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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - interactive instances (gpu)</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- background-color: #f0f0f0;
- margin: 0px;
- overflow: hidden;
- }
- .info {
- position: absolute;
- background-color: black;
- opacity: 0.8;
- color: white;
- text-align: center;
- top: 0px;
- width: 100%;
- }
- .info a {
- color: #00ffff;
- }
- #notSupported {
- width: 50%;
- margin: auto;
- border: 2px red solid;
- margin-top: 20px;
- padding: 10px;
- }
- </style>
- </head>
- <body>
- <div class="info">
- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - gpu picking of geometry instances
- <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
- <br/><br/>
- <div>This demo compares different methods of constructing and rendering many instances of a single geometry.</div>
- <br/>
- <div>
- <div style="display:inline-block;">
- <span>number of<br/>geometry instances</span>
- <br/>
- <select id="instanceCount">
- <option>100</option>
- <option>500</option>
- <option selected>1000</option>
- <option>2000</option>
- <option>3000</option>
- <option>5000</option>
- <option>10000</option>
- <option>20000</option>
- <option>30000</option>
- <option>50000</option>
- <option>100000</option>
- </select>
- </div>
-
- <div style="display:inline-block;">
- <span>method of<br/>construction/rendering</span>
- <br/>
- <select id="method">
- <option>instanced</option>
- <option>merged</option>
- <option selected>singleMaterial</option>
- <option>multiMaterial</option>
- </select>
- </div>
-
- <div style="display:inline-block;">
- <span>render continuously<br/>(to get fps reading)</span>
- <br/>
- <input id="animate" type="checkbox" />
- </div>
-
- <div style="display:inline-block;">
- <span>use override material<br/>(only effects singleMaterial method)</span>
- <br/>
- <input id="override" type="checkbox" checked/>
- </div>
-
- <div style="display:inline-block;">
- <span>construct anew<br/>(to get additional timings)</span>
- <br/>
- <button id="construct" type="button">do it</button>
- </div>
- </div>
- <br/>
- <div>
- <span>Materials: #<span id="materialCount"></span></span>
-
- <span>Objects: #<span id="objectCount"></span></span>
-
- <span>Drawcalls: #<span id="drawcalls"></span></span>
-
- <span>Construction time: <span id="initTime"></span> ms</span>
-
- </div>
- </div>
- <div id="container"></div>
- <script src="../build/three.js"></script>
- <script src="js/controls/TrackballControls.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script id="vertMerged" type="x-shader/x-vertex">
- #define SHADER_NAME vertMerged
- precision highp float;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- attribute vec3 position;
- #ifdef PICKING
- attribute vec3 pickingColor;
- #else
- attribute vec3 color;
- varying vec3 vPosition;
- #endif
- varying vec3 vColor;
- void main() {
- vec3 positionEye = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
- #ifdef PICKING
- vColor = pickingColor;
- #else
- vColor = color;
- vPosition = positionEye;
- #endif
- gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
- }
- </script>
- <script id="fragMerged" type="x-shader/x-fragment">
- #define SHADER_NAME fragMerged
- #extension GL_OES_standard_derivatives : enable
- precision highp float;
- varying vec3 vColor;
- #ifndef PICKING
- varying vec3 vPosition;
- #endif
- void main() {
- #ifdef PICKING
- gl_FragColor = vec4( vColor, 1.0 );
- #else
- vec3 fdx = dFdx( vPosition );
- vec3 fdy = dFdy( vPosition );
- vec3 normal = normalize( cross( fdx, fdy ) );
- float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
- gl_FragColor = vec4( diffuse * vColor, 1.0 );
- #endif
- }
- </script>
- <script id="vertInstanced" type="x-shader/x-vertex">
- #define SHADER_NAME vertInstanced
- precision highp float;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- attribute vec3 position;
- attribute vec3 mcol0;
- attribute vec3 mcol1;
- attribute vec3 mcol2;
- attribute vec3 mcol3;
- #ifdef PICKING
- attribute vec3 pickingColor;
- #else
- attribute vec3 color;
- varying vec3 vPosition;
- #endif
- varying vec3 vColor;
- void main() {
- mat4 matrix = mat4(
- vec4( mcol0, 0 ),
- vec4( mcol1, 0 ),
- vec4( mcol2, 0 ),
- vec4( mcol3, 1 )
- );
- vec3 positionEye = ( modelViewMatrix * matrix * vec4( position, 1.0 ) ).xyz;
- #ifdef PICKING
- vColor = pickingColor;
- #else
- vColor = color;
- vPosition = positionEye;
- #endif
- gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
- }
- </script>
- <script id="fragInstanced" type="x-shader/x-fragment">
- #define SHADER_NAME fragInstanced
- #extension GL_OES_standard_derivatives : enable
- precision highp float;
- varying vec3 vColor;
- #ifndef PICKING
- varying vec3 vPosition;
- #endif
- void main() {
- #ifdef PICKING
- gl_FragColor = vec4( vColor, 1.0 );
- #else
- vec3 fdx = dFdx( vPosition );
- vec3 fdy = dFdy( vPosition );
- vec3 normal = normalize( cross( fdx, fdy ) );
- float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
- gl_FragColor = vec4( diffuse * vColor, 1.0 );
- #endif
- }
- </script>
- <script id="vertMaterial" type="x-shader/x-vertex">
- #define SHADER_NAME vertMaterial
- precision highp float;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- attribute vec3 position;
- #ifndef PICKING
- varying vec3 vPosition;
- #endif
- void main() {
- vec3 positionEye = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
- #ifndef PICKING
- vPosition = positionEye;
- #endif
- gl_Position = projectionMatrix * vec4( positionEye, 1.0 );
- }
- </script>
- <script id="fragMaterial" type="x-shader/x-fragment">
- #define SHADER_NAME fragMaterial
- #extension GL_OES_standard_derivatives : enable
- precision highp float;
- #ifdef PICKING
- uniform vec3 pickingColor;
- #else
- uniform vec3 color;
- varying vec3 vPosition;
- #endif
- void main() {
- #ifdef PICKING
- gl_FragColor = vec4( pickingColor, 1.0 );
- #else
- vec3 fdx = dFdx( vPosition );
- vec3 fdy = dFdy( vPosition );
- vec3 normal = normalize( cross( fdx, fdy ) );
- float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
- gl_FragColor = vec4( diffuse * color, 1.0 );
- #endif
- }
- </script>
- <script>
- var container, stats;
- var camera, controls, scene, renderer;
- var pickingData, pickingRenderTarget, pickingScene;
- var useOverrideMaterial = true;
- var singleMaterial, singlePickingMaterial;
- var highlightBox;
- var materialList = [];
- var geometryList = [];
- var objectCount = 0;
- var geometrySize = new THREE.Vector3();
- var mouse = new THREE.Vector2();
- var scale = 1.03;
- var loader = new THREE.JSONLoader();
- //create buffer for reading a single pixel
- var pixelBuffer = new Uint8Array( 4 );
- // gui
- var instanceCount, method, doAnimate;
- //
- gui();
- init();
- initMesh();
- if ( doAnimate ) animate();
- //
- function gui() {
- var instanceCountElm = document.getElementById( 'instanceCount' );
- instanceCount = parseInt( instanceCountElm.value );
- instanceCountElm.addEventListener( "change", function() {
- instanceCount = parseInt( instanceCountElm.value );
- initMesh();
- } );
- //
- var methodElm = document.getElementById( 'method' );
- method = methodElm.value;
- methodElm.addEventListener( "change", function() {
- method = methodElm.value;
- initMesh();
- } );
- //
- var animateElm = document.getElementById( 'animate' );
- doAnimate = animateElm.checked;
- animateElm.addEventListener( "click", function() {
- doAnimate = animateElm.checked;
- animate();
- } );
- //
- var overrideElm = document.getElementById( 'override' );
- useOverrideMaterial = overrideElm.checked;
- overrideElm.addEventListener( "click", function() {
- useOverrideMaterial = overrideElm.checked;
- initMesh();
- } );
- //
- var constructElm = document.getElementById( 'construct' );
- constructElm.addEventListener( "click", function() {
- initMesh();
- } );
- }
- function clean() {
- THREE.Cache.clear();
- materialList.forEach( function( m ) {
- m.dispose();
- } );
- geometryList.forEach( function( g ) {
- g.dispose();
- } );
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xffffff );
- scene.add( camera );
- scene.add( highlightBox );
- pickingScene = new THREE.Scene();
- pickingData = {};
- materialList = [];
- geometryList = [];
- objectCount = 0;
- singleMaterial = undefined;
- singlePickingMaterial = undefined;
- }
- var randomizeMatrix = function() {
- var position = new THREE.Vector3();
- var rotation = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3();
- return function( matrix ) {
- position.x = Math.random() * 40 - 20;
- position.y = Math.random() * 40 - 20;
- position.z = Math.random() * 40 - 20;
- rotation.x = Math.random() * 2 * Math.PI;
- rotation.y = Math.random() * 2 * Math.PI;
- rotation.z = Math.random() * 2 * Math.PI;
- quaternion.setFromEuler( rotation, false );
- scale.x = scale.y = scale.z = Math.random() * 1;
- matrix.compose( position, quaternion, scale );
- };
- }();
- function initMesh() {
- clean();
- // make instances
- loader.load( 'models/json/suzanne_geometry.json', function ( geo ) {
- geo.computeBoundingBox();
- geo.boundingBox.getSize( geometrySize );
- geometryList.push( geo );
- var start = window.performance.now();
- switch ( method ){
- case "merged":
- makeMerged( geo );
- break;
- case "instanced":
- makeInstanced( geo );
- break;
- case "singleMaterial":
- makeSingleMaterial( geo );
- break;
- case "multiMaterial":
- makeMultiMaterial( geo );
- break;
- }
- render();
- var end = window.performance.now();
- document.getElementById( 'materialCount' ).innerText = materialList.length;
- document.getElementById( 'objectCount' ).innerText = objectCount;
- document.getElementById( 'drawcalls' ).innerText = renderer.info.render.calls;
- document.getElementById( 'initTime' ).innerText = ( end - start ).toFixed( 2 );
- } );
- }
- function makeMultiMaterial( geo ) {
- // material
- var vert = document.getElementById( 'vertMaterial' ).textContent;
- var frag = document.getElementById( 'fragMaterial' ).textContent;
- var material = new THREE.RawShaderMaterial( {
- vertexShader: vert,
- fragmentShader: frag,
- uniforms: {
- color: {
- value: new THREE.Color()
- }
- }
- } );
- var pickingMaterial = new THREE.RawShaderMaterial( {
- vertexShader: "#define PICKING\n" + vert,
- fragmentShader: "#define PICKING\n" + frag,
- uniforms: {
- pickingColor: {
- value: new THREE.Color()
- }
- }
- } );
- // geometry / mesh
- var matrix = new THREE.Matrix4();
- for ( var i = 0; i < instanceCount; i ++ ) {
- var object = new THREE.Mesh( geo, material );
- objectCount ++;
- randomizeMatrix( matrix );
- object.applyMatrix( matrix );
- var pickingObject = object.clone();
- objectCount ++;
- object.material = material.clone();
- object.material.uniforms.color.value.setHex( Math.random() * 0xffffff );
- materialList.push( object.material );
- pickingObject.material = pickingMaterial.clone();
- pickingObject.material.uniforms.pickingColor.value.setHex( i + 1 );
- materialList.push( pickingObject.material );
- pickingData[ i + 1 ] = object;
- scene.add( object );
- pickingScene.add( pickingObject );
- }
- material.dispose();
- pickingMaterial.dispose();
- }
- function makeSingleMaterial( geo ) {
- // material
- var vert = document.getElementById( 'vertMaterial' ).textContent;
- var frag = document.getElementById( 'fragMaterial' ).textContent;
- var material = new THREE.RawShaderMaterial( {
- vertexShader: vert,
- fragmentShader: frag,
- uniforms: {
- color: {
- value: new THREE.Color()
- }
- }
- } );
- materialList.push( material );
- var pickingMaterial = new THREE.RawShaderMaterial( {
- vertexShader: "#define PICKING\n" + vert,
- fragmentShader: "#define PICKING\n" + frag,
- uniforms: {
- pickingColor: {
- value: new THREE.Color()
- }
- }
- } );
- materialList.push( pickingMaterial );
- if ( useOverrideMaterial ) {
- // make globally available
- singleMaterial = material;
- singlePickingMaterial = pickingMaterial;
- }
- // geometry / mesh
- var matrix = new THREE.Matrix4();
- function onBeforeRender( renderer, scene, camera, geometry, material, group ){
- var updateList = [];
- var u = material.uniforms;
- var d = this.userData;
- if( u.pickingColor ){
- u.pickingColor.value.setHex( d.pickingColor );
- updateList.push( "pickingColor" );
- }
- if( u.color ){
- u.color.value.setHex( d.color );
- updateList.push( "color" );
- }
- if( updateList.length ){
- var materialProperties = renderer.properties.get( material );
- if( materialProperties.program ){
- var gl = renderer.getContext();
- var p = materialProperties.program;
- gl.useProgram( p.program );
- var pu = p.getUniforms();
- updateList.forEach( function( name ){
- pu.setValue( gl, name, u[ name ].value );
- } );
- }
- }
- }
- for ( var i = 0; i < instanceCount; i ++ ) {
- var object = new THREE.Mesh( geo, material );
- objectCount ++;
- randomizeMatrix( matrix );
- object.applyMatrix( matrix );
- var pickingObject;
- if ( ! useOverrideMaterial ) {
- pickingObject = object.clone();
- objectCount ++;
- }
- object.material = material;
- object.userData[ "color" ] = Math.random() * 0xffffff;
- if ( useOverrideMaterial ) {
- object.userData[ "pickingColor" ] = i + 1;
- object.onBeforeRender = onBeforeRender;
- }else {
- pickingObject.material = pickingMaterial;
- pickingObject.userData[ "pickingColor" ] = i + 1;
- pickingObject.onBeforeRender = onBeforeRender;
- }
- pickingData[ i + 1 ] = object;
- scene.add( object );
- if ( ! useOverrideMaterial ) pickingScene.add( pickingObject );
- }
- }
- function makeMerged( geo ) {
- // material
- var vert = document.getElementById( 'vertMerged' ).textContent;
- var frag = document.getElementById( 'fragMerged' ).textContent;
- var material = new THREE.RawShaderMaterial( {
- vertexShader: vert,
- fragmentShader: frag
- } );
- materialList.push( material );
- var pickingMaterial = new THREE.RawShaderMaterial( {
- vertexShader: "#define PICKING\n" + vert,
- fragmentShader: "#define PICKING\n" + frag
- } );
- materialList.push( pickingMaterial );
- // geometry
- var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
- geometryList.push( bgeo );
- var mgeo = new THREE.BufferGeometry();
- geometryList.push( mgeo );
- var pos = bgeo.attributes.position;
- var posLen = bgeo.attributes.position.count * 3;
- var vertices = new THREE.BufferAttribute(
- new Float32Array( instanceCount * posLen ), 3
- );
- var vertex = new THREE.Vector3();
- var matrix = new THREE.Matrix4();
- for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
- var offset = i * posLen;
- randomizeMatrix( matrix );
- var object = new THREE.Object3D();
- objectCount ++;
- object.applyMatrix( matrix );
- pickingData[ i + 1 ] = object;
- vertices.set( pos.array, offset );
- for ( var k = 0, l = offset; k < posLen; k += 3, l += 3 ) {
- vertex.fromArray( vertices.array, l );
- vertex.applyMatrix4( matrix );
- vertex.toArray( vertices.array, l );
- }
- }
- mgeo.addAttribute( 'position', vertices );
- var colCount = posLen / 3;
- var colors = new THREE.BufferAttribute(
- new Float32Array( instanceCount * colCount * 3 ), 3
- );
- var randCol = function() {
- return Math.random();
- };
- for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
- var r = randCol(), g = randCol(), b = randCol();
- for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
- colors.setXYZ( j, r, g, b );
- }
- }
- mgeo.addAttribute( 'color', colors );
- var col = new THREE.Color();
- var pickingColors = new THREE.BufferAttribute(
- new Float32Array( instanceCount * colCount * 3 ), 3
- );
- for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
- col.setHex( i + 1 );
- for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
- pickingColors.setXYZ( j, col.r, col.g, col.b );
- }
- }
- mgeo.addAttribute( 'pickingColor', pickingColors );
- // mesh
- var mesh = new THREE.Mesh( mgeo, material );
- scene.add( mesh );
- var pickingMesh = new THREE.Mesh( mgeo, pickingMaterial );
- pickingScene.add( pickingMesh );
- }
- function makeInstanced( geo ) {
- // material
- var vert = document.getElementById( 'vertInstanced' ).textContent;
- var frag = document.getElementById( 'fragInstanced' ).textContent;
- var material = new THREE.RawShaderMaterial( {
- vertexShader: vert,
- fragmentShader: frag,
- } );
- materialList.push( material );
- var pickingMaterial = new THREE.RawShaderMaterial( {
- vertexShader: "#define PICKING\n" + vert,
- fragmentShader: "#define PICKING\n" + frag
- } );
- materialList.push( pickingMaterial );
- // geometry
- var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
- geometryList.push( bgeo );
- var igeo = new THREE.InstancedBufferGeometry();
- geometryList.push( igeo );
- var vertices = bgeo.attributes.position.clone();
- igeo.addAttribute( 'position', vertices );
- // var matrices = new THREE.InstancedBufferAttribute(
- // new Float32Array( instanceCount * 16 ), 16, 1
- // );
- var mcol0 = new THREE.InstancedBufferAttribute(
- new Float32Array( instanceCount * 3 ), 3, 1
- );
- var mcol1 = new THREE.InstancedBufferAttribute(
- new Float32Array( instanceCount * 3 ), 3, 1
- );
- var mcol2 = new THREE.InstancedBufferAttribute(
- new Float32Array( instanceCount * 3 ), 3, 1
- );
- var mcol3 = new THREE.InstancedBufferAttribute(
- new Float32Array( instanceCount * 3 ), 3, 1
- );
- var matrix = new THREE.Matrix4();
- var me = matrix.elements;
- for ( var i = 0, ul = mcol0.count; i < ul; i ++ ) {
- randomizeMatrix( matrix );
- var object = new THREE.Object3D();
- objectCount ++;
- object.applyMatrix( matrix );
- pickingData[ i + 1 ] = object;
- // matrices.set( matrix.elements, i * 16 );
- mcol0.setXYZ( i, me[ 0 ], me[ 1 ], me[ 2 ] );
- mcol1.setXYZ( i, me[ 4 ], me[ 5 ], me[ 6 ] );
- mcol2.setXYZ( i, me[ 8 ], me[ 9 ], me[ 10 ] );
- mcol3.setXYZ( i, me[ 12 ], me[ 13 ], me[ 14 ] );
- }
- // igeo.addAttribute( 'matrix', matrices );
- igeo.addAttribute( 'mcol0', mcol0 );
- igeo.addAttribute( 'mcol1', mcol1 );
- igeo.addAttribute( 'mcol2', mcol2 );
- igeo.addAttribute( 'mcol3', mcol3 );
- var randCol = function() {
- return Math.random();
- };
- var colors = new THREE.InstancedBufferAttribute(
- new Float32Array( instanceCount * 3 ), 3, 1
- );
- for ( var i = 0, ul = colors.count; i < ul; i ++ ) {
- colors.setXYZ( i, randCol(), randCol(), randCol() );
- }
- igeo.addAttribute( 'color', colors );
- var col = new THREE.Color();
- var pickingColors = new THREE.InstancedBufferAttribute(
- new Float32Array( instanceCount * 3 ), 3, 1
- );
- for ( var i = 0, ul = pickingColors.count; i < ul; i ++ ) {
- col.setHex( i + 1 );
- pickingColors.setXYZ( i, col.r, col.g, col.b );
- }
- igeo.addAttribute( 'pickingColor', pickingColors );
- // mesh
- var mesh = new THREE.Mesh( igeo, material );
- scene.add( mesh );
- var pickingMesh = new THREE.Mesh( igeo, pickingMaterial );
- pickingScene.add( pickingMesh );
- }
- function init() {
- // camera
- camera = new THREE.PerspectiveCamera(
- 70, window.innerWidth / window.innerHeight, 1, 100
- );
- camera.position.z = 40;
- // picking render target
- pickingRenderTarget = new THREE.WebGLRenderTarget(
- window.innerWidth, window.innerHeight
- );
- pickingRenderTarget.texture.generateMipmaps = false;
- pickingRenderTarget.texture.minFilter = THREE.NearestFilter;
- // highlight box
- highlightBox = new THREE.Mesh(
- new THREE.BoxBufferGeometry( 1, 1, 1 ),
- new THREE.MeshLambertMaterial( {
- emissive: 0xffff00,
- transparent: true,
- opacity: 0.5
- } )
- );
- // renderer
- container = document.getElementById( "container" );
- renderer = new THREE.WebGLRenderer( {
- antialias: true,
- alpha: true
- } );
- if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
- document.getElementById( "notSupported" ).style.display = "";
- return;
- }
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- //renderer.sortObjects = false;
- container.appendChild( renderer.domElement );
- if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
- throw 'ANGLE_instanced_arrays not supported';
- }
- // controls
- controls = new THREE.TrackballControls(
- camera, renderer.domElement
- );
- controls.staticMoving = true;
- // stats
- stats = new Stats();
- container.appendChild( stats.dom );
- // listeners
- renderer.domElement.addEventListener( 'mousemove', onMouseMove );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- //
- function onMouseMove( e ) {
- mouse.x = e.clientX;
- mouse.y = e.clientY;
- controls.update();
- requestAnimationFrame( render );
- }
- function onWindowResize( event ) {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- pickingRenderTarget.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- if ( doAnimate ) {
- requestAnimationFrame( animate );
- }
- controls.update();
- stats.update();
- render();
- }
- function pick() {
- // render the picking scene off-screen
- highlightBox.visible = false;
- if ( singlePickingMaterial ) {
- scene.overrideMaterial = singlePickingMaterial;
- renderer.render( scene, camera, pickingRenderTarget );
- scene.overrideMaterial = null;
- }else {
- renderer.render( pickingScene, camera, pickingRenderTarget );
- }
- // read the pixel under the mouse from the texture
- renderer.readRenderTargetPixels(
- pickingRenderTarget,
- mouse.x,
- pickingRenderTarget.height - mouse.y,
- 1,
- 1,
- pixelBuffer
- );
- // interpret the pixel as an ID
- var id =
- ( pixelBuffer[ 0 ] << 16 ) |
- ( pixelBuffer[ 1 ] << 8 ) |
- ( pixelBuffer[ 2 ] );
- var object = pickingData[ id ];
- if ( object ) {
- // move the highlightBox so that it surrounds the picked object
- if ( object.position && object.rotation && object.scale ) {
- highlightBox.position.copy( object.position );
- highlightBox.rotation.copy( object.rotation );
- highlightBox.scale.copy( object.scale )
- .multiply( geometrySize )
- .multiplyScalar( scale );
- highlightBox.visible = true;
- }
- } else {
- highlightBox.visible = false;
- }
- }
- function render() {
- pick();
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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