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- 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/[email protected]/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;
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