webgl_custom_attributes.html 4.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - custom attributes</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. <style>
  8. body {
  9. color: #ffffff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. z-index:100;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - custom attributes example</div>
  29. <div id="container"></div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script type="x-shader/x-vertex" id="vertexshader">
  34. uniform float amplitude;
  35. attribute float displacement;
  36. varying vec3 vNormal;
  37. varying vec2 vUv;
  38. void main() {
  39. vNormal = normal;
  40. vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
  41. vec3 newPosition = position + amplitude * normal * vec3( displacement );
  42. gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  43. }
  44. </script>
  45. <script type="x-shader/x-fragment" id="fragmentshader">
  46. varying vec3 vNormal;
  47. varying vec2 vUv;
  48. uniform vec3 color;
  49. uniform sampler2D texture;
  50. void main() {
  51. vec3 light = vec3( 0.5, 0.2, 1.0 );
  52. light = normalize( light );
  53. float dProd = dot( vNormal, light ) * 0.5 + 0.5;
  54. vec4 tcolor = texture2D( texture, vUv );
  55. vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
  56. gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
  57. }
  58. </script>
  59. <script>
  60. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  61. var renderer, scene, camera, stats;
  62. var sphere, uniforms;
  63. var displacement, noise;
  64. init();
  65. animate();
  66. function init() {
  67. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  68. camera.position.z = 300;
  69. scene = new THREE.Scene();
  70. uniforms = {
  71. amplitude: { value: 1.0 },
  72. color: { value: new THREE.Color( 0xff2200 ) },
  73. texture: { value: new THREE.TextureLoader().load( "textures/water.jpg" ) },
  74. };
  75. uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;
  76. var shaderMaterial = new THREE.ShaderMaterial( {
  77. uniforms: uniforms,
  78. vertexShader:document.getElementById( 'vertexshader' ).textContent,
  79. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  80. });
  81. var radius = 50, segments = 128, rings = 64;
  82. var geometry = new THREE.SphereBufferGeometry( radius, segments, rings );
  83. displacement = new Float32Array( geometry.attributes.position.count );
  84. noise = new Float32Array( geometry.attributes.position.count );
  85. for ( var i = 0; i < displacement.length; i ++ ) {
  86. noise[ i ] = Math.random() * 5;
  87. }
  88. geometry.addAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
  89. sphere = new THREE.Mesh( geometry, shaderMaterial );
  90. scene.add( sphere );
  91. renderer = new THREE.WebGLRenderer();
  92. renderer.setClearColor( 0x050505 );
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. var container = document.getElementById( 'container' );
  96. container.appendChild( renderer.domElement );
  97. stats = new Stats();
  98. container.appendChild( stats.dom );
  99. //
  100. window.addEventListener( 'resize', onWindowResize, false );
  101. }
  102. function onWindowResize() {
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. }
  107. function animate() {
  108. requestAnimationFrame( animate );
  109. render();
  110. stats.update();
  111. }
  112. function render() {
  113. var time = Date.now() * 0.01;
  114. sphere.rotation.y = sphere.rotation.z = 0.01 * time;
  115. uniforms.amplitude.value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
  116. uniforms.color.value.offsetHSL( 0.0005, 0, 0 );
  117. for ( var i = 0; i < displacement.length; i ++ ) {
  118. displacement[ i ] = Math.sin( 0.1 * i + time );
  119. noise[ i ] += 0.5 * ( 0.5 - Math.random() );
  120. noise[ i ] = THREE.Math.clamp( noise[ i ], -5, 5 );
  121. displacement[ i ] += noise[ i ];
  122. }
  123. sphere.geometry.attributes.displacement.needsUpdate = true;
  124. renderer.render( scene, camera );
  125. }
  126. </script>
  127. </body>
  128. </html>