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