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webgl_texture2darray_layerupdate.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - texture array layer update</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="vs" type="x-shader/x-vertex">
uniform vec2 size;
attribute uint instancedIndex;
flat out uint diffuseIndex;
out vec2 vUv;
void main() {
vec3 translation = vec3(0, float(instancedIndex) * size.y - size.y, 0);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position + translation, 1.0 );
diffuseIndex = instancedIndex;
// 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;
flat in uint diffuseIndex;
out vec4 outColor;
void main() {
outColor = texture( diffuse, vec3( vUv, diffuseIndex ) );
}
</script>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - 2D Compressed Texture Array Layer Updates<br />
Loop from the movie Spirited away
by the <a href="https://www.ghibli.jp/" target="_blank" rel="noopener">Studio Ghibli</a><br />
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
let camera, scene, mesh, renderer;
const planeWidth = 20;
const planeHeight = 10;
init();
async function init() {
const 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();
// Configure the renderer.
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// Configure the KTX2 loader.
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath( 'jsm/libs/basis/' );
ktx2Loader.detectSupport( renderer );
// Load several KTX2 textures which will later be used to modify
// specific texture array layers.
const spiritedaway = await ktx2Loader.loadAsync( 'textures/spiritedaway.ktx2' );
// Create a texture array for rendering.
const layerByteLength = THREE.TextureUtils.getByteLength(
spiritedaway.image.width,
spiritedaway.image.height,
spiritedaway.format,
spiritedaway.type,
);
const textureArray = new THREE.CompressedArrayTexture( [
{
data: new Uint8Array( layerByteLength * 3 ),
width: spiritedaway.image.width,
height: spiritedaway.image.height,
}
], spiritedaway.image.width, spiritedaway.image.height, 3, spiritedaway.format, spiritedaway.type );
// Setup the GUI
const formData = {
srcLayer: 0,
destLayer: 0,
transfer() {
const layerElementLength = layerByteLength / spiritedaway.mipmaps[ 0 ].data.BYTES_PER_ELEMENT;
textureArray.mipmaps[ 0 ].data.set(
spiritedaway.mipmaps[ 0 ].data.subarray(
layerElementLength * ( formData.srcLayer % spiritedaway.image.depth ),
layerElementLength * ( ( formData.srcLayer % spiritedaway.image.depth ) + 1 ),
),
layerByteLength * formData.destLayer,
);
textureArray.addLayerUpdate( formData.destLayer );
textureArray.needsUpdate = true;
renderer.render( scene, camera );
},
};
const gui = new GUI();
gui.add( formData, 'srcLayer', 0, spiritedaway.image.depth - 1, 1 );
gui.add( formData, 'destLayer', 0, textureArray.image.depth - 1, 1 );
gui.add( formData, 'transfer' );
/// Setup the scene.
const material = new THREE.ShaderMaterial( {
uniforms: {
diffuse: { value: textureArray },
size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
},
vertexShader: document.getElementById( 'vs' ).textContent.trim(),
fragmentShader: document.getElementById( 'fs' ).textContent.trim(),
glslVersion: THREE.GLSL3
} );
const geometry = new THREE.InstancedBufferGeometry();
geometry.copy( new THREE.PlaneGeometry( planeWidth, planeHeight ) );
geometry.instanceCount = 3;
const instancedIndexAttribute = new THREE.InstancedBufferAttribute(
new Uint16Array( [ 0, 1, 2 ] ), 1, false, 1
);
instancedIndexAttribute.gpuType = THREE.IntType;
geometry.setAttribute( 'instancedIndex', instancedIndexAttribute );
mesh = new THREE.InstancedMesh( geometry, material, 3 );
scene.add( mesh );
window.addEventListener( 'resize', onWindowResize );
// Initialize the texture array by first rendering the spirited away
// frames in order.
textureArray.mipmaps[ 0 ].data.set(
spiritedaway.mipmaps[ 0 ].data.subarray( 0, textureArray.mipmaps[ 0 ].data.length )
);
textureArray.needsUpdate = true;
renderer.render( scene, camera );
}
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.render( scene, camera );
}
</script>
</body>
</html>