webgpu_rtt.html 3.7 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. <meta property="og:title" content="three.js webgpu - rtt">
  7. <meta property="og:type" content="website">
  8. <meta property="og:url" content="https://threejs.org/examples/webgpu_rtt.html">
  9. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_rtt.jpg">
  10. <link type="text/css" rel="stylesheet" href="example.css">
  11. </head>
  12. <body>
  13. <div id="info">
  14. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  15. <div class="title-wrapper">
  16. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>WebGPU RTT</span>
  17. </div>
  18. <small>Basic Render-to-Texture demo.</small>
  19. </div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.webgpu.js",
  24. "three/webgpu": "../build/three.webgpu.js",
  25. "three/tsl": "../build/three.tsl.js",
  26. "three/addons/": "./jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three/webgpu';
  32. import { texture, uniform, saturation, hue } from 'three/tsl';
  33. import { Inspector } from 'three/addons/inspector/Inspector.js';
  34. let camera, scene, renderer;
  35. const mouse = new THREE.Vector2();
  36. let quadMesh, renderTarget;
  37. let box;
  38. const dpr = window.devicePixelRatio;
  39. init();
  40. function init() {
  41. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  42. camera.position.z = 3;
  43. scene = new THREE.Scene();
  44. scene.background = new THREE.Color( 0x0066FF );
  45. // textured mesh
  46. const loader = new THREE.TextureLoader();
  47. const uvTexture = loader.load( './textures/uv_grid_opengl.jpg' );
  48. const geometryBox = new THREE.BoxGeometry();
  49. const materialBox = new THREE.MeshBasicNodeMaterial();
  50. materialBox.colorNode = texture( uvTexture );
  51. //
  52. box = new THREE.Mesh( geometryBox, materialBox );
  53. scene.add( box );
  54. //
  55. renderer = new THREE.WebGPURenderer( { antialias: true } );
  56. renderer.setPixelRatio( dpr );
  57. renderer.setSize( window.innerWidth, window.innerHeight );
  58. renderer.setAnimationLoop( animate );
  59. document.body.appendChild( renderer.domElement );
  60. renderer.inspector = new Inspector();
  61. renderTarget = new THREE.RenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
  62. window.addEventListener( 'mousemove', onWindowMouseMove );
  63. window.addEventListener( 'resize', onWindowResize );
  64. // FX
  65. // modulate the final color based on the mouse position
  66. const screenFXNode = uniform( mouse );
  67. const materialFX = new THREE.MeshBasicNodeMaterial();
  68. const scenePassTexture = texture( renderTarget.texture ).toInspector( 'Scene Pass' );
  69. materialFX.colorNode = hue( saturation( scenePassTexture.rgb, screenFXNode.x.oneMinus() ), screenFXNode.y );
  70. quadMesh = new THREE.QuadMesh( materialFX );
  71. quadMesh.name = 'Post-Processing';
  72. }
  73. function onWindowMouseMove( e ) {
  74. mouse.x = e.offsetX / window.innerWidth;
  75. mouse.y = e.offsetY / window.innerHeight;
  76. }
  77. function onWindowResize() {
  78. camera.aspect = window.innerWidth / window.innerHeight;
  79. camera.updateProjectionMatrix();
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  82. }
  83. function animate() {
  84. box.rotation.x += 0.01;
  85. box.rotation.y += 0.02;
  86. renderer.setRenderTarget( renderTarget );
  87. renderer.render( scene, camera );
  88. renderer.setRenderTarget( null );
  89. quadMesh.render( renderer );
  90. }
  91. </script>
  92. </body>
  93. </html>
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