我试图让基本的渲染目标在我渲染到1个场景的地方工作,然后将其用作纹理来渲染四边形。我有一个基本的演示,但是当我运行它时,结果都是像素化的,好像它被渲染到一个小屏幕然后被拉伸到四边形。
这是我的代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<title></title>
<link rel="stylesheet" type="text/css" href="style.css">
<script src="three.min.js" type="text/javascript"></script>
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #ffffff;
}
</style>
</head>
<body>
<div id="container"></div>
<script id="vertex-shader-test" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader-test" type="x-shader/x-vertex">
void main() {
gl_FragColor = vec4(1,1,1,1);
}
</script>
<script id="vertex-shader-screen" type="x-shader/x-vertex">
varying vec2 vertexUV;
void main() {
vertexUV = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragment-shader-screen" type="x-shader/x-fragment">
precision highp float;
varying vec2 vertexUV;
uniform sampler2D rtTexture;
void main() {
gl_FragColor = texture2D(rtTexture, vertexUV);
}
</script>
<script>
var scene = null,
rtScene = null,
camera = null,
cameraRTT = null,
renderer = null,
plane = null;
var rtTexture;
init();
render();
function init()
{
container = document.getElementById( 'container' );
scene = new THREE.Scene();
rtScene = new THREE.Scene();
rtTexture = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat });
camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 1;
rtCamera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
rtCamera.position.z = 100;
rtCamera.position.y = 10;
var material2 = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertex-shader-test').textContent,
fragmentShader: document.getElementById('fragment-shader-test').textContent,
});
var geometry = new THREE.PlaneBufferGeometry(100, 100, 200, 200);
plane = new THREE.Mesh(geometry, material2);
plane.rotateX(-Math.PI / 2);
rtScene.add(plane);
var geometry = new THREE.PlaneBufferGeometry(1, 1);
var material = new THREE.ShaderMaterial({
uniforms: {
rtTexture: { type: "t", value: rtTexture }
},
vertexShader: document.getElementById('vertex-shader-screen').textContent,
fragmentShader: document.getElementById('fragment-shader-screen').textContent,
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false;
container.appendChild( renderer.domElement );
}
function render() {
requestAnimationFrame(render);
camera.lookAt(new THREE.Vector3(0,0,0));
rtCamera.lookAt(new THREE.Vector3(0,0,0));
renderer.render(rtScene, rtCamera, rtTexture, true);
renderer.render(scene, camera);
}
</script>
</body>
</html>
有什么想法吗?
答案 0 :(得分:2)
渲染将渲染目标映射到它的平面时,您正在使用透视相机。这将导致渲染输出的大小根据视野而变化。
例如,如果您将摄像机视野从20减少到10,摄像机将进一步放大,您将获得更加明显的踩踏(因为图像已进一步放大)。同样,增加视野,会缩小并减少步进。
但是,对于本例中的内容,我将使用正交投影作为输出渲染目标的主场景。