webgl_nearestneighbour.html 6.0 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - typed arrays<br/>
  12. nearest neighbour for 500,000 sprites
  13. </div>
  14. <script type="x-shader/x-vertex" id="vertexshader">
  15. //uniform float zoom;
  16. attribute float alpha;
  17. varying float vAlpha;
  18. void main() {
  19. vAlpha = 1.0 - alpha;
  20. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  21. gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );
  22. gl_Position = projectionMatrix * mvPosition;
  23. }
  24. </script>
  25. <script type="x-shader/x-fragment" id="fragmentshader">
  26. uniform sampler2D tex1;
  27. varying float vAlpha;
  28. void main() {
  29. gl_FragColor = texture2D( tex1, gl_PointCoord );
  30. gl_FragColor.r = ( 1.0 - gl_FragColor.r ) * vAlpha + gl_FragColor.r;
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from '../build/three.module.js';
  35. import { FirstPersonControls } from './jsm/controls/FirstPersonControls.js';
  36. import { TypedArrayUtils } from './jsm/utils/TypedArrayUtils.js';
  37. var camera, scene, renderer;
  38. var controls;
  39. var amountOfParticles = 500000, maxDistance = Math.pow( 120, 2 );
  40. var positions, alphas, particles, _particleGeom;
  41. var kdtree;
  42. var clock = new THREE.Clock();
  43. function init() {
  44. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000000 );
  45. scene = new THREE.Scene();
  46. // add a skybox background
  47. var cubeTextureLoader = new THREE.CubeTextureLoader();
  48. cubeTextureLoader.setPath( 'textures/cube/skyboxsun25deg/' );
  49. var cubeTexture = cubeTextureLoader.load( [
  50. 'px.jpg', 'nx.jpg',
  51. 'py.jpg', 'ny.jpg',
  52. 'pz.jpg', 'nz.jpg',
  53. ] );
  54. scene.background = cubeTexture;
  55. //
  56. renderer = new THREE.WebGLRenderer();
  57. renderer.setPixelRatio( window.devicePixelRatio );
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. document.body.appendChild( renderer.domElement );
  60. controls = new FirstPersonControls( camera, renderer.domElement );
  61. controls.movementSpeed = 100;
  62. controls.lookSpeed = 0.1;
  63. controls.lookAt( 500, 500, 500 );
  64. // create the custom shader
  65. var textureLoader = new THREE.TextureLoader();
  66. var imagePreviewTexture = textureLoader.load( 'textures/crate.gif' );
  67. imagePreviewTexture.minFilter = THREE.LinearMipmapLinearFilter;
  68. imagePreviewTexture.magFilter = THREE.LinearFilter;
  69. var pointShaderMaterial = new THREE.ShaderMaterial( {
  70. uniforms: {
  71. tex1: { value: imagePreviewTexture },
  72. zoom: { value: 9.0 }
  73. },
  74. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  75. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  76. transparent: true
  77. } );
  78. //create particles with buffer geometry
  79. var distanceFunction = function ( a, b ) {
  80. return Math.pow( a[ 0 ] - b[ 0 ], 2 ) + Math.pow( a[ 1 ] - b[ 1 ], 2 ) + Math.pow( a[ 2 ] - b[ 2 ], 2 );
  81. };
  82. positions = new Float32Array( amountOfParticles * 3 );
  83. alphas = new Float32Array( amountOfParticles );
  84. _particleGeom = new THREE.BufferGeometry();
  85. _particleGeom.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  86. _particleGeom.setAttribute( 'alpha', new THREE.BufferAttribute( alphas, 1 ) );
  87. particles = new THREE.Points( _particleGeom, pointShaderMaterial );
  88. for ( var x = 0; x < amountOfParticles; x ++ ) {
  89. positions[ x * 3 + 0 ] = Math.random() * 1000;
  90. positions[ x * 3 + 1 ] = Math.random() * 1000;
  91. positions[ x * 3 + 2 ] = Math.random() * 1000;
  92. alphas[ x ] = 1.0;
  93. }
  94. var measureStart = new Date().getTime();
  95. // creating the kdtree takes a lot of time to execute, in turn the nearest neighbour search will be much faster
  96. kdtree = new TypedArrayUtils.Kdtree( positions, distanceFunction, 3 );
  97. console.log( 'TIME building kdtree', new Date().getTime() - measureStart );
  98. // display particles after the kd-tree was generated and the sorting of the positions-array is done
  99. scene.add( particles );
  100. window.addEventListener( 'resize', onWindowResize, false );
  101. }
  102. function onWindowResize() {
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. controls.handleResize();
  107. }
  108. function animate() {
  109. requestAnimationFrame( animate );
  110. //
  111. displayNearest( camera.position );
  112. controls.update( clock.getDelta() );
  113. renderer.render( scene, camera );
  114. }
  115. function displayNearest( position ) {
  116. // take the nearest 200 around him. distance^2 'cause we use the manhattan distance and no square is applied in the distance function
  117. var imagePositionsInRange = kdtree.nearest( [ position.x, position.y, position.z ], 100, maxDistance );
  118. // 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.
  119. var _frustum = new THREE.Frustum();
  120. var _projScreenMatrix = new THREE.Matrix4();
  121. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  122. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  123. for ( var i = 0, il = imagePositionsInRange.length; i < il; i ++ ) {
  124. var object = imagePositionsInRange[ i ];
  125. var objectPoint = new THREE.Vector3().fromArray( object[ 0 ].obj );
  126. if ( _frustum.containsPoint( objectPoint ) ) {
  127. var objectIndex = object[ 0 ].pos;
  128. // set the alpha according to distance
  129. alphas[ objectIndex ] = 1.0 / maxDistance * object[ 1 ];
  130. // update the attribute
  131. _particleGeom.attributes.alpha.needsUpdate = true;
  132. }
  133. }
  134. }
  135. init();
  136. animate();
  137. </script>
  138. </body>
  139. </html>