ソースを参照

Numerous performance improvements for multiresolution panoramas (#911).

* Use typed arrays where possible to reduce heap usage by more than half,
  which greatly reduces number of frames dropped due to garbage collection.
* Synchronize texture loading to rendering, which avoids dropped frames caused
  by texture loading happening just before rendering event was going to fire.
* Reduce number of WebGL calls by eliminating unneeded binding and by not
  rendering tiles that are completely obscured by higher resolution tiles.
pull/918/head
Matthew Petroff 4年前
コミット
5eab5366f6
1個のファイルの変更89行の追加68行の削除
  1. +89
    -68
      src/js/libpannellum.js

+ 89
- 68
src/js/libpannellum.js ファイルの表示

@@ -43,6 +43,7 @@ function Renderer(container) {
var image, imageType, dynamic;
var texCoordBuffer, cubeVertBuf, cubeVertTexCoordBuf, cubeVertIndBuf;
var globalParams;
var sides = ['f', 'b', 'u', 'd', 'l', 'r'];

/**
* Initialize renderer.
@@ -182,7 +183,6 @@ function Renderer(container) {
} else {
path = image.fallbackPath;
}
var sides = ['f', 'r', 'b', 'l', 'u', 'd'];
var loaded = 0;
var onLoad = function() {
// Draw image on canvas
@@ -491,11 +491,16 @@ function Renderer(container) {
// Bind texture coordinate buffer and pass coordinates to WebGL
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertTexCoordBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0,0,1,0,1,1,0,1]), gl.STATIC_DRAW);
gl.vertexAttribPointer(program.texCoordLocation, 2, gl.FLOAT, false, 0, 0);

// Bind square index buffer and pass indicies to WebGL
// Bind square index buffer and pass indices to WebGL
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertIndBuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0,1,2,0,2,3]), gl.STATIC_DRAW);

// Bind vertex buffer
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertBuf);
gl.vertexAttribPointer(program.vertPosLocation, 3, gl.FLOAT, false, 0, 0);

// Find uniforms
program.perspUniform = gl.getUniformLocation(program, 'u_perspMatrix');
program.cubeUniform = gl.getUniformLocation(program, 'u_cubeMatrix');
@@ -506,6 +511,7 @@ function Renderer(container) {
program.currentNodes = [];
program.nodeCache = [];
program.nodeCacheTimestamp = 0;
program.textureLoads = [];
}

// Check if there was an error
@@ -696,8 +702,8 @@ function Renderer(container) {
matrix = makeMatrix4(matrix);
// Set matrix uniforms
gl.uniformMatrix4fv(program.perspUniform, false, new Float32Array(transposeMatrix4(perspMatrix)));
gl.uniformMatrix4fv(program.cubeUniform, false, new Float32Array(transposeMatrix4(matrix)));
gl.uniformMatrix4fv(program.perspUniform, false, transposeMatrix4(perspMatrix));
gl.uniformMatrix4fv(program.cubeUniform, false, transposeMatrix4(matrix));
// Find current nodes
var rotPersp = rotatePersp(perspMatrix, matrix);
@@ -713,9 +719,8 @@ function Renderer(container) {
}
program.currentNodes = [];
var sides = ['f', 'b', 'u', 'd', 'l', 'r'];
for (s = 0; s < 6; s++) {
var ntmp = new MultiresNode(vtmps[s], sides[s], 1, 0, 0, image.fullpath);
var ntmp = new MultiresNode(vtmps[s], sides[s], 1, 0, 0, image.fullpath, null);
testMultiresNode(rotPersp, ntmp, pitch, yaw, hfov);
}
@@ -744,6 +749,12 @@ function Renderer(container) {
}
}
// Process one pending image tile
// This is synchronized to rendering to avoid dropping frames due
// to texture loading happening at an inopportune time.
if (program.textureLoads.length > 0)
program.textureLoads.shift()();

// Draw tiles
multiresDraw();
}
@@ -824,21 +835,22 @@ function Renderer(container) {
function multiresDraw() {
if (!program.drawInProgress) {
program.drawInProgress = true;
// Clear canvas
gl.clear(gl.COLOR_BUFFER_BIT);
for ( var i = 0; i < program.currentNodes.length; i++ ) {
if (program.currentNodes[i].textureLoaded > 1) {
// Determine tiles that need to be drawn
var node_paths = {};
for (var i = 0; i < program.currentNodes.length; i++)
node_paths[program.currentNodes[i].parentPath] |= !(program.currentNodes[i].textureLoaded > 1); // !(undefined > 1) != (undefined <= 1)
// Draw tiles
for (var i = 0; i < program.currentNodes.length; i++) {
if (program.currentNodes[i].textureLoaded > 1 &&
node_paths[program.currentNodes[i].path] != 0) { // 1 or undefined
//var color = program.currentNodes[i].color;
//gl.uniform4f(program.colorUniform, color[0], color[1], color[2], 1.0);
// Bind vertex buffer and pass vertices to WebGL
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(program.currentNodes[i].vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(program.vertPosLocation, 3, gl.FLOAT, false, 0, 0);
// Prep for texture
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertTexCoordBuf);
gl.vertexAttribPointer(program.texCoordLocation, 2, gl.FLOAT, false, 0, 0);
// Pass vertices to WebGL
gl.bufferData(gl.ARRAY_BUFFER, program.currentNodes[i].vertices, gl.STATIC_DRAW);

// Bind texture and draw tile
gl.bindTexture(gl.TEXTURE_2D, program.currentNodes[i].texture); // Bind program.currentNodes[i].texture to TEXTURE0
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
@@ -852,20 +864,22 @@ function Renderer(container) {
* Creates new multires node.
* @constructor
* @private
* @param {number[]} vertices - Node's vertices.
* @param {Float32Array} vertices - Node's vertices.
* @param {string} side - Node's cube face.
* @param {number} level - Node's zoom level.
* @param {number} x - Node's x position.
* @param {number} y - Node's y position.
* @param {string} path - Node's path.
* @param {string} parentPath - Node parent's path.
*/
function MultiresNode(vertices, side, level, x, y, path) {
function MultiresNode(vertices, side, level, x, y, path, parentPath) {
this.vertices = vertices;
this.side = side;
this.level = level;
this.x = x;
this.y = y;
this.path = path.replace('%s',side).replace('%l',level).replace('%x',x).replace('%y',y);
this.parentPath = parentPath;
}

/**
@@ -970,39 +984,43 @@ function Renderer(container) {
}
}
vtmp = [ v[0], v[1], v[2],
vtmp = new Float32Array([
v[0], v[1], v[2],
v[0]*f1+v[3]*i1, v[1]*f+v[4]*i, v[2]*f3+v[5]*i3,
v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3,
v[0]*f+v[9]*i, v[1]*f2+v[10]*i2, v[2]*f3+v[11]*i3
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2, node.y*2, image.fullpath);
]);
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x * 2, node.y * 2, image.fullpath, node.path);
children.push(ntmp);
if (!(node.x == numTiles && doubleTileSize <= image.tileResolution)) {
vtmp = [v[0]*f1+v[3]*i1, v[1]*f+v[4]*i, v[2]*f3+v[5]*i3,
vtmp = new Float32Array([
v[0]*f1+v[3]*i1, v[1]*f+v[4]*i, v[2]*f3+v[5]*i3,
v[3], v[4], v[5],
v[3]*f+v[6]*i, v[4]*f2+v[7]*i2, v[5]*f3+v[8]*i3,
v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2+1, node.y*2, image.fullpath);
]);
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x * 2 + 1, node.y * 2, image.fullpath, node.path);
children.push(ntmp);
}
if (!(node.x == numTiles && doubleTileSize <= image.tileResolution) &&
!(node.y == numTiles && doubleTileSize <= image.tileResolution)) {
vtmp = [v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3,
vtmp = new Float32Array([
v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3,
v[3]*f+v[6]*i, v[4]*f2+v[7]*i2, v[5]*f3+v[8]*i3,
v[6], v[7], v[8],
v[9]*f1+v[6]*i1, v[10]*f+v[7]*i, v[11]*f3+v[8]*i3
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2+1, node.y*2+1, image.fullpath);
]);
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x * 2 + 1, node.y * 2 + 1, image.fullpath, node.path);
children.push(ntmp);
}
if (!(node.y == numTiles && doubleTileSize <= image.tileResolution)) {
vtmp = [ v[0]*f+v[9]*i, v[1]*f2+v[10]*i2, v[2]*f3+v[11]*i3,
vtmp = new Float32Array([
v[0]*f+v[9]*i, v[1]*f2+v[10]*i2, v[2]*f3+v[11]*i3,
v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3,
v[9]*f1+v[6]*i1, v[10]*f+v[7]*i, v[11]*f3+v[8]*i3,
v[9], v[10], v[11]
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2, node.y*2+1, image.fullpath);
]);
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x * 2, node.y * 2 + 1, image.fullpath, node.path);
children.push(ntmp);
}
for (var j = 0; j < children.length; j++) {
@@ -1015,29 +1033,30 @@ function Renderer(container) {
/**
* Creates cube vertex array.
* @private
* @returns {number[]} Cube vertex array.
* @returns {Float32Array} Cube vertex array.
*/
function createCube() {
return [-1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, // Front face
return new Float32Array([
-1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, // Front face
1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, // Back face
-1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, // Up face
-1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, // Down face
-1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, // Left face
1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1 // Right face
];
]);
}
/**
* Creates 3x3 identity matrix.
* @private
* @returns {number[]} Identity matrix.
* @returns {Float32Array} Identity matrix.
*/
function identityMatrix3() {
return [
return new Float32Array([
1, 0, 0,
0, 1, 0,
0, 0, 1
];
]);
}
/**
@@ -1046,31 +1065,31 @@ function Renderer(container) {
* @param {number[]} m - Matrix to rotate.
* @param {number[]} angle - Angle to rotate by in radians.
* @param {string} axis - Axis to rotate about (`x`, `y`, or `z`).
* @returns {number[]} Rotated matrix.
* @returns {Float32Array} Rotated matrix.
*/
function rotateMatrix(m, angle, axis) {
var s = Math.sin(angle);
var c = Math.cos(angle);
if (axis == 'x') {
return [
return new Float32Array([
m[0], c*m[1] + s*m[2], c*m[2] - s*m[1],
m[3], c*m[4] + s*m[5], c*m[5] - s*m[4],
m[6], c*m[7] + s*m[8], c*m[8] - s*m[7]
];
]);
}
if (axis == 'y') {
return [
return new Float32Array([
c*m[0] - s*m[2], m[1], c*m[2] + s*m[0],
c*m[3] - s*m[5], m[4], c*m[5] + s*m[3],
c*m[6] - s*m[8], m[7], c*m[8] + s*m[6]
];
]);
}
if (axis == 'z') {
return [
return new Float32Array([
c*m[0] + s*m[1], c*m[1] - s*m[0], m[2],
c*m[3] + s*m[4], c*m[4] - s*m[3], m[5],
c*m[6] + s*m[7], c*m[7] - s*m[6], m[8]
];
]);
}
}
@@ -1078,30 +1097,30 @@ function Renderer(container) {
* Turns a 3x3 matrix into a 4x4 matrix.
* @private
* @param {number[]} m - Input matrix.
* @returns {number[]} Expanded matrix.
* @returns {Float32Array} Expanded matrix.
*/
function makeMatrix4(m) {
return [
return new Float32Array([
m[0], m[1], m[2], 0,
m[3], m[4], m[5], 0,
m[6], m[7], m[8], 0,
0, 0, 0, 1
];
]);
}
/**
* Transposes a 4x4 matrix.
* @private
* @param {number[]} m - Input matrix.
* @returns {number[]} Transposed matrix.
* @returns {Float32Array} Transposed matrix.
*/
function transposeMatrix4(m) {
return [
return new Float32Array([
m[ 0], m[ 4], m[ 8], m[12],
m[ 1], m[ 5], m[ 9], m[13],
m[ 2], m[ 6], m[10], m[14],
m[ 3], m[ 7], m[11], m[15]
];
]);
}
/**
@@ -1111,17 +1130,17 @@ function Renderer(container) {
* @param {number} aspect - Desired aspect ratio.
* @param {number} znear - Near distance.
* @param {number} zfar - Far distance.
* @returns {number[]} Generated perspective matrix.
* @returns {Float32Array} Generated perspective matrix.
*/
function makePersp(hfov, aspect, znear, zfar) {
var fovy = 2 * Math.atan(Math.tan(hfov/2) * gl.drawingBufferHeight / gl.drawingBufferWidth);
var f = 1 / Math.tan(fovy/2);
return [
return new Float32Array([
f/aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (zfar+znear)/(znear-zfar), (2*zfar*znear)/(znear-zfar),
0, 0, -1, 0
];
]);
}
/**
@@ -1153,15 +1172,17 @@ function Renderer(container) {
this.texture = this.callback = null;
this.image = new Image();
this.image.crossOrigin = crossOrigin ? crossOrigin : 'anonymous';
var loadFn = (function() {
if (self.image.width > 0 && self.image.height > 0) { // Ignore missing tile to supporting partial image
processLoadedTexture(self.image, self.texture);
self.callback(self.texture, true);
} else {
self.callback(self.texture, false);
}
releaseTextureImageLoader(self);
});
var loadFn = function() {
program.textureLoads.push(function() {
if (self.image.width > 0 && self.image.height > 0) { // Ignore missing tile to support partial image
processLoadedTexture(self.image, self.texture);
self.callback(self.texture, true);
} else {
self.callback(self.texture, false);
}
releaseTextureImageLoader(self);
});
};
this.image.addEventListener('load', loadFn);
this.image.addEventListener('error', loadFn); // Ignore missing tile file to support partial image; otherwise retry loop causes high CPU load
}
@@ -1236,15 +1257,15 @@ function Renderer(container) {
* @private
* @param {number[]} p - Perspective matrix.
* @param {number[]} r - Rotation matrix.
* @returns {number[]} Rotated matrix.
* @returns {Float32Array} Rotated matrix.
*/
function rotatePersp(p, r) {
return [
return new Float32Array([
p[ 0]*r[0], p[ 0]*r[1], p[ 0]*r[ 2], 0,
p[ 5]*r[4], p[ 5]*r[5], p[ 5]*r[ 6], 0,
p[10]*r[8], p[10]*r[9], p[10]*r[10], p[11],
-r[8], -r[9], -r[10], 0
];
]);
}
/**
@@ -1253,15 +1274,15 @@ function Renderer(container) {
* @private
* @param {number[]} m - Rotated perspective matrix.
* @param {number[]} v - Input 3-vector.
* @returns {number[]} Resulting 4-vector.
* @returns {Float32Array} Resulting 4-vector.
*/
function applyRotPerspToVec(m, v) {
return [
return new Float32Array([
m[ 0]*v[0] + m[ 1]*v[1] + m[ 2]*v[2],
m[ 4]*v[0] + m[ 5]*v[1] + m[ 6]*v[2],
m[11] + m[ 8]*v[0] + m[ 9]*v[1] + m[10]*v[2],
1/(m[12]*v[0] + m[13]*v[1] + m[14]*v[2])
];
]);
}
/**


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