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Example of moving to instancing using circle geo

Ben Adams 10 years ago
parent
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cb5545a5db
1 changed files with 284 additions and 0 deletions
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      examples/webgl_instanced_particles_billboards.html

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examples/webgl_instanced_particles_billboards.html

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+<!DOCTYPE html>
+<html lang="en">
+<head>
+	<title>three.js webgl - instanced particles - billboards - colors</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 {
+			position: absolute;
+			top: 0px;
+			width: 100%;
+			padding: 5px;
+		}
+
+		a {
+			color: #ffffff;
+		}
+
+		#oldie a {
+			color: #da0;
+		}
+
+		#notSupported {
+			width: 50%;
+			margin: auto;
+			border: 2px red solid;
+			margin-top: 20px;
+			padding: 10px;
+		}
+	</style>
+</head>
+<body>
+
+	<div id="info">
+		<a href="http://threejs.org" target="_blank">three.js</a> - instanced circle billboards - colors
+		<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
+	</div>
+
+	<script src="../build/three.min.js"></script>
+	<script src="js/Detector.js"></script>
+	<script src="js/libs/stats.min.js"></script>
+
+
+	<script id="vshader" type="x-shader/x-vertex">
+		precision highp float;
+		uniform mat4 modelViewMatrix;
+		uniform mat4 projectionMatrix;
+
+		attribute vec3 position;
+		attribute vec2 uv;
+		attribute vec3 normal;
+
+		attribute vec4 translateScale;
+		attribute vec3 color;
+
+		varying vec2 vUv;
+		varying vec3 vColor;
+
+		void main()	{
+
+			vec4 positionAdj = vec4( translateScale.xyz, 1.0 );
+			vec4 mvPosition = modelViewMatrix * positionAdj;
+
+			mvPosition.xyz += position * translateScale.w;
+
+			vUv = uv;
+			vColor = color;
+
+			gl_Position = projectionMatrix * mvPosition;
+
+		}
+
+	</script>
+	<script id="fshader" type="x-shader/x-fragment">
+		precision highp float;
+
+		uniform sampler2D map;
+
+		varying vec2 vUv;
+		varying vec3 vColor;
+
+		void main()	{
+
+			vec4 diffuseColor = texture2D( map, vUv );
+			gl_FragColor = vec4( diffuseColor.xyz * vColor, diffuseColor.w );
+
+			if ( diffuseColor.w < 0.5 ) discard; 
+
+		}
+	</script>
+
+	<script>
+
+		var container, stats;
+
+		var camera, scene, renderer;
+		var particles, geometry, material, sprite;
+		var mouseX = 0, mouseY = 0;
+
+		var windowHalfX = window.innerWidth / 2;
+		var windowHalfY = window.innerHeight / 2;
+
+		function init() {
+
+			if ( !Detector.webgl ) {
+
+				Detector.addGetWebGLMessage();
+				return false;
+
+			}
+
+			renderer = new THREE.WebGLRenderer();
+
+			if ( !renderer.supportsInstancedArrays ) {
+				document.getElementById( "notSupported" ).style.display = "";
+				return false;
+			}
+
+			container = document.createElement( 'div' );
+			document.body.appendChild( container );
+
+			camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 3000 );
+			camera.position.z = 1400;
+
+			scene = new THREE.Scene();
+
+			geometry = new THREE.InstancedBufferGeometry().copy( new THREE.CircleBufferGeometry( 1, 16 ) );
+
+			sprite = THREE.ImageUtils.loadTexture( "textures/sprites/ball.png" );
+
+			var particleCount = 5000;
+
+			var translateScaleArray = new Float32Array( 4 * particleCount );
+			var colorsArray = new Float32Array( 3 * particleCount );
+
+			var color = new THREE.Color( 0xffffff );
+			for ( i = 0, ii = 0, ul = particleCount * 4; i < ul; i += 4, ii += 3 ) {
+
+				translateScaleArray[i] = 2000 * Math.random() - 1000;
+				translateScaleArray[i + 1] = 2000 * Math.random() - 1000;
+				translateScaleArray[i + 2] = 2000 * Math.random() - 1000;
+				translateScaleArray[i + 3] = 24;
+
+				color.setHSL(( translateScaleArray[i] + 1000 ) / 2000, 1, 0.5 );
+
+				colorsArray[ii] = color.r;
+				colorsArray[ii + 1] = color.g;
+				colorsArray[ii + 2] = color.b;
+
+			}
+
+			geometry.addAttribute( "translateScale", new THREE.InstancedBufferAttribute( translateScaleArray, 4, 1 ) );
+			geometry.addAttribute( "color", new THREE.InstancedBufferAttribute( colorsArray, 3, 1 ) );
+
+			material = new THREE.RawShaderMaterial( {
+				uniforms: {
+					map: { type: "t", value: sprite }
+				},
+				vertexShader: document.getElementById( 'vshader' ).textContent,
+				fragmentShader: document.getElementById( 'fshader' ).textContent,
+				depthTest: true,
+				depthWrite: true,
+				attributes: { 'translateScale': 1, 'color': 2 }
+
+			} );
+
+			scene.add( new THREE.Mesh( geometry, material ) );
+
+
+
+			renderer.setPixelRatio( window.devicePixelRatio );
+			renderer.setSize( window.innerWidth, window.innerHeight );
+			container.appendChild( renderer.domElement );
+
+			//
+
+			stats = new Stats();
+			stats.domElement.style.position = 'absolute';
+			stats.domElement.style.top = '0px';
+			container.appendChild( stats.domElement );
+
+			//
+
+			document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+			document.addEventListener( 'touchstart', onDocumentTouchStart, false );
+			document.addEventListener( 'touchmove', onDocumentTouchMove, false );
+
+			window.addEventListener( 'resize', onWindowResize, false );
+
+			return true;
+		}
+
+		function onDocumentMouseMove( event ) {
+
+			mouseX = event.clientX - windowHalfX;
+			mouseY = event.clientY - windowHalfY;
+
+		}
+
+		function onDocumentTouchStart( event ) {
+
+			if ( event.touches.length === 1 ) {
+
+				event.preventDefault();
+
+				mouseX = event.touches[0].pageX - windowHalfX;
+				mouseY = event.touches[0].pageY - windowHalfY;
+
+			}
+
+		}
+
+		function onDocumentTouchMove( event ) {
+
+			if ( event.touches.length === 1 ) {
+
+				event.preventDefault();
+
+				mouseX = event.touches[0].pageX - windowHalfX;
+				mouseY = event.touches[0].pageY - windowHalfY;
+
+			}
+
+		}
+
+		function onWindowResize( event ) {
+
+			windowHalfX = window.innerWidth / 2;
+			windowHalfY = window.innerHeight / 2;
+
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
+
+			renderer.setSize( window.innerWidth, window.innerHeight );
+
+		}
+
+		//
+
+		function animate() {
+
+			requestAnimationFrame( animate );
+
+			render();
+			stats.update();
+
+		}
+
+		var lastTime = 0;
+
+		function render() {
+
+			var time = Date.now() * 0.00005;
+
+			camera.position.x += ( mouseX - camera.position.x ) * 0.05;
+			camera.position.y += ( -mouseY - camera.position.y ) * 0.05;
+
+			camera.lookAt( scene.position );
+
+
+			renderer.render( scene, camera );
+
+		}
+
+		if ( init() ) {
+
+			animate();
+
+		}
+	</script>
+
+</body>
+</html>