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;