Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

WebGPURenderer: Tight morph target packing #27984

Closed
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
62 changes: 39 additions & 23 deletions examples/jsm/nodes/accessors/MorphNode.js
Original file line number Diff line number Diff line change
@@ -1,27 +1,44 @@
import Node, { addNodeClass } from '../core/Node.js';
import { NodeUpdateType } from '../core/constants.js';
import { float, nodeProxy, tslFn } from '../shadernode/ShaderNode.js';
import { If, float, nodeProxy, tslFn, vec4 } from '../shadernode/ShaderNode.js';
import { uniform } from '../core/UniformNode.js';
import { reference } from './ReferenceNode.js';
import { positionLocal } from './PositionNode.js';
import { normalLocal } from './NormalNode.js';
import { textureLoad } from './TextureNode.js';
import { instanceIndex, vertexIndex } from '../core/IndexNode.js';
import { ivec2, int } from '../shadernode/ShaderNode.js';
import { DataArrayTexture, Vector2, Vector4, FloatType } from 'three';
import { DataArrayTexture, Vector2, Vector4, FloatType, RedFormat } from 'three';
import { loop } from '../utils/LoopNode.js';
import { all } from '../Nodes.js';

Check notice

Code scanning / CodeQL

Unused variable, import, function or class Note

Unused import all.

const morphTextures = new WeakMap();
const morphVec4 = new Vector4();

const getMorph = tslFn( ( { bufferMap, influence, stride, width, depth, offset } ) => {

const texelIndex = int( vertexIndex ).mul( stride ).add( offset );
const texelIndex = int( vertexIndex ).mul( stride ).add( offset.mul( 3 ) );

const y = texelIndex.div( width );
const x = texelIndex.sub( y.mul( width ) );

const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
const morphUV = ivec2( x, y );

// const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );

const bufferAttrib = vec4( 0. ).toVar();
bufferAttrib.x = textureLoad( bufferMap, morphUV ).depth( depth ).r;
morphUV.x.addAssign( 1 );
bufferAttrib.y = textureLoad( bufferMap, morphUV ).depth( depth ).r;
morphUV.x.addAssign( 1 );
bufferAttrib.z = textureLoad( bufferMap, morphUV ).depth( depth ).r;

If( stride.equal( 10 ), () => {

morphUV.x.addAssign( 1 );
bufferAttrib.a = offset.equal( 2 ).cond( textureLoad( bufferMap, morphUV ).depth( depth ).r, 0. );

} );

return bufferAttrib.mul( influence );

Expand Down Expand Up @@ -51,9 +68,9 @@

let vertexDataCount = 0;

if ( hasMorphPosition === true ) vertexDataCount = 1;
if ( hasMorphNormals === true ) vertexDataCount = 2;
if ( hasMorphColors === true ) vertexDataCount = 3;
if ( hasMorphPosition === true ) vertexDataCount = 3;
if ( hasMorphNormals === true ) vertexDataCount = 6;
if ( hasMorphColors === true ) vertexDataCount = 10;

let width = geometry.attributes.position.count * vertexDataCount;
let height = 1;
Expand All @@ -62,32 +79,33 @@

if ( width > maxTextureSize ) {

height = Math.ceil( width / maxTextureSize );
width = maxTextureSize;
// Align width on stride to simplify the texel fetching in the shader
const strideWidth = Math.floor( maxTextureSize / vertexDataCount ) * vertexDataCount;
height = Math.ceil( width / strideWidth );
width = strideWidth;

}

const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
const buffer = new Float32Array( width * height * morphTargetsCount );

const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
bufferTexture.type = FloatType;
bufferTexture.format = RedFormat;
bufferTexture.needsUpdate = true;

// fill buffer

const vertexDataStride = vertexDataCount * 4;

for ( let i = 0; i < morphTargetsCount; i ++ ) {

const morphTarget = morphTargets[ i ];
const morphNormal = morphNormals[ i ];
const morphColor = morphColors[ i ];

const offset = width * height * 4 * i;
const offset = width * height * i;

for ( let j = 0; j < morphTarget.count; j ++ ) {

const stride = j * vertexDataStride;
const stride = j * vertexDataCount;

if ( hasMorphPosition === true ) {

Expand All @@ -96,29 +114,27 @@
buffer[ offset + stride + 0 ] = morphVec4.x;
buffer[ offset + stride + 1 ] = morphVec4.y;
buffer[ offset + stride + 2 ] = morphVec4.z;
buffer[ offset + stride + 3 ] = 0;

}

if ( hasMorphNormals === true ) {

morphVec4.fromBufferAttribute( morphNormal, j );

buffer[ offset + stride + 4 ] = morphVec4.x;
buffer[ offset + stride + 5 ] = morphVec4.y;
buffer[ offset + stride + 6 ] = morphVec4.z;
buffer[ offset + stride + 7 ] = 0;
buffer[ offset + stride + 3 ] = morphVec4.x;
buffer[ offset + stride + 4 ] = morphVec4.y;
buffer[ offset + stride + 5 ] = morphVec4.z;

}

if ( hasMorphColors === true ) {

morphVec4.fromBufferAttribute( morphColor, j );

buffer[ offset + stride + 8 ] = morphVec4.x;
buffer[ offset + stride + 9 ] = morphVec4.y;
buffer[ offset + stride + 10 ] = morphVec4.z;
buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morphVec4.w : 1;
buffer[ offset + stride + 6 ] = morphVec4.x;
buffer[ offset + stride + 7 ] = morphVec4.y;
buffer[ offset + stride + 8 ] = morphVec4.z;
buffer[ offset + stride + 9 ] = ( morphColor.itemSize === 4 ) ? morphVec4.w : 1;

}

Expand Down
Loading