webgpu_multiple_rendertargets.html 3.5 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="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank">threejs</a> webgpu - multiple rendertargets
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.webgpu.js",
  17. "three/webgpu": "../build/three.webgpu.js",
  18. "three/tsl": "../build/three.tsl.js",
  19. "three/addons/": "./jsm/"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import { mix, vec2, step, texture, uv, screenUV, normalWorld, output, mrt } from 'three/tsl';
  26. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  27. let camera, scene, renderer, torus;
  28. let postProcessing, renderTarget;
  29. init();
  30. function init() {
  31. renderer = new THREE.WebGPURenderer( { antialias: true } );
  32. renderer.setPixelRatio( window.devicePixelRatio );
  33. renderer.setSize( window.innerWidth, window.innerHeight );
  34. renderer.setAnimationLoop( render );
  35. document.body.appendChild( renderer.domElement );
  36. // Create a multi render target with Float buffers
  37. renderTarget = new THREE.RenderTarget(
  38. window.innerWidth * window.devicePixelRatio,
  39. window.innerHeight * window.devicePixelRatio,
  40. { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
  41. );
  42. // Name our G-Buffer attachments for debugging
  43. renderTarget.textures[ 0 ].name = 'output';
  44. renderTarget.textures[ 1 ].name = 'normal';
  45. // Scene
  46. scene = new THREE.Scene();
  47. scene.background = new THREE.Color( 0x222222 );
  48. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  49. camera.position.z = 4;
  50. const loader = new THREE.TextureLoader();
  51. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  52. diffuse.colorSpace = THREE.SRGBColorSpace;
  53. diffuse.wrapS = THREE.RepeatWrapping;
  54. diffuse.wrapT = THREE.RepeatWrapping;
  55. const torusMaterial = new THREE.NodeMaterial();
  56. torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
  57. torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
  58. scene.add( torus );
  59. // MRT
  60. renderer.setMRT( mrt( {
  61. 'output': output,
  62. 'normal': normalWorld
  63. } ) );
  64. // Post Processing
  65. postProcessing = new THREE.PostProcessing( renderer );
  66. postProcessing.outputNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
  67. // Controls
  68. new OrbitControls( camera, renderer.domElement );
  69. window.addEventListener( 'resize', onWindowResize );
  70. }
  71. function onWindowResize() {
  72. camera.aspect = window.innerWidth / window.innerHeight;
  73. camera.updateProjectionMatrix();
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. const dpr = renderer.getPixelRatio();
  76. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  77. }
  78. function render( time ) {
  79. torus.rotation.y = ( time / 1000 ) * .4;
  80. // render scene into target
  81. renderer.setRenderTarget( renderTarget );
  82. renderer.render( scene, camera );
  83. // render post FX
  84. renderer.setRenderTarget( null );
  85. postProcessing.render();
  86. }
  87. </script>
  88. </body>
  89. </html>
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