提交 4462235b 编写于 作者: B Benoit Beausejour

Introduce computeOffsets() and reorderBuffers() to BufferGeometry.

computeOffsets() - Reorder the geometry index buffer and attributes so that all indices are referencing a maximum
reorderBuffers() - Reorder and grow the vertex attributes to adhere to a new index map.
Ref: #3524
上级 39d922d9
......@@ -273,15 +273,15 @@ THREE.BufferGeometry.prototype = {
ab.subVectors( pA, pB );
cb.cross( ab );
normals[ vA * 3 ] += cb.x;
normals[ vA * 3 ] += cb.x;
normals[ vA * 3 + 1 ] += cb.y;
normals[ vA * 3 + 2 ] += cb.z;
normals[ vB * 3 ] += cb.x;
normals[ vB * 3 ] += cb.x;
normals[ vB * 3 + 1 ] += cb.y;
normals[ vB * 3 + 2 ] += cb.z;
normals[ vC * 3 ] += cb.x;
normals[ vC * 3 ] += cb.x;
normals[ vC * 3 + 1 ] += cb.y;
normals[ vC * 3 + 2 ] += cb.z;
......@@ -314,7 +314,7 @@ THREE.BufferGeometry.prototype = {
ab.subVectors( pA, pB );
cb.cross( ab );
normals[ i ] = cb.x;
normals[ i ] = cb.x;
normals[ i + 1 ] = cb.y;
normals[ i + 2 ] = cb.z;
......@@ -352,7 +352,7 @@ THREE.BufferGeometry.prototype = {
n = 1.0 / Math.sqrt( x * x + y * y + z * z );
normals[ i ] *= n;
normals[ i ] *= n;
normals[ i + 1 ] *= n;
normals[ i + 2 ] *= n;
......@@ -530,7 +530,7 @@ THREE.BufferGeometry.prototype = {
test = tmp2.dot( tan2[ v ] );
w = ( test < 0.0 ) ? -1.0 : 1.0;
tangents[ v * 4 ] = tmp.x;
tangents[ v * 4 ] = tmp.x;
tangents[ v * 4 + 1 ] = tmp.y;
tangents[ v * 4 + 2 ] = tmp.z;
tangents[ v * 4 + 3 ] = w;
......@@ -562,6 +562,166 @@ THREE.BufferGeometry.prototype = {
},
/*
computeOffsets
Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
*/
computeOffsets: function(indexBufferSize) {
var size = indexBufferSize;
if(indexBufferSize === undefined)
size = 65535; //WebGL limits type of index buffer values to 16-bit.
var s = Date.now();
var indices = this.attributes['index'].array;
var vertices = this.attributes['position'].array;
var verticesCount = (vertices.length/3);
var facesCount = (indices.length/3);
/*
console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
console.log("Faces to process: "+(indices.length/3));
console.log("Reordering "+verticesCount+" vertices.");
*/
var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
var indexPtr = 0;
var vertexPtr = 0;
var offsets = [ { start:0, count:0, index:0 } ];
var offset = offsets[0];
var duplicatedVertices = 0;
var newVerticeMaps = 0;
var faceVertices = new Int32Array(6);
var vertexMap = new Int32Array( vertices.length );
var revVertexMap = new Int32Array( vertices.length );
for(var j = 0; j < vertices.length; j++) { vertexMap[j] = -1; revVertexMap[j] = -1; }
/*
Traverse every face and reorder vertices in the proper offsets of 65k.
We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
*/
for(var findex = 0; findex < facesCount; findex++) {
newVerticeMaps = 0;
for(var vo = 0; vo < 3; vo++) {
var vid = indices[ findex*3 + vo ];
if(vertexMap[vid] == -1) {
//Unmapped vertice
faceVertices[vo*2] = vid;
faceVertices[vo*2+1] = -1;
newVerticeMaps++;
} else if(vertexMap[vid] < offset.index) {
//Reused vertices from previous block (duplicate)
faceVertices[vo*2] = vid;
faceVertices[vo*2+1] = -1;
duplicatedVertices++;
} else {
//Reused vertice in the current block
faceVertices[vo*2] = vid;
faceVertices[vo*2+1] = vertexMap[vid];
}
}
var faceMax = vertexPtr + newVerticeMaps;
if(faceMax > (offset.index + size)) {
var new_offset = { start:indexPtr, count:0, index:vertexPtr };
offsets.push(new_offset);
offset = new_offset;
//Re-evaluate reused vertices in light of new offset.
for(var v = 0; v < 6; v+=2) {
var new_vid = faceVertices[v+1];
if(new_vid > -1 && new_vid < offset.index)
faceVertices[v+1] = -1;
}
}
//Reindex the face.
for(var v = 0; v < 6; v+=2) {
var vid = faceVertices[v];
var new_vid = faceVertices[v+1];
if(new_vid === -1)
new_vid = vertexPtr++;
vertexMap[vid] = new_vid;
revVertexMap[new_vid] = vid;
sortedIndices[indexPtr++] = new_vid - offset.index; //XXX overflows at 16bit
offset.count++;
}
}
/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
this.reorderBuffers(sortedIndices, revVertexMap, vertexPtr);
this.offsets = offsets;
/*
var orderTime = Date.now();
console.log("Reorder time: "+(orderTime-s)+"ms");
console.log("Duplicated "+duplicatedVertices+" vertices.");
console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
console.log("Draw offsets: "+offsets.length);
*/
return offsets;
},
/*
reoderBuffers:
Reorder attributes based on a new indexBuffer and indexMap.
indexBuffer - Uint16Array of the new ordered indices.
indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
*/
reorderBuffers: function(indexBuffer, indexMap, vertexCount) {
/* Create a copy of all attributes for reordering. */
var sortedAttributes = {};
var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
for( var attr in this.attributes ) {
if(attr == 'index')
continue;
var sourceArray = this.attributes[attr].array;
for ( var i = 0, il = types.length; i < il; i++ ) {
var type = types[i];
if (sourceArray instanceof type) {
sortedAttributes[attr] = new type( this.attributes[attr].itemSize * vertexCount );
break;
}
}
}
/* Move attribute positions based on the new index map */
for(var new_vid = 0; new_vid < vertexCount; new_vid++) {
var vid = indexMap[new_vid];
for ( var attr in this.attributes ) {
if(attr == 'index')
continue;
var attrArray = this.attributes[attr].array;
var attrSize = this.attributes[attr].itemSize;
var sortedAttr = sortedAttributes[attr];
for(var k = 0; k < attrSize; k++)
sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
}
}
/* Carry the new sorted buffers locally */
this.attributes['index'].array = indexBuffer;
for ( var attr in this.attributes ) {
if(attr == 'index')
continue;
this.attributes[attr].array = sortedAttributes[attr];
this.attributes[attr].numItems = this.attributes[attr].itemSize * vertexCount;
}
},
clone: function () {
var geometry = new THREE.BufferGeometry();
......
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