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. <meta property="og:title" content="three.js webgpu - mrt readback">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_multiple_rendertargets_readback.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_multiple_rendertargets_readback.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, step, texture, screenUV, mrt, output, normalWorld, uv, vec2 } from 'three/tsl';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. import { Inspector } from 'three/addons/inspector/Inspector.js';
  38. let camera, scene, renderer, torus;
  39. let quadMesh, sceneMRT, renderTarget, readbackTarget, material, readbackMaterial, pixelBuffer, pixelBufferTexture;
  40. const options = {
  41. selection: 'mrt',
  42. };
  43. init();
  44. function init() {
  45. renderer = new THREE.WebGPURenderer( { antialias: true } );
  46. renderer.setPixelRatio( window.devicePixelRatio );
  47. renderer.setSize( window.innerWidth, window.innerHeight );
  48. renderer.setAnimationLoop( render );
  49. document.body.appendChild( renderer.domElement );
  50. //
  51. renderer.inspector = new Inspector();
  52. //
  53. const gui = renderer.inspector.createParameters( 'Settings' );
  54. gui.add( options, 'selection', [ 'mrt', 'diffuse', 'normal' ] );
  55. // Create a multi render target with Float buffers
  56. renderTarget = new THREE.RenderTarget(
  57. window.innerWidth * window.devicePixelRatio,
  58. window.innerHeight * window.devicePixelRatio,
  59. { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
  60. );
  61. // Name our G-Buffer attachments for debugging
  62. renderTarget.textures[ 0 ].name = 'output';
  63. renderTarget.textures[ 1 ].name = 'normal';
  64. // Init readback render target, readback data texture, readback material
  65. // Be careful with the size! 512 is already big. Reading data back from the GPU is computationally intensive
  66. const size = 512;
  67. readbackTarget = new THREE.RenderTarget( size, size, { count: 2 } );
  68. pixelBuffer = new Uint8Array( size ** 2 * 4 ).fill( 0 );
  69. pixelBufferTexture = new THREE.DataTexture( pixelBuffer, size, size );
  70. pixelBufferTexture.type = THREE.UnsignedByteType;
  71. pixelBufferTexture.format = THREE.RGBAFormat;
  72. readbackMaterial = new THREE.MeshBasicNodeMaterial();
  73. readbackMaterial.colorNode = texture( pixelBufferTexture );
  74. // MRT
  75. sceneMRT = mrt( {
  76. 'output': output,
  77. 'normal': normalWorld
  78. } );
  79. // Scene
  80. scene = new THREE.Scene();
  81. scene.background = new THREE.Color( 0x222222 );
  82. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  83. camera.position.z = 4;
  84. const loader = new THREE.TextureLoader();
  85. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  86. diffuse.colorSpace = THREE.SRGBColorSpace;
  87. diffuse.wrapS = THREE.RepeatWrapping;
  88. diffuse.wrapT = THREE.RepeatWrapping;
  89. const torusMaterial = new THREE.NodeMaterial();
  90. torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
  91. torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
  92. scene.add( torus );
  93. // Output
  94. material = new THREE.NodeMaterial();
  95. material.colorNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
  96. quadMesh = new THREE.QuadMesh( material );
  97. // Controls
  98. new OrbitControls( camera, renderer.domElement );
  99. window.addEventListener( 'resize', onWindowResize );
  100. }
  101. function onWindowResize() {
  102. camera.aspect = window.innerWidth / window.innerHeight;
  103. camera.updateProjectionMatrix();
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. const dpr = renderer.getPixelRatio();
  106. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  107. }
  108. async function render( time ) {
  109. const selection = options.selection;
  110. torus.rotation.y = ( time / 1000 ) * .4;
  111. const isReadback = ( selection !== 'mrt' );
  112. // render scene into target
  113. renderer.setMRT( sceneMRT );
  114. renderer.setRenderTarget( isReadback ? readbackTarget : renderTarget );
  115. renderer.render( scene, camera );
  116. // render post FX
  117. renderer.setMRT( null );
  118. renderer.setRenderTarget( null );
  119. if ( isReadback ) {
  120. quadMesh.material = readbackMaterial;
  121. await readback();
  122. } else {
  123. quadMesh.material = material;
  124. }
  125. quadMesh.render( renderer );
  126. }
  127. async function readback() {
  128. const width = readbackTarget.width;
  129. const height = readbackTarget.height;
  130. const selection = options.selection;
  131. if ( selection === 'diffuse' ) {
  132. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 0 ); // zero is optional
  133. pixelBufferTexture.image.data = pixelBuffer;
  134. pixelBufferTexture.needsUpdate = true;
  135. } else if ( selection === 'normal' ) {
  136. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 1 );
  137. pixelBufferTexture.image.data = pixelBuffer;
  138. pixelBufferTexture.needsUpdate = true;
  139. }
  140. }
  141. </script>
  142. </body>
  143. </html>
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