webgl_buffergeometry_drawcalls.html 8.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - lines drawcalls</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: #cccccc;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #0080ff;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> webgl - buffergeometry drawcalls - by <a href="https://twitter.com/fernandojsg">fernandojsg</a>
  31. </div>
  32. <script src="js/libs/dat.gui.min.js"></script>
  33. <script src="../build/three.min.js"></script>
  34. <script src="js/controls/OrbitControls.js"></script>
  35. <script src="js/libs/stats.min.js"></script>
  36. <script>
  37. var group;
  38. var container, stats;
  39. var particlesData = [];
  40. var camera, scene, renderer;
  41. var positions,colors;
  42. var pointCloud;
  43. var particlePositions;
  44. var maxParticleCount = 1000;
  45. var particleCount = 500;
  46. var r = 800;
  47. var rHalf = r/2;
  48. var linesMesh;
  49. var effectController = {
  50. showDots: true,
  51. showLines: true,
  52. minDistance: 150,
  53. limitConnections: false,
  54. maxConnections: 20,
  55. particleCount: 500
  56. }
  57. init();
  58. animate();
  59. function initGUI() {
  60. var gui = new dat.GUI();
  61. gui.add( effectController, "showDots" ).onChange( function(value) {pointCloud.visible = value;} );
  62. gui.add( effectController, "showLines" ).onChange( function(value) {linesMesh.visible = value; } );
  63. gui.add( effectController, "minDistance", 10, 300 );
  64. gui.add( effectController, "limitConnections" );
  65. gui.add( effectController, "maxConnections", 0, 30,1 );
  66. gui.add( effectController, "particleCount", 0, maxParticleCount,1 ).onChange(function(value) {
  67. particleCount = parseInt(value);
  68. particles.drawcalls[0].count = particleCount;
  69. });
  70. }
  71. function init() {
  72. initGUI();
  73. container = document.getElementById( 'container' );
  74. //
  75. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  76. camera.position.z = 1750;
  77. controls = new THREE.OrbitControls( camera );
  78. controls.damping = 0.2;
  79. controls.addEventListener( 'change', render );
  80. scene = new THREE.Scene();
  81. geometry = new THREE.BufferGeometry();
  82. var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
  83. var segments = maxParticleCount * maxParticleCount;
  84. positions = new Float32Array( segments * 3 );
  85. colors = new Float32Array( segments * 3 );
  86. var pMaterial = new THREE.PointCloudMaterial({
  87. color: 0xFFFFFF,
  88. size: 3,
  89. blending: THREE.AdditiveBlending,
  90. transparent: true,
  91. sizeAttenuation: false
  92. });
  93. //particles = new THREE.Geometry();
  94. particles = new THREE.BufferGeometry();
  95. particlePositions = new Float32Array( maxParticleCount * 3 );
  96. for (var i = 0; i < maxParticleCount; i++) {
  97. var x = Math.random() * r - r / 2;
  98. var y = Math.random() * r - r / 2;
  99. var z = Math.random() * r - r / 2;
  100. particlePositions[i*3] = x;
  101. particlePositions[i*3+1] = y;
  102. particlePositions[i*3+2] = z;
  103. // add it to the geometry
  104. particlesData.push({
  105. velocity: new THREE.Vector3(-1+Math.random()*2, -1+Math.random()*2, -1+Math.random()*2),
  106. numConnections: 0
  107. });
  108. }
  109. particles.drawcalls.push( {
  110. start: 0,
  111. count: particleCount,
  112. index: 0
  113. } );
  114. particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );
  115. // create the particle system
  116. pointCloud = new THREE.PointCloud(
  117. particles,
  118. pMaterial);
  119. group = new THREE.Object3D();
  120. // add it to the scene
  121. group.add(pointCloud);
  122. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  123. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  124. geometry.computeBoundingSphere();
  125. geometry.drawcalls.push( {
  126. start: 0,
  127. count: 0,
  128. index: 0
  129. } );
  130. linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
  131. group.add( linesMesh );
  132. scene.add(group);
  133. //
  134. renderer = new THREE.WebGLRenderer( { antialias: true } );
  135. renderer.setPixelRatio( window.devicePixelRatio )
  136. renderer.setSize( window.innerWidth, window.innerHeight );
  137. renderer.gammaInput = true;
  138. renderer.gammaOutput = true;
  139. container.appendChild( renderer.domElement );
  140. //
  141. stats = new Stats();
  142. stats.domElement.style.position = 'absolute';
  143. stats.domElement.style.top = '0px';
  144. container.appendChild( stats.domElement );
  145. window.addEventListener( 'resize', onWindowResize, false );
  146. }
  147. function onWindowResize() {
  148. camera.aspect = window.innerWidth / window.innerHeight;
  149. camera.updateProjectionMatrix();
  150. renderer.setSize( window.innerWidth, window.innerHeight );
  151. }
  152. //
  153. var numConnected;
  154. function animate() {
  155. var vertexpos=0;
  156. var colorpos=0;
  157. numConnected = 0;
  158. for (var i = 0; i < particleCount; i++)
  159. particlesData[i].numConnections = 0;
  160. for (var i = 0; i < particleCount; i++) {
  161. // get the particle
  162. var particleData = particlesData[i];
  163. particlePositions[i*3]+=particleData.velocity.x;
  164. particlePositions[i*3+1]+=particleData.velocity.y;
  165. particlePositions[i*3+2]+=particleData.velocity.z;
  166. if (particlePositions[i*3+1]<-rHalf || particlePositions[i*3+1]>rHalf)
  167. particleData.velocity.y=-particleData.velocity.y;
  168. if (particlePositions[i*3]<-rHalf || particlePositions[i*3]>rHalf)
  169. particleData.velocity.x=-particleData.velocity.x;
  170. if (particlePositions[i*3+2]<-rHalf || particlePositions[i*3+2]>rHalf)
  171. particleData.velocity.z=-particleData.velocity.z;
  172. //if (effectController.maxConnections
  173. if (effectController.limitConnections && particleData.numConnections >= effectController.maxConnections)
  174. continue;
  175. // Check collision
  176. for (var j = i+1; j < particleCount; j++) {
  177. var particleDataB = particlesData[j];
  178. if (effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections)
  179. continue;
  180. var dx = particlePositions[i*3] - particlePositions[j*3];
  181. var dy = particlePositions[i*3+1] - particlePositions[j*3+1];
  182. var dz = particlePositions[i*3+2] - particlePositions[j*3+2];
  183. var dist = Math.sqrt(dx*dx+dy*dy+dz*dz);
  184. //var dist = particle.distanceTo(particleB);
  185. if (dist < effectController.minDistance) {
  186. particleData.numConnections++;
  187. particleDataB.numConnections++;
  188. var alpha = 1.0-dist/effectController.minDistance+0.2;
  189. positions[ vertexpos++ ] = particlePositions[i*3];
  190. positions[ vertexpos++ ] = particlePositions[i*3+1];
  191. positions[ vertexpos++ ] = particlePositions[i*3+2];
  192. positions[ vertexpos++ ] = particlePositions[j*3];
  193. positions[ vertexpos++ ] = particlePositions[j*3+1];
  194. positions[ vertexpos++ ] = particlePositions[j*3+2];
  195. colors[ colorpos++ ] = alpha;
  196. colors[ colorpos++ ] = alpha;
  197. colors[ colorpos++ ] = alpha;
  198. colors[ colorpos++ ] = alpha;
  199. colors[ colorpos++ ] = alpha;
  200. colors[ colorpos++ ] = alpha;
  201. numConnected++;
  202. }
  203. }
  204. }
  205. linesMesh.geometry.drawcalls[0].count = numConnected*2;
  206. linesMesh.geometry.attributes.position.needsUpdate = true;
  207. linesMesh.geometry.attributes.color.needsUpdate = true;
  208. pointCloud.geometry.attributes.position.needsUpdate = true;
  209. requestAnimationFrame( animate );
  210. stats.update();
  211. render();
  212. }
  213. function render() {
  214. var time = Date.now() * 0.001;
  215. group.rotation.y = time*0.1;
  216. renderer.render( scene, camera );
  217. }
  218. </script>
  219. </body>
  220. </html>