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webgl_instancing_dynamic.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instancing - dynamic</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>
<!-- 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": {
"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';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, stats;
let mesh;
const amount = parseInt( window.location.search.slice( 1 ) ) || 10;
const count = Math.pow( amount, 3 );
const dummy = new THREE.Object3D();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( amount * 0.9, amount * 0.9, amount * 0.9 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
const loader = new THREE.BufferGeometryLoader();
loader.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
geometry.computeVertexNormals();
geometry.scale( 0.5, 0.5, 0.5 );
const material = new THREE.MeshNormalMaterial();
// check overdraw
// let material = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.1, transparent: true } );
mesh = new THREE.InstancedMesh( geometry, material, count );
mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
scene.add( mesh );
//
const gui = new GUI();
gui.add( mesh, 'count', 0, count );
} );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
stats = new Stats();
document.body.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() {
if ( mesh ) {
const time = Date.now() * 0.001;
mesh.rotation.x = Math.sin( time / 4 );
mesh.rotation.y = Math.sin( time / 2 );
let i = 0;
const offset = ( amount - 1 ) / 2;
for ( let x = 0; x < amount; x ++ ) {
for ( let y = 0; y < amount; y ++ ) {
for ( let z = 0; z < amount; z ++ ) {
dummy.position.set( offset - x, offset - y, offset - z );
dummy.rotation.y = ( Math.sin( x / 4 + time ) + Math.sin( y / 4 + time ) + Math.sin( z / 4 + time ) );
dummy.rotation.z = dummy.rotation.y * 2;
dummy.updateMatrix();
mesh.setMatrixAt( i ++, dummy.matrix );
}
}
}
mesh.instanceMatrix.needsUpdate = true;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>