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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - instancing - dynamic</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">
- </head>
- <body>
- <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 camera, scene, renderer, stats;
- var mesh;
- var amount = parseInt( window.location.search.substr( 1 ) ) || 10;
- var count = Math.pow( amount, 3 );
- var dummy = new THREE.Object3D();
- init();
- animate();
- function init() {
- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
- camera.position.set( amount * 0.9, amount * 0.9, amount * 0.9 );
- camera.lookAt( 0, 0, 0 );
- scene = new THREE.Scene();
- var loader = new THREE.BufferGeometryLoader();
- loader.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
- geometry.computeVertexNormals();
- geometry.scale( 0.5, 0.5, 0.5 );
- var material = new THREE.MeshNormalMaterial();
- // check overdraw
- // var material = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.1, transparent: true } );
- mesh = new THREE.InstancedMesh( geometry, material, count );
- mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
- scene.add( mesh );
- //
- var gui = new GUI();
- gui.add( mesh, 'count', 0, count );
- } );
- //
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- document.body.appendChild( renderer.domElement );
- //
- stats = new Stats();
- document.body.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() {
- if ( mesh ) {
- var time = Date.now() * 0.001;
- mesh.rotation.x = Math.sin( time / 4 );
- mesh.rotation.y = Math.sin( time / 2 );
- var i = 0;
- var offset = ( amount - 1 ) / 2;
- for ( var x = 0; x < amount; x ++ ) {
- for ( var y = 0; y < amount; y ++ ) {
- for ( var z = 0; z < amount; z ++ ) {
- dummy.position.set( offset - x, offset - y, offset - z );
- dummy.rotation.y = ( Math.sin( x / 4 + time ) + Math.sin( y / 4 + time ) + Math.sin( z / 4 + time ) );
- dummy.rotation.z = dummy.rotation.y * 2;
- dummy.updateMatrix();
- mesh.setMatrixAt( i ++, dummy.matrix );
- }
- }
- }
- mesh.instanceMatrix.needsUpdate = true;
- }
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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