perf: on-demand rendering, dispose leaks, reduce GC pressure

- Render loop now only calls renderer.render() when the scene actually
  changed (needsRender flag + requestRender export). Idle GPU usage
  drops to near zero.
- Disabled shadow map (no receiver in scene, wasted a full render pass).
- Reuse overlay materials instead of creating new ones every paint frame.
- Dispose CanvasTexture in getEffectiveMapEntry (VRAM leak on every
  slider change).
- Dispose axes/dimension geometry on model reload.
- Reuse Vector3/Quaternion temp objects in pointer/touch/wheel handlers
  instead of allocating ~10 objects per mouse event.
- RAF-batch mousemove for hover/cursor, keep paint events immediate.
- Reuse faceMask buffer attribute when size matches.
- Cache getEffectiveMapEntry result (skip canvas tiling+blur when
  texture and smoothing haven't changed).
- addSmoothNormals: same dedup+flat-array approach as displacement.
This commit is contained in:
Avatarsia
2026-04-06 02:38:30 +02:00
parent 51873fd5fc
commit d92296754f
2 changed files with 203 additions and 107 deletions
+109 -59
View File
@@ -1,7 +1,8 @@
import * as THREE from 'three';
import { initViewer, loadGeometry, setMeshMaterial, setMeshGeometry, setWireframe,
getControls, getCamera, getCurrentMesh,
setExclusionOverlay, setHoverPreview, setViewerTheme } from './viewer.js';
setExclusionOverlay, setHoverPreview, setViewerTheme,
requestRender } from './viewer.js';
import { loadModelFile, computeBounds, getTriangleCount } from './stlLoader.js';
import { loadPresets, loadCustomTexture } from './presetTextures.js';
import { createPreviewMaterial, updateMaterial } from './previewMaterial.js';
@@ -25,7 +26,7 @@ let previewDebounce = null;
// ── Exclusion state ───────────────────────────────────────────────────────────
let excludedFaces = new Set(); // triangle indices in currentGeometry
let triangleAdjacency = null; // Map from buildAdjacency
let triangleAdjacency = null; // Array from buildAdjacency
let triangleCentroids = null; // Float32Array from buildAdjacency
let triangleBoundRadii = null; // Float32Array — max vertex-to-centroid dist per tri
let exclusionTool = null; // 'brush' | 'bucket' | null
@@ -38,6 +39,9 @@ let selectionMode = false; // false = exclude painted faces; true = i
let _lastHoverTriIdx = -1; // last triangle index used for hover preview
let placeOnFaceActive = false; // true while "Place on Face" mode is active
const _raycaster = new THREE.Raycaster();
let _lastEffectiveTexture = null;
let _effectiveMapCache = null;
let _effectiveMapCacheKey = null;
const settings = {
mappingMode: 5, // Triplanar default
@@ -139,7 +143,7 @@ let precisionEdgeLength = null; // edge length used for current refinement
let precisionBusy = false; // true while async subdivision is running
let precisionCentroids = null; // Float32Array from buildAdjacency on refined mesh
let precisionBoundRadii = null; // Float32Array — max vertex-to-centroid per refined tri
let precisionAdjacency = null; // Map from buildAdjacency on refined mesh
let precisionAdjacency = null; // Array from buildAdjacency on refined mesh
let precisionExcludedFaces = new Set(); // precision face indices excluded while precision is active
// ── Displacement preview state ────────────────────────────────────────────────
@@ -648,23 +652,41 @@ function wireEvents() {
}
});
// RAF-Batching: paint events fire immediately, hover/cursor batched per frame
let _pendingHoverEvent = null;
let _hoverRafId = 0;
canvas.addEventListener('mousemove', (e) => {
if (placeOnFaceActive && currentGeometry) {
updatePlaceOnFaceHover(e);
return;
}
if (exclusionTool === 'brush' && brushIsRadius) {
updateBrushCursor(e);
}
// Paint-Events sofort verarbeiten (jeder Event zaehlt fuer lueckenloses Malen)
if (isPainting && exclusionTool === 'brush') {
paintAt(e);
// Cursor-Update kann warten
_pendingHoverEvent = e;
if (!_hoverRafId) {
_hoverRafId = requestAnimationFrame(() => {
_hoverRafId = 0;
if (_pendingHoverEvent) updateBrushCursor(_pendingHoverEvent);
_pendingHoverEvent = null;
});
}
return;
}
if (!isPainting && exclusionTool === 'brush' && currentGeometry) {
updateBrushHover(e);
}
if (!isPainting && exclusionTool === 'bucket' && currentGeometry) {
updateBucketHover(e);
// Alle anderen Hover-Pfade: RAF-Batching OK
_pendingHoverEvent = e;
if (!_hoverRafId) {
_hoverRafId = requestAnimationFrame(() => {
_hoverRafId = 0;
const ev = _pendingHoverEvent;
if (!ev) return;
_pendingHoverEvent = null;
if (placeOnFaceActive && currentGeometry) { updatePlaceOnFaceHover(ev); return; }
if (exclusionTool === 'brush') {
updateBrushCursor(ev);
if (brushIsRadius && !isPainting && currentGeometry) updateBrushHover(ev);
} else if (exclusionTool === 'bucket' && !isPainting && currentGeometry) {
updateBucketHover(ev);
}
});
}
});
@@ -748,12 +770,14 @@ function setExclusionTool(tool) {
}
}
const _ndcResult = new THREE.Vector2();
function _canvasNDC(e) {
const rect = canvas.getBoundingClientRect();
return new THREE.Vector2(
_ndcResult.set(
((e.clientX - rect.left) / rect.width) * 2 - 1,
((e.clientY - rect.top) / rect.height) * -2 + 1,
);
return _ndcResult;
}
// The preview material uses THREE.DoubleSide, so the raycaster can return
@@ -1437,7 +1461,11 @@ function updateFaceMask(geometry) {
if (!geometry) return;
const posCount = geometry.attributes.position.count;
const triCount = posCount / 3;
const maskArr = new Float32Array(posCount);
// Reuse existing buffer if length matches exactly, otherwise allocate new
const existing = geometry.getAttribute('faceMask');
const reuseBuffer = existing && existing.array.length === posCount;
const maskArr = reuseBuffer ? existing.array : new Float32Array(posCount);
// Determine which face set to check
const isPrecision = (geometry === precisionGeometry && precisionMaskingEnabled);
@@ -1461,7 +1489,11 @@ function updateFaceMask(geometry) {
}
}
geometry.setAttribute('faceMask', new THREE.Float32BufferAttribute(maskArr, 1));
if (reuseBuffer) {
existing.needsUpdate = true;
} else {
geometry.setAttribute('faceMask', new THREE.Float32BufferAttribute(maskArr, 1));
}
// Ensure faceNormal attribute exists (needed by shader for angle masking).
// For the original geometry normal == faceNormal; for subdivided geometry
@@ -1470,6 +1502,7 @@ function updateFaceMask(geometry) {
if (!geometry.attributes.faceNormal) {
addFaceNormals(geometry);
}
requestRender();
}
/**
@@ -1602,8 +1635,16 @@ function buildParentFaceMap(subdivGeo) {
}
function getEffectiveMapEntry() {
if (!activeMapEntry || settings.textureSmoothing === 0) return activeMapEntry;
const { fullCanvas, width, height } = activeMapEntry;
if (!activeMapEntry || settings.textureSmoothing === 0) {
_effectiveMapCache = null;
_effectiveMapCacheKey = null;
return activeMapEntry;
}
const { fullCanvas, width, height, name } = activeMapEntry;
const cacheKey = `${name}_${width}_${height}_${settings.textureSmoothing}`;
if (_effectiveMapCacheKey === cacheKey && _effectiveMapCache) {
return _effectiveMapCache;
}
// Tile the source 3×3 before blurring so edge pixels have correct
// neighbours and the blurred centre tile is seamlessly tileable.
const tiled = document.createElement('canvas');
@@ -1628,7 +1669,11 @@ function getEffectiveMapEntry() {
const imageData = offscreen.getContext('2d').getImageData(0, 0, width, height);
const texture = new THREE.CanvasTexture(offscreen);
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
return { ...activeMapEntry, imageData, texture };
if (_lastEffectiveTexture) _lastEffectiveTexture.dispose();
_lastEffectiveTexture = texture;
_effectiveMapCache = { ...activeMapEntry, imageData, texture };
_effectiveMapCacheKey = cacheKey;
return _effectiveMapCache;
}
function updatePreview() {
@@ -1717,19 +1762,28 @@ function addFaceNormals(geometry) {
function addSmoothNormals(geometry) {
const pos = geometry.attributes.position.array;
const count = geometry.attributes.position.count;
const nrm = geometry.attributes.normal.array;
// Vertex-dedup pass: assign a numeric ID to each unique quantised position.
const QUANT = 1e4;
const key = (x, y, z) =>
`${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
const dedupMap = new Map();
let nextId = 0;
const vertId = new Uint32Array(count);
for (let i = 0; i < count; i++) {
const key = `${Math.round(pos[i*3]*QUANT)}_${Math.round(pos[i*3+1]*QUANT)}_${Math.round(pos[i*3+2]*QUANT)}`;
let id = dedupMap.get(key);
if (id === undefined) { id = nextId++; dedupMap.set(key, id); }
vertId[i] = id;
}
// Accumulate area-weighted buffer normals per unique position.
// Accumulate area-weighted buffer normals per unique position into flat arrays.
// The subdivision pipeline splits indexed vertices at sharp dihedral edges
// (>30°) so the interpolated buffer normals are smooth across soft edges
// (>30 deg) so the interpolated buffer normals are smooth across soft edges
// (cylinder, sphere) but sharp across hard edges (cube). Using these buffer
// normals instead of geometric face normals eliminates visible faceting steps
// on round surfaces while still preserving hard edges.
const nrmMap = new Map();
const nrm = geometry.attributes.normal.array;
const uc = nextId;
const snx = new Float64Array(uc), sny = new Float64Array(uc), snz = new Float64Array(uc);
const vA = new THREE.Vector3(), vB = new THREE.Vector3(), vC = new THREE.Vector3();
const e1 = new THREE.Vector3(), e2 = new THREE.Vector3(), fn = new THREE.Vector3();
@@ -1744,32 +1798,24 @@ function addSmoothNormals(geometry) {
if (area < 1e-12) continue;
for (let v = 0; v < 3; v++) {
const vi = i + v;
const nx = nrm[vi * 3], ny = nrm[vi * 3 + 1], nz = nrm[vi * 3 + 2];
const k = key(pos[vi * 3], pos[vi * 3 + 1], pos[vi * 3 + 2]);
const prev = nrmMap.get(k);
if (prev) {
prev[0] += nx * area;
prev[1] += ny * area;
prev[2] += nz * area;
} else {
nrmMap.set(k, [nx * area, ny * area, nz * area]);
}
const id = vertId[vi];
snx[id] += nrm[vi * 3] * area;
sny[id] += nrm[vi * 3 + 1] * area;
snz[id] += nrm[vi * 3 + 2] * area;
}
}
// Normalize accumulated normals
for (const n of nrmMap.values()) {
const len = Math.sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]);
if (len > 1e-12) { n[0] /= len; n[1] /= len; n[2] /= len; }
for (let id = 0; id < uc; id++) {
const len = Math.sqrt(snx[id] * snx[id] + sny[id] * sny[id] + snz[id] * snz[id]) || 1;
snx[id] /= len; sny[id] /= len; snz[id] /= len;
}
// Write smoothNormal attribute
// Write smoothNormal attribute via vertId lookup
const sn = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const k = key(pos[i * 3], pos[i * 3 + 1], pos[i * 3 + 2]);
const n = nrmMap.get(k);
if (n) { sn[i * 3] = n[0]; sn[i * 3 + 1] = n[1]; sn[i * 3 + 2] = n[2]; }
else { sn[i * 3] = 0; sn[i * 3 + 1] = 0; sn[i * 3 + 2] = 1; }
const id = vertId[i];
sn[i * 3] = snx[id]; sn[i * 3 + 1] = sny[id]; sn[i * 3 + 2] = snz[id];
}
geometry.setAttribute('smoothNormal', new THREE.Float32BufferAttribute(sn, 3));
}
@@ -2193,26 +2239,30 @@ async function handleExport() {
// Flat-bottom clamp: when bottom faces are masked (bottomAngleLimit > 0),
// any vertex that ended up below the original model's bottom layer gets
// snapped back up to that Z. Only the Z-value is changed.
// snapped back up to that Z. Single pass with selective normal recomputation.
if (settings.bottomAngleLimit > 0) {
const bottomZ = currentBounds.min.z;
const posArr = finalGeometry.attributes.position.array;
for (let i = 2; i < posArr.length; i += 3) {
if (posArr[i] < bottomZ) posArr[i] = bottomZ;
}
finalGeometry.attributes.position.needsUpdate = true;
// Recompute normals via cross product so they always match winding order.
const pa = finalGeometry.attributes.position.array;
const na = finalGeometry.attributes.normal ? finalGeometry.attributes.normal.array : new Float32Array(pa.length);
for (let i = 0; i < pa.length; i += 9) {
const ux = pa[i+3]-pa[i], uy = pa[i+4]-pa[i+1], uz = pa[i+5]-pa[i+2];
const vx = pa[i+6]-pa[i], vy = pa[i+7]-pa[i+1], vz = pa[i+8]-pa[i+2];
const nx = uy*vz-uz*vy, ny = uz*vx-ux*vz, nz = ux*vy-uy*vx;
const len = Math.sqrt(nx*nx+ny*ny+nz*nz) || 1;
na[i] = na[i+3] = na[i+6] = nx/len;
na[i+1] = na[i+4] = na[i+7] = ny/len;
na[i+2] = na[i+5] = na[i+8] = nz/len;
let dirty = false;
if (pa[i+2] < bottomZ) { pa[i+2] = bottomZ; dirty = true; }
if (pa[i+5] < bottomZ) { pa[i+5] = bottomZ; dirty = true; }
if (pa[i+8] < bottomZ) { pa[i+8] = bottomZ; dirty = true; }
if (dirty) {
const ux = pa[i+3]-pa[i], uy = pa[i+4]-pa[i+1], uz = pa[i+5]-pa[i+2];
const vx = pa[i+6]-pa[i], vy = pa[i+7]-pa[i+1], vz = pa[i+8]-pa[i+2];
const nx = uy*vz-uz*vy, ny = uz*vx-ux*vz, nz = ux*vy-uy*vx;
const len = Math.sqrt(nx*nx+ny*ny+nz*nz) || 1;
na[i] = na[i+3] = na[i+6] = nx/len;
na[i+1] = na[i+4] = na[i+7] = ny/len;
na[i+2] = na[i+5] = na[i+8] = nz/len;
}
}
finalGeometry.attributes.position.needsUpdate = true;
if (!finalGeometry.attributes.normal) finalGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(na, 3));
else finalGeometry.attributes.normal.needsUpdate = true;
}