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JavaScript

import {
BufferAttribute,
BufferGeometry,
DataTexture,
FloatType,
MathUtils,
Matrix4,
Mesh,
RGBAFormat
} from 'three';
const ID_ATTR_NAME = '_batch_id_';
const _identityMatrix = new Matrix4();
const _zeroScaleMatrix = new Matrix4().set(
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 1,
);
// Custom shaders
const batchingParsVertex = /* glsl */`
#ifdef BATCHING
attribute float ${ ID_ATTR_NAME };
uniform highp sampler2D batchingTexture;
uniform int batchingTextureSize;
mat4 getBatchingMatrix( const in float i ) {
float j = i * 4.0;
float x = mod( j, float( batchingTextureSize ) );
float y = floor( j / float( batchingTextureSize ) );
float dx = 1.0 / float( batchingTextureSize );
float dy = 1.0 / float( batchingTextureSize );
y = dy * ( y + 0.5 );
vec4 v1 = texture2D( batchingTexture, vec2( dx * ( x + 0.5 ), y ) );
vec4 v2 = texture2D( batchingTexture, vec2( dx * ( x + 1.5 ), y ) );
vec4 v3 = texture2D( batchingTexture, vec2( dx * ( x + 2.5 ), y ) );
vec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );
return mat4( v1, v2, v3, v4 );
}
#endif
`;
const batchingbaseVertex = /* glsl */`
#ifdef BATCHING
mat4 batchingMatrix = getBatchingMatrix( ${ ID_ATTR_NAME } );
#endif
`;
const batchingnormalVertex = /* glsl */`
#ifdef BATCHING
objectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;
#ifdef USE_TANGENT
objectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;
#endif
#endif
`;
const batchingVertex = /* glsl */`
#ifdef BATCHING
transformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;
#endif
`;
// @TODO: SkinnedMesh support?
// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.
// copies data from attribute "src" into "target" starting at "targetOffset"
function copyAttributeData( src, target, targetOffset = 0 ) {
const itemSize = target.itemSize;
if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
// use the component getters and setters if the array data cannot
// be copied directly
const vertexCount = src.count;
for ( let i = 0; i < vertexCount; i ++ ) {
for ( let c = 0; c < itemSize; c ++ ) {
target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
}
}
} else {
// faster copy approach using typed array set function
target.array.set( src.array, targetOffset * itemSize );
}
target.needsUpdate = true;
}
class BatchedMesh extends Mesh {
constructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
super( new BufferGeometry(), material );
this._vertexStarts = [];
this._vertexCounts = [];
this._indexStarts = [];
this._indexCounts = [];
this._visible = [];
this._active = [];
this._maxGeometryCount = maxGeometryCount;
this._maxVertexCount = maxVertexCount;
this._maxIndexCount = maxIndexCount;
this._geometryInitialized = false;
this._geometryCount = 0;
this._vertexCount = 0;
this._indexCount = 0;
// Local matrix per geometry by using data texture
// @TODO: Support uniform parameter per geometry
this._matrices = [];
this._matricesTexture = null;
// @TODO: Calculate the entire binding box and make frustumCulled true
this.frustumCulled = false;
this._customUniforms = {
batchingTexture: { value: null },
batchingTextureSize: { value: 0 }
};
this._initMatricesTexture();
this._initShader();
}
_initMatricesTexture() {
// layout (1 matrix = 4 pixels)
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
// with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
// 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
// 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
// 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
let size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix
size = MathUtils.ceilPowerOfTwo( size );
size = Math.max( size, 4 );
const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
this._matricesTexture = matricesTexture;
this._customUniforms.batchingTexture.value = this._matricesTexture;
this._customUniforms.batchingTextureSize.value = size;
}
_initShader() {
const material = this.material;
const currentOnBeforeCompile = material.onBeforeCompile;
const customUniforms = this._customUniforms;
material.onBeforeCompile = function onBeforeCompile( parameters, renderer ) {
// Is this replacement stable across any materials?
parameters.vertexShader = parameters.vertexShader
.replace(
'#include <skinning_pars_vertex>',
'#include <skinning_pars_vertex>\n'
+ batchingParsVertex
)
.replace(
'#include <skinnormal_vertex>',
'#include <skinnormal_vertex>\n'
+ batchingbaseVertex
+ batchingnormalVertex
)
.replace(
'#include <skinning_vertex>',
'#include <skinning_vertex>\n'
+ batchingVertex
);
for ( const uniformName in customUniforms ) {
parameters.uniforms[ uniformName ] = customUniforms[ uniformName ];
}
currentOnBeforeCompile.call( this, parameters, renderer );
};
material.defines = material.defines || {};
material.defines.BATCHING = false;
}
_initializeGeometry( reference ) {
// @TODO: geometry.groups support?
// @TODO: geometry.drawRange support?
// @TODO: geometry.morphAttributes support?
const geometry = this.geometry;
const maxVertexCount = this._maxVertexCount;
const maxGeometryCount = this._maxGeometryCount;
const maxIndexCount = this._maxIndexCount;
if ( this._geometryInitialized === false ) {
for ( const attributeName in reference.attributes ) {
const srcAttribute = reference.getAttribute( attributeName );
const { array, itemSize, normalized } = srcAttribute;
const dstArray = new array.constructor( maxVertexCount * itemSize );
const dstAttribute = new srcAttribute.constructor( dstArray, itemSize, normalized );
dstAttribute.setUsage( srcAttribute.usage );
geometry.setAttribute( attributeName, dstAttribute );
}
if ( reference.getIndex() !== null ) {
const indexArray = maxVertexCount > 65536
? new Uint32Array( maxIndexCount )
: new Uint16Array( maxIndexCount );
geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
}
const idArray = maxGeometryCount > 65536
? new Uint32Array( maxVertexCount )
: new Uint16Array( maxVertexCount );
geometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) );
this._geometryInitialized = true;
}
}
getGeometryCount() {
return this._geometryCount;
}
getVertexCount() {
return this._vertexCount;
}
getIndexCount() {
return this._indexCount;
}
applyGeometry( geometry ) {
this._initializeGeometry( geometry );
// ensure we're not over geometry
if ( this._geometryCount >= this._maxGeometryCount ) {
throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
}
// check that the geometry doesn't have a version of our reserved id attribute
if ( geometry.getAttribute( ID_ATTR_NAME ) ) {
throw new Error( `BatchedMesh: Geometry cannot use attribute "${ ID_ATTR_NAME }"` );
}
// check to ensure the geometries are using consistent attributes and indices
const batchGeometry = this.geometry;
if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
throw new Error( 'BatchedMesh: All geometries must consistently have "index".' );
}
for ( const attributeName in batchGeometry.attributes ) {
if ( attributeName === ID_ATTR_NAME ) {
continue;
}
if ( ! geometry.hasAttribute( attributeName ) ) {
throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
}
const srcAttribute = geometry.getAttribute( attributeName );
const dstAttribute = batchGeometry.getAttribute( attributeName );
if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
}
}
// Assuming geometry has position attribute
const srcPositionAttribute = geometry.getAttribute( 'position' );
const vertexCount = this._vertexCount;
const indexCount = this._indexCount;
const maxVertexCount = this._maxVertexCount;
const maxIndexCount = this._maxIndexCount;
// check if we're going over our maximum buffer capacity
if (
geometry.getIndex() !== null &&
indexCount + geometry.getIndex().count > maxIndexCount ||
vertexCount + srcPositionAttribute.count > maxVertexCount
) {
throw new Error( 'BatchedMesh: Added geometry is larger than available buffer capacity.' );
}
const visible = this._visible;
const active = this._active;
const matricesTexture = this._matricesTexture;
const matrices = this._matrices;
const matricesArray = this._matricesTexture.image.data;
const indexCounts = this._indexCounts;
const indexStarts = this._indexStarts;
const vertexCounts = this._vertexCounts;
const vertexStarts = this._vertexStarts;
const hasIndex = batchGeometry.getIndex() !== null;
const dstIndex = batchGeometry.getIndex();
const srcIndex = geometry.getIndex();
// push new geometry data range
vertexStarts.push( vertexCount );
vertexCounts.push( srcPositionAttribute.count );
// copy attribute data over
for ( const attributeName in batchGeometry.attributes ) {
if ( attributeName === ID_ATTR_NAME ) {
continue;
}
const srcAttribute = geometry.getAttribute( attributeName );
const dstAttribute = batchGeometry.getAttribute( attributeName );
copyAttributeData( srcAttribute, dstAttribute, vertexCount );
}
if ( hasIndex ) {
// push new index range
indexStarts.push( indexCount );
indexCounts.push( srcIndex.count );
// copy index data over
for ( let i = 0; i < srcIndex.count; i ++ ) {
dstIndex.setX( indexCount + i, vertexCount + srcIndex.getX( i ) );
}
this._indexCount += srcIndex.count;
dstIndex.needsUpdate = true;
}
// fill in the geometry ids
const geometryId = this._geometryCount;
this._geometryCount ++;
const idAttribute = batchGeometry.getAttribute( ID_ATTR_NAME );
for ( let i = 0; i < srcPositionAttribute.count; i ++ ) {
idAttribute.setX( this._vertexCount + i, geometryId );
}
idAttribute.needsUpdate = true;
// extend new range
this._vertexCount += srcPositionAttribute.count;
// push new visibility states
visible.push( true );
active.push( true );
// initialize matrix information
matrices.push( new Matrix4() );
_identityMatrix.toArray( matricesArray, geometryId * 16 );
matricesTexture.needsUpdate = true;
return geometryId;
}
deleteGeometry( geometryId ) {
// Note: User needs to call optimize() afterward to pack the data.
const active = this._active;
const matricesArray = this._matricesTexture.image.data;
const matricesTexture = this._matricesTexture;
if ( geometryId >= active.length || active[ geometryId ] === false ) {
return this;
}
active[ geometryId ] = false;
_zeroScaleMatrix.toArray( matricesArray, geometryId * 16 );
matricesTexture.needsUpdate = true;
return this;
}
optimize() {
throw new Error( 'BatchedMesh: Optimize function not implemented.' );
}
setMatrixAt( geometryId, matrix ) {
// @TODO: Map geometryId to index of the arrays because
// optimize() can make geometryId mismatch the index
const visible = this._visible;
const active = this._active;
const matricesTexture = this._matricesTexture;
const matrices = this._matrices;
const matricesArray = this._matricesTexture.image.data;
if ( geometryId >= matrices.length || active[ geometryId ] === false ) {
return this;
}
if ( visible[ geometryId ] === true ) {
matrix.toArray( matricesArray, geometryId * 16 );
matricesTexture.needsUpdate = true;
}
matrices[ geometryId ].copy( matrix );
return this;
}
getMatrixAt( geometryId, matrix ) {
const matrices = this._matrices;
const active = this._active;
if ( geometryId >= matrices.length || active[ geometryId ] === false ) {
return matrix;
}
return matrix.copy( matrices[ geometryId ] );
}
setVisibleAt( geometryId, value ) {
const visible = this._visible;
const active = this._active;
const matricesTexture = this._matricesTexture;
const matrices = this._matrices;
const matricesArray = this._matricesTexture.image.data;
// if the geometry is out of range, not active, or visibility state
// does not change then return early
if (
geometryId >= visible.length ||
active[ geometryId ] === false ||
visible[ geometryId ] === value
) {
return this;
}
// scale the matrix to zero if it's hidden
if ( value === true ) {
matrices[ geometryId ].toArray( matricesArray, geometryId * 16 );
} else {
_zeroScaleMatrix.toArray( matricesArray, geometryId * 16 );
}
matricesTexture.needsUpdate = true;
visible[ geometryId ] = value;
return this;
}
getVisibleAt( geometryId ) {
const visible = this._visible;
const active = this._active;
// return early if the geometry is out of range or not active
if ( geometryId >= visible.length || active[ geometryId ] === false ) {
return false;
}
return visible[ geometryId ];
}
raycast() {
console.warn( 'BatchedMesh: Raycast function not implemented.' );
}
copy() {
// super.copy( source );
throw new Error( 'BatchedMesh: Copy function not implemented.' );
}
toJSON() {
throw new Error( 'BatchedMesh: toJSON function not implemented.' );
}
dispose() {
// Assuming the geometry is not shared with other meshes
this.geometry.dispose();
this._matricesTexture.dispose();
this._matricesTexture = null;
return this;
}
onBeforeRender( _renderer, _scene, _camera, _geometry, material/*, _group*/ ) {
material.defines.BATCHING = true;
// @TODO: Implement frustum culling for each geometry
}
onAfterRender( _renderer, _scene, _camera, _geometry, material/*, _group*/ ) {
material.defines.BATCHING = false;
}
}
export { BatchedMesh };