webgl_rtt.html 6.1 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. #include <colorspace_fragment>
  18. }
  19. </script>
  20. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  21. varying vec2 vUv;
  22. uniform float time;
  23. void main() {
  24. float r = vUv.x;
  25. if( vUv.y < 0.5 ) r = 0.0;
  26. float g = vUv.y;
  27. if( vUv.x < 0.5 ) g = 0.0;
  28. gl_FragColor = vec4( r, g, time, 1.0 );
  29. }
  30. </script>
  31. <script id="vertexShader" type="x-shader/x-vertex">
  32. varying vec2 vUv;
  33. void main() {
  34. vUv = uv;
  35. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  36. }
  37. </script>
  38. <script type="importmap">
  39. {
  40. "imports": {
  41. "three": "../build/three.module.js",
  42. "three/addons/": "./jsm/"
  43. }
  44. }
  45. </script>
  46. <script type="module">
  47. import * as THREE from 'three';
  48. import Stats from 'three/addons/libs/stats.module.js';
  49. let container, stats;
  50. let cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
  51. let mouseX = 0, mouseY = 0;
  52. const windowHalfX = window.innerWidth / 2;
  53. const windowHalfY = window.innerHeight / 2;
  54. let rtTexture, material, quad;
  55. let delta = 0.01;
  56. init();
  57. animate();
  58. function init() {
  59. container = document.getElementById( 'container' );
  60. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  61. camera.position.z = 100;
  62. cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
  63. cameraRTT.position.z = 100;
  64. //
  65. scene = new THREE.Scene();
  66. sceneRTT = new THREE.Scene();
  67. sceneScreen = new THREE.Scene();
  68. let light = new THREE.DirectionalLight( 0xffffff, 3 );
  69. light.position.set( 0, 0, 1 ).normalize();
  70. sceneRTT.add( light );
  71. light = new THREE.DirectionalLight( 0xffd5d5, 4.5 );
  72. light.position.set( 0, 0, - 1 ).normalize();
  73. sceneRTT.add( light );
  74. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  75. material = new THREE.ShaderMaterial( {
  76. uniforms: { time: { value: 0.0 } },
  77. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  78. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  79. } );
  80. const materialScreen = new THREE.ShaderMaterial( {
  81. uniforms: { tDiffuse: { value: rtTexture.texture } },
  82. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  83. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
  84. depthWrite: false
  85. } );
  86. const plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
  87. quad = new THREE.Mesh( plane, material );
  88. quad.position.z = - 100;
  89. sceneRTT.add( quad );
  90. const torusGeometry = new THREE.TorusGeometry( 100, 25, 15, 30 );
  91. const mat1 = new THREE.MeshPhongMaterial( { color: 0x9c9c9c, specular: 0xffaa00, shininess: 5 } );
  92. const mat2 = new THREE.MeshPhongMaterial( { color: 0x9c0000, specular: 0xff2200, shininess: 5 } );
  93. zmesh1 = new THREE.Mesh( torusGeometry, mat1 );
  94. zmesh1.position.set( 0, 0, 100 );
  95. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  96. sceneRTT.add( zmesh1 );
  97. zmesh2 = new THREE.Mesh( torusGeometry, mat2 );
  98. zmesh2.position.set( 0, 150, 100 );
  99. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  100. sceneRTT.add( zmesh2 );
  101. quad = new THREE.Mesh( plane, materialScreen );
  102. quad.position.z = - 100;
  103. sceneScreen.add( quad );
  104. const n = 5,
  105. geometry = new THREE.SphereGeometry( 10, 64, 32 ),
  106. material2 = new THREE.MeshBasicMaterial( { color: 0xffffff, map: rtTexture.texture } );
  107. for ( let j = 0; j < n; j ++ ) {
  108. for ( let i = 0; i < n; i ++ ) {
  109. const mesh = new THREE.Mesh( geometry, material2 );
  110. mesh.position.x = ( i - ( n - 1 ) / 2 ) * 20;
  111. mesh.position.y = ( j - ( n - 1 ) / 2 ) * 20;
  112. mesh.position.z = 0;
  113. mesh.rotation.y = - Math.PI / 2;
  114. scene.add( mesh );
  115. }
  116. }
  117. renderer = new THREE.WebGLRenderer();
  118. renderer.setPixelRatio( window.devicePixelRatio );
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. renderer.autoClear = false;
  121. container.appendChild( renderer.domElement );
  122. stats = new Stats();
  123. container.appendChild( stats.dom );
  124. document.addEventListener( 'mousemove', onDocumentMouseMove );
  125. }
  126. function onDocumentMouseMove( event ) {
  127. mouseX = ( event.clientX - windowHalfX );
  128. mouseY = ( event.clientY - windowHalfY );
  129. }
  130. //
  131. function animate() {
  132. requestAnimationFrame( animate );
  133. render();
  134. stats.update();
  135. }
  136. function render() {
  137. const time = Date.now() * 0.0015;
  138. camera.position.x += ( mouseX - camera.position.x ) * .05;
  139. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  140. camera.lookAt( scene.position );
  141. if ( zmesh1 && zmesh2 ) {
  142. zmesh1.rotation.y = - time;
  143. zmesh2.rotation.y = - time + Math.PI / 2;
  144. }
  145. if ( material.uniforms[ 'time' ].value > 1 || material.uniforms[ 'time' ].value < 0 ) {
  146. delta *= - 1;
  147. }
  148. material.uniforms[ 'time' ].value += delta;
  149. // Render first scene into texture
  150. renderer.setRenderTarget( rtTexture );
  151. renderer.clear();
  152. renderer.render( sceneRTT, cameraRTT );
  153. // Render full screen quad with generated texture
  154. renderer.setRenderTarget( null );
  155. renderer.clear();
  156. renderer.render( sceneScreen, cameraRTT );
  157. // Render second scene to screen
  158. // (using first scene as regular texture)
  159. renderer.render( scene, camera );
  160. }
  161. </script>
  162. </body>
  163. </html>