webgl_buffergeometry_drawcalls.html 8.7 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - buffergeometry - lines drawcalls</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 drawcalls - by <a href="https://twitter.com/fernandojsg">fernandojsg</a>
		</div>

		<script src="js/libs/dat.gui.min.js"></script>
		<script src="../build/three.min.js"></script>
		<script src="js/controls/OrbitControls.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script>
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			var group;
			var container, stats;
	        var particlesData = [];
			var camera, scene, renderer;
			var positions,colors;
			var pointCloud;
			var particlePositions;
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			var linesMesh;
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			var maxParticleCount = 1000;
            var particleCount = 500;
			var r = 800;
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			var rHalf = r / 2;
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			var effectController = {
				showDots: true,
				showLines: true,
				minDistance: 150,
				limitConnections: false,
				maxConnections: 20,
				particleCount: 500
			}

			init();
			animate();

			function initGUI() {
				
				var gui = new dat.GUI();
				
				gui.add( effectController, "showDots" ).onChange( function(value) {pointCloud.visible = value;} );
				gui.add( effectController, "showLines" ).onChange( function(value) {linesMesh.visible = value; } );
				gui.add( effectController, "minDistance", 10, 300 );
				gui.add( effectController, "limitConnections" );
				gui.add( effectController, "maxConnections", 0, 30,1 );
				gui.add( effectController, "particleCount", 0, maxParticleCount,1 ).onChange(function(value) { 
					particleCount = parseInt(value); 		       
					particles.drawcalls[0].count = particleCount;
				});
					
			}

			function init() {
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				initGUI();

				container = document.getElementById( 'container' );

				//

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
				camera.position.z = 1750;

				controls = new THREE.OrbitControls( camera );
				controls.damping = 0.2;
				controls.addEventListener( 'change', render );

				scene = new THREE.Scene();
	
				geometry = new THREE.BufferGeometry();
				var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });

		        var segments = maxParticleCount * maxParticleCount;

				positions = new Float32Array( segments * 3 );
				colors = new Float32Array( segments * 3 );

		        var pMaterial = new THREE.PointCloudMaterial({
		            color: 0xFFFFFF,
		            size: 3,
		            blending: THREE.AdditiveBlending,
		            transparent: true,
		            sizeAttenuation: false
		        });

				//particles = new THREE.Geometry();
				particles = new THREE.BufferGeometry();
				particlePositions = new Float32Array( maxParticleCount * 3 );

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			   	for ( var i = 0; i < maxParticleCount; i++ ) {
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					var x = Math.random() * r - r / 2;
					var y = Math.random() * r - r / 2;
					var z = Math.random() * r - r / 2;
	
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		            particlePositions[ i * 3     ] = x;
					particlePositions[ i * 3 + 1 ] = y;
					particlePositions[ i * 3 + 2 ] = z;
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		            // add it to the geometry
		            particlesData.push({
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		            	velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2,  -1 + Math.random() * 2 ),
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		            	numConnections: 0
		            });

		        }

		        particles.drawcalls.push( {
		            start: 0,
		            count: particleCount,
		            index: 0
		        } );

				particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );

				// create the particle system
		        pointCloud = new THREE.PointCloud(
		            particles,
		            pMaterial);


		        group = new THREE.Object3D();

		        // add it to the scene
		        group.add(pointCloud);

				geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
				geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );

				geometry.computeBoundingSphere();

		        geometry.drawcalls.push( {
		            start: 0,
		            count: 0,
		            index: 0
		        } );

				linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
				group.add( linesMesh );

				scene.add(group);
				
				//
				
				renderer = new THREE.WebGLRenderer( { antialias: true } );
		        renderer.setPixelRatio( window.devicePixelRatio )
				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 );

			}

			//
			var numConnected;

			function animate() {

				var vertexpos=0;
				var colorpos=0;
				numConnected = 0;

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    			for ( var i = 0; i < particleCount; i++ )
    				particlesData[ i ].numConnections = 0;
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    			for ( var i = 0; i < particleCount; i++ ) {
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    	    		// get the particle
	        		var particleData = particlesData[i];

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					particlePositions[ i * 3     ] += particleData.velocity.x;
					particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
					particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
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	        		if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
	            		particleData.velocity.y = -particleData.velocity.y;
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			        if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
			            particleData.velocity.x = -particleData.velocity.x;
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			        if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
			            particleData.velocity.z = -particleData.velocity.z;
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		        	if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
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		        		continue;

			        // Check collision
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			        for ( var j = i + 1; j < particleCount; j++ ) {
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		            	var particleDataB = particlesData[ j ];
		        		if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
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			        		continue;
						
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						var dx = particlePositions[ i * 3     ] - particlePositions[ j * 3     ];
						var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
						var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
						var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
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			            if ( dist < effectController.minDistance ) {
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							particleData.numConnections++;
							particleDataB.numConnections++;

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			                var alpha = 1.0 - dist / effectController.minDistance + 0.2;
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			                positions[ vertexpos++ ] = particlePositions[ i * 3     ];
			                positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
			                positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
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			                positions[ vertexpos++ ] = particlePositions[ j * 3     ];
			                positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
			                positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
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			                colors[ colorpos++ ] = alpha;
			                colors[ colorpos++ ] = alpha;
			                colors[ colorpos++ ] = alpha;

			                colors[ colorpos++ ] = alpha;
			                colors[ colorpos++ ] = alpha;
			                colors[ colorpos++ ] = alpha;

			                numConnected++;
			            }
			        }
			 	}


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        		linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
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        		linesMesh.geometry.attributes.position.needsUpdate = true;
        		linesMesh.geometry.attributes.color.needsUpdate = true;

        		pointCloud.geometry.attributes.position.needsUpdate = true;

				requestAnimationFrame( animate );

				stats.update();
				render();

			}

			function render() {

				var time = Date.now() * 0.001;

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				group.rotation.y = time * 0.1;
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				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>