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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/tsl": "../build/three.webgpu.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { mix, step, texture, screenUV, mrt, output, transformedNormalWorld, 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': transformedNormalWorld
- } );
- // 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>
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