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体验新版 GitCode,发现更多精彩内容 >>
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a8aab085
编写于
3月 17, 2020
作者:
M
Mugen87
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电子邮件补丁
差异文件
Docs: Improve Uniform page.
上级
42c09065
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2
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2 changed file
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118 addition
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5 deletion
+118
-5
docs/api/en/core/Uniform.html
docs/api/en/core/Uniform.html
+59
-2
docs/api/zh/core/Uniform.html
docs/api/zh/core/Uniform.html
+59
-3
未找到文件。
docs/api/en/core/Uniform.html
浏览文件 @
a8aab085
...
@@ -20,8 +20,8 @@
...
@@ -20,8 +20,8 @@
<code>
<code>
uniforms: {
uniforms: {
time: { value: 1.0 },
time: { value: 1.0 },
resolution: new
THREE.Uniform(new THREE.Vector2()
)
resolution: new
Uniform( new Vector2()
)
}
}
;
</code>
</code>
<h2>
Uniform types
</h2>
<h2>
Uniform types
</h2>
...
@@ -186,6 +186,63 @@
...
@@ -186,6 +186,63 @@
(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
</p>
</p>
<h2>
Structured Uniforms
</h2>
<p>
Sometimes you want to organize uniforms as *structs* in your shader code. The following style must be used so *three.js* is able
to process structured uniform data.
</p>
<code>
uniforms = {
data: {
value: {
position: new Vector3(),
direction: new Vector3( 0, 0, 1 )
}
}
};
</code>
This definition can be mapped on the following GLSL code:
<code>
struct Data {
vec3 position;
vec3 direction;
};
uniform Data data;
</code>
<h2>
Structured Uniforms with Arrays
</h2>
<p>
It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
</p>
<code>
var entry1 = {
position: new Vector3(),
direction: new Vector3( 0, 0, 1 )
};
var entry2 = {
position: new Vector3( 1, 1, 1 ),
direction: new Vector3( 0, 1, 0 )
};
uniforms = {
data: {
value: [ entry1, entry2 ]
}
};
</code>
This definition can be mapped on the following GLSL code:
<code>
struct Data {
vec3 position;
vec3 direction;
};
uniform Data data[ 2 ];
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [param:Object value] )
</h3>
<h3>
[name]( [param:Object value] )
</h3>
...
...
docs/api/zh/core/Uniform.html
浏览文件 @
a8aab085
...
@@ -20,8 +20,8 @@
...
@@ -20,8 +20,8 @@
<code>
<code>
uniforms: {
uniforms: {
time: { value: 1.0 },
time: { value: 1.0 },
resolution: new
THREE.Uniform(new THREE.Vector2()
)
resolution: new
Uniform( new Vector2()
)
}
}
;
</code>
</code>
<h2>
Uniform 种类
</h2>
<h2>
Uniform 种类
</h2>
...
@@ -180,10 +180,66 @@
...
@@ -180,10 +180,66 @@
</table>
</table>
<p>
<p>
(*) 与最内层队列中 GSLS 的类型保持一致。包含队列中所有矢量的元素或矩阵中的元素。
(*) 与最内层队列中 GSLS 的类型保持一致。包含队列中所有矢量的元素或矩阵中的元素。
</p>
</p>
<h2>
Structured Uniforms
</h2>
<p>
Sometimes you want to organize uniforms as *structs* in your shader code. The following style must be used so *three.js* is able
to process structured uniform data.
</p>
<code>
uniforms = {
data: {
value: {
position: new Vector3(),
direction: new Vector3( 0, 0, 1 )
}
}
};
</code>
This definition can be mapped on the following GLSL code:
<code>
struct Data {
vec3 position;
vec3 direction;
};
uniform Data data;
</code>
<h2>
Structured Uniforms with Arrays
</h2>
<p>
It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
</p>
<code>
var entry1 = {
position: new Vector3(),
direction: new Vector3( 0, 0, 1 )
};
var entry2 = {
position: new Vector3( 1, 1, 1 ),
direction: new Vector3( 0, 1, 0 )
};
uniforms = {
data: {
value: [ entry1, entry2 ]
}
};
</code>
This definition can be mapped on the following GLSL code:
<code>
struct Data {
vec3 position;
vec3 direction;
};
uniform Data data[ 2 ];
</code>
<h2>
构造函数
</h2>
<h2>
构造函数
</h2>
<h3>
[name]( [param:Object value] )
</h3>
<h3>
[name]( [param:Object value] )
</h3>
...
...
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