webgl_depth_texture.html 6.9 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. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. a {
  18. color: #B2E9FF;
  19. font-weight: bold;
  20. pointer-events: auto;
  21. }
  22. canvas {
  23. position: absolute;
  24. top: 0;
  25. left: 0;
  26. }
  27. #info {
  28. pointer-events: none;
  29. position: absolute;
  30. left: 0;
  31. top: 0px; width: 100%;
  32. padding: 5px;
  33. display: inline-block;
  34. }
  35. #error {
  36. margin: auto;
  37. margin-top: 40px;
  38. display: block;
  39. max-width: 400px;
  40. padding: 20px;
  41. background: #CE0808;
  42. }
  43. </style>
  44. <script id="post-vert" type="x-shader/x-vertex">
  45. varying vec2 vUv;
  46. void main() {
  47. vUv = uv;
  48. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  49. }
  50. </script>
  51. <script id="post-frag" type="x-shader/x-fragment">
  52. #include <packing>
  53. varying vec2 vUv;
  54. uniform sampler2D tDiffuse;
  55. uniform sampler2D tDepth;
  56. uniform float cameraNear;
  57. uniform float cameraFar;
  58. float readDepth (sampler2D depthSampler, vec2 coord) {
  59. float fragCoordZ = texture2D(depthSampler, coord).x;
  60. float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
  61. return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  62. }
  63. void main() {
  64. vec3 diffuse = texture2D(tDiffuse, vUv).rgb;
  65. float depth = readDepth(tDepth, vUv);
  66. gl_FragColor.rgb = vec3(depth);
  67. gl_FragColor.a = 1.0;
  68. }
  69. </script>
  70. </head>
  71. <body>
  72. <canvas></canvas>
  73. <div id="info">
  74. <a href="http://threejs.org" target="_blank">threejs</a> - WebGL - Depth Texture<br/>
  75. Stores render target depth in a texture attachment.<br/>
  76. Created by <a href="http://twitter.com/mattdesl" target="_blank">@mattdesl</a>.
  77. <div id="error" style="display: none;">
  78. Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
  79. This demo will not work.
  80. </div>
  81. </div>
  82. <script src="../build/three.js"></script>
  83. <script src="js/shaders/SSAOShader.js"></script>
  84. <script src="js/controls/OrbitControls.js"></script>
  85. <script>
  86. var camera, scene, renderer, controls;
  87. var target;
  88. var postScene, postCamera;
  89. var supportsExtension = true;
  90. init();
  91. animate();
  92. function init() {
  93. var canvas = document.querySelector('canvas');
  94. var gl;
  95. try {
  96. gl = canvas.getContext('webgl2');
  97. } catch (err) {
  98. console.error(err);
  99. }
  100. var isWebGL2 = Boolean(gl);
  101. renderer = new THREE.WebGLRenderer( {
  102. canvas: canvas,
  103. context: gl
  104. } );
  105. if ( !renderer.extensions.get('WEBGL_depth_texture') ) {
  106. supportsExtension = false;
  107. document.querySelector('#error').style.display = 'block';
  108. return;
  109. }
  110. renderer.setPixelRatio( window.devicePixelRatio );
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. //
  113. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  114. camera.position.z = -4;
  115. controls = new THREE.OrbitControls( camera, renderer.domElement );
  116. controls.enableDamping = true;
  117. controls.dampingFactor = 0.25;
  118. controls.rotateSpeed = 0.35;
  119. // Create a multi render target with Float buffers
  120. target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  121. target.texture.format = THREE.RGBFormat;
  122. target.texture.minFilter = THREE.NearestFilter;
  123. target.texture.magFilter = THREE.NearestFilter;
  124. target.texture.generateMipmaps = false;
  125. target.stencilBuffer = false;
  126. target.depthBuffer = true;
  127. target.depthTexture = new THREE.DepthTexture();
  128. target.depthTexture.type = isWebGL2 ? THREE.FloatType : THREE.UnsignedShortType;
  129. // Our scene
  130. scene = new THREE.Scene();
  131. setupScene();
  132. // Setup post-processing step
  133. setupPost();
  134. onWindowResize();
  135. window.addEventListener( 'resize', onWindowResize, false );
  136. }
  137. function setupPost () {
  138. // Setup post processing stage
  139. postCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
  140. var postMaterial = new THREE.ShaderMaterial({
  141. vertexShader: document.querySelector('#post-vert').textContent.trim(),
  142. fragmentShader: document.querySelector('#post-frag').textContent.trim(),
  143. uniforms: {
  144. cameraNear: { value: camera.near },
  145. cameraFar: { value: camera.far },
  146. tDiffuse: { value: target.texture },
  147. tDepth: { value: target.depthTexture }
  148. }
  149. });
  150. var postPlane = new THREE.PlaneGeometry(2, 2);
  151. var postQuad = new THREE.Mesh(postPlane, postMaterial);
  152. postScene = new THREE.Scene();
  153. postScene.add(postQuad);
  154. }
  155. function setupScene () {
  156. var diffuse = new THREE.TextureLoader().load('textures/brick_diffuse.jpg');
  157. diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
  158. // Setup some geometries
  159. var geometry = new THREE.TorusKnotGeometry(1, 0.3, 128, 64);
  160. var material = new THREE.MeshBasicMaterial({ color: 'blue' })
  161. var count = 50;
  162. var scale = 5;
  163. for ( var i = 0; i < count; i ++ ) {
  164. var r = Math.random() * 2.0 * Math.PI;
  165. var z = (Math.random() * 2.0) - 1.0;
  166. var zScale = Math.sqrt(1.0 - z * z) * scale;
  167. var mesh = new THREE.Mesh(geometry, material);
  168. mesh.position.set(
  169. Math.cos(r) * zScale,
  170. Math.sin(r) * zScale,
  171. z * scale
  172. );
  173. mesh.rotation.set(Math.random(), Math.random(), Math.random());
  174. scene.add(mesh);
  175. }
  176. }
  177. function onWindowResize() {
  178. var aspect = window.innerWidth / window.innerHeight;
  179. camera.aspect = aspect;
  180. camera.updateProjectionMatrix();
  181. var dpr = renderer.getPixelRatio();
  182. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  183. renderer.setSize( window.innerWidth, window.innerHeight );
  184. }
  185. function animate() {
  186. if ( !supportsExtension ) return;
  187. requestAnimationFrame( animate );
  188. controls.update();
  189. // render scene into target
  190. renderer.render( scene, camera, target );
  191. // render post FX
  192. renderer.render( postScene, postCamera );
  193. }
  194. </script>
  195. </body>
  196. </html>