GeometryCompressionUtils.js 14 KB

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  1. /**
  2. * Octahedron and Quantization encodings based on work by:
  3. *
  4. * @link https://github.com/tsherif/mesh-quantization-example
  5. *
  6. */
  7. import {
  8. BufferAttribute,
  9. Matrix3,
  10. Matrix4,
  11. Vector3
  12. } from '../../../build/three.module.js';
  13. import { PackedPhongMaterial } from './PackedPhongMaterial.js';
  14. /**
  15. * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.
  16. * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.
  17. *
  18. * @param {THREE.Mesh} mesh
  19. * @param {String} encodeMethod "DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES"
  20. *
  21. */
  22. function compressNormals( mesh, encodeMethod ) {
  23. if ( ! mesh.geometry ) {
  24. console.error( 'Mesh must contain geometry. ' );
  25. }
  26. const normal = mesh.geometry.attributes.normal;
  27. if ( ! normal ) {
  28. console.error( 'Geometry must contain normal attribute. ' );
  29. }
  30. if ( normal.isPacked ) return;
  31. if ( normal.itemSize != 3 ) {
  32. console.error( 'normal.itemSize is not 3, which cannot be encoded. ' );
  33. }
  34. const array = normal.array;
  35. const count = normal.count;
  36. let result;
  37. if ( encodeMethod == 'DEFAULT' ) {
  38. // TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.
  39. result = new Uint8Array( count * 3 );
  40. for ( let idx = 0; idx < array.length; idx += 3 ) {
  41. const encoded = defaultEncode( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 1 );
  42. result[ idx + 0 ] = encoded[ 0 ];
  43. result[ idx + 1 ] = encoded[ 1 ];
  44. result[ idx + 2 ] = encoded[ 2 ];
  45. }
  46. mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 3, true ) );
  47. mesh.geometry.attributes.normal.bytes = result.length * 1;
  48. } else if ( encodeMethod == 'OCT1Byte' ) {
  49. /**
  50. * It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage
  51. * As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible
  52. * Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208
  53. */
  54. result = new Int8Array( count * 2 );
  55. for ( let idx = 0; idx < array.length; idx += 3 ) {
  56. const encoded = octEncodeBest( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 1 );
  57. result[ idx / 3 * 2 + 0 ] = encoded[ 0 ];
  58. result[ idx / 3 * 2 + 1 ] = encoded[ 1 ];
  59. }
  60. mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
  61. mesh.geometry.attributes.normal.bytes = result.length * 1;
  62. } else if ( encodeMethod == 'OCT2Byte' ) {
  63. result = new Int16Array( count * 2 );
  64. for ( let idx = 0; idx < array.length; idx += 3 ) {
  65. const encoded = octEncodeBest( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 2 );
  66. result[ idx / 3 * 2 + 0 ] = encoded[ 0 ];
  67. result[ idx / 3 * 2 + 1 ] = encoded[ 1 ];
  68. }
  69. mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
  70. mesh.geometry.attributes.normal.bytes = result.length * 2;
  71. } else if ( encodeMethod == 'ANGLES' ) {
  72. result = new Uint16Array( count * 2 );
  73. for ( let idx = 0; idx < array.length; idx += 3 ) {
  74. const encoded = anglesEncode( array[ idx ], array[ idx + 1 ], array[ idx + 2 ] );
  75. result[ idx / 3 * 2 + 0 ] = encoded[ 0 ];
  76. result[ idx / 3 * 2 + 1 ] = encoded[ 1 ];
  77. }
  78. mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) );
  79. mesh.geometry.attributes.normal.bytes = result.length * 2;
  80. } else {
  81. console.error( 'Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ' );
  82. }
  83. mesh.geometry.attributes.normal.needsUpdate = true;
  84. mesh.geometry.attributes.normal.isPacked = true;
  85. mesh.geometry.attributes.normal.packingMethod = encodeMethod;
  86. // modify material
  87. if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {
  88. mesh.material = new PackedPhongMaterial().copy( mesh.material );
  89. }
  90. if ( encodeMethod == 'ANGLES' ) {
  91. mesh.material.defines.USE_PACKED_NORMAL = 0;
  92. }
  93. if ( encodeMethod == 'OCT1Byte' ) {
  94. mesh.material.defines.USE_PACKED_NORMAL = 1;
  95. }
  96. if ( encodeMethod == 'OCT2Byte' ) {
  97. mesh.material.defines.USE_PACKED_NORMAL = 1;
  98. }
  99. if ( encodeMethod == 'DEFAULT' ) {
  100. mesh.material.defines.USE_PACKED_NORMAL = 2;
  101. }
  102. }
  103. /**
  104. * Make the input mesh.geometry's position attribute encoded and compressed.
  105. * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.
  106. *
  107. * @param {THREE.Mesh} mesh
  108. *
  109. */
  110. function compressPositions( mesh ) {
  111. if ( ! mesh.geometry ) {
  112. console.error( 'Mesh must contain geometry. ' );
  113. }
  114. const position = mesh.geometry.attributes.position;
  115. if ( ! position ) {
  116. console.error( 'Geometry must contain position attribute. ' );
  117. }
  118. if ( position.isPacked ) return;
  119. if ( position.itemSize != 3 ) {
  120. console.error( 'position.itemSize is not 3, which cannot be packed. ' );
  121. }
  122. const array = position.array;
  123. const encodingBytes = 2;
  124. const result = quantizedEncode( array, encodingBytes );
  125. const quantized = result.quantized;
  126. const decodeMat = result.decodeMat;
  127. // IMPORTANT: calculate original geometry bounding info first, before updating packed positions
  128. if ( mesh.geometry.boundingBox == null ) mesh.geometry.computeBoundingBox();
  129. if ( mesh.geometry.boundingSphere == null ) mesh.geometry.computeBoundingSphere();
  130. mesh.geometry.setAttribute( 'position', new BufferAttribute( quantized, 3 ) );
  131. mesh.geometry.attributes.position.isPacked = true;
  132. mesh.geometry.attributes.position.needsUpdate = true;
  133. mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes;
  134. // modify material
  135. if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {
  136. mesh.material = new PackedPhongMaterial().copy( mesh.material );
  137. }
  138. mesh.material.defines.USE_PACKED_POSITION = 0;
  139. mesh.material.uniforms.quantizeMatPos.value = decodeMat;
  140. mesh.material.uniforms.quantizeMatPos.needsUpdate = true;
  141. }
  142. /**
  143. * Make the input mesh.geometry's uv attribute encoded and compressed.
  144. * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.
  145. *
  146. * @param {THREE.Mesh} mesh
  147. *
  148. */
  149. function compressUvs( mesh ) {
  150. if ( ! mesh.geometry ) {
  151. console.error( 'Mesh must contain geometry property. ' );
  152. }
  153. const uvs = mesh.geometry.attributes.uv;
  154. if ( ! uvs ) {
  155. console.error( 'Geometry must contain uv attribute. ' );
  156. }
  157. if ( uvs.isPacked ) return;
  158. const range = { min: Infinity, max: - Infinity };
  159. const array = uvs.array;
  160. for ( let i = 0; i < array.length; i ++ ) {
  161. range.min = Math.min( range.min, array[ i ] );
  162. range.max = Math.max( range.max, array[ i ] );
  163. }
  164. let result;
  165. if ( range.min >= - 1.0 && range.max <= 1.0 ) {
  166. // use default encoding method
  167. result = new Uint16Array( array.length );
  168. for ( let i = 0; i < array.length; i += 2 ) {
  169. const encoded = defaultEncode( array[ i ], array[ i + 1 ], 0, 2 );
  170. result[ i ] = encoded[ 0 ];
  171. result[ i + 1 ] = encoded[ 1 ];
  172. }
  173. mesh.geometry.setAttribute( 'uv', new BufferAttribute( result, 2, true ) );
  174. mesh.geometry.attributes.uv.isPacked = true;
  175. mesh.geometry.attributes.uv.needsUpdate = true;
  176. mesh.geometry.attributes.uv.bytes = result.length * 2;
  177. if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {
  178. mesh.material = new PackedPhongMaterial().copy( mesh.material );
  179. }
  180. mesh.material.defines.USE_PACKED_UV = 0;
  181. } else {
  182. // use quantized encoding method
  183. result = quantizedEncodeUV( array, 2 );
  184. mesh.geometry.setAttribute( 'uv', new BufferAttribute( result.quantized, 2 ) );
  185. mesh.geometry.attributes.uv.isPacked = true;
  186. mesh.geometry.attributes.uv.needsUpdate = true;
  187. mesh.geometry.attributes.uv.bytes = result.quantized.length * 2;
  188. if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) {
  189. mesh.material = new PackedPhongMaterial().copy( mesh.material );
  190. }
  191. mesh.material.defines.USE_PACKED_UV = 1;
  192. mesh.material.uniforms.quantizeMatUV.value = result.decodeMat;
  193. mesh.material.uniforms.quantizeMatUV.needsUpdate = true;
  194. }
  195. }
  196. // Encoding functions
  197. function defaultEncode( x, y, z, bytes ) {
  198. if ( bytes == 1 ) {
  199. const tmpx = Math.round( ( x + 1 ) * 0.5 * 255 );
  200. const tmpy = Math.round( ( y + 1 ) * 0.5 * 255 );
  201. const tmpz = Math.round( ( z + 1 ) * 0.5 * 255 );
  202. return new Uint8Array( [ tmpx, tmpy, tmpz ] );
  203. } else if ( bytes == 2 ) {
  204. const tmpx = Math.round( ( x + 1 ) * 0.5 * 65535 );
  205. const tmpy = Math.round( ( y + 1 ) * 0.5 * 65535 );
  206. const tmpz = Math.round( ( z + 1 ) * 0.5 * 65535 );
  207. return new Uint16Array( [ tmpx, tmpy, tmpz ] );
  208. } else {
  209. console.error( 'number of bytes must be 1 or 2' );
  210. }
  211. }
  212. // for `Angles` encoding
  213. function anglesEncode( x, y, z ) {
  214. const normal0 = parseInt( 0.5 * ( 1.0 + Math.atan2( y, x ) / Math.PI ) * 65535 );
  215. const normal1 = parseInt( 0.5 * ( 1.0 + z ) * 65535 );
  216. return new Uint16Array( [ normal0, normal1 ] );
  217. }
  218. // for `Octahedron` encoding
  219. function octEncodeBest( x, y, z, bytes ) {
  220. let oct, dec, best, currentCos, bestCos;
  221. // Test various combinations of ceil and floor
  222. // to minimize rounding errors
  223. best = oct = octEncodeVec3( x, y, z, 'floor', 'floor' );
  224. dec = octDecodeVec2( oct );
  225. bestCos = dot( x, y, z, dec );
  226. oct = octEncodeVec3( x, y, z, 'ceil', 'floor' );
  227. dec = octDecodeVec2( oct );
  228. currentCos = dot( x, y, z, dec );
  229. if ( currentCos > bestCos ) {
  230. best = oct;
  231. bestCos = currentCos;
  232. }
  233. oct = octEncodeVec3( x, y, z, 'floor', 'ceil' );
  234. dec = octDecodeVec2( oct );
  235. currentCos = dot( x, y, z, dec );
  236. if ( currentCos > bestCos ) {
  237. best = oct;
  238. bestCos = currentCos;
  239. }
  240. oct = octEncodeVec3( x, y, z, 'ceil', 'ceil' );
  241. dec = octDecodeVec2( oct );
  242. currentCos = dot( x, y, z, dec );
  243. if ( currentCos > bestCos ) {
  244. best = oct;
  245. }
  246. return best;
  247. function octEncodeVec3( x0, y0, z0, xfunc, yfunc ) {
  248. let x = x0 / ( Math.abs( x0 ) + Math.abs( y0 ) + Math.abs( z0 ) );
  249. let y = y0 / ( Math.abs( x0 ) + Math.abs( y0 ) + Math.abs( z0 ) );
  250. if ( z < 0 ) {
  251. const tempx = ( 1 - Math.abs( y ) ) * ( x >= 0 ? 1 : - 1 );
  252. const tempy = ( 1 - Math.abs( x ) ) * ( y >= 0 ? 1 : - 1 );
  253. x = tempx;
  254. y = tempy;
  255. let diff = 1 - Math.abs( x ) - Math.abs( y );
  256. if ( diff > 0 ) {
  257. diff += 0.001;
  258. x += x > 0 ? diff / 2 : - diff / 2;
  259. y += y > 0 ? diff / 2 : - diff / 2;
  260. }
  261. }
  262. if ( bytes == 1 ) {
  263. return new Int8Array( [
  264. Math[ xfunc ]( x * 127.5 + ( x < 0 ? 1 : 0 ) ),
  265. Math[ yfunc ]( y * 127.5 + ( y < 0 ? 1 : 0 ) )
  266. ] );
  267. }
  268. if ( bytes == 2 ) {
  269. return new Int16Array( [
  270. Math[ xfunc ]( x * 32767.5 + ( x < 0 ? 1 : 0 ) ),
  271. Math[ yfunc ]( y * 32767.5 + ( y < 0 ? 1 : 0 ) )
  272. ] );
  273. }
  274. }
  275. function octDecodeVec2( oct ) {
  276. let x = oct[ 0 ];
  277. let y = oct[ 1 ];
  278. if ( bytes == 1 ) {
  279. x /= x < 0 ? 127 : 128;
  280. y /= y < 0 ? 127 : 128;
  281. } else if ( bytes == 2 ) {
  282. x /= x < 0 ? 32767 : 32768;
  283. y /= y < 0 ? 32767 : 32768;
  284. }
  285. const z = 1 - Math.abs( x ) - Math.abs( y );
  286. if ( z < 0 ) {
  287. const tmpx = x;
  288. x = ( 1 - Math.abs( y ) ) * ( x >= 0 ? 1 : - 1 );
  289. y = ( 1 - Math.abs( tmpx ) ) * ( y >= 0 ? 1 : - 1 );
  290. }
  291. const length = Math.sqrt( x * x + y * y + z * z );
  292. return [
  293. x / length,
  294. y / length,
  295. z / length
  296. ];
  297. }
  298. function dot( x, y, z, vec3 ) {
  299. return x * vec3[ 0 ] + y * vec3[ 1 ] + z * vec3[ 2 ];
  300. }
  301. }
  302. function quantizedEncode( array, bytes ) {
  303. let quantized, segments;
  304. if ( bytes == 1 ) {
  305. quantized = new Uint8Array( array.length );
  306. segments = 255;
  307. } else if ( bytes == 2 ) {
  308. quantized = new Uint16Array( array.length );
  309. segments = 65535;
  310. } else {
  311. console.error( 'number of bytes error! ' );
  312. }
  313. const decodeMat = new Matrix4();
  314. const min = new Float32Array( 3 );
  315. const max = new Float32Array( 3 );
  316. min[ 0 ] = min[ 1 ] = min[ 2 ] = Number.MAX_VALUE;
  317. max[ 0 ] = max[ 1 ] = max[ 2 ] = - Number.MAX_VALUE;
  318. for ( let i = 0; i < array.length; i += 3 ) {
  319. min[ 0 ] = Math.min( min[ 0 ], array[ i + 0 ] );
  320. min[ 1 ] = Math.min( min[ 1 ], array[ i + 1 ] );
  321. min[ 2 ] = Math.min( min[ 2 ], array[ i + 2 ] );
  322. max[ 0 ] = Math.max( max[ 0 ], array[ i + 0 ] );
  323. max[ 1 ] = Math.max( max[ 1 ], array[ i + 1 ] );
  324. max[ 2 ] = Math.max( max[ 2 ], array[ i + 2 ] );
  325. }
  326. decodeMat.scale( new Vector3(
  327. ( max[ 0 ] - min[ 0 ] ) / segments,
  328. ( max[ 1 ] - min[ 1 ] ) / segments,
  329. ( max[ 2 ] - min[ 2 ] ) / segments
  330. ) );
  331. decodeMat.elements[ 12 ] = min[ 0 ];
  332. decodeMat.elements[ 13 ] = min[ 1 ];
  333. decodeMat.elements[ 14 ] = min[ 2 ];
  334. decodeMat.transpose();
  335. const multiplier = new Float32Array( [
  336. max[ 0 ] !== min[ 0 ] ? segments / ( max[ 0 ] - min[ 0 ] ) : 0,
  337. max[ 1 ] !== min[ 1 ] ? segments / ( max[ 1 ] - min[ 1 ] ) : 0,
  338. max[ 2 ] !== min[ 2 ] ? segments / ( max[ 2 ] - min[ 2 ] ) : 0
  339. ] );
  340. for ( let i = 0; i < array.length; i += 3 ) {
  341. quantized[ i + 0 ] = Math.floor( ( array[ i + 0 ] - min[ 0 ] ) * multiplier[ 0 ] );
  342. quantized[ i + 1 ] = Math.floor( ( array[ i + 1 ] - min[ 1 ] ) * multiplier[ 1 ] );
  343. quantized[ i + 2 ] = Math.floor( ( array[ i + 2 ] - min[ 2 ] ) * multiplier[ 2 ] );
  344. }
  345. return {
  346. quantized: quantized,
  347. decodeMat: decodeMat
  348. };
  349. }
  350. function quantizedEncodeUV( array, bytes ) {
  351. let quantized, segments;
  352. if ( bytes == 1 ) {
  353. quantized = new Uint8Array( array.length );
  354. segments = 255;
  355. } else if ( bytes == 2 ) {
  356. quantized = new Uint16Array( array.length );
  357. segments = 65535;
  358. } else {
  359. console.error( 'number of bytes error! ' );
  360. }
  361. const decodeMat = new Matrix3();
  362. const min = new Float32Array( 2 );
  363. const max = new Float32Array( 2 );
  364. min[ 0 ] = min[ 1 ] = Number.MAX_VALUE;
  365. max[ 0 ] = max[ 1 ] = - Number.MAX_VALUE;
  366. for ( let i = 0; i < array.length; i += 2 ) {
  367. min[ 0 ] = Math.min( min[ 0 ], array[ i + 0 ] );
  368. min[ 1 ] = Math.min( min[ 1 ], array[ i + 1 ] );
  369. max[ 0 ] = Math.max( max[ 0 ], array[ i + 0 ] );
  370. max[ 1 ] = Math.max( max[ 1 ], array[ i + 1 ] );
  371. }
  372. decodeMat.scale(
  373. ( max[ 0 ] - min[ 0 ] ) / segments,
  374. ( max[ 1 ] - min[ 1 ] ) / segments
  375. );
  376. decodeMat.elements[ 6 ] = min[ 0 ];
  377. decodeMat.elements[ 7 ] = min[ 1 ];
  378. decodeMat.transpose();
  379. const multiplier = new Float32Array( [
  380. max[ 0 ] !== min[ 0 ] ? segments / ( max[ 0 ] - min[ 0 ] ) : 0,
  381. max[ 1 ] !== min[ 1 ] ? segments / ( max[ 1 ] - min[ 1 ] ) : 0
  382. ] );
  383. for ( let i = 0; i < array.length; i += 2 ) {
  384. quantized[ i + 0 ] = Math.floor( ( array[ i + 0 ] - min[ 0 ] ) * multiplier[ 0 ] );
  385. quantized[ i + 1 ] = Math.floor( ( array[ i + 1 ] - min[ 1 ] ) * multiplier[ 1 ] );
  386. }
  387. return {
  388. quantized: quantized,
  389. decodeMat: decodeMat
  390. };
  391. }
  392. export {
  393. compressNormals,
  394. compressPositions,
  395. compressUvs,
  396. };