webgl_texture2darray_layerupdate.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - texture array layer update</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 - texture array layer update">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_texture2darray_layerupdate.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_texture2darray_layerupdate.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. attribute uint instancedIndex;
  16. flat out uint diffuseIndex;
  17. out vec2 vUv;
  18. void main() {
  19. vec3 translation = vec3(0, float(instancedIndex) * size.y - size.y, 0);
  20. gl_Position = projectionMatrix * modelViewMatrix * vec4( position + translation, 1.0 );
  21. diffuseIndex = instancedIndex;
  22. // Convert position.xy to 1.0-0.0
  23. vUv.xy = position.xy / size + 0.5;
  24. vUv.y = 1.0 - vUv.y; // original data is upside down
  25. }
  26. </script>
  27. <script id="fs" type="x-shader/x-fragment">
  28. precision highp float;
  29. precision highp int;
  30. precision highp sampler2DArray;
  31. uniform sampler2DArray diffuse;
  32. in vec2 vUv;
  33. flat in uint diffuseIndex;
  34. out vec4 outColor;
  35. void main() {
  36. outColor = texture( diffuse, vec3( vUv, diffuseIndex ) );
  37. }
  38. </script>
  39. <body>
  40. <div id="info">
  41. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Compressed Texture Array Layer Updates<br />
  42. Loop from the movie Spirited away
  43. by the <a href="https://www.ghibli.jp/" target="_blank" rel="noopener">Studio Ghibli</a><br />
  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 { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  56. import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
  57. let camera, scene, mesh, renderer;
  58. const planeWidth = 20;
  59. const planeHeight = 10;
  60. init();
  61. async function init() {
  62. const container = document.createElement( 'div' );
  63. document.body.appendChild( container );
  64. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  65. camera.position.z = 70;
  66. scene = new THREE.Scene();
  67. // Configure the renderer.
  68. renderer = new THREE.WebGLRenderer( { antialias: true } );
  69. renderer.setPixelRatio( window.devicePixelRatio );
  70. renderer.setSize( window.innerWidth, window.innerHeight );
  71. container.appendChild( renderer.domElement );
  72. // Configure the KTX2 loader.
  73. const ktx2Loader = new KTX2Loader();
  74. ktx2Loader.detectSupport( renderer );
  75. // Load several KTX2 textures which will later be used to modify
  76. // specific texture array layers.
  77. const spiritedaway = await ktx2Loader.loadAsync( 'textures/spiritedaway.ktx2' );
  78. // Create a texture array for rendering.
  79. const layerByteLength = THREE.TextureUtils.getByteLength(
  80. spiritedaway.image.width,
  81. spiritedaway.image.height,
  82. spiritedaway.format,
  83. spiritedaway.type,
  84. );
  85. const textureArray = new THREE.CompressedArrayTexture( [
  86. {
  87. data: new Uint8Array( layerByteLength * 3 ),
  88. width: spiritedaway.image.width,
  89. height: spiritedaway.image.height,
  90. }
  91. ], spiritedaway.image.width, spiritedaway.image.height, 3, spiritedaway.format, spiritedaway.type );
  92. // Setup the GUI
  93. const formData = {
  94. srcLayer: 0,
  95. destLayer: 0,
  96. transfer() {
  97. const layerElementLength = layerByteLength / spiritedaway.mipmaps[ 0 ].data.BYTES_PER_ELEMENT;
  98. textureArray.mipmaps[ 0 ].data.set(
  99. spiritedaway.mipmaps[ 0 ].data.subarray(
  100. layerElementLength * ( formData.srcLayer % spiritedaway.image.depth ),
  101. layerElementLength * ( ( formData.srcLayer % spiritedaway.image.depth ) + 1 ),
  102. ),
  103. layerByteLength * formData.destLayer,
  104. );
  105. textureArray.addLayerUpdate( formData.destLayer );
  106. textureArray.needsUpdate = true;
  107. renderer.render( scene, camera );
  108. },
  109. };
  110. const gui = new GUI();
  111. gui.add( formData, 'srcLayer', 0, spiritedaway.image.depth - 1, 1 );
  112. gui.add( formData, 'destLayer', 0, textureArray.image.depth - 1, 1 );
  113. gui.add( formData, 'transfer' );
  114. /// Setup the scene.
  115. const material = new THREE.ShaderMaterial( {
  116. uniforms: {
  117. diffuse: { value: textureArray },
  118. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  119. },
  120. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  121. fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
  122. glslVersion: THREE.GLSL3
  123. } );
  124. const geometry = new THREE.InstancedBufferGeometry();
  125. geometry.copy( new THREE.PlaneGeometry( planeWidth, planeHeight ) );
  126. geometry.instanceCount = 3;
  127. const instancedIndexAttribute = new THREE.InstancedBufferAttribute(
  128. new Uint16Array( [ 0, 1, 2 ] ), 1, false, 1
  129. );
  130. instancedIndexAttribute.gpuType = THREE.IntType;
  131. geometry.setAttribute( 'instancedIndex', instancedIndexAttribute );
  132. mesh = new THREE.InstancedMesh( geometry, material, 3 );
  133. scene.add( mesh );
  134. window.addEventListener( 'resize', onWindowResize );
  135. // Initialize the texture array by first rendering the spirited away
  136. // frames in order.
  137. textureArray.mipmaps[ 0 ].data.set(
  138. spiritedaway.mipmaps[ 0 ].data.subarray( 0, textureArray.mipmaps[ 0 ].data.length )
  139. );
  140. textureArray.needsUpdate = true;
  141. renderer.render( scene, camera );
  142. }
  143. function onWindowResize() {
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. camera.aspect = window.innerWidth / window.innerHeight;
  146. camera.updateProjectionMatrix();
  147. renderer.render( scene, camera );
  148. }
  149. </script>
  150. </body>
  151. </html>
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