提交 063a14b0 编写于 作者: W WestLangley

Added instancing_modified example

上级 2b470e53
......@@ -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",
......
<!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>',
'\tvInstanceColor = 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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