webgl_buffergeometry_drawcalls.html 7.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - lines drawcalls</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: #cccccc;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #0080ff;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> webgl - buffergeometry drawcalls - by <a href="https://twitter.com/fernandojsg">fernandojsg</a>
  31. </div>
  32. <script src="js/libs/dat.gui.min.js"></script>
  33. <script src="../build/three.min.js"></script>
  34. <script src="js/controls/OrbitControls.js"></script>
  35. <script src="js/libs/stats.min.js"></script>
  36. <script>
  37. var group;
  38. var container, stats;
  39. var particlesData = [];
  40. var camera, scene, renderer;
  41. var positions,colors;
  42. var pointCloud;
  43. var particlePositions;
  44. var linesMesh;
  45. var maxParticleCount = 1000;
  46. var particleCount = 500;
  47. var r = 800;
  48. var rHalf = r / 2;
  49. var effectController = {
  50. showDots: true,
  51. showLines: true,
  52. minDistance: 150,
  53. limitConnections: false,
  54. maxConnections: 20,
  55. particleCount: 500
  56. }
  57. init();
  58. animate();
  59. function initGUI() {
  60. var gui = new dat.GUI();
  61. gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
  62. gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
  63. gui.add( effectController, "minDistance", 10, 300 );
  64. gui.add( effectController, "limitConnections" );
  65. gui.add( effectController, "maxConnections", 0, 30, 1 );
  66. gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) {
  67. particleCount = parseInt( value );
  68. particles.drawcalls[ 0 ].count = particleCount;
  69. });
  70. }
  71. function init() {
  72. initGUI();
  73. container = document.getElementById( 'container' );
  74. //
  75. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  76. camera.position.z = 1750;
  77. controls = new THREE.OrbitControls( camera, container );
  78. scene = new THREE.Scene();
  79. geometry = new THREE.BufferGeometry();
  80. var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
  81. var segments = maxParticleCount * maxParticleCount;
  82. positions = new Float32Array( segments * 3 );
  83. colors = new Float32Array( segments * 3 );
  84. var pMaterial = new THREE.PointCloudMaterial({
  85. color: 0xFFFFFF,
  86. size: 3,
  87. blending: THREE.AdditiveBlending,
  88. transparent: true,
  89. sizeAttenuation: false
  90. });
  91. particles = new THREE.BufferGeometry();
  92. particlePositions = new Float32Array( maxParticleCount * 3 );
  93. for ( var i = 0; i < maxParticleCount; i++ ) {
  94. var x = Math.random() * r - r / 2;
  95. var y = Math.random() * r - r / 2;
  96. var z = Math.random() * r - r / 2;
  97. particlePositions[ i * 3 ] = x;
  98. particlePositions[ i * 3 + 1 ] = y;
  99. particlePositions[ i * 3 + 2 ] = z;
  100. // add it to the geometry
  101. particlesData.push({
  102. velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
  103. numConnections: 0
  104. });
  105. }
  106. particles.drawcalls.push( {
  107. start: 0,
  108. count: particleCount,
  109. index: 0
  110. } );
  111. particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );
  112. // create the particle system
  113. pointCloud = new THREE.PointCloud( particles, pMaterial );
  114. group = new THREE.Object3D();
  115. // add it to the scene
  116. group.add( pointCloud );
  117. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  118. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  119. geometry.computeBoundingSphere();
  120. geometry.drawcalls.push( {
  121. start: 0,
  122. count: 0,
  123. index: 0
  124. } );
  125. linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
  126. group.add( linesMesh );
  127. scene.add( group );
  128. //
  129. renderer = new THREE.WebGLRenderer( { antialias: true } );
  130. renderer.setPixelRatio( window.devicePixelRatio )
  131. renderer.setSize( window.innerWidth, window.innerHeight );
  132. renderer.gammaInput = true;
  133. renderer.gammaOutput = true;
  134. container.appendChild( renderer.domElement );
  135. //
  136. stats = new Stats();
  137. stats.domElement.style.position = 'absolute';
  138. stats.domElement.style.top = '0px';
  139. container.appendChild( stats.domElement );
  140. window.addEventListener( 'resize', onWindowResize, false );
  141. }
  142. function onWindowResize() {
  143. camera.aspect = window.innerWidth / window.innerHeight;
  144. camera.updateProjectionMatrix();
  145. renderer.setSize( window.innerWidth, window.innerHeight );
  146. }
  147. function animate() {
  148. var vertexpos = 0;
  149. var colorpos = 0;
  150. var numConnected = 0;
  151. for ( var i = 0; i < particleCount; i++ )
  152. particlesData[ i ].numConnections = 0;
  153. for ( var i = 0; i < particleCount; i++ ) {
  154. // get the particle
  155. var particleData = particlesData[i];
  156. particlePositions[ i * 3 ] += particleData.velocity.x;
  157. particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
  158. particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
  159. if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
  160. particleData.velocity.y = -particleData.velocity.y;
  161. if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
  162. particleData.velocity.x = -particleData.velocity.x;
  163. if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
  164. particleData.velocity.z = -particleData.velocity.z;
  165. if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
  166. continue;
  167. // Check collision
  168. for ( var j = i + 1; j < particleCount; j++ ) {
  169. var particleDataB = particlesData[ j ];
  170. if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
  171. continue;
  172. var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
  173. var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
  174. var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
  175. var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
  176. if ( dist < effectController.minDistance ) {
  177. particleData.numConnections++;
  178. particleDataB.numConnections++;
  179. var alpha = 1.0 - dist / effectController.minDistance + 0.2;
  180. positions[ vertexpos++ ] = particlePositions[ i * 3 ];
  181. positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
  182. positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
  183. positions[ vertexpos++ ] = particlePositions[ j * 3 ];
  184. positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
  185. positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
  186. colors[ colorpos++ ] = alpha;
  187. colors[ colorpos++ ] = alpha;
  188. colors[ colorpos++ ] = alpha;
  189. colors[ colorpos++ ] = alpha;
  190. colors[ colorpos++ ] = alpha;
  191. colors[ colorpos++ ] = alpha;
  192. numConnected++;
  193. }
  194. }
  195. }
  196. linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
  197. linesMesh.geometry.attributes.position.needsUpdate = true;
  198. linesMesh.geometry.attributes.color.needsUpdate = true;
  199. pointCloud.geometry.attributes.position.needsUpdate = true;
  200. requestAnimationFrame( animate );
  201. stats.update();
  202. render();
  203. }
  204. function render() {
  205. var time = Date.now() * 0.001;
  206. group.rotation.y = time * 0.1;
  207. renderer.render( scene, camera );
  208. }
  209. </script>
  210. </body>
  211. </html>