webgl_depth_texture.html 6.2 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 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 = 1.0 - 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" rel="noopener">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" rel="noopener">@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/controls/OrbitControls.js"></script>
  84. <script src="js/libs/stats.min.js"></script>
  85. <script>
  86. var camera, scene, renderer, stats;
  87. var target;
  88. var postScene, postCamera;
  89. var supportsExtension = true;
  90. init();
  91. animate();
  92. function init() {
  93. renderer = new THREE.WebGLRenderer( { canvas: document.querySelector( 'canvas' ) } );
  94. if ( ! renderer.extensions.get( 'WEBGL_depth_texture' ) ) {
  95. supportsExtension = false;
  96. document.querySelector( '#error' ).style.display = 'block';
  97. return;
  98. }
  99. renderer.setPixelRatio( window.devicePixelRatio );
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. //
  102. stats = new Stats();
  103. document.body.appendChild( stats.dom );
  104. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  105. camera.position.z = 4;
  106. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  107. controls.enableDamping = true;
  108. controls.dampingFactor = 0.25;
  109. controls.rotateSpeed = 0.35;
  110. // Create a multi render target with Float buffers
  111. target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  112. target.texture.format = THREE.RGBFormat;
  113. target.texture.minFilter = THREE.NearestFilter;
  114. target.texture.magFilter = THREE.NearestFilter;
  115. target.texture.generateMipmaps = false;
  116. target.stencilBuffer = false;
  117. target.depthBuffer = true;
  118. target.depthTexture = new THREE.DepthTexture();
  119. target.depthTexture.type = THREE.UnsignedShortType;
  120. // Our scene
  121. scene = new THREE.Scene();
  122. setupScene();
  123. // Setup post-processing step
  124. setupPost();
  125. onWindowResize();
  126. window.addEventListener( 'resize', onWindowResize, false );
  127. }
  128. function setupPost() {
  129. // Setup post processing stage
  130. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  131. var postMaterial = new THREE.ShaderMaterial( {
  132. vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
  133. fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
  134. uniforms: {
  135. cameraNear: { value: camera.near },
  136. cameraFar: { value: camera.far },
  137. tDiffuse: { value: target.texture },
  138. tDepth: { value: target.depthTexture }
  139. }
  140. } );
  141. var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
  142. var postQuad = new THREE.Mesh( postPlane, postMaterial );
  143. postScene = new THREE.Scene();
  144. postScene.add( postQuad );
  145. }
  146. function setupScene() {
  147. //var diffuse = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
  148. //diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
  149. // Setup some geometries
  150. var geometry = new THREE.TorusKnotBufferGeometry( 1, 0.3, 128, 64 );
  151. var material = new THREE.MeshBasicMaterial( { color: 'blue' } );
  152. var count = 50;
  153. var scale = 5;
  154. for ( var i = 0; i < count; i ++ ) {
  155. var r = Math.random() * 2.0 * Math.PI;
  156. var z = ( Math.random() * 2.0 ) - 1.0;
  157. var zScale = Math.sqrt( 1.0 - z * z ) * scale;
  158. var mesh = new THREE.Mesh( geometry, material );
  159. mesh.position.set(
  160. Math.cos( r ) * zScale,
  161. Math.sin( r ) * zScale,
  162. z * scale
  163. );
  164. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  165. scene.add( mesh );
  166. }
  167. }
  168. function onWindowResize() {
  169. var aspect = window.innerWidth / window.innerHeight;
  170. camera.aspect = aspect;
  171. camera.updateProjectionMatrix();
  172. var dpr = renderer.getPixelRatio();
  173. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  174. renderer.setSize( window.innerWidth, window.innerHeight );
  175. }
  176. function animate() {
  177. if ( ! supportsExtension ) return;
  178. requestAnimationFrame( animate );
  179. // render scene into target
  180. renderer.setRenderTarget( target );
  181. renderer.render( scene, camera );
  182. // render post FX
  183. renderer.setRenderTarget( null );
  184. renderer.render( postScene, postCamera );
  185. stats.update();
  186. }
  187. </script>
  188. </body>
  189. </html>