render_to_texture.html 5.1 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="vertex_shader" type="x-shader/x-vertex">
  33. varying vec2 vUv;
  34. void main()
  35. {
  36. vUv = uv;
  37. gl_Position = vec4( position, 1.0 );
  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, 0.25, 1.0 );
  51. }
  52. </script>
  53. <script type="text/javascript">
  54. var container, stats;
  55. var cameraRTT, camera, sceneRTT, scene, renderer;
  56. var mouseX = 0, mouseY = 0;
  57. var windowHalfX = window.innerWidth / 2;
  58. var windowHalfY = window.innerHeight / 2;
  59. var rtTexture, material, quad;
  60. init();
  61. setInterval( loop, 1000 / 60 );
  62. function init() {
  63. container = document.getElementById( 'container' );
  64. cameraRTT = new THREE.Camera();
  65. cameraRTT.position.z = 100;
  66. camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  67. camera.position.z = 100;
  68. camera.updateMatrix();
  69. sceneRTT = new THREE.Scene();
  70. scene = new THREE.Scene();
  71. var light = new THREE.DirectionalLight( 0xffffff );
  72. light.position.x = 0;
  73. light.position.y = 0;
  74. light.position.z = 1;
  75. light.position.normalize();
  76. scene.addLight( light );
  77. light = new THREE.DirectionalLight( 0xffaaaa, 0.5 );
  78. light.position.x = -1;
  79. light.position.y = 0;
  80. light.position.z = -1;
  81. light.position.normalize();
  82. scene.addLight( light );
  83. rtTexture = new THREE.RenderTarget( 256, 256 );
  84. material = new THREE.MeshShaderMaterial( {
  85. uniforms: { time: { type: "f", value: 0.0 } },
  86. vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
  87. fragment_shader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  88. } );
  89. quad = new THREE.Mesh( new Plane( 2, 2 ), material );
  90. sceneRTT.addObject( quad );
  91. var n = 5,
  92. geometry = new Sphere( 10, 64, 32 ),
  93. material2 = new THREE.MeshLambertMaterial( { color:0xffffff, map: rtTexture } );
  94. //material2 = new THREE.MeshBasicMaterial( { color:0xffffff, map: rtTexture } );
  95. for( var j = 0; j < n; j++ ) {
  96. for( var i = 0; i < n; i++ ) {
  97. mesh = new THREE.Mesh( geometry, material2 );
  98. mesh.position.x = ( i - (n-1)/2 ) * 20;
  99. mesh.position.y = ( j - (n-1)/2 ) * 20;
  100. scene.addObject( mesh );
  101. }
  102. }
  103. renderer = new THREE.WebGLRenderer();
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. container.appendChild( renderer.domElement );
  106. stats = new Stats();
  107. stats.domElement.style.position = 'absolute';
  108. stats.domElement.style.top = '0px';
  109. container.appendChild( stats.domElement );
  110. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  111. }
  112. function onDocumentMouseMove( event ) {
  113. mouseX = ( event.clientX - windowHalfX );
  114. mouseY = ( event.clientY - windowHalfY );
  115. }
  116. var delta = 0.01;
  117. function loop() {
  118. camera.position.x += ( mouseX - camera.position.x ) * .05;
  119. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  120. // Render to texture
  121. if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
  122. delta *= -1;
  123. }
  124. material.uniforms.time.value += delta;
  125. renderer.render( sceneRTT, cameraRTT, rtTexture );
  126. //renderer.render( sceneRTT, cameraRTT );
  127. // Render to screen
  128. renderer.render( scene, camera );
  129. stats.update();
  130. }
  131. </script>
  132. </body>
  133. </html>