webgl_buffergeometry_instancing_billboards.html 5.7 KB

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  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. <style>
  8. body {
  9. color: #ffffff;
  10. font-family: Monospace;
  11. font-size: 13px;
  12. text-align: center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. top: 0px;
  21. width: 100%;
  22. padding: 5px;
  23. }
  24. a {
  25. color: #ffffff;
  26. }
  27. #oldie a {
  28. color: #da0;
  29. }
  30. #notSupported {
  31. width: 50%;
  32. margin: auto;
  33. border: 2px red solid;
  34. margin-top: 20px;
  35. padding: 10px;
  36. }
  37. </style>
  38. </head>
  39. <body>
  40. <div id="info">
  41. <a href="http://threejs.org" target="_blank">three.js</a> - instanced circle billboards - colors
  42. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  43. </div>
  44. <script src="../build/three.min.js"></script>
  45. <script src="js/Detector.js"></script>
  46. <script src="js/libs/stats.min.js"></script>
  47. <script id="vshader" type="x-shader/x-vertex">
  48. precision highp float;
  49. uniform mat4 modelViewMatrix;
  50. uniform mat4 projectionMatrix;
  51. attribute vec3 position;
  52. attribute vec2 uv;
  53. attribute vec3 normal;
  54. attribute vec3 translate;
  55. attribute float scale;
  56. attribute vec3 color;
  57. varying vec2 vUv;
  58. varying vec3 vColor;
  59. void main() {
  60. vec4 mvPosition = modelViewMatrix * vec4( translate, 1.0 );
  61. mvPosition.xyz += position * scale;
  62. vUv = uv;
  63. vColor = color;
  64. gl_Position = projectionMatrix * mvPosition;
  65. }
  66. </script>
  67. <script id="fshader" type="x-shader/x-fragment">
  68. precision highp float;
  69. uniform sampler2D map;
  70. varying vec2 vUv;
  71. varying vec3 vColor;
  72. void main() {
  73. vec4 diffuseColor = texture2D( map, vUv );
  74. gl_FragColor = vec4( diffuseColor.xyz * vColor, diffuseColor.w );
  75. if ( diffuseColor.w < 0.5 ) discard;
  76. }
  77. </script>
  78. <script>
  79. var container, stats;
  80. var camera, scene, renderer;
  81. var geometry, material, mesh;
  82. function init() {
  83. if ( !Detector.webgl ) {
  84. Detector.addGetWebGLMessage();
  85. return false;
  86. }
  87. renderer = new THREE.WebGLRenderer();
  88. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  89. document.getElementById( "notSupported" ).style.display = "";
  90. return false;
  91. }
  92. container = document.createElement( 'div' );
  93. document.body.appendChild( container );
  94. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
  95. camera.position.z = 1400;
  96. scene = new THREE.Scene();
  97. geometry = new THREE.InstancedBufferGeometry();
  98. geometry.copy( new THREE.CircleBufferGeometry( 1, 6 ) );
  99. var particleCount = 75000;
  100. var translateArray = new Float32Array( particleCount * 3 );
  101. var scaleArray = new Float32Array( particleCount );
  102. var colorsArray = new Float32Array( particleCount * 3 );
  103. for ( var i = 0, i3 = 0, l = particleCount; i < l; i ++, i3 += 3 ) {
  104. translateArray[ i3 + 0 ] = Math.random() * 2 - 1;
  105. translateArray[ i3 + 1 ] = Math.random() * 2 - 1;
  106. translateArray[ i3 + 2 ] = Math.random() * 2 - 1;
  107. }
  108. geometry.addAttribute( "translate", new THREE.InstancedBufferAttribute( translateArray, 3, 1 ) );
  109. geometry.addAttribute( "scale", new THREE.InstancedBufferAttribute( scaleArray, 1, 1 ).setDynamic( true ) );
  110. geometry.addAttribute( "color", new THREE.InstancedBufferAttribute( colorsArray, 3, 1 ).setDynamic( true ) );
  111. material = new THREE.RawShaderMaterial( {
  112. uniforms: {
  113. map: { type: "t", value: new THREE.TextureLoader().load( "textures/sprites/circle.png" ) }
  114. },
  115. vertexShader: document.getElementById( 'vshader' ).textContent,
  116. fragmentShader: document.getElementById( 'fshader' ).textContent,
  117. depthTest: true,
  118. depthWrite: true
  119. } );
  120. mesh = new THREE.Mesh( geometry, material );
  121. mesh.scale.set( 500, 500, 500 );
  122. scene.add( mesh );
  123. renderer.setPixelRatio( window.devicePixelRatio );
  124. renderer.setSize( window.innerWidth, window.innerHeight );
  125. container.appendChild( renderer.domElement );
  126. //
  127. stats = new Stats();
  128. stats.domElement.style.position = 'absolute';
  129. stats.domElement.style.top = '0px';
  130. container.appendChild( stats.domElement );
  131. window.addEventListener( 'resize', onWindowResize, false );
  132. return true;
  133. }
  134. function onWindowResize( event ) {
  135. camera.aspect = window.innerWidth / window.innerHeight;
  136. camera.updateProjectionMatrix();
  137. renderer.setSize( window.innerWidth, window.innerHeight );
  138. }
  139. //
  140. function animate() {
  141. requestAnimationFrame( animate );
  142. render();
  143. stats.update();
  144. }
  145. function render() {
  146. var time = performance.now() * 0.0005;
  147. mesh.rotation.x = time * 0.2;
  148. mesh.rotation.y = time * 0.4;
  149. var translates = geometry.getAttribute( 'translate' );
  150. var translatesArray = translates.array;
  151. var scales = geometry.getAttribute( 'scale' );
  152. var scalesArray = scales.array;
  153. var colors = geometry.getAttribute( 'color' );
  154. var colorsArray = colors.array;
  155. var color = new THREE.Color( 0xffffff );
  156. for ( var i = 0, i3 = 0, l = scalesArray.length; i < l; i ++, i3 += 3 ) {
  157. var x = translatesArray[ i3 + 0 ] + time;
  158. var y = translatesArray[ i3 + 1 ] + time;
  159. var z = translatesArray[ i3 + 2 ] + time;
  160. var scale = Math.sin( x * 2.1 ) + Math.sin( y * 3.2 ) + Math.sin( z * 4.3 );
  161. scalesArray[ i ] = scale * 10 + 10;
  162. color.setHSL( scale / 5, 1, 0.5 );
  163. colorsArray[ i3 + 0 ] = color.r;
  164. colorsArray[ i3 + 1 ] = color.g;
  165. colorsArray[ i3 + 2 ] = color.b;
  166. }
  167. scales.needsUpdate = true;
  168. colors.needsUpdate = true;
  169. renderer.render( scene, camera );
  170. }
  171. if ( init() ) {
  172. animate();
  173. }
  174. </script>
  175. </body>
  176. </html>