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