|
|
@@ -0,0 +1,301 @@
|
|
|
+<!DOCTYPE html>
|
|
|
+<html lang="en">
|
|
|
+ <head>
|
|
|
+ <title>three.js webgpu - memory test I</title>
|
|
|
+ <meta charset="utf-8">
|
|
|
+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
|
|
+ <link type="text/css" rel="stylesheet" href="example.css">
|
|
|
+ </head>
|
|
|
+
|
|
|
+ <body>
|
|
|
+ <div id="info" class="invert">
|
|
|
+ <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
|
|
|
+
|
|
|
+ <div class="title-wrapper">
|
|
|
+ <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>WebGPU Memory Test I</span>
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <small>
|
|
|
+ This example tests memory management with WebGPU renderer.
|
|
|
+ <br /> Spheres are created, rendered, and disposed in each frame.
|
|
|
+ </small>
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <script type="importmap">
|
|
|
+ {
|
|
|
+ "imports": {
|
|
|
+ "three": "../build/three.webgpu.js",
|
|
|
+ "three/tsl": "../build/three.tsl.js",
|
|
|
+ "three/webgpu": "../build/three.webgpu.js",
|
|
|
+ "three/addons/": "./jsm/"
|
|
|
+ }
|
|
|
+ }
|
|
|
+ </script>
|
|
|
+
|
|
|
+ <script type="module">
|
|
|
+
|
|
|
+ import * as THREE from 'three/webgpu';
|
|
|
+ import { pass, mrt, directionToColor, normalView, screenUV, context, sample, colorToDirection } from 'three/tsl';
|
|
|
+ import { outline } from 'three/addons/tsl/display/OutlineNode.js';
|
|
|
+ import { ao } from 'three/addons/tsl/display/GTAONode.js';
|
|
|
+
|
|
|
+ import { Inspector } from 'three/addons/inspector/Inspector.js';
|
|
|
+
|
|
|
+ let camera, scene, renderer, light;
|
|
|
+ let generateMeshes = true;
|
|
|
+ let mesh;
|
|
|
+ let postProcessing;
|
|
|
+ let aoNode, outlineNode, scenePass, prePass;
|
|
|
+ const selectedObjects = [];
|
|
|
+
|
|
|
+ const params = {
|
|
|
+ castShadow: true,
|
|
|
+ enablePP: false,
|
|
|
+ enableOutline: true,
|
|
|
+ enableAO: true,
|
|
|
+ recreateLight: () => {
|
|
|
+
|
|
|
+ // Remove existing light
|
|
|
+ if ( light ) {
|
|
|
+
|
|
|
+ scene.remove( light );
|
|
|
+ light.dispose();
|
|
|
+ light = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create new directional light
|
|
|
+ light = new THREE.DirectionalLight( 0xffffff, 1 );
|
|
|
+ light.position.set( Math.random() * 200 - 100, 100, Math.random() * 200 - 100 );
|
|
|
+ light.castShadow = params.castShadow;
|
|
|
+ scene.add( light );
|
|
|
+
|
|
|
+ },
|
|
|
+ start: () => {
|
|
|
+
|
|
|
+ generateMeshes = true;
|
|
|
+
|
|
|
+ },
|
|
|
+ stop: () => {
|
|
|
+
|
|
|
+ generateMeshes = false;
|
|
|
+
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ init();
|
|
|
+
|
|
|
+ async function init() {
|
|
|
+
|
|
|
+ const container = document.createElement( 'div' );
|
|
|
+ document.body.appendChild( container );
|
|
|
+
|
|
|
+ camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
|
|
|
+ camera.position.z = 200;
|
|
|
+
|
|
|
+ scene = new THREE.Scene();
|
|
|
+ scene.background = new THREE.Color( 0xffffff );
|
|
|
+
|
|
|
+ renderer = new THREE.WebGPURenderer();
|
|
|
+ renderer.shadowMap.enabled = true;
|
|
|
+ renderer.setPixelRatio( window.devicePixelRatio );
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+ renderer.setAnimationLoop( animate );
|
|
|
+ renderer.inspector = new Inspector();
|
|
|
+ container.appendChild( renderer.domElement );
|
|
|
+
|
|
|
+ await renderer.init();
|
|
|
+
|
|
|
+ light = new THREE.DirectionalLight( 0xffffff, 1 );
|
|
|
+ light.position.set( 0, 100, 0 );
|
|
|
+ light.castShadow = true;
|
|
|
+ scene.add( light );
|
|
|
+
|
|
|
+ const planeGeometry = new THREE.PlaneGeometry( 1000, 1000 );
|
|
|
+ const planeMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
|
|
|
+ const plane = new THREE.Mesh( planeGeometry, planeMaterial );
|
|
|
+ plane.rotation.x = - Math.PI / 2;
|
|
|
+ plane.position.y = - 100;
|
|
|
+ plane.receiveShadow = true;
|
|
|
+ scene.add( plane );
|
|
|
+
|
|
|
+ // Inspector UI
|
|
|
+ const gui = renderer.inspector.createParameters( 'Settings' );
|
|
|
+
|
|
|
+ gui.add( params, 'castShadow' ).name( 'Cast Shadow' ).onChange( ( value ) => {
|
|
|
+
|
|
|
+ if ( light ) light.castShadow = value;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ const ppFolder = gui.addFolder( 'Post Processing' );
|
|
|
+ ppFolder.add( params, 'enablePP' ).name( 'Enable' ).onChange( updatePostProcessing );
|
|
|
+ ppFolder.add( params, 'enableOutline' ).name( 'Outline' ).onChange( updatePostProcessing );
|
|
|
+ ppFolder.add( params, 'enableAO' ).name( 'AO' ).onChange( updatePostProcessing );
|
|
|
+
|
|
|
+ gui.add( params, 'recreateLight' ).name( 'Recreate Directional Light' );
|
|
|
+ gui.add( params, 'start' ).name( 'Start Creating Meshes' );
|
|
|
+ gui.add( params, 'stop' ).name( 'Stop Creating Meshes' );
|
|
|
+
|
|
|
+ window.addEventListener( 'resize', onWindowResize );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function updatePostProcessing() {
|
|
|
+
|
|
|
+ if ( postProcessing ) {
|
|
|
+
|
|
|
+ postProcessing.dispose();
|
|
|
+ postProcessing = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( scenePass ) {
|
|
|
+
|
|
|
+ scenePass.dispose();
|
|
|
+ scenePass = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( prePass ) {
|
|
|
+
|
|
|
+ prePass.dispose();
|
|
|
+ prePass = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( aoNode ) {
|
|
|
+
|
|
|
+ aoNode.dispose();
|
|
|
+ aoNode = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( outlineNode ) {
|
|
|
+
|
|
|
+ outlineNode.dispose();
|
|
|
+ outlineNode = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( params.enablePP ) {
|
|
|
+
|
|
|
+ postProcessing = new THREE.PostProcessing( renderer );
|
|
|
+
|
|
|
+ scenePass = pass( scene, camera );
|
|
|
+ let colorNode = scenePass;
|
|
|
+
|
|
|
+ if ( params.enableAO ) {
|
|
|
+
|
|
|
+ prePass = pass( scene, camera );
|
|
|
+ prePass.setMRT( mrt( {
|
|
|
+ output: directionToColor( normalView )
|
|
|
+ } ) );
|
|
|
+
|
|
|
+ const prePassNormal = sample( ( uv ) => {
|
|
|
+
|
|
|
+ return colorToDirection( prePass.getTextureNode().sample( uv ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+ const prePassDepth = prePass.getTextureNode( 'depth' );
|
|
|
+
|
|
|
+ aoNode = ao( prePassDepth, prePassNormal, camera );
|
|
|
+
|
|
|
+ scenePass.contextNode = context( {
|
|
|
+ ao: aoNode.getTextureNode().sample( screenUV ).r
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( params.enableOutline ) {
|
|
|
+
|
|
|
+ outlineNode = outline( scene, camera, {
|
|
|
+ selectedObjects: selectedObjects
|
|
|
+ } );
|
|
|
+ colorNode = colorNode.add( outlineNode );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ postProcessing.outputNode = colorNode;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function onWindowResize() {
|
|
|
+
|
|
|
+ const width = window.innerWidth;
|
|
|
+ const height = window.innerHeight;
|
|
|
+
|
|
|
+ camera.aspect = width / height;
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
+
|
|
|
+ renderer.setSize( width, height );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function createImage() {
|
|
|
+
|
|
|
+ const canvas = document.createElement( 'canvas' );
|
|
|
+ canvas.width = 256;
|
|
|
+ canvas.height = 256;
|
|
|
+
|
|
|
+ const canvas2DContext = canvas.getContext( '2d' );
|
|
|
+ canvas2DContext.fillStyle = 'rgb(' + Math.floor( Math.random() * 256 ) + ',' + Math.floor( Math.random() * 256 ) + ',' + Math.floor( Math.random() * 256 ) + ')';
|
|
|
+ canvas2DContext.fillRect( 0, 0, 256, 256 );
|
|
|
+
|
|
|
+ return canvas;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function animate() {
|
|
|
+
|
|
|
+ if ( generateMeshes ) {
|
|
|
+
|
|
|
+ if ( mesh ) {
|
|
|
+
|
|
|
+ scene.remove( mesh );
|
|
|
+
|
|
|
+ mesh.geometry.dispose();
|
|
|
+ mesh.material.map.dispose();
|
|
|
+ mesh.material.dispose();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ const geometry = new THREE.SphereGeometry( 50, Math.random() * 64, Math.random() * 32 );
|
|
|
+
|
|
|
+ const texture = new THREE.CanvasTexture( createImage() );
|
|
|
+
|
|
|
+ const material = new THREE.MeshLambertMaterial( { map: texture } );
|
|
|
+
|
|
|
+ mesh = new THREE.Mesh( geometry, material );
|
|
|
+ mesh.castShadow = true;
|
|
|
+
|
|
|
+ scene.add( mesh );
|
|
|
+
|
|
|
+ if ( outlineNode ) {
|
|
|
+
|
|
|
+ selectedObjects[ 0 ] = mesh;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( postProcessing ) {
|
|
|
+
|
|
|
+ postProcessing.render();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ renderer.render( scene, camera );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ </script>
|
|
|
+
|
|
|
+ </body>
|
|
|
+</html>
|