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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - reverse depth buffer</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>
- body {
- margin: 0;
- background-color: #000;
- color: #fff;
- font-family: Monospace;
- font-size: 13px;
- line-height: 24px;
- overscroll-behavior: none;
- }
- a {
- color: #ff0;
- text-decoration: none;
- }
- a:hover {
- text-decoration: underline;
- }
- #info {
- position: absolute;
- top: 0px;
- width: 100%;
- padding: 10px;
- box-sizing: border-box;
- text-align: center;
- -moz-user-select: none;
- -webkit-user-select: none;
- -ms-user-select: none;
- user-select: none;
- pointer-events: none;
- z-index: 1; /* TODO Solve this in HTML */
- }
- #container {
- display: flex;
- }
- #container_normal,
- #container_logarithmic,
- #container_reverse {
- width: 33%;
- display: inline-block;
- position: relative;
- }
- .container_label {
- position: absolute;
- bottom: 1em;
- width: 100%;
- color: white;
- z-index: 10;
- display: block;
- text-align: center;
- }
- #info_note {
- position: absolute;
- top: 24px;
- width: 100%;
- padding: 10px;
- box-sizing: border-box;
- text-align: center;
- color: rgba(255, 255, 255, 0.8);
- z-index: 2;
- }
- </style>
- </head>
- <body>
- <div id="container">
- <div id="container_normal"><h2 class="container_label">normal z-buffer</h2></div>
- <div id="container_logarithmic"><h2 class="container_label">logarithmic z-buffer</h2></div>
- <div id="container_reverse"><h2 class="container_label">reverse z-buffer</h2></div>
- </div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - reverse depth buffer<br/>
- </div>
- <div id="info_note">
- Note: For best results, a floating-point depth buffer should be used with post-processing. See <a href="https://developer.nvidia.com/blog/visualizing-depth-precision" target="_blank" rel="noopener">Visualizing Depth Precision</a>.
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- // https://webgpu.github.io/webgpu-samples/?sample=reversedZ
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
- import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
- import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
- let stats, camera, reversedCamera, scene;
- let normalRenderer, logarithmicRenderer, reverseRenderer;
- let normalComposer, logarithmicComposer, reverseComposer;
- const meshes = [];
- const renderTarget = new THREE.WebGLRenderTarget();
- renderTarget.depthTexture = new THREE.DepthTexture();
- renderTarget.depthTexture.type = THREE.FloatType;
- init();
- animate();
- function init() {
- const container = document.getElementById( 'container' );
- stats = new Stats();
- container.appendChild( stats.dom );
- camera = new THREE.PerspectiveCamera( 72, 0.33 * window.innerWidth / window.innerHeight, 5, 9999 );
- camera.position.z = 12;
- reversedCamera = camera.clone();
- scene = new THREE.Scene();
- const xCount = 1;
- const yCount = 5;
- const numInstances = xCount * yCount;
- const d = 0.0001; // half distance between two planes
- const o = 0.5; // half x offset to shift planes so they are only partially overlapping
- const positions = new Float32Array( [
- - 1 - o, - 1, d,
- 1 - o, - 1, d,
- - 1 - o, 1, d,
- 1 - o, - 1, d,
- 1 - o, 1, d,
- - 1 - o, 1, d,
- - 1 + o, - 1, - d,
- 1 + o, - 1, - d,
- - 1 + o, 1, - d,
- 1 + o, - 1, - d,
- 1 + o, 1, - d,
- - 1 + o, 1, - d,
- ] );
- const colors = new Float32Array( [
- 1, 0, 0,
- 1, 0, 0,
- 1, 0, 0,
- 1, 0, 0,
- 1, 0, 0,
- 1, 0, 0,
- 0, 1, 0,
- 0, 1, 0,
- 0, 1, 0,
- 0, 1, 0,
- 0, 1, 0,
- 0, 1, 0,
- ] );
- const geometry = new THREE.BufferGeometry();
- geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
- const material = new THREE.MeshBasicMaterial( { vertexColors: true } );
- for ( let i = 0; i < numInstances; i ++ ) {
- const mesh = new THREE.Mesh( geometry, material );
- meshes.push( mesh );
- scene.add( mesh );
- }
- let i = 0;
- for ( let x = 0; x < xCount; x ++ ) {
- for ( let y = 0; y < yCount; y ++ ) {
- const z = - 800 * i;
- const s = 1 + 50 * i;
- const mesh = meshes[ i ];
- mesh.position.set(
- x - xCount / 2 + 0.5,
- ( 4.0 - 0.2 * z ) * ( y - yCount / 2 + 1.0 ),
- z
- );
- mesh.scale.setScalar( s );
- i ++;
- }
- }
- const normalContainer = document.getElementById( 'container_normal' );
- normalRenderer = new THREE.WebGLRenderer();
- normalRenderer.setPixelRatio( window.devicePixelRatio );
- normalRenderer.setSize( 0.33 * window.innerWidth, window.innerHeight );
- normalRenderer.domElement.style.position = 'relative';
- normalContainer.appendChild( normalRenderer.domElement );
- normalComposer = new EffectComposer( normalRenderer, renderTarget );
- normalComposer.addPass( new RenderPass( scene, camera ) );
- normalComposer.addPass( new OutputPass() );
- const logarithmicContainer = document.getElementById( 'container_logarithmic' );
- logarithmicRenderer = new THREE.WebGLRenderer( { logarithmicDepthBuffer: true } );
- logarithmicRenderer.setPixelRatio( window.devicePixelRatio );
- logarithmicRenderer.setSize( 0.33 * window.innerWidth, window.innerHeight );
- logarithmicRenderer.domElement.style.position = 'relative';
- logarithmicContainer.appendChild( logarithmicRenderer.domElement );
- logarithmicComposer = new EffectComposer( logarithmicRenderer, renderTarget );
- logarithmicComposer.addPass( new RenderPass( scene, camera ) );
- logarithmicComposer.addPass( new OutputPass() );
- const reverseContainer = document.getElementById( 'container_reverse' );
- reverseRenderer = new THREE.WebGLRenderer( { reversedDepthBuffer: true } );
- reverseRenderer.setPixelRatio( window.devicePixelRatio );
- reverseRenderer.setSize( 0.33 * window.innerWidth, window.innerHeight );
- reverseRenderer.domElement.style.position = 'relative';
- reverseContainer.appendChild( reverseRenderer.domElement );
- reverseComposer = new EffectComposer( reverseRenderer, renderTarget );
- reverseComposer.addPass( new RenderPass( scene, reversedCamera ) );
- reverseComposer.addPass( new OutputPass() );
- window.addEventListener( 'resize', onWindowResize );
- onWindowResize();
- }
- function animate() {
- requestAnimationFrame( animate );
- const now = performance.now() / 1000;
- for ( let i = 0; i < meshes.length; i ++ ) {
- const angle = THREE.MathUtils.degToRad( 30 );
- const axis = new THREE.Vector3( Math.sin( now ), Math.cos( now ), 0 );
- meshes[ i ].quaternion.setFromAxisAngle( axis, angle );
- }
- render();
- }
- function render() {
- normalComposer.render();
- logarithmicComposer.render();
- reverseComposer.render();
- stats.update();
- }
- function onWindowResize() {
- const width = 0.33 * window.innerWidth;
- const height = window.innerHeight;
- const dpr = window.devicePixelRatio;
- normalComposer.setSize( width * dpr, height * dpr );
- logarithmicComposer.setSize( width * dpr, height * dpr );
- reverseComposer.setSize( width * dpr, height * dpr );
- normalRenderer.setSize( width, height );
- logarithmicRenderer.setSize( width, height );
- reverseRenderer.setSize( width, height );
- camera.aspect = 0.33 * window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- reversedCamera.aspect = 0.33 * window.innerWidth / window.innerHeight;
- reversedCamera.updateProjectionMatrix();
- }
- </script>
- </body>
- </html>
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