Browse Source

Merge pull request #18208 from LeonYuanYao/geometry-compression-example

Geometry attributes compression example
Mr.doob 5 years ago
parent
commit
896b87b638

+ 1 - 1
.gitignore

@@ -7,4 +7,4 @@ node_modules
 npm-debug.log
 npm-debug.log
 .jshintrc
 .jshintrc
 .vs/
 .vs/
-test/unit/three.*.unit.js
+test/unit/three.*.unit.js

+ 1 - 0
examples/files.js

@@ -25,6 +25,7 @@ var files = {
 		"webgl_geometries_parametric",
 		"webgl_geometries_parametric",
 		"webgl_geometry_colors",
 		"webgl_geometry_colors",
 		"webgl_geometry_colors_lookuptable",
 		"webgl_geometry_colors_lookuptable",
+		"webgl_geometry_compression", 
 		"webgl_geometry_convex",
 		"webgl_geometry_convex",
 		"webgl_geometry_cube",
 		"webgl_geometry_cube",
 		"webgl_geometry_dynamic",
 		"webgl_geometry_dynamic",

+ 9 - 0
examples/jsm/utils/GeometryCompressionUtils.d.ts

@@ -0,0 +1,9 @@
+import * as THREE from "../../../build/three.module.js";
+
+export namespace GeometryCompressionUtils {
+
+	export function compressNormals( mesh: THREE.Mesh, encodeMethod: String );
+	export function compressPositions( mesh: THREE.Mesh );
+	export function compressUvs( mesh: THREE.Mesh );
+
+}

+ 812 - 0
examples/jsm/utils/GeometryCompressionUtils.js

@@ -0,0 +1,812 @@
+
+import * as THREE from "../../../build/three.module.js";
+
+
+/**
+ * @author LeonYuanYao / https://github.com/LeonYuanYao
+ * 
+ * Octahedron and Quantization encodings based on work by:
+ * @auther Tarek Sherif @tsherif
+ * @link https://github.com/tsherif/mesh-quantization-example
+ * 
+ */
+var GeometryCompressionUtils = {
+
+    /**
+     * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods. 
+     * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data. 
+     *
+     * @param {THREE.Mesh} mesh
+     * @param {String} encodeMethod    "DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES"
+     * 
+     */
+    compressNormals: function (mesh, encodeMethod) {
+
+        if (!mesh.geometry) {
+            console.error("Mesh must contain geometry. ");
+        }
+
+        let normal = mesh.geometry.attributes.normal;
+
+        if (!normal) {
+            console.error("Geometry must contain normal attribute. ");
+        }
+
+        if (normal.isPacked) return;
+
+        if (normal.itemSize != 3) {
+            console.error("normal.itemSize is not 3, which cannot be encoded. ");
+        }
+
+        let array = normal.array;
+        let count = normal.count;
+
+        let result;
+        if (encodeMethod == "DEFAULT") {
+
+            result = new Uint8Array(count * 3);
+
+            for (let idx = 0; idx < array.length; idx += 3) {
+
+                let encoded;
+
+                encoded = this.EncodingFuncs.defaultEncode(array[idx], array[idx + 1], array[idx + 2], 1);
+
+                result[idx + 0] = encoded[0];
+                result[idx + 1] = encoded[1];
+                result[idx + 2] = encoded[2];
+
+            }
+
+            mesh.geometry.setAttribute('normal', new THREE.BufferAttribute(result, 3, true));
+            mesh.geometry.attributes.normal.bytes = result.length * 1;
+
+        } else if (encodeMethod == "OCT1Byte") {
+
+            result = new Int8Array(count * 2);
+
+            for (let idx = 0; idx < array.length; idx += 3) {
+
+                let encoded;
+
+                encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 1);
+
+                result[idx / 3 * 2 + 0] = encoded[0];
+                result[idx / 3 * 2 + 1] = encoded[1];
+
+            }
+
+            mesh.geometry.setAttribute('normal', new THREE.BufferAttribute(result, 2, true));
+            mesh.geometry.attributes.normal.bytes = result.length * 1;
+
+        } else if (encodeMethod == "OCT2Byte") {
+
+            result = new Int16Array(count * 2);
+
+            for (let idx = 0; idx < array.length; idx += 3) {
+
+                let encoded;
+
+                encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 2);
+
+                result[idx / 3 * 2 + 0] = encoded[0];
+                result[idx / 3 * 2 + 1] = encoded[1];
+
+            }
+
+            mesh.geometry.setAttribute('normal', new THREE.BufferAttribute(result, 2, true));
+            mesh.geometry.attributes.normal.bytes = result.length * 2;
+
+        } else if (encodeMethod == "ANGLES") {
+
+            result = new Uint16Array(count * 2);
+
+            for (let idx = 0; idx < array.length; idx += 3) {
+
+                let encoded;
+
+                encoded = this.EncodingFuncs.anglesEncode(array[idx], array[idx + 1], array[idx + 2]);
+
+                result[idx / 3 * 2 + 0] = encoded[0];
+                result[idx / 3 * 2 + 1] = encoded[1];
+
+            }
+
+            mesh.geometry.setAttribute('normal', new THREE.BufferAttribute(result, 2, true));
+            mesh.geometry.attributes.normal.bytes = result.length * 2;
+
+        } else {
+
+            console.error("Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ");
+
+        }
+
+        mesh.geometry.attributes.normal.needsUpdate = true;
+        mesh.geometry.attributes.normal.isPacked = true;
+        mesh.geometry.attributes.normal.packingMethod = encodeMethod;
+
+        // modify material
+        if (!(mesh.material instanceof PackedPhongMaterial)) {
+            mesh.material = new PackedPhongMaterial().copy(mesh.material);
+        }
+
+        if (encodeMethod == "ANGLES") {
+            mesh.material.defines.USE_PACKED_NORMAL = 0;
+        }
+        if (encodeMethod == "OCT1Byte") {
+            mesh.material.defines.USE_PACKED_NORMAL = 1;
+        }
+        if (encodeMethod == "OCT2Byte") {
+            mesh.material.defines.USE_PACKED_NORMAL = 1;
+        }
+        if (encodeMethod == "DEFAULT") {
+            mesh.material.defines.USE_PACKED_NORMAL = 2;
+        }
+
+    },
+
+
+    /**
+     * Make the input mesh.geometry's position attribute encoded and compressed. 
+     * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data. 
+     *
+     * @param {THREE.Mesh} mesh
+     * 
+     */
+    compressPositions: function (mesh) {
+
+        if (!mesh.geometry) {
+            console.error("Mesh must contain geometry. ");
+        }
+
+        let position = mesh.geometry.attributes.position;
+
+        if (!position) {
+            console.error("Geometry must contain position attribute. ");
+        }
+
+        if (position.isPacked) return;
+
+        if (position.itemSize != 3) {
+            console.error("position.itemSize is not 3, which cannot be packed. ");
+        }
+
+        let array = position.array;
+        let count = position.count;
+        let encodingBytes = 2;
+
+        let result = this.EncodingFuncs.quantizedEncode(array, encodingBytes);
+
+        let quantized = result.quantized;
+        let decodeMat = result.decodeMat;
+
+        // IMPORTANT: calculate original geometry bounding info first, before updating packed positions
+        if (mesh.geometry.boundingBox == null) mesh.geometry.computeBoundingBox();
+        if (mesh.geometry.boundingSphere == null) mesh.geometry.computeBoundingSphere();
+
+        mesh.geometry.setAttribute('position', new THREE.BufferAttribute(quantized, 3));
+        mesh.geometry.attributes.position.isPacked = true;
+        mesh.geometry.attributes.position.needsUpdate = true;
+        mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes;
+
+        // modify material
+        if (!(mesh.material instanceof PackedPhongMaterial)) {
+            mesh.material = new PackedPhongMaterial().copy(mesh.material);
+        }
+
+        mesh.material.defines.USE_PACKED_POSITION = 0;
+
+        mesh.material.uniforms.quantizeMatPos.value = decodeMat;
+        mesh.material.uniforms.quantizeMatPos.needsUpdate = true;
+
+    },
+
+    /**
+     * Make the input mesh.geometry's uv attribute encoded and compressed. 
+     * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data. 
+     *
+     * @param {THREE.Mesh} mesh
+     * 
+     */
+    compressUvs: function (mesh) {
+
+        if (!mesh.geometry) {
+            console.error("Mesh must contain geometry property. ");
+        }
+
+        let uvs = mesh.geometry.attributes.uv;
+
+        if (!uvs) {
+            console.error("Geometry must contain uv attribute. ");
+        }
+
+        if (uvs.isPacked) return;
+
+        let range = { min: Infinity, max: -Infinity };
+
+        let array = uvs.array;
+        let count = uvs.count;
+
+        for (let i = 0; i < array.length; i++) {
+            range.min = Math.min(range.min, array[i]);
+            range.max = Math.max(range.max, array[i]);
+        }
+
+        let result;
+
+        if (range.min >= -1.0 && range.max <= 1.0) {
+
+            // use default encoding method
+            result = new Uint16Array(array.length);
+
+            for (let i = 0; i < array.length; i += 2) {
+
+                let encoded = this.EncodingFuncs.defaultEncode(array[i], array[i + 1], 0, 2);
+
+                result[i] = encoded[0];
+                result[i + 1] = encoded[1];
+
+            }
+
+            mesh.geometry.setAttribute('uv', new THREE.BufferAttribute(result, 2, true));
+            mesh.geometry.attributes.uv.isPacked = true;
+            mesh.geometry.attributes.uv.needsUpdate = true;
+            mesh.geometry.attributes.uv.bytes = result.length * 2;
+
+            if (!(mesh.material instanceof PackedPhongMaterial)) {
+                mesh.material = new PackedPhongMaterial().copy(mesh.material);
+            }
+
+            mesh.material.defines.USE_PACKED_UV = 0;
+
+        } else {
+
+            // use quantized encoding method
+            result = this.EncodingFuncs.quantizedEncodeUV(array, 2);
+
+            mesh.geometry.setAttribute('uv', new THREE.BufferAttribute(result.quantized, 2));
+            mesh.geometry.attributes.uv.isPacked = true;
+            mesh.geometry.attributes.uv.needsUpdate = true;
+            mesh.geometry.attributes.uv.bytes = result.quantized.length * 2;
+
+            if (!(mesh.material instanceof PackedPhongMaterial)) {
+                mesh.material = new PackedPhongMaterial().copy(mesh.material);
+            }
+
+            mesh.material.defines.USE_PACKED_UV = 1;
+
+            mesh.material.uniforms.quantizeMatUV.value = result.decodeMat;
+            mesh.material.uniforms.quantizeMatUV.needsUpdate = true;
+
+        }
+
+
+
+
+    },
+
+
+    EncodingFuncs: {
+
+        defaultEncode: function (x, y, z, bytes) {
+            if (bytes == 1) {
+                let tmpx = Math.round((x + 1) * 0.5 * 255);
+                let tmpy = Math.round((y + 1) * 0.5 * 255);
+                let tmpz = Math.round((z + 1) * 0.5 * 255);
+                return new Uint8Array([tmpx, tmpy, tmpz]);
+            } else if (bytes == 2) {
+                let tmpx = Math.round((x + 1) * 0.5 * 65535);
+                let tmpy = Math.round((y + 1) * 0.5 * 65535);
+                let tmpz = Math.round((z + 1) * 0.5 * 65535);
+                return new Uint16Array([tmpx, tmpy, tmpz]);
+            } else {
+                console.error("number of bytes must be 1 or 2");
+            }
+        },
+
+        defaultDecode: function (array, bytes) {
+            if (bytes == 1) {
+                return [
+                    ((array[0] / 255) * 2.0) - 1.0,
+                    ((array[1] / 255) * 2.0) - 1.0,
+                    ((array[2] / 255) * 2.0) - 1.0,
+                ]
+            } else if (bytes == 2) {
+                return [
+                    ((array[0] / 65535) * 2.0) - 1.0,
+                    ((array[1] / 65535) * 2.0) - 1.0,
+                    ((array[2] / 65535) * 2.0) - 1.0,
+                ]
+            } else {
+                console.error("number of bytes must be 1 or 2");
+            }
+
+        },
+
+        // for `Angles` encoding
+        anglesEncode: function (x, y, z) {
+            let normal0 = parseInt(0.5 * (1.0 + Math.atan2(y, x) / Math.PI) * 65535);
+            let normal1 = parseInt(0.5 * (1.0 + z) * 65535);
+            return new Uint16Array([normal0, normal1]);
+        },
+
+        // for `OCT` encoding
+        octEncodeBest: function (x, y, z, bytes) {
+            var oct, dec, best, currentCos, bestCos;
+
+            // Test various combinations of ceil and floor
+            // to minimize rounding errors
+            best = oct = octEncodeVec3(x, y, z, "floor", "floor");
+            dec = octDecodeVec2(oct);
+            currentCos = bestCos = dot(x, y, z, dec);
+
+            oct = octEncodeVec3(x, y, z, "ceil", "floor");
+            dec = octDecodeVec2(oct);
+            currentCos = dot(x, y, z, dec);
+
+            if (currentCos > bestCos) {
+                best = oct;
+                bestCos = currentCos;
+            }
+
+            oct = octEncodeVec3(x, y, z, "floor", "ceil");
+            dec = octDecodeVec2(oct);
+            currentCos = dot(x, y, z, dec);
+
+            if (currentCos > bestCos) {
+                best = oct;
+                bestCos = currentCos;
+            }
+
+            oct = octEncodeVec3(x, y, z, "ceil", "ceil");
+            dec = octDecodeVec2(oct);
+            currentCos = dot(x, y, z, dec);
+
+            if (currentCos > bestCos) {
+                best = oct;
+                bestCos = currentCos;
+            }
+
+            return best;
+
+            function octEncodeVec3(x0, y0, z0, xfunc, yfunc) {
+                var x = x0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0));
+                var y = y0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0));
+
+                if (z < 0) {
+                    var tempx = x;
+                    var tempy = y;
+                    tempx = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1);
+                    tempy = (1 - Math.abs(x)) * (y >= 0 ? 1 : -1);
+                    x = tempx;
+                    y = tempy;
+
+                    var diff = 1 - Math.abs(x) - Math.abs(y);
+                    if (diff > 0) {
+                        diff += 0.001
+                        x += x > 0 ? diff / 2 : -diff / 2;
+                        y += y > 0 ? diff / 2 : -diff / 2;
+                    }
+
+                }
+
+                if (bytes == 1) {
+                    return new Int8Array([
+                        Math[xfunc](x * 127.5 + (x < 0 ? 1 : 0)),
+                        Math[yfunc](y * 127.5 + (y < 0 ? 1 : 0))
+                    ]);
+                }
+                if (bytes == 2) {
+                    return new Int16Array([
+                        Math[xfunc](x * 32767.5 + (x < 0 ? 1 : 0)),
+                        Math[yfunc](y * 32767.5 + (y < 0 ? 1 : 0))
+                    ]);
+                }
+
+
+            }
+
+            function octDecodeVec2(oct) {
+                var x = oct[0];
+                var y = oct[1];
+
+                if (bytes == 1) {
+                    x /= x < 0 ? 127 : 128;
+                    y /= y < 0 ? 127 : 128;
+                } else if (bytes == 2) {
+                    x /= x < 0 ? 32767 : 32768;
+                    y /= y < 0 ? 32767 : 32768;
+                }
+                
+
+                var z = 1 - Math.abs(x) - Math.abs(y);
+
+                if (z < 0) {
+                    var tmpx = x;
+                    x = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1);
+                    y = (1 - Math.abs(tmpx)) * (y >= 0 ? 1 : -1);
+                }
+
+                var length = Math.sqrt(x * x + y * y + z * z);
+
+                return [
+                    x / length,
+                    y / length,
+                    z / length
+                ];
+            }
+
+            function dot(x, y, z, vec3) {
+                return x * vec3[0] + y * vec3[1] + z * vec3[2];
+            }
+        },
+
+        quantizedEncode: function (array, bytes) {
+
+            let quantized, segments;
+
+            if (bytes == 1) {
+                quantized = new Uint8Array(array.length);
+                segments = 255;
+            } else if (bytes == 2) {
+                quantized = new Uint16Array(array.length);
+                segments = 65535;
+            } else {
+                console.error("number of bytes error! ");
+            }
+
+            let decodeMat = new THREE.Matrix4();
+
+            let min = new Float32Array(3);
+            let max = new Float32Array(3);
+
+            min[0] = min[1] = min[2] = Number.MAX_VALUE;
+            max[0] = max[1] = max[2] = -Number.MAX_VALUE;
+
+            for (let i = 0; i < array.length; i += 3) {
+                min[0] = Math.min(min[0], array[i + 0]);
+                min[1] = Math.min(min[1], array[i + 1]);
+                min[2] = Math.min(min[2], array[i + 2]);
+                max[0] = Math.max(max[0], array[i + 0]);
+                max[1] = Math.max(max[1], array[i + 1]);
+                max[2] = Math.max(max[2], array[i + 2]);
+            }
+
+            decodeMat.scale(new THREE.Vector3(
+                (max[0] - min[0]) / segments,
+                (max[1] - min[1]) / segments,
+                (max[2] - min[2]) / segments
+            ));
+
+            decodeMat.elements[12] = min[0];
+            decodeMat.elements[13] = min[1];
+            decodeMat.elements[14] = min[2];
+
+            decodeMat.transpose();
+
+
+            let multiplier = new Float32Array([
+                max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,
+                max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,
+                max[2] !== min[2] ? segments / (max[2] - min[2]) : 0
+            ]);
+
+            for (let i = 0; i < array.length; i += 3) {
+                quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0]);
+                quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1]);
+                quantized[i + 2] = Math.floor((array[i + 2] - min[2]) * multiplier[2]);
+            }
+
+            return {
+                quantized: quantized,
+                decodeMat: decodeMat
+            };
+        },
+
+
+        quantizedEncodeUV: function (array, bytes) {
+
+            let quantized, segments;
+
+            if (bytes == 1) {
+                quantized = new Uint8Array(array.length);
+                segments = 255;
+            } else if (bytes == 2) {
+                quantized = new Uint16Array(array.length);
+                segments = 65535;
+            } else {
+                console.error("number of bytes error! ");
+            }
+
+            let decodeMat = new THREE.Matrix3();
+
+            let min = new Float32Array(2);
+            let max = new Float32Array(2);
+
+            min[0] = min[1] = Number.MAX_VALUE;
+            max[0] = max[1] = -Number.MAX_VALUE;
+
+            for (let i = 0; i < array.length; i += 2) {
+                min[0] = Math.min(min[0], array[i + 0]);
+                min[1] = Math.min(min[1], array[i + 1]);
+                max[0] = Math.max(max[0], array[i + 0]);
+                max[1] = Math.max(max[1], array[i + 1]);
+            }
+
+            decodeMat.scale(
+                (max[0] - min[0]) / segments,
+                (max[1] - min[1]) / segments
+            );
+
+            decodeMat.elements[6] = min[0];
+            decodeMat.elements[7] = min[1];
+
+            decodeMat.transpose();
+
+            let multiplier = new Float32Array([
+                max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,
+                max[1] !== min[1] ? segments / (max[1] - min[1]) : 0
+            ]);
+
+            for (let i = 0; i < array.length; i += 2) {
+                quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0]);
+                quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1]);
+            }
+
+            return {
+                quantized: quantized,
+                decodeMat: decodeMat
+            };
+        }
+
+    }
+
+};
+
+
+
+/**
+ * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial
+ * 
+ * @param {Object} parameters 
+ */
+function PackedPhongMaterial(parameters) {
+    THREE.MeshPhongMaterial.call(this);
+    this.defines = {};
+    this.type = 'PackedPhongMaterial';
+    this.uniforms = THREE.UniformsUtils.merge([
+
+        THREE.ShaderLib.phong.uniforms,
+
+        {
+            quantizeMatPos: { value: null },
+            quantizeMatUV: { value: null }
+        }
+
+    ]);
+
+    this.vertexShader = [
+        "#define PHONG",
+
+        "varying vec3 vViewPosition;",
+
+        "#ifndef FLAT_SHADED",
+        "varying vec3 vNormal;",
+        "#endif",
+
+        THREE.ShaderChunk.common,
+        THREE.ShaderChunk.uv_pars_vertex,
+        THREE.ShaderChunk.uv2_pars_vertex,
+        THREE.ShaderChunk.displacementmap_pars_vertex,
+        THREE.ShaderChunk.envmap_pars_vertex,
+        THREE.ShaderChunk.color_pars_vertex,
+        THREE.ShaderChunk.fog_pars_vertex,
+        THREE.ShaderChunk.morphtarget_pars_vertex,
+        THREE.ShaderChunk.skinning_pars_vertex,
+        THREE.ShaderChunk.shadowmap_pars_vertex,
+        THREE.ShaderChunk.logdepthbuf_pars_vertex,
+        THREE.ShaderChunk.clipping_planes_pars_vertex,
+
+        `#ifdef USE_PACKED_NORMAL
+            #if USE_PACKED_NORMAL == 0
+                vec3 decodeNormal(vec3 packedNormal)
+                { 
+                    float x = packedNormal.x * 2.0 - 1.0;
+                    float y = packedNormal.y * 2.0 - 1.0;
+                    vec2 scth = vec2(sin(x * PI), cos(x * PI));
+                    vec2 scphi = vec2(sqrt(1.0 - y * y), y); 
+                    return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
+                } 
+            #endif
+
+            #if USE_PACKED_NORMAL == 1
+                vec3 decodeNormal(vec3 packedNormal)
+                { 
+                    vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
+                    if (v.z < 0.0) 
+                    {
+                        v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
+                    }
+                    return normalize(v);
+                }
+            #endif
+
+            #if USE_PACKED_NORMAL == 2
+                vec3 decodeNormal(vec3 packedNormal)
+                {
+                    vec3 v = (packedNormal * 2.0) - 1.0;
+                    return normalize(v);
+                }
+            #endif
+        #endif`,
+
+        `#ifdef USE_PACKED_POSITION
+            #if USE_PACKED_POSITION == 0
+                uniform mat4 quantizeMatPos;
+            #endif
+        #endif`,
+
+        `#ifdef USE_PACKED_UV
+            #if USE_PACKED_UV == 1
+                uniform mat3 quantizeMatUV;
+            #endif
+        #endif`,
+
+        `#ifdef USE_PACKED_UV
+            #if USE_PACKED_UV == 0
+                vec2 decodeUV(vec2 packedUV)
+                {
+                    vec2 uv = (packedUV * 2.0) - 1.0;
+                    return uv;
+                }
+            #endif
+
+            #if USE_PACKED_UV == 1
+                vec2 decodeUV(vec2 packedUV)
+                {
+                    vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
+                    return uv;
+                }
+            #endif
+        #endif`,
+
+        "void main() {",
+
+        THREE.ShaderChunk.uv_vertex,
+
+        `
+        #ifdef USE_UV
+            #ifdef USE_PACKED_UV
+                vUv = decodeUV(vUv);
+            #endif
+        #endif
+        `,
+
+        THREE.ShaderChunk.uv2_vertex,
+        THREE.ShaderChunk.color_vertex,
+        THREE.ShaderChunk.beginnormal_vertex,
+
+        `#ifdef USE_PACKED_NORMAL
+            objectNormal = decodeNormal(objectNormal);
+        #endif
+
+        #ifdef USE_TANGENT
+            vec3 objectTangent = vec3( tangent.xyz );
+        #endif
+        `,
+
+        THREE.ShaderChunk.morphnormal_vertex,
+        THREE.ShaderChunk.skinbase_vertex,
+        THREE.ShaderChunk.skinnormal_vertex,
+        THREE.ShaderChunk.defaultnormal_vertex,
+
+        "#ifndef FLAT_SHADED",
+        "vNormal = normalize( transformedNormal );",
+        "#endif",
+
+        THREE.ShaderChunk.begin_vertex,
+
+        `#ifdef USE_PACKED_POSITION
+            #if USE_PACKED_POSITION == 0
+                transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
+            #endif
+        #endif`,
+
+        THREE.ShaderChunk.morphtarget_vertex,
+        THREE.ShaderChunk.skinning_vertex,
+        THREE.ShaderChunk.displacementmap_vertex,
+        THREE.ShaderChunk.project_vertex,
+        THREE.ShaderChunk.logdepthbuf_vertex,
+        THREE.ShaderChunk.clipping_planes_vertex,
+
+        "vViewPosition = - mvPosition.xyz;",
+
+        THREE.ShaderChunk.worldpos_vertex,
+        THREE.ShaderChunk.envmap_vertex,
+        THREE.ShaderChunk.shadowmap_vertex,
+        THREE.ShaderChunk.fog_vertex,
+
+        "}",
+    ].join("\n");
+
+    this.fragmentShader = [
+        "#define PHONG",
+
+        "uniform vec3 diffuse;",
+        "uniform vec3 emissive;",
+        "uniform vec3 specular;",
+        "uniform float shininess;",
+        "uniform float opacity;",
+
+        THREE.ShaderChunk.common,
+        THREE.ShaderChunk.packing,
+        THREE.ShaderChunk.dithering_pars_fragment,
+        THREE.ShaderChunk.color_pars_fragment,
+        THREE.ShaderChunk.uv_pars_fragment,
+        THREE.ShaderChunk.uv2_pars_fragment,
+        THREE.ShaderChunk.map_pars_fragment,
+        THREE.ShaderChunk.alphamap_pars_fragment,
+        THREE.ShaderChunk.aomap_pars_fragment,
+        THREE.ShaderChunk.lightmap_pars_fragment,
+        THREE.ShaderChunk.emissivemap_pars_fragment,
+        THREE.ShaderChunk.envmap_common_pars_fragment,
+        THREE.ShaderChunk.envmap_pars_fragment,
+        THREE.ShaderChunk.cube_uv_reflection_fragment,
+        THREE.ShaderChunk.fog_pars_fragment,
+        THREE.ShaderChunk.bsdfs,
+        THREE.ShaderChunk.lights_pars_begin,
+        THREE.ShaderChunk.lights_phong_pars_fragment,
+        THREE.ShaderChunk.shadowmap_pars_fragment,
+        THREE.ShaderChunk.bumpmap_pars_fragment,
+        THREE.ShaderChunk.normalmap_pars_fragment,
+        THREE.ShaderChunk.specularmap_pars_fragment,
+        THREE.ShaderChunk.logdepthbuf_pars_fragment,
+        THREE.ShaderChunk.clipping_planes_pars_fragment,
+
+        "void main() {",
+
+        THREE.ShaderChunk.clipping_planes_fragment,
+
+        "vec4 diffuseColor = vec4( diffuse, opacity );",
+        "ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
+        "vec3 totalEmissiveRadiance = emissive;",
+
+        THREE.ShaderChunk.logdepthbuf_fragment,
+        THREE.ShaderChunk.map_fragment,
+        THREE.ShaderChunk.color_fragment,
+        THREE.ShaderChunk.alphamap_fragment,
+        THREE.ShaderChunk.alphatest_fragment,
+        THREE.ShaderChunk.specularmap_fragment,
+        THREE.ShaderChunk.normal_fragment_begin,
+        THREE.ShaderChunk.normal_fragment_maps,
+        THREE.ShaderChunk.emissivemap_fragment,
+
+        // accumulation
+        THREE.ShaderChunk.lights_phong_fragment,
+        THREE.ShaderChunk.lights_fragment_begin,
+        THREE.ShaderChunk.lights_fragment_maps,
+        THREE.ShaderChunk.lights_fragment_end,
+
+        // modulation
+        THREE.ShaderChunk.aomap_fragment,
+
+        "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;",
+
+        THREE.ShaderChunk.envmap_fragment,
+
+        "gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
+
+        THREE.ShaderChunk.tonemapping_fragment,
+        THREE.ShaderChunk.encodings_fragment,
+        THREE.ShaderChunk.fog_fragment,
+        THREE.ShaderChunk.premultiplied_alpha_fragment,
+        THREE.ShaderChunk.dithering_fragment,
+        "}",
+    ].join("\n");
+
+    this.setValues(parameters);
+}
+
+PackedPhongMaterial.prototype = Object.create(THREE.MeshPhongMaterial.prototype);
+
+export { GeometryCompressionUtils, PackedPhongMaterial };

+ 298 - 0
examples/webgl_geometry_compression.html

@@ -0,0 +1,298 @@
+<!DOCTYPE html>
+<html lang="en">
+
+<head>
+	<title>three.js webgl - materials - standard</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">
+</head>
+
+<body>
+	<div id="info">
+		<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Geometry Compression Example<br />
+		Octahedron and Quantization encoding methods from <a>Tarek Sherif @tsherif</a>
+	</div>
+
+	<script type="module">
+
+		import * as THREE from '../build/three.module.js';
+
+		import Stats from './jsm/libs/stats.module.js';
+
+		import { OrbitControls } from './jsm/controls/OrbitControls.js';
+		import { GeometryCompressionUtils, PackedPhongMaterial } from './jsm/utils/GeometryCompressionUtils.js';
+		import { GUI } from './jsm/libs/dat.gui.module.js';
+
+		var statsEnabled = true;
+
+		var container, stats, gui;
+
+		var camera, scene, renderer, controls;
+
+		var lights = [];
+
+		// options
+		var data = {
+			"wireframe": false,
+			"texture": false,
+			"detail": 4,
+			"rotationSpeed": 0.1,
+
+			"quantizeEncodePos": false,
+
+			"defaultEncodeNormal": false,
+			"anglesEncodeNormal": false,
+			"oct1bytesEncode": false,
+			"oct2bytesEncode": false,
+
+			"defaultEncodeUV": false,
+
+			"totalGPUMemory": "0 bytes"
+		};
+		var memoryDisplay;
+
+		// geometry params
+		var radius = 100;
+
+		// materials
+		var lineMaterial = new THREE.LineBasicMaterial({ color: 0xaaaaaa, transparent: true, opacity: 0.8 });
+		var meshMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff, emissive: 0x111111 });
+
+		// texture
+		var texture = new THREE.TextureLoader().load("textures/uv_grid_opengl.jpg");
+		texture.wrapS = THREE.RepeatWrapping;
+		texture.wrapT = THREE.RepeatWrapping;
+
+		//
+		init();
+		animate();
+
+
+		function init() {
+
+			//
+			container = document.createElement('div');
+			document.body.appendChild(container);
+
+			renderer = new THREE.WebGLRenderer({ antialias: true });
+			renderer.setPixelRatio(window.devicePixelRatio);
+			renderer.setSize(window.innerWidth, window.innerHeight);
+			container.appendChild(renderer.domElement);
+
+			//
+			scene = new THREE.Scene();
+
+			camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.01, 10000000);
+			camera.position.x = 2 * radius;
+			camera.position.y = 2 * radius;
+			camera.position.z = 2 * radius;
+
+			controls = new OrbitControls(camera, renderer.domElement);
+
+			//
+			lights[0] = new THREE.PointLight(0xffffff, 1, 0);
+			lights[1] = new THREE.PointLight(0xffffff, 1, 0);
+			lights[2] = new THREE.PointLight(0xffffff, 1, 0);
+
+			lights[0].position.set(0, 2 * radius, 0);
+			lights[1].position.set(2 * radius, - 2 * radius, 2 * radius);
+			lights[2].position.set(- 2 * radius, - 2 * radius, - 2 * radius);
+
+			scene.add(lights[0]);
+			scene.add(lights[1]);
+			scene.add(lights[2]);
+
+			//
+			scene.add(new THREE.AxesHelper(radius * 5));
+
+			//
+			var ballGeom = newGeometry();
+
+			var ballMesh = new THREE.Mesh(ballGeom, meshMaterial);
+			var ballLineSegments = new THREE.LineSegments(new THREE.WireframeGeometry(ballGeom), lineMaterial);
+			ballLineSegments.visible = data.wireframe;
+
+			scene.add(ballMesh);
+			scene.add(ballLineSegments);
+
+			//
+
+			gui = new GUI();
+			gui.width = 350;
+
+
+			// generateGeometry
+			function newGeometry() {
+				var geom = new THREE.IcosahedronBufferGeometry(radius, data.detail);
+				// var geom = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
+				// var geom = new THREE.OctahedronBufferGeometry( radius, data.detail );
+				// var geom = new THREE.BoxBufferGeometry(radius, radius, radius, data.detail, data.detail, data.detail);
+
+				return geom;
+			}
+
+			function generateGeometry() {
+
+				updateGroupGeometry(
+					ballMesh,
+					ballLineSegments,
+					newGeometry(),
+					data);
+			}
+
+			// updateLineSegments
+			function updateLineSegments() {
+				ballLineSegments.visible = data.wireframe;
+			}
+
+			var folder = gui.addFolder('Scene');
+			folder.open();
+			folder.add(data, 'wireframe', false).onChange(updateLineSegments);
+			folder.add(data, 'texture', false).onChange(generateGeometry);
+			folder.add(data, 'detail', 0, 6, 1).onChange(generateGeometry);
+			folder.add(data, 'rotationSpeed', 0, 0.5, 0.1);
+
+			folder = gui.addFolder('Position Compression');
+			folder.open();
+			folder.add(data, 'quantizeEncodePos', false).onChange(generateGeometry);
+
+			folder = gui.addFolder('Normal Compression');
+			folder.open();
+			folder.add(data, 'defaultEncodeNormal', false).onChange(generateGeometry);
+			folder.add(data, 'anglesEncodeNormal', false).onChange(generateGeometry);
+			folder.add(data, 'oct1bytesEncode', false).onChange(generateGeometry);
+			folder.add(data, 'oct2bytesEncode', false).onChange(generateGeometry);
+
+			folder = gui.addFolder('UV Compression');
+			folder.open();
+			folder.add(data, 'defaultEncodeUV', false).onChange(generateGeometry);
+
+			folder = gui.addFolder('Memory Info');
+			folder.open();
+			memoryDisplay = folder.add(data, 'totalGPUMemory', "0 bytes");
+			computeGPUMemory(ballMesh);
+
+			//
+
+			if (statsEnabled) {
+
+				stats = new Stats();
+				container.appendChild(stats.dom);
+
+			}
+
+			window.addEventListener('resize', onWindowResize, false);
+
+		}
+
+		//
+
+		function onWindowResize() {
+
+			renderer.setSize(window.innerWidth, window.innerHeight);
+
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
+
+		}
+
+		//
+		function updateLightsPossition() {
+			lights.forEach(light => {
+				var direction = light.position.clone();
+				direction.applyAxisAngle(new THREE.Vector3(1, 1, 0), data.rotationSpeed / 180 * Math.PI);
+				light.position.add(direction.sub(light.position));
+			});
+		}
+
+		//
+
+		function animate() {
+
+			requestAnimationFrame(animate);
+
+			controls.update();
+			updateLightsPossition();
+
+			renderer.render(scene, camera);
+
+			if (statsEnabled) stats.update();
+
+		}
+
+		//
+
+		function updateGroupGeometry(mesh, lineSegments, geometry, data) {
+
+			if (geometry.isGeometry) {
+
+				geometry = new THREE.BufferGeometry().fromGeometry(geometry);
+
+				console.warn('THREE.GeometryBrowser: Converted Geometry to BufferGeometry.');
+
+			}
+
+			lineSegments.geometry.dispose();
+			mesh.geometry.dispose();
+
+			lineSegments.geometry = new THREE.WireframeGeometry(geometry);
+			mesh.geometry = geometry;
+			mesh.material = new THREE.MeshPhongMaterial({ color: 0xffffff, emissive: 0x111111 });
+			mesh.material.map = data.texture ? texture : null;
+
+			var normalEncode = "";
+			if (data.oct1bytesEncode) {
+				/**
+				 * It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage
+				 * As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible
+				 * Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208
+				 */
+				normalEncode = "OCT1Byte";
+
+			} else if (data.oct2bytesEncode) {
+
+				normalEncode = "OCT2Byte";
+
+			} else if (data.anglesEncodeNormal) {
+
+				normalEncode = "ANGLES";
+
+			} else if (data.defaultEncodeNormal) {
+
+				normalEncode = "DEFAULT";
+
+			}
+
+			if (normalEncode != "") {
+				GeometryCompressionUtils.compressNormals(mesh, normalEncode);
+			}
+
+			if (data.quantizeEncodePos) {
+				GeometryCompressionUtils.compressPositions(mesh);
+			}
+
+			if (data.defaultEncodeUV) {
+				GeometryCompressionUtils.compressUvs(mesh);
+			}
+
+			computeGPUMemory(mesh);
+
+		}
+
+
+		function computeGPUMemory(mesh) {
+			let posBytes = mesh.geometry.attributes.position.bytes || mesh.geometry.attributes.position.array.length * 4;
+			let normBytes = mesh.geometry.attributes.normal.bytes || mesh.geometry.attributes.normal.array.length * 4;
+			let uvBytes = mesh.geometry.attributes.uv.bytes || mesh.geometry.attributes.uv.array.length * 4;
+			memoryDisplay.setValue(posBytes + normBytes + uvBytes + " bytes");
+		}
+
+
+
+
+	</script>
+
+</body>
+
+</html>