webgl_interactive_instances_gpu.html 23 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive instances (gpu)</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. .info {
  15. position: absolute;
  16. background-color: black;
  17. opacity: 0.8;
  18. color: white;
  19. text-align: center;
  20. top: 0px;
  21. width: 100%;
  22. }
  23. .info a {
  24. color: #00ffff;
  25. }
  26. #notSupported {
  27. width: 50%;
  28. margin: auto;
  29. border: 2px red solid;
  30. margin-top: 20px;
  31. padding: 10px;
  32. }
  33. </style>
  34. </head>
  35. <body>
  36. <div class="info">
  37. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - gpu picking of geometry instances
  38. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  39. <br/><br/>
  40. <div>This demo compares different methods of constructing and rendering many instances of a single geometry.</div>
  41. <br/>
  42. <div>
  43. <div style="display:inline-block;">
  44. <span>number of<br/>geometry instances</span>
  45. <br/>
  46. <select id="instanceCount">
  47. <option>100</option>
  48. <option>500</option>
  49. <option selected>1000</option>
  50. <option>2000</option>
  51. <option>3000</option>
  52. <option>5000</option>
  53. <option>10000</option>
  54. <option>20000</option>
  55. <option>30000</option>
  56. <option>50000</option>
  57. <option>100000</option>
  58. </select>
  59. </div>
  60. &nbsp;&nbsp;&nbsp;
  61. <div style="display:inline-block;">
  62. <span>method of<br/>construction/rendering</span>
  63. <br/>
  64. <select id="method">
  65. <option>instanced</option>
  66. <option>merged</option>
  67. <option selected>singleMaterial</option>
  68. <option>multiMaterial</option>
  69. </select>
  70. </div>
  71. &nbsp;&nbsp;&nbsp;
  72. <div style="display:inline-block;">
  73. <span>render continuously<br/>(to get fps reading)</span>
  74. <br/>
  75. <input id="animate" type="checkbox" />
  76. </div>
  77. &nbsp;&nbsp;&nbsp;
  78. <div style="display:inline-block;">
  79. <span>use override material<br/>(only effects singleMaterial method)</span>
  80. <br/>
  81. <input id="override" type="checkbox" checked/>
  82. </div>
  83. &nbsp;&nbsp;&nbsp;
  84. <div style="display:inline-block;">
  85. <span>construct anew<br/>(to get additional timings)</span>
  86. <br/>
  87. <button id="construct" type="button">do it</button>
  88. </div>
  89. </div>
  90. <br/>
  91. <div>
  92. <span>Materials: #<span id="materialCount"></span></span>
  93. &nbsp;&nbsp;&nbsp;
  94. <span>Objects: #<span id="objectCount"></span></span>
  95. &nbsp;&nbsp;&nbsp;
  96. <span>Drawcalls: #<span id="drawcalls"></span></span>
  97. &nbsp;&nbsp;&nbsp;
  98. <span>Construction time: <span id="initTime"></span>&nbsp;ms</span>
  99. &nbsp;&nbsp;&nbsp;
  100. </div>
  101. </div>
  102. <div id="container"></div>
  103. <script src="../build/three.js"></script>
  104. <script src="js/controls/TrackballControls.js"></script>
  105. <script src="js/libs/stats.min.js"></script>
  106. <script id="vertMerged" type="x-shader/x-vertex">
  107. #define SHADER_NAME vertMerged
  108. precision highp float;
  109. uniform mat4 modelViewMatrix;
  110. uniform mat4 projectionMatrix;
  111. attribute vec3 position;
  112. #ifdef PICKING
  113. attribute vec3 pickingColor;
  114. #else
  115. attribute vec3 color;
  116. varying vec3 vPosition;
  117. #endif
  118. varying vec3 vColor;
  119. void main() {
  120. vec3 positionEye = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  121. #ifdef PICKING
  122. vColor = pickingColor;
  123. #else
  124. vColor = color;
  125. vPosition = positionEye;
  126. #endif
  127. gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
  128. }
  129. </script>
  130. <script id="fragMerged" type="x-shader/x-fragment">
  131. #define SHADER_NAME fragMerged
  132. #extension GL_OES_standard_derivatives : enable
  133. precision highp float;
  134. varying vec3 vColor;
  135. #ifndef PICKING
  136. varying vec3 vPosition;
  137. #endif
  138. void main() {
  139. #ifdef PICKING
  140. gl_FragColor = vec4( vColor, 1.0 );
  141. #else
  142. vec3 fdx = dFdx( vPosition );
  143. vec3 fdy = dFdy( vPosition );
  144. vec3 normal = normalize( cross( fdx, fdy ) );
  145. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  146. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  147. #endif
  148. }
  149. </script>
  150. <script id="vertInstanced" type="x-shader/x-vertex">
  151. #define SHADER_NAME vertInstanced
  152. precision highp float;
  153. uniform mat4 modelViewMatrix;
  154. uniform mat4 projectionMatrix;
  155. attribute vec3 position;
  156. attribute vec3 mcol0;
  157. attribute vec3 mcol1;
  158. attribute vec3 mcol2;
  159. attribute vec3 mcol3;
  160. #ifdef PICKING
  161. attribute vec3 pickingColor;
  162. #else
  163. attribute vec3 color;
  164. varying vec3 vPosition;
  165. #endif
  166. varying vec3 vColor;
  167. void main() {
  168. mat4 matrix = mat4(
  169. vec4( mcol0, 0 ),
  170. vec4( mcol1, 0 ),
  171. vec4( mcol2, 0 ),
  172. vec4( mcol3, 1 )
  173. );
  174. vec3 positionEye = ( modelViewMatrix * matrix * vec4( position, 1.0 ) ).xyz;
  175. #ifdef PICKING
  176. vColor = pickingColor;
  177. #else
  178. vColor = color;
  179. vPosition = positionEye;
  180. #endif
  181. gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
  182. }
  183. </script>
  184. <script id="fragInstanced" type="x-shader/x-fragment">
  185. #define SHADER_NAME fragInstanced
  186. #extension GL_OES_standard_derivatives : enable
  187. precision highp float;
  188. varying vec3 vColor;
  189. #ifndef PICKING
  190. varying vec3 vPosition;
  191. #endif
  192. void main() {
  193. #ifdef PICKING
  194. gl_FragColor = vec4( vColor, 1.0 );
  195. #else
  196. vec3 fdx = dFdx( vPosition );
  197. vec3 fdy = dFdy( vPosition );
  198. vec3 normal = normalize( cross( fdx, fdy ) );
  199. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  200. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  201. #endif
  202. }
  203. </script>
  204. <script id="vertMaterial" type="x-shader/x-vertex">
  205. #define SHADER_NAME vertMaterial
  206. precision highp float;
  207. uniform mat4 modelViewMatrix;
  208. uniform mat4 projectionMatrix;
  209. attribute vec3 position;
  210. #ifndef PICKING
  211. varying vec3 vPosition;
  212. #endif
  213. void main() {
  214. vec3 positionEye = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  215. #ifndef PICKING
  216. vPosition = positionEye;
  217. #endif
  218. gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
  219. }
  220. </script>
  221. <script id="fragMaterial" type="x-shader/x-fragment">
  222. #define SHADER_NAME fragMaterial
  223. #extension GL_OES_standard_derivatives : enable
  224. precision highp float;
  225. #ifdef PICKING
  226. uniform vec3 pickingColor;
  227. #else
  228. uniform vec3 color;
  229. varying vec3 vPosition;
  230. #endif
  231. void main() {
  232. #ifdef PICKING
  233. gl_FragColor = vec4( pickingColor, 1.0 );
  234. #else
  235. vec3 fdx = dFdx( vPosition );
  236. vec3 fdy = dFdy( vPosition );
  237. vec3 normal = normalize( cross( fdx, fdy ) );
  238. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  239. gl_FragColor = vec4( diffuse * color, 1.0 );
  240. #endif
  241. }
  242. </script>
  243. <script>
  244. var container, stats;
  245. var camera, controls, scene, renderer;
  246. var pickingData, pickingRenderTarget, pickingScene;
  247. var useOverrideMaterial = true;
  248. var singleMaterial, singlePickingMaterial;
  249. var highlightBox;
  250. var materialList = [];
  251. var geometryList = [];
  252. var objectCount = 0;
  253. var geometrySize = new THREE.Vector3();
  254. var mouse = new THREE.Vector2();
  255. var scale = 1.03;
  256. var loader = new THREE.JSONLoader();
  257. //create buffer for reading a single pixel
  258. var pixelBuffer = new Uint8Array( 4 );
  259. // gui
  260. var instanceCount, method, doAnimate;
  261. //
  262. gui();
  263. init();
  264. initMesh();
  265. if ( doAnimate ) animate();
  266. //
  267. function gui() {
  268. var instanceCountElm = document.getElementById( 'instanceCount' );
  269. instanceCount = parseInt( instanceCountElm.value );
  270. instanceCountElm.addEventListener( "change", function() {
  271. instanceCount = parseInt( instanceCountElm.value );
  272. initMesh();
  273. } );
  274. //
  275. var methodElm = document.getElementById( 'method' );
  276. method = methodElm.value;
  277. methodElm.addEventListener( "change", function() {
  278. method = methodElm.value;
  279. initMesh();
  280. } );
  281. //
  282. var animateElm = document.getElementById( 'animate' );
  283. doAnimate = animateElm.checked;
  284. animateElm.addEventListener( "click", function() {
  285. doAnimate = animateElm.checked;
  286. animate();
  287. } );
  288. //
  289. var overrideElm = document.getElementById( 'override' );
  290. useOverrideMaterial = overrideElm.checked;
  291. overrideElm.addEventListener( "click", function() {
  292. useOverrideMaterial = overrideElm.checked;
  293. initMesh();
  294. } );
  295. //
  296. var constructElm = document.getElementById( 'construct' );
  297. constructElm.addEventListener( "click", function() {
  298. initMesh();
  299. } );
  300. }
  301. function clean() {
  302. THREE.Cache.clear();
  303. materialList.forEach( function( m ) {
  304. m.dispose();
  305. } );
  306. geometryList.forEach( function( g ) {
  307. g.dispose();
  308. } );
  309. scene = new THREE.Scene();
  310. scene.background = new THREE.Color( 0xffffff );
  311. scene.add( camera );
  312. scene.add( highlightBox );
  313. pickingScene = new THREE.Scene();
  314. pickingData = {};
  315. materialList = [];
  316. geometryList = [];
  317. objectCount = 0;
  318. singleMaterial = undefined;
  319. singlePickingMaterial = undefined;
  320. }
  321. var randomizeMatrix = function() {
  322. var position = new THREE.Vector3();
  323. var rotation = new THREE.Euler();
  324. var quaternion = new THREE.Quaternion();
  325. var scale = new THREE.Vector3();
  326. return function( matrix ) {
  327. position.x = Math.random() * 40 - 20;
  328. position.y = Math.random() * 40 - 20;
  329. position.z = Math.random() * 40 - 20;
  330. rotation.x = Math.random() * 2 * Math.PI;
  331. rotation.y = Math.random() * 2 * Math.PI;
  332. rotation.z = Math.random() * 2 * Math.PI;
  333. quaternion.setFromEuler( rotation, false );
  334. scale.x = scale.y = scale.z = Math.random() * 1;
  335. matrix.compose( position, quaternion, scale );
  336. };
  337. }();
  338. function initMesh() {
  339. clean();
  340. // make instances
  341. loader.load( 'models/json/suzanne_geometry.json', function ( geo ) {
  342. geo.computeBoundingBox();
  343. geo.boundingBox.getSize( geometrySize );
  344. geometryList.push( geo );
  345. var start = window.performance.now();
  346. switch ( method ){
  347. case "merged":
  348. makeMerged( geo );
  349. break;
  350. case "instanced":
  351. makeInstanced( geo );
  352. break;
  353. case "singleMaterial":
  354. makeSingleMaterial( geo );
  355. break;
  356. case "multiMaterial":
  357. makeMultiMaterial( geo );
  358. break;
  359. }
  360. render();
  361. var end = window.performance.now();
  362. document.getElementById( 'materialCount' ).innerText = materialList.length;
  363. document.getElementById( 'objectCount' ).innerText = objectCount;
  364. document.getElementById( 'drawcalls' ).innerText = renderer.info.render.calls;
  365. document.getElementById( 'initTime' ).innerText = ( end - start ).toFixed( 2 );
  366. } );
  367. }
  368. function makeMultiMaterial( geo ) {
  369. // material
  370. var vert = document.getElementById( 'vertMaterial' ).textContent;
  371. var frag = document.getElementById( 'fragMaterial' ).textContent;
  372. var material = new THREE.RawShaderMaterial( {
  373. vertexShader: vert,
  374. fragmentShader: frag,
  375. uniforms: {
  376. color: {
  377. value: new THREE.Color()
  378. }
  379. }
  380. } );
  381. var pickingMaterial = new THREE.RawShaderMaterial( {
  382. vertexShader: "#define PICKING\n" + vert,
  383. fragmentShader: "#define PICKING\n" + frag,
  384. uniforms: {
  385. pickingColor: {
  386. value: new THREE.Color()
  387. }
  388. }
  389. } );
  390. // geometry / mesh
  391. var matrix = new THREE.Matrix4();
  392. for ( var i = 0; i < instanceCount; i ++ ) {
  393. var object = new THREE.Mesh( geo, material );
  394. objectCount ++;
  395. randomizeMatrix( matrix );
  396. object.applyMatrix( matrix );
  397. var pickingObject = object.clone();
  398. objectCount ++;
  399. object.material = material.clone();
  400. object.material.uniforms.color.value.setHex( Math.random() * 0xffffff );
  401. materialList.push( object.material );
  402. pickingObject.material = pickingMaterial.clone();
  403. pickingObject.material.uniforms.pickingColor.value.setHex( i + 1 );
  404. materialList.push( pickingObject.material );
  405. pickingData[ i + 1 ] = object;
  406. scene.add( object );
  407. pickingScene.add( pickingObject );
  408. }
  409. material.dispose();
  410. pickingMaterial.dispose();
  411. }
  412. function makeSingleMaterial( geo ) {
  413. // material
  414. var vert = document.getElementById( 'vertMaterial' ).textContent;
  415. var frag = document.getElementById( 'fragMaterial' ).textContent;
  416. var material = new THREE.RawShaderMaterial( {
  417. vertexShader: vert,
  418. fragmentShader: frag,
  419. uniforms: {
  420. color: {
  421. value: new THREE.Color()
  422. }
  423. }
  424. } );
  425. materialList.push( material );
  426. var pickingMaterial = new THREE.RawShaderMaterial( {
  427. vertexShader: "#define PICKING\n" + vert,
  428. fragmentShader: "#define PICKING\n" + frag,
  429. uniforms: {
  430. pickingColor: {
  431. value: new THREE.Color()
  432. }
  433. }
  434. } );
  435. materialList.push( pickingMaterial );
  436. if ( useOverrideMaterial ) {
  437. // make globally available
  438. singleMaterial = material;
  439. singlePickingMaterial = pickingMaterial;
  440. }
  441. // geometry / mesh
  442. var matrix = new THREE.Matrix4();
  443. function onBeforeRender( renderer, scene, camera, geometry, material, group ){
  444. var updateList = [];
  445. var u = material.uniforms;
  446. var d = this.userData;
  447. if( u.pickingColor ){
  448. u.pickingColor.value.setHex( d.pickingColor );
  449. updateList.push( "pickingColor" );
  450. }
  451. if( u.color ){
  452. u.color.value.setHex( d.color );
  453. updateList.push( "color" );
  454. }
  455. if( updateList.length ){
  456. var materialProperties = renderer.properties.get( material );
  457. if( materialProperties.program ){
  458. var gl = renderer.getContext();
  459. var p = materialProperties.program;
  460. gl.useProgram( p.program );
  461. var pu = p.getUniforms();
  462. updateList.forEach( function( name ){
  463. pu.setValue( gl, name, u[ name ].value );
  464. } );
  465. }
  466. }
  467. }
  468. for ( var i = 0; i < instanceCount; i ++ ) {
  469. var object = new THREE.Mesh( geo, material );
  470. objectCount ++;
  471. randomizeMatrix( matrix );
  472. object.applyMatrix( matrix );
  473. var pickingObject;
  474. if ( ! useOverrideMaterial ) {
  475. pickingObject = object.clone();
  476. objectCount ++;
  477. }
  478. object.material = material;
  479. object.userData[ "color" ] = Math.random() * 0xffffff;
  480. if ( useOverrideMaterial ) {
  481. object.userData[ "pickingColor" ] = i + 1;
  482. object.onBeforeRender = onBeforeRender;
  483. }else {
  484. pickingObject.material = pickingMaterial;
  485. pickingObject.userData[ "pickingColor" ] = i + 1;
  486. pickingObject.onBeforeRender = onBeforeRender;
  487. }
  488. pickingData[ i + 1 ] = object;
  489. scene.add( object );
  490. if ( ! useOverrideMaterial ) pickingScene.add( pickingObject );
  491. }
  492. }
  493. function makeMerged( geo ) {
  494. // material
  495. var vert = document.getElementById( 'vertMerged' ).textContent;
  496. var frag = document.getElementById( 'fragMerged' ).textContent;
  497. var material = new THREE.RawShaderMaterial( {
  498. vertexShader: vert,
  499. fragmentShader: frag
  500. } );
  501. materialList.push( material );
  502. var pickingMaterial = new THREE.RawShaderMaterial( {
  503. vertexShader: "#define PICKING\n" + vert,
  504. fragmentShader: "#define PICKING\n" + frag
  505. } );
  506. materialList.push( pickingMaterial );
  507. // geometry
  508. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  509. geometryList.push( bgeo );
  510. var mgeo = new THREE.BufferGeometry();
  511. geometryList.push( mgeo );
  512. var pos = bgeo.attributes.position;
  513. var posLen = bgeo.attributes.position.count * 3;
  514. var vertices = new THREE.BufferAttribute(
  515. new Float32Array( instanceCount * posLen ), 3
  516. );
  517. var vertex = new THREE.Vector3();
  518. var matrix = new THREE.Matrix4();
  519. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  520. var offset = i * posLen;
  521. randomizeMatrix( matrix );
  522. var object = new THREE.Object3D();
  523. objectCount ++;
  524. object.applyMatrix( matrix );
  525. pickingData[ i + 1 ] = object;
  526. vertices.set( pos.array, offset );
  527. for ( var k = 0, l = offset; k < posLen; k += 3, l += 3 ) {
  528. vertex.fromArray( vertices.array, l );
  529. vertex.applyMatrix4( matrix );
  530. vertex.toArray( vertices.array, l );
  531. }
  532. }
  533. mgeo.addAttribute( 'position', vertices );
  534. var colCount = posLen / 3;
  535. var colors = new THREE.BufferAttribute(
  536. new Float32Array( instanceCount * colCount * 3 ), 3
  537. );
  538. var randCol = function() {
  539. return Math.random();
  540. };
  541. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  542. var r = randCol(), g = randCol(), b = randCol();
  543. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  544. colors.setXYZ( j, r, g, b );
  545. }
  546. }
  547. mgeo.addAttribute( 'color', colors );
  548. var col = new THREE.Color();
  549. var pickingColors = new THREE.BufferAttribute(
  550. new Float32Array( instanceCount * colCount * 3 ), 3
  551. );
  552. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  553. col.setHex( i + 1 );
  554. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  555. pickingColors.setXYZ( j, col.r, col.g, col.b );
  556. }
  557. }
  558. mgeo.addAttribute( 'pickingColor', pickingColors );
  559. // mesh
  560. var mesh = new THREE.Mesh( mgeo, material );
  561. scene.add( mesh );
  562. var pickingMesh = new THREE.Mesh( mgeo, pickingMaterial );
  563. pickingScene.add( pickingMesh );
  564. }
  565. function makeInstanced( geo ) {
  566. // material
  567. var vert = document.getElementById( 'vertInstanced' ).textContent;
  568. var frag = document.getElementById( 'fragInstanced' ).textContent;
  569. var material = new THREE.RawShaderMaterial( {
  570. vertexShader: vert,
  571. fragmentShader: frag,
  572. } );
  573. materialList.push( material );
  574. var pickingMaterial = new THREE.RawShaderMaterial( {
  575. vertexShader: "#define PICKING\n" + vert,
  576. fragmentShader: "#define PICKING\n" + frag
  577. } );
  578. materialList.push( pickingMaterial );
  579. // geometry
  580. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  581. geometryList.push( bgeo );
  582. var igeo = new THREE.InstancedBufferGeometry();
  583. geometryList.push( igeo );
  584. var vertices = bgeo.attributes.position.clone();
  585. igeo.addAttribute( 'position', vertices );
  586. // var matrices = new THREE.InstancedBufferAttribute(
  587. // new Float32Array( instanceCount * 16 ), 16, 1
  588. // );
  589. var mcol0 = new THREE.InstancedBufferAttribute(
  590. new Float32Array( instanceCount * 3 ), 3, 1
  591. );
  592. var mcol1 = new THREE.InstancedBufferAttribute(
  593. new Float32Array( instanceCount * 3 ), 3, 1
  594. );
  595. var mcol2 = new THREE.InstancedBufferAttribute(
  596. new Float32Array( instanceCount * 3 ), 3, 1
  597. );
  598. var mcol3 = new THREE.InstancedBufferAttribute(
  599. new Float32Array( instanceCount * 3 ), 3, 1
  600. );
  601. var matrix = new THREE.Matrix4();
  602. var me = matrix.elements;
  603. for ( var i = 0, ul = mcol0.count; i < ul; i ++ ) {
  604. randomizeMatrix( matrix );
  605. var object = new THREE.Object3D();
  606. objectCount ++;
  607. object.applyMatrix( matrix );
  608. pickingData[ i + 1 ] = object;
  609. // matrices.set( matrix.elements, i * 16 );
  610. mcol0.setXYZ( i, me[ 0 ], me[ 1 ], me[ 2 ] );
  611. mcol1.setXYZ( i, me[ 4 ], me[ 5 ], me[ 6 ] );
  612. mcol2.setXYZ( i, me[ 8 ], me[ 9 ], me[ 10 ] );
  613. mcol3.setXYZ( i, me[ 12 ], me[ 13 ], me[ 14 ] );
  614. }
  615. // igeo.addAttribute( 'matrix', matrices );
  616. igeo.addAttribute( 'mcol0', mcol0 );
  617. igeo.addAttribute( 'mcol1', mcol1 );
  618. igeo.addAttribute( 'mcol2', mcol2 );
  619. igeo.addAttribute( 'mcol3', mcol3 );
  620. var randCol = function() {
  621. return Math.random();
  622. };
  623. var colors = new THREE.InstancedBufferAttribute(
  624. new Float32Array( instanceCount * 3 ), 3, 1
  625. );
  626. for ( var i = 0, ul = colors.count; i < ul; i ++ ) {
  627. colors.setXYZ( i, randCol(), randCol(), randCol() );
  628. }
  629. igeo.addAttribute( 'color', colors );
  630. var col = new THREE.Color();
  631. var pickingColors = new THREE.InstancedBufferAttribute(
  632. new Float32Array( instanceCount * 3 ), 3, 1
  633. );
  634. for ( var i = 0, ul = pickingColors.count; i < ul; i ++ ) {
  635. col.setHex( i + 1 );
  636. pickingColors.setXYZ( i, col.r, col.g, col.b );
  637. }
  638. igeo.addAttribute( 'pickingColor', pickingColors );
  639. // mesh
  640. var mesh = new THREE.Mesh( igeo, material );
  641. scene.add( mesh );
  642. var pickingMesh = new THREE.Mesh( igeo, pickingMaterial );
  643. pickingScene.add( pickingMesh );
  644. }
  645. function init() {
  646. // camera
  647. camera = new THREE.PerspectiveCamera(
  648. 70, window.innerWidth / window.innerHeight, 1, 100
  649. );
  650. camera.position.z = 40;
  651. // picking render target
  652. pickingRenderTarget = new THREE.WebGLRenderTarget(
  653. window.innerWidth, window.innerHeight
  654. );
  655. pickingRenderTarget.texture.generateMipmaps = false;
  656. pickingRenderTarget.texture.minFilter = THREE.NearestFilter;
  657. // highlight box
  658. highlightBox = new THREE.Mesh(
  659. new THREE.BoxGeometry( 1, 1, 1 ),
  660. new THREE.MeshLambertMaterial( {
  661. emissive: 0xffff00,
  662. transparent: true,
  663. opacity: 0.5,
  664. side: THREE.FrontSide
  665. } )
  666. );
  667. // renderer
  668. container = document.getElementById( "container" );
  669. renderer = new THREE.WebGLRenderer( {
  670. antialias: true,
  671. alpha: true
  672. } );
  673. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  674. document.getElementById( "notSupported" ).style.display = "";
  675. return;
  676. }
  677. renderer.setPixelRatio( window.devicePixelRatio );
  678. renderer.setSize( window.innerWidth, window.innerHeight );
  679. //renderer.sortObjects = false;
  680. container.appendChild( renderer.domElement );
  681. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  682. throw 'ANGLE_instanced_arrays not supported';
  683. }
  684. // controls
  685. controls = new THREE.TrackballControls(
  686. camera, renderer.domElement
  687. );
  688. controls.staticMoving = true;
  689. // stats
  690. stats = new Stats();
  691. container.appendChild( stats.dom );
  692. // listeners
  693. renderer.domElement.addEventListener( 'mousemove', onMouseMove );
  694. window.addEventListener( 'resize', onWindowResize, false );
  695. }
  696. //
  697. function onMouseMove( e ) {
  698. mouse.x = e.clientX;
  699. mouse.y = e.clientY;
  700. controls.update();
  701. requestAnimationFrame( render );
  702. }
  703. function onWindowResize( event ) {
  704. camera.aspect = window.innerWidth / window.innerHeight;
  705. camera.updateProjectionMatrix();
  706. renderer.setSize( window.innerWidth, window.innerHeight );
  707. pickingRenderTarget.setSize( window.innerWidth, window.innerHeight );
  708. }
  709. function animate() {
  710. if ( doAnimate ) {
  711. requestAnimationFrame( animate );
  712. }
  713. controls.update();
  714. stats.update();
  715. render();
  716. }
  717. function pick() {
  718. // render the picking scene off-screen
  719. highlightBox.visible = false;
  720. if ( singlePickingMaterial ) {
  721. scene.overrideMaterial = singlePickingMaterial;
  722. renderer.render( scene, camera, pickingRenderTarget );
  723. scene.overrideMaterial = null;
  724. }else {
  725. renderer.render( pickingScene, camera, pickingRenderTarget );
  726. }
  727. // read the pixel under the mouse from the texture
  728. renderer.readRenderTargetPixels(
  729. pickingRenderTarget,
  730. mouse.x,
  731. pickingRenderTarget.height - mouse.y,
  732. 1,
  733. 1,
  734. pixelBuffer
  735. );
  736. // interpret the pixel as an ID
  737. var id =
  738. ( pixelBuffer[ 0 ] << 16 ) |
  739. ( pixelBuffer[ 1 ] << 8 ) |
  740. ( pixelBuffer[ 2 ] );
  741. var object = pickingData[ id ];
  742. if ( object ) {
  743. // move the highlightBox so that it surrounds the picked object
  744. if ( object.position && object.rotation && object.scale ) {
  745. highlightBox.position.copy( object.position );
  746. highlightBox.rotation.copy( object.rotation );
  747. highlightBox.scale.copy( object.scale )
  748. .multiply( geometrySize )
  749. .multiplyScalar( scale );
  750. highlightBox.visible = true;
  751. }
  752. } else {
  753. highlightBox.visible = false;
  754. }
  755. }
  756. function render() {
  757. pick();
  758. renderer.render( scene, camera );
  759. }
  760. </script>
  761. </body>
  762. </html>