123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283 |
- import { FloatType, RGBAFormat } from '../../constants.js';
- import { DataTexture2DArray } from '../../textures/DataTexture2DArray.js';
- import { Vector3 } from '../../math/Vector3.js';
- import { Vector2 } from '../../math/Vector2.js';
- function numericalSort( a, b ) {
- return a[ 0 ] - b[ 0 ];
- }
- function absNumericalSort( a, b ) {
- return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
- }
- function denormalize( morph, attribute ) {
- let denominator = 1;
- const array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;
- if ( array instanceof Int8Array ) denominator = 127;
- else if ( array instanceof Int16Array ) denominator = 32767;
- else if ( array instanceof Int32Array ) denominator = 2147483647;
- else console.error( 'THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array );
- morph.divideScalar( denominator );
- }
- function WebGLMorphtargets( gl, capabilities, textures ) {
- const influencesList = {};
- const morphInfluences = new Float32Array( 8 );
- const morphTextures = new WeakMap();
- const morph = new Vector3();
- const workInfluences = [];
- for ( let i = 0; i < 8; i ++ ) {
- workInfluences[ i ] = [ i, 0 ];
- }
- function update( object, geometry, material, program ) {
- const objectInfluences = object.morphTargetInfluences;
- if ( capabilities.isWebGL2 === true ) {
- // instead of using attributes, the WebGL 2 code path encodes morph targets
- // into an array of data textures. Each layer represents a single morph target.
- const numberOfMorphTargets = geometry.morphAttributes.position.length;
- let entry = morphTextures.get( geometry );
- if ( entry === undefined || entry.count !== numberOfMorphTargets ) {
- if ( entry !== undefined ) entry.texture.dispose();
- const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
- const morphTargets = geometry.morphAttributes.position;
- const morphNormals = geometry.morphAttributes.normal || [];
- const numberOfVertices = geometry.attributes.position.count;
- const numberOfVertexData = ( hasMorphNormals === true ) ? 2 : 1; // (v,n) vs. (v)
- let width = numberOfVertices * numberOfVertexData;
- let height = 1;
- if ( width > capabilities.maxTextureSize ) {
- height = Math.ceil( width / capabilities.maxTextureSize );
- width = capabilities.maxTextureSize;
- }
- const buffer = new Float32Array( width * height * 4 * numberOfMorphTargets );
- const texture = new DataTexture2DArray( buffer, width, height, numberOfMorphTargets );
- texture.format = RGBAFormat; // using RGBA since RGB might be emulated (and is thus slower)
- texture.type = FloatType;
- // fill buffer
- const vertexDataStride = numberOfVertexData * 4;
- for ( let i = 0; i < numberOfMorphTargets; i ++ ) {
- const morphTarget = morphTargets[ i ];
- const morphNormal = morphNormals[ i ];
- const offset = width * height * 4 * i;
- for ( let j = 0; j < morphTarget.count; j ++ ) {
- morph.fromBufferAttribute( morphTarget, j );
- if ( morphTarget.normalized === true ) denormalize( morph, morphTarget );
- const stride = j * vertexDataStride;
- buffer[ offset + stride + 0 ] = morph.x;
- buffer[ offset + stride + 1 ] = morph.y;
- buffer[ offset + stride + 2 ] = morph.z;
- buffer[ offset + stride + 3 ] = 0;
- if ( hasMorphNormals === true ) {
- morph.fromBufferAttribute( morphNormal, j );
- if ( morphNormal.normalized === true ) denormalize( morph, morphNormal );
- buffer[ offset + stride + 4 ] = morph.x;
- buffer[ offset + stride + 5 ] = morph.y;
- buffer[ offset + stride + 6 ] = morph.z;
- buffer[ offset + stride + 7 ] = 0;
- }
- }
- }
- entry = {
- count: numberOfMorphTargets,
- texture: texture,
- size: new Vector2( width, height )
- };
- morphTextures.set( geometry, entry );
- }
- //
- let morphInfluencesSum = 0;
- for ( let i = 0; i < objectInfluences.length; i ++ ) {
- morphInfluencesSum += objectInfluences[ i ];
- }
- const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
- program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
- program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );
- program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );
- program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );
- } else {
- // When object doesn't have morph target influences defined, we treat it as a 0-length array
- // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
- const length = objectInfluences === undefined ? 0 : objectInfluences.length;
- let influences = influencesList[ geometry.id ];
- if ( influences === undefined || influences.length !== length ) {
- // initialise list
- influences = [];
- for ( let i = 0; i < length; i ++ ) {
- influences[ i ] = [ i, 0 ];
- }
- influencesList[ geometry.id ] = influences;
- }
- // Collect influences
- for ( let i = 0; i < length; i ++ ) {
- const influence = influences[ i ];
- influence[ 0 ] = i;
- influence[ 1 ] = objectInfluences[ i ];
- }
- influences.sort( absNumericalSort );
- for ( let i = 0; i < 8; i ++ ) {
- if ( i < length && influences[ i ][ 1 ] ) {
- workInfluences[ i ][ 0 ] = influences[ i ][ 0 ];
- workInfluences[ i ][ 1 ] = influences[ i ][ 1 ];
- } else {
- workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;
- workInfluences[ i ][ 1 ] = 0;
- }
- }
- workInfluences.sort( numericalSort );
- const morphTargets = geometry.morphAttributes.position;
- const morphNormals = geometry.morphAttributes.normal;
- let morphInfluencesSum = 0;
- for ( let i = 0; i < 8; i ++ ) {
- const influence = workInfluences[ i ];
- const index = influence[ 0 ];
- const value = influence[ 1 ];
- if ( index !== Number.MAX_SAFE_INTEGER && value ) {
- if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {
- geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );
- }
- if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {
- geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );
- }
- morphInfluences[ i ] = value;
- morphInfluencesSum += value;
- } else {
- if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {
- geometry.deleteAttribute( 'morphTarget' + i );
- }
- if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {
- geometry.deleteAttribute( 'morphNormal' + i );
- }
- morphInfluences[ i ] = 0;
- }
- }
- // GLSL shader uses formula baseinfluence * base + sum(target * influence)
- // This allows us to switch between absolute morphs and relative morphs without changing shader code
- // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
- const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
- program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
- program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
- }
- }
- return {
- update: update
- };
- }
- export { WebGLMorphtargets };
|