webgl_buffergeometry_instancing.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - instancing test (single triangle)</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="container"></div>
  41. <div id="info">
  42. <a href="http://threejs.org" target="_blank">three.js</a> - instancing demo (single triangle)
  43. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  44. </div>
  45. <script src="js/libs/dat.gui.min.js"></script>
  46. <script src="../build/three.js"></script>
  47. <script src="js/Detector.js"></script>
  48. <script src="js/libs/stats.min.js"></script>
  49. <script id="vertexShader" type="x-shader/x-vertex">
  50. precision highp float;
  51. uniform float sineTime;
  52. uniform mat4 modelViewMatrix;
  53. uniform mat4 projectionMatrix;
  54. attribute vec3 position;
  55. attribute vec3 offset;
  56. attribute vec4 color;
  57. attribute vec4 orientationStart;
  58. attribute vec4 orientationEnd;
  59. varying vec3 vPosition;
  60. varying vec4 vColor;
  61. void main(){
  62. vPosition = offset * max(abs(sineTime * 2.0 + 1.0), 0.5) + position;
  63. vec4 orientation = normalize(mix(orientationStart, orientationEnd, sineTime));
  64. vec3 vcV = cross(orientation.xyz, vPosition);
  65. vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
  66. vColor = color;
  67. gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
  68. }
  69. </script>
  70. <script id="fragmentShader" type="x-shader/x-fragment">
  71. precision highp float;
  72. uniform float time;
  73. varying vec3 vPosition;
  74. varying vec4 vColor;
  75. void main() {
  76. vec4 color = vec4( vColor );
  77. color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
  78. gl_FragColor = color;
  79. }
  80. </script>
  81. <script>
  82. if ( !Detector.webgl ) Detector.addGetWebGLMessage();
  83. var container, stats;
  84. var camera, scene, renderer;
  85. init();
  86. animate();
  87. function init() {
  88. container = document.getElementById( 'container' );
  89. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
  90. camera.position.z = 2;
  91. scene = new THREE.Scene();
  92. // geometry
  93. var triangles = 1;
  94. var instances = 65000;
  95. var geometry = new THREE.InstancedBufferGeometry();
  96. geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
  97. var gui = new dat.GUI();
  98. gui.add( geometry, "maxInstancedCount", 0, instances );
  99. var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 );
  100. vertices.setXYZ( 0, 0.025, -0.025, 0 );
  101. vertices.setXYZ( 1, -0.025, 0.025, 0 );
  102. vertices.setXYZ( 2, 0, 0, 0.025 );
  103. geometry.addAttribute( 'position', vertices );
  104. var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1 );
  105. for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
  106. offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
  107. }
  108. geometry.addAttribute( 'offset', offsets );
  109. var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
  110. for ( var i = 0, ul = colors.count; i < ul; i++ ) {
  111. colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
  112. }
  113. geometry.addAttribute( 'color', colors );
  114. var vector = new THREE.Vector4();
  115. var orientationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
  116. for ( var i = 0, ul = orientationsStart.count; i < ul; i++ ) {
  117. vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  118. vector.normalize();
  119. orientationsStart.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  120. }
  121. geometry.addAttribute( 'orientationStart', orientationsStart );
  122. var orientationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
  123. for ( var i = 0, ul = orientationsEnd.count; i < ul; i++ ) {
  124. vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  125. vector.normalize();
  126. orientationsEnd.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  127. }
  128. geometry.addAttribute( 'orientationEnd', orientationsEnd );
  129. // material
  130. var material = new THREE.RawShaderMaterial( {
  131. uniforms: {
  132. time: { value: 1.0 },
  133. sineTime: { value: 1.0 }
  134. },
  135. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  136. fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
  137. side: THREE.DoubleSide,
  138. transparent: true
  139. } );
  140. var mesh = new THREE.Mesh( geometry, material );
  141. scene.add( mesh );
  142. renderer = new THREE.WebGLRenderer();
  143. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  144. document.getElementById( "notSupported" ).style.display = "";
  145. return;
  146. }
  147. renderer.setClearColor( 0x101010 );
  148. renderer.setPixelRatio( window.devicePixelRatio );
  149. renderer.setSize( window.innerWidth, window.innerHeight );
  150. container.appendChild( renderer.domElement );
  151. stats = new Stats();
  152. container.appendChild( stats.dom );
  153. window.addEventListener( 'resize', onWindowResize, false );
  154. }
  155. function onWindowResize( event ) {
  156. camera.aspect = window.innerWidth / window.innerHeight;
  157. camera.updateProjectionMatrix();
  158. renderer.setSize( window.innerWidth, window.innerHeight );
  159. }
  160. //
  161. function animate() {
  162. requestAnimationFrame( animate );
  163. render();
  164. stats.update();
  165. }
  166. function render() {
  167. var time = performance.now();
  168. var object = scene.children[0];
  169. object.rotation.y = time * 0.0005;
  170. object.material.uniforms.time.value = time * 0.005;
  171. object.material.uniforms.sineTime.value = Math.sin( object.material.uniforms.time.value * 0.05 );
  172. renderer.render( scene, camera );
  173. }
  174. </script>
  175. </body>
  176. </html>