webgl_depth_texture.html 6.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - Depth Texture</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. #error {
  10. margin: auto;
  11. margin-top: 40px;
  12. display: block;
  13. max-width: 400px;
  14. padding: 20px;
  15. background: #CE0808;
  16. }
  17. </style>
  18. <script id="post-vert" type="x-shader/x-vertex">
  19. varying vec2 vUv;
  20. void main() {
  21. vUv = uv;
  22. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  23. }
  24. </script>
  25. <script id="post-frag" type="x-shader/x-fragment">
  26. #include <packing>
  27. varying vec2 vUv;
  28. uniform sampler2D tDiffuse;
  29. uniform sampler2D tDepth;
  30. uniform float cameraNear;
  31. uniform float cameraFar;
  32. float readDepth( sampler2D depthSampler, vec2 coord ) {
  33. float fragCoordZ = texture2D( depthSampler, coord ).x;
  34. float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
  35. return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  36. }
  37. void main() {
  38. //vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
  39. float depth = readDepth( tDepth, vUv );
  40. gl_FragColor.rgb = 1.0 - vec3( depth );
  41. gl_FragColor.a = 1.0;
  42. }
  43. </script>
  44. </head>
  45. <body>
  46. <canvas></canvas>
  47. <div id="info">
  48. <a href="http://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
  49. Stores render target depth in a texture attachment.<br/>
  50. Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
  51. <div id="error" style="display: none;">
  52. Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
  53. This demo will not work.
  54. </div>
  55. </div>
  56. <script type="module">
  57. import {
  58. DepthTexture,
  59. Mesh,
  60. MeshBasicMaterial,
  61. NearestFilter,
  62. OrthographicCamera,
  63. PerspectiveCamera,
  64. PlaneBufferGeometry,
  65. RGBFormat,
  66. Scene,
  67. ShaderMaterial,
  68. TorusKnotBufferGeometry,
  69. UnsignedShortType,
  70. WebGLRenderer,
  71. WebGLRenderTarget
  72. } from "../build/three.module.js";
  73. import Stats from './jsm/libs/stats.module.js';
  74. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  75. var camera, scene, renderer, stats;
  76. var target;
  77. var postScene, postCamera;
  78. var supportsExtension = true;
  79. init();
  80. animate();
  81. function init() {
  82. renderer = new WebGLRenderer( { canvas: document.querySelector( 'canvas' ) } );
  83. if ( ! renderer.extensions.get( 'WEBGL_depth_texture' ) ) {
  84. supportsExtension = false;
  85. document.querySelector( '#error' ).style.display = 'block';
  86. return;
  87. }
  88. renderer.setPixelRatio( window.devicePixelRatio );
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. //
  91. stats = new Stats();
  92. document.body.appendChild( stats.dom );
  93. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  94. camera.position.z = 4;
  95. var controls = new OrbitControls( camera, renderer.domElement );
  96. controls.enableDamping = true;
  97. controls.dampingFactor = 0.25;
  98. controls.rotateSpeed = 0.35;
  99. // Create a multi render target with Float buffers
  100. target = new WebGLRenderTarget( window.innerWidth, window.innerHeight );
  101. target.texture.format = RGBFormat;
  102. target.texture.minFilter = NearestFilter;
  103. target.texture.magFilter = NearestFilter;
  104. target.texture.generateMipmaps = false;
  105. target.stencilBuffer = false;
  106. target.depthBuffer = true;
  107. target.depthTexture = new DepthTexture();
  108. target.depthTexture.type = UnsignedShortType;
  109. // Our scene
  110. scene = new Scene();
  111. setupScene();
  112. // Setup post-processing step
  113. setupPost();
  114. onWindowResize();
  115. window.addEventListener( 'resize', onWindowResize, false );
  116. }
  117. function setupPost() {
  118. // Setup post processing stage
  119. postCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  120. var postMaterial = new ShaderMaterial( {
  121. vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
  122. fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
  123. uniforms: {
  124. cameraNear: { value: camera.near },
  125. cameraFar: { value: camera.far },
  126. tDiffuse: { value: target.texture },
  127. tDepth: { value: target.depthTexture }
  128. }
  129. } );
  130. var postPlane = new PlaneBufferGeometry( 2, 2 );
  131. var postQuad = new Mesh( postPlane, postMaterial );
  132. postScene = new Scene();
  133. postScene.add( postQuad );
  134. }
  135. function setupScene() {
  136. //var diffuse = new TextureLoader().load( 'textures/brick_diffuse.jpg' );
  137. //diffuse.wrapS = diffuse.wrapT = RepeatWrapping;
  138. // Setup some geometries
  139. var geometry = new TorusKnotBufferGeometry( 1, 0.3, 128, 64 );
  140. var material = new MeshBasicMaterial( { color: 'blue' } );
  141. var count = 50;
  142. var scale = 5;
  143. for ( var i = 0; i < count; i ++ ) {
  144. var r = Math.random() * 2.0 * Math.PI;
  145. var z = ( Math.random() * 2.0 ) - 1.0;
  146. var zScale = Math.sqrt( 1.0 - z * z ) * scale;
  147. var mesh = new Mesh( geometry, material );
  148. mesh.position.set(
  149. Math.cos( r ) * zScale,
  150. Math.sin( r ) * zScale,
  151. z * scale
  152. );
  153. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  154. scene.add( mesh );
  155. }
  156. }
  157. function onWindowResize() {
  158. var aspect = window.innerWidth / window.innerHeight;
  159. camera.aspect = aspect;
  160. camera.updateProjectionMatrix();
  161. var dpr = renderer.getPixelRatio();
  162. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  163. renderer.setSize( window.innerWidth, window.innerHeight );
  164. }
  165. function animate() {
  166. if ( ! supportsExtension ) return;
  167. requestAnimationFrame( animate );
  168. // render scene into target
  169. renderer.setRenderTarget( target );
  170. renderer.render( scene, camera );
  171. // render post FX
  172. renderer.setRenderTarget( null );
  173. renderer.render( postScene, postCamera );
  174. stats.update();
  175. }
  176. </script>
  177. </body>
  178. </html>