webgl_read_float_buffer.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - read float pixels</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> read float pixels webgl example<br/>
  13. <span id="values"></span>
  14. </div>
  15. <script id="fragment_shader_screen" type="x-shader/x-fragment">
  16. varying vec2 vUv;
  17. uniform sampler2D tDiffuse;
  18. void main() {
  19. gl_FragColor = texture2D( tDiffuse, vUv );
  20. }
  21. </script>
  22. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  23. varying vec2 vUv;
  24. uniform float time;
  25. void main() {
  26. float r = vUv.x;
  27. if( vUv.y < 0.5 ) r = 0.0;
  28. float g = vUv.y;
  29. if( vUv.x < 0.5 ) g = 0.0;
  30. gl_FragColor = vec4( r, g, time, 1.0 );
  31. }
  32. </script>
  33. <script id="vertexShader" type="x-shader/x-vertex">
  34. varying vec2 vUv;
  35. void main() {
  36. vUv = uv;
  37. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  38. }
  39. </script>
  40. <script type="module">
  41. import {
  42. DirectionalLight,
  43. FloatType,
  44. LinearFilter,
  45. Mesh,
  46. MeshPhongMaterial,
  47. NearestFilter,
  48. OrthographicCamera,
  49. PlaneBufferGeometry,
  50. RGBAFormat,
  51. Scene,
  52. ShaderMaterial,
  53. TorusBufferGeometry,
  54. WebGLRenderer,
  55. WebGLRenderTarget
  56. } from "../build/three.module.js";
  57. import Stats from './jsm/libs/stats.module.js';
  58. var container, stats;
  59. var cameraRTT, sceneRTT, sceneScreen, renderer, zmesh1, zmesh2;
  60. var mouseX = 0, mouseY = 0;
  61. var windowHalfX = window.innerWidth / 2;
  62. var windowHalfY = window.innerHeight / 2;
  63. var rtTexture, material, quad;
  64. var delta = 0.01;
  65. var valueNode;
  66. init();
  67. animate();
  68. function init() {
  69. container = document.getElementById( 'container' );
  70. cameraRTT = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
  71. cameraRTT.position.z = 100;
  72. //
  73. sceneRTT = new Scene();
  74. sceneScreen = new Scene();
  75. var light = new DirectionalLight( 0xffffff );
  76. light.position.set( 0, 0, 1 ).normalize();
  77. sceneRTT.add( light );
  78. light = new DirectionalLight( 0xffaaaa, 1.5 );
  79. light.position.set( 0, 0, - 1 ).normalize();
  80. sceneRTT.add( light );
  81. rtTexture = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat, type: FloatType } );
  82. material = new ShaderMaterial( {
  83. uniforms: { "time": { value: 0.0 } },
  84. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  85. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  86. } );
  87. var materialScreen = new ShaderMaterial( {
  88. uniforms: { "tDiffuse": { value: rtTexture.texture } },
  89. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  90. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
  91. depthWrite: false
  92. } );
  93. var plane = new PlaneBufferGeometry( window.innerWidth, window.innerHeight );
  94. quad = new Mesh( plane, material );
  95. quad.position.z = - 100;
  96. sceneRTT.add( quad );
  97. var geometry = new TorusBufferGeometry( 100, 25, 15, 30 );
  98. var mat1 = new MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } );
  99. var mat2 = new MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
  100. zmesh1 = new Mesh( geometry, mat1 );
  101. zmesh1.position.set( 0, 0, 100 );
  102. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  103. sceneRTT.add( zmesh1 );
  104. zmesh2 = new Mesh( geometry, mat2 );
  105. zmesh2.position.set( 0, 150, 100 );
  106. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  107. sceneRTT.add( zmesh2 );
  108. quad = new Mesh( plane, materialScreen );
  109. quad.position.z = - 100;
  110. sceneScreen.add( quad );
  111. renderer = new WebGLRenderer();
  112. renderer.setPixelRatio( window.devicePixelRatio );
  113. renderer.setSize( window.innerWidth, window.innerHeight );
  114. renderer.autoClear = false;
  115. container.appendChild( renderer.domElement );
  116. stats = new Stats();
  117. container.appendChild( stats.dom );
  118. valueNode = document.getElementById( 'values' );
  119. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  120. }
  121. function onDocumentMouseMove( event ) {
  122. mouseX = ( event.clientX - windowHalfX );
  123. mouseY = ( event.clientY - windowHalfY );
  124. }
  125. //
  126. function animate() {
  127. requestAnimationFrame( animate );
  128. render();
  129. stats.update();
  130. }
  131. function render() {
  132. var time = Date.now() * 0.0015;
  133. if ( zmesh1 && zmesh2 ) {
  134. zmesh1.rotation.y = - time;
  135. zmesh2.rotation.y = - time + Math.PI / 2;
  136. }
  137. if ( material.uniforms[ "time" ].value > 1 || material.uniforms[ "time" ].value < 0 ) {
  138. delta *= - 1;
  139. }
  140. material.uniforms[ "time" ].value += delta;
  141. renderer.clear();
  142. // Render first scene into texture
  143. renderer.setRenderTarget( rtTexture );
  144. renderer.clear();
  145. renderer.render( sceneRTT, cameraRTT );
  146. // Render full screen quad with generated texture
  147. renderer.setRenderTarget( null );
  148. renderer.render( sceneScreen, cameraRTT );
  149. var read = new Float32Array( 4 );
  150. renderer.readRenderTargetPixels( rtTexture, windowHalfX + mouseX, windowHalfY - mouseY, 1, 1, read );
  151. valueNode.innerHTML = 'r:' + read[ 0 ] + '<br/>g:' + read[ 1 ] + '<br/>b:' + read[ 2 ];
  152. }
  153. </script>
  154. </body>
  155. </html>