webgpu_deferred.html 9.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - deferred rendering</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. <meta property="og:title" content="three.js webgpu - deferred rendering">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_deferred.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_deferred.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>Deferred Rendering</span>
  18. </div>
  19. <small>
  20. Simple deferred rendering using custom pipeline.
  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 { vec4, normalView, pass, diffuseColor, positionGeometry, positionView, positionViewDirection, roughness, metalness, mrt, Fn, overrideNodes } from 'three/tsl';
  36. import { Inspector } from 'three/addons/inspector/Inspector.js';
  37. import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';
  38. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  39. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  40. const RESOLVE_LAYER = 2;
  41. let camera, scene, renderer;
  42. let renderPipeline;
  43. let lightGroup, planesGroup;
  44. let params;
  45. const timer = new THREE.Timer();
  46. init();
  47. function init() {
  48. const container = document.createElement( 'div' );
  49. document.body.appendChild( container );
  50. // scene
  51. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  52. camera.position.set( - 1.8, 0.6, 2.7 );
  53. scene = new THREE.Scene();
  54. new UltraHDRLoader()
  55. .setPath( 'textures/equirectangular/' )
  56. .load( 'royal_esplanade_2k.hdr.jpg', function ( texture ) {
  57. texture.mapping = THREE.EquirectangularReflectionMapping;
  58. scene.background = texture;
  59. scene.environment = texture;
  60. // teapot model
  61. const teapotGeometry = new TeapotGeometry( 0.4, 18 );
  62. const teapotMaterial = new THREE.MeshStandardMaterial( { color: 0x333333, roughness: 0.2, metalness: 0.8 } );
  63. const teapot = new THREE.Mesh( teapotGeometry, teapotMaterial );
  64. teapot.position.y = - 0.15;
  65. scene.add( teapot );
  66. } );
  67. // light group
  68. lightGroup = new THREE.Group();
  69. lightGroup.position.y = - 0.15;
  70. scene.add( lightGroup );
  71. const numLights = 8;
  72. const radius = 1.2;
  73. const sphereGeometry = new THREE.SphereGeometry( 0.03, 16, 8 );
  74. for ( let i = 0; i < numLights; i ++ ) {
  75. const angle = ( i / numLights ) * Math.PI * 2;
  76. const x = Math.cos( angle ) * radius;
  77. const z = Math.sin( angle ) * radius;
  78. const colorHex = new THREE.Color().setHSL( i / numLights, 1.0, 0.5 );
  79. const lightMat = new THREE.MeshStandardMaterial( { color: colorHex } );
  80. const lightMesh = new THREE.Mesh( sphereGeometry, lightMat );
  81. const light = new THREE.PointLight( colorHex, 5, 5 );
  82. light.layers.enable( RESOLVE_LAYER );
  83. light.position.set( x, 0, z );
  84. light.add( lightMesh );
  85. lightGroup.add( light );
  86. }
  87. // planes group
  88. planesGroup = new THREE.Group();
  89. planesGroup.position.y = - 0.15;
  90. scene.add( planesGroup );
  91. const planeGeometry = new THREE.PlaneGeometry( 0.4, 0.4 );
  92. const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x999999, roughness: 0.5, metalness: 0.5, side: THREE.DoubleSide, transparent: true, opacity: 0.5 } );
  93. const numPlanes = 6;
  94. const planesRadius = 1.5;
  95. for ( let i = 0; i < numPlanes; i ++ ) {
  96. const angle = ( i / numPlanes ) * Math.PI * 2;
  97. const pivot = new THREE.Group();
  98. pivot.rotation.y = angle;
  99. planesGroup.add( pivot );
  100. const plane = new THREE.Mesh( planeGeometry, planeMaterial );
  101. plane.position.z = planesRadius;
  102. pivot.add( plane );
  103. }
  104. // renderer
  105. renderer = new THREE.WebGPURenderer();
  106. renderer.setPixelRatio( window.devicePixelRatio );
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. renderer.setAnimationLoop( render );
  109. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  110. renderer.inspector = new Inspector();
  111. container.appendChild( renderer.domElement );
  112. // opaque pass
  113. const opaquePass = pass( scene, camera );
  114. opaquePass.name = 'opaque pass';
  115. opaquePass.transparent = false;
  116. opaquePass.setLayers( new THREE.Layers() ); // default layer 0 is used by the renderer
  117. opaquePass.setMRT( mrt( {
  118. output: diffuseColor,
  119. position: vec4( positionView, metalness ),
  120. normal: vec4( normalView, roughness )
  121. } ) );
  122. opaquePass.lighting = new THREE.Lighting();
  123. opaquePass.lighting.enabled = false;
  124. // opaque nodes
  125. const opaqueOutputNode = opaquePass.getTextureNode( 'output' ).toInspector( 'output' );
  126. const opaquePositionView = opaquePass.getTextureNode( 'position' ).xyz.toInspector( 'position' );
  127. const opaqueNormalView = opaquePass.getTextureNode( 'normal' ).xyz.toInspector( 'normal' );
  128. const opaqueDepthNode = opaquePass.getTextureNode( 'depth' ).toInspector( 'depth' );
  129. const opaqueMetalness = opaquePass.getTextureNode( 'position' ).w.toInspector( 'metalness' );
  130. const opaqueRoughness = opaquePass.getTextureNode( 'normal' ).w.toInspector( 'roughness' );
  131. // resolve opaque pass - deferred lighting
  132. const resolveLayers = new THREE.Layers();
  133. resolveLayers.disableAll();
  134. resolveLayers.enable( RESOLVE_LAYER );
  135. // the resolve material must be compatible with the other materials in the scene;
  136. // in common deferred rendering scenarios, a standardized material is used.
  137. const resolveMaterial = new THREE.MeshStandardNodeMaterial();
  138. resolveMaterial.colorNode = Fn( () => {
  139. opaqueDepthNode.greaterThanEqual( 1.0 ).discard();
  140. return opaqueOutputNode;
  141. } )();
  142. resolveMaterial.metalnessNode = opaqueMetalness;
  143. resolveMaterial.roughnessNode = opaqueRoughness;
  144. resolveMaterial.vertexNode = vec4( positionGeometry.xy, 0.0, 1.0 );
  145. resolveMaterial.depthNode = opaqueDepthNode;
  146. resolveMaterial.contextNode =
  147. overrideNodes( [
  148. [ positionView, opaquePositionView ],
  149. [ positionViewDirection, opaquePositionView.negate().normalize() ],
  150. [ normalView, opaqueNormalView ]
  151. ] );
  152. const resolveMesh = new THREE.QuadMesh( resolveMaterial );
  153. resolveMesh.layers.set( RESOLVE_LAYER );
  154. scene.add( resolveMesh );
  155. const resolvedPass = pass( scene, camera );
  156. resolvedPass.setLayers( resolveLayers );
  157. resolvedPass.lighting = new THREE.Lighting();
  158. // transparent pass
  159. const opaqueDepthTexture = opaquePass.getTexture( 'depth' );
  160. const transparentPass = pass( scene, camera, { depthTexture: opaqueDepthTexture, autoClearDepth: false } );
  161. transparentPass.name = 'transparent pass';
  162. transparentPass.setLayers( new THREE.Layers() ); // default layer 0 is used by the renderer
  163. transparentPass.opaque = false;
  164. // forward pass
  165. const forwardPass = pass( scene, camera ).toInspector( 'forward' );
  166. // resolved - render pipeline
  167. const opaqueNode = resolvedPass.toInspector( 'resolved opaque' );
  168. const transparentNode = transparentPass.toInspector( 'transparent' );
  169. const deferredNode = vec4( opaqueNode.rgb.mul( transparentNode.a.oneMinus() ).add( transparentNode.rgb ), 1.0 );
  170. renderPipeline = new THREE.RenderPipeline( renderer );
  171. renderPipeline.outputNode = deferredNode;
  172. // gui
  173. params = {
  174. mode: 'deferred',
  175. animated: true
  176. };
  177. const gui = renderer.inspector.createParameters( 'Settings' );
  178. gui.add( params, 'mode', [ 'forward', 'deferred' ] ).onChange( ( value ) => {
  179. renderPipeline.outputNode = ( value === 'forward' ) ? forwardPass : deferredNode;
  180. renderPipeline.needsUpdate = true;
  181. } );
  182. gui.add( params, 'animated' );
  183. // controls
  184. const controls = new OrbitControls( camera, renderer.domElement );
  185. controls.minDistance = 2;
  186. controls.maxDistance = 10;
  187. controls.target.set( 0, 0, - 0.2 );
  188. controls.update();
  189. window.addEventListener( 'resize', onWindowResize );
  190. }
  191. function onWindowResize() {
  192. camera.aspect = window.innerWidth / window.innerHeight;
  193. camera.updateProjectionMatrix();
  194. renderer.setSize( window.innerWidth, window.innerHeight );
  195. }
  196. //
  197. function render() {
  198. timer.update();
  199. if ( params.animated ) {
  200. const delta = timer.getDelta();
  201. lightGroup.rotation.y += delta * 1.0;
  202. planesGroup.rotation.y -= delta * 0.5;
  203. }
  204. renderPipeline.render();
  205. }
  206. </script>
  207. </body>
  208. </html>
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