webgpu_depth_texture.html 3.0 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - depth texture</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="main.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - depth texture
  11. </div>
  12. <script type="importmap">
  13. {
  14. "imports": {
  15. "three": "../build/three.webgpu.js",
  16. "three/tsl": "../build/three.webgpu.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { texture } from 'three/tsl';
  24. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  25. let camera, scene, controls, renderer;
  26. let quad, renderTarget;
  27. const dpr = window.devicePixelRatio;
  28. init();
  29. function init() {
  30. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 20 );
  31. camera.position.z = 4;
  32. scene = new THREE.Scene();
  33. scene.background = new THREE.Color( 0x222222 );
  34. scene.overrideMaterial = new THREE.MeshBasicNodeMaterial();
  35. //
  36. const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
  37. const count = 50;
  38. const scale = 5;
  39. for ( let i = 0; i < count; i ++ ) {
  40. const r = Math.random() * 2.0 * Math.PI;
  41. const z = ( Math.random() * 2.0 ) - 1.0;
  42. const zScale = Math.sqrt( 1.0 - z * z ) * scale;
  43. const mesh = new THREE.Mesh( geometry );
  44. mesh.position.set(
  45. Math.cos( r ) * zScale,
  46. Math.sin( r ) * zScale,
  47. z * scale
  48. );
  49. mesh.rotation.set( Math.random(), Math.random(), Math.random() );
  50. scene.add( mesh );
  51. }
  52. //
  53. renderer = new THREE.WebGPURenderer( { antialias: true } );
  54. renderer.setPixelRatio( dpr );
  55. renderer.setSize( window.innerWidth, window.innerHeight );
  56. renderer.setAnimationLoop( animate );
  57. document.body.appendChild( renderer.domElement );
  58. const depthTexture = new THREE.DepthTexture();
  59. depthTexture.type = THREE.FloatType;
  60. renderTarget = new THREE.RenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
  61. renderTarget.depthTexture = depthTexture;
  62. window.addEventListener( 'resize', onWindowResize );
  63. // FX
  64. const materialFX = new THREE.MeshBasicNodeMaterial();
  65. materialFX.colorNode = texture( depthTexture );
  66. quad = new THREE.QuadMesh( materialFX );
  67. //
  68. controls = new OrbitControls( camera, renderer.domElement );
  69. controls.enableDamping = true;
  70. }
  71. function onWindowResize() {
  72. camera.aspect = window.innerWidth / window.innerHeight;
  73. camera.updateProjectionMatrix();
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  76. }
  77. function animate() {
  78. renderer.setRenderTarget( renderTarget );
  79. renderer.render( scene, camera );
  80. renderer.setRenderTarget( null );
  81. quad.render( renderer );
  82. }
  83. </script>
  84. </body>
  85. </html>