threejs-indexed-textures-random-colors.html 13 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Indexed Textures - Random Colors</title>
  8. <style>
  9. body {
  10. margin: 0;
  11. font-family: sans-serif;
  12. }
  13. #c {
  14. width: 100%; /* let our container decide our size */
  15. height: 100%;
  16. display: block;
  17. }
  18. #container {
  19. position: relative; /* makes this the origin of its children */
  20. width: 100vw;
  21. height: 100vh;
  22. overflow: hidden;
  23. }
  24. #labels {
  25. position: absolute; /* let us position ourself inside the container */
  26. z-index: 0; /* make a new stacking context so children don't sort with rest of page */
  27. left: 0; /* make our position the top left of the container */
  28. top: 0;
  29. color: white;
  30. }
  31. #labels>div {
  32. position: absolute; /* let us position them inside the container */
  33. left: 0; /* make their default position the top left of the container */
  34. top: 0;
  35. cursor: pointer; /* change the cursor to a hand when over us */
  36. font-size: small;
  37. user-select: none; /* don't let the text get selected */
  38. pointer-events: none; /* make us invisible to the pointer */
  39. text-shadow: /* create a black outline */
  40. -1px -1px 0 #000,
  41. 0 -1px 0 #000,
  42. 1px -1px 0 #000,
  43. 1px 0 0 #000,
  44. 1px 1px 0 #000,
  45. 0 1px 0 #000,
  46. -1px 1px 0 #000,
  47. -1px 0 0 #000;
  48. }
  49. #labels>div:hover {
  50. color: red;
  51. }
  52. </style>
  53. </head>
  54. <body>
  55. <div id="container">
  56. <canvas id="c"></canvas>
  57. <div id="labels"></div>
  58. </div>
  59. </body>
  60. <script src="resources/threejs/r108/three.min.js"></script>
  61. <script src="resources/threejs/r108/js/utils/BufferGeometryUtils.js"></script>
  62. <script src="resources/threejs/r108/js/controls/OrbitControls.js"></script>
  63. <script>
  64. 'use strict';
  65. /* global THREE */
  66. function main() {
  67. const canvas = document.querySelector('#c');
  68. const renderer = new THREE.WebGLRenderer({canvas});
  69. const fov = 60;
  70. const aspect = 2; // the canvas default
  71. const near = 0.1;
  72. const far = 10;
  73. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  74. camera.position.z = 2.5;
  75. const controls = new THREE.OrbitControls(camera, canvas);
  76. controls.enableDamping = true;
  77. controls.enablePan = false;
  78. controls.minDistance = 1.2;
  79. controls.maxDistance = 4;
  80. controls.update();
  81. const scene = new THREE.Scene();
  82. scene.background = new THREE.Color('#246');
  83. const pickingScene = new THREE.Scene();
  84. pickingScene.background = new THREE.Color(0);
  85. const maxNumCountries = 512;
  86. const paletteTextureWidth = maxNumCountries;
  87. const paletteTextureHeight = 1;
  88. const palette = new Uint8Array(paletteTextureWidth * 3);
  89. const paletteTexture = new THREE.DataTexture(
  90. palette, paletteTextureWidth, paletteTextureHeight, THREE.RGBFormat);
  91. paletteTexture.minFilter = THREE.NearestFilter;
  92. paletteTexture.magFilter = THREE.NearestFilter;
  93. for (let i = 1; i < palette.length; ++i) {
  94. palette[i] = Math.random() * 256;
  95. }
  96. // set the ocean color (index #0)
  97. palette.set([100, 200, 255], 0);
  98. paletteTexture.needsUpdate = true;
  99. {
  100. const loader = new THREE.TextureLoader();
  101. const geometry = new THREE.SphereBufferGeometry(1, 64, 32);
  102. const indexTexture = loader.load('resources/data/world/country-index-texture.png', render);
  103. indexTexture.minFilter = THREE.NearestFilter;
  104. indexTexture.magFilter = THREE.NearestFilter;
  105. const pickingMaterial = new THREE.MeshBasicMaterial({map: indexTexture});
  106. pickingScene.add(new THREE.Mesh(geometry, pickingMaterial));
  107. const fragmentShaderReplacements = [
  108. {
  109. from: '#include <common>',
  110. to: `
  111. #include <common>
  112. uniform sampler2D indexTexture;
  113. uniform sampler2D paletteTexture;
  114. uniform float paletteTextureWidth;
  115. `,
  116. },
  117. {
  118. from: '#include <color_fragment>',
  119. to: `
  120. #include <color_fragment>
  121. {
  122. vec4 indexColor = texture2D(indexTexture, vUv);
  123. float index = indexColor.r * 255.0 + indexColor.g * 255.0 * 256.0;
  124. vec2 paletteUV = vec2((index + 0.5) / paletteTextureWidth, 0.5);
  125. vec4 paletteColor = texture2D(paletteTexture, paletteUV);
  126. // diffuseColor.rgb += paletteColor.rgb; // white outlines
  127. diffuseColor.rgb = paletteColor.rgb - diffuseColor.rgb; // black outlines
  128. }
  129. `,
  130. },
  131. ];
  132. const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
  133. const material = new THREE.MeshBasicMaterial({map: texture});
  134. material.onBeforeCompile = function(shader) {
  135. fragmentShaderReplacements.forEach((rep) => {
  136. shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
  137. });
  138. shader.uniforms.paletteTexture = {value: paletteTexture};
  139. shader.uniforms.indexTexture = {value: indexTexture};
  140. shader.uniforms.paletteTextureWidth = {value: paletteTextureWidth};
  141. };
  142. scene.add(new THREE.Mesh(geometry, material));
  143. }
  144. async function loadJSON(url) {
  145. const req = await fetch(url);
  146. return req.json();
  147. }
  148. let numCountriesSelected = 0;
  149. let countryInfos;
  150. async function loadCountryData() {
  151. countryInfos = await loadJSON('resources/data/world/country-info.json'); /* threejsfundamentals: url */
  152. const lonFudge = Math.PI * 1.5;
  153. const latFudge = Math.PI;
  154. // these helpers will make it easy to position the boxes
  155. // We can rotate the lon helper on its Y axis to the longitude
  156. const lonHelper = new THREE.Object3D();
  157. // We rotate the latHelper on its X axis to the latitude
  158. const latHelper = new THREE.Object3D();
  159. lonHelper.add(latHelper);
  160. // The position helper moves the object to the edge of the sphere
  161. const positionHelper = new THREE.Object3D();
  162. positionHelper.position.z = 1;
  163. latHelper.add(positionHelper);
  164. const labelParentElem = document.querySelector('#labels');
  165. for (const countryInfo of countryInfos) {
  166. const {lat, lon, min, max, name} = countryInfo;
  167. // adjust the helpers to point to the latitude and longitude
  168. lonHelper.rotation.y = THREE.Math.degToRad(lon) + lonFudge;
  169. latHelper.rotation.x = THREE.Math.degToRad(lat) + latFudge;
  170. // get the position of the lat/lon
  171. positionHelper.updateWorldMatrix(true, false);
  172. const position = new THREE.Vector3();
  173. positionHelper.getWorldPosition(position);
  174. countryInfo.position = position;
  175. // compute the area for each country
  176. const width = max[0] - min[0];
  177. const height = max[1] - min[1];
  178. const area = width * height;
  179. countryInfo.area = area;
  180. // add an element for each country
  181. const elem = document.createElement('div');
  182. elem.textContent = name;
  183. labelParentElem.appendChild(elem);
  184. countryInfo.elem = elem;
  185. }
  186. requestRenderIfNotRequested();
  187. }
  188. loadCountryData();
  189. const tempV = new THREE.Vector3();
  190. const cameraToPoint = new THREE.Vector3();
  191. const cameraPosition = new THREE.Vector3();
  192. const normalMatrix = new THREE.Matrix3();
  193. const settings = {
  194. minArea: 20,
  195. maxVisibleDot: -0.2,
  196. };
  197. function updateLabels() {
  198. // exit if we have not loaded the data yet
  199. if (!countryInfos) {
  200. return;
  201. }
  202. const large = settings.minArea * settings.minArea;
  203. // get a matrix that represents a relative orientation of the camera
  204. normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
  205. // get the camera's position
  206. camera.getWorldPosition(cameraPosition);
  207. for (const countryInfo of countryInfos) {
  208. const {position, elem, area, selected} = countryInfo;
  209. const largeEnough = area >= large;
  210. const show = selected || (numCountriesSelected === 0 && largeEnough);
  211. if (!show) {
  212. elem.style.display = 'none';
  213. continue;
  214. }
  215. // Orient the position based on the camera's orientation.
  216. // Since the sphere is at the origin and the sphere is a unit sphere
  217. // this gives us a camera relative direction vector for the position.
  218. tempV.copy(position);
  219. tempV.applyMatrix3(normalMatrix);
  220. // compute the direction to this position from the camera
  221. cameraToPoint.copy(position);
  222. cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
  223. // get the dot product of camera relative direction to this position
  224. // on the globe with the direction from the camera to that point.
  225. // -1 = facing directly towards the camera
  226. // 0 = exactly on tangent of the sphere from the camera
  227. // > 0 = facing away
  228. const dot = tempV.dot(cameraToPoint);
  229. // if the orientation is not facing us hide it.
  230. if (dot > settings.maxVisibleDot) {
  231. elem.style.display = 'none';
  232. continue;
  233. }
  234. // restore the element to its default display style
  235. elem.style.display = '';
  236. // get the normalized screen coordinate of that position
  237. // x and y will be in the -1 to +1 range with x = -1 being
  238. // on the left and y = -1 being on the bottom
  239. tempV.copy(position);
  240. tempV.project(camera);
  241. // convert the normalized position to CSS coordinates
  242. const x = (tempV.x * .5 + .5) * canvas.clientWidth;
  243. const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
  244. // move the elem to that position
  245. elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  246. // set the zIndex for sorting
  247. elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
  248. }
  249. }
  250. class GPUPickHelper {
  251. constructor() {
  252. // create a 1x1 pixel render target
  253. this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
  254. this.pixelBuffer = new Uint8Array(4);
  255. }
  256. pick(cssPosition, scene, camera) {
  257. const {pickingTexture, pixelBuffer} = this;
  258. // set the view offset to represent just a single pixel under the mouse
  259. const pixelRatio = renderer.getPixelRatio();
  260. camera.setViewOffset(
  261. renderer.context.drawingBufferWidth, // full width
  262. renderer.context.drawingBufferHeight, // full top
  263. cssPosition.x * pixelRatio | 0, // rect x
  264. cssPosition.y * pixelRatio | 0, // rect y
  265. 1, // rect width
  266. 1, // rect height
  267. );
  268. // render the scene
  269. renderer.setRenderTarget(pickingTexture);
  270. renderer.render(scene, camera);
  271. renderer.setRenderTarget(null);
  272. // clear the view offset so rendering returns to normal
  273. camera.clearViewOffset();
  274. //read the pixel
  275. renderer.readRenderTargetPixels(
  276. pickingTexture,
  277. 0, // x
  278. 0, // y
  279. 1, // width
  280. 1, // height
  281. pixelBuffer);
  282. const id =
  283. (pixelBuffer[0] << 0) |
  284. (pixelBuffer[1] << 8) |
  285. (pixelBuffer[2] << 16);
  286. return id;
  287. }
  288. }
  289. const pickHelper = new GPUPickHelper();
  290. function getCanvasRelativePosition(event) {
  291. const rect = canvas.getBoundingClientRect();
  292. return {
  293. x: event.clientX - rect.left,
  294. y: event.clientY - rect.top,
  295. };
  296. }
  297. function pickCountry(event) {
  298. // exit if we have not loaded the data yet
  299. if (!countryInfos) {
  300. return;
  301. }
  302. const position = getCanvasRelativePosition(event);
  303. const id = pickHelper.pick(position, pickingScene, camera);
  304. if (id > 0) {
  305. const countryInfo = countryInfos[id - 1];
  306. const selected = !countryInfo.selected;
  307. if (selected && !event.shiftKey && !event.ctrlKey && !event.metaKey) {
  308. unselectAllCountries();
  309. }
  310. numCountriesSelected += selected ? 1 : -1;
  311. countryInfo.selected = selected;
  312. } else if (numCountriesSelected) {
  313. unselectAllCountries();
  314. }
  315. requestRenderIfNotRequested();
  316. }
  317. function unselectAllCountries() {
  318. numCountriesSelected = 0;
  319. countryInfos.forEach((countryInfo) => {
  320. countryInfo.selected = false;
  321. });
  322. }
  323. canvas.addEventListener('mouseup', pickCountry);
  324. let lastTouch;
  325. canvas.addEventListener('touchstart', (event) => {
  326. // prevent the window from scrolling
  327. event.preventDefault();
  328. lastTouch = event.touches[0];
  329. }, {passive: false});
  330. canvas.addEventListener('touchsmove', (event) => {
  331. lastTouch = event.touches[0];
  332. });
  333. canvas.addEventListener('touchend', () => {
  334. pickCountry(lastTouch);
  335. });
  336. function resizeRendererToDisplaySize(renderer) {
  337. const canvas = renderer.domElement;
  338. const width = canvas.clientWidth;
  339. const height = canvas.clientHeight;
  340. const needResize = canvas.width !== width || canvas.height !== height;
  341. if (needResize) {
  342. renderer.setSize(width, height, false);
  343. }
  344. return needResize;
  345. }
  346. let renderRequested = false;
  347. function render() {
  348. renderRequested = undefined;
  349. if (resizeRendererToDisplaySize(renderer)) {
  350. const canvas = renderer.domElement;
  351. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  352. camera.updateProjectionMatrix();
  353. }
  354. controls.update();
  355. updateLabels();
  356. renderer.render(scene, camera);
  357. }
  358. render();
  359. function requestRenderIfNotRequested() {
  360. if (!renderRequested) {
  361. renderRequested = true;
  362. requestAnimationFrame(render);
  363. }
  364. }
  365. controls.addEventListener('change', requestRenderIfNotRequested);
  366. window.addEventListener('resize', requestRenderIfNotRequested);
  367. }
  368. main();
  369. </script>
  370. </html>