webgl2_materials_texture2darray.html 4.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177
  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. void main() {
  27. vec4 color = texture( diffuse, vec3( vUv, depth ) );
  28. // lighten a bit
  29. gl_FragColor = vec4( color.rrr * 1.5, 1.0 );
  30. }
  31. </script>
  32. <body>
  33. <div id="info">
  34. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Texture array<br />
  35. Scanned head data by
  36. <a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
  37. licensed under
  38. <a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
  39. </div>
  40. <script type="module">
  41. import * as THREE from '../build/three.module.js';
  42. import Stats from './jsm/libs/stats.module.js';
  43. import { JSZip } from './jsm/libs/jszip.module.min.js';
  44. import { WEBGL } from './jsm/WebGL.js';
  45. if ( WEBGL.isWebGL2Available() === false ) {
  46. document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
  47. }
  48. var camera, scene, mesh, renderer, stats;
  49. var planeWidth = 50;
  50. var planeHeight = 50;
  51. var depthStep = 0.4;
  52. init();
  53. animate();
  54. function init() {
  55. var container = document.createElement( 'div' );
  56. document.body.appendChild( container );
  57. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  58. camera.position.z = 70;
  59. scene = new THREE.Scene();
  60. // width 256, height 256, depth 109, 8-bit, zip archived raw data
  61. new THREE.FileLoader()
  62. .setResponseType( 'arraybuffer' )
  63. .load( 'textures/3d/head256x256x109.zip', function ( data ) {
  64. var zip = new JSZip( data );
  65. var array = zip.files[ 'head256x256x109' ].asUint8Array();
  66. var texture = new THREE.DataTexture2DArray( array, 256, 256, 109 );
  67. texture.format = THREE.RedFormat;
  68. texture.type = THREE.UnsignedByteType;
  69. var material = new THREE.ShaderMaterial( {
  70. uniforms: {
  71. diffuse: { value: texture },
  72. depth: { value: 55 },
  73. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  74. },
  75. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  76. fragmentShader: document.getElementById( 'fs' ).textContent.trim()
  77. } );
  78. var geometry = new THREE.PlaneBufferGeometry( planeWidth, planeHeight );
  79. mesh = new THREE.Mesh( geometry, material );
  80. scene.add( mesh );
  81. } );
  82. // 2D Texture array is available on WebGL 2.0
  83. renderer = new THREE.WebGLRenderer();
  84. renderer.setPixelRatio( window.devicePixelRatio );
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. container.appendChild( renderer.domElement );
  87. stats = new Stats();
  88. container.appendChild( stats.dom );
  89. window.addEventListener( 'resize', onWindowResize, false );
  90. }
  91. function onWindowResize() {
  92. camera.aspect = window.innerWidth / window.innerHeight;
  93. camera.updateProjectionMatrix();
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. }
  96. function animate() {
  97. requestAnimationFrame( animate );
  98. if ( mesh ) {
  99. var value = mesh.material.uniforms[ "depth" ].value;
  100. value += depthStep;
  101. if ( value > 109.0 || value < 0.0 ) {
  102. if ( value > 1.0 ) value = 109.0 * 2.0 - value;
  103. if ( value < 0.0 ) value = - value;
  104. depthStep = - depthStep;
  105. }
  106. mesh.material.uniforms[ "depth" ].value = value;
  107. }
  108. render();
  109. stats.update();
  110. }
  111. function render() {
  112. renderer.render( scene, camera );
  113. }
  114. </script>
  115. </body>
  116. </html>