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webgl_buffergeometry_instancing_interleaved

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_buffergeometry_instancing_interleaved",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- indexed instancing (single box), interleaved buffers"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let stats;
    let camera, scene, renderer, mesh;
    const instances = 5e3;
    let lastTime = 0;
    const moveQ = new THREE.Quaternion(0.5, 0.5, 0.5, 0).normalize();
    const tmpQ = new THREE.Quaternion();
    const tmpM = new THREE.Matrix4();
    const currentM = new THREE.Matrix4();
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1e3);
      scene = new THREE.Scene();
      scene.background = new THREE.Color(1052688);
      const geometry = new THREE.InstancedBufferGeometry();
      const vertexBuffer = new THREE.InterleavedBuffer(
        new Float32Array([
          // Front
          -1,
          1,
          1,
          0,
          0,
          0,
          0,
          0,
          1,
          1,
          1,
          0,
          1,
          0,
          0,
          0,
          -1,
          -1,
          1,
          0,
          0,
          1,
          0,
          0,
          1,
          -1,
          1,
          0,
          1,
          1,
          0,
          0,
          // Back
          1,
          1,
          -1,
          0,
          1,
          0,
          0,
          0,
          -1,
          1,
          -1,
          0,
          0,
          0,
          0,
          0,
          1,
          -1,
          -1,
          0,
          1,
          1,
          0,
          0,
          -1,
          -1,
          -1,
          0,
          0,
          1,
          0,
          0,
          // Left
          -1,
          1,
          -1,
          0,
          1,
          1,
          0,
          0,
          -1,
          1,
          1,
          0,
          1,
          0,
          0,
          0,
          -1,
          -1,
          -1,
          0,
          0,
          1,
          0,
          0,
          -1,
          -1,
          1,
          0,
          0,
          0,
          0,
          0,
          // Right
          1,
          1,
          1,
          0,
          1,
          0,
          0,
          0,
          1,
          1,
          -1,
          0,
          1,
          1,
          0,
          0,
          1,
          -1,
          1,
          0,
          0,
          0,
          0,
          0,
          1,
          -1,
          -1,
          0,
          0,
          1,
          0,
          0,
          // Top
          -1,
          1,
          1,
          0,
          0,
          0,
          0,
          0,
          1,
          1,
          1,
          0,
          1,
          0,
          0,
          0,
          -1,
          1,
          -1,
          0,
          0,
          1,
          0,
          0,
          1,
          1,
          -1,
          0,
          1,
          1,
          0,
          0,
          // Bottom
          1,
          -1,
          1,
          0,
          1,
          0,
          0,
          0,
          -1,
          -1,
          1,
          0,
          0,
          0,
          0,
          0,
          1,
          -1,
          -1,
          0,
          1,
          1,
          0,
          0,
          -1,
          -1,
          -1,
          0,
          0,
          1,
          0,
          0
        ]),
        8
      );
      const positions = new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0);
      geometry.setAttribute("position", positions);
      const uvs = new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 4);
      geometry.setAttribute("uv", uvs);
      const indices = new Uint16Array([
        0,
        2,
        1,
        2,
        3,
        1,
        4,
        6,
        5,
        6,
        7,
        5,
        8,
        10,
        9,
        10,
        11,
        9,
        12,
        14,
        13,
        14,
        15,
        13,
        16,
        17,
        18,
        18,
        17,
        19,
        20,
        21,
        22,
        22,
        21,
        23
      ]);
      geometry.setIndex(new THREE.BufferAttribute(indices, 1));
      const material = new THREE.MeshBasicMaterial();
      material.map = new THREE.TextureLoader().load("textures/crate.gif");
      material.map.colorSpace = THREE.SRGBColorSpace;
      material.map.flipY = false;
      const matrix = new THREE.Matrix4();
      const offset = new THREE.Vector3();
      const orientation = new THREE.Quaternion();
      const scale = new THREE.Vector3(1, 1, 1);
      let x, y, z, w;
      mesh = new THREE.InstancedMesh(geometry, material, instances);
      for (let i = 0; i < instances; i++) {
        x = Math.random() * 100 - 50;
        y = Math.random() * 100 - 50;
        z = Math.random() * 100 - 50;
        offset.set(x, y, z).normalize();
        offset.multiplyScalar(5);
        offset.set(x + offset.x, y + offset.y, z + offset.z);
        x = Math.random() * 2 - 1;
        y = Math.random() * 2 - 1;
        z = Math.random() * 2 - 1;
        w = Math.random() * 2 - 1;
        orientation.set(x, y, z, w).normalize();
        matrix.compose(offset, orientation, scale);
        mesh.setMatrixAt(i, matrix);
      }
      scene.add(mesh);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      stats = new Stats(renderer);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      const time = Date.now();
      mesh.rotation.y = time * 5e-5;
      const delta = (time - lastTime) / 5e3;
      tmpQ.set(moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1).normalize();
      tmpM.makeRotationFromQuaternion(tmpQ);
      for (let i = 0, il = instances; i < il; i++) {
        mesh.getMatrixAt(i, currentM);
        currentM.multiply(tmpM);
        mesh.setMatrixAt(i, currentM);
      }
      mesh.instanceMatrix.needsUpdate = true;
      mesh.computeBoundingSphere();
      lastTime = time;
      renderer.render(scene, camera);
      stats.update();
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;