You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

198 lines
4.6 KiB

2 years ago
<!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/es-module-shims@1.3.6/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>