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webgpu_rtt.html 3.4 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js - WebGPU - RTT</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="main.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - RTT
  11. </div>
  12. <script type="importmap">
  13. {
  14. "imports": {
  15. "three": "../build/three.module.js",
  16. "three/addons/": "./jsm/",
  17. "three/nodes": "./jsm/nodes/Nodes.js"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { texture, uniform, MeshBasicNodeMaterial } from 'three/nodes';
  24. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  25. import WebGL from 'three/addons/capabilities/WebGL.js';
  26. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  27. import QuadMesh from 'three/addons/objects/QuadMesh.js';
  28. let camera, scene, renderer;
  29. const mouse = new THREE.Vector2();
  30. let quadMesh, renderTarget;
  31. let box;
  32. const dpr = window.devicePixelRatio;
  33. init();
  34. function init() {
  35. if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {
  36. document.body.appendChild( WebGPU.getErrorMessage() );
  37. throw new Error( 'No WebGPU or WebGL2 support' );
  38. }
  39. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  40. camera.position.z = 3;
  41. scene = new THREE.Scene();
  42. scene.background = new THREE.Color( 0x0066FF );
  43. // textured mesh
  44. const loader = new THREE.TextureLoader();
  45. const uvTexture = loader.load( './textures/uv_grid_opengl.jpg' );
  46. const geometryBox = new THREE.BoxGeometry();
  47. const materialBox = new MeshBasicNodeMaterial();
  48. materialBox.colorNode = texture( uvTexture );
  49. //
  50. box = new THREE.Mesh( geometryBox, materialBox );
  51. scene.add( box );
  52. //
  53. renderer = new WebGPURenderer( { antialias: true } );
  54. renderer.setPixelRatio( dpr );
  55. renderer.setSize( window.innerWidth, window.innerHeight );
  56. renderer.setAnimationLoop( animate );
  57. document.body.appendChild( renderer.domElement );
  58. renderTarget = new THREE.RenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
  59. window.addEventListener( 'mousemove', onWindowMouseMove );
  60. window.addEventListener( 'resize', onWindowResize );
  61. // FX
  62. // modulate the final color based on the mouse position
  63. const screenFXNode = uniform( mouse );
  64. const materialFX = new MeshBasicNodeMaterial();
  65. materialFX.colorNode = texture( renderTarget.texture ).rgb.saturation( screenFXNode.x.oneMinus() ).hue( screenFXNode.y );
  66. quadMesh = new QuadMesh( materialFX );
  67. }
  68. function onWindowMouseMove( e ) {
  69. mouse.x = e.offsetX / window.innerWidth;
  70. mouse.y = e.offsetY / window.innerHeight;
  71. }
  72. function onWindowResize() {
  73. camera.aspect = window.innerWidth / window.innerHeight;
  74. camera.updateProjectionMatrix();
  75. renderer.setSize( window.innerWidth, window.innerHeight );
  76. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  77. }
  78. function animate() {
  79. box.rotation.x += 0.01;
  80. box.rotation.y += 0.02;
  81. renderer.setRenderTarget( renderTarget );
  82. renderer.render( scene, camera );
  83. renderer.setRenderTarget( null );
  84. quadMesh.render( renderer );
  85. }
  86. </script>
  87. </body>
  88. </html>