webgl_depth_texture.html 7.2 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 cameraFarPlusNear = cameraFar + cameraNear;
  60. float cameraFarMinusNear = cameraFar - cameraNear;
  61. float cameraCoef = 2.0 * cameraNear;
  62. return cameraCoef / (cameraFarPlusNear - texture2D(depthSampler, coord).x * cameraFarMinusNear);
  63. }
  64. // float depthTexel = texture2D(tDepth, vUv).x;
  65. // float depth = invClipZToViewZ(depthTexel, cameraNear, cameraFar);
  66. // float linearClipZ = viewZToLinearClipZ(depth, cameraNear, cameraFar);
  67. void main() {
  68. vec3 diffuse = texture2D(tDiffuse, vUv).rgb;
  69. float depth = readDepth(tDepth, vUv);
  70. gl_FragColor.rgb = vec3(depth);
  71. gl_FragColor.a = 1.0;
  72. }
  73. </script>
  74. </head>
  75. <body>
  76. <canvas></canvas>
  77. <div id="info">
  78. <a href="http://threejs.org" target="_blank">threejs</a> - WebGL - Depth Texture<br/>
  79. Stores render target depth in a texture attachment.<br/>
  80. Created by <a href="http://twitter.com/mattdesl" target="_blank">@mattdesl</a>.
  81. <div id="error" style="display: none;">
  82. Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
  83. This demo will not work.
  84. </div>
  85. </div>
  86. <script src="../build/three.js"></script>
  87. <script src="js/shaders/SSAOShader.js"></script>
  88. <script src="js/controls/OrbitControls.js"></script>
  89. <script>
  90. var camera, scene, renderer, controls;
  91. var target;
  92. var postScene, postCamera;
  93. var supportsExtension = true;
  94. init();
  95. animate();
  96. function init() {
  97. var canvas = document.querySelector('canvas');
  98. var gl;
  99. try {
  100. gl = canvas.getContext('webgl2');
  101. } catch (err) {
  102. console.error(err);
  103. }
  104. var isWebGL2 = Boolean(gl);
  105. renderer = new THREE.WebGLRenderer( {
  106. canvas: canvas,
  107. context: gl
  108. } );
  109. if ( !renderer.extensions.get('WEBGL_depth_texture') ) {
  110. supportsExtension = false;
  111. document.querySelector('#error').style.display = 'block';
  112. return;
  113. }
  114. renderer.setPixelRatio( window.devicePixelRatio );
  115. renderer.setSize( window.innerWidth, window.innerHeight );
  116. //
  117. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  118. camera.position.z = -4;
  119. controls = new THREE.OrbitControls( camera, renderer.domElement );
  120. controls.enableDamping = true;
  121. controls.dampingFactor = 0.25;
  122. controls.rotateSpeed = 0.35;
  123. // Create a multi render target with Float buffers
  124. target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  125. target.texture.format = THREE.RGBFormat;
  126. target.texture.minFilter = THREE.NearestFilter;
  127. target.texture.magFilter = THREE.NearestFilter;
  128. target.texture.generateMipmaps = false;
  129. target.stencilBuffer = false;
  130. target.depthBuffer = true;
  131. target.depthTexture = new THREE.DepthTexture();
  132. target.depthTexture.type = isWebGL2 ? THREE.FloatType : THREE.UnsignedShortType;
  133. // Our scene
  134. scene = new THREE.Scene();
  135. setupScene();
  136. // Setup post-processing step
  137. setupPost();
  138. onWindowResize();
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. }
  141. function setupPost () {
  142. // Setup post processing stage
  143. postCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
  144. var postMaterial = new THREE.ShaderMaterial({
  145. vertexShader: document.querySelector('#post-vert').textContent.trim(),
  146. fragmentShader: document.querySelector('#post-frag').textContent.trim(),
  147. uniforms: {
  148. cameraNear: { type: 'f', value: camera.near },
  149. cameraFar: { type: 'f', value: camera.far },
  150. tDiffuse: { type: 't', value: target },
  151. tDepth: { type: 't', value: target.depthTexture }
  152. }
  153. });
  154. var postPlane = new THREE.PlaneGeometry(2, 2);
  155. var postQuad = new THREE.Mesh(postPlane, postMaterial);
  156. postScene = new THREE.Scene();
  157. postScene.add(postQuad);
  158. }
  159. function setupScene () {
  160. var diffuse = new THREE.TextureLoader().load('textures/brick_diffuse.jpg');
  161. diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
  162. // Setup some geometries
  163. var geometry = new THREE.TorusKnotGeometry(1, 0.3, 128, 64);
  164. var material = new THREE.MeshBasicMaterial({ color: 'blue' })
  165. var count = 50;
  166. var scale = 5;
  167. for ( var i = 0; i < count; i ++ ) {
  168. var r = Math.random() * 2.0 * Math.PI;
  169. var z = (Math.random() * 2.0) - 1.0;
  170. var zScale = Math.sqrt(1.0 - z * z) * scale;
  171. var mesh = new THREE.Mesh(geometry, material);
  172. mesh.position.set(
  173. Math.cos(r) * zScale,
  174. Math.sin(r) * zScale,
  175. z * scale
  176. );
  177. mesh.rotation.set(Math.random(), Math.random(), Math.random());
  178. scene.add(mesh);
  179. }
  180. }
  181. function onWindowResize() {
  182. var aspect = window.innerWidth / window.innerHeight;
  183. camera.aspect = aspect;
  184. camera.updateProjectionMatrix();
  185. var dpr = renderer.getPixelRatio();
  186. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  187. renderer.setSize( window.innerWidth, window.innerHeight );
  188. }
  189. function animate() {
  190. if ( !supportsExtension ) return;
  191. requestAnimationFrame( animate );
  192. controls.update();
  193. // render scene into target
  194. renderer.render( scene, camera, target );
  195. // render post FX
  196. renderer.render( postScene, postCamera );
  197. }
  198. </script>
  199. </body>
  200. </html>