3d Texturing
Webgl sphere gradient
by schrodingers
HTML
<script src="http://greggman.github.com/webgl-fundamentals/webgl/resources/webgl-utils.js"></script>
<script id="vshader" type="whatever">
attribute vec4 a_position;
varying vec3 v_texcoord;
void main() {
gl_Position = a_position;
v_texcoord = a_position.xyz * 0.5 + 0.5;
}
</script>
<script id="fshader" type="whatever">
precision mediump float;
// tex is a texture with each slice of the cube placed in grid in a texture.
// texCoord is a 3d texture coord
// size is the size if the cube in pixels.
// slicesPerRow is how many slices there are across the texture
// numRows is the number of rows of slices
vec2 computeSliceOffset(float slice, float slicesPerRow, vec2 sliceSize) {
return sliceSize * vec2(mod(slice, slicesPerRow),
floor(slice / slicesPerRow));
}
vec4 sampleAs3DTexture(
sampler2D tex, vec3 texCoord, float size, float numRows, float slicesPerRow) {
float slice = texCoord.z * size;
float sliceZ = floor(slice); // slice we need
float zOffset = fract(slice); // dist between slices
vec2 sliceSize = vec2(1.0 / slicesPerRow, // u space of 1 slice
1.0 / numRows); // v space of 1 slice
vec2 slice0Offset = computeSliceOffset(sliceZ, slicesPerRow, sliceSize);
vec2 slice1Offset = computeSliceOffset(sliceZ + 1.0, slicesPerRow, sliceSize);
vec2 slicePixelSize = sliceSize / size; // space of 1 pixel
vec2 sliceInnerSize = slicePixelSize * (size - 1.0); // space of size pixels
vec2 uv = slicePixelSize * 0.5 + texCoord.xy * sliceInnerSize;
vec4 slice0Color = texture2D(tex, slice0Offset + uv);
vec4 slice1Color = texture2D(tex, slice1Offset + uv);
return mix(slice0Color, slice1Color, zOffset);
return slice0Color;
}
varying vec3 v_texcoord;
uniform float u_size;
uniform float u_numRows;
uniform float u_slicesPerRow;
uniform sampler2D u_texture;
...
CSS
canvas {
border: 1px solid black;
margin: 2px;
}
JavaScript
var canvas = document.getElementById("c");
var gl = canvas.getContext("experimental-webgl");
var program = createProgramFromScripts(
gl, ["vshader", "fshader"], ["a_position"]);
gl.useProgram(program);
var sizeLoc = gl.getUniformLocation(program, "u_size");
var numRowsLoc = gl.getUniformLocation(program, "u_numRows");
var slicesPerRowLoc = gl.getUniformLocation(program, "u_slicesPerRow");
// make sphere triangles
var numDivisionsAround = 32;
var numDivisionsDown = 16;
var verts = [];
for (var v = 0; v < numDivisionsDown; ++v) {
var v0 = Math.sin((v + 0) / numDivisionsDown * Math.PI);
var v1 = Math.sin((v + 1) / numDivisionsDown * Math.PI);
var y0 = Math.cos((v + 0) / numDivisionsDown * Math.PI);
var y1 = Math.cos((v + 1) / numDivisionsDown * Math.PI);
for (var h = 0; h < numDivisionsAround; ++h) {
var a0 = (h + 0) * Math.PI * 2 / numDivisionsAround;
var a1 = (h + 1) * Math.PI * 2 / numDivisionsAround;
var x00 = Math.sin(a0) * v0;
var x10 = Math.sin(a1) * v0;
var x01 = Math.sin(a0) * v1;
var x11 = Math.sin(a1) * v1;
var z00 = Math.cos(a0) * v0;
var z10 = Math.cos(a1) * v0;
var z01 = Math.cos(a0) * v1;
var z11 = Math.cos(a1) * v1;
verts.push(
x00, y0, z00,
x10, y0, z10,
x01, y1, z01,
x01, y1, z01,
x10, y0, z10,
x11, y1, z11);
}
}
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
// Make 3D texture
var size = 8;
var slicesPerRow = 4;
var numRows = Math.floor((size + slicesPerRow - 1) / slicesPerRow);
var pixels = new Uint8Array(size * slicesPerRow * size * numRows * 4);
var pixelsAcross = slicesPerRow * size;
for (var slice = 0; slice < size; ++slice) {
var row = Math.floor(slice / slicesPerRow);
var xOff =...