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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - instancing test (single triangle)</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> - instancing demo (single triangle)
- <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
- </div>
- <script id="vertexShader" type="x-shader/x-vertex">
- precision highp float;
- uniform float sineTime;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- attribute vec3 position;
- attribute vec3 offset;
- attribute vec4 color;
- attribute vec4 orientationStart;
- attribute vec4 orientationEnd;
- varying vec3 vPosition;
- varying vec4 vColor;
- void main(){
- vPosition = offset * max( abs( sineTime * 2.0 + 1.0 ), 0.5 ) + position;
- vec4 orientation = normalize( mix( orientationStart, orientationEnd, sineTime ) );
- vec3 vcV = cross( orientation.xyz, vPosition );
- vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
- vColor = color;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
- }
- </script>
- <script id="fragmentShader" type="x-shader/x-fragment">
- precision highp float;
- uniform float time;
- varying vec3 vPosition;
- varying vec4 vColor;
- void main() {
- vec4 color = vec4( vColor );
- color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
- gl_FragColor = color;
- }
- </script>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- var container, stats;
- var camera, scene, renderer;
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
- camera.position.z = 2;
- scene = new THREE.Scene();
- // geometry
- var vector = new THREE.Vector4();
- var instances = 50000;
- var positions = [];
- var offsets = [];
- var colors = [];
- var orientationsStart = [];
- var orientationsEnd = [];
- positions.push( 0.025, - 0.025, 0 );
- positions.push( - 0.025, 0.025, 0 );
- positions.push( 0, 0, 0.025 );
- // instanced attributes
- for ( var i = 0; i < instances; i ++ ) {
- // offsets
- offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
- // colors
- colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
- // orientation start
- vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
- vector.normalize();
- orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
- // orientation end
- vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
- vector.normalize();
- orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
- }
- var geometry = new THREE.InstancedBufferGeometry();
- geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
- geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
- geometry.setAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
- geometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
- geometry.setAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
- geometry.setAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
- // material
- var material = new THREE.RawShaderMaterial( {
- uniforms: {
- "time": { value: 1.0 },
- "sineTime": { value: 1.0 }
- },
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
- side: THREE.DoubleSide,
- transparent: true
- } );
- //
- var mesh = new THREE.Mesh( geometry, material );
- 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;
- }
- //
- var gui = new GUI( { width: 350 } );
- gui.add( geometry, 'maxInstancedCount', 0, instances );
- //
- 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();
- var object = scene.children[ 0 ];
- object.rotation.y = time * 0.0005;
- object.material.uniforms[ "time" ].value = time * 0.005;
- object.material.uniforms[ "sineTime" ].value = Math.sin( object.material.uniforms[ "time" ].value * 0.05 );
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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