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- <h1>[name]</h1>
- <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>
- <h2>内置的变量(uniforms)和属性</h2>
- <h3>顶点着色器(无条件的):</h3>
- <div>
- <code>
- // = object.matrixWorld
- uniform mat4 modelMatrix;
- // = camera.matrixWorldInverse * object.matrixWorld
- uniform mat4 modelViewMatrix;
- // = camera.projectionMatrix
- uniform mat4 projectionMatrix;
- // = camera.matrixWorldInverse
- uniform mat4 viewMatrix;
- // = inverse transpose of modelViewMatrix
- uniform mat3 normalMatrix;
- // = camera position in world space
- uniform vec3 cameraPosition;
- </code>
- <code>
- // default vertex attributes provided by BufferGeometry
- attribute vec3 position;
- attribute vec3 normal;
- attribute vec2 uv;
- </code>
- <p>
- 注意,可以通过以下方式计算顶点着色器中顶点的位置:
- <code>
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- </code>
- 或者也可以这样:
- <code>
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
- </code>
- </p>
- </div>
- <h3>顶点着色器(有条件的):</h3>
- <div>
- <code>
- #ifdef USE_TANGENT
- attribute vec4 tangent;
- #endif
- #if defined( USE_COLOR_ALPHA )
- // vertex color attribute with alpha
- attribute vec4 color;
- #elif defined( USE_COLOR )
- // vertex color attribute
- attribute vec3 color;
- #endif
- </code>
- <code>
- #ifdef USE_MORPHTARGETS
- attribute vec3 morphTarget0;
- attribute vec3 morphTarget1;
- attribute vec3 morphTarget2;
- attribute vec3 morphTarget3;
- #ifdef USE_MORPHNORMALS
- attribute vec3 morphNormal0;
- attribute vec3 morphNormal1;
- attribute vec3 morphNormal2;
- attribute vec3 morphNormal3;
- #else
- attribute vec3 morphTarget4;
- attribute vec3 morphTarget5;
- attribute vec3 morphTarget6;
- attribute vec3 morphTarget7;
- #endif
- #endif
- </code>
- <code>
- #ifdef USE_SKINNING
- attribute vec4 skinIndex;
- attribute vec4 skinWeight;
- #endif
- </code>
- </div>
- <h3>片元着色器:</h3>
- <div>
- <code>
- uniform mat4 viewMatrix;
- uniform vec3 cameraPosition;
- </code>
- </div>
- <h2>构造器</h2>
- <h3>[name]( [param:WebGLRenderer renderer], [param:String cacheKey], [param:Object parameters] )</h3>
- <p>参数详见[page:WebGLRenderer WebGLRenderer].</p>
- <h2>属性</h2>
- <h3>[property:String name]</h3>
- <p>相应着色器程序的名称。</p>
- <h3>[property:String id]</h3>
- <p>该实例的 id 标识。</p>
- <h3>[property:String cacheKey]</h3>
- <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>
- <h3>[property:Integer usedTimes]</h3>
- <p>此实例用于渲染渲染项的次数。</p>
- <h3>[property:Object program]</h3>
- <p>实际的着色器程序。</p>
- <h3>[property:WebGLShader vertexShader]</h3>
- <p>顶点着色器。</p>
- <h3>[property:WebGLShader fragmentShader]</h3>
- <p>片元着色器。</p>
- <h2>方法</h2>
- <h3>[method:Object getUniforms]()</h3>
- <p>
- 返回所有活动态的变量(uniform)位置的name-value映射
- </p>
- <h3>[method:Object getAttributes]()</h3>
- <p>
- 返回所有活动态的顶点属性位置的name-value映射
- </p>
- <h3>[method:undefined destroy]()</h3>
- <p>
- 销毁 WebGLProgram 的实例。
- </p>
- <h2>源码</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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