@woosh/meep-engine 2.33.5 → 2.33.6

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/core/collection/RingBuffer.js +40 -10
  2. package/core/collection/array/typed/typed_array_copy.js +2 -2
  3. package/core/geom/3d/aabb/aabb3_compute_projected_area.js +5 -4
  4. package/core/process/undo/ActionProcessor.d.ts +2 -0
  5. package/core/process/undo/ActionProcessor.js +59 -1
  6. package/core/process/undo/ActionProcessor.spec.js +59 -0
  7. package/core/process/undo/Mark.js +2 -1
  8. package/engine/asset/loaders/material/bitmap2sampler_gl.js +19 -0
  9. package/engine/asset/loaders/material/computeImageBitmapEquality.js +7 -19
  10. package/engine/graphics/geometry/instancing/InstancedMeshGroup.js +25 -16
  11. package/engine/graphics/material/SplatMaterial.js +4 -97
  12. package/engine/graphics/micron/build/buildMicronGeometryFromBufferGeometry.js +1 -5
  13. package/engine/graphics/micron/build/fill_patch_geometry_data.js +2 -0
  14. package/engine/graphics/micron/format/MicronGeometryPatch.js +11 -3
  15. package/engine/graphics/micron/format/MicronVertexDataSpec.js +25 -3
  16. package/engine/graphics/micron/render/VirtualGeometryBuilder.js +24 -8
  17. package/engine/graphics/micron/render/refinement/ActivePatchList.js +6 -25
  18. package/engine/graphics/micron/render/refinement/RefinementSpec.js +98 -0
  19. package/engine/graphics/micron/render/refinement/array_normalize_plane.js +25 -0
  20. package/engine/graphics/micron/render/refinement/array_setFromProjectionMatrix.js +60 -0
  21. package/engine/graphics/micron/render/v1/MaterialVertexSpec.js +21 -0
  22. package/engine/graphics/micron/render/v1/VGThreeRenderer.js +12 -9
  23. package/engine/graphics/render/buffer/buffers/ColorAndDepthFrameBuffer.js +5 -3
  24. package/engine/graphics/render/forward_plus/prototypeLightManager.js +1 -1
  25. package/engine/graphics/render/visibility/hiz/prototypeHiZ.js +1 -1
  26. package/engine/graphics/shadows/ShadowMapRenderer.js +12 -2
  27. package/engine/graphics/texture/cubemap/load_environment_map.js +29 -3
  28. package/engine/graphics/texture/sampler/Sampler2D.js +18 -62
  29. package/engine/graphics/texture/sampler/debug/paintSamplerOnHTML.js +3 -2
  30. package/engine/graphics/texture/sampler/differenceSampler.js +31 -0
  31. package/engine/graphics/texture/sampler/typedArrayConstructorByInstance.js +25 -0
  32. package/engine/graphics/texture/sampler/util/drawSamplerHTML.js +3 -2
  33. package/package.json +1 -1
  34. package/view/minimap/gl/MinimapMarkersGL.js +2 -2
  35. package/engine/graphics/micron/render/RefinementSpec.js +0 -181
@@ -7,14 +7,32 @@ export class RingBuffer {
7
7
  * @constructor
8
8
  */
9
9
  constructor(size) {
10
- assert.equal(typeof size, "number", `Type of 'size' must be 'number', was '${typeof size}' instead`);
10
+ assert.isNumber(size, 'size');
11
11
  assert.greaterThan(size, 0, `size`);
12
+ assert.isNonNegativeInteger(size, 'size');
12
13
 
14
+ /**
15
+ *
16
+ * @type {number}
17
+ */
13
18
  this.size = size;
14
19
 
20
+ /**
21
+ *
22
+ * @type {number}
23
+ */
15
24
  this.head = 0;
25
+
26
+ /**
27
+ *
28
+ * @type {number}
29
+ */
16
30
  this.tail = 0;
17
31
 
32
+ /**
33
+ *
34
+ * @type {number}
35
+ */
18
36
  this.count = 0;
19
37
 
20
38
  /**
@@ -62,13 +80,15 @@ export class RingBuffer {
62
80
 
63
81
  this.data[head] = element;
64
82
 
65
- const newHead = (head + 1) % this.size;
83
+ const size = this.size;
84
+
85
+ const newHead = (head + 1) % size;
66
86
 
67
87
  this.head = newHead;
68
88
 
69
- if (this.count === this.size) {
89
+ if (this.count === size) {
70
90
  //update tail
71
- this.tail = (this.tail + 1) % this.size;
91
+ this.tail = (this.tail + 1) % size;
72
92
  } else {
73
93
  this.count++;
74
94
  }
@@ -130,11 +150,15 @@ export class RingBuffer {
130
150
  * @returns {V|undefined}
131
151
  */
132
152
  removeIf(condition, thisArg) {
153
+ const count = this.count;
154
+ const size = this.size;
133
155
 
134
- for (let i = 0; i < this.count; i++) {
135
- const index = (this.tail + i) % this.size;
156
+ const tail = this.tail;
157
+ const data = this.data;
136
158
 
137
- const el = this.data[index];
159
+ for (let i = 0; i < count; i++) {
160
+ const index = (tail + i) % size;
161
+ const el = data[index];
138
162
 
139
163
  if (condition.call(thisArg, el)) {
140
164
 
@@ -151,10 +175,16 @@ export class RingBuffer {
151
175
  * @param {*} [thisArg]
152
176
  */
153
177
  forEach(visitor, thisArg) {
154
- for (let i = 0; i < this.count; i++) {
155
- const index = (this.tail + i) % this.size;
178
+ const count = this.count;
179
+ const size = this.size;
180
+
181
+ const tail = this.tail;
182
+ const data = this.data;
183
+
184
+ for (let i = 0; i < count; i++) {
156
185
 
157
- const el = this.data[index];
186
+ const index = (tail + i) % size;
187
+ const el = data[index];
158
188
 
159
189
  visitor.call(thisArg, el);
160
190
  }
@@ -3,8 +3,8 @@ import { array_copy } from "../copyArray.js";
3
3
 
4
4
  /**
5
5
  *
6
- * @param {TypedArray} source
7
- * @param {TypedArray} destination
6
+ * @param {TypedArray|Float32Array} source
7
+ * @param {TypedArray|Float32Array} destination
8
8
  */
9
9
  export function typed_array_copy(source, destination) {
10
10
  const destination_size = destination.length;
@@ -56,7 +56,7 @@ export function aabb3_project_to_2d(aabb_corners, projection_matrix) {
56
56
  const t_w = a3 * _x + b3 * _y + c3 * _z + d3;
57
57
 
58
58
  // perspective divide and normalization (-1,1 space projected to -0.5,0.5)
59
- const d = 0.5 / Math.abs(t_w);
59
+ const d = 0.5 / t_w;
60
60
 
61
61
  // finally compute screen-space coordinates of the corner
62
62
  const x = t_x * d;
@@ -65,13 +65,14 @@ export function aabb3_project_to_2d(aabb_corners, projection_matrix) {
65
65
  if (x0 > x) {
66
66
  x0 = x;
67
67
  }
68
- if (y0 > y) {
69
- y0 = y;
70
- }
71
68
 
72
69
  if (x1 < x) {
73
70
  x1 = x;
74
71
  }
72
+
73
+ if (y0 > y) {
74
+ y0 = y;
75
+ }
75
76
  if (y1 < y) {
76
77
  y1 = y;
77
78
  }
@@ -17,6 +17,8 @@ export class ActionProcessor<CTX, MD> {
17
17
 
18
18
  redo(): void
19
19
 
20
+ navigateTo(mark: MD): boolean
21
+
20
22
  doMany(actions: Action<CTX>[]): void
21
23
 
22
24
  do(action: Action<CTX>): this
@@ -202,6 +202,64 @@ export class ActionProcessor {
202
202
 
203
203
  }
204
204
 
205
+ /**
206
+ * Navigate to a specific mark back or forward
207
+ * @param {M} mark_descriptor specific mark description
208
+ * @returns {boolean} true on success, false otherwise (e.g. mark not found)
209
+ * @throws {Error} when mark is non-unique
210
+ */
211
+ navigateTo(mark_descriptor) {
212
+ // find all matching marks
213
+ const matching_marks = this.marks.filter(m => m.description === mark_descriptor);
214
+
215
+ if (matching_marks.length === 0) {
216
+ // not found
217
+ return false;
218
+ }
219
+
220
+ if (matching_marks.length > 1) {
221
+ throw new Error(`Attempting to navigate to a non-unique mark descriptor '${mark_descriptor}'. Mark descriptor must be unique, instead ${matching_marks.length} matches were found`);
222
+ }
223
+
224
+ const match = matching_marks[0];
225
+
226
+ const target = match.index;
227
+
228
+ let temp_cursor = this.cursor;
229
+
230
+ if (target > this.cursor) {
231
+
232
+ while (target > this.cursor) {
233
+ // navigate forward
234
+ this.redo();
235
+
236
+ if (temp_cursor === this.cursor) {
237
+ // no cursor change
238
+ return false;
239
+ }
240
+
241
+ temp_cursor = this.cursor;
242
+ }
243
+
244
+ } else if (target < this.cursor) {
245
+
246
+ while (target < this.cursor) {
247
+ // navigate backwards
248
+ this.undo();
249
+
250
+ if (temp_cursor === this.cursor) {
251
+ // no cursor change
252
+ return false;
253
+ }
254
+
255
+ temp_cursor = this.cursor;
256
+ }
257
+
258
+ }
259
+
260
+ return true;
261
+ }
262
+
205
263
  undo() {
206
264
  let markAddress = 0;
207
265
  /**
@@ -226,7 +284,7 @@ export class ActionProcessor {
226
284
  markAddress = 0;
227
285
  }
228
286
 
229
- //keep rewinding until we hit mark
287
+ //keep rewinding until we hit a mark
230
288
  while (this.cursor > markAddress && this.cursor > 0) {
231
289
  this.cursor--;
232
290
  const action = this.history.get(this.cursor);
@@ -0,0 +1,59 @@
1
+ import { ActionProcessor } from "./ActionProcessor.js";
2
+ import { Action } from "./Action.js";
3
+
4
+ class DummyContext {
5
+ constructor() {
6
+ this.value = 0;
7
+ }
8
+ }
9
+
10
+ class DummyAction extends Action {
11
+ apply(context) {
12
+ // do nothing
13
+ context.value++;
14
+ }
15
+
16
+ revert(context) {
17
+ context.value--;
18
+ }
19
+ }
20
+
21
+ test('navigateTo backwards', () => {
22
+ const ctx = new DummyContext();
23
+ const ap = new ActionProcessor(ctx);
24
+
25
+ ap.mark('a');
26
+ ap.do(new DummyAction());
27
+ ap.mark('b');
28
+ ap.do(new DummyAction());
29
+
30
+ expect(ap.navigateTo('a')).toBe(true);
31
+
32
+ expect(ctx.value).toBe(0);
33
+ });
34
+
35
+ test('navigateTo forward', () => {
36
+ const ctx = new DummyContext();
37
+ const ap = new ActionProcessor(ctx);
38
+
39
+ ap.mark('a');
40
+ ap.do(new DummyAction());
41
+ ap.mark('b');
42
+ ap.do(new DummyAction());
43
+ ap.mark('c');
44
+
45
+ ap.undo();
46
+ ap.undo();
47
+ ap.undo();
48
+
49
+ expect(ap.navigateTo('c')).toBe(true);
50
+
51
+ expect(ctx.value).toBe(2);
52
+ });
53
+
54
+ test('navigateTo non-existent on empty', () => {
55
+ const ctx = new DummyContext();
56
+ const ap = new ActionProcessor(ctx);
57
+
58
+ expect(ap.navigateTo('a')).toBe(false);
59
+ });
@@ -8,13 +8,14 @@ export class Mark {
8
8
  * @constructor
9
9
  */
10
10
  constructor(index, description) {
11
- assert.typeOf(index, 'number', 'index');
11
+ assert.isNumber(index, 'index');
12
12
 
13
13
  /**
14
14
  *
15
15
  * @type {number}
16
16
  */
17
17
  this.index = index;
18
+
18
19
  /**
19
20
  *
20
21
  * @type {D}
@@ -0,0 +1,19 @@
1
+ /**
2
+ *
3
+ * @param {WebGL2RenderingContext} gl
4
+ * @param {Sampler2D} sampler
5
+ * @param {ImageBitmap} bitmap
6
+ */
7
+ export function bitmap2sampler_gl(gl, sampler, bitmap) {
8
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, bitmap);
9
+ gl.drawBuffers([gl.COLOR_ATTACHMENT0]);
10
+
11
+ const w = sampler.width;
12
+ const h = sampler.height;
13
+
14
+ if (sampler.itemSize !== 4) {
15
+ throw new Error(`Expected sampler.itemSize to be 4, instead was '${sampler.itemSize}'`);
16
+ }
17
+
18
+ gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, sampler.data);
19
+ }
@@ -1,6 +1,7 @@
1
1
  import { Sampler2D } from "../../../graphics/texture/sampler/Sampler2D.js";
2
2
  import { assert } from "../../../../core/assert.js";
3
3
  import { isArrayEqualStrict } from "../../../../core/collection/array/isArrayEqualStrict.js";
4
+ import { bitmap2sampler_gl } from "./bitmap2sampler_gl.js";
4
5
 
5
6
  /**
6
7
  *
@@ -8,23 +9,6 @@ import { isArrayEqualStrict } from "../../../../core/collection/array/isArrayEqu
8
9
  */
9
10
  const sampler_cache = new WeakMap();
10
11
 
11
- /**
12
- *
13
- * @param {WebGL2RenderingContext} gl
14
- * @param {Sampler2D} sampler
15
- * @param {ImageBitmap} bitmap
16
- */
17
- function bitmap2sampler_gl(gl, sampler, bitmap) {
18
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, bitmap);
19
- gl.drawBuffers([gl.COLOR_ATTACHMENT0]);
20
-
21
- const data = new Uint8Array(sampler.width * sampler.height * 4);
22
-
23
- gl.readPixels(0, 0, sampler.width, sampler.height, gl.RGBA, gl.UNSIGNED_BYTE, data);
24
-
25
- sampler.data = data;
26
- }
27
-
28
12
  /**
29
13
  *
30
14
  * @param {ImageBitmap} bitmap
@@ -45,7 +29,7 @@ function obtainSampler(bitmap, ctx) {
45
29
  const width = bitmap.width;
46
30
  const height = bitmap.height;
47
31
 
48
- const sampler = new Sampler2D(null, 4, width, height);
32
+ const sampler = Sampler2D.uint8(4, width, height);
49
33
 
50
34
  bitmap2sampler_gl(ctx, sampler, bitmap);
51
35
 
@@ -75,15 +59,19 @@ function obtainCanvasCtx(width, height) {
75
59
 
76
60
  if (ctx_ref === null || (gl = ctx_ref.deref()) === undefined) {
77
61
  const canvas = document.createElement('canvas');
62
+
78
63
  gl = canvas.getContext("webgl2");
79
64
  gl.activeTexture(gl.TEXTURE0);
65
+
80
66
  const texture = gl.createTexture();
67
+
81
68
  gl.bindTexture(gl.TEXTURE_2D, texture);
69
+
82
70
  const framebuffer = gl.createFramebuffer();
71
+
83
72
  gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
84
73
  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
85
74
 
86
-
87
75
  ctx_ref = new WeakRef(gl);
88
76
  }
89
77
 
@@ -8,6 +8,7 @@ import {
8
8
  import ThreeFactory from "../../three/ThreeFactory.js";
9
9
  import { StaticMaterialCache } from "../../../asset/loaders/material/StaticMaterialCache.js";
10
10
  import { composeCompile } from "../../material/composeCompile.js";
11
+ import { typed_array_copy } from "../../../../core/collection/array/typed/typed_array_copy.js";
11
12
 
12
13
  /**
13
14
  *
@@ -29,14 +30,14 @@ function InstancedMeshGroup() {
29
30
  * Minimum spare capacity increase during growing
30
31
  * @type {number}
31
32
  */
32
- this.growConstant = 1;
33
+ this.growConstant = 4;
33
34
 
34
- this.shrinkFactor = 0.8;
35
+ this.shrinkFactor = 0.5;
35
36
  /**
36
37
  * Minimum capacity reduction for shrinkage to occur
37
38
  * @type {number}
38
39
  */
39
- this.shrinkConstant = 32;
40
+ this.shrinkConstant = 64;
40
41
 
41
42
  /**
42
43
  *
@@ -217,14 +218,30 @@ InstancedMeshGroup.prototype.setCapacity = function (size) {
217
218
  * @param {number} size
218
219
  */
219
220
  InstancedMeshGroup.prototype.ensureCapacity = function (size) {
221
+
220
222
  const currentCapacity = this.capacity;
223
+
221
224
  if (currentCapacity < size) {
222
- const newCapacityRaw = Math.max(size, currentCapacity * this.growFactor, currentCapacity + this.growConstant);
225
+ // grow
226
+
227
+ const newCapacityRaw = Math.max(
228
+ size,
229
+ currentCapacity * this.growFactor,
230
+ currentCapacity + this.growConstant
231
+ );
232
+
223
233
  const newCapacityInteger = Math.ceil(newCapacityRaw);
234
+
224
235
  this.setCapacity(newCapacityInteger);
225
- } else if (currentCapacity * this.shrinkFactor > size && currentCapacity - this.shrinkConstant > size) {
236
+
237
+ } else if (
238
+ currentCapacity * this.shrinkFactor > size
239
+ && currentCapacity - this.shrinkConstant > size
240
+ ) {
241
+ // shrink
226
242
  this.setCapacity(size);
227
243
  }
244
+
228
245
  };
229
246
 
230
247
  /**
@@ -375,14 +392,6 @@ InstancedMeshGroup.prototype.remove = function (reference) {
375
392
  this.setCount(this.count - 1);
376
393
  };
377
394
 
378
- /**
379
- * @param {Uint8Array|Uint16Array|Uint32Array|Int8Array|Int16Array|Int32Array|Float32Array|Float64Array} source
380
- * @param {Uint8Array|Uint16Array|Uint32Array|Int8Array|Int16Array|Int32Array|Float32Array|Float64Array}target
381
- */
382
- function copyArray(source, target) {
383
- target.set(source.subarray(0, Math.min(target.length, source.length)), 0)
384
- }
385
-
386
395
  InstancedMeshGroup.prototype.build = function () {
387
396
  if (this.__threeGeometry !== null) {
388
397
  // dispose old geometry's GPU memory
@@ -415,16 +424,16 @@ InstancedMeshGroup.prototype.build = function () {
415
424
  if (this.__attributePosition !== null) {
416
425
  //copy old data
417
426
  const oldPositionArray = this.__attributePosition.array;
418
- copyArray(oldPositionArray, newPositionArray);
427
+ typed_array_copy(oldPositionArray, newPositionArray);
419
428
  }
420
429
  if (this.__attributeRotation !== null) {
421
430
  //copy old data
422
431
  const oldRotationArray = this.__attributeRotation.array;
423
- copyArray(oldRotationArray, newRotationArray);
432
+ typed_array_copy(oldRotationArray, newRotationArray);
424
433
  }
425
434
  if (this.__attributeScale !== null) {
426
435
  const oldScaleArray = this.__attributeScale.array;
427
- copyArray(oldScaleArray, newScaleArray);
436
+ typed_array_copy(oldScaleArray, newScaleArray);
428
437
 
429
438
  if (newScaleArray.length > oldScaleArray.length) {
430
439
  //fill the rest of the array with scale factor of 1 as a default
@@ -4,7 +4,7 @@
4
4
  import {
5
5
  ClampToEdgeWrapping,
6
6
  Color,
7
- DoubleSide,
7
+ FrontSide,
8
8
  GLSL3,
9
9
  LinearFilter,
10
10
  NormalBlending,
@@ -15,95 +15,10 @@ import {
15
15
  Vector4 as ThreeVector4
16
16
  } from 'three';
17
17
  import TerrainShader from "../shaders/TerrainShader.js";
18
- import Vector4 from "../../../core/geom/Vector4.js";
19
18
  import { Sampler2D } from "../texture/sampler/Sampler2D.js";
20
19
  import sampler2D2Texture from "../texture/sampler/Sampler2D2Texture.js";
21
20
 
22
- /**
23
- *
24
- * @param {Vector4} tex0
25
- * @param {Vector4} tex1
26
- * @param {Vector4} tex2
27
- * @param {Vector4} tex3
28
- * @param {Vector4} splat
29
- * @param {Vector4} result
30
- */
31
- export function blendSplatTextures(tex0, tex1, tex2, tex3, splat, result) {
32
- const b0 = splat.x;
33
- const b1 = splat.y;
34
- const b2 = splat.z;
35
- const b3 = splat.w;
36
-
37
- const bT = b0 + b1 + b2 + b3;
38
-
39
-
40
- result.set(
41
- (tex0.x * b0 + tex1.x * b1 + tex2.x * b2 + tex3.x * b3) / bT,
42
- (tex0.y * b0 + tex1.y * b1 + tex2.y * b2 + tex3.y * b3) / bT,
43
- (tex0.z * b0 + tex1.z * b1 + tex2.z * b2 + tex3.z * b3) / bT,
44
- (tex0.w * b0 + tex1.w * b1 + tex2.w * b2 + tex3.w * b3) / bT
45
- );
46
- }
47
-
48
- /**
49
- *
50
- * @param {Sampler2D[]} diffuse
51
- * @param {Vector2} diffuseRepeat
52
- * @param {Sampler2D} splat
53
- * @param {Vector2} gridSize
54
- * @param {Vector2} resultTextureSize
55
- * @returns {Sampler2D}
56
- */
57
- export function buildTerrainTexture({ diffuse, diffuseRepeat, splat, gridSize, resultTextureSize }) {
58
- const texture0 = diffuse[0];
59
- const texture1 = diffuse[1];
60
- const texture2 = diffuse[2];
61
- const texture3 = diffuse[3];
62
-
63
- const resultData = new Uint8Array(resultTextureSize.x * resultTextureSize.y * 4);
64
-
65
- const result = new Sampler2D(resultData, 4, resultTextureSize.x, resultTextureSize.y);
66
-
67
- //do the splatting
68
- let x, y, u, v;
69
-
70
- const tex0 = new Vector4(0, 0, 0, 0);
71
- const tex1 = new Vector4(0, 0, 0, 0);
72
- const tex2 = new Vector4(0, 0, 0, 0);
73
- const tex3 = new Vector4(0, 0, 0, 0);
74
-
75
- const vSplat = new Vector4(0, 0, 0, 0);
76
-
77
- const vTemp = new Vector4(0, 0, 0, 0);
78
-
79
- for (x = 0; x < resultTextureSize.x; x++) {
80
-
81
- u = x / (resultTextureSize.x - 1);
82
-
83
- for (y = 0; y < resultTextureSize.y; y++) {
84
-
85
- v = y / (resultTextureSize.y - 1);
86
-
87
- const dU = (u * diffuseRepeat.x) % 1;
88
- const dV = (v * diffuseRepeat.y) % 1;
89
-
90
- texture0.sample(dU, dV, tex0);
91
- texture1.sample(dU, dV, tex1);
92
- texture2.sample(dU, dV, tex2);
93
- texture3.sample(dU, dV, tex3);
94
-
95
- splat.sample(u, v, vSplat);
96
-
97
- blendSplatTextures(tex0, tex1, tex2, tex3, vSplat, vTemp);
98
-
99
- result.set(x, y, [vTemp.x, vTemp.y, vTemp.z, 255]);
100
- }
101
- }
102
-
103
- return result;
104
- }
105
-
106
- function whitePixelTexture() {
21
+ export function whitePixelTexture() {
107
22
  const sampler = Sampler2D.uint8(4, 1, 1);
108
23
 
109
24
  for (let i = 0; i < sampler.data.length; i++) {
@@ -205,17 +120,12 @@ export function SplatMaterial(
205
120
  uniforms.gridResolution.value.set(gridResolution.x, gridResolution.y);
206
121
  }
207
122
 
208
-
209
- //this is for the water shader, so that back of the terrain reflects in the water, otherwise edges of shoreline look odd
210
- //TODO check how this can be removed, it would speed water(and ordinary) rendering if back faces could be culled
211
- const side = DoubleSide;
212
-
213
123
  const sm = new ShaderMaterial({
214
124
 
215
125
  uniforms: uniforms,
216
126
  vertexShader: TerrainShader.vertexShader,
217
127
  fragmentShader: TerrainShader.fragmentShader,
218
- side: side,
128
+ side: FrontSide,
219
129
  blending: NormalBlending,
220
130
  depthTest: true,
221
131
  depthWrite: true,
@@ -249,11 +159,8 @@ export function SplatMaterial(
249
159
  sm.aoMap = true;
250
160
  uniforms.aoMap.value = lightMap;
251
161
  uniforms.aoMapIntensity.value = 0.7;
252
- //
253
- // sm.lightMap = true;
254
- // uniforms.lightMap.value = options.lightMap;
255
- // uniforms.lightMapIntensity.value = 1;
256
162
  }
163
+
257
164
  sm.extensions.derivatives = true; //needed for rendering grid
258
165
  sm.needsUpdate = true;
259
166
 
@@ -4,7 +4,6 @@ import { MicronGeometry } from "../format/MicronGeometry.js";
4
4
  import { buildAbstractPatchHierarchy } from "./hierarchy/buildAbstractPatchHierarchy.js";
5
5
  import { MicronGeometryBufferAttributeSpec } from "../format/MicronGeometryBufferAttributeSpec.js";
6
6
  import { typedArrayToDataType } from "../../../../core/collection/array/typedArrayToDataType.js";
7
- import { RowFirstTableSpec } from "../../../../core/collection/table/RowFirstTableSpec.js";
8
7
  import { DataType } from "../../../../core/collection/table/DataType.js";
9
8
  import { MicronGeometryPatch } from "../format/MicronGeometryPatch.js";
10
9
  import { build_clustering_info } from "./debug/build_clustering_info.js";
@@ -202,11 +201,8 @@ export async function buildMicronGeometryFromBufferGeometry(input) {
202
201
  // console.time('build geometry');
203
202
 
204
203
  const vertex_attributes = attributes_from_buffer_geometry(input);
205
- const data_types = buildVertexDataTypeMap(vertex_attributes);
206
- const vertex_data_spec = RowFirstTableSpec.get(data_types);
207
204
 
208
- r.vertex_spec.data = vertex_data_spec;
209
- r.vertex_spec.attributes = vertex_attributes;
205
+ r.vertex_spec.setAttributes(vertex_attributes);
210
206
  r.root = compilePatchGraph(root, input, r.vertex_spec);
211
207
 
212
208
  r.initialize();
@@ -198,6 +198,8 @@ export function fill_patch_geometry_data(result, buffer_geometry, topo, vertex_d
198
198
  const micron_attributes = vertex_data_spec.attributes;
199
199
  const attribute_count = micron_attributes.length;
200
200
 
201
+ //TODO create a single ArrayBuffer for all attributes to get better cache coherence for rendering
202
+
201
203
  for (let i = 0; i < attribute_count; i++) {
202
204
  const attribute_spec = micron_attributes[i];
203
205
 
@@ -13,22 +13,30 @@ export class MicronGeometryPatch {
13
13
  */
14
14
  this.id = 0;
15
15
 
16
+ /**
17
+ * Continuous memory region for various pieces of data to get better memory access patterns
18
+ * All pieces of data end up in a continuous piece of memory, resulting in better cache coherence
19
+ * @type {ArrayBuffer}
20
+ */
21
+ const array_buffer = new ArrayBuffer((6 + 6 + 24) * 4);
22
+
16
23
  /**
17
24
  * Bounds are used to determine screen error and whether a patch should be subdivided or not for rendering
18
25
  * @type {number[]}
19
26
  */
20
- this.bounding_box = new Float32Array(6);
27
+ this.bounding_box = new Float32Array(array_buffer, 0, 6);
21
28
 
22
29
  /**
23
30
  *
24
31
  * @type {number[]|Float32Array}
25
32
  */
26
- this.group_bounding_box = new Float32Array(6);
33
+ this.group_bounding_box = new Float32Array(array_buffer, 6 * 4, 6);
34
+
27
35
  /**
28
36
  *
29
37
  * @type {number[]|Float32Array}
30
38
  */
31
- this.group_bounding_box_corners = new Float32Array(24);
39
+ this.group_bounding_box_corners = new Float32Array(array_buffer, 12 * 4, 24);
32
40
 
33
41
  /**
34
42
  *