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webgl2_materials_texture2darray.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - 2D texture array</title>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#000;
padding:0;
margin:0;
overflow:hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
}
#info a {
color: #ffffff;
}
</style>
</head>
<script id="vs" type="x-shader/x-vertex">
#version 300 es
uniform vec2 size;
out vec2 vUv;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
// Convert position.xy to 1.0-0.0
vUv.xy = position.xy / size + 0.5;
vUv.y = 1.0 - vUv.y; // original data is upside down
}
</script>
<script id="fs" type="x-shader/x-fragment">
#version 300 es
precision highp float;
precision highp int;
precision highp sampler2DArray;
uniform sampler2DArray diffuse;
in vec2 vUv;
uniform int depth;
out vec4 out_FragColor;
void main() {
vec4 color = texture( diffuse, vec3( vUv, depth ) );
// lighten a bit
out_FragColor = vec4( color.rrr * 1.5, 1.0 );
}
</script>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Texture array<br />
Scanned head data by
<a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
licensed under
<a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
</div>
<script src="../build/three.js"></script>
<!--<script src="js/controls/OrbitControls.js"></script>-->
<script src="js/libs/jszip.min.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/WebGL.js"></script>
<script>
if ( WEBGL.isWebGL2Available() === false ) {
document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
}
var camera, scene, mesh, renderer, stats;
var planeWidth = 50;
var planeHeight = 50;
var depthStep = 0.4;
init();
animate();
function init() {
var container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
camera.position.z = 70;
scene = new THREE.Scene();
// width 256, height 256, depth 109, 8-bit, zip archived raw data
new THREE.FileLoader()
.setResponseType( 'arraybuffer' )
.load( 'textures/3d/head256x256x109.zip', function ( data ) {
var zip = new JSZip( data );
var array = zip.files[ 'head256x256x109' ].asUint8Array();
var texture = new THREE.DataTexture2DArray( array, 256, 256, 109 );
texture.format = THREE.RedFormat;
texture.type = THREE.UnsignedByteType;
texture.needsUpdate = true;
var material = new THREE.ShaderMaterial( {
uniforms: {
diffuse: { value: texture },
depth: { value: 0 },
size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
},
vertexShader: document.getElementById( 'vs' ).textContent.trim(),
fragmentShader: document.getElementById( 'fs' ).textContent.trim()
} );
var geometry = new THREE.PlaneBufferGeometry( planeWidth, planeHeight );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
} );
// var controls = new THREE.OrbitControls( camera );
// 2D Texture array is available on WebGL 2.0
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2' );
renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas, context: context } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
if ( mesh ) {
var value = mesh.material.uniforms[ "depth" ].value;
value += depthStep;
if ( value > 109.0 || value < 0.0 ) {
if ( value > 1.0 ) value = 109.0 * 2.0 - value;
if ( value < 0.0 ) value = - value;
depthStep = - depthStep;
}
mesh.material.uniforms[ "depth" ].value = value;
}
render();
stats.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>