webgl_buffergeometry_instancing_billboards.html 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - instanced particles - billboards - colors</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="info">
  23. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - instanced circle billboards - colors
  24. <div id="notSupported" style="display:none">Sorry, your graphics card + browser does not support hardware instancing</div>
  25. </div>
  26. <script src="../build/three.js"></script>
  27. <script src="js/WebGL.js"></script>
  28. <script src="js/libs/stats.min.js"></script>
  29. <script id="vshader" type="x-shader/x-vertex">
  30. precision highp float;
  31. uniform mat4 modelViewMatrix;
  32. uniform mat4 projectionMatrix;
  33. uniform float time;
  34. attribute vec3 position;
  35. attribute vec2 uv;
  36. attribute vec3 translate;
  37. varying vec2 vUv;
  38. varying float vScale;
  39. void main() {
  40. vec4 mvPosition = modelViewMatrix * vec4( translate, 1.0 );
  41. vec3 trTime = vec3(translate.x + time,translate.y + time,translate.z + time);
  42. float scale = sin( trTime.x * 2.1 ) + sin( trTime.y * 3.2 ) + sin( trTime.z * 4.3 );
  43. vScale = scale;
  44. scale = scale * 10.0 + 10.0;
  45. mvPosition.xyz += position * scale;
  46. vUv = uv;
  47. gl_Position = projectionMatrix * mvPosition;
  48. }
  49. </script>
  50. <script id="fshader" type="x-shader/x-fragment">
  51. precision highp float;
  52. uniform sampler2D map;
  53. varying vec2 vUv;
  54. varying float vScale;
  55. // HSL to RGB Convertion helpers
  56. vec3 HUEtoRGB(float H){
  57. H = mod(H,1.0);
  58. float R = abs(H * 6.0 - 3.0) - 1.0;
  59. float G = 2.0 - abs(H * 6.0 - 2.0);
  60. float B = 2.0 - abs(H * 6.0 - 4.0);
  61. return clamp(vec3(R,G,B),0.0,1.0);
  62. }
  63. vec3 HSLtoRGB(vec3 HSL){
  64. vec3 RGB = HUEtoRGB(HSL.x);
  65. float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
  66. return (RGB - 0.5) * C + HSL.z;
  67. }
  68. void main() {
  69. vec4 diffuseColor = texture2D( map, vUv );
  70. gl_FragColor = vec4( diffuseColor.xyz * HSLtoRGB(vec3(vScale/5.0, 1.0, 0.5)), diffuseColor.w );
  71. if ( diffuseColor.w < 0.5 ) discard;
  72. }
  73. </script>
  74. <script>
  75. var container, stats;
  76. var camera, scene, renderer;
  77. var geometry, material, mesh;
  78. function init() {
  79. if ( WEBGL.isWebGLAvailable() === false ) {
  80. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  81. return false;
  82. }
  83. renderer = new THREE.WebGLRenderer();
  84. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  85. document.getElementById( 'notSupported' ).style.display = '';
  86. return false;
  87. }
  88. container = document.createElement( 'div' );
  89. document.body.appendChild( container );
  90. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
  91. camera.position.z = 1400;
  92. scene = new THREE.Scene();
  93. var circleGeometry = new THREE.CircleBufferGeometry( 1, 6 );
  94. geometry = new THREE.InstancedBufferGeometry();
  95. geometry.index = circleGeometry.index;
  96. geometry.attributes = circleGeometry.attributes;
  97. var particleCount = 75000;
  98. var translateArray = new Float32Array( particleCount * 3 );
  99. for ( var i = 0, i3 = 0, l = particleCount; i < l; i ++, i3 += 3 ) {
  100. translateArray[ i3 + 0 ] = Math.random() * 2 - 1;
  101. translateArray[ i3 + 1 ] = Math.random() * 2 - 1;
  102. translateArray[ i3 + 2 ] = Math.random() * 2 - 1;
  103. }
  104. geometry.addAttribute( 'translate', new THREE.InstancedBufferAttribute( translateArray, 3 ) );
  105. material = new THREE.RawShaderMaterial( {
  106. uniforms: {
  107. "map": { value: new THREE.TextureLoader().load( 'textures/sprites/circle.png' ) },
  108. "time": { value: 0.0 }
  109. },
  110. vertexShader: document.getElementById( 'vshader' ).textContent,
  111. fragmentShader: document.getElementById( 'fshader' ).textContent,
  112. depthTest: true,
  113. depthWrite: true
  114. } );
  115. mesh = new THREE.Mesh( geometry, material );
  116. mesh.scale.set( 500, 500, 500 );
  117. scene.add( mesh );
  118. renderer.setPixelRatio( window.devicePixelRatio );
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. container.appendChild( renderer.domElement );
  121. stats = new Stats();
  122. container.appendChild( stats.dom );
  123. window.addEventListener( 'resize', onWindowResize, false );
  124. return true;
  125. }
  126. function onWindowResize( event ) {
  127. camera.aspect = window.innerWidth / window.innerHeight;
  128. camera.updateProjectionMatrix();
  129. renderer.setSize( window.innerWidth, window.innerHeight );
  130. }
  131. function animate() {
  132. requestAnimationFrame( animate );
  133. render();
  134. stats.update();
  135. }
  136. function render() {
  137. var time = performance.now() * 0.0005;
  138. material.uniforms[ "time" ].value = time;
  139. mesh.rotation.x = time * 0.2;
  140. mesh.rotation.y = time * 0.4;
  141. renderer.render( scene, camera );
  142. }
  143. if ( init() ) {
  144. animate();
  145. }
  146. </script>
  147. </body>
  148. </html>