three 基础库
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import { GPUIndexFormat, GPUTextureFormat, GPUStoreOp } 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 WebGPUComputePipelines from './WebGPUComputePipelines.js';
import WebGPUBindings from './WebGPUBindings.js';
import WebGPURenderLists from './WebGPURenderLists.js';
import WebGPUTextures from './WebGPUTextures.js';
import WebGPUBackground from './WebGPUBackground.js';
import WebGPUNodes from './nodes/WebGPUNodes.js';
import glslang from '../../libs/glslang.js';
import { Frustum, Matrix4, Vector3, Color, LinearEncoding } from 'three';
console.info( 'THREE.WebGPURenderer: Modified Matrix4.makePerspective() and Matrix4.makeOrtographic() to work with WebGPU, see https://github.com/mrdoob/three.js/issues/20276.' );
Matrix4.prototype.makePerspective = function ( left, right, top, bottom, near, far ) {
const te = this.elements;
const x = 2 * near / ( right - left );
const y = 2 * near / ( top - bottom );
const a = ( right + left ) / ( right - left );
const b = ( top + bottom ) / ( top - bottom );
const c = - far / ( far - near );
const d = - far * near / ( far - near );
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
return this;
};
Matrix4.prototype.makeOrthographic = function ( left, right, top, bottom, near, far ) {
const te = this.elements;
const w = 1.0 / ( right - left );
const h = 1.0 / ( top - bottom );
const p = 1.0 / ( far - near );
const x = ( right + left ) * w;
const y = ( top + bottom ) * h;
const z = near * p;
te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 1 * p; te[ 14 ] = - z;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
return this;
};
const _frustum = new Frustum();
const _projScreenMatrix = new Matrix4();
const _vector3 = new Vector3();
class WebGPURenderer {
constructor( parameters = {} ) {
// public
this.domElement = ( parameters.canvas !== undefined ) ? parameters.canvas : this._createCanvasElement();
this.autoClear = true;
this.autoClearColor = true;
this.autoClearDepth = true;
this.autoClearStencil = true;
this.outputEncoding = LinearEncoding;
this.sortObjects = true;
// internals
this._parameters = Object.assign( {}, parameters );
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._colorBuffer = null;
this._depthBuffer = null;
this._info = null;
this._properties = null;
this._attributes = null;
this._geometries = null;
this._nodes = null;
this._bindings = null;
this._objects = null;
this._renderPipelines = null;
this._computePipelines = null;
this._renderLists = null;
this._textures = null;
this._background = null;
this._renderPassDescriptor = null;
this._currentRenderList = null;
this._opaqueSort = null;
this._transparentSort = null;
this._clearAlpha = 1;
this._clearColor = new Color( 0x000000 );
this._clearDepth = 1;
this._clearStencil = 0;
this._renderTarget = null;
// some parameters require default values other than "undefined"
this._parameters.antialias = ( parameters.antialias === true );
if ( this._parameters.antialias === true ) {
this._parameters.sampleCount = ( parameters.sampleCount === undefined ) ? 4 : parameters.sampleCount;
} else {
this._parameters.sampleCount = 1;
}
this._parameters.requiredFeatures = ( parameters.requiredFeatures === undefined ) ? [] : parameters.requiredFeatures;
this._parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
}
async init() {
const parameters = this._parameters;
const adapterOptions = {
powerPreference: parameters.powerPreference
};
const adapter = await navigator.gpu.requestAdapter( adapterOptions );
const deviceDescriptor = {
requiredFeatures: parameters.requiredFeatures,
requiredLimits: parameters.requiredLimits
};
const device = await adapter.requestDevice( deviceDescriptor );
const compiler = await glslang();
const context = ( parameters.context !== undefined ) ? parameters.context : this.domElement.getContext( 'gpupresent' );
const swapChain = context.configure( {
device: device,
format: GPUTextureFormat.BRGA8Unorm // this is the only valid swap chain format right now (r121)
} );
this._adapter = adapter;
this._device = device;
this._context = context;
this._swapChain = swapChain;
this._info = new WebGPUInfo();
this._properties = new WebGPUProperties();
this._attributes = new WebGPUAttributes( device );
this._geometries = new WebGPUGeometries( this._attributes, this._info );
this._textures = new WebGPUTextures( device, this._properties, this._info, compiler );
this._objects = new WebGPUObjects( this._geometries, this._info );
this._nodes = new WebGPUNodes( this );
this._renderPipelines = new WebGPURenderPipelines( this, this._properties, device, compiler, parameters.sampleCount, this._nodes );
this._computePipelines = new WebGPUComputePipelines( device, compiler );
this._bindings = new WebGPUBindings( device, this._info, this._properties, this._textures, this._renderPipelines, this._computePipelines, this._attributes, this._nodes );
this._renderLists = new WebGPURenderLists();
this._background = new WebGPUBackground( this );
//
this._renderPassDescriptor = {
colorAttachments: [ {
view: null
} ],
depthStencilAttachment: {
view: null,
depthStoreOp: GPUStoreOp.Store,
stencilStoreOp: GPUStoreOp.Store
}
};
this._setupColorBuffer();
this._setupDepthBuffer();
}
render( scene, camera ) {
// @TODO: move this to animation loop
this._nodes.updateFrame();
//
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 );
}
// prepare render pass descriptor
const colorAttachment = this._renderPassDescriptor.colorAttachments[ 0 ];
const depthStencilAttachment = this._renderPassDescriptor.depthStencilAttachment;
const renderTarget = this._renderTarget;
if ( renderTarget !== null ) {
// @TODO: Support RenderTarget with antialiasing.
const renderTargetProperties = this._properties.get( renderTarget );
colorAttachment.view = renderTargetProperties.colorTextureGPU.createView();
depthStencilAttachment.view = renderTargetProperties.depthTextureGPU.createView();
} else {
if ( this._parameters.antialias === true ) {
colorAttachment.view = this._colorBuffer.createView();
colorAttachment.resolveTarget = this._context.getCurrentTexture().createView();
} else {
colorAttachment.view = this._context.getCurrentTexture().createView();
colorAttachment.resolveTarget = undefined;
}
depthStencilAttachment.view = this._depthBuffer.createView();
}
//
this._background.update( scene );
// start render pass
const device = this._device;
const cmdEncoder = device.createCommandEncoder( {} );
const passEncoder = cmdEncoder.beginRenderPass( this._renderPassDescriptor );
// global rasterization settings for all renderable objects
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 );
}
// process render lists
const opaqueObjects = this._currentRenderList.opaque;
const transparentObjects = this._currentRenderList.transparent;
if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, passEncoder );
if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, passEncoder );
// finish render pass
passEncoder.endPass();
device.queue.submit( [ cmdEncoder.finish() ] );
}
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._setupColorBuffer();
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._setupColorBuffer();
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
};
}
}
getCurrentEncoding() {
const renderTarget = this.getRenderTarget();
return ( renderTarget !== null ) ? renderTarget.texture.encoding : this.outputEncoding;
}
getCurrentColorFormat() {
let format;
const renderTarget = this.getRenderTarget();
if ( renderTarget !== null ) {
const renderTargetProperties = this._properties.get( renderTarget );
format = renderTargetProperties.colorTextureFormat;
} else {
format = GPUTextureFormat.BRGA8Unorm; // default swap chain format
}
return format;
}
getCurrentDepthStencilFormat() {
let format;
const renderTarget = this.getRenderTarget();
if ( renderTarget !== null ) {
const renderTargetProperties = this._properties.get( renderTarget );
format = renderTargetProperties.depthTextureFormat;
} else {
format = GPUTextureFormat.Depth24PlusStencil8;
}
return format;
}
getClearColor( target ) {
return target.copy( this._clearColor );
}
setClearColor( color, alpha = 1 ) {
this._clearColor.set( color );
this._clearAlpha = alpha;
}
getClearAlpha() {
return this._clearAlpha;
}
setClearAlpha( alpha ) {
this._clearAlpha = alpha;
}
getClearDepth() {
return this._clearDepth;
}
setClearDepth( depth ) {
this._clearDepth = depth;
}
getClearStencil() {
return this._clearStencil;
}
setClearStencil( stencil ) {
this._clearStencil = stencil;
}
clear() {
this._background.clear();
}
dispose() {
this._objects.dispose();
this._properties.dispose();
this._renderPipelines.dispose();
this._computePipelines.dispose();
this._nodes.dispose();
this._bindings.dispose();
this._info.dispose();
this._renderLists.dispose();
this._textures.dispose();
}
setRenderTarget( renderTarget ) {
this._renderTarget = renderTarget;
if ( renderTarget !== null ) {
this._textures.initRenderTarget( renderTarget );
}
}
compute( computeParams ) {
const device = this._device;
const cmdEncoder = device.createCommandEncoder( {} );
const passEncoder = cmdEncoder.beginComputePass();
for ( const param of computeParams ) {
// pipeline
const pipeline = this._computePipelines.get( param );
passEncoder.setPipeline( pipeline );
// bind group
const bindGroup = this._bindings.getForCompute( param ).group;
this._bindings.update( param );
passEncoder.setBindGroup( 0, bindGroup );
passEncoder.dispatch( param.num );
}
passEncoder.endPass();
device.queue.submit( [ cmdEncoder.finish() ] );
}
getRenderTarget() {
return this._renderTarget;
}
_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.isLineLoop ) {
console.error( 'THREE.WebGPURenderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
} 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, passEncoder ) {
// process renderable objects
for ( let i = 0, il = renderList.length; i < il; i ++ ) {
const renderItem = renderList[ i ];
// @TODO: Add support for multiple materials per object. This will require to extract
// the material from the renderItem object and pass it with its group data to _renderObject().
const object = renderItem.object;
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
this._objects.update( object );
if ( camera.isArrayCamera ) {
const cameras = camera.cameras;
for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
const camera2 = cameras[ j ];
if ( object.layers.test( camera2.layers ) ) {
const vp = camera2.viewport;
const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
passEncoder.setViewport( vp.x, vp.y, vp.width, vp.height, minDepth, maxDepth );
this._nodes.update( object, camera2 );
this._bindings.update( object, camera2 );
this._renderObject( object, passEncoder );
}
}
} else {
this._nodes.update( object, camera );
this._bindings.update( object, camera );
this._renderObject( object, passEncoder );
}
}
}
_renderObject( object, passEncoder ) {
const info = this._info;
// pipeline
const renderPipeline = this._renderPipelines.get( object );
passEncoder.setPipeline( renderPipeline.pipeline );
// 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( index, passEncoder );
}
// vertex buffers
this._setupVertexBuffers( geometry.attributes, passEncoder, renderPipeline );
// draw
const drawRange = geometry.drawRange;
const firstVertex = drawRange.start;
const instanceCount = ( geometry.isInstancedBufferGeometry ) ? geometry.instanceCount : 1;
if ( hasIndex === true ) {
const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
passEncoder.drawIndexed( indexCount, instanceCount, firstVertex, 0, 0 );
info.update( object, indexCount, instanceCount );
} else {
const positionAttribute = geometry.attributes.position;
const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
passEncoder.draw( vertexCount, instanceCount, firstVertex, 0 );
info.update( object, vertexCount, instanceCount );
}
}
_setupIndexBuffer( index, encoder ) {
const buffer = this._attributes.get( index ).buffer;
const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
encoder.setIndexBuffer( buffer, indexFormat );
}
_setupVertexBuffers( geometryAttributes, encoder, renderPipeline ) {
const shaderAttributes = renderPipeline.shaderAttributes;
for ( const shaderAttribute of shaderAttributes ) {
const name = shaderAttribute.name;
const slot = shaderAttribute.slot;
const attribute = geometryAttributes[ name ];
if ( attribute !== undefined ) {
const buffer = this._attributes.get( attribute ).buffer;
encoder.setVertexBuffer( slot, buffer );
}
}
}
_setupColorBuffer() {
const device = this._device;
if ( device ) {
if ( this._colorBuffer ) this._colorBuffer.destroy();
this._colorBuffer = this._device.createTexture( {
size: {
width: this._width * this._pixelRatio,
height: this._height * this._pixelRatio,
depthOrArrayLayers: 1
},
sampleCount: this._parameters.sampleCount,
format: GPUTextureFormat.BRGA8Unorm,
usage: GPUTextureUsage.RENDER_ATTACHMENT
} );
}
}
_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,
depthOrArrayLayers: 1
},
sampleCount: this._parameters.sampleCount,
format: GPUTextureFormat.Depth24PlusStencil8,
usage: GPUTextureUsage.RENDER_ATTACHMENT
} );
}
}
_createCanvasElement() {
const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
canvas.style.display = 'block';
return canvas;
}
}
export default WebGPURenderer;