webgl_texture2darray.html 4.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183
  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. <meta property="og:title" content="three.js webgl - 2D texture array">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_texture2darray.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_texture2darray.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.rrr * 1.5, 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 Texture array<br />
  40. Scanned head data by
  41. <a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
  42. licensed under
  43. <a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
  44. </div>
  45. <script type="importmap">
  46. {
  47. "imports": {
  48. "three": "../build/three.module.js",
  49. "three/addons/": "./jsm/"
  50. }
  51. }
  52. </script>
  53. <script type="module">
  54. import * as THREE from 'three';
  55. import Stats from 'three/addons/libs/stats.module.js';
  56. import { unzipSync } from 'three/addons/libs/fflate.module.js';
  57. let camera, scene, mesh, renderer, stats;
  58. const planeWidth = 50;
  59. const planeHeight = 50;
  60. let depthStep = 0.4;
  61. init();
  62. function init() {
  63. const container = document.createElement( 'div' );
  64. document.body.appendChild( container );
  65. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  66. camera.position.z = 70;
  67. scene = new THREE.Scene();
  68. // width 256, height 256, depth 109, 8-bit, zip archived raw data
  69. new THREE.FileLoader()
  70. .setResponseType( 'arraybuffer' )
  71. .load( 'textures/3d/head256x256x109.zip', function ( data ) {
  72. const zip = unzipSync( new Uint8Array( data ) );
  73. const array = new Uint8Array( zip[ 'head256x256x109' ].buffer );
  74. const texture = new THREE.DataArrayTexture( array, 256, 256, 109 );
  75. texture.format = THREE.RedFormat;
  76. texture.needsUpdate = true;
  77. const material = new THREE.ShaderMaterial( {
  78. uniforms: {
  79. diffuse: { value: texture },
  80. depth: { value: 55 },
  81. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  82. },
  83. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  84. fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
  85. glslVersion: THREE.GLSL3
  86. } );
  87. const geometry = new THREE.PlaneGeometry( planeWidth, planeHeight );
  88. mesh = new THREE.Mesh( geometry, material );
  89. scene.add( mesh );
  90. } );
  91. // 2D Texture array is available on WebGL 2.0
  92. renderer = new THREE.WebGLRenderer();
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. renderer.setAnimationLoop( animate );
  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. if ( mesh ) {
  108. let value = mesh.material.uniforms[ 'depth' ].value;
  109. value += depthStep;
  110. if ( value > 109.0 || value < 0.0 ) {
  111. if ( value > 1.0 ) value = 109.0 * 2.0 - value;
  112. if ( value < 0.0 ) value = - value;
  113. depthStep = - depthStep;
  114. }
  115. mesh.material.uniforms[ 'depth' ].value = value;
  116. }
  117. render();
  118. stats.update();
  119. }
  120. function render() {
  121. renderer.render( scene, camera );
  122. }
  123. </script>
  124. </body>
  125. </html>
粤ICP备19079148号