| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192 | <!DOCTYPE html><html lang="en">	<head>		<title>three.js WebGL 2 - buffergeometry - integer attributes</title>		<meta charset="utf-8">		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">		<link type="text/css" rel="stylesheet" href="main.css">	</head>	<body>		<div id="container"></div>		<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - integer attributes</div>		<script id="vertexShader" type="x-shader/x-vertex">			in int textureIndex;			flat out int vIndex; // "flat" indicates that the value will not be interpolated (required for integer attributes)			out vec2 vUv;			void main()	{				vIndex = textureIndex;				vUv = uv;				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );			}		</script>		<script id="fragmentShader" type="x-shader/x-fragment">			flat in int vIndex;			in vec2 vUv;			uniform sampler2D uTextures[ 3 ];			out vec4 outColor;			void main()	{				if ( vIndex == 0 ) outColor = texture( uTextures[ 0 ], vUv );				else if ( vIndex == 1 ) outColor = texture( uTextures[ 1 ], vUv );				else if ( vIndex == 2 ) outColor = texture( uTextures[ 2 ], vUv );			}		</script>		<!-- Import maps polyfill -->		<!-- Remove this when import maps will be widely supported -->		<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>		<script type="importmap">			{				"imports": {					"three": "../build/three.module.js",					"three/addons/": "./jsm/"				}			}		</script>		<script type="module">			import * as THREE from 'three';			import WebGL from 'three/addons/capabilities/WebGL.js';			if ( WebGL.isWebGL2Available() === false ) {				document.body.appendChild( WebGL.getWebGL2ErrorMessage() );			}			let camera, scene, renderer, mesh;			init();			animate();			function init() {				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );				camera.position.z = 2500;				scene = new THREE.Scene();				scene.background = new THREE.Color( 0x050505 );				scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );				// geometry				const triangles = 10000;				const geometry = new THREE.BufferGeometry();				const positions = [];				const uvs = [];				const textureIndices = [];				const n = 800, n2 = n / 2; // triangles spread in the cube				const d = 50, d2 = d / 2; // individual triangle size				for ( let i = 0; i < triangles; i ++ ) {					// positions					const x = Math.random() * n - n2;					const y = Math.random() * n - n2;					const z = Math.random() * n - n2;					const ax = x + Math.random() * d - d2;					const ay = y + Math.random() * d - d2;					const az = z + Math.random() * d - d2;					const bx = x + Math.random() * d - d2;					const by = y + Math.random() * d - d2;					const bz = z + Math.random() * d - d2;					const cx = x + Math.random() * d - d2;					const cy = y + Math.random() * d - d2;					const cz = z + Math.random() * d - d2;					positions.push( ax, ay, az );					positions.push( bx, by, bz );					positions.push( cx, cy, cz );					// uvs					uvs.push( 0, 0 );					uvs.push( 0.5, 1 );					uvs.push( 1, 0 );					// texture indices					const t = i % 3;					textureIndices.push( t, t, t );				}				geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );				geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );				geometry.setAttribute( 'textureIndex', new THREE.Int32BufferAttribute( textureIndices, 1 ) );				geometry.computeBoundingSphere();				// material				const loader = new THREE.TextureLoader();				const map1 = loader.load( 'textures/crate.gif' );				const map2 = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );				const map3 = loader.load( 'textures/terrain/grasslight-big.jpg' );				const material = new THREE.ShaderMaterial( {					uniforms: {						uTextures: {							value: [ map1, map2, map3 ]						}					},					vertexShader: document.getElementById( 'vertexShader' ).textContent,					fragmentShader: document.getElementById( 'fragmentShader' ).textContent,					side: THREE.DoubleSide,					glslVersion: THREE.GLSL3				} );				// mesh				mesh = new THREE.Mesh( geometry, material );				scene.add( mesh );				// renderer				renderer = new THREE.WebGLRenderer( { antialias: true } );				renderer.setPixelRatio( window.devicePixelRatio );				renderer.setSize( window.innerWidth, window.innerHeight );				document.body.appendChild( renderer.domElement );			}			function animate() {				requestAnimationFrame( animate );				const time = Date.now() * 0.001;				mesh.rotation.x = time * 0.25;				mesh.rotation.y = time * 0.5;				renderer.render( scene, camera );			}		</script>	</body></html>
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