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webgl_buffergeometry_drawcalls.html 8.1 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" rel="noopener">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.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 particles;
  43. var pointCloud;
  44. var particlePositions;
  45. var linesMesh;
  46. var maxParticleCount = 1000;
  47. var particleCount = 500;
  48. var r = 800;
  49. var rHalf = r / 2;
  50. var effectController = {
  51. showDots: true,
  52. showLines: true,
  53. minDistance: 150,
  54. limitConnections: false,
  55. maxConnections: 20,
  56. particleCount: 500
  57. };
  58. init();
  59. animate();
  60. function initGUI() {
  61. var gui = new dat.GUI();
  62. gui.add( effectController, "showDots" ).onChange( function ( value ) {
  63. pointCloud.visible = value;
  64. } );
  65. gui.add( effectController, "showLines" ).onChange( function ( value ) {
  66. linesMesh.visible = value;
  67. } );
  68. gui.add( effectController, "minDistance", 10, 300 );
  69. gui.add( effectController, "limitConnections" );
  70. gui.add( effectController, "maxConnections", 0, 30, 1 );
  71. gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function ( value ) {
  72. particleCount = parseInt( value );
  73. particles.setDrawRange( 0, particleCount );
  74. } );
  75. }
  76. function init() {
  77. initGUI();
  78. container = document.getElementById( 'container' );
  79. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  80. camera.position.z = 1750;
  81. var controls = new THREE.OrbitControls( camera, container );
  82. scene = new THREE.Scene();
  83. group = new THREE.Group();
  84. scene.add( group );
  85. var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxBufferGeometry( r, r, r ) ) );
  86. helper.material.color.setHex( 0x080808 );
  87. helper.material.blending = THREE.AdditiveBlending;
  88. helper.material.transparent = true;
  89. group.add( helper );
  90. var segments = maxParticleCount * maxParticleCount;
  91. positions = new Float32Array( segments * 3 );
  92. colors = new Float32Array( segments * 3 );
  93. var pMaterial = new THREE.PointsMaterial( {
  94. color: 0xFFFFFF,
  95. size: 3,
  96. blending: THREE.AdditiveBlending,
  97. transparent: true,
  98. sizeAttenuation: false
  99. } );
  100. particles = new THREE.BufferGeometry();
  101. particlePositions = new Float32Array( maxParticleCount * 3 );
  102. for ( var i = 0; i < maxParticleCount; i ++ ) {
  103. var x = Math.random() * r - r / 2;
  104. var y = Math.random() * r - r / 2;
  105. var z = Math.random() * r - r / 2;
  106. particlePositions[ i * 3 ] = x;
  107. particlePositions[ i * 3 + 1 ] = y;
  108. particlePositions[ i * 3 + 2 ] = z;
  109. // add it to the geometry
  110. particlesData.push( {
  111. velocity: new THREE.Vector3( - 1 + Math.random() * 2, - 1 + Math.random() * 2, - 1 + Math.random() * 2 ),
  112. numConnections: 0
  113. } );
  114. }
  115. particles.setDrawRange( 0, particleCount );
  116. particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ).setDynamic( true ) );
  117. // create the particle system
  118. pointCloud = new THREE.Points( particles, pMaterial );
  119. group.add( pointCloud );
  120. var geometry = new THREE.BufferGeometry();
  121. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).setDynamic( true ) );
  122. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).setDynamic( true ) );
  123. geometry.computeBoundingSphere();
  124. geometry.setDrawRange( 0, 0 );
  125. var material = new THREE.LineBasicMaterial( {
  126. vertexColors: THREE.VertexColors,
  127. blending: THREE.AdditiveBlending,
  128. transparent: true
  129. } );
  130. linesMesh = new THREE.LineSegments( geometry, material );
  131. group.add( linesMesh );
  132. //
  133. renderer = new THREE.WebGLRenderer( { antialias: true } );
  134. renderer.setPixelRatio( window.devicePixelRatio );
  135. renderer.setSize( window.innerWidth, window.innerHeight );
  136. renderer.gammaInput = true;
  137. renderer.gammaOutput = true;
  138. container.appendChild( renderer.domElement );
  139. //
  140. stats = new Stats();
  141. container.appendChild( stats.dom );
  142. window.addEventListener( 'resize', onWindowResize, false );
  143. }
  144. function onWindowResize() {
  145. camera.aspect = window.innerWidth / window.innerHeight;
  146. camera.updateProjectionMatrix();
  147. renderer.setSize( window.innerWidth, window.innerHeight );
  148. }
  149. function animate() {
  150. var vertexpos = 0;
  151. var colorpos = 0;
  152. var numConnected = 0;
  153. for ( var i = 0; i < particleCount; i ++ )
  154. particlesData[ i ].numConnections = 0;
  155. for ( var i = 0; i < particleCount; i ++ ) {
  156. // get the particle
  157. var particleData = particlesData[ i ];
  158. particlePositions[ i * 3 ] += particleData.velocity.x;
  159. particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
  160. particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
  161. if ( particlePositions[ i * 3 + 1 ] < - rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
  162. particleData.velocity.y = - particleData.velocity.y;
  163. if ( particlePositions[ i * 3 ] < - rHalf || particlePositions[ i * 3 ] > rHalf )
  164. particleData.velocity.x = - particleData.velocity.x;
  165. if ( particlePositions[ i * 3 + 2 ] < - rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
  166. particleData.velocity.z = - particleData.velocity.z;
  167. if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
  168. continue;
  169. // Check collision
  170. for ( var j = i + 1; j < particleCount; j ++ ) {
  171. var particleDataB = particlesData[ j ];
  172. if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
  173. continue;
  174. var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
  175. var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
  176. var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
  177. var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
  178. if ( dist < effectController.minDistance ) {
  179. particleData.numConnections ++;
  180. particleDataB.numConnections ++;
  181. var alpha = 1.0 - dist / effectController.minDistance;
  182. positions[ vertexpos ++ ] = particlePositions[ i * 3 ];
  183. positions[ vertexpos ++ ] = particlePositions[ i * 3 + 1 ];
  184. positions[ vertexpos ++ ] = particlePositions[ i * 3 + 2 ];
  185. positions[ vertexpos ++ ] = particlePositions[ j * 3 ];
  186. positions[ vertexpos ++ ] = particlePositions[ j * 3 + 1 ];
  187. positions[ vertexpos ++ ] = particlePositions[ j * 3 + 2 ];
  188. colors[ colorpos ++ ] = alpha;
  189. colors[ colorpos ++ ] = alpha;
  190. colors[ colorpos ++ ] = alpha;
  191. colors[ colorpos ++ ] = alpha;
  192. colors[ colorpos ++ ] = alpha;
  193. colors[ colorpos ++ ] = alpha;
  194. numConnected ++;
  195. }
  196. }
  197. }
  198. linesMesh.geometry.setDrawRange( 0, numConnected * 2 );
  199. linesMesh.geometry.attributes.position.needsUpdate = true;
  200. linesMesh.geometry.attributes.color.needsUpdate = true;
  201. pointCloud.geometry.attributes.position.needsUpdate = true;
  202. requestAnimationFrame( animate );
  203. stats.update();
  204. render();
  205. }
  206. function render() {
  207. var time = Date.now() * 0.001;
  208. group.rotation.y = time * 0.1;
  209. renderer.render( scene, camera );
  210. }
  211. </script>
  212. </body>
  213. </html>