webgl_multiple_rendertargets.html 6.4 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. <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. vec4 LinearTosRGB( in vec4 value ) {
  59. 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 );
  60. }
  61. layout(location = 0) out vec4 pc_FragColor;
  62. in vec2 vUv;
  63. uniform sampler2D tDiffuse;
  64. uniform sampler2D tNormal;
  65. void main() {
  66. vec4 diffuse = texture( tDiffuse, vUv );
  67. vec4 normal = texture( tNormal, vUv );
  68. pc_FragColor = mix( diffuse, normal, step( 0.5, vUv.x ) );
  69. pc_FragColor.a = 1.0;
  70. pc_FragColor = LinearTosRGB( pc_FragColor );
  71. }
  72. </script>
  73. </head>
  74. <body>
  75. <div id="info">
  76. <a href="https://threejs.org" target="_blank">threejs</a> webgl - Multiple RenderTargets
  77. </div>
  78. <script type="importmap">
  79. {
  80. "imports": {
  81. "three": "../build/three.module.js",
  82. "three/addons/": "./jsm/"
  83. }
  84. }
  85. </script>
  86. <script type="module">
  87. import * as THREE from 'three';
  88. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  89. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  90. let camera, scene, renderer, controls;
  91. let renderTarget;
  92. let postScene, postCamera;
  93. const parameters = {
  94. samples: 4,
  95. wireframe: false
  96. };
  97. const gui = new GUI();
  98. gui.add( parameters, 'samples', 0, 4 ).step( 1 );
  99. gui.add( parameters, 'wireframe' );
  100. gui.onChange( render );
  101. init();
  102. function init() {
  103. renderer = new THREE.WebGLRenderer();
  104. renderer.setPixelRatio( window.devicePixelRatio );
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. document.body.appendChild( renderer.domElement );
  107. // Create a multi render target with Float buffers
  108. renderTarget = new THREE.WebGLRenderTarget(
  109. window.innerWidth * window.devicePixelRatio,
  110. window.innerHeight * window.devicePixelRatio,
  111. {
  112. count: 2,
  113. minFilter: THREE.NearestFilter,
  114. magFilter: THREE.NearestFilter
  115. }
  116. );
  117. // Name our G-Buffer attachments for debugging
  118. renderTarget.textures[ 0 ].name = 'diffuse';
  119. renderTarget.textures[ 1 ].name = 'normal';
  120. // Scene setup
  121. scene = new THREE.Scene();
  122. scene.background = new THREE.Color( 0x222222 );
  123. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  124. camera.position.z = 4;
  125. const loader = new THREE.TextureLoader();
  126. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg', render );
  127. diffuse.wrapS = THREE.RepeatWrapping;
  128. diffuse.wrapT = THREE.RepeatWrapping;
  129. diffuse.colorSpace = THREE.SRGBColorSpace;
  130. scene.add( new THREE.Mesh(
  131. new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
  132. new THREE.RawShaderMaterial( {
  133. name: 'G-Buffer Shader',
  134. vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
  135. fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
  136. uniforms: {
  137. tDiffuse: { value: diffuse },
  138. repeat: { value: new THREE.Vector2( 5, 0.5 ) }
  139. },
  140. glslVersion: THREE.GLSL3
  141. } )
  142. ) );
  143. // PostProcessing setup
  144. postScene = new THREE.Scene();
  145. postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  146. postScene.add( new THREE.Mesh(
  147. new THREE.PlaneGeometry( 2, 2 ),
  148. new THREE.RawShaderMaterial( {
  149. name: 'Post-FX Shader',
  150. vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
  151. fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
  152. uniforms: {
  153. tDiffuse: { value: renderTarget.textures[ 0 ] },
  154. tNormal: { value: renderTarget.textures[ 1 ] },
  155. },
  156. glslVersion: THREE.GLSL3
  157. } )
  158. ) );
  159. // Controls
  160. controls = new OrbitControls( camera, renderer.domElement );
  161. controls.addEventListener( 'change', render );
  162. window.addEventListener( 'resize', onWindowResize );
  163. }
  164. function onWindowResize() {
  165. camera.aspect = window.innerWidth / window.innerHeight;
  166. camera.updateProjectionMatrix();
  167. renderer.setSize( window.innerWidth, window.innerHeight );
  168. const dpr = renderer.getPixelRatio();
  169. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  170. render();
  171. }
  172. function render() {
  173. renderTarget.samples = parameters.samples;
  174. scene.traverse( function ( child ) {
  175. if ( child.material !== undefined ) {
  176. child.material.wireframe = parameters.wireframe;
  177. }
  178. } );
  179. // render scene into target
  180. renderer.setRenderTarget( renderTarget );
  181. renderer.render( scene, camera );
  182. // render post FX
  183. renderer.setRenderTarget( null );
  184. renderer.render( postScene, postCamera );
  185. }
  186. </script>
  187. </body>
  188. </html>