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three.js
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2202f0a6
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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2202f0a6
编写于
7月 06, 2011
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Fixed broken custom attributes demo.
Attributes were not in fact updated before.
上级
ece93dfe
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
52 addition
and
40 deletion
+52
-40
examples/webgl_custom_attributes.html
examples/webgl_custom_attributes.html
+52
-40
未找到文件。
examples/webgl_custom_attributes.html
浏览文件 @
2202f0a6
...
...
@@ -22,7 +22,7 @@
padding
:
5px
;
z-index
:
100
;
}
</style>
</head>
...
...
@@ -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
);
...
...
@@ -56,12 +56,12 @@
}
</script>
<script
type=
"x-shader/x-fragment"
id=
"fragmentshader"
>
varying
vec3
vNormal
;
varying
vec2
vUv
;
uniform
vec3
color
;
uniform
sampler2D
texture
;
...
...
@@ -69,28 +69,30 @@
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
();
...
...
@@ -98,17 +100,17 @@
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
"
)
},
...
...
@@ -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
);
...
...
@@ -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
;
...
...
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