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- <h1>WebGPURenderer</h1>
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-
- <p>
- The new `WebGPURenderer` is the next-generation renderer for three.js. This article provides a short overview about the new
- renderer and basic guidelines about the usage.
- </p>
- <h2>Overview</h2>
- <p>
- `WebGPURenderer` is designed to be the modern alternative to the long-standing `WebGLRenderer`.
- Its primary goal is to use WebGPU, which is a modern, high-performance graphics and compute 3D API. However, it's built to be a
- universal renderer. If a device/browser doesn't support WebGPU, the renderer can automatically fall back to using a WebGL 2 backend.
- </p>
- <p>
- Providing a WebGL 2 backend as a fallback is a crucial design decision since it allows applications to benefit from WebGPU but without
- sacrificing the support for devices which only support WebGL 2.
- </p>
- <p>
- Apart from the fact that `WebGPURenderer` enables access to WebGPU, it offers an exciting feature set:
- <p>
- <ul>
- <li>
- `WebGPURenderer` comes with a new node-based material system which allows to develop custom materials with greater flexibility and
- more robustness.
- </li>
- <li>
- The renderer supports TSL, the three.js shading language. With TSL, developers can write shader code with JavaScript in a
- platform-independent manner. Shader code written in TSL can be transpiled to WGSL or GLSL depending on the available backend.
- </li>
- <li>
- `WebGPURenderer` comes with a new post-processing stack with built-in Multiple Render Targets (MRT) support and automatic pass combination thanks to the
- node material.
- </li>
- </ul>
- Let's find out how to integrate `WebGPURenderer` in three.js applications.
- <h2>Usage</h2>
- <p>
- `WebGPURenderer` has different build files so the way you import three.js changes:
- </p>
-
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
- - import * as THREE from 'three';
- + import * as THREE from 'three/webgpu';
- </pre>
- <p>
- If you are using an import map, it's recommended to change it to the following (the paths differ depending on your setup):
- </p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.webgpu.js",
- "three/webgpu": "../build/three.webgpu.js",
- "three/tsl": "../build/three.tsl.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- </pre>
- <p>
- You can create an instance of the renderer just like with `WebGLRenderer`:
- </p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
- const renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( render );
- document.body.appendChild( renderer.domElement );
- </pre>
- <p>
- It's important to understand that WebGPU is initialized in an asynchronous fashion. Hence, it is recommended to use
- `setAnimationLoop()` to define the animation loop of your app since this approach will automatically ensure the renderer
- is initialized when rendering the first frame. If you prefer to manage your animation loop via `window.requestAnimationFrame()` or
- if you have to use the renderer in your init routine, you need an additional line in the above code section.
- </p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
- const renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( render );
- document.body.appendChild( renderer.domElement );
- + await renderer.init();
- </pre>
- <p>
- Most common methods known from `WebGLRenderer` like `clear()`, `setRenderTarget()`or `dispose()` are also present in `WebGPURenderer`.
- Please have a look at the <a href="https://threejs.org/docs/#Renderer" target="_blank">API documentation</a> for a full overview of the renderer's public interface.
- </p>
- <p>
- Like mentioned in the initial part of the guide, `WebGPURenderer` uses a WebGPU backend by default and a WebGL 2 backend as a fallback.
- If you want to force the usage of WebGL 2 for testing purposes or if you want to exclude the usage of WebGPU for certain reasons, you can
- make use of the `forceWebGL` parameter.
- </p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">
- - const renderer = new THREE.WebGPURenderer( { antialias: true } );
- + const renderer = new THREE.WebGPURenderer( { antialias: true, forceWebGL: true } );
- </pre>
- <h2>Migration</h2>
- <p>
- If you want to give `WebGPURenderer` a try, you have to be aware of the following.
- </p>
- <ul>
- <li>
- Custom materials based on `ShaderMaterial`, `RawShaderMaterial` and modifications of built-in materials via `onBeforeCompile()`
- are not supported in `WebGPURenderer`. This part of your application must be ported to node materials and TSL.
- </li>
- <li>
- `EffectComposer` with its effect passes are not supported because `WebGPURenderer` comes with a new, more modern
- post-processing stack. Similar to materials, post-processing effects are now written in TSL and the effect chain is expressed
- as a node composition. All common effects have already been ported to `WebGPURenderer` and exist in a more performant version
- as a node class. We have also added new effects like SSGI, SSS or a better DoF exclusively for the new renderer. Check out the
- <a href="https://threejs.org/examples/?q=webgpu%20postprocessing" target="_blank">official examples</a> to get an overview of
- the current supported effects.
- </li>
- <li>
- The renderer itself is still in an experimental state although its maturity level has been greatly improved in the last years.
- Still, depending on your application and scene setup, you will encounter missing features or a better performance with `WebGLRenderer`.
- Feel free to file an issue at GitHub so we are aware of open tasks. We are improving `WebGPURenderer` with each release so it's
- recommended to upgrade to the latest version whenever possible.
- </li>
- </ul>
- <h2>State of WebGLRenderer</h2>
- <p>Although in the meanwhile a lot of work happens in context of `WebGPURenderer`, the node material and TSL, `WebGLRenderer` is still maintained
- and the recommended choice for pure WebGL 2 applications. However, keep in mind that there are no plans to add larger new features to
- the renderer since the project's focus is now on `WebGPURenderer` which you can easily see at the latest release notes. That said,
- we are currently investigating the possibility to add limited node material support to `WebGLRenderer` in order to make the transition to
- `WebGPURenderer` easier for certain projects.
- </p>
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