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- <!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>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- var renderer, scene, camera, stats;
- var sphere, uniforms;
- var 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;
- var shaderMaterial = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent
- } );
- var radius = 50, segments = 128, rings = 64;
- var geometry = new THREE.SphereBufferGeometry( radius, segments, rings );
- displacement = new Float32Array( geometry.attributes.position.count );
- noise = new Float32Array( geometry.attributes.position.count );
- for ( var 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 );
- var container = document.getElementById( 'container' );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- 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() {
- var 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 ( var 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>
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