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