webgl_rtt.html 6.2 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. <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. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> render-to-texture webgl example</div>
  12. <script id="fragment_shader_screen" type="x-shader/x-fragment">
  13. varying vec2 vUv;
  14. uniform sampler2D tDiffuse;
  15. void main() {
  16. gl_FragColor = texture2D( tDiffuse, vUv );
  17. }
  18. </script>
  19. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  20. varying vec2 vUv;
  21. uniform float time;
  22. void main() {
  23. float r = vUv.x;
  24. if( vUv.y < 0.5 ) r = 0.0;
  25. float g = vUv.y;
  26. if( vUv.x < 0.5 ) g = 0.0;
  27. gl_FragColor = vec4( r, g, time, 1.0 );
  28. }
  29. </script>
  30. <script id="vertexShader" type="x-shader/x-vertex">
  31. varying vec2 vUv;
  32. void main() {
  33. vUv = uv;
  34. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  35. }
  36. </script>
  37. <script type="module">
  38. import {
  39. DirectionalLight,
  40. LinearFilter,
  41. Mesh,
  42. MeshBasicMaterial,
  43. MeshPhongMaterial,
  44. NearestFilter,
  45. OrthographicCamera,
  46. PerspectiveCamera,
  47. PlaneBufferGeometry,
  48. RGBFormat,
  49. Scene,
  50. ShaderMaterial,
  51. SphereBufferGeometry,
  52. TorusBufferGeometry,
  53. WebGLRenderer,
  54. WebGLRenderTarget
  55. } from "../build/three.module.js";
  56. import Stats from './jsm/libs/stats.module.js';
  57. var container, stats;
  58. var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
  59. var mouseX = 0, mouseY = 0;
  60. var windowHalfX = window.innerWidth / 2;
  61. var windowHalfY = window.innerHeight / 2;
  62. var rtTexture, material, quad;
  63. var delta = 0.01;
  64. init();
  65. animate();
  66. function init() {
  67. container = document.getElementById( 'container' );
  68. camera = new PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  69. camera.position.z = 100;
  70. cameraRTT = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
  71. cameraRTT.position.z = 100;
  72. //
  73. scene = new Scene();
  74. sceneRTT = new Scene();
  75. sceneScreen = new Scene();
  76. var light = new DirectionalLight( 0xffffff );
  77. light.position.set( 0, 0, 1 ).normalize();
  78. sceneRTT.add( light );
  79. light = new DirectionalLight( 0xffaaaa, 1.5 );
  80. light.position.set( 0, 0, - 1 ).normalize();
  81. sceneRTT.add( light );
  82. rtTexture = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBFormat } );
  83. material = new ShaderMaterial( {
  84. uniforms: { time: { value: 0.0 } },
  85. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  86. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  87. } );
  88. var materialScreen = new ShaderMaterial( {
  89. uniforms: { tDiffuse: { value: rtTexture.texture } },
  90. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  91. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
  92. depthWrite: false
  93. } );
  94. var plane = new PlaneBufferGeometry( window.innerWidth, window.innerHeight );
  95. quad = new Mesh( plane, material );
  96. quad.position.z = - 100;
  97. sceneRTT.add( quad );
  98. var geometry = new TorusBufferGeometry( 100, 25, 15, 30 );
  99. var mat1 = new MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } );
  100. var mat2 = new MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
  101. zmesh1 = new Mesh( geometry, mat1 );
  102. zmesh1.position.set( 0, 0, 100 );
  103. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  104. sceneRTT.add( zmesh1 );
  105. zmesh2 = new Mesh( geometry, mat2 );
  106. zmesh2.position.set( 0, 150, 100 );
  107. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  108. sceneRTT.add( zmesh2 );
  109. quad = new Mesh( plane, materialScreen );
  110. quad.position.z = - 100;
  111. sceneScreen.add( quad );
  112. var n = 5,
  113. geometry = new SphereBufferGeometry( 10, 64, 32 ),
  114. material2 = new MeshBasicMaterial( { color: 0xffffff, map: rtTexture.texture } );
  115. for ( var j = 0; j < n; j ++ ) {
  116. for ( var i = 0; i < n; i ++ ) {
  117. var mesh = new Mesh( geometry, material2 );
  118. mesh.position.x = ( i - ( n - 1 ) / 2 ) * 20;
  119. mesh.position.y = ( j - ( n - 1 ) / 2 ) * 20;
  120. mesh.position.z = 0;
  121. mesh.rotation.y = - Math.PI / 2;
  122. scene.add( mesh );
  123. }
  124. }
  125. renderer = new WebGLRenderer();
  126. renderer.setPixelRatio( window.devicePixelRatio );
  127. renderer.setSize( window.innerWidth, window.innerHeight );
  128. renderer.autoClear = false;
  129. container.appendChild( renderer.domElement );
  130. stats = new Stats();
  131. container.appendChild( stats.dom );
  132. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  133. }
  134. function onDocumentMouseMove( event ) {
  135. mouseX = ( event.clientX - windowHalfX );
  136. mouseY = ( event.clientY - windowHalfY );
  137. }
  138. //
  139. function animate() {
  140. requestAnimationFrame( animate );
  141. render();
  142. stats.update();
  143. }
  144. function render() {
  145. var time = Date.now() * 0.0015;
  146. camera.position.x += ( mouseX - camera.position.x ) * .05;
  147. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  148. camera.lookAt( scene.position );
  149. if ( zmesh1 && zmesh2 ) {
  150. zmesh1.rotation.y = - time;
  151. zmesh2.rotation.y = - time + Math.PI / 2;
  152. }
  153. if ( material.uniforms[ "time" ].value > 1 || material.uniforms[ "time" ].value < 0 ) {
  154. delta *= - 1;
  155. }
  156. material.uniforms[ "time" ].value += delta;
  157. // Render first scene into texture
  158. renderer.setRenderTarget( rtTexture );
  159. renderer.clear();
  160. renderer.render( sceneRTT, cameraRTT );
  161. // Render full screen quad with generated texture
  162. renderer.setRenderTarget( null );
  163. renderer.clear();
  164. renderer.render( sceneScreen, cameraRTT );
  165. // Render second scene to screen
  166. // (using first scene as regular texture)
  167. renderer.render( scene, camera );
  168. }
  169. </script>
  170. </body>
  171. </html>