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.BufferGeometryLoader();
  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_buffergeometry.json', function ( geo ) {
  342. geo = geo.toNonIndexed();
  343. geo.computeBoundingBox();
  344. geo.boundingBox.getSize( geometrySize );
  345. geometryList.push( geo );
  346. var start = window.performance.now();
  347. switch ( method ) {
  348. case "merged":
  349. makeMerged( geo );
  350. break;
  351. case "instanced":
  352. makeInstanced( geo );
  353. break;
  354. case "singleMaterial":
  355. makeSingleMaterial( geo );
  356. break;
  357. case "multiMaterial":
  358. makeMultiMaterial( geo );
  359. break;
  360. }
  361. render();
  362. var end = window.performance.now();
  363. document.getElementById( 'materialCount' ).innerText = materialList.length;
  364. document.getElementById( 'objectCount' ).innerText = objectCount;
  365. document.getElementById( 'drawcalls' ).innerText = renderer.info.render.calls;
  366. document.getElementById( 'initTime' ).innerText = ( end - start ).toFixed( 2 );
  367. } );
  368. }
  369. function makeMultiMaterial( geo ) {
  370. // material
  371. var vert = document.getElementById( 'vertMaterial' ).textContent;
  372. var frag = document.getElementById( 'fragMaterial' ).textContent;
  373. var material = new THREE.RawShaderMaterial( {
  374. vertexShader: vert,
  375. fragmentShader: frag,
  376. uniforms: {
  377. color: {
  378. value: new THREE.Color()
  379. }
  380. }
  381. } );
  382. var pickingMaterial = new THREE.RawShaderMaterial( {
  383. vertexShader: "#define PICKING\n" + vert,
  384. fragmentShader: "#define PICKING\n" + frag,
  385. uniforms: {
  386. pickingColor: {
  387. value: new THREE.Color()
  388. }
  389. }
  390. } );
  391. // geometry / mesh
  392. var matrix = new THREE.Matrix4();
  393. for ( var i = 0; i < instanceCount; i ++ ) {
  394. var object = new THREE.Mesh( geo, material );
  395. objectCount ++;
  396. randomizeMatrix( matrix );
  397. object.applyMatrix( matrix );
  398. var pickingObject = object.clone();
  399. objectCount ++;
  400. object.material = material.clone();
  401. object.material.uniforms.color.value.setHex( Math.random() * 0xffffff );
  402. materialList.push( object.material );
  403. pickingObject.material = pickingMaterial.clone();
  404. pickingObject.material.uniforms.pickingColor.value.setHex( i + 1 );
  405. materialList.push( pickingObject.material );
  406. pickingData[ i + 1 ] = object;
  407. scene.add( object );
  408. pickingScene.add( pickingObject );
  409. }
  410. material.dispose();
  411. pickingMaterial.dispose();
  412. }
  413. function makeSingleMaterial( geo ) {
  414. // material
  415. var vert = document.getElementById( 'vertMaterial' ).textContent;
  416. var frag = document.getElementById( 'fragMaterial' ).textContent;
  417. var material = new THREE.RawShaderMaterial( {
  418. vertexShader: vert,
  419. fragmentShader: frag,
  420. uniforms: {
  421. color: {
  422. value: new THREE.Color()
  423. }
  424. }
  425. } );
  426. materialList.push( material );
  427. var pickingMaterial = new THREE.RawShaderMaterial( {
  428. vertexShader: "#define PICKING\n" + vert,
  429. fragmentShader: "#define PICKING\n" + frag,
  430. uniforms: {
  431. pickingColor: {
  432. value: new THREE.Color()
  433. }
  434. }
  435. } );
  436. materialList.push( pickingMaterial );
  437. if ( useOverrideMaterial ) {
  438. // make globally available
  439. singleMaterial = material;
  440. singlePickingMaterial = pickingMaterial;
  441. }
  442. // geometry / mesh
  443. var matrix = new THREE.Matrix4();
  444. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  445. var updateList = [];
  446. var u = material.uniforms;
  447. var d = this.userData;
  448. if ( u.pickingColor ) {
  449. u.pickingColor.value.setHex( d.pickingColor );
  450. updateList.push( "pickingColor" );
  451. }
  452. if ( u.color ) {
  453. u.color.value.setHex( d.color );
  454. updateList.push( "color" );
  455. }
  456. if ( updateList.length ) {
  457. var materialProperties = renderer.properties.get( material );
  458. if ( materialProperties.program ) {
  459. var gl = renderer.getContext();
  460. var p = materialProperties.program;
  461. gl.useProgram( p.program );
  462. var pu = p.getUniforms();
  463. updateList.forEach( function ( name ) {
  464. pu.setValue( gl, name, u[ name ].value );
  465. } );
  466. }
  467. }
  468. }
  469. for ( var i = 0; i < instanceCount; i ++ ) {
  470. var object = new THREE.Mesh( geo, material );
  471. objectCount ++;
  472. randomizeMatrix( matrix );
  473. object.applyMatrix( matrix );
  474. var pickingObject;
  475. if ( ! useOverrideMaterial ) {
  476. pickingObject = object.clone();
  477. objectCount ++;
  478. }
  479. object.material = material;
  480. object.userData[ "color" ] = Math.random() * 0xffffff;
  481. if ( useOverrideMaterial ) {
  482. object.userData[ "pickingColor" ] = i + 1;
  483. object.onBeforeRender = onBeforeRender;
  484. } else {
  485. pickingObject.material = pickingMaterial;
  486. pickingObject.userData[ "pickingColor" ] = i + 1;
  487. pickingObject.onBeforeRender = onBeforeRender;
  488. }
  489. pickingData[ i + 1 ] = object;
  490. scene.add( object );
  491. if ( ! useOverrideMaterial ) pickingScene.add( pickingObject );
  492. }
  493. }
  494. function makeMerged( geo ) {
  495. // material
  496. var vert = document.getElementById( 'vertMerged' ).textContent;
  497. var frag = document.getElementById( 'fragMerged' ).textContent;
  498. var material = new THREE.RawShaderMaterial( {
  499. vertexShader: vert,
  500. fragmentShader: frag
  501. } );
  502. materialList.push( material );
  503. var pickingMaterial = new THREE.RawShaderMaterial( {
  504. vertexShader: "#define PICKING\n" + vert,
  505. fragmentShader: "#define PICKING\n" + frag
  506. } );
  507. materialList.push( pickingMaterial );
  508. // geometry
  509. var mgeo = new THREE.BufferGeometry();
  510. geometryList.push( mgeo );
  511. var pos = geo.attributes.position;
  512. var posLen = geo.attributes.position.count * 3;
  513. var vertices = new THREE.BufferAttribute(
  514. new Float32Array( instanceCount * posLen ), 3
  515. );
  516. var vertex = new THREE.Vector3();
  517. var matrix = new THREE.Matrix4();
  518. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  519. var offset = i * posLen;
  520. randomizeMatrix( matrix );
  521. var object = new THREE.Object3D();
  522. objectCount ++;
  523. object.applyMatrix( matrix );
  524. pickingData[ i + 1 ] = object;
  525. vertices.set( pos.array, offset );
  526. for ( var k = 0, l = offset; k < posLen; k += 3, l += 3 ) {
  527. vertex.fromArray( vertices.array, l );
  528. vertex.applyMatrix4( matrix );
  529. vertex.toArray( vertices.array, l );
  530. }
  531. }
  532. mgeo.addAttribute( 'position', vertices );
  533. var colCount = posLen / 3;
  534. var colors = new THREE.BufferAttribute(
  535. new Float32Array( instanceCount * colCount * 3 ), 3
  536. );
  537. var randCol = function () {
  538. return Math.random();
  539. };
  540. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  541. var r = randCol(), g = randCol(), b = randCol();
  542. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  543. colors.setXYZ( j, r, g, b );
  544. }
  545. }
  546. mgeo.addAttribute( 'color', colors );
  547. var col = new THREE.Color();
  548. var pickingColors = new THREE.BufferAttribute(
  549. new Float32Array( instanceCount * colCount * 3 ), 3
  550. );
  551. for ( var i = 0, ul = instanceCount; i < ul; i ++ ) {
  552. col.setHex( i + 1 );
  553. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j ++ ) {
  554. pickingColors.setXYZ( j, col.r, col.g, col.b );
  555. }
  556. }
  557. mgeo.addAttribute( 'pickingColor', pickingColors );
  558. // mesh
  559. var mesh = new THREE.Mesh( mgeo, material );
  560. scene.add( mesh );
  561. var pickingMesh = new THREE.Mesh( mgeo, pickingMaterial );
  562. pickingScene.add( pickingMesh );
  563. }
  564. function makeInstanced( geo ) {
  565. // material
  566. var vert = document.getElementById( 'vertInstanced' ).textContent;
  567. var frag = document.getElementById( 'fragInstanced' ).textContent;
  568. var material = new THREE.RawShaderMaterial( {
  569. vertexShader: vert,
  570. fragmentShader: frag,
  571. } );
  572. materialList.push( material );
  573. var pickingMaterial = new THREE.RawShaderMaterial( {
  574. vertexShader: "#define PICKING\n" + vert,
  575. fragmentShader: "#define PICKING\n" + frag
  576. } );
  577. materialList.push( pickingMaterial );
  578. // geometry
  579. var igeo = new THREE.InstancedBufferGeometry();
  580. geometryList.push( igeo );
  581. var vertices = geo.attributes.position.clone();
  582. igeo.addAttribute( 'position', vertices );
  583. // var matrices = new THREE.InstancedBufferAttribute(
  584. // new Float32Array( instanceCount * 16 ), 16
  585. // );
  586. var mcol0 = new THREE.InstancedBufferAttribute(
  587. new Float32Array( instanceCount * 3 ), 3
  588. );
  589. var mcol1 = new THREE.InstancedBufferAttribute(
  590. new Float32Array( instanceCount * 3 ), 3
  591. );
  592. var mcol2 = new THREE.InstancedBufferAttribute(
  593. new Float32Array( instanceCount * 3 ), 3
  594. );
  595. var mcol3 = new THREE.InstancedBufferAttribute(
  596. new Float32Array( instanceCount * 3 ), 3
  597. );
  598. var matrix = new THREE.Matrix4();
  599. var me = matrix.elements;
  600. for ( var i = 0, ul = mcol0.count; i < ul; i ++ ) {
  601. randomizeMatrix( matrix );
  602. var object = new THREE.Object3D();
  603. objectCount ++;
  604. object.applyMatrix( matrix );
  605. pickingData[ i + 1 ] = object;
  606. // matrices.set( matrix.elements, i * 16 );
  607. mcol0.setXYZ( i, me[ 0 ], me[ 1 ], me[ 2 ] );
  608. mcol1.setXYZ( i, me[ 4 ], me[ 5 ], me[ 6 ] );
  609. mcol2.setXYZ( i, me[ 8 ], me[ 9 ], me[ 10 ] );
  610. mcol3.setXYZ( i, me[ 12 ], me[ 13 ], me[ 14 ] );
  611. }
  612. // igeo.addAttribute( 'matrix', matrices );
  613. igeo.addAttribute( 'mcol0', mcol0 );
  614. igeo.addAttribute( 'mcol1', mcol1 );
  615. igeo.addAttribute( 'mcol2', mcol2 );
  616. igeo.addAttribute( 'mcol3', mcol3 );
  617. var randCol = function () {
  618. return Math.random();
  619. };
  620. var colors = new THREE.InstancedBufferAttribute(
  621. new Float32Array( instanceCount * 3 ), 3
  622. );
  623. for ( var i = 0, ul = colors.count; i < ul; i ++ ) {
  624. colors.setXYZ( i, randCol(), randCol(), randCol() );
  625. }
  626. igeo.addAttribute( 'color', colors );
  627. var col = new THREE.Color();
  628. var pickingColors = new THREE.InstancedBufferAttribute(
  629. new Float32Array( instanceCount * 3 ), 3
  630. );
  631. for ( var i = 0, ul = pickingColors.count; i < ul; i ++ ) {
  632. col.setHex( i + 1 );
  633. pickingColors.setXYZ( i, col.r, col.g, col.b );
  634. }
  635. igeo.addAttribute( 'pickingColor', pickingColors );
  636. // mesh
  637. var mesh = new THREE.Mesh( igeo, material );
  638. scene.add( mesh );
  639. var pickingMesh = new THREE.Mesh( igeo, pickingMaterial );
  640. pickingScene.add( pickingMesh );
  641. }
  642. function init() {
  643. // camera
  644. camera = new THREE.PerspectiveCamera(
  645. 70, window.innerWidth / window.innerHeight, 1, 100
  646. );
  647. camera.position.z = 40;
  648. // picking render target
  649. pickingRenderTarget = new THREE.WebGLRenderTarget(
  650. window.innerWidth, window.innerHeight
  651. );
  652. pickingRenderTarget.texture.generateMipmaps = false;
  653. pickingRenderTarget.texture.minFilter = THREE.NearestFilter;
  654. // highlight box
  655. highlightBox = new THREE.Mesh(
  656. new THREE.BoxBufferGeometry( 1, 1, 1 ),
  657. new THREE.MeshLambertMaterial( {
  658. emissive: 0xffff00,
  659. transparent: true,
  660. opacity: 0.5
  661. } )
  662. );
  663. // renderer
  664. container = document.getElementById( "container" );
  665. renderer = new THREE.WebGLRenderer( {
  666. antialias: true,
  667. alpha: true
  668. } );
  669. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  670. document.getElementById( "notSupported" ).style.display = "";
  671. return;
  672. }
  673. renderer.setPixelRatio( window.devicePixelRatio );
  674. renderer.setSize( window.innerWidth, window.innerHeight );
  675. //renderer.sortObjects = false;
  676. container.appendChild( renderer.domElement );
  677. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  678. throw 'ANGLE_instanced_arrays not supported';
  679. }
  680. // controls
  681. controls = new THREE.TrackballControls(
  682. camera, renderer.domElement
  683. );
  684. controls.staticMoving = true;
  685. // stats
  686. stats = new Stats();
  687. container.appendChild( stats.dom );
  688. // listeners
  689. renderer.domElement.addEventListener( 'mousemove', onMouseMove );
  690. window.addEventListener( 'resize', onWindowResize, false );
  691. }
  692. //
  693. function onMouseMove( e ) {
  694. mouse.x = e.clientX;
  695. mouse.y = e.clientY;
  696. controls.update();
  697. requestAnimationFrame( render );
  698. }
  699. function onWindowResize() {
  700. camera.aspect = window.innerWidth / window.innerHeight;
  701. camera.updateProjectionMatrix();
  702. renderer.setSize( window.innerWidth, window.innerHeight );
  703. pickingRenderTarget.setSize( window.innerWidth, window.innerHeight );
  704. }
  705. function animate() {
  706. if ( doAnimate ) {
  707. requestAnimationFrame( animate );
  708. }
  709. controls.update();
  710. stats.update();
  711. render();
  712. }
  713. function pick() {
  714. // render the picking scene off-screen
  715. highlightBox.visible = false;
  716. if ( singlePickingMaterial ) {
  717. scene.overrideMaterial = singlePickingMaterial;
  718. renderer.render( scene, camera, pickingRenderTarget );
  719. scene.overrideMaterial = null;
  720. } else {
  721. renderer.render( pickingScene, camera, pickingRenderTarget );
  722. }
  723. // read the pixel under the mouse from the texture
  724. renderer.readRenderTargetPixels(
  725. pickingRenderTarget,
  726. mouse.x,
  727. pickingRenderTarget.height - mouse.y,
  728. 1,
  729. 1,
  730. pixelBuffer
  731. );
  732. // interpret the pixel as an ID
  733. var id =
  734. ( pixelBuffer[ 0 ] << 16 ) |
  735. ( pixelBuffer[ 1 ] << 8 ) |
  736. ( pixelBuffer[ 2 ] );
  737. var object = pickingData[ id ];
  738. if ( object ) {
  739. // move the highlightBox so that it surrounds the picked object
  740. if ( object.position && object.rotation && object.scale ) {
  741. highlightBox.position.copy( object.position );
  742. highlightBox.rotation.copy( object.rotation );
  743. highlightBox.scale.copy( object.scale )
  744. .multiply( geometrySize )
  745. .multiplyScalar( scale );
  746. highlightBox.visible = true;
  747. }
  748. } else {
  749. highlightBox.visible = false;
  750. }
  751. }
  752. function render() {
  753. pick();
  754. renderer.render( scene, camera );
  755. }
  756. </script>
  757. </body>
  758. </html>