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Manual: Add basic guide about WebGPURenderer. (#32260)
Co-authored-by: Vincent Fretin <[email protected]>
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manual/en/webgpurenderer.html

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<!DOCTYPE html><html lang="en"><head>
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<meta charset="utf-8">
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<title>WebGPURenderer</title>
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<meta name="twitter:card" content="summary_large_image">
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<meta name="twitter:site" content="@threejs">
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<meta name="twitter:title" content="Three.js – WebGPURenderer">
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<meta property="og:image" content="https://threejs.org/files/share.png">
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<link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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<link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
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<link rel="stylesheet" href="../resources/lesson.css">
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<link rel="stylesheet" href="../resources/lang.css">
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js"
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}
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}
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</script>
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</head>
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<body>
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<div class="container">
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<div class="lesson-title">
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<h1>WebGPURenderer</h1>
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</div>
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<div class="lesson">
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<div class="lesson-main">
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<p>
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The new `WebGPURenderer` is the next-generation renderer for three.js. This article provides a short overview about the new
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renderer and basic guidelines about the usage.
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</p>
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<h2>Overview</h2>
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<p>
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`WebGPURenderer` is designed to be the modern alternative to the long-standing `WebGLRenderer`.
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Its primary goal is to use WebGPU, which is a modern, high-performance graphics and compute 3D API. However, it's built to be a
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universal renderer. If a device/browser doesn't support WebGPU, the renderer can automatically fall back to using a WebGL 2 backend.
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</p>
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<p>
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Providing a WebGL 2 backend as a fallback is a crucial design decision since it allows applications to benefit from WebGPU but without
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sacrificing the support for devices which only support WebGL 2.
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</p>
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<p>
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Apart from the fact that `WebGPURenderer` enables access to WebGPU, it offers an exciting feature set:
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<p>
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<ul>
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<li>
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`WebGPURenderer` comes with a new node-based material system which allows to develop custom materials with greater flexibility and
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more robustness.
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</li>
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<li>
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The renderer supports TSL, the three.js shading language. With TSL, developers can write shader code with JavaScript in a
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platform-independent manner. Shader code written in TSL can be transpiled to WGSL or GLSL depending on the available backend.
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</li>
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<li>
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`WebGPURenderer` comes with a new post-processing stack with built-in Multiple Render Targets (MRT) support and automatic pass combination thanks to the
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node material.
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</li>
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</ul>
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Let's find out how to integrate `WebGPURenderer` in three.js applications.
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<h2>Usage</h2>
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<p>
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`WebGPURenderer` has different build files so the way you import three.js changes:
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</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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- import * as THREE from 'three';
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+ import * as THREE from 'three/webgpu';
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</pre>
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<p>
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If you are using an import map, it's recommended to change it to the following (the paths differ depending on your setup):
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</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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&lt;script type="importmap"&gt;
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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&lt;/script&gt;
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</pre>
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<p>
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You can create an instance of the renderer just like with `WebGLRenderer`:
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</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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const renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( render );
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document.body.appendChild( renderer.domElement );
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</pre>
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<p>
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It's important to understand that WebGPU is initialized in an asynchronous fashion. Hence, it is recommended to use
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`setAnimationLoop()` to define the animation loop of your app since this approach will automatically ensure the renderer
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is initialized when rendering the first frame. If you prefer to manage your animation loop via `window.requestAnimationFrame()` or
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if you have to use to the renderer in your init routine, you need an additional line in the above code section.
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</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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const renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( render );
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document.body.appendChild( renderer.domElement );
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+ await renderer.init();
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</pre>
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<p>
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Most common methods known from `WebGLRenderer` like `clear()`, `setRenderTarget()`or `dispose()` are also present in `WebGPURenderer`.
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Please have a look at the <a href="https://threejs.org/docs/#Renderer" target="_blank">API documentation</a> for a full overview of the renderer's public interface.
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</p>
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<p>
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Like mentioned in the initial part of the guide, `WebGPURenderer` uses a WebGPU backend by default and a WebGL 2 backend as a fallback.
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If you want to force the usage of WebGL 2 for testing purposes or if you want to exclude the usage of WebGPU for certain reasons, you can
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make use of the `forceWebGL` parameter.
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</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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- const renderer = new THREE.WebGPURenderer( { antialias: true } );
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+ const renderer = new THREE.WebGPURenderer( { antialias: true, forceWebGL: true } );
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</pre>
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<h2>Migration</h2>
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<p>
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If you want to give `WebGPURenderer` a try, you have to be aware of the following.
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</p>
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<ul>
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<li>
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Custom materials based on `ShaderMaterial`, `RawShaderMaterial` and modifications of built-in materials via `onBeforeCompile()`
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are not supported in `WebGPURenderer`. This part of your application must be ported to node materials and TSL.
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</li>
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<li>
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`EffectComposer` with its effect passes are not supported because `WebGPURenderer` comes with a new, more modern
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post-processing stack. Similar to materials, post-processing effects are now written in TSL and the effect chain is expressed
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as a node composition. All common effects have already been ported to `WebGPURenderer` and exist in a more performant version
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as a node class. We have also added new effects like SSGI, SSS or a better DoF exclusively for the new renderer. Check out the
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<a href="https://threejs.org/examples/?q=webgpu%20postprocessing" target="_blank">official examples</a> to get an overview of
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the current supported effects.
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</li>
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<li>
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The renderer itself is still in an experimental state although its maturity level has been greatly improved in the last years.
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Still, depending on your application and scene setup, you will encounter missing features or a better performance with `WebGLRenderer`.
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Feel free to file an issue at GitHub so we are aware of open tasks. We are improving `WebGPURenderer` with each release so it's
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recommended to upgrade to the latest version whenever possible.
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</li>
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</ul>
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<h2>State of WebGLRenderer</h2>
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<p>Although in the meanwhile a lot of work happens in context of `WebGPURenderer`, the node material and TSL, `WebGLRenderer` is still maintained
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and the recommended choice for pure WebGL 2 applications. However, keep in mind that there are no plans to add larger new features to
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the renderer since the project's focus is now on `WebGPURenderer` which you can easily see at the latest release notes. That said,
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we are currently investigating the possibility to add limited node material support to `WebGLRenderer` in order to make the transition to
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`WebGPURenderer` easier for certain projects.
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</p>
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</div>
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</div>
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</div>
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<script src="../resources/prettify.js"></script>
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<script src="../resources/lesson.js"></script>
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</body>
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</html>

manual/list.json

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"Making Voxel Geometry (Minecraft)": "en/voxel-geometry",
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"Start making a Game": "en/game"
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},
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"WebGPU": {
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"WebGPURenderer": "en/webgpurenderer"
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},
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"WebXR": {
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"VR - Basics": "en/webxr-basics",
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"VR - Look To Select": "en/webxr-look-to-select",

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