Uniform.html 5.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. <h1>[name]</h1>
  12. <p class="desc">Uniforms 是 [link:https://www.opengl.org/documentation/glsl/ GLSL] 着色器中的全局变量。
  13. </p>
  14. <h2>代码示例</h2>
  15. <p>
  16. When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
  17. </p>
  18. <code>
  19. uniforms: {
  20. time: { value: 1.0 },
  21. resolution: new Uniform( new Vector2() )
  22. };
  23. </code>
  24. <h2>Uniform 种类</h2>
  25. <p>
  26. 每个 Uniform 必须包括一个 *value* 属性。value 的类型必须和下表中 GLSL 的基本类型相对应。同样,Uniform 的结构体和队列
  27. 也是支持的。 GLSL基本类型队列必须要么被显示声明为一个 THREE 对象的队列,要么被声明为一个包含所有对象数据的队列。这就是说,
  28. 队列中的 GLSL 基础类型不能再是一个队列。举例,一个有 5 个 *vec2* 元素的队列,必须是一个包含 5 个 [page:Vector2] 的队列数组,
  29. 或包含 10 个 *number* 的队列。
  30. </p>
  31. <table>
  32. <caption><a id="uniform-types">Uniform 类型</a></caption>
  33. <thead>
  34. <tr>
  35. <th>GLSL 类型</th>
  36. <th>JavaScript 类型</th>
  37. </tr>
  38. </thead>
  39. <tbody>
  40. <tr>
  41. <td>int</td>
  42. <td>[page:Number]</td>
  43. </tr>
  44. <tr>
  45. <td>uint (WebGL 2)</td>
  46. <td>[page:Number]</td>
  47. </tr>
  48. <tr>
  49. <td>float</td>
  50. <td>[page:Number]</td>
  51. </tr>
  52. <tr>
  53. <td>bool</td>
  54. <td>[page:Boolean]</td>
  55. </tr>
  56. <tr>
  57. <td>bool</td>
  58. <td>[page:Number]</td>
  59. </tr>
  60. <tr>
  61. <td>vec2</td>
  62. <td>[page:Vector2 THREE.Vector2]</td>
  63. </tr>
  64. <tr>
  65. <td>vec2</td>
  66. <td>[page:Float32Array Float32Array] (*)</td>
  67. </tr>
  68. <tr>
  69. <td>vec2</td>
  70. <td>[page:Array Array] (*)</td>
  71. </tr>
  72. <tr>
  73. <td>vec3</td>
  74. <td>[page:Vector3 THREE.Vector3]</td>
  75. </tr>
  76. <tr>
  77. <td>vec3</td>
  78. <td>[page:Color THREE.Color]</td>
  79. </tr>
  80. <tr>
  81. <td>vec3</td>
  82. <td>[page:Float32Array Float32Array] (*)</td>
  83. </tr>
  84. <tr>
  85. <td>vec3</td>
  86. <td>[page:Array Array] (*)</td>
  87. </tr>
  88. <tr>
  89. <td>vec4</td>
  90. <td>[page:Vector4 THREE.Vector4]</td>
  91. </tr>
  92. <tr>
  93. <td>vec4</td>
  94. <td>[page:Quaternion THREE.Quaternion]</td>
  95. </tr>
  96. <tr>
  97. <td>vec4</td>
  98. <td>[page:Float32Array Float32Array] (*)</td>
  99. </tr>
  100. <tr>
  101. <td>vec4</td>
  102. <td>[page:Array Array] (*)</td>
  103. </tr>
  104. <tr>
  105. <td>mat2</td>
  106. <td>[page:Float32Array Float32Array] (*)</td>
  107. </tr>
  108. <tr>
  109. <td>mat2</td>
  110. <td>[page:Array Array] (*)</td>
  111. </tr>
  112. <tr>
  113. <td>mat3</td>
  114. <td>[page:Matrix3 THREE.Matrix3]</td>
  115. </tr>
  116. <tr>
  117. <td>mat3</td>
  118. <td>[page:Float32Array Float32Array] (*)</td>
  119. </tr>
  120. <tr>
  121. <td>mat3</td>
  122. <td>[page:Array Array] (*)</td>
  123. </tr>
  124. <tr>
  125. <td>mat4</td>
  126. <td>[page:Matrix3 THREE.Matrix4]</td>
  127. </tr>
  128. <tr>
  129. <td>mat4</td>
  130. <td>[page:Float32Array Float32Array] (*)</td>
  131. </tr>
  132. <tr>
  133. <td>mat4</td>
  134. <td>[page:Array Array] (*)</td>
  135. </tr>
  136. <tr>
  137. <td>ivec2, bvec2</td>
  138. <td>[page:Float32Array Float32Array] (*)</td>
  139. </tr>
  140. <tr>
  141. <td>ivec2, bvec2</td>
  142. <td>[page:Array Array] (*)</td>
  143. </tr>
  144. <tr>
  145. <td>ivec3, bvec3</td>
  146. <td>[page:Int32Array Int32Array] (*)</td>
  147. </tr>
  148. <tr>
  149. <td>ivec3, bvec3</td>
  150. <td>[page:Array Array] (*)</td>
  151. </tr>
  152. <tr>
  153. <td>ivec4, bvec4</td>
  154. <td>[page:Int32Array Int32Array] (*)</td>
  155. </tr>
  156. <tr>
  157. <td>ivec4, bvec4</td>
  158. <td>[page:Array Array] (*)</td>
  159. </tr>
  160. <tr>
  161. <td>sampler2D</td>
  162. <td>[page:Texture THREE.Texture]</td>
  163. </tr>
  164. <tr>
  165. <td>samplerCube</td>
  166. <td>[page:CubeTexture THREE.CubeTexture]</td>
  167. </tr>
  168. </tbody>
  169. </table>
  170. <p>
  171. (*) 与最内层队列中 GSLS 的类型保持一致。包含队列中所有矢量的元素或矩阵中的元素。
  172. </p>
  173. <h2>Structured Uniforms</h2>
  174. <p>
  175. Sometimes you want to organize uniforms as *structs* in your shader code. The following style must be used so *three.js* is able
  176. to process structured uniform data.
  177. </p>
  178. <code>
  179. uniforms = {
  180. data: {
  181. value: {
  182. position: new Vector3(),
  183. direction: new Vector3( 0, 0, 1 )
  184. }
  185. }
  186. };
  187. </code>
  188. This definition can be mapped on the following GLSL code:
  189. <code>
  190. struct Data {
  191. vec3 position;
  192. vec3 direction;
  193. };
  194. uniform Data data;
  195. </code>
  196. <h2>Structured Uniforms with Arrays</h2>
  197. <p>
  198. It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
  199. </p>
  200. <code>
  201. var entry1 = {
  202. position: new Vector3(),
  203. direction: new Vector3( 0, 0, 1 )
  204. };
  205. var entry2 = {
  206. position: new Vector3( 1, 1, 1 ),
  207. direction: new Vector3( 0, 1, 0 )
  208. };
  209. uniforms = {
  210. data: {
  211. value: [ entry1, entry2 ]
  212. }
  213. };
  214. </code>
  215. This definition can be mapped on the following GLSL code:
  216. <code>
  217. struct Data {
  218. vec3 position;
  219. vec3 direction;
  220. };
  221. uniform Data data[ 2 ];
  222. </code>
  223. <h2>构造函数</h2>
  224. <h3>[name]( [param:Object value] )</h3>
  225. <p>
  226. value -- 包含需要设置 Uniform 数据的对象。 数据类型必须是上述类型中的一种。
  227. </p>
  228. <h2>属性</h2>
  229. <h3>[property:Object value]</h3>
  230. <p>
  231. 当前 uniform 的值。
  232. </p>
  233. <h2>方法</h2>
  234. <h3>[method:Uniform clone]()</h3>
  235. <p>
  236. 返回该 Uniform 的克隆。<br />
  237. 如果 Uniform 的 value 属性是一个带 clone() 方法的 [page:Object],则克隆该对象时,value 的 clone() 方法也会被调用,否则克隆时只会使用赋值语句。
  238. 队列中的值会在该 Uniform 和 被克隆对象间共享。
  239. </p>
  240. <h2>源代码</h2>
  241. <p>
  242. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  243. </p>
  244. </body>
  245. </html>