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292 lines
7.4 KiB
292 lines
7.4 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - 2D texture array framebuffer attachment</title>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<script id="vertex-postprocess" type="x-shader/x-vertex">
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out vec2 vUv;
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void main()
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{
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<!--
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Fragment shader processing an input 2d texture array and writing the output
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into a framebuffer. The framebuffer should have a 2d texture array bound
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as color attachment.
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-->
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<script id="fragment-postprocess" type="x-shader/x-fragment">
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precision highp sampler2DArray;
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precision mediump float;
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in vec2 vUv;
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uniform sampler2DArray uTexture;
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uniform int uDepth;
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uniform float uIntensity;
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void main()
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{
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float voxel = texture(uTexture, vec3( vUv, uDepth )).r;
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gl_FragColor.r = voxel * uIntensity;
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}
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</script>
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<script id="vs" type="x-shader/x-vertex">
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uniform vec2 size;
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out vec2 vUv;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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// Convert position.xy to 1.0-0.0
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vUv.xy = position.xy / size + 0.5;
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vUv.y = 1.0 - vUv.y; // original data is upside down
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}
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</script>
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<script id="fs" type="x-shader/x-fragment">
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precision highp float;
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precision highp int;
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precision highp sampler2DArray;
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uniform sampler2DArray diffuse;
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in vec2 vUv;
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uniform int depth;
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void main() {
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vec4 color = texture( diffuse, vec3( vUv, depth ) );
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// lighten a bit
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gl_FragColor = vec4( color.rrr * 1.5, 1.0 );
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}
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</script>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">
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three.js
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</a>
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- 2D Texture array framebuffer color attachment
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<br />
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<p>
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This example shows how to render to an array of 2D texture.</br>
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WebGL2 allows to render to specific "layers" in 3D texture and array of textures.
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</p>
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Scanned head data by
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<a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
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licensed under
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<a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
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</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { unzipSync } from 'three/addons/libs/fflate.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import WebGL from 'three/addons/capabilities/WebGL.js';
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if ( WebGL.isWebGL2Available() === false ) {
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document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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}
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const DIMENSIONS = {
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width: 256,
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height: 256,
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depth: 109
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};
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const params = {
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intensity: 1
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};
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/** Post-processing objects */
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const postProcessScene = new THREE.Scene();
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const postProcessCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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const renderTarget = new THREE.WebGLArrayRenderTarget( DIMENSIONS.width, DIMENSIONS.height, DIMENSIONS.depth );
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renderTarget.texture.format = THREE.RedFormat;
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const postProcessMaterial = new THREE.ShaderMaterial( {
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uniforms: {
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uTexture: { value: null },
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uDepth: { value: 55 },
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uIntensity: { value: 1.0 }
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},
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vertexShader: document.getElementById( 'vertex-postprocess' ).textContent.trim(),
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fragmentShader: document.getElementById( 'fragment-postprocess' ).textContent.trim()
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} );
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var depthStep = 0.4;
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var camera, scene, mesh, renderer, stats;
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var planeWidth = 50;
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var planeHeight = 50;
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init();
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function init() {
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var container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
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camera.position.z = 70;
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scene = new THREE.Scene();
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/** Post-processing scene */
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const planeGeometry = new THREE.PlaneGeometry( 2, 2 );
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const screenQuad = new THREE.Mesh( planeGeometry, postProcessMaterial );
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postProcessScene.add( screenQuad );
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// 2D Texture array is available on WebGL 2.0
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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window.addEventListener( 'resize', onWindowResize );
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const gui = new GUI();
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gui.add( params, 'intensity', 0, 1 ).step( 0.01 ).onChange( value => postProcessMaterial.uniforms.uIntensity.value = value );
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gui.open();
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// width 256, height 256, depth 109, 8-bit, zip archived raw data
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new THREE.FileLoader()
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.setResponseType( 'arraybuffer' )
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.load( 'textures/3d/head256x256x109.zip', function ( data ) {
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var zip = unzipSync( new Uint8Array( data ) );
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const array = new Uint8Array( zip[ 'head256x256x109' ].buffer );
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const texture = new THREE.DataArrayTexture( array, DIMENSIONS.width, DIMENSIONS.height, DIMENSIONS.depth );
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texture.format = THREE.RedFormat;
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texture.needsUpdate = true;
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var material = new THREE.ShaderMaterial( {
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uniforms: {
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diffuse: { value: renderTarget.texture },
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depth: { value: 55 },
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size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
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},
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vertexShader: document.getElementById( 'vs' ).textContent.trim(),
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fragmentShader: document.getElementById( 'fs' ).textContent.trim()
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} );
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var geometry = new THREE.PlaneGeometry( planeWidth, planeHeight );
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mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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postProcessMaterial.uniforms.uTexture.value = texture;
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animate();
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} );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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var value = mesh.material.uniforms[ 'depth' ].value;
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value += depthStep;
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if ( value > 109.0 || value < 0.0 ) {
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if ( value > 1.0 ) value = 109.0 * 2.0 - value;
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if ( value < 0.0 ) value = - value;
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depthStep = - depthStep;
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}
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mesh.material.uniforms[ 'depth' ].value = value;
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render();
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}
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/**
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* Renders the 2D array into the render target `renderTarget`.
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*/
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function renderTo2DArray() {
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const layer = Math.floor( mesh.material.uniforms[ 'depth' ].value );
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postProcessMaterial.uniforms.uDepth.value = layer;
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renderer.setRenderTarget( renderTarget, layer );
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renderer.render( postProcessScene, postProcessCamera );
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renderer.setRenderTarget( null );
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}
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function render() {
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// Step 1 - Render the input DataArrayTexture into render target
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renderTo2DArray();
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// Step 2 - Renders the scene containing the plane with a material
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// sampling the render target texture.
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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