webgl2_multiple_rendertargets.html 6.3 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <!-- Write to G-Buffer -->
  9. <script id="gbuffer-vert" type="x-shader/x-vertex">
  10. in vec3 position;
  11. in vec3 normal;
  12. in vec2 uv;
  13. out vec3 vNormal;
  14. out vec2 vUv;
  15. uniform mat4 modelViewMatrix;
  16. uniform mat4 projectionMatrix;
  17. uniform mat3 normalMatrix;
  18. void main() {
  19. vUv = uv;
  20. // get smooth normals
  21. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  22. vec3 transformedNormal = normalMatrix * normal;
  23. vNormal = normalize( transformedNormal );
  24. gl_Position = projectionMatrix * mvPosition;
  25. }
  26. </script>
  27. <script id="gbuffer-frag" type="x-shader/x-fragment">
  28. precision highp float;
  29. precision highp int;
  30. layout(location = 0) out vec4 gColor;
  31. layout(location = 1) out vec4 gNormal;
  32. uniform sampler2D tDiffuse;
  33. uniform vec2 repeat;
  34. in vec3 vNormal;
  35. in vec2 vUv;
  36. void main() {
  37. // write color to G-Buffer
  38. gColor = texture( tDiffuse, vUv * repeat );
  39. // write normals to G-Buffer
  40. gNormal = vec4( normalize( vNormal ), 0.0 );
  41. }
  42. </script>
  43. <!-- Read G-Buffer and render to screen -->
  44. <script id="render-vert" type="x-shader/x-vertex">
  45. in vec3 position;
  46. in vec2 uv;
  47. out vec2 vUv;
  48. uniform mat4 modelViewMatrix;
  49. uniform mat4 projectionMatrix;
  50. void main() {
  51. vUv = uv;
  52. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  53. }
  54. </script>
  55. <script id="render-frag" type="x-shader/x-fragment">
  56. precision highp float;
  57. precision highp int;
  58. layout(location = 0) out vec4 pc_FragColor;
  59. in vec2 vUv;
  60. uniform sampler2D tDiffuse;
  61. uniform sampler2D tNormal;
  62. void main() {
  63. vec3 diffuse = texture( tDiffuse, vUv ).rgb;
  64. vec3 normal = texture( tNormal, vUv ).rgb;
  65. pc_FragColor.rgb = mix( diffuse, normal, step( 0.5, vUv.x ) );
  66. pc_FragColor.a = 1.0;
  67. }
  68. </script>
  69. </head>
  70. <body>
  71. <div id="info">
  72. <a href="http://threejs.org" target="_blank">threejs</a> - WebGL - Multiple Render Targets<br/>
  73. Renders geometry into a G-Buffer.<br/>
  74. Visualized here is the color and normal data from the G-Buffer.<br/>
  75. Created by <a href="http://twitter.com/mattdesl" target="_blank">@mattdesl</a>.
  76. </div>
  77. <script type="module">
  78. import * as THREE from '../build/three.module.js';
  79. import { WEBGL } from './jsm/WebGL.js';
  80. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  81. let container;
  82. let camera, scene, renderer, controls;
  83. let renderTarget;
  84. let postScene, postCamera;
  85. init();
  86. function init() {
  87. if ( WEBGL.isWebGL2Available() === false ) {
  88. document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
  89. return;
  90. }
  91. container = document.createElement( 'div' );
  92. document.body.appendChild( container );
  93. const canvas = document.createElement( 'canvas' );
  94. const context = canvas.getContext( 'webgl2' );
  95. renderer = new THREE.WebGLRenderer( {
  96. canvas: canvas,
  97. context: context
  98. } );
  99. renderer.setPixelRatio( window.devicePixelRatio );
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. container.appendChild( renderer.domElement );
  102. // Create a multi render target with Float buffers
  103. renderTarget = new THREE.WebGLMultipleRenderTargets(
  104. window.innerWidth * window.devicePixelRatio,
  105. window.innerHeight * window.devicePixelRatio,
  106. 2
  107. );
  108. for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
  109. renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
  110. renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
  111. renderTarget.texture[ i ].type = THREE.FloatType;
  112. }
  113. // Name our G-Buffer attachments for debugging
  114. renderTarget.texture[ 0 ].name = 'diffuse';
  115. renderTarget.texture[ 1 ].name = 'normal';
  116. // Scene setup
  117. scene = new THREE.Scene();
  118. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10 );
  119. camera.position.z = 4;
  120. const diffuse = new THREE.TextureLoader().load(
  121. 'textures/brick_diffuse.jpg',
  122. function () {
  123. // ready to render
  124. render();
  125. }
  126. );
  127. diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
  128. scene.add( new THREE.Mesh(
  129. new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 ),
  130. new THREE.RawShaderMaterial( {
  131. vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
  132. fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
  133. uniforms: {
  134. tDiffuse: { value: diffuse },
  135. repeat: { value: new THREE.Vector2( 5, 0.5 ) }
  136. },
  137. glslVersion: THREE.GLSL3
  138. } )
  139. ) );
  140. // PostProcessing setup
  141. postScene = new THREE.Scene();
  142. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  143. postScene.add( new THREE.Mesh(
  144. new THREE.PlaneGeometry( 2, 2 ),
  145. new THREE.RawShaderMaterial( {
  146. vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
  147. fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
  148. uniforms: {
  149. tDiffuse: { value: renderTarget.texture[ 0 ] },
  150. tNormal: { value: renderTarget.texture[ 1 ] },
  151. },
  152. glslVersion: THREE.GLSL3
  153. } )
  154. ) );
  155. // Controls
  156. controls = new OrbitControls( camera, renderer.domElement );
  157. controls.addEventListener( 'change', render );
  158. controls.enableZoom = false;
  159. controls.screenSpacePanning = true;
  160. window.addEventListener( 'resize', onWindowResize, false );
  161. }
  162. function onWindowResize() {
  163. camera.aspect = window.innerWidth / window.innerHeight;
  164. camera.updateProjectionMatrix();
  165. renderer.setSize( window.innerWidth, window.innerHeight );
  166. const dpr = renderer.getPixelRatio();
  167. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  168. render();
  169. }
  170. function render() {
  171. // render scene into target
  172. renderer.setRenderTarget( renderTarget );
  173. renderer.render( scene, camera );
  174. // render post FX
  175. renderer.setRenderTarget( null );
  176. renderer.render( postScene, postCamera );
  177. }
  178. </script>
  179. </body>
  180. </html>