RenderTarget class

Basic usage

The RenderTarget class is just a class that creates Frame Buffer Objects (FBO). You can render a plane to a render a target instead of your canvas and then use that render target either by assigning it to a ShaderPass or by grabbing its content (ie its Texture) and use it in another plane.

Please note that render targets (and therefore shader passes) disable the WebGL context default antialiasing. If you use them, you should set the antialias Curtains property to false when initiating your context.
You might then want to add an extra antialiasing pass, by using the built-in FXAAPass class or your own FXAA or MSAA implementation.
See the Post processing scrolling wheel with custom transform origin for an example of how to add a FXAAPass.

Creation

To create a new render target, just use its constructor:

// "canvas" is the ID of our HTML container element
const curtains = new Curtains({
container: "canvas"
});
// create a new render target using our curtains object
const renderTarget = new RenderTarget(curtains);
// ...do whatever you want to do with your render target

To use it you'll have to apply it to a plane by using the setRenderTarget of our Plane class.

Using a RenderTarget texture in a plane

// "canvas" is the ID of our HTML container element
const curtains = new Curtains({
container: "canvas"
});
// create a new render target using our curtains object
const renderTarget = new RenderTarget(curtains);
const planeElement = document.getElementById("my-plane");
// create a plane
const plane = new Plane(curtains, planeElement, {
vertexShaderID: "plane-vs",
fragmentShaderID: "plane-fs",
});
// add our plane to our frame buffer object
plane.setRenderTarget(renderTarget);
// create a plane to display our render target result
const renderElement = document.getElementById("render-plane");
const renderPlane = new Plane(curtains,renderElement, {
vertexShaderID: "render-plane-vs",
fragmentShaderID: "render-plane-fs",
});
renderPlane.onReady(function() {
// create a new texture and copy the render target texture into it
// you'll be able to use it as a regular texture in your plane shader
const renderTexture = renderPlane.createTexture({
sampler: "uRenderTexture",
fromTexture: renderTarget.getTexture(),
});
});

Assigning a RenderTarget to a ShaderPass

You can decide to add a ShaderPass to a defined set of plane instead of your whole scene. By combining a shader pass with a render target, you'll be able to add an additional pass to all the planes that use that render target.

// "canvas" is the ID of our HTML container element
const curtains = new Curtains({
container: "canvas"
});
// create a new render target using our curtains object
const renderTarget = new RenderTarget(curtains);
const planeElements = document.getElementsByClassName("my-planes");
// create a bunch of planes
for(let i = 0; i < planeElements.length; i++) {
const plane = new Plane(curtains, planeElements[i], {
vertexShaderID: "plane-vs",
fragmentShaderID: "plane-fs",
});
// add our plane to our frame buffer object
plane.setRenderTarget(renderTarget);
}
// now assign our render target to a shader pass
const shaderPassParams = {
vertexShaderID: "my-shader-pass-vs",
fragmentShaderID: "my-shader-pass-fs",
renderTarget: renderTarget, // this is how we assign the render target to our shader pass
uniforms: {
time: {
name: "uTime",
type: "1f",
value: 0,
},
},
};
const shaderPass = new ShaderPass(curtains, shaderPassParams);

Check the Selective shader passes using render targets example to see how you can apply different shader passes to different bunch of planes.

Parameters

Here is the complete list of mandatory and optional parameters for the render target:

  • curtains Curtains class object Your Curtains class object.
  • params object, optional an object containing the render target parameters:
    • depth bool, optional Whether to create a depth buffer (handle depth inside your render target). Default to false.
    • clear bool, optional Whether the content of the render target should be cleared before being drawn. Should be set to false to handle ping-pong shading. Default to true.
    • maxWidth float, optional Maximum width of the render target.
    • maxHeight float, optional Maximum height of the render target.
    • minWidth float, optional Minimum width of the render target. Default to 1024.
    • minHeight float, optional Minimum height of the render target. Default to 1024.
    • texturesOptions object, optional Default options to apply to the texture of the render target. See the Texture class parameters.

Properties

  • index(integer): v5.0 read only

    The index of the render target in the renderTargets array.

  • gl (WebGL context) v7.0read only

    Our WebGL context.

  • renderer (Renderer class object): v7.0read only

    The renderer created by our curtains object.

  • textures(array): v5.0

    An array of length 1 containing the only render target's Texture.

  • type (string): v7.0read only

    Class object type: "RenderTarget".

  • userData (object): v5.0

    An empty object to store any additional data or custom properties into your render target.

  • uuid (string): v6.0read only

    The render target's unique identifier.

Methods

  • getTexture(): v7.0

    Returns the render target texture to be used later.

    returns: the render target texture.

  • remove(): v7.0

    This function will remove the render target from our Curtains object and renderer and delete its texture. It will also update all other render targets indexes.