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three.js/examples/render_to_texture.html
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<!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="js/Stats.js"></script>
<script type="text/javascript" src="../build/ThreeExtras.js"></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 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 type="text/javascript">
var container, stats;
var cameraRTT, camera, sceneRTT, scene, renderer;
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();
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 );
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( 256, 256 );
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
} );
quad = new THREE.Mesh( new Plane( 2000, 1000 ), material );
quad.position.z = -1000;
sceneRTT.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 onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
var delta = 0.01;
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
// Render to texture
if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
delta *= -1;
}
material.uniforms.time.value += delta;
renderer.clear();
renderer.render( sceneRTT, cameraRTT, rtTexture );
renderer.context.depthMask(0);
renderer.render( sceneRTT, cameraRTT );
renderer.context.depthMask(1);
// Render to screen
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>