webgl2_materials_texture2darray.html 4.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - 2D texture array</title>
  5. <meta charset="UTF-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <script id="vs" type="x-shader/x-vertex">
  10. #version 300 es
  11. uniform vec2 size;
  12. out vec2 vUv;
  13. void main() {
  14. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  15. // Convert position.xy to 1.0-0.0
  16. vUv.xy = position.xy / size + 0.5;
  17. vUv.y = 1.0 - vUv.y; // original data is upside down
  18. }
  19. </script>
  20. <script id="fs" type="x-shader/x-fragment">
  21. #version 300 es
  22. precision highp float;
  23. precision highp int;
  24. precision highp sampler2DArray;
  25. uniform sampler2DArray diffuse;
  26. in vec2 vUv;
  27. uniform int depth;
  28. out vec4 out_FragColor;
  29. void main() {
  30. vec4 color = texture( diffuse, vec3( vUv, depth ) );
  31. // lighten a bit
  32. out_FragColor = vec4( color.rrr * 1.5, 1.0 );
  33. }
  34. </script>
  35. <body>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Texture array<br />
  38. Scanned head data by
  39. <a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
  40. licensed under
  41. <a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
  42. </div>
  43. <script src="js/libs/jszip.min.js"></script>
  44. <script src="js/WebGL.js"></script>
  45. <script type="module">
  46. import {
  47. DataTexture2DArray,
  48. FileLoader,
  49. Mesh,
  50. PerspectiveCamera,
  51. PlaneBufferGeometry,
  52. RedFormat,
  53. Scene,
  54. ShaderMaterial,
  55. Vector2,
  56. UnsignedByteType,
  57. WebGLRenderer
  58. } from "../build/three.module.js";
  59. import Stats from './jsm/libs/stats.module.js';
  60. if ( WEBGL.isWebGL2Available() === false ) {
  61. document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
  62. }
  63. var camera, scene, mesh, renderer, stats;
  64. var planeWidth = 50;
  65. var planeHeight = 50;
  66. var depthStep = 0.4;
  67. init();
  68. animate();
  69. function init() {
  70. var container = document.createElement( 'div' );
  71. document.body.appendChild( container );
  72. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  73. camera.position.z = 70;
  74. scene = new Scene();
  75. // width 256, height 256, depth 109, 8-bit, zip archived raw data
  76. new FileLoader()
  77. .setResponseType( 'arraybuffer' )
  78. .load( 'textures/3d/head256x256x109.zip', function ( data ) {
  79. var zip = new JSZip( data );
  80. var array = zip.files[ 'head256x256x109' ].asUint8Array();
  81. var texture = new DataTexture2DArray( array, 256, 256, 109 );
  82. texture.format = RedFormat;
  83. texture.type = UnsignedByteType;
  84. texture.needsUpdate = true;
  85. var material = new ShaderMaterial( {
  86. uniforms: {
  87. diffuse: { value: texture },
  88. depth: { value: 0 },
  89. size: { value: new Vector2( planeWidth, planeHeight ) }
  90. },
  91. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  92. fragmentShader: document.getElementById( 'fs' ).textContent.trim()
  93. } );
  94. var geometry = new PlaneBufferGeometry( planeWidth, planeHeight );
  95. mesh = new Mesh( geometry, material );
  96. scene.add( mesh );
  97. } );
  98. // 2D Texture array is available on WebGL 2.0
  99. var canvas = document.createElement( 'canvas' );
  100. var context = canvas.getContext( 'webgl2' );
  101. renderer = new WebGLRenderer( { antialias: true, canvas: canvas, context: context } );
  102. renderer.setPixelRatio( window.devicePixelRatio );
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. container.appendChild( renderer.domElement );
  105. stats = new Stats();
  106. container.appendChild( stats.dom );
  107. window.addEventListener( 'resize', onWindowResize, false );
  108. }
  109. function onWindowResize() {
  110. camera.aspect = window.innerWidth / window.innerHeight;
  111. camera.updateProjectionMatrix();
  112. renderer.setSize( window.innerWidth, window.innerHeight );
  113. }
  114. function animate() {
  115. requestAnimationFrame( animate );
  116. if ( mesh ) {
  117. var value = mesh.material.uniforms[ "depth" ].value;
  118. value += depthStep;
  119. if ( value > 109.0 || value < 0.0 ) {
  120. if ( value > 1.0 ) value = 109.0 * 2.0 - value;
  121. if ( value < 0.0 ) value = - value;
  122. depthStep = - depthStep;
  123. }
  124. mesh.material.uniforms[ "depth" ].value = value;
  125. }
  126. render();
  127. stats.update();
  128. }
  129. function render() {
  130. renderer.render( scene, camera );
  131. }
  132. </script>
  133. </body>
  134. </html>