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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - indexed instancing (single box), dynamic updates</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- a {
- color: #08f;
- }
- #notSupported {
- width: 50%;
- margin: auto;
- background-color: #f00;
- margin-top: 20px;
- padding: 10px;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - indexed instancing (single box), dynamic updates
- <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
- </div>
- <script id="vertexShader" type="x-shader/x-vertex">
- precision highp float;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- attribute vec3 position;
- attribute vec3 offset;
- attribute vec2 uv;
- attribute vec4 orientation;
- varying vec2 vUv;
- // http://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/
- vec3 applyQuaternionToVector( vec4 q, vec3 v ){
- return v + 2.0 * cross( q.xyz, cross( q.xyz, v ) + q.w * v );
- }
- void main() {
- vec3 vPosition = applyQuaternionToVector( orientation, position );
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
- }
- </script>
- <script id="fragmentShader" type="x-shader/x-fragment">
- precision highp float;
- uniform sampler2D map;
- varying vec2 vUv;
- void main() {
- gl_FragColor = texture2D( map, vUv );
- }
- </script>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- var container, stats;
- var camera, scene, renderer, mesh;
- var offsetAttribute, orientationAttribute;
- var lastTime = 0;
- var moveQ = new THREE.Quaternion( 0.5, 0.5, 0.5, 0.0 ).normalize();
- var tmpQ = new THREE.Quaternion();
- var currentQ = new THREE.Quaternion();
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x101010 );
- // geometry
- var instances = 5000;
- var bufferGeometry = new THREE.BoxBufferGeometry( 2, 2, 2 );
- // copying data from a simple box geometry, but you can specify a custom geometry if you want
- var geometry = new THREE.InstancedBufferGeometry();
- geometry.index = bufferGeometry.index;
- geometry.attributes.position = bufferGeometry.attributes.position;
- geometry.attributes.uv = bufferGeometry.attributes.uv;
- // per instance data
- var offsets = [];
- var orientations = [];
- var vector = new THREE.Vector4();
- var x, y, z, w;
- for ( var i = 0; i < instances; i ++ ) {
- // offsets
- x = Math.random() * 100 - 50;
- y = Math.random() * 100 - 50;
- z = Math.random() * 100 - 50;
- vector.set( x, y, z, 0 ).normalize();
- vector.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
- offsets.push( x + vector.x, y + vector.y, z + vector.z );
- // orientations
- x = Math.random() * 2 - 1;
- y = Math.random() * 2 - 1;
- z = Math.random() * 2 - 1;
- w = Math.random() * 2 - 1;
- vector.set( x, y, z, w ).normalize();
- orientations.push( vector.x, vector.y, vector.z, vector.w );
- }
- offsetAttribute = new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 );
- orientationAttribute = new THREE.InstancedBufferAttribute( new Float32Array( orientations ), 4 ).setDynamic( true );
- geometry.addAttribute( 'offset', offsetAttribute );
- geometry.addAttribute( 'orientation', orientationAttribute );
- // material
- var material = new THREE.RawShaderMaterial( {
- uniforms: {
- map: { value: new THREE.TextureLoader().load( 'textures/crate.gif' ) }
- },
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent
- } );
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
- document.getElementById( 'notSupported' ).style.display = '';
- return;
- }
- stats = new Stats();
- container.appendChild( stats.dom );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var time = performance.now();
- mesh.rotation.y = time * 0.00005;
- var delta = ( time - lastTime ) / 5000;
- tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
- for ( var i = 0, il = orientationAttribute.count; i < il; i ++ ) {
- currentQ.fromArray( orientationAttribute.array, ( i * 4 ) );
- currentQ.multiply( tmpQ );
- orientationAttribute.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
- }
- orientationAttribute.needsUpdate = true;
- lastTime = time;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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