webgl2_multiple_rendertargets.html 6.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - Multiple Render Targets</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. <!-- Write to G-Buffer -->
  9. <script id="gbuffer-vert" type="x-shader/x-vertex">
  10. in vec3 position;
  11. in vec3 normal;
  12. in vec2 uv;
  13. out vec3 vNormal;
  14. out vec2 vUv;
  15. uniform mat4 modelViewMatrix;
  16. uniform mat4 projectionMatrix;
  17. uniform mat3 normalMatrix;
  18. void main() {
  19. vUv = uv;
  20. // get smooth normals
  21. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  22. vec3 transformedNormal = normalMatrix * normal;
  23. vNormal = normalize( transformedNormal );
  24. gl_Position = projectionMatrix * mvPosition;
  25. }
  26. </script>
  27. <script id="gbuffer-frag" type="x-shader/x-fragment">
  28. precision highp float;
  29. precision highp int;
  30. layout(location = 0) out vec4 gColor;
  31. layout(location = 1) out vec4 gNormal;
  32. uniform sampler2D tDiffuse;
  33. uniform vec2 repeat;
  34. in vec3 vNormal;
  35. in vec2 vUv;
  36. void main() {
  37. // write color to G-Buffer
  38. gColor = texture( tDiffuse, vUv * repeat );
  39. // write normals to G-Buffer
  40. gNormal = vec4( normalize( vNormal ), 0.0 );
  41. }
  42. </script>
  43. <!-- Read G-Buffer and render to screen -->
  44. <script id="render-vert" type="x-shader/x-vertex">
  45. in vec3 position;
  46. in vec2 uv;
  47. out vec2 vUv;
  48. uniform mat4 modelViewMatrix;
  49. uniform mat4 projectionMatrix;
  50. void main() {
  51. vUv = uv;
  52. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  53. }
  54. </script>
  55. <script id="render-frag" type="x-shader/x-fragment">
  56. precision highp float;
  57. precision highp int;
  58. layout(location = 0) out vec4 pc_FragColor;
  59. in vec2 vUv;
  60. uniform sampler2D tDiffuse;
  61. uniform sampler2D tNormal;
  62. void main() {
  63. vec3 diffuse = texture( tDiffuse, vUv ).rgb;
  64. vec3 normal = texture( tNormal, vUv ).rgb;
  65. pc_FragColor.rgb = mix( diffuse, normal, step( 0.5, vUv.x ) );
  66. pc_FragColor.a = 1.0;
  67. }
  68. </script>
  69. </head>
  70. <body>
  71. <div id="info">
  72. <a href="https://threejs.org" target="_blank">threejs</a> webgl - Multiple RenderTargets
  73. </div>
  74. <!-- Import maps polyfill -->
  75. <!-- Remove this when import maps will be widely supported -->
  76. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  77. <script type="importmap">
  78. {
  79. "imports": {
  80. "three": "../build/three.module.js",
  81. "three/addons/": "./jsm/"
  82. }
  83. }
  84. </script>
  85. <script type="module">
  86. import * as THREE from 'three';
  87. import WebGL from 'three/addons/capabilities/WebGL.js';
  88. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  89. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  90. THREE.ColorManagement.enabled = false; // TODO: Consider enabling color management.
  91. let camera, scene, renderer, controls;
  92. let renderTarget;
  93. let postScene, postCamera;
  94. const parameters = {
  95. samples: 4,
  96. wireframe: false
  97. };
  98. const gui = new GUI();
  99. gui.add( parameters, 'samples', 0, 4 ).step( 1 );
  100. gui.add( parameters, 'wireframe' );
  101. gui.onChange( render );
  102. init();
  103. function init() {
  104. if ( WebGL.isWebGL2Available() === false ) {
  105. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  106. return;
  107. }
  108. renderer = new THREE.WebGLRenderer();
  109. renderer.setPixelRatio( window.devicePixelRatio );
  110. renderer.setSize( window.innerWidth, window.innerHeight );
  111. document.body.appendChild( renderer.domElement );
  112. // Create a multi render target with Float buffers
  113. renderTarget = new THREE.WebGLMultipleRenderTargets(
  114. window.innerWidth * window.devicePixelRatio,
  115. window.innerHeight * window.devicePixelRatio,
  116. 2
  117. );
  118. for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
  119. renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
  120. renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
  121. }
  122. // Name our G-Buffer attachments for debugging
  123. renderTarget.texture[ 0 ].name = 'diffuse';
  124. renderTarget.texture[ 1 ].name = 'normal';
  125. // Scene setup
  126. scene = new THREE.Scene();
  127. scene.background = new THREE.Color( 0x222222 );
  128. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  129. camera.position.z = 4;
  130. const loader = new THREE.TextureLoader();
  131. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg', render );
  132. diffuse.wrapS = THREE.RepeatWrapping;
  133. diffuse.wrapT = THREE.RepeatWrapping;
  134. scene.add( new THREE.Mesh(
  135. new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
  136. new THREE.RawShaderMaterial( {
  137. vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
  138. fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
  139. uniforms: {
  140. tDiffuse: { value: diffuse },
  141. repeat: { value: new THREE.Vector2( 5, 0.5 ) }
  142. },
  143. glslVersion: THREE.GLSL3
  144. } )
  145. ) );
  146. // PostProcessing setup
  147. postScene = new THREE.Scene();
  148. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  149. postScene.add( new THREE.Mesh(
  150. new THREE.PlaneGeometry( 2, 2 ),
  151. new THREE.RawShaderMaterial( {
  152. vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
  153. fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
  154. uniforms: {
  155. tDiffuse: { value: renderTarget.texture[ 0 ] },
  156. tNormal: { value: renderTarget.texture[ 1 ] },
  157. },
  158. glslVersion: THREE.GLSL3
  159. } )
  160. ) );
  161. // Controls
  162. controls = new OrbitControls( camera, renderer.domElement );
  163. controls.addEventListener( 'change', render );
  164. //controls.enableZoom = false;
  165. window.addEventListener( 'resize', onWindowResize );
  166. }
  167. function onWindowResize() {
  168. camera.aspect = window.innerWidth / window.innerHeight;
  169. camera.updateProjectionMatrix();
  170. renderer.setSize( window.innerWidth, window.innerHeight );
  171. const dpr = renderer.getPixelRatio();
  172. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  173. render();
  174. }
  175. function render() {
  176. renderTarget.samples = parameters.samples;
  177. scene.traverse( function ( child ) {
  178. if ( child.material !== undefined ) {
  179. child.material.wireframe = parameters.wireframe;
  180. }
  181. } );
  182. // render scene into target
  183. renderer.setRenderTarget( renderTarget );
  184. renderer.render( scene, camera );
  185. // render post FX
  186. renderer.setRenderTarget( null );
  187. renderer.render( postScene, postCamera );
  188. }
  189. </script>
  190. </body>
  191. </html>