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					236 lines
				
				5.9 KiB
			
		
		
			
		
	
	
					236 lines
				
				5.9 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 - indexed instancing (single box), interleaved buffers</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> - indexed instancing (single box), interleaved buffers
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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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									<!-- 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, mesh;
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										const instances = 5000;
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										let lastTime = 0;
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										const moveQ = new THREE.Quaternion( 0.5, 0.5, 0.5, 0.0 ).normalize();
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										const tmpQ = new THREE.Quaternion();
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										const tmpM = new THREE.Matrix4();
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										const currentM = new THREE.Matrix4();
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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, 1000 );
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											scene = new THREE.Scene();
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											scene.background = new THREE.Color( 0x101010 );
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											// geometry
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											const geometry = new THREE.InstancedBufferGeometry();
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											// per mesh data x,y,z,w,u,v,s,t for 4-element alignment
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											// only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
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											const vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
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												// Front
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												- 1, 1, 1, 0, 0, 0, 0, 0,
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												1, 1, 1, 0, 1, 0, 0, 0,
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												- 1, - 1, 1, 0, 0, 1, 0, 0,
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												1, - 1, 1, 0, 1, 1, 0, 0,
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												// Back
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												1, 1, - 1, 0, 1, 0, 0, 0,
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												- 1, 1, - 1, 0, 0, 0, 0, 0,
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												1, - 1, - 1, 0, 1, 1, 0, 0,
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												- 1, - 1, - 1, 0, 0, 1, 0, 0,
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												// Left
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												- 1, 1, - 1, 0, 1, 1, 0, 0,
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												- 1, 1, 1, 0, 1, 0, 0, 0,
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												- 1, - 1, - 1, 0, 0, 1, 0, 0,
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												- 1, - 1, 1, 0, 0, 0, 0, 0,
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												// Right
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												1, 1, 1, 0, 1, 0, 0, 0,
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												1, 1, - 1, 0, 1, 1, 0, 0,
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												1, - 1, 1, 0, 0, 0, 0, 0,
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												1, - 1, - 1, 0, 0, 1, 0, 0,
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												// Top
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												- 1, 1, 1, 0, 0, 0, 0, 0,
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												1, 1, 1, 0, 1, 0, 0, 0,
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												- 1, 1, - 1, 0, 0, 1, 0, 0,
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												1, 1, - 1, 0, 1, 1, 0, 0,
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												// Bottom
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												1, - 1, 1, 0, 1, 0, 0, 0,
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												- 1, - 1, 1, 0, 0, 0, 0, 0,
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												1, - 1, - 1, 0, 1, 1, 0, 0,
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												- 1, - 1, - 1, 0, 0, 1, 0, 0
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											] ), 8 );
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											// Use vertexBuffer, starting at offset 0, 3 items in position attribute
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											const positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
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											geometry.setAttribute( 'position', positions );
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											// Use vertexBuffer, starting at offset 4, 2 items in uv attribute
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											const uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 4 );
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											geometry.setAttribute( 'uv', uvs );
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											const indices = new Uint16Array( [
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												0, 2, 1,
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												2, 3, 1,
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												4, 6, 5,
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												6, 7, 5,
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												8, 10, 9,
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												10, 11, 9,
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												12, 14, 13,
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												14, 15, 13,
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												16, 17, 18,
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												18, 17, 19,
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												20, 21, 22,
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												22, 21, 23
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											] );
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											geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
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											// material
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											const material = new THREE.MeshBasicMaterial();
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											material.map = new THREE.TextureLoader().load( 'textures/crate.gif' );
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											material.map.flipY = false;
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											// per instance data
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											const matrix = new THREE.Matrix4();
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											const offset = new THREE.Vector3();
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											const orientation = new THREE.Quaternion();
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											const scale = new THREE.Vector3( 1, 1, 1 );
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											let x, y, z, w;
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											mesh = new THREE.InstancedMesh( geometry, material, instances );
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											for ( let i = 0; i < instances; i ++ ) {
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												// offsets
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												x = Math.random() * 100 - 50;
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												y = Math.random() * 100 - 50;
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												z = Math.random() * 100 - 50;
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												offset.set( x, y, z ).normalize();
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												offset.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
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												offset.set( x + offset.x, y + offset.y, z + offset.z );
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												// orientations
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												x = Math.random() * 2 - 1;
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												y = Math.random() * 2 - 1;
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												z = Math.random() * 2 - 1;
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												w = Math.random() * 2 - 1;
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												orientation.set( x, y, z, w ).normalize();
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												matrix.compose( offset, orientation, scale );
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												mesh.setMatrixAt( i, matrix );
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											}
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											scene.add( mesh );
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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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											stats = new Stats();
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											container.appendChild( stats.dom );
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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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											mesh.rotation.y = time * 0.00005;
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											const delta = ( time - lastTime ) / 5000;
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											tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
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											tmpM.makeRotationFromQuaternion( tmpQ );
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											for ( let i = 0, il = instances; i < il; i ++ ) {
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												mesh.getMatrixAt( i, currentM );
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												currentM.multiply( tmpM );
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												mesh.setMatrixAt( i, currentM );
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											}
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											mesh.instanceMatrix.needsUpdate = true;
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											lastTime = time;
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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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