forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathwebgl_buffergeometry_instancing_interleaved.html
234 lines (171 loc) · 5.65 KB
/
webgl_buffergeometry_instancing_interleaved.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - indexed instancing (single box), interleaved buffers</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> - indexed instancing (single box), interleaved buffers
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
var container, stats;
var camera, scene, renderer, mesh;
var instances = 5000;
var lastTime = 0;
var moveQ = new THREE.Quaternion( 0.5, 0.5, 0.5, 0.0 ).normalize();
var tmpQ = new THREE.Quaternion();
var tmpM = new THREE.Matrix4();
var currentM = new THREE.Matrix4();
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x101010 );
// geometry
var geometry = new THREE.InstancedBufferGeometry();
// per mesh data x,y,z,w,u,v,s,t for 4-element alignment
// only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
var vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
// Front
- 1, 1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 1, 0, 0, 0,
- 1, - 1, 1, 0, 0, 1, 0, 0,
1, - 1, 1, 0, 1, 1, 0, 0,
// Back
1, 1, - 1, 0, 1, 0, 0, 0,
- 1, 1, - 1, 0, 0, 0, 0, 0,
1, - 1, - 1, 0, 1, 1, 0, 0,
- 1, - 1, - 1, 0, 0, 1, 0, 0,
// Left
- 1, 1, - 1, 0, 1, 1, 0, 0,
- 1, 1, 1, 0, 1, 0, 0, 0,
- 1, - 1, - 1, 0, 0, 1, 0, 0,
- 1, - 1, 1, 0, 0, 0, 0, 0,
// Right
1, 1, 1, 0, 1, 0, 0, 0,
1, 1, - 1, 0, 1, 1, 0, 0,
1, - 1, 1, 0, 0, 0, 0, 0,
1, - 1, - 1, 0, 0, 1, 0, 0,
// Top
- 1, 1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 1, 0, 0, 0,
- 1, 1, - 1, 0, 0, 1, 0, 0,
1, 1, - 1, 0, 1, 1, 0, 0,
// Bottom
1, - 1, 1, 0, 1, 0, 0, 0,
- 1, - 1, 1, 0, 0, 0, 0, 0,
1, - 1, - 1, 0, 1, 1, 0, 0,
- 1, - 1, - 1, 0, 0, 1, 0, 0
] ), 8 );
// Use vertexBuffer, starting at offset 0, 3 items in position attribute
var positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
geometry.setAttribute( 'position', positions );
// Use vertexBuffer, starting at offset 4, 2 items in uv attribute
var uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 4 );
geometry.setAttribute( 'uv', uvs );
var indices = new Uint16Array( [
0, 1, 2,
2, 1, 3,
4, 5, 6,
6, 5, 7,
8, 9, 10,
10, 9, 11,
12, 13, 14,
14, 13, 15,
16, 17, 18,
18, 17, 19,
20, 21, 22,
22, 21, 23
] );
geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
// material
var material = new THREE.MeshBasicMaterial();
material.map = new THREE.TextureLoader().load( 'textures/crate.gif' );
material.side = THREE.DoubleSide;
// per instance data
var matrix = new THREE.Matrix4();
var offset = new THREE.Vector3();
var orientation = new THREE.Quaternion();
var scale = new THREE.Vector3( 1, 1, 1 );
var x, y, z, w;
mesh = new THREE.InstancedMesh( geometry, material, instances );
for ( var i = 0; i < instances; i ++ ) {
// offsets
x = Math.random() * 100 - 50;
y = Math.random() * 100 - 50;
z = Math.random() * 100 - 50;
offset.set( x, y, z ).normalize();
offset.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
offset.set( x + offset.x, y + offset.y, z + offset.z );
// orientations
x = Math.random() * 2 - 1;
y = Math.random() * 2 - 1;
z = Math.random() * 2 - 1;
w = Math.random() * 2 - 1;
orientation.set( x, y, z, w ).normalize();
matrix.compose( offset, orientation, scale );
mesh.setMatrixAt( i, matrix );
}
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;
}
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();
mesh.rotation.y = time * 0.00005;
var delta = ( time - lastTime ) / 5000;
tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
tmpM.makeRotationFromQuaternion( tmpQ );
for ( var i = 0, il = instances; i < il; i ++ ) {
mesh.getMatrixAt( i, currentM );
currentM.multiply( tmpM );
mesh.setMatrixAt( i, currentM );
}
mesh.instanceMatrix.needsUpdate = true;
lastTime = time;
renderer.render( scene, camera );
}
</script>
</body>
</html>