webgl2_materials_texture2darray.html 4.3 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. uniform vec2 size;
  11. out vec2 vUv;
  12. void main() {
  13. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  14. // Convert position.xy to 1.0-0.0
  15. vUv.xy = position.xy / size + 0.5;
  16. vUv.y = 1.0 - vUv.y; // original data is upside down
  17. }
  18. </script>
  19. <script id="fs" type="x-shader/x-fragment">
  20. precision highp float;
  21. precision highp int;
  22. precision highp sampler2DArray;
  23. uniform sampler2DArray diffuse;
  24. in vec2 vUv;
  25. uniform int depth;
  26. out vec4 outColor;
  27. void main() {
  28. vec4 color = texture( diffuse, vec3( vUv, depth ) );
  29. // lighten a bit
  30. outColor = vec4( color.rrr * 1.5, 1.0 );
  31. }
  32. </script>
  33. <body>
  34. <div id="info">
  35. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Texture array<br />
  36. Scanned head data by
  37. <a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
  38. licensed under
  39. <a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
  40. </div>
  41. <script type="module">
  42. import * as THREE from '../build/three.module.js';
  43. import Stats from './jsm/libs/stats.module.js';
  44. import { unzipSync } from './jsm/libs/fflate.module.min.js';
  45. import { WEBGL } from './jsm/WebGL.js';
  46. if ( WEBGL.isWebGL2Available() === false ) {
  47. document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
  48. }
  49. let camera, scene, mesh, renderer, stats;
  50. const planeWidth = 50;
  51. const planeHeight = 50;
  52. let depthStep = 0.4;
  53. init();
  54. animate();
  55. function init() {
  56. const container = document.createElement( 'div' );
  57. document.body.appendChild( container );
  58. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  59. camera.position.z = 70;
  60. scene = new THREE.Scene();
  61. // width 256, height 256, depth 109, 8-bit, zip archived raw data
  62. new THREE.FileLoader()
  63. .setResponseType( 'arraybuffer' )
  64. .load( 'textures/3d/head256x256x109.zip', function ( data ) {
  65. const zip = unzipSync( new Uint8Array( data ) );
  66. const array = new Uint8Array( zip[ 'head256x256x109' ].buffer );
  67. const texture = new THREE.DataTexture2DArray( array, 256, 256, 109 );
  68. texture.format = THREE.RedFormat;
  69. texture.type = THREE.UnsignedByteType;
  70. const material = new THREE.ShaderMaterial( {
  71. uniforms: {
  72. diffuse: { value: texture },
  73. depth: { value: 55 },
  74. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  75. },
  76. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  77. fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
  78. glslVersion: THREE.GLSL3
  79. } );
  80. const geometry = new THREE.PlaneGeometry( planeWidth, planeHeight );
  81. mesh = new THREE.Mesh( geometry, material );
  82. scene.add( mesh );
  83. } );
  84. // 2D Texture array is available on WebGL 2.0
  85. renderer = new THREE.WebGLRenderer();
  86. renderer.setPixelRatio( window.devicePixelRatio );
  87. renderer.setSize( window.innerWidth, window.innerHeight );
  88. container.appendChild( renderer.domElement );
  89. stats = new Stats();
  90. container.appendChild( stats.dom );
  91. window.addEventListener( 'resize', onWindowResize );
  92. }
  93. function onWindowResize() {
  94. camera.aspect = window.innerWidth / window.innerHeight;
  95. camera.updateProjectionMatrix();
  96. renderer.setSize( window.innerWidth, window.innerHeight );
  97. }
  98. function animate() {
  99. requestAnimationFrame( animate );
  100. if ( mesh ) {
  101. let value = mesh.material.uniforms[ "depth" ].value;
  102. value += depthStep;
  103. if ( value > 109.0 || value < 0.0 ) {
  104. if ( value > 1.0 ) value = 109.0 * 2.0 - value;
  105. if ( value < 0.0 ) value = - value;
  106. depthStep = - depthStep;
  107. }
  108. mesh.material.uniforms[ "depth" ].value = value;
  109. }
  110. render();
  111. stats.update();
  112. }
  113. function render() {
  114. renderer.render( scene, camera );
  115. }
  116. </script>
  117. </body>
  118. </html>