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1004 lines
23 KiB
1004 lines
23 KiB
import { GPUIndexFormat, GPUTextureFormat, GPUStoreOp } from './constants.js';
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import WebGPUAnimation from './WebGPUAnimation.js';
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import WebGPUObjects from './WebGPUObjects.js';
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import WebGPUAttributes from './WebGPUAttributes.js';
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import WebGPUGeometries from './WebGPUGeometries.js';
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import WebGPUInfo from './WebGPUInfo.js';
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import WebGPUProperties from './WebGPUProperties.js';
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import WebGPURenderPipelines from './WebGPURenderPipelines.js';
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import WebGPUComputePipelines from './WebGPUComputePipelines.js';
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import WebGPUBindings from './WebGPUBindings.js';
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import WebGPURenderLists from './WebGPURenderLists.js';
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import WebGPURenderStates from './WebGPURenderStates.js';
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import WebGPUTextures from './WebGPUTextures.js';
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import WebGPUBackground from './WebGPUBackground.js';
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import WebGPUNodes from './nodes/WebGPUNodes.js';
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import WebGPUUtils from './WebGPUUtils.js';
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import { Frustum, Matrix4, Vector3, Color, LinearEncoding } from 'three';
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console.info( 'THREE.WebGPURenderer: Modified Matrix4.makePerspective() and Matrix4.makeOrtographic() to work with WebGPU, see https://github.com/mrdoob/three.js/issues/20276.' );
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Matrix4.prototype.makePerspective = function ( left, right, top, bottom, near, far ) {
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const te = this.elements;
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const x = 2 * near / ( right - left );
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const y = 2 * near / ( top - bottom );
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const a = ( right + left ) / ( right - left );
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const b = ( top + bottom ) / ( top - bottom );
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const c = - far / ( far - near );
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const d = - far * near / ( far - near );
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te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
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te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
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te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
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te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
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return this;
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};
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Matrix4.prototype.makeOrthographic = function ( left, right, top, bottom, near, far ) {
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const te = this.elements;
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const w = 1.0 / ( right - left );
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const h = 1.0 / ( top - bottom );
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const p = 1.0 / ( far - near );
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const x = ( right + left ) * w;
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const y = ( top + bottom ) * h;
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const z = near * p;
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te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
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te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
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te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 1 * p; te[ 14 ] = - z;
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te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
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return this;
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};
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Frustum.prototype.setFromProjectionMatrix = function ( m ) {
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const planes = this.planes;
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const me = m.elements;
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const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
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const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
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const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
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const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
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planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
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planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
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planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
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planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
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planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
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planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
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return this;
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};
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const _frustum = new Frustum();
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const _projScreenMatrix = new Matrix4();
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const _vector3 = new Vector3();
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class WebGPURenderer {
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constructor( parameters = {} ) {
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this.isWebGPURenderer = true;
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// public
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this.domElement = ( parameters.canvas !== undefined ) ? parameters.canvas : this._createCanvasElement();
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this.autoClear = true;
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this.autoClearColor = true;
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this.autoClearDepth = true;
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this.autoClearStencil = true;
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this.outputEncoding = LinearEncoding;
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this.sortObjects = true;
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// internals
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this._parameters = Object.assign( {}, parameters );
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this._pixelRatio = 1;
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this._width = this.domElement.width;
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this._height = this.domElement.height;
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this._viewport = null;
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this._scissor = null;
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this._adapter = null;
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this._device = null;
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this._context = null;
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this._colorBuffer = null;
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this._depthBuffer = null;
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this._info = null;
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this._properties = null;
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this._attributes = null;
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this._geometries = null;
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this._nodes = null;
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this._bindings = null;
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this._objects = null;
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this._renderPipelines = null;
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this._computePipelines = null;
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this._renderLists = null;
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this._renderStates = null;
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this._textures = null;
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this._background = null;
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this._animation = new WebGPUAnimation();
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this._renderPassDescriptor = null;
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this._currentRenderState = null;
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this._currentRenderList = null;
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this._opaqueSort = null;
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this._transparentSort = null;
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this._clearAlpha = 1;
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this._clearColor = new Color( 0x000000 );
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this._clearDepth = 1;
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this._clearStencil = 0;
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this._renderTarget = null;
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this._initialized = false;
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// some parameters require default values other than "undefined"
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this._parameters.antialias = ( parameters.antialias === true );
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if ( this._parameters.antialias === true ) {
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this._parameters.sampleCount = ( parameters.sampleCount === undefined ) ? 4 : parameters.sampleCount;
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} else {
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this._parameters.sampleCount = 1;
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}
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this._parameters.requiredFeatures = ( parameters.requiredFeatures === undefined ) ? [] : parameters.requiredFeatures;
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this._parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
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}
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async init() {
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if ( this._initialized === true ) {
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throw new Error( 'WebGPURenderer: Device has already been initialized.' );
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}
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const parameters = this._parameters;
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const adapterOptions = {
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powerPreference: parameters.powerPreference
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};
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const adapter = await navigator.gpu.requestAdapter( adapterOptions );
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if ( adapter === null ) {
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throw new Error( 'WebGPURenderer: Unable to create WebGPU adapter.' );
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}
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const deviceDescriptor = {
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requiredFeatures: parameters.requiredFeatures,
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requiredLimits: parameters.requiredLimits
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};
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const device = await adapter.requestDevice( deviceDescriptor );
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const context = ( parameters.context !== undefined ) ? parameters.context : this.domElement.getContext( 'webgpu' );
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context.configure( {
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device,
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format: GPUTextureFormat.BGRA8Unorm, // this is the only valid context format right now (r121)
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alphaMode: 'premultiplied'
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} );
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this._adapter = adapter;
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this._device = device;
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this._context = context;
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this._info = new WebGPUInfo();
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this._properties = new WebGPUProperties();
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this._attributes = new WebGPUAttributes( device );
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this._geometries = new WebGPUGeometries( this._attributes, this._info );
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this._textures = new WebGPUTextures( device, this._properties, this._info );
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this._objects = new WebGPUObjects( this._geometries, this._info );
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this._utils = new WebGPUUtils( this );
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this._nodes = new WebGPUNodes( this, this._properties );
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this._computePipelines = new WebGPUComputePipelines( device, this._nodes );
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this._renderPipelines = new WebGPURenderPipelines( device, this._nodes, this._utils );
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this._bindings = this._renderPipelines.bindings = new WebGPUBindings( device, this._info, this._properties, this._textures, this._renderPipelines, this._computePipelines, this._attributes, this._nodes );
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this._renderLists = new WebGPURenderLists();
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this._renderStates = new WebGPURenderStates();
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this._background = new WebGPUBackground( this );
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//
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this._renderPassDescriptor = {
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colorAttachments: [ {
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view: null
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} ],
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depthStencilAttachment: {
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view: null,
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depthStoreOp: GPUStoreOp.Store,
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stencilStoreOp: GPUStoreOp.Store
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}
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};
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this._setupColorBuffer();
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this._setupDepthBuffer();
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this._animation.setNodes( this._nodes );
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this._animation.start();
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this._initialized = true;
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}
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async render( scene, camera ) {
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if ( this._initialized === false ) return await this.init();
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//
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if ( this._animation.isAnimating === false ) this._nodes.updateFrame();
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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if ( this._info.autoReset === true ) this._info.reset();
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_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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_frustum.setFromProjectionMatrix( _projScreenMatrix );
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this._currentRenderList = this._renderLists.get( scene, camera );
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this._currentRenderList.init();
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this._currentRenderState = this._renderStates.get( scene );
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this._currentRenderState.init();
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this._projectObject( scene, camera, 0 );
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this._currentRenderList.finish();
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if ( this.sortObjects === true ) {
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this._currentRenderList.sort( this._opaqueSort, this._transparentSort );
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}
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// prepare render pass descriptor
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const colorAttachment = this._renderPassDescriptor.colorAttachments[ 0 ];
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const depthStencilAttachment = this._renderPassDescriptor.depthStencilAttachment;
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const renderTarget = this._renderTarget;
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if ( renderTarget !== null ) {
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this._textures.initRenderTarget( renderTarget );
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// @TODO: Support RenderTarget with antialiasing.
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const renderTargetProperties = this._properties.get( renderTarget );
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colorAttachment.view = renderTargetProperties.colorTextureGPU.createView();
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depthStencilAttachment.view = renderTargetProperties.depthTextureGPU.createView();
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} else {
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if ( this._parameters.antialias === true ) {
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colorAttachment.view = this._colorBuffer.createView();
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colorAttachment.resolveTarget = this._context.getCurrentTexture().createView();
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} else {
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colorAttachment.view = this._context.getCurrentTexture().createView();
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colorAttachment.resolveTarget = undefined;
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}
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depthStencilAttachment.view = this._depthBuffer.createView();
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}
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//
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this._background.update( this._currentRenderList, scene );
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// start render pass
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const device = this._device;
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const cmdEncoder = device.createCommandEncoder( {} );
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const passEncoder = cmdEncoder.beginRenderPass( this._renderPassDescriptor );
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// global rasterization settings for all renderable objects
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const vp = this._viewport;
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if ( vp !== null ) {
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const width = Math.floor( vp.width * this._pixelRatio );
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const height = Math.floor( vp.height * this._pixelRatio );
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passEncoder.setViewport( vp.x, vp.y, width, height, vp.minDepth, vp.maxDepth );
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}
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const sc = this._scissor;
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if ( sc !== null ) {
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const width = Math.floor( sc.width * this._pixelRatio );
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const height = Math.floor( sc.height * this._pixelRatio );
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passEncoder.setScissorRect( sc.x, sc.y, width, height );
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}
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// lights node
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const lightsNode = this._currentRenderState.getLightsNode();
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// process render lists
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const opaqueObjects = this._currentRenderList.opaque;
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const transparentObjects = this._currentRenderList.transparent;
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if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, scene, lightsNode, passEncoder );
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if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, scene, lightsNode, passEncoder );
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// finish render pass
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passEncoder.end();
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device.queue.submit( [ cmdEncoder.finish() ] );
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}
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setAnimationLoop( callback ) {
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if ( this._initialized === false ) this.init();
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const animation = this._animation;
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animation.setAnimationLoop( callback );
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( callback === null ) ? animation.stop() : animation.start();
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}
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async getArrayFromBuffer( attribute ) {
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return await this._attributes.getArrayBuffer( attribute );
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}
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getContext() {
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return this._context;
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}
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getPixelRatio() {
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return this._pixelRatio;
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}
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getDrawingBufferSize( target ) {
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return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
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}
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getSize( target ) {
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return target.set( this._width, this._height );
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}
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setPixelRatio( value = 1 ) {
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this._pixelRatio = value;
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this.setSize( this._width, this._height, false );
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}
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setDrawingBufferSize( width, height, pixelRatio ) {
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this._width = width;
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this._height = height;
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this._pixelRatio = pixelRatio;
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this.domElement.width = Math.floor( width * pixelRatio );
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this.domElement.height = Math.floor( height * pixelRatio );
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this._configureContext();
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this._setupColorBuffer();
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this._setupDepthBuffer();
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}
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setSize( width, height, updateStyle = true ) {
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this._width = width;
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this._height = height;
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this.domElement.width = Math.floor( width * this._pixelRatio );
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this.domElement.height = Math.floor( height * this._pixelRatio );
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if ( updateStyle === true ) {
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this.domElement.style.width = width + 'px';
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this.domElement.style.height = height + 'px';
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}
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this._configureContext();
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this._setupColorBuffer();
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this._setupDepthBuffer();
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}
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setOpaqueSort( method ) {
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this._opaqueSort = method;
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}
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setTransparentSort( method ) {
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this._transparentSort = method;
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}
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getScissor( target ) {
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const scissor = this._scissor;
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target.x = scissor.x;
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target.y = scissor.y;
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target.width = scissor.width;
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target.height = scissor.height;
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return target;
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}
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setScissor( x, y, width, height ) {
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if ( x === null ) {
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this._scissor = null;
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} else {
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this._scissor = {
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x: x,
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y: y,
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width: width,
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height: height
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};
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}
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}
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getViewport( target ) {
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const viewport = this._viewport;
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target.x = viewport.x;
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target.y = viewport.y;
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target.width = viewport.width;
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target.height = viewport.height;
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target.minDepth = viewport.minDepth;
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target.maxDepth = viewport.maxDepth;
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return target;
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}
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setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
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if ( x === null ) {
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this._viewport = null;
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} else {
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this._viewport = {
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x: x,
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y: y,
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width: width,
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height: height,
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minDepth: minDepth,
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maxDepth: maxDepth
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};
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}
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}
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getClearColor( target ) {
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return target.copy( this._clearColor );
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}
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setClearColor( color, alpha = 1 ) {
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this._clearColor.set( color );
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this._clearAlpha = alpha;
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}
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getClearAlpha() {
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return this._clearAlpha;
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}
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setClearAlpha( alpha ) {
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this._clearAlpha = alpha;
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}
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getClearDepth() {
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return this._clearDepth;
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}
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setClearDepth( depth ) {
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this._clearDepth = depth;
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}
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getClearStencil() {
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return this._clearStencil;
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}
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setClearStencil( stencil ) {
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this._clearStencil = stencil;
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}
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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._renderStates.dispose();
|
|
this._textures.dispose();
|
|
|
|
this.setRenderTarget( null );
|
|
this.setAnimationLoop( null );
|
|
|
|
}
|
|
|
|
setRenderTarget( renderTarget ) {
|
|
|
|
this._renderTarget = renderTarget;
|
|
|
|
}
|
|
|
|
async compute( ...computeNodes ) {
|
|
|
|
if ( this._initialized === false ) return await this.init();
|
|
|
|
const device = this._device;
|
|
const computePipelines = this._computePipelines;
|
|
|
|
const cmdEncoder = device.createCommandEncoder( {} );
|
|
const passEncoder = cmdEncoder.beginComputePass();
|
|
|
|
for ( const computeNode of computeNodes ) {
|
|
|
|
// onInit
|
|
|
|
if ( computePipelines.has( computeNode ) === false ) {
|
|
|
|
computeNode.onInit( { renderer: this } );
|
|
|
|
}
|
|
|
|
// pipeline
|
|
|
|
const pipeline = computePipelines.get( computeNode );
|
|
passEncoder.setPipeline( pipeline );
|
|
|
|
// node
|
|
|
|
//this._nodes.update( computeNode );
|
|
|
|
// bind group
|
|
|
|
const bindGroup = this._bindings.get( computeNode ).group;
|
|
this._bindings.update( computeNode );
|
|
passEncoder.setBindGroup( 0, bindGroup );
|
|
|
|
passEncoder.dispatchWorkgroups( computeNode.dispatchCount );
|
|
|
|
}
|
|
|
|
passEncoder.end();
|
|
device.queue.submit( [ cmdEncoder.finish() ] );
|
|
|
|
}
|
|
|
|
getRenderTarget() {
|
|
|
|
return this._renderTarget;
|
|
|
|
}
|
|
|
|
_projectObject( object, camera, groupOrder ) {
|
|
|
|
const currentRenderList = this._currentRenderList;
|
|
const currentRenderState = this._currentRenderState;
|
|
|
|
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.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, scene, lightsNode, 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, geometry, material, group } = renderItem;
|
|
|
|
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._renderObject( object, scene, camera2, geometry, material, group, lightsNode, passEncoder );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
this._renderObject( object, scene, camera, geometry, material, group, lightsNode, passEncoder );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_renderObject( object, scene, camera, geometry, material, group, lightsNode, passEncoder ) {
|
|
|
|
const info = this._info;
|
|
|
|
// send scene properties to object
|
|
|
|
const objectProperties = this._properties.get( object );
|
|
|
|
objectProperties.lightsNode = lightsNode;
|
|
objectProperties.scene = scene;
|
|
|
|
//
|
|
|
|
object.onBeforeRender( this, scene, camera, geometry, material, group );
|
|
|
|
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
|
|
|
|
// updates
|
|
|
|
this._nodes.update( object, camera );
|
|
this._bindings.update( object );
|
|
this._objects.update( object );
|
|
|
|
// 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 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 : ( object.isInstancedMesh ? object.count : 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: Math.floor( this._width * this._pixelRatio ),
|
|
height: Math.floor( this._height * this._pixelRatio ),
|
|
depthOrArrayLayers: 1
|
|
},
|
|
sampleCount: this._parameters.sampleCount,
|
|
format: GPUTextureFormat.BGRA8Unorm,
|
|
usage: GPUTextureUsage.RENDER_ATTACHMENT
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_setupDepthBuffer() {
|
|
|
|
const device = this._device;
|
|
|
|
if ( device ) {
|
|
|
|
if ( this._depthBuffer ) this._depthBuffer.destroy();
|
|
|
|
this._depthBuffer = this._device.createTexture( {
|
|
size: {
|
|
width: Math.floor( this._width * this._pixelRatio ),
|
|
height: Math.floor( this._height * this._pixelRatio ),
|
|
depthOrArrayLayers: 1
|
|
},
|
|
sampleCount: this._parameters.sampleCount,
|
|
format: GPUTextureFormat.Depth24PlusStencil8,
|
|
usage: GPUTextureUsage.RENDER_ATTACHMENT
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_configureContext() {
|
|
|
|
const device = this._device;
|
|
|
|
if ( device ) {
|
|
|
|
this._context.configure( {
|
|
device: device,
|
|
format: GPUTextureFormat.BGRA8Unorm,
|
|
usage: GPUTextureUsage.RENDER_ATTACHMENT,
|
|
alphaMode: 'premultiplied'
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_createCanvasElement() {
|
|
|
|
const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
|
canvas.style.display = 'block';
|
|
return canvas;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export default WebGPURenderer;
|
|
|