I\'m using three.js to create an interactive data visualisation. This visualisation involves rendering 68000 nodes, where each different node has a different size and color.
You can make your own point system by making arrays of unit quads + the center point then expanding by size in GLSL.
So, you'd have 2 buffers. One buffer is just a 2D unitQuad repeated for how ever many points you want to draw.
var unitQuads = new Float32Array([
-0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5,
-0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5,
-0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5,
-0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5,
-0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5,
];
The second one is your points except the positions need to be repeated 4 times each
var points = new Float32Array([
p1.x, p1.y, p1.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z,
p2.x, p2.y, p2.z, p2.x, p2.y, p2.z, p2.x, p2.y, p2.z, p2.x, p2.y, p2.z,
p3.x, p3.y, p3.z, p3.x, p3.y, p3.z, p3.x, p3.y, p3.z, p3.x, p3.y, p3.z,
p4.x, p4.y, p4.z, p4.x, p4.y, p4.z, p4.x, p4.y, p4.z, p4.x, p4.y, p4.z,
p5.x, p5.y, p5.z, p5.x, p5.y, p5.z, p5.x, p5.y, p5.z, p5.x, p5.y, p5.z,
]);
Setup your buffers and attributes
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, unitQuads, gl.STATIC_DRAW);
gl.enableVertexAttribArray(unitQuadLoc);
gl.vertexAttribPointer(unitQuadLoc, 2, gl.FLOAT, false, 0, 0);
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
gl.enableVertexAttribArray(pointLoc);
gl.vertexAttribPointer(pointLoc, 3, gl.FLOAT, false, 0, 0);
In your GLSL shader, compute the gl_PointSize you want then multiply the unitQuad by that size in view space or screen space. Screen space would match what gl_Point does but often people want their points to scale in 3D like normal stuff in which case view space is what you want.
attribute vec2 a_unitQuad;
attribute vec4 a_position;
uniform mat4 u_view;
uniform mat4 u_viewProjection;
void main() {
float fake_gl_pointsize = 150;
// Get the xAxis and yAxis in view space
// these are unit vectors so they represent moving perpendicular to the view.
vec3 x_axis = view[0].xyz;
vec3 y_axis = view[1].xyz;
// multiply them by the desired size
x_axis *= fake_gl_pointsize;
y_axis *= fake_gl_pointsize;
// multiply them by the unitQuad to make a quad around the origin
vec3 local_point = vec3(x_axis * a_unitQuad.x + y_axis * a_unitQuad.y);
// add in the position you actually want the quad.
local_point += a_position;
// now do the normal math you'd do in a shader.
gl_Position = u_viewProjection * local_point;
}
I'm not sure that made any sense but there's more complicated but a working sample here