forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathwebgl_buffergeometry_instancing2.html
253 lines (162 loc) · 5.88 KB
/
webgl_buffergeometry_instancing2.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
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instancing test (meshes)</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;
}
#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" rel="noopener">three.js</a> - instancing test (meshes)
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
</div>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/controls/TrackballControls.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
precision highp float;
attribute vec3 instancePosition;
attribute vec4 instanceQuaternion;
attribute vec3 instanceScale;
varying vec3 vColor;
vec3 applyTRS( vec3 position, vec3 translation, vec4 quaternion, vec3 scale ) {
position *= scale;
position += 2.0 * cross( quaternion.xyz, cross( quaternion.xyz, position ) + quaternion.w * position );
return position + translation;
}
void main(){
vColor = color;
vec3 transformed = applyTRS( position.xyz, instancePosition, instanceQuaternion, instanceScale );
gl_Position = projectionMatrix * modelViewMatrix * vec4( transformed, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 );
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var controls;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.z = 4;
controls = new THREE.TrackballControls( camera );
scene = new THREE.Scene();
//
var geometry = new THREE.IcosahedronBufferGeometry( 0.1, 1 );
var colors = [];
for ( var i = 0, l = geometry.attributes.position.count; i < l; i ++ ) {
colors.push( Math.random(), Math.random(), Math.random() );
}
geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
var material = new THREE.MeshBasicMaterial( { color: 0xff0000, vertexColors: THREE.VertexColors } );
//
var instances = 100;
var instancePositions = [];
var instanceQuaternions = [];
var instanceScales = [];
// we create for each mesh a counterpart in our instanced geometry data
for ( var i = 0; i < instances; i ++ ) {
// the red meshes are drawn with separate draw calls
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var position = mesh.position;
var quaternion = mesh.quaternion;
var scale = mesh.scale;
position.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
quaternion.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
quaternion.normalize();
scale.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
// instanced attribute data
instancePositions.push( position.x, position.y, position.z );
instanceQuaternions.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
instanceScales.push( scale.x, scale.y, scale.z );
}
var instancedGeometry = new THREE.InstancedBufferGeometry();
instancedGeometry.attributes.position = geometry.attributes.position;
instancedGeometry.attributes.color = geometry.attributes.color;
instancedGeometry.addAttribute( 'instancePosition', new THREE.InstancedBufferAttribute( new Float32Array( instancePositions ), 3 ) );
instancedGeometry.addAttribute( 'instanceQuaternion', new THREE.InstancedBufferAttribute( new Float32Array( instanceQuaternions ), 4 ) );
instancedGeometry.addAttribute( 'instanceScale', new THREE.InstancedBufferAttribute( new Float32Array( instanceScales ), 3 ) );
//
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: {},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
vertexColors: true
} );
// counterparts are drawn all at once with a single draw call (via instanced rendering)
var instancedMesh = new THREE.Mesh( instancedGeometry, shaderMaterial );
instancedMesh.position.x = 0.1;
scene.add( instancedMesh );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
document.getElementById( 'notSupported' ).style.display = '';
return;
}
//
stats = new Stats();
container.appendChild( stats.dom );
//
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() {
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>