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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="https://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="importmap">
  39. {
  40. "imports": {
  41. "three": "../build/three.module.js",
  42. "three/addons/": "./jsm/"
  43. }
  44. }
  45. </script>
  46. <script type="module">
  47. import * as THREE from 'three';
  48. import Stats from 'three/addons/libs/stats.module.js';
  49. let renderer, scene, camera, stats;
  50. let sphere, uniforms;
  51. let displacement, noise;
  52. init();
  53. function init() {
  54. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  55. camera.position.z = 300;
  56. scene = new THREE.Scene();
  57. scene.background = new THREE.Color( 0x050505 );
  58. uniforms = {
  59. 'amplitude': { value: 1.0 },
  60. 'color': { value: new THREE.Color( 0xff2200 ) },
  61. 'colorTexture': { value: new THREE.TextureLoader().load( 'textures/water.jpg' ) }
  62. };
  63. uniforms[ 'colorTexture' ].value.wrapS = uniforms[ 'colorTexture' ].value.wrapT = THREE.RepeatWrapping;
  64. const shaderMaterial = new THREE.ShaderMaterial( {
  65. uniforms: uniforms,
  66. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  67. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  68. } );
  69. const radius = 50, segments = 128, rings = 64;
  70. const geometry = new THREE.SphereGeometry( radius, segments, rings );
  71. displacement = new Float32Array( geometry.attributes.position.count );
  72. noise = new Float32Array( geometry.attributes.position.count );
  73. for ( let i = 0; i < displacement.length; i ++ ) {
  74. noise[ i ] = Math.random() * 5;
  75. }
  76. geometry.setAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
  77. sphere = new THREE.Mesh( geometry, shaderMaterial );
  78. scene.add( sphere );
  79. renderer = new THREE.WebGLRenderer();
  80. renderer.setPixelRatio( window.devicePixelRatio );
  81. renderer.setSize( window.innerWidth, window.innerHeight );
  82. renderer.setAnimationLoop( animate );
  83. const container = document.getElementById( 'container' );
  84. container.appendChild( renderer.domElement );
  85. stats = new Stats();
  86. container.appendChild( stats.dom );
  87. //
  88. window.addEventListener( 'resize', onWindowResize );
  89. }
  90. function onWindowResize() {
  91. camera.aspect = window.innerWidth / window.innerHeight;
  92. camera.updateProjectionMatrix();
  93. renderer.setSize( window.innerWidth, window.innerHeight );
  94. }
  95. function animate() {
  96. render();
  97. stats.update();
  98. }
  99. function render() {
  100. const time = Date.now() * 0.01;
  101. sphere.rotation.y = sphere.rotation.z = 0.01 * time;
  102. uniforms[ 'amplitude' ].value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
  103. uniforms[ 'color' ].value.offsetHSL( 0.0005, 0, 0 );
  104. for ( let i = 0; i < displacement.length; i ++ ) {
  105. displacement[ i ] = Math.sin( 0.1 * i + time );
  106. noise[ i ] += 0.5 * ( 0.5 - Math.random() );
  107. noise[ i ] = THREE.MathUtils.clamp( noise[ i ], - 5, 5 );
  108. displacement[ i ] += noise[ i ];
  109. }
  110. sphere.geometry.attributes.displacement.needsUpdate = true;
  111. renderer.render( scene, camera );
  112. }
  113. </script>
  114. </body>
  115. </html>