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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - 2D texture array framebuffer attachment</title>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<script id="vertex-postprocess" type="x-shader/x-vertex">
out vec2 vUv;
void main()
{
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<!--
Fragment shader processing an input 2d texture array and writing the output
into a framebuffer. The framebuffer should have a 2d texture array bound
as color attachment.
-->
<script id="fragment-postprocess" type="x-shader/x-fragment">
precision highp sampler2DArray;
precision mediump float;
in vec2 vUv;
uniform sampler2DArray uTexture;
uniform int uDepth;
uniform float uIntensity;
void main()
{
float voxel = texture(uTexture, vec3( vUv, uDepth )).r;
gl_FragColor.r = voxel * uIntensity;
}
</script>
<script id="vs" type="x-shader/x-vertex">
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">
precision highp float;
precision highp int;
precision highp sampler2DArray;
uniform sampler2DArray diffuse;
in vec2 vUv;
uniform int depth;
void main() {
vec4 color = texture( diffuse, vec3( vUv, depth ) );
// lighten a bit
gl_FragColor = vec4( color.rrr * 1.5, 1.0 );
}
</script>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">
three.js
</a>
- 2D Texture array framebuffer color attachment
<br />
<p>
This example shows how to render to an array of 2D texture.</br>
WebGL2 allows to render to specific "layers" in 3D texture and array of textures.
</p>
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>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { unzipSync } from 'three/addons/libs/fflate.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import WebGL from 'three/addons/capabilities/WebGL.js';
if ( WebGL.isWebGL2Available() === false ) {
document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
}
const DIMENSIONS = {
width: 256,
height: 256,
depth: 109
};
const params = {
intensity: 1
};
/** Post-processing objects */
const postProcessScene = new THREE.Scene();
const postProcessCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
const renderTarget = new THREE.WebGLArrayRenderTarget( DIMENSIONS.width, DIMENSIONS.height, DIMENSIONS.depth );
renderTarget.texture.format = THREE.RedFormat;
const postProcessMaterial = new THREE.ShaderMaterial( {
uniforms: {
uTexture: { value: null },
uDepth: { value: 55 },
uIntensity: { value: 1.0 }
},
vertexShader: document.getElementById( 'vertex-postprocess' ).textContent.trim(),
fragmentShader: document.getElementById( 'fragment-postprocess' ).textContent.trim()
} );
var depthStep = 0.4;
var camera, scene, mesh, renderer, stats;
var planeWidth = 50;
var planeHeight = 50;
init();
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();
/** Post-processing scene */
const planeGeometry = new THREE.PlaneGeometry( 2, 2 );
const screenQuad = new THREE.Mesh( planeGeometry, postProcessMaterial );
postProcessScene.add( screenQuad );
// 2D Texture array is available on WebGL 2.0
renderer = new THREE.WebGLRenderer();
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 );
const gui = new GUI();
gui.add( params, 'intensity', 0, 1 ).step( 0.01 ).onChange( value => postProcessMaterial.uniforms.uIntensity.value = value );
gui.open();
// 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 = unzipSync( new Uint8Array( data ) );
const array = new Uint8Array( zip[ 'head256x256x109' ].buffer );
const texture = new THREE.DataArrayTexture( array, DIMENSIONS.width, DIMENSIONS.height, DIMENSIONS.depth );
texture.format = THREE.RedFormat;
texture.needsUpdate = true;
var material = new THREE.ShaderMaterial( {
uniforms: {
diffuse: { value: renderTarget.texture },
depth: { value: 55 },
size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
},
vertexShader: document.getElementById( 'vs' ).textContent.trim(),
fragmentShader: document.getElementById( 'fs' ).textContent.trim()
} );
var geometry = new THREE.PlaneGeometry( planeWidth, planeHeight );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
postProcessMaterial.uniforms.uTexture.value = texture;
animate();
} );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
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();
}
/**
* Renders the 2D array into the render target `renderTarget`.
*/
function renderTo2DArray() {
const layer = Math.floor( mesh.material.uniforms[ 'depth' ].value );
postProcessMaterial.uniforms.uDepth.value = layer;
renderer.setRenderTarget( renderTarget, layer );
renderer.render( postProcessScene, postProcessCamera );
renderer.setRenderTarget( null );
}
function render() {
// Step 1 - Render the input DataArrayTexture into render target
renderTo2DArray();
// Step 2 - Renders the scene containing the plane with a material
// sampling the render target texture.
renderer.render( scene, camera );
}
</script>
</body>
</html>