You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_depth_texture.html

246 lines
6.2 KiB

<!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">
<style>
body {
color: #fff;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #000;
margin: 0px;
overflow: hidden;
}
a {
color: #B2E9FF;
font-weight: bold;
pointer-events: auto;
}
canvas {
position: absolute;
top: 0;
left: 0;
}
#info {
pointer-events: none;
position: absolute;
left: 0;
top: 0px; width: 100%;
padding: 5px;
display: inline-block;
}
#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>
<canvas></canvas>
<div id="info">
<a href="http://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>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var camera, scene, renderer, stats;
var target;
var postScene, postCamera;
var supportsExtension = true;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { canvas: document.querySelector( 'canvas' ) } );
if ( ! renderer.extensions.get( 'WEBGL_depth_texture' ) ) {
supportsExtension = false;
document.querySelector( '#error' ).style.display = 'block';
return;
}
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
//
stats = new Stats();
document.body.appendChild( stats.dom );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
camera.position.z = 4;
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.rotateSpeed = 0.35;
// Create a multi render target with Float buffers
target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
target.texture.format = THREE.RGBFormat;
target.texture.minFilter = THREE.NearestFilter;
target.texture.magFilter = THREE.NearestFilter;
target.texture.generateMipmaps = false;
target.stencilBuffer = false;
target.depthBuffer = true;
target.depthTexture = new THREE.DepthTexture();
target.depthTexture.type = THREE.UnsignedShortType;
// Our scene
scene = new THREE.Scene();
setupScene();
// Setup post-processing step
setupPost();
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function setupPost() {
// Setup post processing stage
postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
var 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: target.texture },
tDepth: { value: target.depthTexture }
}
} );
var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
var postQuad = new THREE.Mesh( postPlane, postMaterial );
postScene = new THREE.Scene();
postScene.add( postQuad );
}
function setupScene() {
//var diffuse = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
//diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
// Setup some geometries
var geometry = new THREE.TorusKnotBufferGeometry( 1, 0.3, 128, 64 );
var material = new THREE.MeshBasicMaterial( { color: 'blue' } );
var count = 50;
var scale = 5;
for ( var i = 0; i < count; i ++ ) {
var r = Math.random() * 2.0 * Math.PI;
var z = ( Math.random() * 2.0 ) - 1.0;
var zScale = Math.sqrt( 1.0 - z * z ) * scale;
var 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() {
var aspect = window.innerWidth / window.innerHeight;
camera.aspect = aspect;
camera.updateProjectionMatrix();
var 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
renderer.setRenderTarget( null );
renderer.render( postScene, postCamera );
stats.update();
}
</script>
</body>
</html>