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@bitowl/three-instanced-mesh

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Scene graph level abstraction for three.js InstancedBufferGeometry

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<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - InstancedMesh example </title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { font-family: Monospace; background-color: #000; color: #fff; margin: 0px; overflow: hidden; } #info { position: absolute; top: 10px; width: 100%; text-align: center; z-index: 100; display:block; } #info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer } </style> </head> <body> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - Mesh abstraction for InstancedBufferGeometry <a href="https://github.com/pailhead">pailhead</a> </div> <script src="dat.gui.min.js"></script> <script src="../node_modules/three/build/three.js"></script> <script src="../node_modules/three/examples/js/controls/OrbitControls.js"></script> <script src="../node_modules/three/examples/js/shaders/UnpackDepthRGBAShader.js"></script> <script src="../node_modules/three/examples/js/utils/ShadowMapViewer.js"></script> <script src="../node_modules/three/examples/js/Detector.js"></script> <script src="../node_modules/three/examples/js/libs/stats.min.js"></script> <script src="../build.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var camera, scene, renderer, clock, stats; var dirLight, spotLight; var torusKnot, cube; var tester; var objectWrapper; var finalTriNum = 0; var currentMesh; var cache = {}; var options; var trsCache; init(); animate(); function init() { initScene(); initMisc(); initExample(); document.body.appendChild( renderer.domElement ); window.addEventListener( 'resize', onWindowResize, false ); } function initScene() { camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 ); camera.position.set( 0, 15, 35 ); scene = new THREE.Scene(); // Lights scene.add( new THREE.AmbientLight( 0x404040 ) ); spotLight = new THREE.SpotLight( 0xffffff ); spotLight.name = 'Spot Light'; spotLight.angle = Math.PI / 5; spotLight.penumbra = 0.3; spotLight.position.set( 30, 30, 25 ); spotLight.castShadow = true; spotLight.shadow.camera.near = 1; spotLight.shadow.camera.far = 80; spotLight.shadow.mapSize.width = 1024; spotLight.shadow.mapSize.height = 1024; scene.add( spotLight ); dirLight = new THREE.DirectionalLight( 0xffffff, 1 ); dirLight.name = 'Dir. Light'; dirLight.position.set( 0, 10, 0 ); // dirLight.castShadow = true; dirLight.shadow.camera.near = 1; dirLight.shadow.camera.far = 10; dirLight.shadow.camera.right = 15; dirLight.shadow.camera.left = - 15; dirLight.shadow.camera.top = 15; dirLight.shadow.camera.bottom = - 15; dirLight.shadow.mapSize.width = 1024; dirLight.shadow.mapSize.height = 1024; scene.add( dirLight ); var geometry = new THREE.BoxGeometry( 10, 0.15, 10 ); var material = new THREE.MeshPhongMaterial( { color: 0x888888, shininess: 150, specular: 0x888888, shading: THREE.SmoothShading } ); var ground = new THREE.Mesh( geometry, material ); ground.scale.multiplyScalar( 3 ); ground.castShadow = false; ground.receiveShadow = true; scene.add( ground ); } function initMisc() { renderer = new THREE.WebGLRenderer(); renderer.setClearColor( 0x000000 ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.BasicShadowMap; // Mouse control controls = new THREE.OrbitControls( camera, renderer.domElement ); controls.target.set( 0, 2, 0 ); controls.update(); clock = new THREE.Clock(); stats = new Stats(); document.body.appendChild( stats.dom ); } function getKey(){ if( arguments.length ){ var key = ''; for( var i = 0 ; i < arguments.length ; i ++ ) key += i < 2 ? arguments[i] : !!arguments[i]; return key; } return options.geometry + options.instanceNumber + options.dynamic + options.uniformScale + options.color ; } function initExample(){ //setup options = { dynamic: false, uniformScale: false, color: false, material: 'phong', instanceNumber: 200, geometry: 'box', debug: function(){} }; var geometries = { box: new THREE.BoxBufferGeometry(1,1,1), sphere: new THREE.SphereBufferGeometry(1,12,8), cylinder: new THREE.CylinderBufferGeometry(.3,.3,1,8) }; var instanceNumbers = [ 200 , 1000 , 5000 , 20000 , 100000 ]; var totalTriangleNumber = {}; var geometriesTriNum = {}; //different built-in materials var materials = { phong: new THREE.MeshPhongMaterial( { color: 0xff00ff, shininess: 150, specular: 0x222222, shading: THREE.SmoothShading }), lambert: new THREE.MeshLambertMaterial({ color: 0xffff00 }), standard: new THREE.MeshStandardMaterial({ color: 0x00ffff }) }; //calculate how many trinagles will be pushed for( var g in geometries ){ totalTriangleNumber[ g ] = []; var n = geometriesTriNum[ g ] = geometries[ g ].index.count/3; instanceNumbers.forEach( function( num ) { totalTriangleNumber[ g ].push( n * num ); }); } //mesh wrapper objectWrapper = new THREE.Object3D(); objectWrapper.position.y = 3; scene.add( objectWrapper ); //create mesh cache //to avoid matrix decomposition trsCache = []; var pi2 = Math.PI * 2; console.log( 'Initializing object cache for 100k objects...'); console.time( 'Object cache initialized.'); for ( var i = 0 ; i < instanceNumbers[ 4 ] ; i ++ ){ var dummyObj = new THREE.Object3D(); //will hold position , rotation , scale let rot = new THREE.Euler( Math.random() * pi2 , Math.random() * pi2 , Math.random() * pi2 ); let quat = new THREE.Quaternion().setFromEuler( rot ); trsCache.push({ position: new THREE.Vector3( Math.random() * 2 - 1 , 0 , Math.random() * 2 - 1 ).multiplyScalar( 14 ), rotation: rot, quaternion: quat, scale: new THREE.Vector3( Math.random() + .5 , Math.random() + .5 , Math.random() + .5 ) }); } trsCache[0].position.set(20,-3,18); console.timeEnd( 'Object cache initialized.'); console.log( 'Initializing instanced mesh permutations...'); console.time( 'Instanced mesh permutations initialized.'); var _color = new THREE.Color(); instanceNumbers.forEach( function( iNum ){ for ( var g in geometries ){ for ( var uScale = 0 ; uScale < 2 ; uScale ++ ){ for ( var color = 0 ; color < 2 ; color ++ ){ for ( var dynamic = 0 ; dynamic < 2 ; dynamic ++ ){ var instancedMesh = cache[ getKey( g , iNum , dynamic , uScale , color ) ] = new THREE.InstancedMesh( //provide geometry geometries[ g ], //provide material materials[ options.material ], //how many instances to allocate iNum, //will the position attributes be changed !!dynamic, //should there be per instance color variation !!color, //is the scale known to be uniform, will do less shader work, improperly applying this will result in wrong shading !!uScale ); var ss = new THREE.Vector3(1,1,1); for ( var i = 0 ; i < iNum ; i++ ){ instancedMesh.setPositionAt( i , trsCache[ i ].position ); instancedMesh.setQuaternionAt( i , trsCache[ i ].quaternion ); instancedMesh.setScaleAt( i , uScale ? ss : trsCache[ i ].scale ); if ( color ) { _color.setHSL( Math.random() , 0.5 , 0.5 ); instancedMesh.setColorAt( i , _color ); } if( i === 15 ){ instancedMesh.setPositionAt( i , new THREE.Vector3() ); instancedMesh.setQuaternionAt( i , new THREE.Quaternion() ); instancedMesh.setScaleAt( i , new THREE.Vector3() ); } } instancedMesh.visible = false; instancedMesh.castShadow = true; instancedMesh.receiveShadow = true; objectWrapper.add( instancedMesh ); } } } } }); console.timeEnd( 'Instanced mesh permutations initialized.'); onChangeMesh(); function onChangeMesh(){ for ( var c in cache ) cache[c].visible = false; cache[ getKey() ].visible = true; console.log( 'key' , getKey() ); console.log( 'triangles' , totalTriangleNumber[ options.geometry ][ instanceNumbers.indexOf( parseInt(options.instanceNumber) )].toLocaleString() ); } function onChangeMaterial(){ for ( var m in cache ) cache[ m ].material = materials[ options.material ]; tester.material = materials[ options.material ]; } tester = new THREE.Mesh( geometries.box , materials[ options.material ] ); tester.position.set( 18 , 0 , 18 ); tester.rotation.copy( trsCache[0].rotation ); scene.add(tester); var gui = new dat.GUI(); gui.add( options, 'material' , Object.keys( materials ) ).onChange( onChangeMaterial ); gui.add( options, 'instanceNumber' , instanceNumbers ).onChange( onChangeMesh ); gui.add( options, 'geometry' , Object.keys( geometries ) ).onChange( onChangeMesh ); gui.add( options, 'dynamic' ).onChange( onChangeMesh ); gui.add( options, 'uniformScale' ).onChange( onChangeMesh ); gui.add( options, 'color' ).onChange( function(){ onChangeMesh(); onChangeMaterial(); }); gui.add( options, 'debug' ).onChange( function(){ console.log( cache[ getKey() ].getQuaternionAt( 15 ), cache[ getKey() ].getPositionAt( 15 ), cache[ getKey() ].getScaleAt( 15 ), cache[ getKey() ].getColorAt( 15 ) ) }) gui.open(); } function rotateObjects( dt ){ var currentMesh = cache[ getKey() ]; var _obj = new THREE.Object3D(); for ( var i = 0 ; i < currentMesh.numInstances ; i ++ ){ var o = trsCache[ i ]; //modify the cache o.rotation.x += o.scale.x * dt; o.rotation.y += o.scale.y * dt; o.rotation.z += o.scale.z * dt; currentMesh.setQuaternionAt( i , o.quaternion.setFromEuler( o.rotation ) ); } tester.rotation.copy(trsCache[0].rotation); currentMesh.needsUpdate( 'quaternion' ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); var delta = clock.getDelta()*0.12; if( !options.uniformScale ) tester.scale.copy( trsCache[0].scale ); else tester.scale.set(1,1,1); if( options.dynamic ) rotateObjects( delta ); renderer.render( scene, camera ); stats.update(); } </script> </body> </html>