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192 lines
4.8 KiB
192 lines
4.8 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js WebGL 2 - buffergeometry - integer attributes</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - integer attributes</div>
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<script id="vertexShader" type="x-shader/x-vertex">
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in int textureIndex;
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flat out int vIndex; // "flat" indicates that the value will not be interpolated (required for integer attributes)
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out vec2 vUv;
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void main() {
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vIndex = textureIndex;
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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flat in int vIndex;
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in vec2 vUv;
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uniform sampler2D uTextures[ 3 ];
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out vec4 outColor;
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void main() {
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if ( vIndex == 0 ) outColor = texture( uTextures[ 0 ], vUv );
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else if ( vIndex == 1 ) outColor = texture( uTextures[ 1 ], vUv );
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else if ( vIndex == 2 ) outColor = texture( uTextures[ 2 ], vUv );
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}
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</script>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import WebGL from 'three/addons/capabilities/WebGL.js';
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if ( WebGL.isWebGL2Available() === false ) {
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document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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}
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let camera, scene, renderer, mesh;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
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camera.position.z = 2500;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x050505 );
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scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
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// geometry
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const triangles = 10000;
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const geometry = new THREE.BufferGeometry();
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const positions = [];
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const uvs = [];
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const textureIndices = [];
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const n = 800, n2 = n / 2; // triangles spread in the cube
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const d = 50, d2 = d / 2; // individual triangle size
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for ( let i = 0; i < triangles; i ++ ) {
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// positions
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const x = Math.random() * n - n2;
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const y = Math.random() * n - n2;
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const z = Math.random() * n - n2;
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const ax = x + Math.random() * d - d2;
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const ay = y + Math.random() * d - d2;
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const az = z + Math.random() * d - d2;
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const bx = x + Math.random() * d - d2;
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const by = y + Math.random() * d - d2;
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const bz = z + Math.random() * d - d2;
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const cx = x + Math.random() * d - d2;
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const cy = y + Math.random() * d - d2;
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const cz = z + Math.random() * d - d2;
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positions.push( ax, ay, az );
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positions.push( bx, by, bz );
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positions.push( cx, cy, cz );
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// uvs
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uvs.push( 0, 0 );
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uvs.push( 0.5, 1 );
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uvs.push( 1, 0 );
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// texture indices
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const t = i % 3;
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textureIndices.push( t, t, t );
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}
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
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geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
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geometry.setAttribute( 'textureIndex', new THREE.Int32BufferAttribute( textureIndices, 1 ) );
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geometry.computeBoundingSphere();
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// material
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const loader = new THREE.TextureLoader();
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const map1 = loader.load( 'textures/crate.gif' );
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const map2 = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
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const map3 = loader.load( 'textures/terrain/grasslight-big.jpg' );
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const material = new THREE.ShaderMaterial( {
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uniforms: {
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uTextures: {
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value: [ map1, map2, map3 ]
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}
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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side: THREE.DoubleSide,
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glslVersion: THREE.GLSL3
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} );
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// mesh
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mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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// renderer
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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}
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function animate() {
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requestAnimationFrame( animate );
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const time = Date.now() * 0.001;
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mesh.rotation.x = time * 0.25;
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mesh.rotation.y = time * 0.5;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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