webgl_buffergeometry_instancing_billboards.html 6.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - instanced particles - billboards - colors</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #ffffff;
  10. font-family: Monospace;
  11. font-size: 13px;
  12. text-align: center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. top: 0px;
  21. width: 100%;
  22. padding: 5px;
  23. }
  24. a {
  25. color: #ffffff;
  26. }
  27. #oldie a {
  28. color: #da0;
  29. }
  30. #notSupported {
  31. width: 50%;
  32. margin: auto;
  33. border: 2px red solid;
  34. margin-top: 20px;
  35. padding: 10px;
  36. }
  37. </style>
  38. </head>
  39. <body>
  40. <div id="info">
  41. <a href="http://threejs.org" target="_blank">three.js</a> - instanced circle billboards - colors
  42. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  43. </div>
  44. <script src="../build/three.min.js"></script>
  45. <script src="js/Detector.js"></script>
  46. <script src="js/libs/stats.min.js"></script>
  47. <script id="vshader" type="x-shader/x-vertex">
  48. precision highp float;
  49. uniform mat4 modelViewMatrix;
  50. uniform mat4 projectionMatrix;
  51. attribute vec3 position;
  52. attribute vec2 uv;
  53. attribute vec3 normal;
  54. attribute vec4 translateScale;
  55. attribute vec3 color;
  56. varying vec2 vUv;
  57. varying vec3 vColor;
  58. void main() {
  59. vec4 positionAdj = vec4( translateScale.xyz, 1.0 );
  60. vec4 mvPosition = modelViewMatrix * positionAdj;
  61. mvPosition.xyz += position * translateScale.w;
  62. vUv = uv;
  63. vColor = color;
  64. gl_Position = projectionMatrix * mvPosition;
  65. }
  66. </script>
  67. <script id="fshader" type="x-shader/x-fragment">
  68. precision highp float;
  69. uniform sampler2D map;
  70. varying vec2 vUv;
  71. varying vec3 vColor;
  72. void main() {
  73. vec4 diffuseColor = texture2D( map, vUv );
  74. gl_FragColor = vec4( diffuseColor.xyz * vColor, diffuseColor.w );
  75. if ( diffuseColor.w < 0.5 ) discard;
  76. }
  77. </script>
  78. <script>
  79. var container, stats;
  80. var camera, scene, renderer;
  81. var particles, geometry, material, sprite;
  82. var mouseX = 0, mouseY = 0;
  83. var windowHalfX = window.innerWidth / 2;
  84. var windowHalfY = window.innerHeight / 2;
  85. function init() {
  86. if ( !Detector.webgl ) {
  87. Detector.addGetWebGLMessage();
  88. return false;
  89. }
  90. renderer = new THREE.WebGLRenderer();
  91. if ( !renderer.supportsInstancedArrays ) {
  92. document.getElementById( "notSupported" ).style.display = "";
  93. return false;
  94. }
  95. container = document.createElement( 'div' );
  96. document.body.appendChild( container );
  97. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 3000 );
  98. camera.position.z = 1400;
  99. scene = new THREE.Scene();
  100. geometry = new THREE.InstancedBufferGeometry().copy( new THREE.CircleBufferGeometry( 1, 16 ) );
  101. sprite = THREE.ImageUtils.loadTexture( "textures/sprites/ball.png" );
  102. var particleCount = 5000;
  103. var translateScaleArray = new Float32Array( 4 * particleCount );
  104. var colorsArray = new Float32Array( 3 * particleCount );
  105. var color = new THREE.Color( 0xffffff );
  106. for ( i = 0, ii = 0, ul = particleCount * 4; i < ul; i += 4, ii += 3 ) {
  107. translateScaleArray[i] = 2000 * Math.random() - 1000;
  108. translateScaleArray[i + 1] = 2000 * Math.random() - 1000;
  109. translateScaleArray[i + 2] = 2000 * Math.random() - 1000;
  110. translateScaleArray[i + 3] = 24;
  111. color.setHSL(( translateScaleArray[i] + 1000 ) / 2000, 1, 0.5 );
  112. colorsArray[ii] = color.r;
  113. colorsArray[ii + 1] = color.g;
  114. colorsArray[ii + 2] = color.b;
  115. }
  116. geometry.addAttribute( "translateScale", new THREE.InstancedBufferAttribute( translateScaleArray, 4, 1 ) );
  117. geometry.addAttribute( "color", new THREE.InstancedBufferAttribute( colorsArray, 3, 1 ) );
  118. material = new THREE.RawShaderMaterial( {
  119. uniforms: {
  120. map: { type: "t", value: sprite }
  121. },
  122. vertexShader: document.getElementById( 'vshader' ).textContent,
  123. fragmentShader: document.getElementById( 'fshader' ).textContent,
  124. depthTest: true,
  125. depthWrite: true,
  126. attributes: { 'translateScale': 1, 'color': 2 }
  127. } );
  128. scene.add( new THREE.Mesh( geometry, material ) );
  129. renderer.setPixelRatio( window.devicePixelRatio );
  130. renderer.setSize( window.innerWidth, window.innerHeight );
  131. container.appendChild( renderer.domElement );
  132. //
  133. stats = new Stats();
  134. stats.domElement.style.position = 'absolute';
  135. stats.domElement.style.top = '0px';
  136. container.appendChild( stats.domElement );
  137. //
  138. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  139. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  140. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  141. window.addEventListener( 'resize', onWindowResize, false );
  142. return true;
  143. }
  144. function onDocumentMouseMove( event ) {
  145. mouseX = event.clientX - windowHalfX;
  146. mouseY = event.clientY - windowHalfY;
  147. }
  148. function onDocumentTouchStart( event ) {
  149. if ( event.touches.length === 1 ) {
  150. event.preventDefault();
  151. mouseX = event.touches[0].pageX - windowHalfX;
  152. mouseY = event.touches[0].pageY - windowHalfY;
  153. }
  154. }
  155. function onDocumentTouchMove( event ) {
  156. if ( event.touches.length === 1 ) {
  157. event.preventDefault();
  158. mouseX = event.touches[0].pageX - windowHalfX;
  159. mouseY = event.touches[0].pageY - windowHalfY;
  160. }
  161. }
  162. function onWindowResize( event ) {
  163. windowHalfX = window.innerWidth / 2;
  164. windowHalfY = window.innerHeight / 2;
  165. camera.aspect = window.innerWidth / window.innerHeight;
  166. camera.updateProjectionMatrix();
  167. renderer.setSize( window.innerWidth, window.innerHeight );
  168. }
  169. //
  170. function animate() {
  171. requestAnimationFrame( animate );
  172. render();
  173. stats.update();
  174. }
  175. var lastTime = 0;
  176. function render() {
  177. var time = Date.now() * 0.00005;
  178. camera.position.x += ( mouseX - camera.position.x ) * 0.05;
  179. camera.position.y += ( -mouseY - camera.position.y ) * 0.05;
  180. camera.lookAt( scene.position );
  181. renderer.render( scene, camera );
  182. }
  183. if ( init() ) {
  184. animate();
  185. }
  186. </script>
  187. </body>
  188. </html>