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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;