webgl2_multiple_rendertargets.html 6.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - Multiple Render Targets</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. font-family: Monospace;
  10. background-color: #000;
  11. color: #fff;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. #info {
  16. color: #fff;
  17. position: absolute;
  18. top: 10px;
  19. width: 100%;
  20. text-align: center;
  21. display:block;
  22. }
  23. #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
  24. </style>
  25. <!-- Write to G-Buffer -->
  26. <script id="gbuffer-vert" type="x-shader/x-vertex">
  27. in vec3 position;
  28. in vec3 normal;
  29. in vec2 uv;
  30. out vec3 vNormal;
  31. out vec2 vUv;
  32. uniform mat4 modelViewMatrix;
  33. uniform mat4 projectionMatrix;
  34. uniform mat3 normalMatrix;
  35. void main() {
  36. vUv = uv;
  37. // get smooth normals
  38. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  39. vec3 transformedNormal = normalMatrix * normal;
  40. vNormal = normalize( transformedNormal );
  41. gl_Position = projectionMatrix * mvPosition;
  42. }
  43. </script>
  44. <script id="gbuffer-frag" type="x-shader/x-fragment">
  45. precision highp float;
  46. precision highp int;
  47. layout(location = 0) out vec4 gColor;
  48. layout(location = 1) out vec4 gNormal;
  49. uniform sampler2D tDiffuse;
  50. uniform vec2 repeat;
  51. in vec3 vNormal;
  52. in vec2 vUv;
  53. void main() {
  54. // write color to G-Buffer
  55. gColor = texture( tDiffuse, vUv * repeat );
  56. // write normals to G-Buffer
  57. gNormal = vec4( normalize( vNormal ), 0.0 );
  58. }
  59. </script>
  60. <!-- Read G-Buffer and render to screen -->
  61. <script id="render-vert" type="x-shader/x-vertex">
  62. in vec3 position;
  63. in vec2 uv;
  64. out vec2 vUv;
  65. uniform mat4 modelViewMatrix;
  66. uniform mat4 projectionMatrix;
  67. void main() {
  68. vUv = uv;
  69. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  70. }
  71. </script>
  72. <script id="render-frag" type="x-shader/x-fragment">
  73. precision highp float;
  74. precision highp int;
  75. layout(location = 0) out vec4 pc_FragColor;
  76. in vec2 vUv;
  77. uniform sampler2D tDiffuse;
  78. uniform sampler2D tNormal;
  79. void main() {
  80. vec3 diffuse = texture( tDiffuse, vUv ).rgb;
  81. vec3 normal = texture( tNormal, vUv ).rgb;
  82. pc_FragColor.rgb = mix( diffuse, normal, step( 0.5, vUv.x ) );
  83. pc_FragColor.a = 1.0;
  84. }
  85. </script>
  86. </head>
  87. <body>
  88. <div id="info">
  89. <a href="http://threejs.org" target="_blank">threejs</a> - WebGL - Multiple Render Targets<br/>
  90. Renders geometry into a G-Buffer.<br/>
  91. Visualized here is the color and normal data from the G-Buffer.<br/>
  92. Created by <a href="http://twitter.com/mattdesl" target="_blank">@mattdesl</a>.
  93. </div>
  94. <script type="module">
  95. import * as THREE from '../build/three.module.js';
  96. import { WEBGL } from './jsm/WebGL.js';
  97. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  98. let container;
  99. let camera, scene, renderer, controls;
  100. let renderTarget;
  101. let postScene, postCamera;
  102. init();
  103. function init() {
  104. if ( WEBGL.isWebGL2Available() === false ) {
  105. document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
  106. return;
  107. }
  108. container = document.createElement( 'div' );
  109. document.body.appendChild( container );
  110. const canvas = document.createElement( 'canvas' );
  111. const context = canvas.getContext( 'webgl2' );
  112. renderer = new THREE.WebGLRenderer( {
  113. canvas: canvas,
  114. context: context
  115. } );
  116. renderer.setPixelRatio( window.devicePixelRatio );
  117. renderer.setSize( window.innerWidth, window.innerHeight );
  118. container.appendChild( renderer.domElement );
  119. // Create a multi render target with Float buffers
  120. renderTarget = new THREE.WebGLMultipleRenderTargets(
  121. window.innerWidth * window.devicePixelRatio,
  122. window.innerHeight * window.devicePixelRatio,
  123. 2
  124. );
  125. for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
  126. renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
  127. renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
  128. renderTarget.texture[ i ].type = THREE.FloatType;
  129. }
  130. // Name our G-Buffer attachments for debugging
  131. renderTarget.texture[ 0 ].name = 'diffuse';
  132. renderTarget.texture[ 1 ].name = 'normal';
  133. // Scene setup
  134. scene = new THREE.Scene();
  135. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10 );
  136. camera.position.z = 4;
  137. const diffuse = new THREE.TextureLoader().load(
  138. 'textures/brick_diffuse.jpg',
  139. function () {
  140. // ready to render
  141. render();
  142. }
  143. );
  144. diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
  145. scene.add( new THREE.Mesh(
  146. new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 ),
  147. new THREE.RawShaderMaterial( {
  148. vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
  149. fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
  150. uniforms: {
  151. tDiffuse: { value: diffuse },
  152. repeat: { value: new THREE.Vector2( 5, 0.5 ) }
  153. },
  154. glslVersion: THREE.GLSL3
  155. } )
  156. ) );
  157. // PostProcessing setup
  158. postScene = new THREE.Scene();
  159. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  160. postScene.add( new THREE.Mesh(
  161. new THREE.PlaneGeometry( 2, 2 ),
  162. new THREE.RawShaderMaterial( {
  163. vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
  164. fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
  165. uniforms: {
  166. tDiffuse: { value: renderTarget.texture[ 0 ] },
  167. tNormal: { value: renderTarget.texture[ 1 ] },
  168. },
  169. glslVersion: THREE.GLSL3
  170. } )
  171. ) );
  172. // Controls
  173. controls = new OrbitControls( camera, renderer.domElement );
  174. controls.addEventListener( 'change', render );
  175. controls.enableZoom = false;
  176. controls.screenSpacePanning = true;
  177. window.addEventListener( 'resize', onWindowResize, false );
  178. }
  179. function onWindowResize() {
  180. camera.aspect = window.innerWidth / window.innerHeight;
  181. camera.updateProjectionMatrix();
  182. renderer.setSize( window.innerWidth, window.innerHeight );
  183. const dpr = renderer.getPixelRatio();
  184. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  185. render();
  186. }
  187. function render() {
  188. // render scene into target
  189. renderer.setRenderTarget( renderTarget );
  190. renderer.render( scene, camera );
  191. // render post FX
  192. renderer.setRenderTarget( null );
  193. renderer.render( postScene, postCamera );
  194. }
  195. </script>
  196. </body>
  197. </html>