Description
Describe the bug
I used WebGLMultipleRenderTargets to output several textures , then I set one of these textures to WebGLRenderTarget's texture,
then I passed these WebGLRenderTexture to WebGLRenderer.readRenderTargetPixels to get one pixel’value, but I only got (0,0,0,0) from the Float32Array I have passed
To Reproduce
Steps to reproduce the behavior:
1、if "rt" is a WebGLRenderTarget, setRenderTarget to "rt", eg. renderer.setRenderTarget(rt);
2、render something to it;
3、if I have another WebglRenderTarget "rt2", rt2.setTexture(rt.texture);
4、const read = new Float32Array( 4 );renderer.readRenderTargetPixels( rt2,posX, posY, 1, 1, new Float32Array( 4 ) );
or you can copy following code to three.js/examples/webgl_read_float_buffer.html, and replace the script part. I have only changed a small of them
Code
// code goes here
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
let container, stats;
let cameraRTT, sceneRTT, sceneScreen, renderer, zmesh1, zmesh2, rtTexture2;
let mouseX = 0, mouseY = 0;
const windowHalfX = window.innerWidth / 2;
const windowHalfY = window.innerHeight / 2;
let rtTexture, material, quad, materialScreen;
let delta = 0.01;
let valueNode;
init();
animate();
function init() {
container = document.getElementById( 'container' );
cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
cameraRTT.position.z = 100;
//
sceneRTT = new THREE.Scene();
sceneScreen = new THREE.Scene();
let light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 0, 1 ).normalize();
sceneRTT.add( light );
light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
light.position.set( 0, 0, - 1 ).normalize();
sceneRTT.add( light );
rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat, type: THREE.FloatType } );
rtTexture2 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat, type: THREE.FloatType } );
material = new THREE.ShaderMaterial( {
uniforms: { "time": { value: 0.0 } },
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
} );
materialScreen = new THREE.ShaderMaterial( {
uniforms: { "tDiffuse": { value: rtTexture.texture } },
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
depthWrite: false
} );
const plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
quad = new THREE.Mesh( plane, material );
quad.position.z = - 100;
sceneRTT.add( quad );
const geometry = new THREE.TorusGeometry( 100, 25, 15, 30 );
const mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } );
const mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );
zmesh1 = new THREE.Mesh( geometry, mat1 );
zmesh1.position.set( 0, 0, 100 );
zmesh1.scale.set( 1.5, 1.5, 1.5 );
sceneRTT.add( zmesh1 );
zmesh2 = new THREE.Mesh( geometry, mat2 );
zmesh2.position.set( 0, 150, 100 );
zmesh2.scale.set( 0.75, 0.75, 0.75 );
sceneRTT.add( zmesh2 );
quad = new THREE.Mesh( plane, materialScreen );
quad.position.z = - 100;
sceneScreen.add( quad );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
valueNode = document.getElementById( 'values' );
document.addEventListener( 'mousemove', onDocumentMouseMove );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
// console.log(mouseX, mouseY);
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const time = Date.now() * 0.0015;
if ( zmesh1 && zmesh2 ) {
zmesh1.rotation.y = - time;
zmesh2.rotation.y = - time + Math.PI / 2;
}
if ( material.uniforms[ "time" ].value > 1 || material.uniforms[ "time" ].value < 0 ) {
delta *= - 1;
}
material.uniforms[ "time" ].value += delta;
renderer.clear();
// Render first scene into texture
// renderer.setRenderTarget( rtTexture );
renderer.setRenderTarget( rtTexture2 );
renderer.clear();
renderer.render( sceneRTT, cameraRTT );
materialScreen.uniforms.tDiffuse.value = rtTexture2.texture;
// Render full screen quad with generated texture
renderer.setRenderTarget( null );
renderer.render( sceneScreen, cameraRTT );
const read = new Float32Array( 4 );
console.log(windowHalfX + mouseX, windowHalfY - mouseY);
rtTexture.setTexture(rtTexture2.texture);
renderer.readRenderTargetPixels( rtTexture, windowHalfX + mouseX, windowHalfY - mouseY, 1, 1, read );
valueNode.innerHTML = 'r:' + read[ 0 ] + '<br/>g:' + read[ 1 ] + '<br/>b:' + read[ 2 ];
}
</script>
Live example
no live example,I cann't visit these links
Expected behavior
I hope I can get a effective value from the ArrayBufferView object, rather than 0.
Screenshots
Platform:
- Device: [Desktop]
- OS: [Windows10]
- Browser: [Chrome]
- Three.js version: [master, r130.1]
Activity