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2b7aae2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 | import { FloatType, RGBAFormat } from '../../constants.js';
import { DataTexture2DArray } from '../../textures/DataTexture2DArray.js';
import { Vector3 } from '../../math/Vector3.js';
import { Vector2 } from '../../math/Vector2.js';
function numericalSort(a, b) {
return a[0] - b[0];
}
function absNumericalSort(a, b) {
return Math.abs(b[1]) - Math.abs(a[1]);
}
function denormalize(morph, attribute) {
let denominator = 1;
const array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;
if (array instanceof Int8Array) denominator = 127;
else if (array instanceof Int16Array) denominator = 32767;
else if (array instanceof Int32Array) denominator = 2147483647;
else console.error('THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array);
morph.divideScalar(denominator);
}
function WebGLMorphtargets(gl, capabilities, textures) {
const influencesList = {};
const morphInfluences = new Float32Array(8);
const morphTextures = new WeakMap();
const morph = new Vector3();
const workInfluences = [];
for (let i = 0; i < 8; i++) {
workInfluences[i] = [i, 0];
}
function update(object, geometry, material, program) {
const objectInfluences = object.morphTargetInfluences;
if (capabilities.isWebGL2 === true) {
// instead of using attributes, the WebGL 2 code path encodes morph targets
// into an array of data textures. Each layer represents a single morph target.
const numberOfMorphTargets = geometry.morphAttributes.position.length;
let entry = morphTextures.get(geometry);
if (entry === undefined || entry.count !== numberOfMorphTargets) {
if (entry !== undefined) entry.texture.dispose();
const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
const morphTargets = geometry.morphAttributes.position;
const morphNormals = geometry.morphAttributes.normal || [];
const numberOfVertices = geometry.attributes.position.count;
const numberOfVertexData = hasMorphNormals === true ? 2 : 1; // (v,n) vs. (v)
let width = numberOfVertices * numberOfVertexData;
let height = 1;
if (width > capabilities.maxTextureSize) {
height = Math.ceil(width / capabilities.maxTextureSize);
width = capabilities.maxTextureSize;
}
const buffer = new Float32Array(width * height * 4 * numberOfMorphTargets);
const texture = new DataTexture2DArray(buffer, width, height, numberOfMorphTargets);
texture.format = RGBAFormat; // using RGBA since RGB might be emulated (and is thus slower)
texture.type = FloatType;
texture.needsUpdate = true;
// fill buffer
const vertexDataStride = numberOfVertexData * 4;
for (let i = 0; i < numberOfMorphTargets; i++) {
const morphTarget = morphTargets[i];
const morphNormal = morphNormals[i];
const offset = width * height * 4 * i;
for (let j = 0; j < morphTarget.count; j++) {
morph.fromBufferAttribute(morphTarget, j);
if (morphTarget.normalized === true) denormalize(morph, morphTarget);
const stride = j * vertexDataStride;
buffer[offset + stride + 0] = morph.x;
buffer[offset + stride + 1] = morph.y;
buffer[offset + stride + 2] = morph.z;
buffer[offset + stride + 3] = 0;
if (hasMorphNormals === true) {
morph.fromBufferAttribute(morphNormal, j);
if (morphNormal.normalized === true) denormalize(morph, morphNormal);
buffer[offset + stride + 4] = morph.x;
buffer[offset + stride + 5] = morph.y;
buffer[offset + stride + 6] = morph.z;
buffer[offset + stride + 7] = 0;
}
}
}
entry = {
count: numberOfMorphTargets,
texture: texture,
size: new Vector2(width, height),
};
morphTextures.set(geometry, entry);
function disposeTexture() {
texture.dispose();
morphTextures.delete(geometry);
geometry.removeEventListener('dispose', disposeTexture);
}
geometry.addEventListener('dispose', disposeTexture);
}
//
let morphInfluencesSum = 0;
for (let i = 0; i < objectInfluences.length; i++) {
morphInfluencesSum += objectInfluences[i];
}
const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
program.getUniforms().setValue(gl, 'morphTargetInfluences', objectInfluences);
program.getUniforms().setValue(gl, 'morphTargetsTexture', entry.texture, textures);
program.getUniforms().setValue(gl, 'morphTargetsTextureSize', entry.size);
} else {
// When object doesn't have morph target influences defined, we treat it as a 0-length array
// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
const length = objectInfluences === undefined ? 0 : objectInfluences.length;
let influences = influencesList[geometry.id];
if (influences === undefined || influences.length !== length) {
// initialise list
influences = [];
for (let i = 0; i < length; i++) {
influences[i] = [i, 0];
}
influencesList[geometry.id] = influences;
}
// Collect influences
for (let i = 0; i < length; i++) {
const influence = influences[i];
influence[0] = i;
influence[1] = objectInfluences[i];
}
influences.sort(absNumericalSort);
for (let i = 0; i < 8; i++) {
if (i < length && influences[i][1]) {
workInfluences[i][0] = influences[i][0];
workInfluences[i][1] = influences[i][1];
} else {
workInfluences[i][0] = Number.MAX_SAFE_INTEGER;
workInfluences[i][1] = 0;
}
}
workInfluences.sort(numericalSort);
const morphTargets = geometry.morphAttributes.position;
const morphNormals = geometry.morphAttributes.normal;
let morphInfluencesSum = 0;
for (let i = 0; i < 8; i++) {
const influence = workInfluences[i];
const index = influence[0];
const value = influence[1];
if (index !== Number.MAX_SAFE_INTEGER && value) {
if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) {
geometry.setAttribute('morphTarget' + i, morphTargets[index]);
}
if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) {
geometry.setAttribute('morphNormal' + i, morphNormals[index]);
}
morphInfluences[i] = value;
morphInfluencesSum += value;
} else {
if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) {
geometry.deleteAttribute('morphTarget' + i);
}
if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) {
geometry.deleteAttribute('morphNormal' + i);
}
morphInfluences[i] = 0;
}
}
// GLSL shader uses formula baseinfluence * base + sum(target * influence)
// This allows us to switch between absolute morphs and relative morphs without changing shader code
// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
}
}
return {
update: update,
};
}
export { WebGLMorphtargets };
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