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928c817 Jun 1, 2016
@mrdoob @alteredq @Mugen87 @WestLangley
209 lines (128 sloc) 4.52 KB
<!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">
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
}
</style>
</head>
<body>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - custom attributes example</div>
<div id="container"></div>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<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 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>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renderer, scene, camera, stats;
var sphere, uniforms;
var 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();
uniforms = {
amplitude: { value: 1.0 },
color: { value: new THREE.Color( 0xff2200 ) },
texture: { value: new THREE.TextureLoader().load( "textures/water.jpg" ) },
};
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader:document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
});
var radius = 50, segments = 128, rings = 64;
var geometry = new THREE.SphereBufferGeometry( radius, segments, rings );
displacement = new Float32Array( geometry.attributes.position.count );
noise = new Float32Array( geometry.attributes.position.count );
for ( var i = 0; i < displacement.length; i ++ ) {
noise[ i ] = Math.random() * 5;
}
geometry.addAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
sphere = new THREE.Mesh( geometry, shaderMaterial );
scene.add( sphere );
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0x050505 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
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() {
var 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 ( var 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.Math.clamp( noise[ i ], -5, 5 );
displacement[ i ] += noise[ i ];
}
sphere.geometry.attributes.displacement.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>