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<!DOCTYPE html
>
<
html
lang
="
en
"
>
<
head
>
<
title
>
three.js 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
"
>
<
meta
property
="
og:title
"
content
="
three.js WebGL 2 - buffergeometry - integer attributes
"
>
<
meta
property
="
og:type
"
content
="
website
"
>
<
meta
property
="
og:url
"
content
="
https://threejs.org/examples/webgl_buffergeometry_attributes_integer.html
"
>
<
meta
property
="
og:image
"
content
="
https://threejs.org/examples/screenshots/webgl_buffergeometry_attributes_integer.jpg
"
>
<
link
type
="
text/css
"
rel
="
stylesheet
"
href
="
main.css
"
>
</
head
>
<
body
>
<
div
id
="
container
"
>
</
div
>
<
div
id
="
info
"
>
<
a
href
="
https://threejs.org
"
target
="
_blank
"
rel
="
noopener
"
>
three.js
</
a
>
WebGL 2 - buffergeometry - integer attributes
</
div
>
<
script
type
="
importmap
"
>
{
"imports"
:
{
"three"
:
"../build/three.module.js"
,
"three/addons/"
:
"./jsm/"
}
}
</
script
>
<
script
type
="
module
"
>
import
*
as
THREE
from
'three'
;
let
camera
,
scene
,
renderer
,
mesh
;
init
(
)
;
function
init
(
)
{
camera
=
new
THREE
.
PerspectiveCamera
(
27
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
3500
)
;
camera
.
position
.
z
=
2500
;
scene
=
new
THREE
.
Scene
(
)
;
scene
.
background
=
new
THREE
.
Color
(
0x050505
)
;
scene
.
fog
=
new
THREE
.
Fog
(
0x050505
,
2000
,
3500
)
;
// geometry
const
triangles
=
10000
;
const
geometry
=
new
THREE
.
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
THREE
.
Float32BufferAttribute
(
positions
,
3
)
)
;
geometry
.
setAttribute
(
'uv'
,
new
THREE
.
Float32BufferAttribute
(
uvs
,
2
)
)
;
geometry
.
setAttribute
(
'textureIndex'
,
new
THREE
.
Int16BufferAttribute
(
textureIndices
,
1
)
)
;
geometry
.
attributes
.
textureIndex
.
gpuType
=
THREE
.
IntType
;
geometry
.
computeBoundingSphere
(
)
;
// material
const
loader
=
new
THREE
.
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
THREE
.
ShaderMaterial
(
{
uniforms
:
{
uTextures
:
{
value
:
[
map1
,
map2
,
map3
]
}
}
,
vertexShader
:
/* glsl */
`
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 );
}
`
,
fragmentShader
:
/* glsl */
`
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 );
}
`
,
side
:
THREE
.
DoubleSide
,
glslVersion
:
THREE
.
GLSL3
}
)
;
// mesh
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
)
;
scene
.
add
(
mesh
)
;
// renderer
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
)
;
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
)
;
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
)
;
renderer
.
setAnimationLoop
(
animate
)
;
document
.
body
.
appendChild
(
renderer
.
domElement
)
;
}
function
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
>
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