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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js WebGL 2 - buffergeometry - integer 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="container"></div>
- <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - integer attributes</div>
- <script id="vertexShader" type="x-shader/x-vertex">
- in int textureIndex;
- flat out int vIndex; // "flat" indicates that the value will not be interpolated (required for integer attributes)
- out vec2 vUv;
- void main() {
- vIndex = textureIndex;
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- </script>
- <script id="fragmentShader" type="x-shader/x-fragment">
- flat in int vIndex;
- in vec2 vUv;
- uniform sampler2D uTextures[ 3 ];
- out vec4 outColor;
- void main() {
- if ( vIndex == 0 ) outColor = texture( uTextures[ 0 ], vUv );
- else if ( vIndex == 1 ) outColor = texture( uTextures[ 1 ], vUv );
- else if ( vIndex == 2 ) outColor = texture( uTextures[ 2 ], vUv );
- }
- </script>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- let camera, scene, renderer, mesh;
- init();
- function init() {
- camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
- camera.position.z = 2500;
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x050505 );
- scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
- // geometry
- const triangles = 10000;
- const geometry = new THREE.BufferGeometry();
- const positions = [];
- const uvs = [];
- const textureIndices = [];
- const n = 800, n2 = n / 2; // triangles spread in the cube
- const d = 50, d2 = d / 2; // individual triangle size
- for ( let i = 0; i < triangles; i ++ ) {
- // positions
- const x = Math.random() * n - n2;
- const y = Math.random() * n - n2;
- const z = Math.random() * n - n2;
- const ax = x + Math.random() * d - d2;
- const ay = y + Math.random() * d - d2;
- const az = z + Math.random() * d - d2;
- const bx = x + Math.random() * d - d2;
- const by = y + Math.random() * d - d2;
- const bz = z + Math.random() * d - d2;
- const cx = x + Math.random() * d - d2;
- const cy = y + Math.random() * d - d2;
- const cz = z + Math.random() * d - d2;
- positions.push( ax, ay, az );
- positions.push( bx, by, bz );
- positions.push( cx, cy, cz );
- // uvs
- uvs.push( 0, 0 );
- uvs.push( 0.5, 1 );
- uvs.push( 1, 0 );
- // texture indices
- const t = i % 3;
- textureIndices.push( t, t, t );
- }
- geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
- geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
- geometry.setAttribute( 'textureIndex', new THREE.Int16BufferAttribute( textureIndices, 1 ) );
- geometry.attributes.textureIndex.gpuType = THREE.IntType;
- geometry.computeBoundingSphere();
- // material
- const loader = new THREE.TextureLoader();
- const map1 = loader.load( 'textures/crate.gif' );
- const map2 = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
- const map3 = loader.load( 'textures/terrain/grasslight-big.jpg' );
- const material = new THREE.ShaderMaterial( {
- uniforms: {
- uTextures: {
- value: [ map1, map2, map3 ]
- }
- },
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
- side: THREE.DoubleSide,
- glslVersion: THREE.GLSL3
- } );
- // mesh
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- // renderer
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- }
- function animate() {
- const time = Date.now() * 0.001;
- mesh.rotation.x = time * 0.25;
- mesh.rotation.y = time * 0.5;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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