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190 lines
4.5 KiB
190 lines
4.5 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - buffergeometry - custom VBOs</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - custom VBOs</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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let container, stats;
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let camera, scene, renderer;
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let points;
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const particles = 300000;
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let drawCount = 10000;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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//
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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//
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camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
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camera.position.z = 2750;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x050505 );
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scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
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//
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const geometry = new THREE.BufferGeometry();
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const positions = [];
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const positions2 = [];
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const colors = [];
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const color = new THREE.Color();
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const n = 1000, n2 = n / 2; // particles spread in the cube
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for ( let i = 0; i < particles; i ++ ) {
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// positions
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const x = Math.random() * n - n2;
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const y = Math.random() * n - n2;
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const z = Math.random() * n - n2;
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positions.push( x, y, z );
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positions2.push( z * 0.3, x * 0.3, y * 0.3 );
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// colors
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const vx = ( x / n ) + 0.5;
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const vy = ( y / n ) + 0.5;
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const vz = ( z / n ) + 0.5;
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color.setRGB( vx, vy, vz );
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colors.push( color.r, color.g, color.b );
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}
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const gl = renderer.getContext();
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const pos = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, pos );
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gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions ), gl.STATIC_DRAW );
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const pos2 = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, pos2 );
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gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( positions2 ), gl.STATIC_DRAW );
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const rgb = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, rgb );
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gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( colors ), gl.STATIC_DRAW );
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const posAttr1 = new THREE.GLBufferAttribute( pos, gl.FLOAT, 3, 4, particles );
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const posAttr2 = new THREE.GLBufferAttribute( pos2, gl.FLOAT, 3, 4, particles );
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geometry.setAttribute( 'position', posAttr1 );
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setInterval( function () {
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const attr = geometry.getAttribute( 'position' );
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geometry.setAttribute( 'position', ( attr === posAttr1 ) ? posAttr2 : posAttr1 );
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}, 2000 );
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geometry.setAttribute( 'color', new THREE.GLBufferAttribute( rgb, gl.FLOAT, 3, 4, particles ) );
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//
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const material = new THREE.PointsMaterial( { size: 15, vertexColors: true } );
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points = new THREE.Points( geometry, material );
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// Choose one:
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// geometry.boundingSphere = ( new THREE.Sphere() ).set( new THREE.Vector3(), Infinity );
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points.frustumCulled = false;
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scene.add( points );
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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drawCount = ( Math.max( 5000, drawCount ) + Math.floor( 500 * Math.random() ) ) % particles;
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points.geometry.setDrawRange( 0, drawCount );
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const time = Date.now() * 0.001;
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points.rotation.x = time * 0.1;
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points.rotation.y = time * 0.2;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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