webgl_nearestneighbour.html 6.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - nearest neighbour</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. html, body {
  9. width: 100%;
  10. height: 100%;
  11. }
  12. body {
  13. background-color: #ffffff;
  14. margin: 0;
  15. overflow: hidden;
  16. font-family: arial;
  17. }
  18. #info {
  19. text-align: center;
  20. padding: 5px;
  21. position: absolute;
  22. width: 100%;
  23. color: white;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - typed arrays - nearest neighbour for 500,000 sprites</div>
  29. <script src="../build/three.js"></script>
  30. <script src="js/TypedArrayUtils.js"></script>
  31. <script src="js/controls/FirstPersonControls.js"></script>
  32. <script type="x-shader/x-vertex" id="vertexshader">
  33. //uniform float zoom;
  34. attribute float alpha;
  35. varying float vAlpha;
  36. void main() {
  37. vAlpha = 1.0 - alpha;
  38. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  39. gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );
  40. gl_Position = projectionMatrix * mvPosition;
  41. }
  42. </script>
  43. <script type="x-shader/x-fragment" id="fragmentshader">
  44. uniform sampler2D tex1;
  45. varying float vAlpha;
  46. void main() {
  47. gl_FragColor = texture2D( tex1, gl_PointCoord );
  48. gl_FragColor.r = ( 1.0 - gl_FragColor.r ) * vAlpha + gl_FragColor.r;
  49. }
  50. </script>
  51. <script>
  52. var camera, scene, renderer;
  53. var controls;
  54. var amountOfParticles = 500000, maxDistance = Math.pow( 120, 2 );
  55. var positions, alphas, particles, _particleGeom;
  56. var kdtree;
  57. var clock = new THREE.Clock();
  58. function init() {
  59. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000000 );
  60. scene = new THREE.Scene();
  61. controls = new THREE.FirstPersonControls( camera );
  62. controls.movementSpeed = 100;
  63. controls.lookSpeed = 0.1;
  64. // add a skybox background
  65. var cubeTextureLoader = new THREE.CubeTextureLoader();
  66. cubeTextureLoader.setPath( 'textures/cube/skybox/' );
  67. var cubeTexture = cubeTextureLoader.load( [
  68. 'px.jpg', 'nx.jpg',
  69. 'py.jpg', 'ny.jpg',
  70. 'pz.jpg', 'nz.jpg',
  71. ] );
  72. scene.background = cubeTexture;
  73. //
  74. renderer = new THREE.WebGLRenderer();
  75. renderer.setPixelRatio( window.devicePixelRatio );
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. document.body.appendChild( renderer.domElement );
  78. // create the custom shader
  79. var textureLoader = new THREE.TextureLoader();
  80. var imagePreviewTexture = textureLoader.load( 'textures/crate.gif' );
  81. imagePreviewTexture.minFilter = THREE.LinearMipMapLinearFilter;
  82. imagePreviewTexture.magFilter = THREE.LinearFilter;
  83. var pointShaderMaterial = new THREE.ShaderMaterial( {
  84. uniforms: {
  85. tex1: { value: imagePreviewTexture },
  86. zoom: { value: 9.0 }
  87. },
  88. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  89. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  90. transparent: true
  91. } );
  92. //create particles with buffer geometry
  93. var distanceFunction = function ( a, b ) {
  94. return Math.pow( a[ 0 ] - b[ 0 ], 2 ) + Math.pow( a[ 1 ] - b[ 1 ], 2 ) + Math.pow( a[ 2 ] - b[ 2 ], 2 );
  95. };
  96. positions = new Float32Array( amountOfParticles * 3 );
  97. alphas = new Float32Array( amountOfParticles );
  98. _particleGeom = new THREE.BufferGeometry();
  99. _particleGeom.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  100. _particleGeom.addAttribute( 'alpha', new THREE.BufferAttribute( alphas, 1 ) );
  101. particles = new THREE.Points( _particleGeom, pointShaderMaterial );
  102. for ( var x = 0; x < amountOfParticles; x ++ ) {
  103. positions[ x * 3 + 0 ] = Math.random() * 1000;
  104. positions[ x * 3 + 1 ] = Math.random() * 1000;
  105. positions[ x * 3 + 2 ] = Math.random() * 1000;
  106. alphas[ x ] = 1.0;
  107. }
  108. var measureStart = new Date().getTime();
  109. // creating the kdtree takes a lot of time to execute, in turn the nearest neighbour search will be much faster
  110. kdtree = new THREE.TypedArrayUtils.Kdtree( positions, distanceFunction, 3 );
  111. console.log( 'TIME building kdtree', new Date().getTime() - measureStart );
  112. // display particles after the kd-tree was generated and the sorting of the positions-array is done
  113. scene.add( particles );
  114. window.addEventListener( 'resize', onWindowResize, false );
  115. }
  116. function onWindowResize() {
  117. camera.aspect = window.innerWidth / window.innerHeight;
  118. camera.updateProjectionMatrix();
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. controls.handleResize();
  121. }
  122. function animate() {
  123. requestAnimationFrame( animate );
  124. //
  125. displayNearest( camera.position );
  126. controls.update( clock.getDelta() );
  127. renderer.render( scene, camera );
  128. }
  129. function displayNearest( position ) {
  130. // take the nearest 200 around him. distance^2 'cause we use the manhattan distance and no square is applied in the distance function
  131. var imagePositionsInRange = kdtree.nearest( [ position.x, position.y, position.z ], 100, maxDistance );
  132. // We combine the nearest neighbour with a view frustum. Doesn't make sense if we change the sprites not in our view... well maybe it does. Whatever you want.
  133. var _frustum = new THREE.Frustum();
  134. var _projScreenMatrix = new THREE.Matrix4();
  135. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  136. _frustum.setFromMatrix( _projScreenMatrix );
  137. for ( var i = 0, il = imagePositionsInRange.length; i < il; i ++ ) {
  138. var object = imagePositionsInRange[ i ];
  139. var objectPoint = new THREE.Vector3().fromArray( object[ 0 ].obj );
  140. if ( _frustum.containsPoint( objectPoint ) ) {
  141. var objectIndex = object[ 0 ].pos;
  142. // set the alpha according to distance
  143. alphas[ objectIndex ] = 1.0 / maxDistance * object[ 1 ];
  144. // update the attribute
  145. _particleGeom.attributes.alpha.needsUpdate = true;
  146. }
  147. }
  148. }
  149. init();
  150. animate();
  151. </script>
  152. </body>
  153. </html>