@rings-webgpu/core 1.0.37 → 1.0.39

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@@ -24088,10 +24088,44 @@ struct InstanceData {
24088
24088
  }
24089
24089
  return this;
24090
24090
  }
24091
- updateTexture(width, height, data) {
24091
+ updateTexture(width, height, data, startRow, rowCount) {
24092
24092
  let device = webGPUContext.device;
24093
24093
  const bytesPerRow = Math.ceil(width * 4 / 256) * 256;
24094
24094
  this.mipmapCount = Math.floor(Math.log2(width) );
24095
+ if (startRow !== void 0 && rowCount !== void 0 && rowCount < height) {
24096
+ const updateHeight = rowCount;
24097
+ const updateOffset = startRow * width * 4;
24098
+ const updateData = data.subarray(updateOffset, updateOffset + updateHeight * width * 4);
24099
+ const neededSize = updateData.byteLength;
24100
+ if (!this._dataBuffer || this._dataBuffer.size < neededSize) {
24101
+ this._dataBuffer && this._dataBuffer.destroy();
24102
+ this._dataBuffer = device.createBuffer({
24103
+ size: neededSize,
24104
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
24105
+ });
24106
+ }
24107
+ device.queue.writeBuffer(this._dataBuffer, 0, updateData.buffer, updateData.byteOffset, updateData.byteLength);
24108
+ const commandEncoder2 = GPUContext.beginCommandEncoder();
24109
+ commandEncoder2.copyBufferToTexture(
24110
+ {
24111
+ buffer: this._dataBuffer,
24112
+ bytesPerRow,
24113
+ offset: 0
24114
+ },
24115
+ {
24116
+ texture: this.getGPUTexture(),
24117
+ origin: [0, startRow, 0]
24118
+ // Start at row startRow
24119
+ },
24120
+ {
24121
+ width,
24122
+ height: updateHeight,
24123
+ depthOrArrayLayers: 1
24124
+ }
24125
+ );
24126
+ GPUContext.endCommandEncoder(commandEncoder2);
24127
+ return;
24128
+ }
24095
24129
  this._dataBuffer && this._dataBuffer.destroy();
24096
24130
  this._dataBuffer = null;
24097
24131
  const textureDataBuffer = this._dataBuffer = device.createBuffer({
@@ -24147,9 +24181,28 @@ struct InstanceData {
24147
24181
  this.gpuSampler = device.createSampler({});
24148
24182
  return this;
24149
24183
  }
24150
- updateTexture(width, height, data) {
24184
+ updateTexture(width, height, data, startRow, rowCount) {
24151
24185
  let device = webGPUContext.device;
24152
24186
  const bytesPerRow = width * 4 * 4;
24187
+ if (startRow !== void 0 && rowCount !== void 0 && rowCount < height) {
24188
+ const updateHeight = rowCount;
24189
+ const updateOffset = startRow * width * 4;
24190
+ const updateData = data.subarray(updateOffset, updateOffset + updateHeight * width * 4);
24191
+ device.queue.writeTexture(
24192
+ {
24193
+ texture: this.getGPUTexture(),
24194
+ origin: [0, startRow, 0]
24195
+ // Start at row startRow
24196
+ },
24197
+ updateData.buffer,
24198
+ {
24199
+ bytesPerRow,
24200
+ offset: updateData.byteOffset
24201
+ },
24202
+ { width, height: updateHeight, depthOrArrayLayers: 1 }
24203
+ );
24204
+ return;
24205
+ }
24153
24206
  device.queue.writeTexture(
24154
24207
  { texture: this.getGPUTexture() },
24155
24208
  data.buffer,
@@ -24196,30 +24249,37 @@ struct InstanceData {
24196
24249
  }
24197
24250
  }
24198
24251
 
24199
- const _floatView = new Float32Array(1);
24200
- const _int32View = new Int32Array(_floatView.buffer);
24201
- let toHalfFloat = function(val) {
24202
- _floatView[0] = val;
24203
- const x = _int32View[0];
24204
- let bits = x >> 16 & 32768;
24205
- let m = x >> 12 & 2047;
24206
- const e = x >> 23 & 255;
24207
- if (e < 103) return bits;
24208
- if (e > 142) {
24209
- bits |= 31744;
24210
- bits |= (e == 255 ? 1 : 0) && x & 8388607;
24211
- return bits;
24212
- }
24213
- if (e < 114) {
24214
- m |= 2048;
24215
- bits |= (m >> 114 - e) + (m >> 113 - e & 1);
24216
- return bits;
24252
+ const _floatView$1 = new Float32Array(1);
24253
+ const _int32View$1 = new Int32Array(_floatView$1.buffer);
24254
+ function batchConvertToHalfFloat(src, dst, offset, length) {
24255
+ for (let i = 0; i < length; i++) {
24256
+ const val = src[offset + i];
24257
+ _floatView$1[0] = val;
24258
+ const x = _int32View$1[0];
24259
+ let bits = x >> 16 & 32768;
24260
+ let m = x >> 12 & 2047;
24261
+ const e = x >> 23 & 255;
24262
+ if (e < 103) {
24263
+ dst[offset + i] = bits;
24264
+ continue;
24265
+ }
24266
+ if (e > 142) {
24267
+ bits |= 31744;
24268
+ bits |= (e == 255 ? 1 : 0) && x & 8388607;
24269
+ dst[offset + i] = bits;
24270
+ continue;
24271
+ }
24272
+ if (e < 114) {
24273
+ m |= 2048;
24274
+ bits |= (m >> 114 - e) + (m >> 113 - e & 1);
24275
+ dst[offset + i] = bits;
24276
+ continue;
24277
+ }
24278
+ bits |= e - 112 << 10 | m >> 1;
24279
+ bits += m & 1;
24280
+ dst[offset + i] = bits;
24217
24281
  }
24218
- bits |= e - 112 << 10 | m >> 1;
24219
- bits += m & 1;
24220
- return bits;
24221
- };
24222
-
24282
+ }
24223
24283
  class Float16ArrayTexture extends Texture {
24224
24284
  uint16Array;
24225
24285
  floatArray;
@@ -24248,8 +24308,10 @@ struct InstanceData {
24248
24308
  * @param height 纹理高度
24249
24309
  * @param numbers 像素数据数组
24250
24310
  * @param mipmap 是否生成Mipmap
24311
+ * @param startRow 起始行(部分更新)
24312
+ * @param rowCount 更新的行数(部分更新)
24251
24313
  */
24252
- updateTexture(width, height, numbers, mipmap = true) {
24314
+ updateTexture(width, height, numbers, mipmap = true, startRow, rowCount) {
24253
24315
  if (width != this.width || height != this.height) {
24254
24316
  this._dataBuffer && this._dataBuffer.destroy();
24255
24317
  this._dataBuffer = null;
@@ -24262,22 +24324,70 @@ struct InstanceData {
24262
24324
  this.format = GPUTextureFormat.rgba16float;
24263
24325
  this.mipmapCount = Math.floor(mipmap ? Math.log2(width) : 1);
24264
24326
  this.createTextureDescriptor(width, height, this.mipmapCount, this.format);
24327
+ if (startRow !== void 0 && rowCount !== void 0 && rowCount < height) {
24328
+ const updateHeight = rowCount;
24329
+ const updateOffset = startRow * width * 4;
24330
+ const updateLength = updateHeight * width * 4;
24331
+ if (!this.uint16Array || this.uint16Array.length < updateOffset + updateLength) {
24332
+ if (!this.uint16Array || this.uint16Array.length < numbers.length) {
24333
+ this.uint16Array = new Uint16Array(numbers.length);
24334
+ }
24335
+ }
24336
+ const uint16Array2 = this.uint16Array;
24337
+ batchConvertToHalfFloat(numbers, uint16Array2, updateOffset, updateLength);
24338
+ const updateData = uint16Array2.subarray(updateOffset, updateOffset + updateLength);
24339
+ const neededSize2 = updateData.byteLength;
24340
+ if (!this._dataBuffer || this._dataBuffer.size < neededSize2) {
24341
+ this._dataBuffer && this._dataBuffer.destroy();
24342
+ this._dataBuffer = device.createBuffer({
24343
+ size: neededSize2,
24344
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
24345
+ });
24346
+ }
24347
+ device.queue.writeBuffer(this._dataBuffer, 0, updateData.buffer, updateData.byteOffset, updateData.byteLength);
24348
+ const commandEncoder2 = GPUContext.beginCommandEncoder();
24349
+ commandEncoder2.copyBufferToTexture(
24350
+ {
24351
+ buffer: this._dataBuffer,
24352
+ bytesPerRow,
24353
+ offset: 0
24354
+ },
24355
+ {
24356
+ texture: this.getGPUTexture(),
24357
+ origin: [0, startRow, 0]
24358
+ // Start at row startRow
24359
+ },
24360
+ {
24361
+ width,
24362
+ height: updateHeight,
24363
+ depthOrArrayLayers: 1
24364
+ }
24365
+ );
24366
+ if (!this.useMipmap) {
24367
+ this.samplerBindingLayout.type = `filtering`;
24368
+ this.textureBindingLayout.sampleType = `float`;
24369
+ }
24370
+ GPUContext.endCommandEncoder(commandEncoder2);
24371
+ return;
24372
+ }
24265
24373
  if (!this.uint16Array || this.uint16Array.length != numbers.length) {
24266
24374
  this.uint16Array = new Uint16Array(numbers.length);
24267
24375
  }
24268
- let uint16Array = this.uint16Array;
24269
- for (let i = 0, c = uint16Array.length; i < c; i++) {
24270
- uint16Array[i] = toHalfFloat(numbers[i]);
24376
+ const uint16Array = this.uint16Array;
24377
+ batchConvertToHalfFloat(numbers, uint16Array, 0, numbers.length);
24378
+ const neededSize = uint16Array.byteLength;
24379
+ if (!this._dataBuffer || this._dataBuffer.size < neededSize) {
24380
+ this._dataBuffer && this._dataBuffer.destroy();
24381
+ this._dataBuffer = device.createBuffer({
24382
+ size: neededSize,
24383
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
24384
+ });
24271
24385
  }
24272
- const textureDataBuffer = this._dataBuffer = device.createBuffer({
24273
- size: uint16Array.byteLength,
24274
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
24275
- });
24276
- device.queue.writeBuffer(textureDataBuffer, 0, uint16Array);
24386
+ device.queue.writeBuffer(this._dataBuffer, 0, uint16Array.buffer, uint16Array.byteOffset, uint16Array.byteLength);
24277
24387
  const commandEncoder = GPUContext.beginCommandEncoder();
24278
24388
  commandEncoder.copyBufferToTexture(
24279
24389
  {
24280
- buffer: textureDataBuffer,
24390
+ buffer: this._dataBuffer,
24281
24391
  bytesPerRow
24282
24392
  },
24283
24393
  {
@@ -24300,6 +24410,30 @@ struct InstanceData {
24300
24410
  }
24301
24411
  }
24302
24412
 
24413
+ const _floatView = new Float32Array(1);
24414
+ const _int32View = new Int32Array(_floatView.buffer);
24415
+ let toHalfFloat = function(val) {
24416
+ _floatView[0] = val;
24417
+ const x = _int32View[0];
24418
+ let bits = x >> 16 & 32768;
24419
+ let m = x >> 12 & 2047;
24420
+ const e = x >> 23 & 255;
24421
+ if (e < 103) return bits;
24422
+ if (e > 142) {
24423
+ bits |= 31744;
24424
+ bits |= (e == 255 ? 1 : 0) && x & 8388607;
24425
+ return bits;
24426
+ }
24427
+ if (e < 114) {
24428
+ m |= 2048;
24429
+ bits |= (m >> 114 - e) + (m >> 113 - e & 1);
24430
+ return bits;
24431
+ }
24432
+ bits |= e - 112 << 10 | m >> 1;
24433
+ bits += m & 1;
24434
+ return bits;
24435
+ };
24436
+
24303
24437
  var __getOwnPropDesc$m = Object.getOwnPropertyDescriptor;
24304
24438
  var __decorateClass$m = (decorators, target, key, kind) => {
24305
24439
  var result = kind > 1 ? void 0 : kind ? __getOwnPropDesc$m(target, key) : target;
@@ -42158,7 +42292,7 @@ else if (typeof exports === 'object')
42158
42292
  }
42159
42293
  }
42160
42294
 
42161
- const version = "1.0.36";
42295
+ const version = "1.0.38";
42162
42296
 
42163
42297
  class Engine3D {
42164
42298
  /**
@@ -54367,13 +54501,48 @@ fn frag(){
54367
54501
  // Splat count and texture dimensions
54368
54502
  totalCount = 0;
54369
54503
  size = new Vector2();
54370
- worldBoundBox = new BoundingBox();
54504
+ localBoundBox = new BoundingBox();
54505
+ // public worldBoundBox: BoundingBox = new BoundingBox();
54506
+ get worldBoundBox() {
54507
+ const boundBox = new BoundingBox();
54508
+ boundBox.makeEmpty();
54509
+ const worldMatrix = this.object3D.transform.worldMatrix;
54510
+ const m = worldMatrix.rawData;
54511
+ const localMin = this.localBoundBox.min;
54512
+ const localMax = this.localBoundBox.max;
54513
+ const corners = [
54514
+ [localMin.x, localMin.y, localMin.z],
54515
+ // 0: min, min, min
54516
+ [localMax.x, localMin.y, localMin.z],
54517
+ // 1: max, min, min
54518
+ [localMin.x, localMax.y, localMin.z],
54519
+ // 2: min, max, min
54520
+ [localMax.x, localMax.y, localMin.z],
54521
+ // 3: max, max, min
54522
+ [localMin.x, localMin.y, localMax.z],
54523
+ // 4: min, min, max
54524
+ [localMax.x, localMin.y, localMax.z],
54525
+ // 5: max, min, max
54526
+ [localMin.x, localMax.y, localMax.z],
54527
+ // 6: min, max, max
54528
+ [localMax.x, localMax.y, localMax.z]
54529
+ // 7: max, max, max
54530
+ ];
54531
+ for (const [x, y, z] of corners) {
54532
+ const wx = m[0] * x + m[4] * y + m[8] * z + m[12];
54533
+ const wy = m[1] * x + m[5] * y + m[9] * z + m[13];
54534
+ const wz = m[2] * x + m[6] * y + m[10] * z + m[14];
54535
+ boundBox.expandByPoint(new Vector3(wx, wy, wz));
54536
+ }
54537
+ return boundBox;
54538
+ }
54371
54539
  // GPU textures for splat data
54372
54540
  splatColor;
54373
54541
  transformA;
54374
54542
  transformB;
54375
54543
  texParams;
54376
54544
  // [numSplats, texWidth, validCount, visBoost]
54545
+ _texParamDirty = true;
54377
54546
  splatOrder;
54378
54547
  // Material and geometry
54379
54548
  gsplatMaterial;
@@ -54388,8 +54557,7 @@ fn frag(){
54388
54557
  // R32U: size.x * size.y
54389
54558
  _positions;
54390
54559
  // xyz per splat (local space)
54391
- _worldPositions;
54392
- // xyz per splat (world space, cached)
54560
+ // private _worldPositions: Float32Array; // xyz per splat (world space, cached)
54393
54561
  // Tracking which splats have been set
54394
54562
  _splatSetFlags;
54395
54563
  // Track which indices have data
@@ -54449,8 +54617,7 @@ fn frag(){
54449
54617
  }
54450
54618
  this._positions = new Float32Array(totalCount * 3);
54451
54619
  this._positions.fill(0);
54452
- this._worldPositions = new Float32Array(totalCount * 3);
54453
- this._worldPositions.fill(0);
54620
+ this.localBoundBox.makeEmpty();
54454
54621
  this._splatSetFlags = new Array(totalCount).fill(false);
54455
54622
  this._validCount = 0;
54456
54623
  this.texParams = new Float32Array([this._validCount, this.size.x, 0, 1]);
@@ -54499,6 +54666,7 @@ fn frag(){
54499
54666
  this._positions[index * 3 + 0] = data.position[0];
54500
54667
  this._positions[index * 3 + 1] = data.position[1];
54501
54668
  this._positions[index * 3 + 2] = data.position[2];
54669
+ this.localBoundBox.expandByPoint(new Vector3(data.position[0], data.position[1], data.position[2]));
54502
54670
  const SH_C0 = 0.28209479177387814;
54503
54671
  let r = 0.5, g = 0.5, b = 0.5;
54504
54672
  if (data.sh && data.sh.coeffs && data.sh.coeffs.length >= 3) {
@@ -54516,8 +54684,6 @@ fn frag(){
54516
54684
  if (!wasSet) {
54517
54685
  this._splatSetFlags[index] = true;
54518
54686
  this._validCount++;
54519
- this.texParams[2] = this._validCount;
54520
- this._centersSent = false;
54521
54687
  }
54522
54688
  this._pendingUpdates.add(index);
54523
54689
  }
@@ -54605,14 +54771,32 @@ fn frag(){
54605
54771
  /**
54606
54772
  * Flush pending updates to GPU
54607
54773
  * Updates GPU textures with all pending changes
54774
+ * Uses partial updates when possible for better performance
54608
54775
  */
54609
54776
  flushUpdates() {
54610
54777
  if (this._pendingUpdates.size === 0) return;
54611
54778
  const w = this.size.x | 0;
54612
54779
  const h = this.size.y | 0;
54613
- this.splatColor.updateTexture(w, h, this._colorData);
54614
- this.transformA.updateTexture(w, h, this._transformAData);
54615
- this.transformB.updateTexture(w, h, this._transformBData, false);
54780
+ const pendingIndices = Array.from(this._pendingUpdates);
54781
+ if (pendingIndices.length === 0) return;
54782
+ let minRow = h;
54783
+ let maxRow = 0;
54784
+ for (const index of pendingIndices) {
54785
+ const row = Math.floor(index / w);
54786
+ if (row < minRow) minRow = row;
54787
+ if (row > maxRow) maxRow = row;
54788
+ }
54789
+ const rowCount = maxRow - minRow + 1;
54790
+ const updateRatio = rowCount / h;
54791
+ if (updateRatio < 0.5 && rowCount < h) {
54792
+ this.splatColor.updateTexture(w, h, this._colorData, minRow, rowCount);
54793
+ this.transformA.updateTexture(w, h, this._transformAData, minRow, rowCount);
54794
+ this.transformB.updateTexture(w, h, this._transformBData, false, minRow, rowCount);
54795
+ } else {
54796
+ this.splatColor.updateTexture(w, h, this._colorData);
54797
+ this.transformA.updateTexture(w, h, this._transformAData);
54798
+ this.transformB.updateTexture(w, h, this._transformBData, false);
54799
+ }
54616
54800
  this.updatePendingWorldPositions();
54617
54801
  this._pendingUpdates.clear();
54618
54802
  }
@@ -54638,55 +54822,22 @@ fn frag(){
54638
54822
  * Update splat sorting before rendering
54639
54823
  * Uses the same logic as GSplatRenderer for reliable sorting
54640
54824
  */
54641
- onBeforeUpdate(view) {
54642
- if (this._validCount > 0 && view?.camera) {
54643
- if (view.camera.viewMatrix) {
54644
- this.scheduleOrder(view.camera.viewMatrix);
54645
- }
54646
- }
54647
- }
54825
+ // public onBeforeUpdate(view?: View3D) {
54826
+ // if (this._validCount > 0 && view?.camera) {
54827
+ // if (view.camera.viewMatrix) {
54828
+ // this.scheduleOrder(view.camera.viewMatrix);
54829
+ // }
54830
+ // }
54831
+ // }
54648
54832
  /**
54649
54833
  * Update world space positions when transform changes
54650
54834
  */
54651
54835
  updateWorldPositions() {
54652
54836
  if (!this._positions || this._validCount === 0) return;
54653
- const worldMatrix = this.object3D.transform.worldMatrix;
54654
- const localPos = this._positions;
54655
- const count = this._validCount;
54656
- const m = worldMatrix.rawData;
54657
- this.worldBoundBox.makeEmpty();
54658
- for (let i = 0; i < count; i++) {
54659
- if (!this._splatSetFlags[i]) continue;
54660
- const idx = i * 3;
54661
- const x = localPos[idx + 0];
54662
- const y = localPos[idx + 1];
54663
- const z = localPos[idx + 2];
54664
- this._worldPositions[idx + 0] = m[0] * x + m[4] * y + m[8] * z + m[12];
54665
- this._worldPositions[idx + 1] = m[1] * x + m[5] * y + m[9] * z + m[13];
54666
- this._worldPositions[idx + 2] = m[2] * x + m[6] * y + m[10] * z + m[14];
54667
- this.worldBoundBox.expandByPoint(new Vector3(this._worldPositions[idx + 0], this._worldPositions[idx + 1], this._worldPositions[idx + 2]));
54668
- }
54669
54837
  this._centersSent = false;
54670
54838
  }
54671
54839
  updatePendingWorldPositions() {
54672
54840
  if (!this._positions || this._validCount === 0) return;
54673
- const worldMatrix = this.object3D.transform.worldMatrix;
54674
- const localPos = this._positions;
54675
- this._validCount;
54676
- const m = worldMatrix.rawData;
54677
- const pendingUpdates = Array.from(this._pendingUpdates.values());
54678
- for (let i = 0; i < pendingUpdates.length; i++) {
54679
- const ii = pendingUpdates[i];
54680
- if (!this._splatSetFlags[ii]) continue;
54681
- const idx = ii * 3;
54682
- const x = localPos[idx + 0];
54683
- const y = localPos[idx + 1];
54684
- const z = localPos[idx + 2];
54685
- this._worldPositions[idx + 0] = m[0] * x + m[4] * y + m[8] * z + m[12];
54686
- this._worldPositions[idx + 1] = m[1] * x + m[5] * y + m[9] * z + m[13];
54687
- this._worldPositions[idx + 2] = m[2] * x + m[6] * y + m[10] * z + m[14];
54688
- this.worldBoundBox.expandByPoint(new Vector3(this._worldPositions[idx + 0], this._worldPositions[idx + 1], this._worldPositions[idx + 2]));
54689
- }
54690
54841
  this._centersSent = false;
54691
54842
  }
54692
54843
  /**
@@ -54696,7 +54847,7 @@ fn frag(){
54696
54847
  scheduleOrder(viewMatrix) {
54697
54848
  if (this._validCount === 0) return;
54698
54849
  const transformChanged = this.object3D.transform.localChange;
54699
- if (transformChanged || !this._worldPositions || this._worldPositions.length === 0) {
54850
+ if (transformChanged) {
54700
54851
  this.updateWorldPositions();
54701
54852
  }
54702
54853
  const r = viewMatrix.rawData;
@@ -54751,21 +54902,25 @@ fn frag(){
54751
54902
  }
54752
54903
  this.splatOrder.updateTexture(this.size.x, this.size.y, this._orderData);
54753
54904
  const valid = Math.max(0, Math.min(this._validCount, ev.data.count | 0));
54754
- this.texParams[2] = valid;
54755
- this.texParams[0] = valid;
54905
+ this.setCount(valid);
54756
54906
  this._updateTexParams();
54757
54907
  const newInstanceCount = Math.ceil(valid / this._batchSize);
54758
54908
  this.instanceCount = newInstanceCount;
54759
54909
  };
54760
54910
  const centers = new Float32Array(this._validCount * 3);
54761
- const worldPos = this._worldPositions || this._positions;
54762
54911
  let centerIdx = 0;
54912
+ const worldMatrix = this.object3D.transform.worldMatrix;
54913
+ const localPos = this._positions;
54914
+ const m = worldMatrix.rawData;
54763
54915
  for (let i = 0; i < this._validCount; i++) {
54764
54916
  if (this._splatSetFlags[i]) {
54765
54917
  const srcIdx = i * 3;
54766
- centers[centerIdx * 3 + 0] = worldPos[srcIdx + 0];
54767
- centers[centerIdx * 3 + 1] = worldPos[srcIdx + 1];
54768
- centers[centerIdx * 3 + 2] = worldPos[srcIdx + 2];
54918
+ const x = localPos[srcIdx + 0];
54919
+ const y = localPos[srcIdx + 1];
54920
+ const z = localPos[srcIdx + 2];
54921
+ centers[centerIdx * 3 + 0] = m[0] * x + m[4] * y + m[8] * z + m[12];
54922
+ centers[centerIdx * 3 + 1] = m[1] * x + m[5] * y + m[9] * z + m[13];
54923
+ centers[centerIdx * 3 + 2] = m[2] * x + m[6] * y + m[10] * z + m[14];
54769
54924
  centerIdx++;
54770
54925
  }
54771
54926
  }
@@ -54781,14 +54936,19 @@ fn frag(){
54781
54936
  }
54782
54937
  if (!this._centersSent && this._sortWorker) {
54783
54938
  const centers = new Float32Array(this._validCount * 3);
54784
- const worldPos = this._worldPositions || this._positions;
54785
54939
  let centerIdx = 0;
54940
+ const worldMatrix = this.object3D.transform.worldMatrix;
54941
+ const localPos = this._positions;
54942
+ const m = worldMatrix.rawData;
54786
54943
  for (let i = 0; i < this._validCount; i++) {
54787
54944
  if (this._splatSetFlags[i]) {
54788
54945
  const srcIdx = i * 3;
54789
- centers[centerIdx * 3 + 0] = worldPos[srcIdx + 0];
54790
- centers[centerIdx * 3 + 1] = worldPos[srcIdx + 1];
54791
- centers[centerIdx * 3 + 2] = worldPos[srcIdx + 2];
54946
+ const x = localPos[srcIdx + 0];
54947
+ const y = localPos[srcIdx + 1];
54948
+ const z = localPos[srcIdx + 2];
54949
+ centers[centerIdx * 3 + 0] = m[0] * x + m[4] * y + m[8] * z + m[12];
54950
+ centers[centerIdx * 3 + 1] = m[1] * x + m[5] * y + m[9] * z + m[13];
54951
+ centers[centerIdx * 3 + 2] = m[2] * x + m[6] * y + m[10] * z + m[14];
54792
54952
  centerIdx++;
54793
54953
  }
54794
54954
  }
@@ -54948,12 +55108,17 @@ fn frag(){
54948
55108
  */
54949
55109
  setVisBoost(v) {
54950
55110
  this.texParams[3] = Math.max(0, v);
55111
+ this._texParamDirty = true;
54951
55112
  }
54952
55113
  setCount(c) {
54953
55114
  this.texParams[0] = Math.max(0, c);
55115
+ this._texParamDirty = true;
54954
55116
  }
54955
55117
  _updateTexParams() {
54956
- this.gsplatMaterial.setTexParams(this.texParams);
55118
+ if (this._texParamDirty) {
55119
+ this.gsplatMaterial.setTexParams(this.texParams);
55120
+ this._texParamDirty = false;
55121
+ }
54957
55122
  }
54958
55123
  /**
54959
55124
  * Set sort throttle interval (milliseconds)
@@ -55013,6 +55178,11 @@ fn frag(){
55013
55178
  * Update node before rendering
55014
55179
  */
55015
55180
  nodeUpdate(view, passType, renderPassState, clusterLightingBuffer) {
55181
+ if (this._validCount > 0 && view?.camera) {
55182
+ if (view.camera.viewMatrix) {
55183
+ this.scheduleOrder(view.camera.viewMatrix);
55184
+ }
55185
+ }
55016
55186
  if (this._pendingUpdates.size > 0 && this._frameCount >= 60) {
55017
55187
  this.flushUpdates();
55018
55188
  }
@@ -55020,6 +55190,7 @@ fn frag(){
55020
55190
  this._frameCount = 0;
55021
55191
  }
55022
55192
  this._frameCount++;
55193
+ this._updateTexParams();
55023
55194
  const worldMatrix = this.object3D.transform.worldMatrix;
55024
55195
  this.gsplatMaterial.setTransformMatrix(worldMatrix);
55025
55196
  const currentParams = `${this._minPixelCoverage},${this._maxPixelCoverage},${this._maxPixelCullDistance},${this._batchSize}`;
@@ -55101,7 +55272,6 @@ fn frag(){
55101
55272
  this.splatOrder = null;
55102
55273
  }
55103
55274
  this._positions = null;
55104
- this._worldPositions = null;
55105
55275
  this._orderData = null;
55106
55276
  this._colorData = null;
55107
55277
  this._transformAData = null;
@@ -29,11 +29,13 @@ export type SplatData = {
29
29
  export declare class GSplatStreamRenderer extends RenderNode {
30
30
  totalCount: number;
31
31
  size: Vector2;
32
- worldBoundBox: BoundingBox;
32
+ localBoundBox: BoundingBox;
33
+ get worldBoundBox(): BoundingBox;
33
34
  splatColor: Uint8ArrayTexture;
34
35
  transformA: Uint32ArrayTexture;
35
36
  transformB: Float16ArrayTexture;
36
37
  texParams: Float32Array;
38
+ private _texParamDirty;
37
39
  splatOrder: R32UintTexture;
38
40
  gsplatMaterial: GSplatMaterial;
39
41
  private _colorData;
@@ -41,7 +43,6 @@ export declare class GSplatStreamRenderer extends RenderNode {
41
43
  private _transformBData;
42
44
  private _orderData;
43
45
  private _positions;
44
- private _worldPositions;
45
46
  private _splatSetFlags;
46
47
  private _validCount;
47
48
  private _sortWorker;
@@ -83,6 +84,7 @@ export declare class GSplatStreamRenderer extends RenderNode {
83
84
  /**
84
85
  * Flush pending updates to GPU
85
86
  * Updates GPU textures with all pending changes
87
+ * Uses partial updates when possible for better performance
86
88
  */
87
89
  flushUpdates(): void;
88
90
  /**
@@ -103,7 +105,6 @@ export declare class GSplatStreamRenderer extends RenderNode {
103
105
  * Update splat sorting before rendering
104
106
  * Uses the same logic as GSplatRenderer for reliable sorting
105
107
  */
106
- onBeforeUpdate(view?: View3D): void;
107
108
  /**
108
109
  * Update world space positions when transform changes
109
110
  */
@@ -23,6 +23,8 @@ export declare class Float16ArrayTexture extends Texture {
23
23
  * @param height 纹理高度
24
24
  * @param numbers 像素数据数组
25
25
  * @param mipmap 是否生成Mipmap
26
+ * @param startRow 起始行(部分更新)
27
+ * @param rowCount 更新的行数(部分更新)
26
28
  */
27
- updateTexture(width: number, height: number, numbers: number[], mipmap?: boolean): void;
29
+ updateTexture(width: number, height: number, numbers: number[], mipmap?: boolean, startRow?: number, rowCount?: number): void;
28
30
  }
@@ -7,5 +7,5 @@ import { Texture } from "../gfx/graphics/webGpu/core/texture/Texture";
7
7
  export declare class Uint32ArrayTexture extends Texture {
8
8
  private _dataBuffer;
9
9
  create(width: number, height: number, data: Uint32Array): this;
10
- updateTexture(width: number, height: number, data: Uint32Array): void;
10
+ updateTexture(width: number, height: number, data: Uint32Array, startRow?: number, rowCount?: number): void;
11
11
  }
@@ -2,5 +2,5 @@ import { Texture } from "../gfx/graphics/webGpu/core/texture/Texture";
2
2
  export declare class Uint8ArrayTexture extends Texture {
3
3
  private _dataBuffer;
4
4
  create(width: number, height: number, data: Uint8Array, useMipmap?: boolean): this;
5
- updateTexture(width: number, height: number, data: Uint8Array): void;
5
+ updateTexture(width: number, height: number, data: Uint8Array, startRow?: number, rowCount?: number): void;
6
6
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@rings-webgpu/core",
3
- "version": "1.0.37",
3
+ "version": "1.0.39",
4
4
  "description": "Rings webgpu Engine",
5
5
  "main": "index.js",
6
6
  "exports": {