webgl_nearestneighbour.html 6.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - nearest neighbour</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. html, body {
  9. width: 100%;
  10. height: 100%;
  11. }
  12. body {
  13. background-color: #ffffff;
  14. margin: 0;
  15. overflow: hidden;
  16. font-family: arial;
  17. }
  18. #info {
  19. text-align: center;
  20. padding: 5px;
  21. position: absolute;
  22. width: 100%;
  23. color: white;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - typed arrays - nearest neighbour for 500,000 sprites</div>
  29. <script src="../build/three.js"></script>
  30. <script src="js/TypedArrayUtils.js"></script>
  31. <script src="js/controls/FirstPersonControls.js"></script>
  32. <script type="x-shader/x-vertex" id="vertexshader">
  33. //uniform float zoom;
  34. attribute float alpha;
  35. varying float vAlpha;
  36. void main() {
  37. vAlpha = 1.0 - alpha;
  38. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  39. gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );
  40. gl_Position = projectionMatrix * mvPosition;
  41. }
  42. </script>
  43. <script type="x-shader/x-fragment" id="fragmentshader">
  44. uniform sampler2D tex1;
  45. varying float vAlpha;
  46. void main() {
  47. gl_FragColor = texture2D(tex1, gl_PointCoord);
  48. gl_FragColor.r = (1.0 - gl_FragColor.r) * vAlpha + gl_FragColor.r;
  49. }
  50. </script>
  51. <script>
  52. var camera, scene, renderer;
  53. var geometry, mesh;
  54. var controls;
  55. var objects = [];
  56. var amountOfParticles = 500000, maxDistance = Math.pow(120, 2);
  57. var positions, alphas, particles, _particleGeom;
  58. var clock = new THREE.Clock();
  59. var blocker = document.getElementById( 'blocker' );
  60. var instructions = document.getElementById( 'instructions' );
  61. function init() {
  62. camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000000);
  63. scene = new THREE.Scene();
  64. controls = new THREE.FirstPersonControls( camera );
  65. controls.movementSpeed = 100;
  66. controls.lookSpeed = 0.1;
  67. var textureLoader = new THREE.TextureLoader();
  68. var materials = [
  69. new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/px.jpg' ) } ), // right
  70. new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/nx.jpg' ) } ), // left
  71. new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/py.jpg' ) } ), // top
  72. new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/ny.jpg' ) } ), // bottom
  73. new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/pz.jpg' ) } ), // back
  74. new THREE.MeshBasicMaterial( { map: textureLoader.load( 'textures/cube/skybox/nz.jpg' ) } ) // front
  75. ];
  76. mesh = new THREE.Mesh( new THREE.BoxGeometry( 10000, 10000, 10000, 7, 7, 7 ), new THREE.MultiMaterial( materials ) );
  77. mesh.scale.x = - 1;
  78. scene.add(mesh);
  79. //
  80. renderer = new THREE.WebGLRenderer(); // Detector.webgl? new THREE.WebGLRenderer(): new THREE.CanvasRenderer()
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. document.body.appendChild( renderer.domElement );
  84. // create the custom shader
  85. var imagePreviewTexture = textureLoader.load( 'textures/crate.gif');
  86. imagePreviewTexture.minFilter = THREE.LinearMipMapLinearFilter;
  87. imagePreviewTexture.magFilter = THREE.LinearFilter;
  88. pointShaderMaterial = new THREE.ShaderMaterial( {
  89. uniforms: {
  90. tex1: { value: imagePreviewTexture },
  91. zoom: { value: 9.0 },
  92. },
  93. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  94. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  95. transparent: true
  96. });
  97. //create particles with buffer geometry
  98. var distanceFunction = function(a, b){
  99. return Math.pow(a[0] - b[0], 2) + Math.pow(a[1] - b[1], 2) + Math.pow(a[2] - b[2], 2);
  100. };
  101. positions = new Float32Array( amountOfParticles * 3 );
  102. alphas = new Float32Array( amountOfParticles );
  103. _particleGeom = new THREE.BufferGeometry();
  104. _particleGeom.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  105. _particleGeom.addAttribute( 'alpha', new THREE.BufferAttribute( alphas, 1 ) );
  106. particles = new THREE.Points( _particleGeom, pointShaderMaterial );
  107. for (var x = 0; x < amountOfParticles; x++) {
  108. positions[ x * 3 + 0 ] = Math.random() * 1000;
  109. positions[ x * 3 + 1 ] = Math.random() * 1000;
  110. positions[ x * 3 + 2 ] = Math.random() * 1000;
  111. alphas[x] = 1.0;
  112. }
  113. var measureStart = new Date().getTime();
  114. // creating the kdtree takes a lot of time to execute, in turn the nearest neighbour search will be much faster
  115. kdtree = new THREE.TypedArrayUtils.Kdtree( positions, distanceFunction, 3 );
  116. console.log('TIME building kdtree', new Date().getTime() - measureStart);
  117. // display particles after the kd-tree was generated and the sorting of the positions-array is done
  118. scene.add(particles);
  119. window.addEventListener( 'resize', onWindowResize, false );
  120. }
  121. function onWindowResize() {
  122. camera.aspect = window.innerWidth / window.innerHeight;
  123. camera.updateProjectionMatrix();
  124. renderer.setSize( window.innerWidth, window.innerHeight );
  125. controls.handleResize();
  126. }
  127. function animate() {
  128. requestAnimationFrame( animate );
  129. //
  130. displayNearest(camera.position);
  131. controls.update( clock.getDelta() );
  132. renderer.render( scene, camera );
  133. }
  134. function displayNearest(position) {
  135. // take the nearest 200 around him. distance^2 'cause we use the manhattan distance and no square is applied in the distance function
  136. var imagePositionsInRange = kdtree.nearest([position.x, position.y, position.z], 100, maxDistance);
  137. // 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.
  138. var _frustum = new THREE.Frustum();
  139. var _projScreenMatrix = new THREE.Matrix4();
  140. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  141. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  142. _frustum.setFromMatrix( _projScreenMatrix );
  143. for ( i = 0, il = imagePositionsInRange.length; i < il; i ++ ) {
  144. var object = imagePositionsInRange[i];
  145. var objectPoint = new THREE.Vector3().fromArray( object[ 0 ].obj );
  146. if (_frustum.containsPoint(objectPoint)){
  147. var objectIndex = object[0].pos;
  148. // set the alpha according to distance
  149. alphas[ objectIndex ] = 1.0 / maxDistance * object[1];
  150. // update the attribute
  151. _particleGeom.attributes.alpha.needsUpdate = true;
  152. }
  153. }
  154. }
  155. init();
  156. animate();
  157. </script>
  158. </body>
  159. </html>