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Merge pull request #5819 from kile/master

Added drawcalls example for buffergeometry
Mr.doob 10 年之前
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0b763d12b7
共有 2 個文件被更改,包括 303 次插入0 次删除
  1. 1 0
      examples/index.html
  2. 302 0
      examples/webgl_buffergeometry_drawcalls.html

+ 1 - 0
examples/index.html

@@ -197,6 +197,7 @@
 				"webgl_buffergeometry_lines",
 				"webgl_buffergeometry_lines",
 				"webgl_buffergeometry_lines_indexed",
 				"webgl_buffergeometry_lines_indexed",
 				"webgl_buffergeometry_particles",
 				"webgl_buffergeometry_particles",
+				"webgl_buffergeometry_drawcalls",
 				"webgl_buffergeometry_rawshader",
 				"webgl_buffergeometry_rawshader",
 				"webgl_buffergeometry_uint",
 				"webgl_buffergeometry_uint",
 				"webgl_camera",
 				"webgl_camera",

+ 302 - 0
examples/webgl_buffergeometry_drawcalls.html

@@ -0,0 +1,302 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - buffergeometry - lines drawcalls</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: #cccccc;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+
+				background-color: #000000;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+			}
+
+			a {
+
+				color: #0080ff;
+			}
+
+		</style>
+	</head>
+	<body>
+
+		<div id="container"></div>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank">three.js</a> webgl - buffergeometry drawcalls - by <a href="https://twitter.com/fernandojsg">fernandojsg</a>
+		</div>
+
+		<script src="js/libs/dat.gui.min.js"></script>
+		<script src="../build/three.min.js"></script>
+		<script src="js/controls/OrbitControls.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script>
+
+			var group;
+			var container, stats;
+			var particlesData = [];
+			var camera, scene, renderer;
+			var positions,colors;
+			var pointCloud;
+			var particlePositions;
+			var linesMesh;
+
+			var maxParticleCount = 1000;
+			var particleCount = 500;
+			var r = 800;
+			var rHalf = r / 2;
+
+			var effectController = {
+				showDots: true,
+				showLines: true,
+				minDistance: 150,
+				limitConnections: false,
+				maxConnections: 20,
+				particleCount: 500
+			}
+
+			init();
+			animate();
+
+			function initGUI() {
+				
+				var gui = new dat.GUI();
+				
+				gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
+				gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
+				gui.add( effectController, "minDistance", 10, 300 );
+				gui.add( effectController, "limitConnections" );
+				gui.add( effectController, "maxConnections", 0, 30, 1 );
+				gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) { 
+					
+					particleCount = parseInt( value );
+					particles.drawcalls[ 0 ].count = particleCount;
+
+				});
+					
+			}
+
+			function init() {
+
+				initGUI();
+
+				container = document.getElementById( 'container' );
+
+				//
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
+				camera.position.z = 1750;
+
+				controls = new THREE.OrbitControls( camera );
+				controls.damping = 0.2;
+				controls.addEventListener( 'change', render );
+
+				scene = new THREE.Scene();
+
+				geometry = new THREE.BufferGeometry();
+				var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
+
+				var segments = maxParticleCount * maxParticleCount;
+
+				positions = new Float32Array( segments * 3 );
+				colors = new Float32Array( segments * 3 );
+
+				var pMaterial = new THREE.PointCloudMaterial({
+					color: 0xFFFFFF,
+					size: 3,
+					blending: THREE.AdditiveBlending,
+					transparent: true,
+					sizeAttenuation: false
+				});
+
+				particles = new THREE.BufferGeometry();
+				particlePositions = new Float32Array( maxParticleCount * 3 );
+
+				for ( var i = 0; i < maxParticleCount; i++ ) {
+
+					var x = Math.random() * r - r / 2;
+					var y = Math.random() * r - r / 2;
+					var z = Math.random() * r - r / 2;
+	
+					particlePositions[ i * 3     ] = x;
+					particlePositions[ i * 3 + 1 ] = y;
+					particlePositions[ i * 3 + 2 ] = z;
+
+					// add it to the geometry
+					particlesData.push({
+						velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2,  -1 + Math.random() * 2 ),
+						numConnections: 0
+					});
+
+				}
+
+				particles.drawcalls.push( {
+					start: 0,
+					count: particleCount,
+					index: 0
+				} );
+
+				particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );
+
+				// create the particle system
+				pointCloud = new THREE.PointCloud( particles, pMaterial );
+
+				group = new THREE.Object3D();
+
+				// add it to the scene
+				group.add( pointCloud );
+
+				geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+				geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+
+				geometry.computeBoundingSphere();
+
+				geometry.drawcalls.push( {
+					start: 0,
+					count: 0,
+					index: 0
+				} );
+
+				linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
+				group.add( linesMesh );
+
+				scene.add( group );
+				
+				//
+				
+				renderer = new THREE.WebGLRenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio )
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+				renderer.gammaInput = true;
+				renderer.gammaOutput = true;
+
+				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() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				var vertexpos = 0;
+				var colorpos = 0;
+				var numConnected = 0;
+
+				for ( var i = 0; i < particleCount; i++ )
+					particlesData[ i ].numConnections = 0;
+
+				for ( var i = 0; i < particleCount; i++ ) {
+
+					// get the particle
+					var particleData = particlesData[i];
+
+					particlePositions[ i * 3     ] += particleData.velocity.x;
+					particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
+					particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
+
+					if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
+						particleData.velocity.y = -particleData.velocity.y;
+
+					if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
+						particleData.velocity.x = -particleData.velocity.x;
+
+					if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
+						particleData.velocity.z = -particleData.velocity.z;
+
+					if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
+						continue;
+
+					// Check collision
+					for ( var j = i + 1; j < particleCount; j++ ) {
+
+						var particleDataB = particlesData[ j ];
+						if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
+							continue;
+						
+						var dx = particlePositions[ i * 3     ] - particlePositions[ j * 3     ];
+						var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
+						var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
+						var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
+
+						if ( dist < effectController.minDistance ) {
+							
+							particleData.numConnections++;
+							particleDataB.numConnections++;
+
+							var alpha = 1.0 - dist / effectController.minDistance + 0.2;
+
+							positions[ vertexpos++ ] = particlePositions[ i * 3     ];
+							positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
+							positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
+
+							positions[ vertexpos++ ] = particlePositions[ j * 3     ];
+							positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
+							positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
+
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+
+							numConnected++;
+						}
+					}
+				}
+
+
+				linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
+				linesMesh.geometry.attributes.position.needsUpdate = true;
+				linesMesh.geometry.attributes.color.needsUpdate = true;
+
+				pointCloud.geometry.attributes.position.needsUpdate = true;
+
+				requestAnimationFrame( animate );
+
+				stats.update();
+				render();
+
+			}
+
+			function render() {
+
+				var time = Date.now() * 0.001;
+
+				group.rotation.y = time * 0.1;
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>