webgpu_multiple_rendertargets_readback.html 6.1 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - mrt readback</title>
  4. <meta charset="utf-8">
  5. <link rel="shortcut icon" href="#">
  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" rel="noopener">three.js</a> webgpu - mrt readback
  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 { 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, readbackTarget, material, readbackMaterial, pixelBuffer, pixelBufferTexture;
  29. const gui = new GUI();
  30. const options = {
  31. selection: 'mrt',
  32. };
  33. gui.add( options, 'selection', [ 'mrt', 'diffuse', 'normal' ] );
  34. class WriteGBufferMaterial extends THREE.NodeMaterial {
  35. constructor( diffuseTexture ) {
  36. super();
  37. this.lights = false;
  38. this.fog = false;
  39. this.colorSpaced = false;
  40. this.diffuseTexture = diffuseTexture;
  41. const vUv = varying( uv() );
  42. const transformedNormal = modelNormalMatrix.mul( normalGeometry );
  43. const vNormal = varying( normalize( transformedNormal ) );
  44. const repeat = uniform( vec2( 5, 0.5 ) );
  45. const gColor = texture( this.diffuseTexture, vUv.mul( repeat ) );
  46. const gNormal = vec4( normalize( vNormal ), 1.0 );
  47. this.fragmentNode = outputStruct( gColor, gNormal );
  48. }
  49. }
  50. class ReadGBufferMaterial extends THREE.NodeMaterial {
  51. constructor( tDiffuse, tNormal ) {
  52. super();
  53. this.lights = false;
  54. this.fog = false;
  55. const vUv = varying( uv() );
  56. const diffuse = texture( tDiffuse, vUv );
  57. const normal = texture( tNormal, vUv );
  58. this.fragmentNode = mix( diffuse, normal, step( 0.5, vUv.x ) );
  59. }
  60. }
  61. init();
  62. function init() {
  63. renderer = new THREE.WebGPURenderer( { antialias: true } );
  64. renderer.setPixelRatio( window.devicePixelRatio );
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. renderer.setAnimationLoop( render );
  67. document.body.appendChild( renderer.domElement );
  68. // Create a multi render target with Float buffers
  69. renderTarget = new THREE.RenderTarget(
  70. window.innerWidth * window.devicePixelRatio,
  71. window.innerHeight * window.devicePixelRatio,
  72. { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
  73. );
  74. // Name our G-Buffer attachments for debugging
  75. renderTarget.textures[ 0 ].name = 'diffuse';
  76. renderTarget.textures[ 1 ].name = 'normal';
  77. // Init readback render target, readback data texture, readback material
  78. // Be careful with the size! 512 is already big. Reading data back from the GPU is computationally intensive
  79. const size = 512;
  80. readbackTarget = new THREE.RenderTarget( size, size, { count: 2 } );
  81. pixelBuffer = new Uint8Array( size ** 2 * 4 ).fill( 0 );
  82. pixelBufferTexture = new THREE.DataTexture( pixelBuffer, size, size );
  83. pixelBufferTexture.type = THREE.UnsignedByteType;
  84. pixelBufferTexture.format = THREE.RGBAFormat;
  85. readbackMaterial = new THREE.MeshBasicNodeMaterial();
  86. readbackMaterial.colorNode = texture( pixelBufferTexture );
  87. // Scene setup
  88. scene = new THREE.Scene();
  89. scene.background = new THREE.Color( 0x222222 );
  90. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  91. camera.position.z = 4;
  92. const loader = new THREE.TextureLoader();
  93. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  94. diffuse.colorSpace = THREE.SRGBColorSpace;
  95. diffuse.wrapS = THREE.RepeatWrapping;
  96. diffuse.wrapT = THREE.RepeatWrapping;
  97. torus = new THREE.Mesh(
  98. new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
  99. new WriteGBufferMaterial( diffuse )
  100. );
  101. scene.add( torus );
  102. material = new ReadGBufferMaterial( renderTarget.textures[ 0 ], renderTarget.textures[ 1 ] );
  103. quadMesh = new THREE.QuadMesh( material );
  104. // Controls
  105. new OrbitControls( camera, renderer.domElement );
  106. window.addEventListener( 'resize', onWindowResize );
  107. }
  108. function onWindowResize() {
  109. camera.aspect = window.innerWidth / window.innerHeight;
  110. camera.updateProjectionMatrix();
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. const dpr = renderer.getPixelRatio();
  113. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  114. }
  115. async function render( time ) {
  116. const selection = options.selection;
  117. torus.rotation.y = ( time / 1000 ) * .4;
  118. // render scene into target
  119. renderer.setRenderTarget( selection === 'mrt' ? renderTarget : readbackTarget );
  120. renderer.render( scene, camera );
  121. // render post FX
  122. renderer.setRenderTarget( null );
  123. if ( selection === 'mrt' ) {
  124. quadMesh.material = material;
  125. } else {
  126. quadMesh.material = readbackMaterial;
  127. await readback();
  128. }
  129. quadMesh.render( renderer );
  130. }
  131. async function readback() {
  132. const width = readbackTarget.width;
  133. const height = readbackTarget.height;
  134. const selection = options.selection;
  135. if ( selection === 'diffuse' ) {
  136. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 0 ); // zero is optional
  137. pixelBufferTexture.image.data = pixelBuffer;
  138. pixelBufferTexture.needsUpdate = true;
  139. } else if ( selection === 'normal' ) {
  140. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 1 );
  141. pixelBufferTexture.image.data = pixelBuffer;
  142. pixelBufferTexture.needsUpdate = true;
  143. }
  144. }
  145. </script>
  146. </body>
  147. </html>