webgl_buffergeometry_instancing_billboards.html 5.1 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.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. uniform float time;
  52. attribute vec3 position;
  53. attribute vec2 uv;
  54. attribute vec3 translate;
  55. varying vec2 vUv;
  56. varying float vScale;
  57. void main() {
  58. vec4 mvPosition = modelViewMatrix * vec4( translate, 1.0 );
  59. vec3 trTime = vec3(translate.x + time,translate.y + time,translate.z + time);
  60. float scale = sin( trTime.x * 2.1 ) + sin( trTime.y * 3.2 ) + sin( trTime.z * 4.3 );
  61. vScale = scale;
  62. scale = scale * 10.0 + 10.0;
  63. mvPosition.xyz += position * scale;
  64. vUv = uv;
  65. gl_Position = projectionMatrix * mvPosition;
  66. }
  67. </script>
  68. <script id="fshader" type="x-shader/x-fragment">
  69. precision highp float;
  70. uniform sampler2D map;
  71. varying vec2 vUv;
  72. varying float vScale;
  73. // HSL to RGB Convertion helpers
  74. vec3 HUEtoRGB(float H){
  75. H = mod(H,1.0);
  76. float R = abs(H * 6.0 - 3.0) - 1.0;
  77. float G = 2.0 - abs(H * 6.0 - 2.0);
  78. float B = 2.0 - abs(H * 6.0 - 4.0);
  79. return clamp(vec3(R,G,B),0.0,1.0);
  80. }
  81. vec3 HSLtoRGB(vec3 HSL){
  82. vec3 RGB = HUEtoRGB(HSL.x);
  83. float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
  84. return (RGB - 0.5) * C + HSL.z;
  85. }
  86. void main() {
  87. vec4 diffuseColor = texture2D( map, vUv );
  88. gl_FragColor = vec4( diffuseColor.xyz * HSLtoRGB(vec3(vScale/5.0, 1.0, 0.5)), diffuseColor.w );
  89. if ( diffuseColor.w < 0.5 ) discard;
  90. }
  91. </script>
  92. <script>
  93. var container, stats;
  94. var camera, scene, renderer;
  95. var geometry, material, mesh;
  96. function init() {
  97. if ( !Detector.webgl ) {
  98. Detector.addGetWebGLMessage();
  99. return false;
  100. }
  101. renderer = new THREE.WebGLRenderer();
  102. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  103. document.getElementById( "notSupported" ).style.display = "";
  104. return false;
  105. }
  106. container = document.createElement( 'div' );
  107. document.body.appendChild( container );
  108. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
  109. camera.position.z = 1400;
  110. scene = new THREE.Scene();
  111. geometry = new THREE.InstancedBufferGeometry();
  112. geometry.copy( new THREE.CircleBufferGeometry( 1, 6 ) );
  113. var particleCount = 75000;
  114. var translateArray = new Float32Array( particleCount * 3 );
  115. for ( var i = 0, i3 = 0, l = particleCount; i < l; i ++, i3 += 3 ) {
  116. translateArray[ i3 + 0 ] = Math.random() * 2 - 1;
  117. translateArray[ i3 + 1 ] = Math.random() * 2 - 1;
  118. translateArray[ i3 + 2 ] = Math.random() * 2 - 1;
  119. }
  120. geometry.addAttribute( "translate", new THREE.InstancedBufferAttribute( translateArray, 3, 1 ) );
  121. material = new THREE.RawShaderMaterial( {
  122. uniforms: {
  123. map: { value: new THREE.TextureLoader().load( "textures/sprites/circle.png" ) },
  124. time: { value: 0.0 }
  125. },
  126. vertexShader: document.getElementById( 'vshader' ).textContent,
  127. fragmentShader: document.getElementById( 'fshader' ).textContent,
  128. depthTest: true,
  129. depthWrite: true
  130. } );
  131. mesh = new THREE.Mesh( geometry, material );
  132. mesh.scale.set( 500, 500, 500 );
  133. scene.add( mesh );
  134. renderer.setPixelRatio( window.devicePixelRatio );
  135. renderer.setSize( window.innerWidth, window.innerHeight );
  136. container.appendChild( renderer.domElement );
  137. stats = new Stats();
  138. container.appendChild( stats.dom );
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. return true;
  141. }
  142. function onWindowResize( event ) {
  143. camera.aspect = window.innerWidth / window.innerHeight;
  144. camera.updateProjectionMatrix();
  145. renderer.setSize( window.innerWidth, window.innerHeight );
  146. }
  147. function animate() {
  148. requestAnimationFrame( animate );
  149. render();
  150. stats.update();
  151. }
  152. function render() {
  153. var time = performance.now() * 0.0005;
  154. material.uniforms.time.value = time;
  155. mesh.rotation.x = time * 0.2;
  156. mesh.rotation.y = time * 0.4;
  157. renderer.render( scene, camera );
  158. }
  159. if ( init() ) {
  160. animate();
  161. }
  162. </script>
  163. </body>
  164. </html>