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webgl2_texture2darray_compressed.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - 2D compressed texture array</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;
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;
out vec4 outColor;
void main() {
vec4 color = texture(diffuse, vec3(vUv, depth));
// lighten a bit
outColor = vec4(color.rgb + .2, 1.0);
}
</script>
<body>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> -2D Compressed Texture Array<br />
Loop from the movie Spirited away
by the <a href="https://www.ghibli.jp/" target="_blank" rel="noopener">Studio Ghibli</a><br />
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
import { KTX2Loader } from 'v3d/addons/loaders/KTX2Loader.js';
import WebGL from 'v3d/addons/capabilities/WebGL.js';
if (WebGL.isWebGL2Available() === false) {
document.body.appendChild(WebGL.getWebGL2ErrorMessage());
}
let camera, scene, mesh, renderer, stats, clock;
const planeWidth = 50;
const planeHeight = 25;
let depthStep = 1;
init();
animate();
function init() {
const container = document.createElement('div');
document.body.appendChild(container);
camera = new v3d.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.z = 70;
scene = new v3d.Scene();
//
clock = new v3d.Clock();
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
//
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath('jsm/libs/basis/');
ktx2Loader.detectSupport(renderer);
ktx2Loader.load('textures/spiritedaway.ktx2', function(texturearray) {
const material = new v3d.ShaderMaterial({
uniforms: {
diffuse: { value: texturearray },
depth: { value: 55 },
size: { value: new v3d.Vector2(planeWidth, planeHeight) }
},
vertexShader: document.getElementById('vs').textContent.trim(),
fragmentShader: document.getElementById('fs').textContent.trim(),
glslVersion: v3d.GLSL3
});
const geometry = new v3d.PlaneGeometry(planeWidth, planeHeight);
mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
});
stats = new Stats();
container.appendChild(stats.dom);
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
if (mesh) {
const delta = clock.getDelta() * 10;
depthStep += delta;
const value = depthStep % 5;
mesh.material.uniforms['depth'].value = value;
}
render();
stats.update();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>