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webgl_buffergeometry_instancing.html
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webgl_buffergeometry_instancing.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instancing test (single triangle)</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 {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
a {
color: #ffffff;
}
#oldie a {
color: #da0;
}
#notSupported {
width: 50%;
margin: auto;
border: 2px red solid;
margin-top: 20px;
padding: 10px;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - instancing demo (single triangle)
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
</div>
<script src="js/libs/dat.gui.min.js"></script>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
precision highp float;
uniform float sineTime;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec3 offset;
attribute vec4 color;
attribute vec4 orientationStart;
attribute vec4 orientationEnd;
varying vec3 vPosition;
varying vec4 vColor;
void main(){
vPosition = offset * max(abs(sineTime * 2.0 + 1.0), 0.5) + position;
vec4 orientation = normalize(mix(orientationStart, orientationEnd, sineTime));
vec3 vcV = cross(orientation.xyz, vPosition);
vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
vColor = color;
gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
uniform float time;
varying vec3 vPosition;
varying vec4 vColor;
void main() {
vec4 color = vec4( vColor );
color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
gl_FragColor = color;
}
</script>
<script>
if ( !Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
camera.position.z = 2;
scene = new THREE.Scene();
// geometry
var triangles = 1;
var instances = 65000;
var geometry = new THREE.InstancedBufferGeometry();
geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
var gui = new dat.GUI();
gui.add( geometry, "maxInstancedCount", 0, instances );
var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 );
vertices.setXYZ( 0, 0.025, -0.025, 0 );
vertices.setXYZ( 1, -0.025, 0.025, 0 );
vertices.setXYZ( 2, 0, 0, 0.025 );
geometry.addAttribute( 'position', vertices );
var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1 );
for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
}
geometry.addAttribute( 'offset', offsets );
var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
for ( var i = 0, ul = colors.count; i < ul; i++ ) {
colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
}
geometry.addAttribute( 'color', colors );
var vector = new THREE.Vector4();
var orientationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
for ( var i = 0, ul = orientationsStart.count; i < ul; i++ ) {
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsStart.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
}
geometry.addAttribute( 'orientationStart', orientationsStart );
var orientationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
for ( var i = 0, ul = orientationsEnd.count; i < ul; i++ ) {
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsEnd.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
}
geometry.addAttribute( 'orientationEnd', orientationsEnd );
// material
var material = new THREE.RawShaderMaterial( {
uniforms: {
time: { type: "f", value: 1.0 },
sineTime: { type: "f", value: 1.0 }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
side: THREE.DoubleSide,
transparent: true
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
document.getElementById( "notSupported" ).style.display = "";
return;
}
renderer.setClearColor( 0x101010 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
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 = performance.now();
var object = scene.children[0];
object.rotation.y = time * 0.0005;
object.material.uniforms.time.value = time * 0.005;
object.material.uniforms.sineTime.value = Math.sin( object.material.uniforms.time.value * 0.05 );
renderer.render( scene, camera );
}
</script>
</body>
</html>