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webgl_buffergeometry_instancing_interleaved.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</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/[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';
let container, stats;
let camera, scene, renderer, mesh;
const instances = 5000;
let lastTime = 0;
const moveQ = new v3d.Quaternion(0.5, 0.5, 0.5, 0.0).normalize();
const tmpQ = new v3d.Quaternion();
const tmpM = new v3d.Matrix4();
const currentM = new v3d.Matrix4();
init();
animate();
function init() {
container = document.getElementById('container');
camera = new v3d.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
scene = new v3d.Scene();
scene.background = new v3d.Color(0x101010);
// geometry
const geometry = new v3d.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 v3d.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 v3d.InterleavedBufferAttribute(vertexBuffer, 3, 0);
geometry.setAttribute('position', positions);
// Use vertexBuffer, starting at offset 4, 2 items in uv attribute
const uvs = new v3d.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 v3d.BufferAttribute(indices, 1));
// material
const material = new v3d.MeshBasicMaterial();
material.map = new v3d.TextureLoader().load('textures/crate.gif');
material.map.flipY = false;
// per instance data
const matrix = new v3d.Matrix4();
const offset = new v3d.Vector3();
const orientation = new v3d.Quaternion();
const scale = new v3d.Vector3(1, 1, 1);
let x, y, z, w;
mesh = new v3d.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 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;
}
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>