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@@ -1,337 +1,336 @@
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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 - indexed instancing (single box), dynamic updates</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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- #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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+ <title>three.js webgl - indexed instancing (single box), dynamic updates</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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+ #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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- <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> - indexed instancing (single box), dynamic updates
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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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+ <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> - indexed instancing (single box), dynamic updates
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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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- <script src="../build/three.min.js"></script>
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+ <script src="../build/three.min.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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+ <script src="js/Detector.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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- <script id="vertexShader" type="x-shader/x-vertex">
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- precision highp float;
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+ precision highp float;
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- uniform mat4 modelViewMatrix;
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- uniform mat4 projectionMatrix;
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+ uniform mat4 modelViewMatrix;
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+ uniform mat4 projectionMatrix;
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- attribute vec3 position;
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- attribute vec3 offset;
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- attribute vec2 uv;
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- attribute vec4 orientation;
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+ attribute vec3 position;
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+ attribute vec3 offset;
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+ attribute vec2 uv;
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+ attribute vec4 orientation;
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- varying vec2 vUv;
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+ varying vec2 vUv;
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- void main() {
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+ void main() {
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- vec3 vPosition = position;
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- vec3 vcV = cross(orientation.xyz, vPosition);
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- vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
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+ vec3 vPosition = position;
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+ vec3 vcV = cross(orientation.xyz, vPosition);
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+ vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
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- vUv = uv;
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+ vUv = uv;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
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- }
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+ }
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- </script>
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+ </script>
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- <script id="fragmentShader" type="x-shader/x-fragment">
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- precision highp float;
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+ <script id="fragmentShader" type="x-shader/x-fragment">
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+ precision highp float;
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- uniform sampler2D map;
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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- gl_FragColor = texture2D(map, vUv);
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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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- var orientations;
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-
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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, 1, 1000 );
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- //camera.position.z = 20;
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-
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- renderer = new THREE.WebGLRenderer();
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- scene = new THREE.Scene();
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-
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- // geometry
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-
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- var instances = 5000;
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-
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- var geometry = new THREE.InstancedBufferGeometry();
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-
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- // per mesh data
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- var vertices = new THREE.BufferAttribute( new Float32Array( [
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- // Front
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- -1, 1, 1,
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- 1, 1, 1,
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- -1, -1, 1,
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- 1, -1, 1,
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- // Back
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- 1, 1, -1,
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- -1, 1, -1,
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- 1, -1, -1,
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- -1, -1, -1,
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- // Left
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- -1, 1, -1,
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- -1, 1, 1,
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- -1, -1, -1,
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- -1, -1, 1,
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- // Right
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- 1, 1, 1,
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- 1, 1, -1,
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- 1, -1, 1,
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- 1, -1, -1,
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- // Top
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- -1, 1, 1,
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- 1, 1, 1,
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- -1, 1, -1,
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- 1, 1, -1,
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- // Bottom
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- 1, -1, 1,
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- -1, -1, 1,
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- 1, -1, -1,
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- -1, -1, -1
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- ] ), 3 );
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-
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- geometry.addAttribute( 'position', vertices );
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-
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- var uvs = new THREE.BufferAttribute( new Float32Array( [
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- //x y z
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- // Front
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- 0, 0,
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- 1, 0,
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- 0, 1,
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- 1, 1,
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- // Back
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- 1, 0,
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- 0, 0,
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- 1, 1,
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- 0, 1,
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- // Left
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- 1, 1,
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- 1, 0,
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- 0, 1,
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- 0, 0,
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- // Right
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- 1, 0,
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- 1, 1,
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- 0, 0,
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- 0, 1,
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- // Top
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- 0, 0,
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- 1, 0,
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- 0, 1,
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- 1, 1,
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- // Bottom
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- 1, 0,
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- 0, 0,
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- 1, 1,
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- 0, 1
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- ] ), 2 );
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-
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- geometry.addAttribute( 'uv', uvs );
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-
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- var indices = new Uint16Array( [
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- 0, 1, 2,
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- 2, 1, 3,
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- 4, 5, 6,
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- 6, 5, 7,
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- 8, 9, 10,
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- 10, 9, 11,
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- 12, 13, 14,
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- 14, 13, 15,
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- 16, 17, 18,
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- 18, 17, 19,
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- 20, 21, 22,
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- 22, 21, 23
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- ] );
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-
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- geometry.addAttribute( 'index', new THREE.IndexBufferAttribute( indices, 1 ) );
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-
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- // per instance data
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- var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1, false );
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-
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- var vector = new THREE.Vector4();
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- for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
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- var x = Math.random() * 100 - 50;
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- var y = Math.random() * 100 - 50;
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- var z = Math.random() * 100 - 50;
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- vector.set( x, y, z, 0 ).normalize();
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- // move out at least 5 units from center in current direction
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- offsets.setXYZ( i, x + vector.x * 5, y + vector.y * 5, z + vector.z * 5 );
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-
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- }
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-
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- geometry.addAttribute( 'offset', offsets ); // per mesh translation
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-
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-
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- orientations = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, true );
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-
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- for ( var i = 0, ul = orientations.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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- orientations.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( 'orientation', orientations ); // per mesh orientation
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+ uniform sampler2D map;
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ gl_FragColor = texture2D(map, vUv);
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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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+ var orientations;
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+
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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, 1, 1000 );
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+ //camera.position.z = 20;
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+
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+ renderer = new THREE.WebGLRenderer();
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+ scene = new THREE.Scene();
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+
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+ // geometry
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+
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+ var instances = 5000;
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+
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+ var geometry = new THREE.InstancedBufferGeometry();
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+
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+ // per mesh data
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+ var vertices = new THREE.BufferAttribute( new Float32Array( [
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+ // Front
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+ -1, 1, 1,
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+ 1, 1, 1,
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+ -1, -1, 1,
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+ 1, -1, 1,
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+ // Back
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+ 1, 1, -1,
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+ -1, 1, -1,
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+ 1, -1, -1,
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+ -1, -1, -1,
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+ // Left
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+ -1, 1, -1,
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+ -1, 1, 1,
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+ -1, -1, -1,
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+ -1, -1, 1,
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+ // Right
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+ 1, 1, 1,
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+ 1, 1, -1,
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+ 1, -1, 1,
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+ 1, -1, -1,
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+ // Top
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+ -1, 1, 1,
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+ 1, 1, 1,
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+ -1, 1, -1,
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+ 1, 1, -1,
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+ // Bottom
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+ 1, -1, 1,
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+ -1, -1, 1,
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+ 1, -1, -1,
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+ -1, -1, -1
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+ ] ), 3 );
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+
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+ geometry.addAttribute( 'position', vertices );
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+
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+ var uvs = new THREE.BufferAttribute( new Float32Array( [
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+ //x y z
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+ // Front
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+ 0, 0,
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+ 1, 0,
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+ 0, 1,
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+ 1, 1,
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+ // Back
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+ 1, 0,
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+ 0, 0,
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+ 1, 1,
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+ 0, 1,
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+ // Left
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+ 1, 1,
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+ 1, 0,
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+ 0, 1,
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+ 0, 0,
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+ // Right
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+ 1, 0,
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+ 1, 1,
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+ 0, 0,
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+ 0, 1,
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+ // Top
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+ 0, 0,
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+ 1, 0,
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+ 0, 1,
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+ 1, 1,
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+ // Bottom
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+ 1, 0,
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+ 0, 0,
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+ 1, 1,
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+ 0, 1
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+ ] ), 2 );
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+
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+ geometry.addAttribute( 'uv', uvs );
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+
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+ var indices = new Uint16Array( [
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+ 0, 1, 2,
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+ 2, 1, 3,
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+ 4, 5, 6,
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+ 6, 5, 7,
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+ 8, 9, 10,
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+ 10, 9, 11,
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+ 12, 13, 14,
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+ 14, 13, 15,
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+ 16, 17, 18,
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+ 18, 17, 19,
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+ 20, 21, 22,
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+ 22, 21, 23
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+ ] );
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+
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+ geometry.addAttribute( 'index', new THREE.IndexBufferAttribute( indices, 1 ) );
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+
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+ // per instance data
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+ var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1, false );
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+
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+ var vector = new THREE.Vector4();
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+ for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
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+ var x = Math.random() * 100 - 50;
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+ var y = Math.random() * 100 - 50;
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+ var z = Math.random() * 100 - 50;
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+ vector.set( x, y, z, 0 ).normalize();
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+ // move out at least 5 units from center in current direction
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+ offsets.setXYZ( i, x + vector.x * 5, y + vector.y * 5, z + vector.z * 5 );
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+
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+ }
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+
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+ geometry.addAttribute( 'offset', offsets ); // per mesh translation
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+
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+
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+ orientations = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, true );
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+
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+ for ( var i = 0, ul = orientations.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 );
|
|
|
+ vector.normalize();
|
|
|
+
|
|
|
+ orientations.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.addAttribute( 'orientation', orientations ); // per mesh orientation
|
|
|
+
|
|
|
+ // material
|
|
|
+ var texture = THREE.ImageUtils.loadTexture( 'textures/crate.gif' );
|
|
|
+ texture.anisotropy = renderer.getMaxAnisotropy();
|
|
|
|
|
|
- // material
|
|
|
- var texture = THREE.ImageUtils.loadTexture( 'textures/crate.gif' );
|
|
|
- texture.anisotropy = renderer.getMaxAnisotropy();
|
|
|
+ var material = new THREE.RawShaderMaterial( {
|
|
|
|
|
|
- var material = new THREE.RawShaderMaterial( {
|
|
|
+ uniforms: {
|
|
|
+ map: { type: "t", value: texture }
|
|
|
+ },
|
|
|
+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
|
|
|
+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
|
|
|
+ side: THREE.DoubleSide,
|
|
|
+ transparent: false
|
|
|
|
|
|
- uniforms: {
|
|
|
- map: { type: "t", value: texture }
|
|
|
- },
|
|
|
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
|
|
|
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
|
|
|
- side: THREE.DoubleSide,
|
|
|
- transparent: false
|
|
|
+ } );
|
|
|
|
|
|
- } );
|
|
|
+ var mesh = new THREE.Mesh( geometry, material );
|
|
|
+ scene.add( mesh );
|
|
|
|
|
|
- var mesh = new THREE.Mesh( geometry, material );
|
|
|
- scene.add( mesh );
|
|
|
|
|
|
+ if ( !renderer.supportsInstancedArrays ) {
|
|
|
+ document.getElementById( "notSupported" ).style.display = "";
|
|
|
+ return;
|
|
|
+ }
|
|
|
|
|
|
- if ( !renderer.supportsInstancedArrays ) {
|
|
|
- document.getElementById( "notSupported" ).style.display = "";
|
|
|
- return;
|
|
|
- }
|
|
|
+ renderer.setClearColor( 0x101010 );
|
|
|
+ renderer.setPixelRatio( window.devicePixelRatio );
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+ container.appendChild( renderer.domElement );
|
|
|
|
|
|
- renderer.setClearColor( 0x101010 );
|
|
|
- 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 );
|
|
|
|
|
|
- stats = new Stats();
|
|
|
- stats.domElement.style.position = 'absolute';
|
|
|
- stats.domElement.style.top = '0px';
|
|
|
- container.appendChild( stats.domElement );
|
|
|
+ window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
|
|
- window.addEventListener( 'resize', onWindowResize, false );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ function onWindowResize( event ) {
|
|
|
|
|
|
- function onWindowResize( event ) {
|
|
|
+ camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
|
|
|
- camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
- camera.updateProjectionMatrix();
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
|
|
- renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ //
|
|
|
|
|
|
- //
|
|
|
+ function animate() {
|
|
|
|
|
|
- function animate() {
|
|
|
+ requestAnimationFrame( animate );
|
|
|
|
|
|
- requestAnimationFrame( animate );
|
|
|
+ render();
|
|
|
+ stats.update();
|
|
|
|
|
|
- render();
|
|
|
- stats.update();
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ var lastTime = 0;
|
|
|
|
|
|
- var lastTime = 0;
|
|
|
+ var moveQ = ( new THREE.Quaternion( .5, .5, .5, 0.0 ) ).normalize();
|
|
|
+ var tmpQ = new THREE.Quaternion();
|
|
|
+ var currentQ = new THREE.Quaternion();
|
|
|
+ function render() {
|
|
|
|
|
|
- var moveQ = ( new THREE.Quaternion( .5, .5, .5, 0.0 ) ).normalize();
|
|
|
- var tmpQ = new THREE.Quaternion();
|
|
|
- var currentQ = new THREE.Quaternion();
|
|
|
- function render() {
|
|
|
+ var time = performance.now();
|
|
|
|
|
|
- var time = performance.now();
|
|
|
+ var object = scene.children[0];
|
|
|
|
|
|
+ object.rotation.y = time * 0.00005;
|
|
|
|
|
|
- var object = scene.children[0];
|
|
|
+ renderer.render( scene, camera );
|
|
|
|
|
|
- object.rotation.y = time * 0.00005;
|
|
|
+ var delta = ( time - lastTime ) / 5000;
|
|
|
+ tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
|
|
|
|
|
|
- renderer.render( scene, camera );
|
|
|
+ for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
|
|
|
+ var index = i * 4;
|
|
|
+ currentQ.set( orientations.array[index], orientations.array[index + 1], orientations.array[index + 2], orientations.array[index + 3] );
|
|
|
+ currentQ.multiply( tmpQ );
|
|
|
|
|
|
- var delta = ( time - lastTime ) / 5000;
|
|
|
- tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
|
|
|
+ orientations.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
|
|
|
|
|
|
- for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
|
|
|
- var index = i * 4;
|
|
|
- currentQ.set( orientations.array[index], orientations.array[index + 1], orientations.array[index + 2], orientations.array[index + 3] );
|
|
|
- currentQ.multiply( tmpQ );
|
|
|
+ }
|
|
|
+ orientations.needsUpdate = true;
|
|
|
+ lastTime = time;
|
|
|
+ }
|
|
|
|
|
|
- orientations.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
|
|
|
-
|
|
|
- }
|
|
|
- orientations.needsUpdate = true;
|
|
|
- lastTime = time;
|
|
|
- }
|
|
|
-
|
|
|
- init();
|
|
|
- animate();
|
|
|
- </script>
|
|
|
+ init();
|
|
|
+ animate();
|
|
|
+ </script>
|
|
|
|
|
|
</body>
|
|
|
|