webgpu_multiple_rendertargets_readback.html 5.4 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. <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" rel="noopener">three.js</a> webgpu - mrt readback
  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, step, texture, screenUV, mrt, output, normalWorld, uv, vec2 } from 'three/tsl';
  26. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  27. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  28. let camera, scene, renderer, torus;
  29. let quadMesh, sceneMRT, renderTarget, readbackTarget, material, readbackMaterial, pixelBuffer, pixelBufferTexture;
  30. const gui = new GUI();
  31. const options = {
  32. selection: 'mrt',
  33. };
  34. gui.add( options, 'selection', [ 'mrt', 'diffuse', 'normal' ] );
  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. // Init readback render target, readback data texture, readback material
  52. // Be careful with the size! 512 is already big. Reading data back from the GPU is computationally intensive
  53. const size = 512;
  54. readbackTarget = new THREE.RenderTarget( size, size, { count: 2 } );
  55. pixelBuffer = new Uint8Array( size ** 2 * 4 ).fill( 0 );
  56. pixelBufferTexture = new THREE.DataTexture( pixelBuffer, size, size );
  57. pixelBufferTexture.type = THREE.UnsignedByteType;
  58. pixelBufferTexture.format = THREE.RGBAFormat;
  59. readbackMaterial = new THREE.MeshBasicNodeMaterial();
  60. readbackMaterial.colorNode = texture( pixelBufferTexture );
  61. // MRT
  62. sceneMRT = mrt( {
  63. 'output': output,
  64. 'normal': normalWorld
  65. } );
  66. // Scene
  67. scene = new THREE.Scene();
  68. scene.background = new THREE.Color( 0x222222 );
  69. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  70. camera.position.z = 4;
  71. const loader = new THREE.TextureLoader();
  72. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  73. diffuse.colorSpace = THREE.SRGBColorSpace;
  74. diffuse.wrapS = THREE.RepeatWrapping;
  75. diffuse.wrapT = THREE.RepeatWrapping;
  76. const torusMaterial = new THREE.NodeMaterial();
  77. torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
  78. torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
  79. scene.add( torus );
  80. // Output
  81. material = new THREE.NodeMaterial();
  82. material.colorNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
  83. quadMesh = new THREE.QuadMesh( material );
  84. // Controls
  85. new OrbitControls( camera, renderer.domElement );
  86. window.addEventListener( 'resize', onWindowResize );
  87. }
  88. function onWindowResize() {
  89. camera.aspect = window.innerWidth / window.innerHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. const dpr = renderer.getPixelRatio();
  93. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  94. }
  95. async function render( time ) {
  96. const selection = options.selection;
  97. torus.rotation.y = ( time / 1000 ) * .4;
  98. const isMRT = selection === 'mrt';
  99. // render scene into target
  100. renderer.setMRT( isMRT ? sceneMRT : null );
  101. renderer.setRenderTarget( isMRT ? renderTarget : readbackTarget );
  102. renderer.render( scene, camera );
  103. // render post FX
  104. renderer.setMRT( null );
  105. renderer.setRenderTarget( null );
  106. if ( isMRT ) {
  107. quadMesh.material = material;
  108. } else {
  109. quadMesh.material = readbackMaterial;
  110. await readback();
  111. }
  112. quadMesh.render( renderer );
  113. }
  114. async function readback() {
  115. const width = readbackTarget.width;
  116. const height = readbackTarget.height;
  117. const selection = options.selection;
  118. if ( selection === 'diffuse' ) {
  119. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 0 ); // zero is optional
  120. pixelBufferTexture.image.data = pixelBuffer;
  121. pixelBufferTexture.needsUpdate = true;
  122. } else if ( selection === 'normal' ) {
  123. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 1 );
  124. pixelBufferTexture.image.data = pixelBuffer;
  125. pixelBufferTexture.needsUpdate = true;
  126. }
  127. }
  128. </script>
  129. </body>
  130. </html>
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