LccStreamer.ts
examples/lcc/LccStreamer.ts · raw · open the example · all examples · site home
Exports: LccStreamerSettingsLEVEL_COLORSENVIRONMENT_COLORLccStreamStatsLccBoxLccStreamLccStreamer
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// Level of detail and residency for one LCC scene. Every cell of the grid
// draws one of its levels: the one its distance asks for (level
// ceil(log2(distance / lodDistance)), kept within a hysteresis band), or
// `settings.level` for all, then coarsened from the farthest cell while the
// total is over the splat budget. A cell draws its old block until the new
// one is decoded; a cell with nothing yet asks for its coarsest level first.
// Blocks are decoded by the worker pool (as many at once as it has free),
// nearest first, uploaded as GpuArrays (ext splats, plus extSh with SH) and
// cached under a GPU byte budget, least recently drawn first out. Each
// block entering the drawn set gets an object (kept while some live
// collection holds it); its release counts down the block's draws, and only
// blocks nothing draws are evicted, so their arrays go at once. The scene's
// environment.bin (background splats outside the grid) is decoded first,
// once, and drawn whole while `settings.environment` is on: outside the
// budget and never evicted.
import * as THREE from "three";
import type { WebGPURenderer } from "three/webgpu";
import { GpuArrays, SplatCollection, type AnySplatObject, type ArrayData, type SplatGenerator } from "@sparkjsdev/radix";
import type { LccDecoders } from "./LccDecoders.js";
import type { LccBlockData } from "./lccSh.tsl.js";
import type { LccBlock, LccScene } from "./LccScene.js";
// The settings of both streamers (LCC v1's and Lcc2Streamer.ts); the page's
// bar and panel write them
export interface LccStreamerSettings {
// "auto": by distance; a number: that level everywhere (clamped)
level: "auto" | number;
// Distance (in the scene's units) up to which a cell (LCC2: a node) draws level 0
lodDistance: number;
// Levels hold until the distance is this far (in levels) past a switch (LCC v1)
hysteresis: number;
// LCC2: distances behind the camera count up to this many times (1: off)
behindPenalty: number;
// LCC2: "limit": the distances are the most detail, the budget caps it;
// "target": detail rises to fill the budget
budgetMode: "limit" | "target";
// Most splats drawn
budget: number;
// GPU bytes of blocks kept
cacheBytes: number;
freeze: boolean;
colorByLevel: boolean;
// Draw environment.bin when the scene has one
environment: boolean;
// Keep each block's CPU copy (for export without a readback)
keepCpu: boolean;
}
// Level colors for "color by level", finest first, and the environment's
export const LEVEL_COLORS = ["#ffffff", "#ff6b6b", "#ffd166", "#06d6a0", "#4cc9f0", "#9b5de5", "#f15bb5", "#8d99ae"];
export const ENVIRONMENT_COLOR = "#3a86ff";
export interface LccStreamStats {
// Splats drawn, the environment's included (drawnPerLevel leaves it out)
drawn: number;
drawnPerLevel: number[];
environment: number;
// Blocks (LCC2: chunk files) on the GPU and their bytes
resident: number;
residentBytes: number;
loading: number;
failed: number;
}
// A box of the scene in the file's frame, with the level drawn there (-1: none yet)
export interface LccBox {
min: ArrayLike<number>;
max: ArrayLike<number>;
level: number;
}
// What the page drives: LccStreamer (LCC v1) or Lcc2Streamer (LCC2)
export interface LccStream {
readonly levels: number;
readonly stats: LccStreamStats;
// Called with the collection to draw whenever it changes
onChange: (collection: SplatCollection) => void;
onError: (message: string) => void;
update(camera: THREE.Camera): void;
// "none", "off", "loading", "failed" or the splats drawn
readonly environmentState: string;
// The SH degree drawn (0: none), for streams whose objects bake it in
setDegree(degree: number): void;
// Cells (LCC2: drawn nodes) with their levels, for the boxes
boxes(): LccBox[];
invalidate(): void;
drawnData(): Promise<ArrayData[]>;
dispose(): void;
}
interface Resident {
// The environment's: cell and level -1, its count once decoded
block: LccBlock;
// "missing": the environment, when the scene has no environment.bin
state: "idle" | "loading" | "ready" | "failed" | "missing";
arrays?: GpuArrays;
data?: ArrayData;
bytes: number;
controller?: AbortController;
object?: AnySplatObject;
// Live objects of this block (not yet released)
draws: number;
lastDrawn: number;
tint: THREE.Color;
}
export class LccStreamer implements LccStream {
readonly scene: LccScene;
readonly settings: LccStreamerSettings;
// Called with the collection to draw whenever it changes
onChange: (collection: SplatCollection) => void = () => {};
onError: (message: string) => void = () => {};
readonly stats: LccStreamStats = { drawn: 0, drawnPerLevel: [], environment: 0, resident: 0, residentBytes: 0, loading: 0, failed: 0 };
private readonly renderer: WebGPURenderer;
private readonly decoders: LccDecoders;
private readonly generator: SplatGenerator<LccBlockData>;
private readonly matrixWorld: THREE.Matrix4;
private readonly blocks: Resident[][];
private readonly environment?: Resident;
private environmentShown = false;
private readonly target: Int32Array;
private readonly shown: Int32Array;
private readonly distances: Float64Array;
private readonly local = new THREE.Vector3();
private readonly inverse = new THREE.Matrix4();
private frame = 0;
private colorByLevel = false;
private disposed = false;
private changed = true;
constructor({ renderer, scene, decoders, generator, matrixWorld, settings }: {
renderer: WebGPURenderer;
scene: LccScene;
decoders: LccDecoders;
generator: SplatGenerator<LccBlockData>;
// The scene's placement, read live
matrixWorld: THREE.Matrix4;
settings: LccStreamerSettings;
}) {
this.renderer = renderer;
this.scene = scene;
this.decoders = decoders;
this.generator = generator;
this.matrixWorld = matrixWorld;
this.settings = settings;
this.blocks = scene.cells.map((cell) => cell.blocks.map((block) => ({
block, state: block.count === 0 ? "ready" : "idle", bytes: 0, draws: 0, lastDrawn: 0, tint: new THREE.Color(1, 1, 1),
})));
this.environment = scene.environment ? {
block: { cell: -1, level: -1, count: 0, offset: 0, size: 0 }, state: "idle", bytes: 0, draws: 0, lastDrawn: 0, tint: new THREE.Color(1, 1, 1),
} : undefined;
this.target = new Int32Array(scene.cells.length).fill(scene.levels - 1);
this.shown = new Int32Array(scene.cells.length).fill(-1);
this.distances = new Float64Array(scene.cells.length);
this.stats.drawnPerLevel = new Array<number>(scene.levels).fill(0);
}
// Once per frame: choose levels, start decodes, update the drawn set
update(camera: THREE.Camera) {
if (this.disposed) {
return;
}
this.frame += 1;
this.measure(camera);
if (!this.settings.freeze) {
this.chooseLevels();
}
this.request();
this.show();
this.evict();
this.updateTints();
if (this.changed) {
this.changed = false;
this.onChange(this.collection());
}
}
// Cell distances from the camera, in the scene's own frame
private measure(camera: THREE.Camera) {
this.inverse.copy(this.matrixWorld).invert();
this.local.setFromMatrixPosition(camera.matrixWorld).applyMatrix4(this.inverse);
const { x, y, z } = this.local;
this.scene.cells.forEach((cell, c) => {
const dx = Math.max(cell.min[0] - x, 0, x - cell.max[0]);
const dy = Math.max(cell.min[1] - y, 0, y - cell.max[1]);
const dz = Math.max(cell.min[2] - z, 0, z - cell.max[2]);
this.distances[c] = Math.sqrt(dx * dx + dy * dy + dz * dz);
});
}
private chooseLevels() {
const { level, lodDistance, hysteresis, budget } = this.settings;
const top = this.scene.levels - 1;
for (let c = 0; c < this.target.length; c += 1) {
if (level !== "auto") {
this.target[c] = Math.max(0, Math.min(top, level));
continue;
}
const t = Math.log2(Math.max(this.distances[c], 1e-6) / Math.max(lodDistance, 1e-6));
const current = this.target[c];
const keep = t > current - 1 - hysteresis && t <= current + hysteresis;
this.target[c] = keep ? current : Math.max(0, Math.min(top, Math.ceil(t)));
}
// Over the budget: coarsen the farthest cells first
let total = this.target.reduce((sum, t, c) => sum + this.blocks[c][t].block.count, 0);
if (total > budget) {
const order = Array.from(this.target.keys()).sort((a, b) => this.distances[b] - this.distances[a]);
for (let pass = 0; pass < this.scene.levels && total > budget; pass += 1) {
for (const c of order) {
if (total <= budget) {
break;
}
const t = this.target[c];
if (t < top) {
total += this.blocks[c][t + 1].block.count - this.blocks[c][t].block.count;
this.target[c] = t + 1;
}
}
}
}
}
// Blocks some cell needs: its target, and its coarsest while it draws nothing
private needed() {
const top = this.scene.levels - 1;
const wants: { resident: Resident; priority: number }[] = [];
for (let c = 0; c < this.target.length; c += 1) {
const cell = this.blocks[c];
if (this.shown[c] < 0 && cell[top].state !== "ready") {
wants.push({ resident: cell[top], priority: this.distances[c] - 1e9 });
}
wants.push({ resident: cell[this.target[c]], priority: this.distances[c] });
}
return wants;
}
private request() {
const wants = this.needed();
const wanted = new Set(wants.map((want) => want.resident));
// Decodes nobody wants any more
for (const cell of this.blocks) {
for (const resident of cell) {
if (resident.state === "loading" && !wanted.has(resident)) {
resident.controller?.abort();
}
}
}
if (this.settings.environment && this.environment?.state === "idle" && this.decoders.free > 0) {
this.loadEnvironment(this.environment);
}
const queue = wants.filter((want) => want.resident.state === "idle").sort((a, b) => a.priority - b.priority);
for (const { resident } of queue) {
if (this.decoders.free <= 0) {
break;
}
if (resident.state === "idle") {
this.load(resident);
}
}
}
private load(resident: Resident) {
const controller = new AbortController();
resident.state = "loading";
resident.controller = controller;
const { scene } = this;
this.decoders.decode(scene.source, resident.block, { sh: scene.sh, ranges: scene.ranges, normal: scene.normalRange, signal: controller.signal }).then((data) => {
resident.controller = undefined;
if (this.disposed || controller.signal.aborted) {
resident.state = "idle";
return;
}
resident.arrays = GpuArrays.fromData(this.renderer, data);
resident.data = this.settings.keepCpu ? data : undefined;
resident.bytes = data.count * (scene.sh ? 96 : 32);
resident.state = "ready";
}, (error: unknown) => {
resident.controller = undefined;
if (error instanceof DOMException && error.name === "AbortError") {
resident.state = "idle";
return;
}
resident.state = "failed";
this.onError(`Block ${resident.block.cell}/${resident.block.level}: ${error instanceof Error ? error.message : String(error)}`);
});
}
private loadEnvironment(resident: Resident) {
const { scene } = this;
resident.state = "loading";
this.decoders.environment(scene.source, { sh: scene.sh, ranges: scene.envRanges, normal: scene.envNormalRange }).then((data) => {
if (this.disposed) {
resident.state = "idle";
return;
}
if (!data || data.count === 0) {
resident.state = "missing";
return;
}
resident.arrays = GpuArrays.fromData(this.renderer, data);
resident.data = this.settings.keepCpu ? data : undefined;
resident.block.count = data.count;
resident.bytes = data.count * (scene.sh ? 96 : 32);
resident.state = "ready";
}, (error: unknown) => {
resident.state = "failed";
this.onError(`environment.bin: ${error instanceof Error ? error.message : String(error)}`);
});
}
// "none" (the scene has no environment.bin), "off", "loading", "failed",
// or the splats it draws
get environmentState() {
const env = this.environment;
if (!env || env.state === "missing") {
return "none";
}
if (!this.settings.environment) {
return "off";
}
return env.state === "ready" ? `${env.block.count} splats` : env.state === "idle" ? "loading" : env.state;
}
// Each cell draws its target when ready, else what it drew, else the
// ready level nearest its target
private show() {
for (let c = 0; c < this.target.length; c += 1) {
const cell = this.blocks[c];
const t = this.target[c];
let next = this.shown[c];
if (cell[t].state === "ready") {
next = t;
} else if (next < 0 || cell[next].state !== "ready") {
next = -1;
for (let d = 1; d < cell.length && next < 0; d += 1) {
next = cell[t + d]?.state === "ready" ? t + d : cell[t - d]?.state === "ready" ? t - d : -1;
}
}
if (next !== this.shown[c]) {
this.shown[c] = next;
this.changed = true;
}
if (next >= 0) {
cell[next].lastDrawn = this.frame;
}
}
const environmentShown = this.settings.environment && this.environment?.state === "ready";
if (environmentShown !== this.environmentShown) {
this.environmentShown = environmentShown;
this.changed = true;
}
}
// Least recently drawn blocks out while over the byte budget: never one a
// cell draws or wants, nor one a live collection still holds
private evict() {
let bytes = 0;
const candidates: Resident[] = [];
const keep = new Set<Resident>();
this.blocks.forEach((cell, c) => {
keep.add(cell[this.target[c]]);
if (this.shown[c] >= 0) {
keep.add(cell[this.shown[c]]);
}
});
for (const cell of this.blocks) {
for (const resident of cell) {
if (resident.arrays) {
bytes += resident.bytes;
if (!keep.has(resident) && resident.draws === 0) {
candidates.push(resident);
}
}
}
}
candidates.sort((a, b) => a.lastDrawn - b.lastDrawn);
for (const resident of candidates) {
if (bytes <= this.settings.cacheBytes) {
break;
}
bytes -= resident.bytes;
resident.arrays!.dispose();
resident.arrays = undefined;
resident.data = undefined;
resident.state = "idle";
}
let resident = 0;
let loading = 0;
let failed = 0;
for (const cell of this.blocks) {
for (const r of cell) {
resident += r.arrays ? 1 : 0;
loading += r.state === "loading" ? 1 : 0;
failed += r.state === "failed" ? 1 : 0;
}
}
loading += this.environment?.state === "loading" ? 1 : 0;
Object.assign(this.stats, { resident, residentBytes: bytes, loading, failed });
}
private updateTints() {
if (this.colorByLevel === this.settings.colorByLevel) {
return;
}
this.colorByLevel = this.settings.colorByLevel;
for (const cell of this.blocks) {
for (const resident of cell) {
resident.tint.set(this.colorByLevel ? LEVEL_COLORS[resident.block.level % LEVEL_COLORS.length] : "#ffffff");
}
}
this.environment?.tint.set(this.colorByLevel ? ENVIRONMENT_COLOR : "#ffffff");
}
// The environment and every cell's drawn block as objects
private collection() {
const objects: AnySplatObject[] = [];
this.stats.drawnPerLevel.fill(0);
let drawn = 0;
const env = this.environment;
this.stats.environment = 0;
if (this.environmentShown && env?.arrays) {
env.object ??= this.objectOf(env, env.arrays);
objects.push(env.object);
drawn += env.block.count;
this.stats.environment = env.block.count;
}
this.blocks.forEach((cell, c) => {
const level = this.shown[c];
const resident = level >= 0 ? cell[level] : undefined;
if (!resident?.arrays || resident.block.count === 0) {
return;
}
if (!resident.object) {
resident.object = this.objectOf(resident, resident.arrays);
}
objects.push(resident.object);
drawn += resident.block.count;
this.stats.drawnPerLevel[level] += resident.block.count;
});
this.stats.drawn = drawn;
return new SplatCollection(objects);
}
private objectOf(resident: Resident, arrays: GpuArrays): AnySplatObject {
resident.draws += 1;
const object = SplatCollection.object({
generator: this.generator,
data: { splats: arrays, tint: resident.tint },
count: resident.block.count,
matrixWorld: this.matrixWorld,
release: () => {
resident.draws -= 1;
if (resident.object === object) {
resident.object = undefined;
}
if (resident.draws === 0 && this.disposed && resident.arrays === arrays) {
arrays.dispose();
resident.arrays = undefined;
}
},
});
return object;
}
// Forces a new collection (after a generator or setting the objects bake in changes)
invalidate() {
this.changed = true;
}
// The CPU copies of the drawn blocks and environment (read back from the
// GPU when not kept)
async drawnData(): Promise<ArrayData[]> {
const drawn = this.shown.reduce<Resident[]>((list, level, c) => (level >= 0 ? [...list, this.blocks[c][level]] : list), []);
if (this.environmentShown && this.environment) {
drawn.unshift(this.environment);
}
const out: ArrayData[] = [];
for (const resident of drawn) {
if (resident.arrays && resident.block.count > 0) {
out.push(resident.data ?? await resident.arrays.read({ bundles: ["extSplats"] }));
}
}
return out;
}
get levels() {
return this.scene.levels;
}
// SH bands are switched by the renderer's objectParams.maxShDegree, not per object
setDegree() {}
// Cells with the level each draws (-1: none yet)
boxes(): LccBox[] {
return this.scene.cells.map((cell, c) => ({ min: cell.min, max: cell.max, level: this.shown[c] }));
}
// Aborts every decode and frees every block once nothing draws it; the
// caller sets a collection without these objects
dispose() {
this.disposed = true;
for (const cell of [...this.blocks, this.environment ? [this.environment] : []]) {
for (const resident of cell) {
resident.controller?.abort();
resident.data = undefined;
if (resident.draws === 0) {
resident.arrays?.dispose();
resident.arrays = undefined;
}
}
}
}
}