webgl_framebuffer_texture.html 4.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - framebuffer - 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. <style>
  9. #overlay {
  10. position: fixed;
  11. display: flex;
  12. flex-direction: column;
  13. justify-content: center;
  14. align-items: center;
  15. height: 100%;
  16. width: 100%;
  17. top: 0;
  18. z-index: 999;
  19. }
  20. #overlay > div {
  21. height: 128px;
  22. width: 128px;
  23. border: 1px solid white;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info">
  29. <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> framebuffer to texture
  30. </div>
  31. <div id="overlay">
  32. <div></div>
  33. </div>
  34. <script type="module">
  35. import {
  36. AmbientLight,
  37. Color,
  38. DataTexture,
  39. Mesh,
  40. MeshStandardMaterial,
  41. NearestFilter,
  42. OrthographicCamera,
  43. PerspectiveCamera,
  44. PointLight,
  45. RGBFormat,
  46. Scene,
  47. Sprite,
  48. SpriteMaterial,
  49. TorusKnotBufferGeometry,
  50. Vector2,
  51. WebGLRenderer
  52. } from "../build/three.module.js";
  53. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  54. var camera, scene, renderer;
  55. var mesh, sprite, texture;
  56. var cameraOrtho, sceneOrtho;
  57. var dpr = window.devicePixelRatio;
  58. var textureSize = 128 * dpr;
  59. var vector = new Vector2();
  60. init();
  61. animate();
  62. function init() {
  63. //
  64. var width = window.innerWidth;
  65. var height = window.innerHeight;
  66. camera = new PerspectiveCamera( 70, width / height, 1, 1000 );
  67. camera.position.z = 20;
  68. cameraOrtho = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
  69. cameraOrtho.position.z = 10;
  70. scene = new Scene();
  71. scene.background = new Color( 0x20252f );
  72. sceneOrtho = new Scene();
  73. //
  74. var geometry = new TorusKnotBufferGeometry( 3, 1, 256, 32 );
  75. var material = new MeshStandardMaterial( { color: 0x6083c2 } );
  76. mesh = new Mesh( geometry, material );
  77. scene.add( mesh );
  78. //
  79. var ambientLight = new AmbientLight( 0xcccccc, 0.4 );
  80. scene.add( ambientLight );
  81. var pointLight = new PointLight( 0xffffff, 0.8 );
  82. camera.add( pointLight );
  83. scene.add( camera );
  84. //
  85. var data = new Uint8Array( textureSize * textureSize * 3 );
  86. texture = new DataTexture( data, textureSize, textureSize, RGBFormat );
  87. texture.minFilter = NearestFilter;
  88. texture.magFilter = NearestFilter;
  89. texture.needsUpdate = true;
  90. //
  91. var spriteMaterial = new SpriteMaterial( { map: texture } );
  92. sprite = new Sprite( spriteMaterial );
  93. sprite.scale.set( textureSize, textureSize, 1 );
  94. sceneOrtho.add( sprite );
  95. updateSpritePosition();
  96. //
  97. renderer = new WebGLRenderer( { antialias: true } );
  98. renderer.setPixelRatio( window.devicePixelRatio );
  99. renderer.setSize( window.innerWidth, window.innerHeight );
  100. renderer.autoClear = false;
  101. document.body.appendChild( renderer.domElement );
  102. //
  103. var overlay = document.getElementById( 'overlay' );
  104. var controls = new OrbitControls( camera, overlay );
  105. controls.enablePan = false;
  106. //
  107. window.addEventListener( 'resize', onWindowResize, false );
  108. }
  109. function onWindowResize() {
  110. var width = window.innerWidth;
  111. var height = window.innerHeight;
  112. camera.aspect = width / height;
  113. camera.updateProjectionMatrix();
  114. cameraOrtho.left = - width / 2;
  115. cameraOrtho.right = width / 2;
  116. cameraOrtho.top = height / 2;
  117. cameraOrtho.bottom = - height / 2;
  118. cameraOrtho.updateProjectionMatrix();
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. updateSpritePosition();
  121. }
  122. function updateSpritePosition() {
  123. var halfWidth = window.innerWidth / 2;
  124. var halfHeight = window.innerHeight / 2;
  125. var halfImageWidth = textureSize / 2;
  126. var halfImageHeight = textureSize / 2;
  127. sprite.position.set( - halfWidth + halfImageWidth, halfHeight - halfImageHeight, 1 );
  128. }
  129. function animate() {
  130. requestAnimationFrame( animate );
  131. mesh.rotation.x += 0.005;
  132. mesh.rotation.y += 0.01;
  133. renderer.clear();
  134. renderer.render( scene, camera );
  135. // calculate start position for copying data
  136. vector.x = ( window.innerWidth * dpr / 2 ) - ( textureSize / 2 );
  137. vector.y = ( window.innerHeight * dpr / 2 ) - ( textureSize / 2 );
  138. renderer.copyFramebufferToTexture( vector, texture );
  139. renderer.clearDepth();
  140. renderer.render( sceneOrtho, cameraOrtho );
  141. }
  142. </script>
  143. </body>
  144. </html>