Переглянути джерело

Rename buffergeometry_drawcalls example to _drawrange

Fernando Serrano 6 роки тому
батько
коміт
39afaf4069
2 змінених файлів з 294 додано та 1 видалено
  1. 1 1
      examples/files.js
  2. 293 0
      examples/webgl_buffergeometry_drawrange.html

+ 1 - 1
examples/files.js

@@ -282,7 +282,7 @@ var files = {
 		"webgl_buffergeometry",
 		"webgl_buffergeometry_constructed_from_geometry",
 		"webgl_buffergeometry_custom_attributes_particles",
-		"webgl_buffergeometry_drawcalls",
+		"webgl_buffergeometry_drawrange",
 		"webgl_buffergeometry_indexed",
 		"webgl_buffergeometry_instancing",
 		"webgl_buffergeometry_instancing2",

+ 293 - 0
examples/webgl_buffergeometry_drawrange.html

@@ -0,0 +1,293 @@
+<!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">
+		<link type="text/css" rel="stylesheet" href="main.css">
+		<style>
+			a {
+				color: #08f;
+			}
+		</style>
+	</head>
+	<body>
+
+		<div id="container"></div>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry drawrange<br/>
+			by <a href="https://twitter.com/fernandojsg">fernandojsg</a>
+		</div>
+
+		<script type="module">
+
+			import * as THREE from '../build/three.module.js';
+
+			import Stats from './jsm/libs/stats.module.js';
+			import { GUI } from './jsm/libs/dat.gui.module.js';
+
+			import { OrbitControls } from './jsm/controls/OrbitControls.js';
+
+			var group;
+			var container, stats;
+			var particlesData = [];
+			var camera, scene, renderer;
+			var positions, colors;
+			var particles;
+			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 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.setDrawRange( 0, particleCount );
+
+				} );
+
+			}
+
+			function init() {
+
+				initGUI();
+
+				container = document.getElementById( 'container' );
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
+				camera.position.z = 1750;
+
+				var controls = new OrbitControls( camera, container );
+
+				scene = new THREE.Scene();
+
+
+				group = new THREE.Group();
+				scene.add( group );
+
+				var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxBufferGeometry( r, r, r ) ) );
+				helper.material.color.setHex( 0x101010 );
+				helper.material.blending = THREE.AdditiveBlending;
+				helper.material.transparent = true;
+				group.add( helper );
+
+				var segments = maxParticleCount * maxParticleCount;
+
+				positions = new Float32Array( segments * 3 );
+				colors = new Float32Array( segments * 3 );
+
+				var pMaterial = new THREE.PointsMaterial( {
+					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.setDrawRange( 0, particleCount );
+				particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ).setDynamic( true ) );
+
+				// create the particle system
+				pointCloud = new THREE.Points( particles, pMaterial );
+				group.add( pointCloud );
+
+				var geometry = new THREE.BufferGeometry();
+
+				geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).setDynamic( true ) );
+				geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).setDynamic( true ) );
+
+				geometry.computeBoundingSphere();
+
+				geometry.setDrawRange( 0, 0 );
+
+				var material = new THREE.LineBasicMaterial( {
+					vertexColors: THREE.VertexColors,
+					blending: THREE.AdditiveBlending,
+					transparent: true
+				} );
+
+				linesMesh = new THREE.LineSegments( geometry, material );
+				group.add( linesMesh );
+
+				//
+
+				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();
+				container.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() {
+
+				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;
+
+							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.setDrawRange( 0, 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>