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webgl_depth_texture.html 6.7 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. <script type="module">
  56. import * as THREE from '../build/three.module.js';
  57. import Stats from './jsm/libs/stats.module.js';
  58. import { GUI } from './jsm/libs/dat.gui.module.js';
  59. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  60. let camera, scene, renderer, controls, stats;
  61. let target;
  62. let postScene, postCamera, postMaterial;
  63. let supportsExtension = true;
  64. const params = {
  65. format: THREE.DepthFormat,
  66. type: THREE.UnsignedShortType
  67. };
  68. const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
  69. const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
  70. init();
  71. animate();
  72. function init() {
  73. renderer = new THREE.WebGLRenderer();
  74. if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'WEBGL_depth_texture' ) === false ) {
  75. supportsExtension = false;
  76. document.querySelector( '#error' ).style.display = 'block';
  77. return;
  78. }
  79. renderer.setPixelRatio( window.devicePixelRatio );
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. document.body.appendChild( renderer.domElement );
  82. //
  83. stats = new Stats();
  84. document.body.appendChild( stats.dom );
  85. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  86. camera.position.z = 4;
  87. controls = new OrbitControls( camera, renderer.domElement );
  88. controls.enableDamping = true;
  89. // Create a render target with depth texture
  90. setupRenderTarget();
  91. // Our scene
  92. setupScene();
  93. // Setup post-processing step
  94. setupPost();
  95. onWindowResize();
  96. window.addEventListener( 'resize', onWindowResize );
  97. //
  98. const gui = new GUI( { width: 300 } );
  99. gui.add( params, 'format', formats ).onChange( setupRenderTarget );
  100. gui.add( params, 'type', types ).onChange( setupRenderTarget );
  101. gui.open();
  102. }
  103. function setupRenderTarget() {
  104. if ( target ) target.dispose();
  105. const format = parseFloat( params.format );
  106. const type = parseFloat( params.type );
  107. target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  108. target.texture.format = THREE.RGBFormat;
  109. target.texture.minFilter = THREE.NearestFilter;
  110. target.texture.magFilter = THREE.NearestFilter;
  111. target.texture.generateMipmaps = false;
  112. target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
  113. target.depthBuffer = true;
  114. target.depthTexture = new THREE.DepthTexture();
  115. target.depthTexture.format = format;
  116. target.depthTexture.type = type;
  117. }
  118. function setupPost() {
  119. // Setup post processing stage
  120. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  121. postMaterial = new THREE.ShaderMaterial( {
  122. vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
  123. fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
  124. uniforms: {
  125. cameraNear: { value: camera.near },
  126. cameraFar: { value: camera.far },
  127. tDiffuse: { value: null },
  128. tDepth: { value: null }
  129. }
  130. } );
  131. const postPlane = new THREE.PlaneGeometry( 2, 2 );
  132. const postQuad = new THREE.Mesh( postPlane, postMaterial );
  133. postScene = new THREE.Scene();
  134. postScene.add( postQuad );
  135. }
  136. function setupScene() {
  137. scene = new THREE.Scene();
  138. const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
  139. const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
  140. const count = 50;
  141. const scale = 5;
  142. for ( let i = 0; i < count; i ++ ) {
  143. const r = Math.random() * 2.0 * Math.PI;
  144. const z = ( Math.random() * 2.0 ) - 1.0;
  145. const zScale = Math.sqrt( 1.0 - z * z ) * scale;
  146. const mesh = new THREE.Mesh( geometry, material );
  147. mesh.position.set(
  148. Math.cos( r ) * zScale,
  149. Math.sin( r ) * zScale,
  150. z * scale
  151. );
  152. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  153. scene.add( mesh );
  154. }
  155. }
  156. function onWindowResize() {
  157. const aspect = window.innerWidth / window.innerHeight;
  158. camera.aspect = aspect;
  159. camera.updateProjectionMatrix();
  160. const dpr = renderer.getPixelRatio();
  161. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  162. renderer.setSize( window.innerWidth, window.innerHeight );
  163. }
  164. function animate() {
  165. if ( ! supportsExtension ) return;
  166. requestAnimationFrame( animate );
  167. // render scene into target
  168. renderer.setRenderTarget( target );
  169. renderer.render( scene, camera );
  170. // render post FX
  171. postMaterial.uniforms.tDiffuse.value = target.texture;
  172. postMaterial.uniforms.tDepth.value = target.depthTexture;
  173. renderer.setRenderTarget( null );
  174. renderer.render( postScene, postCamera );
  175. controls.update(); // required because damping is enabled
  176. stats.update();
  177. }
  178. </script>
  179. </body>
  180. </html>