webgl2_multisampled_renderbuffers.html 4.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js WebGL 2 - Multisampled Renderbuffers</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. <style>
  9. body {
  10. background-color: #fff;
  11. color: #222;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. #container {
  17. position: absolute;
  18. top: 80px;
  19. width: 100%;
  20. bottom: 0px;
  21. }
  22. </style>
  23. </head>
  24. <body>
  25. <div id="info">
  26. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Multisampled Renderbuffers<br />
  27. Left scene is multi-sampled, right scene is rendered without anti-aliasing.
  28. </div>
  29. <div id="container">
  30. </div>
  31. <script src="js/WebGL.js"></script>
  32. <script type="module">
  33. import {
  34. Clock,
  35. Color,
  36. DirectionalLight,
  37. HemisphereLight,
  38. PerspectiveCamera,
  39. Fog,
  40. Group,
  41. IcosahedronBufferGeometry,
  42. Mesh,
  43. MeshStandardMaterial,
  44. RGBFormat,
  45. Scene,
  46. Vector2,
  47. WebGLRenderer,
  48. WebGLMultisampleRenderTarget
  49. } from "../build/three.module.js";
  50. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  51. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  52. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  53. import { CopyShader } from './jsm/shaders/CopyShader.js';
  54. if ( WEBGL.isWebGL2Available() === false ) {
  55. document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
  56. }
  57. var camera, scene, renderer, clock, group, container;
  58. var composer1, composer2;
  59. init();
  60. animate();
  61. function init() {
  62. container = document.getElementById( 'container' );
  63. camera = new PerspectiveCamera( 45, ( container.offsetWidth * 0.5 ) / container.offsetHeight, 1, 2000 );
  64. camera.position.z = 500;
  65. scene = new Scene();
  66. scene.background = new Color( 0xffffff );
  67. scene.fog = new Fog( 0xcccccc, 100, 1500 );
  68. clock = new Clock();
  69. //
  70. var hemiLight = new HemisphereLight( 0xffffff, 0x444444 );
  71. hemiLight.position.set( 0, 1000, 0 );
  72. scene.add( hemiLight );
  73. var dirLight = new DirectionalLight( 0xffffff, 0.8 );
  74. dirLight.position.set( - 3000, 1000, - 1000 );
  75. scene.add( dirLight );
  76. //
  77. group = new Group();
  78. var geometry = new IcosahedronBufferGeometry( 10, 2 );
  79. var material = new MeshStandardMaterial( { color: 0xee0808, flatShading: true } );
  80. for ( var i = 0; i < 100; i ++ ) {
  81. var mesh = new Mesh( geometry, material );
  82. mesh.position.x = Math.random() * 500 - 250;
  83. mesh.position.y = Math.random() * 500 - 250;
  84. mesh.position.z = Math.random() * 500 - 250;
  85. mesh.scale.setScalar( Math.random() * 2 + 1 );
  86. group.add( mesh );
  87. }
  88. scene.add( group );
  89. //
  90. var canvas = document.createElement( 'canvas' );
  91. var context = canvas.getContext( 'webgl2', { antialias: false } );
  92. renderer = new WebGLRenderer( { canvas: canvas, context: context } );
  93. renderer.autoClear = false;
  94. renderer.setSize( container.offsetWidth, container.offsetHeight );
  95. container.appendChild( renderer.domElement );
  96. //
  97. var parameters = {
  98. format: RGBFormat,
  99. stencilBuffer: false
  100. };
  101. var size = renderer.getDrawingBufferSize( new Vector2() );
  102. var renderTarget = new WebGLMultisampleRenderTarget( size.width, size.height, parameters );
  103. var renderPass = new RenderPass( scene, camera );
  104. var copyPass = new ShaderPass( CopyShader );
  105. //
  106. composer1 = new EffectComposer( renderer, renderTarget );
  107. composer1.addPass( renderPass );
  108. composer1.addPass( copyPass );
  109. //
  110. composer2 = new EffectComposer( renderer );
  111. composer2.addPass( renderPass );
  112. composer2.addPass( copyPass );
  113. //
  114. window.addEventListener( 'resize', onWindowResize, false );
  115. }
  116. function onWindowResize() {
  117. camera.aspect = ( container.offsetWidth * 0.5 ) / container.offsetHeight;
  118. camera.updateProjectionMatrix();
  119. renderer.setSize( container.offsetWidth, container.offsetHeight );
  120. composer1.setSize( container.offsetWidth, container.offsetHeight );
  121. composer2.setSize( container.offsetWidth, container.offsetHeight );
  122. }
  123. function animate() {
  124. requestAnimationFrame( animate );
  125. var halfWidth = container.offsetWidth / 2;
  126. group.rotation.y += clock.getDelta() * 0.1;
  127. renderer.setViewport( 0, 0, halfWidth, container.offsetHeight );
  128. composer1.render();
  129. renderer.setViewport( halfWidth, 0, halfWidth, container.offsetHeight );
  130. composer2.render();
  131. }
  132. </script>
  133. </body>
  134. </html>