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@@ -51,7 +51,6 @@
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</head>
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<body>
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- <canvas></canvas>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
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Stores render target depth in a texture attachment.<br/>
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@@ -69,19 +68,28 @@
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import Stats from './jsm/libs/stats.module.js';
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+ import { GUI } from './jsm/libs/dat.gui.module.js';
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import { OrbitControls } from './jsm/controls/OrbitControls.js';
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var camera, scene, renderer, controls, stats;
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var target;
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- var postScene, postCamera;
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+ var postScene, postCamera, postMaterial;
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var supportsExtension = true;
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+ var params = {
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+ format: THREE.DepthFormat,
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+ type: THREE.UnsignedShortType
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+ };
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+
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+ var formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
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+ var types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
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+
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init();
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animate();
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function init() {
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- renderer = new THREE.WebGLRenderer( { canvas: document.querySelector( 'canvas' ) } );
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+ renderer = new THREE.WebGLRenderer();
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if ( ! renderer.extensions.get( 'WEBGL_depth_texture' ) ) {
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@@ -93,6 +101,7 @@
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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//
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@@ -104,21 +113,11 @@
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controls = new OrbitControls( camera, renderer.domElement );
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controls.enableDamping = true;
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- controls.dampingFactor = 0.05;
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- // Create a multi render target with Float buffers
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- target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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- target.texture.format = THREE.RGBFormat;
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- target.texture.minFilter = THREE.NearestFilter;
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- target.texture.magFilter = THREE.NearestFilter;
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- target.texture.generateMipmaps = false;
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- target.stencilBuffer = false;
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- target.depthBuffer = true;
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- target.depthTexture = new THREE.DepthTexture();
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- target.depthTexture.type = THREE.UnsignedShortType;
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+ // Create a render target with depth texture
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+ setupRenderTarget();
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// Our scene
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- scene = new THREE.Scene();
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setupScene();
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// Setup post-processing step
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@@ -127,20 +126,47 @@
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onWindowResize();
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window.addEventListener( 'resize', onWindowResize, false );
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+ //
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+ var gui = new GUI( { width: 300 } );
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+
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+ gui.add( params, 'format', formats ).onChange( setupRenderTarget );
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+ gui.add( params, 'type', types ).onChange( setupRenderTarget );
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+ gui.open();
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+
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+ }
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+
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+ function setupRenderTarget() {
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+
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+ if ( target ) target.dispose();
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+
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+ var format = parseFloat( params.format );
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+ var type = parseFloat( params.type );
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+
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+ target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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+ target.texture.format = THREE.RGBFormat;
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+ target.texture.minFilter = THREE.NearestFilter;
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+ target.texture.magFilter = THREE.NearestFilter;
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+ target.texture.generateMipmaps = false;
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+ target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
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+ target.depthBuffer = true;
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+ target.depthTexture = new THREE.DepthTexture();
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+ target.depthTexture.format = format;
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+ target.depthTexture.type = type;
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+
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}
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function setupPost() {
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// Setup post processing stage
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postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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- var postMaterial = new THREE.ShaderMaterial( {
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+ postMaterial = new THREE.ShaderMaterial( {
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vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
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uniforms: {
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cameraNear: { value: camera.near },
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cameraFar: { value: camera.far },
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- tDiffuse: { value: target.texture },
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- tDepth: { value: target.depthTexture }
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+ tDiffuse: { value: null },
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+ tDepth: { value: null }
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}
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} );
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var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
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@@ -152,10 +178,8 @@
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function setupScene() {
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- //var diffuse = new TextureLoader().load( 'textures/brick_diffuse.jpg' );
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- //diffuse.wrapS = diffuse.wrapT = RepeatWrapping;
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+ scene = new THREE.Scene();
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- // Setup some geometries
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var geometry = new THREE.TorusKnotBufferGeometry( 1, 0.3, 128, 64 );
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var material = new THREE.MeshBasicMaterial( { color: 'blue' } );
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@@ -204,6 +228,9 @@
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renderer.render( scene, camera );
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// render post FX
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+ postMaterial.uniforms.tDiffuse.value = target.texture;
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+ postMaterial.uniforms.tDepth.value = target.depthTexture;
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+
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renderer.setRenderTarget( null );
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renderer.render( postScene, postCamera );
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