webgl_buffergeometry_drawcalls.html 8.1 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.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, controls, stats;
  39. var particlesData = [];
  40. var camera, scene, renderer;
  41. var positions, colors;
  42. var particles;
  43. var pointCloud;
  44. var particlePositions;
  45. var linesMesh;
  46. var maxParticleCount = 1000;
  47. var particleCount = 500;
  48. var r = 800;
  49. var rHalf = r / 2;
  50. var effectController = {
  51. showDots: true,
  52. showLines: true,
  53. minDistance: 150,
  54. limitConnections: false,
  55. maxConnections: 20,
  56. particleCount: 500
  57. };
  58. init();
  59. animate();
  60. function initGUI() {
  61. var gui = new dat.GUI();
  62. gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
  63. gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
  64. gui.add( effectController, "minDistance", 10, 300 );
  65. gui.add( effectController, "limitConnections" );
  66. gui.add( effectController, "maxConnections", 0, 30, 1 );
  67. gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) {
  68. particleCount = parseInt( value );
  69. particles.setDrawRange( 0, particleCount );
  70. });
  71. }
  72. function init() {
  73. initGUI();
  74. container = document.getElementById( 'container' );
  75. //
  76. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  77. camera.position.z = 1750;
  78. controls = new THREE.OrbitControls( camera, container );
  79. scene = new THREE.Scene();
  80. group = new THREE.Group();
  81. scene.add( group );
  82. var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxGeometry( r, r, r ) ) );
  83. helper.material.color.setHex( 0x080808 );
  84. helper.material.blending = THREE.AdditiveBlending;
  85. helper.material.transparent = true;
  86. group.add( helper );
  87. var segments = maxParticleCount * maxParticleCount;
  88. positions = new Float32Array( segments * 3 );
  89. colors = new Float32Array( segments * 3 );
  90. var pMaterial = new THREE.PointsMaterial( {
  91. color: 0xFFFFFF,
  92. size: 3,
  93. blending: THREE.AdditiveBlending,
  94. transparent: true,
  95. sizeAttenuation: false
  96. } );
  97. particles = new THREE.BufferGeometry();
  98. particlePositions = new Float32Array( maxParticleCount * 3 );
  99. for ( var i = 0; i < maxParticleCount; i++ ) {
  100. var x = Math.random() * r - r / 2;
  101. var y = Math.random() * r - r / 2;
  102. var z = Math.random() * r - r / 2;
  103. particlePositions[ i * 3 ] = x;
  104. particlePositions[ i * 3 + 1 ] = y;
  105. particlePositions[ i * 3 + 2 ] = z;
  106. // add it to the geometry
  107. particlesData.push( {
  108. velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
  109. numConnections: 0
  110. } );
  111. }
  112. particles.setDrawRange( 0, particleCount );
  113. particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ).setDynamic( true ) );
  114. // create the particle system
  115. pointCloud = new THREE.Points( particles, pMaterial );
  116. group.add( pointCloud );
  117. var geometry = new THREE.BufferGeometry();
  118. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).setDynamic( true ) );
  119. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).setDynamic( true ) );
  120. geometry.computeBoundingSphere();
  121. geometry.setDrawRange( 0, 0 );
  122. var material = new THREE.LineBasicMaterial( {
  123. vertexColors: THREE.VertexColors,
  124. blending: THREE.AdditiveBlending,
  125. transparent: true
  126. } );
  127. linesMesh = new THREE.LineSegments( geometry, material );
  128. group.add( linesMesh );
  129. //
  130. renderer = new THREE.WebGLRenderer( { antialias: true } );
  131. renderer.setPixelRatio( window.devicePixelRatio );
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. renderer.gammaInput = true;
  134. renderer.gammaOutput = true;
  135. container.appendChild( renderer.domElement );
  136. //
  137. stats = new Stats();
  138. container.appendChild( stats.dom );
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. }
  141. function onWindowResize() {
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. }
  146. function animate() {
  147. var vertexpos = 0;
  148. var colorpos = 0;
  149. var numConnected = 0;
  150. for ( var i = 0; i < particleCount; i++ )
  151. particlesData[ i ].numConnections = 0;
  152. for ( var i = 0; i < particleCount; i++ ) {
  153. // get the particle
  154. var particleData = particlesData[i];
  155. particlePositions[ i * 3 ] += particleData.velocity.x;
  156. particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
  157. particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
  158. if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
  159. particleData.velocity.y = -particleData.velocity.y;
  160. if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
  161. particleData.velocity.x = -particleData.velocity.x;
  162. if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
  163. particleData.velocity.z = -particleData.velocity.z;
  164. if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
  165. continue;
  166. // Check collision
  167. for ( var j = i + 1; j < particleCount; j++ ) {
  168. var particleDataB = particlesData[ j ];
  169. if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
  170. continue;
  171. var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
  172. var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
  173. var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
  174. var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
  175. if ( dist < effectController.minDistance ) {
  176. particleData.numConnections++;
  177. particleDataB.numConnections++;
  178. var alpha = 1.0 - dist / effectController.minDistance;
  179. positions[ vertexpos++ ] = particlePositions[ i * 3 ];
  180. positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
  181. positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
  182. positions[ vertexpos++ ] = particlePositions[ j * 3 ];
  183. positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
  184. positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
  185. colors[ colorpos++ ] = alpha;
  186. colors[ colorpos++ ] = alpha;
  187. colors[ colorpos++ ] = alpha;
  188. colors[ colorpos++ ] = alpha;
  189. colors[ colorpos++ ] = alpha;
  190. colors[ colorpos++ ] = alpha;
  191. numConnected++;
  192. }
  193. }
  194. }
  195. linesMesh.geometry.setDrawRange( 0, numConnected * 2 );
  196. linesMesh.geometry.attributes.position.needsUpdate = true;
  197. linesMesh.geometry.attributes.color.needsUpdate = true;
  198. pointCloud.geometry.attributes.position.needsUpdate = true;
  199. requestAnimationFrame( animate );
  200. stats.update();
  201. render();
  202. }
  203. function render() {
  204. var time = Date.now() * 0.001;
  205. group.rotation.y = time * 0.1;
  206. renderer.render( scene, camera );
  207. }
  208. </script>
  209. </body>
  210. </html>