OcclusionCullingService.js
import * as THREE from 'three';
/**
* An occlusion culling service that helps to only refine tiles that are visible.
* This occlusion culling has a cost but allows downloading much less data.
* For models that have a lot of geometry that is often hidden from the camera by walls, this can greatly improve the frame-rate.
* @class
*/
class OcclusionCullingService {
/**
* Creates an Occlusion Culling service to be passed to {@link OGC3DTile} Tilesets
*/
constructor() {
this.cullMap = [];
this.cullMaterial = new THREE.MeshBasicMaterial({ vertexColors: true });
this.cullMaterial.side = THREE.FrontSide;
this.cullTarget = this._createCullTarget();
this.cullPixels = new Uint8Array(4 * this.cullTarget.width * this.cullTarget.height);
}
/**
*
* @param {Integer} side use THREE.FrontSide, THREE.BackSide or THREE.DoubleSide (FrontSide default)
*/
setSide(side){
this.cullMaterial.side = side;
}
_createCullTarget() {
const target = new THREE.WebGLRenderTarget(Math.floor(window.innerWidth * 0.05), Math.floor(window.innerHeight * 0.05));
target.texture.format = THREE.RGBAFormat;
target.texture.colorSpace = THREE.LinearSRGBColorSpace;
target.texture.minFilter = THREE.NearestFilter;
target.texture.magFilter = THREE.NearestFilter;
target.texture.generateMipmaps = false;
target.stencilBuffer = false;
target.depthBuffer = true;
target.depthTexture = new THREE.DepthTexture();
target.depthTexture.format = THREE.DepthFormat;
target.depthTexture.type = THREE.UnsignedShortType;
return target;
}
/**
* Update function to be called on every frame in the render loop.
* @param {THREE.scene} scene
* @param {THREE.Renderer} renderer
* @param {THREE.camera} camera
*/
update(scene, renderer, camera) {
let tempRenderTarget = renderer.getRenderTarget();
let tempOverrideMaterial = scene.overrideMaterial;
scene.overrideMaterial = this.cullMaterial;
renderer.setRenderTarget(this.cullTarget);
renderer.render(scene, camera);
scene.overrideMaterial = tempOverrideMaterial;
renderer.setRenderTarget(tempRenderTarget);
renderer.readRenderTargetPixels(this.cullTarget, 0, 0, this.cullTarget.width, this.cullTarget.height, this.cullPixels);
this.cullMap = [];
for (let i = 0; i < this.cullPixels.length; i += 4) {
const c = THREE.MathUtils.clamp(this.cullPixels[i], 0, 255) << 16 ^ THREE.MathUtils.clamp(this.cullPixels[i + 1], 0, 255) << 8 ^ THREE.MathUtils.clamp(this.cullPixels[i + 2], 0, 255) << 0;
this.cullMap[c] = true;
}
}
/**
* check if the given tile ID was visible in the last rendered frame.
* @param {string|Number} id
* @returns true if tile is visible
*/
hasID(id) {
return this.cullMap[id];
}
}
export { OcclusionCullingService };