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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - RenderTargetArray and RenderTarget3D</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="main.css">
<style>
.viewport-label {
position: absolute;
color: white;
background-color: rgba(0, 0, 0, 0.7);
padding: 5px 10px;
border-radius: 4px;
font-family: monospace;
pointer-events: none;
z-index: 1000;
user-select: none;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - WebGPU - RenderTargetArray and RenderTarget3D<br />
</div>
<div class="viewport-label" style="bottom: 2%; left: 2%;">DataArrayTexture</div>
<div class="viewport-label" style="bottom: 2%; left: 52%;">Data3DTexture</div>
<div class="viewport-label" style="bottom: 52%; left: 52%;">RenderTarget3D</div>
<div class="viewport-label" style="bottom: 52%; left: 2%;">RenderTargetArray</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 { vec2, uniform, screenUV, color, texture, diffuseColor, attribute, vec3, vec4 } from 'three/tsl';
import Stats from 'three/addons/libs/stats.module.js';
import { TextureHelper } from 'three/addons/helpers/TextureHelperGPU.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { unzipSync } from 'three/addons/libs/fflate.module.js';
let renderer, stats;
let views = [];
class View {
constructor( left, top, width, height ) {
this.left = left;
this.top = top;
this.width = width;
this.height = height;
const aspect = ( window.innerWidth * width ) / ( window.innerHeight * height );
// Set up perspective camera
this.camera = new THREE.PerspectiveCamera( 50, aspect, 0.1, 100 );
this.camera.position.set( - 7, 0, 10 );
this.camera.lookAt( 0, 0, 0 );
this.camera.updateProjectionMatrix();
this.scene = new THREE.Scene();
const normalizedUV = screenUV.mul( vec2( 1, - 1 ) ).add( vec2( 0, 1 ) ); // Flip Y and offset
// Calculate viewport center in normalized coordinates
const viewportCenter = vec2(
this.left + this.width * 0.5,
this.top + this.height * 0.5 // Invert Y coordinate for proper alignment
);
const distanceEffect = normalizedUV.distance( viewportCenter ).smoothstep( 0, 0.2 );
const backgroundEffect = color( this.top > 0 ? 0x212121 : 0x616161 ).sub( distanceEffect.pow( 0.3 ).mul( 0.1 ) );
this.scene.backgroundNode = backgroundEffect;
}
// Method to handle viewport resize
updateSize( left, top, width, height ) {
this.left = left;
this.top = top;
this.width = width;
this.height = height;
const aspect = ( window.innerWidth * width ) / ( window.innerHeight * height );
this.camera.aspect = aspect;
this.camera.updateProjectionMatrix();
}
}
async function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
renderer.setAnimationLoop( animate );
container.appendChild( renderer.domElement );
await renderer.init();
// Create views after renderer initialization
views = [
new View( 0.0, 0.0, 0.5, 0.5 ),
new View( 0.5, 0.0, 0.5, 0.5 ),
new View( 0.0, 0.5, 0.5, 0.5 ),
new View( 0.5, 0.5, 0.5, 0.5 )
];
// Add OrbitControls after views and renderer are created
views.forEach( view => {
view.controls = new OrbitControls( view.camera, renderer.domElement );
view.controls.minDistance = 1;
view.controls.maxDistance = 20;
view.controls.minAzimuthAngle = - Math.PI / 3;
view.controls.maxAzimuthAngle = Math.PI / 3;
view.controls.minPolarAngle = Math.PI / 4;
view.controls.maxPolarAngle = Math.PI / 1.25;
view.controls.enableDamping = true;
} );
const size = {
width: 256,
height: 256,
depth: 109
};
new THREE.FileLoader()
.setResponseType( 'arraybuffer' )
.load( 'textures/3d/head256x256x109.zip', function ( data ) {
const zip = unzipSync( new Uint8Array( data ) );
const array = new Uint8Array( zip[ 'head256x256x109' ].buffer );
const map3D = new THREE.Data3DTexture( array, size.width, size.height, size.depth );
map3D.name = 'Data3DTexture';
map3D.format = THREE.RedFormat;
map3D.minFilter = THREE.LinearFilter;
map3D.magFilter = THREE.LinearFilter;
map3D.unpackAlignment = 1;
map3D.needsUpdate = true;
const depth = size.depth / 20;
// 3D
const helper3D = new TextureHelper( map3D, 10, 10, depth );
helper3D.material.outputNode = vec4(
vec3( diffuseColor.r.mul( attribute( 'uvw' ).z.mul( diffuseColor.r ) ) ),
diffuseColor.r.mul( diffuseColor.a )
);
views[ 1 ].scene.add( helper3D );
const fbo3D = new THREE.RenderTarget3D( size.width, size.height, size.depth, {
depthBuffer: false,
} );
fbo3D.texture.name = 'RenderTarget3D';
const fbo3DHelper = new TextureHelper( fbo3D.texture, 10, 10, depth );
fbo3DHelper.material.outputNode = vec4(
vec3( diffuseColor.r ),
diffuseColor.r
);
views[ 3 ].scene.add( fbo3DHelper );
// 2D Array
const mapArray = new THREE.DataArrayTexture( array, size.width, size.height, size.depth );
mapArray.name = 'DataArrayTexture';
mapArray.format = THREE.RedFormat;
mapArray.minFilter = THREE.LinearFilter;
mapArray.magFilter = THREE.LinearFilter;
mapArray.unpackAlignment = 1;
mapArray.needsUpdate = true;
const helperArray = new TextureHelper( mapArray, 10, 10, depth );
helperArray.material.outputNode = vec4(
vec3( diffuseColor.r.mul( attribute( 'uvw' ).z.div( size.depth ).mul( diffuseColor.r ) ) ),
diffuseColor.r.mul( diffuseColor.a )
);
views[ 0 ].scene.add( helperArray );
// Setup render targets
const materialQuad = new THREE.NodeMaterial();
const uZCoord = uniform( 0 );
materialQuad.depthTest = false;
materialQuad.outputNode = vec4( texture( mapArray ).depth( uZCoord ).rgb, 1 );
const fboArray = new THREE.RenderTarget( size.width, size.height, {
depthBuffer: false,
depth: size.depth
} );
fboArray.texture.name = 'RenderTargetArray';
const fboArrayHelper = new TextureHelper( fboArray.texture, 10, 10, depth );
fboArrayHelper.material.outputNode = vec4(
vec3( diffuseColor.r ),
diffuseColor.r
);
views[ 2 ].scene.add( fboArrayHelper );
const quadMesh = new THREE.QuadMesh( materialQuad );
// In WebGPU we need to clear all the layers of the 3D render target before rendering to it (WebGPU limitation?)
if ( renderer.backend.isWebGPUBackend ) {
const materialClear = new THREE.NodeMaterial();
materialClear.outputNode = vec4( 0 );
const clearQuadMesh = new THREE.QuadMesh( materialClear );
for ( let i = 0; i < size.depth; i ++ ) {
renderer.setRenderTarget( fbo3D, i );
clearQuadMesh.render( renderer );
}
}
let j = 0;
const loop = () => {
if ( j === size.depth ) {
clearInterval( interval );
return;
}
// Disable viewport and scissor for FBO rendering
renderer.setViewport( 0, 0, size.width, size.height );
renderer.setScissor( 0, 0, size.width, size.height );
renderer.setScissorTest( false );
uZCoord.value = j;
renderer.setRenderTarget( fboArray, j );
renderer.clear();
quadMesh.render( renderer );
renderer.setRenderTarget( fbo3D, j );
renderer.clear();
quadMesh.render( renderer );
renderer.setRenderTarget( null );
j = ( j + 1 ) % size.depth;
};
const interval = setInterval( loop, 50 );
loop();
} );
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
renderer.setSize( width, height );
views.forEach( view => {
view.updateSize(
view.left,
view.top,
view.width,
view.height
);
} );
}
function animate() {
views.forEach( view => {
view.controls.update();
const left = Math.floor( view.left * window.innerWidth );
const bottom = Math.floor( ( 1 - view.top - view.height ) * window.innerHeight );
const width = Math.floor( view.width * window.innerWidth );
const height = Math.floor( view.height * window.innerHeight );
renderer.setViewport( left, bottom, width, height );
renderer.setScissor( left, bottom, width, height );
renderer.setScissorTest( true );
renderer.clear();
renderer.render( view.scene, view.camera );
} );
stats.update();
}
init();
</script>
</body>
</html>