forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathwebgl_custom_attributes.html
197 lines (119 loc) · 4.63 KB
/
webgl_custom_attributes.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - custom 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="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example</div>
<div id="container"></div>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute float displacement;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
vNormal = normal;
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
vec3 newPosition = position + amplitude * normal * vec3( displacement );
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
varying vec3 vNormal;
varying vec2 vUv;
uniform vec3 color;
uniform sampler2D colorTexture;
void main() {
vec3 light = vec3( 0.5, 0.2, 1.0 );
light = normalize( light );
float dProd = dot( vNormal, light ) * 0.5 + 0.5;
vec4 tcolor = texture2D( colorTexture, vUv );
vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
}
</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 Stats from 'three/addons/libs/stats.module.js';
let renderer, scene, camera, stats;
let sphere, uniforms;
let displacement, noise;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
uniforms = {
'amplitude': { value: 1.0 },
'color': { value: new THREE.Color( 0xff2200 ) },
'colorTexture': { value: new THREE.TextureLoader().load( 'textures/water.jpg' ) }
};
uniforms[ 'colorTexture' ].value.wrapS = uniforms[ 'colorTexture' ].value.wrapT = THREE.RepeatWrapping;
const shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
} );
const radius = 50, segments = 128, rings = 64;
const geometry = new THREE.SphereGeometry( radius, segments, rings );
displacement = new Float32Array( geometry.attributes.position.count );
noise = new Float32Array( geometry.attributes.position.count );
for ( let i = 0; i < displacement.length; i ++ ) {
noise[ i ] = Math.random() * 5;
}
geometry.setAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
sphere = new THREE.Mesh( geometry, shaderMaterial );
scene.add( sphere );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const time = Date.now() * 0.01;
sphere.rotation.y = sphere.rotation.z = 0.01 * time;
uniforms[ 'amplitude' ].value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
uniforms[ 'color' ].value.offsetHSL( 0.0005, 0, 0 );
for ( let i = 0; i < displacement.length; i ++ ) {
displacement[ i ] = Math.sin( 0.1 * i + time );
noise[ i ] += 0.5 * ( 0.5 - Math.random() );
noise[ i ] = THREE.MathUtils.clamp( noise[ i ], - 5, 5 );
displacement[ i ] += noise[ i ];
}
sphere.geometry.attributes.displacement.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>