webgl2_multiple_rendertargets_multisampled.html 8.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - Multiple Render Targets MultiSampled</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. layout(location = 0) out vec4 pc_FragColor;
  59. in vec2 vUv;
  60. uniform sampler2D tDiffuse;
  61. uniform sampler2D tNormal;
  62. void main() {
  63. vec3 diffuse = texture( tDiffuse, vUv ).rgb;
  64. vec3 normal = texture( tNormal, vUv ).rgb;
  65. pc_FragColor = vec4(vec3(0.), 1.);
  66. pc_FragColor.rgb += mix( diffuse, normal, step( 0.5, vUv.x ) );
  67. }
  68. </script>
  69. </head>
  70. <body>
  71. <div id="info">
  72. <a href="http://threejs.org" target="_blank">threejs</a> - WebGL - Multiple Render Targets Multisampled<br/>
  73. Created by <a href="http://twitter.com/onirenaud" target="_blank">@onirenaud</a> with the help of <a href="http://twitter.com/Cody_J_Bennett" target="_blank">@Cody_J_Bennett</a>.
  74. </div>
  75. <div id="container">
  76. </div>
  77. <!-- Import maps polyfill -->
  78. <!-- Remove this when import maps will be widely supported -->
  79. <script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
  80. <script type="importmap">
  81. {
  82. "imports": {
  83. "three": "../build/three.module.js"
  84. }
  85. }
  86. </script>
  87. <script type="module">
  88. import * as THREE from 'three';
  89. import WebGL from './jsm/capabilities/WebGL.js';
  90. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  91. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  92. import Stats from './jsm/libs/stats.module.js';
  93. let camera, scene, renderer, controls, container, group;
  94. let renderTarget;
  95. let postScene, postCamera;
  96. let stats;
  97. const clock = new THREE.Clock();
  98. // Create a multi render target with Float buffers
  99. const gui = new GUI();
  100. const effectController = {
  101. msaa: true
  102. };
  103. init();
  104. gui.add( effectController, 'msaa', true ).onChange( () => {
  105. renderTarget.samples = effectController.msaa ? 4 : 0;
  106. render();
  107. } );
  108. function init() {
  109. container = document.getElementById( 'container' );
  110. if ( WebGL.isWebGL2Available() === false ) {
  111. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  112. return;
  113. }
  114. renderer = new THREE.WebGLRenderer();
  115. renderer.setPixelRatio( 1 );
  116. renderer.setSize( window.innerWidth, window.innerHeight );
  117. container.appendChild( renderer.domElement );
  118. stats = new Stats();
  119. stats.domElement.style.position = 'absolute';
  120. stats.domElement.style.top = '0px';
  121. container.appendChild( stats.domElement );
  122. renderTarget = new THREE.WebGLMultipleRenderTargets(
  123. window.innerWidth,
  124. window.innerHeight,
  125. 2,
  126. {
  127. samples: effectController.msaa ? 4 : 0,
  128. depthBuffer: true,
  129. stencilBuffer: true,
  130. }
  131. );
  132. for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
  133. renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
  134. renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
  135. }
  136. // Name our G-Buffer attachments for debugging
  137. renderTarget.texture[ 0 ].name = 'diffuse';
  138. renderTarget.texture[ 1 ].name = 'normal';
  139. // Scene setup
  140. scene = new THREE.Scene();
  141. scene.fog = new THREE.Fog( 0xa0a0a0, 500, 2000 );
  142. const groundMat = new THREE.MeshBasicMaterial( { color: 0xffffff, transparent: true } );
  143. groundMat.onBeforeCompile = function ( shader ) {
  144. shader.fragmentShader = `
  145. layout(location = 1) out vec4 gOther;
  146. ${shader.fragmentShader}
  147. `;
  148. shader.fragmentShader = shader.fragmentShader.replace(
  149. '#include <fog_fragment>',
  150. `
  151. #include <fog_fragment>
  152. gOther = gl_FragColor;
  153. `
  154. );
  155. };
  156. const ground = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000 ), groundMat );
  157. ground.position.y = - 100;
  158. ground.rotation.x = - Math.PI / 2;
  159. scene.add( ground );
  160. scene.background = new THREE.Color( 0xa0a0a0 );
  161. container = document.getElementById( 'container' );
  162. camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 2000 );
  163. camera.position.z = 500;
  164. const diffuse = new THREE.TextureLoader().load(
  165. 'textures/brick_diffuse.jpg'
  166. );
  167. diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
  168. group = new THREE.Group();
  169. const geometry = new THREE.TorusKnotGeometry( 10, 3.3, 12, 32 );
  170. for ( let i = 0; i < 10; i ++ ) {
  171. const material = new THREE.RawShaderMaterial( {
  172. vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
  173. fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
  174. uniforms: {
  175. tDiffuse: { value: diffuse },
  176. repeat: { value: new THREE.Vector2( 5, 0.5 ) }
  177. },
  178. wireframe: i % 2 === 0,
  179. glslVersion: THREE.GLSL3
  180. } );
  181. const mesh = new THREE.Mesh( geometry, material );
  182. mesh.position.x = ( i / 10 ) * 600 - 300;
  183. mesh.position.y = ( i / 10 ) * 200 - 100;
  184. mesh.position.z = Math.random() * 600 - 300;
  185. mesh.rotation.x = Math.random();
  186. mesh.rotation.z = Math.random();
  187. mesh.scale.setScalar( Math.random() * 5 + 5 );
  188. group.add( mesh );
  189. }
  190. scene.add( group );
  191. // PostProcessing setup
  192. postScene = new THREE.Scene();
  193. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  194. postScene.add( new THREE.Mesh(
  195. new THREE.PlaneGeometry( 2, 2 ),
  196. new THREE.RawShaderMaterial( {
  197. vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
  198. fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
  199. uniforms: {
  200. tDiffuse: { value: renderTarget.texture[ 0 ] },
  201. tNormal: { value: renderTarget.texture[ 1 ] },
  202. },
  203. glslVersion: THREE.GLSL3
  204. } )
  205. ) );
  206. // Controls
  207. controls = new OrbitControls( camera, renderer.domElement );
  208. controls.addEventListener( 'change', render );
  209. controls.enableZoom = false;
  210. controls.screenSpacePanning = true;
  211. window.addEventListener( 'resize', onWindowResize );
  212. animate();
  213. }
  214. function onWindowResize() {
  215. camera.aspect = window.innerWidth / window.innerHeight;
  216. camera.updateProjectionMatrix();
  217. renderer.setSize( window.innerWidth, window.innerHeight );
  218. renderTarget.setSize( window.innerWidth, window.innerHeight );
  219. render();
  220. }
  221. function render() {
  222. // render scene into target
  223. renderer.setRenderTarget( renderTarget );
  224. renderer.render( scene, camera );
  225. // render post FX
  226. renderer.setRenderTarget( null );
  227. renderer.render( postScene, postCamera );
  228. }
  229. function animate() {
  230. requestAnimationFrame( animate );
  231. controls.update();
  232. group.rotation.y += clock.getDelta() * 0.1;
  233. stats.update();
  234. render();
  235. }
  236. </script>
  237. </body>
  238. </html>
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