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					247 lines
				
				6.0 KiB
			
		
		
			
		
	
	
					247 lines
				
				6.0 KiB
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											3 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 - instancing test (single triangle)</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">
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										<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing demo (single triangle)
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										<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
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									</div>
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									<script id="vertexShader" type="x-shader/x-vertex">
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										precision highp float;
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										uniform float sineTime;
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										uniform mat4 modelViewMatrix;
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										uniform mat4 projectionMatrix;
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										attribute vec3 position;
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										attribute vec3 offset;
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										attribute vec4 color;
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										attribute vec4 orientationStart;
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										attribute vec4 orientationEnd;
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										varying vec3 vPosition;
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										varying vec4 vColor;
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										void main(){
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											vPosition = offset * max( abs( sineTime * 2.0 + 1.0 ), 0.5 ) + position;
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											vec4 orientation = normalize( mix( orientationStart, orientationEnd, sineTime ) );
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											vec3 vcV = cross( orientation.xyz, vPosition );
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											vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
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											vColor = color;
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											gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
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										}
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									</script>
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									<script id="fragmentShader" type="x-shader/x-fragment">
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										precision highp float;
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										uniform float time;
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										varying vec3 vPosition;
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										varying vec4 vColor;
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										void main() {
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											vec4 color = vec4( vColor );
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											color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
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											gl_FragColor = color;
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										}
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									</script>
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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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										import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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										let container, stats;
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										let camera, scene, renderer;
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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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											camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
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											camera.position.z = 2;
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											scene = new THREE.Scene();
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											// geometry
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											const vector = new THREE.Vector4();
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											const instances = 50000;
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											const positions = [];
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											const offsets = [];
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											const colors = [];
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											const orientationsStart = [];
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											const orientationsEnd = [];
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											positions.push( 0.025, - 0.025, 0 );
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											positions.push( - 0.025, 0.025, 0 );
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											positions.push( 0, 0, 0.025 );
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											// instanced attributes
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											for ( let i = 0; i < instances; i ++ ) {
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												// offsets
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												offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
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												// colors
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												colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
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												// orientation start
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												vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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												vector.normalize();
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												orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
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												// orientation end
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												vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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												vector.normalize();
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												orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
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											}
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											const geometry = new THREE.InstancedBufferGeometry();
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											geometry.instanceCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
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											geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
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											geometry.setAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
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											geometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
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											geometry.setAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
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											geometry.setAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
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											// material
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											const material = new THREE.RawShaderMaterial( {
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												uniforms: {
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													'time': { value: 1.0 },
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													'sineTime': { value: 1.0 }
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												},
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												vertexShader: document.getElementById( 'vertexShader' ).textContent,
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												fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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												side: THREE.DoubleSide,
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												transparent: true
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											} );
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											//
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											const mesh = new THREE.Mesh( geometry, material );
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											scene.add( mesh );
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											//
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											renderer = new THREE.WebGLRenderer();
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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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											if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'ANGLE_instanced_arrays' ) === false ) {
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												document.getElementById( 'notSupported' ).style.display = '';
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												return;
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											}
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											//
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											const gui = new GUI( { width: 350 } );
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											gui.add( geometry, 'instanceCount', 0, instances );
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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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											const time = performance.now();
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											const object = scene.children[ 0 ];
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											object.rotation.y = time * 0.0005;
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											object.material.uniforms[ 'time' ].value = time * 0.005;
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											object.material.uniforms[ 'sineTime' ].value = Math.sin( object.material.uniforms[ 'time' ].value * 0.05 );
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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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