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Addons: Remove PackedPhongMaterial. (#29382)
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Mugen87 authored Sep 10, 2024
1 parent 4e11cd6 commit eada853
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Showing 5 changed files with 37 additions and 574 deletions.
1 change: 0 additions & 1 deletion examples/files.json
Original file line number Diff line number Diff line change
Expand Up @@ -253,7 +253,6 @@
"webgl_buffergeometry",
"webgl_buffergeometry_attributes_integer",
"webgl_buffergeometry_attributes_none",
"webgl_buffergeometry_compression",
"webgl_buffergeometry_custom_attributes_particles",
"webgl_buffergeometry_drawrange",
"webgl_buffergeometry_glbufferattribute",
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159 changes: 37 additions & 122 deletions examples/jsm/utils/GeometryCompressionUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -11,27 +11,19 @@ import {
Matrix4,
Vector3
} from 'three';
import { PackedPhongMaterial } from './PackedPhongMaterial.js';



/**
* Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.
* Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.
* Make the input geometry's normal attribute encoded and compressed by 3 different methods.
*
* @param {THREE.Mesh} mesh
* @param {THREE.BufferGeometry} geometry
* @param {String} encodeMethod "DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES"
*
*/
function compressNormals( mesh, encodeMethod ) {
function compressNormals( geometry, encodeMethod ) {

if ( ! mesh.geometry ) {

console.error( 'Mesh must contain geometry. ' );

}

const normal = mesh.geometry.attributes.normal;
const normal = geometry.attributes.normal;

if ( ! normal ) {

Expand Down Expand Up @@ -66,8 +58,8 @@ function compressNormals( mesh, encodeMethod ) {

}

mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 3, true ) );
mesh.geometry.attributes.normal.bytes = result.length * 1;
geometry.setAttribute( 'normal', new BufferAttribute( result, 3, true ) );
geometry.attributes.normal.bytes = result.length * 1;

} else if ( encodeMethod == 'OCT1Byte' ) {

Expand All @@ -88,8 +80,8 @@ function compressNormals( mesh, encodeMethod ) {

}

mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
mesh.geometry.attributes.normal.bytes = result.length * 1;
geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
geometry.attributes.normal.bytes = result.length * 1;

} else if ( encodeMethod == 'OCT2Byte' ) {

Expand All @@ -104,8 +96,8 @@ function compressNormals( mesh, encodeMethod ) {

}

mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
mesh.geometry.attributes.normal.bytes = result.length * 2;
geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
geometry.attributes.normal.bytes = result.length * 2;

} else if ( encodeMethod == 'ANGLES' ) {

Expand All @@ -120,69 +112,31 @@ function compressNormals( mesh, encodeMethod ) {

}

mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
mesh.geometry.attributes.normal.bytes = result.length * 2;
geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
geometry.attributes.normal.bytes = result.length * 2;

} else {

console.error( 'Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ' );

}

mesh.geometry.attributes.normal.needsUpdate = true;
mesh.geometry.attributes.normal.isPacked = true;
mesh.geometry.attributes.normal.packingMethod = encodeMethod;

// modify material
if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {

mesh.material = new PackedPhongMaterial().copy( mesh.material );

}

if ( encodeMethod == 'ANGLES' ) {

mesh.material.defines.USE_PACKED_NORMAL = 0;

}

if ( encodeMethod == 'OCT1Byte' ) {

mesh.material.defines.USE_PACKED_NORMAL = 1;

}

if ( encodeMethod == 'OCT2Byte' ) {

mesh.material.defines.USE_PACKED_NORMAL = 1;

}

if ( encodeMethod == 'DEFAULT' ) {

mesh.material.defines.USE_PACKED_NORMAL = 2;

}
geometry.attributes.normal.needsUpdate = true;
geometry.attributes.normal.isPacked = true;
geometry.attributes.normal.packingMethod = encodeMethod;

}


/**
* Make the input mesh.geometry's position attribute encoded and compressed.
* Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.
* Make the input geometry's position attribute encoded and compressed.
*
* @param {THREE.Mesh} mesh
* @param {THREE.BufferGeometry} geometry
*
*/
function compressPositions( mesh ) {
function compressPositions( geometry ) {

if ( ! mesh.geometry ) {

console.error( 'Mesh must contain geometry. ' );

}

const position = mesh.geometry.attributes.position;
const position = geometry.attributes.position;

if ( ! position ) {

Expand All @@ -204,47 +158,27 @@ function compressPositions( mesh ) {
const result = quantizedEncode( array, encodingBytes );

const quantized = result.quantized;
const decodeMat = result.decodeMat;

// IMPORTANT: calculate original geometry bounding info first, before updating packed positions
if ( mesh.geometry.boundingBox == null ) mesh.geometry.computeBoundingBox();
if ( mesh.geometry.boundingSphere == null ) mesh.geometry.computeBoundingSphere();
if ( geometry.boundingBox == null ) geometry.computeBoundingBox();
if ( geometry.boundingSphere == null ) geometry.computeBoundingSphere();

mesh.geometry.setAttribute( 'position', new BufferAttribute( quantized, 3 ) );
mesh.geometry.attributes.position.isPacked = true;
mesh.geometry.attributes.position.needsUpdate = true;
mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes;

// modify material
if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {

mesh.material = new PackedPhongMaterial().copy( mesh.material );

}

mesh.material.defines.USE_PACKED_POSITION = 0;

mesh.material.uniforms.quantizeMatPos.value = decodeMat;
mesh.material.uniforms.quantizeMatPos.needsUpdate = true;
geometry.setAttribute( 'position', new BufferAttribute( quantized, 3 ) );
geometry.attributes.position.isPacked = true;
geometry.attributes.position.needsUpdate = true;
geometry.attributes.position.bytes = quantized.length * encodingBytes;

}

/**
* Make the input mesh.geometry's uv attribute encoded and compressed.
* Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.
* Make the input geometry's uv attribute encoded and compressed.
*
* @param {THREE.Mesh} mesh
* @param {THREE.BufferGeometry} geometry
*
*/
function compressUvs( mesh ) {
function compressUvs( geometry ) {

if ( ! mesh.geometry ) {

console.error( 'Mesh must contain geometry property. ' );

}

const uvs = mesh.geometry.attributes.uv;
const uvs = geometry.attributes.uv;

if ( ! uvs ) {

Expand Down Expand Up @@ -281,39 +215,20 @@ function compressUvs( mesh ) {

}

mesh.geometry.setAttribute( 'uv', new BufferAttribute( result, 2, true ) );
mesh.geometry.attributes.uv.isPacked = true;
mesh.geometry.attributes.uv.needsUpdate = true;
mesh.geometry.attributes.uv.bytes = result.length * 2;

if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {

mesh.material = new PackedPhongMaterial().copy( mesh.material );

}

mesh.material.defines.USE_PACKED_UV = 0;
geometry.setAttribute( 'uv', new BufferAttribute( result, 2, true ) );
geometry.attributes.uv.isPacked = true;
geometry.attributes.uv.needsUpdate = true;
geometry.attributes.uv.bytes = result.length * 2;

} else {

// use quantized encoding method
result = quantizedEncodeUV( array, 2 );

mesh.geometry.setAttribute( 'uv', new BufferAttribute( result.quantized, 2 ) );
mesh.geometry.attributes.uv.isPacked = true;
mesh.geometry.attributes.uv.needsUpdate = true;
mesh.geometry.attributes.uv.bytes = result.quantized.length * 2;

if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {

mesh.material = new PackedPhongMaterial().copy( mesh.material );

}

mesh.material.defines.USE_PACKED_UV = 1;

mesh.material.uniforms.quantizeMatUV.value = result.decodeMat;
mesh.material.uniforms.quantizeMatUV.needsUpdate = true;
geometry.setAttribute( 'uv', new BufferAttribute( result.quantized, 2 ) );
geometry.attributes.uv.isPacked = true;
geometry.attributes.uv.needsUpdate = true;
geometry.attributes.uv.bytes = result.quantized.length * 2;

}

Expand Down
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