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