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+<!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 Arrays</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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+
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Uniform Buffer Objects Arrays
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+ </div>
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+ <div id="container"></div>
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+
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+
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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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+
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+ uniform mat4 modelMatrix;
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+ uniform mat3 normalMatrix;
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+
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+ in vec3 position;
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+ in vec3 normal;
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+ in vec2 uv;
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+ out vec2 vUv;
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+
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+ out vec3 vPositionEye;
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+ out vec3 vNormalEye;
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+
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+ void main() {
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+
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+ vec4 vertexPositionEye = viewMatrix * modelMatrix * vec4( position, 1.0 );
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+
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+ vPositionEye = (modelMatrix * vec4( position, 1.0 )).xyz;
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+ vNormalEye = (vec4(normal , 1.)).xyz;
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+
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+ vUv = uv;
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+
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+ gl_Position = projectionMatrix * vertexPositionEye;
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+
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+ }
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+
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+ </script>
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+
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+ <script id="fragmentShader" type="x-shader/x-vertex">
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+
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+ precision highp float;
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+ precision highp int;
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+
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+ uniform LightingData {
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+ vec4 lightPosition[POINTLIGHTS_MAX];
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+ vec4 lightColor[POINTLIGHTS_MAX];
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+ float pointLightsCount;
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+ };
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+
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+ #include <common>
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+ float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
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+
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+ float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
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+
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+ if ( cutoffDistance > 0.0 ) {
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+
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+ distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
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+
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+ }
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+
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+ return distanceFalloff;
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+
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+ }
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+
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+ in vec2 vUv;
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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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+
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+ void main() {
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+
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+ vec4 color = vec4(vec3(0.), 1.);
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+ for (int x = 0; x < int(pointLightsCount); x++) {
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+ vec3 offset = lightPosition[x].xyz - vPositionEye;
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+ vec3 dirToLight = normalize( offset );
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+ float distance = length( offset );
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+
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+ float diffuse = max(0.0, dot(vNormalEye, dirToLight));
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+ float attenuation = 1.0 / (distance * distance);
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+
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+ vec3 lightWeighting = lightColor[x].xyz * getDistanceAttenuation( distance, 4., .7 );
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+ color.rgb += lightWeighting;
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+ }
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+ fragColor = color;
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+
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+ }
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+
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+ </script>
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+
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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/[email protected]/dist/es-module-shims.js"></script>
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+
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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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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import WebGL from 'three/addons/capabilities/WebGL.js';
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+ import Stats from 'three/addons/libs/stats.module.js';
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+
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+ let camera, scene, renderer, clock, stats;
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+
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+ let lightingUniformsGroup, lightCenters;
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+
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+ const container = document.getElementById( 'container' );
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+
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+ const pointLightsMax = 300;
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+
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+ const api = {
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+ count: 200,
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+ };
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ if ( WebGL.isWebGL2Available() === false ) {
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+
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+ document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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+ return;
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+
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+ }
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+
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+ camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
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+ camera.position.set( 0, 50, 50 );
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+
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+ scene = new THREE.Scene();
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+ camera.lookAt( scene.position );
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+
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+ clock = new THREE.Clock();
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+
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+ // geometry
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+
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+ const geometry = new THREE.SphereGeometry();
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+
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+ // uniforms groups
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+
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+ lightingUniformsGroup = new THREE.UniformsGroup();
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+ lightingUniformsGroup.setName( 'LightingData' );
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+
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+ const data = [];
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+ const dataColors = [];
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+ lightCenters = [];
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+
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+ for ( let i = 0; i < pointLightsMax; i ++ ) {
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+
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+ const col = new THREE.Color( 0xffffff * Math.random() ).toArray();
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+ const x = Math.random() * 50 - 25;
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+ const z = Math.random() * 50 - 25;
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+
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+ data.push( new THREE.Uniform( new THREE.Vector4( x, 1, z, 0 ) ) ); // light position
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+ dataColors.push( new THREE.Uniform( new THREE.Vector4( col[ 0 ], col[ 1 ], col[ 2 ], 0 ) ) ); // light color
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+
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+ // Store the center positions
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+ lightCenters.push( { x, z } );
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+
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+ }
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+
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+ lightingUniformsGroup.add( data ); // light position
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+ lightingUniformsGroup.add( dataColors ); // light position
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+ lightingUniformsGroup.add( new THREE.Uniform( pointLightsMax ) ); // light position
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+
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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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+
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+ const material = 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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+ },
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+ // uniformsGroups: [ cameraUniformsGroup, lightingUniformsGroup ],
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+ name: 'Box',
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+ defines: {
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+ POINTLIGHTS_MAX: pointLightsMax
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+ },
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+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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+ glslVersion: THREE.GLSL3
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+ } );
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+
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+ const plane = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), material.clone() );
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+ plane.material.uniformsGroups = [ cameraUniformsGroup, lightingUniformsGroup ];
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+ plane.material.uniforms.modelMatrix.value = plane.matrixWorld;
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+ plane.material.uniforms.normalMatrix.value = plane.normalMatrix;
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+ plane.rotation.x = - Math.PI / 2;
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+ plane.position.y = - 1;
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+ scene.add( plane );
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+
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+ // meshes
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+ const gridSize = { x: 10, y: 1, z: 10 };
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+ const spacing = 6;
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+
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+ for ( let i = 0; i < gridSize.x; i ++ ) {
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+
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+ for ( let j = 0; j < gridSize.y; j ++ ) {
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+
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+ for ( let k = 0; k < gridSize.z; k ++ ) {
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+
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+ const mesh = new THREE.Mesh( geometry, material.clone() );
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+ mesh.name = 'Sphere';
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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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+ scene.add( mesh );
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+
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+ mesh.position.x = i * spacing - ( gridSize.x * spacing ) / 2;
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+ mesh.position.y = 0;
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+ mesh.position.z = k * spacing - ( gridSize.z * spacing ) / 2;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ container.appendChild( renderer.domElement );
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ // controls
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+
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+ const controls = new OrbitControls( camera, renderer.domElement );
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+ controls.enabledPan = false;
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+
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+ // stats
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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+
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+ // gui
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+ const gui = new GUI();
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+ gui.add( api, 'count', 1, pointLightsMax ).step( 1 ).onChange( function () {
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+
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+ lightingUniformsGroup.uniforms[ 2 ].value = api.count;
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+
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+ } );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ //
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ stats.update();
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+
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+ const elapsedTime = clock.getElapsedTime();
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+
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+ const lights = lightingUniformsGroup.uniforms[ 0 ];
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+
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+ // Parameters for circular movement
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+ const radius = 5; // Smaller radius for individual circular movements
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+ const speed = 0.5; // Speed of rotation
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+
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+ // Update each light's position
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+ for ( let i = 0; i < lights.length; i ++ ) {
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+
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+ const light = lights[ i ];
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+ const center = lightCenters[ i ];
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+
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+ // Calculate circular movement around the light's center
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+ const angle = speed * elapsedTime + i * 0.5; // Phase difference for each light
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+ const x = center.x + Math.sin( angle ) * radius;
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+ const z = center.z + Math.cos( angle ) * radius;
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+
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+ // Update the light's position
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+ light.value.set( x, 1, z, 0 );
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+
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+ }
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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