How to use the WebGLRenderTarget function from three
Find comprehensive JavaScript three.WebGLRenderTarget code examples handpicked from public code repositorys.
three.WebGLRenderTarget is a class in the Three.js library that represents a render target for rendering three-dimensional scenes using WebGL.
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transparent: true, blending: THREE.AdditiveBlending, depthTest: false, depthWrite: false, }); const sampleRenderTarget = new THREE.WebGLRenderTarget(rt.width, rt.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: true,
GitHub: K3D-tools/K3D-jupyter
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THREE.NearestFilter, ); colormap.needsUpdate = true; if (config.shadow !== 'off') { textureRTT = new THREE.WebGLRenderTarget(lightMapRenderTargetSize, lightMapRenderTargetSize, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RedFormat, type: THREE.UnsignedByteType,
How does three.WebGLRenderTarget work?
three.WebGLRenderTarget is a class in the Three.js library that represents a rendering target, which is a texture where a scene is rendered offscreen, enabling post-processing and other rendering effects before displaying the final result on the screen. It is used to set up a WebGL rendering context with a custom resolution, format, and depth buffer, to which a scene can be rendered and then applied as a texture to a mesh or any other object in the scene. The render target can also be used to create a chain of rendering effects such as shadows, reflections, refractions, and bloom by applying multiple passes on the same texture.
GitHub: JackGit/xplan
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_createOutGlow () { this.blurScene = new THREE.Scene() this.glowGroup = Glow.createOuterGlow() this.blurScene.add(this.glowGroup) let blurRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: true
GitHub: edankwan/hyper-mix
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}); _mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _copyShader ); _scene.add( _mesh ); _positionRenderTarget = new THREE.WebGLRenderTarget(TEXTURE_WIDTH, TEXTURE_HEIGHT, { wrapS: THREE.ClampToEdgeWrapping, wrapT: THREE.ClampToEdgeWrapping, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter,
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Ai Example
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const renderTarget = new THREE.WebGLRenderTarget(width, height, options);
Here, width and height are the width and height of the render target, respectively. options is an optional object that can contain the following properties: wrapS: The texture wrapping mode for the horizontal direction. Defaults to THREE.ClampToEdgeWrapping. wrapT: The texture wrapping mode for the vertical direction. Defaults to THREE.ClampToEdgeWrapping. minFilter: The texture minification filter. Defaults to THREE.LinearFilter. magFilter: The texture magnification filter. Defaults to THREE.LinearFilter. format: The texture format. Defaults to THREE.RGBAFormat. type: The texture data type. Defaults to THREE.UnsignedByteType. depthBuffer: Whether to create a depth buffer. Defaults to true. stencilBuffer: Whether to create a stencil buffer. Defaults to true. generateMipmaps: Whether to generate mipmaps. Defaults to false. anisotropy: The level of anisotropy to use for texture filtering. Defaults to 1. encoding: The texture encoding. Defaults to THREE.LinearEncoding. depthTexture: Whether to create a depth texture. Defaults to false. javascript Copy code
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const {unpackRGBAToScenePosition} = require("./utils/UnpackRGB"); class GPUPickerHelper { constructor() { this.pickingTexture = new THREE.WebGLRenderTarget(1, 1, {minFilter: THREE.LinearFilter}); this.renderTarget = new THREE.WebGLRenderTarget(0, 0, {minFilter: THREE.LinearFilter}); this.pixelBuffer = new Uint8Array(4); this.pickedObject = null; this.selectableObjects = {};
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fragmentShader: rawShaderPrefix + shaderParse(glslify('../glsl/depth1.frag')) }); } function _createRenderTarget(isRGBA, isFloat) { return new THREE.WebGLRenderTarget(1, 1, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: isRGBA ? THREE.RGBAFormat : THREE.RGBFormat, type: isFloat ? THREE.FloatType : THREE.UnsignedByteType
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var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false }; var renderTarget = new THREE.WebGLRenderTarget( width, height, parameters ); var renderTargetX2 = new THREE.WebGLRenderTarget( width / 2, height / 2, parameters ); var renderTargetX4 = new THREE.WebGLRenderTarget( width / 4, height / 4, parameters ); var renderTargetX8 = new THREE.WebGLRenderTarget( width / 8, height / 8, parameters ); var renderTargetX16 = new THREE.WebGLRenderTarget( width / 16, height / 16, parameters ); var composers = []; var blurIterations = 4;
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GitHub: kentywang/Agamari
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// document.body.appendChild( stats.dom ); // effect composer for post-processing (renderer goes thru this) var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false }; var renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, parameters ); composer = new THREE.EffectComposer( renderer, renderTarget ); composer.addPass( new THREE.RenderPass( scene, camera ) );
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GitHub: edankwan/touch-leap-motion
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}); _fboMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _copyShader ); _fboScene.add( _fboMesh ); _velocityRenderTarget = new THREE.WebGLRenderTarget( settings.simulatorTextureWidth, settings.simulatorTextureHeight, { wrapS: THREE.RepeatWrapping, wrapT: THREE.RepeatWrapping, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter,
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function _createTarget(width, height) { // var size = _renderer.getSize(); var target = new THREE.WebGLRenderTarget(width, height, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat, type: THREE.FloatType,
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var size = renderer.getSize(new THREE.Vector2()); this._pixelRatio = renderer.getPixelRatio(); this._width = size.width; this._height = size.height; renderTarget = new THREE.WebGLRenderTarget(this._width * this._pixelRatio, this._height * this._pixelRatio, parameters); renderTarget.texture.name = 'EffectComposer.rt1'; } else {
GitHub: shianqi/3d-wind
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format: THREE.RGBAFormat, stencilBuffer: false, } var size = renderer.getDrawingBufferSize() renderTarget = new THREE.WebGLRenderTarget(size.width, size.height, parameters) renderTarget.texture.name = 'EffectComposer.rt1' } this.renderTarget1 = renderTarget
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format: THREE.RGBFormat, stencilBuffer: false, depthBuffer: false }; return new THREE.WebGLRenderTarget(width, height, parameters); } // TODO: Refactor into prototype-style classes. function CardboardDistorter(renderer) {
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var width = Math.floor( renderer.context.canvas.width / pixelRatio ) || 1; var height = Math.floor( renderer.context.canvas.height / pixelRatio ) || 1; var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false }; renderTarget = new THREE.WebGLRenderTarget( width, height, parameters ); } this.renderTarget1 = renderTarget;
GitHub: ykob/sketch-threejs
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const canvas = document.getElementById('canvas-webgl'); const renderer = new THREE.WebGL1Renderer({ antialias: false, canvas: canvas, }); const renderBack = new THREE.WebGLRenderTarget(document.body.clientWidth, window.innerHeight); const scene = new THREE.Scene(); const sceneBack = new THREE.Scene(); const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); const cameraBack = new THREE.PerspectiveCamera(45, document.body.clientWidth / window.innerHeight, 1, 10000);
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var ripplePointCloud = new RipplePointCloud(params); scene.add(ripplePointCloud); var camera = new THREE.OrthographicCamera(0, 128, 128, 0, 32, -32); scene.add(camera); THREE.WebGLRenderTarget.call(this, params.size, params.size, params.imageOptions); this.texture.generateMipmaps = false; this.ripplePointCloud = ripplePointCloud;
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GitHub: JordanMachado/fluctus
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this.cameraRt = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 ); this.rendererRt = new THREE.WebGLRenderer(); this.rendererRt.setSize(width, height); this.rendererRt.setClearColor(0x383838); this.rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } ); this.quadNoise = new QuadNoise(); // this.quadNoise.addGUI(this.folder); this.sceneRt.add( this.quadNoise );
GitHub: hobuinc/usgs-lidar
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uniforms: this.uniforms }); } XYZRenderer.prototype.resize = function(width, height) { this.off = new THREE.WebGLRenderTarget(width/this.downBy, height/this.downBy, { stencilBuffer: false, magFilter: THREE.NearestFilter, minFilter: THREE.NearestFilter });
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saoBlurRadius: 8, saoBlurStdDev: 4, saoBlurDepthCutoff: 0.01 }; this.resolution = new THREE.Vector2( resolution.x, resolution.y ); this.saoRenderTarget = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y ); this.blurIntermediateRenderTarget = this.saoRenderTarget.clone(); this.beautyRenderTarget = this.saoRenderTarget.clone(); this.normalRenderTarget = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, { minFilter: THREE.NearestFilter,
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GitHub: zya/apophenia
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// magFilter: THREE.LinearFilter, // format: THREE.RGBAFormat, // stencilBuffer: false // }; // var renderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, parameters); var composer = new THREE.EffectComposer(renderer); composer.renderTarget1.texture.format = THREE.RGBAFormat; composer.renderTarget2.texture.format = THREE.RGBAFormat;
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three.Vector3 is the most popular function in three (22341 examples)