提交 db3d8b62 编写于 作者: M Mr.doob

Merge branch 'Lines-Indexed-Geometry-#4317' of git://github.com/Nicien/three.js into dev

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - buffergeometry</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</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var mesh, parent_node;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 9000;
scene = new THREE.Scene();
var geometry = new THREE.BufferGeometry();
var material = new THREE.LineBasicMaterial({ vertexColors: true });
var positions = [];
var next_positions_index = 0;
var colors = [];
var indices_array = [];
// --------------------------------
var iteration_count = 4;
var rangle = 60 * Math.PI / 180.0;
function add_vertex(v) {
if (next_positions_index == 0xffff) throw new Error("Too many points");
positions.push(v.x, v.y, v.z);
colors.push(Math.random()*0.5+0.5, Math.random()*0.5+0.5, 1);
return next_positions_index++;
}
// simple Koch curve
function snowflake_iteration(p0, p4, depth) {
if (--depth < 0) {
var i = next_positions_index-1; // p0 already there
add_vertex(p4);
indices_array.push(i, i+1);
return;
}
var v = p4.clone().sub(p0);
var v_tier = v.clone().multiplyScalar(1.0/3.0);
var p1 = p0.clone().add(v_tier);
var angle = Math.atan2(v.y, v.x) + rangle;
var length = v_tier.length();
var p2 = p1.clone();
p2.x += Math.cos(angle) * length;
p2.y += Math.sin(angle) * length;
var p3 = p0.clone().add(v_tier).add(v_tier);
snowflake_iteration(p0, p1, depth);
snowflake_iteration(p1, p2, depth);
snowflake_iteration(p2, p3, depth);
snowflake_iteration(p3, p4, depth);
}
function snowflake(points, loop, x_offset) {
for (var iteration = 0; iteration != iteration_count; ++iteration) {
add_vertex(points[0]);
for (var p_index=0, p_count=points.length-1; p_index != p_count; ++p_index) {
snowflake_iteration(points[p_index], points[p_index+1], iteration);
}
if (loop) snowflake_iteration(points[points.length-1], points[0], iteration);
// translate input curve for next iteration
for (var p_index=0, p_count=points.length; p_index != p_count; ++p_index) {
points[p_index].x += x_offset;
}
}
}
var y = 0;
snowflake
(
[
new THREE.Vector3(0, y+0, 0),
new THREE.Vector3(500, y+0, 0)
],
false, 600
);
y += 600;
snowflake
(
[
new THREE.Vector3(0, y+0, 0),
new THREE.Vector3(250, y+400, 0),
new THREE.Vector3(500, y+0, 0)
],
true, 600
);
y += 600;
snowflake
(
[
new THREE.Vector3(0, y+0, 0),
new THREE.Vector3(500, y, 0),
new THREE.Vector3(500, y+500, 0),
new THREE.Vector3(0, y+500, 0),
],
true, 600
);
y += 1000;
snowflake
(
[
new THREE.Vector3(250, y+0, 0),
new THREE.Vector3(500, y+0, 0),
new THREE.Vector3(250, y+0, 0),
new THREE.Vector3(250, y+250, 0),
new THREE.Vector3(250, y+0, 0),
new THREE.Vector3(0, y, 0),
new THREE.Vector3(250, y+0, 0),
new THREE.Vector3(250, y-250, 0),
new THREE.Vector3(250, y+0, 0),
],
false, 600
);
// --------------------------------
geometry.addAttribute( 'position', Float32Array, positions.length, 3 );
geometry.attributes.position.array = new Float32Array(positions);
geometry.addAttribute( 'color', Float32Array, colors.length, 3 );
geometry.attributes.color.array = new Float32Array(colors);
geometry.addAttribute( 'index', Uint16Array, indices_array.length, 1 );
geometry.attributes.index.array = new Uint16Array(indices_array);
geometry.offsets = [ {start:0, index:0, count:indices_array.length} ];
geometry.computeBoundingSphere();
mesh = new THREE.Line( geometry, material, THREE.LinePieces);
mesh.position.x -= 1200;
mesh.position.y -= 1200;
parent_node = new THREE.Object3D();
parent_node.add(mesh);
scene.add( parent_node );
renderer = new THREE.WebGLRenderer( { antialias: false } );
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() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = Date.now() * 0.001;
//mesh.rotation.x = time * 0.25;
//mesh.rotation.y = time * 0.5;
parent_node.rotation.z = time * 0.5;
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -2382,6 +2382,45 @@ THREE.WebGLRenderer = function ( parameters ) {
};
// used by renderBufferDirect for THREE.Line
function setupLinesVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
var attributeItem, attributeName, attributePointer, attributeSize;
for ( attributeName in programAttributes ) {
attributePointer = programAttributes[ attributeName ];
attributeItem = geometryAttributes[ attributeName ];
if ( attributePointer >= 0 ) {
if ( attributeItem ) {
attributeSize = attributeItem.itemSize;
_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
enableAttribute( attributePointer );
_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
} else if ( material.defaultAttributeValues ) {
if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
}
}
}
}
}
function setDirectBuffers ( geometry, hint, dispose ) {
var attributes = geometry.attributes;
......@@ -2721,54 +2760,65 @@ THREE.WebGLRenderer = function ( parameters ) {
} else if ( object instanceof THREE.Line ) {
if ( updateBuffers ) {
var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
for ( attributeName in programAttributes ) {
setLineWidth( material.linewidth );
attributePointer = programAttributes[ attributeName ];
attributeItem = geometryAttributes[ attributeName ];
if ( attributePointer >= 0 ) {
var index = geometryAttributes[ "index" ];
if ( attributeItem ) {
// indexed lines
if ( index ) {
attributeSize = attributeItem.itemSize;
_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
enableAttribute( attributePointer );
_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
var offsets = geometry.offsets;
} else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
// if there is more than 1 chunk
// must set attribute pointers to use new offsets for each chunk
// even if geometry and materials didn't change
if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
if ( offsets.length > 1 ) updateBuffers = true;
_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
for ( var i = 0, il = offsets.length; i < il; i ++ ) {
} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
var startIndex = offsets[ i ].index;
_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
if ( updateBuffers ) {
}
setupLinesVertexAttributes(material, programAttributes, geometryAttributes, startIndex);
}
// indices
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
}
// render indexed lines
_gl.drawElements( _gl.LINES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16Array
_this.info.render.calls ++;
_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
}
}
// render lines
// non-indexed lines
var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
else {
setLineWidth( material.linewidth );
if ( updateBuffers ) {
var position = geometryAttributes[ "position" ];
setupLinesVertexAttributes(material, programAttributes, geometryAttributes, 0);
}
var position = geometryAttributes[ "position" ];
_gl.drawArrays( primitives, 0, position.numItems / 3 );
_this.info.render.calls ++;
_this.info.render.points += position.numItems;
}
_gl.drawArrays( primitives, 0, position.numItems / 3 );
_this.info.render.calls ++;
_this.info.render.points += position.numItems;
}
......
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