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172 lines
4.1 KiB
172 lines
4.1 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 - attributes - none</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="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - attributes - none</div>
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<script id="vertexShader" type="x-shader/x-vertex">
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform float seed;
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const uint ieeeMantissa = 0x007FFFFFu;
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const uint ieeeOne = 0x3F800000u;
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uint hash(uint x) {
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x += ( x << 10u );
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x ^= ( x >> 6u );
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x += ( x << 3u );
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x ^= ( x >> 11u );
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x += ( x << 15u );
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return x;
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}
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uint hash(uvec2 v) { return hash( v.x ^ hash(v.y) ); }
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float hashNoise(vec2 xy) {
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uint m = hash(floatBitsToUint(xy));
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m &= ieeeMantissa;
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m |= ieeeOne;
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return uintBitsToFloat( m ) - 1.0;
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}
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float pseudoRandom(float lower, float delta, in vec2 xy) {
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return lower + delta*hashNoise(xy);
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}
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vec3 pseudoRandomVec3(float lower, float upper, int index) {
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float delta = upper - lower;
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float x = pseudoRandom(lower, delta, vec2(index, 0));
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float y = pseudoRandom(lower, delta, vec2(index, 1));
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float z = pseudoRandom(lower, delta, vec2(index, 2));
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return vec3(x, y, z);
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}
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out vec3 vColor;
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void main() {
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const float scale = 1.0/64.0;
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vec3 position = pseudoRandomVec3(-1.0, +1.0, gl_VertexID/3) + scale * pseudoRandomVec3(-1.0, +1.0, gl_VertexID);
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vec3 color = pseudoRandomVec3(0.25, 1.0, gl_VertexID/3);
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );
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vColor = color;
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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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precision mediump float;
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in vec3 vColor;
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out vec4 fColor;
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void main() {
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fColor = vec4(vColor, 1);
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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 = 4;
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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 triangleCount = 10000;
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const vertexCountPerTriangle = 3;
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const vertexCount = triangleCount * vertexCountPerTriangle;
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const geometry = new THREE.BufferGeometry();
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geometry.setDrawRange( 0, vertexCount );
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// material
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const material = new THREE.RawShaderMaterial( {
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uniforms: {
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seed: { value: 42 },
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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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mesh.frustumCulled = false;
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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( time ) {
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requestAnimationFrame( animate );
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mesh.rotation.x = time / 1000.0 * 0.25;
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mesh.rotation.y = time / 1000.0 * 0.50;
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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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