webgl_buffergeometry_instancing_lambert.html 8.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - instancing - lambert shader</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 - lambert shader
  25. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  26. </div>
  27. <script src="../build/three.js"></script>
  28. <script src="js/WebGL.js"></script>
  29. <script src="js/libs/stats.min.js"></script>
  30. <script src="js/controls/OrbitControls.js"></script>
  31. <script src="js/CurveExtras.js"></script>
  32. <script>
  33. if ( WEBGL.isWebGLAvailable() === false ) {
  34. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  35. }
  36. THREE.ShaderLib.customDepthRGBA = { // this is a cut-and-paste of the depth shader -- modified to accommodate instancing for this app
  37. uniforms: THREE.ShaderLib.depth.uniforms,
  38. vertexShader:
  39. `
  40. // instanced
  41. #ifdef INSTANCED
  42. attribute vec3 instanceOffset;
  43. attribute float instanceScale;
  44. #endif
  45. #include <common>
  46. #include <uv_pars_vertex>
  47. #include <displacementmap_pars_vertex>
  48. #include <morphtarget_pars_vertex>
  49. #include <skinning_pars_vertex>
  50. #include <logdepthbuf_pars_vertex>
  51. #include <clipping_planes_pars_vertex>
  52. void main() {
  53. #include <uv_vertex>
  54. #include <skinbase_vertex>
  55. #ifdef USE_DISPLACEMENTMAP
  56. #include <beginnormal_vertex>
  57. #include <morphnormal_vertex>
  58. #include <skinnormal_vertex>
  59. #endif
  60. #include <begin_vertex>
  61. // instanced
  62. #ifdef INSTANCED
  63. transformed *= instanceScale;
  64. transformed = transformed + instanceOffset;
  65. #endif
  66. #include <morphtarget_vertex>
  67. #include <skinning_vertex>
  68. #include <displacementmap_vertex>
  69. #include <project_vertex>
  70. #include <logdepthbuf_vertex>
  71. #include <clipping_planes_vertex>
  72. }
  73. `,
  74. fragmentShader: THREE.ShaderChunk.depth_frag
  75. };
  76. THREE.ShaderLib.lambert = { // this is a cut-and-paste of the lambert shader -- modified to accommodate instancing for this app
  77. uniforms: THREE.ShaderLib.lambert.uniforms,
  78. vertexShader:
  79. `
  80. #define LAMBERT
  81. #ifdef INSTANCED
  82. attribute vec3 instanceOffset;
  83. attribute vec3 instanceColor;
  84. attribute float instanceScale;
  85. #endif
  86. varying vec3 vLightFront;
  87. varying vec3 vIndirectFront;
  88. #ifdef DOUBLE_SIDED
  89. varying vec3 vLightBack;
  90. varying vec3 vIndirectBack;
  91. #endif
  92. #include <common>
  93. #include <uv_pars_vertex>
  94. #include <uv2_pars_vertex>
  95. #include <envmap_pars_vertex>
  96. #include <bsdfs>
  97. #include <lights_pars_begin>
  98. #include <color_pars_vertex>
  99. #include <fog_pars_vertex>
  100. #include <morphtarget_pars_vertex>
  101. #include <skinning_pars_vertex>
  102. #include <shadowmap_pars_vertex>
  103. #include <logdepthbuf_pars_vertex>
  104. #include <clipping_planes_pars_vertex>
  105. void main() {
  106. #include <uv_vertex>
  107. #include <uv2_vertex>
  108. #include <color_vertex>
  109. // vertex colors instanced
  110. #ifdef INSTANCED
  111. #ifdef USE_COLOR
  112. vColor.xyz = instanceColor.xyz;
  113. #endif
  114. #endif
  115. #include <beginnormal_vertex>
  116. #include <morphnormal_vertex>
  117. #include <skinbase_vertex>
  118. #include <skinnormal_vertex>
  119. #include <defaultnormal_vertex>
  120. #include <begin_vertex>
  121. // position instanced
  122. #ifdef INSTANCED
  123. transformed *= instanceScale;
  124. transformed = transformed + instanceOffset;
  125. #endif
  126. #include <morphtarget_vertex>
  127. #include <skinning_vertex>
  128. #include <project_vertex>
  129. #include <logdepthbuf_vertex>
  130. #include <clipping_planes_vertex>
  131. #include <worldpos_vertex>
  132. #include <envmap_vertex>
  133. #include <lights_lambert_vertex>
  134. #include <shadowmap_vertex>
  135. #include <fog_vertex>
  136. }
  137. `,
  138. fragmentShader: THREE.ShaderLib.lambert.fragmentShader
  139. };
  140. //
  141. var mesh, renderer, scene, camera, controls;
  142. var stats;
  143. init();
  144. animate();
  145. function init() {
  146. renderer = new THREE.WebGLRenderer( { antialias: true } );
  147. renderer.setSize( window.innerWidth, window.innerHeight );
  148. renderer.shadowMap.enabled = true;
  149. document.body.appendChild( renderer.domElement );
  150. renderer.gammaOutput = true;
  151. scene = new THREE.Scene();
  152. scene.fog = new THREE.FogExp2( 0x000000, 0.004 );
  153. renderer.setClearColor( scene.fog.color, 1 );
  154. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  155. camera.position.set( 80, 40, 80 );
  156. scene.add( camera );
  157. controls = new THREE.OrbitControls( camera, renderer.domElement );
  158. controls.enableZoom = false;
  159. controls.maxPolarAngle = Math.PI / 2;
  160. scene.add( new THREE.AmbientLight( 0xffffff, 0.7 ) );
  161. var light = new THREE.DirectionalLight( 0xffffff, 0.4 );
  162. light.position.set( 50, 40, 0 );
  163. light.castShadow = true;
  164. light.shadow.camera.left = - 40;
  165. light.shadow.camera.right = 40;
  166. light.shadow.camera.top = 40;
  167. light.shadow.camera.bottom = - 40;
  168. light.shadow.camera.near = 10;
  169. light.shadow.camera.far = 180;
  170. light.shadow.bias = - 0.001;
  171. light.shadow.mapSize.width = 512;
  172. light.shadow.mapSize.height = 512;
  173. scene.add( light );
  174. // light shadow camera helper
  175. //light.shadowCameraHelper = new THREE.CameraHelper( light.shadow.camera );
  176. //scene.add( light.shadowCameraHelper );
  177. // instanced buffer geometry
  178. var geometry = new THREE.InstancedBufferGeometry();
  179. geometry.copy( new THREE.TorusBufferGeometry( 2, 0.5, 8, 128 ) );
  180. const INSTANCES = 256;
  181. var knot = new THREE.Curves.TorusKnot( 10 );
  182. var positions = knot.getSpacedPoints( INSTANCES );
  183. var offsets = new Float32Array( INSTANCES * 3 ); // xyz
  184. var colors = new Float32Array( INSTANCES * 3 ); // rgb
  185. var scales = new Float32Array( INSTANCES * 1 ); // s
  186. for ( var i = 0, l = INSTANCES; i < l; i ++ ) {
  187. var index = 3 * i;
  188. // per-instance position offset
  189. offsets[ index ] = positions[ i ].x;
  190. offsets[ index + 1 ] = positions[ i ].y;
  191. offsets[ index + 2 ] = positions[ i ].z;
  192. // per-instance color tint - optional
  193. colors[ index ] = 1;
  194. colors[ index + 1 ] = 1;
  195. colors[ index + 2 ] = 1;
  196. // per-instance scale variation
  197. scales[ i ] = 1 + 0.5 * Math.sin( 32 * Math.PI * i / INSTANCES );
  198. }
  199. geometry.addAttribute( 'instanceOffset', new THREE.InstancedBufferAttribute( offsets, 3 ) );
  200. geometry.addAttribute( 'instanceColor', new THREE.InstancedBufferAttribute( colors, 3 ) );
  201. geometry.addAttribute( 'instanceScale', new THREE.InstancedBufferAttribute( scales, 1 ) );
  202. // material
  203. var envMap = new THREE.TextureLoader().load( `textures/metal.jpg`, function ( texture ) {
  204. texture.mapping = THREE.SphericalReflectionMapping;
  205. texture.encoding = THREE.sRGBEncoding;
  206. if ( mesh ) mesh.material.needsUpdate = true;
  207. } );
  208. var material = new THREE.MeshLambertMaterial( {
  209. color: 0xffb54a,
  210. envMap: envMap,
  211. combine: THREE.MultiplyOperation,
  212. reflectivity: 0.8,
  213. vertexColors: THREE.VertexColors,
  214. fog: true
  215. } );
  216. material.defines = material.defines || {};
  217. material.defines[ 'INSTANCED' ] = "";
  218. // custom depth material - required for instanced shadows
  219. var shader = THREE.ShaderLib[ 'customDepthRGBA' ];
  220. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  221. var customDepthMaterial = new THREE.ShaderMaterial( {
  222. defines: {
  223. 'INSTANCED': "",
  224. 'DEPTH_PACKING': THREE.RGBADepthPacking
  225. },
  226. uniforms: uniforms,
  227. vertexShader: shader.vertexShader,
  228. fragmentShader: shader.fragmentShader
  229. } );
  230. //
  231. mesh = new THREE.Mesh( geometry, material );
  232. mesh.scale.set( 1, 1, 2 );
  233. mesh.castShadow = true;
  234. mesh.receiveShadow = true;
  235. mesh.customDepthMaterial = customDepthMaterial;
  236. mesh.frustumCulled = false;
  237. scene.add( mesh );
  238. //
  239. var ground = new THREE.Mesh(
  240. new THREE.PlaneBufferGeometry( 800, 800 ).rotateX( - Math.PI / 2 ),
  241. new THREE.MeshPhongMaterial( { color: 0x888888 } )
  242. );
  243. ground.position.set( 0, - 40, 0 );
  244. ground.receiveShadow = true;
  245. scene.add( ground );
  246. //
  247. stats = new Stats();
  248. document.body.appendChild( stats.dom );
  249. //
  250. window.addEventListener( 'resize', onWindowResize, false );
  251. }
  252. function onWindowResize() {
  253. renderer.setSize( window.innerWidth, window.innerHeight );
  254. camera.aspect = window.innerWidth / window.innerHeight;
  255. camera.updateProjectionMatrix();
  256. }
  257. function animate() {
  258. requestAnimationFrame( animate );
  259. mesh.rotation.y += 0.005;
  260. stats.update();
  261. renderer.render( scene, camera );
  262. }
  263. </script>
  264. </body>
  265. </html>