Javascript 三个像素化渲染目标?
我试图得到一个基本的渲染目标,在这里我渲染到一个场景,然后使用它作为纹理在四边形上渲染。我有一个基本的演示,但当我运行它时,结果是全部像素化的,就好像它被渲染到一个小屏幕上,然后被拉伸到整个四边形 这是我的密码:Javascript 三个像素化渲染目标?,javascript,three.js,rendertarget,Javascript,Three.js,Rendertarget,我试图得到一个基本的渲染目标,在这里我渲染到一个场景,然后使用它作为纹理在四边形上渲染。我有一个基本的演示,但当我运行它时,结果是全部像素化的,就好像它被渲染到一个小屏幕上,然后被拉伸到整个四边形 这是我的密码: <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device
<!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>
身体{
颜色:#ffffff;
字体系列:Monospace;
字体大小:13px;
文本对齐:居中;
字体大小:粗体;
背景色:#000000;
边际:0px;
溢出:隐藏;
}
#信息{
位置:绝对位置;
顶部:0px;宽度:100%;
填充物:5px;
}
a{
颜色:#ffffff;
}
void main(){
gl_位置=投影矩阵*视图矩阵*模型矩阵*向量4(位置,1.0);
}
void main(){
gl_FragColor=vec4(1,1,1,1);
}
可变的vec2椎体;
void main(){
vertexUV=紫外线;
gl_位置=projectionMatrix*modelViewMatrix*vec4(位置,1.0);
}
高精度浮点;
可变的vec2椎体;
纹理均匀;
void main(){
gl_FragColor=纹理2D(rtTexture,vertexUV);
}
var scene=null,
rtScene=null,
摄像头=空,
cameraratt=null,
渲染器=空,
平面=零;
纹理;
init();
render();
函数init()
{
container=document.getElementById('container');
场景=新的三个。场景();
rtScene=new THREE.Scene();
rtTexture=new THREE.WebGLRenderTarget(window.innerWidth,window.innerHeight,{minFilter:THREE.LinearFilter,magFilter:THREE.NearestFilter,format:THREE.RGBFormat});
摄像头=新的三个透视摄像头(20,window.innerWidth/window.innerHeight,11000);
摄像机位置z=1;
rtCamera=新的三透视摄像头(45,window.innerWidth/window.innerHeight,11000);
rtCamera.position.z=100;
rtCamera.position.y=10;
var material2=新的3.SHADER材质({
vertexShader:document.getElementById('vertex-shader-test').textContent,
fragmentShader:document.getElementById('fragment-shader-test').textContent,
});
var geometry=新的三个.PlaneBufferGeometry(100100200200);
平面=新的三个网格(几何体、材料2);
平面旋转(-Math.PI/2);
rtScene.add(平面);
var几何=新的三个。平面缓冲几何(1,1);
var material=新的3.ShaderMaterial({
制服:{
rtTexture:{类型:“t”,值:rtTexture}
},
vertexShader:document.getElementById('vertex-shader-screen').textContent,
fragmentShader:document.getElementById('fragment-shader-screen').textContent,
});
var mesh=新的三个网格(几何体、材质);
场景。添加(网格);
renderer=new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth、window.innerHeight);
renderer.autoClear=false;
container.appendChild(renderer.doElement);
}
函数render(){
请求动画帧(渲染);
摄像机。注视(新三个。矢量3(0,0,0));
rtCamera.lookAt(新三向量3(0,0,0));
render.render(rtScene、rtCamera、rtTexture、true);
渲染器。渲染(场景、摄影机);
}
有什么想法吗?在渲染渲染目标映射到的平面时,您正在使用透视摄影机。这将导致渲染输出的大小随视野的不同而变化 例如,如果将摄影机的视野从20缩小到10,摄影机将进一步放大,并且您将获得更明显的步进效果(因为图像已进一步放大)。类似地,增加视野将缩小并减少步进 但是,对于本例中的内容,我将对输出渲染目标的主场景使用正交投影