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c89cefd4
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c89cefd4
编写于
1月 25, 2014
作者:
V
Vivien Miniussi
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
[r4317] THREE.Lines support indexed geometry
上级
f1c65b50
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
336 addition
and
25 deletion
+336
-25
examples/webgl_buffergeometry_lines_indexed.html
examples/webgl_buffergeometry_lines_indexed.html
+261
-0
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+75
-25
未找到文件。
examples/webgl_buffergeometry_lines_indexed.html
0 → 100644
浏览文件 @
c89cefd4
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - buffergeometry
</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
:
#000000
;
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
</div>
<script
src=
"../build/three.min.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
,
parent_node
;
init
();
animate
();
function
init
()
{
container
=
document
.
getElementById
(
'
container
'
);
camera
=
new
THREE
.
PerspectiveCamera
(
27
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
z
=
9000
;
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
BufferGeometry
();
var
material
=
new
THREE
.
LineBasicMaterial
({
vertexColors
:
true
});
var
positions
=
[];
var
next_positions_index
=
0
;
var
colors
=
[];
var
indices_array
=
[];
// --------------------------------
var
iteration_count
=
4
;
var
rangle
=
60
*
Math
.
PI
/
180.0
;
function
add_vertex
(
v
)
{
if
(
next_positions_index
==
0xffff
)
throw
new
Error
(
"
Too many points
"
);
positions
.
push
(
v
.
x
,
v
.
y
,
v
.
z
);
colors
.
push
(
Math
.
random
()
*
0.5
+
0.5
,
Math
.
random
()
*
0.5
+
0.5
,
1
);
return
next_positions_index
++
;
}
// simple Koch curve
function
snowflake_iteration
(
p0
,
p4
,
depth
)
{
if
(
--
depth
<
0
)
{
var
i
=
next_positions_index
-
1
;
// p0 already there
add_vertex
(
p4
);
indices_array
.
push
(
i
,
i
+
1
);
return
;
}
var
v
=
p4
.
clone
().
sub
(
p0
);
var
v_tier
=
v
.
clone
().
multiplyScalar
(
1.0
/
3.0
);
var
p1
=
p0
.
clone
().
add
(
v_tier
);
var
angle
=
Math
.
atan2
(
v
.
y
,
v
.
x
)
+
rangle
;
var
length
=
v_tier
.
length
();
var
p2
=
p1
.
clone
();
p2
.
x
+=
Math
.
cos
(
angle
)
*
length
;
p2
.
y
+=
Math
.
sin
(
angle
)
*
length
;
var
p3
=
p0
.
clone
().
add
(
v_tier
).
add
(
v_tier
);
snowflake_iteration
(
p0
,
p1
,
depth
);
snowflake_iteration
(
p1
,
p2
,
depth
);
snowflake_iteration
(
p2
,
p3
,
depth
);
snowflake_iteration
(
p3
,
p4
,
depth
);
}
function
snowflake
(
points
,
loop
,
x_offset
)
{
for
(
var
iteration
=
0
;
iteration
!=
iteration_count
;
++
iteration
)
{
add_vertex
(
points
[
0
]);
for
(
var
p_index
=
0
,
p_count
=
points
.
length
-
1
;
p_index
!=
p_count
;
++
p_index
)
{
snowflake_iteration
(
points
[
p_index
],
points
[
p_index
+
1
],
iteration
);
}
if
(
loop
)
snowflake_iteration
(
points
[
points
.
length
-
1
],
points
[
0
],
iteration
);
// translate input curve for next iteration
for
(
var
p_index
=
0
,
p_count
=
points
.
length
;
p_index
!=
p_count
;
++
p_index
)
{
points
[
p_index
].
x
+=
x_offset
;
}
}
}
var
y
=
0
;
snowflake
(
[
new
THREE
.
Vector3
(
0
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
500
,
y
+
0
,
0
)
],
false
,
600
);
y
+=
600
;
snowflake
(
[
new
THREE
.
Vector3
(
0
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
250
,
y
+
400
,
0
),
new
THREE
.
Vector3
(
500
,
y
+
0
,
0
)
],
true
,
600
);
y
+=
600
;
snowflake
(
[
new
THREE
.
Vector3
(
0
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
500
,
y
,
0
),
new
THREE
.
Vector3
(
500
,
y
+
500
,
0
),
new
THREE
.
Vector3
(
0
,
y
+
500
,
0
),
],
true
,
600
);
y
+=
1000
;
snowflake
(
[
new
THREE
.
Vector3
(
250
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
500
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
250
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
250
,
y
+
250
,
0
),
new
THREE
.
Vector3
(
250
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
0
,
y
,
0
),
new
THREE
.
Vector3
(
250
,
y
+
0
,
0
),
new
THREE
.
Vector3
(
250
,
y
-
250
,
0
),
new
THREE
.
Vector3
(
250
,
y
+
0
,
0
),
],
false
,
600
);
// --------------------------------
geometry
.
addAttribute
(
'
position
'
,
Float32Array
,
positions
.
length
,
3
);
geometry
.
attributes
.
position
.
array
=
new
Float32Array
(
positions
);
geometry
.
addAttribute
(
'
color
'
,
Float32Array
,
colors
.
length
,
3
);
geometry
.
attributes
.
color
.
array
=
new
Float32Array
(
colors
);
geometry
.
addAttribute
(
'
index
'
,
Uint16Array
,
indices_array
.
length
,
1
);
geometry
.
attributes
.
index
.
array
=
new
Uint16Array
(
indices_array
);
geometry
.
offsets
=
[
{
start
:
0
,
index
:
0
,
count
:
indices_array
.
length
}
];
geometry
.
computeBoundingSphere
();
mesh
=
new
THREE
.
Line
(
geometry
,
material
,
THREE
.
LinePieces
);
mesh
.
position
.
x
-=
1200
;
mesh
.
position
.
y
-=
1200
;
parent_node
=
new
THREE
.
Object3D
();
parent_node
.
add
(
mesh
);
scene
.
add
(
parent_node
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
false
}
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
container
.
appendChild
(
renderer
.
domElement
);
//
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
//
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
;
//mesh.rotation.x = time * 0.25;
//mesh.rotation.y = time * 0.5;
parent_node
.
rotation
.
z
=
time
*
0.5
;
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
src/renderers/WebGLRenderer.js
浏览文件 @
c89cefd4
...
...
@@ -2382,6 +2382,45 @@ THREE.WebGLRenderer = function ( parameters ) {
};
// used by renderBufferDirect for THREE.Line
function
setupLinesVertexAttributes
(
material
,
programAttributes
,
geometryAttributes
,
startIndex
)
{
var
attributeItem
,
attributeName
,
attributePointer
,
attributeSize
;
for
(
attributeName
in
programAttributes
)
{
attributePointer
=
programAttributes
[
attributeName
];
attributeItem
=
geometryAttributes
[
attributeName
];
if
(
attributePointer
>=
0
)
{
if
(
attributeItem
)
{
attributeSize
=
attributeItem
.
itemSize
;
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
attributeItem
.
buffer
);
enableAttribute
(
attributePointer
);
_gl
.
vertexAttribPointer
(
attributePointer
,
attributeSize
,
_gl
.
FLOAT
,
false
,
0
,
startIndex
*
attributeSize
*
4
);
// 4 bytes per Float32
}
else
if
(
material
.
defaultAttributeValues
)
{
if
(
material
.
defaultAttributeValues
[
attributeName
].
length
===
2
)
{
_gl
.
vertexAttrib2fv
(
attributePointer
,
material
.
defaultAttributeValues
[
attributeName
]
);
}
else
if
(
material
.
defaultAttributeValues
[
attributeName
].
length
===
3
)
{
_gl
.
vertexAttrib3fv
(
attributePointer
,
material
.
defaultAttributeValues
[
attributeName
]
);
}
}
}
}
}
function
setDirectBuffers
(
geometry
,
hint
,
dispose
)
{
var
attributes
=
geometry
.
attributes
;
...
...
@@ -2721,54 +2760,65 @@ THREE.WebGLRenderer = function ( parameters ) {
}
else
if
(
object
instanceof
THREE
.
Line
)
{
if
(
updateBuffers
)
{
var
primitives
=
(
object
.
type
===
THREE
.
LineStrip
)
?
_gl
.
LINE_STRIP
:
_gl
.
LINES
;
for
(
attributeName
in
programAttributes
)
{
setLineWidth
(
material
.
linewidth
);
attributePointer
=
programAttributes
[
attributeName
];
attributeItem
=
geometryAttributes
[
attributeName
];
if
(
attributePointer
>=
0
)
{
var
index
=
geometryAttributes
[
"
index
"
];
if
(
attributeItem
)
{
// indexed lines
if
(
index
)
{
attributeSize
=
attributeItem
.
itemSize
;
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
attributeItem
.
buffer
);
enableAttribute
(
attributePointer
);
_gl
.
vertexAttribPointer
(
attributePointer
,
attributeSize
,
_gl
.
FLOAT
,
false
,
0
,
0
);
var
offsets
=
geometry
.
offsets
;
}
else
if
(
material
.
defaultAttributeValues
&&
material
.
defaultAttributeValues
[
attributeName
]
)
{
// if there is more than 1 chunk
// must set attribute pointers to use new offsets for each chunk
// even if geometry and materials didn't change
if
(
material
.
defaultAttributeValues
[
attributeName
].
length
===
2
)
{
if
(
offsets
.
length
>
1
)
updateBuffers
=
true
;
_gl
.
vertexAttrib2fv
(
attributePointer
,
material
.
defaultAttributeValues
[
attributeName
]
);
for
(
var
i
=
0
,
il
=
offsets
.
length
;
i
<
il
;
i
++
)
{
}
else
if
(
material
.
defaultAttributeValues
[
attributeName
].
length
===
3
)
{
var
startIndex
=
offsets
[
i
].
index
;
_gl
.
vertexAttrib3fv
(
attributePointer
,
material
.
defaultAttributeValues
[
attributeName
]
);
if
(
updateBuffers
)
{
}
setupLinesVertexAttributes
(
material
,
programAttributes
,
geometryAttributes
,
startIndex
);
}
// indices
_gl
.
bindBuffer
(
_gl
.
ELEMENT_ARRAY_BUFFER
,
index
.
buffer
);
}
// render indexed lines
_gl
.
drawElements
(
_gl
.
LINES
,
offsets
[
i
].
count
,
_gl
.
UNSIGNED_SHORT
,
offsets
[
i
].
start
*
2
);
// 2 bytes per Uint16Array
_this
.
info
.
render
.
calls
++
;
_this
.
info
.
render
.
vertices
+=
offsets
[
i
].
count
;
// not really true, here vertices can be shared
}
}
//
render
lines
//
non-indexed
lines
var
primitives
=
(
object
.
type
===
THREE
.
LineStrip
)
?
_gl
.
LINE_STRIP
:
_gl
.
LINES
;
else
{
setLineWidth
(
material
.
linewidth
);
if
(
updateBuffers
)
{
var
position
=
geometryAttributes
[
"
position
"
];
setupLinesVertexAttributes
(
material
,
programAttributes
,
geometryAttributes
,
0
);
}
var
position
=
geometryAttributes
[
"
position
"
];
_gl
.
drawArrays
(
primitives
,
0
,
position
.
numItems
/
3
);
_this
.
info
.
render
.
calls
++
;
_this
.
info
.
render
.
points
+=
position
.
numItems
;
}
_gl
.
drawArrays
(
primitives
,
0
,
position
.
numItems
/
3
);
_this
.
info
.
render
.
calls
++
;
_this
.
info
.
render
.
points
+=
position
.
numItems
;
}
...
...
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