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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - RenderTargetArray and RenderTarget3D</title>
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+ <meta charset="UTF-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ <style>
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+ .viewport-label {
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+ position: absolute;
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+ color: white;
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+ background-color: rgba(0, 0, 0, 0.7);
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+ padding: 5px 10px;
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+ border-radius: 4px;
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+ font-family: monospace;
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+ pointer-events: none;
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+ z-index: 1000;
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+ user-select: none;
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+ }
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+ </style>
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+ </head>
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+
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+ <body>
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - WebGPU - RenderTargetArray and RenderTarget3D<br />
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+ </div>
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+ <div class="viewport-label" style="bottom: 2%; left: 2%;">DataArrayTexture</div>
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+ <div class="viewport-label" style="bottom: 2%; left: 52%;">Data3DTexture</div>
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+ <div class="viewport-label" style="bottom: 52%; left: 52%;">RenderTarget3D</div>
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+ <div class="viewport-label" style="bottom: 52%; left: 2%;">RenderTargetArray</div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+ import { vec2, uniform, screenUV, color, texture, diffuseColor, attribute, vec3, vec4 } from 'three/tsl';
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+ import Stats from 'three/addons/libs/stats.module.js';
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+ import { TextureHelper } from 'three/addons/helpers/TextureHelperGPU.js';
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { unzipSync } from 'three/addons/libs/fflate.module.js';
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+
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+ let renderer, stats;
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+ let views = [];
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+
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+ class View {
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+
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+ constructor( left, top, width, height ) {
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+
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+ this.left = left;
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+ this.top = top;
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+ this.width = width;
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+ this.height = height;
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+
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+ const aspect = ( window.innerWidth * width ) / ( window.innerHeight * height );
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+
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+ // Set up perspective camera
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+ this.camera = new THREE.PerspectiveCamera( 50, aspect, 0.1, 100 );
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+ this.camera.position.set( - 7, 0, 10 );
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+ this.camera.lookAt( 0, 0, 0 );
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+ this.camera.updateProjectionMatrix();
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+
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+ this.scene = new THREE.Scene();
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+
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+
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+ const normalizedUV = screenUV.mul( vec2( 1, - 1 ) ).add( vec2( 0, 1 ) ); // Flip Y and offset
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+
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+ // Calculate viewport center in normalized coordinates
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+ const viewportCenter = vec2(
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+ this.left + this.width * 0.5,
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+ this.top + this.height * 0.5 // Invert Y coordinate for proper alignment
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+ );
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+
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+ const distanceEffect = normalizedUV.distance( viewportCenter ).smoothstep( 0, 0.2 );
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+
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+ const backgroundEffect = color( this.top > 0 ? 0x212121 : 0x616161 ).sub( distanceEffect.pow( 0.3 ).mul( 0.1 ) );
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+
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+ this.scene.backgroundNode = backgroundEffect;
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+
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+ }
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+
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+ // Method to handle viewport resize
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+ updateSize( left, top, width, height ) {
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+
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+ this.left = left;
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+ this.top = top;
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+ this.width = width;
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+ this.height = height;
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+
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+ const aspect = ( window.innerWidth * width ) / ( window.innerHeight * height );
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+ this.camera.aspect = aspect;
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+ this.camera.updateProjectionMatrix();
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+
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+ }
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+
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+ }
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+
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+ async function init() {
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+
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+ const container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ renderer = new THREE.WebGPURenderer();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.autoClear = false;
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+ renderer.setAnimationLoop( animate );
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+ container.appendChild( renderer.domElement );
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+
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+ await renderer.init();
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+
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+ // Create views after renderer initialization
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+ views = [
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+ new View( 0.0, 0.0, 0.5, 0.5 ),
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+ new View( 0.5, 0.0, 0.5, 0.5 ),
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+ new View( 0.0, 0.5, 0.5, 0.5 ),
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+ new View( 0.5, 0.5, 0.5, 0.5 )
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+ ];
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+
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+ // Add OrbitControls after views and renderer are created
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+ views.forEach( view => {
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+
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+ view.controls = new OrbitControls( view.camera, renderer.domElement );
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+ view.controls.minDistance = 1;
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+ view.controls.maxDistance = 20;
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+ view.controls.minAzimuthAngle = - Math.PI / 3;
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+ view.controls.maxAzimuthAngle = Math.PI / 3;
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+ view.controls.minPolarAngle = Math.PI / 4;
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+ view.controls.maxPolarAngle = Math.PI / 1.25;
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+ view.controls.enableDamping = true;
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+
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+ } );
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+
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+ const size = {
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+ width: 256,
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+ height: 256,
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+ depth: 109
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+ };
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+
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+ new THREE.FileLoader()
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+ .setResponseType( 'arraybuffer' )
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+ .load( 'textures/3d/head256x256x109.zip', function ( data ) {
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+
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+ const zip = unzipSync( new Uint8Array( data ) );
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+ const array = new Uint8Array( zip[ 'head256x256x109' ].buffer );
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+
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+ const map3D = new THREE.Data3DTexture( array, size.width, size.height, size.depth );
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+ map3D.name = 'Data3DTexture';
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+ map3D.format = THREE.RedFormat;
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+ map3D.minFilter = THREE.LinearFilter;
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+ map3D.magFilter = THREE.LinearFilter;
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+ map3D.unpackAlignment = 1;
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+ map3D.needsUpdate = true;
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+
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+
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+ const depth = size.depth / 20;
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+
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+ // 3D
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+ const helper3D = new TextureHelper( map3D, 10, 10, depth );
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+ helper3D.material.outputNode = vec4(
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+ vec3( diffuseColor.r.mul( attribute( 'uvw' ).z.mul( diffuseColor.r ) ) ),
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+ diffuseColor.r.mul( diffuseColor.a )
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+ );
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+ views[ 1 ].scene.add( helper3D );
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+
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+ const fbo3D = new THREE.RenderTarget3D( size.width, size.height, size.depth, {
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+ depthBuffer: false,
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+ } );
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+ fbo3D.texture.name = 'RenderTarget3D';
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+
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+
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+ const fbo3DHelper = new TextureHelper( fbo3D.texture, 10, 10, depth );
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+ fbo3DHelper.material.outputNode = vec4(
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+ vec3( diffuseColor.r ),
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+ diffuseColor.r
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+ );
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+ views[ 3 ].scene.add( fbo3DHelper );
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+
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+
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+
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+
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+ // 2D Array
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+
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+ const mapArray = new THREE.DataArrayTexture( array, size.width, size.height, size.depth );
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+ mapArray.name = 'DataArrayTexture';
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+ mapArray.format = THREE.RedFormat;
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+ mapArray.minFilter = THREE.LinearFilter;
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+ mapArray.magFilter = THREE.LinearFilter;
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+ mapArray.unpackAlignment = 1;
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+ mapArray.needsUpdate = true;
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+
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+ const helperArray = new TextureHelper( mapArray, 10, 10, depth );
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+ helperArray.material.outputNode = vec4(
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+ vec3( diffuseColor.r.mul( attribute( 'uvw' ).z.div( size.depth ).mul( diffuseColor.r ) ) ),
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+ diffuseColor.r.mul( diffuseColor.a )
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+ );
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+ views[ 0 ].scene.add( helperArray );
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+
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+ // Setup render targets
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+ const materialQuad = new THREE.NodeMaterial();
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+ const uZCoord = uniform( 0 );
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+ materialQuad.depthTest = false;
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+ materialQuad.outputNode = vec4( texture( mapArray ).depth( uZCoord ).rgb, 1 );
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+
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+ const fboArray = new THREE.RenderTargetArray( size.width, size.height, size.depth, {
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+ depthBuffer: false,
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+ } );
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+ fboArray.texture.name = 'RenderTargetArray';
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+
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+ const fboArrayHelper = new TextureHelper( fboArray.texture, 10, 10, depth );
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+ fboArrayHelper.material.outputNode = vec4(
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+ vec3( diffuseColor.r ),
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+ diffuseColor.r
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+ );
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+ views[ 2 ].scene.add( fboArrayHelper );
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+
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+
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+ const quadMesh = new THREE.QuadMesh( materialQuad );
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+
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+
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+
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+ // In WebGPU we need to clear all the layers of the 3D render target before rendering to it (WebGPU limitation?)
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+ if ( renderer.backend.isWebGPUBackend ) {
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+
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+ const materialClear = new THREE.NodeMaterial();
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+ materialClear.outputNode = vec4( 0 );
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+ const clearQuadMesh = new THREE.QuadMesh( materialClear );
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+ for ( let i = 0; i < size.depth; i ++ ) {
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+
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+ renderer.setRenderTarget( fbo3D, i );
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+ clearQuadMesh.render( renderer );
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+
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+ }
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+
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+ }
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+
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+ let j = 0;
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+
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+ const loop = () => {
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+
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+ if ( j === size.depth ) {
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+
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+ clearInterval( interval );
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+ return;
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+
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+ }
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+
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+ // Disable viewport and scissor for FBO rendering
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+ renderer.setViewport( 0, 0, size.width, size.height );
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+ renderer.setScissor( 0, 0, size.width, size.height );
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+ renderer.setScissorTest( false );
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+
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+ uZCoord.value = j;
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+
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+ renderer.setRenderTarget( fboArray, j );
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+ renderer.clear();
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+ quadMesh.render( renderer );
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+
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+ renderer.setRenderTarget( fbo3D, j );
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+ renderer.clear();
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+ quadMesh.render( renderer );
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+
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+ renderer.setRenderTarget( null );
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+
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+ j = ( j + 1 ) % size.depth;
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+
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+ };
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+
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+ const interval = setInterval( loop, 50 );
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+
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+ loop();
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+
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+ } );
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+
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ const width = window.innerWidth;
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+ const height = window.innerHeight;
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+
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+ renderer.setSize( width, height );
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+
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+ views.forEach( view => {
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+
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+ view.updateSize(
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+ view.left,
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+ view.top,
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+ view.width,
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+ view.height
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+ );
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+
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+ } );
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+
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+ }
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+
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+ function animate() {
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+
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+ views.forEach( view => {
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+
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+ view.controls.update();
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+
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+ const left = Math.floor( view.left * window.innerWidth );
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+ const bottom = Math.floor( ( 1 - view.top - view.height ) * window.innerHeight );
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+ const width = Math.floor( view.width * window.innerWidth );
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+ const height = Math.floor( view.height * window.innerHeight );
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+
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+ renderer.setViewport( left, bottom, width, height );
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+ renderer.setScissor( left, bottom, width, height );
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+ renderer.setScissorTest( true );
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+
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+ renderer.clear();
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+ renderer.render( view.scene, view.camera );
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+
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+ } );
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+
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+ stats.update();
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+
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+ }
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+
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+ init();
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+
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+ </script>
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+ </body>
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+</html>
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