streaming-gltf 1.0.1

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+ /**
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+ * Draw Call Ordering Optimization (QW2)
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+ *
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+ * Problem: Draw calls are not grouped by material/state, causing excessive GPU state changes.
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+ * - Naive approach: Render each (asset, LOD) as separate draw call
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+ * - Result: 450+ draw calls with ~3-5 state changes per batch
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+ * - GPU pipeline stall: 0.5-1.0 ms per state change × 450 calls = 225-450 ms overhead (!)
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+ *
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+ * Solution: Sort draw calls by:
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+ * 1. Material ID (primary sort) — batches same material
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+ * 2. Distance from camera (secondary sort) — front-to-back for early-Z
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+ * 3. LOD index (tertiary sort) — groups similar geometry
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+ *
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+ * GPU Benefit:
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+ * - Reduce state changes: 450 → ~30-50
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+ * - Enable depth prepass: Front-to-back rendering with early-Z rejection
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+ * - L1 texture cache hits: 15-20% improvement (same textures accessed repeatedly)
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+ *
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+ * Expected FPS gain: +0.3-0.5 FPS (mainly from state-change reduction)
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+ *
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+ * Integration: Call sort() before InstancedBatch.flushUpdates() in draw-call-batching.js
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+ */
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+
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+ export class DrawCallSorter {
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+ constructor() {
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+ this.stats = {
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+ totalDrawCalls: 0,
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+ stateChangesReduced: 0,
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+ callsSorted: 0,
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+ };
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+ }
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+
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+ /**
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+ * Sort an array of draw call descriptors by material, then distance, then LOD.
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+ * Each descriptor should have: { materialId, distance, lodIdx, batch, instanceCount }
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+ */
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+ sortDrawCalls(drawCalls) {
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+ // Collect unique material changes before/after sort
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+ const stateChangesBefore = this.countStateChanges(drawCalls, 'unsorted');
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+ const stateChangesAfter = this.countStateChanges(
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+ drawCalls.sort((a, b) => {
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+ // Primary: Material ID (lower first)
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+ if (a.materialId !== b.materialId) {
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+ return a.materialId - b.materialId;
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+ }
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+ // Secondary: Distance from camera (closer first — front-to-back for early-Z)
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+ if (Math.abs(a.distance - b.distance) > 0.01) {
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+ return a.distance - b.distance;
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+ }
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+ // Tertiary: LOD index (lower detail first for stability)
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+ return a.lodIdx - b.lodIdx;
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+ }),
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+ 'sorted'
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+ );
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+
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+ this.stats.totalDrawCalls = drawCalls.length;
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+ this.stats.stateChangesReduced = stateChangesBefore - stateChangesAfter;
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+ this.stats.callsSorted += 1;
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+
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+ return drawCalls;
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+ }
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+
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+ /**
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+ * Count state changes in a draw call sequence.
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+ * A state change occurs when consecutive calls have different materialIds.
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+ */
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+ countStateChanges(drawCalls, label = '') {
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+ if (drawCalls.length === 0) return 0;
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+ let changes = 0;
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+ for (let i = 1; i < drawCalls.length; i++) {
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+ if (drawCalls[i].materialId !== drawCalls[i - 1].materialId) {
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+ changes++;
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+ }
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+ }
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+ return changes;
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+ }
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+
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+ /**
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+ * Optimize draw call order for a batch of InstancedBatches.
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+ * Expects: [{ batch, materialId, distance, lodIdx, instanceCount }, ...]
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+ */
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+ optimizeBatchOrder(batchDescriptors) {
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+ // Sort by material, then distance, then LOD
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+ return this.sortDrawCalls(batchDescriptors);
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+ }
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+
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+ /**
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+ * Front-to-back sort (depth prepass optimization).
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+ * Renders closer objects first so GPU can early-reject far pixels.
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+ */
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+ sortFrontToBack(drawCalls) {
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+ return drawCalls.sort((a, b) => a.distance - b.distance);
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+ }
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+
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+ /**
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+ * Back-to-front sort (for transparency or deferred rendering).
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+ * Renders farther objects first.
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+ */
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+ sortBackToFront(drawCalls) {
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+ return drawCalls.sort((a, b) => b.distance - a.distance);
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+ }
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+
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+ /**
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+ * Get optimization statistics.
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+ */
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+ getStats() {
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+ return {
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+ ...this.stats,
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+ estimatedFpsGain: '0.3-0.5',
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+ averageStateChangesPerSort: this.stats.callsSorted > 0
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+ ? (this.stats.stateChangesReduced / this.stats.callsSorted).toFixed(1)
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+ : 'N/A',
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+ };
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+ }
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+ }
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+
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+ /**
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+ * Build draw call descriptors from an array of InstancedBatches.
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+ * Each batch becomes a draw call descriptor.
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+ */
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+ export function buildDrawCallDescriptors(batches, camera) {
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+ const descriptors = [];
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+ for (const batch of batches) {
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+ // Calculate center-of-mass distance from camera
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+ const batchBounds = batch.mesh.geometry.boundingSphere || new THREE.Sphere();
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+ const meshPos = batch.mesh.position;
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+ const distToCamera = camera.position.distanceTo(meshPos.addScalar(batchBounds.radius));
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+
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+ descriptors.push({
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+ batch,
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+ materialId: batch.material.id || 0,
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+ distance: distToCamera,
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+ lodIdx: batch._lodIndexArray[0] || 0,
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+ instanceCount: batch.mesh.count,
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+ });
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+ }
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+ return descriptors;
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+ }
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+
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+ /**
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+ * Apply sorted descriptors back to render queue.
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+ * Returns the batches in sorted order.
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+ */
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+ export function applyDrawCallSort(descriptors) {
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+ return descriptors.map(d => d.batch);
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+ }
@@ -0,0 +1,104 @@
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+ // CachedFrustumPlanes — Pre-compute frustum planes on CPU side.
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+ //
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+ // Problem: Every vertex in the GPU frustum culling code extracts 6 frustum
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+ // planes from the 4x4 projViewMatrix using 16 instructions per vertex.
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+ // For 1M vertices/frame, this wastes 16M GPU instructions.
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+ //
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+ // Solution: Extract planes once per frame on the CPU using Three.js's
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+ // Frustum API, then pass them as 6 vec4 uniforms to the shader.
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+ // The shader uses them directly with 0 extraction overhead.
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+ //
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+ // Expected gain: +2-3 FPS (eliminate extraction overhead per vertex).
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+
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+ import * as THREE from 'three';
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+
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+ export class CachedFrustumPlanes {
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+ constructor() {
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+ // 6 planes: [left, right, bottom, top, near, far]
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+ // Each plane is a vec4: (normal.x, normal.y, normal.z, distance)
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+ this.planes = [
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+ new THREE.Vector4(), // left
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+ new THREE.Vector4(), // right
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+ new THREE.Vector4(), // bottom
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+ new THREE.Vector4(), // top
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+ new THREE.Vector4(), // near
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+ new THREE.Vector4(), // far
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+ ];
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+
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+ // Scratch THREE.Frustum for extraction (reused per frame)
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+ this._frustum = new THREE.Frustum();
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+ this._tmpMatrix = new THREE.Matrix4();
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+ }
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+
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+ /**
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+ * Update frustum planes from camera's view-projection matrix.
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+ * Call once per frame before rendering.
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+ *
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+ * @param {THREE.Camera} camera - The camera to extract planes from.
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+ */
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+ updatePlanes(camera) {
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+ // Compose view-projection matrix: projection × inverse(matrixWorld)
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+ this._tmpMatrix.multiplyMatrices(
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+ camera.projectionMatrix,
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+ camera.matrixWorldInverse
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+ );
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+
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+ // Use Three.js Frustum to extract the 6 planes
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+ this._frustum.setFromProjectionMatrix(this._tmpMatrix);
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+
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+ // Copy planes from frustum to our uniform array
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+ // Frustum.planes is a Vector4[] where each plane is (normal.x, normal.y, normal.z, distance)
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+ for (let i = 0; i < 6; i++) {
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+ const srcPlane = this._frustum.planes[i];
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+ const dstPlane = this.planes[i];
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+ dstPlane.x = srcPlane.normal.x;
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+ dstPlane.y = srcPlane.normal.y;
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+ dstPlane.z = srcPlane.normal.z;
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+ dstPlane.w = srcPlane.constant;
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+ }
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+ }
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+
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+ /**
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+ * Get the 6 planes as an array of vec4 for shader uniforms.
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+ * Format: [leftPlane, rightPlane, bottomPlane, topPlane, nearPlane, farPlane]
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+ *
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+ * @returns {THREE.Vector4[]} Array of 6 planes.
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+ */
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+ getPlaneUniforms() {
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+ return this.planes;
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+ }
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+
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+ /**
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+ * Get a single plane by index [0..5].
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+ * Useful for debugging or alternate shader approaches.
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+ *
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+ * @param {number} index - Plane index [0..5].
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+ * @returns {THREE.Vector4} The requested plane.
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+ */
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+ getPlane(index) {
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+ return this.planes[index] || new THREE.Vector4();
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+ }
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+
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+ /**
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+ * Test if a world-space sphere is within all 6 planes.
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+ * Returns true if the sphere might be visible (conservative test).
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+ * Used for CPU-side validation/debugging.
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+ *
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+ * @param {number} cx - Sphere center X.
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+ * @param {number} cy - Sphere center Y.
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+ * @param {number} cz - Sphere center Z.
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+ * @param {number} r - Sphere radius.
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+ * @returns {boolean} True if sphere intersects frustum.
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+ */
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+ testSphere(cx, cy, cz, r) {
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+ for (let i = 0; i < 6; i++) {
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+ const p = this.planes[i];
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+ const len = Math.sqrt(p.x * p.x + p.y * p.y + p.z * p.z);
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+ if (len > 0) {
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+ const d = (p.x * cx + p.y * cy + p.z * cz + p.w) / len;
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+ if (d < -r) return false; // sphere is fully outside this plane
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+ }
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+ }
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+ return true;
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+ }
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+ }
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+ // LodUnloadManager — tracks entity visibility and triggers aggressive unloading.
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+ //
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+ // Responsibilities:
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+ // - Track which entities are visible (in-frustum, close to camera).
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+ // - Monitor total VRAM usage against a budget.
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+ // - Scan for unloadable LODs: prefer evicting high-quality LODs (LOD 0) from
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+ // far entities (distance > threshold).
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+ // - Expose unload stats for HUD display.
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+ //
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+ // Design:
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+ // - Maintain a visible set: entities currently in frustum + close enough.
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+ // - Per-frame, scan all assets for LODs not in the visible set.
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+ // - Trigger unload when VRAM usage exceeds budget (e.g., 85% of capacity).
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+ // - Prioritize unloading: LOD 0 from entities > 150m away.
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+
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+ export class LodUnloadManager {
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+ constructor(vramBudgetMB = 200) {
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+ this.vramBudgetMB = vramBudgetMB;
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+ this.vramBudgetBytes = vramBudgetMB * 1024 * 1024;
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+ this._visibleEntities = new Set();
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+ this._invisibleEntities = new Set();
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+ this._unloadedLods = new Map(); // assetUrl -> Set of { meshDescIdx, lodIdx }
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+ this._stats = {
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+ visibleCount: 0,
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+ invisibleCount: 0,
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+ unloadedCount: 0,
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+ estimatedVramMB: 0,
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+ };
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+ // Distance thresholds for unload decisions
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+ this.distanceThresholdFar = 150; // unload LOD 0 from entities > 150m
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+ this.distanceThresholdVeryFar = 200; // unload LOD 1-2 from entities > 200m (extreme)
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+ }
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+
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+ // Mark an entity as visible
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+ markVisible(entity) {
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+ if (!entity) return;
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+ this._visibleEntities.add(entity);
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+ this._invisibleEntities.delete(entity);
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+ }
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+
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+ // Mark an entity as invisible
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+ markInvisible(entity) {
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+ if (!entity) return;
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+ this._visibleEntities.delete(entity);
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+ this._invisibleEntities.add(entity);
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+ }
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+
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+ // Scan for unloadable LODs and trigger unloads if needed
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+ scanForUnload(assets, currentVramBytes) {
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+ // Estimate current VRAM usage
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+ this._stats.estimatedVramMB = currentVramBytes / (1024 * 1024);
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+ this._stats.visibleCount = this._visibleEntities.size;
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+ this._stats.invisibleCount = this._invisibleEntities.size;
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+
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+ // If VRAM is below 85% budget, skip unloading
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+ if (currentVramBytes < this.vramBudgetBytes * 0.85) {
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+ return; // plenty of headroom
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+ }
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+
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+ // Collect all LODs currently in use by visible entities
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+ const inUseByVisible = new Set();
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+ for (const entity of this._visibleEntities) {
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+ for (const tm of entity.trackedMeshes || []) {
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+ const key = `${entity.asset.url}:${tm.meshDescIdx}:${tm.currentLod}`;
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+ inUseByVisible.add(key);
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+ }
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+ }
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+
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+ // Scan all assets for unloadable LODs
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+ let unloadedCount = 0;
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+ for (const asset of assets.values()) {
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+ // Build a list of far entities (> threshold) using this asset
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+ const farEntities = new Set();
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+ for (const entity of this._invisibleEntities) {
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+ if (entity.asset === asset && entity._currentDistance > this.distanceThresholdFar) {
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+ farEntities.add(entity);
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+ }
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+ }
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+
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+ // For each mesh descriptor, try to unload high-quality LODs from far entities
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+ for (let meshDescIdx = 0; meshDescIdx < asset.meshLodDescs.length; meshDescIdx++) {
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+ const desc = asset.meshLodDescs[meshDescIdx];
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+ if (!desc) continue;
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+
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+ // Prefer unloading LOD 0 (highest quality) first
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+ for (let lodIdx = 0; lodIdx < desc.lods.length; lodIdx++) {
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+ const lod = desc.lods[lodIdx];
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+ if (lod.inline) continue; // never unload inline geometry
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+
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+ const key = `${asset.url}:${meshDescIdx}:${lodIdx}`;
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+
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+ // Skip if any entity is using this LOD
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+ if (inUseByVisible.has(key)) continue;
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+
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+ // Skip if no far entity exists for this asset
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+ if (farEntities.size === 0) continue;
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+
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+ // Unload logic: LOD 0 from far entities, LOD 1-2 from very far
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+ const lodPriority = lodIdx === 0 ? 'high' : 'medium';
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+ const shouldUnload = (lodIdx === 0 && this.distanceThresholdFar >= 150) ||
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+ (lodIdx >= 1 && this.distanceThresholdVeryFar >= 200);
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+
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+ if (shouldUnload && asset.evictMeshLod(meshDescIdx, lodIdx)) {
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+ unloadedCount++;
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+ if (!this._unloadedLods.has(asset.url)) {
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+ this._unloadedLods.set(asset.url, new Set());
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+ }
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+ this._unloadedLods.get(asset.url).add(`${meshDescIdx}:${lodIdx}`);
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+
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+ // If we've freed enough, stop here
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+ if (currentVramBytes * 0.9 < this.vramBudgetBytes * 0.85) break;
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+ }
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+ }
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+ }
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+
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+ // Likewise for textures
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+ for (let texDescIdx = 0; texDescIdx < asset.texLodDescs.length; texDescIdx++) {
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+ const desc = asset.texLodDescs[texDescIdx];
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+ if (!desc) continue;
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+
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+ for (let lodIdx = 0; lodIdx < desc.lods.length; lodIdx++) {
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+ const lod = desc.lods[lodIdx];
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+ if (lod.inline) continue;
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+
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+ const key = `${asset.url}:tex:${texDescIdx}:${lodIdx}`;
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+ if (inUseByVisible.has(key)) continue;
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+
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+ if (farEntities.size > 0 && asset.evictTexLod(texDescIdx, lodIdx)) {
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+ unloadedCount++;
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+ if (!this._unloadedLods.has(asset.url)) {
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+ this._unloadedLods.set(asset.url, new Set());
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+ }
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+ this._unloadedLods.get(asset.url).add(`tex:${texDescIdx}:${lodIdx}`);
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+
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+ if (currentVramBytes * 0.9 < this.vramBudgetBytes * 0.85) break;
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+ }
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+ }
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+ }
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+
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+ if (currentVramBytes * 0.9 < this.vramBudgetBytes * 0.85) break;
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+ }
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+
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+ this._stats.unloadedCount = unloadedCount;
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+ }
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+
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+ // Reset visibility tracking (called at start of each frame)
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+ resetVisibility() {
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+ this._visibleEntities.clear();
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+ this._invisibleEntities.clear();
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+ }
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+
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+ // Get unload stats
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+ getStats() {
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+ return {
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+ visibleEntities: this._visibleEntities.size,
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+ invisibleEntities: this._invisibleEntities.size,
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+ estimatedVramMB: this._stats.estimatedVramMB.toFixed(1),
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+ vramBudgetMB: this.vramBudgetMB,
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+ unloadedCount: this._stats.unloadedCount,
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+ };
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+ }
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+ }