webgl_custom_attributes.html 4.4 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example</div>
  11. <div id="container"></div>
  12. <script type="x-shader/x-vertex" id="vertexshader">
  13. uniform float amplitude;
  14. attribute float displacement;
  15. varying vec3 vNormal;
  16. varying vec2 vUv;
  17. void main() {
  18. vNormal = normal;
  19. vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
  20. vec3 newPosition = position + amplitude * normal * vec3( displacement );
  21. gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  22. }
  23. </script>
  24. <script type="x-shader/x-fragment" id="fragmentshader">
  25. varying vec3 vNormal;
  26. varying vec2 vUv;
  27. uniform vec3 color;
  28. uniform sampler2D colorTexture;
  29. void main() {
  30. vec3 light = vec3( 0.5, 0.2, 1.0 );
  31. light = normalize( light );
  32. float dProd = dot( vNormal, light ) * 0.5 + 0.5;
  33. vec4 tcolor = texture2D( colorTexture, vUv );
  34. vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
  35. gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
  36. }
  37. </script>
  38. <script type="module">
  39. import {
  40. BufferAttribute,
  41. Color,
  42. Math as _Math,
  43. Mesh,
  44. PerspectiveCamera,
  45. RepeatWrapping,
  46. Scene,
  47. ShaderMaterial,
  48. SphereBufferGeometry,
  49. TextureLoader,
  50. WebGLRenderer
  51. } from "../build/three.module.js";
  52. import Stats from './jsm/libs/stats.module.js';
  53. var renderer, scene, camera, stats;
  54. var sphere, uniforms;
  55. var displacement, noise;
  56. init();
  57. animate();
  58. function init() {
  59. camera = new PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  60. camera.position.z = 300;
  61. scene = new Scene();
  62. scene.background = new Color( 0x050505 );
  63. uniforms = {
  64. "amplitude": { value: 1.0 },
  65. "color": { value: new Color( 0xff2200 ) },
  66. "colorTexture": { value: new TextureLoader().load( "textures/water.jpg" ) }
  67. };
  68. uniforms[ "colorTexture" ].value.wrapS = uniforms[ "colorTexture" ].value.wrapT = RepeatWrapping;
  69. var shaderMaterial = new ShaderMaterial( {
  70. uniforms: uniforms,
  71. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  72. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  73. } );
  74. var radius = 50, segments = 128, rings = 64;
  75. var geometry = new SphereBufferGeometry( radius, segments, rings );
  76. displacement = new Float32Array( geometry.attributes.position.count );
  77. noise = new Float32Array( geometry.attributes.position.count );
  78. for ( var i = 0; i < displacement.length; i ++ ) {
  79. noise[ i ] = Math.random() * 5;
  80. }
  81. geometry.addAttribute( 'displacement', new BufferAttribute( displacement, 1 ) );
  82. sphere = new Mesh( geometry, shaderMaterial );
  83. scene.add( sphere );
  84. renderer = new WebGLRenderer();
  85. renderer.setPixelRatio( window.devicePixelRatio );
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. var container = document.getElementById( 'container' );
  88. container.appendChild( renderer.domElement );
  89. stats = new Stats();
  90. container.appendChild( stats.dom );
  91. //
  92. window.addEventListener( 'resize', onWindowResize, false );
  93. }
  94. function onWindowResize() {
  95. camera.aspect = window.innerWidth / window.innerHeight;
  96. camera.updateProjectionMatrix();
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. }
  99. function animate() {
  100. requestAnimationFrame( animate );
  101. render();
  102. stats.update();
  103. }
  104. function render() {
  105. var time = Date.now() * 0.01;
  106. sphere.rotation.y = sphere.rotation.z = 0.01 * time;
  107. uniforms[ "amplitude" ].value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
  108. uniforms[ "color" ].value.offsetHSL( 0.0005, 0, 0 );
  109. for ( var i = 0; i < displacement.length; i ++ ) {
  110. displacement[ i ] = Math.sin( 0.1 * i + time );
  111. noise[ i ] += 0.5 * ( 0.5 - Math.random() );
  112. noise[ i ] = _Math.clamp( noise[ i ], - 5, 5 );
  113. displacement[ i ] += noise[ i ];
  114. }
  115. sphere.geometry.attributes.displacement.needsUpdate = true;
  116. renderer.render( scene, camera );
  117. }
  118. </script>
  119. </body>
  120. </html>