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246 lines
6.2 KiB
246 lines
6.2 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - 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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<style>
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body {
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color: #fff;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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background-color: #000;
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margin: 0px;
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overflow: hidden;
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}
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a {
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color: #B2E9FF;
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font-weight: bold;
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pointer-events: auto;
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}
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canvas {
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position: absolute;
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top: 0;
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left: 0;
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}
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#info {
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pointer-events: none;
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position: absolute;
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left: 0;
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top: 0px; width: 100%;
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padding: 5px;
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display: inline-block;
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}
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#error {
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margin: auto;
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margin-top: 40px;
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display: block;
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max-width: 400px;
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padding: 20px;
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background: #CE0808;
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}
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</style>
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<script id="post-vert" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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</script>
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<script id="post-frag" type="x-shader/x-fragment">
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#include <packing>
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varying vec2 vUv;
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uniform sampler2D tDiffuse;
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uniform sampler2D tDepth;
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uniform float cameraNear;
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uniform float cameraFar;
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float readDepth( sampler2D depthSampler, vec2 coord ) {
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float fragCoordZ = texture2D( depthSampler, coord ).x;
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float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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}
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void main() {
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//vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
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float depth = readDepth( tDepth, vUv );
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gl_FragColor.rgb = 1.0 - vec3( depth );
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gl_FragColor.a = 1.0;
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}
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</script>
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</head>
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<body>
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<canvas></canvas>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">threejs</a> - WebGL - Depth Texture<br/>
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Stores render target depth in a texture attachment.<br/>
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Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
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<div id="error" style="display: none;">
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Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
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This demo will not work.
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</div>
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</div>
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<script src="../build/three.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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var camera, scene, renderer, stats;
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var target;
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var postScene, postCamera;
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var supportsExtension = true;
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init();
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animate();
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function init() {
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renderer = new THREE.WebGLRenderer( { canvas: document.querySelector( 'canvas' ) } );
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if ( ! renderer.extensions.get( 'WEBGL_depth_texture' ) ) {
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supportsExtension = false;
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document.querySelector( '#error' ).style.display = 'block';
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return;
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}
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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//
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stats = new Stats();
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document.body.appendChild( stats.dom );
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
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camera.position.z = 4;
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var controls = new THREE.OrbitControls( camera, renderer.domElement );
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controls.enableDamping = true;
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controls.dampingFactor = 0.25;
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controls.rotateSpeed = 0.35;
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// Create a multi render target with Float buffers
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target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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target.texture.format = THREE.RGBFormat;
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target.texture.minFilter = THREE.NearestFilter;
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target.texture.magFilter = THREE.NearestFilter;
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target.texture.generateMipmaps = false;
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target.stencilBuffer = false;
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target.depthBuffer = true;
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target.depthTexture = new THREE.DepthTexture();
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target.depthTexture.type = THREE.UnsignedShortType;
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// Our scene
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scene = new THREE.Scene();
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setupScene();
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// Setup post-processing step
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setupPost();
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onWindowResize();
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function setupPost() {
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// Setup post processing stage
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postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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var postMaterial = new THREE.ShaderMaterial( {
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vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
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uniforms: {
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cameraNear: { value: camera.near },
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cameraFar: { value: camera.far },
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tDiffuse: { value: target.texture },
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tDepth: { value: target.depthTexture }
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}
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} );
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var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
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var postQuad = new THREE.Mesh( postPlane, postMaterial );
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postScene = new THREE.Scene();
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postScene.add( postQuad );
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}
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function setupScene() {
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//var diffuse = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
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//diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
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// Setup some geometries
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var geometry = new THREE.TorusKnotBufferGeometry( 1, 0.3, 128, 64 );
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var material = new THREE.MeshBasicMaterial( { color: 'blue' } );
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var count = 50;
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var scale = 5;
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for ( var i = 0; i < count; i ++ ) {
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var r = Math.random() * 2.0 * Math.PI;
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var z = ( Math.random() * 2.0 ) - 1.0;
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var zScale = Math.sqrt( 1.0 - z * z ) * scale;
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var 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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function onWindowResize() {
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var aspect = window.innerWidth / window.innerHeight;
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camera.aspect = aspect;
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camera.updateProjectionMatrix();
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var dpr = renderer.getPixelRatio();
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target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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if ( ! supportsExtension ) return;
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requestAnimationFrame( animate );
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// render scene into target
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renderer.setRenderTarget( target );
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renderer.render( scene, camera );
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// render post FX
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renderer.setRenderTarget( null );
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renderer.render( postScene, postCamera );
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stats.update();
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}
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</script>
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</body>
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</html>
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