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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - Depth Texture</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>
#error {
margin: auto;
margin-top: 40px;
display: block;
max-width: 400px;
padding: 20px;
background: #CE0808;
}
</style>
<script id="post-vert" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="post-frag" type="x-shader/x-fragment">
#include <packing>
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform float cameraNear;
uniform float cameraFar;
float readDepth( sampler2D depthSampler, vec2 coord ) {
float fragCoordZ = texture2D( depthSampler, coord ).x;
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
}
void main() {
//vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
float depth = readDepth( tDepth, vUv );
gl_FragColor.rgb = 1.0 - vec3( depth );
gl_FragColor.a = 1.0;
}
</script>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
Stores render target depth in a texture attachment.<br/>
Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
<div id="error" style="display: none;">
Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
This demo will not work.
</div>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer, controls, stats;
let target;
let postScene, postCamera, postMaterial;
let supportsExtension = true;
const params = {
format: THREE.DepthFormat,
type: THREE.UnsignedShortType
};
const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'WEBGL_depth_texture' ) === false ) {
supportsExtension = false;
document.querySelector( '#error' ).style.display = 'block';
return;
}
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
stats = new Stats();
document.body.appendChild( stats.dom );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
camera.position.z = 4;
controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
// Create a render target with depth texture
setupRenderTarget();
// Our scene
setupScene();
// Setup post-processing step
setupPost();
onWindowResize();
window.addEventListener( 'resize', onWindowResize );
//
const gui = new GUI( { width: 300 } );
gui.add( params, 'format', formats ).onChange( setupRenderTarget );
gui.add( params, 'type', types ).onChange( setupRenderTarget );
gui.open();
}
function setupRenderTarget() {
if ( target ) target.dispose();
const format = parseFloat( params.format );
const type = parseFloat( params.type );
target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
target.texture.minFilter = THREE.NearestFilter;
target.texture.magFilter = THREE.NearestFilter;
target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
target.depthTexture = new THREE.DepthTexture();
target.depthTexture.format = format;
target.depthTexture.type = type;
}
function setupPost() {
// Setup post processing stage
postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
postMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
uniforms: {
cameraNear: { value: camera.near },
cameraFar: { value: camera.far },
tDiffuse: { value: null },
tDepth: { value: null }
}
} );
const postPlane = new THREE.PlaneGeometry( 2, 2 );
const postQuad = new THREE.Mesh( postPlane, postMaterial );
postScene = new THREE.Scene();
postScene.add( postQuad );
}
function setupScene() {
scene = new THREE.Scene();
const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
const count = 50;
const scale = 5;
for ( let i = 0; i < count; i ++ ) {
const r = Math.random() * 2.0 * Math.PI;
const z = ( Math.random() * 2.0 ) - 1.0;
const zScale = Math.sqrt( 1.0 - z * z ) * scale;
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set(
Math.cos( r ) * zScale,
Math.sin( r ) * zScale,
z * scale
);
mesh.rotation.set( Math.random(), Math.random(), Math.random() );
scene.add( mesh );
}
}
function onWindowResize() {
const aspect = window.innerWidth / window.innerHeight;
camera.aspect = aspect;
camera.updateProjectionMatrix();
const dpr = renderer.getPixelRatio();
target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
if ( ! supportsExtension ) return;
requestAnimationFrame( animate );
// render scene into target
renderer.setRenderTarget( target );
renderer.render( scene, camera );
// render post FX
postMaterial.uniforms.tDiffuse.value = target.texture;
postMaterial.uniforms.tDepth.value = target.depthTexture;
renderer.setRenderTarget( null );
renderer.render( postScene, postCamera );
controls.update(); // required because damping is enabled
stats.update();
}
</script>
</body>
</html>