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earthquake_3d_viewer_front/three/examples/webgl_reverse_depth_buffer....

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HTML

<!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, 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;
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( { reverseDepthBuffer: 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, camera ) );
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();
}
</script>
</body>
</html>