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https://github.com/blitzkit/blitzkit.git
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actual batching
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1 parent
28c30f210e
commit
5c3ab2e10d
1 file changed
+27
-13
@@ -33,7 +33,10 @@ interface BatchedProps extends ComponentProps<"group"> {
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function useBatched(map: ObjectMap, shadows = false) {
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function useBatched(map: ObjectMap, shadows = false) {
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return function Batched({ slicer, mutator, ...props }: BatchedProps) {
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return function Batched({ slicer, mutator, ...props }: BatchedProps) {
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const groups = new Map<MeshStandardMaterial, Mesh[]>();
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const groups = new Map<
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MeshStandardMaterial,
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{ clonedMaterial: MeshStandardMaterial; meshes: Mesh[] }
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>();
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for (const node of Object.values(map.nodes)) {
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for (const node of Object.values(map.nodes)) {
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if (!slicer(node)) continue;
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if (!slicer(node)) continue;
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@@ -41,44 +44,55 @@ function useBatched(map: ObjectMap, shadows = false) {
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node.traverse((object) => {
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node.traverse((object) => {
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if (!(object instanceof Mesh)) return;
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if (!(object instanceof Mesh)) return;
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let material = object.material;
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const originalMaterial = object.material;
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if (!(material instanceof MeshStandardMaterial)) return;
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if (!(originalMaterial instanceof MeshStandardMaterial)) return;
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if (!groups.has(object.material)) {
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let group = groups.get(originalMaterial);
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material = object.material.clone();
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groups.set(material, []);
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if (!group) {
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group = {
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clonedMaterial: originalMaterial.clone(),
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meshes: [],
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};
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groups.set(originalMaterial, group);
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}
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}
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groups.get(material)!.push(object.clone());
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group.meshes.push(object);
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});
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});
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}
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}
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const wrapper = new Group();
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const wrapper = new Group();
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for (const [material, meshes] of groups) {
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for (const { clonedMaterial: material, meshes } of groups.values()) {
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let vertices = 0;
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let vertices = 0;
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let indices = 0;
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for (const mesh of meshes) {
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for (const mesh of meshes) {
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vertices += mesh.geometry.attributes.position.count;
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vertices += mesh.geometry.attributes.position.count;
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indices += mesh.geometry.index!.count;
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}
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}
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const batched = new BatchedMesh(
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const batched = new BatchedMesh(
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meshes.length,
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meshes.length,
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vertices,
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vertices,
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undefined,
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indices,
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material,
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material,
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);
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);
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for (const mesh of meshes) {
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for (const mesh of meshes) {
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const geometryId = batched.addGeometry(mesh.geometry);
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const instanceId = batched.addInstance(geometryId);
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mesh.updateWorldMatrix(true, false);
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batched.setMatrixAt(instanceId, mesh.matrixWorld);
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if (shadows) {
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if (shadows) {
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mesh.castShadow = true;
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batched.castShadow = true;
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mesh.receiveShadow = true;
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batched.receiveShadow = true;
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}
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}
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mutator?.(mesh);
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mutator?.(mesh);
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batched.add(mesh);
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}
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}
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wrapper.add(batched);
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wrapper.add(batched);
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