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WebGLRenderer: Add initial support for multi draw BatchedMesh #27111

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merged 2 commits into from
Nov 5, 2023

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gkjohnson
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@gkjohnson gkjohnson commented Nov 3, 2023

Related issue: #22376, #27078 (comment)

Description

Add support for the multi draw extension to WebGLRenderer via WebGLIndexedBufferRenderer and WebGLBufferRenderer for BatchedMesh. The buffers to pass to the multi draw functions are generated in the onBeforeRender function. With this PR non-visible meshes will no longer be rendered at all with the multi draw extension and BatchedMesh will no longer be supported in browsers that do not support the WebGL_multi_draw extension (firefox, opera mobile).

Upcoming PR Plans

  • Add built-in USE_BATCHING define to WebGLRenderer
  • Add built in support for batching texture
  • Reduce redundant storage of data in arrays
  • Add support for toJSON, copy
  • Add support for frustum culling, sorting, raycasting
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github-actions bot commented Nov 3, 2023

📦 Bundle size

Full ESM build, minified and gzipped.

Filesize dev Filesize PR Diff
652.7 kB (161.7 kB) 653.4 kB (161.9 kB) +755 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Filesize dev Filesize PR Diff
445.3 kB (107.7 kB) 446 kB (107.9 kB) +755 B
Comment on lines +66 to +71
let elementCount = 0;
for ( let i = 0; i < drawCount; i ++ ) {

elementCount += counts[ i ];

}
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This part is a bit awkward - in order to correctly report the primitive counts drawn we have tally up all the values in the array.

@gkjohnson gkjohnson added this to the r159 milestone Nov 3, 2023
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@Mugen87 Mugen87 left a comment

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LGTM!

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Mugen87 commented Nov 4, 2023

Regarding your future PR plans, we might want to consider to move BatchedMesh into the core at some point (next to InstancedMesh).

@gkjohnson
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Regarding your future PR plans, we might want to consider to move BatchedMesh into the core at some point (next to InstancedMesh).

Yup! Once I'm finished with the implementation in examples I'll move it.

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