webgpu_compute_rasterizer.html 40 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - compute rasterizer</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta property="og:title" content="three.js webgpu - compute rasterizer">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_compute_rasterizer.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_compute_rasterizer.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  16. <div class="title-wrapper">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>GPU-Driven Compute Rasterizer</span>
  18. </div>
  19. <small>Rendering <span id="triangleCount"></span> triangles.</small>
  20. </div>
  21. <script type="importmap">
  22. {
  23. "imports": {
  24. "three": "../build/three.webgpu.js",
  25. "three/webgpu": "../build/three.webgpu.js",
  26. "three/tsl": "../build/three.tsl.js",
  27. "three/addons/": "./jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three/webgpu';
  33. import { Fn, If, Loop, vec4, vec2, uvec4, mat4, uint, float, int, min, max, atomicMax, atomicAdd, atomicStore, atomicLoad, floor, cos, sin, dot, bool, storage, uniform, uniformArray, uv, instanceIndex, vertexIndex, distance, screenSize, time, texture, varyingProperty, sqrt } from 'three/tsl';
  34. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  35. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  36. import { Inspector } from 'three/addons/inspector/Inspector.js';
  37. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  38. if ( WebGPU.isAvailable() === false ) {
  39. document.body.appendChild( WebGPU.getErrorMessage() );
  40. throw new Error( 'No WebGPU support' );
  41. }
  42. let camera, renderer, controls;
  43. let computeRasterize, computeClear, computeFrustum, computeDispatch, computeHWArgs;
  44. let quadMesh, hwScene, hwMesh;
  45. let cameraPos, projScreenMatrixUniform, frustumPlanesUniform, cotHalfFovUniform;
  46. let screenTriAttr, screenTriAtomic, screenTriRead;
  47. let screenInstAttr, screenInstBuffer, screenInstRead;
  48. let maxPixels;
  49. const rows = 400;
  50. const cols = 400;
  51. const instanceCount = rows * cols;
  52. const MAX_RASTER_SIZE = 16;
  53. const options = { Mode: 'Meshlet Debug', Rasterizer: 'Both' };
  54. // Buffer visibility packaging configuration
  55. const TRIANGLE_INDEX_BITS = 14; // Bits allocated for triangle index (2^14 = 16384 max triangles)
  56. const TRIANGLE_INDEX_MASK = 0x3FFF; // Bitmask to extract triangle index (14 bits)
  57. const DEPTH_PRECISION_MAX = 4294967295.0; // Maximum value of the 32-bit depth (2^32 - 1)
  58. const background = new THREE.Color( .1, .1, .1 );
  59. init();
  60. async function init() {
  61. renderer = new THREE.WebGPURenderer();
  62. renderer.setPixelRatio( window.devicePixelRatio );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. renderer.setAnimationLoop( animate );
  65. renderer.inspector = new Inspector();
  66. document.body.appendChild( renderer.domElement );
  67. await renderer.init();
  68. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, .25, 1000000 );
  69. camera.position.set( 0, 15, 50 );
  70. controls = new OrbitControls( camera, renderer.domElement );
  71. controls.target.y = - 1.5;
  72. controls.enableDamping = true;
  73. controls.zoomSpeed = .5;
  74. controls.maxDistance = 1000;
  75. controls.maxPolarAngle = Math.PI / 2;
  76. // Generate LOD Geometries
  77. const lods = [
  78. { geometry: new TeapotGeometry( 1, 10 ), error: 0.0 },
  79. { geometry: new TeapotGeometry( 1, 8 ), error: 0.005 },
  80. { geometry: new TeapotGeometry( 1, 6 ), error: 0.015 },
  81. { geometry: new TeapotGeometry( 1, 5 ), error: 0.03 },
  82. { geometry: new TeapotGeometry( 1, 4 ), error: 0.06 },
  83. { geometry: new TeapotGeometry( 1, 3 ), error: 0.1 },
  84. { geometry: new TeapotGeometry( 1, 2 ), error: 0.2 }
  85. ];
  86. let totalVertices = 0;
  87. let totalIndices = 0;
  88. for ( const lod of lods ) {
  89. const geom = lod.geometry;
  90. const pos = geom.attributes.position;
  91. const uvs = geom.attributes.uv;
  92. const idx = geom.index ? Array.from( geom.index.array ) : Array.from( { length: pos.count }, ( _, i ) => i );
  93. lod.numVertices = pos.count;
  94. lod.numTriangles = idx.length / 3;
  95. lod.vertexOffset = totalVertices;
  96. lod.indexOffset = totalIndices;
  97. lod.positions = pos;
  98. lod.uvs = uvs;
  99. lod.indices = idx;
  100. totalVertices += pos.count;
  101. totalIndices += idx.length;
  102. }
  103. const maxTrianglesPerInstance = lods[ 0 ].numTriangles;
  104. const totalTriangles = rows * cols * maxTrianglesPerInstance;
  105. document.getElementById( 'triangleCount' ).innerText = new Intl.NumberFormat().format( totalTriangles );
  106. const vertexArray = new Float32Array( totalVertices * 4 ); // vec4 padded
  107. const uvArray = new Float32Array( totalVertices * 2 );
  108. const indexArray = new Uint32Array( totalIndices );
  109. const meshletTriangleArray = new Uint32Array( totalIndices / 3 ); // 1 meshlet ID per triangle
  110. let currentMeshletId = 1;
  111. for ( const lod of lods ) {
  112. for ( let i = 0; i < lod.numVertices; i ++ ) {
  113. const vIdx = lod.vertexOffset + i;
  114. vertexArray[ vIdx * 4 + 0 ] = lod.positions.getX( i );
  115. vertexArray[ vIdx * 4 + 1 ] = lod.positions.getY( i );
  116. vertexArray[ vIdx * 4 + 2 ] = lod.positions.getZ( i );
  117. vertexArray[ vIdx * 4 + 3 ] = 1.0;
  118. if ( lod.uvs ) {
  119. uvArray[ vIdx * 2 + 0 ] = lod.uvs.getX( i );
  120. uvArray[ vIdx * 2 + 1 ] = lod.uvs.getY( i );
  121. }
  122. }
  123. let currentTriCount = 0;
  124. for ( let i = 0; i < lod.numTriangles; i ++ ) {
  125. const triIdx = ( lod.indexOffset / 3 ) + i;
  126. indexArray[ triIdx * 3 + 0 ] = lod.vertexOffset + lod.indices[ i * 3 + 0 ];
  127. indexArray[ triIdx * 3 + 1 ] = lod.vertexOffset + lod.indices[ i * 3 + 1 ];
  128. indexArray[ triIdx * 3 + 2 ] = lod.vertexOffset + lod.indices[ i * 3 + 2 ];
  129. if ( currentTriCount >= 126 ) {
  130. currentMeshletId ++;
  131. currentTriCount = 0;
  132. }
  133. meshletTriangleArray[ triIdx ] = currentMeshletId;
  134. currentTriCount ++;
  135. }
  136. currentMeshletId ++;
  137. }
  138. // Precompute Bounding Spheres for each 64-triangle Chunk (Cluster)
  139. let totalChunks = 0;
  140. for ( const lod of lods ) {
  141. lod.numChunks = Math.ceil( lod.numTriangles / 64 );
  142. lod.chunkStart = totalChunks;
  143. totalChunks += lod.numChunks;
  144. }
  145. const chunkBoundsData = new Float32Array( totalChunks * 4 ); // vec4: cx, cy, cz, radius
  146. let currentChunkId = 0;
  147. for ( const lod of lods ) {
  148. const positions = lod.positions;
  149. const indices = lod.indices;
  150. for ( let c = 0; c < lod.numChunks; c ++ ) {
  151. const startTri = c * 64;
  152. const endTri = Math.min( startTri + 64, lod.numTriangles );
  153. // 1. Calculate Center
  154. let cx = 0, cy = 0, cz = 0;
  155. const vertCount = ( endTri - startTri ) * 3;
  156. for ( let t = startTri; t < endTri; t ++ ) {
  157. for ( let v = 0; v < 3; v ++ ) {
  158. const idx = indices[ t * 3 + v ];
  159. cx += positions.getX( idx );
  160. cy += positions.getY( idx );
  161. cz += positions.getZ( idx );
  162. }
  163. }
  164. cx /= vertCount;
  165. cy /= vertCount;
  166. cz /= vertCount;
  167. // 2. Calculate Radius
  168. let maxDistSq = 0;
  169. for ( let t = startTri; t < endTri; t ++ ) {
  170. for ( let v = 0; v < 3; v ++ ) {
  171. const idx = indices[ t * 3 + v ];
  172. const dx = positions.getX( idx ) - cx;
  173. const dy = positions.getY( idx ) - cy;
  174. const dz = positions.getZ( idx ) - cz;
  175. const distSq = dx * dx + dy * dy + dz * dz;
  176. if ( distSq > maxDistSq ) maxDistSq = distSq;
  177. }
  178. }
  179. const radius = Math.sqrt( maxDistSq );
  180. chunkBoundsData[ currentChunkId * 4 + 0 ] = cx;
  181. chunkBoundsData[ currentChunkId * 4 + 1 ] = cy;
  182. chunkBoundsData[ currentChunkId * 4 + 2 ] = cz;
  183. chunkBoundsData[ currentChunkId * 4 + 3 ] = radius;
  184. currentChunkId ++;
  185. }
  186. }
  187. // Upload LOD offsets to GPU (uvec4: triangleStart, numTriangles, chunkStart, 0)
  188. const lodOffsetsData = new Uint32Array( lods.length * 4 );
  189. for ( let i = 0; i < lods.length; i ++ ) {
  190. lodOffsetsData[ i * 4 + 0 ] = lods[ i ].indexOffset / 3;
  191. lodOffsetsData[ i * 4 + 1 ] = lods[ i ].numTriangles;
  192. lodOffsetsData[ i * 4 + 2 ] = lods[ i ].chunkStart;
  193. }
  194. const lodOffsetsBuffer = storage( new THREE.StorageBufferAttribute( lodOffsetsData, 4 ), 'uvec4', lods.length ).toReadOnly();
  195. const chunkBoundsBuffer = storage( new THREE.StorageBufferAttribute( chunkBoundsData, 4 ), 'vec4', totalChunks ).toReadOnly();
  196. // Storage Buffers
  197. const vertexBuffer = storage( new THREE.StorageBufferAttribute( vertexArray, 4 ), 'vec4', totalVertices ).toReadOnly();
  198. const uvBuffer = storage( new THREE.StorageBufferAttribute( uvArray, 2 ), 'vec2', totalVertices ).toReadOnly();
  199. const indexBuffer = storage( new THREE.StorageBufferAttribute( indexArray, 1 ), 'uint', totalIndices ).toReadOnly();
  200. const meshletIdBuffer = storage( new THREE.StorageBufferAttribute( meshletTriangleArray, 1 ), 'uint', totalIndices / 3 ).toReadOnly();
  201. const materialModeUniform = uniform( 0, 'uint' );
  202. const textureMap = new THREE.TextureLoader().load( 'textures/uv_grid_directx.jpg' );
  203. textureMap.colorSpace = THREE.SRGBColorSpace;
  204. textureMap.wrapS = THREE.RepeatWrapping;
  205. textureMap.wrapT = THREE.RepeatWrapping;
  206. const timeScale = uniform( 1.0 );
  207. const parameterGroup = renderer.inspector.createParameters( 'Parameters' );
  208. parameterGroup.add( options, 'Mode', { 'Meshlet Debug': 'Meshlet Debug', 'Texture': 'Texture' } ).addEventListener( 'change', ( e ) => {
  209. materialModeUniform.value = e.value === 'Texture' ? 1 : 0;
  210. } );
  211. parameterGroup.add( options, 'Rasterizer', { 'SW Only': 'SW Only', 'HW Only': 'HW Only', 'Both': 'Both' } );
  212. parameterGroup.add( timeScale, 'value', 0.0, 1.0 ).name( 'Animation Speed' );
  213. // Visibility buffers
  214. // screenTri: 32-bit depth — the closest fragment wins via atomicMax
  215. // screenInst: payload — instId (18 high bits) | megaTriangleIndex (14 low bits),
  216. // written by the depth test winner (best effort; not atomic with the depth update)
  217. createScreenBuffers();
  218. const staticInstanceData = new Float32Array( instanceCount * 4 );
  219. let dataIndex = 0;
  220. for ( let i = 0; i < rows; i ++ ) {
  221. for ( let j = 0; j < cols; j ++ ) {
  222. staticInstanceData[ dataIndex ++ ] = ( i - rows / 2 ) * 4.0;
  223. staticInstanceData[ dataIndex ++ ] = - 1;
  224. staticInstanceData[ dataIndex ++ ] = ( j - cols / 2 ) * 4.0;
  225. staticInstanceData[ dataIndex ++ ] = 1.0; // scale
  226. }
  227. }
  228. const instanceDataBuffer = storage( new THREE.StorageBufferAttribute( staticInstanceData, 4 ), 'vec4', instanceCount );
  229. const instanceWorldData = new Float32Array( instanceCount * 16 );
  230. const instanceMvpData = new Float32Array( instanceCount * 16 );
  231. const instanceWorldAttr = new THREE.StorageBufferAttribute( instanceWorldData, 16 );
  232. const instanceMvpAttr = new THREE.StorageBufferAttribute( instanceMvpData, 16 );
  233. const instanceWorldBuffer = storage( instanceWorldAttr, 'mat4', instanceCount );
  234. const instanceMvpBuffer = storage( instanceMvpAttr, 'mat4', instanceCount );
  235. const instanceWorldRead = storage( instanceWorldAttr, 'mat4', instanceCount ).toReadOnly();
  236. const workQueueCountData = new Uint32Array( 1 );
  237. const workQueueCountAttr = new THREE.StorageBufferAttribute( workQueueCountData, 1 );
  238. const workQueueCountAtomic = storage( workQueueCountAttr, 'uint', 1 ).toAtomic();
  239. const workQueueCountRead = storage( workQueueCountAttr, 'uint', 1 ).toReadOnly();
  240. const dispatchData = new Uint32Array( 3 );
  241. const dispatchAttr = new THREE.IndirectStorageBufferAttribute( dispatchData, 3 );
  242. const dispatchBuffer = storage( dispatchAttr, 'uint', 3 );
  243. // Work queue budget — one item is a 64-triangle chunk of one visible instance
  244. const MAX_WORK_ITEMS = 2820000;
  245. const workQueueData = new Uint32Array( MAX_WORK_ITEMS * 4 );
  246. const workQueueBuffer = storage( new THREE.StorageBufferAttribute( workQueueData, 4 ), 'uvec4', MAX_WORK_ITEMS );
  247. // HW Rasterizer Buffers (for large triangles that exceed SW raster budget)
  248. const MAX_HW_TRIANGLES = 100000;
  249. // HW queue: index 0 is atomic counter, indices 1..MAX store payload32
  250. const hwQueueData = new Uint32Array( MAX_HW_TRIANGLES + 1 );
  251. const hwQueueAttr = new THREE.StorageBufferAttribute( hwQueueData, 1 );
  252. const hwQueueAtomic = storage( hwQueueAttr, 'uint', MAX_HW_TRIANGLES + 1 ).toAtomic();
  253. const hwQueueRead = storage( hwQueueAttr, 'uint', MAX_HW_TRIANGLES + 1 ).toReadOnly();
  254. // Draw indirect buffer: vertexCount, instanceCount, firstVertex, firstInstance
  255. const hwDrawData = new Uint32Array( 4 );
  256. const hwDrawAttr = new THREE.IndirectStorageBufferAttribute( hwDrawData, 4 );
  257. const hwDrawBuffer = storage( hwDrawAttr, 'uint', 4 );
  258. projScreenMatrixUniform = uniform( new THREE.Matrix4() );
  259. frustumPlanesUniform = uniformArray( [
  260. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
  261. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
  262. ], 'vec4' );
  263. cameraPos = uniform( new THREE.Vector3() );
  264. cotHalfFovUniform = uniform( 1.0 );
  265. const pixelErrorThresholdUniform = uniform( 4.0 );
  266. const maxRasterSizeUniform = uniform( MAX_RASTER_SIZE, 'int' ); // Max bounding box size in pixels for SW rasterizer
  267. // Compute Clear
  268. computeClear = Fn( () => {
  269. atomicStore( screenTriAtomic.element( instanceIndex ), uint( 0 ) );
  270. screenInstBuffer.element( instanceIndex ).assign( uint( 0 ) );
  271. If( instanceIndex.equal( 0 ), () => {
  272. atomicStore( workQueueCountAtomic.element( 0 ), uint( 0 ) );
  273. atomicStore( hwQueueAtomic.element( 0 ), uint( 0 ) );
  274. } );
  275. } )().compute( maxPixels, [ 256 ] ).setName( 'Compute Clear' );
  276. // Compute Frustum (GPU Culling, LOD & Work Allocation)
  277. computeFrustum = Fn( () => {
  278. const data = instanceDataBuffer.element( instanceIndex );
  279. const pos = data.xyz;
  280. const scale = data.w;
  281. const i = float( instanceIndex );
  282. // Rotation
  283. const rotY = time.mul( timeScale ).add( i );
  284. const c = cos( rotY );
  285. const s = sin( rotY );
  286. // Compose MatrixWorld
  287. const matrixWorld = mat4(
  288. vec4( c.mul( scale ), 0.0, s.mul( scale ), 0.0 ),
  289. vec4( 0.0, scale, 0.0, 0.0 ),
  290. vec4( s.negate().mul( scale ), 0.0, c.mul( scale ), 0.0 ),
  291. vec4( pos, 1.0 )
  292. );
  293. const visible = bool( true ).toVar();
  294. const radius = scale.mul( 2.0 ); // bounding sphere radius
  295. // Frustum culling using the 6 extracted world-space planes
  296. Loop( { start: 0, end: 6 }, ( { i: planeIndex } ) => {
  297. const plane = frustumPlanesUniform.element( planeIndex );
  298. const dist = dot( plane.xyz, pos ).add( plane.w );
  299. If( dist.lessThan( radius.negate() ), () => {
  300. visible.assign( false );
  301. } );
  302. } );
  303. If( visible, () => {
  304. const distToCamera = distance( cameraPos, pos );
  305. // Precompute projection factor once (Screen-Space Projected Error)
  306. // pixelError = cotHalfFov * errorWorld / dist * screenH / 2
  307. const pixelFactor = cotHalfFovUniform.div( max( 0.01, distToCamera ) ).mul( float( screenSize.y ) ).div( 2.0 );
  308. const lodLevel = uint( 0 ).toVar();
  309. let lodSelection = null;
  310. for ( let i = lods.length - 1; i > 0; i -- ) {
  311. const checkLod = float( lods[ i ].error ).mul( scale ).mul( pixelFactor ).lessThanEqual( pixelErrorThresholdUniform );
  312. if ( lodSelection === null ) {
  313. lodSelection = If( checkLod, () => {
  314. lodLevel.assign( i );
  315. } );
  316. } else {
  317. lodSelection = lodSelection.ElseIf( checkLod, () => {
  318. lodLevel.assign( i );
  319. } );
  320. }
  321. }
  322. const lodData = lodOffsetsBuffer.element( lodLevel );
  323. const lodTriStart = lodData.x;
  324. const lodNumTriangles = lodData.y;
  325. const lodChunkStart = lodData.z;
  326. // Calculate Work Items (64 triangles per item)
  327. const workItems = lodNumTriangles.add( 63 ).div( 64 );
  328. // Evaluate each Chunk (Cluster)
  329. Loop( { name: 'cIdx', type: 'uint', start: uint( 0 ), end: workItems, condition: '<' }, ( { cIdx: chunkIndex } ) => {
  330. const globalChunkId = lodChunkStart.add( uint( chunkIndex ) );
  331. const chunkBounds = chunkBoundsBuffer.element( globalChunkId );
  332. const chunkCenterLocal = chunkBounds.xyz;
  333. const chunkRadiusLocal = chunkBounds.w;
  334. // Transform chunk bounding sphere to world space and store as var to prevent inlining
  335. const chunkCenterWorld = matrixWorld.mul( vec4( chunkCenterLocal, 1.0 ) ).xyz.toVar();
  336. const chunkRadiusWorld = chunkRadiusLocal.mul( scale ).toVar();
  337. const chunkVisible = bool( true ).toVar();
  338. // Frustum cull the chunk
  339. Loop( { name: 'pIdx', start: 0, end: 6 }, ( { pIdx: planeIndex } ) => {
  340. const plane = frustumPlanesUniform.element( planeIndex );
  341. const chunkDist = dot( plane.xyz, chunkCenterWorld ).add( plane.w );
  342. If( chunkDist.lessThan( chunkRadiusWorld.negate() ), () => {
  343. chunkVisible.assign( false );
  344. } );
  345. } );
  346. If( chunkVisible, () => {
  347. const itemIndex = atomicAdd( workQueueCountAtomic.element( 0 ), 1 );
  348. // uvec4( instanceIndex, triangleStart, lodNumTriangles, chunkIndex )
  349. workQueueBuffer.element( itemIndex ).assign(
  350. uvec4( instanceIndex, lodTriStart, lodNumTriangles, uint( chunkIndex ) )
  351. );
  352. } );
  353. } );
  354. // Store transform for this instance
  355. instanceWorldBuffer.element( instanceIndex ).assign( matrixWorld );
  356. instanceMvpBuffer.element( instanceIndex ).assign( projScreenMatrixUniform.mul( matrixWorld ) );
  357. } );
  358. } )().compute( instanceCount ).setName( 'Compute Frustum' );
  359. // Compute Dispatch (Indirect arguments)
  360. computeDispatch = Fn( () => {
  361. const totalWorkgroups = workQueueCountRead.element( 0 );
  362. const maxDim = uint( 65535 );
  363. // Split totalWorkgroups into 2D dispatch if it exceeds 65535
  364. const dispatchX = min( totalWorkgroups, maxDim );
  365. const dispatchY = totalWorkgroups.add( maxDim ).sub( 1 ).div( maxDim );
  366. dispatchBuffer.element( 0 ).assign( dispatchX );
  367. dispatchBuffer.element( 1 ).assign( dispatchY );
  368. dispatchBuffer.element( 2 ).assign( 1 );
  369. } )().compute( 1 ).setName( 'Compute Dispatch' );
  370. // Edge function for barycentric coordinates
  371. const edgeFunction = Fn( ( [ a, b, c ] ) => {
  372. // (c.y - a.y) * (b.x - a.x) - (c.x - a.x) * (b.y - a.y)
  373. return c.y.sub( a.y ).mul( b.x.sub( a.x ) ).sub( c.x.sub( a.x ).mul( b.y.sub( a.y ) ) );
  374. } );
  375. // Compute Rasterizer
  376. computeRasterize = Fn( () => {
  377. const totalWorkgroups = workQueueCountRead.element( 0 );
  378. const totalThreads = totalWorkgroups.mul( 64 );
  379. If( instanceIndex.lessThan( totalThreads ), () => {
  380. const workItemId = instanceIndex.div( 64 );
  381. const localTriangleIndex = instanceIndex.mod( 64 );
  382. const workItem = workQueueBuffer.element( workItemId );
  383. const instId = workItem.x;
  384. const lodTriStart = workItem.y;
  385. const lodNumTriangles = workItem.z;
  386. const chunkIndex = workItem.w;
  387. const globalTriangleIndex = chunkIndex.mul( 64 ).add( localTriangleIndex );
  388. If( globalTriangleIndex.lessThan( lodNumTriangles ), () => {
  389. const megaTriangleIndex = lodTriStart.add( globalTriangleIndex );
  390. const indexOffset = megaTriangleIndex.mul( 3 );
  391. const i0 = indexBuffer.element( indexOffset );
  392. const i1 = indexBuffer.element( indexOffset.add( 1 ) );
  393. const i2 = indexBuffer.element( indexOffset.add( 2 ) );
  394. const v0 = vertexBuffer.element( i0 );
  395. const v1 = vertexBuffer.element( i1 );
  396. const v2 = vertexBuffer.element( i2 );
  397. const instMvpMatrix = instanceMvpBuffer.element( instId );
  398. // MVP
  399. const p0 = instMvpMatrix.mul( v0 );
  400. const p1 = instMvpMatrix.mul( v1 );
  401. const p2 = instMvpMatrix.mul( v2 );
  402. // Near plane clipping
  403. If( p0.w.greaterThan( 0.0 ).and( p1.w.greaterThan( 0.0 ) ).and( p2.w.greaterThan( 0.0 ) ), () => {
  404. const ndc0 = p0.xyz.div( p0.w );
  405. const ndc1 = p1.xyz.div( p1.w );
  406. const ndc2 = p2.xyz.div( p2.w );
  407. // Early Backface Culling in NDC
  408. const areaNdc = edgeFunction( ndc0, ndc1, ndc2 );
  409. If( areaNdc.greaterThan( 0.0 ), () => {
  410. // NDC guard: skip triangles entirely outside clip volume
  411. const ndcMinX = min( ndc0.x, min( ndc1.x, ndc2.x ) );
  412. const ndcMaxX = max( ndc0.x, max( ndc1.x, ndc2.x ) );
  413. const ndcMinY = min( ndc0.y, min( ndc1.y, ndc2.y ) );
  414. const ndcMaxY = max( ndc0.y, max( ndc1.y, ndc2.y ) );
  415. If( ndcMaxX.greaterThan( - 1.0 ).and( ndcMinX.lessThan( 1.0 ) ).and( ndcMaxY.greaterThan( - 1.0 ) ).and( ndcMinY.lessThan( 1.0 ) ), () => {
  416. // Map to screen coordinates
  417. const w = screenSize.x;
  418. const h = screenSize.y;
  419. const s0 = ndc0.xy.add( 1.0 ).mul( 0.5 ).mul( vec2( w, h ) );
  420. const s1 = ndc1.xy.add( 1.0 ).mul( 0.5 ).mul( vec2( w, h ) );
  421. const s2 = ndc2.xy.add( 1.0 ).mul( 0.5 ).mul( vec2( w, h ) );
  422. // Bounding Box
  423. const minX = max( 0.0, min( s0.x, min( s1.x, s2.x ) ) );
  424. const maxX = min( w.sub( 1.0 ), max( s0.x, max( s1.x, s2.x ) ) );
  425. const minY = max( 0.0, min( s0.y, min( s1.y, s2.y ) ) );
  426. const maxY = min( h.sub( 1.0 ), max( s0.y, max( s1.y, s2.y ) ) );
  427. const startX = int( floor( minX ) );
  428. const endX = int( floor( maxX ) );
  429. const startY = int( floor( minY ) );
  430. const endY = int( floor( maxY ) );
  431. // Big triangle guard: skip triangles larger than maxRasterSize
  432. // This is the key performance safeguard — software rasterizers
  433. // should only handle small triangles. Large triangles cause O(n²)
  434. // pixel iteration per thread, which kills performance when close.
  435. const bbWidth = endX.sub( startX );
  436. const bbHeight = endY.sub( startY );
  437. // Compute payload32 for HW path (full precision)
  438. // payload32: instId (18 bits) | megaTriangleIndex (14 bits)
  439. const payload32 = instId.shiftLeft( TRIANGLE_INDEX_BITS ).bitOr( megaTriangleIndex.bitAnd( TRIANGLE_INDEX_MASK ) );
  440. // Sub-pixel / Valid bounds rejection + big triangle guard
  441. If( startX.lessThanEqual( endX ).and( startY.lessThanEqual( endY ) ).and( bbWidth.lessThanEqual( maxRasterSizeUniform ) ).and( bbHeight.lessThanEqual( maxRasterSizeUniform ) ), () => {
  442. const area = edgeFunction( s0, s1, s2 );
  443. const stepX_w0 = s1.y.sub( s2.y );
  444. const stepY_w0 = s2.x.sub( s1.x );
  445. const stepX_w1 = s2.y.sub( s0.y );
  446. const stepY_w1 = s0.x.sub( s2.x );
  447. const stepX_w2 = s0.y.sub( s1.y );
  448. const stepY_w2 = s1.x.sub( s0.x );
  449. // Top-Left rule check for each edge to guarantee watertightness
  450. const isTopLeft0 = stepX_w0.lessThan( 0.0 ).or( stepX_w0.equal( 0.0 ).and( stepY_w0.greaterThan( 0.0 ) ) );
  451. const isTopLeft1 = stepX_w1.lessThan( 0.0 ).or( stepX_w1.equal( 0.0 ).and( stepY_w1.greaterThan( 0.0 ) ) );
  452. const isTopLeft2 = stepX_w2.lessThan( 0.0 ).or( stepX_w2.equal( 0.0 ).and( stepY_w2.greaterThan( 0.0 ) ) );
  453. const bias0 = isTopLeft0.select( 0.0, - 1e-5 );
  454. const bias1 = isTopLeft1.select( 0.0, - 1e-5 );
  455. const bias2 = isTopLeft2.select( 0.0, - 1e-5 );
  456. const pStart = vec2( float( startX ).add( 0.5 ), float( startY ).add( 0.5 ) );
  457. const row_w0 = edgeFunction( s1, s2, pStart ).toVar();
  458. const row_w1 = edgeFunction( s2, s0, pStart ).toVar();
  459. const row_w2 = edgeFunction( s0, s1, pStart ).toVar();
  460. row_w0.addAssign( bias0 );
  461. row_w1.addAssign( bias1 );
  462. row_w2.addAssign( bias2 );
  463. // Incremental Z Math (ALU Optimization)
  464. const b0_start = row_w0.div( area );
  465. const b1_start = row_w1.div( area );
  466. const b2_start = row_w2.div( area );
  467. const row_z = b0_start.mul( ndc0.z ).add( b1_start.mul( ndc1.z ) ).add( b2_start.mul( ndc2.z ) ).toVar();
  468. const stepX_z = stepX_w0.div( area ).mul( ndc0.z ).add( stepX_w1.div( area ).mul( ndc1.z ) ).add( stepX_w2.div( area ).mul( ndc2.z ) );
  469. const stepY_z = stepY_w0.div( area ).mul( ndc0.z ).add( stepY_w1.div( area ).mul( ndc1.z ) ).add( stepY_w2.div( area ).mul( ndc2.z ) );
  470. Loop( { name: 'y', type: 'int', start: startY, end: endY, condition: '<=' }, ( { y } ) => {
  471. const w0 = row_w0.toVar();
  472. const w1 = row_w1.toVar();
  473. const w2 = row_w2.toVar();
  474. const z = row_z.toVar();
  475. Loop( { name: 'x', type: 'int', start: startX, end: endX, condition: '<=' }, ( { x } ) => {
  476. If( w0.greaterThanEqual( 0.0 ).and( w1.greaterThanEqual( 0.0 ) ).and( w2.greaterThanEqual( 0.0 ) ), () => {
  477. If( z.greaterThanEqual( 0.0 ).and( z.lessThanEqual( 1.0 ) ), () => {
  478. // Calculate 32-bit depth value (fourth-root distribution to maximize depth precision)
  479. const depth32 = uint( sqrt( sqrt( float( 1.0 ).sub( z ) ) ).mul( DEPTH_PRECISION_MAX ) );
  480. const pixelIndex = uint( y ).mul( uint( screenSize.x ) ).add( uint( x ) );
  481. // Early depth pre-check: skip atomicMax if pixel already has closer fragment
  482. const currentDepth = atomicLoad( screenTriAtomic.element( pixelIndex ) );
  483. If( depth32.greaterThan( currentDepth ), () => {
  484. // Atomic depth test
  485. const prevDepth = atomicMax( screenTriAtomic.element( pixelIndex ), depth32 );
  486. // If we successfully wrote the closest depth, write the payload
  487. If( depth32.greaterThan( prevDepth ), () => {
  488. screenInstBuffer.element( pixelIndex ).assign( payload32 );
  489. } );
  490. } );
  491. } );
  492. } );
  493. w0.addAssign( stepX_w0 );
  494. w1.addAssign( stepX_w1 );
  495. w2.addAssign( stepX_w2 );
  496. z.addAssign( stepX_z );
  497. } );
  498. row_w0.addAssign( stepY_w0 );
  499. row_w1.addAssign( stepY_w1 );
  500. row_w2.addAssign( stepY_w2 );
  501. row_z.addAssign( stepY_z );
  502. } );
  503. } ).Else( () => {
  504. // Big triangle → enqueue for HW rasterization
  505. If( startX.lessThanEqual( endX ).and( startY.lessThanEqual( endY ) ), () => {
  506. const hwCount = atomicAdd( hwQueueAtomic.element( 0 ), 1 );
  507. const hwSlot = hwCount.add( 1 );
  508. atomicStore( hwQueueAtomic.element( hwSlot ), payload32 );
  509. } );
  510. } );
  511. } );
  512. } ); // End Early Backface Culling
  513. } ); // End Near Plane Clipping
  514. } ); // End globalTriangleIndex bounds check
  515. } ); // End instanceIndex bounds check
  516. } )().compute( dispatchAttr ).setName( 'Compute Rasterize' );
  517. // Compute HW Draw Indirect Args
  518. computeHWArgs = Fn( () => {
  519. const hwCount = atomicLoad( hwQueueAtomic.element( 0 ) );
  520. // Non-indexed draw: vertexCount = hwCount * 3 (3 verts per triangle)
  521. hwDrawBuffer.element( 0 ).assign( hwCount.mul( 3 ) ); // vertexCount
  522. hwDrawBuffer.element( 1 ).assign( uint( 1 ) ); // instanceCount
  523. hwDrawBuffer.element( 2 ).assign( uint( 0 ) ); // firstVertex
  524. hwDrawBuffer.element( 3 ).assign( uint( 0 ) ); // firstInstance
  525. } )().compute( 1 ).setName( 'Compute HW Args' );
  526. // Hash function for meshlet colors (shared between HW mesh and fullscreen quad)
  527. const hashColor = Fn( ( [ id_in ] ) => {
  528. let id = uint( id_in ).toVar();
  529. id = id.mul( uint( 747796405 ) ).add( uint( 289559509 ) );
  530. id = id.shiftRight( 16 ).bitXor( id ).mul( uint( 277803737 ) );
  531. id = id.shiftRight( 16 ).bitXor( id );
  532. const r = float( id.bitAnd( uint( 255 ) ) ).div( 255.0 );
  533. const g = float( id.shiftRight( 8 ).bitAnd( uint( 255 ) ) ).div( 255.0 );
  534. const b = float( id.shiftRight( 16 ).bitAnd( uint( 255 ) ) ).div( 255.0 );
  535. return vec4( r.mul( 0.8 ).add( 0.2 ), g.mul( 0.8 ).add( 0.2 ), b.mul( 0.8 ).add( 0.2 ), 1.0 );
  536. } );
  537. // HW Rasterizer Mesh (renders big triangles via GPU hardware pipeline)
  538. // Unlike the SW rasterizer which writes to an atomic screen buffer,
  539. // the HW mesh renders directly with real colors and hardware depth testing.
  540. // It renders AFTER the fullscreen quad, overlaying HW-rasterized triangles.
  541. {
  542. // Geometry: dummy positions, vertex count driven by indirect draw
  543. const hwGeometry = new THREE.BufferGeometry();
  544. hwGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( new Float32Array( MAX_HW_TRIANGLES * 3 * 3 ), 3 ) );
  545. hwGeometry.setIndirect( hwDrawAttr );
  546. hwGeometry.boundingSphere = new THREE.Sphere().set( new THREE.Vector3(), Infinity );
  547. // Varying to pass payload and UVs from vertex to fragment
  548. const vPayload = varyingProperty( 'uint', 'vPayload' );
  549. const vUv = varyingProperty( 'vec2', 'vUv' );
  550. const hwMaterial = new THREE.NodeMaterial();
  551. hwMaterial.depthWrite = true;
  552. hwMaterial.depthTest = true;
  553. // Vertex shader: vertex pulling from HW queue
  554. hwMaterial.positionNode = Fn( () => {
  555. // vertexIndex: 0,1,2, 3,4,5, 6,7,8, ...
  556. const triIndex = vertexIndex.div( 3 ); // which triangle in HW queue
  557. const localVert = vertexIndex.mod( 3 ); // which vertex (0, 1, 2)
  558. const payload32 = hwQueueRead.element( triIndex.add( 1 ) );
  559. const instId = payload32.shiftRight( TRIANGLE_INDEX_BITS );
  560. const megaTriIdx = payload32.bitAnd( TRIANGLE_INDEX_MASK );
  561. // Fetch actual vertex index from the mega index buffer
  562. const vertGlobalIdx = indexBuffer.element( megaTriIdx.mul( 3 ).add( localVert ) );
  563. const v = vertexBuffer.element( vertGlobalIdx );
  564. // Transform to world space
  565. const worldPos = instanceWorldRead.element( instId ).mul( v );
  566. const uvVal = uvBuffer.element( vertGlobalIdx );
  567. vUv.assign( uvVal );
  568. vPayload.assign( payload32 );
  569. return worldPos.xyz;
  570. } )();
  571. // Fragment shader: directly output final color (no storage buffer writes)
  572. hwMaterial.fragmentNode = Fn( () => {
  573. const payload32 = vPayload;
  574. const instId = payload32.shiftRight( TRIANGLE_INDEX_BITS );
  575. const megaTriangleIndex = payload32.bitAnd( TRIANGLE_INDEX_MASK );
  576. const outColor = vec4( 0.0 ).toVar();
  577. If( materialModeUniform.equal( 0 ), () => {
  578. const meshletId = meshletIdBuffer.element( megaTriangleIndex ).add( instId.mul( 1000 ) );
  579. outColor.assign( hashColor( meshletId ) );
  580. } ).Else( () => {
  581. // Hardware interpolated UV!
  582. outColor.assign( texture( textureMap, vUv ) );
  583. } );
  584. return outColor;
  585. } )();
  586. hwMesh = new THREE.Mesh( hwGeometry, hwMaterial );
  587. hwMesh.frustumCulled = false;
  588. hwScene = new THREE.Scene();
  589. hwScene.add( hwMesh );
  590. }
  591. // Fullscreen Presentation Pass
  592. const material = new THREE.NodeMaterial();
  593. material.depthWrite = true;
  594. // Shared screen-coordinate helper
  595. const getPixelIndex = () => {
  596. const screenX = uint( floor( uv().x.mul( screenSize.x ) ) );
  597. const screenY = uint( floor( uv().y.oneMinus().mul( screenSize.y ) ) );
  598. return screenY.mul( uint( screenSize.x ) ).add( screenX );
  599. };
  600. // Output depth from the SW rasterizer so HW mesh can depth test against it
  601. material.depthNode = Fn( () => {
  602. const pixelIndex = getPixelIndex();
  603. // Read 32-bit depth from buffer
  604. const depth32 = screenTriRead.element( pixelIndex );
  605. // Reconstruct NDC Z from non-linear depth32 (fourth-root distribution)
  606. const y = float( depth32 ).div( DEPTH_PRECISION_MAX );
  607. const y2 = y.mul( y );
  608. const v = y2.mul( y2 ); // raise to the fourth power (y^4) to get original v
  609. return float( 1.0 ).sub( v );
  610. } )();
  611. material.colorNode = Fn( () => {
  612. const pixelIndex = getPixelIndex();
  613. // Single buffer read — check for background immediately (using 32-bit depth)
  614. const depth32 = screenTriRead.element( pixelIndex );
  615. // Background color for pixels with no geometry
  616. const outColor = vec4( background, 1.0 ).toVar();
  617. If( depth32.greaterThan( 0 ), () => {
  618. // Read the single packed payload
  619. const payload32 = screenInstRead.element( pixelIndex );
  620. const megaTriangleIndex = payload32.bitAnd( TRIANGLE_INDEX_MASK );
  621. const instId = payload32.shiftRight( TRIANGLE_INDEX_BITS );
  622. // Visibility Buffer: Fetch exact vertices and UVs
  623. const i0 = indexBuffer.element( megaTriangleIndex.mul( 3 ).add( 0 ) );
  624. const i1 = indexBuffer.element( megaTriangleIndex.mul( 3 ).add( 1 ) );
  625. const i2 = indexBuffer.element( megaTriangleIndex.mul( 3 ).add( 2 ) );
  626. const v0 = vertexBuffer.element( i0 );
  627. const v1 = vertexBuffer.element( i1 );
  628. const v2 = vertexBuffer.element( i2 );
  629. const t_uv0 = uvBuffer.element( i0 );
  630. const t_uv1 = uvBuffer.element( i1 );
  631. const t_uv2 = uvBuffer.element( i2 );
  632. // Project Vertices to Screen Space
  633. const mvpMatrix = instanceMvpBuffer.element( instId );
  634. const p0 = mvpMatrix.mul( v0 );
  635. const p1 = mvpMatrix.mul( v1 );
  636. const p2 = mvpMatrix.mul( v2 );
  637. const ndc0 = p0.xyz.div( p0.w );
  638. const ndc1 = p1.xyz.div( p1.w );
  639. const ndc2 = p2.xyz.div( p2.w );
  640. const w = screenSize.x;
  641. const h = screenSize.y;
  642. const s0 = ndc0.xy.add( 1.0 ).mul( 0.5 ).mul( vec2( w, h ) );
  643. const s1 = ndc1.xy.add( 1.0 ).mul( 0.5 ).mul( vec2( w, h ) );
  644. const s2 = ndc2.xy.add( 1.0 ).mul( 0.5 ).mul( vec2( w, h ) );
  645. const p = vec2( uv().x.mul( screenSize.x ), uv().y.oneMinus().mul( screenSize.y ) );
  646. // Compute Barycentrics
  647. const area = edgeFunction( s0, s1, s2 );
  648. const w0 = edgeFunction( s1, s2, p );
  649. const w1 = edgeFunction( s2, s0, p );
  650. const w2 = edgeFunction( s0, s1, p );
  651. // Guard against division by zero for safe execution
  652. const safeArea = area.equal( 0.0 ).select( 1.0, area );
  653. const b0 = w0.div( safeArea );
  654. const b1 = w1.div( safeArea );
  655. const b2 = w2.div( safeArea );
  656. // Perspective correct UV interpolation (32-bit floats!)
  657. const z_inv = b0.div( p0.w ).add( b1.div( p1.w ) ).add( b2.div( p2.w ) );
  658. const safeZInv = z_inv.equal( 0.0 ).select( 1.0, z_inv );
  659. const b0_p = b0.div( p0.w ).div( safeZInv );
  660. const b1_p = b1.div( p1.w ).div( safeZInv );
  661. const b2_p = b2.div( p2.w ).div( safeZInv );
  662. const uv_interp = t_uv0.mul( b0_p ).add( t_uv1.mul( b1_p ) ).add( t_uv2.mul( b2_p ) );
  663. // Compute screen-space derivatives analytically (extremely clean, no helper fragment issues)
  664. const dw0_dx = s2.y.sub( s1.y );
  665. const dw1_dx = s0.y.sub( s2.y );
  666. const dw2_dx = s1.y.sub( s0.y );
  667. const dw0_dy = s1.x.sub( s2.x );
  668. const dw1_dy = s2.x.sub( s0.x );
  669. const dw2_dy = s0.x.sub( s1.x );
  670. const q0 = float( 1.0 ).div( p0.w );
  671. const q1 = float( 1.0 ).div( p1.w );
  672. const q2 = float( 1.0 ).div( p2.w );
  673. const sum_w_q = w0.mul( q0 ).add( w1.mul( q1 ) ).add( w2.mul( q2 ) );
  674. const safe_sum_w_q = sum_w_q.equal( 0.0 ).select( 1.0, sum_w_q );
  675. const dUvDx = (
  676. dw0_dx.mul( q0 ).mul( t_uv0.sub( uv_interp ) )
  677. .add( dw1_dx.mul( q1 ).mul( t_uv1.sub( uv_interp ) ) )
  678. .add( dw2_dx.mul( q2 ).mul( t_uv2.sub( uv_interp ) ) )
  679. ).div( safe_sum_w_q );
  680. const dUvDy = (
  681. dw0_dy.mul( q0 ).mul( t_uv0.sub( uv_interp ) )
  682. .add( dw1_dy.mul( q1 ).mul( t_uv1.sub( uv_interp ) ) )
  683. .add( dw2_dy.mul( q2 ).mul( t_uv2.sub( uv_interp ) ) )
  684. ).div( safe_sum_w_q );
  685. If( materialModeUniform.equal( 0 ), () => {
  686. const meshletId = meshletIdBuffer.element( megaTriangleIndex ).add( instId.mul( 1000 ) );
  687. outColor.assign( hashColor( meshletId ) );
  688. } ).Else( () => {
  689. outColor.assign( texture( textureMap, uv_interp ).grad( dUvDx, dUvDy ) );
  690. } );
  691. } );
  692. return outColor;
  693. } )();
  694. quadMesh = new THREE.QuadMesh( material );
  695. window.addEventListener( 'resize', onWindowResize );
  696. }
  697. function createScreenBuffers() {
  698. const size = new THREE.Vector2();
  699. renderer.getDrawingBufferSize( size );
  700. const newMaxPixels = size.x * size.y;
  701. if ( newMaxPixels === maxPixels ) return;
  702. maxPixels = newMaxPixels;
  703. if ( screenTriAttr ) screenTriAttr.dispose();
  704. if ( screenInstAttr ) screenInstAttr.dispose();
  705. const screenTriData = new Uint32Array( maxPixels );
  706. screenTriAttr = new THREE.StorageBufferAttribute( screenTriData, 1 );
  707. const screenInstData = new Uint32Array( maxPixels );
  708. screenInstAttr = new THREE.StorageBufferAttribute( screenInstData, 1 );
  709. if ( screenTriAtomic === undefined ) {
  710. screenTriAtomic = storage( screenTriAttr, 'uint', maxPixels ).toAtomic();
  711. screenTriRead = storage( screenTriAttr, 'uint', maxPixels ).toReadOnly();
  712. screenInstBuffer = storage( screenInstAttr, 'uint', maxPixels );
  713. screenInstRead = storage( screenInstAttr, 'uint', maxPixels ).toReadOnly();
  714. } else {
  715. screenTriAtomic.value = screenTriAttr;
  716. screenTriAtomic.bufferCount = maxPixels;
  717. screenTriRead.value = screenTriAttr;
  718. screenTriRead.bufferCount = maxPixels;
  719. screenInstBuffer.value = screenInstAttr;
  720. screenInstBuffer.bufferCount = maxPixels;
  721. screenInstRead.value = screenInstAttr;
  722. screenInstRead.bufferCount = maxPixels;
  723. computeClear.count = maxPixels;
  724. computeClear.dispose();
  725. computeRasterize.dispose();
  726. computeFrustum.dispose();
  727. computeDispatch.dispose();
  728. computeHWArgs.dispose();
  729. quadMesh.material.dispose();
  730. hwMesh.material.dispose();
  731. }
  732. }
  733. function onWindowResize() {
  734. camera.aspect = window.innerWidth / window.innerHeight;
  735. camera.updateProjectionMatrix();
  736. renderer.setSize( window.innerWidth, window.innerHeight );
  737. createScreenBuffers();
  738. }
  739. const frustum = new THREE.Frustum();
  740. const projScreenMatrix = new THREE.Matrix4();
  741. const cameraInverse = new THREE.Matrix4();
  742. function animate() {
  743. controls.update();
  744. camera.updateMatrixWorld();
  745. cameraInverse.copy( camera.matrixWorld ).invert();
  746. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, cameraInverse );
  747. frustum.setFromProjectionMatrix( projScreenMatrix );
  748. // Update GPU uniforms
  749. projScreenMatrixUniform.value.copy( projScreenMatrix );
  750. cameraPos.value.copy( camera.position );
  751. cotHalfFovUniform.value = camera.projectionMatrix.elements[ 5 ];
  752. // Pack frustum planes into the uniform array
  753. const planes = frustum.planes;
  754. const planesArray = frustumPlanesUniform.array;
  755. for ( let i = 0; i < 6; i ++ ) {
  756. const p = planes[ i ];
  757. planesArray[ i ].set( p.normal.x, p.normal.y, p.normal.z, p.constant );
  758. }
  759. // Compute & Render
  760. renderer.compute( computeClear );
  761. renderer.compute( computeFrustum );
  762. renderer.compute( computeDispatch );
  763. renderer.compute( computeRasterize );
  764. renderer.compute( computeHWArgs );
  765. const rasterMode = options.Rasterizer;
  766. // SW presentation (fullscreen quad reads atomic buffer)
  767. if ( rasterMode === 'SW Only' || rasterMode === 'Both' ) {
  768. quadMesh.render( renderer );
  769. }
  770. // HW mesh renders with real depth testing + colors
  771. if ( rasterMode === 'HW Only' || rasterMode === 'Both' ) {
  772. hwScene.background = ( rasterMode === 'HW Only' ) ? background : null;
  773. renderer.autoClear = ( rasterMode === 'HW Only' );
  774. renderer.render( hwScene, camera );
  775. renderer.autoClear = true;
  776. }
  777. }
  778. </script>
  779. </body>
  780. </html>
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