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213 lines
4.8 KiB
213 lines
4.8 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</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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<style>
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body {
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background:#000;
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padding:0;
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margin:0;
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overflow:hidden;
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}
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#info {
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position: absolute;
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top: 0px;
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width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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}
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#info a {
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color: #ffffff;
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}
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</style>
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</head>
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<script id="vs" type="x-shader/x-vertex">
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#version 300 es
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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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#version 300 es
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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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out vec4 out_FragColor;
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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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out_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="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Texture array<br />
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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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<script src="../build/three.js"></script>
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<!--<script src="js/controls/OrbitControls.js"></script>-->
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<script src="js/libs/jszip.min.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/WebGL.js"></script>
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<script>
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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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var camera, scene, mesh, renderer, stats;
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var planeWidth = 50;
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var planeHeight = 50;
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var depthStep = 0.4;
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init();
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animate();
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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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// 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 = new JSZip( data );
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var array = zip.files[ 'head256x256x109' ].asUint8Array();
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var texture = new THREE.DataTexture2DArray( array, 256, 256, 109 );
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texture.format = THREE.RedFormat;
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texture.type = THREE.UnsignedByteType;
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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: texture },
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depth: { value: 0 },
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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.PlaneBufferGeometry( planeWidth, planeHeight );
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mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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} );
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// var controls = new THREE.OrbitControls( camera );
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// 2D Texture array is available on WebGL 2.0
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var canvas = document.createElement( 'canvas' );
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var context = canvas.getContext( 'webgl2' );
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renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas, context: context } );
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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, false );
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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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if ( mesh ) {
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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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}
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render();
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stats.update();
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}
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function render() {
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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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