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