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