webgl_rtt.html 6.6 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() {
  38. gl_FragColor = texture2D( tDiffuse, vUv );
  39. }
  40. </script>
  41. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  42. varying vec2 vUv;
  43. uniform float time;
  44. void main() {
  45. float r = vUv.x;
  46. if( vUv.y < 0.5 ) r = 0.0;
  47. float g = vUv.y;
  48. if( vUv.x < 0.5 ) g = 0.0;
  49. gl_FragColor = vec4( r, g, time, 1.0 );
  50. }
  51. </script>
  52. <script id="vertexShader" type="x-shader/x-vertex">
  53. varying vec2 vUv;
  54. void main() {
  55. vUv = uv;
  56. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  57. }
  58. </script>
  59. <script type="text/javascript">
  60. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  61. var container, stats;
  62. var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
  63. var mouseX = 0, mouseY = 0;
  64. var windowHalfX = window.innerWidth / 2;
  65. var windowHalfY = window.innerHeight / 2;
  66. var rtTexture, material, quad;
  67. var delta = 0.01;
  68. init();
  69. animate();
  70. function init() {
  71. container = document.getElementById( 'container' );
  72. cameraRTT = new THREE.OrthoCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  73. cameraRTT.position.z = 100;
  74. camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  75. camera.position.z = 100;
  76. camera.updateMatrix();
  77. scene = new THREE.Scene();
  78. sceneRTT = new THREE.Scene();
  79. sceneScreen = new THREE.Scene();
  80. var light = new THREE.DirectionalLight( 0xffffff );
  81. light.position.set( 0, 0, 1 );
  82. light.position.normalize();
  83. sceneRTT.addLight( light );
  84. light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
  85. light.position.set( 0, 0, -1 );
  86. light.position.normalize();
  87. sceneRTT.addLight( light );
  88. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  89. material = new THREE.MeshShaderMaterial( {
  90. uniforms: { time: { type: "f", value: 0.0 } },
  91. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  92. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  93. } );
  94. var materialScreen = new THREE.MeshShaderMaterial( {
  95. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture } },
  96. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  97. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent
  98. } );
  99. var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
  100. quad = new THREE.Mesh( plane, material );
  101. quad.position.z = -100;
  102. sceneRTT.addObject( quad );
  103. createMesh( new THREE.TorusGeometry( 100, 25, 15, 30 ), sceneRTT );
  104. quad = new THREE.Mesh( plane, materialScreen );
  105. quad.position.z = -100;
  106. sceneScreen.addObject( quad );
  107. var n = 5,
  108. geometry = new THREE.SphereGeometry( 10, 64, 32 ),
  109. material2 = new THREE.MeshLambertMaterial( { color:0xffffff, map: rtTexture } );
  110. for( var j = 0; j < n; j ++ ) {
  111. for( var i = 0; i < n; i ++ ) {
  112. mesh = new THREE.Mesh( geometry, material2 );
  113. mesh.position.x = ( i - (n-1)/2 ) * 20;
  114. mesh.position.y = ( j - (n-1)/2 ) * 20;
  115. mesh.position.z = 0;
  116. mesh.rotation.y = 1.57;
  117. scene.addObject( mesh );
  118. }
  119. }
  120. renderer = new THREE.WebGLRenderer();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. renderer.autoClear = false;
  123. container.appendChild( renderer.domElement );
  124. stats = new Stats();
  125. stats.domElement.style.position = 'absolute';
  126. stats.domElement.style.top = '0px';
  127. container.appendChild( stats.domElement );
  128. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  129. }
  130. function createMesh( geometry, xscene ) {
  131. var mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } ),
  132. mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
  133. zmesh1 = new THREE.Mesh( geometry, mat1 );
  134. zmesh1.position.set( 0, 0, 100 );
  135. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  136. xscene.addObject( zmesh1 );
  137. zmesh2 = new THREE.Mesh( geometry, mat2 );
  138. zmesh2.position.set( 0, 150, 100 );
  139. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  140. xscene.addObject( zmesh2 );
  141. }
  142. function onDocumentMouseMove( event ) {
  143. mouseX = ( event.clientX - windowHalfX );
  144. mouseY = ( event.clientY - windowHalfY );
  145. }
  146. //
  147. function animate() {
  148. requestAnimationFrame( animate );
  149. render();
  150. stats.update();
  151. }
  152. function render() {
  153. var time = new Date().getTime() * 0.0015;
  154. camera.position.x += ( mouseX - camera.position.x ) * .05;
  155. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  156. if ( zmesh1 && zmesh2 ) {
  157. zmesh1.rotation.y = - time;
  158. zmesh2.rotation.y = - time + Math.PI / 2;
  159. }
  160. if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
  161. delta *= -1;
  162. }
  163. material.uniforms.time.value += delta;
  164. renderer.clear();
  165. // Render first scene into texture
  166. renderer.render( sceneRTT, cameraRTT, rtTexture, true );
  167. // Render full screen quad with generated texture
  168. // (disable depth writing so that it stays in the background)
  169. renderer.enableDepthBufferWrite( false );
  170. renderer.render( sceneScreen, cameraRTT );
  171. renderer.enableDepthBufferWrite( true );
  172. // Render second scene to screen
  173. // (using first scene as regular texture)
  174. renderer.render( scene, camera );
  175. }
  176. </script>
  177. </body>
  178. </html>