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