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- import {
- BufferAttribute,
- BufferGeometry,
- DataTexture,
- FloatType,
- MathUtils,
- Matrix4,
- Mesh,
- RGBAFormat
- } from 'three';
- const ID_ATTR_NAME = '_batch_id_';
- const _identityMatrix = new Matrix4();
- const _zeroScaleMatrix = new Matrix4().set(
- 0, 0, 0, 0,
- 0, 0, 0, 0,
- 0, 0, 0, 0,
- 0, 0, 0, 1,
- );
- // Custom shaders
- const batchingParsVertex = /* glsl */`
- #ifdef BATCHING
- attribute float ${ ID_ATTR_NAME };
- uniform highp sampler2D batchingTexture;
- uniform int batchingTextureSize;
- mat4 getBatchingMatrix( const in float i ) {
- float j = i * 4.0;
- float x = mod( j, float( batchingTextureSize ) );
- float y = floor( j / float( batchingTextureSize ) );
- float dx = 1.0 / float( batchingTextureSize );
- float dy = 1.0 / float( batchingTextureSize );
- y = dy * ( y + 0.5 );
- vec4 v1 = texture2D( batchingTexture, vec2( dx * ( x + 0.5 ), y ) );
- vec4 v2 = texture2D( batchingTexture, vec2( dx * ( x + 1.5 ), y ) );
- vec4 v3 = texture2D( batchingTexture, vec2( dx * ( x + 2.5 ), y ) );
- vec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );
- return mat4( v1, v2, v3, v4 );
- }
- #endif
- `;
- const batchingbaseVertex = /* glsl */`
- #ifdef BATCHING
- mat4 batchingMatrix = getBatchingMatrix( ${ ID_ATTR_NAME } );
- #endif
- `;
- const batchingnormalVertex = /* glsl */`
- #ifdef BATCHING
- objectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;
- #ifdef USE_TANGENT
- objectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;
- #endif
- #endif
- `;
- const batchingVertex = /* glsl */`
- #ifdef BATCHING
- transformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;
- #endif
- `;
- // @TODO: SkinnedMesh support?
- // @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.
- // 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._vertexStarts = [];
- this._vertexCounts = [];
- this._indexStarts = [];
- this._indexCounts = [];
- this._visible = [];
- this._active = [];
- this._maxGeometryCount = maxGeometryCount;
- this._maxVertexCount = maxVertexCount;
- this._maxIndexCount = maxIndexCount;
- this._geometryInitialized = false;
- this._geometryCount = 0;
- this._vertexCount = 0;
- this._indexCount = 0;
- // Local matrix per geometry by using data texture
- // @TODO: Support uniform parameter per geometry
- this._matrices = [];
- this._matricesTexture = null;
- // @TODO: Calculate the entire binding box and make frustumCulled true
- this.frustumCulled = false;
- this._customUniforms = {
- batchingTexture: { value: null },
- batchingTextureSize: { value: 0 }
- };
- this._initMatricesTexture();
- this._initShader();
- }
- _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 = MathUtils.ceilPowerOfTwo( size );
- 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;
- this._customUniforms.batchingTexture.value = this._matricesTexture;
- this._customUniforms.batchingTextureSize.value = size;
- }
- _initShader() {
- const material = this.material;
- const currentOnBeforeCompile = material.onBeforeCompile;
- const customUniforms = this._customUniforms;
- material.onBeforeCompile = function onBeforeCompile( parameters, renderer ) {
- // Is this replacement stable across any materials?
- parameters.vertexShader = parameters.vertexShader
- .replace(
- '#include <skinning_pars_vertex>',
- '#include <skinning_pars_vertex>\n'
- + batchingParsVertex
- )
- .replace(
- '#include <skinnormal_vertex>',
- '#include <skinnormal_vertex>\n'
- + batchingbaseVertex
- + batchingnormalVertex
- )
- .replace(
- '#include <skinning_vertex>',
- '#include <skinning_vertex>\n'
- + batchingVertex
- );
- for ( const uniformName in customUniforms ) {
- parameters.uniforms[ uniformName ] = customUniforms[ uniformName ];
- }
- currentOnBeforeCompile.call( this, parameters, renderer );
- };
- material.defines = material.defines || {};
- material.defines.BATCHING = false;
- }
- _initializeGeometry( reference ) {
- // @TODO: geometry.groups support?
- // @TODO: geometry.drawRange support?
- // @TODO: geometry.morphAttributes support?
- 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;
- }
- }
- getGeometryCount() {
- return this._geometryCount;
- }
- getVertexCount() {
- return this._vertexCount;
- }
- getIndexCount() {
- return this._indexCount;
- }
- applyGeometry( geometry ) {
- this._initializeGeometry( geometry );
- // ensure we're not over geometry
- if ( this._geometryCount >= this._maxGeometryCount ) {
- throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
- }
- // 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.' );
- }
- }
- // Assuming geometry has position attribute
- const srcPositionAttribute = geometry.getAttribute( 'position' );
- const vertexCount = this._vertexCount;
- const indexCount = this._indexCount;
- const maxVertexCount = this._maxVertexCount;
- const maxIndexCount = this._maxIndexCount;
- // check if we're going over our maximum buffer capacity
- if (
- geometry.getIndex() !== null &&
- indexCount + geometry.getIndex().count > maxIndexCount ||
- vertexCount + srcPositionAttribute.count > maxVertexCount
- ) {
- throw new Error( 'BatchedMesh: Added geometry is larger than available buffer capacity.' );
- }
- const visible = this._visible;
- const active = this._active;
- const matricesTexture = this._matricesTexture;
- const matrices = this._matrices;
- const matricesArray = this._matricesTexture.image.data;
- const indexCounts = this._indexCounts;
- const indexStarts = this._indexStarts;
- const vertexCounts = this._vertexCounts;
- const vertexStarts = this._vertexStarts;
- const hasIndex = batchGeometry.getIndex() !== null;
- const dstIndex = batchGeometry.getIndex();
- const srcIndex = geometry.getIndex();
- // push new geometry data range
- vertexStarts.push( vertexCount );
- vertexCounts.push( srcPositionAttribute.count );
- // copy attribute data over
- for ( const attributeName in batchGeometry.attributes ) {
- if ( attributeName === ID_ATTR_NAME ) {
- continue;
- }
- const srcAttribute = geometry.getAttribute( attributeName );
- const dstAttribute = batchGeometry.getAttribute( attributeName );
- copyAttributeData( srcAttribute, dstAttribute, vertexCount );
- }
- if ( hasIndex ) {
- // push new index range
- indexStarts.push( indexCount );
- indexCounts.push( srcIndex.count );
- // copy index data over
- for ( let i = 0; i < srcIndex.count; i ++ ) {
- dstIndex.setX( indexCount + i, vertexCount + srcIndex.getX( i ) );
- }
- this._indexCount += srcIndex.count;
- dstIndex.needsUpdate = true;
- }
- // fill in the geometry ids
- const geometryId = this._geometryCount;
- this._geometryCount ++;
- const idAttribute = batchGeometry.getAttribute( ID_ATTR_NAME );
- for ( let i = 0; i < srcPositionAttribute.count; i ++ ) {
- idAttribute.setX( this._vertexCount + i, geometryId );
- }
- idAttribute.needsUpdate = true;
- // extend new range
- this._vertexCount += srcPositionAttribute.count;
- // push new visibility states
- visible.push( true );
- active.push( true );
- // initialize matrix information
- matrices.push( new Matrix4() );
- _identityMatrix.toArray( matricesArray, geometryId * 16 );
- matricesTexture.needsUpdate = true;
- return geometryId;
- }
- deleteGeometry( geometryId ) {
- // Note: User needs to call optimize() afterward to pack the data.
- const active = this._active;
- const matricesArray = this._matricesTexture.image.data;
- const matricesTexture = this._matricesTexture;
- if ( geometryId >= active.length || active[ geometryId ] === false ) {
- return this;
- }
- active[ geometryId ] = false;
- _zeroScaleMatrix.toArray( matricesArray, geometryId * 16 );
- matricesTexture.needsUpdate = true;
- return this;
- }
- optimize() {
- throw new Error( 'BatchedMesh: Optimize function not implemented.' );
- }
- setMatrixAt( geometryId, matrix ) {
- // @TODO: Map geometryId to index of the arrays because
- // optimize() can make geometryId mismatch the index
- const visible = this._visible;
- const active = this._active;
- const matricesTexture = this._matricesTexture;
- const matrices = this._matrices;
- const matricesArray = this._matricesTexture.image.data;
- if ( geometryId >= matrices.length || active[ geometryId ] === false ) {
- return this;
- }
- if ( visible[ geometryId ] === true ) {
- matrix.toArray( matricesArray, geometryId * 16 );
- matricesTexture.needsUpdate = true;
- }
- matrices[ geometryId ].copy( matrix );
- return this;
- }
- getMatrixAt( geometryId, matrix ) {
- const matrices = this._matrices;
- const active = this._active;
- if ( geometryId >= matrices.length || active[ geometryId ] === false ) {
- return matrix;
- }
- return matrix.copy( matrices[ geometryId ] );
- }
- setVisibleAt( geometryId, value ) {
- const visible = this._visible;
- const active = this._active;
- const matricesTexture = this._matricesTexture;
- const matrices = this._matrices;
- const matricesArray = this._matricesTexture.image.data;
- // if the geometry is out of range, not active, or visibility state
- // does not change then return early
- if (
- geometryId >= visible.length ||
- active[ geometryId ] === false ||
- visible[ geometryId ] === value
- ) {
- return this;
- }
- // scale the matrix to zero if it's hidden
- if ( value === true ) {
- matrices[ geometryId ].toArray( matricesArray, geometryId * 16 );
- } else {
- _zeroScaleMatrix.toArray( matricesArray, geometryId * 16 );
- }
- matricesTexture.needsUpdate = true;
- visible[ geometryId ] = value;
- return this;
- }
- getVisibleAt( geometryId ) {
- const visible = this._visible;
- const active = this._active;
- // return early if the geometry is out of range or not active
- if ( geometryId >= visible.length || active[ geometryId ] === false ) {
- return false;
- }
- return visible[ geometryId ];
- }
- raycast() {
- console.warn( 'BatchedMesh: Raycast function not implemented.' );
- }
- copy() {
- // super.copy( source );
- throw new Error( 'BatchedMesh: Copy function not implemented.' );
- }
- toJSON() {
- throw new Error( 'BatchedMesh: toJSON function not implemented.' );
- }
- 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*/ ) {
- material.defines.BATCHING = true;
- // @TODO: Implement frustum culling for each geometry
- }
- onAfterRender( _renderer, _scene, _camera, _geometry, material/*, _group*/ ) {
- material.defines.BATCHING = false;
- }
- }
- export { BatchedMesh };
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