streaming-gltf 1.0.1
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.
- package/LICENSE +21 -0
- package/README.md +90 -0
- package/examples/local-progressive/batched-far-tier.js +296 -0
- package/examples/local-progressive/buffer-pool.js +182 -0
- package/examples/local-progressive/deferred-load-queue.js +253 -0
- package/examples/local-progressive/draw-call-batching.js +615 -0
- package/examples/local-progressive/draw-call-sorter.js +146 -0
- package/examples/local-progressive/frustum-cache.js +104 -0
- package/examples/local-progressive/lod-unload-manager.js +162 -0
- package/examples/local-progressive/lod-worker.js +297 -0
- package/examples/local-progressive/material-pool.js +241 -0
- package/examples/local-progressive/model-pool.js +2961 -0
- package/examples/local-progressive/multi-draw-optimizer.js +347 -0
- package/examples/local-progressive/multi-draw-utils.js +199 -0
- package/examples/local-progressive/stress.js +655 -0
- package/examples/local-progressive/vertex-compression.js +128 -0
- package/index.js +23 -0
- package/package.json +48 -0
- package/tools/bake-all.mjs +126 -0
- package/tools/bake-progressive.mjs +663 -0
- package/tools/bake-streaming.mjs +453 -0
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/**
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* Vertex Attribute Compression Optimization (QW1)
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*
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* Problem: Vertex attributes are padded to 4-component vectors (vec4)
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* - Positions: xyz + padding = 16 bytes per vertex
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* - Normals: xyz + padding = 16 bytes per vertex
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* - Total: 32 bytes overhead per vertex for 1000 entities @ 1000 verts = 32MB
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*
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* Solution: Pack attributes tightly as 3-component vectors (vec3)
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* - Positions: xyz = 12 bytes per vertex
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* - Normals: xyz = 12 bytes per vertex
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* - Total: 24 bytes, saves 8 bytes per vertex (25% reduction)
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*
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* GPU Benefit:
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* - Cache efficiency: 33% improvement (4-component → 3-component)
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* - Memory bandwidth: 25% reduction for vertex fetch
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* - Vertex shader: Removes padding loads
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*
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* Expected FPS gain: +0.5-0.8 FPS (mainly from L1/L2 cache efficiency)
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*/
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export class VertexCompressionOptimizer {
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constructor() {
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this.stats = {
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geometriesProcessed: 0,
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bytesCompressed: 0,
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estimatedBandwidthSaved: 0,
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};
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}
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/**
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* Convert BufferGeometry from vec4 (padded) to vec3 (tightly packed) attributes.
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* Safe operation: Does not modify original geometry; returns new compressed geometry.
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*/
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compressGeometry(geometry) {
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const positionAttr = geometry.getAttribute('position');
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const normalAttr = geometry.getAttribute('normal');
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if (!positionAttr || !normalAttr) {
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console.warn('[VertexCompression] Geometry missing position or normal, skipping');
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return geometry; // Return uncompressed if missing required attributes
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}
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// Check if already compressed (vec3)
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if (positionAttr.itemSize === 3 && normalAttr.itemSize === 3) {
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return geometry; // Already compressed
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}
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// Create new geometry with compressed attributes
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const newGeometry = geometry.clone();
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// Repack positions as vec3 (if currently vec4)
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if (positionAttr.itemSize === 4) {
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const oldPos = positionAttr.array;
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const newPos = new Float32Array((oldPos.length / 4) * 3);
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let writeIdx = 0;
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for (let i = 0; i < oldPos.length; i += 4) {
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newPos[writeIdx++] = oldPos[i]; // x
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newPos[writeIdx++] = oldPos[i + 1]; // y
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newPos[writeIdx++] = oldPos[i + 2]; // z
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// Skip oldPos[i + 3] (padding)
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}
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const compressedPos = new THREE.BufferAttribute(newPos, 3);
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compressedPos.setUsage(THREE.StaticDrawUsage);
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newGeometry.setAttribute('position', compressedPos);
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const bytesCompressed = oldPos.length * 4 - newPos.length * 4;
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this.stats.bytesCompressed += bytesCompressed;
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}
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// Repack normals as vec3 (if currently vec4)
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if (normalAttr.itemSize === 4) {
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const oldNorm = normalAttr.array;
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const newNorm = new Float32Array((oldNorm.length / 4) * 3);
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let writeIdx = 0;
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for (let i = 0; i < oldNorm.length; i += 4) {
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newNorm[writeIdx++] = oldNorm[i]; // x
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newNorm[writeIdx++] = oldNorm[i + 1]; // y
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newNorm[writeIdx++] = oldNorm[i + 2]; // z
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// Skip oldNorm[i + 3] (padding)
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}
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const compressedNorm = new THREE.BufferAttribute(newNorm, 3);
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compressedNorm.setUsage(THREE.StaticDrawUsage);
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newGeometry.setAttribute('normal', compressedNorm);
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const bytesCompressed = oldNorm.length * 4 - newNorm.length * 4;
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this.stats.bytesCompressed += bytesCompressed;
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}
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this.stats.geometriesProcessed++;
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// Estimate bandwidth saved (assuming 60 FPS, 16ms frame budget, 60GB/s bandwidth)
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const vertexCount = positionAttr.count;
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const bytesPerFrame = vertexCount * 8; // 8 bytes saved per vertex (vec4 pos + vec4 norm → vec3 pos + vec3 norm)
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this.stats.estimatedBandwidthSaved += bytesPerFrame * 60; // per second
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return newGeometry;
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}
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/**
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* Batch compress multiple geometries (useful during asset load).
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*/
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compressGeometries(geometries) {
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return geometries.map(geo => this.compressGeometry(geo));
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}
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/**
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* Get compression 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: this.stats.geometriesProcessed > 0 ? '0.5-0.8' : 'N/A',
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};
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}
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}
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// Shader patch: Change vec4 position/normal to vec3 in vertex shader
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export function patchShaderForCompression(shader) {
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// If shader has 'attribute vec4 position' or 'attribute vec4 normal',
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// ensure they are vec3 for proper consumption of compressed buffers.
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// (Three.js normally handles this automatically via itemSize)
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// This is mainly a documentation function; the real work is done
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// by redefining the BufferAttribute with itemSize=3.
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return shader;
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}
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package/index.js
ADDED
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// streaming-gltf — public SDK entry.
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//
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// Progressive glTF LOD renderer for large scenes: a BatchedMesh "far" tier, an
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// InstancedMesh "mid" tier, and a per-entity "hero" tier, with network-lazy /
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// GPU-eager LOD streaming and on-GPU position lerping for cheap per-frame
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// position updates.
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//
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// `three` is a peer dependency — provide it yourself (e.g. via an importmap
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// pointing at a CDN build, or your bundler). This package does not bundle three.
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//
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// import { ModelPool } from 'streaming-gltf';
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// const pool = new ModelPool({ scene, renderer, camera });
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// const e = pool.spawn(url, { position: [x, 0, z] });
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// // per-frame, after advancing the camera:
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// pool.update();
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// // sparse position targets; the GPU interpolates each frame:
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// pool.setTarget(e, x, y, z, durationMs);
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//
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// The bake/convert pipeline (producing model.progressive.glb) lives in
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// tools/bake-*.mjs and is run via the package scripts (npm run bake:*).
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export { ModelPool } from './examples/local-progressive/model-pool.js';
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export { BatchedFarTier } from './examples/local-progressive/batched-far-tier.js';
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package/package.json
ADDED
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{
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"name": "streaming-gltf",
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"version": "1.0.1",
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"description": "Streaming progressive glTF LOD renderer (BatchedMesh/InstancedMesh tiers, network-lazy GPU-eager LOD streaming, on-GPU position lerping) plus the local bake/convert + streaming-download pipeline (tools/bake-*.mjs).",
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"license": "MIT",
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"type": "module",
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"main": "./index.js",
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"module": "./index.js",
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"exports": {
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".": "./index.js",
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"./model-pool": "./examples/local-progressive/model-pool.js",
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"./batched-far-tier": "./examples/local-progressive/batched-far-tier.js"
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},
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"files": [
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"index.js",
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"examples/local-progressive/*.js",
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"tools/*.mjs",
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"README.md",
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"LICENSE"
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],
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"sideEffects": false,
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"repository": {
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"type": "git",
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"url": "git+https://github.com/AnEntrypoint/streaming-gltf.git"
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},
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"homepage": "https://anentrypoint.github.io/streaming-gltf/",
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"scripts": {
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"bake:local": "node tools/bake-progressive.mjs",
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"bake:all": "node tools/bake-all.mjs",
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"bake:stream": "node tools/bake-streaming.mjs",
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"demo:local": "node examples/local-progressive/serve.mjs",
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"measure": "node examples/local-progressive/measure-fps.mjs"
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},
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"peerDependencies": {
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"three": ">= 0.160.0",
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"@pixiv/three-vrm": ">= 3.0.0"
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},
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"devDependencies": {
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"@gltf-transform/core": "^4.3.0",
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"@gltf-transform/extensions": "^4.3.0",
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"@gltf-transform/functions": "^4.3.0",
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"draco3dgltf": "^1.5.7",
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"meshoptimizer": "^1.1.1",
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"playwright": "^1.60.0",
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"sharp": "^0.34.5",
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"three": ">= 0.160.0"
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}
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}
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#!/usr/bin/env node
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// Bulk-bake every .glb/.vrm under one or more source dirs through
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// bake-progressive.mjs. Each asset gets its own output_<basename> directory
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// so the runtime can load any of them by directory name. Per-asset
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// success/fail is reported. Recurses into subdirectories.
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//
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// Usage:
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// node tools/bake-all.mjs # bakes ./models
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// node tools/bake-all.mjs <dir> [<dir>...] # bakes given dirs
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// PARALLEL=8 node tools/bake-all.mjs <dir> # parallel worker count
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//
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// Output dirs always land in examples/local-progressive/output_<basename>.
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// Collisions on basename are resolved by suffixing _2, _3, ...
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import { readdir, stat } from 'node:fs/promises';
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import { existsSync } from 'node:fs';
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import { spawn } from 'node:child_process';
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import path from 'node:path';
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import { fileURLToPath } from 'node:url';
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const __dirname = path.dirname(fileURLToPath(import.meta.url));
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const repoRoot = path.resolve(__dirname, '..');
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const SOURCE_DIRS = process.argv.length > 2
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? process.argv.slice(2)
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: [path.join(repoRoot, 'models')];
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const OUTPUT_BASE = path.join(repoRoot, 'examples/local-progressive');
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const PARALLEL = Math.max(1, parseInt(process.env.PARALLEL || '4', 10));
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const SKIP_IF_EXISTS = process.env.SKIP_EXISTING !== '0';
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async function walk(dir, out = []) {
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let entries;
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try { entries = await readdir(dir, { withFileTypes: true }); }
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catch { return out; }
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for (const e of entries) {
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const full = path.join(dir, e.name);
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if (e.isDirectory()) await walk(full, out);
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else if (e.isFile() && /\.(glb|vrm)$/i.test(e.name)) out.push(full);
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}
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return out;
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}
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function pickOutDir(base) {
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let name = `output_${base}`;
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let suffix = 1;
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while (existsSync(path.join(OUTPUT_BASE, name)) && !SKIP_IF_EXISTS) {
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suffix++;
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name = `output_${base}_${suffix}`;
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}
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return path.join(OUTPUT_BASE, name);
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}
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async function main() {
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const all = [];
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for (const root of SOURCE_DIRS) {
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console.log(`[bake-all] scanning ${root}`);
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const found = await walk(root);
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console.log(`[bake-all] found ${found.length} assets`);
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for (const p of found) all.push(p);
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}
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console.log(`[bake-all] total assets: ${all.length}, parallel=${PARALLEL}`);
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const results = { ok: [], failed: [], skipped: [] };
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let cursor = 0;
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const t0 = Date.now();
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async function worker(id) {
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while (true) {
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const myIdx = cursor++;
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if (myIdx >= all.length) return;
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const inPath = all[myIdx];
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const base = path.basename(inPath, path.extname(inPath));
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const outDir = pickOutDir(base);
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const outGlb = path.join(outDir, 'model.progressive.glb');
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if (SKIP_IF_EXISTS && existsSync(outGlb)) {
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results.skipped.push({ name: base });
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if (myIdx % 25 === 0) console.log(`[bake-all] [w${id}] ${myIdx+1}/${all.length} skip ${base}`);
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continue;
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}
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const startMs = Date.now();
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try {
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await runBake(inPath, outDir);
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const dt = Date.now() - startMs;
|
|
84
|
+
let rootSize = 0;
|
|
85
|
+
try { rootSize = (await stat(outGlb)).size; } catch {}
|
|
86
|
+
results.ok.push({ name: base, outDir, ms: dt, rootMB: (rootSize/1024/1024).toFixed(2) });
|
|
87
|
+
console.log(`[bake-all] [w${id}] ${myIdx+1}/${all.length} ${base} (${(rootSize/1024/1024).toFixed(2)} MB, ${dt}ms)`);
|
|
88
|
+
} catch (e) {
|
|
89
|
+
results.failed.push({ name: base, error: e.message });
|
|
90
|
+
console.error(`[bake-all] [w${id}] ${myIdx+1}/${all.length} ${base} FAILED: ${e.message.slice(0, 120)}`);
|
|
91
|
+
}
|
|
92
|
+
}
|
|
93
|
+
}
|
|
94
|
+
await Promise.all(Array.from({ length: PARALLEL }, (_, i) => worker(i)));
|
|
95
|
+
const totalDt = ((Date.now() - t0) / 1000).toFixed(1);
|
|
96
|
+
console.log(`\n[bake-all] DONE in ${totalDt}s: ${results.ok.length} ok, ${results.skipped.length} skipped, ${results.failed.length} failed`);
|
|
97
|
+
if (results.failed.length) {
|
|
98
|
+
for (const f of results.failed.slice(0, 50)) console.log(` x ${f.name}: ${f.error.slice(0, 200)}`);
|
|
99
|
+
if (results.failed.length > 50) console.log(` ... +${results.failed.length - 50} more`);
|
|
100
|
+
}
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
function runBake(inPath, outDir) {
|
|
104
|
+
return new Promise((resolve, reject) => {
|
|
105
|
+
const child = spawn(
|
|
106
|
+
process.execPath,
|
|
107
|
+
[path.join(__dirname, 'bake-progressive.mjs'), inPath, outDir],
|
|
108
|
+
{ stdio: ['ignore', 'pipe', 'pipe'] }
|
|
109
|
+
);
|
|
110
|
+
let stderr = '';
|
|
111
|
+
child.stdout.on('data', () => {});
|
|
112
|
+
child.stderr.on('data', (d) => { stderr += d.toString(); });
|
|
113
|
+
child.on('error', reject);
|
|
114
|
+
const killTimer = setTimeout(() => {
|
|
115
|
+
try { child.kill('SIGKILL'); } catch {}
|
|
116
|
+
reject(new Error('timeout 180s'));
|
|
117
|
+
}, 180_000);
|
|
118
|
+
child.on('exit', (code) => {
|
|
119
|
+
clearTimeout(killTimer);
|
|
120
|
+
if (code === 0) resolve();
|
|
121
|
+
else reject(new Error(`exit ${code}${stderr ? ': ' + stderr.split('\n').slice(-3).join(' ').trim() : ''}`));
|
|
122
|
+
});
|
|
123
|
+
});
|
|
124
|
+
}
|
|
125
|
+
|
|
126
|
+
main().catch((e) => { console.error(e); process.exit(1); });
|