webgl_rtt.html 6.8 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - render-to-texture</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #ffffff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a {
  24. color: #ffffff;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="container"></div>
  30. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> render-to-texture webgl example</div>
  31. <script src="../build/Three.js"></script>
  32. <script src="js/Detector.js"></script>
  33. <script src="js/Stats.js"></script>
  34. <script id="fragment_shader_screen" type="x-shader/x-fragment">
  35. varying vec2 vUv;
  36. uniform sampler2D tDiffuse;
  37. void main() {
  38. gl_FragColor = texture2D( tDiffuse, vUv );
  39. }
  40. </script>
  41. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  42. varying vec2 vUv;
  43. uniform float time;
  44. void main() {
  45. float r = vUv.x;
  46. if( vUv.y < 0.5 ) r = 0.0;
  47. float g = vUv.y;
  48. if( vUv.x < 0.5 ) g = 0.0;
  49. gl_FragColor = vec4( r, g, time, 1.0 );
  50. }
  51. </script>
  52. <script id="vertexShader" type="x-shader/x-vertex">
  53. varying vec2 vUv;
  54. void main() {
  55. vUv = uv;
  56. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  57. }
  58. </script>
  59. <script id="vertexShaderFlip" type="x-shader/x-vertex">
  60. varying vec2 vUv;
  61. void main() {
  62. vUv = vec2( uv.x, 1.0 - uv.y );
  63. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  64. }
  65. </script>
  66. <script>
  67. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  68. var container, stats;
  69. var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
  70. var mouseX = 0, mouseY = 0;
  71. var windowHalfX = window.innerWidth / 2;
  72. var windowHalfY = window.innerHeight / 2;
  73. var rtTexture, material, quad;
  74. var delta = 0.01;
  75. init();
  76. animate();
  77. function init() {
  78. container = document.getElementById( 'container' );
  79. scene = new THREE.Scene();
  80. sceneRTT = new THREE.Scene();
  81. sceneScreen = new THREE.Scene();
  82. //
  83. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  84. camera.position.z = 100;
  85. cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  86. cameraRTT.position.z = 100;
  87. scene.add( camera );
  88. sceneRTT.add( cameraRTT );
  89. //
  90. var light = new THREE.DirectionalLight( 0xffffff );
  91. light.position.set( 0, 0, 1 ).normalize();
  92. sceneRTT.add( light );
  93. light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
  94. light.position.set( 0, 0, -1 ).normalize();
  95. sceneRTT.add( light );
  96. rtTexture = new THREE.WebGLRenderTarget( 1024, 1024, { minFilter: THREE.LinearMipMapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat } );
  97. rtTexture.wrapS = rtTexture.wrapT = THREE.RepeatWrapping;
  98. rtTexture.repeat.set( 1, -1 );
  99. material = new THREE.ShaderMaterial( {
  100. uniforms: { time: { type: "f", value: 0.0 } },
  101. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  102. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  103. } );
  104. var materialScreen = new THREE.ShaderMaterial( {
  105. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture } },
  106. vertexShader: document.getElementById( 'vertexShaderFlip' ).textContent,
  107. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
  108. depthWrite: false
  109. } );
  110. var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
  111. quad = new THREE.Mesh( plane, material );
  112. quad.position.z = -100;
  113. quad.rotation.x = Math.PI / 2;
  114. sceneRTT.add( quad );
  115. createMesh( new THREE.TorusGeometry( 100, 25, 15, 30 ), sceneRTT );
  116. quad = new THREE.Mesh( plane, materialScreen );
  117. quad.position.z = -100;
  118. quad.rotation.x = Math.PI / 2;
  119. sceneScreen.add( quad );
  120. var n = 5,
  121. geometry = new THREE.SphereGeometry( 10, 64, 32 ),
  122. material2 = new THREE.MeshBasicMaterial( { color: 0xffffff, map: rtTexture } );
  123. for( var j = 0; j < n; j ++ ) {
  124. for( var i = 0; i < n; i ++ ) {
  125. mesh = new THREE.Mesh( geometry, material2 );
  126. mesh.position.x = ( i - (n-1)/2 ) * 20;
  127. mesh.position.y = ( j - (n-1)/2 ) * 20;
  128. mesh.position.z = 0;
  129. mesh.rotation.y = -Math.PI/2;
  130. scene.add( mesh );
  131. }
  132. }
  133. renderer = new THREE.WebGLRenderer();
  134. renderer.setSize( window.innerWidth, window.innerHeight );
  135. renderer.autoClear = false;
  136. container.appendChild( renderer.domElement );
  137. stats = new Stats();
  138. stats.domElement.style.position = 'absolute';
  139. stats.domElement.style.top = '0px';
  140. container.appendChild( stats.domElement );
  141. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  142. }
  143. function createMesh( geometry, xscene ) {
  144. var mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } ),
  145. mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
  146. zmesh1 = new THREE.Mesh( geometry, mat1 );
  147. zmesh1.position.set( 0, 0, 100 );
  148. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  149. xscene.add( zmesh1 );
  150. zmesh2 = new THREE.Mesh( geometry, mat2 );
  151. zmesh2.position.set( 0, 150, 100 );
  152. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  153. xscene.add( zmesh2 );
  154. }
  155. function onDocumentMouseMove( event ) {
  156. mouseX = ( event.clientX - windowHalfX );
  157. mouseY = ( event.clientY - windowHalfY );
  158. }
  159. //
  160. function animate() {
  161. requestAnimationFrame( animate );
  162. render();
  163. stats.update();
  164. }
  165. function render() {
  166. var time = Date.now() * 0.0015;
  167. camera.position.x += ( mouseX - camera.position.x ) * .05;
  168. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  169. camera.lookAt( scene.position );
  170. if ( zmesh1 && zmesh2 ) {
  171. zmesh1.rotation.y = - time;
  172. zmesh2.rotation.y = - time + Math.PI / 2;
  173. }
  174. if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
  175. delta *= -1;
  176. }
  177. material.uniforms.time.value += delta;
  178. renderer.clear();
  179. // Render first scene into texture
  180. renderer.render( sceneRTT, cameraRTT, rtTexture, true );
  181. // Render full screen quad with generated texture
  182. renderer.render( sceneScreen, cameraRTT );
  183. // Render second scene to screen
  184. // (using first scene as regular texture)
  185. renderer.render( scene, camera );
  186. }
  187. </script>
  188. </body>
  189. </html>