webgl_buffergeometry_points_interleaved.html 3.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry [particles]</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">three.js</a> webgl - buffergeometry - particles</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  35. var container, stats;
  36. var camera, scene, renderer;
  37. var points;
  38. init();
  39. animate();
  40. function init() {
  41. container = document.getElementById( 'container' );
  42. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
  43. camera.position.z = 2750;
  44. scene = new THREE.Scene();
  45. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  46. //
  47. var particles = 500000;
  48. var geometry = new THREE.BufferGeometry();
  49. var interleaved_buffer_float32 = new Float32Array( particles * 4 );
  50. var interleaved_buffer_uint8 = new Uint8Array( interleaved_buffer_float32.buffer );
  51. var color = new THREE.Color();
  52. var n = 1000, n2 = n / 2; // particles spread in the cube
  53. for ( var i = 0; i < interleaved_buffer_float32.length; i += 4 ) {
  54. // positions
  55. var x = Math.random() * n - n2;
  56. var y = Math.random() * n - n2;
  57. var z = Math.random() * n - n2;
  58. interleaved_buffer_float32[ i + 0 ] = x;
  59. interleaved_buffer_float32[ i + 1 ] = y;
  60. interleaved_buffer_float32[ i + 2 ] = z;
  61. // colors
  62. var vx = ( x / n ) + 0.5;
  63. var vy = ( y / n ) + 0.5;
  64. var vz = ( z / n ) + 0.5;
  65. color.setRGB( vx, vy, vz );
  66. var j = ( i + 3 ) * 4;
  67. interleaved_buffer_uint8[ j + 0 ] = color.r * 255;
  68. interleaved_buffer_uint8[ j + 1 ] = color.g * 255;
  69. interleaved_buffer_uint8[ j + 2 ] = color.b * 255;
  70. interleaved_buffer_uint8[ j + 3 ] = 0;
  71. }
  72. var ibp = new THREE.InterleavedBuffer( interleaved_buffer_float32, 4 );
  73. var ibc = new THREE.InterleavedBuffer( interleaved_buffer_uint8, 16 );
  74. geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( ibp, 3, 0, false ) );
  75. geometry.addAttribute( 'color', new THREE.InterleavedBufferAttribute( ibc, 3, 12, true ) );
  76. // geometry.computeBoundingSphere();
  77. //
  78. var material = new THREE.PointsMaterial( { size: 15, vertexColors: THREE.VertexColors } );
  79. points = new THREE.Points( geometry, material );
  80. scene.add( points );
  81. //
  82. renderer = new THREE.WebGLRenderer( { antialias: false } );
  83. renderer.setClearColor( scene.fog.color );
  84. renderer.setPixelRatio( window.devicePixelRatio );
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. container.appendChild( renderer.domElement );
  87. //
  88. stats = new Stats();
  89. container.appendChild( stats.dom );
  90. //
  91. window.addEventListener( 'resize', onWindowResize, false );
  92. }
  93. function onWindowResize() {
  94. camera.aspect = window.innerWidth / window.innerHeight;
  95. camera.updateProjectionMatrix();
  96. renderer.setSize( window.innerWidth, window.innerHeight );
  97. }
  98. //
  99. function animate() {
  100. requestAnimationFrame( animate );
  101. render();
  102. stats.update();
  103. }
  104. function render() {
  105. var time = Date.now() * 0.001;
  106. points.rotation.x = time * 0.25;
  107. points.rotation.y = time * 0.5;
  108. renderer.render( scene, camera );
  109. }
  110. </script>
  111. </body>
  112. </html>