webgpu_multiple_rendertargets.html 3.7 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. <link type="text/css" rel="stylesheet" href="example.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  12. <div class="title-wrapper">
  13. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Multiple Render Targets</span>
  14. </div>
  15. <small>
  16. Using multiple render targets to output color and normals to separate buffers.
  17. </small>
  18. </div>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.webgpu.js",
  23. "three/webgpu": "../build/three.webgpu.js",
  24. "three/tsl": "../build/three.tsl.js",
  25. "three/addons/": "./jsm/"
  26. }
  27. }
  28. </script>
  29. <script type="module">
  30. import * as THREE from 'three/webgpu';
  31. import { mix, vec2, step, texture, uv, screenUV, normalWorld, output, mrt } from 'three/tsl';
  32. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  33. let camera, scene, renderer, torus;
  34. let postProcessing, renderTarget;
  35. init();
  36. function init() {
  37. renderer = new THREE.WebGPURenderer( { antialias: true } );
  38. renderer.setPixelRatio( window.devicePixelRatio );
  39. renderer.setSize( window.innerWidth, window.innerHeight );
  40. renderer.setAnimationLoop( render );
  41. document.body.appendChild( renderer.domElement );
  42. // Create a multi render target with Float buffers
  43. renderTarget = new THREE.RenderTarget(
  44. window.innerWidth * window.devicePixelRatio,
  45. window.innerHeight * window.devicePixelRatio,
  46. { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
  47. );
  48. // Name our G-Buffer attachments for debugging
  49. renderTarget.textures[ 0 ].name = 'output';
  50. renderTarget.textures[ 1 ].name = 'normal';
  51. // Scene
  52. scene = new THREE.Scene();
  53. scene.background = new THREE.Color( 0x222222 );
  54. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  55. camera.position.z = 4;
  56. const loader = new THREE.TextureLoader();
  57. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  58. diffuse.colorSpace = THREE.SRGBColorSpace;
  59. diffuse.wrapS = THREE.RepeatWrapping;
  60. diffuse.wrapT = THREE.RepeatWrapping;
  61. const torusMaterial = new THREE.NodeMaterial();
  62. torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
  63. torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
  64. scene.add( torus );
  65. // MRT
  66. renderer.setMRT( mrt( {
  67. 'output': output,
  68. 'normal': normalWorld
  69. } ) );
  70. // Post Processing
  71. postProcessing = new THREE.PostProcessing( renderer );
  72. postProcessing.outputNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
  73. // Controls
  74. new OrbitControls( camera, renderer.domElement );
  75. window.addEventListener( 'resize', onWindowResize );
  76. }
  77. function onWindowResize() {
  78. camera.aspect = window.innerWidth / window.innerHeight;
  79. camera.updateProjectionMatrix();
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. const dpr = renderer.getPixelRatio();
  82. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  83. }
  84. function render( time ) {
  85. torus.rotation.y = ( time / 1000 ) * .4;
  86. // render scene into target
  87. renderer.setRenderTarget( renderTarget );
  88. renderer.render( scene, camera );
  89. // render post FX
  90. renderer.setRenderTarget( null );
  91. postProcessing.render();
  92. }
  93. </script>
  94. </body>
  95. </html>
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