webgpu_multiple_rendertargets_readback.html 5.8 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="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, step, texture, screenUV, mrt, output, normalWorld, uv, vec2 } from 'three/tsl';
  32. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  33. import { Inspector } from 'three/addons/inspector/Inspector.js';
  34. let camera, scene, renderer, torus;
  35. let quadMesh, sceneMRT, renderTarget, readbackTarget, material, readbackMaterial, pixelBuffer, pixelBufferTexture;
  36. const options = {
  37. selection: 'mrt',
  38. };
  39. init();
  40. function init() {
  41. renderer = new THREE.WebGPURenderer( { antialias: true } );
  42. renderer.setPixelRatio( window.devicePixelRatio );
  43. renderer.setSize( window.innerWidth, window.innerHeight );
  44. renderer.setAnimationLoop( render );
  45. document.body.appendChild( renderer.domElement );
  46. //
  47. renderer.inspector = new Inspector();
  48. //
  49. const gui = renderer.inspector.createParameters( 'Settings' );
  50. gui.add( options, 'selection', [ 'mrt', 'diffuse', 'normal' ] );
  51. // Create a multi render target with Float buffers
  52. renderTarget = new THREE.RenderTarget(
  53. window.innerWidth * window.devicePixelRatio,
  54. window.innerHeight * window.devicePixelRatio,
  55. { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
  56. );
  57. // Name our G-Buffer attachments for debugging
  58. renderTarget.textures[ 0 ].name = 'output';
  59. renderTarget.textures[ 1 ].name = 'normal';
  60. // Init readback render target, readback data texture, readback material
  61. // Be careful with the size! 512 is already big. Reading data back from the GPU is computationally intensive
  62. const size = 512;
  63. readbackTarget = new THREE.RenderTarget( size, size, { count: 2 } );
  64. pixelBuffer = new Uint8Array( size ** 2 * 4 ).fill( 0 );
  65. pixelBufferTexture = new THREE.DataTexture( pixelBuffer, size, size );
  66. pixelBufferTexture.type = THREE.UnsignedByteType;
  67. pixelBufferTexture.format = THREE.RGBAFormat;
  68. readbackMaterial = new THREE.MeshBasicNodeMaterial();
  69. readbackMaterial.colorNode = texture( pixelBufferTexture );
  70. // MRT
  71. sceneMRT = mrt( {
  72. 'output': output,
  73. 'normal': normalWorld
  74. } );
  75. // Scene
  76. scene = new THREE.Scene();
  77. scene.background = new THREE.Color( 0x222222 );
  78. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
  79. camera.position.z = 4;
  80. const loader = new THREE.TextureLoader();
  81. const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
  82. diffuse.colorSpace = THREE.SRGBColorSpace;
  83. diffuse.wrapS = THREE.RepeatWrapping;
  84. diffuse.wrapT = THREE.RepeatWrapping;
  85. const torusMaterial = new THREE.NodeMaterial();
  86. torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
  87. torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
  88. scene.add( torus );
  89. // Output
  90. material = new THREE.NodeMaterial();
  91. material.colorNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
  92. quadMesh = new THREE.QuadMesh( material );
  93. // Controls
  94. new OrbitControls( camera, renderer.domElement );
  95. window.addEventListener( 'resize', onWindowResize );
  96. }
  97. function onWindowResize() {
  98. camera.aspect = window.innerWidth / window.innerHeight;
  99. camera.updateProjectionMatrix();
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. const dpr = renderer.getPixelRatio();
  102. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  103. }
  104. async function render( time ) {
  105. const selection = options.selection;
  106. torus.rotation.y = ( time / 1000 ) * .4;
  107. const isReadback = ( selection !== 'mrt' );
  108. // render scene into target
  109. renderer.setMRT( sceneMRT );
  110. renderer.setRenderTarget( isReadback ? readbackTarget : renderTarget );
  111. renderer.render( scene, camera );
  112. // render post FX
  113. renderer.setMRT( null );
  114. renderer.setRenderTarget( null );
  115. if ( isReadback ) {
  116. quadMesh.material = readbackMaterial;
  117. await readback();
  118. } else {
  119. quadMesh.material = material;
  120. }
  121. quadMesh.render( renderer );
  122. }
  123. async function readback() {
  124. const width = readbackTarget.width;
  125. const height = readbackTarget.height;
  126. const selection = options.selection;
  127. if ( selection === 'diffuse' ) {
  128. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 0 ); // zero is optional
  129. pixelBufferTexture.image.data = pixelBuffer;
  130. pixelBufferTexture.needsUpdate = true;
  131. } else if ( selection === 'normal' ) {
  132. pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 1 );
  133. pixelBufferTexture.image.data = pixelBuffer;
  134. pixelBufferTexture.needsUpdate = true;
  135. }
  136. }
  137. </script>
  138. </body>
  139. </html>
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