瀏覽代碼

Rename webgl_materials_texture_3d.html with webgl_materials_texture3d.html

Takahiro 6 年之前
父節點
當前提交
04ea07dd5a
共有 2 個文件被更改,包括 212 次插入1 次删除
  1. 1 1
      examples/files.js
  2. 211 0
      examples/webgl_materials_texture3d.html

+ 1 - 1
examples/files.js

@@ -167,13 +167,13 @@ var files = {
 		"webgl_materials_shaders_fresnel",
 		"webgl_materials_shaders_fresnel",
 		"webgl_materials_skin",
 		"webgl_materials_skin",
 		"webgl_materials_standard",
 		"webgl_materials_standard",
-		"webgl_materials_texture_3d",
 		"webgl_materials_texture_anisotropy",
 		"webgl_materials_texture_anisotropy",
 		"webgl_materials_texture_canvas",
 		"webgl_materials_texture_canvas",
 		"webgl_materials_texture_filters",
 		"webgl_materials_texture_filters",
 		"webgl_materials_texture_manualmipmap",
 		"webgl_materials_texture_manualmipmap",
 		"webgl_materials_texture_partialupdate",
 		"webgl_materials_texture_partialupdate",
 		"webgl_materials_texture_rotation",
 		"webgl_materials_texture_rotation",
+		"webgl_materials_texture3d",
 		"webgl_materials_translucency",
 		"webgl_materials_translucency",
 		"webgl_materials_transparency",
 		"webgl_materials_transparency",
 		"webgl_materials_variations_basic",
 		"webgl_materials_variations_basic",

+ 211 - 0
examples/webgl_materials_texture3d.html

@@ -0,0 +1,211 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - 3D texture</title>
+		<meta charset="UTF-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				background:#000;
+				padding:0;
+				margin:0;
+				overflow:hidden;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px;
+				width: 100%;
+				color: #ffffff;
+				padding: 5px;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+			}
+
+			#info a {
+				color: #ffffff;
+			}
+		</style>
+	</head>
+	<script id="vs" type="x-shader/x-vertex">
+	#version 300 es
+
+	uniform float depth;
+	uniform vec2 size;
+	out vec3 vUv;
+
+	void main() {
+
+		gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+		// Convert position.xy to 1.0-0.0
+
+		vUv.xy = position.xy / size + 0.5;
+		vUv.y = 1.0 - vUv.y; // original data is upside down
+
+		vUv.z = depth;
+
+	}
+	</script>
+
+	<script id="fs" type="x-shader/x-fragment">
+	#version 300 es
+
+	precision highp float;
+	precision highp int;
+	precision highp sampler3D;
+
+	uniform sampler3D diffuse;
+	in vec3 vUv;
+	out vec4 out_FragColor;
+
+	void main() {
+
+		vec4 color = texture( diffuse, vUv );
+
+		// lighten a bit
+		out_FragColor = vec4( color.rrr * 1.5, 1.0 );
+
+	}
+	</script>
+	<body>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 3D Texture<br />
+			Scanned head data by
+			<a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
+			licensed under
+			<a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
+		</div>
+
+		<script src="../build/three.js"></script>
+		<!--<script src="js/controls/OrbitControls.js"></script>-->
+
+		<script src="js/libs/jszip.min.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var camera, scene, mesh, renderer, stats;
+
+			var planeWidth = 50;
+			var planeHeight = 50;
+
+			var depthStep = 1 / ( 109 * 3 );
+
+			init();
+			animate();
+
+			function init() {
+
+				var container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
+				camera.position.z = 70;
+
+				scene = new THREE.Scene();
+
+				// width 256, height 256, depth 109, 8-bit, zip archived raw data
+
+				new THREE.FileLoader()
+					.setResponseType( 'arraybuffer' )
+					.load( 'textures/3d/head256x256x109.zip', function ( data ) {
+
+					var zip = new JSZip( data );
+					var array = zip.files[ 'head256x256x109' ].asUint8Array();
+
+					var texture = new THREE.Texture3D( array, 256, 256, 109 );
+
+					texture.format = THREE.RedFormat;
+					texture.type = THREE.UnsignedByteType;
+
+					texture.needsUpdate = true;
+
+					var material = new THREE.ShaderMaterial( {
+						uniforms: {
+							diffuse: { value: texture },
+							depth: { value: 0 },
+							size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
+						},
+						vertexShader: document.getElementById( 'vs' ).textContent.trim(),
+						fragmentShader: document.getElementById( 'fs' ).textContent.trim()
+					} );
+
+					var geometry = new THREE.PlaneBufferGeometry( planeWidth, planeHeight );
+
+					mesh = new THREE.Mesh( geometry, material );
+
+					scene.add( mesh );
+
+				} );
+
+				// var controls = new THREE.OrbitControls( camera );
+
+				// 3D Texture is available on WebGL 2.0
+
+				var canvas = document.createElement( 'canvas' );
+				var context = canvas.getContext( 'webgl2' );
+
+				renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas, context: context } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild( renderer.domElement );
+
+				stats = new Stats();
+				container.appendChild( stats.dom );
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				if ( mesh ) {
+
+					var value = mesh.material.uniforms.depth.value;
+
+					value += depthStep;
+
+					if ( value > 1.0 || value < 0.0 ) {
+
+						if ( value > 1.0 ) value = 2.0 - value;
+						if ( value < 0.0 ) vlaue = - value;
+
+						depthStep = - depthStep;
+
+					}
+
+					mesh.material.uniforms.depth.value = value;
+
+				}
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>