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<h1>[name]</h1>
<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>
<h2>内置的变量(uniforms)和属性</h2>
<h3>顶点着色器(无条件的):</h3>
<div>
<code>
// = object.matrixWorld
uniform mat4 modelMatrix;
// = camera.matrixWorldInverse * object.matrixWorld
uniform mat4 modelViewMatrix;
// = camera.projectionMatrix
uniform mat4 projectionMatrix;
// = camera.matrixWorldInverse
uniform mat4 viewMatrix;
// = inverse transpose of modelViewMatrix
uniform mat3 normalMatrix;
// = camera position in world space
uniform vec3 cameraPosition;
</code>
<code>
// default vertex attributes provided by BufferGeometry
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
</code>
<p>
注意,可以通过以下方式计算顶点着色器中顶点的位置:
<code>
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
</code>
或者也可以这样:
<code>
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
</code>
</p>
</div>
<h3>顶点着色器(有条件的):</h3>
<div>
<code>
#ifdef USE_TANGENT
attribute vec4 tangent;
#endif
#if defined( USE_COLOR_ALPHA )
// vertex color attribute with alpha
attribute vec4 color;
#elif defined( USE_COLOR )
// vertex color attribute
attribute vec3 color;
#endif
</code>
<code>
#ifdef USE_MORPHTARGETS
attribute vec3 morphTarget0;
attribute vec3 morphTarget1;
attribute vec3 morphTarget2;
attribute vec3 morphTarget3;
#ifdef USE_MORPHNORMALS
attribute vec3 morphNormal0;
attribute vec3 morphNormal1;
attribute vec3 morphNormal2;
attribute vec3 morphNormal3;
#else
attribute vec3 morphTarget4;
attribute vec3 morphTarget5;
attribute vec3 morphTarget6;
attribute vec3 morphTarget7;
#endif
#endif
</code>
<code>
#ifdef USE_SKINNING
attribute vec4 skinIndex;
attribute vec4 skinWeight;
#endif
</code>
</div>
<h3>片元着色器:</h3>
<div>
<code>
uniform mat4 viewMatrix;
uniform vec3 cameraPosition;
</code>
</div>
<h2>构造器</h2>
<h3>[name]( [param:WebGLRenderer renderer], [param:String cacheKey], [param:Object parameters] )</h3>
<p>参数详见[page:WebGLRenderer WebGLRenderer].</p>
<h2>属性</h2>
<h3>[property:String name]</h3>
<p>相应着色器程序的名称。</p>
<h3>[property:String id]</h3>
<p>该实例的 id 标识。</p>
<h3>[property:String cacheKey]</h3>
<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>
<h3>[property:Integer usedTimes]</h3>
<p>此实例用于渲染渲染项的次数。</p>
<h3>[property:Object program]</h3>
<p>实际的着色器程序。</p>
<h3>[property:WebGLShader vertexShader]</h3>
<p>顶点着色器。</p>
<h3>[property:WebGLShader fragmentShader]</h3>
<p>片元着色器。</p>
<h2>方法</h2>
<h3>[method:Object getUniforms]()</h3>
<p>
返回所有活动态的变量(uniform)位置的name-value映射
</p>
<h3>[method:Object getAttributes]()</h3>
<p>
返回所有活动态的顶点属性位置的name-value映射
</p>
<h3>[method:undefined destroy]()</h3>
<p>
销毁 WebGLProgram 的实例。
</p>
<h2>源码</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>