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					153 lines
				
				3.4 KiB
			
		
		
			
		
	
	
					153 lines
				
				3.4 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 - dynamic</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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										<!-- 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 camera, scene, renderer, stats;
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											let mesh;
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											const amount = parseInt( window.location.search.slice( 1 ) ) || 10;
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											const count = Math.pow( amount, 3 );
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											const dummy = new THREE.Object3D();
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											init();
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											animate();
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											function init() {
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												camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
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												camera.position.set( amount * 0.9, amount * 0.9, amount * 0.9 );
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												camera.lookAt( 0, 0, 0 );
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												scene = new THREE.Scene();
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												const loader = new THREE.BufferGeometryLoader();
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												loader.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
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													geometry.computeVertexNormals();
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													geometry.scale( 0.5, 0.5, 0.5 );
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													const material = new THREE.MeshNormalMaterial();
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													// check overdraw
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													// let material = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.1, transparent: true } );
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													mesh = new THREE.InstancedMesh( geometry, material, count );
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													mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
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													scene.add( mesh );
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													//
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													const gui = new GUI();
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													gui.add( mesh, 'count', 0, count );
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												} );
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												//
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												document.body.appendChild( renderer.domElement );
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												//
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												stats = new Stats();
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												document.body.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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												if ( mesh ) {
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													const time = Date.now() * 0.001;
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													mesh.rotation.x = Math.sin( time / 4 );
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													mesh.rotation.y = Math.sin( time / 2 );
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													let i = 0;
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													const offset = ( amount - 1 ) / 2;
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													for ( let x = 0; x < amount; x ++ ) {
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														for ( let y = 0; y < amount; y ++ ) {
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															for ( let z = 0; z < amount; z ++ ) {
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																dummy.position.set( offset - x, offset - y, offset - z );
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																dummy.rotation.y = ( Math.sin( x / 4 + time ) + Math.sin( y / 4 + time ) + Math.sin( z / 4 + time ) );
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																dummy.rotation.z = dummy.rotation.y * 2;
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																dummy.updateMatrix();
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																mesh.setMatrixAt( i ++, dummy.matrix );
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															}
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														}
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													}
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													mesh.instanceMatrix.needsUpdate = true;
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												}
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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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