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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - indexed instancing (single box), interleaved buffers, dynamic updates</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- color: #ffffff;
- font-family: Monospace;
- font-size: 13px;
- text-align: center;
- font-weight: bold;
- background-color: #000000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- position: absolute;
- top: 0px;
- width: 100%;
- padding: 5px;
- }
- a {
- color: #ffffff;
- }
- #oldie a {
- color: #da0;
- }
- #notSupported {
- width: 50%;
- margin: auto;
- border: 2px red solid;
- margin-top: 20px;
- padding: 10px;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - indexed instancing (single box), interleaved buffers, dynamic updates
- <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
- </div>
- <script src="../build/three.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script id="vertexShader" type="x-shader/x-vertex">
- precision highp float;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- attribute vec3 position;
- attribute vec3 offset;
- attribute vec2 uv;
- attribute vec4 orientation;
- varying vec2 vUv;
- void main() {
- vec3 vPosition = position;
- vec3 vcV = cross(orientation.xyz, vPosition);
- vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
- }
- </script>
- <script id="fragmentShader" type="x-shader/x-fragment">
- precision highp float;
- uniform sampler2D map;
- varying vec2 vUv;
- void main() {
- gl_FragColor = texture2D(map, vUv);
- }
- </script>
- <script>
- if ( !Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var camera, scene, renderer;
- var orientations, instanceBuffer;
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
- //camera.position.z = 20;
- renderer = new THREE.WebGLRenderer();
- scene = new THREE.Scene();
- // geometry
- var instances = 5000;
- var geometry = new THREE.InstancedBufferGeometry();
- // per mesh data x,y,z,w,u,v,s,t for 4-element alignment
- // only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
- var vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
- // Front
- -1, 1, 1, 0, 0, 0, 0, 0,
- 1, 1, 1, 0, 1, 0, 0, 0,
- -1, -1, 1, 0, 0, 1, 0, 0,
- 1, -1, 1, 0, 1, 1, 0, 0,
- // Back
- 1, 1, -1, 0, 1, 0, 0, 0,
- -1, 1, -1, 0, 0, 0, 0, 0,
- 1, -1, -1, 0, 1, 1, 0, 0,
- -1, -1, -1, 0, 0, 1, 0, 0,
- // Left
- -1, 1, -1, 0, 1, 1, 0, 0,
- -1, 1, 1, 0, 1, 0, 0, 0,
- -1, -1, -1, 0, 0, 1, 0, 0,
- -1, -1, 1, 0, 0, 0, 0, 0,
- // Right
- 1, 1, 1, 0, 1, 0, 0, 0,
- 1, 1, -1, 0, 1, 1, 0, 0,
- 1, -1, 1, 0, 0, 0, 0, 0,
- 1, -1, -1, 0, 0, 1, 0, 0,
- // Top
- -1, 1, 1, 0, 0, 0, 0, 0,
- 1, 1, 1, 0, 1, 0, 0, 0,
- -1, 1, -1, 0, 0, 1, 0, 0,
- 1, 1, -1, 0, 1, 1, 0, 0,
- // Bottom
- 1, -1, 1, 0, 1, 0, 0, 0,
- -1, -1, 1, 0, 0, 0, 0, 0,
- 1, -1, -1, 0, 1, 1, 0, 0,
- -1, -1, -1, 0, 0, 1, 0, 0,
- ] ), 8 );
- // Use vertexBuffer, starting at offset 0, 3 items in position attribute
- var positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
- geometry.addAttribute( 'position', positions );
- // Use vertexBuffer, starting at offset 4, 2 items in uv attribute
- var uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 4 );
- geometry.addAttribute( 'uv', uvs );
- var indices = new Uint16Array( [
- 0, 1, 2,
- 2, 1, 3,
- 4, 5, 6,
- 6, 5, 7,
- 8, 9, 10,
- 10, 9, 11,
- 12, 13, 14,
- 14, 13, 15,
- 16, 17, 18,
- 18, 17, 19,
- 20, 21, 22,
- 22, 21, 23
- ] );
- geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
- // per instance data
- instanceBuffer = new THREE.InstancedInterleavedBuffer( new Float32Array( instances * 8 ), 8, 1 ).setDynamic( true );
- var offsets = new THREE.InterleavedBufferAttribute( instanceBuffer, 3, 0 );
- var vector = new THREE.Vector4();
- for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
- var x = Math.random() * 100 - 50;
- var y = Math.random() * 100 - 50;
- var z = Math.random() * 100 - 50;
- vector.set( x, y, z, 0 ).normalize();
- // move out at least 5 units from center in current direction
- offsets.setXYZ( i, x + vector.x * 5, y + vector.y * 5, z + vector.z * 5 );
- }
- geometry.addAttribute( 'offset', offsets ); // per mesh translation
- orientations = new THREE.InterleavedBufferAttribute( instanceBuffer, 4, 4 );
- for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
- vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
- vector.normalize();
- orientations.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
- }
- geometry.addAttribute( 'orientation', orientations ); // per mesh orientation
- // material
- var texture = new THREE.TextureLoader().load( 'textures/crate.gif' );
- texture.anisotropy = renderer.getMaxAnisotropy();
- var material = new THREE.RawShaderMaterial( {
- uniforms: {
- map: { value: texture }
- },
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
- side: THREE.DoubleSide,
- transparent: false
- } );
- var mesh = new THREE.Mesh( geometry, material );
- mesh.frustumCulled = false;
- scene.add( mesh );
- if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
- document.getElementById( "notSupported" ).style.display = "";
- return;
- }
- renderer.setClearColor( 0x101010 );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize( event ) {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- var lastTime = 0;
- var moveQ = ( new THREE.Quaternion( .5, .5, .5, 0.0 ) ).normalize();
- var tmpQ = new THREE.Quaternion();
- var currentQ = new THREE.Quaternion();
- function render() {
- var time = performance.now();
- var object = scene.children[0];
- object.rotation.y = time * 0.00005;
- renderer.render( scene, camera );
- var delta = ( time - lastTime ) / 5000;
- tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
- for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
- var index = i * instanceBuffer.stride + orientations.offset;
- currentQ.set( instanceBuffer.array[index], instanceBuffer.array[index + 1], instanceBuffer.array[index + 2], instanceBuffer.array[index + 3] );
- currentQ.multiply( tmpQ );
- orientations.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
- }
- instanceBuffer.needsUpdate = true;
- lastTime = time;
- }
- init();
- animate();
- </script>
- </body>
- </html>
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