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304 lines
7.8 KiB
HTML
304 lines
7.8 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js WebGL 2 - Uniform Buffer Objects Arrays</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Uniform Buffer Objects Arrays
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</div>
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<div id="container"></div>
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<script id="vertexShader" type="x-shader/x-vertex">
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uniform ViewData {
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mat4 projectionMatrix;
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mat4 viewMatrix;
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};
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uniform mat4 modelMatrix;
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uniform mat3 normalMatrix;
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in vec3 position;
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in vec3 normal;
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in vec2 uv;
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out vec2 vUv;
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out vec3 vPositionEye;
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out vec3 vNormalEye;
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void main() {
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vec4 vertexPositionEye = viewMatrix * modelMatrix * vec4( position, 1.0 );
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vPositionEye = (modelMatrix * vec4( position, 1.0 )).xyz;
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vNormalEye = (vec4(normal , 1.)).xyz;
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vUv = uv;
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gl_Position = projectionMatrix * vertexPositionEye;
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-vertex">
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precision highp float;
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precision highp int;
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uniform LightingData {
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vec4 lightPosition[POINTLIGHTS_MAX];
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vec4 lightColor[POINTLIGHTS_MAX];
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float pointLightsCount;
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};
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#include <common>
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float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
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float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
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if ( cutoffDistance > 0.0 ) {
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distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
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}
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return distanceFalloff;
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}
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in vec2 vUv;
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in vec3 vPositionEye;
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in vec3 vNormalEye;
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out vec4 fragColor;
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void main() {
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vec4 color = vec4(vec3(0.), 1.);
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for (int x = 0; x < int(pointLightsCount); x++) {
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vec3 offset = lightPosition[x].xyz - vPositionEye;
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vec3 dirToLight = normalize( offset );
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float distance = length( offset );
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float diffuse = max(0.0, dot(vNormalEye, dirToLight));
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float attenuation = 1.0 / (distance * distance);
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vec3 lightWeighting = lightColor[x].xyz * getDistanceAttenuation( distance, 4., .7 );
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color.rgb += lightWeighting;
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}
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fragColor = color;
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}
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</script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let camera, scene, renderer, clock, stats;
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let lightingUniformsGroup, lightCenters;
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const container = document.getElementById( 'container' );
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const pointLightsMax = 300;
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const api = {
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count: 200,
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};
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.position.set( 0, 50, 50 );
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scene = new THREE.Scene();
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camera.lookAt( scene.position );
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clock = new THREE.Clock();
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// geometry
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const geometry = new THREE.SphereGeometry();
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// uniforms groups
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lightingUniformsGroup = new THREE.UniformsGroup();
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lightingUniformsGroup.setName( 'LightingData' );
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const data = [];
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const dataColors = [];
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lightCenters = [];
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for ( let i = 0; i < pointLightsMax; i ++ ) {
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const col = new THREE.Color( 0xffffff * Math.random() ).toArray();
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const x = Math.random() * 50 - 25;
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const z = Math.random() * 50 - 25;
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data.push( new THREE.Uniform( new THREE.Vector4( x, 1, z, 0 ) ) ); // light position
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dataColors.push( new THREE.Uniform( new THREE.Vector4( col[ 0 ], col[ 1 ], col[ 2 ], 0 ) ) ); // light color
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// Store the center positions
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lightCenters.push( { x, z } );
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}
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lightingUniformsGroup.add( data ); // light position
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lightingUniformsGroup.add( dataColors ); // light position
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lightingUniformsGroup.add( new THREE.Uniform( pointLightsMax ) ); // light position
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const cameraUniformsGroup = new THREE.UniformsGroup();
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cameraUniformsGroup.setName( 'ViewData' );
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cameraUniformsGroup.add( new THREE.Uniform( camera.projectionMatrix ) ); // projection matrix
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cameraUniformsGroup.add( new THREE.Uniform( camera.matrixWorldInverse ) ); // view matrix
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const material = new THREE.RawShaderMaterial( {
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uniforms: {
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modelMatrix: { value: null },
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normalMatrix: { value: null }
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},
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// uniformsGroups: [ cameraUniformsGroup, lightingUniformsGroup ],
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name: 'Box',
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defines: {
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POINTLIGHTS_MAX: pointLightsMax
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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glslVersion: THREE.GLSL3
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} );
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const plane = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), material.clone() );
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plane.material.uniformsGroups = [ cameraUniformsGroup, lightingUniformsGroup ];
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plane.material.uniforms.modelMatrix.value = plane.matrixWorld;
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plane.material.uniforms.normalMatrix.value = plane.normalMatrix;
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plane.rotation.x = - Math.PI / 2;
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plane.position.y = - 1;
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scene.add( plane );
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// meshes
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const gridSize = { x: 10, y: 1, z: 10 };
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const spacing = 6;
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for ( let i = 0; i < gridSize.x; i ++ ) {
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for ( let j = 0; j < gridSize.y; j ++ ) {
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for ( let k = 0; k < gridSize.z; k ++ ) {
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const mesh = new THREE.Mesh( geometry, material.clone() );
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mesh.name = 'Sphere';
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mesh.material.uniformsGroups = [ cameraUniformsGroup, lightingUniformsGroup ];
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mesh.material.uniforms.modelMatrix.value = mesh.matrixWorld;
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mesh.material.uniforms.normalMatrix.value = mesh.normalMatrix;
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scene.add( mesh );
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mesh.position.x = i * spacing - ( gridSize.x * spacing ) / 2;
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mesh.position.y = 0;
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mesh.position.z = k * spacing - ( gridSize.z * spacing ) / 2;
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}
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}
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}
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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container.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize, false );
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// controls
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.enablePan = false;
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// stats
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stats = new Stats();
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document.body.appendChild( stats.dom );
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// gui
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const gui = new GUI();
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gui.add( api, 'count', 1, pointLightsMax ).step( 1 ).onChange( function () {
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lightingUniformsGroup.uniforms[ 2 ].value = api.count;
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} );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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const elapsedTime = clock.getElapsedTime();
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const lights = lightingUniformsGroup.uniforms[ 0 ];
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// Parameters for circular movement
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const radius = 5; // Smaller radius for individual circular movements
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const speed = 0.5; // Speed of rotation
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// Update each light's position
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for ( let i = 0; i < lights.length; i ++ ) {
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const light = lights[ i ];
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const center = lightCenters[ i ];
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// Calculate circular movement around the light's center
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const angle = speed * elapsedTime + i * 0.5; // Phase difference for each light
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const x = center.x + Math.sin( angle ) * radius;
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const z = center.z + Math.cos( angle ) * radius;
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// Update the light's position
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light.value.set( x, 1, z, 0 );
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}
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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