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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - indexed instancing (single box), interleaved buffers</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- a {
- color: #08f;
- }
- #notSupported {
- width: 50%;
- margin: auto;
- background-color: #f00;
- margin-top: 20px;
- padding: 10px;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - indexed instancing (single box), interleaved buffers
- <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- var container, stats;
- var camera, scene, renderer, mesh;
- var instances = 5000;
- var lastTime = 0;
- var moveQ = new THREE.Quaternion( 0.5, 0.5, 0.5, 0.0 ).normalize();
- var tmpQ = new THREE.Quaternion();
- var tmpM = new THREE.Matrix4();
- var currentM = new THREE.Matrix4();
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x101010 );
- // geometry
- var geometry = new THREE.InstancedBufferGeometry();
- // per mesh data x,y,z,w,u,v,s,t for 4-element alignment
- // only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
- var vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
- // Front
- - 1, 1, 1, 0, 0, 0, 0, 0,
- 1, 1, 1, 0, 1, 0, 0, 0,
- - 1, - 1, 1, 0, 0, 1, 0, 0,
- 1, - 1, 1, 0, 1, 1, 0, 0,
- // Back
- 1, 1, - 1, 0, 1, 0, 0, 0,
- - 1, 1, - 1, 0, 0, 0, 0, 0,
- 1, - 1, - 1, 0, 1, 1, 0, 0,
- - 1, - 1, - 1, 0, 0, 1, 0, 0,
- // Left
- - 1, 1, - 1, 0, 1, 1, 0, 0,
- - 1, 1, 1, 0, 1, 0, 0, 0,
- - 1, - 1, - 1, 0, 0, 1, 0, 0,
- - 1, - 1, 1, 0, 0, 0, 0, 0,
- // Right
- 1, 1, 1, 0, 1, 0, 0, 0,
- 1, 1, - 1, 0, 1, 1, 0, 0,
- 1, - 1, 1, 0, 0, 0, 0, 0,
- 1, - 1, - 1, 0, 0, 1, 0, 0,
- // Top
- - 1, 1, 1, 0, 0, 0, 0, 0,
- 1, 1, 1, 0, 1, 0, 0, 0,
- - 1, 1, - 1, 0, 0, 1, 0, 0,
- 1, 1, - 1, 0, 1, 1, 0, 0,
- // Bottom
- 1, - 1, 1, 0, 1, 0, 0, 0,
- - 1, - 1, 1, 0, 0, 0, 0, 0,
- 1, - 1, - 1, 0, 1, 1, 0, 0,
- - 1, - 1, - 1, 0, 0, 1, 0, 0
- ] ), 8 );
- // Use vertexBuffer, starting at offset 0, 3 items in position attribute
- var positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
- geometry.setAttribute( 'position', positions );
- // Use vertexBuffer, starting at offset 4, 2 items in uv attribute
- var uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 4 );
- geometry.setAttribute( 'uv', uvs );
- var indices = new Uint16Array( [
- 0, 1, 2,
- 2, 1, 3,
- 4, 5, 6,
- 6, 5, 7,
- 8, 9, 10,
- 10, 9, 11,
- 12, 13, 14,
- 14, 13, 15,
- 16, 17, 18,
- 18, 17, 19,
- 20, 21, 22,
- 22, 21, 23
- ] );
- geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
- // material
- var material = new THREE.MeshBasicMaterial();
- material.map = new THREE.TextureLoader().load( 'textures/crate.gif' );
- material.side = THREE.DoubleSide;
- // per instance data
- var matrix = new THREE.Matrix4();
- var offset = new THREE.Vector3();
- var orientation = new THREE.Quaternion();
- var scale = new THREE.Vector3( 1, 1, 1 );
- var x, y, z, w;
- mesh = new THREE.InstancedMesh( geometry, material, instances );
- for ( var i = 0; i < instances; i ++ ) {
- // offsets
- x = Math.random() * 100 - 50;
- y = Math.random() * 100 - 50;
- z = Math.random() * 100 - 50;
- offset.set( x, y, z ).normalize();
- offset.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
- offset.set( x + offset.x, y + offset.y, z + offset.z );
- // orientations
- x = Math.random() * 2 - 1;
- y = Math.random() * 2 - 1;
- z = Math.random() * 2 - 1;
- w = Math.random() * 2 - 1;
- orientation.set( x, y, z, w ).normalize();
- matrix.compose( offset, orientation, scale );
- mesh.setMatrixAt( i, matrix );
- }
- scene.add( mesh );
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
- document.getElementById( 'notSupported' ).style.display = '';
- return;
- }
- stats = new Stats();
- container.appendChild( stats.dom );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var time = performance.now();
- mesh.rotation.y = time * 0.00005;
- var delta = ( time - lastTime ) / 5000;
- tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
- tmpM.makeRotationFromQuaternion( tmpQ );
- for ( var i = 0, il = instances; i < il; i ++ ) {
- mesh.getMatrixAt( i, currentM );
- currentM.multiply( tmpM );
- mesh.setMatrixAt( i, currentM );
- }
- mesh.instanceMatrix.needsUpdate = true;
- lastTime = time;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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