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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - Depth Texture</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- #error {
- margin: auto;
- margin-top: 40px;
- display: block;
- max-width: 400px;
- padding: 20px;
- background: #CE0808;
- }
- </style>
- <script id="post-vert" type="x-shader/x-vertex">
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
- }
- </script>
- <script id="post-frag" type="x-shader/x-fragment">
- #include <packing>
- varying vec2 vUv;
- uniform sampler2D tDiffuse;
- uniform sampler2D tDepth;
- uniform float cameraNear;
- uniform float cameraFar;
- float readDepth( sampler2D depthSampler, vec2 coord ) {
- float fragCoordZ = texture2D( depthSampler, coord ).x;
- float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
- return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
- }
- void main() {
- //vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
- float depth = readDepth( tDepth, vUv );
- gl_FragColor.rgb = 1.0 - vec3( depth );
- gl_FragColor.a = 1.0;
- }
- </script>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
- Stores render target depth in a texture attachment.<br/>
- Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
- <div id="error" style="display: none;">
- Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
- This demo will not work.
- </div>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- let camera, scene, renderer, controls, stats;
- let target;
- let postScene, postCamera, postMaterial;
- const params = {
- format: THREE.DepthFormat,
- type: THREE.UnsignedShortType,
- samples: 0,
- };
- const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
- const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, FloatType: THREE.FloatType };
- init();
- function init() {
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- //
- stats = new Stats();
- document.body.appendChild( stats.dom );
- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
- camera.position.z = 4;
- controls = new OrbitControls( camera, renderer.domElement );
- controls.enableDamping = true;
- // Create a render target with depth texture
- setupRenderTarget();
- // Our scene
- setupScene();
- // Setup post-processing step
- setupPost();
- onWindowResize();
- window.addEventListener( 'resize', onWindowResize );
- //
- const gui = new GUI( { width: 300 } );
- gui.add( params, 'format', formats ).onChange( setupRenderTarget );
- gui.add( params, 'type', types ).onChange( setupRenderTarget );
- gui.add( params, 'samples', 0, 16, 1 ).onChange( setupRenderTarget );
- gui.open();
- }
- function setupRenderTarget() {
- if ( target ) target.dispose();
- const format = parseInt( params.format );
- const type = parseInt( params.type );
- const samples = parseInt( params.samples );
- const dpr = renderer.getPixelRatio();
- target = new THREE.WebGLRenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
- target.texture.minFilter = THREE.NearestFilter;
- target.texture.magFilter = THREE.NearestFilter;
- target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
- target.samples = samples;
- target.depthTexture = new THREE.DepthTexture();
- target.depthTexture.format = format;
- target.depthTexture.type = type;
- }
- function setupPost() {
- // Setup post processing stage
- postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- postMaterial = new THREE.ShaderMaterial( {
- vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
- fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
- uniforms: {
- cameraNear: { value: camera.near },
- cameraFar: { value: camera.far },
- tDiffuse: { value: null },
- tDepth: { value: null }
- }
- } );
- const postPlane = new THREE.PlaneGeometry( 2, 2 );
- const postQuad = new THREE.Mesh( postPlane, postMaterial );
- postScene = new THREE.Scene();
- postScene.add( postQuad );
- }
- function setupScene() {
- scene = new THREE.Scene();
- const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
- const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
- const count = 50;
- const scale = 5;
- for ( let i = 0; i < count; i ++ ) {
- const r = Math.random() * 2.0 * Math.PI;
- const z = ( Math.random() * 2.0 ) - 1.0;
- const zScale = Math.sqrt( 1.0 - z * z ) * scale;
- const mesh = new THREE.Mesh( geometry, material );
- mesh.position.set(
- Math.cos( r ) * zScale,
- Math.sin( r ) * zScale,
- z * scale
- );
- mesh.rotation.set( Math.random(), Math.random(), Math.random() );
- scene.add( mesh );
- }
- }
- function onWindowResize() {
- const aspect = window.innerWidth / window.innerHeight;
- camera.aspect = aspect;
- camera.updateProjectionMatrix();
- const dpr = renderer.getPixelRatio();
- target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- // render scene into target
- renderer.setRenderTarget( target );
- renderer.render( scene, camera );
- // render post FX
- postMaterial.uniforms.tDiffuse.value = target.texture;
- postMaterial.uniforms.tDepth.value = target.depthTexture;
- renderer.setRenderTarget( null );
- renderer.render( postScene, postCamera );
- controls.update(); // required because damping is enabled
- stats.update();
- }
- </script>
- </body>
- </html>
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