webgl_rtt.html 7.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290
  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - render-to-texture</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #ffffff;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #000000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #ffffff;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> render-to-texture webgl example</div>
  30. <script type="text/javascript" src="../build/Three.js"></script>
  31. <script type="text/javascript" src="js/Detector.js"></script>
  32. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  33. <script type="text/javascript" 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(void) {
  38. //gl_FragColor = texture2D( tDiffuse, vec2( vUv.x, 1.0 - vUv.y ) );
  39. gl_FragColor = texture2D( tDiffuse, vUv );
  40. }
  41. </script>
  42. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  43. varying vec2 vUv;
  44. uniform float time;
  45. void main(void) {
  46. //gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  47. float r = vUv.x;
  48. if( vUv.y < 0.5 ) r = 0.0;
  49. float g = vUv.y;
  50. if( vUv.x < 0.5 ) g = 0.0;
  51. gl_FragColor = vec4( r, g, time, 1.0 );
  52. }
  53. </script>
  54. <script id="vertex_shader" type="x-shader/x-vertex">
  55. varying vec2 vUv;
  56. void main() {
  57. vUv = uv;
  58. //gl_Position = vec4( position, 1.0 );
  59. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  60. }
  61. </script>
  62. <script type="text/javascript">
  63. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  64. var container, stats;
  65. var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
  66. var mouseX = 0, mouseY = 0;
  67. var windowHalfX = window.innerWidth / 2;
  68. var windowHalfY = window.innerHeight / 2;
  69. var rtTexture, material, quad;
  70. var delta = 0.01;
  71. init();
  72. animate();
  73. function init() {
  74. container = document.getElementById( 'container' );
  75. cameraRTT = new THREE.Camera();
  76. cameraRTT.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  77. cameraRTT.position.z = 100;
  78. camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  79. camera.position.z = 100;
  80. camera.updateMatrix();
  81. sceneRTT = new THREE.Scene();
  82. sceneScreen = new THREE.Scene();
  83. scene = new THREE.Scene();
  84. var light = new THREE.DirectionalLight( 0xffffff );
  85. light.position.x = 0;
  86. light.position.y = 0;
  87. light.position.z = 1;
  88. light.position.normalize();
  89. scene.addLight( light );
  90. sceneRTT.addLight( light );
  91. sceneScreen.addLight( light );
  92. light = new THREE.DirectionalLight( 0xffaaaa, 0.5 );
  93. light.position.x = -1;
  94. light.position.y = 0;
  95. light.position.z = -1;
  96. light.position.normalize();
  97. scene.addLight( light );
  98. rtTexture = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
  99. material = new THREE.MeshShaderMaterial( {
  100. uniforms: { time: { type: "f", value: 0.0 } },
  101. vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
  102. fragment_shader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  103. } );
  104. var materialScreen = new THREE.MeshShaderMaterial( {
  105. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture } },
  106. vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
  107. fragment_shader: document.getElementById( 'fragment_shader_screen' ).textContent
  108. } );
  109. // var mt = new THREE.MeshBasicMaterial( { color:0xffffff, map: ImageUtils.loadTexture( "textures/land_ocean_ice_cloud_2048.jpg" ) } );
  110. var plane = new Plane( window.innerWidth, window.innerHeight );
  111. quad = new THREE.Mesh( plane, material );
  112. quad.position.z = -100;
  113. sceneRTT.addObject( quad );
  114. var loader = new THREE.Loader();
  115. loader.loadBinary( { model: "obj/torus/Torus_bin.js", callback: function( geometry ) { createMesh( geometry, sceneRTT ) } } );
  116. quad = new THREE.Mesh( plane, materialScreen );
  117. quad.position.z = -100;
  118. sceneScreen.addObject( quad );
  119. var n = 5,
  120. geometry = new Sphere( 10, 64, 32 ),
  121. material2 = new THREE.MeshLambertMaterial( { color:0xffffff, map: rtTexture } );
  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 = 1.57;
  130. scene.addObject( 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.x = 0;
  148. zmesh1.position.y = 0;
  149. zmesh1.position.z = 100;
  150. zmesh1.scale.x = zmesh1.scale.y = zmesh1.scale.z = 150;
  151. xscene.addObject( zmesh1 );
  152. zmesh2 = new THREE.Mesh( geometry, mat2 );
  153. zmesh2.position.x = 0;
  154. zmesh2.position.y = 150;
  155. zmesh2.position.z = 100;
  156. zmesh2.scale.x = zmesh2.scale.y = zmesh2.scale.z = 75;
  157. xscene.addObject( zmesh2 );
  158. }
  159. function onDocumentMouseMove( event ) {
  160. mouseX = ( event.clientX - windowHalfX );
  161. mouseY = ( event.clientY - windowHalfY );
  162. }
  163. //
  164. function animate() {
  165. requestAnimationFrame( animate );
  166. render();
  167. stats.update();
  168. }
  169. function render() {
  170. var time = new Date().getTime() * 0.0015;
  171. camera.position.x += ( mouseX - camera.position.x ) * .05;
  172. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  173. if ( zmesh1 && zmesh2 ) {
  174. zmesh1.rotation.x = 1.57;
  175. zmesh1.rotation.z = time;
  176. zmesh2.rotation.z = 1.57;
  177. zmesh2.rotation.y = -time;
  178. }
  179. if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
  180. delta *= -1;
  181. }
  182. material.uniforms.time.value += delta;
  183. renderer.clear();
  184. // Render first scene into texture
  185. renderer.render( sceneRTT, cameraRTT, rtTexture );
  186. // Render full screen quad with generated texture
  187. // (disable depth writing so that it stays in the background)
  188. renderer.context.depthMask( 0 );
  189. renderer.render( sceneScreen, cameraRTT );
  190. //renderer.render( sceneRTT, cameraRTT );
  191. renderer.context.depthMask( 1 );
  192. // Render second scene to screen
  193. // (using first scene as regular texture)
  194. renderer.render( scene, camera );
  195. stats.update();
  196. }
  197. </script>
  198. </body>
  199. </html>