webgl_interactive_instances_gpu.html 23 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive instances (gpu)</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. .info {
  15. position: absolute;
  16. background-color: black;
  17. opacity: 0.8;
  18. color: white;
  19. text-align: center;
  20. top: 0px;
  21. width: 100%;
  22. }
  23. .info a {
  24. color: #00ffff;
  25. }
  26. #notSupported {
  27. width: 50%;
  28. margin: auto;
  29. border: 2px red solid;
  30. margin-top: 20px;
  31. padding: 10px;
  32. }
  33. </style>
  34. </head>
  35. <body>
  36. <div class="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> webgl - gpu picking of geometry instances
  38. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  39. <br/><br/>
  40. <div>This demo compares different methods of constructing and rendering many instances of a single geometry.</div>
  41. <br/>
  42. <div>
  43. <div style="display:inline-block;">
  44. <span>number of<br/>geometry instances</span>
  45. <br/>
  46. <select id="instanceCount">
  47. <option>100</option>
  48. <option>500</option>
  49. <option selected>1000</option>
  50. <option>2000</option>
  51. <option>3000</option>
  52. <option>5000</option>
  53. <option>10000</option>
  54. <option>20000</option>
  55. <option>30000</option>
  56. <option>50000</option>
  57. <option>100000</option>
  58. </select>
  59. </div>
  60. &nbsp;&nbsp;&nbsp;
  61. <div style="display:inline-block;">
  62. <span>method of<br/>construction/rendering</span>
  63. <br/>
  64. <select id="method">
  65. <option>instanced</option>
  66. <option>merged</option>
  67. <option selected>singleMaterial</option>
  68. <option>multiMaterial</option>
  69. </select>
  70. </div>
  71. &nbsp;&nbsp;&nbsp;
  72. <div style="display:inline-block;">
  73. <span>render continuously<br/>(to get fps reading)</span>
  74. <br/>
  75. <input id="animate" type="checkbox" />
  76. </div>
  77. &nbsp;&nbsp;&nbsp;
  78. <div style="display:inline-block;">
  79. <span>use override material<br/>(only effects singleMaterial method)</span>
  80. <br/>
  81. <input id="override" type="checkbox" checked/>
  82. </div>
  83. &nbsp;&nbsp;&nbsp;
  84. <div style="display:inline-block;">
  85. <span>construct anew<br/>(to get additional timings)</span>
  86. <br/>
  87. <button id="construct" type="button">do it</button>
  88. </div>
  89. </div>
  90. <br/>
  91. <div>
  92. <span>Materials: #<span id="materialCount"></span></span>
  93. &nbsp;&nbsp;&nbsp;
  94. <span>Objects: #<span id="objectCount"></span></span>
  95. &nbsp;&nbsp;&nbsp;
  96. <span>Drawcalls: #<span id="drawcalls"></span></span>
  97. &nbsp;&nbsp;&nbsp;
  98. <span>Construction time: <span id="initTime"></span>&nbsp;ms</span>
  99. &nbsp;&nbsp;&nbsp;
  100. </div>
  101. </div>
  102. <div id="container"></div>
  103. <script src="../build/three.js"></script>
  104. <script src="js/controls/TrackballControls.js"></script>
  105. <script src="js/libs/stats.min.js"></script>
  106. <script id="vertMerged" type="x-shader/x-vertex">
  107. #define SHADER_NAME vertMerged
  108. precision highp float;
  109. uniform mat4 modelViewMatrix;
  110. uniform mat4 projectionMatrix;
  111. attribute vec3 position;
  112. #ifdef PICKING
  113. attribute vec3 pickingColor;
  114. #else
  115. attribute vec3 color;
  116. varying vec3 vPosition;
  117. #endif
  118. varying vec3 vColor;
  119. void main() {
  120. vec3 positionEye = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  121. #ifdef PICKING
  122. vColor = pickingColor;
  123. #else
  124. vColor = color;
  125. vPosition = positionEye;
  126. #endif
  127. gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
  128. }
  129. </script>
  130. <script id="fragMerged" type="x-shader/x-fragment">
  131. #define SHADER_NAME fragMerged
  132. #extension GL_OES_standard_derivatives : enable
  133. precision highp float;
  134. varying vec3 vColor;
  135. #ifndef PICKING
  136. varying vec3 vPosition;
  137. #endif
  138. void main() {
  139. #ifdef PICKING
  140. gl_FragColor = vec4( vColor, 1.0 );
  141. #else
  142. vec3 fdx = dFdx( vPosition );
  143. vec3 fdy = dFdy( vPosition );
  144. vec3 normal = normalize( cross( fdx, fdy ) );
  145. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  146. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  147. #endif
  148. }
  149. </script>
  150. <script id="vertInstanced" type="x-shader/x-vertex">
  151. #define SHADER_NAME vertInstanced
  152. precision highp float;
  153. uniform mat4 modelViewMatrix;
  154. uniform mat4 projectionMatrix;
  155. attribute vec3 position;
  156. attribute vec3 mcol0;
  157. attribute vec3 mcol1;
  158. attribute vec3 mcol2;
  159. attribute vec3 mcol3;
  160. #ifdef PICKING
  161. attribute vec3 pickingColor;
  162. #else
  163. attribute vec3 color;
  164. varying vec3 vPosition;
  165. #endif
  166. varying vec3 vColor;
  167. void main() {
  168. mat4 matrix = mat4(
  169. vec4( mcol0, 0 ),
  170. vec4( mcol1, 0 ),
  171. vec4( mcol2, 0 ),
  172. vec4( mcol3, 1 )
  173. );
  174. vec3 positionEye = ( modelViewMatrix * matrix * vec4( position, 1.0 ) ).xyz;
  175. #ifdef PICKING
  176. vColor = pickingColor;
  177. #else
  178. vColor = color;
  179. vPosition = positionEye;
  180. #endif
  181. gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
  182. }
  183. </script>
  184. <script id="fragInstanced" type="x-shader/x-fragment">
  185. #define SHADER_NAME fragInstanced
  186. #extension GL_OES_standard_derivatives : enable
  187. precision highp float;
  188. varying vec3 vColor;
  189. #ifndef PICKING
  190. varying vec3 vPosition;
  191. #endif
  192. void main() {
  193. #ifdef PICKING
  194. gl_FragColor = vec4( vColor, 1.0 );
  195. #else
  196. vec3 fdx = dFdx( vPosition );
  197. vec3 fdy = dFdy( vPosition );
  198. vec3 normal = normalize( cross( fdx, fdy ) );
  199. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  200. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  201. #endif
  202. }
  203. </script>
  204. <script id="vertMaterial" type="x-shader/x-vertex">
  205. #define SHADER_NAME vertMaterial
  206. precision highp float;
  207. uniform mat4 modelViewMatrix;
  208. uniform mat4 projectionMatrix;
  209. attribute vec3 position;
  210. #ifndef PICKING
  211. varying vec3 vPosition;
  212. #endif
  213. void main() {
  214. vec3 positionEye = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  215. #ifndef PICKING
  216. vPosition = positionEye;
  217. #endif
  218. gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
  219. }
  220. </script>
  221. <script id="fragMaterial" type="x-shader/x-fragment">
  222. #define SHADER_NAME fragMaterial
  223. #extension GL_OES_standard_derivatives : enable
  224. precision highp float;
  225. #ifdef PICKING
  226. uniform vec3 pickingColor;
  227. #else
  228. uniform vec3 color;
  229. varying vec3 vPosition;
  230. #endif
  231. void main() {
  232. #ifdef PICKING
  233. gl_FragColor = vec4( pickingColor, 1.0 );
  234. #else
  235. vec3 fdx = dFdx( vPosition );
  236. vec3 fdy = dFdy( vPosition );
  237. vec3 normal = normalize( cross( fdx, fdy ) );
  238. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  239. gl_FragColor = vec4( diffuse * color, 1.0 );
  240. #endif
  241. }
  242. </script>
  243. <script>
  244. var container, stats;
  245. var camera, controls, scene, renderer;
  246. var pickingData, pickingRenderTarget, pickingScene;
  247. var useOverrideMaterial = true;
  248. var singleMaterial, singlePickingMaterial;
  249. var highlightBox;
  250. var materialList = [];
  251. var geometryList = [];
  252. var objectCount = 0;
  253. var geometrySize;
  254. var mouse = new THREE.Vector2();
  255. var scale = 1.03;
  256. var loader = new THREE.JSONLoader();
  257. //create buffer for reading a single pixel
  258. var pixelBuffer = new Uint8Array( 4 );
  259. // gui
  260. var instanceCount, method, doAnimate;
  261. //
  262. gui();
  263. init();
  264. initMesh();
  265. if ( doAnimate ) animate();
  266. //
  267. function gui() {
  268. var instanceCountElm = document.getElementById( 'instanceCount' );
  269. instanceCount = parseInt( instanceCountElm.value );
  270. instanceCountElm.addEventListener( "change", function() {
  271. instanceCount = parseInt( instanceCountElm.value );
  272. initMesh();
  273. } );
  274. //
  275. var methodElm = document.getElementById( 'method' );
  276. method = methodElm.value;
  277. methodElm.addEventListener( "change", function() {
  278. method = methodElm.value;
  279. initMesh();
  280. } );
  281. //
  282. var animateElm = document.getElementById( 'animate' );
  283. doAnimate = animateElm.checked;
  284. animateElm.addEventListener( "click", function() {
  285. doAnimate = animateElm.checked;
  286. animate();
  287. } );
  288. //
  289. var overrideElm = document.getElementById( 'override' );
  290. useOverrideMaterial = overrideElm.checked;
  291. overrideElm.addEventListener( "click", function() {
  292. useOverrideMaterial = overrideElm.checked;
  293. initMesh();
  294. } );
  295. //
  296. var constructElm = document.getElementById( 'construct' );
  297. constructElm.addEventListener( "click", function() {
  298. initMesh();
  299. } );
  300. }
  301. function clean() {
  302. THREE.Cache.clear();
  303. materialList.forEach( function( m ) {
  304. m.dispose();
  305. } );
  306. geometryList.forEach( function( g ) {
  307. g.dispose();
  308. } );
  309. scene = new THREE.Scene();
  310. scene.add( camera );
  311. scene.add( highlightBox );
  312. pickingScene = new THREE.Scene();
  313. pickingData = {};
  314. materialList = [];
  315. geometryList = [];
  316. objectCount = 0;
  317. singleMaterial = undefined;
  318. singlePickingMaterial = undefined;
  319. }
  320. var randomizeMatrix = function() {
  321. var position = new THREE.Vector3();
  322. var rotation = new THREE.Euler();
  323. var quaternion = new THREE.Quaternion();
  324. var scale = new THREE.Vector3();
  325. return function( matrix ) {
  326. position.x = Math.random() * 40 - 20;
  327. position.y = Math.random() * 40 - 20;
  328. position.z = Math.random() * 40 - 20;
  329. rotation.x = Math.random() * 2 * Math.PI;
  330. rotation.y = Math.random() * 2 * Math.PI;
  331. rotation.z = Math.random() * 2 * Math.PI;
  332. quaternion.setFromEuler( rotation, false );
  333. scale.x = scale.y = scale.z = Math.random() * 1;
  334. matrix.compose( position, quaternion, scale );
  335. };
  336. }();
  337. function initMesh() {
  338. clean();
  339. // make instances
  340. loader.load( 'obj/Suzanne.js', function ( geo ) {
  341. geo.computeBoundingBox();
  342. geometrySize = geo.boundingBox.getSize();
  343. geometryList.push( geo );
  344. var start = window.performance.now();
  345. switch ( method ){
  346. case "merged":
  347. makeMerged( geo );
  348. break;
  349. case "instanced":
  350. makeInstanced( geo );
  351. break;
  352. case "singleMaterial":
  353. makeSingleMaterial( geo );
  354. break;
  355. case "multiMaterial":
  356. makeMultiMaterial( geo );
  357. break;
  358. }
  359. render();
  360. var end = window.performance.now();
  361. document.getElementById( 'materialCount' ).innerText = materialList.length;
  362. document.getElementById( 'objectCount' ).innerText = objectCount;
  363. document.getElementById( 'drawcalls' ).innerText = renderer.info.render.calls;
  364. document.getElementById( 'initTime' ).innerText = ( end - start ).toFixed( 2 );
  365. } );
  366. }
  367. function makeMultiMaterial( geo ) {
  368. // material
  369. var vert = document.getElementById( 'vertMaterial' ).textContent;
  370. var frag = document.getElementById( 'fragMaterial' ).textContent;
  371. var material = new THREE.RawShaderMaterial( {
  372. vertexShader: vert,
  373. fragmentShader: frag,
  374. uniforms: {
  375. color: {
  376. value: new THREE.Color()
  377. }
  378. }
  379. } );
  380. var pickingMaterial = new THREE.RawShaderMaterial( {
  381. vertexShader: "#define PICKING\n" + vert,
  382. fragmentShader: "#define PICKING\n" + frag,
  383. uniforms: {
  384. pickingColor: {
  385. value: new THREE.Color()
  386. }
  387. }
  388. } );
  389. // geometry / mesh
  390. var matrix = new THREE.Matrix4();
  391. for ( var i = 0; i < instanceCount; i ++ ) {
  392. var object = new THREE.Mesh( geo, material );
  393. objectCount ++;
  394. randomizeMatrix( matrix );
  395. object.applyMatrix( matrix );
  396. var pickingObject = object.clone();
  397. objectCount ++;
  398. object.material = material.clone();
  399. object.material.uniforms.color.value.setHex( Math.random() * 0xffffff );
  400. materialList.push( object.material );
  401. pickingObject.material = pickingMaterial.clone();
  402. pickingObject.material.uniforms.pickingColor.value.setHex( i + 1 );
  403. materialList.push( pickingObject.material );
  404. pickingData[ i + 1 ] = object;
  405. scene.add( object );
  406. pickingScene.add( pickingObject );
  407. }
  408. material.dispose();
  409. pickingMaterial.dispose();
  410. }
  411. function makeSingleMaterial( geo ) {
  412. // material
  413. var vert = document.getElementById( 'vertMaterial' ).textContent;
  414. var frag = document.getElementById( 'fragMaterial' ).textContent;
  415. var material = new THREE.RawShaderMaterial( {
  416. vertexShader: vert,
  417. fragmentShader: frag,
  418. uniforms: {
  419. color: {
  420. value: new THREE.Color()
  421. }
  422. }
  423. } );
  424. materialList.push( material );
  425. var pickingMaterial = new THREE.RawShaderMaterial( {
  426. vertexShader: "#define PICKING\n" + vert,
  427. fragmentShader: "#define PICKING\n" + frag,
  428. uniforms: {
  429. pickingColor: {
  430. value: new THREE.Color()
  431. }
  432. }
  433. } );
  434. materialList.push( pickingMaterial );
  435. if ( useOverrideMaterial ) {
  436. // make globally available
  437. singleMaterial = material;
  438. singlePickingMaterial = pickingMaterial;
  439. }
  440. // geometry / mesh
  441. var matrix = new THREE.Matrix4();
  442. function onBeforeRender( renderer, scene, camera, geometry, material, group ){
  443. var updateList = [];
  444. var u = material.uniforms;
  445. var d = this.userData;
  446. if( u.pickingColor ){
  447. u.pickingColor.value.setHex( d.pickingColor );
  448. updateList.push( "pickingColor" );
  449. }
  450. if( u.color ){
  451. u.color.value.setHex( d.color );
  452. updateList.push( "color" );
  453. }
  454. if( updateList.length ){
  455. var materialProperties = renderer.properties.get( material );
  456. if( materialProperties.program ){
  457. var gl = renderer.getContext();
  458. var p = materialProperties.program;
  459. gl.useProgram( p.program );
  460. var pu = p.getUniforms();
  461. updateList.forEach( function( name ){
  462. pu.setValue( gl, name, u[ name ].value );
  463. } );
  464. }
  465. }
  466. }
  467. for ( var i = 0; i < instanceCount; i ++ ) {
  468. var object = new THREE.Mesh( geo, material );
  469. objectCount ++;
  470. randomizeMatrix( matrix );
  471. object.applyMatrix( matrix );
  472. var pickingObject;
  473. if ( ! useOverrideMaterial ) {
  474. pickingObject = object.clone();
  475. objectCount ++;
  476. }
  477. object.material = material;
  478. object.userData[ "color" ] = Math.random() * 0xffffff;
  479. if ( useOverrideMaterial ) {
  480. object.userData[ "pickingColor" ] = i + 1;
  481. object.onBeforeRender = onBeforeRender;
  482. }else {
  483. pickingObject.material = pickingMaterial;
  484. pickingObject.userData[ "pickingColor" ] = i + 1;
  485. pickingObject.onBeforeRender = onBeforeRender;
  486. }
  487. pickingData[ i + 1 ] = object;
  488. scene.add( object );
  489. if ( ! useOverrideMaterial ) pickingScene.add( pickingObject );
  490. }
  491. }
  492. function makeMerged( geo ) {
  493. // material
  494. var vert = document.getElementById( 'vertMerged' ).textContent;
  495. var frag = document.getElementById( 'fragMerged' ).textContent;
  496. var material = new THREE.RawShaderMaterial( {
  497. vertexShader: vert,
  498. fragmentShader: frag
  499. } );
  500. materialList.push( material );
  501. var pickingMaterial = new THREE.RawShaderMaterial( {
  502. vertexShader: "#define PICKING\n" + vert,
  503. fragmentShader: "#define PICKING\n" + frag
  504. } );
  505. materialList.push( pickingMaterial );
  506. // geometry
  507. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  508. geometryList.push( bgeo );
  509. var mgeo = new THREE.BufferGeometry();
  510. geometryList.push( mgeo );
  511. var pos = bgeo.attributes.position;
  512. var posLen = bgeo.attributes.position.count * 3;
  513. var vertices = new THREE.BufferAttribute(
  514. new Float32Array( instanceCount * posLen ), 3
  515. );
  516. var matrix = new THREE.Matrix4();
  517. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  518. randomizeMatrix( matrix );
  519. var object = new THREE.Object3D();
  520. objectCount ++;
  521. object.applyMatrix( matrix );
  522. pickingData[ i + 1 ] = object;
  523. vertices.set( pos.array, i * posLen );
  524. matrix.applyToVector3Array( vertices.array, i * posLen, posLen )
  525. }
  526. mgeo.addAttribute( 'position', vertices );
  527. var colCount = posLen / 3;
  528. var colors = new THREE.BufferAttribute(
  529. new Float32Array( instanceCount * colCount * 3 ), 3
  530. );
  531. var randCol = function() {
  532. return Math.random();
  533. };
  534. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  535. var r = randCol(), g = randCol(), b = randCol();
  536. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  537. colors.setXYZ( j, r, g, b );
  538. }
  539. }
  540. mgeo.addAttribute( 'color', colors );
  541. var col = new THREE.Color();
  542. var pickingColors = new THREE.BufferAttribute(
  543. new Float32Array( instanceCount * colCount * 3 ), 3
  544. );
  545. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  546. col.setHex( i + 1 );
  547. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  548. pickingColors.setXYZ( j, col.r, col.g, col.b );
  549. }
  550. }
  551. mgeo.addAttribute( 'pickingColor', pickingColors );
  552. // mesh
  553. var mesh = new THREE.Mesh( mgeo, material );
  554. scene.add( mesh );
  555. var pickingMesh = new THREE.Mesh( mgeo, pickingMaterial );
  556. pickingScene.add( pickingMesh );
  557. }
  558. function makeInstanced( geo ) {
  559. // material
  560. var vert = document.getElementById( 'vertInstanced' ).textContent;
  561. var frag = document.getElementById( 'fragInstanced' ).textContent;
  562. var material = new THREE.RawShaderMaterial( {
  563. vertexShader: vert,
  564. fragmentShader: frag,
  565. } );
  566. materialList.push( material );
  567. var pickingMaterial = new THREE.RawShaderMaterial( {
  568. vertexShader: "#define PICKING\n" + vert,
  569. fragmentShader: "#define PICKING\n" + frag
  570. } );
  571. materialList.push( pickingMaterial );
  572. // geometry
  573. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  574. geometryList.push( bgeo );
  575. var igeo = new THREE.InstancedBufferGeometry();
  576. geometryList.push( igeo );
  577. var vertices = bgeo.attributes.position.clone();
  578. igeo.addAttribute( 'position', vertices );
  579. // var matrices = new THREE.InstancedBufferAttribute(
  580. // new Float32Array( instanceCount * 16 ), 16, 1
  581. // );
  582. var mcol0 = new THREE.InstancedBufferAttribute(
  583. new Float32Array( instanceCount * 3 ), 3, 1
  584. );
  585. var mcol1 = new THREE.InstancedBufferAttribute(
  586. new Float32Array( instanceCount * 3 ), 3, 1
  587. );
  588. var mcol2 = new THREE.InstancedBufferAttribute(
  589. new Float32Array( instanceCount * 3 ), 3, 1
  590. );
  591. var mcol3 = new THREE.InstancedBufferAttribute(
  592. new Float32Array( instanceCount * 3 ), 3, 1
  593. );
  594. var matrix = new THREE.Matrix4();
  595. var me = matrix.elements;
  596. for ( var i = 0, ul = mcol0.count; i < ul; i ++ ) {
  597. randomizeMatrix( matrix );
  598. var object = new THREE.Object3D();
  599. objectCount ++;
  600. object.applyMatrix( matrix );
  601. pickingData[ i + 1 ] = object;
  602. // matrices.set( matrix.elements, i * 16 );
  603. mcol0.setXYZ( i, me[ 0 ], me[ 1 ], me[ 2 ] );
  604. mcol1.setXYZ( i, me[ 4 ], me[ 5 ], me[ 6 ] );
  605. mcol2.setXYZ( i, me[ 8 ], me[ 9 ], me[ 10 ] );
  606. mcol3.setXYZ( i, me[ 12 ], me[ 13 ], me[ 14 ] );
  607. }
  608. // igeo.addAttribute( 'matrix', matrices );
  609. igeo.addAttribute( 'mcol0', mcol0 );
  610. igeo.addAttribute( 'mcol1', mcol1 );
  611. igeo.addAttribute( 'mcol2', mcol2 );
  612. igeo.addAttribute( 'mcol3', mcol3 );
  613. var randCol = function() {
  614. return Math.random();
  615. };
  616. var colors = new THREE.InstancedBufferAttribute(
  617. new Float32Array( instanceCount * 3 ), 3, 1
  618. );
  619. for ( var i = 0, ul = colors.count; i < ul; i ++ ) {
  620. colors.setXYZ( i, randCol(), randCol(), randCol() );
  621. }
  622. igeo.addAttribute( 'color', colors );
  623. var col = new THREE.Color();
  624. var pickingColors = new THREE.InstancedBufferAttribute(
  625. new Float32Array( instanceCount * 3 ), 3, 1
  626. );
  627. for ( var i = 0, ul = pickingColors.count; i < ul; i ++ ) {
  628. col.setHex( i + 1 );
  629. pickingColors.setXYZ( i, col.r, col.g, col.b );
  630. }
  631. igeo.addAttribute( 'pickingColor', pickingColors );
  632. // mesh
  633. var mesh = new THREE.Mesh( igeo, material );
  634. scene.add( mesh );
  635. var pickingMesh = new THREE.Mesh( igeo, pickingMaterial );
  636. pickingScene.add( pickingMesh );
  637. }
  638. function init() {
  639. // camera
  640. camera = new THREE.PerspectiveCamera(
  641. 70, window.innerWidth / window.innerHeight, 1, 100
  642. );
  643. camera.position.z = 40;
  644. // picking render target
  645. pickingRenderTarget = new THREE.WebGLRenderTarget(
  646. window.innerWidth, window.innerHeight
  647. );
  648. pickingRenderTarget.texture.generateMipmaps = false;
  649. pickingRenderTarget.texture.minFilter = THREE.NearestFilter;
  650. // highlight box
  651. highlightBox = new THREE.Mesh(
  652. new THREE.BoxGeometry( 1, 1, 1 ),
  653. new THREE.MeshLambertMaterial( {
  654. emissive: 0xffff00,
  655. transparent: true,
  656. opacity: 0.5,
  657. side: THREE.FrontSide
  658. } )
  659. );
  660. // renderer
  661. container = document.getElementById( "container" );
  662. renderer = new THREE.WebGLRenderer( {
  663. antialias: true,
  664. alpha: true
  665. } );
  666. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  667. document.getElementById( "notSupported" ).style.display = "";
  668. return;
  669. }
  670. renderer.setClearColor( 0xffffff );
  671. renderer.setPixelRatio( window.devicePixelRatio );
  672. renderer.setSize( window.innerWidth, window.innerHeight );
  673. renderer.sortObjects = false;
  674. container.appendChild( renderer.domElement );
  675. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  676. throw 'ANGLE_instanced_arrays not supported';
  677. }
  678. // controls
  679. controls = new THREE.TrackballControls(
  680. camera, renderer.domElement
  681. );
  682. controls.staticMoving = true;
  683. // stats
  684. stats = new Stats();
  685. container.appendChild( stats.dom );
  686. // listeners
  687. renderer.domElement.addEventListener( 'mousemove', onMouseMove );
  688. window.addEventListener( 'resize', onWindowResize, false );
  689. }
  690. //
  691. function onMouseMove( e ) {
  692. mouse.x = e.clientX;
  693. mouse.y = e.clientY;
  694. controls.update();
  695. requestAnimationFrame( render );
  696. }
  697. function onWindowResize( event ) {
  698. camera.aspect = window.innerWidth / window.innerHeight;
  699. camera.updateProjectionMatrix();
  700. renderer.setSize( window.innerWidth, window.innerHeight );
  701. pickingRenderTarget.setSize( window.innerWidth, window.innerHeight );
  702. }
  703. function animate() {
  704. if ( doAnimate ) {
  705. requestAnimationFrame( animate );
  706. }
  707. controls.update();
  708. stats.update();
  709. render();
  710. }
  711. function pick() {
  712. // render the picking scene off-screen
  713. highlightBox.visible = false;
  714. if ( singlePickingMaterial ) {
  715. scene.overrideMaterial = singlePickingMaterial;
  716. renderer.render( scene, camera, pickingRenderTarget );
  717. scene.overrideMaterial = null;
  718. }else {
  719. renderer.render( pickingScene, camera, pickingRenderTarget );
  720. }
  721. // read the pixel under the mouse from the texture
  722. renderer.readRenderTargetPixels(
  723. pickingRenderTarget,
  724. mouse.x,
  725. pickingRenderTarget.height - mouse.y,
  726. 1,
  727. 1,
  728. pixelBuffer
  729. );
  730. // interpret the pixel as an ID
  731. var id =
  732. ( pixelBuffer[ 0 ] << 16 ) |
  733. ( pixelBuffer[ 1 ] << 8 ) |
  734. ( pixelBuffer[ 2 ] );
  735. var object = pickingData[ id ];
  736. if ( object ) {
  737. // move the highlightBox so that it surrounds the picked object
  738. if ( object.position && object.rotation && object.scale ) {
  739. highlightBox.position.copy( object.position );
  740. highlightBox.rotation.copy( object.rotation );
  741. highlightBox.scale.copy( object.scale )
  742. .multiply( geometrySize )
  743. .multiplyScalar( scale );
  744. highlightBox.visible = true;
  745. }
  746. } else {
  747. highlightBox.visible = false;
  748. }
  749. }
  750. function render() {
  751. pick();
  752. renderer.render( scene, camera );
  753. }
  754. </script>
  755. </body>
  756. </html>