render_to_texture.html 6.8 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - render-to-texture - webgl</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="js/Stats.js"></script>
  31. <script type="text/javascript" src="../build/ThreeExtras.js"></script>
  32. <script id="fragment_shader_screen" type="x-shader/x-fragment">
  33. varying vec2 vUv;
  34. uniform sampler2D tDiffuse;
  35. void main(void)
  36. {
  37. gl_FragColor = texture2D( tDiffuse, vUv );
  38. }
  39. </script>
  40. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  41. varying vec2 vUv;
  42. uniform float time;
  43. void main(void)
  44. {
  45. //gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  46. float r = vUv.x;
  47. if( vUv.y < 0.5 ) r = 0.0;
  48. float g = vUv.y;
  49. if( vUv.x < 0.5 ) g = 0.0;
  50. gl_FragColor = vec4( r, g, time, 1.0 );
  51. }
  52. </script>
  53. <script id="vertex_shader" type="x-shader/x-vertex">
  54. varying vec2 vUv;
  55. void main()
  56. {
  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. var container, stats;
  64. var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer;
  65. var mouseX = 0, mouseY = 0;
  66. var windowHalfX = window.innerWidth / 2;
  67. var windowHalfY = window.innerHeight / 2;
  68. var rtTexture, material, quad;
  69. init();
  70. setInterval( loop, 1000 / 60 );
  71. function init() {
  72. container = document.getElementById( 'container' );
  73. cameraRTT = new THREE.Camera();
  74. cameraRTT.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  75. cameraRTT.position.z = 100;
  76. camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  77. camera.position.z = 100;
  78. camera.updateMatrix();
  79. sceneRTT = new THREE.Scene();
  80. sceneScreen = new THREE.Scene();
  81. scene = new THREE.Scene();
  82. var light = new THREE.DirectionalLight( 0xffffff );
  83. light.position.x = 0;
  84. light.position.y = 0;
  85. light.position.z = 1;
  86. light.position.normalize();
  87. scene.addLight( light );
  88. light = new THREE.DirectionalLight( 0xffaaaa, 0.5 );
  89. light.position.x = -1;
  90. light.position.y = 0;
  91. light.position.z = -1;
  92. light.position.normalize();
  93. scene.addLight( light );
  94. rtTexture = new THREE.RenderTarget( 512, 512 /*, { min_filter: THREE.NearestFilter, mag_filter: THREE.NearestFilter } */ );
  95. material = new THREE.MeshShaderMaterial( {
  96. uniforms: { time: { type: "f", value: 0.0 } },
  97. vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
  98. fragment_shader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  99. } );
  100. var materialScreen = new THREE.MeshShaderMaterial( {
  101. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture } },
  102. vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
  103. fragment_shader: document.getElementById( 'fragment_shader_screen' ).textContent
  104. } );
  105. var mt = new THREE.MeshBasicMaterial( { color:0xffffff, map: ImageUtils.loadTexture( "textures/land_ocean_ice_cloud_2048.jpg" ) } );
  106. var plane = new Plane( 2000, 1000 );
  107. quad = new THREE.Mesh( plane, material );
  108. quad.position.z = -100;
  109. sceneRTT.addObject( quad );
  110. quad = new THREE.Mesh( plane, materialScreen );
  111. quad.position.z = -100;
  112. sceneScreen.addObject( quad );
  113. var n = 5,
  114. geometry = new Sphere( 10, 64, 32 ),
  115. material2 = new THREE.MeshLambertMaterial( { color:0xffffff, map: rtTexture } );
  116. //material2 = new THREE.MeshBasicMaterial( { color:0xffffff, map: rtTexture } );
  117. for( var j = 0; j < n; j++ ) {
  118. for( var i = 0; i < n; i++ ) {
  119. mesh = new THREE.Mesh( geometry, material2 );
  120. mesh.position.x = ( i - (n-1)/2 ) * 20;
  121. mesh.position.y = ( j - (n-1)/2 ) * 20;
  122. mesh.position.z = 0;
  123. mesh.rotation.y = 1.57;
  124. scene.addObject( mesh );
  125. }
  126. }
  127. renderer = new THREE.WebGLRenderer();
  128. renderer.setSize( window.innerWidth, window.innerHeight );
  129. renderer.autoClear = false;
  130. container.appendChild( renderer.domElement );
  131. stats = new Stats();
  132. stats.domElement.style.position = 'absolute';
  133. stats.domElement.style.top = '0px';
  134. container.appendChild( stats.domElement );
  135. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  136. }
  137. function onDocumentMouseMove( event ) {
  138. mouseX = ( event.clientX - windowHalfX );
  139. mouseY = ( event.clientY - windowHalfY );
  140. }
  141. var delta = 0.01;
  142. function loop() {
  143. camera.position.x += ( mouseX - camera.position.x ) * .05;
  144. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  145. if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
  146. delta *= -1;
  147. }
  148. material.uniforms.time.value += delta;
  149. renderer.clear();
  150. // Render first scene into texture
  151. renderer.render( sceneRTT, cameraRTT, rtTexture );
  152. // Render full screen quad with generated texture
  153. // (disable depth writing so that it stays in the background)
  154. renderer.context.depthMask( 0 );
  155. renderer.render( sceneScreen, cameraRTT );
  156. renderer.context.depthMask( 1 );
  157. // Render second scene to screen
  158. // (using first scene as regular texture)
  159. renderer.render( scene, camera );
  160. stats.update();
  161. }
  162. </script>
  163. </body>
  164. </html>