webgpu_rtt.html 3.4 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - rtt</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="example.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  11. <div class="title-wrapper">
  12. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>WebGPU RTT</span>
  13. </div>
  14. <small>Basic Render-to-Texture demo.</small>
  15. </div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.webgpu.js",
  20. "three/webgpu": "../build/three.webgpu.js",
  21. "three/tsl": "../build/three.tsl.js",
  22. "three/addons/": "./jsm/"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three/webgpu';
  28. import { texture, uniform, saturation, hue } from 'three/tsl';
  29. import { Inspector } from 'three/addons/inspector/Inspector.js';
  30. let camera, scene, renderer;
  31. const mouse = new THREE.Vector2();
  32. let quadMesh, renderTarget;
  33. let box;
  34. const dpr = window.devicePixelRatio;
  35. init();
  36. function init() {
  37. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  38. camera.position.z = 3;
  39. scene = new THREE.Scene();
  40. scene.background = new THREE.Color( 0x0066FF );
  41. // textured mesh
  42. const loader = new THREE.TextureLoader();
  43. const uvTexture = loader.load( './textures/uv_grid_opengl.jpg' );
  44. const geometryBox = new THREE.BoxGeometry();
  45. const materialBox = new THREE.MeshBasicNodeMaterial();
  46. materialBox.colorNode = texture( uvTexture );
  47. //
  48. box = new THREE.Mesh( geometryBox, materialBox );
  49. scene.add( box );
  50. //
  51. renderer = new THREE.WebGPURenderer( { antialias: true } );
  52. renderer.setPixelRatio( dpr );
  53. renderer.setSize( window.innerWidth, window.innerHeight );
  54. renderer.setAnimationLoop( animate );
  55. document.body.appendChild( renderer.domElement );
  56. renderer.inspector = new Inspector();
  57. renderTarget = new THREE.RenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
  58. window.addEventListener( 'mousemove', onWindowMouseMove );
  59. window.addEventListener( 'resize', onWindowResize );
  60. // FX
  61. // modulate the final color based on the mouse position
  62. const screenFXNode = uniform( mouse );
  63. const materialFX = new THREE.MeshBasicNodeMaterial();
  64. const scenePassTexture = texture( renderTarget.texture ).toInspector( 'Scene Pass' );
  65. materialFX.colorNode = hue( saturation( scenePassTexture.rgb, screenFXNode.x.oneMinus() ), screenFXNode.y );
  66. quadMesh = new THREE.QuadMesh( materialFX );
  67. quadMesh.name = 'Post-Processing';
  68. }
  69. function onWindowMouseMove( e ) {
  70. mouse.x = e.offsetX / window.innerWidth;
  71. mouse.y = e.offsetY / window.innerHeight;
  72. }
  73. function onWindowResize() {
  74. camera.aspect = window.innerWidth / window.innerHeight;
  75. camera.updateProjectionMatrix();
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
  78. }
  79. function animate() {
  80. box.rotation.x += 0.01;
  81. box.rotation.y += 0.02;
  82. renderer.setRenderTarget( renderTarget );
  83. renderer.render( scene, camera );
  84. renderer.setRenderTarget( null );
  85. quadMesh.render( renderer );
  86. }
  87. </script>
  88. </body>
  89. </html>
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