indexed-textures-picking-debounced.html 15 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 - Debounced</title>
  8. <style>
  9. html, body {
  10. height: 100%;
  11. height: 100%;
  12. margin: 0;
  13. font-family: sans-serif;
  14. }
  15. #c {
  16. width: 100%; /* let our container decide our size */
  17. height: 100%;
  18. display: block;
  19. }
  20. #container {
  21. position: relative; /* makes this the origin of its children */
  22. width: 100%;
  23. height: 100%;
  24. overflow: hidden;
  25. }
  26. #labels {
  27. position: absolute; /* let us position ourself inside the container */
  28. z-index: 0; /* make a new stacking context so children don't sort with rest of page */
  29. left: 0; /* make our position the top left of the container */
  30. top: 0;
  31. color: white;
  32. }
  33. #labels>div {
  34. position: absolute; /* let us position them inside the container */
  35. left: 0; /* make their default position the top left of the container */
  36. top: 0;
  37. cursor: pointer; /* change the cursor to a hand when over us */
  38. font-size: small;
  39. user-select: none; /* don't let the text get selected */
  40. pointer-events: none; /* make us invisible to the pointer */
  41. text-shadow: /* create a black outline */
  42. -1px -1px 0 #000,
  43. 0 -1px 0 #000,
  44. 1px -1px 0 #000,
  45. 1px 0 0 #000,
  46. 1px 1px 0 #000,
  47. 0 1px 0 #000,
  48. -1px 1px 0 #000,
  49. -1px 0 0 #000;
  50. }
  51. #labels>div:hover {
  52. color: red;
  53. }
  54. </style>
  55. </head>
  56. <body>
  57. <div id="container">
  58. <canvas id="c"></canvas>
  59. <div id="labels"></div>
  60. </div>
  61. </body>
  62. <!-- Import maps polyfill -->
  63. <!-- Remove this when import maps will be widely supported -->
  64. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  65. <script type="importmap">
  66. {
  67. "imports": {
  68. "three": "../../build/three.module.js"
  69. }
  70. }
  71. </script>
  72. <script type="module">
  73. import * as THREE from 'three';
  74. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  75. function main() {
  76. const canvas = document.querySelector('#c');
  77. const renderer = new THREE.WebGLRenderer({canvas});
  78. const fov = 60;
  79. const aspect = 2; // the canvas default
  80. const near = 0.1;
  81. const far = 10;
  82. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  83. camera.position.z = 2.5;
  84. const controls = new OrbitControls(camera, canvas);
  85. controls.enableDamping = true;
  86. controls.enablePan = false;
  87. controls.minDistance = 1.2;
  88. controls.maxDistance = 4;
  89. controls.update();
  90. const scene = new THREE.Scene();
  91. scene.background = new THREE.Color('#246');
  92. const pickingScene = new THREE.Scene();
  93. pickingScene.background = new THREE.Color(0);
  94. const tempColor = new THREE.Color();
  95. function get255BasedColor(color) {
  96. tempColor.set(color);
  97. const base = tempColor.toArray().map(v => v * 255);
  98. base.push(255); // alpha
  99. return base;
  100. }
  101. const maxNumCountries = 512;
  102. const paletteTextureWidth = maxNumCountries;
  103. const paletteTextureHeight = 1;
  104. const palette = new Uint8Array(paletteTextureWidth * 4);
  105. const paletteTexture = new THREE.DataTexture(palette, paletteTextureWidth, paletteTextureHeight);
  106. paletteTexture.minFilter = THREE.NearestFilter;
  107. paletteTexture.magFilter = THREE.NearestFilter;
  108. const selectedColor = get255BasedColor('red');
  109. const unselectedColor = get255BasedColor('#444');
  110. const oceanColor = get255BasedColor('rgb(100,200,255)');
  111. resetPalette();
  112. function setPaletteColor(index, color) {
  113. palette.set(color, index * 4);
  114. }
  115. function resetPalette() {
  116. // make all colors the unselected color
  117. for (let i = 1; i < maxNumCountries; ++i) {
  118. setPaletteColor(i, unselectedColor);
  119. }
  120. // set the ocean color (index #0)
  121. setPaletteColor(0, oceanColor);
  122. paletteTexture.needsUpdate = true;
  123. }
  124. {
  125. const loader = new THREE.TextureLoader();
  126. const geometry = new THREE.SphereGeometry(1, 64, 32);
  127. const indexTexture = loader.load('resources/data/world/country-index-texture.png', render);
  128. indexTexture.minFilter = THREE.NearestFilter;
  129. indexTexture.magFilter = THREE.NearestFilter;
  130. const pickingMaterial = new THREE.MeshBasicMaterial({map: indexTexture});
  131. pickingScene.add(new THREE.Mesh(geometry, pickingMaterial));
  132. const fragmentShaderReplacements = [
  133. {
  134. from: '#include <common>',
  135. to: `
  136. #include <common>
  137. uniform sampler2D indexTexture;
  138. uniform sampler2D paletteTexture;
  139. uniform float paletteTextureWidth;
  140. `,
  141. },
  142. {
  143. from: '#include <color_fragment>',
  144. to: `
  145. #include <color_fragment>
  146. {
  147. vec4 indexColor = texture2D(indexTexture, vUv);
  148. float index = indexColor.r * 255.0 + indexColor.g * 255.0 * 256.0;
  149. vec2 paletteUV = vec2((index + 0.5) / paletteTextureWidth, 0.5);
  150. vec4 paletteColor = texture2D(paletteTexture, paletteUV);
  151. // diffuseColor.rgb += paletteColor.rgb; // white outlines
  152. diffuseColor.rgb = paletteColor.rgb - diffuseColor.rgb; // black outlines
  153. }
  154. `,
  155. },
  156. ];
  157. const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
  158. const material = new THREE.MeshBasicMaterial({map: texture});
  159. material.onBeforeCompile = function(shader) {
  160. fragmentShaderReplacements.forEach((rep) => {
  161. shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
  162. });
  163. shader.uniforms.paletteTexture = {value: paletteTexture};
  164. shader.uniforms.indexTexture = {value: indexTexture};
  165. shader.uniforms.paletteTextureWidth = {value: paletteTextureWidth};
  166. };
  167. scene.add(new THREE.Mesh(geometry, material));
  168. }
  169. async function loadJSON(url) {
  170. const req = await fetch(url);
  171. return req.json();
  172. }
  173. let numCountriesSelected = 0;
  174. let countryInfos;
  175. async function loadCountryData() {
  176. countryInfos = await loadJSON('resources/data/world/country-info.json'); /* threejs.org: url */
  177. const lonFudge = Math.PI * 1.5;
  178. const latFudge = Math.PI;
  179. // these helpers will make it easy to position the boxes
  180. // We can rotate the lon helper on its Y axis to the longitude
  181. const lonHelper = new THREE.Object3D();
  182. // We rotate the latHelper on its X axis to the latitude
  183. const latHelper = new THREE.Object3D();
  184. lonHelper.add(latHelper);
  185. // The position helper moves the object to the edge of the sphere
  186. const positionHelper = new THREE.Object3D();
  187. positionHelper.position.z = 1;
  188. latHelper.add(positionHelper);
  189. const labelParentElem = document.querySelector('#labels');
  190. for (const countryInfo of countryInfos) {
  191. const {lat, lon, min, max, name} = countryInfo;
  192. // adjust the helpers to point to the latitude and longitude
  193. lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge;
  194. latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge;
  195. // get the position of the lat/lon
  196. positionHelper.updateWorldMatrix(true, false);
  197. const position = new THREE.Vector3();
  198. positionHelper.getWorldPosition(position);
  199. countryInfo.position = position;
  200. // compute the area for each country
  201. const width = max[0] - min[0];
  202. const height = max[1] - min[1];
  203. const area = width * height;
  204. countryInfo.area = area;
  205. // add an element for each country
  206. const elem = document.createElement('div');
  207. elem.textContent = name;
  208. labelParentElem.appendChild(elem);
  209. countryInfo.elem = elem;
  210. }
  211. requestRenderIfNotRequested();
  212. }
  213. loadCountryData();
  214. const tempV = new THREE.Vector3();
  215. const cameraToPoint = new THREE.Vector3();
  216. const cameraPosition = new THREE.Vector3();
  217. const normalMatrix = new THREE.Matrix3();
  218. const settings = {
  219. minArea: 20,
  220. maxVisibleDot: -0.2,
  221. };
  222. function updateLabels() {
  223. // exit if we have not loaded the data yet
  224. if (!countryInfos) {
  225. return;
  226. }
  227. const large = settings.minArea * settings.minArea;
  228. // get a matrix that represents a relative orientation of the camera
  229. normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
  230. // get the camera's position
  231. camera.getWorldPosition(cameraPosition);
  232. for (const countryInfo of countryInfos) {
  233. const {position, elem, area, selected} = countryInfo;
  234. const largeEnough = area >= large;
  235. const show = selected || (numCountriesSelected === 0 && largeEnough);
  236. if (!show) {
  237. elem.style.display = 'none';
  238. continue;
  239. }
  240. // Orient the position based on the camera's orientation.
  241. // Since the sphere is at the origin and the sphere is a unit sphere
  242. // this gives us a camera relative direction vector for the position.
  243. tempV.copy(position);
  244. tempV.applyMatrix3(normalMatrix);
  245. // compute the direction to this position from the camera
  246. cameraToPoint.copy(position);
  247. cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
  248. // get the dot product of camera relative direction to this position
  249. // on the globe with the direction from the camera to that point.
  250. // -1 = facing directly towards the camera
  251. // 0 = exactly on tangent of the sphere from the camera
  252. // > 0 = facing away
  253. const dot = tempV.dot(cameraToPoint);
  254. // if the orientation is not facing us hide it.
  255. if (dot > settings.maxVisibleDot) {
  256. elem.style.display = 'none';
  257. continue;
  258. }
  259. // restore the element to its default display style
  260. elem.style.display = '';
  261. // get the normalized screen coordinate of that position
  262. // x and y will be in the -1 to +1 range with x = -1 being
  263. // on the left and y = -1 being on the bottom
  264. tempV.copy(position);
  265. tempV.project(camera);
  266. // convert the normalized position to CSS coordinates
  267. const x = (tempV.x * .5 + .5) * canvas.clientWidth;
  268. const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
  269. // move the elem to that position
  270. elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  271. // set the zIndex for sorting
  272. elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
  273. }
  274. }
  275. class GPUPickHelper {
  276. constructor() {
  277. // create a 1x1 pixel render target
  278. this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
  279. this.pixelBuffer = new Uint8Array(4);
  280. }
  281. pick(cssPosition, scene, camera) {
  282. const {pickingTexture, pixelBuffer} = this;
  283. // set the view offset to represent just a single pixel under the mouse
  284. const pixelRatio = renderer.getPixelRatio();
  285. camera.setViewOffset(
  286. renderer.getContext().drawingBufferWidth, // full width
  287. renderer.getContext().drawingBufferHeight, // full top
  288. cssPosition.x * pixelRatio | 0, // rect x
  289. cssPosition.y * pixelRatio | 0, // rect y
  290. 1, // rect width
  291. 1, // rect height
  292. );
  293. // render the scene
  294. renderer.setRenderTarget(pickingTexture);
  295. renderer.render(scene, camera);
  296. renderer.setRenderTarget(null);
  297. // clear the view offset so rendering returns to normal
  298. camera.clearViewOffset();
  299. //read the pixel
  300. renderer.readRenderTargetPixels(
  301. pickingTexture,
  302. 0, // x
  303. 0, // y
  304. 1, // width
  305. 1, // height
  306. pixelBuffer);
  307. const id =
  308. (pixelBuffer[0] << 0) |
  309. (pixelBuffer[1] << 8) |
  310. (pixelBuffer[2] << 16);
  311. return id;
  312. }
  313. }
  314. const pickHelper = new GPUPickHelper();
  315. const maxClickTimeMs = 200;
  316. const maxMoveDeltaSq = 5 * 5;
  317. const startPosition = {};
  318. let startTimeMs;
  319. function getCanvasRelativePosition(event) {
  320. const rect = canvas.getBoundingClientRect();
  321. return {
  322. x: (event.clientX - rect.left) * canvas.width / rect.width,
  323. y: (event.clientY - rect.top ) * canvas.height / rect.height,
  324. };
  325. }
  326. function recordStartTimeAndPosition(event) {
  327. startTimeMs = performance.now();
  328. const pos = getCanvasRelativePosition(event);
  329. startPosition.x = pos.x;
  330. startPosition.y = pos.y;
  331. }
  332. function pickCountry(event) {
  333. // exit if we have not loaded the data yet
  334. if (!countryInfos) {
  335. return;
  336. }
  337. // if it's been a moment since the user started
  338. // then assume it was a drag action, not a select action
  339. const clickTimeMs = performance.now() - startTimeMs;
  340. if (clickTimeMs > maxClickTimeMs) {
  341. return;
  342. }
  343. // if they moved assume it was a drag action
  344. const position = getCanvasRelativePosition(event);
  345. const moveDeltaSq = (startPosition.x - position.x) ** 2 +
  346. (startPosition.y - position.y) ** 2;
  347. if (moveDeltaSq > maxMoveDeltaSq) {
  348. return;
  349. }
  350. const id = pickHelper.pick(position, pickingScene, camera);
  351. if (id > 0) {
  352. const countryInfo = countryInfos[id - 1];
  353. const selected = !countryInfo.selected;
  354. if (selected && !event.shiftKey && !event.ctrlKey && !event.metaKey) {
  355. unselectAllCountries();
  356. }
  357. numCountriesSelected += selected ? 1 : -1;
  358. countryInfo.selected = selected;
  359. setPaletteColor(id, selected ? selectedColor : unselectedColor);
  360. paletteTexture.needsUpdate = true;
  361. } else if (numCountriesSelected) {
  362. unselectAllCountries();
  363. }
  364. requestRenderIfNotRequested();
  365. }
  366. function unselectAllCountries() {
  367. numCountriesSelected = 0;
  368. countryInfos.forEach((countryInfo) => {
  369. countryInfo.selected = false;
  370. });
  371. resetPalette();
  372. }
  373. canvas.addEventListener('pointerdown', recordStartTimeAndPosition);
  374. canvas.addEventListener('pointerup', pickCountry);
  375. function resizeRendererToDisplaySize(renderer) {
  376. const canvas = renderer.domElement;
  377. const width = canvas.clientWidth;
  378. const height = canvas.clientHeight;
  379. const needResize = canvas.width !== width || canvas.height !== height;
  380. if (needResize) {
  381. renderer.setSize(width, height, false);
  382. }
  383. return needResize;
  384. }
  385. let renderRequested = false;
  386. function render() {
  387. renderRequested = undefined;
  388. if (resizeRendererToDisplaySize(renderer)) {
  389. const canvas = renderer.domElement;
  390. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  391. camera.updateProjectionMatrix();
  392. }
  393. controls.update();
  394. updateLabels();
  395. renderer.render(scene, camera);
  396. }
  397. render();
  398. function requestRenderIfNotRequested() {
  399. if (!renderRequested) {
  400. renderRequested = true;
  401. requestAnimationFrame(render);
  402. }
  403. }
  404. controls.addEventListener('change', requestRenderIfNotRequested);
  405. window.addEventListener('resize', requestRenderIfNotRequested);
  406. }
  407. main();
  408. </script>
  409. </html>