Skip to content
Merged
Show file tree
Hide file tree
Changes from 13 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions examples/files.json
Original file line number Diff line number Diff line change
Expand Up @@ -348,6 +348,7 @@
"webgpu_materials_video",
"webgpu_materialx_noise",
"webgpu_multiple_rendertargets",
"webgpu_mrt_readback",
"webgpu_morphtargets",
"webgpu_morphtargets_face",
"webgpu_occlusion",
Expand Down
Binary file added examples/screenshots/webgpu_mrt_readback.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
256 changes: 256 additions & 0 deletions examples/webgpu_mrt_readback.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,256 @@
<html lang="en">
<head>
<title>three.js - WebGPU - MultipleRenderTargets with GPU 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>


<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>

<script type="module">

import * as THREE from 'three';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { MeshBasicNodeMaterial, NodeMaterial, mix, modelNormalMatrix, normalGeometry, normalize, outputStruct, step, texture, uniform, uv, varying, vec2, vec4, attribute } from 'three/nodes';
import WebGPU from 'three/addons/capabilities/WebGPU.js';
import WebGL from 'three/addons/capabilities/WebGL.js';

import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';

import QuadMesh from 'three/addons/objects/QuadMesh.js';

let camera, scene, renderer, torus;
let quadMesh, renderTarget, readbackTarget, material, readbackMaterial, pixelBuffer, pixelBufferTexture;

const gui = new GUI();

const options = {
selection: 'mrt',
};

gui.add( options, 'selection', [ 'mrt', 'diffuse', 'normal' ] );

class WriteGBufferMaterial extends NodeMaterial {

constructor( diffuseTexture ) {

super();

this.lights = false;
this.fog = false;
this.colorSpaced = false;

this.diffuseTexture = diffuseTexture;

const vUv = varying( uv() );

const transformedNormal = modelNormalMatrix.mul( normalGeometry );
const vNormal = varying( normalize( transformedNormal ) );

const repeat = uniform( vec2( 5, 0.5 ) );

const gColor = texture( this.diffuseTexture, vUv.mul( repeat ) );
const gNormal = vec4( normalize( vNormal ), 1.0 );

this.fragmentNode = outputStruct( gColor, gNormal );

}

}

class ReadGBufferMaterial extends NodeMaterial {

constructor( tDiffuse, tNormal ) {

super();

this.lights = false;
this.fog = false;

const vUv = varying( uv() );

const diffuse = texture( tDiffuse, vUv );
const normal = texture( tNormal, vUv );

this.fragmentNode = mix( diffuse, normal, step( 0.5, vUv.x ) );

}

}

init();

function init() {

if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {

document.body.appendChild( WebGPU.getErrorMessage() );

throw new Error( 'No WebGPU or WebGL2 support' );

}

renderer = new 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 = 'diffuse';
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 MeshBasicNodeMaterial();
readbackMaterial.colorNode = texture();


// Scene setup

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;

torus = new THREE.Mesh(
new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
new WriteGBufferMaterial( diffuse )
);

scene.add( torus );


material = new ReadGBufferMaterial( renderTarget.textures[ 0 ], renderTarget.textures[ 1 ] );
quadMesh = new 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 ) {

torus.rotation.y = ( time / 1000 ) * .4;

// render scene into target
renderer.setRenderTarget( renderTarget );
renderer.render( scene, camera );

// render post FX
renderer.setRenderTarget( null );

if ( options.selection === 'mrt' ) {

quadMesh.material = material;

} else {

await readback();

}

quadMesh.render( renderer );

}

async function readback() {

renderer.setRenderTarget( readbackTarget );
renderer.render( scene, camera );
renderer.setRenderTarget( null );

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;

readbackMaterial.colorNode.value = pixelBufferTexture;

quadMesh.material = readbackMaterial;

} else if ( selection === 'normal' ) {

pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 1 );

pixelBufferTexture.image.data = pixelBuffer;
pixelBufferTexture.needsUpdate = true;

readbackMaterial.colorNode.value = pixelBufferTexture;

quadMesh.material = readbackMaterial;

}

}

</script>

</body>
</html>