SplatRenderer.ts
src/render/SplatRenderer.ts · raw · all examples · site home
Exports: SplatRendererOptionsSplatRenderer
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import * as THREE from "three";
import { NodeMaterial, type IndirectStorageBufferAttribute, type WebGPURenderer } from "three/webgpu";
import { ArrayData } from "../core/ArrayData";
import type { SortKeyBits } from "../core/sort";
import { isWebGPUBackend } from "../gpu/backend";
import { GpuArrayReader } from "../gpu/GpuArrayReader";
import { GpuArrays } from "../gpu/GpuArrays";
import type { CovSplatModifier, SplatModifier } from "../gpu/splatGenerator";
import { TSL } from "../gpu/tsl";
import { WgpuSplatSorter } from "../wgpu/WgpuSplatSorter";
import { sortSplatKeys } from "../worker/splatSort";
import { WorkerPool, type WorkerLease } from "../worker/WorkerPool";
import type { ProjectionMethod } from "./projections.tsl";
import { SplatCamera } from "./splatCamera";
import { SplatCollection, type AnySplatObject } from "./SplatCollection";
import { makeDrawMaterial, outputIsLinear, quadIndices, setDrawNodes, type DrawOptions } from "./splatDraw";
import { SplatParams, type SplatObjectParams, type SplatViewParams } from "./splatParams";
import { SplatProjection, type ProjectedSchema } from "./SplatProjection";
import { projectCollection } from "./SplatProjector";
import type { ModifierSpace } from "./splatTransform.tsl";
import { SplatView, type AutoSort, type SplatViewOptions, type ViewSettings } from "./SplatView";
const { uniform } = TSL;
// Splats per instance of the draw, as the sorter's draw arguments count
const QUADS = WgpuSplatSorter.QUADS_PER_INSTANCE;
// The quads of QUADS splats, the only buffer the draw has (no vertex
// attributes), shared by every renderer; indexed, so shared corners are
// shaded once
const QUAD_INDEX = new THREE.BufferAttribute(quadIndices(QUADS), 1);
QUAD_INDEX.name = "radix_splatQuadIndex";
// Views made by renders past which a renderer warns (an app making cameras
// anew each frame would make a view each)
const MANY_VIEWS = 32;
export interface SplatRendererOptions {
renderer: WebGPURenderer;
collection?: SplatCollection;
method?: ProjectionMethod;
sortBits?: SortKeyBits;
params?: Partial<SplatViewParams>;
objectParams?: Partial<SplatObjectParams>;
modifier?: SplatModifier;
covModifier?: CovSplatModifier;
modifierSpace?: ModifierSpace;
sortMode?: "gpu" | "cpu";
autoSort?: AutoSort | false;
sortWorker?: WorkerPool | WorkerLease;
viewKey?: (camera: THREE.Camera) => unknown;
onInvalidate?: (view?: SplatView) => void;
}
// A method's words for some eyes and a key per splat: what a renderer
// projects its collection into, sorts and draws
interface Projected {
projection: SplatProjection;
eyes: number;
arrays: GpuArrays<ProjectedSchema>;
}
// What a renderer leaves behind if it is garbage-collected undisposed
interface RendererToken {
ref: WeakRef<SplatRenderer>;
}
let sharedSortPool: WorkerPool | undefined;
// Draws a collection of splats: add it to the scene and render as usual,
// from any camera. It holds the settings every viewpoint shares (the
// collection, the method and params every splat drawn together shares,
// per-object param defaults, a modifier run on every splat in
// modifierSpace, the sort); views (viewFor(key)) set some of them over it
// for one viewpoint.
//
// Each render, onBeforeRender projects the collection (every object, one
// dispatch each) for the render's camera (two eyes for an XR ArrayCamera)
// into this renderer's projected splats, or prepare(camera) does it before
// the render; then it orders them: sortMode "gpu" (WebGPU's default) with
// a WgpuSplatSorter in the same frame (drawn indirectly, nothing read
// back), "cpu" (the WebGL2 fallback) with the applied order of the
// render's view, drawing the collection it was sorted for (nothing until
// one is applied). The view drawn: `view` when set, else the one of
// viewKey(camera) (default the camera itself), made for each key in cpu
// mode; in gpu mode no view is needed. Two renderers in one render each
// keep their own projected splats and sorter, since a frame's compute runs
// before its draws.
//
// An object's release runs once no renderer's live collection holds that
// object: live are its collection, its views' and, in cpu mode, the
// collections of their applied orders and of sorts in flight or landed and
// still appliable. Dispose renderers: one garbage-collected undisposed is
// warned about.
export class SplatRenderer extends THREE.Mesh<THREE.InstancedBufferGeometry, NodeMaterial> {
// Every undisposed renderer, and the objects with a release that have
// been live in one and not released yet
private static readonly renderers = new Set<WeakRef<SplatRenderer>>();
private static readonly watched = new Set<AnySplatObject>();
private static readonly lost = new FinalizationRegistry<RendererToken>((token) => {
console.warn("SplatRenderer: a renderer was garbage-collected without dispose(); its objects are released now");
SplatRenderer.renderers.delete(token.ref);
SplatRenderer.sweep();
});
// Workers of the shared sort pool: read when the pool is made, at the
// first CPU sort of any renderer, so set it before then
static sortWorkers = 4;
// The pool every renderer's CPU sorts share (all their views; renderers
// with a sortWorker use that instead), so parallel sorts stay bounded and
// never queue behind file loads in WorkerPool.default. Made on first use,
// its workers as sorts need them; it lives with the page.
static get sortPool(): WorkerPool {
return (sharedSortPool ??= new WorkerPool({ size: SplatRenderer.sortWorkers }));
}
readonly renderer: WebGPURenderer;
method: ProjectionMethod;
sortBits: SortKeyBits;
readonly params: SplatViewParams;
readonly objectParams: SplatObjectParams;
modifier?: SplatModifier;
covModifier?: CovSplatModifier;
modifierSpace: ModifierSpace;
autoSort: AutoSort | false;
// Where CPU sorts run: by default SplatRenderer.sortPool, shared by every
// renderer; a given pool or lease is the app's
sortWorker?: WorkerPool | WorkerLease;
// The key of the view a render from `camera` draws when `view` is unset:
// the camera itself by default. Map cameras an app makes anew (a clone
// per frame, say) to keys of its own, so they share views instead of
// each making one in cpu mode.
viewKey: (camera: THREE.Camera) => unknown;
// Something this renderer did (an autoSort order applied) or was asked
// to do (requestSort) needs a render to show: of `view`, or of every
// viewpoint when undefined. For on-demand rendering.
onInvalidate?: (view?: SplatView) => void;
// The view every render draws; unset: the one of viewKey(camera)
view?: SplatView;
// Runs the "project" and "sort" steps (a GpuProfiler's phase, say)
phase?: <T>(name: string, run: () => T) => T;
private _collection: SplatCollection;
private _sortMode: "gpu" | "cpu" = "gpu";
private _views = new Map<unknown, SplatView>();
private warnedViews = false;
private live = new Set<SplatCollection>();
private token: RendererToken;
private disposed = false;
private projected: Projected;
private sorter?: WgpuSplatSorter;
// renderer.info.render.calls after the latest prepare()
private preparedAt = -1;
private orderReader = new GpuArrayReader(ArrayData.INDICES);
private orderCount = uniform(0, "uint");
private encodeLinear = uniform(0);
// What the material draws: the projected arrays (by their reader) and the
// order source
private drawState!: { for: Projected; projected: GpuArrayReader; sorter?: WgpuSplatSorter };
constructor({
renderer, collection = SplatCollection.EMPTY, method = "ewa", sortBits = 24, params, objectParams, modifier, covModifier, modifierSpace = "view",
sortMode, autoSort = { distance: 0, angle: 0 }, sortWorker, viewKey = (camera) => camera, onInvalidate,
}: SplatRendererOptions) {
const geometry = new THREE.InstancedBufferGeometry();
geometry.setIndex(QUAD_INDEX);
geometry.instanceCount = 0;
super(geometry, new NodeMaterial());
this.renderer = renderer;
this._collection = collection;
this.method = method;
this.sortBits = sortBits;
this.params = { ...SplatParams.VIEW, ...params };
this.objectParams = { ...SplatParams.OBJECT, ...objectParams };
this.modifier = modifier;
this.covModifier = covModifier;
this.modifierSpace = modifierSpace;
this._sortMode = sortMode ?? (isWebGPUBackend(renderer) ? "gpu" : "cpu");
this.autoSort = autoSort;
this.sortWorker = sortWorker;
this.viewKey = viewKey;
this.onInvalidate = onInvalidate;
this.frustumCulled = false;
this.token = { ref: new WeakRef(this) };
SplatRenderer.renderers.add(this.token.ref);
SplatRenderer.lost.register(this, this.token, this);
this.updateLive();
// Three lists the material before onBeforeRender, so there is one from
// the start, drawing real (empty) projected arrays
this.projected = this.makeProjected(method, 1);
this.buildMaterial(undefined);
}
// What every viewpoint draws unless its view sets its own collection
get collection(): SplatCollection {
return this._collection;
}
set collection(collection: SplatCollection) {
this._collection = collection;
this.updateLive();
}
// "gpu": the GPU sort every render (WebGPU); "cpu": each view's applied
// order of a CPU sort. Switching to gpu drops the orders.
get sortMode(): "gpu" | "cpu" {
return this._sortMode;
}
set sortMode(mode: "gpu" | "cpu") {
this._sortMode = mode;
if (mode === "gpu") {
this._views.forEach((view) => view.dropOrders());
this.updateLive();
}
}
// The views made so far, by key
get views(): ReadonlyMap<unknown, SplatView> {
return this._views;
}
// The view of `key` (a camera, or any value for a viewpoint of the
// app's), made on first use; `options` are set on it
viewFor(key: unknown, options: SplatViewOptions = {}): SplatView {
if (this.disposed) {
throw new Error("SplatRenderer.viewFor: the renderer is disposed");
}
let view = this._views.get(key);
if (!view) {
view = new SplatView(this, key);
this._views.set(key, view);
}
const { collection, params, objectParams, ...rest } = options;
Object.assign(view.params, params);
Object.assign(view.objectParams, objectParams);
Object.assign(view, rest);
if ("collection" in options) {
view.collection = collection;
}
return view;
}
// Sort every view again at its next render (view.requestSort), and call
// onInvalidate for all of them
requestSort() {
this._views.forEach((view) => view.wantSort());
this.onInvalidate?.();
}
// The GPU sort's visible count of the latest render (a readback)
async readSortedCount(): Promise<number> {
return this.sorter && !this.disposed ? this.sorter.readCount() : 0;
}
// A disposed renderer still in the scene draws nothing (projecting would
// make GPU resources again)
onBeforeRender(_renderer: unknown, _scene: THREE.Scene, camera: THREE.Camera) {
if (this.disposed) {
this.geometry.instanceCount = 0;
return;
}
if (this.renderer.info.render.calls === this.preparedAt + 1) {
// Projected already, for this render: the draw's uniforms are its
SplatCamera.set(this.renderer, camera);
SplatParams.setView(this.settingsOf(this.viewOf(camera)).params);
this.encodeLinear.value = outputIsLinear(this.renderer) ? 1 : 0;
return;
}
this.update(camera);
}
// Project and sort for `camera` now, outside a render (WebGL2 timer
// queries do not nest); the next render draws that instead of projecting
// again
prepare(camera: THREE.Camera) {
if (this.disposed) {
this.geometry.instanceCount = 0;
return;
}
this.update(camera);
this.preparedAt = this.renderer.info.render.calls;
}
dispose() {
if (this.disposed) {
return;
}
this.disposed = true;
SplatRenderer.lost.unregister(this);
[...this._views.values()].forEach((view) => view.dispose());
this.view = undefined;
this.live = new Set();
SplatRenderer.renderers.delete(this.token.ref);
SplatRenderer.sweep();
this.projected.arrays.dispose();
this.sorter?.dispose();
this.sorter = undefined;
this.material.dispose();
// The shared index stays
this.geometry.setIndex(null);
this.geometry.instanceCount = 0;
this.geometry.dispose();
this.visible = false;
}
/** @internal The settings `view` draws with: its own over this renderer's */
settingsOf(view?: SplatView): ViewSettings {
const own: ViewSettings = {
collection: this._collection, method: this.method, sortBits: this.sortBits, params: this.params, objectParams: this.objectParams,
modifier: this.modifier, covModifier: this.covModifier, modifierSpace: this.modifierSpace, autoSort: this.autoSort,
};
if (!view) {
return own;
}
return {
collection: view.collection ?? own.collection,
method: own.method,
sortBits: view.sortBits ?? own.sortBits,
params: over(own.params, view.params),
objectParams: over(own.objectParams, view.objectParams),
modifier: view.modifier === null ? undefined : view.modifier ?? own.modifier,
covModifier: view.covModifier === null ? undefined : view.covModifier ?? own.covModifier,
modifierSpace: view.modifierSpace ?? own.modifierSpace,
autoSort: view.autoSort ?? own.autoSort,
};
}
/** @internal Sort keys on the app's sortWorker, else the shared sort pool */
async sortKeys(keys: Uint32Array<ArrayBuffer>, bits: SortKeyBits) {
if (this.disposed) {
throw new Error("SplatRenderer.sortKeys: the renderer is disposed");
}
return sortSplatKeys(keys, { bits, worker: this.sortWorker ?? SplatRenderer.sortPool });
}
/** @internal A view was disposed */
forget(view: SplatView) {
if (this._views.get(view.key) === view) {
this._views.delete(view.key);
}
if (this.view === view) {
this.view = undefined;
}
this.updateLive();
}
/** @internal The live collections changed: watch new objects, release retired ones */
updateLive() {
if (this.disposed) {
return;
}
const next = new Set<SplatCollection>([this._collection]);
this._views.forEach((view) => view.collections().forEach((collection) => next.add(collection)));
const retired = [...this.live].some((collection) => !next.has(collection));
for (const collection of next) {
for (const { object } of this.live.has(collection) ? [] : collection.objects) {
if (object.release) {
SplatRenderer.watched.add(object);
}
}
}
this.live = next;
if (retired) {
SplatRenderer.sweep();
}
}
// Release the watched objects no renderer's live collection holds any
// longer, after the bookkeeping, so a release may change renderers and
// views
private static sweep() {
if (SplatRenderer.watched.size === 0) {
return;
}
const live = new Set<AnySplatObject>();
for (const ref of SplatRenderer.renderers) {
for (const collection of ref.deref()?.live ?? []) {
collection.objects.forEach(({ object }) => live.add(object));
}
}
const done = [...SplatRenderer.watched].filter((object) => !live.has(object));
done.forEach((object) => SplatRenderer.watched.delete(object));
done.forEach((object) => object.release?.());
}
// The view a render from `camera` draws: `view`, else the one of its
// view key (made in cpu mode, where each viewpoint needs its own order)
private viewOf(camera: THREE.Camera): SplatView | undefined {
if (this.view) {
if (this.view.splats !== this) {
throw new Error("SplatRenderer: its view belongs to another SplatRenderer");
}
return this.view;
}
const key = this.viewKey(camera);
const view = this._views.get(key);
if (view || this._sortMode === "gpu") {
return view;
}
if (this._views.size >= MANY_VIEWS && !this.warnedViews) {
this.warnedViews = true;
console.warn(`SplatRenderer: renders have made ${this._views.size} views, one per camera; for cameras made anew, set viewKey (or view)`);
}
return this.viewFor(key);
}
private update(camera: THREE.Camera) {
const gpu = this._sortMode === "gpu";
if (gpu && !isWebGPUBackend(this.renderer)) {
throw new Error("SplatRenderer: sortMode \"gpu\" needs WebGPU (use \"cpu\")");
}
const view = this.viewOf(camera);
const settings = this.settingsOf(view);
const drawn = gpu ? { collection: settings.collection } : view!.drawn(camera);
SplatCamera.set(this.renderer, camera);
if (!drawn || drawn.collection.count === 0) {
this.geometry.instanceCount = 0;
return;
}
const phase = this.phase ?? ((_name, run) => run());
if (this.projected.projection.method !== this.method || this.projected.eyes !== SplatCamera.eyes) {
this.projected.arrays.dispose();
this.projected = this.makeProjected(this.method, SplatCamera.eyes);
}
const arrays = this.projected.arrays;
phase("project", () => projectCollection({ renderer: this.renderer, settings, collection: drawn.collection, arrays, pass: "full", cullKeys: gpu }));
let sorter: WgpuSplatSorter | undefined;
let visible = arrays.count;
if (gpu) {
sorter = this.sorter ??= new WgpuSplatSorter(this.renderer);
phase("sort", () => sorter!.sort(arrays, arrays.count, settings.sortBits));
} else {
const order = drawn as { arrays: GpuArrays; visible: number };
this.orderReader.bind(order.arrays, "indices");
this.orderCount.value = order.visible;
visible = Math.min(order.visible, arrays.count);
}
// Point the draw at the projection and the order
if (this.drawState.for !== this.projected || this.drawState.sorter !== sorter) {
this.buildMaterial(sorter);
}
this.drawState.projected.bind(arrays, "projected");
this.encodeLinear.value = outputIsLinear(this.renderer) ? 1 : 0;
// Three skips a draw with no instances even when the indirect
// arguments hold the actual count
this.geometry.setIndirect(sorter ? (sorter.indirect.attribute as IndirectStorageBufferAttribute) : (null as never));
this.geometry.instanceCount = Math.ceil(visible / QUADS);
}
private makeProjected(method: ProjectionMethod, eyes: number): Projected {
const projection = SplatProjection.get(method);
const arrays = new GpuArrays({ renderer: this.renderer, bundles: projection.outputs(eyes), capacity: 1, storage: isWebGPUBackend(this.renderer) });
return { projection, eyes, arrays };
}
// The one material, built (or rebuilt in place) for the projected
// arrays and the order source
private buildMaterial(sorter: WgpuSplatSorter | undefined) {
const { projection, eyes, arrays } = this.projected;
const projected = projection.reader(eyes).bind(arrays, "projected");
const order: DrawOptions["order"] = sorter ? (i) => sorter.values.element(i) : (i) => this.orderReader.load("index", i);
const count = sorter ? sorter.count : this.orderCount;
const options = { projection, eyes, projected, order, count, quads: QUADS, encodeLinear: this.encodeLinear };
if (this.drawState) {
setDrawNodes(this.material, options);
} else {
this.material.dispose();
this.material = makeDrawMaterial(options);
}
this.drawState = { for: this.projected, projected, sorter };
}
}
// `base` with the fields `top` sets on top
function over<T extends object>(base: T, top: Partial<T>): T {
const out = { ...base };
for (const key of Object.keys(top) as (keyof T)[]) {
if (top[key] !== undefined) {
out[key] = top[key] as T[keyof T];
}
}
return out;
}