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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 test</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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+ <style>
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+ body {
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+ color: #ffffff;
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+ font-family: Monospace;
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+ font-size: 13px;
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+ text-align: center;
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+ font-weight: bold;
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+ background-color: #000000;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px;
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+ width: 100%;
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+ padding: 5px;
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+ }
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+
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+ a {
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+ color: #ffffff;
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+ }
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+
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+ #oldie a {
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+ color: #da0;
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+ }
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+
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+ #notSupported {
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+ width: 50%;
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+ margin: auto;
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+ border: 2px red solid;
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+ margin-top: 20px;
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+ padding: 10px;
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+ }
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+ </style>
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+</head>
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+<body>
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+
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+ <div id="container"></div>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - instancing demo
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+ <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
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+ </div>
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+
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+ <script src="js/libs/dat.gui.min.js"></script>
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+ <script src="../build/three.js"></script>
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+ <script src="js/Detector.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+
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+ <script src="js/controls/TrackballControls.js"></script>
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+
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+ precision highp float;
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+
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+ attribute vec3 instancePosition;
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+ attribute vec4 instanceQuaternion;
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+ attribute vec3 instanceScale;
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+
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+ vec3 applyTRS( vec3 position, vec3 translation, vec4 quaternion, vec3 scale ) {
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+
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+ position *= scale;
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+ position += 2.0 * cross( quaternion.xyz, cross( quaternion.xyz, position ) + quaternion.w * position );
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+ return position + translation;
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+
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+ }
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+
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+ attribute vec3 color;
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+ varying vec3 vColor;
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+
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+ void main(){
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+
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+ vColor = color;
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+
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+ vec3 transformed = applyTRS( position.xyz, instancePosition, instanceQuaternion, instanceScale );
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( transformed, 1.0 );
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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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+ <script id="fragmentShader" type="x-shader/x-fragment">
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+
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+ precision highp float;
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+ varying vec3 vColor;
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+
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+ void main() {
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+
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+ gl_FragColor = vec4( vColor, 1.0 );
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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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+ <script>
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+
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+ if ( !Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var container, stats;
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+
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+ var camera, scene, renderer;
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+
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+ var controls;
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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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+ container = document.getElementById( 'container' );
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+
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+ camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
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+ camera.position.z = 4;
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+
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+ controls = new THREE.TrackballControls( camera );
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+
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+ scene = new THREE.Scene();
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+
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+ //
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+
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+ // var geometry = new THREE.BoxBufferGeometry( 0.01, 0.01, 0.01 );
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+ var geometry = new THREE.IcosahedronBufferGeometry( 0.1, 1 );
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+
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+ var colors = [];
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+
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+ for ( var i = 0, l = geometry.attributes.position.count; i < l; i ++ ) {
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+
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+ colors.push( Math.random(), Math.random(), Math.random() );
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+
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+ }
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+
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+ geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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+
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+ var material = new THREE.MeshBasicMaterial( { color: 0xff0000, vertexColors: THREE.VertexColors } );
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ // scene.add( mesh );
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+
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+ //
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+
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+ var INSTANCE_COUNT = 100;
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+
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+ var geometry2 = new THREE.InstancedBufferGeometry().copy( geometry );
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+
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+ var instancePositions = [];
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+ var instanceQuaternions = [];
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+ var instanceScales = [];
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+
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+ // var position = new THREE.Vector3();
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+ // var quaternion = new THREE.Quaternion();
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+
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+ for ( var i = 0; i < INSTANCE_COUNT; i ++ ) {
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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+
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+ var position = mesh.position;
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+ var quaternion = mesh.quaternion;
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+ var scale = mesh.scale;
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+
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+ position.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+
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+ quaternion.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+ quaternion.normalize();
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+
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+ scale.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
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+
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+ instancePositions.push( position.x, position.y, position.z );
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+ instanceQuaternions.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
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+ instanceScales.push( scale.x, scale.y, scale.z );
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+
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+ }
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+
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+ var attribute = new THREE.InstancedBufferAttribute( new Float32Array( instancePositions ), 3 );
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+ geometry2.addAttribute( 'instancePosition', attribute );
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+
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+ var attribute = new THREE.InstancedBufferAttribute( new Float32Array( instanceQuaternions ), 4 );
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+ geometry2.addAttribute( 'instanceQuaternion', attribute );
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+
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+ var attribute = new THREE.InstancedBufferAttribute( new Float32Array( instanceScales ), 3 );
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+ geometry2.addAttribute( 'instanceScale', attribute );
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+
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+ var material = new THREE.ShaderMaterial( {
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+
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+ uniforms: {},
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+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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+
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+ } );
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+
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+ var mesh2 = new THREE.Mesh( geometry2, material );
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+ mesh2.position.x = 0.1;
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+ scene.add( mesh2 );
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+
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+
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+ /*
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+ // geometry
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+
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+ var triangles = 1;
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+ var instances = 65000;
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+
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+ var geometry = new THREE.InstancedBufferGeometry();
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+
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+ geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
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+ var gui = new dat.GUI();
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+ gui.add( geometry, "maxInstancedCount", 0, instances );
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+
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+ var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 );
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+
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+ vertices.setXYZ( 0, 0.025, -0.025, 0 );
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+ vertices.setXYZ( 1, -0.025, 0.025, 0 );
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+ vertices.setXYZ( 2, 0, 0, 0.025 );
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+
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+ geometry.addAttribute( 'position', vertices );
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+
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+ var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1 );
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+
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+ for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
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+
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+ offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
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+
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+ }
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+
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+ geometry.addAttribute( 'offset', offsets );
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+
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+ var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
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+
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+ for ( var i = 0, ul = colors.count; i < ul; i++ ) {
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+
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+ colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
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+
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+ }
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+
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+ geometry.addAttribute( 'color', colors );
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+
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+ var vector = new THREE.Vector4();
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+
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+ var orientationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
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+
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+ for ( var i = 0, ul = orientationsStart.count; i < ul; i++ ) {
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+
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+ vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+ vector.normalize();
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+
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+ orientationsStart.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
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+
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+ }
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+
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+ geometry.addAttribute( 'orientationStart', orientationsStart );
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+
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+ var orientationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
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+
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+ for ( var i = 0, ul = orientationsEnd.count; i < ul; i++ ) {
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+
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+ vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+ vector.normalize();
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+
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+ orientationsEnd.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
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+
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+ }
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+
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+ geometry.addAttribute( 'orientationEnd', orientationsEnd );
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+
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+ // material
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+
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+ var material = new THREE.RawShaderMaterial( {
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+
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+ uniforms: {
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+ time: { value: 1.0 },
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+ sineTime: { value: 1.0 }
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+ },
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+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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+ side: THREE.DoubleSide,
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+ transparent: true
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+
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+ } );
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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+ */
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+
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+ renderer = new THREE.WebGLRenderer();
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+
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+ if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
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+ document.getElementById( "notSupported" ).style.display = "";
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+ return;
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+ }
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+
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+ renderer.setClearColor( 0x101010 );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ container.appendChild( renderer.domElement );
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+
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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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( event ) {
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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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+ 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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+ controls.update();
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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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+
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+</html>
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