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063a14b0
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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063a14b0
编写于
12月 27, 2019
作者:
W
WestLangley
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Added instancing_modified example
上级
2b470e53
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
197 addition
and
0 deletion
+197
-0
examples/files.js
examples/files.js
+1
-0
examples/webgl_instancing_modified.html
examples/webgl_instancing_modified.html
+196
-0
未找到文件。
examples/files.js
浏览文件 @
063a14b0
...
...
@@ -48,6 +48,7 @@ var files = {
"
webgl_geometry_text_stroke
"
,
"
webgl_helpers
"
,
"
webgl_instancing_dynamic
"
,
"
webgl_instancing_modified
"
,
"
webgl_instancing_interactive
"
,
"
webgl_instancing_raycast
"
,
"
webgl_instancing_scatter
"
,
...
...
examples/webgl_instancing_modified.html
0 → 100644
浏览文件 @
063a14b0
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - instancing - modified
</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>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- webgl instancing - modified
</div>
<script
type=
"module"
>
import
*
as
THREE
from
'
../build/three.module.js
'
;
import
Stats
from
'
./jsm/libs/stats.module.js
'
;
var
camera
,
scene
,
renderer
,
stats
;
var
mesh
;
var
dummy
=
new
THREE
.
Object3D
();
var
amount
=
8
;
var
count
=
Math
.
pow
(
amount
,
3
);
init
();
animate
();
function
init
()
{
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
false
}
);
// false improves the frame rate
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
renderer
.
outputEncoding
=
THREE
.
sRGBEncoding
;
scene
=
new
THREE
.
Scene
();
camera
=
new
THREE
.
PerspectiveCamera
(
40
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
100
);
camera
.
position
.
set
(
0
,
0
,
20
);
new
THREE
.
BufferGeometryLoader
().
load
(
'
models/json/suzanne_buffergeometry.json
'
,
function
(
geometry
)
{
var
instanceColors
=
[];
for
(
var
i
=
0
;
i
<
count
;
i
++
)
{
instanceColors
.
push
(
0.5
+
0.5
*
Math
.
random
()
);
instanceColors
.
push
(
0.5
+
0.5
*
Math
.
random
()
);
instanceColors
.
push
(
0.5
+
0.5
*
Math
.
random
()
);
}
geometry
.
setAttribute
(
'
instanceColor
'
,
new
THREE
.
InstancedBufferAttribute
(
new
Float32Array
(
instanceColors
),
3
)
);
geometry
.
computeVertexNormals
();
geometry
.
scale
(
0.5
,
0.5
,
0.5
);
//console.log( geometry );
//
new
THREE
.
TextureLoader
().
load
(
'
textures/matcaps/matcap-porcelain-white.jpg
'
,
function
(
texture
)
{
texture
.
encoding
=
THREE
.
sRGBEncoding
;
var
material
=
new
THREE
.
MeshMatcapMaterial
(
{
color
:
0xaaaaff
,
matcap
:
texture
}
);
var
colorParsChunk
=
[
'
attribute vec3 instanceColor;
'
,
'
varying vec3 vInstanceColor;
'
,
'
#include <common>
'
].
join
(
'
\n
'
);
var
instanceColorChunk
=
[
'
#include <begin_vertex>
'
,
'
\t
vInstanceColor = instanceColor;
'
].
join
(
'
\n
'
);
var
fragmentParsChunk
=
[
'
varying vec3 vInstanceColor;
'
,
'
#include <common>
'
].
join
(
'
\n
'
);
var
colorChunk
=
[
'
vec4 diffuseColor = vec4( diffuse * vInstanceColor, opacity );
'
].
join
(
'
\n
'
);
material
.
onBeforeCompile
=
function
(
shader
)
{
shader
.
vertexShader
=
shader
.
vertexShader
.
replace
(
'
#include <common>
'
,
colorParsChunk
)
.
replace
(
'
#include <begin_vertex>
'
,
instanceColorChunk
);
shader
.
fragmentShader
=
shader
.
fragmentShader
.
replace
(
'
#include <common>
'
,
fragmentParsChunk
)
.
replace
(
'
vec4 diffuseColor = vec4( diffuse, opacity );
'
,
colorChunk
);
//console.log( shader.uniforms );
//console.log( shader.vertexShader );
//console.log( shader.fragmentShader );
};
mesh
=
new
THREE
.
InstancedMesh
(
geometry
,
material
,
count
);
mesh
.
instanceMatrix
.
setUsage
(
THREE
.
DynamicDrawUsage
);
// will be updated every frame
scene
.
add
(
mesh
);
}
);
}
);
//
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
).
multiplyScalar
(
2
);
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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