@volter/blender-engine 0.1.81 → 0.1.83

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@@ -0,0 +1,55 @@
1
+ import * as THREE from 'three';
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+ import {syncPhysicalDrawMaterial} from './blender-physical-material';
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+
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+ type Variant = {material: THREE.MeshPhysicalMaterial; sourceVersion: number; frame: number; ready: boolean};
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+ const MAX_VARIANTS = 128;
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+
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+ /** Three caches one current shader form per Material. Alternating ordinary,
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+ * instanced and batched objects under that material repeatedly rebuilds its
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+ * program parameters/uniform list, even when all programs are already linked.
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+ * These small, disposable material identities isolate those caches without
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+ * changing canonical material slots, geometry, transparency order or values. */
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+ export class BlenderDrawMaterials {
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+ private readonly sources = new Map<THREE.Material, Map<string, Variant>>();
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+ private readonly geometryKeys = new Map<THREE.BufferGeometry, string>();
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+ private frame = 0;
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+ private count = 0;
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+
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+ begin(): void { this.frame++; this.geometryKeys.clear(); }
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+
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+ get(source: THREE.Material, mesh: THREE.InstancedMesh | THREE.BatchedMesh): THREE.Material {
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+ let geometryKey = this.geometryKeys.get(mesh.geometry);
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+ if (geometryKey === undefined) {
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+ geometryKey = JSON.stringify([mesh.geometry.userData['blenderUvChannels'] ?? null,
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+ Object.keys(mesh.geometry.attributes).sort().map(name => [name, mesh.geometry.getAttribute(name).itemSize])]);
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+ this.geometryKeys.set(mesh.geometry, geometryKey);
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+ }
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+ const key = `${mesh instanceof THREE.BatchedMesh ? 'batch' : 'instance'}:${geometryKey}`;
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+ let variants = this.sources.get(source);
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+ if (!variants) { variants = new Map(); this.sources.set(source, variants); }
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+ let variant = variants.get(key);
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+ if (!variant) {
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+ if (this.count >= MAX_VARIANTS) return source;
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+ const material = syncPhysicalDrawMaterial(source);
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+ if (!material) return source;
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+ variant = {material, sourceVersion: source.version, frame: this.frame, ready: true};
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+ variants.set(key, variant);
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+ this.count++;
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+ } else if (variant.frame !== this.frame) {
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+ variant.ready = syncPhysicalDrawMaterial(source, variant.material) !== null;
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+ if (variant.sourceVersion !== source.version) variant.material.needsUpdate = true;
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+ variant.sourceVersion = source.version;
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+ variant.frame = this.frame;
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+ }
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+ return variant.ready ? variant.material : source;
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+ }
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+
47
+ clear(): void {
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+ for (const variants of this.sources.values()) for (const {material} of variants.values()) material.dispose();
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+ this.sources.clear();
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+ this.geometryKeys.clear();
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+ this.count = 0;
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+ }
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+
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+ inspect() { return {variants: this.count, limit: MAX_VARIANTS}; }
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+ }
@@ -105,6 +105,23 @@ export function setMaterialGraph(
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  pendings.set(material, {binding, started: false});
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  }
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107
 
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+ /** A disposable draw material borrows the source's live uniform values, never
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+ * its owned ramp textures or geometry-dependent UV selector. Pending graphs
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+ * must first draw through their source so its asynchronous compile can finish. */
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+ export function borrowGraphDrawBinding(source: THREE.MeshPhysicalMaterial, target: THREE.MeshPhysicalMaterial): boolean {
112
+ if (pendings.has(source)) return false;
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+ const sourceBinding = bindings.get(source);
114
+ const binding = sourceBinding && !failed.has(sourceBinding.compiled.key) ? sourceBinding : undefined;
115
+ const held = bindings.get(target);
116
+ if (!binding) {
117
+ if (held) { bindings.delete(target); target.needsUpdate = true; }
118
+ } else if (!held || held.compiled.key !== binding.compiled.key || held.uniforms !== binding.uniforms) {
119
+ bindings.set(target, {compiled: binding.compiled, uniforms: binding.uniforms, ramps: [], channels: {}});
120
+ target.needsUpdate = true;
121
+ }
122
+ return true;
123
+ }
124
+
108
125
  /** A binding's values: uniforms, ramp tables and textures. */
109
126
  function fill(binding: Binding, compiled: CompiledGraph, texture: (image: CompiledGraph['images'][number]) => ImageTexture): void {
110
127
  binding.compiled = compiled;
@@ -4,15 +4,16 @@ export const ORDERED_BATCH_CAPACITY = 64;
4
4
  const FAMILY_BYTES = 4 * 1024 * 1024;
5
5
  const CACHE_BYTES = 32 * 1024 * 1024;
6
6
  const MAX_DRAWS = 1024;
7
- type Shape = {geometry: THREE.BufferGeometry; stamp: string};
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+ type Shape = {geometry: THREE.BufferGeometry; stamp: string; bytes: number};
8
8
  type Family = {material: THREE.Material; shapes: Map<number, Shape>; template: THREE.BatchedMesh | null;
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- ids: Map<number, number>; draws: THREE.BatchedMesh[]; dirty: boolean; bytes: number; refused: boolean};
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+ ids: Map<number, number>; draws: THREE.BatchedMesh[]; dirty: boolean; bytes: number; reservedBytes: number; refused: boolean};
10
10
 
11
11
  /** Immutable packed attributes are shared between ordered draw runs. Only the
12
12
  * matrix/indirection textures and command lists belong to an individual run.
13
13
  * All interaction and authored geometry remain on the canonical meshes. */
14
14
  export class BlenderOrderedBatches {
15
15
  private readonly families = new Map<string, Family>();
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+ private readonly partitions = new Map<string, string[]>();
16
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  private readonly registrations = new Map<string, string | null>();
17
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  private bytes = 0;
18
19
  private drawCount = 0;
@@ -43,16 +44,26 @@ export class BlenderOrderedBatches {
43
44
  bytes += attribute.array.byteLength;
44
45
  }
45
46
  if (bytes > FAMILY_BYTES) return null;
46
- const key = `multi:${material.uuid}:${order}:${JSON.stringify(layout)}`;
47
+ const layoutKey = `multi:${material.uuid}:${order}:${JSON.stringify(layout)}`;
48
+ let keys = this.partitions.get(layoutKey);
49
+ if (!keys) { keys = []; this.partitions.set(layoutKey, keys); }
50
+ // A new compatible shape must not evict every existing run when their
51
+ // union exceeds one bounded allocation (notably full + navigation copies).
52
+ // Partition deterministically, preserving established geometry membership.
53
+ let key = keys.find(key => this.families.get(key)!.shapes.has(geometry.id));
54
+ key ??= keys.find(key => this.families.get(key)!.reservedBytes + bytes <= FAMILY_BYTES);
55
+ if (!key) { key = `${layoutKey}:${keys.length}`; keys.push(key); }
47
56
  let family = this.families.get(key);
48
57
  if (!family) {
49
- family = {material, shapes: new Map(), template: null, ids: new Map(), draws: [], dirty: true, bytes: 0, refused: false};
58
+ family = {material, shapes: new Map(), template: null, ids: new Map(), draws: [], dirty: true,
59
+ bytes: 0, reservedBytes: 0, refused: false};
50
60
  this.families.set(key, family);
51
61
  }
52
62
  const stamp = JSON.stringify(versions);
53
63
  const held = family.shapes.get(geometry.id);
54
64
  if (!held || held.stamp !== stamp) {
55
- family.shapes.set(geometry.id, {geometry, stamp});
65
+ family.reservedBytes += bytes - (held?.bytes ?? 0);
66
+ family.shapes.set(geometry.id, {geometry, stamp, bytes});
56
67
  family.dirty = true;
57
68
  }
58
69
  this.registrations.set(registration, key);
@@ -150,6 +161,7 @@ export class BlenderOrderedBatches {
150
161
  clear(): void {
151
162
  for (const family of this.families.values()) this.release(family);
152
163
  this.families.clear();
164
+ this.partitions.clear();
153
165
  this.registrations.clear();
154
166
  this.pending = false;
155
167
  }
@@ -4,7 +4,7 @@
4
4
  * that MeshPhysicalMaterial does not expose as properties. */
5
5
  import * as THREE from 'three';
6
6
  import {z} from 'zod';
7
- import {applyGraphShader, bindGraphDraw, graphProgramKey, graphUvChannels, setGraphViewport} from './blender-graph-material';
7
+ import {applyGraphShader, bindGraphDraw, borrowGraphDrawBinding, graphProgramKey, graphUvChannels, setGraphViewport} from './blender-graph-material';
8
8
  import {bindNamedUvChannels} from './blender-texture-samplers';
9
9
 
10
10
  const scalar = z.number().finite();
@@ -56,6 +56,27 @@ function graphShadow(material: THREE.MeshPhysicalMaterial): THREE.MeshPhysicalMa
56
56
  return shadow;
57
57
  }
58
58
 
59
+ /** Copy physical values into an independently cached draw form. Textures and
60
+ * graph uniform values remain borrowed from the authoritative source material. */
61
+ export function syncPhysicalDrawMaterial(source: THREE.Material, target?: THREE.MeshPhysicalMaterial): THREE.MeshPhysicalMaterial | null {
62
+ if (!(source instanceof THREE.MeshPhysicalMaterial) || !uniforms.has(source)) return null;
63
+ const copy = target ?? graphShadow(source);
64
+ if (!borrowGraphDrawBinding(source, copy)) {
65
+ if (!target) copy.dispose();
66
+ return null;
67
+ }
68
+ copy.copy(source);
69
+ const held = uniforms.get(source)!;
70
+ const values = uniforms.get(copy)!;
71
+ values.blenderCoatIor.value = held.blenderCoatIor.value;
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+ values.blenderCoatTint.value.copy(held.blenderCoatTint.value);
73
+ values.blenderMapClip.value = held.blenderMapClip.value;
74
+ values.blenderRoughnessClip.value = held.blenderRoughnessClip.value;
75
+ values.blenderNormalClip.value = held.blenderNormalClip.value;
76
+ values.blenderWorldExtinction.value.copy(held.blenderWorldExtinction.value);
77
+ return copy;
78
+ }
79
+
59
80
  export function applyPhysicalMaterial(material: THREE.MeshPhysicalMaterial, input?: Physical,
60
81
  clips: {map?: boolean; roughness?: boolean; normal?: boolean} = {}): void {
61
82
  const data = input ?? defaults;
@@ -43,7 +43,6 @@ import {
43
43
  } from './blender-runtime-camera-view';
44
44
  import { DEFAULT_VIEWPORT_DISPLAY, workbenchMaterial } from './blender-workbench-material';
45
45
  import { BlenderRuntimeInstances } from './blender-runtime-instances';
46
- import { BlenderDepthInstances } from './blender-depth-instances';
47
46
  import { BlenderTransparentInstances } from './blender-transparent-instances';
48
47
  import { BlenderMaterialRanges } from './blender-material-ranges';
49
48
  import { BlenderMotionGeometry } from './blender-motion-geometry';
@@ -646,7 +645,6 @@ export interface PhotographRecord {
646
645
  export class BlenderRuntimeView {
647
646
  readonly root = new THREE.Group();
648
647
  private readonly instances = new BlenderRuntimeInstances(this.root);
649
- private readonly depthInstances = new BlenderDepthInstances(this.root);
650
648
  private readonly materialRanges = new BlenderMaterialRanges();
651
649
  private readonly transparentInstances = new BlenderTransparentInstances(this.root);
652
650
  private readonly motionGeometry = new BlenderMotionGeometry(presenterChanged);
@@ -1233,7 +1231,6 @@ export class BlenderRuntimeView {
1233
1231
  }
1234
1232
 
1235
1233
  private rebuildInstances(): void {
1236
- this.depthInstances.setObjects(this.drawBatching && !this.rendered ? this.objects.values() : []);
1237
1234
  this.transparentInstances.clear();
1238
1235
  this.instances.rebuild(this.objects.values(), this.drawBatching && !this.rendered);
1239
1236
  if (this.drawBatching && !this.rendered) this.transparentInstances.setObjects(this.objects.values());
@@ -1292,15 +1289,6 @@ export class BlenderRuntimeView {
1292
1289
  };
1293
1290
  }
1294
1291
 
1295
- prepareDepthDraw(camera: THREE.Camera, material: THREE.MeshDepthMaterial): void | (() => void) {
1296
- if (!this.drawBatching || this.rendered || !this.depthInstances.supports(material)) return;
1297
- const resumeColor = this.transparentInstances.suspendDraw();
1298
- const restore = () => { try { this.depthInstances.finish(); } finally { resumeColor(); } };
1299
- try { this.depthInstances.prepare(camera, material); }
1300
- catch (error) { restore(); throw error; }
1301
- return restore;
1302
- }
1303
-
1304
1292
  private workbenchFor(id: string | null, side: THREE.Side, used: Set<string>): THREE.Material {
1305
1293
  const display = (id !== null ? this.frame?.materials[id]?.viewport : undefined) ?? DEFAULT_VIEWPORT_DISPLAY;
1306
1294
  const key = `${display.color.join(',')}|${display.roughness}|${display.metallic}|${side}`;
@@ -2106,7 +2094,7 @@ export class BlenderRuntimeView {
2106
2094
  }
2107
2095
 
2108
2096
  drawStatistics() {
2109
- return {enabled: this.drawBatching, preparation: {...this.drawPreparation}, depth: this.depthInstances.inspect(), materialRanges: this.materialRanges.inspect(), opaque: this.instances.inspect(), transparent: this.transparentInstances.inspect(), motion: this.motionGeometry.inspect()};
2097
+ return {enabled: this.drawBatching, preparation: {...this.drawPreparation}, materialRanges: this.materialRanges.inspect(), opaque: this.instances.inspect(), transparent: this.transparentInstances.inspect(), motion: this.motionGeometry.inspect()};
2110
2098
  }
2111
2099
 
2112
2100
  snapshot() {
@@ -2316,7 +2304,6 @@ export class BlenderRuntimeView {
2316
2304
  }
2317
2305
 
2318
2306
  private clear() {
2319
- this.depthInstances.clear();
2320
2307
  this.materialRanges.clear();
2321
2308
  this.motionGeometry.clear();
2322
2309
  this.transparentInstances.clear();
@@ -1,5 +1,6 @@
1
1
  import * as THREE from 'three';
2
2
  import {BlenderOrderedBatches, ORDERED_BATCH_CAPACITY} from './blender-ordered-batches';
3
+ import {BlenderDrawMaterials} from './blender-draw-materials';
3
4
  import {presenterChanged} from './blender-presenter-change';
4
5
  import {graphDrawAttributes} from './blender-graph-material';
5
6
  import {instanceMatrixSupported, instanceObjectShown} from './blender-runtime-instances';
@@ -21,6 +22,7 @@ function groupOrder(mesh: THREE.Object3D): number {
21
22
  * This does not turn blended foliage into cutouts or change its opacity. */
22
23
  export class BlenderTransparentInstances {
23
24
  private objects: THREE.Mesh[] = [];
25
+ private readonly drawMaterials = new BlenderDrawMaterials();
24
26
  private readonly ordered = new BlenderOrderedBatches();
25
27
  private readonly mixedDraws = new Map<THREE.BatchedMesh, Draw>();
26
28
  private multiDraw = false;
@@ -35,6 +37,8 @@ export class BlenderTransparentInstances {
35
37
  private batches = 0;
36
38
  private instances = 0;
37
39
  private excluded: Record<string, number> = {};
40
+ private readonly plannedProjection = new THREE.Matrix4();
41
+ private projectionKnown = false;
38
42
  private readonly planState: (number | string)[] = [];
39
43
  private readonly planned: Draw[] = [];
40
44
  private stateIndex = 0;
@@ -49,6 +53,7 @@ export class BlenderTransparentInstances {
49
53
 
50
54
  prepare(camera: THREE.Camera, multiDraw = false): void {
51
55
  this.finishDraw();
56
+ this.drawMaterials.begin();
52
57
  if (!this.objects.length) return;
53
58
  camera.updateMatrixWorld();
54
59
  this.projection.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
@@ -61,6 +66,8 @@ export class BlenderTransparentInstances {
61
66
  // a camera move, drag, visibility or material change rebuilds it below.
62
67
  for (const draw of this.planned) {
63
68
  draw.mesh.visible = true;
69
+ const source = draw.members[0]!.material;
70
+ draw.mesh.material = this.drawMaterials.get(Array.isArray(source) ? source[0]! : source, draw.mesh);
64
71
  for (const member of draw.members) {
65
72
  member.layers.disable(0);
66
73
  this.hidden.push(member);
@@ -209,6 +216,7 @@ export class BlenderTransparentInstances {
209
216
  pool.push(draw);
210
217
  this.root.add(mesh);
211
218
  }
219
+ draw.mesh.material = this.drawMaterials.get(first.material!, draw.mesh);
212
220
  draw.mesh.visible = true;
213
221
  draw.mesh.renderOrder = head.mesh.renderOrder;
214
222
  draw.mesh.boundingSphere!.center.copy(head.centre).applyMatrix4(this.inverse);
@@ -243,7 +251,7 @@ export class BlenderTransparentInstances {
243
251
  if (this.ordered.pending) queueMicrotask(presenterChanged);
244
252
  }
245
253
 
246
- inspect() { return {batches: this.batches, instances: this.instances, excluded: {...this.excluded}, multiDraw: this.ordered.inspect()}; }
254
+ inspect() { return {batches: this.batches, instances: this.instances, excluded: {...this.excluded}, multiDraw: this.ordered.inspect(), materials: this.drawMaterials.inspect()}; }
247
255
 
248
256
  private observe(value: number | string): void {
249
257
  if (this.planState[this.stateIndex] !== value) {
@@ -256,6 +264,15 @@ export class BlenderTransparentInstances {
256
264
  /** Compare inputs without cloning 10,000 centres, allocating entries or
257
265
  * sorting/uploading matrices again on an unchanged frame. No lossy hash. */
258
266
  private planChanged(camera: THREE.Camera): boolean {
267
+ // A moved camera already invalidates culling and ordering. Do not first
268
+ // compare every object's attributes/matrix only to rebuild the same list.
269
+ // Invalidate the saved inputs; the first quiet frame records them afresh.
270
+ if (!this.projectionKnown || !this.plannedProjection.equals(this.projection)) {
271
+ this.plannedProjection.copy(this.projection);
272
+ this.projectionKnown = true;
273
+ this.planState.length = 0;
274
+ return true;
275
+ }
259
276
  this.stateIndex = 0;
260
277
  this.stateChanged = this.planState.length === 0;
261
278
  this.observe(camera.layers.mask);
@@ -318,19 +335,6 @@ export class BlenderTransparentInstances {
318
335
  this.observe((material as THREE.MeshPhysicalMaterial).transmission ?? 0);
319
336
  }
320
337
 
321
- /** A plain depth override does not need color transparency ordering. Reveal
322
- * only this plan's canonical members, retaining exact masks for restoration. */
323
- suspendDraw(): () => void {
324
- const members = this.hidden.map(mesh => ({mesh, mask: mesh.layers.mask}));
325
- const draws = this.planned.map(({mesh}) => ({mesh, visible: mesh.visible}));
326
- for (const {mesh} of members) mesh.layers.enable(0);
327
- for (const {mesh} of draws) mesh.visible = false;
328
- return () => {
329
- for (const {mesh, mask} of members) mesh.layers.mask = mask;
330
- for (const {mesh, visible} of draws) mesh.visible = visible;
331
- };
332
- }
333
-
334
338
  finishDraw(): void {
335
339
  for (const mesh of this.hidden) mesh.layers.enable(0);
336
340
  this.hidden.length = 0;
@@ -346,9 +350,11 @@ export class BlenderTransparentInstances {
346
350
  }
347
351
  this.pools.clear();
348
352
  this.ordered.clear();
353
+ this.drawMaterials.clear();
349
354
  this.mixedDraws.clear();
350
355
  this.planned.length = 0;
351
356
  this.planState.length = 0;
357
+ this.projectionKnown = false;
352
358
  this.objects = [];
353
359
  this.batches = this.instances = 0;
354
360
  }
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": "0.1.81",
5
+ "version": "0.1.83",
6
6
  "publishConfig": {
7
7
  "access": "public"
8
8
  },
@@ -1,139 +0,0 @@
1
- import * as THREE from 'three';
2
- import {instanceMatrixSupported, instanceObjectShown} from './blender-runtime-instances';
3
-
4
- const CAPACITY = 64;
5
- const MAX_DRAWS = 1024; // At most 4 MiB of instance matrices; no vertex copies.
6
-
7
- /** Opaque depth overrides discard authored color materials. Geometry-compatible
8
- * objects can share a draw here even when their color draws cannot be reordered.
9
- * Only the current pass changes; selection layers and canonical meshes survive. */
10
- export class BlenderDepthInstances {
11
- private objects: THREE.Mesh[] = [];
12
- private readonly pools = new Map<THREE.BufferGeometry, THREE.InstancedMesh[]>();
13
- private readonly hidden: {mesh: THREE.Mesh; mask: number}[] = [];
14
- private readonly active: THREE.InstancedMesh[] = [];
15
- private readonly inverse = new THREE.Matrix4();
16
- private readonly matrix = new THREE.Matrix4();
17
- private readonly projection = new THREE.Matrix4();
18
- private readonly frustum = new THREE.Frustum();
19
- private allocated = 0;
20
- private statistics = {batches: 0, instances: 0, preparationMs: 0};
21
-
22
- constructor(private readonly root: THREE.Group) {}
23
-
24
- supports(material: THREE.MeshDepthMaterial): boolean {
25
- return material.isMeshDepthMaterial && material.visible && !material.transparent &&
26
- !material.map && !material.alphaMap && !material.displacementMap &&
27
- !material.alphaHash && material.alphaTest === 0 && !material.wireframe &&
28
- !material.stencilWrite && material.depthWrite && material.depthTest &&
29
- !material.clippingPlanes?.length && !material.polygonOffset &&
30
- (material.depthFunc === THREE.LessDepth || material.depthFunc === THREE.LessEqualDepth) &&
31
- (material.blending === THREE.NormalBlending || material.blending === THREE.NoBlending) &&
32
- material.onBeforeCompile === THREE.Material.prototype.onBeforeCompile &&
33
- material.onBeforeRender === THREE.Material.prototype.onBeforeRender;
34
- }
35
-
36
- setObjects(objects: Iterable<THREE.Object3D>): void {
37
- this.clear();
38
- this.objects = [...objects].filter((object): object is THREE.Mesh => (object as THREE.Mesh).isMesh === true);
39
- }
40
-
41
- prepare(camera: THREE.Camera, material: THREE.MeshDepthMaterial): void {
42
- this.finish();
43
- const start = performance.now();
44
- this.statistics = {batches: 0, instances: 0, preparationMs: 0};
45
- if (!camera.layers.isEnabled(0)) return;
46
- this.inverse.copy(this.root.matrixWorld).invert();
47
- this.projection.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
48
- this.frustum.setFromProjectionMatrix(this.projection);
49
- const groups = new Map<THREE.BufferGeometry, THREE.Mesh[]>();
50
- for (const mesh of this.objects) {
51
- // A selected object has a separate mask layer, and the outline pass also
52
- // disables its default layer. Never pull it into the occluder draw.
53
- if (mesh.layers.mask !== 1 || !instanceObjectShown(mesh) ||
54
- (mesh as THREE.SkinnedMesh).isSkinnedMesh ||
55
- (mesh as THREE.InstancedMesh).isInstancedMesh ||
56
- (mesh as THREE.BatchedMesh).isBatchedMesh || mesh.morphTargetInfluences ||
57
- mesh.onBeforeRender !== THREE.Object3D.prototype.onBeforeRender ||
58
- mesh.onAfterRender !== THREE.Object3D.prototype.onAfterRender) continue;
59
- const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
60
- if (materials.length !== 1 || !materials[0]?.visible) continue;
61
- const geometry = mesh.geometry;
62
- const count = geometry.index?.count ?? geometry.getAttribute('position')?.count ?? 0;
63
- if (!count || (Array.isArray(mesh.material) && !(geometry.groups.length === 1 &&
64
- geometry.groups[0]!.start === 0 && geometry.groups[0]!.count === count &&
65
- geometry.groups[0]!.materialIndex === 0))) continue;
66
- if (mesh.frustumCulled && !this.frustum.intersectsObject(mesh)) continue;
67
- this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
68
- if (!instanceMatrixSupported(this.matrix)) continue;
69
- const group = groups.get(geometry);
70
- if (group) group.push(mesh); else groups.set(geometry, [mesh]);
71
- }
72
- // Do not retain pools for obsolete LOD/canonical geometry indefinitely.
73
- for (const [geometry, pool] of this.pools) if (!groups.has(geometry)) {
74
- for (const draw of pool) { draw.removeFromParent(); draw.dispose(); this.allocated--; }
75
- this.pools.delete(geometry);
76
- }
77
- for (const [geometry, members] of groups) {
78
- if (members.length < 2) continue;
79
- let pool = this.pools.get(geometry);
80
- if (!pool) { pool = []; this.pools.set(geometry, pool); }
81
- for (let offset = 0; offset < members.length; offset += CAPACITY) {
82
- const count = Math.min(CAPACITY, members.length - offset);
83
- if (count < 2) continue;
84
- const slot = offset / CAPACITY;
85
- let draw = pool[slot];
86
- if (!draw) {
87
- if (this.allocated >= MAX_DRAWS) continue;
88
- draw = new THREE.InstancedMesh(geometry, material, CAPACITY);
89
- draw.name = 'Blender depth instances';
90
- draw.userData['engineInternal'] = true;
91
- draw.matrixAutoUpdate = false;
92
- draw.frustumCulled = false; // Members were individually culled above.
93
- draw.boundingSphere = new THREE.Sphere();
94
- draw.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
95
- draw.raycast = () => {};
96
- this.root.add(draw);
97
- pool.push(draw);
98
- this.allocated++;
99
- }
100
- draw.material = material;
101
- draw.matrixWorld.copy(this.root.matrixWorld);
102
- draw.count = count;
103
- draw.visible = true;
104
- this.active.push(draw);
105
- for (let i = 0; i < count; i++) {
106
- const mesh = members[offset + i]!;
107
- this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
108
- draw.setMatrixAt(i, this.matrix);
109
- this.hidden.push({mesh, mask: mesh.layers.mask});
110
- mesh.layers.disable(0);
111
- }
112
- draw.instanceMatrix.needsUpdate = true;
113
- this.statistics.batches++;
114
- this.statistics.instances += count;
115
- }
116
- }
117
- this.statistics.preparationMs = performance.now() - start;
118
- }
119
-
120
- finish(): void {
121
- for (const {mesh, mask} of this.hidden) mesh.layers.mask = mask;
122
- this.hidden.length = 0;
123
- for (const draw of this.active) draw.visible = false;
124
- this.active.length = 0;
125
- }
126
-
127
- clear(): void {
128
- this.finish();
129
- for (const pool of this.pools.values()) for (const draw of pool) {
130
- draw.removeFromParent();
131
- draw.dispose(); // Shared geometry and override material belong to callers.
132
- }
133
- this.pools.clear();
134
- this.objects = [];
135
- this.allocated = 0;
136
- }
137
-
138
- inspect() { return {...this.statistics, allocated: this.allocated}; }
139
- }