webgl_interactive_instances_gpu.html 22 KB

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  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. function updateColor( object, material, camera ) {
  416. this.value.setHex( object.userData.color );
  417. }
  418. var material = new THREE.RawShaderMaterial( {
  419. vertexShader: vert,
  420. fragmentShader: frag,
  421. uniforms: {
  422. color: new THREE.Uniform( new THREE.Color() ).onUpdate( updateColor )
  423. }
  424. } );
  425. materialList.push( material );
  426. function updatePickingColor( object, camera ) {
  427. this.value.setHex( object.userData.pickingColor );
  428. }
  429. var pickingMaterial = new THREE.RawShaderMaterial( {
  430. vertexShader: "#define PICKING\n" + vert,
  431. fragmentShader: "#define PICKING\n" + frag,
  432. uniforms: {
  433. pickingColor: new THREE.Uniform( new THREE.Color() ).onUpdate( updatePickingColor )
  434. }
  435. } );
  436. materialList.push( pickingMaterial );
  437. if ( useOverrideMaterial ) {
  438. // make globally available
  439. singleMaterial = material;
  440. singlePickingMaterial = pickingMaterial;
  441. }
  442. // geometry / mesh
  443. var matrix = new THREE.Matrix4();
  444. for ( var i = 0; i < instanceCount; i ++ ) {
  445. var object = new THREE.Mesh( geo, material );
  446. objectCount ++;
  447. randomizeMatrix( matrix );
  448. object.applyMatrix( matrix );
  449. var pickingObject;
  450. if ( ! useOverrideMaterial ) {
  451. pickingObject = object.clone();
  452. objectCount ++;
  453. }
  454. object.material = material;
  455. object.userData[ "color" ] = Math.random() * 0xffffff;
  456. if ( useOverrideMaterial ) {
  457. object.userData[ "pickingColor" ] = i + 1;
  458. }else {
  459. pickingObject.material = pickingMaterial;
  460. pickingObject.userData[ "pickingColor" ] = i + 1;
  461. }
  462. pickingData[ i + 1 ] = object;
  463. scene.add( object );
  464. if ( ! useOverrideMaterial ) pickingScene.add( pickingObject );
  465. }
  466. }
  467. function makeMerged( geo ) {
  468. // material
  469. var vert = document.getElementById( 'vertMerged' ).textContent;
  470. var frag = document.getElementById( 'fragMerged' ).textContent;
  471. var material = new THREE.RawShaderMaterial( {
  472. vertexShader: vert,
  473. fragmentShader: frag,
  474. } );
  475. materialList.push( material );
  476. var pickingMaterial = new THREE.RawShaderMaterial( {
  477. vertexShader: "#define PICKING\n" + vert,
  478. fragmentShader: "#define PICKING\n" + frag,
  479. } );
  480. materialList.push( pickingMaterial );
  481. // geometry
  482. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  483. geometryList.push( bgeo );
  484. var mgeo = new THREE.BufferGeometry();
  485. geometryList.push( mgeo );
  486. var pos = bgeo.attributes.position;
  487. var posLen = bgeo.attributes.position.count * 3;
  488. var vertices = new THREE.BufferAttribute(
  489. new Float32Array( instanceCount * posLen ), 3
  490. );
  491. var matrix = new THREE.Matrix4();
  492. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  493. randomizeMatrix( matrix );
  494. var object = new THREE.Object3D();
  495. objectCount ++;
  496. object.applyMatrix( matrix );
  497. pickingData[ i + 1 ] = object;
  498. vertices.set( pos.array, i * posLen );
  499. matrix.applyToVector3Array( vertices.array, i * posLen, posLen )
  500. }
  501. mgeo.addAttribute( 'position', vertices );
  502. var colCount = posLen / 3;
  503. var colors = new THREE.BufferAttribute(
  504. new Float32Array( instanceCount * colCount * 3 ), 3
  505. );
  506. var randCol = function() {
  507. return Math.random();
  508. };
  509. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  510. var r = randCol(), g = randCol(), b = randCol();
  511. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  512. colors.setXYZ( j, r, g, b );
  513. }
  514. }
  515. mgeo.addAttribute( 'color', colors );
  516. var col = new THREE.Color();
  517. var pickingColors = new THREE.BufferAttribute(
  518. new Float32Array( instanceCount * colCount * 3 ), 3
  519. );
  520. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  521. col.setHex( i + 1 );
  522. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  523. pickingColors.setXYZ( j, col.r, col.g, col.b );
  524. }
  525. }
  526. mgeo.addAttribute( 'pickingColor', pickingColors );
  527. // mesh
  528. var mesh = new THREE.Mesh( mgeo, material );
  529. scene.add( mesh );
  530. var pickingMesh = new THREE.Mesh( mgeo, pickingMaterial );
  531. pickingScene.add( pickingMesh );
  532. }
  533. function makeInstanced( geo ) {
  534. // material
  535. var vert = document.getElementById( 'vertInstanced' ).textContent;
  536. var frag = document.getElementById( 'fragInstanced' ).textContent;
  537. var material = new THREE.RawShaderMaterial( {
  538. vertexShader: vert,
  539. fragmentShader: frag,
  540. } );
  541. materialList.push( material );
  542. var pickingMaterial = new THREE.RawShaderMaterial( {
  543. vertexShader: "#define PICKING\n" + vert,
  544. fragmentShader: "#define PICKING\n" + frag,
  545. } );
  546. materialList.push( pickingMaterial );
  547. // geometry
  548. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  549. geometryList.push( bgeo );
  550. var igeo = new THREE.InstancedBufferGeometry();
  551. geometryList.push( igeo );
  552. var vertices = bgeo.attributes.position.clone();
  553. igeo.addAttribute( 'position', vertices );
  554. // var matrices = new THREE.InstancedBufferAttribute(
  555. // new Float32Array( instanceCount * 16 ), 16, 1
  556. // );
  557. var mcol0 = new THREE.InstancedBufferAttribute(
  558. new Float32Array( instanceCount * 3 ), 3, 1
  559. );
  560. var mcol1 = new THREE.InstancedBufferAttribute(
  561. new Float32Array( instanceCount * 3 ), 3, 1
  562. );
  563. var mcol2 = new THREE.InstancedBufferAttribute(
  564. new Float32Array( instanceCount * 3 ), 3, 1
  565. );
  566. var mcol3 = new THREE.InstancedBufferAttribute(
  567. new Float32Array( instanceCount * 3 ), 3, 1
  568. );
  569. var matrix = new THREE.Matrix4();
  570. var me = matrix.elements;
  571. for ( var i = 0, ul = mcol0.count; i < ul; i ++ ) {
  572. randomizeMatrix( matrix );
  573. var object = new THREE.Object3D();
  574. objectCount ++;
  575. object.applyMatrix( matrix );
  576. pickingData[ i + 1 ] = object;
  577. // matrices.set( matrix.elements, i * 16 );
  578. mcol0.setXYZ( i, me[ 0 ], me[ 1 ], me[ 2 ] );
  579. mcol1.setXYZ( i, me[ 4 ], me[ 5 ], me[ 6 ] );
  580. mcol2.setXYZ( i, me[ 8 ], me[ 9 ], me[ 10 ] );
  581. mcol3.setXYZ( i, me[ 12 ], me[ 13 ], me[ 14 ] );
  582. }
  583. // igeo.addAttribute( 'matrix', matrices );
  584. igeo.addAttribute( 'mcol0', mcol0 );
  585. igeo.addAttribute( 'mcol1', mcol1 );
  586. igeo.addAttribute( 'mcol2', mcol2 );
  587. igeo.addAttribute( 'mcol3', mcol3 );
  588. var randCol = function() {
  589. return Math.random();
  590. };
  591. var colors = new THREE.InstancedBufferAttribute(
  592. new Float32Array( instanceCount * 3 ), 3, 1
  593. );
  594. for ( var i = 0, ul = colors.count; i < ul; i ++ ) {
  595. colors.setXYZ( i, randCol(), randCol(), randCol() );
  596. }
  597. igeo.addAttribute( 'color', colors );
  598. var col = new THREE.Color();
  599. var pickingColors = new THREE.InstancedBufferAttribute(
  600. new Float32Array( instanceCount * 3 ), 3, 1
  601. );
  602. for ( var i = 0, ul = pickingColors.count; i < ul; i ++ ) {
  603. col.setHex( i + 1 );
  604. pickingColors.setXYZ( i, col.r, col.g, col.b );
  605. }
  606. igeo.addAttribute( 'pickingColor', pickingColors );
  607. // mesh
  608. var mesh = new THREE.Mesh( igeo, material );
  609. scene.add( mesh );
  610. var pickingMesh = new THREE.Mesh( igeo, pickingMaterial );
  611. pickingScene.add( pickingMesh );
  612. }
  613. function init() {
  614. // camera
  615. camera = new THREE.PerspectiveCamera(
  616. 70, window.innerWidth / window.innerHeight, 1, 100
  617. );
  618. camera.position.z = 40;
  619. // picking render target
  620. pickingRenderTarget = new THREE.WebGLRenderTarget(
  621. window.innerWidth, window.innerHeight
  622. );
  623. pickingRenderTarget.texture.generateMipmaps = false;
  624. pickingRenderTarget.texture.minFilter = THREE.NearestFilter;
  625. // highlight box
  626. highlightBox = new THREE.Mesh(
  627. new THREE.BoxGeometry( 1, 1, 1 ),
  628. new THREE.MeshLambertMaterial( {
  629. emissive: 0xffff00,
  630. transparent: true,
  631. opacity: 0.5,
  632. side: THREE.FrontSide
  633. } )
  634. );
  635. // renderer
  636. container = document.getElementById( "container" );
  637. renderer = new THREE.WebGLRenderer( {
  638. antialias: true,
  639. alpha: true
  640. } );
  641. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  642. document.getElementById( "notSupported" ).style.display = "";
  643. return;
  644. }
  645. renderer.setClearColor( 0xffffff );
  646. renderer.setPixelRatio( window.devicePixelRatio );
  647. renderer.setSize( window.innerWidth, window.innerHeight );
  648. renderer.sortObjects = false;
  649. container.appendChild( renderer.domElement );
  650. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  651. throw 'ANGLE_instanced_arrays not supported';
  652. }
  653. // controls
  654. controls = new THREE.TrackballControls(
  655. camera, renderer.domElement
  656. );
  657. controls.staticMoving = true;
  658. // stats
  659. stats = new Stats();
  660. container.appendChild( stats.dom );
  661. // listeners
  662. renderer.domElement.addEventListener( 'mousemove', onMouseMove );
  663. window.addEventListener( 'resize', onWindowResize, false );
  664. }
  665. //
  666. function onMouseMove( e ) {
  667. mouse.x = e.clientX;
  668. mouse.y = e.clientY;
  669. controls.update();
  670. requestAnimationFrame( render );
  671. }
  672. function onWindowResize( event ) {
  673. camera.aspect = window.innerWidth / window.innerHeight;
  674. camera.updateProjectionMatrix();
  675. renderer.setSize( window.innerWidth, window.innerHeight );
  676. pickingRenderTarget.setSize( window.innerWidth, window.innerHeight );
  677. }
  678. function animate() {
  679. if ( doAnimate ) {
  680. requestAnimationFrame( animate );
  681. }
  682. controls.update();
  683. stats.update();
  684. render();
  685. }
  686. function pick() {
  687. // render the picking scene off-screen
  688. highlightBox.visible = false;
  689. if ( singlePickingMaterial ) {
  690. scene.overrideMaterial = singlePickingMaterial;
  691. renderer.render( scene, camera, pickingRenderTarget );
  692. scene.overrideMaterial = null;
  693. }else {
  694. renderer.render( pickingScene, camera, pickingRenderTarget );
  695. }
  696. // read the pixel under the mouse from the texture
  697. renderer.readRenderTargetPixels(
  698. pickingRenderTarget,
  699. mouse.x,
  700. pickingRenderTarget.height - mouse.y,
  701. 1,
  702. 1,
  703. pixelBuffer
  704. );
  705. // interpret the pixel as an ID
  706. var id =
  707. ( pixelBuffer[ 0 ] << 16 ) |
  708. ( pixelBuffer[ 1 ] << 8 ) |
  709. ( pixelBuffer[ 2 ] );
  710. var object = pickingData[ id ];
  711. if ( object ) {
  712. // move the highlightBox so that it surrounds the picked object
  713. if ( object.position && object.rotation && object.scale ) {
  714. highlightBox.position.copy( object.position );
  715. highlightBox.rotation.copy( object.rotation );
  716. highlightBox.scale.copy( object.scale )
  717. .multiply( geometrySize )
  718. .multiplyScalar( scale );
  719. highlightBox.visible = true;
  720. }
  721. } else {
  722. highlightBox.visible = false;
  723. }
  724. }
  725. function render() {
  726. pick();
  727. renderer.render( scene, camera );
  728. }
  729. </script>
  730. </body>
  731. </html>