webgl_rtt.html 6.3 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. <style>
  8. body {
  9. color: #ffffff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a {
  24. color: #ffffff;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="container"></div>
  30. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> render-to-texture webgl example</div>
  31. <script src="../build/three.js"></script>
  32. <script src="js/WebGL.js"></script>
  33. <script src="js/libs/stats.min.js"></script>
  34. <script id="fragment_shader_screen" type="x-shader/x-fragment">
  35. varying vec2 vUv;
  36. uniform sampler2D tDiffuse;
  37. void main() {
  38. gl_FragColor = texture2D( tDiffuse, vUv );
  39. }
  40. </script>
  41. <script id="fragment_shader_pass_1" type="x-shader/x-fragment">
  42. varying vec2 vUv;
  43. uniform float time;
  44. void main() {
  45. float r = vUv.x;
  46. if( vUv.y < 0.5 ) r = 0.0;
  47. float g = vUv.y;
  48. if( vUv.x < 0.5 ) g = 0.0;
  49. gl_FragColor = vec4( r, g, time, 1.0 );
  50. }
  51. </script>
  52. <script id="vertexShader" type="x-shader/x-vertex">
  53. varying vec2 vUv;
  54. void main() {
  55. vUv = uv;
  56. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  57. }
  58. </script>
  59. <script>
  60. if ( WEBGL.isWebGLAvailable() === false ) {
  61. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  62. }
  63. var container, stats;
  64. var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
  65. var mouseX = 0, mouseY = 0;
  66. var windowHalfX = window.innerWidth / 2;
  67. var windowHalfY = window.innerHeight / 2;
  68. var rtTexture, material, quad;
  69. var delta = 0.01;
  70. init();
  71. animate();
  72. function init() {
  73. container = document.getElementById( 'container' );
  74. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
  75. camera.position.z = 100;
  76. cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  77. cameraRTT.position.z = 100;
  78. //
  79. scene = new THREE.Scene();
  80. sceneRTT = new THREE.Scene();
  81. sceneScreen = new THREE.Scene();
  82. var light = new THREE.DirectionalLight( 0xffffff );
  83. light.position.set( 0, 0, 1 ).normalize();
  84. sceneRTT.add( light );
  85. light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
  86. light.position.set( 0, 0, -1 ).normalize();
  87. sceneRTT.add( light );
  88. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  89. material = new THREE.ShaderMaterial( {
  90. uniforms: { time: { value: 0.0 } },
  91. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  92. fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
  93. } );
  94. var materialScreen = new THREE.ShaderMaterial( {
  95. uniforms: { tDiffuse: { value: rtTexture.texture } },
  96. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  97. fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
  98. depthWrite: false
  99. } );
  100. var plane = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
  101. quad = new THREE.Mesh( plane, material );
  102. quad.position.z = -100;
  103. sceneRTT.add( quad );
  104. var geometry = new THREE.TorusBufferGeometry( 100, 25, 15, 30 );
  105. var mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } );
  106. var mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
  107. zmesh1 = new THREE.Mesh( geometry, mat1 );
  108. zmesh1.position.set( 0, 0, 100 );
  109. zmesh1.scale.set( 1.5, 1.5, 1.5 );
  110. sceneRTT.add( zmesh1 );
  111. zmesh2 = new THREE.Mesh( geometry, mat2 );
  112. zmesh2.position.set( 0, 150, 100 );
  113. zmesh2.scale.set( 0.75, 0.75, 0.75 );
  114. sceneRTT.add( zmesh2 );
  115. quad = new THREE.Mesh( plane, materialScreen );
  116. quad.position.z = -100;
  117. sceneScreen.add( quad );
  118. var n = 5,
  119. geometry = new THREE.SphereBufferGeometry( 10, 64, 32 ),
  120. material2 = new THREE.MeshBasicMaterial( { color: 0xffffff, map: rtTexture.texture } );
  121. for( var j = 0; j < n; j ++ ) {
  122. for( var i = 0; i < n; i ++ ) {
  123. var mesh = new THREE.Mesh( geometry, material2 );
  124. mesh.position.x = ( i - ( n - 1 ) / 2 ) * 20;
  125. mesh.position.y = ( j - ( n - 1 ) / 2 ) * 20;
  126. mesh.position.z = 0;
  127. mesh.rotation.y = - Math.PI / 2;
  128. scene.add( mesh );
  129. }
  130. }
  131. renderer = new THREE.WebGLRenderer();
  132. renderer.setPixelRatio( window.devicePixelRatio );
  133. renderer.setSize( window.innerWidth, window.innerHeight );
  134. renderer.autoClear = false;
  135. container.appendChild( renderer.domElement );
  136. stats = new Stats();
  137. container.appendChild( stats.dom );
  138. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  139. }
  140. function onDocumentMouseMove( event ) {
  141. mouseX = ( event.clientX - windowHalfX );
  142. mouseY = ( event.clientY - windowHalfY );
  143. }
  144. //
  145. function animate() {
  146. requestAnimationFrame( animate );
  147. render();
  148. stats.update();
  149. }
  150. function render() {
  151. var time = Date.now() * 0.0015;
  152. camera.position.x += ( mouseX - camera.position.x ) * .05;
  153. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  154. camera.lookAt( scene.position );
  155. if ( zmesh1 && zmesh2 ) {
  156. zmesh1.rotation.y = - time;
  157. zmesh2.rotation.y = - time + Math.PI / 2;
  158. }
  159. if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
  160. delta *= -1;
  161. }
  162. material.uniforms.time.value += delta;
  163. renderer.clear();
  164. // Render first scene into texture
  165. renderer.render( sceneRTT, cameraRTT, rtTexture, true );
  166. // Render full screen quad with generated texture
  167. renderer.render( sceneScreen, cameraRTT );
  168. // Render second scene to screen
  169. // (using first scene as regular texture)
  170. renderer.render( scene, camera );
  171. }
  172. </script>
  173. </body>
  174. </html>