webgl_rtt.html 7.4 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. <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="vertexShader" 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. scene = new THREE.Scene();
  82. sceneRTT = new THREE.Scene();
  83. sceneScreen = 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. sceneRTT.addLight( light );
  90. light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
  91. light.position.x = 0;
  92. light.position.y = 0;
  93. light.position.z = -1;
  94. light.position.normalize();
  95. sceneRTT.addLight( light );
  96. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  97. material = new THREE.MeshShaderMaterial( {
  98. uniforms: { time: { type: "f", value: 0.0 } },
  99. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  100. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  101. } );
  102. var materialScreen = new THREE.MeshShaderMaterial( {
  103. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture } },
  104. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  105. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent
  106. } );
  107. // var mt = new THREE.MeshBasicMaterial( { color:0xffffff, map: ImageUtils.loadTexture( "textures/land_ocean_ice_cloud_2048.jpg" ) } );
  108. var plane = new THREE.Plane( window.innerWidth, window.innerHeight );
  109. quad = new THREE.Mesh( plane, material );
  110. quad.position.z = -100;
  111. sceneRTT.addObject( quad );
  112. var loader = new THREE.BinaryLoader();
  113. loader.load( { model: "obj/torus/Torus_bin.js", callback: function( geometry ) { createMesh( geometry, sceneRTT ) } } );
  114. quad = new THREE.Mesh( plane, materialScreen );
  115. quad.position.z = -100;
  116. sceneScreen.addObject( quad );
  117. var n = 5,
  118. geometry = new THREE.Sphere( 10, 64, 32 ),
  119. material2 = new THREE.MeshLambertMaterial( { color:0xffffff, map: rtTexture } );
  120. //material2 = new THREE.MeshBasicMaterial( { color:0xffffff, map: rtTexture } );
  121. for( var j = 0; j < n; j++ ) {
  122. for( var i = 0; i < n; i++ ) {
  123. mesh = new THREE.Mesh( geometry, material2 );
  124. mesh.position.x = ( i - (n-1)/2 ) * 20;
  125. mesh.position.y = ( j - (n-1)/2 ) * 20;
  126. mesh.position.z = 0;
  127. mesh.rotation.y = 1.57;
  128. scene.addObject( mesh );
  129. }
  130. }
  131. renderer = new THREE.WebGLRenderer();
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. renderer.autoClear = false;
  134. container.appendChild( renderer.domElement );
  135. stats = new Stats();
  136. stats.domElement.style.position = 'absolute';
  137. stats.domElement.style.top = '0px';
  138. container.appendChild( stats.domElement );
  139. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  140. }
  141. function createMesh( geometry, xscene ) {
  142. var mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular:0xffaa00, shininess:5 } ),
  143. mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular:0xff2200, shininess:5 } );
  144. zmesh1 = new THREE.Mesh( geometry, mat1 );
  145. zmesh1.position.x = 0;
  146. zmesh1.position.y = 0;
  147. zmesh1.position.z = 100;
  148. zmesh1.scale.x = zmesh1.scale.y = zmesh1.scale.z = 150;
  149. xscene.addObject( zmesh1 );
  150. zmesh2 = new THREE.Mesh( geometry, mat2 );
  151. zmesh2.position.x = 0;
  152. zmesh2.position.y = 150;
  153. zmesh2.position.z = 100;
  154. zmesh2.scale.x = zmesh2.scale.y = zmesh2.scale.z = 75;
  155. xscene.addObject( zmesh2 );
  156. }
  157. function onDocumentMouseMove( event ) {
  158. mouseX = ( event.clientX - windowHalfX );
  159. mouseY = ( event.clientY - windowHalfY );
  160. }
  161. //
  162. function animate() {
  163. requestAnimationFrame( animate );
  164. render();
  165. stats.update();
  166. }
  167. function render() {
  168. var time = new Date().getTime() * 0.0015;
  169. camera.position.x += ( mouseX - camera.position.x ) * .05;
  170. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  171. if ( zmesh1 && zmesh2 ) {
  172. zmesh1.rotation.x = 1.57;
  173. zmesh1.rotation.z = time;
  174. zmesh2.rotation.z = 1.57;
  175. zmesh2.rotation.y = -time;
  176. }
  177. if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
  178. delta *= -1;
  179. }
  180. material.uniforms.time.value += delta;
  181. renderer.clear();
  182. // Render first scene into texture
  183. renderer.render( sceneRTT, cameraRTT, rtTexture, true );
  184. // Render full screen quad with generated texture
  185. // (disable depth writing so that it stays in the background)
  186. renderer.enableDepthBufferWrite( false );
  187. renderer.render( sceneScreen, cameraRTT );
  188. //renderer.render( sceneRTT, cameraRTT );
  189. renderer.enableDepthBufferWrite( true );
  190. // Render second scene to screen
  191. // (using first scene as regular texture)
  192. renderer.render( scene, camera );
  193. }
  194. </script>
  195. </body>
  196. </html>