提交 2202f0a6 编写于 作者: A alteredq

Fixed broken custom attributes demo.

Attributes were not in fact updated before.
上级 ece93dfe
...@@ -22,7 +22,7 @@ ...@@ -22,7 +22,7 @@
padding: 5px; padding: 5px;
z-index:100; z-index:100;
} }
</style> </style>
</head> </head>
...@@ -44,10 +44,10 @@ ...@@ -44,10 +44,10 @@
varying vec3 vNormal; varying vec3 vNormal;
varying vec2 vUv; varying vec2 vUv;
void main() { void main() {
vNormal = normal; vNormal = normal;
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude ); vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
vec3 newPosition = position + amplitude * normal * vec3( displacement ); vec3 newPosition = position + amplitude * normal * vec3( displacement );
...@@ -56,12 +56,12 @@ ...@@ -56,12 +56,12 @@
} }
</script> </script>
<script type="x-shader/x-fragment" id="fragmentshader"> <script type="x-shader/x-fragment" id="fragmentshader">
varying vec3 vNormal; varying vec3 vNormal;
varying vec2 vUv; varying vec2 vUv;
uniform vec3 color; uniform vec3 color;
uniform sampler2D texture; uniform sampler2D texture;
...@@ -69,28 +69,30 @@ ...@@ -69,28 +69,30 @@
vec3 light = vec3( 0.5, 0.2, 1.0 ); vec3 light = vec3( 0.5, 0.2, 1.0 );
light = normalize( light ); light = normalize( light );
float dProd = dot( vNormal, light ) * 0.5 + 0.5; float dProd = dot( vNormal, light ) * 0.5 + 0.5;
vec4 tcolor = texture2D( texture, vUv ); vec4 tcolor = texture2D( texture, vUv );
vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 ); 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 ); gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
} }
</script> </script>
<script type="text/javascript"> <script type="text/javascript">
var renderer, scene, camera, stats; var renderer, scene, camera, stats;
var sphere, uniforms, attributes; var sphere, uniforms, attributes;
var noise = [];
var WIDTH = window.innerWidth, var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight; HEIGHT = window.innerHeight;
init(); init();
animate(); animate();
...@@ -98,17 +100,17 @@ ...@@ -98,17 +100,17 @@
camera = new THREE.Camera( 30, WIDTH / HEIGHT, 1, 10000 ); camera = new THREE.Camera( 30, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 300; camera.position.z = 300;
scene = new THREE.Scene(); scene = new THREE.Scene();
attributes = { attributes = {
displacement: { type: 'f', value: [] } displacement: { type: 'f', value: [] }
}; };
uniforms = { uniforms = {
amplitude: { type: "f", value: 1.0 }, amplitude: { type: "f", value: 1.0 },
color: { type: "c", value: new THREE.Color( 0xff2200 ) }, color: { type: "c", value: new THREE.Color( 0xff2200 ) },
texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/water.jpg" ) }, texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/water.jpg" ) },
...@@ -118,47 +120,54 @@ ...@@ -118,47 +120,54 @@
uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping; uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping;
var shaderMaterial = new THREE.MeshShaderMaterial( { var shaderMaterial = new THREE.MeshShaderMaterial( {
uniforms: uniforms, uniforms: uniforms,
attributes: attributes, attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent, vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent fragmentShader: document.getElementById( 'fragmentshader' ).textContent
}); });
var radius = 50, segments = 128, rings = 64; var radius = 50, segments = 128, rings = 64;
var geometry = new THREE.SphereGeometry( radius, segments, rings ); var geometry = new THREE.SphereGeometry( radius, segments, rings );
sphere = new THREE.Mesh( geometry, shaderMaterial ); sphere = new THREE.Mesh( geometry, shaderMaterial );
sphere.dynamic = true; sphere.dynamic = true;
var vertices = sphere.geometry.vertices; var vertices = sphere.geometry.vertices;
var values = attributes.displacement.value; var values = attributes.displacement.value;
for( var v = 0; v < vertices.length; v++ ) { for( var v = 0; v < vertices.length; v++ ) {
values[ v ] = Math.random() * 5; values[ v ] = 0;
noise[ v ] = Math.random() * 5;
} }
scene.addChild( sphere ); scene.addChild( sphere );
renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1 } ); renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1 } );
renderer.setSize( WIDTH, HEIGHT ); renderer.setSize( WIDTH, HEIGHT );
var container = document.getElementById( 'container' ); var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement ); container.appendChild( renderer.domElement );
stats = new Stats(); stats = new Stats();
stats.domElement.style.position = 'absolute'; stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px'; stats.domElement.style.top = '0px';
container.appendChild( stats.domElement ); container.appendChild( stats.domElement );
}
function cap( x, a, b ) {
return ( x < a ) ? a : ( ( x > b ) ? b : x );
} }
var i, value; var i, value;
function animate() { function animate() {
requestAnimationFrame( animate ); requestAnimationFrame( animate );
...@@ -169,19 +178,22 @@ ...@@ -169,19 +178,22 @@
} }
function render() { function render() {
sphere.rotation.y += 0.01; var time = new Date().getTime() * 0.01;
sphere.rotation.z += 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 ); uniforms.amplitude.value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
THREE.ColorUtils.adjustHSV( uniforms.color.value, 0.0005, 0, 0 ); THREE.ColorUtils.adjustHSV( uniforms.color.value, 0.0005, 0, 0 );
for( i = 0; i < attributes.displacement.value.length; i++ ) { for( i = 0; i < attributes.displacement.value.length; i++ ) {
value = attributes.displacement.value[ i ]; attributes.displacement.value[ i ] = Math.sin( 0.1*i + time );
value[ i ] += 0.5 * ( 0.5 - Math.random() );
if ( value[ i ] < -5 ) value[ i ] = -5; noise[ i ] += 0.5 * ( 0.5 - Math.random() );
if ( value[ i ] > 5 ) value[ i ] = 5; noise[ i ] = cap( noise[ i ], -5, 5 );
attributes.displacement.value[ i ] += noise[ i ];
} }
attributes.displacement.needsUpdate = true; attributes.displacement.needsUpdate = true;
......
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