webgl_ubo_arrays
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_ubo_arrays",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- Uniform Buffer Objects Arrays"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let camera, scene, renderer, clock, stats;
let lightingUniformsGroup, lightCenters;
const pointLightsMax = 300;
const api = {
count: 200
};
init();
function init() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 50, 50);
scene = new THREE.Scene();
camera.lookAt(scene.position);
clock = new THREE.Clock();
const geometry = new THREE.SphereGeometry();
lightingUniformsGroup = new THREE.UniformsGroup();
lightingUniformsGroup.setName("LightingData");
const data = [];
const dataColors = [];
lightCenters = [];
for (let i = 0; i < pointLightsMax; i++) {
const col = new THREE.Color(16777215 * Math.random()).toArray();
const x = Math.random() * 50 - 25;
const z = Math.random() * 50 - 25;
data.push(new THREE.Uniform(new THREE.Vector4(x, 1, z, 0)));
dataColors.push(new THREE.Uniform(new THREE.Vector4(col[0], col[1], col[2], 0)));
lightCenters.push({ x, z });
}
lightingUniformsGroup.add(data);
lightingUniformsGroup.add(dataColors);
lightingUniformsGroup.add(new THREE.Uniform(pointLightsMax));
const cameraUniformsGroup = new THREE.UniformsGroup();
cameraUniformsGroup.setName("ViewData");
cameraUniformsGroup.add(new THREE.Uniform(camera.projectionMatrix));
cameraUniformsGroup.add(new THREE.Uniform(camera.matrixWorldInverse));
const material = new THREE.RawShaderMaterial({
uniforms: {
modelMatrix: { value: null },
normalMatrix: { value: null }
},
// uniformsGroups: [ cameraUniformsGroup, lightingUniformsGroup ],
name: "Box",
defines: {
POINTLIGHTS_MAX: pointLightsMax
},
vertexShader: `
uniform ViewData {
mat4 projectionMatrix;
mat4 viewMatrix;
};
uniform mat4 modelMatrix;
uniform mat3 normalMatrix;
in vec3 position;
in vec3 normal;
in vec2 uv;
out vec2 vUv;
out vec3 vPositionEye;
out vec3 vNormalEye;
void main() {
vec4 vertexPositionEye = viewMatrix * modelMatrix * vec4( position, 1.0 );
vPositionEye = (modelMatrix * vec4( position, 1.0 )).xyz;
vNormalEye = (vec4(normal , 1.)).xyz;
vUv = uv;
gl_Position = projectionMatrix * vertexPositionEye;
}
`,
fragmentShader: `
precision highp float;
precision highp int;
uniform LightingData {
vec4 lightPosition[POINTLIGHTS_MAX];
vec4 lightColor[POINTLIGHTS_MAX];
float pointLightsCount;
};
#include <common>
float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
if ( cutoffDistance > 0.0 ) {
distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
}
return distanceFalloff;
}
in vec2 vUv;
in vec3 vPositionEye;
in vec3 vNormalEye;
out vec4 fragColor;
void main() {
vec4 color = vec4(vec3(0.), 1.);
for (int x = 0; x < int(pointLightsCount); x++) {
vec3 offset = lightPosition[x].xyz - vPositionEye;
vec3 dirToLight = normalize( offset );
float distance = length( offset );
float diffuse = max(0.0, dot(vNormalEye, dirToLight));
float attenuation = 1.0 / (distance * distance);
vec3 lightWeighting = lightColor[x].xyz * getDistanceAttenuation( distance, 4., .7 );
color.rgb += lightWeighting;
}
fragColor = color;
}
`,
glslVersion: THREE.GLSL3
});
const plane = new THREE.Mesh(new THREE.PlaneGeometry(100, 100), material.clone());
plane.material.uniformsGroups = [cameraUniformsGroup, lightingUniformsGroup];
plane.material.uniforms.modelMatrix.value = plane.matrixWorld;
plane.material.uniforms.normalMatrix.value = plane.normalMatrix;
plane.rotation.x = -Math.PI / 2;
plane.position.y = -1;
scene.add(plane);
const gridSize = { x: 10, y: 1, z: 10 };
const spacing = 6;
for (let i = 0; i < gridSize.x; i++) {
for (let j = 0; j < gridSize.y; j++) {
for (let k = 0; k < gridSize.z; k++) {
const mesh = new THREE.Mesh(geometry, material.clone());
mesh.name = "Sphere";
mesh.material.uniformsGroups = [cameraUniformsGroup, lightingUniformsGroup];
mesh.material.uniforms.modelMatrix.value = mesh.matrixWorld;
mesh.material.uniforms.normalMatrix.value = mesh.normalMatrix;
scene.add(mesh);
mesh.position.x = i * spacing - gridSize.x * spacing / 2;
mesh.position.y = 0;
mesh.position.z = k * spacing - gridSize.z * spacing / 2;
}
}
}
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
window.addEventListener("resize", onWindowResize, false);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enablePan = false;
stats = new Stats(renderer);
const gui = new GUI();
gui.add(api, "count", 1, pointLightsMax).step(1).onChange(function() {
lightingUniformsGroup.uniforms[2].value = api.count;
});
needToDispose(renderer, scene, controls);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
const elapsedTime = clock.getElapsedTime();
const lights = lightingUniformsGroup.uniforms[0];
const radius = 5;
const speed = 0.5;
for (let i = 0; i < lights.length; i++) {
const light = lights[i];
const center = lightCenters[i];
const angle = speed * elapsedTime + i * 0.5;
const x = center.x + Math.sin(angle) * radius;
const z = center.z + Math.cos(angle) * radius;
light.value.set(x, 1, z, 0);
}
renderer.render(scene, camera);
stats.update();
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;