webgpu_multiple_rendertargets.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - multiple render targets</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank">threejs</a> webgpu - multiple rendertargets
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.webgpu.js",
  17. "three/tsl": "../build/three.webgpu.js",
  18. "three/addons/": "./jsm/"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import { NodeMaterial, mix, modelNormalMatrix, normalGeometry, normalize, outputStruct, step, texture, uniform, uv, varying, vec2, vec4 } from 'three/tsl';
  25. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  26. //import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  27. let camera, scene, renderer, torus;
  28. let quadMesh, renderTarget;
  29. /*
  30. const parameters = {
  31. samples: 4,
  32. wireframe: false
  33. };
  34. const gui = new GUI();
  35. gui.add( parameters, 'samples', 0, 4 ).step( 1 );
  36. gui.add( parameters, 'wireframe' );
  37. */
  38. class WriteGBufferMaterial extends NodeMaterial {
  39. constructor( diffuseTexture ) {
  40. super();
  41. this.lights = false;
  42. this.fog = false;
  43. this.colorSpaced = false;
  44. this.diffuseTexture = diffuseTexture;
  45. const vUv = varying( uv() );
  46. const transformedNormal = modelNormalMatrix.mul( normalGeometry );
  47. const vNormal = varying( normalize( transformedNormal ) );
  48. const repeat = uniform( vec2( 5, 0.5 ) );
  49. const gColor = texture( this.diffuseTexture, vUv.mul( repeat ) );
  50. const gNormal = vec4( normalize( vNormal ), 1.0 );
  51. this.fragmentNode = outputStruct( gColor, gNormal );
  52. }
  53. }
  54. class ReadGBufferMaterial extends NodeMaterial {
  55. constructor( tDiffuse, tNormal ) {
  56. super();
  57. this.lights = false;
  58. this.fog = false;
  59. const vUv = varying( uv() );
  60. const diffuse = texture( tDiffuse, vUv );
  61. const normal = texture( tNormal, vUv );
  62. this.fragmentNode = mix( diffuse, normal, step( 0.5, vUv.x ) );
  63. }
  64. }
  65. init();
  66. function init() {
  67. renderer = new THREE.WebGPURenderer( { antialias: true } );
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. renderer.setAnimationLoop( render );
  71. document.body.appendChild( renderer.domElement );
  72. // Create a multi render target with Float buffers
  73. renderTarget = new THREE.RenderTarget(
  74. window.innerWidth * window.devicePixelRatio,
  75. window.innerHeight * window.devicePixelRatio,
  76. { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
  77. );
  78. // Name our G-Buffer attachments for debugging
  79. renderTarget.textures[ 0 ].name = 'diffuse';
  80. renderTarget.textures[ 1 ].name = 'normal';
  81. // Scene setup
  82. scene = new THREE.Scene();
  83. scene.background = new THREE.Color( 0x222222 );
  84. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  85. camera.position.z = 4;
  86. const loader = new THREE.TextureLoader();
  87. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  88. diffuse.colorSpace = THREE.SRGBColorSpace;
  89. diffuse.wrapS = THREE.RepeatWrapping;
  90. diffuse.wrapT = THREE.RepeatWrapping;
  91. torus = new THREE.Mesh(
  92. new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
  93. new WriteGBufferMaterial( diffuse )
  94. );
  95. scene.add( torus );
  96. // PostProcessing setup
  97. quadMesh = new THREE.QuadMesh( new ReadGBufferMaterial( renderTarget.textures[ 0 ], renderTarget.textures[ 1 ] ) );
  98. // Controls
  99. new OrbitControls( camera, renderer.domElement );
  100. window.addEventListener( 'resize', onWindowResize );
  101. }
  102. function onWindowResize() {
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. const dpr = renderer.getPixelRatio();
  107. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  108. }
  109. function render( time ) {
  110. /*
  111. // Feature not yet working
  112. renderTarget.samples = parameters.samples;
  113. scene.traverse( function ( child ) {
  114. if ( child.material !== undefined ) {
  115. child.material.wireframe = parameters.wireframe;
  116. }
  117. } );
  118. */
  119. torus.rotation.y = ( time / 1000 ) * .4;
  120. // render scene into target
  121. renderer.setRenderTarget( renderTarget );
  122. renderer.render( scene, camera );
  123. // render post FX
  124. renderer.setRenderTarget( null );
  125. quadMesh.render( renderer );
  126. }
  127. </script>
  128. </body>
  129. </html>