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webgl_buffergeometry_instancing.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - instancing test (single triangle)</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://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - instancing demo (single triangle)
<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
</div>
<script id="vertexShader" type="x-shader/x-vertex">
precision highp float;
uniform float sineTime;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec3 offset;
attribute vec4 color;
attribute vec4 orientationStart;
attribute vec4 orientationEnd;
varying vec3 vPosition;
varying vec4 vColor;
void main(){
vPosition = offset * max(abs(sineTime * 2.0 + 1.0), 0.5) + position;
vec4 orientation = normalize(mix(orientationStart, orientationEnd, sineTime));
vec3 vcV = cross(orientation.xyz, vPosition);
vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
vColor = color;
gl_Position = projectionMatrix * modelViewMatrix * vec4(vPosition, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
uniform float time;
varying vec3 vPosition;
varying vec4 vColor;
void main() {
vec4 color = vec4(vColor);
color.r += sin(vPosition.x * 10.0 + time) * 0.5;
gl_FragColor = color;
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
let container, stats;
let camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById('container');
camera = new v3d.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10);
camera.position.z = 2;
scene = new v3d.Scene();
// geometry
const vector = new v3d.Vector4();
const instances = 50000;
const positions = [];
const offsets = [];
const colors = [];
const orientationsStart = [];
const orientationsEnd = [];
positions.push(0.025, -0.025, 0);
positions.push(- 0.025, 0.025, 0);
positions.push(0, 0, 0.025);
// instanced attributes
for (let i = 0; i < instances; i++) {
// offsets
offsets.push(Math.random() -0.5, Math.random() -0.5, Math.random() -0.5);
// colors
colors.push(Math.random(), Math.random(), Math.random(), Math.random());
// orientation start
vector.set(Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1);
vector.normalize();
orientationsStart.push(vector.x, vector.y, vector.z, vector.w);
// orientation end
vector.set(Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1);
vector.normalize();
orientationsEnd.push(vector.x, vector.y, vector.z, vector.w);
}
const geometry = new v3d.InstancedBufferGeometry();
geometry.instanceCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
geometry.setAttribute('position', new v3d.Float32BufferAttribute(positions, 3));
geometry.setAttribute('offset', new v3d.InstancedBufferAttribute(new Float32Array(offsets), 3));
geometry.setAttribute('color', new v3d.InstancedBufferAttribute(new Float32Array(colors), 4));
geometry.setAttribute('orientationStart', new v3d.InstancedBufferAttribute(new Float32Array(orientationsStart), 4));
geometry.setAttribute('orientationEnd', new v3d.InstancedBufferAttribute(new Float32Array(orientationsEnd), 4));
// material
const material = new v3d.RawShaderMaterial({
uniforms: {
'time': { value: 1.0 },
'sineTime': { value: 1.0 }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: v3d.DoubleSide,
transparent: true
});
//
const mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
//
renderer = new v3d.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;
}
//
const gui = new GUI({ width: 350 });
gui.add(geometry, 'instanceCount', 0, instances);
//
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();
const object = scene.children[0];
object.rotation.y = time * 0.0005;
object.material.uniforms['time'].value = time * 0.005;
object.material.uniforms['sineTime'].value = Math.sin(object.material.uniforms['time'].value * 0.05);
renderer.render(scene, camera);
}
</script>
</body>
</html>