webgl_depth_texture.html 7.0 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. <meta property="og:title" content="three.js webgl - Depth Texture">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_depth_texture.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_depth_texture.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. <style>
  13. #error {
  14. margin: auto;
  15. margin-top: 40px;
  16. display: block;
  17. max-width: 400px;
  18. padding: 20px;
  19. background: #CE0808;
  20. }
  21. </style>
  22. <script id="post-vert" type="x-shader/x-vertex">
  23. varying vec2 vUv;
  24. void main() {
  25. vUv = uv;
  26. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  27. }
  28. </script>
  29. <script id="post-frag" type="x-shader/x-fragment">
  30. varying vec2 vUv;
  31. uniform sampler2D tDiffuse;
  32. uniform sampler2D tDepth;
  33. uniform float cameraNear;
  34. uniform float cameraFar;
  35. float readDepth( sampler2D depthSampler, vec2 coord ) {
  36. float fragCoordZ = texture2D( depthSampler, coord ).x;
  37. float viewZ = ( cameraNear * cameraFar ) / ( ( cameraFar - cameraNear ) * fragCoordZ - cameraFar );
  38. return ( viewZ + cameraNear ) / ( cameraNear - cameraFar );
  39. }
  40. void main() {
  41. //vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
  42. float depth = readDepth( tDepth, vUv );
  43. gl_FragColor.rgb = 1.0 - vec3( depth );
  44. gl_FragColor.a = 1.0;
  45. }
  46. </script>
  47. </head>
  48. <body>
  49. <div id="info">
  50. <a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
  51. Stores render target depth in a texture attachment.<br/>
  52. Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
  53. <div id="error" style="display: none;">
  54. Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
  55. This demo will not work.
  56. </div>
  57. </div>
  58. <script type="importmap">
  59. {
  60. "imports": {
  61. "three": "../build/three.module.js",
  62. "three/addons/": "./jsm/"
  63. }
  64. }
  65. </script>
  66. <script type="module">
  67. import * as THREE from 'three';
  68. import Stats from 'three/addons/libs/stats.module.js';
  69. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  70. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  71. let camera, scene, renderer, controls, stats;
  72. let target;
  73. let postScene, postCamera, postMaterial;
  74. const params = {
  75. format: THREE.DepthFormat,
  76. type: THREE.UnsignedShortType,
  77. samples: 0,
  78. };
  79. const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
  80. const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, FloatType: THREE.FloatType };
  81. init();
  82. function init() {
  83. renderer = new THREE.WebGLRenderer();
  84. renderer.setPixelRatio( window.devicePixelRatio );
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. renderer.setAnimationLoop( animate );
  87. document.body.appendChild( renderer.domElement );
  88. //
  89. stats = new Stats();
  90. document.body.appendChild( stats.dom );
  91. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  92. camera.position.z = 4;
  93. controls = new OrbitControls( camera, renderer.domElement );
  94. controls.enableDamping = true;
  95. // Create a render target with depth texture
  96. setupRenderTarget();
  97. // Our scene
  98. setupScene();
  99. // Setup post-processing step
  100. setupPost();
  101. onWindowResize();
  102. window.addEventListener( 'resize', onWindowResize );
  103. //
  104. const gui = new GUI( { width: 300 } );
  105. gui.add( params, 'format', formats ).onChange( setupRenderTarget );
  106. gui.add( params, 'type', types ).onChange( setupRenderTarget );
  107. gui.add( params, 'samples', 0, 16, 1 ).onChange( setupRenderTarget );
  108. gui.open();
  109. }
  110. function setupRenderTarget() {
  111. if ( target ) target.dispose();
  112. const format = parseInt( params.format );
  113. const type = parseInt( params.type );
  114. const samples = parseInt( params.samples );
  115. const dpr = renderer.getPixelRatio();
  116. target = new THREE.WebGLRenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
  117. target.texture.minFilter = THREE.NearestFilter;
  118. target.texture.magFilter = THREE.NearestFilter;
  119. target.texture.generateMipmaps = false;
  120. target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
  121. target.samples = samples;
  122. target.depthTexture = new THREE.DepthTexture();
  123. target.depthTexture.format = format;
  124. target.depthTexture.type = type;
  125. }
  126. function setupPost() {
  127. // Setup post processing stage
  128. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  129. postMaterial = new THREE.ShaderMaterial( {
  130. vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
  131. fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
  132. uniforms: {
  133. cameraNear: { value: camera.near },
  134. cameraFar: { value: camera.far },
  135. tDiffuse: { value: null },
  136. tDepth: { value: null }
  137. }
  138. } );
  139. const postPlane = new THREE.PlaneGeometry( 2, 2 );
  140. const postQuad = new THREE.Mesh( postPlane, postMaterial );
  141. postScene = new THREE.Scene();
  142. postScene.add( postQuad );
  143. }
  144. function setupScene() {
  145. scene = new THREE.Scene();
  146. const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
  147. const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
  148. const count = 50;
  149. const scale = 5;
  150. const mesh = new THREE.InstancedMesh( geometry, material, count );
  151. const dummy = new THREE.Object3D();
  152. for ( let i = 0; i < count; i ++ ) {
  153. const r = Math.random() * 2.0 * Math.PI;
  154. const z = ( Math.random() * 2.0 ) - 1.0;
  155. const zScale = Math.sqrt( 1.0 - z * z ) * scale;
  156. dummy.position.set(
  157. Math.cos( r ) * zScale,
  158. Math.sin( r ) * zScale,
  159. z * scale
  160. );
  161. dummy.rotation.set( Math.random(), Math.random(), Math.random() );
  162. dummy.updateMatrix();
  163. mesh.setMatrixAt( i, dummy.matrix );
  164. }
  165. scene.add( mesh );
  166. }
  167. function onWindowResize() {
  168. const aspect = window.innerWidth / window.innerHeight;
  169. camera.aspect = aspect;
  170. camera.updateProjectionMatrix();
  171. const dpr = renderer.getPixelRatio();
  172. target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  173. renderer.setSize( window.innerWidth, window.innerHeight );
  174. }
  175. function animate() {
  176. // render scene into target
  177. renderer.setRenderTarget( target );
  178. renderer.render( scene, camera );
  179. // render post FX
  180. postMaterial.uniforms.tDiffuse.value = target.texture;
  181. postMaterial.uniforms.tDepth.value = target.depthTexture;
  182. renderer.setRenderTarget( null );
  183. renderer.render( postScene, postCamera );
  184. controls.update(); // required because damping is enabled
  185. stats.update();
  186. }
  187. </script>
  188. </body>
  189. </html>
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