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