import { GPUIndexFormat } from './constants.js'; import WebGPUObjects from './WebGPUObjects.js'; import WebGPUAttributes from './WebGPUAttributes.js'; import WebGPUGeometries from './WebGPUGeometries.js'; import WebGPUInfo from './WebGPUInfo.js'; import WebGPUProperties from './WebGPUProperties.js'; import WebGPURenderPipelines from './WebGPURenderPipelines.js'; import WebGPUBindings from './WebGPUBindings.js'; import WebGPURenderLists from './WebGPURenderLists.js'; import WebGPUTextures from './WebGPUTextures.js'; import { Frustum, Matrix4, Vector3 } from '../../../../build/three.module.js'; const _frustum = new Frustum(); const _projScreenMatrix = new Matrix4(); const _vector3 = new Vector3(); class WebGPURenderer { constructor( parameters = {} ) { // public this.domElement = ( parameters.canvas !== undefined ) ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); this.parameters = parameters; this.sortObjects = true; // internals this._pixelRatio = 1; this._width = this.domElement.width; this._height = this.domElement.height; this._viewport = null; this._scissor = null; this._adapter = null; this._device = null; this._context = null; this._swapChain = null; this._depthBuffer = null; this._info = null; this._properties = null; this._attributes = null; this._geometries = null; this._bindings = null; this._objects = null; this._renderPipelines = null; this._renderLists = null; this._textures = null; this._renderPassDescriptor = null; this._currentRenderList = null; this._opaqueSort = null; this._transparentSort = null; } init() { return initWebGPU( this ); } render( scene, camera ) { if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); if ( camera.parent === null ) camera.updateMatrixWorld(); if ( this._info.autoReset === true ) this._info.reset(); _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); _frustum.setFromProjectionMatrix( _projScreenMatrix ); this._currentRenderList = this._renderLists.get( scene, camera ); this._currentRenderList.init(); this._projectObject( scene, camera, 0 ); this._currentRenderList.finish(); if ( this.sortObjects === true ) { this._currentRenderList.sort( this._opaqueSort, this._transparentSort ); } const colorAttachment = this._renderPassDescriptor.colorAttachments[ 0 ]; colorAttachment.attachment = this._swapChain.getCurrentTexture().createView(); colorAttachment.loadValue = 'load'; const depthStencilAttachment = this._renderPassDescriptor.depthStencilAttachment; depthStencilAttachment.attachment = this._depthBuffer.createView(); const opaqueObjects = this._currentRenderList.opaque; const transparentObjects = this._currentRenderList.transparent; if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera ); if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera ); } getContext() { return this._context; } getPixelRatio() { return this._pixelRatio; } getDrawingBufferSize( target ) { return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor(); } getSize( target ) { return target.set( this._width, this._height ); } setPixelRatio( value = 1 ) { this._pixelRatio = value; this.setSize( this._width, this._height, false ); } setDrawingBufferSize( width, height, pixelRatio ) { this._width = width; this._height = height; this._pixelRatio = pixelRatio; this.domElement.width = Math.floor( width * pixelRatio ); this.domElement.height = Math.floor( height * pixelRatio ); this._setupDepthBuffer(); } setSize( width, height, updateStyle = true ) { this._width = width; this._height = height; this.domElement.width = Math.floor( width * this._pixelRatio ); this.domElement.height = Math.floor( height * this._pixelRatio ); if ( updateStyle === true ) { this.domElement.style.width = width + 'px'; this.domElement.style.height = height + 'px'; } this._setupDepthBuffer(); } setOpaqueSort( method ) { this._opaqueSort = method; } setTransparentSort( method ) { this._transparentSort = method; } getScissor( target ) { const scissor = this._scissor; target.x = scissor.x; target.y = scissor.y; target.width = scissor.width; target.height = scissor.height; return target; } setScissor( x, y, width, height ) { if ( x === null ) { this._scissor = null; } else { this._scissor = { x: x, y: y, width: width, height: height }; } } getViewport( target ) { const viewport = this._viewport; target.x = viewport.x; target.y = viewport.y; target.width = viewport.width; target.height = viewport.height; target.minDepth = viewport.minDepth; target.maxDepth = viewport.maxDepth; return target; } setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) { if ( x === null ) { this._viewport = null; } else { this._viewport = { x: x, y: y, width: width, height: height, minDepth: minDepth, maxDepth: maxDepth }; } } dispose() { this._objects.dispose(); this._properties.dispose(); this._renderPipelines.dispose(); this._bindings.dispose(); this._info.dispose(); this._renderLists.dispose(); } _projectObject( object, camera, groupOrder ) { const info = this._info; const currentRenderList = this._currentRenderList; if ( object.visible === false ) return; const visible = object.layers.test( camera.layers ); if ( visible ) { if ( object.isGroup ) { groupOrder = object.renderOrder; } else if ( object.isLOD ) { if ( object.autoUpdate === true ) object.update( camera ); } else if ( object.isLight ) { //currentRenderState.pushLight( object ); if ( object.castShadow ) { //currentRenderState.pushShadow( object ); } } else if ( object.isSprite ) { if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { if ( this.sortObjects === true ) { _vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix ); } const geometry = object.geometry; const material = object.material; if ( material.visible ) { currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); } } } else if ( object.isMesh || object.isLine || object.isPoints ) { if ( object.isSkinnedMesh ) { // update skeleton only once in a frame if ( object.skeleton.frame !== info.render.frame ) { object.skeleton.update(); object.skeleton.frame = info.render.frame; } } if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { if ( this.sortObjects === true ) { _vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix ); } const geometry = object.geometry; const material = object.material; if ( Array.isArray( material ) ) { const groups = geometry.groups; for ( let i = 0, l = groups.length; i < l; i ++ ) { const group = groups[ i ]; const groupMaterial = material[ group.materialIndex ]; if ( groupMaterial && groupMaterial.visible ) { currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); } } } else if ( material.visible ) { currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); } } } } const children = object.children; for ( let i = 0, l = children.length; i < l; i ++ ) { this._projectObject( children[ i ], camera, groupOrder ); } } _renderObjects( renderList, camera ) { for ( let i = 0, l = renderList.length; i < l; i ++ ) { const renderItem = renderList[ i ]; const object = renderItem.object; object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); this._objects.update( object ); this._bindings.update( object, camera ); this._renderObject( object ); } } _renderObject( object ) { const device = this._device; const info = this._info; // begin const cmdEncoder = device.createCommandEncoder( {} ); const passEncoder = cmdEncoder.beginRenderPass( this._renderPassDescriptor ); // pipeline const pipeline = this._renderPipelines.get( object ); passEncoder.setPipeline( pipeline ); // rasterization const vp = this._viewport; if ( vp !== null ) { const width = Math.floor( vp.width * this._pixelRatio ); const height = Math.floor( vp.height * this._pixelRatio ); passEncoder.setViewport( vp.x, vp.y, width, height, vp.minDepth, vp.maxDepth ); } const sc = this._scissor; if ( sc !== null ) { const width = Math.floor( sc.width * this._pixelRatio ); const height = Math.floor( sc.height * this._pixelRatio ); passEncoder.setScissorRect( sc.x, sc.y, width, height ); } // bind group const bindGroup = this._bindings.get( object ).group; passEncoder.setBindGroup( 0, bindGroup ); // index const geometry = object.geometry; const index = geometry.index; const hasIndex = ( index !== null ); if ( hasIndex === true ) { this._setupIndexBuffer( passEncoder, index ); } // vertex buffers this._setupVertexBuffers( passEncoder, geometry.attributes ); // draw const drawRange = geometry.drawRange; const firstVertex = drawRange.start; if ( hasIndex === true ) { const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count; passEncoder.drawIndexed( indexCount, 1, firstVertex, 0, 0 ); info.update( object, indexCount ); } else { const positionAttribute = geometry.attributes.position; const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count; passEncoder.draw( vertexCount, 1, firstVertex, 0 ); info.update( object, vertexCount ); } // end passEncoder.endPass(); device.defaultQueue.submit( [ cmdEncoder.finish() ] ); } _setupIndexBuffer( encoder, index ) { const buffer = this._attributes.get( index ).buffer; const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32; encoder.setIndexBuffer( buffer, indexFormat ); } _setupVertexBuffers( encoder, geometryAttributes ) { let slot = 0; for ( const name in geometryAttributes ) { const attribute = geometryAttributes[ name ]; const buffer = this._attributes.get( attribute ).buffer; encoder.setVertexBuffer( slot, buffer ); slot ++; } } _setupDepthBuffer() { const device = this._device; if ( device ) { if ( this._depthBuffer ) this._depthBuffer.destroy(); this._depthBuffer = this._device.createTexture( { size: { width: this._width * this._pixelRatio, height: this._height * this._pixelRatio, depth: 1 }, format: 'depth24plus-stencil8', usage: GPUTextureUsage.OUTPUT_ATTACHMENT } ); } } } async function initWebGPU( scope ) { const parameters = scope.parameters; const adapterOptions = { powerPreference: ( parameters.powerPreference !== undefined ) ? parameters.powerPreference : undefined }; const adapter = await navigator.gpu.requestAdapter( adapterOptions ); const deviceDescriptor = { enabledExtensions: ( parameters.enabledExtensions !== undefined ) ? parameters.enabledExtensions : [], limits: ( parameters.limits !== undefined ) ? parameters.limits : {} }; const device = await adapter.requestDevice( deviceDescriptor ); const glslang = await import( 'https://cdn.jsdelivr.net/npm/@webgpu/glslang@0.0.15/dist/web-devel/glslang.js' ); const compiler = await glslang.default(); const context = ( parameters.context !== undefined ) ? parameters.context : scope.domElement.getContext( 'gpupresent' ); const swapChain = context.configureSwapChain( { device: device, format: 'bgra8unorm' } ); scope._adapter = adapter; scope._device = device; scope._context = context; scope._swapChain = swapChain; scope._info = new WebGPUInfo(); scope._properties = new WebGPUProperties(); scope._attributes = new WebGPUAttributes( device ); scope._geometries = new WebGPUGeometries( scope._attributes, scope._info ); scope._textures = new WebGPUTextures( device, scope._properties ); scope._bindings = new WebGPUBindings( device, scope._info, scope._properties, scope._textures ); scope._objects = new WebGPUObjects( scope._geometries, scope._info ); scope._renderPipelines = new WebGPURenderPipelines( device, compiler, scope._bindings ); scope._renderLists = new WebGPURenderLists(); // scope._renderPassDescriptor = { colorAttachments: [ { attachment: null } ], depthStencilAttachment: { attachment: null, depthLoadValue: 1, depthStoreOp: 'store', stencilLoadValue: 0, stencilStoreOp: 'store' } }; scope._setupDepthBuffer(); } export default WebGPURenderer;