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