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					190 lines
				
				4.5 KiB
			
		
		
			
		
	
	
					190 lines
				
				4.5 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 - 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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