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earthquake_3d_viewer_front/three/manual/examples/indexed-textures-picking-an...

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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Indexed Textures - Picking and Highlighting</title>
<style>
html, body {
height: 100%;
margin: 0;
font-family: sans-serif;
}
#c {
width: 100%; /* let our container decide our size */
height: 100%;
display: block;
}
#container {
position: relative; /* makes this the origin of its children */
width: 100%;
height: 100%;
overflow: hidden;
}
#labels {
position: absolute; /* let us position ourself inside the container */
z-index: 0; /* make a new stacking context so children don't sort with rest of page */
left: 0; /* make our position the top left of the container */
top: 0;
color: white;
}
#labels>div {
position: absolute; /* let us position them inside the container */
left: 0; /* make their default position the top left of the container */
top: 0;
cursor: pointer; /* change the cursor to a hand when over us */
font-size: small;
user-select: none; /* don't let the text get selected */
pointer-events: none; /* make us invisible to the pointer */
text-shadow: /* create a black outline */
-1px -1px 0 #000,
0 -1px 0 #000,
1px -1px 0 #000,
1px 0 0 #000,
1px 1px 0 #000,
0 1px 0 #000,
-1px 1px 0 #000,
-1px 0 0 #000;
}
#labels>div:hover {
color: red;
}
</style>
</head>
<body>
<div id="container">
<canvas id="c"></canvas>
<div id="labels"></div>
</div>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 60;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 10;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 2.5;
const controls = new OrbitControls( camera, canvas );
controls.enableDamping = true;
controls.enablePan = false;
controls.minDistance = 1.2;
controls.maxDistance = 4;
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color( '#246' );
const pickingScene = new THREE.Scene();
pickingScene.background = new THREE.Color( 0 );
const tempColor = new THREE.Color();
function get255BasedColor( color ) {
tempColor.set( color );
const base = tempColor.toArray().map( v => v * 255 );
base.push( 255 ); // alpha
return base;
}
const maxNumCountries = 512;
const paletteTextureWidth = maxNumCountries;
const paletteTextureHeight = 1;
const palette = new Uint8Array( paletteTextureWidth * 4 );
const paletteTexture = new THREE.DataTexture( palette, paletteTextureWidth, paletteTextureHeight );
paletteTexture.minFilter = THREE.NearestFilter;
paletteTexture.magFilter = THREE.NearestFilter;
paletteTexture.colorSpace = THREE.SRGBColorSpace;
const selectedColor = get255BasedColor( 'red' );
const unselectedColor = get255BasedColor( '#444' );
const oceanColor = get255BasedColor( 'rgb(100,200,255)' );
resetPalette();
function setPaletteColor( index, color ) {
palette.set( color, index * 4 );
}
function resetPalette() {
// make all colors the unselected color
for ( let i = 1; i < maxNumCountries; ++ i ) {
setPaletteColor( i, unselectedColor );
}
// set the ocean color (index #0)
setPaletteColor( 0, oceanColor );
paletteTexture.needsUpdate = true;
}
{
const loader = new THREE.TextureLoader();
const geometry = new THREE.SphereGeometry( 1, 64, 32 );
const indexTexture = loader.load( 'resources/data/world/country-index-texture.png', render );
indexTexture.minFilter = THREE.NearestFilter;
indexTexture.magFilter = THREE.NearestFilter;
const pickingMaterial = new THREE.MeshBasicMaterial( { map: indexTexture } );
pickingScene.add( new THREE.Mesh( geometry, pickingMaterial ) );
const fragmentShaderReplacements = [
{
from: '#include <common>',
to: `
#include <common>
uniform sampler2D indexTexture;
uniform sampler2D paletteTexture;
uniform float paletteTextureWidth;
`,
},
{
from: '#include <color_fragment>',
to: `
#include <color_fragment>
{
vec4 indexColor = texture2D(indexTexture, vMapUv);
float index = indexColor.r * 255.0 + indexColor.g * 255.0 * 256.0;
vec2 paletteUV = vec2((index + 0.5) / paletteTextureWidth, 0.5);
vec4 paletteColor = texture2D(paletteTexture, paletteUV);
// diffuseColor.rgb += paletteColor.rgb; // white outlines
diffuseColor.rgb = paletteColor.rgb - diffuseColor.rgb; // black outlines
}
`,
},
];
const texture = loader.load( 'resources/data/world/country-outlines-4k.png', render );
const material = new THREE.MeshBasicMaterial( { map: texture } );
material.onBeforeCompile = function ( shader ) {
fragmentShaderReplacements.forEach( ( rep ) => {
shader.fragmentShader = shader.fragmentShader.replace( rep.from, rep.to );
} );
shader.uniforms.paletteTexture = { value: paletteTexture };
shader.uniforms.indexTexture = { value: indexTexture };
shader.uniforms.paletteTextureWidth = { value: paletteTextureWidth };
};
scene.add( new THREE.Mesh( geometry, material ) );
}
async function loadJSON( url ) {
const req = await fetch( url );
return req.json();
}
let numCountriesSelected = 0;
let countryInfos;
async function loadCountryData() {
countryInfos = await loadJSON( 'resources/data/world/country-info.json' ); /* threejs.org: url */
const lonFudge = Math.PI * 1.5;
const latFudge = Math.PI;
// these helpers will make it easy to position the boxes
// We can rotate the lon helper on its Y axis to the longitude
const lonHelper = new THREE.Object3D();
// We rotate the latHelper on its X axis to the latitude
const latHelper = new THREE.Object3D();
lonHelper.add( latHelper );
// The position helper moves the object to the edge of the sphere
const positionHelper = new THREE.Object3D();
positionHelper.position.z = 1;
latHelper.add( positionHelper );
const labelParentElem = document.querySelector( '#labels' );
for ( const countryInfo of countryInfos ) {
const { lat, lon, min, max, name } = countryInfo;
// adjust the helpers to point to the latitude and longitude
lonHelper.rotation.y = THREE.MathUtils.degToRad( lon ) + lonFudge;
latHelper.rotation.x = THREE.MathUtils.degToRad( lat ) + latFudge;
// get the position of the lat/lon
positionHelper.updateWorldMatrix( true, false );
const position = new THREE.Vector3();
positionHelper.getWorldPosition( position );
countryInfo.position = position;
// compute the area for each country
const width = max[ 0 ] - min[ 0 ];
const height = max[ 1 ] - min[ 1 ];
const area = width * height;
countryInfo.area = area;
// add an element for each country
const elem = document.createElement( 'div' );
elem.textContent = name;
labelParentElem.appendChild( elem );
countryInfo.elem = elem;
}
requestRenderIfNotRequested();
}
loadCountryData();
const tempV = new THREE.Vector3();
const cameraToPoint = new THREE.Vector3();
const cameraPosition = new THREE.Vector3();
const normalMatrix = new THREE.Matrix3();
const settings = {
minArea: 20,
maxVisibleDot: - 0.2,
};
function updateLabels() {
// exit if we have not loaded the data yet
if ( ! countryInfos ) {
return;
}
const large = settings.minArea * settings.minArea;
// get a matrix that represents a relative orientation of the camera
normalMatrix.getNormalMatrix( camera.matrixWorldInverse );
// get the camera's position
camera.getWorldPosition( cameraPosition );
for ( const countryInfo of countryInfos ) {
const { position, elem, area, selected } = countryInfo;
const largeEnough = area >= large;
const show = selected || ( numCountriesSelected === 0 && largeEnough );
if ( ! show ) {
elem.style.display = 'none';
continue;
}
// Orient the position based on the camera's orientation.
// Since the sphere is at the origin and the sphere is a unit sphere
// this gives us a camera relative direction vector for the position.
tempV.copy( position );
tempV.applyMatrix3( normalMatrix );
// compute the direction to this position from the camera
cameraToPoint.copy( position );
cameraToPoint.applyMatrix4( camera.matrixWorldInverse ).normalize();
// get the dot product of camera relative direction to this position
// on the globe with the direction from the camera to that point.
// -1 = facing directly towards the camera
// 0 = exactly on tangent of the sphere from the camera
// > 0 = facing away
const dot = tempV.dot( cameraToPoint );
// if the orientation is not facing us hide it.
if ( dot > settings.maxVisibleDot ) {
elem.style.display = 'none';
continue;
}
// restore the element to its default display style
elem.style.display = '';
// get the normalized screen coordinate of that position
// x and y will be in the -1 to +1 range with x = -1 being
// on the left and y = -1 being on the bottom
tempV.copy( position );
tempV.project( camera );
// convert the normalized position to CSS coordinates
const x = ( tempV.x * .5 + .5 ) * canvas.clientWidth;
const y = ( tempV.y * - .5 + .5 ) * canvas.clientHeight;
// move the elem to that position
elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
// set the zIndex for sorting
elem.style.zIndex = ( - tempV.z * .5 + .5 ) * 100000 | 0;
}
}
class GPUPickHelper {
constructor() {
// create a 1x1 pixel render target
this.pickingTexture = new THREE.WebGLRenderTarget( 1, 1 );
this.pixelBuffer = new Uint8Array( 4 );
}
pick( cssPosition, scene, camera ) {
const { pickingTexture, pixelBuffer } = this;
// set the view offset to represent just a single pixel under the mouse
const pixelRatio = renderer.getPixelRatio();
camera.setViewOffset(
renderer.getContext().drawingBufferWidth, // full width
renderer.getContext().drawingBufferHeight, // full top
cssPosition.x * pixelRatio | 0, // rect x
cssPosition.y * pixelRatio | 0, // rect y
1, // rect width
1, // rect height
);
// render the scene
renderer.setRenderTarget( pickingTexture );
renderer.render( scene, camera );
renderer.setRenderTarget( null );
// clear the view offset so rendering returns to normal
camera.clearViewOffset();
//read the pixel
renderer.readRenderTargetPixels(
pickingTexture,
0, // x
0, // y
1, // width
1, // height
pixelBuffer );
const id =
( pixelBuffer[ 0 ] << 0 ) |
( pixelBuffer[ 1 ] << 8 ) |
( pixelBuffer[ 2 ] << 16 );
return id;
}
}
const pickHelper = new GPUPickHelper();
function getCanvasRelativePosition( event ) {
const rect = canvas.getBoundingClientRect();
return {
x: ( event.clientX - rect.left ) * canvas.width / rect.width,
y: ( event.clientY - rect.top ) * canvas.height / rect.height,
};
}
function pickCountry( event ) {
// exit if we have not loaded the data yet
if ( ! countryInfos ) {
return;
}
const position = getCanvasRelativePosition( event );
const id = pickHelper.pick( position, pickingScene, camera );
if ( id > 0 ) {
const countryInfo = countryInfos[ id - 1 ];
const selected = ! countryInfo.selected;
if ( selected && ! event.shiftKey && ! event.ctrlKey && ! event.metaKey ) {
unselectAllCountries();
}
numCountriesSelected += selected ? 1 : - 1;
countryInfo.selected = selected;
setPaletteColor( id, selected ? selectedColor : unselectedColor );
paletteTexture.needsUpdate = true;
} else if ( numCountriesSelected ) {
unselectAllCountries();
}
requestRenderIfNotRequested();
}
function unselectAllCountries() {
numCountriesSelected = 0;
countryInfos.forEach( ( countryInfo ) => {
countryInfo.selected = false;
} );
resetPalette();
}
canvas.addEventListener( 'pointerup', pickCountry );
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
let renderRequested = false;
function render() {
renderRequested = undefined;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
controls.update();
updateLabels();
renderer.render( scene, camera );
}
render();
function requestRenderIfNotRequested() {
if ( ! renderRequested ) {
renderRequested = true;
requestAnimationFrame( render );
}
}
controls.addEventListener( 'change', requestRenderIfNotRequested );
window.addEventListener( 'resize', requestRenderIfNotRequested );
}
main();
</script>
</html>