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webgl_buffergeometry_instancing.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instancing test (single triangle)</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
a {
color: #08f;
}
#notSupported {
width: 50%;
margin: auto;
background-color: #f00;
margin-top: 20px;
padding: 10px;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing demo (single triangle)
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
</div>
<script id="vertexShader" type="x-shader/x-vertex">
precision highp float;
uniform float sineTime;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec3 offset;
attribute vec4 color;
attribute vec4 orientationStart;
attribute vec4 orientationEnd;
varying vec3 vPosition;
varying vec4 vColor;
void main(){
vPosition = offset * max( abs( sineTime * 2.0 + 1.0 ), 0.5 ) + position;
vec4 orientation = normalize( mix( orientationStart, orientationEnd, sineTime ) );
vec3 vcV = cross( orientation.xyz, vPosition );
vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
vColor = color;
gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
uniform float time;
varying vec3 vPosition;
varying vec4 vColor;
void main() {
vec4 color = vec4( vColor );
color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
gl_FragColor = color;
}
</script>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
var container, stats;
var camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
camera.position.z = 2;
scene = new THREE.Scene();
// geometry
var vector = new THREE.Vector4();
var instances = 50000;
var positions = [];
var offsets = [];
var colors = [];
var orientationsStart = [];
var orientationsEnd = [];
positions.push( 0.025, - 0.025, 0 );
positions.push( - 0.025, 0.025, 0 );
positions.push( 0, 0, 0.025 );
// instanced attributes
for ( var i = 0; i < instances; i ++ ) {
// offsets
offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
// colors
colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
// orientation start
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
// orientation end
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
}
var geometry = new THREE.InstancedBufferGeometry();
geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
geometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
geometry.setAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
geometry.setAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
// material
var material = new THREE.RawShaderMaterial( {
uniforms: {
"time": { value: 1.0 },
"sineTime": { value: 1.0 }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
side: THREE.DoubleSide,
transparent: true
} );
//
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
document.getElementById( 'notSupported' ).style.display = '';
return;
}
//
var gui = new GUI( { width: 350 } );
gui.add( geometry, 'maxInstancedCount', 0, instances );
//
stats = new Stats();
container.appendChild( stats.dom );
//
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 = performance.now();
var object = scene.children[ 0 ];
object.rotation.y = time * 0.0005;
object.material.uniforms[ "time" ].value = time * 0.005;
object.material.uniforms[ "sineTime" ].value = Math.sin( object.material.uniforms[ "time" ].value * 0.05 );
renderer.render( scene, camera );
}
</script>
</body>
</html>