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- import { DataTexture, FloatType, RGBAFormat, Vector2, Vector3, LightsNode, NodeUpdateType } from 'three/webgpu';
- import {
- attributeArray, nodeProxy, int, float, vec3, vec4, ivec2, ivec4, uniform, Break, Loop, positionView,
- Fn, If, Return, textureLoad, instanceIndex, screenCoordinate, directPointLight,
- renderGroup,
- min, max, pow, log, clamp, dot
- } from 'three/tsl';
- const _vector3 = /*@__PURE__*/ new Vector3();
- const _size = /*@__PURE__*/ new Vector2();
- /**
- * A custom version of `LightsNode` implementing Forward+ clustered shading:
- * the view frustum is subdivided into a 3D grid of clusters (X × Y screen tiles
- * times an exponentially-spaced set of Z depth slices), and each cluster holds
- * only the point lights whose spheres intersect it. At shading time each fragment
- * looks up its cluster and loops over just that cluster's lights. Unlike 2D tiled
- * lighting, clustered shading culls lights that share screen pixels but lie at
- * different depths — suitable for 3D scenes with real depth complexity.
- *
- * @augments LightsNode
- * @three_import import { clusteredLights } from 'three/addons/tsl/lighting/ClusteredLightsNode.js';
- */
- class ClusteredLightsNode extends LightsNode {
- static get type() {
- return 'ClusteredLightsNode';
- }
- /**
- * Constructs a new clustered lights node.
- *
- * @param {number} [maxLights=1024] - Maximum number of point lights.
- * @param {number} [tileSize=32] - Screen tile size in pixels (cluster XY size).
- * @param {number} [zSlices=24] - Number of exponential depth slices.
- * @param {number} [maxLightsPerCluster=64] - Per-cluster light-list capacity.
- */
- constructor( maxLights = 1024, tileSize = 32, zSlices = 24, maxLightsPerCluster = 64 ) {
- super();
- this.materialLights = [];
- this.clusteredLights = [];
- this.maxLights = maxLights;
- this.tileSize = tileSize;
- this.zSlices = zSlices;
- this.maxLightsPerCluster = maxLightsPerCluster;
- this._chunksPerCluster = Math.ceil( maxLightsPerCluster / 4 );
- this._bufferSize = null;
- this._lightIndexes = null;
- this._screenClusterIndex = null;
- this._compute = null;
- this._lightsTexture = null;
- this._zSliceRangesTexture = null;
- this._zSliceRangesData = null;
- this._lightViewZ = new Float32Array( maxLights );
- this._lightSortOrder = [];
- this._lightsCount = uniform( 0, 'int' );
- // Render-group uniforms: shared between compute and fragment passes,
- // updated manually each frame in updateBefore (compute lacks a camera context).
- this._cameraNear = uniform( 0 ).setName( 'clusteredCameraNear' ).setGroup( renderGroup );
- this._cameraFar = uniform( 0 ).setName( 'clusteredCameraFar' ).setGroup( renderGroup );
- this._cameraViewMatrix = uniform( 'mat4' ).setName( 'clusteredCameraViewMatrix' ).setGroup( renderGroup );
- this._cameraProjectionMatrix = uniform( 'mat4' ).setName( 'clusteredCameraProjectionMatrix' ).setGroup( renderGroup );
- this._gridDimensions = uniform( new Vector2() );
- this.updateBeforeType = NodeUpdateType.RENDER;
- }
- customCacheKey() {
- return ( this._compute ? this._compute.getCacheKey() : 0 ) + super.customCacheKey();
- }
- updateLightsTexture( camera ) {
- const { _lightsTexture: lightsTexture, clusteredLights } = this;
- const data = lightsTexture.image.data;
- const lineSize = lightsTexture.image.width * 4;
- const count = clusteredLights.length;
- this._lightsCount.value = count;
- // Sort lights by view-space depth for Z-culling
- const viewZ = this._lightViewZ;
- const order = this._lightSortOrder;
- for ( let i = 0; i < count; i ++ ) {
- _vector3.setFromMatrixPosition( clusteredLights[ i ].matrixWorld );
- _vector3.applyMatrix4( camera.matrixWorldInverse );
- viewZ[ i ] = _vector3.z;
- order[ i ] = i;
- }
- order.length = count;
- order.sort( ( a, b ) => viewZ[ a ] - viewZ[ b ] );
- // Write sorted lights to texture
- for ( let i = 0; i < count; i ++ ) {
- const light = clusteredLights[ order[ i ] ];
- _vector3.setFromMatrixPosition( light.matrixWorld );
- const offset = i * 4;
- data[ offset + 0 ] = _vector3.x;
- data[ offset + 1 ] = _vector3.y;
- data[ offset + 2 ] = _vector3.z;
- data[ offset + 3 ] = light.distance;
- data[ lineSize + offset + 0 ] = light.color.r * light.intensity;
- data[ lineSize + offset + 1 ] = light.color.g * light.intensity;
- data[ lineSize + offset + 2 ] = light.color.b * light.intensity;
- data[ lineSize + offset + 3 ] = light.decay;
- }
- lightsTexture.needsUpdate = true;
- // Compute per Z-slice light ranges
- const zRanges = this._zSliceRangesData;
- if ( zRanges === null ) return;
- const near = camera.near;
- const far = camera.far;
- const NZ = this.zSlices;
- for ( let z = 0; z < NZ; z ++ ) {
- // Exponential Z-slice bounds (view-space, negative values)
- const sliceNear = - ( near * Math.pow( far / near, z / NZ ) );
- const sliceFar = - ( near * Math.pow( far / near, ( z + 1 ) / NZ ) );
- let rangeStart = count;
- let rangeEnd = 0;
- for ( let i = 0; i < count; i ++ ) {
- const vz = viewZ[ order[ i ] ];
- const r = clusteredLights[ order[ i ] ].distance;
- const radius = r > 0 ? r : far;
- // Light sphere Z: [vz - radius, vz + radius]
- // Slice Z: [sliceFar, sliceNear] (both negative, sliceFar < sliceNear)
- if ( vz + radius >= sliceFar && vz - radius <= sliceNear ) {
- if ( i < rangeStart ) rangeStart = i;
- if ( i + 1 > rangeEnd ) rangeEnd = i + 1;
- }
- }
- if ( rangeStart >= count ) {
- rangeStart = 0;
- rangeEnd = 0;
- }
- zRanges[ z * 4 ] = rangeStart;
- zRanges[ z * 4 + 1 ] = rangeEnd;
- }
- this._zSliceRangesTexture.needsUpdate = true;
- }
- updateBefore( frame ) {
- const { renderer, camera } = frame;
- this.updateProgram( renderer );
- this.updateLightsTexture( camera );
- this._cameraNear.value = camera.near;
- this._cameraFar.value = camera.far;
- this._cameraViewMatrix.value = camera.matrixWorldInverse;
- this._cameraProjectionMatrix.value = camera.projectionMatrix;
- renderer.compute( this._compute );
- }
- setLights( lights ) {
- const { clusteredLights, materialLights } = this;
- let materialIndex = 0;
- let clusteredIndex = 0;
- for ( const light of lights ) {
- if ( light.isPointLight === true ) {
- clusteredLights[ clusteredIndex ++ ] = light;
- } else {
- materialLights[ materialIndex ++ ] = light;
- }
- }
- materialLights.length = materialIndex;
- clusteredLights.length = clusteredIndex;
- return super.setLights( materialLights );
- }
- getBlock() {
- return this._lightIndexes.element( this._screenClusterIndex.mul( int( this._chunksPerCluster ) ) );
- }
- getTile( element ) {
- element = int( element );
- const stride = int( 4 );
- const chunkOffset = element.div( stride );
- const idx = this._screenClusterIndex.mul( int( this._chunksPerCluster ) ).add( chunkOffset );
- return this._lightIndexes.element( idx ).element( element.mod( stride ) );
- }
- getClusterLightCount( zSliceNode ) {
- const getCount = Fn( ( [ zSliceNode ] ) => {
- const count = int( 0 ).toVar();
- const debugClusterIndex = this._screenClusterIndex.toVar();
- If( zSliceNode.greaterThanEqual( int( 0 ) ), () => {
- const tileSize = int( this.tileSize );
- const screenTile = screenCoordinate.div( tileSize ).floor();
- const NX = int( this._gridDimensions.x );
- const NY = int( this._gridDimensions.y );
- debugClusterIndex.assign(
- int( screenTile.x )
- .add( int( screenTile.y ).mul( NX ) )
- .add( zSliceNode.mul( NX.mul( NY ) ) )
- );
- } );
- Loop( this.maxLightsPerCluster, ( { i } ) => {
- const element = int( i );
- const stride = int( 4 );
- const chunkOffset = element.div( stride );
- const idx = debugClusterIndex.mul( int( this._chunksPerCluster ) ).add( chunkOffset );
- const lightIndex = this._lightIndexes.element( idx ).element( element.mod( stride ) );
- If( lightIndex.equal( int( 0 ) ), () => {
- Break();
- } );
- count.addAssign( int( 1 ) );
- } );
- return count;
- } );
- return getCount( zSliceNode );
- }
- getLightData( index ) {
- index = int( index );
- const dataA = textureLoad( this._lightsTexture, ivec2( index, 0 ) );
- const dataB = textureLoad( this._lightsTexture, ivec2( index, 1 ) );
- const position = dataA.xyz;
- const viewPosition = this._cameraViewMatrix.mul( vec4( position, 1.0 ) ).xyz;
- const distance = dataA.w;
- const color = dataB.rgb;
- const decay = dataB.w;
- return {
- position,
- viewPosition,
- distance,
- color,
- decay
- };
- }
- setupLights( builder, lightNodes ) {
- this.updateProgram( builder.renderer );
- //
- const lightingModel = builder.context.reflectedLight;
- lightingModel.directDiffuse.toStack();
- lightingModel.directSpecular.toStack();
- super.setupLights( builder, lightNodes );
- Fn( () => {
- Loop( this.maxLightsPerCluster, ( { i } ) => {
- const lightIndex = this.getTile( i );
- If( lightIndex.equal( int( 0 ) ), () => {
- Break();
- } );
- const { color, decay, viewPosition, distance } = this.getLightData( lightIndex.sub( 1 ) );
- const lightVector = viewPosition.sub( positionView );
- // Early-out: skip full BRDF if fragment is beyond the light's cutoff
- If( distance.equal( 0 ).or( dot( lightVector, lightVector ).lessThanEqual( distance.mul( distance ) ) ), () => {
- builder.lightsNode.setupDirectLight( builder, this, directPointLight( {
- color,
- lightVector,
- cutoffDistance: distance,
- decayExponent: decay
- } ) );
- } );
- } );
- }, 'void' )();
- }
- getBufferFitSize( value ) {
- const multiple = this.tileSize;
- return Math.ceil( value / multiple ) * multiple;
- }
- setSize( width, height ) {
- width = this.getBufferFitSize( width );
- height = this.getBufferFitSize( height );
- if ( ! this._bufferSize || this._bufferSize.width !== width || this._bufferSize.height !== height ) {
- this.create( width, height );
- }
- return this;
- }
- updateProgram( renderer ) {
- renderer.getDrawingBufferSize( _size );
- const width = this.getBufferFitSize( _size.width );
- const height = this.getBufferFitSize( _size.height );
- if ( this._bufferSize === null ) {
- this.create( width, height );
- } else if ( this._bufferSize.width !== width || this._bufferSize.height !== height ) {
- this.create( width, height );
- }
- }
- create( width, height ) {
- const { tileSize, maxLights, zSlices, maxLightsPerCluster, _chunksPerCluster: chunksPerCluster } = this;
- const bufferSize = new Vector2( width, height );
- const NX = Math.floor( bufferSize.width / tileSize );
- const NY = Math.floor( bufferSize.height / tileSize );
- const NZ = zSlices;
- const clusterCount = NX * NY * NZ;
- this._gridDimensions.value.set( NX, NY );
- // Lights data texture (same layout as TiledLightsNode)
- const lightsData = new Float32Array( maxLights * 4 * 2 );
- const lightsTexture = new DataTexture( lightsData, lightsData.length / 8, 2, RGBAFormat, FloatType );
- // Per Z-slice light range for Z-culling (CPU-sorted, uploaded each frame)
- const zSliceRangesData = new Float32Array( NZ * 4 );
- const zSliceRangesTexture = new DataTexture( zSliceRangesData, NZ, 1, RGBAFormat, FloatType );
- // Per-cluster light-index storage (ivec4 chunks)
- const lightIndexesArray = new Int32Array( clusterCount * chunksPerCluster * 4 );
- const lightIndexes = attributeArray( lightIndexesArray, 'ivec4' ).setName( 'lightIndexes' );
- // compute-side accessors (use instanceIndex)
- const getClusterChunk = ( chunkIdx ) => {
- const idx = instanceIndex.mul( int( chunksPerCluster ) ).add( int( chunkIdx ) );
- return lightIndexes.element( idx );
- };
- const getClusterSlot = ( slotIdx ) => {
- slotIdx = int( slotIdx );
- const stride = int( 4 );
- const chunkOffset = slotIdx.div( stride );
- const idx = instanceIndex.mul( int( chunksPerCluster ) ).add( chunkOffset );
- return lightIndexes.element( idx ).element( slotIdx.mod( stride ) );
- };
- // compute: one thread per cluster
- const compute = Fn( () => {
- // view-space scale factors derived from the projection matrix:
- // view_x = ndc_x * (-view_z) / focal_x = ndc_x * (-view_z) * invFocalX
- // view_y = ndc_y * (-view_z) / focal_y = ndc_y * (-view_z) * invFocalY
- // where focal_x = projMatrix[0][0] and focal_y = projMatrix[1][1].
- const invFocalX = float( 1 ).div( this._cameraProjectionMatrix.element( 0 ).element( 0 ) );
- const invFocalY = float( 1 ).div( this._cameraProjectionMatrix.element( 1 ).element( 1 ) );
- // 3D cluster coordinates from instanceIndex
- const cx = instanceIndex.mod( NX );
- const cy = instanceIndex.div( NX ).mod( NY );
- const cz = instanceIndex.div( NX * NY );
- // NDC X/Y bounds of the cluster.
- // Y is flipped: cy=0 is the top screen row (fragment y=0), which is NDC y=+1.
- const ndcXmin = float( cx ).mul( 2.0 / NX ).sub( 1.0 );
- const ndcXmax = float( cx.add( int( 1 ) ) ).mul( 2.0 / NX ).sub( 1.0 );
- const ndcYmax = float( 1 ).sub( float( cy ).mul( 2.0 / NY ) );
- const ndcYmin = float( 1 ).sub( float( cy.add( int( 1 ) ) ).mul( 2.0 / NY ) );
- // View-space Z bounds (negative, exponential slicing)
- const farOverNear = this._cameraFar.div( this._cameraNear );
- const zNearCluster = this._cameraNear.mul( pow( farOverNear, float( cz ).mul( 1.0 / NZ ) ) ).negate();
- const zFarCluster = this._cameraNear.mul( pow( farOverNear, float( cz.add( int( 1 ) ) ).mul( 1.0 / NZ ) ) ).negate();
- const scaleNearX = zNearCluster.negate().mul( invFocalX );
- const scaleFarX = zFarCluster.negate().mul( invFocalX );
- const scaleNearY = zNearCluster.negate().mul( invFocalY );
- const scaleFarY = zFarCluster.negate().mul( invFocalY );
- const xMinNear = ndcXmin.mul( scaleNearX );
- const xMaxNear = ndcXmax.mul( scaleNearX );
- const xMinFar = ndcXmin.mul( scaleFarX );
- const xMaxFar = ndcXmax.mul( scaleFarX );
- const yMinNear = ndcYmin.mul( scaleNearY );
- const yMaxNear = ndcYmax.mul( scaleNearY );
- const yMinFar = ndcYmin.mul( scaleFarY );
- const yMaxFar = ndcYmax.mul( scaleFarY );
- // AABB of the 8 view-space corners (tile boundaries can straddle the view axis)
- const aabbMinX = min( xMinNear, xMinFar );
- const aabbMaxX = max( xMaxNear, xMaxFar );
- const aabbMinY = min( yMinNear, yMinFar );
- const aabbMaxY = max( yMaxNear, yMaxFar );
- const aabbMin = vec3( aabbMinX, aabbMinY, zFarCluster );
- const aabbMax = vec3( aabbMaxX, aabbMaxY, zNearCluster );
- // clear stale data from previous frame
- Loop( chunksPerCluster, ( { i } ) => {
- getClusterChunk( i ).assign( ivec4( 0 ) );
- } );
- const index = int( 0 ).toVar();
- // Z-culling: only test lights that can reach this cluster's Z-slice
- const zRange = textureLoad( zSliceRangesTexture, ivec2( cz, 0 ) );
- const rangeStart = int( zRange.x );
- const rangeEnd = int( zRange.y );
- Loop( this.maxLights, ( { i } ) => {
- const lightIdx = rangeStart.add( i );
- If( index.greaterThanEqual( int( maxLightsPerCluster ) ).or( lightIdx.greaterThanEqual( rangeEnd ) ), () => {
- Return();
- } );
- const { viewPosition, distance } = this.getLightData( lightIdx );
- // sphere-AABB intersection in view space
- const pos = viewPosition.xyz;
- const closest = max( aabbMin, min( pos, aabbMax ) );
- const diff = pos.sub( closest );
- const distSq = dot( diff, diff );
- If( distSq.lessThanEqual( distance.mul( distance ) ), () => {
- getClusterSlot( index ).assign( lightIdx.add( int( 1 ) ) );
- index.addAssign( int( 1 ) );
- } );
- } );
- } )().compute( clusterCount ).setName( 'Update Clustered Lights' );
- // shading-side: fragment → cluster index
- const getScreenClusterIndex = Fn( () => {
- const screenTile = screenCoordinate.div( tileSize ).floor();
- // view-space depth from positionView (negative in front); take magnitude
- const viewDepth = positionView.z.negate();
- // exponential Z slice: tz = floor( log(depth/near) / log(far/near) * NZ )
- const invLogFarOverNear = float( 1 ).div( log( this._cameraFar.div( this._cameraNear ) ) );
- const sliceFloat = log( viewDepth.div( this._cameraNear ) ).mul( invLogFarOverNear ).mul( float( NZ ) );
- const zSlice = clamp( sliceFloat.floor(), float( 0 ), float( NZ - 1 ) );
- return int( screenTile.x )
- .add( int( screenTile.y ).mul( int( NX ) ) )
- .add( int( zSlice ).mul( int( NX * NY ) ) );
- } );
- const screenClusterIndex = getScreenClusterIndex().toVar();
- // assigns
- this._bufferSize = bufferSize;
- this._lightIndexes = lightIndexes;
- this._screenClusterIndex = screenClusterIndex;
- this._compute = compute;
- this._lightsTexture = lightsTexture;
- this._zSliceRangesTexture = zSliceRangesTexture;
- this._zSliceRangesData = zSliceRangesData;
- }
- get hasLights() {
- return super.hasLights || this.clusteredLights.length > 0;
- }
- }
- export default ClusteredLightsNode;
- /**
- * TSL function that creates a clustered lights node.
- *
- * @tsl
- * @function
- * @param {number} [maxLights=1024] - Maximum number of point lights.
- * @param {number} [tileSize=32] - Screen tile size in pixels.
- * @param {number} [zSlices=24] - Depth slice count.
- * @param {number} [maxLightsPerCluster=64] - Per-cluster light-list capacity.
- * @return {ClusteredLightsNode} The clustered lights node.
- */
- export const clusteredLights = /*@__PURE__*/ nodeProxy( ClusteredLightsNode );
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