The task at hand is to add a band selection tool to a Dart WebGL application. The tool will be used to draw a rectangle over multiple objects by dragging the mouse. Thus multiple objects can be selected/picked in a single user action. I'm currently using gl.readPixels() to read colors from an off-screen renderbuffer. Problem is, when a large area is band-selected, gl.readPixels() issues millions of pixels. Scanning such a big amount of colors wastes precious seconds just to locate few objects.
Please anyone point possibly faster methods for band-selecting multiple objects with Dart+WebGL.
For reference, I show below the current main portion of the band selection tool.
Uint8List _color = new Uint8List(4);
void bandSelection(int x, y, width, height, PickerShader picker, RenderingContext gl, bool shift) {
if (picker == null) {
err("bandSelection: picker not available");
return;
}
int size = 4 * width * height;
if (size > _color.length) {
_color = new Uint8List(size);
}
gl.bindFramebuffer(RenderingContext.FRAMEBUFFER, picker.framebuffer);
gl.readPixels(x, y, width, height, RenderingContext.RGBA, RenderingContext.UNSIGNED_BYTE, _color);
if (!shift) {
// shift is released
_selection.clear();
}
for (int i = 0; i < size; i += 4) {
if (_selection.length >= picker.numberOfInstances) {
// selected all available objects, no need to keep searching
break;
}
PickerInstance pi = picker.findInstanceByColor(_color[i], _color[i+1], _color[i+2]);
if (pi == null) {
continue;
}
_selection.add(pi);
}
debug("bandSelection: $_selection");
}
// findInstanceByColor is method from PickerShader
PickerInstance findInstanceByColor(int r, g, b) {
return colorHit(_instanceList, r, g, b);
}
PickerInstance colorHit(Iterable<Instance> list, int r,g,b) {
bool match(Instance i) {
Float32List f = i.pickColor;
return (255.0*f[0] - r.toDouble()).abs() < 1.0 &&
(255.0*f[1] - g.toDouble()).abs() < 1.0 &&
(255.0*f[2] - b.toDouble()).abs() < 1.0;
}
Instance pi;
try {
pi = list.firstWhere(match);
} catch (e) {
return null;
}
return pi as PickerInstance;
}