twgl.js/examples/picking.html
Gregg Tavares 67551111b4 Fix CSS
There was a time when 100vh was correct but mobile browsers changed.
2025-10-13 14:54:12 -07:00

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf8">
<!--
@license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
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see: http://github.com/greggman/twgl.js for details
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<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
<title>twgl.js - picking (bad)</title>
<style>
*, *:before, *:after {
-webkit-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
}
html, body {
margin: 0;
font-family: monospace;
height: 100%;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
#b {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 2;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="b"><a href="http://twgljs.org">twgl.js</a> - picking (bad)</div>
</body>
<script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = a_texcoord;
v_position = (u_worldViewProjection * a_position);
v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
gl_Position = v_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform vec4 u_flashColor;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),//max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
vec3 a_normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(a_normal, surfaceToLight),
dot(a_normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor + u_flashColor;
}
</script>
<script id="picking-vs" type="notjs">
uniform mat4 u_worldViewProjection;
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texCoord;
void main() {
v_texCoord = a_texcoord;
gl_Position = u_worldViewProjection * a_position;
}
</script>
<script id="picking-fs" type="notjs">
precision mediump float;
varying vec2 v_texCoord;
uniform float u_threshhold;
uniform vec4 u_pickColor;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
if (diffuseColor.a <= u_threshhold) {
discard;
}
gl_FragColor = u_pickColor;
}
</script>
<script src="../3rdparty/chroma.min.js"></script>
<script type="module">
import * as twgl from '../dist/7.x/twgl-full.module.js';
twgl.setDefaults({attribPrefix: "a_"});
const m4 = twgl.m4;
const gl = document.querySelector("#c").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
const pickingProgramInfo = twgl.createProgramInfo(gl, ["picking-vs", "picking-fs"]);
const shapes = [
twgl.primitives.createCubeBufferInfo(gl, 2),
twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12),
twgl.primitives.createPlaneBufferInfo(gl, 2, 2),
twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
twgl.primitives.createCresentBufferInfo(gl, 1, 1, 0.5, 0.1, 24),
twgl.primitives.createCylinderBufferInfo(gl, 1, 2, 24, 2),
twgl.primitives.createDiscBufferInfo(gl, 1, 24),
twgl.primitives.createTorusBufferInfo(gl, 1, 0.4, 24, 12),
];
function rand(min, max) {
return min + Math.random() * (max - min);
}
let pickId = -1;
// Shared values
const lightWorldPosition = [1, 8, -10];
const lightColor = [1, 1, 1, 1];
const camera = m4.identity();
const view = m4.identity();
const viewProjection = m4.identity();
const tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
function makePickingColor(id) {
return [
((id >> 0) & 0xFF) / 0xFF,
((id >> 8) & 0xFF) / 0xFF,
((id >> 16) & 0xFF) / 0xFF,
((id >> 24) & 0xFF) / 0xFF,
];
}
const objects = [];
const drawObjects = [];
const pickDrawObjects = [];
const numObjects = 100;
const baseHue = rand(0, 360);
for (let ii = 0; ii < numObjects; ++ii) {
const uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
u_flashColor: [0, 0, 0, 0],
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
u_threshhold: 0.1,
u_pickColor: makePickingColor(ii),
};
drawObjects.push({
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
uniforms: uniforms,
});
pickDrawObjects.push({
programInfo: pickingProgramInfo,
bufferInfo: shapes[ii % shapes.length],
uniforms: uniforms,
});
objects.push({
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
});
}
const pickingFBI = twgl.createFramebufferInfo(gl);
// NOTE: !!
//
// Picking doesn't really make sense in TWGL. Picking requires structure
// There must be some kind of database or scene graph of things to pick.
// TWGL doesn't impose any kind of database or scene graph because it's
// just a set of helpers for raw WebGL. Any structure on top of TWGL is
// your structure.
//
// It also requires some kind of material stucture so that all objects
// can be rendered with both whatever shader(s) render them normally
// AND a shader for picking.
//
// THREE.js on the other hand has a scene graph that contains objects
// so it makes sense to be able to pick one of those objects. It also
// contains various materials and shader generators and imposes a
// standard structure on those, what their inputs are etc.
//
// The code in this exampele was just the quickest thing I could think
// of to make picking example. It's the primitives.html example
//
// It works by
//
// 1. Making the picking shader compatible with the phong shader
//
// 2. Making the 2 shaders use the same uniforms
//
// Since they use the same uniforms then when drawing the picking
// there are no matricies to set because we already set them all
// last time things were drawn.
//
// 3. Adding a u_flashColor uniform to the phong shader
//
// 4. Having 2 parallel drawObjectList lists. One for drawing, one for picking
//
// Effectively it's a big hack that has nothing to do with the structure of
// a program that would actually be used to pick something
//
// On the other hand what it does show is
//
// 1. using `twgl.createFrameBufferInfo` to create an RGBA + Depth buffer
// the same size as the canvas which is the default with no arguments
//
// 2. using `twgl.resizeFramebufferInfo` to match the new size of the canvas
// again the default with no extra arguments
//
// 3. indirectly the fact that `twgl.bindFramebufferInfo` sets the viewport
//
// 4. examples of getting a relative mouse and/or touch position
//
// NOTE: it assumes the canvas has no border, padding, margin.
function pickObject(inputX, inputY) {
// If something is picked restore its color
if (pickId >= 0 && pickId < objects.length) {
const object = objects[pickId];
object.uniforms.u_flashColor = [0, 0, 0, 0];
}
const rect = gl.canvas.getBoundingClientRect();
const w = gl.canvas.clientWidth;
const h = gl.canvas.clientHeight;
const x = (inputX - rect.left) * gl.canvas.width / w | 0;
const y = gl.canvas.height - ((inputY - rect.top ) * gl.canvas.height / h | 0) - 1;
// resize pickingFBI to match canvas
twgl.resizeFramebufferInfo(gl, pickingFBI);
twgl.bindFramebufferInfo(gl, pickingFBI);
gl.clearColor(1, 1, 1, 1);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
twgl.drawObjectList(gl, pickDrawObjects);
const pickColor = new Uint8Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pickColor);
pickId = (pickColor[0] << 0) +
(pickColor[1] << 8) +
(pickColor[2] << 16) +
(pickColor[3] << 24);
}
gl.canvas.addEventListener('click', function(e) {
pickObject(e.clientX, e.clientY);
});
gl.canvas.addEventListener('touchstart', function(e) {
e.preventDefault();
pickObject(e.touches[0].clientX, e.touches[0].clientY);
});
gl.canvas.addEventListener('contextmenu', function(e) {
e.preventDefault();
return false;
});
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
twgl.bindFramebufferInfo(gl, null);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
const eye = [1, 4, -20];
const target = [0, 0, 0];
const up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
m4.multiply(projection, view, viewProjection);
objects.forEach(function(obj) {
const uni = obj.uniforms;
const world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.translate(world, obj.translation, world);
m4.rotateX(world, time, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
});
// If something is picked flash its color
if (pickId >= 0 && pickId < objects.length) {
const object = objects[pickId];
object.uniforms.u_flashColor = ((time * 20 | 0) % 2) ? [0.2, 0.2, 0.2, 0.2] : [1, 0, 0, 1];
}
twgl.drawObjectList(gl, drawObjects);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
</html>