Rendering to render target makes some of my graphics invisible - javascript

Hi I have been playing with render targets but I ran into some problems. I created a simplified example here:
init = function() {
// RENDERER
canvas = document.getElementById("mycanvas");
renderer = new THREE.WebGLRenderer({
antialias: true
});
document.body.appendChild( renderer.domElement );
renderer.setClearColor(0x000000, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
// SCENE
texscene = new THREE.Scene();
texcamera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
texcamera.position.z = 2;
// FRAMEBUFFER
var renderTargetParams = {
minFilter:THREE.LinearFilter,
stencilBuffer:false,
depthBuffer:false,
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping
};
rendertarget = new THREE.WebGLRenderTarget( 512, 512, renderTargetParams );
// CUBE
var cubeGeo = new THREE.BoxGeometry( 1, 1, 1, 1, 1, 1 );
var cubeMat = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
texcube = new THREE.Mesh( cubeGeo, cubeMat )
texscene.add(texcube);
var blueMaterial = new THREE.MeshBasicMaterial({color:0x7074FF})
var plane = new THREE.PlaneBufferGeometry( 100, 100 );
var planeObject = new THREE.Mesh(plane,blueMaterial);
planeObject.position.z = -15;
texscene.add(planeObject);
/////////////////////////////////
//SCENE
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
var boxMaterial = new THREE.MeshBasicMaterial({map:rendertarget.texture});
var boxGeometry2 = new THREE.BoxGeometry( 5, 5, 5 );
mainBoxObject = new THREE.Mesh(boxGeometry2,boxMaterial);
// Move it back so we can see it
mainBoxObject.position.z = -10;
// Add it to the main scene
scene.add(mainBoxObject);
animate();
}
animate = function() {
requestAnimationFrame(animate);
renderer.render(texscene, texcamera, rendertarget);
renderer.render(scene, camera);
texcube.rotation.y += 0.01;
texcube.rotation.z += 0.01;
mainBoxObject.rotation.x +=0.01;
mainBoxObject.rotation.y += 0.005;
mainBoxObject.rotation.z += 0.008;
}
init();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.js"></script>
I render a red cube and a blue plane to a render target then use it as a texture. Problem is the red cube is not visible in the final result.
Try for yourself to see the render target scene by changing
renderer.render(texscene, texcamera, rendertarget);
renderer.render(scene, camera);
to
renderer.render(texscene, texcamera);

Apparantly the problem is caused by turning off the depth buffer as I had done in the settings of my rendertarget
depthBuffer:false,
Removing this line makes my rendertarget render as it should with a red box on a blue background

Related

Need help in figuring out why my 3d model is not being rendered in the browser

I am new to three.js and 3D model rendering and have been playing around with this sample code that i found on the internet. My aim here is to be able to render my 3D model using the chrome browser.
The default code is :
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
};
animate();
When i go to my browser and type in http://localhost:8080/ i get a cube rotating
Now i try modifying the code to
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.z = 200;
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = true;
var keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
keyLight.position.set(-100, 0, 100);
var fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
fillLight.position.set(100, 0, 100);
var backLight = new THREE.DirectionalLight(0xffffff, 1.0);
backLight.position.set(100, 0, -100).normalize();
scene.add(keyLight);
scene.add(fillLight);
scene.add(backLight);
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setTexturePath('/examples/3d-obj-loader/assets/');
mtlLoader.setPath('/examples/3d-obj-loader/assets/');
mtlLoader.load('r2-d2.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('/examples/3d-obj-loader/assets/');
objLoader.load('r2-d2.obj', function (object) {
scene.add(object);
object.position.y -= 60;
});
});
var animate = function () {
requestAnimationFrame( animate );
controls.update();
renderer.render(scene, camera);
};
animate();
This should give me an image of r2-d2 model being rendered but i see a blank screen
I would really appreciate help in understanding what i am missing.

Why does "light.castShadow = true" cause my scene to break?

I am trying to build a simple solar system with sun, earth and moon, using threejs. The system includes lighting and shadows.
My only problem is, while creating the shadow that will be cast from earth to the moon and vice-versa, my script will stop working.
Console gives me an error of "isMultiSample is not defined".
I have tried searching the web but could not find any solutions to why the error would occur.
The part causing problems:
var sunLight = new THREE.PointLight(0x404040, 10, 1000000);
sunLight.position.set(0, 0, 0);
sunLight.castShadow = true; // This line will cause the error
Full code:
<script>
var camera, scene, renderer;
var spaceBox, sunPivot, earthPivot, moonPivot;;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 4000000 );
camera.position.z = 2400;
scene = new THREE.Scene();
// Surrounding space
var texture = new THREE.TextureLoader().load( 'space.jpg' );
var skygeometry = new THREE.BoxBufferGeometry( 15000, 15000, 15000 );
var skymaterial = new THREE.MeshBasicMaterial({ map: texture, side : THREE.DoubleSide});
spaceBox = new THREE.Mesh(skygeometry, skymaterial);
scene.add(spaceBox);
// Sun, earth and moon textures
var sunTexture = new THREE.TextureLoader().load('sun.jpg')
var sunGeometry = new THREE.SphereBufferGeometry(800, 32, 32);
var sunMaterial = new THREE.MeshPhongMaterial({ map: sunTexture });
var earthTexture = new THREE.TextureLoader().load('earth.jpg')
var earthGeometry = new THREE.SphereBufferGeometry(250, 32, 32);
var earthMaterial = new THREE.MeshPhongMaterial({ map: earthTexture, side: THREE.DoubleSide });
var moonTexture = new THREE.TextureLoader().load('moon.jpg')
var moonGeometry = new THREE.SphereBufferGeometry(80, 32, 32);
var moonMaterial = new THREE.MeshPhongMaterial({ map: moonTexture, side: THREE.DoubleSide });
// LIGHTS
var ambientLight = new THREE.AmbientLight(0x404040,3); // soft white light
scene.add(ambientLight);
var sunLight = new THREE.PointLight(0x404040, 10, 1000000);
sunLight.position.set(0, 0, 0);
//sunLight.castShadow = true;
sunLight.shadow.mapSize.width = 1024;
sunLight.shadow.mapSize.height = 1024;
sunLight.shadow.camera.near = 500;
sunLight.shadow.camera.far = 10000;
sunLight.shadow.camera.fov = 30;
scene.add(sunLight);
// Add sun, earth and moon rotating around eachother
sun = new THREE.Mesh(sunGeometry, sunMaterial);
scene.add(sun);
earthPivot = new THREE.Object3D();
sun.add(earthPivot);
earth = new THREE.Mesh(earthGeometry, earthMaterial);
earth.position.x = 4000;
earth.castShadow = true;
earth.receiveShadow = true;
earthPivot.add(earth);
moonPivot = new THREE.Object3D();
earth.add(moonPivot);
var moon = new THREE.Mesh(moonGeometry, moonMaterial);
moon.position.x = 750;
moon.castShadow = true;
moon.receiveShadow = true;
moonPivot.add(moon);
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
//
controls = new THREE.OrbitControls(camera, renderer.domElement);
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
earthPivot.rotation.y += 0.002;
moonPivot.rotation.y += 0.005;
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}</script>

three.js HTML background as clearColor

I want to set the HTML background as clearColor in three.js?
This is my three.js code:
// init
var vWebGL = new WEBGL();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({ color: 0x00fdf0 });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
renderer.clearColor(0x000000, 0.0);
// Render Loop
function animate() {
renderer.setClearAlpha(0.0);
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
if (vWebGL.isWebGLAvailable()) {
// Initiate function or other initializations here
animate();
} else {
var warning = vWebGL.getWebGLErrorMessage();
document.getElementById('container').appendChild(warning);
}
In My Webgl I can specify the HTML as clearColor.
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
My Webgl:
or
The background of a THREE.Scene can be set by setting the property .background:
e.g.
scene = new THREE.Scene();
scene.background = new THREE.Color(0xff0000); // red
If you want to have a transparent background, then the THREE.WebGLRenderer has to be initialized with the property {alpha: true}. The clear color and alpha channel have to be set 0, but this is default:
e.g.
renderer = new THREE.WebGLRenderer( { alpha: true } );
renderer.setClearColor( 0x000000, 0 );
See the example with a cube which is drawn over a background image:
(function onLoad() {
var container, loader, camera, scene, renderer, orbitControls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setClearColor( 0x000000, 0 );
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, 1, -2);
loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
scene = new THREE.Scene();
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,1.5);
scene.add( directionalLight );
orbitControls = new THREE.OrbitControls(camera);
addGridHelper();
createModel();
}
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#b090b0'});
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function addGridHelper() {
var helper = new THREE.GridHelper(100, 100);
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
orbitControls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
#image-abs { position : absolute; top : 0; left : 0; z-index: -1; width: 100%; height: 100%; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<img id="image-abs" src="https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/background.jpg">
<div id="container"></div>

How to rotate object with offset by orbit control in three.js?

I want to control object like this:
Now camera is move around Y coordinate, but need to be move around NEW Y. Code is here:
var material = new THREE.MeshLambertMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var controls = new THREE.OrbitControls(camera);
cube.position.x = 300;
// controls.target = THREE.Vector3(300, 0, 0);
I found that target option can set the focus point of the controls, but if I add this code: controls.target = THREE.Vector3(300, 0, 0); the object back to the center of the screen, but it should be at the right edge.
More over, when I set new THREE.OrbitControls(camera); to new THREE.OrbitControls(cube); and add controls.target = THREE.Vector3(300, 0, 0); control doesn't work, but when I set controls.target = THREE.Vector3(301, 0, 0); it is managed but not like a camera
OrbitControls.target set the focus point of the controls and the .object orbits around this. But it is a manually manipulation. As mentioned in the documentation OrbitControls.update() must be called after any manual changes to the camera's transform.
e.g.
controls.target = new THREE.Vector3(1, 0, 0)
controls.update();
See the example:
(function onLoad() {
var container, camera, scene, renderer, controls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, 1.0, -4);
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,1.5);
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera, container);
controls.target = new THREE.Vector3(3, 0, 0)
controls.update();
controls.autoRotate = true;
controls.autoRotateSpeed = 5.0
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
var material = new THREE.MeshPhongMaterial({color:'#b090b0'});
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdn.jsdelivr.net/npm/three#0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.115/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>

ThreeJS - Intersection of a line and sphere

I have two objects on my scene: a red line and a sphere.
While camera rotating/zooming/moving, I need to check the following:
Does the line intersects with the sphere looking from the current position of the camera (please see images below)? Please use this JS fiddle that creates the scene on the images.
I know how to find the intersection between the current mouse position and objects on the scene (just like this example shows).
But how to do this in my case?
JS Fiddle Code:
/**
* PREPARE SCENE
*/
var mouse = {
x : 0,
y : 0
};
var projector = new THREE.Projector();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75,
window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = -5;
camera.position.y = 5;
camera.position.z = 30;
var renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.TrackballControls(camera,
renderer.domElement);
controls.rotateSpeed = 3.0;
controls.zoomSpeed = 1.5;
controls.panSpeed = 1.0;
controls.staticMoving = true;
var grid = new THREE.GridHelper(20, 5);
scene.add(grid);
/**
* CREATE SPHERE
*/
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(5, 10, 10),
new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 8));
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 20));
var line = new THREE.Line(lineGeometry, lineMaterial);
scene.add(line);
renderer.domElement.addEventListener('mousemove', render, false);
render();
function render(event) {
var mouse = {};
/*
* INTERSECTION
*/
if (event != null) {
//intersection job???
}
controls.update();
renderer.render(scene, camera);
}
So, I found the solution that is pretty simple (of course). See new JS Fiddle that checks intersection of the line and sphere and visualizes the ray for debugging.
The JS Fiddle code:
var camera, controls, scene, renderer;
init();
animate();
render();
function init() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 800;
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 5.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 4;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.addEventListener('change', render);
// world
scene = new THREE.Scene();
sceneTarget = new THREE.Scene();
var grid = new THREE.GridHelper(500, 50);
scene.add(grid);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(100, 200, 100));
lineGeometry.vertices.push(new THREE.Vector3(300, 200, 200));
var line = new THREE.Line(lineGeometry, lineMaterial);
sceneTarget.add(line);
/*
* CREARE SPHERE
*/
var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 100, 100), new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
// renderer
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false;
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
}
function render() {
renderer.render(scene, camera);
renderer.render(sceneTarget, camera);
intersect();
}
function intersect() {
var direction = new THREE.Vector3(100, 200, 100);
var startPoint = camera.position.clone();
var directionVector = direction.sub( startPoint );
var ray = new THREE.Raycaster(startPoint, directionVector.clone(). normalize());
scene.updateMatrixWorld(); // required, since you haven't rendered yet
var rayIntersects = ray.intersectObjects(scene.children, true);
if (rayIntersects[0]) {
//inersection is found
console.log(rayIntersects[0]);
//visualize the ray for debugging
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(ray.ray.origin.x, ray.ray.origin.y, ray.ray.origin.z));
geometry.vertices.push(new THREE.Vector3(100, 200, 100));
var line = new THREE.Line(geometry, material);
sceneTarget.add( line );
}
}

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