mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-29 17:04:57 +01:00
232 lines
6.9 KiB
HTML
Executable File
232 lines
6.9 KiB
HTML
Executable File
<html>
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>three.js webgl - nearest neighbour</title>
|
|
<style>
|
|
html, body {
|
|
width: 100%;
|
|
height: 100%;
|
|
}
|
|
|
|
body {
|
|
background-color: #ffffff;
|
|
margin: 0;
|
|
overflow: hidden;
|
|
font-family: arial;
|
|
}
|
|
|
|
#info {
|
|
text-align: center;
|
|
padding: 5px;
|
|
position: absolute;
|
|
width: 100%;
|
|
color: white;
|
|
}
|
|
</style>
|
|
</head>
|
|
<body>
|
|
|
|
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - typed arrays - nearest neighbour for 500,000 sprites</div>
|
|
|
|
<script src="../build/three.min.js"></script>
|
|
<script src="js/TypedArrayUtils.js"></script>
|
|
<script src="js/controls/FirstPersonControls.js"></script>
|
|
<script type="x-shader/x-vertex" id="vertexshader">
|
|
|
|
//uniform float zoom;
|
|
|
|
attribute float alpha;
|
|
|
|
varying float vAlpha;
|
|
|
|
void main() {
|
|
|
|
vAlpha = 1.0 - alpha;
|
|
|
|
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
|
|
|
|
gl_PointSize = 4.0 * ( 300.0 / length( mvPosition.xyz ) );
|
|
|
|
gl_Position = projectionMatrix * mvPosition;
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
<script type="x-shader/x-fragment" id="fragmentshader">
|
|
|
|
uniform sampler2D tex1;
|
|
|
|
varying float vAlpha;
|
|
|
|
void main() {
|
|
|
|
gl_FragColor = texture2D(tex1, gl_PointCoord);
|
|
gl_FragColor.r = (1.0 - gl_FragColor.r) * vAlpha + gl_FragColor.r;
|
|
|
|
}
|
|
|
|
</script>
|
|
<script>
|
|
|
|
var camera, scene, renderer;
|
|
var geometry, material, mesh;
|
|
var controls;
|
|
|
|
var objects = [];
|
|
|
|
var amountOfParticles = 500000, maxDistance = Math.pow(120, 2);
|
|
var positions, alphas, particles, _particleGeom
|
|
|
|
var clock = new THREE.Clock();
|
|
|
|
var blocker = document.getElementById( 'blocker' );
|
|
var instructions = document.getElementById( 'instructions' );
|
|
|
|
|
|
function init() {
|
|
|
|
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000000);
|
|
|
|
scene = new THREE.Scene();
|
|
|
|
controls = new THREE.FirstPersonControls( camera );
|
|
controls.movementSpeed = 100;
|
|
controls.lookSpeed = 0.1;
|
|
|
|
var materials = [
|
|
|
|
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/cube/skybox/px.jpg' ) } ), // right
|
|
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/cube/skybox/nx.jpg' ) } ), // left
|
|
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/cube/skybox/py.jpg' ) } ), // top
|
|
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/cube/skybox/ny.jpg' ) } ), // bottom
|
|
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/cube/skybox/pz.jpg' ) } ), // back
|
|
new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/cube/skybox/nz.jpg' ) } ) // front
|
|
|
|
];
|
|
|
|
mesh = new THREE.Mesh( new THREE.BoxGeometry( 10000, 10000, 10000, 7, 7, 7 ), new THREE.MeshFaceMaterial( materials ) );
|
|
mesh.scale.x = - 1;
|
|
scene.add(mesh);
|
|
|
|
//
|
|
|
|
renderer = new THREE.WebGLRenderer(); // Detector.webgl? new THREE.WebGLRenderer(): new THREE.CanvasRenderer()
|
|
renderer.setPixelRatio( window.devicePixelRatio );
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
document.body.appendChild( renderer.domElement );
|
|
|
|
// create the custom shader
|
|
var imagePreviewTexture = THREE.ImageUtils.loadTexture( 'textures/crate.gif');
|
|
imagePreviewTexture.minFilter = THREE.LinearMipMapLinearFilter;
|
|
imagePreviewTexture.magFilter = THREE.LinearFilter;
|
|
|
|
pointShaderMaterial = new THREE.ShaderMaterial( {
|
|
uniforms: {
|
|
tex1: { type: "t", value: imagePreviewTexture },
|
|
zoom: { type: 'f', value: 9.0 },
|
|
},
|
|
attributes: {
|
|
alpha: { type: 'f', value: null },
|
|
},
|
|
vertexShader: document.getElementById( 'vertexshader' ).textContent,
|
|
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
|
|
transparent: true
|
|
});
|
|
|
|
|
|
//create particles with buffer geometry
|
|
var distanceFunction = function(a, b){
|
|
return Math.pow(a[0] - b[0], 2) + Math.pow(a[1] - b[1], 2) + Math.pow(a[2] - b[2], 2);
|
|
};
|
|
|
|
positions = new Float32Array( amountOfParticles * 3 );
|
|
alphas = new Float32Array( amountOfParticles );
|
|
|
|
_particleGeom = new THREE.BufferGeometry();
|
|
_particleGeom.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
|
|
_particleGeom.addAttribute( 'alpha', new THREE.BufferAttribute( alphas, 1 ) );
|
|
|
|
particles = new THREE.PointCloud( _particleGeom, pointShaderMaterial );
|
|
|
|
for (var x = 0; x < amountOfParticles; x++) {
|
|
positions[ x * 3 + 0 ] = Math.random() * 1000;
|
|
positions[ x * 3 + 1 ] = Math.random() * 1000;
|
|
positions[ x * 3 + 2 ] = Math.random() * 1000;
|
|
alphas[x] = 1.0;
|
|
}
|
|
|
|
|
|
var measureStart = new Date().getTime();
|
|
|
|
// creating the kdtree takes a lot of time to execute, in turn the nearest neighbour search will be much faster
|
|
kdtree = new THREE.TypedArrayUtils.Kdtree( positions, distanceFunction, 3 );
|
|
|
|
console.log('TIME building kdtree', new Date().getTime() - measureStart);
|
|
|
|
// display particles after the kd-tree was generated and the sorting of the positions-array is done
|
|
scene.add(particles);
|
|
|
|
window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
}
|
|
|
|
function onWindowResize() {
|
|
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
camera.updateProjectionMatrix();
|
|
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
controls.handleResize();
|
|
}
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
//
|
|
displayNearest(camera.position);
|
|
|
|
controls.update( clock.getDelta() )
|
|
|
|
renderer.render( scene, camera );
|
|
|
|
}
|
|
|
|
function displayNearest(position) {
|
|
|
|
// take the nearest 200 around him. distance^2 'cause we use the manhattan distance and no square is applied in the distance function
|
|
var imagePositionsInRange = kdtree.nearest([position.x, position.y, position.z], 100, maxDistance);
|
|
|
|
// 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.
|
|
var _frustum = new THREE.Frustum();
|
|
var _projScreenMatrix = new THREE.Matrix4();
|
|
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
|
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
_frustum.setFromMatrix( _projScreenMatrix );
|
|
|
|
for ( i = 0, il = imagePositionsInRange.length; i < il; i ++ ) {
|
|
var object = imagePositionsInRange[i];
|
|
var objectPoint = new THREE.Vector3().fromArray( object[ 0 ].obj );
|
|
|
|
if (_frustum.containsPoint(objectPoint)){
|
|
|
|
var objectIndex = object[0].pos;
|
|
|
|
// set the alpha according to distance
|
|
alphas[ objectIndex ] = 1.0 / maxDistance * object[1];
|
|
// update the attribute
|
|
_particleGeom.attributes.alpha.needsUpdate = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
init();
|
|
animate();
|
|
</script>
|
|
</body>
|
|
</html>
|