webgl2_materials_texture2darray.html 4.8 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. <style>
  8. body {
  9. background:#000;
  10. padding:0;
  11. margin:0;
  12. overflow:hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. color: #ffffff;
  19. padding: 5px;
  20. font-family:Monospace;
  21. font-size:13px;
  22. text-align:center;
  23. }
  24. #info a {
  25. color: #ffffff;
  26. }
  27. </style>
  28. </head>
  29. <script id="vs" type="x-shader/x-vertex">
  30. #version 300 es
  31. uniform vec2 size;
  32. out vec2 vUv;
  33. void main() {
  34. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  35. // Convert position.xy to 1.0-0.0
  36. vUv.xy = position.xy / size + 0.5;
  37. vUv.y = 1.0 - vUv.y; // original data is upside down
  38. }
  39. </script>
  40. <script id="fs" type="x-shader/x-fragment">
  41. #version 300 es
  42. precision highp float;
  43. precision highp int;
  44. precision highp sampler2DArray;
  45. uniform sampler2DArray diffuse;
  46. in vec2 vUv;
  47. uniform int depth;
  48. out vec4 out_FragColor;
  49. void main() {
  50. vec4 color = texture( diffuse, vec3( vUv, depth ) );
  51. // lighten a bit
  52. out_FragColor = vec4( color.rrr * 1.5, 1.0 );
  53. }
  54. </script>
  55. <body>
  56. <div id="info">
  57. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Texture array<br />
  58. Scanned head data by
  59. <a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
  60. licensed under
  61. <a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
  62. </div>
  63. <script src="../build/three.js"></script>
  64. <!--<script src="js/controls/OrbitControls.js"></script>-->
  65. <script src="js/libs/jszip.min.js"></script>
  66. <script src="js/libs/stats.min.js"></script>
  67. <script src="js/WebGL.js"></script>
  68. <script>
  69. if ( WEBGL.isWebGL2Available() === false ) {
  70. document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
  71. }
  72. var camera, scene, mesh, renderer, stats;
  73. var planeWidth = 50;
  74. var planeHeight = 50;
  75. var depthStep = 0.4;
  76. init();
  77. animate();
  78. function init() {
  79. var container = document.createElement( 'div' );
  80. document.body.appendChild( container );
  81. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  82. camera.position.z = 70;
  83. scene = new THREE.Scene();
  84. // width 256, height 256, depth 109, 8-bit, zip archived raw data
  85. new THREE.FileLoader()
  86. .setResponseType( 'arraybuffer' )
  87. .load( 'textures/3d/head256x256x109.zip', function ( data ) {
  88. var zip = new JSZip( data );
  89. var array = zip.files[ 'head256x256x109' ].asUint8Array();
  90. var texture = new THREE.DataTexture2DArray( array, 256, 256, 109 );
  91. texture.format = THREE.RedFormat;
  92. texture.type = THREE.UnsignedByteType;
  93. texture.needsUpdate = true;
  94. var material = new THREE.ShaderMaterial( {
  95. uniforms: {
  96. diffuse: { value: texture },
  97. depth: { value: 0 },
  98. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  99. },
  100. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  101. fragmentShader: document.getElementById( 'fs' ).textContent.trim()
  102. } );
  103. var geometry = new THREE.PlaneBufferGeometry( planeWidth, planeHeight );
  104. mesh = new THREE.Mesh( geometry, material );
  105. scene.add( mesh );
  106. } );
  107. // var controls = new THREE.OrbitControls( camera );
  108. // 2D Texture array is available on WebGL 2.0
  109. var canvas = document.createElement( 'canvas' );
  110. var context = canvas.getContext( 'webgl2' );
  111. renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas, context: context } );
  112. renderer.setPixelRatio( window.devicePixelRatio );
  113. renderer.setSize( window.innerWidth, window.innerHeight );
  114. container.appendChild( renderer.domElement );
  115. stats = new Stats();
  116. container.appendChild( stats.dom );
  117. window.addEventListener( 'resize', onWindowResize, false );
  118. }
  119. function onWindowResize() {
  120. camera.aspect = window.innerWidth / window.innerHeight;
  121. camera.updateProjectionMatrix();
  122. renderer.setSize( window.innerWidth, window.innerHeight );
  123. }
  124. function animate() {
  125. requestAnimationFrame( animate );
  126. if ( mesh ) {
  127. var value = mesh.material.uniforms[ "depth" ].value;
  128. value += depthStep;
  129. if ( value > 109.0 || value < 0.0 ) {
  130. if ( value > 1.0 ) value = 109.0 * 2.0 - value;
  131. if ( value < 0.0 ) value = - value;
  132. depthStep = - depthStep;
  133. }
  134. mesh.material.uniforms[ "depth" ].value = value;
  135. }
  136. render();
  137. stats.update();
  138. }
  139. function render() {
  140. renderer.render( scene, camera );
  141. }
  142. </script>
  143. </body>
  144. </html>