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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - indexed instancing (single box), interleaved buffers</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - indexed instancing (single box), interleaved buffers
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
let container, stats;
let camera, scene, renderer, mesh;
const instances = 5000;
let lastTime = 0;
const moveQ = new THREE.Quaternion( 0.5, 0.5, 0.5, 0.0 ).normalize();
const tmpQ = new THREE.Quaternion();
const tmpM = new THREE.Matrix4();
const currentM = new THREE.Matrix4();
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x101010 );
// geometry
const geometry = new THREE.InstancedBufferGeometry();
// per mesh data x,y,z,w,u,v,s,t for 4-element alignment
// only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
const vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
// Front
- 1, 1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 1, 0, 0, 0,
- 1, - 1, 1, 0, 0, 1, 0, 0,
1, - 1, 1, 0, 1, 1, 0, 0,
// Back
1, 1, - 1, 0, 1, 0, 0, 0,
- 1, 1, - 1, 0, 0, 0, 0, 0,
1, - 1, - 1, 0, 1, 1, 0, 0,
- 1, - 1, - 1, 0, 0, 1, 0, 0,
// Left
- 1, 1, - 1, 0, 1, 1, 0, 0,
- 1, 1, 1, 0, 1, 0, 0, 0,
- 1, - 1, - 1, 0, 0, 1, 0, 0,
- 1, - 1, 1, 0, 0, 0, 0, 0,
// Right
1, 1, 1, 0, 1, 0, 0, 0,
1, 1, - 1, 0, 1, 1, 0, 0,
1, - 1, 1, 0, 0, 0, 0, 0,
1, - 1, - 1, 0, 0, 1, 0, 0,
// Top
- 1, 1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 1, 0, 0, 0,
- 1, 1, - 1, 0, 0, 1, 0, 0,
1, 1, - 1, 0, 1, 1, 0, 0,
// Bottom
1, - 1, 1, 0, 1, 0, 0, 0,
- 1, - 1, 1, 0, 0, 0, 0, 0,
1, - 1, - 1, 0, 1, 1, 0, 0,
- 1, - 1, - 1, 0, 0, 1, 0, 0
] ), 8 );
// Use vertexBuffer, starting at offset 0, 3 items in position attribute
const positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
geometry.setAttribute( 'position', positions );
// Use vertexBuffer, starting at offset 4, 2 items in uv attribute
const uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 4 );
geometry.setAttribute( 'uv', uvs );
const indices = new Uint16Array( [
0, 2, 1,
2, 3, 1,
4, 6, 5,
6, 7, 5,
8, 10, 9,
10, 11, 9,
12, 14, 13,
14, 15, 13,
16, 17, 18,
18, 17, 19,
20, 21, 22,
22, 21, 23
] );
geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
// material
const material = new THREE.MeshBasicMaterial();
material.map = new THREE.TextureLoader().load( 'textures/crate.gif' );
material.map.flipY = false;
// per instance data
const matrix = new THREE.Matrix4();
const offset = new THREE.Vector3();
const orientation = new THREE.Quaternion();
const scale = new THREE.Vector3( 1, 1, 1 );
let x, y, z, w;
mesh = new THREE.InstancedMesh( geometry, material, instances );
for ( let i = 0; i < instances; i ++ ) {
// offsets
x = Math.random() * 100 - 50;
y = Math.random() * 100 - 50;
z = Math.random() * 100 - 50;
offset.set( x, y, z ).normalize();
offset.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
offset.set( x + offset.x, y + offset.y, z + offset.z );
// orientations
x = Math.random() * 2 - 1;
y = Math.random() * 2 - 1;
z = Math.random() * 2 - 1;
w = Math.random() * 2 - 1;
orientation.set( x, y, z, w ).normalize();
matrix.compose( offset, orientation, scale );
mesh.setMatrixAt( i, matrix );
}
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'ANGLE_instanced_arrays' ) === false ) {
document.getElementById( 'notSupported' ).style.display = '';
return;
}
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const time = performance.now();
mesh.rotation.y = time * 0.00005;
const delta = ( time - lastTime ) / 5000;
tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
tmpM.makeRotationFromQuaternion( tmpQ );
for ( let i = 0, il = instances; i < il; i ++ ) {
mesh.getMatrixAt( i, currentM );
currentM.multiply( tmpM );
mesh.setMatrixAt( i, currentM );
}
mesh.instanceMatrix.needsUpdate = true;
lastTime = time;
renderer.render( scene, camera );
}
</script>
</body>
</html>