webgl_nearestneighbour.html 6.1 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - typed arrays<br/>
  12. nearest neighbour for 500,000 sprites
  13. </div>
  14. <script type="x-shader/x-vertex" id="vertexshader">
  15. //uniform float zoom;
  16. attribute float alpha;
  17. varying float vAlpha;
  18. void main() {
  19. vAlpha = 1.0 - alpha;
  20. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  21. gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );
  22. gl_Position = projectionMatrix * mvPosition;
  23. }
  24. </script>
  25. <script type="x-shader/x-fragment" id="fragmentshader">
  26. uniform sampler2D tex1;
  27. varying float vAlpha;
  28. void main() {
  29. gl_FragColor = texture2D( tex1, gl_PointCoord );
  30. gl_FragColor.r = ( 1.0 - gl_FragColor.r ) * vAlpha + gl_FragColor.r;
  31. }
  32. </script>
  33. <script type="module">
  34. import {
  35. BufferAttribute,
  36. BufferGeometry,
  37. Clock,
  38. CubeTextureLoader,
  39. Frustum,
  40. LinearFilter,
  41. LinearMipMapLinearFilter,
  42. Matrix4,
  43. PerspectiveCamera,
  44. Points,
  45. Scene,
  46. ShaderMaterial,
  47. TextureLoader,
  48. Vector3,
  49. WebGLRenderer,
  50. } from "../build/three.module.js";
  51. import { FirstPersonControls } from './jsm/controls/FirstPersonControls.js';
  52. import { TypedArrayUtils } from './jsm/utils/TypedArrayUtils.js';
  53. var camera, scene, renderer;
  54. var controls;
  55. var amountOfParticles = 500000, maxDistance = Math.pow( 120, 2 );
  56. var positions, alphas, particles, _particleGeom;
  57. var kdtree;
  58. var clock = new Clock();
  59. function init() {
  60. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000000 );
  61. scene = new Scene();
  62. controls = new FirstPersonControls( camera );
  63. controls.movementSpeed = 100;
  64. controls.lookSpeed = 0.1;
  65. controls.lookAt( 500, 500, 500 );
  66. // add a skybox background
  67. var cubeTextureLoader = new CubeTextureLoader();
  68. cubeTextureLoader.setPath( 'textures/cube/skybox/' );
  69. var cubeTexture = cubeTextureLoader.load( [
  70. 'px.jpg', 'nx.jpg',
  71. 'py.jpg', 'ny.jpg',
  72. 'pz.jpg', 'nz.jpg',
  73. ] );
  74. scene.background = cubeTexture;
  75. //
  76. renderer = new WebGLRenderer();
  77. renderer.setPixelRatio( window.devicePixelRatio );
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. document.body.appendChild( renderer.domElement );
  80. // create the custom shader
  81. var textureLoader = new TextureLoader();
  82. var imagePreviewTexture = textureLoader.load( 'textures/crate.gif' );
  83. imagePreviewTexture.minFilter = LinearMipMapLinearFilter;
  84. imagePreviewTexture.magFilter = LinearFilter;
  85. var pointShaderMaterial = new ShaderMaterial( {
  86. uniforms: {
  87. tex1: { value: imagePreviewTexture },
  88. zoom: { value: 9.0 }
  89. },
  90. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  91. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  92. transparent: true
  93. } );
  94. //create particles with buffer geometry
  95. var distanceFunction = function ( a, b ) {
  96. return Math.pow( a[ 0 ] - b[ 0 ], 2 ) + Math.pow( a[ 1 ] - b[ 1 ], 2 ) + Math.pow( a[ 2 ] - b[ 2 ], 2 );
  97. };
  98. positions = new Float32Array( amountOfParticles * 3 );
  99. alphas = new Float32Array( amountOfParticles );
  100. _particleGeom = new BufferGeometry();
  101. _particleGeom.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  102. _particleGeom.addAttribute( 'alpha', new BufferAttribute( alphas, 1 ) );
  103. particles = new Points( _particleGeom, pointShaderMaterial );
  104. for ( var x = 0; x < amountOfParticles; x ++ ) {
  105. positions[ x * 3 + 0 ] = Math.random() * 1000;
  106. positions[ x * 3 + 1 ] = Math.random() * 1000;
  107. positions[ x * 3 + 2 ] = Math.random() * 1000;
  108. alphas[ x ] = 1.0;
  109. }
  110. var measureStart = new Date().getTime();
  111. // creating the kdtree takes a lot of time to execute, in turn the nearest neighbour search will be much faster
  112. kdtree = new TypedArrayUtils.Kdtree( positions, distanceFunction, 3 );
  113. console.log( 'TIME building kdtree', new Date().getTime() - measureStart );
  114. // display particles after the kd-tree was generated and the sorting of the positions-array is done
  115. scene.add( particles );
  116. window.addEventListener( 'resize', onWindowResize, false );
  117. }
  118. function onWindowResize() {
  119. camera.aspect = window.innerWidth / window.innerHeight;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. controls.handleResize();
  123. }
  124. function animate() {
  125. requestAnimationFrame( animate );
  126. //
  127. displayNearest( camera.position );
  128. controls.update( clock.getDelta() );
  129. renderer.render( scene, camera );
  130. }
  131. function displayNearest( position ) {
  132. // take the nearest 200 around him. distance^2 'cause we use the manhattan distance and no square is applied in the distance function
  133. var imagePositionsInRange = kdtree.nearest( [ position.x, position.y, position.z ], 100, maxDistance );
  134. // 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.
  135. var _frustum = new Frustum();
  136. var _projScreenMatrix = new Matrix4();
  137. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  138. _frustum.setFromMatrix( _projScreenMatrix );
  139. for ( var i = 0, il = imagePositionsInRange.length; i < il; i ++ ) {
  140. var object = imagePositionsInRange[ i ];
  141. var objectPoint = new Vector3().fromArray( object[ 0 ].obj );
  142. if ( _frustum.containsPoint( objectPoint ) ) {
  143. var objectIndex = object[ 0 ].pos;
  144. // set the alpha according to distance
  145. alphas[ objectIndex ] = 1.0 / maxDistance * object[ 1 ];
  146. // update the attribute
  147. _particleGeom.attributes.alpha.needsUpdate = true;
  148. }
  149. }
  150. }
  151. init();
  152. animate();
  153. </script>
  154. </body>
  155. </html>