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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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e9bdf760
编写于
3月 25, 2021
作者:
M
Michael Herzog
提交者:
GitHub
3月 25, 2021
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电子邮件补丁
差异文件
Examples: Simplify webgl2_rendertarget_texture2darray. (#21520)
上级
8bb4b0ad
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
12 addition
and
40 deletion
+12
-40
examples/webgl2_rendertarget_texture2darray.html
examples/webgl2_rendertarget_texture2darray.html
+12
-40
未找到文件。
examples/webgl2_rendertarget_texture2darray.html
浏览文件 @
e9bdf760
...
...
@@ -33,13 +33,12 @@
uniform
sampler2DArray
uTexture
;
uniform
int
uDepth
;
uniform
float
uSampleLeft
;
uniform
float
uSampleWidth
;
uniform
float
uIntensity
;
void
main
()
{
float
voxel
=
texture
(
uTexture
,
vec3
(
vUv
,
uDepth
)).
r
;
gl_FragColor
.
r
=
(
voxel
-
uSampleLeft
)
/
uSampleWidth
;
gl_FragColor
.
r
=
voxel
*
uIntensity
;
}
</script>
...
...
@@ -87,8 +86,7 @@
<p>
This example shows how to render to an array of 2D texture.
</br>
WebGL2 allows to render to specific "layers" in 3D texture and array of textures.
</br>
You can use the mouse left click to change the intensity of the render target.
WebGL2 allows to render to specific "layers" in 3D texture and array of textures.
</p>
Scanned head data by
...
...
@@ -103,6 +101,7 @@
import
Stats
from
'
./jsm/libs/stats.module.js
'
;
import
{
unzipSync
}
from
'
./jsm/libs/fflate.module.min.js
'
;
import
{
GUI
}
from
'
./jsm/libs/dat.gui.module.js
'
;
import
{
WEBGL
}
from
'
./jsm/WebGL.js
'
;
...
...
@@ -118,8 +117,8 @@
depth
:
109
};
const
App
=
{
mousePrevious
:
new
THREE
.
Vector2
()
const
params
=
{
intensity
:
1
};
/** Post-processing objects */
...
...
@@ -139,8 +138,7 @@
uniforms
:
{
uTexture
:
{
value
:
null
},
uDepth
:
{
value
:
55
},
uSampleLeft
:
{
value
:
0
},
uSampleWidth
:
{
value
:
1.0
},
uIntensity
:
{
value
:
1.0
}
},
vertexShader
:
document
.
getElementById
(
'
vertex-postprocess
'
).
textContent
.
trim
(),
fragmentShader
:
document
.
getElementById
(
'
fragment-postprocess
'
).
textContent
.
trim
()
...
...
@@ -178,13 +176,16 @@
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
renderer
.
domElement
.
addEventListener
(
'
mousedown
'
,
onMouseDown
);
stats
=
new
Stats
();
container
.
appendChild
(
stats
.
dom
);
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
const
gui
=
new
GUI
();
gui
.
add
(
params
,
'
intensity
'
,
0
,
1
).
step
(
0.01
).
onChange
(
value
=>
postProcessMaterial
.
uniforms
.
uIntensity
.
value
=
value
);
gui
.
open
();
// width 256, height 256, depth 109, 8-bit, zip archived raw data
new
THREE
.
FileLoader
()
...
...
@@ -222,35 +223,6 @@
}
function
onMouseDown
(
e
)
{
renderer
.
domElement
.
addEventListener
(
'
mouseup
'
,
onMouseUp
);
renderer
.
domElement
.
addEventListener
(
'
mousemove
'
,
onMouseMove
);
App
.
mousePrevious
.
set
(
e
.
clientX
,
e
.
clientY
);
}
function
onMouseUp
()
{
renderer
.
domElement
.
removeEventListener
(
'
mousemove
'
,
onMouseMove
);
renderer
.
domElement
.
removeEventListener
(
'
mouseup
'
,
onMouseUp
);
}
function
onMouseMove
(
e
)
{
const
x
=
e
.
clientX
;
const
y
=
e
.
clientY
;
const
deltaX
=
(
x
-
App
.
mousePrevious
.
x
)
*
0.001
;
const
deltaY
=
(
y
-
App
.
mousePrevious
.
y
)
*
0.001
;
postProcessMaterial
.
uniforms
.
uSampleLeft
.
value
+=
deltaX
;
postProcessMaterial
.
uniforms
.
uSampleWidth
.
value
+=
deltaY
;
App
.
mousePrevious
.
set
(
x
,
y
);
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
...
...
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