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earthquake_3d_viewer_front/three/examples/webgpu_multiple_rendertarge...

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<html lang="en">
<head>
<title>three.js webgpu - mrt readback</title>
<meta charset="utf-8">
<link rel="shortcut icon" href="#">
<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="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - mrt readback
</div>
<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>
<script type="module">
import * as THREE from 'three';
import { mix, step, texture, screenUV, mrt, output, normalWorld, uv, vec2 } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, torus;
let quadMesh, sceneMRT, renderTarget, readbackTarget, material, readbackMaterial, pixelBuffer, pixelBufferTexture;
const gui = new GUI();
const options = {
selection: 'mrt',
};
gui.add( options, 'selection', [ 'mrt', 'diffuse', 'normal' ] );
init();
function init() {
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( render );
document.body.appendChild( renderer.domElement );
// Create a multi render target with Float buffers
renderTarget = new THREE.RenderTarget(
window.innerWidth * window.devicePixelRatio,
window.innerHeight * window.devicePixelRatio,
{ count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
);
// Name our G-Buffer attachments for debugging
renderTarget.textures[ 0 ].name = 'output';
renderTarget.textures[ 1 ].name = 'normal';
// Init readback render target, readback data texture, readback material
// Be careful with the size! 512 is already big. Reading data back from the GPU is computationally intensive
const size = 512;
readbackTarget = new THREE.RenderTarget( size, size, { count: 2 } );
pixelBuffer = new Uint8Array( size ** 2 * 4 ).fill( 0 );
pixelBufferTexture = new THREE.DataTexture( pixelBuffer, size, size );
pixelBufferTexture.type = THREE.UnsignedByteType;
pixelBufferTexture.format = THREE.RGBAFormat;
readbackMaterial = new THREE.MeshBasicNodeMaterial();
readbackMaterial.colorNode = texture( pixelBufferTexture );
// MRT
sceneMRT = mrt( {
'output': output,
'normal': normalWorld
} );
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x222222 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
camera.position.z = 4;
const loader = new THREE.TextureLoader();
const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
diffuse.colorSpace = THREE.SRGBColorSpace;
diffuse.wrapS = THREE.RepeatWrapping;
diffuse.wrapT = THREE.RepeatWrapping;
const torusMaterial = new THREE.NodeMaterial();
torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
scene.add( torus );
// Output
material = new THREE.NodeMaterial();
material.colorNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
quadMesh = new THREE.QuadMesh( material );
// Controls
new OrbitControls( camera, renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
const dpr = renderer.getPixelRatio();
renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
}
async function render( time ) {
const selection = options.selection;
torus.rotation.y = ( time / 1000 ) * .4;
const isMRT = selection === 'mrt';
// render scene into target
renderer.setMRT( isMRT ? sceneMRT : null );
renderer.setRenderTarget( isMRT ? renderTarget : readbackTarget );
renderer.render( scene, camera );
// render post FX
renderer.setMRT( null );
renderer.setRenderTarget( null );
if ( isMRT ) {
quadMesh.material = material;
} else {
quadMesh.material = readbackMaterial;
await readback();
}
quadMesh.render( renderer );
}
async function readback() {
const width = readbackTarget.width;
const height = readbackTarget.height;
const selection = options.selection;
if ( selection === 'diffuse' ) {
pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 0 ); // zero is optional
pixelBufferTexture.image.data = pixelBuffer;
pixelBufferTexture.needsUpdate = true;
} else if ( selection === 'normal' ) {
pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 1 );
pixelBufferTexture.image.data = pixelBuffer;
pixelBufferTexture.needsUpdate = true;
}
}
</script>
</body>
</html>