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Add Texture 2D array example and rename Texture 3D volume example to …
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…Texture 3D example
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takahirox committed Mar 4, 2019
1 parent 2752ab4 commit 5ab8129
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2 changes: 1 addition & 1 deletion examples/files.js
Original file line number Diff line number Diff line change
Expand Up @@ -315,8 +315,8 @@ var files = {
"webgldeferred_animation"
],
"webgl2": [
"webgl2_materials_texture2darray",
"webgl2_materials_texture3d",
"webgl2_materials_texture3d_volume",
"webgl2_multisampled_renderbuffers",
"webgl2_sandbox"
],
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212 changes: 212 additions & 0 deletions examples/webgl2_materials_texture2darray.html
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@@ -0,0 +1,212 @@
<!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 = 0.5;

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>
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