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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - nearest neighbour</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- html, body {
- width: 100%;
- height: 100%;
- }
- body {
- background-color: #ffffff;
- margin: 0;
- overflow: hidden;
- font-family: arial;
- }
- #info {
- text-align: center;
- padding: 5px;
- position: absolute;
- width: 100%;
- color: white;
- }
- </style>
- </head>
- <body>
- <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - typed arrays - nearest neighbour for 500,000 sprites</div>
- <script src="../build/three.js"></script>
- <script src="js/TypedArrayUtils.js"></script>
- <script src="js/controls/FirstPersonControls.js"></script>
- <script type="x-shader/x-vertex" id="vertexshader">
- //uniform float zoom;
- attribute float alpha;
- varying float vAlpha;
- void main() {
- vAlpha = 1.0 - alpha;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentshader">
- uniform sampler2D tex1;
- varying float vAlpha;
- void main() {
- gl_FragColor = texture2D(tex1, gl_PointCoord);
- gl_FragColor.r = (1.0 - gl_FragColor.r) * vAlpha + gl_FragColor.r;
- }
- </script>
- <script>
- var camera, scene, renderer;
- var geometry, mesh;
- var controls;
- var objects = [];
- var amountOfParticles = 500000, maxDistance = Math.pow(120, 2);
- var positions, alphas, particles, _particleGeom;
- var clock = new THREE.Clock();
- var blocker = document.getElementById( 'blocker' );
- var instructions = document.getElementById( 'instructions' );
- function init() {
- camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000000);
- scene = new THREE.Scene();
- controls = new THREE.FirstPersonControls( camera );
- controls.movementSpeed = 100;
- controls.lookSpeed = 0.1;
- var textureLoader = new THREE.TextureLoader();
- var materials = [
- new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/px.jpg' ) } ), // right
- new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/nx.jpg' ) } ), // left
- new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/py.jpg' ) } ), // top
- new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/ny.jpg' ) } ), // bottom
- new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/pz.jpg' ) } ), // back
- new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/nz.jpg' ) } ) // front
- ];
- mesh = new THREE.Mesh( new THREE.BoxGeometry( 10000, 10000, 10000, 7, 7, 7 ), new THREE.MultiMaterial( materials ) );
- mesh.scale.x = - 1;
- scene.add(mesh);
- //
- renderer = new THREE.WebGLRenderer(); // Detector.webgl? new THREE.WebGLRenderer(): new THREE.CanvasRenderer()
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- document.body.appendChild( renderer.domElement );
- // create the custom shader
- var imagePreviewTexture = textureLoader.load( 'textures/crate.gif');
- imagePreviewTexture.minFilter = THREE.LinearMipMapLinearFilter;
- imagePreviewTexture.magFilter = THREE.LinearFilter;
- pointShaderMaterial = new THREE.ShaderMaterial( {
- uniforms: {
- tex1: { value: imagePreviewTexture },
- zoom: { value: 9.0 },
- },
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- transparent: true
- });
- //create particles with buffer geometry
- var distanceFunction = function(a, b){
- return Math.pow(a[0] - b[0], 2) + Math.pow(a[1] - b[1], 2) + Math.pow(a[2] - b[2], 2);
- };
- positions = new Float32Array( amountOfParticles * 3 );
- alphas = new Float32Array( amountOfParticles );
- _particleGeom = new THREE.BufferGeometry();
- _particleGeom.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- _particleGeom.addAttribute( 'alpha', new THREE.BufferAttribute( alphas, 1 ) );
- particles = new THREE.Points( _particleGeom, pointShaderMaterial );
- for (var x = 0; x < amountOfParticles; x++) {
- positions[ x * 3 + 0 ] = Math.random() * 1000;
- positions[ x * 3 + 1 ] = Math.random() * 1000;
- positions[ x * 3 + 2 ] = Math.random() * 1000;
- alphas[x] = 1.0;
- }
- var measureStart = new Date().getTime();
- // creating the kdtree takes a lot of time to execute, in turn the nearest neighbour search will be much faster
- kdtree = new THREE.TypedArrayUtils.Kdtree( positions, distanceFunction, 3 );
- console.log('TIME building kdtree', new Date().getTime() - measureStart);
- // display particles after the kd-tree was generated and the sorting of the positions-array is done
- scene.add(particles);
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- controls.handleResize();
- }
- function animate() {
- requestAnimationFrame( animate );
- //
- displayNearest(camera.position);
- controls.update( clock.getDelta() );
- renderer.render( scene, camera );
- }
- function displayNearest(position) {
- // take the nearest 200 around him. distance^2 'cause we use the manhattan distance and no square is applied in the distance function
- var imagePositionsInRange = kdtree.nearest([position.x, position.y, position.z], 100, maxDistance);
- // We combine the nearest neighbour with a view frustum. Doesn't make sense if we change the sprites not in our view... well maybe it does. Whatever you want.
- var _frustum = new THREE.Frustum();
- var _projScreenMatrix = new THREE.Matrix4();
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- for ( i = 0, il = imagePositionsInRange.length; i < il; i ++ ) {
- var object = imagePositionsInRange[i];
- var objectPoint = new THREE.Vector3().fromArray( object[ 0 ].obj );
- if (_frustum.containsPoint(objectPoint)){
- var objectIndex = object[0].pos;
- // set the alpha according to distance
- alphas[ objectIndex ] = 1.0 / maxDistance * object[1];
- // update the attribute
- _particleGeom.attributes.alpha.needsUpdate = true;
- }
- }
- }
- init();
- animate();
- </script>
- </body>
- </html>
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