@volter/blender-engine 0.1.66 → 0.1.68

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -148,6 +148,30 @@ export function graphUvChannels(material: THREE.MeshPhysicalMaterial): number[]
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  return Object.values(bindings.get(material)?.channels ?? {});
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  }
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150
 
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+ /** Attributes a physical graph draw can read, including its pending program.
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+ * Resident geometry retains many more authored layers than a shader consumes;
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+ * only shader inputs count toward WebGL's vertex attribute limit. */
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+ export function graphDrawAttributes(material: THREE.Material, geometry: THREE.BufferGeometry): Set<string> {
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+ const names = new Set(['position', 'normal', 'uv']);
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+ if (geometry.hasAttribute('tangent')) names.add('tangent');
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+ if (material.vertexColors) names.add('color');
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+ if (!(material instanceof THREE.MeshPhysicalMaterial)) return names;
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+ const channels = geometry.userData['blenderUvChannels'] as Record<string, number> | undefined;
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+ const uv = (name: string) => {
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+ const channel = name === '' ? 0 : (channels?.[name] ?? 9);
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+ names.add(channel === 0 ? 'uv' : `uv${channel}`);
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+ };
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+ for (const texture of [material.map, material.roughnessMap, material.normalMap])
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+ if (texture) uv((texture.userData['blenderUvName'] as string | undefined) ?? '');
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+ for (const binding of [bindings.get(material), pendings.get(material)?.binding]) {
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+ if (!binding) continue;
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+ names.add('blenderOrco');
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+ for (const name of binding.compiled.uvs) uv(name);
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+ for (const name of binding.compiled.attributes) names.add(graphAttributeName(name));
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+ }
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+ return names;
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+ }
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+
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  /** The channel each named UV layer is in on `geometry` (a layer the mesh
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  * lacks reads zeros from channel 9, Blender's missing attribute). */
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  function channelsFor(compiled: CompiledGraph, geometry: THREE.BufferGeometry): Record<string, number> {
@@ -1,4 +1,5 @@
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  import * as THREE from 'three';
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+ import { graphDrawAttributes } from './blender-graph-material';
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  // Small spatial batches retain frustum rejection without duplicating geometry.
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  const BATCH_SIZE = 64;
@@ -11,7 +12,7 @@ function sameMaterials(a: THREE.Material | THREE.Material[], b: THREE.Material |
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  : a === b;
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  }
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- function shown(object: THREE.Object3D): boolean {
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+ export function instanceObjectShown(object: THREE.Object3D): boolean {
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  for (let node: THREE.Object3D | null = object; node; node = node.parent)
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  if (!node.visible) return false;
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  return true;
@@ -19,7 +20,7 @@ function shown(object: THREE.Object3D): boolean {
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  /** Three's instance normal transform supports positive, orthogonal scale axes.
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  * Mirrored, singular and sheared placements keep the ordinary Mesh draw. */
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- function supported(matrix: THREE.Matrix4): boolean {
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+ export function instanceMatrixSupported(matrix: THREE.Matrix4): boolean {
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  if (matrix.determinant() <= 0) return false;
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  const e = matrix.elements;
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  const x = Math.hypot(e[0]!, e[1]!, e[2]!);
@@ -42,6 +43,8 @@ export class BlenderRuntimeInstances {
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  private readonly inverse = new THREE.Matrix4();
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  private readonly matrix = new THREE.Matrix4();
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  private readonly box = new THREE.Box3();
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+ private eligible = 0;
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+ private excluded: Record<string, number> = {};
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  constructor(private readonly root: THREE.Group) {}
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@@ -49,21 +52,24 @@ export class BlenderRuntimeInstances {
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  this.clear();
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  if (!enabled) return;
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  const groups = new Map<string, THREE.Mesh[]>();
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+ const exclude = (reason: string) => { this.excluded[reason] = (this.excluded[reason] ?? 0) + 1; };
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  this.inverse.copy(this.root.matrixWorld).invert();
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  for (const object of objects) {
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  const mesh = object as THREE.Mesh;
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- if (!mesh.isMesh || (mesh as THREE.SkinnedMesh).isSkinnedMesh ||
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+ if (!mesh.isMesh) continue;
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+ if ((mesh as THREE.SkinnedMesh).isSkinnedMesh ||
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  (mesh as THREE.InstancedMesh).isInstancedMesh || mesh.morphTargetInfluences ||
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- mesh.layers.mask !== 1) continue;
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- // WebGL2 guarantees sixteen vertex attributes; the instance matrix uses
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- // four. Keep richly attributed meshes on the ordinary path rather than
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- // dropping UV/colour channels or risking a refused shader.
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- if (Object.values(mesh.geometry.attributes).reduce((count, attribute) => count + Math.ceil(attribute.itemSize / 4), 0) > 12) continue;
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+ mesh.layers.mask !== 1) { exclude('deformationOrLayers'); continue; }
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  const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
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  if (materials.some(m => m.transparent || (m as THREE.MeshPhysicalMaterial).transmission > 0 ||
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- (m as THREE.ShaderMaterial).isShaderMaterial)) continue;
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+ (m as THREE.ShaderMaterial).isShaderMaterial)) { exclude('material'); continue; }
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+ // Four slots for instanceMatrix, at most twelve for each actual program.
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+ // Count active inputs, NOT every stored authored layer: retaining unused
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+ // UVs/colours must not disable batching. No channel is deleted to fit.
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+ if (materials.some(m => graphDrawAttributes(m, mesh.geometry).size > 12)) { exclude('attributeBudget'); continue; }
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  this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
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- if (!supported(this.matrix)) continue;
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+ if (!instanceMatrixSupported(this.matrix)) { exclude('transform'); continue; }
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+ this.eligible++;
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  const key = `${mesh.geometry.id}:${Array.isArray(mesh.material) ? 'slots' : 'single'}:` +
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  materials.map(m => m.uuid).join(',') + `:${mesh.renderOrder}`;
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  const group = groups.get(key);
@@ -98,7 +104,7 @@ export class BlenderRuntimeInstances {
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  // Return the canonical mesh, not the internal batch or an unstable slot.
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  draw.raycast = (raycaster, hits) => {
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  for (const {mesh} of batch.members)
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- if (mesh.layers.mask === 0 && shown(mesh)) mesh.raycast(raycaster, hits);
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+ if (mesh.layers.mask === 0 && instanceObjectShown(mesh)) mesh.raycast(raycaster, hits);
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  };
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  this.root.add(draw);
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  draw.updateMatrixWorld(true);
@@ -124,13 +130,13 @@ export class BlenderRuntimeInstances {
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  // A drag can introduce negative scale/shear, or a skin can replace a
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  // mesh between frames. Fall back immediately without touching its data.
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  const compatible = mesh.parent !== null && mesh.geometry === draw.geometry &&
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- sameMaterials(mesh.material, draw.material) && supported(this.matrix);
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+ sameMaterials(mesh.material, draw.material) && instanceMatrixSupported(this.matrix);
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  if (!compatible) {
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  mesh.layers.mask |= member.layers;
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  continue;
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  }
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  mesh.layers.mask &= ~member.layers;
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- if (!shown(mesh)) continue;
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+ if (!instanceObjectShown(mesh)) continue;
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  const offset = count * 16;
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  if (this.matrix.elements.some((value, i) => Math.fround(value) !== draw.instanceMatrix.array[offset + i])) {
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  draw.setMatrixAt(count, this.matrix);
@@ -155,9 +161,12 @@ export class BlenderRuntimeInstances {
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  draw.dispose(); // releases instance attributes, never shared geometry/material
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  }
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  this.batches.length = 0;
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+ this.eligible = 0;
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+ this.excluded = {};
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  }
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  inspect() {
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- return {batches: this.batches.length, instances: this.batches.reduce((count, {draw}) => count + draw.count, 0)};
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+ return {batches: this.batches.length, instances: this.batches.reduce((count, {draw}) => count + draw.count, 0),
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+ eligible: this.eligible, excluded: {...this.excluded}};
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  }
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  }
@@ -43,6 +43,7 @@ import {
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  } from './blender-runtime-camera-view';
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  import { DEFAULT_VIEWPORT_DISPLAY, workbenchMaterial } from './blender-workbench-material';
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  import { BlenderRuntimeInstances } from './blender-runtime-instances';
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+ import { BlenderTransparentInstances } from './blender-transparent-instances';
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  /** A saved `View3DShading.type` as the stage's draw mode: Material Preview is `preview`. */
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  const SAVED_SHADING = {
@@ -642,6 +643,7 @@ export interface PhotographRecord {
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  export class BlenderRuntimeView {
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  readonly root = new THREE.Group();
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  private readonly instances = new BlenderRuntimeInstances(this.root);
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+ private readonly transparentInstances = new BlenderTransparentInstances(this.root);
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  private readonly objects = new Map<string, THREE.Object3D>();
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  private readonly meshes = new Map<
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  string,
@@ -1036,7 +1038,7 @@ export class BlenderRuntimeView {
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  for (const child of children) next.add(child);
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  parent?.add(next);
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  this.objects.set(id, next);
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- this.instances.rebuild(this.objects.values(), !this.rendered);
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+ this.rebuildInstances();
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  return;
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  }
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  }
@@ -1220,7 +1222,26 @@ export class BlenderRuntimeView {
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  material.dispose();
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  this.workbenchMaterials.delete(key);
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  }
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+ this.rebuildInstances();
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+ }
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+
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+ private rebuildInstances(): void {
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+ this.transparentInstances.clear();
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  this.instances.rebuild(this.objects.values(), !this.rendered);
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+ if (!this.rendered) this.transparentInstances.setObjects(this.objects.values());
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+ }
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+
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+ /** Before the renderer uploads attributes/builds its queues, for this area's
1235
+ * actual camera. Transparent instance runs are camera-order dependent. */
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+ prepareDraw(camera: THREE.Camera): () => void {
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+ this.root.updateMatrixWorld(true);
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+ try {
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+ this.transparentInstances.prepare(camera);
1240
+ } catch (error) {
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+ this.transparentInstances.finishDraw();
1242
+ throw error;
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+ }
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+ return () => this.transparentInstances.finishDraw();
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1245
  }
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1246
 
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  private workbenchFor(id: string | null, side: THREE.Side, used: Set<string>): THREE.Material {
@@ -2016,7 +2037,7 @@ export class BlenderRuntimeView {
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  active: this.frame?.active,
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  mode: this.frame?.mode,
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  geometryBuilds: this.geometryBuilds,
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- instancing: this.instances.inspect(),
2040
+ instancing: this.drawStatistics(),
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2041
  objects: [...this.objects].map(([id, object]) => ({
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  id,
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  name: object.name,
@@ -2027,6 +2048,10 @@ export class BlenderRuntimeView {
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2048
  };
2028
2049
  }
2029
2050
 
2051
+ drawStatistics() {
2052
+ return {opaque: this.instances.inspect(), transparent: this.transparentInstances.inspect()};
2053
+ }
2054
+
2030
2055
  snapshot() {
2031
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  return this.frame;
2032
2057
  }
@@ -2234,6 +2259,7 @@ export class BlenderRuntimeView {
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2259
  }
2235
2260
 
2236
2261
  private clear() {
2262
+ this.transparentInstances.clear();
2237
2263
  this.instances.clear();
2238
2264
  for (const entry of this.staged?.meshes.values() ?? []) entry.geometry.dispose();
2239
2265
  this.staged = null;
@@ -0,0 +1,184 @@
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+ import * as THREE from 'three';
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+ import {graphDrawAttributes} from './blender-graph-material';
3
+ import {instanceMatrixSupported, instanceObjectShown} from './blender-runtime-instances';
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+
5
+ const CAPACITY = 64;
6
+ type Entry = {mesh: THREE.Mesh; material: THREE.Material | null; key: string | null; z: number; centre: THREE.Vector3};
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+ type Draw = {mesh: THREE.InstancedMesh; members: THREE.Mesh[]};
8
+
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+ /** Preserve Three's transparent object order. An instance run may contain only
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+ * consecutive, compatible, single-pass surfaces in that order. Incompatible
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+ * surfaces remain barriers; ties at a run boundary stay ordinary draws because
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+ * Three breaks equal-depth ties by object id, and an internal batch has a new id.
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+ * This does not turn blended foliage into cutouts or change its opacity. */
14
+ export class BlenderTransparentInstances {
15
+ private objects: THREE.Mesh[] = [];
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+ private readonly pools = new Map<string, Draw[]>();
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+ private readonly hidden: THREE.Mesh[] = [];
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+ private readonly inverse = new THREE.Matrix4();
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+ private readonly matrix = new THREE.Matrix4();
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+ private readonly projection = new THREE.Matrix4();
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+ private readonly frustum = new THREE.Frustum();
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+ private readonly centre = new THREE.Vector3();
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+ private readonly depth = new THREE.Vector4();
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+ private batches = 0;
25
+ private instances = 0;
26
+
27
+ constructor(private readonly root: THREE.Group) {}
28
+
29
+ setObjects(objects: Iterable<THREE.Object3D>): void {
30
+ this.clear();
31
+ this.objects = [...objects].filter((object): object is THREE.Mesh => (object as THREE.Mesh).isMesh === true);
32
+ }
33
+
34
+ prepare(camera: THREE.Camera): void {
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+ for (const mesh of this.hidden) mesh.layers.enable(0);
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+ this.hidden.length = 0;
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+ for (const pool of this.pools.values()) for (const draw of pool) {
38
+ draw.mesh.visible = false;
39
+ draw.members.length = 0;
40
+ }
41
+ this.batches = this.instances = 0;
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+ if (!this.objects.length) return;
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+ camera.updateMatrixWorld();
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+ this.projection.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
45
+ this.frustum.setFromProjectionMatrix(this.projection);
46
+ this.inverse.copy(this.root.matrixWorld).invert();
47
+ const entries: Entry[] = [];
48
+ const eligibility = new Map<string, boolean>();
49
+ for (const mesh of this.objects) {
50
+ const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
51
+ if (!materials.some(m => m.visible && m.transparent)) continue;
52
+ if (!instanceObjectShown(mesh) || !mesh.layers.test(camera.layers)) continue;
53
+ if (mesh.frustumCulled && !this.frustum.intersectsObject(mesh)) continue;
54
+ // Match WebGLRenderer.projectObject's sorting centre, including a skin's
55
+ // own sphere. Positions alone are not the centre of off-origin geometry.
56
+ const bounded = mesh as THREE.Mesh & {boundingSphere?: THREE.Sphere | null; computeBoundingSphere?: () => void};
57
+ if (bounded.boundingSphere !== undefined) {
58
+ if (bounded.boundingSphere === null) bounded.computeBoundingSphere?.();
59
+ this.centre.copy(bounded.boundingSphere!.center);
60
+ } else {
61
+ if (!mesh.geometry.boundingSphere) mesh.geometry.computeBoundingSphere();
62
+ this.centre.copy(mesh.geometry.boundingSphere!.center);
63
+ }
64
+ this.centre.applyMatrix4(mesh.matrixWorld);
65
+ const centre = this.centre.clone();
66
+ // WebGLRenderer sorts homogeneous clip z, before the perspective divide.
67
+ const z = this.depth.set(centre.x, centre.y, centre.z, 1).applyMatrix4(this.projection).z;
68
+ let material: THREE.Material | null = null;
69
+ let key: string | null = null;
70
+ const candidate = materials.length === 1 ? materials[0]! : null;
71
+ if (candidate && candidate.visible && candidate.transparent &&
72
+ !(candidate as THREE.ShaderMaterial).isShaderMaterial &&
73
+ !((candidate as THREE.MeshPhysicalMaterial).transmission > 0) &&
74
+ (candidate.side !== THREE.DoubleSide || candidate.forceSinglePass) &&
75
+ !(mesh as THREE.SkinnedMesh).isSkinnedMesh && !mesh.morphTargetInfluences &&
76
+ !(mesh as THREE.InstancedMesh).isInstancedMesh && mesh.layers.mask === 1) {
77
+ const geometry = mesh.geometry;
78
+ // A single material draws the whole geometry. An array does so only
79
+ // when its sole group covers the same range; preserve all other cases.
80
+ const count = geometry.index?.count ?? geometry.getAttribute('position').count;
81
+ const whole = !Array.isArray(mesh.material) || (geometry.groups.length === 1 &&
82
+ geometry.groups[0]!.start === 0 && geometry.groups[0]!.count === count &&
83
+ geometry.groups[0]!.materialIndex === 0);
84
+ const groupKey = `${geometry.id}:${candidate.uuid}:${mesh.renderOrder}`;
85
+ let fits = eligibility.get(groupKey);
86
+ if (fits === undefined) {
87
+ fits = graphDrawAttributes(candidate, geometry).size <= 12;
88
+ eligibility.set(groupKey, fits);
89
+ }
90
+ this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
91
+ if (whole && fits && instanceMatrixSupported(this.matrix)) {
92
+ material = candidate;
93
+ key = groupKey;
94
+ }
95
+ }
96
+ entries.push({mesh, material, key, z, centre});
97
+ }
98
+ entries.sort((a, b) => a.mesh.renderOrder - b.mesh.renderOrder || b.z - a.z || a.mesh.id - b.mesh.id);
99
+ const used = new Map<string, number>();
100
+ for (let begin = 0; begin < entries.length;) {
101
+ const first = entries[begin]!;
102
+ let end = begin + 1;
103
+ if (first.key !== null) while (end < entries.length && entries[end]!.key === first.key) end++;
104
+ const previous = entries[begin - 1];
105
+ const following = entries[end];
106
+ const tied = (previous?.z === first.z && previous.mesh.renderOrder === first.mesh.renderOrder) ||
107
+ (following?.z === entries[end - 1]!.z && following.mesh.renderOrder === first.mesh.renderOrder);
108
+ if (first.key !== null && end - begin >= 2 && !tied) {
109
+ // Equal-depth members may not straddle separate batches: their new
110
+ // object ids must never become the tie breaker. Keep such a run whole
111
+ // on the ordinary path if a capacity boundary would split a tie.
112
+ let safe = true;
113
+ for (let i = begin + CAPACITY; i < end; i += CAPACITY)
114
+ if (entries[i - 1]!.z === entries[i]!.z) safe = false;
115
+ if (safe) for (let offset = begin; offset < end; offset += CAPACITY) {
116
+ const length = Math.min(CAPACITY, end - offset);
117
+ if (length < 2) continue;
118
+ const head = entries[offset]!;
119
+ const index = used.get(first.key) ?? 0;
120
+ used.set(first.key, index + 1);
121
+ let pool = this.pools.get(first.key);
122
+ if (!pool) { pool = []; this.pools.set(first.key, pool); }
123
+ let draw = pool[index];
124
+ if (!draw) {
125
+ const mesh = new THREE.InstancedMesh(first.mesh.geometry, first.material!, CAPACITY);
126
+ mesh.name = 'Blender ordered transparency';
127
+ mesh.userData['engineInternal'] = true;
128
+ mesh.matrixAutoUpdate = false;
129
+ // Each member was culled above. The sphere is a sorting anchor,
130
+ // deliberately not an aggregate sphere that changes draw order.
131
+ mesh.frustumCulled = false;
132
+ mesh.boundingSphere = new THREE.Sphere();
133
+ mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
134
+ draw = {mesh, members: []};
135
+ const held = draw;
136
+ mesh.raycast = (raycaster, hits) => {
137
+ if (!mesh.visible) return;
138
+ for (const member of held.members)
139
+ if (instanceObjectShown(member)) member.raycast(raycaster, hits);
140
+ };
141
+ pool.push(draw);
142
+ this.root.add(mesh);
143
+ }
144
+ draw.mesh.visible = true;
145
+ draw.mesh.renderOrder = head.mesh.renderOrder;
146
+ draw.mesh.boundingSphere!.center.copy(head.centre).applyMatrix4(this.inverse);
147
+ draw.mesh.updateMatrixWorld(true);
148
+ for (let i = 0; i < length; i++) {
149
+ const member = entries[offset + i]!.mesh;
150
+ this.matrix.multiplyMatrices(this.inverse, member.matrixWorld);
151
+ draw.mesh.setMatrixAt(i, this.matrix);
152
+ draw.members.push(member);
153
+ member.layers.disable(0);
154
+ this.hidden.push(member);
155
+ }
156
+ draw.mesh.count = length;
157
+ draw.mesh.instanceMatrix.needsUpdate = true;
158
+ this.batches++;
159
+ this.instances += length;
160
+ }
161
+ }
162
+ begin = end;
163
+ }
164
+ }
165
+
166
+ inspect() { return {batches: this.batches, instances: this.instances}; }
167
+
168
+ finishDraw(): void {
169
+ for (const mesh of this.hidden) mesh.layers.enable(0);
170
+ this.hidden.length = 0;
171
+ for (const pool of this.pools.values()) for (const {mesh} of pool) mesh.visible = false;
172
+ }
173
+
174
+ clear(): void {
175
+ this.finishDraw();
176
+ for (const pool of this.pools.values()) for (const {mesh} of pool) {
177
+ mesh.removeFromParent();
178
+ mesh.dispose();
179
+ }
180
+ this.pools.clear();
181
+ this.objects = [];
182
+ this.batches = this.instances = 0;
183
+ }
184
+ }
package/package.json CHANGED
@@ -2,7 +2,7 @@
2
2
  "name": "@volter/blender-engine",
3
3
  "author": "Volter AI, Inc.",
4
4
  "license": "GPL-3.0-or-later",
5
- "version": "0.1.66",
5
+ "version": "0.1.68",
6
6
  "publishConfig": {
7
7
  "access": "public"
8
8
  },