webgl_buffergeometry_instancing.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - instancing test (single triangle)</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. <style>
  9. a {
  10. color: #08f;
  11. }
  12. #notSupported {
  13. width: 50%;
  14. margin: auto;
  15. background-color: #f00;
  16. margin-top: 20px;
  17. padding: 10px;
  18. }
  19. </style>
  20. </head>
  21. <body>
  22. <div id="container"></div>
  23. <div id="info">
  24. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing demo (single triangle)
  25. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  26. </div>
  27. <script src="js/libs/dat.gui.min.js"></script>
  28. <script src="../build/three.js"></script>
  29. <script src="js/libs/stats.min.js"></script>
  30. <script src="js/WebGL.js"></script>
  31. <script id="vertexShader" type="x-shader/x-vertex">
  32. precision highp float;
  33. uniform float sineTime;
  34. uniform mat4 modelViewMatrix;
  35. uniform mat4 projectionMatrix;
  36. attribute vec3 position;
  37. attribute vec3 offset;
  38. attribute vec4 color;
  39. attribute vec4 orientationStart;
  40. attribute vec4 orientationEnd;
  41. varying vec3 vPosition;
  42. varying vec4 vColor;
  43. void main(){
  44. vPosition = offset * max( abs( sineTime * 2.0 + 1.0 ), 0.5 ) + position;
  45. vec4 orientation = normalize( mix( orientationStart, orientationEnd, sineTime ) );
  46. vec3 vcV = cross( orientation.xyz, vPosition );
  47. vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
  48. vColor = color;
  49. gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
  50. }
  51. </script>
  52. <script id="fragmentShader" type="x-shader/x-fragment">
  53. precision highp float;
  54. uniform float time;
  55. varying vec3 vPosition;
  56. varying vec4 vColor;
  57. void main() {
  58. vec4 color = vec4( vColor );
  59. color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
  60. gl_FragColor = color;
  61. }
  62. </script>
  63. <script>
  64. if ( WEBGL.isWebGLAvailable() === false ) {
  65. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  66. }
  67. var container, stats;
  68. var camera, scene, renderer;
  69. init();
  70. animate();
  71. function init() {
  72. container = document.getElementById( 'container' );
  73. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
  74. camera.position.z = 2;
  75. scene = new THREE.Scene();
  76. // geometry
  77. var vector = new THREE.Vector4();
  78. var instances = 50000;
  79. var positions = [];
  80. var offsets = [];
  81. var colors = [];
  82. var orientationsStart = [];
  83. var orientationsEnd = [];
  84. positions.push( 0.025, - 0.025, 0 );
  85. positions.push( - 0.025, 0.025, 0 );
  86. positions.push( 0, 0, 0.025 );
  87. // instanced attributes
  88. for ( var i = 0; i < instances; i ++ ) {
  89. // offsets
  90. offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
  91. // colors
  92. colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
  93. // orientation start
  94. vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  95. vector.normalize();
  96. orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
  97. // orientation end
  98. vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  99. vector.normalize();
  100. orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
  101. }
  102. var geometry = new THREE.InstancedBufferGeometry();
  103. geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
  104. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  105. geometry.addAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
  106. geometry.addAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
  107. geometry.addAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
  108. geometry.addAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
  109. // material
  110. var material = new THREE.RawShaderMaterial( {
  111. uniforms: {
  112. "time": { value: 1.0 },
  113. "sineTime": { value: 1.0 }
  114. },
  115. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  116. fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
  117. side: THREE.DoubleSide,
  118. transparent: true
  119. } );
  120. //
  121. var mesh = new THREE.Mesh( geometry, material );
  122. scene.add( mesh );
  123. //
  124. renderer = new THREE.WebGLRenderer();
  125. renderer.setPixelRatio( window.devicePixelRatio );
  126. renderer.setSize( window.innerWidth, window.innerHeight );
  127. container.appendChild( renderer.domElement );
  128. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  129. document.getElementById( 'notSupported' ).style.display = '';
  130. return;
  131. }
  132. //
  133. var gui = new dat.GUI( { width: 350 } );
  134. gui.add( geometry, 'maxInstancedCount', 0, instances );
  135. //
  136. stats = new Stats();
  137. container.appendChild( stats.dom );
  138. //
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. }
  141. function onWindowResize() {
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. }
  146. //
  147. function animate() {
  148. requestAnimationFrame( animate );
  149. render();
  150. stats.update();
  151. }
  152. function render() {
  153. var time = performance.now();
  154. var object = scene.children[ 0 ];
  155. object.rotation.y = time * 0.0005;
  156. object.material.uniforms[ "time" ].value = time * 0.005;
  157. object.material.uniforms[ "sineTime" ].value = Math.sin( object.material.uniforms[ "time" ].value * 0.05 );
  158. renderer.render( scene, camera );
  159. }
  160. </script>
  161. </body>
  162. </html>