threejs-indexed-textures-random-colors.html 14 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Indexed Textures - Random Colors</title>
  8. <style>
  9. body {
  10. margin: 0;
  11. font-family: sans-serif;
  12. }
  13. #c {
  14. width: 100%; /* let our container decide our size */
  15. height: 100%;
  16. display: block;
  17. }
  18. #container {
  19. position: relative; /* makes this the origin of its children */
  20. width: 100vw;
  21. height: 100vh;
  22. overflow: hidden;
  23. }
  24. #labels {
  25. position: absolute; /* let us position ourself inside the container */
  26. z-index: 0; /* make a new stacking context so children don't sort with rest of page */
  27. left: 0; /* make our position the top left of the container */
  28. top: 0;
  29. color: white;
  30. }
  31. #labels>div {
  32. position: absolute; /* let us position them inside the container */
  33. left: 0; /* make their default position the top left of the container */
  34. top: 0;
  35. cursor: pointer; /* change the cursor to a hand when over us */
  36. font-size: small;
  37. user-select: none; /* don't let the text get selected */
  38. pointer-events: none; /* make us invisible to the pointer */
  39. text-shadow: /* create a black outline */
  40. -1px -1px 0 #000,
  41. 0 -1px 0 #000,
  42. 1px -1px 0 #000,
  43. 1px 0 0 #000,
  44. 1px 1px 0 #000,
  45. 0 1px 0 #000,
  46. -1px 1px 0 #000,
  47. -1px 0 0 #000;
  48. }
  49. #labels>div:hover {
  50. color: red;
  51. }
  52. </style>
  53. </head>
  54. <body>
  55. <div id="container">
  56. <canvas id="c"></canvas>
  57. <div id="labels"></div>
  58. </div>
  59. </body>
  60. <script type="module">
  61. import * as THREE from './resources/threejs/r114/build/three.module.js';
  62. import {OrbitControls} from './resources/threejs/r114/examples/jsm/controls/OrbitControls.js';
  63. function main() {
  64. const canvas = document.querySelector('#c');
  65. const renderer = new THREE.WebGLRenderer({canvas});
  66. const fov = 60;
  67. const aspect = 2; // the canvas default
  68. const near = 0.1;
  69. const far = 10;
  70. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  71. camera.position.z = 2.5;
  72. const controls = new OrbitControls(camera, canvas);
  73. controls.enableDamping = true;
  74. controls.enablePan = false;
  75. controls.minDistance = 1.2;
  76. controls.maxDistance = 4;
  77. controls.update();
  78. const scene = new THREE.Scene();
  79. scene.background = new THREE.Color('#246');
  80. const pickingScene = new THREE.Scene();
  81. pickingScene.background = new THREE.Color(0);
  82. const maxNumCountries = 512;
  83. const paletteTextureWidth = maxNumCountries;
  84. const paletteTextureHeight = 1;
  85. const palette = new Uint8Array(paletteTextureWidth * 3);
  86. const paletteTexture = new THREE.DataTexture(
  87. palette, paletteTextureWidth, paletteTextureHeight, THREE.RGBFormat);
  88. paletteTexture.minFilter = THREE.NearestFilter;
  89. paletteTexture.magFilter = THREE.NearestFilter;
  90. for (let i = 1; i < palette.length; ++i) {
  91. palette[i] = Math.random() * 256;
  92. }
  93. // set the ocean color (index #0)
  94. palette.set([100, 200, 255], 0);
  95. paletteTexture.needsUpdate = true;
  96. {
  97. const loader = new THREE.TextureLoader();
  98. const geometry = new THREE.SphereBufferGeometry(1, 64, 32);
  99. const indexTexture = loader.load('resources/data/world/country-index-texture.png', render);
  100. indexTexture.minFilter = THREE.NearestFilter;
  101. indexTexture.magFilter = THREE.NearestFilter;
  102. const pickingMaterial = new THREE.MeshBasicMaterial({map: indexTexture});
  103. pickingScene.add(new THREE.Mesh(geometry, pickingMaterial));
  104. const fragmentShaderReplacements = [
  105. {
  106. from: '#include <common>',
  107. to: `
  108. #include <common>
  109. uniform sampler2D indexTexture;
  110. uniform sampler2D paletteTexture;
  111. uniform float paletteTextureWidth;
  112. `,
  113. },
  114. {
  115. from: '#include <color_fragment>',
  116. to: `
  117. #include <color_fragment>
  118. {
  119. vec4 indexColor = texture2D(indexTexture, vUv);
  120. float index = indexColor.r * 255.0 + indexColor.g * 255.0 * 256.0;
  121. vec2 paletteUV = vec2((index + 0.5) / paletteTextureWidth, 0.5);
  122. vec4 paletteColor = texture2D(paletteTexture, paletteUV);
  123. // diffuseColor.rgb += paletteColor.rgb; // white outlines
  124. diffuseColor.rgb = paletteColor.rgb - diffuseColor.rgb; // black outlines
  125. }
  126. `,
  127. },
  128. ];
  129. const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
  130. const material = new THREE.MeshBasicMaterial({map: texture});
  131. material.onBeforeCompile = function(shader) {
  132. fragmentShaderReplacements.forEach((rep) => {
  133. shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
  134. });
  135. shader.uniforms.paletteTexture = {value: paletteTexture};
  136. shader.uniforms.indexTexture = {value: indexTexture};
  137. shader.uniforms.paletteTextureWidth = {value: paletteTextureWidth};
  138. };
  139. scene.add(new THREE.Mesh(geometry, material));
  140. }
  141. async function loadJSON(url) {
  142. const req = await fetch(url);
  143. return req.json();
  144. }
  145. let numCountriesSelected = 0;
  146. let countryInfos;
  147. async function loadCountryData() {
  148. countryInfos = await loadJSON('resources/data/world/country-info.json'); /* threejsfundamentals: url */
  149. const lonFudge = Math.PI * 1.5;
  150. const latFudge = Math.PI;
  151. // these helpers will make it easy to position the boxes
  152. // We can rotate the lon helper on its Y axis to the longitude
  153. const lonHelper = new THREE.Object3D();
  154. // We rotate the latHelper on its X axis to the latitude
  155. const latHelper = new THREE.Object3D();
  156. lonHelper.add(latHelper);
  157. // The position helper moves the object to the edge of the sphere
  158. const positionHelper = new THREE.Object3D();
  159. positionHelper.position.z = 1;
  160. latHelper.add(positionHelper);
  161. const labelParentElem = document.querySelector('#labels');
  162. for (const countryInfo of countryInfos) {
  163. const {lat, lon, min, max, name} = countryInfo;
  164. // adjust the helpers to point to the latitude and longitude
  165. lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge;
  166. latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge;
  167. // get the position of the lat/lon
  168. positionHelper.updateWorldMatrix(true, false);
  169. const position = new THREE.Vector3();
  170. positionHelper.getWorldPosition(position);
  171. countryInfo.position = position;
  172. // compute the area for each country
  173. const width = max[0] - min[0];
  174. const height = max[1] - min[1];
  175. const area = width * height;
  176. countryInfo.area = area;
  177. // add an element for each country
  178. const elem = document.createElement('div');
  179. elem.textContent = name;
  180. labelParentElem.appendChild(elem);
  181. countryInfo.elem = elem;
  182. }
  183. requestRenderIfNotRequested();
  184. }
  185. loadCountryData();
  186. const tempV = new THREE.Vector3();
  187. const cameraToPoint = new THREE.Vector3();
  188. const cameraPosition = new THREE.Vector3();
  189. const normalMatrix = new THREE.Matrix3();
  190. const settings = {
  191. minArea: 20,
  192. maxVisibleDot: -0.2,
  193. };
  194. function updateLabels() {
  195. // exit if we have not loaded the data yet
  196. if (!countryInfos) {
  197. return;
  198. }
  199. const large = settings.minArea * settings.minArea;
  200. // get a matrix that represents a relative orientation of the camera
  201. normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
  202. // get the camera's position
  203. camera.getWorldPosition(cameraPosition);
  204. for (const countryInfo of countryInfos) {
  205. const {position, elem, area, selected} = countryInfo;
  206. const largeEnough = area >= large;
  207. const show = selected || (numCountriesSelected === 0 && largeEnough);
  208. if (!show) {
  209. elem.style.display = 'none';
  210. continue;
  211. }
  212. // Orient the position based on the camera's orientation.
  213. // Since the sphere is at the origin and the sphere is a unit sphere
  214. // this gives us a camera relative direction vector for the position.
  215. tempV.copy(position);
  216. tempV.applyMatrix3(normalMatrix);
  217. // compute the direction to this position from the camera
  218. cameraToPoint.copy(position);
  219. cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
  220. // get the dot product of camera relative direction to this position
  221. // on the globe with the direction from the camera to that point.
  222. // -1 = facing directly towards the camera
  223. // 0 = exactly on tangent of the sphere from the camera
  224. // > 0 = facing away
  225. const dot = tempV.dot(cameraToPoint);
  226. // if the orientation is not facing us hide it.
  227. if (dot > settings.maxVisibleDot) {
  228. elem.style.display = 'none';
  229. continue;
  230. }
  231. // restore the element to its default display style
  232. elem.style.display = '';
  233. // get the normalized screen coordinate of that position
  234. // x and y will be in the -1 to +1 range with x = -1 being
  235. // on the left and y = -1 being on the bottom
  236. tempV.copy(position);
  237. tempV.project(camera);
  238. // convert the normalized position to CSS coordinates
  239. const x = (tempV.x * .5 + .5) * canvas.clientWidth;
  240. const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
  241. // move the elem to that position
  242. elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  243. // set the zIndex for sorting
  244. elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
  245. }
  246. }
  247. class GPUPickHelper {
  248. constructor() {
  249. // create a 1x1 pixel render target
  250. this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
  251. this.pixelBuffer = new Uint8Array(4);
  252. }
  253. pick(cssPosition, scene, camera) {
  254. const {pickingTexture, pixelBuffer} = this;
  255. // set the view offset to represent just a single pixel under the mouse
  256. const pixelRatio = renderer.getPixelRatio();
  257. camera.setViewOffset(
  258. renderer.getContext().drawingBufferWidth, // full width
  259. renderer.getContext().drawingBufferHeight, // full top
  260. cssPosition.x * pixelRatio | 0, // rect x
  261. cssPosition.y * pixelRatio | 0, // rect y
  262. 1, // rect width
  263. 1, // rect height
  264. );
  265. // render the scene
  266. renderer.setRenderTarget(pickingTexture);
  267. renderer.render(scene, camera);
  268. renderer.setRenderTarget(null);
  269. // clear the view offset so rendering returns to normal
  270. camera.clearViewOffset();
  271. //read the pixel
  272. renderer.readRenderTargetPixels(
  273. pickingTexture,
  274. 0, // x
  275. 0, // y
  276. 1, // width
  277. 1, // height
  278. pixelBuffer);
  279. const id =
  280. (pixelBuffer[0] << 0) |
  281. (pixelBuffer[1] << 8) |
  282. (pixelBuffer[2] << 16);
  283. return id;
  284. }
  285. }
  286. const pickHelper = new GPUPickHelper();
  287. function getCanvasRelativePosition(event) {
  288. const rect = canvas.getBoundingClientRect();
  289. return {
  290. x: (event.clientX - rect.left) * canvas.width / rect.width,
  291. y: (event.clientY - rect.top ) * canvas.height / rect.height,
  292. };
  293. }
  294. function pickCountry(event) {
  295. // exit if we have not loaded the data yet
  296. if (!countryInfos) {
  297. return;
  298. }
  299. const position = getCanvasRelativePosition(event);
  300. const id = pickHelper.pick(position, pickingScene, camera);
  301. if (id > 0) {
  302. const countryInfo = countryInfos[id - 1];
  303. const selected = !countryInfo.selected;
  304. if (selected && !event.shiftKey && !event.ctrlKey && !event.metaKey) {
  305. unselectAllCountries();
  306. }
  307. numCountriesSelected += selected ? 1 : -1;
  308. countryInfo.selected = selected;
  309. } else if (numCountriesSelected) {
  310. unselectAllCountries();
  311. }
  312. requestRenderIfNotRequested();
  313. }
  314. function unselectAllCountries() {
  315. numCountriesSelected = 0;
  316. countryInfos.forEach((countryInfo) => {
  317. countryInfo.selected = false;
  318. });
  319. }
  320. canvas.addEventListener('mouseup', pickCountry);
  321. let lastTouch;
  322. canvas.addEventListener('touchstart', (event) => {
  323. // prevent the window from scrolling
  324. event.preventDefault();
  325. lastTouch = event.touches[0];
  326. }, {passive: false});
  327. canvas.addEventListener('touchmove', (event) => {
  328. lastTouch = event.touches[0];
  329. });
  330. canvas.addEventListener('touchend', () => {
  331. pickCountry(lastTouch);
  332. });
  333. function resizeRendererToDisplaySize(renderer) {
  334. const canvas = renderer.domElement;
  335. const width = canvas.clientWidth;
  336. const height = canvas.clientHeight;
  337. const needResize = canvas.width !== width || canvas.height !== height;
  338. if (needResize) {
  339. renderer.setSize(width, height, false);
  340. }
  341. return needResize;
  342. }
  343. let renderRequested = false;
  344. function render() {
  345. renderRequested = undefined;
  346. if (resizeRendererToDisplaySize(renderer)) {
  347. const canvas = renderer.domElement;
  348. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  349. camera.updateProjectionMatrix();
  350. }
  351. controls.update();
  352. updateLabels();
  353. renderer.render(scene, camera);
  354. }
  355. render();
  356. function requestRenderIfNotRequested() {
  357. if (!renderRequested) {
  358. renderRequested = true;
  359. requestAnimationFrame(render);
  360. }
  361. }
  362. controls.addEventListener('change', requestRenderIfNotRequested);
  363. window.addEventListener('resize', requestRenderIfNotRequested);
  364. }
  365. main();
  366. </script>
  367. </html>