forked from 1b-agent/opencadstudio-upstream
perf(render): keep solid meshes resident
Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
This commit is contained in:
1 parent
15ab027d70
commit
5e8221f8f1
9 files changed
+756
-1012
No files matched your search
+57
-7
@@ -98,9 +98,6 @@ struct MeshInstance {
|
||||
normal_row_2: vec4<f32>,
|
||||
};
|
||||
|
||||
@group(1) @binding(15)
|
||||
var<storage, read> mesh_instances: array<MeshInstance>;
|
||||
|
||||
struct VertexIn {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
@@ -111,6 +108,22 @@ struct VertexIn {
|
||||
@location(12) uv_refraction_normal: vec4<f32>,
|
||||
};
|
||||
|
||||
struct PlainVertexIn {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
@location(3) position_low: vec3<f32>,
|
||||
};
|
||||
|
||||
struct InstanceIn {
|
||||
@location(4) model_row_0: vec4<f32>,
|
||||
@location(5) model_row_1: vec4<f32>,
|
||||
@location(7) model_row_2: vec4<f32>,
|
||||
@location(8) translation_low: vec4<f32>,
|
||||
@location(9) normal_row_0: vec4<f32>,
|
||||
@location(13) normal_row_1: vec4<f32>,
|
||||
@location(14) normal_row_2: vec4<f32>,
|
||||
};
|
||||
|
||||
struct VertexOut {
|
||||
@builtin(position) clip_pos: vec4<f32>,
|
||||
@location(0) normal: vec3<f32>,
|
||||
@@ -153,13 +166,25 @@ fn relative_position(
|
||||
return (world_high - u.eye_high) + (world_low - u.eye_low);
|
||||
}
|
||||
|
||||
fn mesh_instance(input: InstanceIn) -> MeshInstance {
|
||||
return MeshInstance(
|
||||
input.model_row_0,
|
||||
input.model_row_1,
|
||||
input.model_row_2,
|
||||
input.translation_low,
|
||||
input.normal_row_0,
|
||||
input.normal_row_1,
|
||||
input.normal_row_2,
|
||||
);
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
v: VertexIn,
|
||||
@builtin(instance_index) instance_index: u32,
|
||||
i: InstanceIn,
|
||||
) -> VertexOut {
|
||||
var out: VertexOut;
|
||||
let instance = mesh_instances[instance_index];
|
||||
let instance = mesh_instance(i);
|
||||
let rel = relative_position(v.position, v.position_low, instance);
|
||||
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
|
||||
out.normal = normalize(vec3<f32>(
|
||||
@@ -178,13 +203,38 @@ fn vs_main(
|
||||
return out;
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main_plain(
|
||||
v: PlainVertexIn,
|
||||
i: InstanceIn,
|
||||
) -> VertexOut {
|
||||
var out: VertexOut;
|
||||
let instance = mesh_instance(i);
|
||||
let rel = relative_position(v.position, v.position_low, instance);
|
||||
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
|
||||
out.normal = normalize(vec3<f32>(
|
||||
dot(instance.normal_row_0.xyz, v.normal),
|
||||
dot(instance.normal_row_1.xyz, v.normal),
|
||||
dot(instance.normal_row_2.xyz, v.normal),
|
||||
));
|
||||
out.world_pos = rel;
|
||||
out.uv_diffuse = vec2<f32>(0.0);
|
||||
out.uv_specular = vec2<f32>(0.0);
|
||||
out.uv_reflection = vec2<f32>(0.0);
|
||||
out.uv_opacity = vec2<f32>(0.0);
|
||||
out.uv_bump = vec2<f32>(0.0);
|
||||
out.uv_refraction = vec2<f32>(0.0);
|
||||
out.uv_normal = vec2<f32>(0.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_edge(
|
||||
v: EdgeVertexIn,
|
||||
@builtin(instance_index) instance_index: u32,
|
||||
i: InstanceIn,
|
||||
) -> EdgeVertexOut {
|
||||
var out: EdgeVertexOut;
|
||||
let instance = mesh_instances[instance_index];
|
||||
let instance = mesh_instance(i);
|
||||
let rel = relative_position(v.position, v.position_low, instance);
|
||||
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
|
||||
out.color = v.color;
|
||||
|
||||
Reference in new issue
Block a user