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169 lines
4.1 KiB
169 lines
4.1 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - buffergeometry - particles</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 - particles</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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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( 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 particles = 500000;
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const geometry = new THREE.BufferGeometry();
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// create a generic buffer of binary data (a single particle has 16 bytes of data)
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const arrayBuffer = new ArrayBuffer( particles * 16 );
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// the following typed arrays share the same buffer
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const interleavedFloat32Buffer = new Float32Array( arrayBuffer );
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const interleavedUint8Buffer = new Uint8Array( arrayBuffer );
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//
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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 < interleavedFloat32Buffer.length; i += 4 ) {
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// position (first 12 bytes)
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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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interleavedFloat32Buffer[ i + 0 ] = x;
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interleavedFloat32Buffer[ i + 1 ] = y;
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interleavedFloat32Buffer[ i + 2 ] = z;
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// color (last 4 bytes)
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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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const j = ( i + 3 ) * 4;
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interleavedUint8Buffer[ j + 0 ] = color.r * 255;
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interleavedUint8Buffer[ j + 1 ] = color.g * 255;
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interleavedUint8Buffer[ j + 2 ] = color.b * 255;
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interleavedUint8Buffer[ j + 3 ] = 0; // not needed
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}
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const interleavedBuffer32 = new THREE.InterleavedBuffer( interleavedFloat32Buffer, 4 );
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const interleavedBuffer8 = new THREE.InterleavedBuffer( interleavedUint8Buffer, 16 );
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geometry.setAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer32, 3, 0, false ) );
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geometry.setAttribute( 'color', new THREE.InterleavedBufferAttribute( interleavedBuffer8, 3, 12, true ) );
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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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scene.add( points );
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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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//
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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 = Date.now() * 0.001;
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points.rotation.x = time * 0.25;
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points.rotation.y = time * 0.5;
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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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