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. <script id="post-vert" type="x-shader/x-vertex">
  9. varying vec2 vUv;
  10. void main() {
  11. vUv = uv;
  12. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  13. }
  14. </script>
  15. <script id="post-frag" type="x-shader/x-fragment">
  16. #include <packing>
  17. varying vec2 vUv;
  18. uniform sampler2D tDiffuse;
  19. uniform sampler2D tDepth;
  20. uniform float cameraNear;
  21. uniform float cameraFar;
  22. float readDepth( sampler2D depthSampler, vec2 coord ) {
  23. float fragCoordZ = texture2D( depthSampler, coord ).x;
  24. float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
  25. return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  26. }
  27. void main() {
  28. //vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
  29. float depth = readDepth( tDepth, vUv );
  30. gl_FragColor.rgb = 1.0 - vec3( depth );
  31. gl_FragColor.a = 1.0;
  32. }
  33. </script>
  34. </head>
  35. <body>
  36. <div id="info">
  37. <a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
  38. Stores render target depth in a texture attachment.<br/>
  39. Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
  40. </div>
  41. <script type="module">
  42. import * as THREE from '../build/three.module.js';
  43. import Stats from './jsm/libs/stats.module.js';
  44. import { GUI } from './jsm/libs/dat.gui.module.js';
  45. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  46. var camera, scene, renderer, controls, stats;
  47. var target;
  48. var postScene, postCamera, postMaterial;
  49. var params = {
  50. format: THREE.DepthFormat,
  51. type: THREE.UnsignedShortType
  52. };
  53. var formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
  54. var types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
  55. init();
  56. animate();
  57. function init() {
  58. renderer = new THREE.WebGLRenderer();
  59. renderer.setPixelRatio( window.devicePixelRatio );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. document.body.appendChild( renderer.domElement );
  62. //
  63. stats = new Stats();
  64. document.body.appendChild( stats.dom );
  65. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  66. camera.position.z = 4;
  67. controls = new OrbitControls( camera, renderer.domElement );
  68. controls.enableDamping = true;
  69. // Create a render target with depth texture
  70. setupRenderTarget();
  71. // Our scene
  72. setupScene();
  73. // Setup post-processing step
  74. setupPost();
  75. onWindowResize();
  76. window.addEventListener( 'resize', onWindowResize, false );
  77. //
  78. var gui = new GUI( { width: 300 } );
  79. gui.add( params, 'format', formats ).onChange( setupRenderTarget );
  80. gui.add( params, 'type', types ).onChange( setupRenderTarget );
  81. gui.open();
  82. }
  83. function setupRenderTarget() {
  84. if ( target ) target.dispose();
  85. var format = parseFloat( params.format );
  86. var type = parseFloat( params.type );
  87. target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  88. target.texture.format = THREE.RGBFormat;
  89. target.texture.minFilter = THREE.NearestFilter;
  90. target.texture.magFilter = THREE.NearestFilter;
  91. target.texture.generateMipmaps = false;
  92. target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
  93. target.depthBuffer = true;
  94. target.depthTexture = new THREE.DepthTexture();
  95. target.depthTexture.format = format;
  96. target.depthTexture.type = type;
  97. }
  98. function setupPost() {
  99. // Setup post processing stage
  100. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  101. postMaterial = new THREE.ShaderMaterial( {
  102. vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
  103. fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
  104. uniforms: {
  105. cameraNear: { value: camera.near },
  106. cameraFar: { value: camera.far },
  107. tDiffuse: { value: null },
  108. tDepth: { value: null }
  109. }
  110. } );
  111. var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
  112. var postQuad = new THREE.Mesh( postPlane, postMaterial );
  113. postScene = new THREE.Scene();
  114. postScene.add( postQuad );
  115. }
  116. function setupScene() {
  117. scene = new THREE.Scene();
  118. var geometry = new THREE.TorusKnotBufferGeometry( 1, 0.3, 128, 64 );
  119. var material = new THREE.MeshBasicMaterial( { color: 'blue' } );
  120. var count = 50;
  121. var scale = 5;
  122. for ( var i = 0; i < count; i ++ ) {
  123. var r = Math.random() * 2.0 * Math.PI;
  124. var z = ( Math.random() * 2.0 ) - 1.0;
  125. var zScale = Math.sqrt( 1.0 - z * z ) * scale;
  126. var mesh = new THREE.Mesh( geometry, material );
  127. mesh.position.set(
  128. Math.cos( r ) * zScale,
  129. Math.sin( r ) * zScale,
  130. z * scale
  131. );
  132. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  133. scene.add( mesh );
  134. }
  135. }
  136. function onWindowResize() {
  137. var aspect = window.innerWidth / window.innerHeight;
  138. camera.aspect = aspect;
  139. camera.updateProjectionMatrix();
  140. var dpr = renderer.getPixelRatio();
  141. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  142. renderer.setSize( window.innerWidth, window.innerHeight );
  143. }
  144. function animate() {
  145. requestAnimationFrame( animate );
  146. // render scene into target
  147. renderer.setRenderTarget( target );
  148. renderer.render( scene, camera );
  149. // render post FX
  150. postMaterial.uniforms.tDiffuse.value = target.texture;
  151. postMaterial.uniforms.tDepth.value = target.depthTexture;
  152. renderer.setRenderTarget( null );
  153. renderer.render( postScene, postCamera );
  154. controls.update(); // required because damping is enabled
  155. stats.update();
  156. }
  157. </script>
  158. </body>
  159. </html>