webgl_custom_attributes.html 4.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192
  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 src="../build/three.js"></script>
  13. <script src="js/WebGL.js"></script>
  14. <script src="js/libs/stats.min.js"></script>
  15. <script type="x-shader/x-vertex" id="vertexshader">
  16. uniform float amplitude;
  17. attribute float displacement;
  18. varying vec3 vNormal;
  19. varying vec2 vUv;
  20. void main() {
  21. vNormal = normal;
  22. vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
  23. vec3 newPosition = position + amplitude * normal * vec3( displacement );
  24. gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  25. }
  26. </script>
  27. <script type="x-shader/x-fragment" id="fragmentshader">
  28. varying vec3 vNormal;
  29. varying vec2 vUv;
  30. uniform vec3 color;
  31. uniform sampler2D texture;
  32. void main() {
  33. vec3 light = vec3( 0.5, 0.2, 1.0 );
  34. light = normalize( light );
  35. float dProd = dot( vNormal, light ) * 0.5 + 0.5;
  36. vec4 tcolor = texture2D( texture, vUv );
  37. vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
  38. gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
  39. }
  40. </script>
  41. <script>
  42. if ( WEBGL.isWebGLAvailable() === false ) {
  43. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  44. }
  45. var renderer, scene, camera, stats;
  46. var sphere, uniforms;
  47. var displacement, noise;
  48. init();
  49. animate();
  50. function init() {
  51. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  52. camera.position.z = 300;
  53. scene = new THREE.Scene();
  54. scene.background = new THREE.Color( 0x050505 );
  55. uniforms = {
  56. "amplitude": { value: 1.0 },
  57. "color": { value: new THREE.Color( 0xff2200 ) },
  58. "texture": { value: new THREE.TextureLoader().load( "textures/water.jpg" ) }
  59. };
  60. uniforms[ "texture" ].value.wrapS = uniforms[ "texture" ].value.wrapT = THREE.RepeatWrapping;
  61. var shaderMaterial = new THREE.ShaderMaterial( {
  62. uniforms: uniforms,
  63. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  64. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  65. } );
  66. var radius = 50, segments = 128, rings = 64;
  67. var geometry = new THREE.SphereBufferGeometry( radius, segments, rings );
  68. displacement = new Float32Array( geometry.attributes.position.count );
  69. noise = new Float32Array( geometry.attributes.position.count );
  70. for ( var i = 0; i < displacement.length; i ++ ) {
  71. noise[ i ] = Math.random() * 5;
  72. }
  73. geometry.addAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
  74. sphere = new THREE.Mesh( geometry, shaderMaterial );
  75. scene.add( sphere );
  76. renderer = new THREE.WebGLRenderer();
  77. renderer.setPixelRatio( window.devicePixelRatio );
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. var container = document.getElementById( 'container' );
  80. container.appendChild( renderer.domElement );
  81. stats = new Stats();
  82. container.appendChild( stats.dom );
  83. //
  84. window.addEventListener( 'resize', onWindowResize, false );
  85. }
  86. function onWindowResize() {
  87. camera.aspect = window.innerWidth / window.innerHeight;
  88. camera.updateProjectionMatrix();
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. }
  91. function animate() {
  92. requestAnimationFrame( animate );
  93. render();
  94. stats.update();
  95. }
  96. function render() {
  97. var time = Date.now() * 0.01;
  98. sphere.rotation.y = sphere.rotation.z = 0.01 * time;
  99. uniforms[ "amplitude" ].value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
  100. uniforms[ "color" ].value.offsetHSL( 0.0005, 0, 0 );
  101. for ( var i = 0; i < displacement.length; i ++ ) {
  102. displacement[ i ] = Math.sin( 0.1 * i + time );
  103. noise[ i ] += 0.5 * ( 0.5 - Math.random() );
  104. noise[ i ] = THREE.Math.clamp( noise[ i ], - 5, 5 );
  105. displacement[ i ] += noise[ i ];
  106. }
  107. sphere.geometry.attributes.displacement.needsUpdate = true;
  108. renderer.render( scene, camera );
  109. }
  110. </script>
  111. </body>
  112. </html>