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					147 lines
				
				3.8 KiB
			
		
		
			
		
	
	
					147 lines
				
				3.8 KiB
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											3 years ago
										 
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								<html lang="en">
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									<head>
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										<title>three.js - WebGPU - Depth Texture</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Depth Texture
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										</div>
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/",
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													"three/nodes": "./jsm/nodes/Nodes.js"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import * as Nodes from 'three/nodes';
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											import WebGPU from 'three/addons/capabilities/WebGPU.js';
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											import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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											import WebGPUTextureRenderer from 'three/addons/renderers/webgpu/WebGPUTextureRenderer.js';
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											import { smoothstep, negate, positionView, invert } from 'three/nodes';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											let camera, scene, controls, renderer;
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											let cameraFX, sceneFX, textureRenderer;
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											const dpr = window.devicePixelRatio;
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											init();
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											function init() {
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												if ( WebGPU.isAvailable() === false ) {
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													document.body.appendChild( WebGPU.getErrorMessage() );
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													throw new Error( 'No WebGPU support' );
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												}
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												camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 30 );
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												camera.position.z = 4;
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0x222222 );
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												// depth material
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												const material = new Nodes.MeshBasicNodeMaterial();
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												material.colorNode = invert( smoothstep( camera.near, camera.far, negate( positionView.z ) ) );
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												//
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												const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
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												const count = 50;
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												const scale = 5;
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												for ( let i = 0; i < count; i ++ ) {
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													const r = Math.random() * 2.0 * Math.PI;
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													const z = ( Math.random() * 2.0 ) - 1.0;
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													const zScale = Math.sqrt( 1.0 - z * z ) * scale;
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													const mesh = new THREE.Mesh( geometry, material );
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													mesh.position.set(
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														Math.cos( r ) * zScale,
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														Math.sin( r ) * zScale,
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														z * scale
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													);
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													mesh.rotation.set( Math.random(), Math.random(), Math.random() );
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													scene.add( mesh );
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												}
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												//
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												renderer = new WebGPURenderer();
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												renderer.setPixelRatio( dpr );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.setAnimationLoop( animate );
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												document.body.appendChild( renderer.domElement );
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												textureRenderer = new WebGPUTextureRenderer( renderer );
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												textureRenderer.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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												window.addEventListener( 'resize', onWindowResize );
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												// FX
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												cameraFX = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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												sceneFX = new THREE.Scene();
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												const geometryFX = new THREE.PlaneGeometry( 2, 2 );
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												//
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												const materialFX = new Nodes.MeshBasicNodeMaterial();
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												materialFX.colorNode = new Nodes.TextureNode( textureRenderer.getTexture() );
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												const quad = new THREE.Mesh( geometryFX, materialFX );
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												sceneFX.add( quad );
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												//
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												controls = new OrbitControls( camera, renderer.domElement );
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												controls.enableDamping = true;
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											}
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											function onWindowResize() {
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												textureRenderer.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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											}
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											function animate() {
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												textureRenderer.render( scene, camera );
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												renderer.render( sceneFX, cameraFX );
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											}
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										</script>
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									</body>
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								</html>
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