webgl2_materials_texture2darray.html 4.4 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="importmap">
  42. {
  43. "imports": {
  44. "three": "../build/three.module.js",
  45. "three/addons/": "./jsm/"
  46. }
  47. }
  48. </script>
  49. <script type="module">
  50. import * as THREE from 'three';
  51. import Stats from 'three/addons/libs/stats.module.js';
  52. import { unzipSync } from 'three/addons/libs/fflate.module.js';
  53. import WebGL from 'three/addons/capabilities/WebGL.js';
  54. if ( WebGL.isWebGL2Available() === false ) {
  55. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  56. }
  57. let camera, scene, mesh, renderer, stats;
  58. const planeWidth = 50;
  59. const planeHeight = 50;
  60. let depthStep = 0.4;
  61. init();
  62. animate();
  63. function init() {
  64. const container = document.createElement( 'div' );
  65. document.body.appendChild( container );
  66. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  67. camera.position.z = 70;
  68. scene = new THREE.Scene();
  69. // width 256, height 256, depth 109, 8-bit, zip archived raw data
  70. new THREE.FileLoader()
  71. .setResponseType( 'arraybuffer' )
  72. .load( 'textures/3d/head256x256x109.zip', function ( data ) {
  73. const zip = unzipSync( new Uint8Array( data ) );
  74. const array = new Uint8Array( zip[ 'head256x256x109' ].buffer );
  75. const texture = new THREE.DataArrayTexture( array, 256, 256, 109 );
  76. texture.format = THREE.RedFormat;
  77. texture.needsUpdate = true;
  78. const material = new THREE.ShaderMaterial( {
  79. uniforms: {
  80. diffuse: { value: texture },
  81. depth: { value: 55 },
  82. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  83. },
  84. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  85. fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
  86. glslVersion: THREE.GLSL3
  87. } );
  88. const geometry = new THREE.PlaneGeometry( planeWidth, planeHeight );
  89. mesh = new THREE.Mesh( geometry, material );
  90. scene.add( mesh );
  91. } );
  92. // 2D Texture array is available on WebGL 2.0
  93. renderer = new THREE.WebGLRenderer();
  94. renderer.setPixelRatio( window.devicePixelRatio );
  95. renderer.setSize( window.innerWidth, window.innerHeight );
  96. container.appendChild( renderer.domElement );
  97. stats = new Stats();
  98. container.appendChild( stats.dom );
  99. window.addEventListener( 'resize', onWindowResize );
  100. }
  101. function onWindowResize() {
  102. camera.aspect = window.innerWidth / window.innerHeight;
  103. camera.updateProjectionMatrix();
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. }
  106. function animate() {
  107. requestAnimationFrame( animate );
  108. if ( mesh ) {
  109. let value = mesh.material.uniforms[ 'depth' ].value;
  110. value += depthStep;
  111. if ( value > 109.0 || value < 0.0 ) {
  112. if ( value > 1.0 ) value = 109.0 * 2.0 - value;
  113. if ( value < 0.0 ) value = - value;
  114. depthStep = - depthStep;
  115. }
  116. mesh.material.uniforms[ 'depth' ].value = value;
  117. }
  118. render();
  119. stats.update();
  120. }
  121. function render() {
  122. renderer.render( scene, camera );
  123. }
  124. </script>
  125. </body>
  126. </html>