webgl_buffergeometry_points_glbufferattribute.html 4.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - custom VBOs</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: #050505;
  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"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - custom VBOs</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/WebGL.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( WEBGL.isWebGLAvailable() === false ) {
  35. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  36. }
  37. var container, stats;
  38. var camera, scene, renderer;
  39. var points;
  40. init();
  41. animate();
  42. function init() {
  43. container = document.getElementById( 'container' );
  44. //
  45. renderer = new THREE.WebGLRenderer( { antialias: false } );
  46. renderer.setPixelRatio( window.devicePixelRatio );
  47. renderer.setSize( window.innerWidth, window.innerHeight );
  48. container.appendChild( renderer.domElement );
  49. //
  50. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
  51. camera.position.z = 2750;
  52. scene = new THREE.Scene();
  53. scene.background = new THREE.Color( 0x050505 );
  54. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  55. //
  56. var particles = 500000;
  57. var geometry = new THREE.BufferGeometry();
  58. var positions = [];
  59. var positions2 = [];
  60. var colors = [];
  61. var color = new THREE.Color();
  62. var n = 1000, n2 = n / 2; // particles spread in the cube
  63. for ( var i = 0; i < particles; i ++ ) {
  64. // positions
  65. var x = Math.random() * n - n2;
  66. var y = Math.random() * n - n2;
  67. var z = Math.random() * n - n2;
  68. positions.push( x, y, z );
  69. positions2.push( z, x, y );
  70. // colors
  71. var vx = ( x / n ) + 0.5;
  72. var vy = ( y / n ) + 0.5;
  73. var vz = ( z / n ) + 0.5;
  74. color.setRGB( vx, vy, vz );
  75. colors.push( color.r, color.g, color.b );
  76. }
  77. var gl = renderer.context;
  78. var pos = gl.createBuffer();
  79. gl.bindBuffer( gl.ARRAY_BUFFER, pos );
  80. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
  81. var pos2 = gl.createBuffer();
  82. gl.bindBuffer( gl.ARRAY_BUFFER, pos2 );
  83. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions2 ), gl.STATIC_DRAW );
  84. var rgb = gl.createBuffer();
  85. gl.bindBuffer( gl.ARRAY_BUFFER, rgb );
  86. gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( colors ), gl.STATIC_DRAW );
  87. var posAttr = new THREE.GLBufferAttribute( gl, pos, gl.FLOAT, 3, particles );
  88. geometry.addAttribute( 'position', posAttr );
  89. setInterval( function () {
  90. posAttr.buffer = ( posAttr.buffer === pos ) ? pos2 : pos;
  91. posAttr.needsUpdate = true;
  92. }, 2000 );
  93. var drawCount = 0;
  94. setInterval( function () {
  95. drawCount = 1 + ( drawCount + Math.floor( 1000 * Math.random() ) ) % particles;
  96. geometry.setDrawRange( 0, drawCount );
  97. }, 20 );
  98. geometry.addAttribute( 'color', new THREE.GLBufferAttribute( gl, rgb, gl.FLOAT, 3, particles ) );
  99. //
  100. var material = new THREE.PointsMaterial( { size: 15, vertexColors: THREE.VertexColors } );
  101. points = new THREE.Points( geometry, material );
  102. // Choose one:
  103. // geometry.boundingSphere = ( new THREE.Sphere() ).set( new THREE.Vector3(), Infinity );
  104. points.frustumCulled = false;
  105. scene.add( points );
  106. //
  107. stats = new Stats();
  108. container.appendChild( stats.dom );
  109. //
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. }
  112. function onWindowResize() {
  113. camera.aspect = window.innerWidth / window.innerHeight;
  114. camera.updateProjectionMatrix();
  115. renderer.setSize( window.innerWidth, window.innerHeight );
  116. }
  117. //
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. render();
  121. stats.update();
  122. }
  123. function render() {
  124. var time = Date.now() * 0.001;
  125. points.rotation.x = time * 0.25;
  126. points.rotation.y = time * 0.5;
  127. renderer.render( scene, camera );
  128. }
  129. </script>
  130. </body>
  131. </html>