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WebGLProgram.html 3.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../../" />
  6. <script src="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. <h1>[name]</h1>
  11. <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>
  12. <h2>内置的变量(uniforms)和属性</h2>
  13. <h3>顶点着色器(无条件的):</h3>
  14. <div>
  15. <code>
  16. // = object.matrixWorld
  17. uniform mat4 modelMatrix;
  18. // = camera.matrixWorldInverse * object.matrixWorld
  19. uniform mat4 modelViewMatrix;
  20. // = camera.projectionMatrix
  21. uniform mat4 projectionMatrix;
  22. // = camera.matrixWorldInverse
  23. uniform mat4 viewMatrix;
  24. // = inverse transpose of modelViewMatrix
  25. uniform mat3 normalMatrix;
  26. // = camera position in world space
  27. uniform vec3 cameraPosition;
  28. </code>
  29. <code>
  30. // default vertex attributes provided by BufferGeometry
  31. attribute vec3 position;
  32. attribute vec3 normal;
  33. attribute vec2 uv;
  34. </code>
  35. <p>
  36. 注意,可以通过以下方式计算顶点着色器中顶点的位置:
  37. <code>
  38. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  39. </code>
  40. 或者也可以这样:
  41. <code>
  42. gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
  43. </code>
  44. </p>
  45. </div>
  46. <h3>顶点着色器(有条件的):</h3>
  47. <div>
  48. <code>
  49. #ifdef USE_TANGENT
  50. attribute vec4 tangent;
  51. #endif
  52. #if defined( USE_COLOR_ALPHA )
  53. // vertex color attribute with alpha
  54. attribute vec4 color;
  55. #elif defined( USE_COLOR )
  56. // vertex color attribute
  57. attribute vec3 color;
  58. #endif
  59. </code>
  60. <code>
  61. #ifdef USE_MORPHTARGETS
  62. attribute vec3 morphTarget0;
  63. attribute vec3 morphTarget1;
  64. attribute vec3 morphTarget2;
  65. attribute vec3 morphTarget3;
  66. #ifdef USE_MORPHNORMALS
  67. attribute vec3 morphNormal0;
  68. attribute vec3 morphNormal1;
  69. attribute vec3 morphNormal2;
  70. attribute vec3 morphNormal3;
  71. #else
  72. attribute vec3 morphTarget4;
  73. attribute vec3 morphTarget5;
  74. attribute vec3 morphTarget6;
  75. attribute vec3 morphTarget7;
  76. #endif
  77. #endif
  78. </code>
  79. <code>
  80. #ifdef USE_SKINNING
  81. attribute vec4 skinIndex;
  82. attribute vec4 skinWeight;
  83. #endif
  84. </code>
  85. </div>
  86. <h3>片元着色器:</h3>
  87. <div>
  88. <code>
  89. uniform mat4 viewMatrix;
  90. uniform vec3 cameraPosition;
  91. </code>
  92. </div>
  93. <h2>构造器</h2>
  94. <h3>[name]( [param:WebGLRenderer renderer], [param:String cacheKey], [param:Object parameters] )</h3>
  95. <p>参数详见[page:WebGLRenderer WebGLRenderer].</p>
  96. <h2>属性</h2>
  97. <h3>[property:String name]</h3>
  98. <p>相应着色器程序的名称。</p>
  99. <h3>[property:String id]</h3>
  100. <p>该实例的 id 标识。</p>
  101. <h3>[property:String cacheKey]</h3>
  102. <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>
  103. <h3>[property:Integer usedTimes]</h3>
  104. <p>此实例用于渲染渲染项的次数。</p>
  105. <h3>[property:Object program]</h3>
  106. <p>实际的着色器程序。</p>
  107. <h3>[property:WebGLShader vertexShader]</h3>
  108. <p>顶点着色器。</p>
  109. <h3>[property:WebGLShader fragmentShader]</h3>
  110. <p>片元着色器。</p>
  111. <h2>方法</h2>
  112. <h3>[method:Object getUniforms]()</h3>
  113. <p>
  114. 返回所有活动态的变量(uniform)位置的name-value映射
  115. </p>
  116. <h3>[method:Object getAttributes]()</h3>
  117. <p>
  118. 返回所有活动态的顶点属性位置的name-value映射
  119. </p>
  120. <h3>[method:undefined destroy]()</h3>
  121. <p>
  122. 销毁 WebGLProgram 的实例。
  123. </p>
  124. <h2>源码</h2>
  125. <p>
  126. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  127. </p>
  128. </body>
  129. </html>