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Add BufferGeometry + Custom Attributes + Particles example.

This seems to get 15fps faster than the non BufferGeometry counterpart.
Note that buffergeometry.dynamic = true is required for updates
Also cleaned up WebGLRenderer
zz85 12 years ago
parent
commit
11f449b569

+ 253 - 0
examples/webgl_buffergeometry_custom_attributes_particles.html

@@ -0,0 +1,253 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - buffer geometry custom attributes [particles]</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 {
+				color: #fff;
+				background-color: rgba( 0, 0, 0, 0.75 );
+				position: relative;
+				top: 0px; width: 100%;
+				padding: 5px;
+				z-index:100;
+				width:33em;
+				margin:0 auto -2em;
+			}
+			a { color: #ff0000 }
+		</style>
+	</head>
+
+	<body>
+		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - buffergeometry custom attributes example - particles</div>
+		<div id="container"></div>
+
+		<script src="../build/three.min.js"></script>
+		<script src="../src/renderers/WebGLRenderer.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script type="x-shader/x-vertex" id="vertexshader">
+
+			uniform float amplitude;
+			attribute float size;
+			attribute vec3 customColor;
+
+			varying vec3 vColor;
+
+			void main() {
+
+				vColor = customColor;
+
+				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
+
+				//gl_PointSize = size;
+				gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
+
+				gl_Position = projectionMatrix * mvPosition;
+
+			}
+
+		</script>
+
+		<script type="x-shader/x-fragment" id="fragmentshader">
+
+			uniform vec3 color;
+			uniform sampler2D texture;
+
+			varying vec3 vColor;
+
+			void main() {
+
+				gl_FragColor = vec4( color * vColor, 1.0 );
+				gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
+
+			}
+
+		</script>
+
+
+		<script>
+
+		if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+		var renderer, scene, camera, stats;
+
+		var sphere, uniforms, geometry;
+
+		var noise = [];
+		var values_size;
+		//500000
+		var particles = 100000;
+
+		var WIDTH = window.innerWidth;
+		var HEIGHT = window.innerHeight;
+
+		init();
+		animate();
+
+		function init() {
+
+			camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
+			camera.position.z = 300;
+
+			scene = new THREE.Scene();
+
+			var attributes = {
+
+				size: {	type: 'f', value: null },
+				customColor: { type: 'c', value: null }
+
+			};
+
+			uniforms = {
+
+				amplitude: { type: "f", value: 1.0 },
+				color:     { type: "c", value: new THREE.Color( 0xffffff ) },
+				texture:   { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) },
+
+			};
+
+			var shaderMaterial = new THREE.ShaderMaterial( {
+
+				uniforms: 		uniforms,
+				attributes:     attributes,
+				vertexShader:   document.getElementById( 'vertexshader' ).textContent,
+				fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
+
+				blending: 		THREE.AdditiveBlending,
+				depthTest: 		false,
+				transparent:	true
+
+			});
+
+
+			var radius = 200;
+
+			geometry = new THREE.BufferGeometry();
+			geometry.dynamic = true;
+			geometry.attributes = {
+
+				position: {
+					itemSize: 3,
+					array: new Float32Array( particles * 3 ),
+					numItems: particles * 3
+				},
+				customColor: {
+					itemSize: 3,
+					array: new Float32Array( particles * 3 ),
+					numItems: particles * 3
+				},
+				size: {
+					itemSize: 1,
+					array: new Float32Array( particles ),
+					numItems: particles * 1
+				},
+
+			}
+
+
+			values_size = geometry.attributes.size.array;
+			var positions = geometry.attributes.position.array;
+			var values_color = geometry.attributes.customColor.array;
+
+			sphere = new THREE.ParticleSystem( geometry, shaderMaterial );
+
+			sphere.dynamic = true;
+			//sphere.sortParticles = true;
+
+			var color = new THREE.Color( 0xffaa00 );;
+
+			for( var v = 0; v < particles; v++ ) {
+
+				values_size[ v ] = 10;
+
+				positions[ v * 3 + 0 ] = (Math.random() * 2 - 1) * radius;
+				positions[ v * 3 + 1 ] = (Math.random() * 2 - 1) * radius;
+				positions[ v * 3 + 2 ] = (Math.random() * 2 - 1) * radius;
+
+				if ( positions[ v * 3 + 0 ] < 0 )
+					color.setHSL( 0.5 + 0.1 * ( v / particles ), 0.7, 0.1 );
+				else
+					color.setHSL( 0.0 + 0.1 * ( v / particles ), 0.9, 0.1 );
+
+				values_color[ v * 3 + 0 ] = color.r;
+				values_color[ v * 3 + 1 ] = color.g;
+				values_color[ v * 3 + 2 ] = color.b;
+
+			}
+
+			scene.add( sphere );
+
+			renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
+			renderer.setSize( WIDTH, HEIGHT );
+
+			var container = document.getElementById( 'container' );
+			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() {
+
+			requestAnimationFrame( animate );
+
+			render();
+			stats.update();
+
+		}
+
+		function render() {
+
+			var time = Date.now() * 0.005;
+
+			sphere.rotation.z = 0.01 * time;
+
+			for( var i = 0; i < particles; i++ ) {
+
+				values_size[ i ] = 14 + 13 * Math.sin( 0.1 * i + time );
+
+			}
+
+			geometry.attributes.size.needsUpdate = true;
+
+			renderer.render( scene, camera );
+
+		}
+
+
+	</script>
+
+</body>
+
+</html>

+ 0 - 84
src/renderers/WebGLRenderer.js

@@ -3246,8 +3246,6 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			if ( ! attributeItem.needsUpdate ) continue;
 
-			// console.log( attributeName );
-
 			if ( attributeName === 'index' ) {
 
 				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
@@ -3264,55 +3262,6 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 		}
 
-		// var index = attributes[ "index" ];
-		// var position = attributes[ "position" ];
-		// var normal = attributes[ "normal" ];
-		// var uv = attributes[ "uv" ];
-		// var color = attributes[ "color" ];
-		// var tangent = attributes[ "tangent" ];
-
-		// if ( geometry.elementsNeedUpdate && index !== undefined ) {
-
-		// 	_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-		// 	_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
-
-		// }
-
-		// if ( geometry.verticesNeedUpdate && position !== undefined ) {
-
-		// 	_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
-		// 	_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
-
-		// }
-
-		// if ( geometry.normalsNeedUpdate && normal !== undefined ) {
-
-		// 	_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
-		// 	_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
-
-		// }
-
-		// if ( geometry.uvsNeedUpdate && uv !== undefined ) {
-
-		// 	_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
-		// 	_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
-
-		// }
-
-		// if ( geometry.colorsNeedUpdate && color !== undefined ) {
-
-		// 	_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
-		// 	_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
-
-		// }
-
-		// if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
-
-		// 	_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
-		// 	_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
-
-		// }
-
 		if ( dispose ) {
 
 			for ( var i in geometry.attributes ) {
@@ -4756,21 +4705,6 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
 
-				// if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
-				// 	 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
-				// 	 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
-
-				// 	setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
-
-				// }
-
-				// geometry.verticesNeedUpdate = false;
-				// geometry.elementsNeedUpdate = false;
-				// geometry.uvsNeedUpdate = false;
-				// geometry.normalsNeedUpdate = false;
-				// geometry.colorsNeedUpdate = false;
-				// geometry.tangentsNeedUpdate = false;
-
 			} else {
 
 				// check all geometry groups
@@ -4837,15 +4771,6 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
 
-				// if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
-
-				// 	setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
-
-				// }
-
-				// geometry.verticesNeedUpdate = false;
-				// geometry.colorsNeedUpdate = false;
-
 			} else {
 
 				material = getBufferMaterial( object, geometry );
@@ -4872,15 +4797,6 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
 
-				// if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
-
-				// 	setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
-
-				// }
-
-				// geometry.verticesNeedUpdate = false;
-				// geometry.colorsNeedUpdate = false;
-
 			} else {
 
 				material = getBufferMaterial( object, geometry );