webgl_buffergeometry_points_interleaved.html 4.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry [particles]</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: #050505;
  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"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - particles</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/WebGL.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( WEBGL.isWebGLAvailable() === false ) {
  35. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  36. }
  37. var container, stats;
  38. var camera, scene, renderer;
  39. var points;
  40. init();
  41. animate();
  42. function init() {
  43. container = document.getElementById( 'container' );
  44. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
  45. camera.position.z = 2750;
  46. scene = new THREE.Scene();
  47. scene.background = new THREE.Color( 0x050505 );
  48. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  49. //
  50. var particles = 500000;
  51. var geometry = new THREE.BufferGeometry();
  52. // create a generic buffer of binary data (a single particle has 16 bytes of data)
  53. var arrayBuffer = new ArrayBuffer( particles * 16 );
  54. // the following typed arrays share the same buffer
  55. var interleavedFloat32Buffer = new Float32Array( arrayBuffer );
  56. var interleavedUint8Buffer = new Uint8Array( arrayBuffer );
  57. //
  58. var color = new THREE.Color();
  59. var n = 1000, n2 = n / 2; // particles spread in the cube
  60. for ( var i = 0; i < interleavedFloat32Buffer.length; i += 4 ) {
  61. // position (first 12 bytes)
  62. var x = Math.random() * n - n2;
  63. var y = Math.random() * n - n2;
  64. var z = Math.random() * n - n2;
  65. interleavedFloat32Buffer[ i + 0 ] = x;
  66. interleavedFloat32Buffer[ i + 1 ] = y;
  67. interleavedFloat32Buffer[ i + 2 ] = z;
  68. // color (last 4 bytes)
  69. var vx = ( x / n ) + 0.5;
  70. var vy = ( y / n ) + 0.5;
  71. var vz = ( z / n ) + 0.5;
  72. color.setRGB( vx, vy, vz );
  73. var j = ( i + 3 ) * 4;
  74. interleavedUint8Buffer[ j + 0 ] = color.r * 255;
  75. interleavedUint8Buffer[ j + 1 ] = color.g * 255;
  76. interleavedUint8Buffer[ j + 2 ] = color.b * 255;
  77. interleavedUint8Buffer[ j + 3 ] = 0; // not needed
  78. }
  79. var interleavedBuffer32 = new THREE.InterleavedBuffer( interleavedFloat32Buffer, 4 );
  80. var interleavedBuffer8 = new THREE.InterleavedBuffer( interleavedUint8Buffer, 16 );
  81. geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer32, 3, 0, false ) );
  82. geometry.addAttribute( 'color', new THREE.InterleavedBufferAttribute( interleavedBuffer8, 3, 12, true ) );
  83. //
  84. var material = new THREE.PointsMaterial( { size: 15, vertexColors: THREE.VertexColors } );
  85. points = new THREE.Points( geometry, material );
  86. scene.add( points );
  87. //
  88. renderer = new THREE.WebGLRenderer();
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. container.appendChild( renderer.domElement );
  92. //
  93. stats = new Stats();
  94. container.appendChild( stats.dom );
  95. //
  96. window.addEventListener( 'resize', onWindowResize, false );
  97. }
  98. function onWindowResize() {
  99. camera.aspect = window.innerWidth / window.innerHeight;
  100. camera.updateProjectionMatrix();
  101. renderer.setSize( window.innerWidth, window.innerHeight );
  102. }
  103. //
  104. function animate() {
  105. requestAnimationFrame( animate );
  106. render();
  107. stats.update();
  108. }
  109. function render() {
  110. var time = Date.now() * 0.001;
  111. points.rotation.x = time * 0.25;
  112. points.rotation.y = time * 0.5;
  113. renderer.render( scene, camera );
  114. }
  115. </script>
  116. </body>
  117. </html>