@ifc-lite/renderer 1.18.0 → 1.20.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (67) hide show
  1. package/dist/deviation/deviation-pipeline.d.ts +48 -0
  2. package/dist/deviation/deviation-pipeline.d.ts.map +1 -0
  3. package/dist/deviation/deviation-pipeline.js +163 -0
  4. package/dist/deviation/deviation-pipeline.js.map +1 -0
  5. package/dist/deviation/deviation-shader.wgsl.d.ts +23 -0
  6. package/dist/deviation/deviation-shader.wgsl.d.ts.map +1 -0
  7. package/dist/deviation/deviation-shader.wgsl.js +237 -0
  8. package/dist/deviation/deviation-shader.wgsl.js.map +1 -0
  9. package/dist/deviation/triangle-bvh.d.ts +58 -0
  10. package/dist/deviation/triangle-bvh.d.ts.map +1 -0
  11. package/dist/deviation/triangle-bvh.js +255 -0
  12. package/dist/deviation/triangle-bvh.js.map +1 -0
  13. package/dist/device.d.ts +3 -0
  14. package/dist/device.d.ts.map +1 -1
  15. package/dist/device.js +10 -0
  16. package/dist/device.js.map +1 -1
  17. package/dist/index.d.ts +98 -4
  18. package/dist/index.d.ts.map +1 -1
  19. package/dist/index.js +362 -91
  20. package/dist/index.js.map +1 -1
  21. package/dist/picker.d.ts +18 -0
  22. package/dist/picker.d.ts.map +1 -1
  23. package/dist/picker.js +182 -70
  24. package/dist/picker.js.map +1 -1
  25. package/dist/picking-manager.d.ts +18 -0
  26. package/dist/picking-manager.d.ts.map +1 -1
  27. package/dist/picking-manager.js +40 -0
  28. package/dist/picking-manager.js.map +1 -1
  29. package/dist/pointcloud/point-cloud-node.d.ts +7 -0
  30. package/dist/pointcloud/point-cloud-node.d.ts.map +1 -1
  31. package/dist/pointcloud/point-cloud-node.js +38 -1
  32. package/dist/pointcloud/point-cloud-node.js.map +1 -1
  33. package/dist/pointcloud/point-cloud-renderer.d.ts +35 -4
  34. package/dist/pointcloud/point-cloud-renderer.d.ts.map +1 -1
  35. package/dist/pointcloud/point-cloud-renderer.js +52 -55
  36. package/dist/pointcloud/point-cloud-renderer.js.map +1 -1
  37. package/dist/pointcloud/point-cloud-uniforms.d.ts +36 -0
  38. package/dist/pointcloud/point-cloud-uniforms.d.ts.map +1 -0
  39. package/dist/pointcloud/point-cloud-uniforms.js +89 -0
  40. package/dist/pointcloud/point-cloud-uniforms.js.map +1 -0
  41. package/dist/pointcloud/point-pipeline.d.ts +4 -2
  42. package/dist/pointcloud/point-pipeline.d.ts.map +1 -1
  43. package/dist/pointcloud/point-pipeline.js +17 -2
  44. package/dist/pointcloud/point-pipeline.js.map +1 -1
  45. package/dist/pointcloud/point-shader.wgsl.d.ts +1 -1
  46. package/dist/pointcloud/point-shader.wgsl.d.ts.map +1 -1
  47. package/dist/pointcloud/point-shader.wgsl.js +78 -2
  48. package/dist/pointcloud/point-shader.wgsl.js.map +1 -1
  49. package/dist/scene.d.ts +11 -0
  50. package/dist/scene.d.ts.map +1 -1
  51. package/dist/scene.js +21 -0
  52. package/dist/scene.js.map +1 -1
  53. package/dist/section-2d-overlay.d.ts +24 -5
  54. package/dist/section-2d-overlay.d.ts.map +1 -1
  55. package/dist/section-2d-overlay.js +42 -13
  56. package/dist/section-2d-overlay.js.map +1 -1
  57. package/dist/section-plane-basis.d.ts +64 -0
  58. package/dist/section-plane-basis.d.ts.map +1 -0
  59. package/dist/section-plane-basis.js +86 -0
  60. package/dist/section-plane-basis.js.map +1 -0
  61. package/dist/section-plane.d.ts +18 -0
  62. package/dist/section-plane.d.ts.map +1 -1
  63. package/dist/section-plane.js +89 -6
  64. package/dist/section-plane.js.map +1 -1
  65. package/dist/types.d.ts +20 -0
  66. package/dist/types.d.ts.map +1 -1
  67. package/package.json +3 -3
@@ -11,14 +11,15 @@
11
11
  * share the depth buffer and section-plane state with triangle meshes.
12
12
  */
13
13
  import type { PointCloudAsset } from '@ifc-lite/geometry';
14
- import { type PointCloudChunkInput, type PointCloudNodeMeta } from './point-cloud-node.js';
14
+ import { type PointCloudChunkInput, type PointCloudNode, type PointCloudNodeMeta } from './point-cloud-node.js';
15
+ import { type PointColorMode, type PointSizeMode } from './point-cloud-uniforms.js';
15
16
  export interface ResolvedSectionPlane {
16
17
  normal: [number, number, number];
17
18
  distance: number;
18
19
  enabled: boolean;
19
20
  flipped?: boolean;
20
21
  }
21
- export type PointColorMode = 'rgb' | 'classification' | 'intensity' | 'height' | 'fixed';
22
+ export type { PointColorMode, PointSizeMode };
22
23
  /**
23
24
  * How to size a splat on screen.
24
25
  * - `fixed-px` every splat is `pointSize` pixels wide
@@ -29,7 +30,6 @@ export type PointColorMode = 'rgb' | 'classification' | 'intensity' | 'height' |
29
30
  * blow up to half the screen when you nose into the
30
31
  * cloud — usually the best default for nav.
31
32
  */
32
- export type PointSizeMode = 'fixed-px' | 'adaptive-world' | 'attenuated';
33
33
  export interface PointCloudDrawState {
34
34
  /** column-major view-projection matrix (16 floats) */
35
35
  viewProj: Float32Array;
@@ -56,6 +56,32 @@ export interface PointCloudRenderOptions {
56
56
  worldRadius?: number;
57
57
  /** Render splats as discs instead of squares. Defaults to true. */
58
58
  roundShape?: boolean;
59
+ /**
60
+ * Per-ASPRS-class visibility bitmask. Bit `i` set → class `i` is
61
+ * visible. Defaults to `0xFFFFFFFF` (all 32 classes shown). Only
62
+ * affects points carrying classifications; meshes ignore it.
63
+ * Stored as an unsigned 32-bit integer in the uniform block.
64
+ */
65
+ classMask?: number;
66
+ /**
67
+ * Stride-cull factor for the splat shader: 1 = render every point,
68
+ * 2 = every other, 4 = every fourth, etc. Used by the section-plane
69
+ * preview path so dragging a slider over a 100M-point scan stays
70
+ * responsive — UI flips this to e.g. 4 on drag start and back to 1
71
+ * on drag end. Default 1.
72
+ */
73
+ previewStride?: number;
74
+ /**
75
+ * BIM↔scan deviation heatmap range. `centerOffset` shifts the
76
+ * "white" point off zero (handy when a scan has a global offset
77
+ * from the model); `halfRange` is the metres mapped to ±1 on the
78
+ * blue→white→red ramp. Defaults to (0, 0.05) → ±5cm.
79
+ * Only consulted when `colorMode === 'deviation'`.
80
+ */
81
+ deviationRange?: {
82
+ centerOffset: number;
83
+ halfRange: number;
84
+ };
59
85
  }
60
86
  export interface PointCloudAssetHandle {
61
87
  readonly id: number;
@@ -97,6 +123,12 @@ export declare class PointCloudRenderer {
97
123
  private clearOwner;
98
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  hasAssets(): boolean;
99
125
  getNodeCount(): number;
126
+ /**
127
+ * Iterate every uploaded node. Exposed so the deviation compute
128
+ * pass can reach each node's vertex + deviation buffers without
129
+ * the renderer having to mirror its internal map.
130
+ */
131
+ getInternalNodes(): Iterable<PointCloudNode>;
100
132
  /** Total number of points currently uploaded across all assets. */
101
133
  getPointCount(): number;
102
134
  getBounds(): {
@@ -108,7 +140,6 @@ export declare class PointCloudRenderer {
108
140
  * the encoder/pass and is responsible for the depth attachment.
109
141
  */
110
142
  draw(pass: GPURenderPassEncoder, state: PointCloudDrawState): void;
111
- private writeUniforms;
112
143
  /**
113
144
  * Resolve a packed objectId rgba8 sample back to the asset that owns it.
114
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  * Returns null when the sample doesn't match any asset's expressId.
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"point-cloud-renderer.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-cloud-renderer.ts"],"names":[],"mappings":"AAIA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAE1D,OAAO,EAKL,KAAK,oBAAoB,EACzB,KAAK,cAAc,EACnB,KAAK,kBAAkB,EACxB,MAAM,uBAAuB,CAAC;AAC/B,OAAO,EAEL,KAAK,cAAc,EACnB,KAAK,aAAa,EACnB,MAAM,2BAA2B,CAAC;AAEnC,MAAM,WAAW,oBAAoB;IACnC,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACjC,QAAQ,EAAE,MAAM,CAAC;IACjB,OAAO,EAAE,OAAO,CAAC;IACjB,OAAO,CAAC,EAAE,OAAO,CAAC;CACnB;AAED,YAAY,EAAE,cAAc,EAAE,aAAa,EAAE,CAAC;AAE9C;;;;;;;;;GASG;AAEH,MAAM,WAAW,mBAAmB;IAClC,sDAAsD;IACtD,QAAQ,EAAE,YAAY,CAAC;IACvB,8DAA8D;IAC9D,YAAY,CAAC,EAAE,oBAAoB,GAAG,IAAI,CAAC;IAC3C;+CAC2C;IAC3C,QAAQ,CAAC,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAC;CAC9C;AAED,MAAM,WAAW,uBAAuB;IACtC,yDAAyD;IACzD,SAAS,CAAC,EAAE,cAAc,CAAC;IAC3B,qDAAqD;IACrD,UAAU,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC9C,+EAA+E;IAC/E,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,uDAAuD;IACvD,QAAQ,CAAC,EAAE,aAAa,CAAC;IACzB;gFAC4E;IAC5E,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,mEAAmE;IACnE,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB;;;;;OAKG;IACH,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB;;;;;;OAMG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB;;;;;;OAMG;IACH,cAAc,CAAC,EAAE;QAAE,YAAY,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAA;KAAE,CAAC;CAC9D;AAED,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;CACrB;AAaD,qBAAa,kBAAkB;IAC7B,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,QAAQ,CAAsB;IACtC,OAAO,CAAC,KAAK,CAAqC;IAClD,OAAO,CAAC,UAAU,CAAgC;IAClD,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,cAAc,CAA4C;IAClE,OAAO,CAAC,iBAAiB,CAA+C;IACxE,OAAO,CAAC,OAAO,CAUb;gBAGA,MAAM,EAAE,SAAS,EACjB,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,MAAM;IAMrB,UAAU,CAAC,IAAI,EAAE,uBAAuB,GAAG,IAAI;IA0B/C,UAAU,IAAI,QAAQ,CAAC,QAAQ,CAAC,uBAAuB,CAAC,CAAC;IAMzD;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,aAAa,CAAC,eAAe,CAAC,GAAG,IAAI;IAOvD,QAAQ,CAAC,KAAK,EAAE,eAAe,GAAG,qBAAqB;IAUvD,2DAA2D;IAC3D,UAAU,CAAC,IAAI,EAAE,kBAAkB,GAAG,qBAAqB;IAQ3D,WAAW,CAAC,MAAM,EAAE,qBAAqB,EAAE,KAAK,EAAE,oBAAoB,GAAG,IAAI;IAS7E,kEAAkE;IAClE,QAAQ,CAAC,MAAM,EAAE,qBAAqB,GAAG,IAAI;IAI7C,WAAW,CAAC,MAAM,EAAE,qBAAqB,GAAG,IAAI;IAQhD;;;;;;;OAOG;IACH,YAAY,CAAC,MAAM,EAAE,qBAAqB,EAAE,YAAY,EAAE,MAAM,GAAG,IAAI;IAQvE,KAAK,IAAI,IAAI;IAQb,OAAO,CAAC,UAAU;IAUlB,SAAS,IAAI,OAAO;IAIpB,YAAY,IAAI,MAAM;IAItB;;;;OAIG;IACH,gBAAgB,IAAI,QAAQ,CAAC,cAAc,CAAC;IAI5C,mEAAmE;IACnE,aAAa,IAAI,MAAM;IAQvB,SAAS,IAAI;QAAE,GAAG,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAAC,GAAG,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;KAAE,GAAG,IAAI;IAmBpF;;;OAGG;IACH,IAAI,CAAC,IAAI,EAAE,oBAAoB,EAAE,KAAK,EAAE,mBAAmB,GAAG,IAAI;IAuElE;;;OAGG;IACH,WAAW,CAAC,SAAS,EAAE,MAAM,GAAG;QAAE,MAAM,EAAE,qBAAqB,CAAC;QAAC,IAAI,EAAE,kBAAkB,CAAA;KAAE,GAAG,IAAI;IASlG;;;;;OAKG;IACH,YAAY,IAAI,KAAK,CAAC;QACpB,SAAS,EAAE,MAAM,CAAC;QAClB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,MAAM,EAAE,KAAK,CAAC;YAAE,YAAY,EAAE,SAAS,CAAC;YAAC,UAAU,EAAE,MAAM,CAAA;SAAE,CAAC,CAAC;KAChE,CAAC;CAYH"}
@@ -3,18 +3,7 @@
3
3
  * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
4
  import { PointRenderPipeline, POINT_QUAD_VERTS, POINT_UNIFORM_SIZE } from './point-pipeline.js';
5
5
  import { appendChunkToNode, createNode, destroyNode, uploadAssetToGpu, } from './point-cloud-node.js';
6
- const COLOR_MODE_INDEX = {
7
- rgb: 0,
8
- classification: 1,
9
- intensity: 2,
10
- height: 3,
11
- fixed: 4,
12
- };
13
- const SIZE_MODE_INDEX = {
14
- 'fixed-px': 0,
15
- 'adaptive-world': 1,
16
- 'attenuated': 2,
17
- };
6
+ import { writePointCloudUniforms, } from './point-cloud-uniforms.js';
18
7
  export class PointCloudRenderer {
19
8
  device;
20
9
  pipeline;
@@ -30,6 +19,9 @@ export class PointCloudRenderer {
30
19
  sizeMode: 'attenuated',
31
20
  worldRadius: 0.02,
32
21
  roundShape: true,
22
+ classMask: 0xFFFFFFFF,
23
+ previewStride: 1,
24
+ deviationRange: { centerOffset: 0, halfRange: 0.05 },
33
25
  };
34
26
  constructor(device, colorFormat, depthFormat, sampleCount) {
35
27
  this.device = device;
@@ -48,6 +40,24 @@ export class PointCloudRenderer {
48
40
  this.options.worldRadius = opts.worldRadius;
49
41
  if (opts.roundShape !== undefined)
50
42
  this.options.roundShape = opts.roundShape;
43
+ if (opts.classMask !== undefined)
44
+ this.options.classMask = opts.classMask >>> 0;
45
+ if (opts.previewStride !== undefined) {
46
+ // Clamp to a sane positive integer — stride 0 would divide by
47
+ // zero in the shader's modulo. >256 is silly but harmless.
48
+ const s = Math.max(1, Math.min(256, Math.floor(opts.previewStride) || 1));
49
+ this.options.previewStride = s;
50
+ }
51
+ if (opts.deviationRange !== undefined) {
52
+ const r = opts.deviationRange;
53
+ this.options.deviationRange = {
54
+ centerOffset: Number.isFinite(r.centerOffset) ? r.centerOffset : 0,
55
+ // halfRange = 0 would divide by zero in the shader; clamp to
56
+ // a tiny positive value so dragging the slider to the floor
57
+ // doesn't NaN the colour.
58
+ halfRange: Number.isFinite(r.halfRange) && r.halfRange > 0 ? r.halfRange : 1e-6,
59
+ };
60
+ }
51
61
  }
52
62
  getOptions() {
53
63
  return this.options;
@@ -138,6 +148,14 @@ export class PointCloudRenderer {
138
148
  getNodeCount() {
139
149
  return this.nodes.size;
140
150
  }
151
+ /**
152
+ * Iterate every uploaded node. Exposed so the deviation compute
153
+ * pass can reach each node's vertex + deviation buffers without
154
+ * the renderer having to mirror its internal map.
155
+ */
156
+ getInternalNodes() {
157
+ return this.nodes.values();
158
+ }
141
159
  /** Total number of points currently uploaded across all assets. */
142
160
  getPointCount() {
143
161
  let total = 0;
@@ -210,57 +228,36 @@ export class PointCloudRenderer {
210
228
  const viewportW = Math.max(1, state.viewport?.width ?? 1);
211
229
  const viewportH = Math.max(1, state.viewport?.height ?? 1);
212
230
  for (const node of this.nodes.values()) {
213
- this.writeUniforms(node, state.viewProj, normal, distance, enabled, heightMin, heightMax, viewportW, viewportH);
231
+ writePointCloudUniforms(this.device, this.uniformScratch, this.uniformScratchU32, node, {
232
+ viewProj: state.viewProj,
233
+ fixedColor: this.options.fixedColor,
234
+ colorMode: this.options.colorMode,
235
+ sizeMode: this.options.sizeMode,
236
+ pointSize: this.options.pointSize,
237
+ worldRadius: this.options.worldRadius,
238
+ roundShape: this.options.roundShape,
239
+ sectionNormal: normal,
240
+ sectionDist: distance,
241
+ sectionEnabled: enabled,
242
+ heightMin,
243
+ heightMax,
244
+ viewportW,
245
+ viewportH,
246
+ classMask: this.options.classMask,
247
+ previewStride: this.options.previewStride,
248
+ deviationCenterOffset: this.options.deviationRange.centerOffset,
249
+ deviationHalfRange: this.options.deviationRange.halfRange,
250
+ });
214
251
  pass.setBindGroup(0, node.bindGroup);
215
252
  for (const chunk of node.chunks) {
216
253
  pass.setVertexBuffer(0, chunk.vertexBuffer);
254
+ // 2nd buffer: per-point deviation float (location 4 in shader).
255
+ pass.setVertexBuffer(1, chunk.deviationBuffer);
217
256
  // Six verts per splat, one instance per source point.
218
257
  pass.draw(POINT_QUAD_VERTS, chunk.pointCount, 0, 0);
219
258
  }
220
259
  }
221
260
  }
222
- writeUniforms(node, viewProj, sectionNormal, sectionDist, sectionEnabled, heightMin, heightMax, viewportW, viewportH) {
223
- const u = this.uniformScratch;
224
- const uU32 = this.uniformScratchU32;
225
- // viewProj — floats 0..15
226
- u.set(viewProj.subarray(0, 16), 0);
227
- // model — floats 16..31 (identity for now; per-asset transforms can be added later)
228
- u.fill(0, 16, 32);
229
- u[16] = 1;
230
- u[21] = 1;
231
- u[26] = 1;
232
- u[31] = 1;
233
- // colorOverride — floats 32..35
234
- u[32] = this.options.fixedColor[0];
235
- u[33] = this.options.fixedColor[1];
236
- u[34] = this.options.fixedColor[2];
237
- u[35] = this.options.fixedColor[3];
238
- // colorModeAndExtras — floats 36..39 (mode, pointSize, heightMin, heightMax)
239
- u[36] = COLOR_MODE_INDEX[this.options.colorMode];
240
- u[37] = this.options.pointSize;
241
- u[38] = heightMin;
242
- u[39] = heightMax;
243
- // sizing — floats 40..43 (sizeMode, worldRadius, viewportW, viewportH)
244
- u[40] = SIZE_MODE_INDEX[this.options.sizeMode];
245
- u[41] = this.options.worldRadius;
246
- u[42] = viewportW;
247
- u[43] = viewportH;
248
- // sectionPlane — floats 44..47
249
- u[44] = sectionNormal[0];
250
- u[45] = sectionNormal[1];
251
- u[46] = sectionNormal[2];
252
- u[47] = sectionDist;
253
- // flags (u32 view) — bytes 192..207 = u32 indices 48..51
254
- // flags.x = the asset's CURRENT expressId. The shader uses this
255
- // when non-zero so the federation registry can relabel a streamed
256
- // asset post-upload (its per-vertex entityId attribute is baked
257
- // at upload and would otherwise stay at the synthetic local ID).
258
- uU32[48] = node.meta.expressId >>> 0;
259
- uU32[49] = sectionEnabled ? 1 : 0;
260
- uU32[50] = this.options.roundShape ? 1 : 0;
261
- uU32[51] = 0;
262
- this.device.queue.writeBuffer(node.uniformBuffer, 0, u.buffer, u.byteOffset, POINT_UNIFORM_SIZE);
263
- }
264
261
  /**
265
262
  * Resolve a packed objectId rgba8 sample back to the asset that owns it.
266
263
  * Returns null when the sample doesn't match any asset's expressId.
@@ -1 +1 @@
1
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@@ -0,0 +1,36 @@
1
+ import type { PointCloudNode } from './point-cloud-node.js';
2
+ export type PointColorMode = 'rgb' | 'classification' | 'intensity' | 'height' | 'fixed' | 'deviation';
3
+ export type PointSizeMode = 'fixed-px' | 'adaptive-world' | 'attenuated';
4
+ export declare const COLOR_MODE_INDEX: Record<PointColorMode, number>;
5
+ export declare const SIZE_MODE_INDEX: Record<PointSizeMode, number>;
6
+ export interface PointUniformInputs {
7
+ viewProj: Float32Array;
8
+ fixedColor: [number, number, number, number];
9
+ colorMode: PointColorMode;
10
+ sizeMode: PointSizeMode;
11
+ pointSize: number;
12
+ worldRadius: number;
13
+ roundShape: boolean;
14
+ sectionNormal: [number, number, number];
15
+ sectionDist: number;
16
+ sectionEnabled: boolean;
17
+ heightMin: number;
18
+ heightMax: number;
19
+ viewportW: number;
20
+ viewportH: number;
21
+ /** Per-ASPRS-class visibility bitmask (32 bits = LAS 1.4 classes). */
22
+ classMask: number;
23
+ /** Preview stride — 1 = full density, N = render every Nth point. */
24
+ previewStride: number;
25
+ /** BIM ↔ scan deviation heatmap range (metres). */
26
+ deviationCenterOffset: number;
27
+ deviationHalfRange: number;
28
+ }
29
+ /**
30
+ * Pack the per-asset point-cloud uniform block into `scratch` and copy
31
+ * it onto the GPU. The two scratch typed-arrays must alias the same
32
+ * underlying buffer so we can write floats and packed u32 flags in one
33
+ * pass.
34
+ */
35
+ export declare function writePointCloudUniforms(device: GPUDevice, scratch: Float32Array, scratchU32: Uint32Array, node: PointCloudNode, inputs: PointUniformInputs): void;
36
+ //# sourceMappingURL=point-cloud-uniforms.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"point-cloud-uniforms.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-cloud-uniforms.ts"],"names":[],"mappings":"AAaA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,uBAAuB,CAAC;AAE5D,MAAM,MAAM,cAAc,GACtB,KAAK,GACL,gBAAgB,GAChB,WAAW,GACX,QAAQ,GACR,OAAO,GACP,WAAW,CAAC;AAEhB,MAAM,MAAM,aAAa,GAAG,UAAU,GAAG,gBAAgB,GAAG,YAAY,CAAC;AAEzE,eAAO,MAAM,gBAAgB,EAAE,MAAM,CAAC,cAAc,EAAE,MAAM,CAO3D,CAAC;AAEF,eAAO,MAAM,eAAe,EAAE,MAAM,CAAC,aAAa,EAAE,MAAM,CAIzD,CAAC;AAEF,MAAM,WAAW,kBAAkB;IACjC,QAAQ,EAAE,YAAY,CAAC;IACvB,UAAU,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC7C,SAAS,EAAE,cAAc,CAAC;IAC1B,QAAQ,EAAE,aAAa,CAAC;IACxB,SAAS,EAAE,MAAM,CAAC;IAClB,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,OAAO,CAAC;IACpB,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACxC,WAAW,EAAE,MAAM,CAAC;IACpB,cAAc,EAAE,OAAO,CAAC;IACxB,SAAS,EAAE,MAAM,CAAC;IAClB,SAAS,EAAE,MAAM,CAAC;IAClB,SAAS,EAAE,MAAM,CAAC;IAClB,SAAS,EAAE,MAAM,CAAC;IAClB,sEAAsE;IACtE,SAAS,EAAE,MAAM,CAAC;IAClB,qEAAqE;IACrE,aAAa,EAAE,MAAM,CAAC;IACtB,mDAAmD;IACnD,qBAAqB,EAAE,MAAM,CAAC;IAC9B,kBAAkB,EAAE,MAAM,CAAC;CAC5B;AAED;;;;;GAKG;AACH,wBAAgB,uBAAuB,CACrC,MAAM,EAAE,SAAS,EACjB,OAAO,EAAE,YAAY,EACrB,UAAU,EAAE,WAAW,EACvB,IAAI,EAAE,cAAc,EACpB,MAAM,EAAE,kBAAkB,GACzB,IAAI,CAwDN"}
@@ -0,0 +1,89 @@
1
+ /* This Source Code Form is subject to the terms of the Mozilla Public
2
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
3
+ * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
+ /**
5
+ * Uniform layout + writer for the point-cloud render pipeline.
6
+ *
7
+ * Extracted from `point-cloud-renderer.ts` to keep the orchestration
8
+ * class small. The layout matches `point-shader.wgsl.ts` byte-for-byte;
9
+ * any shader edit needs to come back here too.
10
+ */
11
+ import { POINT_UNIFORM_SIZE } from './point-pipeline.js';
12
+ export const COLOR_MODE_INDEX = {
13
+ rgb: 0,
14
+ classification: 1,
15
+ intensity: 2,
16
+ height: 3,
17
+ fixed: 4,
18
+ deviation: 5,
19
+ };
20
+ export const SIZE_MODE_INDEX = {
21
+ 'fixed-px': 0,
22
+ 'adaptive-world': 1,
23
+ 'attenuated': 2,
24
+ };
25
+ /**
26
+ * Pack the per-asset point-cloud uniform block into `scratch` and copy
27
+ * it onto the GPU. The two scratch typed-arrays must alias the same
28
+ * underlying buffer so we can write floats and packed u32 flags in one
29
+ * pass.
30
+ */
31
+ export function writePointCloudUniforms(device, scratch, scratchU32, node, inputs) {
32
+ const u = scratch;
33
+ const uU32 = scratchU32;
34
+ // viewProj — floats 0..15
35
+ u.set(inputs.viewProj.subarray(0, 16), 0);
36
+ // model — floats 16..31 (identity for now; per-asset transforms can be added later)
37
+ u.fill(0, 16, 32);
38
+ u[16] = 1;
39
+ u[21] = 1;
40
+ u[26] = 1;
41
+ u[31] = 1;
42
+ // colorOverride — floats 32..35
43
+ u[32] = inputs.fixedColor[0];
44
+ u[33] = inputs.fixedColor[1];
45
+ u[34] = inputs.fixedColor[2];
46
+ u[35] = inputs.fixedColor[3];
47
+ // colorModeAndExtras — floats 36..39 (mode, pointSize, heightMin, heightMax)
48
+ u[36] = COLOR_MODE_INDEX[inputs.colorMode];
49
+ u[37] = inputs.pointSize;
50
+ u[38] = inputs.heightMin;
51
+ u[39] = inputs.heightMax;
52
+ // sizing — floats 40..43 (sizeMode, worldRadius, viewportW, viewportH)
53
+ u[40] = SIZE_MODE_INDEX[inputs.sizeMode];
54
+ u[41] = inputs.worldRadius;
55
+ u[42] = inputs.viewportW;
56
+ u[43] = inputs.viewportH;
57
+ // sectionPlane — floats 44..47
58
+ u[44] = inputs.sectionNormal[0];
59
+ u[45] = inputs.sectionNormal[1];
60
+ u[46] = inputs.sectionNormal[2];
61
+ u[47] = inputs.sectionDist;
62
+ // flags (u32 view) — bytes 192..207 = u32 indices 48..51
63
+ // flags.x = the asset's CURRENT expressId. The shader uses this
64
+ // when non-zero so the federation registry can relabel a streamed
65
+ // asset post-upload (its per-vertex entityId attribute is baked
66
+ // at upload and would otherwise stay at the synthetic local ID).
67
+ // flags.w (u32 slot 51) = ASPRS class-visibility mask. Bit i set → class i shown.
68
+ uU32[48] = node.meta.expressId >>> 0;
69
+ uU32[49] = inputs.sectionEnabled ? 1 : 0;
70
+ uU32[50] = inputs.roundShape ? 1 : 0;
71
+ uU32[51] = inputs.classMask >>> 0;
72
+ // extras (u32 slots 52..55) — extras.x = previewStride, yzw reserved.
73
+ uU32[52] = inputs.previewStride >>> 0;
74
+ uU32[53] = 0;
75
+ uU32[54] = 0;
76
+ uU32[55] = 0;
77
+ // deviationRange (f32 slots 56..59) — center, halfRange, _, _.
78
+ u[56] = inputs.deviationCenterOffset;
79
+ u[57] = inputs.deviationHalfRange;
80
+ u[58] = 0;
81
+ u[59] = 0;
82
+ // Pass the typed array directly — TypeScript widens `.buffer` to
83
+ // `ArrayBufferLike` here (vs. `ArrayBuffer` on a class field), which
84
+ // doesn't satisfy `writeBuffer`'s parameter type. Slicing the typed
85
+ // array view to exactly the uniform size + 4 alignment is identical
86
+ // to the byteOffset/byteLength form on the buffer.
87
+ device.queue.writeBuffer(node.uniformBuffer, 0, u, 0, POINT_UNIFORM_SIZE / 4);
88
+ }
89
+ //# sourceMappingURL=point-cloud-uniforms.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"point-cloud-uniforms.js","sourceRoot":"","sources":["../../src/pointcloud/point-cloud-uniforms.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;GAMG;AAEH,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAazD,MAAM,CAAC,MAAM,gBAAgB,GAAmC;IAC9D,GAAG,EAAE,CAAC;IACN,cAAc,EAAE,CAAC;IACjB,SAAS,EAAE,CAAC;IACZ,MAAM,EAAE,CAAC;IACT,KAAK,EAAE,CAAC;IACR,SAAS,EAAE,CAAC;CACb,CAAC;AAEF,MAAM,CAAC,MAAM,eAAe,GAAkC;IAC5D,UAAU,EAAE,CAAC;IACb,gBAAgB,EAAE,CAAC;IACnB,YAAY,EAAE,CAAC;CAChB,CAAC;AA0BF;;;;;GAKG;AACH,MAAM,UAAU,uBAAuB,CACrC,MAAiB,EACjB,OAAqB,EACrB,UAAuB,EACvB,IAAoB,EACpB,MAA0B;IAE1B,MAAM,CAAC,GAAG,OAAO,CAAC;IAClB,MAAM,IAAI,GAAG,UAAU,CAAC;IAExB,0BAA0B;IAC1B,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC1C,oFAAoF;IACpF,CAAC,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;IAClB,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAC3C,gCAAgC;IAChC,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IAC7B,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IAC7B,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IAC7B,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IAC7B,6EAA6E;IAC7E,CAAC,CAAC,EAAE,CAAC,GAAG,gBAAgB,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;IAC3C,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC;IACzB,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC;IACzB,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC;IACzB,uEAAuE;IACvE,CAAC,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IACzC,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,WAAW,CAAC;IAC3B,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC;IACzB,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC;IACzB,+BAA+B;IAC/B,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;IAChC,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;IAChC,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;IAChC,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,WAAW,CAAC;IAC3B,yDAAyD;IACzD,gEAAgE;IAChE,kEAAkE;IAClE,gEAAgE;IAChE,iEAAiE;IACjE,kFAAkF;IAClF,IAAI,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,SAAS,KAAK,CAAC,CAAC;IACrC,IAAI,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACzC,IAAI,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACrC,IAAI,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,KAAK,CAAC,CAAC;IAClC,sEAAsE;IACtE,IAAI,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,aAAa,KAAK,CAAC,CAAC;IACtC,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACb,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACb,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACb,+DAA+D;IAC/D,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,qBAAqB,CAAC;IACrC,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,kBAAkB,CAAC;IAClC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IACV,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAEV,iEAAiE;IACjE,qEAAqE;IACrE,oEAAoE;IACpE,oEAAoE;IACpE,mDAAmD;IACnD,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,kBAAkB,GAAG,CAAC,CAAC,CAAC;AAChF,CAAC"}
@@ -6,9 +6,11 @@
6
6
  * [36..39] colorModeAndExtras (mode, pointSizePx, heightMin, heightMax)
7
7
  * [40..43] sizing (sizeMode, worldRadius, viewportW, viewportH)
8
8
  * [44..47] sectionPlane (nx, ny, nz, distance)
9
- * [48..51] flags (u32 view: x=unused, y=sectionEnabled, z=roundShape, w=unused)
9
+ * [48..51] flags (u32 view: x=expressId, y=sectionEnabled, z=roundShape, w=classMask)
10
+ * [52..55] extras (u32 view: x=previewStride, yzw=unused)
11
+ * [56..59] deviationRange (centerOffset, halfRange, _, _)
10
12
  */
11
- export declare const POINT_UNIFORM_SIZE = 208;
13
+ export declare const POINT_UNIFORM_SIZE = 240;
12
14
  export declare const POINT_VERTEX_BYTES = 24;
13
15
  /** Number of vertices emitted per splat (two triangles forming a quad). */
14
16
  export declare const POINT_QUAD_VERTS = 6;
@@ -1 +1 @@
1
- {"version":3,"file":"point-pipeline.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-pipeline.ts"],"names":[],"mappings":"AA0BA;;;;;;;;;GASG;AACH,eAAO,MAAM,kBAAkB,MAAM,CAAC;AACtC,eAAO,MAAM,kBAAkB,KAAK,CAAC;AACrC,2EAA2E;AAC3E,eAAO,MAAM,gBAAgB,IAAI,CAAC;AAElC,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,QAAQ,CAAoB;IACpC,OAAO,CAAC,eAAe,CAAqB;gBAG1C,MAAM,EAAE,SAAS,EACjB,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,MAAM;IAwDrB,WAAW,IAAI,iBAAiB;IAIhC,kBAAkB,IAAI,kBAAkB;IAIxC,mBAAmB,IAAI,SAAS;IAOhC,eAAe,CAAC,aAAa,EAAE,SAAS,GAAG,YAAY;CAMxD"}
1
+ {"version":3,"file":"point-pipeline.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-pipeline.ts"],"names":[],"mappings":"AA0BA;;;;;;;;;;;GAWG;AAKH,eAAO,MAAM,kBAAkB,MAAM,CAAC;AACtC,eAAO,MAAM,kBAAkB,KAAK,CAAC;AACrC,2EAA2E;AAC3E,eAAO,MAAM,gBAAgB,IAAI,CAAC;AAElC,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,QAAQ,CAAoB;IACpC,OAAO,CAAC,eAAe,CAAqB;gBAG1C,MAAM,EAAE,SAAS,EACjB,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,MAAM;IAiErB,WAAW,IAAI,iBAAiB;IAIhC,kBAAkB,IAAI,kBAAkB;IAIxC,mBAAmB,IAAI,SAAS;IAOhC,eAAe,CAAC,aAAa,EAAE,SAAS,GAAG,YAAY;CAMxD"}
@@ -29,9 +29,15 @@ import { pointShaderSource } from './point-shader.wgsl.js';
29
29
  * [36..39] colorModeAndExtras (mode, pointSizePx, heightMin, heightMax)
30
30
  * [40..43] sizing (sizeMode, worldRadius, viewportW, viewportH)
31
31
  * [44..47] sectionPlane (nx, ny, nz, distance)
32
- * [48..51] flags (u32 view: x=unused, y=sectionEnabled, z=roundShape, w=unused)
32
+ * [48..51] flags (u32 view: x=expressId, y=sectionEnabled, z=roundShape, w=classMask)
33
+ * [52..55] extras (u32 view: x=previewStride, yzw=unused)
34
+ * [56..59] deviationRange (centerOffset, halfRange, _, _)
33
35
  */
34
- export const POINT_UNIFORM_SIZE = 208;
36
+ // 15 vec4 slots × 16 bytes = 240. Was 208 before extras (PR-G's
37
+ // stride cull) and deviationRange (PR-H's BIM↔scan heatmap) both
38
+ // claimed their own slots — keeping them separate avoids overloading
39
+ // the flags / colourOverride slots and stays std140-friendly.
40
+ export const POINT_UNIFORM_SIZE = 240;
35
41
  export const POINT_VERTEX_BYTES = 24;
36
42
  /** Number of vertices emitted per splat (two triangles forming a quad). */
37
43
  export const POINT_QUAD_VERTS = 6;
@@ -71,6 +77,15 @@ export class PointRenderPipeline {
71
77
  { shaderLocation: 3, offset: 20, format: 'uint32' },
72
78
  ],
73
79
  },
80
+ {
81
+ // Per-point deviation float (BIM↔scan signed distance).
82
+ // Always present, zero when the user hasn't computed yet.
83
+ arrayStride: 4,
84
+ stepMode: 'instance',
85
+ attributes: [
86
+ { shaderLocation: 4, offset: 0, format: 'float32' },
87
+ ],
88
+ },
74
89
  ],
75
90
  },
76
91
  fragment: {
@@ -1 +1 @@
1
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1
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@@ -18,5 +18,5 @@
18
18
  * Round shape: fragment discards corners outside the unit disc, so
19
19
  * splats render as circles (not squares) at any size > ~3 px.
20
20
  */
21
- export declare const pointShaderSource = "\n struct PointUniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n colorOverride: vec4<f32>,\n // x = colorMode, y = pointSizePx, z = heightMin, w = heightMax\n colorModeAndExtras: vec4<f32>,\n // x = sizeMode, y = worldRadius (m), z = viewportWidth, w = viewportHeight\n sizing: vec4<f32>,\n sectionPlane: vec4<f32>,\n // x = assetExpressId (federation-aware globalId), y = sectionEnabled,\n // z = roundShape, w = unused\n flags: vec4<u32>,\n }\n @binding(0) @group(0) var<uniform> uniforms: PointUniforms;\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) rgbAndClass: vec4<f32>, // unorm8x4 \u2192 0..1 each\n @location(2) intensityPacked: u32, // low 16 bits = intensity\n @location(3) entityId: u32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) color: vec4<f32>,\n @location(1) worldPos: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n @location(3) quadUv: vec2<f32>,\n }\n\n fn classification_color(class_id: u32) -> vec3<f32> {\n switch (class_id) {\n case 0u, 1u: { return vec3<f32>(0.65, 0.65, 0.65); }\n case 2u: { return vec3<f32>(0.55, 0.40, 0.25); }\n case 3u: { return vec3<f32>(0.55, 0.85, 0.45); }\n case 4u: { return vec3<f32>(0.30, 0.75, 0.30); }\n case 5u: { return vec3<f32>(0.10, 0.45, 0.15); }\n case 6u: { return vec3<f32>(0.95, 0.55, 0.20); }\n case 7u: { return vec3<f32>(0.95, 0.20, 0.20); }\n case 8u: { return vec3<f32>(0.20, 0.85, 0.95); }\n case 9u: { return vec3<f32>(0.20, 0.40, 0.95); }\n case 10u: { return vec3<f32>(0.55, 0.20, 0.85); }\n case 11u: { return vec3<f32>(0.30, 0.30, 0.30); }\n case 13u: { return vec3<f32>(0.95, 0.85, 0.20); }\n case 14u: { return vec3<f32>(0.95, 0.95, 0.50); }\n case 15u: { return vec3<f32>(0.20, 0.20, 0.55); }\n case 16u: { return vec3<f32>(0.30, 0.65, 0.65); }\n case 17u: { return vec3<f32>(0.85, 0.70, 0.50); }\n case 18u: { return vec3<f32>(0.95, 0.20, 0.20); }\n default: { return vec3<f32>(0.65, 0.65, 0.65); }\n }\n }\n\n fn height_ramp(t: f32) -> vec3<f32> {\n let s = clamp(t, 0.0, 1.0);\n if (s < 0.25) {\n let k = s / 0.25;\n return mix(vec3<f32>(0.10, 0.20, 0.85), vec3<f32>(0.10, 0.85, 0.85), k);\n } else if (s < 0.5) {\n let k = (s - 0.25) / 0.25;\n return mix(vec3<f32>(0.10, 0.85, 0.85), vec3<f32>(0.20, 0.85, 0.20), k);\n } else if (s < 0.75) {\n let k = (s - 0.5) / 0.25;\n return mix(vec3<f32>(0.20, 0.85, 0.20), vec3<f32>(0.95, 0.95, 0.20), k);\n } else {\n let k = (s - 0.75) / 0.25;\n return mix(vec3<f32>(0.95, 0.95, 0.20), vec3<f32>(0.95, 0.20, 0.10), k);\n }\n }\n\n @vertex\n fn vs_main(input: VertexInput, @builtin(vertex_index) vId: u32) -> VertexOutput {\n // Quad corners (two triangles, CCW) in unit disc coords:\n // tri 1: (-1,-1)(1,-1)(1,1)\n // tri 2: (-1,-1)(1, 1)(-1,1)\n var corners = array<vec2<f32>, 6>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>( 1.0, -1.0),\n vec2<f32>( 1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>( 1.0, 1.0),\n vec2<f32>(-1.0, 1.0),\n );\n let corner = corners[vId];\n\n let worldPos4 = uniforms.model * vec4<f32>(input.position, 1.0);\n var clipPos = uniforms.viewProj * worldPos4;\n\n // Compute splat half-extent in pixels for the active size mode.\n let sizeMode = u32(uniforms.sizing.x);\n let worldRadius = uniforms.sizing.y;\n let viewport = uniforms.sizing.zw;\n let pointSizePx = uniforms.colorModeAndExtras.y;\n\n // halfPx is the splat RADIUS in pixels. The user-facing\n // pointSizePx is the diameter (\"8 px point\"), so divide by 2\n // when feeding it to the pipeline. Without this the fixed and\n // attenuated branches render splats at ~2x their requested size.\n var halfPx: f32;\n if (sizeMode == 0u) {\n halfPx = max(0.5, pointSizePx * 0.5);\n } else {\n // Project a world-radius offset to clip space, take pixel delta.\n // worldRadius is already a radius \u2014 no /2 needed here.\n let edgePos = uniforms.viewProj * (worldPos4 + vec4<f32>(worldRadius, 0.0, 0.0, 0.0));\n let centerNdcX = clipPos.x / max(abs(clipPos.w), 1e-6);\n let edgeNdcX = edgePos.x / max(abs(edgePos.w), 1e-6);\n let projectedPx = abs(edgeNdcX - centerNdcX) * 0.5 * viewport.x;\n if (sizeMode == 2u) {\n halfPx = clamp(projectedPx, 0.5, max(0.5, pointSizePx * 0.5));\n } else {\n halfPx = max(0.5, projectedPx);\n }\n }\n\n // Convert pixel offset to clip-space offset. Multiply by clipPos.w\n // because the GPU divides by w during the perspective divide.\n let halfClip = vec2<f32>(halfPx) / max(viewport, vec2<f32>(1.0)) * 2.0 * abs(clipPos.w);\n clipPos.x = clipPos.x + corner.x * halfClip.x;\n clipPos.y = clipPos.y + corner.y * halfClip.y;\n\n // Color selection\n let mode = u32(uniforms.colorModeAndExtras.x);\n let intensity01 = f32(input.intensityPacked & 0xffffu) / 65535.0;\n let classId = u32(round(input.rgbAndClass.a * 255.0));\n let heightT =\n (worldPos4.y - uniforms.colorModeAndExtras.z) /\n max(1e-6, uniforms.colorModeAndExtras.w - uniforms.colorModeAndExtras.z);\n\n var rgb: vec3<f32>;\n switch (mode) {\n case 0u: { rgb = input.rgbAndClass.rgb; }\n case 1u: { rgb = classification_color(classId); }\n case 2u: { rgb = vec3<f32>(intensity01, intensity01, intensity01); }\n case 3u: { rgb = height_ramp(heightT); }\n case 4u: { rgb = uniforms.colorOverride.rgb; }\n default: { rgb = input.rgbAndClass.rgb; }\n }\n\n var output: VertexOutput;\n output.position = clipPos;\n output.color = vec4<f32>(rgb, 1.0);\n output.worldPos = worldPos4.xyz;\n output.entityId = input.entityId;\n output.quadUv = corner;\n return output;\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectId: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // Round shape \u2014 discard corners outside the unit disc.\n if (uniforms.flags.z == 1u) {\n if (dot(input.quadUv, input.quadUv) > 1.0) {\n discard;\n }\n }\n\n // Section-plane clipping\n if (uniforms.flags.y == 1u) {\n let d = dot(uniforms.sectionPlane.xyz, input.worldPos) - uniforms.sectionPlane.w;\n if (d > 0.0) {\n discard;\n }\n }\n\n var output: FragmentOutput;\n output.color = input.color;\n // Prefer the asset-level expressId from the uniform when it's set\n // (federation needs to relabel post-stream, so we can't rely on\n // the per-vertex attribute that was baked at upload time).\n // flags.x == 0 \u2192 fall back to per-vertex value to preserve the\n // legacy contract during the upload-only rendering window.\n let id = select(input.entityId, uniforms.flags.x, uniforms.flags.x != 0u);\n output.objectId = vec4<f32>(\n f32((id >> 0u) & 0xffu) / 255.0,\n f32((id >> 8u) & 0xffu) / 255.0,\n f32((id >> 16u) & 0xffu) / 255.0,\n f32((id >> 24u) & 0xffu) / 255.0,\n );\n return output;\n }\n";
21
+ export declare const pointShaderSource = "\n struct PointUniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n colorOverride: vec4<f32>,\n // x = colorMode, y = pointSizePx, z = heightMin, w = heightMax\n colorModeAndExtras: vec4<f32>,\n // x = sizeMode, y = worldRadius (m), z = viewportWidth, w = viewportHeight\n sizing: vec4<f32>,\n sectionPlane: vec4<f32>,\n // x = assetExpressId (federation-aware globalId), y = sectionEnabled,\n // z = roundShape, w = ASPRS class-visibility bitmask (bit i \u2192 class i)\n flags: vec4<u32>,\n // x = previewStride (1 = render every point, N = render every\n // Nth instance \u2014 used by the section-plane drag preview path).\n // yzw reserved for future per-frame state.\n extras: vec4<u32>,\n // x = deviation centerOffset (m), y = deviation halfRange (m).\n // Used by colorMode 5 (BIM\u2194scan deviation heatmap).\n deviationRange: vec4<f32>,\n }\n @binding(0) @group(0) var<uniform> uniforms: PointUniforms;\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) rgbAndClass: vec4<f32>, // unorm8x4 \u2192 0..1 each\n @location(2) intensityPacked: u32, // low 16 bits = intensity\n @location(3) entityId: u32,\n // BIM\u2194scan signed distance, populated by the deviation compute\n // pass. Zero when the user hasn't computed yet (or when no\n // mesh is loaded). Bound from a separate vertex buffer so the\n // existing 24-byte-per-point layout stays unchanged.\n @location(4) deviation: f32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) color: vec4<f32>,\n @location(1) worldPos: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n @location(3) quadUv: vec2<f32>,\n }\n\n fn classification_color(class_id: u32) -> vec3<f32> {\n switch (class_id) {\n case 0u, 1u: { return vec3<f32>(0.65, 0.65, 0.65); }\n case 2u: { return vec3<f32>(0.55, 0.40, 0.25); }\n case 3u: { return vec3<f32>(0.55, 0.85, 0.45); }\n case 4u: { return vec3<f32>(0.30, 0.75, 0.30); }\n case 5u: { return vec3<f32>(0.10, 0.45, 0.15); }\n case 6u: { return vec3<f32>(0.95, 0.55, 0.20); }\n case 7u: { return vec3<f32>(0.95, 0.20, 0.20); }\n case 8u: { return vec3<f32>(0.20, 0.85, 0.95); }\n case 9u: { return vec3<f32>(0.20, 0.40, 0.95); }\n case 10u: { return vec3<f32>(0.55, 0.20, 0.85); }\n case 11u: { return vec3<f32>(0.30, 0.30, 0.30); }\n case 13u: { return vec3<f32>(0.95, 0.85, 0.20); }\n case 14u: { return vec3<f32>(0.95, 0.95, 0.50); }\n case 15u: { return vec3<f32>(0.20, 0.20, 0.55); }\n case 16u: { return vec3<f32>(0.30, 0.65, 0.65); }\n case 17u: { return vec3<f32>(0.85, 0.70, 0.50); }\n case 18u: { return vec3<f32>(0.95, 0.20, 0.20); }\n default: { return vec3<f32>(0.65, 0.65, 0.65); }\n }\n }\n\n // Diverging blue \u2192 white \u2192 red ramp for the BIM\u2194scan deviation\n // heatmap. t is in [-1, 1] where \u22121 = scan-far on the negative\n // side of the surface, 0 = exactly on surface, +1 = scan-far on\n // the positive (outward-normal) side. Negative side (typically\n // \"inside\" / \"before\" the wall) is blue; positive (\"outside\" /\n // \"past\" the wall) is red.\n fn deviation_ramp(t: f32) -> vec3<f32> {\n let s = clamp(t, -1.0, 1.0);\n if (s < 0.0) {\n // Cool side: deep blue \u2192 white as |t| \u2192 0.\n let k = s + 1.0; // [-1..0] \u2192 [0..1]\n return mix(vec3<f32>(0.10, 0.30, 0.85), vec3<f32>(0.95, 0.95, 0.95), k);\n }\n // Warm side: white \u2192 red as t \u2192 1.\n return mix(vec3<f32>(0.95, 0.95, 0.95), vec3<f32>(0.85, 0.20, 0.10), s);\n }\n\n fn height_ramp(t: f32) -> vec3<f32> {\n let s = clamp(t, 0.0, 1.0);\n if (s < 0.25) {\n let k = s / 0.25;\n return mix(vec3<f32>(0.10, 0.20, 0.85), vec3<f32>(0.10, 0.85, 0.85), k);\n } else if (s < 0.5) {\n let k = (s - 0.25) / 0.25;\n return mix(vec3<f32>(0.10, 0.85, 0.85), vec3<f32>(0.20, 0.85, 0.20), k);\n } else if (s < 0.75) {\n let k = (s - 0.5) / 0.25;\n return mix(vec3<f32>(0.20, 0.85, 0.20), vec3<f32>(0.95, 0.95, 0.20), k);\n } else {\n let k = (s - 0.75) / 0.25;\n return mix(vec3<f32>(0.95, 0.95, 0.20), vec3<f32>(0.95, 0.20, 0.10), k);\n }\n }\n\n @vertex\n fn vs_main(\n input: VertexInput,\n @builtin(vertex_index) vId: u32,\n @builtin(instance_index) iId: u32,\n ) -> VertexOutput {\n // Preview-density stride cull. UI sets extras.x to e.g. 4\n // while the user drags a section-plane slider so we render\n // every 4th point and the drag stays responsive on huge scans.\n // stride <= 1 is the no-op default.\n let stride = max(1u, uniforms.extras.x);\n if (stride > 1u && (iId % stride) != 0u) {\n var skipped: VertexOutput;\n // Push behind the near plane so the rasteriser drops it.\n skipped.position = vec4<f32>(0.0, 0.0, -2.0, 1.0);\n skipped.color = vec4<f32>(0.0);\n skipped.worldPos = vec3<f32>(0.0);\n skipped.entityId = 0u;\n skipped.quadUv = vec2<f32>(0.0);\n return skipped;\n }\n\n // Quad corners (two triangles, CCW) in unit disc coords:\n // tri 1: (-1,-1)(1,-1)(1,1)\n // tri 2: (-1,-1)(1, 1)(-1,1)\n var corners = array<vec2<f32>, 6>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>( 1.0, -1.0),\n vec2<f32>( 1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>( 1.0, 1.0),\n vec2<f32>(-1.0, 1.0),\n );\n let corner = corners[vId];\n\n let worldPos4 = uniforms.model * vec4<f32>(input.position, 1.0);\n var clipPos = uniforms.viewProj * worldPos4;\n\n // Compute splat half-extent in pixels for the active size mode.\n let sizeMode = u32(uniforms.sizing.x);\n let worldRadius = uniforms.sizing.y;\n let viewport = uniforms.sizing.zw;\n let pointSizePx = uniforms.colorModeAndExtras.y;\n\n // halfPx is the splat RADIUS in pixels. The user-facing\n // pointSizePx is the diameter (\"8 px point\"), so divide by 2\n // when feeding it to the pipeline. Without this the fixed and\n // attenuated branches render splats at ~2x their requested size.\n var halfPx: f32;\n if (sizeMode == 0u) {\n halfPx = max(0.5, pointSizePx * 0.5);\n } else {\n // Project a world-radius offset to clip space, take pixel delta.\n // worldRadius is already a radius \u2014 no /2 needed here.\n let edgePos = uniforms.viewProj * (worldPos4 + vec4<f32>(worldRadius, 0.0, 0.0, 0.0));\n let centerNdcX = clipPos.x / max(abs(clipPos.w), 1e-6);\n let edgeNdcX = edgePos.x / max(abs(edgePos.w), 1e-6);\n let projectedPx = abs(edgeNdcX - centerNdcX) * 0.5 * viewport.x;\n if (sizeMode == 2u) {\n halfPx = clamp(projectedPx, 0.5, max(0.5, pointSizePx * 0.5));\n } else {\n halfPx = max(0.5, projectedPx);\n }\n }\n\n // Convert pixel offset to clip-space offset. Multiply by clipPos.w\n // because the GPU divides by w during the perspective divide.\n let halfClip = vec2<f32>(halfPx) / max(viewport, vec2<f32>(1.0)) * 2.0 * abs(clipPos.w);\n clipPos.x = clipPos.x + corner.x * halfClip.x;\n clipPos.y = clipPos.y + corner.y * halfClip.y;\n\n // Color selection\n let mode = u32(uniforms.colorModeAndExtras.x);\n let intensity01 = f32(input.intensityPacked & 0xffffu) / 65535.0;\n let classId = u32(round(input.rgbAndClass.a * 255.0));\n\n // Per-class visibility \u2014 flags.w is a 32-bit mask. Class ids\n // outside 0..31 always show (the mask only covers ASPRS LAS 1.4\n // standard classes). Hidden classes get pushed behind the near\n // plane via a degenerate clipPos so they're culled before\n // rasterisation; cheaper than fragment-stage discard.\n if (classId < 32u) {\n let bit = (uniforms.flags.w >> classId) & 1u;\n if (bit == 0u) {\n var output: VertexOutput;\n output.position = vec4<f32>(0.0, 0.0, -2.0, 1.0); // outside [0,1] reverse-Z \u2192 culled\n output.color = vec4<f32>(0.0);\n output.worldPos = vec3<f32>(0.0);\n output.entityId = 0u;\n output.quadUv = vec2<f32>(0.0);\n return output;\n }\n }\n let heightT =\n (worldPos4.y - uniforms.colorModeAndExtras.z) /\n max(1e-6, uniforms.colorModeAndExtras.w - uniforms.colorModeAndExtras.z);\n\n var rgb: vec3<f32>;\n switch (mode) {\n case 0u: { rgb = input.rgbAndClass.rgb; }\n case 1u: { rgb = classification_color(classId); }\n case 2u: { rgb = vec3<f32>(intensity01, intensity01, intensity01); }\n case 3u: { rgb = height_ramp(heightT); }\n case 4u: { rgb = uniforms.colorOverride.rgb; }\n case 5u: {\n // Deviation: shift by centerOffset so a non-zero baseline\n // can be re-zeroed (handy when a scan has a global offset\n // from the model). halfRange = 0 falls through to white.\n let center = uniforms.deviationRange.x;\n let half = max(uniforms.deviationRange.y, 1e-6);\n let dt = (input.deviation - center) / half;\n rgb = deviation_ramp(dt);\n }\n default: { rgb = input.rgbAndClass.rgb; }\n }\n\n var output: VertexOutput;\n output.position = clipPos;\n output.color = vec4<f32>(rgb, 1.0);\n output.worldPos = worldPos4.xyz;\n output.entityId = input.entityId;\n output.quadUv = corner;\n return output;\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectId: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // Round shape \u2014 discard corners outside the unit disc.\n if (uniforms.flags.z == 1u) {\n if (dot(input.quadUv, input.quadUv) > 1.0) {\n discard;\n }\n }\n\n // Section-plane clipping\n if (uniforms.flags.y == 1u) {\n let d = dot(uniforms.sectionPlane.xyz, input.worldPos) - uniforms.sectionPlane.w;\n if (d > 0.0) {\n discard;\n }\n }\n\n var output: FragmentOutput;\n output.color = input.color;\n // Prefer the asset-level expressId from the uniform when it's set\n // (federation needs to relabel post-stream, so we can't rely on\n // the per-vertex attribute that was baked at upload time).\n // flags.x == 0 \u2192 fall back to per-vertex value to preserve the\n // legacy contract during the upload-only rendering window.\n let id = select(input.entityId, uniforms.flags.x, uniforms.flags.x != 0u);\n output.objectId = vec4<f32>(\n f32((id >> 0u) & 0xffu) / 255.0,\n f32((id >> 8u) & 0xffu) / 255.0,\n f32((id >> 16u) & 0xffu) / 255.0,\n f32((id >> 24u) & 0xffu) / 255.0,\n );\n return output;\n }\n";
22
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  //# sourceMappingURL=point-shader.wgsl.d.ts.map
@@ -1 +1 @@
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