如何将WebGL实例应用于Three.js线框示例

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

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 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。