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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - instanced particles - billboards - colors</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="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - instanced circle billboards - colors
<div id="notSupported" style="display:none">Sorry, your graphics card + browser does not support hardware instancing</div>
</div>
<script id="vshader" type="x-shader/x-vertex">
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform float time;
attribute vec3 position;
attribute vec2 uv;
attribute vec3 translate;
varying vec2 vUv;
varying float vScale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4(translate, 1.0);
vec3 trTime = vec3(translate.x + time,translate.y + time,translate.z + time);
float scale = sin(trTime.x * 2.1) + sin(trTime.y * 3.2) + sin(trTime.z * 4.3);
vScale = scale;
scale = scale * 10.0 + 10.0;
mvPosition.xyz += position * scale;
vUv = uv;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision highp float;
uniform sampler2D map;
varying vec2 vUv;
varying float vScale;
// HSL to RGB Convertion helpers
vec3 HUEtoRGB(float H){
H = mod(H,1.0);
float R = abs(H * 6.0 - 3.0) -1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp(vec3(R,G,B),0.0,1.0);
}
vec3 HSLtoRGB(vec3 HSL){
vec3 RGB = HUEtoRGB(HSL.x);
float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
void main() {
vec4 diffuseColor = texture2D(map, vUv);
gl_FragColor = vec4(diffuseColor.xyz * HSLtoRGB(vec3(vScale/5.0, 1.0, 0.5)), diffuseColor.w);
if (diffuseColor.w < 0.5) discard;
}
</script>
<!-- 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": {
"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;
let geometry, material, mesh;
function init() {
renderer = new v3d.WebGLRenderer();
if (renderer.capabilities.isWebGL2 === false && renderer.extensions.has('ANGLE_instanced_arrays') === false) {
document.getElementById('notSupported').style.display = '';
return false;
}
container = document.createElement('div');
document.body.appendChild(container);
camera = new v3d.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 5000);
camera.position.z = 1400;
scene = new v3d.Scene();
const circleGeometry = new v3d.CircleGeometry(1, 6);
geometry = new v3d.InstancedBufferGeometry();
geometry.index = circleGeometry.index;
geometry.attributes = circleGeometry.attributes;
const particleCount = 75000;
const translateArray = new Float32Array(particleCount * 3);
for (let i = 0, i3 = 0, l = particleCount; i < l; i++, i3 += 3) {
translateArray[i3 + 0] = Math.random() * 2 - 1;
translateArray[i3 + 1] = Math.random() * 2 - 1;
translateArray[i3 + 2] = Math.random() * 2 - 1;
}
geometry.setAttribute('translate', new v3d.InstancedBufferAttribute(translateArray, 3));
material = new v3d.RawShaderMaterial({
uniforms: {
'map': { value: new v3d.TextureLoader().load('textures/sprites/circle.png') },
'time': { value: 0.0 }
},
vertexShader: document.getElementById('vshader').textContent,
fragmentShader: document.getElementById('fshader').textContent,
depthTest: true,
depthWrite: true
});
mesh = new v3d.Mesh(geometry, material);
mesh.scale.set(500, 500, 500);
scene.add(mesh);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild(stats.dom);
window.addEventListener('resize', onWindowResize);
return true;
}
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() * 0.0005;
material.uniforms['time'].value = time;
mesh.rotation.x = time * 0.2;
mesh.rotation.y = time * 0.4;
renderer.render(scene, camera);
}
if (init()) {
animate();
}
</script>
</body>
</html>