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<head>
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<body>
[page:Material] &rarr;
<h1>[name]</h1>
<p class="desc">
A material rendered with custom shaders. A shader is a small program
written in
[link:https://www.khronos.org/files/opengles_shading_language.pdf GLSL]
that runs on the GPU. You may want to use a custom shader if you need to:
</p>
<ul>
<li>
implement an effect not included with any of the built-in [page:Material materials]
</li>
<li>
combine many objects into a single [page:BufferGeometry] in order to
improve performance
</li>
</ul>
There are the following notes to bear in mind when using a `ShaderMaterial`:
<ul>
<li>
A `ShaderMaterial` will only be rendered properly by
[page:WebGLRenderer], since the GLSL code in the
[link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertexShader]
and [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders fragmentShader]
properties must be compiled and run on the GPU using WebGL.
</li>
<li>
As of THREE r72, directly assigning attributes in a ShaderMaterial is no
longer supported. A [page:BufferGeometry] instance must be used instead,
using [page:BufferAttribute] instances to define custom attributes.
</li>
<li>
As of THREE r77, [page:WebGLRenderTarget] or
[page:WebGLCubeRenderTarget] instances are no longer supposed to be used
as uniforms. Their [page:Texture texture] property must be used instead.
</li>
<li>
Built in attributes and uniforms are passed to the shaders along with
your code. If you don't want the [page:WebGLProgram] to add anything to
your shader code, you can use [page:RawShaderMaterial] instead of this
class.
</li>
<li>
You can use the directive #pragma unroll_loop_start and #pragma
unroll_loop_end in order to unroll a `for` loop in GLSL by the shader
preprocessor. The directive has to be placed right above the loop. The
loop formatting has to correspond to a defined standard.
<ul>
<li>
The loop has to be
[link:https://en.wikipedia.org/wiki/Normalized_loop normalized].
</li>
<li>The loop variable has to be *i*.</li>
<li>
The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
value of *i* for the given iteration and can be used in preprocessor
statements.
</li>
</ul>
<code>
#pragma unroll_loop_start
for ( int i = 0; i < 10; i ++ ) {
// ...
}
#pragma unroll_loop_end
</code>
</li>
</ul>
<h2>Code Example</h2>
<code>
const material = new THREE.ShaderMaterial( {
uniforms: {
time: { value: 1.0 },
resolution: { value: new THREE.Vector2() }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
</code>
<h2>Examples</h2>
<p>
[example:webgl_buffergeometry_custom_attributes_particles webgl / buffergeometry / custom / attributes / particles]<br />
[example:webgl_buffergeometry_selective_draw webgl / buffergeometry / selective / draw]<br />
[example:webgl_custom_attributes webgl / custom / attributes]<br />
[example:webgl_custom_attributes_lines webgl / custom / attributes / lines]<br />
[example:webgl_custom_attributes_points webgl / custom / attributes / points]<br />
[example:webgl_custom_attributes_points2 webgl / custom / attributes / points2]<br />
[example:webgl_custom_attributes_points3 webgl / custom / attributes / points3]<br />
[example:webgl_depth_texture webgl / depth / texture]<br />
[example:webgl_gpgpu_birds webgl / gpgpu / birds]<br />
[example:webgl_gpgpu_protoplanet webgl / gpgpu / protoplanet]<br />
[example:webgl_gpgpu_water webgl / gpgpu / water]<br />
[example:webgl_interactive_points webgl / interactive / points]<br />
[example:webgl_video_kinect webgl / video / kinect]<br />
[example:webgl_lights_hemisphere webgl / lights / hemisphere]<br />
[example:webgl_marchingcubes webgl / marchingcubes]<br />
[example:webgl_materials_envmaps webgl / materials / envmaps]<br />
[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
[example:webgl_postprocessing_godrays webgl / postprocessing / godrays]
</p>
<h2>Vertex shaders and fragment shaders</h2>
<div>
<p>You can specify two different types of shaders for each material:</p>
<ul>
<li>
The vertex shader runs first; it receives `attributes`, calculates /
manipulates the position of each individual vertex, and passes
additional data (`varying`s) to the fragment shader.
</li>
<li>
The fragment ( or pixel ) shader runs second; it sets the color of
each individual "fragment" (pixel) rendered to the screen.
</li>
</ul>
<p>
There are three types of variables in shaders: uniforms, attributes, and
varyings:
</p>
<ul>
<li>
`Uniforms` are variables that have the same value for all vertices -
lighting, fog, and shadow maps are examples of data that would be
stored in uniforms. Uniforms can be accessed by both the vertex shader
and the fragment shader.
</li>
<li>
`Attributes` are variables associated with each vertex---for instance,
the vertex position, face normal, and vertex color are all examples of
data that would be stored in attributes. Attributes can `only` be
accessed within the vertex shader.
</li>
<li>
`Varyings` are variables that are passed from the vertex shader to the
fragment shader. For each fragment, the value of each varying will be
smoothly interpolated from the values of adjacent vertices.
</li>
</ul>
<p>
Note that `within` the shader itself, uniforms and attributes act like
constants; you can only modify their values by passing different values
to the buffers from your JavaScript code.
</p>
</div>
<h2>Built-in attributes and uniforms</h2>
<div>
<p>
The [page:WebGLRenderer] provides many attributes and uniforms to
shaders by default; definitions of these variables are prepended to your
`fragmentShader` and `vertexShader` code by the [page:WebGLProgram] when
the shader is compiled; you don't need to declare them yourself. See
[page:WebGLProgram] for details of these variables.
</p>
<p>
Some of these uniforms or attributes (e.g. those pertaining lighting,
fog, etc.) require properties to be set on the material in order for
[page:WebGLRenderer] to copy the appropriate values to the GPU - make
sure to set these flags if you want to use these features in your own
shader.
</p>
<p>
If you don't want [page:WebGLProgram] to add anything to your shader
code, you can use [page:RawShaderMaterial] instead of this class.
</p>
</div>
<h2>Custom attributes and uniforms</h2>
<div>
<p>
Both custom attributes and uniforms must be declared in your GLSL shader
code (within `vertexShader` and/or `fragmentShader`). Custom uniforms
must be defined in `both` the `uniforms` property of your
`ShaderMaterial`, whereas any custom attributes must be defined via
[page:BufferAttribute] instances. Note that `varying`s only need to be
declared within the shader code (not within the material).
</p>
<p>
To declare a custom attribute, please reference the
[page:BufferGeometry] page for an overview, and the
[page:BufferAttribute] page for a detailed look at the `BufferAttribute`
API.
</p>
<p>
When creating your attributes, each typed array that you create to hold
your attribute's data must be a multiple of your data type's size. For
example, if your attribute is a [page:Vector3 THREE.Vector3] type, and
you have 3000 vertices in your [page:BufferGeometry], your typed array
value must be created with a length of 3000 * 3, or 9000 (one value
per-component). A table of each data type's size is shown below for
reference:
</p>
<table>
<caption>
<a id="attribute-sizes">Attribute sizes</a>
</caption>
<thead>
<tr>
<th>GLSL type</th>
<th>JavaScript type</th>
<th>Size</th>
</tr>
</thead>
<tbody>
<tr>
<td>float</td>
<td>[page:Number]</td>
<td>1</td>
</tr>
<tr>
<td>vec2</td>
<td>[page:Vector2 THREE.Vector2]</td>
<td>2</td>
</tr>
<tr>
<td>vec3</td>
<td>[page:Vector3 THREE.Vector3]</td>
<td>3</td>
</tr>
<tr>
<td>vec3</td>
<td>[page:Color THREE.Color]</td>
<td>3</td>
</tr>
<tr>
<td>vec4</td>
<td>[page:Vector4 THREE.Vector4]</td>
<td>4</td>
</tr>
</tbody>
</table>
<p>
Note that attribute buffers are `not` refreshed automatically when their
values change. To update custom attributes, set the `needsUpdate` flag
to true on the [page:BufferAttribute] of the geometry (see
[page:BufferGeometry] for further details).
</p>
<p>
To declare a custom [page:Uniform], use the `uniforms` property:
<code>
uniforms: {
time: { value: 1.0 },
resolution: { value: new THREE.Vector2() }
}
</code>
</p>
<p>
You're recommended to update custom [page:Uniform] values depending on
[page:Object3D object] and [page:Camera camera] in
[page:Object3D.onBeforeRender] because [page:Material] can be shared
among [page:Mesh meshes], [page:Matrix4 matrixWorld] of [page:Scene] and
[page:Camera] are updated in [page:WebGLRenderer.render], and some
effects render a [page:Scene scene] with their own private [page:Camera cameras].
</p>
</div>
<h2>Constructor</h2>
<h3>[name]( [param:Object parameters] )</h3>
<p>
[page:Object parameters] - (optional) an object with one or more
properties defining the material's appearance. Any property of the
material (including any property inherited from [page:Material]) can be
passed in here.
</p>
<h2>Properties</h2>
<p>See the base [page:Material] class for common properties.</p>
<h3>[property:Boolean clipping]</h3>
<p>
Defines whether this material supports clipping; true to let the renderer
pass the clippingPlanes uniform. Default is false.
</p>
<h3>[property:Object defaultAttributeValues]</h3>
<p>
When the rendered geometry doesn't include these attributes but the
material does, these default values will be passed to the shaders. This
avoids errors when buffer data is missing.
<code>
this.defaultAttributeValues = {
'color': [ 1, 1, 1 ],
'uv': [ 0, 0 ],
'uv1': [ 0, 0 ]
};
</code>
</p>
<h3>[property:Object defines]</h3>
<p>
Defines custom constants using `#define` directives within the GLSL code
for both the vertex shader and the fragment shader; each key/value pair
yields another directive:
<code>
defines: {
FOO: 15,
BAR: true
}
</code>
yields the lines
<code>
#define FOO 15
#define BAR true
</code>
in the GLSL code.
</p>
<h3>[property:Object extensions]</h3>
<p>
An object with the following properties:
<code>
this.extensions = {
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
</code>
</p>
<h3>[property:Boolean fog]</h3>
<p>
Define whether the material color is affected by global fog settings; true
to pass fog uniforms to the shader. Default is false.
</p>
<h3>[property:String fragmentShader]</h3>
<p>
Fragment shader GLSL code. This is the actual code for the shader. In the
example above, the `vertexShader` and `fragmentShader` code is extracted
from the DOM; it could be passed as a string directly or loaded via AJAX
instead.
</p>
<h3>[property:String glslVersion]</h3>
<p>
Defines the GLSL version of custom shader code. Valid values are
`THREE.GLSL1` or `THREE.GLSL3`. Default is `null`.
</p>
<h3>[property:String index0AttributeName]</h3>
<p>
If set, this calls
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation gl.bindAttribLocation]
to bind a generic vertex index to an attribute variable. Default is undefined.
</p>
<h3>[property:Boolean isShaderMaterial]</h3>
<p>Read-only flag to check if a given object is of type [name].</p>
<h3>[property:Boolean lights]</h3>
<p>
Defines whether this material uses lighting; true to pass uniform data
related to lighting to this shader. Default is false.
</p>
<h3>[property:Float linewidth]</h3>
<p>
Controls wireframe thickness. Default is `1`.<br /><br />
Due to limitations of the
[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
with the [page:WebGLRenderer WebGL] renderer on most
platforms linewidth will always be `1` regardless of the set value.
</p>
<h3>[property:Boolean flatShading]</h3>
<p>
Define whether the material is rendered with flat shading.
Default is false.
</p>
<h3>[property:Object uniforms]</h3>
<p>
An object of the form:
<code>
{
"uniform1": { value: 1.0 },
"uniform2": { value: 2 }
}
</code>
specifying the uniforms to be passed to the shader code; keys are uniform
names, values are definitions of the form
<code>
{
value: 1.0
}
</code>
where `value` is the value of the uniform. Names must match the name of
the uniform, as defined in the GLSL code. Note that uniforms are refreshed
on every frame, so updating the value of the uniform will immediately
update the value available to the GLSL code.
</p>
<h3>[property:Boolean uniformsNeedUpdate]</h3>
<p>
Can be used to force a uniform update while changing uniforms in
[page:Object3D.onBeforeRender](). Default is `false`.
</p>
<h3>[property:Boolean vertexColors]</h3>
<p>Defines whether vertex coloring is used. Default is `false`.</p>
<h3>[property:String vertexShader]</h3>
<p>
Vertex shader GLSL code. This is the actual code for the shader. In the
example above, the `vertexShader` and `fragmentShader` code is extracted
from the DOM; it could be passed as a string directly or loaded via AJAX
instead.
</p>
<h3>[property:Boolean wireframe]</h3>
<p>
Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES).
Default is false (i.e. render as flat polygons).
</p>
<h3>[property:Float wireframeLinewidth]</h3>
<p>
Controls wireframe thickness. Default is `1`.<br /><br />
Due to limitations of the
[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
with the [page:WebGLRenderer WebGL] renderer on most
platforms linewidth will always be `1` regardless of the set value.
</p>
<h2>Methods</h2>
<p>See the base [page:Material] class for common methods.</p>
<h3>[method:ShaderMaterial clone]()</h3>
<p>
Generates a shallow copy of this material. Note that the vertexShader and
fragmentShader are copied `by reference`, as are the definitions of the
`attributes`; this means that clones of the material will share the same
compiled [page:WebGLProgram]. However, the `uniforms` are copied `by
value`, which allows you to have different sets of uniforms for different
copies of the material.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>