webgl_multiple_rendertargets.html 6.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - Multiple Render Targets</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. <meta property="og:title" content="three.js webgl - Multiple Render Targets">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_multiple_rendertargets.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_multiple_rendertargets.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. <!-- Write to G-Buffer -->
  13. <script id="gbuffer-vert" type="x-shader/x-vertex">
  14. in vec3 position;
  15. in vec3 normal;
  16. in vec2 uv;
  17. out vec3 vNormal;
  18. out vec2 vUv;
  19. uniform mat4 modelViewMatrix;
  20. uniform mat4 projectionMatrix;
  21. uniform mat3 normalMatrix;
  22. void main() {
  23. vUv = uv;
  24. // get smooth normals
  25. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  26. vec3 transformedNormal = normalMatrix * normal;
  27. vNormal = normalize( transformedNormal );
  28. gl_Position = projectionMatrix * mvPosition;
  29. }
  30. </script>
  31. <script id="gbuffer-frag" type="x-shader/x-fragment">
  32. precision highp float;
  33. precision highp int;
  34. layout(location = 0) out vec4 gColor;
  35. layout(location = 1) out vec4 gNormal;
  36. uniform sampler2D tDiffuse;
  37. uniform vec2 repeat;
  38. in vec3 vNormal;
  39. in vec2 vUv;
  40. void main() {
  41. // write color to G-Buffer
  42. gColor = texture( tDiffuse, vUv * repeat );
  43. // write normals to G-Buffer
  44. gNormal = vec4( normalize( vNormal ), 0.0 );
  45. }
  46. </script>
  47. <!-- Read G-Buffer and render to screen -->
  48. <script id="render-vert" type="x-shader/x-vertex">
  49. in vec3 position;
  50. in vec2 uv;
  51. out vec2 vUv;
  52. uniform mat4 modelViewMatrix;
  53. uniform mat4 projectionMatrix;
  54. void main() {
  55. vUv = uv;
  56. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  57. }
  58. </script>
  59. <script id="render-frag" type="x-shader/x-fragment">
  60. precision highp float;
  61. precision highp int;
  62. vec4 LinearTosRGB( in vec4 value ) {
  63. return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
  64. }
  65. layout(location = 0) out vec4 pc_FragColor;
  66. in vec2 vUv;
  67. uniform sampler2D tDiffuse;
  68. uniform sampler2D tNormal;
  69. void main() {
  70. vec4 diffuse = texture( tDiffuse, vUv );
  71. vec4 normal = texture( tNormal, vUv );
  72. pc_FragColor = mix( diffuse, normal, step( 0.5, vUv.x ) );
  73. pc_FragColor.a = 1.0;
  74. pc_FragColor = LinearTosRGB( pc_FragColor );
  75. }
  76. </script>
  77. </head>
  78. <body>
  79. <div id="info">
  80. <a href="https://threejs.org" target="_blank">threejs</a> webgl - Multiple RenderTargets
  81. </div>
  82. <script type="importmap">
  83. {
  84. "imports": {
  85. "three": "../build/three.module.js",
  86. "three/addons/": "./jsm/"
  87. }
  88. }
  89. </script>
  90. <script type="module">
  91. import * as THREE from 'three';
  92. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  93. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  94. let camera, scene, renderer, controls;
  95. let renderTarget;
  96. let postScene, postCamera;
  97. const parameters = {
  98. samples: 4,
  99. wireframe: false
  100. };
  101. const gui = new GUI();
  102. gui.add( parameters, 'samples', 0, 4 ).step( 1 );
  103. gui.add( parameters, 'wireframe' );
  104. gui.onChange( render );
  105. init();
  106. function init() {
  107. renderer = new THREE.WebGLRenderer();
  108. renderer.setPixelRatio( window.devicePixelRatio );
  109. renderer.setSize( window.innerWidth, window.innerHeight );
  110. document.body.appendChild( renderer.domElement );
  111. // Create a multi render target with Float buffers
  112. renderTarget = new THREE.WebGLRenderTarget(
  113. window.innerWidth * window.devicePixelRatio,
  114. window.innerHeight * window.devicePixelRatio,
  115. {
  116. count: 2,
  117. minFilter: THREE.NearestFilter,
  118. magFilter: THREE.NearestFilter
  119. }
  120. );
  121. // Name our G-Buffer attachments for debugging
  122. renderTarget.textures[ 0 ].name = 'diffuse';
  123. renderTarget.textures[ 1 ].name = 'normal';
  124. // Scene setup
  125. scene = new THREE.Scene();
  126. scene.background = new THREE.Color( 0x222222 );
  127. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  128. camera.position.z = 4;
  129. const loader = new THREE.TextureLoader();
  130. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg', render );
  131. diffuse.wrapS = THREE.RepeatWrapping;
  132. diffuse.wrapT = THREE.RepeatWrapping;
  133. diffuse.colorSpace = THREE.SRGBColorSpace;
  134. scene.add( new THREE.Mesh(
  135. new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
  136. new THREE.RawShaderMaterial( {
  137. name: 'G-Buffer Shader',
  138. vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
  139. fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
  140. uniforms: {
  141. tDiffuse: { value: diffuse },
  142. repeat: { value: new THREE.Vector2( 5, 0.5 ) }
  143. },
  144. glslVersion: THREE.GLSL3
  145. } )
  146. ) );
  147. // PostProcessing setup
  148. postScene = new THREE.Scene();
  149. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  150. postScene.add( new THREE.Mesh(
  151. new THREE.PlaneGeometry( 2, 2 ),
  152. new THREE.RawShaderMaterial( {
  153. name: 'Post-FX Shader',
  154. vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
  155. fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
  156. uniforms: {
  157. tDiffuse: { value: renderTarget.textures[ 0 ] },
  158. tNormal: { value: renderTarget.textures[ 1 ] },
  159. },
  160. glslVersion: THREE.GLSL3
  161. } )
  162. ) );
  163. // Controls
  164. controls = new OrbitControls( camera, renderer.domElement );
  165. controls.addEventListener( 'change', render );
  166. window.addEventListener( 'resize', onWindowResize );
  167. }
  168. function onWindowResize() {
  169. camera.aspect = window.innerWidth / window.innerHeight;
  170. camera.updateProjectionMatrix();
  171. renderer.setSize( window.innerWidth, window.innerHeight );
  172. const dpr = renderer.getPixelRatio();
  173. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  174. render();
  175. }
  176. function render() {
  177. renderTarget.samples = parameters.samples;
  178. scene.traverse( function ( child ) {
  179. if ( child.material !== undefined ) {
  180. child.material.wireframe = parameters.wireframe;
  181. }
  182. } );
  183. // render scene into target
  184. renderer.setRenderTarget( renderTarget );
  185. renderer.render( scene, camera );
  186. // render post FX
  187. renderer.setRenderTarget( null );
  188. renderer.render( postScene, postCamera );
  189. }
  190. </script>
  191. </body>
  192. </html>
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