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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - particles</div>
  12. <script type="module">
  13. import {
  14. BufferGeometry,
  15. Color,
  16. Fog,
  17. InterleavedBuffer,
  18. InterleavedBufferAttribute,
  19. PerspectiveCamera,
  20. Points,
  21. PointsMaterial,
  22. Scene,
  23. VertexColors,
  24. WebGLRenderer
  25. } from "../build/three.module.js";
  26. import Stats from './jsm/libs/stats.module.js';
  27. var container, stats;
  28. var camera, scene, renderer;
  29. var points;
  30. init();
  31. animate();
  32. function init() {
  33. container = document.getElementById( 'container' );
  34. camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
  35. camera.position.z = 2750;
  36. scene = new Scene();
  37. scene.background = new Color( 0x050505 );
  38. scene.fog = new Fog( 0x050505, 2000, 3500 );
  39. //
  40. var particles = 500000;
  41. var geometry = new BufferGeometry();
  42. // create a generic buffer of binary data (a single particle has 16 bytes of data)
  43. var arrayBuffer = new ArrayBuffer( particles * 16 );
  44. // the following typed arrays share the same buffer
  45. var interleavedFloat32Buffer = new Float32Array( arrayBuffer );
  46. var interleavedUint8Buffer = new Uint8Array( arrayBuffer );
  47. //
  48. var color = new Color();
  49. var n = 1000, n2 = n / 2; // particles spread in the cube
  50. for ( var i = 0; i < interleavedFloat32Buffer.length; i += 4 ) {
  51. // position (first 12 bytes)
  52. var x = Math.random() * n - n2;
  53. var y = Math.random() * n - n2;
  54. var z = Math.random() * n - n2;
  55. interleavedFloat32Buffer[ i + 0 ] = x;
  56. interleavedFloat32Buffer[ i + 1 ] = y;
  57. interleavedFloat32Buffer[ i + 2 ] = z;
  58. // color (last 4 bytes)
  59. var vx = ( x / n ) + 0.5;
  60. var vy = ( y / n ) + 0.5;
  61. var vz = ( z / n ) + 0.5;
  62. color.setRGB( vx, vy, vz );
  63. var j = ( i + 3 ) * 4;
  64. interleavedUint8Buffer[ j + 0 ] = color.r * 255;
  65. interleavedUint8Buffer[ j + 1 ] = color.g * 255;
  66. interleavedUint8Buffer[ j + 2 ] = color.b * 255;
  67. interleavedUint8Buffer[ j + 3 ] = 0; // not needed
  68. }
  69. var interleavedBuffer32 = new InterleavedBuffer( interleavedFloat32Buffer, 4 );
  70. var interleavedBuffer8 = new InterleavedBuffer( interleavedUint8Buffer, 16 );
  71. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer32, 3, 0, false ) );
  72. geometry.addAttribute( 'color', new InterleavedBufferAttribute( interleavedBuffer8, 3, 12, true ) );
  73. //
  74. var material = new PointsMaterial( { size: 15, vertexColors: VertexColors } );
  75. points = new Points( geometry, material );
  76. scene.add( points );
  77. //
  78. renderer = new WebGLRenderer();
  79. renderer.setPixelRatio( window.devicePixelRatio );
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. container.appendChild( renderer.domElement );
  82. //
  83. stats = new Stats();
  84. container.appendChild( stats.dom );
  85. //
  86. window.addEventListener( 'resize', onWindowResize, false );
  87. }
  88. function onWindowResize() {
  89. camera.aspect = window.innerWidth / window.innerHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. }
  93. //
  94. function animate() {
  95. requestAnimationFrame( animate );
  96. render();
  97. stats.update();
  98. }
  99. function render() {
  100. var time = Date.now() * 0.001;
  101. points.rotation.x = time * 0.25;
  102. points.rotation.y = time * 0.5;
  103. renderer.render( scene, camera );
  104. }
  105. </script>
  106. </body>
  107. </html>