webgl_buffergeometry_drawcalls.html 8.2 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. group = new THREE.Group();
  80. scene.add( group );
  81. var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxGeometry( r, r, r ) ) );
  82. helper.material.color.setHex( 0x080808 );
  83. helper.material.blending = THREE.AdditiveBlending;
  84. helper.material.transparent = true;
  85. group.add( helper );
  86. var segments = maxParticleCount * maxParticleCount;
  87. positions = new Float32Array( segments * 3 );
  88. colors = new Float32Array( segments * 3 );
  89. var pMaterial = new THREE.PointCloudMaterial( {
  90. color: 0xFFFFFF,
  91. size: 3,
  92. blending: THREE.AdditiveBlending,
  93. transparent: true,
  94. sizeAttenuation: false
  95. } );
  96. particles = new THREE.BufferGeometry();
  97. particlePositions = new Float32Array( maxParticleCount * 3 );
  98. for ( var i = 0; i < maxParticleCount; i++ ) {
  99. var x = Math.random() * r - r / 2;
  100. var y = Math.random() * r - r / 2;
  101. var z = Math.random() * r - r / 2;
  102. particlePositions[ i * 3 ] = x;
  103. particlePositions[ i * 3 + 1 ] = y;
  104. particlePositions[ i * 3 + 2 ] = z;
  105. // add it to the geometry
  106. particlesData.push( {
  107. velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
  108. numConnections: 0
  109. } );
  110. }
  111. particles.drawcalls.push( {
  112. start: 0,
  113. count: particleCount,
  114. index: 0
  115. } );
  116. particles.addAttribute( 'position', new THREE.DynamicBufferAttribute( particlePositions, 3 ) );
  117. // create the particle system
  118. pointCloud = new THREE.PointCloud( particles, pMaterial );
  119. group.add( pointCloud );
  120. var geometry = new THREE.BufferGeometry();
  121. geometry.addAttribute( 'position', new THREE.DynamicBufferAttribute( positions, 3 ) );
  122. geometry.addAttribute( 'color', new THREE.DynamicBufferAttribute( colors, 3 ) );
  123. geometry.computeBoundingSphere();
  124. geometry.drawcalls.push( {
  125. start: 0,
  126. count: 0,
  127. index: 0
  128. } );
  129. var material = new THREE.LineBasicMaterial( {
  130. vertexColors: THREE.VertexColors,
  131. blending: THREE.AdditiveBlending,
  132. transparent: true
  133. } );
  134. linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
  135. group.add( linesMesh );
  136. //
  137. renderer = new THREE.WebGLRenderer( { antialias: true } );
  138. renderer.setPixelRatio( window.devicePixelRatio );
  139. renderer.setSize( window.innerWidth, window.innerHeight );
  140. renderer.gammaInput = true;
  141. renderer.gammaOutput = true;
  142. container.appendChild( renderer.domElement );
  143. //
  144. stats = new Stats();
  145. stats.domElement.style.position = 'absolute';
  146. stats.domElement.style.top = '0px';
  147. container.appendChild( stats.domElement );
  148. window.addEventListener( 'resize', onWindowResize, false );
  149. }
  150. function onWindowResize() {
  151. camera.aspect = window.innerWidth / window.innerHeight;
  152. camera.updateProjectionMatrix();
  153. renderer.setSize( window.innerWidth, window.innerHeight );
  154. }
  155. function animate() {
  156. var vertexpos = 0;
  157. var colorpos = 0;
  158. var numConnected = 0;
  159. for ( var i = 0; i < particleCount; i++ )
  160. particlesData[ i ].numConnections = 0;
  161. for ( var i = 0; i < particleCount; i++ ) {
  162. // get the particle
  163. var particleData = particlesData[i];
  164. particlePositions[ i * 3 ] += particleData.velocity.x;
  165. particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
  166. particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
  167. if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
  168. particleData.velocity.y = -particleData.velocity.y;
  169. if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
  170. particleData.velocity.x = -particleData.velocity.x;
  171. if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
  172. particleData.velocity.z = -particleData.velocity.z;
  173. if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
  174. continue;
  175. // Check collision
  176. for ( var j = i + 1; j < particleCount; j++ ) {
  177. var particleDataB = particlesData[ j ];
  178. if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
  179. continue;
  180. var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
  181. var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
  182. var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
  183. var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
  184. if ( dist < effectController.minDistance ) {
  185. particleData.numConnections++;
  186. particleDataB.numConnections++;
  187. var alpha = 1.0 - dist / effectController.minDistance;
  188. positions[ vertexpos++ ] = particlePositions[ i * 3 ];
  189. positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
  190. positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
  191. positions[ vertexpos++ ] = particlePositions[ j * 3 ];
  192. positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
  193. positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
  194. colors[ colorpos++ ] = alpha;
  195. colors[ colorpos++ ] = alpha;
  196. colors[ colorpos++ ] = alpha;
  197. colors[ colorpos++ ] = alpha;
  198. colors[ colorpos++ ] = alpha;
  199. colors[ colorpos++ ] = alpha;
  200. numConnected++;
  201. }
  202. }
  203. }
  204. linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
  205. linesMesh.geometry.attributes.position.needsUpdate = true;
  206. linesMesh.geometry.attributes.color.needsUpdate = true;
  207. pointCloud.geometry.attributes.position.needsUpdate = true;
  208. requestAnimationFrame( animate );
  209. stats.update();
  210. render();
  211. }
  212. function render() {
  213. var time = Date.now() * 0.001;
  214. group.rotation.y = time * 0.1;
  215. renderer.render( scene, camera );
  216. }
  217. </script>
  218. </body>
  219. </html>