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="https://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. <!-- Import maps polyfill -->
  38. <!-- Remove this when import maps will be widely supported -->
  39. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  40. <script type="importmap">
  41. {
  42. "imports": {
  43. "three": "../build/three.module.js"
  44. }
  45. }
  46. </script>
  47. <script type="module">
  48. import * as THREE from 'three';
  49. import Stats from './jsm/libs/stats.module.js';
  50. let container, stats;
  51. let cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
  52. let mouseX = 0, mouseY = 0;
  53. const windowHalfX = window.innerWidth / 2;
  54. const windowHalfY = window.innerHeight / 2;
  55. let rtTexture, material, quad;
  56. let delta = 0.01;
  57. init();
  58. animate();
  59. function init() {
  60. container = document.getElementById( 'container' );
  61. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  62. camera.position.z = 100;
  63. cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
  64. cameraRTT.position.z = 100;
  65. //
  66. scene = new THREE.Scene();
  67. sceneRTT = new THREE.Scene();
  68. sceneScreen = new THREE.Scene();
  69. let light = new THREE.DirectionalLight( 0xffffff );
  70. light.position.set( 0, 0, 1 ).normalize();
  71. sceneRTT.add( light );
  72. light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
  73. light.position.set( 0, 0, - 1 ).normalize();
  74. sceneRTT.add( light );
  75. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  76. material = new THREE.ShaderMaterial( {
  77. uniforms: { time: { value: 0.0 } },
  78. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  79. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  80. } );
  81. const materialScreen = new THREE.ShaderMaterial( {
  82. uniforms: { tDiffuse: { value: rtTexture.texture } },
  83. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  84. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
  85. depthWrite: false
  86. } );
  87. const plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
  88. quad = new THREE.Mesh( plane, material );
  89. quad.position.z = - 100;
  90. sceneRTT.add( quad );
  91. const torusGeometry = new THREE.TorusGeometry( 100, 25, 15, 30 );
  92. const mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } );
  93. const mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
  94. zmesh1 = new THREE.Mesh( torusGeometry, mat1 );
  95. zmesh1.position.set( 0, 0, 100 );
  96. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  97. sceneRTT.add( zmesh1 );
  98. zmesh2 = new THREE.Mesh( torusGeometry, mat2 );
  99. zmesh2.position.set( 0, 150, 100 );
  100. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  101. sceneRTT.add( zmesh2 );
  102. quad = new THREE.Mesh( plane, materialScreen );
  103. quad.position.z = - 100;
  104. sceneScreen.add( quad );
  105. const n = 5,
  106. geometry = new THREE.SphereGeometry( 10, 64, 32 ),
  107. material2 = new THREE.MeshBasicMaterial( { color: 0xffffff, map: rtTexture.texture } );
  108. for ( let j = 0; j < n; j ++ ) {
  109. for ( let i = 0; i < n; i ++ ) {
  110. const mesh = new THREE.Mesh( geometry, material2 );
  111. mesh.position.x = ( i - ( n - 1 ) / 2 ) * 20;
  112. mesh.position.y = ( j - ( n - 1 ) / 2 ) * 20;
  113. mesh.position.z = 0;
  114. mesh.rotation.y = - Math.PI / 2;
  115. scene.add( mesh );
  116. }
  117. }
  118. renderer = new THREE.WebGLRenderer();
  119. renderer.setPixelRatio( window.devicePixelRatio );
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. renderer.autoClear = false;
  122. container.appendChild( renderer.domElement );
  123. stats = new Stats();
  124. container.appendChild( stats.dom );
  125. document.addEventListener( 'mousemove', onDocumentMouseMove );
  126. }
  127. function onDocumentMouseMove( event ) {
  128. mouseX = ( event.clientX - windowHalfX );
  129. mouseY = ( event.clientY - windowHalfY );
  130. }
  131. //
  132. function animate() {
  133. requestAnimationFrame( animate );
  134. render();
  135. stats.update();
  136. }
  137. function render() {
  138. const time = Date.now() * 0.0015;
  139. camera.position.x += ( mouseX - camera.position.x ) * .05;
  140. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  141. camera.lookAt( scene.position );
  142. if ( zmesh1 && zmesh2 ) {
  143. zmesh1.rotation.y = - time;
  144. zmesh2.rotation.y = - time + Math.PI / 2;
  145. }
  146. if ( material.uniforms[ 'time' ].value > 1 || material.uniforms[ 'time' ].value < 0 ) {
  147. delta *= - 1;
  148. }
  149. material.uniforms[ 'time' ].value += delta;
  150. // Render first scene into texture
  151. renderer.setRenderTarget( rtTexture );
  152. renderer.clear();
  153. renderer.render( sceneRTT, cameraRTT );
  154. // Render full screen quad with generated texture
  155. renderer.setRenderTarget( null );
  156. renderer.clear();
  157. renderer.render( sceneScreen, cameraRTT );
  158. // Render second scene to screen
  159. // (using first scene as regular texture)
  160. renderer.render( scene, camera );
  161. }
  162. </script>
  163. </body>
  164. </html>