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216 lines
4.8 KiB
216 lines
4.8 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - framebuffer - texture</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#777;
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padding:0;
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margin:0;
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overflow:hidden;
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}
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#info {
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position: absolute;
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top: 0px;
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width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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}
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a {
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color: #ffffff;
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}
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#overlay {
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position: fixed;
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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height: 100%;
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width: 100%;
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top: 0;
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z-index: 999;
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}
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#overlay > div {
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height: 128px;
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width: 128px;
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border: 1px solid white;
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}
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</style>
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<script src="../build/three.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/WebGL.js"></script>
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> framebuffer to texture <br/>
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The area of the white square is copied from the framebuffer to a texture (shown in the top-left corner).
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</div>
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<div id="overlay">
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<div>
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</div>
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</div>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var camera, scene, renderer;
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var mesh, sprite, texture;
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var cameraOrtho, sceneOrtho;
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var dpr = window.devicePixelRatio;
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var textureSize = 128 * dpr;
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var vector = new THREE.Vector2();
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init();
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animate();
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function init() {
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//
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var width = window.innerWidth;
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var height = window.innerHeight;
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camera = new THREE.PerspectiveCamera( 70, width / height, 1, 1000 );
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camera.position.z = 20;
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cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
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cameraOrtho.position.z = 10;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x20252f );
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sceneOrtho = new THREE.Scene();
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//
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var geometry = new THREE.TorusKnotBufferGeometry( 3, 1, 256, 32 );
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var material = new THREE.MeshStandardMaterial( { color: 0x6083c2 } );
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mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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//
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var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
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scene.add( ambientLight );
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var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
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camera.add( pointLight );
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scene.add( camera );
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//
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var data = new Uint8Array( textureSize * textureSize * 3 );
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texture = new THREE.DataTexture( data, textureSize, textureSize, THREE.RGBFormat );
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.needsUpdate = true;
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//
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var spriteMaterial = new THREE.SpriteMaterial( { map: texture } );
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sprite = new THREE.Sprite( spriteMaterial );
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sprite.scale.set( textureSize, textureSize, 1 );
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sceneOrtho.add( sprite );
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updateSpritePosition();
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.autoClear = false;
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document.body.appendChild( renderer.domElement );
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//
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var overlay = document.getElementById( 'overlay' );
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var controls = new THREE.OrbitControls( camera, overlay );
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controls.enablePan = false;
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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var width = window.innerWidth;
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var height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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cameraOrtho.left = - width / 2;
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cameraOrtho.right = width / 2;
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cameraOrtho.top = height / 2;
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cameraOrtho.bottom = - height / 2;
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cameraOrtho.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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updateSpritePosition();
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}
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function updateSpritePosition() {
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var halfWidth = window.innerWidth / 2;
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var halfHeight = window.innerHeight / 2;
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var halfImageWidth = textureSize / 2;
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var halfImageHeight = textureSize / 2;
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sprite.position.set( - halfWidth + halfImageWidth, halfHeight - halfImageHeight, 1 );
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}
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function animate() {
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requestAnimationFrame( animate );
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mesh.rotation.x += 0.005;
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mesh.rotation.y += 0.01;
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renderer.clear();
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renderer.render( scene, camera );
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// calculate start position for copying data
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vector.x = ( window.innerWidth * dpr / 2 ) - ( textureSize / 2 );
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vector.y = ( window.innerHeight * dpr / 2 ) - ( textureSize / 2 );
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renderer.copyFramebufferToTexture( vector, texture );
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renderer.clearDepth();
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renderer.render( sceneOrtho, cameraOrtho );
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}
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</script>
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</body>
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</html>
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