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WebGLNodes: Uniform instance node example (#22504)

* WebGLNodes: Set nodeFrame renderer

* add webgl_materials_instance_uniform_nodes example
sunag 3 gadi atpakaļ
vecāks
revīzija
444e181d54

+ 1 - 0
examples/files.json

@@ -229,6 +229,7 @@
 		"webgl_materials_compile",
 		"webgl_materials_envmaps_hdr_nodes",
 		"webgl_materials_envmaps_pmrem_nodes",
+		"webgl_materials_instance_uniform_nodes",
 		"webgl_materials_nodes",
 		"webgl_materials_standard_nodes",
 		"webgl_mirror_nodes",

+ 1 - 0
examples/jsm/renderers/webgl/nodes/WebGLNodes.js

@@ -21,6 +21,7 @@ Material.prototype.onBeforeRender = function ( renderer, scene, camera, geometry
 		nodeFrame.material = this;
 		nodeFrame.camera = camera;
 		nodeFrame.object = object;
+		nodeFrame.renderer = renderer;
 
 		for ( const node of nodeBuilder.updateNodes ) {
 

BIN
examples/screenshots/webgl_materials_instance_uniform_nodes.jpg


+ 215 - 0
examples/webgl_materials_instance_uniform_nodes.html

@@ -0,0 +1,215 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - material instance uniform</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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl material instance uniform
+		</div>
+
+		<script type="importmap">
+		{
+			"imports": {
+				"three": "../build/three.module.js"
+			}
+		}
+		</script>
+		<script type="module">
+
+			import * as THREE from 'three';
+
+			import Stats from './jsm/libs/stats.module.js';
+
+			import { nodeFrame } from './jsm/renderers/webgl/nodes/WebGLNodes.js';
+			import { NodeUpdateType } from './jsm/renderers/nodes/core/constants.js';
+			import Node from './jsm/renderers/nodes/core/Node.js';
+			import ColorNode from './jsm/renderers/nodes/inputs/ColorNode.js';
+
+			class InstanceUniformNode extends Node {
+
+				constructor() {
+
+					super( 'vec3' );
+
+					this.updateType = NodeUpdateType.Object;
+
+					this.inputNode = new ColorNode();
+
+				}
+
+				update( frame ) {
+
+					const rendererState = frame.renderer.state;
+					const mesh = frame.object;
+
+					const meshColor = mesh.color;
+
+					this.inputNode.value.copy( meshColor );
+
+					// force refresh material uniforms
+					rendererState.useProgram( null );
+
+				}
+
+				generate( builder, output ) {
+
+					return this.inputNode.build( builder, output );
+
+				}
+
+			}
+
+			let stats;
+
+			let camera, scene, renderer;
+			let pointLight;
+
+			const objects = [];
+
+			init();
+			animate();
+
+			function init() {
+
+				const container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
+				camera.position.set( 0, 200, 800 );
+
+				scene = new THREE.Scene();
+
+				// Grid
+
+				const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
+				helper.position.y = - 75;
+				scene.add( helper );
+
+				// Material
+
+				const instanceUniform = new InstanceUniformNode();
+
+				const material = new THREE.MeshStandardMaterial();
+				material.colorNode = instanceUniform;
+
+				// Spheres geometry
+
+				const geometry = new THREE.SphereGeometry( 70, 32, 16 );
+
+				for ( let i = 0, l = 12; i < l; i ++ ) {
+
+					addMesh( geometry, material );
+
+				}
+
+				// Lights
+
+				scene.add( new THREE.AmbientLight( 0x111111 ) );
+
+				const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.125 );
+
+				directionalLight.position.x = Math.random() - 0.5;
+				directionalLight.position.y = Math.random() - 0.5;
+				directionalLight.position.z = Math.random() - 0.5;
+				directionalLight.position.normalize();
+
+				scene.add( directionalLight );
+
+				pointLight = new THREE.PointLight( 0xffffff, 1 );
+				scene.add( pointLight );
+
+				pointLight.add( new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ) );
+
+				//
+
+				renderer = new THREE.WebGLRenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild( renderer.domElement );
+
+				//
+
+				stats = new Stats();
+				container.appendChild( stats.dom );
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize );
+
+			}
+
+			function addMesh( geometry, material ) {
+
+				const mesh = new THREE.Mesh( geometry, material );
+
+				mesh.color = new THREE.Color( Math.random() * 0xffffff );
+
+				mesh.position.x = ( objects.length % 4 ) * 200 - 400;
+				mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
+
+				mesh.rotation.x = Math.random() * 200 - 100;
+				mesh.rotation.y = Math.random() * 200 - 100;
+				mesh.rotation.z = Math.random() * 200 - 100;
+
+				objects.push( mesh );
+
+				scene.add( mesh );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				nodeFrame.update();
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				const timer = 0.0001 * Date.now();
+
+				camera.position.x = Math.cos( timer ) * 1000;
+				camera.position.z = Math.sin( timer ) * 1000;
+
+				camera.lookAt( scene.position );
+
+				for ( let i = 0, l = objects.length; i < l; i ++ ) {
+
+					const object = objects[ i ];
+
+					object.rotation.x += 0.01;
+					object.rotation.y += 0.005;
+
+				}
+
+				pointLight.position.x = Math.sin( timer * 7 ) * 300;
+				pointLight.position.y = Math.cos( timer * 5 ) * 400;
+				pointLight.position.z = Math.cos( timer * 3 ) * 300;
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>