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Merge pull request #10960 from gero3/preloadShaders

Initial version of the shader preloader
Mr.doob пре 8 година
родитељ
комит
c6bda6531c

+ 3 - 0
docs/api/renderers/WebGLRenderer.html

@@ -305,6 +305,9 @@
 		This method clears a rendertarget. To do this, it activates the rendertarget.
 		</div>
 
+		<h3>[method:null compile]( [page:Scene scene], [page:Camera camera] )</h3>
+		<div>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</div>
+		
 		<h3>[method:null dispose]( )</h3>
 		<div>Dispose of the current rendering context.</div>
 

+ 308 - 0
examples/webgl_materials_nodes_multiple.html

@@ -0,0 +1,308 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - node material</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				color: #fff;
+				font-family:Monospace;
+				font-size:13px;
+				margin: 0px;
+				text-align:center;
+				overflow: hidden;
+			}
+
+			#info {
+				color: #fff;
+				position: absolute;
+				top: 10px;
+				width: 100%;
+				text-align: center;
+				display:block;
+			}
+			
+			#waitScreen {
+				color: #000;
+			    position: absolute;
+			    top: 50%;
+			    left: 50%;
+			    margin-top: -50px;
+			    margin-left: -50px;
+			    width: 100px;
+			    height: 100px;
+			}
+			
+			.hide {
+				display:none;
+			}
+
+			a { color: white }
+		</style>
+	</head>
+	<body>
+
+		<div id="container"></div>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Material
+			<br /><span class="button" id="preload">change preload</span>
+		</div>
+
+		<div id="waitScreen">
+			Loading ...
+		</div>
+
+		<script src="../build/three.js"></script>
+
+		<script src='js/geometries/TeapotBufferGeometry.js'></script>
+		<script src="js/controls/OrbitControls.js"></script>
+		<script src="js/libs/dat.gui.min.js"></script>
+
+		<!-- NodeLibrary -->
+		<script src="js/nodes/GLNode.js"></script>
+		<script src="js/nodes/RawNode.js"></script>
+		<script src="js/nodes/TempNode.js"></script>
+		<script src="js/nodes/InputNode.js"></script>
+		<script src="js/nodes/ConstNode.js"></script>
+		<script src="js/nodes/VarNode.js"></script>
+		<script src="js/nodes/FunctionNode.js"></script>
+		<script src="js/nodes/FunctionCallNode.js"></script>
+		<script src="js/nodes/AttributeNode.js"></script>
+		<script src="js/nodes/NodeBuilder.js"></script>
+		<script src="js/nodes/NodeLib.js"></script>
+		<script src="js/nodes/NodeMaterial.js"></script>
+
+		<!-- Accessors -->
+		<script src="js/nodes/accessors/PositionNode.js"></script>
+		<script src="js/nodes/accessors/NormalNode.js"></script>
+		<script src="js/nodes/accessors/UVNode.js"></script>
+		<script src="js/nodes/accessors/ScreenUVNode.js"></script>
+		<script src="js/nodes/accessors/ColorsNode.js"></script>
+		<script src="js/nodes/accessors/CameraNode.js"></script>
+		<script src="js/nodes/accessors/ReflectNode.js"></script>
+		<script src="js/nodes/accessors/LightNode.js"></script>
+
+		<!-- Inputs -->
+		<script src="js/nodes/inputs/IntNode.js"></script>
+		<script src="js/nodes/inputs/FloatNode.js"></script>
+		<script src="js/nodes/inputs/ColorNode.js"></script>
+		<script src="js/nodes/inputs/Vector2Node.js"></script>
+		<script src="js/nodes/inputs/Vector3Node.js"></script>
+		<script src="js/nodes/inputs/Vector4Node.js"></script>
+		<script src="js/nodes/inputs/TextureNode.js"></script>
+		<script src="js/nodes/inputs/CubeTextureNode.js"></script>
+
+		<!-- Math -->
+		<script src="js/nodes/math/Math1Node.js"></script>
+		<script src="js/nodes/math/Math2Node.js"></script>
+		<script src="js/nodes/math/Math3Node.js"></script>
+		<script src="js/nodes/math/OperatorNode.js"></script>
+
+		<!-- Utils -->
+		<script src="js/nodes/utils/SwitchNode.js"></script>
+		<script src="js/nodes/utils/JoinNode.js"></script>
+		<script src="js/nodes/utils/TimerNode.js"></script>
+		<script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
+		<script src="js/nodes/utils/VelocityNode.js"></script>
+		<script src="js/nodes/utils/LuminanceNode.js"></script>
+		<script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
+		<script src="js/nodes/utils/NoiseNode.js"></script>
+		<script src="js/nodes/utils/ResolutionNode.js"></script>
+		<script src="js/nodes/utils/BumpNode.js"></script>
+		<script src="js/nodes/utils/BlurNode.js"></script>
+
+		<!-- Phong Material -->
+		<script src="js/nodes/materials/PhongNode.js"></script>
+		<script src="js/nodes/materials/PhongNodeMaterial.js"></script>
+
+		<script>
+
+		/* global THREE */
+
+		var container = document.getElementById( 'container' );
+
+		var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
+		var teapot;
+		var controls;
+		var move = false;
+		var rtTexture, rtMaterial;
+		var meshes = [];
+		
+		document.getElementById( "preload" ).addEventListener( 'click', function() {
+
+			var hash = document.location.hash.substr( 1 );
+
+			if ( hash.length === 0 ) {
+				window.location.hash = "#NoPreLoad"
+			} else {
+				window.location.hash = ""
+			}
+			
+			location.reload(true);
+
+		}, false );
+
+		window.addEventListener( 'load', init );
+
+		function init() {
+
+			renderer = new THREE.WebGLRenderer( { antialias: true } );
+			renderer.setPixelRatio( window.devicePixelRatio );
+			renderer.setSize( window.innerWidth, window.innerHeight );
+			container.appendChild( renderer.domElement );
+
+			scene = new THREE.Scene();
+
+			camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
+			camera.position.x = 0;
+			camera.position.z = - 300;
+			camera.position.y = 200;
+			camera.target = new THREE.Vector3();
+
+			controls = new THREE.OrbitControls( camera, renderer.domElement );
+			controls.minDistance = 50;
+			controls.maxDistance = 400;
+
+			scene.add( new THREE.AmbientLight( 0x464646 ) );
+
+			var light = new THREE.DirectionalLight( 0xffddcc, 1 );
+			light.position.set( 1, 0.75, 0.5 );
+			scene.add( light );
+
+			var light = new THREE.DirectionalLight( 0xccccff, 1 );
+			light.position.set( - 1, 0.75, - 0.5 );
+			scene.add( light );
+
+			teapot = new THREE.TeapotBufferGeometry( 15, 18 );
+
+			var itemsonrow = 10;
+
+			for (var i = 0 ; i<  itemsonrow * itemsonrow; i ++ ){
+				
+				var mesh = new THREE.Mesh( teapot );
+				
+				mesh.position.x = 50 *(i%itemsonrow) -50*itemsonrow/2;
+				mesh.position.z = 50*Math.floor(i/itemsonrow)-150; 
+				updateMaterial(mesh);
+				scene.add( mesh );
+				meshes.push(mesh); 
+			}
+
+			window.addEventListener( 'resize', onWindowResize, false );
+
+			var hash = document.location.hash.substr( 1 );
+
+			if ( hash.length === 0 ) {
+
+				renderer.compile(scene,camera);
+				
+			}
+			
+			document.getElementById("waitScreen").className = "hide";
+			
+			setTimeout(function() {
+				
+				onWindowResize();
+				animate();
+				
+			}, 1);
+
+		}
+
+		function updateMaterial(mesh) {
+
+			move = false;
+
+			if ( mesh.material ) mesh.material.dispose();
+
+			if ( rtTexture ) {
+
+				rtTexture.dispose();
+				rtTexture = null;
+
+			}
+
+			if ( rtMaterial ) {
+
+				rtMaterial.dispose();
+				rtMaterial = null;
+
+			}
+
+			var mtl = new THREE.PhongNodeMaterial();
+
+			var time = new THREE.TimerNode();
+			var speed = new THREE.FloatNode( Math.random() );
+
+			var color = new THREE.ColorNode( Math.random() * 0xFFFFFF );
+
+			var timeSpeed = new THREE.OperatorNode(
+				time,
+				speed,
+				THREE.OperatorNode.MUL
+			);
+
+			var sinCycleInSecs = new THREE.OperatorNode(
+				timeSpeed,
+				new THREE.ConstNode( THREE.ConstNode.PI2 ),
+				THREE.OperatorNode.MUL
+			);
+
+			var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
+
+			var cycleColor = new THREE.OperatorNode(
+				cycle,
+				color,
+				THREE.OperatorNode.MUL
+			);
+
+			var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
+
+			mtl.color = new THREE.ColorNode( 0 );
+			mtl.emissive = cos;
+			
+			
+			var transformer = new THREE.FunctionNode( "position + 0.0 * " + Math.random(), "vec3", [ ]);
+			mtl.transform = transformer;
+			// build shader
+			mtl.build();
+
+			// set material
+			mesh.material = mtl;
+
+		}
+
+		function onWindowResize() {
+
+			var width = window.innerWidth, height = window.innerHeight;
+
+			camera.aspect = width / height;
+			camera.updateProjectionMatrix();
+
+			renderer.setSize( width, height );
+
+			if ( rtTexture ) rtTexture.setSize( width, height );
+
+		}
+
+		function animate() {
+
+			var delta = clock.getDelta();
+			for (var i = 0; i < meshes.length; i++ ){
+				
+				var mesh = meshes[i]; 
+				mesh.material.updateFrame( delta );
+			
+			}
+
+			renderer.render( scene, camera );
+
+			requestAnimationFrame( animate );
+
+		}
+
+		</script>
+
+	</body>
+</html>

+ 41 - 0
src/renderers/WebGLRenderer.js

@@ -1033,6 +1033,47 @@ function WebGLRenderer( parameters ) {
 		return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
 
 	}
+	
+	this.compile = function(scene, camera){
+
+		lights = [];
+		
+		scene.traverse(function( object ) {
+			
+			if ( object.isLight ) {
+				
+				lights.push(object);
+				
+			}
+			
+		});
+		
+		setupLights(lights,camera);
+
+		scene.traverse(function( object ) {
+			
+			
+			if (object.material) {
+				
+				if ( Array.isArray( object.material ) ) {
+					
+					for ( var i = 0; i < object.material.length; i ++ ) {
+						
+						initMaterial(object.material[i], scene.fog, object); 
+						
+					}
+					
+				} else {
+					
+					initMaterial(object.material, scene.fog, object); 
+					
+				}
+				
+			}
+			
+		});
+
+	};
 
 	// Rendering