webgpu_multiple_rendertargets.html 4.1 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. <meta property="og:title" content="three.js webgpu - multiple render targets">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_multiple_rendertargets.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_multiple_rendertargets.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  16. <div class="title-wrapper">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Multiple Render Targets</span>
  18. </div>
  19. <small>
  20. Using multiple render targets to output color and normals to separate buffers.
  21. </small>
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.webgpu.js",
  27. "three/webgpu": "../build/three.webgpu.js",
  28. "three/tsl": "../build/three.tsl.js",
  29. "three/addons/": "./jsm/"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three/webgpu';
  35. import { mix, vec2, step, texture, uv, screenUV, normalWorld, output, mrt } from 'three/tsl';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. let camera, scene, renderer, torus;
  38. let renderPipeline, renderTarget;
  39. init();
  40. function init() {
  41. renderer = new THREE.WebGPURenderer( { antialias: true } );
  42. renderer.setPixelRatio( window.devicePixelRatio );
  43. renderer.setSize( window.innerWidth, window.innerHeight );
  44. renderer.setAnimationLoop( render );
  45. document.body.appendChild( renderer.domElement );
  46. // Create a multi render target with Float buffers
  47. renderTarget = new THREE.RenderTarget(
  48. window.innerWidth * window.devicePixelRatio,
  49. window.innerHeight * window.devicePixelRatio,
  50. { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
  51. );
  52. // Name our G-Buffer attachments for debugging
  53. renderTarget.textures[ 0 ].name = 'output';
  54. renderTarget.textures[ 1 ].name = 'normal';
  55. // Scene
  56. scene = new THREE.Scene();
  57. scene.background = new THREE.Color( 0x222222 );
  58. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  59. camera.position.z = 4;
  60. const loader = new THREE.TextureLoader();
  61. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  62. diffuse.colorSpace = THREE.SRGBColorSpace;
  63. diffuse.wrapS = THREE.RepeatWrapping;
  64. diffuse.wrapT = THREE.RepeatWrapping;
  65. const torusMaterial = new THREE.NodeMaterial();
  66. torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
  67. torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
  68. scene.add( torus );
  69. // MRT
  70. renderer.setMRT( mrt( {
  71. 'output': output,
  72. 'normal': normalWorld
  73. } ) );
  74. // Post Processing
  75. renderPipeline = new THREE.RenderPipeline( renderer );
  76. renderPipeline.outputNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
  77. // Controls
  78. new OrbitControls( camera, renderer.domElement );
  79. window.addEventListener( 'resize', onWindowResize );
  80. }
  81. function onWindowResize() {
  82. camera.aspect = window.innerWidth / window.innerHeight;
  83. camera.updateProjectionMatrix();
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. const dpr = renderer.getPixelRatio();
  86. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  87. }
  88. function render( time ) {
  89. torus.rotation.y = ( time / 1000 ) * .4;
  90. // render scene into target
  91. renderer.setRenderTarget( renderTarget );
  92. renderer.render( scene, camera );
  93. // render post FX
  94. renderer.setRenderTarget( null );
  95. renderPipeline.render();
  96. }
  97. </script>
  98. </body>
  99. </html>
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