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Add access to WebXR depth texture + add example (#27695)

* Add access to WebXR depth texture + add example

* rebase + add depthsensing dictionary
Rik Cabanier 1 년 전
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78009b452c

+ 1 - 0
examples/files.json

@@ -415,6 +415,7 @@
 		"webxr_xr_controls_transform",
 		"webxr_xr_controls_transform",
 		"webxr_xr_cubes",
 		"webxr_xr_cubes",
 		"webxr_xr_dragging",
 		"webxr_xr_dragging",
+		"webxr_xr_dragging_custom_depth",
 		"webxr_xr_haptics",
 		"webxr_xr_haptics",
 		"webxr_xr_paint",
 		"webxr_xr_paint",
 		"webxr_xr_sculpt"
 		"webxr_xr_sculpt"

BIN
examples/screenshots/webxr_xr_dragging_custom_depth.jpg


+ 459 - 0
examples/webxr_xr_dragging_custom_depth.html

@@ -0,0 +1,459 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js xr - dragging with custom depth shader</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
+		<link type="text/css" rel="stylesheet" href="main.css">
+	</head>
+	<body>
+
+		<div id="info">
+			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> xr - dragging
+		</div>
+
+		<script type="importmap">
+			{
+				"imports": {
+					"three": "../build/three.module.js",
+					"three/addons/": "./jsm/"
+				}
+			}
+		</script>
+
+		<script type="module">
+
+			import * as THREE from 'three';
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+			import { XRButton } from 'three/addons/webxr/XRButton.js';
+			import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
+
+			let container;
+			let camera, scene, renderer;
+			let controller1, controller2;
+			let controllerGrip1, controllerGrip2;
+			let isDepthSupplied = false;
+
+			let raycaster;
+
+			const intersected = [];
+			const tempMatrix = new THREE.Matrix4();
+
+			let controls, group;
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				scene = new THREE.Scene();
+				scene.background = new THREE.Color( 0x808080 );
+
+				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
+				camera.position.set( 0, 1.6, 3 );
+
+				controls = new OrbitControls( camera, container );
+				controls.target.set( 0, 1.6, 0 );
+				controls.update();
+
+				const floorGeometry = new THREE.PlaneGeometry( 6, 6 );
+				const floorMaterial = new THREE.ShadowMaterial( { opacity: 0.25, blending: THREE.CustomBlending, transparent: false } );
+				const floor = new THREE.Mesh( floorGeometry, floorMaterial );
+				floor.rotation.x = - Math.PI / 2;
+				floor.receiveShadow = true;
+				scene.add( floor );
+
+				scene.add( new THREE.HemisphereLight( 0xbcbcbc, 0xa5a5a5, 3 ) );
+
+				const light = new THREE.DirectionalLight( 0xffffff, 3 );
+				light.position.set( 0, 6, 0 );
+				light.castShadow = true;
+				light.shadow.camera.top = 3;
+				light.shadow.camera.bottom = - 3;
+				light.shadow.camera.right = 3;
+				light.shadow.camera.left = - 3;
+				light.shadow.mapSize.set( 4096, 4096 );
+				scene.add( light );
+
+				group = new THREE.Group();
+				scene.add( group );
+
+				const geometries = [
+					new THREE.BoxGeometry( 0.2, 0.2, 0.2 ),
+					new THREE.ConeGeometry( 0.2, 0.2, 64 ),
+					new THREE.CylinderGeometry( 0.2, 0.2, 0.2, 64 ),
+					new THREE.IcosahedronGeometry( 0.2, 8 ),
+					new THREE.TorusGeometry( 0.2, 0.04, 64, 32 )
+				];
+
+				for ( let i = 0; i < 50; i ++ ) {
+
+					const geometry = geometries[ Math.floor( Math.random() * geometries.length ) ];
+					const material = new THREE.ShaderMaterial({
+
+						vertexShader: `
+							varying vec3 vNormal;
+							varying vec2 vUv;
+							void main() {
+								vNormal = normalize(normalMatrix * normal);
+								vUv = uv;
+								gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
+							}
+						`,
+
+						fragmentShader: `
+							uniform vec3 diffuseColor;
+							uniform float roughness;
+							uniform float metalness;
+							uniform float emissive;
+							varying vec3 vNormal;
+							varying vec2 vUv;
+							uniform sampler2DArray depthColor;
+							uniform float depthWidth;
+							uniform float depthHeight;
+							#define saturate( a ) clamp( a, 0.0, 1.0 )
+							float Depth_GetCameraDepthInMeters(const sampler2DArray depthTexture,
+								const vec2 depthUv, int arrayIndex) {
+								return texture(depthColor, vec3(depthUv.x, depthUv.y, arrayIndex)).r;
+							}
+							float Depth_GetOcclusion(const sampler2DArray depthTexture, const vec2 depthUv, float assetDepthM, int arrayIndex) {
+								float depthMm = Depth_GetCameraDepthInMeters(depthTexture, depthUv, arrayIndex);
+								const float kDepthTolerancePerM = 0.001;
+								return clamp(1.0 -
+									0.5 * (depthMm - assetDepthM) /
+										(kDepthTolerancePerM * assetDepthM) +
+									0.5, 0.0, 1.0);
+							}
+							float Depth_GetBlurredOcclusionAroundUV(const sampler2DArray depthTexture, const vec2 uv, float assetDepthM, int arrayIndex) {
+								// Kernel used:
+								// 0   4   7   4   0
+								// 4   16  26  16  4
+								// 7   26  41  26  7
+								// 4   16  26  16  4
+								// 0   4   7   4   0
+								const float kKernelTotalWeights = 269.0;
+								float sum = 0.0;
+								const float kOcclusionBlurAmount = 0.0005;
+								vec2 blurriness =
+								vec2(kOcclusionBlurAmount, kOcclusionBlurAmount /** u_DepthAspectRatio*/);
+								float current = 0.0;
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-1.0, -2.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+1.0, -2.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-1.0, +2.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+1.0, +2.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-2.0, +1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+2.0, +1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-2.0, -1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+2.0, -1.0) * blurriness, assetDepthM, arrayIndex);
+								sum += current * 4.0;
+								current = 0.0;
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-2.0, -0.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+2.0, +0.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+0.0, +2.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-0.0, -2.0) * blurriness, assetDepthM, arrayIndex);
+								sum += current * 7.0;
+								current = 0.0;
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-1.0, -1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+1.0, -1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-1.0, +1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+1.0, +1.0) * blurriness, assetDepthM, arrayIndex);
+								sum += current * 16.0;
+								current = 0.0;
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+0.0, +1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-0.0, -1.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(-1.0, -0.0) * blurriness, assetDepthM, arrayIndex);
+								current += Depth_GetOcclusion(
+								depthTexture, uv + vec2(+1.0, +0.0) * blurriness, assetDepthM, arrayIndex);
+								sum += current * 26.0;
+								sum += Depth_GetOcclusion(depthTexture, uv, assetDepthM, arrayIndex) * 41.0;
+								return sum / kKernelTotalWeights;
+							}
+							void main() {
+								vec3 normal = normalize(vNormal);
+								vec3 diffuse = diffuseColor;
+								float specularIntensity = pow(max(dot(normal, normalize(vec3(0, 0, 1))), 0.0), 64.0);
+								vec3 specular = vec3(specularIntensity) * mix(vec3(0.04), diffuse, metalness);
+								gl_FragColor = vec4(diffuse * (1.0 - specular) + specular, 1.0) * (1.0 + emissive);
+
+								if (depthWidth > 0.0) {
+									int arrayIndex = 0;
+									vec2 depthUv;
+									if (gl_FragCoord.x>=depthWidth) {
+										arrayIndex = 1;
+										depthUv = vec2((gl_FragCoord.x-depthWidth)/depthWidth, gl_FragCoord.y/depthHeight);
+									} else {
+										depthUv = vec2(gl_FragCoord.x/depthWidth, gl_FragCoord.y/depthHeight);
+									}
+									float assetDepthM = gl_FragCoord.z;
+
+									float occlusion = Depth_GetBlurredOcclusionAroundUV(depthColor, depthUv, assetDepthM, arrayIndex);
+									float depthMm = Depth_GetCameraDepthInMeters(depthColor, depthUv, arrayIndex);
+
+									float absDistance = abs(assetDepthM - depthMm);
+									float v = 0.0025;
+									absDistance = saturate(v - absDistance) / v;
+
+									gl_FragColor.rgb += vec3(absDistance * 2.0, absDistance * 2.0, absDistance * 12.0);
+									gl_FragColor = mix(gl_FragColor, vec4(0.0, 0.0, 0.0, 0.0), occlusion * 0.7);
+								}
+							}
+							`,
+
+						uniforms: {
+
+							diffuseColor: { value: new THREE.Color( Math.random() * 0xffffff) },
+							roughness: { value: 0.7 },
+							metalness: { value: 0.0 },
+							emissive: { value: 0.0 },
+							depthWidth: { value: 0.0 },
+							depthHeight: { value: 0.0 },
+							depthColor: { value: new THREE.Texture() }
+
+						}
+
+					});
+
+					const object = new THREE.Mesh( geometry, material );
+
+					object.position.x = Math.random() * 4 - 2;
+					object.position.y = Math.random() * 2;
+					object.position.z = Math.random() * 4 - 2;
+
+					object.rotation.x = Math.random() * 2 * Math.PI;
+					object.rotation.y = Math.random() * 2 * Math.PI;
+					object.rotation.z = Math.random() * 2 * Math.PI;
+
+					object.scale.setScalar( Math.random() + 0.5 );
+
+					group.add( object );
+
+				}
+
+				//
+
+				renderer = new THREE.WebGLRenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.shadowMap.enabled = true;
+				renderer.xr.enabled = true;
+				container.appendChild( renderer.domElement );
+
+				document.body.appendChild( XRButton.createButton( renderer, {
+					'optionalFeatures': [ 'depth-sensing' ],
+					'depthSensing': { 'usagePreference': [ 'gpu-optimized' ], 'dataFormatPreference': [] }
+				} ) );
+
+				// controllers
+
+				controller1 = renderer.xr.getController( 0 );
+				controller1.addEventListener( 'selectstart', onSelectStart );
+				controller1.addEventListener( 'selectend', onSelectEnd );
+				scene.add( controller1 );
+
+				controller2 = renderer.xr.getController( 1 );
+				controller2.addEventListener( 'selectstart', onSelectStart );
+				controller2.addEventListener( 'selectend', onSelectEnd );
+				scene.add( controller2 );
+
+				const controllerModelFactory = new XRControllerModelFactory();
+
+				controllerGrip1 = renderer.xr.getControllerGrip( 0 );
+				controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
+				scene.add( controllerGrip1 );
+
+				controllerGrip2 = renderer.xr.getControllerGrip( 1 );
+				controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
+				scene.add( controllerGrip2 );
+
+				//
+
+				const geometry = new THREE.BufferGeometry().setFromPoints( [ new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, - 1 ) ] );
+
+				const line = new THREE.Line( geometry );
+				line.name = 'line';
+				line.scale.z = 5;
+
+				controller1.add( line.clone() );
+				controller2.add( line.clone() );
+
+				raycaster = new THREE.Raycaster();
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function onSelectStart( event ) {
+
+				const controller = event.target;
+
+				const intersections = getIntersections( controller );
+
+				if ( intersections.length > 0 ) {
+
+					const intersection = intersections[ 0 ];
+
+					const object = intersection.object;
+					object.material.uniforms.emissive.value = 1;
+					controller.attach( object );
+
+					controller.userData.selected = object;
+
+				}
+
+				controller.userData.targetRayMode = event.data.targetRayMode;
+
+			}
+
+			function onSelectEnd( event ) {
+
+				const controller = event.target;
+
+				if ( controller.userData.selected !== undefined ) {
+
+					const object = controller.userData.selected;
+					object.material.uniforms.emissive.value = 0;
+					group.attach( object );
+
+					controller.userData.selected = undefined;
+
+				}
+
+			}
+
+			function getIntersections( controller ) {
+
+				controller.updateMatrixWorld();
+
+				tempMatrix.identity().extractRotation( controller.matrixWorld );
+
+				raycaster.ray.origin.setFromMatrixPosition( controller.matrixWorld );
+				raycaster.ray.direction.set( 0, 0, - 1 ).applyMatrix4( tempMatrix );
+
+				return raycaster.intersectObjects( group.children, false );
+
+			}
+
+			function intersectObjects( controller ) {
+
+				// Do not highlight in mobile-ar
+
+				if ( controller.userData.targetRayMode === 'screen' ) return;
+
+				// Do not highlight when already selected
+
+				if ( controller.userData.selected !== undefined ) return;
+
+				const line = controller.getObjectByName( 'line' );
+				const intersections = getIntersections( controller );
+
+				if ( intersections.length > 0 ) {
+
+					const intersection = intersections[ 0 ];
+
+					const object = intersection.object;
+					object.material.uniforms.emissive.value = 1;
+					intersected.push( object );
+
+					line.scale.z = intersection.distance;
+
+				} else {
+
+					line.scale.z = 5;
+
+				}
+
+			}
+
+			function cleanIntersected() {
+
+				while ( intersected.length ) {
+
+					const object = intersected.pop();
+					object.material.uniforms.emissive.value = 0;
+
+				}
+
+			}
+
+			//
+
+			function animate() {
+
+				renderer.setAnimationLoop( render );
+
+			}
+
+			function render() {
+
+				if (renderer.xr.hasDepthSensing() && ! isDepthSupplied) {
+
+					group.children.forEach(child => {
+
+						child.material.uniforms.depthColor.value = renderer.xr.getDepthTexture();
+						child.material.uniforms.depthWidth.value = 1680;
+						child.material.uniforms.depthHeight.value = 1760;
+						child.material.uniforms.NeedUpdate = true;
+
+						isDepthSupplied = true;
+
+					});
+
+				} else if (! renderer.xr.hasDepthSensing() && isDepthSupplied) {
+
+					group.children.forEach(child => {
+
+						child.material.uniforms.depthWidth.value = 0;
+						child.material.uniforms.depthHeight.value = 0;
+						child.material.uniforms.NeedUpdate = true;
+
+						isDepthSupplied = false;
+
+					});
+
+				}
+
+				cleanIntersected();
+
+				intersectObjects( controller1 );
+				intersectObjects( controller2 );
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

+ 6 - 0
src/renderers/webxr/WebXRDepthSensing.js

@@ -99,6 +99,12 @@ class WebXRDepthSensing {
 
 
 	}
 	}
 
 
+	getDepthTexture() {
+
+		return this.texture;
+
+	}
+
 }
 }
 
 
 export { WebXRDepthSensing };
 export { WebXRDepthSensing };

+ 6 - 0
src/renderers/webxr/WebXRManager.js

@@ -379,6 +379,12 @@ class WebXRManager extends EventDispatcher {
 
 
 		};
 		};
 
 
+		this.getDepthTexture = function () {
+
+			return depthSensing.getDepthTexture();
+
+		};
+
 		function onInputSourcesChange( event ) {
 		function onInputSourcesChange( event ) {
 
 
 			// Notify disconnected
 			// Notify disconnected