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- import { BufferAttribute } from '../core/BufferAttribute.js';
- import { BufferGeometry } from '../core/BufferGeometry.js';
- import { DataTexture } from '../textures/DataTexture.js';
- import { FloatType } from '../constants.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { Mesh } from './Mesh.js';
- import { RGBAFormat } from '../constants.js';
- import { Box3 } from '../math/Box3.js';
- import { Sphere } from '../math/Sphere.js';
- import { Frustum } from '../math/Frustum.js';
- import { WebGLCoordinateSystem } from '../constants.js';
- import { WebGPUCoordinateSystem } from '../constants.js';
- import { Vector3 } from '../math/Vector3.js';
- function sortOpaque( a, b ) {
- return a.z - b.z;
- }
- function sortTransparent( a, b ) {
- return b.z - a.z;
- }
- class MultiDrawRenderList {
- constructor() {
- this.index = 0;
- this.pool = [];
- this.list = [];
- }
- push( drawRange, z ) {
- const pool = this.pool;
- const list = this.list;
- if ( this.index >= pool.length ) {
- pool.push( {
- start: - 1,
- count: - 1,
- z: - 1,
- } );
- }
- const item = pool[ this.index ];
- list.push( item );
- this.index ++;
- item.start = drawRange.start;
- item.count = drawRange.count;
- item.z = z;
- }
- reset() {
- this.list.length = 0;
- this.index = 0;
- }
- }
- const ID_ATTR_NAME = 'batchId';
- const _matrix = new Matrix4();
- const _identityMatrix = new Matrix4();
- const _projScreenMatrix = new Matrix4();
- const _frustum = new Frustum();
- const _box = new Box3();
- const _sphere = new Sphere();
- const _vector = new Vector3();
- const _renderList = new MultiDrawRenderList();
- const _mesh = new Mesh();
- const _batchIntersects = [];
- // @TODO: SkinnedMesh support?
- // @TODO: geometry.groups support?
- // @TODO: geometry.drawRange support?
- // @TODO: geometry.morphAttributes support?
- // @TODO: Support uniform parameter per geometry
- // @TODO: Add an "optimize" function to pack geometry and remove data gaps
- // 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.isBatchedMesh = true;
- this.perObjectFrustumCulled = true;
- this.sortObjects = true;
- this.boundingBox = null;
- this.boundingSphere = null;
- this._drawRanges = [];
- this._reservedRanges = [];
- this._visibility = [];
- this._active = [];
- this._bounds = [];
- this._maxGeometryCount = maxGeometryCount;
- this._maxVertexCount = maxVertexCount;
- this._maxIndexCount = maxIndexCount;
- this._geometryInitialized = false;
- this._geometryCount = 0;
- this._multiDrawCounts = new Int32Array( maxGeometryCount );
- this._multiDrawStarts = new Int32Array( maxGeometryCount );
- this._multiDrawCount = 0;
- this._visibilityChanged = true;
- // Local matrix per geometry by using data texture
- this._matricesTexture = null;
- this._initMatricesTexture();
- }
- _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 = Math.ceil( size / 4 ) * 4;
- 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;
- }
- _initializeGeometry( reference ) {
- 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;
- }
- }
- // Make sure the geometry is compatible with the existing combined geometry atributes
- _validateGeometry( geometry ) {
- // 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.' );
- }
- }
- }
- getGeometryCount() {
- return this._geometryCount;
- }
- getVertexCount() {
- const reservedRanges = this._reservedRanges;
- if ( reservedRanges.length === 0 ) {
- return 0;
- } else {
- const finalRange = reservedRanges[ reservedRanges.length - 1 ];
- return finalRange.vertexStart + finalRange.vertexCount;
- }
- }
- getIndexCount() {
- const reservedRanges = this._reservedRanges;
- const geometry = this.geometry;
- if ( geometry.getIndex() === null || reservedRanges.length === 0 ) {
- return 0;
- } else {
- const finalRange = reservedRanges[ reservedRanges.length - 1 ];
- return finalRange.indexStart + finalRange.indexCount;
- }
- }
- computeBoundingBox() {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- const geometryCount = this._geometryCount;
- const boundingBox = this.boundingBox;
- const active = this._active;
- boundingBox.makeEmpty();
- for ( let i = 0; i < geometryCount; i ++ ) {
- if ( active[ i ] === false ) continue;
- this.getMatrixAt( i, _matrix );
- this.getBoundingBoxAt( i, _box ).applyMatrix4( _matrix );
- boundingBox.union( _box );
- }
- }
- computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- const geometryCount = this._geometryCount;
- const boundingSphere = this.boundingSphere;
- const active = this._active;
- boundingSphere.makeEmpty();
- for ( let i = 0; i < geometryCount; i ++ ) {
- if ( active[ i ] === false ) continue;
- this.getMatrixAt( i, _matrix );
- this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
- boundingSphere.union( _sphere );
- }
- }
- addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {
- this._initializeGeometry( geometry );
- this._validateGeometry( geometry );
- // ensure we're not over geometry
- if ( this._geometryCount >= this._maxGeometryCount ) {
- throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
- }
- // get the necessary range fo the geometry
- const reservedRange = {
- vertexStart: - 1,
- vertexCount: - 1,
- indexStart: - 1,
- indexCount: - 1,
- };
- let lastRange = null;
- const reservedRanges = this._reservedRanges;
- const drawRanges = this._drawRanges;
- const bounds = this._bounds;
- if ( this._geometryCount !== 0 ) {
- lastRange = reservedRanges[ reservedRanges.length - 1 ];
- }
- if ( vertexCount === - 1 ) {
- reservedRange.vertexCount = geometry.getAttribute( 'position' ).count;
- } else {
- reservedRange.vertexCount = vertexCount;
- }
- if ( lastRange === null ) {
- reservedRange.vertexStart = 0;
- } else {
- reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
- }
- const index = geometry.getIndex();
- const hasIndex = index !== null;
- if ( hasIndex ) {
- if ( indexCount === - 1 ) {
- reservedRange.indexCount = index.count;
- } else {
- reservedRange.indexCount = indexCount;
- }
- if ( lastRange === null ) {
- reservedRange.indexStart = 0;
- } else {
- reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;
- }
- }
- if (
- reservedRange.indexStart !== - 1 &&
- reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||
- reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount
- ) {
- throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
- }
- const visibility = this._visibility;
- const active = this._active;
- const matricesTexture = this._matricesTexture;
- const matricesArray = this._matricesTexture.image.data;
- // push new visibility states
- visibility.push( true );
- active.push( true );
- // update id
- const geometryId = this._geometryCount;
- this._geometryCount ++;
- // initialize matrix information
- _identityMatrix.toArray( matricesArray, geometryId * 16 );
- matricesTexture.needsUpdate = true;
- // add the reserved range and draw range objects
- reservedRanges.push( reservedRange );
- drawRanges.push( {
- start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,
- count: - 1
- } );
- bounds.push( {
- boxInitialized: false,
- box: new Box3(),
- sphereInitialized: false,
- sphere: new Sphere()
- } );
- // set the id for the geometry
- const idAttribute = this.geometry.getAttribute( ID_ATTR_NAME );
- for ( let i = 0; i < reservedRange.vertexCount; i ++ ) {
- idAttribute.setX( reservedRange.vertexStart + i, geometryId );
- }
- idAttribute.needsUpdate = true;
- // update the geometry
- this.setGeometryAt( geometryId, geometry );
- return geometryId;
- }
- setGeometryAt( id, geometry ) {
- if ( id >= this._geometryCount ) {
- throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
- }
- this._validateGeometry( geometry );
- const batchGeometry = this.geometry;
- const hasIndex = batchGeometry.getIndex() !== null;
- const dstIndex = batchGeometry.getIndex();
- const srcIndex = geometry.getIndex();
- const reservedRange = this._reservedRanges[ id ];
- if (
- hasIndex &&
- srcIndex.count > reservedRange.indexCount ||
- geometry.attributes.position.count > reservedRange.vertexCount
- ) {
- throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );
- }
- // copy geometry over
- const vertexStart = reservedRange.vertexStart;
- const vertexCount = reservedRange.vertexCount;
- for ( const attributeName in batchGeometry.attributes ) {
- if ( attributeName === ID_ATTR_NAME ) {
- continue;
- }
- // copy attribute data
- const srcAttribute = geometry.getAttribute( attributeName );
- const dstAttribute = batchGeometry.getAttribute( attributeName );
- copyAttributeData( srcAttribute, dstAttribute, vertexStart );
- // fill the rest in with zeroes
- const itemSize = srcAttribute.itemSize;
- for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {
- const index = vertexStart + i;
- for ( let c = 0; c < itemSize; c ++ ) {
- dstAttribute.setComponent( index, c, 0 );
- }
- }
- dstAttribute.needsUpdate = true;
- }
- // copy index
- if ( hasIndex ) {
- const indexStart = reservedRange.indexStart;
- // copy index data over
- for ( let i = 0; i < srcIndex.count; i ++ ) {
- dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
- }
- // fill the rest in with zeroes
- for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {
- dstIndex.setX( indexStart + i, vertexStart );
- }
- dstIndex.needsUpdate = true;
- }
- // store the bounding boxes
- const bound = this._bounds[ id ];
- if ( geometry.boundingBox !== null ) {
- bound.box.copy( geometry.boundingBox );
- bound.boxInitialized = true;
- } else {
- bound.boxInitialized = false;
- }
- if ( geometry.boundingSphere !== null ) {
- bound.sphere.copy( geometry.boundingSphere );
- bound.sphereInitialized = true;
- } else {
- bound.sphereInitialized = false;
- }
- // set drawRange count
- const drawRange = this._drawRanges[ id ];
- const posAttr = geometry.getAttribute( 'position' );
- drawRange.count = hasIndex ? srcIndex.count : posAttr.count;
- this._visibilityChanged = true;
- return id;
- }
- deleteGeometry( geometryId ) {
- // Note: User needs to call optimize() afterward to pack the data.
- const active = this._active;
- if ( geometryId >= active.length || active[ geometryId ] === false ) {
- return this;
- }
- active[ geometryId ] = false;
- this._visibilityChanged = true;
- return this;
- }
- // get bounding box and compute it if it doesn't exist
- getBoundingBoxAt( id, target ) {
- const active = this._active;
- if ( active[ id ] === false ) {
- return this;
- }
- // compute bounding box
- const bound = this._bounds[ id ];
- const box = bound.box;
- const geometry = this.geometry;
- if ( bound.boxInitialized === false ) {
- box.makeEmpty();
- const index = geometry.index;
- const position = geometry.attributes.position;
- const drawRange = this._drawRanges[ id ];
- for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
- let iv = i;
- if ( index ) {
- iv = index.getX( iv );
- }
- box.expandByPoint( _vector.fromBufferAttribute( position, iv ) );
- }
- bound.boxInitialized = true;
- }
- target.copy( box );
- return target;
- }
- // get bounding sphere and compute it if it doesn't exist
- getBoundingSphereAt( id, target ) {
- const active = this._active;
- if ( active[ id ] === false ) {
- return this;
- }
- // compute bounding sphere
- const bound = this._bounds[ id ];
- const sphere = bound.sphere;
- const geometry = this.geometry;
- if ( bound.sphereInitialized === false ) {
- sphere.makeEmpty();
- this.getBoundingBoxAt( id, _box );
- _box.getCenter( sphere.center );
- const index = geometry.index;
- const position = geometry.attributes.position;
- const drawRange = this._drawRanges[ id ];
- let maxRadiusSq = 0;
- for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
- let iv = i;
- if ( index ) {
- iv = index.getX( iv );
- }
- _vector.fromBufferAttribute( position, iv );
- maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector ) );
- }
- sphere.radius = Math.sqrt( maxRadiusSq );
- bound.sphereInitialized = true;
- }
- target.copy( sphere );
- return target;
- }
- setMatrixAt( geometryId, matrix ) {
- // @TODO: Map geometryId to index of the arrays because
- // optimize() can make geometryId mismatch the index
- const active = this._active;
- const matricesTexture = this._matricesTexture;
- const matricesArray = this._matricesTexture.image.data;
- const geometryCount = this._geometryCount;
- if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
- return this;
- }
- matrix.toArray( matricesArray, geometryId * 16 );
- matricesTexture.needsUpdate = true;
- return this;
- }
- getMatrixAt( geometryId, matrix ) {
- const active = this._active;
- const matricesArray = this._matricesTexture.image.data;
- const geometryCount = this._geometryCount;
- if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
- return null;
- }
- return matrix.fromArray( matricesArray, geometryId * 16 );
- }
- setVisibleAt( geometryId, value ) {
- const visibility = this._visibility;
- const active = this._active;
- const geometryCount = this._geometryCount;
- // if the geometry is out of range, not active, or visibility state
- // does not change then return early
- if (
- geometryId >= geometryCount ||
- active[ geometryId ] === false ||
- visibility[ geometryId ] === value
- ) {
- return this;
- }
- visibility[ geometryId ] = value;
- this._visibilityChanged = true;
- return this;
- }
- getVisibleAt( geometryId ) {
- const visibility = this._visibility;
- const active = this._active;
- const geometryCount = this._geometryCount;
- // return early if the geometry is out of range or not active
- if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
- return false;
- }
- return visibility[ geometryId ];
- }
- raycast( raycaster, intersects ) {
- const visibility = this._visibility;
- const active = this._active;
- const drawRanges = this._drawRanges;
- const geometryCount = this._geometryCount;
- const matrixWorld = this.matrixWorld;
- const batchGeometry = this.geometry;
- // iterate over each geometry
- _mesh.material = this.material;
- _mesh.geometry.index = batchGeometry.index;
- _mesh.geometry.attributes = batchGeometry.attributes;
- if ( _mesh.geometry.boundingBox === null ) {
- _mesh.geometry.boundingBox = new Box3();
- }
- if ( _mesh.geometry.boundingSphere === null ) {
- _mesh.geometry.boundingSphere = new Sphere();
- }
- for ( let i = 0; i < geometryCount; i ++ ) {
- if ( ! visibility[ i ] || ! active[ i ] ) {
- continue;
- }
- const drawRange = drawRanges[ i ];
- _mesh.geometry.setDrawRange( drawRange.start, drawRange.count );
- // ge the intersects
- this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
- this.getBoundingBoxAt( i, _mesh.geometry.boundingBox );
- this.getBoundingSphereAt( i, _mesh.geometry.boundingSphere );
- _mesh.raycast( raycaster, _batchIntersects );
- // add batch id to the intersects
- for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
- const intersect = _batchIntersects[ j ];
- intersect.object = this;
- intersect.batchId = i;
- intersects.push( intersect );
- }
- _batchIntersects.length = 0;
- }
- _mesh.material = null;
- _mesh.geometry.index = null;
- _mesh.geometry.attributes = {};
- _mesh.geometry.setDrawRange( 0, Infinity );
- }
- copy( source ) {
- super.copy( source );
- this.geometry = source.geometry.clone();
- this.perObjectFrustumCulled = source.perObjectFrustumCulled;
- this.sortObjects = source.sortObjects;
- this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
- this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
- this._drawRanges = source._drawRanges.map( range => ( { ...range } ) );
- this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );
- this._visibility = source._visibility.slice();
- this._active = source._active.slice();
- this._bounds = source._bounds.map( bound => ( {
- boxInitialized: bound.boxInitialized,
- box: bound.box.clone(),
- sphereInitialized: bound.sphereInitialized,
- sphere: bound.sphere.clone()
- } ) );
- this._maxGeometryCount = source._maxGeometryCount;
- this._maxVertexCount = source._maxVertexCount;
- this._maxIndexCount = source._maxIndexCount;
- this._geometryInitialized = source._geometryInitialized;
- this._geometryCount = source._geometryCount;
- this._multiDrawCounts = source._multiDrawCounts.slice();
- this._multiDrawStarts = source._multiDrawStarts.slice();
- this._matricesTexture = source._matricesTexture.clone();
- this._matricesTexture.image.data = this._matricesTexture.image.slice();
- return this;
- }
- 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*/ ) {
- // if visibility has not changed and frustum culling and object sorting is not required
- // then skip iterating over all items
- if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
- return;
- }
- // the indexed version of the multi draw function requires specifying the start
- // offset in bytes.
- const index = geometry.getIndex();
- const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
- const visibility = this._visibility;
- const multiDrawStarts = this._multiDrawStarts;
- const multiDrawCounts = this._multiDrawCounts;
- const drawRanges = this._drawRanges;
- const perObjectFrustumCulled = this.perObjectFrustumCulled;
- // prepare the frustum
- if ( perObjectFrustumCulled ) {
- _projScreenMatrix
- .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
- .multiply( this.matrixWorld );
- _frustum.setFromProjectionMatrix(
- _projScreenMatrix,
- _renderer.isWebGPURenderer ? WebGPUCoordinateSystem : WebGLCoordinateSystem
- );
- }
- let count = 0;
- if ( this.sortObjects ) {
- // get the camera position
- _vector.setFromMatrixPosition( camera.matrixWorld );
- for ( let i = 0, l = visibility.length; i < l; i ++ ) {
- if ( visibility[ i ] ) {
- this.getMatrixAt( i, _matrix );
- this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
- // determine whether the batched geometry is within the frustum
- let culled = false;
- if ( perObjectFrustumCulled ) {
- // get the bounds in camera space
- this.getMatrixAt( i, _matrix );
- // get the bounds
- this.getBoundingBoxAt( i, _box ).applyMatrix4( _matrix );
- culled = ! _frustum.intersectsBox( _box ) || ! _frustum.intersectsSphere( _sphere );
- }
- if ( ! culled ) {
- // get the distance from camera used for sorting
- const z = _vector.distanceToSquared( _sphere.center );
- _renderList.push( drawRanges[ i ], z );
- }
- }
- }
- // Sort the draw ranges and prep for rendering
- const list = _renderList.list;
- list.sort( material.transparent ? sortTransparent : sortOpaque );
- for ( let i = 0, l = list.length; i < l; i ++ ) {
- const item = list[ i ];
- multiDrawStarts[ count ] = item.start * bytesPerElement;
- multiDrawCounts[ count ] = item.count;
- count ++;
- }
- _renderList.reset();
- } else {
- for ( let i = 0, l = visibility.length; i < l; i ++ ) {
- if ( visibility[ i ] ) {
- // determine whether the batched geometry is within the frustum
- let culled = false;
- if ( perObjectFrustumCulled ) {
- // get the bounds in camera space
- this.getMatrixAt( i, _matrix );
- // get the bounds
- this.getBoundingBoxAt( i, _box ).applyMatrix4( _matrix );
- this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
- culled = ! _frustum.intersectsBox( _box ) || ! _frustum.intersectsSphere( _sphere );
- }
- if ( ! culled ) {
- const range = drawRanges[ i ];
- multiDrawStarts[ count ] = range.start * bytesPerElement;
- multiDrawCounts[ count ] = range.count;
- count ++;
- }
- }
- }
- }
- this._multiDrawCount = count;
- this._visibilityChanged = false;
- }
- }
- export { BatchedMesh };
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