提交 0b763d12 编写于 作者: M Mr.doob

Merge pull request #5819 from kile/master

Added drawcalls example for buffergeometry
......@@ -197,6 +197,7 @@
"webgl_buffergeometry_lines",
"webgl_buffergeometry_lines_indexed",
"webgl_buffergeometry_particles",
"webgl_buffergeometry_drawcalls",
"webgl_buffergeometry_rawshader",
"webgl_buffergeometry_uint",
"webgl_camera",
......
<!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>
var group;
var container, stats;
var particlesData = [];
var camera, scene, renderer;
var positions,colors;
var pointCloud;
var particlePositions;
var linesMesh;
var maxParticleCount = 1000;
var particleCount = 500;
var r = 800;
var rHalf = r / 2;
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() {
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.BufferGeometry();
particlePositions = new Float32Array( maxParticleCount * 3 );
for ( var i = 0; i < maxParticleCount; i++ ) {
var x = Math.random() * r - r / 2;
var y = Math.random() * r - r / 2;
var z = Math.random() * r - r / 2;
particlePositions[ i * 3 ] = x;
particlePositions[ i * 3 + 1 ] = y;
particlePositions[ i * 3 + 2 ] = z;
// add it to the geometry
particlesData.push({
velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
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 );
}
function animate() {
var vertexpos = 0;
var colorpos = 0;
var numConnected = 0;
for ( var i = 0; i < particleCount; i++ )
particlesData[ i ].numConnections = 0;
for ( var i = 0; i < particleCount; i++ ) {
// get the particle
var particleData = particlesData[i];
particlePositions[ i * 3 ] += particleData.velocity.x;
particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
particleData.velocity.y = -particleData.velocity.y;
if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
particleData.velocity.x = -particleData.velocity.x;
if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
particleData.velocity.z = -particleData.velocity.z;
if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
continue;
// Check collision
for ( var j = i + 1; j < particleCount; j++ ) {
var particleDataB = particlesData[ j ];
if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
continue;
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 );
if ( dist < effectController.minDistance ) {
particleData.numConnections++;
particleDataB.numConnections++;
var alpha = 1.0 - dist / effectController.minDistance + 0.2;
positions[ vertexpos++ ] = particlePositions[ i * 3 ];
positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
numConnected++;
}
}
}
linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
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;
group.rotation.y = time * 0.1;
renderer.render( scene, camera );
}
</script>
</body>
</html>
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