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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. #error {
  10. margin: auto;
  11. margin-top: 40px;
  12. display: block;
  13. max-width: 400px;
  14. padding: 20px;
  15. background: #CE0808;
  16. }
  17. </style>
  18. <script id="post-vert" type="x-shader/x-vertex">
  19. varying vec2 vUv;
  20. void main() {
  21. vUv = uv;
  22. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  23. }
  24. </script>
  25. <script id="post-frag" type="x-shader/x-fragment">
  26. #include <packing>
  27. varying vec2 vUv;
  28. uniform sampler2D tDiffuse;
  29. uniform sampler2D tDepth;
  30. uniform float cameraNear;
  31. uniform float cameraFar;
  32. float readDepth( sampler2D depthSampler, vec2 coord ) {
  33. float fragCoordZ = texture2D( depthSampler, coord ).x;
  34. float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
  35. return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  36. }
  37. void main() {
  38. //vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
  39. float depth = readDepth( tDepth, vUv );
  40. gl_FragColor.rgb = 1.0 - vec3( depth );
  41. gl_FragColor.a = 1.0;
  42. }
  43. </script>
  44. </head>
  45. <body>
  46. <div id="info">
  47. <a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
  48. Stores render target depth in a texture attachment.<br/>
  49. Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
  50. <div id="error" style="display: none;">
  51. Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
  52. This demo will not work.
  53. </div>
  54. </div>
  55. <!-- Import maps polyfill -->
  56. <!-- Remove this when import maps will be widely supported -->
  57. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  58. <script type="importmap">
  59. {
  60. "imports": {
  61. "three": "../build/three.module.js",
  62. "three/addons/": "./jsm/"
  63. }
  64. }
  65. </script>
  66. <script type="module">
  67. import * as THREE from 'three';
  68. import Stats from 'three/addons/libs/stats.module.js';
  69. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  70. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  71. let camera, scene, renderer, controls, stats;
  72. let target;
  73. let postScene, postCamera, postMaterial;
  74. let supportsExtension = true;
  75. const params = {
  76. format: THREE.DepthFormat,
  77. type: THREE.UnsignedShortType
  78. };
  79. const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
  80. const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
  81. init();
  82. animate();
  83. function init() {
  84. renderer = new THREE.WebGLRenderer();
  85. if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'WEBGL_depth_texture' ) === false ) {
  86. supportsExtension = false;
  87. document.querySelector( '#error' ).style.display = 'block';
  88. return;
  89. }
  90. renderer.setPixelRatio( window.devicePixelRatio );
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. document.body.appendChild( renderer.domElement );
  93. //
  94. stats = new Stats();
  95. document.body.appendChild( stats.dom );
  96. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  97. camera.position.z = 4;
  98. controls = new OrbitControls( camera, renderer.domElement );
  99. controls.enableDamping = true;
  100. // Create a render target with depth texture
  101. setupRenderTarget();
  102. // Our scene
  103. setupScene();
  104. // Setup post-processing step
  105. setupPost();
  106. onWindowResize();
  107. window.addEventListener( 'resize', onWindowResize );
  108. //
  109. const gui = new GUI( { width: 300 } );
  110. gui.add( params, 'format', formats ).onChange( setupRenderTarget );
  111. gui.add( params, 'type', types ).onChange( setupRenderTarget );
  112. gui.open();
  113. }
  114. function setupRenderTarget() {
  115. if ( target ) target.dispose();
  116. const format = parseFloat( params.format );
  117. const type = parseFloat( params.type );
  118. target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  119. target.texture.minFilter = THREE.NearestFilter;
  120. target.texture.magFilter = THREE.NearestFilter;
  121. target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
  122. target.depthTexture = new THREE.DepthTexture();
  123. target.depthTexture.format = format;
  124. target.depthTexture.type = type;
  125. }
  126. function setupPost() {
  127. // Setup post processing stage
  128. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  129. postMaterial = new THREE.ShaderMaterial( {
  130. vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
  131. fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
  132. uniforms: {
  133. cameraNear: { value: camera.near },
  134. cameraFar: { value: camera.far },
  135. tDiffuse: { value: null },
  136. tDepth: { value: null }
  137. }
  138. } );
  139. const postPlane = new THREE.PlaneGeometry( 2, 2 );
  140. const postQuad = new THREE.Mesh( postPlane, postMaterial );
  141. postScene = new THREE.Scene();
  142. postScene.add( postQuad );
  143. }
  144. function setupScene() {
  145. scene = new THREE.Scene();
  146. const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
  147. const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
  148. const count = 50;
  149. const scale = 5;
  150. for ( let i = 0; i < count; i ++ ) {
  151. const r = Math.random() * 2.0 * Math.PI;
  152. const z = ( Math.random() * 2.0 ) - 1.0;
  153. const zScale = Math.sqrt( 1.0 - z * z ) * scale;
  154. const mesh = new THREE.Mesh( geometry, material );
  155. mesh.position.set(
  156. Math.cos( r ) * zScale,
  157. Math.sin( r ) * zScale,
  158. z * scale
  159. );
  160. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  161. scene.add( mesh );
  162. }
  163. }
  164. function onWindowResize() {
  165. const aspect = window.innerWidth / window.innerHeight;
  166. camera.aspect = aspect;
  167. camera.updateProjectionMatrix();
  168. const dpr = renderer.getPixelRatio();
  169. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  170. renderer.setSize( window.innerWidth, window.innerHeight );
  171. }
  172. function animate() {
  173. if ( ! supportsExtension ) return;
  174. requestAnimationFrame( animate );
  175. // render scene into target
  176. renderer.setRenderTarget( target );
  177. renderer.render( scene, camera );
  178. // render post FX
  179. postMaterial.uniforms.tDiffuse.value = target.texture;
  180. postMaterial.uniforms.tDepth.value = target.depthTexture;
  181. renderer.setRenderTarget( null );
  182. renderer.render( postScene, postCamera );
  183. controls.update(); // required because damping is enabled
  184. stats.update();
  185. }
  186. </script>
  187. </body>
  188. </html>