Files
three.js/examples/render_to_texture.html
T
alteredq 2ecbe2dec2 A lot of bugfixing and refactoring.
- getters/setters are no more in Vector3
  - object hierarchies thus don't use "isDirty"
  - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers
  - even without this, performance of hierarchies went up (a lot)

- objects do not get passed renderer anymore
  - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?)

- material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter)

- all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different)

- CanvasRender still broken, despite many efforts :(
   - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
2011-02-18 00:31:08 +01:00

277 lines
8.2 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - render-to-texture - webgl</title>
<meta charset="utf-8">
<style type="text/css">
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #ffffff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> render-to-texture webgl example</div>
<script type="text/javascript" src="../build/ThreeExtras.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script id="fragment_shader_screen" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D tDiffuse;
void main(void)
{
//gl_FragColor = texture2D( tDiffuse, vec2( vUv.x, 1.0 - vUv.y ) );
gl_FragColor = texture2D( tDiffuse, vUv );
}
</script>
<script id="fragment_shader_pass_1" type="x-shader/x-fragment">
varying vec2 vUv;
uniform float time;
void main(void)
{
//gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
float r = vUv.x;
if( vUv.y < 0.5 ) r = 0.0;
float g = vUv.y;
if( vUv.x < 0.5 ) g = 0.0;
gl_FragColor = vec4( r, g, time, 1.0 );
}
</script>
<script id="vertex_shader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
//gl_Position = vec4( position, 1.0 );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="text/javascript">
if ( ! THREE.Detector.webgl ) THREE.Detector.addGetWebGLMessage();
var container, stats;
var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var rtTexture, material, quad;
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.getElementById( 'container' );
cameraRTT = new THREE.Camera();
cameraRTT.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
cameraRTT.position.z = 100;
camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 100;
camera.updateMatrix();
sceneRTT = new THREE.Scene();
sceneScreen = new THREE.Scene();
scene = new THREE.Scene();
var light = new THREE.DirectionalLight( 0xffffff );
light.position.x = 0;
light.position.y = 0;
light.position.z = 1;
light.position.normalize();
scene.addLight( light );
sceneRTT.addLight( light );
sceneScreen.addLight( light );
light = new THREE.DirectionalLight( 0xffaaaa, 0.5 );
light.position.x = -1;
light.position.y = 0;
light.position.z = -1;
light.position.normalize();
scene.addLight( light );
rtTexture = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
material = new THREE.MeshShaderMaterial( {
uniforms: { time: { type: "f", value: 0.0 } },
vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
fragment_shader: document.getElementById( 'fragment_shader_pass_1' ).textContent
} );
var materialScreen = new THREE.MeshShaderMaterial( {
uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture } },
vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
fragment_shader: document.getElementById( 'fragment_shader_screen' ).textContent
} );
//var mt = new THREE.MeshBasicMaterial( { color:0xffffff, map: ImageUtils.loadTexture( "textures/land_ocean_ice_cloud_2048.jpg" ) } );
var plane = new Plane( window.innerWidth, window.innerHeight );
quad = new THREE.Mesh( plane, material );
quad.position.z = -100;
sceneRTT.addObject( quad );
var loader = new THREE.Loader();
loader.loadBinary( { model: "obj/torus/Torus_bin.js", callback: function( geometry ) { createMesh( geometry, sceneRTT ) } } );
quad = new THREE.Mesh( plane, materialScreen );
quad.position.z = -100;
sceneScreen.addObject( quad );
var n = 5,
geometry = new Sphere( 10, 64, 32 ),
material2 = new THREE.MeshLambertMaterial( { color:0xffffff, map: rtTexture } );
//material2 = new THREE.MeshBasicMaterial( { color:0xffffff, map: rtTexture } );
for( var j = 0; j < n; j++ ) {
for( var i = 0; i < n; i++ ) {
mesh = new THREE.Mesh( geometry, material2 );
mesh.position.x = ( i - (n-1)/2 ) * 20;
mesh.position.y = ( j - (n-1)/2 ) * 20;
mesh.position.z = 0;
mesh.rotation.y = 1.57;
scene.addObject( mesh );
}
}
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function createMesh( geometry, xscene ) {
var mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular:0xffaa00, shininess:5 } ),
mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular:0xff2200, shininess:5 } );
zmesh1 = new THREE.Mesh( geometry, mat1 );
zmesh1.position.x = 0;
zmesh1.position.y = 0;
zmesh1.position.z = 100;
zmesh1.scale.x = zmesh1.scale.y = zmesh1.scale.z = 150;
xscene.addObject( zmesh1 );
zmesh2 = new THREE.Mesh( geometry, mat2 );
zmesh2.position.x = 0;
zmesh2.position.y = 150;
zmesh2.position.z = 100;
zmesh2.scale.x = zmesh2.scale.y = zmesh2.scale.z = 75;
xscene.addObject( zmesh2 );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
var delta = 0.01;
function loop() {
var time = new Date().getTime() * 0.0015;
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
if ( zmesh1 && zmesh2 ) {
zmesh1.rotation.x = 1.57;
zmesh1.rotation.z = time;
zmesh2.rotation.z = 1.57;
zmesh2.rotation.y = -time;
}
if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
delta *= -1;
}
material.uniforms.time.value += delta;
renderer.clear();
// Render first scene into texture
renderer.render( sceneRTT, cameraRTT, rtTexture );
// Render full screen quad with generated texture
// (disable depth writing so that it stays in the background)
renderer.context.depthMask( 0 );
renderer.render( sceneScreen, cameraRTT );
//renderer.render( sceneRTT, cameraRTT );
renderer.context.depthMask( 1 );
// Render second scene to screen
// (using first scene as regular texture)
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>