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webgpu_depth_texture.html 3.5 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js - WebGPU - Depth Texture</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="main.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Depth Texture
  11. </div>
  12. <script type="importmap">
  13. {
  14. "imports": {
  15. "three": "../build/three.module.js",
  16. "three/addons/": "./jsm/",
  17. "three/nodes": "./jsm/nodes/Nodes.js"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { texture, MeshBasicNodeMaterial } from 'three/nodes';
  24. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  25. import WebGL from 'three/addons/capabilities/WebGL.js';
  26. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  27. import QuadMesh from 'three/addons/objects/QuadMesh.js';
  28. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  29. let camera, scene, controls, renderer;
  30. let quad, renderTarget;
  31. const dpr = window.devicePixelRatio;
  32. init();
  33. function init() {
  34. if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {
  35. document.body.appendChild( WebGPU.getErrorMessage() );
  36. throw new Error( 'No WebGPU or WebGL2 support' );
  37. }
  38. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 20 );
  39. camera.position.z = 4;
  40. scene = new THREE.Scene();
  41. scene.background = new THREE.Color( 0x222222 );
  42. scene.overrideMaterial = new MeshBasicNodeMaterial();
  43. //
  44. const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
  45. const count = 50;
  46. const scale = 5;
  47. for ( let i = 0; i < count; i ++ ) {
  48. const r = Math.random() * 2.0 * Math.PI;
  49. const z = ( Math.random() * 2.0 ) - 1.0;
  50. const zScale = Math.sqrt( 1.0 - z * z ) * scale;
  51. const mesh = new THREE.Mesh( geometry );
  52. mesh.position.set(
  53. Math.cos( r ) * zScale,
  54. Math.sin( r ) * zScale,
  55. z * scale
  56. );
  57. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  58. scene.add( mesh );
  59. }
  60. //
  61. renderer = new WebGPURenderer( { antialias: true } );
  62. renderer.setPixelRatio( dpr );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. renderer.setAnimationLoop( animate );
  65. document.body.appendChild( renderer.domElement );
  66. const depthTexture = new THREE.DepthTexture();
  67. depthTexture.type = THREE.FloatType;
  68. renderTarget = new THREE.RenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
  69. renderTarget.depthTexture = depthTexture;
  70. window.addEventListener( 'resize', onWindowResize );
  71. // FX
  72. const materialFX = new MeshBasicNodeMaterial();
  73. materialFX.colorNode = texture( depthTexture );
  74. quad = new QuadMesh( materialFX );
  75. //
  76. controls = new OrbitControls( camera, renderer.domElement );
  77. controls.enableDamping = true;
  78. }
  79. function onWindowResize() {
  80. camera.aspect = window.innerWidth / window.innerHeight;
  81. camera.updateProjectionMatrix();
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  84. }
  85. function animate() {
  86. renderer.setRenderTarget( renderTarget );
  87. renderer.render( scene, camera );
  88. renderer.setRenderTarget( null );
  89. quad.render( renderer );
  90. }
  91. </script>
  92. </body>
  93. </html>