webgl_depth_texture.html 6.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244
  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="importmap">
  56. {
  57. "imports": {
  58. "three": "../build/three.module.js",
  59. "three/addons/": "./jsm/"
  60. }
  61. }
  62. </script>
  63. <script type="module">
  64. import * as THREE from 'three';
  65. import Stats from 'three/addons/libs/stats.module.js';
  66. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  67. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  68. let camera, scene, renderer, controls, stats;
  69. let target;
  70. let postScene, postCamera, postMaterial;
  71. const params = {
  72. format: THREE.DepthFormat,
  73. type: THREE.UnsignedShortType,
  74. samples: 0,
  75. };
  76. const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
  77. const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, FloatType: THREE.FloatType };
  78. init();
  79. function init() {
  80. renderer = new THREE.WebGLRenderer();
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. renderer.setAnimationLoop( animate );
  84. document.body.appendChild( renderer.domElement );
  85. //
  86. stats = new Stats();
  87. document.body.appendChild( stats.dom );
  88. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  89. camera.position.z = 4;
  90. controls = new OrbitControls( camera, renderer.domElement );
  91. controls.enableDamping = true;
  92. // Create a render target with depth texture
  93. setupRenderTarget();
  94. // Our scene
  95. setupScene();
  96. // Setup post-processing step
  97. setupPost();
  98. onWindowResize();
  99. window.addEventListener( 'resize', onWindowResize );
  100. //
  101. const gui = new GUI( { width: 300 } );
  102. gui.add( params, 'format', formats ).onChange( setupRenderTarget );
  103. gui.add( params, 'type', types ).onChange( setupRenderTarget );
  104. gui.add( params, 'samples', 0, 16, 1 ).onChange( setupRenderTarget );
  105. gui.open();
  106. }
  107. function setupRenderTarget() {
  108. if ( target ) target.dispose();
  109. const format = parseInt( params.format );
  110. const type = parseInt( params.type );
  111. const samples = parseInt( params.samples );
  112. const dpr = renderer.getPixelRatio();
  113. target = new THREE.WebGLRenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
  114. target.texture.minFilter = THREE.NearestFilter;
  115. target.texture.magFilter = THREE.NearestFilter;
  116. target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
  117. target.samples = samples;
  118. target.depthTexture = new THREE.DepthTexture();
  119. target.depthTexture.format = format;
  120. target.depthTexture.type = type;
  121. }
  122. function setupPost() {
  123. // Setup post processing stage
  124. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  125. postMaterial = new THREE.ShaderMaterial( {
  126. vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
  127. fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
  128. uniforms: {
  129. cameraNear: { value: camera.near },
  130. cameraFar: { value: camera.far },
  131. tDiffuse: { value: null },
  132. tDepth: { value: null }
  133. }
  134. } );
  135. const postPlane = new THREE.PlaneGeometry( 2, 2 );
  136. const postQuad = new THREE.Mesh( postPlane, postMaterial );
  137. postScene = new THREE.Scene();
  138. postScene.add( postQuad );
  139. }
  140. function setupScene() {
  141. scene = new THREE.Scene();
  142. const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
  143. const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
  144. const count = 50;
  145. const scale = 5;
  146. for ( let i = 0; i < count; i ++ ) {
  147. const r = Math.random() * 2.0 * Math.PI;
  148. const z = ( Math.random() * 2.0 ) - 1.0;
  149. const zScale = Math.sqrt( 1.0 - z * z ) * scale;
  150. const mesh = new THREE.Mesh( geometry, material );
  151. mesh.position.set(
  152. Math.cos( r ) * zScale,
  153. Math.sin( r ) * zScale,
  154. z * scale
  155. );
  156. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  157. scene.add( mesh );
  158. }
  159. }
  160. function onWindowResize() {
  161. const aspect = window.innerWidth / window.innerHeight;
  162. camera.aspect = aspect;
  163. camera.updateProjectionMatrix();
  164. const dpr = renderer.getPixelRatio();
  165. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  166. renderer.setSize( window.innerWidth, window.innerHeight );
  167. }
  168. function animate() {
  169. // render scene into target
  170. renderer.setRenderTarget( target );
  171. renderer.render( scene, camera );
  172. // render post FX
  173. postMaterial.uniforms.tDiffuse.value = target.texture;
  174. postMaterial.uniforms.tDepth.value = target.depthTexture;
  175. renderer.setRenderTarget( null );
  176. renderer.render( postScene, postCamera );
  177. controls.update(); // required because damping is enabled
  178. stats.update();
  179. }
  180. </script>
  181. </body>
  182. </html>