|
@@ -26,52 +26,6 @@
|
|
|
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
|
|
|
</div>
|
|
|
|
|
|
- <script id="vertexShader" type="x-shader/x-vertex">
|
|
|
- precision highp float;
|
|
|
-
|
|
|
- uniform mat4 modelViewMatrix;
|
|
|
- uniform mat4 projectionMatrix;
|
|
|
-
|
|
|
- attribute vec3 position;
|
|
|
- attribute vec3 offset;
|
|
|
- attribute vec2 uv;
|
|
|
- attribute vec4 orientation;
|
|
|
-
|
|
|
- varying vec2 vUv;
|
|
|
-
|
|
|
- // http://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/
|
|
|
-
|
|
|
- vec3 applyQuaternionToVector( vec4 q, vec3 v ){
|
|
|
-
|
|
|
- return v + 2.0 * cross( q.xyz, cross( q.xyz, v ) + q.w * v );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- void main() {
|
|
|
-
|
|
|
- vec3 vPosition = applyQuaternionToVector( orientation, position );
|
|
|
-
|
|
|
- vUv = uv;
|
|
|
-
|
|
|
- gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
|
|
|
-
|
|
|
- }
|
|
|
- </script>
|
|
|
-
|
|
|
- <script id="fragmentShader" type="x-shader/x-fragment">
|
|
|
- precision highp float;
|
|
|
-
|
|
|
- uniform sampler2D map;
|
|
|
-
|
|
|
- varying vec2 vUv;
|
|
|
-
|
|
|
- void main() {
|
|
|
-
|
|
|
- gl_FragColor = texture2D( map, vUv );
|
|
|
-
|
|
|
- }
|
|
|
- </script>
|
|
|
-
|
|
|
<script type="module">
|
|
|
import * as THREE from '../build/three.module.js';
|
|
|
|
|
@@ -81,11 +35,13 @@
|
|
|
var camera, scene, renderer, mesh;
|
|
|
var offsetAttribute, orientationAttribute;
|
|
|
|
|
|
+ var instances = 5000;
|
|
|
var lastTime = 0;
|
|
|
|
|
|
var moveQ = new THREE.Quaternion( 0.5, 0.5, 0.5, 0.0 ).normalize();
|
|
|
var tmpQ = new THREE.Quaternion();
|
|
|
- var currentQ = new THREE.Quaternion();
|
|
|
+ var tmpM = new THREE.Matrix4();
|
|
|
+ var currentM = new THREE.Matrix4();
|
|
|
|
|
|
init();
|
|
|
animate();
|
|
@@ -101,25 +57,30 @@
|
|
|
|
|
|
// geometry
|
|
|
|
|
|
- var instances = 5000;
|
|
|
-
|
|
|
var bufferGeometry = new THREE.BoxBufferGeometry( 2, 2, 2 );
|
|
|
|
|
|
// copying data from a simple box geometry, but you can specify a custom geometry if you want
|
|
|
|
|
|
var geometry = new THREE.InstancedBufferGeometry();
|
|
|
- geometry.index = bufferGeometry.index;
|
|
|
- geometry.attributes.position = bufferGeometry.attributes.position;
|
|
|
- geometry.attributes.uv = bufferGeometry.attributes.uv;
|
|
|
+ geometry.setIndex( bufferGeometry.index );
|
|
|
+ geometry.setAttribute( 'position', bufferGeometry.attributes.position );
|
|
|
+ geometry.setAttribute( 'uv', bufferGeometry.attributes.uv );
|
|
|
|
|
|
- // per instance data
|
|
|
+ // material
|
|
|
+
|
|
|
+ var material = new THREE.MeshBasicMaterial();
|
|
|
+ material.map = new THREE.TextureLoader().load( 'textures/crate.gif' );
|
|
|
|
|
|
- var offsets = [];
|
|
|
- var orientations = [];
|
|
|
+ // per instance data
|
|
|
|
|
|
- var vector = new THREE.Vector4();
|
|
|
+ var matrix = new THREE.Matrix4();
|
|
|
+ var offset = new THREE.Vector3();
|
|
|
+ var orientation = new THREE.Quaternion();
|
|
|
+ var scale = new THREE.Vector3( 1, 1, 1 );
|
|
|
var x, y, z, w;
|
|
|
|
|
|
+ mesh = new THREE.InstancedMesh( geometry, material, instances );
|
|
|
+
|
|
|
for ( var i = 0; i < instances; i ++ ) {
|
|
|
|
|
|
// offsets
|
|
@@ -128,10 +89,9 @@
|
|
|
y = Math.random() * 100 - 50;
|
|
|
z = Math.random() * 100 - 50;
|
|
|
|
|
|
- vector.set( x, y, z, 0 ).normalize();
|
|
|
- vector.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
|
|
|
-
|
|
|
- offsets.push( x + vector.x, y + vector.y, z + vector.z );
|
|
|
+ offset.set( x, y, z ).normalize();
|
|
|
+ offset.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
|
|
|
+ offset.set( x + offset.x, y + offset.y, z + offset.z );
|
|
|
|
|
|
// orientations
|
|
|
|
|
@@ -140,31 +100,14 @@
|
|
|
z = Math.random() * 2 - 1;
|
|
|
w = Math.random() * 2 - 1;
|
|
|
|
|
|
- vector.set( x, y, z, w ).normalize();
|
|
|
+ orientation.set( x, y, z, w ).normalize();
|
|
|
|
|
|
- orientations.push( vector.x, vector.y, vector.z, vector.w );
|
|
|
+ matrix.compose( offset, orientation, scale );
|
|
|
|
|
|
- }
|
|
|
-
|
|
|
- offsetAttribute = new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 );
|
|
|
- orientationAttribute = new THREE.InstancedBufferAttribute( new Float32Array( orientations ), 4 ).setUsage( THREE.DynamicDrawUsage );
|
|
|
-
|
|
|
- geometry.setAttribute( 'offset', offsetAttribute );
|
|
|
- geometry.setAttribute( 'orientation', orientationAttribute );
|
|
|
-
|
|
|
- // material
|
|
|
+ mesh.setMatrixAt( i, matrix );
|
|
|
|
|
|
- var material = new THREE.RawShaderMaterial( {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
- map: { value: new THREE.TextureLoader().load( 'textures/crate.gif' ) }
|
|
|
- },
|
|
|
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
|
|
|
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent
|
|
|
-
|
|
|
- } );
|
|
|
+ }
|
|
|
|
|
|
- mesh = new THREE.Mesh( geometry, material );
|
|
|
scene.add( mesh );
|
|
|
|
|
|
renderer = new THREE.WebGLRenderer();
|
|
@@ -214,17 +157,18 @@
|
|
|
|
|
|
var delta = ( time - lastTime ) / 5000;
|
|
|
tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
|
|
|
+ tmpM.makeRotationFromQuaternion( tmpQ );
|
|
|
|
|
|
- for ( var i = 0, il = orientationAttribute.count; i < il; i ++ ) {
|
|
|
+ for ( var i = 0, il = instances; i < il; i ++ ) {
|
|
|
|
|
|
- currentQ.fromArray( orientationAttribute.array, ( i * 4 ) );
|
|
|
- currentQ.multiply( tmpQ );
|
|
|
-
|
|
|
- orientationAttribute.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
|
|
|
+ mesh.getMatrixAt( i, currentM );
|
|
|
+ currentM.multiply( tmpM );
|
|
|
+ mesh.setMatrixAt( i, currentM );
|
|
|
|
|
|
}
|
|
|
|
|
|
- orientationAttribute.needsUpdate = true;
|
|
|
+ mesh.instanceMatrix.needsUpdate = true;
|
|
|
+
|
|
|
lastTime = time;
|
|
|
|
|
|
renderer.render( scene, camera );
|