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webgl_texture2darray_layerupdate.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - texture array layer update</title>
  5. <meta charset="UTF-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <script id="vs" type="x-shader/x-vertex">
  10. uniform vec2 size;
  11. attribute uint instancedIndex;
  12. flat out uint diffuseIndex;
  13. out vec2 vUv;
  14. void main() {
  15. vec3 translation = vec3(0, float(instancedIndex) * size.y - size.y, 0);
  16. gl_Position = projectionMatrix * modelViewMatrix * vec4( position + translation, 1.0 );
  17. diffuseIndex = instancedIndex;
  18. // Convert position.xy to 1.0-0.0
  19. vUv.xy = position.xy / size + 0.5;
  20. vUv.y = 1.0 - vUv.y; // original data is upside down
  21. }
  22. </script>
  23. <script id="fs" type="x-shader/x-fragment">
  24. precision highp float;
  25. precision highp int;
  26. precision highp sampler2DArray;
  27. uniform sampler2DArray diffuse;
  28. in vec2 vUv;
  29. flat in uint diffuseIndex;
  30. out vec4 outColor;
  31. void main() {
  32. outColor = texture( diffuse, vec3( vUv, diffuseIndex ) );
  33. }
  34. </script>
  35. <body>
  36. <div id="info">
  37. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Compressed Texture Array Layer Updates<br />
  38. Loop from the movie Spirited away
  39. by the <a href="https://www.ghibli.jp/" target="_blank" rel="noopener">Studio Ghibli</a><br />
  40. </div>
  41. <script type="importmap">
  42. {
  43. "imports": {
  44. "three": "../build/three.module.js",
  45. "three/addons/": "./jsm/"
  46. }
  47. }
  48. </script>
  49. <script type="module">
  50. import * as THREE from 'three';
  51. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  52. import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
  53. let camera, scene, mesh, renderer;
  54. const planeWidth = 20;
  55. const planeHeight = 10;
  56. init();
  57. async function init() {
  58. const container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
  61. camera.position.z = 70;
  62. scene = new THREE.Scene();
  63. // Configure the renderer.
  64. renderer = new THREE.WebGLRenderer( { antialias: true } );
  65. renderer.setPixelRatio( window.devicePixelRatio );
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. container.appendChild( renderer.domElement );
  68. // Configure the KTX2 loader.
  69. const ktx2Loader = new KTX2Loader();
  70. ktx2Loader.setTranscoderPath( 'jsm/libs/basis/' );
  71. ktx2Loader.detectSupport( renderer );
  72. // Load several KTX2 textures which will later be used to modify
  73. // specific texture array layers.
  74. const spiritedaway = await ktx2Loader.loadAsync( 'textures/spiritedaway.ktx2' );
  75. // Create a texture array for rendering.
  76. const layerByteLength = THREE.TextureUtils.getByteLength(
  77. spiritedaway.image.width,
  78. spiritedaway.image.height,
  79. spiritedaway.format,
  80. spiritedaway.type,
  81. );
  82. const textureArray = new THREE.CompressedArrayTexture( [
  83. {
  84. data: new Uint8Array( layerByteLength * 3 ),
  85. width: spiritedaway.image.width,
  86. height: spiritedaway.image.height,
  87. }
  88. ], spiritedaway.image.width, spiritedaway.image.height, 3, spiritedaway.format, spiritedaway.type );
  89. // Setup the GUI
  90. const formData = {
  91. srcLayer: 0,
  92. destLayer: 0,
  93. transfer() {
  94. const layerElementLength = layerByteLength / spiritedaway.mipmaps[ 0 ].data.BYTES_PER_ELEMENT;
  95. textureArray.mipmaps[ 0 ].data.set(
  96. spiritedaway.mipmaps[ 0 ].data.subarray(
  97. layerElementLength * ( formData.srcLayer % spiritedaway.image.depth ),
  98. layerElementLength * ( ( formData.srcLayer % spiritedaway.image.depth ) + 1 ),
  99. ),
  100. layerByteLength * formData.destLayer,
  101. );
  102. textureArray.addLayerUpdate( formData.destLayer );
  103. textureArray.needsUpdate = true;
  104. renderer.render( scene, camera );
  105. },
  106. };
  107. const gui = new GUI();
  108. gui.add( formData, 'srcLayer', 0, spiritedaway.image.depth - 1, 1 );
  109. gui.add( formData, 'destLayer', 0, textureArray.image.depth - 1, 1 );
  110. gui.add( formData, 'transfer' );
  111. /// Setup the scene.
  112. const material = new THREE.ShaderMaterial( {
  113. uniforms: {
  114. diffuse: { value: textureArray },
  115. size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
  116. },
  117. vertexShader: document.getElementById( 'vs' ).textContent.trim(),
  118. fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
  119. glslVersion: THREE.GLSL3
  120. } );
  121. const geometry = new THREE.InstancedBufferGeometry();
  122. geometry.copy( new THREE.PlaneGeometry( planeWidth, planeHeight ) );
  123. geometry.instanceCount = 3;
  124. const instancedIndexAttribute = new THREE.InstancedBufferAttribute(
  125. new Uint16Array( [ 0, 1, 2 ] ), 1, false, 1
  126. );
  127. instancedIndexAttribute.gpuType = THREE.IntType;
  128. geometry.setAttribute( 'instancedIndex', instancedIndexAttribute );
  129. mesh = new THREE.InstancedMesh( geometry, material, 3 );
  130. scene.add( mesh );
  131. window.addEventListener( 'resize', onWindowResize );
  132. // Initialize the texture array by first rendering the spirited away
  133. // frames in order.
  134. textureArray.mipmaps[ 0 ].data.set(
  135. spiritedaway.mipmaps[ 0 ].data.subarray( 0, textureArray.mipmaps[ 0 ].data.length )
  136. );
  137. textureArray.needsUpdate = true;
  138. renderer.render( scene, camera );
  139. }
  140. function onWindowResize() {
  141. renderer.setSize( window.innerWidth, window.innerHeight );
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. renderer.render( scene, camera );
  145. }
  146. </script>
  147. </body>
  148. </html>