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webgl_texture2darray

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { unzipSync } from "three/examples/jsm/libs/fflate.module.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_texture2darray",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- 2D Texture array"
      }
    ],
    [
      {
        tag: "text",
        content: "Scanned head data by"
      },
      {
        tag: "a",
        link: "https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering",
        content: "Divine Augustine"
      },
      {
        tag: "text",
        content: "licensed under"
      },
      {
        tag: "a",
        link: "https://www.codeproject.com/info/cpol10.aspx",
        content: "CPOL"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let camera, scene, mesh, renderer, stats;
    const planeWidth = 50;
    const planeHeight = 50;
    let depthStep = 0.4;
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2e3);
      camera.position.z = 70;
      scene = new THREE.Scene();
      new THREE.FileLoader().setResponseType("arraybuffer").load("textures/3d/head256x256x109.zip", function(data) {
        const zip = unzipSync(new Uint8Array(data));
        const array = new Uint8Array(zip["head256x256x109"].buffer);
        const texture = new THREE.DataArrayTexture(array, 256, 256, 109);
        texture.format = THREE.RedFormat;
        texture.needsUpdate = true;
        const material = new THREE.ShaderMaterial({
          uniforms: {
            diffuse: { value: texture },
            depth: { value: 55 },
            size: { value: new THREE.Vector2(planeWidth, planeHeight) }
          },
          vertexShader: `
	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

	}
	`,
          fragmentShader: `
	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.rrr * 1.5, 1.0 );

	}
	`,
          glslVersion: THREE.GLSL3
        });
        const geometry = new THREE.PlaneGeometry(planeWidth, planeHeight);
        mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);
      });
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      stats = new Stats(renderer);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      if (mesh) {
        let value = mesh.material.uniforms["depth"].value;
        value += depthStep;
        if (value > 109 || value < 0) {
          if (value > 1) value = 109 * 2 - value;
          if (value < 0) value = -value;
          depthStep = -depthStep;
        }
        mesh.material.uniforms["depth"].value = value;
      }
      render();
      stats.update();
    }
    function render() {
      renderer.render(scene, camera);
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;