webgl2_texture2darray_compressed.html 4.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - 2D compressed 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.rgb + .2, 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 Compressed Texture Array<br />
  36. Loop from the movie Spirited away
  37. by the <a href="https://www.ghibli.jp/" target="_blank" rel="noopener">Studio Ghibli</a><br />
  38. </div>
  39. <!-- Import maps polyfill -->
  40. <!-- Remove this when import maps will be widely supported -->
  41. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  42. <script type="importmap">
  43. {
  44. "imports": {
  45. "three": "../build/three.module.js",
  46. "three/addons/": "./jsm/"
  47. }
  48. }
  49. </script>
  50. <script type="module">
  51. import * as THREE from 'three';
  52. import Stats from 'three/addons/libs/stats.module.js';
  53. import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
  54. import WebGL from 'three/addons/capabilities/WebGL.js';
  55. if ( WebGL.isWebGL2Available() === false ) {
  56. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  57. }
  58. let camera, scene, mesh, renderer, stats, clock;
  59. const planeWidth = 50;
  60. const planeHeight = 25;
  61. let depthStep = 1;
  62. init();
  63. animate();
  64. function init() {
  65. const container = document.createElement( 'div' );
  66. document.body.appendChild( container );
  67. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  68. camera.position.z = 70;
  69. scene = new THREE.Scene();
  70. //
  71. clock = new THREE.Clock();
  72. renderer = new THREE.WebGLRenderer();
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. renderer.useLegacyLights = false;
  76. container.appendChild( renderer.domElement );
  77. //
  78. const ktx2Loader = new KTX2Loader();
  79. ktx2Loader.setTranscoderPath( 'jsm/libs/basis/' );
  80. ktx2Loader.detectSupport( renderer );
  81. ktx2Loader.load( 'textures/spiritedaway.ktx2', function ( texturearray ) {
  82. const material = new THREE.ShaderMaterial( {
  83. uniforms: {
  84. diffuse: { value: texturearray },
  85. depth: { value: 55 },
  86. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  87. },
  88. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  89. fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
  90. glslVersion: THREE.GLSL3
  91. } );
  92. const geometry = new THREE.PlaneGeometry( planeWidth, planeHeight );
  93. mesh = new THREE.Mesh( geometry, material );
  94. scene.add( mesh );
  95. } );
  96. stats = new Stats();
  97. container.appendChild( stats.dom );
  98. window.addEventListener( 'resize', onWindowResize );
  99. }
  100. function onWindowResize() {
  101. camera.aspect = window.innerWidth / window.innerHeight;
  102. camera.updateProjectionMatrix();
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. }
  105. function animate() {
  106. requestAnimationFrame( animate );
  107. if ( mesh ) {
  108. const delta = clock.getDelta() * 10;
  109. depthStep += delta;
  110. const value = depthStep % 5;
  111. mesh.material.uniforms[ 'depth' ].value = value;
  112. }
  113. render();
  114. stats.update();
  115. }
  116. function render() {
  117. renderer.render( scene, camera );
  118. }
  119. </script>
  120. </body>
  121. </html>