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Added instancing_modified example

WestLangley 5 年之前
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063a14b0e8
共有 2 個文件被更改,包括 197 次插入0 次删除
  1. 1 0
      examples/files.js
  2. 196 0
      examples/webgl_instancing_modified.html

+ 1 - 0
examples/files.js

@@ -48,6 +48,7 @@ var files = {
 		"webgl_geometry_text_stroke",
 		"webgl_helpers",
 		"webgl_instancing_dynamic",
+		"webgl_instancing_modified",
 		"webgl_instancing_interactive",
 		"webgl_instancing_raycast",
 		"webgl_instancing_scatter",

+ 196 - 0
examples/webgl_instancing_modified.html

@@ -0,0 +1,196 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - instancing - modified</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<link type="text/css" rel="stylesheet" href="main.css">
+	</head>
+
+	<body>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl instancing - modified
+		</div>
+
+		<script type="module">
+
+			import * as THREE from '../build/three.module.js';
+
+			import Stats from './jsm/libs/stats.module.js';
+
+			var camera, scene, renderer, stats;
+
+			var mesh;
+
+			var dummy = new THREE.Object3D();
+
+			var amount = 8;
+			var count = Math.pow( amount, 3 );
+
+			init();
+			animate();
+
+			function init() {
+
+				renderer = new THREE.WebGLRenderer( { antialias: false } ); // false improves the frame rate
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				document.body.appendChild( renderer.domElement );
+
+				renderer.outputEncoding = THREE.sRGBEncoding;
+
+				scene = new THREE.Scene();
+
+				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
+				camera.position.set( 0, 0, 20 );
+
+				new THREE.BufferGeometryLoader().load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
+
+					var instanceColors = [];
+
+					for ( var i = 0; i < count; i ++ ) {
+
+						instanceColors.push( 0.5 + 0.5 * Math.random() );
+						instanceColors.push( 0.5 + 0.5 * Math.random() );
+						instanceColors.push( 0.5 + 0.5 * Math.random() );
+
+					}
+
+					geometry.setAttribute( 'instanceColor', new THREE.InstancedBufferAttribute( new Float32Array( instanceColors ), 3 ) );
+
+					geometry.computeVertexNormals();
+
+					geometry.scale( 0.5, 0.5, 0.5 );
+
+					//console.log( geometry );
+
+					//
+
+					new THREE.TextureLoader().load( 'textures/matcaps/matcap-porcelain-white.jpg', function ( texture ) {
+
+						texture.encoding = THREE.sRGBEncoding;
+
+						var material = new THREE.MeshMatcapMaterial( { color: 0xaaaaff, matcap: texture } );
+
+						var colorParsChunk = [
+							'attribute vec3 instanceColor;',
+							'varying vec3 vInstanceColor;',
+							'#include <common>'
+						].join( '\n' );
+
+						var instanceColorChunk = [
+							'#include <begin_vertex>',
+							'\tvInstanceColor = instanceColor;'
+						].join( '\n' );
+
+						var fragmentParsChunk = [
+							'varying vec3 vInstanceColor;',
+							'#include <common>'
+						].join( '\n' );
+
+						var colorChunk = [
+							'vec4 diffuseColor = vec4( diffuse * vInstanceColor, opacity );'
+						].join( '\n' );
+
+						material.onBeforeCompile = function ( shader ) {
+
+							shader.vertexShader = shader.vertexShader
+								.replace( '#include <common>', colorParsChunk )
+								.replace( '#include <begin_vertex>', instanceColorChunk );
+
+							shader.fragmentShader = shader.fragmentShader
+								.replace( '#include <common>', fragmentParsChunk )
+								.replace( 'vec4 diffuseColor = vec4( diffuse, opacity );', colorChunk );
+
+							//console.log( shader.uniforms );
+							//console.log( shader.vertexShader );
+							//console.log( shader.fragmentShader );
+
+						};
+
+						mesh = new THREE.InstancedMesh( geometry, material, count );
+
+						mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
+
+						scene.add( mesh );
+
+					} );
+
+				} );
+
+				//
+
+				stats = new Stats();
+				document.body.appendChild( stats.dom );
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+
+				stats.update();
+
+			}
+
+			function render() {
+
+				if ( mesh ) {
+
+					var time = Date.now() * 0.001;
+
+					mesh.rotation.x = Math.sin( time / 4 );
+					mesh.rotation.y = Math.sin( time / 2 );
+
+					var i = 0;
+					var offset = ( amount - 1 ) / 2;
+
+					for ( var x = 0; x < amount; x ++ ) {
+
+						for ( var y = 0; y < amount; y ++ ) {
+
+							for ( var z = 0; z < amount; z ++ ) {
+
+								dummy.position.set( offset - x, offset - y, offset - z ).multiplyScalar( 2 );
+								dummy.rotation.y = ( Math.sin( x / 4 + time ) + Math.sin( y / 4 + time ) + Math.sin( z / 4 + time ) );
+								dummy.rotation.z = dummy.rotation.y * 2;
+
+								dummy.updateMatrix();
+
+								mesh.setMatrixAt( i ++, dummy.matrix );
+
+							}
+
+						}
+
+					}
+
+					mesh.instanceMatrix.needsUpdate = true;
+
+				}
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>