如何将WebGL实例应用于Three.js线框示例
基于Three.js的WebGL使用with设计模式如何将WebGL实例应用于Three.js线框示例,three.js,webgl,Three.js,Webgl,基于Three.js的WebGL使用with设计模式 你将如何将示例翻译为:;比如说两个wirefames的实例(副本) 注意:此问题是对a的澄清/简化,希望能使许多Three.js/WebGL程序员受益,开发性能优化技术。请参阅此,以了解带有实例的简化版本;为了简单起见,删除了原始示例中的动画 <!DOCTYPE html> <html lang="en"> <head> <title>Adopted from thre
<!DOCTYPE html>
<html lang="en">
<head>
<title>Adopted from three.js webgl - materials - wireframe</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 {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.js"></script>
<script type="x-shader/x-vertex" id="vertexShader">
attribute vec3 offset;
void main() {
vec3 newPosition = position + offset;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
void main() {
gl_FragColor.rgb = vec3(1.0);
gl_FragColor.a = 1.0;
}
</script>
<script>
var camera, scene, renderer;
init();
renderer.render( scene, camera );
function init() {
var material, mesh;
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 700;
scene = new THREE.Scene();
var instances = 3;
var size = 100;
var spacing = 50;
var offsets = [];
var geometry = new THREE.InstancedBufferGeometry().copy(new THREE.BoxBufferGeometry( size, size,size ))
for (var i = 0; i < instances; i++) {
offsets = offsets.concat( fnGetOffsets( geometry, (-1 *(size + spacing)) + (i * (size + spacing)) ) );
}
geometry.addAttribute( 'offset', new THREE.InstancedBufferAttribute(new Float32Array( offsets ) , 3 ) );
var material = new THREE.ShaderMaterial( {
uniforms: {},
wireframe: true,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
material.extensions.derivatives = true;
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// events
window.addEventListener( 'resize', onWindowResize, false );
function fnGetOffsets( geometry,offsetX ) {
var offset = new THREE.Vector3( offsetX, 0, 0 );
var position = geometry.attributes.position;
var offsets = [];
for ( var i = 0; i < position.count; i ++ ) {
offsets.push(offsetX,0,0)
}
return offsets;
} //fnGetOffsets
} //init
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
</script>
</body>
</html>
采用自three.js webgl-材质-线框
身体{
边际:0px;
背景色:#000000;
溢出:隐藏;
}
属性向量3偏移量;
void main(){
vec3新位置=位置+偏移量;
gl_位置=投影矩阵*模型视图矩阵*向量4(新位置,1.0);
}
void main(){
gl_FragColor.rgb=vec3(1.0);
gl_FragColor.a=1.0;
}
摄像机、场景、渲染器;
init();
渲染器。渲染(场景、摄影机);
函数init(){
var材料,网眼;
摄像头=新的三个透视摄像头(40,window.innerWidth/window.innerHeight,12000);
摄像机位置z=700;
场景=新的三个。场景();
var实例=3;
变量大小=100;
var间距=50;
var抵销=[];
var geometry=new THREE.InstancedBufferGeometry().copy(new THREE.BoxBufferGeometry(大小、大小、大小))
对于(var i=0;i
有帮助吗?@TheJim01谢谢你的回复。这有点帮助。请看我将在这里发布的一个简化的“Hello World”示例的答案,就像我最初设想的那样。