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webgl_interactive_cubes_gpu

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { TrackballControls } from "three/examples/jsm/controls/TrackballControls.js";
import * as BufferGeometryUtils from "three/examples/jsm/utils/BufferGeometryUtils.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_interactive_cubes_gpu",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "webgl - gpu picking"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let 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() {
      camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1e4);
      camera.position.z = 1e3;
      scene = new THREE.Scene();
      scene.background = new THREE.Color(16777215);
      scene.add(new THREE.AmbientLight(13421772));
      const light = new THREE.DirectionalLight(16777215, 3);
      light.position.set(0, 500, 2e3);
      scene.add(light);
      const defaultMaterial = new THREE.MeshPhongMaterial({
        color: 16777215,
        flatShading: true,
        vertexColors: true,
        shininess: 0
      });
      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, color2) {
        const position = geometry.attributes.position;
        const colors = [];
        for (let i = 0; i < position.count; i++) {
          colors.push(color2.r, color2.g, color2.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 < 5e3; i++) {
        const geometry = new THREE.BoxGeometry();
        const position = new THREE.Vector3();
        position.x = Math.random() * 1e4 - 5e3;
        position.y = Math.random() * 6e3 - 3e3;
        position.z = Math.random() * 8e3 - 4e3;
        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);
        applyVertexColors(geometry, color.setHex(Math.random() * 16777215));
        applyId(geometry, i);
        geometries.push(geometry);
        pickingData[i] = {
          position,
          rotation,
          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: 16776960 })
      );
      scene.add(highlightBox);
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      controls = new TrackballControls(camera, renderer.domElement);
      controls.rotateSpeed = 1;
      controls.zoomSpeed = 1.2;
      controls.panSpeed = 0.8;
      controls.noZoom = false;
      controls.noPan = false;
      controls.staticMoving = true;
      controls.dynamicDampingFactor = 0.3;
      stats = new Stats(renderer);
      renderer.domElement.addEventListener("pointermove", onPointerMove);
      needToDispose(renderer, scene, controls);
    }
    function onPointerMove(e) {
      pointer.x = e.clientX;
      pointer.y = e.clientY;
    }
    function animate() {
      render();
      stats.update();
    }
    function pick() {
      const dpr = window.devicePixelRatio;
      camera.setViewOffset(
        renderer.domElement.width,
        renderer.domElement.height,
        Math.floor(pointer.x * dpr),
        Math.floor(pointer.y * dpr),
        1,
        1
      );
      renderer.setRenderTarget(pickingTexture);
      clearColor.setRGB(-1, -1, -1);
      renderer.setClearColor(clearColor);
      renderer.render(pickingScene, camera);
      camera.clearViewOffset();
      const pixelBuffer = new Int32Array(4);
      renderer.readRenderTargetPixelsAsync(pickingTexture, 0, 0, 1, 1, pixelBuffer).then(() => {
        const id = pixelBuffer[0];
        if (id !== -1) {
          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);
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;