perf(web): share card texture via shader UV transform

Move the card sprite repeat/offset out of per-card texture clones and
into a uniform injected into the material shader. Cards now share the
deck sheet (one GPU upload), the shader, and the geometry, with only
per-card material uniforms differing, so navigating a deck no longer
re-uploads the sheet on every step.
This commit is contained in:
2026-08-14 10:46:09 +08:00
parent c665212209
commit 002bcb324b
5 changed files with 173 additions and 48 deletions
+60 -44
View File
@@ -9,8 +9,14 @@ import {
} from '@tts/mesh';
import { assetUrl } from '@tts/http';
import { cardAspect, resolveCardConfig, spriteUv } from './cardResolution';
import { flipTexture } from './flipTexture';
import { getSharedGeometry, objectTint, tintedColor } from './sharedResources';
import { applyMapTransform } from './cardMaterial';
import {
getSharedGeometry,
getSharedMaterial,
objectTint,
tintKey,
tintedColor,
} from './sharedResources';
/** Longer card dimension, in world units. */
const CARD_LENGTH = 2;
@@ -72,37 +78,61 @@ export function CardMesh({
const face = useTexture(faceUrl ? assetUrl(faceUrl) : FALLBACK_URL);
const back = useTexture(backUrl ? assetUrl(backUrl) : FALLBACK_URL);
// Front texture: the sprite cell from the sheet (or the full image when there
// is no grid). Cloned so the sprite offset/repeat don't leak into other cards
// that share the same sheet URL (drei caches textures globally by URL).
const faceMap = useMemo(() => {
if (!faceUrl) return null;
const tex = face.clone();
const { repeatX, repeatY, offsetX, offsetY } = spriteUv(cardId, numWidth, numHeight);
tex.repeat.set(repeatX, repeatY);
tex.offset.set(offsetX, offsetY);
return tex;
}, [faceUrl, face, cardId, numWidth, numHeight]);
// The face/back textures are shared (drei caches them by URL); each card's
// sprite cell is selected via a per-material UV transform injected into the
// shader, so no per-card texture clone (and no re-upload) is needed. The
// transform is baked into the material's shader, so it must be keyed into the
// shared-material cache to avoid mutating a material used by another card.
const faceMap = faceUrl ? face : null;
const backMap = backUrl ? back : null;
// Back texture: a single full image (tile) unless the deck has unique backs,
// in which case it's a sheet too. Flipped left/right so it reads correctly
// instead of being mirrored on the back face.
const backMap = useMemo(() => {
if (!backUrl) return null;
const tex = back.clone();
const { repeatX, repeatY, offsetX, offsetY } = uniqueBack
const tintK = tintKey(tint);
const faceUv = faceUrl ? spriteUv(cardId, numWidth, numHeight) : null;
const backUv = backUrl
? uniqueBack
? spriteUv(cardId, numWidth, numHeight)
: { repeatX: 1, repeatY: 1, offsetX: 0, offsetY: 0 };
tex.repeat.set(repeatX, repeatY);
tex.offset.set(offsetX, offsetY);
return flipTexture(tex);
}, [backUrl, back, uniqueBack, cardId, numWidth, numHeight]);
: { repeatX: 1, repeatY: 1, offsetX: 0, offsetY: 0 }
: null;
// Key by URL + card id + tint: the URL disambiguates different sheets (and
// `CardCustom` objects, which have no `CardID`), the card id selects the
// sprite cell, and the tint bakes the per-object color in.
const faceMat = getSharedMaterial(`card-face:${faceUrl ?? 'none'}:${cardId ?? 'none'}:${tintK}`, {
color: tintedColor(faceMap ? new THREE.Color('#ffffff') : new THREE.Color('#52525b'), tint),
map: faceMap ?? undefined,
roughness: 0.6,
});
if (faceUv) {
applyMapTransform(faceMat, new THREE.Vector2(faceUv.repeatX, faceUv.repeatY), new THREE.Vector2(faceUv.offsetX, faceUv.offsetY));
}
const backMat = getSharedMaterial(`card-back:${backUrl ?? 'none'}:${cardId ?? 'none'}:${tintK}`, {
color: tintedColor(backMap ? new THREE.Color('#ffffff') : new THREE.Color('#52525b'), tint),
map: backMap ?? undefined,
roughness: 0.6,
});
if (backUv) {
// The back cap maps with the same planar UVs as the front, so mirror the
// sprite cell left/right to read correctly instead of appearing mirrored.
// Negating repeat.x and shifting offset.x by one repeat keeps the visible
// region in place while mirrored (see `flipTexture`).
applyMapTransform(
backMat,
new THREE.Vector2(-backUv.repeatX, backUv.repeatY),
new THREE.Vector2(backUv.offsetX + backUv.repeatX, backUv.offsetY),
);
}
const wallMat = getSharedMaterial(`card-wall:${tintK}`, {
color: tintedColor(new THREE.Color('#ffffff'), tint),
roughness: 0.6,
});
// Build the rounded-rect geometry from the card sprite's aspect ratio. The
// front and back faces each get their own material; the walls are a solid
// white, matching TTS card tinting. Geometry is shared across cards of the
// same size so the full-setup view reuses it; the face/back materials stay
// per-card because each card clones its texture for sprite UVs.
// same size so the full-setup view reuses it; the face/back materials are
// shared per card (keyed by card id + tint) and carry the sprite UV transform.
const { frontGeo, backGeo, wallsGeo } = useMemo(() => {
const img = (faceUrl ? face.image : backUrl ? back.image : undefined) as
| HTMLImageElement
@@ -124,23 +154,9 @@ export function CardMesh({
return (
<group>
<mesh geometry={frontGeo}>
<meshStandardMaterial
color={tintedColor(faceMap ? new THREE.Color('#ffffff') : new THREE.Color('#52525b'), tint)}
map={faceMap ?? undefined}
roughness={0.6}
/>
</mesh>
<mesh geometry={backGeo}>
<meshStandardMaterial
color={tintedColor(backMap ? new THREE.Color('#ffffff') : new THREE.Color('#52525b'), tint)}
map={backMap ?? undefined}
roughness={0.6}
/>
</mesh>
<mesh geometry={wallsGeo}>
<meshStandardMaterial color={tintedColor(new THREE.Color('#ffffff'), tint)} roughness={0.6} />
</mesh>
<mesh geometry={frontGeo} material={faceMat} />
<mesh geometry={backGeo} material={backMat} />
<mesh geometry={wallsGeo} material={wallMat} />
</group>
);
}
@@ -0,0 +1,40 @@
import { describe, expect, it } from 'vitest';
import * as THREE from 'three';
import { applyMapTransform } from './cardMaterial';
describe('applyMapTransform', () => {
it('injects the repeat/offset uniforms and UV transform into the shader', () => {
const mat = new THREE.MeshStandardMaterial();
applyMapTransform(mat, new THREE.Vector2(0.5, 0.25), new THREE.Vector2(0.1, 0.2));
expect(mat.onBeforeCompile).toBeTypeOf('function');
const shader = {
uniforms: {} as Record<string, { value: unknown }>,
vertexShader: '#include <uv_vertex>\nvoid main() {}',
};
mat.onBeforeCompile!(shader as never, {} as never);
// Uniforms are copied, so the caller's vectors stay reusable.
expect(shader.uniforms.uMapRepeat!.value).toEqual(new THREE.Vector2(0.5, 0.25));
expect(shader.uniforms.uMapOffset!.value).toEqual(new THREE.Vector2(0.1, 0.2));
// The override is injected right after the chunk include, which stays in
// place (it declares `vMapUv`/`uv`).
expect(shader.vertexShader).toContain('#include <uv_vertex>\n\tvMapUv = uv * uMapRepeat + uMapOffset;');
});
it('copies the vectors so later mutation of the inputs has no effect', () => {
const mat = new THREE.MeshStandardMaterial();
const repeat = new THREE.Vector2(1, 1);
const offset = new THREE.Vector2(0, 0);
applyMapTransform(mat, repeat, offset);
repeat.set(9, 9);
offset.set(9, 9);
const shader = { uniforms: {} as Record<string, { value: unknown }>, vertexShader: '' };
mat.onBeforeCompile!(shader as never, {} as never);
expect(shader.uniforms.uMapRepeat!.value).toEqual(new THREE.Vector2(1, 1));
expect(shader.uniforms.uMapOffset!.value).toEqual(new THREE.Vector2(0, 0));
});
});
@@ -0,0 +1,44 @@
import * as THREE from 'three';
/**
* Per-card UV transform injected into a `MeshStandardMaterial` shader.
*
* Cards share one texture (the deck's sprite sheet, cached by drei) and one
* geometry, but each card samples a different sprite cell. Rather than cloning
* the texture per card (which re-uploads the sheet on every GPU bind), the
* repeat/offset is pushed into the material as a uniform. The shader source is
* identical across cards, so three.js still compiles a single shared program.
*
* We inject our own uniform instead of setting `texture.repeat`/`offset`
* because three r185 derives the map UVs from a `mapTransform` matrix that is
* refreshed from `map.matrix` every frame, overwriting any per-material
* transform we set on the shared texture.
*/
const VERTEX_INJECT = /* glsl */ `
#include <uv_vertex>
vMapUv = uv * uMapRepeat + uMapOffset;
`;
/**
* Apply a repeat/offset to a card material's map sampling. Call once per
* material (the transform is baked into the shader). `repeat`/`offset` are
* copied, so the caller may reuse the vectors.
*/
export function applyMapTransform(
material: THREE.MeshStandardMaterial,
repeat: THREE.Vector2,
offset: THREE.Vector2,
): void {
// Clone eagerly so later mutation of the caller's vectors can't leak into
// the uniform once the material is compiled.
const r = repeat.clone();
const o = offset.clone();
material.onBeforeCompile = (shader) => {
shader.uniforms.uMapRepeat = { value: r };
shader.uniforms.uMapOffset = { value: o };
shader.vertexShader = shader.vertexShader.replace(
'#include <uv_vertex>',
VERTEX_INJECT,
);
};
}
+24
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@@ -300,3 +300,27 @@ flips.
**Alternatives considered:** Reporting only a hit and silently dropping
misses. Rejected — a command that needs to react to a wrong tap has no way to
do so. World-space trigger points. Rejected — they break when the part moves.
## D21 — Card sprite UVs live in the material shader, not the texture
**Decision:** A card's sprite cell is selected by a repeat/offset injected into
the material's shader (`cardMaterial.ts` extends `MeshStandardMaterial` via
`onBeforeCompile`) rather than by cloning the texture and setting its
`repeat`/`offset`.
**Context:** Cards in a deck share one sprite sheet (drei caches the texture by
URL), but each card samples a different cell. The previous approach cloned the
texture per card to set its UVs; each clone gets its own WebGL texture binding,
so navigating a deck re-uploaded the whole sheet on every step. Moving the
transform into a per-material uniform lets cards share the texture (one GPU
upload), the shader (identical injected source → one program), and the geometry,
with only the material uniforms differing.
We inject our own uniform rather than setting `texture.repeat`/`offset` because
three r185 derives map UVs from a `mapTransform` matrix refreshed from
`map.matrix` every frame, which would overwrite a per-material transform set on
the shared texture.
**Alternatives considered:** Cloning the texture per card (previous approach).
Rejected — re-uploads the sheet per card. A module-level cache of per-card
clones. Rejected — still one upload per unique card instead of one per sheet.
+4 -3
View File
@@ -81,9 +81,10 @@ view and the full-setup view.
`textureUrl + color + roughness`. drei already caches textures by URL
globally, so sharing the material on top avoids per-object material
allocation for tiles/tokens with the same image.
- **Cards are the exception:** each card clones its texture for sprite UVs, so
its face material cannot be shared — but its geometry still can (same card
size).
- **Cards:** the face/back textures are shared (drei caches them by URL) and
the sprite cell is selected via a per-material UV transform injected into the
shader (`cardMaterial.ts`), so cards share texture, shader, and geometry —
only the material uniforms differ. Materials are cached per card id + tint.
- Dispose shared resources on page unmount, or accept a module-level cache for
the session (see Open decisions).