeighting, Light.shininess );
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vec3 lightWeighting = Light.ambientColor +
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Light.diffuseColor * diffuseLightWeighting +
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Light.specularColor * specularLightWeighting;
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fragColor = vec4( color.rgb * lightWeighting.rgb, 1.0 );
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}
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</script>
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<script id="vertexShader2" type="x-shader/x-vertex">
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uniform ViewData {
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mat4 projectionMatrix;
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mat4 viewMatrix;
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};
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uniform mat4 modelMatrix;
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in vec3 position;
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in vec2 uv;
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out vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
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}
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</script>
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<script id="fragmentShader2" type="x-shader/x-fragment">
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precision highp float;
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uniform sampler2D diffuseMap;
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in vec2 vUv;
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out vec4 fragColor;
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void main() {
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fragColor = texture( diffuseMap, vUv );
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}
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</script>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import WebGL from 'three/addons/capabilities/WebGL.js';
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let camera, scene, renderer, clock;
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init();
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animate();
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function init() {
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if ( WebGL.isWebGL2Available() === false ) {
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document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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return;
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}
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const container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.position.set( 0, 0, 25 );
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scene = new THREE.Scene();
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camera.lookAt( scene.position );
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clock = new THREE.Clock();
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// geometry
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const geometry1 = new THREE.TetrahedronGeometry();
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const geometry2 = new THREE.BoxGeometry();
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// texture
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const texture = new THREE.TextureLoader().load( 'textures/crate.gif' );
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// uniforms groups
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// Camera and lighting related data are perfect examples of using UBOs since you have to store these
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// data just once. They can be shared across all shader programs.
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const cameraUniformsGroup = new THREE.UniformsGroup();
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cameraUniformsGroup.setName( 'ViewData' );
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cameraUniformsGroup.add( new THREE.Uniform( camera.projectionMatrix ) ); // projection matrix
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cameraUniformsGroup.add( new THREE.Uniform( camera.matrixWorldInverse ) ); // view matrix
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const lightingUniformsGroup = new THREE.UniformsGroup();
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lightingUniformsGroup.setName( 'LightingData' );
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lightingUniformsGroup.add( new THREE.Uniform( new THREE.Vector3( 0, 0, 10 ) ) ); // light position
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lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0x333333 ) ) ); // ambient color
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lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0xaaaaaa ) ) ); // diffuse color
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lightingUniformsGroup.add( new THREE.Uniform( new THREE.Color( 0xcccccc ) ) ); // specular color
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lightingUniformsGroup.add( new THREE.Uniform( 64 ) ); // shininess
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// materials
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const material1 = new THREE.RawShaderMaterial( {
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uniforms: {
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modelMatrix: { value: null },
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normalMatrix: { value: null },
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color: { value: null }
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},
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vertexShader: document.getElementById( 'vertexShader1' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader1' ).textContent,
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glslVersion: THREE.GLSL3
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} );
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const material2 = new THREE.RawShaderMaterial( {
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uniforms: {
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modelMatrix: { value: null },
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diffuseMap: { value: null },
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},
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vertexShader: document.getElementById( 'vertexShader2' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader2' ).textContent,
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glslVersion: THREE.GLSL3
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} );
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// meshes
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for ( let i = 0; i < 200; i ++ ) {
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let mesh;
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if ( i % 2 === 0 ) {
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mesh = new THREE.Mesh( geometry1, material1.clone() );
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mesh.material.uniformsGroups = [ cameraUniformsGroup, lightingUniformsGroup ];
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mesh.material.uniforms.modelMatrix.value = mesh.matrixWorld;
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mesh.material.uniforms.normalMatrix.value = mesh.normalMatrix;
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mesh.material.uniforms.color.value = new THREE.Color( 0xffffff * Math.random() );
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} else {
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mesh = new THREE.Mesh( geometry2, material2.clone() );
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mesh.material.uniformsGroups = [ cameraUniformsGroup ];
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mesh.material.uniforms.modelMatrix.value = mesh.matrixWorld;
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mesh.material.uniforms.diffuseMap.value = texture;
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}
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scene.add( mesh );
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const s = 1 + Math.random() * 0.5;
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mesh.scale.x = s;
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mesh.scale.y = s;
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mesh.scale.z = s;
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mesh.rotation.x = Math.random() * Math.PI;
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mesh.rotation.y = Math.random() * Math.PI;
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mesh.rotation.z = Math.random() * Math.PI;
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mesh.position.x = Math.random() * 40 - 20;
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mesh.position.y = Math.random() * 40 - 20;
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mesh.position.z = Math.random() * 20 - 10;
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}
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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const delta = clock.getDelta();
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scene.traverse( function ( child ) {
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if ( child.isMesh ) {
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child.rotation.x += delta * 0.5;
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child.rotation.y += delta * 0.3;
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}
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} );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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