提交 97ffef18 编写于 作者: D Dvad 提交者: Mr.doob

Fix problems with non floating type in InterleavedBufferAttribute. (#9190)

* Add 'normalized' bool and accessor to BufferAttribute array in InterleavedBufferAttribute

* Add webgl_buffergeometry_points_interleaved example

featuring InterleavedBuffer with different numercial type (float32 and
uint8)

* Change to match BufferAttribute syntax
上级 d651bbc7
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - buffergeometry [particles]</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: #cccccc;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #050505;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #0080ff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - buffergeometry - particles</div>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var mesh;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
camera.position.z = 2750;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
//
var particles = 500000;
var geometry = new THREE.BufferGeometry();
var interleaved_buffer_float32 = new Float32Array( particles * 4 );
interleaved_buffer_uint8 = new Uint8Array(interleaved_buffer_float32.buffer)
var color = new THREE.Color();
var n = 1000, n2 = n / 2; // particles spread in the cube
for ( var i = 0; i < interleaved_buffer_float32.length; i += 4 ) {
// positions
var x = Math.random() * n - n2;
var y = Math.random() * n - n2;
var z = Math.random() * n - n2;
interleaved_buffer_float32[ i ] = x;
interleaved_buffer_float32[ i + 1 ] = y;
interleaved_buffer_float32[ i + 2 ] = z;
// colors
var vx = ( x / n ) + 0.5;
var vy = ( y / n ) + 0.5;
var vz = ( z / n ) + 0.5;
color.setRGB( vx, vy, vz );
interleaved_buffer_uint8[ 4*(i + 3)+0] = color.r*255;
interleaved_buffer_uint8[ 4*(i + 3)+1] = color.g*255;
interleaved_buffer_uint8[ 4*(i + 3)+2] = color.b*255;
interleaved_buffer_uint8[ 4*(i + 3)+3] = 0;
}
ibp = new THREE.InterleavedBuffer(interleaved_buffer_float32, 4);
ibc = new THREE.InterleavedBuffer(interleaved_buffer_uint8, 16);
geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute(ibp, 3, 0, false ) );
geometry.addAttribute( 'color', new THREE.InterleavedBufferAttribute(ibc, 3, 12, true ) );
geometry.computeBoundingSphere();
//
var material = new THREE.PointsMaterial( { size: 15, vertexColors: THREE.VertexColors } );
particleSystem = new THREE.Points( geometry, material );
scene.add( particleSystem );
//
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( scene.fog.color );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
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() {
var time = Date.now() * 0.001;
particleSystem.rotation.x = time * 0.25;
particleSystem.rotation.y = time * 0.5;
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -2,7 +2,7 @@
* @author benaadams / https://twitter.com/ben_a_adams
*/
THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) {
THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset, normalized ) {
this.uuid = THREE.Math.generateUUID();
......@@ -10,6 +10,8 @@ THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offse
this.itemSize = itemSize;
this.offset = offset;
this.normalized = normalized === true;
};
......@@ -30,6 +32,12 @@ THREE.InterleavedBufferAttribute.prototype = {
},
get array() {
return this.data.array;
},
setX: function ( index, x ) {
this.data.array[ index * this.data.stride + this.offset ] = x;
......
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