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- <title>Uniform 类型</title>
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- <h1>Uniform 类型</h1>
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- <p>
- 每个 uniform 都必须有一个 `value` 属性。其值的类型必须与 GLSL 代码中 uniform 变量的类型相对应,具体的 GLSL 基本类型对应关系见下表。Uniform 结构体和数组同样受支持。基本类型的 GLSL 数组必须指定为对应 THREE 对象的数组,或者包含所有对象数据的扁平数组。换言之,GLSL 基本类型本身不应再嵌套一层数组。此规则不具有传递性。例如,一个由 `vec2` 数组组成的数组,每个子数组包含五个向量,则必须是一个数组的数组,其中每个元素可以是五个 `Vector2` 对象或十个 `number`。
- </p>
- <table>
- <thead>
- <tr>
- <th>GLSL 类型</th>
- <th>JavaScript 类型</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td>int</td>
- <td>Number</td>
- </tr>
- <tr>
- <td>uint</td>
- <td>Number</td>
- </tr>
- <tr>
- <td>float</td>
- <td>Number</td>
- </tr>
- <tr>
- <td>bool</td>
- <td>Boolean</td>
- </tr>
- <tr>
- <td>bool</td>
- <td>Number</td>
- </tr>
- <tr>
- <td>vec2</td>
- <td>Vector2</td>
- </tr>
- <tr>
- <td>vec2</td>
- <td>Float32Array (*)</td>
- </tr>
- <tr>
- <td>vec2</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>vec3</td>
- <td>Vector3</td>
- </tr>
- <tr>
- <td>vec3</td>
- <td>Color</td>
- </tr>
- <tr>
- <td>vec3</td>
- <td>Float32Array (*)</td>
- </tr>
- <tr>
- <td>vec3</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>vec4</td>
- <td>Vector4</td>
- </tr>
- <tr>
- <td>vec4</td>
- <td>Quaternion</td>
- </tr>
- <tr>
- <td>vec4</td>
- <td>Float32Array (*)</td>
- </tr>
- <tr>
- <td>vec4</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>mat2</td>
- <td>Float32Array (*)</td>
- </tr>
- <tr>
- <td>mat2</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>mat3</td>
- <td>Matrix3</td>
- </tr>
- <tr>
- <td>mat3</td>
- <td>Float32Array (*)</td>
- </tr>
- <tr>
- <td>mat3</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>mat4</td>
- <td>Matrix4</td>
- </tr>
- <tr>
- <td>mat4</td>
- <td>Float32Array (*)</td>
- </tr>
- <tr>
- <td>mat4</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>ivec2, bvec2</td>
- <td>Float32Array (*)</td>
- </tr>
- <tr>
- <td>ivec2, bvec2</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>ivec3, bvec3</td>
- <td>Int32Array (*)</td>
- </tr>
- <tr>
- <td>ivec3, bvec3</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>ivec4, bvec4</td>
- <td>Int32Array (*)</td>
- </tr>
- <tr>
- <td>ivec4, bvec4</td>
- <td>Array (*)</td>
- </tr>
- <tr>
- <td>sampler2D</td>
- <td>Texture</td>
- </tr>
- <tr>
- <td>samplerCube</td>
- <td>CubeTexture</td>
- </tr>
- </tbody>
- </table>
- <p>
- (*) 对于相同 GLSL 类型的(最内层)数组(维度)同样适用,其中包含数组中所有向量或矩阵的分量。
- </p>
- <h2>结构化 Uniform</h2>
- <p>
- 有时你可能希望在着色器代码中将 uniform 组织为 `struct`(结构体)。必须使用以下方式,`three.js` 才能正确处理结构化的 uniform 数据。
- </p>
- <pre class="prettyprint notranslate lang-js" translate="no">
- uniforms = {
- data: {
- value: {
- position: new Vector3(),
- direction: new Vector3( 0, 0, 1 )
- }
- }
- };
- </pre>
- 此定义可以映射到以下 GLSL 代码:
- <pre class="prettyprint notranslate lang-js" translate="no">
- struct Data {
- vec3 position;
- vec3 direction;
- };
- uniform Data data;
- </pre>
- <h2>带数组的结构化 Uniform</h2>
- <p>
- 也可以在数组中管理 `structs`。此用法的语法如下:
- </p>
- <pre class="prettyprint notranslate lang-js" translate="no">
- const entry1 = {
- position: new Vector3(),
- direction: new Vector3( 0, 0, 1 )
- };
- const entry2 = {
- position: new Vector3( 1, 1, 1 ),
- direction: new Vector3( 0, 1, 0 )
- };
- uniforms = {
- data: {
- value: [ entry1, entry2 ]
- }
- };
- </pre>
- 此定义可以映射到以下 GLSL 代码:
- <pre class="prettyprint notranslate lang-js" translate="no">
- struct Data {
- vec3 position;
- vec3 direction;
- };
- uniform Data data[ 2 ];
- </pre>
- </div>
- </div>
- </div>
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