webgl_buffergeometry_instancing.html 7.5 KB

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