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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - memory test I</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="example.css">
- </head>
- <body>
- <div id="info" class="invert">
- <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
- <div class="title-wrapper">
- <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>WebGPU Memory Test I</span>
- </div>
- <small>
- This example tests memory management with WebGPU renderer.
- <br /> Spheres are created, rendered, and disposed in each frame.
- </small>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.webgpu.js",
- "three/tsl": "../build/three.tsl.js",
- "three/webgpu": "../build/three.webgpu.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three/webgpu';
- import { pass, mrt, directionToColor, normalView, screenUV, context, sample, colorToDirection } from 'three/tsl';
- import { outline } from 'three/addons/tsl/display/OutlineNode.js';
- import { ao } from 'three/addons/tsl/display/GTAONode.js';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- let camera, scene, renderer, light;
- let generateMeshes = true;
- let mesh;
- let postProcessing;
- let aoNode, outlineNode, scenePass, prePass;
- const selectedObjects = [];
- const params = {
- castShadow: true,
- enablePP: false,
- enableOutline: true,
- enableAO: true,
- recreateLight: () => {
- // Remove existing light
- if ( light ) {
- scene.remove( light );
- light.dispose();
- light = null;
- }
- // Create new directional light
- light = new THREE.DirectionalLight( 0xffffff, 1 );
- light.position.set( Math.random() * 200 - 100, 100, Math.random() * 200 - 100 );
- light.castShadow = params.castShadow;
- scene.add( light );
- },
- start: () => {
- generateMeshes = true;
- },
- stop: () => {
- generateMeshes = false;
- }
- };
- init();
- async function init() {
- const container = document.createElement( 'div' );
- document.body.appendChild( container );
- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
- camera.position.z = 200;
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xffffff );
- renderer = new THREE.WebGPURenderer();
- renderer.shadowMap.enabled = true;
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.inspector = new Inspector();
- container.appendChild( renderer.domElement );
- await renderer.init();
- light = new THREE.DirectionalLight( 0xffffff, 1 );
- light.position.set( 0, 100, 0 );
- light.castShadow = true;
- scene.add( light );
- const planeGeometry = new THREE.PlaneGeometry( 1000, 1000 );
- const planeMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
- const plane = new THREE.Mesh( planeGeometry, planeMaterial );
- plane.rotation.x = - Math.PI / 2;
- plane.position.y = - 100;
- plane.receiveShadow = true;
- scene.add( plane );
- // Inspector UI
- const gui = renderer.inspector.createParameters( 'Settings' );
- gui.add( params, 'castShadow' ).name( 'Cast Shadow' ).onChange( ( value ) => {
- if ( light ) light.castShadow = value;
- } );
- const ppFolder = gui.addFolder( 'Post Processing' );
- ppFolder.add( params, 'enablePP' ).name( 'Enable' ).onChange( updatePostProcessing );
- ppFolder.add( params, 'enableOutline' ).name( 'Outline' ).onChange( updatePostProcessing );
- ppFolder.add( params, 'enableAO' ).name( 'AO' ).onChange( updatePostProcessing );
- gui.add( params, 'recreateLight' ).name( 'Recreate Directional Light' );
- gui.add( params, 'start' ).name( 'Start Creating Meshes' );
- gui.add( params, 'stop' ).name( 'Stop Creating Meshes' );
- window.addEventListener( 'resize', onWindowResize );
- }
- function updatePostProcessing() {
- if ( postProcessing ) {
- postProcessing.dispose();
- postProcessing = null;
- }
- if ( scenePass ) {
- scenePass.dispose();
- scenePass = null;
- }
- if ( prePass ) {
- prePass.dispose();
- prePass = null;
- }
- if ( aoNode ) {
- aoNode.dispose();
- aoNode = null;
- }
- if ( outlineNode ) {
- outlineNode.dispose();
- outlineNode = null;
- }
- if ( params.enablePP ) {
- postProcessing = new THREE.PostProcessing( renderer );
- scenePass = pass( scene, camera );
- let colorNode = scenePass;
- if ( params.enableAO ) {
- prePass = pass( scene, camera );
- prePass.setMRT( mrt( {
- output: directionToColor( normalView )
- } ) );
- const prePassNormal = sample( ( uv ) => {
- return colorToDirection( prePass.getTextureNode().sample( uv ) );
- } );
- const prePassDepth = prePass.getTextureNode( 'depth' );
- aoNode = ao( prePassDepth, prePassNormal, camera );
- scenePass.contextNode = context( {
- ao: aoNode.getTextureNode().sample( screenUV ).r
- } );
- }
- if ( params.enableOutline ) {
- outlineNode = outline( scene, camera, {
- selectedObjects: selectedObjects
- } );
- colorNode = colorNode.add( outlineNode );
- }
- postProcessing.outputNode = colorNode;
- }
- }
- function onWindowResize() {
- const width = window.innerWidth;
- const height = window.innerHeight;
- camera.aspect = width / height;
- camera.updateProjectionMatrix();
- renderer.setSize( width, height );
- }
- function createImage() {
- const canvas = document.createElement( 'canvas' );
- canvas.width = 256;
- canvas.height = 256;
- const canvas2DContext = canvas.getContext( '2d' );
- canvas2DContext.fillStyle = 'rgb(' + Math.floor( Math.random() * 256 ) + ',' + Math.floor( Math.random() * 256 ) + ',' + Math.floor( Math.random() * 256 ) + ')';
- canvas2DContext.fillRect( 0, 0, 256, 256 );
- return canvas;
- }
- //
- function animate() {
- if ( generateMeshes ) {
- if ( mesh ) {
- scene.remove( mesh );
- mesh.geometry.dispose();
- mesh.material.map.dispose();
- mesh.material.dispose();
- }
- const geometry = new THREE.SphereGeometry( 50, Math.random() * 64, Math.random() * 32 );
- const texture = new THREE.CanvasTexture( createImage() );
- const material = new THREE.MeshLambertMaterial( { map: texture } );
- mesh = new THREE.Mesh( geometry, material );
- mesh.castShadow = true;
- scene.add( mesh );
- if ( outlineNode ) {
- selectedObjects[ 0 ] = mesh;
- }
- }
- if ( postProcessing ) {
- postProcessing.render();
- } else {
- renderer.render( scene, camera );
- }
- }
- </script>
- </body>
- </html>
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