threejs-indexed-textures-picking-and-highlighting.html 14 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 - Picking and Highlighting</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/r102/three.js"></script>
  61. <script src="resources/threejs/r102/js/utils/BufferGeometryUtils.js"></script>
  62. <script src="resources/threejs/r102/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: 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.dampingFactor = 0.05;
  78. controls.rotateSpeed = 0.1;
  79. controls.enablePan = false;
  80. controls.minDistance = 1.2;
  81. controls.maxDistance = 4;
  82. controls.update();
  83. const scene = new THREE.Scene();
  84. scene.background = new THREE.Color('#246');
  85. const pickingScene = new THREE.Scene();
  86. pickingScene.background = new THREE.Color(0);
  87. const tempColor = new THREE.Color();
  88. function get255BasedColor(color) {
  89. tempColor.set(color);
  90. return tempColor.toArray().map(v => v * 255);
  91. }
  92. const maxNumCountries = 512;
  93. const paletteTextureWidth = maxNumCountries;
  94. const paletteTextureHeight = 1;
  95. const palette = new Uint8Array(paletteTextureWidth * 3);
  96. const paletteTexture = new THREE.DataTexture(
  97. palette, paletteTextureWidth, paletteTextureHeight, THREE.RGBFormat);
  98. paletteTexture.minFilter = THREE.NearestFilter;
  99. paletteTexture.magFilter = THREE.NearestFilter;
  100. const selectedColor = get255BasedColor('red');
  101. const unselectedColor = get255BasedColor('#444');
  102. const oceanColor = get255BasedColor('rgb(100,200,255)');
  103. resetPalette();
  104. function setPaletteColor(index, color) {
  105. palette.set(color, index * 3);
  106. }
  107. function resetPalette() {
  108. // make all colors the unselected color
  109. for (let i = 1; i < maxNumCountries; ++i) {
  110. setPaletteColor(i, unselectedColor);
  111. }
  112. // set the ocean color (index #0)
  113. setPaletteColor(0, oceanColor);
  114. paletteTexture.needsUpdate = true;
  115. }
  116. {
  117. const loader = new THREE.TextureLoader();
  118. const geometry = new THREE.SphereBufferGeometry(1, 64, 32);
  119. const indexTexture = loader.load('resources/data/world/country-index-texture.png', render);
  120. indexTexture.minFilter = THREE.NearestFilter;
  121. indexTexture.magFilter = THREE.NearestFilter;
  122. const pickingMaterial = new THREE.MeshBasicMaterial({map: indexTexture});
  123. pickingScene.add(new THREE.Mesh(geometry, pickingMaterial));
  124. const fragmentShaderReplacements = [
  125. {
  126. from: '#include <common>',
  127. to: `
  128. #include <common>
  129. uniform sampler2D indexTexture;
  130. uniform sampler2D paletteTexture;
  131. uniform float paletteTextureWidth;
  132. `,
  133. },
  134. {
  135. from: '#include <color_fragment>',
  136. to: `
  137. #include <color_fragment>
  138. {
  139. vec4 indexColor = texture2D(indexTexture, vUv);
  140. float index = indexColor.r * 255.0 + indexColor.g * 255.0 * 256.0;
  141. vec2 paletteUV = vec2((index + 0.5) / paletteTextureWidth, 0.5);
  142. vec4 paletteColor = texture2D(paletteTexture, paletteUV);
  143. // diffuseColor.rgb += paletteColor.rgb; // white outlines
  144. diffuseColor.rgb = paletteColor.rgb - diffuseColor.rgb; // black outlines
  145. }
  146. `,
  147. },
  148. ];
  149. const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
  150. const material = new THREE.MeshBasicMaterial({map: texture});
  151. material.onBeforeCompile = function(shader) {
  152. fragmentShaderReplacements.forEach((rep) => {
  153. shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
  154. });
  155. shader.uniforms.paletteTexture = {value: paletteTexture};
  156. shader.uniforms.indexTexture = {value: indexTexture};
  157. shader.uniforms.paletteTextureWidth = {value: paletteTextureWidth};
  158. };
  159. scene.add(new THREE.Mesh(geometry, material));
  160. }
  161. async function loadJSON(url) {
  162. const req = await fetch(url);
  163. return req.json();
  164. }
  165. let numCountriesSelected = 0;
  166. let countryInfos;
  167. async function loadCountryData() {
  168. countryInfos = await loadJSON('resources/data/world/country-info.json'); /* threejsfundamentals: url */
  169. const lonFudge = Math.PI * 1.5;
  170. const latFudge = Math.PI;
  171. // these helpers will make it easy to position the boxes
  172. // We can rotate the lon helper on its Y axis to the longitude
  173. const lonHelper = new THREE.Object3D();
  174. // We rotate the latHelper on its X axis to the latitude
  175. const latHelper = new THREE.Object3D();
  176. lonHelper.add(latHelper);
  177. // The position helper moves the object to the edge of the sphere
  178. const positionHelper = new THREE.Object3D();
  179. positionHelper.position.z = 1;
  180. latHelper.add(positionHelper);
  181. const labelParentElem = document.querySelector('#labels');
  182. for (const countryInfo of countryInfos) {
  183. const {lat, lon, min, max, name} = countryInfo;
  184. // adjust the helpers to point to the latitude and longitude
  185. lonHelper.rotation.y = THREE.Math.degToRad(lon) + lonFudge;
  186. latHelper.rotation.x = THREE.Math.degToRad(lat) + latFudge;
  187. // get the position of the lat/lon
  188. positionHelper.updateWorldMatrix(true, false);
  189. const position = new THREE.Vector3();
  190. positionHelper.getWorldPosition(position);
  191. countryInfo.position = position;
  192. // compute the area for each country
  193. const width = max[0] - min[0];
  194. const height = max[1] - min[1];
  195. const area = width * height;
  196. countryInfo.area = area;
  197. // add an element for each country
  198. const elem = document.createElement('div');
  199. elem.textContent = name;
  200. labelParentElem.appendChild(elem);
  201. countryInfo.elem = elem;
  202. }
  203. requestRenderIfNotRequested();
  204. }
  205. loadCountryData();
  206. const tempV = new THREE.Vector3();
  207. const cameraToPoint = new THREE.Vector3();
  208. const cameraPosition = new THREE.Vector3();
  209. const normalMatrix = new THREE.Matrix3();
  210. const settings = {
  211. minArea: 20,
  212. maxVisibleDot: -0.2,
  213. };
  214. function updateLabels() {
  215. // exit if we have not loaded the data yet
  216. if (!countryInfos) {
  217. return;
  218. }
  219. const large = settings.minArea * settings.minArea;
  220. // get a matrix that represents a relative orientation of the camera
  221. normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
  222. // get the camera's position
  223. camera.getWorldPosition(cameraPosition);
  224. for (const countryInfo of countryInfos) {
  225. const {position, elem, area, selected} = countryInfo;
  226. const largeEnough = area >= large;
  227. const show = selected || (numCountriesSelected === 0 && largeEnough);
  228. if (!show) {
  229. elem.style.display = 'none';
  230. continue;
  231. }
  232. // Orient the position based on the camera's orientation.
  233. // Since the sphere is at the origin and the sphere is a unit sphere
  234. // this gives us a camera relative direction vector for the position.
  235. tempV.copy(position);
  236. tempV.applyMatrix3(normalMatrix);
  237. // compute the direction to this position from the camera
  238. cameraToPoint.copy(position);
  239. cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
  240. // get the dot product of camera relative direction to this position
  241. // on the globe with the direction from the camera to that point.
  242. // -1 = facing directly towards the camera
  243. // 0 = exactly on tangent of the sphere from the camera
  244. // > 0 = facing away
  245. const dot = tempV.dot(cameraToPoint);
  246. // if the orientation is not facing us hide it.
  247. if (dot > settings.maxVisibleDot) {
  248. elem.style.display = 'none';
  249. continue;
  250. }
  251. // restore the element to its default display style
  252. elem.style.display = '';
  253. // get the normalized screen coordinate of that position
  254. // x and y will be in the -1 to +1 range with x = -1 being
  255. // on the left and y = -1 being on the bottom
  256. tempV.copy(position);
  257. tempV.project(camera);
  258. // convert the normalized position to CSS coordinates
  259. const x = (tempV.x * .5 + .5) * canvas.clientWidth;
  260. const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
  261. // move the elem to that position
  262. elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  263. // set the zIndex for sorting
  264. elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
  265. }
  266. }
  267. class GPUPickHelper {
  268. constructor() {
  269. // create a 1x1 pixel render target
  270. this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
  271. this.pixelBuffer = new Uint8Array(4);
  272. }
  273. pick(cssPosition, scene, camera) {
  274. const {pickingTexture, pixelBuffer} = this;
  275. // set the view offset to represent just a single pixel under the mouse
  276. const pixelRatio = renderer.getPixelRatio();
  277. camera.setViewOffset(
  278. renderer.context.drawingBufferWidth, // full width
  279. renderer.context.drawingBufferHeight, // full top
  280. cssPosition.x * pixelRatio | 0, // rect x
  281. cssPosition.y * pixelRatio | 0, // rect y
  282. 1, // rect width
  283. 1, // rect height
  284. );
  285. // render the scene
  286. renderer.setRenderTarget(pickingTexture);
  287. renderer.render(scene, camera);
  288. renderer.setRenderTarget(null);
  289. // clear the view offset so rendering returns to normal
  290. camera.clearViewOffset();
  291. //read the pixel
  292. renderer.readRenderTargetPixels(
  293. pickingTexture,
  294. 0, // x
  295. 0, // y
  296. 1, // width
  297. 1, // height
  298. pixelBuffer);
  299. const id =
  300. (pixelBuffer[0] << 0) |
  301. (pixelBuffer[1] << 8) |
  302. (pixelBuffer[2] << 16);
  303. return id;
  304. }
  305. }
  306. const pickHelper = new GPUPickHelper();
  307. function pickCountry(event) {
  308. // exit if we have not loaded the data yet
  309. if (!countryInfos) {
  310. return;
  311. }
  312. const position = {x: event.clientX, y: event.clientY};
  313. const id = pickHelper.pick(position, pickingScene, camera);
  314. if (id > 0) {
  315. const countryInfo = countryInfos[id - 1];
  316. const selected = !countryInfo.selected;
  317. if (selected && !event.shiftKey && !event.ctrlKey && !event.metaKey) {
  318. unselectAllCountries();
  319. }
  320. numCountriesSelected += selected ? 1 : -1;
  321. countryInfo.selected = selected;
  322. setPaletteColor(id, selected ? selectedColor : unselectedColor);
  323. paletteTexture.needsUpdate = true;
  324. } else if (numCountriesSelected) {
  325. unselectAllCountries();
  326. }
  327. requestRenderIfNotRequested();
  328. }
  329. function unselectAllCountries() {
  330. numCountriesSelected = 0;
  331. countryInfos.forEach((countryInfo) => {
  332. countryInfo.selected = false;
  333. });
  334. resetPalette();
  335. }
  336. canvas.addEventListener('mouseup', pickCountry);
  337. let lastTouch;
  338. canvas.addEventListener('touchstart', (event) => {
  339. // prevent the window from scrolling
  340. event.preventDefault();
  341. lastTouch = event.touches[0];
  342. }, {passive: false});
  343. canvas.addEventListener('touchsmove', (event) => {
  344. lastTouch = event.touches[0];
  345. });
  346. canvas.addEventListener('touchend', () => {
  347. pickCountry(lastTouch);
  348. });
  349. function resizeRendererToDisplaySize(renderer) {
  350. const canvas = renderer.domElement;
  351. const width = canvas.clientWidth;
  352. const height = canvas.clientHeight;
  353. const needResize = canvas.width !== width || canvas.height !== height;
  354. if (needResize) {
  355. renderer.setSize(width, height, false);
  356. }
  357. return needResize;
  358. }
  359. let renderRequested = false;
  360. function render() {
  361. renderRequested = undefined;
  362. if (resizeRendererToDisplaySize(renderer)) {
  363. const canvas = renderer.domElement;
  364. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  365. camera.updateProjectionMatrix();
  366. }
  367. controls.update();
  368. updateLabels();
  369. renderer.render(scene, camera);
  370. }
  371. render();
  372. function requestRenderIfNotRequested() {
  373. if (!renderRequested) {
  374. renderRequested = true;
  375. requestAnimationFrame(render);
  376. }
  377. }
  378. controls.addEventListener('change', requestRenderIfNotRequested);
  379. window.addEventListener('resize', requestRenderIfNotRequested);
  380. }
  381. main();
  382. </script>
  383. </html>