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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - Multiple Render Targets</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<!-- Write to G-Buffer -->
<script id="gbuffer-vert" type="x-shader/x-vertex">
in vec3 position;
in vec3 normal;
in vec2 uv;
out vec3 vNormal;
out vec2 vUv;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
void main() {
vUv = uv;
// get smooth normals
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
vec3 transformedNormal = normalMatrix * normal;
vNormal = normalize( transformedNormal );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="gbuffer-frag" type="x-shader/x-fragment">
precision highp float;
precision highp int;
layout(location = 0) out vec4 gColor;
layout(location = 1) out vec4 gNormal;
uniform sampler2D tDiffuse;
uniform vec2 repeat;
in vec3 vNormal;
in vec2 vUv;
void main() {
// write color to G-Buffer
gColor = texture( tDiffuse, vUv * repeat );
// write normals to G-Buffer
gNormal = vec4( normalize( vNormal ), 0.0 );
}
</script>
<!-- Read G-Buffer and render to screen -->
<script id="render-vert" type="x-shader/x-vertex">
in vec3 position;
in vec2 uv;
out vec2 vUv;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="render-frag" type="x-shader/x-fragment">
precision highp float;
precision highp int;
layout(location = 0) out vec4 pc_FragColor;
in vec2 vUv;
uniform sampler2D tDiffuse;
uniform sampler2D tNormal;
void main() {
vec3 diffuse = texture( tDiffuse, vUv ).rgb;
vec3 normal = texture( tNormal, vUv ).rgb;
pc_FragColor.rgb = mix( diffuse, normal, step( 0.5, vUv.x ) );
pc_FragColor.a = 1.0;
}
</script>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">threejs</a> webgl - Multiple RenderTargets
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import WebGL from 'three/addons/capabilities/WebGL.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, controls;
let renderTarget;
let postScene, postCamera;
const parameters = {
samples: 4,
wireframe: false
};
const gui = new GUI();
gui.add( parameters, 'samples', 0, 4 ).step( 1 );
gui.add( parameters, 'wireframe' );
gui.onChange( render );
init();
function init() {
if ( WebGL.isWebGL2Available() === false ) {
document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
return;
}
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// Create a multi render target with Float buffers
renderTarget = new THREE.WebGLMultipleRenderTargets(
window.innerWidth * window.devicePixelRatio,
window.innerHeight * window.devicePixelRatio,
2
);
for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
}
// Name our G-Buffer attachments for debugging
renderTarget.texture[ 0 ].name = 'diffuse';
renderTarget.texture[ 1 ].name = 'normal';
// Scene setup
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x222222 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
camera.position.z = 4;
const loader = new THREE.TextureLoader();
const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg', render );
diffuse.wrapS = THREE.RepeatWrapping;
diffuse.wrapT = THREE.RepeatWrapping;
scene.add( new THREE.Mesh(
new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
new THREE.RawShaderMaterial( {
vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
uniforms: {
tDiffuse: { value: diffuse },
repeat: { value: new THREE.Vector2( 5, 0.5 ) }
},
glslVersion: THREE.GLSL3
} )
) );
// PostProcessing setup
postScene = new THREE.Scene();
postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
postScene.add( new THREE.Mesh(
new THREE.PlaneGeometry( 2, 2 ),
new THREE.RawShaderMaterial( {
vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
uniforms: {
tDiffuse: { value: renderTarget.texture[ 0 ] },
tNormal: { value: renderTarget.texture[ 1 ] },
},
glslVersion: THREE.GLSL3
} )
) );
// Controls
controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
//controls.enableZoom = false;
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
const dpr = renderer.getPixelRatio();
renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
render();
}
function render() {
renderTarget.samples = parameters.samples;
scene.traverse( function ( child ) {
if ( child.material !== undefined ) {
child.material.wireframe = parameters.wireframe;
}
} );
// render scene into target
renderer.setRenderTarget( renderTarget );
renderer.render( scene, camera );
// render post FX
renderer.setRenderTarget( null );
renderer.render( postScene, postCamera );
}
</script>
</body>
</html>