Skip to content

Commit

Permalink
Fixed broken custom attributes demo.
Browse files Browse the repository at this point in the history
Attributes were not in fact updated before.
  • Loading branch information
alteredq committed Jul 6, 2011
1 parent ece93df commit 2202f0a
Showing 1 changed file with 52 additions and 40 deletions.
92 changes: 52 additions & 40 deletions examples/webgl_custom_attributes.html
Expand Up @@ -22,7 +22,7 @@
padding: 5px;
z-index:100;
}

</style>
</head>

Expand All @@ -44,10 +44,10 @@

varying vec3 vNormal;
varying vec2 vUv;

void main() {

vNormal = normal;
vNormal = normal;
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );

vec3 newPosition = position + amplitude * normal * vec3( displacement );
Expand All @@ -56,59 +56,61 @@
}

</script>

<script type="x-shader/x-fragment" id="fragmentshader">

varying vec3 vNormal;
varying vec2 vUv;

uniform vec3 color;
uniform sampler2D texture;

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( texture, 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>


<script type="text/javascript">

var renderer, scene, camera, stats;

var sphere, uniforms, attributes;

var noise = [];

var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
HEIGHT = window.innerHeight;

init();
animate();

function init() {

camera = new THREE.Camera( 30, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();

scene = new THREE.Scene();

attributes = {

displacement: { type: 'f', value: [] }

};

uniforms = {

amplitude: { type: "f", value: 1.0 },
color: { type: "c", value: new THREE.Color( 0xff2200 ) },
texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/water.jpg" ) },
Expand All @@ -118,47 +120,54 @@
uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping;

var shaderMaterial = new THREE.MeshShaderMaterial( {

uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
fragmentShader: document.getElementById( 'fragmentshader' ).textContent

});


var radius = 50, segments = 128, rings = 64;
var geometry = new THREE.SphereGeometry( radius, segments, rings );

sphere = new THREE.Mesh( geometry, shaderMaterial );
sphere.dynamic = true;

var vertices = sphere.geometry.vertices;
var values = attributes.displacement.value;


for( var v = 0; v < vertices.length; v++ ) {

values[ v ] = Math.random() * 5;
values[ v ] = 0;
noise[ v ] = Math.random() * 5;

}

scene.addChild( sphere );

renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1 } );
renderer.setSize( WIDTH, HEIGHT );

var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );

stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );


}

function cap( x, a, b ) {

return ( x < a ) ? a : ( ( x > b ) ? b : x );
}

var i, value;

function animate() {

requestAnimationFrame( animate );
Expand All @@ -169,19 +178,22 @@
}

function render() {

sphere.rotation.y += 0.01;
sphere.rotation.z += 0.01;


var time = new Date().getTime() * 0.01;

sphere.rotation.y = 0.01 * time;
sphere.rotation.z = 0.01 * time;

uniforms.amplitude.value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
THREE.ColorUtils.adjustHSV( uniforms.color.value, 0.0005, 0, 0 );

for( i = 0; i < attributes.displacement.value.length; i++ ) {

value = attributes.displacement.value[ i ];
value[ i ] += 0.5 * ( 0.5 - Math.random() );
if ( value[ i ] < -5 ) value[ i ] = -5;
if ( value[ i ] > 5 ) value[ i ] = 5;
attributes.displacement.value[ i ] = Math.sin( 0.1*i + time );

noise[ i ] += 0.5 * ( 0.5 - Math.random() );
noise[ i ] = cap( noise[ i ], -5, 5 );
attributes.displacement.value[ i ] += noise[ i ];

}
attributes.displacement.needsUpdate = true;
Expand Down

0 comments on commit 2202f0a

Please sign in to comment.