提交 cb5545a5 编写于 作者: B Ben Adams

Example of moving to instancing using circle geo

上级 a8fbd8ca
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instanced particles - billboards - colors</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 {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
a {
color: #ffffff;
}
#oldie a {
color: #da0;
}
#notSupported {
width: 50%;
margin: auto;
border: 2px red solid;
margin-top: 20px;
padding: 10px;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - instanced circle billboards - colors
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script id="vshader" type="x-shader/x-vertex">
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec2 uv;
attribute vec3 normal;
attribute vec4 translateScale;
attribute vec3 color;
varying vec2 vUv;
varying vec3 vColor;
void main() {
vec4 positionAdj = vec4( translateScale.xyz, 1.0 );
vec4 mvPosition = modelViewMatrix * positionAdj;
mvPosition.xyz += position * translateScale.w;
vUv = uv;
vColor = color;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision highp float;
uniform sampler2D map;
varying vec2 vUv;
varying vec3 vColor;
void main() {
vec4 diffuseColor = texture2D( map, vUv );
gl_FragColor = vec4( diffuseColor.xyz * vColor, diffuseColor.w );
if ( diffuseColor.w < 0.5 ) discard;
}
</script>
<script>
var container, stats;
var camera, scene, renderer;
var particles, geometry, material, sprite;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
function init() {
if ( !Detector.webgl ) {
Detector.addGetWebGLMessage();
return false;
}
renderer = new THREE.WebGLRenderer();
if ( !renderer.supportsInstancedArrays ) {
document.getElementById( "notSupported" ).style.display = "";
return false;
}
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 1400;
scene = new THREE.Scene();
geometry = new THREE.InstancedBufferGeometry().copy( new THREE.CircleBufferGeometry( 1, 16 ) );
sprite = THREE.ImageUtils.loadTexture( "textures/sprites/ball.png" );
var particleCount = 5000;
var translateScaleArray = new Float32Array( 4 * particleCount );
var colorsArray = new Float32Array( 3 * particleCount );
var color = new THREE.Color( 0xffffff );
for ( i = 0, ii = 0, ul = particleCount * 4; i < ul; i += 4, ii += 3 ) {
translateScaleArray[i] = 2000 * Math.random() - 1000;
translateScaleArray[i + 1] = 2000 * Math.random() - 1000;
translateScaleArray[i + 2] = 2000 * Math.random() - 1000;
translateScaleArray[i + 3] = 24;
color.setHSL(( translateScaleArray[i] + 1000 ) / 2000, 1, 0.5 );
colorsArray[ii] = color.r;
colorsArray[ii + 1] = color.g;
colorsArray[ii + 2] = color.b;
}
geometry.addAttribute( "translateScale", new THREE.InstancedBufferAttribute( translateScaleArray, 4, 1 ) );
geometry.addAttribute( "color", new THREE.InstancedBufferAttribute( colorsArray, 3, 1 ) );
material = new THREE.RawShaderMaterial( {
uniforms: {
map: { type: "t", value: sprite }
},
vertexShader: document.getElementById( 'vshader' ).textContent,
fragmentShader: document.getElementById( 'fshader' ).textContent,
depthTest: true,
depthWrite: true,
attributes: { 'translateScale': 1, 'color': 2 }
} );
scene.add( new THREE.Mesh( geometry, material ) );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
window.addEventListener( 'resize', onWindowResize, false );
return true;
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function onWindowResize( event ) {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
var lastTime = 0;
function render() {
var time = Date.now() * 0.00005;
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( -mouseY - camera.position.y ) * 0.05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
if ( init() ) {
animate();
}
</script>
</body>
</html>
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册