webgl2_buffergeometry_attributes_none.html 4.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js WebGL 2 - buffergeometry - attributes - none</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - attributes - none</div>
  12. <script id="vertexShader" type="x-shader/x-vertex">
  13. uniform mat4 modelViewMatrix;
  14. uniform mat4 projectionMatrix;
  15. uniform float seed;
  16. /*
  17. const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
  18. float goldNoise(vec2 xy){
  19. return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
  20. }
  21. */
  22. const uint ieeeMantissa = 0x007FFFFFu;
  23. const uint ieeeOne = 0x3F800000u;
  24. uint hash(uint x) {
  25. x += ( x << 10u );
  26. x ^= ( x >> 6u );
  27. x += ( x << 3u );
  28. x ^= ( x >> 11u );
  29. x += ( x << 15u );
  30. return x;
  31. }
  32. uint hash(uvec2 v) { return hash( v.x ^ hash(v.y) ); }
  33. float hashNoise(vec2 xy) {
  34. uint m = hash(floatBitsToUint(xy));
  35. m &= ieeeMantissa;
  36. m |= ieeeOne;
  37. return uintBitsToFloat( m ) - 1.0;
  38. }
  39. float pseudoRandom(float lower, float delta, in vec2 xy) {
  40. return lower + delta*hashNoise(xy);
  41. }
  42. vec3 pseudoRandomVec3(float lower, float upper, int index) {
  43. float delta = upper - lower;
  44. float x = pseudoRandom(lower, delta, vec2(index, 0));
  45. float y = pseudoRandom(lower, delta, vec2(index, 1));
  46. float z = pseudoRandom(lower, delta, vec2(index, 2));
  47. return vec3(x, y, z);
  48. }
  49. out vec3 vColor;
  50. void main() {
  51. const float scale = 1.0/64.0;
  52. vec3 position = pseudoRandomVec3(-1.0, +1.0, gl_VertexID/3) + scale * pseudoRandomVec3(-1.0, +1.0, gl_VertexID);
  53. vec3 color = pseudoRandomVec3(0.25, 1.0, gl_VertexID/3);
  54. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );
  55. vColor = color;
  56. }
  57. </script>
  58. <script id="fragmentShader" type="x-shader/x-fragment">
  59. precision mediump float;
  60. in vec3 vColor;
  61. out vec4 fColor;
  62. void main() {
  63. fColor = vec4(vColor, 1);
  64. }
  65. </script>
  66. <!-- Import maps polyfill -->
  67. <!-- Remove this when import maps will be widely supported -->
  68. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  69. <script type="importmap">
  70. {
  71. "imports": {
  72. "three": "../build/three.module.js"
  73. }
  74. }
  75. </script>
  76. <script type="module">
  77. import * as THREE from 'three';
  78. import WebGL from './jsm/capabilities/WebGL.js';
  79. if ( WebGL.isWebGL2Available() === false ) {
  80. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  81. }
  82. let camera, scene, renderer, mesh;
  83. init();
  84. animate();
  85. function init() {
  86. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  87. camera.position.z = 4;
  88. scene = new THREE.Scene();
  89. scene.background = new THREE.Color( 0x050505 );
  90. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  91. // geometry
  92. const triangleCount = 10000;
  93. const vertexCountPerTriangle = 3;
  94. const vertexCount = triangleCount*vertexCountPerTriangle;
  95. const geometry = new THREE.BufferGeometry();
  96. geometry.setDrawRange(0, vertexCount);
  97. // material
  98. const material = new THREE.RawShaderMaterial( {
  99. uniforms: {
  100. seed: { value: 42 },
  101. },
  102. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  103. fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
  104. side: THREE.DoubleSide,
  105. glslVersion: THREE.GLSL3
  106. } );
  107. // mesh
  108. mesh = new THREE.Mesh( geometry, material );
  109. mesh.frustumCulled = false;
  110. scene.add( mesh );
  111. // renderer
  112. renderer = new THREE.WebGLRenderer( { antialias: true } );
  113. renderer.setSize( window.innerWidth, window.innerHeight );
  114. document.body.appendChild( renderer.domElement );
  115. }
  116. function animate(time) {
  117. requestAnimationFrame( animate );
  118. mesh.rotation.x = time/1000.0 * 0.25;
  119. mesh.rotation.y = time/1000.0 * 0.50;
  120. renderer.render( scene, camera );
  121. }
  122. </script>
  123. </body>
  124. </html>