webgl_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. <meta property="og:title" content="three.js webgl - 2D compressed texture array">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_texture2darray_compressed.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_texture2darray_compressed.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <script id="vs" type="x-shader/x-vertex">
  14. uniform vec2 size;
  15. out vec2 vUv;
  16. void main() {
  17. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  18. // Convert position.xy to 1.0-0.0
  19. vUv.xy = position.xy / size + 0.5;
  20. vUv.y = 1.0 - vUv.y; // original data is upside down
  21. }
  22. </script>
  23. <script id="fs" type="x-shader/x-fragment">
  24. precision highp float;
  25. precision highp int;
  26. precision highp sampler2DArray;
  27. uniform sampler2DArray diffuse;
  28. in vec2 vUv;
  29. uniform int depth;
  30. out vec4 outColor;
  31. void main() {
  32. vec4 color = texture( diffuse, vec3( vUv, depth ) );
  33. // lighten a bit
  34. outColor = vec4( color.rgb + .2, 1.0 );
  35. }
  36. </script>
  37. <body>
  38. <div id="info">
  39. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Compressed Texture Array<br />
  40. Loop from the movie Spirited away
  41. by the <a href="https://www.ghibli.jp/" target="_blank" rel="noopener">Studio Ghibli</a><br />
  42. </div>
  43. <script type="importmap">
  44. {
  45. "imports": {
  46. "three": "../build/three.module.js",
  47. "three/addons/": "./jsm/"
  48. }
  49. }
  50. </script>
  51. <script type="module">
  52. import * as THREE from 'three';
  53. import Stats from 'three/addons/libs/stats.module.js';
  54. import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
  55. let camera, scene, mesh, renderer, stats, timer;
  56. const planeWidth = 50;
  57. const planeHeight = 25;
  58. let depthStep = 1;
  59. init();
  60. function init() {
  61. const container = document.createElement( 'div' );
  62. document.body.appendChild( container );
  63. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  64. camera.position.z = 70;
  65. scene = new THREE.Scene();
  66. //
  67. timer = new THREE.Timer();
  68. timer.connect( document );
  69. renderer = new THREE.WebGLRenderer();
  70. renderer.setPixelRatio( window.devicePixelRatio );
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. renderer.setAnimationLoop( animate );
  73. container.appendChild( renderer.domElement );
  74. //
  75. const ktx2Loader = new KTX2Loader();
  76. ktx2Loader.setTranscoderPath( 'jsm/libs/basis/' );
  77. ktx2Loader.detectSupport( renderer );
  78. ktx2Loader.load( 'textures/spiritedaway.ktx2', function ( texturearray ) {
  79. const material = new THREE.ShaderMaterial( {
  80. uniforms: {
  81. diffuse: { value: texturearray },
  82. depth: { value: 55 },
  83. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  84. },
  85. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  86. fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
  87. glslVersion: THREE.GLSL3
  88. } );
  89. const geometry = new THREE.PlaneGeometry( planeWidth, planeHeight );
  90. mesh = new THREE.Mesh( geometry, material );
  91. scene.add( mesh );
  92. } );
  93. stats = new Stats();
  94. container.appendChild( stats.dom );
  95. window.addEventListener( 'resize', onWindowResize );
  96. }
  97. function onWindowResize() {
  98. camera.aspect = window.innerWidth / window.innerHeight;
  99. camera.updateProjectionMatrix();
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. }
  102. function animate() {
  103. timer.update();
  104. if ( mesh ) {
  105. const delta = timer.getDelta() * 10;
  106. depthStep += delta;
  107. const value = depthStep % 5;
  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>
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