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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - interactive cubes (gpu)</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- background-color: #fff;
- color: #444;
- }
- a {
- color: #08f;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - gpu picking
- </div>
- <div id="container"></div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { TrackballControls } from 'three/addons/controls/TrackballControls.js';
- import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
- let container, stats;
- let camera, controls, scene, renderer;
- let pickingTexture, pickingScene;
- let highlightBox;
- const pickingData = [];
- const pointer = new THREE.Vector2();
- const offset = new THREE.Vector3( 10, 10, 10 );
- const clearColor = new THREE.Color();
- init();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
- camera.position.z = 1000;
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xffffff );
- scene.add( new THREE.AmbientLight( 0xcccccc ) );
- const light = new THREE.DirectionalLight( 0xffffff, 3 );
- light.position.set( 0, 500, 2000 );
- scene.add( light );
- const defaultMaterial = new THREE.MeshPhongMaterial( {
- color: 0xffffff,
- flatShading: true,
- vertexColors: true,
- shininess: 0
- } );
- // set up the picking texture to use a 32 bit integer so we can write and read integer ids from it
- pickingScene = new THREE.Scene();
- pickingTexture = new THREE.WebGLRenderTarget( 1, 1, {
- type: THREE.IntType,
- format: THREE.RGBAIntegerFormat,
- internalFormat: 'RGBA32I',
- } );
- const pickingMaterial = new THREE.ShaderMaterial( {
- glslVersion: THREE.GLSL3,
- vertexShader: /* glsl */`
- attribute int id;
- flat varying int vid;
- void main() {
- vid = id;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- `,
- fragmentShader: /* glsl */`
- layout(location = 0) out int out_id;
- flat varying int vid;
- void main() {
- out_id = vid;
- }
- `,
- } );
- function applyId( geometry, id ) {
- const position = geometry.attributes.position;
- const array = new Int16Array( position.count );
- array.fill( id );
- const bufferAttribute = new THREE.Int16BufferAttribute( array, 1, false );
- bufferAttribute.gpuType = THREE.IntType;
- geometry.setAttribute( 'id', bufferAttribute );
- }
- function applyVertexColors( geometry, color ) {
- const position = geometry.attributes.position;
- const colors = [];
- for ( let i = 0; i < position.count; i ++ ) {
- colors.push( color.r, color.g, color.b );
- }
- geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
- }
- const geometries = [];
- const matrix = new THREE.Matrix4();
- const quaternion = new THREE.Quaternion();
- const color = new THREE.Color();
- for ( let i = 0; i < 5000; i ++ ) {
- const geometry = new THREE.BoxGeometry();
- const position = new THREE.Vector3();
- position.x = Math.random() * 10000 - 5000;
- position.y = Math.random() * 6000 - 3000;
- position.z = Math.random() * 8000 - 4000;
- const rotation = new THREE.Euler();
- rotation.x = Math.random() * 2 * Math.PI;
- rotation.y = Math.random() * 2 * Math.PI;
- rotation.z = Math.random() * 2 * Math.PI;
- const scale = new THREE.Vector3();
- scale.x = Math.random() * 200 + 100;
- scale.y = Math.random() * 200 + 100;
- scale.z = Math.random() * 200 + 100;
- quaternion.setFromEuler( rotation );
- matrix.compose( position, quaternion, scale );
- geometry.applyMatrix4( matrix );
- // give the geometry's vertices a random color to be displayed and an integer
- // identifier as a vertex attribute so boxes can be identified after being merged.
- applyVertexColors( geometry, color.setHex( Math.random() * 0xffffff ) );
- applyId( geometry, i );
- geometries.push( geometry );
- pickingData[ i ] = {
- position: position,
- rotation: rotation,
- scale: scale
- };
- }
- const mergedGeometry = BufferGeometryUtils.mergeGeometries( geometries );
- scene.add( new THREE.Mesh( mergedGeometry, defaultMaterial ) );
- pickingScene.add( new THREE.Mesh( mergedGeometry, pickingMaterial ) );
- highlightBox = new THREE.Mesh(
- new THREE.BoxGeometry(),
- new THREE.MeshLambertMaterial( { color: 0xffff00 } )
- );
- scene.add( highlightBox );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- container.appendChild( renderer.domElement );
- controls = new TrackballControls( camera, renderer.domElement );
- controls.rotateSpeed = 1.0;
- controls.zoomSpeed = 1.2;
- controls.panSpeed = 0.8;
- controls.noZoom = false;
- controls.noPan = false;
- controls.staticMoving = true;
- controls.dynamicDampingFactor = 0.3;
- stats = new Stats();
- container.appendChild( stats.dom );
- renderer.domElement.addEventListener( 'pointermove', onPointerMove );
- }
- //
- function onPointerMove( e ) {
- pointer.x = e.clientX;
- pointer.y = e.clientY;
- }
- function animate() {
- render();
- stats.update();
- }
- function pick() {
- // render the picking scene off-screen
- // set the view offset to represent just a single pixel under the mouse
- const dpr = window.devicePixelRatio;
- camera.setViewOffset(
- renderer.domElement.width, renderer.domElement.height,
- Math.floor( pointer.x * dpr ), Math.floor( pointer.y * dpr ),
- 1, 1
- );
- // render the scene
- renderer.setRenderTarget( pickingTexture );
- // clear the background to - 1 meaning no item was hit
- clearColor.setRGB( - 1, - 1, - 1 );
- renderer.setClearColor( clearColor );
- renderer.render( pickingScene, camera );
- // clear the view offset so rendering returns to normal
- camera.clearViewOffset();
- // create buffer for reading single pixel
- const pixelBuffer = new Int32Array( 4 );
- // read the pixel
- renderer
- .readRenderTargetPixelsAsync( pickingTexture, 0, 0, 1, 1, pixelBuffer )
- .then( () => {
- const id = pixelBuffer[ 0 ];
- if ( id !== - 1 ) {
- // move our highlightBox so that it surrounds the picked object
- const data = pickingData[ id ];
- highlightBox.position.copy( data.position );
- highlightBox.rotation.copy( data.rotation );
- highlightBox.scale.copy( data.scale ).add( offset );
- highlightBox.visible = true;
- } else {
- highlightBox.visible = false;
- }
- } );
- }
- function render() {
- controls.update();
- pick();
- renderer.setRenderTarget( null );
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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