webgl2_multiple_rendertargets.html 6.9 KB

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  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. vec4 LinearTosRGB( in vec4 value ) {
  59. return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
  60. }
  61. layout(location = 0) out vec4 pc_FragColor;
  62. in vec2 vUv;
  63. uniform sampler2D tDiffuse;
  64. uniform sampler2D tNormal;
  65. void main() {
  66. vec4 diffuse = texture( tDiffuse, vUv );
  67. vec4 normal = texture( tNormal, vUv );
  68. pc_FragColor = mix( diffuse, normal, step( 0.5, vUv.x ) );
  69. pc_FragColor.a = 1.0;
  70. pc_FragColor = LinearTosRGB( pc_FragColor );
  71. }
  72. </script>
  73. </head>
  74. <body>
  75. <div id="info">
  76. <a href="https://threejs.org" target="_blank">threejs</a> webgl - Multiple RenderTargets
  77. </div>
  78. <!-- Import maps polyfill -->
  79. <!-- Remove this when import maps will be widely supported -->
  80. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  81. <script type="importmap">
  82. {
  83. "imports": {
  84. "three": "../build/three.module.js",
  85. "three/addons/": "./jsm/"
  86. }
  87. }
  88. </script>
  89. <script type="module">
  90. import * as THREE from 'three';
  91. import WebGL from 'three/addons/capabilities/WebGL.js';
  92. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  93. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  94. let camera, scene, renderer, controls;
  95. let renderTarget;
  96. let postScene, postCamera;
  97. const parameters = {
  98. samples: 4,
  99. wireframe: false
  100. };
  101. const gui = new GUI();
  102. gui.add( parameters, 'samples', 0, 4 ).step( 1 );
  103. gui.add( parameters, 'wireframe' );
  104. gui.onChange( render );
  105. init();
  106. function init() {
  107. if ( WebGL.isWebGL2Available() === false ) {
  108. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  109. return;
  110. }
  111. renderer = new THREE.WebGLRenderer();
  112. renderer.setPixelRatio( window.devicePixelRatio );
  113. renderer.setSize( window.innerWidth, window.innerHeight );
  114. document.body.appendChild( renderer.domElement );
  115. // Create a multi render target with Float buffers
  116. renderTarget = new THREE.WebGLMultipleRenderTargets(
  117. window.innerWidth * window.devicePixelRatio,
  118. window.innerHeight * window.devicePixelRatio,
  119. 2
  120. );
  121. for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
  122. renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
  123. renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
  124. }
  125. // Name our G-Buffer attachments for debugging
  126. renderTarget.texture[ 0 ].name = 'diffuse';
  127. renderTarget.texture[ 1 ].name = 'normal';
  128. // Scene setup
  129. scene = new THREE.Scene();
  130. scene.background = new THREE.Color( 0x222222 );
  131. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  132. camera.position.z = 4;
  133. const loader = new THREE.TextureLoader();
  134. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg', render );
  135. diffuse.wrapS = THREE.RepeatWrapping;
  136. diffuse.wrapT = THREE.RepeatWrapping;
  137. diffuse.colorSpace = THREE.SRGBColorSpace;
  138. scene.add( new THREE.Mesh(
  139. new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
  140. new THREE.RawShaderMaterial( {
  141. vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
  142. fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
  143. uniforms: {
  144. tDiffuse: { value: diffuse },
  145. repeat: { value: new THREE.Vector2( 5, 0.5 ) }
  146. },
  147. glslVersion: THREE.GLSL3
  148. } )
  149. ) );
  150. // PostProcessing setup
  151. postScene = new THREE.Scene();
  152. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  153. postScene.add( new THREE.Mesh(
  154. new THREE.PlaneGeometry( 2, 2 ),
  155. new THREE.RawShaderMaterial( {
  156. vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
  157. fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
  158. uniforms: {
  159. tDiffuse: { value: renderTarget.texture[ 0 ] },
  160. tNormal: { value: renderTarget.texture[ 1 ] },
  161. },
  162. glslVersion: THREE.GLSL3
  163. } )
  164. ) );
  165. // Controls
  166. controls = new OrbitControls( camera, renderer.domElement );
  167. controls.addEventListener( 'change', render );
  168. //controls.enableZoom = false;
  169. window.addEventListener( 'resize', onWindowResize );
  170. }
  171. function onWindowResize() {
  172. camera.aspect = window.innerWidth / window.innerHeight;
  173. camera.updateProjectionMatrix();
  174. renderer.setSize( window.innerWidth, window.innerHeight );
  175. const dpr = renderer.getPixelRatio();
  176. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  177. render();
  178. }
  179. function render() {
  180. renderTarget.samples = parameters.samples;
  181. scene.traverse( function ( child ) {
  182. if ( child.material !== undefined ) {
  183. child.material.wireframe = parameters.wireframe;
  184. }
  185. } );
  186. // render scene into target
  187. renderer.setRenderTarget( renderTarget );
  188. renderer.render( scene, camera );
  189. // render post FX
  190. renderer.setRenderTarget( null );
  191. renderer.render( postScene, postCamera );
  192. }
  193. </script>
  194. </body>
  195. </html>