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406c33e5
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three.js
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406c33e5
编写于
12月 27, 2014
作者:
F
Fernando Serrano
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Buffergeometry example with drawcalls
上级
463366fe
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
313 addition
and
0 deletion
+313
-0
examples/index.html
examples/index.html
+1
-0
examples/webgl_buffergeometry_drawcalls.html
examples/webgl_buffergeometry_drawcalls.html
+312
-0
未找到文件。
examples/index.html
浏览文件 @
406c33e5
...
...
@@ -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
"
,
...
...
examples/webgl_buffergeometry_drawcalls.html
0 → 100644
浏览文件 @
406c33e5
<!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
maxParticleCount
=
1000
;
var
particleCount
=
500
;
var
r
=
800
;
var
rHalf
=
r
/
2
;
var
linesMesh
;
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.Geometry();
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
);
}
//
var
numConnected
;
function
animate
()
{
var
vertexpos
=
0
;
var
colorpos
=
0
;
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.maxConnections
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
);
//var dist = particle.distanceTo(particleB);
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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