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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js WebGL 2 - buffergeometry - integer attributes</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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+
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+ <div id="container"></div>
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+ <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - integer attributes</div>
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+
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+ <script id="vertexShader" type="x-shader/x-vertex">#version 300 es
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+ in int textureIndex;
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+
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+ flat out int vIndex; // "flat" indicates that the value will not be interpolated (required for integer attributes)
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+ out vec2 vUv;
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+
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+ void main() {
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+
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+ vIndex = textureIndex;
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+ vUv = uv;
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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+ }
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+ </script>
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+
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+ <script id="fragmentShader" type="x-shader/x-fragment">#version 300 es
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+ flat in int vIndex;
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+ in vec2 vUv;
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+
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+ uniform sampler2D uTextures[ 3 ];
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+
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+ out vec4 outColor;
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+
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+ void main() {
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+
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+ if ( vIndex == 0 ) outColor = texture( uTextures[ 0 ], vUv );
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+ else if ( vIndex == 1 ) outColor = texture( uTextures[ 1 ], vUv );
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+ else if ( vIndex == 2 ) outColor = texture( uTextures[ 2 ], vUv );
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+
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from '../build/three.module.js';
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+
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+ var camera, scene, renderer, mesh;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
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+ camera.position.z = 2500;
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x050505 );
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+ scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
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+
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+ // geometry
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+
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+ var triangles = 10000;
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+
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+ var geometry = new THREE.BufferGeometry();
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+
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+ var positions = [];
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+ var uvs = [];
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+ var textureIndices = [];
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+
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+ var n = 800, n2 = n / 2; // triangles spread in the cube
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+ var d = 50, d2 = d / 2; // individual triangle size
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+
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+ for ( var i = 0; i < triangles; i ++ ) {
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+
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+ // positions
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+
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+ var x = Math.random() * n - n2;
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+ var y = Math.random() * n - n2;
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+ var z = Math.random() * n - n2;
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+
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+ var ax = x + Math.random() * d - d2;
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+ var ay = y + Math.random() * d - d2;
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+ var az = z + Math.random() * d - d2;
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+
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+ var bx = x + Math.random() * d - d2;
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+ var by = y + Math.random() * d - d2;
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+ var bz = z + Math.random() * d - d2;
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+
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+ var cx = x + Math.random() * d - d2;
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+ var cy = y + Math.random() * d - d2;
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+ var cz = z + Math.random() * d - d2;
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+
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+ positions.push( ax, ay, az );
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+ positions.push( bx, by, bz );
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+ positions.push( cx, cy, cz );
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+
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+ // uvs
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+
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+ uvs.push( 0, 0 );
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+ uvs.push( 0.5, 1 );
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+ uvs.push( 1, 0 );
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+
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+ // texture indices
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+
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+ var t = i % 3;
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+ textureIndices.push( t, t, t );
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+
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+ }
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+
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+ geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
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+ geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
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+ geometry.setAttribute( 'textureIndex', new THREE.Int32BufferAttribute( textureIndices, 1 ) );
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+
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+ geometry.computeBoundingSphere();
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+
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+ // material
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+
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+ var loader = new THREE.TextureLoader();
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+
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+ var map1 = loader.load( 'textures/crate.gif' );
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+ var map2 = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
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+ var map3 = loader.load( 'textures/terrain/grasslight-big.jpg' );
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+
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+ var material = new THREE.ShaderMaterial( {
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+ uniforms: {
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+ uTextures: {
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+ value: [ map1, map2, map3 ]
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+ }
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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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+ side: THREE.DoubleSide
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+ } );
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+
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+ // mesh
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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+
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+ // renderer
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+
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+ var canvas = document.createElement( 'canvas' );
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+ var context = canvas.getContext( 'webgl2', { alpha: false } );
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+ renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ var time = Date.now() * 0.001;
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+
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+ mesh.rotation.x = time * 0.25;
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+ mesh.rotation.y = time * 0.5;
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
|
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+</html>
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