How to use the DataTexture function from three
Find comprehensive JavaScript three.DataTexture code examples handpicked from public code repositorys.
three.DataTexture is a class in the Three.js library that creates a texture from a data array.
GitHub: edankwan/hyper-mix
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positions[i4 + 0] = r * Math.cos(theta) * Math.cos(phi); positions[i4 + 1] = r * Math.sin(phi); positions[i4 + 2] = r * Math.sin(theta) * Math.cos(phi); positions[i4 + 3] = 0.002 + Math.random() * 0.998; } var texture = new THREE.DataTexture( positions, TEXTURE_WIDTH, TEXTURE_HEIGHT, THREE.RGBAFormat, THREE.FloatType ); texture.minFilter = THREE.NearestFilter; texture.magFilter = THREE.NearestFilter; texture.needsUpdate = true; texture.generateMipmaps = false;
+ 13 other calls in file
GitHub: umamiMike/Constraint
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a[ i + 0 ] = 0; a[ i + 1 ] = 0; a[ i + 2 ] = 0; a[ i + 3 ] = ((~~(i / 4) % TEXTURE_SIZE) + 1) % TEXTURE_SIZE; // "random" gl_FragCoord x } var texture = new THREE.DataTexture( a, TEXTURE_SIZE, TEXTURE_SIZE, THREE.RGBAFormat, THREE.FloatType ); texture.minFilter = THREE.NearestFilter; texture.magFilter = THREE.NearestFilter; texture.needsUpdate = true; texture.generateMipmaps = false;
+ 3 other calls in file
How does three.DataTexture work?
three.DataTexture
is a class in the Three.js library that represents a texture where pixel data can be provided directly by the user, rather than sourced from an image file. The texture can be used to apply patterns, colors, or images onto 3D objects in a scene. The user can specify the width, height, format, type, and data of the texture.
GitHub: edankwan/touch-leap-motion
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for ( var i = 0, len = a.length; i < len; i += 4 ) { a[ i + 0 ] = 0; a[ i + 1 ] = -Math.random() * 10; a[ i + 2 ] = 0; } var texture = new THREE.DataTexture( a, settings.simulatorTextureWidth, settings.simulatorTextureHeight, THREE.RGBAFormat, THREE.FloatType ); texture.minFilter = THREE.NearestFilter; texture.magFilter = THREE.NearestFilter; texture.needsUpdate = true; texture.flipY = false;
+ 3 other calls in file
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-10000, 10000 ); _cameraRTT.position.z = -10; // renderer.extensions.get( "OES_texture_float" ); var _initPosTexture = new THREE.DataTexture( initPosTypedArray, simWidth, simWidth, // 200,
+ 19 other calls in file
Ai Example
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// Create a data array with pixel values const data = new Uint8Array([ 255, 0, 0, // Red pixel 0, 255, 0, // Green pixel 0, 0, 255, // Blue pixel ]); // Create a DataTexture from the data array const texture = new THREE.DataTexture( data, 3, // Width (in pixels) 1, // Height (in pixels) THREE.RGBFormat, // Texture format (RGB) THREE.UnsignedByteType // Data type (unsigned byte) );
This example creates a new Uint8Array data array with three pixels (red, green, and blue) and uses it to create a new DataTexture with a width of 3 pixels and a height of 1 pixel. The texture format is set to THREE.RGBFormat and the data type is set to THREE.UnsignedByteType.
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} this.geom.addAttribute('position', new THREE.BufferAttribute(vertices, 3)); this.geom.addAttribute('uv', new THREE.BufferAttribute(uvs, 2)); this.geom.addAttribute('color', new THREE.BufferAttribute(colors, 3)); this.textureDataPos = new THREE.DataTexture( this.dataPos, width, height, THREE.RGBAFormat, THREE.FloatType); this.textureDataPos.minFilter = THREE.NearestFilter; this.textureDataPos.magFilter = THREE.NearestFilter;
+ 3 other calls in file
GitHub: amatelus/paintcoin
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} initCoinPattern() { const scene = this.scene; const texture = new THREE.DataTexture(formatImageData(this.imageData), this.imageData.width, this.imageData.height, THREE.RGBAFormat, THREE.UnsignedByteType); texture.needsUpdate = true; texture.flipY = true;
+ 5 other calls in file
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positions[i4 + 0] = r * Math.cos(theta) * Math.cos(phi); positions[i4 + 1] = r * Math.sin(phi); positions[i4 + 2] = r * Math.sin(theta) * Math.cos(phi); positions[i4 + 3] = Math.random(); } var texture = new THREE.DataTexture(positions, TEXTURE_WIDTH, TEXTURE_HEIGHT, THREE.RGBAFormat, THREE.FloatType); texture.minFilter = THREE.NearestFilter; texture.magFilter = THREE.NearestFilter; texture.needsUpdate = true; texture.generateMipmaps = false;
+ 3 other calls in file
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setVertexAlphaZeros(alphaZeros, idx) { this.geometries[idx].addAttribute('alphaZero', new THREE.BufferAttribute(alphaZeros, 1)); } createDataTexture(data, width, height, format) { const texture = new THREE.DataTexture(data, width, height, format, THREE.FloatType); texture.generateMipmaps = false; texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.wrapS = THREE.ClampToEdgeWrapping;
+ 9 other calls in file
GitHub: piscis/xmas2016
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this.geom.addAttribute('size', new THREE.BufferAttribute(size, 1)); this.textureDataPos = new THREE.DataTexture( this.dataPos, width, height, THREE.RGBAFormat, THREE.FloatType); this.textureDataInfos = new THREE.DataTexture( this.datatInfos, width, height, THREE.RGBAFormat, THREE.FloatType); this.textureDataPos.minFilter = THREE.NearestFilter; this.textureDataPos.magFilter = THREE.NearestFilter;
+ 3 other calls in file
GitHub: vdaguenet/spirit
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data[i * 3 + 1] = x; data[i * 3 + 2] = x; } this.perturbMap = new THREE.DataTexture(data, 64, 64, THREE.RGBFormat, THREE.FloatType); this.perturbMap.needsUpdate = true; this.params.tPerturb = this.perturbMap; }
GitHub: K3D-tools/K3D-jupyter
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texture.wrapS = THREE.ClampToEdgeWrapping; texture.wrapT = THREE.ClampToEdgeWrapping; texture.wrapR = THREE.ClampToEdgeWrapping; texture.needsUpdate = true; jitterTexture = new THREE.DataTexture( new Uint8Array(_.range(64 * 64).map(() => randomMul * Math.random())), 64, 64, THREE.RedFormat,
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data: opacityFunction, shape: [4], }; } const texture = new THREE.DataTexture( config.attribute.data, config.attribute.shape[1], config.attribute.shape[0], THREE.RedFormat,
GitHub: audunsh/evince
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this.pos = this.model.get('tex'); this.size = this.model.get('size'); let data = new Uint8Array(this.tex.buffer); //, 3); //const texture = new THREE.DataTexture( data, this.size[0], this.size[1] ); //const size = width * height; //const data = new Uint8Array( 4 * size );
+ 5 other calls in file
GitHub: JordanMachado/fluctus
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}) this.analyser = createAnalyser(this.audio.node, this.audio.context, { stereo: false }) this.textureData = new THREE.DataTexture(this.data, size, size, THREE.RGBFormat, THREE.FloatType); this.textureData.minFilter = this.textureData.magFilter = THREE.NearestFilter; } addObjects(width,height) { this.sceneRt = new THREE.Scene();
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data[currIndex + 2] = b * 255; data[currIndex + 3] = 255; currIndex += 4; } } const texture = new three_1.DataTexture(); texture.image.data = data; texture.image.width = size; texture.image.height = size * size; texture.type = three_1.UnsignedByteType;
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const x = Math.random() * 2 - 1; const y = Math.random() * 2 - 1; const z = 0; data[i] = simplex.noise3d(x, y, z); } this.noiseTexture = new three_1.DataTexture(data, width, height, three_1.RedFormat, three_1.FloatType); this.noiseTexture.wrapS = three_1.RepeatWrapping; this.noiseTexture.wrapT = three_1.RepeatWrapping; this.noiseTexture.needsUpdate = true; }
+ 5 other calls in file
GitHub: VeinKowal/veins
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_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'applyOpacityClassication', applyOpacityClassication); // add classification texture to apply classification lut. var data = new Uint8Array(256 * 4); var texture = new THREE.DataTexture(data, 256, 1, THREE.RGBAFormat); texture.magFilter = THREE.NearestFilter; _CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'classificationLUT', texture); // Classification scheme
+ 19 other calls in file
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this.denseData = new Uint8Array( [ 255, 255, 255, 255 , 255, 255, 255, 255 , 255, 255, 255, 255 , 255, 255, 255, 255]) this.texture = new THREE.DataTexture(this.denseData, 4, 4, THREE.LuminanceFormat, THREE.UnsignedByteType) this.texture.magFilter = THREE.NearestFilter; this.texture.needsUpdate = true; this.composer = new EffectComposer(renderer);
GitHub: takkasila/SmokeSim3D
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var fluid = new FluidSolver(cellCount[0], cellCount[1], cellCount[2], 0); fluid.add_flow(0.40, 0.60, 0.46, 0.54, 0.95, 0.99, 0.5, 0, 0, -1) fluid.add_flow(0.40, 0.60, 0.01, 0.05, 0.46, 0.54, 1.0, 0, 4.0, 0) fluid.update(1/fps) var dataTex = new THREE.DataTexture(fluid.denseUI8, fluid.width, fluid.height*fluid.tall, THREE.LuminanceFormat, THREE.UnsignedByteType); dataTex.magFilter = THREE.LinearFilter; dataTex.needsUpdate = true; var myPlaneMaterial = new THREE.ShaderMaterial({
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it ++; } } this.geometryRT = new THREE.DataTexture( this.data, this.sizeW, this.sizeH, THREE.RGBAFormat, THREE.FloatType); this.geometryRT.minFilter = THREE.NearestFilter; this.geometryRT.magFilter = THREE.NearestFilter; this.geometryRT.needsUpdate = true;
three.Vector3 is the most popular function in three (22341 examples)