Render to texture
simple
by jmcjc5u
HTML
<div id="info">Render to Texture</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 10px;
position: absolute;
}
#info {
position: absolute;
top: 3%;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
JavaScript
var renderer, camera;
var scene, sceneRTT, renderTarget, mesh;
var angle = 0;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.y = 80;
camera.position.z = 400;
camera.lookAt(new THREE.Vector3(0, 0, 0));
let controls = new THREE.OrbitControls(camera, renderer.domElement);
var ambientLight = new THREE.AmbientLight(0x555555);
scene.add(ambientLight);
window.addEventListener('resize', onWindowResize, false);
/////////////////////////////////////////////////////////
// render a rotating teapot to texture
// then apply the texture to a quad
sceneRTT = new THREE.Scene();
let pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(0, 300, 200);
sceneRTT.add(pointLight);
renderTarget = new THREE.WebGLRenderTarget(
1024, 1024, {
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBFormat
}
);
mesh = new THREE.Mesh(new THREE.TorusKnotGeometry(2, .4, 100, 16),
new THREE.MeshLambertMaterial({
color: 0xff1234
}));
mesh.scale.set(32, 32, 32);
sceneRTT.add(mesh);
let plane = new THREE.PlaneBufferGeometry(300, 300);
let quad = new THREE.Mesh(plane,
new THREE.MeshBasicMaterial({
map: renderTarget.texture,
side: THREE.DoubleSide
}));
scene.add(quad);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function checkRenderTarget() {
debugger;
console.log (renderTarget.texture.image)
}
function animate() {
angle += 0.005;
requestAnimationFrame(animate);
mesh.rotation.y = -angle;
// render...