webgl_read_float_buffer.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - read float pixels</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">
  12. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> read float pixels webgl example<br/>
  13. <span id="values"></span>
  14. </div>
  15. <script src="../build/three.js"></script>
  16. <script src="js/WebGL.js"></script>
  17. <script src="js/libs/stats.min.js"></script>
  18. <script id="fragment_shader_screen" type="x-shader/x-fragment">
  19. varying vec2 vUv;
  20. uniform sampler2D tDiffuse;
  21. void main() {
  22. gl_FragColor = texture2D( tDiffuse, vUv );
  23. }
  24. </script>
  25. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  26. varying vec2 vUv;
  27. uniform float time;
  28. void main() {
  29. float r = vUv.x;
  30. if( vUv.y < 0.5 ) r = 0.0;
  31. float g = vUv.y;
  32. if( vUv.x < 0.5 ) g = 0.0;
  33. gl_FragColor = vec4( r, g, time, 1.0 );
  34. }
  35. </script>
  36. <script id="vertexShader" type="x-shader/x-vertex">
  37. varying vec2 vUv;
  38. void main() {
  39. vUv = uv;
  40. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  41. }
  42. </script>
  43. <script>
  44. if ( WEBGL.isWebGLAvailable() === false ) {
  45. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  46. }
  47. var container, stats;
  48. var cameraRTT, sceneRTT, sceneScreen, renderer, zmesh1, zmesh2;
  49. var mouseX = 0, mouseY = 0;
  50. var windowHalfX = window.innerWidth / 2;
  51. var windowHalfY = window.innerHeight / 2;
  52. var rtTexture, material, quad;
  53. var delta = 0.01;
  54. var valueNode;
  55. init();
  56. animate();
  57. function init() {
  58. container = document.getElementById( 'container' );
  59. cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
  60. cameraRTT.position.z = 100;
  61. //
  62. sceneRTT = new THREE.Scene();
  63. sceneScreen = new THREE.Scene();
  64. var light = new THREE.DirectionalLight( 0xffffff );
  65. light.position.set( 0, 0, 1 ).normalize();
  66. sceneRTT.add( light );
  67. light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
  68. light.position.set( 0, 0, - 1 ).normalize();
  69. sceneRTT.add( light );
  70. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat, type: THREE.FloatType } );
  71. material = new THREE.ShaderMaterial( {
  72. uniforms: { "time": { value: 0.0 } },
  73. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  74. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  75. } );
  76. var materialScreen = new THREE.ShaderMaterial( {
  77. uniforms: { "tDiffuse": { value: rtTexture.texture } },
  78. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  79. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
  80. depthWrite: false
  81. } );
  82. var plane = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
  83. quad = new THREE.Mesh( plane, material );
  84. quad.position.z = - 100;
  85. sceneRTT.add( quad );
  86. var geometry = new THREE.TorusBufferGeometry( 100, 25, 15, 30 );
  87. var mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } );
  88. var mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
  89. zmesh1 = new THREE.Mesh( geometry, mat1 );
  90. zmesh1.position.set( 0, 0, 100 );
  91. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  92. sceneRTT.add( zmesh1 );
  93. zmesh2 = new THREE.Mesh( geometry, mat2 );
  94. zmesh2.position.set( 0, 150, 100 );
  95. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  96. sceneRTT.add( zmesh2 );
  97. quad = new THREE.Mesh( plane, materialScreen );
  98. quad.position.z = - 100;
  99. sceneScreen.add( quad );
  100. renderer = new THREE.WebGLRenderer();
  101. renderer.setPixelRatio( window.devicePixelRatio );
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. renderer.autoClear = false;
  104. container.appendChild( renderer.domElement );
  105. stats = new Stats();
  106. container.appendChild( stats.dom );
  107. valueNode = document.getElementById( 'values' );
  108. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  109. }
  110. function onDocumentMouseMove( event ) {
  111. mouseX = ( event.clientX - windowHalfX );
  112. mouseY = ( event.clientY - windowHalfY );
  113. }
  114. //
  115. function animate() {
  116. requestAnimationFrame( animate );
  117. render();
  118. stats.update();
  119. }
  120. function render() {
  121. var time = Date.now() * 0.0015;
  122. if ( zmesh1 && zmesh2 ) {
  123. zmesh1.rotation.y = - time;
  124. zmesh2.rotation.y = - time + Math.PI / 2;
  125. }
  126. if ( material.uniforms[ "time" ].value > 1 || material.uniforms[ "time" ].value < 0 ) {
  127. delta *= - 1;
  128. }
  129. material.uniforms[ "time" ].value += delta;
  130. renderer.clear();
  131. // Render first scene into texture
  132. renderer.setRenderTarget( rtTexture );
  133. renderer.clear();
  134. renderer.render( sceneRTT, cameraRTT );
  135. // Render full screen quad with generated texture
  136. renderer.setRenderTarget( null );
  137. renderer.render( sceneScreen, cameraRTT );
  138. var read = new Float32Array( 4 );
  139. renderer.readRenderTargetPixels( rtTexture, windowHalfX + mouseX, windowHalfY - mouseY, 1, 1, read );
  140. valueNode.innerHTML = 'r:' + read[ 0 ] + '<br/>g:' + read[ 1 ] + '<br/>b:' + read[ 2 ];
  141. }
  142. </script>
  143. </body>
  144. </html>