@ifc-lite/renderer 1.38.0 → 1.39.0

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 (35) hide show
  1. package/dist/device.d.ts +10 -0
  2. package/dist/device.d.ts.map +1 -1
  3. package/dist/device.js +27 -0
  4. package/dist/device.js.map +1 -1
  5. package/dist/index.d.ts +34 -0
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +207 -57
  8. package/dist/index.js.map +1 -1
  9. package/dist/pointcloud/point-cloud-renderer.d.ts +15 -6
  10. package/dist/pointcloud/point-cloud-renderer.d.ts.map +1 -1
  11. package/dist/pointcloud/point-cloud-renderer.js +7 -4
  12. package/dist/pointcloud/point-cloud-renderer.js.map +1 -1
  13. package/dist/pointcloud/point-cloud-uniforms.d.ts +14 -2
  14. package/dist/pointcloud/point-cloud-uniforms.d.ts.map +1 -1
  15. package/dist/pointcloud/point-cloud-uniforms.js +35 -2
  16. package/dist/pointcloud/point-cloud-uniforms.js.map +1 -1
  17. package/dist/pointcloud/point-pipeline.d.ts +3 -2
  18. package/dist/pointcloud/point-pipeline.d.ts.map +1 -1
  19. package/dist/pointcloud/point-pipeline.js +8 -5
  20. package/dist/pointcloud/point-pipeline.js.map +1 -1
  21. package/dist/pointcloud/point-shader.wgsl.d.ts +1 -1
  22. package/dist/pointcloud/point-shader.wgsl.d.ts.map +1 -1
  23. package/dist/pointcloud/point-shader.wgsl.js +20 -17
  24. package/dist/pointcloud/point-shader.wgsl.js.map +1 -1
  25. package/dist/scene.d.ts +47 -3
  26. package/dist/scene.d.ts.map +1 -1
  27. package/dist/scene.js +206 -52
  28. package/dist/scene.js.map +1 -1
  29. package/dist/types.d.ts +19 -0
  30. package/dist/types.d.ts.map +1 -1
  31. package/dist/visibility-epoch.d.ts +30 -0
  32. package/dist/visibility-epoch.d.ts.map +1 -0
  33. package/dist/visibility-epoch.js +64 -0
  34. package/dist/visibility-epoch.js.map +1 -0
  35. package/package.json +2 -2
@@ -1 +1 @@
1
- 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1
+ 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@@ -1,6 +1,18 @@
1
1
  import type { PointCloudNode } from './point-cloud-node.js';
2
2
  export type PointColorMode = 'rgb' | 'classification' | 'intensity' | 'height' | 'fixed' | 'deviation';
3
3
  export type PointSizeMode = 'fixed-px' | 'adaptive-world' | 'attenuated';
4
+ /** Number of u32 words in the 256-bit LAS class-visibility mask. */
5
+ export declare const CLASS_MASK_WORDS = 8;
6
+ /**
7
+ * Normalize the public `classMask` option into the 8-word (256-bit)
8
+ * uniform layout. Accepts:
9
+ * - `undefined` → all classes visible
10
+ * - `number` (legacy) → bits 0..31 as given; classes 32..255 stay
11
+ * visible, matching the old 32-bit semantics
12
+ * - `ArrayLike<number>` → up to 8 words, LSB-first; missing or
13
+ * non-finite words default to all-visible
14
+ */
15
+ export declare function normalizeClassMask(mask: number | ArrayLike<number> | undefined): Uint32Array;
4
16
  export declare const COLOR_MODE_INDEX: Record<PointColorMode, number>;
5
17
  export declare const SIZE_MODE_INDEX: Record<PointSizeMode, number>;
6
18
  export interface PointUniformInputs {
@@ -18,8 +30,8 @@ export interface PointUniformInputs {
18
30
  heightMax: number;
19
31
  viewportW: number;
20
32
  viewportH: number;
21
- /** Per-ASPRS-class visibility bitmask (32 bits = LAS 1.4 classes). */
22
- classMask: number;
33
+ /** 256-bit LAS class-visibility mask, 8 u32 words LSB-first (#1783). */
34
+ classMask: Uint32Array;
23
35
  /** Preview stride — 1 = full density, N = render every Nth point. */
24
36
  previewStride: number;
25
37
  /** BIM ↔ scan deviation heatmap range (metres). */
@@ -1 +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"}
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,oEAAoE;AACpE,eAAO,MAAM,gBAAgB,IAAI,CAAC;AAElC;;;;;;;;GAQG;AACH,wBAAgB,kBAAkB,CAChC,IAAI,EAAE,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,GAAG,SAAS,GAC3C,WAAW,CAYb;AAED,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,wEAAwE;IACxE,SAAS,EAAE,WAAW,CAAC;IACvB,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,CA+DN"}
@@ -9,6 +9,32 @@
9
9
  * any shader edit needs to come back here too.
10
10
  */
11
11
  import { POINT_UNIFORM_SIZE } from './point-pipeline.js';
12
+ /** Number of u32 words in the 256-bit LAS class-visibility mask. */
13
+ export const CLASS_MASK_WORDS = 8;
14
+ /**
15
+ * Normalize the public `classMask` option into the 8-word (256-bit)
16
+ * uniform layout. Accepts:
17
+ * - `undefined` → all classes visible
18
+ * - `number` (legacy) → bits 0..31 as given; classes 32..255 stay
19
+ * visible, matching the old 32-bit semantics
20
+ * - `ArrayLike<number>` → up to 8 words, LSB-first; missing or
21
+ * non-finite words default to all-visible
22
+ */
23
+ export function normalizeClassMask(mask) {
24
+ const out = new Uint32Array(CLASS_MASK_WORDS).fill(0xFFFFFFFF);
25
+ if (mask === undefined)
26
+ return out;
27
+ if (typeof mask === 'number') {
28
+ out[0] = Number.isFinite(mask) ? mask >>> 0 : 0xFFFFFFFF;
29
+ return out;
30
+ }
31
+ for (let i = 0; i < CLASS_MASK_WORDS && i < mask.length; i++) {
32
+ const word = mask[i];
33
+ if (Number.isFinite(word))
34
+ out[i] = word >>> 0;
35
+ }
36
+ return out;
37
+ }
12
38
  export const COLOR_MODE_INDEX = {
13
39
  rgb: 0,
14
40
  classification: 1,
@@ -64,11 +90,13 @@ export function writePointCloudUniforms(device, scratch, scratchU32, node, input
64
90
  // when non-zero so the federation registry can relabel a streamed
65
91
  // asset post-upload (its per-vertex entityId attribute is baked
66
92
  // 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.
93
+ // flags.w (u32 slot 51) is reserved — the class-visibility mask
94
+ // moved to its own 8-word block below when it grew to cover the
95
+ // full 0..255 LAS class range (#1783).
68
96
  uU32[48] = node.meta.expressId >>> 0;
69
97
  uU32[49] = inputs.sectionEnabled ? 1 : 0;
70
98
  uU32[50] = inputs.roundShape ? 1 : 0;
71
- uU32[51] = inputs.classMask >>> 0;
99
+ uU32[51] = 0;
72
100
  // extras (u32 slots 52..55) — extras.x = previewStride, yzw reserved.
73
101
  uU32[52] = inputs.previewStride >>> 0;
74
102
  uU32[53] = 0;
@@ -79,6 +107,11 @@ export function writePointCloudUniforms(device, scratch, scratchU32, node, input
79
107
  u[57] = inputs.deviationHalfRange;
80
108
  u[58] = 0;
81
109
  u[59] = 0;
110
+ // classMask (u32 slots 60..67) — 256-bit LAS class-visibility mask,
111
+ // bit (i % 32) of word (i / 32) set → class i shown.
112
+ for (let w = 0; w < CLASS_MASK_WORDS; w++) {
113
+ uU32[60 + w] = inputs.classMask[w] ?? 0xFFFFFFFF;
114
+ }
82
115
  // Pass the typed array directly — TypeScript widens `.buffer` to
83
116
  // `ArrayBufferLike` here (vs. `ArrayBuffer` on a class field), which
84
117
  // doesn't satisfy `writeBuffer`'s parameter type. Slicing the typed
@@ -1 +1 @@
1
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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,oEAAoE;AACpE,MAAM,CAAC,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAElC;;;;;;;;GAQG;AACH,MAAM,UAAU,kBAAkB,CAChC,IAA4C;IAE5C,MAAM,GAAG,GAAG,IAAI,WAAW,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IAC/D,IAAI,IAAI,KAAK,SAAS;QAAE,OAAO,GAAG,CAAC;IACnC,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;QAC7B,GAAG,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC;QACzD,OAAO,GAAG,CAAC;IACb,CAAC;IACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,IAAI,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAC7D,MAAM,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;QACrB,IAAI,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC;YAAE,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,KAAK,CAAC,CAAC;IACjD,CAAC;IACD,OAAO,GAAG,CAAC;AACb,CAAC;AAED,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,gEAAgE;IAChE,gEAAgE;IAChE,uCAAuC;IACvC,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,CAAC,CAAC;IACb,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;IACV,oEAAoE;IACpE,qDAAqD;IACrD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,EAAE,CAAC,EAAE,EAAE,CAAC;QAC1C,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,UAAU,CAAC;IACnD,CAAC;IAED,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"}
@@ -6,11 +6,12 @@
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=expressId, y=sectionEnabled, z=roundShape, w=classMask)
9
+ * [48..51] flags (u32 view: x=expressId, y=sectionEnabled, z=roundShape, w=reserved)
10
10
  * [52..55] extras (u32 view: x=previewStride, yzw=unused)
11
11
  * [56..59] deviationRange (centerOffset, halfRange, _, _)
12
+ * [60..67] classMask (u32 view: 256-bit LAS class-visibility mask, 8 words)
12
13
  */
13
- export declare const POINT_UNIFORM_SIZE = 240;
14
+ export declare const POINT_UNIFORM_SIZE = 272;
14
15
  export declare const POINT_VERTEX_BYTES = 24;
15
16
  /** Number of vertices emitted per splat (two triangles forming a quad). */
16
17
  export declare const POINT_QUAD_VERTS = 6;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"point-pipeline.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-pipeline.ts"],"names":[],"mappings":"AA0BA;;;;;;;;;;;;GAYG;AAOH,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"}
@@ -29,15 +29,18 @@ 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=expressId, y=sectionEnabled, z=roundShape, w=classMask)
32
+ * [48..51] flags (u32 view: x=expressId, y=sectionEnabled, z=roundShape, w=reserved)
33
33
  * [52..55] extras (u32 view: x=previewStride, yzw=unused)
34
34
  * [56..59] deviationRange (centerOffset, halfRange, _, _)
35
+ * [60..67] classMask (u32 view: 256-bit LAS class-visibility mask, 8 words)
35
36
  */
36
- // 15 vec4 slots × 16 bytes = 240. Was 208 before extras (PR-G's
37
+ // 17 vec4 slots × 16 bytes = 272. Was 208 before extras (PR-G's
37
38
  // 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;
39
+ // claimed their own slots, and 240 before the class mask grew from
40
+ // 32 bits in flags.w to the full 256-bit LAS range (#1783) — keeping
41
+ // them separate avoids overloading the flags / colourOverride slots
42
+ // and stays std140-friendly.
43
+ export const POINT_UNIFORM_SIZE = 272;
41
44
  export const POINT_VERTEX_BYTES = 24;
42
45
  /** Number of vertices emitted per splat (two triangles forming a quad). */
43
46
  export const POINT_QUAD_VERTS = 6;
@@ -1 +1 @@
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 = 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";
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 = reserved (was the 32-bit class mask before\n // classMask below took over the full 0..255 LAS range, #1783)\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 // 256-bit LAS class-visibility bitmask packed as 8 u32 words\n // (two vec4s). Bit (i % 32) of word (i / 32) set \u2192 class i shown.\n classMask: array<vec4<u32>, 2>,\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 classMask is a 256-bit mask covering\n // every LAS classification code, including user-defined 64..255\n // (#1783). Hidden classes get pushed behind the near plane via a\n // degenerate clipPos so they're culled before rasterisation;\n // cheaper than fragment-stage discard.\n let maskWordIdx = classId >> 5u; // classId is 0..255 \u2192 word 0..7\n let maskWord = uniforms.classMask[maskWordIdx >> 2u][maskWordIdx & 3u];\n if (((maskWord >> (classId & 31u)) & 1u) == 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 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
22
  //# sourceMappingURL=point-shader.wgsl.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"point-shader.wgsl.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-shader.wgsl.ts"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,iBAAiB,siWAuQ7B,CAAC"}
1
+ {"version":3,"file":"point-shader.wgsl.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-shader.wgsl.ts"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,iBAAiB,o2WA0Q7B,CAAC"}
@@ -32,7 +32,8 @@ export const pointShaderSource = `
32
32
  sizing: vec4<f32>,
33
33
  sectionPlane: vec4<f32>,
34
34
  // x = assetExpressId (federation-aware globalId), y = sectionEnabled,
35
- // z = roundShape, w = ASPRS class-visibility bitmask (bit i class i)
35
+ // z = roundShape, w = reserved (was the 32-bit class mask before
36
+ // classMask below took over the full 0..255 LAS range, #1783)
36
37
  flags: vec4<u32>,
37
38
  // x = previewStride (1 = render every point, N = render every
38
39
  // Nth instance — used by the section-plane drag preview path).
@@ -41,6 +42,9 @@ export const pointShaderSource = `
41
42
  // x = deviation centerOffset (m), y = deviation halfRange (m).
42
43
  // Used by colorMode 5 (BIM↔scan deviation heatmap).
43
44
  deviationRange: vec4<f32>,
45
+ // 256-bit LAS class-visibility bitmask packed as 8 u32 words
46
+ // (two vec4s). Bit (i % 32) of word (i / 32) set → class i shown.
47
+ classMask: array<vec4<u32>, 2>,
44
48
  }
45
49
  @binding(0) @group(0) var<uniform> uniforms: PointUniforms;
46
50
 
@@ -197,22 +201,21 @@ export const pointShaderSource = `
197
201
  let intensity01 = f32(input.intensityPacked & 0xffffu) / 65535.0;
198
202
  let classId = u32(round(input.rgbAndClass.a * 255.0));
199
203
 
200
- // Per-class visibility — flags.w is a 32-bit mask. Class ids
201
- // outside 0..31 always show (the mask only covers ASPRS LAS 1.4
202
- // standard classes). Hidden classes get pushed behind the near
203
- // plane via a degenerate clipPos so they're culled before
204
- // rasterisation; cheaper than fragment-stage discard.
205
- if (classId < 32u) {
206
- let bit = (uniforms.flags.w >> classId) & 1u;
207
- if (bit == 0u) {
208
- var output: VertexOutput;
209
- output.position = vec4<f32>(0.0, 0.0, -2.0, 1.0); // outside [0,1] reverse-Z → culled
210
- output.color = vec4<f32>(0.0);
211
- output.worldPos = vec3<f32>(0.0);
212
- output.entityId = 0u;
213
- output.quadUv = vec2<f32>(0.0);
214
- return output;
215
- }
204
+ // Per-class visibility — classMask is a 256-bit mask covering
205
+ // every LAS classification code, including user-defined 64..255
206
+ // (#1783). Hidden classes get pushed behind the near plane via a
207
+ // degenerate clipPos so they're culled before rasterisation;
208
+ // cheaper than fragment-stage discard.
209
+ let maskWordIdx = classId >> 5u; // classId is 0..255 → word 0..7
210
+ let maskWord = uniforms.classMask[maskWordIdx >> 2u][maskWordIdx & 3u];
211
+ if (((maskWord >> (classId & 31u)) & 1u) == 0u) {
212
+ var output: VertexOutput;
213
+ output.position = vec4<f32>(0.0, 0.0, -2.0, 1.0); // outside [0,1] reverse-Z → culled
214
+ output.color = vec4<f32>(0.0);
215
+ output.worldPos = vec3<f32>(0.0);
216
+ output.entityId = 0u;
217
+ output.quadUv = vec2<f32>(0.0);
218
+ return output;
216
219
  }
217
220
  let heightT =
218
221
  (worldPos4.y - uniforms.colorModeAndExtras.z) /
@@ -1 +1 @@
1
- {"version":3,"file":"point-shader.wgsl.js","sourceRoot":"","sources":["../../src/pointcloud/point-shader.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,CAAC,MAAM,iBAAiB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuQhC,CAAC"}
1
+ {"version":3,"file":"point-shader.wgsl.js","sourceRoot":"","sources":["../../src/pointcloud/point-shader.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,CAAC,MAAM,iBAAiB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0QhC,CAAC"}
package/dist/scene.d.ts CHANGED
@@ -34,6 +34,10 @@ export interface TexturedMesh {
34
34
  bindGroup: GPUBindGroup;
35
35
  /** Authored tint (multiplies the sampled texel); white = texture passthrough. */
36
36
  color: [number, number, number, number];
37
+ /** Set when `texture` lives in the shared registry (#1781: one GPU texture
38
+ * per `IfcImageTexture`, sampled by many meshes) — released by refcount,
39
+ * never destroyed per-mesh. Undefined for per-mesh #961 blob/pixel uploads. */
40
+ sharedTextureKey?: number;
37
41
  }
38
42
  /**
39
43
  * One GPU-uploaded instanced template: unique geometry (slot-0 vertex + index
@@ -71,6 +75,10 @@ export declare class Scene {
71
75
  private meshDataMap;
72
76
  private boundingBoxes;
73
77
  private texturedMeshes;
78
+ /** #1781: GPU textures shared across meshes, keyed by `MeshTextureRef.textureId`
79
+ * (one `IfcImageTexture` → one upload, sampled by every face set mapping it).
80
+ * Refcounted: entries die when the last referencing mesh is removed / on clear(). */
81
+ private sharedTextures;
74
82
  private texturedDevice?;
75
83
  private instancedTemplates;
76
84
  private instancedVisible;
@@ -81,8 +89,8 @@ export declare class Scene {
81
89
  private instancedHidden;
82
90
  private instancedOverridden;
83
91
  private instancedHasTransparent;
84
- private lastInstancedHiddenIds;
85
- private lastInstancedIsolatedIds;
92
+ private readonly instancedVisibilityEpochs;
93
+ private lastInstancedVisibilityVersion;
86
94
  private instancedVisibilityDirty;
87
95
  private activeBucketKey;
88
96
  private spatialChunking;
@@ -109,8 +117,10 @@ export declare class Scene {
109
117
  private static readonly STREAMING_FRAGMENT_MAX_VERTEX_BYTES;
110
118
  private partialBatchCache;
111
119
  private partialBatchCacheKeys;
120
+ private partialBatchCacheVersions;
112
121
  private overrideBatches;
113
122
  private colorOverrides;
123
+ private colorOverrideGeneration;
114
124
  private pendingBatchKeys;
115
125
  private streamingFragments;
116
126
  private meshQueue;
@@ -245,6 +255,26 @@ export declare class Scene {
245
255
  * sourceBatchKeys embed the batch id, so they are stale once it is
246
256
  * evicted/replaced). */
247
257
  private dropPartialCacheForBatch;
258
+ /** Destroy + drop EVERY cached partial sub-batch. The clones built during
259
+ * hide/isolate are deliberately excluded from the GPU residency budget and
260
+ * are otherwise only freed on clear()/finalize/evict — never when filtering
261
+ * ends. The render loop calls this on the transition back to fully-visible so
262
+ * the ~model-sized clone VRAM is not pinned until the next model reload. Uses
263
+ * the same destroy-then-clear idiom as clear(); safe to call between frames
264
+ * because the previous frame is already submitted (WebGPU defers the free
265
+ * past in-flight work). */
266
+ dropAllPartialCaches(): void;
267
+ /** Free the hydrated (pick / selection-highlight) individual meshes that are
268
+ * no longer selected, destroying their GPU buffers and dropping them from
269
+ * `this.meshes`. A mesh is kept iff its expressId is in `keep` AND it
270
+ * matches `keepModelIndex` (undefined = any model) — the same predicate the
271
+ * render loop uses to draw selection highlights, so disposal is its exact
272
+ * complement. The model scoping matters for federation: models can share
273
+ * express ids, and an id-only check would strand the OTHER model's hydrated
274
+ * mesh resident and drawing when selection moves across models. Only meshes
275
+ * flagged `hydrated` are touched — authored geometry added via addMesh()
276
+ * and batch geometry are left untouched. Returns how many were freed. */
277
+ disposeHydratedMeshesExcept(keep: ReadonlySet<number>, keepModelIndex?: number): number;
248
278
  /**
249
279
  * Bucket BASE key for a mesh: colour key, prefixed with the mesh's grid
250
280
  * cell when spatial chunking is on. EVERY bucket-key derivation
@@ -587,7 +617,7 @@ export declare class Scene {
587
617
  * @param pipeline - Rendering pipeline
588
618
  * @returns BatchedMesh containing only visible elements, or undefined if no visible elements
589
619
  */
590
- getOrCreatePartialBatch(sourceBatchKey: string, colorKey: string, visibleIds: Set<number>, device: GPUDevice, pipeline: RenderPipeline): BatchedMesh | undefined;
620
+ getOrCreatePartialBatch(sourceBatchKey: string, colorKey: string, visibleIds: Set<number>, device: GPUDevice, pipeline: RenderPipeline, visibilityEpoch?: number): BatchedMesh | undefined;
591
621
  /**
592
622
  * Set color overrides for lens coloring.
593
623
  * Builds overlay batches grouped by override color.
@@ -601,6 +631,10 @@ export declare class Scene {
601
631
  * Clear all color overrides — instant, no batch rebuild needed.
602
632
  */
603
633
  clearColorOverrides(): void;
634
+ /** Monotonic counter that changes whenever the colour-override set changes.
635
+ * The render loop folds it into the partial sub-batch cache epoch so the
636
+ * per-frame fast path stays correct across override changes. */
637
+ getColorOverrideGeneration(): number;
604
638
  /** Get overlay batches for rendering */
605
639
  getOverrideBatches(): BatchedMesh[];
606
640
  /** Check if color overrides are active */
@@ -736,6 +770,12 @@ export declare class Scene {
736
770
  * The per-frame uniform (viewProj/section/flags + colour tint) is written by
737
771
  * the renderer each frame, mirroring how colour batches are driven.
738
772
  */
773
+ /** True when the mesh can render through the textured pipeline: UVs plus
774
+ * either a Rust-decoded image (#961) or a viewer-resolved ImageBitmap for
775
+ * an external `IfcImageTexture` reference (#1781). A `textureRef` whose
776
+ * image was NOT resolved (missing zip sibling) renders as ordinary
777
+ * flat-colour geometry instead. */
778
+ private static hasRenderableTexture;
739
779
  /**
740
780
  * Interleave a textured mesh's vertices into the stride-36 layout
741
781
  * `[px,py,pz, nx,ny,nz, entityId(u32), u,v]`. Shared by initial upload and
@@ -744,6 +784,10 @@ export declare class Scene {
744
784
  */
745
785
  private interleaveTexturedVertices;
746
786
  private createTexturedMesh;
787
+ /** Release a textured mesh's GPU texture: shared (#1781) entries decrement
788
+ * the registry refcount and die with their LAST reference; per-mesh (#961)
789
+ * uploads are destroyed outright. */
790
+ private releaseTexturedMeshTexture;
747
791
  clear(): void;
748
792
  /**
749
793
  * Calculate bounding box from actual mesh vertex data
@@ -1 +1 @@
1
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