webgl_interactive_instances_gpu.html 23 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.min.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. #endif
  117. varying vec3 vColor;
  118. varying vec3 vPosition;
  119. void main() {
  120. #ifdef PICKING
  121. vColor = pickingColor;
  122. #else
  123. vColor = color;
  124. #endif
  125. vPosition = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  126. gl_Position = projectionMatrix * vec4( vPosition, 1.0 );
  127. }
  128. </script>
  129. <script id="fragMerged" type="x-shader/x-fragment">
  130. #define SHADER_NAME fragMerged
  131. #extension GL_OES_standard_derivatives : enable
  132. precision highp float;
  133. varying vec3 vColor;
  134. varying vec3 vPosition;
  135. void main() {
  136. #ifdef PICKING
  137. gl_FragColor = vec4( vColor, 1.0 );
  138. #else
  139. vec3 fdx = dFdx( vPosition );
  140. vec3 fdy = dFdy( vPosition );
  141. vec3 normal = normalize( cross( fdx, fdy ) );
  142. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  143. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  144. #endif
  145. }
  146. </script>
  147. <script id="vertInstanced" type="x-shader/x-vertex">
  148. #define SHADER_NAME vertInstanced
  149. precision highp float;
  150. uniform mat4 modelViewMatrix;
  151. uniform mat4 projectionMatrix;
  152. attribute vec3 position;
  153. // attribute mat4 matrix;
  154. attribute vec3 mcol0;
  155. attribute vec3 mcol1;
  156. attribute vec3 mcol2;
  157. attribute vec3 mcol3;
  158. #ifdef PICKING
  159. attribute vec3 pickingColor;
  160. #else
  161. attribute vec3 color;
  162. #endif
  163. varying vec3 vColor;
  164. varying vec3 vPosition;
  165. void main() {
  166. mat4 matrix = mat4(
  167. vec4( mcol0, 0 ),
  168. vec4( mcol1, 0 ),
  169. vec4( mcol2, 0 ),
  170. vec4( mcol3, 1 )
  171. );
  172. #ifdef PICKING
  173. vColor = pickingColor;
  174. #else
  175. vColor = color;
  176. #endif
  177. vPosition = ( modelViewMatrix * matrix * vec4( position, 1.0 ) ).xyz;
  178. gl_Position = projectionMatrix * vec4( vPosition, 1.0 );
  179. }
  180. </script>
  181. <script id="fragInstanced" type="x-shader/x-fragment">
  182. #define SHADER_NAME fragInstanced
  183. #extension GL_OES_standard_derivatives : enable
  184. precision highp float;
  185. varying vec3 vColor;
  186. varying vec3 vPosition;
  187. void main() {
  188. #ifdef PICKING
  189. gl_FragColor = vec4( vColor, 1.0 );
  190. #else
  191. vec3 fdx = dFdx( vPosition );
  192. vec3 fdy = dFdy( vPosition );
  193. vec3 normal = normalize( cross( fdx, fdy ) );
  194. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  195. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  196. #endif
  197. }
  198. </script>
  199. <script id="vertMaterial" type="x-shader/x-vertex">
  200. #define SHADER_NAME vertMaterial
  201. precision highp float;
  202. uniform mat4 modelViewMatrix;
  203. uniform mat4 projectionMatrix;
  204. attribute vec3 position;
  205. varying vec3 vPosition;
  206. void main() {
  207. vPosition = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  208. gl_Position = projectionMatrix * vec4( vPosition, 1.0 );
  209. }
  210. </script>
  211. <script id="fragMaterial" type="x-shader/x-fragment">
  212. #define SHADER_NAME fragMaterial
  213. #extension GL_OES_standard_derivatives : enable
  214. precision highp float;
  215. #ifdef PICKING
  216. uniform vec3 pickingColor;
  217. #else
  218. uniform vec3 color;
  219. #endif
  220. varying vec3 vPosition;
  221. void main() {
  222. #ifdef PICKING
  223. gl_FragColor = vec4( pickingColor, 1.0 );
  224. #else
  225. vec3 fdx = dFdx( vPosition );
  226. vec3 fdy = dFdy( vPosition );
  227. vec3 normal = normalize( cross( fdx, fdy ) );
  228. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  229. gl_FragColor = vec4( diffuse * color, 1.0 );
  230. #endif
  231. }
  232. </script>
  233. <script>
  234. var container, stats;
  235. var camera, controls, scene, renderer;
  236. var pickingData, pickingRenderTarget, pickingScene;
  237. var useOverrideMaterial = true;
  238. var singleMaterial, singlePickingMaterial;
  239. var highlightBox;
  240. var materialList = [];
  241. var geometryList = [];
  242. var objectCount = 0;
  243. var geometrySize;
  244. var mouse = new THREE.Vector2();
  245. var scale = 1.03;
  246. var loader = new THREE.JSONLoader();
  247. //create buffer for reading a single pixel
  248. var pixelBuffer = new Uint8Array( 4 );
  249. // gui
  250. var instanceCount, method, doAnimate;
  251. //
  252. gui();
  253. init();
  254. initMesh();
  255. if ( doAnimate ) animate();
  256. //
  257. function gui() {
  258. var instanceCountElm = document.getElementById( 'instanceCount' );
  259. instanceCount = parseInt( instanceCountElm.value );
  260. instanceCountElm.addEventListener( "change", function() {
  261. instanceCount = parseInt( instanceCountElm.value );
  262. initMesh();
  263. } );
  264. //
  265. var methodElm = document.getElementById( 'method' );
  266. method = methodElm.value;
  267. methodElm.addEventListener( "change", function() {
  268. method = methodElm.value;
  269. initMesh();
  270. } );
  271. //
  272. var animateElm = document.getElementById( 'animate' );
  273. doAnimate = animateElm.checked;
  274. animateElm.addEventListener( "click", function() {
  275. doAnimate = animateElm.checked;
  276. animate();
  277. } );
  278. //
  279. var overrideElm = document.getElementById( 'override' );
  280. useOverrideMaterial = overrideElm.checked;
  281. overrideElm.addEventListener( "click", function() {
  282. useOverrideMaterial = overrideElm.checked;
  283. initMesh();
  284. } );
  285. //
  286. var constructElm = document.getElementById( 'construct' );
  287. constructElm.addEventListener( "click", function() {
  288. initMesh();
  289. } );
  290. }
  291. function clean() {
  292. THREE.Cache.clear();
  293. materialList.forEach( function( m ) {
  294. m.dispose();
  295. } );
  296. geometryList.forEach( function( g ) {
  297. g.dispose();
  298. } );
  299. scene = new THREE.Scene();
  300. scene.add( camera );
  301. scene.add( highlightBox );
  302. pickingScene = new THREE.Scene();
  303. pickingData = {};
  304. materialList = [];
  305. geometryList = [];
  306. objectCount = 0;
  307. singleMaterial = undefined;
  308. singlePickingMaterial = undefined;
  309. }
  310. var randomizeMatrix = function() {
  311. var position = new THREE.Vector3();
  312. var rotation = new THREE.Euler();
  313. var quaternion = new THREE.Quaternion();
  314. var scale = new THREE.Vector3();
  315. return function( matrix ) {
  316. position.x = Math.random() * 40 - 20;
  317. position.y = Math.random() * 40 - 20;
  318. position.z = Math.random() * 40 - 20;
  319. rotation.x = Math.random() * 2 * Math.PI;
  320. rotation.y = Math.random() * 2 * Math.PI;
  321. rotation.z = Math.random() * 2 * Math.PI;
  322. quaternion.setFromEuler( rotation, false );
  323. scale.x = scale.y = scale.z = Math.random() * 1;
  324. matrix.compose( position, quaternion, scale );
  325. };
  326. }();
  327. function initMesh() {
  328. clean();
  329. // make instances
  330. loader.load( 'obj/Suzanne.js', function ( geo ) {
  331. geo.computeBoundingBox();
  332. geometrySize = geo.boundingBox.size();
  333. geometryList.push( geo );
  334. console.log( "method:", method );
  335. console.log( "instanceCount:", instanceCount );
  336. console.time( "init mesh" );
  337. var start = window.performance.now();
  338. switch ( method ){
  339. case "merged":
  340. makeMerged( geo );
  341. break;
  342. case "instanced":
  343. makeInstanced( geo );
  344. break;
  345. case "singleMaterial":
  346. makeSingleMaterial( geo );
  347. break;
  348. case "multiMaterial":
  349. makeMultiMaterial( geo );
  350. break;
  351. }
  352. render();
  353. console.timeEnd( "init mesh", method );
  354. var end = window.performance.now();
  355. console.log( "material count:", materialList.length );
  356. console.log( "geometry count:", geometryList.length );
  357. console.log( "object count:", objectCount );
  358. console.log( renderer.info.memory )
  359. console.log( renderer.info.render )
  360. document.getElementById( 'materialCount' ).innerText = materialList.length;
  361. document.getElementById( 'objectCount' ).innerText = objectCount;
  362. document.getElementById( 'drawcalls' ).innerText = renderer.info.render.calls;
  363. document.getElementById( 'initTime' ).innerText = ( end - start ).toFixed( 2 );
  364. } );
  365. }
  366. function makeMultiMaterial( geo ) {
  367. // material
  368. var vert = document.getElementById( 'vertMaterial' ).textContent;
  369. var frag = document.getElementById( 'fragMaterial' ).textContent;
  370. var material = new THREE.RawShaderMaterial( {
  371. vertexShader: vert,
  372. fragmentShader: frag,
  373. uniforms: {
  374. color: {
  375. type: "c",
  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. type: "c",
  386. value: new THREE.Color(),
  387. }
  388. }
  389. } );
  390. // geometry / mesh
  391. var matrix = new THREE.Matrix4();
  392. for ( var i = 0; i < instanceCount; i ++ ) {
  393. var object = new THREE.Mesh( geo, material );
  394. objectCount ++;
  395. randomizeMatrix( matrix );
  396. object.applyMatrix( matrix );
  397. var pickingObject = object.clone();
  398. objectCount ++;
  399. object.material = material.clone();
  400. object.material.uniforms.color.value.setHex( Math.random() * 0xffffff );
  401. materialList.push( object.material );
  402. pickingObject.material = pickingMaterial.clone();
  403. pickingObject.material.uniforms.pickingColor.value.setHex( i + 1 );
  404. materialList.push( pickingObject.material );
  405. pickingData[ i + 1 ] = object;
  406. scene.add( object );
  407. pickingScene.add( pickingObject );
  408. }
  409. material.dispose();
  410. pickingMaterial.dispose();
  411. }
  412. function makeSingleMaterial( geo ) {
  413. // material
  414. var vert = document.getElementById( 'vertMaterial' ).textContent;
  415. var frag = document.getElementById( 'fragMaterial' ).textContent;
  416. var material = new THREE.RawShaderMaterial( {
  417. vertexShader: vert,
  418. fragmentShader: frag,
  419. uniforms: {
  420. color: {
  421. type: "c",
  422. value: new THREE.Color(),
  423. updateFunction: function( uniform, camera, object ) {
  424. uniform.value.setHex( object.userData.color );
  425. }
  426. }
  427. }
  428. } );
  429. materialList.push( material );
  430. var pickingMaterial = new THREE.RawShaderMaterial( {
  431. vertexShader: "#define PICKING\n" + vert,
  432. fragmentShader: "#define PICKING\n" + frag,
  433. uniforms: {
  434. pickingColor: {
  435. type: "c",
  436. value: new THREE.Color(),
  437. updateFunction: function( uniform, camera, object ) {
  438. uniform.value.setHex( object.userData.pickingColor );
  439. }
  440. }
  441. }
  442. } );
  443. materialList.push( pickingMaterial );
  444. if ( useOverrideMaterial ) {
  445. // make globally available
  446. singleMaterial = material;
  447. singlePickingMaterial = pickingMaterial;
  448. }
  449. // geometry / mesh
  450. var matrix = new THREE.Matrix4();
  451. for ( var i = 0; i < instanceCount; i ++ ) {
  452. var object = new THREE.Mesh( geo, material );
  453. objectCount ++;
  454. randomizeMatrix( matrix );
  455. object.applyMatrix( matrix );
  456. var pickingObject;
  457. if ( ! useOverrideMaterial ) {
  458. pickingObject = object.clone();
  459. objectCount ++;
  460. }
  461. object.material = material;
  462. object.userData[ "color" ] = Math.random() * 0xffffff;
  463. if ( useOverrideMaterial ) {
  464. object.userData[ "pickingColor" ] = i + 1;
  465. }else {
  466. pickingObject.material = pickingMaterial;
  467. pickingObject.userData[ "pickingColor" ] = i + 1;
  468. }
  469. pickingData[ i + 1 ] = object;
  470. scene.add( object );
  471. if ( ! useOverrideMaterial ) pickingScene.add( pickingObject );
  472. }
  473. }
  474. function makeMerged( geo ) {
  475. // material
  476. var vert = document.getElementById( 'vertMerged' ).textContent;
  477. var frag = document.getElementById( 'fragMerged' ).textContent;
  478. var material = new THREE.RawShaderMaterial( {
  479. vertexShader: vert,
  480. fragmentShader: frag,
  481. } );
  482. materialList.push( material );
  483. var pickingMaterial = new THREE.RawShaderMaterial( {
  484. vertexShader: "#define PICKING\n" + vert,
  485. fragmentShader: "#define PICKING\n" + frag,
  486. } );
  487. materialList.push( pickingMaterial );
  488. // geometry
  489. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  490. geometryList.push( bgeo );
  491. var mgeo = new THREE.BufferGeometry();
  492. geometryList.push( mgeo );
  493. var pos = bgeo.attributes.position;
  494. var posLen = bgeo.attributes.position.count * 3;
  495. var vertices = new THREE.BufferAttribute(
  496. new Float32Array( instanceCount * posLen ), 3
  497. );
  498. var matrix = new THREE.Matrix4();
  499. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  500. randomizeMatrix( matrix );
  501. var object = new THREE.Object3D();
  502. objectCount ++;
  503. object.applyMatrix( matrix );
  504. pickingData[ i + 1 ] = object;
  505. vertices.set( pos.array, i * posLen );
  506. matrix.applyToVector3Array( vertices.array, i * posLen, posLen )
  507. }
  508. mgeo.addAttribute( 'position', vertices );
  509. var colCount = posLen / 3;
  510. var colors = new THREE.BufferAttribute(
  511. new Float32Array( instanceCount * colCount * 3 ), 3
  512. );
  513. var randCol = function() {
  514. return Math.random();
  515. };
  516. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  517. var r = randCol(), g = randCol(), b = randCol();
  518. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  519. colors.setXYZ( j, r, g, b );
  520. }
  521. }
  522. mgeo.addAttribute( 'color', colors );
  523. var col = new THREE.Color();
  524. var pickingColors = new THREE.BufferAttribute(
  525. new Float32Array( instanceCount * colCount * 3 ), 3
  526. );
  527. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  528. col.setHex( i + 1 );
  529. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  530. pickingColors.setXYZ( j, col.r, col.g, col.b );
  531. }
  532. }
  533. mgeo.addAttribute( 'pickingColor', pickingColors );
  534. // mesh
  535. var mesh = new THREE.Mesh( mgeo, material );
  536. scene.add( mesh );
  537. var pickingMesh = new THREE.Mesh( mgeo, pickingMaterial );
  538. pickingScene.add( pickingMesh );
  539. }
  540. function makeInstanced( geo ) {
  541. // material
  542. var vert = document.getElementById( 'vertInstanced' ).textContent;
  543. var frag = document.getElementById( 'fragInstanced' ).textContent;
  544. var material = new THREE.RawShaderMaterial( {
  545. vertexShader: vert,
  546. fragmentShader: frag,
  547. } );
  548. materialList.push( material );
  549. var pickingMaterial = new THREE.RawShaderMaterial( {
  550. vertexShader: "#define PICKING\n" + vert,
  551. fragmentShader: "#define PICKING\n" + frag,
  552. } );
  553. materialList.push( pickingMaterial );
  554. // geometry
  555. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  556. geometryList.push( bgeo );
  557. var igeo = new THREE.InstancedBufferGeometry();
  558. geometryList.push( igeo );
  559. var vertices = bgeo.attributes.position.clone();
  560. igeo.addAttribute( 'position', vertices );
  561. // var matrices = new THREE.InstancedBufferAttribute(
  562. // new Float32Array( instanceCount * 16 ), 16, 1
  563. // );
  564. var mcol0 = new THREE.InstancedBufferAttribute(
  565. new Float32Array( instanceCount * 3 ), 3, 1
  566. );
  567. var mcol1 = new THREE.InstancedBufferAttribute(
  568. new Float32Array( instanceCount * 3 ), 3, 1
  569. );
  570. var mcol2 = new THREE.InstancedBufferAttribute(
  571. new Float32Array( instanceCount * 3 ), 3, 1
  572. );
  573. var mcol3 = new THREE.InstancedBufferAttribute(
  574. new Float32Array( instanceCount * 3 ), 3, 1
  575. );
  576. var matrix = new THREE.Matrix4();
  577. var me = matrix.elements;
  578. for ( var i = 0, ul = mcol0.count; i < ul; i ++ ) {
  579. randomizeMatrix( matrix );
  580. var object = new THREE.Object3D();
  581. objectCount ++;
  582. object.applyMatrix( matrix );
  583. pickingData[ i + 1 ] = object;
  584. // matrices.set( matrix.elements, i * 16 );
  585. mcol0.setXYZ( i, me[ 0 ], me[ 1 ], me[ 2 ] );
  586. mcol1.setXYZ( i, me[ 4 ], me[ 5 ], me[ 6 ] );
  587. mcol2.setXYZ( i, me[ 8 ], me[ 9 ], me[ 10 ] );
  588. mcol3.setXYZ( i, me[ 12 ], me[ 13 ], me[ 14 ] );
  589. }
  590. // igeo.addAttribute( 'matrix', matrices );
  591. igeo.addAttribute( 'mcol0', mcol0 );
  592. igeo.addAttribute( 'mcol1', mcol1 );
  593. igeo.addAttribute( 'mcol2', mcol2 );
  594. igeo.addAttribute( 'mcol3', mcol3 );
  595. var randCol = function() {
  596. return Math.random();
  597. };
  598. var colors = new THREE.InstancedBufferAttribute(
  599. new Float32Array( instanceCount * 3 ), 3, 1
  600. );
  601. for ( var i = 0, ul = colors.count; i < ul; i ++ ) {
  602. colors.setXYZ( i, randCol(), randCol(), randCol() );
  603. }
  604. igeo.addAttribute( 'color', colors );
  605. var col = new THREE.Color();
  606. var pickingColors = new THREE.InstancedBufferAttribute(
  607. new Float32Array( instanceCount * 3 ), 3, 1
  608. );
  609. for ( var i = 0, ul = pickingColors.count; i < ul; i ++ ) {
  610. col.setHex( i + 1 );
  611. pickingColors.setXYZ( i, col.r, col.g, col.b );
  612. }
  613. igeo.addAttribute( 'pickingColor', pickingColors );
  614. // mesh
  615. var mesh = new THREE.Mesh( igeo, material );
  616. scene.add( mesh );
  617. var pickingMesh = new THREE.Mesh( igeo, pickingMaterial );
  618. pickingScene.add( pickingMesh );
  619. }
  620. function init() {
  621. // camera
  622. camera = new THREE.PerspectiveCamera(
  623. 70, window.innerWidth / window.innerHeight, 1, 100
  624. );
  625. camera.position.z = 40;
  626. // picking render target
  627. pickingRenderTarget = new THREE.WebGLRenderTarget(
  628. window.innerWidth, window.innerHeight
  629. );
  630. pickingRenderTarget.texture.generateMipmaps = false;
  631. pickingRenderTarget.texture.minFilter = THREE.NearestFilter;
  632. // highlight box
  633. highlightBox = new THREE.Mesh(
  634. new THREE.BoxGeometry( 1, 1, 1 ),
  635. new THREE.MeshLambertMaterial( {
  636. emissive: 0xffff00,
  637. transparent: true,
  638. opacity: 0.5,
  639. side: THREE.FrontSide
  640. } )
  641. );
  642. // renderer
  643. container = document.getElementById( "container" );
  644. renderer = new THREE.WebGLRenderer( {
  645. antialias: true,
  646. alpha: true
  647. } );
  648. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  649. document.getElementById( "notSupported" ).style.display = "";
  650. return;
  651. }
  652. renderer.setClearColor( 0xffffff );
  653. renderer.setPixelRatio( window.devicePixelRatio );
  654. renderer.setSize( window.innerWidth, window.innerHeight );
  655. renderer.sortObjects = false;
  656. container.appendChild( renderer.domElement );
  657. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  658. throw 'ANGLE_instanced_arrays not supported';
  659. }
  660. // controls
  661. controls = new THREE.TrackballControls(
  662. camera, renderer.domElement
  663. );
  664. controls.staticMoving = true;
  665. // stats
  666. stats = new Stats();
  667. stats.domElement.style.position = 'absolute';
  668. stats.domElement.style.top = '0px';
  669. container.appendChild( stats.domElement );
  670. // listeners
  671. renderer.domElement.addEventListener( 'mousemove', onMouseMove );
  672. window.addEventListener( 'resize', onWindowResize, false );
  673. }
  674. //
  675. function onMouseMove( e ) {
  676. mouse.x = e.clientX;
  677. mouse.y = e.clientY;
  678. controls.update();
  679. requestAnimationFrame( render );
  680. }
  681. function onWindowResize( event ) {
  682. camera.aspect = window.innerWidth / window.innerHeight;
  683. camera.updateProjectionMatrix();
  684. renderer.setSize( window.innerWidth, window.innerHeight );
  685. }
  686. function animate() {
  687. if ( doAnimate ) {
  688. requestAnimationFrame( animate );
  689. }
  690. controls.update();
  691. stats.update();
  692. render();
  693. }
  694. function pick() {
  695. // render the picking scene off-screen
  696. highlightBox.visible = false;
  697. if ( singlePickingMaterial ) {
  698. scene.overrideMaterial = singlePickingMaterial;
  699. renderer.render( scene, camera, pickingRenderTarget );
  700. scene.overrideMaterial = null;
  701. }else {
  702. renderer.render( pickingScene, camera, pickingRenderTarget );
  703. }
  704. // read the pixel under the mouse from the texture
  705. renderer.readRenderTargetPixels(
  706. pickingRenderTarget,
  707. mouse.x,
  708. pickingRenderTarget.height - mouse.y,
  709. 1,
  710. 1,
  711. pixelBuffer
  712. );
  713. // interpret the pixel as an ID
  714. var id =
  715. ( pixelBuffer[ 0 ] << 16 ) |
  716. ( pixelBuffer[ 1 ] << 8 ) |
  717. ( pixelBuffer[ 2 ] );
  718. var object = pickingData[ id ];
  719. if ( object ) {
  720. // move the highlightBox so that it surrounds the picked object
  721. if ( object.position && object.rotation && object.scale ) {
  722. highlightBox.position.copy( object.position );
  723. highlightBox.rotation.copy( object.rotation );
  724. highlightBox.scale.copy( object.scale )
  725. .multiply( geometrySize )
  726. .multiplyScalar( scale );
  727. highlightBox.visible = true;
  728. }
  729. } else {
  730. highlightBox.visible = false;
  731. }
  732. }
  733. function render() {
  734. pick();
  735. renderer.render( scene, camera );
  736. }
  737. </script>
  738. </body>
  739. </html>