webgl_buffergeometry_instancing_lambert.html 9.0 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. <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. #notSupported {
  28. width: 50%;
  29. margin: auto;
  30. border: 2px red solid;
  31. margin-top: 20px;
  32. padding: 10px;
  33. }
  34. </style>
  35. </head>
  36. <body>
  37. <div id="container"></div>
  38. <div id="info">
  39. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing - lambert shader
  40. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  41. </div>
  42. <script src="../build/three.js"></script>
  43. <script src="js/Detector.js"></script>
  44. <script src="js/libs/stats.min.js"></script>
  45. <script src="js/controls/OrbitControls.js"></script>
  46. <script src="js/CurveExtras.js"></script>
  47. <script>
  48. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  49. THREE.ShaderLib.customDepthRGBA = { // this is a cut-and-paste of the depth shader -- modified to accommodate instancing for this app
  50. uniforms: THREE.ShaderLib.depth.uniforms,
  51. vertexShader:
  52. `
  53. // instanced
  54. #ifdef INSTANCED
  55. attribute vec3 instanceOffset;
  56. attribute float instanceScale;
  57. #endif
  58. #include <common>
  59. #include <uv_pars_vertex>
  60. #include <displacementmap_pars_vertex>
  61. #include <morphtarget_pars_vertex>
  62. #include <skinning_pars_vertex>
  63. #include <logdepthbuf_pars_vertex>
  64. #include <clipping_planes_pars_vertex>
  65. void main() {
  66. #include <uv_vertex>
  67. #include <skinbase_vertex>
  68. #ifdef USE_DISPLACEMENTMAP
  69. #include <beginnormal_vertex>
  70. #include <morphnormal_vertex>
  71. #include <skinnormal_vertex>
  72. #endif
  73. #include <begin_vertex>
  74. // instanced
  75. #ifdef INSTANCED
  76. transformed *= instanceScale;
  77. transformed = transformed + instanceOffset;
  78. #endif
  79. #include <morphtarget_vertex>
  80. #include <skinning_vertex>
  81. #include <displacementmap_vertex>
  82. #include <project_vertex>
  83. #include <logdepthbuf_vertex>
  84. #include <clipping_planes_vertex>
  85. }
  86. `,
  87. fragmentShader: THREE.ShaderChunk.depth_frag
  88. };
  89. THREE.ShaderLib.lambert = { // this is a cut-and-paste of the lambert shader -- modified to accommodate instancing for this app
  90. uniforms: THREE.ShaderLib.lambert.uniforms,
  91. vertexShader:
  92. `
  93. #define LAMBERT
  94. #ifdef INSTANCED
  95. attribute vec3 instanceOffset;
  96. attribute vec3 instanceColor;
  97. attribute float instanceScale;
  98. #endif
  99. varying vec3 vLightFront;
  100. #ifdef DOUBLE_SIDED
  101. varying vec3 vLightBack;
  102. #endif
  103. #include <common>
  104. #include <uv_pars_vertex>
  105. #include <uv2_pars_vertex>
  106. #include <envmap_pars_vertex>
  107. #include <bsdfs>
  108. #include <lights_pars_begin>
  109. #include <color_pars_vertex>
  110. #include <fog_pars_vertex>
  111. #include <morphtarget_pars_vertex>
  112. #include <skinning_pars_vertex>
  113. #include <shadowmap_pars_vertex>
  114. #include <logdepthbuf_pars_vertex>
  115. #include <clipping_planes_pars_vertex>
  116. void main() {
  117. #include <uv_vertex>
  118. #include <uv2_vertex>
  119. #include <color_vertex>
  120. // vertex colors instanced
  121. #ifdef INSTANCED
  122. #ifdef USE_COLOR
  123. vColor.xyz = instanceColor.xyz;
  124. #endif
  125. #endif
  126. #include <beginnormal_vertex>
  127. #include <morphnormal_vertex>
  128. #include <skinbase_vertex>
  129. #include <skinnormal_vertex>
  130. #include <defaultnormal_vertex>
  131. #include <begin_vertex>
  132. // position instanced
  133. #ifdef INSTANCED
  134. transformed *= instanceScale;
  135. transformed = transformed + instanceOffset;
  136. #endif
  137. #include <morphtarget_vertex>
  138. #include <skinning_vertex>
  139. #include <project_vertex>
  140. #include <logdepthbuf_vertex>
  141. #include <clipping_planes_vertex>
  142. #include <worldpos_vertex>
  143. #include <envmap_vertex>
  144. #include <lights_lambert_vertex>
  145. #include <shadowmap_vertex>
  146. #include <fog_vertex>
  147. }
  148. `,
  149. fragmentShader: THREE.ShaderLib.lambert.fragmentShader
  150. };
  151. //
  152. var mesh, renderer, scene, camera, controls;
  153. var stats;
  154. init();
  155. animate();
  156. function init() {
  157. renderer = new THREE.WebGLRenderer( { antialias: true } );
  158. renderer.setSize( window.innerWidth, window.innerHeight );
  159. renderer.shadowMap.enabled = true;
  160. document.body.appendChild( renderer.domElement );
  161. renderer.gammaOutput = true;
  162. scene = new THREE.Scene();
  163. scene.fog = new THREE.FogExp2( 0x000000, 0.004 );
  164. renderer.setClearColor( scene.fog.color, 1 );
  165. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  166. camera.position.set( 80, 40, 80 );
  167. scene.add( camera );
  168. controls = new THREE.OrbitControls( camera, renderer.domElement );
  169. controls.enableZoom = false;
  170. controls.maxPolarAngle = Math.PI / 2;
  171. scene.add( new THREE.AmbientLight( 0xffffff, 0.7 ) );
  172. var light = new THREE.DirectionalLight( 0xffffff, 0.4 );
  173. light.position.set( 50, 40, 0 );
  174. light.castShadow = true;
  175. light.shadow.camera.left = - 40;
  176. light.shadow.camera.right = 40;
  177. light.shadow.camera.top = 40;
  178. light.shadow.camera.bottom = - 40;
  179. light.shadow.camera.near = 10;
  180. light.shadow.camera.far = 180;
  181. light.shadow.bias = - 0.001;
  182. light.shadow.mapSize.width = 512;
  183. light.shadow.mapSize.height = 512;
  184. scene.add( light );
  185. // light shadow camera helper
  186. //light.shadowCameraHelper = new THREE.CameraHelper( light.shadow.camera );
  187. //scene.add( light.shadowCameraHelper );
  188. // instanced buffer geometry
  189. var geometry = new THREE.InstancedBufferGeometry();
  190. geometry.copy( new THREE.TorusBufferGeometry( 2, 0.5, 8, 128 ) );
  191. const INSTANCES = 256;
  192. var knot = new THREE.Curves.TorusKnot( 10 );
  193. var positions = knot.getSpacedPoints( INSTANCES );
  194. var offsets = new Float32Array( INSTANCES * 3 ); // xyz
  195. var colors = new Float32Array( INSTANCES * 3 ); // rgb
  196. var scales = new Float32Array( INSTANCES * 1 ); // s
  197. for ( var i = 0, l = INSTANCES; i < l; i ++ ) {
  198. var index = 3 * i;
  199. // per-instance position offset
  200. offsets[ index ] = positions[ i ].x;
  201. offsets[ index + 1 ] = positions[ i ].y;
  202. offsets[ index + 2 ] = positions[ i ].z;
  203. // per-instance color tint - optional
  204. colors[ index ] = 1;
  205. colors[ index + 1 ] = 1;
  206. colors[ index + 2 ] = 1;
  207. // per-instance scale variation
  208. scales[ i ] = 1 + 0.5 * Math.sin( 32 * Math.PI * i / INSTANCES );
  209. }
  210. geometry.addAttribute( 'instanceOffset', new THREE.InstancedBufferAttribute( offsets, 3 ) );
  211. geometry.addAttribute( 'instanceColor', new THREE.InstancedBufferAttribute( colors, 3 ) );
  212. geometry.addAttribute( 'instanceScale', new THREE.InstancedBufferAttribute( scales, 1 ) );
  213. // material
  214. var envMap = new THREE.TextureLoader().load( `textures/metal.jpg`, function ( texture ) {
  215. texture.mapping = THREE.SphericalReflectionMapping;
  216. texture.encoding = THREE.sRGBEncoding;
  217. if ( mesh ) mesh.material.needsUpdate = true;
  218. } );
  219. var material = new THREE.MeshLambertMaterial( {
  220. color: 0xffb54a,
  221. envMap: envMap,
  222. combine: THREE.MultiplyOperation,
  223. reflectivity: 0.8,
  224. vertexColors: THREE.VertexColors,
  225. fog: true
  226. } );
  227. material.defines = material.defines || {};
  228. material.defines[ 'INSTANCED'] = "";
  229. // custom depth material - required for instanced shadows
  230. var shader = THREE.ShaderLib[ 'customDepthRGBA' ];
  231. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  232. var customDepthMaterial = new THREE.ShaderMaterial( {
  233. defines: {
  234. 'INSTANCED': "",
  235. 'DEPTH_PACKING': THREE.RGBADepthPacking
  236. },
  237. uniforms: uniforms,
  238. vertexShader: shader.vertexShader,
  239. fragmentShader: shader.fragmentShader
  240. } );
  241. //
  242. mesh = new THREE.Mesh( geometry, material );
  243. mesh.scale.set( 1, 1, 2 );
  244. mesh.castShadow = true;
  245. mesh.receiveShadow = true;
  246. mesh.customDepthMaterial = customDepthMaterial;
  247. mesh.frustumCulled = false;
  248. scene.add( mesh );
  249. //
  250. var ground = new THREE.Mesh(
  251. new THREE.PlaneBufferGeometry( 800, 800 ).rotateX( - Math.PI / 2 ),
  252. new THREE.MeshPhongMaterial( { color: 0x888888 } )
  253. );
  254. ground.position.set( 0, - 40, 0 );
  255. ground.receiveShadow = true;
  256. scene.add( ground );
  257. //
  258. stats = new Stats();
  259. document.body.appendChild( stats.dom );
  260. //
  261. window.addEventListener( 'resize', onWindowResize, false );
  262. }
  263. function onWindowResize( event ) {
  264. renderer.setSize( window.innerWidth, window.innerHeight );
  265. camera.aspect = window.innerWidth / window.innerHeight;
  266. camera.updateProjectionMatrix();
  267. }
  268. function animate() {
  269. requestAnimationFrame( animate );
  270. mesh.rotation.y += 0.005;
  271. stats.update();
  272. renderer.render( scene, camera );
  273. }
  274. </script>
  275. </body>
  276. </html>