提交 11f449b5 编写于 作者: Z zz85

Add BufferGeometry + Custom Attributes + Particles example.

This seems to get 15fps faster than the non BufferGeometry counterpart.
Note that buffergeometry.dynamic = true is required for updates
Also cleaned up WebGLRenderer
上级 632ab574
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - buffer geometry custom attributes [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: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
background-color: rgba( 0, 0, 0, 0.75 );
position: relative;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
width:33em;
margin:0 auto -2em;
}
a { color: #ff0000 }
</style>
</head>
<body>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - buffergeometry custom attributes example - particles</div>
<div id="container"></div>
<script src="../build/three.min.js"></script>
<script src="../src/renderers/WebGLRenderer.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
//gl_PointSize = size;
gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D texture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( color * vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renderer, scene, camera, stats;
var sphere, uniforms, geometry;
var noise = [];
var values_size;
//500000
var particles = 100000;
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
var attributes = {
size: { type: 'f', value: null },
customColor: { type: 'c', value: null }
};
uniforms = {
amplitude: { type: "f", value: 1.0 },
color: { type: "c", value: new THREE.Color( 0xffffff ) },
texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) },
};
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true
});
var radius = 200;
geometry = new THREE.BufferGeometry();
geometry.dynamic = true;
geometry.attributes = {
position: {
itemSize: 3,
array: new Float32Array( particles * 3 ),
numItems: particles * 3
},
customColor: {
itemSize: 3,
array: new Float32Array( particles * 3 ),
numItems: particles * 3
},
size: {
itemSize: 1,
array: new Float32Array( particles ),
numItems: particles * 1
},
}
values_size = geometry.attributes.size.array;
var positions = geometry.attributes.position.array;
var values_color = geometry.attributes.customColor.array;
sphere = new THREE.ParticleSystem( geometry, shaderMaterial );
sphere.dynamic = true;
//sphere.sortParticles = true;
var color = new THREE.Color( 0xffaa00 );;
for( var v = 0; v < particles; v++ ) {
values_size[ v ] = 10;
positions[ v * 3 + 0 ] = (Math.random() * 2 - 1) * radius;
positions[ v * 3 + 1 ] = (Math.random() * 2 - 1) * radius;
positions[ v * 3 + 2 ] = (Math.random() * 2 - 1) * radius;
if ( positions[ v * 3 + 0 ] < 0 )
color.setHSL( 0.5 + 0.1 * ( v / particles ), 0.7, 0.1 );
else
color.setHSL( 0.0 + 0.1 * ( v / particles ), 0.9, 0.1 );
values_color[ v * 3 + 0 ] = color.r;
values_color[ v * 3 + 1 ] = color.g;
values_color[ v * 3 + 2 ] = color.b;
}
scene.add( sphere );
renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
renderer.setSize( WIDTH, HEIGHT );
var container = document.getElementById( 'container' );
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() * 0.005;
sphere.rotation.z = 0.01 * time;
for( var i = 0; i < particles; i++ ) {
values_size[ i ] = 14 + 13 * Math.sin( 0.1 * i + time );
}
geometry.attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -3246,8 +3246,6 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( ! attributeItem.needsUpdate ) continue;
// console.log( attributeName );
if ( attributeName === 'index' ) {
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
......@@ -3264,55 +3262,6 @@ THREE.WebGLRenderer = function ( parameters ) {
}
// var index = attributes[ "index" ];
// var position = attributes[ "position" ];
// var normal = attributes[ "normal" ];
// var uv = attributes[ "uv" ];
// var color = attributes[ "color" ];
// var tangent = attributes[ "tangent" ];
// if ( geometry.elementsNeedUpdate && index !== undefined ) {
// _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
// _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
// }
// if ( geometry.verticesNeedUpdate && position !== undefined ) {
// _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
// _gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
// }
// if ( geometry.normalsNeedUpdate && normal !== undefined ) {
// _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
// _gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
// }
// if ( geometry.uvsNeedUpdate && uv !== undefined ) {
// _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
// _gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
// }
// if ( geometry.colorsNeedUpdate && color !== undefined ) {
// _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
// _gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
// }
// if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
// _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
// _gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
// }
if ( dispose ) {
for ( var i in geometry.attributes ) {
......@@ -4756,21 +4705,6 @@ THREE.WebGLRenderer = function ( parameters ) {
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
// if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
// geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
// geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
// setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
// }
// geometry.verticesNeedUpdate = false;
// geometry.elementsNeedUpdate = false;
// geometry.uvsNeedUpdate = false;
// geometry.normalsNeedUpdate = false;
// geometry.colorsNeedUpdate = false;
// geometry.tangentsNeedUpdate = false;
} else {
// check all geometry groups
......@@ -4837,15 +4771,6 @@ THREE.WebGLRenderer = function ( parameters ) {
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
// if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
// setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
// }
// geometry.verticesNeedUpdate = false;
// geometry.colorsNeedUpdate = false;
} else {
material = getBufferMaterial( object, geometry );
......@@ -4872,15 +4797,6 @@ THREE.WebGLRenderer = function ( parameters ) {
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
// if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
// setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
// }
// geometry.verticesNeedUpdate = false;
// geometry.colorsNeedUpdate = false;
} else {
material = getBufferMaterial( object, geometry );
......
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