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258 lines
5.9 KiB
258 lines
5.9 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - instancing test (meshes)</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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color: #ffffff;
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font-family: Monospace;
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font-size: 13px;
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text-align: center;
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font-weight: bold;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px;
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width: 100%;
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padding: 5px;
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}
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a {
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color: #ffffff;
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}
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#notSupported {
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width: 50%;
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margin: auto;
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border: 2px red solid;
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margin-top: 20px;
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padding: 10px;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing test (meshes)
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<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
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</div>
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<script src="../build/three.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/controls/TrackballControls.js"></script>
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<script id="vertexShader" type="x-shader/x-vertex">
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precision highp float;
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attribute vec3 instancePosition;
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attribute vec4 instanceQuaternion;
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attribute vec3 instanceScale;
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varying vec3 vColor;
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vec3 applyTRS( vec3 position, vec3 translation, vec4 quaternion, vec3 scale ) {
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position *= scale;
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position += 2.0 * cross( quaternion.xyz, cross( quaternion.xyz, position ) + quaternion.w * position );
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return position + translation;
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}
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void main(){
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vColor = color;
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vec3 transformed = applyTRS( position.xyz, instancePosition, instanceQuaternion, instanceScale );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( transformed, 1.0 );
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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precision highp float;
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varying vec3 vColor;
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void main() {
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gl_FragColor = vec4( vColor, 1.0 );
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}
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</script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var container, stats;
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var camera, scene, renderer;
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var controls;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
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camera.position.z = 4;
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controls = new THREE.TrackballControls( camera );
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scene = new THREE.Scene();
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//
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var geometry = new THREE.IcosahedronBufferGeometry( 0.1, 1 );
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var colors = [];
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for ( var i = 0, l = geometry.attributes.position.count; i < l; i ++ ) {
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colors.push( Math.random(), Math.random(), Math.random() );
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}
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geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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var material = new THREE.MeshBasicMaterial( { color: 0xff0000, vertexColors: THREE.VertexColors } );
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//
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var instances = 100;
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var instancePositions = [];
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var instanceQuaternions = [];
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var instanceScales = [];
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// we create for each mesh a counterpart in our instanced geometry data
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for ( var i = 0; i < instances; i ++ ) {
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// the red meshes are drawn with separate draw calls
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var mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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var position = mesh.position;
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var quaternion = mesh.quaternion;
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var scale = mesh.scale;
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position.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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quaternion.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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quaternion.normalize();
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scale.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
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// instanced attribute data
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instancePositions.push( position.x, position.y, position.z );
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instanceQuaternions.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
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instanceScales.push( scale.x, scale.y, scale.z );
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}
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var instancedGeometry = new THREE.InstancedBufferGeometry();
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instancedGeometry.attributes.position = geometry.attributes.position;
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instancedGeometry.attributes.color = geometry.attributes.color;
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instancedGeometry.addAttribute( 'instancePosition', new THREE.InstancedBufferAttribute( new Float32Array( instancePositions ), 3 ) );
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instancedGeometry.addAttribute( 'instanceQuaternion', new THREE.InstancedBufferAttribute( new Float32Array( instanceQuaternions ), 4 ) );
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instancedGeometry.addAttribute( 'instanceScale', new THREE.InstancedBufferAttribute( new Float32Array( instanceScales ), 3 ) );
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//
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var shaderMaterial = new THREE.ShaderMaterial( {
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uniforms: {},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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vertexColors: true
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} );
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// counterparts are drawn all at once with a single draw call (via instanced rendering)
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var instancedMesh = new THREE.Mesh( instancedGeometry, shaderMaterial );
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instancedMesh.position.x = 0.1;
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scene.add( instancedMesh );
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//
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
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document.getElementById( 'notSupported' ).style.display = '';
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return;
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}
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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controls.update();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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