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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 - buffergeometry - custom VBOs</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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+ <link type="text/css" rel="stylesheet" href="main.css">
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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"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - custom VBOs</div>
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+
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+ <script type="module">
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+
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+ import * as THREE from '../build/three.module.js';
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+
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+ import Stats from './jsm/libs/stats.module.js';
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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 points;
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+
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+ var particles = 300000;
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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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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: false } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ container.appendChild( renderer.domElement );
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
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+ camera.position.z = 2750;
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x050505 );
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+ scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
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+
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+ //
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+
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+ var geometry = new THREE.BufferGeometry();
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+
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+ var positions = [];
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+ var positions2 = [];
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+ var colors = [];
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+
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+ var color = new THREE.Color();
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+
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+ var n = 1000, n2 = n / 2; // particles spread in the cube
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+
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+ for ( var i = 0; i < particles; i ++ ) {
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+
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+ // positions
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+
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+ var x = Math.random() * n - n2;
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+ var y = Math.random() * n - n2;
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+ var z = Math.random() * n - n2;
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+
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+ positions.push( x, y, z );
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+ positions2.push( z * 0.3, x * 0.3, y * 0.3 );
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+
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+ // colors
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+
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+ var vx = ( x / n ) + 0.5;
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+ var vy = ( y / n ) + 0.5;
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+ var vz = ( z / n ) + 0.5;
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+
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+ color.setRGB( vx, vy, vz );
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+
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+ colors.push( color.r, color.g, color.b );
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+
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+ }
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+
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+ var gl = renderer.getContext();
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+
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+ var pos = gl.createBuffer();
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+ gl.bindBuffer( gl.ARRAY_BUFFER, pos );
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+ gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
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+
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+ var pos2 = gl.createBuffer();
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+ gl.bindBuffer( gl.ARRAY_BUFFER, pos2 );
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+ gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions2 ), gl.STATIC_DRAW );
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+
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+ var rgb = gl.createBuffer();
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+ gl.bindBuffer( gl.ARRAY_BUFFER, rgb );
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+ gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( colors ), gl.STATIC_DRAW );
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+
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+ var posAttr = new THREE.GLBufferAttribute( pos, gl.FLOAT, 3, 4, particles );
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+ geometry.setAttribute( 'position', posAttr );
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+
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+ setInterval( function () {
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+
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+ posAttr.buffer = ( posAttr.buffer === pos ) ? pos2 : pos;
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+ posAttr.needsUpdate = true;
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+
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+ }, 2000 );
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+
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+ geometry.setAttribute( 'color', new THREE.GLBufferAttribute( rgb, gl.FLOAT, 3, 4, particles ) );
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+
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+ //
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+
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+ var material = new THREE.PointsMaterial( { size: 15, vertexColors: THREE.VertexColors } );
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+
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+ points = new THREE.Points( geometry, material );
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+
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+ // Choose one:
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+ // geometry.boundingSphere = ( new THREE.Sphere() ).set( new THREE.Vector3(), Infinity );
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+ points.frustumCulled = false;
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+
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+ scene.add( points );
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+
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+ //
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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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+ //
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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() {
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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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+ var drawCount = 10000;
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+ function render() {
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+
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+ drawCount = ( Math.max( 5000, drawCount ) + Math.floor( 500 * Math.random() ) ) % particles;
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+ points.geometry.setDrawRange( 0, drawCount );
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+
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+ var time = Date.now() * 0.001;
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+
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+ points.rotation.x = time * 0.1;
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+ points.rotation.y = time * 0.2;
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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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+</html>
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