forked from Soft8Soft/verge3d-code-examples
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathwebgl2_buffergeometry_attributes_integer.html
192 lines (130 loc) · 5.14 KB
/
webgl2_buffergeometry_attributes_integer.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D WebGL 2 - buffergeometry - integer 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="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> WebGL 2 - buffergeometry - integer attributes</div>
<script id="vertexShader" type="x-shader/x-vertex">
in int textureIndex;
flat out int vIndex; // "flat" indicates that the value will not be interpolated (required for integer attributes)
out vec2 vUv;
void main() {
vIndex = textureIndex;
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
flat in int vIndex;
in vec2 vUv;
uniform sampler2D uTextures[3];
out vec4 outColor;
void main() {
if (vIndex == 0) outColor = texture(uTextures[0], vUv);
else if (vIndex == 1) outColor = texture(uTextures[1], vUv);
else if (vIndex == 2) outColor = texture(uTextures[2], vUv);
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import WebGL from 'v3d/addons/capabilities/WebGL.js';
if (WebGL.isWebGL2Available() === false) {
document.body.appendChild(WebGL.getWebGL2ErrorMessage());
}
let camera, scene, renderer, mesh;
init();
animate();
function init() {
camera = new v3d.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 1, 3500);
camera.position.z = 2500;
scene = new v3d.Scene();
scene.background = new v3d.Color(0x050505);
scene.fog = new v3d.Fog(0x050505, 2000, 3500);
// geometry
const triangles = 10000;
const geometry = new v3d.BufferGeometry();
const positions = [];
const uvs = [];
const textureIndices = [];
const n = 800, n2 = n / 2; // triangles spread in the cube
const d = 50, d2 = d / 2; // individual triangle size
for (let i = 0; i < triangles; i++) {
// positions
const x = Math.random() * n - n2;
const y = Math.random() * n - n2;
const z = Math.random() * n - n2;
const ax = x + Math.random() * d - d2;
const ay = y + Math.random() * d - d2;
const az = z + Math.random() * d - d2;
const bx = x + Math.random() * d - d2;
const by = y + Math.random() * d - d2;
const bz = z + Math.random() * d - d2;
const cx = x + Math.random() * d - d2;
const cy = y + Math.random() * d - d2;
const cz = z + Math.random() * d - d2;
positions.push(ax, ay, az);
positions.push(bx, by, bz);
positions.push(cx, cy, cz);
// uvs
uvs.push(0, 0);
uvs.push(0.5, 1);
uvs.push(1, 0);
// texture indices
const t = i % 3;
textureIndices.push(t, t, t);
}
geometry.setAttribute('position', new v3d.Float32BufferAttribute(positions, 3));
geometry.setAttribute('uv', new v3d.Float32BufferAttribute(uvs, 2));
geometry.setAttribute('textureIndex', new v3d.Int32BufferAttribute(textureIndices, 1));
geometry.computeBoundingSphere();
// material
const loader = new v3d.TextureLoader();
const map1 = loader.load('textures/crate.gif');
const map2 = loader.load('textures/floors/FloorsCheckerboard_S_Diffuse.jpg');
const map3 = loader.load('textures/terrain/grasslight-big.jpg');
const material = new v3d.ShaderMaterial({
uniforms: {
uTextures: {
value: [map1, map2, map3]
}
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: v3d.DoubleSide,
glslVersion: v3d.GLSL3
});
// mesh
mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
// renderer
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
const time = Date.now() * 0.001;
mesh.rotation.x = time * 0.25;
mesh.rotation.y = time * 0.5;
renderer.render(scene, camera);
}
</script>
</body>
</html>