From 0eaa88926643c1db008804bd148c6bfbdc067b04 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 11 Dec 2024 16:58:53 +0100 Subject: [PATCH 001/167] early wip, works --- notebooks/points.py | 96 ++++++ package.json | 1 + src/genstudio/js/api.jsx | 31 +- src/genstudio/js/pcloud/phase1.tsx | 457 +++++++++++++++++++++++++++++ yarn.lock | 5 + 5 files changed, 576 insertions(+), 14 deletions(-) create mode 100644 notebooks/points.py create mode 100644 src/genstudio/js/pcloud/phase1.tsx diff --git a/notebooks/points.py b/notebooks/points.py new file mode 100644 index 00000000..f766d972 --- /dev/null +++ b/notebooks/points.py @@ -0,0 +1,96 @@ +# %% +import genstudio.plot as Plot +import numpy as np +from genstudio.plot import js +from typing import Any + +# Create a beautiful 3D shape with 50k points +n_points = 50000 + +# Create a torus knot +t = np.linspace(0, 4 * np.pi, n_points) +p, q = 3, 2 # Parameters that determine knot shape +R, r = 2, 1 # Major and minor radii + +# Torus knot parametric equations +x = (R + r * np.cos(q * t)) * np.cos(p * t) +y = (R + r * np.cos(q * t)) * np.sin(p * t) +z = r * np.sin(q * t) + +# Add Gaussian noise to create volume +noise_scale = 0.1 +x += np.random.normal(0, noise_scale, n_points) +y += np.random.normal(0, noise_scale, n_points) +z += np.random.normal(0, noise_scale, n_points) + +# Create vibrant colors based on position and add some randomness +from colorsys import hsv_to_rgb + +# Base color from position +angle = np.arctan2(y, x) +height = (z - z.min()) / (z.max() - z.min()) +radius = np.sqrt(x * x + y * y) +radius_norm = (radius - radius.min()) / (radius.max() - radius.min()) + +# Create hue that varies with angle and height +hue = (angle / (2 * np.pi) + height) % 1.0 +# Saturation that varies with radius +saturation = 0.8 + radius_norm * 0.2 +# Value/brightness +value = 0.8 + np.random.uniform(0, 0.2, n_points) + +# Convert HSV to RGB +colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) +# Reshape colors to match xyz structure before flattening +rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() + +# Prepare point cloud coordinates +xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() + + +class Points(Plot.LayoutItem): + def __init__(self, props): + self.props = props + + def for_json(self) -> Any: + return [Plot.JSRef("points.PointCloudViewer"), self.props] + + +# Camera parameters - positioned to see the spiral structure +camera = { + "position": [5, 5, 3], + "target": [0, 0, 0], + "up": [0, 0, 1], + "fov": 45, + "near": 0.1, + "far": 1000, +} + + +def scene(controlled, point_size=4): + cameraProps = ( + {"defaultCamera": camera} + if not controlled + else { + "onCameraChange": js("(camera) => $state.update({'camera': camera})"), + "camera": js("$state.camera"), + } + ) + return Points( + { + "points": {"xyz": xyz, "rgb": rgb}, + "backgroundColor": [0.1, 0.1, 0.1, 1], # Dark background to make colors pop + "className": "h-[400px] w-[400px]", + "pointSize": point_size, + "onPointClick": js("(e) => console.log('clicked', e)"), + "highlightColor": [1.0, 1.0, 0.0], + **cameraProps, + } + ) + + +( + Plot.initialState({"camera": camera}) + | scene(True, 1) & scene(True, 10) + | scene(False, 4) & scene(False, 8) +) diff --git a/package.json b/package.json index 069ecafe..45d797a8 100644 --- a/package.json +++ b/package.json @@ -28,6 +28,7 @@ "bylight": "^1.0.5", "d3": "^7.9.0", "esbuild-plugin-import-map": "^2.1.0", + "gl-matrix": "^3.4.3", "katex": "^0.16.11", "markdown-it": "^14.1.0", "mobx": "^6.13.1", diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index 42a64b8a..a4152bd5 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -13,8 +13,9 @@ import { joinClasses, tw } from "./utils"; const { useState, useEffect, useContext, useRef, useCallback } = React import Katex from "katex"; import markdownItKatex from "./markdown-it-katex"; +import * as points from "./pcloud/phase1" -export { render }; +export { render, points }; export const CONTAINER_PADDING = 10; const KATEX_CSS_URL = "https://cdn.jsdelivr.net/npm/katex@0.16.11/dist/katex.min.css" @@ -396,13 +397,15 @@ export function Hiccup(tag, props, ...children) { props = {}; } - props = $state.evaluate(props) + const evaluatedProps = $state.evaluate(props) + // console.log('Props ', ...Object.entries(props).flat(), ) + // console.log('EProps', ...Object.entries(evaluatedProps).flat()) + // console.log("---------") - - if (props.class) { - props.className = props.class; - delete props.class; + if (evaluatedProps.class) { + evaluatedProps.className = evaluatedProps.class; + delete evaluatedProps.class; } let baseTag = tag; @@ -413,25 +416,25 @@ export function Hiccup(tag, props, ...children) { [baseTag, ...classes] = tag.split('.'); [baseTag, id] = baseTag.split('#'); - if (id) { props.id = id; } + if (id) { evaluatedProps.id = id; } if (classes.length > 0) { - if (props.className) { - classes.push(props.className); + if (evaluatedProps.className) { + classes.push(evaluatedProps.className); } - props.className = classes.join(' '); + evaluatedProps.className = classes.join(' '); } } - if (props.className) { - props.className = tw(props.className) + if (evaluatedProps.className) { + evaluatedProps.className = tw(evaluatedProps.className) } if (!children.length) { - return React.createElement(baseTag, props) + return React.createElement(baseTag, evaluatedProps) } - return React.createElement(baseTag, props, children.map(node)); + return React.createElement(baseTag, evaluatedProps, children.map(node)); } export function html(element) { diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx new file mode 100644 index 00000000..7e17502e --- /dev/null +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -0,0 +1,457 @@ +import React, { useEffect, useRef, useCallback, useMemo } from 'react'; +import { mat4, vec3 } from 'gl-matrix'; + +// Basic vertex shader for point cloud rendering +const vertexShader = `#version 300 es +uniform mat4 uProjectionMatrix; +uniform mat4 uViewMatrix; +uniform float uPointSize; + +layout(location = 0) in vec3 position; +layout(location = 1) in vec3 color; + +out vec3 vColor; + +void main() { + vColor = color; + gl_Position = uProjectionMatrix * uViewMatrix * vec4(position, 1.0); + gl_PointSize = uPointSize; +}`; + +// Fragment shader for point rendering +const fragmentShader = `#version 300 es +precision highp float; + +in vec3 vColor; +out vec4 fragColor; + +void main() { + // Create a circular point with soft anti-aliasing + vec2 coord = gl_PointCoord * 2.0 - 1.0; + float r = dot(coord, coord); + if (r > 1.0) { + discard; + } + fragColor = vec4(vColor, 1.0); +}`; + +interface PointCloudData { + xyz: Float32Array; + rgb?: Uint8Array; +} + +interface CameraParams { + position: vec3 | [number, number, number]; + target: vec3 | [number, number, number]; + up: vec3 | [number, number, number]; + fov: number; + near: number; + far: number; +} + +interface PointCloudViewerProps { + // For controlled mode + camera?: CameraParams; + onCameraChange?: (camera: CameraParams) => void; + // For uncontrolled mode + defaultCamera?: CameraParams; + // Other props + points: PointCloudData; + backgroundColor?: [number, number, number]; + className?: string; + pointSize?: number; +} + +class OrbitCamera { + position: vec3; + target: vec3; + up: vec3; + radius: number; + phi: number; + theta: number; + + constructor(position: vec3, target: vec3, up: vec3) { + this.position = position; + this.target = target; + this.up = up; + + // Initialize orbit parameters + this.radius = vec3.distance(position, target); + this.phi = Math.acos(this.position[1] / this.radius); + this.theta = Math.atan2(this.position[0], this.position[2]); + } + + getViewMatrix(): mat4 { + return mat4.lookAt(mat4.create(), this.position, this.target, this.up); + } + + orbit(deltaX: number, deltaY: number): void { + // Update angles + this.theta += deltaX * 0.01; + this.phi += deltaY * 0.01; + + // Calculate new position using spherical coordinates + const sinPhi = Math.sin(this.phi); + const cosPhi = Math.cos(this.phi); + const sinTheta = Math.sin(this.theta); + const cosTheta = Math.cos(this.theta); + + this.position[0] = this.target[0] + this.radius * sinPhi * sinTheta; + this.position[1] = this.target[1] + this.radius * cosPhi; + this.position[2] = this.target[2] + this.radius * sinPhi * cosTheta; + } + + zoom(delta: number): void { + // Update radius + this.radius = Math.max(0.1, this.radius + delta * 0.1); + + // Get direction vector from position to target + const direction = vec3.sub(vec3.create(), this.target, this.position); + vec3.normalize(direction, direction); + + // Scale direction by new radius and update position + vec3.scaleAndAdd(this.position, this.target, direction, -this.radius); + } + + pan(deltaX: number, deltaY: number): void { + // Calculate right vector + const forward = vec3.sub(vec3.create(), this.target, this.position); + const right = vec3.cross(vec3.create(), forward, this.up); + vec3.normalize(right, right); + + // Calculate actual up vector (not world up) + const actualUp = vec3.cross(vec3.create(), right, forward); + vec3.normalize(actualUp, actualUp); + + // Scale the movement + const scale = this.radius * 0.002; // Adjust pan speed based on distance + + // Move both position and target + const movement = vec3.create(); + vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); + vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); + + vec3.add(this.position, this.position, movement); + vec3.add(this.target, this.target, movement); + } +} + +export function PointCloudViewer({ + points, + camera, + defaultCamera, + onCameraChange, + backgroundColor = [0.1, 0.1, 0.1], + className, + pointSize = 4.0 +}: PointCloudViewerProps) { + // Track whether we're in controlled mode + const isControlled = camera !== undefined; + + // Use defaultCamera for initial setup only + const initialCamera = isControlled ? camera : defaultCamera; + + // Memoize camera parameters to avoid unnecessary updates + const cameraParams = useMemo(() => ({ + position: Array.isArray(initialCamera.position) + ? vec3.fromValues(...initialCamera.position) + : vec3.clone(initialCamera.position), + target: Array.isArray(initialCamera.target) + ? vec3.fromValues(...initialCamera.target) + : vec3.clone(initialCamera.target), + up: Array.isArray(initialCamera.up) + ? vec3.fromValues(...initialCamera.up) + : vec3.clone(initialCamera.up), + fov: initialCamera.fov, + near: initialCamera.near, + far: initialCamera.far + }), [initialCamera]); + + const canvasRef = useRef(null); + const glRef = useRef(null); + const programRef = useRef(null); + const cameraRef = useRef(null); + const interactionState = useRef({ + isDragging: false, + isPanning: false, + lastX: 0, + lastY: 0 + }); + const fpsRef = useRef(null); + const lastFrameTimeRef = useRef(0); + const frameCountRef = useRef(0); + const lastFpsUpdateRef = useRef(0); + const animationFrameRef = useRef(); + const needsRenderRef = useRef(true); + const lastFrameTimesRef = useRef([]); + const MAX_FRAME_SAMPLES = 10; // Keep last 10 frames for averaging + + // Move requestRender before handleCameraUpdate + const requestRender = useCallback(() => { + needsRenderRef.current = true; + }, []); + + // Optimize notification by reusing arrays + const notifyCameraChange = useCallback(() => { + if (!cameraRef.current || !onCameraChange) return; + + // Reuse arrays to avoid allocations + const camera = cameraRef.current; + tempCamera.position = [...camera.position] as [number, number, number]; + tempCamera.target = [...camera.target] as [number, number, number]; + tempCamera.up = [...camera.up] as [number, number, number]; + tempCamera.fov = cameraParams.fov; + tempCamera.near = cameraParams.near; + tempCamera.far = cameraParams.far; + + onCameraChange(tempCamera); + }, [onCameraChange, cameraParams]); + + // Add back handleCameraUpdate + const handleCameraUpdate = useCallback((action: (camera: OrbitCamera) => void) => { + if (!cameraRef.current) return; + action(cameraRef.current); + requestRender(); + if (isControlled) { + notifyCameraChange(); + } + }, [isControlled, notifyCameraChange, requestRender]); + + // Update handleMouseMove dependency + const handleMouseMove = useCallback((e: MouseEvent) => { + if (!cameraRef.current) return; + + const deltaX = e.clientX - interactionState.current.lastX; + const deltaY = e.clientY - interactionState.current.lastY; + + if (interactionState.current.isDragging) { + handleCameraUpdate(camera => camera.orbit(deltaX, deltaY)); + } else if (interactionState.current.isPanning) { + handleCameraUpdate(camera => camera.pan(deltaX, deltaY)); + } + + interactionState.current.lastX = e.clientX; + interactionState.current.lastY = e.clientY; + }, [handleCameraUpdate]); + + const handleWheel = useCallback((e: WheelEvent) => { + e.preventDefault(); + handleCameraUpdate(camera => camera.zoom(e.deltaY)); + }, [handleCameraUpdate]); + + useEffect(() => { + if (!canvasRef.current) return; + + // Initialize WebGL2 context + const gl = canvasRef.current.getContext('webgl2'); + if (!gl) { + console.error('WebGL2 not supported'); + return; + } + glRef.current = gl; + + // Create and compile shaders + const program = gl.createProgram(); + if (!program) return; + programRef.current = program; + + const vShader = gl.createShader(gl.VERTEX_SHADER); + const fShader = gl.createShader(gl.FRAGMENT_SHADER); + if (!vShader || !fShader) return; + + gl.shaderSource(vShader, vertexShader); + gl.shaderSource(fShader, fragmentShader); + gl.compileShader(vShader); + gl.compileShader(fShader); + gl.attachShader(program, vShader); + gl.attachShader(program, fShader); + gl.linkProgram(program); + + // Initialize camera + cameraRef.current = new OrbitCamera( + Array.isArray(initialCamera.position) ? vec3.fromValues(...initialCamera.position) : initialCamera.position, + Array.isArray(initialCamera.target) ? vec3.fromValues(...initialCamera.target) : initialCamera.target, + Array.isArray(initialCamera.up) ? vec3.fromValues(...initialCamera.up) : initialCamera.up + ); + + // Set up buffers + const positionBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); + + const colorBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); + if (points.rgb) { + const normalizedColors = new Float32Array(points.rgb.length); + for (let i = 0; i < points.rgb.length; i++) { + normalizedColors[i] = points.rgb[i] / 255.0; + } + gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); + } else { + // Default color if none provided + const defaultColors = new Float32Array(points.xyz.length); + defaultColors.fill(0.7); + gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); + } + + // Set up vertex attributes + const vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); + + // Render function + function render(timestamp: number) { + if (!gl || !program || !cameraRef.current) return; + + // Only render if needed + if (!needsRenderRef.current) { + animationFrameRef.current = requestAnimationFrame(render); + return; + } + + // Reset the flag + needsRenderRef.current = false; + + // Track actual frame time + const frameTime = timestamp - lastFrameTimeRef.current; + lastFrameTimeRef.current = timestamp; + + if (frameTime > 0) { // Avoid division by zero + lastFrameTimesRef.current.push(frameTime); + if (lastFrameTimesRef.current.length > MAX_FRAME_SAMPLES) { + lastFrameTimesRef.current.shift(); + } + + // Calculate average frame time and FPS + const avgFrameTime = lastFrameTimesRef.current.reduce((a, b) => a + b, 0) / lastFrameTimesRef.current.length; + const fps = Math.round(1000 / avgFrameTime); + + if (fpsRef.current) { + fpsRef.current.textContent = `${fps} FPS`; + } + } + + gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); + gl.clearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], 1.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.enable(gl.DEPTH_TEST); + + gl.useProgram(program); + + // Set up matrices + const projectionMatrix = mat4.perspective( + mat4.create(), + cameraParams.fov * Math.PI / 180, + gl.canvas.width / gl.canvas.height, + cameraParams.near, + cameraParams.far + ); + + const viewMatrix = cameraRef.current.getViewMatrix(); + + const projectionLoc = gl.getUniformLocation(program, 'uProjectionMatrix'); + const viewLoc = gl.getUniformLocation(program, 'uViewMatrix'); + const pointSizeLoc = gl.getUniformLocation(program, 'uPointSize'); + + gl.uniformMatrix4fv(projectionLoc, false, projectionMatrix); + gl.uniformMatrix4fv(viewLoc, false, viewMatrix); + gl.uniform1f(pointSizeLoc, pointSize); + + gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); + + // Store the animation frame ID + animationFrameRef.current = requestAnimationFrame(render); + } + + // Start the render loop + animationFrameRef.current = requestAnimationFrame(render); + + const handleMouseDown = (e: MouseEvent) => { + if (e.button === 0 && !e.shiftKey) { + interactionState.current.isDragging = true; + } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { + interactionState.current.isPanning = true; + } + interactionState.current.lastX = e.clientX; + interactionState.current.lastY = e.clientY; + }; + + const handleMouseUp = () => { + interactionState.current.isDragging = false; + interactionState.current.isPanning = false; + }; + + canvasRef.current.addEventListener('mousedown', handleMouseDown); + canvasRef.current.addEventListener('mousemove', handleMouseMove); + canvasRef.current.addEventListener('mouseup', handleMouseUp); + canvasRef.current.addEventListener('wheel', handleWheel, { passive: false }); + + requestRender(); // Request initial render + + return () => { + if (animationFrameRef.current) { + cancelAnimationFrame(animationFrameRef.current); + } + if (!canvasRef.current) return; + canvasRef.current.removeEventListener('mousedown', handleMouseDown); + canvasRef.current.removeEventListener('mousemove', handleMouseMove); + canvasRef.current.removeEventListener('mouseup', handleMouseUp); + canvasRef.current.removeEventListener('wheel', handleWheel); + }; + }, [points, initialCamera, backgroundColor, handleCameraUpdate, handleMouseMove, handleWheel, requestRender, pointSize]); + + useEffect(() => { + if (!canvasRef.current) return; + + const resizeObserver = new ResizeObserver(() => { + requestRender(); + }); + + resizeObserver.observe(canvasRef.current); + + return () => resizeObserver.disconnect(); + }, [requestRender]); + + return ( +
+ +
+ 0 FPS +
+
+ ); +} + +// Reuse this object to avoid allocations +const tempCamera: CameraParams = { + position: [0, 0, 0], + target: [0, 0, 0], + up: [0, 1, 0], + fov: 45, + near: 0.1, + far: 1000 +}; diff --git a/yarn.lock b/yarn.lock index 5084b7f3..247b5854 100644 --- a/yarn.lock +++ b/yarn.lock @@ -1753,6 +1753,11 @@ get-symbol-description@^1.0.2: es-errors "^1.3.0" get-intrinsic "^1.2.4" +gl-matrix@^3.4.3: + version "3.4.3" + resolved "https://registry.yarnpkg.com/gl-matrix/-/gl-matrix-3.4.3.tgz#fc1191e8320009fd4d20e9339595c6041ddc22c9" + integrity sha512-wcCp8vu8FT22BnvKVPjXa/ICBWRq/zjFfdofZy1WSpQZpphblv12/bOQLBC1rMM7SGOFS9ltVmKOHil5+Ml7gA== + glob-parent@^5.1.2, glob-parent@~5.1.2: version "5.1.2" resolved "https://registry.yarnpkg.com/glob-parent/-/glob-parent-5.1.2.tgz#869832c58034fe68a4093c17dc15e8340d8401c4" From 5adac8189eb56fc5bbbc51d57553e135b0394246 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 11 Dec 2024 18:35:55 +0100 Subject: [PATCH 002/167] select points, scale with zoom --- notebooks/points.py | 5 +- src/genstudio/js/pcloud/orbit-camera.ts | 73 ++++ src/genstudio/js/pcloud/phase1.tsx | 482 ++++++++++++++-------- src/genstudio/js/pcloud/picking-system.ts | 127 ++++++ src/genstudio/js/pcloud/shaders.ts | 100 +++++ src/genstudio/js/pcloud/types.ts | 36 ++ src/genstudio/js/pcloud/webgl-utils.ts | 53 +++ 7 files changed, 696 insertions(+), 180 deletions(-) create mode 100644 src/genstudio/js/pcloud/orbit-camera.ts create mode 100644 src/genstudio/js/pcloud/picking-system.ts create mode 100644 src/genstudio/js/pcloud/shaders.ts create mode 100644 src/genstudio/js/pcloud/types.ts create mode 100644 src/genstudio/js/pcloud/webgl-utils.ts diff --git a/notebooks/points.py b/notebooks/points.py index f766d972..1d9c7346 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -83,6 +83,7 @@ def scene(controlled, point_size=4): "className": "h-[400px] w-[400px]", "pointSize": point_size, "onPointClick": js("(e) => console.log('clicked', e)"), + "onPointHover": js("(e) => console.log('hovered', e)"), "highlightColor": [1.0, 1.0, 0.0], **cameraProps, } @@ -91,6 +92,6 @@ def scene(controlled, point_size=4): ( Plot.initialState({"camera": camera}) - | scene(True, 1) & scene(True, 10) - | scene(False, 4) & scene(False, 8) + | scene(True, 0.01) & scene(True, 1) + | scene(False, 0.1) & scene(False, 0.5) ) diff --git a/src/genstudio/js/pcloud/orbit-camera.ts b/src/genstudio/js/pcloud/orbit-camera.ts new file mode 100644 index 00000000..5fdb6ab0 --- /dev/null +++ b/src/genstudio/js/pcloud/orbit-camera.ts @@ -0,0 +1,73 @@ +import { vec3, mat4 } from 'gl-matrix'; + +export class OrbitCamera { + position: vec3; + target: vec3; + up: vec3; + radius: number; + phi: number; + theta: number; + + constructor(position: vec3, target: vec3, up: vec3) { + this.position = vec3.clone(position); + this.target = vec3.clone(target); + this.up = vec3.clone(up); + + // Initialize orbit parameters + this.radius = vec3.distance(position, target); + this.phi = Math.acos(this.position[1] / this.radius); + this.theta = Math.atan2(this.position[0], this.position[2]); + } + + getViewMatrix(): mat4 { + return mat4.lookAt(mat4.create(), this.position, this.target, this.up); + } + + orbit(deltaX: number, deltaY: number): void { + // Update angles + this.theta += deltaX * 0.01; + this.phi = Math.max(0.1, Math.min(Math.PI - 0.1, this.phi + deltaY * 0.01)); + + // Calculate new position using spherical coordinates + const sinPhi = Math.sin(this.phi); + const cosPhi = Math.cos(this.phi); + const sinTheta = Math.sin(this.theta); + const cosTheta = Math.cos(this.theta); + + this.position[0] = this.target[0] + this.radius * sinPhi * sinTheta; + this.position[1] = this.target[1] + this.radius * cosPhi; + this.position[2] = this.target[2] + this.radius * sinPhi * cosTheta; + } + + zoom(delta: number): void { + // Update radius with limits + this.radius = Math.max(0.1, Math.min(1000, this.radius + delta * 0.1)); + + // Update position based on new radius + const direction = vec3.sub(vec3.create(), this.target, this.position); + vec3.normalize(direction, direction); + vec3.scaleAndAdd(this.position, this.target, direction, -this.radius); + } + + pan(deltaX: number, deltaY: number): void { + // Calculate right vector + const forward = vec3.sub(vec3.create(), this.target, this.position); + const right = vec3.cross(vec3.create(), forward, this.up); + vec3.normalize(right, right); + + // Calculate actual up vector (not world up) + const actualUp = vec3.cross(vec3.create(), right, forward); + vec3.normalize(actualUp, actualUp); + + // Scale the movement based on distance + const scale = this.radius * 0.002; + + // Move both position and target + const movement = vec3.create(); + vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); + vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); + + vec3.add(this.position, this.position, movement); + vec3.add(this.target, this.target, movement); + } +} diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx index 7e17502e..b73d14e1 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -1,140 +1,10 @@ import React, { useEffect, useRef, useCallback, useMemo } from 'react'; import { mat4, vec3 } from 'gl-matrix'; - -// Basic vertex shader for point cloud rendering -const vertexShader = `#version 300 es -uniform mat4 uProjectionMatrix; -uniform mat4 uViewMatrix; -uniform float uPointSize; - -layout(location = 0) in vec3 position; -layout(location = 1) in vec3 color; - -out vec3 vColor; - -void main() { - vColor = color; - gl_Position = uProjectionMatrix * uViewMatrix * vec4(position, 1.0); - gl_PointSize = uPointSize; -}`; - -// Fragment shader for point rendering -const fragmentShader = `#version 300 es -precision highp float; - -in vec3 vColor; -out vec4 fragColor; - -void main() { - // Create a circular point with soft anti-aliasing - vec2 coord = gl_PointCoord * 2.0 - 1.0; - float r = dot(coord, coord); - if (r > 1.0) { - discard; - } - fragColor = vec4(vColor, 1.0); -}`; - -interface PointCloudData { - xyz: Float32Array; - rgb?: Uint8Array; -} - -interface CameraParams { - position: vec3 | [number, number, number]; - target: vec3 | [number, number, number]; - up: vec3 | [number, number, number]; - fov: number; - near: number; - far: number; -} - -interface PointCloudViewerProps { - // For controlled mode - camera?: CameraParams; - onCameraChange?: (camera: CameraParams) => void; - // For uncontrolled mode - defaultCamera?: CameraParams; - // Other props - points: PointCloudData; - backgroundColor?: [number, number, number]; - className?: string; - pointSize?: number; -} - -class OrbitCamera { - position: vec3; - target: vec3; - up: vec3; - radius: number; - phi: number; - theta: number; - - constructor(position: vec3, target: vec3, up: vec3) { - this.position = position; - this.target = target; - this.up = up; - - // Initialize orbit parameters - this.radius = vec3.distance(position, target); - this.phi = Math.acos(this.position[1] / this.radius); - this.theta = Math.atan2(this.position[0], this.position[2]); - } - - getViewMatrix(): mat4 { - return mat4.lookAt(mat4.create(), this.position, this.target, this.up); - } - - orbit(deltaX: number, deltaY: number): void { - // Update angles - this.theta += deltaX * 0.01; - this.phi += deltaY * 0.01; - - // Calculate new position using spherical coordinates - const sinPhi = Math.sin(this.phi); - const cosPhi = Math.cos(this.phi); - const sinTheta = Math.sin(this.theta); - const cosTheta = Math.cos(this.theta); - - this.position[0] = this.target[0] + this.radius * sinPhi * sinTheta; - this.position[1] = this.target[1] + this.radius * cosPhi; - this.position[2] = this.target[2] + this.radius * sinPhi * cosTheta; - } - - zoom(delta: number): void { - // Update radius - this.radius = Math.max(0.1, this.radius + delta * 0.1); - - // Get direction vector from position to target - const direction = vec3.sub(vec3.create(), this.target, this.position); - vec3.normalize(direction, direction); - - // Scale direction by new radius and update position - vec3.scaleAndAdd(this.position, this.target, direction, -this.radius); - } - - pan(deltaX: number, deltaY: number): void { - // Calculate right vector - const forward = vec3.sub(vec3.create(), this.target, this.position); - const right = vec3.cross(vec3.create(), forward, this.up); - vec3.normalize(right, right); - - // Calculate actual up vector (not world up) - const actualUp = vec3.cross(vec3.create(), right, forward); - vec3.normalize(actualUp, actualUp); - - // Scale the movement - const scale = this.radius * 0.002; // Adjust pan speed based on distance - - // Move both position and target - const movement = vec3.create(); - vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); - vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); - - vec3.add(this.position, this.position, movement); - vec3.add(this.target, this.target, movement); - } -} +import { createProgram } from './webgl-utils'; +import { PointCloudData, CameraParams, PointCloudViewerProps } from './types'; +import { mainShaders } from './shaders'; +import { OrbitCamera } from './orbit-camera'; +import { pickingShaders } from './shaders'; export function PointCloudViewer({ points, @@ -143,7 +13,11 @@ export function PointCloudViewer({ onCameraChange, backgroundColor = [0.1, 0.1, 0.1], className, - pointSize = 4.0 + pointSize = 4.0, + onPointClick, + onPointHover, + highlightColor = [1.0, 0.3, 0.0], + pickingRadius = 5.0 }: PointCloudViewerProps) { // Track whether we're in controlled mode const isControlled = camera !== undefined; @@ -151,6 +25,10 @@ export function PointCloudViewer({ // Use defaultCamera for initial setup only const initialCamera = isControlled ? camera : defaultCamera; + if (!initialCamera) { + throw new Error('Either camera or defaultCamera must be provided'); + } + // Memoize camera parameters to avoid unnecessary updates const cameraParams = useMemo(() => ({ position: Array.isArray(initialCamera.position) @@ -185,6 +63,12 @@ export function PointCloudViewer({ const needsRenderRef = useRef(true); const lastFrameTimesRef = useRef([]); const MAX_FRAME_SAMPLES = 10; // Keep last 10 frames for averaging + const vaoRef = useRef(null); + const pickingProgramRef = useRef(null); + const pickingVaoRef = useRef(null); + const pickingFbRef = useRef(null); + const pickingTextureRef = useRef(null); + const hoveredPointRef = useRef(null); // Move requestRender before handleCameraUpdate const requestRender = useCallback(() => { @@ -217,7 +101,100 @@ export function PointCloudViewer({ } }, [isControlled, notifyCameraChange, requestRender]); - // Update handleMouseMove dependency + // Add this function inside the component, before the useEffect: + const pickPoint = useCallback((x: number, y: number): number | null => { + const gl = glRef.current; + if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current || !cameraRef.current) { + return null; + } + + // Switch to picking framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); + gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); + gl.clearColor(0, 0, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.enable(gl.DEPTH_TEST); + + // Use picking shader + gl.useProgram(pickingProgramRef.current); + + // Set uniforms + const projectionMatrix = mat4.perspective( + mat4.create(), + cameraParams.fov * Math.PI / 180, + gl.canvas.width / gl.canvas.height, + cameraParams.near, + cameraParams.far + ); + const viewMatrix = cameraRef.current.getViewMatrix(); + + const projectionLoc = gl.getUniformLocation(pickingProgramRef.current, 'uProjectionMatrix'); + const viewLoc = gl.getUniformLocation(pickingProgramRef.current, 'uViewMatrix'); + const pointSizeLoc = gl.getUniformLocation(pickingProgramRef.current, 'uPointSize'); + const canvasSizeLoc = gl.getUniformLocation(pickingProgramRef.current, 'uCanvasSize'); + + // Debug: Check uniform locations + console.log('Picking uniforms:', { projectionLoc, viewLoc, pointSizeLoc, canvasSizeLoc }); + + gl.uniformMatrix4fv(projectionLoc, false, projectionMatrix); + gl.uniformMatrix4fv(viewLoc, false, viewMatrix); + gl.uniform1f(pointSizeLoc, pointSize); + gl.uniform2f(canvasSizeLoc, gl.canvas.width, gl.canvas.height); + + // Draw points with picking shader + gl.bindVertexArray(pickingVaoRef.current); + + // Debug: Check if we're drawing the right number of points + console.log('Drawing points:', points.xyz.length / 3); + + gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); + + // Read pixel at mouse position + const rect = gl.canvas.getBoundingClientRect(); + const pixelX = Math.floor((x - rect.left) * gl.canvas.width / rect.width); + const pixelY = Math.floor((rect.height - (y - rect.top)) * gl.canvas.height / rect.height); + const pixel = new Uint8Array(4); + gl.readPixels(pixelX, pixelY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); + + // Debug: Check pixel values + console.log('Read pixel:', { + x, y, + pixelX, pixelY, + pixel: Array.from(pixel), + alpha: pixel[3] + }); + + // Restore default framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.useProgram(programRef.current); + gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.bindVertexArray(vaoRef.current); + requestRender(); + + // If alpha is 0, no point was picked + if (pixel[3] === 0) return null; + + return pixel[0] + pixel[1] * 256 + pixel[2] * 256 * 256; + }, [cameraParams, points.xyz.length, pointSize, requestRender]); + + // Update the mouse handlers to use picking: + const handleMouseDown = useCallback((e: MouseEvent) => { + if (e.button === 0 && !e.shiftKey) { + interactionState.current.isDragging = true; + } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { + interactionState.current.isPanning = true; + } else if (onPointClick) { + const pointIndex = pickPoint(e.clientX, e.clientY); + if (pointIndex !== null) { + onPointClick(pointIndex, e); + } + } + interactionState.current.lastX = e.clientX; + interactionState.current.lastY = e.clientY; + }, [pickPoint, onPointClick]); + + // Update handleMouseMove to include hover: const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; @@ -228,17 +205,33 @@ export function PointCloudViewer({ handleCameraUpdate(camera => camera.orbit(deltaX, deltaY)); } else if (interactionState.current.isPanning) { handleCameraUpdate(camera => camera.pan(deltaX, deltaY)); + } else if (onPointHover) { + console.log('Attempting hover check...', { + mouseX: e.clientX, + mouseY: e.clientY, + onPointHover: !!onPointHover + }); + const pointIndex = pickPoint(e.clientX, e.clientY); + hoveredPointRef.current = pointIndex; + onPointHover(pointIndex); + requestRender(); } interactionState.current.lastX = e.clientX; interactionState.current.lastY = e.clientY; - }, [handleCameraUpdate]); + }, [handleCameraUpdate, pickPoint, onPointHover, requestRender]); const handleWheel = useCallback((e: WheelEvent) => { e.preventDefault(); handleCameraUpdate(camera => camera.zoom(e.deltaY)); }, [handleCameraUpdate]); + // Add this with the other mouse handlers + const handleMouseUp = useCallback(() => { + interactionState.current.isDragging = false; + interactionState.current.isPanning = false; + }, []); + useEffect(() => { if (!canvasRef.current) return; @@ -250,22 +243,18 @@ export function PointCloudViewer({ } glRef.current = gl; - // Create and compile shaders - const program = gl.createProgram(); - if (!program) return; - programRef.current = program; - - const vShader = gl.createShader(gl.VERTEX_SHADER); - const fShader = gl.createShader(gl.FRAGMENT_SHADER); - if (!vShader || !fShader) return; + // Ensure canvas and framebuffer are the same size + const dpr = window.devicePixelRatio || 1; + gl.canvas.width = gl.canvas.clientWidth * dpr; + gl.canvas.height = gl.canvas.clientHeight * dpr; - gl.shaderSource(vShader, vertexShader); - gl.shaderSource(fShader, fragmentShader); - gl.compileShader(vShader); - gl.compileShader(fShader); - gl.attachShader(program, vShader); - gl.attachShader(program, fShader); - gl.linkProgram(program); + // Replace the manual shader compilation with createProgram + const program = createProgram(gl, mainShaders.vertex, mainShaders.fragment); + if (!program) { + console.error('Failed to create shader program'); + return; + } + programRef.current = program; // Initialize camera cameraRef.current = new OrbitCamera( @@ -297,6 +286,7 @@ export function PointCloudViewer({ // Set up vertex attributes const vao = gl.createVertexArray(); gl.bindVertexArray(vao); + vaoRef.current = vao; gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(0); @@ -306,9 +296,103 @@ export function PointCloudViewer({ gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); + // Point ID buffer for main VAO + const mainPointIdBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, mainPointIdBuffer); + const mainPointIds = new Float32Array(points.xyz.length / 3); + for (let i = 0; i < mainPointIds.length; i++) { + mainPointIds[i] = i; + } + gl.bufferData(gl.ARRAY_BUFFER, mainPointIds, gl.STATIC_DRAW); + gl.enableVertexAttribArray(2); + gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); + + // Create picking program + const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); + if (!pickingProgram) { + console.error('Failed to create picking program'); + return; + } + pickingProgramRef.current = pickingProgram; + + // After setting up the main VAO, set up picking VAO: + const pickingVao = gl.createVertexArray(); + gl.bindVertexArray(pickingVao); + pickingVaoRef.current = pickingVao; + + // Position buffer (reuse the same buffer) + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + // Point ID buffer + const pickingPointIdBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, pickingPointIdBuffer); + const pickingPointIds = new Float32Array(points.xyz.length / 3); + for (let i = 0; i < pickingPointIds.length; i++) { + pickingPointIds[i] = i; + } + gl.bufferData(gl.ARRAY_BUFFER, pickingPointIds, gl.STATIC_DRAW); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); + + // Restore main VAO binding + gl.bindVertexArray(vao); + + // Create framebuffer and texture for picking + const pickingFb = gl.createFramebuffer(); + const pickingTexture = gl.createTexture(); + if (!pickingFb || !pickingTexture) { + console.error('Failed to create picking framebuffer'); + return; + } + pickingFbRef.current = pickingFb; + pickingTextureRef.current = pickingTexture; + + // Initialize texture + gl.bindTexture(gl.TEXTURE_2D, pickingTexture); + gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, + gl.canvas.width, gl.canvas.height, 0, + gl.RGBA, gl.UNSIGNED_BYTE, null + ); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + // Create and attach depth buffer + const depthBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage( + gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, + gl.canvas.width, gl.canvas.height + ); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, + gl.RENDERBUFFER, depthBuffer + ); + + // Attach texture to framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); + gl.framebufferTexture2D( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, + gl.TEXTURE_2D, pickingTexture, 0 + ); + + // Verify framebuffer is complete + const fbStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (fbStatus !== gl.FRAMEBUFFER_COMPLETE) { + console.error('Picking framebuffer is incomplete'); + return; + } + + // Restore default framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + // Render function function render(timestamp: number) { - if (!gl || !program || !cameraRef.current) return; + if (!gl || !programRef.current || !cameraRef.current) return; // Only render if needed if (!needsRenderRef.current) { @@ -343,7 +427,7 @@ export function PointCloudViewer({ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.enable(gl.DEPTH_TEST); - gl.useProgram(program); + gl.useProgram(programRef.current); // Set up matrices const projectionMatrix = mat4.perspective( @@ -356,14 +440,33 @@ export function PointCloudViewer({ const viewMatrix = cameraRef.current.getViewMatrix(); - const projectionLoc = gl.getUniformLocation(program, 'uProjectionMatrix'); - const viewLoc = gl.getUniformLocation(program, 'uViewMatrix'); - const pointSizeLoc = gl.getUniformLocation(program, 'uPointSize'); + const projectionLoc = gl.getUniformLocation(programRef.current, 'uProjectionMatrix'); + const viewLoc = gl.getUniformLocation(programRef.current, 'uViewMatrix'); + const pointSizeLoc = gl.getUniformLocation(programRef.current, 'uPointSize'); gl.uniformMatrix4fv(projectionLoc, false, projectionMatrix); gl.uniformMatrix4fv(viewLoc, false, viewMatrix); gl.uniform1f(pointSizeLoc, pointSize); + const highlightedPointLoc = gl.getUniformLocation(programRef.current, 'uHighlightedPoint'); + const highlightColorLoc = gl.getUniformLocation(programRef.current, 'uHighlightColor'); + + console.log('Highlight uniforms:', { + highlightedPoint: hoveredPointRef.current ?? -1, + highlightColor, + locs: { + point: highlightedPointLoc, + color: highlightColorLoc + } + }); + + gl.uniform1i(highlightedPointLoc, hoveredPointRef.current ?? -1); + gl.uniform3fv(highlightColorLoc, highlightColor); + + const canvasSizeLoc = gl.getUniformLocation(programRef.current, 'uCanvasSize'); + gl.uniform2f(canvasSizeLoc, gl.canvas.width, gl.canvas.height); + + gl.bindVertexArray(vao); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); // Store the animation frame ID @@ -373,21 +476,6 @@ export function PointCloudViewer({ // Start the render loop animationFrameRef.current = requestAnimationFrame(render); - const handleMouseDown = (e: MouseEvent) => { - if (e.button === 0 && !e.shiftKey) { - interactionState.current.isDragging = true; - } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { - interactionState.current.isPanning = true; - } - interactionState.current.lastX = e.clientX; - interactionState.current.lastY = e.clientY; - }; - - const handleMouseUp = () => { - interactionState.current.isDragging = false; - interactionState.current.isPanning = false; - }; - canvasRef.current.addEventListener('mousedown', handleMouseDown); canvasRef.current.addEventListener('mousemove', handleMouseMove); canvasRef.current.addEventListener('mouseup', handleMouseUp); @@ -399,11 +487,49 @@ export function PointCloudViewer({ if (animationFrameRef.current) { cancelAnimationFrame(animationFrameRef.current); } - if (!canvasRef.current) return; - canvasRef.current.removeEventListener('mousedown', handleMouseDown); - canvasRef.current.removeEventListener('mousemove', handleMouseMove); - canvasRef.current.removeEventListener('mouseup', handleMouseUp); - canvasRef.current.removeEventListener('wheel', handleWheel); + if (gl) { + if (programRef.current) { + gl.deleteProgram(programRef.current); + programRef.current = null; + } + if (pickingProgramRef.current) { + gl.deleteProgram(pickingProgramRef.current); + pickingProgramRef.current = null; + } + if (vao) { + gl.deleteVertexArray(vao); + } + if (pickingVao) { + gl.deleteVertexArray(pickingVao); + } + if (positionBuffer) { + gl.deleteBuffer(positionBuffer); + } + if (colorBuffer) { + gl.deleteBuffer(colorBuffer); + } + if (mainPointIdBuffer) { + gl.deleteBuffer(mainPointIdBuffer); + } + if (pickingPointIdBuffer) { + gl.deleteBuffer(pickingPointIdBuffer); + } + if (pickingFb) { + gl.deleteFramebuffer(pickingFb); + } + if (pickingTexture) { + gl.deleteTexture(pickingTexture); + } + if (depthBuffer) { + gl.deleteRenderbuffer(depthBuffer); + } + } + if (canvasRef.current) { + canvasRef.current.removeEventListener('mousedown', handleMouseDown); + canvasRef.current.removeEventListener('mousemove', handleMouseMove); + canvasRef.current.removeEventListener('mouseup', handleMouseUp); + canvasRef.current.removeEventListener('wheel', handleWheel); + } }; }, [points, initialCamera, backgroundColor, handleCameraUpdate, handleMouseMove, handleWheel, requestRender, pointSize]); diff --git a/src/genstudio/js/pcloud/picking-system.ts b/src/genstudio/js/pcloud/picking-system.ts new file mode 100644 index 00000000..148835f1 --- /dev/null +++ b/src/genstudio/js/pcloud/picking-system.ts @@ -0,0 +1,127 @@ +import { createProgram } from './webgl-utils'; +import { pickingShaders } from './shaders'; + +export class PickingSystem { + private gl: WebGL2RenderingContext; + private program: WebGLProgram | null; + private framebuffer: WebGLFramebuffer | null; + private texture: WebGLTexture | null; + private radius: number; + private width: number; + private height: number; + private canvas: HTMLCanvasElement; + private vao: WebGLVertexArrayObject | null = null; + + constructor(gl: WebGL2RenderingContext, pickingRadius: number) { + this.gl = gl; + this.canvas = gl.canvas as HTMLCanvasElement; + this.radius = pickingRadius; + this.width = this.canvas.width; + this.height = this.canvas.height; + + // Create picking program + this.program = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); + if (!this.program) { + throw new Error('Failed to create picking program'); + } + + // Create framebuffer and texture + this.framebuffer = gl.createFramebuffer(); + this.texture = gl.createTexture(); + + if (!this.framebuffer || !this.texture) { + throw new Error('Failed to create picking framebuffer'); + } + + // Initialize texture + gl.bindTexture(gl.TEXTURE_2D, this.texture); + gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, + this.width, this.height, 0, + gl.RGBA, gl.UNSIGNED_BYTE, null + ); + + // Attach texture to framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer); + gl.framebufferTexture2D( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, + gl.TEXTURE_2D, this.texture, 0 + ); + } + + setVAO(vao: WebGLVertexArrayObject) { + this.vao = vao; + } + + pick(x: number, y: number): number | null { + const gl = this.gl; + if (!this.program || !this.framebuffer || !this.vao) return null; + + // Bind framebuffer and set viewport + gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer); + gl.viewport(0, 0, this.width, this.height); + + // Clear the framebuffer + gl.clearColor(0, 0, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + // Read pixels in the picking radius + const pixelX = Math.floor(x * this.width / this.canvas.clientWidth); + const pixelY = Math.floor(this.height - y * this.height / this.canvas.clientHeight); + + const pixels = new Uint8Array(4 * this.radius * this.radius); + gl.readPixels( + pixelX - this.radius/2, + pixelY - this.radius/2, + this.radius, + this.radius, + gl.RGBA, + gl.UNSIGNED_BYTE, + pixels + ); + + // Find closest point + let closestPoint: number | null = null; + let minDist = Infinity; + + for (let i = 0; i < pixels.length; i += 4) { + if (pixels[i+3] === 0) continue; // Skip empty pixels + + const pointId = pixels[i] + pixels[i+1] * 256 + pixels[i+2] * 256 * 256; + const dx = (i/4) % this.radius - this.radius/2; + const dy = Math.floor((i/4) / this.radius) - this.radius/2; + const dist = dx*dx + dy*dy; + + if (dist < minDist) { + minDist = dist; + closestPoint = pointId; + } + } + + // Restore default framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + gl.bindVertexArray(this.vao); + + return closestPoint; + } + + cleanup(): void { + const gl = this.gl; + + if (this.framebuffer) { + gl.deleteFramebuffer(this.framebuffer); + this.framebuffer = null; + } + + if (this.texture) { + gl.deleteTexture(this.texture); + this.texture = null; + } + + if (this.program) { + gl.deleteProgram(this.program); + this.program = null; + } + } +} diff --git a/src/genstudio/js/pcloud/shaders.ts b/src/genstudio/js/pcloud/shaders.ts new file mode 100644 index 00000000..8634d11d --- /dev/null +++ b/src/genstudio/js/pcloud/shaders.ts @@ -0,0 +1,100 @@ +export const mainShaders = { + vertex: `#version 300 es + uniform mat4 uProjectionMatrix; + uniform mat4 uViewMatrix; + uniform float uPointSize; + uniform int uHighlightedPoint; + uniform vec3 uHighlightColor; + uniform vec2 uCanvasSize; + + layout(location = 0) in vec3 position; + layout(location = 1) in vec3 color; + layout(location = 2) in float pointId; + + out vec3 vColor; + + void main() { + bool isHighlighted = (int(pointId) == uHighlightedPoint); + vColor = isHighlighted ? uHighlightColor : color; + + vec4 viewPos = uViewMatrix * vec4(position, 1.0); + float dist = -viewPos.z; + + // Physical size scaling: + // - uPointSize represents the desired size in world units + // - Scale by canvas height to maintain size in screen space + // - Multiply by 0.5 to convert from diameter to radius + float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); + float baseSize = clamp(projectedSize, 1.0, 20.0); + + float minHighlightSize = 8.0; + float relativeHighlightSize = min(uCanvasSize.x, uCanvasSize.y) * 0.02; + float sizeFromBase = baseSize * 2.0; + + float highlightSize = max(max(minHighlightSize, relativeHighlightSize), sizeFromBase); + + gl_Position = uProjectionMatrix * viewPos; + gl_PointSize = isHighlighted ? highlightSize : baseSize; + }`, + + fragment: `#version 300 es + precision highp float; + + in vec3 vColor; + out vec4 fragColor; + + void main() { + vec2 coord = gl_PointCoord * 2.0 - 1.0; + float dist = dot(coord, coord); + if (dist > 1.0) { + discard; + } + fragColor = vec4(vColor, 1.0); + }` +}; + +export const pickingShaders = { + vertex: `#version 300 es + uniform mat4 uProjectionMatrix; + uniform mat4 uViewMatrix; + uniform float uPointSize; + uniform vec2 uCanvasSize; + + layout(location = 0) in vec3 position; + layout(location = 1) in float pointId; + + out float vPointId; + + void main() { + vPointId = pointId; + vec4 viewPos = uViewMatrix * vec4(position, 1.0); + float dist = -viewPos.z; + + float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); + float pointSize = clamp(projectedSize, 1.0, 20.0); + + gl_Position = uProjectionMatrix * viewPos; + gl_PointSize = pointSize; + }`, + + fragment: `#version 300 es + precision highp float; + + in float vPointId; + out vec4 fragColor; + + void main() { + vec2 coord = gl_PointCoord * 2.0 - 1.0; + float dist = dot(coord, coord); + if (dist > 1.0) { + discard; + } + + float id = vPointId; + float blue = floor(id / (256.0 * 256.0)); + float green = floor((id - blue * 256.0 * 256.0) / 256.0); + float red = id - blue * 256.0 * 256.0 - green * 256.0; + + fragColor = vec4(red / 255.0, green / 255.0, blue / 255.0, 1.0); + }` +}; diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts new file mode 100644 index 00000000..2b8f1251 --- /dev/null +++ b/src/genstudio/js/pcloud/types.ts @@ -0,0 +1,36 @@ +import { vec3 } from 'gl-matrix'; + +export interface PointCloudData { + xyz: Float32Array; + rgb?: Uint8Array; +} + +export interface CameraParams { + position: vec3 | [number, number, number]; + target: vec3 | [number, number, number]; + up: vec3 | [number, number, number]; + fov: number; + near: number; + far: number; +} + +export interface PointCloudViewerProps { + // Data + points: PointCloudData; + + // Camera control + camera?: CameraParams; + defaultCamera?: CameraParams; + onCameraChange?: (camera: CameraParams) => void; + + // Appearance + backgroundColor?: [number, number, number]; + className?: string; + pointSize?: number; + highlightColor?: [number, number, number]; + + // Interaction + onPointClick?: (pointIndex: number, event: MouseEvent) => void; + onPointHover?: (pointIndex: number | null) => void; + pickingRadius?: number; +} diff --git a/src/genstudio/js/pcloud/webgl-utils.ts b/src/genstudio/js/pcloud/webgl-utils.ts new file mode 100644 index 00000000..3e036546 --- /dev/null +++ b/src/genstudio/js/pcloud/webgl-utils.ts @@ -0,0 +1,53 @@ +export function createShader( + gl: WebGL2RenderingContext, + type: number, + source: string +): WebGLShader | null { + const shader = gl.createShader(type); + if (!shader) { + console.error('Failed to create shader'); + return null; + } + + gl.shaderSource(shader, source); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + console.error( + 'Shader compile error:', + gl.getShaderInfoLog(shader), + '\nSource:', + source + ); + gl.deleteShader(shader); + return null; + } + + return shader; +} + +export function createProgram( + gl: WebGL2RenderingContext, + vertexSource: string, + fragmentSource: string +): WebGLProgram | null { + const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource); + const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource); + + if (!vertexShader || !fragmentShader) return null; + + const program = gl.createProgram(); + if (!program) return null; + + gl.attachShader(program, vertexShader); + gl.attachShader(program, fragmentShader); + gl.linkProgram(program); + + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + console.error('Program link error:', gl.getProgramInfoLog(program)); + gl.deleteProgram(program); + return null; + } + + return program; +} From 5ba8ad3f2062008945bc4f1fcb13e953ea1432d6 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 11 Dec 2024 22:33:46 +0100 Subject: [PATCH 003/167] orbit camera works --- notebooks/controlled_view.py | 44 +++++++++ notebooks/points.py | 117 +++++++++++++++--------- src/genstudio/js/pcloud/orbit-camera.ts | 25 +++-- src/genstudio/js/pcloud/phase1.tsx | 67 ++------------ 4 files changed, 148 insertions(+), 105 deletions(-) create mode 100644 notebooks/controlled_view.py diff --git a/notebooks/controlled_view.py b/notebooks/controlled_view.py new file mode 100644 index 00000000..56f828de --- /dev/null +++ b/notebooks/controlled_view.py @@ -0,0 +1,44 @@ +# %% +import genstudio.plot as Plot +from genstudio.plot import js + +# demonstrate that we can implement a "controlled component" with props derived from state, +# and when state changes the component is not unmounted. + +showDotSource = """ + + export function showDot({x, y, onMove}) { + React.useEffect(() => { + console.log(`mounted: x ${x}, y ${y}`) + return () => console.log("unmounted") + }, []) + const onMouseMove = React.useCallback((e) => { + // Get coordinates relative to the container by using getBoundingClientRect + const rect = e.currentTarget.getBoundingClientRect() + const mouseX = e.clientX - rect.left + const mouseY = e.clientY - rect.top + onMove({x: mouseX, y: mouseY}) + }, [onMove]) + + return html( + ["div.border-4.border-black.w-[400px].h-[400px]", + {onMouseMove: onMouseMove}, + ["div.absolute.w-[40px].h-[40px].bg-black.rounded-full", {style: {left: x, top: y}}]] + ) + } + + """ + +( + Plot.Import(showDotSource, refer=["showDot"]) + | Plot.initialState({"x": 100, "y": 100}) + | [ + js("showDot"), + { + "x": js("`${$state.x}px`"), + "y": js("`${$state.y}px`"), + "onMove": js("({x, y}) => $state.update({x, y})"), + }, + ] +) +# %% diff --git a/notebooks/points.py b/notebooks/points.py index 1d9c7346..82866b1f 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -3,49 +3,84 @@ import numpy as np from genstudio.plot import js from typing import Any +from colorsys import hsv_to_rgb -# Create a beautiful 3D shape with 50k points -n_points = 50000 -# Create a torus knot -t = np.linspace(0, 4 * np.pi, n_points) -p, q = 3, 2 # Parameters that determine knot shape -R, r = 2, 1 # Major and minor radii +def make_torus_knot(n_points: int): + # Create a torus knot + t = np.linspace(0, 4 * np.pi, n_points) + p, q = 3, 2 # Parameters that determine knot shape + R, r = 2, 1 # Major and minor radii -# Torus knot parametric equations -x = (R + r * np.cos(q * t)) * np.cos(p * t) -y = (R + r * np.cos(q * t)) * np.sin(p * t) -z = r * np.sin(q * t) + # Torus knot parametric equations + x = (R + r * np.cos(q * t)) * np.cos(p * t) + y = (R + r * np.cos(q * t)) * np.sin(p * t) + z = r * np.sin(q * t) -# Add Gaussian noise to create volume -noise_scale = 0.1 -x += np.random.normal(0, noise_scale, n_points) -y += np.random.normal(0, noise_scale, n_points) -z += np.random.normal(0, noise_scale, n_points) + # Add Gaussian noise to create volume + noise_scale = 0.1 + x += np.random.normal(0, noise_scale, n_points) + y += np.random.normal(0, noise_scale, n_points) + z += np.random.normal(0, noise_scale, n_points) -# Create vibrant colors based on position and add some randomness -from colorsys import hsv_to_rgb + # Base color from position + angle = np.arctan2(y, x) + height = (z - z.min()) / (z.max() - z.min()) + radius = np.sqrt(x * x + y * y) + radius_norm = (radius - radius.min()) / (radius.max() - radius.min()) + + # Create hue that varies with angle and height + hue = (angle / (2 * np.pi) + height) % 1.0 + # Saturation that varies with radius + saturation = 0.8 + radius_norm * 0.2 + # Value/brightness + value = 0.8 + np.random.uniform(0, 0.2, n_points) + + # Convert HSV to RGB + colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) + # Reshape colors to match xyz structure before flattening + rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() + + # Prepare point cloud coordinates + xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() + + return xyz, rgb + + +def make_cube(n_points: int): + # Create random points within a cube + x = np.random.uniform(-1, 1, n_points) + y = np.random.uniform(-1, 1, n_points) + z = np.random.uniform(-1, 1, n_points) + + # Create colors based on position in cube + # Normalize positions to 0-1 range for colors + x_norm = (x + 1) / 2 + y_norm = (y + 1) / 2 + z_norm = (z + 1) / 2 + + # Create hue that varies with position + hue = (x_norm + y_norm + z_norm) / 3 + # Saturation varies with distance from center + distance = np.sqrt(x * x + y * y + z * z) + distance_norm = distance / np.sqrt(3) # normalize by max possible distance + saturation = 0.7 + 0.3 * distance_norm + # Value varies with height + value = 0.7 + 0.3 * z_norm + + # Convert HSV to RGB + colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) + rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() -# Base color from position -angle = np.arctan2(y, x) -height = (z - z.min()) / (z.max() - z.min()) -radius = np.sqrt(x * x + y * y) -radius_norm = (radius - radius.min()) / (radius.max() - radius.min()) + # Prepare point cloud coordinates + xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() -# Create hue that varies with angle and height -hue = (angle / (2 * np.pi) + height) % 1.0 -# Saturation that varies with radius -saturation = 0.8 + radius_norm * 0.2 -# Value/brightness -value = 0.8 + np.random.uniform(0, 0.2, n_points) + return xyz, rgb -# Convert HSV to RGB -colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) -# Reshape colors to match xyz structure before flattening -rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() -# Prepare point cloud coordinates -xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() +# Create point clouds with 50k points +torus_xyz, torus_rgb = make_torus_knot(50000) +cube_xyz, cube_rgb = make_cube(50000) class Points(Plot.LayoutItem): @@ -58,16 +93,16 @@ def for_json(self) -> Any: # Camera parameters - positioned to see the spiral structure camera = { - "position": [5, 5, 3], + "position": [7, 4, 4], "target": [0, 0, 0], "up": [0, 0, 1], - "fov": 45, + "fov": 40, "near": 0.1, - "far": 1000, + "far": 2000, } -def scene(controlled, point_size=4): +def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): cameraProps = ( {"defaultCamera": camera} if not controlled @@ -83,7 +118,7 @@ def scene(controlled, point_size=4): "className": "h-[400px] w-[400px]", "pointSize": point_size, "onPointClick": js("(e) => console.log('clicked', e)"), - "onPointHover": js("(e) => console.log('hovered', e)"), + "onPointHover": js("(e) => null"), "highlightColor": [1.0, 1.0, 0.0], **cameraProps, } @@ -92,6 +127,6 @@ def scene(controlled, point_size=4): ( Plot.initialState({"camera": camera}) - | scene(True, 0.01) & scene(True, 1) - | scene(False, 0.1) & scene(False, 0.5) + | scene(True, 0.01, xyz=cube_xyz, rgb=cube_rgb) & scene(True, 1) + | scene(False, 0.1, xyz=cube_xyz, rgb=cube_rgb) & scene(False, 0.5) ) diff --git a/src/genstudio/js/pcloud/orbit-camera.ts b/src/genstudio/js/pcloud/orbit-camera.ts index 5fdb6ab0..b2ace48b 100644 --- a/src/genstudio/js/pcloud/orbit-camera.ts +++ b/src/genstudio/js/pcloud/orbit-camera.ts @@ -15,8 +15,14 @@ export class OrbitCamera { // Initialize orbit parameters this.radius = vec3.distance(position, target); - this.phi = Math.acos(this.position[1] / this.radius); - this.theta = Math.atan2(this.position[0], this.position[2]); + + // Calculate relative position from target + const relativePos = vec3.sub(vec3.create(), position, target); + + // Calculate angles + this.phi = Math.acos(relativePos[2] / this.radius); // Changed from position[1] + this.theta = Math.atan2(relativePos[0], relativePos[1]); // Changed from position[0], position[2] + } getViewMatrix(): mat4 { @@ -24,9 +30,12 @@ export class OrbitCamera { } orbit(deltaX: number, deltaY: number): void { - // Update angles - this.theta += deltaX * 0.01; - this.phi = Math.max(0.1, Math.min(Math.PI - 0.1, this.phi + deltaY * 0.01)); + // Update angles - note we swap the relationship here + this.theta += deltaX * 0.01; // Left/right movement affects azimuthal angle + this.phi -= deltaY * 0.01; // Up/down movement affects polar angle (note: + instead of -) + + // Clamp phi to avoid flipping and keep camera above ground + this.phi = Math.max(0.01, Math.min(Math.PI - 0.01, this.phi)); // Calculate new position using spherical coordinates const sinPhi = Math.sin(this.phi); @@ -34,9 +43,11 @@ export class OrbitCamera { const sinTheta = Math.sin(this.theta); const cosTheta = Math.cos(this.theta); + // Update position in world space + // Note: Changed coordinate mapping to match expected behavior this.position[0] = this.target[0] + this.radius * sinPhi * sinTheta; - this.position[1] = this.target[1] + this.radius * cosPhi; - this.position[2] = this.target[2] + this.radius * sinPhi * cosTheta; + this.position[1] = this.target[1] + this.radius * sinPhi * cosTheta; + this.position[2] = this.target[2] + this.radius * cosPhi; } zoom(delta: number): void { diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx index b73d14e1..5b34e028 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -51,9 +51,7 @@ export function PointCloudViewer({ const cameraRef = useRef(null); const interactionState = useRef({ isDragging: false, - isPanning: false, - lastX: 0, - lastY: 0 + isPanning: false }); const fpsRef = useRef(null); const lastFrameTimeRef = useRef(0); @@ -115,10 +113,8 @@ export function PointCloudViewer({ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.enable(gl.DEPTH_TEST); - // Use picking shader + // Use picking shader and set uniforms gl.useProgram(pickingProgramRef.current); - - // Set uniforms const projectionMatrix = mat4.perspective( mat4.create(), cameraParams.fov * Math.PI / 180, @@ -128,42 +124,22 @@ export function PointCloudViewer({ ); const viewMatrix = cameraRef.current.getViewMatrix(); - const projectionLoc = gl.getUniformLocation(pickingProgramRef.current, 'uProjectionMatrix'); - const viewLoc = gl.getUniformLocation(pickingProgramRef.current, 'uViewMatrix'); - const pointSizeLoc = gl.getUniformLocation(pickingProgramRef.current, 'uPointSize'); - const canvasSizeLoc = gl.getUniformLocation(pickingProgramRef.current, 'uCanvasSize'); - - // Debug: Check uniform locations - console.log('Picking uniforms:', { projectionLoc, viewLoc, pointSizeLoc, canvasSizeLoc }); - - gl.uniformMatrix4fv(projectionLoc, false, projectionMatrix); - gl.uniformMatrix4fv(viewLoc, false, viewMatrix); - gl.uniform1f(pointSizeLoc, pointSize); - gl.uniform2f(canvasSizeLoc, gl.canvas.width, gl.canvas.height); + gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uProjectionMatrix'), false, projectionMatrix); + gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uViewMatrix'), false, viewMatrix); + gl.uniform1f(gl.getUniformLocation(pickingProgramRef.current, 'uPointSize'), pointSize); + gl.uniform2f(gl.getUniformLocation(pickingProgramRef.current, 'uCanvasSize'), gl.canvas.width, gl.canvas.height); - // Draw points with picking shader + // Draw points gl.bindVertexArray(pickingVaoRef.current); - - // Debug: Check if we're drawing the right number of points - console.log('Drawing points:', points.xyz.length / 3); - gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - // Read pixel at mouse position + // Read pixel const rect = gl.canvas.getBoundingClientRect(); const pixelX = Math.floor((x - rect.left) * gl.canvas.width / rect.width); const pixelY = Math.floor((rect.height - (y - rect.top)) * gl.canvas.height / rect.height); const pixel = new Uint8Array(4); gl.readPixels(pixelX, pixelY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); - // Debug: Check pixel values - console.log('Read pixel:', { - x, y, - pixelX, pixelY, - pixel: Array.from(pixel), - alpha: pixel[3] - }); - // Restore default framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.useProgram(programRef.current); @@ -172,9 +148,7 @@ export function PointCloudViewer({ gl.bindVertexArray(vaoRef.current); requestRender(); - // If alpha is 0, no point was picked if (pixel[3] === 0) return null; - return pixel[0] + pixel[1] * 256 + pixel[2] * 256 * 256; }, [cameraParams, points.xyz.length, pointSize, requestRender]); @@ -190,35 +164,22 @@ export function PointCloudViewer({ onPointClick(pointIndex, e); } } - interactionState.current.lastX = e.clientX; - interactionState.current.lastY = e.clientY; }, [pickPoint, onPointClick]); // Update handleMouseMove to include hover: const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; - const deltaX = e.clientX - interactionState.current.lastX; - const deltaY = e.clientY - interactionState.current.lastY; - if (interactionState.current.isDragging) { - handleCameraUpdate(camera => camera.orbit(deltaX, deltaY)); + handleCameraUpdate(camera => camera.orbit(e.movementX, e.movementY)); } else if (interactionState.current.isPanning) { - handleCameraUpdate(camera => camera.pan(deltaX, deltaY)); + handleCameraUpdate(camera => camera.pan(e.movementX, e.movementY)); } else if (onPointHover) { - console.log('Attempting hover check...', { - mouseX: e.clientX, - mouseY: e.clientY, - onPointHover: !!onPointHover - }); const pointIndex = pickPoint(e.clientX, e.clientY); hoveredPointRef.current = pointIndex; onPointHover(pointIndex); requestRender(); } - - interactionState.current.lastX = e.clientX; - interactionState.current.lastY = e.clientY; }, [handleCameraUpdate, pickPoint, onPointHover, requestRender]); const handleWheel = useCallback((e: WheelEvent) => { @@ -451,14 +412,6 @@ export function PointCloudViewer({ const highlightedPointLoc = gl.getUniformLocation(programRef.current, 'uHighlightedPoint'); const highlightColorLoc = gl.getUniformLocation(programRef.current, 'uHighlightColor'); - console.log('Highlight uniforms:', { - highlightedPoint: hoveredPointRef.current ?? -1, - highlightColor, - locs: { - point: highlightedPointLoc, - color: highlightColorLoc - } - }); gl.uniform1i(highlightedPointLoc, hoveredPointRef.current ?? -1); gl.uniform3fv(highlightColorLoc, highlightColor); From b1681e6b1852373ba16bc097c4cbebce5214997a Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 11 Dec 2024 23:22:46 +0100 Subject: [PATCH 004/167] improved picking --- src/genstudio/js/pcloud/phase1.tsx | 66 ++++++++++++++++++++++-------- src/genstudio/js/pcloud/shaders.ts | 12 +++++- 2 files changed, 58 insertions(+), 20 deletions(-) diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx index 5b34e028..4d9683aa 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -111,10 +111,16 @@ export function PointCloudViewer({ gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + // Enable depth testing and proper depth function gl.enable(gl.DEPTH_TEST); + gl.depthFunc(gl.LESS); // Ensure we get the closest point + gl.depthMask(true); // Enable depth writing // Use picking shader and set uniforms gl.useProgram(pickingProgramRef.current); + + // Set all uniforms to match main shader const projectionMatrix = mat4.perspective( mat4.create(), cameraParams.fov * Math.PI / 180, @@ -128,19 +134,37 @@ export function PointCloudViewer({ gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uViewMatrix'), false, viewMatrix); gl.uniform1f(gl.getUniformLocation(pickingProgramRef.current, 'uPointSize'), pointSize); gl.uniform2f(gl.getUniformLocation(pickingProgramRef.current, 'uCanvasSize'), gl.canvas.width, gl.canvas.height); + // Add highlighted point uniform to match main shader + gl.uniform1i(gl.getUniformLocation(pickingProgramRef.current, 'uHighlightedPoint'), hoveredPointRef.current ?? -1); // Draw points gl.bindVertexArray(pickingVaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - // Read pixel + // Sample multiple pixels in a radius const rect = gl.canvas.getBoundingClientRect(); - const pixelX = Math.floor((x - rect.left) * gl.canvas.width / rect.width); - const pixelY = Math.floor((rect.height - (y - rect.top)) * gl.canvas.height / rect.height); - const pixel = new Uint8Array(4); - gl.readPixels(pixelX, pixelY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); + const centerX = Math.floor((x - rect.left) * gl.canvas.width / rect.width); + const centerY = Math.floor((rect.height - (y - rect.top)) * gl.canvas.height / rect.height); + + // Create arrays to store results + const pixels = new Uint8Array(4); + const depths = new Float32Array(1); + let closestPoint = null; + let minDepth = Infinity; + + // Read center pixel + gl.readPixels(centerX, centerY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + gl.readPixels(centerX, centerY, 1, 1, gl.DEPTH_COMPONENT, gl.FLOAT, depths); + + if (pixels[3] !== 0) { + const pointId = pixels[0] + pixels[1] * 256 + pixels[2] * 256 * 256; + if (depths[0] < minDepth) { + minDepth = depths[0]; + closestPoint = pointId; + } + } - // Restore default framebuffer + // Restore default framebuffer and state gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.useProgram(programRef.current); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); @@ -148,8 +172,7 @@ export function PointCloudViewer({ gl.bindVertexArray(vaoRef.current); requestRender(); - if (pixel[3] === 0) return null; - return pixel[0] + pixel[1] * 256 + pixel[2] * 256 * 256; + return closestPoint; }, [cameraParams, points.xyz.length, pointSize, requestRender]); // Update the mouse handlers to use picking: @@ -326,19 +349,26 @@ export function PointCloudViewer({ const depthBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); gl.renderbufferStorage( - gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, - gl.canvas.width, gl.canvas.height - ); - gl.framebufferRenderbuffer( - gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, - gl.RENDERBUFFER, depthBuffer + gl.RENDERBUFFER, + gl.DEPTH_COMPONENT24, // Use 24-bit depth buffer for better precision + gl.canvas.width, + gl.canvas.height ); - // Attach texture to framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); + // Attach both color and depth buffers to the framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); gl.framebufferTexture2D( - gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, - gl.TEXTURE_2D, pickingTexture, 0 + gl.FRAMEBUFFER, + gl.COLOR_ATTACHMENT0, + gl.TEXTURE_2D, + pickingTextureRef.current, + 0 + ); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, + gl.DEPTH_ATTACHMENT, + gl.RENDERBUFFER, + depthBuffer ); // Verify framebuffer is complete diff --git a/src/genstudio/js/pcloud/shaders.ts b/src/genstudio/js/pcloud/shaders.ts index 8634d11d..317f21b4 100644 --- a/src/genstudio/js/pcloud/shaders.ts +++ b/src/genstudio/js/pcloud/shaders.ts @@ -59,6 +59,7 @@ export const pickingShaders = { uniform mat4 uViewMatrix; uniform float uPointSize; uniform vec2 uCanvasSize; + uniform int uHighlightedPoint; layout(location = 0) in vec3 position; layout(location = 1) in float pointId; @@ -71,10 +72,16 @@ export const pickingShaders = { float dist = -viewPos.z; float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); - float pointSize = clamp(projectedSize, 1.0, 20.0); + float baseSize = clamp(projectedSize, 1.0, 20.0); + + bool isHighlighted = (int(pointId) == uHighlightedPoint); + float minHighlightSize = 8.0; + float relativeHighlightSize = min(uCanvasSize.x, uCanvasSize.y) * 0.02; + float sizeFromBase = baseSize * 2.0; + float highlightSize = max(max(minHighlightSize, relativeHighlightSize), sizeFromBase); gl_Position = uProjectionMatrix * viewPos; - gl_PointSize = pointSize; + gl_PointSize = isHighlighted ? highlightSize : baseSize; }`, fragment: `#version 300 es @@ -96,5 +103,6 @@ export const pickingShaders = { float red = id - blue * 256.0 * 256.0 - green * 256.0; fragColor = vec4(red / 255.0, green / 255.0, blue / 255.0, 1.0); + gl_FragDepth = gl_FragCoord.z; }` }; From 1f1b9788577c8fa5584e5d0f48ddab35fe02a6f2 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 00:00:03 +0100 Subject: [PATCH 005/167] controlled highlights --- notebooks/points.py | 7 +- src/genstudio/js/pcloud/phase1.tsx | 194 +++++++++++++++++------------ src/genstudio/js/pcloud/shaders.ts | 28 +++-- src/genstudio/js/pcloud/types.ts | 2 + 4 files changed, 138 insertions(+), 93 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 82866b1f..fa84a23b 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -117,7 +117,10 @@ def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): "backgroundColor": [0.1, 0.1, 0.1, 1], # Dark background to make colors pop "className": "h-[400px] w-[400px]", "pointSize": point_size, - "onPointClick": js("(e) => console.log('clicked', e)"), + "onPointClick": js( + "(i) => $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]})" + ), + "highlights": js("$state.highlights"), "onPointHover": js("(e) => null"), "highlightColor": [1.0, 1.0, 0.0], **cameraProps, @@ -126,7 +129,7 @@ def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): ( - Plot.initialState({"camera": camera}) + Plot.initialState({"camera": camera, "highlights": []}) | scene(True, 0.01, xyz=cube_xyz, rgb=cube_rgb) & scene(True, 1) | scene(False, 0.1, xyz=cube_xyz, rgb=cube_rgb) & scene(False, 0.5) ) diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx index 4d9683aa..f53e70a4 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -14,9 +14,11 @@ export function PointCloudViewer({ backgroundColor = [0.1, 0.1, 0.1], className, pointSize = 4.0, + highlights = [], onPointClick, onPointHover, highlightColor = [1.0, 0.3, 0.0], + hoveredHighlightColor = [1.0, 0.5, 0.0], pickingRadius = 5.0 }: PointCloudViewerProps) { // Track whether we're in controlled mode @@ -29,21 +31,44 @@ export function PointCloudViewer({ throw new Error('Either camera or defaultCamera must be provided'); } - // Memoize camera parameters to avoid unnecessary updates - const cameraParams = useMemo(() => ({ - position: Array.isArray(initialCamera.position) - ? vec3.fromValues(...initialCamera.position) - : vec3.clone(initialCamera.position), - target: Array.isArray(initialCamera.target) - ? vec3.fromValues(...initialCamera.target) - : vec3.clone(initialCamera.target), - up: Array.isArray(initialCamera.up) - ? vec3.fromValues(...initialCamera.up) - : vec3.clone(initialCamera.up), - fov: initialCamera.fov, - near: initialCamera.near, - far: initialCamera.far - }), [initialCamera]); + const cameraParams = useMemo(() => { + return { + position: Array.isArray(initialCamera.position) + ? vec3.fromValues(...initialCamera.position) + : vec3.clone(initialCamera.position), + target: Array.isArray(initialCamera.target) + ? vec3.fromValues(...initialCamera.target) + : vec3.clone(initialCamera.target), + up: Array.isArray(initialCamera.up) + ? vec3.fromValues(...initialCamera.up) + : vec3.clone(initialCamera.up), + fov: initialCamera.fov, + near: initialCamera.near, + far: initialCamera.far + } + }, [initialCamera]); + + // Initialize camera only once for uncontrolled mode + useEffect(() => { + if (!isControlled && !cameraRef.current) { + cameraRef.current = new OrbitCamera( + cameraParams.position, + cameraParams.target, + cameraParams.up + ); + } + }, []); // Empty deps since we only want this on mount for uncontrolled mode + + // Update camera only in controlled mode + useEffect(() => { + if (isControlled) { + cameraRef.current = new OrbitCamera( + cameraParams.position, + cameraParams.target, + cameraParams.up + ); + } + }, [isControlled, cameraParams]); const canvasRef = useRef(null); const glRef = useRef(null); @@ -106,21 +131,21 @@ export function PointCloudViewer({ return null; } + // Save current WebGL state + const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); + // Switch to picking framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - // Enable depth testing and proper depth function gl.enable(gl.DEPTH_TEST); - gl.depthFunc(gl.LESS); // Ensure we get the closest point - gl.depthMask(true); // Enable depth writing + gl.depthFunc(gl.LESS); + gl.depthMask(true); - // Use picking shader and set uniforms + // Use picking shader gl.useProgram(pickingProgramRef.current); - // Set all uniforms to match main shader const projectionMatrix = mat4.perspective( mat4.create(), cameraParams.fov * Math.PI / 180, @@ -130,62 +155,45 @@ export function PointCloudViewer({ ); const viewMatrix = cameraRef.current.getViewMatrix(); + // Set uniforms for picking shader gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uProjectionMatrix'), false, projectionMatrix); gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uViewMatrix'), false, viewMatrix); gl.uniform1f(gl.getUniformLocation(pickingProgramRef.current, 'uPointSize'), pointSize); gl.uniform2f(gl.getUniformLocation(pickingProgramRef.current, 'uCanvasSize'), gl.canvas.width, gl.canvas.height); - // Add highlighted point uniform to match main shader - gl.uniform1i(gl.getUniformLocation(pickingProgramRef.current, 'uHighlightedPoint'), hoveredPointRef.current ?? -1); - // Draw points + // Draw points for picking gl.bindVertexArray(pickingVaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - // Sample multiple pixels in a radius + // Read pixel const rect = gl.canvas.getBoundingClientRect(); - const centerX = Math.floor((x - rect.left) * gl.canvas.width / rect.width); - const centerY = Math.floor((rect.height - (y - rect.top)) * gl.canvas.height / rect.height); - - // Create arrays to store results - const pixels = new Uint8Array(4); - const depths = new Float32Array(1); - let closestPoint = null; - let minDepth = Infinity; - - // Read center pixel - gl.readPixels(centerX, centerY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); - gl.readPixels(centerX, centerY, 1, 1, gl.DEPTH_COMPONENT, gl.FLOAT, depths); - - if (pixels[3] !== 0) { - const pointId = pixels[0] + pixels[1] * 256 + pixels[2] * 256 * 256; - if (depths[0] < minDepth) { - minDepth = depths[0]; - closestPoint = pointId; - } - } + const pixelX = Math.floor((x - rect.left) * gl.canvas.width / rect.width); + const pixelY = Math.floor((rect.height - (y - rect.top)) * gl.canvas.height / rect.height); + const pixel = new Uint8Array(4); + gl.readPixels(pixelX, pixelY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); - // Restore default framebuffer and state - gl.bindFramebuffer(gl.FRAMEBUFFER, null); + // Restore previous state + gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.useProgram(programRef.current); - gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.bindVertexArray(vaoRef.current); requestRender(); - return closestPoint; + if (pixel[3] === 0) return null; + return pixel[0] + pixel[1] * 256 + pixel[2] * 256 * 256; }, [cameraParams, points.xyz.length, pointSize, requestRender]); - // Update the mouse handlers to use picking: + // Update the mouse handlers to properly handle clicks const handleMouseDown = useCallback((e: MouseEvent) => { - if (e.button === 0 && !e.shiftKey) { + if (e.button === 0 && !e.shiftKey) { // Left click without shift + if (onPointClick) { + const pointIndex = pickPoint(e.clientX, e.clientY); + if (pointIndex !== null) { + onPointClick(pointIndex, e); + } + } interactionState.current.isDragging = true; - } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { + } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Middle click or shift+left click interactionState.current.isPanning = true; - } else if (onPointClick) { - const pointIndex = pickPoint(e.clientX, e.clientY); - if (pointIndex !== null) { - onPointClick(pointIndex, e); - } } }, [pickPoint, onPointClick]); @@ -210,10 +218,19 @@ export function PointCloudViewer({ handleCameraUpdate(camera => camera.zoom(e.deltaY)); }, [handleCameraUpdate]); - // Add this with the other mouse handlers - const handleMouseUp = useCallback(() => { + // Update handleMouseUp to properly reset state + const handleMouseUp = useCallback((e: MouseEvent) => { + // Only consider it a click if we didn't drag much + const wasDragging = interactionState.current.isDragging; + const wasPanning = interactionState.current.isPanning; + interactionState.current.isDragging = false; interactionState.current.isPanning = false; + + // If we were dragging, don't trigger click + if (wasDragging || wasPanning) { + return; + } }, []); useEffect(() => { @@ -240,12 +257,6 @@ export function PointCloudViewer({ } programRef.current = program; - // Initialize camera - cameraRef.current = new OrbitCamera( - Array.isArray(initialCamera.position) ? vec3.fromValues(...initialCamera.position) : initialCamera.position, - Array.isArray(initialCamera.target) ? vec3.fromValues(...initialCamera.target) : initialCamera.target, - Array.isArray(initialCamera.up) ? vec3.fromValues(...initialCamera.up) : initialCamera.up - ); // Set up buffers const positionBuffer = gl.createBuffer(); @@ -431,28 +442,47 @@ export function PointCloudViewer({ const viewMatrix = cameraRef.current.getViewMatrix(); - const projectionLoc = gl.getUniformLocation(programRef.current, 'uProjectionMatrix'); - const viewLoc = gl.getUniformLocation(programRef.current, 'uViewMatrix'); - const pointSizeLoc = gl.getUniformLocation(programRef.current, 'uPointSize'); - - gl.uniformMatrix4fv(projectionLoc, false, projectionMatrix); - gl.uniformMatrix4fv(viewLoc, false, viewMatrix); - gl.uniform1f(pointSizeLoc, pointSize); - - const highlightedPointLoc = gl.getUniformLocation(programRef.current, 'uHighlightedPoint'); + // Get uniform locations once and cache them + const uniforms = { + projection: gl.getUniformLocation(programRef.current, 'uProjectionMatrix'), + view: gl.getUniformLocation(programRef.current, 'uViewMatrix'), + pointSize: gl.getUniformLocation(programRef.current, 'uPointSize'), + highlightedPoint: gl.getUniformLocation(programRef.current, 'uHighlightedPoint'), + highlightColor: gl.getUniformLocation(programRef.current, 'uHighlightColor'), + canvasSize: gl.getUniformLocation(programRef.current, 'uCanvasSize') + }; + + // Set uniforms + gl.uniformMatrix4fv(uniforms.projection, false, projectionMatrix); + gl.uniformMatrix4fv(uniforms.view, false, viewMatrix); + gl.uniform1f(uniforms.pointSize, pointSize); + gl.uniform1i(uniforms.highlightedPoint, hoveredPointRef.current ?? -1); + gl.uniform3fv(uniforms.highlightColor, highlightColor); + gl.uniform2f(uniforms.canvasSize, gl.canvas.width, gl.canvas.height); + + // Update uniforms for highlights + const highlightedPointsLoc = gl.getUniformLocation(programRef.current, 'uHighlightedPoints'); + const highlightCountLoc = gl.getUniformLocation(programRef.current, 'uHighlightCount'); + const hoveredPointLoc = gl.getUniformLocation(programRef.current, 'uHoveredPoint'); const highlightColorLoc = gl.getUniformLocation(programRef.current, 'uHighlightColor'); + const hoveredHighlightColorLoc = gl.getUniformLocation(programRef.current, 'uHoveredHighlightColor'); + // Set highlight uniforms + const highlightArray = new Int32Array(100).fill(-1); // Initialize with -1 + highlights.slice(0, 100).forEach((idx, i) => { + highlightArray[i] = idx; + }); - gl.uniform1i(highlightedPointLoc, hoveredPointRef.current ?? -1); + gl.uniform1iv(highlightedPointsLoc, highlightArray); + gl.uniform1i(highlightCountLoc, Math.min(highlights.length, 100)); + gl.uniform1i(hoveredPointLoc, hoveredPointRef.current ?? -1); gl.uniform3fv(highlightColorLoc, highlightColor); + gl.uniform3fv(hoveredHighlightColorLoc, hoveredHighlightColor); - const canvasSizeLoc = gl.getUniformLocation(programRef.current, 'uCanvasSize'); - gl.uniform2f(canvasSizeLoc, gl.canvas.width, gl.canvas.height); - - gl.bindVertexArray(vao); + // Ensure correct VAO is bound + gl.bindVertexArray(vaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - // Store the animation frame ID animationFrameRef.current = requestAnimationFrame(render); } @@ -514,7 +544,7 @@ export function PointCloudViewer({ canvasRef.current.removeEventListener('wheel', handleWheel); } }; - }, [points, initialCamera, backgroundColor, handleCameraUpdate, handleMouseMove, handleWheel, requestRender, pointSize]); + }, [points, cameraParams, backgroundColor, handleCameraUpdate, handleMouseMove, handleWheel, requestRender, pointSize]); useEffect(() => { if (!canvasRef.current) return; diff --git a/src/genstudio/js/pcloud/shaders.ts b/src/genstudio/js/pcloud/shaders.ts index 317f21b4..895b5fc3 100644 --- a/src/genstudio/js/pcloud/shaders.ts +++ b/src/genstudio/js/pcloud/shaders.ts @@ -3,9 +3,12 @@ export const mainShaders = { uniform mat4 uProjectionMatrix; uniform mat4 uViewMatrix; uniform float uPointSize; - uniform int uHighlightedPoint; uniform vec3 uHighlightColor; + uniform vec3 uHoveredHighlightColor; uniform vec2 uCanvasSize; + uniform int uHighlightedPoints[100]; // For permanent highlights + uniform int uHoveredPoint; // For hover highlight + uniform int uHighlightCount; // Number of highlights layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; @@ -13,28 +16,35 @@ export const mainShaders = { out vec3 vColor; + bool isHighlighted() { + for(int i = 0; i < uHighlightCount; i++) { + if(int(pointId) == uHighlightedPoints[i]) return true; + } + return false; + } + void main() { - bool isHighlighted = (int(pointId) == uHighlightedPoint); - vColor = isHighlighted ? uHighlightColor : color; + bool highlighted = isHighlighted(); + bool hovered = (int(pointId) == uHoveredPoint); + + // Priority: hover > highlight > normal + vColor = hovered ? uHoveredHighlightColor : + highlighted ? uHighlightColor : + color; vec4 viewPos = uViewMatrix * vec4(position, 1.0); float dist = -viewPos.z; - // Physical size scaling: - // - uPointSize represents the desired size in world units - // - Scale by canvas height to maintain size in screen space - // - Multiply by 0.5 to convert from diameter to radius float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); float baseSize = clamp(projectedSize, 1.0, 20.0); float minHighlightSize = 8.0; float relativeHighlightSize = min(uCanvasSize.x, uCanvasSize.y) * 0.02; float sizeFromBase = baseSize * 2.0; - float highlightSize = max(max(minHighlightSize, relativeHighlightSize), sizeFromBase); gl_Position = uProjectionMatrix * viewPos; - gl_PointSize = isHighlighted ? highlightSize : baseSize; + gl_PointSize = (highlighted || hovered) ? highlightSize : baseSize; }`, fragment: `#version 300 es diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts index 2b8f1251..40608800 100644 --- a/src/genstudio/js/pcloud/types.ts +++ b/src/genstudio/js/pcloud/types.ts @@ -28,9 +28,11 @@ export interface PointCloudViewerProps { className?: string; pointSize?: number; highlightColor?: [number, number, number]; + hoveredHighlightColor?: [number, number, number]; // Interaction onPointClick?: (pointIndex: number, event: MouseEvent) => void; onPointHover?: (pointIndex: number | null) => void; pickingRadius?: number; + highlights?: number[]; } From a386fd85010b169faa3f273c01b5cfc663778a3e Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 00:13:27 +0100 Subject: [PATCH 006/167] clean up --- src/genstudio/js/pcloud/phase1.tsx | 163 +++++++++++-------------- src/genstudio/js/pcloud/types.ts | 13 ++ src/genstudio/js/pcloud/webgl-utils.ts | 17 +++ 3 files changed, 103 insertions(+), 90 deletions(-) diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx index f53e70a4..0e874cdf 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -1,7 +1,7 @@ import React, { useEffect, useRef, useCallback, useMemo } from 'react'; import { mat4, vec3 } from 'gl-matrix'; -import { createProgram } from './webgl-utils'; -import { PointCloudData, CameraParams, PointCloudViewerProps } from './types'; +import { createProgram, createPointIdBuffer } from './webgl-utils'; +import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms } from './types'; import { mainShaders } from './shaders'; import { OrbitCamera } from './orbit-camera'; import { pickingShaders } from './shaders'; @@ -70,6 +70,20 @@ export function PointCloudViewer({ } }, [isControlled, cameraParams]); + const setupMatrices = useCallback((gl: WebGL2RenderingContext) => { + const projectionMatrix = mat4.perspective( + mat4.create(), + cameraParams.fov * Math.PI / 180, + gl.canvas.width / gl.canvas.height, + cameraParams.near, + cameraParams.far + ); + + const viewMatrix = cameraRef.current?.getViewMatrix() || mat4.create(); + + return { projectionMatrix, viewMatrix }; + }, [cameraParams]); + const canvasRef = useRef(null); const glRef = useRef(null); const programRef = useRef(null); @@ -92,6 +106,7 @@ export function PointCloudViewer({ const pickingFbRef = useRef(null); const pickingTextureRef = useRef(null); const hoveredPointRef = useRef(null); + const uniformsRef = useRef(null); // Move requestRender before handleCameraUpdate const requestRender = useCallback(() => { @@ -146,14 +161,8 @@ export function PointCloudViewer({ // Use picking shader gl.useProgram(pickingProgramRef.current); - const projectionMatrix = mat4.perspective( - mat4.create(), - cameraParams.fov * Math.PI / 180, - gl.canvas.width / gl.canvas.height, - cameraParams.near, - cameraParams.far - ); - const viewMatrix = cameraRef.current.getViewMatrix(); + // Use shared matrix setup + const { projectionMatrix, viewMatrix } = setupMatrices(gl); // Set uniforms for picking shader gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uProjectionMatrix'), false, projectionMatrix); @@ -180,7 +189,7 @@ export function PointCloudViewer({ if (pixel[3] === 0) return null; return pixel[0] + pixel[1] * 256 + pixel[2] * 256 * 256; - }, [cameraParams, points.xyz.length, pointSize, requestRender]); + }, [points.xyz.length, pointSize, setupMatrices]); // Update the mouse handlers to properly handle clicks const handleMouseDown = useCallback((e: MouseEvent) => { @@ -233,6 +242,28 @@ export function PointCloudViewer({ } }, []); + // Add this function before useEffect + const updateFPS = useCallback((timestamp: number) => { + const frameTime = timestamp - lastFrameTimeRef.current; + lastFrameTimeRef.current = timestamp; + + if (frameTime > 0) { + lastFrameTimesRef.current.push(frameTime); + if (lastFrameTimesRef.current.length > MAX_FRAME_SAMPLES) { + lastFrameTimesRef.current.shift(); + } + + const avgFrameTime = lastFrameTimesRef.current.reduce((a, b) => a + b, 0) / + lastFrameTimesRef.current.length; + const fps = Math.round(1000 / avgFrameTime); + + if (fpsRef.current) { + fpsRef.current.textContent = `${fps} FPS`; + } + } + }, []); + + useEffect(() => { if (!canvasRef.current) return; @@ -257,6 +288,19 @@ export function PointCloudViewer({ } programRef.current = program; + // Cache uniform locations during setup + uniformsRef.current = { + projection: gl.getUniformLocation(program, 'uProjectionMatrix'), + view: gl.getUniformLocation(program, 'uViewMatrix'), + pointSize: gl.getUniformLocation(program, 'uPointSize'), + highlightedPoint: gl.getUniformLocation(program, 'uHighlightedPoint'), + highlightColor: gl.getUniformLocation(program, 'uHighlightColor'), + canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), + highlightedPoints: gl.getUniformLocation(program, 'uHighlightedPoints'), + highlightCount: gl.getUniformLocation(program, 'uHighlightCount'), + hoveredPoint: gl.getUniformLocation(program, 'uHoveredPoint'), + hoveredHighlightColor: gl.getUniformLocation(program, 'uHoveredHighlightColor') + }; // Set up buffers const positionBuffer = gl.createBuffer(); @@ -292,15 +336,7 @@ export function PointCloudViewer({ gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); // Point ID buffer for main VAO - const mainPointIdBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, mainPointIdBuffer); - const mainPointIds = new Float32Array(points.xyz.length / 3); - for (let i = 0; i < mainPointIds.length; i++) { - mainPointIds[i] = i; - } - gl.bufferData(gl.ARRAY_BUFFER, mainPointIds, gl.STATIC_DRAW); - gl.enableVertexAttribArray(2); - gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); + const mainPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 2); // Create picking program const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); @@ -321,15 +357,7 @@ export function PointCloudViewer({ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); // Point ID buffer - const pickingPointIdBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, pickingPointIdBuffer); - const pickingPointIds = new Float32Array(points.xyz.length / 3); - for (let i = 0; i < pickingPointIds.length; i++) { - pickingPointIds[i] = i; - } - gl.bufferData(gl.ARRAY_BUFFER, pickingPointIds, gl.STATIC_DRAW); - gl.enableVertexAttribArray(1); - gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); + const pickingPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 1); // Restore main VAO binding gl.bindVertexArray(vao); @@ -402,27 +430,8 @@ export function PointCloudViewer({ return; } - // Reset the flag needsRenderRef.current = false; - - // Track actual frame time - const frameTime = timestamp - lastFrameTimeRef.current; - lastFrameTimeRef.current = timestamp; - - if (frameTime > 0) { // Avoid division by zero - lastFrameTimesRef.current.push(frameTime); - if (lastFrameTimesRef.current.length > MAX_FRAME_SAMPLES) { - lastFrameTimesRef.current.shift(); - } - - // Calculate average frame time and FPS - const avgFrameTime = lastFrameTimesRef.current.reduce((a, b) => a + b, 0) / lastFrameTimesRef.current.length; - const fps = Math.round(1000 / avgFrameTime); - - if (fpsRef.current) { - fpsRef.current.textContent = `${fps} FPS`; - } - } + updateFPS(timestamp); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], 1.0); @@ -432,52 +441,26 @@ export function PointCloudViewer({ gl.useProgram(programRef.current); // Set up matrices - const projectionMatrix = mat4.perspective( - mat4.create(), - cameraParams.fov * Math.PI / 180, - gl.canvas.width / gl.canvas.height, - cameraParams.near, - cameraParams.far - ); + const { projectionMatrix, viewMatrix } = setupMatrices(gl); + + + // Set all uniforms in one place + gl.uniformMatrix4fv(uniformsRef.current.projection, false, projectionMatrix); + gl.uniformMatrix4fv(uniformsRef.current.view, false, viewMatrix); + gl.uniform1f(uniformsRef.current.pointSize, pointSize); + gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - const viewMatrix = cameraRef.current.getViewMatrix(); - - // Get uniform locations once and cache them - const uniforms = { - projection: gl.getUniformLocation(programRef.current, 'uProjectionMatrix'), - view: gl.getUniformLocation(programRef.current, 'uViewMatrix'), - pointSize: gl.getUniformLocation(programRef.current, 'uPointSize'), - highlightedPoint: gl.getUniformLocation(programRef.current, 'uHighlightedPoint'), - highlightColor: gl.getUniformLocation(programRef.current, 'uHighlightColor'), - canvasSize: gl.getUniformLocation(programRef.current, 'uCanvasSize') - }; - - // Set uniforms - gl.uniformMatrix4fv(uniforms.projection, false, projectionMatrix); - gl.uniformMatrix4fv(uniforms.view, false, viewMatrix); - gl.uniform1f(uniforms.pointSize, pointSize); - gl.uniform1i(uniforms.highlightedPoint, hoveredPointRef.current ?? -1); - gl.uniform3fv(uniforms.highlightColor, highlightColor); - gl.uniform2f(uniforms.canvasSize, gl.canvas.width, gl.canvas.height); - - // Update uniforms for highlights - const highlightedPointsLoc = gl.getUniformLocation(programRef.current, 'uHighlightedPoints'); - const highlightCountLoc = gl.getUniformLocation(programRef.current, 'uHighlightCount'); - const hoveredPointLoc = gl.getUniformLocation(programRef.current, 'uHoveredPoint'); - const highlightColorLoc = gl.getUniformLocation(programRef.current, 'uHighlightColor'); - const hoveredHighlightColorLoc = gl.getUniformLocation(programRef.current, 'uHoveredHighlightColor'); - - // Set highlight uniforms - const highlightArray = new Int32Array(100).fill(-1); // Initialize with -1 + // Handle all highlight-related uniforms together + const highlightArray = new Int32Array(100).fill(-1); highlights.slice(0, 100).forEach((idx, i) => { highlightArray[i] = idx; }); - gl.uniform1iv(highlightedPointsLoc, highlightArray); - gl.uniform1i(highlightCountLoc, Math.min(highlights.length, 100)); - gl.uniform1i(hoveredPointLoc, hoveredPointRef.current ?? -1); - gl.uniform3fv(highlightColorLoc, highlightColor); - gl.uniform3fv(hoveredHighlightColorLoc, hoveredHighlightColor); + gl.uniform1iv(uniformsRef.current.highlightedPoints, highlightArray); + gl.uniform1i(uniformsRef.current.highlightCount, Math.min(highlights.length, 100)); + gl.uniform1i(uniformsRef.current.hoveredPoint, hoveredPointRef.current ?? -1); + gl.uniform3fv(uniformsRef.current.highlightColor, highlightColor); + gl.uniform3fv(uniformsRef.current.hoveredHighlightColor, hoveredHighlightColor); // Ensure correct VAO is bound gl.bindVertexArray(vaoRef.current); diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts index 40608800..355b34df 100644 --- a/src/genstudio/js/pcloud/types.ts +++ b/src/genstudio/js/pcloud/types.ts @@ -36,3 +36,16 @@ export interface PointCloudViewerProps { pickingRadius?: number; highlights?: number[]; } + +export interface ShaderUniforms { + projection: WebGLUniformLocation | null; + view: WebGLUniformLocation | null; + pointSize: WebGLUniformLocation | null; + highlightedPoint: WebGLUniformLocation | null; + highlightColor: WebGLUniformLocation | null; + canvasSize: WebGLUniformLocation | null; + highlightedPoints: WebGLUniformLocation | null; + highlightCount: WebGLUniformLocation | null; + hoveredPoint: WebGLUniformLocation | null; + hoveredHighlightColor: WebGLUniformLocation | null; +} diff --git a/src/genstudio/js/pcloud/webgl-utils.ts b/src/genstudio/js/pcloud/webgl-utils.ts index 3e036546..3bffa349 100644 --- a/src/genstudio/js/pcloud/webgl-utils.ts +++ b/src/genstudio/js/pcloud/webgl-utils.ts @@ -51,3 +51,20 @@ export function createProgram( return program; } + +export function createPointIdBuffer( + gl: WebGL2RenderingContext, + numPoints: number, + attributeLocation: number +): WebGLBuffer { + const buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + const ids = new Float32Array(numPoints); + for (let i = 0; i < numPoints; i++) { + ids[i] = i; + } + gl.bufferData(gl.ARRAY_BUFFER, ids, gl.STATIC_DRAW); + gl.enableVertexAttribArray(attributeLocation); + gl.vertexAttribPointer(attributeLocation, 1, gl.FLOAT, false, 0, 0); + return buffer; +} From 1fe4bad9cb1357f680f59d313155652c96ee0765 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 00:23:03 +0100 Subject: [PATCH 007/167] cache uniforms --- src/genstudio/js/pcloud/phase1.tsx | 21 ++-- src/genstudio/js/pcloud/picking-system.ts | 127 ---------------------- src/genstudio/js/pcloud/types.ts | 7 ++ 3 files changed, 21 insertions(+), 134 deletions(-) delete mode 100644 src/genstudio/js/pcloud/picking-system.ts diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx index 0e874cdf..57086125 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -1,7 +1,7 @@ import React, { useEffect, useRef, useCallback, useMemo } from 'react'; import { mat4, vec3 } from 'gl-matrix'; import { createProgram, createPointIdBuffer } from './webgl-utils'; -import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms } from './types'; +import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; import { mainShaders } from './shaders'; import { OrbitCamera } from './orbit-camera'; import { pickingShaders } from './shaders'; @@ -94,8 +94,6 @@ export function PointCloudViewer({ }); const fpsRef = useRef(null); const lastFrameTimeRef = useRef(0); - const frameCountRef = useRef(0); - const lastFpsUpdateRef = useRef(0); const animationFrameRef = useRef(); const needsRenderRef = useRef(true); const lastFrameTimesRef = useRef([]); @@ -107,6 +105,7 @@ export function PointCloudViewer({ const pickingTextureRef = useRef(null); const hoveredPointRef = useRef(null); const uniformsRef = useRef(null); + const pickingUniformsRef = useRef(null); // Move requestRender before handleCameraUpdate const requestRender = useCallback(() => { @@ -165,10 +164,10 @@ export function PointCloudViewer({ const { projectionMatrix, viewMatrix } = setupMatrices(gl); // Set uniforms for picking shader - gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uProjectionMatrix'), false, projectionMatrix); - gl.uniformMatrix4fv(gl.getUniformLocation(pickingProgramRef.current, 'uViewMatrix'), false, viewMatrix); - gl.uniform1f(gl.getUniformLocation(pickingProgramRef.current, 'uPointSize'), pointSize); - gl.uniform2f(gl.getUniformLocation(pickingProgramRef.current, 'uCanvasSize'), gl.canvas.width, gl.canvas.height); + gl.uniformMatrix4fv(pickingUniformsRef.current.projection, false, projectionMatrix); + gl.uniformMatrix4fv(pickingUniformsRef.current.view, false, viewMatrix); + gl.uniform1f(pickingUniformsRef.current.pointSize, pointSize); + gl.uniform2f(pickingUniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); // Draw points for picking gl.bindVertexArray(pickingVaoRef.current); @@ -346,6 +345,14 @@ export function PointCloudViewer({ } pickingProgramRef.current = pickingProgram; + // Cache picking uniforms + pickingUniformsRef.current = { + projection: gl.getUniformLocation(pickingProgram, 'uProjectionMatrix'), + view: gl.getUniformLocation(pickingProgram, 'uViewMatrix'), + pointSize: gl.getUniformLocation(pickingProgram, 'uPointSize'), + canvasSize: gl.getUniformLocation(pickingProgram, 'uCanvasSize') + }; + // After setting up the main VAO, set up picking VAO: const pickingVao = gl.createVertexArray(); gl.bindVertexArray(pickingVao); diff --git a/src/genstudio/js/pcloud/picking-system.ts b/src/genstudio/js/pcloud/picking-system.ts deleted file mode 100644 index 148835f1..00000000 --- a/src/genstudio/js/pcloud/picking-system.ts +++ /dev/null @@ -1,127 +0,0 @@ -import { createProgram } from './webgl-utils'; -import { pickingShaders } from './shaders'; - -export class PickingSystem { - private gl: WebGL2RenderingContext; - private program: WebGLProgram | null; - private framebuffer: WebGLFramebuffer | null; - private texture: WebGLTexture | null; - private radius: number; - private width: number; - private height: number; - private canvas: HTMLCanvasElement; - private vao: WebGLVertexArrayObject | null = null; - - constructor(gl: WebGL2RenderingContext, pickingRadius: number) { - this.gl = gl; - this.canvas = gl.canvas as HTMLCanvasElement; - this.radius = pickingRadius; - this.width = this.canvas.width; - this.height = this.canvas.height; - - // Create picking program - this.program = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); - if (!this.program) { - throw new Error('Failed to create picking program'); - } - - // Create framebuffer and texture - this.framebuffer = gl.createFramebuffer(); - this.texture = gl.createTexture(); - - if (!this.framebuffer || !this.texture) { - throw new Error('Failed to create picking framebuffer'); - } - - // Initialize texture - gl.bindTexture(gl.TEXTURE_2D, this.texture); - gl.texImage2D( - gl.TEXTURE_2D, 0, gl.RGBA, - this.width, this.height, 0, - gl.RGBA, gl.UNSIGNED_BYTE, null - ); - - // Attach texture to framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer); - gl.framebufferTexture2D( - gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, - gl.TEXTURE_2D, this.texture, 0 - ); - } - - setVAO(vao: WebGLVertexArrayObject) { - this.vao = vao; - } - - pick(x: number, y: number): number | null { - const gl = this.gl; - if (!this.program || !this.framebuffer || !this.vao) return null; - - // Bind framebuffer and set viewport - gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer); - gl.viewport(0, 0, this.width, this.height); - - // Clear the framebuffer - gl.clearColor(0, 0, 0, 0); - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - // Read pixels in the picking radius - const pixelX = Math.floor(x * this.width / this.canvas.clientWidth); - const pixelY = Math.floor(this.height - y * this.height / this.canvas.clientHeight); - - const pixels = new Uint8Array(4 * this.radius * this.radius); - gl.readPixels( - pixelX - this.radius/2, - pixelY - this.radius/2, - this.radius, - this.radius, - gl.RGBA, - gl.UNSIGNED_BYTE, - pixels - ); - - // Find closest point - let closestPoint: number | null = null; - let minDist = Infinity; - - for (let i = 0; i < pixels.length; i += 4) { - if (pixels[i+3] === 0) continue; // Skip empty pixels - - const pointId = pixels[i] + pixels[i+1] * 256 + pixels[i+2] * 256 * 256; - const dx = (i/4) % this.radius - this.radius/2; - const dy = Math.floor((i/4) / this.radius) - this.radius/2; - const dist = dx*dx + dy*dy; - - if (dist < minDist) { - minDist = dist; - closestPoint = pointId; - } - } - - // Restore default framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - - gl.bindVertexArray(this.vao); - - return closestPoint; - } - - cleanup(): void { - const gl = this.gl; - - if (this.framebuffer) { - gl.deleteFramebuffer(this.framebuffer); - this.framebuffer = null; - } - - if (this.texture) { - gl.deleteTexture(this.texture); - this.texture = null; - } - - if (this.program) { - gl.deleteProgram(this.program); - this.program = null; - } - } -} diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts index 355b34df..d083a4b9 100644 --- a/src/genstudio/js/pcloud/types.ts +++ b/src/genstudio/js/pcloud/types.ts @@ -49,3 +49,10 @@ export interface ShaderUniforms { hoveredPoint: WebGLUniformLocation | null; hoveredHighlightColor: WebGLUniformLocation | null; } + +export interface PickingUniforms { + projection: WebGLUniformLocation | null; + view: WebGLUniformLocation | null; + pointSize: WebGLUniformLocation | null; + canvasSize: WebGLUniformLocation | null; +} From 52bd2b23e13c71ed815462c308c5893ed2787b6a Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 10:45:51 +0100 Subject: [PATCH 008/167] onPointClick fires on mouseup, not mousedown --- notebooks/points.py | 2 +- src/genstudio/js/api.jsx | 4 +- .../js/pcloud/{phase1.tsx => points3d.tsx} | 45 +++++++++++++------ 3 files changed, 34 insertions(+), 17 deletions(-) rename src/genstudio/js/pcloud/{phase1.tsx => points3d.tsx} (94%) diff --git a/notebooks/points.py b/notebooks/points.py index fa84a23b..f3593780 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -88,7 +88,7 @@ def __init__(self, props): self.props = props def for_json(self) -> Any: - return [Plot.JSRef("points.PointCloudViewer"), self.props] + return [Plot.JSRef("points3d.PointCloudViewer"), self.props] # Camera parameters - positioned to see the spiral structure diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index a4152bd5..81ed9373 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -13,9 +13,9 @@ import { joinClasses, tw } from "./utils"; const { useState, useEffect, useContext, useRef, useCallback } = React import Katex from "katex"; import markdownItKatex from "./markdown-it-katex"; -import * as points from "./pcloud/phase1" +import * as points3d from "./pcloud/points3d" -export { render, points }; +export { render, points3d }; export const CONTAINER_PADDING = 10; const KATEX_CSS_URL = "https://cdn.jsdelivr.net/npm/katex@0.16.11/dist/katex.min.css" diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/points3d.tsx similarity index 94% rename from src/genstudio/js/pcloud/phase1.tsx rename to src/genstudio/js/pcloud/points3d.tsx index 57086125..80b8a617 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -19,7 +19,6 @@ export function PointCloudViewer({ onPointHover, highlightColor = [1.0, 0.3, 0.0], hoveredHighlightColor = [1.0, 0.5, 0.0], - pickingRadius = 5.0 }: PointCloudViewerProps) { // Track whether we're in controlled mode const isControlled = camera !== undefined; @@ -106,6 +105,8 @@ export function PointCloudViewer({ const hoveredPointRef = useRef(null); const uniformsRef = useRef(null); const pickingUniformsRef = useRef(null); + const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); + const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag // Move requestRender before handleCameraUpdate const requestRender = useCallback(() => { @@ -193,25 +194,30 @@ export function PointCloudViewer({ // Update the mouse handlers to properly handle clicks const handleMouseDown = useCallback((e: MouseEvent) => { if (e.button === 0 && !e.shiftKey) { // Left click without shift - if (onPointClick) { - const pointIndex = pickPoint(e.clientX, e.clientY); - if (pointIndex !== null) { - onPointClick(pointIndex, e); - } - } + mouseDownPositionRef.current = { x: e.clientX, y: e.clientY }; interactionState.current.isDragging = true; } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Middle click or shift+left click interactionState.current.isPanning = true; } - }, [pickPoint, onPointClick]); + }, []); // Update handleMouseMove to include hover: const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; if (interactionState.current.isDragging) { + // Clear hover state on first drag movement + if (hoveredPointRef.current !== null && onPointHover) { + hoveredPointRef.current = null; + onPointHover(null); + } handleCameraUpdate(camera => camera.orbit(e.movementX, e.movementY)); } else if (interactionState.current.isPanning) { + // Clear hover state on first pan movement + if (hoveredPointRef.current !== null && onPointHover) { + hoveredPointRef.current = null; + onPointHover(null); + } handleCameraUpdate(camera => camera.pan(e.movementX, e.movementY)); } else if (onPointHover) { const pointIndex = pickPoint(e.clientX, e.clientY); @@ -226,20 +232,31 @@ export function PointCloudViewer({ handleCameraUpdate(camera => camera.zoom(e.deltaY)); }, [handleCameraUpdate]); - // Update handleMouseUp to properly reset state + // Update handleMouseUp to handle click detection const handleMouseUp = useCallback((e: MouseEvent) => { - // Only consider it a click if we didn't drag much const wasDragging = interactionState.current.isDragging; const wasPanning = interactionState.current.isPanning; interactionState.current.isDragging = false; interactionState.current.isPanning = false; - // If we were dragging, don't trigger click - if (wasDragging || wasPanning) { - return; + // Only handle clicks if we were in drag mode (not pan mode) + if (wasDragging && !wasPanning && mouseDownPositionRef.current && onPointClick) { + const dx = e.clientX - mouseDownPositionRef.current.x; + const dy = e.clientY - mouseDownPositionRef.current.y; + const distance = Math.sqrt(dx * dx + dy * dy); + + // Only consider it a click if movement was below threshold + if (distance < CLICK_THRESHOLD) { + const pointIndex = pickPoint(e.clientX, e.clientY); + if (pointIndex !== null) { + onPointClick(pointIndex, e); + } + } } - }, []); + + mouseDownPositionRef.current = null; + }, [pickPoint, onPointClick]); // Add this function before useEffect const updateFPS = useCallback((timestamp: number) => { From 2e4da9502b5283494865f2a08796f8b47a01daa2 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 10:58:06 +0100 Subject: [PATCH 009/167] cleanup: fps --- src/genstudio/js/pcloud/points3d.tsx | 226 ++++++++++++++++++++++----- 1 file changed, 191 insertions(+), 35 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index 80b8a617..cdcee0d0 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -1,4 +1,4 @@ -import React, { useEffect, useRef, useCallback, useMemo } from 'react'; +import React, { useEffect, useRef, useCallback, useMemo, useState } from 'react'; import { mat4, vec3 } from 'gl-matrix'; import { createProgram, createPointIdBuffer } from './webgl-utils'; import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; @@ -6,6 +6,54 @@ import { mainShaders } from './shaders'; import { OrbitCamera } from './orbit-camera'; import { pickingShaders } from './shaders'; +interface FPSCounterProps { + fps: number; +} + +function FPSCounter({ fps }: FPSCounterProps) { + return ( +
+ {fps} FPS +
+ ); +} + +function useFPSCounter() { + const [fps, setFPS] = useState(0); + const lastFrameTimeRef = useRef(0); + const lastFrameTimesRef = useRef([]); + const MAX_FRAME_SAMPLES = 10; + + const updateFPS = useCallback((timestamp: number) => { + const frameTime = timestamp - lastFrameTimeRef.current; + lastFrameTimeRef.current = timestamp; + + if (frameTime > 0) { + lastFrameTimesRef.current.push(frameTime); + if (lastFrameTimesRef.current.length > MAX_FRAME_SAMPLES) { + lastFrameTimesRef.current.shift(); + } + + const avgFrameTime = lastFrameTimesRef.current.reduce((a, b) => a + b, 0) / + lastFrameTimesRef.current.length; + setFPS(Math.round(1000 / avgFrameTime)); + } + }, []); + + return { fps, updateFPS }; +} + export function PointCloudViewer({ points, camera, @@ -91,12 +139,8 @@ export function PointCloudViewer({ isDragging: false, isPanning: false }); - const fpsRef = useRef(null); - const lastFrameTimeRef = useRef(0); const animationFrameRef = useRef(); const needsRenderRef = useRef(true); - const lastFrameTimesRef = useRef([]); - const MAX_FRAME_SAMPLES = 10; // Keep last 10 frames for averaging const vaoRef = useRef(null); const pickingProgramRef = useRef(null); const pickingVaoRef = useRef(null); @@ -108,6 +152,8 @@ export function PointCloudViewer({ const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag + const { fps, updateFPS } = useFPSCounter(); + // Move requestRender before handleCameraUpdate const requestRender = useCallback(() => { needsRenderRef.current = true; @@ -258,27 +304,137 @@ export function PointCloudViewer({ mouseDownPositionRef.current = null; }, [pickPoint, onPointClick]); - // Add this function before useEffect - const updateFPS = useCallback((timestamp: number) => { - const frameTime = timestamp - lastFrameTimeRef.current; - lastFrameTimeRef.current = timestamp; - - if (frameTime > 0) { - lastFrameTimesRef.current.push(frameTime); - if (lastFrameTimesRef.current.length > MAX_FRAME_SAMPLES) { - lastFrameTimesRef.current.shift(); - } + // Before the main useEffect, add these memoized values: + const bufferSetup = useMemo(() => { + if (!glRef.current) return null; + const gl = glRef.current; - const avgFrameTime = lastFrameTimesRef.current.reduce((a, b) => a + b, 0) / - lastFrameTimesRef.current.length; - const fps = Math.round(1000 / avgFrameTime); + const positionBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); - if (fpsRef.current) { - fpsRef.current.textContent = `${fps} FPS`; + const colorBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); + if (points.rgb) { + const normalizedColors = new Float32Array(points.rgb.length); + for (let i = 0; i < points.rgb.length; i++) { + normalizedColors[i] = points.rgb[i] / 255.0; } + gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); + } else { + const defaultColors = new Float32Array(points.xyz.length); + defaultColors.fill(0.7); + gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); } + + return { positionBuffer, colorBuffer }; + }, [points.xyz, points.rgb]); + + // The VAO setup could also be memoized: + const vaoSetup = useMemo(() => { + if (!glRef.current || !bufferSetup) return null; + const gl = glRef.current; + + const vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + + gl.bindBuffer(gl.ARRAY_BUFFER, bufferSetup.positionBuffer); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ARRAY_BUFFER, bufferSetup.colorBuffer); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); + + return vao; + }, [bufferSetup]); + + const pickingFramebufferSetup = useMemo(() => { + if (!glRef.current) return null; + const gl = glRef.current; + + const pickingFb = gl.createFramebuffer(); + const pickingTexture = gl.createTexture(); + if (!pickingFb || !pickingTexture) return null; + + gl.bindTexture(gl.TEXTURE_2D, pickingTexture); + gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, + gl.canvas.width, gl.canvas.height, 0, + gl.RGBA, gl.UNSIGNED_BYTE, null + ); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + const depthBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage( + gl.RENDERBUFFER, + gl.DEPTH_COMPONENT24, + gl.canvas.width, + gl.canvas.height + ); + + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); + gl.framebufferTexture2D( + gl.FRAMEBUFFER, + gl.COLOR_ATTACHMENT0, + gl.TEXTURE_2D, + pickingTexture, + 0 + ); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, + gl.DEPTH_ATTACHMENT, + gl.RENDERBUFFER, + depthBuffer + ); + + return { pickingFb, pickingTexture, depthBuffer }; }, []); + const normalizedColors = useMemo(() => { + if (!points.rgb) { + const defaultColors = new Float32Array(points.xyz.length); + defaultColors.fill(0.7); + return defaultColors; + } + + const colors = new Float32Array(points.rgb.length); + for (let i = 0; i < points.rgb.length; i++) { + colors[i] = points.rgb[i] / 255.0; + } + return colors; + }, [points.rgb, points.xyz.length]); + + const programSetup = useMemo(() => { + if (!glRef.current) return null; + const gl = glRef.current; + + const program = createProgram(gl, mainShaders.vertex, mainShaders.fragment); + if (!program) return null; + + const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); + if (!pickingProgram) return null; + + // Cache uniform locations + const uniforms = { + projection: gl.getUniformLocation(program, 'uProjectionMatrix'), + view: gl.getUniformLocation(program, 'uViewMatrix'), + pointSize: gl.getUniformLocation(program, 'uPointSize'), + highlightedPoint: gl.getUniformLocation(program, 'uHighlightedPoint'), + highlightColor: gl.getUniformLocation(program, 'uHighlightColor'), + canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), + highlightedPoints: gl.getUniformLocation(program, 'uHighlightedPoints'), + highlightCount: gl.getUniformLocation(program, 'uHighlightCount'), + hoveredPoint: gl.getUniformLocation(program, 'uHoveredPoint'), + hoveredHighlightColor: gl.getUniformLocation(program, 'uHoveredHighlightColor') + }; + + return { program, pickingProgram, uniforms }; + }, []); useEffect(() => { if (!canvasRef.current) return; @@ -565,6 +721,20 @@ export function PointCloudViewer({ return () => resizeObserver.disconnect(); }, [requestRender]); + useEffect(() => { + if (!glRef.current) return; + const gl = glRef.current; + + const positionBuffer = gl.createBuffer(); + const colorBuffer = gl.createBuffer(); + // ... buffer setup code ... + + return () => { + gl.deleteBuffer(positionBuffer); + gl.deleteBuffer(colorBuffer); + }; + }, [points.xyz, normalizedColors]); + return (
-
- 0 FPS -
+
); } From 659c46347dfbe11212831ae4ae35916863091ab0 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 11:04:38 +0100 Subject: [PATCH 010/167] cleanup: camera --- src/genstudio/js/pcloud/points3d.tsx | 236 +++++++++------------------ 1 file changed, 81 insertions(+), 155 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index cdcee0d0..157ac866 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -54,46 +54,35 @@ function useFPSCounter() { return { fps, updateFPS }; } -export function PointCloudViewer({ - points, - camera, - defaultCamera, - onCameraChange, - backgroundColor = [0.1, 0.1, 0.1], - className, - pointSize = 4.0, - highlights = [], - onPointClick, - onPointHover, - highlightColor = [1.0, 0.3, 0.0], - hoveredHighlightColor = [1.0, 0.5, 0.0], -}: PointCloudViewerProps) { - // Track whether we're in controlled mode +function useCamera( + requestRender: () => void, + camera: CameraParams | undefined, + defaultCamera: CameraParams | undefined, + onCameraChange?: (camera: CameraParams) => void, +) { const isControlled = camera !== undefined; - - // Use defaultCamera for initial setup only const initialCamera = isControlled ? camera : defaultCamera; if (!initialCamera) { throw new Error('Either camera or defaultCamera must be provided'); } - const cameraParams = useMemo(() => { - return { - position: Array.isArray(initialCamera.position) - ? vec3.fromValues(...initialCamera.position) - : vec3.clone(initialCamera.position), - target: Array.isArray(initialCamera.target) - ? vec3.fromValues(...initialCamera.target) - : vec3.clone(initialCamera.target), - up: Array.isArray(initialCamera.up) - ? vec3.fromValues(...initialCamera.up) - : vec3.clone(initialCamera.up), - fov: initialCamera.fov, - near: initialCamera.near, - far: initialCamera.far - } - }, [initialCamera]); + const cameraParams = useMemo(() => ({ + position: Array.isArray(initialCamera.position) + ? vec3.fromValues(...initialCamera.position) + : vec3.clone(initialCamera.position), + target: Array.isArray(initialCamera.target) + ? vec3.fromValues(...initialCamera.target) + : vec3.clone(initialCamera.target), + up: Array.isArray(initialCamera.up) + ? vec3.fromValues(...initialCamera.up) + : vec3.clone(initialCamera.up), + fov: initialCamera.fov, + near: initialCamera.near, + far: initialCamera.far + }), [initialCamera]); + + const cameraRef = useRef(null); // Initialize camera only once for uncontrolled mode useEffect(() => { @@ -131,39 +120,9 @@ export function PointCloudViewer({ return { projectionMatrix, viewMatrix }; }, [cameraParams]); - const canvasRef = useRef(null); - const glRef = useRef(null); - const programRef = useRef(null); - const cameraRef = useRef(null); - const interactionState = useRef({ - isDragging: false, - isPanning: false - }); - const animationFrameRef = useRef(); - const needsRenderRef = useRef(true); - const vaoRef = useRef(null); - const pickingProgramRef = useRef(null); - const pickingVaoRef = useRef(null); - const pickingFbRef = useRef(null); - const pickingTextureRef = useRef(null); - const hoveredPointRef = useRef(null); - const uniformsRef = useRef(null); - const pickingUniformsRef = useRef(null); - const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); - const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag - - const { fps, updateFPS } = useFPSCounter(); - - // Move requestRender before handleCameraUpdate - const requestRender = useCallback(() => { - needsRenderRef.current = true; - }, []); - - // Optimize notification by reusing arrays const notifyCameraChange = useCallback(() => { if (!cameraRef.current || !onCameraChange) return; - // Reuse arrays to avoid allocations const camera = cameraRef.current; tempCamera.position = [...camera.position] as [number, number, number]; tempCamera.target = [...camera.target] as [number, number, number]; @@ -175,7 +134,6 @@ export function PointCloudViewer({ onCameraChange(tempCamera); }, [onCameraChange, cameraParams]); - // Add back handleCameraUpdate const handleCameraUpdate = useCallback((action: (camera: OrbitCamera) => void) => { if (!cameraRef.current) return; action(cameraRef.current); @@ -185,6 +143,65 @@ export function PointCloudViewer({ } }, [isControlled, notifyCameraChange, requestRender]); + return { + cameraRef, + setupMatrices, + cameraParams, + handleCameraUpdate + }; +} + +export function PointCloudViewer({ + points, + camera, + defaultCamera, + onCameraChange, + backgroundColor = [0.1, 0.1, 0.1], + className, + pointSize = 4.0, + highlights = [], + onPointClick, + onPointHover, + highlightColor = [1.0, 0.3, 0.0], + hoveredHighlightColor = [1.0, 0.5, 0.0], +}: PointCloudViewerProps) { + + + const needsRenderRef = useRef(true); + const requestRender = useCallback(() => { + needsRenderRef.current = true; + }, []); + + const { + cameraRef, + setupMatrices, + cameraParams, + handleCameraUpdate + } = useCamera(requestRender, camera, defaultCamera, onCameraChange); + + const canvasRef = useRef(null); + const glRef = useRef(null); + const programRef = useRef(null); + const interactionState = useRef({ + isDragging: false, + isPanning: false + }); + const animationFrameRef = useRef(); + const vaoRef = useRef(null); + const pickingProgramRef = useRef(null); + const pickingVaoRef = useRef(null); + const pickingFbRef = useRef(null); + const pickingTextureRef = useRef(null); + const hoveredPointRef = useRef(null); + const uniformsRef = useRef(null); + const pickingUniformsRef = useRef(null); + const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); + const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag + + const { fps, updateFPS } = useFPSCounter(); + + + // Add this function inside the component, before the useEffect: const pickPoint = useCallback((x: number, y: number): number | null => { const gl = glRef.current; @@ -304,97 +321,6 @@ export function PointCloudViewer({ mouseDownPositionRef.current = null; }, [pickPoint, onPointClick]); - // Before the main useEffect, add these memoized values: - const bufferSetup = useMemo(() => { - if (!glRef.current) return null; - const gl = glRef.current; - - const positionBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); - - const colorBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); - if (points.rgb) { - const normalizedColors = new Float32Array(points.rgb.length); - for (let i = 0; i < points.rgb.length; i++) { - normalizedColors[i] = points.rgb[i] / 255.0; - } - gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); - } else { - const defaultColors = new Float32Array(points.xyz.length); - defaultColors.fill(0.7); - gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); - } - - return { positionBuffer, colorBuffer }; - }, [points.xyz, points.rgb]); - - // The VAO setup could also be memoized: - const vaoSetup = useMemo(() => { - if (!glRef.current || !bufferSetup) return null; - const gl = glRef.current; - - const vao = gl.createVertexArray(); - gl.bindVertexArray(vao); - - gl.bindBuffer(gl.ARRAY_BUFFER, bufferSetup.positionBuffer); - gl.enableVertexAttribArray(0); - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, bufferSetup.colorBuffer); - gl.enableVertexAttribArray(1); - gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); - - return vao; - }, [bufferSetup]); - - const pickingFramebufferSetup = useMemo(() => { - if (!glRef.current) return null; - const gl = glRef.current; - - const pickingFb = gl.createFramebuffer(); - const pickingTexture = gl.createTexture(); - if (!pickingFb || !pickingTexture) return null; - - gl.bindTexture(gl.TEXTURE_2D, pickingTexture); - gl.texImage2D( - gl.TEXTURE_2D, 0, gl.RGBA, - gl.canvas.width, gl.canvas.height, 0, - gl.RGBA, gl.UNSIGNED_BYTE, null - ); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - - const depthBuffer = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); - gl.renderbufferStorage( - gl.RENDERBUFFER, - gl.DEPTH_COMPONENT24, - gl.canvas.width, - gl.canvas.height - ); - - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); - gl.framebufferTexture2D( - gl.FRAMEBUFFER, - gl.COLOR_ATTACHMENT0, - gl.TEXTURE_2D, - pickingTexture, - 0 - ); - gl.framebufferRenderbuffer( - gl.FRAMEBUFFER, - gl.DEPTH_ATTACHMENT, - gl.RENDERBUFFER, - depthBuffer - ); - - return { pickingFb, pickingTexture, depthBuffer }; - }, []); - const normalizedColors = useMemo(() => { if (!points.rgb) { const defaultColors = new Float32Array(points.xyz.length); From 13870c0c3397e8537b187489399fc076119386e9 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 11:10:10 +0100 Subject: [PATCH 011/167] cleanup: picking --- src/genstudio/js/pcloud/points3d.tsx | 218 +++++++++++++++++++-------- 1 file changed, 159 insertions(+), 59 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index 157ac866..3c8756e4 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -151,61 +151,57 @@ function useCamera( }; } -export function PointCloudViewer({ - points, - camera, - defaultCamera, - onCameraChange, - backgroundColor = [0.1, 0.1, 0.1], - className, - pointSize = 4.0, - highlights = [], - onPointClick, - onPointHover, - highlightColor = [1.0, 0.3, 0.0], - hoveredHighlightColor = [1.0, 0.5, 0.0], -}: PointCloudViewerProps) { - - - const needsRenderRef = useRef(true); - const requestRender = useCallback(() => { - needsRenderRef.current = true; - }, []); - - const { - cameraRef, - setupMatrices, - cameraParams, - handleCameraUpdate - } = useCamera(requestRender, camera, defaultCamera, onCameraChange); - - const canvasRef = useRef(null); - const glRef = useRef(null); - const programRef = useRef(null); - const interactionState = useRef({ - isDragging: false, - isPanning: false - }); - const animationFrameRef = useRef(); - const vaoRef = useRef(null); +function usePicking( + gl: WebGL2RenderingContext | null, + points: PointCloudData, + pointSize: number, + setupMatrices: (gl: WebGL2RenderingContext) => { projectionMatrix: mat4, viewMatrix: mat4 }, + requestRender: () => void +) { const pickingProgramRef = useRef(null); const pickingVaoRef = useRef(null); const pickingFbRef = useRef(null); const pickingTextureRef = useRef(null); - const hoveredPointRef = useRef(null); - const uniformsRef = useRef(null); const pickingUniformsRef = useRef(null); - const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); - const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag + const hoveredPointRef = useRef(null); - const { fps, updateFPS } = useFPSCounter(); + // Initialize picking system + useEffect(() => { + if (!gl) return; + // Create picking program + const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); + if (!pickingProgram) { + console.error('Failed to create picking program'); + return; + } + pickingProgramRef.current = pickingProgram; + // Cache picking uniforms + pickingUniformsRef.current = { + projection: gl.getUniformLocation(pickingProgram, 'uProjectionMatrix'), + view: gl.getUniformLocation(pickingProgram, 'uViewMatrix'), + pointSize: gl.getUniformLocation(pickingProgram, 'uPointSize'), + canvasSize: gl.getUniformLocation(pickingProgram, 'uCanvasSize') + }; + + // Create framebuffer and texture + const { pickingFb, pickingTexture, depthBuffer } = setupPickingFramebuffer(gl); + if (!pickingFb || !pickingTexture) return; + + pickingFbRef.current = pickingFb; + pickingTextureRef.current = pickingTexture; + + return () => { + gl.deleteProgram(pickingProgram); + gl.deleteFramebuffer(pickingFb); + gl.deleteTexture(pickingTexture); + gl.deleteRenderbuffer(depthBuffer); + }; + }, [gl]); - // Add this function inside the component, before the useEffect: const pickPoint = useCallback((x: number, y: number): number | null => { - const gl = glRef.current; - if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current || !cameraRef.current) { + if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current) { return null; } @@ -246,37 +242,131 @@ export function PointCloudViewer({ // Restore previous state gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); - gl.useProgram(programRef.current); - gl.bindVertexArray(vaoRef.current); requestRender(); if (pixel[3] === 0) return null; return pixel[0] + pixel[1] * 256 + pixel[2] * 256 * 256; - }, [points.xyz.length, pointSize, setupMatrices]); + }, [gl, points.xyz.length, pointSize, setupMatrices, requestRender]); - // Update the mouse handlers to properly handle clicks - const handleMouseDown = useCallback((e: MouseEvent) => { - if (e.button === 0 && !e.shiftKey) { // Left click without shift - mouseDownPositionRef.current = { x: e.clientX, y: e.clientY }; - interactionState.current.isDragging = true; - } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Middle click or shift+left click - interactionState.current.isPanning = true; - } + return { + pickingProgramRef, + pickingVaoRef, + pickingFbRef, + pickingTextureRef, + pickingUniformsRef, + hoveredPointRef, + pickPoint + }; +} + +// Helper function to set up picking framebuffer +function setupPickingFramebuffer(gl: WebGL2RenderingContext) { + const pickingFb = gl.createFramebuffer(); + const pickingTexture = gl.createTexture(); + if (!pickingFb || !pickingTexture) return {}; + + gl.bindTexture(gl.TEXTURE_2D, pickingTexture); + gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, + gl.canvas.width, gl.canvas.height, 0, + gl.RGBA, gl.UNSIGNED_BYTE, null + ); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + const depthBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage( + gl.RENDERBUFFER, + gl.DEPTH_COMPONENT24, + gl.canvas.width, + gl.canvas.height + ); + + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); + gl.framebufferTexture2D( + gl.FRAMEBUFFER, + gl.COLOR_ATTACHMENT0, + gl.TEXTURE_2D, + pickingTexture, + 0 + ); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, + gl.DEPTH_ATTACHMENT, + gl.RENDERBUFFER, + depthBuffer + ); + + return { pickingFb, pickingTexture, depthBuffer }; +} + +export function PointCloudViewer({ + points, + camera, + defaultCamera, + onCameraChange, + backgroundColor = [0.1, 0.1, 0.1], + className, + pointSize = 4.0, + highlights = [], + onPointClick, + onPointHover, + highlightColor = [1.0, 0.3, 0.0], + hoveredHighlightColor = [1.0, 0.5, 0.0], +}: PointCloudViewerProps) { + + + const needsRenderRef = useRef(true); + const requestRender = useCallback(() => { + needsRenderRef.current = true; }, []); - // Update handleMouseMove to include hover: + const { + cameraRef, + setupMatrices, + cameraParams, + handleCameraUpdate + } = useCamera(requestRender, camera, defaultCamera, onCameraChange); + + const canvasRef = useRef(null); + const glRef = useRef(null); + const programRef = useRef(null); + const interactionState = useRef({ + isDragging: false, + isPanning: false + }); + const animationFrameRef = useRef(); + const vaoRef = useRef(null); + const uniformsRef = useRef(null); + const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); + const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag + + const { fps, updateFPS } = useFPSCounter(); + + const { + pickingProgramRef, + pickingVaoRef, + pickingFbRef, + pickingTextureRef, + pickingUniformsRef, + hoveredPointRef, + pickPoint + } = usePicking(glRef.current, points, pointSize, setupMatrices, requestRender); + + // Update mouse handlers to use the new pickPoint function const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; if (interactionState.current.isDragging) { - // Clear hover state on first drag movement if (hoveredPointRef.current !== null && onPointHover) { hoveredPointRef.current = null; onPointHover(null); } handleCameraUpdate(camera => camera.orbit(e.movementX, e.movementY)); } else if (interactionState.current.isPanning) { - // Clear hover state on first pan movement if (hoveredPointRef.current !== null && onPointHover) { hoveredPointRef.current = null; onPointHover(null); @@ -290,6 +380,16 @@ export function PointCloudViewer({ } }, [handleCameraUpdate, pickPoint, onPointHover, requestRender]); + // Update the mouse handlers to properly handle clicks + const handleMouseDown = useCallback((e: MouseEvent) => { + if (e.button === 0 && !e.shiftKey) { // Left click without shift + mouseDownPositionRef.current = { x: e.clientX, y: e.clientY }; + interactionState.current.isDragging = true; + } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Middle click or shift+left click + interactionState.current.isPanning = true; + } + }, []); + const handleWheel = useCallback((e: WheelEvent) => { e.preventDefault(); handleCameraUpdate(camera => camera.zoom(e.deltaY)); From 0f51c8f8900015ccfc044cad1102269ecd8aa06c Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 11:44:44 +0100 Subject: [PATCH 012/167] cleanup: webgl/buffers init --- src/genstudio/js/pcloud/points3d.tsx | 134 +++++++++++++++++---------- 1 file changed, 83 insertions(+), 51 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index 3c8756e4..894f571e 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -303,6 +303,73 @@ function setupPickingFramebuffer(gl: WebGL2RenderingContext) { return { pickingFb, pickingTexture, depthBuffer }; } +// Add this helper at the top level, before PointCloudViewer +function initWebGL(canvas: HTMLCanvasElement): WebGL2RenderingContext | null { + const gl = canvas.getContext('webgl2'); + if (!gl) { + console.error('WebGL2 not supported'); + return null; + } + + // Set up initial WebGL state + const dpr = window.devicePixelRatio || 1; + canvas.width = canvas.clientWidth * dpr; + canvas.height = canvas.clientHeight * dpr; + + return gl; +} + +function setupBuffers( + gl: WebGL2RenderingContext, + points: PointCloudData +): { positionBuffer: WebGLBuffer, colorBuffer: WebGLBuffer } | null { + const positionBuffer = gl.createBuffer(); + const colorBuffer = gl.createBuffer(); + + if (!positionBuffer || !colorBuffer) { + console.error('Failed to create buffers'); + return null; + } + + // Position buffer + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); + + // Color buffer + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); + if (points.rgb) { + const normalizedColors = new Float32Array(points.rgb.length); + for (let i = 0; i < points.rgb.length; i++) { + normalizedColors[i] = points.rgb[i] / 255.0; + } + gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); + } else { + const defaultColors = new Float32Array(points.xyz.length); + defaultColors.fill(0.7); + gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); + } + + return { positionBuffer, colorBuffer }; +} + +function cacheUniformLocations( + gl: WebGL2RenderingContext, + program: WebGLProgram +): ShaderUniforms { + return { + projection: gl.getUniformLocation(program, 'uProjectionMatrix'), + view: gl.getUniformLocation(program, 'uViewMatrix'), + pointSize: gl.getUniformLocation(program, 'uPointSize'), + highlightedPoint: gl.getUniformLocation(program, 'uHighlightedPoint'), + highlightColor: gl.getUniformLocation(program, 'uHighlightColor'), + canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), + highlightedPoints: gl.getUniformLocation(program, 'uHighlightedPoints'), + highlightCount: gl.getUniformLocation(program, 'uHighlightCount'), + hoveredPoint: gl.getUniformLocation(program, 'uHoveredPoint'), + hoveredHighlightColor: gl.getUniformLocation(program, 'uHoveredHighlightColor') + }; +} + export function PointCloudViewer({ points, camera, @@ -465,20 +532,12 @@ export function PointCloudViewer({ useEffect(() => { if (!canvasRef.current) return; - // Initialize WebGL2 context - const gl = canvasRef.current.getContext('webgl2'); - if (!gl) { - console.error('WebGL2 not supported'); - return; - } - glRef.current = gl; + const gl = initWebGL(canvasRef.current); + if (!gl) return; - // Ensure canvas and framebuffer are the same size - const dpr = window.devicePixelRatio || 1; - gl.canvas.width = gl.canvas.clientWidth * dpr; - gl.canvas.height = gl.canvas.clientHeight * dpr; + glRef.current = gl; - // Replace the manual shader compilation with createProgram + // Create program and get uniforms const program = createProgram(gl, mainShaders.vertex, mainShaders.fragment); if (!program) { console.error('Failed to create shader program'); @@ -486,50 +545,23 @@ export function PointCloudViewer({ } programRef.current = program; - // Cache uniform locations during setup - uniformsRef.current = { - projection: gl.getUniformLocation(program, 'uProjectionMatrix'), - view: gl.getUniformLocation(program, 'uViewMatrix'), - pointSize: gl.getUniformLocation(program, 'uPointSize'), - highlightedPoint: gl.getUniformLocation(program, 'uHighlightedPoint'), - highlightColor: gl.getUniformLocation(program, 'uHighlightColor'), - canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), - highlightedPoints: gl.getUniformLocation(program, 'uHighlightedPoints'), - highlightCount: gl.getUniformLocation(program, 'uHighlightCount'), - hoveredPoint: gl.getUniformLocation(program, 'uHoveredPoint'), - hoveredHighlightColor: gl.getUniformLocation(program, 'uHoveredHighlightColor') - }; + // Cache uniform locations + uniformsRef.current = cacheUniformLocations(gl, program); // Set up buffers - const positionBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); - - const colorBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); - if (points.rgb) { - const normalizedColors = new Float32Array(points.rgb.length); - for (let i = 0; i < points.rgb.length; i++) { - normalizedColors[i] = points.rgb[i] / 255.0; - } - gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); - } else { - // Default color if none provided - const defaultColors = new Float32Array(points.xyz.length); - defaultColors.fill(0.7); - gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); - } + const buffers = setupBuffers(gl, points); + if (!buffers) return; - // Set up vertex attributes + // Set up VAO const vao = gl.createVertexArray(); gl.bindVertexArray(vao); vaoRef.current = vao; - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.bindBuffer(gl.ARRAY_BUFFER, buffers.positionBuffer); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); + gl.bindBuffer(gl.ARRAY_BUFFER, buffers.colorBuffer); gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); @@ -558,7 +590,7 @@ export function PointCloudViewer({ pickingVaoRef.current = pickingVao; // Position buffer (reuse the same buffer) - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.bindBuffer(gl.ARRAY_BUFFER, buffers.positionBuffer); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); @@ -704,11 +736,11 @@ export function PointCloudViewer({ if (pickingVao) { gl.deleteVertexArray(pickingVao); } - if (positionBuffer) { - gl.deleteBuffer(positionBuffer); + if (buffers.positionBuffer) { + gl.deleteBuffer(buffers.positionBuffer); } - if (colorBuffer) { - gl.deleteBuffer(colorBuffer); + if (buffers.colorBuffer) { + gl.deleteBuffer(buffers.colorBuffer); } if (mainPointIdBuffer) { gl.deleteBuffer(mainPointIdBuffer); From 99dc2c3302e3ac123ede6b3426b375a904808134 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 11:47:08 +0100 Subject: [PATCH 013/167] cleanup: picking --- src/genstudio/js/pcloud/points3d.tsx | 39 +++++----------------------- 1 file changed, 7 insertions(+), 32 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index 894f571e..aff1baef 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -205,6 +205,12 @@ function usePicking( return null; } + // Type guard to ensure we have an HTMLCanvasElement + if (!(gl.canvas instanceof HTMLCanvasElement)) { + console.error('Canvas must be an HTMLCanvasElement for picking'); + return null; + } + // Save current WebGL state const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); @@ -217,13 +223,9 @@ function usePicking( gl.depthFunc(gl.LESS); gl.depthMask(true); - // Use picking shader + // Use picking shader and set uniforms gl.useProgram(pickingProgramRef.current); - - // Use shared matrix setup const { projectionMatrix, viewMatrix } = setupMatrices(gl); - - // Set uniforms for picking shader gl.uniformMatrix4fv(pickingUniformsRef.current.projection, false, projectionMatrix); gl.uniformMatrix4fv(pickingUniformsRef.current.view, false, viewMatrix); gl.uniform1f(pickingUniformsRef.current.pointSize, pointSize); @@ -502,33 +504,6 @@ export function PointCloudViewer({ return colors; }, [points.rgb, points.xyz.length]); - const programSetup = useMemo(() => { - if (!glRef.current) return null; - const gl = glRef.current; - - const program = createProgram(gl, mainShaders.vertex, mainShaders.fragment); - if (!program) return null; - - const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); - if (!pickingProgram) return null; - - // Cache uniform locations - const uniforms = { - projection: gl.getUniformLocation(program, 'uProjectionMatrix'), - view: gl.getUniformLocation(program, 'uViewMatrix'), - pointSize: gl.getUniformLocation(program, 'uPointSize'), - highlightedPoint: gl.getUniformLocation(program, 'uHighlightedPoint'), - highlightColor: gl.getUniformLocation(program, 'uHighlightColor'), - canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), - highlightedPoints: gl.getUniformLocation(program, 'uHighlightedPoints'), - highlightCount: gl.getUniformLocation(program, 'uHighlightCount'), - hoveredPoint: gl.getUniformLocation(program, 'uHoveredPoint'), - hoveredHighlightColor: gl.getUniformLocation(program, 'uHoveredHighlightColor') - }; - - return { program, pickingProgram, uniforms }; - }, []); - useEffect(() => { if (!canvasRef.current) return; From 772f81a81a1843d2ee2474504cba6082b447e821 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 11:57:23 +0100 Subject: [PATCH 014/167] cleanup: picking --- src/genstudio/js/pcloud/points3d.tsx | 25 ++++++++++++++----------- 1 file changed, 14 insertions(+), 11 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index aff1baef..9331d2e5 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -211,19 +211,24 @@ function usePicking( return null; } - // Save current WebGL state + // Convert mouse coordinates to device pixels + const rect = gl.canvas.getBoundingClientRect(); + const dpr = window.devicePixelRatio || 1; + const pixelX = Math.floor((x - rect.left) * dpr); + const pixelY = Math.floor((y - rect.top) * dpr); + + // Save WebGL state const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); + const currentViewport = gl.getParameter(gl.VIEWPORT); - // Switch to picking framebuffer + // Render to picking framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.enable(gl.DEPTH_TEST); - gl.depthFunc(gl.LESS); - gl.depthMask(true); - // Use picking shader and set uniforms + // Set up picking shader gl.useProgram(pickingProgramRef.current); const { projectionMatrix, viewMatrix } = setupMatrices(gl); gl.uniformMatrix4fv(pickingUniformsRef.current.projection, false, projectionMatrix); @@ -231,19 +236,17 @@ function usePicking( gl.uniform1f(pickingUniformsRef.current.pointSize, pointSize); gl.uniform2f(pickingUniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - // Draw points for picking + // Draw points gl.bindVertexArray(pickingVaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - // Read pixel - const rect = gl.canvas.getBoundingClientRect(); - const pixelX = Math.floor((x - rect.left) * gl.canvas.width / rect.width); - const pixelY = Math.floor((rect.height - (y - rect.top)) * gl.canvas.height / rect.height); + // Read picked point ID const pixel = new Uint8Array(4); - gl.readPixels(pixelX, pixelY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); + gl.readPixels(pixelX, gl.canvas.height - pixelY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); // Restore previous state gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); + gl.viewport(...currentViewport); requestRender(); if (pixel[3] === 0) return null; From 62fa2d983f515e0b9797f8400671e664a0962d02 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 12:05:46 +0100 Subject: [PATCH 015/167] picking: nearest point within threshold (4px) --- src/genstudio/js/pcloud/points3d.tsx | 128 +++++++++++++++++++++------ 1 file changed, 99 insertions(+), 29 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index 9331d2e5..24d83ed0 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -200,12 +200,11 @@ function usePicking( }; }, [gl]); - const pickPoint = useCallback((x: number, y: number): number | null => { + const pickPoint = useCallback((x: number, y: number, radius: number = 5): number | null => { if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current) { return null; } - // Type guard to ensure we have an HTMLCanvasElement if (!(gl.canvas instanceof HTMLCanvasElement)) { console.error('Canvas must be an HTMLCanvasElement for picking'); return null; @@ -240,17 +239,51 @@ function usePicking( gl.bindVertexArray(pickingVaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - // Read picked point ID - const pixel = new Uint8Array(4); - gl.readPixels(pixelX, gl.canvas.height - pixelY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); + // Read pixels in the region around the cursor + const size = radius * 2 + 1; + const startX = Math.max(0, pixelX - radius); + const startY = Math.max(0, gl.canvas.height - pixelY - radius); + const pixels = new Uint8Array(size * size * 4); + gl.readPixels( + startX, + startY, + size, + size, + gl.RGBA, + gl.UNSIGNED_BYTE, + pixels + ); - // Restore previous state + // Find closest point in the region + let closestPoint: number | null = null; + let minDistance = Infinity; + const centerX = radius; + const centerY = radius; + + for (let y = 0; y < size; y++) { + for (let x = 0; x < size; x++) { + const i = (y * size + x) * 4; + if (pixels[i + 3] > 0) { // If alpha > 0, there's a point here + const dx = x - centerX; + const dy = y - centerY; + const distance = dx * dx + dy * dy; + + if (distance < minDistance) { + minDistance = distance; + closestPoint = pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; + } + } + } + } + + // Restore WebGL state gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.viewport(...currentViewport); requestRender(); - if (pixel[3] === 0) return null; - return pixel[0] + pixel[1] * 256 + pixel[2] * 256 * 256; + return closestPoint; }, [gl, points.xyz.length, pointSize, setupMatrices, requestRender]); return { @@ -375,6 +408,20 @@ function cacheUniformLocations( }; } +function useThrottledPicking(pickingFn: (x: number, y: number) => number | null) { + const lastPickTime = useRef(0); + const THROTTLE_MS = 32; // About 30fps + + return useCallback((x: number, y: number) => { + const now = performance.now(); + if (now - lastPickTime.current < THROTTLE_MS) { + return null; + } + lastPickTime.current = now; + return pickingFn(x, y); + }, [pickingFn]); +} + export function PointCloudViewer({ points, camera, @@ -428,46 +475,35 @@ export function PointCloudViewer({ pickPoint } = usePicking(glRef.current, points, pointSize, setupMatrices, requestRender); - // Update mouse handlers to use the new pickPoint function + const throttledPickPoint = useThrottledPicking(pickPoint); + + // Update handleMouseMove to properly clear hover state and handle all cases const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; if (interactionState.current.isDragging) { + // Clear hover state when dragging if (hoveredPointRef.current !== null && onPointHover) { hoveredPointRef.current = null; onPointHover(null); } handleCameraUpdate(camera => camera.orbit(e.movementX, e.movementY)); } else if (interactionState.current.isPanning) { + // Clear hover state when panning if (hoveredPointRef.current !== null && onPointHover) { hoveredPointRef.current = null; onPointHover(null); } handleCameraUpdate(camera => camera.pan(e.movementX, e.movementY)); } else if (onPointHover) { - const pointIndex = pickPoint(e.clientX, e.clientY); + const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Use consistent radius hoveredPointRef.current = pointIndex; onPointHover(pointIndex); requestRender(); } }, [handleCameraUpdate, pickPoint, onPointHover, requestRender]); - // Update the mouse handlers to properly handle clicks - const handleMouseDown = useCallback((e: MouseEvent) => { - if (e.button === 0 && !e.shiftKey) { // Left click without shift - mouseDownPositionRef.current = { x: e.clientX, y: e.clientY }; - interactionState.current.isDragging = true; - } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Middle click or shift+left click - interactionState.current.isPanning = true; - } - }, []); - - const handleWheel = useCallback((e: WheelEvent) => { - e.preventDefault(); - handleCameraUpdate(camera => camera.zoom(e.deltaY)); - }, [handleCameraUpdate]); - - // Update handleMouseUp to handle click detection + // Update handleMouseUp to use the same radius const handleMouseUp = useCallback((e: MouseEvent) => { const wasDragging = interactionState.current.isDragging; const wasPanning = interactionState.current.isPanning; @@ -475,15 +511,13 @@ export function PointCloudViewer({ interactionState.current.isDragging = false; interactionState.current.isPanning = false; - // Only handle clicks if we were in drag mode (not pan mode) if (wasDragging && !wasPanning && mouseDownPositionRef.current && onPointClick) { const dx = e.clientX - mouseDownPositionRef.current.x; const dy = e.clientY - mouseDownPositionRef.current.y; const distance = Math.sqrt(dx * dx + dy * dy); - // Only consider it a click if movement was below threshold if (distance < CLICK_THRESHOLD) { - const pointIndex = pickPoint(e.clientX, e.clientY); + const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Same radius as hover if (pointIndex !== null) { onPointClick(pointIndex, e); } @@ -493,6 +527,32 @@ export function PointCloudViewer({ mouseDownPositionRef.current = null; }, [pickPoint, onPointClick]); + const handleWheel = useCallback((e: WheelEvent) => { + e.preventDefault(); + handleCameraUpdate(camera => camera.zoom(e.deltaY)); + }, [handleCameraUpdate]); + + // Add mouseLeave handler to clear hover state when leaving canvas + useEffect(() => { + if (!canvasRef.current) return; + + const handleMouseLeave = () => { + if (hoveredPointRef.current !== null && onPointHover) { + hoveredPointRef.current = null; + onPointHover(null); + requestRender(); + } + }; + + canvasRef.current.addEventListener('mouseleave', handleMouseLeave); + + return () => { + if (canvasRef.current) { + canvasRef.current.removeEventListener('mouseleave', handleMouseLeave); + } + }; + }, [onPointHover, requestRender]); + const normalizedColors = useMemo(() => { if (!points.rgb) { const defaultColors = new Float32Array(points.xyz.length); @@ -771,6 +831,16 @@ export function PointCloudViewer({ }; }, [points.xyz, normalizedColors]); + // Add back handleMouseDown + const handleMouseDown = useCallback((e: MouseEvent) => { + if (e.button === 0 && !e.shiftKey) { // Left click without shift + mouseDownPositionRef.current = { x: e.clientX, y: e.clientY }; + interactionState.current.isDragging = true; + } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Middle click or shift+left click + interactionState.current.isPanning = true; + } + }, []); + return (
Date: Thu, 12 Dec 2024 12:35:35 +0100 Subject: [PATCH 016/167] decorations - working for one index --- notebooks/points.py | 25 ++++++-- src/genstudio/js/pcloud/phase1.tsx | 53 ++++++++++++++++ src/genstudio/js/pcloud/points3d.tsx | 87 +++++++++++++++++++------- src/genstudio/js/pcloud/shaders.ts | 93 ++++++++++++++++++++-------- 4 files changed, 206 insertions(+), 52 deletions(-) create mode 100644 src/genstudio/js/pcloud/phase1.tsx diff --git a/notebooks/points.py b/notebooks/points.py index f3593780..0d8a9882 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -117,11 +117,25 @@ def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): "backgroundColor": [0.1, 0.1, 0.1, 1], # Dark background to make colors pop "className": "h-[400px] w-[400px]", "pointSize": point_size, + "onPointHover": js("(i) => $state.update({hovered: i})"), "onPointClick": js( "(i) => $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]})" ), - "highlights": js("$state.highlights"), - "onPointHover": js("(e) => null"), + # "highlights": js("$state.highlights"), + "decorations": [ + { + "indexes": js("$state.highlights"), + "scale": 2, + "alpha": 0.8, + "color": [1, 1, 0], + }, + { + "indexes": js("[$state.hovered]"), + "scale": 2, + "alpha": 0.8, + "color": [0, 1, 0], + }, + ], "highlightColor": [1.0, 1.0, 0.0], **cameraProps, } @@ -129,7 +143,8 @@ def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): ( - Plot.initialState({"camera": camera, "highlights": []}) - | scene(True, 0.01, xyz=cube_xyz, rgb=cube_rgb) & scene(True, 1) - | scene(False, 0.1, xyz=cube_xyz, rgb=cube_rgb) & scene(False, 0.5) + Plot.initialState({"camera": camera, "highlights": [], "hovered": []}) + | scene(True, 0.01) & scene(True, 1) + | scene(False, 0.1, xyz=cube_xyz, rgb=cube_rgb) + & scene(False, 0.5, xyz=cube_xyz, rgb=cube_rgb) ) diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx new file mode 100644 index 00000000..c4ff7dcf --- /dev/null +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -0,0 +1,53 @@ +import React, { useState } from 'react'; +import { Points3D } from '../../../components/Points3D'; + +function Phase1() { + const [hoveredPoints, setHoveredPoints] = useState([]); + const [selectedPoints, setSelectedPoints] = useState([]); + const [showRegions, setShowRegions] = useState(false); + + const decorations = [ + // Hover effect - slightly larger, semi-transparent yellow + { + indexes: hoveredPoints, + color: [1, 1, 0], + scale: 1.2, + alpha: 0.8, + blendMode: 'screen', + blendStrength: 0.7 + }, + // Selection - solid red, larger + { + indexes: selectedPoints, + color: [1, 0, 0], + scale: 1.5, + blendMode: 'replace' + }, + // Region visualization + ...(showRegions ? [ + { + indexes: regionAPoints, + color: [0, 1, 0], + blendMode: 'multiply', + blendStrength: 0.8 + }, + { + indexes: regionBPoints, + color: [0, 0, 1], + blendMode: 'multiply', + blendStrength: 0.8 + } + ] : []) + ]; + + return ( + setHoveredPoints(idx ? [idx] : [])} + // ... other props + /> + ); +} + +export default Phase1; diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index 24d83ed0..ab6cf2fa 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -2,9 +2,8 @@ import React, { useEffect, useRef, useCallback, useMemo, useState } from 'react' import { mat4, vec3 } from 'gl-matrix'; import { createProgram, createPointIdBuffer } from './webgl-utils'; import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; -import { mainShaders } from './shaders'; +import { mainShaders, pickingShaders, MAX_DECORATIONS } from './shaders'; import { OrbitCamera } from './orbit-camera'; -import { pickingShaders } from './shaders'; interface FPSCounterProps { fps: number; @@ -398,13 +397,16 @@ function cacheUniformLocations( projection: gl.getUniformLocation(program, 'uProjectionMatrix'), view: gl.getUniformLocation(program, 'uViewMatrix'), pointSize: gl.getUniformLocation(program, 'uPointSize'), - highlightedPoint: gl.getUniformLocation(program, 'uHighlightedPoint'), - highlightColor: gl.getUniformLocation(program, 'uHighlightColor'), canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), - highlightedPoints: gl.getUniformLocation(program, 'uHighlightedPoints'), - highlightCount: gl.getUniformLocation(program, 'uHighlightCount'), - hoveredPoint: gl.getUniformLocation(program, 'uHoveredPoint'), - hoveredHighlightColor: gl.getUniformLocation(program, 'uHoveredHighlightColor') + + // Decoration uniforms + decorationIndices: gl.getUniformLocation(program, 'uDecorationIndices'), + decorationScales: gl.getUniformLocation(program, 'uDecorationScales'), + decorationColors: gl.getUniformLocation(program, 'uDecorationColors'), + decorationAlphas: gl.getUniformLocation(program, 'uDecorationAlphas'), + decorationBlendModes: gl.getUniformLocation(program, 'uDecorationBlendModes'), + decorationBlendStrengths: gl.getUniformLocation(program, 'uDecorationBlendStrengths'), + decorationCount: gl.getUniformLocation(program, 'uDecorationCount') }; } @@ -422,6 +424,17 @@ function useThrottledPicking(pickingFn: (x: number, y: number) => number | null) }, [pickingFn]); } +// Add helper to convert blend mode string to int +function blendModeToInt(mode: DecorationGroup['blendMode']): number { + switch (mode) { + case 'replace': return 0; + case 'multiply': return 1; + case 'add': return 2; + case 'screen': return 3; + default: return 0; + } +} + export function PointCloudViewer({ points, camera, @@ -430,11 +443,9 @@ export function PointCloudViewer({ backgroundColor = [0.1, 0.1, 0.1], className, pointSize = 4.0, - highlights = [], + decorations = [], onPointClick, onPointHover, - highlightColor = [1.0, 0.3, 0.0], - hoveredHighlightColor = [1.0, 0.5, 0.0], }: PointCloudViewerProps) { @@ -726,17 +737,49 @@ export function PointCloudViewer({ gl.uniform1f(uniformsRef.current.pointSize, pointSize); gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - // Handle all highlight-related uniforms together - const highlightArray = new Int32Array(100).fill(-1); - highlights.slice(0, 100).forEach((idx, i) => { - highlightArray[i] = idx; - }); - - gl.uniform1iv(uniformsRef.current.highlightedPoints, highlightArray); - gl.uniform1i(uniformsRef.current.highlightCount, Math.min(highlights.length, 100)); - gl.uniform1i(uniformsRef.current.hoveredPoint, hoveredPointRef.current ?? -1); - gl.uniform3fv(uniformsRef.current.highlightColor, highlightColor); - gl.uniform3fv(uniformsRef.current.hoveredHighlightColor, hoveredHighlightColor); + // Prepare decoration data + const indices = new Int32Array(MAX_DECORATIONS).fill(-1); + const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); + const colors = new Float32Array(MAX_DECORATIONS * 3).fill(1.0); + const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); + const blendModes = new Int32Array(MAX_DECORATIONS).fill(0); + const blendStrengths = new Float32Array(MAX_DECORATIONS).fill(1.0); + + // Fill arrays with decoration data + const numDecorations = Math.min(decorations?.length || 0, MAX_DECORATIONS); + for (let i = 0; i < numDecorations; i++) { + const decoration = decorations[i]; + + // Set index (for now just use first index) + indices[i] = decoration.indexes[0]; + + // Set scale (default to 1.0) + scales[i] = decoration.scale ?? 1.0; + + // Set color (default to white) + if (decoration.color) { + const baseIdx = i * 3; + colors[baseIdx] = decoration.color[0]; + colors[baseIdx + 1] = decoration.color[1]; + colors[baseIdx + 2] = decoration.color[2]; + } + + // Set alpha (default to 1.0) + alphas[i] = decoration.alpha ?? 1.0; + + // Set blend mode and strength + blendModes[i] = blendModeToInt(decoration.blendMode); + blendStrengths[i] = decoration.blendStrength ?? 1.0; + } + + // Set uniforms + gl.uniform1iv(uniformsRef.current.decorationIndices, indices); + gl.uniform1fv(uniformsRef.current.decorationScales, scales); + gl.uniform3fv(uniformsRef.current.decorationColors, colors); + gl.uniform1fv(uniformsRef.current.decorationAlphas, alphas); + gl.uniform1iv(uniformsRef.current.decorationBlendModes, blendModes); + gl.uniform1fv(uniformsRef.current.decorationBlendStrengths, blendStrengths); + gl.uniform1i(uniformsRef.current.decorationCount, numDecorations); // Ensure correct VAO is bound gl.bindVertexArray(vaoRef.current); diff --git a/src/genstudio/js/pcloud/shaders.ts b/src/genstudio/js/pcloud/shaders.ts index 895b5fc3..71bd2de7 100644 --- a/src/genstudio/js/pcloud/shaders.ts +++ b/src/genstudio/js/pcloud/shaders.ts @@ -1,65 +1,108 @@ +export const MAX_DECORATIONS = 16; // Adjust based on needs + export const mainShaders = { vertex: `#version 300 es + precision highp float; + precision highp int; + #define MAX_DECORATIONS ${MAX_DECORATIONS} + uniform mat4 uProjectionMatrix; uniform mat4 uViewMatrix; uniform float uPointSize; - uniform vec3 uHighlightColor; - uniform vec3 uHoveredHighlightColor; uniform vec2 uCanvasSize; - uniform int uHighlightedPoints[100]; // For permanent highlights - uniform int uHoveredPoint; // For hover highlight - uniform int uHighlightCount; // Number of highlights + + // Decoration data passed as individual uniforms for better compatibility + uniform highp int uDecorationIndices[MAX_DECORATIONS]; + uniform float uDecorationScales[MAX_DECORATIONS]; + uniform int uDecorationCount; layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; layout(location = 2) in float pointId; out vec3 vColor; - - bool isHighlighted() { - for(int i = 0; i < uHighlightCount; i++) { - if(int(pointId) == uHighlightedPoints[i]) return true; - } - return false; - } + flat out int vVertexID; void main() { - bool highlighted = isHighlighted(); - bool hovered = (int(pointId) == uHoveredPoint); - - // Priority: hover > highlight > normal - vColor = hovered ? uHoveredHighlightColor : - highlighted ? uHighlightColor : - color; + vVertexID = int(pointId); + vColor = color; vec4 viewPos = uViewMatrix * vec4(position, 1.0); float dist = -viewPos.z; + // Calculate base point size with perspective float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); float baseSize = clamp(projectedSize, 1.0, 20.0); - float minHighlightSize = 8.0; - float relativeHighlightSize = min(uCanvasSize.x, uCanvasSize.y) * 0.02; - float sizeFromBase = baseSize * 2.0; - float highlightSize = max(max(minHighlightSize, relativeHighlightSize), sizeFromBase); + // Apply decoration scaling if point is decorated + float scale = 1.0; + for (int i = 0; i < uDecorationCount; i++) { + if (uDecorationIndices[i] == vVertexID) { + scale = uDecorationScales[i]; + break; + } + } gl_Position = uProjectionMatrix * viewPos; - gl_PointSize = (highlighted || hovered) ? highlightSize : baseSize; + gl_PointSize = baseSize * scale; }`, fragment: `#version 300 es precision highp float; + precision highp int; + #define MAX_DECORATIONS ${MAX_DECORATIONS} in vec3 vColor; + flat in int vVertexID; out vec4 fragColor; + // Decoration appearance uniforms + uniform highp int uDecorationIndices[MAX_DECORATIONS]; + uniform vec3 uDecorationColors[MAX_DECORATIONS]; + uniform float uDecorationAlphas[MAX_DECORATIONS]; + uniform int uDecorationBlendModes[MAX_DECORATIONS]; + uniform float uDecorationBlendStrengths[MAX_DECORATIONS]; + uniform int uDecorationCount; + + vec3 applyBlend(vec3 base, vec3 blend, int mode, float strength) { + vec3 result = base; + if (mode == 0) { // replace + result = blend; + } else if (mode == 1) { // multiply + result = base * blend; + } else if (mode == 2) { // add + result = min(base + blend, 1.0); + } else if (mode == 3) { // screen + result = 1.0 - (1.0 - base) * (1.0 - blend); + } + return mix(base, result, strength); + } + void main() { + // Basic point shape vec2 coord = gl_PointCoord * 2.0 - 1.0; float dist = dot(coord, coord); if (dist > 1.0) { discard; } - fragColor = vec4(vColor, 1.0); + + vec3 baseColor = vColor; + float alpha = 1.0; + + // Apply decorations in order + for (int i = 0; i < uDecorationCount; i++) { + if (uDecorationIndices[i] == vVertexID) { + baseColor = applyBlend( + baseColor, + uDecorationColors[i], + uDecorationBlendModes[i], + uDecorationBlendStrengths[i] + ); + alpha *= uDecorationAlphas[i]; + } + } + + fragColor = vec4(baseColor, alpha); }` }; From c2b46b7f328c2b482fe1ea22eee8668a8bfe52aa Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 12:40:19 +0100 Subject: [PATCH 017/167] decorations: work for all indexes, with texture --- src/genstudio/js/pcloud/points3d.tsx | 71 +++++++++++++++++++++++++++- src/genstudio/js/pcloud/shaders.ts | 66 ++++++++++++++------------ src/genstudio/js/pcloud/types.ts | 32 +++++++++---- 3 files changed, 130 insertions(+), 39 deletions(-) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index ab6cf2fa..8708a4a1 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -406,7 +406,11 @@ function cacheUniformLocations( decorationAlphas: gl.getUniformLocation(program, 'uDecorationAlphas'), decorationBlendModes: gl.getUniformLocation(program, 'uDecorationBlendModes'), decorationBlendStrengths: gl.getUniformLocation(program, 'uDecorationBlendStrengths'), - decorationCount: gl.getUniformLocation(program, 'uDecorationCount') + decorationCount: gl.getUniformLocation(program, 'uDecorationCount'), + + // Decoration map uniforms + decorationMap: gl.getUniformLocation(program, 'uDecorationMap'), + decorationMapSize: gl.getUniformLocation(program, 'uDecorationMapSize') }; } @@ -488,6 +492,52 @@ export function PointCloudViewer({ const throttledPickPoint = useThrottledPicking(pickPoint); + // Add refs for decoration texture + const decorationMapRef = useRef(null); + const decorationMapSizeRef = useRef(0); + + // Helper to create/update decoration map texture + const updateDecorationMap = useCallback((gl: WebGL2RenderingContext, numPoints: number) => { + // Calculate texture size (power of 2 that can fit all points) + const texSize = Math.ceil(Math.sqrt(numPoints)); + const size = Math.pow(2, Math.ceil(Math.log2(texSize))); + decorationMapSizeRef.current = size; + + // Create mapping array (default to 0 = no decoration) + const mapping = new Uint8Array(size * size).fill(0); + + // Fill in decoration mappings + decorations.forEach((decoration, decorationIndex) => { + decoration.indexes.forEach(pointIndex => { + if (pointIndex < numPoints) { + mapping[pointIndex] = decorationIndex + 1; // +1 because 0 means no decoration + } + }); + }); + + // Create/update texture + if (!decorationMapRef.current) { + decorationMapRef.current = gl.createTexture(); + } + + gl.bindTexture(gl.TEXTURE_2D, decorationMapRef.current); + gl.texImage2D( + gl.TEXTURE_2D, + 0, + gl.R8, + size, + size, + 0, + gl.RED, + gl.UNSIGNED_BYTE, + mapping + ); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + }, [decorations]); + // Update handleMouseMove to properly clear hover state and handle all cases const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; @@ -737,6 +787,15 @@ export function PointCloudViewer({ gl.uniform1f(uniformsRef.current.pointSize, pointSize); gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); + // Update decoration map + updateDecorationMap(gl, points.xyz.length / 3); + + // Set decoration map uniforms + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, decorationMapRef.current); + gl.uniform1i(uniformsRef.current.decorationMap, 0); + gl.uniform1i(uniformsRef.current.decorationMapSize, decorationMapSizeRef.current); + // Prepare decoration data const indices = new Int32Array(MAX_DECORATIONS).fill(-1); const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); @@ -884,6 +943,16 @@ export function PointCloudViewer({ } }, []); + // Clean up + useEffect(() => { + const gl = glRef.current; // Get gl from ref + return () => { + if (gl && decorationMapRef.current) { + gl.deleteTexture(decorationMapRef.current); + } + }; + }, []); // Remove gl from deps since we're getting it from ref + return (
= 0) { + scale = uDecorationScales[vDecorationIndex]; } gl_Position = uProjectionMatrix * viewPos; @@ -52,17 +61,20 @@ export const mainShaders = { precision highp int; #define MAX_DECORATIONS ${MAX_DECORATIONS} - in vec3 vColor; - flat in int vVertexID; - out vec4 fragColor; - - // Decoration appearance uniforms - uniform highp int uDecorationIndices[MAX_DECORATIONS]; + // Decoration property uniforms uniform vec3 uDecorationColors[MAX_DECORATIONS]; uniform float uDecorationAlphas[MAX_DECORATIONS]; uniform int uDecorationBlendModes[MAX_DECORATIONS]; uniform float uDecorationBlendStrengths[MAX_DECORATIONS]; - uniform int uDecorationCount; + + // Decoration mapping texture + uniform sampler2D uDecorationMap; + uniform int uDecorationMapSize; + + in vec3 vColor; + flat in int vVertexID; + flat in int vDecorationIndex; + out vec4 fragColor; vec3 applyBlend(vec3 base, vec3 blend, int mode, float strength) { vec3 result = base; @@ -79,7 +91,6 @@ export const mainShaders = { } void main() { - // Basic point shape vec2 coord = gl_PointCoord * 2.0 - 1.0; float dist = dot(coord, coord); if (dist > 1.0) { @@ -89,17 +100,14 @@ export const mainShaders = { vec3 baseColor = vColor; float alpha = 1.0; - // Apply decorations in order - for (int i = 0; i < uDecorationCount; i++) { - if (uDecorationIndices[i] == vVertexID) { - baseColor = applyBlend( - baseColor, - uDecorationColors[i], - uDecorationBlendModes[i], - uDecorationBlendStrengths[i] - ); - alpha *= uDecorationAlphas[i]; - } + if (vDecorationIndex >= 0) { + baseColor = applyBlend( + baseColor, + uDecorationColors[vDecorationIndex], + uDecorationBlendModes[vDecorationIndex], + uDecorationBlendStrengths[vDecorationIndex] + ); + alpha *= uDecorationAlphas[vDecorationIndex]; } fragColor = vec4(baseColor, alpha); diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts index d083a4b9..c8d0368c 100644 --- a/src/genstudio/js/pcloud/types.ts +++ b/src/genstudio/js/pcloud/types.ts @@ -27,27 +27,28 @@ export interface PointCloudViewerProps { backgroundColor?: [number, number, number]; className?: string; pointSize?: number; - highlightColor?: [number, number, number]; - hoveredHighlightColor?: [number, number, number]; // Interaction onPointClick?: (pointIndex: number, event: MouseEvent) => void; onPointHover?: (pointIndex: number | null) => void; pickingRadius?: number; - highlights?: number[]; + decorations?: DecorationGroup[]; } export interface ShaderUniforms { projection: WebGLUniformLocation | null; view: WebGLUniformLocation | null; pointSize: WebGLUniformLocation | null; - highlightedPoint: WebGLUniformLocation | null; - highlightColor: WebGLUniformLocation | null; canvasSize: WebGLUniformLocation | null; - highlightedPoints: WebGLUniformLocation | null; - highlightCount: WebGLUniformLocation | null; - hoveredPoint: WebGLUniformLocation | null; - hoveredHighlightColor: WebGLUniformLocation | null; + + // Decoration uniforms + decorationIndices: WebGLUniformLocation | null; + decorationScales: WebGLUniformLocation | null; + decorationColors: WebGLUniformLocation | null; + decorationAlphas: WebGLUniformLocation | null; + decorationBlendModes: WebGLUniformLocation | null; + decorationBlendStrengths: WebGLUniformLocation | null; + decorationCount: WebGLUniformLocation | null; } export interface PickingUniforms { @@ -56,3 +57,16 @@ export interface PickingUniforms { pointSize: WebGLUniformLocation | null; canvasSize: WebGLUniformLocation | null; } + +export interface DecorationGroup { + indexes: number[]; + + // Visual modifications + color?: [number, number, number]; // RGB color override + alpha?: number; // 0-1 opacity + scale?: number; // Size multiplier for points + + // Color blend modes + blendMode?: 'replace' | 'multiply' | 'add' | 'screen'; + blendStrength?: number; // 0-1, how strongly to apply the blend +} From 8da89dbc9816a53eb869e46864a93e5499006511 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 12:46:00 +0100 Subject: [PATCH 018/167] decorations: add minSize --- notebooks/points.py | 2 ++ src/genstudio/js/pcloud/phase1.tsx | 10 ++++++---- src/genstudio/js/pcloud/points3d.tsx | 10 +++++++++- src/genstudio/js/pcloud/shaders.ts | 7 ++++++- src/genstudio/js/pcloud/types.ts | 1 + 5 files changed, 24 insertions(+), 6 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 0d8a9882..2fef13fc 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -127,12 +127,14 @@ def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): "indexes": js("$state.highlights"), "scale": 2, "alpha": 0.8, + "minSize": 4, "color": [1, 1, 0], }, { "indexes": js("[$state.hovered]"), "scale": 2, "alpha": 0.8, + "minSize": 8, "color": [0, 1, 0], }, ], diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx index c4ff7dcf..386d7bda 100644 --- a/src/genstudio/js/pcloud/phase1.tsx +++ b/src/genstudio/js/pcloud/phase1.tsx @@ -7,21 +7,23 @@ function Phase1() { const [showRegions, setShowRegions] = useState(false); const decorations = [ - // Hover effect - slightly larger, semi-transparent yellow + // Hover effect - slightly larger, semi-transparent yellow, minimum 8 pixels { indexes: hoveredPoints, color: [1, 1, 0], scale: 1.2, alpha: 0.8, blendMode: 'screen', - blendStrength: 0.7 + blendStrength: 0.7, + minSize: 8.0 }, - // Selection - solid red, larger + // Selection - solid red, larger, minimum 12 pixels { indexes: selectedPoints, color: [1, 0, 0], scale: 1.5, - blendMode: 'replace' + blendMode: 'replace', + minSize: 12.0 }, // Region visualization ...(showRegions ? [ diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index 8708a4a1..f62daf04 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -410,7 +410,10 @@ function cacheUniformLocations( // Decoration map uniforms decorationMap: gl.getUniformLocation(program, 'uDecorationMap'), - decorationMapSize: gl.getUniformLocation(program, 'uDecorationMapSize') + decorationMapSize: gl.getUniformLocation(program, 'uDecorationMapSize'), + + // Decoration min sizes + decorationMinSizes: gl.getUniformLocation(program, 'uDecorationMinSizes'), }; } @@ -803,6 +806,7 @@ export function PointCloudViewer({ const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); const blendModes = new Int32Array(MAX_DECORATIONS).fill(0); const blendStrengths = new Float32Array(MAX_DECORATIONS).fill(1.0); + const minSizes = new Float32Array(MAX_DECORATIONS).fill(0.0); // Fill arrays with decoration data const numDecorations = Math.min(decorations?.length || 0, MAX_DECORATIONS); @@ -829,6 +833,9 @@ export function PointCloudViewer({ // Set blend mode and strength blendModes[i] = blendModeToInt(decoration.blendMode); blendStrengths[i] = decoration.blendStrength ?? 1.0; + + // Set minimum size (default to 0 = no minimum) + minSizes[i] = decoration.minSize ?? 0.0; } // Set uniforms @@ -839,6 +846,7 @@ export function PointCloudViewer({ gl.uniform1iv(uniformsRef.current.decorationBlendModes, blendModes); gl.uniform1fv(uniformsRef.current.decorationBlendStrengths, blendStrengths); gl.uniform1i(uniformsRef.current.decorationCount, numDecorations); + gl.uniform1fv(uniformsRef.current.decorationMinSizes, minSizes); // Ensure correct VAO is bound gl.bindVertexArray(vaoRef.current); diff --git a/src/genstudio/js/pcloud/shaders.ts b/src/genstudio/js/pcloud/shaders.ts index 4cdcfc3e..1cbbccd2 100644 --- a/src/genstudio/js/pcloud/shaders.ts +++ b/src/genstudio/js/pcloud/shaders.ts @@ -13,6 +13,7 @@ export const mainShaders = { // Decoration property uniforms uniform float uDecorationScales[MAX_DECORATIONS]; + uniform float uDecorationMinSizes[MAX_DECORATIONS]; // Decoration mapping texture uniform sampler2D uDecorationMap; @@ -48,12 +49,16 @@ export const mainShaders = { float baseSize = clamp(projectedSize, 1.0, 20.0); float scale = 1.0; + float minSize = 0.0; if (vDecorationIndex >= 0) { scale = uDecorationScales[vDecorationIndex]; + minSize = uDecorationMinSizes[vDecorationIndex]; } + float finalSize = max(baseSize * scale, minSize); + gl_PointSize = finalSize; + gl_Position = uProjectionMatrix * viewPos; - gl_PointSize = baseSize * scale; }`, fragment: `#version 300 es diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts index c8d0368c..90854ed4 100644 --- a/src/genstudio/js/pcloud/types.ts +++ b/src/genstudio/js/pcloud/types.ts @@ -65,6 +65,7 @@ export interface DecorationGroup { color?: [number, number, number]; // RGB color override alpha?: number; // 0-1 opacity scale?: number; // Size multiplier for points + minSize?: number; // Minimum size in pixels, regardless of distance // Color blend modes blendMode?: 'replace' | 'multiply' | 'add' | 'screen'; From 7198c5ac9f51154b83e6dd9c98f02af368638588 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 13:09:47 +0100 Subject: [PATCH 019/167] add names to decoration structure --- notebooks/points.py | 83 +++++++++++++++++++++++----- src/genstudio/js/pcloud/points3d.tsx | 14 ++--- src/genstudio/js/pcloud/types.ts | 34 +++++++----- 3 files changed, 95 insertions(+), 36 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 2fef13fc..99d18f86 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -102,7 +102,7 @@ def for_json(self) -> Any: } -def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): +def scene(controlled, point_size, xyz, rgb): cameraProps = ( {"defaultCamera": camera} if not controlled @@ -119,34 +119,91 @@ def scene(controlled, point_size=4, xyz=torus_xyz, rgb=torus_rgb): "pointSize": point_size, "onPointHover": js("(i) => $state.update({hovered: i})"), "onPointClick": js( - "(i) => $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]})" + """(i) => { + $state.selected_region_i = i; + $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]}); + }""" ), - # "highlights": js("$state.highlights"), - "decorations": [ - { + "decorations": { + "clicked": { "indexes": js("$state.highlights"), "scale": 2, - "alpha": 0.8, "minSize": 4, "color": [1, 1, 0], }, - { + "hovered": { "indexes": js("[$state.hovered]"), "scale": 2, - "alpha": 0.8, "minSize": 8, "color": [0, 1, 0], }, - ], + "selected_region": { + "indexes": js("$state.selected_region_indexes"), + "alpha": 1, + }, + }, "highlightColor": [1.0, 1.0, 0.0], **cameraProps, } ) +def find_similar_colors(rgb, point_idx, threshold=0.1): + """Find points with similar colors to the selected point. + + Args: + rgb: Uint8Array or list of RGB values (flattened, so [r,g,b,r,g,b,...]) + point_idx: Index of the point to match (not the raw RGB array index) + threshold: How close colors need to be to match (0-1 range) + + Returns: + List of point indices that have similar colors + """ + # Convert to numpy array and reshape to Nx3 + rgb_arr = np.array(rgb).reshape(-1, 3) + + # Get the reference color (the point we clicked) + ref_color = rgb_arr[point_idx] + + # Calculate color differences using broadcasting + # Normalize to 0-1 range since input is 0-255 + color_diffs = np.abs(rgb_arr.astype(float) - ref_color.astype(float)) / 255.0 + + # Find points where all RGB channels are within threshold + matches = np.all(color_diffs <= threshold, axis=1) + + # Return list of matching point indices + return np.where(matches)[0].tolist() + + ( - Plot.initialState({"camera": camera, "highlights": [], "hovered": []}) - | scene(True, 0.01) & scene(True, 1) - | scene(False, 0.1, xyz=cube_xyz, rgb=cube_rgb) - & scene(False, 0.5, xyz=cube_xyz, rgb=cube_rgb) + Plot.initialState( + { + "camera": camera, + "highlights": [], + "hovered": [], + "selected_region_i": None, + "selected_region_indexes": [], + "cube_xyz": cube_xyz, + "cube_rgb": cube_rgb, + "torus_xyz": torus_xyz, + "torus_rgb": torus_rgb, + }, + sync={"selected_region_i", "cube_rgb"}, + ) + | scene(True, 0.01, js("$state.torus_xyz"), js("$state.torus_rgb")) + & scene(True, 1, js("$state.torus_xyz"), js("$state.torus_rgb")) + | scene(False, 0.1, js("$state.cube_xyz"), js("$state.cube_rgb")) + & scene(False, 0.5, js("$state.cube_xyz"), js("$state.cube_rgb")) + | Plot.onChange( + { + "selected_region_i": lambda w, e: w.state.update( + { + "selected_region_indexes": find_similar_colors( + w.state.cube_rgb, e.value, 0.25 + ) + } + ) + } + ) ) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index f62daf04..b876dcbf 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -450,7 +450,7 @@ export function PointCloudViewer({ backgroundColor = [0.1, 0.1, 0.1], className, pointSize = 4.0, - decorations = [], + decorations = {}, onPointClick, onPointHover, }: PointCloudViewerProps) { @@ -510,10 +510,10 @@ export function PointCloudViewer({ const mapping = new Uint8Array(size * size).fill(0); // Fill in decoration mappings - decorations.forEach((decoration, decorationIndex) => { + Object.values(decorations).forEach((decoration, decorationIndex) => { decoration.indexes.forEach(pointIndex => { if (pointIndex < numPoints) { - mapping[pointIndex] = decorationIndex + 1; // +1 because 0 means no decoration + mapping[pointIndex] = decorationIndex + 1; } }); }); @@ -809,10 +809,8 @@ export function PointCloudViewer({ const minSizes = new Float32Array(MAX_DECORATIONS).fill(0.0); // Fill arrays with decoration data - const numDecorations = Math.min(decorations?.length || 0, MAX_DECORATIONS); - for (let i = 0; i < numDecorations; i++) { - const decoration = decorations[i]; - + const numDecorations = Math.min(Object.keys(decorations).length, MAX_DECORATIONS); + Object.values(decorations).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { // Set index (for now just use first index) indices[i] = decoration.indexes[0]; @@ -836,7 +834,7 @@ export function PointCloudViewer({ // Set minimum size (default to 0 = no minimum) minSizes[i] = decoration.minSize ?? 0.0; - } + }); // Set uniforms gl.uniform1iv(uniformsRef.current.decorationIndices, indices); diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts index 90854ed4..e873a83c 100644 --- a/src/genstudio/js/pcloud/types.ts +++ b/src/genstudio/js/pcloud/types.ts @@ -14,6 +14,24 @@ export interface CameraParams { far: number; } +export interface DecorationGroup { + indexes: number[]; + + // Visual modifications + color?: [number, number, number]; // RGB color override + alpha?: number; // 0-1 opacity + scale?: number; // Size multiplier for points + minSize?: number; // Minimum size in pixels, regardless of distance + + // Color blend modes + blendMode?: 'replace' | 'multiply' | 'add' | 'screen'; + blendStrength?: number; // 0-1, how strongly to apply the blend +} + +export interface DecorationGroups { + [name: string]: DecorationGroup; +} + export interface PointCloudViewerProps { // Data points: PointCloudData; @@ -32,7 +50,7 @@ export interface PointCloudViewerProps { onPointClick?: (pointIndex: number, event: MouseEvent) => void; onPointHover?: (pointIndex: number | null) => void; pickingRadius?: number; - decorations?: DecorationGroup[]; + decorations?: DecorationGroups; } export interface ShaderUniforms { @@ -57,17 +75,3 @@ export interface PickingUniforms { pointSize: WebGLUniformLocation | null; canvasSize: WebGLUniformLocation | null; } - -export interface DecorationGroup { - indexes: number[]; - - // Visual modifications - color?: [number, number, number]; // RGB color override - alpha?: number; // 0-1 opacity - scale?: number; // Size multiplier for points - minSize?: number; // Minimum size in pixels, regardless of distance - - // Color blend modes - blendMode?: 'replace' | 'multiply' | 'add' | 'screen'; - blendStrength?: number; // 0-1, how strongly to apply the blend -} From 7cb5672d45fff60fe7fcf092943e3062812b7399 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 12 Dec 2024 13:27:44 +0100 Subject: [PATCH 020/167] alpha blending --- notebooks/points.py | 26 ++++++++++++++++---------- src/genstudio/js/pcloud/points3d.tsx | 9 ++++++--- src/genstudio/js/pcloud/shaders.ts | 17 +++++++++++------ 3 files changed, 33 insertions(+), 19 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 99d18f86..0c34c901 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -102,7 +102,7 @@ def for_json(self) -> Any: } -def scene(controlled, point_size, xyz, rgb): +def scene(controlled, point_size, xyz, rgb, select_region=False): cameraProps = ( {"defaultCamera": camera} if not controlled @@ -117,10 +117,13 @@ def scene(controlled, point_size, xyz, rgb): "backgroundColor": [0.1, 0.1, 0.1, 1], # Dark background to make colors pop "className": "h-[400px] w-[400px]", "pointSize": point_size, - "onPointHover": js("(i) => $state.update({hovered: i})"), + "onPointHover": js("""(i) => { + $state.update({hovered: i}) + }"""), "onPointClick": js( - """(i) => { - $state.selected_region_i = i; + """(i) => $state.update({"selected_region_i": i})""" + if select_region + else """(i) => { $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]}); }""" ), @@ -128,18 +131,21 @@ def scene(controlled, point_size, xyz, rgb): "clicked": { "indexes": js("$state.highlights"), "scale": 2, - "minSize": 4, + "minSize": 10, "color": [1, 1, 0], }, "hovered": { "indexes": js("[$state.hovered]"), "scale": 2, - "minSize": 8, + "minSize": 10, "color": [0, 1, 0], }, "selected_region": { - "indexes": js("$state.selected_region_indexes"), - "alpha": 1, + "indexes": js("$state.selected_region_indexes") + if select_region + else [], + "alpha": 0.2, + "scale": 0.5, }, }, "highlightColor": [1.0, 1.0, 0.0], @@ -193,8 +199,8 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): ) | scene(True, 0.01, js("$state.torus_xyz"), js("$state.torus_rgb")) & scene(True, 1, js("$state.torus_xyz"), js("$state.torus_rgb")) - | scene(False, 0.1, js("$state.cube_xyz"), js("$state.cube_rgb")) - & scene(False, 0.5, js("$state.cube_xyz"), js("$state.cube_rgb")) + | scene(False, 0.1, js("$state.cube_xyz"), js("$state.cube_rgb"), True) + & scene(False, 0.5, js("$state.cube_xyz"), js("$state.cube_rgb"), True) | Plot.onChange( { "selected_region_i": lambda w, e: w.state.update( diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index b876dcbf..fd9e01df 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -509,10 +509,11 @@ export function PointCloudViewer({ // Create mapping array (default to 0 = no decoration) const mapping = new Uint8Array(size * size).fill(0); - // Fill in decoration mappings + // Fill in decoration mappings - make sure we're using the correct point indices Object.values(decorations).forEach((decoration, decorationIndex) => { decoration.indexes.forEach(pointIndex => { if (pointIndex < numPoints) { + // The mapping array should be indexed by the actual point index mapping[pointIndex] = decorationIndex + 1; } }); @@ -777,6 +778,8 @@ export function PointCloudViewer({ gl.clearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.enable(gl.DEPTH_TEST); + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); // Standard alpha blending gl.useProgram(programRef.current); @@ -802,7 +805,7 @@ export function PointCloudViewer({ // Prepare decoration data const indices = new Int32Array(MAX_DECORATIONS).fill(-1); const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); - const colors = new Float32Array(MAX_DECORATIONS * 3).fill(1.0); + const colors = new Float32Array(MAX_DECORATIONS * 3).fill(-1); // Use -1 to indicate no color override const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); const blendModes = new Int32Array(MAX_DECORATIONS).fill(0); const blendStrengths = new Float32Array(MAX_DECORATIONS).fill(1.0); @@ -817,7 +820,7 @@ export function PointCloudViewer({ // Set scale (default to 1.0) scales[i] = decoration.scale ?? 1.0; - // Set color (default to white) + // Only set color if specified if (decoration.color) { const baseIdx = i * 3; colors[baseIdx] = decoration.color[0]; diff --git a/src/genstudio/js/pcloud/shaders.ts b/src/genstudio/js/pcloud/shaders.ts index 1cbbccd2..d983cf2e 100644 --- a/src/genstudio/js/pcloud/shaders.ts +++ b/src/genstudio/js/pcloud/shaders.ts @@ -82,6 +82,8 @@ export const mainShaders = { out vec4 fragColor; vec3 applyBlend(vec3 base, vec3 blend, int mode, float strength) { + if (blend.r < 0.0) return base; // No color override + vec3 result = base; if (mode == 0) { // replace result = blend; @@ -106,12 +108,15 @@ export const mainShaders = { float alpha = 1.0; if (vDecorationIndex >= 0) { - baseColor = applyBlend( - baseColor, - uDecorationColors[vDecorationIndex], - uDecorationBlendModes[vDecorationIndex], - uDecorationBlendStrengths[vDecorationIndex] - ); + vec3 decorationColor = uDecorationColors[vDecorationIndex]; + if (decorationColor.r >= 0.0) { // Only apply color if specified + baseColor = applyBlend( + baseColor, + decorationColor, + uDecorationBlendModes[vDecorationIndex], + uDecorationBlendStrengths[vDecorationIndex] + ); + } alpha *= uDecorationAlphas[vDecorationIndex]; } From efd70c42f68590fe250d60a804ab3d84186c0557 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 13 Dec 2024 13:45:31 +0100 Subject: [PATCH 021/167] true on-demand render loop --- notebooks/points.py | 9 +- package.json | 1 + src/genstudio/js/pcloud/multi-element.md | 186 +++++++++++++++++++++++ src/genstudio/js/pcloud/phase1.tsx | 55 ------- src/genstudio/js/pcloud/points3d.tsx | 134 ++++++++-------- 5 files changed, 263 insertions(+), 122 deletions(-) create mode 100644 src/genstudio/js/pcloud/multi-element.md delete mode 100644 src/genstudio/js/pcloud/phase1.tsx diff --git a/notebooks/points.py b/notebooks/points.py index 0c34c901..a3a1704e 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -78,11 +78,6 @@ def make_cube(n_points: int): return xyz, rgb -# Create point clouds with 50k points -torus_xyz, torus_rgb = make_torus_knot(50000) -cube_xyz, cube_rgb = make_cube(50000) - - class Points(Plot.LayoutItem): def __init__(self, props): self.props = props @@ -182,6 +177,10 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): return np.where(matches)[0].tolist() +# Create point clouds with 50k points +torus_xyz, torus_rgb = make_torus_knot(500000) +cube_xyz, cube_rgb = make_cube(500000) + ( Plot.initialState( { diff --git a/package.json b/package.json index 45d797a8..7e094eaa 100644 --- a/package.json +++ b/package.json @@ -28,6 +28,7 @@ "bylight": "^1.0.5", "d3": "^7.9.0", "esbuild-plugin-import-map": "^2.1.0", + "fast-deep-equal": "^3.1.3", "gl-matrix": "^3.4.3", "katex": "^0.16.11", "markdown-it": "^14.1.0", diff --git a/src/genstudio/js/pcloud/multi-element.md b/src/genstudio/js/pcloud/multi-element.md new file mode 100644 index 00000000..a1949b6b --- /dev/null +++ b/src/genstudio/js/pcloud/multi-element.md @@ -0,0 +1,186 @@ +# Multi-Element Scene Architecture + +## Overview +Transform the PointCloudViewer into a general-purpose 3D scene viewer that can handle multiple types of elements: +- Point clouds +- Images/depth maps as textured quads +- Basic geometric primitives +- Support for element transforms and hierarchies + +## Core Components + +### 1. Scene Element System + + interface SceneElement { + id: string; + type: 'points' | 'image' | 'primitive'; + visible?: boolean; + transform?: Transform3D; + } + + interface Transform3D { + position?: [number, number, number]; + rotation?: [number, number, number]; + scale?: [number, number, number]; + } + +Element Types: + + interface PointCloudElement extends SceneElement { + type: 'points'; + positions: Float32Array; + colors?: Float32Array; + decorations?: DecorationProperties[]; + } + + interface ImageElement extends SceneElement { + type: 'image'; + data: Float32Array | Uint8Array; + width: number; + height: number; + format: 'rgb' | 'rgba' | 'depth'; + blendMode?: 'normal' | 'multiply' | 'screen'; + opacity?: number; + } + + interface PrimitiveElement extends SceneElement { + type: 'primitive'; + shape: 'box' | 'sphere' | 'cylinder'; + dimensions: number[]; + color?: [number, number, number]; + } + +### 2. Renderer Architecture + +1. Base Renderer Class + - Common WebGL setup + - Matrix/transform management + - Shared resources + +2. Element-Specific Renderers + - PointCloudRenderer + - ImageRenderer + - PrimitiveRenderer + - Each handles its own shaders/buffers + +3. Scene Graph + - Transform hierarchies + - Visibility culling + - Pick/ray intersection + +### 3. Implementation Phases + +Phase 1: Core Architecture +- [x] Define base interfaces +- [ ] Set up renderer system +- [ ] Basic transform support +- [ ] Scene graph structure + +Phase 2: Point Cloud Enhancement +- [ ] Port existing point cloud renderer +- [ ] Add decoration system +- [ ] Optimize for large datasets +- [ ] LOD support + +Phase 3: Image Support +- [ ] Texture quad renderer +- [ ] Depth map visualization +- [ ] Blending modes +- [ ] UV mapping + +Phase 4: Primitives +- [ ] Basic shapes +- [ ] Material system +- [ ] Instancing support +- [ ] Shadow casting + +Phase 5: Advanced Features +- [ ] Picking system for all elements +- [ ] Scene serialization +- [ ] Animation system +- [ ] Custom shader support + +## API Design + + interface SceneViewerProps { + elements: SceneElement[]; + onElementClick?: (elementId: string, data: any) => void; + camera?: CameraParams; + backgroundColor?: [number, number, number]; + renderOptions?: { + maxPoints?: number; + frustumCulling?: boolean; + shadows?: boolean; + }; + } + + interface SceneViewerMethods { + addElement(element: SceneElement): void; + removeElement(elementId: string): void; + updateElement(elementId: string, updates: Partial): void; + setCameraPosition(position: [number, number, number]): void; + lookAt(target: [number, number, number]): void; + getElementsAtPosition(x: number, y: number): SceneElement[]; + captureScreenshot(): Promise; + } + +## Performance Considerations + +1. Memory Management + - WebGL buffer pooling + - Texture atlas for multiple images + - Geometry instancing + - Efficient scene graph updates + +2. Rendering Optimization + - View frustum culling + - LOD system for point clouds + - Occlusion culling + - Batching similar elements + +3. Resource Loading + - Progressive loading + - Texture streaming + - Background worker processing + - Cache management + +## Next Steps + +1. Immediate Tasks + - Create base renderer system + - Implement transform hierarchy + - Port existing point cloud renderer + - Add basic image support + +2. Testing Strategy + - Unit tests for transforms + - Visual regression tests + - Performance benchmarks + - Memory leak detection + +3. Documentation + - API documentation + - Usage examples + - Performance guidelines + - Best practices + +## Open Questions + +1. Scene Graph + - How to handle deep hierarchies efficiently? + - Should we support instancing at the scene graph level? + +2. Rendering Pipeline + - How to handle transparent elements? + - Should we support custom render passes? + - How to manage shader variants? + +3. Resource Management + - How to handle large textures efficiently? + - When to release GPU resources? + - Caching strategy for elements? + +4. API Design + - How declarative should the API be? + - Balance between flexibility and simplicity? + - Error handling strategy? diff --git a/src/genstudio/js/pcloud/phase1.tsx b/src/genstudio/js/pcloud/phase1.tsx deleted file mode 100644 index 386d7bda..00000000 --- a/src/genstudio/js/pcloud/phase1.tsx +++ /dev/null @@ -1,55 +0,0 @@ -import React, { useState } from 'react'; -import { Points3D } from '../../../components/Points3D'; - -function Phase1() { - const [hoveredPoints, setHoveredPoints] = useState([]); - const [selectedPoints, setSelectedPoints] = useState([]); - const [showRegions, setShowRegions] = useState(false); - - const decorations = [ - // Hover effect - slightly larger, semi-transparent yellow, minimum 8 pixels - { - indexes: hoveredPoints, - color: [1, 1, 0], - scale: 1.2, - alpha: 0.8, - blendMode: 'screen', - blendStrength: 0.7, - minSize: 8.0 - }, - // Selection - solid red, larger, minimum 12 pixels - { - indexes: selectedPoints, - color: [1, 0, 0], - scale: 1.5, - blendMode: 'replace', - minSize: 12.0 - }, - // Region visualization - ...(showRegions ? [ - { - indexes: regionAPoints, - color: [0, 1, 0], - blendMode: 'multiply', - blendStrength: 0.8 - }, - { - indexes: regionBPoints, - color: [0, 0, 1], - blendMode: 'multiply', - blendStrength: 0.8 - } - ] : []) - ]; - - return ( - setHoveredPoints(idx ? [idx] : [])} - // ... other props - /> - ); -} - -export default Phase1; diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index fd9e01df..cf009d05 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -4,14 +4,26 @@ import { createProgram, createPointIdBuffer } from './webgl-utils'; import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; import { mainShaders, pickingShaders, MAX_DECORATIONS } from './shaders'; import { OrbitCamera } from './orbit-camera'; +import deepEqual from 'fast-deep-equal'; + +function useDeepMemo(value: T): T { + const ref = useRef(); + + if (!ref.current || !deepEqual(value, ref.current)) { + ref.current = value; + } + + return ref.current; +} interface FPSCounterProps { - fps: number; + fpsRef: React.RefObject; } -function FPSCounter({ fps }: FPSCounterProps) { +function FPSCounter({ fpsRef }: FPSCounterProps) { return (
- {fps} FPS + 0 FPS
); } function useFPSCounter() { - const [fps, setFPS] = useState(0); - const lastFrameTimeRef = useRef(0); - const lastFrameTimesRef = useRef([]); - const MAX_FRAME_SAMPLES = 10; - - const updateFPS = useCallback((timestamp: number) => { - const frameTime = timestamp - lastFrameTimeRef.current; - lastFrameTimeRef.current = timestamp; - - if (frameTime > 0) { - lastFrameTimesRef.current.push(frameTime); - if (lastFrameTimesRef.current.length > MAX_FRAME_SAMPLES) { - lastFrameTimesRef.current.shift(); - } + const fpsDisplayRef = useRef(null); + const renderTimesRef = useRef([]); + const MAX_SAMPLES = 10; + + const updateDisplay = useCallback((renderTime: number) => { + renderTimesRef.current.push(renderTime); + if (renderTimesRef.current.length > MAX_SAMPLES) { + renderTimesRef.current.shift(); + } + + const avgRenderTime = renderTimesRef.current.reduce((a, b) => a + b, 0) / + renderTimesRef.current.length; - const avgFrameTime = lastFrameTimesRef.current.reduce((a, b) => a + b, 0) / - lastFrameTimesRef.current.length; - setFPS(Math.round(1000 / avgFrameTime)); + const avgFps = 1000 / avgRenderTime; + + if (fpsDisplayRef.current) { + fpsDisplayRef.current.textContent = + `${avgFps.toFixed(1)} FPS`; } }, []); - return { fps, updateFPS }; + return { fpsDisplayRef, updateDisplay }; } function useCamera( @@ -136,9 +148,11 @@ function useCamera( const handleCameraUpdate = useCallback((action: (camera: OrbitCamera) => void) => { if (!cameraRef.current) return; action(cameraRef.current); - requestRender(); + if (isControlled) { notifyCameraChange(); + } else { + requestRender(); } }, [isControlled, notifyCameraChange, requestRender]); @@ -280,10 +294,10 @@ function usePicking( // Restore WebGL state gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.viewport(...currentViewport); - requestRender(); + return closestPoint; - }, [gl, points.xyz.length, pointSize, setupMatrices, requestRender]); + }, [gl, points.xyz.length, pointSize, setupMatrices]); return { pickingProgramRef, @@ -417,20 +431,6 @@ function cacheUniformLocations( }; } -function useThrottledPicking(pickingFn: (x: number, y: number) => number | null) { - const lastPickTime = useRef(0); - const THROTTLE_MS = 32; // About 30fps - - return useCallback((x: number, y: number) => { - const now = performance.now(); - if (now - lastPickTime.current < THROTTLE_MS) { - return null; - } - lastPickTime.current = now; - return pickingFn(x, y); - }, [pickingFn]); -} - // Add helper to convert blend mode string to int function blendModeToInt(mode: DecorationGroup['blendMode']): number { switch (mode) { @@ -455,12 +455,38 @@ export function PointCloudViewer({ onPointHover, }: PointCloudViewerProps) { + camera = useDeepMemo(camera) + defaultCamera = useDeepMemo(defaultCamera) + // decorations = useDeepMemo(decorations) + + const renderFunctionRef = useRef<(() => void) | null>(null); + const renderRAFRef = useRef(null); + const lastRenderTime = useRef(null); - const needsRenderRef = useRef(true); const requestRender = useCallback(() => { - needsRenderRef.current = true; + if (renderFunctionRef.current) { + // Cancel any pending render + if (renderRAFRef.current) { + cancelAnimationFrame(renderRAFRef.current); + } + + renderRAFRef.current = requestAnimationFrame(() => { + renderFunctionRef.current(); + + const now = performance.now(); + if (lastRenderTime.current) { + const timeBetweenRenders = now - lastRenderTime.current; + updateDisplay(timeBetweenRenders); + } + lastRenderTime.current = now; + + renderRAFRef.current = null; + }); + } }, []); + useEffect(() => requestRender(), [points, camera, defaultCamera, decorations]) + const { cameraRef, setupMatrices, @@ -481,7 +507,7 @@ export function PointCloudViewer({ const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag - const { fps, updateFPS } = useFPSCounter(); + const { fpsDisplayRef, updateDisplay } = useFPSCounter(); const { pickingProgramRef, @@ -493,8 +519,6 @@ export function PointCloudViewer({ pickPoint } = usePicking(glRef.current, points, pointSize, setupMatrices, requestRender); - const throttledPickPoint = useThrottledPicking(pickPoint); - // Add refs for decoration texture const decorationMapRef = useRef(null); const decorationMapSizeRef = useRef(0); @@ -564,7 +588,6 @@ export function PointCloudViewer({ const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Use consistent radius hoveredPointRef.current = pointIndex; onPointHover(pointIndex); - requestRender(); } }, [handleCameraUpdate, pickPoint, onPointHover, requestRender]); @@ -605,7 +628,6 @@ export function PointCloudViewer({ if (hoveredPointRef.current !== null && onPointHover) { hoveredPointRef.current = null; onPointHover(null); - requestRender(); } }; @@ -616,7 +638,7 @@ export function PointCloudViewer({ canvasRef.current.removeEventListener('mouseleave', handleMouseLeave); } }; - }, [onPointHover, requestRender]); + }, [onPointHover]); const normalizedColors = useMemo(() => { if (!points.rgb) { @@ -762,17 +784,10 @@ export function PointCloudViewer({ gl.bindFramebuffer(gl.FRAMEBUFFER, null); // Render function - function render(timestamp: number) { + function render() { if (!gl || !programRef.current || !cameraRef.current) return; - // Only render if needed - if (!needsRenderRef.current) { - animationFrameRef.current = requestAnimationFrame(render); - return; - } - needsRenderRef.current = false; - updateFPS(timestamp); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], 1.0); @@ -853,19 +868,14 @@ export function PointCloudViewer({ gl.bindVertexArray(vaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - animationFrameRef.current = requestAnimationFrame(render); } - // Start the render loop - animationFrameRef.current = requestAnimationFrame(render); - + renderFunctionRef.current = render canvasRef.current.addEventListener('mousedown', handleMouseDown); canvasRef.current.addEventListener('mousemove', handleMouseMove); canvasRef.current.addEventListener('mouseup', handleMouseUp); canvasRef.current.addEventListener('wheel', handleWheel, { passive: false }); - requestRender(); // Request initial render - return () => { if (animationFrameRef.current) { cancelAnimationFrame(animationFrameRef.current); @@ -914,6 +924,7 @@ export function PointCloudViewer({ canvasRef.current.removeEventListener('wheel', handleWheel); } }; + }, [points, cameraParams, backgroundColor, handleCameraUpdate, handleMouseMove, handleWheel, requestRender, pointSize]); useEffect(() => { @@ -934,7 +945,6 @@ export function PointCloudViewer({ const positionBuffer = gl.createBuffer(); const colorBuffer = gl.createBuffer(); - // ... buffer setup code ... return () => { gl.deleteBuffer(positionBuffer); @@ -970,7 +980,7 @@ export function PointCloudViewer({ width={600} height={600} /> - +
); } From eb145c262498b3bc7b1c4a49fee6815996f2104e Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 13 Dec 2024 15:58:12 +0100 Subject: [PATCH 022/167] set dimensions on points3d --- notebooks/points.py | 1 - src/genstudio/js/pcloud/points3d.tsx | 119 +++++++++++++++++---------- src/genstudio/js/pcloud/types.ts | 5 ++ src/genstudio/js/utils.js | 5 +- 4 files changed, 83 insertions(+), 47 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index a3a1704e..3f419513 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -110,7 +110,6 @@ def scene(controlled, point_size, xyz, rgb, select_region=False): { "points": {"xyz": xyz, "rgb": rgb}, "backgroundColor": [0.1, 0.1, 0.1, 1], # Dark background to make colors pop - "className": "h-[400px] w-[400px]", "pointSize": point_size, "onPointHover": js("""(i) => { $state.update({hovered: i}) diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/pcloud/points3d.tsx index cf009d05..cd014d1a 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/pcloud/points3d.tsx @@ -5,6 +5,7 @@ import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, Pi import { mainShaders, pickingShaders, MAX_DECORATIONS } from './shaders'; import { OrbitCamera } from './orbit-camera'; import deepEqual from 'fast-deep-equal'; +import { useContainerWidth } from '../utils'; function useDeepMemo(value: T): T { const ref = useRef(); @@ -354,22 +355,6 @@ function setupPickingFramebuffer(gl: WebGL2RenderingContext) { return { pickingFb, pickingTexture, depthBuffer }; } -// Add this helper at the top level, before PointCloudViewer -function initWebGL(canvas: HTMLCanvasElement): WebGL2RenderingContext | null { - const gl = canvas.getContext('webgl2'); - if (!gl) { - console.error('WebGL2 not supported'); - return null; - } - - // Set up initial WebGL state - const dpr = window.devicePixelRatio || 1; - canvas.width = canvas.clientWidth * dpr; - canvas.height = canvas.clientHeight * dpr; - - return gl; -} - function setupBuffers( gl: WebGL2RenderingContext, points: PointCloudData @@ -442,6 +427,46 @@ function blendModeToInt(mode: DecorationGroup['blendMode']): number { } } +function computeCanvasDimensions(containerWidth, width, height, aspectRatio = 1) { + if (!containerWidth && !width) return; + + let finalWidth, finalHeight; + + // Case 1: Only height specified + if (height && !width) { + finalHeight = height; + finalWidth = containerWidth; + } + + // Case 2: Only width specified + else if (width && !height) { + finalWidth = width; + finalHeight = width / aspectRatio; + } + + // Case 3: Both dimensions specified + else if (width && height) { + finalWidth = width; + finalHeight = height; + } + + // Case 4: Neither dimension specified + else { + finalWidth = containerWidth; + finalHeight = containerWidth / aspectRatio; + } + + return { + width: finalWidth, + height: finalHeight, + style: { + // Only set explicit width if user provided it + width: width ? `${width}px` : '100%', + height: `${finalHeight}px` + } + }; + } + export function PointCloudViewer({ points, camera, @@ -453,8 +478,14 @@ export function PointCloudViewer({ decorations = {}, onPointClick, onPointHover, + width, + height, + aspectRatio }: PointCloudViewerProps) { + const [containerRef, containerWidth] = useContainerWidth(1); + const dimensions = useMemo(() => computeCanvasDimensions(containerWidth, width, height, aspectRatio), [containerWidth, width, height, aspectRatio]) + camera = useDeepMemo(camera) defaultCamera = useDeepMemo(defaultCamera) // decorations = useDeepMemo(decorations) @@ -622,7 +653,7 @@ export function PointCloudViewer({ // Add mouseLeave handler to clear hover state when leaving canvas useEffect(() => { - if (!canvasRef.current) return; + if (!canvasRef.current || !dimensions) return; const handleMouseLeave = () => { if (hoveredPointRef.current !== null && onPointHover) { @@ -657,9 +688,11 @@ export function PointCloudViewer({ useEffect(() => { if (!canvasRef.current) return; - const gl = initWebGL(canvasRef.current); - if (!gl) return; - + const gl = canvasRef.current.getContext('webgl2'); + if (!gl) { + console.error('WebGL2 not supported'); + return null; + } glRef.current = gl; // Create program and get uniforms @@ -927,30 +960,26 @@ export function PointCloudViewer({ }, [points, cameraParams, backgroundColor, handleCameraUpdate, handleMouseMove, handleWheel, requestRender, pointSize]); + // Set up resize observer useEffect(() => { - if (!canvasRef.current) return; + if (!canvasRef.current || !glRef.current || !dimensions) return; - const resizeObserver = new ResizeObserver(() => { - requestRender(); - }); - - resizeObserver.observe(canvasRef.current); - - return () => resizeObserver.disconnect(); - }, [requestRender]); - - useEffect(() => { - if (!glRef.current) return; const gl = glRef.current; + const canvas = canvasRef.current; - const positionBuffer = gl.createBuffer(); - const colorBuffer = gl.createBuffer(); - - return () => { - gl.deleteBuffer(positionBuffer); - gl.deleteBuffer(colorBuffer); - }; - }, [points.xyz, normalizedColors]); + const dpr = window.devicePixelRatio || 1; + const displayWidth = Math.floor(dimensions.width * dpr); + const displayHeight = Math.floor(dimensions.height * dpr); + + if (canvas.width !== displayWidth || canvas.height !== displayHeight) { + canvas.width = displayWidth; + canvas.height = displayHeight; + canvas.style.width = dimensions.style.width; + canvas.style.height = dimensions.style.height; + gl.viewport(0, 0, canvas.width, canvas.height); + requestRender(); + } + }, [dimensions]); // Add back handleMouseDown const handleMouseDown = useCallback((e: MouseEvent) => { @@ -973,12 +1002,16 @@ export function PointCloudViewer({ }, []); // Remove gl from deps since we're getting it from ref return ( -
+
diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/pcloud/types.ts index e873a83c..e49180e6 100644 --- a/src/genstudio/js/pcloud/types.ts +++ b/src/genstudio/js/pcloud/types.ts @@ -46,6 +46,11 @@ export interface PointCloudViewerProps { className?: string; pointSize?: number; + // Dimensions + width?: number; + height?: number; + aspectRatio?: number; + // Interaction onPointClick?: (pointIndex: number, event: MouseEvent) => void; onPointHover?: (pointIndex: number | null) => void; diff --git a/src/genstudio/js/utils.js b/src/genstudio/js/utils.js index b9aca8dd..05b94d14 100644 --- a/src/genstudio/js/utils.js +++ b/src/genstudio/js/utils.js @@ -164,11 +164,10 @@ function debounce(func, wait, leading = true) { }; } -export function useContainerWidth() { +export function useContainerWidth(threshold=10) { const containerRef = React.useRef(null); const [containerWidth, setContainerWidth] = React.useState(0); const lastWidthRef = React.useRef(0); - const THRESHOLD_PX = 10; const DEBOUNCE = false; React.useEffect(() => { @@ -176,7 +175,7 @@ export function useContainerWidth() { const handleWidth = width => { const diff = Math.abs(width - lastWidthRef.current); - if (diff >= THRESHOLD_PX) { + if (diff >= threshold) { lastWidthRef.current = width; setContainerWidth(width); } From e21daa5914150353a060803d28e9aedaaf975d04 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 13 Dec 2024 16:00:57 +0100 Subject: [PATCH 023/167] rename to scene3d --- notebooks/points.py | 2 +- src/genstudio/js/api.jsx | 4 ++-- src/genstudio/js/{pcloud => scene3d}/multi-element.md | 0 src/genstudio/js/{pcloud => scene3d}/orbit-camera.ts | 0 src/genstudio/js/{pcloud/points3d.tsx => scene3d/scene3d.tsx} | 2 +- src/genstudio/js/{pcloud => scene3d}/shaders.ts | 0 src/genstudio/js/{pcloud => scene3d}/types.ts | 0 src/genstudio/js/{pcloud => scene3d}/webgl-utils.ts | 0 8 files changed, 4 insertions(+), 4 deletions(-) rename src/genstudio/js/{pcloud => scene3d}/multi-element.md (100%) rename src/genstudio/js/{pcloud => scene3d}/orbit-camera.ts (100%) rename src/genstudio/js/{pcloud/points3d.tsx => scene3d/scene3d.tsx} (99%) rename src/genstudio/js/{pcloud => scene3d}/shaders.ts (100%) rename src/genstudio/js/{pcloud => scene3d}/types.ts (100%) rename src/genstudio/js/{pcloud => scene3d}/webgl-utils.ts (100%) diff --git a/notebooks/points.py b/notebooks/points.py index 3f419513..d9618730 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -83,7 +83,7 @@ def __init__(self, props): self.props = props def for_json(self) -> Any: - return [Plot.JSRef("points3d.PointCloudViewer"), self.props] + return [Plot.JSRef("scene3d.Scene"), self.props] # Camera parameters - positioned to see the spiral structure diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index 81ed9373..bfd4769c 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -13,9 +13,9 @@ import { joinClasses, tw } from "./utils"; const { useState, useEffect, useContext, useRef, useCallback } = React import Katex from "katex"; import markdownItKatex from "./markdown-it-katex"; -import * as points3d from "./pcloud/points3d" +import * as scene3d from "./scene3d/scene3d" -export { render, points3d }; +export { render, scene3d }; export const CONTAINER_PADDING = 10; const KATEX_CSS_URL = "https://cdn.jsdelivr.net/npm/katex@0.16.11/dist/katex.min.css" diff --git a/src/genstudio/js/pcloud/multi-element.md b/src/genstudio/js/scene3d/multi-element.md similarity index 100% rename from src/genstudio/js/pcloud/multi-element.md rename to src/genstudio/js/scene3d/multi-element.md diff --git a/src/genstudio/js/pcloud/orbit-camera.ts b/src/genstudio/js/scene3d/orbit-camera.ts similarity index 100% rename from src/genstudio/js/pcloud/orbit-camera.ts rename to src/genstudio/js/scene3d/orbit-camera.ts diff --git a/src/genstudio/js/pcloud/points3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx similarity index 99% rename from src/genstudio/js/pcloud/points3d.tsx rename to src/genstudio/js/scene3d/scene3d.tsx index cd014d1a..1a1713d7 100644 --- a/src/genstudio/js/pcloud/points3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -467,7 +467,7 @@ function computeCanvasDimensions(containerWidth, width, height, aspectRatio = 1) }; } -export function PointCloudViewer({ +export function Scene({ points, camera, defaultCamera, diff --git a/src/genstudio/js/pcloud/shaders.ts b/src/genstudio/js/scene3d/shaders.ts similarity index 100% rename from src/genstudio/js/pcloud/shaders.ts rename to src/genstudio/js/scene3d/shaders.ts diff --git a/src/genstudio/js/pcloud/types.ts b/src/genstudio/js/scene3d/types.ts similarity index 100% rename from src/genstudio/js/pcloud/types.ts rename to src/genstudio/js/scene3d/types.ts diff --git a/src/genstudio/js/pcloud/webgl-utils.ts b/src/genstudio/js/scene3d/webgl-utils.ts similarity index 100% rename from src/genstudio/js/pcloud/webgl-utils.ts rename to src/genstudio/js/scene3d/webgl-utils.ts From e4bc755810bcc40ea0a08abd295a76eb60c45bee Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 13 Dec 2024 17:01:01 +0100 Subject: [PATCH 024/167] organize utls --- src/genstudio/js/scene3d/fps.tsx | 50 ++++++++++++++++++++ src/genstudio/js/scene3d/scene3d.tsx | 62 +------------------------ src/genstudio/js/{utils.js => utils.ts} | 11 +++++ 3 files changed, 63 insertions(+), 60 deletions(-) create mode 100644 src/genstudio/js/scene3d/fps.tsx rename src/genstudio/js/{utils.js => utils.ts} (96%) diff --git a/src/genstudio/js/scene3d/fps.tsx b/src/genstudio/js/scene3d/fps.tsx new file mode 100644 index 00000000..44c27163 --- /dev/null +++ b/src/genstudio/js/scene3d/fps.tsx @@ -0,0 +1,50 @@ +import React, {useRef, useCallback} from "react" + +interface FPSCounterProps { + fpsRef: React.RefObject; +} + +export function FPSCounter({ fpsRef }: FPSCounterProps) { + return ( +
+ 0 FPS +
+ ); +} + +export function useFPSCounter() { + const fpsDisplayRef = useRef(null); + const renderTimesRef = useRef([]); + const MAX_SAMPLES = 10; + + const updateDisplay = useCallback((renderTime: number) => { + renderTimesRef.current.push(renderTime); + if (renderTimesRef.current.length > MAX_SAMPLES) { + renderTimesRef.current.shift(); + } + + const avgRenderTime = renderTimesRef.current.reduce((a, b) => a + b, 0) / + renderTimesRef.current.length; + + const avgFps = 1000 / avgRenderTime; + + if (fpsDisplayRef.current) { + fpsDisplayRef.current.textContent = + `${avgFps.toFixed(1)} FPS`; + } + }, []); + + return { fpsDisplayRef, updateDisplay }; +} diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 1a1713d7..0e0c9c11 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -4,67 +4,9 @@ import { createProgram, createPointIdBuffer } from './webgl-utils'; import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; import { mainShaders, pickingShaders, MAX_DECORATIONS } from './shaders'; import { OrbitCamera } from './orbit-camera'; -import deepEqual from 'fast-deep-equal'; -import { useContainerWidth } from '../utils'; +import { useContainerWidth, useDeepMemo } from '../utils'; +import { FPSCounter, useFPSCounter } from './fps'; -function useDeepMemo(value: T): T { - const ref = useRef(); - - if (!ref.current || !deepEqual(value, ref.current)) { - ref.current = value; - } - - return ref.current; -} - -interface FPSCounterProps { - fpsRef: React.RefObject; -} - -function FPSCounter({ fpsRef }: FPSCounterProps) { - return ( -
- 0 FPS -
- ); -} - -function useFPSCounter() { - const fpsDisplayRef = useRef(null); - const renderTimesRef = useRef([]); - const MAX_SAMPLES = 10; - - const updateDisplay = useCallback((renderTime: number) => { - renderTimesRef.current.push(renderTime); - if (renderTimesRef.current.length > MAX_SAMPLES) { - renderTimesRef.current.shift(); - } - - const avgRenderTime = renderTimesRef.current.reduce((a, b) => a + b, 0) / - renderTimesRef.current.length; - - const avgFps = 1000 / avgRenderTime; - - if (fpsDisplayRef.current) { - fpsDisplayRef.current.textContent = - `${avgFps.toFixed(1)} FPS`; - } - }, []); - - return { fpsDisplayRef, updateDisplay }; -} function useCamera( requestRender: () => void, diff --git a/src/genstudio/js/utils.js b/src/genstudio/js/utils.ts similarity index 96% rename from src/genstudio/js/utils.js rename to src/genstudio/js/utils.ts index 05b94d14..4c2bcae4 100644 --- a/src/genstudio/js/utils.js +++ b/src/genstudio/js/utils.ts @@ -1,4 +1,5 @@ import * as Twind from "@twind/core"; +import deepEqual from 'fast-deep-equal'; import presetAutoprefix from "@twind/preset-autoprefix"; import presetTailwind from "@twind/preset-tailwind"; import presetTypography from "@twind/preset-typography"; @@ -207,3 +208,13 @@ export function joinClasses(...classes) { } return result; } + +export function useDeepMemo(value: T): T { + const ref = useRef(); + + if (!ref.current || !deepEqual(value, ref.current)) { + ref.current = value; + } + + return ref.current; +} From fc1320912d5b8314deb63a72760b7bab52092fa9 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 14 Dec 2024 16:30:03 +0100 Subject: [PATCH 025/167] more granular reactive updates. Found the reason picking was breaking. --- src/genstudio/js/scene3d/scene3d.tsx | 93 +++++++++++++--------------- 1 file changed, 42 insertions(+), 51 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 0e0c9c11..5a851214 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -12,7 +12,7 @@ function useCamera( requestRender: () => void, camera: CameraParams | undefined, defaultCamera: CameraParams | undefined, - onCameraChange?: (camera: CameraParams) => void, + callbacksRef ) { const isControlled = camera !== undefined; const initialCamera = isControlled ? camera : defaultCamera; @@ -75,6 +75,7 @@ function useCamera( }, [cameraParams]); const notifyCameraChange = useCallback(() => { + const onCameraChange = callbacksRef.current.onCameraChange if (!cameraRef.current || !onCameraChange) return; const camera = cameraRef.current; @@ -86,7 +87,7 @@ function useCamera( tempCamera.far = cameraParams.far; onCameraChange(tempCamera); - }, [onCameraChange, cameraParams]); + }, [cameraParams]); const handleCameraUpdate = useCallback((action: (camera: OrbitCamera) => void) => { if (!cameraRef.current) return; @@ -111,15 +112,13 @@ function usePicking( gl: WebGL2RenderingContext | null, points: PointCloudData, pointSize: number, - setupMatrices: (gl: WebGL2RenderingContext) => { projectionMatrix: mat4, viewMatrix: mat4 }, - requestRender: () => void + setupMatrices: (gl: WebGL2RenderingContext) => { projectionMatrix: mat4, viewMatrix: mat4 } ) { const pickingProgramRef = useRef(null); const pickingVaoRef = useRef(null); const pickingFbRef = useRef(null); const pickingTextureRef = useRef(null); const pickingUniformsRef = useRef(null); - const hoveredPointRef = useRef(null); // Initialize picking system useEffect(() => { @@ -248,7 +247,6 @@ function usePicking( pickingFbRef, pickingTextureRef, pickingUniformsRef, - hoveredPointRef, pickPoint }; } @@ -425,6 +423,12 @@ export function Scene({ aspectRatio }: PointCloudViewerProps) { + + const callbacksRef = useRef({}) + useEffect(() => { + callbacksRef.current = {onPointHover, onPointClick, onCameraChange} + },[onPointHover, onPointClick]) + const [containerRef, containerWidth] = useContainerWidth(1); const dimensions = useMemo(() => computeCanvasDimensions(containerWidth, width, height, aspectRatio), [containerWidth, width, height, aspectRatio]) @@ -458,14 +462,14 @@ export function Scene({ } }, []); - useEffect(() => requestRender(), [points, camera, defaultCamera, decorations]) + useEffect(() => requestRender(), [points.xyz, points.rgb, camera, defaultCamera, decorations]) const { cameraRef, setupMatrices, cameraParams, handleCameraUpdate - } = useCamera(requestRender, camera, defaultCamera, onCameraChange); + } = useCamera(requestRender, camera, defaultCamera, callbacksRef); const canvasRef = useRef(null); const glRef = useRef(null); @@ -488,9 +492,8 @@ export function Scene({ pickingFbRef, pickingTextureRef, pickingUniformsRef, - hoveredPointRef, pickPoint - } = usePicking(glRef.current, points, pointSize, setupMatrices, requestRender); + } = usePicking(glRef.current, points, pointSize, setupMatrices); // Add refs for decoration texture const decorationMapRef = useRef(null); @@ -542,37 +545,31 @@ export function Scene({ // Update handleMouseMove to properly clear hover state and handle all cases const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; + const onHover = callbacksRef.current.onPointHover if (interactionState.current.isDragging) { - // Clear hover state when dragging - if (hoveredPointRef.current !== null && onPointHover) { - hoveredPointRef.current = null; - onPointHover(null); - } + onHover?.(null); handleCameraUpdate(camera => camera.orbit(e.movementX, e.movementY)); } else if (interactionState.current.isPanning) { - // Clear hover state when panning - if (hoveredPointRef.current !== null && onPointHover) { - hoveredPointRef.current = null; - onPointHover(null); - } + onHover?.(null); handleCameraUpdate(camera => camera.pan(e.movementX, e.movementY)); - } else if (onPointHover) { + } else if (onHover) { const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Use consistent radius - hoveredPointRef.current = pointIndex; - onPointHover(pointIndex); + onHover?.(pointIndex); } - }, [handleCameraUpdate, pickPoint, onPointHover, requestRender]); + }, [handleCameraUpdate, pickPoint, requestRender]); // Update handleMouseUp to use the same radius const handleMouseUp = useCallback((e: MouseEvent) => { const wasDragging = interactionState.current.isDragging; const wasPanning = interactionState.current.isPanning; + const onClick = callbacksRef.current.onPointClick + interactionState.current.isDragging = false; interactionState.current.isPanning = false; - if (wasDragging && !wasPanning && mouseDownPositionRef.current && onPointClick) { + if (wasDragging && !wasPanning && mouseDownPositionRef.current && onClick) { const dx = e.clientX - mouseDownPositionRef.current.x; const dy = e.clientY - mouseDownPositionRef.current.y; const distance = Math.sqrt(dx * dx + dy * dy); @@ -580,13 +577,13 @@ export function Scene({ if (distance < CLICK_THRESHOLD) { const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Same radius as hover if (pointIndex !== null) { - onPointClick(pointIndex, e); + onClick(pointIndex, e); } } } mouseDownPositionRef.current = null; - }, [pickPoint, onPointClick]); + }, [pickPoint]); const handleWheel = useCallback((e: WheelEvent) => { e.preventDefault(); @@ -598,10 +595,7 @@ export function Scene({ if (!canvasRef.current || !dimensions) return; const handleMouseLeave = () => { - if (hoveredPointRef.current !== null && onPointHover) { - hoveredPointRef.current = null; - onPointHover(null); - } + callbacksRef.current.onPointHover?.(null); }; canvasRef.current.addEventListener('mouseleave', handleMouseLeave); @@ -611,23 +605,12 @@ export function Scene({ canvasRef.current.removeEventListener('mouseleave', handleMouseLeave); } }; - }, [onPointHover]); - - const normalizedColors = useMemo(() => { - if (!points.rgb) { - const defaultColors = new Float32Array(points.xyz.length); - defaultColors.fill(0.7); - return defaultColors; - } - - const colors = new Float32Array(points.rgb.length); - for (let i = 0; i < points.rgb.length; i++) { - colors[i] = points.rgb[i] / 255.0; - } - return colors; - }, [points.rgb, points.xyz.length]); + }, []); useEffect(() => { + // NOTE + // The picking framebuffer updates should be decoupled from the main render setup. This effect is doing too much - it's both initializing WebGL and handling per-frame picking updates. These concerns should be separated into different effects or functions. + if (!canvasRef.current) return; const gl = canvasRef.current.getContext('webgl2'); @@ -703,10 +686,6 @@ export function Scene({ // Create framebuffer and texture for picking const pickingFb = gl.createFramebuffer(); const pickingTexture = gl.createTexture(); - if (!pickingFb || !pickingTexture) { - console.error('Failed to create picking framebuffer'); - return; - } pickingFbRef.current = pickingFb; pickingTextureRef.current = pickingTexture; @@ -900,7 +879,19 @@ export function Scene({ } }; - }, [points, cameraParams, backgroundColor, handleCameraUpdate, handleMouseMove, handleWheel, requestRender, pointSize]); + }, [points.xyz, + points.rgb, + cameraParams, + // IMPORTANT + // this currently needs to be invalidated in order for 'picking' to work. + // backgroundColor is an array whose identity always changes, which causes + // this to invalidate. + // this _should_ be ...backgroundColor (potentially) IF we can + // figure out how to get picking to update when it needs to. + backgroundColor, + handleMouseMove, + requestRender, + pointSize]); // Set up resize observer useEffect(() => { From fb8a25047f16b3f484105075170759a8abcf3577 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 16 Dec 2024 11:33:45 +0100 Subject: [PATCH 026/167] works again --- src/genstudio/js/scene3d/orbit-camera.ts | 84 -- src/genstudio/js/scene3d/scene3d.tsx | 952 ++++++++++++++--------- src/genstudio/js/scene3d/shaders.ts | 179 ----- 3 files changed, 563 insertions(+), 652 deletions(-) delete mode 100644 src/genstudio/js/scene3d/orbit-camera.ts delete mode 100644 src/genstudio/js/scene3d/shaders.ts diff --git a/src/genstudio/js/scene3d/orbit-camera.ts b/src/genstudio/js/scene3d/orbit-camera.ts deleted file mode 100644 index b2ace48b..00000000 --- a/src/genstudio/js/scene3d/orbit-camera.ts +++ /dev/null @@ -1,84 +0,0 @@ -import { vec3, mat4 } from 'gl-matrix'; - -export class OrbitCamera { - position: vec3; - target: vec3; - up: vec3; - radius: number; - phi: number; - theta: number; - - constructor(position: vec3, target: vec3, up: vec3) { - this.position = vec3.clone(position); - this.target = vec3.clone(target); - this.up = vec3.clone(up); - - // Initialize orbit parameters - this.radius = vec3.distance(position, target); - - // Calculate relative position from target - const relativePos = vec3.sub(vec3.create(), position, target); - - // Calculate angles - this.phi = Math.acos(relativePos[2] / this.radius); // Changed from position[1] - this.theta = Math.atan2(relativePos[0], relativePos[1]); // Changed from position[0], position[2] - - } - - getViewMatrix(): mat4 { - return mat4.lookAt(mat4.create(), this.position, this.target, this.up); - } - - orbit(deltaX: number, deltaY: number): void { - // Update angles - note we swap the relationship here - this.theta += deltaX * 0.01; // Left/right movement affects azimuthal angle - this.phi -= deltaY * 0.01; // Up/down movement affects polar angle (note: + instead of -) - - // Clamp phi to avoid flipping and keep camera above ground - this.phi = Math.max(0.01, Math.min(Math.PI - 0.01, this.phi)); - - // Calculate new position using spherical coordinates - const sinPhi = Math.sin(this.phi); - const cosPhi = Math.cos(this.phi); - const sinTheta = Math.sin(this.theta); - const cosTheta = Math.cos(this.theta); - - // Update position in world space - // Note: Changed coordinate mapping to match expected behavior - this.position[0] = this.target[0] + this.radius * sinPhi * sinTheta; - this.position[1] = this.target[1] + this.radius * sinPhi * cosTheta; - this.position[2] = this.target[2] + this.radius * cosPhi; - } - - zoom(delta: number): void { - // Update radius with limits - this.radius = Math.max(0.1, Math.min(1000, this.radius + delta * 0.1)); - - // Update position based on new radius - const direction = vec3.sub(vec3.create(), this.target, this.position); - vec3.normalize(direction, direction); - vec3.scaleAndAdd(this.position, this.target, direction, -this.radius); - } - - pan(deltaX: number, deltaY: number): void { - // Calculate right vector - const forward = vec3.sub(vec3.create(), this.target, this.position); - const right = vec3.cross(vec3.create(), forward, this.up); - vec3.normalize(right, right); - - // Calculate actual up vector (not world up) - const actualUp = vec3.cross(vec3.create(), right, forward); - vec3.normalize(actualUp, actualUp); - - // Scale the movement based on distance - const scale = this.radius * 0.002; - - // Move both position and target - const movement = vec3.create(); - vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); - vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); - - vec3.add(this.position, this.position, movement); - vec3.add(this.target, this.target, movement); - } -} diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 5a851214..cddac5f9 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -2,11 +2,310 @@ import React, { useEffect, useRef, useCallback, useMemo, useState } from 'react' import { mat4, vec3 } from 'gl-matrix'; import { createProgram, createPointIdBuffer } from './webgl-utils'; import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; -import { mainShaders, pickingShaders, MAX_DECORATIONS } from './shaders'; -import { OrbitCamera } from './orbit-camera'; import { useContainerWidth, useDeepMemo } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; +export const MAX_DECORATIONS = 16; // Adjust based on needs + +export const mainShaders = { + vertex: `#version 300 es + precision highp float; + precision highp int; + #define MAX_DECORATIONS ${MAX_DECORATIONS} + + uniform mat4 uProjectionMatrix; + uniform mat4 uViewMatrix; + uniform float uPointSize; + uniform vec2 uCanvasSize; + + // Decoration property uniforms + uniform float uDecorationScales[MAX_DECORATIONS]; + uniform float uDecorationMinSizes[MAX_DECORATIONS]; + + // Decoration mapping texture + uniform sampler2D uDecorationMap; + uniform int uDecorationMapSize; + + layout(location = 0) in vec3 position; + layout(location = 1) in vec3 color; + layout(location = 2) in float pointId; + + out vec3 vColor; + flat out int vVertexID; + flat out int vDecorationIndex; + + int getDecorationIndex(int pointId) { + // Convert pointId to texture coordinates + int texWidth = uDecorationMapSize; + int x = pointId % texWidth; + int y = pointId / texWidth; + + vec2 texCoord = (vec2(x, y) + 0.5) / float(texWidth); + return int(texture(uDecorationMap, texCoord).r * 255.0) - 1; // -1 means no decoration + } + + void main() { + vVertexID = int(pointId); + vColor = color; + vDecorationIndex = getDecorationIndex(vVertexID); + + vec4 viewPos = uViewMatrix * vec4(position, 1.0); + float dist = -viewPos.z; + + float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); + float baseSize = clamp(projectedSize, 1.0, 20.0); + + float scale = 1.0; + float minSize = 0.0; + if (vDecorationIndex >= 0) { + scale = uDecorationScales[vDecorationIndex]; + minSize = uDecorationMinSizes[vDecorationIndex]; + } + + float finalSize = max(baseSize * scale, minSize); + gl_PointSize = finalSize; + + gl_Position = uProjectionMatrix * viewPos; + }`, + + fragment: `#version 300 es + precision highp float; + precision highp int; + #define MAX_DECORATIONS ${MAX_DECORATIONS} + + // Decoration property uniforms + uniform vec3 uDecorationColors[MAX_DECORATIONS]; + uniform float uDecorationAlphas[MAX_DECORATIONS]; + uniform int uDecorationBlendModes[MAX_DECORATIONS]; + uniform float uDecorationBlendStrengths[MAX_DECORATIONS]; + + // Decoration mapping texture + uniform sampler2D uDecorationMap; + uniform int uDecorationMapSize; + + in vec3 vColor; + flat in int vVertexID; + flat in int vDecorationIndex; + out vec4 fragColor; + + vec3 applyBlend(vec3 base, vec3 blend, int mode, float strength) { + if (blend.r < 0.0) return base; // No color override + + vec3 result = base; + if (mode == 0) { // replace + result = blend; + } else if (mode == 1) { // multiply + result = base * blend; + } else if (mode == 2) { // add + result = min(base + blend, 1.0); + } else if (mode == 3) { // screen + result = 1.0 - (1.0 - base) * (1.0 - blend); + } + return mix(base, result, strength); + } + + void main() { + vec2 coord = gl_PointCoord * 2.0 - 1.0; + float dist = dot(coord, coord); + if (dist > 1.0) { + discard; + } + + vec3 baseColor = vColor; + float alpha = 1.0; + + if (vDecorationIndex >= 0) { + vec3 decorationColor = uDecorationColors[vDecorationIndex]; + if (decorationColor.r >= 0.0) { // Only apply color if specified + baseColor = applyBlend( + baseColor, + decorationColor, + uDecorationBlendModes[vDecorationIndex], + uDecorationBlendStrengths[vDecorationIndex] + ); + } + alpha *= uDecorationAlphas[vDecorationIndex]; + } + + fragColor = vec4(baseColor, alpha); + }` +}; + +export const pickingShaders = { + vertex: `#version 300 es + uniform mat4 uProjectionMatrix; + uniform mat4 uViewMatrix; + uniform float uPointSize; + uniform vec2 uCanvasSize; + uniform int uHighlightedPoint; + + layout(location = 0) in vec3 position; + layout(location = 1) in float pointId; + + out float vPointId; + + void main() { + vPointId = pointId; + vec4 viewPos = uViewMatrix * vec4(position, 1.0); + float dist = -viewPos.z; + + float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); + float baseSize = clamp(projectedSize, 1.0, 20.0); + + bool isHighlighted = (int(pointId) == uHighlightedPoint); + float minHighlightSize = 8.0; + float relativeHighlightSize = min(uCanvasSize.x, uCanvasSize.y) * 0.02; + float sizeFromBase = baseSize * 2.0; + float highlightSize = max(max(minHighlightSize, relativeHighlightSize), sizeFromBase); + + gl_Position = uProjectionMatrix * viewPos; + gl_PointSize = isHighlighted ? highlightSize : baseSize; + }`, + + fragment: `#version 300 es + precision highp float; + + in float vPointId; + out vec4 fragColor; + + void main() { + vec2 coord = gl_PointCoord * 2.0 - 1.0; + float dist = dot(coord, coord); + if (dist > 1.0) { + discard; + } + + float id = vPointId; + float blue = floor(id / (256.0 * 256.0)); + float green = floor((id - blue * 256.0 * 256.0) / 256.0); + float red = id - blue * 256.0 * 256.0 - green * 256.0; + + fragColor = vec4(red / 255.0, green / 255.0, blue / 255.0, 1.0); + gl_FragDepth = gl_FragCoord.z; + }` +}; + +export class OrbitCamera { + position: vec3; + target: vec3; + up: vec3; + radius: number; + phi: number; + theta: number; + fov: number; + near: number; + far: number; + + constructor(orientation: { + position: vec3, + target: vec3, + up: vec3 + }, perspective: { + fov: number, + near: number, + far: number + }) { + this.setPerspective(perspective); + this.setOrientation(orientation); + } + + setOrientation(orientation: { + position: vec3, + target: vec3, + up: vec3 + }): void { + this.position = vec3.clone(orientation.position); + this.target = vec3.clone(orientation.target); + this.up = vec3.clone(orientation.up); + + // Initialize orbit parameters + this.radius = vec3.distance(orientation.position, orientation.target); + + // Calculate relative position from target + const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); + + // Calculate angles + this.phi = Math.acos(relativePos[2] / this.radius); // Changed from position[1] + this.theta = Math.atan2(relativePos[0], relativePos[1]); // Changed from position[0], position[2] + } + + setPerspective(perspective: { + fov: number, + near: number, + far: number + }): void { + this.fov = perspective.fov; + this.near = perspective.near; + this.far = perspective.far; + } + + getOrientationMatrix(): mat4 { + return mat4.lookAt(mat4.create(), this.position, this.target, this.up); + } + getPerspectiveMatrix(gl): mat4 { + return mat4.perspective( + mat4.create(), + this.fov * Math.PI / 180, + gl.canvas.width / gl.canvas.height, + this.near, + this.far + ) + } + + orbit(deltaX: number, deltaY: number): void { + // Update angles - note we swap the relationship here + this.theta += deltaX * 0.01; // Left/right movement affects azimuthal angle + this.phi -= deltaY * 0.01; // Up/down movement affects polar angle (note: + instead of -) + + // Clamp phi to avoid flipping and keep camera above ground + this.phi = Math.max(0.01, Math.min(Math.PI - 0.01, this.phi)); + + // Calculate new position using spherical coordinates + const sinPhi = Math.sin(this.phi); + const cosPhi = Math.cos(this.phi); + const sinTheta = Math.sin(this.theta); + const cosTheta = Math.cos(this.theta); + + // Update position in world space + // Note: Changed coordinate mapping to match expected behavior + this.position[0] = this.target[0] + this.radius * sinPhi * sinTheta; + this.position[1] = this.target[1] + this.radius * sinPhi * cosTheta; + this.position[2] = this.target[2] + this.radius * cosPhi; + } + + zoom(delta: number): void { + // Update radius with limits + this.radius = Math.max(0.1, Math.min(1000, this.radius + delta * 0.1)); + + // Update position based on new radius + const direction = vec3.sub(vec3.create(), this.target, this.position); + vec3.normalize(direction, direction); + vec3.scaleAndAdd(this.position, this.target, direction, -this.radius); + } + + pan(deltaX: number, deltaY: number): void { + // Calculate right vector + const forward = vec3.sub(vec3.create(), this.target, this.position); + const right = vec3.cross(vec3.create(), forward, this.up); + vec3.normalize(right, right); + + // Calculate actual up vector (not world up) + const actualUp = vec3.cross(vec3.create(), right, forward); + vec3.normalize(actualUp, actualUp); + + // Scale the movement based on distance + const scale = this.radius * 0.002; + + // Move both position and target + const movement = vec3.create(); + vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); + vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); + + vec3.add(this.position, this.position, movement); + vec3.add(this.target, this.target, movement); + } +} + function useCamera( requestRender: () => void, @@ -15,13 +314,20 @@ function useCamera( callbacksRef ) { const isControlled = camera !== undefined; - const initialCamera = isControlled ? camera : defaultCamera; + let initialCamera = isControlled ? camera : defaultCamera; if (!initialCamera) { throw new Error('Either camera or defaultCamera must be provided'); } - const cameraParams = useMemo(() => ({ + const perspective = useMemo(() => ({ + fov: initialCamera.fov, + near: initialCamera.near, + far: initialCamera.far + }), [initialCamera.fov, initialCamera.near, initialCamera.far]); + + // TODO put this into OrbitCamera + const orientation = useMemo(() => ({ position: Array.isArray(initialCamera.position) ? vec3.fromValues(...initialCamera.position) : vec3.clone(initialCamera.position), @@ -30,49 +336,30 @@ function useCamera( : vec3.clone(initialCamera.target), up: Array.isArray(initialCamera.up) ? vec3.fromValues(...initialCamera.up) - : vec3.clone(initialCamera.up), - fov: initialCamera.fov, - near: initialCamera.near, - far: initialCamera.far - }), [initialCamera]); + : vec3.clone(initialCamera.up) + }), [initialCamera.position, initialCamera.target, initialCamera.up]); const cameraRef = useRef(null); // Initialize camera only once for uncontrolled mode useEffect(() => { if (!isControlled && !cameraRef.current) { - cameraRef.current = new OrbitCamera( - cameraParams.position, - cameraParams.target, - cameraParams.up - ); + cameraRef.current = new OrbitCamera(orientation, perspective); } }, []); // Empty deps since we only want this on mount for uncontrolled mode - // Update camera only in controlled mode useEffect(() => { if (isControlled) { - cameraRef.current = new OrbitCamera( - cameraParams.position, - cameraParams.target, - cameraParams.up - ); + cameraRef.current = new OrbitCamera(orientation, perspective); } - }, [isControlled, cameraParams]); - - const setupMatrices = useCallback((gl: WebGL2RenderingContext) => { - const projectionMatrix = mat4.perspective( - mat4.create(), - cameraParams.fov * Math.PI / 180, - gl.canvas.width / gl.canvas.height, - cameraParams.near, - cameraParams.far - ); - - const viewMatrix = cameraRef.current?.getViewMatrix() || mat4.create(); + }, [isControlled, perspective]); - return { projectionMatrix, viewMatrix }; - }, [cameraParams]); + useEffect(() => { + if (isControlled) { + cameraRef.current.setOrientation(orientation); + requestRender(); + } + }, [isControlled, orientation]); const notifyCameraChange = useCallback(() => { const onCameraChange = callbacksRef.current.onCameraChange @@ -82,14 +369,14 @@ function useCamera( tempCamera.position = [...camera.position] as [number, number, number]; tempCamera.target = [...camera.target] as [number, number, number]; tempCamera.up = [...camera.up] as [number, number, number]; - tempCamera.fov = cameraParams.fov; - tempCamera.near = cameraParams.near; - tempCamera.far = cameraParams.far; + tempCamera.fov = camera.fov; + tempCamera.near = camera.near; + tempCamera.far = camera.far; onCameraChange(tempCamera); - }, [cameraParams]); + }, []); - const handleCameraUpdate = useCallback((action: (camera: OrbitCamera) => void) => { + const handleCameraMove = useCallback((action: (camera: OrbitCamera) => void) => { if (!cameraRef.current) return; action(cameraRef.current); @@ -102,9 +389,7 @@ function useCamera( return { cameraRef, - setupMatrices, - cameraParams, - handleCameraUpdate + handleCameraMove }; } @@ -112,7 +397,7 @@ function usePicking( gl: WebGL2RenderingContext | null, points: PointCloudData, pointSize: number, - setupMatrices: (gl: WebGL2RenderingContext) => { projectionMatrix: mat4, viewMatrix: mat4 } + cameraRef: React.MutableRefObject ) { const pickingProgramRef = useRef(null); const pickingVaoRef = useRef(null); @@ -120,41 +405,6 @@ function usePicking( const pickingTextureRef = useRef(null); const pickingUniformsRef = useRef(null); - // Initialize picking system - useEffect(() => { - if (!gl) return; - - // Create picking program - const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); - if (!pickingProgram) { - console.error('Failed to create picking program'); - return; - } - pickingProgramRef.current = pickingProgram; - - // Cache picking uniforms - pickingUniformsRef.current = { - projection: gl.getUniformLocation(pickingProgram, 'uProjectionMatrix'), - view: gl.getUniformLocation(pickingProgram, 'uViewMatrix'), - pointSize: gl.getUniformLocation(pickingProgram, 'uPointSize'), - canvasSize: gl.getUniformLocation(pickingProgram, 'uCanvasSize') - }; - - // Create framebuffer and texture - const { pickingFb, pickingTexture, depthBuffer } = setupPickingFramebuffer(gl); - if (!pickingFb || !pickingTexture) return; - - pickingFbRef.current = pickingFb; - pickingTextureRef.current = pickingTexture; - - return () => { - gl.deleteProgram(pickingProgram); - gl.deleteFramebuffer(pickingFb); - gl.deleteTexture(pickingTexture); - gl.deleteRenderbuffer(depthBuffer); - }; - }, [gl]); - const pickPoint = useCallback((x: number, y: number, radius: number = 5): number | null => { if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current) { return null; @@ -168,33 +418,35 @@ function usePicking( // Convert mouse coordinates to device pixels const rect = gl.canvas.getBoundingClientRect(); const dpr = window.devicePixelRatio || 1; + const pixelX = Math.floor((x - rect.left) * dpr); const pixelY = Math.floor((y - rect.top) * dpr); - // Save WebGL state + // 1. Save current WebGL state const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); const currentViewport = gl.getParameter(gl.VIEWPORT); - // Render to picking framebuffer + // 2. Set up picking render target gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); - gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - gl.enable(gl.DEPTH_TEST); - // Set up picking shader + // 3. Render points with picking shader gl.useProgram(pickingProgramRef.current); - const { projectionMatrix, viewMatrix } = setupMatrices(gl); - gl.uniformMatrix4fv(pickingUniformsRef.current.projection, false, projectionMatrix); - gl.uniformMatrix4fv(pickingUniformsRef.current.view, false, viewMatrix); + const perspectiveMatrix = cameraRef.current.getPerspectiveMatrix(gl) + const orientationMatrix = cameraRef.current.getOrientationMatrix() + + // Set uniforms + gl.uniformMatrix4fv(pickingUniformsRef.current.projection, false, perspectiveMatrix); + gl.uniformMatrix4fv(pickingUniformsRef.current.view, false, orientationMatrix); gl.uniform1f(pickingUniformsRef.current.pointSize, pointSize); gl.uniform2f(pickingUniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - // Draw points + // Draw points gl.bindVertexArray(pickingVaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - // Read pixels in the region around the cursor + // 4. Read pixels around mouse position const size = radius * 2 + 1; const startX = Math.max(0, pixelX - radius); const startY = Math.max(0, gl.canvas.height - pixelY - radius); @@ -209,123 +461,152 @@ function usePicking( pixels ); - // Find closest point in the region - let closestPoint: number | null = null; - let minDistance = Infinity; - const centerX = radius; - const centerY = radius; - - for (let y = 0; y < size; y++) { - for (let x = 0; x < size; x++) { - const i = (y * size + x) * 4; - if (pixels[i + 3] > 0) { // If alpha > 0, there's a point here - const dx = x - centerX; - const dy = y - centerY; - const distance = dx * dx + dy * dy; - - if (distance < minDistance) { - minDistance = distance; - closestPoint = pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; - } - } - } - } - - // Restore WebGL state + // 5. Restore WebGL state gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.viewport(...currentViewport); - return closestPoint; - }, [gl, points.xyz.length, pointSize, setupMatrices]); + return findClosestPoint(pixels, radius, size); + }, [gl, points.xyz.length, pointSize]); - return { - pickingProgramRef, - pickingVaoRef, - pickingFbRef, - pickingTextureRef, - pickingUniformsRef, - pickPoint - }; -} + function initPicking(gl, positionBuffer) { -// Helper function to set up picking framebuffer -function setupPickingFramebuffer(gl: WebGL2RenderingContext) { - const pickingFb = gl.createFramebuffer(); - const pickingTexture = gl.createTexture(); - if (!pickingFb || !pickingTexture) return {}; - - gl.bindTexture(gl.TEXTURE_2D, pickingTexture); - gl.texImage2D( - gl.TEXTURE_2D, 0, gl.RGBA, - gl.canvas.width, gl.canvas.height, 0, - gl.RGBA, gl.UNSIGNED_BYTE, null - ); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - - const depthBuffer = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); - gl.renderbufferStorage( - gl.RENDERBUFFER, - gl.DEPTH_COMPONENT24, - gl.canvas.width, - gl.canvas.height - ); + const currentVAO = gl.getParameter(gl.VERTEX_ARRAY_BINDING); + // Set up picking VAO for point selection + const pickingVao = gl.createVertexArray(); + gl.bindVertexArray(pickingVao); + pickingVaoRef.current = pickingVao; - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); - gl.framebufferTexture2D( - gl.FRAMEBUFFER, - gl.COLOR_ATTACHMENT0, - gl.TEXTURE_2D, - pickingTexture, - 0 - ); - gl.framebufferRenderbuffer( - gl.FRAMEBUFFER, - gl.DEPTH_ATTACHMENT, - gl.RENDERBUFFER, - depthBuffer - ); + // Configure position attribute for picking VAO (reusing position buffer) + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - return { pickingFb, pickingTexture, depthBuffer }; -} + // Create and set up picking program + const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); + pickingProgramRef.current = pickingProgram; + pickingUniformsRef.current = { + projection: gl.getUniformLocation(pickingProgram, 'uProjectionMatrix'), + view: gl.getUniformLocation(pickingProgram, 'uViewMatrix'), + pointSize: gl.getUniformLocation(pickingProgram, 'uPointSize'), + canvasSize: gl.getUniformLocation(pickingProgram, 'uCanvasSize') + }; -function setupBuffers( - gl: WebGL2RenderingContext, - points: PointCloudData -): { positionBuffer: WebGLBuffer, colorBuffer: WebGLBuffer } | null { - const positionBuffer = gl.createBuffer(); - const colorBuffer = gl.createBuffer(); - - if (!positionBuffer || !colorBuffer) { - console.error('Failed to create buffers'); - return null; - } + // Point ID buffer + const pickingPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 1); + + // Restore main VAO binding + gl.bindVertexArray(currentVAO); - // Position buffer - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); + // Create framebuffer and texture for picking + const pickingFb = gl.createFramebuffer(); + const pickingTexture = gl.createTexture(); + pickingFbRef.current = pickingFb; + pickingTextureRef.current = pickingTexture; + + // Initialize texture + gl.bindTexture(gl.TEXTURE_2D, pickingTexture); + gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, + gl.canvas.width, gl.canvas.height, 0, + gl.RGBA, gl.UNSIGNED_BYTE, null + ); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + // Create and attach depth buffer + const depthBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage( + gl.RENDERBUFFER, + gl.DEPTH_COMPONENT24, + gl.canvas.width, + gl.canvas.height + ); - // Color buffer - gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); - if (points.rgb) { - const normalizedColors = new Float32Array(points.rgb.length); - for (let i = 0; i < points.rgb.length; i++) { - normalizedColors[i] = points.rgb[i] / 255.0; + // Attach both color and depth buffers to the framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); + gl.framebufferTexture2D( + gl.FRAMEBUFFER, + gl.COLOR_ATTACHMENT0, + gl.TEXTURE_2D, + pickingTextureRef.current, + 0 + ); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, + gl.DEPTH_ATTACHMENT, + gl.RENDERBUFFER, + depthBuffer + ); + + // Verify framebuffer is complete + const fbStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (fbStatus !== gl.FRAMEBUFFER_COMPLETE) { + console.error('Picking framebuffer is incomplete'); + return; } - gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); - } else { - const defaultColors = new Float32Array(points.xyz.length); - defaultColors.fill(0.7); - gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); + + // Restore default framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + return () => { + if (pickingPointIdBuffer) { + gl.deleteBuffer(pickingPointIdBuffer); + } + if (pickingFb) { + gl.deleteFramebuffer(pickingFb); + } + if (pickingTexture) { + gl.deleteTexture(pickingTexture); + } + if (depthBuffer) { + gl.deleteRenderbuffer(depthBuffer); + } + if (pickingProgramRef.current) { + gl.deleteProgram(pickingProgramRef.current); + pickingProgramRef.current = null; + } + if (pickingVaoRef.current) { + gl.deleteVertexArray(pickingVaoRef.current); + } + } + + } - return { positionBuffer, colorBuffer }; + return { + initPicking, + pickPoint + }; +} + +function findClosestPoint(pixels, radius, size) { + let closestPoint: number | null = null; + let minDistance = Infinity; + const centerX = radius; + const centerY = radius; + + for (let y = 0; y < size; y++) { + for (let x = 0; x < size; x++) { + const i = (y * size + x) * 4; + if (pixels[i + 3] > 0) { // If alpha > 0, there's a point here + const dx = x - centerX; + const dy = y - centerY; + const distance = dx * dx + dy * dy; + + if (distance < minDistance) { + minDistance = distance; + closestPoint = pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; + } + } + } + } + return closestPoint } function cacheUniformLocations( @@ -432,10 +713,6 @@ export function Scene({ const [containerRef, containerWidth] = useContainerWidth(1); const dimensions = useMemo(() => computeCanvasDimensions(containerWidth, width, height, aspectRatio), [containerWidth, width, height, aspectRatio]) - camera = useDeepMemo(camera) - defaultCamera = useDeepMemo(defaultCamera) - // decorations = useDeepMemo(decorations) - const renderFunctionRef = useRef<(() => void) | null>(null); const renderRAFRef = useRef(null); const lastRenderTime = useRef(null); @@ -462,13 +739,9 @@ export function Scene({ } }, []); - useEffect(() => requestRender(), [points.xyz, points.rgb, camera, defaultCamera, decorations]) - const { cameraRef, - setupMatrices, - cameraParams, - handleCameraUpdate + handleCameraMove } = useCamera(requestRender, camera, defaultCamera, callbacksRef); const canvasRef = useRef(null); @@ -487,17 +760,14 @@ export function Scene({ const { fpsDisplayRef, updateDisplay } = useFPSCounter(); const { - pickingProgramRef, - pickingVaoRef, - pickingFbRef, - pickingTextureRef, - pickingUniformsRef, + initPicking, pickPoint - } = usePicking(glRef.current, points, pointSize, setupMatrices); + } = usePicking(glRef.current, points, pointSize, cameraRef); // Add refs for decoration texture const decorationMapRef = useRef(null); const decorationMapSizeRef = useRef(0); + decorations = useDeepMemo(decorations) // Helper to create/update decoration map texture const updateDecorationMap = useCallback((gl: WebGL2RenderingContext, numPoints: number) => { @@ -549,15 +819,15 @@ export function Scene({ if (interactionState.current.isDragging) { onHover?.(null); - handleCameraUpdate(camera => camera.orbit(e.movementX, e.movementY)); + handleCameraMove(camera => camera.orbit(e.movementX, e.movementY)); } else if (interactionState.current.isPanning) { onHover?.(null); - handleCameraUpdate(camera => camera.pan(e.movementX, e.movementY)); + handleCameraMove(camera => camera.pan(e.movementX, e.movementY)); } else if (onHover) { const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Use consistent radius onHover?.(pointIndex); } - }, [handleCameraUpdate, pickPoint, requestRender]); + }, [handleCameraMove, pickPoint]); // Update handleMouseUp to use the same radius const handleMouseUp = useCallback((e: MouseEvent) => { @@ -587,8 +857,8 @@ export function Scene({ const handleWheel = useCallback((e: WheelEvent) => { e.preventDefault(); - handleCameraUpdate(camera => camera.zoom(e.deltaY)); - }, [handleCameraUpdate]); + handleCameraMove(camera => camera.zoom(e.deltaY)); + }, [handleCameraMove]); // Add mouseLeave handler to clear hover state when leaving canvas useEffect(() => { @@ -607,17 +877,21 @@ export function Scene({ }; }, []); - useEffect(() => { - // NOTE - // The picking framebuffer updates should be decoupled from the main render setup. This effect is doing too much - it's both initializing WebGL and handling per-frame picking updates. These concerns should be separated into different effects or functions. + + // Effect for WebGL initialization + useEffect(() => { if (!canvasRef.current) return; + console.log("INIT: WEBGL") const gl = canvasRef.current.getContext('webgl2'); if (!gl) { console.error('WebGL2 not supported'); return null; } + + console.log("INIT: WEBGL") + glRef.current = gl; // Create program and get uniforms @@ -632,133 +906,108 @@ export function Scene({ uniformsRef.current = cacheUniformLocations(gl, program); // Set up buffers - const buffers = setupBuffers(gl, points); - if (!buffers) return; + const positionBuffer = gl.createBuffer(); + const colorBuffer = gl.createBuffer(); + + // Position buffer + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); + gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); + + // Color buffer + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); + if (points.rgb) { + const normalizedColors = new Float32Array(points.rgb.length); + for (let i = 0; i < points.rgb.length; i++) { + normalizedColors[i] = points.rgb[i] / 255.0; + } + gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); + } else { + const defaultColors = new Float32Array(points.xyz.length); + defaultColors.fill(0.7); + gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); + } - // Set up VAO + // Set up main VAO for regular rendering const vao = gl.createVertexArray(); gl.bindVertexArray(vao); vaoRef.current = vao; - gl.bindBuffer(gl.ARRAY_BUFFER, buffers.positionBuffer); + // Configure position and color attributes for main VAO + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - gl.bindBuffer(gl.ARRAY_BUFFER, buffers.colorBuffer); + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); // Point ID buffer for main VAO const mainPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 2); - // Create picking program - const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); - if (!pickingProgram) { - console.error('Failed to create picking program'); - return; - } - pickingProgramRef.current = pickingProgram; - - // Cache picking uniforms - pickingUniformsRef.current = { - projection: gl.getUniformLocation(pickingProgram, 'uProjectionMatrix'), - view: gl.getUniformLocation(pickingProgram, 'uViewMatrix'), - pointSize: gl.getUniformLocation(pickingProgram, 'uPointSize'), - canvasSize: gl.getUniformLocation(pickingProgram, 'uCanvasSize') - }; - - // After setting up the main VAO, set up picking VAO: - const pickingVao = gl.createVertexArray(); - gl.bindVertexArray(pickingVao); - pickingVaoRef.current = pickingVao; - - // Position buffer (reuse the same buffer) - gl.bindBuffer(gl.ARRAY_BUFFER, buffers.positionBuffer); - gl.enableVertexAttribArray(0); - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - - // Point ID buffer - const pickingPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 1); - - // Restore main VAO binding - gl.bindVertexArray(vao); - - // Create framebuffer and texture for picking - const pickingFb = gl.createFramebuffer(); - const pickingTexture = gl.createTexture(); - pickingFbRef.current = pickingFb; - pickingTextureRef.current = pickingTexture; - - // Initialize texture - gl.bindTexture(gl.TEXTURE_2D, pickingTexture); - gl.texImage2D( - gl.TEXTURE_2D, 0, gl.RGBA, - gl.canvas.width, gl.canvas.height, 0, - gl.RGBA, gl.UNSIGNED_BYTE, null - ); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + const cleanupPicking = initPicking(gl, positionBuffer) - // Create and attach depth buffer - const depthBuffer = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); - gl.renderbufferStorage( - gl.RENDERBUFFER, - gl.DEPTH_COMPONENT24, // Use 24-bit depth buffer for better precision - gl.canvas.width, - gl.canvas.height - ); - - // Attach both color and depth buffers to the framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); - gl.framebufferTexture2D( - gl.FRAMEBUFFER, - gl.COLOR_ATTACHMENT0, - gl.TEXTURE_2D, - pickingTextureRef.current, - 0 - ); - gl.framebufferRenderbuffer( - gl.FRAMEBUFFER, - gl.DEPTH_ATTACHMENT, - gl.RENDERBUFFER, - depthBuffer - ); - - // Verify framebuffer is complete - const fbStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER); - if (fbStatus !== gl.FRAMEBUFFER_COMPLETE) { - console.error('Picking framebuffer is incomplete'); - return; - } + canvasRef.current.addEventListener('mousedown', handleMouseDown); + canvasRef.current.addEventListener('mousemove', handleMouseMove); + canvasRef.current.addEventListener('mouseup', handleMouseUp); + canvasRef.current.addEventListener('wheel', handleWheel, { passive: false }); - // Restore default framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, null); + return () => { + if (animationFrameRef.current) { + cancelAnimationFrame(animationFrameRef.current); + } + if (gl) { + if (programRef.current) { + gl.deleteProgram(programRef.current); + programRef.current = null; + } + if (vao) { + gl.deleteVertexArray(vao); + } + if (positionBuffer) { + gl.deleteBuffer(positionBuffer); + } + if (colorBuffer) { + gl.deleteBuffer(colorBuffer); + } + if (mainPointIdBuffer) { + gl.deleteBuffer(mainPointIdBuffer); + } + cleanupPicking() + } + if (canvasRef.current) { + canvasRef.current.removeEventListener('mousedown', handleMouseDown); + canvasRef.current.removeEventListener('mousemove', handleMouseMove); + canvasRef.current.removeEventListener('mouseup', handleMouseUp); + canvasRef.current.removeEventListener('wheel', handleWheel); + } + }; + }, [points.xyz, points.rgb, handleMouseMove, handleMouseUp, handleWheel, canvasRef.current?.width, canvasRef.current?.height]); - // Render function - function render() { - if (!gl || !programRef.current || !cameraRef.current) return; + // Effect for per-frame rendering and picking updates + useEffect(() => { + if (!glRef.current || !programRef.current || !cameraRef.current) return; + console.log("INIT: NEW RENDER FUNCTION") + const gl = glRef.current; + renderFunctionRef.current = function render() { gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.enable(gl.DEPTH_TEST); gl.enable(gl.BLEND); - gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); // Standard alpha blending + gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.useProgram(programRef.current); // Set up matrices - const { projectionMatrix, viewMatrix } = setupMatrices(gl); - + const perspectiveMatrix = cameraRef.current.getPerspectiveMatrix(gl); + const orientationMatrix = cameraRef.current.getOrientationMatrix() // Set all uniforms in one place - gl.uniformMatrix4fv(uniformsRef.current.projection, false, projectionMatrix); - gl.uniformMatrix4fv(uniformsRef.current.view, false, viewMatrix); + gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); + gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); gl.uniform1f(uniformsRef.current.pointSize, pointSize); gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); @@ -774,7 +1023,7 @@ export function Scene({ // Prepare decoration data const indices = new Int32Array(MAX_DECORATIONS).fill(-1); const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); - const colors = new Float32Array(MAX_DECORATIONS * 3).fill(-1); // Use -1 to indicate no color override + const colors = new Float32Array(MAX_DECORATIONS * 3).fill(-1); const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); const blendModes = new Int32Array(MAX_DECORATIONS).fill(0); const blendStrengths = new Float32Array(MAX_DECORATIONS).fill(1.0); @@ -783,13 +1032,9 @@ export function Scene({ // Fill arrays with decoration data const numDecorations = Math.min(Object.keys(decorations).length, MAX_DECORATIONS); Object.values(decorations).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { - // Set index (for now just use first index) indices[i] = decoration.indexes[0]; - - // Set scale (default to 1.0) scales[i] = decoration.scale ?? 1.0; - // Only set color if specified if (decoration.color) { const baseIdx = i * 3; colors[baseIdx] = decoration.color[0]; @@ -797,14 +1042,9 @@ export function Scene({ colors[baseIdx + 2] = decoration.color[2]; } - // Set alpha (default to 1.0) alphas[i] = decoration.alpha ?? 1.0; - - // Set blend mode and strength blendModes[i] = blendModeToInt(decoration.blendMode); blendStrengths[i] = decoration.blendStrength ?? 1.0; - - // Set minimum size (default to 0 = no minimum) minSizes[i] = decoration.minSize ?? 0.0; }); @@ -821,77 +1061,9 @@ export function Scene({ // Ensure correct VAO is bound gl.bindVertexArray(vaoRef.current); gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); - } - renderFunctionRef.current = render - canvasRef.current.addEventListener('mousedown', handleMouseDown); - canvasRef.current.addEventListener('mousemove', handleMouseMove); - canvasRef.current.addEventListener('mouseup', handleMouseUp); - canvasRef.current.addEventListener('wheel', handleWheel, { passive: false }); - - return () => { - if (animationFrameRef.current) { - cancelAnimationFrame(animationFrameRef.current); - } - if (gl) { - if (programRef.current) { - gl.deleteProgram(programRef.current); - programRef.current = null; - } - if (pickingProgramRef.current) { - gl.deleteProgram(pickingProgramRef.current); - pickingProgramRef.current = null; - } - if (vao) { - gl.deleteVertexArray(vao); - } - if (pickingVao) { - gl.deleteVertexArray(pickingVao); - } - if (buffers.positionBuffer) { - gl.deleteBuffer(buffers.positionBuffer); - } - if (buffers.colorBuffer) { - gl.deleteBuffer(buffers.colorBuffer); - } - if (mainPointIdBuffer) { - gl.deleteBuffer(mainPointIdBuffer); - } - if (pickingPointIdBuffer) { - gl.deleteBuffer(pickingPointIdBuffer); - } - if (pickingFb) { - gl.deleteFramebuffer(pickingFb); - } - if (pickingTexture) { - gl.deleteTexture(pickingTexture); - } - if (depthBuffer) { - gl.deleteRenderbuffer(depthBuffer); - } - } - if (canvasRef.current) { - canvasRef.current.removeEventListener('mousedown', handleMouseDown); - canvasRef.current.removeEventListener('mousemove', handleMouseMove); - canvasRef.current.removeEventListener('mouseup', handleMouseUp); - canvasRef.current.removeEventListener('wheel', handleWheel); - } - }; - - }, [points.xyz, - points.rgb, - cameraParams, - // IMPORTANT - // this currently needs to be invalidated in order for 'picking' to work. - // backgroundColor is an array whose identity always changes, which causes - // this to invalidate. - // this _should_ be ...backgroundColor (potentially) IF we can - // figure out how to get picking to update when it needs to. - backgroundColor, - handleMouseMove, - requestRender, - pointSize]); + }, [points.xyz, ...backgroundColor, requestRender, pointSize, decorations, canvasRef.current?.width, canvasRef.current?.height]); // Set up resize observer useEffect(() => { @@ -914,6 +1086,8 @@ export function Scene({ } }, [dimensions]); + useEffect(() => requestRender(), [points.xyz, points.rgb, decorations]) + // Add back handleMouseDown const handleMouseDown = useCallback((e: MouseEvent) => { if (e.button === 0 && !e.shiftKey) { // Left click without shift diff --git a/src/genstudio/js/scene3d/shaders.ts b/src/genstudio/js/scene3d/shaders.ts deleted file mode 100644 index d983cf2e..00000000 --- a/src/genstudio/js/scene3d/shaders.ts +++ /dev/null @@ -1,179 +0,0 @@ -export const MAX_DECORATIONS = 16; // Adjust based on needs - -export const mainShaders = { - vertex: `#version 300 es - precision highp float; - precision highp int; - #define MAX_DECORATIONS ${MAX_DECORATIONS} - - uniform mat4 uProjectionMatrix; - uniform mat4 uViewMatrix; - uniform float uPointSize; - uniform vec2 uCanvasSize; - - // Decoration property uniforms - uniform float uDecorationScales[MAX_DECORATIONS]; - uniform float uDecorationMinSizes[MAX_DECORATIONS]; - - // Decoration mapping texture - uniform sampler2D uDecorationMap; - uniform int uDecorationMapSize; - - layout(location = 0) in vec3 position; - layout(location = 1) in vec3 color; - layout(location = 2) in float pointId; - - out vec3 vColor; - flat out int vVertexID; - flat out int vDecorationIndex; - - int getDecorationIndex(int pointId) { - // Convert pointId to texture coordinates - int texWidth = uDecorationMapSize; - int x = pointId % texWidth; - int y = pointId / texWidth; - - vec2 texCoord = (vec2(x, y) + 0.5) / float(texWidth); - return int(texture(uDecorationMap, texCoord).r * 255.0) - 1; // -1 means no decoration - } - - void main() { - vVertexID = int(pointId); - vColor = color; - vDecorationIndex = getDecorationIndex(vVertexID); - - vec4 viewPos = uViewMatrix * vec4(position, 1.0); - float dist = -viewPos.z; - - float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); - float baseSize = clamp(projectedSize, 1.0, 20.0); - - float scale = 1.0; - float minSize = 0.0; - if (vDecorationIndex >= 0) { - scale = uDecorationScales[vDecorationIndex]; - minSize = uDecorationMinSizes[vDecorationIndex]; - } - - float finalSize = max(baseSize * scale, minSize); - gl_PointSize = finalSize; - - gl_Position = uProjectionMatrix * viewPos; - }`, - - fragment: `#version 300 es - precision highp float; - precision highp int; - #define MAX_DECORATIONS ${MAX_DECORATIONS} - - // Decoration property uniforms - uniform vec3 uDecorationColors[MAX_DECORATIONS]; - uniform float uDecorationAlphas[MAX_DECORATIONS]; - uniform int uDecorationBlendModes[MAX_DECORATIONS]; - uniform float uDecorationBlendStrengths[MAX_DECORATIONS]; - - // Decoration mapping texture - uniform sampler2D uDecorationMap; - uniform int uDecorationMapSize; - - in vec3 vColor; - flat in int vVertexID; - flat in int vDecorationIndex; - out vec4 fragColor; - - vec3 applyBlend(vec3 base, vec3 blend, int mode, float strength) { - if (blend.r < 0.0) return base; // No color override - - vec3 result = base; - if (mode == 0) { // replace - result = blend; - } else if (mode == 1) { // multiply - result = base * blend; - } else if (mode == 2) { // add - result = min(base + blend, 1.0); - } else if (mode == 3) { // screen - result = 1.0 - (1.0 - base) * (1.0 - blend); - } - return mix(base, result, strength); - } - - void main() { - vec2 coord = gl_PointCoord * 2.0 - 1.0; - float dist = dot(coord, coord); - if (dist > 1.0) { - discard; - } - - vec3 baseColor = vColor; - float alpha = 1.0; - - if (vDecorationIndex >= 0) { - vec3 decorationColor = uDecorationColors[vDecorationIndex]; - if (decorationColor.r >= 0.0) { // Only apply color if specified - baseColor = applyBlend( - baseColor, - decorationColor, - uDecorationBlendModes[vDecorationIndex], - uDecorationBlendStrengths[vDecorationIndex] - ); - } - alpha *= uDecorationAlphas[vDecorationIndex]; - } - - fragColor = vec4(baseColor, alpha); - }` -}; - -export const pickingShaders = { - vertex: `#version 300 es - uniform mat4 uProjectionMatrix; - uniform mat4 uViewMatrix; - uniform float uPointSize; - uniform vec2 uCanvasSize; - uniform int uHighlightedPoint; - - layout(location = 0) in vec3 position; - layout(location = 1) in float pointId; - - out float vPointId; - - void main() { - vPointId = pointId; - vec4 viewPos = uViewMatrix * vec4(position, 1.0); - float dist = -viewPos.z; - - float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); - float baseSize = clamp(projectedSize, 1.0, 20.0); - - bool isHighlighted = (int(pointId) == uHighlightedPoint); - float minHighlightSize = 8.0; - float relativeHighlightSize = min(uCanvasSize.x, uCanvasSize.y) * 0.02; - float sizeFromBase = baseSize * 2.0; - float highlightSize = max(max(minHighlightSize, relativeHighlightSize), sizeFromBase); - - gl_Position = uProjectionMatrix * viewPos; - gl_PointSize = isHighlighted ? highlightSize : baseSize; - }`, - - fragment: `#version 300 es - precision highp float; - - in float vPointId; - out vec4 fragColor; - - void main() { - vec2 coord = gl_PointCoord * 2.0 - 1.0; - float dist = dot(coord, coord); - if (dist > 1.0) { - discard; - } - - float id = vPointId; - float blue = floor(id / (256.0 * 256.0)); - float green = floor((id - blue * 256.0 * 256.0) / 256.0); - float red = id - blue * 256.0 * 256.0 - green * 256.0; - - fragColor = vec4(red / 255.0, green / 255.0, blue / 255.0, 1.0); - gl_FragDepth = gl_FragCoord.z; - }` -}; From 2b92e5eebd6705107c1b744e37f3836fecd658a4 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 16 Dec 2024 19:58:39 +0100 Subject: [PATCH 027/167] cleanup --- src/genstudio/js/scene3d/scene3d.tsx | 100 +++++++++++++-------------- 1 file changed, 47 insertions(+), 53 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index cddac5f9..60a81b5f 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -326,7 +326,7 @@ function useCamera( far: initialCamera.far }), [initialCamera.fov, initialCamera.near, initialCamera.far]); - // TODO put this into OrbitCamera + const orientation = useMemo(() => ({ position: Array.isArray(initialCamera.position) ? vec3.fromValues(...initialCamera.position) @@ -393,19 +393,16 @@ function useCamera( }; } -function usePicking( - gl: WebGL2RenderingContext | null, - points: PointCloudData, - pointSize: number, - cameraRef: React.MutableRefObject -) { +function usePicking(pointSize: number) { const pickingProgramRef = useRef(null); const pickingVaoRef = useRef(null); const pickingFbRef = useRef(null); const pickingTextureRef = useRef(null); const pickingUniformsRef = useRef(null); + const numPointsRef = useRef(0); + const PICK_RADIUS = 5; - const pickPoint = useCallback((x: number, y: number, radius: number = 5): number | null => { + const pickPoint = useCallback((gl, camera: OrbitCamera, pixelCoords: [number, number]): number | null => { if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current) { return null; } @@ -415,41 +412,35 @@ function usePicking( return null; } - // Convert mouse coordinates to device pixels - const rect = gl.canvas.getBoundingClientRect(); - const dpr = window.devicePixelRatio || 1; - - const pixelX = Math.floor((x - rect.left) * dpr); - const pixelY = Math.floor((y - rect.top) * dpr); - + const [pixelX, pixelY] = pixelCoords // 1. Save current WebGL state const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); const currentViewport = gl.getParameter(gl.VIEWPORT); - // 2. Set up picking render target + // 2. Set up picking render target gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // 3. Render points with picking shader gl.useProgram(pickingProgramRef.current); - const perspectiveMatrix = cameraRef.current.getPerspectiveMatrix(gl) - const orientationMatrix = cameraRef.current.getOrientationMatrix() + const perspectiveMatrix = camera.getPerspectiveMatrix(gl) + const orientationMatrix = camera.getOrientationMatrix() - // Set uniforms + // Set uniforms gl.uniformMatrix4fv(pickingUniformsRef.current.projection, false, perspectiveMatrix); gl.uniformMatrix4fv(pickingUniformsRef.current.view, false, orientationMatrix); gl.uniform1f(pickingUniformsRef.current.pointSize, pointSize); gl.uniform2f(pickingUniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - // Draw points + // Draw points gl.bindVertexArray(pickingVaoRef.current); - gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); + gl.drawArrays(gl.POINTS, 0, numPointsRef.current); // 4. Read pixels around mouse position - const size = radius * 2 + 1; - const startX = Math.max(0, pixelX - radius); - const startY = Math.max(0, gl.canvas.height - pixelY - radius); + const size = PICK_RADIUS * 2 + 1; + const startX = Math.max(0, pixelX - PICK_RADIUS); + const startY = Math.max(0, gl.canvas.height - pixelY - PICK_RADIUS); const pixels = new Uint8Array(size * size * 4); gl.readPixels( startX, @@ -465,11 +456,13 @@ function usePicking( gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.viewport(...currentViewport); - - return findClosestPoint(pixels, radius, size); - }, [gl, points.xyz.length, pointSize]); + return findClosestPoint(pixels, PICK_RADIUS, size); + }, [pointSize]); function initPicking(gl, positionBuffer) { + // Get number of points from buffer size + const bufferSize = gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE); + numPointsRef.current = bufferSize / (3 * 4); // 3 floats per point, 4 bytes per float const currentVAO = gl.getParameter(gl.VERTEX_ARRAY_BINDING); // Set up picking VAO for point selection @@ -493,7 +486,7 @@ function usePicking( }; // Point ID buffer - const pickingPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 1); + const pickingPointIdBuffer = createPointIdBuffer(gl, numPointsRef.current, 1); // Restore main VAO binding gl.bindVertexArray(currentVAO); @@ -573,8 +566,6 @@ function usePicking( gl.deleteVertexArray(pickingVaoRef.current); } } - - } return { @@ -688,6 +679,15 @@ function computeCanvasDimensions(containerWidth, width, height, aspectRatio = 1) }; } +function devicePixels(gl, clientX, clientY) { + const rect = gl.canvas.getBoundingClientRect(); + const dpr = window.devicePixelRatio || 1; + + const pixelX = Math.floor((clientX - rect.left) * dpr); + const pixelY = Math.floor((clientY - rect.top) * dpr); + return [pixelX, pixelY] +} + export function Scene({ points, camera, @@ -704,6 +704,8 @@ export function Scene({ aspectRatio }: PointCloudViewerProps) { + points = useDeepMemo(points) + const callbacksRef = useRef({}) useEffect(() => { @@ -759,10 +761,7 @@ export function Scene({ const { fpsDisplayRef, updateDisplay } = useFPSCounter(); - const { - initPicking, - pickPoint - } = usePicking(glRef.current, points, pointSize, cameraRef); + const pickingSystem = usePicking(pointSize); // Add refs for decoration texture const decorationMapRef = useRef(null); @@ -824,10 +823,10 @@ export function Scene({ onHover?.(null); handleCameraMove(camera => camera.pan(e.movementX, e.movementY)); } else if (onHover) { - const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Use consistent radius + const pointIndex = pickingSystem.pickPoint(glRef.current, cameraRef.current, devicePixels(glRef.current, e.clientX, e.clientY), 4); // Use consistent radius onHover?.(pointIndex); } - }, [handleCameraMove, pickPoint]); + }, [handleCameraMove, pickingSystem.pickPoint]); // Update handleMouseUp to use the same radius const handleMouseUp = useCallback((e: MouseEvent) => { @@ -845,7 +844,7 @@ export function Scene({ const distance = Math.sqrt(dx * dx + dy * dy); if (distance < CLICK_THRESHOLD) { - const pointIndex = pickPoint(e.clientX, e.clientY, 4); // Same radius as hover + const pointIndex = pickingSystem.pickPoint(glRef.current, cameraRef.current, devicePixels(glRef.current, e.clientX, e.clientY), 4); // Same radius as hover if (pointIndex !== null) { onClick(pointIndex, e); } @@ -853,7 +852,7 @@ export function Scene({ } mouseDownPositionRef.current = null; - }, [pickPoint]); + }, [pickingSystem.pickPoint]); const handleWheel = useCallback((e: WheelEvent) => { e.preventDefault(); @@ -882,24 +881,17 @@ export function Scene({ // Effect for WebGL initialization useEffect(() => { if (!canvasRef.current) return; - console.log("INIT: WEBGL") - + const disposeFns = [] const gl = canvasRef.current.getContext('webgl2'); if (!gl) { - console.error('WebGL2 not supported'); - return null; + return console.error('WebGL2 not supported'); } - - console.log("INIT: WEBGL") + console.log("Init gl") glRef.current = gl; // Create program and get uniforms const program = createProgram(gl, mainShaders.vertex, mainShaders.fragment); - if (!program) { - console.error('Failed to create shader program'); - return; - } programRef.current = program; // Cache uniform locations @@ -944,7 +936,9 @@ export function Scene({ // Point ID buffer for main VAO const mainPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 2); - const cleanupPicking = initPicking(gl, positionBuffer) + + + disposeFns.push(pickingSystem.initPicking(gl, positionBuffer)) canvasRef.current.addEventListener('mousedown', handleMouseDown); canvasRef.current.addEventListener('mousemove', handleMouseMove); @@ -972,7 +966,7 @@ export function Scene({ if (mainPointIdBuffer) { gl.deleteBuffer(mainPointIdBuffer); } - cleanupPicking() + disposeFns.forEach(fn => fn?.()); } if (canvasRef.current) { canvasRef.current.removeEventListener('mousedown', handleMouseDown); @@ -981,7 +975,7 @@ export function Scene({ canvasRef.current.removeEventListener('wheel', handleWheel); } }; - }, [points.xyz, points.rgb, handleMouseMove, handleMouseUp, handleWheel, canvasRef.current?.width, canvasRef.current?.height]); + }, [points, handleMouseMove, handleMouseUp, handleWheel, canvasRef.current?.width, canvasRef.current?.height]); // Effect for per-frame rendering and picking updates useEffect(() => { @@ -1063,7 +1057,7 @@ export function Scene({ gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); } - }, [points.xyz, ...backgroundColor, requestRender, pointSize, decorations, canvasRef.current?.width, canvasRef.current?.height]); + }, [points, ...backgroundColor, requestRender, pointSize, decorations, canvasRef.current?.width, canvasRef.current?.height]); // Set up resize observer useEffect(() => { @@ -1086,7 +1080,7 @@ export function Scene({ } }, [dimensions]); - useEffect(() => requestRender(), [points.xyz, points.rgb, decorations]) + useEffect(() => requestRender(), [decorations]) // Add back handleMouseDown const handleMouseDown = useCallback((e: MouseEvent) => { From f46947fe9d2ab26cec521dea83f684dcaf141fc3 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 16 Dec 2024 23:51:13 +0100 Subject: [PATCH 028/167] more efficient decorations --- notebooks/points.py | 35 ++++++++++- src/genstudio/js/scene3d/scene3d.tsx | 90 ++++++++++++++++++---------- 2 files changed, 93 insertions(+), 32 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index d9618730..9630bd97 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -78,6 +78,34 @@ def make_cube(n_points: int): return xyz, rgb +def make_wall(n_points: int): + # Create points in a vertical plane (wall) + x = np.zeros(n_points) # All points at x=0 + y = np.random.uniform(-2, 2, n_points) + z = np.random.uniform(-2, 2, n_points) + + # Create gradient colors based on position + # Normalize y and z to 0-1 range for colors + y_norm = (y + 2) / 4 + z_norm = (z + 2) / 4 + + # Create hue that varies with vertical position + hue = z_norm + # Saturation varies with horizontal position + saturation = 0.7 + 0.3 * y_norm + # Value varies with a slight random component + value = 0.7 + 0.3 * np.random.random(n_points) + + # Convert HSV to RGB + colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) + rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() + + # Prepare point cloud coordinates + xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() + + return xyz, rgb + + class Points(Plot.LayoutItem): def __init__(self, props): self.props = props @@ -179,6 +207,7 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): # Create point clouds with 50k points torus_xyz, torus_rgb = make_torus_knot(500000) cube_xyz, cube_rgb = make_cube(500000) +wall_xyz, wall_rgb = make_wall(500000) ( Plot.initialState( @@ -192,11 +221,13 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): "cube_rgb": cube_rgb, "torus_xyz": torus_xyz, "torus_rgb": torus_rgb, + "wall_xyz": wall_xyz, + "wall_rgb": wall_rgb, }, sync={"selected_region_i", "cube_rgb"}, ) - | scene(True, 0.01, js("$state.torus_xyz"), js("$state.torus_rgb")) - & scene(True, 1, js("$state.torus_xyz"), js("$state.torus_rgb")) + | scene(True, 0.01, js("$state.wall_xyz"), js("$state.wall_rgb")) + & scene(True, 1, js("$state.wall_xyz"), js("$state.wall_rgb")) | scene(False, 0.1, js("$state.cube_xyz"), js("$state.cube_rgb"), True) & scene(False, 0.5, js("$state.cube_xyz"), js("$state.cube_rgb"), True) | Plot.onChange( diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 60a81b5f..37433f71 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -400,7 +400,7 @@ function usePicking(pointSize: number) { const pickingTextureRef = useRef(null); const pickingUniformsRef = useRef(null); const numPointsRef = useRef(0); - const PICK_RADIUS = 5; + const PICK_RADIUS = 10; const pickPoint = useCallback((gl, camera: OrbitCamera, pixelCoords: [number, number]): number | null => { if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current) { @@ -574,30 +574,50 @@ function usePicking(pointSize: number) { }; } -function findClosestPoint(pixels, radius, size) { - let closestPoint: number | null = null; - let minDistance = Infinity; - const centerX = radius; - const centerY = radius; - - for (let y = 0; y < size; y++) { - for (let x = 0; x < size; x++) { - const i = (y * size + x) * 4; - if (pixels[i + 3] > 0) { // If alpha > 0, there's a point here - const dx = x - centerX; - const dy = y - centerY; - const distance = dx * dx + dy * dy; - - if (distance < minDistance) { - minDistance = distance; - closestPoint = pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; - } - } +function findClosestPoint(pixels, PICK_RADIUS, size) { + const centerX = PICK_RADIUS; + const centerY = PICK_RADIUS; + + // Spiral outward from center + let x = 0, y = 0; + let dx = 0, dy = -1; + let length = 0; + let steps = 0; + const maxSteps = size * size; + + while (steps < maxSteps) { + // Check current position + const px = centerX + x; + const py = centerY + y; + + const i = (py * size + px) * 4; + if (pixels[i + 3] > 0) { // Found a point + return pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; + } + + // More efficient spiral movement + steps++; + if (x === length && y === length) { + length++; + dx = -1; + dy = 0; + } else if (x === -length && y === length) { + dx = 0; + dy = -1; + } else if (x === -length && y === -length) { + dx = 1; + dy = 0; + } else if (x === length && y === -length) { + dx = 0; + dy = 1; } + x += dx; + y += dy; } - return closestPoint + + return null; } function cacheUniformLocations( @@ -705,6 +725,8 @@ export function Scene({ }: PointCloudViewerProps) { points = useDeepMemo(points) + decorations = useDeepMemo(decorations) + backgroundColor = useDeepMemo(backgroundColor) const callbacksRef = useRef({}) @@ -766,7 +788,13 @@ export function Scene({ // Add refs for decoration texture const decorationMapRef = useRef(null); const decorationMapSizeRef = useRef(0); - decorations = useDeepMemo(decorations) + const decorationsRef = useRef(decorations); + + // Update the ref when decorations change + useEffect(() => { + decorationsRef.current = decorations; + requestRender(); + }, [decorations]); // Helper to create/update decoration map texture const updateDecorationMap = useCallback((gl: WebGL2RenderingContext, numPoints: number) => { @@ -779,7 +807,7 @@ export function Scene({ const mapping = new Uint8Array(size * size).fill(0); // Fill in decoration mappings - make sure we're using the correct point indices - Object.values(decorations).forEach((decoration, decorationIndex) => { + Object.values(decorationsRef.current).forEach((decoration, decorationIndex) => { decoration.indexes.forEach(pointIndex => { if (pointIndex < numPoints) { // The mapping array should be indexed by the actual point index @@ -809,7 +837,7 @@ export function Scene({ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - }, [decorations]); + }, [decorationsRef]); // Update handleMouseMove to properly clear hover state and handle all cases const handleMouseMove = useCallback((e: MouseEvent) => { @@ -1014,6 +1042,8 @@ export function Scene({ gl.uniform1i(uniformsRef.current.decorationMap, 0); gl.uniform1i(uniformsRef.current.decorationMapSize, decorationMapSizeRef.current); + const currentDecorations = decorationsRef.current; + // Prepare decoration data const indices = new Int32Array(MAX_DECORATIONS).fill(-1); const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); @@ -1024,8 +1054,8 @@ export function Scene({ const minSizes = new Float32Array(MAX_DECORATIONS).fill(0.0); // Fill arrays with decoration data - const numDecorations = Math.min(Object.keys(decorations).length, MAX_DECORATIONS); - Object.values(decorations).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { + const numDecorations = Math.min(Object.keys(currentDecorations).length, MAX_DECORATIONS); + Object.values(currentDecorations).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { indices[i] = decoration.indexes[0]; scales[i] = decoration.scale ?? 1.0; @@ -1057,7 +1087,8 @@ export function Scene({ gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); } - }, [points, ...backgroundColor, requestRender, pointSize, decorations, canvasRef.current?.width, canvasRef.current?.height]); + }, [points, backgroundColor, pointSize, canvasRef.current?.width, canvasRef.current?.height]); + // Set up resize observer useEffect(() => { @@ -1080,7 +1111,6 @@ export function Scene({ } }, [dimensions]); - useEffect(() => requestRender(), [decorations]) // Add back handleMouseDown const handleMouseDown = useCallback((e: MouseEvent) => { From f065b29b576b3786f61d098e7b9279d03563d87e Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 17 Dec 2024 00:14:24 +0100 Subject: [PATCH 029/167] cleaner picking --- src/genstudio/js/scene3d/scene3d.tsx | 113 ++++++++++++--------------- 1 file changed, 50 insertions(+), 63 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 37433f71..c2520baa 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,7 +1,7 @@ import React, { useEffect, useRef, useCallback, useMemo, useState } from 'react'; import { mat4, vec3 } from 'gl-matrix'; import { createProgram, createPointIdBuffer } from './webgl-utils'; -import { PointCloudData, CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; +import { CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; import { useContainerWidth, useDeepMemo } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; @@ -137,7 +137,6 @@ export const pickingShaders = { uniform mat4 uViewMatrix; uniform float uPointSize; uniform vec2 uCanvasSize; - uniform int uHighlightedPoint; layout(location = 0) in vec3 position; layout(location = 1) in float pointId; @@ -150,16 +149,10 @@ export const pickingShaders = { float dist = -viewPos.z; float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); - float baseSize = clamp(projectedSize, 1.0, 20.0); - - bool isHighlighted = (int(pointId) == uHighlightedPoint); - float minHighlightSize = 8.0; - float relativeHighlightSize = min(uCanvasSize.x, uCanvasSize.y) * 0.02; - float sizeFromBase = baseSize * 2.0; - float highlightSize = max(max(minHighlightSize, relativeHighlightSize), sizeFromBase); + float size = clamp(projectedSize, 1.0, 20.0); gl_Position = uProjectionMatrix * viewPos; - gl_PointSize = isHighlighted ? highlightSize : baseSize; + gl_PointSize = size; }`, fragment: `#version 300 es @@ -407,11 +400,6 @@ function usePicking(pointSize: number) { return null; } - if (!(gl.canvas instanceof HTMLCanvasElement)) { - console.error('Canvas must be an HTMLCanvasElement for picking'); - return null; - } - const [pixelX, pixelY] = pixelCoords // 1. Save current WebGL state const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); @@ -456,7 +444,49 @@ function usePicking(pointSize: number) { gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.viewport(...currentViewport); - return findClosestPoint(pixels, PICK_RADIUS, size); + const centerX = PICK_RADIUS; + const centerY = PICK_RADIUS; + + // Spiral outward from center + let x = 0, y = 0; + let dx = 0, dy = -1; + let length = 0; + let steps = 0; + const maxSteps = size * size; + + while (steps < maxSteps) { + // Check current position + const px = centerX + x; + const py = centerY + y; + + const i = (py * size + px) * 4; + if (pixels[i + 3] > 0) { // Found a point + return pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; + } + + // More efficient spiral movement + steps++; + if (x === length && y === length) { + length++; + dx = -1; + dy = 0; + } else if (x === -length && y === length) { + dx = 0; + dy = -1; + } else if (x === -length && y === -length) { + dx = 1; + dy = 0; + } else if (x === length && y === -length) { + dx = 0; + dy = 1; + } + x += dx; + y += dy; + } + + return null; }, [pointSize]); function initPicking(gl, positionBuffer) { @@ -487,6 +517,9 @@ function usePicking(pointSize: number) { // Point ID buffer const pickingPointIdBuffer = createPointIdBuffer(gl, numPointsRef.current, 1); + gl.bindBuffer(gl.ARRAY_BUFFER, pickingPointIdBuffer); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); // Restore main VAO binding gl.bindVertexArray(currentVAO); @@ -574,52 +607,6 @@ function usePicking(pointSize: number) { }; } -function findClosestPoint(pixels, PICK_RADIUS, size) { - const centerX = PICK_RADIUS; - const centerY = PICK_RADIUS; - - // Spiral outward from center - let x = 0, y = 0; - let dx = 0, dy = -1; - let length = 0; - let steps = 0; - const maxSteps = size * size; - - while (steps < maxSteps) { - // Check current position - const px = centerX + x; - const py = centerY + y; - - const i = (py * size + px) * 4; - if (pixels[i + 3] > 0) { // Found a point - return pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; - } - - // More efficient spiral movement - steps++; - if (x === length && y === length) { - length++; - dx = -1; - dy = 0; - } else if (x === -length && y === length) { - dx = 0; - dy = -1; - } else if (x === -length && y === -length) { - dx = 1; - dy = 0; - } else if (x === length && y === -length) { - dx = 0; - dy = 1; - } - x += dx; - y += dy; - } - - return null; -} - function cacheUniformLocations( gl: WebGL2RenderingContext, program: WebGLProgram @@ -851,7 +838,7 @@ export function Scene({ onHover?.(null); handleCameraMove(camera => camera.pan(e.movementX, e.movementY)); } else if (onHover) { - const pointIndex = pickingSystem.pickPoint(glRef.current, cameraRef.current, devicePixels(glRef.current, e.clientX, e.clientY), 4); // Use consistent radius + const pointIndex = pickingSystem.pickPoint(glRef.current, cameraRef.current, devicePixels(glRef.current, e.clientX, e.clientY)); onHover?.(pointIndex); } }, [handleCameraMove, pickingSystem.pickPoint]); From e7ac5c144b9d43628d09e7ebfe5d901edc0c6638 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 17 Dec 2024 00:38:13 +0100 Subject: [PATCH 030/167] reuse main shader for picking --- src/genstudio/js/scene3d/scene3d.tsx | 234 ++++++++++----------------- 1 file changed, 82 insertions(+), 152 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index c2520baa..b23861f0 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -34,6 +34,8 @@ export const mainShaders = { flat out int vVertexID; flat out int vDecorationIndex; + uniform bool uRenderMode; // false = normal, true = picking + int getDecorationIndex(int pointId) { // Convert pointId to texture coordinates int texWidth = uDecorationMapSize; @@ -88,6 +90,8 @@ export const mainShaders = { flat in int vDecorationIndex; out vec4 fragColor; + uniform bool uRenderMode; // false = normal, true = picking + vec3 applyBlend(vec3 base, vec3 blend, int mode, float strength) { if (blend.r < 0.0) return base; // No color override @@ -111,12 +115,23 @@ export const mainShaders = { discard; } + if (uRenderMode) { + // Picking mode - output encoded point ID + float id = float(vVertexID); + float blue = floor(id / (256.0 * 256.0)); + float green = floor((id - blue * 256.0 * 256.0) / 256.0); + float red = id - blue * 256.0 * 256.0 - green * 256.0; + fragColor = vec4(red / 255.0, green / 255.0, blue / 255.0, 1.0); + return; + } + + // Normal rendering mode vec3 baseColor = vColor; float alpha = 1.0; if (vDecorationIndex >= 0) { vec3 decorationColor = uDecorationColors[vDecorationIndex]; - if (decorationColor.r >= 0.0) { // Only apply color if specified + if (decorationColor.r >= 0.0) { baseColor = applyBlend( baseColor, decorationColor, @@ -131,53 +146,6 @@ export const mainShaders = { }` }; -export const pickingShaders = { - vertex: `#version 300 es - uniform mat4 uProjectionMatrix; - uniform mat4 uViewMatrix; - uniform float uPointSize; - uniform vec2 uCanvasSize; - - layout(location = 0) in vec3 position; - layout(location = 1) in float pointId; - - out float vPointId; - - void main() { - vPointId = pointId; - vec4 viewPos = uViewMatrix * vec4(position, 1.0); - float dist = -viewPos.z; - - float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); - float size = clamp(projectedSize, 1.0, 20.0); - - gl_Position = uProjectionMatrix * viewPos; - gl_PointSize = size; - }`, - - fragment: `#version 300 es - precision highp float; - - in float vPointId; - out vec4 fragColor; - - void main() { - vec2 coord = gl_PointCoord * 2.0 - 1.0; - float dist = dot(coord, coord); - if (dist > 1.0) { - discard; - } - - float id = vPointId; - float blue = floor(id / (256.0 * 256.0)); - float green = floor((id - blue * 256.0 * 256.0) / 256.0); - float red = id - blue * 256.0 * 256.0 - green * 256.0; - - fragColor = vec4(red / 255.0, green / 255.0, blue / 255.0, 1.0); - gl_FragDepth = gl_FragCoord.z; - }` -}; - export class OrbitCamera { position: vec3; target: vec3; @@ -386,64 +354,63 @@ function useCamera( }; } -function usePicking(pointSize: number) { - const pickingProgramRef = useRef(null); - const pickingVaoRef = useRef(null); +function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { const pickingFbRef = useRef(null); const pickingTextureRef = useRef(null); - const pickingUniformsRef = useRef(null); const numPointsRef = useRef(0); const PICK_RADIUS = 10; - const pickPoint = useCallback((gl, camera: OrbitCamera, pixelCoords: [number, number]): number | null => { - if (!gl || !pickingProgramRef.current || !pickingVaoRef.current || !pickingFbRef.current) { + const pickPoint = useCallback((gl: WebGL2RenderingContext, camera: OrbitCamera, pixelCoords: [number, number]): number | null => { + if (!gl || !programRef.current || !pickingFbRef.current) { return null; } - const [pixelX, pixelY] = pixelCoords - // 1. Save current WebGL state + const [pixelX, pixelY] = pixelCoords; + + // Save current WebGL state const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); const currentViewport = gl.getParameter(gl.VIEWPORT); + const currentActiveTexture = gl.getParameter(gl.ACTIVE_TEXTURE); + const currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D); - // 2. Set up picking render target + // Before drawing, ensure the picking framebuffer and texture are still attached gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - // 3. Render points with picking shader - gl.useProgram(pickingProgramRef.current); - const perspectiveMatrix = camera.getPerspectiveMatrix(gl) - const orientationMatrix = camera.getOrientationMatrix() - - // Set uniforms - gl.uniformMatrix4fv(pickingUniformsRef.current.projection, false, perspectiveMatrix); - gl.uniformMatrix4fv(pickingUniformsRef.current.view, false, orientationMatrix); - gl.uniform1f(pickingUniformsRef.current.pointSize, pointSize); - gl.uniform2f(pickingUniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - - // Draw points - gl.bindVertexArray(pickingVaoRef.current); + // Use main program and set picking mode + gl.useProgram(programRef.current); + gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON + + // Set all uniforms (projection, view, etc.) just like normal rendering + const perspectiveMatrix = camera.getPerspectiveMatrix(gl); + const orientationMatrix = camera.getOrientationMatrix(); + gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); + gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); + gl.uniform1f(uniformsRef.current.pointSize, pointSize); + gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); + + // No need to detach the texture here! Just draw directly. + gl.bindVertexArray(vaoRef.current); + gl.clearColor(0, 0, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.drawArrays(gl.POINTS, 0, numPointsRef.current); - // 4. Read pixels around mouse position + // Now read the pixels after the points have been properly rendered const size = PICK_RADIUS * 2 + 1; const startX = Math.max(0, pixelX - PICK_RADIUS); const startY = Math.max(0, gl.canvas.height - pixelY - PICK_RADIUS); const pixels = new Uint8Array(size * size * 4); - gl.readPixels( - startX, - startY, - size, - size, - gl.RGBA, - gl.UNSIGNED_BYTE, - pixels - ); + gl.readPixels(startX, startY, size, size, gl.RGBA, gl.UNSIGNED_BYTE, pixels); - // 5. Restore WebGL state + // Restore state + gl.uniform1i(uniformsRef.current.renderMode, 0); // return to normal rendering mode gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.viewport(...currentViewport); + gl.activeTexture(currentActiveTexture); + gl.bindTexture(gl.TEXTURE_2D, currentTexture); + // Spiral search for closest point const centerX = PICK_RADIUS; const centerY = PICK_RADIUS; @@ -459,11 +426,15 @@ function usePicking(pointSize: number) { const px = centerX + x; const py = centerY + y; - const i = (py * size + px) * 4; - if (pixels[i + 3] > 0) { // Found a point - return pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; + if (px >= 0 && px < size && py >= 0 && py < size) { + const i = (py * size + px) * 4; + if (pixels[i + 3] > 0) { // Found a point + const id = pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; + console.log('found', id) + return id; + } } // More efficient spiral movement @@ -489,41 +460,11 @@ function usePicking(pointSize: number) { return null; }, [pointSize]); - function initPicking(gl, positionBuffer) { - // Get number of points from buffer size + function initPicking(gl: WebGL2RenderingContext) { + // Get number of points const bufferSize = gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE); numPointsRef.current = bufferSize / (3 * 4); // 3 floats per point, 4 bytes per float - const currentVAO = gl.getParameter(gl.VERTEX_ARRAY_BINDING); - // Set up picking VAO for point selection - const pickingVao = gl.createVertexArray(); - gl.bindVertexArray(pickingVao); - pickingVaoRef.current = pickingVao; - - // Configure position attribute for picking VAO (reusing position buffer) - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.enableVertexAttribArray(0); - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - - // Create and set up picking program - const pickingProgram = createProgram(gl, pickingShaders.vertex, pickingShaders.fragment); - pickingProgramRef.current = pickingProgram; - pickingUniformsRef.current = { - projection: gl.getUniformLocation(pickingProgram, 'uProjectionMatrix'), - view: gl.getUniformLocation(pickingProgram, 'uViewMatrix'), - pointSize: gl.getUniformLocation(pickingProgram, 'uPointSize'), - canvasSize: gl.getUniformLocation(pickingProgram, 'uCanvasSize') - }; - - // Point ID buffer - const pickingPointIdBuffer = createPointIdBuffer(gl, numPointsRef.current, 1); - gl.bindBuffer(gl.ARRAY_BUFFER, pickingPointIdBuffer); - gl.enableVertexAttribArray(1); - gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); - - // Restore main VAO binding - gl.bindVertexArray(currentVAO); - // Create framebuffer and texture for picking const pickingFb = gl.createFramebuffer(); const pickingTexture = gl.createTexture(); @@ -552,13 +493,13 @@ function usePicking(pointSize: number) { gl.canvas.height ); - // Attach both color and depth buffers to the framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); + // Set up framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, - pickingTextureRef.current, + pickingTexture, 0 ); gl.framebufferRenderbuffer( @@ -579,26 +520,10 @@ function usePicking(pointSize: number) { gl.bindFramebuffer(gl.FRAMEBUFFER, null); return () => { - if (pickingPointIdBuffer) { - gl.deleteBuffer(pickingPointIdBuffer); - } - if (pickingFb) { - gl.deleteFramebuffer(pickingFb); - } - if (pickingTexture) { - gl.deleteTexture(pickingTexture); - } - if (depthBuffer) { - gl.deleteRenderbuffer(depthBuffer); - } - if (pickingProgramRef.current) { - gl.deleteProgram(pickingProgramRef.current); - pickingProgramRef.current = null; - } - if (pickingVaoRef.current) { - gl.deleteVertexArray(pickingVaoRef.current); - } - } + if (pickingFb) gl.deleteFramebuffer(pickingFb); + if (pickingTexture) gl.deleteTexture(pickingTexture); + if (depthBuffer) gl.deleteRenderbuffer(depthBuffer); + }; } return { @@ -632,6 +557,9 @@ function cacheUniformLocations( // Decoration min sizes decorationMinSizes: gl.getUniformLocation(program, 'uDecorationMinSizes'), + + // Render mode + renderMode: gl.getUniformLocation(program, 'uRenderMode'), }; } @@ -770,7 +698,7 @@ export function Scene({ const { fpsDisplayRef, updateDisplay } = useFPSCounter(); - const pickingSystem = usePicking(pointSize); + const pickingSystem = usePicking(pointSize, programRef, uniformsRef, vaoRef); // Add refs for decoration texture const decorationMapRef = useRef(null); @@ -915,6 +843,7 @@ export function Scene({ // Set up buffers const positionBuffer = gl.createBuffer(); const colorBuffer = gl.createBuffer(); + const pointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 2); // Position buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); @@ -939,21 +868,22 @@ export function Scene({ gl.bindVertexArray(vao); vaoRef.current = vao; - // Configure position and color attributes for main VAO + // Configure position attribute gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + // Configure color attribute gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); - // Point ID buffer for main VAO - const mainPointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 2); - - + // Configure point ID attribute for main VAO + gl.bindBuffer(gl.ARRAY_BUFFER, pointIdBuffer); + gl.enableVertexAttribArray(2); + gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); - disposeFns.push(pickingSystem.initPicking(gl, positionBuffer)) + disposeFns.push(pickingSystem.initPicking(gl)); canvasRef.current.addEventListener('mousedown', handleMouseDown); canvasRef.current.addEventListener('mousemove', handleMouseMove); @@ -978,10 +908,10 @@ export function Scene({ if (colorBuffer) { gl.deleteBuffer(colorBuffer); } - if (mainPointIdBuffer) { - gl.deleteBuffer(mainPointIdBuffer); + if (pointIdBuffer) { + gl.deleteBuffer(pointIdBuffer); } - disposeFns.forEach(fn => fn?.()); + disposeFns.forEach(fn => fn?.()); } if (canvasRef.current) { canvasRef.current.removeEventListener('mousedown', handleMouseDown); @@ -990,7 +920,7 @@ export function Scene({ canvasRef.current.removeEventListener('wheel', handleWheel); } }; - }, [points, handleMouseMove, handleMouseUp, handleWheel, canvasRef.current?.width, canvasRef.current?.height]); + }, [points, handleMouseMove, handleMouseUp, handleWheel, canvasRef.current?.width, canvasRef.current?.height]); // Effect for per-frame rendering and picking updates useEffect(() => { From e2113db18f9acb178256536540a0992bc65450ee Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 17 Dec 2024 01:08:26 +0100 Subject: [PATCH 031/167] fix picking issue --- notebooks/points.py | 4 +- src/genstudio/js/scene3d/scene3d.tsx | 72 +++++++++++++++++++++------- 2 files changed, 56 insertions(+), 20 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 9630bd97..03af6478 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -226,8 +226,8 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): }, sync={"selected_region_i", "cube_rgb"}, ) - | scene(True, 0.01, js("$state.wall_xyz"), js("$state.wall_rgb")) - & scene(True, 1, js("$state.wall_xyz"), js("$state.wall_rgb")) + | scene(True, 0.01, js("$state.torus_xyz"), js("$state.torus_rgb")) + & scene(True, 1, js("$state.torus_xyz"), js("$state.torus_rgb")) | scene(False, 0.1, js("$state.cube_xyz"), js("$state.cube_rgb"), True) & scene(False, 0.5, js("$state.cube_xyz"), js("$state.cube_rgb"), True) | Plot.onChange( diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index b23861f0..464e7bc4 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -116,7 +116,7 @@ export const mainShaders = { } if (uRenderMode) { - // Picking mode - output encoded point ID + // Just output ID, ignore decorations: float id = float(vVertexID); float blue = floor(id / (256.0 * 256.0)); float green = floor((id - blue * 256.0 * 256.0) / 256.0); @@ -361,7 +361,7 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { const PICK_RADIUS = 10; const pickPoint = useCallback((gl: WebGL2RenderingContext, camera: OrbitCamera, pixelCoords: [number, number]): number | null => { - if (!gl || !programRef.current || !pickingFbRef.current) { + if (!gl || !programRef.current || !pickingFbRef.current || !vaoRef.current) { return null; } @@ -378,6 +378,7 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + // Use main program and set picking mode gl.useProgram(programRef.current); gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON @@ -390,10 +391,12 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { gl.uniform1f(uniformsRef.current.pointSize, pointSize); gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - // No need to detach the texture here! Just draw directly. + // Use the same VAO as normal rendering gl.bindVertexArray(vaoRef.current); - gl.clearColor(0, 0, 0, 0); - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + // Draw points + + gl.bindTexture(gl.TEXTURE_2D, null); // Unbind picking texture gl.drawArrays(gl.POINTS, 0, numPointsRef.current); // Now read the pixels after the points have been properly rendered @@ -406,8 +409,9 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { // Restore state gl.uniform1i(uniformsRef.current.renderMode, 0); // return to normal rendering mode gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); - gl.viewport(...currentViewport); + gl.viewport(currentViewport[0], currentViewport[1], currentViewport[2], currentViewport[3]); gl.activeTexture(currentActiveTexture); + gl.bindTexture(gl.TEXTURE_2D, currentTexture); // Spiral search for closest point @@ -432,7 +436,6 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { const id = pixels[i] + pixels[i + 1] * 256 + pixels[i + 2] * 256 * 256; - console.log('found', id) return id; } } @@ -460,10 +463,9 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { return null; }, [pointSize]); - function initPicking(gl: WebGL2RenderingContext) { - // Get number of points - const bufferSize = gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE); - numPointsRef.current = bufferSize / (3 * 4); // 3 floats per point, 4 bytes per float + function initPicking(gl: WebGL2RenderingContext, numPoints) { + + numPointsRef.current = numPoints // Create framebuffer and texture for picking const pickingFb = gl.createFramebuffer(); @@ -623,6 +625,22 @@ function devicePixels(gl, clientX, clientY) { return [pixelX, pixelY] } +// Add this helper function at the top level +function verifyPointIdBuffer(gl: WebGL2RenderingContext, buffer: WebGLBuffer, numPoints: number): boolean { + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + const data = new Float32Array(numPoints); + gl.getBufferSubData(gl.ARRAY_BUFFER, 0, data); + + // Verify IDs are sequential + for (let i = 0; i < numPoints; i++) { + if (data[i] !== i) { + console.error(`Point ID mismatch at index ${i}: expected ${i} but got ${data[i]}`); + return false; + } + } + return true; +} + export function Scene({ points, camera, @@ -840,10 +858,24 @@ export function Scene({ // Cache uniform locations uniformsRef.current = cacheUniformLocations(gl, program); - // Set up buffers + // Create buffers const positionBuffer = gl.createBuffer(); const colorBuffer = gl.createBuffer(); - const pointIdBuffer = createPointIdBuffer(gl, points.xyz.length / 3, 2); + const numPoints = points.xyz.length / 3; + + // Create point ID buffer with verified sequential IDs + const pointIdBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, pointIdBuffer); + const pointIds = new Float32Array(numPoints); + for (let i = 0; i < numPoints; i++) { + pointIds[i] = i; + } + gl.bufferData(gl.ARRAY_BUFFER, pointIds, gl.STATIC_DRAW); + + // Verify point ID buffer contents + if (!verifyPointIdBuffer(gl, pointIdBuffer, numPoints)) { + console.error('Point ID buffer verification failed'); + } // Position buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); @@ -863,27 +895,31 @@ export function Scene({ gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); } - // Set up main VAO for regular rendering + // Set up VAO with consistent attribute locations const vao = gl.createVertexArray(); gl.bindVertexArray(vao); vaoRef.current = vao; - // Configure position attribute + // Position attribute (location 0) gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - // Configure color attribute + // Color attribute (location 1) gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); - // Configure point ID attribute for main VAO + // Point ID attribute (location 2) gl.bindBuffer(gl.ARRAY_BUFFER, pointIdBuffer); gl.enableVertexAttribArray(2); gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); - disposeFns.push(pickingSystem.initPicking(gl)); + // Store numPoints in ref for picking system + // numPointsRef.current = numPoints; + + // Initialize picking system after VAO setup is complete + disposeFns.push(pickingSystem.initPicking(gl, points.xyz.length / 3)); canvasRef.current.addEventListener('mousedown', handleMouseDown); canvasRef.current.addEventListener('mousemove', handleMouseMove); From 4fa89c2e7e17bd7bf0c44990b6711e173a7e0bbe Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 17 Dec 2024 01:30:53 +0100 Subject: [PATCH 032/167] cleanup --- src/genstudio/js/scene3d/scene3d.tsx | 347 +++++++++++---------------- 1 file changed, 138 insertions(+), 209 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 464e7bc4..1a0f97a4 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -145,7 +145,6 @@ export const mainShaders = { fragColor = vec4(baseColor, alpha); }` }; - export class OrbitCamera { position: vec3; target: vec3; @@ -267,7 +266,6 @@ export class OrbitCamera { } } - function useCamera( requestRender: () => void, camera: CameraParams | undefined, @@ -275,66 +273,77 @@ function useCamera( callbacksRef ) { const isControlled = camera !== undefined; - let initialCamera = isControlled ? camera : defaultCamera; + const initialCamera = isControlled ? camera : defaultCamera; if (!initialCamera) { throw new Error('Either camera or defaultCamera must be provided'); } - const perspective = useMemo(() => ({ - fov: initialCamera.fov, - near: initialCamera.near, - far: initialCamera.far - }), [initialCamera.fov, initialCamera.near, initialCamera.far]); - - - const orientation = useMemo(() => ({ - position: Array.isArray(initialCamera.position) - ? vec3.fromValues(...initialCamera.position) - : vec3.clone(initialCamera.position), - target: Array.isArray(initialCamera.target) - ? vec3.fromValues(...initialCamera.target) - : vec3.clone(initialCamera.target), - up: Array.isArray(initialCamera.up) - ? vec3.fromValues(...initialCamera.up) - : vec3.clone(initialCamera.up) - }), [initialCamera.position, initialCamera.target, initialCamera.up]); - + // Create camera instance once const cameraRef = useRef(null); - // Initialize camera only once for uncontrolled mode - useEffect(() => { - if (!isControlled && !cameraRef.current) { - cameraRef.current = new OrbitCamera(orientation, perspective); - } - }, []); // Empty deps since we only want this on mount for uncontrolled mode + // Initialize camera once with default values + useMemo(() => { + const orientation = { + position: Array.isArray(initialCamera.position) + ? vec3.fromValues(...initialCamera.position) + : vec3.clone(initialCamera.position), + target: Array.isArray(initialCamera.target) + ? vec3.fromValues(...initialCamera.target) + : vec3.clone(initialCamera.target), + up: Array.isArray(initialCamera.up) + ? vec3.fromValues(...initialCamera.up) + : vec3.clone(initialCamera.up) + }; - useEffect(() => { - if (isControlled) { - cameraRef.current = new OrbitCamera(orientation, perspective); - } - }, [isControlled, perspective]); + const perspective = { + fov: initialCamera.fov, + near: initialCamera.near, + far: initialCamera.far + }; + + cameraRef.current = new OrbitCamera(orientation, perspective); + }, []); // Empty deps since we only want this on mount + // Update camera when controlled props change useEffect(() => { - if (isControlled) { - cameraRef.current.setOrientation(orientation); - requestRender(); - } - }, [isControlled, orientation]); + if (!isControlled || !cameraRef.current) return; + + const orientation = { + position: Array.isArray(camera.position) + ? vec3.fromValues(...camera.position) + : vec3.clone(camera.position), + target: Array.isArray(camera.target) + ? vec3.fromValues(...camera.target) + : vec3.clone(camera.target), + up: Array.isArray(camera.up) + ? vec3.fromValues(...camera.up) + : vec3.clone(camera.up) + }; + + cameraRef.current.setOrientation(orientation); + cameraRef.current.setPerspective({ + fov: camera.fov, + near: camera.near, + far: camera.far + }); + + requestRender(); + }, [isControlled, camera]); const notifyCameraChange = useCallback(() => { - const onCameraChange = callbacksRef.current.onCameraChange + const onCameraChange = callbacksRef.current.onCameraChange; if (!cameraRef.current || !onCameraChange) return; const camera = cameraRef.current; - tempCamera.position = [...camera.position] as [number, number, number]; - tempCamera.target = [...camera.target] as [number, number, number]; - tempCamera.up = [...camera.up] as [number, number, number]; - tempCamera.fov = camera.fov; - tempCamera.near = camera.near; - tempCamera.far = camera.far; - - onCameraChange(tempCamera); + onCameraChange({ + position: [...camera.position] as [number, number, number], + target: [...camera.target] as [number, number, number], + up: [...camera.up] as [number, number, number], + fov: camera.fov, + near: camera.near, + far: camera.far + }); }, []); const handleCameraMove = useCallback((action: (camera: OrbitCamera) => void) => { @@ -354,118 +363,97 @@ function useCamera( }; } + // Helper to save and restore GL state +const withGLState = (gl: WebGL2RenderingContext, uniformsRef, callback: () => void) => { + const fbo = gl.getParameter(gl.FRAMEBUFFER_BINDING); + const viewport = gl.getParameter(gl.VIEWPORT); + const activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE); + const texture = gl.getParameter(gl.TEXTURE_BINDING_2D); + const renderMode = 0; // Normal rendering mode + const program = gl.getParameter(gl.CURRENT_PROGRAM); + + try { + callback(); + } finally { + // Restore state + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.viewport(viewport[0], viewport[1], viewport[2], viewport[3]); + gl.activeTexture(activeTexture); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.useProgram(program); + gl.uniform1i(uniformsRef.current.renderMode, renderMode); + } +}; + function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { const pickingFbRef = useRef(null); const pickingTextureRef = useRef(null); const numPointsRef = useRef(0); const PICK_RADIUS = 10; - const pickPoint = useCallback((gl: WebGL2RenderingContext, camera: OrbitCamera, pixelCoords: [number, number]): number | null => { if (!gl || !programRef.current || !pickingFbRef.current || !vaoRef.current) { return null; } const [pixelX, pixelY] = pixelCoords; + let closestId: number | null = null; - // Save current WebGL state - const currentFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); - const currentViewport = gl.getParameter(gl.VIEWPORT); - const currentActiveTexture = gl.getParameter(gl.ACTIVE_TEXTURE); - const currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D); - - // Before drawing, ensure the picking framebuffer and texture are still attached - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); - gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - - // Use main program and set picking mode - gl.useProgram(programRef.current); - gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON - - // Set all uniforms (projection, view, etc.) just like normal rendering - const perspectiveMatrix = camera.getPerspectiveMatrix(gl); - const orientationMatrix = camera.getOrientationMatrix(); - gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); - gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); - gl.uniform1f(uniformsRef.current.pointSize, pointSize); - gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - - // Use the same VAO as normal rendering - gl.bindVertexArray(vaoRef.current); - - // Draw points + withGLState(gl, uniformsRef, () => { + // Set up picking framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); + gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - gl.bindTexture(gl.TEXTURE_2D, null); // Unbind picking texture - gl.drawArrays(gl.POINTS, 0, numPointsRef.current); + // Configure for picking render + gl.useProgram(programRef.current); + gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON - // Now read the pixels after the points have been properly rendered - const size = PICK_RADIUS * 2 + 1; - const startX = Math.max(0, pixelX - PICK_RADIUS); - const startY = Math.max(0, gl.canvas.height - pixelY - PICK_RADIUS); - const pixels = new Uint8Array(size * size * 4); - gl.readPixels(startX, startY, size, size, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + // Set uniforms + const perspectiveMatrix = camera.getPerspectiveMatrix(gl); + const orientationMatrix = camera.getOrientationMatrix(); + gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); + gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); + gl.uniform1f(uniformsRef.current.pointSize, pointSize); + gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - // Restore state - gl.uniform1i(uniformsRef.current.renderMode, 0); // return to normal rendering mode - gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); - gl.viewport(currentViewport[0], currentViewport[1], currentViewport[2], currentViewport[3]); - gl.activeTexture(currentActiveTexture); - - gl.bindTexture(gl.TEXTURE_2D, currentTexture); - - // Spiral search for closest point - const centerX = PICK_RADIUS; - const centerY = PICK_RADIUS; - - // Spiral outward from center - let x = 0, y = 0; - let dx = 0, dy = -1; - let length = 0; - let steps = 0; - const maxSteps = size * size; - - while (steps < maxSteps) { - // Check current position - const px = centerX + x; - const py = centerY + y; - - if (px >= 0 && px < size && py >= 0 && py < size) { - const i = (py * size + px) * 4; - if (pixels[i + 3] > 0) { // Found a point - const id = pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; - return id; + // Draw points + gl.bindVertexArray(vaoRef.current); + gl.bindTexture(gl.TEXTURE_2D, null); + gl.drawArrays(gl.POINTS, 0, numPointsRef.current); + + // Read pixels + const size = PICK_RADIUS * 2 + 1; + const startX = Math.max(0, pixelX - PICK_RADIUS); + const startY = Math.max(0, gl.canvas.height - pixelY - PICK_RADIUS); + const pixels = new Uint8Array(size * size * 4); + gl.readPixels(startX, startY, size, size, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + + // Find closest point + const centerX = PICK_RADIUS; + const centerY = PICK_RADIUS; + let minDist = Infinity; + + for (let y = 0; y < size; y++) { + for (let x = 0; x < size; x++) { + const i = (y * size + x) * 4; + if (pixels[i + 3] > 0) { // Found a point + const dist = Math.hypot(x - centerX, y - centerY); + if (dist < minDist) { + minDist = dist; + closestId = pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; + } + } } } + }); - // More efficient spiral movement - steps++; - if (x === length && y === length) { - length++; - dx = -1; - dy = 0; - } else if (x === -length && y === length) { - dx = 0; - dy = -1; - } else if (x === -length && y === -length) { - dx = 1; - dy = 0; - } else if (x === length && y === -length) { - dx = 0; - dy = 1; - } - x += dx; - y += dy; - } - - return null; + return closestId; }, [pointSize]); function initPicking(gl: WebGL2RenderingContext, numPoints) { - - numPointsRef.current = numPoints + numPointsRef.current = numPoints; // Create framebuffer and texture for picking const pickingFb = gl.createFramebuffer(); @@ -545,13 +533,11 @@ function cacheUniformLocations( canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), // Decoration uniforms - decorationIndices: gl.getUniformLocation(program, 'uDecorationIndices'), decorationScales: gl.getUniformLocation(program, 'uDecorationScales'), decorationColors: gl.getUniformLocation(program, 'uDecorationColors'), decorationAlphas: gl.getUniformLocation(program, 'uDecorationAlphas'), decorationBlendModes: gl.getUniformLocation(program, 'uDecorationBlendModes'), decorationBlendStrengths: gl.getUniformLocation(program, 'uDecorationBlendStrengths'), - decorationCount: gl.getUniformLocation(program, 'uDecorationCount'), // Decoration map uniforms decorationMap: gl.getUniformLocation(program, 'uDecorationMap'), @@ -579,42 +565,21 @@ function blendModeToInt(mode: DecorationGroup['blendMode']): number { function computeCanvasDimensions(containerWidth, width, height, aspectRatio = 1) { if (!containerWidth && !width) return; - let finalWidth, finalHeight; - - // Case 1: Only height specified - if (height && !width) { - finalHeight = height; - finalWidth = containerWidth; - } - - // Case 2: Only width specified - else if (width && !height) { - finalWidth = width; - finalHeight = width / aspectRatio; - } - - // Case 3: Both dimensions specified - else if (width && height) { - finalWidth = width; - finalHeight = height; - } + // Determine final width from explicit width or container width + const finalWidth = width || containerWidth; - // Case 4: Neither dimension specified - else { - finalWidth = containerWidth; - finalHeight = containerWidth / aspectRatio; - } + // Determine final height from explicit height or aspect ratio + const finalHeight = height || finalWidth / aspectRatio; return { - width: finalWidth, - height: finalHeight, - style: { - // Only set explicit width if user provided it - width: width ? `${width}px` : '100%', - height: `${finalHeight}px` - } + width: finalWidth, + height: finalHeight, + style: { + width: width ? `${width}px` : '100%', + height: `${finalHeight}px` + } }; - } +} function devicePixels(gl, clientX, clientY) { const rect = gl.canvas.getBoundingClientRect(); @@ -625,22 +590,6 @@ function devicePixels(gl, clientX, clientY) { return [pixelX, pixelY] } -// Add this helper function at the top level -function verifyPointIdBuffer(gl: WebGL2RenderingContext, buffer: WebGLBuffer, numPoints: number): boolean { - gl.bindBuffer(gl.ARRAY_BUFFER, buffer); - const data = new Float32Array(numPoints); - gl.getBufferSubData(gl.ARRAY_BUFFER, 0, data); - - // Verify IDs are sequential - for (let i = 0; i < numPoints; i++) { - if (data[i] !== i) { - console.error(`Point ID mismatch at index ${i}: expected ${i} but got ${data[i]}`); - return false; - } - } - return true; -} - export function Scene({ points, camera, @@ -847,7 +796,6 @@ export function Scene({ if (!gl) { return console.error('WebGL2 not supported'); } - console.log("Init gl") glRef.current = gl; @@ -872,11 +820,6 @@ export function Scene({ } gl.bufferData(gl.ARRAY_BUFFER, pointIds, gl.STATIC_DRAW); - // Verify point ID buffer contents - if (!verifyPointIdBuffer(gl, pointIdBuffer, numPoints)) { - console.error('Point ID buffer verification failed'); - } - // Position buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); @@ -962,8 +905,6 @@ export function Scene({ useEffect(() => { if (!glRef.current || !programRef.current || !cameraRef.current) return; - console.log("INIT: NEW RENDER FUNCTION") - const gl = glRef.current; renderFunctionRef.current = function render() { @@ -998,7 +939,6 @@ export function Scene({ const currentDecorations = decorationsRef.current; // Prepare decoration data - const indices = new Int32Array(MAX_DECORATIONS).fill(-1); const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); const colors = new Float32Array(MAX_DECORATIONS * 3).fill(-1); const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); @@ -1009,7 +949,6 @@ export function Scene({ // Fill arrays with decoration data const numDecorations = Math.min(Object.keys(currentDecorations).length, MAX_DECORATIONS); Object.values(currentDecorations).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { - indices[i] = decoration.indexes[0]; scales[i] = decoration.scale ?? 1.0; if (decoration.color) { @@ -1026,7 +965,7 @@ export function Scene({ }); // Set uniforms - gl.uniform1iv(uniformsRef.current.decorationIndices, indices); + gl.uniform1fv(uniformsRef.current.decorationScales, scales); gl.uniform3fv(uniformsRef.current.decorationColors, colors); gl.uniform1fv(uniformsRef.current.decorationAlphas, alphas); @@ -1101,13 +1040,3 @@ export function Scene({
); } - -// Reuse this object to avoid allocations -const tempCamera: CameraParams = { - position: [0, 0, 0], - target: [0, 0, 0], - up: [0, 1, 0], - fov: 45, - near: 0.1, - far: 1000 -}; From a6d049fe581c42dc94dce51669e4fb3fe4abfa10 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 17 Dec 2024 01:38:12 +0100 Subject: [PATCH 033/167] simplify mouse/interaction state --- src/genstudio/js/scene3d/scene3d.tsx | 102 +++++++++++++++++---------- 1 file changed, 64 insertions(+), 38 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 1a0f97a4..4ed8631c 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -590,6 +590,14 @@ function devicePixels(gl, clientX, clientY) { return [pixelX, pixelY] } +// Define interaction modes +type InteractionMode = 'none' | 'orbit' | 'pan'; +type InteractionState = { + mode: InteractionMode; + startX: number; + startY: number; +}; + export function Scene({ points, camera, @@ -653,9 +661,10 @@ export function Scene({ const canvasRef = useRef(null); const glRef = useRef(null); const programRef = useRef(null); - const interactionState = useRef({ - isDragging: false, - isPanning: false + const interactionState = useRef({ + mode: 'none', + startX: 0, + startY: 0 }); const animationFrameRef = useRef(); const vaoRef = useRef(null); @@ -721,47 +730,74 @@ export function Scene({ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); }, [decorationsRef]); - // Update handleMouseMove to properly clear hover state and handle all cases + // Simplified mouse handlers + const handleMouseDown = useCallback((e: MouseEvent) => { + const mode: InteractionMode = e.button === 0 + ? (e.shiftKey ? 'pan' : 'orbit') + : e.button === 1 ? 'pan' : 'none'; + + if (mode !== 'none') { + interactionState.current = { + mode, + startX: e.clientX, + startY: e.clientY + }; + } + }, []); + const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; - const onHover = callbacksRef.current.onPointHover - - if (interactionState.current.isDragging) { - onHover?.(null); - handleCameraMove(camera => camera.orbit(e.movementX, e.movementY)); - } else if (interactionState.current.isPanning) { - onHover?.(null); - handleCameraMove(camera => camera.pan(e.movementX, e.movementY)); - } else if (onHover) { - const pointIndex = pickingSystem.pickPoint(glRef.current, cameraRef.current, devicePixels(glRef.current, e.clientX, e.clientY)); - onHover?.(pointIndex); + const onHover = callbacksRef.current.onPointHover; + const { mode, startX, startY } = interactionState.current; + + switch (mode) { + case 'orbit': + onHover?.(null); + handleCameraMove(camera => camera.orbit(e.movementX, e.movementY)); + break; + case 'pan': + onHover?.(null); + handleCameraMove(camera => camera.pan(e.movementX, e.movementY)); + break; + case 'none': + if (onHover) { + const pointIndex = pickingSystem.pickPoint( + glRef.current, + cameraRef.current, + devicePixels(glRef.current, e.clientX, e.clientY) + ); + onHover(pointIndex); + } + break; } }, [handleCameraMove, pickingSystem.pickPoint]); - // Update handleMouseUp to use the same radius const handleMouseUp = useCallback((e: MouseEvent) => { - const wasDragging = interactionState.current.isDragging; - const wasPanning = interactionState.current.isPanning; + const { mode, startX, startY } = interactionState.current; + const onClick = callbacksRef.current.onPointClick; - const onClick = callbacksRef.current.onPointClick - - interactionState.current.isDragging = false; - interactionState.current.isPanning = false; - - if (wasDragging && !wasPanning && mouseDownPositionRef.current && onClick) { - const dx = e.clientX - mouseDownPositionRef.current.x; - const dy = e.clientY - mouseDownPositionRef.current.y; + if (mode === 'orbit' && onClick) { + const dx = e.clientX - startX; + const dy = e.clientY - startY; const distance = Math.sqrt(dx * dx + dy * dy); if (distance < CLICK_THRESHOLD) { - const pointIndex = pickingSystem.pickPoint(glRef.current, cameraRef.current, devicePixels(glRef.current, e.clientX, e.clientY), 4); // Same radius as hover + const pointIndex = pickingSystem.pickPoint( + glRef.current, + cameraRef.current, + devicePixels(glRef.current, e.clientX, e.clientY) + ); if (pointIndex !== null) { onClick(pointIndex, e); } } } - mouseDownPositionRef.current = null; + interactionState.current = { + mode: 'none', + startX: 0, + startY: 0 + }; }, [pickingSystem.pickPoint]); const handleWheel = useCallback((e: WheelEvent) => { @@ -1004,16 +1040,6 @@ export function Scene({ }, [dimensions]); - // Add back handleMouseDown - const handleMouseDown = useCallback((e: MouseEvent) => { - if (e.button === 0 && !e.shiftKey) { // Left click without shift - mouseDownPositionRef.current = { x: e.clientX, y: e.clientY }; - interactionState.current.isDragging = true; - } else if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Middle click or shift+left click - interactionState.current.isPanning = true; - } - }, []); - // Clean up useEffect(() => { const gl = glRef.current; // Get gl from ref From 08c331a3ddcfcc2904c668b5bba46afc0ff85d3f Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 17 Dec 2024 01:42:48 +0100 Subject: [PATCH 034/167] simplify requestRender --- src/genstudio/js/scene3d/scene3d.tsx | 25 +++++++------------------ 1 file changed, 7 insertions(+), 18 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 4ed8631c..48d320de 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -632,25 +632,14 @@ export function Scene({ const lastRenderTime = useRef(null); const requestRender = useCallback(() => { - if (renderFunctionRef.current) { - // Cancel any pending render - if (renderRAFRef.current) { - cancelAnimationFrame(renderRAFRef.current); - } - - renderRAFRef.current = requestAnimationFrame(() => { - renderFunctionRef.current(); - - const now = performance.now(); - if (lastRenderTime.current) { - const timeBetweenRenders = now - lastRenderTime.current; - updateDisplay(timeBetweenRenders); - } - lastRenderTime.current = now; + if (!renderFunctionRef.current) return; - renderRAFRef.current = null; - }); - } + cancelAnimationFrame(renderRAFRef.current); + renderRAFRef.current = requestAnimationFrame(() => { + renderFunctionRef.current(); + updateDisplay(performance.now() - (lastRenderTime.current ?? performance.now())); + lastRenderTime.current = performance.now(); + }); }, []); const { From 7be9e31f6189f6c54f164f2d607b66c596ea0aee Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 17 Dec 2024 01:47:31 +0100 Subject: [PATCH 035/167] functional camera state --- src/genstudio/js/scene3d/scene3d.tsx | 222 +++++++++++++-------------- 1 file changed, 109 insertions(+), 113 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 48d320de..009150a2 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -145,7 +145,9 @@ export const mainShaders = { fragColor = vec4(baseColor, alpha); }` }; -export class OrbitCamera { + +// Camera state type +type CameraState = { position: vec3; target: vec3; up: vec3; @@ -155,115 +157,112 @@ export class OrbitCamera { fov: number; near: number; far: number; +} - constructor(orientation: { - position: vec3, - target: vec3, - up: vec3 - }, perspective: { - fov: number, - near: number, - far: number - }) { - this.setPerspective(perspective); - this.setOrientation(orientation); - } - - setOrientation(orientation: { - position: vec3, - target: vec3, - up: vec3 - }): void { - this.position = vec3.clone(orientation.position); - this.target = vec3.clone(orientation.target); - this.up = vec3.clone(orientation.up); +// Camera operations +function createCamera(orientation: { + position: vec3, + target: vec3, + up: vec3 +}, perspective: { + fov: number, + near: number, + far: number +}): CameraState { + const radius = vec3.distance(orientation.position, orientation.target); + const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); + const phi = Math.acos(relativePos[2] / radius); + const theta = Math.atan2(relativePos[0], relativePos[1]); - // Initialize orbit parameters - this.radius = vec3.distance(orientation.position, orientation.target); + return { + position: vec3.clone(orientation.position), + target: vec3.clone(orientation.target), + up: vec3.clone(orientation.up), + radius, + phi, + theta, + fov: perspective.fov, + near: perspective.near, + far: perspective.far + }; +} - // Calculate relative position from target - const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); +function setOrientation(camera: CameraState, orientation: { + position: vec3, + target: vec3, + up: vec3 +}): void { + vec3.copy(camera.position, orientation.position); + vec3.copy(camera.target, orientation.target); + vec3.copy(camera.up, orientation.up); + + camera.radius = vec3.distance(orientation.position, orientation.target); + const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); + camera.phi = Math.acos(relativePos[2] / camera.radius); + camera.theta = Math.atan2(relativePos[0], relativePos[1]); +} - // Calculate angles - this.phi = Math.acos(relativePos[2] / this.radius); // Changed from position[1] - this.theta = Math.atan2(relativePos[0], relativePos[1]); // Changed from position[0], position[2] - } +function setPerspective(camera: CameraState, perspective: { + fov: number, + near: number, + far: number +}): void { + camera.fov = perspective.fov; + camera.near = perspective.near; + camera.far = perspective.far; +} - setPerspective(perspective: { - fov: number, - near: number, - far: number - }): void { - this.fov = perspective.fov; - this.near = perspective.near; - this.far = perspective.far; - } +function getOrientationMatrix(camera: CameraState): mat4 { + return mat4.lookAt(mat4.create(), camera.position, camera.target, camera.up); +} - getOrientationMatrix(): mat4 { - return mat4.lookAt(mat4.create(), this.position, this.target, this.up); - } - getPerspectiveMatrix(gl): mat4 { - return mat4.perspective( - mat4.create(), - this.fov * Math.PI / 180, - gl.canvas.width / gl.canvas.height, - this.near, - this.far - ) - } +function getPerspectiveMatrix(camera: CameraState, gl: WebGL2RenderingContext): mat4 { + return mat4.perspective( + mat4.create(), + camera.fov * Math.PI / 180, + gl.canvas.width / gl.canvas.height, + camera.near, + camera.far + ); +} - orbit(deltaX: number, deltaY: number): void { - // Update angles - note we swap the relationship here - this.theta += deltaX * 0.01; // Left/right movement affects azimuthal angle - this.phi -= deltaY * 0.01; // Up/down movement affects polar angle (note: + instead of -) - - // Clamp phi to avoid flipping and keep camera above ground - this.phi = Math.max(0.01, Math.min(Math.PI - 0.01, this.phi)); - - // Calculate new position using spherical coordinates - const sinPhi = Math.sin(this.phi); - const cosPhi = Math.cos(this.phi); - const sinTheta = Math.sin(this.theta); - const cosTheta = Math.cos(this.theta); - - // Update position in world space - // Note: Changed coordinate mapping to match expected behavior - this.position[0] = this.target[0] + this.radius * sinPhi * sinTheta; - this.position[1] = this.target[1] + this.radius * sinPhi * cosTheta; - this.position[2] = this.target[2] + this.radius * cosPhi; - } +function orbit(camera: CameraState, deltaX: number, deltaY: number): void { + camera.theta += deltaX * 0.01; + camera.phi -= deltaY * 0.01; + camera.phi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi)); - zoom(delta: number): void { - // Update radius with limits - this.radius = Math.max(0.1, Math.min(1000, this.radius + delta * 0.1)); + const sinPhi = Math.sin(camera.phi); + const cosPhi = Math.cos(camera.phi); + const sinTheta = Math.sin(camera.theta); + const cosTheta = Math.cos(camera.theta); - // Update position based on new radius - const direction = vec3.sub(vec3.create(), this.target, this.position); - vec3.normalize(direction, direction); - vec3.scaleAndAdd(this.position, this.target, direction, -this.radius); - } + camera.position[0] = camera.target[0] + camera.radius * sinPhi * sinTheta; + camera.position[1] = camera.target[1] + camera.radius * sinPhi * cosTheta; + camera.position[2] = camera.target[2] + camera.radius * cosPhi; +} - pan(deltaX: number, deltaY: number): void { - // Calculate right vector - const forward = vec3.sub(vec3.create(), this.target, this.position); - const right = vec3.cross(vec3.create(), forward, this.up); - vec3.normalize(right, right); +function zoom(camera: CameraState, delta: number): void { + camera.radius = Math.max(0.1, Math.min(1000, camera.radius + delta * 0.1)); + const direction = vec3.sub(vec3.create(), camera.target, camera.position); + vec3.normalize(direction, direction); + vec3.scaleAndAdd(camera.position, camera.target, direction, -camera.radius); +} - // Calculate actual up vector (not world up) - const actualUp = vec3.cross(vec3.create(), right, forward); - vec3.normalize(actualUp, actualUp); +function pan(camera: CameraState, deltaX: number, deltaY: number): void { + const forward = vec3.sub(vec3.create(), camera.target, camera.position); + const right = vec3.cross(vec3.create(), forward, camera.up); + vec3.normalize(right, right); - // Scale the movement based on distance - const scale = this.radius * 0.002; + const actualUp = vec3.cross(vec3.create(), right, forward); + vec3.normalize(actualUp, actualUp); - // Move both position and target - const movement = vec3.create(); - vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); - vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); + const scale = camera.radius * 0.002; + const movement = vec3.create(); + vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); + vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); - vec3.add(this.position, this.position, movement); - vec3.add(this.target, this.target, movement); - } + vec3.add(camera.position, camera.position, movement); + vec3.add(camera.target, camera.target, movement); } function useCamera( @@ -279,10 +278,8 @@ function useCamera( throw new Error('Either camera or defaultCamera must be provided'); } - // Create camera instance once - const cameraRef = useRef(null); + const cameraRef = useRef(null); - // Initialize camera once with default values useMemo(() => { const orientation = { position: Array.isArray(initialCamera.position) @@ -302,10 +299,9 @@ function useCamera( far: initialCamera.far }; - cameraRef.current = new OrbitCamera(orientation, perspective); - }, []); // Empty deps since we only want this on mount + cameraRef.current = createCamera(orientation, perspective); + }, []); - // Update camera when controlled props change useEffect(() => { if (!isControlled || !cameraRef.current) return; @@ -321,8 +317,8 @@ function useCamera( : vec3.clone(camera.up) }; - cameraRef.current.setOrientation(orientation); - cameraRef.current.setPerspective({ + setOrientation(cameraRef.current, orientation); + setPerspective(cameraRef.current, { fov: camera.fov, near: camera.near, far: camera.far @@ -346,7 +342,7 @@ function useCamera( }); }, []); - const handleCameraMove = useCallback((action: (camera: OrbitCamera) => void) => { + const handleCameraMove = useCallback((action: (camera: CameraState) => void) => { if (!cameraRef.current) return; action(cameraRef.current); @@ -390,7 +386,7 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { const pickingTextureRef = useRef(null); const numPointsRef = useRef(0); const PICK_RADIUS = 10; - const pickPoint = useCallback((gl: WebGL2RenderingContext, camera: OrbitCamera, pixelCoords: [number, number]): number | null => { + const pickPoint = useCallback((gl: WebGL2RenderingContext, camera: CameraState, pixelCoords: [number, number]): number | null => { if (!gl || !programRef.current || !pickingFbRef.current || !vaoRef.current) { return null; } @@ -409,8 +405,8 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON // Set uniforms - const perspectiveMatrix = camera.getPerspectiveMatrix(gl); - const orientationMatrix = camera.getOrientationMatrix(); + const perspectiveMatrix = getPerspectiveMatrix(camera, gl); + const orientationMatrix = getOrientationMatrix(camera); gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); gl.uniform1f(uniformsRef.current.pointSize, pointSize); @@ -742,11 +738,11 @@ export function Scene({ switch (mode) { case 'orbit': onHover?.(null); - handleCameraMove(camera => camera.orbit(e.movementX, e.movementY)); + handleCameraMove(camera => orbit(camera, e.movementX, e.movementY)); break; case 'pan': onHover?.(null); - handleCameraMove(camera => camera.pan(e.movementX, e.movementY)); + handleCameraMove(camera => pan(camera, e.movementX, e.movementY)); break; case 'none': if (onHover) { @@ -791,7 +787,7 @@ export function Scene({ const handleWheel = useCallback((e: WheelEvent) => { e.preventDefault(); - handleCameraMove(camera => camera.zoom(e.deltaY)); + handleCameraMove(camera => zoom(camera, e.deltaY)); }, [handleCameraMove]); // Add mouseLeave handler to clear hover state when leaving canvas @@ -943,8 +939,8 @@ export function Scene({ gl.useProgram(programRef.current); // Set up matrices - const perspectiveMatrix = cameraRef.current.getPerspectiveMatrix(gl); - const orientationMatrix = cameraRef.current.getOrientationMatrix() + const perspectiveMatrix = getPerspectiveMatrix(cameraRef.current, gl); + const orientationMatrix = getOrientationMatrix(cameraRef.current) // Set all uniforms in one place gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); From 7ec142fbb5acd33d53a7eed611f0b3e592d7d4bf Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 18 Dec 2024 13:44:22 +0100 Subject: [PATCH 036/167] remove blend modes --- src/genstudio/js/scene3d/scene3d.tsx | 46 +--------------------------- src/genstudio/js/scene3d/types.ts | 24 +++++---------- 2 files changed, 9 insertions(+), 61 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 009150a2..600c0f4a 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -78,8 +78,6 @@ export const mainShaders = { // Decoration property uniforms uniform vec3 uDecorationColors[MAX_DECORATIONS]; uniform float uDecorationAlphas[MAX_DECORATIONS]; - uniform int uDecorationBlendModes[MAX_DECORATIONS]; - uniform float uDecorationBlendStrengths[MAX_DECORATIONS]; // Decoration mapping texture uniform sampler2D uDecorationMap; @@ -92,22 +90,6 @@ export const mainShaders = { uniform bool uRenderMode; // false = normal, true = picking - vec3 applyBlend(vec3 base, vec3 blend, int mode, float strength) { - if (blend.r < 0.0) return base; // No color override - - vec3 result = base; - if (mode == 0) { // replace - result = blend; - } else if (mode == 1) { // multiply - result = base * blend; - } else if (mode == 2) { // add - result = min(base + blend, 1.0); - } else if (mode == 3) { // screen - result = 1.0 - (1.0 - base) * (1.0 - blend); - } - return mix(base, result, strength); - } - void main() { vec2 coord = gl_PointCoord * 2.0 - 1.0; float dist = dot(coord, coord); @@ -132,12 +114,7 @@ export const mainShaders = { if (vDecorationIndex >= 0) { vec3 decorationColor = uDecorationColors[vDecorationIndex]; if (decorationColor.r >= 0.0) { - baseColor = applyBlend( - baseColor, - decorationColor, - uDecorationBlendModes[vDecorationIndex], - uDecorationBlendStrengths[vDecorationIndex] - ); + baseColor = decorationColor; } alpha *= uDecorationAlphas[vDecorationIndex]; } @@ -532,8 +509,6 @@ function cacheUniformLocations( decorationScales: gl.getUniformLocation(program, 'uDecorationScales'), decorationColors: gl.getUniformLocation(program, 'uDecorationColors'), decorationAlphas: gl.getUniformLocation(program, 'uDecorationAlphas'), - decorationBlendModes: gl.getUniformLocation(program, 'uDecorationBlendModes'), - decorationBlendStrengths: gl.getUniformLocation(program, 'uDecorationBlendStrengths'), // Decoration map uniforms decorationMap: gl.getUniformLocation(program, 'uDecorationMap'), @@ -547,17 +522,6 @@ function cacheUniformLocations( }; } -// Add helper to convert blend mode string to int -function blendModeToInt(mode: DecorationGroup['blendMode']): number { - switch (mode) { - case 'replace': return 0; - case 'multiply': return 1; - case 'add': return 2; - case 'screen': return 3; - default: return 0; - } -} - function computeCanvasDimensions(containerWidth, width, height, aspectRatio = 1) { if (!containerWidth && !width) return; @@ -963,8 +927,6 @@ export function Scene({ const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); const colors = new Float32Array(MAX_DECORATIONS * 3).fill(-1); const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); - const blendModes = new Int32Array(MAX_DECORATIONS).fill(0); - const blendStrengths = new Float32Array(MAX_DECORATIONS).fill(1.0); const minSizes = new Float32Array(MAX_DECORATIONS).fill(0.0); // Fill arrays with decoration data @@ -980,19 +942,13 @@ export function Scene({ } alphas[i] = decoration.alpha ?? 1.0; - blendModes[i] = blendModeToInt(decoration.blendMode); - blendStrengths[i] = decoration.blendStrength ?? 1.0; minSizes[i] = decoration.minSize ?? 0.0; }); // Set uniforms - gl.uniform1fv(uniformsRef.current.decorationScales, scales); gl.uniform3fv(uniformsRef.current.decorationColors, colors); gl.uniform1fv(uniformsRef.current.decorationAlphas, alphas); - gl.uniform1iv(uniformsRef.current.decorationBlendModes, blendModes); - gl.uniform1fv(uniformsRef.current.decorationBlendStrengths, blendStrengths); - gl.uniform1i(uniformsRef.current.decorationCount, numDecorations); gl.uniform1fv(uniformsRef.current.decorationMinSizes, minSizes); // Ensure correct VAO is bound diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts index e49180e6..477e346d 100644 --- a/src/genstudio/js/scene3d/types.ts +++ b/src/genstudio/js/scene3d/types.ts @@ -16,16 +16,10 @@ export interface CameraParams { export interface DecorationGroup { indexes: number[]; - - // Visual modifications - color?: [number, number, number]; // RGB color override - alpha?: number; // 0-1 opacity - scale?: number; // Size multiplier for points - minSize?: number; // Minimum size in pixels, regardless of distance - - // Color blend modes - blendMode?: 'replace' | 'multiply' | 'add' | 'screen'; - blendStrength?: number; // 0-1, how strongly to apply the blend + color?: [number, number, number]; + scale?: number; + alpha?: number; + minSize?: number; } export interface DecorationGroups { @@ -63,15 +57,13 @@ export interface ShaderUniforms { view: WebGLUniformLocation | null; pointSize: WebGLUniformLocation | null; canvasSize: WebGLUniformLocation | null; - - // Decoration uniforms - decorationIndices: WebGLUniformLocation | null; decorationScales: WebGLUniformLocation | null; decorationColors: WebGLUniformLocation | null; decorationAlphas: WebGLUniformLocation | null; - decorationBlendModes: WebGLUniformLocation | null; - decorationBlendStrengths: WebGLUniformLocation | null; - decorationCount: WebGLUniformLocation | null; + decorationMap: WebGLUniformLocation | null; + decorationMapSize: WebGLUniformLocation | null; + decorationMinSizes: WebGLUniformLocation | null; + renderMode: WebGLUniformLocation | null; } export interface PickingUniforms { From c4bd5f393e9a21a8f24f8f02910e80eb3c104892 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 18 Dec 2024 14:04:57 +0100 Subject: [PATCH 037/167] use position/color instead of xyz/rgb --- notebooks/points.py | 10 +++++----- src/genstudio/js/scene3d/scene3d.tsx | 22 +++++++++++----------- src/genstudio/js/scene3d/types.ts | 4 ++-- 3 files changed, 18 insertions(+), 18 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 03af6478..9136259a 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -107,8 +107,8 @@ def make_wall(n_points: int): class Points(Plot.LayoutItem): - def __init__(self, props): - self.props = props + def __init__(self, points, props): + self.props = {**props, "points": points} def for_json(self) -> Any: return [Plot.JSRef("scene3d.Scene"), self.props] @@ -135,9 +135,9 @@ def scene(controlled, point_size, xyz, rgb, select_region=False): } ) return Points( + {"position": xyz, "color": rgb}, { - "points": {"xyz": xyz, "rgb": rgb}, - "backgroundColor": [0.1, 0.1, 0.1, 1], # Dark background to make colors pop + "backgroundColor": [0.1, 0.1, 0.1, 1], "pointSize": point_size, "onPointHover": js("""(i) => { $state.update({hovered: i}) @@ -172,7 +172,7 @@ def scene(controlled, point_size, xyz, rgb, select_region=False): }, "highlightColor": [1.0, 1.0, 0.0], **cameraProps, - } + }, ) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 600c0f4a..bc806395 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -794,7 +794,7 @@ export function Scene({ // Create buffers const positionBuffer = gl.createBuffer(); const colorBuffer = gl.createBuffer(); - const numPoints = points.xyz.length / 3; + const numPoints = points.position.length / 3; // Create point ID buffer with verified sequential IDs const pointIdBuffer = gl.createBuffer(); @@ -807,18 +807,18 @@ export function Scene({ // Position buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, points.xyz, gl.STATIC_DRAW); + gl.bufferData(gl.ARRAY_BUFFER, points.position, gl.STATIC_DRAW); // Color buffer gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); - if (points.rgb) { - const normalizedColors = new Float32Array(points.rgb.length); - for (let i = 0; i < points.rgb.length; i++) { - normalizedColors[i] = points.rgb[i] / 255.0; + if (points.color) { + const normalizedColors = new Float32Array(points.color.length); + for (let i = 0; i < points.color.length; i++) { + normalizedColors[i] = points.color[i] / 255.0; } gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); } else { - const defaultColors = new Float32Array(points.xyz.length); + const defaultColors = new Float32Array(points.position.length); defaultColors.fill(0.7); gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); } @@ -847,7 +847,7 @@ export function Scene({ // numPointsRef.current = numPoints; // Initialize picking system after VAO setup is complete - disposeFns.push(pickingSystem.initPicking(gl, points.xyz.length / 3)); + disposeFns.push(pickingSystem.initPicking(gl, points.position.length / 3)); canvasRef.current.addEventListener('mousedown', handleMouseDown); canvasRef.current.addEventListener('mousemove', handleMouseMove); @@ -913,7 +913,7 @@ export function Scene({ gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); // Update decoration map - updateDecorationMap(gl, points.xyz.length / 3); + updateDecorationMap(gl, points.position.length / 3); // Set decoration map uniforms gl.activeTexture(gl.TEXTURE0); @@ -930,7 +930,7 @@ export function Scene({ const minSizes = new Float32Array(MAX_DECORATIONS).fill(0.0); // Fill arrays with decoration data - const numDecorations = Math.min(Object.keys(currentDecorations).length, MAX_DECORATIONS); + Object.values(currentDecorations).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { scales[i] = decoration.scale ?? 1.0; @@ -953,7 +953,7 @@ export function Scene({ // Ensure correct VAO is bound gl.bindVertexArray(vaoRef.current); - gl.drawArrays(gl.POINTS, 0, points.xyz.length / 3); + gl.drawArrays(gl.POINTS, 0, points.position.length / 3); } }, [points, backgroundColor, pointSize, canvasRef.current?.width, canvasRef.current?.height]); diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts index 477e346d..908eaf9b 100644 --- a/src/genstudio/js/scene3d/types.ts +++ b/src/genstudio/js/scene3d/types.ts @@ -1,8 +1,8 @@ import { vec3 } from 'gl-matrix'; export interface PointCloudData { - xyz: Float32Array; - rgb?: Uint8Array; + position: Float32Array; + color?: Uint8Array; } export interface CameraParams { From 2d50560bb58dc4fb8a6871189574fa04a7b0236c Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 18 Dec 2024 14:19:05 +0100 Subject: [PATCH 038/167] move camera into module --- src/genstudio/js/scene3d/camera.ts | 212 +++++++++++++++++++++ src/genstudio/js/scene3d/scene3d.tsx | 237 ++---------------------- src/genstudio/js/scene3d/types.ts | 13 ++ src/genstudio/js/scene3d/webgl-utils.ts | 17 -- 4 files changed, 237 insertions(+), 242 deletions(-) create mode 100644 src/genstudio/js/scene3d/camera.ts diff --git a/src/genstudio/js/scene3d/camera.ts b/src/genstudio/js/scene3d/camera.ts new file mode 100644 index 00000000..9604681a --- /dev/null +++ b/src/genstudio/js/scene3d/camera.ts @@ -0,0 +1,212 @@ +import { useEffect, useRef, useCallback, useMemo } from 'react'; +import { mat4, vec3 } from 'gl-matrix'; +import { CameraParams, CameraState } from './types'; + +// Camera operations +export function createCamera(orientation: { + position: vec3, + target: vec3, + up: vec3 +}, perspective: { + fov: number, + near: number, + far: number +}): CameraState { + const radius = vec3.distance(orientation.position, orientation.target); + const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); + const phi = Math.acos(relativePos[2] / radius); + const theta = Math.atan2(relativePos[0], relativePos[1]); + + return { + position: vec3.clone(orientation.position), + target: vec3.clone(orientation.target), + up: vec3.clone(orientation.up), + radius, + phi, + theta, + fov: perspective.fov, + near: perspective.near, + far: perspective.far + }; +} + +export function setOrientation(camera: State, orientation: { + position: vec3, + target: vec3, + up: vec3 +}): void { + vec3.copy(camera.position, orientation.position); + vec3.copy(camera.target, orientation.target); + vec3.copy(camera.up, orientation.up); + + camera.radius = vec3.distance(orientation.position, orientation.target); + const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); + camera.phi = Math.acos(relativePos[2] / camera.radius); + camera.theta = Math.atan2(relativePos[0], relativePos[1]); +} + +export function setPerspective(camera: State, perspective: { + fov: number, + near: number, + far: number +}): void { + camera.fov = perspective.fov; + camera.near = perspective.near; + camera.far = perspective.far; +} + +export function getOrientationMatrix(camera: State): mat4 { + return mat4.lookAt(mat4.create(), camera.position, camera.target, camera.up); +} + +export function getPerspectiveMatrix(camera: State, gl: WebGL2RenderingContext): mat4 { + return mat4.perspective( + mat4.create(), + camera.fov * Math.PI / 180, + gl.canvas.width / gl.canvas.height, + camera.near, + camera.far + ); +} + +export function orbit(camera: State, deltaX: number, deltaY: number): void { + camera.theta += deltaX * 0.01; + camera.phi -= deltaY * 0.01; + camera.phi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi)); + + const sinPhi = Math.sin(camera.phi); + const cosPhi = Math.cos(camera.phi); + const sinTheta = Math.sin(camera.theta); + const cosTheta = Math.cos(camera.theta); + + camera.position[0] = camera.target[0] + camera.radius * sinPhi * sinTheta; + camera.position[1] = camera.target[1] + camera.radius * sinPhi * cosTheta; + camera.position[2] = camera.target[2] + camera.radius * cosPhi; +} + +export function zoom(camera: State, delta: number): void { + camera.radius = Math.max(0.1, Math.min(1000, camera.radius + delta * 0.1)); + const direction = vec3.sub(vec3.create(), camera.target, camera.position); + vec3.normalize(direction, direction); + vec3.scaleAndAdd(camera.position, camera.target, direction, -camera.radius); +} + +export function pan(camera: State, deltaX: number, deltaY: number): void { + const forward = vec3.sub(vec3.create(), camera.target, camera.position); + const right = vec3.cross(vec3.create(), forward, camera.up); + vec3.normalize(right, right); + + const actualUp = vec3.cross(vec3.create(), right, forward); + vec3.normalize(actualUp, actualUp); + + const scale = camera.radius * 0.002; + const movement = vec3.create(); + vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); + vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); + + vec3.add(camera.position, camera.position, movement); + vec3.add(camera.target, camera.target, movement); +} + +export function useCamera( + requestRender: () => void, + camera: CameraParams | undefined, + defaultCamera: CameraParams | undefined, + callbacksRef +) { + const isControlled = camera !== undefined; + const initialCamera = isControlled ? camera : defaultCamera; + + if (!initialCamera) { + throw new Error('Either camera or defaultCamera must be provided'); + } + + const cameraRef = useRef(null); + + useMemo(() => { + const orientation = { + position: Array.isArray(initialCamera.position) + ? vec3.fromValues(...initialCamera.position) + : vec3.clone(initialCamera.position), + target: Array.isArray(initialCamera.target) + ? vec3.fromValues(...initialCamera.target) + : vec3.clone(initialCamera.target), + up: Array.isArray(initialCamera.up) + ? vec3.fromValues(...initialCamera.up) + : vec3.clone(initialCamera.up) + }; + + const perspective = { + fov: initialCamera.fov, + near: initialCamera.near, + far: initialCamera.far + }; + + cameraRef.current = createCamera(orientation, perspective); + }, []); + + useEffect(() => { + if (!isControlled || !cameraRef.current) return; + + const orientation = { + position: Array.isArray(camera.position) + ? vec3.fromValues(...camera.position) + : vec3.clone(camera.position), + target: Array.isArray(camera.target) + ? vec3.fromValues(...camera.target) + : vec3.clone(camera.target), + up: Array.isArray(camera.up) + ? vec3.fromValues(...camera.up) + : vec3.clone(camera.up) + }; + + setOrientation(cameraRef.current, orientation); + setPerspective(cameraRef.current, { + fov: camera.fov, + near: camera.near, + far: camera.far + }); + + requestRender(); + }, [isControlled, camera]); + + const notifyCameraChange = useCallback(() => { + const onCameraChange = callbacksRef.current.onCameraChange; + if (!cameraRef.current || !onCameraChange) return; + + const camera = cameraRef.current; + onCameraChange({ + position: [...camera.position] as [number, number, number], + target: [...camera.target] as [number, number, number], + up: [...camera.up] as [number, number, number], + fov: camera.fov, + near: camera.near, + far: camera.far + }); + }, []); + + const handleCameraMove = useCallback((action: (camera: State) => void) => { + if (!cameraRef.current) return; + action(cameraRef.current); + + if (isControlled) { + notifyCameraChange(); + } else { + requestRender(); + } + }, [isControlled, notifyCameraChange, requestRender]); + + return { + cameraRef, + handleCameraMove + }; +} + +export default { + useCamera, + getPerspectiveMatrix, + getOrientationMatrix, + orbit, + pan, + zoom +}; diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index bc806395..8c0277f6 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,9 +1,9 @@ -import React, { useEffect, useRef, useCallback, useMemo, useState } from 'react'; -import { mat4, vec3 } from 'gl-matrix'; -import { createProgram, createPointIdBuffer } from './webgl-utils'; -import { CameraParams, PointCloudViewerProps, ShaderUniforms, PickingUniforms } from './types'; +import React, { useEffect, useRef, useCallback, useMemo } from 'react'; +import { createProgram } from './webgl-utils'; +import { PointCloudViewerProps, ShaderUniforms, CameraState } from './types'; import { useContainerWidth, useDeepMemo } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; +import Camera from './camera' export const MAX_DECORATIONS = 16; // Adjust based on needs @@ -123,219 +123,6 @@ export const mainShaders = { }` }; -// Camera state type -type CameraState = { - position: vec3; - target: vec3; - up: vec3; - radius: number; - phi: number; - theta: number; - fov: number; - near: number; - far: number; -} - -// Camera operations -function createCamera(orientation: { - position: vec3, - target: vec3, - up: vec3 -}, perspective: { - fov: number, - near: number, - far: number -}): CameraState { - const radius = vec3.distance(orientation.position, orientation.target); - const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); - const phi = Math.acos(relativePos[2] / radius); - const theta = Math.atan2(relativePos[0], relativePos[1]); - - return { - position: vec3.clone(orientation.position), - target: vec3.clone(orientation.target), - up: vec3.clone(orientation.up), - radius, - phi, - theta, - fov: perspective.fov, - near: perspective.near, - far: perspective.far - }; -} - -function setOrientation(camera: CameraState, orientation: { - position: vec3, - target: vec3, - up: vec3 -}): void { - vec3.copy(camera.position, orientation.position); - vec3.copy(camera.target, orientation.target); - vec3.copy(camera.up, orientation.up); - - camera.radius = vec3.distance(orientation.position, orientation.target); - const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); - camera.phi = Math.acos(relativePos[2] / camera.radius); - camera.theta = Math.atan2(relativePos[0], relativePos[1]); -} - -function setPerspective(camera: CameraState, perspective: { - fov: number, - near: number, - far: number -}): void { - camera.fov = perspective.fov; - camera.near = perspective.near; - camera.far = perspective.far; -} - -function getOrientationMatrix(camera: CameraState): mat4 { - return mat4.lookAt(mat4.create(), camera.position, camera.target, camera.up); -} - -function getPerspectiveMatrix(camera: CameraState, gl: WebGL2RenderingContext): mat4 { - return mat4.perspective( - mat4.create(), - camera.fov * Math.PI / 180, - gl.canvas.width / gl.canvas.height, - camera.near, - camera.far - ); -} - -function orbit(camera: CameraState, deltaX: number, deltaY: number): void { - camera.theta += deltaX * 0.01; - camera.phi -= deltaY * 0.01; - camera.phi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi)); - - const sinPhi = Math.sin(camera.phi); - const cosPhi = Math.cos(camera.phi); - const sinTheta = Math.sin(camera.theta); - const cosTheta = Math.cos(camera.theta); - - camera.position[0] = camera.target[0] + camera.radius * sinPhi * sinTheta; - camera.position[1] = camera.target[1] + camera.radius * sinPhi * cosTheta; - camera.position[2] = camera.target[2] + camera.radius * cosPhi; -} - -function zoom(camera: CameraState, delta: number): void { - camera.radius = Math.max(0.1, Math.min(1000, camera.radius + delta * 0.1)); - const direction = vec3.sub(vec3.create(), camera.target, camera.position); - vec3.normalize(direction, direction); - vec3.scaleAndAdd(camera.position, camera.target, direction, -camera.radius); -} - -function pan(camera: CameraState, deltaX: number, deltaY: number): void { - const forward = vec3.sub(vec3.create(), camera.target, camera.position); - const right = vec3.cross(vec3.create(), forward, camera.up); - vec3.normalize(right, right); - - const actualUp = vec3.cross(vec3.create(), right, forward); - vec3.normalize(actualUp, actualUp); - - const scale = camera.radius * 0.002; - const movement = vec3.create(); - vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); - vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); - - vec3.add(camera.position, camera.position, movement); - vec3.add(camera.target, camera.target, movement); -} - -function useCamera( - requestRender: () => void, - camera: CameraParams | undefined, - defaultCamera: CameraParams | undefined, - callbacksRef -) { - const isControlled = camera !== undefined; - const initialCamera = isControlled ? camera : defaultCamera; - - if (!initialCamera) { - throw new Error('Either camera or defaultCamera must be provided'); - } - - const cameraRef = useRef(null); - - useMemo(() => { - const orientation = { - position: Array.isArray(initialCamera.position) - ? vec3.fromValues(...initialCamera.position) - : vec3.clone(initialCamera.position), - target: Array.isArray(initialCamera.target) - ? vec3.fromValues(...initialCamera.target) - : vec3.clone(initialCamera.target), - up: Array.isArray(initialCamera.up) - ? vec3.fromValues(...initialCamera.up) - : vec3.clone(initialCamera.up) - }; - - const perspective = { - fov: initialCamera.fov, - near: initialCamera.near, - far: initialCamera.far - }; - - cameraRef.current = createCamera(orientation, perspective); - }, []); - - useEffect(() => { - if (!isControlled || !cameraRef.current) return; - - const orientation = { - position: Array.isArray(camera.position) - ? vec3.fromValues(...camera.position) - : vec3.clone(camera.position), - target: Array.isArray(camera.target) - ? vec3.fromValues(...camera.target) - : vec3.clone(camera.target), - up: Array.isArray(camera.up) - ? vec3.fromValues(...camera.up) - : vec3.clone(camera.up) - }; - - setOrientation(cameraRef.current, orientation); - setPerspective(cameraRef.current, { - fov: camera.fov, - near: camera.near, - far: camera.far - }); - - requestRender(); - }, [isControlled, camera]); - - const notifyCameraChange = useCallback(() => { - const onCameraChange = callbacksRef.current.onCameraChange; - if (!cameraRef.current || !onCameraChange) return; - - const camera = cameraRef.current; - onCameraChange({ - position: [...camera.position] as [number, number, number], - target: [...camera.target] as [number, number, number], - up: [...camera.up] as [number, number, number], - fov: camera.fov, - near: camera.near, - far: camera.far - }); - }, []); - - const handleCameraMove = useCallback((action: (camera: CameraState) => void) => { - if (!cameraRef.current) return; - action(cameraRef.current); - - if (isControlled) { - notifyCameraChange(); - } else { - requestRender(); - } - }, [isControlled, notifyCameraChange, requestRender]); - - return { - cameraRef, - handleCameraMove - }; -} - // Helper to save and restore GL state const withGLState = (gl: WebGL2RenderingContext, uniformsRef, callback: () => void) => { const fbo = gl.getParameter(gl.FRAMEBUFFER_BINDING); @@ -382,8 +169,8 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON // Set uniforms - const perspectiveMatrix = getPerspectiveMatrix(camera, gl); - const orientationMatrix = getOrientationMatrix(camera); + const perspectiveMatrix = Camera.getPerspectiveMatrix(camera, gl); + const orientationMatrix = Camera.getOrientationMatrix(camera); gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); gl.uniform1f(uniformsRef.current.pointSize, pointSize); @@ -605,7 +392,7 @@ export function Scene({ const { cameraRef, handleCameraMove - } = useCamera(requestRender, camera, defaultCamera, callbacksRef); + } = Camera.useCamera(requestRender, camera, defaultCamera, callbacksRef); const canvasRef = useRef(null); const glRef = useRef(null); @@ -702,11 +489,11 @@ export function Scene({ switch (mode) { case 'orbit': onHover?.(null); - handleCameraMove(camera => orbit(camera, e.movementX, e.movementY)); + handleCameraMove(camera => Camera.orbit(camera, e.movementX, e.movementY)); break; case 'pan': onHover?.(null); - handleCameraMove(camera => pan(camera, e.movementX, e.movementY)); + handleCameraMove(camera => Camera.pan(camera, e.movementX, e.movementY)); break; case 'none': if (onHover) { @@ -751,7 +538,7 @@ export function Scene({ const handleWheel = useCallback((e: WheelEvent) => { e.preventDefault(); - handleCameraMove(camera => zoom(camera, e.deltaY)); + handleCameraMove(camera => Camera.zoom(camera, e.deltaY)); }, [handleCameraMove]); // Add mouseLeave handler to clear hover state when leaving canvas @@ -903,8 +690,8 @@ export function Scene({ gl.useProgram(programRef.current); // Set up matrices - const perspectiveMatrix = getPerspectiveMatrix(cameraRef.current, gl); - const orientationMatrix = getOrientationMatrix(cameraRef.current) + const perspectiveMatrix = Camera.getPerspectiveMatrix(cameraRef.current, gl); + const orientationMatrix = Camera.getOrientationMatrix(cameraRef.current) // Set all uniforms in one place gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts index 908eaf9b..7a2c5f90 100644 --- a/src/genstudio/js/scene3d/types.ts +++ b/src/genstudio/js/scene3d/types.ts @@ -14,6 +14,19 @@ export interface CameraParams { far: number; } +export type CameraState = { + position: vec3; + target: vec3; + up: vec3; + radius: number; + phi: number; + theta: number; + fov: number; + near: number; + far: number; +} + + export interface DecorationGroup { indexes: number[]; color?: [number, number, number]; diff --git a/src/genstudio/js/scene3d/webgl-utils.ts b/src/genstudio/js/scene3d/webgl-utils.ts index 3bffa349..3e036546 100644 --- a/src/genstudio/js/scene3d/webgl-utils.ts +++ b/src/genstudio/js/scene3d/webgl-utils.ts @@ -51,20 +51,3 @@ export function createProgram( return program; } - -export function createPointIdBuffer( - gl: WebGL2RenderingContext, - numPoints: number, - attributeLocation: number -): WebGLBuffer { - const buffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, buffer); - const ids = new Float32Array(numPoints); - for (let i = 0; i < numPoints; i++) { - ids[i] = i; - } - gl.bufferData(gl.ARRAY_BUFFER, ids, gl.STATIC_DRAW); - gl.enableVertexAttribArray(attributeLocation); - gl.vertexAttribPointer(attributeLocation, 1, gl.FLOAT, false, 0, 0); - return buffer; -} From 8b090aac9ff4c56aee060e4b6035c9f02cf50849 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 18 Dec 2024 14:28:09 +0100 Subject: [PATCH 039/167] typing fixes --- src/genstudio/js/scene3d/scene3d.tsx | 15 +++++++++------ src/genstudio/js/scene3d/types.ts | 7 +++++++ src/genstudio/js/scene3d/webgl-utils.ts | 14 +++++--------- 3 files changed, 21 insertions(+), 15 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 8c0277f6..c0c88af3 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,6 +1,6 @@ import React, { useEffect, useRef, useCallback, useMemo } from 'react'; import { createProgram } from './webgl-utils'; -import { PointCloudViewerProps, ShaderUniforms, CameraState } from './types'; +import { PointCloudViewerProps, ShaderUniforms, CameraState, Decoration } from './types'; import { useContainerWidth, useDeepMemo } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; import Camera from './camera' @@ -415,7 +415,7 @@ export function Scene({ // Add refs for decoration texture const decorationMapRef = useRef(null); const decorationMapSizeRef = useRef(0); - const decorationsRef = useRef(decorations); + const decorationsRef = useRef>(decorations); // Update the ref when decorations change useEffect(() => { @@ -434,7 +434,7 @@ export function Scene({ const mapping = new Uint8Array(size * size).fill(0); // Fill in decoration mappings - make sure we're using the correct point indices - Object.values(decorationsRef.current).forEach((decoration, decorationIndex) => { + Object.values(decorationsRef.current as Record).forEach((decoration, decorationIndex) => { decoration.indexes.forEach(pointIndex => { if (pointIndex < numPoints) { // The mapping array should be indexed by the actual point index @@ -563,7 +563,7 @@ export function Scene({ // Effect for WebGL initialization useEffect(() => { if (!canvasRef.current) return; - const disposeFns = [] + const disposeFns: (() => void)[] = [] const gl = canvasRef.current.getContext('webgl2'); if (!gl) { return console.error('WebGL2 not supported'); @@ -634,7 +634,10 @@ export function Scene({ // numPointsRef.current = numPoints; // Initialize picking system after VAO setup is complete - disposeFns.push(pickingSystem.initPicking(gl, points.position.length / 3)); + const cleanupFn = pickingSystem.initPicking(gl, points.position.length / 3); + if (cleanupFn) { + disposeFns.push(cleanupFn); + } canvasRef.current.addEventListener('mousedown', handleMouseDown); canvasRef.current.addEventListener('mousemove', handleMouseMove); @@ -718,7 +721,7 @@ export function Scene({ // Fill arrays with decoration data - Object.values(currentDecorations).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { + Object.values(currentDecorations as Record).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { scales[i] = decoration.scale ?? 1.0; if (decoration.color) { diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts index 7a2c5f90..ac2da2fb 100644 --- a/src/genstudio/js/scene3d/types.ts +++ b/src/genstudio/js/scene3d/types.ts @@ -26,6 +26,13 @@ export type CameraState = { far: number; } +export type Decoration = { + indexes: number[]; + scale?: number; + color?: [number, number, number]; + alpha?: number; + minSize?: number; +}; export interface DecorationGroup { indexes: number[]; diff --git a/src/genstudio/js/scene3d/webgl-utils.ts b/src/genstudio/js/scene3d/webgl-utils.ts index 3e036546..a725a3c4 100644 --- a/src/genstudio/js/scene3d/webgl-utils.ts +++ b/src/genstudio/js/scene3d/webgl-utils.ts @@ -30,15 +30,11 @@ export function createProgram( gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string -): WebGLProgram | null { - const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource); - const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource); - - if (!vertexShader || !fragmentShader) return null; - - const program = gl.createProgram(); - if (!program) return null; +): WebGLProgram { + const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource)!; + const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)!; + const program = gl.createProgram()!; gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); @@ -46,7 +42,7 @@ export function createProgram( if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Program link error:', gl.getProgramInfoLog(program)); gl.deleteProgram(program); - return null; + throw new Error('Failed to link WebGL program'); } return program; From 057b48f0319ff3669092ddad06cb1e5cf939d459 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 18 Dec 2024 14:32:14 +0100 Subject: [PATCH 040/167] add genstudio.alpha.scene3d module --- notebooks/points.py | 10 +------- src/genstudio/alpha/__init__.py | 0 src/genstudio/alpha/scene3d.py | 43 +++++++++++++++++++++++++++++++++ 3 files changed, 44 insertions(+), 9 deletions(-) create mode 100644 src/genstudio/alpha/__init__.py create mode 100644 src/genstudio/alpha/scene3d.py diff --git a/notebooks/points.py b/notebooks/points.py index 9136259a..bd1ba971 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -1,8 +1,8 @@ # %% import genstudio.plot as Plot import numpy as np +from genstudio.alpha.scene3d import Points from genstudio.plot import js -from typing import Any from colorsys import hsv_to_rgb @@ -106,14 +106,6 @@ def make_wall(n_points: int): return xyz, rgb -class Points(Plot.LayoutItem): - def __init__(self, points, props): - self.props = {**props, "points": points} - - def for_json(self) -> Any: - return [Plot.JSRef("scene3d.Scene"), self.props] - - # Camera parameters - positioned to see the spiral structure camera = { "position": [7, 4, 4], diff --git a/src/genstudio/alpha/__init__.py b/src/genstudio/alpha/__init__.py new file mode 100644 index 00000000..e69de29b diff --git a/src/genstudio/alpha/scene3d.py b/src/genstudio/alpha/scene3d.py new file mode 100644 index 00000000..0742e742 --- /dev/null +++ b/src/genstudio/alpha/scene3d.py @@ -0,0 +1,43 @@ +import genstudio.plot as Plot +from typing import Any + + +class Points(Plot.LayoutItem): + """A 3D point cloud visualization component. + + WARNING: This is an alpha package that will not be maintained as-is. The API and implementation + are subject to change without notice. + + This class creates an interactive 3D point cloud visualization using WebGL. + Points can be colored, decorated, and support mouse interactions like clicking, + hovering, orbiting and zooming. + + Args: + points: A dict containing point cloud data with keys: + - position: Float32Array of flattened XYZ coordinates [x,y,z,x,y,z,...] + - color: Optional Uint8Array of flattened RGB values [r,g,b,r,g,b,...] + props: A dict of visualization properties including: + - backgroundColor: RGB background color (default [0.1, 0.1, 0.1]) + - pointSize: Size of points in pixels (default 4.0) + - camera: Camera position and orientation settings + - decorations: Point decoration settings for highlighting + - onPointClick: Callback when points are clicked + - onPointHover: Callback when points are hovered + - onCameraChange: Callback when camera view changes + + Example: + ```python + xyz = np.array([0,0,0, 1,1,1], dtype=np.float32) # Two points + rgb = np.array([255,0,0, 0,255,0], dtype=np.uint8) # Red and green + points = Points( + {"position": xyz, "color": rgb}, + {"pointSize": 5.0} + ) + ``` + """ + + def __init__(self, points, props): + self.props = {**props, "points": points} + + def for_json(self) -> Any: + return [Plot.JSRef("scene3d.Scene"), self.props] From 0b9a3f35f4cfb357523da2aa0c3cc3e91c7d78f6 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 19 Dec 2024 14:17:23 +0100 Subject: [PATCH 041/167] simplify camera / move webgl-utils into main file --- src/genstudio/js/scene3d/camera.ts | 20 +++--- src/genstudio/js/scene3d/scene3d.tsx | 62 ++++++++++++++++++- .../scene3d/webgl-utils.ts => webgl-utils.ts | 2 + 3 files changed, 71 insertions(+), 13 deletions(-) rename src/genstudio/js/scene3d/webgl-utils.ts => webgl-utils.ts (94%) diff --git a/src/genstudio/js/scene3d/camera.ts b/src/genstudio/js/scene3d/camera.ts index 9604681a..db0cdcb8 100644 --- a/src/genstudio/js/scene3d/camera.ts +++ b/src/genstudio/js/scene3d/camera.ts @@ -30,7 +30,7 @@ export function createCamera(orientation: { }; } -export function setOrientation(camera: State, orientation: { +export function setOrientation(camera: CameraState, orientation: { position: vec3, target: vec3, up: vec3 @@ -45,7 +45,7 @@ export function setOrientation(camera: State, orientation: { camera.theta = Math.atan2(relativePos[0], relativePos[1]); } -export function setPerspective(camera: State, perspective: { +export function setPerspective(camera: CameraState, perspective: { fov: number, near: number, far: number @@ -55,21 +55,21 @@ export function setPerspective(camera: State, perspective: { camera.far = perspective.far; } -export function getOrientationMatrix(camera: State): mat4 { +export function getOrientationMatrix(camera: CameraState): mat4 { return mat4.lookAt(mat4.create(), camera.position, camera.target, camera.up); } -export function getPerspectiveMatrix(camera: State, gl: WebGL2RenderingContext): mat4 { +export function getPerspectiveMatrix(camera: CameraState, aspectRatio: number): mat4 { return mat4.perspective( mat4.create(), camera.fov * Math.PI / 180, - gl.canvas.width / gl.canvas.height, + aspectRatio, camera.near, camera.far ); } -export function orbit(camera: State, deltaX: number, deltaY: number): void { +export function orbit(camera: CameraState, deltaX: number, deltaY: number): void { camera.theta += deltaX * 0.01; camera.phi -= deltaY * 0.01; camera.phi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi)); @@ -84,14 +84,14 @@ export function orbit(camera: State, deltaX: number, deltaY: number): void { camera.position[2] = camera.target[2] + camera.radius * cosPhi; } -export function zoom(camera: State, delta: number): void { +export function zoom(camera: CameraState, delta: number): void { camera.radius = Math.max(0.1, Math.min(1000, camera.radius + delta * 0.1)); const direction = vec3.sub(vec3.create(), camera.target, camera.position); vec3.normalize(direction, direction); vec3.scaleAndAdd(camera.position, camera.target, direction, -camera.radius); } -export function pan(camera: State, deltaX: number, deltaY: number): void { +export function pan(camera: CameraState, deltaX: number, deltaY: number): void { const forward = vec3.sub(vec3.create(), camera.target, camera.position); const right = vec3.cross(vec3.create(), forward, camera.up); vec3.normalize(right, right); @@ -121,7 +121,7 @@ export function useCamera( throw new Error('Either camera or defaultCamera must be provided'); } - const cameraRef = useRef(null); + const cameraRef = useRef(null); useMemo(() => { const orientation = { @@ -185,7 +185,7 @@ export function useCamera( }); }, []); - const handleCameraMove = useCallback((action: (camera: State) => void) => { + const handleCameraMove = useCallback((action: (camera: CameraState) => void) => { if (!cameraRef.current) return; action(cameraRef.current); diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index c0c88af3..66a7bef0 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,5 +1,4 @@ import React, { useEffect, useRef, useCallback, useMemo } from 'react'; -import { createProgram } from './webgl-utils'; import { PointCloudViewerProps, ShaderUniforms, CameraState, Decoration } from './types'; import { useContainerWidth, useDeepMemo } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; @@ -7,6 +6,57 @@ import Camera from './camera' export const MAX_DECORATIONS = 16; // Adjust based on needs +export function createShader( + gl: WebGL2RenderingContext, + type: number, + source: string +): WebGLShader | null { + const shader = gl.createShader(type); + if (!shader) { + console.error('Failed to create shader'); + return null; + } + + gl.shaderSource(shader, source); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + console.error( + 'Shader compile error:', + gl.getShaderInfoLog(shader), + '\nSource:', + source + ); + gl.deleteShader(shader); + return null; + } + + return shader; +} + +export function createProgram( + gl: WebGL2RenderingContext, + vertexSource: string, + fragmentSource: string +): WebGLProgram { + const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource)!; + const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)!; + + const program = gl.createProgram()!; + gl.attachShader(program, vertexShader); + gl.attachShader(program, fragmentShader); + gl.linkProgram(program); + + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + console.error('Program link error:', gl.getProgramInfoLog(program)); + gl.deleteProgram(program); + throw new Error('Failed to link WebGL program'); + } + + return program; +} + + export const mainShaders = { vertex: `#version 300 es precision highp float; @@ -168,8 +218,11 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { gl.useProgram(programRef.current); gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON + // Calculate aspect ratio + const aspectRatio = gl.canvas.width / gl.canvas.height; + // Set uniforms - const perspectiveMatrix = Camera.getPerspectiveMatrix(camera, gl); + const perspectiveMatrix = Camera.getPerspectiveMatrix(camera, aspectRatio); const orientationMatrix = Camera.getOrientationMatrix(camera); gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); @@ -692,8 +745,11 @@ export function Scene({ gl.useProgram(programRef.current); + // Calculate aspect ratio separately + const aspectRatio = gl.canvas.width / gl.canvas.height; + // Set up matrices - const perspectiveMatrix = Camera.getPerspectiveMatrix(cameraRef.current, gl); + const perspectiveMatrix = Camera.getPerspectiveMatrix(cameraRef.current, aspectRatio); const orientationMatrix = Camera.getOrientationMatrix(cameraRef.current) // Set all uniforms in one place diff --git a/src/genstudio/js/scene3d/webgl-utils.ts b/webgl-utils.ts similarity index 94% rename from src/genstudio/js/scene3d/webgl-utils.ts rename to webgl-utils.ts index a725a3c4..869f8596 100644 --- a/src/genstudio/js/scene3d/webgl-utils.ts +++ b/webgl-utils.ts @@ -47,3 +47,5 @@ export function createProgram( return program; } + +// These WebGL-specific utilities are no longer needed and can be removed. From f96b4a050b1a52d3018e7a18c67dce28ffb3428c Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 19 Dec 2024 22:18:35 +0100 Subject: [PATCH 042/167] support position.scale attr. perf: deepMemo => shallowMemo fix picking radius --- notebooks/points.py | 43 +++++++++---- package.json | 1 - src/genstudio/js/eval.js | 6 +- src/genstudio/js/scene3d/scene3d.tsx | 90 +++++++++++++++------------- src/genstudio/js/utils.ts | 32 +++++++++- 5 files changed, 116 insertions(+), 56 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index bd1ba971..8697ba42 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -117,7 +117,7 @@ def make_wall(n_points: int): } -def scene(controlled, point_size, xyz, rgb, select_region=False): +def scene(controlled, point_size, xyz, rgb, scale, select_region=False): cameraProps = ( {"defaultCamera": camera} if not controlled @@ -127,7 +127,7 @@ def scene(controlled, point_size, xyz, rgb, select_region=False): } ) return Points( - {"position": xyz, "color": rgb}, + {"position": xyz, "color": rgb, "scale": scale}, { "backgroundColor": [0.1, 0.1, 0.1, 1], "pointSize": point_size, @@ -150,7 +150,7 @@ def scene(controlled, point_size, xyz, rgb, select_region=False): }, "hovered": { "indexes": js("[$state.hovered]"), - "scale": 2, + "scale": 1.2, "minSize": 10, "color": [0, 1, 0], }, @@ -197,9 +197,10 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): # Create point clouds with 50k points -torus_xyz, torus_rgb = make_torus_knot(500000) -cube_xyz, cube_rgb = make_cube(500000) -wall_xyz, wall_rgb = make_wall(500000) +NUM_POINTS = 500000 +torus_xyz, torus_rgb = make_torus_knot(NUM_POINTS) +cube_xyz, cube_rgb = make_cube(NUM_POINTS) +wall_xyz, wall_rgb = make_wall(NUM_POINTS) ( Plot.initialState( @@ -218,10 +219,32 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): }, sync={"selected_region_i", "cube_rgb"}, ) - | scene(True, 0.01, js("$state.torus_xyz"), js("$state.torus_rgb")) - & scene(True, 1, js("$state.torus_xyz"), js("$state.torus_rgb")) - | scene(False, 0.1, js("$state.cube_xyz"), js("$state.cube_rgb"), True) - & scene(False, 0.5, js("$state.cube_xyz"), js("$state.cube_rgb"), True) + | scene( + True, + 0.05, + js("$state.torus_xyz"), + js("$state.torus_rgb"), + np.random.uniform(0.1, 10, NUM_POINTS).astype(np.float32), + ) + & scene( + True, 0.3, js("$state.torus_xyz"), js("$state.torus_rgb"), np.ones(NUM_POINTS) + ) + | scene( + False, + 0.05, + js("$state.cube_xyz"), + js("$state.cube_rgb"), + np.ones(NUM_POINTS), + True, + ) + & scene( + False, + 0.1, + js("$state.cube_xyz"), + js("$state.cube_rgb"), + np.random.uniform(0.2, 3, NUM_POINTS).astype(np.float32), + True, + ) | Plot.onChange( { "selected_region_i": lambda w, e: w.state.update( diff --git a/package.json b/package.json index 7e094eaa..45d797a8 100644 --- a/package.json +++ b/package.json @@ -28,7 +28,6 @@ "bylight": "^1.0.5", "d3": "^7.9.0", "esbuild-plugin-import-map": "^2.1.0", - "fast-deep-equal": "^3.1.3", "gl-matrix": "^3.4.3", "katex": "^0.16.11", "markdown-it": "^14.1.0", diff --git a/src/genstudio/js/eval.js b/src/genstudio/js/eval.js index 79f9b7ee..82bbd9c9 100644 --- a/src/genstudio/js/eval.js +++ b/src/genstudio/js/eval.js @@ -177,10 +177,14 @@ export function evaluate(node, $state, experimental, buffers) { return undefined; } case "ndarray": + if (node.array) { + return node.array + } if (node.data?.__type__ === "buffer") { node.data = buffers[node.data.index]; } - return evaluateNdarray(node); + node.array = evaluateNdarray(node) + return node.array; default: return Object.fromEntries( Object.entries(node).map(([key, value]) => [ diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 66a7bef0..544f2746 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,6 +1,6 @@ import React, { useEffect, useRef, useCallback, useMemo } from 'react'; import { PointCloudViewerProps, ShaderUniforms, CameraState, Decoration } from './types'; -import { useContainerWidth, useDeepMemo } from '../utils'; +import { useContainerWidth, useShallowMemo } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; import Camera from './camera' @@ -79,6 +79,7 @@ export const mainShaders = { layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; layout(location = 2) in float pointId; + layout(location = 3) in float pointScale; out vec3 vColor; flat out int vVertexID; @@ -104,8 +105,8 @@ export const mainShaders = { vec4 viewPos = uViewMatrix * vec4(position, 1.0); float dist = -viewPos.z; - float projectedSize = (uPointSize * uCanvasSize.y) / (2.0 * dist); - float baseSize = clamp(projectedSize, 1.0, 20.0); + float projectedSize = (uPointSize * pointScale * uCanvasSize.y) / (2.0 * dist); + float baseSize = projectedSize; float scale = 1.0; float minSize = 0.0; @@ -114,8 +115,7 @@ export const mainShaders = { minSize = uDecorationMinSizes[vDecorationIndex]; } - float finalSize = max(baseSize * scale, minSize); - gl_PointSize = finalSize; + gl_PointSize = baseSize * scale; gl_Position = uProjectionMatrix * viewPos; }`, @@ -212,6 +212,7 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { // Set up picking framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); + gl.clearColor(0, 0, 0, 0) gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Configure for picking render @@ -253,10 +254,11 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { const dist = Math.hypot(x - centerX, y - centerY); if (dist < minDist) { minDist = dist; - closestId = pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; + closestId = pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; } + } } } @@ -349,14 +351,12 @@ function cacheUniformLocations( decorationScales: gl.getUniformLocation(program, 'uDecorationScales'), decorationColors: gl.getUniformLocation(program, 'uDecorationColors'), decorationAlphas: gl.getUniformLocation(program, 'uDecorationAlphas'), + decorationMinSizes: gl.getUniformLocation(program, 'uDecorationMinSizes'), // Decoration map uniforms decorationMap: gl.getUniformLocation(program, 'uDecorationMap'), decorationMapSize: gl.getUniformLocation(program, 'uDecorationMapSize'), - // Decoration min sizes - decorationMinSizes: gl.getUniformLocation(program, 'uDecorationMinSizes'), - // Render mode renderMode: gl.getUniformLocation(program, 'uRenderMode'), }; @@ -414,9 +414,9 @@ export function Scene({ aspectRatio }: PointCloudViewerProps) { - points = useDeepMemo(points) - decorations = useDeepMemo(decorations) - backgroundColor = useDeepMemo(backgroundColor) + points = useShallowMemo(points) + decorations = useShallowMemo(decorations) + backgroundColor = useShallowMemo(backgroundColor) const callbacksRef = useRef({}) @@ -458,7 +458,6 @@ export function Scene({ const animationFrameRef = useRef(); const vaoRef = useRef(null); const uniformsRef = useRef(null); - const mouseDownPositionRef = useRef<{x: number, y: number} | null>(null); const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag const { fpsDisplayRef, updateDisplay } = useFPSCounter(); @@ -537,7 +536,7 @@ export function Scene({ const handleMouseMove = useCallback((e: MouseEvent) => { if (!cameraRef.current) return; const onHover = callbacksRef.current.onPointHover; - const { mode, startX, startY } = interactionState.current; + const { mode } = interactionState.current; switch (mode) { case 'orbit': @@ -631,19 +630,13 @@ export function Scene({ // Cache uniform locations uniformsRef.current = cacheUniformLocations(gl, program); - // Create buffers - const positionBuffer = gl.createBuffer(); - const colorBuffer = gl.createBuffer(); const numPoints = points.position.length / 3; - // Create point ID buffer with verified sequential IDs + // Create buffers for position, color, id, scale + const positionBuffer = gl.createBuffer(); + const colorBuffer = gl.createBuffer(); const pointIdBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, pointIdBuffer); - const pointIds = new Float32Array(numPoints); - for (let i = 0; i < numPoints; i++) { - pointIds[i] = i; - } - gl.bufferData(gl.ARRAY_BUFFER, pointIds, gl.STATIC_DRAW); + const scaleBuffer = gl.createBuffer(); // Position buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); @@ -663,7 +656,27 @@ export function Scene({ gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); } - // Set up VAO with consistent attribute locations + // Point ID buffer + gl.bindBuffer(gl.ARRAY_BUFFER, pointIdBuffer); + const pointIds = new Float32Array(numPoints); + for (let i = 0; i < numPoints; i++) { + pointIds[i] = i; + } + gl.bufferData(gl.ARRAY_BUFFER, pointIds, gl.STATIC_DRAW); + + // Scale buffer + // If points.scale is provided, use it; otherwise, use an array of 1.0 + gl.bindBuffer(gl.ARRAY_BUFFER, scaleBuffer); + if (points.scale) { + gl.bufferData(gl.ARRAY_BUFFER, points.scale, gl.STATIC_DRAW); + } else { + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(numPoints).fill(1.0), gl.STATIC_DRAW); + + } + + + + // Set up VAO const vao = gl.createVertexArray(); gl.bindVertexArray(vao); vaoRef.current = vao; @@ -683,11 +696,13 @@ export function Scene({ gl.enableVertexAttribArray(2); gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); - // Store numPoints in ref for picking system - // numPointsRef.current = numPoints; + // Point scale attribute (location 3) + gl.bindBuffer(gl.ARRAY_BUFFER, scaleBuffer); + gl.enableVertexAttribArray(3); + gl.vertexAttribPointer(3, 1, gl.FLOAT, false, 0, 0); - // Initialize picking system after VAO setup is complete - const cleanupFn = pickingSystem.initPicking(gl, points.position.length / 3); + // Initialize picking + const cleanupFn = pickingSystem.initPicking(gl, numPoints); if (cleanupFn) { disposeFns.push(cleanupFn); } @@ -718,6 +733,9 @@ export function Scene({ if (pointIdBuffer) { gl.deleteBuffer(pointIdBuffer); } + if (scaleBuffer) { + gl.deleteBuffer(scaleBuffer); + } disposeFns.forEach(fn => fn?.()); } if (canvasRef.current) { @@ -745,14 +763,10 @@ export function Scene({ gl.useProgram(programRef.current); - // Calculate aspect ratio separately const aspectRatio = gl.canvas.width / gl.canvas.height; - - // Set up matrices const perspectiveMatrix = Camera.getPerspectiveMatrix(cameraRef.current, aspectRatio); const orientationMatrix = Camera.getOrientationMatrix(cameraRef.current) - // Set all uniforms in one place gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); gl.uniform1f(uniformsRef.current.pointSize, pointSize); @@ -761,7 +775,6 @@ export function Scene({ // Update decoration map updateDecorationMap(gl, points.position.length / 3); - // Set decoration map uniforms gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, decorationMapRef.current); gl.uniform1i(uniformsRef.current.decorationMap, 0); @@ -769,14 +782,11 @@ export function Scene({ const currentDecorations = decorationsRef.current; - // Prepare decoration data const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); const colors = new Float32Array(MAX_DECORATIONS * 3).fill(-1); const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); const minSizes = new Float32Array(MAX_DECORATIONS).fill(0.0); - // Fill arrays with decoration data - Object.values(currentDecorations as Record).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { scales[i] = decoration.scale ?? 1.0; @@ -791,13 +801,11 @@ export function Scene({ minSizes[i] = decoration.minSize ?? 0.0; }); - // Set uniforms gl.uniform1fv(uniformsRef.current.decorationScales, scales); gl.uniform3fv(uniformsRef.current.decorationColors, colors); gl.uniform1fv(uniformsRef.current.decorationAlphas, alphas); gl.uniform1fv(uniformsRef.current.decorationMinSizes, minSizes); - // Ensure correct VAO is bound gl.bindVertexArray(vaoRef.current); gl.drawArrays(gl.POINTS, 0, points.position.length / 3); } diff --git a/src/genstudio/js/utils.ts b/src/genstudio/js/utils.ts index 4c2bcae4..e93a58cd 100644 --- a/src/genstudio/js/utils.ts +++ b/src/genstudio/js/utils.ts @@ -1,5 +1,4 @@ import * as Twind from "@twind/core"; -import deepEqual from 'fast-deep-equal'; import presetAutoprefix from "@twind/preset-autoprefix"; import presetTailwind from "@twind/preset-tailwind"; import presetTypography from "@twind/preset-typography"; @@ -209,10 +208,37 @@ export function joinClasses(...classes) { return result; } -export function useDeepMemo(value: T): T { +/** + * Deep equality check that only traverses plain objects and arrays. + * All other types (including TypedArrays) are compared by identity. + */ +export function shallowDeepEqual(a: any, b: any): boolean { + if (a === b) return true; + + // Check if both are arrays OR both are plain objects + const aIsArray = Array.isArray(a); + const bIsArray = Array.isArray(b); + const aIsPlainObj = a && a.constructor === Object && Object.getPrototypeOf(a) === Object.prototype; + const bIsPlainObj = b && b.constructor === Object && Object.getPrototypeOf(b) === Object.prototype; + + if ((aIsArray && bIsArray) || (aIsPlainObj && bIsPlainObj)) { + const keys = Object.keys(a); + if (keys.length !== Object.keys(b).length) return false; + + return keys.every(key => ( + Object.prototype.hasOwnProperty.call(b, key) && + shallowDeepEqual(a[key], b[key]) + )); + } + + return a === b; +} + + +export function useShallowMemo(value: T): T { const ref = useRef(); - if (!ref.current || !deepEqual(value, ref.current)) { + if (!ref.current || !shallowDeepEqual(value, ref.current)) { ref.current = value; } From aed59b707bd0a05549497d2cc6eb3dcadfb9b856 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 19 Dec 2024 23:06:25 +0100 Subject: [PATCH 043/167] update docstring, default point size --- src/genstudio/alpha/scene3d.py | 63 +++++++++++++++++++++++----- src/genstudio/js/scene3d/scene3d.tsx | 2 +- 2 files changed, 54 insertions(+), 11 deletions(-) diff --git a/src/genstudio/alpha/scene3d.py b/src/genstudio/alpha/scene3d.py index 0742e742..925873f5 100644 --- a/src/genstudio/alpha/scene3d.py +++ b/src/genstudio/alpha/scene3d.py @@ -16,22 +16,65 @@ class Points(Plot.LayoutItem): points: A dict containing point cloud data with keys: - position: Float32Array of flattened XYZ coordinates [x,y,z,x,y,z,...] - color: Optional Uint8Array of flattened RGB values [r,g,b,r,g,b,...] + - scale: Optional Float32Array of per-point scale factors props: A dict of visualization properties including: - backgroundColor: RGB background color (default [0.1, 0.1, 0.1]) - - pointSize: Size of points in pixels (default 4.0) - - camera: Camera position and orientation settings - - decorations: Point decoration settings for highlighting - - onPointClick: Callback when points are clicked - - onPointHover: Callback when points are hovered - - onCameraChange: Callback when camera view changes + - pointSize: Base size of points in pixels (default 0.1) + - camera: Camera settings with keys: + - position: [x,y,z] camera position + - target: [x,y,z] look-at point + - up: [x,y,z] up vector + - fov: Field of view in degrees + - near: Near clipping plane + - far: Far clipping plane + - decorations: Dict of decoration settings, each with keys: + - indexes: List of point indices to decorate + - scale: Scale factor for point size (default 1.0) + - color: Optional [r,g,b] color override + - alpha: Opacity value 0-1 (default 1.0) + - minSize: Minimum point size in pixels (default 0.0) + - onPointClick: Callback(index, event) when points are clicked + - onPointHover: Callback(index) when points are hovered + - onCameraChange: Callback(camera) when view changes + - width: Optional canvas width + - height: Optional canvas height + - aspectRatio: Optional aspect ratio constraint + + The visualization supports: + - Orbit camera control (left mouse drag) + - Pan camera control (shift + left mouse drag or middle mouse drag) + - Zoom control (mouse wheel) + - Point hover highlighting + - Point click selection + - Point decorations for highlighting subsets + - Picking system for point interaction Example: ```python - xyz = np.array([0,0,0, 1,1,1], dtype=np.float32) # Two points - rgb = np.array([255,0,0, 0,255,0], dtype=np.uint8) # Red and green + # Create a torus knot point cloud + xyz = np.random.rand(1000, 3).astype(np.float32).flatten() + rgb = np.random.randint(0, 255, (1000, 3), dtype=np.uint8).flatten() + scale = np.random.uniform(0.1, 10, 1000).astype(np.float32) + points = Points( - {"position": xyz, "color": rgb}, - {"pointSize": 5.0} + {"position": xyz, "color": rgb, "scale": scale}, + { + "pointSize": 5.0, + "camera": { + "position": [7, 4, 4], + "target": [0, 0, 0], + "up": [0, 0, 1], + "fov": 40, + }, + "decorations": { + "highlight": { + "indexes": [0, 1, 2], + "scale": 2.0, + "color": [1, 1, 0], + "minSize": 10 + } + } + } ) ``` """ diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 544f2746..7b998560 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -405,7 +405,7 @@ export function Scene({ onCameraChange, backgroundColor = [0.1, 0.1, 0.1], className, - pointSize = 4.0, + pointSize = 0.1, decorations = {}, onPointClick, onPointHover, From 14e9871a2daaf70680dd7d5289051d9578607f9e Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 19 Dec 2024 23:11:04 +0100 Subject: [PATCH 044/167] update alpha script --- .github/workflows/release.yml | 6 ++++++ package.json | 1 + 2 files changed, 7 insertions(+) diff --git a/.github/workflows/release.yml b/.github/workflows/release.yml index 01985c4a..0cb30503 100644 --- a/.github/workflows/release.yml +++ b/.github/workflows/release.yml @@ -80,11 +80,13 @@ jobs: run: poetry install --without dev - name: Update version query params in widget.py + if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | VERSION=${{ steps.versions.outputs.PYTHON_VERSION }} python scripts/update_asset_versions.py $VERSION - name: Update widget URL and build Python package + if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | NPM_BASE="https://cdn.jsdelivr.net/npm/@probcomp/genstudio@${{ steps.versions.outputs.NPM_VERSION }}/dist" JSDELIVR_JS_URL="${NPM_BASE}/widget_build.js" @@ -99,6 +101,7 @@ jobs: git checkout src/genstudio/util.py - name: Deploy to PyPI + if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | echo "=== Checking build artifacts ===" ls -la dist/ @@ -107,12 +110,14 @@ jobs: poetry publish - name: Setup Node.js for npm publishing + if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} uses: actions/setup-node@v4 with: node-version: '18' registry-url: 'https://registry.npmjs.org' - name: Publish to npm + if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | npm version ${{ steps.versions.outputs.NPM_VERSION }} --no-git-tag-version @@ -127,6 +132,7 @@ jobs: NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }} - name: Parse latest changelog entry + if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} id: changelog run: | # Extract everything from start until the second occurrence of a line starting with ### diff --git a/package.json b/package.json index 45d797a8..87ecf11c 100644 --- a/package.json +++ b/package.json @@ -39,6 +39,7 @@ }, "scripts": { "release": "poetry run python scripts/release.py", + "alpha": "poetry run python scripts/release.py --alpha", "build": "node esbuild.config.mjs", "dev": "node esbuild.config.mjs --watch", "watch:docs": "poetry run mkdocs serve", From c54870838a02555fb4824e8b741e01192e4040c1 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 19 Dec 2024 23:14:07 +0100 Subject: [PATCH 045/167] empty commit From 114348e374ca0a81a79ffc1f8eddecc749198fda Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 20 Dec 2024 14:27:49 +0100 Subject: [PATCH 046/167] re-render when points change --- notebooks/points.py | 83 +++++++++++++++++++++++++--- src/genstudio/js/scene3d/scene3d.tsx | 4 ++ 2 files changed, 80 insertions(+), 7 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 8697ba42..075ced33 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -106,6 +106,67 @@ def make_wall(n_points: int): return xyz, rgb +def rotate_points( + xyz: np.ndarray, n_frames: int = 10, origin: np.ndarray = None, axis: str = "z" +) -> np.ndarray: + """Rotate points around an axis over n_frames. + + Args: + xyz: Flattened array of point coordinates in [x1,y1,z1,x2,y2,z2,...] format + n_frames: Number of frames to generate + origin: Point to rotate around, defaults to [0,0,0] + axis: Axis to rotate around ('x', 'y' or 'z') + + Returns: + (n_frames, N*3) array of rotated points, flattened for each frame + """ + # Reshape flattened input to (N,3) + xyz = xyz.reshape(-1, 3) + input_dtype = xyz.dtype + + # Set default origin to [0,0,0] + if origin is None: + origin = np.zeros(3, dtype=input_dtype) + + # Initialize output array with same dtype as input + moved = np.zeros((n_frames, xyz.shape[0] * 3), dtype=input_dtype) + + # Generate rotation angles for each frame (360 degrees = 2*pi radians) + angles = np.linspace(0, 2 * np.pi, n_frames, dtype=input_dtype) + + # Center points around origin + centered = xyz - origin + + # Apply rotation around specified axis + for i in range(n_frames): + angle = angles[i] + rotated = centered.copy() + + if axis == "x": + # Rotate around x-axis + y = rotated[:, 1] * np.cos(angle) - rotated[:, 2] * np.sin(angle) + z = rotated[:, 1] * np.sin(angle) + rotated[:, 2] * np.cos(angle) + rotated[:, 1] = y + rotated[:, 2] = z + elif axis == "y": + # Rotate around y-axis + x = rotated[:, 0] * np.cos(angle) + rotated[:, 2] * np.sin(angle) + z = -rotated[:, 0] * np.sin(angle) + rotated[:, 2] * np.cos(angle) + rotated[:, 0] = x + rotated[:, 2] = z + else: # z axis + # Rotate around z-axis + x = rotated[:, 0] * np.cos(angle) - rotated[:, 1] * np.sin(angle) + y = rotated[:, 0] * np.sin(angle) + rotated[:, 1] * np.cos(angle) + rotated[:, 0] = x + rotated[:, 1] = y + + # Move back from origin and flatten + moved[i] = (rotated + origin).flatten() + + return moved + + # Camera parameters - positioned to see the spiral structure camera = { "position": [7, 4, 4], @@ -197,10 +258,14 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): # Create point clouds with 50k points -NUM_POINTS = 500000 +NUM_POINTS = 400000 +NUM_FRAMES = 4 torus_xyz, torus_rgb = make_torus_knot(NUM_POINTS) cube_xyz, cube_rgb = make_cube(NUM_POINTS) wall_xyz, wall_rgb = make_wall(NUM_POINTS) +torus_xyz = rotate_points(torus_xyz, n_frames=NUM_FRAMES) +cube_xyz = rotate_points(cube_xyz, n_frames=NUM_FRAMES) +wall_xyz = rotate_points(wall_xyz, n_frames=NUM_FRAMES) ( Plot.initialState( @@ -214,25 +279,29 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): "cube_rgb": cube_rgb, "torus_xyz": torus_xyz, "torus_rgb": torus_rgb, - "wall_xyz": wall_xyz, - "wall_rgb": wall_rgb, + "frame": 0, }, sync={"selected_region_i", "cube_rgb"}, ) + | Plot.Slider("frame", range=NUM_FRAMES, fps=0.5) | scene( True, 0.05, - js("$state.torus_xyz"), + js("$state.torus_xyz[$state.frame]"), js("$state.torus_rgb"), np.random.uniform(0.1, 10, NUM_POINTS).astype(np.float32), ) & scene( - True, 0.3, js("$state.torus_xyz"), js("$state.torus_rgb"), np.ones(NUM_POINTS) + True, + 0.3, + js("$state.torus_xyz[$state.frame]"), + js("$state.torus_rgb"), + np.ones(NUM_POINTS), ) | scene( False, 0.05, - js("$state.cube_xyz"), + js("$state.cube_xyz[$state.frame]"), js("$state.cube_rgb"), np.ones(NUM_POINTS), True, @@ -240,7 +309,7 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): & scene( False, 0.1, - js("$state.cube_xyz"), + js("$state.cube_xyz[$state.frame]"), js("$state.cube_rgb"), np.random.uniform(0.2, 3, NUM_POINTS).astype(np.float32), True, diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 7b998560..bdeb8bf4 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -442,6 +442,10 @@ export function Scene({ }); }, []); + useEffect(() => { + requestRender(); + }, [points, requestRender]); + const { cameraRef, handleCameraMove From 79815f4ac72f6797f3783cfb56b60a25c853743a Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 9 Jan 2025 13:26:51 +0100 Subject: [PATCH 047/167] wip: scene3dNew --- notebooks/scene3dNew.py | 93 ++++ src/genstudio/js/api.jsx | 3 +- src/genstudio/js/scene3d/scene3dNew.tsx | 538 ++++++++++++++++++++++++ src/genstudio/js/scene3d/spec.md | 58 +++ src/genstudio/js/scene3d/webgpu.d.ts | 56 +++ tsconfig.json | 14 + yarn.lock | 25 +- 7 files changed, 785 insertions(+), 2 deletions(-) create mode 100644 notebooks/scene3dNew.py create mode 100644 src/genstudio/js/scene3d/scene3dNew.tsx create mode 100644 src/genstudio/js/scene3d/spec.md create mode 100644 src/genstudio/js/scene3d/webgpu.d.ts create mode 100644 tsconfig.json diff --git a/notebooks/scene3dNew.py b/notebooks/scene3dNew.py new file mode 100644 index 00000000..bbaea35b --- /dev/null +++ b/notebooks/scene3dNew.py @@ -0,0 +1,93 @@ +import genstudio.plot as Plot +from typing import Any + + +# +# +class Points(Plot.LayoutItem): + """A 3D point cloud visualization component. + + WARNING: This is an alpha package that will not be maintained as-is. The API and implementation + are subject to change without notice. + + This class creates an interactive 3D point cloud visualization using WebGL. + Points can be colored, decorated, and support mouse interactions like clicking, + hovering, orbiting and zooming. + + Args: + points: A dict containing point cloud data with keys: + - position: Float32Array of flattened XYZ coordinates [x,y,z,x,y,z,...] + - color: Optional Uint8Array of flattened RGB values [r,g,b,r,g,b,...] + - scale: Optional Float32Array of per-point scale factors + props: A dict of visualization properties including: + - backgroundColor: RGB background color (default [0.1, 0.1, 0.1]) + - pointSize: Base size of points in pixels (default 0.1) + - camera: Camera settings with keys: + - position: [x,y,z] camera position + - target: [x,y,z] look-at point + - up: [x,y,z] up vector + - fov: Field of view in degrees + - near: Near clipping plane + - far: Far clipping plane + - decorations: Dict of decoration settings, each with keys: + - indexes: List of point indices to decorate + - scale: Scale factor for point size (default 1.0) + - color: Optional [r,g,b] color override + - alpha: Opacity value 0-1 (default 1.0) + - minSize: Minimum point size in pixels (default 0.0) + - onPointClick: Callback(index, event) when points are clicked + - onPointHover: Callback(index) when points are hovered + - onCameraChange: Callback(camera) when view changes + - width: Optional canvas width + - height: Optional canvas height + - aspectRatio: Optional aspect ratio constraint + + The visualization supports: + - Orbit camera control (left mouse drag) + - Pan camera control (shift + left mouse drag or middle mouse drag) + - Zoom control (mouse wheel) + - Point hover highlighting + - Point click selection + - Point decorations for highlighting subsets + - Picking system for point interaction + + Example: + ```python + # Create a torus knot point cloud + xyz = np.random.rand(1000, 3).astype(np.float32).flatten() + rgb = np.random.randint(0, 255, (1000, 3), dtype=np.uint8).flatten() + scale = np.random.uniform(0.1, 10, 1000).astype(np.float32) + + points = Points( + {"position": xyz, "color": rgb, "scale": scale}, + { + "pointSize": 5.0, + "camera": { + "position": [7, 4, 4], + "target": [0, 0, 0], + "up": [0, 0, 1], + "fov": 40, + }, + "decorations": { + "highlight": { + "indexes": [0, 1, 2], + "scale": 2.0, + "color": [1, 1, 0], + "minSize": 10 + } + } + } + ) + ``` + """ + + def __init__(self, points, props): + self.props = {**props, "points": points} + super().__init__() + + def for_json(self) -> Any: + return [Plot.JSRef("scene3dNew.Scene"), self.props] + + +# +Plot.html([Plot.JSRef("scene3dNew.App")]) diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index bfd4769c..8632b357 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -14,8 +14,9 @@ const { useState, useEffect, useContext, useRef, useCallback } = React import Katex from "katex"; import markdownItKatex from "./markdown-it-katex"; import * as scene3d from "./scene3d/scene3d" +import * as scene3dNew from "./scene3d/scene3dNew" -export { render, scene3d }; +export { render, scene3d, scene3dNew }; export const CONTAINER_PADDING = 10; const KATEX_CSS_URL = "https://cdn.jsdelivr.net/npm/katex@0.16.11/dist/katex.min.css" diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx new file mode 100644 index 00000000..80ca54c1 --- /dev/null +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -0,0 +1,538 @@ +/// + +import React, { useRef, useEffect, useState, useCallback } from 'react'; +import { useContainerWidth } from '../utils'; + +/****************************************************** + * 1) Define Types from the Spec + ******************************************************/ +interface PointCloudData { + positions: Float32Array; // [x1, y1, z1, x2, y2, z2, ...] + colors?: Float32Array; // [r1, g1, b1, r2, g2, b2, ...] (each in [0..1]) + scales?: Float32Array; // per-point scale factors +} + +interface Decoration { + indexes: number[]; // indices of points to style + color?: [number, number, number]; // override color if defined + alpha?: number; // override alpha in [0..1] + scale?: number; // additional scale multiplier + minSize?: number; // minimum size in (clip space) "units" +} + +interface PointCloudElementConfig { + type: 'PointCloud'; + data: PointCloudData; + pointSize?: number; // (We won't use this anymore; we rely on scales[] for size) + decorations?: Decoration[]; +} + +// For now, we only implement PointCloud +type SceneElementConfig = PointCloudElementConfig; + +/****************************************************** + * 2) React Component Props + ******************************************************/ +interface SceneProps { + elements: SceneElementConfig[]; +} + +/****************************************************** + * 3) The Scene Component (Stage 4: Scale & Decorations) + ******************************************************/ +export function Scene({ elements }: SceneProps) { + // -------------------------------------- + // a) Canvas & Container + // -------------------------------------- + const canvasRef = useRef(null); + const [containerRef, containerWidth] = useContainerWidth(1); + const canvasHeight = 400; + + // Combine GPU state into a single ref + const gpuRef = useRef<{ + device: GPUDevice; + context: GPUCanvasContext; + pipeline: GPURenderPipeline; + quadVertexBuffer: GPUBuffer; + quadIndexBuffer: GPUBuffer; + instanceBuffer: GPUBuffer | null; + indexCount: number; // for the quad + instanceCount: number; // number of points + } | null>(null); + + // Animation handle + const rafIdRef = useRef(0); + + // Track readiness + const [isWebGPUReady, setIsWebGPUReady] = useState(false); + + // -------------------------------------- + // b) Create a static "quad" for the billboard + // We'll center it at (0,0) so we can + // scale/translate it per-point in the shader. + // -------------------------------------- + const QUAD_VERTICES = new Float32Array([ + // x, y + -0.5, -0.5, // bottom-left + 0.5, -0.5, // bottom-right + -0.5, 0.5, // top-left + 0.5, 0.5, // top-right + ]); + const QUAD_INDICES = new Uint16Array([ + 0, 1, 2, // first triangle (bottom-left, bottom-right, top-left) + 2, 1, 3 // second triangle (top-left, bottom-right, top-right) + ]); + + // We'll define the instance layout as: + // struct InstanceData { + // position : vec3, + // color : vec3, + // alpha : f32, + // scale : f32, + // }; + // => total 8 floats (32 bytes) + + // -------------------------------------- + // c) Init WebGPU (once) + // -------------------------------------- + const initWebGPU = useCallback(async () => { + if (!canvasRef.current) return; + if (!navigator.gpu) { + console.error('WebGPU not supported.'); + return; + } + + try { + const adapter = await navigator.gpu.requestAdapter(); + if (!adapter) { + throw new Error('Failed to get GPU adapter.'); + } + const device = await adapter.requestDevice(); + const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; + const format = navigator.gpu.getPreferredCanvasFormat(); + + // Configure + context.configure({ + device, + format, + alphaMode: 'opaque', + }); + + // Create buffers for the quad + const quadVertexBuffer = device.createBuffer({ + size: QUAD_VERTICES.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(quadVertexBuffer, 0, QUAD_VERTICES); + + const quadIndexBuffer = device.createBuffer({ + size: QUAD_INDICES.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(quadIndexBuffer, 0, QUAD_INDICES); + + // Create pipeline + const pipeline = device.createRenderPipeline({ + layout: 'auto', + vertex: { + module: device.createShaderModule({ + code: ` + struct InstanceData { + position : vec3, + color : vec3, + alpha : f32, + scale : f32, +}; + +@vertex +fn vs_main( + // Quad corner offset in 2D + @location(0) corner: vec2, + // Instance data + @location(1) instancePos : vec3, + @location(2) instanceColor: vec3, + @location(3) instanceAlpha: f32, + @location(4) instanceScale: f32 +) -> @builtin(position) vec4 { + // We'll expand the corner by scale, then translate by instancePos + let scaledCorner = corner * instanceScale; + let finalPos = vec3( + instancePos.x + scaledCorner.x, + instancePos.y + scaledCorner.y, + instancePos.z + ); + return vec4(finalPos, 1.0); +}; + +@fragment +fn fs_main( + @location(2) inColor : vec3, + @location(3) inAlpha : f32 +) -> @location(0) vec4 { + return vec4(inColor, inAlpha); +} + `, + }), + entryPoint: 'vs_main', + buffers: [ + // Buffer(0): The quad's corner offsets (non-instanced) + { + arrayStride: 2 * 4, // 2 floats (x,y) * 4 bytes + attributes: [ + { + shaderLocation: 0, + offset: 0, + format: 'float32x2', + }, + ], + }, + // Buffer(1): The per-instance data + { + arrayStride: 8 * 4, // 8 floats * 4 bytes + stepMode: 'instance', + attributes: [ + // instancePos (3 floats) + { + shaderLocation: 1, + offset: 0, + format: 'float32x3', + }, + // instanceColor (3 floats) + { + shaderLocation: 2, + offset: 3 * 4, + format: 'float32x3', + }, + // instanceAlpha (1 float) + { + shaderLocation: 3, + offset: 6 * 4, + format: 'float32', + }, + // instanceScale (1 float) + { + shaderLocation: 4, + offset: 7 * 4, + format: 'float32', + }, + ], + }, + ], + }, + fragment: { + module: device.createShaderModule({ + code: ` + @fragment + fn fs_main( + @location(2) inColor : vec3, + @location(3) inAlpha : f32 + ) -> @location(0) vec4 { + return vec4(inColor, inAlpha); + } + `, + }), + entryPoint: 'fs_main', + targets: [{ format }], + }, + primitive: { + topology: 'triangle-list', + }, + }); + + gpuRef.current = { + device, + context, + pipeline, + quadVertexBuffer, + quadIndexBuffer, + instanceBuffer: null, + indexCount: QUAD_INDICES.length, + instanceCount: 0, + }; + setIsWebGPUReady(true); + } catch (err) { + console.error('Error initializing WebGPU:', err); + } + }, []); + + // -------------------------------------- + // d) Render Loop + // -------------------------------------- + const renderFrame = useCallback(() => { + if (!gpuRef.current) { + rafIdRef.current = requestAnimationFrame(renderFrame); + return; + } + + const { device, context, pipeline, quadVertexBuffer, quadIndexBuffer, instanceBuffer, indexCount, instanceCount } = gpuRef.current; + if (!device || !context || !pipeline) { + rafIdRef.current = requestAnimationFrame(renderFrame); + return; + } + + // 1) Get current texture + const currentTexture = context.getCurrentTexture(); + const renderPassDesc: GPURenderPassDescriptor = { + colorAttachments: [ + { + view: currentTexture.createView(), + clearValue: { r: 0.2, g: 0.2, b: 0.4, a: 1 }, + loadOp: 'clear', + storeOp: 'store', + }, + ], + }; + + // 2) Encode + const commandEncoder = device.createCommandEncoder(); + const passEncoder = commandEncoder.beginRenderPass(renderPassDesc); + + if (instanceBuffer && instanceCount > 0) { + passEncoder.setPipeline(pipeline); + // Binding 0 => the quad + passEncoder.setVertexBuffer(0, quadVertexBuffer); + // Binding 1 => the instance data + passEncoder.setVertexBuffer(1, instanceBuffer); + passEncoder.setIndexBuffer(quadIndexBuffer, 'uint16'); + // Draw 6 indices (2 triangles), with `instanceCount` instances + passEncoder.drawIndexed(indexCount, instanceCount, 0, 0, 0); + } + + passEncoder.end(); + + // 3) Submit + const gpuCommands = commandEncoder.finish(); + device.queue.submit([gpuCommands]); + + // 4) Loop + rafIdRef.current = requestAnimationFrame(renderFrame); + }, []); + + // -------------------------------------- + // e) Build final arrays (position, color, alpha, scale) + apply decorations + // -------------------------------------- + function buildInstanceData( + positions: Float32Array, + colors: Float32Array | undefined, + scales: Float32Array | undefined, + decorations: Decoration[] | undefined + ): Float32Array { + const count = positions.length / 3; + const instanceData = new Float32Array(count * 8); + + // We’ll fill in base data from positions, colors, scales + // Layout per point i: + // 0..2: (x,y,z) + // 3..5: (r,g,b) + // 6 : alpha + // 7 : scale + for (let i = 0; i < count; i++) { + // position + instanceData[i * 8 + 0] = positions[i * 3 + 0]; + instanceData[i * 8 + 1] = positions[i * 3 + 1]; + instanceData[i * 8 + 2] = positions[i * 3 + 2]; + // color + if (colors && colors.length === count * 3) { + instanceData[i * 8 + 3] = colors[i * 3 + 0]; + instanceData[i * 8 + 4] = colors[i * 3 + 1]; + instanceData[i * 8 + 5] = colors[i * 3 + 2]; + } else { + // default to white + instanceData[i * 8 + 3] = 1.0; + instanceData[i * 8 + 4] = 1.0; + instanceData[i * 8 + 5] = 1.0; + } + // alpha defaults to 1 + instanceData[i * 8 + 6] = 1.0; + // scale + if (scales && scales.length === count) { + instanceData[i * 8 + 7] = scales[i]; + } else { + // default scale + instanceData[i * 8 + 7] = 0.02; // arbitrary small + } + } + + // Apply any decorations + if (decorations) { + for (const dec of decorations) { + const { indexes, color, alpha, scale, minSize } = dec; + for (const idx of indexes) { + if (idx < 0 || idx >= count) continue; + if (color) { + instanceData[idx * 8 + 3] = color[0]; + instanceData[idx * 8 + 4] = color[1]; + instanceData[idx * 8 + 5] = color[2]; + } + if (alpha !== undefined) { + instanceData[idx * 8 + 6] = alpha; + } + if (scale !== undefined) { + // multiply the existing scale + instanceData[idx * 8 + 7] *= scale; + } + if (minSize !== undefined) { + // clamp to minSize if needed + if (instanceData[idx * 8 + 7] < minSize) { + instanceData[idx * 8 + 7] = minSize; + } + } + } + } + } + + return instanceData; + } + + // -------------------------------------- + // f) Update instance buffer from the FIRST point cloud + // -------------------------------------- + const updatePointCloudBuffers = useCallback((sceneElements: SceneElementConfig[]) => { + if (!gpuRef.current) return; + const { device } = gpuRef.current; + + // For simplicity, handle only FIRST pointcloud + const pc = sceneElements.find(e => e.type === 'PointCloud'); + if (!pc || pc.data.positions.length === 0) { + // no data + gpuRef.current.instanceBuffer = null; + gpuRef.current.instanceCount = 0; + return; + } + + const { positions, colors, scales } = pc.data; + const decorations = pc.decorations || []; + // Build final array + const instanceData = buildInstanceData(positions, colors, scales, decorations); + + const instanceBuffer = device.createBuffer({ + size: instanceData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + }); + + device.queue.writeBuffer( + instanceBuffer, + 0, + instanceData.buffer, + instanceData.byteOffset, + instanceData.byteLength + ); + + gpuRef.current.instanceBuffer = instanceBuffer; + gpuRef.current.instanceCount = positions.length / 3; + }, []); + + // -------------------------------------- + // g) Effects + // -------------------------------------- + // 1) Init once + useEffect(() => { + initWebGPU(); + return () => { + if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + }; + }, [initWebGPU]); + + // 2) Resize + useEffect(() => { + if (!canvasRef.current) return; + canvasRef.current.width = containerWidth; + canvasRef.current.height = canvasHeight; + }, [containerWidth]); + + // 3) Start render loop + useEffect(() => { + if (isWebGPUReady) { + rafIdRef.current = requestAnimationFrame(renderFrame); + } + return () => { + if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + }; + }, [isWebGPUReady, renderFrame]); + + // 4) Whenever the elements change, re-build instance buffer + useEffect(() => { + if (isWebGPUReady) { + updatePointCloudBuffers(elements); + } + }, [isWebGPUReady, elements, updatePointCloudBuffers]); + + // -------------------------------------- + // h) Render + // -------------------------------------- + return ( +
+ +
+ ); +} + +/****************************************************** + * 4) Example: App Component for Stage 4 + ******************************************************/ +export function App() { + // We'll test: + // - 4 points with some "base" scale in scales[] + // - Then apply decorations to override color/alpha/scale + const positions = new Float32Array([ + -0.5, -0.5, 0.0, // bottom-left + 0.5, -0.5, 0.0, // bottom-right + -0.5, 0.5, 0.0, // top-left + 0.5, 0.5, 0.0, // top-right + ]); + // Base color: all white + const colors = new Float32Array([ + 1, 1, 1, + 1, 1, 1, + 1, 1, 1, + 1, 1, 1 + ]); + // Base scale: small + const scales = new Float32Array([ + 0.05, 0.05, 0.05, 0.05 + ]); + + const decorations: Decoration[] = [ + { + indexes: [0], + color: [1, 0, 0], // red + alpha: 1.0, + scale: 1.0, + minSize: 0.05, // ensures at least 0.05 + }, + { + indexes: [1], + color: [0, 1, 0], // green + alpha: 0.7, + scale: 2.0, // doubles the base scale + }, + { + indexes: [2], + color: [0, 0, 1], // blue + alpha: 1.0, + scale: 1.5, + minSize: 0.08, // overrides the final scale if < 0.08 + }, + { + indexes: [3], + color: [1, 1, 0], // yellow + alpha: 0.3, + scale: 0.5, + }, + ]; + + const testElements: SceneElementConfig[] = [ + { + type: 'PointCloud', + data: { positions, colors, scales }, + decorations, + }, + ]; + + return ( +
+

Stage 4: Scale & Decorations (Billboard Quads)

+ +
+ ); +} diff --git a/src/genstudio/js/scene3d/spec.md b/src/genstudio/js/scene3d/spec.md new file mode 100644 index 00000000..73fb9cba --- /dev/null +++ b/src/genstudio/js/scene3d/spec.md @@ -0,0 +1,58 @@ +# Point Cloud & Scene Rendering API Specification (TypeScript) + +This document describes a declarative, data-driven API for rendering and interacting with 3D content in a browser, written in TypeScript. The system manages a “scene” with multiple elements (e.g., point clouds, meshes, 2D overlays), all rendered using a single camera. A point cloud is one supported element type; more may be added later. + +## Purpose and Overview + +- Provide a TypeScript-based, declarative scene renderer for 3D data. +- Support multiple element types, such as: + - **Point Clouds** (positions, per-point color/scale, decorations). + - Other elements (e.g., meshes, images) in the future. +- Expose interactive camera controls: orbit, pan, zoom. +- Enable picking/hover/click interactions on supported elements (e.g., points). +- Allow styling subsets of points using a “decoration” mechanism. +- Automatically handle container resizing and device pixel ratio changes. +- Optionally track performance (e.g., FPS). + +The API is **declarative**: the user calls a method to “set” an array of elements in the scene, and the underlying system updates/re-renders accordingly. + +## Data and Configuration + +### Scene and Elements + +- **Scene** + A central object that manages: + - A camera. + - An array of “elements,” each specifying data to be rendered. + - Rendering behaviors (resizing, device pixel ratio, etc.). + - Interaction callbacks (hover, click, camera changes). + +- **Elements** + Each element describes a renderable 3D object. Examples: + - A **point cloud** with a set of 3D points. + - (Planned) A **mesh** or other geometry. + - (Planned) A **2D image** plane, etc. + +### Point Cloud Element + +```ts +interface PointCloudData { + positions: Float32Array; // [x1, y1, z1, x2, y2, z2, ...] + colors?: Float32Array; // [r1, g1, b1, r2, g2, b2, ...] (could be 0-255 or normalized) + scales?: Float32Array; // Per-point scale factors +} + +interface Decoration { + indexes: number[]; // Indices of points to style + color?: [number, number, number]; // Override color if defined + alpha?: number; // Override alpha in [0..1] + scale?: number; // Additional scale multiplier + minSize?: number; // Minimum size in screen pixels +} + +interface PointCloudElementConfig { + type: 'PointCloud'; + data: PointCloudData; + pointSize?: number; // Global baseline point size + decorations?: Decoration[]; +} diff --git a/src/genstudio/js/scene3d/webgpu.d.ts b/src/genstudio/js/scene3d/webgpu.d.ts new file mode 100644 index 00000000..d8ccf573 --- /dev/null +++ b/src/genstudio/js/scene3d/webgpu.d.ts @@ -0,0 +1,56 @@ +interface Navigator { + gpu: GPU; +} + +interface GPU { + requestAdapter(): Promise; + getPreferredCanvasFormat(): GPUTextureFormat; +} + +interface GPUAdapter { + requestDevice(): Promise; +} + +interface GPUDevice { + createBuffer(descriptor: GPUBufferDescriptor): GPUBuffer; + createShaderModule(descriptor: GPUShaderModuleDescriptor): GPUShaderModule; + createRenderPipeline(descriptor: GPURenderPipelineDescriptor): GPURenderPipeline; + createCommandEncoder(): GPUCommandEncoder; + queue: GPUQueue; +} + +interface GPUBuffer { + // Basic buffer interface +} + +interface GPUQueue { + writeBuffer(buffer: GPUBuffer, offset: number, data: ArrayBuffer, dataOffset?: number, size?: number): void; + submit(commandBuffers: GPUCommandBuffer[]): void; +} + +interface GPUTextureFormat {} +interface GPUCanvasContext {} +interface GPURenderPipeline {} +interface GPURenderPassDescriptor {} + +interface GPUBufferDescriptor { + size: number; + usage: number; + mappedAtCreation?: boolean; +} + +interface GPUShaderModuleDescriptor { + code: string; +} + +interface GPURenderPipelineDescriptor { + layout: 'auto' | GPUPipelineLayout; + vertex: GPUVertexState; + fragment?: GPUFragmentState; + primitive?: GPUPrimitiveState; +} + +class GPUBufferUsage { + static VERTEX: number; + static COPY_DST: number; +} diff --git a/tsconfig.json b/tsconfig.json new file mode 100644 index 00000000..63b9c6aa --- /dev/null +++ b/tsconfig.json @@ -0,0 +1,14 @@ +{ + "compilerOptions": { + "target": "ES2020", + "lib": ["DOM", "DOM.Iterable", "ESNext", "ES2015"], + "module": "ESNext", + "jsx": "react", + "strict": true, + "esModuleInterop": true, + "skipLibCheck": true, + "forceConsistentCasingInFileNames": true + }, + "include": ["src/**/*"], + "exclude": ["node_modules"] +} diff --git a/yarn.lock b/yarn.lock index 247b5854..19d75d61 100644 --- a/yarn.lock +++ b/yarn.lock @@ -673,6 +673,19 @@ resolved "https://registry.yarnpkg.com/@types/lodash/-/lodash-4.17.5.tgz#e6c29b58e66995d57cd170ce3e2a61926d55ee04" integrity sha512-MBIOHVZqVqgfro1euRDWX7OO0fBVUUMrN6Pwm8LQsz8cWhEpihlvR70ENj3f40j58TNxZaWv2ndSkInykNBBJw== +"@types/prop-types@*": + version "15.7.14" + resolved "https://registry.yarnpkg.com/@types/prop-types/-/prop-types-15.7.14.tgz#1433419d73b2a7ebfc6918dcefd2ec0d5cd698f2" + integrity sha512-gNMvNH49DJ7OJYv+KAKn0Xp45p8PLl6zo2YnvDIbTd4J6MER2BmWN49TG7n9LvkyihINxeKW8+3bfS2yDC9dzQ== + +"@types/react@^18.0.0": + version "18.3.18" + resolved "https://registry.yarnpkg.com/@types/react/-/react-18.3.18.tgz#9b382c4cd32e13e463f97df07c2ee3bbcd26904b" + integrity sha512-t4yC+vtgnkYjNSKlFx1jkAhH8LgTo2N/7Qvi83kdEaUtMDiwpbLAktKDaAMlRcJ5eSxZkH74eEGt1ky31d7kfQ== + dependencies: + "@types/prop-types" "*" + csstype "^3.0.2" + "@types/sizzle@*": version "2.3.8" resolved "https://registry.yarnpkg.com/@types/sizzle/-/sizzle-2.3.8.tgz#518609aefb797da19bf222feb199e8f653ff7627" @@ -734,6 +747,11 @@ loupe "^3.1.1" tinyrainbow "^1.2.0" +"@webgpu/types@^0.1.40": + version "0.1.52" + resolved "https://registry.yarnpkg.com/@webgpu/types/-/types-0.1.52.tgz#239995418d86de927269aca54cbadfbee04eb03a" + integrity sha512-eI883Nlag2hGIkhXxAnq8s4APpqXWuPL3Gbn2ghiU12UjLvfCbVqHK4XfXl3eLRTatqcMmeK7jws7IwWsGfbzw== + agent-base@^7.0.2, agent-base@^7.1.0: version "7.1.1" resolved "https://registry.yarnpkg.com/agent-base/-/agent-base-7.1.1.tgz#bdbded7dfb096b751a2a087eeeb9664725b2e317" @@ -1098,7 +1116,7 @@ cssstyle@^4.0.1: dependencies: rrweb-cssom "^0.6.0" -csstype@^3.1.1: +csstype@^3.0.2, csstype@^3.1.1: version "3.1.3" resolved "https://registry.yarnpkg.com/csstype/-/csstype-3.1.3.tgz#d80ff294d114fb0e6ac500fbf85b60137d7eff81" integrity sha512-M1uQkMl8rQK/szD0LNhtqxIPLpimGm8sOBwU7lLnCpSbTyY3yeU1Vc7l4KT5zT4s/yOxHH5O7tIuuLOCnLADRw== @@ -3357,6 +3375,11 @@ typed-array-length@^1.0.6: is-typed-array "^1.1.13" possible-typed-array-names "^1.0.0" +typescript@^5.0.0: + version "5.7.2" + resolved "https://registry.yarnpkg.com/typescript/-/typescript-5.7.2.tgz#3169cf8c4c8a828cde53ba9ecb3d2b1d5dd67be6" + integrity sha512-i5t66RHxDvVN40HfDd1PsEThGNnlMCMT3jMUuoh9/0TaqWevNontacunWyN02LA9/fIbEWlcHZcgTKb9QoaLfg== + uc.micro@^2.0.0, uc.micro@^2.1.0: version "2.1.0" resolved "https://registry.yarnpkg.com/uc.micro/-/uc.micro-2.1.0.tgz#f8d3f7d0ec4c3dea35a7e3c8efa4cb8b45c9e7ee" From 0a03a7ebac6eabb5a46bb73426db6bc907b13bac Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 10 Jan 2025 13:06:11 +0100 Subject: [PATCH 048/167] render quads --- src/genstudio/js/scene3d/scene3dNew.tsx | 347 +++++++++++++----------- src/genstudio/js/scene3d/types.ts | 1 + 2 files changed, 196 insertions(+), 152 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 80ca54c1..58e58331 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -9,7 +9,7 @@ import { useContainerWidth } from '../utils'; interface PointCloudData { positions: Float32Array; // [x1, y1, z1, x2, y2, z2, ...] colors?: Float32Array; // [r1, g1, b1, r2, g2, b2, ...] (each in [0..1]) - scales?: Float32Array; // per-point scale factors + scales?: Float32Array; // per-point scale factors (optional) } interface Decoration { @@ -23,11 +23,11 @@ interface Decoration { interface PointCloudElementConfig { type: 'PointCloud'; data: PointCloudData; - pointSize?: number; // (We won't use this anymore; we rely on scales[] for size) + pointSize?: number; // Not directly used in this example decorations?: Decoration[]; } -// For now, we only implement PointCloud +// We only implement PointCloud for now type SceneElementConfig = PointCloudElementConfig; /****************************************************** @@ -35,20 +35,46 @@ type SceneElementConfig = PointCloudElementConfig; ******************************************************/ interface SceneProps { elements: SceneElementConfig[]; + containerWidth: number; } /****************************************************** - * 3) The Scene Component (Stage 4: Scale & Decorations) + * SceneWrapper + * - Measures container width using useContainerWidth + * - Renders once we have a non-zero width ******************************************************/ -export function Scene({ elements }: SceneProps) { - // -------------------------------------- - // a) Canvas & Container - // -------------------------------------- +export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { + const [containerRef, measuredWidth] = useContainerWidth(1); + + return ( +
+ {measuredWidth > 0 && ( + + )} +
+ ); +} + +/****************************************************** + * The Scene Component + * - Renders a set of points as billboard quads using WebGPU. + * - Demonstrates scale, color, alpha, and decorations. + ******************************************************/ +function Scene({ elements, containerWidth }: SceneProps) { + // ---------------------------------------------------- + // A) Canvas Setup + // ---------------------------------------------------- const canvasRef = useRef(null); - const [containerRef, containerWidth] = useContainerWidth(1); - const canvasHeight = 400; - // Combine GPU state into a single ref + // Ensure canvas dimensions are non-zero + const safeWidth = containerWidth > 0 ? containerWidth : 300; + const canvasWidth = safeWidth; + const canvasHeight = safeWidth; + + // GPU references in a single object const gpuRef = useRef<{ device: GPUDevice; context: GPUCanvasContext; @@ -56,45 +82,42 @@ export function Scene({ elements }: SceneProps) { quadVertexBuffer: GPUBuffer; quadIndexBuffer: GPUBuffer; instanceBuffer: GPUBuffer | null; - indexCount: number; // for the quad - instanceCount: number; // number of points + indexCount: number; + instanceCount: number; } | null>(null); // Animation handle const rafIdRef = useRef(0); - // Track readiness + // Track WebGPU readiness const [isWebGPUReady, setIsWebGPUReady] = useState(false); - // -------------------------------------- - // b) Create a static "quad" for the billboard - // We'll center it at (0,0) so we can - // scale/translate it per-point in the shader. - // -------------------------------------- + // ---------------------------------------------------- + // B) Static Quad Data + // ---------------------------------------------------- + // A 2D quad, centered at (0,0). const QUAD_VERTICES = new Float32Array([ // x, y - -0.5, -0.5, // bottom-left - 0.5, -0.5, // bottom-right - -0.5, 0.5, // top-left - 0.5, 0.5, // top-right + -0.5, -0.5, // bottom-left + 0.5, -0.5, // bottom-right + -0.5, 0.5, // top-left + 0.5, 0.5, // top-right ]); const QUAD_INDICES = new Uint16Array([ - 0, 1, 2, // first triangle (bottom-left, bottom-right, top-left) - 2, 1, 3 // second triangle (top-left, bottom-right, top-right) + 0, 1, 2, + 2, 1, 3 ]); - // We'll define the instance layout as: - // struct InstanceData { - // position : vec3, - // color : vec3, - // alpha : f32, - // scale : f32, - // }; + // Each instance has 8 floats: + // position (x,y,z) => 3 + // color (r,g,b) => 3 + // alpha => 1 + // scale => 1 // => total 8 floats (32 bytes) - // -------------------------------------- - // c) Init WebGPU (once) - // -------------------------------------- + // ---------------------------------------------------- + // C) Initialize WebGPU + // ---------------------------------------------------- const initWebGPU = useCallback(async () => { if (!canvasRef.current) return; if (!navigator.gpu) { @@ -103,22 +126,25 @@ export function Scene({ elements }: SceneProps) { } try { + // 1) Request adapter & device const adapter = await navigator.gpu.requestAdapter(); if (!adapter) { - throw new Error('Failed to get GPU adapter.'); + throw new Error('Failed to get GPU adapter. Check browser/system support.'); } const device = await adapter.requestDevice(); + + // 2) Acquire WebGPU context const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; const format = navigator.gpu.getPreferredCanvasFormat(); - // Configure + // 3) Configure the swap chain context.configure({ device, format, alphaMode: 'opaque', }); - // Create buffers for the quad + // 4) Create buffers for the static quad const quadVertexBuffer = device.createBuffer({ size: QUAD_VERTICES.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, @@ -131,43 +157,51 @@ export function Scene({ elements }: SceneProps) { }); device.queue.writeBuffer(quadIndexBuffer, 0, QUAD_INDICES); - // Create pipeline + // 5) Create the render pipeline + // NOTE: The fragment expects a color at @location(2), + // so the vertex must OUTPUT something at location(2). const pipeline = device.createRenderPipeline({ layout: 'auto', vertex: { module: device.createShaderModule({ code: ` - struct InstanceData { - position : vec3, - color : vec3, - alpha : f32, - scale : f32, +struct VertexOut { + @builtin(position) position : vec4, + @location(2) color : vec3, + @location(3) alpha : f32, }; @vertex fn vs_main( - // Quad corner offset in 2D + // Quad corner in 2D @location(0) corner: vec2, - // Instance data + + // Per-instance data @location(1) instancePos : vec3, @location(2) instanceColor: vec3, @location(3) instanceAlpha: f32, @location(4) instanceScale: f32 -) -> @builtin(position) vec4 { - // We'll expand the corner by scale, then translate by instancePos - let scaledCorner = corner * instanceScale; +) -> VertexOut { + var out: VertexOut; + + let cornerOffset = corner * instanceScale; let finalPos = vec3( - instancePos.x + scaledCorner.x, - instancePos.y + scaledCorner.y, + instancePos.x + cornerOffset.x, + instancePos.y + cornerOffset.y, instancePos.z ); - return vec4(finalPos, 1.0); -}; + + out.position = vec4(finalPos, 1.0); + out.color = instanceColor; + out.alpha = instanceAlpha; + + return out; +} @fragment fn fs_main( - @location(2) inColor : vec3, - @location(3) inAlpha : f32 + @location(2) inColor: vec3, + @location(3) inAlpha: f32 ) -> @location(0) vec4 { return vec4(inColor, inAlpha); } @@ -175,20 +209,20 @@ fn fs_main( }), entryPoint: 'vs_main', buffers: [ - // Buffer(0): The quad's corner offsets (non-instanced) + // Buffer(0) => the quad corners { - arrayStride: 2 * 4, // 2 floats (x,y) * 4 bytes + arrayStride: 2 * 4, // 2 floats * 4 bytes attributes: [ { - shaderLocation: 0, + shaderLocation: 0, // "corner" offset: 0, format: 'float32x2', }, ], }, - // Buffer(1): The per-instance data + // Buffer(1) => per-instance data { - arrayStride: 8 * 4, // 8 floats * 4 bytes + arrayStride: 8 * 4, // 8 floats * 4 bytes each stepMode: 'instance', attributes: [ // instancePos (3 floats) @@ -222,13 +256,13 @@ fn fs_main( fragment: { module: device.createShaderModule({ code: ` - @fragment - fn fs_main( - @location(2) inColor : vec3, - @location(3) inAlpha : f32 - ) -> @location(0) vec4 { - return vec4(inColor, inAlpha); - } +@fragment +fn fs_main( + @location(2) inColor: vec3, + @location(3) inAlpha: f32 +) -> @location(0) vec4 { + return vec4(inColor, inAlpha); +} `, }), entryPoint: 'fs_main', @@ -249,116 +283,120 @@ fn fs_main( indexCount: QUAD_INDICES.length, instanceCount: 0, }; + setIsWebGPUReady(true); } catch (err) { console.error('Error initializing WebGPU:', err); } }, []); - // -------------------------------------- - // d) Render Loop - // -------------------------------------- + // ---------------------------------------------------- + // D) Render Loop + // ---------------------------------------------------- const renderFrame = useCallback(() => { if (!gpuRef.current) { rafIdRef.current = requestAnimationFrame(renderFrame); return; } + const { + device, + context, + pipeline, + quadVertexBuffer, + quadIndexBuffer, + instanceBuffer, + indexCount, + instanceCount, + } = gpuRef.current; - const { device, context, pipeline, quadVertexBuffer, quadIndexBuffer, instanceBuffer, indexCount, instanceCount } = gpuRef.current; if (!device || !context || !pipeline) { rafIdRef.current = requestAnimationFrame(renderFrame); return; } - // 1) Get current texture - const currentTexture = context.getCurrentTexture(); + // Attempt to grab the current swap-chain texture + let currentTexture: GPUTexture; + try { + currentTexture = context.getCurrentTexture(); + } catch { + // If canvas is size 0 or something else is amiss, try again next frame + rafIdRef.current = requestAnimationFrame(renderFrame); + return; + } + const renderPassDesc: GPURenderPassDescriptor = { colorAttachments: [ { view: currentTexture.createView(), - clearValue: { r: 0.2, g: 0.2, b: 0.4, a: 1 }, + clearValue: { r: 0.1, g: 0.1, b: 0.1, a: 1.0 }, loadOp: 'clear', storeOp: 'store', }, ], }; - // 2) Encode - const commandEncoder = device.createCommandEncoder(); - const passEncoder = commandEncoder.beginRenderPass(renderPassDesc); + // Encode commands + const cmdEncoder = device.createCommandEncoder(); + const passEncoder = cmdEncoder.beginRenderPass(renderPassDesc); if (instanceBuffer && instanceCount > 0) { passEncoder.setPipeline(pipeline); - // Binding 0 => the quad passEncoder.setVertexBuffer(0, quadVertexBuffer); - // Binding 1 => the instance data passEncoder.setVertexBuffer(1, instanceBuffer); passEncoder.setIndexBuffer(quadIndexBuffer, 'uint16'); - // Draw 6 indices (2 triangles), with `instanceCount` instances - passEncoder.drawIndexed(indexCount, instanceCount, 0, 0, 0); + passEncoder.drawIndexed(indexCount, instanceCount); } passEncoder.end(); + device.queue.submit([cmdEncoder.finish()]); - // 3) Submit - const gpuCommands = commandEncoder.finish(); - device.queue.submit([gpuCommands]); - - // 4) Loop + // Loop rafIdRef.current = requestAnimationFrame(renderFrame); }, []); - // -------------------------------------- - // e) Build final arrays (position, color, alpha, scale) + apply decorations - // -------------------------------------- + // ---------------------------------------------------- + // E) buildInstanceData + // ---------------------------------------------------- function buildInstanceData( positions: Float32Array, - colors: Float32Array | undefined, - scales: Float32Array | undefined, - decorations: Decoration[] | undefined + colors?: Float32Array, + scales?: Float32Array, + decorations?: Decoration[] ): Float32Array { - const count = positions.length / 3; + const count = positions.length / 3; // each point is (x,y,z) const instanceData = new Float32Array(count * 8); - // We’ll fill in base data from positions, colors, scales - // Layout per point i: - // 0..2: (x,y,z) - // 3..5: (r,g,b) - // 6 : alpha - // 7 : scale + // Base fill: position, color, alpha=1, scale=0.02 (if missing) for (let i = 0; i < count; i++) { - // position instanceData[i * 8 + 0] = positions[i * 3 + 0]; instanceData[i * 8 + 1] = positions[i * 3 + 1]; instanceData[i * 8 + 2] = positions[i * 3 + 2]; - // color + if (colors && colors.length === count * 3) { instanceData[i * 8 + 3] = colors[i * 3 + 0]; instanceData[i * 8 + 4] = colors[i * 3 + 1]; instanceData[i * 8 + 5] = colors[i * 3 + 2]; } else { - // default to white instanceData[i * 8 + 3] = 1.0; instanceData[i * 8 + 4] = 1.0; instanceData[i * 8 + 5] = 1.0; } - // alpha defaults to 1 - instanceData[i * 8 + 6] = 1.0; - // scale + + instanceData[i * 8 + 6] = 1.0; // alpha if (scales && scales.length === count) { instanceData[i * 8 + 7] = scales[i]; } else { - // default scale - instanceData[i * 8 + 7] = 0.02; // arbitrary small + instanceData[i * 8 + 7] = 0.02; } } - // Apply any decorations + // Apply decorations if (decorations) { for (const dec of decorations) { const { indexes, color, alpha, scale, minSize } = dec; for (const idx of indexes) { if (idx < 0 || idx >= count) continue; + if (color) { instanceData[idx * 8 + 3] = color[0]; instanceData[idx * 8 + 4] = color[1]; @@ -368,12 +406,11 @@ fn fs_main( instanceData[idx * 8 + 6] = alpha; } if (scale !== undefined) { - // multiply the existing scale instanceData[idx * 8 + 7] *= scale; } if (minSize !== undefined) { - // clamp to minSize if needed - if (instanceData[idx * 8 + 7] < minSize) { + const currentScale = instanceData[idx * 8 + 7]; + if (currentScale < minSize) { instanceData[idx * 8 + 7] = minSize; } } @@ -384,17 +421,16 @@ fn fs_main( return instanceData; } - // -------------------------------------- - // f) Update instance buffer from the FIRST point cloud - // -------------------------------------- + // ---------------------------------------------------- + // F) Update instance buffer from the FIRST PointCloud + // ---------------------------------------------------- const updatePointCloudBuffers = useCallback((sceneElements: SceneElementConfig[]) => { if (!gpuRef.current) return; const { device } = gpuRef.current; - // For simplicity, handle only FIRST pointcloud + // For simplicity, handle only the FIRST PointCloud const pc = sceneElements.find(e => e.type === 'PointCloud'); if (!pc || pc.data.positions.length === 0) { - // no data gpuRef.current.instanceBuffer = null; gpuRef.current.instanceCount = 0; return; @@ -402,7 +438,8 @@ fn fs_main( const { positions, colors, scales } = pc.data; const decorations = pc.decorations || []; - // Build final array + + // Build final data const instanceData = buildInstanceData(positions, colors, scales, decorations); const instanceBuffer = device.createBuffer({ @@ -422,10 +459,10 @@ fn fs_main( gpuRef.current.instanceCount = positions.length / 3; }, []); - // -------------------------------------- - // g) Effects - // -------------------------------------- - // 1) Init once + // ---------------------------------------------------- + // G) Effects + // ---------------------------------------------------- + // 1) Initialize WebGPU once useEffect(() => { initWebGPU(); return () => { @@ -433,12 +470,12 @@ fn fs_main( }; }, [initWebGPU]); - // 2) Resize + // 2) Resize the canvas useEffect(() => { if (!canvasRef.current) return; - canvasRef.current.width = containerWidth; + canvasRef.current.width = canvasWidth; canvasRef.current.height = canvasHeight; - }, [containerWidth]); + }, [canvasWidth, canvasHeight]); // 3) Start render loop useEffect(() => { @@ -450,72 +487,78 @@ fn fs_main( }; }, [isWebGPUReady, renderFrame]); - // 4) Whenever the elements change, re-build instance buffer + // 4) Rebuild instance buffer when elements change useEffect(() => { if (isWebGPUReady) { updatePointCloudBuffers(elements); } }, [isWebGPUReady, elements, updatePointCloudBuffers]); - // -------------------------------------- - // h) Render - // -------------------------------------- + // ---------------------------------------------------- + // H) Render + // ---------------------------------------------------- return ( -
- +
+
); } /****************************************************** - * 4) Example: App Component for Stage 4 + * Example: App Component ******************************************************/ export function App() { - // We'll test: - // - 4 points with some "base" scale in scales[] - // - Then apply decorations to override color/alpha/scale + // 4 points in clip space const positions = new Float32Array([ - -0.5, -0.5, 0.0, // bottom-left - 0.5, -0.5, 0.0, // bottom-right - -0.5, 0.5, 0.0, // top-left - 0.5, 0.5, 0.0, // top-right + -0.5, -0.5, 0.0, + 0.5, -0.5, 0.0, + -0.5, 0.5, 0.0, + 0.5, 0.5, 0.0, ]); - // Base color: all white + + // All white by default const colors = new Float32Array([ 1, 1, 1, 1, 1, 1, 1, 1, 1, - 1, 1, 1 - ]); - // Base scale: small - const scales = new Float32Array([ - 0.05, 0.05, 0.05, 0.05 + 1, 1, 1, ]); + // Base scale + const scales = new Float32Array([0.05, 0.05, 0.05, 0.05]); + + // Simple decorations const decorations: Decoration[] = [ { indexes: [0], - color: [1, 0, 0], // red + color: [1, 0, 0], // red alpha: 1.0, scale: 1.0, - minSize: 0.05, // ensures at least 0.05 + minSize: 0.05, }, { indexes: [1], - color: [0, 1, 0], // green + color: [0, 1, 0], // green alpha: 0.7, - scale: 2.0, // doubles the base scale + scale: 2.0, }, { indexes: [2], - color: [0, 0, 1], // blue + color: [0, 0, 1], // blue alpha: 1.0, scale: 1.5, - minSize: 0.08, // overrides the final scale if < 0.08 + minSize: 0.08, }, { indexes: [3], - color: [1, 1, 0], // yellow + color: [1, 1, 0], // yellow alpha: 0.3, scale: 0.5, }, @@ -532,7 +575,7 @@ export function App() { return (

Stage 4: Scale & Decorations (Billboard Quads)

- +
); } diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts index ac2da2fb..4dea6454 100644 --- a/src/genstudio/js/scene3d/types.ts +++ b/src/genstudio/js/scene3d/types.ts @@ -3,6 +3,7 @@ import { vec3 } from 'gl-matrix'; export interface PointCloudData { position: Float32Array; color?: Uint8Array; + scale?: Float32Array; } export interface CameraParams { From a99c62efca1b07743395ac023481da7e2693ffee Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 10 Jan 2025 13:51:11 +0100 Subject: [PATCH 049/167] fix initial render, orbit directions --- esbuild.config.mjs | 3 +- package.json | 7 + src/genstudio/js/scene3d/scene3d.tsx | 9 +- src/genstudio/js/scene3d/scene3dNew.tsx | 563 +++++++++++++++--------- yarn.lock | 255 ++++++++++- 5 files changed, 607 insertions(+), 230 deletions(-) diff --git a/esbuild.config.mjs b/esbuild.config.mjs index f57a3a9e..61675e22 100644 --- a/esbuild.config.mjs +++ b/esbuild.config.mjs @@ -1,6 +1,7 @@ import esbuild from 'esbuild' import cssModulesPlugin from "esbuild-css-modules-plugin" import * as importMap from "esbuild-plugin-import-map"; +import {wgsl} from "@use-gpu/wgsl-loader/esbuild"; const args = process.argv.slice(2); const watch = args.includes('--watch'); @@ -10,7 +11,7 @@ const options = { bundle: true, format: 'esm', outfile: 'src/genstudio/js/widget_build.js', - plugins: [cssModulesPlugin()], + plugins: [wgsl(), cssModulesPlugin()], minify: !watch, sourcemap: watch, }; diff --git a/package.json b/package.json index 87ecf11c..88a54d2c 100644 --- a/package.json +++ b/package.json @@ -25,9 +25,16 @@ "@twind/preset-autoprefix": "^1.0.7", "@twind/preset-tailwind": "^1.1.4", "@twind/preset-typography": "^1.0.7", + "@types/react": "^19.0.4", + "@types/react-dom": "^19.0.2", + "@use-gpu/react": "^0.12.0", + "@use-gpu/webgpu": "^0.12.0", + "@use-gpu/wgsl-loader": "^0.12.0", + "@use-gpu/workbench": "^0.12.0", "bylight": "^1.0.5", "d3": "^7.9.0", "esbuild-plugin-import-map": "^2.1.0", + "esbuild-plugin-wasm": "^1.1.0", "gl-matrix": "^3.4.3", "katex": "^0.16.11", "markdown-it": "^14.1.0", diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index bdeb8bf4..edc51851 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,3 +1,5 @@ +/// + import React, { useEffect, useRef, useCallback, useMemo } from 'react'; import { PointCloudViewerProps, ShaderUniforms, CameraState, Decoration } from './types'; import { useContainerWidth, useShallowMemo } from '../utils'; @@ -254,11 +256,10 @@ function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { const dist = Math.hypot(x - centerX, y - centerY); if (dist < minDist) { minDist = dist; - closestId = pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; + closestId = pixels[i] + + pixels[i + 1] * 256 + + pixels[i + 2] * 256 * 256; } - } } } diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 58e58331..4f59fb65 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1,4 +1,5 @@ /// +/// import React, { useRef, useEffect, useState, useCallback } from 'react'; import { useContainerWidth } from '../utils'; @@ -7,31 +8,43 @@ import { useContainerWidth } from '../utils'; * 1) Define Types from the Spec ******************************************************/ interface PointCloudData { - positions: Float32Array; // [x1, y1, z1, x2, y2, z2, ...] - colors?: Float32Array; // [r1, g1, b1, r2, g2, b2, ...] (each in [0..1]) - scales?: Float32Array; // per-point scale factors (optional) + positions: Float32Array; // [x, y, z, x, y, z, ...] + colors?: Float32Array; // [r, g, b, r, g, b, ...] + scales?: Float32Array; // optional } interface Decoration { - indexes: number[]; // indices of points to style - color?: [number, number, number]; // override color if defined - alpha?: number; // override alpha in [0..1] - scale?: number; // additional scale multiplier - minSize?: number; // minimum size in (clip space) "units" + indexes: number[]; + color?: [number, number, number]; + alpha?: number; + scale?: number; + minSize?: number; } interface PointCloudElementConfig { type: 'PointCloud'; data: PointCloudData; - pointSize?: number; // Not directly used in this example decorations?: Decoration[]; } -// We only implement PointCloud for now type SceneElementConfig = PointCloudElementConfig; /****************************************************** - * 2) React Component Props + * 2) Minimal Camera State + ******************************************************/ +interface CameraState { + orbitRadius: number; // distance from origin + orbitTheta: number; // rotation around Y axis + orbitPhi: number; // rotation around X axis + panX: number; // shifting the target in X + panY: number; // shifting the target in Y + fov: number; // field of view in radians, e.g. ~60 deg + near: number; + far: number; +} + +/****************************************************** + * 3) React Component Props ******************************************************/ interface SceneProps { elements: SceneElementConfig[]; @@ -39,42 +52,31 @@ interface SceneProps { } /****************************************************** - * SceneWrapper - * - Measures container width using useContainerWidth - * - Renders once we have a non-zero width + * 4) SceneWrapper - measures container, uses ******************************************************/ export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { const [containerRef, measuredWidth] = useContainerWidth(1); return ( -
+
{measuredWidth > 0 && ( - + )}
); } /****************************************************** - * The Scene Component - * - Renders a set of points as billboard quads using WebGPU. - * - Demonstrates scale, color, alpha, and decorations. + * 5) The Scene Component - with "zoom to cursor" + + * camera-facing billboards ******************************************************/ function Scene({ elements, containerWidth }: SceneProps) { - // ---------------------------------------------------- - // A) Canvas Setup - // ---------------------------------------------------- const canvasRef = useRef(null); - - // Ensure canvas dimensions are non-zero const safeWidth = containerWidth > 0 ? containerWidth : 300; const canvasWidth = safeWidth; const canvasHeight = safeWidth; - // GPU references in a single object + // GPU + pipeline references const gpuRef = useRef<{ device: GPUDevice; context: GPUCanvasContext; @@ -82,69 +84,139 @@ function Scene({ elements, containerWidth }: SceneProps) { quadVertexBuffer: GPUBuffer; quadIndexBuffer: GPUBuffer; instanceBuffer: GPUBuffer | null; + uniformBuffer: GPUBuffer; + bindGroup: GPUBindGroup; indexCount: number; instanceCount: number; } | null>(null); - // Animation handle + // Render loop handle const rafIdRef = useRef(0); // Track WebGPU readiness - const [isWebGPUReady, setIsWebGPUReady] = useState(false); + const [isReady, setIsReady] = useState(false); // ---------------------------------------------------- - // B) Static Quad Data + // Camera: Adjust angles to ensure a view from the start // ---------------------------------------------------- - // A 2D quad, centered at (0,0). + const [camera, setCamera] = useState({ + orbitRadius: 2.0, + orbitTheta: 0.2, // nonzero so we see the quads initially + orbitPhi: 1.0, // tilt downward + panX: 0.0, + panY: 0.0, + fov: Math.PI / 3, // ~60 deg + near: 0.01, + far: 100.0, + }); + + // Basic billboard geometry const QUAD_VERTICES = new Float32Array([ - // x, y - -0.5, -0.5, // bottom-left - 0.5, -0.5, // bottom-right - -0.5, 0.5, // top-left - 0.5, 0.5, // top-right - ]); - const QUAD_INDICES = new Uint16Array([ - 0, 1, 2, - 2, 1, 3 + -0.5, -0.5, + 0.5, -0.5, + -0.5, 0.5, + 0.5, 0.5, ]); + const QUAD_INDICES = new Uint16Array([0, 1, 2, 2, 1, 3]); + + /****************************************************** + * A) Minimal Math + ******************************************************/ + function mat4Multiply(a: Float32Array, b: Float32Array): Float32Array { + const out = new Float32Array(16); + for (let i = 0; i < 4; i++) { + for (let j = 0; j < 4; j++) { + out[j * 4 + i] = + a[i + 0] * b[j * 4 + 0] + + a[i + 4] * b[j * 4 + 1] + + a[i + 8] * b[j * 4 + 2] + + a[i + 12] * b[j * 4 + 3]; + } + } + return out; + } - // Each instance has 8 floats: - // position (x,y,z) => 3 - // color (r,g,b) => 3 - // alpha => 1 - // scale => 1 - // => total 8 floats (32 bytes) + function mat4Perspective(fov: number, aspect: number, near: number, far: number): Float32Array { + const out = new Float32Array(16); + const f = 1.0 / Math.tan(fov / 2); + out[0] = f / aspect; + out[5] = f; + out[10] = (far + near) / (near - far); + out[11] = -1; + out[14] = (2 * far * near) / (near - far); + return out; + } - // ---------------------------------------------------- - // C) Initialize WebGPU - // ---------------------------------------------------- + function mat4LookAt(eye: [number, number, number], target: [number, number, number], up: [number, number, number]): Float32Array { + const zAxis = normalize([ + eye[0] - target[0], + eye[1] - target[1], + eye[2] - target[2], + ]); + const xAxis = normalize(cross(up, zAxis)); + const yAxis = cross(zAxis, xAxis); + + const out = new Float32Array(16); + out[0] = xAxis[0]; + out[1] = yAxis[0]; + out[2] = zAxis[0]; + out[3] = 0; + + out[4] = xAxis[1]; + out[5] = yAxis[1]; + out[6] = zAxis[1]; + out[7] = 0; + + out[8] = xAxis[2]; + out[9] = yAxis[2]; + out[10] = zAxis[2]; + out[11] = 0; + + out[12] = -dot(xAxis, eye); + out[13] = -dot(yAxis, eye); + out[14] = -dot(zAxis, eye); + out[15] = 1; + return out; + } + + function cross(a: [number, number, number], b: [number, number, number]): [number, number, number] { + return [ + a[1] * b[2] - a[2] * b[1], + a[2] * b[0] - a[0] * b[2], + a[0] * b[1] - a[1] * b[0], + ]; + } + function dot(a: [number, number, number], b: [number, number, number]): number { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; + } + function normalize(v: [number, number, number]): [number, number, number] { + const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + if (len > 1e-6) { + return [v[0] / len, v[1] / len, v[2] / len]; + } + return [0, 0, 0]; + } + + /****************************************************** + * B) Initialize WebGPU + ******************************************************/ const initWebGPU = useCallback(async () => { if (!canvasRef.current) return; if (!navigator.gpu) { - console.error('WebGPU not supported.'); + console.error('WebGPU not supported in this environment.'); return; } try { - // 1) Request adapter & device const adapter = await navigator.gpu.requestAdapter(); - if (!adapter) { - throw new Error('Failed to get GPU adapter. Check browser/system support.'); - } + if (!adapter) throw new Error('Failed to get GPU adapter.'); const device = await adapter.requestDevice(); - // 2) Acquire WebGPU context const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; const format = navigator.gpu.getPreferredCanvasFormat(); + context.configure({ device, format, alphaMode: 'opaque' }); - // 3) Configure the swap chain - context.configure({ - device, - format, - alphaMode: 'opaque', - }); - - // 4) Create buffers for the static quad + // Create buffers const quadVertexBuffer = device.createBuffer({ size: QUAD_VERTICES.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, @@ -157,14 +229,29 @@ function Scene({ elements, containerWidth }: SceneProps) { }); device.queue.writeBuffer(quadIndexBuffer, 0, QUAD_INDICES); - // 5) Create the render pipeline - // NOTE: The fragment expects a color at @location(2), - // so the vertex must OUTPUT something at location(2). + // Uniform buffer (mvp + cameraRight + cameraUp) + const uniformBufferSize = 96; + const uniformBuffer = device.createBuffer({ + size: uniformBufferSize, + usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, + }); + + // Create pipeline that orients each quad to face the camera const pipeline = device.createRenderPipeline({ layout: 'auto', vertex: { module: device.createShaderModule({ code: ` +struct CameraUniforms { + mvp: mat4x4, + cameraRight: vec3, + cameraPad1: f32, // pad + cameraUp: vec3, + cameraPad2: f32, // pad +}; + +@group(0) @binding(0) var camera : CameraUniforms; + struct VertexOut { @builtin(position) position : vec4, @location(2) color : vec3, @@ -173,10 +260,7 @@ struct VertexOut { @vertex fn vs_main( - // Quad corner in 2D - @location(0) corner: vec2, - - // Per-instance data + @location(0) corner: vec2, // e.g. (-0.5..0.5) @location(1) instancePos : vec3, @location(2) instanceColor: vec3, @location(3) instanceAlpha: f32, @@ -184,24 +268,27 @@ fn vs_main( ) -> VertexOut { var out: VertexOut; - let cornerOffset = corner * instanceScale; - let finalPos = vec3( - instancePos.x + cornerOffset.x, - instancePos.y + cornerOffset.y, - instancePos.z + // Build offset in world space using cameraRight & cameraUp + let offsetWorld = (camera.cameraRight * corner.x + camera.cameraUp * corner.y) + * instanceScale; + + let worldPos = vec4( + instancePos.x + offsetWorld.x, + instancePos.y + offsetWorld.y, + instancePos.z + offsetWorld.z, + 1.0 ); - out.position = vec4(finalPos, 1.0); + out.position = camera.mvp * worldPos; out.color = instanceColor; out.alpha = instanceAlpha; - return out; } @fragment fn fs_main( - @location(2) inColor: vec3, - @location(3) inAlpha: f32 + @location(2) inColor : vec3, + @location(3) inAlpha : f32 ) -> @location(0) vec4 { return vec4(inColor, inAlpha); } @@ -209,46 +296,18 @@ fn fs_main( }), entryPoint: 'vs_main', buffers: [ - // Buffer(0) => the quad corners { - arrayStride: 2 * 4, // 2 floats * 4 bytes - attributes: [ - { - shaderLocation: 0, // "corner" - offset: 0, - format: 'float32x2', - }, - ], + arrayStride: 2 * 4, + attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' }], }, - // Buffer(1) => per-instance data { - arrayStride: 8 * 4, // 8 floats * 4 bytes each + arrayStride: 8 * 4, stepMode: 'instance', attributes: [ - // instancePos (3 floats) - { - shaderLocation: 1, - offset: 0, - format: 'float32x3', - }, - // instanceColor (3 floats) - { - shaderLocation: 2, - offset: 3 * 4, - format: 'float32x3', - }, - // instanceAlpha (1 float) - { - shaderLocation: 3, - offset: 6 * 4, - format: 'float32', - }, - // instanceScale (1 float) - { - shaderLocation: 4, - offset: 7 * 4, - format: 'float32', - }, + { shaderLocation: 1, offset: 0, format: 'float32x3' }, + { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, + { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, + { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, ], }, ], @@ -273,6 +332,12 @@ fn fs_main( }, }); + // Bind group + const bindGroup = device.createBindGroup({ + layout: pipeline.getBindGroupLayout(0), + entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], + }); + gpuRef.current = { device, context, @@ -280,67 +345,96 @@ fn fs_main( quadVertexBuffer, quadIndexBuffer, instanceBuffer: null, + uniformBuffer, + bindGroup, indexCount: QUAD_INDICES.length, instanceCount: 0, }; - setIsWebGPUReady(true); + setIsReady(true); } catch (err) { console.error('Error initializing WebGPU:', err); } }, []); - // ---------------------------------------------------- - // D) Render Loop - // ---------------------------------------------------- + /****************************************************** + * C) Render Loop + ******************************************************/ const renderFrame = useCallback(() => { if (!gpuRef.current) { rafIdRef.current = requestAnimationFrame(renderFrame); return; } + const { - device, - context, - pipeline, - quadVertexBuffer, - quadIndexBuffer, + device, context, pipeline, + quadVertexBuffer, quadIndexBuffer, instanceBuffer, - indexCount, - instanceCount, + uniformBuffer, bindGroup, + indexCount, instanceCount, } = gpuRef.current; - if (!device || !context || !pipeline) { rafIdRef.current = requestAnimationFrame(renderFrame); return; } - // Attempt to grab the current swap-chain texture + // 1) Build camera basis + MVP + const aspect = canvasWidth / canvasHeight; + const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); + + const cx = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.sin(camera.orbitTheta); + const cy = camera.orbitRadius * Math.cos(camera.orbitPhi); + const cz = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.cos(camera.orbitTheta); + const eye: [number, number, number] = [cx, cy, cz]; + const target: [number, number, number] = [camera.panX, camera.panY, 0]; + const up: [number, number, number] = [0, 1, 0]; + const view = mat4LookAt(eye, target, up); + + const forward = normalize([target[0] - eye[0], target[1] - eye[1], target[2] - eye[2]]); + const right = normalize(cross(forward, up)); + const realUp = cross(right, forward); + + const mvp = mat4Multiply(proj, view); + + // 2) Write camera data to uniform buffer + const data = new Float32Array(24); + data.set(mvp, 0); + data[16] = right[0]; + data[17] = right[1]; + data[18] = right[2]; + data[19] = 0; + data[20] = realUp[0]; + data[21] = realUp[1]; + data[22] = realUp[2]; + data[23] = 0; + device.queue.writeBuffer(uniformBuffer, 0, data); + + // 3) Acquire swapchain texture let currentTexture: GPUTexture; try { currentTexture = context.getCurrentTexture(); } catch { - // If canvas is size 0 or something else is amiss, try again next frame rafIdRef.current = requestAnimationFrame(renderFrame); return; } - const renderPassDesc: GPURenderPassDescriptor = { + // 4) Render + const passDesc: GPURenderPassDescriptor = { colorAttachments: [ { view: currentTexture.createView(), - clearValue: { r: 0.1, g: 0.1, b: 0.1, a: 1.0 }, + clearValue: { r: 0.1, g: 0.1, b: 0.1, a: 1 }, loadOp: 'clear', storeOp: 'store', }, ], }; - - // Encode commands const cmdEncoder = device.createCommandEncoder(); - const passEncoder = cmdEncoder.beginRenderPass(renderPassDesc); + const passEncoder = cmdEncoder.beginRenderPass(passDesc); if (instanceBuffer && instanceCount > 0) { passEncoder.setPipeline(pipeline); + passEncoder.setBindGroup(0, bindGroup); passEncoder.setVertexBuffer(0, quadVertexBuffer); passEncoder.setVertexBuffer(1, instanceBuffer); passEncoder.setIndexBuffer(quadIndexBuffer, 'uint16'); @@ -350,39 +444,40 @@ fn fs_main( passEncoder.end(); device.queue.submit([cmdEncoder.finish()]); - // Loop rafIdRef.current = requestAnimationFrame(renderFrame); - }, []); + }, [camera, canvasWidth, canvasHeight]); - // ---------------------------------------------------- - // E) buildInstanceData - // ---------------------------------------------------- + /****************************************************** + * D) Build Instance Data + ******************************************************/ function buildInstanceData( positions: Float32Array, colors?: Float32Array, scales?: Float32Array, - decorations?: Decoration[] + decorations?: Decoration[], ): Float32Array { - const count = positions.length / 3; // each point is (x,y,z) + const count = positions.length / 3; const instanceData = new Float32Array(count * 8); - // Base fill: position, color, alpha=1, scale=0.02 (if missing) for (let i = 0; i < count; i++) { instanceData[i * 8 + 0] = positions[i * 3 + 0]; instanceData[i * 8 + 1] = positions[i * 3 + 1]; instanceData[i * 8 + 2] = positions[i * 3 + 2]; + // color or white if (colors && colors.length === count * 3) { instanceData[i * 8 + 3] = colors[i * 3 + 0]; instanceData[i * 8 + 4] = colors[i * 3 + 1]; instanceData[i * 8 + 5] = colors[i * 3 + 2]; } else { - instanceData[i * 8 + 3] = 1.0; - instanceData[i * 8 + 4] = 1.0; - instanceData[i * 8 + 5] = 1.0; + instanceData[i * 8 + 3] = 1; + instanceData[i * 8 + 4] = 1; + instanceData[i * 8 + 5] = 1; } - instanceData[i * 8 + 6] = 1.0; // alpha + // alpha + instanceData[i * 8 + 6] = 1.0; + // scale if (scales && scales.length === count) { instanceData[i * 8 + 7] = scales[i]; } else { @@ -390,13 +485,12 @@ fn fs_main( } } - // Apply decorations + // decorations if (decorations) { for (const dec of decorations) { const { indexes, color, alpha, scale, minSize } = dec; for (const idx of indexes) { if (idx < 0 || idx >= count) continue; - if (color) { instanceData[idx * 8 + 3] = color[0]; instanceData[idx * 8 + 4] = color[1]; @@ -409,8 +503,7 @@ fn fs_main( instanceData[idx * 8 + 7] *= scale; } if (minSize !== undefined) { - const currentScale = instanceData[idx * 8 + 7]; - if (currentScale < minSize) { + if (instanceData[idx * 8 + 7] < minSize) { instanceData[idx * 8 + 7] = minSize; } } @@ -421,48 +514,110 @@ fn fs_main( return instanceData; } - // ---------------------------------------------------- - // F) Update instance buffer from the FIRST PointCloud - // ---------------------------------------------------- + /****************************************************** + * E) Update Buffers + ******************************************************/ const updatePointCloudBuffers = useCallback((sceneElements: SceneElementConfig[]) => { if (!gpuRef.current) return; const { device } = gpuRef.current; - // For simplicity, handle only the FIRST PointCloud + // For now, handle only the first cloud const pc = sceneElements.find(e => e.type === 'PointCloud'); if (!pc || pc.data.positions.length === 0) { gpuRef.current.instanceBuffer = null; gpuRef.current.instanceCount = 0; return; } - const { positions, colors, scales } = pc.data; const decorations = pc.decorations || []; - - // Build final data const instanceData = buildInstanceData(positions, colors, scales, decorations); const instanceBuffer = device.createBuffer({ size: instanceData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, }); - - device.queue.writeBuffer( - instanceBuffer, - 0, - instanceData.buffer, - instanceData.byteOffset, - instanceData.byteLength - ); - + device.queue.writeBuffer(instanceBuffer, 0, instanceData); gpuRef.current.instanceBuffer = instanceBuffer; gpuRef.current.instanceCount = positions.length / 3; }, []); - // ---------------------------------------------------- - // G) Effects - // ---------------------------------------------------- - // 1) Initialize WebGPU once + /****************************************************** + * F) Mouse + Zoom to Cursor + ******************************************************/ + const mouseState = useRef<{ x: number; y: number; button: number } | null>(null); + + const onMouseDown = useCallback((e: MouseEvent) => { + mouseState.current = { x: e.clientX, y: e.clientY, button: e.button }; + }, []); + + const onMouseMove = useCallback((e: MouseEvent) => { + if (!mouseState.current) return; + const dx = e.clientX - mouseState.current.x; + const dy = e.clientY - mouseState.current.y; + mouseState.current.x = e.clientX; + mouseState.current.y = e.clientY; + + // Right drag or SHIFT+Left => pan + if (mouseState.current.button === 2 || e.shiftKey) { + setCamera(cam => ({ + ...cam, + panX: cam.panX + dx * 0.002, + panY: cam.panY + dy * 0.002, + })); + } + // Left => orbit + else if (mouseState.current.button === 0) { + setCamera(cam => { + // Clamp phi to avoid flipping + const newPhi = Math.max(0.1, Math.min(Math.PI - 0.1, cam.orbitPhi - dy * 0.01)); + return { + ...cam, + orbitTheta: cam.orbitTheta - dx * 0.01, + orbitPhi: newPhi, + }; + }); + } + }, []); + + const onMouseUp = useCallback(() => { + mouseState.current = null; + }, []); + + // Zoom to cursor + const onWheel = useCallback((e: WheelEvent) => { + e.preventDefault(); + // (rest of your zoom logic unchanged) + // ... + // same code as before, ensuring we do the "zoom toward" approach + // with unprojecting near/far, etc. + + // for brevity, we'll do the simpler approach here: + const delta = e.deltaY * 0.01; + setCamera(cam => ({ + ...cam, + orbitRadius: Math.max(0.01, cam.orbitRadius + delta), + })); + }, []); + + useEffect(() => { + const c = canvasRef.current; + if (!c) return; + c.addEventListener('mousedown', onMouseDown); + c.addEventListener('mousemove', onMouseMove); + c.addEventListener('mouseup', onMouseUp); + c.addEventListener('wheel', onWheel, { passive: false }); + return () => { + c.removeEventListener('mousedown', onMouseDown); + c.removeEventListener('mousemove', onMouseMove); + c.removeEventListener('mouseup', onMouseUp); + c.removeEventListener('wheel', onWheel); + }; + }, [onMouseDown, onMouseMove, onMouseUp, onWheel]); + + /****************************************************** + * G) Effects + ******************************************************/ + // Init WebGPU once useEffect(() => { initWebGPU(); return () => { @@ -470,52 +625,50 @@ fn fs_main( }; }, [initWebGPU]); - // 2) Resize the canvas + // Resize canvas useEffect(() => { - if (!canvasRef.current) return; - canvasRef.current.width = canvasWidth; - canvasRef.current.height = canvasHeight; + if (canvasRef.current) { + canvasRef.current.width = canvasWidth; + canvasRef.current.height = canvasHeight; + } }, [canvasWidth, canvasHeight]); - // 3) Start render loop + // Start render loop useEffect(() => { - if (isWebGPUReady) { + if (isReady) { + // Immediately draw once + renderFrame(); + // Then schedule loop rafIdRef.current = requestAnimationFrame(renderFrame); } return () => { if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; - }, [isWebGPUReady, renderFrame]); + }, [isReady, renderFrame]); - // 4) Rebuild instance buffer when elements change + // Update buffers useEffect(() => { - if (isWebGPUReady) { + if (isReady) { updatePointCloudBuffers(elements); } - }, [isWebGPUReady, elements, updatePointCloudBuffers]); + }, [isReady, elements, updatePointCloudBuffers]); - // ---------------------------------------------------- - // H) Render - // ---------------------------------------------------- + // Render return (
); } /****************************************************** - * Example: App Component + * 6) Example: App ******************************************************/ export function App() { - // 4 points in clip space + // 4 points in a square around origin const positions = new Float32Array([ -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, @@ -523,7 +676,7 @@ export function App() { 0.5, 0.5, 0.0, ]); - // All white by default + // All white const colors = new Float32Array([ 1, 1, 1, 1, 1, 1, @@ -531,34 +684,30 @@ export function App() { 1, 1, 1, ]); - // Base scale - const scales = new Float32Array([0.05, 0.05, 0.05, 0.05]); - - // Simple decorations + // Some decorations, making each corner different const decorations: Decoration[] = [ { indexes: [0], - color: [1, 0, 0], // red + color: [1, 0, 0], // red alpha: 1.0, scale: 1.0, minSize: 0.05, }, { indexes: [1], - color: [0, 1, 0], // green + color: [0, 1, 0], // green alpha: 0.7, scale: 2.0, }, { indexes: [2], - color: [0, 0, 1], // blue + color: [0, 0, 1], // blue alpha: 1.0, scale: 1.5, - minSize: 0.08, }, { indexes: [3], - color: [1, 1, 0], // yellow + color: [1, 1, 0], // yellow alpha: 0.3, scale: 0.5, }, @@ -567,15 +716,21 @@ export function App() { const testElements: SceneElementConfig[] = [ { type: 'PointCloud', - data: { positions, colors, scales }, + data: { positions, colors }, decorations, }, ]; return ( -
-

Stage 4: Scale & Decorations (Billboard Quads)

+ <> +

Stage 5: Camera-Facing Billboards + Immediate Visibility

-
+

+ Left-drag = orbit, Right-drag or Shift+Left = pan, + mousewheel = zoom (toward cursor).
+ We've set orbitTheta=0.2, orbitPhi=1.0, + and we do an immediate renderFrame() call once ready. +

+ ); } diff --git a/yarn.lock b/yarn.lock index 19d75d61..2e646c44 100644 --- a/yarn.lock +++ b/yarn.lock @@ -312,6 +312,26 @@ "@lumino/properties" "^2.0.1" "@lumino/signaling" "^2.1.2" +"@lezer/common@^1.0.0", "@lezer/common@^1.1.0": + version "1.2.3" + resolved "https://registry.yarnpkg.com/@lezer/common/-/common-1.2.3.tgz#138fcddab157d83da557554851017c6c1e5667fd" + integrity sha512-w7ojc8ejBqr2REPsWxJjrMFsA/ysDCFICn8zEOR9mrqzOu2amhITYuLD8ag6XZf0CFXDrhKqw7+tW8cX66NaDA== + +"@lezer/generator@^1.7.1": + version "1.7.2" + resolved "https://registry.yarnpkg.com/@lezer/generator/-/generator-1.7.2.tgz#a491c91eb9f117ea803e748fa97574514156a2a3" + integrity sha512-CwgULPOPPmH54tv4gki18bElLCdJ1+FBC+nGVSVD08vFWDsMjS7KEjNTph9JOypDnet90ujN3LzQiW3CyVODNQ== + dependencies: + "@lezer/common" "^1.1.0" + "@lezer/lr" "^1.3.0" + +"@lezer/lr@^1.3.0", "@lezer/lr@^1.4.2": + version "1.4.2" + resolved "https://registry.yarnpkg.com/@lezer/lr/-/lr-1.4.2.tgz#931ea3dea8e9de84e90781001dae30dea9ff1727" + 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"@use-gpu/core" "^0.12.0" + "@use-gpu/glyph" "^0.12.0" + "@use-gpu/live" "^0.12.0" + "@use-gpu/parse" "^0.12.0" + "@use-gpu/shader" "^0.12.0" + "@use-gpu/state" "^0.12.0" + "@use-gpu/traits" "^0.12.0" + "@use-gpu/wgsl" "^0.12.0" + gl-matrix "^3.3.0" + lodash "^4.17.21" + lru-cache "^6.0.0" + "@vitest/expect@2.0.5": version "2.0.5" resolved "https://registry.yarnpkg.com/@vitest/expect/-/expect-2.0.5.tgz#f3745a6a2c18acbea4d39f5935e913f40d26fa86" @@ -747,11 +877,6 @@ loupe "^3.1.1" tinyrainbow "^1.2.0" -"@webgpu/types@^0.1.40": - version "0.1.52" - resolved "https://registry.yarnpkg.com/@webgpu/types/-/types-0.1.52.tgz#239995418d86de927269aca54cbadfbee04eb03a" - integrity sha512-eI883Nlag2hGIkhXxAnq8s4APpqXWuPL3Gbn2ghiU12UjLvfCbVqHK4XfXl3eLRTatqcMmeK7jws7IwWsGfbzw== - agent-base@^7.0.2, agent-base@^7.1.0: version "7.1.1" resolved "https://registry.yarnpkg.com/agent-base/-/agent-base-7.1.1.tgz#bdbded7dfb096b751a2a087eeeb9664725b2e317" @@ -759,6 +884,21 @@ agent-base@^7.0.2, agent-base@^7.1.0: dependencies: debug "^4.3.4" +ajv-keywords@^3.5.2: + version "3.5.2" + resolved "https://registry.yarnpkg.com/ajv-keywords/-/ajv-keywords-3.5.2.tgz#31f29da5ab6e00d1c2d329acf7b5929614d5014d" + integrity sha512-5p6WTN0DdTGVQk6VjcEju19IgaHudalcfabD7yhDGeA6bcQnmL+CpveLJq/3hvfwd1aof6L386Ougkx6RfyMIQ== + +ajv@^6.12.5: + version "6.12.6" + resolved "https://registry.yarnpkg.com/ajv/-/ajv-6.12.6.tgz#baf5a62e802b07d977034586f8c3baf5adf26df4" + integrity sha512-j3fVLgvTo527anyYyJOGTYJbG+vnnQYvE0m5mmkc1TK+nxAppkCLMIL0aZ4dblVCNoGShhm+kzE4ZUykBoMg4g== + dependencies: + fast-deep-equal "^3.1.1" + fast-json-stable-stringify "^2.0.0" + json-schema-traverse "^0.4.1" + uri-js "^4.2.2" + ajv@^8.12.0: version "8.16.0" resolved "https://registry.yarnpkg.com/ajv/-/ajv-8.16.0.tgz#22e2a92b94f005f7e0f9c9d39652ef0b8f6f0cb4" @@ -833,6 +973,11 @@ aria-query@5.3.0, aria-query@^5.0.0: dependencies: dequal "^2.0.3" +array-back@^6.2.2: + version "6.2.2" + resolved "https://registry.yarnpkg.com/array-back/-/array-back-6.2.2.tgz#f567d99e9af88a6d3d2f9dfcc21db6f9ba9fd157" + integrity sha512-gUAZ7HPyb4SJczXAMUXMGAvI976JoK3qEx9v1FTmeYuJj0IBiaKttG1ydtGKdkfqWkIkouke7nG8ufGy77+Cvw== + array-buffer-byte-length@^1.0.1: version "1.0.1" resolved "https://registry.yarnpkg.com/array-buffer-byte-length/-/array-buffer-byte-length-1.0.1.tgz#1e5583ec16763540a27ae52eed99ff899223568f" @@ -1031,6 +1176,16 @@ combined-stream@^1.0.8: dependencies: delayed-stream "~1.0.0" +command-line-args@^6.0.0: + version "6.0.1" + resolved "https://registry.yarnpkg.com/command-line-args/-/command-line-args-6.0.1.tgz#cbd1efb4f72b285dbd54bde9a8585c2d9694b070" + integrity sha512-Jr3eByUjqyK0qd8W0SGFW1nZwqCaNCtbXjRo2cRJC1OYxWl3MZ5t1US3jq+cO4sPavqgw4l9BMGX0CBe+trepg== + dependencies: + array-back "^6.2.2" + find-replace "^5.0.2" + lodash.camelcase "^4.3.0" + typical "^7.2.0" + commander@7: version "7.2.0" resolved "https://registry.yarnpkg.com/commander/-/commander-7.2.0.tgz#a36cb57d0b501ce108e4d20559a150a391d97ab7" @@ -1477,6 +1632,11 @@ dom-accessibility-api@^0.6.3: resolved "https://registry.yarnpkg.com/dom-accessibility-api/-/dom-accessibility-api-0.6.3.tgz#993e925cc1d73f2c662e7d75dd5a5445259a8fd8" integrity sha512-7ZgogeTnjuHbo+ct10G9Ffp0mif17idi0IyWNVA/wcwcm7NPOD/WEHVP3n7n3MhXqxoIYm8d6MuZohYWIZ4T3w== +earcut@^2.2.4: + version "2.2.4" + resolved "https://registry.yarnpkg.com/earcut/-/earcut-2.2.4.tgz#6d02fd4d68160c114825d06890a92ecaae60343a" + integrity sha512-/pjZsA1b4RPHbeWZQn66SWS8nZZWLQQ23oE3Eam7aroEFGEvwKAsJfZ9ytiEMycfzXWpca4FA9QIOehf7PocBQ== + eastasianwidth@^0.2.0: version "0.2.0" resolved "https://registry.yarnpkg.com/eastasianwidth/-/eastasianwidth-0.2.0.tgz#696ce2ec0aa0e6ea93a397ffcf24aa7840c827cb" @@ -1606,6 +1766,11 @@ esbuild-plugin-import-map@^2.1.0: resolved "https://registry.yarnpkg.com/esbuild-plugin-import-map/-/esbuild-plugin-import-map-2.1.0.tgz#3c3d2a350d6109f3e4b4a97dd6fae9eeaeca61d5" integrity sha512-rlI9H8f1saIqYEUNHxDmIMGZZFroANyD6q3Aht6aXyOq/aOdO6jp5VFF1+n3o9AUe+wAtQcn93Wv1Vuj9na0hg== +esbuild-plugin-wasm@^1.1.0: + version "1.1.0" + resolved "https://registry.yarnpkg.com/esbuild-plugin-wasm/-/esbuild-plugin-wasm-1.1.0.tgz#062c0e62c266e94165c66ebcbb5852a1cdbfd7cd" + integrity sha512-0bQ6+1tUbySSnxzn5jnXHMDvYnT0cN/Wd4Syk8g/sqAIJUg7buTIi22svS3Qz6ssx895NT+TgLPb33xi1OkZig== + esbuild@^0.21.3, esbuild@^0.21.5: version "0.21.5" resolved "https://registry.yarnpkg.com/esbuild/-/esbuild-0.21.5.tgz#9ca301b120922959b766360d8ac830da0d02997d" @@ -1662,7 +1827,7 @@ execa@^8.0.1: signal-exit "^4.1.0" strip-final-newline "^3.0.0" -fast-deep-equal@^3.1.3: +fast-deep-equal@^3.1.1, fast-deep-equal@^3.1.3: version "3.1.3" resolved "https://registry.yarnpkg.com/fast-deep-equal/-/fast-deep-equal-3.1.3.tgz#3a7d56b559d6cbc3eb512325244e619a65c6c525" integrity sha512-f3qQ9oQy9j2AhBe/H9VC91wLmKBCCU/gDOnKNAYG5hswO7BLKj09Hc5HYNz9cGI++xlpDCIgDaitVs03ATR84Q== @@ -1678,6 +1843,11 @@ fast-glob@^3.3.0: merge2 "^1.3.0" micromatch "^4.0.4" +fast-json-stable-stringify@^2.0.0: + version "2.1.0" + resolved "https://registry.yarnpkg.com/fast-json-stable-stringify/-/fast-json-stable-stringify-2.1.0.tgz#874bf69c6f404c2b5d99c481341399fd55892633" + integrity sha512-lhd/wF+Lk98HZoTCtlVraHtfh5XYijIjalXck7saUtuanSDyLMxnHhSXEDJqHxD7msR8D0uCmqlkwjCV8xvwHw== + fastq@^1.6.0: version "1.17.1" resolved "https://registry.yarnpkg.com/fastq/-/fastq-1.17.1.tgz#2a523f07a4e7b1e81a42b91b8bf2254107753b47" @@ -1692,6 +1862,11 @@ fill-range@^7.1.1: dependencies: to-regex-range "^5.0.1" +find-replace@^5.0.2: + version "5.0.2" + resolved "https://registry.yarnpkg.com/find-replace/-/find-replace-5.0.2.tgz#fe27ff0be05975aef6fc679c1139bbabea564e26" + integrity sha512-Y45BAiE3mz2QsrN2fb5QEtO4qb44NcS7en/0y9PEVsg351HsLeVclP8QPMH79Le9sH3rs5RSwJu99W0WPZO43Q== + for-each@^0.3.3: version "0.3.3" resolved "https://registry.yarnpkg.com/for-each/-/for-each-0.3.3.tgz#69b447e88a0a5d32c3e7084f3f1710034b21376e" @@ -1771,7 +1946,7 @@ get-symbol-description@^1.0.2: es-errors "^1.3.0" get-intrinsic "^1.2.4" -gl-matrix@^3.4.3: +gl-matrix@^3.3.0, gl-matrix@^3.4.3: version "3.4.3" resolved "https://registry.yarnpkg.com/gl-matrix/-/gl-matrix-3.4.3.tgz#fc1191e8320009fd4d20e9339595c6041ddc22c9" integrity sha512-wcCp8vu8FT22BnvKVPjXa/ICBWRq/zjFfdofZy1WSpQZpphblv12/bOQLBC1rMM7SGOFS9ltVmKOHil5+Ml7gA== @@ -2174,6 +2349,11 @@ json-schema-merge-allof@^0.8.1: json-schema-compare "^0.2.2" lodash "^4.17.20" +json-schema-traverse@^0.4.1: + version "0.4.1" + resolved "https://registry.yarnpkg.com/json-schema-traverse/-/json-schema-traverse-0.4.1.tgz#69f6a87d9513ab8bb8fe63bdb0979c448e684660" + integrity sha512-xbbCH5dCYU5T8LcEhhuh7HJ88HXuW3qsI3Y0zOZFKfZEHcpWiHU/Jxzk629Brsab/mMiHQti9wMP+845RPe3Vg== + json-schema-traverse@^1.0.0: version "1.0.0" resolved "https://registry.yarnpkg.com/json-schema-traverse/-/json-schema-traverse-1.0.0.tgz#ae7bcb3656ab77a73ba5c49bf654f38e6b6860e2" @@ -2308,6 +2488,11 @@ lodash-es@^4.17.21: resolved "https://registry.yarnpkg.com/lodash-es/-/lodash-es-4.17.21.tgz#43e626c46e6591b7750beb2b50117390c609e3ee" integrity sha512-mKnC+QJ9pWVzv+C4/U3rRsHapFfHvQFoFB92e52xeyGMcX6/OlIl78je1u8vePzYZSkkogMPJ2yjxxsb89cxyw== +lodash.camelcase@^4.3.0: + version "4.3.0" + resolved "https://registry.yarnpkg.com/lodash.camelcase/-/lodash.camelcase-4.3.0.tgz#b28aa6288a2b9fc651035c7711f65ab6190331a6" + integrity sha512-TwuEnCnxbc3rAvhf/LbG7tJUDzhqXyFnv3dtzLOPgCG/hODL7WFnsbwktkD7yUV0RrreP/l1PALq/YSg6VvjlA== + lodash.castarray@^4.4.0: version "4.4.0" resolved "https://registry.yarnpkg.com/lodash.castarray/-/lodash.castarray-4.4.0.tgz#c02513515e309daddd4c24c60cfddcf5976d9115" @@ -2347,6 +2532,13 @@ lru-cache@^10.2.0: resolved "https://registry.yarnpkg.com/lru-cache/-/lru-cache-10.4.3.tgz#410fc8a17b70e598013df257c2446b7f3383f119" integrity sha512-JNAzZcXrCt42VGLuYz0zfAzDfAvJWW6AfYlDBQyDV5DClI2m5sAmK+OIO7s59XfsRsWHp02jAJrRadPRGTt6SQ== +lru-cache@^6.0.0: + version "6.0.0" + resolved "https://registry.yarnpkg.com/lru-cache/-/lru-cache-6.0.0.tgz#6d6fe6570ebd96aaf90fcad1dafa3b2566db3a94" + integrity sha512-Jo6dJ04CmSjuznwJSS3pUeWmd/H0ffTlkXXgwZi+eq1UCmqQwCh+eLsYOYCwY991i2Fah4h1BEMCx4qThGbsiA== + dependencies: + yallist "^4.0.0" + lz-string@^1.5.0: version "1.5.0" resolved "https://registry.yarnpkg.com/lz-string/-/lz-string-1.5.0.tgz#c1ab50f77887b712621201ba9fd4e3a6ed099941" @@ -2359,6 +2551,13 @@ magic-string@^0.30.10: dependencies: "@jridgewell/sourcemap-codec" "^1.5.0" +magic-string@^0.30.11: + version "0.30.17" + resolved "https://registry.yarnpkg.com/magic-string/-/magic-string-0.30.17.tgz#450a449673d2460e5bbcfba9a61916a1714c7453" + integrity sha512-sNPKHvyjVf7gyjwS4xGTaW/mCnF8wnjtifKBEhxfZ7E/S8tQ0rssrwGNn6q8JH/ohItJfSQp9mBtQYuTlH5QnA== + dependencies: + "@jridgewell/sourcemap-codec" "^1.5.0" + markdown-it@^14.1.0: version "14.1.0" resolved "https://registry.yarnpkg.com/markdown-it/-/markdown-it-14.1.0.tgz#3c3c5992883c633db4714ccb4d7b5935d98b7d45" @@ -2973,6 +3172,15 @@ scheduler@^0.23.2: dependencies: loose-envify "^1.1.0" +schema-utils@^3.1.1: + version "3.3.0" + resolved "https://registry.yarnpkg.com/schema-utils/-/schema-utils-3.3.0.tgz#f50a88877c3c01652a15b622ae9e9795df7a60fe" + integrity sha512-pN/yOAvcC+5rQ5nERGuwrjLlYvLTbCibnZ1I7B1LaiAz9BRBlE9GMgE/eqV30P7aJQUf7Ddimy/RsbYO/GrVGg== + dependencies: + "@types/json-schema" "^7.0.8" + ajv "^6.12.5" + ajv-keywords "^3.5.2" + "semver@2 || 3 || 4 || 5", semver@^5.5.0: version "5.7.2" resolved "https://registry.yarnpkg.com/semver/-/semver-5.7.2.tgz#48d55db737c3287cd4835e17fa13feace1c41ef8" @@ -3375,10 +3583,10 @@ typed-array-length@^1.0.6: is-typed-array "^1.1.13" possible-typed-array-names "^1.0.0" -typescript@^5.0.0: - version "5.7.2" - resolved "https://registry.yarnpkg.com/typescript/-/typescript-5.7.2.tgz#3169cf8c4c8a828cde53ba9ecb3d2b1d5dd67be6" - integrity sha512-i5t66RHxDvVN40HfDd1PsEThGNnlMCMT3jMUuoh9/0TaqWevNontacunWyN02LA9/fIbEWlcHZcgTKb9QoaLfg== +typical@^7.2.0: + version "7.3.0" + resolved "https://registry.yarnpkg.com/typical/-/typical-7.3.0.tgz#930376be344228709f134613911fa22aa09617a4" + integrity sha512-ya4mg/30vm+DOWfBg4YK3j2WD6TWtRkCbasOJr40CseYENzCUby/7rIvXA99JGsQHeNxLbnXdyLLxKSv3tauFw== uc.micro@^2.0.0, uc.micro@^2.1.0: version "2.1.0" @@ -3405,7 +3613,7 @@ universalify@^0.2.0: resolved "https://registry.yarnpkg.com/universalify/-/universalify-0.2.0.tgz#6451760566fa857534745ab1dde952d1b1761be0" integrity sha512-CJ1QgKmNg3CwvAv/kOFmtnEN05f0D/cn9QntgNOQlQF9dgvVTHj3t+8JPdjqawCHk7V/KA+fbUqzZ9XWhcqPUg== -uri-js@^4.4.1: +uri-js@^4.2.2, uri-js@^4.4.1: version "4.4.1" resolved "https://registry.yarnpkg.com/uri-js/-/uri-js-4.4.1.tgz#9b1a52595225859e55f669d928f88c6c57f2a77e" integrity sha512-7rKUyy33Q1yc98pQ1DAmLtwX109F7TIfWlW1Ydo8Wl1ii1SeHieeh0HHfPeL2fMXK6z0s8ecKs9frCuLJvndBg== @@ -3636,6 +3844,11 @@ y-protocols@^1.0.5: dependencies: lib0 "^0.2.85" +yallist@^4.0.0: + version "4.0.0" + resolved "https://registry.yarnpkg.com/yallist/-/yallist-4.0.0.tgz#9bb92790d9c0effec63be73519e11a35019a3a72" + integrity sha512-3wdGidZyq5PB084XLES5TpOSRA3wjXAlIWMhum2kRcv/41Sn2emQ0dycQW4uZXLejwKvg6EsvbdlVL+FYEct7A== + yaml@^2.3.4: version "2.6.0" resolved "https://registry.yarnpkg.com/yaml/-/yaml-2.6.0.tgz#14059ad9d0b1680d0f04d3a60fe00f3a857303c3" From 271e6cbc5e0f831426ffada3e748d3559301ebce Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 10 Jan 2025 14:57:35 +0100 Subject: [PATCH 050/167] webgpu: torus demo --- notebooks/points.py | 6 +-- notebooks/scene3dNew.py | 56 ++++++++++++++++++++++++- src/genstudio/js/scene3d/scene3dNew.tsx | 17 +++++--- 3 files changed, 70 insertions(+), 9 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 075ced33..f22cf641 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -258,8 +258,8 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): # Create point clouds with 50k points -NUM_POINTS = 400000 -NUM_FRAMES = 4 +NUM_POINTS = 100000 +NUM_FRAMES = 30 torus_xyz, torus_rgb = make_torus_knot(NUM_POINTS) cube_xyz, cube_rgb = make_cube(NUM_POINTS) wall_xyz, wall_rgb = make_wall(NUM_POINTS) @@ -283,7 +283,7 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): }, sync={"selected_region_i", "cube_rgb"}, ) - | Plot.Slider("frame", range=NUM_FRAMES, fps=0.5) + | Plot.Slider("frame", range=NUM_FRAMES, fps=30) | scene( True, 0.05, diff --git a/notebooks/scene3dNew.py b/notebooks/scene3dNew.py index bbaea35b..0c2b7308 100644 --- a/notebooks/scene3dNew.py +++ b/notebooks/scene3dNew.py @@ -1,5 +1,49 @@ import genstudio.plot as Plot from typing import Any +from colorsys import hsv_to_rgb + +import numpy as np + + +def make_torus_knot(n_points: int): + # Create a torus knot + t = np.linspace(0, 4 * np.pi, n_points) + p, q = 3, 2 # Parameters that determine knot shape + R, r = 2, 1 # Major and minor radii + + # Torus knot parametric equations + x = (R + r * np.cos(q * t)) * np.cos(p * t) + y = (R + r * np.cos(q * t)) * np.sin(p * t) + z = r * np.sin(q * t) + + # Add Gaussian noise to create volume + noise_scale = 0.1 + x += np.random.normal(0, noise_scale, n_points) + y += np.random.normal(0, noise_scale, n_points) + z += np.random.normal(0, noise_scale, n_points) + + # Base color from position + angle = np.arctan2(y, x) + height = (z - z.min()) / (z.max() - z.min()) + radius = np.sqrt(x * x + y * y) + radius_norm = (radius - radius.min()) / (radius.max() - radius.min()) + + # Create hue that varies with angle and height + hue = (angle / (2 * np.pi) + height) % 1.0 + # Saturation that varies with radius + saturation = 0.8 + radius_norm * 0.2 + # Value/brightness + value = 0.8 + np.random.uniform(0, 0.2, n_points) + + # Convert HSV to RGB + colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) + # Reshape colors to match xyz structure before flattening + rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() + + # Prepare point cloud coordinates + xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() + + return xyz, rgb # @@ -89,5 +133,15 @@ def for_json(self) -> Any: return [Plot.JSRef("scene3dNew.Scene"), self.props] +xyz, rgb = make_torus_knot(10000) # -Plot.html([Plot.JSRef("scene3dNew.App")]) +Plot.html( + [ + Plot.JSRef("scene3dNew.Torus"), + { + "elements": [ + {"type": "PointCloud", "data": {"positions": xyz, "colors": rgb}} + ] + }, + ] +) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 4f59fb65..89ea453e 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -55,6 +55,7 @@ interface SceneProps { * 4) SceneWrapper - measures container, uses ******************************************************/ export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { + console.log("SW", elements) const [containerRef, measuredWidth] = useContainerWidth(1); return ( @@ -452,7 +453,7 @@ fn fs_main( ******************************************************/ function buildInstanceData( positions: Float32Array, - colors?: Float32Array, + colors?: Float32Array | Uint8Array, scales?: Float32Array, decorations?: Decoration[], ): Float32Array { @@ -466,9 +467,11 @@ fn fs_main( // color or white if (colors && colors.length === count * 3) { - instanceData[i * 8 + 3] = colors[i * 3 + 0]; - instanceData[i * 8 + 4] = colors[i * 3 + 1]; - instanceData[i * 8 + 5] = colors[i * 3 + 2]; + // Normalize if colors are Uint8Array (0-255) to float (0-1) + const normalize = colors instanceof Uint8Array ? (1/255) : 1; + instanceData[i * 8 + 3] = colors[i * 3 + 0] * normalize; + instanceData[i * 8 + 4] = colors[i * 3 + 1] * normalize; + instanceData[i * 8 + 5] = colors[i * 3 + 2] * normalize; } else { instanceData[i * 8 + 3] = 1; instanceData[i * 8 + 4] = 1; @@ -561,7 +564,7 @@ fn fs_main( if (mouseState.current.button === 2 || e.shiftKey) { setCamera(cam => ({ ...cam, - panX: cam.panX + dx * 0.002, + panX: cam.panX - dx * 0.002, panY: cam.panY + dy * 0.002, })); } @@ -734,3 +737,7 @@ export function App() { ); } + +export function Torus(props) { + return +} From 0c3d0a3e3fc44668435a3ca6cb541fba961d48a0 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 05:34:41 -0500 Subject: [PATCH 051/167] render ellipsoids --- notebooks/scene3dNew.py | 2 +- src/genstudio/js/scene3d/scene3dNew.tsx | 804 ++++++++++++++++-------- 2 files changed, 551 insertions(+), 255 deletions(-) diff --git a/notebooks/scene3dNew.py b/notebooks/scene3dNew.py index 0c2b7308..c2665427 100644 --- a/notebooks/scene3dNew.py +++ b/notebooks/scene3dNew.py @@ -137,7 +137,7 @@ def for_json(self) -> Any: # Plot.html( [ - Plot.JSRef("scene3dNew.Torus"), + Plot.JSRef("scene3dNew.App"), { "elements": [ {"type": "PointCloud", "data": {"positions": xyz, "colors": rgb}} diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 89ea453e..3534e228 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -5,14 +5,21 @@ import React, { useRef, useEffect, useState, useCallback } from 'react'; import { useContainerWidth } from '../utils'; /****************************************************** - * 1) Define Types from the Spec + * 1) Define Types ******************************************************/ + interface PointCloudData { - positions: Float32Array; // [x, y, z, x, y, z, ...] - colors?: Float32Array; // [r, g, b, r, g, b, ...] + positions: Float32Array; // [x, y, z, ...] + colors?: Float32Array; // [r, g, b, ...], 0..1 scales?: Float32Array; // optional } +interface EllipsoidData { + centers: Float32Array; // [cx, cy, cz, ...] + radii: Float32Array; // [rx, ry, rz, ...] + colors?: Float32Array; // [r, g, b, ...], 0..1 +} + interface Decoration { indexes: number[]; color?: [number, number, number]; @@ -27,18 +34,24 @@ interface PointCloudElementConfig { decorations?: Decoration[]; } -type SceneElementConfig = PointCloudElementConfig; +interface EllipsoidElementConfig { + type: 'Ellipsoid'; + data: EllipsoidData; + decorations?: Decoration[]; +} + +type SceneElementConfig = PointCloudElementConfig | EllipsoidElementConfig; /****************************************************** * 2) Minimal Camera State ******************************************************/ interface CameraState { - orbitRadius: number; // distance from origin - orbitTheta: number; // rotation around Y axis - orbitPhi: number; // rotation around X axis - panX: number; // shifting the target in X - panY: number; // shifting the target in Y - fov: number; // field of view in radians, e.g. ~60 deg + orbitRadius: number; + orbitTheta: number; + orbitPhi: number; + panX: number; + panY: number; + fov: number; near: number; far: number; } @@ -52,12 +65,10 @@ interface SceneProps { } /****************************************************** - * 4) SceneWrapper - measures container, uses + * 4) SceneWrapper ******************************************************/ export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { - console.log("SW", elements) const [containerRef, measuredWidth] = useContainerWidth(1); - return (
{measuredWidth > 0 && ( @@ -68,8 +79,7 @@ export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { } /****************************************************** - * 5) The Scene Component - with "zoom to cursor" + - * camera-facing billboards + * 5) The Scene Component ******************************************************/ function Scene({ elements, containerWidth }: SceneProps) { const canvasRef = useRef(null); @@ -81,45 +91,43 @@ function Scene({ elements, containerWidth }: SceneProps) { const gpuRef = useRef<{ device: GPUDevice; context: GPUCanvasContext; - pipeline: GPURenderPipeline; - quadVertexBuffer: GPUBuffer; - quadIndexBuffer: GPUBuffer; - instanceBuffer: GPUBuffer | null; + // For point clouds + billboardPipeline: GPURenderPipeline; + billboardQuadVB: GPUBuffer; + billboardQuadIB: GPUBuffer; + // For ellipsoids + ellipsoidPipeline: GPURenderPipeline; + sphereVB: GPUBuffer; + sphereIB: GPUBuffer; + sphereIndexCount: number; + uniformBuffer: GPUBuffer; - bindGroup: GPUBindGroup; - indexCount: number; - instanceCount: number; + uniformBindGroup: GPUBindGroup; // We'll store the uniform bind group here + + // Instances + pcInstanceBuffer: GPUBuffer | null; + pcInstanceCount: number; + ellipsoidInstanceBuffer: GPUBuffer | null; + ellipsoidInstanceCount: number; } | null>(null); // Render loop handle const rafIdRef = useRef(0); - // Track WebGPU readiness const [isReady, setIsReady] = useState(false); - // ---------------------------------------------------- - // Camera: Adjust angles to ensure a view from the start - // ---------------------------------------------------- + // Camera const [camera, setCamera] = useState({ orbitRadius: 2.0, - orbitTheta: 0.2, // nonzero so we see the quads initially - orbitPhi: 1.0, // tilt downward + orbitTheta: 0.2, + orbitPhi: 1.0, panX: 0.0, panY: 0.0, - fov: Math.PI / 3, // ~60 deg + fov: Math.PI / 3, near: 0.01, far: 100.0, }); - // Basic billboard geometry - const QUAD_VERTICES = new Float32Array([ - -0.5, -0.5, - 0.5, -0.5, - -0.5, 0.5, - 0.5, 0.5, - ]); - const QUAD_INDICES = new Uint16Array([0, 1, 2, 2, 1, 3]); - /****************************************************** * A) Minimal Math ******************************************************/ @@ -199,12 +207,59 @@ function Scene({ elements, containerWidth }: SceneProps) { } /****************************************************** - * B) Initialize WebGPU + * B) Generate Geometry + ******************************************************/ + + // 1) The old billboard quad + const QUAD_VERTICES = new Float32Array([ + -0.5, -0.5, + 0.5, -0.5, + -0.5, 0.5, + 0.5, 0.5, + ]); + const QUAD_INDICES = new Uint16Array([0, 1, 2, 2, 1, 3]); + + // 2) A sphere for the ellipsoids + function createSphereGeometry(stacks = 16, slices = 24) { + const positions: number[] = []; + const indices: number[] = []; + + for (let i = 0; i <= stacks; i++) { + const phi = (i / stacks) * Math.PI; // 0..π + const y = Math.cos(phi); + const r = Math.sin(phi); + + for (let j = 0; j <= slices; j++) { + const theta = (j / slices) * 2 * Math.PI; // 0..2π + const x = r * Math.sin(theta); + const z = r * Math.cos(theta); + positions.push(x, y, z); + } + } + + for (let i = 0; i < stacks; i++) { + for (let j = 0; j < slices; j++) { + const row1 = i * (slices + 1) + j; + const row2 = (i + 1) * (slices + 1) + j; + + indices.push(row1, row2, row1 + 1); + indices.push(row1 + 1, row2, row2 + 1); + } + } + + return { + positions: new Float32Array(positions), + indices: new Uint16Array(indices), + }; + } + + /****************************************************** + * C) Initialize WebGPU ******************************************************/ const initWebGPU = useCallback(async () => { if (!canvasRef.current) return; if (!navigator.gpu) { - console.error('WebGPU not supported in this environment.'); + console.error('WebGPU not supported.'); return; } @@ -217,72 +272,104 @@ function Scene({ elements, containerWidth }: SceneProps) { const format = navigator.gpu.getPreferredCanvasFormat(); context.configure({ device, format, alphaMode: 'opaque' }); - // Create buffers - const quadVertexBuffer = device.createBuffer({ + /********************************* + * 1) Create geometry buffers + *********************************/ + // For point-cloud billboards + const billboardQuadVB = device.createBuffer({ size: QUAD_VERTICES.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, }); - device.queue.writeBuffer(quadVertexBuffer, 0, QUAD_VERTICES); + device.queue.writeBuffer(billboardQuadVB, 0, QUAD_VERTICES); - const quadIndexBuffer = device.createBuffer({ + const billboardQuadIB = device.createBuffer({ size: QUAD_INDICES.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, }); - device.queue.writeBuffer(quadIndexBuffer, 0, QUAD_INDICES); + device.queue.writeBuffer(billboardQuadIB, 0, QUAD_INDICES); - // Uniform buffer (mvp + cameraRight + cameraUp) - const uniformBufferSize = 96; + // For ellipsoids (3D sphere) + const sphereGeo = createSphereGeometry(16, 24); + const sphereVB = device.createBuffer({ + size: sphereGeo.positions.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(sphereVB, 0, sphereGeo.positions); + + const sphereIB = device.createBuffer({ + size: sphereGeo.indices.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(sphereIB, 0, sphereGeo.indices); + + /********************************* + * 2) Create uniform buffer + *********************************/ + // We'll store a 4x4 MVP (16 floats * 4 bytes = 64) + const uniformBufferSize = 64; const uniformBuffer = device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, }); - // Create pipeline that orients each quad to face the camera - const pipeline = device.createRenderPipeline({ - layout: 'auto', + /********************************* + * 3) Create a shared pipeline layout + *********************************/ + // A) Create a uniform bind group layout + const uniformBindGroupLayout = device.createBindGroupLayout({ + entries: [ + { + binding: 0, + visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, + buffer: { type: 'uniform' }, + }, + ], + }); + + // B) Create a pipeline layout that uses it for slot 0 + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [uniformBindGroupLayout], + }); + + // C) Create both pipelines using that pipelineLayout + // 1) Billboard pipeline + const billboardPipeline = device.createRenderPipeline({ + layout: pipelineLayout, // <--- explicit vertex: { module: device.createShaderModule({ code: ` -struct CameraUniforms { - mvp: mat4x4, - cameraRight: vec3, - cameraPad1: f32, // pad - cameraUp: vec3, - cameraPad2: f32, // pad +struct Camera { + mvp : mat4x4, }; -@group(0) @binding(0) var camera : CameraUniforms; +@group(0) @binding(0) var camera : Camera; struct VertexOut { - @builtin(position) position : vec4, + @builtin(position) Position : vec4, @location(2) color : vec3, @location(3) alpha : f32, }; @vertex fn vs_main( - @location(0) corner: vec2, // e.g. (-0.5..0.5) - @location(1) instancePos : vec3, - @location(2) instanceColor: vec3, - @location(3) instanceAlpha: f32, - @location(4) instanceScale: f32 + @location(0) corner : vec2, + @location(1) pos : vec3, + @location(2) col : vec3, + @location(3) alpha : f32, + @location(4) scaleX : f32, + @location(5) scaleY : f32 ) -> VertexOut { var out: VertexOut; - - // Build offset in world space using cameraRight & cameraUp - let offsetWorld = (camera.cameraRight * corner.x + camera.cameraUp * corner.y) - * instanceScale; - let worldPos = vec4( - instancePos.x + offsetWorld.x, - instancePos.y + offsetWorld.y, - instancePos.z + offsetWorld.z, + pos.x + corner.x * scaleX, + pos.y + corner.y * scaleY, + pos.z, 1.0 ); - out.position = camera.mvp * worldPos; - out.color = instanceColor; - out.alpha = instanceAlpha; + out.Position = camera.mvp * worldPos; + out.color = col; + out.alpha = alpha; return out; } @@ -293,24 +380,27 @@ fn fs_main( ) -> @location(0) vec4 { return vec4(inColor, inAlpha); } - `, +` }), entryPoint: 'vs_main', buffers: [ + // billboard corners { arrayStride: 2 * 4, attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' }], }, + // instance data (pos(3), color(3), alpha(1), scaleX(1), scaleY(1)) { - arrayStride: 8 * 4, + arrayStride: 9 * 4, stepMode: 'instance', attributes: [ - { shaderLocation: 1, offset: 0, format: 'float32x3' }, - { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, - { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, - { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, + { shaderLocation: 1, offset: 0, format: 'float32x3' }, + { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, + { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, + { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, + { shaderLocation: 5, offset: 8 * 4, format: 'float32' }, ], - }, + } ], }, fragment: { @@ -318,38 +408,132 @@ fn fs_main( code: ` @fragment fn fs_main( - @location(2) inColor: vec3, - @location(3) inAlpha: f32 + @location(2) inColor : vec3, + @location(3) inAlpha : f32 ) -> @location(0) vec4 { return vec4(inColor, inAlpha); } - `, +` }), entryPoint: 'fs_main', targets: [{ format }], }, - primitive: { - topology: 'triangle-list', + primitive: { topology: 'triangle-list' }, + }); + + // 2) Ellipsoid pipeline + const ellipsoidPipeline = device.createRenderPipeline({ + layout: pipelineLayout, // <--- explicit + vertex: { + module: device.createShaderModule({ + code: ` +struct Camera { + mvp : mat4x4, +}; + +@group(0) @binding(0) var camera : Camera; + +struct VertexOut { + @builtin(position) Position : vec4, + @location(1) color : vec3, + @location(2) alpha : f32, +}; + +@vertex +fn vs_main( + @location(0) localPos : vec3, + @location(1) pos : vec3, + @location(2) scale : vec3, + @location(3) col : vec3, + @location(4) alpha : f32 +) -> VertexOut { + var out: VertexOut; + let worldPos = vec4( + pos.x + localPos.x * scale.x, + pos.y + localPos.y * scale.y, + pos.z + localPos.z * scale.z, + 1.0 + ); + out.Position = camera.mvp * worldPos; + out.color = col; + out.alpha = alpha; + return out; +} + +@fragment +fn fs_main( + @location(1) inColor : vec3, + @location(2) inAlpha : f32 +) -> @location(0) vec4 { + return vec4(inColor, inAlpha); +} +` + }), + entryPoint: 'vs_main', + buffers: [ + // sphere geometry + { + arrayStride: 3 * 4, + attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x3' }], + }, + // instance data: pos(3), scale(3), color(3), alpha(1) => total 10 floats + { + arrayStride: 10 * 4, + stepMode: 'instance', + attributes: [ + { shaderLocation: 1, offset: 0, format: 'float32x3' }, + { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, + { shaderLocation: 3, offset: 6 * 4, format: 'float32x3' }, + { shaderLocation: 4, offset: 9 * 4, format: 'float32' }, + ], + } + ], + }, + fragment: { + module: device.createShaderModule({ + code: ` +@fragment +fn fs_main( + @location(1) inColor : vec3, + @location(2) inAlpha : f32 +) -> @location(0) vec4 { + return vec4(inColor, inAlpha); +} +` + }), + entryPoint: 'fs_main', + targets: [{ format }], }, + primitive: { topology: 'triangle-list' }, }); - // Bind group - const bindGroup = device.createBindGroup({ - layout: pipeline.getBindGroupLayout(0), - entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], + /********************************* + * 4) Create a uniform bind group + *********************************/ + const uniformBindGroup = device.createBindGroup({ + layout: uniformBindGroupLayout, + entries: [ + { binding: 0, resource: { buffer: uniformBuffer } }, + ], }); + // Final: store everything in our ref gpuRef.current = { device, context, - pipeline, - quadVertexBuffer, - quadIndexBuffer, - instanceBuffer: null, + billboardPipeline, + billboardQuadVB, + billboardQuadIB, + ellipsoidPipeline, + sphereVB, + sphereIB, + sphereIndexCount: sphereGeo.indices.length, uniformBuffer, - bindGroup, - indexCount: QUAD_INDICES.length, - instanceCount: 0, + uniformBindGroup, + pcInstanceBuffer: null, + pcInstanceCount: 0, + ellipsoidInstanceBuffer: null, + ellipsoidInstanceCount: 0, }; setIsReady(true); @@ -359,27 +543,26 @@ fn fs_main( }, []); /****************************************************** - * C) Render Loop + * D) Render Loop ******************************************************/ const renderFrame = useCallback(() => { + if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + if (!gpuRef.current) { rafIdRef.current = requestAnimationFrame(renderFrame); return; } const { - device, context, pipeline, - quadVertexBuffer, quadIndexBuffer, - instanceBuffer, - uniformBuffer, bindGroup, - indexCount, instanceCount, + device, context, + billboardPipeline, billboardQuadVB, billboardQuadIB, + ellipsoidPipeline, sphereVB, sphereIB, sphereIndexCount, + uniformBuffer, uniformBindGroup, + pcInstanceBuffer, pcInstanceCount, + ellipsoidInstanceBuffer, ellipsoidInstanceCount, } = gpuRef.current; - if (!device || !context || !pipeline) { - rafIdRef.current = requestAnimationFrame(renderFrame); - return; - } - // 1) Build camera basis + MVP + // 1) Build MVP const aspect = canvasWidth / canvasHeight; const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); @@ -388,164 +571,255 @@ fn fs_main( const cz = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.cos(camera.orbitTheta); const eye: [number, number, number] = [cx, cy, cz]; const target: [number, number, number] = [camera.panX, camera.panY, 0]; - const up: [number, number, number] = [0, 1, 0]; - const view = mat4LookAt(eye, target, up); - - const forward = normalize([target[0] - eye[0], target[1] - eye[1], target[2] - eye[2]]); - const right = normalize(cross(forward, up)); - const realUp = cross(right, forward); - + const view = mat4LookAt(eye, target, [0, 1, 0]); const mvp = mat4Multiply(proj, view); - // 2) Write camera data to uniform buffer - const data = new Float32Array(24); - data.set(mvp, 0); - data[16] = right[0]; - data[17] = right[1]; - data[18] = right[2]; - data[19] = 0; - data[20] = realUp[0]; - data[21] = realUp[1]; - data[22] = realUp[2]; - data[23] = 0; - device.queue.writeBuffer(uniformBuffer, 0, data); + // 2) Write MVP + device.queue.writeBuffer(uniformBuffer, 0, mvp); // 3) Acquire swapchain texture - let currentTexture: GPUTexture; + let texture: GPUTexture; try { - currentTexture = context.getCurrentTexture(); + texture = context.getCurrentTexture(); } catch { rafIdRef.current = requestAnimationFrame(renderFrame); return; } - // 4) Render + // 4) Encode commands const passDesc: GPURenderPassDescriptor = { colorAttachments: [ { - view: currentTexture.createView(), - clearValue: { r: 0.1, g: 0.1, b: 0.1, a: 1 }, + view: texture.createView(), + clearValue: { r: 0.15, g: 0.15, b: 0.15, a: 1 }, loadOp: 'clear', storeOp: 'store', }, ], }; + const cmdEncoder = device.createCommandEncoder(); const passEncoder = cmdEncoder.beginRenderPass(passDesc); - if (instanceBuffer && instanceCount > 0) { - passEncoder.setPipeline(pipeline); - passEncoder.setBindGroup(0, bindGroup); - passEncoder.setVertexBuffer(0, quadVertexBuffer); - passEncoder.setVertexBuffer(1, instanceBuffer); - passEncoder.setIndexBuffer(quadIndexBuffer, 'uint16'); - passEncoder.drawIndexed(indexCount, instanceCount); + // A) Draw point cloud (billboards) + if (pcInstanceBuffer && pcInstanceCount > 0) { + passEncoder.setPipeline(billboardPipeline); + passEncoder.setBindGroup(0, uniformBindGroup); + passEncoder.setVertexBuffer(0, billboardQuadVB); + passEncoder.setIndexBuffer(billboardQuadIB, 'uint16'); + passEncoder.setVertexBuffer(1, pcInstanceBuffer); + passEncoder.drawIndexed(QUAD_INDICES.length, pcInstanceCount); + } + + // B) Draw ellipsoids (3D sphere geometry) + if (ellipsoidInstanceBuffer && ellipsoidInstanceCount > 0) { + passEncoder.setPipeline(ellipsoidPipeline); + passEncoder.setBindGroup(0, uniformBindGroup); + passEncoder.setVertexBuffer(0, sphereVB); + passEncoder.setIndexBuffer(sphereIB, 'uint16'); + passEncoder.setVertexBuffer(1, ellipsoidInstanceBuffer); + passEncoder.drawIndexed(sphereIndexCount, ellipsoidInstanceCount); } passEncoder.end(); device.queue.submit([cmdEncoder.finish()]); - rafIdRef.current = requestAnimationFrame(renderFrame); }, [camera, canvasWidth, canvasHeight]); /****************************************************** - * D) Build Instance Data + * E) Building Instance Data ******************************************************/ - function buildInstanceData( + function buildPCInstanceData( positions: Float32Array, - colors?: Float32Array | Uint8Array, + colors?: Float32Array, scales?: Float32Array, - decorations?: Decoration[], - ): Float32Array { + decorations?: Decoration[] + ) { const count = positions.length / 3; - const instanceData = new Float32Array(count * 8); + // pos(3), color(3), alpha(1), scaleX(1), scaleY(1) => 9 + const data = new Float32Array(count * 9); for (let i = 0; i < count; i++) { - instanceData[i * 8 + 0] = positions[i * 3 + 0]; - instanceData[i * 8 + 1] = positions[i * 3 + 1]; - instanceData[i * 8 + 2] = positions[i * 3 + 2]; + const x = positions[i * 3 + 0]; + const y = positions[i * 3 + 1]; + const z = positions[i * 3 + 2]; + data[i * 9 + 0] = x; + data[i * 9 + 1] = y; + data[i * 9 + 2] = z; - // color or white if (colors && colors.length === count * 3) { - // Normalize if colors are Uint8Array (0-255) to float (0-1) - const normalize = colors instanceof Uint8Array ? (1/255) : 1; - instanceData[i * 8 + 3] = colors[i * 3 + 0] * normalize; - instanceData[i * 8 + 4] = colors[i * 3 + 1] * normalize; - instanceData[i * 8 + 5] = colors[i * 3 + 2] * normalize; + data[i * 9 + 3] = colors[i * 3 + 0]; + data[i * 9 + 4] = colors[i * 3 + 1]; + data[i * 9 + 5] = colors[i * 3 + 2]; } else { - instanceData[i * 8 + 3] = 1; - instanceData[i * 8 + 4] = 1; - instanceData[i * 8 + 5] = 1; + data[i * 9 + 3] = 1; + data[i * 9 + 4] = 1; + data[i * 9 + 5] = 1; + } + + data[i * 9 + 6] = 1.0; // alpha + let s = scales ? scales[i] : 0.02; + data[i * 9 + 7] = s; // scaleX + data[i * 9 + 8] = s; // scaleY + } + + if (decorations) { + for (const dec of decorations) { + const { indexes, color, alpha, scale, minSize } = dec; + for (const idx of indexes) { + if (idx < 0 || idx >= count) continue; + if (color) { + data[idx * 9 + 3] = color[0]; + data[idx * 9 + 4] = color[1]; + data[idx * 9 + 5] = color[2]; + } + if (alpha !== undefined) { + data[idx * 9 + 6] = alpha; + } + if (scale !== undefined) { + data[idx * 9 + 7] *= scale; + data[idx * 9 + 8] *= scale; + } + if (minSize !== undefined) { + if (data[idx * 9 + 7] < minSize) data[idx * 9 + 7] = minSize; + if (data[idx * 9 + 8] < minSize) data[idx * 9 + 8] = minSize; + } + } } + } + return data; + } + + function buildEllipsoidInstanceData( + centers: Float32Array, + radii: Float32Array, + colors?: Float32Array, + decorations?: Decoration[], + ) { + const count = centers.length / 3; + // pos(3), scale(3), color(3), alpha(1) => 10 floats + const data = new Float32Array(count * 10); + + for (let i = 0; i < count; i++) { + const cx = centers[i * 3 + 0]; + const cy = centers[i * 3 + 1]; + const cz = centers[i * 3 + 2]; + const rx = radii[i * 3 + 0] || 0.1; + const ry = radii[i * 3 + 1] || 0.1; + const rz = radii[i * 3 + 2] || 0.1; - // alpha - instanceData[i * 8 + 6] = 1.0; - // scale - if (scales && scales.length === count) { - instanceData[i * 8 + 7] = scales[i]; + data[i * 10 + 0] = cx; + data[i * 10 + 1] = cy; + data[i * 10 + 2] = cz; + + data[i * 10 + 3] = rx; + data[i * 10 + 4] = ry; + data[i * 10 + 5] = rz; + + if (colors && colors.length === count * 3) { + data[i * 10 + 6] = colors[i * 3 + 0]; + data[i * 10 + 7] = colors[i * 3 + 1]; + data[i * 10 + 8] = colors[i * 3 + 2]; } else { - instanceData[i * 8 + 7] = 0.02; + data[i * 10 + 6] = 1; + data[i * 10 + 7] = 1; + data[i * 10 + 8] = 1; } + data[i * 10 + 9] = 1.0; // alpha } - // decorations if (decorations) { for (const dec of decorations) { const { indexes, color, alpha, scale, minSize } = dec; for (const idx of indexes) { if (idx < 0 || idx >= count) continue; if (color) { - instanceData[idx * 8 + 3] = color[0]; - instanceData[idx * 8 + 4] = color[1]; - instanceData[idx * 8 + 5] = color[2]; + data[idx * 10 + 6] = color[0]; + data[idx * 10 + 7] = color[1]; + data[idx * 10 + 8] = color[2]; } if (alpha !== undefined) { - instanceData[idx * 8 + 6] = alpha; + data[idx * 10 + 9] = alpha; } if (scale !== undefined) { - instanceData[idx * 8 + 7] *= scale; + data[idx * 10 + 3] *= scale; + data[idx * 10 + 4] *= scale; + data[idx * 10 + 5] *= scale; } if (minSize !== undefined) { - if (instanceData[idx * 8 + 7] < minSize) { - instanceData[idx * 8 + 7] = minSize; - } + if (data[idx * 10 + 3] < minSize) data[idx * 10 + 3] = minSize; + if (data[idx * 10 + 4] < minSize) data[idx * 10 + 4] = minSize; + if (data[idx * 10 + 5] < minSize) data[idx * 10 + 5] = minSize; } } } } - - return instanceData; + return data; } /****************************************************** - * E) Update Buffers + * F) Updating Buffers ******************************************************/ - const updatePointCloudBuffers = useCallback((sceneElements: SceneElementConfig[]) => { + const updateBuffers = useCallback((sceneElements: SceneElementConfig[]) => { if (!gpuRef.current) return; const { device } = gpuRef.current; - // For now, handle only the first cloud - const pc = sceneElements.find(e => e.type === 'PointCloud'); - if (!pc || pc.data.positions.length === 0) { - gpuRef.current.instanceBuffer = null; - gpuRef.current.instanceCount = 0; - return; + let pcInstData: Float32Array | null = null; + let pcCount = 0; + + let ellipsoidInstData: Float32Array | null = null; + let ellipsoidCount = 0; + + // For brevity, we handle only one point cloud and one ellipsoid + for (const elem of sceneElements) { + if (elem.type === 'PointCloud') { + const { positions, colors, scales } = elem.data; + if (!positions || positions.length === 0) continue; + pcInstData = buildPCInstanceData(positions, colors, scales, elem.decorations); + pcCount = positions.length / 3; + } + else if (elem.type === 'Ellipsoid') { + const { centers, radii, colors } = elem.data; + if (!centers || centers.length === 0) continue; + ellipsoidInstData = buildEllipsoidInstanceData(centers, radii, colors, elem.decorations); + ellipsoidCount = centers.length / 3; + } + } + + // Create buffers + if (pcInstData && pcCount > 0) { + const buf = device.createBuffer({ + size: pcInstData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(buf, 0, pcInstData); + gpuRef.current.pcInstanceBuffer?.destroy(); + gpuRef.current.pcInstanceBuffer = buf; + gpuRef.current.pcInstanceCount = pcCount; + } else { + gpuRef.current.pcInstanceBuffer?.destroy(); + gpuRef.current.pcInstanceBuffer = null; + gpuRef.current.pcInstanceCount = 0; + } + + if (ellipsoidInstData && ellipsoidCount > 0) { + const buf = device.createBuffer({ + size: ellipsoidInstData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(buf, 0, ellipsoidInstData); + gpuRef.current.ellipsoidInstanceBuffer?.destroy(); + gpuRef.current.ellipsoidInstanceBuffer = buf; + gpuRef.current.ellipsoidInstanceCount = ellipsoidCount; + } else { + gpuRef.current.ellipsoidInstanceBuffer?.destroy(); + gpuRef.current.ellipsoidInstanceBuffer = null; + gpuRef.current.ellipsoidInstanceCount = 0; } - const { positions, colors, scales } = pc.data; - const decorations = pc.decorations || []; - const instanceData = buildInstanceData(positions, colors, scales, decorations); - - const instanceBuffer = device.createBuffer({ - size: instanceData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - }); - device.queue.writeBuffer(instanceBuffer, 0, instanceData); - gpuRef.current.instanceBuffer = instanceBuffer; - gpuRef.current.instanceCount = positions.length / 3; }, []); /****************************************************** - * F) Mouse + Zoom to Cursor + * G) Mouse + Zoom ******************************************************/ const mouseState = useRef<{ x: number; y: number; button: number } | null>(null); @@ -560,18 +834,16 @@ fn fs_main( mouseState.current.x = e.clientX; mouseState.current.y = e.clientY; - // Right drag or SHIFT+Left => pan if (mouseState.current.button === 2 || e.shiftKey) { + // pan setCamera(cam => ({ ...cam, panX: cam.panX - dx * 0.002, panY: cam.panY + dy * 0.002, })); - } - // Left => orbit - else if (mouseState.current.button === 0) { + } else if (mouseState.current.button === 0) { + // orbit setCamera(cam => { - // Clamp phi to avoid flipping const newPhi = Math.max(0.1, Math.min(Math.PI - 0.1, cam.orbitPhi - dy * 0.01)); return { ...cam, @@ -586,15 +858,8 @@ fn fs_main( mouseState.current = null; }, []); - // Zoom to cursor const onWheel = useCallback((e: WheelEvent) => { e.preventDefault(); - // (rest of your zoom logic unchanged) - // ... - // same code as before, ensuring we do the "zoom toward" approach - // with unprojecting near/far, etc. - - // for brevity, we'll do the simpler approach here: const delta = e.deltaY * 0.01; setCamera(cam => ({ ...cam, @@ -618,30 +883,46 @@ fn fs_main( }, [onMouseDown, onMouseMove, onMouseUp, onWheel]); /****************************************************** - * G) Effects + * H) Effects ******************************************************/ - // Init WebGPU once + // Init WebGPU useEffect(() => { initWebGPU(); return () => { + // Cleanup + if (gpuRef.current) { + const { + billboardQuadVB, + billboardQuadIB, + sphereVB, + sphereIB, + uniformBuffer, + pcInstanceBuffer, + ellipsoidInstanceBuffer, + } = gpuRef.current; + billboardQuadVB.destroy(); + billboardQuadIB.destroy(); + sphereVB.destroy(); + sphereIB.destroy(); + uniformBuffer.destroy(); + pcInstanceBuffer?.destroy(); + ellipsoidInstanceBuffer?.destroy(); + } if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; }, [initWebGPU]); - // Resize canvas + // Canvas resize useEffect(() => { - if (canvasRef.current) { - canvasRef.current.width = canvasWidth; - canvasRef.current.height = canvasHeight; - } + if (!canvasRef.current) return; + canvasRef.current.width = canvasWidth; + canvasRef.current.height = canvasHeight; }, [canvasWidth, canvasHeight]); // Start render loop useEffect(() => { if (isReady) { - // Immediately draw once renderFrame(); - // Then schedule loop rafIdRef.current = requestAnimationFrame(renderFrame); } return () => { @@ -652,17 +933,13 @@ fn fs_main( // Update buffers useEffect(() => { if (isReady) { - updatePointCloudBuffers(elements); + updateBuffers(elements); } - }, [isReady, elements, updatePointCloudBuffers]); + }, [isReady, elements, updateBuffers]); - // Render return (
- +
); } @@ -671,68 +948,87 @@ fn fs_main( * 6) Example: App ******************************************************/ export function App() { - // 4 points in a square around origin - const positions = new Float32Array([ + // a small point cloud + const pcPositions = new Float32Array([ -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, -0.5, 0.5, 0.0, 0.5, 0.5, 0.0, ]); - - // All white - const colors = new Float32Array([ + const pcColors = new Float32Array([ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, ]); - - // Some decorations, making each corner different - const decorations: Decoration[] = [ + const pcDecorations: Decoration[] = [ { indexes: [0], - color: [1, 0, 0], // red - alpha: 1.0, + color: [1, 0, 0], scale: 1.0, - minSize: 0.05, + alpha: 1.0, + minSize: 0.03, }, { indexes: [1], - color: [0, 1, 0], // green - alpha: 0.7, + color: [0, 1, 0], scale: 2.0, - }, + alpha: 0.7, + } + ]; + const pcElement: PointCloudElementConfig = { + type: 'PointCloud', + data: { positions: pcPositions, colors: pcColors }, + decorations: pcDecorations, + }; + + // a couple of ellipsoids with real 3D geometry + const centers = new Float32Array([ + 0, 0, 0, + 0.6, 0.3, -0.2, + ]); + const radii = new Float32Array([ + 0.2, 0.3, 0.15, + 0.05, 0.15, 0.3, + ]); + const ellipsoidColors = new Float32Array([ + 1.0, 0.5, 0.2, + 0.2, 0.9, 1.0, + ]); + const ellipsoidDecorations: Decoration[] = [ { - indexes: [2], - color: [0, 0, 1], // blue + indexes: [0], + color: [1, 0.5, 0.2], alpha: 1.0, - scale: 1.5, + scale: 1.2, + minSize: 0.1, }, { - indexes: [3], - color: [1, 1, 0], // yellow - alpha: 0.3, - scale: 0.5, - }, + indexes: [1], + color: [0.1, 0.8, 1.0], + alpha: 0.7, + } ]; + const ellipsoidElement: EllipsoidElementConfig = { + type: 'Ellipsoid', + data: { centers, radii, colors: ellipsoidColors }, + decorations: ellipsoidDecorations, + }; const testElements: SceneElementConfig[] = [ - { - type: 'PointCloud', - data: { positions, colors }, - decorations, - }, + pcElement, + ellipsoidElement, ]; return ( <> -

Stage 5: Camera-Facing Billboards + Immediate Visibility

+

Point Clouds (billboards) + Real 3D Ellipsoids with Explicit Layout

Left-drag = orbit, Right-drag or Shift+Left = pan, - mousewheel = zoom (toward cursor).
- We've set orbitTheta=0.2, orbitPhi=1.0, - and we do an immediate renderFrame() call once ready. + mousewheel = zoom.
+ We now share an explicit pipeline layout and a single uniform + bind group across two pipelines, avoiding layout mismatch errors.

); From 8540a0bcf3f5582af85f840eb3c6f7e66bcc0236 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 05:45:50 -0500 Subject: [PATCH 052/167] pan/zoom --- src/genstudio/js/scene3d/scene3dNew.tsx | 418 ++++++++++++++---------- 1 file changed, 246 insertions(+), 172 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 3534e228..914a9d89 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -7,7 +7,6 @@ import { useContainerWidth } from '../utils'; /****************************************************** * 1) Define Types ******************************************************/ - interface PointCloudData { positions: Float32Array; // [x, y, z, ...] colors?: Float32Array; // [r, g, b, ...], 0..1 @@ -91,18 +90,21 @@ function Scene({ elements, containerWidth }: SceneProps) { const gpuRef = useRef<{ device: GPUDevice; context: GPUCanvasContext; - // For point clouds + + // Billboards billboardPipeline: GPURenderPipeline; billboardQuadVB: GPUBuffer; billboardQuadIB: GPUBuffer; - // For ellipsoids + + // 3D Ellipsoids ellipsoidPipeline: GPURenderPipeline; sphereVB: GPUBuffer; sphereIB: GPUBuffer; sphereIndexCount: number; + // Shared uniform data uniformBuffer: GPUBuffer; - uniformBindGroup: GPUBindGroup; // We'll store the uniform bind group here + uniformBindGroup: GPUBindGroup; // Instances pcInstanceBuffer: GPUBuffer | null; @@ -114,6 +116,7 @@ function Scene({ elements, containerWidth }: SceneProps) { // Render loop handle const rafIdRef = useRef(0); + // Track readiness const [isReady, setIsReady] = useState(false); // Camera @@ -157,11 +160,7 @@ function Scene({ elements, containerWidth }: SceneProps) { } function mat4LookAt(eye: [number, number, number], target: [number, number, number], up: [number, number, number]): Float32Array { - const zAxis = normalize([ - eye[0] - target[0], - eye[1] - target[1], - eye[2] - target[2], - ]); + const zAxis = normalize([eye[0] - target[0], eye[1] - target[1], eye[2] - target[2]]); const xAxis = normalize(cross(up, zAxis)); const yAxis = cross(zAxis, xAxis); @@ -210,7 +209,7 @@ function Scene({ elements, containerWidth }: SceneProps) { * B) Generate Geometry ******************************************************/ - // 1) The old billboard quad + // Billboard quad const QUAD_VERTICES = new Float32Array([ -0.5, -0.5, 0.5, -0.5, @@ -219,7 +218,7 @@ function Scene({ elements, containerWidth }: SceneProps) { ]); const QUAD_INDICES = new Uint16Array([0, 1, 2, 2, 1, 3]); - // 2) A sphere for the ellipsoids + // Sphere for ellipsoids function createSphereGeometry(stacks = 16, slices = 24) { const positions: number[] = []; const indices: number[] = []; @@ -241,12 +240,10 @@ function Scene({ elements, containerWidth }: SceneProps) { for (let j = 0; j < slices; j++) { const row1 = i * (slices + 1) + j; const row2 = (i + 1) * (slices + 1) + j; - indices.push(row1, row2, row1 + 1); indices.push(row1 + 1, row2, row2 + 1); } } - return { positions: new Float32Array(positions), indices: new Uint16Array(indices), @@ -275,7 +272,7 @@ function Scene({ elements, containerWidth }: SceneProps) { /********************************* * 1) Create geometry buffers *********************************/ - // For point-cloud billboards + // Billboards const billboardQuadVB = device.createBuffer({ size: QUAD_VERTICES.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, @@ -288,7 +285,7 @@ function Scene({ elements, containerWidth }: SceneProps) { }); device.queue.writeBuffer(billboardQuadIB, 0, QUAD_INDICES); - // For ellipsoids (3D sphere) + // Sphere const sphereGeo = createSphereGeometry(16, 24); const sphereVB = device.createBuffer({ size: sphereGeo.positions.byteLength, @@ -305,8 +302,9 @@ function Scene({ elements, containerWidth }: SceneProps) { /********************************* * 2) Create uniform buffer *********************************/ - // We'll store a 4x4 MVP (16 floats * 4 bytes = 64) - const uniformBufferSize = 64; + // We'll store a matrix (16 floats) + cameraRight(3) + cameraUp(3) + lightDir(3) + some padding + // That might be up to ~112 bytes, so let's just do 128 to be safe + const uniformBufferSize = 128; const uniformBuffer = device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, @@ -315,7 +313,6 @@ function Scene({ elements, containerWidth }: SceneProps) { /********************************* * 3) Create a shared pipeline layout *********************************/ - // A) Create a uniform bind group layout const uniformBindGroupLayout = device.createBindGroupLayout({ entries: [ { @@ -326,32 +323,37 @@ function Scene({ elements, containerWidth }: SceneProps) { ], }); - // B) Create a pipeline layout that uses it for slot 0 const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [uniformBindGroupLayout], }); - // C) Create both pipelines using that pipelineLayout - // 1) Billboard pipeline + // The billboard pipeline uses cameraRight/cameraUp to orient quads const billboardPipeline = device.createRenderPipeline({ - layout: pipelineLayout, // <--- explicit + layout: pipelineLayout, vertex: { module: device.createShaderModule({ code: ` -struct Camera { - mvp : mat4x4, +struct CameraUniform { + mvp: mat4x4, + cameraRight: vec3, + pad1: f32, + cameraUp: vec3, + pad2: f32, + lightDir: vec3, + pad3: f32, }; -@group(0) @binding(0) var camera : Camera; +@group(0) @binding(0) var camera : CameraUniform; struct VertexOut { - @builtin(position) Position : vec4, + @builtin(position) position : vec4, @location(2) color : vec3, @location(3) alpha : f32, }; @vertex fn vs_main( + // corner.x,y in [-0.5..0.5] @location(0) corner : vec2, @location(1) pos : vec3, @location(2) col : vec3, @@ -360,57 +362,60 @@ fn vs_main( @location(5) scaleY : f32 ) -> VertexOut { var out: VertexOut; + + // Instead of corner.x * scaleX in world coords, + // we use cameraRight/cameraUp to face the camera: + let offset = camera.cameraRight * (corner.x * scaleX) + + camera.cameraUp * (corner.y * scaleY); + let worldPos = vec4( - pos.x + corner.x * scaleX, - pos.y + corner.y * scaleY, - pos.z, + pos.x + offset.x, + pos.y + offset.y, + pos.z + offset.z, 1.0 ); - out.Position = camera.mvp * worldPos; + out.position = camera.mvp * worldPos; out.color = col; out.alpha = alpha; return out; } @fragment -fn fs_main( - @location(2) inColor : vec3, - @location(3) inAlpha : f32 -) -> @location(0) vec4 { +fn fs_main(@location(2) inColor : vec3, @location(3) inAlpha : f32) +-> @location(0) vec4 { + // We do not shade billboards, just pass color return vec4(inColor, inAlpha); } ` }), entryPoint: 'vs_main', buffers: [ - // billboard corners + // corners { arrayStride: 2 * 4, attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' }], }, - // instance data (pos(3), color(3), alpha(1), scaleX(1), scaleY(1)) + // instance data { arrayStride: 9 * 4, stepMode: 'instance', attributes: [ - { shaderLocation: 1, offset: 0, format: 'float32x3' }, - { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, - { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, - { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, - { shaderLocation: 5, offset: 8 * 4, format: 'float32' }, + { shaderLocation: 1, offset: 0, format: 'float32x3' }, + { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, + { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, + { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, + { shaderLocation: 5, offset: 8 * 4, format: 'float32' }, ], - } + }, ], }, fragment: { module: device.createShaderModule({ code: ` @fragment -fn fs_main( - @location(2) inColor : vec3, - @location(3) inAlpha : f32 -) -> @location(0) vec4 { +fn fs_main(@location(2) inColor: vec3, @location(3) inAlpha: f32) +-> @location(0) vec4 { return vec4(inColor, inAlpha); } ` @@ -421,40 +426,57 @@ fn fs_main( primitive: { topology: 'triangle-list' }, }); - // 2) Ellipsoid pipeline + // The ellipsoid pipeline uses a minimal Lambert shading const ellipsoidPipeline = device.createRenderPipeline({ - layout: pipelineLayout, // <--- explicit + layout: pipelineLayout, vertex: { module: device.createShaderModule({ code: ` -struct Camera { - mvp : mat4x4, +struct CameraUniform { + mvp: mat4x4, + cameraRight: vec3, + pad1: f32, + cameraUp: vec3, + pad2: f32, + lightDir: vec3, + pad3: f32, }; -@group(0) @binding(0) var camera : Camera; +@group(0) @binding(0) var camera : CameraUniform; struct VertexOut { - @builtin(position) Position : vec4, - @location(1) color : vec3, - @location(2) alpha : f32, + @builtin(position) position : vec4, + @location(1) normal : vec3, + @location(2) color : vec3, + @location(3) alpha : f32, }; @vertex fn vs_main( + // sphere localPos @location(0) localPos : vec3, + // instance data @location(1) pos : vec3, @location(2) scale : vec3, @location(3) col : vec3, @location(4) alpha : f32 ) -> VertexOut { var out: VertexOut; + + // Approx normal: normalizing localPos / scale + // Proper approach uses inverse transpose, but let's keep it simple + let scaledPos = vec3(localPos.x / scale.x, localPos.y / scale.y, localPos.z / scale.z); + let approxNormal = normalize(scaledPos); + let worldPos = vec4( pos.x + localPos.x * scale.x, pos.y + localPos.y * scale.y, pos.z + localPos.z * scale.z, 1.0 ); - out.Position = camera.mvp * worldPos; + + out.position = camera.mvp * worldPos; + out.normal = approxNormal; out.color = col; out.alpha = alpha; return out; @@ -462,10 +484,17 @@ fn vs_main( @fragment fn fs_main( - @location(1) inColor : vec3, - @location(2) inAlpha : f32 + @location(1) normal : vec3, + @location(2) inColor : vec3, + @location(3) inAlpha : f32 ) -> @location(0) vec4 { - return vec4(inColor, inAlpha); + // minimal Lambert shading + let lightDir = normalize(camera.lightDir); + let lambert = max(dot(normal, lightDir), 0.0); + // let ambient = 0.3, so final = color * (ambient + lambert*0.7) + let shade = 0.3 + lambert * 0.7; + let shadedColor = inColor * shade; + return vec4(shadedColor, inAlpha); } ` }), @@ -476,7 +505,7 @@ fn fs_main( arrayStride: 3 * 4, attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x3' }], }, - // instance data: pos(3), scale(3), color(3), alpha(1) => total 10 floats + // instance data: pos(3), scale(3), color(3), alpha(1) => 10 floats { arrayStride: 10 * 4, stepMode: 'instance', @@ -486,7 +515,7 @@ fn fs_main( { shaderLocation: 3, offset: 6 * 4, format: 'float32x3' }, { shaderLocation: 4, offset: 9 * 4, format: 'float32' }, ], - } + }, ], }, fragment: { @@ -494,9 +523,11 @@ fn fs_main( code: ` @fragment fn fs_main( - @location(1) inColor : vec3, - @location(2) inAlpha : f32 + @location(1) normal : vec3, + @location(2) inColor : vec3, + @location(3) inAlpha : f32 ) -> @location(0) vec4 { + // fallback if the vertex doesn't do shading return vec4(inColor, inAlpha); } ` @@ -507,17 +538,17 @@ fn fs_main( primitive: { topology: 'triangle-list' }, }); + // We override the ellipsoid pipeline's fragment with the minimal shading code from the vertex stage: + // See the actual code string above with Lambert shading in vs_main + fs_main. + /********************************* * 4) Create a uniform bind group *********************************/ const uniformBindGroup = device.createBindGroup({ layout: uniformBindGroupLayout, - entries: [ - { binding: 0, resource: { buffer: uniformBuffer } }, - ], + entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], }); - // Final: store everything in our ref gpuRef.current = { device, context, @@ -562,7 +593,7 @@ fn fs_main( ellipsoidInstanceBuffer, ellipsoidInstanceCount, } = gpuRef.current; - // 1) Build MVP + // 1) Build camera-based values const aspect = canvasWidth / canvasHeight; const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); @@ -571,11 +602,39 @@ fn fs_main( const cz = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.cos(camera.orbitTheta); const eye: [number, number, number] = [cx, cy, cz]; const target: [number, number, number] = [camera.panX, camera.panY, 0]; - const view = mat4LookAt(eye, target, [0, 1, 0]); + const up: [number, number, number] = [0, 1, 0]; + const view = mat4LookAt(eye, target, up); + + const forward = normalize([target[0] - eye[0], target[1] - eye[1], target[2] - eye[2]]); + const cameraRight = normalize(cross(forward, up)); + const cameraUp = cross(cameraRight, forward); + const mvp = mat4Multiply(proj, view); - // 2) Write MVP - device.queue.writeBuffer(uniformBuffer, 0, mvp); + // 2) Write data: + // We'll store mvp(16 floats) + cameraRight(3) + pad + cameraUp(3) + pad + lightDir(3) + pad + // ~28 floats, let's build it in a 32-float array + const data = new Float32Array(32); + data.set(mvp, 0); // first 16 + // cameraRight + data[16] = cameraRight[0]; + data[17] = cameraRight[1]; + data[18] = cameraRight[2]; + data[19] = 0.0; + // cameraUp + data[20] = cameraUp[0]; + data[21] = cameraUp[1]; + data[22] = cameraUp[2]; + data[23] = 0.0; + // lightDir + // just pick some direction from above + const dir = normalize([1,1,0.5]); + data[24] = dir[0]; + data[25] = dir[1]; + data[26] = dir[2]; + data[27] = 0.0; + // rest is unused + device.queue.writeBuffer(uniformBuffer, 0, data); // 3) Acquire swapchain texture let texture: GPUTexture; @@ -586,7 +645,6 @@ fn fs_main( return; } - // 4) Encode commands const passDesc: GPURenderPassDescriptor = { colorAttachments: [ { @@ -601,7 +659,7 @@ fn fs_main( const cmdEncoder = device.createCommandEncoder(); const passEncoder = cmdEncoder.beginRenderPass(passDesc); - // A) Draw point cloud (billboards) + // A) Billboards if (pcInstanceBuffer && pcInstanceCount > 0) { passEncoder.setPipeline(billboardPipeline); passEncoder.setBindGroup(0, uniformBindGroup); @@ -611,7 +669,7 @@ fn fs_main( passEncoder.drawIndexed(QUAD_INDICES.length, pcInstanceCount); } - // B) Draw ellipsoids (3D sphere geometry) + // B) 3D Ellipsoids if (ellipsoidInstanceBuffer && ellipsoidInstanceCount > 0) { passEncoder.setPipeline(ellipsoidPipeline); passEncoder.setBindGroup(0, uniformBindGroup); @@ -627,7 +685,7 @@ fn fs_main( }, [camera, canvasWidth, canvasHeight]); /****************************************************** - * E) Building Instance Data + * E) Build Instance Data ******************************************************/ function buildPCInstanceData( positions: Float32Array, @@ -640,53 +698,50 @@ fn fs_main( const data = new Float32Array(count * 9); for (let i = 0; i < count; i++) { - const x = positions[i * 3 + 0]; - const y = positions[i * 3 + 1]; - const z = positions[i * 3 + 2]; - data[i * 9 + 0] = x; - data[i * 9 + 1] = y; - data[i * 9 + 2] = z; - - if (colors && colors.length === count * 3) { - data[i * 9 + 3] = colors[i * 3 + 0]; - data[i * 9 + 4] = colors[i * 3 + 1]; - data[i * 9 + 5] = colors[i * 3 + 2]; + data[i*9+0] = positions[i*3+0]; + data[i*9+1] = positions[i*3+1]; + data[i*9+2] = positions[i*3+2]; + + if (colors && colors.length === count*3) { + data[i*9+3] = colors[i*3+0]; + data[i*9+4] = colors[i*3+1]; + data[i*9+5] = colors[i*3+2]; } else { - data[i * 9 + 3] = 1; - data[i * 9 + 4] = 1; - data[i * 9 + 5] = 1; + data[i*9+3] = 1; data[i*9+4] = 1; data[i*9+5] = 1; } - data[i * 9 + 6] = 1.0; // alpha - let s = scales ? scales[i] : 0.02; - data[i * 9 + 7] = s; // scaleX - data[i * 9 + 8] = s; // scaleY + data[i*9+6] = 1.0; // alpha + const s = scales ? scales[i] : 0.02; + data[i*9+7] = s; // scaleX + data[i*9+8] = s; // scaleY } + // decorations if (decorations) { for (const dec of decorations) { const { indexes, color, alpha, scale, minSize } = dec; for (const idx of indexes) { - if (idx < 0 || idx >= count) continue; + if (idx<0 || idx>=count) continue; if (color) { - data[idx * 9 + 3] = color[0]; - data[idx * 9 + 4] = color[1]; - data[idx * 9 + 5] = color[2]; + data[idx*9+3] = color[0]; + data[idx*9+4] = color[1]; + data[idx*9+5] = color[2]; } if (alpha !== undefined) { - data[idx * 9 + 6] = alpha; + data[idx*9+6] = alpha; } if (scale !== undefined) { - data[idx * 9 + 7] *= scale; - data[idx * 9 + 8] *= scale; + data[idx*9+7] *= scale; + data[idx*9+8] *= scale; } if (minSize !== undefined) { - if (data[idx * 9 + 7] < minSize) data[idx * 9 + 7] = minSize; - if (data[idx * 9 + 8] < minSize) data[idx * 9 + 8] = minSize; + if (data[idx*9+7] 10 floats - const data = new Float32Array(count * 10); + const data = new Float32Array(count*10); - for (let i = 0; i < count; i++) { - const cx = centers[i * 3 + 0]; - const cy = centers[i * 3 + 1]; - const cz = centers[i * 3 + 2]; - const rx = radii[i * 3 + 0] || 0.1; - const ry = radii[i * 3 + 1] || 0.1; - const rz = radii[i * 3 + 2] || 0.1; - - data[i * 10 + 0] = cx; - data[i * 10 + 1] = cy; - data[i * 10 + 2] = cz; - - data[i * 10 + 3] = rx; - data[i * 10 + 4] = ry; - data[i * 10 + 5] = rz; - - if (colors && colors.length === count * 3) { - data[i * 10 + 6] = colors[i * 3 + 0]; - data[i * 10 + 7] = colors[i * 3 + 1]; - data[i * 10 + 8] = colors[i * 3 + 2]; + for (let i=0; i= count) continue; + if (idx<0 || idx>=count) continue; if (color) { - data[idx * 10 + 6] = color[0]; - data[idx * 10 + 7] = color[1]; - data[idx * 10 + 8] = color[2]; + data[idx*10+6] = color[0]; + data[idx*10+7] = color[1]; + data[idx*10+8] = color[2]; } if (alpha !== undefined) { - data[idx * 10 + 9] = alpha; + data[idx*10+9] = alpha; } if (scale !== undefined) { - data[idx * 10 + 3] *= scale; - data[idx * 10 + 4] *= scale; - data[idx * 10 + 5] *= scale; + data[idx*10+3] *= scale; + data[idx*10+4] *= scale; + data[idx*10+5] *= scale; } if (minSize !== undefined) { - if (data[idx * 10 + 3] < minSize) data[idx * 10 + 3] = minSize; - if (data[idx * 10 + 4] < minSize) data[idx * 10 + 4] = minSize; - if (data[idx * 10 + 5] < minSize) data[idx * 10 + 5] = minSize; + if (data[idx*10+3] 0) { + pcInstData = buildPCInstanceData(positions, colors, scales, elem.decorations); + pcCount = positions.length/3; + } } else if (elem.type === 'Ellipsoid') { const { centers, radii, colors } = elem.data; - if (!centers || centers.length === 0) continue; - ellipsoidInstData = buildEllipsoidInstanceData(centers, radii, colors, elem.decorations); - ellipsoidCount = centers.length / 3; + if (centers.length > 0) { + ellipsoidInstData = buildEllipsoidInstanceData(centers, radii, colors, elem.decorations); + ellipsoidCount = centers.length/3; + } } } - // Create buffers - if (pcInstData && pcCount > 0) { + if (pcInstData && pcCount>0) { const buf = device.createBuffer({ size: pcInstData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, @@ -802,7 +850,7 @@ fn fs_main( gpuRef.current.pcInstanceCount = 0; } - if (ellipsoidInstData && ellipsoidCount > 0) { + if (ellipsoidInstData && ellipsoidCount>0) { const buf = device.createBuffer({ size: ellipsoidInstData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, @@ -819,7 +867,7 @@ fn fs_main( }, []); /****************************************************** - * G) Mouse + Zoom + * G) Mouse + Zoom to Cursor ******************************************************/ const mouseState = useRef<{ x: number; y: number; button: number } | null>(null); @@ -834,15 +882,16 @@ fn fs_main( mouseState.current.x = e.clientX; mouseState.current.y = e.clientY; + // Right drag or SHIFT+Left => pan if (mouseState.current.button === 2 || e.shiftKey) { - // pan setCamera(cam => ({ ...cam, panX: cam.panX - dx * 0.002, panY: cam.panY + dy * 0.002, })); - } else if (mouseState.current.button === 0) { - // orbit + } + // Left => orbit + else if (mouseState.current.button === 0) { setCamera(cam => { const newPhi = Math.max(0.1, Math.min(Math.PI - 0.1, cam.orbitPhi - dy * 0.01)); return { @@ -858,9 +907,17 @@ fn fs_main( mouseState.current = null; }, []); + // Zoom to cursor const onWheel = useCallback((e: WheelEvent) => { e.preventDefault(); + if (!canvasRef.current) return; + + // We'll do a simplified approach: + // compute how far we want to move the orbitRadius const delta = e.deltaY * 0.01; + + // if we wanted to do a "zoom to cursor," we'd unproject the cursor, etc. + // here's a partial approach that moves the camera a bit closer/further setCamera(cam => ({ ...cam, orbitRadius: Math.max(0.01, cam.orbitRadius + delta), @@ -948,7 +1005,7 @@ fn fs_main( * 6) Example: App ******************************************************/ export function App() { - // a small point cloud + // A small point cloud const pcPositions = new Float32Array([ -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, @@ -956,25 +1013,37 @@ export function App() { 0.5, 0.5, 0.0, ]); const pcColors = new Float32Array([ - 1, 1, 1, - 1, 1, 1, - 1, 1, 1, - 1, 1, 1, + 1,1,1, + 1,1,1, + 1,1,1, + 1,1,1, ]); const pcDecorations: Decoration[] = [ { indexes: [0], - color: [1, 0, 0], - scale: 1.0, + color: [1,0,0], alpha: 1.0, - minSize: 0.03, + scale: 1.0, + minSize: 0.04, }, { indexes: [1], - color: [0, 1, 0], - scale: 2.0, + color: [0,1,0], alpha: 0.7, - } + scale: 2.0, + }, + { + indexes: [2], + color: [0,0,1], + alpha: 1.0, + scale: 1.5, + }, + { + indexes: [3], + color: [1,1,0], + alpha: 0.3, + scale: 0.5, + }, ]; const pcElement: PointCloudElementConfig = { type: 'PointCloud', @@ -982,13 +1051,13 @@ export function App() { decorations: pcDecorations, }; - // a couple of ellipsoids with real 3D geometry + // Ellipsoids const centers = new Float32Array([ - 0, 0, 0, - 0.6, 0.3, -0.2, + 0, 0, 0, + 0.6, 0.3, -0.2, ]); const radii = new Float32Array([ - 0.2, 0.3, 0.15, + 0.2, 0.3, 0.15, 0.05, 0.15, 0.3, ]); const ellipsoidColors = new Float32Array([ @@ -1011,7 +1080,11 @@ export function App() { ]; const ellipsoidElement: EllipsoidElementConfig = { type: 'Ellipsoid', - data: { centers, radii, colors: ellipsoidColors }, + data: { + centers, + radii, + colors: ellipsoidColors + }, decorations: ellipsoidDecorations, }; @@ -1022,13 +1095,14 @@ export function App() { return ( <> -

Point Clouds (billboards) + Real 3D Ellipsoids with Explicit Layout

+

Explicit Layout + Pan/Zoom + Camera-Facing Billboards + Minimal Shading

- Left-drag = orbit, Right-drag or Shift+Left = pan, - mousewheel = zoom.
- We now share an explicit pipeline layout and a single uniform - bind group across two pipelines, avoiding layout mismatch errors. + - Left-drag = orbit
+ - Right-drag or Shift+Left = pan
+ - Mousewheel = “zoom to cursor” (simplified).

+ Billboards now face the camera using cameraRight & cameraUp, + and ellipsoids get a simple Lambert shading so they look more 3D.

); From cdbe13d211ffbc46aefc5ce1f5fe8418359639b9 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 08:57:38 -0500 Subject: [PATCH 053/167] depth and better shading --- src/genstudio/js/scene3d/scene3dNew.tsx | 525 +++++++++++++----------- 1 file changed, 292 insertions(+), 233 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 914a9d89..3a1d5f54 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -5,18 +5,19 @@ import React, { useRef, useEffect, useState, useCallback } from 'react'; import { useContainerWidth } from '../utils'; /****************************************************** - * 1) Define Types + * 1) Define Data Structures ******************************************************/ + interface PointCloudData { positions: Float32Array; // [x, y, z, ...] - colors?: Float32Array; // [r, g, b, ...], 0..1 + colors?: Float32Array; // [r, g, b, ...] in [0..1] scales?: Float32Array; // optional } interface EllipsoidData { centers: Float32Array; // [cx, cy, cz, ...] radii: Float32Array; // [rx, ry, rz, ...] - colors?: Float32Array; // [r, g, b, ...], 0..1 + colors?: Float32Array; // [r, g, b, ...] in [0..1] } interface Decoration { @@ -98,7 +99,7 @@ function Scene({ elements, containerWidth }: SceneProps) { // 3D Ellipsoids ellipsoidPipeline: GPURenderPipeline; - sphereVB: GPUBuffer; + sphereVB: GPUBuffer; // pos+normal sphereIB: GPUBuffer; sphereIndexCount: number; @@ -111,6 +112,9 @@ function Scene({ elements, containerWidth }: SceneProps) { pcInstanceCount: number; ellipsoidInstanceBuffer: GPUBuffer | null; ellipsoidInstanceCount: number; + + // Depth + depthTexture: GPUTexture | null; } | null>(null); // Render loop handle @@ -160,7 +164,11 @@ function Scene({ elements, containerWidth }: SceneProps) { } function mat4LookAt(eye: [number, number, number], target: [number, number, number], up: [number, number, number]): Float32Array { - const zAxis = normalize([eye[0] - target[0], eye[1] - target[1], eye[2] - target[2]]); + const zAxis = normalize([ + eye[0] - target[0], + eye[1] - target[1], + eye[2] - target[2], + ]); const xAxis = normalize(cross(up, zAxis)); const yAxis = cross(zAxis, xAxis); @@ -198,41 +206,39 @@ function Scene({ elements, containerWidth }: SceneProps) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } function normalize(v: [number, number, number]): [number, number, number] { - const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + const len = Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); if (len > 1e-6) { - return [v[0] / len, v[1] / len, v[2] / len]; + return [v[0]/len, v[1]/len, v[2]/len]; } return [0, 0, 0]; } /****************************************************** - * B) Generate Geometry + * B) Generate Sphere Geometry with Normals ******************************************************/ - - // Billboard quad - const QUAD_VERTICES = new Float32Array([ - -0.5, -0.5, - 0.5, -0.5, - -0.5, 0.5, - 0.5, 0.5, - ]); - const QUAD_INDICES = new Uint16Array([0, 1, 2, 2, 1, 3]); - - // Sphere for ellipsoids - function createSphereGeometry(stacks = 16, slices = 24) { - const positions: number[] = []; + // We'll store (pos.x, pos.y, pos.z, normal.x, normal.y, normal.z). + function createSphereGeometry(stacks = 32, slices = 48) { + const verts: number[] = []; const indices: number[] = []; for (let i = 0; i <= stacks; i++) { - const phi = (i / stacks) * Math.PI; // 0..π - const y = Math.cos(phi); - const r = Math.sin(phi); + const phi = (i / stacks) * Math.PI; + const cosPhi = Math.cos(phi); + const sinPhi = Math.sin(phi); for (let j = 0; j <= slices; j++) { - const theta = (j / slices) * 2 * Math.PI; // 0..2π - const x = r * Math.sin(theta); - const z = r * Math.cos(theta); - positions.push(x, y, z); + const theta = (j / slices) * 2 * Math.PI; + const cosTheta = Math.cos(theta); + const sinTheta = Math.sin(theta); + + const x = sinPhi * cosTheta; + const y = cosPhi; + const z = sinPhi * sinTheta; + + // position + verts.push(x, y, z); + // normal (unit sphere => normal == position) + verts.push(x, y, z); } } @@ -240,13 +246,15 @@ function Scene({ elements, containerWidth }: SceneProps) { for (let j = 0; j < slices; j++) { const row1 = i * (slices + 1) + j; const row2 = (i + 1) * (slices + 1) + j; + indices.push(row1, row2, row1 + 1); indices.push(row1 + 1, row2, row2 + 1); } } + return { - positions: new Float32Array(positions), - indices: new Uint16Array(indices), + vertexData: new Float32Array(verts), + indexData: new Uint16Array(indices), }; } @@ -269,10 +277,15 @@ function Scene({ elements, containerWidth }: SceneProps) { const format = navigator.gpu.getPreferredCanvasFormat(); context.configure({ device, format, alphaMode: 'opaque' }); - /********************************* - * 1) Create geometry buffers - *********************************/ - // Billboards + // 1) Billboards + const QUAD_VERTICES = new Float32Array([ + -0.5, -0.5, + 0.5, -0.5, + -0.5, 0.5, + 0.5, 0.5, + ]); + const QUAD_INDICES = new Uint16Array([0,1,2,2,1,3]); + const billboardQuadVB = device.createBuffer({ size: QUAD_VERTICES.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, @@ -285,34 +298,28 @@ function Scene({ elements, containerWidth }: SceneProps) { }); device.queue.writeBuffer(billboardQuadIB, 0, QUAD_INDICES); - // Sphere - const sphereGeo = createSphereGeometry(16, 24); + // 2) Sphere (pos + normal) + const sphereGeo = createSphereGeometry(32, 48); const sphereVB = device.createBuffer({ - size: sphereGeo.positions.byteLength, + size: sphereGeo.vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, }); - device.queue.writeBuffer(sphereVB, 0, sphereGeo.positions); + device.queue.writeBuffer(sphereVB, 0, sphereGeo.vertexData); const sphereIB = device.createBuffer({ - size: sphereGeo.indices.byteLength, + size: sphereGeo.indexData.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, }); - device.queue.writeBuffer(sphereIB, 0, sphereGeo.indices); + device.queue.writeBuffer(sphereIB, 0, sphereGeo.indexData); - /********************************* - * 2) Create uniform buffer - *********************************/ - // We'll store a matrix (16 floats) + cameraRight(3) + cameraUp(3) + lightDir(3) + some padding - // That might be up to ~112 bytes, so let's just do 128 to be safe + // 3) Uniform buffer const uniformBufferSize = 128; const uniformBuffer = device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, }); - /********************************* - * 3) Create a shared pipeline layout - *********************************/ + // 4) Pipeline layout const uniformBindGroupLayout = device.createBindGroupLayout({ entries: [ { @@ -322,18 +329,17 @@ function Scene({ elements, containerWidth }: SceneProps) { }, ], }); - const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [uniformBindGroupLayout], }); - // The billboard pipeline uses cameraRight/cameraUp to orient quads + // 5) Billboard pipeline (point clouds) const billboardPipeline = device.createRenderPipeline({ layout: pipelineLayout, vertex: { module: device.createShaderModule({ code: ` -struct CameraUniform { +struct Camera { mvp: mat4x4, cameraRight: vec3, pad1: f32, @@ -343,9 +349,9 @@ struct CameraUniform { pad3: f32, }; -@group(0) @binding(0) var camera : CameraUniform; +@group(0) @binding(0) var camera : Camera; -struct VertexOut { +struct VSOut { @builtin(position) position : vec4, @location(2) color : vec3, @location(3) alpha : f32, @@ -353,28 +359,24 @@ struct VertexOut { @vertex fn vs_main( - // corner.x,y in [-0.5..0.5] + // Quad corners @location(0) corner : vec2, + // Instance data: pos(3), color(3), alpha(1), scaleX(1), scaleY(1) @location(1) pos : vec3, @location(2) col : vec3, @location(3) alpha : f32, @location(4) scaleX : f32, @location(5) scaleY : f32 -) -> VertexOut { - var out: VertexOut; - - // Instead of corner.x * scaleX in world coords, - // we use cameraRight/cameraUp to face the camera: +) -> VSOut { + var out: VSOut; let offset = camera.cameraRight * (corner.x * scaleX) + camera.cameraUp * (corner.y * scaleY); - let worldPos = vec4( pos.x + offset.x, pos.y + offset.y, pos.z + offset.z, 1.0 ); - out.position = camera.mvp * worldPos; out.color = col; out.alpha = alpha; @@ -382,9 +384,10 @@ fn vs_main( } @fragment -fn fs_main(@location(2) inColor : vec3, @location(3) inAlpha : f32) --> @location(0) vec4 { - // We do not shade billboards, just pass color +fn fs_main( + @location(2) inColor : vec3, + @location(3) inAlpha : f32 +) -> @location(0) vec4 { return vec4(inColor, inAlpha); } ` @@ -401,11 +404,11 @@ fn fs_main(@location(2) inColor : vec3, @location(3) inAlpha : f32) arrayStride: 9 * 4, stepMode: 'instance', attributes: [ - { shaderLocation: 1, offset: 0, format: 'float32x3' }, - { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, - { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, - { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, - { shaderLocation: 5, offset: 8 * 4, format: 'float32' }, + { shaderLocation: 1, offset: 0, format: 'float32x3' }, // pos + { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, // col + { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, // alpha + { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, // scaleX + { shaderLocation: 5, offset: 8 * 4, format: 'float32' }, // scaleY ], }, ], @@ -414,8 +417,10 @@ fn fs_main(@location(2) inColor : vec3, @location(3) inAlpha : f32) module: device.createShaderModule({ code: ` @fragment -fn fs_main(@location(2) inColor: vec3, @location(3) inAlpha: f32) --> @location(0) vec4 { +fn fs_main( + @location(2) inColor: vec3, + @location(3) inAlpha: f32 +) -> @location(0) vec4 { return vec4(inColor, inAlpha); } ` @@ -423,16 +428,21 @@ fn fs_main(@location(2) inColor: vec3, @location(3) inAlpha: f32) entryPoint: 'fs_main', targets: [{ format }], }, - primitive: { topology: 'triangle-list' }, + primitive: { topology: 'triangle-list', cullMode: 'back' }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less', + }, }); - // The ellipsoid pipeline uses a minimal Lambert shading + // 6) Ellipsoid pipeline const ellipsoidPipeline = device.createRenderPipeline({ layout: pipelineLayout, vertex: { module: device.createShaderModule({ code: ` -struct CameraUniform { +struct Camera { mvp: mat4x4, cameraRight: vec3, pad1: f32, @@ -442,78 +452,96 @@ struct CameraUniform { pad3: f32, }; -@group(0) @binding(0) var camera : CameraUniform; +@group(0) @binding(0) var camera : Camera; -struct VertexOut { - @builtin(position) position : vec4, +struct VSOut { + @builtin(position) Position : vec4, @location(1) normal : vec3, @location(2) color : vec3, @location(3) alpha : f32, + @location(4) worldPos : vec3, }; @vertex fn vs_main( - // sphere localPos - @location(0) localPos : vec3, - // instance data - @location(1) pos : vec3, - @location(2) scale : vec3, - @location(3) col : vec3, - @location(4) alpha : f32 -) -> VertexOut { - var out: VertexOut; - - // Approx normal: normalizing localPos / scale - // Proper approach uses inverse transpose, but let's keep it simple - let scaledPos = vec3(localPos.x / scale.x, localPos.y / scale.y, localPos.z / scale.z); - let approxNormal = normalize(scaledPos); - - let worldPos = vec4( - pos.x + localPos.x * scale.x, - pos.y + localPos.y * scale.y, - pos.z + localPos.z * scale.z, - 1.0 + // sphere data: pos(3), norm(3) + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + + // instance data: pos(3), scale(3), color(3), alpha(1) + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) iColor: vec3, + @location(5) iAlpha: f32 +) -> VSOut { + var out: VSOut; + + // Transform position + let worldPos = vec3( + iPos.x + inPos.x * iScale.x, + iPos.y + inPos.y * iScale.y, + iPos.z + inPos.z * iScale.z ); - out.position = camera.mvp * worldPos; - out.normal = approxNormal; - out.color = col; - out.alpha = alpha; + // Approx normal for scaled ellipsoid + let scaledNorm = normalize(vec3( + inNorm.x / iScale.x, + inNorm.y / iScale.y, + inNorm.z / iScale.z + )); + + out.Position = camera.mvp * vec4(worldPos, 1.0); + out.normal = scaledNorm; + out.color = iColor; + out.alpha = iAlpha; + out.worldPos = worldPos; return out; } @fragment fn fs_main( - @location(1) normal : vec3, - @location(2) inColor : vec3, - @location(3) inAlpha : f32 + @location(1) normal : vec3, + @location(2) baseColor: vec3, + @location(3) alpha : f32, + @location(4) worldPos : vec3 ) -> @location(0) vec4 { - // minimal Lambert shading - let lightDir = normalize(camera.lightDir); - let lambert = max(dot(normal, lightDir), 0.0); - // let ambient = 0.3, so final = color * (ambient + lambert*0.7) - let shade = 0.3 + lambert * 0.7; - let shadedColor = inColor * shade; - return vec4(shadedColor, inAlpha); + // minimal Lambert + spec + let N = normalize(normal); + let L = normalize(camera.lightDir); + let lambert = max(dot(N, L), 0.0); + + let ambient = 0.2; + var color = baseColor * (ambient + lambert * 0.8); + + // small spec + let V = normalize(-worldPos); // approximate camera at (0,0,0) + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), 30.0); + color += vec3(1.0,1.0,1.0) * spec * 0.3; + + return vec4(color, alpha); } ` }), entryPoint: 'vs_main', buffers: [ - // sphere geometry + // sphere geometry: pos(3), normal(3) { - arrayStride: 3 * 4, - attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x3' }], + arrayStride: 6 * 4, + attributes: [ + { shaderLocation: 0, offset: 0, format: 'float32x3' }, // inPos + { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, // inNorm + ], }, - // instance data: pos(3), scale(3), color(3), alpha(1) => 10 floats + // instance data { arrayStride: 10 * 4, stepMode: 'instance', attributes: [ - { shaderLocation: 1, offset: 0, format: 'float32x3' }, - { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, - { shaderLocation: 3, offset: 6 * 4, format: 'float32x3' }, - { shaderLocation: 4, offset: 9 * 4, format: 'float32' }, + { shaderLocation: 2, offset: 0, format: 'float32x3' }, // iPos + { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // iScale + { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // iColor + { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // iAlpha ], }, ], @@ -521,29 +549,55 @@ fn fs_main( fragment: { module: device.createShaderModule({ code: ` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + pad1: f32, + cameraUp: vec3, + pad2: f32, + lightDir: vec3, + pad3: f32, +}; + +@group(0) @binding(0) var camera : Camera; + @fragment fn fs_main( - @location(1) normal : vec3, - @location(2) inColor : vec3, - @location(3) inAlpha : f32 + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 ) -> @location(0) vec4 { - // fallback if the vertex doesn't do shading - return vec4(inColor, inAlpha); + // minimal Lambert + spec + let N = normalize(normal); + let L = normalize(camera.lightDir); + let lambert = max(dot(N, L), 0.0); + + let ambient = 0.2; + var color = baseColor * (ambient + lambert * 0.8); + + // small spec + let V = normalize(-worldPos); // approximate camera at (0,0,0) + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), 30.0); + color += vec3(1.0,1.0,1.0) * spec * 0.3; + + return vec4(color, alpha); } ` }), entryPoint: 'fs_main', targets: [{ format }], }, - primitive: { topology: 'triangle-list' }, + primitive: { topology: 'triangle-list', cullMode: 'back' }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less', + }, }); - // We override the ellipsoid pipeline's fragment with the minimal shading code from the vertex stage: - // See the actual code string above with Lambert shading in vs_main + fs_main. - - /********************************* - * 4) Create a uniform bind group - *********************************/ + // 7) Uniform bind group const uniformBindGroup = device.createBindGroup({ layout: uniformBindGroupLayout, entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], @@ -558,13 +612,14 @@ fn fs_main( ellipsoidPipeline, sphereVB, sphereIB, - sphereIndexCount: sphereGeo.indices.length, + sphereIndexCount: sphereGeo.indexData.length, uniformBuffer, uniformBindGroup, pcInstanceBuffer: null, pcInstanceCount: 0, ellipsoidInstanceBuffer: null, ellipsoidInstanceCount: 0, + depthTexture: null, }; setIsReady(true); @@ -574,10 +629,28 @@ fn fs_main( }, []); /****************************************************** - * D) Render Loop + * D) Create/Update Depth Texture + ******************************************************/ + const createOrUpdateDepthTexture = useCallback(() => { + if (!gpuRef.current) return; + const { device, depthTexture } = gpuRef.current; + if (depthTexture) depthTexture.destroy(); + + const newDepthTex = device.createTexture({ + size: [canvasWidth, canvasHeight], + format: 'depth24plus', + usage: GPUTextureUsage.RENDER_ATTACHMENT, + }); + gpuRef.current.depthTexture = newDepthTex; + }, [canvasWidth, canvasHeight]); + + /****************************************************** + * E) Render Loop ******************************************************/ const renderFrame = useCallback(() => { - if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + if (rafIdRef.current) { + cancelAnimationFrame(rafIdRef.current); + } if (!gpuRef.current) { rafIdRef.current = requestAnimationFrame(renderFrame); @@ -591,9 +664,14 @@ fn fs_main( uniformBuffer, uniformBindGroup, pcInstanceBuffer, pcInstanceCount, ellipsoidInstanceBuffer, ellipsoidInstanceCount, + depthTexture, } = gpuRef.current; + if (!depthTexture) { + rafIdRef.current = requestAnimationFrame(renderFrame); + return; + } - // 1) Build camera-based values + // 1) Build camera basis + MVP const aspect = canvasWidth / canvasHeight; const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); @@ -611,29 +689,23 @@ fn fs_main( const mvp = mat4Multiply(proj, view); - // 2) Write data: - // We'll store mvp(16 floats) + cameraRight(3) + pad + cameraUp(3) + pad + lightDir(3) + pad - // ~28 floats, let's build it in a 32-float array + // 2) Write uniform data (mvp, cameraRight, cameraUp, lightDir) const data = new Float32Array(32); - data.set(mvp, 0); // first 16 - // cameraRight + data.set(mvp, 0); data[16] = cameraRight[0]; data[17] = cameraRight[1]; data[18] = cameraRight[2]; - data[19] = 0.0; - // cameraUp + data[19] = 0; data[20] = cameraUp[0]; data[21] = cameraUp[1]; data[22] = cameraUp[2]; - data[23] = 0.0; - // lightDir - // just pick some direction from above - const dir = normalize([1,1,0.5]); + data[23] = 0; + // Light direction + const dir = normalize([1,1,0.6]); data[24] = dir[0]; data[25] = dir[1]; data[26] = dir[2]; - data[27] = 0.0; - // rest is unused + data[27] = 0; device.queue.writeBuffer(uniformBuffer, 0, data); // 3) Acquire swapchain texture @@ -654,22 +726,28 @@ fn fs_main( storeOp: 'store', }, ], + depthStencilAttachment: { + view: depthTexture.createView(), + depthClearValue: 1.0, + depthLoadOp: 'clear', + depthStoreOp: 'store', + }, }; const cmdEncoder = device.createCommandEncoder(); const passEncoder = cmdEncoder.beginRenderPass(passDesc); - // A) Billboards + // A) Draw point cloud (billboards) if (pcInstanceBuffer && pcInstanceCount > 0) { passEncoder.setPipeline(billboardPipeline); passEncoder.setBindGroup(0, uniformBindGroup); passEncoder.setVertexBuffer(0, billboardQuadVB); passEncoder.setIndexBuffer(billboardQuadIB, 'uint16'); passEncoder.setVertexBuffer(1, pcInstanceBuffer); - passEncoder.drawIndexed(QUAD_INDICES.length, pcInstanceCount); + passEncoder.drawIndexed(6, pcInstanceCount); } - // B) 3D Ellipsoids + // B) Draw 3D ellipsoids if (ellipsoidInstanceBuffer && ellipsoidInstanceCount > 0) { passEncoder.setPipeline(ellipsoidPipeline); passEncoder.setBindGroup(0, uniformBindGroup); @@ -685,7 +763,7 @@ fn fs_main( }, [camera, canvasWidth, canvasHeight]); /****************************************************** - * E) Build Instance Data + * F) Build Instance Data ******************************************************/ function buildPCInstanceData( positions: Float32Array, @@ -694,29 +772,30 @@ fn fs_main( decorations?: Decoration[] ) { const count = positions.length / 3; - // pos(3), color(3), alpha(1), scaleX(1), scaleY(1) => 9 const data = new Float32Array(count * 9); + // (pos.x, pos.y, pos.z, col.r, col.g, col.b, alpha, scaleX, scaleY) for (let i = 0; i < count; i++) { data[i*9+0] = positions[i*3+0]; data[i*9+1] = positions[i*3+1]; data[i*9+2] = positions[i*3+2]; - if (colors && colors.length === count*3) { + if (colors && colors.length === count * 3) { data[i*9+3] = colors[i*3+0]; data[i*9+4] = colors[i*3+1]; data[i*9+5] = colors[i*3+2]; } else { - data[i*9+3] = 1; data[i*9+4] = 1; data[i*9+5] = 1; + data[i*9+3] = 1; + data[i*9+4] = 1; + data[i*9+5] = 1; } data[i*9+6] = 1.0; // alpha - const s = scales ? scales[i] : 0.02; - data[i*9+7] = s; // scaleX - data[i*9+8] = s; // scaleY + let s = scales ? scales[i] : 0.02; + data[i*9+7] = s; + data[i*9+8] = s; } - // decorations if (decorations) { for (const dec of decorations) { const { indexes, color, alpha, scale, minSize } = dec; @@ -727,16 +806,16 @@ fn fs_main( data[idx*9+4] = color[1]; data[idx*9+5] = color[2]; } - if (alpha !== undefined) { + if (alpha!==undefined) { data[idx*9+6] = alpha; } - if (scale !== undefined) { + if (scale!==undefined) { data[idx*9+7] *= scale; data[idx*9+8] *= scale; } - if (minSize !== undefined) { - if (data[idx*9+7] 10 floats - const data = new Float32Array(count*10); + const data = new Float32Array(count * 10); + // (pos.x, pos.y, pos.z, scale.x, scale.y, scale.z, col.r, col.g, col.b, alpha) for (let i=0; i { if (!gpuRef.current) return; @@ -817,7 +898,7 @@ fn fs_main( let ellipsoidInstData: Float32Array | null = null; let ellipsoidCount = 0; - // For brevity, we handle only one point cloud & one ellipsoid + // For brevity, handle only one point cloud + one ellipsoid for (const elem of sceneElements) { if (elem.type === 'PointCloud') { const { positions, colors, scales } = elem.data; @@ -835,6 +916,7 @@ fn fs_main( } } + // create buffers if (pcInstData && pcCount>0) { const buf = device.createBuffer({ size: pcInstData.byteLength, @@ -867,7 +949,7 @@ fn fs_main( }, []); /****************************************************** - * G) Mouse + Zoom to Cursor + * H) Mouse + Zoom ******************************************************/ const mouseState = useRef<{ x: number; y: number; button: number } | null>(null); @@ -907,17 +989,10 @@ fn fs_main( mouseState.current = null; }, []); - // Zoom to cursor + // Zoom const onWheel = useCallback((e: WheelEvent) => { e.preventDefault(); - if (!canvasRef.current) return; - - // We'll do a simplified approach: - // compute how far we want to move the orbitRadius const delta = e.deltaY * 0.01; - - // if we wanted to do a "zoom to cursor," we'd unproject the cursor, etc. - // here's a partial approach that moves the camera a bit closer/further setCamera(cam => ({ ...cam, orbitRadius: Math.max(0.01, cam.orbitRadius + delta), @@ -940,7 +1015,7 @@ fn fs_main( }, [onMouseDown, onMouseMove, onMouseUp, onWheel]); /****************************************************** - * H) Effects + * I) Effects ******************************************************/ // Init WebGPU useEffect(() => { @@ -956,6 +1031,7 @@ fn fs_main( uniformBuffer, pcInstanceBuffer, ellipsoidInstanceBuffer, + depthTexture, } = gpuRef.current; billboardQuadVB.destroy(); billboardQuadIB.destroy(); @@ -964,16 +1040,25 @@ fn fs_main( uniformBuffer.destroy(); pcInstanceBuffer?.destroy(); ellipsoidInstanceBuffer?.destroy(); + depthTexture?.destroy(); } if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; }, [initWebGPU]); + // Depth texture + useEffect(() => { + if (isReady) { + createOrUpdateDepthTexture(); + } + }, [isReady, canvasWidth, canvasHeight, createOrUpdateDepthTexture]); + // Canvas resize useEffect(() => { - if (!canvasRef.current) return; - canvasRef.current.width = canvasWidth; - canvasRef.current.height = canvasHeight; + if (canvasRef.current) { + canvasRef.current.width = canvasWidth; + canvasRef.current.height = canvasHeight; + } }, [canvasWidth, canvasHeight]); // Start render loop @@ -987,7 +1072,7 @@ fn fs_main( }; }, [isReady, renderFrame]); - // Update buffers + // Update instance buffers useEffect(() => { if (isReady) { updateBuffers(elements); @@ -1005,7 +1090,7 @@ fn fs_main( * 6) Example: App ******************************************************/ export function App() { - // A small point cloud + // sample point cloud const pcPositions = new Float32Array([ -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, @@ -1013,37 +1098,16 @@ export function App() { 0.5, 0.5, 0.0, ]); const pcColors = new Float32Array([ - 1,1,1, - 1,1,1, - 1,1,1, - 1,1,1, + 1, 1, 1, + 1, 1, 1, + 1, 1, 1, + 1, 1, 1, ]); const pcDecorations: Decoration[] = [ - { - indexes: [0], - color: [1,0,0], - alpha: 1.0, - scale: 1.0, - minSize: 0.04, - }, - { - indexes: [1], - color: [0,1,0], - alpha: 0.7, - scale: 2.0, - }, - { - indexes: [2], - color: [0,0,1], - alpha: 1.0, - scale: 1.5, - }, - { - indexes: [3], - color: [1,1,0], - alpha: 0.3, - scale: 0.5, - }, + { indexes: [0], color: [1,0,0], alpha:1.0, scale:1.0, minSize:0.05 }, + { indexes: [1], color: [0,1,0], alpha:0.7, scale:2.0 }, + { indexes: [2], color: [0,0,1], alpha:1.0, scale:1.5 }, + { indexes: [3], color: [1,1,0], alpha:0.3, scale:0.5 }, ]; const pcElement: PointCloudElementConfig = { type: 'PointCloud', @@ -1051,7 +1115,7 @@ export function App() { decorations: pcDecorations, }; - // Ellipsoids + // sample ellipsoids const centers = new Float32Array([ 0, 0, 0, 0.6, 0.3, -0.2, @@ -1067,7 +1131,7 @@ export function App() { const ellipsoidDecorations: Decoration[] = [ { indexes: [0], - color: [1, 0.5, 0.2], + color: [1, 0.6, 0.2], alpha: 1.0, scale: 1.2, minSize: 0.1, @@ -1080,11 +1144,7 @@ export function App() { ]; const ellipsoidElement: EllipsoidElementConfig = { type: 'Ellipsoid', - data: { - centers, - radii, - colors: ellipsoidColors - }, + data: { centers, radii, colors: ellipsoidColors }, decorations: ellipsoidDecorations, }; @@ -1095,14 +1155,13 @@ export function App() { return ( <> -

Explicit Layout + Pan/Zoom + Camera-Facing Billboards + Minimal Shading

+

Depth Testing + Per-Vertex Normals + Camera-Facing Billboards

- - Left-drag = orbit
- - Right-drag or Shift+Left = pan
- - Mousewheel = “zoom to cursor” (simplified).

- Billboards now face the camera using cameraRight & cameraUp, - and ellipsoids get a simple Lambert shading so they look more 3D. + We store pos+normal for the sphere, do a minimal Lambert+spec lighting, + enable depth testing (depth24plus), and ensure our pipeline + and WGSL @location match. Now ellipsoids show color + shading properly, + and can occlude each other.

); From 1c2b5640abe486ee6b9af7e46d16679a78d3d111 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 08:59:46 -0500 Subject: [PATCH 054/167] improve lighting --- src/genstudio/js/scene3d/scene3dNew.tsx | 32 ++++++++++++++++--------- 1 file changed, 21 insertions(+), 11 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 3a1d5f54..dcaaeaa7 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -4,6 +4,16 @@ import React, { useRef, useEffect, useState, useCallback } from 'react'; import { useContainerWidth } from '../utils'; +/****************************************************** + * 0) Lighting & Material Constants + ******************************************************/ +const LIGHTING = { + AMBIENT_INTENSITY: 0.4, // Was 0.2 - increased for better base visibility + DIFFUSE_INTENSITY: 0.6, // Was 0.8 - reduced to balance with ambient + SPECULAR_INTENSITY: 0.2, // Was 0.3 - reduced for subtler highlights + SPECULAR_POWER: 20.0, // Was 30.0 - reduced for broader highlights +} as const; + /****************************************************** * 1) Define Data Structures ******************************************************/ @@ -500,24 +510,24 @@ fn vs_main( @fragment fn fs_main( - @location(1) normal : vec3, + @location(1) normal: vec3, @location(2) baseColor: vec3, - @location(3) alpha : f32, - @location(4) worldPos : vec3 + @location(3) alpha: f32, + @location(4) worldPos: vec3 ) -> @location(0) vec4 { // minimal Lambert + spec let N = normalize(normal); let L = normalize(camera.lightDir); let lambert = max(dot(N, L), 0.0); - let ambient = 0.2; - var color = baseColor * (ambient + lambert * 0.8); + let ambient = ${LIGHTING.AMBIENT_INTENSITY}; + var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); // small spec let V = normalize(-worldPos); // approximate camera at (0,0,0) let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), 30.0); - color += vec3(1.0,1.0,1.0) * spec * 0.3; + let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); + color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; return vec4(color, alpha); } @@ -573,14 +583,14 @@ fn fs_main( let L = normalize(camera.lightDir); let lambert = max(dot(N, L), 0.0); - let ambient = 0.2; - var color = baseColor * (ambient + lambert * 0.8); + let ambient = ${LIGHTING.AMBIENT_INTENSITY}; + var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); // small spec let V = normalize(-worldPos); // approximate camera at (0,0,0) let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), 30.0); - color += vec3(1.0,1.0,1.0) * spec * 0.3; + let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); + color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; return vec4(color, alpha); } From ca26b9b49dce0b5023da14e36c01221824bce698 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 09:04:58 -0500 Subject: [PATCH 055/167] parameterize sphere complexity --- src/genstudio/js/scene3d/scene3dNew.tsx | 54 ++++++++++++++++++------- 1 file changed, 39 insertions(+), 15 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index dcaaeaa7..cac6d9d2 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -5,13 +5,22 @@ import React, { useRef, useEffect, useState, useCallback } from 'react'; import { useContainerWidth } from '../utils'; /****************************************************** - * 0) Lighting & Material Constants + * 0) Rendering Constants ******************************************************/ const LIGHTING = { - AMBIENT_INTENSITY: 0.4, // Was 0.2 - increased for better base visibility - DIFFUSE_INTENSITY: 0.6, // Was 0.8 - reduced to balance with ambient - SPECULAR_INTENSITY: 0.2, // Was 0.3 - reduced for subtler highlights - SPECULAR_POWER: 20.0, // Was 30.0 - reduced for broader highlights + AMBIENT_INTENSITY: 0.4, + DIFFUSE_INTENSITY: 0.6, + SPECULAR_INTENSITY: 0.2, + SPECULAR_POWER: 20.0, +} as const; + +const GEOMETRY = { + SPHERE: { + STACKS: 16, + SLICES: 24, + MIN_STACKS: 8, + MIN_SLICES: 12, + } } as const; /****************************************************** @@ -227,17 +236,29 @@ function Scene({ elements, containerWidth }: SceneProps) { * B) Generate Sphere Geometry with Normals ******************************************************/ // We'll store (pos.x, pos.y, pos.z, normal.x, normal.y, normal.z). - function createSphereGeometry(stacks = 32, slices = 48) { + function createSphereGeometry( + stacks = GEOMETRY.SPHERE.STACKS, + slices = GEOMETRY.SPHERE.SLICES, + radius = 1.0 + ) { + // Add adaptive LOD based on radius + const actualStacks = radius < 0.1 + ? GEOMETRY.SPHERE.MIN_STACKS + : stacks; + const actualSlices = radius < 0.1 + ? GEOMETRY.SPHERE.MIN_SLICES + : slices; + const verts: number[] = []; const indices: number[] = []; - for (let i = 0; i <= stacks; i++) { - const phi = (i / stacks) * Math.PI; + for (let i = 0; i <= actualStacks; i++) { + const phi = (i / actualStacks) * Math.PI; const cosPhi = Math.cos(phi); const sinPhi = Math.sin(phi); - for (let j = 0; j <= slices; j++) { - const theta = (j / slices) * 2 * Math.PI; + for (let j = 0; j <= actualSlices; j++) { + const theta = (j / actualSlices) * 2 * Math.PI; const cosTheta = Math.cos(theta); const sinTheta = Math.sin(theta); @@ -252,10 +273,10 @@ function Scene({ elements, containerWidth }: SceneProps) { } } - for (let i = 0; i < stacks; i++) { - for (let j = 0; j < slices; j++) { - const row1 = i * (slices + 1) + j; - const row2 = (i + 1) * (slices + 1) + j; + for (let i = 0; i < actualStacks; i++) { + for (let j = 0; j < actualSlices; j++) { + const row1 = i * (actualSlices + 1) + j; + const row2 = (i + 1) * (actualSlices + 1) + j; indices.push(row1, row2, row1 + 1); indices.push(row1 + 1, row2, row2 + 1); @@ -309,7 +330,10 @@ function Scene({ elements, containerWidth }: SceneProps) { device.queue.writeBuffer(billboardQuadIB, 0, QUAD_INDICES); // 2) Sphere (pos + normal) - const sphereGeo = createSphereGeometry(32, 48); + const sphereGeo = createSphereGeometry( + GEOMETRY.SPHERE.STACKS, + GEOMETRY.SPHERE.SLICES + ); const sphereVB = device.createBuffer({ size: sphereGeo.vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, From 306bf297d3a7af02695f36f864423d407bdf8277 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 09:27:50 -0500 Subject: [PATCH 056/167] alpha blending --- src/genstudio/js/scene3d/scene3dNew.tsx | 84 ++++++++++++++++++------- 1 file changed, 60 insertions(+), 24 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index cac6d9d2..f0c8022f 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -306,7 +306,8 @@ function Scene({ elements, containerWidth }: SceneProps) { const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; const format = navigator.gpu.getPreferredCanvasFormat(); - context.configure({ device, format, alphaMode: 'opaque' }); + // CHANGE #1: enable alphaMode = 'premultiplied' + context.configure({ device, format, alphaMode: 'premultiplied' }); // 1) Billboards const QUAD_VERTICES = new Float32Array([ @@ -460,13 +461,30 @@ fn fs_main( ` }), entryPoint: 'fs_main', - targets: [{ format }], + // CHANGE #2: enable blending + less-equal depth + targets: [ + { + format, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + } + } + ], }, primitive: { topology: 'triangle-list', cullMode: 'back' }, depthStencil: { format: 'depth24plus', depthWriteEnabled: true, - depthCompare: 'less', + depthCompare: 'less-equal', // changed from 'less' }, }); @@ -621,13 +639,30 @@ fn fs_main( ` }), entryPoint: 'fs_main', - targets: [{ format }], + // CHANGE #2 (same): enable blending + less-equal depth + targets: [ + { + format, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + } + } + ], }, primitive: { topology: 'triangle-list', cullMode: 'back' }, depthStencil: { format: 'depth24plus', depthWriteEnabled: true, - depthCompare: 'less', + depthCompare: 'less-equal', // changed from 'less' }, }); @@ -1149,19 +1184,25 @@ export function App() { decorations: pcDecorations, }; - // sample ellipsoids + // sample ellipsoids with added sphere const centers = new Float32Array([ - 0, 0, 0, - 0.6, 0.3, -0.2, + 0, 0, 0, // first ellipsoid + 0.6, 0.3, -0.2, // second ellipsoid + -0.4, 0.4, 0.3, // new sphere ]); + const radii = new Float32Array([ - 0.2, 0.3, 0.15, - 0.05, 0.15, 0.3, + 0.2, 0.3, 0.15, // first ellipsoid + 0.05, 0.15, 0.3, // second ellipsoid + 0.25, 0.25, 0.25, // new sphere (equal radii) ]); + const ellipsoidColors = new Float32Array([ - 1.0, 0.5, 0.2, - 0.2, 0.9, 1.0, + 1.0, 0.5, 0.2, // first ellipsoid + 0.2, 0.9, 1.0, // second ellipsoid + 0.8, 0.2, 0.8, // new sphere (purple) ]); + const ellipsoidDecorations: Decoration[] = [ { indexes: [0], @@ -1172,8 +1213,12 @@ export function App() { }, { indexes: [1], - color: [0.1, 0.8, 1.0], - alpha: 0.7, + alpha: 0.5, + }, + { + indexes: [2], + alpha: 0.5, + scale: 2.0, } ]; const ellipsoidElement: EllipsoidElementConfig = { @@ -1188,16 +1233,7 @@ export function App() { ]; return ( - <> -

Depth Testing + Per-Vertex Normals + Camera-Facing Billboards

- -

- We store pos+normal for the sphere, do a minimal Lambert+spec lighting, - enable depth testing (depth24plus), and ensure our pipeline - and WGSL @location match. Now ellipsoids show color + shading properly, - and can occlude each other. -

- + ); } From 490c566889cc409a41fbb9b8a94080cd44421a9c Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 10:11:53 -0500 Subject: [PATCH 057/167] EllipsoidBands --- src/genstudio/js/scene3d/scene3dNew.tsx | 564 ++++++++++++++++++------ 1 file changed, 433 insertions(+), 131 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index f0c8022f..05878021 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -26,7 +26,6 @@ const GEOMETRY = { /****************************************************** * 1) Define Data Structures ******************************************************/ - interface PointCloudData { positions: Float32Array; // [x, y, z, ...] colors?: Float32Array; // [r, g, b, ...] in [0..1] @@ -59,7 +58,18 @@ interface EllipsoidElementConfig { decorations?: Decoration[]; } -type SceneElementConfig = PointCloudElementConfig | EllipsoidElementConfig; +// [BAND CHANGE #1]: New EllipsoidBand type +interface EllipsoidBandElementConfig { + type: 'EllipsoidBand'; + data: EllipsoidData; // reusing the same “centers/radii/colors” style + decorations?: Decoration[]; +} + +// [BAND CHANGE #2]: Extend SceneElementConfig +type SceneElementConfig = + | PointCloudElementConfig + | EllipsoidElementConfig + | EllipsoidBandElementConfig; /****************************************************** * 2) Minimal Camera State @@ -122,6 +132,12 @@ function Scene({ elements, containerWidth }: SceneProps) { sphereIB: GPUBuffer; sphereIndexCount: number; + // [BAND CHANGE #3]: EllipsoidBand + ellipsoidBandPipeline: GPURenderPipeline; + ringVB: GPUBuffer; // ring geometry + ringIB: GPUBuffer; + ringIndexCount: number; + // Shared uniform data uniformBuffer: GPUBuffer; uniformBindGroup: GPUBindGroup; @@ -132,6 +148,10 @@ function Scene({ elements, containerWidth }: SceneProps) { ellipsoidInstanceBuffer: GPUBuffer | null; ellipsoidInstanceCount: number; + // [BAND CHANGE #4]: EllipsoidBand instances + bandInstanceBuffer: GPUBuffer | null; + bandInstanceCount: number; + // Depth depthTexture: GPUTexture | null; } | null>(null); @@ -235,13 +255,11 @@ function Scene({ elements, containerWidth }: SceneProps) { /****************************************************** * B) Generate Sphere Geometry with Normals ******************************************************/ - // We'll store (pos.x, pos.y, pos.z, normal.x, normal.y, normal.z). function createSphereGeometry( stacks = GEOMETRY.SPHERE.STACKS, slices = GEOMETRY.SPHERE.SLICES, radius = 1.0 ) { - // Add adaptive LOD based on radius const actualStacks = radius < 0.1 ? GEOMETRY.SPHERE.MIN_STACKS : stacks; @@ -268,7 +286,7 @@ function Scene({ elements, containerWidth }: SceneProps) { // position verts.push(x, y, z); - // normal (unit sphere => normal == position) + // normal verts.push(x, y, z); } } @@ -289,6 +307,35 @@ function Scene({ elements, containerWidth }: SceneProps) { }; } + // [BAND CHANGE #5]: Create simple ring geometry in XY plane + function createRingGeometry(segments: number = 32, rInner = 0.98, rOuter = 1.0) { + // We'll build a thin triangular ring from rInner to rOuter in the XY plane + const verts: number[] = []; + const indices: number[] = []; + for (let i = 0; i <= segments; i++) { + const theta = (i / segments) * 2 * Math.PI; + const cosT = Math.cos(theta); + const sinT = Math.sin(theta); + + // Outer + verts.push(rOuter * cosT, rOuter * sinT, 0); // position + verts.push(0, 0, 1); // normal (arbitrary) + // Inner + verts.push(rInner * cosT, rInner * sinT, 0); + verts.push(0, 0, 1); + } + // Triangulate as a triangle strip + for (let i = 0; i < segments * 2; i += 2) { + indices.push(i, i + 1, i + 2); + indices.push(i + 2, i + 1, i + 3); + } + + return { + vertexData: new Float32Array(verts), + indexData: new Uint16Array(indices), + }; + } + /****************************************************** * C) Initialize WebGPU ******************************************************/ @@ -306,7 +353,6 @@ function Scene({ elements, containerWidth }: SceneProps) { const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; const format = navigator.gpu.getPreferredCanvasFormat(); - // CHANGE #1: enable alphaMode = 'premultiplied' context.configure({ device, format, alphaMode: 'premultiplied' }); // 1) Billboards @@ -331,10 +377,7 @@ function Scene({ elements, containerWidth }: SceneProps) { device.queue.writeBuffer(billboardQuadIB, 0, QUAD_INDICES); // 2) Sphere (pos + normal) - const sphereGeo = createSphereGeometry( - GEOMETRY.SPHERE.STACKS, - GEOMETRY.SPHERE.SLICES - ); + const sphereGeo = createSphereGeometry(); const sphereVB = device.createBuffer({ size: sphereGeo.vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, @@ -347,6 +390,20 @@ function Scene({ elements, containerWidth }: SceneProps) { }); device.queue.writeBuffer(sphereIB, 0, sphereGeo.indexData); + // [BAND CHANGE #6]: Ring geometry + const ringGeo = createRingGeometry(64, 0.95, 1.0); + const ringVB = device.createBuffer({ + size: ringGeo.vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(ringVB, 0, ringGeo.vertexData); + + const ringIB = device.createBuffer({ + size: ringGeo.indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(ringIB, 0, ringGeo.indexData); + // 3) Uniform buffer const uniformBufferSize = 128; const uniformBuffer = device.createBuffer({ @@ -368,7 +425,7 @@ function Scene({ elements, containerWidth }: SceneProps) { bindGroupLayouts: [uniformBindGroupLayout], }); - // 5) Billboard pipeline (point clouds) + // 5) Billboard pipeline const billboardPipeline = device.createRenderPipeline({ layout: pipelineLayout, vertex: { @@ -461,30 +518,27 @@ fn fs_main( ` }), entryPoint: 'fs_main', - // CHANGE #2: enable blending + less-equal depth - targets: [ - { - format, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } + targets: [{ + format, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' } } - ], + }], }, primitive: { topology: 'triangle-list', cullMode: 'back' }, depthStencil: { format: 'depth24plus', depthWriteEnabled: true, - depthCompare: 'less-equal', // changed from 'less' + depthCompare: 'less-equal', }, }); @@ -527,21 +581,16 @@ fn vs_main( @location(5) iAlpha: f32 ) -> VSOut { var out: VSOut; - - // Transform position let worldPos = vec3( iPos.x + inPos.x * iScale.x, iPos.y + inPos.y * iScale.y, iPos.z + inPos.z * iScale.z ); - - // Approx normal for scaled ellipsoid let scaledNorm = normalize(vec3( inNorm.x / iScale.x, inNorm.y / iScale.y, inNorm.z / iScale.z )); - out.Position = camera.mvp * vec4(worldPos, 1.0); out.normal = scaledNorm; out.color = iColor; @@ -557,7 +606,6 @@ fn fs_main( @location(3) alpha: f32, @location(4) worldPos: vec3 ) -> @location(0) vec4 { - // minimal Lambert + spec let N = normalize(normal); let L = normalize(camera.lightDir); let lambert = max(dot(N, L), 0.0); @@ -566,7 +614,7 @@ fn fs_main( var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); // small spec - let V = normalize(-worldPos); // approximate camera at (0,0,0) + let V = normalize(-worldPos); let H = normalize(L + V); let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; @@ -581,8 +629,8 @@ fn fs_main( { arrayStride: 6 * 4, attributes: [ - { shaderLocation: 0, offset: 0, format: 'float32x3' }, // inPos - { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, // inNorm + { shaderLocation: 0, offset: 0, format: 'float32x3' }, // inPos + { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, // inNorm ], }, // instance data @@ -590,10 +638,10 @@ fn fs_main( arrayStride: 10 * 4, stepMode: 'instance', attributes: [ - { shaderLocation: 2, offset: 0, format: 'float32x3' }, // iPos - { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // iScale - { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // iColor - { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // iAlpha + { shaderLocation: 2, offset: 0, format: 'float32x3' }, // iPos + { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // iScale + { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // iColor + { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // iAlpha ], }, ], @@ -620,7 +668,6 @@ fn fs_main( @location(3) alpha: f32, @location(4) worldPos: vec3 ) -> @location(0) vec4 { - // minimal Lambert + spec let N = normalize(normal); let L = normalize(camera.lightDir); let lambert = max(dot(N, L), 0.0); @@ -628,8 +675,7 @@ fn fs_main( let ambient = ${LIGHTING.AMBIENT_INTENSITY}; var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); - // small spec - let V = normalize(-worldPos); // approximate camera at (0,0,0) + let V = normalize(-worldPos); let H = normalize(L + V); let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; @@ -639,30 +685,173 @@ fn fs_main( ` }), entryPoint: 'fs_main', - // CHANGE #2 (same): enable blending + less-equal depth - targets: [ - { - format, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } + targets: [{ + format, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' } } - ], + }], }, primitive: { topology: 'triangle-list', cullMode: 'back' }, depthStencil: { format: 'depth24plus', depthWriteEnabled: true, - depthCompare: 'less-equal', // changed from 'less' + depthCompare: 'less-equal', + }, + }); + + // [BAND CHANGE #7]: EllipsoidBand pipeline + // We'll reuse a minimal approach: pos(3), normal(3), plus instance data for transform + color + alpha + const ellipsoidBandPipeline = device.createRenderPipeline({ + layout: pipelineLayout, + vertex: { + module: device.createShaderModule({ + code: ` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + pad1: f32, + cameraUp: vec3, + pad2: f32, + lightDir: vec3, + pad3: f32, +}; + +@group(0) @binding(0) var camera : Camera; + +struct VSOut { + @builtin(position) Position : vec4, + @location(1) color : vec3, + @location(2) alpha : f32, +}; + +@vertex +fn vs_main( + @builtin(instance_index) instanceIdx: u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iCenter: vec3, + @location(3) iScale: vec3, + @location(4) iColor: vec3, + @location(5) iAlpha: f32 +) -> VSOut { + var out: VSOut; + + // Get ring index from instance ID (0=XY, 1=YZ, 2=XZ) + let ringIndex = i32(instanceIdx % 3u); + + // Transform the ring based on its orientation + var worldPos: vec3; + if (ringIndex == 0) { + // XY plane - original orientation + worldPos = vec3( + inPos.x * iScale.x, + inPos.y * iScale.y, + inPos.z + ); + } else if (ringIndex == 1) { + // YZ plane - rotate around X + worldPos = vec3( + inPos.z, + inPos.x * iScale.y, + inPos.y * iScale.z + ); + } else { + // XZ plane - rotate around Y + worldPos = vec3( + inPos.x * iScale.x, + inPos.z, + inPos.y * iScale.z + ); + } + + // Add center offset + worldPos += iCenter; + + out.Position = camera.mvp * vec4(worldPos, 1.0); + out.color = iColor; + out.alpha = iAlpha; + return out; +} + +@fragment +fn fs_main( + @location(1) bColor: vec3, + @location(2) bAlpha: f32 +) -> @location(0) vec4 { + return vec4(bColor, bAlpha); +} +` + }), + entryPoint: 'vs_main', + buffers: [ + // ring geometry: pos(3), normal(3) + { + arrayStride: 6 * 4, + attributes: [ + { shaderLocation: 0, offset: 0, format: 'float32x3' }, + { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, + ], + }, + // instance data + { + arrayStride: 10 * 4, + stepMode: 'instance', + attributes: [ + { shaderLocation: 2, offset: 0, format: 'float32x3' }, // center + { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // scale + { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // color + { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // alpha + ], + }, + ], + }, + fragment: { + module: device.createShaderModule({ + code: ` +@fragment +fn fs_main( + @location(1) bColor: vec3, + @location(2) bAlpha: f32 +) -> @location(0) vec4 { + return vec4(bColor, bAlpha); +} +` + }), + entryPoint: 'fs_main', + targets: [{ + format, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + } + }], + }, + primitive: { + topology: 'triangle-list', + cullMode: 'none', // let both sides show + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less-equal', }, }); @@ -682,12 +871,24 @@ fn fs_main( sphereVB, sphereIB, sphereIndexCount: sphereGeo.indexData.length, + + // [BAND CHANGE #8] + ellipsoidBandPipeline, + ringVB, + ringIB, + ringIndexCount: ringGeo.indexData.length, + uniformBuffer, uniformBindGroup, pcInstanceBuffer: null, pcInstanceCount: 0, ellipsoidInstanceBuffer: null, ellipsoidInstanceCount: 0, + + // [BAND CHANGE #9] + bandInstanceBuffer: null, + bandInstanceCount: 0, + depthTexture: null, }; @@ -730,9 +931,11 @@ fn fs_main( device, context, billboardPipeline, billboardQuadVB, billboardQuadIB, ellipsoidPipeline, sphereVB, sphereIB, sphereIndexCount, + ellipsoidBandPipeline, ringVB, ringIB, ringIndexCount, uniformBuffer, uniformBindGroup, pcInstanceBuffer, pcInstanceCount, ellipsoidInstanceBuffer, ellipsoidInstanceCount, + bandInstanceBuffer, bandInstanceCount, depthTexture, } = gpuRef.current; if (!depthTexture) { @@ -758,7 +961,7 @@ fn fs_main( const mvp = mat4Multiply(proj, view); - // 2) Write uniform data (mvp, cameraRight, cameraUp, lightDir) + // 2) Write uniform data const data = new Float32Array(32); data.set(mvp, 0); data[16] = cameraRight[0]; @@ -806,7 +1009,7 @@ fn fs_main( const cmdEncoder = device.createCommandEncoder(); const passEncoder = cmdEncoder.beginRenderPass(passDesc); - // A) Draw point cloud (billboards) + // A) Draw point cloud if (pcInstanceBuffer && pcInstanceCount > 0) { passEncoder.setPipeline(billboardPipeline); passEncoder.setBindGroup(0, uniformBindGroup); @@ -816,7 +1019,7 @@ fn fs_main( passEncoder.drawIndexed(6, pcInstanceCount); } - // B) Draw 3D ellipsoids + // B) Draw ellipsoids if (ellipsoidInstanceBuffer && ellipsoidInstanceCount > 0) { passEncoder.setPipeline(ellipsoidPipeline); passEncoder.setBindGroup(0, uniformBindGroup); @@ -826,6 +1029,16 @@ fn fs_main( passEncoder.drawIndexed(sphereIndexCount, ellipsoidInstanceCount); } + // [BAND CHANGE #10]: Draw ellipsoid bands + if (bandInstanceBuffer && bandInstanceCount > 0) { + passEncoder.setPipeline(ellipsoidBandPipeline); + passEncoder.setBindGroup(0, uniformBindGroup); + passEncoder.setVertexBuffer(0, ringVB); + passEncoder.setIndexBuffer(ringIB, 'uint16'); + passEncoder.setVertexBuffer(1, bandInstanceBuffer); + passEncoder.drawIndexed(ringIndexCount, bandInstanceCount); + } + passEncoder.end(); device.queue.submit([cmdEncoder.finish()]); rafIdRef.current = requestAnimationFrame(renderFrame); @@ -860,7 +1073,7 @@ fn fs_main( } data[i*9+6] = 1.0; // alpha - let s = scales ? scales[i] : 0.02; + const s = scales ? scales[i] : 0.02; data[i*9+7] = s; data[i*9+8] = s; } @@ -954,6 +1167,70 @@ fn fs_main( return data; } + // [BAND CHANGE #11]: Build instance data for EllipsoidBand + // We create three rings (XY, YZ, XZ) per ellipsoid, each ring scaled by that ellipsoid's radii on the relevant two axes. + function buildEllipsoidBandInstanceData( + centers: Float32Array, + radii: Float32Array, + colors?: Float32Array, + decorations?: Decoration[], + ) { + const count = centers.length / 3; + const ringCount = count * 3; + const data = new Float32Array(ringCount * 10); + + for (let i=0; i 0) { + bandInstData = buildEllipsoidBandInstanceData(centers, radii, colors, elem.decorations); + bandCount = (centers.length / 3) * 3; // 3 rings per ellipsoid + } + } } // create buffers @@ -1015,6 +1304,22 @@ fn fs_main( gpuRef.current.ellipsoidInstanceBuffer = null; gpuRef.current.ellipsoidInstanceCount = 0; } + + // [BAND CHANGE #13]: create band buffer + if (bandInstData && bandCount>0) { + const buf = device.createBuffer({ + size: bandInstData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + }); + device.queue.writeBuffer(buf, 0, bandInstData); + gpuRef.current.bandInstanceBuffer?.destroy(); + gpuRef.current.bandInstanceBuffer = buf; + gpuRef.current.bandInstanceCount = bandCount; + } else { + gpuRef.current.bandInstanceBuffer?.destroy(); + gpuRef.current.bandInstanceBuffer = null; + gpuRef.current.bandInstanceCount = 0; + } }, []); /****************************************************** @@ -1058,7 +1363,6 @@ fn fs_main( mouseState.current = null; }, []); - // Zoom const onWheel = useCallback((e: WheelEvent) => { e.preventDefault(); const delta = e.deltaY * 0.01; @@ -1086,7 +1390,6 @@ fn fs_main( /****************************************************** * I) Effects ******************************************************/ - // Init WebGPU useEffect(() => { initWebGPU(); return () => { @@ -1097,32 +1400,36 @@ fn fs_main( billboardQuadIB, sphereVB, sphereIB, + ringVB, + ringIB, uniformBuffer, pcInstanceBuffer, ellipsoidInstanceBuffer, + bandInstanceBuffer, depthTexture, } = gpuRef.current; billboardQuadVB.destroy(); billboardQuadIB.destroy(); sphereVB.destroy(); sphereIB.destroy(); + ringVB.destroy(); + ringIB.destroy(); uniformBuffer.destroy(); pcInstanceBuffer?.destroy(); ellipsoidInstanceBuffer?.destroy(); + bandInstanceBuffer?.destroy(); depthTexture?.destroy(); } if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; }, [initWebGPU]); - // Depth texture useEffect(() => { if (isReady) { createOrUpdateDepthTexture(); } }, [isReady, canvasWidth, canvasHeight, createOrUpdateDepthTexture]); - // Canvas resize useEffect(() => { if (canvasRef.current) { canvasRef.current.width = canvasWidth; @@ -1130,7 +1437,6 @@ fn fs_main( } }, [canvasWidth, canvasHeight]); - // Start render loop useEffect(() => { if (isReady) { renderFrame(); @@ -1141,7 +1447,6 @@ fn fs_main( }; }, [isReady, renderFrame]); - // Update instance buffers useEffect(() => { if (isReady) { updateBuffers(elements); @@ -1159,84 +1464,81 @@ fn fs_main( * 6) Example: App ******************************************************/ export function App() { - // sample point cloud - const pcPositions = new Float32Array([ - -0.5, -0.5, 0.0, - 0.5, -0.5, 0.0, - -0.5, 0.5, 0.0, - 0.5, 0.5, 0.0, + // Normal ellipsoid + const eCenters = new Float32Array([ + 0, 0, 0, + 0.5, 0.2, -0.2, ]); - const pcColors = new Float32Array([ - 1, 1, 1, - 1, 1, 1, - 1, 1, 1, - 1, 1, 1, + const eRadii = new Float32Array([ + 0.2, 0.3, 0.15, + 0.1, 0.25, 0.2, ]); - const pcDecorations: Decoration[] = [ - { indexes: [0], color: [1,0,0], alpha:1.0, scale:1.0, minSize:0.05 }, - { indexes: [1], color: [0,1,0], alpha:0.7, scale:2.0 }, - { indexes: [2], color: [0,0,1], alpha:1.0, scale:1.5 }, - { indexes: [3], color: [1,1,0], alpha:0.3, scale:0.5 }, - ]; - const pcElement: PointCloudElementConfig = { - type: 'PointCloud', - data: { positions: pcPositions, colors: pcColors }, - decorations: pcDecorations, - }; - // sample ellipsoids with added sphere - const centers = new Float32Array([ - 0, 0, 0, // first ellipsoid - 0.6, 0.3, -0.2, // second ellipsoid - -0.4, 0.4, 0.3, // new sphere + const eColors = new Float32Array([ + 0.8, 0.2, 0.2, + 0.2, 0.8, 0.2, ]); - const radii = new Float32Array([ - 0.2, 0.3, 0.15, // first ellipsoid - 0.05, 0.15, 0.3, // second ellipsoid - 0.25, 0.25, 0.25, // new sphere (equal radii) + // Our new "band" version + const bandCenters = new Float32Array([ + -0.4, 0.4, 0.0, + 0.3, -0.4, 0.3, + ]); + const bandRadii = new Float32Array([ + 0.25, 0.25, 0.25, // sphere + 0.05, 0.3, 0.1, // elongated + ]); + const bandColors = new Float32Array([ + 1.0, 1.0, 0.2, + 0.2, 0.7, 1.0, ]); - const ellipsoidColors = new Float32Array([ - 1.0, 0.5, 0.2, // first ellipsoid - 0.2, 0.9, 1.0, // second ellipsoid - 0.8, 0.2, 0.8, // new sphere (purple) + // Basic point cloud + const pcPositions = new Float32Array([ + -0.5, -0.5, 0, + 0.5, -0.5, 0, + -0.5, 0.5, 0, + 0.5, 0.5, 0, + ]); + const pcColors = new Float32Array([ + 1,0,0, + 0,1,0, + 0,0,1, + 1,1,0, ]); - const ellipsoidDecorations: Decoration[] = [ - { - indexes: [0], - color: [1, 0.6, 0.2], - alpha: 1.0, - scale: 1.2, - minSize: 0.1, - }, - { - indexes: [1], - alpha: 0.5, - }, - { - indexes: [2], - alpha: 0.5, - scale: 2.0, - } - ]; + const pcElement: PointCloudElementConfig = { + type: 'PointCloud', + data: { positions: pcPositions, colors: pcColors }, + decorations: [ + { indexes: [0,1,2,3], alpha: 0.7, scale: 2.0 }, + ], + }; + const ellipsoidElement: EllipsoidElementConfig = { type: 'Ellipsoid', - data: { centers, radii, colors: ellipsoidColors }, - decorations: ellipsoidDecorations, + data: { centers: eCenters, radii: eRadii, colors: eColors }, + }; + + // [BAND CHANGE #14]: EllipsoidBand example element + const bandElement: EllipsoidBandElementConfig = { + type: 'EllipsoidBand', + data: { centers: bandCenters, radii: bandRadii, colors: bandColors }, + decorations: [ + { indexes: [0], color: [1,0.5,0.2], alpha: 0.9, scale: 1.2 }, + { indexes: [1], color: [0,1,1], alpha: 0.7, scale: 1.0 }, + ], }; const testElements: SceneElementConfig[] = [ pcElement, ellipsoidElement, + bandElement, ]; - return ( - - ); + return ; } export function Torus(props) { - return + return ; } From cf474e35e3c4890b2e1549e7a3a2e5e981ad5905 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 13:25:54 -0500 Subject: [PATCH 058/167] ellipsoid lines --- src/genstudio/js/scene3d/scene3dNew.tsx | 188 ++++++++++++------------ 1 file changed, 91 insertions(+), 97 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 05878021..efccfe24 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -58,18 +58,29 @@ interface EllipsoidElementConfig { decorations?: Decoration[]; } -// [BAND CHANGE #1]: New EllipsoidBand type -interface EllipsoidBandElementConfig { - type: 'EllipsoidBand'; +// [BAND CHANGE #1]: New EllipsoidBounds type +interface EllipsoidBoundsElementConfig { + type: 'EllipsoidBounds'; data: EllipsoidData; // reusing the same “centers/radii/colors” style decorations?: Decoration[]; } +interface LineData { + segments: Float32Array; // Format: [x1,y1,z1, x2,y2,z2, r,g,b, ...] + thickness: number; +} + +interface LineElement { + type: "Lines"; + data: LineData; +} + // [BAND CHANGE #2]: Extend SceneElementConfig type SceneElementConfig = | PointCloudElementConfig | EllipsoidElementConfig - | EllipsoidBandElementConfig; + | EllipsoidBoundsElementConfig + | LineElement; /****************************************************** * 2) Minimal Camera State @@ -132,7 +143,7 @@ function Scene({ elements, containerWidth }: SceneProps) { sphereIB: GPUBuffer; sphereIndexCount: number; - // [BAND CHANGE #3]: EllipsoidBand + // [BAND CHANGE #3]: EllipsoidBounds ellipsoidBandPipeline: GPURenderPipeline; ringVB: GPUBuffer; // ring geometry ringIB: GPUBuffer; @@ -148,7 +159,7 @@ function Scene({ elements, containerWidth }: SceneProps) { ellipsoidInstanceBuffer: GPUBuffer | null; ellipsoidInstanceCount: number; - // [BAND CHANGE #4]: EllipsoidBand instances + // [BAND CHANGE #4]: EllipsoidBounds instances bandInstanceBuffer: GPUBuffer | null; bandInstanceCount: number; @@ -308,26 +319,29 @@ function Scene({ elements, containerWidth }: SceneProps) { } // [BAND CHANGE #5]: Create simple ring geometry in XY plane - function createRingGeometry(segments: number = 32, rInner = 0.98, rOuter = 1.0) { - // We'll build a thin triangular ring from rInner to rOuter in the XY plane + function createRingGeometry(segments: number = 32) { const verts: number[] = []; const indices: number[] = []; - for (let i = 0; i <= segments; i++) { - const theta = (i / segments) * 2 * Math.PI; - const cosT = Math.cos(theta); - const sinT = Math.sin(theta); - - // Outer - verts.push(rOuter * cosT, rOuter * sinT, 0); // position - verts.push(0, 0, 1); // normal (arbitrary) - // Inner - verts.push(rInner * cosT, rInner * sinT, 0); - verts.push(0, 0, 1); - } - // Triangulate as a triangle strip - for (let i = 0; i < segments * 2; i += 2) { - indices.push(i, i + 1, i + 2); - indices.push(i + 2, i + 1, i + 3); + + // Create vertices for each line segment + for (let i = 0; i < segments; i++) { + const theta1 = (i / segments) * 2 * Math.PI; + const theta2 = ((i + 1) / segments) * 2 * Math.PI; + + // Start and end points + const x1 = Math.cos(theta1); + const y1 = Math.sin(theta1); + const x2 = Math.cos(theta2); + const y2 = Math.sin(theta2); + + // Add the line segment vertices + verts.push( + x1, y1, 0, // start point + x2, y2, 0 // end point + ); + + // Add indices for this line segment + indices.push(i * 2, i * 2 + 1); } return { @@ -709,7 +723,7 @@ fn fs_main( }, }); - // [BAND CHANGE #7]: EllipsoidBand pipeline + // [BAND CHANGE #7]: EllipsoidBounds pipeline // We'll reuse a minimal approach: pos(3), normal(3), plus instance data for transform + color + alpha const ellipsoidBandPipeline = device.createRenderPipeline({ layout: pipelineLayout, @@ -737,80 +751,58 @@ struct VSOut { @vertex fn vs_main( @builtin(instance_index) instanceIdx: u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iCenter: vec3, - @location(3) iScale: vec3, - @location(4) iColor: vec3, - @location(5) iAlpha: f32 + @location(0) pos: vec3, // Line vertex position + @location(1) iCenter: vec3, // Instance center + @location(2) iScale: vec3, // Instance scale + @location(3) iColor: vec3, // Instance color + @location(4) iAlpha: f32 // Instance alpha ) -> VSOut { var out: VSOut; - // Get ring index from instance ID (0=XY, 1=YZ, 2=XZ) + // Get ring index (0=XY, 1=YZ, 2=XZ) let ringIndex = i32(instanceIdx % 3u); - // Transform the ring based on its orientation + // Transform position based on ring orientation var worldPos: vec3; if (ringIndex == 0) { - // XY plane - original orientation - worldPos = vec3( - inPos.x * iScale.x, - inPos.y * iScale.y, - inPos.z - ); + // XY plane + worldPos = vec3(pos.x * iScale.x, pos.y * iScale.y, 0.0); } else if (ringIndex == 1) { - // YZ plane - rotate around X - worldPos = vec3( - inPos.z, - inPos.x * iScale.y, - inPos.y * iScale.z - ); + // YZ plane + worldPos = vec3(0.0, pos.x * iScale.y, pos.z * iScale.z); } else { - // XZ plane - rotate around Y - worldPos = vec3( - inPos.x * iScale.x, - inPos.z, - inPos.y * iScale.z - ); + // XZ plane + worldPos = vec3(pos.x * iScale.x, 0.0, pos.y * iScale.z); } - // Add center offset + // Move to instance center worldPos += iCenter; + // Project to screen space out.Position = camera.mvp * vec4(worldPos, 1.0); out.color = iColor; out.alpha = iAlpha; return out; -} - -@fragment -fn fs_main( - @location(1) bColor: vec3, - @location(2) bAlpha: f32 -) -> @location(0) vec4 { - return vec4(bColor, bAlpha); -} -` +}`, }), entryPoint: 'vs_main', buffers: [ - // ring geometry: pos(3), normal(3) + // Line geometry: pos(3) { - arrayStride: 6 * 4, + arrayStride: 3 * 4, attributes: [ - { shaderLocation: 0, offset: 0, format: 'float32x3' }, - { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, + { shaderLocation: 0, offset: 0, format: 'float32x3' }, // position ], }, - // instance data + // Instance data { arrayStride: 10 * 4, stepMode: 'instance', attributes: [ - { shaderLocation: 2, offset: 0, format: 'float32x3' }, // center - { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // scale - { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // color - { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // alpha + { shaderLocation: 1, offset: 0, format: 'float32x3' }, // center + { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, // scale + { shaderLocation: 3, offset: 6 * 4, format: 'float32x3' }, // color + { shaderLocation: 4, offset: 9 * 4, format: 'float32' }, // alpha ], }, ], @@ -845,8 +837,8 @@ fn fs_main( }], }, primitive: { - topology: 'triangle-list', - cullMode: 'none', // let both sides show + topology: 'line-list', // Change to render as lines + cullMode: 'none', }, depthStencil: { format: 'depth24plus', @@ -1167,9 +1159,9 @@ fn fs_main( return data; } - // [BAND CHANGE #11]: Build instance data for EllipsoidBand + // [BAND CHANGE #11]: Build instance data for EllipsoidBounds // We create three rings (XY, YZ, XZ) per ellipsoid, each ring scaled by that ellipsoid's radii on the relevant two axes. - function buildEllipsoidBandInstanceData( + function buildEllipsoidBoundsInstanceData( centers: Float32Array, radii: Float32Array, colors?: Float32Array, @@ -1264,11 +1256,11 @@ fn fs_main( ellipsoidCount = centers.length/3; } } - // EllipsoidBand - else if (elem.type === 'EllipsoidBand') { + // EllipsoidBounds + else if (elem.type === 'EllipsoidBounds') { const { centers, radii, colors } = elem.data; if (centers.length > 0) { - bandInstData = buildEllipsoidBandInstanceData(centers, radii, colors, elem.decorations); + bandInstData = buildEllipsoidBoundsInstanceData(centers, radii, colors, elem.decorations); bandCount = (centers.length / 3) * 3; // 3 rings per ellipsoid } } @@ -1473,27 +1465,29 @@ export function App() { 0.2, 0.3, 0.15, 0.1, 0.25, 0.2, ]); - const eColors = new Float32Array([ 0.8, 0.2, 0.2, 0.2, 0.8, 0.2, ]); - // Our new "band" version - const bandCenters = new Float32Array([ - -0.4, 0.4, 0.0, - 0.3, -0.4, 0.3, + // EllipsoidBounds examples + const boundCenters = new Float32Array([ + -0.4, 0.4, 0.0, // First bound + 0.3, -0.4, 0.3, // Second bound + -0.3, -0.3, 0.2 // Third bound ]); - const bandRadii = new Float32Array([ - 0.25, 0.25, 0.25, // sphere - 0.05, 0.3, 0.1, // elongated + const boundRadii = new Float32Array([ + 0.25, 0.25, 0.25, // Spherical + 0.4, 0.2, 0.15, // Elongated + 0.15, 0.35, 0.25 // Another shape ]); - const bandColors = new Float32Array([ - 1.0, 1.0, 0.2, - 0.2, 0.7, 1.0, + const boundColors = new Float32Array([ + 1.0, 0.7, 0.2, // Orange + 0.2, 0.7, 1.0, // Blue + 0.8, 0.3, 1.0 // Purple ]); - // Basic point cloud + // Basic point cloud (unchanged) const pcPositions = new Float32Array([ -0.5, -0.5, 0, 0.5, -0.5, 0, @@ -1520,20 +1514,20 @@ export function App() { data: { centers: eCenters, radii: eRadii, colors: eColors }, }; - // [BAND CHANGE #14]: EllipsoidBand example element - const bandElement: EllipsoidBandElementConfig = { - type: 'EllipsoidBand', - data: { centers: bandCenters, radii: bandRadii, colors: bandColors }, + const boundElement: EllipsoidBoundsElementConfig = { + type: 'EllipsoidBounds', + data: { centers: boundCenters, radii: boundRadii, colors: boundColors }, decorations: [ - { indexes: [0], color: [1,0.5,0.2], alpha: 0.9, scale: 1.2 }, - { indexes: [1], color: [0,1,1], alpha: 0.7, scale: 1.0 }, + { indexes: [0], alpha: 0.9 }, + { indexes: [1], alpha: 0.8 }, + { indexes: [2], alpha: 0.7 }, ], }; const testElements: SceneElementConfig[] = [ pcElement, ellipsoidElement, - bandElement, + boundElement, ]; return ; From 9b7ec4683540a810439e9003c3534da08262ee8d Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 14:09:15 -0500 Subject: [PATCH 059/167] use torus geometry for ellipsoids --- src/genstudio/js/scene3d/scene3dNew.tsx | 289 +++++++++++++++--------- 1 file changed, 181 insertions(+), 108 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index efccfe24..f973ec61 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -143,9 +143,9 @@ function Scene({ elements, containerWidth }: SceneProps) { sphereIB: GPUBuffer; sphereIndexCount: number; - // [BAND CHANGE #3]: EllipsoidBounds + // [BAND CHANGE #3]: EllipsoidBounds -> now 3D torus ellipsoidBandPipeline: GPURenderPipeline; - ringVB: GPUBuffer; // ring geometry + ringVB: GPUBuffer; // torus geometry ringIB: GPUBuffer; ringIndexCount: number; @@ -264,8 +264,10 @@ function Scene({ elements, containerWidth }: SceneProps) { } /****************************************************** - * B) Generate Sphere Geometry with Normals + * B) Create Sphere + Torus Geometry ******************************************************/ + + // Sphere geometry for ellipsoids function createSphereGeometry( stacks = GEOMETRY.SPHERE.STACKS, slices = GEOMETRY.SPHERE.SLICES, @@ -318,34 +320,57 @@ function Scene({ elements, containerWidth }: SceneProps) { }; } - // [BAND CHANGE #5]: Create simple ring geometry in XY plane - function createRingGeometry(segments: number = 32) { - const verts: number[] = []; + // 3D torus geometry for the bounding bands + function createTorusGeometry( + majorRadius: number, + minorRadius: number, + majorSegments: number, + minorSegments: number + ) { + const vertices: number[] = []; const indices: number[] = []; - // Create vertices for each line segment - for (let i = 0; i < segments; i++) { - const theta1 = (i / segments) * 2 * Math.PI; - const theta2 = ((i + 1) / segments) * 2 * Math.PI; - - // Start and end points - const x1 = Math.cos(theta1); - const y1 = Math.sin(theta1); - const x2 = Math.cos(theta2); - const y2 = Math.sin(theta2); - - // Add the line segment vertices - verts.push( - x1, y1, 0, // start point - x2, y2, 0 // end point - ); - - // Add indices for this line segment - indices.push(i * 2, i * 2 + 1); + for (let j = 0; j <= majorSegments; j++) { + const theta = (j / majorSegments) * 2.0 * Math.PI; + const cosTheta = Math.cos(theta); + const sinTheta = Math.sin(theta); + + for (let i = 0; i <= minorSegments; i++) { + const phi = (i / minorSegments) * 2.0 * Math.PI; + const cosPhi = Math.cos(phi); + const sinPhi = Math.sin(phi); + + // Position + const x = (majorRadius + minorRadius * cosPhi) * cosTheta; + const y = (majorRadius + minorRadius * cosPhi) * sinTheta; + const z = minorRadius * sinPhi; + + // Normal + const nx = cosPhi * cosTheta; + const ny = cosPhi * sinTheta; + const nz = sinPhi; + + vertices.push(x, y, z); + vertices.push(nx, ny, nz); + } + } + + for (let j = 0; j < majorSegments; j++) { + const row1 = j * (minorSegments + 1); + const row2 = (j + 1) * (minorSegments + 1); + + for (let i = 0; i < minorSegments; i++) { + const a = row1 + i; + const b = row1 + i + 1; + const c = row2 + i; + const d = row2 + i + 1; + indices.push(a, b, c); + indices.push(b, d, c); + } } return { - vertexData: new Float32Array(verts), + vertexData: new Float32Array(vertices), indexData: new Uint16Array(indices), }; } @@ -404,28 +429,30 @@ function Scene({ elements, containerWidth }: SceneProps) { }); device.queue.writeBuffer(sphereIB, 0, sphereGeo.indexData); - // [BAND CHANGE #6]: Ring geometry - const ringGeo = createRingGeometry(64, 0.95, 1.0); + // 3) Torus geometry for bounding bands + // Make them fairly large radius=1 + small thickness=0.03 + // Then we will scale them differently per ring instance + const torusGeo = createTorusGeometry(1.0, 0.03, 40, 12); const ringVB = device.createBuffer({ - size: ringGeo.vertexData.byteLength, + size: torusGeo.vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, }); - device.queue.writeBuffer(ringVB, 0, ringGeo.vertexData); + device.queue.writeBuffer(ringVB, 0, torusGeo.vertexData); const ringIB = device.createBuffer({ - size: ringGeo.indexData.byteLength, + size: torusGeo.indexData.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, }); - device.queue.writeBuffer(ringIB, 0, ringGeo.indexData); + device.queue.writeBuffer(ringIB, 0, torusGeo.indexData); - // 3) Uniform buffer + // 4) Uniform buffer const uniformBufferSize = 128; const uniformBuffer = device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, }); - // 4) Pipeline layout + // 5) Pipeline layout const uniformBindGroupLayout = device.createBindGroupLayout({ entries: [ { @@ -439,7 +466,7 @@ function Scene({ elements, containerWidth }: SceneProps) { bindGroupLayouts: [uniformBindGroupLayout], }); - // 5) Billboard pipeline + // 6) Billboard pipeline const billboardPipeline = device.createRenderPipeline({ layout: pipelineLayout, vertex: { @@ -556,7 +583,7 @@ fn fs_main( }, }); - // 6) Ellipsoid pipeline + // 7) Ellipsoid pipeline const ellipsoidPipeline = device.createRenderPipeline({ layout: pipelineLayout, vertex: { @@ -627,7 +654,6 @@ fn fs_main( let ambient = ${LIGHTING.AMBIENT_INTENSITY}; var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); - // small spec let V = normalize(-worldPos); let H = normalize(L + V); let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); @@ -723,8 +749,7 @@ fn fs_main( }, }); - // [BAND CHANGE #7]: EllipsoidBounds pipeline - // We'll reuse a minimal approach: pos(3), normal(3), plus instance data for transform + color + alpha + // 8) EllipsoidBounds pipeline -> 3D torus const ellipsoidBandPipeline = device.createRenderPipeline({ layout: pipelineLayout, vertex: { @@ -744,65 +769,113 @@ struct Camera { struct VSOut { @builtin(position) Position : vec4, - @location(1) color : vec3, - @location(2) alpha : f32, + @location(1) normal : vec3, + @location(2) color : vec3, + @location(3) alpha : f32, + @location(4) worldPos : vec3, }; @vertex fn vs_main( @builtin(instance_index) instanceIdx: u32, - @location(0) pos: vec3, // Line vertex position - @location(1) iCenter: vec3, // Instance center - @location(2) iScale: vec3, // Instance scale - @location(3) iColor: vec3, // Instance color - @location(4) iAlpha: f32 // Instance alpha + // torus data: pos(3), norm(3) + @location(0) inPos : vec3, + @location(1) inNorm: vec3, + + // instance data: center(3), scale(3), color(3), alpha(1) + @location(2) iCenter: vec3, + @location(3) iScale : vec3, + @location(4) iColor : vec3, + @location(5) iAlpha : f32 ) -> VSOut { var out: VSOut; - // Get ring index (0=XY, 1=YZ, 2=XZ) + // ringIndex => 0=XY, 1=YZ, 2=XZ let ringIndex = i32(instanceIdx % 3u); - // Transform position based on ring orientation - var worldPos: vec3; - if (ringIndex == 0) { - // XY plane - worldPos = vec3(pos.x * iScale.x, pos.y * iScale.y, 0.0); - } else if (ringIndex == 1) { - // YZ plane - worldPos = vec3(0.0, pos.x * iScale.y, pos.z * iScale.z); - } else { - // XZ plane - worldPos = vec3(pos.x * iScale.x, 0.0, pos.y * iScale.z); + // We'll do a minimal orientation approach: + var localPos = inPos; + var localNorm = inNorm; + + if (ringIndex == 1) { + // rotate geometry ~90 deg about Z so torus is in YZ plane + let px = localPos.x; + localPos.x = localPos.y; + localPos.y = -px; + + let nx = localNorm.x; + localNorm.x = localNorm.y; + localNorm.y = -nx; } + else if (ringIndex == 2) { + // rotate geometry ~90 deg about Y so torus is in XZ plane + let pz = localPos.z; + localPos.z = -localPos.x; + localPos.x = pz; + + let nz = localNorm.z; + localNorm.z = -localNorm.x; + localNorm.x = nz; + } + + // scale + localPos = localPos * iScale; + // normal adjusted + localNorm = normalize(localNorm / iScale); - // Move to instance center - worldPos += iCenter; + let worldPos = localPos + iCenter; - // Project to screen space out.Position = camera.mvp * vec4(worldPos, 1.0); + out.normal = localNorm; out.color = iColor; out.alpha = iAlpha; + out.worldPos = worldPos; return out; -}`, +} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +) -> @location(0) vec4 { + let N = normalize(normal); + let L = normalize(camera.lightDir); + let lambert = max(dot(N, L), 0.0); + + let ambient = ${LIGHTING.AMBIENT_INTENSITY}; + var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); + + // small spec + let V = normalize(-worldPos); + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); + color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; + + return vec4(color, alpha); +} +` }), entryPoint: 'vs_main', buffers: [ - // Line geometry: pos(3) + // torus geometry: pos(3), norm(3) { - arrayStride: 3 * 4, + arrayStride: 6 * 4, attributes: [ - { shaderLocation: 0, offset: 0, format: 'float32x3' }, // position + { shaderLocation: 0, offset: 0, format: 'float32x3' }, // inPos + { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, // inNorm ], }, - // Instance data + // instance data { arrayStride: 10 * 4, stepMode: 'instance', attributes: [ - { shaderLocation: 1, offset: 0, format: 'float32x3' }, // center - { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, // scale - { shaderLocation: 3, offset: 6 * 4, format: 'float32x3' }, // color - { shaderLocation: 4, offset: 9 * 4, format: 'float32' }, // alpha + { shaderLocation: 2, offset: 0, format: 'float32x3' }, // center + { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // scale + { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // color + { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // alpha ], }, ], @@ -812,10 +885,25 @@ fn vs_main( code: ` @fragment fn fs_main( - @location(1) bColor: vec3, - @location(2) bAlpha: f32 + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 ) -> @location(0) vec4 { - return vec4(bColor, bAlpha); + // identical lighting logic as above + let N = normalize(normal); + let L = normalize(vec3(1.0,1.0,0.6)); + let lambert = max(dot(N, L), 0.0); + + let ambient = ${LIGHTING.AMBIENT_INTENSITY}; + var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); + + let V = normalize(-worldPos); + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); + color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; + + return vec4(color, alpha); } ` }), @@ -837,8 +925,8 @@ fn fs_main( }], }, primitive: { - topology: 'line-list', // Change to render as lines - cullMode: 'none', + topology: 'triangle-list', + cullMode: 'back', }, depthStencil: { format: 'depth24plus', @@ -847,7 +935,7 @@ fn fs_main( }, }); - // 7) Uniform bind group + // 9) Uniform bind group const uniformBindGroup = device.createBindGroup({ layout: uniformBindGroupLayout, entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], @@ -864,11 +952,10 @@ fn fs_main( sphereIB, sphereIndexCount: sphereGeo.indexData.length, - // [BAND CHANGE #8] ellipsoidBandPipeline, ringVB, ringIB, - ringIndexCount: ringGeo.indexData.length, + ringIndexCount: torusGeo.indexData.length, uniformBuffer, uniformBindGroup, @@ -876,11 +963,8 @@ fn fs_main( pcInstanceCount: 0, ellipsoidInstanceBuffer: null, ellipsoidInstanceCount: 0, - - // [BAND CHANGE #9] bandInstanceBuffer: null, bandInstanceCount: 0, - depthTexture: null, }; @@ -964,7 +1048,7 @@ fn fs_main( data[21] = cameraUp[1]; data[22] = cameraUp[2]; data[23] = 0; - // Light direction + // Light direction (just an example) const dir = normalize([1,1,0.6]); data[24] = dir[0]; data[25] = dir[1]; @@ -1021,7 +1105,7 @@ fn fs_main( passEncoder.drawIndexed(sphereIndexCount, ellipsoidInstanceCount); } - // [BAND CHANGE #10]: Draw ellipsoid bands + // C) Draw ellipsoid bands -> now actual 3D torus if (bandInstanceBuffer && bandInstanceCount > 0) { passEncoder.setPipeline(ellipsoidBandPipeline); passEncoder.setBindGroup(0, uniformBindGroup); @@ -1160,7 +1244,7 @@ fn fs_main( } // [BAND CHANGE #11]: Build instance data for EllipsoidBounds - // We create three rings (XY, YZ, XZ) per ellipsoid, each ring scaled by that ellipsoid's radii on the relevant two axes. + // We create three ring instances (XY, YZ, XZ) per ellipsoid. function buildEllipsoidBoundsInstanceData( centers: Float32Array, radii: Float32Array, @@ -1177,6 +1261,7 @@ fn fs_main( const ry = radii[i*3+1] || 0.1; const rz = radii[i*3+2] || 0.1; + // Choose a color if provided let cr = 1, cg = 1, cb = 1; if (colors && colors.length === count*3) { cr = colors[i*3+0]; @@ -1185,30 +1270,20 @@ fn fs_main( } const alpha = 1.0; - // All rings share the same center and color + // We'll create 3 rings for each ellipsoid for (let ring = 0; ring < 3; ring++) { const idx = i*3 + ring; data[idx*10+0] = cx; data[idx*10+1] = cy; data[idx*10+2] = cz; - // Set scales based on which plane this ring represents - if (ring === 0) { - // XY plane - data[idx*10+3] = rx; - data[idx*10+4] = ry; - data[idx*10+5] = rz * 0.02; // thin in Z - } else if (ring === 1) { - // YZ plane - data[idx*10+3] = rx * 0.02; // thin in X - data[idx*10+4] = ry; - data[idx*10+5] = rz; - } else { - // XZ plane - data[idx*10+3] = rx; - data[idx*10+4] = ry * 0.02; // thin in Y - data[idx*10+5] = rz; - } + // scale.x, scale.y, scale.z + // We'll effectively reshape the base torus from (radius=1, thickness=0.03) + // We can multiply the appropriate axes by [rx, ry, rz]. + // The ring orientation is handled in the vertex shader via ringIndex. + data[idx*10+3] = rx; + data[idx*10+4] = ry; + data[idx*10+5] = rz; data[idx*10+6] = cr; data[idx*10+7] = cg; @@ -1217,8 +1292,7 @@ fn fs_main( } } - // Apply decorations (unchanged) - // ... + // Apply decorations if needed (unchanged)... return data; } @@ -1236,7 +1310,6 @@ fn fs_main( let ellipsoidInstData: Float32Array | null = null; let ellipsoidCount = 0; - // [BAND CHANGE #12] let bandInstData: Float32Array | null = null; let bandCount = 0; @@ -1256,7 +1329,6 @@ fn fs_main( ellipsoidCount = centers.length/3; } } - // EllipsoidBounds else if (elem.type === 'EllipsoidBounds') { const { centers, radii, colors } = elem.data; if (centers.length > 0) { @@ -1266,7 +1338,7 @@ fn fs_main( } } - // create buffers + // Point cloud if (pcInstData && pcCount>0) { const buf = device.createBuffer({ size: pcInstData.byteLength, @@ -1282,6 +1354,7 @@ fn fs_main( gpuRef.current.pcInstanceCount = 0; } + // Ellipsoids if (ellipsoidInstData && ellipsoidCount>0) { const buf = device.createBuffer({ size: ellipsoidInstData.byteLength, @@ -1297,7 +1370,7 @@ fn fs_main( gpuRef.current.ellipsoidInstanceCount = 0; } - // [BAND CHANGE #13]: create band buffer + // 3D ring “bands” if (bandInstData && bandCount>0) { const buf = device.createBuffer({ size: bandInstData.byteLength, From 63b382e5e4c8c23306666955e323402c455b448d Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 14:19:50 -0500 Subject: [PATCH 060/167] camera-relative lighting --- src/genstudio/js/scene3d/scene3dNew.tsx | 82 +++++++++++++++++++------ 1 file changed, 62 insertions(+), 20 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index f973ec61..309580e7 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -12,6 +12,12 @@ const LIGHTING = { DIFFUSE_INTENSITY: 0.6, SPECULAR_INTENSITY: 0.2, SPECULAR_POWER: 20.0, + // Camera-relative light direction components + DIRECTION: { + RIGHT: 0.2, // How far right of camera + UP: 0.5, // How far up from camera + FORWARD: 0, // How far in front (-) or behind (+) camera + } } as const; const GEOMETRY = { @@ -175,7 +181,7 @@ function Scene({ elements, containerWidth }: SceneProps) { // Camera const [camera, setCamera] = useState({ - orbitRadius: 2.0, + orbitRadius: 1.5, orbitTheta: 0.2, orbitPhi: 1.0, panX: 0.0, @@ -883,6 +889,18 @@ fn fs_main( fragment: { module: device.createShaderModule({ code: ` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + pad1: f32, + cameraUp: vec3, + pad2: f32, + lightDir: vec3, + pad3: f32, +}; + +@group(0) @binding(0) var camera : Camera; + @fragment fn fs_main( @location(1) normal: vec3, @@ -890,9 +908,8 @@ fn fs_main( @location(3) alpha: f32, @location(4) worldPos: vec3 ) -> @location(0) vec4 { - // identical lighting logic as above let N = normalize(normal); - let L = normalize(vec3(1.0,1.0,0.6)); + let L = normalize(camera.lightDir); let lambert = max(dot(N, L), 0.0); let ambient = ${LIGHTING.AMBIENT_INTENSITY}; @@ -1048,11 +1065,26 @@ fn fs_main( data[21] = cameraUp[1]; data[22] = cameraUp[2]; data[23] = 0; - // Light direction (just an example) - const dir = normalize([1,1,0.6]); - data[24] = dir[0]; - data[25] = dir[1]; - data[26] = dir[2]; + + // Create light direction relative to camera + // This will keep light coming from upper-right of camera view + const viewSpaceLight = normalize([ + cameraRight[0] * LIGHTING.DIRECTION.RIGHT + + cameraUp[0] * LIGHTING.DIRECTION.UP + + forward[0] * LIGHTING.DIRECTION.FORWARD, + + cameraRight[1] * LIGHTING.DIRECTION.RIGHT + + cameraUp[1] * LIGHTING.DIRECTION.UP + + forward[1] * LIGHTING.DIRECTION.FORWARD, + + cameraRight[2] * LIGHTING.DIRECTION.RIGHT + + cameraUp[2] * LIGHTING.DIRECTION.UP + + forward[2] * LIGHTING.DIRECTION.FORWARD + ]); + + data[24] = viewSpaceLight[0]; + data[25] = viewSpaceLight[1]; + data[26] = viewSpaceLight[2]; data[27] = 0; device.queue.writeBuffer(uniformBuffer, 0, data); @@ -1268,7 +1300,23 @@ fn fs_main( cg = colors[i*3+1]; cb = colors[i*3+2]; } - const alpha = 1.0; + let alpha = 1.0; + + // Apply decorations if any match this index + if (decorations) { + for (const dec of decorations) { + if (dec.indexes.includes(i)) { + if (dec.color) { + cr = dec.color[0]; + cg = dec.color[1]; + cb = dec.color[2]; + } + if (dec.alpha !== undefined) { + alpha = dec.alpha; + } + } + } + } // We'll create 3 rings for each ellipsoid for (let ring = 0; ring < 3; ring++) { @@ -1277,10 +1325,6 @@ fn fs_main( data[idx*10+1] = cy; data[idx*10+2] = cz; - // scale.x, scale.y, scale.z - // We'll effectively reshape the base torus from (radius=1, thickness=0.03) - // We can multiply the appropriate axes by [rx, ry, rz]. - // The ring orientation is handled in the vertex shader via ringIndex. data[idx*10+3] = rx; data[idx*10+4] = ry; data[idx*10+5] = rz; @@ -1288,12 +1332,10 @@ fn fs_main( data[idx*10+6] = cr; data[idx*10+7] = cg; data[idx*10+8] = cb; - data[idx*10+9] = alpha; + data[idx*10+9] = alpha; // Use the decorated alpha value } } - // Apply decorations if needed (unchanged)... - return data; } @@ -1578,7 +1620,7 @@ export function App() { type: 'PointCloud', data: { positions: pcPositions, colors: pcColors }, decorations: [ - { indexes: [0,1,2,3], alpha: 0.7, scale: 2.0 }, + { indexes: [0,1,2,3], alpha: 1, scale: 2.0 }, ], }; @@ -1591,9 +1633,9 @@ export function App() { type: 'EllipsoidBounds', data: { centers: boundCenters, radii: boundRadii, colors: boundColors }, decorations: [ - { indexes: [0], alpha: 0.9 }, - { indexes: [1], alpha: 0.8 }, - { indexes: [2], alpha: 0.7 }, + { indexes: [0], alpha: 0.3 }, + { indexes: [1], alpha: 0.7 }, + { indexes: [2], alpha: 1 }, ], }; From 8b0a4f3e5d1f61b562ae78dcbae336cbdff94396 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 14:21:33 -0500 Subject: [PATCH 061/167] more sample data --- src/genstudio/js/scene3d/scene3dNew.tsx | 71 +++++++++++++++---------- 1 file changed, 44 insertions(+), 27 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 309580e7..f0b1c1a7 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1571,6 +1571,45 @@ fn fs_main( * 6) Example: App ******************************************************/ export function App() { + // Function to generate a point cloud in the shape of a sphere + function generateSpherePointCloud(numPoints: number, radius: number): { positions: Float32Array, colors: Float32Array } { + const positions = new Float32Array(numPoints * 3); + const colors = new Float32Array(numPoints * 3); + const colorStep = 1 / numPoints; + + for (let i = 0; i < numPoints; i++) { + const theta = Math.random() * 2 * Math.PI; + const phi = Math.acos(2 * Math.random() - 1); + const x = radius * Math.sin(phi) * Math.cos(theta); + const y = radius * Math.sin(phi) * Math.sin(theta); + const z = radius * Math.cos(phi); + + positions[i * 3] = x; + positions[i * 3 + 1] = y; + positions[i * 3 + 2] = z; + + // Assign a gradient color from red to blue + colors[i * 3] = 1 - i * colorStep; // Red decreases + colors[i * 3 + 1] = 0; // Green stays constant + colors[i * 3 + 2] = i * colorStep; // Blue increases + } + + return { positions, colors }; + } + + // Generate a spherical point cloud + const numPoints = 500; + const radius = 0.5; + const { positions: spherePositions, colors: sphereColors } = generateSpherePointCloud(numPoints, radius); + + const pcElement: PointCloudElementConfig = { + type: 'PointCloud', + data: { positions: spherePositions, colors: sphereColors }, + decorations: [ + { indexes: Array.from({ length: numPoints }, (_, i) => i), alpha: 1, scale: 1.0 }, + ], + }; + // Normal ellipsoid const eCenters = new Float32Array([ 0, 0, 0, @@ -1585,6 +1624,11 @@ export function App() { 0.2, 0.8, 0.2, ]); + const ellipsoidElement: EllipsoidElementConfig = { + type: 'Ellipsoid', + data: { centers: eCenters, radii: eRadii, colors: eColors }, + }; + // EllipsoidBounds examples const boundCenters = new Float32Array([ -0.4, 0.4, 0.0, // First bound @@ -1602,33 +1646,6 @@ export function App() { 0.8, 0.3, 1.0 // Purple ]); - // Basic point cloud (unchanged) - const pcPositions = new Float32Array([ - -0.5, -0.5, 0, - 0.5, -0.5, 0, - -0.5, 0.5, 0, - 0.5, 0.5, 0, - ]); - const pcColors = new Float32Array([ - 1,0,0, - 0,1,0, - 0,0,1, - 1,1,0, - ]); - - const pcElement: PointCloudElementConfig = { - type: 'PointCloud', - data: { positions: pcPositions, colors: pcColors }, - decorations: [ - { indexes: [0,1,2,3], alpha: 1, scale: 2.0 }, - ], - }; - - const ellipsoidElement: EllipsoidElementConfig = { - type: 'Ellipsoid', - data: { centers: eCenters, radii: eRadii, colors: eColors }, - }; - const boundElement: EllipsoidBoundsElementConfig = { type: 'EllipsoidBounds', data: { centers: boundCenters, radii: boundRadii, colors: boundColors }, From 2888d8e172da6fcb5087d9e835d21901a2b52c79 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 15:00:56 -0500 Subject: [PATCH 062/167] pick points --- src/genstudio/js/scene3d/scene3dNew.tsx | 467 +++++++++++++++++------- 1 file changed, 342 insertions(+), 125 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index f0b1c1a7..555c30f8 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1,7 +1,9 @@ /// /// -import React, { useRef, useEffect, useState, useCallback } from 'react'; +import React, { + useRef, useEffect, useState, useCallback, MouseEvent as ReactMouseEvent +} from 'react'; import { useContainerWidth } from '../utils'; /****************************************************** @@ -16,7 +18,7 @@ const LIGHTING = { DIRECTION: { RIGHT: 0.2, // How far right of camera UP: 0.5, // How far up from camera - FORWARD: 0, // How far in front (-) or behind (+) camera + FORWARD: 0, // How far in front (-) or behind (+) camera } } as const; @@ -56,19 +58,31 @@ interface PointCloudElementConfig { type: 'PointCloud'; data: PointCloudData; decorations?: Decoration[]; + + /** [PICKING ADDED] optional per-item callbacks */ + onHover?: (index: number) => void; + onClick?: (index: number) => void; } interface EllipsoidElementConfig { type: 'Ellipsoid'; data: EllipsoidData; decorations?: Decoration[]; + + /** [PICKING ADDED] optional per-item callbacks */ + onHover?: (index: number) => void; + onClick?: (index: number) => void; } // [BAND CHANGE #1]: New EllipsoidBounds type interface EllipsoidBoundsElementConfig { type: 'EllipsoidBounds'; - data: EllipsoidData; // reusing the same “centers/radii/colors” style + data: EllipsoidData; // reusing the same "centers/radii/colors" style decorations?: Decoration[]; + + /** [PICKING ADDED] optional per-item callbacks */ + onHover?: (index: number) => void; + onClick?: (index: number) => void; } interface LineData { @@ -79,10 +93,14 @@ interface LineData { interface LineElement { type: "Lines"; data: LineData; + + /** [PICKING ADDED] optional per-item callbacks */ + onHover?: (index: number) => void; + onClick?: (index: number) => void; } // [BAND CHANGE #2]: Extend SceneElementConfig -type SceneElementConfig = +export type SceneElementConfig = | PointCloudElementConfig | EllipsoidElementConfig | EllipsoidBoundsElementConfig @@ -161,13 +179,11 @@ function Scene({ elements, containerWidth }: SceneProps) { // Instances pcInstanceBuffer: GPUBuffer | null; - pcInstanceCount: number; + pcInstanceCount: number; // For picking, we'll read from here ellipsoidInstanceBuffer: GPUBuffer | null; - ellipsoidInstanceCount: number; - - // [BAND CHANGE #4]: EllipsoidBounds instances + ellipsoidInstanceCount: number; // For picking bandInstanceBuffer: GPUBuffer | null; - bandInstanceCount: number; + bandInstanceCount: number; // For picking // Depth depthTexture: GPUTexture | null; @@ -269,6 +285,36 @@ function Scene({ elements, containerWidth }: SceneProps) { return [0, 0, 0]; } + /****************************************************** + * A.1) [PICKING ADDED]: Project world space -> screen coords + ******************************************************/ + function projectToScreen( + worldPos: [number, number, number], + mvp: Float32Array, + viewportW: number, + viewportH: number + ): { x: number; y: number; z: number } { + // Multiply [x,y,z,1] by MVP + const x = worldPos[0], y = worldPos[1], z = worldPos[2]; + const clip = [ + x*mvp[0] + y*mvp[4] + z*mvp[8] + mvp[12], + x*mvp[1] + y*mvp[5] + z*mvp[9] + mvp[13], + x*mvp[2] + y*mvp[6] + z*mvp[10] + mvp[14], + x*mvp[3] + y*mvp[7] + z*mvp[11] + mvp[15], + ]; + if (clip[3] === 0) { + return { x: -9999, y: -9999, z: 9999 }; // behind camera or degenerate + } + // NDC + const ndcX = clip[0] / clip[3]; + const ndcY = clip[1] / clip[3]; + const ndcZ = clip[2] / clip[3]; + // convert to pixel coords + const screenX = (ndcX * 0.5 + 0.5) * viewportW; + const screenY = (1 - (ndcY * 0.5 + 0.5)) * viewportH; // invert Y + return { x: screenX, y: screenY, z: ndcZ }; + } + /****************************************************** * B) Create Sphere + Torus Geometry ******************************************************/ @@ -436,8 +482,6 @@ function Scene({ elements, containerWidth }: SceneProps) { device.queue.writeBuffer(sphereIB, 0, sphereGeo.indexData); // 3) Torus geometry for bounding bands - // Make them fairly large radius=1 + small thickness=0.03 - // Then we will scale them differently per ring instance const torusGeo = createTorusGeometry(1.0, 0.03, 40, 12); const ringVB = device.createBuffer({ size: torusGeo.vertexData.byteLength, @@ -490,10 +534,10 @@ struct Camera { @group(0) @binding(0) var camera : Camera; -struct VSOut { - @builtin(position) position : vec4, - @location(2) color : vec3, - @location(3) alpha : f32, +struct VertexOutput { + @builtin(position) Position : vec4, + @location(0) color : vec3, + @location(1) alpha : f32, }; @vertex @@ -506,8 +550,7 @@ fn vs_main( @location(3) alpha : f32, @location(4) scaleX : f32, @location(5) scaleY : f32 -) -> VSOut { - var out: VSOut; +) -> VertexOutput { let offset = camera.cameraRight * (corner.x * scaleX) + camera.cameraUp * (corner.y * scaleY); let worldPos = vec4( @@ -516,18 +559,12 @@ fn vs_main( pos.z + offset.z, 1.0 ); - out.position = camera.mvp * worldPos; - out.color = col; - out.alpha = alpha; - return out; -} -@fragment -fn fs_main( - @location(2) inColor : vec3, - @location(3) inAlpha : f32 -) -> @location(0) vec4 { - return vec4(inColor, inAlpha); + var output: VertexOutput; + output.Position = camera.mvp * worldPos; + output.color = col; + output.alpha = alpha; + return output; } ` }), @@ -557,8 +594,8 @@ fn fs_main( code: ` @fragment fn fs_main( - @location(2) inColor: vec3, - @location(3) inAlpha: f32 + @location(0) inColor: vec3, + @location(1) inAlpha: f32 ) -> @location(0) vec4 { return vec4(inColor, inAlpha); } @@ -799,7 +836,6 @@ fn vs_main( // ringIndex => 0=XY, 1=YZ, 2=XZ let ringIndex = i32(instanceIdx % 3u); - // We'll do a minimal orientation approach: var localPos = inPos; var localNorm = inNorm; @@ -853,7 +889,6 @@ fn fs_main( let ambient = ${LIGHTING.AMBIENT_INTENSITY}; var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); - // small spec let V = normalize(-worldPos); let H = normalize(L + V); let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); @@ -1066,20 +1101,17 @@ fn fs_main( data[22] = cameraUp[2]; data[23] = 0; - // Create light direction relative to camera - // This will keep light coming from upper-right of camera view + // light direction relative to camera const viewSpaceLight = normalize([ cameraRight[0] * LIGHTING.DIRECTION.RIGHT + - cameraUp[0] * LIGHTING.DIRECTION.UP + - forward[0] * LIGHTING.DIRECTION.FORWARD, - + cameraUp[0] * LIGHTING.DIRECTION.UP + + forward[0] * LIGHTING.DIRECTION.FORWARD, cameraRight[1] * LIGHTING.DIRECTION.RIGHT + - cameraUp[1] * LIGHTING.DIRECTION.UP + - forward[1] * LIGHTING.DIRECTION.FORWARD, - + cameraUp[1] * LIGHTING.DIRECTION.UP + + forward[1] * LIGHTING.DIRECTION.FORWARD, cameraRight[2] * LIGHTING.DIRECTION.RIGHT + - cameraUp[2] * LIGHTING.DIRECTION.UP + - forward[2] * LIGHTING.DIRECTION.FORWARD + cameraUp[2] * LIGHTING.DIRECTION.UP + + forward[2] * LIGHTING.DIRECTION.FORWARD ]); data[24] = viewSpaceLight[0]; @@ -1276,7 +1308,6 @@ fn fs_main( } // [BAND CHANGE #11]: Build instance data for EllipsoidBounds - // We create three ring instances (XY, YZ, XZ) per ellipsoid. function buildEllipsoidBoundsInstanceData( centers: Float32Array, radii: Float32Array, @@ -1293,7 +1324,6 @@ fn fs_main( const ry = radii[i*3+1] || 0.1; const rz = radii[i*3+2] || 0.1; - // Choose a color if provided let cr = 1, cg = 1, cb = 1; if (colors && colors.length === count*3) { cr = colors[i*3+0]; @@ -1302,7 +1332,6 @@ fn fs_main( } let alpha = 1.0; - // Apply decorations if any match this index if (decorations) { for (const dec of decorations) { if (dec.indexes.includes(i)) { @@ -1332,7 +1361,7 @@ fn fs_main( data[idx*10+6] = cr; data[idx*10+7] = cg; data[idx*10+8] = cb; - data[idx*10+9] = alpha; // Use the decorated alpha value + data[idx*10+9] = alpha; } } @@ -1355,7 +1384,6 @@ fn fs_main( let bandInstData: Float32Array | null = null; let bandCount = 0; - // For brevity, handle only one of each shape for (const elem of sceneElements) { if (elem.type === 'PointCloud') { const { positions, colors, scales } = elem.data; @@ -1375,7 +1403,7 @@ fn fs_main( const { centers, radii, colors } = elem.data; if (centers.length > 0) { bandInstData = buildEllipsoidBoundsInstanceData(centers, radii, colors, elem.decorations); - bandCount = (centers.length / 3) * 3; // 3 rings per ellipsoid + bandCount = (centers.length / 3) * 3; } } } @@ -1412,7 +1440,7 @@ fn fs_main( gpuRef.current.ellipsoidInstanceCount = 0; } - // 3D ring “bands” + // 3D ring "bands" if (bandInstData && bandCount>0) { const buf = device.createBuffer({ size: bandInstData.byteLength, @@ -1432,67 +1460,233 @@ fn fs_main( /****************************************************** * H) Mouse + Zoom ******************************************************/ - const mouseState = useRef<{ x: number; y: number; button: number } | null>(null); + interface MouseState { + type: 'idle' | 'dragging'; + button?: number; + startX?: number; + startY?: number; + lastX?: number; + lastY?: number; + isShiftDown?: boolean; + dragDistance?: number; + } - const onMouseDown = useCallback((e: MouseEvent) => { - mouseState.current = { x: e.clientX, y: e.clientY, button: e.button }; - }, []); + const mouseState = useRef({ type: 'idle' }); + + /****************************************************** + * H.1) [PICKING ADDED]: CPU-based picking + ******************************************************/ + const pickAtScreenXY = useCallback((screenX: number, screenY: number, mode: 'hover' | 'click') => { + if (!gpuRef.current) return; - const onMouseMove = useCallback((e: MouseEvent) => { - if (!mouseState.current) return; - const dx = e.clientX - mouseState.current.x; - const dy = e.clientY - mouseState.current.y; - mouseState.current.x = e.clientX; - mouseState.current.y = e.clientY; + const aspect = canvasWidth / canvasHeight; + const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); - // Right drag or SHIFT+Left => pan - if (mouseState.current.button === 2 || e.shiftKey) { - setCamera(cam => ({ - ...cam, - panX: cam.panX - dx * 0.002, - panY: cam.panY + dy * 0.002, - })); + const cx = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.sin(camera.orbitTheta); + const cy = camera.orbitRadius * Math.cos(camera.orbitPhi); + const cz = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.cos(camera.orbitTheta); + const eye: [number, number, number] = [cx, cy, cz]; + const target: [number, number, number] = [camera.panX, camera.panY, 0]; + const up: [number, number, number] = [0, 1, 0]; + const view = mat4LookAt(eye, target, up); + const mvp = mat4Multiply(proj, view); + + // We'll pick the closest item in screen space + let bestDist = 999999; + let bestElement: SceneElementConfig | null = null; + let bestIndex = -1; + + // Check each element that has a relevant callback + for (const elem of elements) { + const needsHover = (mode === 'hover' && elem.onHover); + const needsClick = (mode === 'click' && elem.onClick); + if (!needsHover && !needsClick) { + continue; + } + + // For each item in that element, project it, measure distance + if (elem.type === 'PointCloud') { + const count = elem.data.positions.length / 3; + for (let i = 0; i < count; i++) { + const wpos: [number, number, number] = [ + elem.data.positions[i*3+0], + elem.data.positions[i*3+1], + elem.data.positions[i*3+2], + ]; + const p = projectToScreen(wpos, mvp, canvasWidth, canvasHeight); + const dx = p.x - screenX; + const dy = p.y - screenY; + const distSq = dx*dx + dy*dy; + if (distSq < 100) { // threshold of 10 pixels + if (distSq < bestDist) { + bestDist = distSq; + bestElement = elem; + bestIndex = i; + } + } + } + } + else if (elem.type === 'Ellipsoid') { + const count = elem.data.centers.length / 3; + for (let i = 0; i < count; i++) { + const wpos: [number, number, number] = [ + elem.data.centers[i*3+0], + elem.data.centers[i*3+1], + elem.data.centers[i*3+2], + ]; + // naive approach: pick center in screen space + const p = projectToScreen(wpos, mvp, canvasWidth, canvasHeight); + const dx = p.x - screenX; + const dy = p.y - screenY; + const distSq = dx*dx + dy*dy; + if (distSq < 200) { // threshold ~14 pixels + if (distSq < bestDist) { + bestDist = distSq; + bestElement = elem; + bestIndex = i; + } + } + } + } + else if (elem.type === 'EllipsoidBounds') { + // Similarly pick center + const count = elem.data.centers.length / 3; + for (let i = 0; i < count; i++) { + const wpos: [number, number, number] = [ + elem.data.centers[i*3+0], + elem.data.centers[i*3+1], + elem.data.centers[i*3+2], + ]; + const p = projectToScreen(wpos, mvp, canvasWidth, canvasHeight); + const dx = p.x - screenX; + const dy = p.y - screenY; + const distSq = dx*dx + dy*dy; + if (distSq < 200) { + if (distSq < bestDist) { + bestDist = distSq; + bestElement = elem; + bestIndex = i; + } + } + } + } + else if (elem.type === 'Lines') { + // For brevity, not implementing line picking here + } + } + + // If we found something, call the appropriate callback + if (bestElement && bestIndex >= 0) { + if (mode === 'hover' && bestElement.onHover) { + bestElement.onHover(bestIndex); + } else if (mode === 'click' && bestElement.onClick) { + bestElement.onClick(bestIndex); + } } - // Left => orbit - else if (mouseState.current.button === 0) { - setCamera(cam => { - const newPhi = Math.max(0.1, Math.min(Math.PI - 0.1, cam.orbitPhi - dy * 0.01)); - return { + }, [ + elements, camera, canvasWidth, canvasHeight + ]); + + /****************************************************** + * H.2) Mouse Event Handlers + ******************************************************/ + const handleMouseMove = useCallback((e: ReactMouseEvent) => { + if (!canvasRef.current) return; + const rect = canvasRef.current.getBoundingClientRect(); + const canvasX = e.clientX - rect.left; + const canvasY = e.clientY - rect.top; + + const state = mouseState.current; + + if (state.type === 'dragging' && state.lastX !== undefined && state.lastY !== undefined) { + const dx = e.clientX - state.lastX; + const dy = e.clientY - state.lastY; + + // Update drag distance + state.dragDistance = (state.dragDistance || 0) + Math.sqrt(dx * dx + dy * dy); + + // Right drag or SHIFT+Left => pan + if (state.button === 2 || state.isShiftDown) { + setCamera(cam => ({ ...cam, - orbitTheta: cam.orbitTheta - dx * 0.01, - orbitPhi: newPhi, - }; - }); + panX: cam.panX - dx * 0.002, + panY: cam.panY + dy * 0.002, + })); + } + // Left => orbit + else if (state.button === 0) { + setCamera(cam => { + const newPhi = Math.max(0.1, Math.min(Math.PI - 0.1, cam.orbitPhi - dy * 0.01)); + return { + ...cam, + orbitTheta: cam.orbitTheta - dx * 0.01, + orbitPhi: newPhi, + }; + }); + } + + // Update last position + state.lastX = e.clientX; + state.lastY = e.clientY; + } else if (state.type === 'idle') { + // Only do picking when not dragging + pickAtScreenXY(canvasX, canvasY, 'hover'); } - }, []); + }, [pickAtScreenXY, setCamera]); - const onMouseUp = useCallback(() => { - mouseState.current = null; - }, []); + const handleMouseDown = useCallback((e: ReactMouseEvent) => { + if (!canvasRef.current) return; - const onWheel = useCallback((e: WheelEvent) => { + mouseState.current = { + type: 'dragging', + button: e.button, + startX: e.clientX, + startY: e.clientY, + lastX: e.clientX, + lastY: e.clientY, + isShiftDown: e.shiftKey, + dragDistance: 0 + }; + + // Prevent text selection while dragging e.preventDefault(); - const delta = e.deltaY * 0.01; - setCamera(cam => ({ - ...cam, - orbitRadius: Math.max(0.01, cam.orbitRadius + delta), - })); }, []); - useEffect(() => { - const c = canvasRef.current; - if (!c) return; - c.addEventListener('mousedown', onMouseDown); - c.addEventListener('mousemove', onMouseMove); - c.addEventListener('mouseup', onMouseUp); - c.addEventListener('wheel', onWheel, { passive: false }); - return () => { - c.removeEventListener('mousedown', onMouseDown); - c.removeEventListener('mousemove', onMouseMove); - c.removeEventListener('mouseup', onMouseUp); - c.removeEventListener('wheel', onWheel); - }; - }, [onMouseDown, onMouseMove, onMouseUp, onWheel]); + const handleMouseUp = useCallback((e: ReactMouseEvent) => { + const state = mouseState.current; + + if (state.type === 'dragging' && state.startX !== undefined && state.startY !== undefined) { + const rect = canvasRef.current?.getBoundingClientRect(); + if (!rect) return; + + const canvasX = e.clientX - rect.left; + const canvasY = e.clientY - rect.top; + + // Only trigger click if we haven't dragged too far + if (state.dragDistance !== undefined && state.dragDistance < 4) { + pickAtScreenXY(canvasX, canvasY, 'click'); + } + } + + // Reset to idle state + mouseState.current = { type: 'idle' }; + }, [pickAtScreenXY]); + + const handleMouseLeave = useCallback(() => { + mouseState.current = { type: 'idle' }; + }, []); + + const onWheel = useCallback((e: WheelEvent) => { + // Only allow zooming when not dragging + if (mouseState.current.type === 'idle') { + e.preventDefault(); + const delta = e.deltaY * 0.01; + setCamera(cam => ({ + ...cam, + orbitRadius: Math.max(0.01, cam.orbitRadius + delta), + })); + } + }, [setCamera]); /****************************************************** * I) Effects @@ -1562,20 +1756,24 @@ fn fs_main( return (
- +
); } -/****************************************************** - * 6) Example: App - ******************************************************/ -export function App() { - // Function to generate a point cloud in the shape of a sphere + + // Generate a spherical point cloud function generateSpherePointCloud(numPoints: number, radius: number): { positions: Float32Array, colors: Float32Array } { const positions = new Float32Array(numPoints * 3); const colors = new Float32Array(numPoints * 3); - const colorStep = 1 / numPoints; for (let i = 0; i < numPoints; i++) { const theta = Math.random() * 2 * Math.PI; @@ -1588,26 +1786,40 @@ export function App() { positions[i * 3 + 1] = y; positions[i * 3 + 2] = z; - // Assign a gradient color from red to blue - colors[i * 3] = 1 - i * colorStep; // Red decreases - colors[i * 3 + 1] = 0; // Green stays constant - colors[i * 3 + 2] = i * colorStep; // Blue increases + // Some random color + colors[i * 3] = Math.random(); + colors[i * 3 + 1] = Math.random(); + colors[i * 3 + 2] = Math.random(); } return { positions, colors }; } - // Generate a spherical point cloud const numPoints = 500; const radius = 0.5; const { positions: spherePositions, colors: sphereColors } = generateSpherePointCloud(numPoints, radius); +/****************************************************** + * 6) Example: App + ******************************************************/ +export function App() { + // Use state to highlight items + const [highlightIdx, setHighlightIdx] = useState(null); + + // [PICKING ADDED] onHover / onClick for the point cloud const pcElement: PointCloudElementConfig = { type: 'PointCloud', data: { positions: spherePositions, colors: sphereColors }, - decorations: [ - { indexes: Array.from({ length: numPoints }, (_, i) => i), alpha: 1, scale: 1.0 }, - ], + decorations: highlightIdx == null + ? undefined + : [{ indexes: [highlightIdx], color: [1,0,1], alpha: 1, minSize: 0.05 }], + onHover: (i) => { + // We'll just highlight the item + setHighlightIdx(i); + }, + onClick: (i) => { + alert(`Clicked on point index #${i}`); + }, }; // Normal ellipsoid @@ -1627,23 +1839,25 @@ export function App() { const ellipsoidElement: EllipsoidElementConfig = { type: 'Ellipsoid', data: { centers: eCenters, radii: eRadii, colors: eColors }, + onHover: (i) => console.log(`Hover ellipsoid #${i}`), + onClick: (i) => alert(`Click ellipsoid #${i}`) }; - // EllipsoidBounds examples + // EllipsoidBounds const boundCenters = new Float32Array([ - -0.4, 0.4, 0.0, // First bound - 0.3, -0.4, 0.3, // Second bound - -0.3, -0.3, 0.2 // Third bound + -0.4, 0.4, 0.0, + 0.3, -0.4, 0.3, + -0.3, -0.3, 0.2 ]); const boundRadii = new Float32Array([ - 0.25, 0.25, 0.25, // Spherical - 0.4, 0.2, 0.15, // Elongated - 0.15, 0.35, 0.25 // Another shape + 0.25, 0.25, 0.25, + 0.4, 0.2, 0.15, + 0.15, 0.35, 0.25 ]); const boundColors = new Float32Array([ - 1.0, 0.7, 0.2, // Orange - 0.2, 0.7, 1.0, // Blue - 0.8, 0.3, 1.0 // Purple + 1.0, 0.7, 0.2, + 0.2, 0.7, 1.0, + 0.8, 0.3, 1.0 ]); const boundElement: EllipsoidBoundsElementConfig = { @@ -1654,6 +1868,8 @@ export function App() { { indexes: [1], alpha: 0.7 }, { indexes: [2], alpha: 1 }, ], + onHover: (i) => console.log(`Hover bounds #${i}`), + onClick: (i) => alert(`Click bounds #${i}`) }; const testElements: SceneElementConfig[] = [ @@ -1665,6 +1881,7 @@ export function App() { return ; } -export function Torus(props) { +/** An extra export for convenience */ +export function Torus(props: { elements: SceneElementConfig[] }) { return ; } From 65e830c2533f638cb048380941568da8dd9884a0 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 18:15:01 -0500 Subject: [PATCH 063/167] pick points accurately --- src/genstudio/js/scene3d/scene3dNew.tsx | 2636 ++++++++++++----------- 1 file changed, 1349 insertions(+), 1287 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 555c30f8..8acd0e03 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -7,18 +7,17 @@ import React, { import { useContainerWidth } from '../utils'; /****************************************************** - * 0) Rendering Constants + * 0) Rendering + Lighting Constants ******************************************************/ const LIGHTING = { AMBIENT_INTENSITY: 0.4, DIFFUSE_INTENSITY: 0.6, SPECULAR_INTENSITY: 0.2, SPECULAR_POWER: 20.0, - // Camera-relative light direction components DIRECTION: { - RIGHT: 0.2, // How far right of camera - UP: 0.5, // How far up from camera - FORWARD: 0, // How far in front (-) or behind (+) camera + RIGHT: 0.2, + UP: 0.5, + FORWARD: 0, } } as const; @@ -32,18 +31,18 @@ const GEOMETRY = { } as const; /****************************************************** - * 1) Define Data Structures + * 1) Data Structures ******************************************************/ interface PointCloudData { - positions: Float32Array; // [x, y, z, ...] - colors?: Float32Array; // [r, g, b, ...] in [0..1] - scales?: Float32Array; // optional + positions: Float32Array; + colors?: Float32Array; + scales?: Float32Array; } interface EllipsoidData { - centers: Float32Array; // [cx, cy, cz, ...] - radii: Float32Array; // [rx, ry, rz, ...] - colors?: Float32Array; // [r, g, b, ...] in [0..1] + centers: Float32Array; + radii: Float32Array; + colors?: Float32Array; } interface Decoration { @@ -58,9 +57,7 @@ interface PointCloudElementConfig { type: 'PointCloud'; data: PointCloudData; decorations?: Decoration[]; - - /** [PICKING ADDED] optional per-item callbacks */ - onHover?: (index: number) => void; + onHover?: (index: number|null) => void; onClick?: (index: number) => void; } @@ -68,38 +65,29 @@ interface EllipsoidElementConfig { type: 'Ellipsoid'; data: EllipsoidData; decorations?: Decoration[]; - - /** [PICKING ADDED] optional per-item callbacks */ - onHover?: (index: number) => void; + onHover?: (index: number|null) => void; onClick?: (index: number) => void; } -// [BAND CHANGE #1]: New EllipsoidBounds type interface EllipsoidBoundsElementConfig { type: 'EllipsoidBounds'; - data: EllipsoidData; // reusing the same "centers/radii/colors" style + data: EllipsoidData; decorations?: Decoration[]; - - /** [PICKING ADDED] optional per-item callbacks */ - onHover?: (index: number) => void; + onHover?: (index: number|null) => void; onClick?: (index: number) => void; } interface LineData { - segments: Float32Array; // Format: [x1,y1,z1, x2,y2,z2, r,g,b, ...] + segments: Float32Array; thickness: number; } - interface LineElement { - type: "Lines"; + type: 'Lines'; data: LineData; - - /** [PICKING ADDED] optional per-item callbacks */ - onHover?: (index: number) => void; + onHover?: (index: number|null) => void; onClick?: (index: number) => void; } -// [BAND CHANGE #2]: Extend SceneElementConfig export type SceneElementConfig = | PointCloudElementConfig | EllipsoidElementConfig @@ -107,7 +95,7 @@ export type SceneElementConfig = | LineElement; /****************************************************** - * 2) Minimal Camera State + * 2) Camera State ******************************************************/ interface CameraState { orbitRadius: number; @@ -121,7 +109,7 @@ interface CameraState { } /****************************************************** - * 3) React Component Props + * 3) React Props ******************************************************/ interface SceneProps { elements: SceneElementConfig[]; @@ -151,48 +139,55 @@ function Scene({ elements, containerWidth }: SceneProps) { const canvasWidth = safeWidth; const canvasHeight = safeWidth; - // GPU + pipeline references + /****************************************************** + * 5a) GPU references + ******************************************************/ const gpuRef = useRef<{ device: GPUDevice; context: GPUCanvasContext; - // Billboards + // main pipelines billboardPipeline: GPURenderPipeline; billboardQuadVB: GPUBuffer; billboardQuadIB: GPUBuffer; - - // 3D Ellipsoids ellipsoidPipeline: GPURenderPipeline; - sphereVB: GPUBuffer; // pos+normal + sphereVB: GPUBuffer; sphereIB: GPUBuffer; sphereIndexCount: number; - - // [BAND CHANGE #3]: EllipsoidBounds -> now 3D torus ellipsoidBandPipeline: GPURenderPipeline; - ringVB: GPUBuffer; // torus geometry + ringVB: GPUBuffer; ringIB: GPUBuffer; ringIndexCount: number; - // Shared uniform data + // uniform uniformBuffer: GPUBuffer; uniformBindGroup: GPUBindGroup; - // Instances + // instance data pcInstanceBuffer: GPUBuffer | null; - pcInstanceCount: number; // For picking, we'll read from here + pcInstanceCount: number; ellipsoidInstanceBuffer: GPUBuffer | null; - ellipsoidInstanceCount: number; // For picking + ellipsoidInstanceCount: number; bandInstanceBuffer: GPUBuffer | null; - bandInstanceCount: number; // For picking + bandInstanceCount: number; // Depth depthTexture: GPUTexture | null; + + // [GPU PICKING ADDED] + pickTexture: GPUTexture | null; + pickDepthTexture: GPUTexture | null; + pickPipelineBillboard: GPURenderPipeline; + pickPipelineEllipsoid: GPURenderPipeline; + pickPipelineBands: GPURenderPipeline; + readbackBuffer: GPUBuffer; + + // ID mapping + idToElement: { elementIdx: number; instanceIdx: number }[]; + elementBaseId: number[]; } | null>(null); - // Render loop handle const rafIdRef = useRef(0); - - // Track readiness const [isReady, setIsReady] = useState(false); // Camera @@ -200,327 +195,223 @@ function Scene({ elements, containerWidth }: SceneProps) { orbitRadius: 1.5, orbitTheta: 0.2, orbitPhi: 1.0, - panX: 0.0, - panY: 0.0, + panX: 0, + panY: 0, fov: Math.PI / 3, near: 0.01, far: 100.0, }); + // Add at the top of the Scene component: + const pickingLockRef = useRef(false); + /****************************************************** * A) Minimal Math ******************************************************/ - function mat4Multiply(a: Float32Array, b: Float32Array): Float32Array { + function mat4Multiply(a: Float32Array, b: Float32Array) { const out = new Float32Array(16); - for (let i = 0; i < 4; i++) { - for (let j = 0; j < 4; j++) { - out[j * 4 + i] = - a[i + 0] * b[j * 4 + 0] + - a[i + 4] * b[j * 4 + 1] + - a[i + 8] * b[j * 4 + 2] + - a[i + 12] * b[j * 4 + 3]; + for (let i=0; i<4; i++) { + for (let j=0; j<4; j++) { + out[j*4+i] = + a[i+0]*b[j*4+0] + a[i+4]*b[j*4+1] + a[i+8]*b[j*4+2] + a[i+12]*b[j*4+3]; } } return out; } - function mat4Perspective(fov: number, aspect: number, near: number, far: number): Float32Array { + function mat4Perspective(fov: number, aspect: number, near: number, far: number) { const out = new Float32Array(16); const f = 1.0 / Math.tan(fov / 2); out[0] = f / aspect; out[5] = f; out[10] = (far + near) / (near - far); out[11] = -1; - out[14] = (2 * far * near) / (near - far); + out[14] = (2*far*near)/(near-far); return out; } - function mat4LookAt(eye: [number, number, number], target: [number, number, number], up: [number, number, number]): Float32Array { - const zAxis = normalize([ - eye[0] - target[0], - eye[1] - target[1], - eye[2] - target[2], - ]); + function mat4LookAt(eye:[number, number, number], target:[number, number, number], up:[number, number, number]) { + const zAxis = normalize([eye[0]-target[0], eye[1]-target[1], eye[2]-target[2]]); const xAxis = normalize(cross(up, zAxis)); const yAxis = cross(zAxis, xAxis); - const out = new Float32Array(16); - out[0] = xAxis[0]; - out[1] = yAxis[0]; - out[2] = zAxis[0]; - out[3] = 0; - - out[4] = xAxis[1]; - out[5] = yAxis[1]; - out[6] = zAxis[1]; - out[7] = 0; - - out[8] = xAxis[2]; - out[9] = yAxis[2]; - out[10] = zAxis[2]; - out[11] = 0; - - out[12] = -dot(xAxis, eye); - out[13] = -dot(yAxis, eye); - out[14] = -dot(zAxis, eye); - out[15] = 1; + out[0]=xAxis[0]; out[1]=yAxis[0]; out[2]=zAxis[0]; out[3]=0; + out[4]=xAxis[1]; out[5]=yAxis[1]; out[6]=zAxis[1]; out[7]=0; + out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2]; out[11]=0; + out[12]=-dot(xAxis, eye); + out[13]=-dot(yAxis, eye); + out[14]=-dot(zAxis, eye); + out[15]=1; return out; } - function cross(a: [number, number, number], b: [number, number, number]): [number, number, number] { + function cross(a:[number, number, number], b:[number, number, number]) { return [ - a[1] * b[2] - a[2] * b[1], - a[2] * b[0] - a[0] * b[2], - a[0] * b[1] - a[1] * b[0], - ]; - } - function dot(a: [number, number, number], b: [number, number, number]): number { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; + a[1]*b[2] - a[2]*b[1], + a[2]*b[0] - a[0]*b[2], + a[0]*b[1] - a[1]*b[0] + ] as [number, number, number]; } - function normalize(v: [number, number, number]): [number, number, number] { - const len = Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); - if (len > 1e-6) { - return [v[0]/len, v[1]/len, v[2]/len]; - } - return [0, 0, 0]; + + function dot(a:[number, number, number], b:[number, number, number]) { + return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } - /****************************************************** - * A.1) [PICKING ADDED]: Project world space -> screen coords - ******************************************************/ - function projectToScreen( - worldPos: [number, number, number], - mvp: Float32Array, - viewportW: number, - viewportH: number - ): { x: number; y: number; z: number } { - // Multiply [x,y,z,1] by MVP - const x = worldPos[0], y = worldPos[1], z = worldPos[2]; - const clip = [ - x*mvp[0] + y*mvp[4] + z*mvp[8] + mvp[12], - x*mvp[1] + y*mvp[5] + z*mvp[9] + mvp[13], - x*mvp[2] + y*mvp[6] + z*mvp[10] + mvp[14], - x*mvp[3] + y*mvp[7] + z*mvp[11] + mvp[15], - ]; - if (clip[3] === 0) { - return { x: -9999, y: -9999, z: 9999 }; // behind camera or degenerate + function normalize(v:[number, number, number]) { + const len=Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]); + if(len>1e-6) { + return [v[0]/len, v[1]/len, v[2]/len] as [number, number, number]; } - // NDC - const ndcX = clip[0] / clip[3]; - const ndcY = clip[1] / clip[3]; - const ndcZ = clip[2] / clip[3]; - // convert to pixel coords - const screenX = (ndcX * 0.5 + 0.5) * viewportW; - const screenY = (1 - (ndcY * 0.5 + 0.5)) * viewportH; // invert Y - return { x: screenX, y: screenY, z: ndcZ }; + return [0,0,0]; } /****************************************************** * B) Create Sphere + Torus Geometry ******************************************************/ - - // Sphere geometry for ellipsoids - function createSphereGeometry( - stacks = GEOMETRY.SPHERE.STACKS, - slices = GEOMETRY.SPHERE.SLICES, - radius = 1.0 - ) { - const actualStacks = radius < 0.1 - ? GEOMETRY.SPHERE.MIN_STACKS - : stacks; - const actualSlices = radius < 0.1 - ? GEOMETRY.SPHERE.MIN_SLICES - : slices; - - const verts: number[] = []; - const indices: number[] = []; - - for (let i = 0; i <= actualStacks; i++) { - const phi = (i / actualStacks) * Math.PI; - const cosPhi = Math.cos(phi); - const sinPhi = Math.sin(phi); - - for (let j = 0; j <= actualSlices; j++) { - const theta = (j / actualSlices) * 2 * Math.PI; - const cosTheta = Math.cos(theta); - const sinTheta = Math.sin(theta); - - const x = sinPhi * cosTheta; - const y = cosPhi; - const z = sinPhi * sinTheta; - - // position - verts.push(x, y, z); - // normal - verts.push(x, y, z); + function createSphereGeometry() { + // typical logic creating sphere => pos+normal + const stacks=GEOMETRY.SPHERE.STACKS, slices=GEOMETRY.SPHERE.SLICES; + const verts:number[]=[]; + const idxs:number[]=[]; + for(let i=0;i<=stacks;i++){ + const phi=(i/stacks)*Math.PI; + const sp=Math.sin(phi), cp=Math.cos(phi); + for(let j=0;j<=slices;j++){ + const theta=(j/slices)*2*Math.PI; + const st=Math.sin(theta), ct=Math.cos(theta); + const x=sp*ct, y=cp, z=sp*st; + verts.push(x,y,z, x,y,z); // pos, normal } } - - for (let i = 0; i < actualStacks; i++) { - for (let j = 0; j < actualSlices; j++) { - const row1 = i * (actualSlices + 1) + j; - const row2 = (i + 1) * (actualSlices + 1) + j; - - indices.push(row1, row2, row1 + 1); - indices.push(row1 + 1, row2, row2 + 1); + for(let i=0;i pos+normal + const verts:number[]=[]; + const idxs:number[]=[]; + for(let j=0;j<=majorSegments;j++){ + const theta=(j/majorSegments)*2*Math.PI; + const ct=Math.cos(theta), st=Math.sin(theta); + for(let i=0;i<=minorSegments;i++){ + const phi=(i/minorSegments)*2*Math.PI; + const cp=Math.cos(phi), sp=Math.sin(phi); + const x=(majorRadius+minorRadius*cp)*ct; + const y=(majorRadius+minorRadius*cp)*st; + const z=minorRadius*sp; + const nx=cp*ct, ny=cp*st, nz=sp; + verts.push(x,y,z, nx,ny,nz); } } - - for (let j = 0; j < majorSegments; j++) { - const row1 = j * (minorSegments + 1); - const row2 = (j + 1) * (minorSegments + 1); - - for (let i = 0; i < minorSegments; i++) { - const a = row1 + i; - const b = row1 + i + 1; - const c = row2 + i; - const d = row2 + i + 1; - indices.push(a, b, c); - indices.push(b, d, c); + for(let j=0;j { - if (!canvasRef.current) return; - if (!navigator.gpu) { - console.error('WebGPU not supported.'); + const initWebGPU=useCallback(async()=>{ + if(!canvasRef.current) return; + if(!navigator.gpu){ + console.error("WebGPU not supported."); return; } - try { - const adapter = await navigator.gpu.requestAdapter(); - if (!adapter) throw new Error('Failed to get GPU adapter.'); - const device = await adapter.requestDevice(); - - const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; - const format = navigator.gpu.getPreferredCanvasFormat(); - context.configure({ device, format, alphaMode: 'premultiplied' }); - - // 1) Billboards - const QUAD_VERTICES = new Float32Array([ - -0.5, -0.5, - 0.5, -0.5, - -0.5, 0.5, - 0.5, 0.5, - ]); - const QUAD_INDICES = new Uint16Array([0,1,2,2,1,3]); - - const billboardQuadVB = device.createBuffer({ - size: QUAD_VERTICES.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + const adapter=await navigator.gpu.requestAdapter(); + if(!adapter) throw new Error("Failed to get GPU adapter"); + const device=await adapter.requestDevice(); + const context=canvasRef.current.getContext('webgpu') as GPUCanvasContext; + const format=navigator.gpu.getPreferredCanvasFormat(); + context.configure({device, format, alphaMode:'premultiplied'}); + + // create geometry... + const sphereGeo=createSphereGeometry(); + const sphereVB=device.createBuffer({ + size:sphereGeo.vertexData.byteLength, + usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(billboardQuadVB, 0, QUAD_VERTICES); - - const billboardQuadIB = device.createBuffer({ - size: QUAD_INDICES.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, + device.queue.writeBuffer(sphereVB,0,sphereGeo.vertexData); + const sphereIB=device.createBuffer({ + size:sphereGeo.indexData.byteLength, + usage:GPUBufferUsage.INDEX|GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(billboardQuadIB, 0, QUAD_INDICES); + device.queue.writeBuffer(sphereIB,0,sphereGeo.indexData); - // 2) Sphere (pos + normal) - const sphereGeo = createSphereGeometry(); - const sphereVB = device.createBuffer({ - size: sphereGeo.vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + const torusGeo=createTorusGeometry(1.0,0.03,40,12); + const ringVB=device.createBuffer({ + size:torusGeo.vertexData.byteLength, + usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(sphereVB, 0, sphereGeo.vertexData); - - const sphereIB = device.createBuffer({ - size: sphereGeo.indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, + device.queue.writeBuffer(ringVB,0,torusGeo.vertexData); + const ringIB=device.createBuffer({ + size:torusGeo.indexData.byteLength, + usage:GPUBufferUsage.INDEX|GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(sphereIB, 0, sphereGeo.indexData); - - // 3) Torus geometry for bounding bands - const torusGeo = createTorusGeometry(1.0, 0.03, 40, 12); - const ringVB = device.createBuffer({ - size: torusGeo.vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + device.queue.writeBuffer(ringIB,0,torusGeo.indexData); + + // billboard + const QUAD_VERTS=new Float32Array([-0.5,-0.5, 0.5,-0.5, -0.5,0.5, 0.5,0.5]); + const QUAD_IDX=new Uint16Array([0,1,2,2,1,3]); + const billboardQuadVB=device.createBuffer({ + size:QUAD_VERTS.byteLength, + usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(ringVB, 0, torusGeo.vertexData); - - const ringIB = device.createBuffer({ - size: torusGeo.indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST, + device.queue.writeBuffer(billboardQuadVB,0,QUAD_VERTS); + const billboardQuadIB=device.createBuffer({ + size:QUAD_IDX.byteLength, + usage:GPUBufferUsage.INDEX|GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(ringIB, 0, torusGeo.indexData); + device.queue.writeBuffer(billboardQuadIB,0,QUAD_IDX); - // 4) Uniform buffer - const uniformBufferSize = 128; - const uniformBuffer = device.createBuffer({ - size: uniformBufferSize, - usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, + // uniform + const uniformBufferSize=128; + const uniformBuffer=device.createBuffer({ + size:uniformBufferSize, + usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST }); - - // 5) Pipeline layout - const uniformBindGroupLayout = device.createBindGroupLayout({ - entries: [ - { - binding: 0, - visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, - buffer: { type: 'uniform' }, - }, - ], + const uniformBindGroupLayout=device.createBindGroupLayout({ + entries:[{ + binding:0, + visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, + buffer:{type:'uniform'} + }] + }); + const pipelineLayout=device.createPipelineLayout({ + bindGroupLayouts:[uniformBindGroupLayout] }); - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [uniformBindGroupLayout], + const uniformBindGroup=device.createBindGroup({ + layout:uniformBindGroupLayout, + entries:[{binding:0, resource:{buffer:uniformBuffer}}] }); - // 6) Billboard pipeline - const billboardPipeline = device.createRenderPipeline({ - layout: pipelineLayout, - vertex: { - module: device.createShaderModule({ + // pipeline for billboards (with shading) + const billboardPipeline=device.createRenderPipeline({ + layout:pipelineLayout, + vertex:{ + module:device.createShaderModule({ code: ` struct Camera { mvp: mat4x4, @@ -531,107 +422,88 @@ struct Camera { lightDir: vec3, pad3: f32, }; - @group(0) @binding(0) var camera : Camera; -struct VertexOutput { - @builtin(position) Position : vec4, - @location(0) color : vec3, - @location(1) alpha : f32, +struct VSOut { + @builtin(position) Position: vec4, + @location(0) color: vec3, + @location(1) alpha: f32, }; @vertex fn vs_main( - // Quad corners @location(0) corner : vec2, - // Instance data: pos(3), color(3), alpha(1), scaleX(1), scaleY(1) - @location(1) pos : vec3, - @location(2) col : vec3, - @location(3) alpha : f32, - @location(4) scaleX : f32, - @location(5) scaleY : f32 -) -> VertexOutput { - let offset = camera.cameraRight * (corner.x * scaleX) - + camera.cameraUp * (corner.y * scaleY); - let worldPos = vec4( - pos.x + offset.x, - pos.y + offset.y, - pos.z + offset.z, - 1.0 - ); - - var output: VertexOutput; - output.Position = camera.mvp * worldPos; - output.color = col; - output.alpha = alpha; - return output; + @location(1) pos : vec3, + @location(2) col : vec3, + @location(3) alpha : f32, + @location(4) scaleX: f32, + @location(5) scaleY: f32 +)->VSOut { + let offset=camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); + let worldPos=vec4(pos+offset,1.0); + var outData:VSOut; + outData.Position=camera.mvp*worldPos; + outData.color=col; + outData.alpha=alpha; + return outData; } -` + +@fragment +fn fs_main( + @location(0) color: vec3, + @location(1) alpha: f32 +)->@location(0) vec4{ + return vec4(color, alpha); +}` }), - entryPoint: 'vs_main', - buffers: [ - // corners + entryPoint:'vs_main', + buffers:[ { - arrayStride: 2 * 4, - attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' }], + arrayStride:2*4, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] }, - // instance data { - arrayStride: 9 * 4, - stepMode: 'instance', - attributes: [ - { shaderLocation: 1, offset: 0, format: 'float32x3' }, // pos - { shaderLocation: 2, offset: 3 * 4, format: 'float32x3' }, // col - { shaderLocation: 3, offset: 6 * 4, format: 'float32' }, // alpha - { shaderLocation: 4, offset: 7 * 4, format: 'float32' }, // scaleX - { shaderLocation: 5, offset: 8 * 4, format: 'float32' }, // scaleY - ], - }, - ], + arrayStride:9*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32x3'}, + {shaderLocation:3, offset:6*4, format:'float32'}, + {shaderLocation:4, offset:7*4, format:'float32'}, + {shaderLocation:5, offset:8*4, format:'float32'}, + ] + } + ] }, - fragment: { - module: device.createShaderModule({ - code: ` -@fragment -fn fs_main( - @location(0) inColor: vec3, - @location(1) inAlpha: f32 -) -> @location(0) vec4 { - return vec4(inColor, inAlpha); -} -` + fragment:{ + module:device.createShaderModule({ + code:`@fragment fn fs_main(@location(0) c: vec3, @location(1) a: f32)->@location(0) vec4{ + return vec4(c,a); +}` }), - entryPoint: 'fs_main', - targets: [{ + entryPoint:'fs_main', + targets:[{ format, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha', operation:'add'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha', operation:'add'} } - }], - }, - primitive: { topology: 'triangle-list', cullMode: 'back' }, - depthStencil: { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less-equal', + }] }, + primitive:{topology:'triangle-list', cullMode:'back'}, + depthStencil:{ + format:'depth24plus', + depthWriteEnabled:true, + depthCompare:'less-equal' + } }); - // 7) Ellipsoid pipeline - const ellipsoidPipeline = device.createRenderPipeline({ - layout: pipelineLayout, - vertex: { - module: device.createShaderModule({ - code: ` + // pipeline for ellipsoid shading + const ellipsoidPipeline=device.createRenderPipeline({ + layout:pipelineLayout, + vertex:{ + module:device.createShaderModule({ + code:` struct Camera { mvp: mat4x4, cameraRight: vec3, @@ -641,97 +513,63 @@ struct Camera { lightDir: vec3, pad3: f32, }; - @group(0) @binding(0) var camera : Camera; struct VSOut { - @builtin(position) Position : vec4, - @location(1) normal : vec3, - @location(2) color : vec3, - @location(3) alpha : f32, - @location(4) worldPos : vec3, + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) color: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, }; @vertex fn vs_main( - // sphere data: pos(3), norm(3) - @location(0) inPos: vec3, + @location(0) inPos : vec3, @location(1) inNorm: vec3, - - // instance data: pos(3), scale(3), color(3), alpha(1) @location(2) iPos: vec3, @location(3) iScale: vec3, @location(4) iColor: vec3, @location(5) iAlpha: f32 -) -> VSOut { - var out: VSOut; - let worldPos = vec3( - iPos.x + inPos.x * iScale.x, - iPos.y + inPos.y * iScale.y, - iPos.z + inPos.z * iScale.z - ); - let scaledNorm = normalize(vec3( - inNorm.x / iScale.x, - inNorm.y / iScale.y, - inNorm.z / iScale.z - )); - out.Position = camera.mvp * vec4(worldPos, 1.0); - out.normal = scaledNorm; - out.color = iColor; - out.alpha = iAlpha; - out.worldPos = worldPos; - return out; -} - -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -) -> @location(0) vec4 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let lambert = max(dot(N, L), 0.0); - - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; - var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); - - let V = normalize(-worldPos); - let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); - color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; - - return vec4(color, alpha); -} -` +)->VSOut { + let worldPos = iPos + (inPos * iScale); + let scaledNorm = normalize(inNorm / iScale); + + var outData:VSOut; + outData.pos=camera.mvp*vec4(worldPos,1.0); + outData.normal=scaledNorm; + outData.color=iColor; + outData.alpha=iAlpha; + outData.worldPos=worldPos; + return outData; +}` }), - entryPoint: 'vs_main', - buffers: [ - // sphere geometry: pos(3), normal(3) + entryPoint:'vs_main', + buffers:[ { - arrayStride: 6 * 4, - attributes: [ - { shaderLocation: 0, offset: 0, format: 'float32x3' }, // inPos - { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, // inNorm - ], + // Vertex buffer - positions and normals + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, // inPos + {shaderLocation:1, offset:3*4, format:'float32x3'} // inNorm + ] }, - // instance data { - arrayStride: 10 * 4, - stepMode: 'instance', - attributes: [ - { shaderLocation: 2, offset: 0, format: 'float32x3' }, // iPos - { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // iScale - { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // iColor - { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // iAlpha - ], - }, - ], + // Instance buffer - position, scale, color, alpha + arrayStride:10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0*4, format:'float32x3'}, // iPos + {shaderLocation:3, offset:3*4, format:'float32x3'}, // iScale + {shaderLocation:4, offset:6*4, format:'float32x3'}, // iColor + {shaderLocation:5, offset:9*4, format:'float32'} // iAlpha + ] + } + ] }, - fragment: { - module: device.createShaderModule({ - code: ` + fragment:{ + module:device.createShaderModule({ + code:` struct Camera { mvp: mat4x4, cameraRight: vec3, @@ -741,7 +579,6 @@ struct Camera { lightDir: vec3, pad3: f32, }; - @group(0) @binding(0) var camera : Camera; @fragment @@ -750,54 +587,45 @@ fn fs_main( @location(2) baseColor: vec3, @location(3) alpha: f32, @location(4) worldPos: vec3 -) -> @location(0) vec4 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let lambert = max(dot(N, L), 0.0); +)->@location(0) vec4 { + let N=normalize(normal); + let L=normalize(camera.lightDir); + let lambert=max(dot(N,L),0.0); - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; - var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); + let ambient=${LIGHTING.AMBIENT_INTENSITY}; + var color=baseColor*(ambient+lambert*${LIGHTING.DIFFUSE_INTENSITY}); - let V = normalize(-worldPos); - let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); - color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; + let V=normalize(-worldPos); + let H=normalize(L+V); + let spec=pow(max(dot(N,H),0.0), ${LIGHTING.SPECULAR_POWER}); + color+=vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; return vec4(color, alpha); -} -` +}` }), - entryPoint: 'fs_main', - targets: [{ + entryPoint:'fs_main', + targets:[{ format, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha', operation:'add'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha', operation:'add'} } - }], - }, - primitive: { topology: 'triangle-list', cullMode: 'back' }, - depthStencil: { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less-equal', + }] }, + primitive:{topology:'triangle-list', cullMode:'back'}, + depthStencil:{ + format:'depth24plus', + depthWriteEnabled:true, + depthCompare:'less-equal' + } }); - // 8) EllipsoidBounds pipeline -> 3D torus - const ellipsoidBandPipeline = device.createRenderPipeline({ - layout: pipelineLayout, - vertex: { - module: device.createShaderModule({ - code: ` + // pipeline for "bounds" torus + const ellipsoidBandPipeline=device.createRenderPipeline({ + layout:pipelineLayout, + vertex:{ + module:device.createShaderModule({ + code:` struct Camera { mvp: mat4x4, cameraRight: vec3, @@ -807,123 +635,111 @@ struct Camera { lightDir: vec3, pad3: f32, }; - @group(0) @binding(0) var camera : Camera; struct VSOut { - @builtin(position) Position : vec4, - @location(1) normal : vec3, - @location(2) color : vec3, - @location(3) alpha : f32, - @location(4) worldPos : vec3, + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) color: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, }; @vertex fn vs_main( - @builtin(instance_index) instanceIdx: u32, - // torus data: pos(3), norm(3) - @location(0) inPos : vec3, + @builtin(instance_index) instIdx:u32, + @location(0) inPos: vec3, @location(1) inNorm: vec3, - - // instance data: center(3), scale(3), color(3), alpha(1) @location(2) iCenter: vec3, - @location(3) iScale : vec3, - @location(4) iColor : vec3, - @location(5) iAlpha : f32 -) -> VSOut { - var out: VSOut; - - // ringIndex => 0=XY, 1=YZ, 2=XZ - let ringIndex = i32(instanceIdx % 3u); - - var localPos = inPos; - var localNorm = inNorm; - - if (ringIndex == 1) { - // rotate geometry ~90 deg about Z so torus is in YZ plane - let px = localPos.x; - localPos.x = localPos.y; - localPos.y = -px; - - let nx = localNorm.x; - localNorm.x = localNorm.y; - localNorm.y = -nx; - } - else if (ringIndex == 2) { - // rotate geometry ~90 deg about Y so torus is in XZ plane - let pz = localPos.z; - localPos.z = -localPos.x; - localPos.x = pz; - - let nz = localNorm.z; - localNorm.z = -localNorm.x; - localNorm.x = nz; + @location(3) iScale: vec3, + @location(4) iColor: vec3, + @location(5) iAlpha: f32 +)->VSOut { + let ringIndex=i32(instIdx%3u); + var lp=inPos; + var ln=inNorm; + + if(ringIndex==1){ + let px=lp.x; lp.x=lp.y; lp.y=-px; + let nx=ln.x; ln.x=ln.y; ln.y=-nx; + } else if(ringIndex==2){ + let pz=lp.z; lp.z=-lp.x; lp.x=pz; + let nz=ln.z; ln.z=-ln.x; ln.x=nz; } - - // scale - localPos = localPos * iScale; - // normal adjusted - localNorm = normalize(localNorm / iScale); - - let worldPos = localPos + iCenter; - - out.Position = camera.mvp * vec4(worldPos, 1.0); - out.normal = localNorm; - out.color = iColor; - out.alpha = iAlpha; - out.worldPos = worldPos; - return out; + lp*=iScale; + ln=normalize(ln/iScale); + let wp=lp+iCenter; + + var outData:VSOut; + outData.pos=camera.mvp*vec4(wp,1.0); + outData.normal=ln; + outData.color=iColor; + outData.alpha=iAlpha; + outData.worldPos=wp; + return outData; } @fragment fn fs_main( - @location(1) normal: vec3, + @location(1) n: vec3, @location(2) baseColor: vec3, @location(3) alpha: f32, - @location(4) worldPos: vec3 -) -> @location(0) vec4 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let lambert = max(dot(N, L), 0.0); - - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; - var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); - - let V = normalize(-worldPos); - let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); - color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; - - return vec4(color, alpha); -} -` + @location(4) wp: vec3 +)->@location(0) vec4{ + // same shading logic + return vec4(baseColor,alpha); +}` }), - entryPoint: 'vs_main', - buffers: [ - // torus geometry: pos(3), norm(3) + entryPoint:'vs_main', + buffers:[ { - arrayStride: 6 * 4, - attributes: [ - { shaderLocation: 0, offset: 0, format: 'float32x3' }, // inPos - { shaderLocation: 1, offset: 3 * 4, format: 'float32x3' }, // inNorm - ], + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] }, - // instance data { - arrayStride: 10 * 4, - stepMode: 'instance', - attributes: [ - { shaderLocation: 2, offset: 0, format: 'float32x3' }, // center - { shaderLocation: 3, offset: 3 * 4, format: 'float32x3' }, // scale - { shaderLocation: 4, offset: 6 * 4, format: 'float32x3' }, // color - { shaderLocation: 5, offset: 9 * 4, format: 'float32' }, // alpha - ], - }, - ], + arrayStride:10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} + ] + } + ] }, - fragment: { - module: device.createShaderModule({ - code: ` + fragment:{ + module:device.createShaderModule({ + code:`@fragment fn fs_main( + @location(1) n:vec3, + @location(2) col:vec3, + @location(3) a:f32, + @location(4) wp:vec3 +)->@location(0) vec4{ + return vec4(col,a); +}` + }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha', operation:'add'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha', operation:'add'} + } + }] + }, + primitive:{topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + + /****************************************************** + * [GPU PICKING ADDED] - create pipelines for "ID color" + ******************************************************/ + const pickVert = device.createShaderModule({ + code: ` struct Camera { mvp: mat4x4, cameraRight: vec3, @@ -933,128 +749,261 @@ struct Camera { lightDir: vec3, pad3: f32, }; - @group(0) @binding(0) var camera : Camera; -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -) -> @location(0) vec4 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let lambert = max(dot(N, L), 0.0); +struct VSOut { + @builtin(position) pos: vec4, + @location(0) pickID: f32, +}; - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; - var color = baseColor * (ambient + lambert * ${LIGHTING.DIFFUSE_INTENSITY}); +@vertex +fn vs_pc( + @location(0) corner: vec2, + @location(1) pos: vec3, + @location(2) pickID: f32, + @location(3) scaleX: f32, + @location(4) scaleY: f32 +)->VSOut { + let offset = camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); + let worldPos = vec4(pos + offset, 1.0); + var outData: VSOut; + outData.pos = camera.mvp*worldPos; + outData.pickID = pickID; + return outData; +} - let V = normalize(-worldPos); - let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), ${LIGHTING.SPECULAR_POWER}); - color += vec3(1.0,1.0,1.0) * spec * ${LIGHTING.SPECULAR_INTENSITY}; +@vertex +fn vs_ellipsoid( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) pickID: f32 +)->VSOut { + let worldPos = iPos + (inPos * iScale); + var outData: VSOut; + outData.pos = camera.mvp*vec4(worldPos, 1.0); + outData.pickID = pickID; + return outData; +} - return vec4(color, alpha); +@vertex +fn vs_bands( + @builtin(instance_index) instIdx: u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) pickID: f32 +)->VSOut { + let ringIndex = i32(instIdx%3u); + var lp = inPos; + if(ringIndex == 1) { + let px = lp.x; lp.x = lp.y; lp.y = -px; + } else if(ringIndex == 2) { + let pz = lp.z; lp.z = -lp.x; lp.x = pz; + } + lp *= scale; + let wp = lp + center; + var outData: VSOut; + outData.pos = camera.mvp*vec4(wp, 1.0); + outData.pickID = pickID; + return outData; } -` - }), - entryPoint: 'fs_main', - targets: [{ - format, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } + +@fragment +fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { + let iID = u32(pickID); + let r = f32(iID & 255u)/255.0; + let g = f32((iID>>8)&255u)/255.0; + let b = f32((iID>>16)&255u)/255.0; + return vec4(r,g,b,1.0); +}` + }); + + const pickPipelineBillboard=device.createRenderPipeline({ + layout:pipelineLayout, + vertex:{ + module: pickVert, + entryPoint:'vs_pc', + buffers:[ + { + arrayStride:2*4, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + { + arrayStride:6*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32'}, + {shaderLocation:3, offset:4*4, format:'float32'}, + {shaderLocation:4, offset:5*4, format:'float32'}, + ] } - }], + ] + }, + fragment:{ + module: pickVert, + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] }, - primitive: { - topology: 'triangle-list', - cullMode: 'back', + primitive:{topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + + const pickPipelineEllipsoid=device.createRenderPipeline({ + layout:pipelineLayout, + vertex:{ + module: pickVert, + entryPoint:'vs_ellipsoid', + buffers:[ + { + // Vertex buffer - positions and normals + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, // inPos + {shaderLocation:1, offset:3*4, format:'float32x3'} // inNorm + ] + }, + { + // Instance buffer - pos, scale, pickID + arrayStride:7*4, // Changed from 10*4 to 7*4 + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, // iPos + {shaderLocation:3, offset:3*4, format:'float32x3'}, // iScale + {shaderLocation:4, offset:6*4, format:'float32'} // pickID + ] + } + ] }, - depthStencil: { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less-equal', + fragment:{ + module: pickVert, + entryPoint:'fs_pick', + targets:[{format:'rgba8unorm'}] }, + primitive:{topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); - // 9) Uniform bind group - const uniformBindGroup = device.createBindGroup({ - layout: uniformBindGroupLayout, - entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], + const pickPipelineBands=device.createRenderPipeline({ + layout:pipelineLayout, + vertex:{ + module: pickVert, + entryPoint:'vs_bands', + buffers:[ + { + // Vertex buffer - positions and normals + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, // inPos + {shaderLocation:1, offset:3*4, format:'float32x3'} // inNorm + ] + }, + { + // Instance buffer - pos, scale, pickID + arrayStride:7*4, // Changed from 10*4 to 7*4 + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, // iPos + {shaderLocation:3, offset:3*4, format:'float32x3'}, // iScale + {shaderLocation:4, offset:6*4, format:'float32'} // pickID + ] + } + ] + }, + fragment:{ + module: pickVert, + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm'}] + }, + primitive:{topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); - gpuRef.current = { - device, - context, - billboardPipeline, - billboardQuadVB, - billboardQuadIB, - ellipsoidPipeline, - sphereVB, - sphereIB, - sphereIndexCount: sphereGeo.indexData.length, - - ellipsoidBandPipeline, - ringVB, - ringIB, - ringIndexCount: torusGeo.indexData.length, - - uniformBuffer, - uniformBindGroup, - pcInstanceBuffer: null, - pcInstanceCount: 0, - ellipsoidInstanceBuffer: null, - ellipsoidInstanceCount: 0, - bandInstanceBuffer: null, - bandInstanceCount: 0, - depthTexture: null, + // store + gpuRef.current={ + device, context, + billboardPipeline, billboardQuadVB, billboardQuadIB, + ellipsoidPipeline, sphereVB, sphereIB, + sphereIndexCount:sphereGeo.indexData.length, + ellipsoidBandPipeline, ringVB, ringIB, + ringIndexCount:torusGeo.indexData.length, + uniformBuffer, uniformBindGroup, + + pcInstanceBuffer:null, + pcInstanceCount:0, + ellipsoidInstanceBuffer:null, + ellipsoidInstanceCount:0, + bandInstanceBuffer:null, + bandInstanceCount:0, + depthTexture:null, + + pickTexture:null, + pickDepthTexture:null, + pickPipelineBillboard, + pickPipelineEllipsoid, + pickPipelineBands, + + readbackBuffer: device.createBuffer({ + size: 256, // Changed from 4 to 256 + usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ + }), + idToElement:[], + elementBaseId:[] }; setIsReady(true); - } catch (err) { - console.error('Error initializing WebGPU:', err); + } catch(err){ + console.error("Error init WebGPU:",err); } - }, []); + },[]); /****************************************************** - * D) Create/Update Depth Texture + * D) Depth texture ******************************************************/ - const createOrUpdateDepthTexture = useCallback(() => { - if (!gpuRef.current) return; - const { device, depthTexture } = gpuRef.current; - if (depthTexture) depthTexture.destroy(); - - const newDepthTex = device.createTexture({ - size: [canvasWidth, canvasHeight], - format: 'depth24plus', - usage: GPUTextureUsage.RENDER_ATTACHMENT, + const createOrUpdateDepthTexture=useCallback(()=>{ + if(!gpuRef.current) return; + const {device, depthTexture}=gpuRef.current; + if(depthTexture) depthTexture.destroy(); + const dt=device.createTexture({ + size:[canvasWidth, canvasHeight], + format:'depth24plus', + usage:GPUTextureUsage.RENDER_ATTACHMENT + }); + gpuRef.current.depthTexture=dt; + },[canvasWidth, canvasHeight]); + + // [GPU PICKING ADDED] => color+depth for picking + const createOrUpdatePickTextures=useCallback(()=>{ + if(!gpuRef.current)return; + const {device, pickTexture, pickDepthTexture}=gpuRef.current; + if(pickTexture) pickTexture.destroy(); + if(pickDepthTexture) pickDepthTexture.destroy(); + const colorTex=device.createTexture({ + size:[canvasWidth,canvasHeight], + format:'rgba8unorm', + usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_SRC + }); + const depthTex=device.createTexture({ + size:[canvasWidth,canvasHeight], + format:'depth24plus', + usage:GPUTextureUsage.RENDER_ATTACHMENT }); - gpuRef.current.depthTexture = newDepthTex; - }, [canvasWidth, canvasHeight]); + gpuRef.current.pickTexture=colorTex; + gpuRef.current.pickDepthTexture=depthTex; + },[canvasWidth, canvasHeight]); /****************************************************** - * E) Render Loop + * E) Render loop ******************************************************/ - const renderFrame = useCallback(() => { - if (rafIdRef.current) { - cancelAnimationFrame(rafIdRef.current); - } - - if (!gpuRef.current) { - rafIdRef.current = requestAnimationFrame(renderFrame); + const renderFrame=useCallback(()=>{ + if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + if(!gpuRef.current){ + rafIdRef.current=requestAnimationFrame(renderFrame); return; } - const { device, context, billboardPipeline, billboardQuadVB, billboardQuadIB, @@ -1064,185 +1013,159 @@ fn fs_main( pcInstanceBuffer, pcInstanceCount, ellipsoidInstanceBuffer, ellipsoidInstanceCount, bandInstanceBuffer, bandInstanceCount, - depthTexture, - } = gpuRef.current; - if (!depthTexture) { - rafIdRef.current = requestAnimationFrame(renderFrame); + depthTexture + }=gpuRef.current; + if(!depthTexture){ + rafIdRef.current=requestAnimationFrame(renderFrame); return; } - // 1) Build camera basis + MVP - const aspect = canvasWidth / canvasHeight; - const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); - - const cx = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.sin(camera.orbitTheta); - const cy = camera.orbitRadius * Math.cos(camera.orbitPhi); - const cz = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.cos(camera.orbitTheta); - const eye: [number, number, number] = [cx, cy, cz]; - const target: [number, number, number] = [camera.panX, camera.panY, 0]; - const up: [number, number, number] = [0, 1, 0]; - const view = mat4LookAt(eye, target, up); - - const forward = normalize([target[0] - eye[0], target[1] - eye[1], target[2] - eye[2]]); - const cameraRight = normalize(cross(forward, up)); - const cameraUp = cross(cameraRight, forward); - - const mvp = mat4Multiply(proj, view); - - // 2) Write uniform data - const data = new Float32Array(32); - data.set(mvp, 0); - data[16] = cameraRight[0]; - data[17] = cameraRight[1]; - data[18] = cameraRight[2]; - data[19] = 0; - data[20] = cameraUp[0]; - data[21] = cameraUp[1]; - data[22] = cameraUp[2]; - data[23] = 0; - - // light direction relative to camera - const viewSpaceLight = normalize([ - cameraRight[0] * LIGHTING.DIRECTION.RIGHT + - cameraUp[0] * LIGHTING.DIRECTION.UP + - forward[0] * LIGHTING.DIRECTION.FORWARD, - cameraRight[1] * LIGHTING.DIRECTION.RIGHT + - cameraUp[1] * LIGHTING.DIRECTION.UP + - forward[1] * LIGHTING.DIRECTION.FORWARD, - cameraRight[2] * LIGHTING.DIRECTION.RIGHT + - cameraUp[2] * LIGHTING.DIRECTION.UP + - forward[2] * LIGHTING.DIRECTION.FORWARD + // camera MVP + const aspect=canvasWidth/canvasHeight; + const proj=mat4Perspective(camera.fov,aspect,camera.near,camera.far); + const cx=camera.orbitRadius*Math.sin(camera.orbitPhi)*Math.sin(camera.orbitTheta); + const cy=camera.orbitRadius*Math.cos(camera.orbitPhi); + const cz=camera.orbitRadius*Math.sin(camera.orbitPhi)*Math.cos(camera.orbitTheta); + const eye:[number,number,number]=[cx,cy,cz]; + const target:[number,number,number]=[camera.panX,camera.panY,0]; + const up:[number,number,number]=[0,1,0]; + const view=mat4LookAt(eye,target,up); + const forward=normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); + const cameraRight=normalize(cross(forward,up)); + const cameraUp=cross(cameraRight,forward); + const mvp=mat4Multiply(proj,view); + + // uniform + const data=new Float32Array(32); + data.set(mvp,0); + data[16]=cameraRight[0]; + data[17]=cameraRight[1]; + data[18]=cameraRight[2]; + data[20]=cameraUp[0]; + data[21]=cameraUp[1]; + data[22]=cameraUp[2]; + + // light dir + const light=normalize([ + cameraRight[0]*LIGHTING.DIRECTION.RIGHT + cameraUp[0]*LIGHTING.DIRECTION.UP + forward[0]*LIGHTING.DIRECTION.FORWARD, + cameraRight[1]*LIGHTING.DIRECTION.RIGHT + cameraUp[1]*LIGHTING.DIRECTION.UP + forward[1]*LIGHTING.DIRECTION.FORWARD, + cameraRight[2]*LIGHTING.DIRECTION.RIGHT + cameraUp[2]*LIGHTING.DIRECTION.UP + forward[2]*LIGHTING.DIRECTION.FORWARD ]); + data[24]=light[0]; + data[25]=light[1]; + data[26]=light[2]; + device.queue.writeBuffer(uniformBuffer,0,data); - data[24] = viewSpaceLight[0]; - data[25] = viewSpaceLight[1]; - data[26] = viewSpaceLight[2]; - data[27] = 0; - device.queue.writeBuffer(uniformBuffer, 0, data); - - // 3) Acquire swapchain texture - let texture: GPUTexture; + // get swapchain + let texture:GPUTexture; try { - texture = context.getCurrentTexture(); - } catch { - rafIdRef.current = requestAnimationFrame(renderFrame); + texture=context.getCurrentTexture(); + }catch(e){ + rafIdRef.current=requestAnimationFrame(renderFrame); return; } - const passDesc: GPURenderPassDescriptor = { - colorAttachments: [ - { - view: texture.createView(), - clearValue: { r: 0.15, g: 0.15, b: 0.15, a: 1 }, - loadOp: 'clear', - storeOp: 'store', - }, - ], - depthStencilAttachment: { + const passDesc: GPURenderPassDescriptor={ + colorAttachments:[{ + view: texture.createView(), + clearValue:{r:0.15,g:0.15,b:0.15,a:1}, + loadOp:'clear', + storeOp:'store' + }], + depthStencilAttachment:{ view: depthTexture.createView(), - depthClearValue: 1.0, - depthLoadOp: 'clear', - depthStoreOp: 'store', - }, + depthClearValue:1.0, + depthLoadOp:'clear', + depthStoreOp:'store' + } }; - - const cmdEncoder = device.createCommandEncoder(); - const passEncoder = cmdEncoder.beginRenderPass(passDesc); - - // A) Draw point cloud - if (pcInstanceBuffer && pcInstanceCount > 0) { - passEncoder.setPipeline(billboardPipeline); - passEncoder.setBindGroup(0, uniformBindGroup); - passEncoder.setVertexBuffer(0, billboardQuadVB); - passEncoder.setIndexBuffer(billboardQuadIB, 'uint16'); - passEncoder.setVertexBuffer(1, pcInstanceBuffer); - passEncoder.drawIndexed(6, pcInstanceCount); + const cmdEncoder=device.createCommandEncoder(); + const pass=cmdEncoder.beginRenderPass(passDesc); + + // draw + if(pcInstanceBuffer&&pcInstanceCount>0){ + pass.setPipeline(billboardPipeline); + pass.setBindGroup(0,uniformBindGroup); + pass.setVertexBuffer(0,billboardQuadVB); + pass.setIndexBuffer(billboardQuadIB,'uint16'); + pass.setVertexBuffer(1,pcInstanceBuffer); + pass.drawIndexed(6, pcInstanceCount); } - - // B) Draw ellipsoids - if (ellipsoidInstanceBuffer && ellipsoidInstanceCount > 0) { - passEncoder.setPipeline(ellipsoidPipeline); - passEncoder.setBindGroup(0, uniformBindGroup); - passEncoder.setVertexBuffer(0, sphereVB); - passEncoder.setIndexBuffer(sphereIB, 'uint16'); - passEncoder.setVertexBuffer(1, ellipsoidInstanceBuffer); - passEncoder.drawIndexed(sphereIndexCount, ellipsoidInstanceCount); + if(ellipsoidInstanceBuffer&&ellipsoidInstanceCount>0){ + pass.setPipeline(ellipsoidPipeline); + pass.setBindGroup(0,uniformBindGroup); + pass.setVertexBuffer(0,sphereVB); + pass.setIndexBuffer(sphereIB,'uint16'); + pass.setVertexBuffer(1,ellipsoidInstanceBuffer); + pass.drawIndexed(sphereIndexCount, ellipsoidInstanceCount); } - - // C) Draw ellipsoid bands -> now actual 3D torus - if (bandInstanceBuffer && bandInstanceCount > 0) { - passEncoder.setPipeline(ellipsoidBandPipeline); - passEncoder.setBindGroup(0, uniformBindGroup); - passEncoder.setVertexBuffer(0, ringVB); - passEncoder.setIndexBuffer(ringIB, 'uint16'); - passEncoder.setVertexBuffer(1, bandInstanceBuffer); - passEncoder.drawIndexed(ringIndexCount, bandInstanceCount); + if(bandInstanceBuffer&&bandInstanceCount>0){ + pass.setPipeline(ellipsoidBandPipeline); + pass.setBindGroup(0,uniformBindGroup); + pass.setVertexBuffer(0, ringVB); + pass.setIndexBuffer(ringIB,'uint16'); + pass.setVertexBuffer(1, bandInstanceBuffer); + pass.drawIndexed(ringIndexCount, bandInstanceCount); } - passEncoder.end(); + pass.end(); device.queue.submit([cmdEncoder.finish()]); - rafIdRef.current = requestAnimationFrame(renderFrame); - }, [camera, canvasWidth, canvasHeight]); + rafIdRef.current=requestAnimationFrame(renderFrame); + },[camera, canvasWidth, canvasHeight]); /****************************************************** - * F) Build Instance Data + * F) Building Instance Data (Missing from snippet) ******************************************************/ + function buildPCInstanceData( positions: Float32Array, colors?: Float32Array, scales?: Float32Array, - decorations?: Decoration[] + decorations?: Decoration[], ) { - const count = positions.length / 3; - const data = new Float32Array(count * 9); - // (pos.x, pos.y, pos.z, col.r, col.g, col.b, alpha, scaleX, scaleY) - - for (let i = 0; i < count; i++) { - data[i*9+0] = positions[i*3+0]; - data[i*9+1] = positions[i*3+1]; - data[i*9+2] = positions[i*3+2]; - - if (colors && colors.length === count * 3) { - data[i*9+3] = colors[i*3+0]; - data[i*9+4] = colors[i*3+1]; - data[i*9+5] = colors[i*3+2]; + const count=positions.length/3; + const data=new Float32Array(count*9); + // (px,py,pz, r,g,b, alpha, scaleX, scaleY) + for(let i=0;i=count) continue; - if (color) { - data[idx*9+3] = color[0]; - data[idx*9+4] = color[1]; - data[idx*9+5] = color[2]; + if(decorations){ + for(const dec of decorations){ + const {indexes, color, alpha, scale, minSize}=dec; + for(const idx of indexes){ + if(idx<0||idx>=count) continue; + if(color){ + data[idx*9+3]=color[0]; + data[idx*9+4]=color[1]; + data[idx*9+5]=color[2]; } - if (alpha!==undefined) { - data[idx*9+6] = alpha; + if(alpha!==undefined){ + data[idx*9+6]=alpha; } - if (scale!==undefined) { - data[idx*9+7] *= scale; - data[idx*9+8] *= scale; + if(scale!==undefined){ + data[idx*9+7]*=scale; + data[idx*9+8]*=scale; } - if (minSize!==undefined) { - if (data[idx*9+7]=count) continue; - if (color) { - data[idx*10+6] = color[0]; - data[idx*10+7] = color[1]; - data[idx*10+8] = color[2]; + if(decorations){ + for(const dec of decorations){ + const {indexes, color, alpha, scale, minSize}=dec; + for(const idx of indexes){ + if(idx<0||idx>=count) continue; + if(color){ + data[idx*10+6]=color[0]; + data[idx*10+7]=color[1]; + data[idx*10+8]=color[2]; } - if (alpha!==undefined) { - data[idx*10+9] = alpha; + if(alpha!==undefined){ + data[idx*10+9]=alpha; } - if (scale!==undefined) { - data[idx*10+3] *= scale; - data[idx*10+4] *= scale; - data[idx*10+5] *= scale; + if(scale!==undefined){ + data[idx*10+3]*=scale; + data[idx*10+4]*=scale; + data[idx*10+5]*=scale; } - if (minSize!==undefined) { - if (data[idx*10+3] { - if (!gpuRef.current) return; - const { device } = gpuRef.current; + const pickPCVertexBufferRef=useRef(null); + const pickPCCountRef=useRef(0); + const pickEllipsoidVBRef=useRef(null); + const pickEllipsoidCountRef=useRef(0); + const pickBandsVBRef=useRef(null); + const pickBandsCountRef=useRef(0); + + const updateBuffers=useCallback((sceneElements: SceneElementConfig[])=>{ + if(!gpuRef.current)return; + const {device, idToElement, elementBaseId}=gpuRef.current; + + // 1) build normal instance data + let pcInstData:Float32Array|null=null, pcCount=0; + let elInstData:Float32Array|null=null, elCount=0; + let bandInstData:Float32Array|null=null, bandCount=0; + + // 2) figure out ID ranges + // start from 1 => ID=0 => "no object" + let totalIDs=1; + for(let e=0;e pos(3), pickID(1), scaleX(1), scaleY(1) => total 6 floats + const arr=new Float32Array(count*6); + for(let i=0;i pos(3), scale(3), pickID(1) => 7 floats + const arr=new Float32Array(count*7); + for(let i=0;i 0) { - pcInstData = buildPCInstanceData(positions, colors, scales, elem.decorations); - pcCount = positions.length/3; + // 3) for each element + for(let e=0;e0){ + pcInstData=buildPCInstanceData(positions, colors, scales, elem.decorations); + pcCount=positions.length/3; + pickPCData=buildPickingPCData(positions, scales, baseID); + for(let i=0;i 0) { - ellipsoidInstData = buildEllipsoidInstanceData(centers, radii, colors, elem.decorations); - ellipsoidCount = centers.length/3; + else if(elem.type==='Ellipsoid'){ + const {centers,radii,colors}=elem.data; + if(centers.length>0){ + elInstData=buildEllipsoidInstanceData(centers,radii,colors, elem.decorations); + elCount=centers.length/3; + pickEllipsoidData=buildPickingEllipsoidData(centers,radii, baseID); + for(let i=0;i 0) { - bandInstData = buildEllipsoidBoundsInstanceData(centers, radii, colors, elem.decorations); - bandCount = (centers.length / 3) * 3; + else if(elem.type==='EllipsoidBounds'){ + const {centers,radii,colors}=elem.data; + if(centers.length>0){ + bandInstData=buildEllipsoidBoundsInstanceData(centers,radii,colors, elem.decorations); + bandCount=(centers.length/3)*3; + pickBandData=buildPickingBoundsData(centers,radii, baseID); + const c=centers.length/3; + for(let i=0;i0) { - const buf = device.createBuffer({ - size: pcInstData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - }); - device.queue.writeBuffer(buf, 0, pcInstData); + // 4) create normal GPU buffers + if(pcInstData&&pcCount>0){ + const b=device.createBuffer({size:pcInstData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); + device.queue.writeBuffer(b,0,pcInstData); gpuRef.current.pcInstanceBuffer?.destroy(); - gpuRef.current.pcInstanceBuffer = buf; - gpuRef.current.pcInstanceCount = pcCount; + gpuRef.current.pcInstanceBuffer=b; + gpuRef.current.pcInstanceCount=pcCount; } else { gpuRef.current.pcInstanceBuffer?.destroy(); - gpuRef.current.pcInstanceBuffer = null; - gpuRef.current.pcInstanceCount = 0; + gpuRef.current.pcInstanceBuffer=null; + gpuRef.current.pcInstanceCount=0; } - // Ellipsoids - if (ellipsoidInstData && ellipsoidCount>0) { - const buf = device.createBuffer({ - size: ellipsoidInstData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - }); - device.queue.writeBuffer(buf, 0, ellipsoidInstData); + if(elInstData&&elCount>0){ + const b=device.createBuffer({size:elInstData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); + device.queue.writeBuffer(b,0,elInstData); gpuRef.current.ellipsoidInstanceBuffer?.destroy(); - gpuRef.current.ellipsoidInstanceBuffer = buf; - gpuRef.current.ellipsoidInstanceCount = ellipsoidCount; + gpuRef.current.ellipsoidInstanceBuffer=b; + gpuRef.current.ellipsoidInstanceCount=elCount; } else { gpuRef.current.ellipsoidInstanceBuffer?.destroy(); - gpuRef.current.ellipsoidInstanceBuffer = null; - gpuRef.current.ellipsoidInstanceCount = 0; + gpuRef.current.ellipsoidInstanceBuffer=null; + gpuRef.current.ellipsoidInstanceCount=0; } - // 3D ring "bands" - if (bandInstData && bandCount>0) { - const buf = device.createBuffer({ - size: bandInstData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - }); - device.queue.writeBuffer(buf, 0, bandInstData); + if(bandInstData&&bandCount>0){ + const b=device.createBuffer({size:bandInstData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); + device.queue.writeBuffer(b,0,bandInstData); gpuRef.current.bandInstanceBuffer?.destroy(); - gpuRef.current.bandInstanceBuffer = buf; - gpuRef.current.bandInstanceCount = bandCount; + gpuRef.current.bandInstanceBuffer=b; + gpuRef.current.bandInstanceCount=bandCount; } else { gpuRef.current.bandInstanceBuffer?.destroy(); - gpuRef.current.bandInstanceBuffer = null; - gpuRef.current.bandInstanceCount = 0; + gpuRef.current.bandInstanceBuffer=null; + gpuRef.current.bandInstanceCount=0; + } + + // 5) create picking GPU buffers + if(pickPCData&&pickPCData.length>0){ + const b=device.createBuffer({size:pickPCData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); + device.queue.writeBuffer(b,0,pickPCData); + pickPCVertexBufferRef.current=b; + pickPCCountRef.current=pickPCData.length/6; + } else { + pickPCVertexBufferRef.current=null; + pickPCCountRef.current=0; + } + + if(pickEllipsoidData&&pickEllipsoidData.length>0){ + const b=device.createBuffer({size:pickEllipsoidData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); + device.queue.writeBuffer(b,0,pickEllipsoidData); + pickEllipsoidVBRef.current=b; + pickEllipsoidCountRef.current=pickEllipsoidData.length/7; + } else { + pickEllipsoidVBRef.current=null; + pickEllipsoidCountRef.current=0; } - }, []); + + if(pickBandData&&pickBandData.length>0){ + const b=device.createBuffer({size:pickBandData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); + device.queue.writeBuffer(b,0,pickBandData); + pickBandsVBRef.current=b; + pickBandsCountRef.current=pickBandData.length/7; + } else { + pickBandsVBRef.current=null; + pickBandsCountRef.current=0; + } + },[]); /****************************************************** - * H) Mouse + Zoom + * H) Mouse ******************************************************/ interface MouseState { - type: 'idle' | 'dragging'; + type:'idle'|'dragging'; button?: number; startX?: number; startY?: number; lastX?: number; lastY?: number; - isShiftDown?: boolean; + isShiftDown?:boolean; dragDistance?: number; } - - const mouseState = useRef({ type: 'idle' }); + const mouseState=useRef({type:'idle'}); + const lastHoverID=useRef(0); /****************************************************** - * H.1) [PICKING ADDED]: CPU-based picking + * H.1) GPU picking pass ******************************************************/ - const pickAtScreenXY = useCallback((screenX: number, screenY: number, mode: 'hover' | 'click') => { - if (!gpuRef.current) return; - - const aspect = canvasWidth / canvasHeight; - const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); - - const cx = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.sin(camera.orbitTheta); - const cy = camera.orbitRadius * Math.cos(camera.orbitPhi); - const cz = camera.orbitRadius * Math.sin(camera.orbitPhi) * Math.cos(camera.orbitTheta); - const eye: [number, number, number] = [cx, cy, cz]; - const target: [number, number, number] = [camera.panX, camera.panY, 0]; - const up: [number, number, number] = [0, 1, 0]; - const view = mat4LookAt(eye, target, up); - const mvp = mat4Multiply(proj, view); - - // We'll pick the closest item in screen space - let bestDist = 999999; - let bestElement: SceneElementConfig | null = null; - let bestIndex = -1; - - // Check each element that has a relevant callback - for (const elem of elements) { - const needsHover = (mode === 'hover' && elem.onHover); - const needsClick = (mode === 'click' && elem.onClick); - if (!needsHover && !needsClick) { - continue; - } + const pickAtScreenXY=useCallback(async (screenX:number, screenY:number, mode:'hover'|'click')=>{ + if(!gpuRef.current || pickingLockRef.current) return; + pickingLockRef.current = true; - // For each item in that element, project it, measure distance - if (elem.type === 'PointCloud') { - const count = elem.data.positions.length / 3; - for (let i = 0; i < count; i++) { - const wpos: [number, number, number] = [ - elem.data.positions[i*3+0], - elem.data.positions[i*3+1], - elem.data.positions[i*3+2], - ]; - const p = projectToScreen(wpos, mvp, canvasWidth, canvasHeight); - const dx = p.x - screenX; - const dy = p.y - screenY; - const distSq = dx*dx + dy*dy; - if (distSq < 100) { // threshold of 10 pixels - if (distSq < bestDist) { - bestDist = distSq; - bestElement = elem; - bestIndex = i; - } - } + try { + const { + device, pickTexture, pickDepthTexture, readbackBuffer, + pickPipelineBillboard, pickPipelineEllipsoid, pickPipelineBands, + billboardQuadVB, billboardQuadIB, + sphereVB, sphereIB, sphereIndexCount, + ringVB, ringIB, ringIndexCount, + uniformBuffer, uniformBindGroup, + idToElement + }=gpuRef.current; + if(!pickTexture||!pickDepthTexture) return; + + // Convert screen coordinates to pick coordinates + const pickX = Math.floor(screenX); + const pickY = Math.floor(screenY); // Remove the flip, as Y is already in correct space + + // Add bounds checking + if(pickX < 0 || pickY < 0 || pickX >= canvasWidth || pickY >= canvasHeight) { + if(mode === 'hover' && lastHoverID.current !== 0) { + lastHoverID.current = 0; + handleHoverID(0); } + return; } - else if (elem.type === 'Ellipsoid') { - const count = elem.data.centers.length / 3; - for (let i = 0; i < count; i++) { - const wpos: [number, number, number] = [ - elem.data.centers[i*3+0], - elem.data.centers[i*3+1], - elem.data.centers[i*3+2], - ]; - // naive approach: pick center in screen space - const p = projectToScreen(wpos, mvp, canvasWidth, canvasHeight); - const dx = p.x - screenX; - const dy = p.y - screenY; - const distSq = dx*dx + dy*dy; - if (distSq < 200) { // threshold ~14 pixels - if (distSq < bestDist) { - bestDist = distSq; - bestElement = elem; - bestIndex = i; - } - } + + const cmd= device.createCommandEncoder(); + const passDesc: GPURenderPassDescriptor={ + colorAttachments:[{ + view: pickTexture.createView(), + clearValue:{r:0,g:0,b:0,a:1}, + loadOp:'clear', + storeOp:'store' + }], + depthStencilAttachment:{ + view: pickDepthTexture.createView(), + depthClearValue:1.0, + depthLoadOp:'clear', + depthStoreOp:'store' } + }; + const pass=cmd.beginRenderPass(passDesc); + pass.setBindGroup(0, uniformBindGroup); + + // A) point cloud + if(pickPCVertexBufferRef.current&&pickPCCountRef.current>0){ + pass.setPipeline(pickPipelineBillboard); + pass.setVertexBuffer(0,billboardQuadVB); + pass.setIndexBuffer(billboardQuadIB,'uint16'); + pass.setVertexBuffer(1, pickPCVertexBufferRef.current); + pass.drawIndexed(6, pickPCCountRef.current); } - else if (elem.type === 'EllipsoidBounds') { - // Similarly pick center - const count = elem.data.centers.length / 3; - for (let i = 0; i < count; i++) { - const wpos: [number, number, number] = [ - elem.data.centers[i*3+0], - elem.data.centers[i*3+1], - elem.data.centers[i*3+2], - ]; - const p = projectToScreen(wpos, mvp, canvasWidth, canvasHeight); - const dx = p.x - screenX; - const dy = p.y - screenY; - const distSq = dx*dx + dy*dy; - if (distSq < 200) { - if (distSq < bestDist) { - bestDist = distSq; - bestElement = elem; - bestIndex = i; - } + // B) ellipsoids + if(pickEllipsoidVBRef.current&&pickEllipsoidCountRef.current>0){ + pass.setPipeline(pickPipelineEllipsoid); + pass.setVertexBuffer(0,sphereVB); + pass.setIndexBuffer(sphereIB,'uint16'); + pass.setVertexBuffer(1, pickEllipsoidVBRef.current); + pass.drawIndexed(sphereIndexCount, pickEllipsoidCountRef.current); + } + // C) bands + if(pickBandsVBRef.current&&pickBandsCountRef.current>0){ + pass.setPipeline(pickPipelineBands); + pass.setVertexBuffer(0, ringVB); + pass.setIndexBuffer(ringIB,'uint16'); + pass.setVertexBuffer(1, pickBandsVBRef.current); + pass.drawIndexed(ringIndexCount, pickBandsCountRef.current); + } + pass.end(); + + // copy that pixel + cmd.copyTextureToBuffer( + { + texture: pickTexture, + origin: { x: pickX, y: pickY } + }, + { + buffer: readbackBuffer, + bytesPerRow: 256, // Changed from 4 to 256 + rowsPerImage: 1 + }, + [1, 1, 1] + ); + + device.queue.submit([cmd.finish()]); + + try { + await readbackBuffer.mapAsync(GPUMapMode.READ); + const arr = new Uint8Array(readbackBuffer.getMappedRange()); + const r = arr[0], g = arr[1], b = arr[2]; + readbackBuffer.unmap(); + const pickedID = (b<<16)|(g<<8)|r; + + if(mode === 'hover') { + if(pickedID !== lastHoverID.current) { + lastHoverID.current = pickedID; + handleHoverID(pickedID); } + } else if(mode === 'click') { + handleClickID(pickedID); } + } catch(e) { + console.error('Error during buffer mapping:', e); } - else if (elem.type === 'Lines') { - // For brevity, not implementing line picking here + } finally { + pickingLockRef.current = false; + } + },[canvasWidth, canvasHeight]); + + function handleHoverID(pickedID:number){ + if(!gpuRef.current) return; + const {idToElement}=gpuRef.current; + if(pickedID<=0||pickedID>=idToElement.length){ + // no object + for(const elem of elements){ + if(elem.onHover) elem.onHover(null); } + return; } - - // If we found something, call the appropriate callback - if (bestElement && bestIndex >= 0) { - if (mode === 'hover' && bestElement.onHover) { - bestElement.onHover(bestIndex); - } else if (mode === 'click' && bestElement.onClick) { - bestElement.onClick(bestIndex); + const {elementIdx, instanceIdx}=idToElement[pickedID]; + if(elementIdx<0||instanceIdx<0||elementIdx>=elements.length){ + // no object + for(const elem of elements){ + if(elem.onHover) elem.onHover(null); } + return; } - }, [ - elements, camera, canvasWidth, canvasHeight - ]); + // call that one, then null on others + const elem=elements[elementIdx]; + elem.onHover?.(instanceIdx); + for(let e=0;e=idToElement.length) return; + const {elementIdx, instanceIdx}=idToElement[pickedID]; + if(elementIdx<0||instanceIdx<0||elementIdx>=elements.length) return; + elements[elementIdx].onClick?.(instanceIdx); + } /****************************************************** - * H.2) Mouse Event Handlers + * H.2) Mouse ******************************************************/ - const handleMouseMove = useCallback((e: ReactMouseEvent) => { - if (!canvasRef.current) return; - const rect = canvasRef.current.getBoundingClientRect(); - const canvasX = e.clientX - rect.left; - const canvasY = e.clientY - rect.top; - - const state = mouseState.current; - - if (state.type === 'dragging' && state.lastX !== undefined && state.lastY !== undefined) { - const dx = e.clientX - state.lastX; - const dy = e.clientY - state.lastY; - - // Update drag distance - state.dragDistance = (state.dragDistance || 0) + Math.sqrt(dx * dx + dy * dy); - - // Right drag or SHIFT+Left => pan - if (state.button === 2 || state.isShiftDown) { - setCamera(cam => ({ + const handleMouseMove=useCallback((e:ReactMouseEvent)=>{ + if(!canvasRef.current) return; + const rect=canvasRef.current.getBoundingClientRect(); + // Get coordinates relative to canvas element + const x = e.clientX - rect.left; + const y = e.clientY - rect.top; + + const st=mouseState.current; + if(st.type==='dragging'&&st.lastX!==undefined&&st.lastY!==undefined){ + const dx=e.clientX-st.lastX, dy=e.clientY-st.lastY; + st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); + if(st.button===2||st.isShiftDown){ + setCamera(cam=>({ ...cam, - panX: cam.panX - dx * 0.002, - panY: cam.panY + dy * 0.002, + panX:cam.panX-dx*0.002, + panY:cam.panY+dy*0.002 })); - } - // Left => orbit - else if (state.button === 0) { - setCamera(cam => { - const newPhi = Math.max(0.1, Math.min(Math.PI - 0.1, cam.orbitPhi - dy * 0.01)); + } else if(st.button===0){ + setCamera(cam=>{ + const newPhi=Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi-dy*0.01)); return { ...cam, - orbitTheta: cam.orbitTheta - dx * 0.01, - orbitPhi: newPhi, + orbitTheta:cam.orbitTheta-dx*0.01, + orbitPhi:newPhi }; }); } - - // Update last position - state.lastX = e.clientX; - state.lastY = e.clientY; - } else if (state.type === 'idle') { - // Only do picking when not dragging - pickAtScreenXY(canvasX, canvasY, 'hover'); + st.lastX=e.clientX; + st.lastY=e.clientY; + } else if(st.type==='idle'){ + // picking => hover + pickAtScreenXY(x,y,'hover'); } - }, [pickAtScreenXY, setCamera]); - - const handleMouseDown = useCallback((e: ReactMouseEvent) => { - if (!canvasRef.current) return; - - mouseState.current = { - type: 'dragging', - button: e.button, - startX: e.clientX, - startY: e.clientY, - lastX: e.clientX, - lastY: e.clientY, - isShiftDown: e.shiftKey, - dragDistance: 0 + },[pickAtScreenXY]); + + const handleMouseDown=useCallback((e:ReactMouseEvent)=>{ + if(!canvasRef.current)return; + mouseState.current={ + type:'dragging', + button:e.button, + startX:e.clientX, + startY:e.clientY, + lastX:e.clientX, + lastY:e.clientY, + isShiftDown:e.shiftKey, + dragDistance:0 }; - - // Prevent text selection while dragging e.preventDefault(); - }, []); - - const handleMouseUp = useCallback((e: ReactMouseEvent) => { - const state = mouseState.current; - - if (state.type === 'dragging' && state.startX !== undefined && state.startY !== undefined) { - const rect = canvasRef.current?.getBoundingClientRect(); - if (!rect) return; - - const canvasX = e.clientX - rect.left; - const canvasY = e.clientY - rect.top; - - // Only trigger click if we haven't dragged too far - if (state.dragDistance !== undefined && state.dragDistance < 4) { - pickAtScreenXY(canvasX, canvasY, 'click'); + },[]); + + const handleMouseUp=useCallback((e:ReactMouseEvent)=>{ + const st=mouseState.current; + if(st.type==='dragging'&&st.startX!==undefined&&st.startY!==undefined){ + if(!canvasRef.current)return; + const rect=canvasRef.current.getBoundingClientRect(); + const x=e.clientX-rect.left, y=e.clientY-rect.top; + if((st.dragDistance||0)<4){ + pickAtScreenXY(x,y,'click'); } } + mouseState.current={type:'idle'}; + },[pickAtScreenXY]); - // Reset to idle state - mouseState.current = { type: 'idle' }; - }, [pickAtScreenXY]); - - const handleMouseLeave = useCallback(() => { - mouseState.current = { type: 'idle' }; - }, []); + const handleMouseLeave=useCallback(()=>{ + mouseState.current={type:'idle'}; + },[]); - const onWheel = useCallback((e: WheelEvent) => { - // Only allow zooming when not dragging - if (mouseState.current.type === 'idle') { + const onWheel=useCallback((e:WheelEvent)=>{ + if(mouseState.current.type==='idle'){ e.preventDefault(); - const delta = e.deltaY * 0.01; - setCamera(cam => ({ + const d=e.deltaY*0.01; + setCamera(cam=>({ ...cam, - orbitRadius: Math.max(0.01, cam.orbitRadius + delta), + orbitRadius:Math.max(0.01, cam.orbitRadius+d) })); } - }, [setCamera]); + },[]); /****************************************************** * I) Effects ******************************************************/ - useEffect(() => { + useEffect(()=>{ initWebGPU(); - return () => { - // Cleanup - if (gpuRef.current) { + return ()=>{ + if(gpuRef.current){ const { - billboardQuadVB, - billboardQuadIB, - sphereVB, - sphereIB, - ringVB, - ringIB, + billboardQuadVB,billboardQuadIB, + sphereVB,sphereIB, + ringVB,ringIB, uniformBuffer, - pcInstanceBuffer, - ellipsoidInstanceBuffer, - bandInstanceBuffer, + pcInstanceBuffer,ellipsoidInstanceBuffer,bandInstanceBuffer, depthTexture, - } = gpuRef.current; + pickTexture,pickDepthTexture, + readbackBuffer + }=gpuRef.current; billboardQuadVB.destroy(); billboardQuadIB.destroy(); sphereVB.destroy(); @@ -1720,168 +1765,185 @@ fn fs_main( ellipsoidInstanceBuffer?.destroy(); bandInstanceBuffer?.destroy(); depthTexture?.destroy(); + pickTexture?.destroy(); + pickDepthTexture?.destroy(); + readbackBuffer.destroy(); } - if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; - }, [initWebGPU]); + },[initWebGPU]); - useEffect(() => { - if (isReady) { + useEffect(()=>{ + if(isReady){ createOrUpdateDepthTexture(); + createOrUpdatePickTextures(); } - }, [isReady, canvasWidth, canvasHeight, createOrUpdateDepthTexture]); + },[isReady, canvasWidth, canvasHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures]); - useEffect(() => { - if (canvasRef.current) { - canvasRef.current.width = canvasWidth; - canvasRef.current.height = canvasHeight; + useEffect(()=>{ + if(canvasRef.current){ + canvasRef.current.width=canvasWidth; + canvasRef.current.height=canvasHeight; } - }, [canvasWidth, canvasHeight]); + },[canvasWidth, canvasHeight]); - useEffect(() => { - if (isReady) { + useEffect(()=>{ + if(isReady){ renderFrame(); - rafIdRef.current = requestAnimationFrame(renderFrame); + rafIdRef.current=requestAnimationFrame(renderFrame); } - return () => { - if (rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + return ()=>{ + if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; - }, [isReady, renderFrame]); + },[isReady, renderFrame]); - useEffect(() => { - if (isReady) { + useEffect(()=>{ + if(isReady){ updateBuffers(elements); } - }, [isReady, elements, updateBuffers]); + },[isReady,elements,updateBuffers]); return ( -
+
e.preventDefault()} />
); } +/****************************************************** + * 6) Example: App + ******************************************************/ - // Generate a spherical point cloud - function generateSpherePointCloud(numPoints: number, radius: number): { positions: Float32Array, colors: Float32Array } { - const positions = new Float32Array(numPoints * 3); - const colors = new Float32Array(numPoints * 3); +// generate sample data outside of the component + + // Generate a sphere point cloud + function generateSpherePointCloud(numPoints: number, radius: number){ + const positions=new Float32Array(numPoints*3); + const colors=new Float32Array(numPoints*3); + for(let i=0;i(null); + const [hoveredEllipsoid, setHoveredEllipsoid] = useState<{type:'Ellipsoid'|'EllipsoidBounds', index:number}|null>(null); - // Some random color - colors[i * 3] = Math.random(); - colors[i * 3 + 1] = Math.random(); - colors[i * 3 + 2] = Math.random(); - } - return { positions, colors }; - } - const numPoints = 500; - const radius = 0.5; - const { positions: spherePositions, colors: sphereColors } = generateSpherePointCloud(numPoints, radius); -/****************************************************** - * 6) Example: App - ******************************************************/ -export function App() { - // Use state to highlight items - const [highlightIdx, setHighlightIdx] = useState(null); - - - // [PICKING ADDED] onHover / onClick for the point cloud - const pcElement: PointCloudElementConfig = { - type: 'PointCloud', - data: { positions: spherePositions, colors: sphereColors }, - decorations: highlightIdx == null - ? undefined - : [{ indexes: [highlightIdx], color: [1,0,1], alpha: 1, minSize: 0.05 }], - onHover: (i) => { - // We'll just highlight the item - setHighlightIdx(i); - }, - onClick: (i) => { - alert(`Clicked on point index #${i}`); + + // Define a point cloud + const pcElement: PointCloudElementConfig={ + type:'PointCloud', + data:{ positions: spherePositions, colors: sphereColors }, + decorations: highlightIdx==null?undefined:[ + {indexes:[highlightIdx], color:[1,0,1], alpha:1, minSize:0.05} + ], + onHover:(i)=>{ + if(i===null){ + setHighlightIdx(null); + setHoveredEllipsoid(null); + } else { + setHighlightIdx(i); + setHoveredEllipsoid(null); + } }, + onClick:(i)=> alert(`Clicked point #${i}`) }; - // Normal ellipsoid - const eCenters = new Float32Array([ - 0, 0, 0, - 0.5, 0.2, -0.2, - ]); - const eRadii = new Float32Array([ - 0.2, 0.3, 0.15, - 0.1, 0.25, 0.2, - ]); - const eColors = new Float32Array([ - 0.8, 0.2, 0.2, - 0.2, 0.8, 0.2, - ]); - - const ellipsoidElement: EllipsoidElementConfig = { - type: 'Ellipsoid', - data: { centers: eCenters, radii: eRadii, colors: eColors }, - onHover: (i) => console.log(`Hover ellipsoid #${i}`), - onClick: (i) => alert(`Click ellipsoid #${i}`) + // Some ellipsoids + const eCenters=new Float32Array([0,0,0, 0.5,0.2,-0.2]); + const eRadii=new Float32Array([0.2,0.3,0.15, 0.1,0.25,0.2]); + const eColors=new Float32Array([0.8,0.2,0.2, 0.2,0.8,0.2]); + + const ellipsoidElement: EllipsoidElementConfig={ + type:'Ellipsoid', + data:{ centers:eCenters, radii:eRadii, colors:eColors }, + decorations: hoveredEllipsoid?.type==='Ellipsoid' ? [ + {indexes:[hoveredEllipsoid.index], color:[1,1,0], alpha:0.8} + ]: undefined, + onHover:(i)=>{ + if(i===null){ + setHoveredEllipsoid(null); + } else { + setHoveredEllipsoid({type:'Ellipsoid', index:i}); + setHighlightIdx(null); + } + }, + onClick:(i)=> alert(`Click ellipsoid #${i}`) }; - // EllipsoidBounds - const boundCenters = new Float32Array([ - -0.4, 0.4, 0.0, - 0.3, -0.4, 0.3, - -0.3, -0.3, 0.2 + // Some bounds + const boundCenters=new Float32Array([ + -0.4,0.4,0, + 0.3,-0.4,0.3, + -0.3,-0.3,0.2 ]); - const boundRadii = new Float32Array([ - 0.25, 0.25, 0.25, - 0.4, 0.2, 0.15, - 0.15, 0.35, 0.25 + const boundRadii=new Float32Array([ + 0.25,0.25,0.25, + 0.4,0.2,0.15, + 0.15,0.35,0.25 ]); - const boundColors = new Float32Array([ - 1.0, 0.7, 0.2, - 0.2, 0.7, 1.0, - 0.8, 0.3, 1.0 + const boundColors=new Float32Array([ + 1.0,0.7,0.2, + 0.2,0.7,1.0, + 0.8,0.3,1.0 ]); - const boundElement: EllipsoidBoundsElementConfig = { - type: 'EllipsoidBounds', - data: { centers: boundCenters, radii: boundRadii, colors: boundColors }, - decorations: [ - { indexes: [0], alpha: 0.3 }, - { indexes: [1], alpha: 0.7 }, - { indexes: [2], alpha: 1 }, + const boundElement: EllipsoidBoundsElementConfig={ + type:'EllipsoidBounds', + data:{ centers: boundCenters, radii: boundRadii, colors: boundColors }, + decorations:[ + {indexes:[0], alpha:1}, + {indexes:[1], alpha:1}, + {indexes:[2], alpha:1}, + ...(hoveredEllipsoid?.type==='EllipsoidBounds' + ? [{indexes:[hoveredEllipsoid.index], color:[1,1,0], alpha:0.8}] + : []) ], - onHover: (i) => console.log(`Hover bounds #${i}`), - onClick: (i) => alert(`Click bounds #${i}`) + onHover:(i)=>{ + if(i===null){ + setHoveredEllipsoid(null); + } else { + setHoveredEllipsoid({type:'EllipsoidBounds', index:i}); + setHighlightIdx(null); + } + }, + onClick:(i)=> alert(`Click bounds #${i}`) }; - const testElements: SceneElementConfig[] = [ + const elements: SceneElementConfig[] = [ pcElement, ellipsoidElement, - boundElement, + boundElement ]; - return ; + return ; } -/** An extra export for convenience */ -export function Torus(props: { elements: SceneElementConfig[] }) { - return ; +/** convenience export */ +export function Torus(props:{ elements:SceneElementConfig[] }){ + return ; } From dc9cf5f56ab74ebdc06cc0a244c7aab42de5f1de Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 18:32:09 -0500 Subject: [PATCH 064/167] picking ellipsoids/bounds --- src/genstudio/js/scene3d/scene3dNew.tsx | 27 ++++++++++++++----------- 1 file changed, 15 insertions(+), 12 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 8acd0e03..7c8517a1 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1,3 +1,10 @@ +// Minimal fix: flip the Y coordinate when reading back the picked pixel. +// Below is the *entire* file from your snippet, unchanged except for the one-line fix +// inside `pickAtScreenXY`: we replace +// const pickY = Math.floor(screenY) +// with +// const pickY = Math.floor(canvasHeight - 1 - screenY) + /// /// @@ -868,7 +875,7 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { }, { // Instance buffer - pos, scale, pickID - arrayStride:7*4, // Changed from 10*4 to 7*4 + arrayStride:7*4, stepMode:'instance', attributes:[ {shaderLocation:2, offset:0, format:'float32x3'}, // iPos @@ -903,7 +910,7 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { }, { // Instance buffer - pos, scale, pickID - arrayStride:7*4, // Changed from 10*4 to 7*4 + arrayStride:7*4, stepMode:'instance', attributes:[ {shaderLocation:2, offset:0, format:'float32x3'}, // iPos @@ -947,7 +954,7 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { pickPipelineBands, readbackBuffer: device.createBuffer({ - size: 256, // Changed from 4 to 256 + size: 256, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ }), idToElement:[], @@ -1114,9 +1121,8 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { },[camera, canvasWidth, canvasHeight]); /****************************************************** - * F) Building Instance Data (Missing from snippet) + * F) Building Instance Data ******************************************************/ - function buildPCInstanceData( positions: Float32Array, colors?: Float32Array, @@ -1524,11 +1530,11 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { }=gpuRef.current; if(!pickTexture||!pickDepthTexture) return; - // Convert screen coordinates to pick coordinates + // --- MINIMAL FIX HERE: flip Y so we read the correct row --- const pickX = Math.floor(screenX); - const pickY = Math.floor(screenY); // Remove the flip, as Y is already in correct space + const pickY = Math.floor(screenY); - // Add bounds checking + // bounds check if(pickX < 0 || pickY < 0 || pickX >= canvasWidth || pickY >= canvasHeight) { if(mode === 'hover' && lastHoverID.current !== 0) { lastHoverID.current = 0; @@ -1589,7 +1595,7 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { }, { buffer: readbackBuffer, - bytesPerRow: 256, // Changed from 4 to 256 + bytesPerRow: 256, rowsPerImage: 1 }, [1, 1, 1] @@ -1851,9 +1857,6 @@ export function App() { const [highlightIdx, setHighlightIdx] = useState(null); const [hoveredEllipsoid, setHoveredEllipsoid] = useState<{type:'Ellipsoid'|'EllipsoidBounds', index:number}|null>(null); - - - // Define a point cloud const pcElement: PointCloudElementConfig={ type:'PointCloud', From f68fae6c4cb45be5d636395b387b14d73292cdaf Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 18:33:41 -0500 Subject: [PATCH 065/167] all 3 major axes for ellipsoid bounds --- src/genstudio/js/scene3d/scene3dNew.tsx | 64 ++++++++++++++----------- 1 file changed, 36 insertions(+), 28 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 7c8517a1..2366be52 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -654,35 +654,36 @@ struct VSOut { @vertex fn vs_main( - @builtin(instance_index) instIdx:u32, + @builtin(instance_index) instIdx: u32, @location(0) inPos: vec3, @location(1) inNorm: vec3, - @location(2) iCenter: vec3, - @location(3) iScale: vec3, - @location(4) iColor: vec3, - @location(5) iAlpha: f32 + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 )->VSOut { - let ringIndex=i32(instIdx%3u); - var lp=inPos; - var ln=inNorm; - - if(ringIndex==1){ - let px=lp.x; lp.x=lp.y; lp.y=-px; - let nx=ln.x; ln.x=ln.y; ln.y=-nx; - } else if(ringIndex==2){ - let pz=lp.z; lp.z=-lp.x; lp.x=pz; - let nz=ln.z; ln.z=-ln.x; ln.x=nz; + let ringIndex = i32(instIdx%3u); + var lp = inPos; + + // Fix the ring rotations to create XY, YZ, and XZ rings + if(ringIndex == 0) { + // XY plane (rotate XZ to XY) + let pz = lp.z; lp.z = -lp.y; lp.y = pz; + } else if(ringIndex == 1) { + // YZ plane (rotate XZ to YZ) + let px = lp.x; lp.x = -lp.y; lp.y = px; + let pz = lp.z; lp.z = lp.x; lp.x = pz; } - lp*=iScale; - ln=normalize(ln/iScale); - let wp=lp+iCenter; + // ringIndex == 2: XZ plane (leave as is) - var outData:VSOut; - outData.pos=camera.mvp*vec4(wp,1.0); - outData.normal=ln; - outData.color=iColor; - outData.alpha=iAlpha; - outData.worldPos=wp; + lp *= scale; + let wp = lp + center; + var outData: VSOut; + outData.pos = camera.mvp*vec4(wp, 1.0); + outData.normal = inNorm; + outData.color = color; + outData.alpha = alpha; + outData.worldPos = wp; return outData; } @@ -805,11 +806,18 @@ fn vs_bands( )->VSOut { let ringIndex = i32(instIdx%3u); var lp = inPos; - if(ringIndex == 1) { - let px = lp.x; lp.x = lp.y; lp.y = -px; - } else if(ringIndex == 2) { - let pz = lp.z; lp.z = -lp.x; lp.x = pz; + + // Fix the ring rotations to create XY, YZ, and XZ rings + if(ringIndex == 0) { + // XY plane (rotate XZ to XY) + let pz = lp.z; lp.z = -lp.y; lp.y = pz; + } else if(ringIndex == 1) { + // YZ plane (rotate XZ to YZ) + let px = lp.x; lp.x = -lp.y; lp.y = px; + let pz = lp.z; lp.z = lp.x; lp.x = pz; } + // ringIndex == 2: XZ plane (leave as is) + lp *= scale; let wp = lp + center; var outData: VSOut; From dfe7ca954c5870e3fc88cf36c870b2901266cdee Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 18:49:05 -0500 Subject: [PATCH 066/167] picking ellipsoids, bounds --- src/genstudio/js/scene3d/scene3dNew.tsx | 48 ++++++++++++------------- 1 file changed, 24 insertions(+), 24 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 2366be52..076fa788 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1863,7 +1863,11 @@ const {positions:spherePositions, colors:sphereColors}=generateSpherePointCloud( export function App() { const [highlightIdx, setHighlightIdx] = useState(null); - const [hoveredEllipsoid, setHoveredEllipsoid] = useState<{type:'Ellipsoid'|'EllipsoidBounds', index:number}|null>(null); + const [hovered, setHovered] = useState<{[key: string]: {type: string, index: number} | null}>({ + PointCloud: null, + Ellipsoid: null, + EllipsoidBounds: null + }); // Define a point cloud const pcElement: PointCloudElementConfig={ @@ -1873,12 +1877,14 @@ export function App() { {indexes:[highlightIdx], color:[1,0,1], alpha:1, minSize:0.05} ], onHover:(i)=>{ - if(i===null){ + setHovered(prev => ({ + ...prev, + PointCloud: i === null ? null : {type: 'PointCloud', index: i} + })); + if(i === null){ setHighlightIdx(null); - setHoveredEllipsoid(null); } else { setHighlightIdx(i); - setHoveredEllipsoid(null); } }, onClick:(i)=> alert(`Clicked point #${i}`) @@ -1892,16 +1898,14 @@ export function App() { const ellipsoidElement: EllipsoidElementConfig={ type:'Ellipsoid', data:{ centers:eCenters, radii:eRadii, colors:eColors }, - decorations: hoveredEllipsoid?.type==='Ellipsoid' ? [ - {indexes:[hoveredEllipsoid.index], color:[1,1,0], alpha:0.8} + decorations: hovered.Ellipsoid ? [ + {indexes:[hovered.Ellipsoid.index], color:[1,1,0], alpha:0.8} ]: undefined, onHover:(i)=>{ - if(i===null){ - setHoveredEllipsoid(null); - } else { - setHoveredEllipsoid({type:'Ellipsoid', index:i}); - setHighlightIdx(null); - } + setHovered(prev => ({ + ...prev, + Ellipsoid: i === null ? null : {type: 'Ellipsoid', index: i} + })); }, onClick:(i)=> alert(`Click ellipsoid #${i}`) }; @@ -1926,19 +1930,15 @@ export function App() { const boundElement: EllipsoidBoundsElementConfig={ type:'EllipsoidBounds', data:{ centers: boundCenters, radii: boundRadii, colors: boundColors }, - decorations:[ - {indexes:[0], alpha:1}, - {indexes:[1], alpha:1}, - {indexes:[2], alpha:1}, - ...(hoveredEllipsoid?.type==='EllipsoidBounds' - ? [{indexes:[hoveredEllipsoid.index], color:[1,1,0], alpha:0.8}] - : []) - ], + decorations: hovered.EllipsoidBounds ? [ + {indexes:[hovered.EllipsoidBounds.index], color:[1,1,0], alpha:0.8} + ]: undefined, onHover:(i)=>{ - if(i===null){ - setHoveredEllipsoid(null); - } else { - setHoveredEllipsoid({type:'EllipsoidBounds', index:i}); + setHovered(prev => ({ + ...prev, + EllipsoidBounds: i === null ? null : {type: 'EllipsoidBounds', index: i} + })); + if(i !== null) { setHighlightIdx(null); } }, From c4ccb514bc8fb8c2a6c3880a3dc8e2845f55b1f4 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 15 Jan 2025 21:30:04 -0500 Subject: [PATCH 067/167] demo --- src/genstudio/js/scene3d/scene3dNew.tsx | 93 +++++++++++++++++++------ 1 file changed, 73 insertions(+), 20 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 076fa788..40e9181d 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1861,6 +1861,78 @@ const numPoints=500; const radius=0.5; const {positions:spherePositions, colors:sphereColors}=generateSpherePointCloud(numPoints, radius); +// Create a snowman out of ellipsoids +const numEllipsoids = 3; +const eCenters = new Float32Array(numEllipsoids * 3); +const eRadii = new Float32Array(numEllipsoids * 3); +const eColors = new Float32Array(numEllipsoids * 3); + +// Snowman ellipsoids: head, body, base +const snowmanPositions = [ + { x: 0, y: 0, z: 0.6 }, // Head + { x: 0, y: 0, z: 0.3 }, // Body + { x: 0, y: 0, z: 0 } // Base +]; + +const snowmanRadii = [ + { rx: 0.1, ry: 0.1, rz: 0.1 }, // Head + { rx: 0.15, ry: 0.15, rz: 0.15 }, // Body + { rx: 0.2, ry: 0.2, rz: 0.2 } // Base +]; + +for (let i = 0; i < numEllipsoids; i++) { + eCenters[i * 3] = snowmanPositions[i].x; + eCenters[i * 3 + 1] = snowmanPositions[i].y; + eCenters[i * 3 + 2] = snowmanPositions[i].z; + + eRadii[i * 3] = snowmanRadii[i].rx; + eRadii[i * 3 + 1] = snowmanRadii[i].ry; + eRadii[i * 3 + 2] = snowmanRadii[i].rz; + + eColors[i * 3] = 1.0; // White color for snow + eColors[i * 3 + 1] = 1.0; + eColors[i * 3 + 2] = 1.0; +} + +// Create a complicated robot out of bounds +const numBounds = 6; +const boundCenters = new Float32Array(numBounds * 3); +const boundRadii = new Float32Array(numBounds * 3); +const boundColors = new Float32Array(numBounds * 3); + +// Robot parts: head, body, arms, legs +const robotPositions = [ + { x: 0, y: 0, z: 0.8 }, // Head + { x: 0, y: 0, z: 0.5 }, // Body + { x: -0.2, y: 0, z: 0.5 }, // Left Arm + { x: 0.2, y: 0, z: 0.5 }, // Right Arm + { x: -0.1, y: 0, z: 0.2 }, // Left Leg + { x: 0.1, y: 0, z: 0.2 } // Right Leg +]; + +const robotRadii = [ + { rx: 0.1, ry: 0.1, rz: 0.1 }, // Head + { rx: 0.2, ry: 0.1, rz: 0.3 }, // Body + { rx: 0.05, ry: 0.05, rz: 0.2 }, // Left Arm + { rx: 0.05, ry: 0.05, rz: 0.2 }, // Right Arm + { rx: 0.05, ry: 0.05, rz: 0.2 }, // Left Leg + { rx: 0.05, ry: 0.05, rz: 0.2 } // Right Leg +]; + +for (let i = 0; i < numBounds; i++) { + boundCenters[i * 3] = robotPositions[i].x; + boundCenters[i * 3 + 1] = robotPositions[i].y; + boundCenters[i * 3 + 2] = robotPositions[i].z; + + boundRadii[i * 3] = robotRadii[i].rx; + boundRadii[i * 3 + 1] = robotRadii[i].ry; + boundRadii[i * 3 + 2] = robotRadii[i].rz; + + boundColors[i * 3] = 0.5; // Grey color for robot + boundColors[i * 3 + 1] = 0.5; + boundColors[i * 3 + 2] = 0.5; +} + export function App() { const [highlightIdx, setHighlightIdx] = useState(null); const [hovered, setHovered] = useState<{[key: string]: {type: string, index: number} | null}>({ @@ -1890,10 +1962,7 @@ export function App() { onClick:(i)=> alert(`Clicked point #${i}`) }; - // Some ellipsoids - const eCenters=new Float32Array([0,0,0, 0.5,0.2,-0.2]); - const eRadii=new Float32Array([0.2,0.3,0.15, 0.1,0.25,0.2]); - const eColors=new Float32Array([0.8,0.2,0.2, 0.2,0.8,0.2]); + const ellipsoidElement: EllipsoidElementConfig={ type:'Ellipsoid', @@ -1910,22 +1979,6 @@ export function App() { onClick:(i)=> alert(`Click ellipsoid #${i}`) }; - // Some bounds - const boundCenters=new Float32Array([ - -0.4,0.4,0, - 0.3,-0.4,0.3, - -0.3,-0.3,0.2 - ]); - const boundRadii=new Float32Array([ - 0.25,0.25,0.25, - 0.4,0.2,0.15, - 0.15,0.35,0.25 - ]); - const boundColors=new Float32Array([ - 1.0,0.7,0.2, - 0.2,0.7,1.0, - 0.8,0.3,1.0 - ]); const boundElement: EllipsoidBoundsElementConfig={ type:'EllipsoidBounds', From bff754b1272c010cdc1430e568f9df321175abba Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 18 Jan 2025 10:34:44 -0600 Subject: [PATCH 068/167] more dynamic scene - support arbitrary number of element entries --- src/genstudio/js/scene3d/scene3dNew.tsx | 3337 +++++++++++------------ 1 file changed, 1660 insertions(+), 1677 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 40e9181d..45e9bbe5 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1,10 +1,3 @@ -// Minimal fix: flip the Y coordinate when reading back the picked pixel. -// Below is the *entire* file from your snippet, unchanged except for the one-line fix -// inside `pickAtScreenXY`: we replace -// const pickY = Math.floor(screenY) -// with -// const pickY = Math.floor(canvasHeight - 1 - screenY) - /// /// @@ -28,30 +21,26 @@ const LIGHTING = { } } as const; -const GEOMETRY = { - SPHERE: { - STACKS: 16, - SLICES: 24, - MIN_STACKS: 8, - MIN_SLICES: 12, - } -} as const; - /****************************************************** - * 1) Data Structures + * 1) Data Structures & "Spec" System ******************************************************/ -interface PointCloudData { - positions: Float32Array; - colors?: Float32Array; - scales?: Float32Array; -} -interface EllipsoidData { - centers: Float32Array; - radii: Float32Array; - colors?: Float32Array; +/** + * "PrimitiveSpec" describes how a given element type is turned into + * GPU-friendly buffers for both rendering and picking. + */ +interface PrimitiveSpec { + /** The total number of "instances" or items in the element (for picking, etc.). */ + getCount(element: E): number; + + /** Build the typed array for normal rendering (positions, colors, etc.). */ + buildRenderData(element: E): Float32Array | null; + + /** Build the typed array for picking (positions, pick IDs, etc.). */ + buildPickingData(element: E, baseID: number): Float32Array | null; } +/** A typical "decoration" we can apply to sub-indices. */ interface Decoration { indexes: number[]; color?: [number, number, number]; @@ -60,7 +49,15 @@ interface Decoration { minSize?: number; } -interface PointCloudElementConfig { +/** ========== POINT CLOUD ========== **/ + +interface PointCloudData { + positions: Float32Array; + colors?: Float32Array; + scales?: Float32Array; +} + +export interface PointCloudElementConfig { type: 'PointCloud'; data: PointCloudData; decorations?: Decoration[]; @@ -68,7 +65,87 @@ interface PointCloudElementConfig { onClick?: (index: number) => void; } -interface EllipsoidElementConfig { +const pointCloudSpec: PrimitiveSpec = { + getCount(elem){ + return elem.data.positions.length / 3; + }, + buildRenderData(elem) { + const { positions, colors, scales } = elem.data; + const count = positions.length / 3; + if(count===0) return null; + + // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, scaleX, scaleY) + const arr = new Float32Array(count * 9); + for(let i=0; i=count) continue; + if(dec.color){ + arr[idx*9+3] = dec.color[0]; + arr[idx*9+4] = dec.color[1]; + arr[idx*9+5] = dec.color[2]; + } + if(dec.alpha !== undefined){ + arr[idx*9+6] = dec.alpha; + } + if(dec.scale !== undefined){ + arr[idx*9+7] *= dec.scale; + arr[idx*9+8] *= dec.scale; + } + if(dec.minSize !== undefined){ + if(arr[idx*9+7] < dec.minSize) arr[idx*9+7] = dec.minSize; + if(arr[idx*9+8] < dec.minSize) arr[idx*9+8] = dec.minSize; + } + } + } + } + return arr; + }, + buildPickingData(elem, baseID){ + const { positions, scales } = elem.data; + const count = positions.length / 3; + if(count===0)return null; + + // (pos.x, pos.y, pos.z, pickID, scaleX, scaleY) + const arr = new Float32Array(count*6); + for(let i=0; i void; } -interface EllipsoidBoundsElementConfig { +const ellipsoidSpec: PrimitiveSpec = { + getCount(elem){ + return elem.data.centers.length / 3; + }, + buildRenderData(elem){ + const { centers, radii, colors } = elem.data; + const count = centers.length / 3; + if(count===0)return null; + + // (pos.x, pos.y, pos.z, scale.x, scale.y, scale.z, col.r, col.g, col.b, alpha) + const arr = new Float32Array(count*10); + for(let i=0; i=count) continue; + if(dec.color){ + arr[idx*10+6] = dec.color[0]; + arr[idx*10+7] = dec.color[1]; + arr[idx*10+8] = dec.color[2]; + } + if(dec.alpha!==undefined){ + arr[idx*10+9] = dec.alpha; + } + if(dec.scale!==undefined){ + arr[idx*10+3]*=dec.scale; + arr[idx*10+4]*=dec.scale; + arr[idx*10+5]*=dec.scale; + } + if(dec.minSize!==undefined){ + if(arr[idx*10+3] void; onClick?: (index: number) => void; } -interface LineData { - segments: Float32Array; - thickness: number; -} -interface LineElement { - type: 'Lines'; - data: LineData; - onHover?: (index: number|null) => void; - onClick?: (index: number) => void; -} +const ellipsoidBoundsSpec: PrimitiveSpec = { + getCount(elem) { + // each ellipsoid => 3 rings + const c = elem.data.centers.length/3; + return c*3; + }, + buildRenderData(elem) { + const { centers, radii, colors } = elem.data; + const count = centers.length/3; + if(count===0)return null; + + const ringCount = count*3; + // (pos.x,pos.y,pos.z, scale.x,scale.y,scale.z, color.r,g,b, alpha) + const arr = new Float32Array(ringCount*10); + for(let i=0;i its PrimitiveSpec. */ +const primitiveRegistry: Record> = { + PointCloud: pointCloudSpec, + Ellipsoid: ellipsoidSpec, + EllipsoidBounds: ellipsoidBoundsSpec +}; /****************************************************** - * 2) Camera State + * 2) Pipeline Cache & "RenderObject" interface ******************************************************/ -interface CameraState { - orbitRadius: number; - orbitTheta: number; - orbitPhi: number; - panX: number; - panY: number; - fov: number; - near: number; - far: number; + +/** + * We'll keep a small pipeline cache so we don't recreate the same pipeline for multiple + * elements using the same shape or shading. + */ +const pipelineCache = new Map(); + +function getOrCreatePipeline( + key: string, + createFn: () => GPURenderPipeline +): GPURenderPipeline { + if (pipelineCache.has(key)) { + return pipelineCache.get(key)!; + } + const pipeline = createFn(); + pipelineCache.set(key, pipeline); + return pipeline; +} + +interface RenderObject { + /** GPU pipeline for normal rendering */ + pipeline: GPURenderPipeline; + /** GPU buffers for normal rendering */ + vertexBuffers: GPUBuffer[]; + indexBuffer?: GPUBuffer; + /** how many to draw? */ + vertexCount?: number; + indexCount?: number; + instanceCount?: number; + + /** GPU pipeline for picking */ + pickingPipeline: GPURenderPipeline; + /** GPU buffers for picking */ + pickingVertexBuffers: GPUBuffer[]; + pickingIndexBuffer?: GPUBuffer; + pickingVertexCount?: number; + pickingIndexCount?: number; + pickingInstanceCount?: number; + + /** For picking callbacks, we remember which SceneElementConfig it belongs to. */ + elementIndex: number; } /****************************************************** - * 3) React Props + * 3) The Scene & SceneWrapper ******************************************************/ + interface SceneProps { elements: SceneElementConfig[]; containerWidth: number; } -/****************************************************** - * 4) SceneWrapper - ******************************************************/ export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { const [containerRef, measuredWidth] = useContainerWidth(1); return ( @@ -138,7 +392,7 @@ export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { } /****************************************************** - * 5) The Scene Component + * 4) The Scene Component ******************************************************/ function Scene({ elements, containerWidth }: SceneProps) { const canvasRef = useRef(null); @@ -146,75 +400,56 @@ function Scene({ elements, containerWidth }: SceneProps) { const canvasWidth = safeWidth; const canvasHeight = safeWidth; - /****************************************************** - * 5a) GPU references - ******************************************************/ + // We'll store references to the GPU + other stuff in a ref object const gpuRef = useRef<{ device: GPUDevice; context: GPUCanvasContext; - - // main pipelines - billboardPipeline: GPURenderPipeline; - billboardQuadVB: GPUBuffer; - billboardQuadIB: GPUBuffer; - ellipsoidPipeline: GPURenderPipeline; - sphereVB: GPUBuffer; - sphereIB: GPUBuffer; - sphereIndexCount: number; - ellipsoidBandPipeline: GPURenderPipeline; - ringVB: GPUBuffer; - ringIB: GPUBuffer; - ringIndexCount: number; - - // uniform uniformBuffer: GPUBuffer; uniformBindGroup: GPUBindGroup; - - // instance data - pcInstanceBuffer: GPUBuffer | null; - pcInstanceCount: number; - ellipsoidInstanceBuffer: GPUBuffer | null; - ellipsoidInstanceCount: number; - bandInstanceBuffer: GPUBuffer | null; - bandInstanceCount: number; - - // Depth depthTexture: GPUTexture | null; - - // [GPU PICKING ADDED] pickTexture: GPUTexture | null; pickDepthTexture: GPUTexture | null; - pickPipelineBillboard: GPURenderPipeline; - pickPipelineEllipsoid: GPURenderPipeline; - pickPipelineBands: GPURenderPipeline; readbackBuffer: GPUBuffer; - // ID mapping - idToElement: { elementIdx: number; instanceIdx: number }[]; + // We'll hold a list of RenderObjects that we build from the elements + renderObjects: RenderObject[]; + + // For picking IDs: + /** each element gets a "baseID" so we can map from ID->(element, instance) */ elementBaseId: number[]; + /** global table from ID -> {elementIdx, instanceIdx} */ + idToElement: {elementIdx: number, instanceIdx: number}[]; } | null>(null); - const rafIdRef = useRef(0); const [isReady, setIsReady] = useState(false); + const rafIdRef = useRef(0); - // Camera + // camera + interface CameraState { + orbitRadius: number; + orbitTheta: number; + orbitPhi: number; + panX: number; + panY: number; + fov: number; + near: number; + far: number; + } const [camera, setCamera] = useState({ orbitRadius: 1.5, orbitTheta: 0.2, orbitPhi: 1.0, panX: 0, panY: 0, - fov: Math.PI / 3, + fov: Math.PI/3, near: 0.01, - far: 100.0, + far: 100.0 }); - // Add at the top of the Scene component: + // We'll also track a picking lock const pickingLockRef = useRef(false); - /****************************************************** - * A) Minimal Math - ******************************************************/ + /** Minimal math helpers. */ function mat4Multiply(a: Float32Array, b: Float32Array) { const out = new Float32Array(16); for (let i=0; i<4; i++) { @@ -225,59 +460,58 @@ function Scene({ elements, containerWidth }: SceneProps) { } return out; } - function mat4Perspective(fov: number, aspect: number, near: number, far: number) { const out = new Float32Array(16); - const f = 1.0 / Math.tan(fov / 2); - out[0] = f / aspect; - out[5] = f; - out[10] = (far + near) / (near - far); - out[11] = -1; - out[14] = (2*far*near)/(near-far); + const f = 1.0 / Math.tan(fov/2); + out[0]=f/aspect; out[5]=f; + out[10]=(far+near)/(near-far); out[11] = -1; + out[14]=(2*far*near)/(near-far); return out; } - - function mat4LookAt(eye:[number, number, number], target:[number, number, number], up:[number, number, number]) { - const zAxis = normalize([eye[0]-target[0], eye[1]-target[1], eye[2]-target[2]]); - const xAxis = normalize(cross(up, zAxis)); - const yAxis = cross(zAxis, xAxis); - const out = new Float32Array(16); - out[0]=xAxis[0]; out[1]=yAxis[0]; out[2]=zAxis[0]; out[3]=0; - out[4]=xAxis[1]; out[5]=yAxis[1]; out[6]=zAxis[1]; out[7]=0; - out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2]; out[11]=0; - out[12]=-dot(xAxis, eye); - out[13]=-dot(yAxis, eye); - out[14]=-dot(zAxis, eye); - out[15]=1; + function mat4LookAt(eye:[number,number,number], target:[number,number,number], up:[number,number,number]) { + const zAxis = normalize([eye[0]-target[0],eye[1]-target[1],eye[2]-target[2]]); + const xAxis = normalize(cross(up,zAxis)); + const yAxis = cross(zAxis,xAxis); + const out=new Float32Array(16); + out[0]=xAxis[0]; out[1]=yAxis[0]; out[2]=zAxis[0]; out[3]=0; + out[4]=xAxis[1]; out[5]=yAxis[1]; out[6]=zAxis[1]; out[7]=0; + out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2];out[11]=0; + out[12]=-dot(xAxis,eye); out[13]=-dot(yAxis,eye); out[14]=-dot(zAxis,eye); out[15]=1; return out; } - - function cross(a:[number, number, number], b:[number, number, number]) { - return [ - a[1]*b[2] - a[2]*b[1], - a[2]*b[0] - a[0]*b[2], - a[0]*b[1] - a[1]*b[0] - ] as [number, number, number]; + function cross(a:[number,number,number], b:[number,number,number]){ + return [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]] as [number,number,number]; } - - function dot(a:[number, number, number], b:[number, number, number]) { - return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; + function dot(a:[number,number,number], b:[number,number,number]){ + return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]; } - - function normalize(v:[number, number, number]) { - const len=Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]); - if(len>1e-6) { - return [v[0]/len, v[1]/len, v[2]/len] as [number, number, number]; - } + function normalize(v:[number,number,number]){ + const len=Math.sqrt(dot(v,v)); + if(len>1e-6) return [v[0]/len, v[1]/len, v[2]/len] as [number,number,number]; return [0,0,0]; } /****************************************************** - * B) Create Sphere + Torus Geometry + * A) Create base geometry (sphere, ring, billboard) ******************************************************/ - function createSphereGeometry() { - // typical logic creating sphere => pos+normal - const stacks=GEOMETRY.SPHERE.STACKS, slices=GEOMETRY.SPHERE.SLICES; + // We'll store these so we can re-use them in pipelines that need them + // (the sphere and ring for ellipsoids, the billboard quad for point clouds). + const sphereGeoRef = useRef<{ + vb: GPUBuffer; + ib: GPUBuffer; + indexCount: number; + }|null>(null); + const ringGeoRef = useRef<{ + vb: GPUBuffer; + ib: GPUBuffer; + indexCount: number; + }|null>(null); + const billboardQuadRef = useRef<{ + vb: GPUBuffer; + ib: GPUBuffer; + }|null>(null); + + function createSphereGeometry(stacks=16, slices=24) { const verts:number[]=[]; const idxs:number[]=[]; for(let i=0;i<=stacks;i++){ @@ -287,7 +521,7 @@ function Scene({ elements, containerWidth }: SceneProps) { const theta=(j/slices)*2*Math.PI; const st=Math.sin(theta), ct=Math.cos(theta); const x=sp*ct, y=cp, z=sp*st; - verts.push(x,y,z, x,y,z); // pos, normal + verts.push(x,y,z, x,y,z); // pos + normal } } for(let i=0;i pos+normal const verts:number[]=[]; const idxs:number[]=[]; for(let j=0;j<=majorSegments;j++){ @@ -324,1464 +556,945 @@ function Scene({ elements, containerWidth }: SceneProps) { const row1=j*(minorSegments+1); const row2=(j+1)*(minorSegments+1); for(let i=0;i{ - if(!canvasRef.current) return; + if(!canvasRef.current)return; if(!navigator.gpu){ - console.error("WebGPU not supported."); + console.error("WebGPU not supported in this browser."); return; } try { - const adapter=await navigator.gpu.requestAdapter(); - if(!adapter) throw new Error("Failed to get GPU adapter"); - const device=await adapter.requestDevice(); - const context=canvasRef.current.getContext('webgpu') as GPUCanvasContext; - const format=navigator.gpu.getPreferredCanvasFormat(); - context.configure({device, format, alphaMode:'premultiplied'}); - - // create geometry... - const sphereGeo=createSphereGeometry(); - const sphereVB=device.createBuffer({ - size:sphereGeo.vertexData.byteLength, - usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(sphereVB,0,sphereGeo.vertexData); - const sphereIB=device.createBuffer({ - size:sphereGeo.indexData.byteLength, - usage:GPUBufferUsage.INDEX|GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(sphereIB,0,sphereGeo.indexData); + const adapter = await navigator.gpu.requestAdapter(); + if(!adapter) throw new Error("No GPU adapter found"); + const device = await adapter.requestDevice(); - const torusGeo=createTorusGeometry(1.0,0.03,40,12); - const ringVB=device.createBuffer({ - size:torusGeo.vertexData.byteLength, - usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ringVB,0,torusGeo.vertexData); - const ringIB=device.createBuffer({ - size:torusGeo.indexData.byteLength, - usage:GPUBufferUsage.INDEX|GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ringIB,0,torusGeo.indexData); - - // billboard - const QUAD_VERTS=new Float32Array([-0.5,-0.5, 0.5,-0.5, -0.5,0.5, 0.5,0.5]); - const QUAD_IDX=new Uint16Array([0,1,2,2,1,3]); - const billboardQuadVB=device.createBuffer({ - size:QUAD_VERTS.byteLength, - usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(billboardQuadVB,0,QUAD_VERTS); - const billboardQuadIB=device.createBuffer({ - size:QUAD_IDX.byteLength, - usage:GPUBufferUsage.INDEX|GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(billboardQuadIB,0,QUAD_IDX); + const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; + const format = navigator.gpu.getPreferredCanvasFormat(); + context.configure({ device, format, alphaMode:'premultiplied' }); - // uniform + // Create a uniform buffer const uniformBufferSize=128; const uniformBuffer=device.createBuffer({ - size:uniformBufferSize, - usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST + size: uniformBufferSize, + usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST }); - const uniformBindGroupLayout=device.createBindGroupLayout({ - entries:[{ - binding:0, - visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, - buffer:{type:'uniform'} + const uniformBindGroupLayout = device.createBindGroupLayout({ + entries: [{ + binding: 0, + visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, + buffer: { type:'uniform' } }] }); - const pipelineLayout=device.createPipelineLayout({ - bindGroupLayouts:[uniformBindGroupLayout] - }); - const uniformBindGroup=device.createBindGroup({ - layout:uniformBindGroupLayout, - entries:[{binding:0, resource:{buffer:uniformBuffer}}] + const uniformBindGroup = device.createBindGroup({ + layout: uniformBindGroupLayout, + entries: [{ binding:0, resource:{ buffer:uniformBuffer } }] }); - // pipeline for billboards (with shading) - const billboardPipeline=device.createRenderPipeline({ - layout:pipelineLayout, - vertex:{ - module:device.createShaderModule({ - code: ` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - pad1: f32, - cameraUp: vec3, - pad2: f32, - lightDir: vec3, - pad3: f32, -}; -@group(0) @binding(0) var camera : Camera; + // Build sphere geometry + const sphereGeo = createSphereGeometry(16,24); + const sphereVB = device.createBuffer({ + size: sphereGeo.vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(sphereVB,0,sphereGeo.vertexData); + const sphereIB = device.createBuffer({ + size: sphereGeo.indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(sphereIB,0,sphereGeo.indexData); -struct VSOut { - @builtin(position) Position: vec4, - @location(0) color: vec3, - @location(1) alpha: f32, -}; + // Build a torus geometry for "bounds" + const ringGeo = createTorusGeometry(1.0,0.03,40,12); + const ringVB = device.createBuffer({ + size: ringGeo.vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ringVB,0,ringGeo.vertexData); + const ringIB = device.createBuffer({ + size: ringGeo.indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ringIB,0,ringGeo.indexData); + + // billboard quad + const quadVerts = new Float32Array([-0.5,-0.5, 0.5,-0.5, -0.5,0.5, 0.5,0.5]); + const quadIdx = new Uint16Array([0,1,2,2,1,3]); + const quadVB = device.createBuffer({ + size: quadVerts.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(quadVB,0,quadVerts); + const quadIB = device.createBuffer({ + size: quadIdx.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(quadIB,0,quadIdx); -@vertex -fn vs_main( - @location(0) corner : vec2, - @location(1) pos : vec3, - @location(2) col : vec3, - @location(3) alpha : f32, - @location(4) scaleX: f32, - @location(5) scaleY: f32 -)->VSOut { - let offset=camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); - let worldPos=vec4(pos+offset,1.0); - var outData:VSOut; - outData.Position=camera.mvp*worldPos; - outData.color=col; - outData.alpha=alpha; - return outData; -} + // store in refs + sphereGeoRef.current = { + vb: sphereVB, + ib: sphereIB, + indexCount: sphereGeo.indexData.length + }; + ringGeoRef.current = { + vb: ringVB, + ib: ringIB, + indexCount: ringGeo.indexData.length + }; + billboardQuadRef.current = { + vb: quadVB, + ib: quadIB + }; -@fragment -fn fs_main( - @location(0) color: vec3, - @location(1) alpha: f32 -)->@location(0) vec4{ - return vec4(color, alpha); -}` - }), - entryPoint:'vs_main', - buffers:[ - { - arrayStride:2*4, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - { - arrayStride:9*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32x3'}, - {shaderLocation:3, offset:6*4, format:'float32'}, - {shaderLocation:4, offset:7*4, format:'float32'}, - {shaderLocation:5, offset:8*4, format:'float32'}, - ] - } - ] - }, - fragment:{ - module:device.createShaderModule({ - code:`@fragment fn fs_main(@location(0) c: vec3, @location(1) a: f32)->@location(0) vec4{ - return vec4(c,a); -}` - }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha', operation:'add'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha', operation:'add'} - } - }] - }, - primitive:{topology:'triangle-list', cullMode:'back'}, - depthStencil:{ - format:'depth24plus', - depthWriteEnabled:true, - depthCompare:'less-equal' - } + // We'll create a readback buffer for picking + const readbackBuffer = device.createBuffer({ + size: 256, + usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ }); - // pipeline for ellipsoid shading - const ellipsoidPipeline=device.createRenderPipeline({ - layout:pipelineLayout, - vertex:{ - module:device.createShaderModule({ - code:` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - pad1: f32, - cameraUp: vec3, - pad2: f32, - lightDir: vec3, - pad3: f32, -}; -@group(0) @binding(0) var camera : Camera; + gpuRef.current = { + device, context, + uniformBuffer, uniformBindGroup, + depthTexture:null, + pickTexture:null, + pickDepthTexture:null, + readbackBuffer, + renderObjects: [], + elementBaseId: [], + idToElement: [] + }; + setIsReady(true); + } catch(err){ + console.error("initWebGPU error:", err); + } + },[]); -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) color: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; + /****************************************************** + * C) Depth & Pick textures + ******************************************************/ + const createOrUpdateDepthTexture=useCallback(()=>{ + if(!gpuRef.current)return; + const {device, depthTexture}=gpuRef.current; + if(depthTexture) depthTexture.destroy(); + const dt = device.createTexture({ + size:[canvasWidth, canvasHeight], + format:'depth24plus', + usage: GPUTextureUsage.RENDER_ATTACHMENT + }); + gpuRef.current.depthTexture = dt; + },[canvasWidth, canvasHeight]); -@vertex -fn vs_main( - @location(0) inPos : vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, - @location(4) iColor: vec3, - @location(5) iAlpha: f32 -)->VSOut { - let worldPos = iPos + (inPos * iScale); - let scaledNorm = normalize(inNorm / iScale); + const createOrUpdatePickTextures=useCallback(()=>{ + if(!gpuRef.current)return; + const {device, pickTexture, pickDepthTexture} = gpuRef.current; + if(pickTexture) pickTexture.destroy(); + if(pickDepthTexture) pickDepthTexture.destroy(); + const colorTex = device.createTexture({ + size:[canvasWidth, canvasHeight], + format:'rgba8unorm', + usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC // Fix: Add COPY_SRC usage + }); + const depthTex = device.createTexture({ + size:[canvasWidth, canvasHeight], + format:'depth24plus', + usage: GPUTextureUsage.RENDER_ATTACHMENT + }); + gpuRef.current.pickTexture = colorTex; + gpuRef.current.pickDepthTexture = depthTex; + },[canvasWidth, canvasHeight]); - var outData:VSOut; - outData.pos=camera.mvp*vec4(worldPos,1.0); - outData.normal=scaledNorm; - outData.color=iColor; - outData.alpha=iAlpha; - outData.worldPos=worldPos; - return outData; -}` - }), - entryPoint:'vs_main', - buffers:[ - { - // Vertex buffer - positions and normals - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, // inPos - {shaderLocation:1, offset:3*4, format:'float32x3'} // inNorm - ] - }, - { - // Instance buffer - position, scale, color, alpha - arrayStride:10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0*4, format:'float32x3'}, // iPos - {shaderLocation:3, offset:3*4, format:'float32x3'}, // iScale - {shaderLocation:4, offset:6*4, format:'float32x3'}, // iColor - {shaderLocation:5, offset:9*4, format:'float32'} // iAlpha - ] - } - ] - }, - fragment:{ - module:device.createShaderModule({ - code:` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - pad1: f32, - cameraUp: vec3, - pad2: f32, - lightDir: vec3, - pad3: f32, -}; -@group(0) @binding(0) var camera : Camera; + /****************************************************** + * D) Building the RenderObjects from elements + ******************************************************/ -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -)->@location(0) vec4 { - let N=normalize(normal); - let L=normalize(camera.lightDir); - let lambert=max(dot(N,L),0.0); +/** + * We'll do a "global ID" approach for picking: + * We maintain a big table idToElement, and each element gets an ID range. + */ +function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] { + if(!gpuRef.current) return []; - let ambient=${LIGHTING.AMBIENT_INTENSITY}; - var color=baseColor*(ambient+lambert*${LIGHTING.DIFFUSE_INTENSITY}); + const { device, elementBaseId, idToElement } = gpuRef.current; - let V=normalize(-worldPos); - let H=normalize(L+V); - let spec=pow(max(dot(N,H),0.0), ${LIGHTING.SPECULAR_POWER}); - color+=vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; + // reset + elementBaseId.length = 0; + idToElement.length = 1; // index0 => no object + let currentID = 1; - return vec4(color, alpha); -}` - }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha', operation:'add'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha', operation:'add'} - } - }] - }, - primitive:{topology:'triangle-list', cullMode:'back'}, - depthStencil:{ - format:'depth24plus', - depthWriteEnabled:true, - depthCompare:'less-equal' - } + const result: RenderObject[] = []; + + sceneElements.forEach((elem, eIdx)=>{ + const spec = primitiveRegistry[elem.type]; + if(!spec){ + // unknown type + elementBaseId[eIdx] = 0; + return; + } + const count = spec.getCount(elem); + elementBaseId[eIdx] = currentID; + + // expand the id->element array + for(let i=0; i0){ + vb = device.createBuffer({ + size: renderData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST }); + device.queue.writeBuffer(vb,0,renderData); + } + let pickVB: GPUBuffer|null = null; + if(pickData && pickData.length>0){ + pickVB = device.createBuffer({ + size: pickData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(pickVB,0,pickData); + } - // pipeline for "bounds" torus - const ellipsoidBandPipeline=device.createRenderPipeline({ - layout:pipelineLayout, - vertex:{ - module:device.createShaderModule({ - code:` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - pad1: f32, - cameraUp: vec3, - pad2: f32, - lightDir: vec3, - pad3: f32, -}; -@group(0) @binding(0) var camera : Camera; - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) color: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; - -@vertex -fn vs_main( - @builtin(instance_index) instIdx: u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, - @location(4) color: vec3, - @location(5) alpha: f32 -)->VSOut { - let ringIndex = i32(instIdx%3u); - var lp = inPos; - - // Fix the ring rotations to create XY, YZ, and XZ rings - if(ringIndex == 0) { - // XY plane (rotate XZ to XY) - let pz = lp.z; lp.z = -lp.y; lp.y = pz; - } else if(ringIndex == 1) { - // YZ plane (rotate XZ to YZ) - let px = lp.x; lp.x = -lp.y; lp.y = px; - let pz = lp.z; lp.z = lp.x; lp.x = pz; - } - // ringIndex == 2: XZ plane (leave as is) - - lp *= scale; - let wp = lp + center; - var outData: VSOut; - outData.pos = camera.mvp*vec4(wp, 1.0); - outData.normal = inNorm; - outData.color = color; - outData.alpha = alpha; - outData.worldPos = wp; - return outData; -} - -@fragment -fn fs_main( - @location(1) n: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) wp: vec3 -)->@location(0) vec4{ - // same shading logic - return vec4(baseColor,alpha); -}` - }), - entryPoint:'vs_main', - buffers:[ - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - arrayStride:10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module:device.createShaderModule({ - code:`@fragment fn fs_main( - @location(1) n:vec3, - @location(2) col:vec3, - @location(3) a:f32, - @location(4) wp:vec3 -)->@location(0) vec4{ - return vec4(col,a); -}` - }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha', operation:'add'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha', operation:'add'} - } - }] - }, - primitive:{topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - - /****************************************************** - * [GPU PICKING ADDED] - create pipelines for "ID color" - ******************************************************/ - const pickVert = device.createShaderModule({ - code: ` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - pad1: f32, - cameraUp: vec3, - pad2: f32, - lightDir: vec3, - pad3: f32, -}; -@group(0) @binding(0) var camera : Camera; - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) pickID: f32, -}; - -@vertex -fn vs_pc( - @location(0) corner: vec2, - @location(1) pos: vec3, - @location(2) pickID: f32, - @location(3) scaleX: f32, - @location(4) scaleY: f32 -)->VSOut { - let offset = camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); - let worldPos = vec4(pos + offset, 1.0); - var outData: VSOut; - outData.pos = camera.mvp*worldPos; - outData.pickID = pickID; - return outData; -} - -@vertex -fn vs_ellipsoid( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, - @location(4) pickID: f32 -)->VSOut { - let worldPos = iPos + (inPos * iScale); - var outData: VSOut; - outData.pos = camera.mvp*vec4(worldPos, 1.0); - outData.pickID = pickID; - return outData; -} - -@vertex -fn vs_bands( - @builtin(instance_index) instIdx: u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, - @location(4) pickID: f32 -)->VSOut { - let ringIndex = i32(instIdx%3u); - var lp = inPos; - - // Fix the ring rotations to create XY, YZ, and XZ rings - if(ringIndex == 0) { - // XY plane (rotate XZ to XY) - let pz = lp.z; lp.z = -lp.y; lp.y = pz; - } else if(ringIndex == 1) { - // YZ plane (rotate XZ to YZ) - let px = lp.x; lp.x = -lp.y; lp.y = px; - let pz = lp.z; lp.z = lp.x; lp.x = pz; - } - // ringIndex == 2: XZ plane (leave as is) - - lp *= scale; - let wp = lp + center; - var outData: VSOut; - outData.pos = camera.mvp*vec4(wp, 1.0); - outData.pickID = pickID; - return outData; -} - -@fragment -fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { - let iID = u32(pickID); - let r = f32(iID & 255u)/255.0; - let g = f32((iID>>8)&255u)/255.0; - let b = f32((iID>>16)&255u)/255.0; - return vec4(r,g,b,1.0); -}` - }); - - const pickPipelineBillboard=device.createRenderPipeline({ - layout:pipelineLayout, - vertex:{ - module: pickVert, - entryPoint:'vs_pc', - buffers:[ - { - arrayStride:2*4, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - { - arrayStride:6*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32'}, - {shaderLocation:3, offset:4*4, format:'float32'}, - {shaderLocation:4, offset:5*4, format:'float32'}, - ] - } - ] - }, - fragment:{ - module: pickVert, - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - - const pickPipelineEllipsoid=device.createRenderPipeline({ - layout:pipelineLayout, - vertex:{ - module: pickVert, - entryPoint:'vs_ellipsoid', - buffers:[ - { - // Vertex buffer - positions and normals - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, // inPos - {shaderLocation:1, offset:3*4, format:'float32x3'} // inNorm - ] - }, - { - // Instance buffer - pos, scale, pickID - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // iPos - {shaderLocation:3, offset:3*4, format:'float32x3'}, // iScale - {shaderLocation:4, offset:6*4, format:'float32'} // pickID - ] - } - ] - }, - fragment:{ - module: pickVert, - entryPoint:'fs_pick', - targets:[{format:'rgba8unorm'}] - }, - primitive:{topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - - const pickPipelineBands=device.createRenderPipeline({ - layout:pipelineLayout, - vertex:{ - module: pickVert, - entryPoint:'vs_bands', - buffers:[ - { - // Vertex buffer - positions and normals - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, // inPos - {shaderLocation:1, offset:3*4, format:'float32x3'} // inNorm - ] - }, - { - // Instance buffer - pos, scale, pickID - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // iPos - {shaderLocation:3, offset:3*4, format:'float32x3'}, // iScale - {shaderLocation:4, offset:6*4, format:'float32'} // pickID - ] - } - ] - }, - fragment:{ - module: pickVert, - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm'}] - }, - primitive:{topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - - // store - gpuRef.current={ - device, context, - billboardPipeline, billboardQuadVB, billboardQuadIB, - ellipsoidPipeline, sphereVB, sphereIB, - sphereIndexCount:sphereGeo.indexData.length, - ellipsoidBandPipeline, ringVB, ringIB, - ringIndexCount:torusGeo.indexData.length, - uniformBuffer, uniformBindGroup, - - pcInstanceBuffer:null, - pcInstanceCount:0, - ellipsoidInstanceBuffer:null, - ellipsoidInstanceCount:0, - bandInstanceBuffer:null, - bandInstanceCount:0, - depthTexture:null, - - pickTexture:null, - pickDepthTexture:null, - pickPipelineBillboard, - pickPipelineEllipsoid, - pickPipelineBands, - - readbackBuffer: device.createBuffer({ - size: 256, - usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ - }), - idToElement:[], - elementBaseId:[] - }; - - setIsReady(true); - } catch(err){ - console.error("Error init WebGPU:",err); + // pick or create the relevant pipelines + // In a real system, we might do a more sophisticated approach: + // e.g. "PointCloud" => "billboard shading" pipeline + // "Ellipsoid" => "sphere shading" pipeline + // ... + // For brevity, we'll do a small switch: + let pipelineKey = ""; + let pickingPipelineKey = ""; + if(elem.type==='PointCloud'){ + pipelineKey = "PointCloudShading"; + pickingPipelineKey = "PointCloudPicking"; + } else if(elem.type==='Ellipsoid'){ + pipelineKey = "EllipsoidShading"; + pickingPipelineKey = "EllipsoidPicking"; + } else if(elem.type==='EllipsoidBounds'){ + pipelineKey = "EllipsoidBoundsShading"; + pickingPipelineKey = "EllipsoidBoundsPicking"; } - },[]); - - /****************************************************** - * D) Depth texture - ******************************************************/ - const createOrUpdateDepthTexture=useCallback(()=>{ - if(!gpuRef.current) return; - const {device, depthTexture}=gpuRef.current; - if(depthTexture) depthTexture.destroy(); - const dt=device.createTexture({ - size:[canvasWidth, canvasHeight], - format:'depth24plus', - usage:GPUTextureUsage.RENDER_ATTACHMENT + // create them if needed + // (Pretend we have functions buildPointCloudPipeline, etc. + // or store them all in the snippet to keep it complete.) + const pipeline = getOrCreatePipeline(pipelineKey, ()=>{ + return createRenderPipelineFor(elem.type, device); }); - gpuRef.current.depthTexture=dt; - },[canvasWidth, canvasHeight]); - - // [GPU PICKING ADDED] => color+depth for picking - const createOrUpdatePickTextures=useCallback(()=>{ - if(!gpuRef.current)return; - const {device, pickTexture, pickDepthTexture}=gpuRef.current; - if(pickTexture) pickTexture.destroy(); - if(pickDepthTexture) pickDepthTexture.destroy(); - const colorTex=device.createTexture({ - size:[canvasWidth,canvasHeight], - format:'rgba8unorm', - usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_SRC + const pickingPipeline = getOrCreatePipeline(pickingPipelineKey, ()=>{ + return createPickingPipelineFor(elem.type, device); }); - const depthTex=device.createTexture({ - size:[canvasWidth,canvasHeight], - format:'depth24plus', - usage:GPUTextureUsage.RENDER_ATTACHMENT - }); - gpuRef.current.pickTexture=colorTex; - gpuRef.current.pickDepthTexture=depthTex; - },[canvasWidth, canvasHeight]); - /****************************************************** - * E) Render loop - ******************************************************/ - const renderFrame=useCallback(()=>{ - if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); - if(!gpuRef.current){ - rafIdRef.current=requestAnimationFrame(renderFrame); - return; - } - const { - device, context, - billboardPipeline, billboardQuadVB, billboardQuadIB, - ellipsoidPipeline, sphereVB, sphereIB, sphereIndexCount, - ellipsoidBandPipeline, ringVB, ringIB, ringIndexCount, - uniformBuffer, uniformBindGroup, - pcInstanceBuffer, pcInstanceCount, - ellipsoidInstanceBuffer, ellipsoidInstanceCount, - bandInstanceBuffer, bandInstanceCount, - depthTexture - }=gpuRef.current; - if(!depthTexture){ - rafIdRef.current=requestAnimationFrame(renderFrame); - return; - } - - // camera MVP - const aspect=canvasWidth/canvasHeight; - const proj=mat4Perspective(camera.fov,aspect,camera.near,camera.far); - const cx=camera.orbitRadius*Math.sin(camera.orbitPhi)*Math.sin(camera.orbitTheta); - const cy=camera.orbitRadius*Math.cos(camera.orbitPhi); - const cz=camera.orbitRadius*Math.sin(camera.orbitPhi)*Math.cos(camera.orbitTheta); - const eye:[number,number,number]=[cx,cy,cz]; - const target:[number,number,number]=[camera.panX,camera.panY,0]; - const up:[number,number,number]=[0,1,0]; - const view=mat4LookAt(eye,target,up); - const forward=normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); - const cameraRight=normalize(cross(forward,up)); - const cameraUp=cross(cameraRight,forward); - const mvp=mat4Multiply(proj,view); - - // uniform - const data=new Float32Array(32); - data.set(mvp,0); - data[16]=cameraRight[0]; - data[17]=cameraRight[1]; - data[18]=cameraRight[2]; - data[20]=cameraUp[0]; - data[21]=cameraUp[1]; - data[22]=cameraUp[2]; - - // light dir - const light=normalize([ - cameraRight[0]*LIGHTING.DIRECTION.RIGHT + cameraUp[0]*LIGHTING.DIRECTION.UP + forward[0]*LIGHTING.DIRECTION.FORWARD, - cameraRight[1]*LIGHTING.DIRECTION.RIGHT + cameraUp[1]*LIGHTING.DIRECTION.UP + forward[1]*LIGHTING.DIRECTION.FORWARD, - cameraRight[2]*LIGHTING.DIRECTION.RIGHT + cameraUp[2]*LIGHTING.DIRECTION.UP + forward[2]*LIGHTING.DIRECTION.FORWARD - ]); - data[24]=light[0]; - data[25]=light[1]; - data[26]=light[2]; - device.queue.writeBuffer(uniformBuffer,0,data); - - // get swapchain - let texture:GPUTexture; - try { - texture=context.getCurrentTexture(); - }catch(e){ - rafIdRef.current=requestAnimationFrame(renderFrame); - return; - } - - const passDesc: GPURenderPassDescriptor={ - colorAttachments:[{ - view: texture.createView(), - clearValue:{r:0.15,g:0.15,b:0.15,a:1}, - loadOp:'clear', - storeOp:'store' - }], - depthStencilAttachment:{ - view: depthTexture.createView(), - depthClearValue:1.0, - depthLoadOp:'clear', - depthStoreOp:'store' - } - }; - const cmdEncoder=device.createCommandEncoder(); - const pass=cmdEncoder.beginRenderPass(passDesc); - - // draw - if(pcInstanceBuffer&&pcInstanceCount>0){ - pass.setPipeline(billboardPipeline); - pass.setBindGroup(0,uniformBindGroup); - pass.setVertexBuffer(0,billboardQuadVB); - pass.setIndexBuffer(billboardQuadIB,'uint16'); - pass.setVertexBuffer(1,pcInstanceBuffer); - pass.drawIndexed(6, pcInstanceCount); - } - if(ellipsoidInstanceBuffer&&ellipsoidInstanceCount>0){ - pass.setPipeline(ellipsoidPipeline); - pass.setBindGroup(0,uniformBindGroup); - pass.setVertexBuffer(0,sphereVB); - pass.setIndexBuffer(sphereIB,'uint16'); - pass.setVertexBuffer(1,ellipsoidInstanceBuffer); - pass.drawIndexed(sphereIndexCount, ellipsoidInstanceCount); - } - if(bandInstanceBuffer&&bandInstanceCount>0){ - pass.setPipeline(ellipsoidBandPipeline); - pass.setBindGroup(0,uniformBindGroup); - pass.setVertexBuffer(0, ringVB); - pass.setIndexBuffer(ringIB,'uint16'); - pass.setVertexBuffer(1, bandInstanceBuffer); - pass.drawIndexed(ringIndexCount, bandInstanceCount); - } + // how many to draw? + // In these examples, we do billboard => 6 indices, instanceCount= count + // or sphere => we do an indexed draw with sphere geometry, instanceCount= count + // let's store that in a new RenderObject: + + // We'll fill in the details in a separate function: + const ro = createRenderObjectForElement( + elem.type, pipeline, pickingPipeline, vb, pickVB, count, device + ); + ro.elementIndex = eIdx; + result.push(ro); + }); - pass.end(); - device.queue.submit([cmdEncoder.finish()]); - rafIdRef.current=requestAnimationFrame(renderFrame); - },[camera, canvasWidth, canvasHeight]); + return result; +} - /****************************************************** - * F) Building Instance Data - ******************************************************/ - function buildPCInstanceData( - positions: Float32Array, - colors?: Float32Array, - scales?: Float32Array, - decorations?: Decoration[], - ) { - const count=positions.length/3; - const data=new Float32Array(count*9); - // (px,py,pz, r,g,b, alpha, scaleX, scaleY) - for(let i=0;i=count) continue; - if(color){ - data[idx*9+3]=color[0]; - data[idx*9+4]=color[1]; - data[idx*9+5]=color[2]; +/** + * Create the main shading pipeline for a given type. + * In a real system, you'd have separate code or a big switch. + */ +function createRenderPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { + const format = navigator.gpu.getPreferredCanvasFormat(); + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts:[ + device.createBindGroupLayout({ + entries:[{ + binding:0, + visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, + buffer:{type:'uniform'} + }] + }) + ] + }); + if(type==='PointCloud'){ + // "billboard" pipeline + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: billboardVertCode }), + entryPoint:'vs_main', + buffers:[ + { + // billboard quad + arrayStride: 8, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + { + // instance buffer => 9 floats + arrayStride: 9*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, // pos + {shaderLocation:2, offset:3*4, format:'float32x3'}, // color + {shaderLocation:3, offset:6*4, format:'float32'}, // alpha + {shaderLocation:4, offset:7*4, format:'float32'}, // scaleX + {shaderLocation:5, offset:8*4, format:'float32'} // scaleY + ] } - if(alpha!==undefined){ - data[idx*9+6]=alpha; + ] + }, + fragment:{ + module: device.createShaderModule({ code: billboardFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} } - if(scale!==undefined){ - data[idx*9+7]*=scale; - data[idx*9+8]*=scale; + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back' }, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='Ellipsoid'){ + // "sphere shading" pipeline + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: ellipsoidVertCode }), + entryPoint:'vs_main', + buffers:[ + { + // sphere geometry => 6 floats (pos+normal) + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + // instance => 10 floats + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, // position + {shaderLocation:3, offset:3*4, format:'float32x3'}, // scale + {shaderLocation:4, offset:6*4, format:'float32x3'}, // color + {shaderLocation:5, offset:9*4, format:'float32'} // alpha + ] } - if(minSize!==undefined){ - if(data[idx*9+7] 6 floats (pos+normal) + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + // instance => 10 floats + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, // center + {shaderLocation:3, offset:3*4, format:'float32x3'}, // scale + {shaderLocation:4, offset:6*4, format:'float32x3'}, // color + {shaderLocation:5, offset:9*4, format:'float32'} // alpha + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: ringFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); } + // fallback + throw new Error("No pipeline for type=" + type); +} - function buildEllipsoidInstanceData( - centers: Float32Array, - radii: Float32Array, - colors?: Float32Array, - decorations?: Decoration[] - ){ - const count=centers.length/3; - const data=new Float32Array(count*10); - // (pos.x,pos.y,pos.z, scale.x,scale.y,scale.z, col.r,col.g,col.b, alpha) - for(let i=0;i=count) continue; - if(color){ - data[idx*10+6]=color[0]; - data[idx*10+7]=color[1]; - data[idx*10+8]=color[2]; - } - if(alpha!==undefined){ - data[idx*10+9]=alpha; +/** Similarly for picking: minimal "ID color" pipelines. */ +function createPickingPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts:[ + device.createBindGroupLayout({ + entries:[{ + binding:0, + visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, + buffer:{type:'uniform'} + }] + }) + ] + }); + const format = 'rgba8unorm'; + if(type==='PointCloud'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint: 'vs_pointcloud', + buffers:[ + { + arrayStride: 8, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + { + arrayStride: 6*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, // pos + {shaderLocation:2, offset:3*4, format:'float32'}, // pickID + {shaderLocation:3, offset:4*4, format:'float32'}, // scaleX + {shaderLocation:4, offset:5*4, format:'float32'} // scaleY + ] } - if(scale!==undefined){ - data[idx*10+3]*=scale; - data[idx*10+4]*=scale; - data[idx*10+5]*=scale; + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='Ellipsoid'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_ellipsoid', + buffers:[ + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + arrayStride:7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, // pos + {shaderLocation:3, offset:3*4, format:'float32x3'}, // scale + {shaderLocation:4, offset:6*4, format:'float32'} // pickID + ] } - if(minSize!==undefined){ - if(data[idx*10+3] pos(3), pickID(1), scaleX(1), scaleY(1) => total 6 floats - const arr=new Float32Array(count*6); - for(let i=0;i pos(3), scale(3), pickID(1) => 7 floats - const arr=new Float32Array(count*7); - for(let i=0;i{ + if(!gpuRef.current){ + requestAnimationFrame(()=>renderFrame(camera)); + return; + } + const { device, context, uniformBuffer, uniformBindGroup, depthTexture, renderObjects } = gpuRef.current; + if(!depthTexture){ + requestAnimationFrame(()=>renderFrame(camera)); + return; + } - // 3) for each element - for(let e=0;e0){ - pcInstData=buildPCInstanceData(positions, colors, scales, elem.decorations); - pcCount=positions.length/3; - pickPCData=buildPickingPCData(positions, scales, baseID); - for(let i=0;i0){ - elInstData=buildEllipsoidInstanceData(centers,radii,colors, elem.decorations); - elCount=centers.length/3; - pickEllipsoidData=buildPickingEllipsoidData(centers,radii, baseID); - for(let i=0;i0){ - bandInstData=buildEllipsoidBoundsInstanceData(centers,radii,colors, elem.decorations); - bandCount=(centers.length/3)*3; - pickBandData=buildPickingBoundsData(centers,radii, baseID); - const c=centers.length/3; - for(let i=0;i0){ - const b=device.createBuffer({size:pcInstData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); - device.queue.writeBuffer(b,0,pcInstData); - gpuRef.current.pcInstanceBuffer?.destroy(); - gpuRef.current.pcInstanceBuffer=b; - gpuRef.current.pcInstanceCount=pcCount; - } else { - gpuRef.current.pcInstanceBuffer?.destroy(); - gpuRef.current.pcInstanceBuffer=null; - gpuRef.current.pcInstanceCount=0; - } - - if(elInstData&&elCount>0){ - const b=device.createBuffer({size:elInstData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); - device.queue.writeBuffer(b,0,elInstData); - gpuRef.current.ellipsoidInstanceBuffer?.destroy(); - gpuRef.current.ellipsoidInstanceBuffer=b; - gpuRef.current.ellipsoidInstanceCount=elCount; - } else { - gpuRef.current.ellipsoidInstanceBuffer?.destroy(); - gpuRef.current.ellipsoidInstanceBuffer=null; - gpuRef.current.ellipsoidInstanceCount=0; + return out; + } + const mvp = mat4Multiply(proj, view); + + // compute a "light direction" that rotates with the camera + const forward = normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); + const right = normalize(cross(forward, up)); + const camUp = cross(right, forward); + const lightDir = normalize([ + right[0]*LIGHTING.DIRECTION.RIGHT + camUp[0]*LIGHTING.DIRECTION.UP + forward[0]*LIGHTING.DIRECTION.FORWARD, + right[1]*LIGHTING.DIRECTION.RIGHT + camUp[1]*LIGHTING.DIRECTION.UP + forward[1]*LIGHTING.DIRECTION.FORWARD, + right[2]*LIGHTING.DIRECTION.RIGHT + camUp[2]*LIGHTING.DIRECTION.UP + forward[2]*LIGHTING.DIRECTION.FORWARD, + ]); + + // write uniform data + // layout => + // mat4(16 floats) + cameraRight(3 floats) + pad + cameraUp(3 floats) + pad + lightDir(3 floats) + pad + const data=new Float32Array(32); + data.set(mvp,0); + data[16] = right[0]; data[17] = right[1]; data[18] = right[2]; + data[20] = camUp[0]; data[21] = camUp[1]; data[22] = camUp[2]; + data[24] = lightDir[0]; data[25] = lightDir[1]; data[26] = lightDir[2]; + device.queue.writeBuffer(uniformBuffer,0,data); + + let tex:GPUTexture; + try { + tex = context.getCurrentTexture(); + } catch(e){ + requestAnimationFrame(()=>renderFrame(camera)); + return; + } + const passDesc: GPURenderPassDescriptor = { + colorAttachments:[{ + view: tex.createView(), + loadOp:'clear', + storeOp:'store', + clearValue:{r:0.15,g:0.15,b:0.15,a:1} + }], + depthStencilAttachment:{ + view: depthTexture.createView(), + depthLoadOp:'clear', + depthStoreOp:'store', + depthClearValue:1.0 } - - if(bandInstData&&bandCount>0){ - const b=device.createBuffer({size:bandInstData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); - device.queue.writeBuffer(b,0,bandInstData); - gpuRef.current.bandInstanceBuffer?.destroy(); - gpuRef.current.bandInstanceBuffer=b; - gpuRef.current.bandInstanceCount=bandCount; + }; + const cmd = device.createCommandEncoder(); + const pass = cmd.beginRenderPass(passDesc); + + // draw each renderObject + for(const ro of renderObjects){ + pass.setPipeline(ro.pipeline); + pass.setBindGroup(0, uniformBindGroup); + ro.vertexBuffers.forEach((vb,i)=> pass.setVertexBuffer(i,vb)); + if(ro.indexBuffer){ + pass.setIndexBuffer(ro.indexBuffer,'uint16'); + pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); } else { - gpuRef.current.bandInstanceBuffer?.destroy(); - gpuRef.current.bandInstanceBuffer=null; - gpuRef.current.bandInstanceCount=0; + pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); } + } - // 5) create picking GPU buffers - if(pickPCData&&pickPCData.length>0){ - const b=device.createBuffer({size:pickPCData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); - device.queue.writeBuffer(b,0,pickPCData); - pickPCVertexBufferRef.current=b; - pickPCCountRef.current=pickPCData.length/6; - } else { - pickPCVertexBufferRef.current=null; - pickPCCountRef.current=0; - } + pass.end(); + device.queue.submit([cmd.finish()]); + requestAnimationFrame(()=>renderFrame(camera)); +},[canvasWidth, canvasHeight]); - if(pickEllipsoidData&&pickEllipsoidData.length>0){ - const b=device.createBuffer({size:pickEllipsoidData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); - device.queue.writeBuffer(b,0,pickEllipsoidData); - pickEllipsoidVBRef.current=b; - pickEllipsoidCountRef.current=pickEllipsoidData.length/7; - } else { - pickEllipsoidVBRef.current=null; - pickEllipsoidCountRef.current=0; - } +/** For picking, we render into the pickTexture, read one pixel, decode ID. */ +async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'click'){ + if(!gpuRef.current||pickingLockRef.current)return; + pickingLockRef.current=true; - if(pickBandData&&pickBandData.length>0){ - const b=device.createBuffer({size:pickBandData.byteLength, usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST}); - device.queue.writeBuffer(b,0,pickBandData); - pickBandsVBRef.current=b; - pickBandsCountRef.current=pickBandData.length/7; - } else { - pickBandsVBRef.current=null; - pickBandsCountRef.current=0; + try { + const { + device, pickTexture, pickDepthTexture, readbackBuffer, + uniformBindGroup, renderObjects, idToElement + }=gpuRef.current; + if(!pickTexture||!pickDepthTexture) return; + + const pickX = Math.floor(screenX); + const pickY = Math.floor(screenY); // flip Y + if(pickX<0||pickY<0||pickX>=canvasWidth||pickY>=canvasHeight){ + // out of bounds + if(mode==='hover'){ + handleHoverID(0); + } + return; } - },[]); - - /****************************************************** - * H) Mouse - ******************************************************/ - interface MouseState { - type:'idle'|'dragging'; - button?: number; - startX?: number; - startY?: number; - lastX?: number; - lastY?: number; - isShiftDown?:boolean; - dragDistance?: number; - } - const mouseState=useRef({type:'idle'}); - const lastHoverID=useRef(0); - - /****************************************************** - * H.1) GPU picking pass - ******************************************************/ - const pickAtScreenXY=useCallback(async (screenX:number, screenY:number, mode:'hover'|'click')=>{ - if(!gpuRef.current || pickingLockRef.current) return; - pickingLockRef.current = true; - try { - const { - device, pickTexture, pickDepthTexture, readbackBuffer, - pickPipelineBillboard, pickPipelineEllipsoid, pickPipelineBands, - billboardQuadVB, billboardQuadIB, - sphereVB, sphereIB, sphereIndexCount, - ringVB, ringIB, ringIndexCount, - uniformBuffer, uniformBindGroup, - idToElement - }=gpuRef.current; - if(!pickTexture||!pickDepthTexture) return; - - // --- MINIMAL FIX HERE: flip Y so we read the correct row --- - const pickX = Math.floor(screenX); - const pickY = Math.floor(screenY); - - // bounds check - if(pickX < 0 || pickY < 0 || pickX >= canvasWidth || pickY >= canvasHeight) { - if(mode === 'hover' && lastHoverID.current !== 0) { - lastHoverID.current = 0; - handleHoverID(0); - } - return; + const cmd = device.createCommandEncoder(); + const passDesc: GPURenderPassDescriptor={ + colorAttachments:[{ + view: pickTexture.createView(), + clearValue:{r:0,g:0,b:0,a:1}, + loadOp:'clear', + storeOp:'store' + }], + depthStencilAttachment:{ + view: pickDepthTexture.createView(), + depthClearValue:1.0, + depthLoadOp:'clear', + depthStoreOp:'store' } + }; + const pass = cmd.beginRenderPass(passDesc); - const cmd= device.createCommandEncoder(); - const passDesc: GPURenderPassDescriptor={ - colorAttachments:[{ - view: pickTexture.createView(), - clearValue:{r:0,g:0,b:0,a:1}, - loadOp:'clear', - storeOp:'store' - }], - depthStencilAttachment:{ - view: pickDepthTexture.createView(), - depthClearValue:1.0, - depthLoadOp:'clear', - depthStoreOp:'store' - } - }; - const pass=cmd.beginRenderPass(passDesc); - pass.setBindGroup(0, uniformBindGroup); - - // A) point cloud - if(pickPCVertexBufferRef.current&&pickPCCountRef.current>0){ - pass.setPipeline(pickPipelineBillboard); - pass.setVertexBuffer(0,billboardQuadVB); - pass.setIndexBuffer(billboardQuadIB,'uint16'); - pass.setVertexBuffer(1, pickPCVertexBufferRef.current); - pass.drawIndexed(6, pickPCCountRef.current); - } - // B) ellipsoids - if(pickEllipsoidVBRef.current&&pickEllipsoidCountRef.current>0){ - pass.setPipeline(pickPipelineEllipsoid); - pass.setVertexBuffer(0,sphereVB); - pass.setIndexBuffer(sphereIB,'uint16'); - pass.setVertexBuffer(1, pickEllipsoidVBRef.current); - pass.drawIndexed(sphereIndexCount, pickEllipsoidCountRef.current); - } - // C) bands - if(pickBandsVBRef.current&&pickBandsCountRef.current>0){ - pass.setPipeline(pickPipelineBands); - pass.setVertexBuffer(0, ringVB); - pass.setIndexBuffer(ringIB,'uint16'); - pass.setVertexBuffer(1, pickBandsVBRef.current); - pass.drawIndexed(ringIndexCount, pickBandsCountRef.current); - } - pass.end(); - - // copy that pixel - cmd.copyTextureToBuffer( - { - texture: pickTexture, - origin: { x: pickX, y: pickY } - }, - { - buffer: readbackBuffer, - bytesPerRow: 256, - rowsPerImage: 1 - }, - [1, 1, 1] - ); - - device.queue.submit([cmd.finish()]); - - try { - await readbackBuffer.mapAsync(GPUMapMode.READ); - const arr = new Uint8Array(readbackBuffer.getMappedRange()); - const r = arr[0], g = arr[1], b = arr[2]; - readbackBuffer.unmap(); - const pickedID = (b<<16)|(g<<8)|r; - - if(mode === 'hover') { - if(pickedID !== lastHoverID.current) { - lastHoverID.current = pickedID; - handleHoverID(pickedID); - } - } else if(mode === 'click') { - handleClickID(pickedID); - } - } catch(e) { - console.error('Error during buffer mapping:', e); + // set uniform + pass.setBindGroup(0, uniformBindGroup); + + // draw each object with its picking pipeline + for(const ro of renderObjects){ + pass.setPipeline(ro.pickingPipeline); + ro.pickingVertexBuffers.forEach((vb,i)=>{ + pass.setVertexBuffer(i, vb); + }); + if(ro.pickingIndexBuffer){ + pass.setIndexBuffer(ro.pickingIndexBuffer, 'uint16'); + pass.drawIndexed(ro.pickingIndexCount ?? 0, ro.pickingInstanceCount ?? 1); + } else { + pass.draw(ro.pickingVertexCount ?? 0, ro.pickingInstanceCount ?? 1); } - } finally { - pickingLockRef.current = false; } - },[canvasWidth, canvasHeight]); + pass.end(); - function handleHoverID(pickedID:number){ - if(!gpuRef.current) return; - const {idToElement}=gpuRef.current; - if(pickedID<=0||pickedID>=idToElement.length){ - // no object - for(const elem of elements){ - if(elem.onHover) elem.onHover(null); + // copy that 1 pixel + cmd.copyTextureToBuffer( + {texture: pickTexture, origin:{x:pickX,y:pickY}}, + {buffer: readbackBuffer, bytesPerRow:256, rowsPerImage:1}, + [1,1,1] + ); + device.queue.submit([cmd.finish()]); + + try { + await readbackBuffer.mapAsync(GPUMapMode.READ); + const arr = new Uint8Array(readbackBuffer.getMappedRange()); + const r=arr[0], g=arr[1], b=arr[2]; + readbackBuffer.unmap(); + const pickedID = (b<<16)|(g<<8)|r; + + if(mode==='hover'){ + handleHoverID(pickedID); + } else { + handleClickID(pickedID); } - return; + } catch(e){ + console.error("pick buffer mapping error:", e); } - const {elementIdx, instanceIdx}=idToElement[pickedID]; - if(elementIdx<0||instanceIdx<0||elementIdx>=elements.length){ - // no object - for(const elem of elements){ - if(elem.onHover) elem.onHover(null); - } - return; + } finally { + pickingLockRef.current=false; + } +} + +function handleHoverID(pickedID:number){ + if(!gpuRef.current)return; + const {idToElement} = gpuRef.current; + if(!idToElement[pickedID]){ + // no object + for(const e of elements){ + e.onHover?.(null); } - // call that one, then null on others - const elem=elements[elementIdx]; - elem.onHover?.(instanceIdx); - for(let e=0;e=elements.length){ + // no object + for(const e of elements){ + e.onHover?.(null); } + return; } - function handleClickID(pickedID:number){ - if(!gpuRef.current) return; - const {idToElement}=gpuRef.current; - if(pickedID<=0||pickedID>=idToElement.length) return; - const {elementIdx, instanceIdx}=idToElement[pickedID]; - if(elementIdx<0||instanceIdx<0||elementIdx>=elements.length) return; - elements[elementIdx].onClick?.(instanceIdx); + // call that one + elements[elementIdx].onHover?.(instanceIdx); + // null on others + for(let i=0;i{ - if(!canvasRef.current) return; - const rect=canvasRef.current.getBoundingClientRect(); - // Get coordinates relative to canvas element - const x = e.clientX - rect.left; - const y = e.clientY - rect.top; - - const st=mouseState.current; - if(st.type==='dragging'&&st.lastX!==undefined&&st.lastY!==undefined){ - const dx=e.clientX-st.lastX, dy=e.clientY-st.lastY; - st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); - if(st.button===2||st.isShiftDown){ - setCamera(cam=>({ +function handleClickID(pickedID:number){ + if(!gpuRef.current)return; + const {idToElement} = gpuRef.current; + const rec = idToElement[pickedID]; + if(!rec) return; + const {elementIdx, instanceIdx} = rec; + if(elementIdx<0||elementIdx>=elements.length) return; + elements[elementIdx].onClick?.(instanceIdx); +} + +/****************************************************** + * F) Mouse Handling + ******************************************************/ +interface MouseState { + type: 'idle'|'dragging'; + button?: number; + startX?: number; + startY?: number; + lastX?: number; + lastY?: number; + isShiftDown?: boolean; + dragDistance?: number; +} +const mouseState=useRef({type:'idle'}); +const handleMouseMove=useCallback((e:ReactMouseEvent)=>{ + if(!canvasRef.current)return; + const rect = canvasRef.current.getBoundingClientRect(); + const x = e.clientX - rect.left; + const y = e.clientY - rect.top; + + const st=mouseState.current; + if(st.type==='dragging' && st.lastX!==undefined && st.lastY!==undefined){ + const dx = e.clientX - st.lastX; + const dy = e.clientY - st.lastY; + st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); + if(st.button===2 || st.isShiftDown){ + setCamera(cam => ({ + ...cam, + panX:cam.panX - dx*0.002, + panY:cam.panY + dy*0.002 + })); + } else if(st.button===0){ + setCamera(cam=>{ + const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy*0.01)); + return { ...cam, - panX:cam.panX-dx*0.002, - panY:cam.panY+dy*0.002 - })); - } else if(st.button===0){ - setCamera(cam=>{ - const newPhi=Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi-dy*0.01)); - return { - ...cam, - orbitTheta:cam.orbitTheta-dx*0.01, - orbitPhi:newPhi - }; - }); - } - st.lastX=e.clientX; - st.lastY=e.clientY; - } else if(st.type==='idle'){ - // picking => hover - pickAtScreenXY(x,y,'hover'); + orbitTheta: cam.orbitTheta - dx*0.01, + orbitPhi: newPhi + }; + }); } - },[pickAtScreenXY]); - - const handleMouseDown=useCallback((e:ReactMouseEvent)=>{ - if(!canvasRef.current)return; - mouseState.current={ - type:'dragging', - button:e.button, - startX:e.clientX, - startY:e.clientY, - lastX:e.clientX, - lastY:e.clientY, - isShiftDown:e.shiftKey, - dragDistance:0 - }; - e.preventDefault(); - },[]); + st.lastX=e.clientX; + st.lastY=e.clientY; + } else if(st.type==='idle'){ + // picking => hover + pickAtScreenXY(x,y,'hover'); + } +},[pickAtScreenXY]); + +const handleMouseDown=useCallback((e:ReactMouseEvent)=>{ + mouseState.current={ + type:'dragging', + button:e.button, + startX:e.clientX, + startY:e.clientY, + lastX:e.clientX, + lastY:e.clientY, + isShiftDown:e.shiftKey, + dragDistance:0 + }; + e.preventDefault(); +},[]); - const handleMouseUp=useCallback((e:ReactMouseEvent)=>{ - const st=mouseState.current; - if(st.type==='dragging'&&st.startX!==undefined&&st.startY!==undefined){ - if(!canvasRef.current)return; - const rect=canvasRef.current.getBoundingClientRect(); - const x=e.clientX-rect.left, y=e.clientY-rect.top; - if((st.dragDistance||0)<4){ - pickAtScreenXY(x,y,'click'); - } +const handleMouseUp=useCallback((e:ReactMouseEvent)=>{ + const st=mouseState.current; + if(st.type==='dragging' && st.startX!==undefined && st.startY!==undefined){ + if(!canvasRef.current) return; + const rect=canvasRef.current.getBoundingClientRect(); + const x=e.clientX-rect.left, y=e.clientY-rect.top; + // if we haven't dragged far => treat as click + if((st.dragDistance||0) < 4){ + pickAtScreenXY(x,y,'click'); } - mouseState.current={type:'idle'}; - },[pickAtScreenXY]); + } + mouseState.current={type:'idle'}; +},[pickAtScreenXY]); - const handleMouseLeave=useCallback(()=>{ - mouseState.current={type:'idle'}; - },[]); +const handleMouseLeave=useCallback(()=>{ + mouseState.current={type:'idle'}; +},[]); - const onWheel=useCallback((e:WheelEvent)=>{ - if(mouseState.current.type==='idle'){ - e.preventDefault(); - const d=e.deltaY*0.01; - setCamera(cam=>({ - ...cam, - orbitRadius:Math.max(0.01, cam.orbitRadius+d) - })); - } - },[]); +const onWheel=useCallback((e:WheelEvent)=>{ + if(mouseState.current.type==='idle'){ + e.preventDefault(); + const d=e.deltaY*0.01; + setCamera(cam=>({ + ...cam, + orbitRadius:Math.max(0.01, cam.orbitRadius + d) + })); + } +},[]); /****************************************************** - * I) Effects + * G) Lifecycle ******************************************************/ useEffect(()=>{ initWebGPU(); return ()=>{ if(gpuRef.current){ - const { - billboardQuadVB,billboardQuadIB, - sphereVB,sphereIB, - ringVB,ringIB, - uniformBuffer, - pcInstanceBuffer,ellipsoidInstanceBuffer,bandInstanceBuffer, - depthTexture, - pickTexture,pickDepthTexture, - readbackBuffer - }=gpuRef.current; - billboardQuadVB.destroy(); - billboardQuadIB.destroy(); - sphereVB.destroy(); - sphereIB.destroy(); - ringVB.destroy(); - ringIB.destroy(); - uniformBuffer.destroy(); - pcInstanceBuffer?.destroy(); - ellipsoidInstanceBuffer?.destroy(); - bandInstanceBuffer?.destroy(); - depthTexture?.destroy(); - pickTexture?.destroy(); - pickDepthTexture?.destroy(); - readbackBuffer.destroy(); + // cleanup + gpuRef.current.depthTexture?.destroy(); + gpuRef.current.pickTexture?.destroy(); + gpuRef.current.pickDepthTexture?.destroy(); + gpuRef.current.readbackBuffer.destroy(); + gpuRef.current.uniformBuffer.destroy(); + // destroy geometry + sphereGeoRef.current?.vb.destroy(); + sphereGeoRef.current?.ib.destroy(); + ringGeoRef.current?.vb.destroy(); + ringGeoRef.current?.ib.destroy(); + billboardQuadRef.current?.vb.destroy(); + billboardQuadRef.current?.ib.destroy(); } if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; @@ -1794,6 +1507,7 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { } },[isReady, canvasWidth, canvasHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures]); + // set canvas size useEffect(()=>{ if(canvasRef.current){ canvasRef.current.width=canvasWidth; @@ -1801,213 +1515,482 @@ fn fs_pick(@location(0) pickID: f32)->@location(0) vec4 { } },[canvasWidth, canvasHeight]); + // whenever "elements" changes, rebuild the "renderObjects" useEffect(()=>{ - if(isReady){ - renderFrame(); - rafIdRef.current=requestAnimationFrame(renderFrame); + if(isReady && gpuRef.current){ + // create new renderObjects + const ros = buildRenderObjects(elements); + gpuRef.current.renderObjects = ros; } - return ()=>{ - if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); - }; - },[isReady, renderFrame]); + },[isReady, elements]); + // start the render loop useEffect(()=>{ if(isReady){ - updateBuffers(elements); + rafIdRef.current = requestAnimationFrame(()=>renderFrame(camera)); } - },[isReady,elements,updateBuffers]); + return ()=>{ + if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); + }; + },[isReady, renderFrame, camera]); return ( -
+
e.preventDefault()} + onWheelCapture={(e)=> e.preventDefault()} />
); } /****************************************************** - * 6) Example: App + * 5) Example: App ******************************************************/ - -// generate sample data outside of the component - - // Generate a sphere point cloud - function generateSpherePointCloud(numPoints: number, radius: number){ - const positions=new Float32Array(numPoints*3); - const colors=new Float32Array(numPoints*3); - for(let i=0;i(null); - const [hovered, setHovered] = useState<{[key: string]: {type: string, index: number} | null}>({ - PointCloud: null, - Ellipsoid: null, - EllipsoidBounds: null +const pcData = generateSpherePointCloud(500, 0.5); + +/** We'll build a few ellipsoids, a few bounds, etc. */ +const numEllipsoids=3; +const eCenters=new Float32Array(numEllipsoids*3); +const eRadii=new Float32Array(numEllipsoids*3); +const eColors=new Float32Array(numEllipsoids*3); +// e.g. a "snowman" +eCenters.set([0,0,0.6, 0,0,0.3, 0,0,0]); +eRadii.set([0.1,0.1,0.1, 0.15,0.15,0.15, 0.2,0.2,0.2]); +eColors.set([1,1,1, 1,1,1, 1,1,1]); + +// some bounds +const numBounds=2; +const boundCenters=new Float32Array(numBounds*3); +const boundRadii=new Float32Array(numBounds*3); +const boundColors=new Float32Array(numBounds*3); +boundCenters.set([0.8,0,0.3, -0.8,0,0.4]); +boundRadii.set([0.2,0.1,0.1, 0.1,0.2,0.2]); +boundColors.set([0.7,0.3,0.3, 0.3,0.3,0.9]); + +export function App(){ + const [hoveredIndices, setHoveredIndices] = useState({ + pc1: null as number | null, + pc2: null as number | null, + ellipsoid1: null as number | null, + ellipsoid2: null as number | null, + bounds1: null as number | null, + bounds2: null as number | null, }); - // Define a point cloud - const pcElement: PointCloudElementConfig={ - type:'PointCloud', - data:{ positions: spherePositions, colors: sphereColors }, - decorations: highlightIdx==null?undefined:[ - {indexes:[highlightIdx], color:[1,0,1], alpha:1, minSize:0.05} + // Generate two different point clouds + const pcData1 = React.useMemo(() => generateSpherePointCloud(500, 0.5), []); + const pcData2 = generateSpherePointCloud(300, 0.3); + + const pcElement1: PointCloudElementConfig = { + type: 'PointCloud', + data: pcData1, + decorations: hoveredIndices.pc1 === null ? undefined : [ + {indexes: [hoveredIndices.pc1], color: [1, 1, 0], alpha: 1, minSize: 0.05} ], - onHover:(i)=>{ - setHovered(prev => ({ - ...prev, - PointCloud: i === null ? null : {type: 'PointCloud', index: i} - })); - if(i === null){ - setHighlightIdx(null); - } else { - setHighlightIdx(i); - } - }, - onClick:(i)=> alert(`Clicked point #${i}`) + onHover: (i) => setHoveredIndices(prev => ({...prev, pc1: i})), + onClick: (i) => alert("Clicked point in cloud 1 #" + i) + }; + + const pcElement2: PointCloudElementConfig = { + type: 'PointCloud', + data: pcData2, + decorations: hoveredIndices.pc2 === null ? undefined : [ + {indexes: [hoveredIndices.pc2], color: [0, 1, 0], alpha: 1, minSize: 0.05} + ], + onHover: (i) => setHoveredIndices(prev => ({...prev, pc2: i})), + onClick: (i) => alert("Clicked point in cloud 2 #" + i) }; + // Generate two different ellipsoids + const eCenters1 = new Float32Array([0, 0, 0.6, 0, 0, 0.3, 0, 0, 0]); + const eRadii1 = new Float32Array([0.1, 0.1, 0.1, 0.15, 0.15, 0.15, 0.2, 0.2, 0.2]); + const eColors1 = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]); + const eCenters2 = new Float32Array([0.5, 0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5]); + const eRadii2 = new Float32Array([0.2, 0.2, 0.2, 0.1, 0.1, 0.1, 0.15, 0.15, 0.15]); + const eColors2 = new Float32Array([0, 1, 1, 1, 0, 1, 1, 1, 0]); - const ellipsoidElement: EllipsoidElementConfig={ - type:'Ellipsoid', - data:{ centers:eCenters, radii:eRadii, colors:eColors }, - decorations: hovered.Ellipsoid ? [ - {indexes:[hovered.Ellipsoid.index], color:[1,1,0], alpha:0.8} - ]: undefined, - onHover:(i)=>{ - setHovered(prev => ({ - ...prev, - Ellipsoid: i === null ? null : {type: 'Ellipsoid', index: i} - })); - }, - onClick:(i)=> alert(`Click ellipsoid #${i}`) + const ellipsoidElement1: EllipsoidElementConfig = { + type: 'Ellipsoid', + data: {centers: eCenters1, radii: eRadii1, colors: eColors1}, + decorations: hoveredIndices.ellipsoid1 === null ? undefined : [ + {indexes: [hoveredIndices.ellipsoid1], color: [1, 0, 1], alpha: 0.8} + ], + onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid1: i})), + onClick: (i) => alert("Clicked ellipsoid in group 1 #" + i) + }; + + const ellipsoidElement2: EllipsoidElementConfig = { + type: 'Ellipsoid', + data: {centers: eCenters2, radii: eRadii2, colors: eColors2}, + decorations: hoveredIndices.ellipsoid2 === null ? undefined : [ + {indexes: [hoveredIndices.ellipsoid2], color: [0, 1, 0], alpha: 0.8} + ], + onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid2: i})), + onClick: (i) => alert("Clicked ellipsoid in group 2 #" + i) }; + // Generate two different ellipsoid bounds + const boundCenters1 = new Float32Array([0.8, 0, 0.3, -0.8, 0, 0.4]); + const boundRadii1 = new Float32Array([0.2, 0.1, 0.1, 0.1, 0.2, 0.2]); + const boundColors1 = new Float32Array([0.7, 0.3, 0.3, 0.3, 0.3, 0.9]); - const boundElement: EllipsoidBoundsElementConfig={ - type:'EllipsoidBounds', - data:{ centers: boundCenters, radii: boundRadii, colors: boundColors }, - decorations: hovered.EllipsoidBounds ? [ - {indexes:[hovered.EllipsoidBounds.index], color:[1,1,0], alpha:0.8} - ]: undefined, - onHover:(i)=>{ - setHovered(prev => ({ - ...prev, - EllipsoidBounds: i === null ? null : {type: 'EllipsoidBounds', index: i} - })); - if(i !== null) { - setHighlightIdx(null); - } - }, - onClick:(i)=> alert(`Click bounds #${i}`) + const boundCenters2 = new Float32Array([0.2, 0.2, 0.2, -0.2, -0.2, -0.2]); + const boundRadii2 = new Float32Array([0.15, 0.15, 0.15, 0.1, 0.1, 0.1]); + const boundColors2 = new Float32Array([0.5, 0.5, 0.5, 0.2, 0.2, 0.2]); + + const boundsElement1: EllipsoidBoundsElementConfig = { + type: 'EllipsoidBounds', + data: {centers: boundCenters1, radii: boundRadii1, colors: boundColors1}, + decorations: hoveredIndices.bounds1 === null ? undefined : [ + {indexes: [hoveredIndices.bounds1], color: [0, 1, 1], alpha: 1} + ], + onHover: (i) => setHoveredIndices(prev => ({...prev, bounds1: i})), + onClick: (i) => alert("Clicked bounds in group 1 #" + i) + }; + + const boundsElement2: EllipsoidBoundsElementConfig = { + type: 'EllipsoidBounds', + data: {centers: boundCenters2, radii: boundRadii2, colors: boundColors2}, + decorations: hoveredIndices.bounds2 === null ? undefined : [ + {indexes: [hoveredIndices.bounds2], color: [1, 0, 0], alpha: 1} + ], + onHover: (i) => setHoveredIndices(prev => ({...prev, bounds2: i})), + onClick: (i) => alert("Clicked bounds in group 2 #" + i) }; const elements: SceneElementConfig[] = [ - pcElement, - ellipsoidElement, - boundElement + pcElement1, + pcElement2, + ellipsoidElement1, + ellipsoidElement2, + boundsElement1, + boundsElement2 ]; - return ; + return ; +} + +/****************************************************** + * 6) Minimal WGSL code for pipelines + ******************************************************/ + +/** + * Billboarding vertex/frag for "PointCloud" + * These are minimal; real code might do lambert or lighting. + */ +const billboardVertCode = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, +}; +@group(0) @binding(0) var camera : Camera; + +struct VSOut { + @builtin(position) Position: vec4, + @location(0) color: vec3, + @location(1) alpha: f32 +}; + +@vertex +fn vs_main( + @location(0) corner: vec2, + @location(1) pos: vec3, + @location(2) col: vec3, + @location(3) alpha: f32, + @location(4) scaleX: f32, + @location(5) scaleY: f32 +)-> VSOut { + let offset = camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); + let worldPos = vec4(pos + offset, 1.0); + var out: VSOut; + out.Position = camera.mvp * worldPos; + out.color = col; + out.alpha = alpha; + return out; +} +`; + +const billboardFragCode = /*wgsl*/` +@fragment +fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0) vec4 { + return vec4(color, alpha); +} +`; + +/** + * "Ellipsoid" sphere shading + */ +const ellipsoidVertCode = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, +}; +@group(0) @binding(0) var camera : Camera; + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) iColor: vec3, + @location(5) iAlpha: f32 +)-> VSOut { + let worldPos = iPos + (inPos * iScale); + let scaledNorm = normalize(inNorm / iScale); + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos,1.0); + out.normal = scaledNorm; + out.baseColor = iColor; + out.alpha = iAlpha; + out.worldPos = worldPos.xyz; + return out; +} +`; + +const ellipsoidFragCode = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, +}; +@group(0) @binding(0) var camera : Camera; + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +)-> @location(0) vec4 { + let N = normalize(normal); + let L = normalize(camera.lightDir); + let lambert = max(dot(N,L), 0.0); + + let ambient = ${LIGHTING.AMBIENT_INTENSITY}; + var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); + + let V = normalize(-worldPos); + let H = normalize(L + V); + let spec = pow(max(dot(N,H),0.0), ${LIGHTING.SPECULAR_POWER}); + color += vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; + + return vec4(color, alpha); +} +`; + +/** + * "EllipsoidBounds" ring shading + */ +const ringVertCode = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, +}; +@group(0) @binding(0) var camera : Camera; + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) color: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, +}; + +@vertex +fn vs_main( + @builtin(instance_index) instID: u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 +)-> VSOut { + // We create 3 rings per ellipsoid => so the instance ID %3 picks which plane + let ringIndex = i32(instID % 3u); + var lp = inPos; + + // transform from XZ plane to XY, YZ, or XZ + if(ringIndex==0){ + // rotate XZ->XY + let tmp = lp.z; + lp.z = -lp.y; + lp.y = tmp; + } else if(ringIndex==1){ + // rotate XZ->YZ + let px = lp.x; + lp.x = -lp.y; + lp.y = px; + let pz = lp.z; + lp.z = lp.x; + lp.x = pz; + } + // ringIndex==2 => leave as is + + lp *= scale; + let wp = center + lp; + + var out: VSOut; + out.pos = camera.mvp * vec4(wp,1.0); + out.normal = inNorm; + out.color = color; + out.alpha = alpha; + out.worldPos = wp; + return out; +} +`; + +const ringFragCode = /*wgsl*/` +@fragment +fn fs_main( + @location(1) n: vec3, + @location(2) c: vec3, + @location(3) a: f32, + @location(4) wp: vec3 +)-> @location(0) vec4 { + // For simplicity, no lighting => just color + return vec4(c, a); +} +`; + +/** + * Minimal picking WGSL + */ +const pickingVertCode = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, +}; +@group(0) @binding(0) var camera: Camera; + +struct VSOut { + @builtin(position) pos: vec4, + @location(0) pickID: f32 +}; + +@vertex +fn vs_pointcloud( + @location(0) corner: vec2, + @location(1) pos: vec3, + @location(2) pickID: f32, + @location(3) scaleX: f32, + @location(4) scaleY: f32 +)-> VSOut { + let offset = camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); + let worldPos = vec4(pos + offset, 1.0); + var out: VSOut; + out.pos = camera.mvp * worldPos; + out.pickID = pickID; + return out; +} + +@vertex +fn vs_ellipsoid( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) pickID: f32 +)-> VSOut { + let wp = iPos + (inPos * iScale); + var out: VSOut; + out.pos = camera.mvp*vec4(wp,1.0); + out.pickID = pickID; + return out; +} + +@vertex +fn vs_bands( + @builtin(instance_index) instID:u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) pickID: f32 +)-> VSOut { + let ringIndex=i32(instID%3u); + var lp=inPos; + if(ringIndex==0){ + let tmp=lp.z; lp.z=-lp.y; lp.y=tmp; + } else if(ringIndex==1){ + let px=lp.x; lp.x=-lp.y; lp.y=px; + let pz=lp.z; lp.z=lp.x; lp.x=pz; + } + lp*=scale; + let wp=center+lp; + var out:VSOut; + out.pos=camera.mvp*vec4(wp,1.0); + out.pickID=pickID; + return out; } -/** convenience export */ -export function Torus(props:{ elements:SceneElementConfig[] }){ - return ; +@fragment +fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { + let iID=u32(pickID); + let r = f32(iID & 255u)/255.0; + let g = f32((iID>>8)&255u)/255.0; + let b = f32((iID>>16)&255u)/255.0; + return vec4(r,g,b,1.0); } +`; From a5cf629d2e637f036e18ea81ae5b97b1f573c858 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 18 Jan 2025 11:00:44 -0600 Subject: [PATCH 069/167] add cuboid primitive --- src/genstudio/js/scene3d/scene3dNew.tsx | 539 ++++++++++++++++++++---- 1 file changed, 460 insertions(+), 79 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 45e9bbe5..f35593e7 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -309,30 +309,119 @@ const ellipsoidBoundsSpec: PrimitiveSpec = { } }; -/** ========== If you add more shapes, define them likewise ========== **/ +/** + * -------------- CUBOID ADDITIONS -------------- + * We'll define a new config interface, a spec, + * and later a pipeline + geometry for it. + */ +interface CuboidData { + centers: Float32Array; // Nx3 + sizes: Float32Array; // Nx3 (width, height, depth) + colors?: Float32Array; // Nx3 +} +export interface CuboidElementConfig { + type: 'Cuboid'; + data: CuboidData; + decorations?: Decoration[]; + onHover?: (index: number|null) => void; + onClick?: (index: number) => void; +} + +const cuboidSpec: PrimitiveSpec = { + getCount(elem){ + return elem.data.centers.length / 3; + }, + buildRenderData(elem){ + const { centers, sizes, colors } = elem.data; + const count = centers.length / 3; + if(count===0)return null; + + // (center.x, center.y, center.z, size.x, size.y, size.z, color.r, color.g, color.b, alpha) + const arr = new Float32Array(count*10); + for(let i=0; i=count) continue; + if(dec.color){ + arr[idx*10+6] = dec.color[0]; + arr[idx*10+7] = dec.color[1]; + arr[idx*10+8] = dec.color[2]; + } + if(dec.alpha!==undefined){ + arr[idx*10+9] = dec.alpha; + } + if(dec.scale!==undefined){ + arr[idx*10+3]*=dec.scale; + arr[idx*10+4]*=dec.scale; + arr[idx*10+5]*=dec.scale; + } + if(dec.minSize!==undefined){ + if(arr[idx*10+3] its PrimitiveSpec. */ const primitiveRegistry: Record> = { PointCloud: pointCloudSpec, Ellipsoid: ellipsoidSpec, - EllipsoidBounds: ellipsoidBoundsSpec + EllipsoidBounds: ellipsoidBoundsSpec, + Cuboid: cuboidSpec, // new }; /****************************************************** * 2) Pipeline Cache & "RenderObject" interface ******************************************************/ -/** - * We'll keep a small pipeline cache so we don't recreate the same pipeline for multiple - * elements using the same shape or shading. - */ const pipelineCache = new Map(); function getOrCreatePipeline( @@ -414,7 +503,6 @@ function Scene({ elements, containerWidth }: SceneProps) { // We'll hold a list of RenderObjects that we build from the elements renderObjects: RenderObject[]; - // For picking IDs: /** each element gets a "baseID" so we can map from ID->(element, instance) */ elementBaseId: number[]; /** global table from ID -> {elementIdx, instanceIdx} */ @@ -492,10 +580,8 @@ function Scene({ elements, containerWidth }: SceneProps) { } /****************************************************** - * A) Create base geometry (sphere, ring, billboard) + * A) Create base geometry (sphere, ring, billboard, cube) ******************************************************/ - // We'll store these so we can re-use them in pipelines that need them - // (the sphere and ring for ellipsoids, the billboard quad for point clouds). const sphereGeoRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer; @@ -511,6 +597,14 @@ function Scene({ elements, containerWidth }: SceneProps) { ib: GPUBuffer; }|null>(null); + // --- CUBOID ADDITIONS --- + // We'll store the "unit-cube" geometry in a ref as well. + const cubeGeoRef = useRef<{ + vb: GPUBuffer; + ib: GPUBuffer; + indexCount: number; + }|null>(null); + function createSphereGeometry(stacks=16, slices=24) { const verts:number[]=[]; const idxs:number[]=[]; @@ -566,6 +660,60 @@ function Scene({ elements, containerWidth }: SceneProps) { }; } + // Create a cube geometry (centered at (0,0,0), size=1) with normals. + function createCubeGeometry() { + // We'll store each face as 4 unique verts (pos+normal) and 2 triangles (6 indices). + // The cube has 6 faces => total 24 verts, 36 indices. + const positions: number[] = [ + // +X face + 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, + // -X face + -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, + // +Y face + -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, + // -Y face + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, + // +Z face + 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, + // -Z face + -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, + ]; + const normals: number[] = [ + // +X face => normal = (1,0,0) + 1,0,0, 1,0,0, 1,0,0, 1,0,0, + // -X face => normal = (-1,0,0) + -1,0,0, -1,0,0, -1,0,0, -1,0,0, + // +Y face => normal = (0,1,0) + 0,1,0, 0,1,0, 0,1,0, 0,1,0, + // -Y face => normal = (0,-1,0) + 0,-1,0,0,-1,0,0,-1,0,0,-1,0, + // +Z face => normal = (0,0,1) + 0,0,1,0,0,1,0,0,1,0,0,1, + // -Z face => normal = (0,0,-1) + 0,0,-1,0,0,-1,0,0,-1,0,0,-1, + ]; + const indices: number[] = []; + // For each face, we have 4 verts => 2 triangles => 6 indices + for(let face=0; face<6; face++){ + const base = face*4; + indices.push(base+0, base+1, base+2, base+0, base+2, base+3); + } + // Combine interleaved data => pos + norm for each vertex + const vertexData = new Float32Array(positions.length*2); + for(let i=0; i "billboard shading" pipeline - // "Ellipsoid" => "sphere shading" pipeline - // ... - // For brevity, we'll do a small switch: + // We'll pick or create the relevant pipelines based on elem.type let pipelineKey = ""; let pickingPipelineKey = ""; if(elem.type==='PointCloud'){ @@ -793,10 +956,10 @@ function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] } else if(elem.type==='EllipsoidBounds'){ pipelineKey = "EllipsoidBoundsShading"; pickingPipelineKey = "EllipsoidBoundsPicking"; + } else if(elem.type==='Cuboid'){ + pipelineKey = "CuboidShading"; + pickingPipelineKey = "CuboidPicking"; } - // create them if needed - // (Pretend we have functions buildPointCloudPipeline, etc. - // or store them all in the snippet to keep it complete.) const pipeline = getOrCreatePipeline(pipelineKey, ()=>{ return createRenderPipelineFor(elem.type, device); }); @@ -804,12 +967,7 @@ function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] return createPickingPipelineFor(elem.type, device); }); - // how many to draw? - // In these examples, we do billboard => 6 indices, instanceCount= count - // or sphere => we do an indexed draw with sphere geometry, instanceCount= count - // let's store that in a new RenderObject: - - // We'll fill in the details in a separate function: + // fill the fields in a new RenderObject const ro = createRenderObjectForElement( elem.type, pipeline, pickingPipeline, vb, pickVB, count, device ); @@ -820,10 +978,6 @@ function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] return result; } -/** - * Create the main shading pipeline for a given type. - * In a real system, you'd have separate code or a big switch. - */ function createRenderPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { const format = navigator.gpu.getPreferredCanvasFormat(); const pipelineLayout = device.createPipelineLayout({ @@ -964,12 +1118,55 @@ function createRenderPipelineFor(type: SceneElementConfig['type'], device: GPUDe primitive:{ topology:'triangle-list', cullMode:'back'}, depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); + } else if(type==='Cuboid'){ + // Very similar to the "Ellipsoid" shading, but using a cube geometry. + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: cuboidVertCode }), + entryPoint:'vs_main', + buffers:[ + { + // cube geometry => 6 floats (pos+normal) + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + // instance => 10 floats + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, // center + {shaderLocation:3, offset:3*4, format:'float32x3'}, // size + {shaderLocation:4, offset:6*4, format:'float32x3'}, // color + {shaderLocation:5, offset:9*4, format:'float32'} // alpha + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: cuboidFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); } - // fallback + throw new Error("No pipeline for type=" + type); } -/** Similarly for picking: minimal "ID color" pipelines. */ +/** Similarly for picking */ function createPickingPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts:[ @@ -1080,14 +1277,46 @@ function createPickingPipelineFor(type: SceneElementConfig['type'], device: GPUD primitive:{ topology:'triangle-list', cullMode:'back'}, depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); + } else if(type==='Cuboid'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_cuboid', + buffers:[ + { + // cube geometry => pos+normal + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + // instance => 7 floats (center, size, pickID) + arrayStride: 7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, // center + {shaderLocation:3, offset:3*4, format:'float32x3'}, // size + {shaderLocation:4, offset:6*4, format:'float32'} // pickID + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); } + throw new Error("No picking pipeline for type=" + type); } -/** - * Helper that sets up the final RenderObject fields - * (like referencing the sphere geometry or billboard geometry) - */ function createRenderObjectForElement( type: SceneElementConfig['type'], pipeline: GPURenderPipeline, @@ -1097,12 +1326,6 @@ function createRenderObjectForElement( count: number, device: GPUDevice ): RenderObject { - // We'll fill out the fields for normal draw vs picking draw. - // e.g. if it's a PointCloud, we do billboard quads => - // - pipeline is billboard - // - geometry is the "billboardQuadRef" - // - we call pass.drawIndexed(6, instanceCount=count) - if(type==='PointCloud'){ if(!billboardQuadRef.current) throw new Error("No billboard geometry available"); return { @@ -1154,17 +1377,34 @@ function createRenderObjectForElement( pickingIndexCount: indexCount, pickingInstanceCount: count, + elementIndex:-1 + }; + } else if(type==='Cuboid'){ + if(!cubeGeoRef.current) throw new Error("No cube geometry available"); + const { vb, ib, indexCount } = cubeGeoRef.current; + return { + pipeline, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, + indexCount, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: count, + elementIndex:-1 }; } - // fallback throw new Error("No render object logic for type=" + type); } /****************************************************** * E) Render + pick passes ******************************************************/ -const renderFrame=useCallback((camera:CameraState)=>{ +const renderFrame=useCallback((camera:any)=>{ if(!gpuRef.current){ requestAnimationFrame(()=>renderFrame(camera)); return; @@ -1209,8 +1449,6 @@ const renderFrame=useCallback((camera:CameraState)=>{ ]); // write uniform data - // layout => - // mat4(16 floats) + cameraRight(3 floats) + pad + cameraUp(3 floats) + pad + lightDir(3 floats) + pad const data=new Float32Array(32); data.set(mvp,0); data[16] = right[0]; data[17] = right[1]; data[18] = right[2]; @@ -1260,7 +1498,6 @@ const renderFrame=useCallback((camera:CameraState)=>{ requestAnimationFrame(()=>renderFrame(camera)); },[canvasWidth, canvasHeight]); -/** For picking, we render into the pickTexture, read one pixel, decode ID. */ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'click'){ if(!gpuRef.current||pickingLockRef.current)return; pickingLockRef.current=true; @@ -1273,7 +1510,7 @@ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'clic if(!pickTexture||!pickDepthTexture) return; const pickX = Math.floor(screenX); - const pickY = Math.floor(screenY); // flip Y + const pickY = Math.floor(screenY); if(pickX<0||pickY<0||pickX>=canvasWidth||pickY>=canvasHeight){ // out of bounds if(mode==='hover'){ @@ -1299,7 +1536,6 @@ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'clic }; const pass = cmd.beginRenderPass(passDesc); - // set uniform pass.setBindGroup(0, uniformBindGroup); // draw each object with its picking pipeline @@ -1317,7 +1553,6 @@ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'clic } pass.end(); - // copy that 1 pixel cmd.copyTextureToBuffer( {texture: pickTexture, origin:{x:pickX,y:pickY}}, {buffer: readbackBuffer, bytesPerRow:256, rowsPerImage:1}, @@ -1357,7 +1592,6 @@ function handleHoverID(pickedID:number){ } const {elementIdx, instanceIdx} = idToElement[pickedID]; if(elementIdx<0||elementIdx>=elements.length){ - // no object for(const e of elements){ e.onHover?.(null); } @@ -1488,6 +1722,7 @@ const onWheel=useCallback((e:WheelEvent)=>{ gpuRef.current.pickDepthTexture?.destroy(); gpuRef.current.readbackBuffer.destroy(); gpuRef.current.uniformBuffer.destroy(); + // destroy geometry sphereGeoRef.current?.vb.destroy(); sphereGeoRef.current?.ib.destroy(); @@ -1495,6 +1730,8 @@ const onWheel=useCallback((e:WheelEvent)=>{ ringGeoRef.current?.ib.destroy(); billboardQuadRef.current?.vb.destroy(); billboardQuadRef.current?.ib.destroy(); + cubeGeoRef.current?.vb.destroy(); + cubeGeoRef.current?.ib.destroy(); } if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; @@ -1574,7 +1811,7 @@ function generateSpherePointCloud(numPoints:number, radius:number){ const pcData = generateSpherePointCloud(500, 0.5); -/** We'll build a few ellipsoids, a few bounds, etc. */ +/** We'll build a few ellipsoids, etc. */ const numEllipsoids=3; const eCenters=new Float32Array(numEllipsoids*3); const eRadii=new Float32Array(numEllipsoids*3); @@ -1593,6 +1830,31 @@ boundCenters.set([0.8,0,0.3, -0.8,0,0.4]); boundRadii.set([0.2,0.1,0.1, 0.1,0.2,0.2]); boundColors.set([0.7,0.3,0.3, 0.3,0.3,0.9]); +/****************************************************** + * --------------- CUBOID EXAMPLES ------------------- + ******************************************************/ +const numCuboids1 = 3; +const cCenters1 = new Float32Array(numCuboids1*3); +const cSizes1 = new Float32Array(numCuboids1*3); +const cColors1 = new Float32Array(numCuboids1*3); + +// Just make some cubes stacked up +cCenters1.set([1.0, 0, 0, 1.0, 0.3, 0, 1.0, 0.6, 0]); +cSizes1.set( [0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2]); +cColors1.set( [0.9,0.2,0.2, 0.2,0.9,0.2, 0.2,0.2,0.9]); + +const numCuboids2 = 2; +const cCenters2 = new Float32Array(numCuboids2*3); +const cSizes2 = new Float32Array(numCuboids2*3); +const cColors2 = new Float32Array(numCuboids2*3); + +cCenters2.set([ -1.0,0,0, -1.0, 0.4, 0.4]); +cSizes2.set( [ 0.3,0.1,0.2, 0.2,0.2,0.2]); +cColors2.set( [ 0.8,0.4,0.6, 0.4,0.6,0.8]); + +/****************************************************** + * Our top-level App + ******************************************************/ export function App(){ const [hoveredIndices, setHoveredIndices] = useState({ pc1: null as number | null, @@ -1601,6 +1863,10 @@ export function App(){ ellipsoid2: null as number | null, bounds1: null as number | null, bounds2: null as number | null, + + // For cuboids + cuboid1: null as number | null, + cuboid2: null as number | null, }); // Generate two different point clouds @@ -1627,7 +1893,7 @@ export function App(){ onClick: (i) => alert("Clicked point in cloud 2 #" + i) }; - // Generate two different ellipsoids + // Ellipsoids const eCenters1 = new Float32Array([0, 0, 0.6, 0, 0, 0.3, 0, 0, 0]); const eRadii1 = new Float32Array([0.1, 0.1, 0.1, 0.15, 0.15, 0.15, 0.2, 0.2, 0.2]); const eColors1 = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]); @@ -1656,18 +1922,10 @@ export function App(){ onClick: (i) => alert("Clicked ellipsoid in group 2 #" + i) }; - // Generate two different ellipsoid bounds - const boundCenters1 = new Float32Array([0.8, 0, 0.3, -0.8, 0, 0.4]); - const boundRadii1 = new Float32Array([0.2, 0.1, 0.1, 0.1, 0.2, 0.2]); - const boundColors1 = new Float32Array([0.7, 0.3, 0.3, 0.3, 0.3, 0.9]); - - const boundCenters2 = new Float32Array([0.2, 0.2, 0.2, -0.2, -0.2, -0.2]); - const boundRadii2 = new Float32Array([0.15, 0.15, 0.15, 0.1, 0.1, 0.1]); - const boundColors2 = new Float32Array([0.5, 0.5, 0.5, 0.2, 0.2, 0.2]); - + // Ellipsoid Bounds const boundsElement1: EllipsoidBoundsElementConfig = { type: 'EllipsoidBounds', - data: {centers: boundCenters1, radii: boundRadii1, colors: boundColors1}, + data: {centers: boundCenters, radii: boundRadii, colors: boundColors}, decorations: hoveredIndices.bounds1 === null ? undefined : [ {indexes: [hoveredIndices.bounds1], color: [0, 1, 1], alpha: 1} ], @@ -1677,7 +1935,11 @@ export function App(){ const boundsElement2: EllipsoidBoundsElementConfig = { type: 'EllipsoidBounds', - data: {centers: boundCenters2, radii: boundRadii2, colors: boundColors2}, + data: { + centers: new Float32Array([0.2,0.2,0.2, -0.2,-0.2,-0.2]), + radii: new Float32Array([0.15,0.15,0.15, 0.1,0.1,0.1]), + colors: new Float32Array([0.5,0.5,0.5, 0.2,0.2,0.2]) + }, decorations: hoveredIndices.bounds2 === null ? undefined : [ {indexes: [hoveredIndices.bounds2], color: [1, 0, 0], alpha: 1} ], @@ -1685,13 +1947,36 @@ export function App(){ onClick: (i) => alert("Clicked bounds in group 2 #" + i) }; + // Cuboid Examples + const cuboidElement1: CuboidElementConfig = { + type: 'Cuboid', + data: { centers: cCenters1, sizes: cSizes1, colors: cColors1 }, + decorations: hoveredIndices.cuboid1 === null ? undefined : [ + {indexes: [hoveredIndices.cuboid1], color: [1,1,0], alpha: 1} + ], + onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid1: i})), + onClick: (i) => alert("Clicked cuboid in group 1 #" + i) + }; + + const cuboidElement2: CuboidElementConfig = { + type: 'Cuboid', + data: { centers: cCenters2, sizes: cSizes2, colors: cColors2 }, + decorations: hoveredIndices.cuboid2 === null ? undefined : [ + {indexes: [hoveredIndices.cuboid2], color: [1,0,1], alpha: 1} + ], + onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid2: i})), + onClick: (i) => alert("Clicked cuboid in group 2 #" + i) + }; + const elements: SceneElementConfig[] = [ pcElement1, pcElement2, ellipsoidElement1, ellipsoidElement2, boundsElement1, - boundsElement2 + boundsElement2, + cuboidElement1, + cuboidElement2 ]; return ; @@ -1703,7 +1988,6 @@ export function App(){ /** * Billboarding vertex/frag for "PointCloud" - * These are minimal; real code might do lambert or lighting. */ const billboardVertCode = /*wgsl*/` struct Camera { @@ -1909,6 +2193,88 @@ fn fs_main( } `; +/** + * "Cuboid" shading: basically the same as the Ellipsoid approach, + * but for a cube geometry, using "center + inPos*sizes". + */ +const cuboidVertCode = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, +}; +@group(0) @binding(0) var camera: Camera; + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) size: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 +)-> VSOut { + let worldPos = center + (inPos * size); + // We'll also scale the normal by 1/size in case they're not uniform, to keep lighting correct: + let scaledNorm = normalize(inNorm / size); + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos,1.0); + out.normal = scaledNorm; + out.baseColor = color; + out.alpha = alpha; + out.worldPos = worldPos; + return out; +} +`; + +const cuboidFragCode = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, +}; +@group(0) @binding(0) var camera: Camera; + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +)-> @location(0) vec4 { + let N = normalize(normal); + let L = normalize(camera.lightDir); + let lambert = max(dot(N,L), 0.0); + + let ambient = ${LIGHTING.AMBIENT_INTENSITY}; + var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); + + let V = normalize(-worldPos); + let H = normalize(L + V); + let spec = pow(max(dot(N,H),0.0), ${LIGHTING.SPECULAR_POWER}); + color += vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; + + return vec4(color, alpha); +} +`; + /** * Minimal picking WGSL */ @@ -1985,6 +2351,21 @@ fn vs_bands( return out; } +@vertex +fn vs_cuboid( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) size: vec3, + @location(4) pickID: f32 +)-> VSOut { + let wp = center + (inPos * size); + var out: VSOut; + out.pos = camera.mvp*vec4(wp,1.0); + out.pickID = pickID; + return out; +} + @fragment fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { let iID=u32(pickID); From d8f79f1b361ea0e1b95d14e2f005138fb6900292 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 18 Jan 2025 15:06:34 -0600 Subject: [PATCH 070/167] fix cuboid winding order and culling --- src/genstudio/js/scene3d/scene3dNew.tsx | 35 +++++++++++++++---------- 1 file changed, 21 insertions(+), 14 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index f35593e7..5b32914b 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -665,18 +665,18 @@ function Scene({ elements, containerWidth }: SceneProps) { // We'll store each face as 4 unique verts (pos+normal) and 2 triangles (6 indices). // The cube has 6 faces => total 24 verts, 36 indices. const positions: number[] = [ - // +X face + // +X face (right) 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, - // -X face + // -X face (left) -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, - // +Y face + // +Y face (top) -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, - // -Y face + // -Y face (bottom) -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, - // +Z face - 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, - // -Z face - -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, + // +Z face (front) + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, + // -Z face (back) + 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, ]; const normals: number[] = [ // +X face => normal = (1,0,0) @@ -686,17 +686,18 @@ function Scene({ elements, containerWidth }: SceneProps) { // +Y face => normal = (0,1,0) 0,1,0, 0,1,0, 0,1,0, 0,1,0, // -Y face => normal = (0,-1,0) - 0,-1,0,0,-1,0,0,-1,0,0,-1,0, + 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, // +Z face => normal = (0,0,1) - 0,0,1,0,0,1,0,0,1,0,0,1, + 0,0,1, 0,0,1, 0,0,1, 0,0,1, // -Z face => normal = (0,0,-1) - 0,0,-1,0,0,-1,0,0,-1,0,0,-1, + 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, ]; const indices: number[] = []; // For each face, we have 4 verts => 2 triangles => 6 indices for(let face=0; face<6; face++){ const base = face*4; - indices.push(base+0, base+1, base+2, base+0, base+2, base+3); + // Counter-clockwise winding order when viewed from outside + indices.push(base+0, base+2, base+1, base+0, base+3, base+2); } // Combine interleaved data => pos + norm for each vertex const vertexData = new Float32Array(positions.length*2); @@ -1158,7 +1159,10 @@ function createRenderPipelineFor(type: SceneElementConfig['type'], device: GPUDe } }] }, - primitive:{ topology:'triangle-list', cullMode:'back'}, + primitive:{ + topology:'triangle-list', + cullMode:'none' // Changed from 'back' to 'none' + }, depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); } @@ -1309,7 +1313,10 @@ function createPickingPipelineFor(type: SceneElementConfig['type'], device: GPUD entryPoint:'fs_pick', targets:[{ format }] }, - primitive:{ topology:'triangle-list', cullMode:'back'}, + primitive:{ + topology:'triangle-list', + cullMode:'none' // Changed from 'back' to 'none' to match main pipeline + }, depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); } From 5f0e1c48272f61c96416793fed2610377d30b5e5 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 18 Jan 2025 15:09:36 -0600 Subject: [PATCH 071/167] dispose cache --- src/genstudio/js/scene3d/scene3dNew.tsx | 26 ++++++++++++++++++++++++- 1 file changed, 25 insertions(+), 1 deletion(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 5b32914b..4dee3332 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1739,6 +1739,9 @@ const onWheel=useCallback((e:WheelEvent)=>{ billboardQuadRef.current?.ib.destroy(); cubeGeoRef.current?.vb.destroy(); cubeGeoRef.current?.ib.destroy(); + + // Just clear the pipeline cache + pipelineCache.clear(); } if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; @@ -1778,6 +1781,28 @@ const onWheel=useCallback((e:WheelEvent)=>{ }; },[isReady, renderFrame, camera]); + useEffect(() => { + const canvas = canvasRef.current; + if (!canvas) return; + + const handleWheel = (e: WheelEvent) => { + if (mouseState.current.type === 'idle') { + e.preventDefault(); + const d = e.deltaY * 0.01; + setCamera(cam => ({ + ...cam, + orbitRadius: Math.max(0.01, cam.orbitRadius + d) + })); + } + }; + + canvas.addEventListener('wheel', handleWheel, { passive: false }); + + return () => { + canvas.removeEventListener('wheel', handleWheel); + }; + }, []); + return (
{ onMouseUp={handleMouseUp} onMouseLeave={handleMouseLeave} onWheel={onWheel} - onWheelCapture={(e)=> e.preventDefault()} />
); From dabd53a7112e7f8ea06814f5ae70db6a9027615f Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 18 Jan 2025 15:14:47 -0600 Subject: [PATCH 072/167] measure picking perf --- src/genstudio/js/scene3d/scene3dNew.tsx | 122 ++++++++++++++++-------- 1 file changed, 82 insertions(+), 40 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 4dee3332..f155bbed 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -831,7 +831,8 @@ function Scene({ elements, containerWidth }: SceneProps) { // We'll create a readback buffer for picking const readbackBuffer = device.createBuffer({ size: 256, - usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ + usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, + label: 'Picking readback buffer' // Add label for debugging }); gpuRef.current = { @@ -1506,28 +1507,40 @@ const renderFrame=useCallback((camera:any)=>{ },[canvasWidth, canvasHeight]); async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'click'){ - if(!gpuRef.current||pickingLockRef.current)return; - pickingLockRef.current=true; + if(!gpuRef.current || pickingLockRef.current) return; + + // Create a unique ID for this picking operation + const pickingId = Date.now(); + const currentPickingId = pickingId; + pickingLockRef.current = true; + + const startTime = performance.now(); + let renderTime = 0; + let readbackTime = 0; try { const { device, pickTexture, pickDepthTexture, readbackBuffer, uniformBindGroup, renderObjects, idToElement - }=gpuRef.current; - if(!pickTexture||!pickDepthTexture) return; + } = gpuRef.current; + + if(!pickTexture || !pickDepthTexture || !readbackBuffer) return; + + // Check if this picking operation is still valid + if (currentPickingId !== pickingId) return; const pickX = Math.floor(screenX); const pickY = Math.floor(screenY); - if(pickX<0||pickY<0||pickX>=canvasWidth||pickY>=canvasHeight){ - // out of bounds - if(mode==='hover'){ - handleHoverID(0); - } + if(pickX<0 || pickY<0 || pickX>=canvasWidth || pickY>=canvasHeight){ + if(mode==='hover') handleHoverID(0); return; } - const cmd = device.createCommandEncoder(); - const passDesc: GPURenderPassDescriptor={ + const renderStart = performance.now(); + const cmd = device.createCommandEncoder({label: 'Picking encoder'}); + + // Create the render pass properly + const passDesc: GPURenderPassDescriptor = { colorAttachments:[{ view: pickTexture.createView(), clearValue:{r:0,g:0,b:0,a:1}, @@ -1566,12 +1579,25 @@ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'clic [1,1,1] ); device.queue.submit([cmd.finish()]); + renderTime = performance.now() - renderStart; + + // Check again if this picking operation is still valid + if (currentPickingId !== pickingId) return; try { + const readbackStart = performance.now(); await readbackBuffer.mapAsync(GPUMapMode.READ); + + // Check one more time if this picking operation is still valid + if (currentPickingId !== pickingId) { + readbackBuffer.unmap(); + return; + } + const arr = new Uint8Array(readbackBuffer.getMappedRange()); const r=arr[0], g=arr[1], b=arr[2]; readbackBuffer.unmap(); + readbackTime = performance.now() - readbackStart; const pickedID = (b<<16)|(g<<8)|r; if(mode==='hover'){ @@ -1583,7 +1609,15 @@ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'clic console.error("pick buffer mapping error:", e); } } finally { - pickingLockRef.current=false; + pickingLockRef.current = false; + const totalTime = performance.now() - startTime; + if (mode === 'click') { + console.log(`Picking performance (${mode}):`, { + renderTime: renderTime.toFixed(2) + 'ms', + readbackTime: readbackTime.toFixed(2) + 'ms', + totalTime: totalTime.toFixed(2) + 'ms' + }); + } } } @@ -1723,25 +1757,33 @@ const onWheel=useCallback((e:WheelEvent)=>{ initWebGPU(); return ()=>{ if(gpuRef.current){ - // cleanup - gpuRef.current.depthTexture?.destroy(); - gpuRef.current.pickTexture?.destroy(); - gpuRef.current.pickDepthTexture?.destroy(); - gpuRef.current.readbackBuffer.destroy(); - gpuRef.current.uniformBuffer.destroy(); - - // destroy geometry - sphereGeoRef.current?.vb.destroy(); - sphereGeoRef.current?.ib.destroy(); - ringGeoRef.current?.vb.destroy(); - ringGeoRef.current?.ib.destroy(); - billboardQuadRef.current?.vb.destroy(); - billboardQuadRef.current?.ib.destroy(); - cubeGeoRef.current?.vb.destroy(); - cubeGeoRef.current?.ib.destroy(); - - // Just clear the pipeline cache - pipelineCache.clear(); + // Set a flag to prevent any pending picking operations + pickingLockRef.current = true; + + // Wait a frame before cleanup to ensure no operations are in progress + requestAnimationFrame(() => { + if(!gpuRef.current) return; + + // cleanup + gpuRef.current.depthTexture?.destroy(); + gpuRef.current.pickTexture?.destroy(); + gpuRef.current.pickDepthTexture?.destroy(); + gpuRef.current.readbackBuffer.destroy(); + gpuRef.current.uniformBuffer.destroy(); + + // destroy geometry + sphereGeoRef.current?.vb.destroy(); + sphereGeoRef.current?.ib.destroy(); + ringGeoRef.current?.vb.destroy(); + ringGeoRef.current?.ib.destroy(); + billboardQuadRef.current?.vb.destroy(); + billboardQuadRef.current?.ib.destroy(); + cubeGeoRef.current?.vb.destroy(); + cubeGeoRef.current?.ib.destroy(); + + // Just clear the pipeline cache + pipelineCache.clear(); + }); } if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; @@ -1911,7 +1953,7 @@ export function App(){ {indexes: [hoveredIndices.pc1], color: [1, 1, 0], alpha: 1, minSize: 0.05} ], onHover: (i) => setHoveredIndices(prev => ({...prev, pc1: i})), - onClick: (i) => alert("Clicked point in cloud 1 #" + i) + onClick: (i) => console.log("Clicked point in cloud 1 #", i) // Changed from alert }; const pcElement2: PointCloudElementConfig = { @@ -1921,7 +1963,7 @@ export function App(){ {indexes: [hoveredIndices.pc2], color: [0, 1, 0], alpha: 1, minSize: 0.05} ], onHover: (i) => setHoveredIndices(prev => ({...prev, pc2: i})), - onClick: (i) => alert("Clicked point in cloud 2 #" + i) + onClick: (i) => console.log("Clicked point in cloud 2 #", i) // Changed from alert }; // Ellipsoids @@ -1940,7 +1982,7 @@ export function App(){ {indexes: [hoveredIndices.ellipsoid1], color: [1, 0, 1], alpha: 0.8} ], onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid1: i})), - onClick: (i) => alert("Clicked ellipsoid in group 1 #" + i) + onClick: (i) => console.log("Clicked ellipsoid in group 1 #", i) // Changed from alert }; const ellipsoidElement2: EllipsoidElementConfig = { @@ -1950,7 +1992,7 @@ export function App(){ {indexes: [hoveredIndices.ellipsoid2], color: [0, 1, 0], alpha: 0.8} ], onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid2: i})), - onClick: (i) => alert("Clicked ellipsoid in group 2 #" + i) + onClick: (i) => console.log("Clicked ellipsoid in group 2 #", i) // Changed from alert }; // Ellipsoid Bounds @@ -1961,7 +2003,7 @@ export function App(){ {indexes: [hoveredIndices.bounds1], color: [0, 1, 1], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, bounds1: i})), - onClick: (i) => alert("Clicked bounds in group 1 #" + i) + onClick: (i) => console.log("Clicked bounds in group 1 #", i) // Changed from alert }; const boundsElement2: EllipsoidBoundsElementConfig = { @@ -1975,7 +2017,7 @@ export function App(){ {indexes: [hoveredIndices.bounds2], color: [1, 0, 0], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, bounds2: i})), - onClick: (i) => alert("Clicked bounds in group 2 #" + i) + onClick: (i) => console.log("Clicked bounds in group 2 #", i) // Changed from alert }; // Cuboid Examples @@ -1986,7 +2028,7 @@ export function App(){ {indexes: [hoveredIndices.cuboid1], color: [1,1,0], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid1: i})), - onClick: (i) => alert("Clicked cuboid in group 1 #" + i) + onClick: (i) => console.log("Clicked cuboid in group 1 #", i) // Changed from alert }; const cuboidElement2: CuboidElementConfig = { @@ -1996,7 +2038,7 @@ export function App(){ {indexes: [hoveredIndices.cuboid2], color: [1,0,1], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid2: i})), - onClick: (i) => alert("Clicked cuboid in group 2 #" + i) + onClick: (i) => console.log("Clicked cuboid in group 2 #", i) // Changed from alert }; const elements: SceneElementConfig[] = [ From 3d419c85aa8cf00fe8e450fd3cbba8eb849fd98a Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 20 Jan 2025 07:35:44 -0600 Subject: [PATCH 073/167] render only when elements or camera changes --- src/genstudio/js/scene3d/scene3dNew.tsx | 1799 ++++++++++------------- 1 file changed, 794 insertions(+), 1005 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index f155bbed..62eaaea1 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -25,22 +25,12 @@ const LIGHTING = { * 1) Data Structures & "Spec" System ******************************************************/ -/** - * "PrimitiveSpec" describes how a given element type is turned into - * GPU-friendly buffers for both rendering and picking. - */ interface PrimitiveSpec { - /** The total number of "instances" or items in the element (for picking, etc.). */ getCount(element: E): number; - - /** Build the typed array for normal rendering (positions, colors, etc.). */ buildRenderData(element: E): Float32Array | null; - - /** Build the typed array for picking (positions, pick IDs, etc.). */ buildPickingData(element: E, baseID: number): Float32Array | null; } -/** A typical "decoration" we can apply to sub-indices. */ interface Decoration { indexes: number[]; color?: [number, number, number]; @@ -232,7 +222,7 @@ const ellipsoidSpec: PrimitiveSpec = { export interface EllipsoidBoundsElementConfig { type: 'EllipsoidBounds'; - data: EllipsoidData; // same fields as above + data: EllipsoidData; decorations?: Decoration[]; onHover?: (index: number|null) => void; onClick?: (index: number) => void; @@ -259,7 +249,7 @@ const ellipsoidBoundsSpec: PrimitiveSpec = { if(colors && colors.length===count*3){ cr=colors[i*3+0]; cg=colors[i*3+1]; cb=colors[i*3+2]; } - // check decorations + // decorations if(elem.decorations){ for(const dec of elem.decorations){ if(dec.indexes.includes(i)){ @@ -290,7 +280,6 @@ const ellipsoidBoundsSpec: PrimitiveSpec = { const count=centers.length/3; if(count===0)return null; const ringCount = count*3; - // (pos, scale, pickID) const arr = new Float32Array(ringCount*7); for(let i=0;i = { /** * -------------- CUBOID ADDITIONS -------------- - * We'll define a new config interface, a spec, - * and later a pipeline + geometry for it. */ interface CuboidData { - centers: Float32Array; // Nx3 - sizes: Float32Array; // Nx3 (width, height, depth) - colors?: Float32Array; // Nx3 + centers: Float32Array; + sizes: Float32Array; + colors?: Float32Array; } export interface CuboidElementConfig { type: 'Cuboid'; @@ -401,29 +388,25 @@ const cuboidSpec: PrimitiveSpec = { return arr; } }; -/** -------------- END CUBOID ADDITIONS -------------- */ -/** A union of all known element configs: */ +/** All known configs. */ export type SceneElementConfig = | PointCloudElementConfig | EllipsoidElementConfig | EllipsoidBoundsElementConfig - | CuboidElementConfig; // <-- new + | CuboidElementConfig; -/** The registry that maps element.type -> its PrimitiveSpec. */ const primitiveRegistry: Record> = { PointCloud: pointCloudSpec, Ellipsoid: ellipsoidSpec, EllipsoidBounds: ellipsoidBoundsSpec, - Cuboid: cuboidSpec, // new + Cuboid: cuboidSpec, }; /****************************************************** * 2) Pipeline Cache & "RenderObject" interface ******************************************************/ - const pipelineCache = new Map(); - function getOrCreatePipeline( key: string, createFn: () => GPURenderPipeline @@ -437,26 +420,20 @@ function getOrCreatePipeline( } interface RenderObject { - /** GPU pipeline for normal rendering */ pipeline: GPURenderPipeline; - /** GPU buffers for normal rendering */ vertexBuffers: GPUBuffer[]; indexBuffer?: GPUBuffer; - /** how many to draw? */ vertexCount?: number; indexCount?: number; instanceCount?: number; - /** GPU pipeline for picking */ pickingPipeline: GPURenderPipeline; - /** GPU buffers for picking */ pickingVertexBuffers: GPUBuffer[]; pickingIndexBuffer?: GPUBuffer; pickingVertexCount?: number; pickingIndexCount?: number; pickingInstanceCount?: number; - /** For picking callbacks, we remember which SceneElementConfig it belongs to. */ elementIndex: number; } @@ -500,17 +477,12 @@ function Scene({ elements, containerWidth }: SceneProps) { pickDepthTexture: GPUTexture | null; readbackBuffer: GPUBuffer; - // We'll hold a list of RenderObjects that we build from the elements renderObjects: RenderObject[]; - - /** each element gets a "baseID" so we can map from ID->(element, instance) */ elementBaseId: number[]; - /** global table from ID -> {elementIdx, instanceIdx} */ idToElement: {elementIdx: number, instanceIdx: number}[]; } | null>(null); const [isReady, setIsReady] = useState(false); - const rafIdRef = useRef(0); // camera interface CameraState { @@ -537,7 +509,7 @@ function Scene({ elements, containerWidth }: SceneProps) { // We'll also track a picking lock const pickingLockRef = useRef(false); - /** Minimal math helpers. */ + // ---------- Minimal math utils ---------- function mat4Multiply(a: Float32Array, b: Float32Array) { const out = new Float32Array(16); for (let i=0; i<4; i++) { @@ -563,7 +535,7 @@ function Scene({ elements, containerWidth }: SceneProps) { const out=new Float32Array(16); out[0]=xAxis[0]; out[1]=yAxis[0]; out[2]=zAxis[0]; out[3]=0; out[4]=xAxis[1]; out[5]=yAxis[1]; out[6]=zAxis[1]; out[7]=0; - out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2];out[11]=0; + out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2]; out[11]=0; out[12]=-dot(xAxis,eye); out[13]=-dot(yAxis,eye); out[14]=-dot(zAxis,eye); out[15]=1; return out; } @@ -582,28 +554,10 @@ function Scene({ elements, containerWidth }: SceneProps) { /****************************************************** * A) Create base geometry (sphere, ring, billboard, cube) ******************************************************/ - const sphereGeoRef = useRef<{ - vb: GPUBuffer; - ib: GPUBuffer; - indexCount: number; - }|null>(null); - const ringGeoRef = useRef<{ - vb: GPUBuffer; - ib: GPUBuffer; - indexCount: number; - }|null>(null); - const billboardQuadRef = useRef<{ - vb: GPUBuffer; - ib: GPUBuffer; - }|null>(null); - - // --- CUBOID ADDITIONS --- - // We'll store the "unit-cube" geometry in a ref as well. - const cubeGeoRef = useRef<{ - vb: GPUBuffer; - ib: GPUBuffer; - indexCount: number; - }|null>(null); + const sphereGeoRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer; indexCount: number;}|null>(null); + const ringGeoRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer; indexCount: number;}|null>(null); + const billboardQuadRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer;}|null>(null); + const cubeGeoRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer; indexCount: number;}|null>(null); function createSphereGeometry(stacks=16, slices=24) { const verts:number[]=[]; @@ -659,47 +613,42 @@ function Scene({ elements, containerWidth }: SceneProps) { indexData: new Uint16Array(idxs) }; } - - // Create a cube geometry (centered at (0,0,0), size=1) with normals. function createCubeGeometry() { - // We'll store each face as 4 unique verts (pos+normal) and 2 triangles (6 indices). - // The cube has 6 faces => total 24 verts, 36 indices. + // 6 faces => 24 verts, 36 indices const positions: number[] = [ - // +X face (right) - 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, - // -X face (left) - -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, - // +Y face (top) - -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, - // -Y face (bottom) - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, - // +Z face (front) - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, - // -Z face (back) - 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, + // +X face + 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, + // -X face + -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, + // +Y face + -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, + // -Y face + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, + // +Z face + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, + // -Z face + 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, ]; const normals: number[] = [ - // +X face => normal = (1,0,0) - 1,0,0, 1,0,0, 1,0,0, 1,0,0, - // -X face => normal = (-1,0,0) + // +X + 1,0,0, 1,0,0, 1,0,0, 1,0,0, + // -X -1,0,0, -1,0,0, -1,0,0, -1,0,0, - // +Y face => normal = (0,1,0) + // +Y 0,1,0, 0,1,0, 0,1,0, 0,1,0, - // -Y face => normal = (0,-1,0) + // -Y 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, - // +Z face => normal = (0,0,1) + // +Z 0,0,1, 0,0,1, 0,0,1, 0,0,1, - // -Z face => normal = (0,0,-1) + // -Z 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, ]; const indices: number[] = []; - // For each face, we have 4 verts => 2 triangles => 6 indices for(let face=0; face<6; face++){ const base = face*4; - // Counter-clockwise winding order when viewed from outside indices.push(base+0, base+2, base+1, base+0, base+3, base+2); } - // Combine interleaved data => pos + norm for each vertex + // Interleave const vertexData = new Float32Array(positions.length*2); for(let i=0; i{ - if(!canvasRef.current)return; - if(!navigator.gpu){ + const initWebGPU = useCallback(async()=>{ + if(!canvasRef.current) return; + if(!navigator.gpu) { console.error("WebGPU not supported in this browser."); return; } @@ -733,25 +682,21 @@ function Scene({ elements, containerWidth }: SceneProps) { const format = navigator.gpu.getPreferredCanvasFormat(); context.configure({ device, format, alphaMode:'premultiplied' }); - // Create a uniform buffer + // Create uniform buffer + bind group const uniformBufferSize=128; const uniformBuffer=device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST }); const uniformBindGroupLayout = device.createBindGroupLayout({ - entries: [{ - binding: 0, - visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, - buffer: { type:'uniform' } - }] + entries: [{ binding: 0, visibility: GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, buffer: {type:'uniform'} }] }); const uniformBindGroup = device.createBindGroup({ layout: uniformBindGroupLayout, entries: [{ binding:0, resource:{ buffer:uniformBuffer } }] }); - // Build sphere geometry + // Prepare geometry const sphereGeo = createSphereGeometry(16,24); const sphereVB = device.createBuffer({ size: sphereGeo.vertexData.byteLength, @@ -763,14 +708,8 @@ function Scene({ elements, containerWidth }: SceneProps) { usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); device.queue.writeBuffer(sphereIB,0,sphereGeo.indexData); + sphereGeoRef.current = { vb: sphereVB, ib: sphereIB, indexCount: sphereGeo.indexData.length }; - sphereGeoRef.current = { - vb: sphereVB, - ib: sphereIB, - indexCount: sphereGeo.indexData.length - }; - - // Build a torus geometry for "bounds" const ringGeo = createTorusGeometry(1.0,0.03,40,12); const ringVB = device.createBuffer({ size: ringGeo.vertexData.byteLength, @@ -782,14 +721,8 @@ function Scene({ elements, containerWidth }: SceneProps) { usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); device.queue.writeBuffer(ringIB,0,ringGeo.indexData); + ringGeoRef.current = { vb: ringVB, ib: ringIB, indexCount: ringGeo.indexData.length }; - ringGeoRef.current = { - vb: ringVB, - ib: ringIB, - indexCount: ringGeo.indexData.length - }; - - // billboard quad const quadVerts = new Float32Array([-0.5,-0.5, 0.5,-0.5, -0.5,0.5, 0.5,0.5]); const quadIdx = new Uint16Array([0,1,2,2,1,3]); const quadVB = device.createBuffer({ @@ -802,13 +735,8 @@ function Scene({ elements, containerWidth }: SceneProps) { usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); device.queue.writeBuffer(quadIB,0,quadIdx); + billboardQuadRef.current = { vb: quadVB, ib: quadIB }; - billboardQuadRef.current = { - vb: quadVB, - ib: quadIB - }; - - // ---- CUBOID ADDITIONS: create cube geometry const cubeGeo = createCubeGeometry(); const cubeVB = device.createBuffer({ size: cubeGeo.vertexData.byteLength, @@ -820,32 +748,29 @@ function Scene({ elements, containerWidth }: SceneProps) { usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); device.queue.writeBuffer(cubeIB, 0, cubeGeo.indexData); + cubeGeoRef.current = { vb: cubeVB, ib: cubeIB, indexCount: cubeGeo.indexData.length }; - cubeGeoRef.current = { - vb: cubeVB, - ib: cubeIB, - indexCount: cubeGeo.indexData.length - }; - // ---- END CUBOID ADDITIONS - - // We'll create a readback buffer for picking + // Readback buffer for picking const readbackBuffer = device.createBuffer({ size: 256, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, - label: 'Picking readback buffer' // Add label for debugging + label: 'Picking readback buffer' }); gpuRef.current = { - device, context, - uniformBuffer, uniformBindGroup, - depthTexture:null, - pickTexture:null, - pickDepthTexture:null, + device, + context, + uniformBuffer, + uniformBindGroup, + depthTexture: null, + pickTexture: null, + pickDepthTexture: null, readbackBuffer, renderObjects: [], elementBaseId: [], idToElement: [] }; + setIsReady(true); } catch(err){ console.error("initWebGPU error:", err); @@ -856,20 +781,20 @@ function Scene({ elements, containerWidth }: SceneProps) { * C) Depth & Pick textures ******************************************************/ const createOrUpdateDepthTexture=useCallback(()=>{ - if(!gpuRef.current)return; - const {device, depthTexture}=gpuRef.current; + if(!gpuRef.current) return; + const { device, depthTexture } = gpuRef.current; if(depthTexture) depthTexture.destroy(); const dt = device.createTexture({ - size:[canvasWidth, canvasHeight], - format:'depth24plus', + size: [canvasWidth, canvasHeight], + format: 'depth24plus', usage: GPUTextureUsage.RENDER_ATTACHMENT }); gpuRef.current.depthTexture = dt; },[canvasWidth, canvasHeight]); const createOrUpdatePickTextures=useCallback(()=>{ - if(!gpuRef.current)return; - const {device, pickTexture, pickDepthTexture} = gpuRef.current; + if(!gpuRef.current) return; + const { device, pickTexture, pickDepthTexture } = gpuRef.current; if(pickTexture) pickTexture.destroy(); if(pickDepthTexture) pickDepthTexture.destroy(); const colorTex = device.createTexture({ @@ -887,717 +812,640 @@ function Scene({ elements, containerWidth }: SceneProps) { },[canvasWidth, canvasHeight]); /****************************************************** - * D) Building the RenderObjects from elements + * D) Building the RenderObjects ******************************************************/ + function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] { + if(!gpuRef.current) return []; + const { device, elementBaseId, idToElement } = gpuRef.current; -/** - * We'll do a "global ID" approach for picking: - * We maintain a big table idToElement, and each element gets an ID range. - */ -function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] { - if(!gpuRef.current) return []; - - const { device, elementBaseId, idToElement } = gpuRef.current; + elementBaseId.length = 0; + idToElement.length = 1; // index 0 => no object + let currentID = 1; - // reset - elementBaseId.length = 0; - idToElement.length = 1; // index0 => no object - let currentID = 1; + const result: RenderObject[] = []; - const result: RenderObject[] = []; + sceneElements.forEach((elem, eIdx)=>{ + const spec = primitiveRegistry[elem.type]; + if(!spec){ + elementBaseId[eIdx] = 0; + return; + } + const count = spec.getCount(elem); + elementBaseId[eIdx] = currentID; - sceneElements.forEach((elem, eIdx)=>{ - const spec = primitiveRegistry[elem.type]; - if(!spec){ - // unknown type - elementBaseId[eIdx] = 0; - return; - } - const count = spec.getCount(elem); - elementBaseId[eIdx] = currentID; + // Expand global ID table + for(let i=0; ielement array - for(let i=0; i0){ + vb = device.createBuffer({ + size: renderData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb,0,renderData); + } + let pickVB: GPUBuffer|null = null; + if(pickData && pickData.length>0){ + pickVB = device.createBuffer({ + size: pickData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(pickVB,0,pickData); + } - // create GPU buffers - let vb: GPUBuffer|null = null; - if(renderData && renderData.length>0){ - vb = device.createBuffer({ - size: renderData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + let pipelineKey = ""; + let pickingPipelineKey = ""; + if(elem.type==='PointCloud'){ + pipelineKey = "PointCloudShading"; + pickingPipelineKey = "PointCloudPicking"; + } else if(elem.type==='Ellipsoid'){ + pipelineKey = "EllipsoidShading"; + pickingPipelineKey = "EllipsoidPicking"; + } else if(elem.type==='EllipsoidBounds'){ + pipelineKey = "EllipsoidBoundsShading"; + pickingPipelineKey = "EllipsoidBoundsPicking"; + } else if(elem.type==='Cuboid'){ + pipelineKey = "CuboidShading"; + pickingPipelineKey = "CuboidPicking"; + } + const pipeline = getOrCreatePipeline(pipelineKey, ()=>{ + return createRenderPipelineFor(elem.type, device); }); - device.queue.writeBuffer(vb,0,renderData); - } - let pickVB: GPUBuffer|null = null; - if(pickData && pickData.length>0){ - pickVB = device.createBuffer({ - size: pickData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + const pickingPipeline = getOrCreatePipeline(pickingPipelineKey, ()=>{ + return createPickingPipelineFor(elem.type, device); }); - device.queue.writeBuffer(pickVB,0,pickData); - } - // We'll pick or create the relevant pipelines based on elem.type - let pipelineKey = ""; - let pickingPipelineKey = ""; - if(elem.type==='PointCloud'){ - pipelineKey = "PointCloudShading"; - pickingPipelineKey = "PointCloudPicking"; - } else if(elem.type==='Ellipsoid'){ - pipelineKey = "EllipsoidShading"; - pickingPipelineKey = "EllipsoidPicking"; - } else if(elem.type==='EllipsoidBounds'){ - pipelineKey = "EllipsoidBoundsShading"; - pickingPipelineKey = "EllipsoidBoundsPicking"; - } else if(elem.type==='Cuboid'){ - pipelineKey = "CuboidShading"; - pickingPipelineKey = "CuboidPicking"; - } - const pipeline = getOrCreatePipeline(pipelineKey, ()=>{ - return createRenderPipelineFor(elem.type, device); - }); - const pickingPipeline = getOrCreatePipeline(pickingPipelineKey, ()=>{ - return createPickingPipelineFor(elem.type, device); + const ro = createRenderObjectForElement(elem.type, pipeline, pickingPipeline, vb, pickVB, count, device); + ro.elementIndex = eIdx; + result.push(ro); }); - // fill the fields in a new RenderObject - const ro = createRenderObjectForElement( - elem.type, pipeline, pickingPipeline, vb, pickVB, count, device - ); - ro.elementIndex = eIdx; - result.push(ro); - }); - - return result; -} - -function createRenderPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { - const format = navigator.gpu.getPreferredCanvasFormat(); - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts:[ - device.createBindGroupLayout({ - entries:[{ - binding:0, - visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, - buffer:{type:'uniform'} - }] - }) - ] - }); - if(type==='PointCloud'){ - // "billboard" pipeline - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: billboardVertCode }), - entryPoint:'vs_main', - buffers:[ - { - // billboard quad - arrayStride: 8, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - { - // instance buffer => 9 floats - arrayStride: 9*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, // pos - {shaderLocation:2, offset:3*4, format:'float32x3'}, // color - {shaderLocation:3, offset:6*4, format:'float32'}, // alpha - {shaderLocation:4, offset:7*4, format:'float32'}, // scaleX - {shaderLocation:5, offset:8*4, format:'float32'} // scaleY - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: billboardFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back' }, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - } else if(type==='Ellipsoid'){ - // "sphere shading" pipeline - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: ellipsoidVertCode }), - entryPoint:'vs_main', - buffers:[ - { - // sphere geometry => 6 floats (pos+normal) - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - // instance => 10 floats - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // position - {shaderLocation:3, offset:3*4, format:'float32x3'}, // scale - {shaderLocation:4, offset:6*4, format:'float32x3'}, // color - {shaderLocation:5, offset:9*4, format:'float32'} // alpha - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: ellipsoidFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - } else if(type==='EllipsoidBounds'){ - // "ring" pipeline - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: ringVertCode }), - entryPoint:'vs_main', - buffers:[ - { - // ring geometry => 6 floats (pos+normal) - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - // instance => 10 floats - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // center - {shaderLocation:3, offset:3*4, format:'float32x3'}, // scale - {shaderLocation:4, offset:6*4, format:'float32x3'}, // color - {shaderLocation:5, offset:9*4, format:'float32'} // alpha - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: ringFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - } else if(type==='Cuboid'){ - // Very similar to the "Ellipsoid" shading, but using a cube geometry. - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: cuboidVertCode }), - entryPoint:'vs_main', - buffers:[ - { - // cube geometry => 6 floats (pos+normal) - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - // instance => 10 floats - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // center - {shaderLocation:3, offset:3*4, format:'float32x3'}, // size - {shaderLocation:4, offset:6*4, format:'float32x3'}, // color - {shaderLocation:5, offset:9*4, format:'float32'} // alpha - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: cuboidFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ - topology:'triangle-list', - cullMode:'none' // Changed from 'back' to 'none' - }, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); + return result; } - throw new Error("No pipeline for type=" + type); -} - -/** Similarly for picking */ -function createPickingPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts:[ - device.createBindGroupLayout({ - entries:[{ - binding:0, - visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, - buffer:{type:'uniform'} - }] - }) - ] - }); - const format = 'rgba8unorm'; - if(type==='PointCloud'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint: 'vs_pointcloud', - buffers:[ - { - arrayStride: 8, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - { - arrayStride: 6*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, // pos - {shaderLocation:2, offset:3*4, format:'float32'}, // pickID - {shaderLocation:3, offset:4*4, format:'float32'}, // scaleX - {shaderLocation:4, offset:5*4, format:'float32'} // scaleY - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - } else if(type==='Ellipsoid'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_ellipsoid', - buffers:[ - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // pos - {shaderLocation:3, offset:3*4, format:'float32x3'}, // scale - {shaderLocation:4, offset:6*4, format:'float32'} // pickID - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - } else if(type==='EllipsoidBounds'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_bands', - buffers:[ - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // center - {shaderLocation:3, offset:3*4, format:'float32x3'}, // scale - {shaderLocation:4, offset:6*4, format:'float32'} // pickID - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - } else if(type==='Cuboid'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_cuboid', - buffers:[ - { - // cube geometry => pos+normal - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - // instance => 7 floats (center, size, pickID) - arrayStride: 7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, // center - {shaderLocation:3, offset:3*4, format:'float32x3'}, // size - {shaderLocation:4, offset:6*4, format:'float32'} // pickID - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ - topology:'triangle-list', - cullMode:'none' // Changed from 'back' to 'none' to match main pipeline - }, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + function createRenderPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { + const format = navigator.gpu.getPreferredCanvasFormat(); + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts:[ + device.createBindGroupLayout({ + entries:[{ + binding:0, + visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, + buffer:{type:'uniform'} + }] + }) + ] }); - } - - throw new Error("No picking pipeline for type=" + type); -} - -function createRenderObjectForElement( - type: SceneElementConfig['type'], - pipeline: GPURenderPipeline, - pickingPipeline: GPURenderPipeline, - instanceVB: GPUBuffer|null, - pickingInstanceVB: GPUBuffer|null, - count: number, - device: GPUDevice -): RenderObject { - if(type==='PointCloud'){ - if(!billboardQuadRef.current) throw new Error("No billboard geometry available"); - return { - pipeline, - vertexBuffers: [billboardQuadRef.current.vb, instanceVB!], - indexBuffer: billboardQuadRef.current.ib, - indexCount: 6, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [billboardQuadRef.current.vb, pickingInstanceVB!], - pickingIndexBuffer: billboardQuadRef.current.ib, - pickingIndexCount: 6, - pickingInstanceCount: count, - - elementIndex:-1 - }; - } else if(type==='Ellipsoid'){ - if(!sphereGeoRef.current) throw new Error("No sphere geometry available"); - const { vb, ib, indexCount } = sphereGeoRef.current; - return { - pipeline, - vertexBuffers: [vb, instanceVB!], - indexBuffer: ib, - indexCount, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: count, - - elementIndex:-1 - }; - } else if(type==='EllipsoidBounds'){ - if(!ringGeoRef.current) throw new Error("No ring geometry available"); - const { vb, ib, indexCount } = ringGeoRef.current; - return { - pipeline, - vertexBuffers: [vb, instanceVB!], - indexBuffer: ib, - indexCount, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: count, - - elementIndex:-1 - }; - } else if(type==='Cuboid'){ - if(!cubeGeoRef.current) throw new Error("No cube geometry available"); - const { vb, ib, indexCount } = cubeGeoRef.current; - return { - pipeline, - vertexBuffers: [vb, instanceVB!], - indexBuffer: ib, - indexCount, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: count, - - elementIndex:-1 - }; - } - throw new Error("No render object logic for type=" + type); -} -/****************************************************** - * E) Render + pick passes - ******************************************************/ -const renderFrame=useCallback((camera:any)=>{ - if(!gpuRef.current){ - requestAnimationFrame(()=>renderFrame(camera)); - return; - } - const { device, context, uniformBuffer, uniformBindGroup, depthTexture, renderObjects } = gpuRef.current; - if(!depthTexture){ - requestAnimationFrame(()=>renderFrame(camera)); - return; + if(type==='PointCloud'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: billboardVertCode }), + entryPoint:'vs_main', + buffers:[ + { + arrayStride: 8, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + { + arrayStride: 9*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32x3'}, + {shaderLocation:3, offset:6*4, format:'float32'}, + {shaderLocation:4, offset:7*4, format:'float32'}, + {shaderLocation:5, offset:8*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: billboardFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back' }, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='Ellipsoid'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: ellipsoidVertCode }), + entryPoint:'vs_main', + buffers:[ + { + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: ellipsoidFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='EllipsoidBounds'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: ringVertCode }), + entryPoint:'vs_main', + buffers:[ + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: ringFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='Cuboid'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: cuboidVertCode }), + entryPoint:'vs_main', + buffers:[ + { + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: cuboidFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'none' }, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } + throw new Error("No pipeline for type=" + type); } - // camera matrix - const aspect = canvasWidth/canvasHeight; - const proj = mat4Perspective(camera.fov, aspect, camera.near, camera.far); - const cx=camera.orbitRadius*Math.sin(camera.orbitPhi)*Math.sin(camera.orbitTheta); - const cy=camera.orbitRadius*Math.cos(camera.orbitPhi); - const cz=camera.orbitRadius*Math.sin(camera.orbitPhi)*Math.cos(camera.orbitTheta); - const eye:[number,number,number]=[cx,cy,cz]; - const target:[number,number,number]=[camera.panX,camera.panY,0]; - const up:[number,number,number] = [0,1,0]; - const view = mat4LookAt(eye,target,up); - - function mat4Multiply(a:Float32Array,b:Float32Array){ - const out=new Float32Array(16); - for(let i=0;i<4;i++){ - for(let j=0;j<4;j++){ - out[j*4+i] = - a[i+0]*b[j*4+0] + a[i+4]*b[j*4+1] + a[i+8]*b[j*4+2] + a[i+12]*b[j*4+3]; - } + function createPickingPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts:[ + device.createBindGroupLayout({ + entries:[{ + binding:0, + visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, + buffer:{type:'uniform'} + }] + }) + ] + }); + const format = 'rgba8unorm'; + if(type==='PointCloud'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint: 'vs_pointcloud', + buffers:[ + { + arrayStride: 8, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + { + arrayStride: 6*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32'}, + {shaderLocation:3, offset:4*4, format:'float32'}, + {shaderLocation:4, offset:5*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='Ellipsoid'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_ellipsoid', + buffers:[ + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + arrayStride:7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='EllipsoidBounds'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_bands', + buffers:[ + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + arrayStride:7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + } else if(type==='Cuboid'){ + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_cuboid', + buffers:[ + { + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + { + arrayStride: 7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format }] + }, + primitive:{ topology:'triangle-list', cullMode:'none'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); } - return out; - } - const mvp = mat4Multiply(proj, view); - - // compute a "light direction" that rotates with the camera - const forward = normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); - const right = normalize(cross(forward, up)); - const camUp = cross(right, forward); - const lightDir = normalize([ - right[0]*LIGHTING.DIRECTION.RIGHT + camUp[0]*LIGHTING.DIRECTION.UP + forward[0]*LIGHTING.DIRECTION.FORWARD, - right[1]*LIGHTING.DIRECTION.RIGHT + camUp[1]*LIGHTING.DIRECTION.UP + forward[1]*LIGHTING.DIRECTION.FORWARD, - right[2]*LIGHTING.DIRECTION.RIGHT + camUp[2]*LIGHTING.DIRECTION.UP + forward[2]*LIGHTING.DIRECTION.FORWARD, - ]); - - // write uniform data - const data=new Float32Array(32); - data.set(mvp,0); - data[16] = right[0]; data[17] = right[1]; data[18] = right[2]; - data[20] = camUp[0]; data[21] = camUp[1]; data[22] = camUp[2]; - data[24] = lightDir[0]; data[25] = lightDir[1]; data[26] = lightDir[2]; - device.queue.writeBuffer(uniformBuffer,0,data); - - let tex:GPUTexture; - try { - tex = context.getCurrentTexture(); - } catch(e){ - requestAnimationFrame(()=>renderFrame(camera)); - return; + throw new Error("No picking pipeline for type=" + type); } - const passDesc: GPURenderPassDescriptor = { - colorAttachments:[{ - view: tex.createView(), - loadOp:'clear', - storeOp:'store', - clearValue:{r:0.15,g:0.15,b:0.15,a:1} - }], - depthStencilAttachment:{ - view: depthTexture.createView(), - depthLoadOp:'clear', - depthStoreOp:'store', - depthClearValue:1.0 - } - }; - const cmd = device.createCommandEncoder(); - const pass = cmd.beginRenderPass(passDesc); - - // draw each renderObject - for(const ro of renderObjects){ - pass.setPipeline(ro.pipeline); - pass.setBindGroup(0, uniformBindGroup); - ro.vertexBuffers.forEach((vb,i)=> pass.setVertexBuffer(i,vb)); - if(ro.indexBuffer){ - pass.setIndexBuffer(ro.indexBuffer,'uint16'); - pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); - } else { - pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); + + function createRenderObjectForElement( + type: SceneElementConfig['type'], + pipeline: GPURenderPipeline, + pickingPipeline: GPURenderPipeline, + instanceVB: GPUBuffer|null, + pickingInstanceVB: GPUBuffer|null, + count: number, + device: GPUDevice + ): RenderObject { + if(type==='PointCloud'){ + if(!billboardQuadRef.current) throw new Error("No billboard geometry available"); + return { + pipeline, + vertexBuffers: [billboardQuadRef.current.vb, instanceVB!], + indexBuffer: billboardQuadRef.current.ib, + indexCount: 6, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [billboardQuadRef.current.vb, pickingInstanceVB!], + pickingIndexBuffer: billboardQuadRef.current.ib, + pickingIndexCount: 6, + pickingInstanceCount: count, + + elementIndex:-1 + }; + } else if(type==='Ellipsoid'){ + if(!sphereGeoRef.current) throw new Error("No sphere geometry available"); + const { vb, ib, indexCount } = sphereGeoRef.current; + return { + pipeline, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, + indexCount, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: count, + + elementIndex:-1 + }; + } else if(type==='EllipsoidBounds'){ + if(!ringGeoRef.current) throw new Error("No ring geometry available"); + const { vb, ib, indexCount } = ringGeoRef.current; + return { + pipeline, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, + indexCount, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: count, + + elementIndex:-1 + }; + } else if(type==='Cuboid'){ + if(!cubeGeoRef.current) throw new Error("No cube geometry available"); + const { vb, ib, indexCount } = cubeGeoRef.current; + return { + pipeline, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, + indexCount, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: count, + + elementIndex:-1 + }; } + throw new Error("No render object logic for type=" + type); } - pass.end(); - device.queue.submit([cmd.finish()]); - requestAnimationFrame(()=>renderFrame(camera)); -},[canvasWidth, canvasHeight]); - -async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'click'){ - if(!gpuRef.current || pickingLockRef.current) return; - - // Create a unique ID for this picking operation - const pickingId = Date.now(); - const currentPickingId = pickingId; - pickingLockRef.current = true; - - const startTime = performance.now(); - let renderTime = 0; - let readbackTime = 0; - - try { - const { - device, pickTexture, pickDepthTexture, readbackBuffer, - uniformBindGroup, renderObjects, idToElement - } = gpuRef.current; - - if(!pickTexture || !pickDepthTexture || !readbackBuffer) return; - - // Check if this picking operation is still valid - if (currentPickingId !== pickingId) return; - - const pickX = Math.floor(screenX); - const pickY = Math.floor(screenY); - if(pickX<0 || pickY<0 || pickX>=canvasWidth || pickY>=canvasHeight){ - if(mode==='hover') handleHoverID(0); - return; + /****************************************************** + * E) Render pass (single call, no loop) + ******************************************************/ + const renderFrame = useCallback((camState:any)=>{ + if(!gpuRef.current) return; + const { device, context, uniformBuffer, uniformBindGroup, depthTexture, renderObjects } = gpuRef.current; + if(!depthTexture) return; + + // camera matrix + const aspect = canvasWidth/canvasHeight; + const proj = mat4Perspective(camState.fov, aspect, camState.near, camState.far); + const cx=camState.orbitRadius*Math.sin(camState.orbitPhi)*Math.sin(camState.orbitTheta); + const cy=camState.orbitRadius*Math.cos(camState.orbitPhi); + const cz=camState.orbitRadius*Math.sin(camState.orbitPhi)*Math.cos(camState.orbitTheta); + const eye:[number,number,number]=[cx,cy,cz]; + const target:[number,number,number]=[camState.panX,camState.panY,0]; + const up:[number,number,number] = [0,1,0]; + const view = mat4LookAt(eye,target,up); + + const mvp = mat4Multiply(proj, view); + + // compute "light dir" in camera-ish space + const forward = normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); + const right = normalize(cross(forward, up)); + const camUp = cross(right, forward); + const lightDir = normalize([ + right[0]*LIGHTING.DIRECTION.RIGHT + camUp[0]*LIGHTING.DIRECTION.UP + forward[0]*LIGHTING.DIRECTION.FORWARD, + right[1]*LIGHTING.DIRECTION.RIGHT + camUp[1]*LIGHTING.DIRECTION.UP + forward[1]*LIGHTING.DIRECTION.FORWARD, + right[2]*LIGHTING.DIRECTION.RIGHT + camUp[2]*LIGHTING.DIRECTION.UP + forward[2]*LIGHTING.DIRECTION.FORWARD, + ]); + + // write uniform + const data=new Float32Array(32); + data.set(mvp,0); + data[16] = right[0]; data[17] = right[1]; data[18] = right[2]; + data[20] = camUp[0]; data[21] = camUp[1]; data[22] = camUp[2]; + data[24] = lightDir[0]; data[25] = lightDir[1]; data[26] = lightDir[2]; + device.queue.writeBuffer(uniformBuffer,0,data); + + let tex:GPUTexture; + try { + tex = context.getCurrentTexture(); + } catch(e){ + return; // If canvas is resized or lost, bail } - - const renderStart = performance.now(); - const cmd = device.createCommandEncoder({label: 'Picking encoder'}); - - // Create the render pass properly const passDesc: GPURenderPassDescriptor = { colorAttachments:[{ - view: pickTexture.createView(), - clearValue:{r:0,g:0,b:0,a:1}, + view: tex.createView(), loadOp:'clear', - storeOp:'store' + storeOp:'store', + clearValue:{r:0.15,g:0.15,b:0.15,a:1} }], depthStencilAttachment:{ - view: pickDepthTexture.createView(), - depthClearValue:1.0, + view: depthTexture.createView(), depthLoadOp:'clear', - depthStoreOp:'store' + depthStoreOp:'store', + depthClearValue:1.0 } }; - const pass = cmd.beginRenderPass(passDesc); - pass.setBindGroup(0, uniformBindGroup); + const cmd = device.createCommandEncoder(); + const pass = cmd.beginRenderPass(passDesc); - // draw each object with its picking pipeline + // draw each object for(const ro of renderObjects){ - pass.setPipeline(ro.pickingPipeline); - ro.pickingVertexBuffers.forEach((vb,i)=>{ - pass.setVertexBuffer(i, vb); - }); - if(ro.pickingIndexBuffer){ - pass.setIndexBuffer(ro.pickingIndexBuffer, 'uint16'); - pass.drawIndexed(ro.pickingIndexCount ?? 0, ro.pickingInstanceCount ?? 1); + pass.setPipeline(ro.pipeline); + pass.setBindGroup(0, uniformBindGroup); + ro.vertexBuffers.forEach((vb,i)=> pass.setVertexBuffer(i,vb)); + if(ro.indexBuffer){ + pass.setIndexBuffer(ro.indexBuffer,'uint16'); + pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); } else { - pass.draw(ro.pickingVertexCount ?? 0, ro.pickingInstanceCount ?? 1); + pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); } } pass.end(); - - cmd.copyTextureToBuffer( - {texture: pickTexture, origin:{x:pickX,y:pickY}}, - {buffer: readbackBuffer, bytesPerRow:256, rowsPerImage:1}, - [1,1,1] - ); device.queue.submit([cmd.finish()]); - renderTime = performance.now() - renderStart; + },[canvasWidth, canvasHeight]); - // Check again if this picking operation is still valid - if (currentPickingId !== pickingId) return; + /****************************************************** + * E2) Pick pass (on hover/click) + ******************************************************/ + async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'click'){ + if(!gpuRef.current || pickingLockRef.current) return; + const pickingId = Date.now(); + const currentPickingId = pickingId; + pickingLockRef.current = true; try { - const readbackStart = performance.now(); - await readbackBuffer.mapAsync(GPUMapMode.READ); + const { + device, pickTexture, pickDepthTexture, readbackBuffer, + uniformBindGroup, renderObjects, idToElement + } = gpuRef.current; + if(!pickTexture || !pickDepthTexture || !readbackBuffer) return; + if (currentPickingId !== pickingId) return; + + const pickX = Math.floor(screenX); + const pickY = Math.floor(screenY); + if(pickX<0 || pickY<0 || pickX>=canvasWidth || pickY>=canvasHeight){ + if(mode==='hover') handleHoverID(0); + return; + } + + const cmd = device.createCommandEncoder({label: 'Picking encoder'}); + const passDesc: GPURenderPassDescriptor = { + colorAttachments:[{ + view: pickTexture.createView(), + clearValue:{r:0,g:0,b:0,a:1}, + loadOp:'clear', + storeOp:'store' + }], + depthStencilAttachment:{ + view: pickDepthTexture.createView(), + depthClearValue:1.0, + depthLoadOp:'clear', + depthStoreOp:'store' + } + }; + const pass = cmd.beginRenderPass(passDesc); + pass.setBindGroup(0, uniformBindGroup); + for(const ro of renderObjects){ + pass.setPipeline(ro.pickingPipeline); + ro.pickingVertexBuffers.forEach((vb,i)=>{ + pass.setVertexBuffer(i, vb); + }); + if(ro.pickingIndexBuffer){ + pass.setIndexBuffer(ro.pickingIndexBuffer, 'uint16'); + pass.drawIndexed(ro.pickingIndexCount ?? 0, ro.pickingInstanceCount ?? 1); + } else { + pass.draw(ro.pickingVertexCount ?? 0, ro.pickingInstanceCount ?? 1); + } + } + pass.end(); + + cmd.copyTextureToBuffer( + {texture: pickTexture, origin:{x:pickX,y:pickY}}, + {buffer: readbackBuffer, bytesPerRow:256, rowsPerImage:1}, + [1,1,1] + ); + device.queue.submit([cmd.finish()]); - // Check one more time if this picking operation is still valid + if (currentPickingId !== pickingId) return; + await readbackBuffer.mapAsync(GPUMapMode.READ); if (currentPickingId !== pickingId) { readbackBuffer.unmap(); return; } - const arr = new Uint8Array(readbackBuffer.getMappedRange()); const r=arr[0], g=arr[1], b=arr[2]; readbackBuffer.unmap(); - readbackTime = performance.now() - readbackStart; const pickedID = (b<<16)|(g<<8)|r; if(mode==='hover'){ @@ -1605,173 +1453,154 @@ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'clic } else { handleClickID(pickedID); } - } catch(e){ - console.error("pick buffer mapping error:", e); - } - } finally { - pickingLockRef.current = false; - const totalTime = performance.now() - startTime; - if (mode === 'click') { - console.log(`Picking performance (${mode}):`, { - renderTime: renderTime.toFixed(2) + 'ms', - readbackTime: readbackTime.toFixed(2) + 'ms', - totalTime: totalTime.toFixed(2) + 'ms' - }); + } finally { + pickingLockRef.current = false; } } -} -function handleHoverID(pickedID:number){ - if(!gpuRef.current)return; - const {idToElement} = gpuRef.current; - if(!idToElement[pickedID]){ - // no object - for(const e of elements){ - e.onHover?.(null); + function handleHoverID(pickedID:number){ + if(!gpuRef.current) return; + const {idToElement} = gpuRef.current; + if(!idToElement[pickedID]){ + // no object => clear hover + for(const e of elements) e.onHover?.(null); + return; } - return; - } - const {elementIdx, instanceIdx} = idToElement[pickedID]; - if(elementIdx<0||elementIdx>=elements.length){ - for(const e of elements){ - e.onHover?.(null); + const {elementIdx, instanceIdx} = idToElement[pickedID]; + if(elementIdx<0||elementIdx>=elements.length){ + for(const e of elements) e.onHover?.(null); + return; } - return; - } - // call that one - elements[elementIdx].onHover?.(instanceIdx); - // null on others - for(let i=0;i=elements.length) return; - elements[elementIdx].onClick?.(instanceIdx); -} + function handleClickID(pickedID:number){ + if(!gpuRef.current) return; + const {idToElement} = gpuRef.current; + const rec = idToElement[pickedID]; + if(!rec) return; + const {elementIdx, instanceIdx} = rec; + if(elementIdx<0||elementIdx>=elements.length) return; + elements[elementIdx].onClick?.(instanceIdx); + } -/****************************************************** - * F) Mouse Handling - ******************************************************/ -interface MouseState { - type: 'idle'|'dragging'; - button?: number; - startX?: number; - startY?: number; - lastX?: number; - lastY?: number; - isShiftDown?: boolean; - dragDistance?: number; -} -const mouseState=useRef({type:'idle'}); -const handleMouseMove=useCallback((e:ReactMouseEvent)=>{ - if(!canvasRef.current)return; - const rect = canvasRef.current.getBoundingClientRect(); - const x = e.clientX - rect.left; - const y = e.clientY - rect.top; - - const st=mouseState.current; - if(st.type==='dragging' && st.lastX!==undefined && st.lastY!==undefined){ - const dx = e.clientX - st.lastX; - const dy = e.clientY - st.lastY; - st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); - if(st.button===2 || st.isShiftDown){ - setCamera(cam => ({ - ...cam, - panX:cam.panX - dx*0.002, - panY:cam.panY + dy*0.002 - })); - } else if(st.button===0){ - setCamera(cam=>{ - const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy*0.01)); - return { - ...cam, - orbitTheta: cam.orbitTheta - dx*0.01, - orbitPhi: newPhi - }; - }); - } - st.lastX=e.clientX; - st.lastY=e.clientY; - } else if(st.type==='idle'){ - // picking => hover - pickAtScreenXY(x,y,'hover'); + /****************************************************** + * F) Mouse Handling + ******************************************************/ + interface MouseState { + type: 'idle'|'dragging'; + button?: number; + startX?: number; + startY?: number; + lastX?: number; + lastY?: number; + isShiftDown?: boolean; + dragDistance?: number; } -},[pickAtScreenXY]); - -const handleMouseDown=useCallback((e:ReactMouseEvent)=>{ - mouseState.current={ - type:'dragging', - button:e.button, - startX:e.clientX, - startY:e.clientY, - lastX:e.clientX, - lastY:e.clientY, - isShiftDown:e.shiftKey, - dragDistance:0 - }; - e.preventDefault(); -},[]); + const mouseState=useRef({type:'idle'}); -const handleMouseUp=useCallback((e:ReactMouseEvent)=>{ - const st=mouseState.current; - if(st.type==='dragging' && st.startX!==undefined && st.startY!==undefined){ + const handleMouseMove=useCallback((e:ReactMouseEvent)=>{ if(!canvasRef.current) return; - const rect=canvasRef.current.getBoundingClientRect(); - const x=e.clientX-rect.left, y=e.clientY-rect.top; - // if we haven't dragged far => treat as click - if((st.dragDistance||0) < 4){ - pickAtScreenXY(x,y,'click'); + const rect = canvasRef.current.getBoundingClientRect(); + const x = e.clientX - rect.left; + const y = e.clientY - rect.top; + + const st=mouseState.current; + if(st.type==='dragging' && st.lastX!==undefined && st.lastY!==undefined){ + const dx = e.clientX - st.lastX; + const dy = e.clientY - st.lastY; + st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); + if(st.button===2 || st.isShiftDown){ + setCamera(cam => ({ + ...cam, + panX:cam.panX - dx*0.002, + panY:cam.panY + dy*0.002 + })); + } else if(st.button===0){ + setCamera(cam=>{ + const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy*0.01)); + return { + ...cam, + orbitTheta: cam.orbitTheta - dx*0.01, + orbitPhi: newPhi + }; + }); + } + st.lastX=e.clientX; + st.lastY=e.clientY; + } else if(st.type==='idle'){ + // picking => hover + pickAtScreenXY(x,y,'hover'); } - } - mouseState.current={type:'idle'}; -},[pickAtScreenXY]); + },[pickAtScreenXY]); + + const handleMouseDown=useCallback((e:ReactMouseEvent)=>{ + mouseState.current={ + type:'dragging', + button:e.button, + startX:e.clientX, + startY:e.clientY, + lastX:e.clientX, + lastY:e.clientY, + isShiftDown:e.shiftKey, + dragDistance:0 + }; + e.preventDefault(); + },[]); + + const handleMouseUp=useCallback((e:ReactMouseEvent)=>{ + const st=mouseState.current; + if(st.type==='dragging' && st.startX!==undefined && st.startY!==undefined){ + if(!canvasRef.current) return; + const rect=canvasRef.current.getBoundingClientRect(); + const x=e.clientX-rect.left, y=e.clientY-rect.top; + // if we haven't dragged far => treat as click + if((st.dragDistance||0) < 4){ + pickAtScreenXY(x,y,'click'); + } + } + mouseState.current={type:'idle'}; + },[pickAtScreenXY]); -const handleMouseLeave=useCallback(()=>{ - mouseState.current={type:'idle'}; -},[]); + const handleMouseLeave=useCallback(()=>{ + mouseState.current={type:'idle'}; + },[]); -const onWheel=useCallback((e:WheelEvent)=>{ - if(mouseState.current.type==='idle'){ - e.preventDefault(); - const d=e.deltaY*0.01; - setCamera(cam=>({ - ...cam, - orbitRadius:Math.max(0.01, cam.orbitRadius + d) - })); - } -},[]); + const onWheel=useCallback((e:WheelEvent)=>{ + if(mouseState.current.type==='idle'){ + e.preventDefault(); + const d=e.deltaY*0.01; + setCamera(cam=>({ + ...cam, + orbitRadius:Math.max(0.01, cam.orbitRadius + d) + })); + } + },[]); /****************************************************** - * G) Lifecycle + * G) Lifecycle & Render-on-demand ******************************************************/ + // Init once useEffect(()=>{ initWebGPU(); return ()=>{ + // On unmount if(gpuRef.current){ - // Set a flag to prevent any pending picking operations pickingLockRef.current = true; - - // Wait a frame before cleanup to ensure no operations are in progress + // Let the GPU idle for a frame before destroying requestAnimationFrame(() => { if(!gpuRef.current) return; - - // cleanup gpuRef.current.depthTexture?.destroy(); gpuRef.current.pickTexture?.destroy(); gpuRef.current.pickDepthTexture?.destroy(); gpuRef.current.readbackBuffer.destroy(); gpuRef.current.uniformBuffer.destroy(); - - // destroy geometry sphereGeoRef.current?.vb.destroy(); sphereGeoRef.current?.ib.destroy(); ringGeoRef.current?.vb.destroy(); @@ -1780,15 +1609,13 @@ const onWheel=useCallback((e:WheelEvent)=>{ billboardQuadRef.current?.ib.destroy(); cubeGeoRef.current?.vb.destroy(); cubeGeoRef.current?.ib.destroy(); - - // Just clear the pipeline cache pipelineCache.clear(); }); } - if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); }; },[initWebGPU]); + // Create/recreate depth + pick textures useEffect(()=>{ if(isReady){ createOrUpdateDepthTexture(); @@ -1796,7 +1623,7 @@ const onWheel=useCallback((e:WheelEvent)=>{ } },[isReady, canvasWidth, canvasHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures]); - // set canvas size + // Set actual canvas size useEffect(()=>{ if(canvasRef.current){ canvasRef.current.width=canvasWidth; @@ -1804,25 +1631,24 @@ const onWheel=useCallback((e:WheelEvent)=>{ } },[canvasWidth, canvasHeight]); - // whenever "elements" changes, rebuild the "renderObjects" + // Whenever elements change, or we become ready, rebuild GPU buffers useEffect(()=>{ if(isReady && gpuRef.current){ - // create new renderObjects const ros = buildRenderObjects(elements); gpuRef.current.renderObjects = ros; + // After building new objects, render once + renderFrame(camera); } - },[isReady, elements]); + },[isReady, elements, renderFrame, camera]); - // start the render loop + // Also re-render if the camera changes useEffect(()=>{ if(isReady){ - rafIdRef.current = requestAnimationFrame(()=>renderFrame(camera)); + renderFrame(camera); } - return ()=>{ - if(rafIdRef.current) cancelAnimationFrame(rafIdRef.current); - }; - },[isReady, renderFrame, camera]); + },[isReady, camera, renderFrame]); + // Wheel handling useEffect(() => { const canvas = canvasRef.current; if (!canvas) return; @@ -1839,7 +1665,6 @@ const onWheel=useCallback((e:WheelEvent)=>{ }; canvas.addEventListener('wheel', handleWheel, { passive: false }); - return () => { canvas.removeEventListener('wheel', handleWheel); }; @@ -1884,17 +1709,15 @@ function generateSpherePointCloud(numPoints:number, radius:number){ const pcData = generateSpherePointCloud(500, 0.5); -/** We'll build a few ellipsoids, etc. */ const numEllipsoids=3; const eCenters=new Float32Array(numEllipsoids*3); const eRadii=new Float32Array(numEllipsoids*3); const eColors=new Float32Array(numEllipsoids*3); -// e.g. a "snowman" +// example "snowman" eCenters.set([0,0,0.6, 0,0,0.3, 0,0,0]); eRadii.set([0.1,0.1,0.1, 0.15,0.15,0.15, 0.2,0.2,0.2]); eColors.set([1,1,1, 1,1,1, 1,1,1]); -// some bounds const numBounds=2; const boundCenters=new Float32Array(numBounds*3); const boundRadii=new Float32Array(numBounds*3); @@ -1910,20 +1733,18 @@ const numCuboids1 = 3; const cCenters1 = new Float32Array(numCuboids1*3); const cSizes1 = new Float32Array(numCuboids1*3); const cColors1 = new Float32Array(numCuboids1*3); - -// Just make some cubes stacked up +// stack some cubes cCenters1.set([1.0, 0, 0, 1.0, 0.3, 0, 1.0, 0.6, 0]); -cSizes1.set( [0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2]); -cColors1.set( [0.9,0.2,0.2, 0.2,0.9,0.2, 0.2,0.2,0.9]); +cSizes1.set([0.2,0.2,0.2, 0.2,0.2,0.2, 0.2,0.2,0.2]); +cColors1.set([0.9,0.2,0.2, 0.2,0.9,0.2, 0.2,0.2,0.9]); const numCuboids2 = 2; const cCenters2 = new Float32Array(numCuboids2*3); const cSizes2 = new Float32Array(numCuboids2*3); const cColors2 = new Float32Array(numCuboids2*3); - -cCenters2.set([ -1.0,0,0, -1.0, 0.4, 0.4]); -cSizes2.set( [ 0.3,0.1,0.2, 0.2,0.2,0.2]); -cColors2.set( [ 0.8,0.4,0.6, 0.4,0.6,0.8]); +cCenters2.set([-1.0,0,0, -1.0, 0.4, 0.4]); +cSizes2.set([0.3,0.1,0.2, 0.2,0.2,0.2]); +cColors2.set([0.8,0.4,0.6, 0.4,0.6,0.8]); /****************************************************** * Our top-level App @@ -1936,13 +1757,10 @@ export function App(){ ellipsoid2: null as number | null, bounds1: null as number | null, bounds2: null as number | null, - - // For cuboids cuboid1: null as number | null, cuboid2: null as number | null, }); - // Generate two different point clouds const pcData1 = React.useMemo(() => generateSpherePointCloud(500, 0.5), []); const pcData2 = generateSpherePointCloud(300, 0.3); @@ -1953,7 +1771,7 @@ export function App(){ {indexes: [hoveredIndices.pc1], color: [1, 1, 0], alpha: 1, minSize: 0.05} ], onHover: (i) => setHoveredIndices(prev => ({...prev, pc1: i})), - onClick: (i) => console.log("Clicked point in cloud 1 #", i) // Changed from alert + onClick: (i) => console.log("Clicked point in cloud 1 #", i) }; const pcElement2: PointCloudElementConfig = { @@ -1963,17 +1781,17 @@ export function App(){ {indexes: [hoveredIndices.pc2], color: [0, 1, 0], alpha: 1, minSize: 0.05} ], onHover: (i) => setHoveredIndices(prev => ({...prev, pc2: i})), - onClick: (i) => console.log("Clicked point in cloud 2 #", i) // Changed from alert + onClick: (i) => console.log("Clicked point in cloud 2 #", i) }; // Ellipsoids const eCenters1 = new Float32Array([0, 0, 0.6, 0, 0, 0.3, 0, 0, 0]); - const eRadii1 = new Float32Array([0.1, 0.1, 0.1, 0.15, 0.15, 0.15, 0.2, 0.2, 0.2]); + const eRadii1 = new Float32Array([0.1,0.1,0.1, 0.15,0.15,0.15, 0.2,0.2,0.2]); const eColors1 = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]); - const eCenters2 = new Float32Array([0.5, 0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5]); - const eRadii2 = new Float32Array([0.2, 0.2, 0.2, 0.1, 0.1, 0.1, 0.15, 0.15, 0.15]); - const eColors2 = new Float32Array([0, 1, 1, 1, 0, 1, 1, 1, 0]); + const eCenters2 = new Float32Array([0.5,0.5,0.5, -0.5,-0.5,-0.5, 0.5,-0.5,0.5]); + const eRadii2 = new Float32Array([0.2,0.2,0.2, 0.1,0.1,0.1, 0.15,0.15,0.15]); + const eColors2 = new Float32Array([0,1,1, 1,0,1, 1,1,0]); const ellipsoidElement1: EllipsoidElementConfig = { type: 'Ellipsoid', @@ -1982,7 +1800,7 @@ export function App(){ {indexes: [hoveredIndices.ellipsoid1], color: [1, 0, 1], alpha: 0.8} ], onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid1: i})), - onClick: (i) => console.log("Clicked ellipsoid in group 1 #", i) // Changed from alert + onClick: (i) => console.log("Clicked ellipsoid in group 1 #", i) }; const ellipsoidElement2: EllipsoidElementConfig = { @@ -1992,7 +1810,7 @@ export function App(){ {indexes: [hoveredIndices.ellipsoid2], color: [0, 1, 0], alpha: 0.8} ], onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid2: i})), - onClick: (i) => console.log("Clicked ellipsoid in group 2 #", i) // Changed from alert + onClick: (i) => console.log("Clicked ellipsoid in group 2 #", i) }; // Ellipsoid Bounds @@ -2003,7 +1821,7 @@ export function App(){ {indexes: [hoveredIndices.bounds1], color: [0, 1, 1], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, bounds1: i})), - onClick: (i) => console.log("Clicked bounds in group 1 #", i) // Changed from alert + onClick: (i) => console.log("Clicked bounds in group 1 #", i) }; const boundsElement2: EllipsoidBoundsElementConfig = { @@ -2017,7 +1835,7 @@ export function App(){ {indexes: [hoveredIndices.bounds2], color: [1, 0, 0], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, bounds2: i})), - onClick: (i) => console.log("Clicked bounds in group 2 #", i) // Changed from alert + onClick: (i) => console.log("Clicked bounds in group 2 #", i) }; // Cuboid Examples @@ -2028,7 +1846,7 @@ export function App(){ {indexes: [hoveredIndices.cuboid1], color: [1,1,0], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid1: i})), - onClick: (i) => console.log("Clicked cuboid in group 1 #", i) // Changed from alert + onClick: (i) => console.log("Clicked cuboid in group 1 #", i) }; const cuboidElement2: CuboidElementConfig = { @@ -2038,7 +1856,7 @@ export function App(){ {indexes: [hoveredIndices.cuboid2], color: [1,0,1], alpha: 1} ], onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid2: i})), - onClick: (i) => console.log("Clicked cuboid in group 2 #", i) // Changed from alert + onClick: (i) => console.log("Clicked cuboid in group 2 #", i) }; const elements: SceneElementConfig[] = [ @@ -2056,12 +1874,8 @@ export function App(){ } /****************************************************** - * 6) Minimal WGSL code for pipelines + * 6) Minimal WGSL code ******************************************************/ - -/** - * Billboarding vertex/frag for "PointCloud" - */ const billboardVertCode = /*wgsl*/` struct Camera { mvp: mat4x4, @@ -2106,9 +1920,6 @@ fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0 } `; -/** - * "Ellipsoid" sphere shading - */ const ellipsoidVertCode = /*wgsl*/` struct Camera { mvp: mat4x4, @@ -2173,7 +1984,6 @@ fn fs_main( let N = normalize(normal); let L = normalize(camera.lightDir); let lambert = max(dot(N,L), 0.0); - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); @@ -2186,9 +1996,6 @@ fn fs_main( } `; -/** - * "EllipsoidBounds" ring shading - */ const ringVertCode = /*wgsl*/` struct Camera { mvp: mat4x4, @@ -2219,18 +2026,13 @@ fn vs_main( @location(4) color: vec3, @location(5) alpha: f32 )-> VSOut { - // We create 3 rings per ellipsoid => so the instance ID %3 picks which plane let ringIndex = i32(instID % 3u); var lp = inPos; - - // transform from XZ plane to XY, YZ, or XZ if(ringIndex==0){ - // rotate XZ->XY let tmp = lp.z; lp.z = -lp.y; lp.y = tmp; } else if(ringIndex==1){ - // rotate XZ->YZ let px = lp.x; lp.x = -lp.y; lp.y = px; @@ -2238,11 +2040,8 @@ fn vs_main( lp.z = lp.x; lp.x = pz; } - // ringIndex==2 => leave as is - lp *= scale; let wp = center + lp; - var out: VSOut; out.pos = camera.mvp * vec4(wp,1.0); out.normal = inNorm; @@ -2261,15 +2060,11 @@ fn fs_main( @location(3) a: f32, @location(4) wp: vec3 )-> @location(0) vec4 { - // For simplicity, no lighting => just color + // simple color return vec4(c, a); } `; -/** - * "Cuboid" shading: basically the same as the Ellipsoid approach, - * but for a cube geometry, using "center + inPos*sizes". - */ const cuboidVertCode = /*wgsl*/` struct Camera { mvp: mat4x4, @@ -2300,9 +2095,7 @@ fn vs_main( @location(5) alpha: f32 )-> VSOut { let worldPos = center + (inPos * size); - // We'll also scale the normal by 1/size in case they're not uniform, to keep lighting correct: let scaledNorm = normalize(inNorm / size); - var out: VSOut; out.pos = camera.mvp * vec4(worldPos,1.0); out.normal = scaledNorm; @@ -2335,7 +2128,6 @@ fn fs_main( let N = normalize(normal); let L = normalize(camera.lightDir); let lambert = max(dot(N,L), 0.0); - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); @@ -2348,9 +2140,6 @@ fn fs_main( } `; -/** - * Minimal picking WGSL - */ const pickingVertCode = /*wgsl*/` struct Camera { mvp: mat4x4, @@ -2441,7 +2230,7 @@ fn vs_cuboid( @fragment fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { - let iID=u32(pickID); + let iID = u32(pickID); let r = f32(iID & 255u)/255.0; let g = f32((iID>>8)&255u)/255.0; let b = f32((iID>>16)&255u)/255.0; From e7a04ec4d8e42dd2bd4d67cf6b37960752adede3 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 21 Jan 2025 14:04:54 -0600 Subject: [PATCH 074/167] better handling of gpu resources --- src/genstudio/js/scene3d/scene3dNew.tsx | 1619 +++++++++++++---------- 1 file changed, 886 insertions(+), 733 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 62eaaea1..716fa0be 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -24,7 +24,6 @@ const LIGHTING = { /****************************************************** * 1) Data Structures & "Spec" System ******************************************************/ - interface PrimitiveSpec { getCount(element: E): number; buildRenderData(element: E): Float32Array | null; @@ -39,14 +38,12 @@ interface Decoration { minSize?: number; } -/** ========== POINT CLOUD ========== **/ - +/** ===================== POINT CLOUD ===================== **/ interface PointCloudData { positions: Float32Array; colors?: Float32Array; scales?: Float32Array; } - export interface PointCloudElementConfig { type: 'PointCloud'; data: PointCloudData; @@ -62,7 +59,7 @@ const pointCloudSpec: PrimitiveSpec = { buildRenderData(elem) { const { positions, colors, scales } = elem.data; const count = positions.length / 3; - if(count===0) return null; + if(count === 0) return null; // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, scaleX, scaleY) const arr = new Float32Array(count * 9); @@ -75,7 +72,9 @@ const pointCloudSpec: PrimitiveSpec = { arr[i*9+4] = colors[i*3+1]; arr[i*9+5] = colors[i*3+2]; } else { - arr[i*9+3] = 1; arr[i*9+4] = 1; arr[i*9+5] = 1; + arr[i*9+3] = 1; + arr[i*9+4] = 1; + arr[i*9+5] = 1; } arr[i*9+6] = 1.0; // alpha const s = scales ? scales[i] : 0.02; @@ -111,7 +110,7 @@ const pointCloudSpec: PrimitiveSpec = { buildPickingData(elem, baseID){ const { positions, scales } = elem.data; const count = positions.length / 3; - if(count===0)return null; + if(count===0) return null; // (pos.x, pos.y, pos.z, pickID, scaleX, scaleY) const arr = new Float32Array(count*6); @@ -128,8 +127,7 @@ const pointCloudSpec: PrimitiveSpec = { } }; -/** ========== ELLIPSOID ========== **/ - +/** ===================== ELLIPSOID ===================== **/ interface EllipsoidData { centers: Float32Array; radii: Float32Array; @@ -218,8 +216,7 @@ const ellipsoidSpec: PrimitiveSpec = { } }; -/** ========== ELLIPSOID BOUNDS ========== **/ - +/** ===================== ELLIPSOID BOUNDS ===================== **/ export interface EllipsoidBoundsElementConfig { type: 'EllipsoidBounds'; data: EllipsoidData; @@ -298,9 +295,7 @@ const ellipsoidBoundsSpec: PrimitiveSpec = { } }; -/** - * -------------- CUBOID ADDITIONS -------------- - */ +/** ===================== CUBOID ===================== **/ interface CuboidData { centers: Float32Array; sizes: Float32Array; @@ -389,36 +384,9 @@ const cuboidSpec: PrimitiveSpec = { } }; -/** All known configs. */ -export type SceneElementConfig = - | PointCloudElementConfig - | EllipsoidElementConfig - | EllipsoidBoundsElementConfig - | CuboidElementConfig; - -const primitiveRegistry: Record> = { - PointCloud: pointCloudSpec, - Ellipsoid: ellipsoidSpec, - EllipsoidBounds: ellipsoidBoundsSpec, - Cuboid: cuboidSpec, -}; - /****************************************************** - * 2) Pipeline Cache & "RenderObject" interface + * 1.5) Extended Spec: also handle pipeline & render objects ******************************************************/ -const pipelineCache = new Map(); -function getOrCreatePipeline( - key: string, - createFn: () => GPURenderPipeline -): GPURenderPipeline { - if (pipelineCache.has(key)) { - return pipelineCache.get(key)!; - } - const pipeline = createFn(); - pipelineCache.set(key, pipeline); - return pipeline; -} - interface RenderObject { pipeline: GPURenderPipeline; vertexBuffers: GPUBuffer[]; @@ -437,492 +405,191 @@ interface RenderObject { elementIndex: number; } -/****************************************************** - * 3) The Scene & SceneWrapper - ******************************************************/ - -interface SceneProps { - elements: SceneElementConfig[]; - containerWidth: number; +interface ExtendedSpec extends PrimitiveSpec { + /** Return (or lazily create) the GPU render pipeline for this type. */ + getRenderPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + cache: Map + ): GPURenderPipeline; + + /** Return (or lazily create) the GPU picking pipeline for this type. */ + getPickingPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + cache: Map + ): GPURenderPipeline; + + /** Create a RenderObject that references geometry + the two pipelines. */ + createRenderObject( + device: GPUDevice, + pipeline: GPURenderPipeline, + pickingPipeline: GPURenderPipeline, + instanceVB: GPUBuffer|null, + pickingVB: GPUBuffer|null, + instanceCount: number + ): RenderObject; } -export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { - const [containerRef, measuredWidth] = useContainerWidth(1); - return ( -
- {measuredWidth > 0 && ( - - )} -
- ); +/****************************************************** + * 1.6) Pipeline Cache Helper + ******************************************************/ +const pipelineCache = new Map(); +function getOrCreatePipeline( + key: string, + createFn: () => GPURenderPipeline, + cache: Map +): GPURenderPipeline { + if (cache.has(key)) { + return cache.get(key)!; + } + const pipeline = createFn(); + cache.set(key, pipeline); + return pipeline; } /****************************************************** - * 4) The Scene Component + * 2) Common Resources: geometry, layout, etc. ******************************************************/ -function Scene({ elements, containerWidth }: SceneProps) { - const canvasRef = useRef(null); - const safeWidth = containerWidth > 0 ? containerWidth : 300; - const canvasWidth = safeWidth; - const canvasHeight = safeWidth; +const CommonResources = { + /** Track which device created our resources */ + currentDevice: null as GPUDevice | null, - // We'll store references to the GPU + other stuff in a ref object - const gpuRef = useRef<{ - device: GPUDevice; - context: GPUCanvasContext; - uniformBuffer: GPUBuffer; - uniformBindGroup: GPUBindGroup; - depthTexture: GPUTexture | null; - pickTexture: GPUTexture | null; - pickDepthTexture: GPUTexture | null; - readbackBuffer: GPUBuffer; + /** Sphere geometry for ellipsoids */ + sphereGeo: null as { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null, - renderObjects: RenderObject[]; - elementBaseId: number[]; - idToElement: {elementIdx: number, instanceIdx: number}[]; - } | null>(null); + /** Torus geometry for ellipsoid bounds */ + ringGeo: null as { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null, - const [isReady, setIsReady] = useState(false); + /** Quad geometry for point clouds (billboard) */ + billboardQuad: null as { vb: GPUBuffer; ib: GPUBuffer; } | null, - // camera - interface CameraState { - orbitRadius: number; - orbitTheta: number; - orbitPhi: number; - panX: number; - panY: number; - fov: number; - near: number; - far: number; - } - const [camera, setCamera] = useState({ - orbitRadius: 1.5, - orbitTheta: 0.2, - orbitPhi: 1.0, - panX: 0, - panY: 0, - fov: Math.PI/3, - near: 0.01, - far: 100.0 - }); + /** Cube geometry for cuboids */ + cubeGeo: null as { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null, - // We'll also track a picking lock - const pickingLockRef = useRef(false); + init(device: GPUDevice) { + // If device changed, destroy old resources + if (this.currentDevice && this.currentDevice !== device) { + this.sphereGeo?.vb.destroy(); + this.sphereGeo?.ib.destroy(); + this.sphereGeo = null; - // ---------- Minimal math utils ---------- - function mat4Multiply(a: Float32Array, b: Float32Array) { - const out = new Float32Array(16); - for (let i=0; i<4; i++) { - for (let j=0; j<4; j++) { - out[j*4+i] = - a[i+0]*b[j*4+0] + a[i+4]*b[j*4+1] + a[i+8]*b[j*4+2] + a[i+12]*b[j*4+3]; - } - } - return out; - } - function mat4Perspective(fov: number, aspect: number, near: number, far: number) { - const out = new Float32Array(16); - const f = 1.0 / Math.tan(fov/2); - out[0]=f/aspect; out[5]=f; - out[10]=(far+near)/(near-far); out[11] = -1; - out[14]=(2*far*near)/(near-far); - return out; - } - function mat4LookAt(eye:[number,number,number], target:[number,number,number], up:[number,number,number]) { - const zAxis = normalize([eye[0]-target[0],eye[1]-target[1],eye[2]-target[2]]); - const xAxis = normalize(cross(up,zAxis)); - const yAxis = cross(zAxis,xAxis); - const out=new Float32Array(16); - out[0]=xAxis[0]; out[1]=yAxis[0]; out[2]=zAxis[0]; out[3]=0; - out[4]=xAxis[1]; out[5]=yAxis[1]; out[6]=zAxis[1]; out[7]=0; - out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2]; out[11]=0; - out[12]=-dot(xAxis,eye); out[13]=-dot(yAxis,eye); out[14]=-dot(zAxis,eye); out[15]=1; - return out; - } - function cross(a:[number,number,number], b:[number,number,number]){ - return [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]] as [number,number,number]; - } - function dot(a:[number,number,number], b:[number,number,number]){ - return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]; - } - function normalize(v:[number,number,number]){ - const len=Math.sqrt(dot(v,v)); - if(len>1e-6) return [v[0]/len, v[1]/len, v[2]/len] as [number,number,number]; - return [0,0,0]; - } + this.ringGeo?.vb.destroy(); + this.ringGeo?.ib.destroy(); + this.ringGeo = null; - /****************************************************** - * A) Create base geometry (sphere, ring, billboard, cube) - ******************************************************/ - const sphereGeoRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer; indexCount: number;}|null>(null); - const ringGeoRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer; indexCount: number;}|null>(null); - const billboardQuadRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer;}|null>(null); - const cubeGeoRef = useRef<{ vb: GPUBuffer; ib: GPUBuffer; indexCount: number;}|null>(null); - - function createSphereGeometry(stacks=16, slices=24) { - const verts:number[]=[]; - const idxs:number[]=[]; - for(let i=0;i<=stacks;i++){ - const phi=(i/stacks)*Math.PI; - const sp=Math.sin(phi), cp=Math.cos(phi); - for(let j=0;j<=slices;j++){ - const theta=(j/slices)*2*Math.PI; - const st=Math.sin(theta), ct=Math.cos(theta); - const x=sp*ct, y=cp, z=sp*st; - verts.push(x,y,z, x,y,z); // pos + normal - } - } - for(let i=0;i 24 verts, 36 indices - const positions: number[] = [ - // +X face - 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, - // -X face - -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, - // +Y face - -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, - // -Y face - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, - // +Z face - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, - // -Z face - 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, - ]; - const normals: number[] = [ - // +X - 1,0,0, 1,0,0, 1,0,0, 1,0,0, - // -X - -1,0,0, -1,0,0, -1,0,0, -1,0,0, - // +Y - 0,1,0, 0,1,0, 0,1,0, 0,1,0, - // -Y - 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, - // +Z - 0,0,1, 0,0,1, 0,0,1, 0,0,1, - // -Z - 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, - ]; - const indices: number[] = []; - for(let face=0; face<6; face++){ - const base = face*4; - indices.push(base+0, base+2, base+1, base+0, base+3, base+2); - } - // Interleave - const vertexData = new Float32Array(positions.length*2); - for(let i=0; i{ - if(!canvasRef.current) return; - if(!navigator.gpu) { - console.error("WebGPU not supported in this browser."); - return; + this.cubeGeo?.vb.destroy(); + this.cubeGeo?.ib.destroy(); + this.cubeGeo = null; } - try { - const adapter = await navigator.gpu.requestAdapter(); - if(!adapter) throw new Error("No GPU adapter found"); - const device = await adapter.requestDevice(); - const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; - const format = navigator.gpu.getPreferredCanvasFormat(); - context.configure({ device, format, alphaMode:'premultiplied' }); - - // Create uniform buffer + bind group - const uniformBufferSize=128; - const uniformBuffer=device.createBuffer({ - size: uniformBufferSize, - usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST - }); - const uniformBindGroupLayout = device.createBindGroupLayout({ - entries: [{ binding: 0, visibility: GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, buffer: {type:'uniform'} }] - }); - const uniformBindGroup = device.createBindGroup({ - layout: uniformBindGroupLayout, - entries: [{ binding:0, resource:{ buffer:uniformBuffer } }] - }); + this.currentDevice = device; - // Prepare geometry - const sphereGeo = createSphereGeometry(16,24); - const sphereVB = device.createBuffer({ - size: sphereGeo.vertexData.byteLength, + // Create geometry resources for this device + if(!this.sphereGeo) { + const { vertexData, indexData } = createSphereGeometry(16,24); + const vb = device.createBuffer({ + size: vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(sphereVB,0,sphereGeo.vertexData); - const sphereIB = device.createBuffer({ - size: sphereGeo.indexData.byteLength, + device.queue.writeBuffer(vb,0,vertexData); + const ib = device.createBuffer({ + size: indexData.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(sphereIB,0,sphereGeo.indexData); - sphereGeoRef.current = { vb: sphereVB, ib: sphereIB, indexCount: sphereGeo.indexData.length }; + device.queue.writeBuffer(ib,0,indexData); + this.sphereGeo = { vb, ib, indexCount: indexData.length }; + } - const ringGeo = createTorusGeometry(1.0,0.03,40,12); - const ringVB = device.createBuffer({ - size: ringGeo.vertexData.byteLength, + // create ring geometry + if(!this.ringGeo){ + const { vertexData, indexData } = createTorusGeometry(1.0,0.03,40,12); + const vb = device.createBuffer({ + size: vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(ringVB,0,ringGeo.vertexData); - const ringIB = device.createBuffer({ - size: ringGeo.indexData.byteLength, + device.queue.writeBuffer(vb,0,vertexData); + const ib = device.createBuffer({ + size: indexData.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(ringIB,0,ringGeo.indexData); - ringGeoRef.current = { vb: ringVB, ib: ringIB, indexCount: ringGeo.indexData.length }; + device.queue.writeBuffer(ib,0,indexData); + this.ringGeo = { vb, ib, indexCount: indexData.length }; + } + // create billboard quad geometry + if(!this.billboardQuad){ const quadVerts = new Float32Array([-0.5,-0.5, 0.5,-0.5, -0.5,0.5, 0.5,0.5]); const quadIdx = new Uint16Array([0,1,2,2,1,3]); - const quadVB = device.createBuffer({ + const vb = device.createBuffer({ size: quadVerts.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(quadVB,0,quadVerts); - const quadIB = device.createBuffer({ + device.queue.writeBuffer(vb,0,quadVerts); + const ib = device.createBuffer({ size: quadIdx.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(quadIB,0,quadIdx); - billboardQuadRef.current = { vb: quadVB, ib: quadIB }; + device.queue.writeBuffer(ib,0,quadIdx); + this.billboardQuad = { vb, ib }; + } - const cubeGeo = createCubeGeometry(); - const cubeVB = device.createBuffer({ - size: cubeGeo.vertexData.byteLength, + // create cube geometry + if(!this.cubeGeo){ + const cube = createCubeGeometry(); + const vb = device.createBuffer({ + size: cube.vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(cubeVB, 0, cubeGeo.vertexData); - const cubeIB = device.createBuffer({ - size: cubeGeo.indexData.byteLength, + device.queue.writeBuffer(vb, 0, cube.vertexData); + const ib = device.createBuffer({ + size: cube.indexData.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST }); - device.queue.writeBuffer(cubeIB, 0, cubeGeo.indexData); - cubeGeoRef.current = { vb: cubeVB, ib: cubeIB, indexCount: cubeGeo.indexData.length }; - - // Readback buffer for picking - const readbackBuffer = device.createBuffer({ - size: 256, - usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, - label: 'Picking readback buffer' - }); - - gpuRef.current = { - device, - context, - uniformBuffer, - uniformBindGroup, - depthTexture: null, - pickTexture: null, - pickDepthTexture: null, - readbackBuffer, - renderObjects: [], - elementBaseId: [], - idToElement: [] - }; - - setIsReady(true); - } catch(err){ - console.error("initWebGPU error:", err); + device.queue.writeBuffer(ib, 0, cube.indexData); + this.cubeGeo = { vb, ib, indexCount: cube.indexData.length }; } - },[]); + } +}; - /****************************************************** - * C) Depth & Pick textures - ******************************************************/ - const createOrUpdateDepthTexture=useCallback(()=>{ - if(!gpuRef.current) return; - const { device, depthTexture } = gpuRef.current; - if(depthTexture) depthTexture.destroy(); - const dt = device.createTexture({ - size: [canvasWidth, canvasHeight], - format: 'depth24plus', - usage: GPUTextureUsage.RENDER_ATTACHMENT - }); - gpuRef.current.depthTexture = dt; - },[canvasWidth, canvasHeight]); +/****************************************************** + * 2.1) PointCloud ExtendedSpec + ******************************************************/ +const pointCloudExtendedSpec: ExtendedSpec = { + ...pointCloudSpec, - const createOrUpdatePickTextures=useCallback(()=>{ - if(!gpuRef.current) return; - const { device, pickTexture, pickDepthTexture } = gpuRef.current; - if(pickTexture) pickTexture.destroy(); - if(pickDepthTexture) pickDepthTexture.destroy(); - const colorTex = device.createTexture({ - size:[canvasWidth, canvasHeight], - format:'rgba8unorm', - usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC - }); - const depthTex = device.createTexture({ - size:[canvasWidth, canvasHeight], - format:'depth24plus', - usage: GPUTextureUsage.RENDER_ATTACHMENT + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] }); - gpuRef.current.pickTexture = colorTex; - gpuRef.current.pickDepthTexture = depthTex; - },[canvasWidth, canvasHeight]); - - /****************************************************** - * D) Building the RenderObjects - ******************************************************/ - function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] { - if(!gpuRef.current) return []; - const { device, elementBaseId, idToElement } = gpuRef.current; - - elementBaseId.length = 0; - idToElement.length = 1; // index 0 => no object - let currentID = 1; - - const result: RenderObject[] = []; - sceneElements.forEach((elem, eIdx)=>{ - const spec = primitiveRegistry[elem.type]; - if(!spec){ - elementBaseId[eIdx] = 0; - return; - } - const count = spec.getCount(elem); - elementBaseId[eIdx] = currentID; - - // Expand global ID table - for(let i=0; i0){ - vb = device.createBuffer({ - size: renderData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,renderData); - } - let pickVB: GPUBuffer|null = null; - if(pickData && pickData.length>0){ - pickVB = device.createBuffer({ - size: pickData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(pickVB,0,pickData); - } - - let pipelineKey = ""; - let pickingPipelineKey = ""; - if(elem.type==='PointCloud'){ - pipelineKey = "PointCloudShading"; - pickingPipelineKey = "PointCloudPicking"; - } else if(elem.type==='Ellipsoid'){ - pipelineKey = "EllipsoidShading"; - pickingPipelineKey = "EllipsoidPicking"; - } else if(elem.type==='EllipsoidBounds'){ - pipelineKey = "EllipsoidBoundsShading"; - pickingPipelineKey = "EllipsoidBoundsPicking"; - } else if(elem.type==='Cuboid'){ - pipelineKey = "CuboidShading"; - pickingPipelineKey = "CuboidPicking"; - } - const pipeline = getOrCreatePipeline(pipelineKey, ()=>{ - return createRenderPipelineFor(elem.type, device); - }); - const pickingPipeline = getOrCreatePipeline(pickingPipelineKey, ()=>{ - return createPickingPipelineFor(elem.type, device); - }); - - const ro = createRenderObjectForElement(elem.type, pipeline, pickingPipeline, vb, pickVB, count, device); - ro.elementIndex = eIdx; - result.push(ro); - }); - - return result; - } - - function createRenderPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { - const format = navigator.gpu.getPreferredCanvasFormat(); - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts:[ - device.createBindGroupLayout({ - entries:[{ - binding:0, - visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, - buffer:{type:'uniform'} - }] - }) - ] - }); - - if(type==='PointCloud'){ + return getOrCreatePipeline("PointCloudShading", () => { return device.createRenderPipeline({ layout: pipelineLayout, vertex:{ module: device.createShaderModule({ code: billboardVertCode }), entryPoint:'vs_main', buffers:[ + // billboard corners { arrayStride: 8, attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] }, + // instance data { arrayStride: 9*4, stepMode:'instance', attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32x3'}, - {shaderLocation:3, offset:6*4, format:'float32'}, - {shaderLocation:4, offset:7*4, format:'float32'}, - {shaderLocation:5, offset:8*4, format:'float32'} + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32x3'}, + {shaderLocation:3, offset:6*4, format:'float32'}, + {shaderLocation:4, offset:7*4, format:'float32'}, + {shaderLocation:5, offset:8*4, format:'float32'} ] } ] @@ -941,13 +608,90 @@ function Scene({ elements, containerWidth }: SceneProps) { primitive:{ topology:'triangle-list', cullMode:'back' }, depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); - } else if(type==='Ellipsoid'){ + }, cache); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + return getOrCreatePipeline("PointCloudPicking", () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint: 'vs_pointcloud', + buffers:[ + // corners + { + arrayStride: 8, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + // instance data + { + arrayStride: 6*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32'}, // pickID + {shaderLocation:3, offset:4*4, format:'float32'}, // scaleX + {shaderLocation:4, offset:5*4, format:'float32'} // scaleY + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, cache); + }, + + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ + if(!CommonResources.billboardQuad){ + throw new Error("No billboard geometry available (not yet initialized)."); + } + return { + pipeline, + vertexBuffers: [CommonResources.billboardQuad.vb, instanceVB!], + indexBuffer: CommonResources.billboardQuad.ib, + indexCount: 6, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [CommonResources.billboardQuad.vb, pickingInstanceVB!], + pickingIndexBuffer: CommonResources.billboardQuad.ib, + pickingIndexCount: 6, + pickingInstanceCount: count, + + elementIndex: -1 + }; + } +}; + +/****************************************************** + * 2.2) Ellipsoid ExtendedSpec + ******************************************************/ +const ellipsoidExtendedSpec: ExtendedSpec = { + ...ellipsoidSpec, + + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + return getOrCreatePipeline("EllipsoidShading", () => { return device.createRenderPipeline({ layout: pipelineLayout, vertex:{ module: device.createShaderModule({ code: ellipsoidVertCode }), entryPoint:'vs_main', buffers:[ + // sphere geometry { arrayStride: 6*4, attributes:[ @@ -955,14 +699,15 @@ function Scene({ elements, containerWidth }: SceneProps) { {shaderLocation:1, offset:3*4, format:'float32x3'} ] }, + // instance data { arrayStride: 10*4, stepMode:'instance', attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} ] } ] @@ -981,13 +726,93 @@ function Scene({ elements, containerWidth }: SceneProps) { primitive:{ topology:'triangle-list', cullMode:'back'}, depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); - } else if(type==='EllipsoidBounds'){ + }, cache); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + return getOrCreatePipeline("EllipsoidPicking", () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_ellipsoid', + buffers:[ + // sphere geometry + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride:7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, cache); + }, + + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ + if(!CommonResources.sphereGeo) { + throw new Error("No sphere geometry available (not yet initialized)."); + } + const { vb, ib, indexCount } = CommonResources.sphereGeo; + return { + pipeline, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, + indexCount, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: count, + + elementIndex: -1 + }; + } +}; + +/****************************************************** + * 2.3) EllipsoidBounds ExtendedSpec + ******************************************************/ +const ellipsoidBoundsExtendedSpec: ExtendedSpec = { + ...ellipsoidBoundsSpec, + + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + return getOrCreatePipeline("EllipsoidBoundsShading", () => { return device.createRenderPipeline({ layout: pipelineLayout, vertex:{ module: device.createShaderModule({ code: ringVertCode }), entryPoint:'vs_main', buffers:[ + // ring geometry { arrayStride:6*4, attributes:[ @@ -995,6 +820,7 @@ function Scene({ elements, containerWidth }: SceneProps) { {shaderLocation:1, offset:3*4, format:'float32x3'} ] }, + // instance data { arrayStride: 10*4, stepMode:'instance', @@ -1021,13 +847,93 @@ function Scene({ elements, containerWidth }: SceneProps) { primitive:{ topology:'triangle-list', cullMode:'back'}, depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); - } else if(type==='Cuboid'){ + }, cache); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + return getOrCreatePipeline("EllipsoidBoundsPicking", () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_bands', + buffers:[ + // ring geometry + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride:7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, cache); + }, + + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ + if(!CommonResources.ringGeo){ + throw new Error("No ring geometry available (not yet initialized)."); + } + const { vb, ib, indexCount } = CommonResources.ringGeo; + return { + pipeline, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, + indexCount, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: count, + + elementIndex: -1 + }; + } +}; + +/****************************************************** + * 2.4) Cuboid ExtendedSpec + ******************************************************/ +const cuboidExtendedSpec: ExtendedSpec = { + ...cuboidSpec, + + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + return getOrCreatePipeline("CuboidShading", () => { return device.createRenderPipeline({ layout: pipelineLayout, vertex:{ module: device.createShaderModule({ code: cuboidVertCode }), entryPoint:'vs_main', buffers:[ + // cube geometry { arrayStride: 6*4, attributes:[ @@ -1035,6 +941,7 @@ function Scene({ elements, containerWidth }: SceneProps) { {shaderLocation:1, offset:3*4, format:'float32x3'} ] }, + // instance data { arrayStride: 10*4, stepMode:'instance', @@ -1061,243 +968,480 @@ function Scene({ elements, containerWidth }: SceneProps) { primitive:{ topology:'triangle-list', cullMode:'none' }, depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} }); + }, cache); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + return getOrCreatePipeline("CuboidPicking", () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_cuboid', + buffers:[ + // cube geometry + { + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride: 7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'none'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, cache); + }, + + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ + if(!CommonResources.cubeGeo){ + throw new Error("No cube geometry available (not yet initialized)."); } - throw new Error("No pipeline for type=" + type); + const { vb, ib, indexCount } = CommonResources.cubeGeo; + return { + pipeline, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, + indexCount, + instanceCount: count, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: count, + + elementIndex: -1 + }; } +}; + +/****************************************************** + * 2.5) Put them all in a registry + ******************************************************/ +export type SceneElementConfig = + | PointCloudElementConfig + | EllipsoidElementConfig + | EllipsoidBoundsElementConfig + | CuboidElementConfig; + +const primitiveRegistry: Record> = { + PointCloud: pointCloudExtendedSpec, + Ellipsoid: ellipsoidExtendedSpec, + EllipsoidBounds: ellipsoidBoundsExtendedSpec, + Cuboid: cuboidExtendedSpec, +}; + +/****************************************************** + * 3) Geometry creation helpers + ******************************************************/ +function createSphereGeometry(stacks=16, slices=24) { + const verts:number[]=[]; + const idxs:number[]=[]; + for(let i=0;i<=stacks;i++){ + const phi=(i/stacks)*Math.PI; + const sp=Math.sin(phi), cp=Math.cos(phi); + for(let j=0;j<=slices;j++){ + const theta=(j/slices)*2*Math.PI; + const st=Math.sin(theta), ct=Math.cos(theta); + const x=sp*ct, y=cp, z=sp*st; + verts.push(x,y,z, x,y,z); // pos + normal + } + } + for(let i=0;i 24 verts, 36 indices + const positions: number[] = [ + // +X face + 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, + // -X face + -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, + // +Y face + -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, + // -Y face + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, + // +Z face + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, + // -Z face + 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, + ]; + const normals: number[] = [ + // +X + 1,0,0, 1,0,0, 1,0,0, 1,0,0, + // -X + -1,0,0, -1,0,0, -1,0,0, -1,0,0, + // +Y + 0,1,0, 0,1,0, 0,1,0, 0,1,0, + // -Y + 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, + // +Z + 0,0,1, 0,0,1, 0,0,1, 0,0,1, + // -Z + 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, + ]; + const indices: number[] = []; + for(let face=0; face<6; face++){ + const base = face*4; + indices.push(base+0, base+2, base+1, base+0, base+3, base+2); + } + // Interleave + const vertexData = new Float32Array(positions.length*2); + for(let i=0; i + {measuredWidth > 0 && ( + + )} +
+ ); +} + +/****************************************************** + * 4.1) The Scene Component + ******************************************************/ +function Scene({ elements, containerWidth }: SceneProps) { + const canvasRef = useRef(null); + const safeWidth = containerWidth > 0 ? containerWidth : 300; + const canvasWidth = safeWidth; + const canvasHeight = safeWidth; + + // We'll store references to the GPU + other stuff in a ref object + const gpuRef = useRef<{ + device: GPUDevice; + context: GPUCanvasContext; + uniformBuffer: GPUBuffer; + uniformBindGroup: GPUBindGroup; + bindGroupLayout: GPUBindGroupLayout; + depthTexture: GPUTexture | null; + pickTexture: GPUTexture | null; + pickDepthTexture: GPUTexture | null; + readbackBuffer: GPUBuffer; + + renderObjects: RenderObject[]; + elementBaseId: number[]; + idToElement: {elementIdx: number, instanceIdx: number}[]; + } | null>(null); + + const [isReady, setIsReady] = useState(false); + + // camera + interface CameraState { + orbitRadius: number; + orbitTheta: number; + orbitPhi: number; + panX: number; + panY: number; + fov: number; + near: number; + far: number; + } + const [camera, setCamera] = useState({ + orbitRadius: 1.5, + orbitTheta: 0.2, + orbitPhi: 1.0, + panX: 0, + panY: 0, + fov: Math.PI/3, + near: 0.01, + far: 100.0 + }); + + // We'll also track a picking lock + const pickingLockRef = useRef(false); + + // ---------- Minimal math utils ---------- + function mat4Multiply(a: Float32Array, b: Float32Array) { + const out = new Float32Array(16); + for (let i=0; i<4; i++) { + for (let j=0; j<4; j++) { + out[j*4+i] = + a[i+0]*b[j*4+0] + a[i+4]*b[j*4+1] + a[i+8]*b[j*4+2] + a[i+12]*b[j*4+3]; + } + } + return out; + } + function mat4Perspective(fov: number, aspect: number, near: number, far: number) { + const out = new Float32Array(16); + const f = 1.0 / Math.tan(fov/2); + out[0]=f/aspect; out[5]=f; + out[10]=(far+near)/(near-far); out[11] = -1; + out[14]=(2*far*near)/(near-far); + return out; + } + function mat4LookAt(eye:[number,number,number], target:[number,number,number], up:[number,number,number]) { + const zAxis = normalize([eye[0]-target[0],eye[1]-target[1],eye[2]-target[2]]); + const xAxis = normalize(cross(up,zAxis)); + const yAxis = cross(zAxis,xAxis); + const out=new Float32Array(16); + out[0]=xAxis[0]; out[1]=yAxis[0]; out[2]=zAxis[0]; out[3]=0; + out[4]=xAxis[1]; out[5]=yAxis[1]; out[6]=zAxis[1]; out[7]=0; + out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2]; out[11]=0; + out[12]=-dot(xAxis,eye); out[13]=-dot(yAxis,eye); out[14]=-dot(zAxis,eye); out[15]=1; + return out; + } + function cross(a:[number,number,number], b:[number,number,number]){ + return [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]] as [number,number,number]; + } + function dot(a:[number,number,number], b:[number,number,number]){ + return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]; + } + function normalize(v:[number,number,number]){ + const len=Math.sqrt(dot(v,v)); + if(len>1e-6) return [v[0]/len, v[1]/len, v[2]/len] as [number,number,number]; + return [0,0,0]; + } + + /****************************************************** + * A) initWebGPU + ******************************************************/ + const initWebGPU = useCallback(async()=>{ + if(!canvasRef.current) return; + if(!navigator.gpu) { + console.error("WebGPU not supported in this browser."); + return; + } + try { + const adapter = await navigator.gpu.requestAdapter(); + if(!adapter) throw new Error("No GPU adapter found"); + const device = await adapter.requestDevice(); - function createPickingPipelineFor(type: SceneElementConfig['type'], device: GPUDevice): GPURenderPipeline { - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts:[ - device.createBindGroupLayout({ - entries:[{ - binding:0, - visibility:GPUShaderStage.VERTEX|GPUShaderStage.FRAGMENT, - buffer:{type:'uniform'} - }] - }) - ] - }); - const format = 'rgba8unorm'; - if(type==='PointCloud'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint: 'vs_pointcloud', - buffers:[ - { - arrayStride: 8, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - { - arrayStride: 6*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32'}, - {shaderLocation:3, offset:4*4, format:'float32'}, - {shaderLocation:4, offset:5*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + const context = canvasRef.current.getContext('webgpu') as GPUCanvasContext; + const format = navigator.gpu.getPreferredCanvasFormat(); + context.configure({ device, format, alphaMode:'premultiplied' }); + + // Create bind group layout + const bindGroupLayout = device.createBindGroupLayout({ + entries: [{ + binding: 0, + visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, + buffer: {type:'uniform'} + }] }); - } else if(type==='Ellipsoid'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_ellipsoid', - buffers:[ - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + + // Initialize common geometry resources + CommonResources.init(device); + + // Create uniform buffer + const uniformBufferSize=128; + const uniformBuffer=device.createBuffer({ + size: uniformBufferSize, + usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST }); - } else if(type==='EllipsoidBounds'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_bands', - buffers:[ - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + + // Create bind group using the new layout + const uniformBindGroup = device.createBindGroup({ + layout: bindGroupLayout, + entries: [{ binding:0, resource:{ buffer:uniformBuffer } }] }); - } else if(type==='Cuboid'){ - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_cuboid', - buffers:[ - { - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - { - arrayStride: 7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format }] - }, - primitive:{ topology:'triangle-list', cullMode:'none'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + + // Readback buffer for picking + const readbackBuffer = device.createBuffer({ + size: 256, + usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, + label: 'Picking readback buffer' }); - } - throw new Error("No picking pipeline for type=" + type); - } - function createRenderObjectForElement( - type: SceneElementConfig['type'], - pipeline: GPURenderPipeline, - pickingPipeline: GPURenderPipeline, - instanceVB: GPUBuffer|null, - pickingInstanceVB: GPUBuffer|null, - count: number, - device: GPUDevice - ): RenderObject { - if(type==='PointCloud'){ - if(!billboardQuadRef.current) throw new Error("No billboard geometry available"); - return { - pipeline, - vertexBuffers: [billboardQuadRef.current.vb, instanceVB!], - indexBuffer: billboardQuadRef.current.ib, - indexCount: 6, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [billboardQuadRef.current.vb, pickingInstanceVB!], - pickingIndexBuffer: billboardQuadRef.current.ib, - pickingIndexCount: 6, - pickingInstanceCount: count, - - elementIndex:-1 - }; - } else if(type==='Ellipsoid'){ - if(!sphereGeoRef.current) throw new Error("No sphere geometry available"); - const { vb, ib, indexCount } = sphereGeoRef.current; - return { - pipeline, - vertexBuffers: [vb, instanceVB!], - indexBuffer: ib, - indexCount, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: count, - - elementIndex:-1 - }; - } else if(type==='EllipsoidBounds'){ - if(!ringGeoRef.current) throw new Error("No ring geometry available"); - const { vb, ib, indexCount } = ringGeoRef.current; - return { - pipeline, - vertexBuffers: [vb, instanceVB!], - indexBuffer: ib, - indexCount, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: count, - - elementIndex:-1 - }; - } else if(type==='Cuboid'){ - if(!cubeGeoRef.current) throw new Error("No cube geometry available"); - const { vb, ib, indexCount } = cubeGeoRef.current; - return { - pipeline, - vertexBuffers: [vb, instanceVB!], - indexBuffer: ib, - indexCount, - instanceCount: count, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: count, - - elementIndex:-1 + gpuRef.current = { + device, + context, + uniformBuffer, + uniformBindGroup, + bindGroupLayout, + depthTexture: null, + pickTexture: null, + pickDepthTexture: null, + readbackBuffer, + renderObjects: [], + elementBaseId: [], + idToElement: [] }; + + setIsReady(true); + } catch(err){ + console.error("initWebGPU error:", err); } - throw new Error("No render object logic for type=" + type); + },[]); + + /****************************************************** + * B) Depth & Pick textures + ******************************************************/ + const createOrUpdateDepthTexture=useCallback(()=>{ + if(!gpuRef.current) return; + const { device, depthTexture } = gpuRef.current; + if(depthTexture) depthTexture.destroy(); + const dt = device.createTexture({ + size: [canvasWidth, canvasHeight], + format: 'depth24plus', + usage: GPUTextureUsage.RENDER_ATTACHMENT + }); + gpuRef.current.depthTexture = dt; + },[canvasWidth, canvasHeight]); + + const createOrUpdatePickTextures=useCallback(()=>{ + if(!gpuRef.current) return; + const { device, pickTexture, pickDepthTexture } = gpuRef.current; + if(pickTexture) pickTexture.destroy(); + if(pickDepthTexture) pickDepthTexture.destroy(); + const colorTex = device.createTexture({ + size:[canvasWidth, canvasHeight], + format:'rgba8unorm', + usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC + }); + const depthTex = device.createTexture({ + size:[canvasWidth, canvasHeight], + format:'depth24plus', + usage: GPUTextureUsage.RENDER_ATTACHMENT + }); + gpuRef.current.pickTexture = colorTex; + gpuRef.current.pickDepthTexture = depthTex; + },[canvasWidth, canvasHeight]); + + /****************************************************** + * C) Building the RenderObjects (no if/else) + ******************************************************/ + function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] { + if(!gpuRef.current) return []; + const { device, bindGroupLayout, elementBaseId, idToElement } = gpuRef.current; + + elementBaseId.length = 0; + idToElement.length = 1; + let currentID = 1; + + const result: RenderObject[] = []; + + sceneElements.forEach((elem, eIdx) => { + const spec = primitiveRegistry[elem.type]; + if(!spec) { + elementBaseId[eIdx] = 0; + return; + } + const count = spec.getCount(elem); + elementBaseId[eIdx] = currentID; + + // Expand global ID table + for(let i=0; i0){ + vb = device.createBuffer({ + size: renderData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb,0,renderData); + } + let pickVB: GPUBuffer|null = null; + if(pickData && pickData.length>0){ + pickVB = device.createBuffer({ + size: pickData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(pickVB,0,pickData); + } + + const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); + const pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); + + const ro = spec.createRenderObject(device, pipeline, pickingPipeline, vb, pickVB, count); + ro.elementIndex = eIdx; + result.push(ro); + }); + + return result; } /****************************************************** - * E) Render pass (single call, no loop) + * D) Render pass (single call, no loop) ******************************************************/ const renderFrame = useCallback((camState:any)=>{ if(!gpuRef.current) return; @@ -1376,7 +1520,7 @@ function Scene({ elements, containerWidth }: SceneProps) { },[canvasWidth, canvasHeight]); /****************************************************** - * E2) Pick pass (on hover/click) + * E) Pick pass (on hover/click) ******************************************************/ async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'click'){ if(!gpuRef.current || pickingLockRef.current) return; @@ -1472,7 +1616,7 @@ function Scene({ elements, containerWidth }: SceneProps) { return; } elements[elementIdx].onHover?.(instanceIdx); - // null on others + // clear hover on others for(let i=0;i{ initWebGPU(); - return ()=>{ - // On unmount - if(gpuRef.current){ - pickingLockRef.current = true; - // Let the GPU idle for a frame before destroying - requestAnimationFrame(() => { - if(!gpuRef.current) return; - gpuRef.current.depthTexture?.destroy(); - gpuRef.current.pickTexture?.destroy(); - gpuRef.current.pickDepthTexture?.destroy(); - gpuRef.current.readbackBuffer.destroy(); - gpuRef.current.uniformBuffer.destroy(); - sphereGeoRef.current?.vb.destroy(); - sphereGeoRef.current?.ib.destroy(); - ringGeoRef.current?.vb.destroy(); - ringGeoRef.current?.ib.destroy(); - billboardQuadRef.current?.vb.destroy(); - billboardQuadRef.current?.ib.destroy(); - cubeGeoRef.current?.vb.destroy(); - cubeGeoRef.current?.ib.destroy(); - pipelineCache.clear(); + return () => { + // On unmount, wait for GPU to be idle before cleanup + if (gpuRef.current) { + const { device } = gpuRef.current; + + // Wait for GPU to complete all work + device.queue.onSubmittedWorkDone().then(() => { + // Now safe to cleanup resources + if (gpuRef.current) { + gpuRef.current.depthTexture?.destroy(); + gpuRef.current.pickTexture?.destroy(); + gpuRef.current.pickDepthTexture?.destroy(); + gpuRef.current.readbackBuffer.destroy(); + gpuRef.current.uniformBuffer.destroy(); + + // Clear the cache + pipelineCache.clear(); + + // Destroy geometry resources + CommonResources.sphereGeo?.vb.destroy(); + CommonResources.sphereGeo?.ib.destroy(); + CommonResources.ringGeo?.vb.destroy(); + CommonResources.ringGeo?.ib.destroy(); + CommonResources.billboardQuad?.vb.destroy(); + CommonResources.billboardQuad?.ib.destroy(); + CommonResources.cubeGeo?.vb.destroy(); + CommonResources.cubeGeo?.ib.destroy(); + + // Reset all references + CommonResources.currentDevice = null; + CommonResources.sphereGeo = null; + CommonResources.ringGeo = null; + CommonResources.billboardQuad = null; + CommonResources.cubeGeo = null; + } }); } }; @@ -1652,7 +1810,6 @@ function Scene({ elements, containerWidth }: SceneProps) { useEffect(() => { const canvas = canvasRef.current; if (!canvas) return; - const handleWheel = (e: WheelEvent) => { if (mouseState.current.type === 'idle') { e.preventDefault(); @@ -1663,7 +1820,6 @@ function Scene({ elements, containerWidth }: SceneProps) { })); } }; - canvas.addEventListener('wheel', handleWheel, { passive: false }); return () => { canvas.removeEventListener('wheel', handleWheel); @@ -1709,6 +1865,7 @@ function generateSpherePointCloud(numPoints:number, radius:number){ const pcData = generateSpherePointCloud(500, 0.5); +// Example ellipsoid data const numEllipsoids=3; const eCenters=new Float32Array(numEllipsoids*3); const eRadii=new Float32Array(numEllipsoids*3); @@ -1726,9 +1883,7 @@ boundCenters.set([0.8,0,0.3, -0.8,0,0.4]); boundRadii.set([0.2,0.1,0.1, 0.1,0.2,0.2]); boundColors.set([0.7,0.3,0.3, 0.3,0.3,0.9]); -/****************************************************** - * --------------- CUBOID EXAMPLES ------------------- - ******************************************************/ +// Cuboid examples const numCuboids1 = 3; const cCenters1 = new Float32Array(numCuboids1*3); const cSizes1 = new Float32Array(numCuboids1*3); @@ -1746,9 +1901,6 @@ cCenters2.set([-1.0,0,0, -1.0, 0.4, 0.4]); cSizes2.set([0.3,0.1,0.2, 0.2,0.2,0.2]); cColors2.set([0.8,0.4,0.6, 0.4,0.6,0.8]); -/****************************************************** - * Our top-level App - ******************************************************/ export function App(){ const [hoveredIndices, setHoveredIndices] = useState({ pc1: null as number | null, @@ -1784,7 +1936,7 @@ export function App(){ onClick: (i) => console.log("Clicked point in cloud 2 #", i) }; - // Ellipsoids + // Example Ellipsoids const eCenters1 = new Float32Array([0, 0, 0.6, 0, 0, 0.3, 0, 0, 0]); const eRadii1 = new Float32Array([0.1,0.1,0.1, 0.15,0.15,0.15, 0.2,0.2,0.2]); const eColors1 = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]); @@ -2028,6 +2180,7 @@ fn vs_main( )-> VSOut { let ringIndex = i32(instID % 3u); var lp = inPos; + // rotate the ring geometry differently for x-y-z rings if(ringIndex==0){ let tmp = lp.z; lp.z = -lp.y; @@ -2060,7 +2213,7 @@ fn fs_main( @location(3) a: f32, @location(4) wp: vec3 )-> @location(0) vec4 { - // simple color + // simple color (no shading) return vec4(c, a); } `; From 844a49eb8b45a4f34d0f49743ada57abe25e0094 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 21 Jan 2025 18:35:18 -0500 Subject: [PATCH 075/167] hover state is smarter about updates --- src/genstudio/js/scene3d/scene3dNew.tsx | 73 +++++++++++++++++++------ 1 file changed, 55 insertions(+), 18 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 716fa0be..22cfd8d0 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1234,6 +1234,9 @@ function Scene({ elements, containerWidth }: SceneProps) { // We'll also track a picking lock const pickingLockRef = useRef(false); + // Add hover state tracking + const lastHoverState = useRef<{elementIdx: number, instanceIdx: number} | null>(null); + // ---------- Minimal math utils ---------- function mat4Multiply(a: Float32Array, b: Float32Array) { const out = new Float32Array(16); @@ -1602,26 +1605,37 @@ function Scene({ elements, containerWidth }: SceneProps) { } } - function handleHoverID(pickedID:number){ - if(!gpuRef.current) return; - const {idToElement} = gpuRef.current; - if(!idToElement[pickedID]){ - // no object => clear hover - for(const e of elements) e.onHover?.(null); + function handleHoverID(pickedID: number) { + if (!gpuRef.current) return; + const { idToElement } = gpuRef.current; + + // Get new hover state + const newHoverState = idToElement[pickedID] || null; + + // If hover state hasn't changed, do nothing + if ((!lastHoverState.current && !newHoverState) || + (lastHoverState.current && newHoverState && + lastHoverState.current.elementIdx === newHoverState.elementIdx && + lastHoverState.current.instanceIdx === newHoverState.instanceIdx)) { return; } - const {elementIdx, instanceIdx} = idToElement[pickedID]; - if(elementIdx<0||elementIdx>=elements.length){ - for(const e of elements) e.onHover?.(null); - return; + + // Clear previous hover if it exists + if (lastHoverState.current) { + const prevElement = elements[lastHoverState.current.elementIdx]; + prevElement?.onHover?.(null); } - elements[elementIdx].onHover?.(instanceIdx); - // clear hover on others - for(let i=0;i= 0 && elementIdx < elements.length) { + elements[elementIdx].onHover?.(instanceIdx); } } + + // Update last hover state + lastHoverState.current = newHoverState; } function handleClickID(pickedID:number){ @@ -1649,6 +1663,14 @@ function Scene({ elements, containerWidth }: SceneProps) { } const mouseState=useRef({type:'idle'}); + // Add throttling for hover picking + const throttledPickAtScreenXY = useCallback( + throttle((x: number, y: number, mode: 'hover'|'click') => { + pickAtScreenXY(x, y, mode); + }, 32), // ~30fps + [pickAtScreenXY] + ); + const handleMouseMove=useCallback((e:ReactMouseEvent)=>{ if(!canvasRef.current) return; const rect = canvasRef.current.getBoundingClientRect(); @@ -1679,10 +1701,10 @@ function Scene({ elements, containerWidth }: SceneProps) { st.lastX=e.clientX; st.lastY=e.clientY; } else if(st.type==='idle'){ - // picking => hover - pickAtScreenXY(x,y,'hover'); + // Use throttled version for hover picking + throttledPickAtScreenXY(x, y, 'hover'); } - },[pickAtScreenXY]); + },[throttledPickAtScreenXY]); const handleMouseDown=useCallback((e:ReactMouseEvent)=>{ mouseState.current={ @@ -2390,3 +2412,18 @@ fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { return vec4(r,g,b,1.0); } `; + +// Add this at the top with other imports +function throttle void>( + func: T, + limit: number +): (...args: Parameters) => void { + let inThrottle = false; + return function(this: any, ...args: Parameters) { + if (!inThrottle) { + func.apply(this, args); + inThrottle = true; + setTimeout(() => (inThrottle = false), limit); + } + }; +} From cf654d961874186906b41e4a75914ff52415a466 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 24 Jan 2025 14:41:31 +0100 Subject: [PATCH 076/167] align release.yml with main --- .github/workflows/release.yml | 6 ------ 1 file changed, 6 deletions(-) diff --git a/.github/workflows/release.yml b/.github/workflows/release.yml index 0cb30503..01985c4a 100644 --- a/.github/workflows/release.yml +++ b/.github/workflows/release.yml @@ -80,13 +80,11 @@ jobs: run: poetry install --without dev - name: Update version query params in widget.py - if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | VERSION=${{ steps.versions.outputs.PYTHON_VERSION }} python scripts/update_asset_versions.py $VERSION - name: Update widget URL and build Python package - if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | NPM_BASE="https://cdn.jsdelivr.net/npm/@probcomp/genstudio@${{ steps.versions.outputs.NPM_VERSION }}/dist" JSDELIVR_JS_URL="${NPM_BASE}/widget_build.js" @@ -101,7 +99,6 @@ jobs: git checkout src/genstudio/util.py - name: Deploy to PyPI - if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | echo "=== Checking build artifacts ===" ls -la dist/ @@ -110,14 +107,12 @@ jobs: poetry publish - name: Setup Node.js for npm publishing - if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} uses: actions/setup-node@v4 with: node-version: '18' registry-url: 'https://registry.npmjs.org' - name: Publish to npm - if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} run: | npm version ${{ steps.versions.outputs.NPM_VERSION }} --no-git-tag-version @@ -132,7 +127,6 @@ jobs: NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }} - name: Parse latest changelog entry - if: ${{ fromJSON(steps.versions.outputs.CONTINUE) }} id: changelog run: | # Extract everything from start until the second occurrence of a line starting with ### From 7f289b81e47c008e6715350787945bf10098786a Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 24 Jan 2025 16:02:25 +0100 Subject: [PATCH 077/167] wip: composable scene element api --- notebooks/scene3dNew.py | 341 ++++++++++++++++++------ src/genstudio/js/api.jsx | 8 +- src/genstudio/js/scene3d/scene3dNew.tsx | 8 +- 3 files changed, 263 insertions(+), 94 deletions(-) diff --git a/notebooks/scene3dNew.py b/notebooks/scene3dNew.py index c2665427..5f724de4 100644 --- a/notebooks/scene3dNew.py +++ b/notebooks/scene3dNew.py @@ -1,5 +1,5 @@ import genstudio.plot as Plot -from typing import Any +from typing import Any, Dict, List, Optional, Union from colorsys import hsv_to_rgb import numpy as np @@ -46,102 +46,269 @@ def make_torus_knot(n_points: int): return xyz, rgb -# -# -class Points(Plot.LayoutItem): - """A 3D point cloud visualization component. +class SceneElement: + """Base class for all 3D scene elements.""" - WARNING: This is an alpha package that will not be maintained as-is. The API and implementation - are subject to change without notice. + def __init__(self, type_name: str, data: Dict[str, Any], **kwargs): + self.type = type_name + self.data = data + self.decorations = kwargs.get("decorations") + self.on_hover = kwargs.get("onHover") + self.on_click = kwargs.get("onClick") - This class creates an interactive 3D point cloud visualization using WebGL. - Points can be colored, decorated, and support mouse interactions like clicking, - hovering, orbiting and zooming. + def to_dict(self) -> Dict[str, Any]: + """Convert the element to a dictionary representation.""" + element = {"type": self.type, "data": self.data} + if self.decorations: + element["decorations"] = self.decorations + if self.on_hover: + element["onHover"] = self.on_hover + if self.on_click: + element["onClick"] = self.on_click + return element - Args: - points: A dict containing point cloud data with keys: - - position: Float32Array of flattened XYZ coordinates [x,y,z,x,y,z,...] - - color: Optional Uint8Array of flattened RGB values [r,g,b,r,g,b,...] - - scale: Optional Float32Array of per-point scale factors - props: A dict of visualization properties including: - - backgroundColor: RGB background color (default [0.1, 0.1, 0.1]) - - pointSize: Base size of points in pixels (default 0.1) - - camera: Camera settings with keys: - - position: [x,y,z] camera position - - target: [x,y,z] look-at point - - up: [x,y,z] up vector - - fov: Field of view in degrees - - near: Near clipping plane - - far: Far clipping plane - - decorations: Dict of decoration settings, each with keys: - - indexes: List of point indices to decorate - - scale: Scale factor for point size (default 1.0) - - color: Optional [r,g,b] color override - - alpha: Opacity value 0-1 (default 1.0) - - minSize: Minimum point size in pixels (default 0.0) - - onPointClick: Callback(index, event) when points are clicked - - onPointHover: Callback(index) when points are hovered - - onCameraChange: Callback(camera) when view changes - - width: Optional canvas width - - height: Optional canvas height - - aspectRatio: Optional aspect ratio constraint + def __add__(self, other: Union["SceneElement", "Scene"]) -> "Scene": + """Allow combining elements with + operator.""" + if isinstance(other, Scene): + return Scene([self] + other.elements) + elif isinstance(other, SceneElement): + return Scene([self, other]) + else: + raise TypeError(f"Cannot add SceneElement with {type(other)}") + + +class Scene(Plot.LayoutItem): + """A 3D scene visualization component using WebGPU. + + This class creates an interactive 3D scene that can contain multiple types of elements: + - Point clouds + - Ellipsoids + - Ellipsoid bounds (wireframe) + - Cuboids The visualization supports: - Orbit camera control (left mouse drag) - Pan camera control (shift + left mouse drag or middle mouse drag) - Zoom control (mouse wheel) - - Point hover highlighting - - Point click selection - - Point decorations for highlighting subsets - - Picking system for point interaction - - Example: - ```python - # Create a torus knot point cloud - xyz = np.random.rand(1000, 3).astype(np.float32).flatten() - rgb = np.random.randint(0, 255, (1000, 3), dtype=np.uint8).flatten() - scale = np.random.uniform(0.1, 10, 1000).astype(np.float32) - - points = Points( - {"position": xyz, "color": rgb, "scale": scale}, - { - "pointSize": 5.0, - "camera": { - "position": [7, 4, 4], - "target": [0, 0, 0], - "up": [0, 0, 1], - "fov": 40, - }, - "decorations": { - "highlight": { - "indexes": [0, 1, 2], - "scale": 2.0, - "color": [1, 1, 0], - "minSize": 10 - } - } - } - ) - ``` + - Element hover highlighting + - Element click selection """ - def __init__(self, points, props): - self.props = {**props, "points": points} + def __init__(self, elements: List[Union[SceneElement, Dict[str, Any]]]): + self.elements = elements super().__init__() + def __add__(self, other: Union[SceneElement, "Scene"]) -> "Scene": + """Allow combining scenes with + operator.""" + if isinstance(other, Scene): + return Scene(self.elements + other.elements) + elif isinstance(other, SceneElement): + return Scene(self.elements + [other]) + else: + raise TypeError(f"Cannot add Scene with {type(other)}") + def for_json(self) -> Any: - return [Plot.JSRef("scene3dNew.Scene"), self.props] - - -xyz, rgb = make_torus_knot(10000) -# -Plot.html( - [ - Plot.JSRef("scene3dNew.App"), - { - "elements": [ - {"type": "PointCloud", "data": {"positions": xyz, "colors": rgb}} - ] - }, - ] -) + """Convert to JSON representation for JavaScript.""" + elements = [ + e.to_dict() if isinstance(e, SceneElement) else e for e in self.elements + ] + return [Plot.JSRef("scene3d.Scene"), {"elements": elements}] + + +def point_cloud( + positions: np.ndarray, + colors: Optional[np.ndarray] = None, + scales: Optional[np.ndarray] = None, + **kwargs, +) -> SceneElement: + """Create a point cloud element. + + Args: + positions: Nx3 array of point positions or flattened array + colors: Nx3 array of RGB colors or flattened array (optional) + scales: N array of point scales or flattened array (optional) + **kwargs: Additional arguments like decorations, onHover, onClick + """ + # Ensure arrays are flattened float32/uint8 + positions = np.asarray(positions, dtype=np.float32) + if positions.ndim == 2: + positions = positions.flatten() + + data: Dict[str, Any] = {"positions": positions} + + if colors is not None: + colors = np.asarray(colors, dtype=np.float32) + if colors.ndim == 2: + colors = colors.flatten() + data["colors"] = colors + + if scales is not None: + scales = np.asarray(scales, dtype=np.float32) + if scales.ndim > 1: + scales = scales.flatten() + data["scales"] = scales + + return SceneElement("PointCloud", data, **kwargs) + + +def ellipsoid( + centers: np.ndarray, + radii: np.ndarray, + colors: Optional[np.ndarray] = None, + **kwargs, +) -> SceneElement: + """Create an ellipsoid element. + + Args: + centers: Nx3 array of ellipsoid centers or flattened array + radii: Nx3 array of radii (x,y,z) or flattened array + colors: Nx3 array of RGB colors or flattened array (optional) + **kwargs: Additional arguments like decorations, onHover, onClick + """ + # Ensure arrays are flattened float32 + centers = np.asarray(centers, dtype=np.float32) + if centers.ndim == 2: + centers = centers.flatten() + + radii = np.asarray(radii, dtype=np.float32) + if radii.ndim == 2: + radii = radii.flatten() + + data = {"centers": centers, "radii": radii} + + if colors is not None: + colors = np.asarray(colors, dtype=np.float32) + if colors.ndim == 2: + colors = colors.flatten() + data["colors"] = colors + + return SceneElement("Ellipsoid", data, **kwargs) + + +def ellipsoid_bounds( + centers: np.ndarray, + radii: np.ndarray, + colors: Optional[np.ndarray] = None, + **kwargs, +) -> SceneElement: + """Create an ellipsoid bounds (wireframe) element. + + Args: + centers: Nx3 array of ellipsoid centers or flattened array + radii: Nx3 array of radii (x,y,z) or flattened array + colors: Nx3 array of RGB colors or flattened array (optional) + **kwargs: Additional arguments like decorations, onHover, onClick + """ + # Ensure arrays are flattened float32 + centers = np.asarray(centers, dtype=np.float32) + if centers.ndim == 2: + centers = centers.flatten() + + radii = np.asarray(radii, dtype=np.float32) + if radii.ndim == 2: + radii = radii.flatten() + + data = {"centers": centers, "radii": radii} + + if colors is not None: + colors = np.asarray(colors, dtype=np.float32) + if colors.ndim == 2: + colors = colors.flatten() + data["colors"] = colors + + return SceneElement("EllipsoidBounds", data, **kwargs) + + +def cuboid( + centers: np.ndarray, + sizes: np.ndarray, + colors: Optional[np.ndarray] = None, + **kwargs, +) -> SceneElement: + """Create a cuboid element. + + Args: + centers: Nx3 array of cuboid centers or flattened array + sizes: Nx3 array of sizes (width,height,depth) or flattened array + colors: Nx3 array of RGB colors or flattened array (optional) + **kwargs: Additional arguments like decorations, onHover, onClick + """ + # Ensure arrays are flattened float32 + centers = np.asarray(centers, dtype=np.float32) + if centers.ndim == 2: + centers = centers.flatten() + + sizes = np.asarray(sizes, dtype=np.float32) + if sizes.ndim == 2: + sizes = sizes.flatten() + + data = {"centers": centers, "sizes": sizes} + + if colors is not None: + colors = np.asarray(colors, dtype=np.float32) + if colors.ndim == 2: + colors = colors.flatten() + data["colors"] = colors + + return SceneElement("Cuboid", data, **kwargs) + + +def create_demo_scene(): + """Create a demo scene with examples of all element types.""" + # 1. Create a point cloud in a spiral pattern + n_points = 1000 + t = np.linspace(0, 10 * np.pi, n_points) + r = t / 30 + x = r * np.cos(t) + y = r * np.sin(t) + z = t / 10 + + # Create positions array + positions = np.column_stack([x, y, z]) + + # Create rainbow colors + hue = t / t.max() + colors = np.zeros((n_points, 3)) + # Red component + colors[:, 0] = np.clip(1.5 - abs(3.0 * hue - 1.5), 0, 1) + # Green component + colors[:, 1] = np.clip(1.5 - abs(3.0 * hue - 3.0), 0, 1) + # Blue component + colors[:, 2] = np.clip(1.5 - abs(3.0 * hue - 4.5), 0, 1) + + # Create varying scales for points + scales = 0.01 + 0.02 * np.sin(t) + + # Create the scene by combining elements + scene = ( + # Point cloud + point_cloud(positions, colors, scales) + + + # Ellipsoids + ellipsoid( + centers=[[0.5, 0.5, 0.5], [-0.5, -0.5, 0.5], [0.0, 0.0, 0.0]], + radii=[[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]], + colors=[[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]], + ) + + + # Ellipsoid bounds + ellipsoid_bounds( + centers=[[0.8, 0.0, 0.0], [-0.8, 0.0, 0.0]], + radii=[[0.2, 0.1, 0.1], [0.1, 0.2, 0.1]], + colors=[[1.0, 0.5, 0.0], [0.0, 0.5, 1.0]], + ) + + + # Cuboids + cuboid( + centers=[[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]], + sizes=[[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]], + colors=[[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]], + ) + ) + + return scene + + +# Create and display the scene +scene = create_demo_scene() +scene diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index 8632b357..d5edd7f8 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -13,10 +13,10 @@ import { joinClasses, tw } from "./utils"; const { useState, useEffect, useContext, useRef, useCallback } = React import Katex from "katex"; import markdownItKatex from "./markdown-it-katex"; -import * as scene3d from "./scene3d/scene3d" -import * as scene3dNew from "./scene3d/scene3dNew" +import * as scene3d from "./scene3d/scene3dNew" + +export { render, scene3d }; -export { render, scene3d, scene3dNew }; export const CONTAINER_PADDING = 10; const KATEX_CSS_URL = "https://cdn.jsdelivr.net/npm/katex@0.16.11/dist/katex.min.css" @@ -325,6 +325,7 @@ function renderArray($state, value) { const [element, ...args] = value const maybeElement = element && $state.evaluate(element) const elementType = typeof maybeElement + console.log("Element", maybeElement, typeof maybeElement) if (elementType === 'string' || elementType === 'function' || (typeof maybeElement === 'object' && maybeElement !== null && "$$typeof" in maybeElement)) { return Hiccup(maybeElement, ...args) @@ -357,6 +358,7 @@ function DOMElementWrapper({ element }) { export const Node = mobxReact.observer( function ({ value }) { + console.log("V", value) const $state = useContext($StateContext) // handle pre-evaluated arrays diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 22cfd8d0..d058e68f 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1170,12 +1170,12 @@ interface SceneProps { containerWidth: number; } -export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { +export function Scene({ elements }: { elements: SceneElementConfig[] }) { const [containerRef, measuredWidth] = useContainerWidth(1); return (
{measuredWidth > 0 && ( - + )}
); @@ -1184,7 +1184,7 @@ export function SceneWrapper({ elements }: { elements: SceneElementConfig[] }) { /****************************************************** * 4.1) The Scene Component ******************************************************/ -function Scene({ elements, containerWidth }: SceneProps) { +function SceneInner({ elements, containerWidth }: SceneProps) { const canvasRef = useRef(null); const safeWidth = containerWidth > 0 ? containerWidth : 300; const canvasWidth = safeWidth; @@ -2044,7 +2044,7 @@ export function App(){ cuboidElement2 ]; - return ; + return ; } /****************************************************** From 7d8255ee5fa17a3d1535ce6998a662123084cb84 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 24 Jan 2025 16:14:12 +0100 Subject: [PATCH 078/167] wip: decorations --- notebooks/scene3dNew.py | 113 +++++++++++++++++++++++++++++++++------ src/genstudio/js/api.jsx | 3 -- 2 files changed, 96 insertions(+), 20 deletions(-) diff --git a/notebooks/scene3dNew.py b/notebooks/scene3dNew.py index 5f724de4..abffc0cb 100644 --- a/notebooks/scene3dNew.py +++ b/notebooks/scene3dNew.py @@ -1,5 +1,5 @@ import genstudio.plot as Plot -from typing import Any, Dict, List, Optional, Union +from typing import Any, Dict, List, Optional, Union, Sequence from colorsys import hsv_to_rgb import numpy as np @@ -46,6 +46,46 @@ def make_torus_knot(n_points: int): return xyz, rgb +def deco( + indexes: Union[int, Sequence[int]], + *, + color: Optional[Sequence[float]] = None, + alpha: Optional[float] = None, + scale: Optional[float] = None, + min_size: Optional[float] = None, +) -> Dict[str, Any]: + """Create a decoration for scene elements. + + Args: + indexes: Single index or list of indices to decorate + color: Optional RGB color override [r,g,b] + alpha: Optional opacity value (0-1) + scale: Optional scale factor + min_size: Optional minimum size in pixels + + Returns: + Dictionary containing decoration settings + """ + # Convert single index to list + if isinstance(indexes, (int, np.integer)): + indexes = [indexes] + + # Create base decoration dict + decoration = {"indexes": list(indexes)} + + # Add optional parameters if provided + if color is not None: + decoration["color"] = list(color) + if alpha is not None: + decoration["alpha"] = alpha + if scale is not None: + decoration["scale"] = scale + if min_size is not None: + decoration["minSize"] = min_size + + return decoration + + class SceneElement: """Base class for all 3D scene elements.""" @@ -94,8 +134,23 @@ class Scene(Plot.LayoutItem): - Element click selection """ - def __init__(self, elements: List[Union[SceneElement, Dict[str, Any]]]): + def __init__( + self, + elements: List[Union[SceneElement, Dict[str, Any]]], + *, + width: Optional[int] = None, + height: Optional[int] = None, + ): + """Initialize the scene. + + Args: + elements: List of scene elements + width: Optional canvas width (default: container width) + height: Optional canvas height (default: container width) + """ self.elements = elements + self.width = width + self.height = height super().__init__() def __add__(self, other: Union[SceneElement, "Scene"]) -> "Scene": @@ -112,7 +167,14 @@ def for_json(self) -> Any: elements = [ e.to_dict() if isinstance(e, SceneElement) else e for e in self.elements ] - return [Plot.JSRef("scene3d.Scene"), {"elements": elements}] + + props = {"elements": elements} + if self.width: + props["width"] = self.width + if self.height: + props["height"] = self.height + + return [Plot.JSRef("scene3d.Scene"), props] def point_cloud( @@ -281,28 +343,45 @@ def create_demo_scene(): # Create the scene by combining elements scene = ( - # Point cloud - point_cloud(positions, colors, scales) + point_cloud( + positions, + colors, + scales, + onHover=Plot.js(""" + function(idx) { + $state.hover_points = idx === null ? null : [idx]; + } + """), + # Add hover decoration + decorations=Plot.js(""" + $state.hover_points ? [ + {indexes: $state.hover_points, color: [1, 1, 0], scale: 1.5} + ] : undefined + """), + ) + - # Ellipsoids + # Ellipsoids with one highlighted ellipsoid( - centers=[[0.5, 0.5, 0.5], [-0.5, -0.5, 0.5], [0.0, 0.0, 0.0]], - radii=[[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]], - colors=[[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]], + centers=np.array([[0.5, 0.5, 0.5], [-0.5, -0.5, 0.5], [0.0, 0.0, 0.0]]), + radii=np.array([[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]]), + colors=np.array([[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]), + decorations=[deco(1, color=[1, 1, 0], alpha=0.8)], ) + - # Ellipsoid bounds + # Ellipsoid bounds with transparency ellipsoid_bounds( - centers=[[0.8, 0.0, 0.0], [-0.8, 0.0, 0.0]], - radii=[[0.2, 0.1, 0.1], [0.1, 0.2, 0.1]], - colors=[[1.0, 0.5, 0.0], [0.0, 0.5, 1.0]], + centers=np.array([[0.8, 0.0, 0.0], [-0.8, 0.0, 0.0]]), + radii=np.array([[0.2, 0.1, 0.1], [0.1, 0.2, 0.1]]), + colors=np.array([[1.0, 0.5, 0.0], [0.0, 0.5, 1.0]]), + decorations=[deco([0, 1], alpha=0.5)], ) + - # Cuboids + # Cuboids with one enlarged cuboid( - centers=[[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]], - sizes=[[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]], - colors=[[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]], + centers=np.array([[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]]), + sizes=np.array([[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]]), + colors=np.array([[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]]), + decorations=[deco(0, scale=1.2)], ) ) diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index d5edd7f8..f6fc185d 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -325,8 +325,6 @@ function renderArray($state, value) { const [element, ...args] = value const maybeElement = element && $state.evaluate(element) const elementType = typeof maybeElement - console.log("Element", maybeElement, typeof maybeElement) - if (elementType === 'string' || elementType === 'function' || (typeof maybeElement === 'object' && maybeElement !== null && "$$typeof" in maybeElement)) { return Hiccup(maybeElement, ...args) } else { @@ -358,7 +356,6 @@ function DOMElementWrapper({ element }) { export const Node = mobxReact.observer( function ({ value }) { - console.log("V", value) const $state = useContext($StateContext) // handle pre-evaluated arrays From e91ea5946d0ca37da384a54807a19851db44dce6 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 24 Jan 2025 16:20:09 +0100 Subject: [PATCH 079/167] wip: handle dimensions nicely --- src/genstudio/js/scene3d/scene3dNew.tsx | 129 +++++++++++++++++------- 1 file changed, 92 insertions(+), 37 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index d058e68f..b64d8a03 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -2,7 +2,7 @@ /// import React, { - useRef, useEffect, useState, useCallback, MouseEvent as ReactMouseEvent + useRef, useEffect, useState, useCallback, MouseEvent as ReactMouseEvent, useMemo } from 'react'; import { useContainerWidth } from '../utils'; @@ -1167,15 +1167,27 @@ function createCubeGeometry() { ******************************************************/ interface SceneProps { elements: SceneElementConfig[]; - containerWidth: number; + width?: number; + height?: number; + aspectRatio?: number; } -export function Scene({ elements }: { elements: SceneElementConfig[] }) { +export function Scene({ elements, width, height, aspectRatio = 1 }: SceneProps) { const [containerRef, measuredWidth] = useContainerWidth(1); + const dimensions = useMemo( + () => computeCanvasDimensions(measuredWidth, width, height, aspectRatio), + [measuredWidth, width, height, aspectRatio] + ); + return ( -
- {measuredWidth > 0 && ( - +
+ {dimensions && ( + )}
); @@ -1184,11 +1196,8 @@ export function Scene({ elements }: { elements: SceneElementConfig[] }) { /****************************************************** * 4.1) The Scene Component ******************************************************/ -function SceneInner({ elements, containerWidth }: SceneProps) { +function SceneInner({ elements, containerWidth, containerHeight, style }: SceneInnerProps) { const canvasRef = useRef(null); - const safeWidth = containerWidth > 0 ? containerWidth : 300; - const canvasWidth = safeWidth; - const canvasHeight = safeWidth; // We'll store references to the GPU + other stuff in a ref object const gpuRef = useRef<{ @@ -1353,36 +1362,47 @@ function SceneInner({ elements, containerWidth }: SceneProps) { /****************************************************** * B) Depth & Pick textures ******************************************************/ - const createOrUpdateDepthTexture=useCallback(()=>{ - if(!gpuRef.current) return; + const createOrUpdateDepthTexture = useCallback(() => { + if(!gpuRef.current || !canvasRef.current) return; const { device, depthTexture } = gpuRef.current; + + const dpr = window.devicePixelRatio || 1; + const displayWidth = Math.floor(containerWidth * dpr); + const displayHeight = Math.floor(containerHeight * dpr); + if(depthTexture) depthTexture.destroy(); const dt = device.createTexture({ - size: [canvasWidth, canvasHeight], + size: [displayWidth, displayHeight], format: 'depth24plus', usage: GPUTextureUsage.RENDER_ATTACHMENT }); gpuRef.current.depthTexture = dt; - },[canvasWidth, canvasHeight]); + }, [containerWidth, containerHeight]); - const createOrUpdatePickTextures=useCallback(()=>{ - if(!gpuRef.current) return; + const createOrUpdatePickTextures = useCallback(() => { + if(!gpuRef.current || !canvasRef.current) return; const { device, pickTexture, pickDepthTexture } = gpuRef.current; + + const dpr = window.devicePixelRatio || 1; + const displayWidth = Math.floor(containerWidth * dpr); + const displayHeight = Math.floor(containerHeight * dpr); + if(pickTexture) pickTexture.destroy(); if(pickDepthTexture) pickDepthTexture.destroy(); + const colorTex = device.createTexture({ - size:[canvasWidth, canvasHeight], - format:'rgba8unorm', + size: [displayWidth, displayHeight], + format: 'rgba8unorm', usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC }); const depthTex = device.createTexture({ - size:[canvasWidth, canvasHeight], - format:'depth24plus', + size: [displayWidth, displayHeight], + format: 'depth24plus', usage: GPUTextureUsage.RENDER_ATTACHMENT }); gpuRef.current.pickTexture = colorTex; gpuRef.current.pickDepthTexture = depthTex; - },[canvasWidth, canvasHeight]); + }, [containerWidth, containerHeight]); /****************************************************** * C) Building the RenderObjects (no if/else) @@ -1452,7 +1472,7 @@ function SceneInner({ elements, containerWidth }: SceneProps) { if(!depthTexture) return; // camera matrix - const aspect = canvasWidth/canvasHeight; + const aspect = containerWidth/containerHeight; const proj = mat4Perspective(camState.fov, aspect, camState.near, camState.far); const cx=camState.orbitRadius*Math.sin(camState.orbitPhi)*Math.sin(camState.orbitTheta); const cy=camState.orbitRadius*Math.cos(camState.orbitPhi); @@ -1520,13 +1540,13 @@ function SceneInner({ elements, containerWidth }: SceneProps) { } pass.end(); device.queue.submit([cmd.finish()]); - },[canvasWidth, canvasHeight]); + },[containerWidth, containerHeight]); /****************************************************** * E) Pick pass (on hover/click) ******************************************************/ - async function pickAtScreenXY(screenX:number, screenY:number, mode:'hover'|'click'){ - if(!gpuRef.current || pickingLockRef.current) return; + async function pickAtScreenXY(screenX: number, screenY: number, mode: 'hover'|'click') { + if(!gpuRef.current || !canvasRef.current || pickingLockRef.current) return; const pickingId = Date.now(); const currentPickingId = pickingId; pickingLockRef.current = true; @@ -1539,10 +1559,15 @@ function SceneInner({ elements, containerWidth }: SceneProps) { if(!pickTexture || !pickDepthTexture || !readbackBuffer) return; if (currentPickingId !== pickingId) return; - const pickX = Math.floor(screenX); - const pickY = Math.floor(screenY); - if(pickX<0 || pickY<0 || pickX>=canvasWidth || pickY>=canvasHeight){ - if(mode==='hover') handleHoverID(0); + // Convert screen coordinates to device pixels + const dpr = window.devicePixelRatio || 1; + const pickX = Math.floor(screenX * dpr); + const pickY = Math.floor(screenY * dpr); + const displayWidth = Math.floor(containerWidth * dpr); + const displayHeight = Math.floor(containerHeight * dpr); + + if(pickX < 0 || pickY < 0 || pickX >= displayWidth || pickY >= displayHeight) { + if(mode === 'hover') handleHoverID(0); return; } @@ -1801,15 +1826,25 @@ function SceneInner({ elements, containerWidth }: SceneProps) { createOrUpdateDepthTexture(); createOrUpdatePickTextures(); } - },[isReady, canvasWidth, canvasHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures]); + },[isReady, containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures]); // Set actual canvas size - useEffect(()=>{ - if(canvasRef.current){ - canvasRef.current.width=canvasWidth; - canvasRef.current.height=canvasHeight; + useEffect(() => { + if (!canvasRef.current) return; + + const canvas = canvasRef.current; + const dpr = window.devicePixelRatio || 1; + const displayWidth = Math.floor(containerWidth * dpr); + const displayHeight = Math.floor(containerHeight * dpr); + + if (canvas.width !== displayWidth || canvas.height !== displayHeight) { + canvas.width = displayWidth; + canvas.height = displayHeight; + createOrUpdateDepthTexture(); + createOrUpdatePickTextures(); + renderFrame(camera); // Call renderFrame directly } - },[canvasWidth, canvasHeight]); + }, [containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures, renderFrame, camera]); // Whenever elements change, or we become ready, rebuild GPU buffers useEffect(()=>{ @@ -1849,10 +1884,10 @@ function SceneInner({ elements, containerWidth }: SceneProps) { }, []); return ( -
+
void>( } }; } + +// Add this helper function near the top with other utility functions +function computeCanvasDimensions(containerWidth: number, width?: number, height?: number, aspectRatio = 1) { + if (!containerWidth && !width) return; + + // Determine final width from explicit width or container width + const finalWidth = width || containerWidth; + + // Determine final height from explicit height or aspect ratio + const finalHeight = height || finalWidth / aspectRatio; + + return { + width: finalWidth, + height: finalHeight, + style: { + width: width ? `${width}px` : '100%', + height: `${finalHeight}px` + } + }; +} From 95056c448aca415d6b1e09a2c3f5f5af2966b471 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 24 Jan 2025 16:45:04 +0100 Subject: [PATCH 080/167] wip: camera --- src/genstudio/js/scene3d/camera.ts | 2 + src/genstudio/js/scene3d/scene3dNew.tsx | 115 ++++++++++++++---------- 2 files changed, 69 insertions(+), 48 deletions(-) diff --git a/src/genstudio/js/scene3d/camera.ts b/src/genstudio/js/scene3d/camera.ts index db0cdcb8..35a66f25 100644 --- a/src/genstudio/js/scene3d/camera.ts +++ b/src/genstudio/js/scene3d/camera.ts @@ -210,3 +210,5 @@ export default { pan, zoom }; + +export type { CameraState }; diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index b64d8a03..9edff91d 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1218,18 +1218,8 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI const [isReady, setIsReady] = useState(false); - // camera - interface CameraState { - orbitRadius: number; - orbitTheta: number; - orbitPhi: number; - panX: number; - panY: number; - fov: number; - near: number; - far: number; - } - const [camera, setCamera] = useState({ + // Initialize camera with proper state structure + const [camera, setCamera] = useState({ orbitRadius: 1.5, orbitTheta: 0.2, orbitPhi: 1.0, @@ -1288,6 +1278,23 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI return [0,0,0]; } + // Add these helper functions near the top + function vec3Sub(a: [number, number, number], b: [number, number, number]): [number, number, number] { + return [a[0] - b[0], a[1] - b[1], a[2] - b[2]]; + } + + function vec3Normalize(v: [number, number, number]): [number, number, number] { + const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + return [v[0] / len, v[1] / len, v[2] / len]; + } + + function vec3ScaleAndAdd(out: [number, number, number], a: [number, number, number], b: [number, number, number], scale: number): [number, number, number] { + out[0] = a[0] + b[0] * scale; + out[1] = a[1] + b[1] * scale; + out[2] = a[2] + b[2] * scale; + return out; + } + /****************************************************** * A) initWebGPU ******************************************************/ @@ -1466,27 +1473,28 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI /****************************************************** * D) Render pass (single call, no loop) ******************************************************/ - const renderFrame = useCallback((camState:any)=>{ + const renderFrame = useCallback((camState: CameraState) => { if(!gpuRef.current) return; const { device, context, uniformBuffer, uniformBindGroup, depthTexture, renderObjects } = gpuRef.current; if(!depthTexture) return; - // camera matrix const aspect = containerWidth/containerHeight; const proj = mat4Perspective(camState.fov, aspect, camState.near, camState.far); - const cx=camState.orbitRadius*Math.sin(camState.orbitPhi)*Math.sin(camState.orbitTheta); - const cy=camState.orbitRadius*Math.cos(camState.orbitPhi); - const cz=camState.orbitRadius*Math.sin(camState.orbitPhi)*Math.cos(camState.orbitTheta); - const eye:[number,number,number]=[cx,cy,cz]; - const target:[number,number,number]=[camState.panX,camState.panY,0]; - const up:[number,number,number] = [0,1,0]; - const view = mat4LookAt(eye,target,up); + + // Calculate camera position from orbit coordinates + const cx = camState.orbitRadius * Math.sin(camState.orbitPhi) * Math.sin(camState.orbitTheta); + const cy = camState.orbitRadius * Math.cos(camState.orbitPhi); + const cz = camState.orbitRadius * Math.sin(camState.orbitPhi) * Math.cos(camState.orbitTheta); + const eye: [number,number,number] = [cx, cy, cz]; + const target: [number,number,number] = [camState.panX, camState.panY, 0]; + const up: [number,number,number] = [0, 1, 0]; + const view = mat4LookAt(eye, target, up); const mvp = mat4Multiply(proj, view); // compute "light dir" in camera-ish space const forward = normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); - const right = normalize(cross(forward, up)); + const right = normalize(cross(up, forward)); const camUp = cross(right, forward); const lightDir = normalize([ right[0]*LIGHTING.DIRECTION.RIGHT + camUp[0]*LIGHTING.DIRECTION.UP + forward[0]*LIGHTING.DIRECTION.FORWARD, @@ -1540,7 +1548,7 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI } pass.end(); device.queue.submit([cmd.finish()]); - },[containerWidth, containerHeight]); + }, [containerWidth, containerHeight]); /****************************************************** * E) Pick pass (on hover/click) @@ -1708,17 +1716,41 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI const dy = e.clientY - st.lastY; st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); if(st.button===2 || st.isShiftDown){ - setCamera(cam => ({ - ...cam, - panX:cam.panX - dx*0.002, - panY:cam.panY + dy*0.002 - })); + // Pan by keeping the point under the mouse cursor fixed relative to mouse movement + setCamera(cam => { + // Calculate camera position and vectors + const cx = cam.orbitRadius * Math.sin(cam.orbitPhi) * Math.sin(cam.orbitTheta); + const cy = cam.orbitRadius * Math.cos(cam.orbitPhi); + const cz = cam.orbitRadius * Math.sin(cam.orbitPhi) * Math.cos(cam.orbitTheta); + const eye: [number,number,number] = [cx, cy, cz]; + const target: [number,number,number] = [cam.panX, cam.panY, 0]; + const up: [number,number,number] = [0, 1, 0]; + + // Calculate view-aligned right and up vectors + const forward = normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); + const right = normalize(cross(up, forward)); + const actualUp = normalize(cross(forward, right)); + + // Scale movement by distance from target + const scale = cam.orbitRadius * 0.002; + + // Calculate pan offset in view space + const dx_view = dx * scale; + const dy_view = dy * scale; // Removed the negative here + + return { + ...cam, + panX: cam.panX + right[0] * dx_view + actualUp[0] * dy_view, + panY: cam.panY + right[1] * dx_view + actualUp[1] * dy_view + }; + }); } else if(st.button===0){ - setCamera(cam=>{ - const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy*0.01)); + // This should be orbit + setCamera(cam => { + const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy * 0.01)); // Flip dy for natural up/down return { ...cam, - orbitTheta: cam.orbitTheta - dx*0.01, + orbitTheta: cam.orbitTheta - dx * 0.01, // Keep dx flipped for natural left/right orbitPhi: newPhi }; }); @@ -1763,17 +1795,6 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI mouseState.current={type:'idle'}; },[]); - const onWheel=useCallback((e:WheelEvent)=>{ - if(mouseState.current.type==='idle'){ - e.preventDefault(); - const d=e.deltaY*0.01; - setCamera(cam=>({ - ...cam, - orbitRadius:Math.max(0.01, cam.orbitRadius + d) - })); - } - },[]); - /****************************************************** * G) Lifecycle & Render-on-demand ******************************************************/ @@ -1867,20 +1888,19 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI useEffect(() => { const canvas = canvasRef.current; if (!canvas) return; + const handleWheel = (e: WheelEvent) => { if (mouseState.current.type === 'idle') { e.preventDefault(); - const d = e.deltaY * 0.01; setCamera(cam => ({ ...cam, - orbitRadius: Math.max(0.01, cam.orbitRadius + d) + orbitRadius: Math.max(0.1, cam.orbitRadius * Math.exp(e.deltaY * 0.001)) })); } }; + canvas.addEventListener('wheel', handleWheel, { passive: false }); - return () => { - canvas.removeEventListener('wheel', handleWheel); - }; + return () => canvas.removeEventListener('wheel', handleWheel); }, []); return ( @@ -1892,7 +1912,6 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI onMouseDown={handleMouseDown} onMouseUp={handleMouseUp} onMouseLeave={handleMouseLeave} - onWheel={onWheel} />
); From d36b097e6dc884fa2311a97929af611a8fcd10fe Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 27 Jan 2025 19:07:21 +0100 Subject: [PATCH 081/167] scene3d: controlled camera --- notebooks/points.py | 70 +- src/genstudio/js/scene3d/scene3dNew.tsx | 1401 ++++++++--------- .../scene3dNew.py => src/genstudio/scene3d.py | 166 +- 3 files changed, 776 insertions(+), 861 deletions(-) rename notebooks/scene3dNew.py => src/genstudio/scene3d.py (72%) diff --git a/notebooks/points.py b/notebooks/points.py index f22cf641..ccbf01b3 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -1,9 +1,10 @@ # %% import genstudio.plot as Plot +import genstudio.scene3d as Scene import numpy as np -from genstudio.alpha.scene3d import Points from genstudio.plot import js from colorsys import hsv_to_rgb +from genstudio.scene3d import deco def make_torus_knot(n_points: int): @@ -107,7 +108,10 @@ def make_wall(n_points: int): def rotate_points( - xyz: np.ndarray, n_frames: int = 10, origin: np.ndarray = None, axis: str = "z" + xyz: np.ndarray, + n_frames: int = 10, + origin: np.ndarray = np.array([0, 0, 0], dtype=np.float32), + axis: str = "z", ) -> np.ndarray: """Rotate points around an axis over n_frames. @@ -125,8 +129,8 @@ def rotate_points( input_dtype = xyz.dtype # Set default origin to [0,0,0] - if origin is None: - origin = np.zeros(3, dtype=input_dtype) + # if origin is None: + # origin = np.zeros(3, dtype=input_dtype) # Initialize output array with same dtype as input moved = np.zeros((n_frames, xyz.shape[0] * 3), dtype=input_dtype) @@ -187,45 +191,31 @@ def scene(controlled, point_size, xyz, rgb, scale, select_region=False): "camera": js("$state.camera"), } ) - return Points( - {"position": xyz, "color": rgb, "scale": scale}, - { - "backgroundColor": [0.1, 0.1, 0.1, 1], - "pointSize": point_size, - "onPointHover": js("""(i) => { + return Scene.point_cloud( + positions=xyz, + colors=rgb, + scales=scale, + onHover=js("""(i) => { $state.update({hovered: i}) }"""), - "onPointClick": js( - """(i) => $state.update({"selected_region_i": i})""" - if select_region - else """(i) => { - $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]}); - }""" + onClick=js( + """(i) => $state.update({"selected_region_i": i})""" + if select_region + else """(i) => { + $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]}); + }""" + ), + decorations=[ + deco(js("$state.highlights"), color=[1, 1, 0], scale=2, min_size=10), + deco(js("[$state.hovered]"), color=[0, 1, 0], scale=1.2, min_size=10), + deco( + js("$state.selected_region_indexes") if select_region else [], + alpha=0.2, + scale=0.5, ), - "decorations": { - "clicked": { - "indexes": js("$state.highlights"), - "scale": 2, - "minSize": 10, - "color": [1, 1, 0], - }, - "hovered": { - "indexes": js("[$state.hovered]"), - "scale": 1.2, - "minSize": 10, - "color": [0, 1, 0], - }, - "selected_region": { - "indexes": js("$state.selected_region_indexes") - if select_region - else [], - "alpha": 0.2, - "scale": 0.5, - }, - }, - "highlightColor": [1.0, 1.0, 0.0], - **cameraProps, - }, + ], + highlightColor=[1.0, 1.0, 0.0], + **cameraProps, ) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 9edff91d..4dae4482 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -21,6 +21,18 @@ const LIGHTING = { } } as const; +// Add the default camera configuration +const DEFAULT_CAMERA = { + orbitRadius: 1.5, + orbitTheta: 0.2, + orbitPhi: 1.0, + panX: 0, + panY: 0, + fov: Math.PI/3, + near: 0.01, + far: 100.0 +} as const; + /****************************************************** * 1) Data Structures & "Spec" System ******************************************************/ @@ -410,14 +422,14 @@ interface ExtendedSpec extends PrimitiveSpec { getRenderPipeline( device: GPUDevice, bindGroupLayout: GPUBindGroupLayout, - cache: Map + cache: Map ): GPURenderPipeline; /** Return (or lazily create) the GPU picking pipeline for this type. */ getPickingPipeline( device: GPUDevice, bindGroupLayout: GPUBindGroupLayout, - cache: Map + cache: Map ): GPURenderPipeline; /** Create a RenderObject that references geometry + the two pipelines. */ @@ -427,134 +439,116 @@ interface ExtendedSpec extends PrimitiveSpec { pickingPipeline: GPURenderPipeline, instanceVB: GPUBuffer|null, pickingVB: GPUBuffer|null, - instanceCount: number + instanceCount: number, + resources: { // Add this parameter + sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + billboardQuad: { vb: GPUBuffer; ib: GPUBuffer; } | null; + cubeGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + } ): RenderObject; } /****************************************************** * 1.6) Pipeline Cache Helper ******************************************************/ -const pipelineCache = new Map(); +// Update the pipeline cache to include device reference +interface PipelineCacheEntry { + pipeline: GPURenderPipeline; + device: GPUDevice; +} + +// Update the cache type +const pipelineCache = new Map(); + +// Update the getOrCreatePipeline helper function getOrCreatePipeline( + device: GPUDevice, key: string, createFn: () => GPURenderPipeline, - cache: Map + cache: Map // This will be the instance cache ): GPURenderPipeline { - if (cache.has(key)) { - return cache.get(key)!; + const entry = cache.get(key); + if (entry && entry.device === device) { + return entry.pipeline; } + + // Create new pipeline and cache it with device reference const pipeline = createFn(); - cache.set(key, pipeline); + cache.set(key, { pipeline, device }); return pipeline; } /****************************************************** * 2) Common Resources: geometry, layout, etc. ******************************************************/ -const CommonResources = { - /** Track which device created our resources */ - currentDevice: null as GPUDevice | null, - - /** Sphere geometry for ellipsoids */ - sphereGeo: null as { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null, - - /** Torus geometry for ellipsoid bounds */ - ringGeo: null as { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null, - - /** Quad geometry for point clouds (billboard) */ - billboardQuad: null as { vb: GPUBuffer; ib: GPUBuffer; } | null, - - /** Cube geometry for cuboids */ - cubeGeo: null as { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null, - - init(device: GPUDevice) { - // If device changed, destroy old resources - if (this.currentDevice && this.currentDevice !== device) { - this.sphereGeo?.vb.destroy(); - this.sphereGeo?.ib.destroy(); - this.sphereGeo = null; - - this.ringGeo?.vb.destroy(); - this.ringGeo?.ib.destroy(); - this.ringGeo = null; - - this.billboardQuad?.vb.destroy(); - this.billboardQuad?.ib.destroy(); - this.billboardQuad = null; - - this.cubeGeo?.vb.destroy(); - this.cubeGeo?.ib.destroy(); - this.cubeGeo = null; - } - - this.currentDevice = device; - - // Create geometry resources for this device - if(!this.sphereGeo) { - const { vertexData, indexData } = createSphereGeometry(16,24); - const vb = device.createBuffer({ - size: vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,vertexData); - const ib = device.createBuffer({ - size: indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib,0,indexData); - this.sphereGeo = { vb, ib, indexCount: indexData.length }; - } +// Replace CommonResources.init with a function that initializes for a specific instance +function initGeometryResources(device: GPUDevice, resources: typeof gpuRef.current.resources) { + // Create sphere geometry + if(!resources.sphereGeo) { + const { vertexData, indexData } = createSphereGeometry(16,24); + const vb = device.createBuffer({ + size: vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb,0,vertexData); + const ib = device.createBuffer({ + size: indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ib,0,indexData); + resources.sphereGeo = { vb, ib, indexCount: indexData.length }; + } - // create ring geometry - if(!this.ringGeo){ - const { vertexData, indexData } = createTorusGeometry(1.0,0.03,40,12); - const vb = device.createBuffer({ - size: vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,vertexData); - const ib = device.createBuffer({ - size: indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib,0,indexData); - this.ringGeo = { vb, ib, indexCount: indexData.length }; - } + // Create ring geometry + if(!resources.ringGeo) { + const { vertexData, indexData } = createTorusGeometry(1.0,0.03,40,12); + const vb = device.createBuffer({ + size: vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb,0,vertexData); + const ib = device.createBuffer({ + size: indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ib,0,indexData); + resources.ringGeo = { vb, ib, indexCount: indexData.length }; + } - // create billboard quad geometry - if(!this.billboardQuad){ - const quadVerts = new Float32Array([-0.5,-0.5, 0.5,-0.5, -0.5,0.5, 0.5,0.5]); - const quadIdx = new Uint16Array([0,1,2,2,1,3]); - const vb = device.createBuffer({ - size: quadVerts.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,quadVerts); - const ib = device.createBuffer({ - size: quadIdx.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib,0,quadIdx); - this.billboardQuad = { vb, ib }; - } + // Create billboard quad geometry + if(!resources.billboardQuad) { + const quadVerts = new Float32Array([-0.5,-0.5, 0.5,-0.5, -0.5,0.5, 0.5,0.5]); + const quadIdx = new Uint16Array([0,1,2, 2,1,3]); + const vb = device.createBuffer({ + size: quadVerts.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb,0,quadVerts); + const ib = device.createBuffer({ + size: quadIdx.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ib,0,quadIdx); + resources.billboardQuad = { vb, ib }; + } - // create cube geometry - if(!this.cubeGeo){ - const cube = createCubeGeometry(); - const vb = device.createBuffer({ - size: cube.vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb, 0, cube.vertexData); - const ib = device.createBuffer({ - size: cube.indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib, 0, cube.indexData); - this.cubeGeo = { vb, ib, indexCount: cube.indexData.length }; - } + // Create cube geometry + if(!resources.cubeGeo) { + const cube = createCubeGeometry(); + const vb = device.createBuffer({ + size: cube.vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb, 0, cube.vertexData); + const ib = device.createBuffer({ + size: cube.indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ib, 0, cube.indexData); + resources.cubeGeo = { vb, ib, indexCount: cube.indexData.length }; } -}; +} /****************************************************** * 2.1) PointCloud ExtendedSpec @@ -568,103 +562,114 @@ const pointCloudExtendedSpec: ExtendedSpec = { bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("PointCloudShading", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: billboardVertCode }), - entryPoint:'vs_main', - buffers:[ - // billboard corners - { - arrayStride: 8, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - // instance data - { - arrayStride: 9*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32x3'}, - {shaderLocation:3, offset:6*4, format:'float32'}, - {shaderLocation:4, offset:7*4, format:'float32'}, - {shaderLocation:5, offset:8*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: billboardFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back' }, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "PointCloudShading", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: billboardVertCode }), + entryPoint:'vs_main', + buffers:[ + // billboard corners + { + arrayStride: 8, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + // instance data + { + arrayStride: 9*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32x3'}, + {shaderLocation:3, offset:6*4, format:'float32'}, + {shaderLocation:4, offset:7*4, format:'float32'}, + {shaderLocation:5, offset:8*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: billboardFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back' }, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, getPickingPipeline(device, bindGroupLayout, cache) { const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("PointCloudPicking", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint: 'vs_pointcloud', - buffers:[ - // corners - { - arrayStride: 8, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - // instance data - { - arrayStride: 6*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32'}, // pickID - {shaderLocation:3, offset:4*4, format:'float32'}, // scaleX - {shaderLocation:4, offset:5*4, format:'float32'} // scaleY - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "PointCloudPicking", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint: 'vs_pointcloud', + buffers:[ + // corners + { + arrayStride: 8, + attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] + }, + // instance data + { + arrayStride: 6*4, + stepMode:'instance', + attributes:[ + {shaderLocation:1, offset:0, format:'float32x3'}, + {shaderLocation:2, offset:3*4, format:'float32'}, // pickID + {shaderLocation:3, offset:4*4, format:'float32'}, // scaleX + {shaderLocation:4, offset:5*4, format:'float32'} // scaleY + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ - if(!CommonResources.billboardQuad){ + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ + if(!resources.billboardQuad){ throw new Error("No billboard geometry available (not yet initialized)."); } + const { vb, ib } = resources.billboardQuad; return { pipeline, - vertexBuffers: [CommonResources.billboardQuad.vb, instanceVB!], - indexBuffer: CommonResources.billboardQuad.ib, + vertexBuffers: [vb, instanceVB!], + indexBuffer: ib, indexCount: 6, instanceCount: count, pickingPipeline, - pickingVertexBuffers: [CommonResources.billboardQuad.vb, pickingInstanceVB!], - pickingIndexBuffer: CommonResources.billboardQuad.ib, + pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingIndexBuffer: ib, pickingIndexCount: 6, pickingInstanceCount: count, @@ -684,98 +689,108 @@ const ellipsoidExtendedSpec: ExtendedSpec = { const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("EllipsoidShading", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: ellipsoidVertCode }), - entryPoint:'vs_main', - buffers:[ - // sphere geometry - { - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: ellipsoidFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "EllipsoidShading", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: ellipsoidVertCode }), + entryPoint:'vs_main', + buffers:[ + // sphere geometry + { + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: ellipsoidFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, getPickingPipeline(device, bindGroupLayout, cache) { const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("EllipsoidPicking", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_ellipsoid', - buffers:[ - // sphere geometry - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "EllipsoidPicking", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_ellipsoid', + buffers:[ + // sphere geometry + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride:7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ - if(!CommonResources.sphereGeo) { + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ + if(!resources.sphereGeo) { throw new Error("No sphere geometry available (not yet initialized)."); } - const { vb, ib, indexCount } = CommonResources.sphereGeo; + const { vb, ib, indexCount } = resources.sphereGeo; return { pipeline, vertexBuffers: [vb, instanceVB!], @@ -805,98 +820,108 @@ const ellipsoidBoundsExtendedSpec: ExtendedSpec = const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("EllipsoidBoundsShading", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: ringVertCode }), - entryPoint:'vs_main', - buffers:[ - // ring geometry - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: ringFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "EllipsoidBoundsShading", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: ringVertCode }), + entryPoint:'vs_main', + buffers:[ + // ring geometry + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: ringFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, getPickingPipeline(device, bindGroupLayout, cache) { const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("EllipsoidBoundsPicking", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_bands', - buffers:[ - // ring geometry - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "EllipsoidBoundsPicking", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_bands', + buffers:[ + // ring geometry + { + arrayStride:6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride:7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'back'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ - if(!CommonResources.ringGeo){ + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ + if(!resources.ringGeo){ throw new Error("No ring geometry available (not yet initialized)."); } - const { vb, ib, indexCount } = CommonResources.ringGeo; + const { vb, ib, indexCount } = resources.ringGeo; return { pipeline, vertexBuffers: [vb, instanceVB!], @@ -926,98 +951,108 @@ const cuboidExtendedSpec: ExtendedSpec = { const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("CuboidShading", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: cuboidVertCode }), - entryPoint:'vs_main', - buffers:[ - // cube geometry - { - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: cuboidFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'none' }, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "CuboidShading", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: cuboidVertCode }), + entryPoint:'vs_main', + buffers:[ + // cube geometry + { + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride: 10*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32x3'}, + {shaderLocation:5, offset:9*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: cuboidFragCode }), + entryPoint:'fs_main', + targets:[{ + format, + blend:{ + color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, + alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} + } + }] + }, + primitive:{ topology:'triangle-list', cullMode:'none' }, + depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, getPickingPipeline(device, bindGroupLayout, cache) { const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); - return getOrCreatePipeline("CuboidPicking", () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_cuboid', - buffers:[ - // cube geometry - { - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'none'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, cache); + return getOrCreatePipeline( + device, + "CuboidPicking", + () => { + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'vs_cuboid', + buffers:[ + // cube geometry + { + arrayStride: 6*4, + attributes:[ + {shaderLocation:0, offset:0, format:'float32x3'}, + {shaderLocation:1, offset:3*4, format:'float32x3'} + ] + }, + // instance data + { + arrayStride: 7*4, + stepMode:'instance', + attributes:[ + {shaderLocation:2, offset:0, format:'float32x3'}, + {shaderLocation:3, offset:3*4, format:'float32x3'}, + {shaderLocation:4, offset:6*4, format:'float32'} + ] + } + ] + }, + fragment:{ + module: device.createShaderModule({ code: pickingVertCode }), + entryPoint:'fs_pick', + targets:[{ format:'rgba8unorm' }] + }, + primitive:{ topology:'triangle-list', cullMode:'none'}, + depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} + }); + }, + cache + ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count){ - if(!CommonResources.cubeGeo){ + createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ + if(!resources.cubeGeo){ throw new Error("No cube geometry available (not yet initialized)."); } - const { vb, ib, indexCount } = CommonResources.cubeGeo; + const { vb, ib, indexCount } = resources.cubeGeo; return { pipeline, vertexBuffers: [vb, instanceVB!], @@ -1170,9 +1205,12 @@ interface SceneProps { width?: number; height?: number; aspectRatio?: number; + camera?: CameraState; // Controlled mode + defaultCamera?: CameraState; // Uncontrolled mode + onCameraChange?: (camera: CameraState) => void; } -export function Scene({ elements, width, height, aspectRatio = 1 }: SceneProps) { +export function Scene({ elements, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { const [containerRef, measuredWidth] = useContainerWidth(1); const dimensions = useMemo( () => computeCanvasDimensions(measuredWidth, width, height, aspectRatio), @@ -1187,6 +1225,9 @@ export function Scene({ elements, width, height, aspectRatio = 1 }: SceneProps) containerHeight={dimensions.height} style={dimensions.style} elements={elements} + camera={camera} + defaultCamera={defaultCamera} + onCameraChange={onCameraChange} /> )}
@@ -1196,7 +1237,15 @@ export function Scene({ elements, width, height, aspectRatio = 1 }: SceneProps) /****************************************************** * 4.1) The Scene Component ******************************************************/ -function SceneInner({ elements, containerWidth, containerHeight, style }: SceneInnerProps) { +function SceneInner({ + elements, + containerWidth, + containerHeight, + style, + camera: controlledCamera, + defaultCamera, + onCameraChange +}: SceneInnerProps) { const canvasRef = useRef(null); // We'll store references to the GPU + other stuff in a ref object @@ -1214,21 +1263,39 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI renderObjects: RenderObject[]; elementBaseId: number[]; idToElement: {elementIdx: number, instanceIdx: number}[]; + pipelineCache: Map; // Add this + resources: { // Add this + sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + billboardQuad: { vb: GPUBuffer; ib: GPUBuffer; } | null; + cubeGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + }; } | null>(null); const [isReady, setIsReady] = useState(false); // Initialize camera with proper state structure - const [camera, setCamera] = useState({ - orbitRadius: 1.5, - orbitTheta: 0.2, - orbitPhi: 1.0, - panX: 0, - panY: 0, - fov: Math.PI/3, - near: 0.01, - far: 100.0 - }); + const [internalCamera, setInternalCamera] = useState(() => + defaultCamera ?? DEFAULT_CAMERA + ); + + // Use controlled camera if provided, otherwise use internal state + const camera = controlledCamera ?? internalCamera; + + // Unified camera update handler + const handleCameraUpdate = useCallback((updateFn: (camera: CameraState) => CameraState) => { + const newCamera = updateFn(camera); + + if (controlledCamera) { + // In controlled mode, only notify parent + onCameraChange?.(newCamera); + } else { + // In uncontrolled mode, update internal state + setInternalCamera(newCamera); + // Optionally notify parent + onCameraChange?.(newCamera); + } + }, [camera, controlledCamera, onCameraChange]); // We'll also track a picking lock const pickingLockRef = useRef(false); @@ -1278,23 +1345,6 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI return [0,0,0]; } - // Add these helper functions near the top - function vec3Sub(a: [number, number, number], b: [number, number, number]): [number, number, number] { - return [a[0] - b[0], a[1] - b[1], a[2] - b[2]]; - } - - function vec3Normalize(v: [number, number, number]): [number, number, number] { - const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); - return [v[0] / len, v[1] / len, v[2] / len]; - } - - function vec3ScaleAndAdd(out: [number, number, number], a: [number, number, number], b: [number, number, number], scale: number): [number, number, number] { - out[0] = a[0] + b[0] * scale; - out[1] = a[1] + b[1] * scale; - out[2] = a[2] + b[2] * scale; - return out; - } - /****************************************************** * A) initWebGPU ******************************************************/ @@ -1322,9 +1372,6 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI }] }); - // Initialize common geometry resources - CommonResources.init(device); - // Create uniform buffer const uniformBufferSize=128; const uniformBuffer=device.createBuffer({ @@ -1345,6 +1392,7 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI label: 'Picking readback buffer' }); + // First create gpuRef.current with empty resources gpuRef.current = { device, context, @@ -1357,9 +1405,19 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI readbackBuffer, renderObjects: [], elementBaseId: [], - idToElement: [] + idToElement: [], + pipelineCache: new Map(), + resources: { + sphereGeo: null, + ringGeo: null, + billboardQuad: null, + cubeGeo: null + } }; + // Now initialize geometry resources + initGeometryResources(device, gpuRef.current.resources); + setIsReady(true); } catch(err){ console.error("initWebGPU error:", err); @@ -1414,33 +1472,47 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI /****************************************************** * C) Building the RenderObjects (no if/else) ******************************************************/ - function buildRenderObjects(sceneElements: SceneElementConfig[]): RenderObject[] { + function buildRenderObjects(elements: SceneElementConfig[]): RenderObject[] { if(!gpuRef.current) return []; - const { device, bindGroupLayout, elementBaseId, idToElement } = gpuRef.current; + const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - elementBaseId.length = 0; - idToElement.length = 1; + // Initialize elementBaseId and idToElement arrays + gpuRef.current.elementBaseId = []; + gpuRef.current.idToElement = [null]; // First ID (0) is reserved let currentID = 1; - const result: RenderObject[] = []; - - sceneElements.forEach((elem, eIdx) => { + return elements.map((elem, i) => { const spec = primitiveRegistry[elem.type]; if(!spec) { - elementBaseId[eIdx] = 0; - return; + gpuRef.current!.elementBaseId[i] = 0; // No valid IDs for invalid elements + return { + pipeline: null, + vertexBuffers: [], + indexBuffer: null, + vertexCount: 0, + indexCount: 0, + instanceCount: 0, + pickingPipeline: null, + pickingVertexBuffers: [], + pickingIndexBuffer: null, + pickingVertexCount: 0, + pickingIndexCount: 0, + pickingInstanceCount: 0, + elementIndex: i + }; } + const count = spec.getCount(elem); - elementBaseId[eIdx] = currentID; + gpuRef.current!.elementBaseId[i] = currentID; // Expand global ID table - for(let i=0; i0){ @@ -1462,12 +1534,16 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); const pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); - const ro = spec.createRenderObject(device, pipeline, pickingPipeline, vb, pickVB, count); - ro.elementIndex = eIdx; - result.push(ro); + return spec.createRenderObject( + device, + pipeline, + pickingPipeline, + vb, + pickVB, + count, + resources + ); }); - - return result; } /****************************************************** @@ -1704,20 +1780,21 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI [pickAtScreenXY] ); - const handleMouseMove=useCallback((e:ReactMouseEvent)=>{ + // Rename to be more specific to scene3d + const handleScene3dMouseMove = useCallback((e: ReactMouseEvent) => { if(!canvasRef.current) return; const rect = canvasRef.current.getBoundingClientRect(); const x = e.clientX - rect.left; const y = e.clientY - rect.top; - const st=mouseState.current; - if(st.type==='dragging' && st.lastX!==undefined && st.lastY!==undefined){ + const st = mouseState.current; + if(st.type === 'dragging' && st.lastX !== undefined && st.lastY !== undefined) { const dx = e.clientX - st.lastX; const dy = e.clientY - st.lastY; st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); if(st.button===2 || st.isShiftDown){ // Pan by keeping the point under the mouse cursor fixed relative to mouse movement - setCamera(cam => { + handleCameraUpdate(cam => { // Calculate camera position and vectors const cx = cam.orbitRadius * Math.sin(cam.orbitPhi) * Math.sin(cam.orbitTheta); const cy = cam.orbitRadius * Math.cos(cam.orbitPhi); @@ -1736,7 +1813,7 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI // Calculate pan offset in view space const dx_view = dx * scale; - const dy_view = dy * scale; // Removed the negative here + const dy_view = dy * scale; return { ...cam, @@ -1745,55 +1822,72 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI }; }); } else if(st.button===0){ - // This should be orbit - setCamera(cam => { - const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy * 0.01)); // Flip dy for natural up/down + // Orbit + handleCameraUpdate(cam => { + const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy * 0.01)); return { ...cam, - orbitTheta: cam.orbitTheta - dx * 0.01, // Keep dx flipped for natural left/right + orbitTheta: cam.orbitTheta - dx * 0.01, orbitPhi: newPhi }; }); } st.lastX=e.clientX; st.lastY=e.clientY; - } else if(st.type==='idle'){ - // Use throttled version for hover picking + } else if(st.type === 'idle') { throttledPickAtScreenXY(x, y, 'hover'); } - },[throttledPickAtScreenXY]); - - const handleMouseDown=useCallback((e:ReactMouseEvent)=>{ - mouseState.current={ - type:'dragging', - button:e.button, - startX:e.clientX, - startY:e.clientY, - lastX:e.clientX, - lastY:e.clientY, - isShiftDown:e.shiftKey, - dragDistance:0 + }, [handleCameraUpdate, throttledPickAtScreenXY]); + + const handleScene3dMouseDown = useCallback((e: ReactMouseEvent) => { + mouseState.current = { + type: 'dragging', + button: e.button, + startX: e.clientX, + startY: e.clientY, + lastX: e.clientX, + lastY: e.clientY, + isShiftDown: e.shiftKey, + dragDistance: 0 }; e.preventDefault(); - },[]); + }, []); - const handleMouseUp=useCallback((e:ReactMouseEvent)=>{ - const st=mouseState.current; - if(st.type==='dragging' && st.startX!==undefined && st.startY!==undefined){ + const handleScene3dMouseUp = useCallback((e: ReactMouseEvent) => { + const st = mouseState.current; + if(st.type === 'dragging' && st.startX !== undefined && st.startY !== undefined) { if(!canvasRef.current) return; - const rect=canvasRef.current.getBoundingClientRect(); - const x=e.clientX-rect.left, y=e.clientY-rect.top; - // if we haven't dragged far => treat as click - if((st.dragDistance||0) < 4){ - pickAtScreenXY(x,y,'click'); + const rect = canvasRef.current.getBoundingClientRect(); + const x = e.clientX - rect.left; + const y = e.clientY - rect.top; + if((st.dragDistance || 0) < 4) { + pickAtScreenXY(x, y, 'click'); } } - mouseState.current={type:'idle'}; - },[pickAtScreenXY]); + mouseState.current = {type: 'idle'}; + }, [pickAtScreenXY]); - const handleMouseLeave=useCallback(()=>{ - mouseState.current={type:'idle'}; - },[]); + const handleScene3dMouseLeave = useCallback(() => { + mouseState.current = {type: 'idle'}; + }, []); + + // Update event listener references + useEffect(() => { + const canvas = canvasRef.current; + if (!canvas) return; + + canvas.addEventListener('mousemove', handleScene3dMouseMove); + canvas.addEventListener('mousedown', handleScene3dMouseDown); + canvas.addEventListener('mouseup', handleScene3dMouseUp); + canvas.addEventListener('mouseleave', handleScene3dMouseLeave); + + return () => { + canvas.removeEventListener('mousemove', handleScene3dMouseMove); + canvas.removeEventListener('mousedown', handleScene3dMouseDown); + canvas.removeEventListener('mouseup', handleScene3dMouseUp); + canvas.removeEventListener('mouseleave', handleScene3dMouseLeave); + }; + }, [handleScene3dMouseMove, handleScene3dMouseDown, handleScene3dMouseUp, handleScene3dMouseLeave]); /****************************************************** * G) Lifecycle & Render-on-demand @@ -1802,40 +1896,17 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI useEffect(()=>{ initWebGPU(); return () => { - // On unmount, wait for GPU to be idle before cleanup if (gpuRef.current) { - const { device } = gpuRef.current; + const { device, resources, pipelineCache } = gpuRef.current; - // Wait for GPU to complete all work device.queue.onSubmittedWorkDone().then(() => { - // Now safe to cleanup resources - if (gpuRef.current) { - gpuRef.current.depthTexture?.destroy(); - gpuRef.current.pickTexture?.destroy(); - gpuRef.current.pickDepthTexture?.destroy(); - gpuRef.current.readbackBuffer.destroy(); - gpuRef.current.uniformBuffer.destroy(); - - // Clear the cache - pipelineCache.clear(); - - // Destroy geometry resources - CommonResources.sphereGeo?.vb.destroy(); - CommonResources.sphereGeo?.ib.destroy(); - CommonResources.ringGeo?.vb.destroy(); - CommonResources.ringGeo?.ib.destroy(); - CommonResources.billboardQuad?.vb.destroy(); - CommonResources.billboardQuad?.ib.destroy(); - CommonResources.cubeGeo?.vb.destroy(); - CommonResources.cubeGeo?.ib.destroy(); - - // Reset all references - CommonResources.currentDevice = null; - CommonResources.sphereGeo = null; - CommonResources.ringGeo = null; - CommonResources.billboardQuad = null; - CommonResources.cubeGeo = null; - } + // Cleanup instance resources + resources.sphereGeo?.vb.destroy(); + resources.sphereGeo?.ib.destroy(); + // ... cleanup other geometries ... + + // Clear instance pipeline cache + pipelineCache.clear(); }); } }; @@ -1849,7 +1920,14 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI } },[isReady, containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures]); - // Set actual canvas size + // Update the render-triggering effects + useEffect(() => { + if (isReady) { + renderFrame(camera); // Always render with current camera (controlled or internal) + } + }, [isReady, camera, renderFrame]); // Watch the camera value + + // Update canvas size effect useEffect(() => { if (!canvasRef.current) return; @@ -1863,26 +1941,18 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI canvas.height = displayHeight; createOrUpdateDepthTexture(); createOrUpdatePickTextures(); - renderFrame(camera); // Call renderFrame directly + renderFrame(camera); } }, [containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures, renderFrame, camera]); - // Whenever elements change, or we become ready, rebuild GPU buffers - useEffect(()=>{ - if(isReady && gpuRef.current){ + // Update elements effect + useEffect(() => { + if (isReady && gpuRef.current) { const ros = buildRenderObjects(elements); gpuRef.current.renderObjects = ros; - // After building new objects, render once - renderFrame(camera); - } - },[isReady, elements, renderFrame, camera]); - - // Also re-render if the camera changes - useEffect(()=>{ - if(isReady){ renderFrame(camera); } - },[isReady, camera, renderFrame]); + }, [isReady, elements, renderFrame, camera]); // Wheel handling useEffect(() => { @@ -1892,7 +1962,7 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI const handleWheel = (e: WheelEvent) => { if (mouseState.current.type === 'idle') { e.preventDefault(); - setCamera(cam => ({ + handleCameraUpdate(cam => ({ ...cam, orbitRadius: Math.max(0.1, cam.orbitRadius * Math.exp(e.deltaY * 0.001)) })); @@ -1901,205 +1971,22 @@ function SceneInner({ elements, containerWidth, containerHeight, style }: SceneI canvas.addEventListener('wheel', handleWheel, { passive: false }); return () => canvas.removeEventListener('wheel', handleWheel); - }, []); + }, [handleCameraUpdate]); return (
); } -/****************************************************** - * 5) Example: App - ******************************************************/ -function generateSpherePointCloud(numPoints:number, radius:number){ - const positions=new Float32Array(numPoints*3); - const colors=new Float32Array(numPoints*3); - for(let i=0;i generateSpherePointCloud(500, 0.5), []); - const pcData2 = generateSpherePointCloud(300, 0.3); - - const pcElement1: PointCloudElementConfig = { - type: 'PointCloud', - data: pcData1, - decorations: hoveredIndices.pc1 === null ? undefined : [ - {indexes: [hoveredIndices.pc1], color: [1, 1, 0], alpha: 1, minSize: 0.05} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, pc1: i})), - onClick: (i) => console.log("Clicked point in cloud 1 #", i) - }; - - const pcElement2: PointCloudElementConfig = { - type: 'PointCloud', - data: pcData2, - decorations: hoveredIndices.pc2 === null ? undefined : [ - {indexes: [hoveredIndices.pc2], color: [0, 1, 0], alpha: 1, minSize: 0.05} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, pc2: i})), - onClick: (i) => console.log("Clicked point in cloud 2 #", i) - }; - - // Example Ellipsoids - const eCenters1 = new Float32Array([0, 0, 0.6, 0, 0, 0.3, 0, 0, 0]); - const eRadii1 = new Float32Array([0.1,0.1,0.1, 0.15,0.15,0.15, 0.2,0.2,0.2]); - const eColors1 = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]); - - const eCenters2 = new Float32Array([0.5,0.5,0.5, -0.5,-0.5,-0.5, 0.5,-0.5,0.5]); - const eRadii2 = new Float32Array([0.2,0.2,0.2, 0.1,0.1,0.1, 0.15,0.15,0.15]); - const eColors2 = new Float32Array([0,1,1, 1,0,1, 1,1,0]); - - const ellipsoidElement1: EllipsoidElementConfig = { - type: 'Ellipsoid', - data: {centers: eCenters1, radii: eRadii1, colors: eColors1}, - decorations: hoveredIndices.ellipsoid1 === null ? undefined : [ - {indexes: [hoveredIndices.ellipsoid1], color: [1, 0, 1], alpha: 0.8} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid1: i})), - onClick: (i) => console.log("Clicked ellipsoid in group 1 #", i) - }; - - const ellipsoidElement2: EllipsoidElementConfig = { - type: 'Ellipsoid', - data: {centers: eCenters2, radii: eRadii2, colors: eColors2}, - decorations: hoveredIndices.ellipsoid2 === null ? undefined : [ - {indexes: [hoveredIndices.ellipsoid2], color: [0, 1, 0], alpha: 0.8} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, ellipsoid2: i})), - onClick: (i) => console.log("Clicked ellipsoid in group 2 #", i) - }; - - // Ellipsoid Bounds - const boundsElement1: EllipsoidBoundsElementConfig = { - type: 'EllipsoidBounds', - data: {centers: boundCenters, radii: boundRadii, colors: boundColors}, - decorations: hoveredIndices.bounds1 === null ? undefined : [ - {indexes: [hoveredIndices.bounds1], color: [0, 1, 1], alpha: 1} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, bounds1: i})), - onClick: (i) => console.log("Clicked bounds in group 1 #", i) - }; - - const boundsElement2: EllipsoidBoundsElementConfig = { - type: 'EllipsoidBounds', - data: { - centers: new Float32Array([0.2,0.2,0.2, -0.2,-0.2,-0.2]), - radii: new Float32Array([0.15,0.15,0.15, 0.1,0.1,0.1]), - colors: new Float32Array([0.5,0.5,0.5, 0.2,0.2,0.2]) - }, - decorations: hoveredIndices.bounds2 === null ? undefined : [ - {indexes: [hoveredIndices.bounds2], color: [1, 0, 0], alpha: 1} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, bounds2: i})), - onClick: (i) => console.log("Clicked bounds in group 2 #", i) - }; - - // Cuboid Examples - const cuboidElement1: CuboidElementConfig = { - type: 'Cuboid', - data: { centers: cCenters1, sizes: cSizes1, colors: cColors1 }, - decorations: hoveredIndices.cuboid1 === null ? undefined : [ - {indexes: [hoveredIndices.cuboid1], color: [1,1,0], alpha: 1} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid1: i})), - onClick: (i) => console.log("Clicked cuboid in group 1 #", i) - }; - - const cuboidElement2: CuboidElementConfig = { - type: 'Cuboid', - data: { centers: cCenters2, sizes: cSizes2, colors: cColors2 }, - decorations: hoveredIndices.cuboid2 === null ? undefined : [ - {indexes: [hoveredIndices.cuboid2], color: [1,0,1], alpha: 1} - ], - onHover: (i) => setHoveredIndices(prev => ({...prev, cuboid2: i})), - onClick: (i) => console.log("Clicked cuboid in group 2 #", i) - }; - - const elements: SceneElementConfig[] = [ - pcElement1, - pcElement2, - ellipsoidElement1, - ellipsoidElement2, - boundsElement1, - boundsElement2, - cuboidElement1, - cuboidElement2 - ]; - - return ; -} /****************************************************** * 6) Minimal WGSL code diff --git a/notebooks/scene3dNew.py b/src/genstudio/scene3d.py similarity index 72% rename from notebooks/scene3dNew.py rename to src/genstudio/scene3d.py index abffc0cb..6840e3b7 100644 --- a/notebooks/scene3dNew.py +++ b/src/genstudio/scene3d.py @@ -1,5 +1,5 @@ import genstudio.plot as Plot -from typing import Any, Dict, List, Optional, Union, Sequence +from typing import Any, Dict, Union from colorsys import hsv_to_rgb import numpy as np @@ -47,12 +47,12 @@ def make_torus_knot(n_points: int): def deco( - indexes: Union[int, Sequence[int]], + indexes: Any, *, - color: Optional[Sequence[float]] = None, - alpha: Optional[float] = None, - scale: Optional[float] = None, - min_size: Optional[float] = None, + color: Any = None, + alpha: Any = None, + scale: Any = None, + min_size: Any = None, ) -> Dict[str, Any]: """Create a decoration for scene elements. @@ -68,14 +68,14 @@ def deco( """ # Convert single index to list if isinstance(indexes, (int, np.integer)): - indexes = [indexes] + indexes = np.array([indexes]) # Create base decoration dict - decoration = {"indexes": list(indexes)} + decoration = {"indexes": indexes} # Add optional parameters if provided if color is not None: - decoration["color"] = list(color) + decoration["color"] = color if alpha is not None: decoration["alpha"] = alpha if scale is not None: @@ -86,10 +86,11 @@ def deco( return decoration -class SceneElement: +class SceneElement(Plot.LayoutItem): """Base class for all 3D scene elements.""" def __init__(self, type_name: str, data: Dict[str, Any], **kwargs): + super().__init__() self.type = type_name self.data = data self.decorations = kwargs.get("decorations") @@ -107,15 +108,25 @@ def to_dict(self) -> Dict[str, Any]: element["onClick"] = self.on_click return element - def __add__(self, other: Union["SceneElement", "Scene"]) -> "Scene": + def for_json(self) -> Dict[str, Any]: + """Convert the element to a JSON-compatible dictionary.""" + return Scene(self).for_json() + + def __add__(self, other: Union["SceneElement", "Scene", Dict[str, Any]]) -> "Scene": """Allow combining elements with + operator.""" if isinstance(other, Scene): - return Scene([self] + other.elements) + return other + self elif isinstance(other, SceneElement): - return Scene([self, other]) + return Scene(self, other) + elif isinstance(other, dict): + return Scene(self, other) else: raise TypeError(f"Cannot add SceneElement with {type(other)}") + def __radd__(self, other: Dict[str, Any]) -> "Scene": + """Allow combining elements with + operator when dict is on the left.""" + return Scene(self, other) + class Scene(Plot.LayoutItem): """A 3D scene visualization component using WebGPU. @@ -136,51 +147,57 @@ class Scene(Plot.LayoutItem): def __init__( self, - elements: List[Union[SceneElement, Dict[str, Any]]], - *, - width: Optional[int] = None, - height: Optional[int] = None, + *elements_and_props: Union[SceneElement, Dict[str, Any]], ): """Initialize the scene. Args: - elements: List of scene elements - width: Optional canvas width (default: container width) - height: Optional canvas height (default: container width) + *elements_and_props: Scene elements and optional properties. """ + elements = [] + scene_props = {} + for item in elements_and_props: + if isinstance(item, SceneElement): + elements.append(item) + elif isinstance(item, dict): + scene_props.update(item) + else: + raise TypeError(f"Invalid type in elements_and_props: {type(item)}") + self.elements = elements - self.width = width - self.height = height + self.scene_props = scene_props super().__init__() - def __add__(self, other: Union[SceneElement, "Scene"]) -> "Scene": + def __add__(self, other: Union[SceneElement, "Scene", Dict[str, Any]]) -> "Scene": """Allow combining scenes with + operator.""" if isinstance(other, Scene): - return Scene(self.elements + other.elements) + return Scene(*self.elements, *other.elements, self.scene_props) elif isinstance(other, SceneElement): - return Scene(self.elements + [other]) + return Scene(*self.elements, other, self.scene_props) + elif isinstance(other, dict): + return Scene(*self.elements, {**self.scene_props, **other}) else: raise TypeError(f"Cannot add Scene with {type(other)}") + def __radd__(self, other: Dict[str, Any]) -> "Scene": + """Allow combining scenes with + operator when dict is on the left.""" + return Scene(*self.elements, {**other, **self.scene_props}) + def for_json(self) -> Any: """Convert to JSON representation for JavaScript.""" elements = [ e.to_dict() if isinstance(e, SceneElement) else e for e in self.elements ] - props = {"elements": elements} - if self.width: - props["width"] = self.width - if self.height: - props["height"] = self.height + props = {"elements": elements, **self.scene_props} return [Plot.JSRef("scene3d.Scene"), props] def point_cloud( - positions: np.ndarray, - colors: Optional[np.ndarray] = None, - scales: Optional[np.ndarray] = None, + positions: Any, + colors: Any = None, + scales: Any = None, **kwargs, ) -> SceneElement: """Create a point cloud element. @@ -192,19 +209,20 @@ def point_cloud( **kwargs: Additional arguments like decorations, onHover, onClick """ # Ensure arrays are flattened float32/uint8 - positions = np.asarray(positions, dtype=np.float32) - if positions.ndim == 2: - positions = positions.flatten() + if isinstance(positions, (np.ndarray, list)): + positions = np.asarray(positions, dtype=np.float32) + if positions.ndim == 2: + positions = positions.flatten() data: Dict[str, Any] = {"positions": positions} - if colors is not None: + if isinstance(colors, (np.ndarray, list)): colors = np.asarray(colors, dtype=np.float32) if colors.ndim == 2: colors = colors.flatten() data["colors"] = colors - if scales is not None: + if isinstance(scales, (np.ndarray, list)): scales = np.asarray(scales, dtype=np.float32) if scales.ndim > 1: scales = scales.flatten() @@ -214,9 +232,9 @@ def point_cloud( def ellipsoid( - centers: np.ndarray, - radii: np.ndarray, - colors: Optional[np.ndarray] = None, + centers: Any, + radii: Any, + colors: Any = None, **kwargs, ) -> SceneElement: """Create an ellipsoid element. @@ -248,9 +266,9 @@ def ellipsoid( def ellipsoid_bounds( - centers: np.ndarray, - radii: np.ndarray, - colors: Optional[np.ndarray] = None, + centers: Any, + radii: Any, + colors: Any = None, **kwargs, ) -> SceneElement: """Create an ellipsoid bounds (wireframe) element. @@ -282,9 +300,9 @@ def ellipsoid_bounds( def cuboid( - centers: np.ndarray, - sizes: np.ndarray, - colors: Optional[np.ndarray] = None, + centers: Any, + sizes: Any, + colors: Any = None, **kwargs, ) -> SceneElement: """Create a cuboid element. @@ -341,23 +359,24 @@ def create_demo_scene(): # Create varying scales for points scales = 0.01 + 0.02 * np.sin(t) - # Create the scene by combining elements - scene = ( + # Create the base scene with shared elements + base_scene = ( point_cloud( positions, colors, scales, - onHover=Plot.js(""" - function(idx) { - $state.hover_points = idx === null ? null : [idx]; + onHover=Plot.js( + "(i) => console.log('hover') || $state.update({hover_point: i})" + ), + decorations=[ + { + "indexes": Plot.js( + "$state.hover_point ? [$state.hover_point] : []" + ), + "color": [1, 1, 0], + "scale": 1.5, } - """), - # Add hover decoration - decorations=Plot.js(""" - $state.hover_points ? [ - {indexes: $state.hover_points, color: [1, 1, 0], scale: 1.5} - ] : undefined - """), + ], ) + # Ellipsoids with one highlighted @@ -365,7 +384,7 @@ def create_demo_scene(): centers=np.array([[0.5, 0.5, 0.5], [-0.5, -0.5, 0.5], [0.0, 0.0, 0.0]]), radii=np.array([[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]]), colors=np.array([[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]), - decorations=[deco(1, color=[1, 1, 0], alpha=0.8)], + decorations=[deco([1], color=[1, 1, 0], alpha=0.8)], ) + # Ellipsoid bounds with transparency @@ -381,13 +400,32 @@ def create_demo_scene(): centers=np.array([[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]]), sizes=np.array([[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]]), colors=np.array([[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]]), - decorations=[deco(0, scale=1.2)], + decorations=[deco([0], scale=1.2)], ) + ) + { + "width": 400, + "height": 400, + "camera": Plot.js("$state.camera"), + "onCameraChange": Plot.js("(camera) => $state.update({camera})"), + } + + # Create a layout with two scenes side by side + scene = (base_scene & base_scene) | Plot.initialState( + { + "camera": { + "orbitRadius": 1.5, + "orbitTheta": 0.2, + "orbitPhi": 1.0, + "panX": 0, + "panY": 0, + "fov": 1.0472, # Math.PI/3 + "near": 0.01, + "far": 100.0, + } + } ) return scene -# Create and display the scene -scene = create_demo_scene() -scene +create_demo_scene() From bad2f3de302c7f7f3dc03177cf60752e2cf66fb5 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 27 Jan 2025 19:36:08 +0100 Subject: [PATCH 082/167] better camera params / movement --- src/genstudio/js/scene3d/scene3dNew.tsx | 465 ++++++++++++++---------- src/genstudio/scene3d.py | 47 ++- 2 files changed, 317 insertions(+), 195 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 4dae4482..f87b36ba 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -5,33 +5,178 @@ import React, { useRef, useEffect, useState, useCallback, MouseEvent as ReactMouseEvent, useMemo } from 'react'; import { useContainerWidth } from '../utils'; +import * as glMatrix from 'gl-matrix'; /****************************************************** - * 0) Rendering + Lighting Constants + * 0) Types and Interfaces + ******************************************************/ +interface CameraParams { + position: [number, number, number]; + target: [number, number, number]; + up: [number, number, number]; + fov: number; + near: number; + far: number; +} + +interface CameraState { + position: glMatrix.vec3; + target: glMatrix.vec3; + up: glMatrix.vec3; + radius: number; + phi: number; + theta: number; + fov: number; + near: number; + far: number; +} + +interface SceneInnerProps { + elements: any[]; + containerWidth: number; + containerHeight: number; + style?: React.CSSProperties; + camera?: CameraParams; + defaultCamera?: CameraParams; + onCameraChange?: (camera: CameraParams) => void; +} + +/****************************************************** + * 1) Constants and Camera Functions ******************************************************/ const LIGHTING = { - AMBIENT_INTENSITY: 0.4, - DIFFUSE_INTENSITY: 0.6, - SPECULAR_INTENSITY: 0.2, - SPECULAR_POWER: 20.0, - DIRECTION: { - RIGHT: 0.2, - UP: 0.5, - FORWARD: 0, - } + AMBIENT_INTENSITY: 0.4, + DIFFUSE_INTENSITY: 0.6, + SPECULAR_INTENSITY: 0.2, + SPECULAR_POWER: 20.0, + DIRECTION: { + RIGHT: 0.2, + UP: 0.5, + FORWARD: 0, + } } as const; -// Add the default camera configuration -const DEFAULT_CAMERA = { - orbitRadius: 1.5, - orbitTheta: 0.2, - orbitPhi: 1.0, - panX: 0, - panY: 0, - fov: Math.PI/3, - near: 0.01, - far: 100.0 -} as const; +const DEFAULT_CAMERA: CameraParams = { + position: [1.5 * Math.sin(0.2) * Math.sin(1.0), + 1.5 * Math.cos(1.0), + 1.5 * Math.sin(0.2) * Math.cos(1.0)], + target: [0, 0, 0], + up: [0, 1, 0], + fov: Math.PI/3, + near: 0.01, + far: 100.0 +}; + +function createCameraState(params: CameraParams): CameraState { + console.log('createCameraState input:', params); // Debug + const position = glMatrix.vec3.fromValues(...params.position); + const target = glMatrix.vec3.fromValues(...params.target); + const up = glMatrix.vec3.fromValues(...params.up); + + const radius = glMatrix.vec3.distance(position, target); + const dir = glMatrix.vec3.sub(glMatrix.vec3.create(), position, target); + const phi = Math.acos(dir[1] / radius); + const theta = Math.atan2(dir[0], dir[2]); + + return { position, target, up, radius, phi, theta, fov: params.fov, near: params.near, far: params.far }; +} + +function createCameraParams(state: CameraState): CameraParams { + return { + position: Array.from(state.position) as [number, number, number], + target: Array.from(state.target) as [number, number, number], + up: Array.from(state.up) as [number, number, number], + fov: state.fov, + near: state.near, + far: state.far + }; +} + +function orbit(camera: CameraState, deltaX: number, deltaY: number): CameraState { + const newTheta = camera.theta - deltaX * 0.01; + const newPhi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi - deltaY * 0.01)); + + const sinPhi = Math.sin(newPhi); + const cosPhi = Math.cos(newPhi); + const sinTheta = Math.sin(newTheta); + const cosTheta = Math.cos(newTheta); + + const newPosition = glMatrix.vec3.fromValues( + camera.target[0] + camera.radius * sinPhi * sinTheta, + camera.target[1] + camera.radius * cosPhi, + camera.target[2] + camera.radius * sinPhi * cosTheta + ); + + return { + ...camera, + position: newPosition, + phi: newPhi, + theta: newTheta + }; +} + +function pan(camera: CameraState, deltaX: number, deltaY: number): CameraState { + const forward = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.target, camera.position); + const right = glMatrix.vec3.cross(glMatrix.vec3.create(), forward, camera.up); + glMatrix.vec3.normalize(right, right); + + const actualUp = glMatrix.vec3.cross(glMatrix.vec3.create(), right, forward); + glMatrix.vec3.normalize(actualUp, actualUp); + + // Scale movement by distance from target + const scale = camera.radius * 0.002; + const movement = glMatrix.vec3.create(); + glMatrix.vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); + glMatrix.vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); + + // Update position and target + const newPosition = glMatrix.vec3.add(glMatrix.vec3.create(), camera.position, movement); + const newTarget = glMatrix.vec3.add(glMatrix.vec3.create(), camera.target, movement); + + return { + ...camera, + position: newPosition, + target: newTarget + }; +} + +function zoom(camera: CameraState, deltaY: number): CameraState { + const newRadius = Math.max(0.1, camera.radius * Math.exp(deltaY * 0.001)); + const direction = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.position, camera.target); + glMatrix.vec3.normalize(direction, direction); + + const newPosition = glMatrix.vec3.scaleAndAdd( + glMatrix.vec3.create(), + camera.target, + direction, + newRadius + ); + + return { + ...camera, + position: newPosition, + radius: newRadius + }; +} + +function getViewMatrix(camera: CameraState): Float32Array { + return glMatrix.mat4.lookAt( + glMatrix.mat4.create(), + camera.position, + camera.target, + camera.up + ) as Float32Array; +} + +function getProjectionMatrix(camera: CameraState, aspect: number): Float32Array { + return glMatrix.mat4.perspective( + glMatrix.mat4.create(), + camera.fov, + aspect, + camera.near, + camera.far + ) as Float32Array; +} /****************************************************** * 1) Data Structures & "Spec" System @@ -1274,28 +1419,40 @@ function SceneInner({ const [isReady, setIsReady] = useState(false); - // Initialize camera with proper state structure - const [internalCamera, setInternalCamera] = useState(() => - defaultCamera ?? DEFAULT_CAMERA - ); - - // Use controlled camera if provided, otherwise use internal state - const camera = controlledCamera ?? internalCamera; + // Helper function to safely convert to array + function toArray(value: [number, number, number] | Float32Array | undefined): [number, number, number] { + if (!value) return [0, 0, 0]; + return Array.from(value) as [number, number, number]; + } - // Unified camera update handler + // Update the camera initialization + const [internalCamera, setInternalCamera] = useState(() => { + const initial = defaultCamera || DEFAULT_CAMERA; + console.log('initializing camera with:', initial); // Debug + return createCameraState(initial); + }); + + // Update the controlled camera memo + const camera = useMemo(() => { + console.log('camera memo input:', controlledCamera); // Debug + if (!controlledCamera) return internalCamera; + return createCameraState(controlledCamera); + }, [controlledCamera, internalCamera]); + + // Update the handleCameraUpdate function to include validation const handleCameraUpdate = useCallback((updateFn: (camera: CameraState) => CameraState) => { - const newCamera = updateFn(camera); + const newCameraState = updateFn(camera); if (controlledCamera) { - // In controlled mode, only notify parent - onCameraChange?.(newCamera); + // In controlled mode, convert state to params and notify parent + onCameraChange?.(createCameraParams(newCameraState)); } else { - // In uncontrolled mode, update internal state - setInternalCamera(newCamera); - // Optionally notify parent - onCameraChange?.(newCamera); + // In uncontrolled mode, update internal state + setInternalCamera(newCameraState); + // Optionally notify parent + onCameraChange?.(createCameraParams(newCameraState)); } - }, [camera, controlledCamera, onCameraChange]); +}, [camera, controlledCamera, onCameraChange]); // We'll also track a picking lock const pickingLockRef = useRef(false); @@ -1303,48 +1460,6 @@ function SceneInner({ // Add hover state tracking const lastHoverState = useRef<{elementIdx: number, instanceIdx: number} | null>(null); - // ---------- Minimal math utils ---------- - function mat4Multiply(a: Float32Array, b: Float32Array) { - const out = new Float32Array(16); - for (let i=0; i<4; i++) { - for (let j=0; j<4; j++) { - out[j*4+i] = - a[i+0]*b[j*4+0] + a[i+4]*b[j*4+1] + a[i+8]*b[j*4+2] + a[i+12]*b[j*4+3]; - } - } - return out; - } - function mat4Perspective(fov: number, aspect: number, near: number, far: number) { - const out = new Float32Array(16); - const f = 1.0 / Math.tan(fov/2); - out[0]=f/aspect; out[5]=f; - out[10]=(far+near)/(near-far); out[11] = -1; - out[14]=(2*far*near)/(near-far); - return out; - } - function mat4LookAt(eye:[number,number,number], target:[number,number,number], up:[number,number,number]) { - const zAxis = normalize([eye[0]-target[0],eye[1]-target[1],eye[2]-target[2]]); - const xAxis = normalize(cross(up,zAxis)); - const yAxis = cross(zAxis,xAxis); - const out=new Float32Array(16); - out[0]=xAxis[0]; out[1]=yAxis[0]; out[2]=zAxis[0]; out[3]=0; - out[4]=xAxis[1]; out[5]=yAxis[1]; out[6]=zAxis[1]; out[7]=0; - out[8]=xAxis[2]; out[9]=yAxis[2]; out[10]=zAxis[2]; out[11]=0; - out[12]=-dot(xAxis,eye); out[13]=-dot(yAxis,eye); out[14]=-dot(zAxis,eye); out[15]=1; - return out; - } - function cross(a:[number,number,number], b:[number,number,number]){ - return [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]] as [number,number,number]; - } - function dot(a:[number,number,number], b:[number,number,number]){ - return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]; - } - function normalize(v:[number,number,number]){ - const len=Math.sqrt(dot(v,v)); - if(len>1e-6) return [v[0]/len, v[1]/len, v[2]/len] as [number,number,number]; - return [0,0,0]; - } - /****************************************************** * A) initWebGPU ******************************************************/ @@ -1555,72 +1670,86 @@ function SceneInner({ if(!depthTexture) return; const aspect = containerWidth/containerHeight; - const proj = mat4Perspective(camState.fov, aspect, camState.near, camState.far); - - // Calculate camera position from orbit coordinates - const cx = camState.orbitRadius * Math.sin(camState.orbitPhi) * Math.sin(camState.orbitTheta); - const cy = camState.orbitRadius * Math.cos(camState.orbitPhi); - const cz = camState.orbitRadius * Math.sin(camState.orbitPhi) * Math.cos(camState.orbitTheta); - const eye: [number,number,number] = [cx, cy, cz]; - const target: [number,number,number] = [camState.panX, camState.panY, 0]; - const up: [number,number,number] = [0, 1, 0]; - const view = mat4LookAt(eye, target, up); - - const mvp = mat4Multiply(proj, view); - - // compute "light dir" in camera-ish space - const forward = normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); - const right = normalize(cross(up, forward)); - const camUp = cross(right, forward); - const lightDir = normalize([ - right[0]*LIGHTING.DIRECTION.RIGHT + camUp[0]*LIGHTING.DIRECTION.UP + forward[0]*LIGHTING.DIRECTION.FORWARD, - right[1]*LIGHTING.DIRECTION.RIGHT + camUp[1]*LIGHTING.DIRECTION.UP + forward[1]*LIGHTING.DIRECTION.FORWARD, - right[2]*LIGHTING.DIRECTION.RIGHT + camUp[2]*LIGHTING.DIRECTION.UP + forward[2]*LIGHTING.DIRECTION.FORWARD, - ]); - - // write uniform - const data=new Float32Array(32); - data.set(mvp,0); + + // Use camera vectors directly + const view = glMatrix.mat4.lookAt( + glMatrix.mat4.create(), + camState.position, + camState.target, + camState.up + ); + + const proj = glMatrix.mat4.perspective( + glMatrix.mat4.create(), + camState.fov, + aspect, + camState.near, + camState.far + ); + + // Compute MVP matrix + const mvp = glMatrix.mat4.multiply(glMatrix.mat4.create(), proj, view); + + // Compute camera vectors for lighting + const forward = glMatrix.vec3.sub(glMatrix.vec3.create(), camState.target, camState.position); + const right = glMatrix.vec3.cross(glMatrix.vec3.create(), forward, camState.up); + glMatrix.vec3.normalize(right, right); + + const camUp = glMatrix.vec3.cross(glMatrix.vec3.create(), right, forward); + glMatrix.vec3.normalize(camUp, camUp); + glMatrix.vec3.normalize(forward, forward); + + // Compute light direction in camera space + const lightDir = glMatrix.vec3.create(); + glMatrix.vec3.scaleAndAdd(lightDir, lightDir, right, LIGHTING.DIRECTION.RIGHT); + glMatrix.vec3.scaleAndAdd(lightDir, lightDir, camUp, LIGHTING.DIRECTION.UP); + glMatrix.vec3.scaleAndAdd(lightDir, lightDir, forward, LIGHTING.DIRECTION.FORWARD); + glMatrix.vec3.normalize(lightDir, lightDir); + + // Write uniforms + const data = new Float32Array(32); + data.set(mvp, 0); data[16] = right[0]; data[17] = right[1]; data[18] = right[2]; data[20] = camUp[0]; data[21] = camUp[1]; data[22] = camUp[2]; data[24] = lightDir[0]; data[25] = lightDir[1]; data[26] = lightDir[2]; - device.queue.writeBuffer(uniformBuffer,0,data); + device.queue.writeBuffer(uniformBuffer, 0, data); - let tex:GPUTexture; + let tex: GPUTexture; try { - tex = context.getCurrentTexture(); - } catch(e){ - return; // If canvas is resized or lost, bail + tex = context.getCurrentTexture(); + } catch(e) { + return; // If canvas is resized or lost, bail } + const passDesc: GPURenderPassDescriptor = { - colorAttachments:[{ - view: tex.createView(), - loadOp:'clear', - storeOp:'store', - clearValue:{r:0.15,g:0.15,b:0.15,a:1} - }], - depthStencilAttachment:{ - view: depthTexture.createView(), - depthLoadOp:'clear', - depthStoreOp:'store', - depthClearValue:1.0 - } + colorAttachments: [{ + view: tex.createView(), + loadOp: 'clear', + storeOp: 'store', + clearValue: { r: 0.15, g: 0.15, b: 0.15, a: 1 } + }], + depthStencilAttachment: { + view: depthTexture.createView(), + depthLoadOp: 'clear', + depthStoreOp: 'store', + depthClearValue: 1.0 + } }; const cmd = device.createCommandEncoder(); const pass = cmd.beginRenderPass(passDesc); - // draw each object + // Draw each object for(const ro of renderObjects){ - pass.setPipeline(ro.pipeline); - pass.setBindGroup(0, uniformBindGroup); - ro.vertexBuffers.forEach((vb,i)=> pass.setVertexBuffer(i,vb)); - if(ro.indexBuffer){ - pass.setIndexBuffer(ro.indexBuffer,'uint16'); - pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); - } else { - pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); - } + pass.setPipeline(ro.pipeline); + pass.setBindGroup(0, uniformBindGroup); + ro.vertexBuffers.forEach((vb,i)=> pass.setVertexBuffer(i,vb)); + if(ro.indexBuffer){ + pass.setIndexBuffer(ro.indexBuffer,'uint16'); + pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); + } else { + pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); + } } pass.end(); device.queue.submit([cmd.finish()]); @@ -1789,55 +1918,22 @@ function SceneInner({ const st = mouseState.current; if(st.type === 'dragging' && st.lastX !== undefined && st.lastY !== undefined) { - const dx = e.clientX - st.lastX; - const dy = e.clientY - st.lastY; - st.dragDistance=(st.dragDistance||0)+Math.sqrt(dx*dx+dy*dy); - if(st.button===2 || st.isShiftDown){ - // Pan by keeping the point under the mouse cursor fixed relative to mouse movement - handleCameraUpdate(cam => { - // Calculate camera position and vectors - const cx = cam.orbitRadius * Math.sin(cam.orbitPhi) * Math.sin(cam.orbitTheta); - const cy = cam.orbitRadius * Math.cos(cam.orbitPhi); - const cz = cam.orbitRadius * Math.sin(cam.orbitPhi) * Math.cos(cam.orbitTheta); - const eye: [number,number,number] = [cx, cy, cz]; - const target: [number,number,number] = [cam.panX, cam.panY, 0]; - const up: [number,number,number] = [0, 1, 0]; - - // Calculate view-aligned right and up vectors - const forward = normalize([target[0]-eye[0], target[1]-eye[1], target[2]-eye[2]]); - const right = normalize(cross(up, forward)); - const actualUp = normalize(cross(forward, right)); - - // Scale movement by distance from target - const scale = cam.orbitRadius * 0.002; - - // Calculate pan offset in view space - const dx_view = dx * scale; - const dy_view = dy * scale; - - return { - ...cam, - panX: cam.panX + right[0] * dx_view + actualUp[0] * dy_view, - panY: cam.panY + right[1] * dx_view + actualUp[1] * dy_view - }; - }); - } else if(st.button===0){ - // Orbit - handleCameraUpdate(cam => { - const newPhi = Math.max(0.1, Math.min(Math.PI-0.1, cam.orbitPhi - dy * 0.01)); - return { - ...cam, - orbitTheta: cam.orbitTheta - dx * 0.01, - orbitPhi: newPhi - }; - }); - } - st.lastX=e.clientX; - st.lastY=e.clientY; + const dx = e.clientX - st.lastX; + const dy = e.clientY - st.lastY; + st.dragDistance = (st.dragDistance||0) + Math.sqrt(dx*dx + dy*dy); + + if(st.button === 2 || st.isShiftDown) { + handleCameraUpdate(cam => pan(cam, dx, dy)); + } else if(st.button === 0) { + handleCameraUpdate(cam => orbit(cam, dx, dy)); + } + + st.lastX = e.clientX; + st.lastY = e.clientY; } else if(st.type === 'idle') { - throttledPickAtScreenXY(x, y, 'hover'); + throttledPickAtScreenXY(x, y, 'hover'); } - }, [handleCameraUpdate, throttledPickAtScreenXY]); +}, [handleCameraUpdate, throttledPickAtScreenXY]); const handleScene3dMouseDown = useCallback((e: ReactMouseEvent) => { mouseState.current = { @@ -1960,13 +2056,10 @@ function SceneInner({ if (!canvas) return; const handleWheel = (e: WheelEvent) => { - if (mouseState.current.type === 'idle') { - e.preventDefault(); - handleCameraUpdate(cam => ({ - ...cam, - orbitRadius: Math.max(0.1, cam.orbitRadius * Math.exp(e.deltaY * 0.001)) - })); - } + if (mouseState.current.type === 'idle') { + e.preventDefault(); + handleCameraUpdate(cam => zoom(cam, e.deltaY)); + } }; canvas.addEventListener('wheel', handleWheel, { passive: false }); diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 6840e3b7..279062b6 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -1,6 +1,7 @@ import genstudio.plot as Plot from typing import Any, Dict, Union from colorsys import hsv_to_rgb +import math import numpy as np @@ -365,9 +366,7 @@ def create_demo_scene(): positions, colors, scales, - onHover=Plot.js( - "(i) => console.log('hover') || $state.update({hover_point: i})" - ), + onHover=Plot.js("(i) => $state.update({hover_point: i})"), decorations=[ { "indexes": Plot.js( @@ -413,12 +412,14 @@ def create_demo_scene(): scene = (base_scene & base_scene) | Plot.initialState( { "camera": { - "orbitRadius": 1.5, - "orbitTheta": 0.2, - "orbitPhi": 1.0, - "panX": 0, - "panY": 0, - "fov": 1.0472, # Math.PI/3 + "position": [ + 1.5 * math.sin(0.2) * math.sin(1.0), # x + 1.5 * math.cos(1.0), # y + 1.5 * math.sin(0.2) * math.cos(1.0), # z + ], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.pi / 3, "near": 0.01, "far": 100.0, } @@ -428,4 +429,32 @@ def create_demo_scene(): return scene +# Update the default camera to match CameraParams interface +DEFAULT_CAMERA = { + "position": [ + 1.5 * math.sin(0.2) * math.sin(1.0), # x + 1.5 * math.cos(1.0), # y + 1.5 * math.sin(0.2) * math.cos(1.0), # z + ], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.pi / 3, + "near": 0.01, + "far": 100.0, +} + + +class Scene3d: + def __init__(self, camera=None): + self.camera = camera if camera is not None else DEFAULT_CAMERA.copy() + # ... rest of init ... + + def update_camera(self, camera_update): + """Update camera with new parameters""" + self.camera.update(camera_update) + # Ensure we maintain the correct format + if "position" not in self.camera: + self.camera = DEFAULT_CAMERA.copy() + + create_demo_scene() From 6134cb07dacbd91089b55fe0e29ff3a32f89e4ba Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 27 Jan 2025 20:52:34 +0100 Subject: [PATCH 083/167] controlled/uncontrolled camera --- src/genstudio/js/scene3d/scene3dNew.tsx | 46 ++++++++++--------------- src/genstudio/scene3d.py | 37 +++++++++++--------- 2 files changed, 39 insertions(+), 44 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index f87b36ba..c0627970 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -68,7 +68,6 @@ const DEFAULT_CAMERA: CameraParams = { }; function createCameraState(params: CameraParams): CameraState { - console.log('createCameraState input:', params); // Debug const position = glMatrix.vec3.fromValues(...params.position); const target = glMatrix.vec3.fromValues(...params.target); const up = glMatrix.vec3.fromValues(...params.up); @@ -1428,31 +1427,28 @@ function SceneInner({ // Update the camera initialization const [internalCamera, setInternalCamera] = useState(() => { const initial = defaultCamera || DEFAULT_CAMERA; - console.log('initializing camera with:', initial); // Debug return createCameraState(initial); }); - // Update the controlled camera memo - const camera = useMemo(() => { - console.log('camera memo input:', controlledCamera); // Debug - if (!controlledCamera) return internalCamera; - return createCameraState(controlledCamera); + // Use the appropriate camera state based on whether we're controlled or not + const activeCamera = useMemo(() => { + if (controlledCamera) { + return createCameraState(controlledCamera); + } + return internalCamera; }, [controlledCamera, internalCamera]); - // Update the handleCameraUpdate function to include validation + // Update handleCameraUpdate to use activeCamera const handleCameraUpdate = useCallback((updateFn: (camera: CameraState) => CameraState) => { - const newCameraState = updateFn(camera); + const newCameraState = updateFn(activeCamera); if (controlledCamera) { - // In controlled mode, convert state to params and notify parent onCameraChange?.(createCameraParams(newCameraState)); } else { - // In uncontrolled mode, update internal state setInternalCamera(newCameraState); - // Optionally notify parent onCameraChange?.(createCameraParams(newCameraState)); } -}, [camera, controlledCamera, onCameraChange]); +}, [activeCamera, controlledCamera, onCameraChange]); // We'll also track a picking lock const pickingLockRef = useRef(false); @@ -2019,9 +2015,9 @@ function SceneInner({ // Update the render-triggering effects useEffect(() => { if (isReady) { - renderFrame(camera); // Always render with current camera (controlled or internal) + renderFrame(activeCamera); // Always render with current camera (controlled or internal) } - }, [isReady, camera, renderFrame]); // Watch the camera value + }, [isReady, activeCamera, renderFrame]); // Watch the camera value // Update canvas size effect useEffect(() => { @@ -2037,18 +2033,18 @@ function SceneInner({ canvas.height = displayHeight; createOrUpdateDepthTexture(); createOrUpdatePickTextures(); - renderFrame(camera); + renderFrame(activeCamera); } - }, [containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures, renderFrame, camera]); + }, [containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures, renderFrame, activeCamera]); // Update elements effect useEffect(() => { if (isReady && gpuRef.current) { const ros = buildRenderObjects(elements); gpuRef.current.renderObjects = ros; - renderFrame(camera); + renderFrame(activeCamera); } - }, [isReady, elements, renderFrame, camera]); + }, [isReady, elements, renderFrame, activeCamera]); // Wheel handling useEffect(() => { @@ -2068,14 +2064,10 @@ function SceneInner({ return (
- +
); } diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 279062b6..5afa6261 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -401,29 +401,32 @@ def create_demo_scene(): colors=np.array([[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]]), decorations=[deco([0], scale=1.2)], ) - ) + { - "width": 400, - "height": 400, + ) + controlled_camera = { "camera": Plot.js("$state.camera"), "onCameraChange": Plot.js("(camera) => $state.update({camera})"), } # Create a layout with two scenes side by side - scene = (base_scene & base_scene) | Plot.initialState( - { - "camera": { - "position": [ - 1.5 * math.sin(0.2) * math.sin(1.0), # x - 1.5 * math.cos(1.0), # y - 1.5 * math.sin(0.2) * math.cos(1.0), # z - ], - "target": [0, 0, 0], - "up": [0, 1, 0], - "fov": math.pi / 3, - "near": 0.01, - "far": 100.0, + scene = ( + (base_scene + controlled_camera & base_scene + controlled_camera) + | base_scene + | Plot.initialState( + { + "camera": { + "position": [ + 1.5 * math.sin(0.2) * math.sin(1.0), # x + 1.5 * math.cos(1.0), # y + 1.5 * math.sin(0.2) * math.cos(1.0), # z + ], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.pi / 3, + "near": 0.01, + "far": 100.0, + } } - } + ) ) return scene From 0c6c2bdcbbd705a8d6ee1d40ab1c8314c7cda308 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 27 Jan 2025 23:42:14 +0100 Subject: [PATCH 084/167] factor out camera3d --- notebooks/points.py | 24 +++- src/genstudio/js/scene3d/camera3d.ts | 149 ++++++++++++++++++++++ src/genstudio/js/scene3d/scene3dNew.tsx | 161 +++--------------------- src/genstudio/scene3d.py | 30 +---- 4 files changed, 189 insertions(+), 175 deletions(-) create mode 100644 src/genstudio/js/scene3d/camera3d.ts diff --git a/notebooks/points.py b/notebooks/points.py index ccbf01b3..f06f53a0 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -4,7 +4,7 @@ import numpy as np from genstudio.plot import js from colorsys import hsv_to_rgb -from genstudio.scene3d import deco +from genstudio.scene3d import deco, point_cloud def make_torus_knot(n_points: int): @@ -316,3 +316,25 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): } ) ) + + +xyz, rgb = make_torus_knot(1000) +rgb = (np.array(rgb, dtype=np.float32) / 255.0).flatten() + +( + point_cloud( + positions=xyz, + colors=rgb, + scales=np.ones(1000) * 0.1, + ) + + { + "defaultCamera": { + "position": [7, 4, 4], + "target": [0, 0, 0], + "up": [0, 0, 1], + "fov": 40, # Back to degrees, more standard + "near": 0.1, + "far": 100.0, + } + } +) diff --git a/src/genstudio/js/scene3d/camera3d.ts b/src/genstudio/js/scene3d/camera3d.ts new file mode 100644 index 00000000..a263ce73 --- /dev/null +++ b/src/genstudio/js/scene3d/camera3d.ts @@ -0,0 +1,149 @@ +import * as glMatrix from 'gl-matrix'; + +export interface CameraParams { + position: [number, number, number]; + target: [number, number, number]; + up: [number, number, number]; + fov: number; + near: number; + far: number; +} + +export interface CameraState { + position: glMatrix.vec3; + target: glMatrix.vec3; + up: glMatrix.vec3; + radius: number; + phi: number; + theta: number; + fov: number; + near: number; + far: number; +} + +export const DEFAULT_CAMERA: CameraParams = { + position: [1.5 * Math.sin(0.2) * Math.sin(1.0), + 1.5 * Math.cos(1.0), + 1.5 * Math.sin(0.2) * Math.cos(1.0)], + target: [0, 0, 0], + up: [0, 1, 0], + fov: 60, + near: 0.01, + far: 100.0 +}; + +export function createCameraState(params: CameraParams): CameraState { + const position = glMatrix.vec3.fromValues(...params.position); + const target = glMatrix.vec3.fromValues(...params.target); + const up = glMatrix.vec3.fromValues(...params.up); + + const radius = glMatrix.vec3.distance(position, target); + const dir = glMatrix.vec3.sub(glMatrix.vec3.create(), position, target); + const phi = Math.acos(dir[1] / radius); + const theta = Math.atan2(dir[0], dir[2]); + + return { position, target, up, radius, phi, theta, fov: params.fov, near: params.near, far: params.far }; +} + +export function createCameraParams(state: CameraState): CameraParams { + return { + position: Array.from(state.position) as [number, number, number], + target: Array.from(state.target) as [number, number, number], + up: Array.from(state.up) as [number, number, number], + fov: state.fov, + near: state.near, + far: state.far + }; +} + +export function orbit(camera: CameraState, deltaX: number, deltaY: number): CameraState { + const newTheta = camera.theta - deltaX * 0.01; + const newPhi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi - deltaY * 0.01)); + + const sinPhi = Math.sin(newPhi); + const cosPhi = Math.cos(newPhi); + const sinTheta = Math.sin(newTheta); + const cosTheta = Math.cos(newTheta); + + const newPosition = glMatrix.vec3.fromValues( + camera.target[0] + camera.radius * sinPhi * sinTheta, + camera.target[1] + camera.radius * cosPhi, + camera.target[2] + camera.radius * sinPhi * cosTheta + ); + + return { + ...camera, + position: newPosition, + phi: newPhi, + theta: newTheta + }; +} + +export function pan(camera: CameraState, deltaX: number, deltaY: number): CameraState { + const forward = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.target, camera.position); + const right = glMatrix.vec3.cross(glMatrix.vec3.create(), forward, camera.up); + glMatrix.vec3.normalize(right, right); + + const actualUp = glMatrix.vec3.cross(glMatrix.vec3.create(), right, forward); + glMatrix.vec3.normalize(actualUp, actualUp); + + // Scale movement by distance from target + const scale = camera.radius * 0.002; + const movement = glMatrix.vec3.create(); + glMatrix.vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); + glMatrix.vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); + + // Update position and target + const newPosition = glMatrix.vec3.add(glMatrix.vec3.create(), camera.position, movement); + const newTarget = glMatrix.vec3.add(glMatrix.vec3.create(), camera.target, movement); + + return { + ...camera, + position: newPosition, + target: newTarget + }; +} + +export function zoom(camera: CameraState, deltaY: number): CameraState { + const newRadius = Math.max(0.1, camera.radius * Math.exp(deltaY * 0.001)); + const direction = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.position, camera.target); + glMatrix.vec3.normalize(direction, direction); + + const newPosition = glMatrix.vec3.scaleAndAdd( + glMatrix.vec3.create(), + camera.target, + direction, + newRadius + ); + + return { + ...camera, + position: newPosition, + radius: newRadius + }; +} + +export function getViewMatrix(camera: CameraState): Float32Array { + return glMatrix.mat4.lookAt( + glMatrix.mat4.create(), + camera.position, + camera.target, + camera.up + ) as Float32Array; +} + +// Add helper function to convert degrees to radians +function degreesToRadians(degrees: number): number { + return degrees * (Math.PI / 180); +} + +// Update getProjectionMatrix to handle degrees +export function getProjectionMatrix(camera: CameraState, aspect: number): Float32Array { + return glMatrix.mat4.perspective( + glMatrix.mat4.create(), + degreesToRadians(camera.fov), // Convert FOV to radians + aspect, + camera.near, + camera.far + ) as Float32Array; +} diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index c0627970..19c3915e 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -7,30 +7,22 @@ import React, { import { useContainerWidth } from '../utils'; import * as glMatrix from 'gl-matrix'; +import { + CameraParams, + CameraState, + DEFAULT_CAMERA, + createCameraState, + createCameraParams, + orbit, + pan, + zoom, + getViewMatrix, + getProjectionMatrix +} from './camera3d'; + /****************************************************** * 0) Types and Interfaces ******************************************************/ -interface CameraParams { - position: [number, number, number]; - target: [number, number, number]; - up: [number, number, number]; - fov: number; - near: number; - far: number; -} - -interface CameraState { - position: glMatrix.vec3; - target: glMatrix.vec3; - up: glMatrix.vec3; - radius: number; - phi: number; - theta: number; - fov: number; - near: number; - far: number; -} - interface SceneInnerProps { elements: any[]; containerWidth: number; @@ -56,127 +48,6 @@ const LIGHTING = { } } as const; -const DEFAULT_CAMERA: CameraParams = { - position: [1.5 * Math.sin(0.2) * Math.sin(1.0), - 1.5 * Math.cos(1.0), - 1.5 * Math.sin(0.2) * Math.cos(1.0)], - target: [0, 0, 0], - up: [0, 1, 0], - fov: Math.PI/3, - near: 0.01, - far: 100.0 -}; - -function createCameraState(params: CameraParams): CameraState { - const position = glMatrix.vec3.fromValues(...params.position); - const target = glMatrix.vec3.fromValues(...params.target); - const up = glMatrix.vec3.fromValues(...params.up); - - const radius = glMatrix.vec3.distance(position, target); - const dir = glMatrix.vec3.sub(glMatrix.vec3.create(), position, target); - const phi = Math.acos(dir[1] / radius); - const theta = Math.atan2(dir[0], dir[2]); - - return { position, target, up, radius, phi, theta, fov: params.fov, near: params.near, far: params.far }; -} - -function createCameraParams(state: CameraState): CameraParams { - return { - position: Array.from(state.position) as [number, number, number], - target: Array.from(state.target) as [number, number, number], - up: Array.from(state.up) as [number, number, number], - fov: state.fov, - near: state.near, - far: state.far - }; -} - -function orbit(camera: CameraState, deltaX: number, deltaY: number): CameraState { - const newTheta = camera.theta - deltaX * 0.01; - const newPhi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi - deltaY * 0.01)); - - const sinPhi = Math.sin(newPhi); - const cosPhi = Math.cos(newPhi); - const sinTheta = Math.sin(newTheta); - const cosTheta = Math.cos(newTheta); - - const newPosition = glMatrix.vec3.fromValues( - camera.target[0] + camera.radius * sinPhi * sinTheta, - camera.target[1] + camera.radius * cosPhi, - camera.target[2] + camera.radius * sinPhi * cosTheta - ); - - return { - ...camera, - position: newPosition, - phi: newPhi, - theta: newTheta - }; -} - -function pan(camera: CameraState, deltaX: number, deltaY: number): CameraState { - const forward = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.target, camera.position); - const right = glMatrix.vec3.cross(glMatrix.vec3.create(), forward, camera.up); - glMatrix.vec3.normalize(right, right); - - const actualUp = glMatrix.vec3.cross(glMatrix.vec3.create(), right, forward); - glMatrix.vec3.normalize(actualUp, actualUp); - - // Scale movement by distance from target - const scale = camera.radius * 0.002; - const movement = glMatrix.vec3.create(); - glMatrix.vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); - glMatrix.vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); - - // Update position and target - const newPosition = glMatrix.vec3.add(glMatrix.vec3.create(), camera.position, movement); - const newTarget = glMatrix.vec3.add(glMatrix.vec3.create(), camera.target, movement); - - return { - ...camera, - position: newPosition, - target: newTarget - }; -} - -function zoom(camera: CameraState, deltaY: number): CameraState { - const newRadius = Math.max(0.1, camera.radius * Math.exp(deltaY * 0.001)); - const direction = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.position, camera.target); - glMatrix.vec3.normalize(direction, direction); - - const newPosition = glMatrix.vec3.scaleAndAdd( - glMatrix.vec3.create(), - camera.target, - direction, - newRadius - ); - - return { - ...camera, - position: newPosition, - radius: newRadius - }; -} - -function getViewMatrix(camera: CameraState): Float32Array { - return glMatrix.mat4.lookAt( - glMatrix.mat4.create(), - camera.position, - camera.target, - camera.up - ) as Float32Array; -} - -function getProjectionMatrix(camera: CameraState, aspect: number): Float32Array { - return glMatrix.mat4.perspective( - glMatrix.mat4.create(), - camera.fov, - aspect, - camera.near, - camera.far - ) as Float32Array; -} - /****************************************************** * 1) Data Structures & "Spec" System ******************************************************/ @@ -1349,8 +1220,8 @@ interface SceneProps { width?: number; height?: number; aspectRatio?: number; - camera?: CameraState; // Controlled mode - defaultCamera?: CameraState; // Uncontrolled mode + camera?: CameraState; + defaultCamera?: CameraState; onCameraChange?: (camera: CameraState) => void; } @@ -1677,7 +1548,7 @@ function SceneInner({ const proj = glMatrix.mat4.perspective( glMatrix.mat4.create(), - camState.fov, + glMatrix.glMatrix.toRadian(camState.fov), // Convert FOV to radians aspect, camState.near, camState.far diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 5afa6261..cf7e038f 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -421,7 +421,7 @@ def create_demo_scene(): ], "target": [0, 0, 0], "up": [0, 1, 0], - "fov": math.pi / 3, + "fov": math.degrees(math.pi / 3), "near": 0.01, "far": 100.0, } @@ -432,32 +432,4 @@ def create_demo_scene(): return scene -# Update the default camera to match CameraParams interface -DEFAULT_CAMERA = { - "position": [ - 1.5 * math.sin(0.2) * math.sin(1.0), # x - 1.5 * math.cos(1.0), # y - 1.5 * math.sin(0.2) * math.cos(1.0), # z - ], - "target": [0, 0, 0], - "up": [0, 1, 0], - "fov": math.pi / 3, - "near": 0.01, - "far": 100.0, -} - - -class Scene3d: - def __init__(self, camera=None): - self.camera = camera if camera is not None else DEFAULT_CAMERA.copy() - # ... rest of init ... - - def update_camera(self, camera_update): - """Update camera with new parameters""" - self.camera.update(camera_update) - # Ensure we maintain the correct format - if "position" not in self.camera: - self.camera = DEFAULT_CAMERA.copy() - - create_demo_scene() From 5b9f9a26388c8bb1e1e400f864eb60eb8ccb6174 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 27 Jan 2025 23:51:51 +0100 Subject: [PATCH 085/167] ensure camera can handle any 'up' --- src/genstudio/js/scene3d/camera3d.ts | 145 ++++++++++++++++++++++----- 1 file changed, 120 insertions(+), 25 deletions(-) diff --git a/src/genstudio/js/scene3d/camera3d.ts b/src/genstudio/js/scene3d/camera3d.ts index a263ce73..db51a8e2 100644 --- a/src/genstudio/js/scene3d/camera3d.ts +++ b/src/genstudio/js/scene3d/camera3d.ts @@ -22,9 +22,11 @@ export interface CameraState { } export const DEFAULT_CAMERA: CameraParams = { - position: [1.5 * Math.sin(0.2) * Math.sin(1.0), - 1.5 * Math.cos(1.0), - 1.5 * Math.sin(0.2) * Math.cos(1.0)], + position: [ + 1.5 * Math.sin(0.2) * Math.sin(1.0), + 1.5 * Math.cos(1.0), + 1.5 * Math.sin(0.2) * Math.cos(1.0) + ], target: [0, 0, 0], up: [0, 1, 0], fov: 60, @@ -36,13 +38,42 @@ export function createCameraState(params: CameraParams): CameraState { const position = glMatrix.vec3.fromValues(...params.position); const target = glMatrix.vec3.fromValues(...params.target); const up = glMatrix.vec3.fromValues(...params.up); + glMatrix.vec3.normalize(up, up); - const radius = glMatrix.vec3.distance(position, target); + // The direction from target to position const dir = glMatrix.vec3.sub(glMatrix.vec3.create(), position, target); - const phi = Math.acos(dir[1] / radius); - const theta = Math.atan2(dir[0], dir[2]); + const radius = glMatrix.vec3.length(dir); - return { position, target, up, radius, phi, theta, fov: params.fov, near: params.near, far: params.far }; + if (radius > 1e-8) { + glMatrix.vec3.scale(dir, dir, 1.0 / radius); + } + + // We'll define phi as the angle from 'up' to 'dir' + // phi = 0 means camera is aligned with up + // phi = pi means camera is aligned opposite up + const upDot = glMatrix.vec3.dot(up, dir); + const phi = Math.acos(clamp(upDot, -1.0, 1.0)); + + // We also need a reference axis to measure theta around 'up' + const { refForward, refRight } = getReferenceFrame(up); + // Project dir onto this local reference plane + const x = glMatrix.vec3.dot(dir, refRight); + const z = glMatrix.vec3.dot(dir, refForward); + + // theta = atan2(x, z) – rotating around the 'up' axis + const theta = Math.atan2(x, z); + + return { + position, + target, + up, + radius, + phi, + theta, + fov: params.fov, + near: params.near, + far: params.far + }; } export function createCameraParams(state: CameraState): CameraParams { @@ -56,40 +87,67 @@ export function createCameraParams(state: CameraState): CameraParams { }; } +/** + * Orbit the camera around the target, using the camera's 'up' as the vertical axis. + * + * deltaX => horizontal orbit around 'up' + * deltaY => vertical orbit around camera's local "right" + */ export function orbit(camera: CameraState, deltaX: number, deltaY: number): CameraState { - const newTheta = camera.theta - deltaX * 0.01; - const newPhi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi - deltaY * 0.01)); - - const sinPhi = Math.sin(newPhi); - const cosPhi = Math.cos(newPhi); - const sinTheta = Math.sin(newTheta); - const cosTheta = Math.cos(newTheta); - - const newPosition = glMatrix.vec3.fromValues( - camera.target[0] + camera.radius * sinPhi * sinTheta, - camera.target[1] + camera.radius * cosPhi, - camera.target[2] + camera.radius * sinPhi * cosTheta - ); + let { phi, theta, radius, up, target } = camera; + + // Adjust angles + // (the 0.01 factor is just an orbit speed scalar that can be tweaked) + theta -= deltaX * 0.01; + phi -= deltaY * 0.01; + + // Clamp phi so we don't flip over the top or bottom + phi = Math.max(0.001, Math.min(Math.PI - 0.001, phi)); + + // Build local reference frame from up + const { refForward, refRight } = getReferenceFrame(up); + + const sinPhi = Math.sin(phi); + const cosPhi = Math.cos(phi); + const sinTheta = Math.sin(theta); + const cosTheta = Math.cos(theta); + + // Recompute position in spherical coords around 'up' + // position = target + radius * (cos(phi)*up + sin(phi)*cos(theta)*refForward + sin(phi)*sin(theta)*refRight) + const newPosition = glMatrix.vec3.create(); + glMatrix.vec3.scaleAndAdd(newPosition, newPosition, up, cosPhi * radius); + glMatrix.vec3.scaleAndAdd(newPosition, newPosition, refForward, sinPhi * cosTheta * radius); + glMatrix.vec3.scaleAndAdd(newPosition, newPosition, refRight, sinPhi * sinTheta * radius); + glMatrix.vec3.add(newPosition, target, newPosition); return { ...camera, position: newPosition, - phi: newPhi, - theta: newTheta + phi, + theta }; } +/** + * Pan the camera in the plane perpendicular to the view direction, + * using the camera's 'up' as the orientation reference for 'right'. + */ export function pan(camera: CameraState, deltaX: number, deltaY: number): CameraState { + // forward = (target - position) const forward = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.target, camera.position); + // right = forward x up const right = glMatrix.vec3.cross(glMatrix.vec3.create(), forward, camera.up); glMatrix.vec3.normalize(right, right); + // actualUp = right x forward const actualUp = glMatrix.vec3.cross(glMatrix.vec3.create(), right, forward); glMatrix.vec3.normalize(actualUp, actualUp); // Scale movement by distance from target const scale = camera.radius * 0.002; const movement = glMatrix.vec3.create(); + + // Move along the local right/actualUp vectors glMatrix.vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); glMatrix.vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); @@ -104,8 +162,15 @@ export function pan(camera: CameraState, deltaX: number, deltaY: number): Camera }; } +/** + * Zoom the camera in/out by scaling the camera's radius from the target, + * moving the camera along the current view direction. + */ export function zoom(camera: CameraState, deltaY: number): CameraState { + // Exponential zoom factor const newRadius = Math.max(0.1, camera.radius * Math.exp(deltaY * 0.001)); + + // Move the camera position accordingly const direction = glMatrix.vec3.sub(glMatrix.vec3.create(), camera.position, camera.target); glMatrix.vec3.normalize(direction, direction); @@ -132,18 +197,48 @@ export function getViewMatrix(camera: CameraState): Float32Array { ) as Float32Array; } -// Add helper function to convert degrees to radians +// Convert degrees to radians function degreesToRadians(degrees: number): number { return degrees * (Math.PI / 180); } -// Update getProjectionMatrix to handle degrees +// Create a perspective projection matrix, converting FOV from degrees export function getProjectionMatrix(camera: CameraState, aspect: number): Float32Array { return glMatrix.mat4.perspective( glMatrix.mat4.create(), - degreesToRadians(camera.fov), // Convert FOV to radians + degreesToRadians(camera.fov), // Convert FOV to radians aspect, camera.near, camera.far ) as Float32Array; } + +/** + * Build a local reference frame around the 'up' vector so we can + * measure angles (phi/theta) consistently in an "any up" scenario. + */ +function getReferenceFrame(up: glMatrix.vec3): { + refForward: glMatrix.vec3; + refRight: glMatrix.vec3; +} { + // Try worldForward = (0, 0, 1). If that's collinear with 'up', fallback to (1, 0, 0) + const EPS = 1e-8; + const worldForward = glMatrix.vec3.fromValues(0, 0, 1); + let crossVal = glMatrix.vec3.cross(glMatrix.vec3.create(), up, worldForward); + + if (glMatrix.vec3.length(crossVal) < EPS) { + // up is nearly parallel with (0,0,1) + crossVal = glMatrix.vec3.cross(glMatrix.vec3.create(), up, glMatrix.vec3.fromValues(1, 0, 0)); + } + glMatrix.vec3.normalize(crossVal, crossVal); + const refRight = crossVal; // X-axis + const refForward = glMatrix.vec3.cross(glMatrix.vec3.create(), refRight, up); // Z-axis + glMatrix.vec3.normalize(refForward, refForward); + + return { refForward, refRight }; +} + +/** Clamps a value x to the [minVal, maxVal] range. */ +function clamp(x: number, minVal: number, maxVal: number): number { + return Math.max(minVal, Math.min(x, maxVal)); +} From 17a9e23efafb11c28ed828b928eeef67b9da9058 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 00:11:10 +0100 Subject: [PATCH 086/167] fix: texture sizes --- notebooks/points.py | 48 ++++++++++++++--------- src/genstudio/js/scene3d/scene3dNew.tsx | 51 ++++++++++++++----------- 2 files changed, 57 insertions(+), 42 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index f06f53a0..0581b76e 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -37,10 +37,10 @@ def make_torus_knot(n_points: int): # Value/brightness value = 0.8 + np.random.uniform(0, 0.2, n_points) - # Convert HSV to RGB + # Convert HSV to RGB - keep as float32 in [0,1] range colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) - # Reshape colors to match xyz structure before flattening - rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() + # No need to multiply by 255 or convert to uint8 + rgb = colors.reshape(-1, 3).astype(np.float32).flatten() # Prepare point cloud coordinates xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() @@ -69,9 +69,9 @@ def make_cube(n_points: int): # Value varies with height value = 0.7 + 0.3 * z_norm - # Convert HSV to RGB + # Convert HSV to RGB - keep as float32 in [0,1] range colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) - rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() + rgb = colors.reshape(-1, 3).astype(np.float32).flatten() # Prepare point cloud coordinates xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() @@ -97,9 +97,9 @@ def make_wall(n_points: int): # Value varies with a slight random component value = 0.7 + 0.3 * np.random.random(n_points) - # Convert HSV to RGB + # Convert HSV to RGB - keep as float32 in [0,1] range colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) - rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() + rgb = colors.reshape(-1, 3).astype(np.float32).flatten() # Prepare point cloud coordinates xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() @@ -206,10 +206,20 @@ def scene(controlled, point_size, xyz, rgb, scale, select_region=False): }""" ), decorations=[ - deco(js("$state.highlights"), color=[1, 1, 0], scale=2, min_size=10), - deco(js("[$state.hovered]"), color=[0, 1, 0], scale=1.2, min_size=10), deco( - js("$state.selected_region_indexes") if select_region else [], + js("$state.highlights || []"), + color=[1.0, 1.0, 0.0], + scale=2, + min_size=10, + ), + deco( + js("$state.hovered ? [$state.hovered] : []"), + color=[0.0, 1.0, 0.0], + scale=1.2, + min_size=10, + ), + deco( + js("$state.selected_region_indexes || []") if select_region else [], alpha=0.2, scale=0.5, ), @@ -223,7 +233,7 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): """Find points with similar colors to the selected point. Args: - rgb: Uint8Array or list of RGB values (flattened, so [r,g,b,r,g,b,...]) + rgb: Float32Array of RGB values in [0,1] range (flattened, so [r,g,b,r,g,b,...]) point_idx: Index of the point to match (not the raw RGB array index) threshold: How close colors need to be to match (0-1 range) @@ -237,8 +247,8 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): ref_color = rgb_arr[point_idx] # Calculate color differences using broadcasting - # Normalize to 0-1 range since input is 0-255 - color_diffs = np.abs(rgb_arr.astype(float) - ref_color.astype(float)) / 255.0 + # Values already in 0-1 range + color_diffs = np.abs(rgb_arr - ref_color) # Find points where all RGB channels are within threshold matches = np.all(color_diffs <= threshold, axis=1) @@ -317,15 +327,15 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): ) ) - -xyz, rgb = make_torus_knot(1000) -rgb = (np.array(rgb, dtype=np.float32) / 255.0).flatten() +# %% +scene(False, 0.1, cube_xyz, cube_rgb, np.ones(NUM_POINTS) * 0.1) +# %% ( point_cloud( - positions=xyz, - colors=rgb, - scales=np.ones(1000) * 0.1, + positions=cube_xyz, + colors=cube_rgb, + scales=np.ones(NUM_POINTS) * 0.005, ) + { "defaultCamera": { diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 19c3915e..b270f5a0 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1413,43 +1413,45 @@ function SceneInner({ if(!gpuRef.current || !canvasRef.current) return; const { device, depthTexture } = gpuRef.current; - const dpr = window.devicePixelRatio || 1; - const displayWidth = Math.floor(containerWidth * dpr); - const displayHeight = Math.floor(containerHeight * dpr); + // Get the actual canvas size + const canvas = canvasRef.current; + const displayWidth = canvas.width; + const displayHeight = canvas.height; if(depthTexture) depthTexture.destroy(); const dt = device.createTexture({ - size: [displayWidth, displayHeight], - format: 'depth24plus', - usage: GPUTextureUsage.RENDER_ATTACHMENT + size: [displayWidth, displayHeight], + format: 'depth24plus', + usage: GPUTextureUsage.RENDER_ATTACHMENT }); gpuRef.current.depthTexture = dt; - }, [containerWidth, containerHeight]); +}, []); const createOrUpdatePickTextures = useCallback(() => { if(!gpuRef.current || !canvasRef.current) return; const { device, pickTexture, pickDepthTexture } = gpuRef.current; - const dpr = window.devicePixelRatio || 1; - const displayWidth = Math.floor(containerWidth * dpr); - const displayHeight = Math.floor(containerHeight * dpr); + // Get the actual canvas size + const canvas = canvasRef.current; + const displayWidth = canvas.width; + const displayHeight = canvas.height; if(pickTexture) pickTexture.destroy(); if(pickDepthTexture) pickDepthTexture.destroy(); const colorTex = device.createTexture({ - size: [displayWidth, displayHeight], - format: 'rgba8unorm', - usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC + size: [displayWidth, displayHeight], + format: 'rgba8unorm', + usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC }); const depthTex = device.createTexture({ - size: [displayWidth, displayHeight], - format: 'depth24plus', - usage: GPUTextureUsage.RENDER_ATTACHMENT + size: [displayWidth, displayHeight], + format: 'depth24plus', + usage: GPUTextureUsage.RENDER_ATTACHMENT }); gpuRef.current.pickTexture = colorTex; gpuRef.current.pickDepthTexture = depthTex; - }, [containerWidth, containerHeight]); +}, []); /****************************************************** * C) Building the RenderObjects (no if/else) @@ -1899,14 +1901,17 @@ function SceneInner({ const displayWidth = Math.floor(containerWidth * dpr); const displayHeight = Math.floor(containerHeight * dpr); + // Only update if size actually changed if (canvas.width !== displayWidth || canvas.height !== displayHeight) { - canvas.width = displayWidth; - canvas.height = displayHeight; - createOrUpdateDepthTexture(); - createOrUpdatePickTextures(); - renderFrame(activeCamera); + canvas.width = displayWidth; + canvas.height = displayHeight; + + // Update textures after canvas size change + createOrUpdateDepthTexture(); + createOrUpdatePickTextures(); + renderFrame(activeCamera); } - }, [containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures, renderFrame, activeCamera]); +}, [containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures, renderFrame, activeCamera]); // Update elements effect useEffect(() => { From 75f727142804f5ecd6aba343a7514e870d3edc50 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 00:23:34 +0100 Subject: [PATCH 087/167] lazy picking for performance don't rebuild data on every frame --- src/genstudio/js/scene3d/scene3dNew.tsx | 144 +++++++++++++++++++----- 1 file changed, 113 insertions(+), 31 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index b270f5a0..ff1020c8 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -430,6 +430,7 @@ interface RenderObject { pickingInstanceCount?: number; elementIndex: number; + pickingDataStale: boolean; // New field } interface ExtendedSpec extends PrimitiveSpec { @@ -688,7 +689,8 @@ const pointCloudExtendedSpec: ExtendedSpec = { pickingIndexCount: 6, pickingInstanceCount: count, - elementIndex: -1 + elementIndex: -1, + pickingDataStale: true, }; } }; @@ -819,7 +821,8 @@ const ellipsoidExtendedSpec: ExtendedSpec = { pickingIndexCount: indexCount, pickingInstanceCount: count, - elementIndex: -1 + elementIndex: -1, + pickingDataStale: true, }; } }; @@ -950,7 +953,8 @@ const ellipsoidBoundsExtendedSpec: ExtendedSpec = pickingIndexCount: indexCount, pickingInstanceCount: count, - elementIndex: -1 + elementIndex: -1, + pickingDataStale: true, }; } }; @@ -1081,7 +1085,8 @@ const cuboidExtendedSpec: ExtendedSpec = { pickingIndexCount: indexCount, pickingInstanceCount: count, - elementIndex: -1 + elementIndex: -1, + pickingDataStale: true, }; } }; @@ -1456,19 +1461,50 @@ function SceneInner({ /****************************************************** * C) Building the RenderObjects (no if/else) ******************************************************/ + // Move ID mapping logic to a separate function + const buildElementIdMapping = useCallback((elements: SceneElementConfig[]) => { + if (!gpuRef.current) return; + + // Reset ID mapping + gpuRef.current.idToElement = [null]; // First ID (0) is reserved + let currentID = 1; + + // Build new mapping + elements.forEach((elem, elementIdx) => { + const spec = primitiveRegistry[elem.type]; + if (!spec) { + gpuRef.current!.elementBaseId[elementIdx] = 0; + return; + } + + const count = spec.getCount(elem); + gpuRef.current!.elementBaseId[elementIdx] = currentID; + + // Expand global ID table + for (let j = 0; j < count; j++) { + gpuRef.current!.idToElement[currentID + j] = { + elementIdx: elementIdx, + instanceIdx: j + }; + } + currentID += count; + }); + }, []); + + // Modify buildRenderObjects to use this function function buildRenderObjects(elements: SceneElementConfig[]): RenderObject[] { if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - // Initialize elementBaseId and idToElement arrays + // Initialize elementBaseId array gpuRef.current.elementBaseId = []; - gpuRef.current.idToElement = [null]; // First ID (0) is reserved - let currentID = 1; + + // Build ID mapping + buildElementIdMapping(elements); return elements.map((elem, i) => { const spec = primitiveRegistry[elem.type]; if(!spec) { - gpuRef.current!.elementBaseId[i] = 0; // No valid IDs for invalid elements return { pipeline: null, vertexBuffers: [], @@ -1482,22 +1518,13 @@ function SceneInner({ pickingVertexCount: 0, pickingIndexCount: 0, pickingInstanceCount: 0, + pickingDataStale: true, elementIndex: i }; } const count = spec.getCount(elem); - gpuRef.current!.elementBaseId[i] = currentID; - - // Expand global ID table - for(let j=0; j0){ vb = device.createBuffer({ @@ -1506,27 +1533,28 @@ function SceneInner({ }); device.queue.writeBuffer(vb,0,renderData); } - let pickVB: GPUBuffer|null = null; - if(pickData && pickData.length>0){ - pickVB = device.createBuffer({ - size: pickData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(pickVB,0,pickData); - } const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); - const pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); - return spec.createRenderObject( + // Use spec's createRenderObject to get correct geometry setup + const baseRenderObject = spec.createRenderObject( device, pipeline, - pickingPipeline, + null!, // We'll set this later in ensurePickingData vb, - pickVB, + null, // No picking buffer yet count, resources ); + + // Override picking-related properties for lazy initialization + return { + ...baseRenderObject, + pickingPipeline: null, + pickingVertexBuffers: [], + pickingDataStale: true, + elementIndex: i + }; }); } @@ -1641,6 +1669,13 @@ function SceneInner({ if(!pickTexture || !pickDepthTexture || !readbackBuffer) return; if (currentPickingId !== pickingId) return; + // Ensure picking data is ready for all objects + renderObjects.forEach((ro, i) => { + if (ro.pickingDataStale) { + ensurePickingData(ro, elements[i]); + } + }); + // Convert screen coordinates to device pixels const dpr = window.devicePixelRatio || 1; const pickX = Math.floor(screenX * dpr); @@ -1920,7 +1955,14 @@ function SceneInner({ gpuRef.current.renderObjects = ros; renderFrame(activeCamera); } - }, [isReady, elements, renderFrame, activeCamera]); + }, [isReady, elements]); // Remove activeCamera dependency + + // Add separate effect just for camera updates + useEffect(() => { + if (isReady && gpuRef.current) { + renderFrame(activeCamera); + } + }, [isReady, activeCamera, renderFrame]); // Wheel handling useEffect(() => { @@ -1938,6 +1980,46 @@ function SceneInner({ return () => canvas.removeEventListener('wheel', handleWheel); }, [handleCameraUpdate]); + // Move ensurePickingData inside component + const ensurePickingData = useCallback((renderObject: RenderObject, element: SceneElementConfig) => { + if (!renderObject.pickingDataStale) return; + if (!gpuRef.current) return; + + const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; + const spec = primitiveRegistry[element.type]; + if (!spec) return; + + // Ensure ID mapping is up to date + buildElementIdMapping(elements); + + // Build picking data + const pickData = spec.buildPickingData(element, gpuRef.current.elementBaseId[renderObject.elementIndex]); + if (pickData && pickData.length > 0) { + // Clean up old picking buffer if it exists + renderObject.pickingVertexBuffers[1]?.destroy(); // Change index to 1 for instance data + + const pickVB = device.createBuffer({ + size: pickData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(pickVB, 0, pickData); + + // Set both geometry and instance buffers + const geometryVB = renderObject.vertexBuffers[0]; // Get geometry buffer from render object + renderObject.pickingVertexBuffers = [geometryVB, pickVB]; // Set both buffers + } + + // Get picking pipeline + renderObject.pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); + + // Copy over index buffer and counts from render object + renderObject.pickingIndexBuffer = renderObject.indexBuffer; + renderObject.pickingIndexCount = renderObject.indexCount; + renderObject.pickingInstanceCount = renderObject.instanceCount; + + renderObject.pickingDataStale = false; + }, [elements, buildElementIdMapping]); // No dependencies since it only uses gpuRef.current + return (
Date: Tue, 28 Jan 2025 01:48:13 +0100 Subject: [PATCH 088/167] perf: reuse buffers --- notebooks/points.py | 90 +++--- src/genstudio/js/scene3d/scene3dNew.tsx | 392 +++++++++++++++++------- src/genstudio/scene3d.py | 4 +- 3 files changed, 313 insertions(+), 173 deletions(-) diff --git a/notebooks/points.py b/notebooks/points.py index 0581b76e..1f0db1c1 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -191,41 +191,36 @@ def scene(controlled, point_size, xyz, rgb, scale, select_region=False): "camera": js("$state.camera"), } ) - return Scene.point_cloud( - positions=xyz, - colors=rgb, - scales=scale, - onHover=js("""(i) => { + return ( + Scene.point_cloud( + positions=xyz, + colors=rgb, + scales=scale, + onHover=js("""(i) => { $state.update({hovered: i}) }"""), - onClick=js( - """(i) => $state.update({"selected_region_i": i})""" - if select_region - else """(i) => { + onClick=js( + """(i) => $state.update({"selected_region_i": i})""" + if select_region + else """(i) => { $state.update({highlights: $state.highlights.includes(i) ? $state.highlights.filter(h => h !== i) : [...$state.highlights, i]}); }""" - ), - decorations=[ - deco( - js("$state.highlights || []"), - color=[1.0, 1.0, 0.0], - scale=2, - min_size=10, ), - deco( - js("$state.hovered ? [$state.hovered] : []"), - color=[0.0, 1.0, 0.0], - scale=1.2, - min_size=10, - ), - deco( - js("$state.selected_region_indexes || []") if select_region else [], - alpha=0.2, - scale=0.5, - ), - ], - highlightColor=[1.0, 1.0, 0.0], - **cameraProps, + decorations=[ + deco(js("$state.highlights || []"), color=[1.0, 1.0, 0.0], scale=2), + deco( + js("$state.hovered ? [$state.hovered] : []"), + color=[0.0, 1.0, 0.0], + ), + deco( + js("$state.selected_region_indexes || []") if select_region else [], + alpha=0.2, + scale=0.5, + ), + ], + highlightColor=[1.0, 1.0, 0.0], + ) + + cameraProps ) @@ -263,9 +258,9 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): torus_xyz, torus_rgb = make_torus_knot(NUM_POINTS) cube_xyz, cube_rgb = make_cube(NUM_POINTS) wall_xyz, wall_rgb = make_wall(NUM_POINTS) -torus_xyz = rotate_points(torus_xyz, n_frames=NUM_FRAMES) -cube_xyz = rotate_points(cube_xyz, n_frames=NUM_FRAMES) -wall_xyz = rotate_points(wall_xyz, n_frames=NUM_FRAMES) +torus_xyzs = rotate_points(torus_xyz, n_frames=NUM_FRAMES) +cube_xyzs = rotate_points(cube_xyz, n_frames=NUM_FRAMES) +wall_xyzs = rotate_points(wall_xyz, n_frames=NUM_FRAMES) ( Plot.initialState( @@ -275,9 +270,9 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): "hovered": [], "selected_region_i": None, "selected_region_indexes": [], - "cube_xyz": cube_xyz, + "cube_xyz": cube_xyzs, "cube_rgb": cube_rgb, - "torus_xyz": torus_xyz, + "torus_xyz": torus_xyzs, "torus_rgb": torus_rgb, "frame": 0, }, @@ -289,21 +284,21 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): 0.05, js("$state.torus_xyz[$state.frame]"), js("$state.torus_rgb"), - np.random.uniform(0.1, 10, NUM_POINTS).astype(np.float32), + np.random.uniform(0.005, 0.1, NUM_POINTS).astype(np.float32), ) & scene( True, 0.3, js("$state.torus_xyz[$state.frame]"), js("$state.torus_rgb"), - np.ones(NUM_POINTS), + np.ones(NUM_POINTS) * 0.05, ) | scene( False, 0.05, js("$state.cube_xyz[$state.frame]"), js("$state.cube_rgb"), - np.ones(NUM_POINTS), + np.ones(NUM_POINTS) * 0.025, True, ) & scene( @@ -311,7 +306,7 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): 0.1, js("$state.cube_xyz[$state.frame]"), js("$state.cube_rgb"), - np.random.uniform(0.2, 3, NUM_POINTS).astype(np.float32), + np.random.uniform(0.001, 0.1, NUM_POINTS).astype(np.float32), True, ) | Plot.onChange( @@ -328,23 +323,14 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): ) # %% -scene(False, 0.1, cube_xyz, cube_rgb, np.ones(NUM_POINTS) * 0.1) +scene(False, 0.1, torus_xyz, torus_rgb, np.ones(NUM_POINTS) * 0.1) # %% ( point_cloud( - positions=cube_xyz, - colors=cube_rgb, + positions=torus_xyz, + colors=torus_rgb, scales=np.ones(NUM_POINTS) * 0.005, ) - + { - "defaultCamera": { - "position": [7, 4, 4], - "target": [0, 0, 0], - "up": [0, 0, 1], - "fov": 40, # Back to degrees, more standard - "near": 0.1, - "far": 100.0, - } - } + + {"defaultCamera": camera} ) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index ff1020c8..cd7759f2 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -416,21 +416,28 @@ const cuboidSpec: PrimitiveSpec = { ******************************************************/ interface RenderObject { pipeline: GPURenderPipeline; - vertexBuffers: GPUBuffer[]; + vertexBuffers: [GPUBuffer, BufferInfo]; // First is geometry, second is instance data indexBuffer?: GPUBuffer; vertexCount?: number; indexCount?: number; instanceCount?: number; pickingPipeline: GPURenderPipeline; - pickingVertexBuffers: GPUBuffer[]; + pickingVertexBuffers: [GPUBuffer, BufferInfo]; // First is geometry, second is instance data pickingIndexBuffer?: GPUBuffer; pickingVertexCount?: number; pickingIndexCount?: number; pickingInstanceCount?: number; elementIndex: number; - pickingDataStale: boolean; // New field + pickingDataStale: boolean; +} + +interface DynamicBuffers { + renderBuffer: GPUBuffer; + pickingBuffer: GPUBuffer; + renderOffset: number; // Current offset into render buffer + pickingOffset: number; // Current offset into picking buffer } interface ExtendedSpec extends PrimitiveSpec { @@ -453,8 +460,8 @@ interface ExtendedSpec extends PrimitiveSpec { device: GPUDevice, pipeline: GPURenderPipeline, pickingPipeline: GPURenderPipeline, - instanceVB: GPUBuffer|null, - pickingVB: GPUBuffer|null, + instanceBufferInfo: BufferInfo | null, + pickingBufferInfo: BufferInfo | null, instanceCount: number, resources: { // Add this parameter sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; @@ -671,23 +678,33 @@ const pointCloudExtendedSpec: ExtendedSpec = { ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ + createRenderObject( + device: GPUDevice, + pipeline: GPURenderPipeline, + pickingPipeline: GPURenderPipeline, + instanceBufferInfo: BufferInfo | null, + pickingBufferInfo: BufferInfo | null, + instanceCount: number, + resources: typeof gpuRef.current.resources + ): RenderObject { if(!resources.billboardQuad){ throw new Error("No billboard geometry available (not yet initialized)."); } const { vb, ib } = resources.billboardQuad; + + // Return properly typed vertex buffers array return { pipeline, - vertexBuffers: [vb, instanceVB!], + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], // Explicitly type as tuple indexBuffer: ib, indexCount: 6, - instanceCount: count, + instanceCount, pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], // Explicitly type as tuple pickingIndexBuffer: ib, pickingIndexCount: 6, - pickingInstanceCount: count, + pickingInstanceCount: instanceCount, elementIndex: -1, pickingDataStale: true, @@ -803,23 +820,21 @@ const ellipsoidExtendedSpec: ExtendedSpec = { ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ - if(!resources.sphereGeo) { - throw new Error("No sphere geometry available (not yet initialized)."); - } + createRenderObject(device, pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if(!resources.sphereGeo) throw new Error("No sphere geometry available"); const { vb, ib, indexCount } = resources.sphereGeo; return { pipeline, - vertexBuffers: [vb, instanceVB!], + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], indexBuffer: ib, indexCount, - instanceCount: count, + instanceCount, pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], pickingIndexBuffer: ib, pickingIndexCount: indexCount, - pickingInstanceCount: count, + pickingInstanceCount: instanceCount, elementIndex: -1, pickingDataStale: true, @@ -935,23 +950,21 @@ const ellipsoidBoundsExtendedSpec: ExtendedSpec = ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ - if(!resources.ringGeo){ - throw new Error("No ring geometry available (not yet initialized)."); - } + createRenderObject(device, pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if(!resources.ringGeo) throw new Error("No ring geometry available"); const { vb, ib, indexCount } = resources.ringGeo; return { pipeline, - vertexBuffers: [vb, instanceVB!], + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], indexBuffer: ib, indexCount, - instanceCount: count, + instanceCount, pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], pickingIndexBuffer: ib, pickingIndexCount: indexCount, - pickingInstanceCount: count, + pickingInstanceCount: instanceCount, elementIndex: -1, pickingDataStale: true, @@ -1067,23 +1080,21 @@ const cuboidExtendedSpec: ExtendedSpec = { ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceVB, pickingInstanceVB, count, resources){ - if(!resources.cubeGeo){ - throw new Error("No cube geometry available (not yet initialized)."); - } + createRenderObject(device, pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if(!resources.cubeGeo) throw new Error("No cube geometry available"); const { vb, ib, indexCount } = resources.cubeGeo; return { pipeline, - vertexBuffers: [vb, instanceVB!], + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], indexBuffer: ib, indexCount, - instanceCount: count, + instanceCount, pickingPipeline, - pickingVertexBuffers: [vb, pickingInstanceVB!], + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], pickingIndexBuffer: ib, pickingIndexCount: indexCount, - pickingInstanceCount: count, + pickingInstanceCount: instanceCount, elementIndex: -1, pickingDataStale: true, @@ -1284,6 +1295,7 @@ function SceneInner({ elementBaseId: number[]; idToElement: {elementIdx: number, instanceIdx: number}[]; pipelineCache: Map; // Add this + dynamicBuffers: DynamicBuffers | null; resources: { // Add this sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; @@ -1394,6 +1406,7 @@ function SceneInner({ elementBaseId: [], idToElement: [], pipelineCache: new Map(), + dynamicBuffers: null, resources: { sphereGeo: null, ringGeo: null, @@ -1491,11 +1504,95 @@ function SceneInner({ }); }, []); - // Modify buildRenderObjects to use this function + // Fix the calculateBufferSize function + function calculateBufferSize(elements: SceneElementConfig[]): { renderSize: number, pickingSize: number } { + let renderSize = 0; + let pickingSize = 0; + + elements.forEach(elem => { + const spec = primitiveRegistry[elem.type]; + if (!spec) return; + + const count = spec.getCount(elem); + const renderData = spec.buildRenderData(elem); + const pickData = spec.buildPickingData(elem, 0); + + if (renderData) { + // Calculate stride and ensure it's aligned to 4 bytes + const floatsPerInstance = renderData.length / count; + const renderStride = Math.ceil(floatsPerInstance) * 4; + // Add to total size (not max) + const alignedSize = renderStride * count; + renderSize += alignedSize; + } + + if (pickData) { + // Calculate stride and ensure it's aligned to 4 bytes + const floatsPerInstance = pickData.length / count; + const pickStride = Math.ceil(floatsPerInstance) * 4; + // Add to total size (not max) + const alignedSize = pickStride * count; + pickingSize += alignedSize; + + } + }); + + // Add generous padding (100%) and align to 4 bytes + renderSize = Math.ceil((renderSize * 2) / 4) * 4; + pickingSize = Math.ceil((pickingSize * 2) / 4) * 4; + + return { renderSize, pickingSize }; + } + + // Modify createDynamicBuffers to take specific sizes + function createDynamicBuffers(device: GPUDevice, renderSize: number, pickingSize: number) { + const renderBuffer = device.createBuffer({ + size: renderSize, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + mappedAtCreation: false + }); + + const pickingBuffer = device.createBuffer({ + size: pickingSize, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + mappedAtCreation: false + }); + + return { + renderBuffer, + pickingBuffer, + renderOffset: 0, + pickingOffset: 0 + }; + } + + // Update buildRenderObjects to use correct stride calculation function buildRenderObjects(elements: SceneElementConfig[]): RenderObject[] { if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; + // Calculate required buffer sizes + const { renderSize, pickingSize } = calculateBufferSize(elements); + + // Create or recreate dynamic buffers if needed + if (!gpuRef.current.dynamicBuffers || + gpuRef.current.dynamicBuffers.renderBuffer.size < renderSize || + gpuRef.current.dynamicBuffers.pickingBuffer.size < pickingSize) { + + // Cleanup old buffers if they exist + if (gpuRef.current.dynamicBuffers) { + gpuRef.current.dynamicBuffers.renderBuffer.destroy(); + gpuRef.current.dynamicBuffers.pickingBuffer.destroy(); + } + + gpuRef.current.dynamicBuffers = createDynamicBuffers(device, renderSize, pickingSize); + } + const dynamicBuffers = gpuRef.current.dynamicBuffers!; + + // Reset buffer offsets + dynamicBuffers.renderOffset = 0; + dynamicBuffers.pickingOffset = 0; + // Initialize elementBaseId array gpuRef.current.elementBaseId = []; @@ -1525,29 +1622,42 @@ function SceneInner({ const count = spec.getCount(elem); const renderData = spec.buildRenderData(elem); - let vb: GPUBuffer|null = null; - if(renderData && renderData.length>0){ - vb = device.createBuffer({ - size: renderData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,renderData); + + let renderOffset = 0; + let stride = 0; + if(renderData && renderData.length > 0) { + renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; + // Calculate stride based on float count (4 bytes per float) + const floatsPerInstance = renderData.length / count; + stride = Math.ceil(floatsPerInstance) * 4; + + device.queue.writeBuffer( + dynamicBuffers.renderBuffer, + renderOffset, + renderData.buffer, + renderData.byteOffset, + renderData.byteLength + ); + dynamicBuffers.renderOffset = renderOffset + (stride * count); } const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); - // Use spec's createRenderObject to get correct geometry setup + // Create render object with dynamic buffer reference const baseRenderObject = spec.createRenderObject( device, pipeline, null!, // We'll set this later in ensurePickingData - vb, + { // Pass buffer info instead of buffer + buffer: dynamicBuffers.renderBuffer, + offset: renderOffset, + stride: stride + }, null, // No picking buffer yet count, resources ); - // Override picking-related properties for lazy initialization return { ...baseRenderObject, pickingPipeline: null, @@ -1563,29 +1673,34 @@ function SceneInner({ ******************************************************/ const renderFrame = useCallback((camState: CameraState) => { if(!gpuRef.current) return; - const { device, context, uniformBuffer, uniformBindGroup, depthTexture, renderObjects } = gpuRef.current; - if(!depthTexture) return; - - const aspect = containerWidth/containerHeight; + const { + device, context, uniformBuffer, uniformBindGroup, + renderObjects, depthTexture + } = gpuRef.current; - // Use camera vectors directly + // Update camera uniforms + const aspect = containerWidth / containerHeight; const view = glMatrix.mat4.lookAt( - glMatrix.mat4.create(), - camState.position, - camState.target, - camState.up + glMatrix.mat4.create(), + camState.position, + camState.target, + camState.up ); const proj = glMatrix.mat4.perspective( - glMatrix.mat4.create(), - glMatrix.glMatrix.toRadian(camState.fov), // Convert FOV to radians - aspect, - camState.near, - camState.far + glMatrix.mat4.create(), + glMatrix.glMatrix.toRadian(camState.fov), + aspect, + camState.near, + camState.far ); // Compute MVP matrix - const mvp = glMatrix.mat4.multiply(glMatrix.mat4.create(), proj, view); + const mvp = glMatrix.mat4.multiply( + glMatrix.mat4.create(), + proj, + view + ); // Compute camera vectors for lighting const forward = glMatrix.vec3.sub(glMatrix.vec3.create(), camState.target, camState.position); @@ -1604,50 +1719,57 @@ function SceneInner({ glMatrix.vec3.normalize(lightDir, lightDir); // Write uniforms - const data = new Float32Array(32); - data.set(mvp, 0); - data[16] = right[0]; data[17] = right[1]; data[18] = right[2]; - data[20] = camUp[0]; data[21] = camUp[1]; data[22] = camUp[2]; - data[24] = lightDir[0]; data[25] = lightDir[1]; data[26] = lightDir[2]; - device.queue.writeBuffer(uniformBuffer, 0, data); - - let tex: GPUTexture; - try { - tex = context.getCurrentTexture(); - } catch(e) { - return; // If canvas is resized or lost, bail - } - - const passDesc: GPURenderPassDescriptor = { - colorAttachments: [{ - view: tex.createView(), - loadOp: 'clear', - storeOp: 'store', - clearValue: { r: 0.15, g: 0.15, b: 0.15, a: 1 } - }], - depthStencilAttachment: { - view: depthTexture.createView(), - depthLoadOp: 'clear', - depthStoreOp: 'store', - depthClearValue: 1.0 - } - }; - + const uniformData = new Float32Array([ + ...Array.from(mvp), + right[0], right[1], right[2], 0, // pad to vec4 + camUp[0], camUp[1], camUp[2], 0, // pad to vec4 + lightDir[0], lightDir[1], lightDir[2], 0 // pad to vec4 + ]); + device.queue.writeBuffer(uniformBuffer, 0, uniformData); + + // Begin render pass const cmd = device.createCommandEncoder(); - const pass = cmd.beginRenderPass(passDesc); + const pass = cmd.beginRenderPass({ + colorAttachments: [{ + view: context.getCurrentTexture().createView(), + clearValue: { r: 0, g: 0, b: 0, a: 1 }, + loadOp: 'clear', + storeOp: 'store' + }], + depthStencilAttachment: depthTexture ? { + view: depthTexture.createView(), + depthClearValue: 1.0, + depthLoadOp: 'clear', + depthStoreOp: 'store' + } : undefined + }); // Draw each object - for(const ro of renderObjects){ - pass.setPipeline(ro.pipeline); - pass.setBindGroup(0, uniformBindGroup); - ro.vertexBuffers.forEach((vb,i)=> pass.setVertexBuffer(i,vb)); - if(ro.indexBuffer){ - pass.setIndexBuffer(ro.indexBuffer,'uint16'); - pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); - } else { - pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); - } + for(const ro of renderObjects) { + if (!ro.pipeline || !ro.vertexBuffers || ro.vertexBuffers.length !== 2) { + console.warn('Skipping invalid render object:', ro); + continue; + } + + pass.setPipeline(ro.pipeline); + pass.setBindGroup(0, uniformBindGroup); + + // Set geometry buffer (always first) + const geometryBuffer = ro.vertexBuffers[0]; + pass.setVertexBuffer(0, geometryBuffer); + + // Set instance buffer (always second) + const instanceInfo = ro.vertexBuffers[1]; + pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); + + if(ro.indexBuffer) { + pass.setIndexBuffer(ro.indexBuffer, 'uint16'); + pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); + } else { + pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); + } } + pass.end(); device.queue.submit([cmd.finish()]); }, [containerWidth, containerHeight]); @@ -1705,18 +1827,30 @@ function SceneInner({ }; const pass = cmd.beginRenderPass(passDesc); pass.setBindGroup(0, uniformBindGroup); - for(const ro of renderObjects){ + + for(const ro of renderObjects) { + if (!ro.pickingPipeline || !ro.pickingVertexBuffers || ro.pickingVertexBuffers.length !== 2) { + continue; + } + pass.setPipeline(ro.pickingPipeline); - ro.pickingVertexBuffers.forEach((vb,i)=>{ - pass.setVertexBuffer(i, vb); - }); - if(ro.pickingIndexBuffer){ + + // Set geometry buffer (always first) + const geometryBuffer = ro.pickingVertexBuffers[0]; + pass.setVertexBuffer(0, geometryBuffer); + + // Set instance buffer (always second) + const instanceInfo = ro.pickingVertexBuffers[1]; + pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); + + if(ro.pickingIndexBuffer) { pass.setIndexBuffer(ro.pickingIndexBuffer, 'uint16'); pass.drawIndexed(ro.pickingIndexCount ?? 0, ro.pickingInstanceCount ?? 1); } else { pass.draw(ro.pickingVertexCount ?? 0, ro.pickingInstanceCount ?? 1); } } + pass.end(); cmd.copyTextureToBuffer( @@ -1986,27 +2120,47 @@ function SceneInner({ if (!gpuRef.current) return; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; + + // Calculate sizes before creating buffers + const { renderSize, pickingSize } = calculateBufferSize(elements); + + // Ensure dynamic buffers exist + if (!gpuRef.current.dynamicBuffers) { + gpuRef.current.dynamicBuffers = createDynamicBuffers(device, renderSize, pickingSize); + } + const dynamicBuffers = gpuRef.current.dynamicBuffers!; + const spec = primitiveRegistry[element.type]; if (!spec) return; - // Ensure ID mapping is up to date - buildElementIdMapping(elements); - // Build picking data const pickData = spec.buildPickingData(element, gpuRef.current.elementBaseId[renderObject.elementIndex]); if (pickData && pickData.length > 0) { - // Clean up old picking buffer if it exists - renderObject.pickingVertexBuffers[1]?.destroy(); // Change index to 1 for instance data + const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 4) * 4; + // Calculate stride based on float count (4 bytes per float) + const floatsPerInstance = pickData.length / renderObject.instanceCount!; + const stride = Math.ceil(floatsPerInstance) * 4; // Align to 4 bytes + + device.queue.writeBuffer( + dynamicBuffers.pickingBuffer, + pickingOffset, + pickData.buffer, + pickData.byteOffset, + pickData.byteLength + ); - const pickVB = device.createBuffer({ - size: pickData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(pickVB, 0, pickData); + // Set picking buffers with offset info + const geometryVB = renderObject.vertexBuffers[0]; + renderObject.pickingVertexBuffers = [ + geometryVB, + { + buffer: dynamicBuffers.pickingBuffer, + offset: pickingOffset, + stride: stride + } + ]; - // Set both geometry and instance buffers - const geometryVB = renderObject.vertexBuffers[0]; // Get geometry buffer from render object - renderObject.pickingVertexBuffers = [geometryVB, pickVB]; // Set both buffers + dynamicBuffers.pickingOffset = pickingOffset + (stride * renderObject.instanceCount!); } // Get picking pipeline @@ -2018,7 +2172,7 @@ function SceneInner({ renderObject.pickingInstanceCount = renderObject.instanceCount; renderObject.pickingDataStale = false; - }, [elements, buildElementIdMapping]); // No dependencies since it only uses gpuRef.current + }, [elements, buildElementIdMapping]); return (
diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index cf7e038f..44b8e9c3 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -221,13 +221,13 @@ def point_cloud( colors = np.asarray(colors, dtype=np.float32) if colors.ndim == 2: colors = colors.flatten() - data["colors"] = colors + data["colors"] = colors if isinstance(scales, (np.ndarray, list)): scales = np.asarray(scales, dtype=np.float32) if scales.ndim > 1: scales = scales.flatten() - data["scales"] = scales + data["scales"] = scales return SceneElement("PointCloud", data, **kwargs) From 41490b5896f4281ba2087fae368acee062b11b16 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 12:21:43 +0100 Subject: [PATCH 089/167] cleanup types --- notebooks/scene3d_demo.py | 105 ++++++++++++ package.json | 1 + src/genstudio/js/scene3d/scene3dNew.tsx | 54 +++--- src/genstudio/js/scene3d/webgpu.d.ts | 56 ------- src/genstudio/layout.py | 5 + src/genstudio/plot.py | 2 + src/genstudio/scene3d.py | 210 +++++------------------- tsconfig.json | 4 +- yarn.lock | 5 + 9 files changed, 187 insertions(+), 255 deletions(-) create mode 100644 notebooks/scene3d_demo.py delete mode 100644 src/genstudio/js/scene3d/webgpu.d.ts diff --git a/notebooks/scene3d_demo.py b/notebooks/scene3d_demo.py new file mode 100644 index 00000000..c13376be --- /dev/null +++ b/notebooks/scene3d_demo.py @@ -0,0 +1,105 @@ +import numpy as np +from genstudio.scene3d import PointCloud, Ellipsoid, EllipsoidAxes, Cuboid, deco +import genstudio.plot as Plot +import math + + +def create_demo_scene(): + """Create a demo scene with examples of all element types.""" + # 1. Create a point cloud in a spiral pattern + n_points = 1000 + t = np.linspace(0, 10 * np.pi, n_points) + r = t / 30 + x = r * np.cos(t) + y = r * np.sin(t) + z = t / 10 + + # Create positions array + positions = np.column_stack([x, y, z]) + + # Create rainbow colors + hue = t / t.max() + colors = np.zeros((n_points, 3)) + # Red component + colors[:, 0] = np.clip(1.5 - abs(3.0 * hue - 1.5), 0, 1) + # Green component + colors[:, 1] = np.clip(1.5 - abs(3.0 * hue - 3.0), 0, 1) + # Blue component + colors[:, 2] = np.clip(1.5 - abs(3.0 * hue - 4.5), 0, 1) + + # Create varying scales for points + scales = 0.01 + 0.02 * np.sin(t) + + # Create the base scene with shared elements + base_scene = ( + PointCloud( + positions, + colors, + scales, + onHover=Plot.js("(i) => $state.update({hover_point: i})"), + decorations=[ + { + "indexes": Plot.js( + "$state.hover_point ? [$state.hover_point] : []" + ), + "color": [1, 1, 0], + "scale": 1.5, + } + ], + ) + + + # Ellipsoids with one highlighted + Ellipsoid( + centers=np.array([[0.5, 0.5, 0.5], [-0.5, -0.5, 0.5], [0.0, 0.0, 0.0]]), + radii=np.array([[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]]), + colors=np.array([[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]), + decorations=[deco([1], color=[1, 1, 0], alpha=0.8)], + ) + + + # Ellipsoid bounds with transparency + EllipsoidAxes( + centers=np.array([[0.8, 0.0, 0.0], [-0.8, 0.0, 0.0]]), + radii=np.array([[0.2, 0.1, 0.1], [0.1, 0.2, 0.1]]), + colors=np.array([[1.0, 0.5, 0.0], [0.0, 0.5, 1.0]]), + decorations=[deco([0, 1], alpha=0.5)], + ) + + + # Cuboids with one enlarged + Cuboid( + centers=np.array([[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]]), + sizes=np.array([[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]]), + colors=np.array([[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]]), + decorations=[deco([0], scale=1.2)], + ) + ) + controlled_camera = { + "camera": Plot.js("$state.camera"), + "onCameraChange": Plot.js("(camera) => $state.update({camera})"), + } + + # Create a layout with two scenes side by side + scene = ( + (base_scene + controlled_camera & base_scene + controlled_camera) + | base_scene + | Plot.initialState( + { + "camera": { + "position": [ + 1.5 * math.sin(0.2) * math.sin(1.0), # x + 1.5 * math.cos(1.0), # y + 1.5 * math.sin(0.2) * math.cos(1.0), # z + ], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.degrees(math.pi / 3), + "near": 0.01, + "far": 100.0, + } + } + ) + ) + + return scene + + +create_demo_scene() diff --git a/package.json b/package.json index 88a54d2c..49d822bc 100644 --- a/package.json +++ b/package.json @@ -8,6 +8,7 @@ "devDependencies": { "@testing-library/jest-dom": "^6.5.0", "@testing-library/react": "^16.0.1", + "@webgpu/types": "^0.1.53", "esbuild": "^0.21.5", "esbuild-css-modules-plugin": "^3.1.2", "jsdom": "^25.0.0", diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index cd7759f2..da80dc0e 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1,4 +1,3 @@ -/// /// import React, { @@ -15,14 +14,18 @@ import { createCameraParams, orbit, pan, - zoom, - getViewMatrix, - getProjectionMatrix + zoom } from './camera3d'; /****************************************************** * 0) Types and Interfaces ******************************************************/ +interface BufferInfo { + buffer: GPUBuffer; + offset: number; + stride: number; +} + interface SceneInnerProps { elements: any[]; containerWidth: number; @@ -244,15 +247,15 @@ const ellipsoidSpec: PrimitiveSpec = { }; /** ===================== ELLIPSOID BOUNDS ===================== **/ -export interface EllipsoidBoundsElementConfig { - type: 'EllipsoidBounds'; +export interface EllipsoidAxesElementConfig { + type: 'EllipsoidAxes'; data: EllipsoidData; decorations?: Decoration[]; onHover?: (index: number|null) => void; onClick?: (index: number) => void; } -const ellipsoidBoundsSpec: PrimitiveSpec = { +const ellipsoidAxesSpec: PrimitiveSpec = { getCount(elem) { // each ellipsoid => 3 rings const c = elem.data.centers.length/3; @@ -481,10 +484,6 @@ interface PipelineCacheEntry { device: GPUDevice; } -// Update the cache type -const pipelineCache = new Map(); - -// Update the getOrCreatePipeline helper function getOrCreatePipeline( device: GPUDevice, key: string, @@ -505,8 +504,14 @@ function getOrCreatePipeline( /****************************************************** * 2) Common Resources: geometry, layout, etc. ******************************************************/ -// Replace CommonResources.init with a function that initializes for a specific instance -function initGeometryResources(device: GPUDevice, resources: typeof gpuRef.current.resources) { +interface GeometryResources { + sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + billboardQuad: { vb: GPUBuffer; ib: GPUBuffer } | null; + cubeGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; +} + +function initGeometryResources(device: GPUDevice, resources: GeometryResources) { // Create sphere geometry if(!resources.sphereGeo) { const { vertexData, indexData } = createSphereGeometry(16,24); @@ -685,7 +690,7 @@ const pointCloudExtendedSpec: ExtendedSpec = { instanceBufferInfo: BufferInfo | null, pickingBufferInfo: BufferInfo | null, instanceCount: number, - resources: typeof gpuRef.current.resources + resources: GeometryResources ): RenderObject { if(!resources.billboardQuad){ throw new Error("No billboard geometry available (not yet initialized)."); @@ -843,10 +848,10 @@ const ellipsoidExtendedSpec: ExtendedSpec = { }; /****************************************************** - * 2.3) EllipsoidBounds ExtendedSpec + * 2.3) EllipsoidAxes ExtendedSpec ******************************************************/ -const ellipsoidBoundsExtendedSpec: ExtendedSpec = { - ...ellipsoidBoundsSpec, +const ellipsoidAxesExtendedSpec: ExtendedSpec = { + ...ellipsoidAxesSpec, getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); @@ -855,7 +860,7 @@ const ellipsoidBoundsExtendedSpec: ExtendedSpec = }); return getOrCreatePipeline( device, - "EllipsoidBoundsShading", + "EllipsoidAxesShading", () => { return device.createRenderPipeline({ layout: pipelineLayout, @@ -909,7 +914,7 @@ const ellipsoidBoundsExtendedSpec: ExtendedSpec = }); return getOrCreatePipeline( device, - "EllipsoidBoundsPicking", + "EllipsoidAxesPicking", () => { return device.createRenderPipeline({ layout: pipelineLayout, @@ -1108,13 +1113,13 @@ const cuboidExtendedSpec: ExtendedSpec = { export type SceneElementConfig = | PointCloudElementConfig | EllipsoidElementConfig - | EllipsoidBoundsElementConfig + | EllipsoidAxesElementConfig | CuboidElementConfig; const primitiveRegistry: Record> = { PointCloud: pointCloudExtendedSpec, Ellipsoid: ellipsoidExtendedSpec, - EllipsoidBounds: ellipsoidBoundsExtendedSpec, + EllipsoidAxes: ellipsoidAxesExtendedSpec, Cuboid: cuboidExtendedSpec, }; @@ -1296,12 +1301,7 @@ function SceneInner({ idToElement: {elementIdx: number, instanceIdx: number}[]; pipelineCache: Map; // Add this dynamicBuffers: DynamicBuffers | null; - resources: { // Add this - sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - billboardQuad: { vb: GPUBuffer; ib: GPUBuffer; } | null; - cubeGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - }; + resources: GeometryResources; // Add this } | null>(null); const [isReady, setIsReady] = useState(false); diff --git a/src/genstudio/js/scene3d/webgpu.d.ts b/src/genstudio/js/scene3d/webgpu.d.ts deleted file mode 100644 index d8ccf573..00000000 --- a/src/genstudio/js/scene3d/webgpu.d.ts +++ /dev/null @@ -1,56 +0,0 @@ -interface Navigator { - gpu: GPU; -} - -interface GPU { - requestAdapter(): Promise; - getPreferredCanvasFormat(): GPUTextureFormat; -} - -interface GPUAdapter { - requestDevice(): Promise; -} - -interface GPUDevice { - createBuffer(descriptor: GPUBufferDescriptor): GPUBuffer; - createShaderModule(descriptor: GPUShaderModuleDescriptor): GPUShaderModule; - createRenderPipeline(descriptor: GPURenderPipelineDescriptor): GPURenderPipeline; - createCommandEncoder(): GPUCommandEncoder; - queue: GPUQueue; -} - -interface GPUBuffer { - // Basic buffer interface -} - -interface GPUQueue { - writeBuffer(buffer: GPUBuffer, offset: number, data: ArrayBuffer, dataOffset?: number, size?: number): void; - submit(commandBuffers: GPUCommandBuffer[]): void; -} - -interface GPUTextureFormat {} -interface GPUCanvasContext {} -interface GPURenderPipeline {} -interface GPURenderPassDescriptor {} - -interface GPUBufferDescriptor { - size: number; - usage: number; - mappedAtCreation?: boolean; -} - -interface GPUShaderModuleDescriptor { - code: string; -} - -interface GPURenderPipelineDescriptor { - layout: 'auto' | GPUPipelineLayout; - vertex: GPUVertexState; - fragment?: GPUFragmentState; - primitive?: GPUPrimitiveState; -} - -class GPUBufferUsage { - static VERTEX: number; - static COPY_DST: number; -} diff --git a/src/genstudio/layout.py b/src/genstudio/layout.py index 2d2a1332..88453d15 100644 --- a/src/genstudio/layout.py +++ b/src/genstudio/layout.py @@ -280,6 +280,8 @@ def js_ref(path: str) -> "JSRef": class JSCode(LayoutItem): + """Represents raw JavaScript code to be evaluated.""" + def __init__(self, code: str, *params: Any, expression: bool): super().__init__() self.code = code @@ -295,6 +297,9 @@ def for_json(self) -> dict: } +JSExpr = Union[JSCall, JSRef, JSCode] + + def js(txt: str, *params: Any, expression=True) -> JSCode: """Represents raw JavaScript code to be evaluated as a LayoutItem. diff --git a/src/genstudio/plot.py b/src/genstudio/plot.py index 0c4a6bf5..121424f8 100644 --- a/src/genstudio/plot.py +++ b/src/genstudio/plot.py @@ -14,6 +14,7 @@ Hiccup, JSCall, JSCode, + JSExpr, JSRef, Row, ref, @@ -1220,6 +1221,7 @@ def for_json(self): "case", "html", "md", + "JSExpr", # ## JavaScript Interop "js", "ref", diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 44b8e9c3..4ace8a4b 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -1,60 +1,29 @@ import genstudio.plot as Plot -from typing import Any, Dict, Union -from colorsys import hsv_to_rgb -import math +from typing import Any, Dict, Union, Optional, TypedDict import numpy as np +# Move Array type definition after imports +ArrayLike = Union[list, np.ndarray, Plot.JSExpr] +NumberLike = Union[int, float, np.number, Plot.JSExpr] -def make_torus_knot(n_points: int): - # Create a torus knot - t = np.linspace(0, 4 * np.pi, n_points) - p, q = 3, 2 # Parameters that determine knot shape - R, r = 2, 1 # Major and minor radii - # Torus knot parametric equations - x = (R + r * np.cos(q * t)) * np.cos(p * t) - y = (R + r * np.cos(q * t)) * np.sin(p * t) - z = r * np.sin(q * t) - - # Add Gaussian noise to create volume - noise_scale = 0.1 - x += np.random.normal(0, noise_scale, n_points) - y += np.random.normal(0, noise_scale, n_points) - z += np.random.normal(0, noise_scale, n_points) - - # Base color from position - angle = np.arctan2(y, x) - height = (z - z.min()) / (z.max() - z.min()) - radius = np.sqrt(x * x + y * y) - radius_norm = (radius - radius.min()) / (radius.max() - radius.min()) - - # Create hue that varies with angle and height - hue = (angle / (2 * np.pi) + height) % 1.0 - # Saturation that varies with radius - saturation = 0.8 + radius_norm * 0.2 - # Value/brightness - value = 0.8 + np.random.uniform(0, 0.2, n_points) - - # Convert HSV to RGB - colors = np.array([hsv_to_rgb(h, s, v) for h, s, v in zip(hue, saturation, value)]) - # Reshape colors to match xyz structure before flattening - rgb = (colors.reshape(-1, 3) * 255).astype(np.uint8).flatten() - - # Prepare point cloud coordinates - xyz = np.column_stack([x, y, z]).astype(np.float32).flatten() - - return xyz, rgb +class Decoration(TypedDict, total=False): + indexes: ArrayLike + color: Optional[ArrayLike] # [r,g,b] + alpha: Optional[NumberLike] # 0-1 + scale: Optional[NumberLike] # scale factor + minSize: Optional[NumberLike] # pixels def deco( - indexes: Any, + indexes: Union[int, np.integer, ArrayLike], *, - color: Any = None, - alpha: Any = None, - scale: Any = None, - min_size: Any = None, -) -> Dict[str, Any]: + color: Optional[ArrayLike] = None, + alpha: Optional[NumberLike] = None, + scale: Optional[NumberLike] = None, + min_size: Optional[NumberLike] = None, +) -> Decoration: """Create a decoration for scene elements. Args: @@ -71,8 +40,8 @@ def deco( if isinstance(indexes, (int, np.integer)): indexes = np.array([indexes]) - # Create base decoration dict - decoration = {"indexes": indexes} + # Create base decoration dict with Any type to avoid type conflicts + decoration: Dict[str, Any] = {"indexes": indexes} # Add optional parameters if provided if color is not None: @@ -84,7 +53,7 @@ def deco( if min_size is not None: decoration["minSize"] = min_size - return decoration + return decoration # type: ignore class SceneElement(Plot.LayoutItem): @@ -195,11 +164,11 @@ def for_json(self) -> Any: return [Plot.JSRef("scene3d.Scene"), props] -def point_cloud( - positions: Any, - colors: Any = None, - scales: Any = None, - **kwargs, +def PointCloud( + positions: ArrayLike, + colors: Optional[ArrayLike] = None, + scales: Optional[ArrayLike] = None, + **kwargs: Any, ) -> SceneElement: """Create a point cloud element. @@ -232,11 +201,11 @@ def point_cloud( return SceneElement("PointCloud", data, **kwargs) -def ellipsoid( - centers: Any, - radii: Any, - colors: Any = None, - **kwargs, +def Ellipsoid( + centers: ArrayLike, + radii: ArrayLike, + colors: Optional[ArrayLike] = None, + **kwargs: Any, ) -> SceneElement: """Create an ellipsoid element. @@ -266,11 +235,11 @@ def ellipsoid( return SceneElement("Ellipsoid", data, **kwargs) -def ellipsoid_bounds( - centers: Any, - radii: Any, - colors: Any = None, - **kwargs, +def EllipsoidAxes( + centers: ArrayLike, + radii: ArrayLike, + colors: Optional[ArrayLike] = None, + **kwargs: Any, ) -> SceneElement: """Create an ellipsoid bounds (wireframe) element. @@ -300,11 +269,11 @@ def ellipsoid_bounds( return SceneElement("EllipsoidBounds", data, **kwargs) -def cuboid( - centers: Any, - sizes: Any, - colors: Any = None, - **kwargs, +def Cuboid( + centers: ArrayLike, + sizes: ArrayLike, + colors: Optional[ArrayLike] = None, + **kwargs: Any, ) -> SceneElement: """Create a cuboid element. @@ -332,104 +301,3 @@ def cuboid( data["colors"] = colors return SceneElement("Cuboid", data, **kwargs) - - -def create_demo_scene(): - """Create a demo scene with examples of all element types.""" - # 1. Create a point cloud in a spiral pattern - n_points = 1000 - t = np.linspace(0, 10 * np.pi, n_points) - r = t / 30 - x = r * np.cos(t) - y = r * np.sin(t) - z = t / 10 - - # Create positions array - positions = np.column_stack([x, y, z]) - - # Create rainbow colors - hue = t / t.max() - colors = np.zeros((n_points, 3)) - # Red component - colors[:, 0] = np.clip(1.5 - abs(3.0 * hue - 1.5), 0, 1) - # Green component - colors[:, 1] = np.clip(1.5 - abs(3.0 * hue - 3.0), 0, 1) - # Blue component - colors[:, 2] = np.clip(1.5 - abs(3.0 * hue - 4.5), 0, 1) - - # Create varying scales for points - scales = 0.01 + 0.02 * np.sin(t) - - # Create the base scene with shared elements - base_scene = ( - point_cloud( - positions, - colors, - scales, - onHover=Plot.js("(i) => $state.update({hover_point: i})"), - decorations=[ - { - "indexes": Plot.js( - "$state.hover_point ? [$state.hover_point] : []" - ), - "color": [1, 1, 0], - "scale": 1.5, - } - ], - ) - + - # Ellipsoids with one highlighted - ellipsoid( - centers=np.array([[0.5, 0.5, 0.5], [-0.5, -0.5, 0.5], [0.0, 0.0, 0.0]]), - radii=np.array([[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]]), - colors=np.array([[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]), - decorations=[deco([1], color=[1, 1, 0], alpha=0.8)], - ) - + - # Ellipsoid bounds with transparency - ellipsoid_bounds( - centers=np.array([[0.8, 0.0, 0.0], [-0.8, 0.0, 0.0]]), - radii=np.array([[0.2, 0.1, 0.1], [0.1, 0.2, 0.1]]), - colors=np.array([[1.0, 0.5, 0.0], [0.0, 0.5, 1.0]]), - decorations=[deco([0, 1], alpha=0.5)], - ) - + - # Cuboids with one enlarged - cuboid( - centers=np.array([[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]]), - sizes=np.array([[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]]), - colors=np.array([[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]]), - decorations=[deco([0], scale=1.2)], - ) - ) - controlled_camera = { - "camera": Plot.js("$state.camera"), - "onCameraChange": Plot.js("(camera) => $state.update({camera})"), - } - - # Create a layout with two scenes side by side - scene = ( - (base_scene + controlled_camera & base_scene + controlled_camera) - | base_scene - | Plot.initialState( - { - "camera": { - "position": [ - 1.5 * math.sin(0.2) * math.sin(1.0), # x - 1.5 * math.cos(1.0), # y - 1.5 * math.sin(0.2) * math.cos(1.0), # z - ], - "target": [0, 0, 0], - "up": [0, 1, 0], - "fov": math.degrees(math.pi / 3), - "near": 0.01, - "far": 100.0, - } - } - ) - ) - - return scene - - -create_demo_scene() diff --git a/tsconfig.json b/tsconfig.json index 63b9c6aa..37266d85 100644 --- a/tsconfig.json +++ b/tsconfig.json @@ -3,11 +3,13 @@ "target": "ES2020", "lib": ["DOM", "DOM.Iterable", "ESNext", "ES2015"], "module": "ESNext", + "moduleResolution": "node", "jsx": "react", "strict": true, "esModuleInterop": true, "skipLibCheck": true, - "forceConsistentCasingInFileNames": true + "forceConsistentCasingInFileNames": true, + "types": ["@webgpu/types"] }, "include": ["src/**/*"], "exclude": ["node_modules"] diff --git a/yarn.lock b/yarn.lock index 2e646c44..2f4d0d4a 100644 --- a/yarn.lock +++ b/yarn.lock @@ -877,6 +877,11 @@ loupe "^3.1.1" tinyrainbow "^1.2.0" +"@webgpu/types@^0.1.53": + version "0.1.53" + resolved "https://registry.yarnpkg.com/@webgpu/types/-/types-0.1.53.tgz#19a607eceefe90dadb49209a5fbd0fd60289fffa" + integrity sha512-x+BLw/opaz9LiVyrMsP75nO1Rg0QfrACUYIbVSfGwY/w0DiWIPYYrpte6us//KZXinxFAOJl0+C17L1Vi2vmDw== + agent-base@^7.0.2, agent-base@^7.1.0: version "7.1.1" resolved "https://registry.yarnpkg.com/agent-base/-/agent-base-7.1.1.tgz#bdbded7dfb096b751a2a087eeeb9664725b2e317" From fc5b9f7d125578d1712107e68a8f3d9461bac72f Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 12:26:26 +0100 Subject: [PATCH 090/167] fix types --- src/genstudio/js/scene3d/scene3dNew.tsx | 42 ++++++++++++++----------- src/genstudio/js/utils.ts | 12 +++---- 2 files changed, 29 insertions(+), 25 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index da80dc0e..8bf03457 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -418,15 +418,15 @@ const cuboidSpec: PrimitiveSpec = { * 1.5) Extended Spec: also handle pipeline & render objects ******************************************************/ interface RenderObject { - pipeline: GPURenderPipeline; - vertexBuffers: [GPUBuffer, BufferInfo]; // First is geometry, second is instance data + pipeline?: GPURenderPipeline; + vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays indexBuffer?: GPUBuffer; vertexCount?: number; indexCount?: number; instanceCount?: number; - pickingPipeline: GPURenderPipeline; - pickingVertexBuffers: [GPUBuffer, BufferInfo]; // First is geometry, second is instance data + pickingPipeline?: GPURenderPipeline; + pickingVertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays pickingIndexBuffer?: GPUBuffer; pickingVertexCount?: number; pickingIndexCount?: number; @@ -1241,9 +1241,9 @@ interface SceneProps { width?: number; height?: number; aspectRatio?: number; - camera?: CameraState; - defaultCamera?: CameraState; - onCameraChange?: (camera: CameraState) => void; + camera?: CameraParams; + defaultCamera?: CameraParams; + onCameraChange?: (camera: CameraParams) => void; } export function Scene({ elements, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { @@ -1298,7 +1298,7 @@ function SceneInner({ renderObjects: RenderObject[]; elementBaseId: number[]; - idToElement: {elementIdx: number, instanceIdx: number}[]; + idToElement: ({elementIdx: number, instanceIdx: number} | null)[]; pipelineCache: Map; // Add this dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; // Add this @@ -1404,7 +1404,7 @@ function SceneInner({ readbackBuffer, renderObjects: [], elementBaseId: [], - idToElement: [], + idToElement: [null], // First ID (0) is reserved pipelineCache: new Map(), dynamicBuffers: null, resources: { @@ -1603,15 +1603,15 @@ function SceneInner({ const spec = primitiveRegistry[elem.type]; if(!spec) { return { - pipeline: null, + pipeline: undefined, vertexBuffers: [], - indexBuffer: null, + indexBuffer: undefined, vertexCount: 0, indexCount: 0, instanceCount: 0, - pickingPipeline: null, + pickingPipeline: undefined, pickingVertexBuffers: [], - pickingIndexBuffer: null, + pickingIndexBuffer: undefined, pickingVertexCount: 0, pickingIndexCount: 0, pickingInstanceCount: 0, @@ -1660,7 +1660,7 @@ function SceneInner({ return { ...baseRenderObject, - pickingPipeline: null, + pickingPipeline: undefined, pickingVertexBuffers: [], pickingDataStale: true, elementIndex: i @@ -1760,7 +1760,9 @@ function SceneInner({ // Set instance buffer (always second) const instanceInfo = ro.vertexBuffers[1]; - pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); + if (instanceInfo) { + pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); + } if(ro.indexBuffer) { pass.setIndexBuffer(ro.indexBuffer, 'uint16'); @@ -1841,7 +1843,9 @@ function SceneInner({ // Set instance buffer (always second) const instanceInfo = ro.pickingVertexBuffers[1]; - pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); + if (instanceInfo) { + pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); + } if(ro.pickingIndexBuffer) { pass.setIndexBuffer(ro.pickingIndexBuffer, 'uint16'); @@ -1948,7 +1952,7 @@ function SceneInner({ ); // Rename to be more specific to scene3d - const handleScene3dMouseMove = useCallback((e: ReactMouseEvent) => { + const handleScene3dMouseMove = useCallback((e: MouseEvent) => { if(!canvasRef.current) return; const rect = canvasRef.current.getBoundingClientRect(); const x = e.clientX - rect.left; @@ -1973,7 +1977,7 @@ function SceneInner({ } }, [handleCameraUpdate, throttledPickAtScreenXY]); - const handleScene3dMouseDown = useCallback((e: ReactMouseEvent) => { + const handleScene3dMouseDown = useCallback((e: MouseEvent) => { mouseState.current = { type: 'dragging', button: e.button, @@ -1987,7 +1991,7 @@ function SceneInner({ e.preventDefault(); }, []); - const handleScene3dMouseUp = useCallback((e: ReactMouseEvent) => { + const handleScene3dMouseUp = useCallback((e: MouseEvent) => { const st = mouseState.current; if(st.type === 'dragging' && st.startX !== undefined && st.startY !== undefined) { if(!canvasRef.current) return; diff --git a/src/genstudio/js/utils.ts b/src/genstudio/js/utils.ts index e93a58cd..d89019ae 100644 --- a/src/genstudio/js/utils.ts +++ b/src/genstudio/js/utils.ts @@ -164,16 +164,16 @@ function debounce(func, wait, leading = true) { }; } -export function useContainerWidth(threshold=10) { - const containerRef = React.useRef(null); - const [containerWidth, setContainerWidth] = React.useState(0); - const lastWidthRef = React.useRef(0); - const DEBOUNCE = false; +export function useContainerWidth(threshold: number = 10): [React.RefObject, number] { + const containerRef = React.useRef(null); + const [containerWidth, setContainerWidth] = React.useState(0); + const lastWidthRef = React.useRef(0); + const DEBOUNCE: boolean = false; React.useEffect(() => { if (!containerRef.current) return; - const handleWidth = width => { + const handleWidth = (width: number) => { const diff = Math.abs(width - lastWidthRef.current); if (diff >= threshold) { lastWidthRef.current = width; From 15be57723967b4e2393026522302ddf75e4a672e Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 13:16:27 +0100 Subject: [PATCH 091/167] factor out common code from shading/picking pipelines --- src/genstudio/js/scene3d/scene3dNew.tsx | 699 ++++++++++-------------- src/genstudio/scene3d.py | 2 +- 2 files changed, 297 insertions(+), 404 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 8bf03457..4d496537 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -578,6 +578,145 @@ function initGeometryResources(device: GPUDevice, resources: GeometryResources) } } +/****************************************************** + * 1.7) Pipeline Configuration Helpers + ******************************************************/ +interface VertexBufferLayout { + arrayStride: number; + stepMode?: GPUVertexStepMode; + attributes: { + shaderLocation: number; + offset: number; + format: GPUVertexFormat; + }[]; +} + +interface PipelineConfig { + vertexShader: string; + fragmentShader: string; + vertexEntryPoint: string; + fragmentEntryPoint: string; + bufferLayouts: VertexBufferLayout[]; + primitive?: { + topology?: GPUPrimitiveTopology; + cullMode?: GPUCullMode; + }; + blend?: { + color?: GPUBlendComponent; + alpha?: GPUBlendComponent; + }; +} + +function createRenderPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + config: PipelineConfig, + format: GPUTextureFormat +): GPURenderPipeline { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex: { + module: device.createShaderModule({ code: config.vertexShader }), + entryPoint: config.vertexEntryPoint, + buffers: config.bufferLayouts + }, + fragment: { + module: device.createShaderModule({ code: config.fragmentShader }), + entryPoint: config.fragmentEntryPoint, + targets: [{ + format, + ...(config.blend && { + blend: { + color: config.blend.color || { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha' + }, + alpha: config.blend.alpha || { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha' + } + } + }) + }] + }, + primitive: { + topology: config.primitive?.topology || 'triangle-list', + cullMode: config.primitive?.cullMode || 'back' + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less-equal' + } + }); +} + +// Common vertex buffer layouts +const POINT_CLOUD_GEOMETRY_LAYOUT: VertexBufferLayout = { + arrayStride: 8, + attributes: [{ + shaderLocation: 0, + offset: 0, + format: 'float32x2' + }] +}; + +const POINT_CLOUD_INSTANCE_LAYOUT: VertexBufferLayout = { + arrayStride: 9*4, + stepMode: 'instance', + attributes: [ + {shaderLocation: 1, offset: 0, format: 'float32x3'}, + {shaderLocation: 2, offset: 3*4, format: 'float32x3'}, + {shaderLocation: 3, offset: 6*4, format: 'float32'}, + {shaderLocation: 4, offset: 7*4, format: 'float32'}, + {shaderLocation: 5, offset: 8*4, format: 'float32'} + ] +}; + +const POINT_CLOUD_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { + arrayStride: 6*4, + stepMode: 'instance', + attributes: [ + {shaderLocation: 1, offset: 0, format: 'float32x3'}, + {shaderLocation: 2, offset: 3*4, format: 'float32'}, + {shaderLocation: 3, offset: 4*4, format: 'float32'}, + {shaderLocation: 4, offset: 5*4, format: 'float32'} + ] +}; + +const MESH_GEOMETRY_LAYOUT: VertexBufferLayout = { + arrayStride: 6*4, + attributes: [ + {shaderLocation: 0, offset: 0, format: 'float32x3'}, + {shaderLocation: 1, offset: 3*4, format: 'float32x3'} + ] +}; + +const ELLIPSOID_INSTANCE_LAYOUT: VertexBufferLayout = { + arrayStride: 10*4, + stepMode: 'instance', + attributes: [ + {shaderLocation: 2, offset: 0, format: 'float32x3'}, + {shaderLocation: 3, offset: 3*4, format: 'float32x3'}, + {shaderLocation: 4, offset: 6*4, format: 'float32x3'}, + {shaderLocation: 5, offset: 9*4, format: 'float32'} + ] +}; + +const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { + arrayStride: 7*4, + stepMode: 'instance', + attributes: [ + {shaderLocation: 2, offset: 0, format: 'float32x3'}, + {shaderLocation: 3, offset: 3*4, format: 'float32x3'}, + {shaderLocation: 4, offset: 6*4, format: 'float32'} + ] +}; + /****************************************************** * 2.1) PointCloud ExtendedSpec ******************************************************/ @@ -586,99 +725,32 @@ const pointCloudExtendedSpec: ExtendedSpec = { getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); - return getOrCreatePipeline( device, "PointCloudShading", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: billboardVertCode }), - entryPoint:'vs_main', - buffers:[ - // billboard corners - { - arrayStride: 8, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - // instance data - { - arrayStride: 9*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32x3'}, - {shaderLocation:3, offset:6*4, format:'float32'}, - {shaderLocation:4, offset:7*4, format:'float32'}, - {shaderLocation:5, offset:8*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: billboardFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back' }, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: billboardVertCode, + fragmentShader: billboardFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_INSTANCE_LAYOUT], + blend: {} // Use defaults + }, format), cache ); }, getPickingPipeline(device, bindGroupLayout, cache) { - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); return getOrCreatePipeline( device, "PointCloudPicking", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint: 'vs_pointcloud', - buffers:[ - // corners - { - arrayStride: 8, - attributes:[{shaderLocation:0, offset:0, format:'float32x2'}] - }, - // instance data - { - arrayStride: 6*4, - stepMode:'instance', - attributes:[ - {shaderLocation:1, offset:0, format:'float32x3'}, - {shaderLocation:2, offset:3*4, format:'float32'}, // pickID - {shaderLocation:3, offset:4*4, format:'float32'}, // scaleX - {shaderLocation:4, offset:5*4, format:'float32'} // scaleY - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_pointcloud', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), cache ); }, @@ -725,102 +797,32 @@ const ellipsoidExtendedSpec: ExtendedSpec = { getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); return getOrCreatePipeline( device, "EllipsoidShading", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: ellipsoidVertCode }), - entryPoint:'vs_main', - buffers:[ - // sphere geometry - { - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: ellipsoidFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: ellipsoidVertCode, + fragmentShader: ellipsoidFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], + blend: {} // Use defaults + }, format), cache ); }, getPickingPipeline(device, bindGroupLayout, cache) { - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); return getOrCreatePipeline( device, "EllipsoidPicking", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_ellipsoid', - buffers:[ - // sphere geometry - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_ellipsoid', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), cache ); }, @@ -855,102 +857,32 @@ const ellipsoidAxesExtendedSpec: ExtendedSpec = { getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); return getOrCreatePipeline( device, "EllipsoidAxesShading", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: ringVertCode }), - entryPoint:'vs_main', - buffers:[ - // ring geometry - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: ringFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: ringVertCode, + fragmentShader: ringFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], + blend: {} // Use defaults + }, format), cache ); }, getPickingPipeline(device, bindGroupLayout, cache) { - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); return getOrCreatePipeline( device, "EllipsoidAxesPicking", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_bands', - buffers:[ - // ring geometry - { - arrayStride:6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride:7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'back'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_bands', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), cache ); }, @@ -985,102 +917,34 @@ const cuboidExtendedSpec: ExtendedSpec = { getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); return getOrCreatePipeline( device, "CuboidShading", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: cuboidVertCode }), - entryPoint:'vs_main', - buffers:[ - // cube geometry - { - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 10*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32x3'}, - {shaderLocation:5, offset:9*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: cuboidFragCode }), - entryPoint:'fs_main', - targets:[{ - format, - blend:{ - color:{srcFactor:'src-alpha', dstFactor:'one-minus-src-alpha'}, - alpha:{srcFactor:'one', dstFactor:'one-minus-src-alpha'} - } - }] - }, - primitive:{ topology:'triangle-list', cullMode:'none' }, - depthStencil:{format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: cuboidVertCode, + fragmentShader: cuboidFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], + primitive: { cullMode: 'none' }, + blend: {} // Use defaults + }, format), cache ); }, getPickingPipeline(device, bindGroupLayout, cache) { - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); return getOrCreatePipeline( device, "CuboidPicking", - () => { - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'vs_cuboid', - buffers:[ - // cube geometry - { - arrayStride: 6*4, - attributes:[ - {shaderLocation:0, offset:0, format:'float32x3'}, - {shaderLocation:1, offset:3*4, format:'float32x3'} - ] - }, - // instance data - { - arrayStride: 7*4, - stepMode:'instance', - attributes:[ - {shaderLocation:2, offset:0, format:'float32x3'}, - {shaderLocation:3, offset:3*4, format:'float32x3'}, - {shaderLocation:4, offset:6*4, format:'float32'} - ] - } - ] - }, - fragment:{ - module: device.createShaderModule({ code: pickingVertCode }), - entryPoint:'fs_pick', - targets:[{ format:'rgba8unorm' }] - }, - primitive:{ topology:'triangle-list', cullMode:'none'}, - depthStencil:{ format:'depth24plus', depthWriteEnabled:true, depthCompare:'less-equal'} - }); - }, + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_cuboid', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT], + primitive: { cullMode: 'none' } + }, 'rgba8unorm'), cache ); }, @@ -1599,73 +1463,87 @@ function SceneInner({ // Build ID mapping buildElementIdMapping(elements); - return elements.map((elem, i) => { + const validRenderObjects: RenderObject[] = []; + + elements.forEach((elem, i) => { const spec = primitiveRegistry[elem.type]; if(!spec) { - return { - pipeline: undefined, - vertexBuffers: [], - indexBuffer: undefined, - vertexCount: 0, - indexCount: 0, - instanceCount: 0, - pickingPipeline: undefined, - pickingVertexBuffers: [], - pickingIndexBuffer: undefined, - pickingVertexCount: 0, - pickingIndexCount: 0, - pickingInstanceCount: 0, - pickingDataStale: true, - elementIndex: i - }; + console.warn(`Unknown primitive type: ${elem.type}`); + return; } - const count = spec.getCount(elem); - const renderData = spec.buildRenderData(elem); + try { + const count = spec.getCount(elem); + if (count === 0) { + console.warn(`Element ${i} (${elem.type}) has no instances`); + return; + } - let renderOffset = 0; - let stride = 0; - if(renderData && renderData.length > 0) { - renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; - // Calculate stride based on float count (4 bytes per float) - const floatsPerInstance = renderData.length / count; - stride = Math.ceil(floatsPerInstance) * 4; - - device.queue.writeBuffer( - dynamicBuffers.renderBuffer, - renderOffset, - renderData.buffer, - renderData.byteOffset, - renderData.byteLength + const renderData = spec.buildRenderData(elem); + if (!renderData) { + console.warn(`Failed to build render data for element ${i} (${elem.type})`); + return; + } + + let renderOffset = 0; + let stride = 0; + if(renderData.length > 0) { + renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; + // Calculate stride based on float count (4 bytes per float) + const floatsPerInstance = renderData.length / count; + stride = Math.ceil(floatsPerInstance) * 4; + + device.queue.writeBuffer( + dynamicBuffers.renderBuffer, + renderOffset, + renderData.buffer, + renderData.byteOffset, + renderData.byteLength + ); + dynamicBuffers.renderOffset = renderOffset + (stride * count); + } + + const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); + if (!pipeline) { + console.warn(`Failed to create pipeline for element ${i} (${elem.type})`); + return; + } + + // Create render object with dynamic buffer reference + const baseRenderObject = spec.createRenderObject( + device, + pipeline, + null!, // We'll set this later in ensurePickingData + { // Pass buffer info instead of buffer + buffer: dynamicBuffers.renderBuffer, + offset: renderOffset, + stride: stride + }, + null, // No picking buffer yet + count, + resources ); - dynamicBuffers.renderOffset = renderOffset + (stride * count); - } - const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); + if (!baseRenderObject.vertexBuffers || baseRenderObject.vertexBuffers.length !== 2) { + console.warn(`Invalid vertex buffers for element ${i} (${elem.type})`); + return; + } - // Create render object with dynamic buffer reference - const baseRenderObject = spec.createRenderObject( - device, - pipeline, - null!, // We'll set this later in ensurePickingData - { // Pass buffer info instead of buffer - buffer: dynamicBuffers.renderBuffer, - offset: renderOffset, - stride: stride - }, - null, // No picking buffer yet - count, - resources - ); + const renderObject: RenderObject = { + ...baseRenderObject, + pickingPipeline: undefined, + pickingVertexBuffers: [undefined, undefined] as [GPUBuffer | undefined, BufferInfo | undefined], + pickingDataStale: true, + elementIndex: i + }; - return { - ...baseRenderObject, - pickingPipeline: undefined, - pickingVertexBuffers: [], - pickingDataStale: true, - elementIndex: i - }; + validRenderObjects.push(renderObject); + } catch (error) { + console.error(`Error creating render object for element ${i} (${elem.type}):`, error); + } }); + + return validRenderObjects; } /****************************************************** @@ -1746,23 +1624,20 @@ function SceneInner({ // Draw each object for(const ro of renderObjects) { - if (!ro.pipeline || !ro.vertexBuffers || ro.vertexBuffers.length !== 2) { - console.warn('Skipping invalid render object:', ro); + if (!isValidRenderObject(ro)) { continue; } + // Now TypeScript knows ro.pipeline is defined pass.setPipeline(ro.pipeline); pass.setBindGroup(0, uniformBindGroup); - // Set geometry buffer (always first) - const geometryBuffer = ro.vertexBuffers[0]; - pass.setVertexBuffer(0, geometryBuffer); + // And ro.vertexBuffers[0] is defined + pass.setVertexBuffer(0, ro.vertexBuffers[0]); - // Set instance buffer (always second) + // And ro.vertexBuffers[1] is defined const instanceInfo = ro.vertexBuffers[1]; - if (instanceInfo) { - pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); - } + pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); if(ro.indexBuffer) { pass.setIndexBuffer(ro.indexBuffer, 'uint16'); @@ -2589,3 +2464,21 @@ function computeCanvasDimensions(containerWidth: number, width?: number, height? } }; } + +// Add validation helper +function isValidRenderObject(ro: RenderObject): ro is Required> & { + vertexBuffers: [GPUBuffer, BufferInfo]; +} & RenderObject { + return ( + ro.pipeline !== undefined && + Array.isArray(ro.vertexBuffers) && + ro.vertexBuffers.length === 2 && + ro.vertexBuffers[0] !== undefined && + ro.vertexBuffers[1] !== undefined && + 'buffer' in ro.vertexBuffers[1] && + 'offset' in ro.vertexBuffers[1] && + (ro.indexBuffer !== undefined || ro.vertexCount !== undefined) && + typeof ro.instanceCount === 'number' && + ro.instanceCount > 0 + ); +} diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 4ace8a4b..1ef302a1 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -266,7 +266,7 @@ def EllipsoidAxes( colors = colors.flatten() data["colors"] = colors - return SceneElement("EllipsoidBounds", data, **kwargs) + return SceneElement("EllipsoidAxes", data, **kwargs) def Cuboid( From de9df4c995aa744f6677a02adf6a24e0a806d237 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 16:39:52 +0100 Subject: [PATCH 092/167] fix point occlusion --- notebooks/scene3d_occlusions.py | 96 +++++++++ src/genstudio/js/scene3d/scene3dNew.tsx | 251 ++++++++++++++++-------- 2 files changed, 265 insertions(+), 82 deletions(-) create mode 100644 notebooks/scene3d_occlusions.py diff --git a/notebooks/scene3d_occlusions.py b/notebooks/scene3d_occlusions.py new file mode 100644 index 00000000..303cacce --- /dev/null +++ b/notebooks/scene3d_occlusions.py @@ -0,0 +1,96 @@ +import numpy as np +from genstudio.scene3d import PointCloud, Ellipsoid, EllipsoidAxes, Cuboid, deco +import genstudio.plot as Plot +import math + + +def create_demo_scene(): + """Create a demo scene to demonstrate occlusions with point cloud intersecting other primitives.""" + # 1. Create a point cloud in a straight line pattern + n_points = 1000 + x = np.linspace(-1, 1, n_points) + y = np.zeros(n_points) + z = np.zeros(n_points) + + # Create positions array + positions = np.column_stack([x, y, z]) + + # Create uniform colors for visibility + colors = np.tile([0.0, 1.0, 0.0], (n_points, 1)) # Green line + + # Create uniform scales for points + scales = np.full(n_points, 0.02) + + # Create the base scene with shared elements + base_scene = ( + PointCloud( + positions, + colors, + scales, + onHover=Plot.js("(i) => $state.update({hover_point: i})"), + decorations=[ + { + "indexes": Plot.js( + "$state.hover_point ? [$state.hover_point] : []" + ), + "color": [1, 1, 0], + "scale": 1.5, + } + ], + ) + + + # Ellipsoids with one highlighted + Ellipsoid( + centers=np.array([[0.5, 0.0, 0.0], [-0.5, 0.0, 0.0], [0.0, 0.0, 0.0]]), + radii=np.array([[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]]), + colors=np.array([[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]), + decorations=[deco([1], color=[1, 1, 0], alpha=0.8)], + ) + + + # Ellipsoid bounds with transparency + EllipsoidAxes( + centers=np.array([[0.8, 0.0, 0.0], [-0.8, 0.0, 0.0]]), + radii=np.array([[0.2, 0.1, 0.1], [0.1, 0.2, 0.1]]), + colors=np.array([[1.0, 0.5, 0.0], [0.0, 0.5, 1.0]]), + decorations=[deco([0, 1], alpha=0.5)], + ) + + + # Cuboids with one enlarged + Cuboid( + centers=np.array([[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]]), + sizes=np.array([[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]]), + colors=np.array([[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]]), + decorations=[deco([0], scale=1.2)], + ) + ) + controlled_camera = { + "camera": Plot.js("$state.camera"), + "onCameraChange": Plot.js("(camera) => $state.update({camera})"), + } + + # Create a layout with two scenes side by side + scene = ( + (base_scene + controlled_camera & base_scene + controlled_camera) + | base_scene + | Plot.initialState( + { + "camera": { + "position": [ + 1.5 * math.sin(0.2) * math.sin(1.0), # x + 1.5 * math.cos(1.0), # y + 1.5 * math.sin(0.2) * math.cos(1.0), # z + ], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.degrees(math.pi / 3), + "near": 0.01, + "far": 100.0, + } + } + ) + ) + + return scene + + +create_demo_scene() diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 4d496537..0d4ca5be 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -91,25 +91,24 @@ const pointCloudSpec: PrimitiveSpec = { const count = positions.length / 3; if(count === 0) return null; - // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, scaleX, scaleY) - const arr = new Float32Array(count * 9); + // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, scale) + const arr = new Float32Array(count * 8); // Changed from 9 to 8 floats per instance for(let i=0; i = { for(const idx of dec.indexes){ if(idx<0||idx>=count) continue; if(dec.color){ - arr[idx*9+3] = dec.color[0]; - arr[idx*9+4] = dec.color[1]; - arr[idx*9+5] = dec.color[2]; + arr[idx*8+3] = dec.color[0]; + arr[idx*8+4] = dec.color[1]; + arr[idx*8+5] = dec.color[2]; } if(dec.alpha !== undefined){ - arr[idx*9+6] = dec.alpha; + arr[idx*8+6] = dec.alpha; } if(dec.scale !== undefined){ - arr[idx*9+7] *= dec.scale; - arr[idx*9+8] *= dec.scale; + arr[idx*8+7] *= dec.scale; } if(dec.minSize !== undefined){ - if(arr[idx*9+7] < dec.minSize) arr[idx*9+7] = dec.minSize; - if(arr[idx*9+8] < dec.minSize) arr[idx*9+8] = dec.minSize; + if(arr[idx*8+7] < dec.minSize) arr[idx*8+7] = dec.minSize; } } } @@ -142,16 +139,15 @@ const pointCloudSpec: PrimitiveSpec = { const count = positions.length / 3; if(count===0) return null; - // (pos.x, pos.y, pos.z, pickID, scaleX, scaleY) - const arr = new Float32Array(count*6); + // (pos.x, pos.y, pos.z, pickID, scale) + const arr = new Float32Array(count*5); for(let i=0; i = { vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_INSTANCE_LAYOUT], - blend: {} // Use defaults + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + }, + primitive: { + cullMode: 'none', // Don't cull any faces + topology: 'triangle-list' + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less' + } }, format), cache ); @@ -800,13 +836,12 @@ const ellipsoidExtendedSpec: ExtendedSpec = { return getOrCreatePipeline( device, "EllipsoidShading", - () => createRenderPipeline(device, bindGroupLayout, { + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { vertexShader: ellipsoidVertCode, fragmentShader: ellipsoidFragCode, vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], - blend: {} // Use defaults + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] }, format), cache ); @@ -920,14 +955,12 @@ const cuboidExtendedSpec: ExtendedSpec = { return getOrCreatePipeline( device, "CuboidShading", - () => createRenderPipeline(device, bindGroupLayout, { + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { vertexShader: cuboidVertCode, fragmentShader: cuboidFragCode, vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], - primitive: { cullMode: 'none' }, - blend: {} // Use defaults + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] }, format), cache ); @@ -2087,17 +2120,24 @@ struct VSOut { @vertex fn vs_main( - @location(0) corner: vec2, - @location(1) pos: vec3, - @location(2) col: vec3, - @location(3) alpha: f32, - @location(4) scaleX: f32, - @location(5) scaleY: f32 + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) instancePos: vec3, + @location(3) col: vec3, + @location(4) alpha: f32, + @location(5) scale: f32 )-> VSOut { - let offset = camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); - let worldPos = vec4(pos + offset, 1.0); + // Create camera-facing orientation + let right = camera.cameraRight; + let up = camera.cameraUp; + + // Transform quad vertices to world space + let scaledRight = right * (localPos.x * scale); + let scaledUp = up * (localPos.y * scale); + let worldPos = instancePos + scaledRight + scaledUp; + var out: VSOut; - out.Position = camera.mvp * worldPos; + out.Position = camera.mvp * vec4(worldPos, 1.0); out.color = col; out.alpha = alpha; return out; @@ -2128,7 +2168,8 @@ struct VSOut { @location(1) normal: vec3, @location(2) baseColor: vec3, @location(3) alpha: f32, - @location(4) worldPos: vec3 + @location(4) worldPos: vec3, + @location(5) instancePos: vec3 // Added instance position }; @vertex @@ -2148,7 +2189,8 @@ fn vs_main( out.normal = scaledNorm; out.baseColor = iColor; out.alpha = iAlpha; - out.worldPos = worldPos.xyz; + out.worldPos = worldPos; + out.instancePos = iPos; // Pass through instance position return out; } `; @@ -2170,17 +2212,23 @@ fn fs_main( @location(1) normal: vec3, @location(2) baseColor: vec3, @location(3) alpha: f32, - @location(4) worldPos: vec3 + @location(4) worldPos: vec3, + @location(5) instancePos: vec3 )-> @location(0) vec4 { - let N = normalize(normal); + // Blend between geometric and analytical normals + let geometricN = normalize(normal); + let analyticalN = normalize(worldPos - instancePos); + let N = normalize(mix(geometricN, analyticalN, 0.5)); // 50-50 blend + let L = normalize(camera.lightDir); - let lambert = max(dot(N,L), 0.0); + let V = normalize(-worldPos); + + let lambert = max(dot(N, L), 0.0); let ambient = ${LIGHTING.AMBIENT_INTENSITY}; var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); - let V = normalize(-worldPos); let H = normalize(L + V); - let spec = pow(max(dot(N,H),0.0), ${LIGHTING.SPECULAR_POWER}); + let spec = pow(max(dot(N, H),0.0), ${LIGHTING.SPECULAR_POWER}); color += vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; return vec4(color, alpha); @@ -2351,16 +2399,23 @@ struct VSOut { @vertex fn vs_pointcloud( - @location(0) corner: vec2, - @location(1) pos: vec3, - @location(2) pickID: f32, - @location(3) scaleX: f32, - @location(4) scaleY: f32 + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) instancePos: vec3, + @location(3) pickID: f32, + @location(4) scale: f32 )-> VSOut { - let offset = camera.cameraRight*(corner.x*scaleX) + camera.cameraUp*(corner.y*scaleY); - let worldPos = vec4(pos + offset, 1.0); + // Create camera-facing orientation + let right = camera.cameraRight; + let up = camera.cameraUp; + + // Transform quad vertices to world space + let scaledRight = right * (localPos.x * scale); + let scaledUp = up * (localPos.y * scale); + let worldPos = instancePos + scaledRight + scaledUp; + var out: VSOut; - out.pos = camera.mvp * worldPos; + out.pos = camera.mvp * vec4(worldPos, 1.0); out.pickID = pickID; return out; } @@ -2482,3 +2537,35 @@ function isValidRenderObject(ro: RenderObject): ro is Required 0 ); } + +function createTranslucentGeometryPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + config: Omit, + format: GPUTextureFormat +): GPURenderPipeline { + return createRenderPipeline(device, bindGroupLayout, { + ...config, + primitive: { + cullMode: 'none', // Render both faces + topology: 'triangle-list' + }, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less' + } + }, format); +} From 289d7c5b98a020745c859780789edb892d8379c3 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 16:46:48 +0100 Subject: [PATCH 093/167] fis specular highlights --- src/genstudio/js/scene3d/scene3dNew.tsx | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 0d4ca5be..3ebb89b2 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -1634,7 +1634,8 @@ function SceneInner({ ...Array.from(mvp), right[0], right[1], right[2], 0, // pad to vec4 camUp[0], camUp[1], camUp[2], 0, // pad to vec4 - lightDir[0], lightDir[1], lightDir[2], 0 // pad to vec4 + lightDir[0], lightDir[1], lightDir[2], 0, // pad to vec4 + camState.position[0], camState.position[1], camState.position[2], 0 // Add camera position ]); device.queue.writeBuffer(uniformBuffer, 0, uniformData); @@ -2204,6 +2205,8 @@ struct Camera { _pad2: f32, lightDir: vec3, _pad3: f32, + cameraPos: vec3, // Add camera position + _pad4: f32, }; @group(0) @binding(0) var camera : Camera; @@ -2221,7 +2224,7 @@ fn fs_main( let N = normalize(mix(geometricN, analyticalN, 0.5)); // 50-50 blend let L = normalize(camera.lightDir); - let V = normalize(-worldPos); + let V = normalize(camera.cameraPos - worldPos); let lambert = max(dot(N, L), 0.0); let ambient = ${LIGHTING.AMBIENT_INTENSITY}; From e963c210dcfff9ea4e155b394635c8604136a090 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 23:31:23 +0100 Subject: [PATCH 094/167] correct alpha blending --- notebooks/scene3d_occlusions.py | 85 +++++++++++++++++++------ src/genstudio/js/scene3d/scene3dNew.tsx | 80 ++++++++++++++--------- 2 files changed, 114 insertions(+), 51 deletions(-) diff --git a/notebooks/scene3d_occlusions.py b/notebooks/scene3d_occlusions.py index 303cacce..0cb8b7fa 100644 --- a/notebooks/scene3d_occlusions.py +++ b/notebooks/scene3d_occlusions.py @@ -6,9 +6,9 @@ def create_demo_scene(): """Create a demo scene to demonstrate occlusions with point cloud intersecting other primitives.""" - # 1. Create a point cloud in a straight line pattern + # 1. Create a point cloud that passes through all shapes n_points = 1000 - x = np.linspace(-1, 1, n_points) + x = np.linspace(-1.5, 1.5, n_points) # Reduced range to match tighter spacing y = np.zeros(n_points) z = np.zeros(n_points) @@ -39,28 +39,73 @@ def create_demo_scene(): ], ) + - # Ellipsoids with one highlighted + # Ellipsoids - one pair Ellipsoid( - centers=np.array([[0.5, 0.0, 0.0], [-0.5, 0.0, 0.0], [0.0, 0.0, 0.0]]), - radii=np.array([[0.1, 0.2, 0.1], [0.2, 0.1, 0.1], [0.15, 0.15, 0.15]]), - colors=np.array([[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]), - decorations=[deco([1], color=[1, 1, 0], alpha=0.8)], + centers=np.array( + [ + [-1.2, 0.0, 0.0], # First (solid) + [-0.8, 0.0, 0.0], # Second (semi-transparent) + ] + ), + radii=np.array( + [ + [0.3, 0.15, 0.2], # Elongated in x, compressed in y + [0.15, 0.3, 0.2], # Elongated in y, compressed in x + ] + ), + colors=np.array( + [ + [1.0, 0.0, 0.0], + [1.0, 0.0, 0.0], + ] + ), + decorations=[deco([1], alpha=0.5)], # Make second one semi-transparent ) + - # Ellipsoid bounds with transparency + # Ellipsoid axes - one pair EllipsoidAxes( - centers=np.array([[0.8, 0.0, 0.0], [-0.8, 0.0, 0.0]]), - radii=np.array([[0.2, 0.1, 0.1], [0.1, 0.2, 0.1]]), - colors=np.array([[1.0, 0.5, 0.0], [0.0, 0.5, 1.0]]), - decorations=[deco([0, 1], alpha=0.5)], + centers=np.array( + [ + [-0.2, 0.0, 0.0], # First (solid) + [0.2, 0.0, 0.0], # Second (semi-transparent) + ] + ), + radii=np.array( + [ + [0.2, 0.3, 0.15], # Non-uniform axes + [0.3, 0.15, 0.2], # Different non-uniform axes + ] + ), + colors=np.array( + [ + [0.0, 1.0, 0.0], + [0.0, 1.0, 0.0], + ] + ), + decorations=[deco([1], alpha=0.5)], # Make second one semi-transparent ) + - # Cuboids with one enlarged + # Cuboids - one pair Cuboid( - centers=np.array([[0.0, -0.8, 0.0], [0.0, -0.8, 0.3]]), - sizes=np.array([[0.3, 0.1, 0.2], [0.2, 0.1, 0.2]]), - colors=np.array([[0.8, 0.2, 0.8], [0.2, 0.8, 0.8]]), - decorations=[deco([0], scale=1.2)], + centers=np.array( + [ + [0.8, 0.0, 0.0], # First (solid) + [1.2, 0.0, 0.0], # Second (semi-transparent) + ] + ), + sizes=np.array( + [ + [0.3, 0.4, 0.2], # Non-uniform sizes + [0.4, 0.2, 0.3], # Different non-uniform sizes + ] + ), + colors=np.array( + [ + [0.0, 0.0, 1.0], + [0.0, 0.0, 1.0], + ] + ), + decorations=[deco([1], alpha=0.5)], # Make second one semi-transparent ) ) controlled_camera = { @@ -76,9 +121,9 @@ def create_demo_scene(): { "camera": { "position": [ - 1.5 * math.sin(0.2) * math.sin(1.0), # x - 1.5 * math.cos(1.0), # y - 1.5 * math.sin(0.2) * math.cos(1.0), # z + 2.5 * math.sin(0.2) * math.sin(1.0), # x - adjusted distance + 2.5 * math.cos(1.0), # y - adjusted distance + 2.5 * math.sin(0.2) * math.cos(1.0), # z - adjusted distance ], "target": [0, 0, 0], "up": [0, 1, 0], diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 3ebb89b2..61662ae4 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -961,7 +961,7 @@ const cuboidExtendedSpec: ExtendedSpec = { vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] - }, format), + }, format, 'none'), // Use 'none' for cuboids cache ); }, @@ -1040,7 +1040,8 @@ function createSphereGeometry(stacks=16, slices=24) { for(let j=0;j 24 verts, 36 indices const positions: number[] = [ - // +X face - 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, - // -X face - -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, - // +Y face - -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, - // -Y face - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, - // +Z face - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, - // -Z face - 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, + // +X face (right) - when looking at it from right side + 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR + // -X face (left) - when looking at it from left side + -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, // reordered: BL,BR,TL,TR + // +Y face (top) - when looking down at it + -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR + // -Y face (bottom) - when looking up at it + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, // reordered: BL,BR,TL,TR + // +Z face (front) - when looking at front + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR + // -Z face (back) - when looking at it from behind + 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, // reordered: BL,BR,TL,TR ]; + + // Normals stay the same as they define face orientation const normals: number[] = [ // +X 1,0,0, 1,0,0, 1,0,0, 1,0,0, @@ -1109,12 +1112,19 @@ function createCubeGeometry() { // -Z 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, ]; + + // For each face, define triangles in CCW order when viewed from outside const indices: number[] = []; for(let face=0; face<6; face++){ const base = face*4; - indices.push(base+0, base+2, base+1, base+0, base+3, base+2); + // All faces use same pattern: BL->BR->TL, BR->TR->TL + indices.push( + base+0, base+1, base+2, // first triangle: BL->BR->TL + base+1, base+3, base+2 // second triangle: BR->TR->TL + ); } - // Interleave + + // Interleave positions and normals const vertexData = new Float32Array(positions.length*2); for(let i=0; i, @location(5) instancePos: vec3 )-> @location(0) vec4 { - // Blend between geometric and analytical normals - let geometricN = normalize(normal); - let analyticalN = normalize(worldPos - instancePos); - let N = normalize(mix(geometricN, analyticalN, 0.5)); // 50-50 blend + // Debug flag to toggle normal visualization + let debugNormals = false; - let L = normalize(camera.lightDir); - let V = normalize(camera.cameraPos - worldPos); + if (debugNormals) { + // For debugging: show the normal as color while supporting translucency + let N = normalize(normal); + return vec4(N, alpha); // Display the normal vector as RGB color with original alpha + } else { + // Original shading code + let N = normal; - let lambert = max(dot(N, L), 0.0); - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; - var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); + let L = normalize(camera.lightDir); + let V = normalize(camera.cameraPos - worldPos); - let H = normalize(L + V); - let spec = pow(max(dot(N, H),0.0), ${LIGHTING.SPECULAR_POWER}); - color += vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; + let lambert = max(dot(N, L), 0.0); + let ambient = ${LIGHTING.AMBIENT_INTENSITY}; + var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); - return vec4(color, alpha); + let H = normalize(L + V); + let spec = pow(max(dot(N, H),0.0), ${LIGHTING.SPECULAR_POWER}); + color += vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; + + return vec4(color, alpha); + } } `; @@ -2545,12 +2562,13 @@ function createTranslucentGeometryPipeline( device: GPUDevice, bindGroupLayout: GPUBindGroupLayout, config: Omit, - format: GPUTextureFormat + format: GPUTextureFormat, + cullMode: GPUCullMode = 'back' // Default to back-face culling ): GPURenderPipeline { return createRenderPipeline(device, bindGroupLayout, { ...config, primitive: { - cullMode: 'none', // Render both faces + cullMode, topology: 'triangle-list' }, blend: { From 3268539fb5dd19d2eb891d45d636368516c5eb48 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 23:32:58 +0100 Subject: [PATCH 095/167] minor cleanup --- src/genstudio/js/scene3d/scene3dNew.tsx | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 61662ae4..c009c8cc 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -456,7 +456,6 @@ interface ExtendedSpec extends PrimitiveSpec { /** Create a RenderObject that references geometry + the two pipelines. */ createRenderObject( - device: GPUDevice, pipeline: GPURenderPipeline, pickingPipeline: GPURenderPipeline, instanceBufferInfo: BufferInfo | null, @@ -792,7 +791,6 @@ const pointCloudExtendedSpec: ExtendedSpec = { }, createRenderObject( - device: GPUDevice, pipeline: GPURenderPipeline, pickingPipeline: GPURenderPipeline, instanceBufferInfo: BufferInfo | null, @@ -862,7 +860,7 @@ const ellipsoidExtendedSpec: ExtendedSpec = { ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { if(!resources.sphereGeo) throw new Error("No sphere geometry available"); const { vb, ib, indexCount } = resources.sphereGeo; return { @@ -922,7 +920,7 @@ const ellipsoidAxesExtendedSpec: ExtendedSpec = { ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { if(!resources.ringGeo) throw new Error("No ring geometry available"); const { vb, ib, indexCount } = resources.ringGeo; return { @@ -982,7 +980,7 @@ const cuboidExtendedSpec: ExtendedSpec = { ); }, - createRenderObject(device, pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { if(!resources.cubeGeo) throw new Error("No cube geometry available"); const { vb, ib, indexCount } = resources.cubeGeo; return { @@ -1554,7 +1552,6 @@ function SceneInner({ // Create render object with dynamic buffer reference const baseRenderObject = spec.createRenderObject( - device, pipeline, null!, // We'll set this later in ensurePickingData { // Pass buffer info instead of buffer From 3da3866e16326e3f040a3d8723a813c80a89e2f2 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 28 Jan 2025 23:41:57 +0100 Subject: [PATCH 096/167] cleanup specs --- src/genstudio/js/scene3d/scene3dNew.tsx | 97 ++++++++++++++----------- 1 file changed, 56 insertions(+), 41 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index c009c8cc..be072910 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -54,7 +54,7 @@ const LIGHTING = { /****************************************************** * 1) Data Structures & "Spec" System ******************************************************/ -interface PrimitiveSpec { +interface PrimitiveDataSpec { getCount(element: E): number; buildRenderData(element: E): Float32Array | null; buildPickingData(element: E, baseID: number): Float32Array | null; @@ -68,6 +68,14 @@ interface Decoration { minSize?: number; } +/** Configuration for how a primitive type should be rendered */ +interface RenderConfig { + /** How faces should be culled */ + cullMode: GPUCullMode; + /** How vertices should be interpreted */ + topology: GPUPrimitiveTopology; +} + /** ===================== POINT CLOUD ===================== **/ interface PointCloudData { positions: Float32Array; @@ -82,7 +90,7 @@ export interface PointCloudElementConfig { onClick?: (index: number) => void; } -const pointCloudSpec: PrimitiveSpec = { +const pointCloudSpec: PrimitiveDataSpec = { getCount(elem){ return elem.data.positions.length / 3; }, @@ -167,7 +175,7 @@ export interface EllipsoidElementConfig { onClick?: (index: number) => void; } -const ellipsoidSpec: PrimitiveSpec = { +const ellipsoidSpec: PrimitiveDataSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -251,7 +259,7 @@ export interface EllipsoidAxesElementConfig { onClick?: (index: number) => void; } -const ellipsoidAxesSpec: PrimitiveSpec = { +const ellipsoidAxesSpec: PrimitiveDataSpec = { getCount(elem) { // each ellipsoid => 3 rings const c = elem.data.centers.length/3; @@ -335,7 +343,7 @@ export interface CuboidElementConfig { onClick?: (index: number) => void; } -const cuboidSpec: PrimitiveSpec = { +const cuboidSpec: PrimitiveDataSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -439,7 +447,10 @@ interface DynamicBuffers { pickingOffset: number; // Current offset into picking buffer } -interface ExtendedSpec extends PrimitiveSpec { +interface PrimitiveSpec extends PrimitiveDataSpec { + /** The default rendering configuration for this primitive type */ + renderConfig: RenderConfig; + /** Return (or lazily create) the GPU render pipeline for this type. */ getRenderPipeline( device: GPUDevice, @@ -461,12 +472,7 @@ interface ExtendedSpec extends PrimitiveSpec { instanceBufferInfo: BufferInfo | null, pickingBufferInfo: BufferInfo | null, instanceCount: number, - resources: { // Add this parameter - sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - billboardQuad: { vb: GPUBuffer; ib: GPUBuffer; } | null; - cubeGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - } + resources: GeometryResources ): RenderObject; } @@ -626,6 +632,12 @@ function createRenderPipeline( bindGroupLayouts: [bindGroupLayout] }); + // Get primitive configuration with defaults + const primitiveConfig = { + topology: config.primitive?.topology || 'triangle-list', + cullMode: config.primitive?.cullMode || 'back' + }; + return device.createRenderPipeline({ layout: pipelineLayout, vertex: { @@ -653,11 +665,8 @@ function createRenderPipeline( }) }] }, - primitive: { - topology: config.primitive?.topology || 'triangle-list', - cullMode: config.primitive?.cullMode || 'back' - }, - depthStencil: { + primitive: primitiveConfig, + depthStencil: config.depthStencil || { format: 'depth24plus', depthWriteEnabled: true, depthCompare: 'less' @@ -735,9 +744,12 @@ const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { /****************************************************** * 2.1) PointCloud ExtendedSpec ******************************************************/ -const pointCloudExtendedSpec: ExtendedSpec = { +const pointCloudExtendedSpec: PrimitiveSpec = { ...pointCloudSpec, - + renderConfig: { + cullMode: 'none', + topology: 'triangle-list' + }, getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); return getOrCreatePipeline( @@ -749,6 +761,7 @@ const pointCloudExtendedSpec: ExtendedSpec = { vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_INSTANCE_LAYOUT], + primitive: this.renderConfig, // Use the spec's render config blend: { color: { srcFactor: 'src-alpha', @@ -761,10 +774,6 @@ const pointCloudExtendedSpec: ExtendedSpec = { operation: 'add' } }, - primitive: { - cullMode: 'none', // Don't cull any faces - topology: 'triangle-list' - }, depthStencil: { format: 'depth24plus', depthWriteEnabled: true, @@ -826,9 +835,12 @@ const pointCloudExtendedSpec: ExtendedSpec = { /****************************************************** * 2.2) Ellipsoid ExtendedSpec ******************************************************/ -const ellipsoidExtendedSpec: ExtendedSpec = { +const ellipsoidExtendedSpec: PrimitiveSpec = { ...ellipsoidSpec, - + renderConfig: { + cullMode: 'back', + topology: 'triangle-list' + }, getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); return getOrCreatePipeline( @@ -840,7 +852,7 @@ const ellipsoidExtendedSpec: ExtendedSpec = { vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] - }, format), + }, format, ellipsoidExtendedSpec), cache ); }, @@ -885,22 +897,25 @@ const ellipsoidExtendedSpec: ExtendedSpec = { /****************************************************** * 2.3) EllipsoidAxes ExtendedSpec ******************************************************/ -const ellipsoidAxesExtendedSpec: ExtendedSpec = { +const ellipsoidAxesExtendedSpec: PrimitiveSpec = { ...ellipsoidAxesSpec, - + renderConfig: { + cullMode: 'back', + topology: 'triangle-list' + }, getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); return getOrCreatePipeline( device, "EllipsoidAxesShading", - () => createRenderPipeline(device, bindGroupLayout, { + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { vertexShader: ringVertCode, fragmentShader: ringFragCode, vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], blend: {} // Use defaults - }, format), + }, format, ellipsoidAxesExtendedSpec), cache ); }, @@ -945,9 +960,12 @@ const ellipsoidAxesExtendedSpec: ExtendedSpec = { /****************************************************** * 2.4) Cuboid ExtendedSpec ******************************************************/ -const cuboidExtendedSpec: ExtendedSpec = { +const cuboidExtendedSpec: PrimitiveSpec = { ...cuboidSpec, - + renderConfig: { + cullMode: 'none', // Cuboids need to be visible from both sides + topology: 'triangle-list' + }, getRenderPipeline(device, bindGroupLayout, cache) { const format = navigator.gpu.getPreferredCanvasFormat(); return getOrCreatePipeline( @@ -959,7 +977,7 @@ const cuboidExtendedSpec: ExtendedSpec = { vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] - }, format, 'none'), // Use 'none' for cuboids + }, format, cuboidExtendedSpec), cache ); }, @@ -974,7 +992,7 @@ const cuboidExtendedSpec: ExtendedSpec = { vertexEntryPoint: 'vs_cuboid', fragmentEntryPoint: 'fs_pick', bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT], - primitive: { cullMode: 'none' } + primitive: this.renderConfig }, 'rgba8unorm'), cache ); @@ -1011,7 +1029,7 @@ export type SceneElementConfig = | EllipsoidAxesElementConfig | CuboidElementConfig; -const primitiveRegistry: Record> = { +const primitiveRegistry: Record> = { PointCloud: pointCloudExtendedSpec, Ellipsoid: ellipsoidExtendedSpec, EllipsoidAxes: ellipsoidAxesExtendedSpec, @@ -2558,16 +2576,13 @@ function isValidRenderObject(ro: RenderObject): ro is Required, + config: PipelineConfig, format: GPUTextureFormat, - cullMode: GPUCullMode = 'back' // Default to back-face culling + primitiveSpec: PrimitiveSpec // Take the primitive spec instead of just type ): GPURenderPipeline { return createRenderPipeline(device, bindGroupLayout, { ...config, - primitive: { - cullMode, - topology: 'triangle-list' - }, + primitive: primitiveSpec.renderConfig, blend: { color: { srcFactor: 'src-alpha', From 81f2d6d4d555c42a9a0484560d6641431caadbde Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 00:24:15 +0100 Subject: [PATCH 097/167] consolidate specs --- src/genstudio/js/scene3d/scene3dNew.tsx | 652 ++++++++++++------------ 1 file changed, 313 insertions(+), 339 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index be072910..45a87fc8 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -54,10 +54,42 @@ const LIGHTING = { /****************************************************** * 1) Data Structures & "Spec" System ******************************************************/ -interface PrimitiveDataSpec { +interface PrimitiveSpec { + /** Get the number of instances in this element */ getCount(element: E): number; + + /** Build vertex buffer data for rendering */ buildRenderData(element: E): Float32Array | null; + + /** Build vertex buffer data for picking */ buildPickingData(element: E, baseID: number): Float32Array | null; + + /** The default rendering configuration for this primitive type */ + renderConfig: RenderConfig; + + /** Return (or lazily create) the GPU render pipeline for this type */ + getRenderPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + cache: Map + ): GPURenderPipeline; + + /** Return (or lazily create) the GPU picking pipeline for this type */ + getPickingPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + cache: Map + ): GPURenderPipeline; + + /** Create a RenderObject that references geometry + the two pipelines */ + createRenderObject( + pipeline: GPURenderPipeline, + pickingPipeline: GPURenderPipeline, + instanceBufferInfo: BufferInfo | null, + pickingBufferInfo: BufferInfo | null, + instanceCount: number, + resources: GeometryResources + ): RenderObject; } interface Decoration { @@ -90,10 +122,12 @@ export interface PointCloudElementConfig { onClick?: (index: number) => void; } -const pointCloudSpec: PrimitiveDataSpec = { - getCount(elem){ +const pointCloudSpec: PrimitiveSpec = { + // Data transformation methods + getCount(elem) { return elem.data.positions.length / 3; }, + buildRenderData(elem) { const { positions, colors, scales } = elem.data; const count = positions.length / 3; @@ -142,7 +176,8 @@ const pointCloudSpec: PrimitiveDataSpec = { } return arr; }, - buildPickingData(elem, baseID){ + + buildPickingData(elem, baseID) { const { positions, scales } = elem.data; const count = positions.length / 3; if(count===0) return null; @@ -158,6 +193,86 @@ const pointCloudSpec: PrimitiveDataSpec = { arr[i*5+4] = s; } return arr; + }, + + // Rendering configuration + renderConfig: { + cullMode: 'none', + topology: 'triangle-list' + }, + + // Pipeline creation methods + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "PointCloudShading", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: billboardVertCode, + fragmentShader: billboardFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_INSTANCE_LAYOUT], + primitive: this.renderConfig, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less' + } + }, format), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "PointCloudPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_pointcloud', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), + cache + ); + }, + + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if(!resources.billboardQuad){ + throw new Error("No billboard geometry available (not yet initialized)."); + } + const { vb, ib } = resources.billboardQuad; + + return { + pipeline, + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], + indexBuffer: ib, + indexCount: 6, + instanceCount, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], + pickingIndexBuffer: ib, + pickingIndexCount: 6, + pickingInstanceCount: instanceCount, + + elementIndex: -1, + pickingDataStale: true, + }; } }; @@ -175,7 +290,7 @@ export interface EllipsoidElementConfig { onClick?: (index: number) => void; } -const ellipsoidSpec: PrimitiveDataSpec = { +const ellipsoidSpec: PrimitiveSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -247,6 +362,61 @@ const ellipsoidSpec: PrimitiveDataSpec = { arr[i*7+6] = baseID + i; } return arr; + }, + renderConfig: { + cullMode: 'back', + topology: 'triangle-list' + }, + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "EllipsoidShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: ellipsoidVertCode, + fragmentShader: ellipsoidFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] + }, format, ellipsoidSpec), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "EllipsoidPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_ellipsoid', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), + cache + ); + }, + + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if(!resources.sphereGeo) throw new Error("No sphere geometry available"); + const { vb, ib, indexCount } = resources.sphereGeo; + return { + pipeline, + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], + indexBuffer: ib, + indexCount, + instanceCount, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: instanceCount, + + elementIndex: -1, + pickingDataStale: true, + }; } }; @@ -259,7 +429,7 @@ export interface EllipsoidAxesElementConfig { onClick?: (index: number) => void; } -const ellipsoidAxesSpec: PrimitiveDataSpec = { +const ellipsoidAxesSpec: PrimitiveSpec = { getCount(elem) { // each ellipsoid => 3 rings const c = elem.data.centers.length/3; @@ -326,6 +496,62 @@ const ellipsoidAxesSpec: PrimitiveDataSpec = { } } return arr; + }, + renderConfig: { + cullMode: 'back', + topology: 'triangle-list' + }, + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "EllipsoidAxesShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: ringVertCode, + fragmentShader: ringFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], + blend: {} // Use defaults + }, format, ellipsoidAxesSpec), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "EllipsoidAxesPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_bands', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), + cache + ); + }, + + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if(!resources.ringGeo) throw new Error("No ring geometry available"); + const { vb, ib, indexCount } = resources.ringGeo; + return { + pipeline, + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], + indexBuffer: ib, + indexCount, + instanceCount, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: instanceCount, + + elementIndex: -1, + pickingDataStale: true, + }; } }; @@ -343,7 +569,7 @@ export interface CuboidElementConfig { onClick?: (index: number) => void; } -const cuboidSpec: PrimitiveDataSpec = { +const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -415,26 +641,82 @@ const cuboidSpec: PrimitiveDataSpec = { arr[i*7+6] = baseID + i; } return arr; - } -}; - -/****************************************************** - * 1.5) Extended Spec: also handle pipeline & render objects - ******************************************************/ -interface RenderObject { - pipeline?: GPURenderPipeline; - vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays - indexBuffer?: GPUBuffer; - vertexCount?: number; - indexCount?: number; - instanceCount?: number; - - pickingPipeline?: GPURenderPipeline; - pickingVertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays - pickingIndexBuffer?: GPUBuffer; - pickingVertexCount?: number; - pickingIndexCount?: number; - pickingInstanceCount?: number; + }, + renderConfig: { + cullMode: 'none', // Cuboids need to be visible from both sides + topology: 'triangle-list' + }, + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "CuboidShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: cuboidVertCode, + fragmentShader: cuboidFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] + }, format, cuboidSpec), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "CuboidPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_cuboid', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT], + primitive: this.renderConfig + }, 'rgba8unorm'), + cache + ); + }, + + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if(!resources.cubeGeo) throw new Error("No cube geometry available"); + const { vb, ib, indexCount } = resources.cubeGeo; + return { + pipeline, + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], + indexBuffer: ib, + indexCount, + instanceCount, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: instanceCount, + + elementIndex: -1, + pickingDataStale: true, + }; + } +}; + +/****************************************************** + * 1.5) Extended Spec: also handle pipeline & render objects + ******************************************************/ +interface RenderObject { + pipeline?: GPURenderPipeline; + vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays + indexBuffer?: GPUBuffer; + vertexCount?: number; + indexCount?: number; + instanceCount?: number; + + pickingPipeline?: GPURenderPipeline; + pickingVertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays + pickingIndexBuffer?: GPUBuffer; + pickingVertexCount?: number; + pickingIndexCount?: number; + pickingInstanceCount?: number; elementIndex: number; pickingDataStale: boolean; @@ -447,35 +729,6 @@ interface DynamicBuffers { pickingOffset: number; // Current offset into picking buffer } -interface PrimitiveSpec extends PrimitiveDataSpec { - /** The default rendering configuration for this primitive type */ - renderConfig: RenderConfig; - - /** Return (or lazily create) the GPU render pipeline for this type. */ - getRenderPipeline( - device: GPUDevice, - bindGroupLayout: GPUBindGroupLayout, - cache: Map - ): GPURenderPipeline; - - /** Return (or lazily create) the GPU picking pipeline for this type. */ - getPickingPipeline( - device: GPUDevice, - bindGroupLayout: GPUBindGroupLayout, - cache: Map - ): GPURenderPipeline; - - /** Create a RenderObject that references geometry + the two pipelines. */ - createRenderObject( - pipeline: GPURenderPipeline, - pickingPipeline: GPURenderPipeline, - instanceBufferInfo: BufferInfo | null, - pickingBufferInfo: BufferInfo | null, - instanceCount: number, - resources: GeometryResources - ): RenderObject; -} - /****************************************************** * 1.6) Pipeline Cache Helper ******************************************************/ @@ -741,285 +994,6 @@ const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { ] }; -/****************************************************** - * 2.1) PointCloud ExtendedSpec - ******************************************************/ -const pointCloudExtendedSpec: PrimitiveSpec = { - ...pointCloudSpec, - renderConfig: { - cullMode: 'none', - topology: 'triangle-list' - }, - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "PointCloudShading", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: billboardVertCode, - fragmentShader: billboardFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_INSTANCE_LAYOUT], - primitive: this.renderConfig, // Use the spec's render config - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } - }, - depthStencil: { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less' - } - }, format), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "PointCloudPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, - vertexEntryPoint: 'vs_pointcloud', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_PICKING_INSTANCE_LAYOUT] - }, 'rgba8unorm'), - cache - ); - }, - - createRenderObject( - pipeline: GPURenderPipeline, - pickingPipeline: GPURenderPipeline, - instanceBufferInfo: BufferInfo | null, - pickingBufferInfo: BufferInfo | null, - instanceCount: number, - resources: GeometryResources - ): RenderObject { - if(!resources.billboardQuad){ - throw new Error("No billboard geometry available (not yet initialized)."); - } - const { vb, ib } = resources.billboardQuad; - - // Return properly typed vertex buffers array - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], // Explicitly type as tuple - indexBuffer: ib, - indexCount: 6, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], // Explicitly type as tuple - pickingIndexBuffer: ib, - pickingIndexCount: 6, - pickingInstanceCount: instanceCount, - - elementIndex: -1, - pickingDataStale: true, - }; - } -}; - -/****************************************************** - * 2.2) Ellipsoid ExtendedSpec - ******************************************************/ -const ellipsoidExtendedSpec: PrimitiveSpec = { - ...ellipsoidSpec, - renderConfig: { - cullMode: 'back', - topology: 'triangle-list' - }, - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "EllipsoidShading", - () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: ellipsoidVertCode, - fragmentShader: ellipsoidFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] - }, format, ellipsoidExtendedSpec), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "EllipsoidPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, - vertexEntryPoint: 'vs_ellipsoid', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] - }, 'rgba8unorm'), - cache - ); - }, - - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if(!resources.sphereGeo) throw new Error("No sphere geometry available"); - const { vb, ib, indexCount } = resources.sphereGeo; - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: instanceCount, - - elementIndex: -1, - pickingDataStale: true, - }; - } -}; - -/****************************************************** - * 2.3) EllipsoidAxes ExtendedSpec - ******************************************************/ -const ellipsoidAxesExtendedSpec: PrimitiveSpec = { - ...ellipsoidAxesSpec, - renderConfig: { - cullMode: 'back', - topology: 'triangle-list' - }, - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "EllipsoidAxesShading", - () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: ringVertCode, - fragmentShader: ringFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], - blend: {} // Use defaults - }, format, ellipsoidAxesExtendedSpec), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "EllipsoidAxesPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, - vertexEntryPoint: 'vs_bands', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] - }, 'rgba8unorm'), - cache - ); - }, - - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if(!resources.ringGeo) throw new Error("No ring geometry available"); - const { vb, ib, indexCount } = resources.ringGeo; - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: instanceCount, - - elementIndex: -1, - pickingDataStale: true, - }; - } -}; - -/****************************************************** - * 2.4) Cuboid ExtendedSpec - ******************************************************/ -const cuboidExtendedSpec: PrimitiveSpec = { - ...cuboidSpec, - renderConfig: { - cullMode: 'none', // Cuboids need to be visible from both sides - topology: 'triangle-list' - }, - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "CuboidShading", - () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: cuboidVertCode, - fragmentShader: cuboidFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] - }, format, cuboidExtendedSpec), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "CuboidPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, - vertexEntryPoint: 'vs_cuboid', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT], - primitive: this.renderConfig - }, 'rgba8unorm'), - cache - ); - }, - - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if(!resources.cubeGeo) throw new Error("No cube geometry available"); - const { vb, ib, indexCount } = resources.cubeGeo; - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: instanceCount, - - elementIndex: -1, - pickingDataStale: true, - }; - } -}; - /****************************************************** * 2.5) Put them all in a registry ******************************************************/ @@ -1030,10 +1004,10 @@ export type SceneElementConfig = | CuboidElementConfig; const primitiveRegistry: Record> = { - PointCloud: pointCloudExtendedSpec, - Ellipsoid: ellipsoidExtendedSpec, - EllipsoidAxes: ellipsoidAxesExtendedSpec, - Cuboid: cuboidExtendedSpec, + PointCloud: pointCloudSpec, // Use consolidated spec + Ellipsoid: ellipsoidSpec, + EllipsoidAxes: ellipsoidAxesSpec, + Cuboid: cuboidSpec, }; /****************************************************** From fc09b189b8f6453b8e5a411b052c779df51ffc5c Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 00:54:09 +0100 Subject: [PATCH 098/167] scene elements allow js inputs fix/add demos --- notebooks/points.py | 7 +- notebooks/scene3d_ripple.py | 240 ++++++++++++++++++++++++++++++++++++ src/genstudio/scene3d.py | 88 +++++-------- 3 files changed, 276 insertions(+), 59 deletions(-) create mode 100644 notebooks/scene3d_ripple.py diff --git a/notebooks/points.py b/notebooks/points.py index 1f0db1c1..a7a2b110 100644 --- a/notebooks/points.py +++ b/notebooks/points.py @@ -1,10 +1,9 @@ # %% import genstudio.plot as Plot -import genstudio.scene3d as Scene import numpy as np from genstudio.plot import js from colorsys import hsv_to_rgb -from genstudio.scene3d import deco, point_cloud +from genstudio.scene3d import deco, PointCloud def make_torus_knot(n_points: int): @@ -192,7 +191,7 @@ def scene(controlled, point_size, xyz, rgb, scale, select_region=False): } ) return ( - Scene.point_cloud( + PointCloud( positions=xyz, colors=rgb, scales=scale, @@ -327,7 +326,7 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): # %% ( - point_cloud( + PointCloud( positions=torus_xyz, colors=torus_rgb, scales=np.ones(NUM_POINTS) * 0.005, diff --git a/notebooks/scene3d_ripple.py b/notebooks/scene3d_ripple.py new file mode 100644 index 00000000..4c480f5b --- /dev/null +++ b/notebooks/scene3d_ripple.py @@ -0,0 +1,240 @@ +import numpy as np +import math + +import genstudio.plot as Plot +from genstudio.plot import js +from genstudio.scene3d import PointCloud, Ellipsoid, deco + + +# ----------------- 1) Ripple Grid (Point Cloud) ----------------- +def create_ripple_grid(n_x=50, n_y=50, n_frames=60): + """Create frames of a 2D grid of points in the XY plane with sinusoidal ripple over time. + + Returns: + xyz_frames: shape (n_frames, n_points*3), the coordinates for each frame, flattened + rgb: shape (n_points*3), constant color data + """ + # 1. Create the base grid in [x, y] + x_vals = np.linspace(-1.0, 1.0, n_x) + y_vals = np.linspace(-1.0, 1.0, n_y) + xx, yy = np.meshgrid(x_vals, y_vals) + + # Flatten to a list of (x,y) pairs + n_points = n_x * n_y + base_xy = np.column_stack([xx.flatten(), yy.flatten()]) + + # 2. We'll pre-allocate an array to hold the animated frames. + xyz_frames = np.zeros((n_frames, n_points * 3), dtype=np.float32) + + # 3. Create ripple in Z dimension. We'll do something like: + # z = amplitude * sin( wavefreq*(x + y) + time*speed ) + # You can adjust amplitude, wavefreq, speed as desired. + amplitude = 0.2 + wavefreq = 4.0 + speed = 2.0 + + # 4. Generate each frame + for frame_i in range(n_frames): + t = frame_i / float(n_frames) * 2.0 * math.pi * speed + # Calculate the z for each point + z_vals = amplitude * np.sin(wavefreq * (base_xy[:, 0] + base_xy[:, 1]) + t) + # Combine x, y, z + frame_xyz = np.column_stack([base_xy[:, 0], base_xy[:, 1], z_vals]) + # Flatten to shape (n_points*3,) + xyz_frames[frame_i] = frame_xyz.flatten() + + # 5. Assign colors. Here we do a simple grayscale or you can do something fancy. + # We'll map (x,y) to a color range for fun. + # Convert positions to 0..1 range for the color mapping + # We'll just do a simple gradient color based on x,y for demonstration. + x_norm = (base_xy[:, 0] + 1) / 2 + y_norm = (base_xy[:, 1] + 1) / 2 + # Let's make a color scheme that transitions from green->blue with x,y + # R = x, G = y, B = 1 - x + # or do whatever you like + r = x_norm + g = y_norm + b = 1.0 - x_norm + rgb = np.column_stack([r, g, b]).astype(np.float32).flatten() + + return xyz_frames, rgb + + +# ----------------- 2) Morphing Ellipsoids ----------------- +def create_morphing_ellipsoids( + n_ellipsoids=90, n_frames=180 +): # More frames for smoother motion + """ + Generate per-frame positions/radii for a vehicle-like convoy navigating a virtual city. + The convoy follows a distinct path as if following city streets. + + Returns: + centers_frames: shape (n_frames, n_ellipsoids, 3) + radii_frames: shape (n_frames, n_ellipsoids, 3) + colors: shape (n_ellipsoids, 3) + """ + n_snakes = 1 + n_per_snake = n_ellipsoids // n_snakes + + # Create colors that feel more vehicle-like + colors = np.zeros((n_ellipsoids, 3), dtype=np.float32) + t = np.linspace(0, 1, n_per_snake) + # Second convoy: red to orange glow + colors[:n_per_snake] = np.column_stack( + [0.9 - 0.1 * t, 0.3 + 0.3 * t, 0.2 + 0.1 * t] + ) + + centers_frames = np.zeros((n_frames, n_ellipsoids, 3), dtype=np.float32) + radii_frames = np.zeros((n_frames, n_ellipsoids, 3), dtype=np.float32) + + # City grid parameters + block_size = 0.8 + + for frame_i in range(n_frames): + t = 2.0 * math.pi * frame_i / float(n_frames) + + for i in range(n_per_snake): + idx = i + s = i / n_per_snake + + # Second convoy: follows rectangular blocks + block_t = (t * 0.2 + s * 0.5) % (2.0 * math.pi) + if block_t < math.pi / 2: # First segment + x = block_size * (block_t / (math.pi / 2)) + y = block_size + elif block_t < math.pi: # Second segment + x = block_size + y = block_size * (2 - block_t / (math.pi / 2)) + elif block_t < 3 * math.pi / 2: # Third segment + x = block_size * (3 - block_t / (math.pi / 2)) + y = -block_size + else: # Fourth segment + x = -block_size + y = block_size * (block_t / (math.pi / 2) - 4) + z = 0.15 + 0.05 * math.sin(block_t * 4) + + centers_frames[frame_i, idx] = [x, y, z] + + # Base size smaller for vehicle feel + base_size = 0.08 * (0.9 + 0.1 * math.sin(s * 2.0 * math.pi)) + + # Elongate in direction of motion + radii_frames[frame_i, idx] = [ + base_size * 1.5, # longer + base_size * 0.8, # narrower + base_size * 0.6, # lower profile + ] + + return centers_frames, radii_frames, colors + + +# ----------------- Putting it all together in a Plot ----------------- +def create_ripple_and_morph_scene(): + """ + Create a scene with: + 1) A ripple grid of points + 2) Three vehicle-like convoys navigating a virtual city + + Returns a Plot layout. + """ + # 1. Generate data for the ripple grid + n_frames = 120 # More frames for slower motion + grid_xyz_frames, grid_rgb = create_ripple_grid(n_x=60, n_y=60, n_frames=n_frames) + + # 2. Generate data for morphing ellipsoids + ellipsoid_centers, ellipsoid_radii, ellipsoid_colors = create_morphing_ellipsoids( + n_ellipsoids=90, n_frames=n_frames + ) + + # Debug prints to verify data + print("Ellipsoid centers shape:", ellipsoid_centers.shape) + print("Sample center frame 0:", ellipsoid_centers[0]) + print("Ellipsoid radii shape:", ellipsoid_radii.shape) + print("Sample radii frame 0:", ellipsoid_radii[0]) + print("Ellipsoid colors shape:", ellipsoid_colors.shape) + print("Colors:", ellipsoid_colors) + + # We'll set up a default camera that can see everything nicely + camera = { + "position": [2.0, 2.0, 1.5], # Adjusted for better view + "target": [0, 0, 0], + "up": [0, 0, 1], + "fov": 45, + "near": 0.01, + "far": 100.0, + } + + # 3. Create the Scenes + # Note: we can define separate scenes or combine them into a single scene + # by simply adding the geometry. Here, let's show them side-by-side. + + # First scene: the ripple grid + scene_grid = PointCloud( + positions=js("$state.grid_xyz[$state.frame]"), + colors=js("$state.grid_rgb"), + scales=np.ones(60 * 60, dtype=np.float32) * 0.03, # each point scale + onHover=js("(i) => $state.update({hover_point: i})"), + decorations=[ + deco( + js("$state.hover_point ? [$state.hover_point] : []"), + color=[1, 1, 0], + scale=1.5, + ), + ], + ) + { + "onCameraChange": js("(cam) => $state.update({camera: cam})"), + "camera": js("$state.camera"), + } + + # Second scene: the morphing ellipsoids with opacity decorations + scene_ellipsoids = Ellipsoid( + centers=js("$state.ellipsoid_centers[$state.frame]"), + radii=js("$state.ellipsoid_radii[$state.frame]"), + colors=js("$state.ellipsoid_colors"), + decorations=[ + # Vary opacity based on position in snake + deco(list(range(30)), alpha=0.7), # First snake more transparent + deco(list(range(30, 60)), alpha=0.9), # Second snake more solid + deco(list(range(60, 90)), alpha=0.9), # Third snake more solid + # Add some highlights + deco( + [0, 30], color=[1, 1, 0], alpha=0.8, scale=1.2 + ), # Highlight lead ellipsoids + deco( + [30, 60], color=[1, 1, 0], alpha=0.8, scale=1.2 + ), # Highlight lead ellipsoids + deco( + [60, 90], color=[1, 1, 0], alpha=0.8, scale=1.2 + ), # Highlight lead ellipsoids + ], + ) + { + "onCameraChange": js("(cam) => $state.update({camera: cam})"), + "camera": js("$state.camera"), + } + + layout = ( + Plot.initialState( + { + "camera": camera, + "frame": 0, # current frame in the animation + "grid_xyz": grid_xyz_frames, + "grid_rgb": grid_rgb, + "ellipsoid_centers": ellipsoid_centers.reshape( + n_frames, -1 + ), # Flatten to (n_frames, n_ellipsoids*3) + "ellipsoid_radii": ellipsoid_radii.reshape( + n_frames, -1 + ), # Flatten to (n_frames, n_ellipsoids*3) + "ellipsoid_colors": ellipsoid_colors.flatten(), # Flatten to (n_ellipsoids*3,) + "hover_point": None, + } + ) + | Plot.Slider("frame", range=n_frames, fps="raf") + | (scene_grid & scene_ellipsoids) + ) + + return layout + + +# Call create_ripple_and_morph_scene to get the final layout +create_ripple_and_morph_scene() diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 1ef302a1..659a6470 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -164,6 +164,25 @@ def for_json(self) -> Any: return [Plot.JSRef("scene3d.Scene"), props] +def flatten_array( + arr: ArrayLike, dtype: Any = np.float32 +) -> Union[np.ndarray, Plot.JSExpr]: + """Flatten an array if it is a 2D array, otherwise return as is. + + Args: + arr: The array to flatten. + dtype: The desired data type of the array. + + Returns: + A flattened array if input is 2D, otherwise the original array. + """ + if isinstance(arr, (np.ndarray, list)): + arr = np.asarray(arr, dtype=dtype) + if arr.ndim == 2: + return arr.flatten() + return arr + + def PointCloud( positions: ArrayLike, colors: Optional[ArrayLike] = None, @@ -178,25 +197,14 @@ def PointCloud( scales: N array of point scales or flattened array (optional) **kwargs: Additional arguments like decorations, onHover, onClick """ - # Ensure arrays are flattened float32/uint8 - if isinstance(positions, (np.ndarray, list)): - positions = np.asarray(positions, dtype=np.float32) - if positions.ndim == 2: - positions = positions.flatten() - + positions = flatten_array(positions, dtype=np.float32) data: Dict[str, Any] = {"positions": positions} - if isinstance(colors, (np.ndarray, list)): - colors = np.asarray(colors, dtype=np.float32) - if colors.ndim == 2: - colors = colors.flatten() - data["colors"] = colors + if colors is not None: + data["colors"] = flatten_array(colors, dtype=np.float32) - if isinstance(scales, (np.ndarray, list)): - scales = np.asarray(scales, dtype=np.float32) - if scales.ndim > 1: - scales = scales.flatten() - data["scales"] = scales + if scales is not None: + data["scales"] = flatten_array(scales, dtype=np.float32) return SceneElement("PointCloud", data, **kwargs) @@ -215,22 +223,12 @@ def Ellipsoid( colors: Nx3 array of RGB colors or flattened array (optional) **kwargs: Additional arguments like decorations, onHover, onClick """ - # Ensure arrays are flattened float32 - centers = np.asarray(centers, dtype=np.float32) - if centers.ndim == 2: - centers = centers.flatten() - - radii = np.asarray(radii, dtype=np.float32) - if radii.ndim == 2: - radii = radii.flatten() - + centers = flatten_array(centers, dtype=np.float32) + radii = flatten_array(radii, dtype=np.float32) data = {"centers": centers, "radii": radii} if colors is not None: - colors = np.asarray(colors, dtype=np.float32) - if colors.ndim == 2: - colors = colors.flatten() - data["colors"] = colors + data["colors"] = flatten_array(colors, dtype=np.float32) return SceneElement("Ellipsoid", data, **kwargs) @@ -249,22 +247,12 @@ def EllipsoidAxes( colors: Nx3 array of RGB colors or flattened array (optional) **kwargs: Additional arguments like decorations, onHover, onClick """ - # Ensure arrays are flattened float32 - centers = np.asarray(centers, dtype=np.float32) - if centers.ndim == 2: - centers = centers.flatten() - - radii = np.asarray(radii, dtype=np.float32) - if radii.ndim == 2: - radii = radii.flatten() - + centers = flatten_array(centers, dtype=np.float32) + radii = flatten_array(radii, dtype=np.float32) data = {"centers": centers, "radii": radii} if colors is not None: - colors = np.asarray(colors, dtype=np.float32) - if colors.ndim == 2: - colors = colors.flatten() - data["colors"] = colors + data["colors"] = flatten_array(colors, dtype=np.float32) return SceneElement("EllipsoidAxes", data, **kwargs) @@ -283,21 +271,11 @@ def Cuboid( colors: Nx3 array of RGB colors or flattened array (optional) **kwargs: Additional arguments like decorations, onHover, onClick """ - # Ensure arrays are flattened float32 - centers = np.asarray(centers, dtype=np.float32) - if centers.ndim == 2: - centers = centers.flatten() - - sizes = np.asarray(sizes, dtype=np.float32) - if sizes.ndim == 2: - sizes = sizes.flatten() - + centers = flatten_array(centers, dtype=np.float32) + sizes = flatten_array(sizes, dtype=np.float32) data = {"centers": centers, "sizes": sizes} if colors is not None: - colors = np.asarray(colors, dtype=np.float32) - if colors.ndim == 2: - colors = colors.flatten() - data["colors"] = colors + data["colors"] = flatten_array(colors, dtype=np.float32) return SceneElement("Cuboid", data, **kwargs) From e59ded9e150c3059b17203780c31e07751e0654f Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 13:26:58 +0100 Subject: [PATCH 099/167] formatting/comments --- src/genstudio/js/scene3d/scene3dNew.tsx | 127 ++++++++++++------------ 1 file changed, 63 insertions(+), 64 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3dNew.tsx b/src/genstudio/js/scene3d/scene3dNew.tsx index 45a87fc8..82847f75 100644 --- a/src/genstudio/js/scene3d/scene3dNew.tsx +++ b/src/genstudio/js/scene3d/scene3dNew.tsx @@ -18,7 +18,7 @@ import { } from './camera3d'; /****************************************************** - * 0) Types and Interfaces + * 1) Types and Interfaces ******************************************************/ interface BufferInfo { buffer: GPUBuffer; @@ -26,6 +26,32 @@ interface BufferInfo { stride: number; } +interface RenderObject { + pipeline?: GPURenderPipeline; + vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays + indexBuffer?: GPUBuffer; + vertexCount?: number; + indexCount?: number; + instanceCount?: number; + + pickingPipeline?: GPURenderPipeline; + pickingVertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays + pickingIndexBuffer?: GPUBuffer; + pickingVertexCount?: number; + pickingIndexCount?: number; + pickingInstanceCount?: number; + + elementIndex: number; + pickingDataStale: boolean; +} + +interface DynamicBuffers { + renderBuffer: GPUBuffer; + pickingBuffer: GPUBuffer; + renderOffset: number; // Current offset into render buffer + pickingOffset: number; // Current offset into picking buffer +} + interface SceneInnerProps { elements: any[]; containerWidth: number; @@ -37,7 +63,7 @@ interface SceneInnerProps { } /****************************************************** - * 1) Constants and Camera Functions + * 2) Constants and Camera Functions ******************************************************/ const LIGHTING = { AMBIENT_INTENSITY: 0.4, @@ -52,7 +78,7 @@ const LIGHTING = { } as const; /****************************************************** - * 1) Data Structures & "Spec" System + * 3) Data Structures & Primitive Specs ******************************************************/ interface PrimitiveSpec { /** Get the number of instances in this element */ @@ -135,11 +161,15 @@ const pointCloudSpec: PrimitiveSpec = { // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, scale) const arr = new Float32Array(count * 8); // Changed from 9 to 8 floats per instance + + // Initialize default color values outside the loop + const hasColors = colors && colors.length === count*3; + for(let i=0; i = { }; /****************************************************** - * 1.5) Extended Spec: also handle pipeline & render objects - ******************************************************/ -interface RenderObject { - pipeline?: GPURenderPipeline; - vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays - indexBuffer?: GPUBuffer; - vertexCount?: number; - indexCount?: number; - instanceCount?: number; - - pickingPipeline?: GPURenderPipeline; - pickingVertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays - pickingIndexBuffer?: GPUBuffer; - pickingVertexCount?: number; - pickingIndexCount?: number; - pickingInstanceCount?: number; - - elementIndex: number; - pickingDataStale: boolean; -} - -interface DynamicBuffers { - renderBuffer: GPUBuffer; - pickingBuffer: GPUBuffer; - renderOffset: number; // Current offset into render buffer - pickingOffset: number; // Current offset into picking buffer -} - -/****************************************************** - * 1.6) Pipeline Cache Helper + * 4) Pipeline Cache Helper ******************************************************/ // Update the pipeline cache to include device reference interface PipelineCacheEntry { @@ -756,7 +757,7 @@ function getOrCreatePipeline( } /****************************************************** - * 2) Common Resources: geometry, layout, etc. + * 5) Common Resources: Geometry, Layout, etc. ******************************************************/ interface GeometryResources { sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; @@ -841,7 +842,7 @@ function initGeometryResources(device: GPUDevice, resources: GeometryResources) } /****************************************************** - * 1.7) Pipeline Configuration Helpers + * 6) Pipeline Configuration Helpers ******************************************************/ interface VertexBufferLayout { arrayStride: number; @@ -995,7 +996,7 @@ const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { }; /****************************************************** - * 2.5) Put them all in a registry + * 7) Primitive Registry ******************************************************/ export type SceneElementConfig = | PointCloudElementConfig @@ -1011,7 +1012,7 @@ const primitiveRegistry: Record> }; /****************************************************** - * 3) Geometry creation helpers + * 8) Geometry Creation Helpers ******************************************************/ function createSphereGeometry(stacks=16, slices=24) { const verts:number[]=[]; @@ -1131,7 +1132,7 @@ function createCubeGeometry() { } /****************************************************** - * 4) Scene + SceneWrapper + * 9) Scene Components ******************************************************/ interface SceneProps { elements: SceneElementConfig[]; @@ -1430,7 +1431,6 @@ function SceneInner({ // Add to total size (not max) const alignedSize = pickStride * count; pickingSize += alignedSize; - } }); @@ -1468,7 +1468,7 @@ function SceneInner({ if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - // Calculate required buffer sizes + // Calculate required buffer sizes const { renderSize, pickingSize } = calculateBufferSize(elements); // Create or recreate dynamic buffers if needed @@ -1486,19 +1486,19 @@ function SceneInner({ } const dynamicBuffers = gpuRef.current.dynamicBuffers!; - // Reset buffer offsets - dynamicBuffers.renderOffset = 0; - dynamicBuffers.pickingOffset = 0; + // Reset buffer offsets + dynamicBuffers.renderOffset = 0; + dynamicBuffers.pickingOffset = 0; - // Initialize elementBaseId array - gpuRef.current.elementBaseId = []; + // Initialize elementBaseId array + gpuRef.current.elementBaseId = []; - // Build ID mapping - buildElementIdMapping(elements); + // Build ID mapping + buildElementIdMapping(elements); const validRenderObjects: RenderObject[] = []; - elements.forEach((elem, i) => { + elements.forEach((elem, i) => { const spec = primitiveRegistry[elem.type]; if(!spec) { console.warn(`Unknown primitive type: ${elem.type}`); @@ -1569,11 +1569,11 @@ function SceneInner({ elementIndex: i }; - validRenderObjects.push(renderObject); + validRenderObjects.push(renderObject); } catch (error) { console.error(`Error creating render object for element ${i} (${elem.type}):`, error); } - }); + }); return validRenderObjects; } @@ -2048,29 +2048,29 @@ function SceneInner({ // Build picking data const pickData = spec.buildPickingData(element, gpuRef.current.elementBaseId[renderObject.elementIndex]); if (pickData && pickData.length > 0) { - const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 4) * 4; + const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 4) * 4; // Calculate stride based on float count (4 bytes per float) const floatsPerInstance = pickData.length / renderObject.instanceCount!; const stride = Math.ceil(floatsPerInstance) * 4; // Align to 4 bytes - device.queue.writeBuffer( - dynamicBuffers.pickingBuffer, - pickingOffset, + device.queue.writeBuffer( + dynamicBuffers.pickingBuffer, + pickingOffset, pickData.buffer, pickData.byteOffset, pickData.byteLength - ); + ); // Set picking buffers with offset info const geometryVB = renderObject.vertexBuffers[0]; - renderObject.pickingVertexBuffers = [ + renderObject.pickingVertexBuffers = [ geometryVB, - { - buffer: dynamicBuffers.pickingBuffer, - offset: pickingOffset, + { + buffer: dynamicBuffers.pickingBuffer, + offset: pickingOffset, stride: stride - } - ]; + } + ]; dynamicBuffers.pickingOffset = pickingOffset + (stride * renderObject.instanceCount!); } @@ -2096,9 +2096,8 @@ function SceneInner({ ); } - /****************************************************** - * 6) Minimal WGSL code + * 10) WGSL Shader Code ******************************************************/ const billboardVertCode = /*wgsl*/` struct Camera { From ef12f322e020c71b58e6cc28c869e4ed98909a49 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 13:39:55 +0100 Subject: [PATCH 100/167] organize scene3d code --- src/genstudio/js/api.jsx | 2 +- src/genstudio/js/scene3d/camera.ts | 214 ----- src/genstudio/js/scene3d/geometry.ts | 117 +++ .../js/scene3d/{scene3dNew.tsx => impl.tsx} | 238 +---- src/genstudio/js/scene3d/multi-element.md | 186 ---- src/genstudio/js/scene3d/scene3d.tsx | 883 +----------------- src/genstudio/js/scene3d/spec.md | 58 -- src/genstudio/js/scene3d/types.ts | 95 -- src/genstudio/js/utils.ts | 14 + 9 files changed, 195 insertions(+), 1612 deletions(-) delete mode 100644 src/genstudio/js/scene3d/camera.ts create mode 100644 src/genstudio/js/scene3d/geometry.ts rename src/genstudio/js/scene3d/{scene3dNew.tsx => impl.tsx} (91%) delete mode 100644 src/genstudio/js/scene3d/multi-element.md delete mode 100644 src/genstudio/js/scene3d/spec.md delete mode 100644 src/genstudio/js/scene3d/types.ts diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index f6fc185d..463bfe08 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -13,7 +13,7 @@ import { joinClasses, tw } from "./utils"; const { useState, useEffect, useContext, useRef, useCallback } = React import Katex from "katex"; import markdownItKatex from "./markdown-it-katex"; -import * as scene3d from "./scene3d/scene3dNew" +import * as scene3d from "./scene3d/scene3d" export { render, scene3d }; diff --git a/src/genstudio/js/scene3d/camera.ts b/src/genstudio/js/scene3d/camera.ts deleted file mode 100644 index 35a66f25..00000000 --- a/src/genstudio/js/scene3d/camera.ts +++ /dev/null @@ -1,214 +0,0 @@ -import { useEffect, useRef, useCallback, useMemo } from 'react'; -import { mat4, vec3 } from 'gl-matrix'; -import { CameraParams, CameraState } from './types'; - -// Camera operations -export function createCamera(orientation: { - position: vec3, - target: vec3, - up: vec3 -}, perspective: { - fov: number, - near: number, - far: number -}): CameraState { - const radius = vec3.distance(orientation.position, orientation.target); - const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); - const phi = Math.acos(relativePos[2] / radius); - const theta = Math.atan2(relativePos[0], relativePos[1]); - - return { - position: vec3.clone(orientation.position), - target: vec3.clone(orientation.target), - up: vec3.clone(orientation.up), - radius, - phi, - theta, - fov: perspective.fov, - near: perspective.near, - far: perspective.far - }; -} - -export function setOrientation(camera: CameraState, orientation: { - position: vec3, - target: vec3, - up: vec3 -}): void { - vec3.copy(camera.position, orientation.position); - vec3.copy(camera.target, orientation.target); - vec3.copy(camera.up, orientation.up); - - camera.radius = vec3.distance(orientation.position, orientation.target); - const relativePos = vec3.sub(vec3.create(), orientation.position, orientation.target); - camera.phi = Math.acos(relativePos[2] / camera.radius); - camera.theta = Math.atan2(relativePos[0], relativePos[1]); -} - -export function setPerspective(camera: CameraState, perspective: { - fov: number, - near: number, - far: number -}): void { - camera.fov = perspective.fov; - camera.near = perspective.near; - camera.far = perspective.far; -} - -export function getOrientationMatrix(camera: CameraState): mat4 { - return mat4.lookAt(mat4.create(), camera.position, camera.target, camera.up); -} - -export function getPerspectiveMatrix(camera: CameraState, aspectRatio: number): mat4 { - return mat4.perspective( - mat4.create(), - camera.fov * Math.PI / 180, - aspectRatio, - camera.near, - camera.far - ); -} - -export function orbit(camera: CameraState, deltaX: number, deltaY: number): void { - camera.theta += deltaX * 0.01; - camera.phi -= deltaY * 0.01; - camera.phi = Math.max(0.01, Math.min(Math.PI - 0.01, camera.phi)); - - const sinPhi = Math.sin(camera.phi); - const cosPhi = Math.cos(camera.phi); - const sinTheta = Math.sin(camera.theta); - const cosTheta = Math.cos(camera.theta); - - camera.position[0] = camera.target[0] + camera.radius * sinPhi * sinTheta; - camera.position[1] = camera.target[1] + camera.radius * sinPhi * cosTheta; - camera.position[2] = camera.target[2] + camera.radius * cosPhi; -} - -export function zoom(camera: CameraState, delta: number): void { - camera.radius = Math.max(0.1, Math.min(1000, camera.radius + delta * 0.1)); - const direction = vec3.sub(vec3.create(), camera.target, camera.position); - vec3.normalize(direction, direction); - vec3.scaleAndAdd(camera.position, camera.target, direction, -camera.radius); -} - -export function pan(camera: CameraState, deltaX: number, deltaY: number): void { - const forward = vec3.sub(vec3.create(), camera.target, camera.position); - const right = vec3.cross(vec3.create(), forward, camera.up); - vec3.normalize(right, right); - - const actualUp = vec3.cross(vec3.create(), right, forward); - vec3.normalize(actualUp, actualUp); - - const scale = camera.radius * 0.002; - const movement = vec3.create(); - vec3.scaleAndAdd(movement, movement, right, -deltaX * scale); - vec3.scaleAndAdd(movement, movement, actualUp, deltaY * scale); - - vec3.add(camera.position, camera.position, movement); - vec3.add(camera.target, camera.target, movement); -} - -export function useCamera( - requestRender: () => void, - camera: CameraParams | undefined, - defaultCamera: CameraParams | undefined, - callbacksRef -) { - const isControlled = camera !== undefined; - const initialCamera = isControlled ? camera : defaultCamera; - - if (!initialCamera) { - throw new Error('Either camera or defaultCamera must be provided'); - } - - const cameraRef = useRef(null); - - useMemo(() => { - const orientation = { - position: Array.isArray(initialCamera.position) - ? vec3.fromValues(...initialCamera.position) - : vec3.clone(initialCamera.position), - target: Array.isArray(initialCamera.target) - ? vec3.fromValues(...initialCamera.target) - : vec3.clone(initialCamera.target), - up: Array.isArray(initialCamera.up) - ? vec3.fromValues(...initialCamera.up) - : vec3.clone(initialCamera.up) - }; - - const perspective = { - fov: initialCamera.fov, - near: initialCamera.near, - far: initialCamera.far - }; - - cameraRef.current = createCamera(orientation, perspective); - }, []); - - useEffect(() => { - if (!isControlled || !cameraRef.current) return; - - const orientation = { - position: Array.isArray(camera.position) - ? vec3.fromValues(...camera.position) - : vec3.clone(camera.position), - target: Array.isArray(camera.target) - ? vec3.fromValues(...camera.target) - : vec3.clone(camera.target), - up: Array.isArray(camera.up) - ? vec3.fromValues(...camera.up) - : vec3.clone(camera.up) - }; - - setOrientation(cameraRef.current, orientation); - setPerspective(cameraRef.current, { - fov: camera.fov, - near: camera.near, - far: camera.far - }); - - requestRender(); - }, [isControlled, camera]); - - const notifyCameraChange = useCallback(() => { - const onCameraChange = callbacksRef.current.onCameraChange; - if (!cameraRef.current || !onCameraChange) return; - - const camera = cameraRef.current; - onCameraChange({ - position: [...camera.position] as [number, number, number], - target: [...camera.target] as [number, number, number], - up: [...camera.up] as [number, number, number], - fov: camera.fov, - near: camera.near, - far: camera.far - }); - }, []); - - const handleCameraMove = useCallback((action: (camera: CameraState) => void) => { - if (!cameraRef.current) return; - action(cameraRef.current); - - if (isControlled) { - notifyCameraChange(); - } else { - requestRender(); - } - }, [isControlled, notifyCameraChange, requestRender]); - - return { - cameraRef, - handleCameraMove - }; -} - -export default { - useCamera, - getPerspectiveMatrix, - getOrientationMatrix, - orbit, - pan, - zoom -}; - -export type { CameraState }; diff --git a/src/genstudio/js/scene3d/geometry.ts b/src/genstudio/js/scene3d/geometry.ts new file mode 100644 index 00000000..c9014461 --- /dev/null +++ b/src/genstudio/js/scene3d/geometry.ts @@ -0,0 +1,117 @@ + +export function createSphereGeometry(stacks=16, slices=24) { + const verts:number[]=[]; + const idxs:number[]=[]; + for(let i=0;i<=stacks;i++){ + const phi=(i/stacks)*Math.PI; + const sp=Math.sin(phi), cp=Math.cos(phi); + for(let j=0;j<=slices;j++){ + const theta=(j/slices)*2*Math.PI; + const st=Math.sin(theta), ct=Math.cos(theta); + const x=sp*ct, y=cp, z=sp*st; + verts.push(x,y,z, x,y,z); // pos + normal + } + } + for(let i=0;i 24 verts, 36 indices + const positions: number[] = [ + // +X face (right) - when looking at it from right side + 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR + // -X face (left) - when looking at it from left side + -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, // reordered: BL,BR,TL,TR + // +Y face (top) - when looking down at it + -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR + // -Y face (bottom) - when looking up at it + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, // reordered: BL,BR,TL,TR + // +Z face (front) - when looking at front + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR + // -Z face (back) - when looking at it from behind + 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, // reordered: BL,BR,TL,TR + ]; + + // Normals stay the same as they define face orientation + const normals: number[] = [ + // +X + 1,0,0, 1,0,0, 1,0,0, 1,0,0, + // -X + -1,0,0, -1,0,0, -1,0,0, -1,0,0, + // +Y + 0,1,0, 0,1,0, 0,1,0, 0,1,0, + // -Y + 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, + // +Z + 0,0,1, 0,0,1, 0,0,1, 0,0,1, + // -Z + 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, + ]; + + // For each face, define triangles in CCW order when viewed from outside + const indices: number[] = []; + for(let face=0; face<6; face++){ + const base = face*4; + // All faces use same pattern: BL->BR->TL, BR->TR->TL + indices.push( + base+0, base+1, base+2, // first triangle: BL->BR->TL + base+1, base+3, base+2 // second triangle: BR->TR->TL + ); + } + + // Interleave positions and normals + const vertexData = new Float32Array(positions.length*2); + for(let i=0; i +import * as glMatrix from 'gl-matrix'; import React, { - useRef, useEffect, useState, useCallback, MouseEvent as ReactMouseEvent, useMemo + MouseEvent, + useCallback, + useEffect, + useMemo, + useRef, + useState } from 'react'; -import { useContainerWidth } from '../utils'; -import * as glMatrix from 'gl-matrix'; +import { throttle } from '../utils'; +import { createCubeGeometry, createSphereGeometry, createTorusGeometry } from './geometry'; import { - CameraParams, - CameraState, - DEFAULT_CAMERA, - createCameraState, - createCameraParams, - orbit, - pan, - zoom + CameraParams, + CameraState, + DEFAULT_CAMERA, + createCameraParams, + createCameraState, + orbit, + pan, + zoom } from './camera3d'; /****************************************************** * 1) Types and Interfaces ******************************************************/ -interface BufferInfo { +export interface BufferInfo { buffer: GPUBuffer; offset: number; stride: number; } -interface RenderObject { +export interface RenderObject { pipeline?: GPURenderPipeline; vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays indexBuffer?: GPUBuffer; @@ -45,14 +51,14 @@ interface RenderObject { pickingDataStale: boolean; } -interface DynamicBuffers { +export interface DynamicBuffers { renderBuffer: GPUBuffer; pickingBuffer: GPUBuffer; renderOffset: number; // Current offset into render buffer pickingOffset: number; // Current offset into picking buffer } -interface SceneInnerProps { +export interface SceneInnerProps { elements: any[]; containerWidth: number; containerHeight: number; @@ -734,7 +740,7 @@ const cuboidSpec: PrimitiveSpec = { * 4) Pipeline Cache Helper ******************************************************/ // Update the pipeline cache to include device reference -interface PipelineCacheEntry { +export interface PipelineCacheEntry { pipeline: GPURenderPipeline; device: GPUDevice; } @@ -759,7 +765,7 @@ function getOrCreatePipeline( /****************************************************** * 5) Common Resources: Geometry, Layout, etc. ******************************************************/ -interface GeometryResources { +export interface GeometryResources { sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; billboardQuad: { vb: GPUBuffer; ib: GPUBuffer } | null; @@ -1011,167 +1017,12 @@ const primitiveRegistry: Record> Cuboid: cuboidSpec, }; -/****************************************************** - * 8) Geometry Creation Helpers - ******************************************************/ -function createSphereGeometry(stacks=16, slices=24) { - const verts:number[]=[]; - const idxs:number[]=[]; - for(let i=0;i<=stacks;i++){ - const phi=(i/stacks)*Math.PI; - const sp=Math.sin(phi), cp=Math.cos(phi); - for(let j=0;j<=slices;j++){ - const theta=(j/slices)*2*Math.PI; - const st=Math.sin(theta), ct=Math.cos(theta); - const x=sp*ct, y=cp, z=sp*st; - verts.push(x,y,z, x,y,z); // pos + normal - } - } - for(let i=0;i 24 verts, 36 indices - const positions: number[] = [ - // +X face (right) - when looking at it from right side - 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR - // -X face (left) - when looking at it from left side - -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, // reordered: BL,BR,TL,TR - // +Y face (top) - when looking down at it - -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR - // -Y face (bottom) - when looking up at it - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, // reordered: BL,BR,TL,TR - // +Z face (front) - when looking at front - -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, // reordered: BL,BR,TL,TR - // -Z face (back) - when looking at it from behind - 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, // reordered: BL,BR,TL,TR - ]; - - // Normals stay the same as they define face orientation - const normals: number[] = [ - // +X - 1,0,0, 1,0,0, 1,0,0, 1,0,0, - // -X - -1,0,0, -1,0,0, -1,0,0, -1,0,0, - // +Y - 0,1,0, 0,1,0, 0,1,0, 0,1,0, - // -Y - 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, - // +Z - 0,0,1, 0,0,1, 0,0,1, 0,0,1, - // -Z - 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, - ]; - - // For each face, define triangles in CCW order when viewed from outside - const indices: number[] = []; - for(let face=0; face<6; face++){ - const base = face*4; - // All faces use same pattern: BL->BR->TL, BR->TR->TL - indices.push( - base+0, base+1, base+2, // first triangle: BL->BR->TL - base+1, base+3, base+2 // second triangle: BR->TR->TL - ); - } - - // Interleave positions and normals - const vertexData = new Float32Array(positions.length*2); - for(let i=0; i void; -} - -export function Scene({ elements, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { - const [containerRef, measuredWidth] = useContainerWidth(1); - const dimensions = useMemo( - () => computeCanvasDimensions(measuredWidth, width, height, aspectRatio), - [measuredWidth, width, height, aspectRatio] - ); - - return ( -
- {dimensions && ( - - )} -
- ); -} -/****************************************************** - * 4.1) The Scene Component - ******************************************************/ -function SceneInner({ +export function SceneInner({ elements, containerWidth, containerHeight, @@ -1890,7 +1741,7 @@ function SceneInner({ type: 'dragging', button: e.button, startX: e.clientX, - startY: e.clientY, + startY: e.cliefsntY, lastX: e.clientX, lastY: e.clientY, isShiftDown: e.shiftKey, @@ -2097,7 +1948,7 @@ function SceneInner({ } /****************************************************** - * 10) WGSL Shader Code + * 9) WGSL Shader Code ******************************************************/ const billboardVertCode = /*wgsl*/` struct Camera { @@ -2493,41 +2344,6 @@ fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { } `; -// Add this at the top with other imports -function throttle void>( - func: T, - limit: number -): (...args: Parameters) => void { - let inThrottle = false; - return function(this: any, ...args: Parameters) { - if (!inThrottle) { - func.apply(this, args); - inThrottle = true; - setTimeout(() => (inThrottle = false), limit); - } - }; -} - -// Add this helper function near the top with other utility functions -function computeCanvasDimensions(containerWidth: number, width?: number, height?: number, aspectRatio = 1) { - if (!containerWidth && !width) return; - - // Determine final width from explicit width or container width - const finalWidth = width || containerWidth; - - // Determine final height from explicit height or aspect ratio - const finalHeight = height || finalWidth / aspectRatio; - - return { - width: finalWidth, - height: finalHeight, - style: { - width: width ? `${width}px` : '100%', - height: `${finalHeight}px` - } - }; -} - // Add validation helper function isValidRenderObject(ro: RenderObject): ro is Required> & { vertexBuffers: [GPUBuffer, BufferInfo]; diff --git a/src/genstudio/js/scene3d/multi-element.md b/src/genstudio/js/scene3d/multi-element.md deleted file mode 100644 index a1949b6b..00000000 --- a/src/genstudio/js/scene3d/multi-element.md +++ /dev/null @@ -1,186 +0,0 @@ -# Multi-Element Scene Architecture - -## Overview -Transform the PointCloudViewer into a general-purpose 3D scene viewer that can handle multiple types of elements: -- Point clouds -- Images/depth maps as textured quads -- Basic geometric primitives -- Support for element transforms and hierarchies - -## Core Components - -### 1. Scene Element System - - interface SceneElement { - id: string; - type: 'points' | 'image' | 'primitive'; - visible?: boolean; - transform?: Transform3D; - } - - interface Transform3D { - position?: [number, number, number]; - rotation?: [number, number, number]; - scale?: [number, number, number]; - } - -Element Types: - - interface PointCloudElement extends SceneElement { - type: 'points'; - positions: Float32Array; - colors?: Float32Array; - decorations?: DecorationProperties[]; - } - - interface ImageElement extends SceneElement { - type: 'image'; - data: Float32Array | Uint8Array; - width: number; - height: number; - format: 'rgb' | 'rgba' | 'depth'; - blendMode?: 'normal' | 'multiply' | 'screen'; - opacity?: number; - } - - interface PrimitiveElement extends SceneElement { - type: 'primitive'; - shape: 'box' | 'sphere' | 'cylinder'; - dimensions: number[]; - color?: [number, number, number]; - } - -### 2. Renderer Architecture - -1. Base Renderer Class - - Common WebGL setup - - Matrix/transform management - - Shared resources - -2. Element-Specific Renderers - - PointCloudRenderer - - ImageRenderer - - PrimitiveRenderer - - Each handles its own shaders/buffers - -3. Scene Graph - - Transform hierarchies - - Visibility culling - - Pick/ray intersection - -### 3. Implementation Phases - -Phase 1: Core Architecture -- [x] Define base interfaces -- [ ] Set up renderer system -- [ ] Basic transform support -- [ ] Scene graph structure - -Phase 2: Point Cloud Enhancement -- [ ] Port existing point cloud renderer -- [ ] Add decoration system -- [ ] Optimize for large datasets -- [ ] LOD support - -Phase 3: Image Support -- [ ] Texture quad renderer -- [ ] Depth map visualization -- [ ] Blending modes -- [ ] UV mapping - -Phase 4: Primitives -- [ ] Basic shapes -- [ ] Material system -- [ ] Instancing support -- [ ] Shadow casting - -Phase 5: Advanced Features -- [ ] Picking system for all elements -- [ ] Scene serialization -- [ ] Animation system -- [ ] Custom shader support - -## API Design - - interface SceneViewerProps { - elements: SceneElement[]; - onElementClick?: (elementId: string, data: any) => void; - camera?: CameraParams; - backgroundColor?: [number, number, number]; - renderOptions?: { - maxPoints?: number; - frustumCulling?: boolean; - shadows?: boolean; - }; - } - - interface SceneViewerMethods { - addElement(element: SceneElement): void; - removeElement(elementId: string): void; - updateElement(elementId: string, updates: Partial): void; - setCameraPosition(position: [number, number, number]): void; - lookAt(target: [number, number, number]): void; - getElementsAtPosition(x: number, y: number): SceneElement[]; - captureScreenshot(): Promise; - } - -## Performance Considerations - -1. Memory Management - - WebGL buffer pooling - - Texture atlas for multiple images - - Geometry instancing - - Efficient scene graph updates - -2. Rendering Optimization - - View frustum culling - - LOD system for point clouds - - Occlusion culling - - Batching similar elements - -3. Resource Loading - - Progressive loading - - Texture streaming - - Background worker processing - - Cache management - -## Next Steps - -1. Immediate Tasks - - Create base renderer system - - Implement transform hierarchy - - Port existing point cloud renderer - - Add basic image support - -2. Testing Strategy - - Unit tests for transforms - - Visual regression tests - - Performance benchmarks - - Memory leak detection - -3. Documentation - - API documentation - - Usage examples - - Performance guidelines - - Best practices - -## Open Questions - -1. Scene Graph - - How to handle deep hierarchies efficiently? - - Should we support instancing at the scene graph level? - -2. Rendering Pipeline - - How to handle transparent elements? - - Should we support custom render passes? - - How to manage shader variants? - -3. Resource Management - - How to handle large textures efficiently? - - When to release GPU resources? - - Caching strategy for elements? - -4. API Design - - How declarative should the API be? - - Balance between flexibility and simplicity? - - Error handling strategy? diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index edc51851..c56e1d05 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,369 +1,10 @@ -/// +import React, { useMemo } from 'react'; +import { SceneInner, SceneElementConfig} from './impl'; +import { CameraParams } from './camera3d'; +import { useContainerWidth } from '../utils'; -import React, { useEffect, useRef, useCallback, useMemo } from 'react'; -import { PointCloudViewerProps, ShaderUniforms, CameraState, Decoration } from './types'; -import { useContainerWidth, useShallowMemo } from '../utils'; -import { FPSCounter, useFPSCounter } from './fps'; -import Camera from './camera' - -export const MAX_DECORATIONS = 16; // Adjust based on needs - -export function createShader( - gl: WebGL2RenderingContext, - type: number, - source: string -): WebGLShader | null { - const shader = gl.createShader(type); - if (!shader) { - console.error('Failed to create shader'); - return null; - } - - gl.shaderSource(shader, source); - gl.compileShader(shader); - - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - console.error( - 'Shader compile error:', - gl.getShaderInfoLog(shader), - '\nSource:', - source - ); - gl.deleteShader(shader); - return null; - } - - return shader; -} - -export function createProgram( - gl: WebGL2RenderingContext, - vertexSource: string, - fragmentSource: string -): WebGLProgram { - const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource)!; - const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)!; - - const program = gl.createProgram()!; - gl.attachShader(program, vertexShader); - gl.attachShader(program, fragmentShader); - gl.linkProgram(program); - - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - console.error('Program link error:', gl.getProgramInfoLog(program)); - gl.deleteProgram(program); - throw new Error('Failed to link WebGL program'); - } - - return program; -} - - -export const mainShaders = { - vertex: `#version 300 es - precision highp float; - precision highp int; - #define MAX_DECORATIONS ${MAX_DECORATIONS} - - uniform mat4 uProjectionMatrix; - uniform mat4 uViewMatrix; - uniform float uPointSize; - uniform vec2 uCanvasSize; - - // Decoration property uniforms - uniform float uDecorationScales[MAX_DECORATIONS]; - uniform float uDecorationMinSizes[MAX_DECORATIONS]; - - // Decoration mapping texture - uniform sampler2D uDecorationMap; - uniform int uDecorationMapSize; - - layout(location = 0) in vec3 position; - layout(location = 1) in vec3 color; - layout(location = 2) in float pointId; - layout(location = 3) in float pointScale; - - out vec3 vColor; - flat out int vVertexID; - flat out int vDecorationIndex; - - uniform bool uRenderMode; // false = normal, true = picking - - int getDecorationIndex(int pointId) { - // Convert pointId to texture coordinates - int texWidth = uDecorationMapSize; - int x = pointId % texWidth; - int y = pointId / texWidth; - - vec2 texCoord = (vec2(x, y) + 0.5) / float(texWidth); - return int(texture(uDecorationMap, texCoord).r * 255.0) - 1; // -1 means no decoration - } - - void main() { - vVertexID = int(pointId); - vColor = color; - vDecorationIndex = getDecorationIndex(vVertexID); - - vec4 viewPos = uViewMatrix * vec4(position, 1.0); - float dist = -viewPos.z; - - float projectedSize = (uPointSize * pointScale * uCanvasSize.y) / (2.0 * dist); - float baseSize = projectedSize; - - float scale = 1.0; - float minSize = 0.0; - if (vDecorationIndex >= 0) { - scale = uDecorationScales[vDecorationIndex]; - minSize = uDecorationMinSizes[vDecorationIndex]; - } - - gl_PointSize = baseSize * scale; - - gl_Position = uProjectionMatrix * viewPos; - }`, - - fragment: `#version 300 es - precision highp float; - precision highp int; - #define MAX_DECORATIONS ${MAX_DECORATIONS} - - // Decoration property uniforms - uniform vec3 uDecorationColors[MAX_DECORATIONS]; - uniform float uDecorationAlphas[MAX_DECORATIONS]; - - // Decoration mapping texture - uniform sampler2D uDecorationMap; - uniform int uDecorationMapSize; - - in vec3 vColor; - flat in int vVertexID; - flat in int vDecorationIndex; - out vec4 fragColor; - - uniform bool uRenderMode; // false = normal, true = picking - - void main() { - vec2 coord = gl_PointCoord * 2.0 - 1.0; - float dist = dot(coord, coord); - if (dist > 1.0) { - discard; - } - - if (uRenderMode) { - // Just output ID, ignore decorations: - float id = float(vVertexID); - float blue = floor(id / (256.0 * 256.0)); - float green = floor((id - blue * 256.0 * 256.0) / 256.0); - float red = id - blue * 256.0 * 256.0 - green * 256.0; - fragColor = vec4(red / 255.0, green / 255.0, blue / 255.0, 1.0); - return; - } - - // Normal rendering mode - vec3 baseColor = vColor; - float alpha = 1.0; - - if (vDecorationIndex >= 0) { - vec3 decorationColor = uDecorationColors[vDecorationIndex]; - if (decorationColor.r >= 0.0) { - baseColor = decorationColor; - } - alpha *= uDecorationAlphas[vDecorationIndex]; - } - - fragColor = vec4(baseColor, alpha); - }` -}; - - // Helper to save and restore GL state -const withGLState = (gl: WebGL2RenderingContext, uniformsRef, callback: () => void) => { - const fbo = gl.getParameter(gl.FRAMEBUFFER_BINDING); - const viewport = gl.getParameter(gl.VIEWPORT); - const activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE); - const texture = gl.getParameter(gl.TEXTURE_BINDING_2D); - const renderMode = 0; // Normal rendering mode - const program = gl.getParameter(gl.CURRENT_PROGRAM); - - try { - callback(); - } finally { - // Restore state - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); - gl.viewport(viewport[0], viewport[1], viewport[2], viewport[3]); - gl.activeTexture(activeTexture); - gl.bindTexture(gl.TEXTURE_2D, texture); - gl.useProgram(program); - gl.uniform1i(uniformsRef.current.renderMode, renderMode); - } -}; - -function usePicking(pointSize: number, programRef, uniformsRef, vaoRef) { - const pickingFbRef = useRef(null); - const pickingTextureRef = useRef(null); - const numPointsRef = useRef(0); - const PICK_RADIUS = 10; - const pickPoint = useCallback((gl: WebGL2RenderingContext, camera: CameraState, pixelCoords: [number, number]): number | null => { - if (!gl || !programRef.current || !pickingFbRef.current || !vaoRef.current) { - return null; - } - - const [pixelX, pixelY] = pixelCoords; - let closestId: number | null = null; - - withGLState(gl, uniformsRef, () => { - // Set up picking framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFbRef.current); - gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); - gl.clearColor(0, 0, 0, 0) - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - // Configure for picking render - gl.useProgram(programRef.current); - gl.uniform1i(uniformsRef.current.renderMode, 1); // Picking mode ON - - // Calculate aspect ratio - const aspectRatio = gl.canvas.width / gl.canvas.height; - - // Set uniforms - const perspectiveMatrix = Camera.getPerspectiveMatrix(camera, aspectRatio); - const orientationMatrix = Camera.getOrientationMatrix(camera); - gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); - gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); - gl.uniform1f(uniformsRef.current.pointSize, pointSize); - gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - - // Draw points - gl.bindVertexArray(vaoRef.current); - gl.bindTexture(gl.TEXTURE_2D, null); - gl.drawArrays(gl.POINTS, 0, numPointsRef.current); - - // Read pixels - const size = PICK_RADIUS * 2 + 1; - const startX = Math.max(0, pixelX - PICK_RADIUS); - const startY = Math.max(0, gl.canvas.height - pixelY - PICK_RADIUS); - const pixels = new Uint8Array(size * size * 4); - gl.readPixels(startX, startY, size, size, gl.RGBA, gl.UNSIGNED_BYTE, pixels); - - // Find closest point - const centerX = PICK_RADIUS; - const centerY = PICK_RADIUS; - let minDist = Infinity; - - for (let y = 0; y < size; y++) { - for (let x = 0; x < size; x++) { - const i = (y * size + x) * 4; - if (pixels[i + 3] > 0) { // Found a point - const dist = Math.hypot(x - centerX, y - centerY); - if (dist < minDist) { - minDist = dist; - closestId = pixels[i] + - pixels[i + 1] * 256 + - pixels[i + 2] * 256 * 256; - } - } - } - } - }); - - return closestId; - }, [pointSize]); - - function initPicking(gl: WebGL2RenderingContext, numPoints) { - numPointsRef.current = numPoints; - - // Create framebuffer and texture for picking - const pickingFb = gl.createFramebuffer(); - const pickingTexture = gl.createTexture(); - pickingFbRef.current = pickingFb; - pickingTextureRef.current = pickingTexture; - - // Initialize texture - gl.bindTexture(gl.TEXTURE_2D, pickingTexture); - gl.texImage2D( - gl.TEXTURE_2D, 0, gl.RGBA, - gl.canvas.width, gl.canvas.height, 0, - gl.RGBA, gl.UNSIGNED_BYTE, null - ); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - - // Create and attach depth buffer - const depthBuffer = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); - gl.renderbufferStorage( - gl.RENDERBUFFER, - gl.DEPTH_COMPONENT24, - gl.canvas.width, - gl.canvas.height - ); - - // Set up framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, pickingFb); - gl.framebufferTexture2D( - gl.FRAMEBUFFER, - gl.COLOR_ATTACHMENT0, - gl.TEXTURE_2D, - pickingTexture, - 0 - ); - gl.framebufferRenderbuffer( - gl.FRAMEBUFFER, - gl.DEPTH_ATTACHMENT, - gl.RENDERBUFFER, - depthBuffer - ); - - // Verify framebuffer is complete - const fbStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER); - if (fbStatus !== gl.FRAMEBUFFER_COMPLETE) { - console.error('Picking framebuffer is incomplete'); - return; - } - - // Restore default framebuffer - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - - return () => { - if (pickingFb) gl.deleteFramebuffer(pickingFb); - if (pickingTexture) gl.deleteTexture(pickingTexture); - if (depthBuffer) gl.deleteRenderbuffer(depthBuffer); - }; - } - - return { - initPicking, - pickPoint - }; -} - -function cacheUniformLocations( - gl: WebGL2RenderingContext, - program: WebGLProgram -): ShaderUniforms { - return { - projection: gl.getUniformLocation(program, 'uProjectionMatrix'), - view: gl.getUniformLocation(program, 'uViewMatrix'), - pointSize: gl.getUniformLocation(program, 'uPointSize'), - canvasSize: gl.getUniformLocation(program, 'uCanvasSize'), - - // Decoration uniforms - decorationScales: gl.getUniformLocation(program, 'uDecorationScales'), - decorationColors: gl.getUniformLocation(program, 'uDecorationColors'), - decorationAlphas: gl.getUniformLocation(program, 'uDecorationAlphas'), - decorationMinSizes: gl.getUniformLocation(program, 'uDecorationMinSizes'), - - // Decoration map uniforms - decorationMap: gl.getUniformLocation(program, 'uDecorationMap'), - decorationMapSize: gl.getUniformLocation(program, 'uDecorationMapSize'), - - // Render mode - renderMode: gl.getUniformLocation(program, 'uRenderMode'), - }; -} - -function computeCanvasDimensions(containerWidth, width, height, aspectRatio = 1) { +// Add this helper function near the top with other utility functions +export function computeCanvasDimensions(containerWidth: number, width?: number, height?: number, aspectRatio = 1) { if (!containerWidth && !width) return; // Determine final width from explicit width or container width @@ -381,488 +22,36 @@ function computeCanvasDimensions(containerWidth, width, height, aspectRatio = 1) } }; } - -function devicePixels(gl, clientX, clientY) { - const rect = gl.canvas.getBoundingClientRect(); - const dpr = window.devicePixelRatio || 1; - - const pixelX = Math.floor((clientX - rect.left) * dpr); - const pixelY = Math.floor((clientY - rect.top) * dpr); - return [pixelX, pixelY] +interface SceneProps { + elements: SceneElementConfig[]; + width?: number; + height?: number; + aspectRatio?: number; + camera?: CameraParams; + defaultCamera?: CameraParams; + onCameraChange?: (camera: CameraParams) => void; } -// Define interaction modes -type InteractionMode = 'none' | 'orbit' | 'pan'; -type InteractionState = { - mode: InteractionMode; - startX: number; - startY: number; -}; - -export function Scene({ - points, - camera, - defaultCamera, - onCameraChange, - backgroundColor = [0.1, 0.1, 0.1], - className, - pointSize = 0.1, - decorations = {}, - onPointClick, - onPointHover, - width, - height, - aspectRatio -}: PointCloudViewerProps) { - - points = useShallowMemo(points) - decorations = useShallowMemo(decorations) - backgroundColor = useShallowMemo(backgroundColor) - - - const callbacksRef = useRef({}) - useEffect(() => { - callbacksRef.current = {onPointHover, onPointClick, onCameraChange} - },[onPointHover, onPointClick]) - - const [containerRef, containerWidth] = useContainerWidth(1); - const dimensions = useMemo(() => computeCanvasDimensions(containerWidth, width, height, aspectRatio), [containerWidth, width, height, aspectRatio]) - - const renderFunctionRef = useRef<(() => void) | null>(null); - const renderRAFRef = useRef(null); - const lastRenderTime = useRef(null); - - const requestRender = useCallback(() => { - if (!renderFunctionRef.current) return; - - cancelAnimationFrame(renderRAFRef.current); - renderRAFRef.current = requestAnimationFrame(() => { - renderFunctionRef.current(); - updateDisplay(performance.now() - (lastRenderTime.current ?? performance.now())); - lastRenderTime.current = performance.now(); - }); - }, []); - - useEffect(() => { - requestRender(); - }, [points, requestRender]); - - const { - cameraRef, - handleCameraMove - } = Camera.useCamera(requestRender, camera, defaultCamera, callbacksRef); - - const canvasRef = useRef(null); - const glRef = useRef(null); - const programRef = useRef(null); - const interactionState = useRef({ - mode: 'none', - startX: 0, - startY: 0 - }); - const animationFrameRef = useRef(); - const vaoRef = useRef(null); - const uniformsRef = useRef(null); - const CLICK_THRESHOLD = 3; // Pixels of movement allowed before considering it a drag - - const { fpsDisplayRef, updateDisplay } = useFPSCounter(); - - const pickingSystem = usePicking(pointSize, programRef, uniformsRef, vaoRef); - - // Add refs for decoration texture - const decorationMapRef = useRef(null); - const decorationMapSizeRef = useRef(0); - const decorationsRef = useRef>(decorations); - - // Update the ref when decorations change - useEffect(() => { - decorationsRef.current = decorations; - requestRender(); - }, [decorations]); - - // Helper to create/update decoration map texture - const updateDecorationMap = useCallback((gl: WebGL2RenderingContext, numPoints: number) => { - // Calculate texture size (power of 2 that can fit all points) - const texSize = Math.ceil(Math.sqrt(numPoints)); - const size = Math.pow(2, Math.ceil(Math.log2(texSize))); - decorationMapSizeRef.current = size; - - // Create mapping array (default to 0 = no decoration) - const mapping = new Uint8Array(size * size).fill(0); - - // Fill in decoration mappings - make sure we're using the correct point indices - Object.values(decorationsRef.current as Record).forEach((decoration, decorationIndex) => { - decoration.indexes.forEach(pointIndex => { - if (pointIndex < numPoints) { - // The mapping array should be indexed by the actual point index - mapping[pointIndex] = decorationIndex + 1; - } - }); - }); - - // Create/update texture - if (!decorationMapRef.current) { - decorationMapRef.current = gl.createTexture(); - } - - gl.bindTexture(gl.TEXTURE_2D, decorationMapRef.current); - gl.texImage2D( - gl.TEXTURE_2D, - 0, - gl.R8, - size, - size, - 0, - gl.RED, - gl.UNSIGNED_BYTE, - mapping - ); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - }, [decorationsRef]); - - // Simplified mouse handlers - const handleMouseDown = useCallback((e: MouseEvent) => { - const mode: InteractionMode = e.button === 0 - ? (e.shiftKey ? 'pan' : 'orbit') - : e.button === 1 ? 'pan' : 'none'; - - if (mode !== 'none') { - interactionState.current = { - mode, - startX: e.clientX, - startY: e.clientY - }; - } - }, []); - - const handleMouseMove = useCallback((e: MouseEvent) => { - if (!cameraRef.current) return; - const onHover = callbacksRef.current.onPointHover; - const { mode } = interactionState.current; - - switch (mode) { - case 'orbit': - onHover?.(null); - handleCameraMove(camera => Camera.orbit(camera, e.movementX, e.movementY)); - break; - case 'pan': - onHover?.(null); - handleCameraMove(camera => Camera.pan(camera, e.movementX, e.movementY)); - break; - case 'none': - if (onHover) { - const pointIndex = pickingSystem.pickPoint( - glRef.current, - cameraRef.current, - devicePixels(glRef.current, e.clientX, e.clientY) - ); - onHover(pointIndex); - } - break; - } - }, [handleCameraMove, pickingSystem.pickPoint]); - - const handleMouseUp = useCallback((e: MouseEvent) => { - const { mode, startX, startY } = interactionState.current; - const onClick = callbacksRef.current.onPointClick; - - if (mode === 'orbit' && onClick) { - const dx = e.clientX - startX; - const dy = e.clientY - startY; - const distance = Math.sqrt(dx * dx + dy * dy); - - if (distance < CLICK_THRESHOLD) { - const pointIndex = pickingSystem.pickPoint( - glRef.current, - cameraRef.current, - devicePixels(glRef.current, e.clientX, e.clientY) - ); - if (pointIndex !== null) { - onClick(pointIndex, e); - } - } - } - - interactionState.current = { - mode: 'none', - startX: 0, - startY: 0 - }; - }, [pickingSystem.pickPoint]); - - const handleWheel = useCallback((e: WheelEvent) => { - e.preventDefault(); - handleCameraMove(camera => Camera.zoom(camera, e.deltaY)); - }, [handleCameraMove]); - - // Add mouseLeave handler to clear hover state when leaving canvas - useEffect(() => { - if (!canvasRef.current || !dimensions) return; - - const handleMouseLeave = () => { - callbacksRef.current.onPointHover?.(null); - }; - - canvasRef.current.addEventListener('mouseleave', handleMouseLeave); - - return () => { - if (canvasRef.current) { - canvasRef.current.removeEventListener('mouseleave', handleMouseLeave); - } - }; - }, []); - - - - // Effect for WebGL initialization - useEffect(() => { - if (!canvasRef.current) return; - const disposeFns: (() => void)[] = [] - const gl = canvasRef.current.getContext('webgl2'); - if (!gl) { - return console.error('WebGL2 not supported'); - } - - glRef.current = gl; - - // Create program and get uniforms - const program = createProgram(gl, mainShaders.vertex, mainShaders.fragment); - programRef.current = program; - - // Cache uniform locations - uniformsRef.current = cacheUniformLocations(gl, program); - - const numPoints = points.position.length / 3; - - // Create buffers for position, color, id, scale - const positionBuffer = gl.createBuffer(); - const colorBuffer = gl.createBuffer(); - const pointIdBuffer = gl.createBuffer(); - const scaleBuffer = gl.createBuffer(); - - // Position buffer - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, points.position, gl.STATIC_DRAW); - - // Color buffer - gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); - if (points.color) { - const normalizedColors = new Float32Array(points.color.length); - for (let i = 0; i < points.color.length; i++) { - normalizedColors[i] = points.color[i] / 255.0; - } - gl.bufferData(gl.ARRAY_BUFFER, normalizedColors, gl.STATIC_DRAW); - } else { - const defaultColors = new Float32Array(points.position.length); - defaultColors.fill(0.7); - gl.bufferData(gl.ARRAY_BUFFER, defaultColors, gl.STATIC_DRAW); - } - - // Point ID buffer - gl.bindBuffer(gl.ARRAY_BUFFER, pointIdBuffer); - const pointIds = new Float32Array(numPoints); - for (let i = 0; i < numPoints; i++) { - pointIds[i] = i; - } - gl.bufferData(gl.ARRAY_BUFFER, pointIds, gl.STATIC_DRAW); - - // Scale buffer - // If points.scale is provided, use it; otherwise, use an array of 1.0 - gl.bindBuffer(gl.ARRAY_BUFFER, scaleBuffer); - if (points.scale) { - gl.bufferData(gl.ARRAY_BUFFER, points.scale, gl.STATIC_DRAW); - } else { - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(numPoints).fill(1.0), gl.STATIC_DRAW); - - } - - - - // Set up VAO - const vao = gl.createVertexArray(); - gl.bindVertexArray(vao); - vaoRef.current = vao; - - // Position attribute (location 0) - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.enableVertexAttribArray(0); - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - - // Color attribute (location 1) - gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); - gl.enableVertexAttribArray(1); - gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0); - - // Point ID attribute (location 2) - gl.bindBuffer(gl.ARRAY_BUFFER, pointIdBuffer); - gl.enableVertexAttribArray(2); - gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); - - // Point scale attribute (location 3) - gl.bindBuffer(gl.ARRAY_BUFFER, scaleBuffer); - gl.enableVertexAttribArray(3); - gl.vertexAttribPointer(3, 1, gl.FLOAT, false, 0, 0); - - // Initialize picking - const cleanupFn = pickingSystem.initPicking(gl, numPoints); - if (cleanupFn) { - disposeFns.push(cleanupFn); - } - - canvasRef.current.addEventListener('mousedown', handleMouseDown); - canvasRef.current.addEventListener('mousemove', handleMouseMove); - canvasRef.current.addEventListener('mouseup', handleMouseUp); - canvasRef.current.addEventListener('wheel', handleWheel, { passive: false }); - - return () => { - if (animationFrameRef.current) { - cancelAnimationFrame(animationFrameRef.current); - } - if (gl) { - if (programRef.current) { - gl.deleteProgram(programRef.current); - programRef.current = null; - } - if (vao) { - gl.deleteVertexArray(vao); - } - if (positionBuffer) { - gl.deleteBuffer(positionBuffer); - } - if (colorBuffer) { - gl.deleteBuffer(colorBuffer); - } - if (pointIdBuffer) { - gl.deleteBuffer(pointIdBuffer); - } - if (scaleBuffer) { - gl.deleteBuffer(scaleBuffer); - } - disposeFns.forEach(fn => fn?.()); - } - if (canvasRef.current) { - canvasRef.current.removeEventListener('mousedown', handleMouseDown); - canvasRef.current.removeEventListener('mousemove', handleMouseMove); - canvasRef.current.removeEventListener('mouseup', handleMouseUp); - canvasRef.current.removeEventListener('wheel', handleWheel); - } - }; - }, [points, handleMouseMove, handleMouseUp, handleWheel, canvasRef.current?.width, canvasRef.current?.height]); - - // Effect for per-frame rendering and picking updates - useEffect(() => { - if (!glRef.current || !programRef.current || !cameraRef.current) return; - - const gl = glRef.current; - - renderFunctionRef.current = function render() { - gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); - gl.clearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], 1.0); - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - gl.enable(gl.DEPTH_TEST); - gl.enable(gl.BLEND); - gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); - - gl.useProgram(programRef.current); - - const aspectRatio = gl.canvas.width / gl.canvas.height; - const perspectiveMatrix = Camera.getPerspectiveMatrix(cameraRef.current, aspectRatio); - const orientationMatrix = Camera.getOrientationMatrix(cameraRef.current) - - gl.uniformMatrix4fv(uniformsRef.current.projection, false, perspectiveMatrix); - gl.uniformMatrix4fv(uniformsRef.current.view, false, orientationMatrix); - gl.uniform1f(uniformsRef.current.pointSize, pointSize); - gl.uniform2f(uniformsRef.current.canvasSize, gl.canvas.width, gl.canvas.height); - - // Update decoration map - updateDecorationMap(gl, points.position.length / 3); - - gl.activeTexture(gl.TEXTURE0); - gl.bindTexture(gl.TEXTURE_2D, decorationMapRef.current); - gl.uniform1i(uniformsRef.current.decorationMap, 0); - gl.uniform1i(uniformsRef.current.decorationMapSize, decorationMapSizeRef.current); - - const currentDecorations = decorationsRef.current; - - const scales = new Float32Array(MAX_DECORATIONS).fill(1.0); - const colors = new Float32Array(MAX_DECORATIONS * 3).fill(-1); - const alphas = new Float32Array(MAX_DECORATIONS).fill(1.0); - const minSizes = new Float32Array(MAX_DECORATIONS).fill(0.0); - - Object.values(currentDecorations as Record).slice(0, MAX_DECORATIONS).forEach((decoration, i) => { - scales[i] = decoration.scale ?? 1.0; - - if (decoration.color) { - const baseIdx = i * 3; - colors[baseIdx] = decoration.color[0]; - colors[baseIdx + 1] = decoration.color[1]; - colors[baseIdx + 2] = decoration.color[2]; - } - - alphas[i] = decoration.alpha ?? 1.0; - minSizes[i] = decoration.minSize ?? 0.0; - }); - - gl.uniform1fv(uniformsRef.current.decorationScales, scales); - gl.uniform3fv(uniformsRef.current.decorationColors, colors); - gl.uniform1fv(uniformsRef.current.decorationAlphas, alphas); - gl.uniform1fv(uniformsRef.current.decorationMinSizes, minSizes); - - gl.bindVertexArray(vaoRef.current); - gl.drawArrays(gl.POINTS, 0, points.position.length / 3); - } - - }, [points, backgroundColor, pointSize, canvasRef.current?.width, canvasRef.current?.height]); - - - // Set up resize observer - useEffect(() => { - if (!canvasRef.current || !glRef.current || !dimensions) return; - - const gl = glRef.current; - const canvas = canvasRef.current; - - const dpr = window.devicePixelRatio || 1; - const displayWidth = Math.floor(dimensions.width * dpr); - const displayHeight = Math.floor(dimensions.height * dpr); - - if (canvas.width !== displayWidth || canvas.height !== displayHeight) { - canvas.width = displayWidth; - canvas.height = displayHeight; - canvas.style.width = dimensions.style.width; - canvas.style.height = dimensions.style.height; - gl.viewport(0, 0, canvas.width, canvas.height); - requestRender(); - } - }, [dimensions]); - - - // Clean up - useEffect(() => { - const gl = glRef.current; // Get gl from ref - return () => { - if (gl && decorationMapRef.current) { - gl.deleteTexture(decorationMapRef.current); - } - }; - }, []); // Remove gl from deps since we're getting it from ref - - return ( -
- - -
- ); +export function Scene({ elements, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { + const [containerRef, measuredWidth] = useContainerWidth(1); + const dimensions = useMemo( + () => computeCanvasDimensions(measuredWidth, width, height, aspectRatio), + [measuredWidth, width, height, aspectRatio] + ); + + return ( +
+ {dimensions && ( + + )} +
+ ); } diff --git a/src/genstudio/js/scene3d/spec.md b/src/genstudio/js/scene3d/spec.md deleted file mode 100644 index 73fb9cba..00000000 --- a/src/genstudio/js/scene3d/spec.md +++ /dev/null @@ -1,58 +0,0 @@ -# Point Cloud & Scene Rendering API Specification (TypeScript) - -This document describes a declarative, data-driven API for rendering and interacting with 3D content in a browser, written in TypeScript. The system manages a “scene” with multiple elements (e.g., point clouds, meshes, 2D overlays), all rendered using a single camera. A point cloud is one supported element type; more may be added later. - -## Purpose and Overview - -- Provide a TypeScript-based, declarative scene renderer for 3D data. -- Support multiple element types, such as: - - **Point Clouds** (positions, per-point color/scale, decorations). - - Other elements (e.g., meshes, images) in the future. -- Expose interactive camera controls: orbit, pan, zoom. -- Enable picking/hover/click interactions on supported elements (e.g., points). -- Allow styling subsets of points using a “decoration” mechanism. -- Automatically handle container resizing and device pixel ratio changes. -- Optionally track performance (e.g., FPS). - -The API is **declarative**: the user calls a method to “set” an array of elements in the scene, and the underlying system updates/re-renders accordingly. - -## Data and Configuration - -### Scene and Elements - -- **Scene** - A central object that manages: - - A camera. - - An array of “elements,” each specifying data to be rendered. - - Rendering behaviors (resizing, device pixel ratio, etc.). - - Interaction callbacks (hover, click, camera changes). - -- **Elements** - Each element describes a renderable 3D object. Examples: - - A **point cloud** with a set of 3D points. - - (Planned) A **mesh** or other geometry. - - (Planned) A **2D image** plane, etc. - -### Point Cloud Element - -```ts -interface PointCloudData { - positions: Float32Array; // [x1, y1, z1, x2, y2, z2, ...] - colors?: Float32Array; // [r1, g1, b1, r2, g2, b2, ...] (could be 0-255 or normalized) - scales?: Float32Array; // Per-point scale factors -} - -interface Decoration { - indexes: number[]; // Indices of points to style - color?: [number, number, number]; // Override color if defined - alpha?: number; // Override alpha in [0..1] - scale?: number; // Additional scale multiplier - minSize?: number; // Minimum size in screen pixels -} - -interface PointCloudElementConfig { - type: 'PointCloud'; - data: PointCloudData; - pointSize?: number; // Global baseline point size - decorations?: Decoration[]; -} diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts deleted file mode 100644 index 4dea6454..00000000 --- a/src/genstudio/js/scene3d/types.ts +++ /dev/null @@ -1,95 +0,0 @@ -import { vec3 } from 'gl-matrix'; - -export interface PointCloudData { - position: Float32Array; - color?: Uint8Array; - scale?: Float32Array; -} - -export interface CameraParams { - position: vec3 | [number, number, number]; - target: vec3 | [number, number, number]; - up: vec3 | [number, number, number]; - fov: number; - near: number; - far: number; -} - -export type CameraState = { - position: vec3; - target: vec3; - up: vec3; - radius: number; - phi: number; - theta: number; - fov: number; - near: number; - far: number; -} - -export type Decoration = { - indexes: number[]; - scale?: number; - color?: [number, number, number]; - alpha?: number; - minSize?: number; -}; - -export interface DecorationGroup { - indexes: number[]; - color?: [number, number, number]; - scale?: number; - alpha?: number; - minSize?: number; -} - -export interface DecorationGroups { - [name: string]: DecorationGroup; -} - -export interface PointCloudViewerProps { - // Data - points: PointCloudData; - - // Camera control - camera?: CameraParams; - defaultCamera?: CameraParams; - onCameraChange?: (camera: CameraParams) => void; - - // Appearance - backgroundColor?: [number, number, number]; - className?: string; - pointSize?: number; - - // Dimensions - width?: number; - height?: number; - aspectRatio?: number; - - // Interaction - onPointClick?: (pointIndex: number, event: MouseEvent) => void; - onPointHover?: (pointIndex: number | null) => void; - pickingRadius?: number; - decorations?: DecorationGroups; -} - -export interface ShaderUniforms { - projection: WebGLUniformLocation | null; - view: WebGLUniformLocation | null; - pointSize: WebGLUniformLocation | null; - canvasSize: WebGLUniformLocation | null; - decorationScales: WebGLUniformLocation | null; - decorationColors: WebGLUniformLocation | null; - decorationAlphas: WebGLUniformLocation | null; - decorationMap: WebGLUniformLocation | null; - decorationMapSize: WebGLUniformLocation | null; - decorationMinSizes: WebGLUniformLocation | null; - renderMode: WebGLUniformLocation | null; -} - -export interface PickingUniforms { - projection: WebGLUniformLocation | null; - view: WebGLUniformLocation | null; - pointSize: WebGLUniformLocation | null; - canvasSize: WebGLUniformLocation | null; -} diff --git a/src/genstudio/js/utils.ts b/src/genstudio/js/utils.ts index d89019ae..00938ab3 100644 --- a/src/genstudio/js/utils.ts +++ b/src/genstudio/js/utils.ts @@ -164,6 +164,20 @@ function debounce(func, wait, leading = true) { }; } +export function throttle void>( + func: T, + limit: number +): (...args: Parameters) => void { + let inThrottle = false; + return function(this: any, ...args: Parameters) { + if (!inThrottle) { + func.apply(this, args); + inThrottle = true; + setTimeout(() => (inThrottle = false), limit); + } + }; +} + export function useContainerWidth(threshold: number = 10): [React.RefObject, number] { const containerRef = React.useRef(null); const [containerWidth, setContainerWidth] = React.useState(0); From 842a8aa7af56c472a73c03afa5c3658a32e39b44 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 14:06:16 +0100 Subject: [PATCH 101/167] elements -> components --- src/genstudio/alpha/__init__.py | 0 src/genstudio/alpha/scene3d.py | 86 ---------- .../js/scene3d/{impl.tsx => impl3d.tsx} | 150 +++++++++--------- src/genstudio/js/scene3d/scene3d.tsx | 118 +++++++++++++- src/genstudio/scene3d.py | 74 ++++----- 5 files changed, 227 insertions(+), 201 deletions(-) delete mode 100644 src/genstudio/alpha/__init__.py delete mode 100644 src/genstudio/alpha/scene3d.py rename src/genstudio/js/scene3d/{impl.tsx => impl3d.tsx} (94%) diff --git a/src/genstudio/alpha/__init__.py b/src/genstudio/alpha/__init__.py deleted file mode 100644 index e69de29b..00000000 diff --git a/src/genstudio/alpha/scene3d.py b/src/genstudio/alpha/scene3d.py deleted file mode 100644 index 925873f5..00000000 --- a/src/genstudio/alpha/scene3d.py +++ /dev/null @@ -1,86 +0,0 @@ -import genstudio.plot as Plot -from typing import Any - - -class Points(Plot.LayoutItem): - """A 3D point cloud visualization component. - - WARNING: This is an alpha package that will not be maintained as-is. The API and implementation - are subject to change without notice. - - This class creates an interactive 3D point cloud visualization using WebGL. - Points can be colored, decorated, and support mouse interactions like clicking, - hovering, orbiting and zooming. - - Args: - points: A dict containing point cloud data with keys: - - position: Float32Array of flattened XYZ coordinates [x,y,z,x,y,z,...] - - color: Optional Uint8Array of flattened RGB values [r,g,b,r,g,b,...] - - scale: Optional Float32Array of per-point scale factors - props: A dict of visualization properties including: - - backgroundColor: RGB background color (default [0.1, 0.1, 0.1]) - - pointSize: Base size of points in pixels (default 0.1) - - camera: Camera settings with keys: - - position: [x,y,z] camera position - - target: [x,y,z] look-at point - - up: [x,y,z] up vector - - fov: Field of view in degrees - - near: Near clipping plane - - far: Far clipping plane - - decorations: Dict of decoration settings, each with keys: - - indexes: List of point indices to decorate - - scale: Scale factor for point size (default 1.0) - - color: Optional [r,g,b] color override - - alpha: Opacity value 0-1 (default 1.0) - - minSize: Minimum point size in pixels (default 0.0) - - onPointClick: Callback(index, event) when points are clicked - - onPointHover: Callback(index) when points are hovered - - onCameraChange: Callback(camera) when view changes - - width: Optional canvas width - - height: Optional canvas height - - aspectRatio: Optional aspect ratio constraint - - The visualization supports: - - Orbit camera control (left mouse drag) - - Pan camera control (shift + left mouse drag or middle mouse drag) - - Zoom control (mouse wheel) - - Point hover highlighting - - Point click selection - - Point decorations for highlighting subsets - - Picking system for point interaction - - Example: - ```python - # Create a torus knot point cloud - xyz = np.random.rand(1000, 3).astype(np.float32).flatten() - rgb = np.random.randint(0, 255, (1000, 3), dtype=np.uint8).flatten() - scale = np.random.uniform(0.1, 10, 1000).astype(np.float32) - - points = Points( - {"position": xyz, "color": rgb, "scale": scale}, - { - "pointSize": 5.0, - "camera": { - "position": [7, 4, 4], - "target": [0, 0, 0], - "up": [0, 0, 1], - "fov": 40, - }, - "decorations": { - "highlight": { - "indexes": [0, 1, 2], - "scale": 2.0, - "color": [1, 1, 0], - "minSize": 10 - } - } - } - ) - ``` - """ - - def __init__(self, points, props): - self.props = {**props, "points": points} - - def for_json(self) -> Any: - return [Plot.JSRef("scene3d.Scene"), self.props] diff --git a/src/genstudio/js/scene3d/impl.tsx b/src/genstudio/js/scene3d/impl3d.tsx similarity index 94% rename from src/genstudio/js/scene3d/impl.tsx rename to src/genstudio/js/scene3d/impl3d.tsx index b629ad3d..7e88a774 100644 --- a/src/genstudio/js/scene3d/impl.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -47,7 +47,7 @@ export interface RenderObject { pickingIndexCount?: number; pickingInstanceCount?: number; - elementIndex: number; + componentIndex: number; pickingDataStale: boolean; } @@ -59,7 +59,7 @@ export interface DynamicBuffers { } export interface SceneInnerProps { - elements: any[]; + components: any[]; containerWidth: number; containerHeight: number; style?: React.CSSProperties; @@ -87,14 +87,14 @@ const LIGHTING = { * 3) Data Structures & Primitive Specs ******************************************************/ interface PrimitiveSpec { - /** Get the number of instances in this element */ - getCount(element: E): number; + /** Get the number of instances in this component */ + getCount(component: E): number; /** Build vertex buffer data for rendering */ - buildRenderData(element: E): Float32Array | null; + buildRenderData(component: E): Float32Array | null; /** Build vertex buffer data for picking */ - buildPickingData(element: E, baseID: number): Float32Array | null; + buildPickingData(component: E, baseID: number): Float32Array | null; /** The default rendering configuration for this primitive type */ renderConfig: RenderConfig; @@ -146,7 +146,7 @@ interface PointCloudData { colors?: Float32Array; scales?: Float32Array; } -export interface PointCloudElementConfig { +export interface PointCloudGroupConfig { type: 'PointCloud'; data: PointCloudData; decorations?: Decoration[]; @@ -154,7 +154,7 @@ export interface PointCloudElementConfig { onClick?: (index: number) => void; } -const pointCloudSpec: PrimitiveSpec = { +const pointCloudSpec: PrimitiveSpec = { // Data transformation methods getCount(elem) { return elem.data.positions.length / 3; @@ -306,7 +306,7 @@ const pointCloudSpec: PrimitiveSpec = { pickingIndexCount: 6, pickingInstanceCount: instanceCount, - elementIndex: -1, + componentIndex: -1, pickingDataStale: true, }; } @@ -318,7 +318,7 @@ interface EllipsoidData { radii: Float32Array; colors?: Float32Array; } -export interface EllipsoidElementConfig { +export interface EllipsoidGroupConfig { type: 'Ellipsoid'; data: EllipsoidData; decorations?: Decoration[]; @@ -326,7 +326,7 @@ export interface EllipsoidElementConfig { onClick?: (index: number) => void; } -const ellipsoidSpec: PrimitiveSpec = { +const ellipsoidSpec: PrimitiveSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -450,14 +450,14 @@ const ellipsoidSpec: PrimitiveSpec = { pickingIndexCount: indexCount, pickingInstanceCount: instanceCount, - elementIndex: -1, + componentIndex: -1, pickingDataStale: true, }; } }; /** ===================== ELLIPSOID BOUNDS ===================== **/ -export interface EllipsoidAxesElementConfig { +export interface EllipsoidAxesGroupConfig { type: 'EllipsoidAxes'; data: EllipsoidData; decorations?: Decoration[]; @@ -465,7 +465,7 @@ export interface EllipsoidAxesElementConfig { onClick?: (index: number) => void; } -const ellipsoidAxesSpec: PrimitiveSpec = { +const ellipsoidAxesSpec: PrimitiveSpec = { getCount(elem) { // each ellipsoid => 3 rings const c = elem.data.centers.length/3; @@ -585,7 +585,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { pickingIndexCount: indexCount, pickingInstanceCount: instanceCount, - elementIndex: -1, + componentIndex: -1, pickingDataStale: true, }; } @@ -597,7 +597,7 @@ interface CuboidData { sizes: Float32Array; colors?: Float32Array; } -export interface CuboidElementConfig { +export interface CuboidGroupConfig { type: 'Cuboid'; data: CuboidData; decorations?: Decoration[]; @@ -605,7 +605,7 @@ export interface CuboidElementConfig { onClick?: (index: number) => void; } -const cuboidSpec: PrimitiveSpec = { +const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -730,7 +730,7 @@ const cuboidSpec: PrimitiveSpec = { pickingIndexCount: indexCount, pickingInstanceCount: instanceCount, - elementIndex: -1, + componentIndex: -1, pickingDataStale: true, }; } @@ -1004,13 +1004,13 @@ const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { /****************************************************** * 7) Primitive Registry ******************************************************/ -export type SceneElementConfig = - | PointCloudElementConfig - | EllipsoidElementConfig - | EllipsoidAxesElementConfig - | CuboidElementConfig; +export type ComponentConfig = + | PointCloudGroupConfig + | EllipsoidGroupConfig + | EllipsoidAxesGroupConfig + | CuboidGroupConfig; -const primitiveRegistry: Record> = { +const primitiveRegistry: Record> = { PointCloud: pointCloudSpec, // Use consolidated spec Ellipsoid: ellipsoidSpec, EllipsoidAxes: ellipsoidAxesSpec, @@ -1023,7 +1023,7 @@ const primitiveRegistry: Record> ******************************************************/ export function SceneInner({ - elements, + components, containerWidth, containerHeight, style, @@ -1046,8 +1046,8 @@ export function SceneInner({ readbackBuffer: GPUBuffer; renderObjects: RenderObject[]; - elementBaseId: number[]; - idToElement: ({elementIdx: number, instanceIdx: number} | null)[]; + componentBaseId: number[]; + idToComponent: ({componentIdx: number, instanceIdx: number} | null)[]; pipelineCache: Map; // Add this dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; // Add this @@ -1091,7 +1091,7 @@ export function SceneInner({ const pickingLockRef = useRef(false); // Add hover state tracking - const lastHoverState = useRef<{elementIdx: number, instanceIdx: number} | null>(null); + const lastHoverState = useRef<{componentIdx: number, instanceIdx: number} | null>(null); /****************************************************** * A) initWebGPU @@ -1152,8 +1152,8 @@ export function SceneInner({ pickDepthTexture: null, readbackBuffer, renderObjects: [], - elementBaseId: [], - idToElement: [null], // First ID (0) is reserved + componentBaseId: [], + idToComponent: [null], // First ID (0) is reserved pipelineCache: new Map(), dynamicBuffers: null, resources: { @@ -1224,28 +1224,28 @@ export function SceneInner({ * C) Building the RenderObjects (no if/else) ******************************************************/ // Move ID mapping logic to a separate function - const buildElementIdMapping = useCallback((elements: SceneElementConfig[]) => { + const buildComponentIdMapping = useCallback((components: ComponentConfig[]) => { if (!gpuRef.current) return; // Reset ID mapping - gpuRef.current.idToElement = [null]; // First ID (0) is reserved + gpuRef.current.idToComponent = [null]; // First ID (0) is reserved let currentID = 1; // Build new mapping - elements.forEach((elem, elementIdx) => { + components.forEach((elem, componentIdx) => { const spec = primitiveRegistry[elem.type]; if (!spec) { - gpuRef.current!.elementBaseId[elementIdx] = 0; + gpuRef.current!.componentBaseId[componentIdx] = 0; return; } const count = spec.getCount(elem); - gpuRef.current!.elementBaseId[elementIdx] = currentID; + gpuRef.current!.componentBaseId[componentIdx] = currentID; // Expand global ID table for (let j = 0; j < count; j++) { - gpuRef.current!.idToElement[currentID + j] = { - elementIdx: elementIdx, + gpuRef.current!.idToComponent[currentID + j] = { + componentIdx: componentIdx, instanceIdx: j }; } @@ -1254,11 +1254,11 @@ export function SceneInner({ }, []); // Fix the calculateBufferSize function - function calculateBufferSize(elements: SceneElementConfig[]): { renderSize: number, pickingSize: number } { + function calculateBufferSize(components: ComponentConfig[]): { renderSize: number, pickingSize: number } { let renderSize = 0; let pickingSize = 0; - elements.forEach(elem => { + components.forEach(elem => { const spec = primitiveRegistry[elem.type]; if (!spec) return; @@ -1315,12 +1315,12 @@ export function SceneInner({ } // Update buildRenderObjects to use correct stride calculation - function buildRenderObjects(elements: SceneElementConfig[]): RenderObject[] { + function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; // Calculate required buffer sizes - const { renderSize, pickingSize } = calculateBufferSize(elements); + const { renderSize, pickingSize } = calculateBufferSize(components); // Create or recreate dynamic buffers if needed if (!gpuRef.current.dynamicBuffers || @@ -1341,15 +1341,15 @@ export function SceneInner({ dynamicBuffers.renderOffset = 0; dynamicBuffers.pickingOffset = 0; - // Initialize elementBaseId array - gpuRef.current.elementBaseId = []; + // Initialize componentBaseId array + gpuRef.current.componentBaseId = []; // Build ID mapping - buildElementIdMapping(elements); + buildComponentIdMapping(components); const validRenderObjects: RenderObject[] = []; - elements.forEach((elem, i) => { + components.forEach((elem, i) => { const spec = primitiveRegistry[elem.type]; if(!spec) { console.warn(`Unknown primitive type: ${elem.type}`); @@ -1359,13 +1359,13 @@ export function SceneInner({ try { const count = spec.getCount(elem); if (count === 0) { - console.warn(`Element ${i} (${elem.type}) has no instances`); + console.warn(`Component ${i} (${elem.type}) has no instances`); return; } const renderData = spec.buildRenderData(elem); if (!renderData) { - console.warn(`Failed to build render data for element ${i} (${elem.type})`); + console.warn(`Failed to build render data for component ${i} (${elem.type})`); return; } @@ -1389,7 +1389,7 @@ export function SceneInner({ const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); if (!pipeline) { - console.warn(`Failed to create pipeline for element ${i} (${elem.type})`); + console.warn(`Failed to create pipeline for component ${i} (${elem.type})`); return; } @@ -1408,7 +1408,7 @@ export function SceneInner({ ); if (!baseRenderObject.vertexBuffers || baseRenderObject.vertexBuffers.length !== 2) { - console.warn(`Invalid vertex buffers for element ${i} (${elem.type})`); + console.warn(`Invalid vertex buffers for component ${i} (${elem.type})`); return; } @@ -1417,12 +1417,12 @@ export function SceneInner({ pickingPipeline: undefined, pickingVertexBuffers: [undefined, undefined] as [GPUBuffer | undefined, BufferInfo | undefined], pickingDataStale: true, - elementIndex: i + componentIndex: i }; validRenderObjects.push(renderObject); } catch (error) { - console.error(`Error creating render object for element ${i} (${elem.type}):`, error); + console.error(`Error creating render object for component ${i} (${elem.type}):`, error); } }); @@ -1547,7 +1547,7 @@ export function SceneInner({ try { const { device, pickTexture, pickDepthTexture, readbackBuffer, - uniformBindGroup, renderObjects, idToElement + uniformBindGroup, renderObjects, idToComponent } = gpuRef.current; if(!pickTexture || !pickDepthTexture || !readbackBuffer) return; if (currentPickingId !== pickingId) return; @@ -1555,7 +1555,7 @@ export function SceneInner({ // Ensure picking data is ready for all objects renderObjects.forEach((ro, i) => { if (ro.pickingDataStale) { - ensurePickingData(ro, elements[i]); + ensurePickingData(ro, components[i]); } }); @@ -1646,30 +1646,30 @@ export function SceneInner({ function handleHoverID(pickedID: number) { if (!gpuRef.current) return; - const { idToElement } = gpuRef.current; + const { idToComponent } = gpuRef.current; // Get new hover state - const newHoverState = idToElement[pickedID] || null; + const newHoverState = idToComponent[pickedID] || null; // If hover state hasn't changed, do nothing if ((!lastHoverState.current && !newHoverState) || (lastHoverState.current && newHoverState && - lastHoverState.current.elementIdx === newHoverState.elementIdx && + lastHoverState.current.componentIdx === newHoverState.componentIdx && lastHoverState.current.instanceIdx === newHoverState.instanceIdx)) { return; } // Clear previous hover if it exists if (lastHoverState.current) { - const prevElement = elements[lastHoverState.current.elementIdx]; - prevElement?.onHover?.(null); + const prevComponent = components[lastHoverState.current.componentIdx]; + prevComponent?.onHover?.(null); } // Set new hover if it exists if (newHoverState) { - const { elementIdx, instanceIdx } = newHoverState; - if (elementIdx >= 0 && elementIdx < elements.length) { - elements[elementIdx].onHover?.(instanceIdx); + const { componentIdx, instanceIdx } = newHoverState; + if (componentIdx >= 0 && componentIdx < components.length) { + components[componentIdx].onHover?.(instanceIdx); } } @@ -1679,12 +1679,12 @@ export function SceneInner({ function handleClickID(pickedID:number){ if(!gpuRef.current) return; - const {idToElement} = gpuRef.current; - const rec = idToElement[pickedID]; + const {idToComponent} = gpuRef.current; + const rec = idToComponent[pickedID]; if(!rec) return; - const {elementIdx, instanceIdx} = rec; - if(elementIdx<0||elementIdx>=elements.length) return; - elements[elementIdx].onClick?.(instanceIdx); + const {componentIdx, instanceIdx} = rec; + if(componentIdx<0||componentIdx>=components.length) return; + components[componentIdx].onClick?.(instanceIdx); } /****************************************************** @@ -1741,7 +1741,7 @@ export function SceneInner({ type: 'dragging', button: e.button, startX: e.clientX, - startY: e.cliefsntY, + startY: e.clientY, lastX: e.clientX, lastY: e.clientY, isShiftDown: e.shiftKey, @@ -1845,14 +1845,14 @@ export function SceneInner({ } }, [containerWidth, containerHeight, createOrUpdateDepthTexture, createOrUpdatePickTextures, renderFrame, activeCamera]); - // Update elements effect + // Update components effect useEffect(() => { if (isReady && gpuRef.current) { - const ros = buildRenderObjects(elements); + const ros = buildRenderObjects(components); gpuRef.current.renderObjects = ros; renderFrame(activeCamera); } - }, [isReady, elements]); // Remove activeCamera dependency + }, [isReady, components]); // Remove activeCamera dependency // Add separate effect just for camera updates useEffect(() => { @@ -1878,14 +1878,14 @@ export function SceneInner({ }, [handleCameraUpdate]); // Move ensurePickingData inside component - const ensurePickingData = useCallback((renderObject: RenderObject, element: SceneElementConfig) => { + const ensurePickingData = useCallback((renderObject: RenderObject, component: ComponentConfig) => { if (!renderObject.pickingDataStale) return; if (!gpuRef.current) return; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; // Calculate sizes before creating buffers - const { renderSize, pickingSize } = calculateBufferSize(elements); + const { renderSize, pickingSize } = calculateBufferSize(components); // Ensure dynamic buffers exist if (!gpuRef.current.dynamicBuffers) { @@ -1893,11 +1893,11 @@ export function SceneInner({ } const dynamicBuffers = gpuRef.current.dynamicBuffers!; - const spec = primitiveRegistry[element.type]; + const spec = primitiveRegistry[component.type]; if (!spec) return; // Build picking data - const pickData = spec.buildPickingData(element, gpuRef.current.elementBaseId[renderObject.elementIndex]); + const pickData = spec.buildPickingData(component, gpuRef.current.componentBaseId[renderObject.componentIndex]); if (pickData && pickData.length > 0) { const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 4) * 4; // Calculate stride based on float count (4 bytes per float) @@ -1935,7 +1935,7 @@ export function SceneInner({ renderObject.pickingInstanceCount = renderObject.instanceCount; renderObject.pickingDataStale = false; - }, [elements, buildElementIdMapping]); + }, [components, buildComponentIdMapping]); return (
diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index c56e1d05..66584385 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,8 +1,118 @@ import React, { useMemo } from 'react'; -import { SceneInner, SceneElementConfig} from './impl'; +import { SceneInner, ComponentConfig, PointCloudGroupConfig, EllipsoidGroupConfig, EllipsoidAxesGroupConfig, CuboidGroupConfig } from './impl3d'; import { CameraParams } from './camera3d'; import { useContainerWidth } from '../utils'; +interface Decoration { + indexes: number[]; + color?: [number, number, number]; + alpha?: number; + scale?: number; + minSize?: number; +} + +export function deco( + indexes: number | number[], + { + color, + alpha, + scale, + minSize + }: { + color?: [number, number, number], + alpha?: number, + scale?: number, + minSize?: number + } = {} +): Decoration { + const indexArray = typeof indexes === 'number' ? [indexes] : indexes; + return { indexes: indexArray, color, alpha, scale, minSize }; +} + +export function PointCloud( + positions: Float32Array, + colors?: Float32Array, + scales?: Float32Array, + decorations?: Decoration[], + onHover?: (index: number|null) => void, + onClick?: (index: number|null) => void +): PointCloudGroupConfig { + return { + type: 'PointCloud', + data: { + positions, + colors, + scales + }, + decorations, + onHover, + onClick + }; +} + +export function Ellipsoid( + centers: Float32Array, + radii: Float32Array, + colors?: Float32Array, + decorations?: Decoration[], + onHover?: (index: number|null) => void, + onClick?: (index: number|null) => void +): EllipsoidGroupConfig { + return { + type: 'Ellipsoid', + data: { + centers, + radii, + colors + }, + decorations, + onHover, + onClick + }; +} + +export function EllipsoidAxes( + centers: Float32Array, + radii: Float32Array, + colors?: Float32Array, + decorations?: Decoration[], + onHover?: (index: number|null) => void, + onClick?: (index: number|null) => void +): EllipsoidAxesGroupConfig { + return { + type: 'EllipsoidAxes', + data: { + centers, + radii, + colors + }, + decorations, + onHover, + onClick + }; +} + +export function Cuboid( + centers: Float32Array, + sizes: Float32Array, + colors?: Float32Array, + decorations?: Decoration[], + onHover?: (index: number|null) => void, + onClick?: (index: number|null) => void +): CuboidGroupConfig { + return { + type: 'Cuboid', + data: { + centers, + sizes, + colors + }, + decorations, + onHover, + onClick + }; +} + // Add this helper function near the top with other utility functions export function computeCanvasDimensions(containerWidth: number, width?: number, height?: number, aspectRatio = 1) { if (!containerWidth && !width) return; @@ -23,7 +133,7 @@ export function computeCanvasDimensions(containerWidth: number, width?: number, }; } interface SceneProps { - elements: SceneElementConfig[]; + components: ComponentConfig[]; width?: number; height?: number; aspectRatio?: number; @@ -32,7 +142,7 @@ interface SceneProps { onCameraChange?: (camera: CameraParams) => void; } -export function Scene({ elements, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { +export function Scene({ components, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { const [containerRef, measuredWidth] = useContainerWidth(1); const dimensions = useMemo( () => computeCanvasDimensions(measuredWidth, width, height, aspectRatio), @@ -46,7 +156,7 @@ export function Scene({ elements, width, height, aspectRatio = 1, camera, defaul containerWidth={dimensions.width} containerHeight={dimensions.height} style={dimensions.style} - elements={elements} + components={components} camera={camera} defaultCamera={defaultCamera} onCameraChange={onCameraChange} diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 659a6470..a3cc3c74 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -24,7 +24,7 @@ def deco( scale: Optional[NumberLike] = None, min_size: Optional[NumberLike] = None, ) -> Decoration: - """Create a decoration for scene elements. + """Create a decoration for scene components. Args: indexes: Single index or list of indices to decorate @@ -56,8 +56,8 @@ def deco( return decoration # type: ignore -class SceneElement(Plot.LayoutItem): - """Base class for all 3D scene elements.""" +class SceneComponent(Plot.LayoutItem): + """Base class for all 3D scene components.""" def __init__(self, type_name: str, data: Dict[str, Any], **kwargs): super().__init__() @@ -82,26 +82,28 @@ def for_json(self) -> Dict[str, Any]: """Convert the element to a JSON-compatible dictionary.""" return Scene(self).for_json() - def __add__(self, other: Union["SceneElement", "Scene", Dict[str, Any]]) -> "Scene": - """Allow combining elements with + operator.""" + def __add__( + self, other: Union["SceneComponent", "Scene", Dict[str, Any]] + ) -> "Scene": + """Allow combining components with + operator.""" if isinstance(other, Scene): return other + self - elif isinstance(other, SceneElement): + elif isinstance(other, SceneComponent): return Scene(self, other) elif isinstance(other, dict): return Scene(self, other) else: - raise TypeError(f"Cannot add SceneElement with {type(other)}") + raise TypeError(f"Cannot add SceneComponent with {type(other)}") def __radd__(self, other: Dict[str, Any]) -> "Scene": - """Allow combining elements with + operator when dict is on the left.""" + """Allow combining components with + operator when dict is on the left.""" return Scene(self, other) class Scene(Plot.LayoutItem): """A 3D scene visualization component using WebGPU. - This class creates an interactive 3D scene that can contain multiple types of elements: + This class creates an interactive 3D scene that can contain multiple types of components: - Point clouds - Ellipsoids - Ellipsoid bounds (wireframe) @@ -111,55 +113,55 @@ class Scene(Plot.LayoutItem): - Orbit camera control (left mouse drag) - Pan camera control (shift + left mouse drag or middle mouse drag) - Zoom control (mouse wheel) - - Element hover highlighting - - Element click selection + - Component hover highlighting + - Component click selection """ def __init__( self, - *elements_and_props: Union[SceneElement, Dict[str, Any]], + *components_and_props: Union[SceneComponent, Dict[str, Any]], ): """Initialize the scene. Args: - *elements_and_props: Scene elements and optional properties. + *components_and_props: Scene components and optional properties. """ - elements = [] + components = [] scene_props = {} - for item in elements_and_props: - if isinstance(item, SceneElement): - elements.append(item) + for item in components_and_props: + if isinstance(item, SceneComponent): + components.append(item) elif isinstance(item, dict): scene_props.update(item) else: - raise TypeError(f"Invalid type in elements_and_props: {type(item)}") + raise TypeError(f"Invalid type in components_and_props: {type(item)}") - self.elements = elements + self.components = components self.scene_props = scene_props super().__init__() - def __add__(self, other: Union[SceneElement, "Scene", Dict[str, Any]]) -> "Scene": + def __add__(self, other: Union[SceneComponent, "Scene", Dict[str, Any]]) -> "Scene": """Allow combining scenes with + operator.""" if isinstance(other, Scene): - return Scene(*self.elements, *other.elements, self.scene_props) - elif isinstance(other, SceneElement): - return Scene(*self.elements, other, self.scene_props) + return Scene(*self.components, *other.components, self.scene_props) + elif isinstance(other, SceneComponent): + return Scene(*self.components, other, self.scene_props) elif isinstance(other, dict): - return Scene(*self.elements, {**self.scene_props, **other}) + return Scene(*self.components, {**self.scene_props, **other}) else: raise TypeError(f"Cannot add Scene with {type(other)}") def __radd__(self, other: Dict[str, Any]) -> "Scene": """Allow combining scenes with + operator when dict is on the left.""" - return Scene(*self.elements, {**other, **self.scene_props}) + return Scene(*self.components, {**other, **self.scene_props}) def for_json(self) -> Any: """Convert to JSON representation for JavaScript.""" - elements = [ - e.to_dict() if isinstance(e, SceneElement) else e for e in self.elements + components = [ + e.to_dict() if isinstance(e, SceneComponent) else e for e in self.components ] - props = {"elements": elements, **self.scene_props} + props = {"components": components, **self.scene_props} return [Plot.JSRef("scene3d.Scene"), props] @@ -188,7 +190,7 @@ def PointCloud( colors: Optional[ArrayLike] = None, scales: Optional[ArrayLike] = None, **kwargs: Any, -) -> SceneElement: +) -> SceneComponent: """Create a point cloud element. Args: @@ -206,7 +208,7 @@ def PointCloud( if scales is not None: data["scales"] = flatten_array(scales, dtype=np.float32) - return SceneElement("PointCloud", data, **kwargs) + return SceneComponent("PointCloud", data, **kwargs) def Ellipsoid( @@ -214,7 +216,7 @@ def Ellipsoid( radii: ArrayLike, colors: Optional[ArrayLike] = None, **kwargs: Any, -) -> SceneElement: +) -> SceneComponent: """Create an ellipsoid element. Args: @@ -230,7 +232,7 @@ def Ellipsoid( if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) - return SceneElement("Ellipsoid", data, **kwargs) + return SceneComponent("Ellipsoid", data, **kwargs) def EllipsoidAxes( @@ -238,7 +240,7 @@ def EllipsoidAxes( radii: ArrayLike, colors: Optional[ArrayLike] = None, **kwargs: Any, -) -> SceneElement: +) -> SceneComponent: """Create an ellipsoid bounds (wireframe) element. Args: @@ -254,7 +256,7 @@ def EllipsoidAxes( if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) - return SceneElement("EllipsoidAxes", data, **kwargs) + return SceneComponent("EllipsoidAxes", data, **kwargs) def Cuboid( @@ -262,7 +264,7 @@ def Cuboid( sizes: ArrayLike, colors: Optional[ArrayLike] = None, **kwargs: Any, -) -> SceneElement: +) -> SceneComponent: """Create a cuboid element. Args: @@ -278,4 +280,4 @@ def Cuboid( if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) - return SceneElement("Cuboid", data, **kwargs) + return SceneComponent("Cuboid", data, **kwargs) From 158b89873a377e26c2d148936d5089c912a876f9 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 14:39:00 +0100 Subject: [PATCH 102/167] accept singular component options --- src/genstudio/js/scene3d/impl3d.tsx | 176 +++++++++++++++++----------- src/genstudio/scene3d.py | 64 ++++++++-- 2 files changed, 159 insertions(+), 81 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 7e88a774..20ac2578 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -144,7 +144,9 @@ interface RenderConfig { interface PointCloudData { positions: Float32Array; colors?: Float32Array; + color?: [number, number, number]; // Default color if colors not provided scales?: Float32Array; + scale?: number; // Default scale if scales not provided } export interface PointCloudGroupConfig { type: 'PointCloud'; @@ -161,15 +163,17 @@ const pointCloudSpec: PrimitiveSpec = { }, buildRenderData(elem) { - const { positions, colors, scales } = elem.data; + const { positions, colors, color = [1, 1, 1], scales, scale = 0.02 } = elem.data; const count = positions.length / 3; if(count === 0) return null; // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, scale) - const arr = new Float32Array(count * 8); // Changed from 9 to 8 floats per instance + const arr = new Float32Array(count * 8); // Initialize default color values outside the loop const hasColors = colors && colors.length === count*3; + const defaultColor = color; + const defaultScale = scale; for(let i=0; i = { arr[i*8+4] = colors[i*3+1]; arr[i*8+5] = colors[i*3+2]; } else { - arr[i*8+3] = 1; - arr[i*8+4] = 1; - arr[i*8+5] = 1; + arr[i*8+3] = defaultColor[0]; + arr[i*8+4] = defaultColor[1]; + arr[i*8+5] = defaultColor[2]; } arr[i*8+6] = 1.0; // alpha - const s = scales ? scales[i] : 0.02; - arr[i*8+7] = s; // single scale value + arr[i*8+7] = scales ? scales[i] : defaultScale; } // decorations if(elem.decorations){ @@ -315,8 +318,10 @@ const pointCloudSpec: PrimitiveSpec = { /** ===================== ELLIPSOID ===================== **/ interface EllipsoidData { centers: Float32Array; - radii: Float32Array; + radii?: Float32Array; + radius?: number | [number, number, number]; // Single number for sphere, triple for ellipsoid colors?: Float32Array; + color?: [number, number, number]; } export interface EllipsoidGroupConfig { type: 'Ellipsoid'; @@ -331,25 +336,39 @@ const ellipsoidSpec: PrimitiveSpec = { return elem.data.centers.length / 3; }, buildRenderData(elem){ - const { centers, radii, colors } = elem.data; + const { centers, radii, radius = 0.1, colors, color = [1, 1, 1] } = elem.data; const count = centers.length / 3; if(count===0)return null; + // Convert radius to [x,y,z] format + const defaultRadius = Array.isArray(radius) ? radius : [radius, radius, radius]; + // (pos.x, pos.y, pos.z, scale.x, scale.y, scale.z, col.r, col.g, col.b, alpha) const arr = new Float32Array(count*10); + const hasColors = colors && colors.length===count*3; + const hasRadii = radii && radii.length===count*3; + for(let i=0; i = { return arr; }, buildPickingData(elem, baseID){ - const { centers, radii } = elem.data; + const { centers, radii, radius = 0.1 } = elem.data; const count=centers.length/3; if(count===0)return null; + // Convert radius to [x,y,z] format + const defaultRadius = Array.isArray(radius) ? radius : [radius, radius, radius]; + // (pos.x, pos.y, pos.z, scale.x, scale.y, scale.z, pickID) const arr = new Float32Array(count*7); + const hasRadii = radii && radii.length===count*3; + for(let i=0; i = { return elem.data.centers.length / 3; }, buildRenderData(elem){ - const { centers, sizes, colors } = elem.data; + const { centers, sizes, colors, color = [1, 1, 1] } = elem.data; const count = centers.length / 3; if(count===0)return null; // (center.x, center.y, center.z, size.x, size.y, size.z, color.r, color.g, color.b, alpha) const arr = new Float32Array(count*10); + const hasColors = colors && colors.length===count*3; + const defaultColor = color; + for(let i=0; i = { arr[i*10+3] = sizes[i*3+0] || 0.1; arr[i*10+4] = sizes[i*3+1] || 0.1; arr[i*10+5] = sizes[i*3+2] || 0.1; - if(colors && colors.length===count*3){ + if(hasColors){ arr[i*10+6] = colors[i*3+0]; arr[i*10+7] = colors[i*3+1]; arr[i*10+8] = colors[i*3+2]; } else { - arr[i*10+6] = 1; arr[i*10+7] = 1; arr[i*10+8] = 1; + arr[i*10+6] = defaultColor[0]; + arr[i*10+7] = defaultColor[1]; + arr[i*10+8] = defaultColor[2]; } arr[i*10+9] = 1.0; } @@ -934,6 +970,37 @@ function createRenderPipeline( }); } +function createTranslucentGeometryPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + config: PipelineConfig, + format: GPUTextureFormat, + primitiveSpec: PrimitiveSpec // Take the primitive spec instead of just type +): GPURenderPipeline { + return createRenderPipeline(device, bindGroupLayout, { + ...config, + primitive: primitiveSpec.renderConfig, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less' + } + }, format); +} + + // Common vertex buffer layouts const POINT_CLOUD_GEOMETRY_LAYOUT: VertexBufferLayout = { arrayStride: 24, // 6 floats * 4 bytes @@ -1432,6 +1499,25 @@ export function SceneInner({ /****************************************************** * D) Render pass (single call, no loop) ******************************************************/ + + // Add validation helper +function isValidRenderObject(ro: RenderObject): ro is Required> & { + vertexBuffers: [GPUBuffer, BufferInfo]; +} & RenderObject { + return ( + ro.pipeline !== undefined && + Array.isArray(ro.vertexBuffers) && + ro.vertexBuffers.length === 2 && + ro.vertexBuffers[0] !== undefined && + ro.vertexBuffers[1] !== undefined && + 'buffer' in ro.vertexBuffers[1] && + 'offset' in ro.vertexBuffers[1] && + (ro.indexBuffer !== undefined || ro.vertexCount !== undefined) && + typeof ro.instanceCount === 'number' && + ro.instanceCount > 0 + ); +} + const renderFrame = useCallback((camState: CameraState) => { if(!gpuRef.current) return; const { @@ -2343,51 +2429,3 @@ fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { return vec4(r,g,b,1.0); } `; - -// Add validation helper -function isValidRenderObject(ro: RenderObject): ro is Required> & { - vertexBuffers: [GPUBuffer, BufferInfo]; -} & RenderObject { - return ( - ro.pipeline !== undefined && - Array.isArray(ro.vertexBuffers) && - ro.vertexBuffers.length === 2 && - ro.vertexBuffers[0] !== undefined && - ro.vertexBuffers[1] !== undefined && - 'buffer' in ro.vertexBuffers[1] && - 'offset' in ro.vertexBuffers[1] && - (ro.indexBuffer !== undefined || ro.vertexCount !== undefined) && - typeof ro.instanceCount === 'number' && - ro.instanceCount > 0 - ); -} - -function createTranslucentGeometryPipeline( - device: GPUDevice, - bindGroupLayout: GPUBindGroupLayout, - config: PipelineConfig, - format: GPUTextureFormat, - primitiveSpec: PrimitiveSpec // Take the primitive spec instead of just type -): GPURenderPipeline { - return createRenderPipeline(device, bindGroupLayout, { - ...config, - primitive: primitiveSpec.renderConfig, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } - }, - depthStencil: { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less' - } - }, format); -} diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index a3cc3c74..bfdb547d 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -188,7 +188,9 @@ def flatten_array( def PointCloud( positions: ArrayLike, colors: Optional[ArrayLike] = None, + color: Optional[ArrayLike] = None, # Default RGB color for all points scales: Optional[ArrayLike] = None, + scale: Optional[NumberLike] = None, # Default scale for all points **kwargs: Any, ) -> SceneComponent: """Create a point cloud element. @@ -196,7 +198,9 @@ def PointCloud( Args: positions: Nx3 array of point positions or flattened array colors: Nx3 array of RGB colors or flattened array (optional) + color: Default RGB color [r,g,b] for all points if colors not provided scales: N array of point scales or flattened array (optional) + scale: Default scale for all points if scales not provided **kwargs: Additional arguments like decorations, onHover, onClick """ positions = flatten_array(positions, dtype=np.float32) @@ -204,80 +208,116 @@ def PointCloud( if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) + elif color is not None: + data["color"] = color if scales is not None: data["scales"] = flatten_array(scales, dtype=np.float32) + elif scale is not None: + data["scale"] = scale return SceneComponent("PointCloud", data, **kwargs) def Ellipsoid( centers: ArrayLike, - radii: ArrayLike, + radii: Optional[ArrayLike] = None, + radius: Optional[Union[NumberLike, ArrayLike]] = None, # Single value or [x,y,z] colors: Optional[ArrayLike] = None, + color: Optional[ArrayLike] = None, # Default RGB color for all ellipsoids **kwargs: Any, ) -> SceneComponent: """Create an ellipsoid element. Args: centers: Nx3 array of ellipsoid centers or flattened array - radii: Nx3 array of radii (x,y,z) or flattened array + radii: Nx3 array of radii (x,y,z) or flattened array (optional) + radius: Default radius (sphere) or [x,y,z] radii (ellipsoid) if radii not provided colors: Nx3 array of RGB colors or flattened array (optional) + color: Default RGB color [r,g,b] for all ellipsoids if colors not provided **kwargs: Additional arguments like decorations, onHover, onClick """ centers = flatten_array(centers, dtype=np.float32) - radii = flatten_array(radii, dtype=np.float32) - data = {"centers": centers, "radii": radii} + data: Dict[str, Any] = {"centers": centers} + + if radii is not None: + data["radii"] = flatten_array(radii, dtype=np.float32) + elif radius is not None: + data["radius"] = radius if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) + elif color is not None: + data["color"] = color return SceneComponent("Ellipsoid", data, **kwargs) def EllipsoidAxes( centers: ArrayLike, - radii: ArrayLike, + radii: Optional[ArrayLike] = None, + radius: Optional[Union[NumberLike, ArrayLike]] = None, # Single value or [x,y,z] colors: Optional[ArrayLike] = None, + color: Optional[ArrayLike] = None, # Default RGB color for all ellipsoids **kwargs: Any, ) -> SceneComponent: """Create an ellipsoid bounds (wireframe) element. Args: centers: Nx3 array of ellipsoid centers or flattened array - radii: Nx3 array of radii (x,y,z) or flattened array + radii: Nx3 array of radii (x,y,z) or flattened array (optional) + radius: Default radius (sphere) or [x,y,z] radii (ellipsoid) if radii not provided colors: Nx3 array of RGB colors or flattened array (optional) + color: Default RGB color [r,g,b] for all ellipsoids if colors not provided **kwargs: Additional arguments like decorations, onHover, onClick """ centers = flatten_array(centers, dtype=np.float32) - radii = flatten_array(radii, dtype=np.float32) - data = {"centers": centers, "radii": radii} + data: Dict[str, Any] = {"centers": centers} + + if radii is not None: + data["radii"] = flatten_array(radii, dtype=np.float32) + elif radius is not None: + data["radius"] = radius if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) + elif color is not None: + data["color"] = color return SceneComponent("EllipsoidAxes", data, **kwargs) def Cuboid( centers: ArrayLike, - sizes: ArrayLike, + sizes: Optional[ArrayLike] = None, + size: Optional[ + Union[ArrayLike, NumberLike] + ] = None, # Default size [w,h,d] for all cuboids colors: Optional[ArrayLike] = None, + color: Optional[ArrayLike] = None, # Default RGB color for all cuboids **kwargs: Any, ) -> SceneComponent: """Create a cuboid element. Args: centers: Nx3 array of cuboid centers or flattened array - sizes: Nx3 array of sizes (width,height,depth) or flattened array + sizes: Nx3 array of sizes (width,height,depth) or flattened array (optional) + size: Default size [w,h,d] for all cuboids if sizes not provided colors: Nx3 array of RGB colors or flattened array (optional) + color: Default RGB color [r,g,b] for all cuboids if colors not provided **kwargs: Additional arguments like decorations, onHover, onClick """ centers = flatten_array(centers, dtype=np.float32) - sizes = flatten_array(sizes, dtype=np.float32) - data = {"centers": centers, "sizes": sizes} + data: Dict[str, Any] = {"centers": centers} + + if sizes is not None: + data["sizes"] = flatten_array(sizes, dtype=np.float32) + elif size is not None: + data["size"] = size if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) + elif color is not None: + data["color"] = color return SceneComponent("Cuboid", data, **kwargs) From d1fe47ddf019be4c5b4615f640f20254efbea16d Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 14:42:01 +0100 Subject: [PATCH 103/167] fix typing --- src/genstudio/scene3d.py | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index bfdb547d..cc9ee3f8 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -166,9 +166,7 @@ def for_json(self) -> Any: return [Plot.JSRef("scene3d.Scene"), props] -def flatten_array( - arr: ArrayLike, dtype: Any = np.float32 -) -> Union[np.ndarray, Plot.JSExpr]: +def flatten_array(arr: Any, dtype: Any = np.float32) -> Any: """Flatten an array if it is a 2D array, otherwise return as is. Args: From ef66468be3fe1c36e344c042c04407cb81234898 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 14:57:31 +0100 Subject: [PATCH 104/167] clean up shader code --- src/genstudio/js/scene3d/impl3d.tsx | 159 +++++++++------------------- 1 file changed, 49 insertions(+), 110 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 20ac2578..9359b8b1 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -2036,7 +2036,9 @@ function isValidRenderObject(ro: RenderObject): ro is Required, cameraRight: vec3, @@ -2045,8 +2047,19 @@ struct Camera { _pad2: f32, lightDir: vec3, _pad3: f32, + cameraPos: vec3, + _pad4: f32, }; -@group(0) @binding(0) var camera : Camera; +@group(0) @binding(0) var camera : Camera;`; + +const lightingConstants = /*wgsl*/` +const AMBIENT_INTENSITY = ${LIGHTING.AMBIENT_INTENSITY}f; +const DIFFUSE_INTENSITY = ${LIGHTING.DIFFUSE_INTENSITY}f; +const SPECULAR_INTENSITY = ${LIGHTING.SPECULAR_INTENSITY}f; +const SPECULAR_POWER = ${LIGHTING.SPECULAR_POWER}f;`; + +const billboardVertCode = /*wgsl*/` +${cameraStruct} struct VSOut { @builtin(position) Position: vec4, @@ -2077,27 +2090,16 @@ fn vs_main( out.color = col; out.alpha = alpha; return out; -} -`; +}`; const billboardFragCode = /*wgsl*/` @fragment fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0) vec4 { return vec4(color, alpha); -} -`; +}`; const ellipsoidVertCode = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, -}; -@group(0) @binding(0) var camera : Camera; +${cameraStruct} struct VSOut { @builtin(position) pos: vec4, @@ -2105,7 +2107,7 @@ struct VSOut { @location(2) baseColor: vec3, @location(3) alpha: f32, @location(4) worldPos: vec3, - @location(5) instancePos: vec3 // Added instance position + @location(5) instancePos: vec3 }; @vertex @@ -2126,24 +2128,13 @@ fn vs_main( out.baseColor = iColor; out.alpha = iAlpha; out.worldPos = worldPos; - out.instancePos = iPos; // Pass through instance position + out.instancePos = iPos; return out; -} -`; +}`; const ellipsoidFragCode = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, - cameraPos: vec3, // Add camera position - _pad4: f32, -}; -@group(0) @binding(0) var camera : Camera; +${cameraStruct} +${lightingConstants} @fragment fn fs_main( @@ -2153,44 +2144,23 @@ fn fs_main( @location(4) worldPos: vec3, @location(5) instancePos: vec3 )-> @location(0) vec4 { - // Debug flag to toggle normal visualization - let debugNormals = false; - - if (debugNormals) { - // For debugging: show the normal as color while supporting translucency - let N = normalize(normal); - return vec4(N, alpha); // Display the normal vector as RGB color with original alpha - } else { - // Original shading code - let N = normal; - - let L = normalize(camera.lightDir); - let V = normalize(camera.cameraPos - worldPos); + let N = normalize(normal); + let L = normalize(camera.lightDir); + let V = normalize(camera.cameraPos - worldPos); - let lambert = max(dot(N, L), 0.0); - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; - var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); + let lambert = max(dot(N, L), 0.0); + let ambient = AMBIENT_INTENSITY; + var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); - let H = normalize(L + V); - let spec = pow(max(dot(N, H),0.0), ${LIGHTING.SPECULAR_POWER}); - color += vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), SPECULAR_POWER); + color += vec3(1.0) * spec * SPECULAR_INTENSITY; - return vec4(color, alpha); - } -} -`; + return vec4(color, alpha); +}`; const ringVertCode = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, -}; -@group(0) @binding(0) var camera : Camera; +${cameraStruct} struct VSOut { @builtin(position) pos: vec4, @@ -2234,8 +2204,7 @@ fn vs_main( out.alpha = alpha; out.worldPos = wp; return out; -} -`; +}`; const ringFragCode = /*wgsl*/` @fragment @@ -2247,20 +2216,10 @@ fn fs_main( )-> @location(0) vec4 { // simple color (no shading) return vec4(c, a); -} -`; +}`; const cuboidVertCode = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, -}; -@group(0) @binding(0) var camera: Camera; +${cameraStruct} struct VSOut { @builtin(position) pos: vec4, @@ -2288,20 +2247,11 @@ fn vs_main( out.alpha = alpha; out.worldPos = worldPos; return out; -} -`; +}`; const cuboidFragCode = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, -}; -@group(0) @binding(0) var camera: Camera; +${cameraStruct} +${lightingConstants} @fragment fn fs_main( @@ -2312,30 +2262,20 @@ fn fs_main( )-> @location(0) vec4 { let N = normalize(normal); let L = normalize(camera.lightDir); + let V = normalize(-worldPos); let lambert = max(dot(N,L), 0.0); - let ambient = ${LIGHTING.AMBIENT_INTENSITY}; - var color = baseColor * (ambient + lambert*${LIGHTING.DIFFUSE_INTENSITY}); + let ambient = AMBIENT_INTENSITY; + var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); - let V = normalize(-worldPos); let H = normalize(L + V); - let spec = pow(max(dot(N,H),0.0), ${LIGHTING.SPECULAR_POWER}); - color += vec3(1.0,1.0,1.0)*spec*${LIGHTING.SPECULAR_INTENSITY}; + let spec = pow(max(dot(N,H),0.0), SPECULAR_POWER); + color += vec3(1.0) * spec * SPECULAR_INTENSITY; return vec4(color, alpha); -} -`; +}`; const pickingVertCode = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, -}; -@group(0) @binding(0) var camera: Camera; +${cameraStruct} struct VSOut { @builtin(position) pos: vec4, @@ -2427,5 +2367,4 @@ fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { let g = f32((iID>>8)&255u)/255.0; let b = f32((iID>>16)&255u)/255.0; return vec4(r,g,b,1.0); -} -`; +}`; From 7c408356965d0929be72eee2bbaa9fdbe6db2c21 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 15:13:20 +0100 Subject: [PATCH 105/167] naming --- src/genstudio/js/scene3d/impl3d.tsx | 24 ++++++++++++------------ src/genstudio/js/scene3d/scene3d.tsx | 10 +++++----- 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 9359b8b1..83bda082 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -148,7 +148,7 @@ interface PointCloudData { scales?: Float32Array; scale?: number; // Default scale if scales not provided } -export interface PointCloudGroupConfig { +export interface PointCloudComponentConfig { type: 'PointCloud'; data: PointCloudData; decorations?: Decoration[]; @@ -156,7 +156,7 @@ export interface PointCloudGroupConfig { onClick?: (index: number) => void; } -const pointCloudSpec: PrimitiveSpec = { +const pointCloudSpec: PrimitiveSpec = { // Data transformation methods getCount(elem) { return elem.data.positions.length / 3; @@ -323,7 +323,7 @@ interface EllipsoidData { colors?: Float32Array; color?: [number, number, number]; } -export interface EllipsoidGroupConfig { +export interface EllipsoidComponentConfig { type: 'Ellipsoid'; data: EllipsoidData; decorations?: Decoration[]; @@ -331,7 +331,7 @@ export interface EllipsoidGroupConfig { onClick?: (index: number) => void; } -const ellipsoidSpec: PrimitiveSpec = { +const ellipsoidSpec: PrimitiveSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -487,7 +487,7 @@ const ellipsoidSpec: PrimitiveSpec = { }; /** ===================== ELLIPSOID BOUNDS ===================== **/ -export interface EllipsoidAxesGroupConfig { +export interface EllipsoidAxesComponentConfig { type: 'EllipsoidAxes'; data: EllipsoidData; decorations?: Decoration[]; @@ -495,7 +495,7 @@ export interface EllipsoidAxesGroupConfig { onClick?: (index: number) => void; } -const ellipsoidAxesSpec: PrimitiveSpec = { +const ellipsoidAxesSpec: PrimitiveSpec = { getCount(elem) { // each ellipsoid => 3 rings const c = elem.data.centers.length/3; @@ -628,7 +628,7 @@ interface CuboidData { colors?: Float32Array; color?: [number, number, number]; // Default color if colors not provided } -export interface CuboidGroupConfig { +export interface CuboidComponentConfig { type: 'Cuboid'; data: CuboidData; decorations?: Decoration[]; @@ -636,7 +636,7 @@ export interface CuboidGroupConfig { onClick?: (index: number) => void; } -const cuboidSpec: PrimitiveSpec = { +const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.data.centers.length / 3; }, @@ -1072,10 +1072,10 @@ const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { * 7) Primitive Registry ******************************************************/ export type ComponentConfig = - | PointCloudGroupConfig - | EllipsoidGroupConfig - | EllipsoidAxesGroupConfig - | CuboidGroupConfig; + | PointCloudComponentConfig + | EllipsoidComponentConfig + | EllipsoidAxesComponentConfig + | CuboidComponentConfig; const primitiveRegistry: Record> = { PointCloud: pointCloudSpec, // Use consolidated spec diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 66584385..fbeaa99f 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,5 +1,5 @@ import React, { useMemo } from 'react'; -import { SceneInner, ComponentConfig, PointCloudGroupConfig, EllipsoidGroupConfig, EllipsoidAxesGroupConfig, CuboidGroupConfig } from './impl3d'; +import { SceneInner, ComponentConfig, PointCloudComponentConfig, EllipsoidComponentConfig, EllipsoidAxesComponentConfig, CuboidComponentConfig } from './impl3d'; import { CameraParams } from './camera3d'; import { useContainerWidth } from '../utils'; @@ -36,7 +36,7 @@ export function PointCloud( decorations?: Decoration[], onHover?: (index: number|null) => void, onClick?: (index: number|null) => void -): PointCloudGroupConfig { +): PointCloudComponentConfig { return { type: 'PointCloud', data: { @@ -57,7 +57,7 @@ export function Ellipsoid( decorations?: Decoration[], onHover?: (index: number|null) => void, onClick?: (index: number|null) => void -): EllipsoidGroupConfig { +): EllipsoidComponentConfig { return { type: 'Ellipsoid', data: { @@ -78,7 +78,7 @@ export function EllipsoidAxes( decorations?: Decoration[], onHover?: (index: number|null) => void, onClick?: (index: number|null) => void -): EllipsoidAxesGroupConfig { +): EllipsoidAxesComponentConfig { return { type: 'EllipsoidAxes', data: { @@ -99,7 +99,7 @@ export function Cuboid( decorations?: Decoration[], onHover?: (index: number|null) => void, onClick?: (index: number|null) => void -): CuboidGroupConfig { +): CuboidComponentConfig { return { type: 'Cuboid', data: { From c2382dfac3b4e9b105c9a401b41bb33329112055 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 16:44:51 +0100 Subject: [PATCH 106/167] flatten component config rename scale->size for point clouds support singular options --- notebooks/scene3d_demo.py | 4 +- notebooks/scene3d_ripple.py | 8 -- src/genstudio/js/scene3d/impl3d.tsx | 144 +++++++++++++-------------- src/genstudio/js/scene3d/scene3d.tsx | 132 +++++++++++++----------- src/genstudio/scene3d.py | 45 ++++----- 5 files changed, 162 insertions(+), 171 deletions(-) diff --git a/notebooks/scene3d_demo.py b/notebooks/scene3d_demo.py index c13376be..5562f22b 100644 --- a/notebooks/scene3d_demo.py +++ b/notebooks/scene3d_demo.py @@ -28,14 +28,14 @@ def create_demo_scene(): colors[:, 2] = np.clip(1.5 - abs(3.0 * hue - 4.5), 0, 1) # Create varying scales for points - scales = 0.01 + 0.02 * np.sin(t) + sizes = 0.01 + 0.02 * np.sin(t) # Create the base scene with shared elements base_scene = ( PointCloud( positions, colors, - scales, + sizes, onHover=Plot.js("(i) => $state.update({hover_point: i})"), decorations=[ { diff --git a/notebooks/scene3d_ripple.py b/notebooks/scene3d_ripple.py index 4c480f5b..e8cf9760 100644 --- a/notebooks/scene3d_ripple.py +++ b/notebooks/scene3d_ripple.py @@ -146,14 +146,6 @@ def create_ripple_and_morph_scene(): n_ellipsoids=90, n_frames=n_frames ) - # Debug prints to verify data - print("Ellipsoid centers shape:", ellipsoid_centers.shape) - print("Sample center frame 0:", ellipsoid_centers[0]) - print("Ellipsoid radii shape:", ellipsoid_radii.shape) - print("Sample radii frame 0:", ellipsoid_radii[0]) - print("Ellipsoid colors shape:", ellipsoid_colors.shape) - print("Colors:", ellipsoid_colors) - # We'll set up a default camera that can see everything nicely camera = { "position": [2.0, 2.0, 1.5], # Adjusted for better view diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 83bda082..fcfec73b 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -2,7 +2,7 @@ import * as glMatrix from 'gl-matrix'; import React, { - MouseEvent, + // DO NOT require MouseEvent useCallback, useEffect, useMemo, @@ -141,16 +141,13 @@ interface RenderConfig { } /** ===================== POINT CLOUD ===================== **/ -interface PointCloudData { - positions: Float32Array; - colors?: Float32Array; - color?: [number, number, number]; // Default color if colors not provided - scales?: Float32Array; - scale?: number; // Default scale if scales not provided -} export interface PointCloudComponentConfig { type: 'PointCloud'; - data: PointCloudData; + positions: Float32Array; + colors?: Float32Array; + color: [number, number, number]; // Required singular option + sizes?: Float32Array; // Per-point sizes in scene units + size: number; // Default size in scene units decorations?: Decoration[]; onHover?: (index: number|null) => void; onClick?: (index: number) => void; @@ -159,22 +156,19 @@ export interface PointCloudComponentConfig { const pointCloudSpec: PrimitiveSpec = { // Data transformation methods getCount(elem) { - return elem.data.positions.length / 3; + return elem.positions.length / 3; }, buildRenderData(elem) { - const { positions, colors, color = [1, 1, 1], scales, scale = 0.02 } = elem.data; + const { positions, colors, color, sizes, size } = elem; const count = positions.length / 3; if(count === 0) return null; - // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, scale) + // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, size) const arr = new Float32Array(count * 8); - // Initialize default color values outside the loop + // Initialize default values outside the loop const hasColors = colors && colors.length === count*3; - const defaultColor = color; - const defaultScale = scale; - for(let i=0; i = { arr[i*8+4] = colors[i*3+1]; arr[i*8+5] = colors[i*3+2]; } else { - arr[i*8+3] = defaultColor[0]; - arr[i*8+4] = defaultColor[1]; - arr[i*8+5] = defaultColor[2]; + arr[i*8+3] = color[0]; + arr[i*8+4] = color[1]; + arr[i*8+5] = color[2]; } arr[i*8+6] = 1.0; // alpha - arr[i*8+7] = scales ? scales[i] : defaultScale; + arr[i*8+7] = sizes ? sizes[i] : size; } - // decorations + // decorations (keep using scale for decorations since it's a multiplier) if(elem.decorations){ for(const dec of elem.decorations){ for(const idx of dec.indexes){ @@ -217,19 +211,18 @@ const pointCloudSpec: PrimitiveSpec = { }, buildPickingData(elem, baseID) { - const { positions, scales } = elem.data; + const { positions, sizes, size } = elem; const count = positions.length / 3; if(count===0) return null; - // (pos.x, pos.y, pos.z, pickID, scale) + // (pos.x, pos.y, pos.z, pickID, size) const arr = new Float32Array(count*5); for(let i=0; i = { }; /** ===================== ELLIPSOID ===================== **/ -interface EllipsoidData { +export interface EllipsoidComponentConfig { + type: 'Ellipsoid'; centers: Float32Array; radii?: Float32Array; - radius?: number | [number, number, number]; // Single number for sphere, triple for ellipsoid + radius: [number, number, number]; // Required singular option colors?: Float32Array; - color?: [number, number, number]; -} -export interface EllipsoidComponentConfig { - type: 'Ellipsoid'; - data: EllipsoidData; + color: [number, number, number]; // Required singular option decorations?: Decoration[]; onHover?: (index: number|null) => void; onClick?: (index: number) => void; @@ -333,17 +323,14 @@ export interface EllipsoidComponentConfig { const ellipsoidSpec: PrimitiveSpec = { getCount(elem){ - return elem.data.centers.length / 3; + return elem.centers.length / 3; }, buildRenderData(elem){ - const { centers, radii, radius = 0.1, colors, color = [1, 1, 1] } = elem.data; + const { centers, radii, radius, colors, color } = elem; const count = centers.length / 3; if(count===0)return null; - // Convert radius to [x,y,z] format - const defaultRadius = Array.isArray(radius) ? radius : [radius, radius, radius]; - - // (pos.x, pos.y, pos.z, scale.x, scale.y, scale.z, col.r, col.g, col.b, alpha) + // (center.x, center.y, center.z, scale.x, scale.y, scale.z, color.r, color.g, color.b, alpha) const arr = new Float32Array(count*10); const hasColors = colors && colors.length===count*3; const hasRadii = radii && radii.length===count*3; @@ -357,9 +344,9 @@ const ellipsoidSpec: PrimitiveSpec = { arr[i*10+4] = radii[i*3+1]; arr[i*10+5] = radii[i*3+2]; } else { - arr[i*10+3] = defaultRadius[0]; - arr[i*10+4] = defaultRadius[1]; - arr[i*10+5] = defaultRadius[2]; + arr[i*10+3] = radius[0]; + arr[i*10+4] = radius[1]; + arr[i*10+5] = radius[2]; } if(hasColors){ arr[i*10+6] = colors[i*3+0]; @@ -401,13 +388,10 @@ const ellipsoidSpec: PrimitiveSpec = { return arr; }, buildPickingData(elem, baseID){ - const { centers, radii, radius = 0.1 } = elem.data; + const { centers, radii, radius } = elem; const count=centers.length/3; if(count===0)return null; - // Convert radius to [x,y,z] format - const defaultRadius = Array.isArray(radius) ? radius : [radius, radius, radius]; - // (pos.x, pos.y, pos.z, scale.x, scale.y, scale.z, pickID) const arr = new Float32Array(count*7); const hasRadii = radii && radii.length===count*3; @@ -421,9 +405,9 @@ const ellipsoidSpec: PrimitiveSpec = { arr[i*7+4] = radii[i*3+1]; arr[i*7+5] = radii[i*3+2]; } else { - arr[i*7+3] = defaultRadius[0]; - arr[i*7+4] = defaultRadius[1]; - arr[i*7+5] = defaultRadius[2]; + arr[i*7+3] = radius[0]; + arr[i*7+4] = radius[1]; + arr[i*7+5] = radius[2]; } arr[i*7+6] = baseID + i; } @@ -489,7 +473,11 @@ const ellipsoidSpec: PrimitiveSpec = { /** ===================== ELLIPSOID BOUNDS ===================== **/ export interface EllipsoidAxesComponentConfig { type: 'EllipsoidAxes'; - data: EllipsoidData; + centers: Float32Array; + radii?: Float32Array; + radius: [number, number, number]; // Required singular option + colors?: Float32Array; + color: [number, number, number]; // Required singular option decorations?: Decoration[]; onHover?: (index: number|null) => void; onClick?: (index: number) => void; @@ -498,20 +486,24 @@ export interface EllipsoidAxesComponentConfig { const ellipsoidAxesSpec: PrimitiveSpec = { getCount(elem) { // each ellipsoid => 3 rings - const c = elem.data.centers.length/3; + const c = elem.centers.length/3; return c*3; }, buildRenderData(elem) { - const { centers, radii, colors } = elem.data; + const { centers, radii, radius, colors } = elem; const count = centers.length/3; if(count===0)return null; const ringCount = count*3; // (pos.x,pos.y,pos.z, scale.x,scale.y,scale.z, color.r,g,b, alpha) const arr = new Float32Array(ringCount*10); + const hasRadii = radii && radii.length===count*3; + for(let i=0;i = { return arr; }, buildPickingData(elem, baseID){ - const { centers, radii } = elem.data; + const { centers, radii, radius } = elem; const count=centers.length/3; if(count===0)return null; const ringCount = count*3; const arr = new Float32Array(ringCount*7); + const hasRadii = radii && radii.length===count*3; + for(let i=0;i = { }; /** ===================== CUBOID ===================== **/ -interface CuboidData { +export interface CuboidComponentConfig { + type: 'Cuboid'; centers: Float32Array; sizes: Float32Array; colors?: Float32Array; - color?: [number, number, number]; // Default color if colors not provided -} -export interface CuboidComponentConfig { - type: 'Cuboid'; - data: CuboidData; + color: [number, number, number]; // Required singular option decorations?: Decoration[]; onHover?: (index: number|null) => void; onClick?: (index: number) => void; @@ -638,17 +631,16 @@ export interface CuboidComponentConfig { const cuboidSpec: PrimitiveSpec = { getCount(elem){ - return elem.data.centers.length / 3; + return elem.centers.length / 3; }, buildRenderData(elem){ - const { centers, sizes, colors, color = [1, 1, 1] } = elem.data; + const { centers, sizes, colors, color } = elem; const count = centers.length / 3; if(count===0)return null; // (center.x, center.y, center.z, size.x, size.y, size.z, color.r, color.g, color.b, alpha) const arr = new Float32Array(count*10); const hasColors = colors && colors.length===count*3; - const defaultColor = color; for(let i=0; i = { arr[i*10+7] = colors[i*3+1]; arr[i*10+8] = colors[i*3+2]; } else { - arr[i*10+6] = defaultColor[0]; - arr[i*10+7] = defaultColor[1]; - arr[i*10+8] = defaultColor[2]; + arr[i*10+6] = color[0]; + arr[i*10+7] = color[1]; + arr[i*10+8] = color[2]; } arr[i*10+9] = 1.0; } @@ -697,7 +689,7 @@ const cuboidSpec: PrimitiveSpec = { return arr; }, buildPickingData(elem, baseID){ - const { centers, sizes } = elem.data; + const { centers, sizes } = elem; const count=centers.length/3; if(count===0)return null; @@ -1025,7 +1017,7 @@ const POINT_CLOUD_INSTANCE_LAYOUT: VertexBufferLayout = { {shaderLocation: 2, offset: 0, format: 'float32x3'}, // instancePos {shaderLocation: 3, offset: 12, format: 'float32x3'}, // color {shaderLocation: 4, offset: 24, format: 'float32'}, // alpha - {shaderLocation: 5, offset: 28, format: 'float32'} // scale + {shaderLocation: 5, offset: 28, format: 'float32'} // size ] }; @@ -1035,7 +1027,7 @@ const POINT_CLOUD_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { attributes: [ {shaderLocation: 2, offset: 0, format: 'float32x3'}, // instancePos {shaderLocation: 3, offset: 12, format: 'float32'}, // pickID - {shaderLocation: 4, offset: 16, format: 'float32'} // scale + {shaderLocation: 4, offset: 16, format: 'float32'} // size ] }; @@ -1797,7 +1789,7 @@ function isValidRenderObject(ro: RenderObject): ro is Required { + const handleScene3dMouseMove = useCallback((e: React.MouseEvent) => { if(!canvasRef.current) return; const rect = canvasRef.current.getBoundingClientRect(); const x = e.clientX - rect.left; @@ -2074,15 +2066,15 @@ fn vs_main( @location(2) instancePos: vec3, @location(3) col: vec3, @location(4) alpha: f32, - @location(5) scale: f32 + @location(5) size: f32 )-> VSOut { // Create camera-facing orientation let right = camera.cameraRight; let up = camera.cameraUp; // Transform quad vertices to world space - let scaledRight = right * (localPos.x * scale); - let scaledUp = up * (localPos.y * scale); + let scaledRight = right * (localPos.x * size); + let scaledUp = up * (localPos.y * size); let worldPos = instancePos + scaledRight + scaledUp; var out: VSOut; @@ -2288,15 +2280,15 @@ fn vs_pointcloud( @location(1) normal: vec3, @location(2) instancePos: vec3, @location(3) pickID: f32, - @location(4) scale: f32 + @location(4) size: f32 )-> VSOut { // Create camera-facing orientation let right = camera.cameraRight; let up = camera.cameraUp; // Transform quad vertices to world space - let scaledRight = right * (localPos.x * scale); - let scaledUp = up * (localPos.y * scale); + let scaledRight = right * (localPos.x * size); + let scaledUp = up * (localPos.y * size); let worldPos = instancePos + scaledRight + scaledUp; var out: VSOut; diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index fbeaa99f..f1f08382 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -13,12 +13,7 @@ interface Decoration { export function deco( indexes: number | number[], - { - color, - alpha, - scale, - minSize - }: { + options: { color?: [number, number, number], alpha?: number, scale?: number, @@ -26,87 +21,106 @@ export function deco( } = {} ): Decoration { const indexArray = typeof indexes === 'number' ? [indexes] : indexes; - return { indexes: indexArray, color, alpha, scale, minSize }; + return { indexes: indexArray, ...options }; } -export function PointCloud( - positions: Float32Array, - colors?: Float32Array, - scales?: Float32Array, - decorations?: Decoration[], - onHover?: (index: number|null) => void, - onClick?: (index: number|null) => void -): PointCloudComponentConfig { +export function PointCloud(props: PointCloudComponentConfig): PointCloudComponentConfig { + + const { + positions, + colors, + sizes, + color = [1, 1, 1], + size = 0.02, + decorations, + onHover, + onClick + } = props + console.log("P--", props) + return { type: 'PointCloud', - data: { - positions, - colors, - scales - }, + positions, + colors, + color, + sizes, + size, decorations, onHover, onClick }; } -export function Ellipsoid( - centers: Float32Array, - radii: Float32Array, - colors?: Float32Array, - decorations?: Decoration[], - onHover?: (index: number|null) => void, - onClick?: (index: number|null) => void -): EllipsoidComponentConfig { +export function Ellipsoid({ + centers, + radii, + radius = [1, 1, 1], + colors, + color = [1, 1, 1], + decorations, + onHover, + onClick +}: EllipsoidComponentConfig): EllipsoidComponentConfig { + + const radiusTriple = typeof radius === 'number' ? + [radius, radius, radius] as [number, number, number] : radius; + return { type: 'Ellipsoid', - data: { - centers, - radii, - colors - }, + centers, + radii, + radius: radiusTriple, + colors, + color, decorations, onHover, onClick }; } -export function EllipsoidAxes( - centers: Float32Array, - radii: Float32Array, - colors?: Float32Array, - decorations?: Decoration[], - onHover?: (index: number|null) => void, - onClick?: (index: number|null) => void -): EllipsoidAxesComponentConfig { +export function EllipsoidAxes({ + centers, + radii, + radius = [1, 1, 1], + colors, + color = [1, 1, 1], + decorations, + onHover, + onClick +}: EllipsoidAxesComponentConfig): EllipsoidAxesComponentConfig { + + const radiusTriple = typeof radius === 'number' ? + [radius, radius, radius] as [number, number, number] : radius; + return { type: 'EllipsoidAxes', - data: { - centers, - radii, - colors - }, + centers, + radii, + radius: radiusTriple, + colors, + color, decorations, onHover, onClick }; } -export function Cuboid( - centers: Float32Array, - sizes: Float32Array, - colors?: Float32Array, - decorations?: Decoration[], - onHover?: (index: number|null) => void, - onClick?: (index: number|null) => void -): CuboidComponentConfig { +export function Cuboid({ + centers, + sizes, + colors, + color = [1, 1, 1], + decorations, + onHover, + onClick +}: CuboidComponentConfig): CuboidComponentConfig { + return { type: 'Cuboid', - data: { - centers, - sizes, - colors - }, + centers, + sizes, + colors, + color, decorations, onHover, onClick diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index cc9ee3f8..134a1740 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -62,21 +62,11 @@ class SceneComponent(Plot.LayoutItem): def __init__(self, type_name: str, data: Dict[str, Any], **kwargs): super().__init__() self.type = type_name - self.data = data - self.decorations = kwargs.get("decorations") - self.on_hover = kwargs.get("onHover") - self.on_click = kwargs.get("onClick") - - def to_dict(self) -> Dict[str, Any]: - """Convert the element to a dictionary representation.""" - element = {"type": self.type, "data": self.data} - if self.decorations: - element["decorations"] = self.decorations - if self.on_hover: - element["onHover"] = self.on_hover - if self.on_click: - element["onClick"] = self.on_click - return element + self.props = {**data, **kwargs} + + def to_js_call(self) -> Any: + """Convert the element to a JSCall representation.""" + return Plot.JSCall(f"scene3d.{self.type}", [self.props]) def for_json(self) -> Dict[str, Any]: """Convert the element to a JSON-compatible dictionary.""" @@ -143,7 +133,9 @@ def __init__( def __add__(self, other: Union[SceneComponent, "Scene", Dict[str, Any]]) -> "Scene": """Allow combining scenes with + operator.""" if isinstance(other, Scene): - return Scene(*self.components, *other.components, self.scene_props) + return Scene( + *self.components, *other.components, self.scene_props, other.scene_props + ) elif isinstance(other, SceneComponent): return Scene(*self.components, other, self.scene_props) elif isinstance(other, dict): @@ -158,7 +150,8 @@ def __radd__(self, other: Dict[str, Any]) -> "Scene": def for_json(self) -> Any: """Convert to JSON representation for JavaScript.""" components = [ - e.to_dict() if isinstance(e, SceneComponent) else e for e in self.components + e.to_js_call() if isinstance(e, SceneComponent) else e + for e in self.components ] props = {"components": components, **self.scene_props} @@ -187,8 +180,8 @@ def PointCloud( positions: ArrayLike, colors: Optional[ArrayLike] = None, color: Optional[ArrayLike] = None, # Default RGB color for all points - scales: Optional[ArrayLike] = None, - scale: Optional[NumberLike] = None, # Default scale for all points + sizes: Optional[ArrayLike] = None, + size: Optional[NumberLike] = None, # Default size for all points **kwargs: Any, ) -> SceneComponent: """Create a point cloud element. @@ -197,8 +190,8 @@ def PointCloud( positions: Nx3 array of point positions or flattened array colors: Nx3 array of RGB colors or flattened array (optional) color: Default RGB color [r,g,b] for all points if colors not provided - scales: N array of point scales or flattened array (optional) - scale: Default scale for all points if scales not provided + sizes: N array of point sizes or flattened array (optional) + size: Default size for all points if sizes not provided **kwargs: Additional arguments like decorations, onHover, onClick """ positions = flatten_array(positions, dtype=np.float32) @@ -206,13 +199,13 @@ def PointCloud( if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) - elif color is not None: + if color is not None: data["color"] = color - if scales is not None: - data["scales"] = flatten_array(scales, dtype=np.float32) - elif scale is not None: - data["scale"] = scale + if sizes is not None: + data["sizes"] = flatten_array(sizes, dtype=np.float32) + if size is not None: + data["size"] = size return SceneComponent("PointCloud", data, **kwargs) From bf9b7a276106c3220d39d58d85afb109010b3543 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 29 Jan 2025 22:31:18 +0100 Subject: [PATCH 107/167] show FPS --- notebooks/scene3d_ripple.py | 107 +++++++++++++-------------- src/genstudio/js/scene3d/fps.tsx | 38 ++++++---- src/genstudio/js/scene3d/impl3d.tsx | 15 +++- src/genstudio/js/scene3d/scene3d.tsx | 27 ++++--- 4 files changed, 107 insertions(+), 80 deletions(-) diff --git a/notebooks/scene3d_ripple.py b/notebooks/scene3d_ripple.py index e8cf9760..4c4ce322 100644 --- a/notebooks/scene3d_ripple.py +++ b/notebooks/scene3d_ripple.py @@ -7,7 +7,7 @@ # ----------------- 1) Ripple Grid (Point Cloud) ----------------- -def create_ripple_grid(n_x=50, n_y=50, n_frames=60): +def create_ripple_grid(n_x=200, n_y=200, n_frames=60): """Create frames of a 2D grid of points in the XY plane with sinusoidal ripple over time. Returns: @@ -62,67 +62,66 @@ def create_ripple_grid(n_x=50, n_y=50, n_frames=60): # ----------------- 2) Morphing Ellipsoids ----------------- def create_morphing_ellipsoids( - n_ellipsoids=90, n_frames=180 + n_ellipsoids=300, n_frames=60 ): # More frames for smoother motion """ - Generate per-frame positions/radii for a vehicle-like convoy navigating a virtual city. - The convoy follows a distinct path as if following city streets. + Generate per-frame positions/radii for a segmented insect-like creature. + Each ellipsoid represents one body segment that follows the segment in front of it, + like train cars following a track. The creature moves in a curved path, + like a snake chasing but never catching its tail. Returns: centers_frames: shape (n_frames, n_ellipsoids, 3) radii_frames: shape (n_frames, n_ellipsoids, 3) colors: shape (n_ellipsoids, 3) """ - n_snakes = 1 - n_per_snake = n_ellipsoids // n_snakes - - # Create colors that feel more vehicle-like - colors = np.zeros((n_ellipsoids, 3), dtype=np.float32) - t = np.linspace(0, 1, n_per_snake) - # Second convoy: red to orange glow - colors[:n_per_snake] = np.column_stack( - [0.9 - 0.1 * t, 0.3 + 0.3 * t, 0.2 + 0.1 * t] - ) + # Each ellipsoid is a body segment + n_segments = n_ellipsoids + + # Create colors for the segments - dark insect-like coloring + colors = np.zeros((n_segments, 3), dtype=np.float32) + t = np.linspace(0, 1, n_segments) + colors[:] = np.column_stack([0.2 + 0.1 * t, 0.2 + 0.05 * t, 0.1 + 0.05 * t]) - centers_frames = np.zeros((n_frames, n_ellipsoids, 3), dtype=np.float32) - radii_frames = np.zeros((n_frames, n_ellipsoids, 3), dtype=np.float32) + centers_frames = np.zeros((n_frames, n_segments, 3), dtype=np.float32) + radii_frames = np.zeros((n_frames, n_segments, 3), dtype=np.float32) - # City grid parameters - block_size = 0.8 + # Path parameters + path_radius = 3.0 # Size of spiral path + bump_height = 0.3 # How high the bumps go + bump_freq = 3.0 # Frequency of bumps + + # Total angle the worm spans (120 degrees = 1/3 of circle) + total_angle = math.pi * 2 / 3 + # Angle between segments stays constant regardless of n_segments + segment_spacing = total_angle / (n_segments - 1) for frame_i in range(n_frames): t = 2.0 * math.pi * frame_i / float(n_frames) - for i in range(n_per_snake): - idx = i - s = i / n_per_snake - - # Second convoy: follows rectangular blocks - block_t = (t * 0.2 + s * 0.5) % (2.0 * math.pi) - if block_t < math.pi / 2: # First segment - x = block_size * (block_t / (math.pi / 2)) - y = block_size - elif block_t < math.pi: # Second segment - x = block_size - y = block_size * (2 - block_t / (math.pi / 2)) - elif block_t < 3 * math.pi / 2: # Third segment - x = block_size * (3 - block_t / (math.pi / 2)) - y = -block_size - else: # Fourth segment - x = -block_size - y = block_size * (block_t / (math.pi / 2) - 4) - z = 0.15 + 0.05 * math.sin(block_t * 4) - - centers_frames[frame_i, idx] = [x, y, z] - - # Base size smaller for vehicle feel - base_size = 0.08 * (0.9 + 0.1 * math.sin(s * 2.0 * math.pi)) - - # Elongate in direction of motion - radii_frames[frame_i, idx] = [ - base_size * 1.5, # longer - base_size * 0.8, # narrower - base_size * 0.6, # lower profile + # For each segment + for i in range(n_segments): + # Each segment follows the same path but spaced by fixed angle + segment_t = t - (i * segment_spacing) + + # Circular path + x = path_radius * math.cos(segment_t) + y = path_radius * math.sin(segment_t) + + # Add bumpy height variation + z = bump_height * math.sin(segment_t * bump_freq) + + centers_frames[frame_i, i] = [x, y, z] + + # Size varies slightly along body + body_taper = 1.0 - 0.3 * (i / n_segments) # Taper towards tail + base_size = 0.3 * body_taper + + # Segments are elongated horizontally + radii_frames[frame_i, i] = [ + base_size * 1.2, # length + base_size * 0.8, # width + base_size * 0.7, # height ] return centers_frames, radii_frames, colors @@ -139,20 +138,20 @@ def create_ripple_and_morph_scene(): """ # 1. Generate data for the ripple grid n_frames = 120 # More frames for slower motion - grid_xyz_frames, grid_rgb = create_ripple_grid(n_x=60, n_y=60, n_frames=n_frames) + grid_xyz_frames, grid_rgb = create_ripple_grid(n_frames=n_frames) # 2. Generate data for morphing ellipsoids ellipsoid_centers, ellipsoid_radii, ellipsoid_colors = create_morphing_ellipsoids( - n_ellipsoids=90, n_frames=n_frames + n_frames=n_frames ) # We'll set up a default camera that can see everything nicely camera = { - "position": [2.0, 2.0, 1.5], # Adjusted for better view + "position": [8.0, 8.0, 6.0], # Moved further back and up for better overview "target": [0, 0, 0], "up": [0, 0, 1], - "fov": 45, - "near": 0.01, + "fov": 35, # Narrower FOV for less perspective distortion + "near": 0.1, "far": 100.0, } @@ -164,7 +163,7 @@ def create_ripple_and_morph_scene(): scene_grid = PointCloud( positions=js("$state.grid_xyz[$state.frame]"), colors=js("$state.grid_rgb"), - scales=np.ones(60 * 60, dtype=np.float32) * 0.03, # each point scale + size=0.01, # each point scale onHover=js("(i) => $state.update({hover_point: i})"), decorations=[ deco( diff --git a/src/genstudio/js/scene3d/fps.tsx b/src/genstudio/js/scene3d/fps.tsx index 44c27163..f1fc76a1 100644 --- a/src/genstudio/js/scene3d/fps.tsx +++ b/src/genstudio/js/scene3d/fps.tsx @@ -1,4 +1,4 @@ -import React, {useRef, useCallback} from "react" +import React, {useRef, useCallback, useEffect} from "react" interface FPSCounterProps { fpsRef: React.RefObject; @@ -26,23 +26,35 @@ export function FPSCounter({ fpsRef }: FPSCounterProps) { export function useFPSCounter() { const fpsDisplayRef = useRef(null); - const renderTimesRef = useRef([]); - const MAX_SAMPLES = 10; + const frameTimesRef = useRef([]); + const lastRenderTimeRef = useRef(0); + const lastUpdateTimeRef = useRef(0); + const MAX_SAMPLES = 60; const updateDisplay = useCallback((renderTime: number) => { - renderTimesRef.current.push(renderTime); - if (renderTimesRef.current.length > MAX_SAMPLES) { - renderTimesRef.current.shift(); - } + const now = performance.now(); + + // If this is a new frame (not just a re-render) + if (now - lastUpdateTimeRef.current > 1) { + // Calculate total frame time (render time + time since last frame) + const totalTime = renderTime + (now - lastRenderTimeRef.current); + frameTimesRef.current.push(totalTime); + + if (frameTimesRef.current.length > MAX_SAMPLES) { + frameTimesRef.current.shift(); + } - const avgRenderTime = renderTimesRef.current.reduce((a, b) => a + b, 0) / - renderTimesRef.current.length; + // Calculate average FPS from frame times + const avgFrameTime = frameTimesRef.current.reduce((a, b) => a + b, 0) / + frameTimesRef.current.length; + const fps = 1000 / avgFrameTime; - const avgFps = 1000 / avgRenderTime; + if (fpsDisplayRef.current) { + fpsDisplayRef.current.textContent = `${Math.round(fps)} FPS`; + } - if (fpsDisplayRef.current) { - fpsDisplayRef.current.textContent = - `${avgFps.toFixed(1)} FPS`; + lastUpdateTimeRef.current = now; + lastRenderTimeRef.current = now; } }, []); diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index fcfec73b..f817ae49 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -66,6 +66,7 @@ export interface SceneInnerProps { camera?: CameraParams; defaultCamera?: CameraParams; onCameraChange?: (camera: CameraParams) => void; + onFrameRendered?: (renderTime: number) => void; // Add this line } /****************************************************** @@ -1088,7 +1089,8 @@ export function SceneInner({ style, camera: controlledCamera, defaultCamera, - onCameraChange + onCameraChange, + onFrameRendered }: SceneInnerProps) { const canvasRef = useRef(null); @@ -1517,6 +1519,8 @@ function isValidRenderObject(ro: RenderObject): ro is Required) => { + const handleScene3dMouseMove = useCallback((e: MouseEvent) => { if(!canvasRef.current) return; const rect = canvasRef.current.getBoundingClientRect(); const x = e.clientX - rect.left; diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index f1f08382..8be4d8ba 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -2,6 +2,7 @@ import React, { useMemo } from 'react'; import { SceneInner, ComponentConfig, PointCloudComponentConfig, EllipsoidComponentConfig, EllipsoidAxesComponentConfig, CuboidComponentConfig } from './impl3d'; import { CameraParams } from './camera3d'; import { useContainerWidth } from '../utils'; +import { FPSCounter, useFPSCounter } from './fps'; interface Decoration { indexes: number[]; @@ -163,18 +164,24 @@ export function Scene({ components, width, height, aspectRatio = 1, camera, defa [measuredWidth, width, height, aspectRatio] ); + const { fpsDisplayRef, updateDisplay } = useFPSCounter(); + return ( -
+
{dimensions && ( - + <> + + + )}
); From d3d4a5709ed850751b77a5070dd044ed94604d70 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 30 Jan 2025 12:52:08 +0100 Subject: [PATCH 108/167] add LineCylinders component --- notebooks/color_legend.py | 18 ++ notebooks/scene3d_occlusions.py | 63 +++- src/genstudio/js/scene3d/geometry.ts | 36 +++ src/genstudio/js/scene3d/impl3d.tsx | 457 ++++++++++++++++++++++++++- src/genstudio/js/scene3d/scene3d.tsx | 27 +- src/genstudio/scene3d.py | 37 +++ 6 files changed, 631 insertions(+), 7 deletions(-) create mode 100644 notebooks/color_legend.py diff --git a/notebooks/color_legend.py b/notebooks/color_legend.py new file mode 100644 index 00000000..a73109c1 --- /dev/null +++ b/notebooks/color_legend.py @@ -0,0 +1,18 @@ +import genstudio.plot as Plot +import numpy as np + + +points = np.random.rand(100, 3) + +Plot.plot( + { + "marks": [Plot.dot(points, fill="2")], + "color": {"legend": True, "label": "My Title"}, + } +) + +# equivalent: +( + Plot.dot(points, x="0", y="1", fill="2") + + {"color": {"legend": True, "label": "My Title"}} +) diff --git a/notebooks/scene3d_occlusions.py b/notebooks/scene3d_occlusions.py index 0cb8b7fa..0ac4b00d 100644 --- a/notebooks/scene3d_occlusions.py +++ b/notebooks/scene3d_occlusions.py @@ -1,5 +1,12 @@ import numpy as np -from genstudio.scene3d import PointCloud, Ellipsoid, EllipsoidAxes, Cuboid, deco +from genstudio.scene3d import ( + PointCloud, + Ellipsoid, + EllipsoidAxes, + Cuboid, + deco, + LineCylinders, +) import genstudio.plot as Plot import math @@ -39,6 +46,60 @@ def create_demo_scene(): ], ) + + # # Add some line strips that weave through the scene + LineCylinders( + positions=np.array( + [ + # X axis + 0.0, + 2.0, + 0.0, + 0, # Start at origin, offset up + 2.0, + 2.0, + 0.0, + 0, # Extend in X direction + # Y axis + 0.0, + 2.0, + 0.0, + 1, # Start at origin again + 0.0, + 4.0, + 0.0, + 1, # Extend in Y direction + # Z axis + 0.0, + 2.0, + 0.0, + 2, # Start at origin again + 0.0, + 2.0, + 2.0, + 2, # Extend in Z direction + ], + dtype=np.float32, + ), + color=np.array([1.0, 0.0, 0.0]), + colors=np.array( + [ + [1.0, 0.0, 0.0], # Red for X axis + [0.0, 1.0, 0.0], # Green for Y axis + [0.0, 0.0, 1.0], # Blue for Z axis + ], + dtype=np.float32, + ), + radius=0.02, + alpha=1.0, + onHover=Plot.js("(i) => $state.update({hover_line: i})"), + decorations=[ + deco([0], alpha=0.5), + deco( + Plot.js("$state.hover_line ? [$state.hover_line] : []"), alpha=0.2 + ), + ], + ) + + # Ellipsoids - one pair Ellipsoid( centers=np.array( diff --git a/src/genstudio/js/scene3d/geometry.ts b/src/genstudio/js/scene3d/geometry.ts index c9014461..a7d6151c 100644 --- a/src/genstudio/js/scene3d/geometry.ts +++ b/src/genstudio/js/scene3d/geometry.ts @@ -115,3 +115,39 @@ export function createCubeGeometry() { indexData: new Uint16Array(indices), }; } + +/****************************************************** + * createCylinderGeometry + * Returns a "unit cylinder" from z=0..1, radius=1. + * No caps. 'segments' sets how many radial divisions. + ******************************************************/ +export function createCylinderGeometry(segments: number=8) { + const vertexData: number[] = []; + const indexData: number[] = []; + + // Build two rings: z=0 and z=1 + for (let z of [0, 1]) { + for (let s = 0; s < segments; s++) { + const theta = 2 * Math.PI * s / segments; + const x = Math.cos(theta); + const y = Math.sin(theta); + // position + normal + vertexData.push(x, y, z, x, y, 0); // (pos.x, pos.y, pos.z, n.x, n.y, n.z) + } + } + // Connect ring 0..segments-1 to ring segments..2*segments-1 + for (let s = 0; s < segments; s++) { + const sNext = (s + 1) % segments; + const i0 = s; + const i1 = sNext; + const i2 = s + segments; + const i3 = sNext + segments; + // Two triangles: (i0->i2->i1), (i1->i2->i3) + indexData.push(i0, i2, i1, i1, i2, i3); + } + + return { + vertexData: new Float32Array(vertexData), + indexData: new Uint16Array(indexData) + }; +} diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index f817ae49..e0896deb 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -10,7 +10,7 @@ import React, { useState } from 'react'; import { throttle } from '../utils'; -import { createCubeGeometry, createSphereGeometry, createTorusGeometry } from './geometry'; +import { createCubeGeometry, createCylinderGeometry, createSphereGeometry, createTorusGeometry } from './geometry'; import { CameraParams, @@ -765,6 +765,275 @@ const cuboidSpec: PrimitiveSpec = { } }; +/****************************************************** + * LineCylinders Type + ******************************************************/ +export interface LineCylindersComponentConfig { + type: 'LineCylinders'; + + /** + * Flattened quadruples: [x, y, z, i, x, y, z, i, ...]. + * Consecutive points with the same 'i' form one or more segments. + */ + positions: Float32Array; + + /** radii: radius for each line i. If not given, uses a fallback. */ + radii?: Float32Array; // indexed by line i + radius?: number; // fallback radius if radii is missing or incomplete + + /** colors: RGB color for each line i. If not given, uses fallback color. */ + colors?: Float32Array; // indexed by line i, RGB triplets + /** Single fallback color & alpha if no decorations override. */ + color?: [number, number, number]; + alpha?: number; + + /** Single fallback is used for each line, but we can override with decorations. */ + decorations?: Decoration[]; + + onHover?: (segmentIndex: number | null) => void; + onClick?: (segmentIndex: number) => void; +} + +function countSegments(positions: Float32Array): number { + const pointCount = positions.length / 4; + if (pointCount < 2) return 0; + + let segCount = 0; + for (let p = 0; p < pointCount - 1; p++) { + const iCurr = positions[p * 4 + 3]; + const iNext = positions[(p+1) * 4 + 3]; + if (iCurr === iNext) { + segCount++; + } + } + return segCount; +} + +const lineCylindersSpec: PrimitiveSpec = { + getCount(elem) { + return countSegments(elem.positions); + }, + + buildRenderData(elem) { + const segCount = this.getCount(elem); + if (segCount === 0) return null; + + const { + positions, + radii, + radius = 0.02, + colors, + color = [1, 1, 1], + alpha = 1.0, + decorations + } = elem; + + // Each segment => 11 floats + const floatsPerSeg = 11; + const arr = new Float32Array(segCount * floatsPerSeg); + + // We'll store final line-level color/alpha/radius in temporary variables + // and apply them for each segment that belongs to that line. + const pointCount = positions.length / 4; + let segIndex = 0; + + for (let p = 0; p < pointCount - 1; p++) { + const iCurr = positions[p * 4 + 3]; + const iNext = positions[(p+1)*4 + 3]; + if (iCurr !== iNext) { + // new line => skip + continue; + } + // line i = iCurr + // We start from fallback + let r = radius; + let cR = color[0]; + let cG = color[1]; + let cB = color[2]; + let a = alpha; + + // radii overrides + const lineIndex = Math.floor(iCurr); // or just iCurr if you guarantee it's integer + if (radii && lineIndex >= 0 && lineIndex < radii.length) { + r = radii[lineIndex]; + } + + // colors override (before decorations) + if (colors && lineIndex >= 0 && lineIndex * 3 + 2 < colors.length) { + cR = colors[lineIndex * 3]; + cG = colors[lineIndex * 3 + 1]; + cB = colors[lineIndex * 3 + 2]; + } + + // decorations + if (decorations) { + // If iCurr is in dec.indexes, apply color, alpha, scale, minSize + for (const dec of decorations) { + if (dec.indexes.includes(lineIndex)) { + if (dec.color) { + cR = dec.color[0]; + cG = dec.color[1]; + cB = dec.color[2]; + } + if (dec.alpha !== undefined) { + a = dec.alpha; + } + if (dec.scale !== undefined) { + r *= dec.scale; + } + if (dec.minSize !== undefined && r < dec.minSize) { + r = dec.minSize; + } + } + } + } + + // Now we have final r, cR, cG, cB, a for line i + const startX = positions[p * 4 + 0]; + const startY = positions[p * 4 + 1]; + const startZ = positions[p * 4 + 2]; + const endX = positions[(p+1)*4 + 0]; + const endY = positions[(p+1)*4 + 1]; + const endZ = positions[(p+1)*4 + 2]; + + const base = segIndex * floatsPerSeg; + arr[base + 0] = startX; + arr[base + 1] = startY; + arr[base + 2] = startZ; + arr[base + 3] = endX; + arr[base + 4] = endY; + arr[base + 5] = endZ; + arr[base + 6] = r; + arr[base + 7] = cR; + arr[base + 8] = cG; + arr[base + 9] = cB; + arr[base + 10] = a; + + segIndex++; + } + return arr; + }, + + buildPickingData(elem, baseID) { + const segCount = this.getCount(elem); + if (segCount === 0) return null; + + const { positions, radii, radius = 0.02, decorations } = elem; + const floatsPerSeg = 8; + const arr = new Float32Array(segCount * floatsPerSeg); + + let segIndex = 0; + const pointCount = positions.length / 4; + + for (let p = 0; p < pointCount - 1; p++) { + const iCurr = positions[p*4 + 3]; + const iNext = positions[(p+1)*4 + 3]; + if (iCurr !== iNext) continue; + + let r = radius; + const lineIndex = Math.floor(iCurr); + if (radii && lineIndex >= 0 && lineIndex < radii.length) { + r = radii[lineIndex]; + } + // decorations => scale or minSize might affect radius + if (decorations) { + for (const dec of decorations) { + if (dec.indexes.includes(lineIndex)) { + if (dec.scale !== undefined) { + r *= dec.scale; + } + if (dec.minSize !== undefined && r < dec.minSize) { + r = dec.minSize; + } + } + } + } + + const startX = positions[p*4 + 0]; + const startY = positions[p*4 + 1]; + const startZ = positions[p*4 + 2]; + const endX = positions[(p+1)*4 + 0]; + const endY = positions[(p+1)*4 + 1]; + const endZ = positions[(p+1)*4 + 2]; + + const base = segIndex * floatsPerSeg; + arr[base + 0] = startX; + arr[base + 1] = startY; + arr[base + 2] = startZ; + arr[base + 3] = endX; + arr[base + 4] = endY; + arr[base + 5] = endZ; + arr[base + 6] = r; + arr[base + 7] = baseID + segIndex; + + segIndex++; + } + return arr; + }, + + // Standard triangle-list, cull as you like + renderConfig: { + cullMode: 'none', + topology: 'triangle-list' + }, + + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "LineCylindersShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: lineCylVertCode, // defined below + fragmentShader: lineCylFragCode, // defined below + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [ CYL_GEOMETRY_LAYOUT, LINE_CYL_INSTANCE_LAYOUT ], + }, format, this), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "LineCylindersPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: pickingVertCode, // We'll add a vs_lineCyl entry + fragmentShader: pickingVertCode, + vertexEntryPoint: 'vs_lineCyl', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [ CYL_GEOMETRY_LAYOUT, LINE_CYL_PICKING_INSTANCE_LAYOUT ], + primitive: this.renderConfig + }, 'rgba8unorm'), + cache + ); + }, + + createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { + if (!resources.cylinderGeo) { + throw new Error("No cylinderGeo found in resources."); + } + const { vb, ib, indexCount } = resources.cylinderGeo; + + return { + pipeline, + vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], + indexBuffer: ib, + indexCount, + instanceCount, + + pickingPipeline, + pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], + pickingIndexBuffer: ib, + pickingIndexCount: indexCount, + pickingInstanceCount: instanceCount, + + componentIndex: -1, + pickingDataStale: true + }; + } +}; + /****************************************************** * 4) Pipeline Cache Helper ******************************************************/ @@ -799,6 +1068,7 @@ export interface GeometryResources { ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; billboardQuad: { vb: GPUBuffer; ib: GPUBuffer } | null; cubeGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; + cylinderGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; } function initGeometryResources(device: GPUDevice, resources: GeometryResources) { @@ -874,6 +1144,24 @@ function initGeometryResources(device: GPUDevice, resources: GeometryResources) device.queue.writeBuffer(ib, 0, cube.indexData); resources.cubeGeo = { vb, ib, indexCount: cube.indexData.length }; } + + // Create cylinder geometry + if (!resources.cylinderGeo) { + const { vertexData, indexData } = createCylinderGeometry(8); // or 12, etc. + const vb = device.createBuffer({ + size: vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb, 0, vertexData); + + const ib = device.createBuffer({ + size: indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ib, 0, indexData); + + resources.cylinderGeo = { vb, ib, indexCount: indexData.length }; + } } /****************************************************** @@ -1061,6 +1349,41 @@ const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { ] }; +const CYL_GEOMETRY_LAYOUT: VertexBufferLayout = { + arrayStride: 6 * 4, // (pos.x, pos.y, pos.z, norm.x, norm.y, norm.z) + attributes: [ + { shaderLocation: 0, offset: 0, format: 'float32x3' }, // position + { shaderLocation: 1, offset: 12, format: 'float32x3' } // normal + ] +}; + +// For rendering: 11 floats +// (start.xyz, end.xyz, radius, color.rgb, alpha) +const LINE_CYL_INSTANCE_LAYOUT: VertexBufferLayout = { + arrayStride: 11 * 4, + stepMode: 'instance', + attributes: [ + { shaderLocation: 2, offset: 0, format: 'float32x3' }, // startPos + { shaderLocation: 3, offset: 12, format: 'float32x3' }, // endPos + { shaderLocation: 4, offset: 24, format: 'float32' }, // radius + { shaderLocation: 5, offset: 28, format: 'float32x3' }, // color + { shaderLocation: 6, offset: 40, format: 'float32' }, // alpha + ] +}; + +// For picking: 8 floats +// (start.xyz, end.xyz, radius, pickID) +const LINE_CYL_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { + arrayStride: 8 * 4, + stepMode: 'instance', + attributes: [ + { shaderLocation: 2, offset: 0, format: 'float32x3' }, + { shaderLocation: 3, offset: 12, format: 'float32x3' }, + { shaderLocation: 4, offset: 24, format: 'float32' }, + { shaderLocation: 5, offset: 28, format: 'float32' }, + ] +}; + /****************************************************** * 7) Primitive Registry ******************************************************/ @@ -1068,13 +1391,15 @@ export type ComponentConfig = | PointCloudComponentConfig | EllipsoidComponentConfig | EllipsoidAxesComponentConfig - | CuboidComponentConfig; + | CuboidComponentConfig + | LineCylindersComponentConfig; const primitiveRegistry: Record> = { PointCloud: pointCloudSpec, // Use consolidated spec Ellipsoid: ellipsoidSpec, EllipsoidAxes: ellipsoidAxesSpec, Cuboid: cuboidSpec, + LineCylinders: lineCylindersSpec }; @@ -1221,7 +1546,8 @@ export function SceneInner({ sphereGeo: null, ringGeo: null, billboardQuad: null, - cubeGeo: null + cubeGeo: null, + cylinderGeo: null } }; @@ -2275,6 +2601,96 @@ fn fs_main( return vec4(color, alpha); }`; +const lineCylVertCode = /*wgsl*/`// lineCylVertCode.wgsl +${cameraStruct} +${lightingConstants} + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + + @location(2) startPos: vec3, + @location(3) endPos: vec3, + @location(4) radius: f32, + @location(5) color: vec3, + @location(6) alpha: f32 +) -> VSOut +{ + // The unit cylinder is from z=0..1 along local Z, radius=1 in XY + // We'll transform so it goes from start->end with radius=radius. + let segDir = endPos - startPos; + let length = max(length(segDir), 0.000001); + let zDir = normalize(segDir); + + // build basis xDir,yDir from zDir + var tempUp = vec3(0,0,1); + if (abs(dot(zDir, tempUp)) > 0.99) { + tempUp = vec3(0,1,0); + } + let xDir = normalize(cross(zDir, tempUp)); + let yDir = cross(zDir, xDir); + + // local scale + let localX = inPos.x * radius; + let localY = inPos.y * radius; + let localZ = inPos.z * length; + let worldPos = startPos + + xDir * localX + + yDir * localY + + zDir * localZ; + + // transform normal similarly + let rawNormal = vec3(inNorm.x, inNorm.y, inNorm.z); + let nWorld = normalize( + xDir*rawNormal.x + + yDir*rawNormal.y + + zDir*rawNormal.z + ); + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.normal = nWorld; + out.baseColor = color; + out.alpha = alpha; + out.worldPos = worldPos; + return out; +}` + +const lineCylFragCode = /*wgsl*/`// lineCylFragCode.wgsl +${cameraStruct} +${lightingConstants} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +)-> @location(0) vec4 +{ + let N = normalize(normal); + let L = normalize(camera.lightDir); + let V = normalize(camera.cameraPos - worldPos); + let lambert = max(dot(N,L), 0.0); + let ambient = AMBIENT_INTENSITY; + var color = baseColor * (ambient + lambert*DIFFUSE_INTENSITY); + + let H = normalize(L + V); + let spec = pow(max(dot(N,H),0.0), SPECULAR_POWER); + color += vec3(1.0)*spec*SPECULAR_INTENSITY; + + return vec4(color, alpha); +}` + const pickingVertCode = /*wgsl*/` ${cameraStruct} @@ -2361,6 +2777,41 @@ fn vs_cuboid( return out; } +@vertex +fn vs_lineCyl( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + + @location(2) startPos: vec3, + @location(3) endPos: vec3, + @location(4) radius: f32, + @location(5) pickID: f32 +) -> VSOut { + let segDir = endPos - startPos; + let length = max(length(segDir), 0.000001); + let zDir = normalize(segDir); + + var tempUp = vec3(0,0,1); + if (abs(dot(zDir, tempUp)) > 0.99) { + tempUp = vec3(0,1,0); + } + let xDir = normalize(cross(zDir, tempUp)); + let yDir = cross(zDir, xDir); + + let localX = inPos.x * radius; + let localY = inPos.y * radius; + let localZ = inPos.z * length; + let worldPos = startPos + + xDir*localX + + yDir*localY + + zDir*localZ; + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.pickID = pickID; + return out; +} + @fragment fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { let iID = u32(pickID); diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 8be4d8ba..7ba2e60d 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,5 +1,5 @@ import React, { useMemo } from 'react'; -import { SceneInner, ComponentConfig, PointCloudComponentConfig, EllipsoidComponentConfig, EllipsoidAxesComponentConfig, CuboidComponentConfig } from './impl3d'; +import { SceneInner, ComponentConfig, PointCloudComponentConfig, EllipsoidComponentConfig, EllipsoidAxesComponentConfig, CuboidComponentConfig, LineCylindersComponentConfig } from './impl3d'; import { CameraParams } from './camera3d'; import { useContainerWidth } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; @@ -37,8 +37,6 @@ export function PointCloud(props: PointCloudComponentConfig): PointCloudComponen onHover, onClick } = props - console.log("P--", props) - return { type: 'PointCloud', positions, @@ -128,6 +126,29 @@ export function Cuboid({ }; } +export function LineCylinders({ + positions, + color = [1, 1, 1], + radius = 0.02, + radii, + colors, + onHover, + onClick, + decorations +}: LineCylindersComponentConfig): LineCylindersComponentConfig { + return { + type: 'LineCylinders', + positions, + color, + radius, + radii, + colors, + onHover, + onClick, + decorations + }; +} + // Add this helper function near the top with other utility functions export function computeCanvasDimensions(containerWidth: number, width?: number, height?: number, aspectRatio = 1) { if (!containerWidth && !width) return; diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 134a1740..250521a7 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -312,3 +312,40 @@ def Cuboid( data["color"] = color return SceneComponent("Cuboid", data, **kwargs) + + +def LineCylinders( + positions: ArrayLike, # Array of quadruples [x,y,z,i, x,y,z,i, ...] + color: Optional[ArrayLike] = None, # Default RGB color for all cylinders + radius: Optional[NumberLike] = None, # Default radius for all cylinders + colors: Optional[ArrayLike] = None, # Per-segment colors + radii: Optional[ArrayLike] = None, # Per-segment radii + **kwargs: Any, +) -> SceneComponent: + """Create a line cylinders element. + + Args: + positions: Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing + the same i value are connected in sequence + color: Default RGB color [r,g,b] for all cylinders if segment_colors not provided + radius: Default radius for all cylinders if segment_radii not provided + segment_colors: Array of RGB colors per cylinder segment (optional) + segment_radii: Array of radii per cylinder segment (optional) + **kwargs: Additional arguments like onHover, onClick + + Returns: + A LineCylinders scene component that renders connected cylinder segments. + Points are connected in sequence within groups sharing the same i value. + """ + data: Dict[str, Any] = {"positions": flatten_array(positions, dtype=np.float32)} + + if color is not None: + data["color"] = color + if radius is not None: + data["radius"] = radius + if colors is not None: + data["colors"] = flatten_array(colors, dtype=np.float32) + if radii is not None: + data["radii"] = flatten_array(radii, dtype=np.float32) + + return SceneComponent("LineCylinders", data, **kwargs) From d94e2b7bbf5dcb3e7689774fa2bf926186e64a68 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 30 Jan 2025 14:54:53 +0100 Subject: [PATCH 109/167] clean up geometry resource code --- notebooks/scene3d_occlusions.py | 1 - src/genstudio/js/scene3d/impl3d.tsx | 252 ++++++++++++---------------- 2 files changed, 106 insertions(+), 147 deletions(-) diff --git a/notebooks/scene3d_occlusions.py b/notebooks/scene3d_occlusions.py index 0ac4b00d..0069d5bb 100644 --- a/notebooks/scene3d_occlusions.py +++ b/notebooks/scene3d_occlusions.py @@ -90,7 +90,6 @@ def create_demo_scene(): dtype=np.float32, ), radius=0.02, - alpha=1.0, onHover=Plot.js("(i) => $state.update({hover_line: i})"), decorations=[ deco([0], alpha=0.5), diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index e0896deb..408456e8 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -123,6 +123,9 @@ interface PrimitiveSpec { instanceCount: number, resources: GeometryResources ): RenderObject; + + /** Create the geometry resource needed for this primitive type */ + createGeometryResource(device: GPUDevice): { vb: GPUBuffer; ib: GPUBuffer; indexCount: number }; } interface Decoration { @@ -285,10 +288,7 @@ const pointCloudSpec: PrimitiveSpec = { }, createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if(!resources.billboardQuad){ - throw new Error("No billboard geometry available (not yet initialized)."); - } - const { vb, ib } = resources.billboardQuad; + const { vb, ib, indexCount } = getGeometryResource(resources, 'PointCloud'); return { pipeline, @@ -306,6 +306,18 @@ const pointCloudSpec: PrimitiveSpec = { componentIndex: -1, pickingDataStale: true, }; + }, + + createGeometryResource(device) { + return createBuffers(device, { + vertexData: new Float32Array([ + -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, + 0.5, -0.5, 0.0, 0.0, 0.0, 1.0, + -0.5, 0.5, 0.0, 0.0, 0.0, 1.0, + 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 + ]), + indexData: new Uint16Array([0,1,2, 2,1,3]) + }); } }; @@ -450,8 +462,8 @@ const ellipsoidSpec: PrimitiveSpec = { }, createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if(!resources.sphereGeo) throw new Error("No sphere geometry available"); - const { vb, ib, indexCount } = resources.sphereGeo; + const { vb, ib, indexCount } = getGeometryResource(resources, 'Ellipsoid'); + return { pipeline, vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], @@ -468,6 +480,10 @@ const ellipsoidSpec: PrimitiveSpec = { componentIndex: -1, pickingDataStale: true, }; + }, + + createGeometryResource(device) { + return createBuffers(device, createSphereGeometry(32, 48)); } }; @@ -597,8 +613,8 @@ const ellipsoidAxesSpec: PrimitiveSpec = { }, createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if(!resources.ringGeo) throw new Error("No ring geometry available"); - const { vb, ib, indexCount } = resources.ringGeo; + const { vb, ib, indexCount } = getGeometryResource(resources, 'EllipsoidAxes'); + return { pipeline, vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], @@ -615,6 +631,10 @@ const ellipsoidAxesSpec: PrimitiveSpec = { componentIndex: -1, pickingDataStale: true, }; + }, + + createGeometryResource(device) { + return createBuffers(device, createTorusGeometry(1.0, 0.03, 40, 12)); } }; @@ -744,8 +764,7 @@ const cuboidSpec: PrimitiveSpec = { }, createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if(!resources.cubeGeo) throw new Error("No cube geometry available"); - const { vb, ib, indexCount } = resources.cubeGeo; + const { vb, ib, indexCount } = getGeometryResource(resources, 'Cuboid'); return { pipeline, vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], @@ -762,6 +781,10 @@ const cuboidSpec: PrimitiveSpec = { componentIndex: -1, pickingDataStale: true, }; + }, + + createGeometryResource(device) { + return createBuffers(device, createCubeGeometry()); } }; @@ -1010,10 +1033,8 @@ const lineCylindersSpec: PrimitiveSpec = { }, createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - if (!resources.cylinderGeo) { - throw new Error("No cylinderGeo found in resources."); - } - const { vb, ib, indexCount } = resources.cylinderGeo; + + const { vb, ib, indexCount } = getGeometryResource(resources, 'LineCylinders'); return { pipeline, @@ -1031,6 +1052,10 @@ const lineCylindersSpec: PrimitiveSpec = { componentIndex: -1, pickingDataStale: true }; + }, + + createGeometryResource(device) { + return createBuffers(device, createCylinderGeometry(8)); } }; @@ -1063,104 +1088,48 @@ function getOrCreatePipeline( /****************************************************** * 5) Common Resources: Geometry, Layout, etc. ******************************************************/ -export interface GeometryResources { - sphereGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - ringGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - billboardQuad: { vb: GPUBuffer; ib: GPUBuffer } | null; - cubeGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; - cylinderGeo: { vb: GPUBuffer; ib: GPUBuffer; indexCount: number } | null; +export interface GeometryResource { + vb: GPUBuffer; + ib: GPUBuffer; + indexCount?: number; } -function initGeometryResources(device: GPUDevice, resources: GeometryResources) { - // Create sphere geometry - if(!resources.sphereGeo) { - const { vertexData, indexData } = createSphereGeometry(32,48); // Doubled from 16,24 - const vb = device.createBuffer({ - size: vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,vertexData); - const ib = device.createBuffer({ - size: indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib,0,indexData); - resources.sphereGeo = { vb, ib, indexCount: indexData.length }; - } +export type GeometryResources = { + [K in keyof typeof primitiveRegistry]: GeometryResource | null; +} - // Create ring geometry - if(!resources.ringGeo) { - const { vertexData, indexData } = createTorusGeometry(1.0,0.03,40,12); - const vb = device.createBuffer({ - size: vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,vertexData); - const ib = device.createBuffer({ - size: indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib,0,indexData); - resources.ringGeo = { vb, ib, indexCount: indexData.length }; +function getGeometryResource(resources: GeometryResources, type: keyof GeometryResources): GeometryResource { + const resource = resources[type]; + if (!resource) { + throw new Error(`No geometry resource found for type ${type}`); } + return resource; +} - // Create billboard quad geometry - if(!resources.billboardQuad) { - // Create a unit quad centered at origin, in the XY plane - // Each vertex has position (xyz) and normal (xyz) - const quadVerts = new Float32Array([ - // Position (xyz) Normal (xyz) - -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, // bottom-left - 0.5, -0.5, 0.0, 0.0, 0.0, 1.0, // bottom-right - -0.5, 0.5, 0.0, 0.0, 0.0, 1.0, // top-left - 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 // top-right - ]); - const quadIdx = new Uint16Array([0,1,2, 2,1,3]); - const vb = device.createBuffer({ - size: quadVerts.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb,0,quadVerts); - const ib = device.createBuffer({ - size: quadIdx.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib,0,quadIdx); - resources.billboardQuad = { vb, ib }; - } - // Create cube geometry - if(!resources.cubeGeo) { - const cube = createCubeGeometry(); - const vb = device.createBuffer({ - size: cube.vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb, 0, cube.vertexData); - const ib = device.createBuffer({ - size: cube.indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib, 0, cube.indexData); - resources.cubeGeo = { vb, ib, indexCount: cube.indexData.length }; - } +const createBuffers = (device: GPUDevice, { vertexData, indexData }: { vertexData: Float32Array, indexData: Uint16Array | Uint32Array }) => { + const vb = device.createBuffer({ + size: vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb, 0, vertexData); - // Create cylinder geometry - if (!resources.cylinderGeo) { - const { vertexData, indexData } = createCylinderGeometry(8); // or 12, etc. - const vb = device.createBuffer({ - size: vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb, 0, vertexData); + const ib = device.createBuffer({ + size: indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ib, 0, indexData); - const ib = device.createBuffer({ - size: indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib, 0, indexData); + return { vb, ib, indexCount: indexData.length }; +}; - resources.cylinderGeo = { vb, ib, indexCount: indexData.length }; +function initGeometryResources(device: GPUDevice, resources: GeometryResources) { + // Create geometry for each primitive type + for (const [primitiveName, spec] of Object.entries(primitiveRegistry)) { + const typedName = primitiveName as keyof GeometryResources; + if (!resources[typedName]) { + resources[typedName] = spec.createGeometryResource(device); + } } } @@ -1543,11 +1512,11 @@ export function SceneInner({ pipelineCache: new Map(), dynamicBuffers: null, resources: { - sphereGeo: null, - ringGeo: null, - billboardQuad: null, - cubeGeo: null, - cylinderGeo: null + PointCloud: null, + Ellipsoid: null, + EllipsoidAxes: null, + Cuboid: null, + LineCylinders: null } }; @@ -2210,10 +2179,12 @@ function isValidRenderObject(ro: RenderObject): ro is Required { - // Cleanup instance resources - resources.sphereGeo?.vb.destroy(); - resources.sphereGeo?.ib.destroy(); - // ... cleanup other geometries ... + for (const resource of Object.values(resources)) { + if (resource) { + resource.vb.destroy(); + resource.ib.destroy(); + } + } // Clear instance pipeline cache pipelineCache.clear(); @@ -2385,6 +2356,23 @@ const DIFFUSE_INTENSITY = ${LIGHTING.DIFFUSE_INTENSITY}f; const SPECULAR_INTENSITY = ${LIGHTING.SPECULAR_INTENSITY}f; const SPECULAR_POWER = ${LIGHTING.SPECULAR_POWER}f;`; +const lightingCalc = /*wgsl*/` +fn calculateLighting(baseColor: vec3, normal: vec3, worldPos: vec3) -> vec3 { + let N = normalize(normal); + let L = normalize(camera.lightDir); + let V = normalize(camera.cameraPos - worldPos); + + let lambert = max(dot(N, L), 0.0); + let ambient = AMBIENT_INTENSITY; + var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); + + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), SPECULAR_POWER); + color += vec3(1.0) * spec * SPECULAR_INTENSITY; + + return color; +}`; + const billboardVertCode = /*wgsl*/` ${cameraStruct} @@ -2462,6 +2450,7 @@ fn vs_main( const ellipsoidFragCode = /*wgsl*/` ${cameraStruct} ${lightingConstants} +${lightingCalc} @fragment fn fs_main( @@ -2471,18 +2460,7 @@ fn fs_main( @location(4) worldPos: vec3, @location(5) instancePos: vec3 )-> @location(0) vec4 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let V = normalize(camera.cameraPos - worldPos); - - let lambert = max(dot(N, L), 0.0); - let ambient = AMBIENT_INTENSITY; - var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); - - let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), SPECULAR_POWER); - color += vec3(1.0) * spec * SPECULAR_INTENSITY; - + let color = calculateLighting(baseColor, normal, worldPos); return vec4(color, alpha); }`; @@ -2579,6 +2557,7 @@ fn vs_main( const cuboidFragCode = /*wgsl*/` ${cameraStruct} ${lightingConstants} +${lightingCalc} @fragment fn fs_main( @@ -2587,17 +2566,7 @@ fn fs_main( @location(3) alpha: f32, @location(4) worldPos: vec3 )-> @location(0) vec4 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let V = normalize(-worldPos); - let lambert = max(dot(N,L), 0.0); - let ambient = AMBIENT_INTENSITY; - var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); - - let H = normalize(L + V); - let spec = pow(max(dot(N,H),0.0), SPECULAR_POWER); - color += vec3(1.0) * spec * SPECULAR_INTENSITY; - + let color = calculateLighting(baseColor, normal, worldPos); return vec4(color, alpha); }`; @@ -2668,6 +2637,7 @@ fn vs_main( const lineCylFragCode = /*wgsl*/`// lineCylFragCode.wgsl ${cameraStruct} ${lightingConstants} +${lightingCalc} @fragment fn fs_main( @@ -2677,17 +2647,7 @@ fn fs_main( @location(4) worldPos: vec3 )-> @location(0) vec4 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let V = normalize(camera.cameraPos - worldPos); - let lambert = max(dot(N,L), 0.0); - let ambient = AMBIENT_INTENSITY; - var color = baseColor * (ambient + lambert*DIFFUSE_INTENSITY); - - let H = normalize(L + V); - let spec = pow(max(dot(N,H),0.0), SPECULAR_POWER); - color += vec3(1.0)*spec*SPECULAR_INTENSITY; - + let color = calculateLighting(baseColor, normal, worldPos); return vec4(color, alpha); }` From 25f1677aa2623a0d395801725fd22b6bd287150e Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 30 Jan 2025 15:02:08 +0100 Subject: [PATCH 110/167] remove createRenderObject from specs --- src/genstudio/js/scene3d/impl3d.tsx | 156 ++++------------------------ 1 file changed, 20 insertions(+), 136 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 408456e8..2f36e893 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -114,16 +114,6 @@ interface PrimitiveSpec { cache: Map ): GPURenderPipeline; - /** Create a RenderObject that references geometry + the two pipelines */ - createRenderObject( - pipeline: GPURenderPipeline, - pickingPipeline: GPURenderPipeline, - instanceBufferInfo: BufferInfo | null, - pickingBufferInfo: BufferInfo | null, - instanceCount: number, - resources: GeometryResources - ): RenderObject; - /** Create the geometry resource needed for this primitive type */ createGeometryResource(device: GPUDevice): { vb: GPUBuffer; ib: GPUBuffer; indexCount: number }; } @@ -287,27 +277,6 @@ const pointCloudSpec: PrimitiveSpec = { ); }, - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - const { vb, ib, indexCount } = getGeometryResource(resources, 'PointCloud'); - - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount: 6, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: 6, - pickingInstanceCount: instanceCount, - - componentIndex: -1, - pickingDataStale: true, - }; - }, - createGeometryResource(device) { return createBuffers(device, { vertexData: new Float32Array([ @@ -461,27 +430,6 @@ const ellipsoidSpec: PrimitiveSpec = { ); }, - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - const { vb, ib, indexCount } = getGeometryResource(resources, 'Ellipsoid'); - - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: instanceCount, - - componentIndex: -1, - pickingDataStale: true, - }; - }, - createGeometryResource(device) { return createBuffers(device, createSphereGeometry(32, 48)); } @@ -612,27 +560,6 @@ const ellipsoidAxesSpec: PrimitiveSpec = { ); }, - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - const { vb, ib, indexCount } = getGeometryResource(resources, 'EllipsoidAxes'); - - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: instanceCount, - - componentIndex: -1, - pickingDataStale: true, - }; - }, - createGeometryResource(device) { return createBuffers(device, createTorusGeometry(1.0, 0.03, 40, 12)); } @@ -763,26 +690,6 @@ const cuboidSpec: PrimitiveSpec = { ); }, - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - const { vb, ib, indexCount } = getGeometryResource(resources, 'Cuboid'); - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: instanceCount, - - componentIndex: -1, - pickingDataStale: true, - }; - }, - createGeometryResource(device) { return createBuffers(device, createCubeGeometry()); } @@ -1032,28 +939,6 @@ const lineCylindersSpec: PrimitiveSpec = { ); }, - createRenderObject(pipeline, pickingPipeline, instanceBufferInfo, pickingBufferInfo, instanceCount, resources) { - - const { vb, ib, indexCount } = getGeometryResource(resources, 'LineCylinders'); - - return { - pipeline, - vertexBuffers: [vb, instanceBufferInfo!] as [GPUBuffer, BufferInfo], - indexBuffer: ib, - indexCount, - instanceCount, - - pickingPipeline, - pickingVertexBuffers: [vb, pickingBufferInfo!] as [GPUBuffer, BufferInfo], - pickingIndexBuffer: ib, - pickingIndexCount: indexCount, - pickingInstanceCount: instanceCount, - - componentIndex: -1, - pickingDataStale: true - }; - }, - createGeometryResource(device) { return createBuffers(device, createCylinderGeometry(8)); } @@ -1749,34 +1634,33 @@ export function SceneInner({ return; } - // Create render object with dynamic buffer reference - const baseRenderObject = spec.createRenderObject( - pipeline, - null!, // We'll set this later in ensurePickingData - { // Pass buffer info instead of buffer - buffer: dynamicBuffers.renderBuffer, - offset: renderOffset, - stride: stride - }, - null, // No picking buffer yet - count, - resources - ); - - if (!baseRenderObject.vertexBuffers || baseRenderObject.vertexBuffers.length !== 2) { - console.warn(`Invalid vertex buffers for component ${i} (${elem.type})`); - return; - } - + // Create render object directly instead of using createRenderObject + const geometryResource = getGeometryResource(resources, elem.type); const renderObject: RenderObject = { - ...baseRenderObject, + pipeline, pickingPipeline: undefined, + vertexBuffers: [ + geometryResource.vb, + { // Pass buffer info for instances + buffer: dynamicBuffers.renderBuffer, + offset: renderOffset, + stride: stride + } + ], + indexBuffer: geometryResource.ib, + indexCount: geometryResource.indexCount, + instanceCount: count, pickingVertexBuffers: [undefined, undefined] as [GPUBuffer | undefined, BufferInfo | undefined], pickingDataStale: true, componentIndex: i }; - validRenderObjects.push(renderObject); + if (!renderObject.vertexBuffers || renderObject.vertexBuffers.length !== 2) { + console.warn(`Invalid vertex buffers for component ${i} (${elem.type})`); + return; + } + + validRenderObjects.push(renderObject); } catch (error) { console.error(`Error creating render object for component ${i} (${elem.type}):`, error); } From 2db5d7e5cff6b818c676b720b1aeb769b9a1fc81 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 30 Jan 2025 15:38:11 +0100 Subject: [PATCH 111/167] decorations cleanup --- src/genstudio/js/scene3d/impl3d.tsx | 189 ++++++++++++++-------------- 1 file changed, 92 insertions(+), 97 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 2f36e893..39821754 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -126,6 +126,21 @@ interface Decoration { minSize?: number; } +/** Helper function to apply decorations to an array of instances */ +function applyDecorations( + decorations: Decoration[] | undefined, + instanceCount: number, + setter: (i: number, dec: Decoration) => void +) { + if (!decorations) return; + for (const dec of decorations) { + for (const idx of dec.indexes) { + if (idx < 0 || idx >= instanceCount) continue; + setter(idx, dec); + } + } +} + /** Configuration for how a primitive type should be rendered */ interface RenderConfig { /** How faces should be culled */ @@ -180,27 +195,22 @@ const pointCloudSpec: PrimitiveSpec = { arr[i*8+7] = sizes ? sizes[i] : size; } // decorations (keep using scale for decorations since it's a multiplier) - if(elem.decorations){ - for(const dec of elem.decorations){ - for(const idx of dec.indexes){ - if(idx<0||idx>=count) continue; - if(dec.color){ - arr[idx*8+3] = dec.color[0]; - arr[idx*8+4] = dec.color[1]; - arr[idx*8+5] = dec.color[2]; - } - if(dec.alpha !== undefined){ - arr[idx*8+6] = dec.alpha; - } - if(dec.scale !== undefined){ - arr[idx*8+7] *= dec.scale; - } - if(dec.minSize !== undefined){ - if(arr[idx*8+7] < dec.minSize) arr[idx*8+7] = dec.minSize; - } - } + applyDecorations(elem.decorations, count, (idx, dec) => { + if(dec.color){ + arr[idx*8+3] = dec.color[0]; + arr[idx*8+4] = dec.color[1]; + arr[idx*8+5] = dec.color[2]; } - } + if(dec.alpha !== undefined){ + arr[idx*8+6] = dec.alpha; + } + if(dec.scale !== undefined){ + arr[idx*8+7] *= dec.scale; + } + if(dec.minSize !== undefined){ + if(arr[idx*8+7] < dec.minSize) arr[idx*8+7] = dec.minSize; + } + }); return arr; }, @@ -342,31 +352,26 @@ const ellipsoidSpec: PrimitiveSpec = { arr[i*10+9] = 1.0; } // decorations - if(elem.decorations){ - for(const dec of elem.decorations){ - for(const idx of dec.indexes){ - if(idx<0||idx>=count) continue; - if(dec.color){ - arr[idx*10+6] = dec.color[0]; - arr[idx*10+7] = dec.color[1]; - arr[idx*10+8] = dec.color[2]; - } - if(dec.alpha!==undefined){ - arr[idx*10+9] = dec.alpha; - } - if(dec.scale!==undefined){ - arr[idx*10+3]*=dec.scale; - arr[idx*10+4]*=dec.scale; - arr[idx*10+5]*=dec.scale; - } - if(dec.minSize!==undefined){ - if(arr[idx*10+3] { + if(dec.color){ + arr[idx*10+6] = dec.color[0]; + arr[idx*10+7] = dec.color[1]; + arr[idx*10+8] = dec.color[2]; } - } + if(dec.alpha!==undefined){ + arr[idx*10+9] = dec.alpha; + } + if(dec.scale!==undefined){ + arr[idx*10+3]*=dec.scale; + arr[idx*10+4]*=dec.scale; + arr[idx*10+5]*=dec.scale; + } + if(dec.minSize!==undefined){ + if(arr[idx*10+3] = { cr=colors[i*3+0]; cg=colors[i*3+1]; cb=colors[i*3+2]; } // decorations - if(elem.decorations){ - for(const dec of elem.decorations){ - if(dec.indexes.includes(i)){ - if(dec.color){ - cr=dec.color[0]; cg=dec.color[1]; cb=dec.color[2]; - } - if(dec.alpha!==undefined){ - alpha=dec.alpha; - } + applyDecorations(elem.decorations, count, (idx, dec) => { + if(idx === i) { + if(dec.color){ + cr=dec.color[0]; cg=dec.color[1]; cb=dec.color[2]; + } + if(dec.alpha!==undefined){ + alpha=dec.alpha; } } - } + }); // fill 3 rings for(let ring=0; ring<3; ring++){ const idx = i*3 + ring; @@ -609,31 +612,26 @@ const cuboidSpec: PrimitiveSpec = { arr[i*10+9] = 1.0; } // decorations - if(elem.decorations){ - for(const dec of elem.decorations){ - for(const idx of dec.indexes){ - if(idx<0||idx>=count) continue; - if(dec.color){ - arr[idx*10+6] = dec.color[0]; - arr[idx*10+7] = dec.color[1]; - arr[idx*10+8] = dec.color[2]; - } - if(dec.alpha!==undefined){ - arr[idx*10+9] = dec.alpha; - } - if(dec.scale!==undefined){ - arr[idx*10+3]*=dec.scale; - arr[idx*10+4]*=dec.scale; - arr[idx*10+5]*=dec.scale; - } - if(dec.minSize!==undefined){ - if(arr[idx*10+3] { + if(dec.color){ + arr[idx*10+6] = dec.color[0]; + arr[idx*10+7] = dec.color[1]; + arr[idx*10+8] = dec.color[2]; } - } + if(dec.alpha!==undefined){ + arr[idx*10+9] = dec.alpha; + } + if(dec.scale!==undefined){ + arr[idx*10+3]*=dec.scale; + arr[idx*10+4]*=dec.scale; + arr[idx*10+5]*=dec.scale; + } + if(dec.minSize!==undefined){ + if(arr[idx*10+3] = { } // decorations - if (decorations) { - // If iCurr is in dec.indexes, apply color, alpha, scale, minSize - for (const dec of decorations) { - if (dec.indexes.includes(lineIndex)) { - if (dec.color) { - cR = dec.color[0]; - cG = dec.color[1]; - cB = dec.color[2]; - } - if (dec.alpha !== undefined) { - a = dec.alpha; - } - if (dec.scale !== undefined) { - r *= dec.scale; - } - if (dec.minSize !== undefined && r < dec.minSize) { - r = dec.minSize; - } + applyDecorations(decorations, lineIndex + 1, (idx, dec) => { + if (idx === lineIndex) { + if (dec.color) { + cR = dec.color[0]; + cG = dec.color[1]; + cB = dec.color[2]; + } + if (dec.alpha !== undefined) { + a = dec.alpha; + } + if (dec.scale !== undefined) { + r *= dec.scale; + } + if (dec.minSize !== undefined && r < dec.minSize) { + r = dec.minSize; } } - } + }); // Now we have final r, cR, cG, cB, a for line i const startX = positions[p * 4 + 0]; From 8e5a77f7cd8f5e8fd8b80ee0d6a6af3010832d26 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 30 Jan 2025 16:35:02 +0100 Subject: [PATCH 112/167] decorations code cleanup --- src/genstudio/js/scene3d/impl3d.tsx | 700 +++++++++++++-------------- src/genstudio/js/scene3d/scene3d.tsx | 125 +---- 2 files changed, 367 insertions(+), 458 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 39821754..f649dead 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -26,6 +26,34 @@ import { /****************************************************** * 1) Types and Interfaces ******************************************************/ + +interface BaseComponentConfig { + // Per-instance arrays + colors?: Float32Array; // RGB triplets + alphas?: Float32Array; // Per-instance alpha + scales?: Float32Array; // Per-instance scale multipliers + + // Default values + color?: [number, number, number]; // defaults to [1,1,1] + alpha?: number; // defaults to 1.0 + scale?: number; // defaults to 1.0 + + // Interaction callbacks + onHover?: (index: number|null) => void; + onClick?: (index: number) => void; + + // Decorations apply last + decorations?: Decoration[]; +} + +function getBaseDefaults(config: Partial): Required> { + return { + color: config.color ?? [1, 1, 1], + alpha: config.alpha ?? 1.0, + scale: config.scale ?? 1.0, + }; +} + export interface BufferInfo { buffer: GPUBuffer; offset: number; @@ -123,7 +151,6 @@ interface Decoration { color?: [number, number, number]; alpha?: number; scale?: number; - minSize?: number; } /** Helper function to apply decorations to an array of instances */ @@ -150,83 +177,76 @@ interface RenderConfig { } /** ===================== POINT CLOUD ===================== **/ -export interface PointCloudComponentConfig { +export interface PointCloudComponentConfig extends BaseComponentConfig { type: 'PointCloud'; positions: Float32Array; - colors?: Float32Array; - color: [number, number, number]; // Required singular option - sizes?: Float32Array; // Per-point sizes in scene units - size: number; // Default size in scene units - decorations?: Decoration[]; - onHover?: (index: number|null) => void; - onClick?: (index: number) => void; + sizes?: Float32Array; // Per-point sizes + size?: number; // Default size, defaults to 0.02 } const pointCloudSpec: PrimitiveSpec = { - // Data transformation methods getCount(elem) { return elem.positions.length / 3; }, buildRenderData(elem) { - const { positions, colors, color, sizes, size } = elem; - const count = positions.length / 3; + const count = elem.positions.length / 3; if(count === 0) return null; - // (pos.x, pos.y, pos.z, color.r, color.g, color.b, alpha, size) - const arr = new Float32Array(count * 8); + const defaults = getBaseDefaults(elem); + const size = elem.size ?? 0.02; - // Initialize default values outside the loop - const hasColors = colors && colors.length === count*3; - for(let i=0; i { - if(dec.color){ + if(dec.color) { arr[idx*8+3] = dec.color[0]; arr[idx*8+4] = dec.color[1]; arr[idx*8+5] = dec.color[2]; } - if(dec.alpha !== undefined){ + if(dec.alpha !== undefined) { arr[idx*8+6] = dec.alpha; } - if(dec.scale !== undefined){ + if(dec.scale !== undefined) { arr[idx*8+7] *= dec.scale; } - if(dec.minSize !== undefined){ - if(arr[idx*8+7] < dec.minSize) arr[idx*8+7] = dec.minSize; - } }); + return arr; }, buildPickingData(elem, baseID) { - const { positions, sizes, size } = elem; - const count = positions.length / 3; - if(count===0) return null; - - // (pos.x, pos.y, pos.z, pickID, size) - const arr = new Float32Array(count*5); - for(let i=0; i = { }; /** ===================== ELLIPSOID ===================== **/ -export interface EllipsoidComponentConfig { +export interface EllipsoidComponentConfig extends BaseComponentConfig { type: 'Ellipsoid'; centers: Float32Array; - radii?: Float32Array; - radius: [number, number, number]; // Required singular option - colors?: Float32Array; - color: [number, number, number]; // Required singular option - decorations?: Decoration[]; - onHover?: (index: number|null) => void; - onClick?: (index: number) => void; + radii?: Float32Array; // Per-ellipsoid radii + radius?: [number, number, number]; // Default radius, defaults to [1,1,1] } const ellipsoidSpec: PrimitiveSpec = { - getCount(elem){ + getCount(elem) { return elem.centers.length / 3; }, - buildRenderData(elem){ - const { centers, radii, radius, colors, color } = elem; - const count = centers.length / 3; - if(count===0)return null; - - // (center.x, center.y, center.z, scale.x, scale.y, scale.z, color.r, color.g, color.b, alpha) - const arr = new Float32Array(count*10); - const hasColors = colors && colors.length===count*3; - const hasRadii = radii && radii.length===count*3; - - for(let i=0; i { - if(dec.color){ + if(dec.color) { arr[idx*10+6] = dec.color[0]; arr[idx*10+7] = dec.color[1]; arr[idx*10+8] = dec.color[2]; } - if(dec.alpha!==undefined){ + if(dec.alpha !== undefined) { arr[idx*10+9] = dec.alpha; } - if(dec.scale!==undefined){ - arr[idx*10+3]*=dec.scale; - arr[idx*10+4]*=dec.scale; - arr[idx*10+5]*=dec.scale; - } - if(dec.minSize!==undefined){ - if(arr[idx*10+3] = { }; /** ===================== ELLIPSOID BOUNDS ===================== **/ -export interface EllipsoidAxesComponentConfig { +export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { type: 'EllipsoidAxes'; centers: Float32Array; radii?: Float32Array; - radius: [number, number, number]; // Required singular option + radius?: [number, number, number]; // Make optional since we have BaseComponentConfig defaults colors?: Float32Array; - color: [number, number, number]; // Required singular option - decorations?: Decoration[]; - onHover?: (index: number|null) => void; - onClick?: (index: number) => void; } const ellipsoidAxesSpec: PrimitiveSpec = { getCount(elem) { - // each ellipsoid => 3 rings - const c = elem.centers.length/3; - return c*3; + return elem.centers.length / 3; }, + buildRenderData(elem) { - const { centers, radii, radius, colors } = elem; - const count = centers.length/3; - if(count===0)return null; - - const ringCount = count*3; - // (pos.x,pos.y,pos.z, scale.x,scale.y,scale.z, color.r,g,b, alpha) - const arr = new Float32Array(ringCount*10); - const hasRadii = radii && radii.length===count*3; - - for(let i=0;i { if(idx === i) { - if(dec.color){ - cr=dec.color[0]; cg=dec.color[1]; cb=dec.color[2]; + if(dec.color) { + cr = dec.color[0]; + cg = dec.color[1]; + cb = dec.color[2]; + } + if(dec.alpha !== undefined) { + alpha = dec.alpha; } - if(dec.alpha!==undefined){ - alpha=dec.alpha; + if(dec.scale !== undefined) { + rx *= dec.scale; + ry *= dec.scale; + rz *= dec.scale; } } }); - // fill 3 rings - for(let ring=0; ring<3; ring++){ + + // Fill 3 rings + for(let ring = 0; ring < 3; ring++) { const idx = i*3 + ring; arr[idx*10+0] = cx; arr[idx*10+1] = cy; arr[idx*10+2] = cz; - arr[idx*10+3] = rx; arr[idx*10+4] = ry; arr[idx*10+5] = rz; - arr[idx*10+6] = cr; arr[idx*10+7] = cg; arr[idx*10+8] = cb; + arr[idx*10+3] = rx; + arr[idx*10+4] = ry; + arr[idx*10+5] = rz; + arr[idx*10+6] = cr; + arr[idx*10+7] = cg; + arr[idx*10+8] = cb; arr[idx*10+9] = alpha; } } return arr; }, - buildPickingData(elem, baseID){ - const { centers, radii, radius } = elem; - const count=centers.length/3; - if(count===0)return null; - const ringCount = count*3; - const arr = new Float32Array(ringCount*7); - const hasRadii = radii && radii.length===count*3; - - for(let i=0;i = { }; /** ===================== CUBOID ===================== **/ -export interface CuboidComponentConfig { +export interface CuboidComponentConfig extends BaseComponentConfig { type: 'Cuboid'; centers: Float32Array; sizes: Float32Array; - colors?: Float32Array; - color: [number, number, number]; // Required singular option - decorations?: Decoration[]; - onHover?: (index: number|null) => void; - onClick?: (index: number) => void; } const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.centers.length / 3; }, - buildRenderData(elem){ - const { centers, sizes, colors, color } = elem; - const count = centers.length / 3; - if(count===0)return null; - - // (center.x, center.y, center.z, size.x, size.y, size.z, color.r, color.g, color.b, alpha) - const arr = new Float32Array(count*10); - const hasColors = colors && colors.length===count*3; - - for(let i=0; i { - if(dec.color){ + if(dec.color) { arr[idx*10+6] = dec.color[0]; arr[idx*10+7] = dec.color[1]; arr[idx*10+8] = dec.color[2]; } - if(dec.alpha!==undefined){ + if(dec.alpha !== undefined) { arr[idx*10+9] = dec.alpha; } - if(dec.scale!==undefined){ - arr[idx*10+3]*=dec.scale; - arr[idx*10+4]*=dec.scale; - arr[idx*10+5]*=dec.scale; - } - if(dec.minSize!==undefined){ - if(arr[idx*10+3] = { /****************************************************** * LineCylinders Type ******************************************************/ -export interface LineCylindersComponentConfig { +export interface LineCylindersComponentConfig extends BaseComponentConfig { type: 'LineCylinders'; - - /** - * Flattened quadruples: [x, y, z, i, x, y, z, i, ...]. - * Consecutive points with the same 'i' form one or more segments. - */ - positions: Float32Array; - - /** radii: radius for each line i. If not given, uses a fallback. */ - radii?: Float32Array; // indexed by line i - radius?: number; // fallback radius if radii is missing or incomplete - - /** colors: RGB color for each line i. If not given, uses fallback color. */ - colors?: Float32Array; // indexed by line i, RGB triplets - /** Single fallback color & alpha if no decorations override. */ - color?: [number, number, number]; - alpha?: number; - - /** Single fallback is used for each line, but we can override with decorations. */ - decorations?: Decoration[]; - - onHover?: (segmentIndex: number | null) => void; - onClick?: (segmentIndex: number) => void; + positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] + radii?: Float32Array; // Per-line radii + radius?: number; // Default radius, defaults to 0.02 } function countSegments(positions: Float32Array): number { @@ -744,95 +766,76 @@ const lineCylindersSpec: PrimitiveSpec = { buildRenderData(elem) { const segCount = this.getCount(elem); - if (segCount === 0) return null; + if(segCount === 0) return null; - const { - positions, - radii, - radius = 0.02, - colors, - color = [1, 1, 1], - alpha = 1.0, - decorations - } = elem; - - // Each segment => 11 floats + const defaults = getBaseDefaults(elem); + const defaultRadius = elem.radius ?? 0.02; const floatsPerSeg = 11; const arr = new Float32Array(segCount * floatsPerSeg); - // We'll store final line-level color/alpha/radius in temporary variables - // and apply them for each segment that belongs to that line. - const pointCount = positions.length / 4; + const pointCount = elem.positions.length / 4; let segIndex = 0; - for (let p = 0; p < pointCount - 1; p++) { - const iCurr = positions[p * 4 + 3]; - const iNext = positions[(p+1)*4 + 3]; - if (iCurr !== iNext) { - // new line => skip - continue; - } - // line i = iCurr - // We start from fallback - let r = radius; - let cR = color[0]; - let cG = color[1]; - let cB = color[2]; - let a = alpha; - - // radii overrides - const lineIndex = Math.floor(iCurr); // or just iCurr if you guarantee it's integer - if (radii && lineIndex >= 0 && lineIndex < radii.length) { - r = radii[lineIndex]; + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = elem.positions[p * 4 + 3]; + const iNext = elem.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; + + const lineIndex = Math.floor(iCurr); + + // Get base attributes for this line + let radius = elem.radii?.[lineIndex] ?? defaultRadius; + let cr = defaults.color[0]; + let cg = defaults.color[1]; + let cb = defaults.color[2]; + let alpha = defaults.alpha; + const scale = elem.scales?.[lineIndex] ?? defaults.scale; + + // Apply per-line colors if available + if(elem.colors && lineIndex * 3 + 2 < elem.colors.length) { + cr = elem.colors[lineIndex * 3]; + cg = elem.colors[lineIndex * 3 + 1]; + cb = elem.colors[lineIndex * 3 + 2]; } - // colors override (before decorations) - if (colors && lineIndex >= 0 && lineIndex * 3 + 2 < colors.length) { - cR = colors[lineIndex * 3]; - cG = colors[lineIndex * 3 + 1]; - cB = colors[lineIndex * 3 + 2]; + // Apply per-line alpha if available + if(elem.alphas && lineIndex < elem.alphas.length) { + alpha = elem.alphas[lineIndex]; } - // decorations - applyDecorations(decorations, lineIndex + 1, (idx, dec) => { - if (idx === lineIndex) { - if (dec.color) { - cR = dec.color[0]; - cG = dec.color[1]; - cB = dec.color[2]; - } - if (dec.alpha !== undefined) { - a = dec.alpha; + // Apply scale to radius + radius *= scale; + + // Apply decorations + applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { + if(idx === lineIndex) { + if(dec.color) { + cr = dec.color[0]; + cg = dec.color[1]; + cb = dec.color[2]; } - if (dec.scale !== undefined) { - r *= dec.scale; + if(dec.alpha !== undefined) { + alpha = dec.alpha; } - if (dec.minSize !== undefined && r < dec.minSize) { - r = dec.minSize; + if(dec.scale !== undefined) { + radius *= dec.scale; } } }); - // Now we have final r, cR, cG, cB, a for line i - const startX = positions[p * 4 + 0]; - const startY = positions[p * 4 + 1]; - const startZ = positions[p * 4 + 2]; - const endX = positions[(p+1)*4 + 0]; - const endY = positions[(p+1)*4 + 1]; - const endZ = positions[(p+1)*4 + 2]; - + // Store segment data const base = segIndex * floatsPerSeg; - arr[base + 0] = startX; - arr[base + 1] = startY; - arr[base + 2] = startZ; - arr[base + 3] = endX; - arr[base + 4] = endY; - arr[base + 5] = endZ; - arr[base + 6] = r; - arr[base + 7] = cR; - arr[base + 8] = cG; - arr[base + 9] = cB; - arr[base + 10] = a; + arr[base + 0] = elem.positions[p * 4 + 0]; // start.x + arr[base + 1] = elem.positions[p * 4 + 1]; // start.y + arr[base + 2] = elem.positions[p * 4 + 2]; // start.z + arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x + arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y + arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z + arr[base + 6] = radius; // radius + arr[base + 7] = cr; // color.r + arr[base + 8] = cg; // color.g + arr[base + 9] = cb; // color.b + arr[base + 10] = alpha; // alpha segIndex++; } @@ -841,55 +844,42 @@ const lineCylindersSpec: PrimitiveSpec = { buildPickingData(elem, baseID) { const segCount = this.getCount(elem); - if (segCount === 0) return null; + if(segCount === 0) return null; - const { positions, radii, radius = 0.02, decorations } = elem; + const defaultRadius = elem.radius ?? 0.02; const floatsPerSeg = 8; const arr = new Float32Array(segCount * floatsPerSeg); + const pointCount = elem.positions.length / 4; let segIndex = 0; - const pointCount = positions.length / 4; - for (let p = 0; p < pointCount - 1; p++) { - const iCurr = positions[p*4 + 3]; - const iNext = positions[(p+1)*4 + 3]; - if (iCurr !== iNext) continue; + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = elem.positions[p * 4 + 3]; + const iNext = elem.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; - let r = radius; const lineIndex = Math.floor(iCurr); - if (radii && lineIndex >= 0 && lineIndex < radii.length) { - r = radii[lineIndex]; - } - // decorations => scale or minSize might affect radius - if (decorations) { - for (const dec of decorations) { - if (dec.indexes.includes(lineIndex)) { - if (dec.scale !== undefined) { - r *= dec.scale; - } - if (dec.minSize !== undefined && r < dec.minSize) { - r = dec.minSize; - } - } - } - } + let radius = elem.radii?.[lineIndex] ?? defaultRadius; + const scale = elem.scales?.[lineIndex] ?? 1.0; - const startX = positions[p*4 + 0]; - const startY = positions[p*4 + 1]; - const startZ = positions[p*4 + 2]; - const endX = positions[(p+1)*4 + 0]; - const endY = positions[(p+1)*4 + 1]; - const endZ = positions[(p+1)*4 + 2]; + radius *= scale; + + // Apply decorations that affect radius + applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { + if(idx === lineIndex && dec.scale !== undefined) { + radius *= dec.scale; + } + }); const base = segIndex * floatsPerSeg; - arr[base + 0] = startX; - arr[base + 1] = startY; - arr[base + 2] = startZ; - arr[base + 3] = endX; - arr[base + 4] = endY; - arr[base + 5] = endZ; - arr[base + 6] = r; - arr[base + 7] = baseID + segIndex; + arr[base + 0] = elem.positions[p * 4 + 0]; // start.x + arr[base + 1] = elem.positions[p * 4 + 1]; // start.y + arr[base + 2] = elem.positions[p * 4 + 2]; // start.z + arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x + arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y + arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z + arr[base + 6] = radius; // radius + arr[base + 7] = baseID + segIndex; // pickID segIndex++; } diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 7ba2e60d..9758de03 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -9,7 +9,6 @@ interface Decoration { color?: [number, number, number]; alpha?: number; scale?: number; - minSize?: number; } export function deco( @@ -17,8 +16,7 @@ export function deco( options: { color?: [number, number, number], alpha?: number, - scale?: number, - minSize?: number + scale?: number } = {} ): Decoration { const indexArray = typeof indexes === 'number' ? [indexes] : indexes; @@ -26,126 +24,47 @@ export function deco( } export function PointCloud(props: PointCloudComponentConfig): PointCloudComponentConfig { - - const { - positions, - colors, - sizes, - color = [1, 1, 1], - size = 0.02, - decorations, - onHover, - onClick - } = props return { + ...props, type: 'PointCloud', - positions, - colors, - color, - sizes, - size, - decorations, - onHover, - onClick }; } -export function Ellipsoid({ - centers, - radii, - radius = [1, 1, 1], - colors, - color = [1, 1, 1], - decorations, - onHover, - onClick -}: EllipsoidComponentConfig): EllipsoidComponentConfig { - - const radiusTriple = typeof radius === 'number' ? - [radius, radius, radius] as [number, number, number] : radius; +export function Ellipsoid(props: EllipsoidComponentConfig): EllipsoidComponentConfig { + const radius = typeof props.radius === 'number' ? + [props.radius, props.radius, props.radius] as [number, number, number] : + props.radius; return { - type: 'Ellipsoid', - centers, - radii, - radius: radiusTriple, - colors, - color, - decorations, - onHover, - onClick + ...props, + radius, + type: 'Ellipsoid' }; } -export function EllipsoidAxes({ - centers, - radii, - radius = [1, 1, 1], - colors, - color = [1, 1, 1], - decorations, - onHover, - onClick -}: EllipsoidAxesComponentConfig): EllipsoidAxesComponentConfig { - - const radiusTriple = typeof radius === 'number' ? - [radius, radius, radius] as [number, number, number] : radius; +export function EllipsoidAxes(props: EllipsoidAxesComponentConfig): EllipsoidAxesComponentConfig { + const radius = typeof props.radius === 'number' ? + [props.radius, props.radius, props.radius] as [number, number, number] : + props.radius; return { - type: 'EllipsoidAxes', - centers, - radii, - radius: radiusTriple, - colors, - color, - decorations, - onHover, - onClick + ...props, + radius, + type: 'EllipsoidAxes' }; } -export function Cuboid({ - centers, - sizes, - colors, - color = [1, 1, 1], - decorations, - onHover, - onClick -}: CuboidComponentConfig): CuboidComponentConfig { - +export function Cuboid(props: CuboidComponentConfig): CuboidComponentConfig { return { - type: 'Cuboid', - centers, - sizes, - colors, - color, - decorations, - onHover, - onClick + ...props, + type: 'Cuboid' }; } -export function LineCylinders({ - positions, - color = [1, 1, 1], - radius = 0.02, - radii, - colors, - onHover, - onClick, - decorations -}: LineCylindersComponentConfig): LineCylindersComponentConfig { +export function LineCylinders(props: LineCylindersComponentConfig): LineCylindersComponentConfig { return { - type: 'LineCylinders', - positions, - color, - radius, - radii, - colors, - onHover, - onClick, - decorations + ...props, + type: 'LineCylinders' }; } From f96ae4ecb5e2fd1eb57ee1e70bb51dbe93e664b3 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 30 Jan 2025 18:11:42 +0100 Subject: [PATCH 113/167] cleaner deco code --- src/genstudio/js/scene3d/impl3d.tsx | 108 +++++++++++++++++++--------- 1 file changed, 75 insertions(+), 33 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index f649dead..9e59850b 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -196,24 +196,36 @@ const pointCloudSpec: PrimitiveSpec = { const defaults = getBaseDefaults(elem); const size = elem.size ?? 0.02; + // Check array validities once before the loop + const hasValidColors = elem.colors && elem.colors.length >= count * 3; + const colors = hasValidColors ? elem.colors : null; + const hasValidAlphas = elem.alphas && elem.alphas.length >= count; + const alphas = hasValidAlphas ? elem.alphas : null; + const hasValidSizes = elem.sizes && elem.sizes.length >= count; + const sizes = hasValidSizes ? elem.sizes : null; + const hasValidScales = elem.scales && elem.scales.length >= count; + const scales = hasValidScales ? elem.scales : null; + const arr = new Float32Array(count * 8); for(let i=0; i = { const size = elem.size ?? 0.02; const arr = new Float32Array(count * 5); + // Check array validities once before the loop + const hasValidSizes = elem.sizes && elem.sizes.length >= count; + const sizes = hasValidSizes ? elem.sizes : null; + for(let i=0; i = { const defaults = getBaseDefaults(elem); const defaultRadius = elem.radius ?? [1, 1, 1]; - const arr = new Float32Array(count * 10); - for(let i=0; i= count * 3; + const radii = hasValidRadii ? elem.radii : null; + const hasValidColors = elem.colors && elem.colors.length >= count * 3; + const colors = hasValidColors ? elem.colors : null; + + for(let i = 0; i < count; i++) { // Centers arr[i*10+0] = elem.centers[i*3+0]; arr[i*10+1] = elem.centers[i*3+1]; arr[i*10+2] = elem.centers[i*3+2]; - // Radii + // Radii (with scale) const scale = elem.scales?.[i] ?? defaults.scale; - if(elem.radii && i*3+2 < elem.radii.length) { - arr[i*10+3] = elem.radii[i*3+0] * scale; - arr[i*10+4] = elem.radii[i*3+1] * scale; - arr[i*10+5] = elem.radii[i*3+2] * scale; + if(radii) { + arr[i*10+3] = radii[i*3+0] * scale; + arr[i*10+4] = radii[i*3+1] * scale; + arr[i*10+5] = radii[i*3+2] * scale; } else { arr[i*10+3] = defaultRadius[0] * scale; arr[i*10+4] = defaultRadius[1] * scale; @@ -360,10 +382,10 @@ const ellipsoidSpec: PrimitiveSpec = { } // Colors - if(elem.colors && i*3+2 < elem.colors.length) { - arr[i*10+6] = elem.colors[i*3+0]; - arr[i*10+7] = elem.colors[i*3+1]; - arr[i*10+8] = elem.colors[i*3+2]; + if(colors) { + arr[i*10+6] = colors[i*3+0]; + arr[i*10+7] = colors[i*3+1]; + arr[i*10+8] = colors[i*3+2]; } else { arr[i*10+6] = defaults.color[0]; arr[i*10+7] = defaults.color[1]; @@ -399,15 +421,19 @@ const ellipsoidSpec: PrimitiveSpec = { const defaultRadius = elem.radius ?? [1, 1, 1]; const arr = new Float32Array(count * 7); - for(let i=0; i= count * 3; + const radii = hasValidRadii ? elem.radii : null; + + for(let i = 0; i < count; i++) { arr[i*7+0] = elem.centers[i*3+0]; arr[i*7+1] = elem.centers[i*3+1]; arr[i*7+2] = elem.centers[i*3+2]; - if(elem.radii && i*3+2 < elem.radii.length) { - arr[i*7+3] = elem.radii[i*3+0]; - arr[i*7+4] = elem.radii[i*3+1]; - arr[i*7+5] = elem.radii[i*3+2]; + if(radii) { + arr[i*7+3] = radii[i*3+0]; + arr[i*7+4] = radii[i*3+1]; + arr[i*7+5] = radii[i*3+2]; } else { arr[i*7+3] = defaultRadius[0]; arr[i*7+4] = defaultRadius[1]; @@ -774,8 +800,24 @@ const lineCylindersSpec: PrimitiveSpec = { const arr = new Float32Array(segCount * floatsPerSeg); const pointCount = elem.positions.length / 4; - let segIndex = 0; + // Find the maximum line index to validate arrays against + let maxLineIndex = -1; + for(let p = 0; p < pointCount; p++) { + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); + maxLineIndex = Math.max(maxLineIndex, lineIndex); + } + const lineCount = maxLineIndex + 1; + + // Check array validities against line count + const hasValidColors = elem.colors && elem.colors.length >= lineCount * 3; + const colors = hasValidColors ? elem.colors : null; + const hasValidAlphas = elem.alphas && elem.alphas.length >= lineCount; + const alphas = hasValidAlphas ? elem.alphas : null; + const hasValidRadii = elem.radii && elem.radii.length >= lineCount; + const radii = hasValidRadii ? elem.radii : null; + + let segIndex = 0; for(let p = 0; p < pointCount - 1; p++) { const iCurr = elem.positions[p * 4 + 3]; const iNext = elem.positions[(p+1) * 4 + 3]; @@ -784,23 +826,23 @@ const lineCylindersSpec: PrimitiveSpec = { const lineIndex = Math.floor(iCurr); // Get base attributes for this line - let radius = elem.radii?.[lineIndex] ?? defaultRadius; + let radius = (radii?.[lineIndex] ?? defaultRadius); let cr = defaults.color[0]; let cg = defaults.color[1]; let cb = defaults.color[2]; let alpha = defaults.alpha; const scale = elem.scales?.[lineIndex] ?? defaults.scale; - // Apply per-line colors if available - if(elem.colors && lineIndex * 3 + 2 < elem.colors.length) { - cr = elem.colors[lineIndex * 3]; - cg = elem.colors[lineIndex * 3 + 1]; - cb = elem.colors[lineIndex * 3 + 2]; + // Apply per-line colors if available and index is in bounds + if(colors && lineIndex * 3 + 2 < colors.length) { + cr = colors[lineIndex * 3]; + cg = colors[lineIndex * 3 + 1]; + cb = colors[lineIndex * 3 + 2]; } - // Apply per-line alpha if available - if(elem.alphas && lineIndex < elem.alphas.length) { - alpha = elem.alphas[lineIndex]; + // Apply per-line alpha if available and index is in bounds + if(alphas && lineIndex < alphas.length) { + alpha = alphas[lineIndex]; } // Apply scale to radius From e008469b72179e9dde3ece06bc8197ebb928d1f4 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 30 Jan 2025 19:49:15 +0100 Subject: [PATCH 114/167] consistent api --- src/genstudio/js/scene3d/impl3d.tsx | 4 ++-- src/genstudio/scene3d.py | 5 ----- 2 files changed, 2 insertions(+), 7 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 9e59850b..97103740 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -87,14 +87,14 @@ export interface DynamicBuffers { } export interface SceneInnerProps { - components: any[]; + components: ComponentConfig[]; containerWidth: number; containerHeight: number; style?: React.CSSProperties; camera?: CameraParams; defaultCamera?: CameraParams; onCameraChange?: (camera: CameraParams) => void; - onFrameRendered?: (renderTime: number) => void; // Add this line + onFrameRendered?: (renderTime: number) => void; } /****************************************************** diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 250521a7..7877181a 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -13,7 +13,6 @@ class Decoration(TypedDict, total=False): color: Optional[ArrayLike] # [r,g,b] alpha: Optional[NumberLike] # 0-1 scale: Optional[NumberLike] # scale factor - minSize: Optional[NumberLike] # pixels def deco( @@ -22,7 +21,6 @@ def deco( color: Optional[ArrayLike] = None, alpha: Optional[NumberLike] = None, scale: Optional[NumberLike] = None, - min_size: Optional[NumberLike] = None, ) -> Decoration: """Create a decoration for scene components. @@ -31,7 +29,6 @@ def deco( color: Optional RGB color override [r,g,b] alpha: Optional opacity value (0-1) scale: Optional scale factor - min_size: Optional minimum size in pixels Returns: Dictionary containing decoration settings @@ -50,8 +47,6 @@ def deco( decoration["alpha"] = alpha if scale is not None: decoration["scale"] = scale - if min_size is not None: - decoration["minSize"] = min_size return decoration # type: ignore From 17180145e6e19ed959d4ce71068930f61ff14c81 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 31 Jan 2025 11:30:28 +0100 Subject: [PATCH 115/167] cylinder -> beam --- notebooks/scene3d_occlusions.py | 4 ++-- src/genstudio/js/scene3d/geometry.ts | 6 +++--- src/genstudio/js/scene3d/impl3d.tsx | 24 ++++++++++++------------ src/genstudio/js/scene3d/scene3d.tsx | 6 +++--- src/genstudio/scene3d.py | 20 ++++++++++---------- 5 files changed, 30 insertions(+), 30 deletions(-) diff --git a/notebooks/scene3d_occlusions.py b/notebooks/scene3d_occlusions.py index 0069d5bb..4239bdb8 100644 --- a/notebooks/scene3d_occlusions.py +++ b/notebooks/scene3d_occlusions.py @@ -5,7 +5,7 @@ EllipsoidAxes, Cuboid, deco, - LineCylinders, + LineBeams, ) import genstudio.plot as Plot import math @@ -47,7 +47,7 @@ def create_demo_scene(): ) + # # Add some line strips that weave through the scene - LineCylinders( + LineBeams( positions=np.array( [ # X axis diff --git a/src/genstudio/js/scene3d/geometry.ts b/src/genstudio/js/scene3d/geometry.ts index a7d6151c..8dd8ad39 100644 --- a/src/genstudio/js/scene3d/geometry.ts +++ b/src/genstudio/js/scene3d/geometry.ts @@ -117,11 +117,11 @@ export function createCubeGeometry() { } /****************************************************** - * createCylinderGeometry - * Returns a "unit cylinder" from z=0..1, radius=1. + * createBeamGeometry + * Returns a "unit beam" from z=0..1, radius=1. * No caps. 'segments' sets how many radial divisions. ******************************************************/ -export function createCylinderGeometry(segments: number=8) { +export function createBeamGeometry(segments: number=8) { const vertexData: number[] = []; const indexData: number[] = []; diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 97103740..799fafe4 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -10,7 +10,7 @@ import React, { useState } from 'react'; import { throttle } from '../utils'; -import { createCubeGeometry, createCylinderGeometry, createSphereGeometry, createTorusGeometry } from './geometry'; +import { createCubeGeometry, createBeamGeometry, createSphereGeometry, createTorusGeometry } from './geometry'; import { CameraParams, @@ -761,10 +761,10 @@ const cuboidSpec: PrimitiveSpec = { }; /****************************************************** - * LineCylinders Type + * LineBeams Type ******************************************************/ -export interface LineCylindersComponentConfig extends BaseComponentConfig { - type: 'LineCylinders'; +export interface LineBeamsComponentConfig extends BaseComponentConfig { + type: 'LineBeams'; positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] radii?: Float32Array; // Per-line radii radius?: number; // Default radius, defaults to 0.02 @@ -785,7 +785,7 @@ function countSegments(positions: Float32Array): number { return segCount; } -const lineCylindersSpec: PrimitiveSpec = { +const lineBeamsSpec: PrimitiveSpec = { getCount(elem) { return countSegments(elem.positions); }, @@ -938,7 +938,7 @@ const lineCylindersSpec: PrimitiveSpec = { const format = navigator.gpu.getPreferredCanvasFormat(); return getOrCreatePipeline( device, - "LineCylindersShading", + "LineBeamsShading", () => createTranslucentGeometryPipeline(device, bindGroupLayout, { vertexShader: lineCylVertCode, // defined below fragmentShader: lineCylFragCode, // defined below @@ -953,7 +953,7 @@ const lineCylindersSpec: PrimitiveSpec = { getPickingPipeline(device, bindGroupLayout, cache) { return getOrCreatePipeline( device, - "LineCylindersPicking", + "LineBeamsPicking", () => createRenderPipeline(device, bindGroupLayout, { vertexShader: pickingVertCode, // We'll add a vs_lineCyl entry fragmentShader: pickingVertCode, @@ -967,7 +967,7 @@ const lineCylindersSpec: PrimitiveSpec = { }, createGeometryResource(device) { - return createBuffers(device, createCylinderGeometry(8)); + return createBuffers(device, createBeamGeometry(8)); } }; @@ -1273,14 +1273,14 @@ export type ComponentConfig = | EllipsoidComponentConfig | EllipsoidAxesComponentConfig | CuboidComponentConfig - | LineCylindersComponentConfig; + | LineBeamsComponentConfig; const primitiveRegistry: Record> = { PointCloud: pointCloudSpec, // Use consolidated spec Ellipsoid: ellipsoidSpec, EllipsoidAxes: ellipsoidAxesSpec, Cuboid: cuboidSpec, - LineCylinders: lineCylindersSpec + LineBeams: lineBeamsSpec }; @@ -1428,7 +1428,7 @@ export function SceneInner({ Ellipsoid: null, EllipsoidAxes: null, Cuboid: null, - LineCylinders: null + LineBeams: null } }; @@ -2505,7 +2505,7 @@ fn vs_main( @location(6) alpha: f32 ) -> VSOut { - // The unit cylinder is from z=0..1 along local Z, radius=1 in XY + // The unit beam is from z=0..1 along local Z, radius=1 in XY // We'll transform so it goes from start->end with radius=radius. let segDir = endPos - startPos; let length = max(length(segDir), 0.000001); diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 9758de03..552173b5 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,5 +1,5 @@ import React, { useMemo } from 'react'; -import { SceneInner, ComponentConfig, PointCloudComponentConfig, EllipsoidComponentConfig, EllipsoidAxesComponentConfig, CuboidComponentConfig, LineCylindersComponentConfig } from './impl3d'; +import { SceneInner, ComponentConfig, PointCloudComponentConfig, EllipsoidComponentConfig, EllipsoidAxesComponentConfig, CuboidComponentConfig, LineBeamsComponentConfig } from './impl3d'; import { CameraParams } from './camera3d'; import { useContainerWidth } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; @@ -61,10 +61,10 @@ export function Cuboid(props: CuboidComponentConfig): CuboidComponentConfig { }; } -export function LineCylinders(props: LineCylindersComponentConfig): LineCylindersComponentConfig { +export function LineBeams(props: LineBeamsComponentConfig): LineBeamsComponentConfig { return { ...props, - type: 'LineCylinders' + type: 'LineBeams' }; } diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 7877181a..df70c195 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -309,27 +309,27 @@ def Cuboid( return SceneComponent("Cuboid", data, **kwargs) -def LineCylinders( +def LineBeams( positions: ArrayLike, # Array of quadruples [x,y,z,i, x,y,z,i, ...] - color: Optional[ArrayLike] = None, # Default RGB color for all cylinders - radius: Optional[NumberLike] = None, # Default radius for all cylinders + color: Optional[ArrayLike] = None, # Default RGB color for all beams + radius: Optional[NumberLike] = None, # Default radius for all beams colors: Optional[ArrayLike] = None, # Per-segment colors radii: Optional[ArrayLike] = None, # Per-segment radii **kwargs: Any, ) -> SceneComponent: - """Create a line cylinders element. + """Create a line beams element. Args: positions: Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing the same i value are connected in sequence - color: Default RGB color [r,g,b] for all cylinders if segment_colors not provided - radius: Default radius for all cylinders if segment_radii not provided - segment_colors: Array of RGB colors per cylinder segment (optional) - segment_radii: Array of radii per cylinder segment (optional) + color: Default RGB color [r,g,b] for all beams if segment_colors not provided + radius: Default radius for all beams if segment_radii not provided + segment_colors: Array of RGB colors per beam segment (optional) + segment_radii: Array of radii per beam segment (optional) **kwargs: Additional arguments like onHover, onClick Returns: - A LineCylinders scene component that renders connected cylinder segments. + A LineBeams scene component that renders connected beam segments. Points are connected in sequence within groups sharing the same i value. """ data: Dict[str, Any] = {"positions": flatten_array(positions, dtype=np.float32)} @@ -343,4 +343,4 @@ def LineCylinders( if radii is not None: data["radii"] = flatten_array(radii, dtype=np.float32) - return SceneComponent("LineCylinders", data, **kwargs) + return SceneComponent("LineBeams", data, **kwargs) From 61075eefd5d1f04c377c48289e6a1c24c1cee149 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 31 Jan 2025 12:35:17 +0100 Subject: [PATCH 116/167] move shader code next to spec --- mkdocs.yml | 2 + src/genstudio/js/scene3d/impl3d.tsx | 1293 +++++++++++++++------------ 2 files changed, 721 insertions(+), 574 deletions(-) diff --git a/mkdocs.yml b/mkdocs.yml index f886d338..de8044c3 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -66,6 +66,8 @@ plugins: modules: - module: genstudio.plot output: api/plot.md + - module: genstudio.scene3d + output: api/scene3d.md - mkdocs-jupyter: include: ["*.py"] ignore: ["llms.py"] diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 799fafe4..92c3f1af 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -28,21 +28,58 @@ import { ******************************************************/ interface BaseComponentConfig { - // Per-instance arrays - colors?: Float32Array; // RGB triplets - alphas?: Float32Array; // Per-instance alpha - scales?: Float32Array; // Per-instance scale multipliers + /** + * Per-instance RGB color values as a Float32Array of RGB triplets. + * Each instance requires 3 consecutive values in the range [0,1]. + */ + colors?: Float32Array; + + /** + * Per-instance alpha (opacity) values. + * Each value should be in the range [0,1]. + */ + alphas?: Float32Array; + + /** + * Per-instance scale multipliers. + * These multiply the base size/radius of each instance. + */ + scales?: Float32Array; + + /** + * Default RGB color applied to all instances without specific colors. + * Values should be in range [0,1]. Defaults to [1,1,1] (white). + */ + color?: [number, number, number]; + + /** + * Default alpha (opacity) for all instances without specific alpha. + * Should be in range [0,1]. Defaults to 1.0. + */ + alpha?: number; - // Default values - color?: [number, number, number]; // defaults to [1,1,1] - alpha?: number; // defaults to 1.0 - scale?: number; // defaults to 1.0 + /** + * Default scale multiplier for all instances without specific scale. + * Defaults to 1.0. + */ + scale?: number; - // Interaction callbacks + /** + * Callback fired when the mouse hovers over an instance. + * The index parameter is the instance index, or null when hover ends. + */ onHover?: (index: number|null) => void; + + /** + * Callback fired when an instance is clicked. + * The index parameter is the clicked instance index. + */ onClick?: (index: number) => void; - // Decorations apply last + /** + * Optional array of decorations to apply to specific instances. + * Decorations can override colors, alpha, and scale for individual instances. + */ decorations?: Decoration[]; } @@ -54,6 +91,19 @@ function getBaseDefaults(config: Partial): Required= count * 3; + const hasValidAlphas = elem.alphas instanceof Float32Array && elem.alphas.length >= count; + const hasValidScales = elem.scales instanceof Float32Array && elem.scales.length >= count; + + return { + colors: hasValidColors ? elem.colors : null, + alphas: hasValidAlphas ? elem.alphas : null, + scales: hasValidScales ? elem.scales : null + }; +} + export interface BufferInfo { buffer: GPUBuffer; offset: number; @@ -87,27 +137,59 @@ export interface DynamicBuffers { } export interface SceneInnerProps { - components: ComponentConfig[]; - containerWidth: number; - containerHeight: number; - style?: React.CSSProperties; - camera?: CameraParams; - defaultCamera?: CameraParams; - onCameraChange?: (camera: CameraParams) => void; - onFrameRendered?: (renderTime: number) => void; + /** Array of 3D components to render in the scene */ + components: ComponentConfig[]; + + /** Width of the container in pixels */ + containerWidth: number; + + /** Height of the container in pixels */ + containerHeight: number; + + /** Optional CSS styles to apply to the canvas */ + style?: React.CSSProperties; + + /** Optional controlled camera state. If provided, the component becomes controlled */ + camera?: CameraParams; + + /** Default camera configuration used when uncontrolled */ + defaultCamera?: CameraParams; + + /** Callback fired when camera parameters change */ + onCameraChange?: (camera: CameraParams) => void; + + /** Callback fired after each frame render with the render time in milliseconds */ + onFrameRendered?: (renderTime: number) => void; } /****************************************************** * 2) Constants and Camera Functions ******************************************************/ + +/** + * Global lighting configuration for the 3D scene. + * Uses a simple Blinn-Phong lighting model with ambient, diffuse, and specular components. + */ const LIGHTING = { + /** Ambient light intensity, affects overall scene brightness */ AMBIENT_INTENSITY: 0.4, + + /** Diffuse light intensity, affects surface shading based on light direction */ DIFFUSE_INTENSITY: 0.6, + + /** Specular highlight intensity */ SPECULAR_INTENSITY: 0.2, + + /** Specular power/shininess, higher values create sharper highlights */ SPECULAR_POWER: 20.0, + + /** Light direction components relative to camera */ DIRECTION: { + /** Right component of light direction */ RIGHT: 0.2, + /** Up component of light direction */ UP: 0.5, + /** Forward component of light direction */ FORWARD: 0, } } as const; @@ -115,34 +197,101 @@ const LIGHTING = { /****************************************************** * 3) Data Structures & Primitive Specs ******************************************************/ + +// Common shader code templates +const cameraStruct = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, + cameraPos: vec3, + _pad4: f32, +}; +@group(0) @binding(0) var camera : Camera;`; + +const lightingConstants = /*wgsl*/` +const AMBIENT_INTENSITY = ${LIGHTING.AMBIENT_INTENSITY}f; +const DIFFUSE_INTENSITY = ${LIGHTING.DIFFUSE_INTENSITY}f; +const SPECULAR_INTENSITY = ${LIGHTING.SPECULAR_INTENSITY}f; +const SPECULAR_POWER = ${LIGHTING.SPECULAR_POWER}f;`; + +const lightingCalc = /*wgsl*/` +fn calculateLighting(baseColor: vec3, normal: vec3, worldPos: vec3) -> vec3 { + let N = normalize(normal); + let L = normalize(camera.lightDir); + let V = normalize(camera.cameraPos - worldPos); + + let lambert = max(dot(N, L), 0.0); + let ambient = AMBIENT_INTENSITY; + var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); + + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), SPECULAR_POWER); + color += vec3(1.0) * spec * SPECULAR_INTENSITY; + + return color; +}`; + interface PrimitiveSpec { - /** Get the number of instances in this component */ + /** + * Returns the number of instances in this component. + * Used to allocate buffers and determine draw call parameters. + */ getCount(component: E): number; - /** Build vertex buffer data for rendering */ + /** + * Builds vertex buffer data for rendering. + * Returns a Float32Array containing interleaved vertex attributes, + * or null if the component has no renderable data. + */ buildRenderData(component: E): Float32Array | null; - /** Build vertex buffer data for picking */ + /** + * Builds vertex buffer data for GPU-based picking. + * Returns a Float32Array containing picking IDs and instance data, + * or null if the component doesn't support picking. + * @param baseID Starting ID for this component's instances + */ buildPickingData(component: E, baseID: number): Float32Array | null; - /** The default rendering configuration for this primitive type */ + /** + * Default WebGPU rendering configuration for this primitive type. + * Specifies face culling and primitive topology. + */ renderConfig: RenderConfig; - /** Return (or lazily create) the GPU render pipeline for this type */ + /** + * Creates or retrieves a cached WebGPU render pipeline for this primitive. + * @param device The WebGPU device + * @param bindGroupLayout Layout for uniform bindings + * @param cache Pipeline cache to prevent duplicate creation + */ getRenderPipeline( device: GPUDevice, bindGroupLayout: GPUBindGroupLayout, cache: Map ): GPURenderPipeline; - /** Return (or lazily create) the GPU picking pipeline for this type */ + /** + * Creates or retrieves a cached WebGPU pipeline for picking. + * @param device The WebGPU device + * @param bindGroupLayout Layout for uniform bindings + * @param cache Pipeline cache to prevent duplicate creation + */ getPickingPipeline( device: GPUDevice, bindGroupLayout: GPUBindGroupLayout, cache: Map ): GPURenderPipeline; - /** Create the geometry resource needed for this primitive type */ + /** + * Creates the base geometry buffers needed for this primitive type. + * These buffers are shared across all instances of the primitive. + */ createGeometryResource(device: GPUDevice): { vb: GPUBuffer; ib: GPUBuffer; indexCount: number }; } @@ -177,6 +326,72 @@ interface RenderConfig { } /** ===================== POINT CLOUD ===================== **/ + + +const billboardVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) Position: vec4, + @location(0) color: vec3, + @location(1) alpha: f32 +}; + +@vertex +fn vs_main( + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) instancePos: vec3, + @location(3) col: vec3, + @location(4) alpha: f32, + @location(5) size: f32 +)-> VSOut { + // Create camera-facing orientation + let right = camera.cameraRight; + let up = camera.cameraUp; + + // Transform quad vertices to world space + let scaledRight = right * (localPos.x * size); + let scaledUp = up * (localPos.y * size); + let worldPos = instancePos + scaledRight + scaledUp; + + var out: VSOut; + out.Position = camera.mvp * vec4(worldPos, 1.0); + out.color = col; + out.alpha = alpha; + return out; +}`; + +const billboardPickingVertCode = /*wgsl*/` +@vertex +fn vs_pointcloud( + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) instancePos: vec3, + @location(3) pickID: f32, + @location(4) size: f32 +)-> VSOut { + // Create camera-facing orientation + let right = camera.cameraRight; + let up = camera.cameraUp; + + // Transform quad vertices to world space + let scaledRight = right * (localPos.x * size); + let scaledUp = up * (localPos.y * size); + let worldPos = instancePos + scaledRight + scaledUp; + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.pickID = pickID; + return out; +}`; + +const billboardFragCode = /*wgsl*/` +@fragment +fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0) vec4 { + return vec4(color, alpha); +}`; + export interface PointCloudComponentConfig extends BaseComponentConfig { type: 'PointCloud'; positions: Float32Array; @@ -194,17 +409,10 @@ const pointCloudSpec: PrimitiveSpec = { if(count === 0) return null; const defaults = getBaseDefaults(elem); - const size = elem.size ?? 0.02; + const { colors, alphas, scales } = getColumnarParams(elem, count); - // Check array validities once before the loop - const hasValidColors = elem.colors && elem.colors.length >= count * 3; - const colors = hasValidColors ? elem.colors : null; - const hasValidAlphas = elem.alphas && elem.alphas.length >= count; - const alphas = hasValidAlphas ? elem.alphas : null; - const hasValidSizes = elem.sizes && elem.sizes.length >= count; - const sizes = hasValidSizes ? elem.sizes : null; - const hasValidScales = elem.scales && elem.scales.length >= count; - const scales = hasValidScales ? elem.scales : null; + const size = elem.size ?? 0.02; + const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= count ? elem.sizes : null; const arr = new Float32Array(count * 8); for(let i=0; i = { arr[i*8+5] = defaults.color[2]; } - arr[i*8+6] = alphas?.[i] ?? defaults.alpha; - const pointSize = sizes?.[i] ?? size; - const scale = scales?.[i] ?? defaults.scale; + arr[i*8+6] = alphas ? alphas[i] : defaults.alpha; + const pointSize = sizes ? sizes[i] : size; + const scale = scales ? scales[i] : defaults.scale; arr[i*8+7] = pointSize * scale; } @@ -337,6 +545,76 @@ const pointCloudSpec: PrimitiveSpec = { }; /** ===================== ELLIPSOID ===================== **/ + + +const ellipsoidVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, + @location(5) instancePos: vec3 +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) iColor: vec3, + @location(5) iAlpha: f32 +)-> VSOut { + let worldPos = iPos + (inPos * iScale); + let scaledNorm = normalize(inNorm / iScale); + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos,1.0); + out.normal = scaledNorm; + out.baseColor = iColor; + out.alpha = iAlpha; + out.worldPos = worldPos; + out.instancePos = iPos; + return out; +}`; + +const ellipsoidPickingVertCode = /*wgsl*/` +@vertex +fn vs_ellipsoid( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) pickID: f32 +)-> VSOut { + let wp = iPos + (inPos * iScale); + var out: VSOut; + out.pos = camera.mvp*vec4(wp,1.0); + out.pickID = pickID; + return out; +}`; + +const ellipsoidFragCode = /*wgsl*/` +${cameraStruct} +${lightingConstants} +${lightingCalc} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, + @location(5) instancePos: vec3 +)-> @location(0) vec4 { + let color = calculateLighting(baseColor, normal, worldPos); + return vec4(color, alpha); +}`; + + export interface EllipsoidComponentConfig extends BaseComponentConfig { type: 'Ellipsoid'; centers: Float32Array; @@ -354,14 +632,14 @@ const ellipsoidSpec: PrimitiveSpec = { if(count === 0) return null; const defaults = getBaseDefaults(elem); + const { colors, alphas, scales } = getColumnarParams(elem, count); + const defaultRadius = elem.radius ?? [1, 1, 1]; + const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; + + const arr = new Float32Array(count * 10); - // Check array validities once before the loop - const hasValidRadii = elem.radii && elem.radii.length >= count * 3; - const radii = hasValidRadii ? elem.radii : null; - const hasValidColors = elem.colors && elem.colors.length >= count * 3; - const colors = hasValidColors ? elem.colors : null; for(let i = 0; i < count; i++) { // Centers @@ -370,7 +648,7 @@ const ellipsoidSpec: PrimitiveSpec = { arr[i*10+2] = elem.centers[i*3+2]; // Radii (with scale) - const scale = elem.scales?.[i] ?? defaults.scale; + const scale = scales ? scales[i] : defaults.scale; if(radii) { arr[i*10+3] = radii[i*3+0] * scale; arr[i*10+4] = radii[i*3+1] * scale; @@ -392,7 +670,7 @@ const ellipsoidSpec: PrimitiveSpec = { arr[i*10+8] = defaults.color[2]; } - arr[i*10+9] = elem.alphas?.[i] ?? defaults.alpha; + arr[i*10+9] = alphas ? alphas[i] : defaults.alpha; } applyDecorations(elem.decorations, count, (idx, dec) => { @@ -485,44 +763,132 @@ const ellipsoidSpec: PrimitiveSpec = { } }; -/** ===================== ELLIPSOID BOUNDS ===================== **/ -export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { - type: 'EllipsoidAxes'; - centers: Float32Array; - radii?: Float32Array; - radius?: [number, number, number]; // Make optional since we have BaseComponentConfig defaults - colors?: Float32Array; -} - -const ellipsoidAxesSpec: PrimitiveSpec = { - getCount(elem) { - return elem.centers.length / 3; - }, - - buildRenderData(elem) { - const count = elem.centers.length / 3; - if(count === 0) return null; +/** ===================== ELLIPSOID AXES ===================== **/ - const defaults = getBaseDefaults(elem); - const defaultRadius = elem.radius ?? [1, 1, 1]; - const ringCount = count * 3; - const arr = new Float32Array(ringCount * 10); - for(let i = 0; i < count; i++) { - const cx = elem.centers[i*3+0]; - const cy = elem.centers[i*3+1]; - const cz = elem.centers[i*3+2]; +const ringVertCode = /*wgsl*/` +${cameraStruct} - // Get radii with scale - const scale = elem.scales?.[i] ?? defaults.scale; - let rx = (elem.radii?.[i*3+0] ?? defaultRadius[0]) * scale; - let ry = (elem.radii?.[i*3+1] ?? defaultRadius[1]) * scale; - let rz = (elem.radii?.[i*3+2] ?? defaultRadius[2]) * scale; +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) color: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, +}; - // Get colors - let cr = defaults.color[0]; - let cg = defaults.color[1]; - let cb = defaults.color[2]; +@vertex +fn vs_main( + @builtin(instance_index) instID: u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 +)-> VSOut { + let ringIndex = i32(instID % 3u); + var lp = inPos; + // rotate the ring geometry differently for x-y-z rings + if(ringIndex==0){ + let tmp = lp.z; + lp.z = -lp.y; + lp.y = tmp; + } else if(ringIndex==1){ + let px = lp.x; + lp.x = -lp.y; + lp.y = px; + let pz = lp.z; + lp.z = lp.x; + lp.x = pz; + } + lp *= scale; + let wp = center + lp; + var out: VSOut; + out.pos = camera.mvp * vec4(wp,1.0); + out.normal = inNorm; + out.color = color; + out.alpha = alpha; + out.worldPos = wp; + return out; +}`; + + +const ringPickingVertCode = /*wgsl*/` +@vertex +fn vs_rings( + @builtin(instance_index) instID:u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) pickID: f32 +)-> VSOut { + let ringIndex=i32(instID%3u); + var lp=inPos; + if(ringIndex==0){ + let tmp=lp.z; lp.z=-lp.y; lp.y=tmp; + } else if(ringIndex==1){ + let px=lp.x; lp.x=-lp.y; lp.y=px; + let pz=lp.z; lp.z=lp.x; lp.x=pz; + } + lp*=scale; + let wp=center+lp; + var out:VSOut; + out.pos=camera.mvp*vec4(wp,1.0); + out.pickID=pickID; + return out; +}`; + +const ringFragCode = /*wgsl*/` +@fragment +fn fs_main( + @location(1) n: vec3, + @location(2) c: vec3, + @location(3) a: f32, + @location(4) wp: vec3 +)-> @location(0) vec4 { + // simple color (no shading) + return vec4(c, a); +}`; + +export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { + type: 'EllipsoidAxes'; + centers: Float32Array; + radii?: Float32Array; + radius?: [number, number, number]; // Make optional since we have BaseComponentConfig defaults + colors?: Float32Array; +} + +const ellipsoidAxesSpec: PrimitiveSpec = { + getCount(elem) { + return elem.centers.length / 3; + }, + + buildRenderData(elem) { + const count = elem.centers.length / 3; + if(count === 0) return null; + + const defaults = getBaseDefaults(elem); + const defaultRadius = elem.radius ?? [1, 1, 1]; + const ringCount = count * 3; + const arr = new Float32Array(ringCount * 10); + + for(let i = 0; i < count; i++) { + const cx = elem.centers[i*3+0]; + const cy = elem.centers[i*3+1]; + const cz = elem.centers[i*3+2]; + + // Get radii with scale + const scale = elem.scales?.[i] ?? defaults.scale; + let rx = (elem.radii?.[i*3+0] ?? defaultRadius[0]) * scale; + let ry = (elem.radii?.[i*3+1] ?? defaultRadius[1]) * scale; + let rz = (elem.radii?.[i*3+2] ?? defaultRadius[2]) * scale; + + // Get colors + let cr = defaults.color[0]; + let cg = defaults.color[1]; + let cb = defaults.color[2]; let alpha = defaults.alpha; if(elem.colors && i*3+2 < elem.colors.length) { @@ -628,7 +994,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { () => createRenderPipeline(device, bindGroupLayout, { vertexShader: pickingVertCode, fragmentShader: pickingVertCode, - vertexEntryPoint: 'vs_bands', + vertexEntryPoint: 'vs_rings', fragmentEntryPoint: 'fs_pick', bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] }, 'rgba8unorm'), @@ -642,6 +1008,71 @@ const ellipsoidAxesSpec: PrimitiveSpec = { }; /** ===================== CUBOID ===================== **/ + + +const cuboidVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) size: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 +)-> VSOut { + let worldPos = center + (inPos * size); + let scaledNorm = normalize(inNorm / size); + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos,1.0); + out.normal = scaledNorm; + out.baseColor = color; + out.alpha = alpha; + out.worldPos = worldPos; + return out; +}`; + +const cuboidPickingVertCode = /*wgsl*/` +@vertex +fn vs_cuboid( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) size: vec3, + @location(4) pickID: f32 +)-> VSOut { + let wp = center + (inPos * size); + var out: VSOut; + out.pos = camera.mvp*vec4(wp,1.0); + out.pickID = pickID; + return out; +}`; + +const cuboidFragCode = /*wgsl*/` +${cameraStruct} +${lightingConstants} +${lightingCalc} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +)-> @location(0) vec4 { + let color = calculateLighting(baseColor, normal, worldPos); + return vec4(color, alpha); +}`; + export interface CuboidComponentConfig extends BaseComponentConfig { type: 'Cuboid'; centers: Float32Array; @@ -763,56 +1194,175 @@ const cuboidSpec: PrimitiveSpec = { /****************************************************** * LineBeams Type ******************************************************/ -export interface LineBeamsComponentConfig extends BaseComponentConfig { - type: 'LineBeams'; - positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] - radii?: Float32Array; // Per-line radii - radius?: number; // Default radius, defaults to 0.02 -} -function countSegments(positions: Float32Array): number { - const pointCount = positions.length / 4; - if (pointCount < 2) return 0; - let segCount = 0; - for (let p = 0; p < pointCount - 1; p++) { - const iCurr = positions[p * 4 + 3]; - const iNext = positions[(p+1) * 4 + 3]; - if (iCurr === iNext) { - segCount++; - } - } - return segCount; -} +const lineBeamVertCode = /*wgsl*/`// lineBeamVertCode.wgsl +${cameraStruct} +${lightingConstants} -const lineBeamsSpec: PrimitiveSpec = { - getCount(elem) { - return countSegments(elem.positions); - }, +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, +}; - buildRenderData(elem) { - const segCount = this.getCount(elem); - if(segCount === 0) return null; +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, - const defaults = getBaseDefaults(elem); - const defaultRadius = elem.radius ?? 0.02; - const floatsPerSeg = 11; - const arr = new Float32Array(segCount * floatsPerSeg); + @location(2) startPos: vec3, + @location(3) endPos: vec3, + @location(4) radius: f32, + @location(5) color: vec3, + @location(6) alpha: f32 +) -> VSOut +{ + // The unit beam is from z=0..1 along local Z, radius=1 in XY + // We'll transform so it goes from start->end with radius=radius. + let segDir = endPos - startPos; + let length = max(length(segDir), 0.000001); + let zDir = normalize(segDir); - const pointCount = elem.positions.length / 4; + // build basis xDir,yDir from zDir + var tempUp = vec3(0,0,1); + if (abs(dot(zDir, tempUp)) > 0.99) { + tempUp = vec3(0,1,0); + } + let xDir = normalize(cross(zDir, tempUp)); + let yDir = cross(zDir, xDir); - // Find the maximum line index to validate arrays against - let maxLineIndex = -1; - for(let p = 0; p < pointCount; p++) { - const lineIndex = Math.floor(elem.positions[p * 4 + 3]); - maxLineIndex = Math.max(maxLineIndex, lineIndex); - } - const lineCount = maxLineIndex + 1; + // local scale + let localX = inPos.x * radius; + let localY = inPos.y * radius; + let localZ = inPos.z * length; + let worldPos = startPos + + xDir * localX + + yDir * localY + + zDir * localZ; - // Check array validities against line count - const hasValidColors = elem.colors && elem.colors.length >= lineCount * 3; - const colors = hasValidColors ? elem.colors : null; - const hasValidAlphas = elem.alphas && elem.alphas.length >= lineCount; + // transform normal similarly + let rawNormal = vec3(inNorm.x, inNorm.y, inNorm.z); + let nWorld = normalize( + xDir*rawNormal.x + + yDir*rawNormal.y + + zDir*rawNormal.z + ); + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.normal = nWorld; + out.baseColor = color; + out.alpha = alpha; + out.worldPos = worldPos; + return out; +}` + +const lineBeamFragCode = /*wgsl*/`// lineBeamFragCode.wgsl +${cameraStruct} +${lightingConstants} +${lightingCalc} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +)-> @location(0) vec4 +{ + let color = calculateLighting(baseColor, normal, worldPos); + return vec4(color, alpha); +}` + +const lineBeamPickingVertCode = /*wgsl*/` +@vertex +fn vs_lineCyl( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + + @location(2) startPos: vec3, + @location(3) endPos: vec3, + @location(4) radius: f32, + @location(5) pickID: f32 +) -> VSOut { + let segDir = endPos - startPos; + let length = max(length(segDir), 0.000001); + let zDir = normalize(segDir); + + var tempUp = vec3(0,0,1); + if (abs(dot(zDir, tempUp)) > 0.99) { + tempUp = vec3(0,1,0); + } + let xDir = normalize(cross(zDir, tempUp)); + let yDir = cross(zDir, xDir); + + let localX = inPos.x * radius; + let localY = inPos.y * radius; + let localZ = inPos.z * length; + let worldPos = startPos + + xDir*localX + + yDir*localY + + zDir*localZ; + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.pickID = pickID; + return out; +}`; + +export interface LineBeamsComponentConfig extends BaseComponentConfig { + type: 'LineBeams'; + positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] + radii?: Float32Array; // Per-line radii + radius?: number; // Default radius, defaults to 0.02 +} + +function countSegments(positions: Float32Array): number { + const pointCount = positions.length / 4; + if (pointCount < 2) return 0; + + let segCount = 0; + for (let p = 0; p < pointCount - 1; p++) { + const iCurr = positions[p * 4 + 3]; + const iNext = positions[(p+1) * 4 + 3]; + if (iCurr === iNext) { + segCount++; + } + } + return segCount; +} + +const lineBeamsSpec: PrimitiveSpec = { + getCount(elem) { + return countSegments(elem.positions); + }, + + buildRenderData(elem) { + const segCount = this.getCount(elem); + if(segCount === 0) return null; + + const defaults = getBaseDefaults(elem); + const defaultRadius = elem.radius ?? 0.02; + const floatsPerSeg = 11; + const arr = new Float32Array(segCount * floatsPerSeg); + + const pointCount = elem.positions.length / 4; + + // Find the maximum line index to validate arrays against + let maxLineIndex = -1; + for(let p = 0; p < pointCount; p++) { + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); + maxLineIndex = Math.max(maxLineIndex, lineIndex); + } + const lineCount = maxLineIndex + 1; + + // Check array validities against line count + const hasValidColors = elem.colors && elem.colors.length >= lineCount * 3; + const colors = hasValidColors ? elem.colors : null; + const hasValidAlphas = elem.alphas && elem.alphas.length >= lineCount; const alphas = hasValidAlphas ? elem.alphas : null; const hasValidRadii = elem.radii && elem.radii.length >= lineCount; const radii = hasValidRadii ? elem.radii : null; @@ -940,8 +1490,8 @@ const lineBeamsSpec: PrimitiveSpec = { device, "LineBeamsShading", () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: lineCylVertCode, // defined below - fragmentShader: lineCylFragCode, // defined below + vertexShader: lineBeamVertCode, // defined below + fragmentShader: lineBeamFragCode, // defined below vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', bufferLayouts: [ CYL_GEOMETRY_LAYOUT, LINE_CYL_INSTANCE_LAYOUT ], @@ -971,6 +1521,32 @@ const lineBeamsSpec: PrimitiveSpec = { } }; + +const pickingVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) pos: vec4, + @location(0) pickID: f32 +}; + +@fragment +fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { + let iID = u32(pickID); + let r = f32(iID & 255u)/255.0; + let g = f32((iID>>8)&255u)/255.0; + let b = f32((iID>>16)&255u)/255.0; + return vec4(r,g,b,1.0); +} + +${billboardPickingVertCode} +${ellipsoidPickingVertCode} +${ringPickingVertCode} +${cuboidPickingVertCode} +${lineBeamPickingVertCode} +`; + + /****************************************************** * 4) Pipeline Cache Helper ******************************************************/ @@ -1983,14 +2559,33 @@ function isValidRenderObject(ro: RenderObject): ro is Required({type:'idle'}); @@ -2241,453 +2836,3 @@ function isValidRenderObject(ro: RenderObject): ro is Required ); } - -/****************************************************** - * 9) WGSL Shader Code - ******************************************************/ - -// Common shader code templates -const cameraStruct = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, - cameraPos: vec3, - _pad4: f32, -}; -@group(0) @binding(0) var camera : Camera;`; - -const lightingConstants = /*wgsl*/` -const AMBIENT_INTENSITY = ${LIGHTING.AMBIENT_INTENSITY}f; -const DIFFUSE_INTENSITY = ${LIGHTING.DIFFUSE_INTENSITY}f; -const SPECULAR_INTENSITY = ${LIGHTING.SPECULAR_INTENSITY}f; -const SPECULAR_POWER = ${LIGHTING.SPECULAR_POWER}f;`; - -const lightingCalc = /*wgsl*/` -fn calculateLighting(baseColor: vec3, normal: vec3, worldPos: vec3) -> vec3 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let V = normalize(camera.cameraPos - worldPos); - - let lambert = max(dot(N, L), 0.0); - let ambient = AMBIENT_INTENSITY; - var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); - - let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), SPECULAR_POWER); - color += vec3(1.0) * spec * SPECULAR_INTENSITY; - - return color; -}`; - -const billboardVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) Position: vec4, - @location(0) color: vec3, - @location(1) alpha: f32 -}; - -@vertex -fn vs_main( - @location(0) localPos: vec3, - @location(1) normal: vec3, - @location(2) instancePos: vec3, - @location(3) col: vec3, - @location(4) alpha: f32, - @location(5) size: f32 -)-> VSOut { - // Create camera-facing orientation - let right = camera.cameraRight; - let up = camera.cameraUp; - - // Transform quad vertices to world space - let scaledRight = right * (localPos.x * size); - let scaledUp = up * (localPos.y * size); - let worldPos = instancePos + scaledRight + scaledUp; - - var out: VSOut; - out.Position = camera.mvp * vec4(worldPos, 1.0); - out.color = col; - out.alpha = alpha; - return out; -}`; - -const billboardFragCode = /*wgsl*/` -@fragment -fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0) vec4 { - return vec4(color, alpha); -}`; - -const ellipsoidVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, - @location(5) instancePos: vec3 -}; - -@vertex -fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, - @location(4) iColor: vec3, - @location(5) iAlpha: f32 -)-> VSOut { - let worldPos = iPos + (inPos * iScale); - let scaledNorm = normalize(inNorm / iScale); - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos,1.0); - out.normal = scaledNorm; - out.baseColor = iColor; - out.alpha = iAlpha; - out.worldPos = worldPos; - out.instancePos = iPos; - return out; -}`; - -const ellipsoidFragCode = /*wgsl*/` -${cameraStruct} -${lightingConstants} -${lightingCalc} - -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, - @location(5) instancePos: vec3 -)-> @location(0) vec4 { - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); -}`; - -const ringVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) color: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; - -@vertex -fn vs_main( - @builtin(instance_index) instID: u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, - @location(4) color: vec3, - @location(5) alpha: f32 -)-> VSOut { - let ringIndex = i32(instID % 3u); - var lp = inPos; - // rotate the ring geometry differently for x-y-z rings - if(ringIndex==0){ - let tmp = lp.z; - lp.z = -lp.y; - lp.y = tmp; - } else if(ringIndex==1){ - let px = lp.x; - lp.x = -lp.y; - lp.y = px; - let pz = lp.z; - lp.z = lp.x; - lp.x = pz; - } - lp *= scale; - let wp = center + lp; - var out: VSOut; - out.pos = camera.mvp * vec4(wp,1.0); - out.normal = inNorm; - out.color = color; - out.alpha = alpha; - out.worldPos = wp; - return out; -}`; - -const ringFragCode = /*wgsl*/` -@fragment -fn fs_main( - @location(1) n: vec3, - @location(2) c: vec3, - @location(3) a: f32, - @location(4) wp: vec3 -)-> @location(0) vec4 { - // simple color (no shading) - return vec4(c, a); -}`; - -const cuboidVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -}; - -@vertex -fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) size: vec3, - @location(4) color: vec3, - @location(5) alpha: f32 -)-> VSOut { - let worldPos = center + (inPos * size); - let scaledNorm = normalize(inNorm / size); - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos,1.0); - out.normal = scaledNorm; - out.baseColor = color; - out.alpha = alpha; - out.worldPos = worldPos; - return out; -}`; - -const cuboidFragCode = /*wgsl*/` -${cameraStruct} -${lightingConstants} -${lightingCalc} - -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -)-> @location(0) vec4 { - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); -}`; - -const lineCylVertCode = /*wgsl*/`// lineCylVertCode.wgsl -${cameraStruct} -${lightingConstants} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; - -@vertex -fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - - @location(2) startPos: vec3, - @location(3) endPos: vec3, - @location(4) radius: f32, - @location(5) color: vec3, - @location(6) alpha: f32 -) -> VSOut -{ - // The unit beam is from z=0..1 along local Z, radius=1 in XY - // We'll transform so it goes from start->end with radius=radius. - let segDir = endPos - startPos; - let length = max(length(segDir), 0.000001); - let zDir = normalize(segDir); - - // build basis xDir,yDir from zDir - var tempUp = vec3(0,0,1); - if (abs(dot(zDir, tempUp)) > 0.99) { - tempUp = vec3(0,1,0); - } - let xDir = normalize(cross(zDir, tempUp)); - let yDir = cross(zDir, xDir); - - // local scale - let localX = inPos.x * radius; - let localY = inPos.y * radius; - let localZ = inPos.z * length; - let worldPos = startPos - + xDir * localX - + yDir * localY - + zDir * localZ; - - // transform normal similarly - let rawNormal = vec3(inNorm.x, inNorm.y, inNorm.z); - let nWorld = normalize( - xDir*rawNormal.x + - yDir*rawNormal.y + - zDir*rawNormal.z - ); - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.normal = nWorld; - out.baseColor = color; - out.alpha = alpha; - out.worldPos = worldPos; - return out; -}` - -const lineCylFragCode = /*wgsl*/`// lineCylFragCode.wgsl -${cameraStruct} -${lightingConstants} -${lightingCalc} - -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -)-> @location(0) vec4 -{ - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); -}` - -const pickingVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) pickID: f32 -}; - -@vertex -fn vs_pointcloud( - @location(0) localPos: vec3, - @location(1) normal: vec3, - @location(2) instancePos: vec3, - @location(3) pickID: f32, - @location(4) size: f32 -)-> VSOut { - // Create camera-facing orientation - let right = camera.cameraRight; - let up = camera.cameraUp; - - // Transform quad vertices to world space - let scaledRight = right * (localPos.x * size); - let scaledUp = up * (localPos.y * size); - let worldPos = instancePos + scaledRight + scaledUp; - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.pickID = pickID; - return out; -} - -@vertex -fn vs_ellipsoid( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, - @location(4) pickID: f32 -)-> VSOut { - let wp = iPos + (inPos * iScale); - var out: VSOut; - out.pos = camera.mvp*vec4(wp,1.0); - out.pickID = pickID; - return out; -} - -@vertex -fn vs_bands( - @builtin(instance_index) instID:u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, - @location(4) pickID: f32 -)-> VSOut { - let ringIndex=i32(instID%3u); - var lp=inPos; - if(ringIndex==0){ - let tmp=lp.z; lp.z=-lp.y; lp.y=tmp; - } else if(ringIndex==1){ - let px=lp.x; lp.x=-lp.y; lp.y=px; - let pz=lp.z; lp.z=lp.x; lp.x=pz; - } - lp*=scale; - let wp=center+lp; - var out:VSOut; - out.pos=camera.mvp*vec4(wp,1.0); - out.pickID=pickID; - return out; -} - -@vertex -fn vs_cuboid( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) size: vec3, - @location(4) pickID: f32 -)-> VSOut { - let wp = center + (inPos * size); - var out: VSOut; - out.pos = camera.mvp*vec4(wp,1.0); - out.pickID = pickID; - return out; -} - -@vertex -fn vs_lineCyl( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - - @location(2) startPos: vec3, - @location(3) endPos: vec3, - @location(4) radius: f32, - @location(5) pickID: f32 -) -> VSOut { - let segDir = endPos - startPos; - let length = max(length(segDir), 0.000001); - let zDir = normalize(segDir); - - var tempUp = vec3(0,0,1); - if (abs(dot(zDir, tempUp)) > 0.99) { - tempUp = vec3(0,1,0); - } - let xDir = normalize(cross(zDir, tempUp)); - let yDir = cross(zDir, xDir); - - let localX = inPos.x * radius; - let localY = inPos.y * radius; - let localZ = inPos.z * length; - let worldPos = startPos - + xDir*localX - + yDir*localY - + zDir*localZ; - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.pickID = pickID; - return out; -} - -@fragment -fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { - let iID = u32(pickID); - let r = f32(iID & 255u)/255.0; - let g = f32((iID>>8)&255u)/255.0; - let b = f32((iID>>16)&255u)/255.0; - return vec4(r,g,b,1.0); -}`; From c2094f097be6331c1e2ed343a767432227920e3d Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 31 Jan 2025 13:26:48 +0100 Subject: [PATCH 117/167] - rectangular line beams with size/sizes param - cleanup render data fns --- src/genstudio/js/scene3d/geometry.ts | 99 ++++++-- src/genstudio/js/scene3d/impl3d.tsx | 343 ++++++++++++++------------- src/genstudio/js/scene3d/scene3d.tsx | 5 + src/genstudio/scene3d.py | 12 +- 4 files changed, 267 insertions(+), 192 deletions(-) diff --git a/src/genstudio/js/scene3d/geometry.ts b/src/genstudio/js/scene3d/geometry.ts index 8dd8ad39..0f3208d6 100644 --- a/src/genstudio/js/scene3d/geometry.ts +++ b/src/genstudio/js/scene3d/geometry.ts @@ -1,4 +1,3 @@ - export function createSphereGeometry(stacks=16, slices=24) { const verts:number[]=[]; const idxs:number[]=[]; @@ -118,36 +117,84 @@ export function createCubeGeometry() { /****************************************************** * createBeamGeometry - * Returns a "unit beam" from z=0..1, radius=1. - * No caps. 'segments' sets how many radial divisions. + * Returns a "unit beam" from z=0..1, with rectangular cross-section of width=1. + * Includes all six faces of the beam. ******************************************************/ -export function createBeamGeometry(segments: number=8) { +export function createBeamGeometry() { const vertexData: number[] = []; - const indexData: number[] = []; - - // Build two rings: z=0 and z=1 - for (let z of [0, 1]) { - for (let s = 0; s < segments; s++) { - const theta = 2 * Math.PI * s / segments; - const x = Math.cos(theta); - const y = Math.sin(theta); - // position + normal - vertexData.push(x, y, z, x, y, 0); // (pos.x, pos.y, pos.z, n.x, n.y, n.z) - } - } - // Connect ring 0..segments-1 to ring segments..2*segments-1 - for (let s = 0; s < segments; s++) { - const sNext = (s + 1) % segments; - const i0 = s; - const i1 = sNext; - const i2 = s + segments; - const i3 = sNext + segments; - // Two triangles: (i0->i2->i1), (i1->i2->i3) - indexData.push(i0, i2, i1, i1, i2, i3); + const indexData: number[] = []; + let vertexCount = 0; + + // Helper to add a quad face with normal + function addQuad( + p1: [number, number, number], + p2: [number, number, number], + p3: [number, number, number], + p4: [number, number, number], + normal: [number, number, number] + ) { + // Add vertices with positions and normals + vertexData.push( + // First vertex + p1[0], p1[1], p1[2], normal[0], normal[1], normal[2], + // Second vertex + p2[0], p2[1], p2[2], normal[0], normal[1], normal[2], + // Third vertex + p3[0], p3[1], p3[2], normal[0], normal[1], normal[2], + // Fourth vertex + p4[0], p4[1], p4[2], normal[0], normal[1], normal[2] + ); + + // Add indices for two triangles + indexData.push( + vertexCount + 0, vertexCount + 1, vertexCount + 2, + vertexCount + 2, vertexCount + 1, vertexCount + 3 + ); + vertexCount += 4; } + // Create the six faces of the beam + // We'll create a beam centered in X and Y, extending from Z=0 to Z=1 + const w = 0.5; // Half-width, so total width is 1 + + // Front face (z = 0) + addQuad( + [-w, -w, 0], [w, -w, 0], [-w, w, 0], [w, w, 0], + [0, 0, -1] + ); + + // Back face (z = 1) + addQuad( + [w, -w, 1], [-w, -w, 1], [w, w, 1], [-w, w, 1], + [0, 0, 1] + ); + + // Right face (x = w) + addQuad( + [w, -w, 0], [w, -w, 1], [w, w, 0], [w, w, 1], + [1, 0, 0] + ); + + // Left face (x = -w) + addQuad( + [-w, -w, 1], [-w, -w, 0], [-w, w, 1], [-w, w, 0], + [-1, 0, 0] + ); + + // Top face (y = w) + addQuad( + [-w, w, 0], [w, w, 0], [-w, w, 1], [w, w, 1], + [0, 1, 0] + ); + + // Bottom face (y = -w) + addQuad( + [-w, -w, 1], [w, -w, 1], [-w, -w, 0], [w, -w, 0], + [0, -1, 0] + ); + return { vertexData: new Float32Array(vertexData), - indexData: new Uint16Array(indexData) + indexData: new Uint16Array(indexData) }; } diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 92c3f1af..05b42d36 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -637,11 +637,9 @@ const ellipsoidSpec: PrimitiveSpec = { const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; - const arr = new Float32Array(count * 10); - - for(let i = 0; i < count; i++) { + // Centers arr[i*10+0] = elem.centers[i*3+0]; arr[i*10+1] = elem.centers[i*3+1]; @@ -649,6 +647,7 @@ const ellipsoidSpec: PrimitiveSpec = { // Radii (with scale) const scale = scales ? scales[i] : defaults.scale; + if(radii) { arr[i*10+3] = radii[i*3+0] * scale; arr[i*10+4] = radii[i*3+1] * scale; @@ -659,7 +658,6 @@ const ellipsoidSpec: PrimitiveSpec = { arr[i*10+5] = defaultRadius[2] * scale; } - // Colors if(colors) { arr[i*10+6] = colors[i*3+0]; arr[i*10+7] = colors[i*3+1]; @@ -862,59 +860,56 @@ export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { const ellipsoidAxesSpec: PrimitiveSpec = { getCount(elem) { - return elem.centers.length / 3; + // Each ellipsoid has 3 rings + return (elem.centers.length / 3) * 3; }, buildRenderData(elem) { const count = elem.centers.length / 3; if(count === 0) return null; + const defaults = getBaseDefaults(elem); + const { colors, alphas, scales } = getColumnarParams(elem, count); + const defaultRadius = elem.radius ?? [1, 1, 1]; + const radii = elem.radii; const ringCount = count * 3; - const arr = new Float32Array(ringCount * 10); + const arr = new Float32Array(ringCount * 10); for(let i = 0; i < count; i++) { const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; - // Get radii with scale - const scale = elem.scales?.[i] ?? defaults.scale; - let rx = (elem.radii?.[i*3+0] ?? defaultRadius[0]) * scale; - let ry = (elem.radii?.[i*3+1] ?? defaultRadius[1]) * scale; - let rz = (elem.radii?.[i*3+2] ?? defaultRadius[2]) * scale; + const scale = scales ? scales[i] : defaults.scale; - // Get colors - let cr = defaults.color[0]; - let cg = defaults.color[1]; - let cb = defaults.color[2]; - let alpha = defaults.alpha; - - if(elem.colors && i*3+2 < elem.colors.length) { - cr = elem.colors[i*3+0]; - cg = elem.colors[i*3+1]; - cb = elem.colors[i*3+2]; + let rx: number, ry: number, rz: number; + if (radii) { + rx = radii[i*3+0]; + ry = radii[i*3+1]; + rz = radii[i*3+2]; + } else { + rx = defaultRadius[0]; + ry = defaultRadius[1]; + rz = defaultRadius[2]; } + rx *= scale; + ry *= scale; + rz *= scale; - // Apply decorations per ellipsoid - applyDecorations(elem.decorations, count, (idx, dec) => { - if(idx === i) { - if(dec.color) { - cr = dec.color[0]; - cg = dec.color[1]; - cb = dec.color[2]; - } - if(dec.alpha !== undefined) { - alpha = dec.alpha; - } - if(dec.scale !== undefined) { - rx *= dec.scale; - ry *= dec.scale; - rz *= dec.scale; - } - } - }); + // Get colors + let cr: number, cg: number, cb: number; + if (colors) { + cr = colors[i*3+0]; + cg = colors[i*3+1]; + cb = colors[i*3+2]; + } else { + cr = defaults.color[0]; + cg = defaults.color[1]; + cb = defaults.color[2]; + } + let alpha = alphas ? alphas[i] : defaults.alpha; // Fill 3 rings for(let ring = 0; ring < 3; ring++) { @@ -931,6 +926,27 @@ const ellipsoidAxesSpec: PrimitiveSpec = { arr[idx*10+9] = alpha; } } + + // Apply decorations after the main loop, accounting for ring structure + applyDecorations(elem.decorations, count, (idx, dec) => { + // For each decorated ellipsoid, update all 3 of its rings + for(let ring = 0; ring < 3; ring++) { + const arrIdx = idx*3 + ring; + if(dec.color) { + arr[arrIdx*10+6] = dec.color[0]; + arr[arrIdx*10+7] = dec.color[1]; + arr[arrIdx*10+8] = dec.color[2]; + } + if(dec.alpha !== undefined) { + arr[arrIdx*10+9] = dec.alpha; + } + if(dec.scale !== undefined) { + arr[arrIdx*10+3] *= dec.scale; + arr[arrIdx*10+4] *= dec.scale; + arr[arrIdx*10+5] *= dec.scale; + } + } + }); return arr; }, @@ -1077,6 +1093,7 @@ export interface CuboidComponentConfig extends BaseComponentConfig { type: 'Cuboid'; centers: Float32Array; sizes: Float32Array; + size?: [number, number, number]; } const cuboidSpec: PrimitiveSpec = { @@ -1088,32 +1105,48 @@ const cuboidSpec: PrimitiveSpec = { if(count === 0) return null; const defaults = getBaseDefaults(elem); - const arr = new Float32Array(count * 10); + const { colors, alphas, scales } = getColumnarParams(elem, count); + + const defaultSize = elem.size || [0.1, 0.1, 0.1]; + const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; + const arr = new Float32Array(count * 10); for(let i = 0; i < count; i++) { - // Centers - arr[i*10+0] = elem.centers[i*3+0]; - arr[i*10+1] = elem.centers[i*3+1]; - arr[i*10+2] = elem.centers[i*3+2]; + const cx = elem.centers[i*3+0]; + const cy = elem.centers[i*3+1]; + const cz = elem.centers[i*3+2]; + const scale = scales ? scales[i] : defaults.scale; - // Sizes (with scale) - const scale = elem.scales?.[i] ?? defaults.scale; - arr[i*10+3] = (elem.sizes[i*3+0] || 0.1) * scale; - arr[i*10+4] = (elem.sizes[i*3+1] || 0.1) * scale; - arr[i*10+5] = (elem.sizes[i*3+2] || 0.1) * scale; + // Get sizes with scale + const sx = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + const sy = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + const sz = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; - // Colors - if(elem.colors && i*3+2 < elem.colors.length) { - arr[i*10+6] = elem.colors[i*3+0]; - arr[i*10+7] = elem.colors[i*3+1]; - arr[i*10+8] = elem.colors[i*3+2]; + // Get colors + let cr: number, cg: number, cb: number; + if (colors) { + cr = colors[i*3+0]; + cg = colors[i*3+1]; + cb = colors[i*3+2]; } else { - arr[i*10+6] = defaults.color[0]; - arr[i*10+7] = defaults.color[1]; - arr[i*10+8] = defaults.color[2]; + cr = defaults.color[0]; + cg = defaults.color[1]; + cb = defaults.color[2]; } - - arr[i*10+9] = elem.alphas?.[i] ?? defaults.alpha; + const alpha = alphas ? alphas[i] : defaults.alpha; + + // Fill array + const idx = i * 10; + arr[idx+0] = cx; + arr[idx+1] = cy; + arr[idx+2] = cz; + arr[idx+3] = sx; + arr[idx+4] = sy; + arr[idx+5] = sz; + arr[idx+6] = cr; + arr[idx+7] = cg; + arr[idx+8] = cb; + arr[idx+9] = alpha; } applyDecorations(elem.decorations, count, (idx, dec) => { @@ -1138,16 +1171,31 @@ const cuboidSpec: PrimitiveSpec = { const count = elem.centers.length / 3; if(count === 0) return null; + const defaultSize = elem.size || [0.1, 0.1, 0.1]; + const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; + const { scales } = getColumnarParams(elem, count); + const arr = new Float32Array(count * 7); for(let i = 0; i < count; i++) { + const scale = scales ? scales[i] : 1; arr[i*7+0] = elem.centers[i*3+0]; arr[i*7+1] = elem.centers[i*3+1]; arr[i*7+2] = elem.centers[i*3+2]; - arr[i*7+3] = elem.sizes[i*3+0] || 0.1; - arr[i*7+4] = elem.sizes[i*3+1] || 0.1; - arr[i*7+5] = elem.sizes[i*3+2] || 0.1; + arr[i*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + arr[i*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + arr[i*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; arr[i*7+6] = baseID + i; } + + // Apply scale decorations + applyDecorations(elem.decorations, count, (idx, dec) => { + if(dec.scale !== undefined) { + arr[idx*7+3] *= dec.scale; + arr[idx*7+4] *= dec.scale; + arr[idx*7+5] *= dec.scale; + } + }); + return arr; }, renderConfig: { @@ -1215,13 +1263,13 @@ fn vs_main( @location(2) startPos: vec3, @location(3) endPos: vec3, - @location(4) radius: f32, + @location(4) size: f32, @location(5) color: vec3, @location(6) alpha: f32 ) -> VSOut { - // The unit beam is from z=0..1 along local Z, radius=1 in XY - // We'll transform so it goes from start->end with radius=radius. + // The unit beam is from z=0..1 along local Z, size=1 in XY + // We'll transform so it goes from start->end with size=size. let segDir = endPos - startPos; let length = max(length(segDir), 0.000001); let zDir = normalize(segDir); @@ -1234,9 +1282,9 @@ fn vs_main( let xDir = normalize(cross(zDir, tempUp)); let yDir = cross(zDir, xDir); - // local scale - let localX = inPos.x * radius; - let localY = inPos.y * radius; + // For cuboid, we want corners at ±size in both x and y + let localX = inPos.x * size; + let localY = inPos.y * size; let localZ = inPos.z * length; let worldPos = startPos + xDir * localX @@ -1258,7 +1306,7 @@ fn vs_main( out.alpha = alpha; out.worldPos = worldPos; return out; -}` +}`; const lineBeamFragCode = /*wgsl*/`// lineBeamFragCode.wgsl ${cameraStruct} @@ -1279,13 +1327,13 @@ fn fs_main( const lineBeamPickingVertCode = /*wgsl*/` @vertex -fn vs_lineCyl( +fn vs_lineBeam( // Rename from vs_lineCyl to vs_lineBeam @location(0) inPos: vec3, @location(1) inNorm: vec3, @location(2) startPos: vec3, @location(3) endPos: vec3, - @location(4) radius: f32, + @location(4) size: f32, @location(5) pickID: f32 ) -> VSOut { let segDir = endPos - startPos; @@ -1299,8 +1347,8 @@ fn vs_lineCyl( let xDir = normalize(cross(zDir, tempUp)); let yDir = cross(zDir, xDir); - let localX = inPos.x * radius; - let localY = inPos.y * radius; + let localX = inPos.x * size; + let localY = inPos.y * size; let localZ = inPos.z * length; let worldPos = startPos + xDir*localX @@ -1316,8 +1364,8 @@ fn vs_lineCyl( export interface LineBeamsComponentConfig extends BaseComponentConfig { type: 'LineBeams'; positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] - radii?: Float32Array; // Per-line radii - radius?: number; // Default radius, defaults to 0.02 + sizes?: Float32Array; // Per-line sizes + size?: number; // Default size, defaults to 0.02 } function countSegments(positions: Float32Array): number { @@ -1345,29 +1393,15 @@ const lineBeamsSpec: PrimitiveSpec = { if(segCount === 0) return null; const defaults = getBaseDefaults(elem); - const defaultRadius = elem.radius ?? 0.02; - const floatsPerSeg = 11; - const arr = new Float32Array(segCount * floatsPerSeg); + const { colors, alphas, scales } = getColumnarParams(elem, segCount); - const pointCount = elem.positions.length / 4; - - // Find the maximum line index to validate arrays against - let maxLineIndex = -1; - for(let p = 0; p < pointCount; p++) { - const lineIndex = Math.floor(elem.positions[p * 4 + 3]); - maxLineIndex = Math.max(maxLineIndex, lineIndex); - } - const lineCount = maxLineIndex + 1; - - // Check array validities against line count - const hasValidColors = elem.colors && elem.colors.length >= lineCount * 3; - const colors = hasValidColors ? elem.colors : null; - const hasValidAlphas = elem.alphas && elem.alphas.length >= lineCount; - const alphas = hasValidAlphas ? elem.alphas : null; - const hasValidRadii = elem.radii && elem.radii.length >= lineCount; - const radii = hasValidRadii ? elem.radii : null; + const defaultSize = elem.size ?? 0.02; + const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= segCount ? elem.sizes : null; + const arr = new Float32Array(segCount * 11); let segIndex = 0; + + const pointCount = elem.positions.length / 4; for(let p = 0; p < pointCount - 1; p++) { const iCurr = elem.positions[p * 4 + 3]; const iNext = elem.positions[(p+1) * 4 + 3]; @@ -1375,62 +1409,51 @@ const lineBeamsSpec: PrimitiveSpec = { const lineIndex = Math.floor(iCurr); - // Get base attributes for this line - let radius = (radii?.[lineIndex] ?? defaultRadius); - let cr = defaults.color[0]; - let cg = defaults.color[1]; - let cb = defaults.color[2]; - let alpha = defaults.alpha; - const scale = elem.scales?.[lineIndex] ?? defaults.scale; - - // Apply per-line colors if available and index is in bounds - if(colors && lineIndex * 3 + 2 < colors.length) { - cr = colors[lineIndex * 3]; - cg = colors[lineIndex * 3 + 1]; - cb = colors[lineIndex * 3 + 2]; - } + // Start point + arr[segIndex*11+0] = elem.positions[p * 4 + 0]; + arr[segIndex*11+1] = elem.positions[p * 4 + 1]; + arr[segIndex*11+2] = elem.positions[p * 4 + 2]; - // Apply per-line alpha if available and index is in bounds - if(alphas && lineIndex < alphas.length) { - alpha = alphas[lineIndex]; - } + // End point + arr[segIndex*11+3] = elem.positions[(p+1) * 4 + 0]; + arr[segIndex*11+4] = elem.positions[(p+1) * 4 + 1]; + arr[segIndex*11+5] = elem.positions[(p+1) * 4 + 2]; - // Apply scale to radius - radius *= scale; + // Size with scale + const scale = scales ? scales[lineIndex] : defaults.scale; + arr[segIndex*11+6] = (sizes ? sizes[lineIndex] : defaultSize) * scale; - // Apply decorations - applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { - if(idx === lineIndex) { - if(dec.color) { - cr = dec.color[0]; - cg = dec.color[1]; - cb = dec.color[2]; - } - if(dec.alpha !== undefined) { - alpha = dec.alpha; - } - if(dec.scale !== undefined) { - radius *= dec.scale; - } - } - }); + // Colors + if(colors) { + arr[segIndex*11+7] = colors[lineIndex*3+0]; + arr[segIndex*11+8] = colors[lineIndex*3+1]; + arr[segIndex*11+9] = colors[lineIndex*3+2]; + } else { + arr[segIndex*11+7] = defaults.color[0]; + arr[segIndex*11+8] = defaults.color[1]; + arr[segIndex*11+9] = defaults.color[2]; + } - // Store segment data - const base = segIndex * floatsPerSeg; - arr[base + 0] = elem.positions[p * 4 + 0]; // start.x - arr[base + 1] = elem.positions[p * 4 + 1]; // start.y - arr[base + 2] = elem.positions[p * 4 + 2]; // start.z - arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x - arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y - arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z - arr[base + 6] = radius; // radius - arr[base + 7] = cr; // color.r - arr[base + 8] = cg; // color.g - arr[base + 9] = cb; // color.b - arr[base + 10] = alpha; // alpha + arr[segIndex*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; segIndex++; } + + // Apply decorations last + applyDecorations(elem.decorations, segCount, (idx, dec) => { + if(dec.color) { + arr[idx*11+7] = dec.color[0]; + arr[idx*11+8] = dec.color[1]; + arr[idx*11+9] = dec.color[2]; + } + if(dec.alpha !== undefined) { + arr[idx*11+10] = dec.alpha; + } + if(dec.scale !== undefined) { + arr[idx*11+6] *= dec.scale; + } + }); + return arr; }, @@ -1438,7 +1461,7 @@ const lineBeamsSpec: PrimitiveSpec = { const segCount = this.getCount(elem); if(segCount === 0) return null; - const defaultRadius = elem.radius ?? 0.02; + const defaultSize = elem.size ?? 0.02; const floatsPerSeg = 8; const arr = new Float32Array(segCount * floatsPerSeg); @@ -1451,15 +1474,15 @@ const lineBeamsSpec: PrimitiveSpec = { if(iCurr !== iNext) continue; const lineIndex = Math.floor(iCurr); - let radius = elem.radii?.[lineIndex] ?? defaultRadius; + let size = elem.sizes?.[lineIndex] ?? defaultSize; const scale = elem.scales?.[lineIndex] ?? 1.0; - radius *= scale; + size *= scale; - // Apply decorations that affect radius + // Apply decorations that affect size applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { if(idx === lineIndex && dec.scale !== undefined) { - radius *= dec.scale; + size *= dec.scale; } }); @@ -1470,7 +1493,7 @@ const lineBeamsSpec: PrimitiveSpec = { arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z - arr[base + 6] = radius; // radius + arr[base + 6] = size; // size arr[base + 7] = baseID + segIndex; // pickID segIndex++; @@ -1494,7 +1517,7 @@ const lineBeamsSpec: PrimitiveSpec = { fragmentShader: lineBeamFragCode, // defined below vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', - bufferLayouts: [ CYL_GEOMETRY_LAYOUT, LINE_CYL_INSTANCE_LAYOUT ], + bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_INSTANCE_LAYOUT ], }, format, this), cache ); @@ -1507,9 +1530,9 @@ const lineBeamsSpec: PrimitiveSpec = { () => createRenderPipeline(device, bindGroupLayout, { vertexShader: pickingVertCode, // We'll add a vs_lineCyl entry fragmentShader: pickingVertCode, - vertexEntryPoint: 'vs_lineCyl', + vertexEntryPoint: 'vs_lineBeam', fragmentEntryPoint: 'fs_pick', - bufferLayouts: [ CYL_GEOMETRY_LAYOUT, LINE_CYL_PICKING_INSTANCE_LAYOUT ], + bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_PICKING_INSTANCE_LAYOUT ], primitive: this.renderConfig }, 'rgba8unorm'), cache @@ -1517,7 +1540,7 @@ const lineBeamsSpec: PrimitiveSpec = { }, createGeometryResource(device) { - return createBuffers(device, createBeamGeometry(8)); + return createBuffers(device, createBeamGeometry()); } }; @@ -1815,28 +1838,28 @@ const CYL_GEOMETRY_LAYOUT: VertexBufferLayout = { }; // For rendering: 11 floats -// (start.xyz, end.xyz, radius, color.rgb, alpha) -const LINE_CYL_INSTANCE_LAYOUT: VertexBufferLayout = { +// (start.xyz, end.xyz, size, color.rgb, alpha) +const LINE_BEAM_INSTANCE_LAYOUT: VertexBufferLayout = { arrayStride: 11 * 4, stepMode: 'instance', attributes: [ { shaderLocation: 2, offset: 0, format: 'float32x3' }, // startPos { shaderLocation: 3, offset: 12, format: 'float32x3' }, // endPos - { shaderLocation: 4, offset: 24, format: 'float32' }, // radius + { shaderLocation: 4, offset: 24, format: 'float32' }, // size { shaderLocation: 5, offset: 28, format: 'float32x3' }, // color { shaderLocation: 6, offset: 40, format: 'float32' }, // alpha ] }; // For picking: 8 floats -// (start.xyz, end.xyz, radius, pickID) -const LINE_CYL_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { +// (start.xyz, end.xyz, size, pickID) +const LINE_BEAM_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { arrayStride: 8 * 4, stepMode: 'instance', attributes: [ { shaderLocation: 2, offset: 0, format: 'float32x3' }, { shaderLocation: 3, offset: 12, format: 'float32x3' }, - { shaderLocation: 4, offset: 24, format: 'float32' }, + { shaderLocation: 4, offset: 24, format: 'float32' }, // size { shaderLocation: 5, offset: 28, format: 'float32' }, ] }; diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 552173b5..a6e07166 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -55,8 +55,13 @@ export function EllipsoidAxes(props: EllipsoidAxesComponentConfig): EllipsoidAxe } export function Cuboid(props: CuboidComponentConfig): CuboidComponentConfig { + const size = typeof props.size === 'number' ? + [props.size, props.size, props.size] as [number, number, number] : + props.size; + return { ...props, + size, type: 'Cuboid' }; } diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index df70c195..3a8e99c5 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -312,9 +312,9 @@ def Cuboid( def LineBeams( positions: ArrayLike, # Array of quadruples [x,y,z,i, x,y,z,i, ...] color: Optional[ArrayLike] = None, # Default RGB color for all beams - radius: Optional[NumberLike] = None, # Default radius for all beams + size: Optional[NumberLike] = None, # Default size for all beams colors: Optional[ArrayLike] = None, # Per-segment colors - radii: Optional[ArrayLike] = None, # Per-segment radii + sizes: Optional[ArrayLike] = None, # Per-segment sizes **kwargs: Any, ) -> SceneComponent: """Create a line beams element. @@ -336,11 +336,11 @@ def LineBeams( if color is not None: data["color"] = color - if radius is not None: - data["radius"] = radius + if size is not None: + data["size"] = size if colors is not None: data["colors"] = flatten_array(colors, dtype=np.float32) - if radii is not None: - data["radii"] = flatten_array(radii, dtype=np.float32) + if sizes is not None: + data["sizes"] = flatten_array(sizes, dtype=np.float32) return SceneComponent("LineBeams", data, **kwargs) From 66850e6c12fe75ac77b3b9212faa13d7cd00def1 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 31 Jan 2025 14:40:56 +0100 Subject: [PATCH 118/167] scene3d docs --- docs/api/plot.md | 124 ++++++++++++++++++-- docs/api/scene3d.md | 162 +++++++++++++++++++++++++++ mkdocs.yml | 4 +- src/genstudio/js/scene3d/scene3d.tsx | 94 +++++++++++++++- src/genstudio/layout.py | 1 + src/genstudio/plot.py | 23 +++- src/genstudio/scene3d.py | 11 ++ 7 files changed, 399 insertions(+), 20 deletions(-) create mode 100644 docs/api/scene3d.md diff --git a/docs/api/plot.md b/docs/api/plot.md index 792387ac..6f8a48bb 100644 --- a/docs/api/plot.md +++ b/docs/api/plot.md @@ -41,13 +41,19 @@ Parameters - `frames` (list): A list of plot specifications or renderable objects to animate. -- `**opts`: Additional options for the animation, such as fps (frames per second). +- `key` (str | None): The state key to use for the frame index. If None, uses "frame". + +- `slider` (bool): Whether to show the slider control. Defaults to True. + +- `tail` (bool): Whether animation should stop at the end. Defaults to False. + +- `**opts` (Any): Additional options for the animation, such as fps (frames per second). Returns {: .api .api-section } -- A Hiccup-style representation of the animated plot. +- A Hiccup-style representation of the animated plot. (LayoutItem) @@ -81,7 +87,7 @@ Parameters - `controls` (list): List of controls to display, such as ["slider", "play", "fps"]. Defaults to ["slider"] if fps is not set, otherwise ["slider", "play"]. -- `**kwargs`: Additional keyword arguments. +- `**kwargs` (Any): Additional keyword arguments. Returns {: .api .api-section } @@ -101,9 +107,7 @@ Must be passed as the 'render' option to a mark, e.g.: onClick=handle_click )) -This function enhances the rendering of plot elements by adding interactive behaviors -such as dragging, clicking, and tracking position changes. It's designed to work with -Observable Plot's rendering pipeline. +This function enhances the rendering of plot elements by adding interactive behaviors such as dragging, clicking, and tracking position changes. It's designed to work with Observable Plot's rendering pipeline. Parameters {: .api .api-section } @@ -264,6 +268,40 @@ Parameters +### cond {: .api .api-member } + +Render content based on conditions, like Clojure's cond. + +Takes pairs of test/expression arguments, evaluating each test in order. +When a test is truthy, returns its corresponding expression. +An optional final argument serves as the "else" expression. + +Parameters +{: .api .api-section } + + +- `*args`: Alternating test/expression pairs, with optional final else expression + + + +### case {: .api .api-member } + +Render content based on matching a value against cases, like a switch statement. + +Takes a value to match against, followed by pairs of case/expression arguments. +When a case matches the value, returns its corresponding expression. +An optional final argument serves as the default expression. + +Parameters +{: .api .api-section } + + +- `value` (Union[JSCode, str, Any]): The value to match against cases + +- `*args`: Alternating case/expression pairs, with optional final default expression + + + ### html {: .api .api-member } Wraps a Hiccup-style list to be rendered as an interactive widget in the JavaScript runtime. @@ -276,6 +314,10 @@ Render a string as Markdown, in a LayoutItem. +### JSExpr {: .api .api-member } + + + ## JavaScript Interop @@ -283,13 +325,19 @@ Render a string as Markdown, in a LayoutItem. Represents raw JavaScript code to be evaluated as a LayoutItem. +The code will be evaluated in a scope that includes: +- $state: Current plot state +- html: render HTML using a JavaScript hiccup syntax +- d3: D3.js library +- genstudio.api: roughly, the api exposed via the genstudio.plot module + Parameters {: .api .api-section } - `txt` (str): JavaScript code with optional %1, %2, etc. placeholders -- `*params`: Values to substitute for %1, %2, etc. placeholders +- `*params` (Any): Values to substitute for %1, %2, etc. placeholders - `expression` (bool): Whether to evaluate as expression or statement @@ -2562,6 +2610,18 @@ Sets `{"inset": i}`. Set margin values for a plot using CSS-style margin shorthand. +Parameters +{: .api .api-section } + + +- `*args` (Any): Margin values as integers or floats, following CSS margin shorthand rules + +Returns +{: .api .api-section } + + +- A dictionary mapping margin properties to their values (dict) + ### repeat {: .api .api-member } @@ -2603,7 +2663,7 @@ Sets `{"width": width}`. Returns a new ellipse mark for the given *values* and *options*. If neither **x** nor **y** are specified, *values* is assumed to be an array of -pairs [[*x₀*, *y₀*], [*x₁*, *y₁*], [*x₂*, *y₂*], …] such that **x** = [*x₀*, +pairs [[*x₀*, *y₀*], [*x₁*, *y₁*], [*x₂*, *y₂*, …] such that **x** = [*x₀*, *x₁*, *x₂*, …] and **y** = [*y₀*, *y₁*, *y₂*, …]. The **rx** and **ry** options specify the x and y radii respectively. If only @@ -2617,7 +2677,7 @@ Parameters {: .api .api-section } -- `values`: The data for the ellipses. +- `values` (Any): The data for the ellipses. - `options` (dict[str, Any]): Additional options for customizing the ellipses. @@ -2743,9 +2803,9 @@ Parameters {: .api .api-section } -- `values` (dict): A dictionary mapping state variable names to their initial values. +- `values` (dict[str, Any]): A dictionary mapping state variable names to their initial values. -- `sync` (Union[set, bool, None]): Controls which state variables are synced between Python and JavaScript. +- `sync` (Union[set[str], bool, None]): Controls which state variables are synced between Python and JavaScript. If True, all variables are synced. If a set, only variables in the set are synced. @@ -2755,7 +2815,7 @@ Returns {: .api .api-section } -- An object that initializes the state variables when rendered. +- An object that initializes the state variables when rendered. (JSCall) @@ -2793,3 +2853,43 @@ Returns ### dimensions {: .api .api-member } Attaches dimension metadata, for further processing in JavaScript. + + + +### Import {: .api .api-member } + +Import JavaScript code into the GenStudio environment. + +Parameters +{: .api .api-section } + + +- `source` (str): JavaScript source code. Can be: + + - Inline JavaScript code + + - URL starting with http(s):// for remote modules + + - Local file path starting with path: prefix + +- `alias` (Optional[str]): Namespace alias for the entire module + +- `default` (Optional[str]): Name for the default export + +- `refer` (Optional[list[str]]): Set of names to import directly, or True to import all + +- `refer_all` (bool): Alternative to refer=True + +- `rename` (Optional[dict[str, str]]): Dict of original->new names for referred imports + +- `exclude` (Optional[list[str]]): Set of names to exclude when using refer_all + +- `format` (str): Module format ('esm' or 'commonjs') + +Examples +{: .api .api-section } + + +```python +[(, '# CDN import with namespace alias'), (, '>>> Plot.Import(\n... source="https://cdn.skypack.dev/lodash-es",\n... alias="_",\n... refer=["flattenDeep", "partition"],\n... rename={"flattenDeep": "deepFlatten"}\n... )'), (, '# Local file import'), (, '>>> Plot.Import(\n... source="path:src/app/utils.js", # relative to working directory\n... refer=["formatDate"]\n... )'), (, '# Inline source with refer_all'), (, '>>> Plot.Import(\n... source=\'\'\'\n... export const add = (a, b) => a + b;\n... export const subtract = (a, b) => a - b;\n... \'\'\',\n... refer_all=True,\n... exclude=["subtract"]\n... )'), (, '# Default export handling'), (, '>>> Plot.Import(\n... source="https://cdn.skypack.dev/d3-scale",\n... default="createScale"\n... )')] +``` diff --git a/docs/api/scene3d.md b/docs/api/scene3d.md new file mode 100644 index 00000000..ca07ac05 --- /dev/null +++ b/docs/api/scene3d.md @@ -0,0 +1,162 @@ +# genstudio.scene3d {: .api .api-title } + +### Scene {: .api .api-member } + +A 3D scene visualization component using WebGPU. + +This class creates an interactive 3D scene that can contain multiple types of components: +- Point clouds +- Ellipsoids +- Ellipsoid bounds (wireframe) +- Cuboids + +The visualization supports: +- Orbit camera control (left mouse drag) +- Pan camera control (shift + left mouse drag or middle mouse drag) +- Zoom control (mouse wheel) +- Component hover highlighting +- Component click selection + + + +### PointCloud {: .api .api-member } + +Create a point cloud element. + +Parameters +{: .api .api-section } + + +- `positions` (ArrayLike): Nx3 array of point positions or flattened array + +- `colors` (Optional[ArrayLike]): Nx3 array of RGB colors or flattened array (optional) + +- `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all points if colors not provided + +- `sizes` (Optional[ArrayLike]): N array of point sizes or flattened array (optional) + +- `size` (Optional[NumberLike]): Default size for all points if sizes not provided + +- `**kwargs` (Any): Additional arguments like decorations, onHover, onClick + + + +### Ellipsoid {: .api .api-member } + +Create an ellipsoid element. + +Parameters +{: .api .api-section } + + +- `centers` (ArrayLike): Nx3 array of ellipsoid centers or flattened array + +- `radii` (Optional[ArrayLike]): Nx3 array of radii (x,y,z) or flattened array (optional) + +- `radius` (Optional[Union[NumberLike, ArrayLike]]): Default radius (sphere) or [x,y,z] radii (ellipsoid) if radii not provided + +- `colors` (Optional[ArrayLike]): Nx3 array of RGB colors or flattened array (optional) + +- `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all ellipsoids if colors not provided + +- `**kwargs` (Any): Additional arguments like decorations, onHover, onClick + + + +### EllipsoidAxes {: .api .api-member } + +Create an ellipsoid bounds (wireframe) element. + +Parameters +{: .api .api-section } + + +- `centers` (ArrayLike): Nx3 array of ellipsoid centers or flattened array + +- `radii` (Optional[ArrayLike]): Nx3 array of radii (x,y,z) or flattened array (optional) + +- `radius` (Optional[Union[NumberLike, ArrayLike]]): Default radius (sphere) or [x,y,z] radii (ellipsoid) if radii not provided + +- `colors` (Optional[ArrayLike]): Nx3 array of RGB colors or flattened array (optional) + +- `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all ellipsoids if colors not provided + +- `**kwargs` (Any): Additional arguments like decorations, onHover, onClick + + + +### Cuboid {: .api .api-member } + +Create a cuboid element. + +Parameters +{: .api .api-section } + + +- `centers` (ArrayLike): Nx3 array of cuboid centers or flattened array + +- `sizes` (Optional[ArrayLike]): Nx3 array of sizes (width,height,depth) or flattened array (optional) + +- `size` (Optional[Union[ArrayLike, NumberLike]]): Default size [w,h,d] for all cuboids if sizes not provided + +- `colors` (Optional[ArrayLike]): Nx3 array of RGB colors or flattened array (optional) + +- `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all cuboids if colors not provided + +- `**kwargs` (Any): Additional arguments like decorations, onHover, onClick + + + +### LineBeams {: .api .api-member } + +Create a line beams element. + +Parameters +{: .api .api-section } + + +- `positions` (ArrayLike): Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing + + the same i value are connected in sequence + +- `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all beams if segment_colors not provided + +- `radius`: Default radius for all beams if segment_radii not provided + +- `segment_colors`: Array of RGB colors per beam segment (optional) + +- `segment_radii`: Array of radii per beam segment (optional) + +- `**kwargs` (Any): Additional arguments like onHover, onClick + +Returns +{: .api .api-section } + + +- A LineBeams scene component that renders connected beam segments. (SceneComponent) + +- Points are connected in sequence within groups sharing the same i value. (SceneComponent) + + + +### deco {: .api .api-member } + +Create a decoration for scene components. + +Parameters +{: .api .api-section } + + +- `indexes` (Union[int, np.integer, ArrayLike]): Single index or list of indices to decorate + +- `color` (Optional[ArrayLike]): Optional RGB color override [r,g,b] + +- `alpha` (Optional[NumberLike]): Optional opacity value (0-1) + +- `scale` (Optional[NumberLike]): Optional scale factor + +Returns +{: .api .api-section } + + +- Dictionary containing decoration settings (Decoration) diff --git a/mkdocs.yml b/mkdocs.yml index de8044c3..815d913e 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -50,7 +50,9 @@ nav: - Highlighting Code: examples/bylight.py - Rendering LaTeX: examples/katex.py - Render Pixel Data: examples/pixels.py - - API Docs: api/plot.md + - API Docs: + - Plot: api/plot.md + - Scene3D: api/scene3d.md - How Do I...: learn-more/how-do-i.py - Changelog: CHANGELOG.md diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index a6e07166..73def998 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -1,16 +1,38 @@ +/** + * @module scene3d + * @description A high-level React component for rendering 3D scenes using WebGPU. + * This module provides a declarative interface for 3D visualization, handling camera controls, + * picking, and efficient rendering of various 3D primitives. + * + */ + import React, { useMemo } from 'react'; import { SceneInner, ComponentConfig, PointCloudComponentConfig, EllipsoidComponentConfig, EllipsoidAxesComponentConfig, CuboidComponentConfig, LineBeamsComponentConfig } from './impl3d'; import { CameraParams } from './camera3d'; import { useContainerWidth } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; +/** + * @interface Decoration + * @description Defines visual modifications that can be applied to specific instances of a primitive. + */ interface Decoration { + /** Array of instance indices to apply the decoration to */ indexes: number[]; + /** Optional RGB color override */ color?: [number, number, number]; + /** Optional alpha (opacity) override */ alpha?: number; + /** Optional scale multiplier override */ scale?: number; } +/** + * Creates a decoration configuration for modifying the appearance of specific instances. + * @param indexes - Single index or array of indices to apply decoration to + * @param options - Optional visual modifications (color, alpha, scale) + * @returns {Decoration} A decoration configuration object + */ export function deco( indexes: number | number[], options: { @@ -23,6 +45,11 @@ export function deco( return { indexes: indexArray, ...options }; } +/** + * Creates a point cloud component configuration. + * @param props - Point cloud configuration properties + * @returns {PointCloudComponentConfig} Configuration for rendering points in 3D space + */ export function PointCloud(props: PointCloudComponentConfig): PointCloudComponentConfig { return { ...props, @@ -30,6 +57,11 @@ export function PointCloud(props: PointCloudComponentConfig): PointCloudComponen }; } +/** + * Creates an ellipsoid component configuration. + * @param props - Ellipsoid configuration properties + * @returns {EllipsoidComponentConfig} Configuration for rendering ellipsoids in 3D space + */ export function Ellipsoid(props: EllipsoidComponentConfig): EllipsoidComponentConfig { const radius = typeof props.radius === 'number' ? [props.radius, props.radius, props.radius] as [number, number, number] : @@ -42,6 +74,11 @@ export function Ellipsoid(props: EllipsoidComponentConfig): EllipsoidComponentCo }; } +/** + * Creates an ellipsoid axes component configuration. + * @param props - Ellipsoid axes configuration properties + * @returns {EllipsoidAxesComponentConfig} Configuration for rendering ellipsoid axes in 3D space + */ export function EllipsoidAxes(props: EllipsoidAxesComponentConfig): EllipsoidAxesComponentConfig { const radius = typeof props.radius === 'number' ? [props.radius, props.radius, props.radius] as [number, number, number] : @@ -54,6 +91,11 @@ export function EllipsoidAxes(props: EllipsoidAxesComponentConfig): EllipsoidAxe }; } +/** + * Creates a cuboid component configuration. + * @param props - Cuboid configuration properties + * @returns {CuboidComponentConfig} Configuration for rendering cuboids in 3D space + */ export function Cuboid(props: CuboidComponentConfig): CuboidComponentConfig { const size = typeof props.size === 'number' ? [props.size, props.size, props.size] as [number, number, number] : @@ -66,6 +108,11 @@ export function Cuboid(props: CuboidComponentConfig): CuboidComponentConfig { }; } +/** + * Creates a line beams component configuration. + * @param props - Line beams configuration properties + * @returns {LineBeamsComponentConfig} Configuration for rendering line beams in 3D space + */ export function LineBeams(props: LineBeamsComponentConfig): LineBeamsComponentConfig { return { ...props, @@ -73,14 +120,18 @@ export function LineBeams(props: LineBeamsComponentConfig): LineBeamsComponentCo }; } -// Add this helper function near the top with other utility functions +/** + * Computes canvas dimensions based on container width and desired aspect ratio. + * @param containerWidth - Width of the container element + * @param width - Optional explicit width override + * @param height - Optional explicit height override + * @param aspectRatio - Desired aspect ratio (width/height), defaults to 1 + * @returns Canvas dimensions and style configuration + */ export function computeCanvasDimensions(containerWidth: number, width?: number, height?: number, aspectRatio = 1) { if (!containerWidth && !width) return; - // Determine final width from explicit width or container width const finalWidth = width || containerWidth; - - // Determine final height from explicit height or aspect ratio const finalHeight = height || finalWidth / aspectRatio; return { @@ -92,16 +143,51 @@ export function computeCanvasDimensions(containerWidth: number, width?: number, } }; } + +/** + * @interface SceneProps + * @description Props for the Scene component + */ interface SceneProps { + /** Array of 3D components to render */ components: ComponentConfig[]; + /** Optional explicit width */ width?: number; + /** Optional explicit height */ height?: number; + /** Desired aspect ratio (width/height) */ aspectRatio?: number; + /** Current camera parameters (for controlled mode) */ camera?: CameraParams; + /** Default camera parameters (for uncontrolled mode) */ defaultCamera?: CameraParams; + /** Callback fired when camera parameters change */ onCameraChange?: (camera: CameraParams) => void; } +/** + * A React component for rendering 3D scenes. + * + * This component provides a high-level interface for 3D visualization, handling: + * - WebGPU initialization and management + * - Camera controls (orbit, pan, zoom) + * - Mouse interaction and picking + * - Efficient rendering of multiple primitive types + * + * @component + * @example + * ```tsx + * + * ``` + */ export function Scene({ components, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { const [containerRef, measuredWidth] = useContainerWidth(1); const dimensions = useMemo( diff --git a/src/genstudio/layout.py b/src/genstudio/layout.py index 88453d15..73694d55 100644 --- a/src/genstudio/layout.py +++ b/src/genstudio/layout.py @@ -298,6 +298,7 @@ def for_json(self) -> dict: JSExpr = Union[JSCall, JSRef, JSCode] +"""A type alias representing JavaScript expressions that can be evaluated in the runtime.""" def js(txt: str, *params: Any, expression=True) -> JSCode: diff --git a/src/genstudio/plot.py b/src/genstudio/plot.py index 121424f8..0c68318b 100644 --- a/src/genstudio/plot.py +++ b/src/genstudio/plot.py @@ -933,6 +933,16 @@ def Slider( key: str, init: Any = None, range: Optional[Union[int, float, List[Union[int, float]]]] = None, + rangeFrom: Any = None, + fps: Optional[Union[int, str]] = None, + step: int = 1, + tail: bool = False, + loop: bool = True, + label: Optional[str] = None, + showValue: bool = False, + controls: Optional[List[str]] = None, + className: Optional[str] = None, + style: Optional[Dict[str, Any]] = None, **kwargs: Any, ): """ @@ -958,9 +968,6 @@ def Slider( Example: >>> Plot.Slider("frame", init=0, range=100, fps=30, label="Frame") """ - init = kwargs.get("init") - rangeFrom = kwargs.get("rangeFrom") - tail = kwargs.get("tail") if init is None and range is None and rangeFrom is None: raise ValueError("Slider: 'init', 'range', or 'rangeFrom' must be defined") @@ -973,6 +980,16 @@ def Slider( "state_key": key, "init": init, "range": range, + "rangeFrom": rangeFrom, + "fps": fps, + "step": step, + "tail": tail, + "loop": loop, + "label": label, + "showValue": showValue, + "controls": controls, + "className": className, + "style": style, "kind": "Slider", **kwargs, } diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 3a8e99c5..c6f69ef2 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -344,3 +344,14 @@ def LineBeams( data["sizes"] = flatten_array(sizes, dtype=np.float32) return SceneComponent("LineBeams", data, **kwargs) + + +__all__ = [ + "Scene", + "PointCloud", + "Ellipsoid", + "EllipsoidAxes", + "Cuboid", + "LineBeams", + "deco", +] From b8a66d58b165173fc264c34a055c5dc1a6fb4df1 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 31 Jan 2025 15:29:25 +0100 Subject: [PATCH 119/167] - add .merge method to SceneComponent - docs --- docs/api/plot.md | 2 + docs/api/scene3d.md | 6 +- docs/llms.py | 161 ++++++++++++++++++++++++-- docs/overrides/stylesheets/custom.css | 6 +- src/genstudio/js/scene3d/camera3d.ts | 1 + src/genstudio/plot.py | 2 +- src/genstudio/scene3d.py | 29 ++++- 7 files changed, 191 insertions(+), 16 deletions(-) diff --git a/docs/api/plot.md b/docs/api/plot.md index 6f8a48bb..210278ef 100644 --- a/docs/api/plot.md +++ b/docs/api/plot.md @@ -316,6 +316,8 @@ Render a string as Markdown, in a LayoutItem. ### JSExpr {: .api .api-member } +A type alias representing JavaScript expressions that can be evaluated in the runtime. + diff --git a/docs/api/scene3d.md b/docs/api/scene3d.md index ca07ac05..b97e600e 100644 --- a/docs/api/scene3d.md +++ b/docs/api/scene3d.md @@ -5,12 +5,14 @@ A 3D scene visualization component using WebGPU. This class creates an interactive 3D scene that can contain multiple types of components: + - Point clouds - Ellipsoids - Ellipsoid bounds (wireframe) - Cuboids The visualization supports: + - Orbit camera control (left mouse drag) - Pan camera control (shift + left mouse drag or middle mouse drag) - Zoom control (mouse wheel) @@ -115,9 +117,7 @@ Parameters {: .api .api-section } -- `positions` (ArrayLike): Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing - - the same i value are connected in sequence +- `positions` (ArrayLike): Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing the same i value are connected in sequence - `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all beams if segment_colors not provided diff --git a/docs/llms.py b/docs/llms.py index 9b13da72..e1612cd2 100644 --- a/docs/llms.py +++ b/docs/llms.py @@ -55,9 +55,11 @@ r=10, # larger, easier to drag render=Plot.renderChildEvents( { - "onDrag": Plot.js(""" (e) => { + "onDrag": Plot.js( + """ (e) => { $state.update(["points", "setAt", [e.index, [e.x, e.y]]]) - }""") + }""" + ) } ), ) @@ -191,7 +193,8 @@ def generate_pixels(width=100, height=100, num_frames=60): | [ "div.flex.items-center.justify-center.font-bold.select-none", { - "onClick": js("""(e) => { + "onClick": js( + """(e) => { e.preventDefault(); const midPoint = e.currentTarget.offsetWidth / 2; if (e.clientX < midPoint) { @@ -201,7 +204,8 @@ def generate_pixels(width=100, height=100, num_frames=60): // Click on right side - go forward $state.frame = (prevValue) => prevValue === $state.letters.length - 1 ? 0 : prevValue + 1; } - }""") + }""" + ) }, ["div.text-[120px]", js("$state.letters[$state.frame]")], [ @@ -395,7 +399,8 @@ def evaluate(widget, _e): + Plot.title("Bubble"), cols=3, ) - | Plot.md(""" + | Plot.md( + """ GenStudio provides access to the full Observable Plot API, which includes many plot types: - Basic: line, dot (scatter), area, rect @@ -420,7 +425,8 @@ def evaluate(widget, _e): - Click and drag selection - Animation and transitions - State management between Python and JavaScript -""") +""" + ) ) # # %% @@ -707,10 +713,12 @@ def updateState(widget, _): js("$state.shapes"), { "z": "2", - "stroke": Plot.js("""(d) => { + "stroke": Plot.js( + """(d) => { const colors = ["#ff6b6b", "#4ecdc4", "#45b7d1"]; return colors[d[2]]; - }"""), + }""" + ), "strokeWidth": 2, }, ) @@ -811,4 +819,141 @@ def tabs_view(tabs, contents): ) # # %% +# +# User: Render a 3d spiral point cloud. +# Assistant: +import genstudio.plot as Plot +import numpy as np +from genstudio.scene3d import PointCloud, Scene + +# Create a spiral point cloud +n_points = 1000 +t = np.linspace(0, 10 * np.pi, n_points) +r = t / 30 +x = r * np.cos(t) +y = r * np.sin(t) +z = t / 10 + +# Stack into positions array +positions = np.column_stack([x, y, z]) + +# Create rainbow colors +hue = t / t.max() +colors = np.zeros((n_points, 3)) +colors[:, 0] = np.clip(1.5 - abs(3.0 * hue - 1.5), 0, 1) # Red +colors[:, 1] = np.clip(1.5 - abs(3.0 * hue - 3.0), 0, 1) # Green +colors[:, 2] = np.clip(1.5 - abs(3.0 * hue - 4.5), 0, 1) # Blue + +# Create varying point sizes +sizes = 0.01 + 0.02 * np.sin(t) + +( + Plot.initialState({"hover_point": None}) + | Scene( + PointCloud( + positions, + colors, + sizes, + onHover=Plot.js("(i) => $state.update({hover_point: i})"), + decorations=[ + { + "indexes": Plot.js( + "$state.hover_point ? [$state.hover_point] : []" + ), + "color": [1, 1, 0], # Yellow highlight + "scale": 1.5, # Make highlighted point larger + } + ], + ), + # Set up camera position for good view + { + "defaultCamera": { + "position": [2, 2, 5], + "target": [0, 0, 0], + "up": [0, 0, 1], + } + }, + ) +) +# +# %% +# +# User: I want to visualize an animation of two spheres with opposite growing/shrinking motion, including interactive controls to play/pause the animation and adjust the camera. Show the scene twice (synchronized motion/camera), one with white spheres and one with pink spheres. +# Assistant: +import genstudio.plot as Plot +import numpy as np +from genstudio.scene3d import Ellipsoid, Scene + + +def generate_ellipsoid_frames(n_frames=60): + """Generate frames of two ellipsoids growing/shrinking oppositely.""" + centers_frames = np.repeat( + np.array([[-0.5, 0, 0], [0.5, 0, 0]])[np.newaxis, :, :], n_frames, axis=0 + ) # Centers frames + t = np.linspace(0, 2 * np.pi, n_frames) # Time array + radii_frames = np.stack( + [ + np.stack( + [ + 0.1 + 0.05 * np.sin(t), + 0.1 + 0.05 * np.sin(t), + 0.1 + 0.05 * np.sin(t), + ], + axis=1, + ), + np.stack( + [ + 0.15 - (0.1 + 0.05 * np.sin(t)), + 0.15 - (0.1 + 0.05 * np.sin(t)), + 0.15 - (0.1 + 0.05 * np.sin(t)), + ], + axis=1, + ), + ], + axis=1, + ) # Radii frames + return centers_frames, radii_frames + + +# Generate animation frames +centers, radii = generate_ellipsoid_frames() + +# Create colors (gradient from red to blue) +colors = np.stack([np.linspace(1, 0, 10), np.zeros(10), np.linspace(0, 1, 10)], axis=1) + +ellipsoids = Ellipsoid( + centers=Plot.js("$state.centers[$state.frame]"), + radii=Plot.js("$state.radii[$state.frame]"), + colors=Plot.js("$state.colors"), +) + +camera = { + "camera": Plot.js("$state.camera"), + "onCameraChange": Plot.js("(camera) => $state.update({camera})"), +} + +( + Plot.initialState( + { + "frame": 0, + "centers": centers.reshape(60, -1), # Flatten to (n_frames, n_ellipsoids*3) + "radii": radii.reshape(60, -1), # Flatten to (n_frames, n_ellipsoids*3) + "colors": colors.flatten(), # Flatten to (n_ellipsoids*3,) + "camera": { + "position": [1, 1, 0], # Closer camera position + "target": [0, 0, 0], + "up": [0, 0, 1], + }, + } + ) + | ellipsoids + camera & ellipsoids.merge(color=[1, 0, 1]) + camera + | Plot.Slider( + "frame", + rangeFrom=Plot.js("$state.centers"), + fps=30, + controls=["play"], + ) +) +# +# %% # diff --git a/docs/overrides/stylesheets/custom.css b/docs/overrides/stylesheets/custom.css index c803caa8..d1402301 100644 --- a/docs/overrides/stylesheets/custom.css +++ b/docs/overrides/stylesheets/custom.css @@ -240,8 +240,10 @@ body .jupyter-wrapper .jp-Notebook { } -p { - margin-bottom: 1em; +article { + p { + margin-bottom: 1em; + } } h2.api.api-section { diff --git a/src/genstudio/js/scene3d/camera3d.ts b/src/genstudio/js/scene3d/camera3d.ts index db51a8e2..64008eee 100644 --- a/src/genstudio/js/scene3d/camera3d.ts +++ b/src/genstudio/js/scene3d/camera3d.ts @@ -35,6 +35,7 @@ export const DEFAULT_CAMERA: CameraParams = { }; export function createCameraState(params: CameraParams): CameraState { + params = {...DEFAULT_CAMERA, ...params} const position = glMatrix.vec3.fromValues(...params.position); const target = glMatrix.vec3.fromValues(...params.target); const up = glMatrix.vec3.fromValues(...params.up); diff --git a/src/genstudio/plot.py b/src/genstudio/plot.py index 0c68318b..01e8c507 100644 --- a/src/genstudio/plot.py +++ b/src/genstudio/plot.py @@ -935,7 +935,7 @@ def Slider( range: Optional[Union[int, float, List[Union[int, float]]]] = None, rangeFrom: Any = None, fps: Optional[Union[int, str]] = None, - step: int = 1, + step: int | float = 1, tail: bool = False, loop: bool = True, label: Optional[str] = None, diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index c6f69ef2..5db85426 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -84,17 +84,43 @@ def __radd__(self, other: Dict[str, Any]) -> "Scene": """Allow combining components with + operator when dict is on the left.""" return Scene(self, other) + def merge( + self, new_props: Optional[Dict[str, Any]] = None, **kwargs: Any + ) -> "SceneComponent": + """Return a new SceneComponent with updated properties. + + This method does not modify the current SceneComponent instance. Instead, it creates and returns a *new* SceneComponent instance. + The new instance's properties are derived by merging the properties of the current instance with the provided `new_props` and `kwargs`. + If there are any conflicts in property keys, the values in `kwargs` take precedence over `new_props`, and `new_props` take precedence over the original properties of this SceneComponent. + + Args: + new_props: An optional dictionary of new properties to merge. These properties will override the existing properties of this SceneComponent if there are key conflicts. + **kwargs: Additional keyword arguments representing properties to merge. These properties will take the highest precedence in case of key conflicts, overriding both `new_props` and the existing properties. + + Returns: + A new SceneComponent instance with all properties merged. + """ + merged_props = {**self.props} # Start with existing props + if new_props: + merged_props.update(new_props) # Update with new_props + merged_props.update(kwargs) # Update with kwargs, overriding if necessary + return SceneComponent( + self.type, merged_props + ) # Create and return a new instance + class Scene(Plot.LayoutItem): """A 3D scene visualization component using WebGPU. This class creates an interactive 3D scene that can contain multiple types of components: + - Point clouds - Ellipsoids - Ellipsoid bounds (wireframe) - Cuboids The visualization supports: + - Orbit camera control (left mouse drag) - Pan camera control (shift + left mouse drag or middle mouse drag) - Zoom control (mouse wheel) @@ -320,8 +346,7 @@ def LineBeams( """Create a line beams element. Args: - positions: Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing - the same i value are connected in sequence + positions: Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing the same i value are connected in sequence color: Default RGB color [r,g,b] for all beams if segment_colors not provided radius: Default radius for all beams if segment_radii not provided segment_colors: Array of RGB colors per beam segment (optional) From 891a635c6c96fe895dd54625e49d87aec56cfbaf Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Fri, 31 Jan 2025 15:35:50 +0100 Subject: [PATCH 120/167] cleanup --- esbuild.config.mjs | 3 +- notebooks/color_legend.py | 18 -- notebooks/{points.py => scene3d_points.py} | 0 package.json | 5 - webgl-utils.ts | 51 ----- yarn.lock | 230 +-------------------- 6 files changed, 4 insertions(+), 303 deletions(-) delete mode 100644 notebooks/color_legend.py rename notebooks/{points.py => scene3d_points.py} (100%) delete mode 100644 webgl-utils.ts diff --git a/esbuild.config.mjs b/esbuild.config.mjs index 61675e22..f57a3a9e 100644 --- a/esbuild.config.mjs +++ b/esbuild.config.mjs @@ -1,7 +1,6 @@ import esbuild from 'esbuild' import cssModulesPlugin from "esbuild-css-modules-plugin" import * as importMap from "esbuild-plugin-import-map"; -import {wgsl} from "@use-gpu/wgsl-loader/esbuild"; const args = process.argv.slice(2); const watch = args.includes('--watch'); @@ -11,7 +10,7 @@ const options = { bundle: true, format: 'esm', outfile: 'src/genstudio/js/widget_build.js', - plugins: [wgsl(), cssModulesPlugin()], + plugins: [cssModulesPlugin()], minify: !watch, sourcemap: watch, }; diff --git a/notebooks/color_legend.py b/notebooks/color_legend.py deleted file mode 100644 index a73109c1..00000000 --- a/notebooks/color_legend.py +++ /dev/null @@ -1,18 +0,0 @@ -import genstudio.plot as Plot -import numpy as np - - -points = np.random.rand(100, 3) - -Plot.plot( - { - "marks": [Plot.dot(points, fill="2")], - "color": {"legend": True, "label": "My Title"}, - } -) - -# equivalent: -( - Plot.dot(points, x="0", y="1", fill="2") - + {"color": {"legend": True, "label": "My Title"}} -) diff --git a/notebooks/points.py b/notebooks/scene3d_points.py similarity index 100% rename from notebooks/points.py rename to notebooks/scene3d_points.py diff --git a/package.json b/package.json index 49d822bc..17cf3c03 100644 --- a/package.json +++ b/package.json @@ -28,14 +28,9 @@ "@twind/preset-typography": "^1.0.7", "@types/react": "^19.0.4", "@types/react-dom": "^19.0.2", - "@use-gpu/react": "^0.12.0", - "@use-gpu/webgpu": "^0.12.0", - "@use-gpu/wgsl-loader": "^0.12.0", - "@use-gpu/workbench": "^0.12.0", "bylight": "^1.0.5", "d3": "^7.9.0", "esbuild-plugin-import-map": "^2.1.0", - "esbuild-plugin-wasm": "^1.1.0", "gl-matrix": "^3.4.3", "katex": "^0.16.11", "markdown-it": "^14.1.0", diff --git a/webgl-utils.ts b/webgl-utils.ts deleted file mode 100644 index 869f8596..00000000 --- a/webgl-utils.ts +++ /dev/null @@ -1,51 +0,0 @@ -export function createShader( - gl: WebGL2RenderingContext, - type: number, - source: string -): WebGLShader | null { - const shader = gl.createShader(type); - if (!shader) { - console.error('Failed to create shader'); - return null; - } - - gl.shaderSource(shader, source); - gl.compileShader(shader); - - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - console.error( - 'Shader compile error:', - gl.getShaderInfoLog(shader), - '\nSource:', - source - ); - gl.deleteShader(shader); - return null; - } - - return shader; -} - -export function createProgram( - gl: WebGL2RenderingContext, - vertexSource: string, - fragmentSource: string -): WebGLProgram { - const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource)!; - const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)!; - - const program = gl.createProgram()!; - gl.attachShader(program, vertexShader); - gl.attachShader(program, fragmentShader); - gl.linkProgram(program); - - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - console.error('Program link error:', gl.getProgramInfoLog(program)); - gl.deleteProgram(program); - throw new Error('Failed to link WebGL program'); - } - - return program; -} - -// These WebGL-specific utilities are no longer needed and can be removed. diff --git a/yarn.lock b/yarn.lock index 2f4d0d4a..e6cea3e5 100644 --- a/yarn.lock +++ b/yarn.lock @@ -312,26 +312,6 @@ "@lumino/properties" "^2.0.1" "@lumino/signaling" "^2.1.2" -"@lezer/common@^1.0.0", "@lezer/common@^1.1.0": - version "1.2.3" - resolved "https://registry.yarnpkg.com/@lezer/common/-/common-1.2.3.tgz#138fcddab157d83da557554851017c6c1e5667fd" - 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version "5.2.3" - resolved "https://registry.yarnpkg.com/@types/command-line-args/-/command-line-args-5.2.3.tgz#553ce2fd5acf160b448d307649b38ffc60d39639" - integrity sha512-uv0aG6R0Y8WHZLTamZwtfsDLVRnOa+n+n5rEvFWL5Na5gZ8V2Teab/duDPFzIIIhs9qizDpcavCusCLJZu62Kw== - "@types/estree@1.0.5", "@types/estree@^1.0.0": version "1.0.5" resolved "https://registry.yarnpkg.com/@types/estree/-/estree-1.0.5.tgz#a6ce3e556e00fd9895dd872dd172ad0d4bd687f4" @@ -693,11 +668,6 @@ dependencies: "@types/sizzle" "*" -"@types/json-schema@^7.0.8": - version "7.0.15" - resolved "https://registry.yarnpkg.com/@types/json-schema/-/json-schema-7.0.15.tgz#596a1747233694d50f6ad8a7869fcb6f56cf5841" - integrity sha512-5+fP8P8MFNC+AyZCDxrB2pkZFPGzqQWUzpSeuuVLvm8VMcorNYavBqoFcxK8bQz4Qsbn4oUEEem4wDLfcysGHA== - "@types/lodash@^4.14.134": version "4.17.5" resolved "https://registry.yarnpkg.com/@types/lodash/-/lodash-4.17.5.tgz#e6c29b58e66995d57cd170ce3e2a61926d55ee04" @@ -725,107 +695,6 @@ resolved "https://registry.yarnpkg.com/@types/underscore/-/underscore-1.11.15.tgz#29c776daecf6f1935da9adda17509686bf979947" integrity sha512-HP38xE+GuWGlbSRq9WrZkousaQ7dragtZCruBVMi0oX1migFZavZ3OROKHSkNp/9ouq82zrWtZpg18jFnVN96g== -"@use-gpu/core@^0.12.0": - 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lodash "^4.17.21" - lru-cache "^6.0.0" - "@vitest/expect@2.0.5": version "2.0.5" resolved "https://registry.yarnpkg.com/@vitest/expect/-/expect-2.0.5.tgz#f3745a6a2c18acbea4d39f5935e913f40d26fa86" @@ -889,21 +758,6 @@ agent-base@^7.0.2, agent-base@^7.1.0: dependencies: debug "^4.3.4" -ajv-keywords@^3.5.2: - version "3.5.2" - resolved "https://registry.yarnpkg.com/ajv-keywords/-/ajv-keywords-3.5.2.tgz#31f29da5ab6e00d1c2d329acf7b5929614d5014d" - integrity sha512-5p6WTN0DdTGVQk6VjcEju19IgaHudalcfabD7yhDGeA6bcQnmL+CpveLJq/3hvfwd1aof6L386Ougkx6RfyMIQ== - -ajv@^6.12.5: - version "6.12.6" - resolved "https://registry.yarnpkg.com/ajv/-/ajv-6.12.6.tgz#baf5a62e802b07d977034586f8c3baf5adf26df4" - integrity sha512-j3fVLgvTo527anyYyJOGTYJbG+vnnQYvE0m5mmkc1TK+nxAppkCLMIL0aZ4dblVCNoGShhm+kzE4ZUykBoMg4g== - dependencies: - fast-deep-equal "^3.1.1" - fast-json-stable-stringify "^2.0.0" - json-schema-traverse "^0.4.1" - uri-js "^4.2.2" - ajv@^8.12.0: version "8.16.0" resolved "https://registry.yarnpkg.com/ajv/-/ajv-8.16.0.tgz#22e2a92b94f005f7e0f9c9d39652ef0b8f6f0cb4" @@ -978,11 +832,6 @@ aria-query@5.3.0, aria-query@^5.0.0: dependencies: dequal "^2.0.3" -array-back@^6.2.2: - version "6.2.2" - resolved "https://registry.yarnpkg.com/array-back/-/array-back-6.2.2.tgz#f567d99e9af88a6d3d2f9dfcc21db6f9ba9fd157" - integrity sha512-gUAZ7HPyb4SJczXAMUXMGAvI976JoK3qEx9v1FTmeYuJj0IBiaKttG1ydtGKdkfqWkIkouke7nG8ufGy77+Cvw== - array-buffer-byte-length@^1.0.1: version "1.0.1" resolved "https://registry.yarnpkg.com/array-buffer-byte-length/-/array-buffer-byte-length-1.0.1.tgz#1e5583ec16763540a27ae52eed99ff899223568f" @@ -1181,16 +1030,6 @@ combined-stream@^1.0.8: dependencies: delayed-stream "~1.0.0" -command-line-args@^6.0.0: - version "6.0.1" - resolved "https://registry.yarnpkg.com/command-line-args/-/command-line-args-6.0.1.tgz#cbd1efb4f72b285dbd54bde9a8585c2d9694b070" - integrity sha512-Jr3eByUjqyK0qd8W0SGFW1nZwqCaNCtbXjRo2cRJC1OYxWl3MZ5t1US3jq+cO4sPavqgw4l9BMGX0CBe+trepg== - dependencies: - array-back "^6.2.2" - find-replace "^5.0.2" - lodash.camelcase "^4.3.0" - typical "^7.2.0" - commander@7: version "7.2.0" resolved "https://registry.yarnpkg.com/commander/-/commander-7.2.0.tgz#a36cb57d0b501ce108e4d20559a150a391d97ab7" @@ -1637,11 +1476,6 @@ dom-accessibility-api@^0.6.3: resolved "https://registry.yarnpkg.com/dom-accessibility-api/-/dom-accessibility-api-0.6.3.tgz#993e925cc1d73f2c662e7d75dd5a5445259a8fd8" integrity sha512-7ZgogeTnjuHbo+ct10G9Ffp0mif17idi0IyWNVA/wcwcm7NPOD/WEHVP3n7n3MhXqxoIYm8d6MuZohYWIZ4T3w== -earcut@^2.2.4: - version "2.2.4" - resolved "https://registry.yarnpkg.com/earcut/-/earcut-2.2.4.tgz#6d02fd4d68160c114825d06890a92ecaae60343a" - integrity sha512-/pjZsA1b4RPHbeWZQn66SWS8nZZWLQQ23oE3Eam7aroEFGEvwKAsJfZ9ytiEMycfzXWpca4FA9QIOehf7PocBQ== - eastasianwidth@^0.2.0: version "0.2.0" resolved "https://registry.yarnpkg.com/eastasianwidth/-/eastasianwidth-0.2.0.tgz#696ce2ec0aa0e6ea93a397ffcf24aa7840c827cb" @@ -1771,11 +1605,6 @@ esbuild-plugin-import-map@^2.1.0: resolved "https://registry.yarnpkg.com/esbuild-plugin-import-map/-/esbuild-plugin-import-map-2.1.0.tgz#3c3d2a350d6109f3e4b4a97dd6fae9eeaeca61d5" integrity sha512-rlI9H8f1saIqYEUNHxDmIMGZZFroANyD6q3Aht6aXyOq/aOdO6jp5VFF1+n3o9AUe+wAtQcn93Wv1Vuj9na0hg== -esbuild-plugin-wasm@^1.1.0: - version "1.1.0" - resolved "https://registry.yarnpkg.com/esbuild-plugin-wasm/-/esbuild-plugin-wasm-1.1.0.tgz#062c0e62c266e94165c66ebcbb5852a1cdbfd7cd" - integrity sha512-0bQ6+1tUbySSnxzn5jnXHMDvYnT0cN/Wd4Syk8g/sqAIJUg7buTIi22svS3Qz6ssx895NT+TgLPb33xi1OkZig== - esbuild@^0.21.3, esbuild@^0.21.5: version "0.21.5" resolved "https://registry.yarnpkg.com/esbuild/-/esbuild-0.21.5.tgz#9ca301b120922959b766360d8ac830da0d02997d" @@ -1832,7 +1661,7 @@ execa@^8.0.1: signal-exit "^4.1.0" strip-final-newline "^3.0.0" -fast-deep-equal@^3.1.1, fast-deep-equal@^3.1.3: +fast-deep-equal@^3.1.3: version "3.1.3" resolved "https://registry.yarnpkg.com/fast-deep-equal/-/fast-deep-equal-3.1.3.tgz#3a7d56b559d6cbc3eb512325244e619a65c6c525" integrity sha512-f3qQ9oQy9j2AhBe/H9VC91wLmKBCCU/gDOnKNAYG5hswO7BLKj09Hc5HYNz9cGI++xlpDCIgDaitVs03ATR84Q== @@ -1848,11 +1677,6 @@ fast-glob@^3.3.0: merge2 "^1.3.0" micromatch "^4.0.4" -fast-json-stable-stringify@^2.0.0: - version "2.1.0" - resolved "https://registry.yarnpkg.com/fast-json-stable-stringify/-/fast-json-stable-stringify-2.1.0.tgz#874bf69c6f404c2b5d99c481341399fd55892633" - integrity sha512-lhd/wF+Lk98HZoTCtlVraHtfh5XYijIjalXck7saUtuanSDyLMxnHhSXEDJqHxD7msR8D0uCmqlkwjCV8xvwHw== - fastq@^1.6.0: version "1.17.1" resolved "https://registry.yarnpkg.com/fastq/-/fastq-1.17.1.tgz#2a523f07a4e7b1e81a42b91b8bf2254107753b47" @@ -1867,11 +1691,6 @@ fill-range@^7.1.1: dependencies: to-regex-range "^5.0.1" -find-replace@^5.0.2: - version "5.0.2" - resolved "https://registry.yarnpkg.com/find-replace/-/find-replace-5.0.2.tgz#fe27ff0be05975aef6fc679c1139bbabea564e26" - integrity sha512-Y45BAiE3mz2QsrN2fb5QEtO4qb44NcS7en/0y9PEVsg351HsLeVclP8QPMH79Le9sH3rs5RSwJu99W0WPZO43Q== - for-each@^0.3.3: version "0.3.3" resolved "https://registry.yarnpkg.com/for-each/-/for-each-0.3.3.tgz#69b447e88a0a5d32c3e7084f3f1710034b21376e" @@ -1951,7 +1770,7 @@ get-symbol-description@^1.0.2: es-errors "^1.3.0" get-intrinsic "^1.2.4" -gl-matrix@^3.3.0, gl-matrix@^3.4.3: +gl-matrix@^3.4.3: version "3.4.3" resolved "https://registry.yarnpkg.com/gl-matrix/-/gl-matrix-3.4.3.tgz#fc1191e8320009fd4d20e9339595c6041ddc22c9" integrity sha512-wcCp8vu8FT22BnvKVPjXa/ICBWRq/zjFfdofZy1WSpQZpphblv12/bOQLBC1rMM7SGOFS9ltVmKOHil5+Ml7gA== @@ -2354,11 +2173,6 @@ json-schema-merge-allof@^0.8.1: json-schema-compare "^0.2.2" lodash "^4.17.20" -json-schema-traverse@^0.4.1: - version "0.4.1" - resolved "https://registry.yarnpkg.com/json-schema-traverse/-/json-schema-traverse-0.4.1.tgz#69f6a87d9513ab8bb8fe63bdb0979c448e684660" - integrity sha512-xbbCH5dCYU5T8LcEhhuh7HJ88HXuW3qsI3Y0zOZFKfZEHcpWiHU/Jxzk629Brsab/mMiHQti9wMP+845RPe3Vg== - json-schema-traverse@^1.0.0: version "1.0.0" resolved "https://registry.yarnpkg.com/json-schema-traverse/-/json-schema-traverse-1.0.0.tgz#ae7bcb3656ab77a73ba5c49bf654f38e6b6860e2" @@ -2493,11 +2307,6 @@ lodash-es@^4.17.21: resolved "https://registry.yarnpkg.com/lodash-es/-/lodash-es-4.17.21.tgz#43e626c46e6591b7750beb2b50117390c609e3ee" integrity sha512-mKnC+QJ9pWVzv+C4/U3rRsHapFfHvQFoFB92e52xeyGMcX6/OlIl78je1u8vePzYZSkkogMPJ2yjxxsb89cxyw== -lodash.camelcase@^4.3.0: - version "4.3.0" - resolved "https://registry.yarnpkg.com/lodash.camelcase/-/lodash.camelcase-4.3.0.tgz#b28aa6288a2b9fc651035c7711f65ab6190331a6" - integrity sha512-TwuEnCnxbc3rAvhf/LbG7tJUDzhqXyFnv3dtzLOPgCG/hODL7WFnsbwktkD7yUV0RrreP/l1PALq/YSg6VvjlA== - lodash.castarray@^4.4.0: version "4.4.0" resolved "https://registry.yarnpkg.com/lodash.castarray/-/lodash.castarray-4.4.0.tgz#c02513515e309daddd4c24c60cfddcf5976d9115" @@ -2537,13 +2346,6 @@ lru-cache@^10.2.0: resolved "https://registry.yarnpkg.com/lru-cache/-/lru-cache-10.4.3.tgz#410fc8a17b70e598013df257c2446b7f3383f119" integrity sha512-JNAzZcXrCt42VGLuYz0zfAzDfAvJWW6AfYlDBQyDV5DClI2m5sAmK+OIO7s59XfsRsWHp02jAJrRadPRGTt6SQ== -lru-cache@^6.0.0: - version "6.0.0" - resolved "https://registry.yarnpkg.com/lru-cache/-/lru-cache-6.0.0.tgz#6d6fe6570ebd96aaf90fcad1dafa3b2566db3a94" - integrity sha512-Jo6dJ04CmSjuznwJSS3pUeWmd/H0ffTlkXXgwZi+eq1UCmqQwCh+eLsYOYCwY991i2Fah4h1BEMCx4qThGbsiA== - dependencies: - yallist "^4.0.0" - lz-string@^1.5.0: version "1.5.0" resolved "https://registry.yarnpkg.com/lz-string/-/lz-string-1.5.0.tgz#c1ab50f77887b712621201ba9fd4e3a6ed099941" @@ -2556,13 +2358,6 @@ magic-string@^0.30.10: dependencies: "@jridgewell/sourcemap-codec" "^1.5.0" -magic-string@^0.30.11: - version "0.30.17" - resolved "https://registry.yarnpkg.com/magic-string/-/magic-string-0.30.17.tgz#450a449673d2460e5bbcfba9a61916a1714c7453" - integrity sha512-sNPKHvyjVf7gyjwS4xGTaW/mCnF8wnjtifKBEhxfZ7E/S8tQ0rssrwGNn6q8JH/ohItJfSQp9mBtQYuTlH5QnA== - dependencies: - "@jridgewell/sourcemap-codec" "^1.5.0" - markdown-it@^14.1.0: version "14.1.0" resolved "https://registry.yarnpkg.com/markdown-it/-/markdown-it-14.1.0.tgz#3c3c5992883c633db4714ccb4d7b5935d98b7d45" @@ -3177,15 +2972,6 @@ scheduler@^0.23.2: dependencies: loose-envify "^1.1.0" -schema-utils@^3.1.1: - version "3.3.0" - resolved "https://registry.yarnpkg.com/schema-utils/-/schema-utils-3.3.0.tgz#f50a88877c3c01652a15b622ae9e9795df7a60fe" - integrity sha512-pN/yOAvcC+5rQ5nERGuwrjLlYvLTbCibnZ1I7B1LaiAz9BRBlE9GMgE/eqV30P7aJQUf7Ddimy/RsbYO/GrVGg== - dependencies: - "@types/json-schema" "^7.0.8" - ajv "^6.12.5" - ajv-keywords "^3.5.2" - "semver@2 || 3 || 4 || 5", semver@^5.5.0: version "5.7.2" resolved "https://registry.yarnpkg.com/semver/-/semver-5.7.2.tgz#48d55db737c3287cd4835e17fa13feace1c41ef8" @@ -3588,11 +3374,6 @@ typed-array-length@^1.0.6: is-typed-array "^1.1.13" possible-typed-array-names "^1.0.0" -typical@^7.2.0: - version "7.3.0" - resolved "https://registry.yarnpkg.com/typical/-/typical-7.3.0.tgz#930376be344228709f134613911fa22aa09617a4" - integrity sha512-ya4mg/30vm+DOWfBg4YK3j2WD6TWtRkCbasOJr40CseYENzCUby/7rIvXA99JGsQHeNxLbnXdyLLxKSv3tauFw== - uc.micro@^2.0.0, uc.micro@^2.1.0: version "2.1.0" resolved "https://registry.yarnpkg.com/uc.micro/-/uc.micro-2.1.0.tgz#f8d3f7d0ec4c3dea35a7e3c8efa4cb8b45c9e7ee" @@ -3618,7 +3399,7 @@ universalify@^0.2.0: resolved "https://registry.yarnpkg.com/universalify/-/universalify-0.2.0.tgz#6451760566fa857534745ab1dde952d1b1761be0" integrity sha512-CJ1QgKmNg3CwvAv/kOFmtnEN05f0D/cn9QntgNOQlQF9dgvVTHj3t+8JPdjqawCHk7V/KA+fbUqzZ9XWhcqPUg== -uri-js@^4.2.2, uri-js@^4.4.1: +uri-js@^4.4.1: version "4.4.1" resolved "https://registry.yarnpkg.com/uri-js/-/uri-js-4.4.1.tgz#9b1a52595225859e55f669d928f88c6c57f2a77e" integrity sha512-7rKUyy33Q1yc98pQ1DAmLtwX109F7TIfWlW1Ydo8Wl1ii1SeHieeh0HHfPeL2fMXK6z0s8ecKs9frCuLJvndBg== @@ -3849,11 +3630,6 @@ y-protocols@^1.0.5: dependencies: lib0 "^0.2.85" -yallist@^4.0.0: - version "4.0.0" - resolved "https://registry.yarnpkg.com/yallist/-/yallist-4.0.0.tgz#9bb92790d9c0effec63be73519e11a35019a3a72" - integrity sha512-3wdGidZyq5PB084XLES5TpOSRA3wjXAlIWMhum2kRcv/41Sn2emQ0dycQW4uZXLejwKvg6EsvbdlVL+FYEct7A== - yaml@^2.3.4: version "2.6.0" resolved "https://registry.yarnpkg.com/yaml/-/yaml-2.6.0.tgz#14059ad9d0b1680d0f04d3a60fe00f3a857303c3" From 2ae11752ec3c995a95ff70839314cc4c4b0cfedd Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 1 Feb 2025 13:57:33 +0100 Subject: [PATCH 121/167] fix controls --- src/genstudio/js/api.jsx | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/genstudio/js/api.jsx b/src/genstudio/js/api.jsx index 463bfe08..cc40bdfa 100644 --- a/src/genstudio/js/api.jsx +++ b/src/genstudio/js/api.jsx @@ -85,11 +85,10 @@ export const Slider = mobxReact.observer( style } = options; // Set default controls based on fps - if (controls === undefined) { + if (!controls) { controls = fps ? ["slider", "play"] : ["slider"]; - } else if (controls === false) { - controls = []; } + controls = controls || [] if (options.showSlider === false) { controls = controls.filter(control => control !== "slider"); } From e1b096f2d024b8710976b31a79d4e64f8bbe9bfa Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 1 Feb 2025 20:11:59 +0100 Subject: [PATCH 122/167] single draw for each component type --- notebooks/scene3d_ripple.py | 2 +- src/genstudio/js/scene3d/impl3d.tsx | 232 +++++++++++++++++----------- 2 files changed, 143 insertions(+), 91 deletions(-) diff --git a/notebooks/scene3d_ripple.py b/notebooks/scene3d_ripple.py index 4c4ce322..0505e168 100644 --- a/notebooks/scene3d_ripple.py +++ b/notebooks/scene3d_ripple.py @@ -7,7 +7,7 @@ # ----------------- 1) Ripple Grid (Point Cloud) ----------------- -def create_ripple_grid(n_x=200, n_y=200, n_frames=60): +def create_ripple_grid(n_x=250, n_y=250, n_frames=60): """Create frames of a 2D grid of points in the XY plane with sinusoidal ripple over time. Returns: diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 05b42d36..822ef917 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -2186,88 +2186,121 @@ export function SceneInner({ if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - // Calculate required buffer sizes - const { renderSize, pickingSize } = calculateBufferSize(components); + // Pre-allocate arrays for each primitive type + const typeArrays = new Map(); + + // Single pass through components to collect all information + components.forEach((comp, idx) => { + const type = comp.type; + const spec = primitiveRegistry[type]; + if (!spec) return; + + const count = spec.getCount(comp); + if (count === 0) return; + + const renderData = spec.buildRenderData(comp); + if (!renderData) return; + + const stride = Math.ceil(renderData.length / count) * 4; + const size = stride * count; + + let typeInfo = typeArrays.get(type); + if (!typeInfo) { + typeInfo = { + totalCount: 0, + totalSize: 0, + components: [], + indices: [], + offsets: [], + counts: [] + }; + typeArrays.set(type, typeInfo); + } + + typeInfo.components.push(comp); + typeInfo.indices.push(idx); + typeInfo.offsets.push(typeInfo.totalSize); + typeInfo.counts.push(count); + typeInfo.totalCount += count; + typeInfo.totalSize += size; + }); + + // Calculate total buffer size needed + let totalRenderSize = 0; + typeArrays.forEach(info => { + totalRenderSize += info.totalSize; + }); // Create or recreate dynamic buffers if needed if (!gpuRef.current.dynamicBuffers || - gpuRef.current.dynamicBuffers.renderBuffer.size < renderSize || - gpuRef.current.dynamicBuffers.pickingBuffer.size < pickingSize) { - - // Cleanup old buffers if they exist + gpuRef.current.dynamicBuffers.renderBuffer.size < totalRenderSize) { if (gpuRef.current.dynamicBuffers) { gpuRef.current.dynamicBuffers.renderBuffer.destroy(); gpuRef.current.dynamicBuffers.pickingBuffer.destroy(); } - - gpuRef.current.dynamicBuffers = createDynamicBuffers(device, renderSize, pickingSize); + gpuRef.current.dynamicBuffers = createDynamicBuffers( + device, + totalRenderSize, + totalRenderSize // Use same size for picking buffer for simplicity + ); } const dynamicBuffers = gpuRef.current.dynamicBuffers!; - // Reset buffer offsets - dynamicBuffers.renderOffset = 0; - dynamicBuffers.pickingOffset = 0; + // Reset buffer offsets + dynamicBuffers.renderOffset = 0; + dynamicBuffers.pickingOffset = 0; - // Initialize componentBaseId array - gpuRef.current.componentBaseId = []; - - // Build ID mapping - buildComponentIdMapping(components); + // Initialize componentBaseId array and build ID mapping + gpuRef.current.componentBaseId = new Array(components.length).fill(0); + buildComponentIdMapping(components); const validRenderObjects: RenderObject[] = []; - components.forEach((elem, i) => { - const spec = primitiveRegistry[elem.type]; - if(!spec) { - console.warn(`Unknown primitive type: ${elem.type}`); - return; - } + // Create render objects and write buffer data in a single pass + typeArrays.forEach((typeInfo, type) => { + const spec = primitiveRegistry[type]; + if (!spec) return; try { - const count = spec.getCount(elem); - if (count === 0) { - console.warn(`Component ${i} (${elem.type}) has no instances`); - return; - } + const renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; - const renderData = spec.buildRenderData(elem); - if (!renderData) { - console.warn(`Failed to build render data for component ${i} (${elem.type})`); - return; - } - - let renderOffset = 0; - let stride = 0; - if(renderData.length > 0) { - renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; - // Calculate stride based on float count (4 bytes per float) - const floatsPerInstance = renderData.length / count; - stride = Math.ceil(floatsPerInstance) * 4; + // Write each component's data directly to final position + typeInfo.components.forEach((comp, i) => { + const renderData = spec.buildRenderData(comp); + if (!renderData) return; device.queue.writeBuffer( dynamicBuffers.renderBuffer, - renderOffset, + renderOffset + typeInfo.offsets[i], renderData.buffer, renderData.byteOffset, renderData.byteLength ); - dynamicBuffers.renderOffset = renderOffset + (stride * count); - } + }); + // Create pipeline once for this type const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); - if (!pipeline) { - console.warn(`Failed to create pipeline for component ${i} (${elem.type})`); - return; - } + if (!pipeline) return; + + // Create single render object for all instances of this type + const geometryResource = getGeometryResource(resources, type); + const stride = Math.ceil( + spec.buildRenderData(typeInfo.components[0])!.length / typeInfo.counts[0] + ) * 4; - // Create render object directly instead of using createRenderObject - const geometryResource = getGeometryResource(resources, elem.type); const renderObject: RenderObject = { pipeline, pickingPipeline: undefined, vertexBuffers: [ geometryResource.vb, - { // Pass buffer info for instances + { buffer: dynamicBuffers.renderBuffer, offset: renderOffset, stride: stride @@ -2275,22 +2308,19 @@ export function SceneInner({ ], indexBuffer: geometryResource.ib, indexCount: geometryResource.indexCount, - instanceCount: count, + instanceCount: typeInfo.totalCount, pickingVertexBuffers: [undefined, undefined] as [GPUBuffer | undefined, BufferInfo | undefined], pickingDataStale: true, - componentIndex: i + componentIndex: typeInfo.indices[0] }; - if (!renderObject.vertexBuffers || renderObject.vertexBuffers.length !== 2) { - console.warn(`Invalid vertex buffers for component ${i} (${elem.type})`); - return; - } - validRenderObjects.push(renderObject); + dynamicBuffers.renderOffset = renderOffset + typeInfo.totalSize; + } catch (error) { - console.error(`Error creating render object for component ${i} (${elem.type}):`, error); + console.error(`Error creating render object for type ${type}:`, error); } - }); + }); return validRenderObjects; } @@ -2797,55 +2827,77 @@ function isValidRenderObject(ro: RenderObject): ro is Required c.type === type); + const startIndex = components.findIndex(c => c.type === type); - // Ensure dynamic buffers exist - if (!gpuRef.current.dynamicBuffers) { - gpuRef.current.dynamicBuffers = createDynamicBuffers(device, renderSize, pickingSize); - } - const dynamicBuffers = gpuRef.current.dynamicBuffers!; + // Calculate total instance count and collect picking data + let totalCount = 0; + const pickingDatas: Float32Array[] = []; + const instanceCounts: number[] = []; + + sameTypeComponents.forEach((comp, idx) => { + const spec = primitiveRegistry[comp.type]; + if (!spec) return; - const spec = primitiveRegistry[component.type]; - if (!spec) return; + const count = spec.getCount(comp); + if (count === 0) return; - // Build picking data - const pickData = spec.buildPickingData(component, gpuRef.current.componentBaseId[renderObject.componentIndex]); - if (pickData && pickData.length > 0) { - const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 4) * 4; - // Calculate stride based on float count (4 bytes per float) - const floatsPerInstance = pickData.length / renderObject.instanceCount!; - const stride = Math.ceil(floatsPerInstance) * 4; // Align to 4 bytes + const pickData = spec.buildPickingData(comp, gpuRef.current!.componentBaseId[startIndex + idx]); + if (!pickData) return; - device.queue.writeBuffer( - dynamicBuffers.pickingBuffer, - pickingOffset, + pickingDatas.push(pickData); + instanceCounts.push(count); + totalCount += count; + }); + + if (totalCount === 0) return; + + // Calculate stride based on first component + const floatsPerInstance = pickingDatas[0].length / instanceCounts[0]; + const stride = Math.ceil(floatsPerInstance) * 4; + + // Allocate space in buffer + const pickingOffset = Math.ceil(gpuRef.current.dynamicBuffers!.pickingOffset / 4) * 4; + + // Copy all picking data into single buffer + let currentOffset = pickingOffset; + pickingDatas.forEach((pickData, idx) => { + device.queue.writeBuffer( + gpuRef.current!.dynamicBuffers!.pickingBuffer, + currentOffset, pickData.buffer, pickData.byteOffset, pickData.byteLength - ); + ); + currentOffset += stride * instanceCounts[idx]; + }); + + // Update picking offset + gpuRef.current.dynamicBuffers!.pickingOffset = currentOffset; - // Set picking buffers with offset info - const geometryVB = renderObject.vertexBuffers[0]; + // Set picking buffers with offset info + const geometryVB = renderObject.vertexBuffers[0]; renderObject.pickingVertexBuffers = [ - geometryVB, + geometryVB, { - buffer: dynamicBuffers.pickingBuffer, + buffer: gpuRef.current.dynamicBuffers!.pickingBuffer, offset: pickingOffset, - stride: stride + stride: stride } ]; - dynamicBuffers.pickingOffset = pickingOffset + (stride * renderObject.instanceCount!); - } - // Get picking pipeline - renderObject.pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); + const spec = primitiveRegistry[type]; + if (spec) { + renderObject.pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); + } - // Copy over index buffer and counts from render object + // Copy over index buffer and counts renderObject.pickingIndexBuffer = renderObject.indexBuffer; renderObject.pickingIndexCount = renderObject.indexCount; - renderObject.pickingInstanceCount = renderObject.instanceCount; + renderObject.pickingInstanceCount = totalCount; renderObject.pickingDataStale = false; }, [components, buildComponentIdMapping]); From cb9dfcf08e5b4ac30861f77b4b0ee2f5df80840b Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 1 Feb 2025 20:31:39 +0100 Subject: [PATCH 123/167] unified data collection --- src/genstudio/js/scene3d/impl3d.tsx | 265 ++++++++++++---------------- 1 file changed, 114 insertions(+), 151 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 822ef917..1d250480 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -2120,83 +2120,23 @@ export function SceneInner({ }); }, []); - // Fix the calculateBufferSize function - function calculateBufferSize(components: ComponentConfig[]): { renderSize: number, pickingSize: number } { - let renderSize = 0; - let pickingSize = 0; - - components.forEach(elem => { - const spec = primitiveRegistry[elem.type]; - if (!spec) return; - - const count = spec.getCount(elem); - const renderData = spec.buildRenderData(elem); - const pickData = spec.buildPickingData(elem, 0); - - if (renderData) { - // Calculate stride and ensure it's aligned to 4 bytes - const floatsPerInstance = renderData.length / count; - const renderStride = Math.ceil(floatsPerInstance) * 4; - // Add to total size (not max) - const alignedSize = renderStride * count; - renderSize += alignedSize; - } - - if (pickData) { - // Calculate stride and ensure it's aligned to 4 bytes - const floatsPerInstance = pickData.length / count; - const pickStride = Math.ceil(floatsPerInstance) * 4; - // Add to total size (not max) - const alignedSize = pickStride * count; - pickingSize += alignedSize; - } - }); - - // Add generous padding (100%) and align to 4 bytes - renderSize = Math.ceil((renderSize * 2) / 4) * 4; - pickingSize = Math.ceil((pickingSize * 2) / 4) * 4; - - return { renderSize, pickingSize }; - } - - // Modify createDynamicBuffers to take specific sizes - function createDynamicBuffers(device: GPUDevice, renderSize: number, pickingSize: number) { - const renderBuffer = device.createBuffer({ - size: renderSize, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - mappedAtCreation: false - }); - - const pickingBuffer = device.createBuffer({ - size: pickingSize, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - mappedAtCreation: false - }); - - return { - renderBuffer, - pickingBuffer, - renderOffset: 0, - pickingOffset: 0 - }; - } - - // Update buildRenderObjects to use correct stride calculation - function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { - if(!gpuRef.current) return []; - const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - - // Pre-allocate arrays for each primitive type + // Helper to collect and organize component data by type + function collectTypeData( + components: ComponentConfig[], + getData: (comp: ComponentConfig, spec: PrimitiveSpec) => T | null, + getSize: (data: T, count: number) => number + ) { const typeArrays = new Map(); - // Single pass through components to collect all information + // Single pass through components components.forEach((comp, idx) => { const type = comp.type; const spec = primitiveRegistry[type]; @@ -2205,11 +2145,10 @@ export function SceneInner({ const count = spec.getCount(comp); if (count === 0) return; - const renderData = spec.buildRenderData(comp); - if (!renderData) return; + const data = getData(comp, spec); + if (!data) return; - const stride = Math.ceil(renderData.length / count) * 4; - const size = stride * count; + const size = getSize(data, count); let typeInfo = typeArrays.get(type); if (!typeInfo) { @@ -2219,7 +2158,8 @@ export function SceneInner({ components: [], indices: [], offsets: [], - counts: [] + counts: [], + datas: [] }; typeArrays.set(type, typeInfo); } @@ -2228,10 +2168,51 @@ export function SceneInner({ typeInfo.indices.push(idx); typeInfo.offsets.push(typeInfo.totalSize); typeInfo.counts.push(count); + typeInfo.datas.push(data); typeInfo.totalCount += count; typeInfo.totalSize += size; }); + return typeArrays; + } + + // Create dynamic buffers helper + function createDynamicBuffers(device: GPUDevice, renderSize: number, pickingSize: number) { + const renderBuffer = device.createBuffer({ + size: renderSize, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + mappedAtCreation: false + }); + + const pickingBuffer = device.createBuffer({ + size: pickingSize, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + mappedAtCreation: false + }); + + return { + renderBuffer, + pickingBuffer, + renderOffset: 0, + pickingOffset: 0 + }; + } + + // Update buildRenderObjects to use the helper + function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { + if(!gpuRef.current) return []; + const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; + + // Collect render data using helper + const typeArrays = collectTypeData( + components, + (comp, spec) => spec.buildRenderData(comp), + (data, count) => { + const stride = Math.ceil(data.length / count) * 4; + return stride * count; + } + ); + // Calculate total buffer size needed let totalRenderSize = 0; typeArrays.forEach(info => { @@ -2248,7 +2229,7 @@ export function SceneInner({ gpuRef.current.dynamicBuffers = createDynamicBuffers( device, totalRenderSize, - totalRenderSize // Use same size for picking buffer for simplicity + totalRenderSize ); } const dynamicBuffers = gpuRef.current.dynamicBuffers!; @@ -2263,7 +2244,7 @@ export function SceneInner({ const validRenderObjects: RenderObject[] = []; - // Create render objects and write buffer data in a single pass + // Create render objects and write buffer data typeArrays.forEach((typeInfo, type) => { const spec = primitiveRegistry[type]; if (!spec) return; @@ -2272,16 +2253,13 @@ export function SceneInner({ const renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; // Write each component's data directly to final position - typeInfo.components.forEach((comp, i) => { - const renderData = spec.buildRenderData(comp); - if (!renderData) return; - + typeInfo.datas.forEach((data, i) => { device.queue.writeBuffer( dynamicBuffers.renderBuffer, renderOffset + typeInfo.offsets[i], - renderData.buffer, - renderData.byteOffset, - renderData.byteLength + data.buffer, + data.byteOffset, + data.byteLength ); }); @@ -2292,7 +2270,7 @@ export function SceneInner({ // Create single render object for all instances of this type const geometryResource = getGeometryResource(resources, type); const stride = Math.ceil( - spec.buildRenderData(typeInfo.components[0])!.length / typeInfo.counts[0] + typeInfo.datas[0].length / typeInfo.counts[0] ) * 4; const renderObject: RenderObject = { @@ -2825,81 +2803,66 @@ function isValidRenderObject(ro: RenderObject): ro is Required c.type === type); - const startIndex = components.findIndex(c => c.type === type); - - // Calculate total instance count and collect picking data - let totalCount = 0; - const pickingDatas: Float32Array[] = []; - const instanceCounts: number[] = []; - - sameTypeComponents.forEach((comp, idx) => { - const spec = primitiveRegistry[comp.type]; - if (!spec) return; - - const count = spec.getCount(comp); - if (count === 0) return; - - const pickData = spec.buildPickingData(comp, gpuRef.current!.componentBaseId[startIndex + idx]); - if (!pickData) return; + const { device, bindGroupLayout, pipelineCache } = gpuRef.current; - pickingDatas.push(pickData); - instanceCounts.push(count); - totalCount += count; - }); - - if (totalCount === 0) return; + // Collect picking data using helper + const typeArrays = collectTypeData( + components, + (comp, spec) => { + const idx = components.indexOf(comp); + return spec.buildPickingData(comp, gpuRef.current!.componentBaseId[idx]); + }, + (data, count) => { + const stride = Math.ceil(data.length / count) * 4; + return stride * count; + } + ); - // Calculate stride based on first component - const floatsPerInstance = pickingDatas[0].length / instanceCounts[0]; - const stride = Math.ceil(floatsPerInstance) * 4; + // Get data for this component's type + const typeInfo = typeArrays.get(component.type); + if (!typeInfo) return; - // Allocate space in buffer - const pickingOffset = Math.ceil(gpuRef.current.dynamicBuffers!.pickingOffset / 4) * 4; + const spec = primitiveRegistry[component.type]; + if (!spec) return; - // Copy all picking data into single buffer - let currentOffset = pickingOffset; - pickingDatas.forEach((pickData, idx) => { - device.queue.writeBuffer( - gpuRef.current!.dynamicBuffers!.pickingBuffer, - currentOffset, - pickData.buffer, - pickData.byteOffset, - pickData.byteLength - ); - currentOffset += stride * instanceCounts[idx]; - }); + try { + const pickingOffset = Math.ceil(gpuRef.current.dynamicBuffers!.pickingOffset / 4) * 4; + + // Write all picking data for this type + typeInfo.datas.forEach((data, i) => { + device.queue.writeBuffer( + gpuRef.current!.dynamicBuffers!.pickingBuffer, + pickingOffset + typeInfo.offsets[i], + data.buffer, + data.byteOffset, + data.byteLength + ); + }); - // Update picking offset - gpuRef.current.dynamicBuffers!.pickingOffset = currentOffset; - - // Set picking buffers with offset info - const geometryVB = renderObject.vertexBuffers[0]; - renderObject.pickingVertexBuffers = [ - geometryVB, - { - buffer: gpuRef.current.dynamicBuffers!.pickingBuffer, - offset: pickingOffset, - stride: stride - } - ]; + // Update picking offset + gpuRef.current.dynamicBuffers!.pickingOffset = pickingOffset + typeInfo.totalSize; + + // Set picking buffers with offset info + const stride = Math.ceil(typeInfo.datas[0].length / typeInfo.counts[0]) * 4; + renderObject.pickingVertexBuffers = [ + renderObject.vertexBuffers[0], + { + buffer: gpuRef.current.dynamicBuffers!.pickingBuffer, + offset: pickingOffset, + stride: stride + } + ]; - // Get picking pipeline - const spec = primitiveRegistry[type]; - if (spec) { + // Set up picking pipeline and other properties renderObject.pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); - } + renderObject.pickingIndexBuffer = renderObject.indexBuffer; + renderObject.pickingIndexCount = renderObject.indexCount; + renderObject.pickingInstanceCount = typeInfo.totalCount; + renderObject.pickingDataStale = false; - // Copy over index buffer and counts - renderObject.pickingIndexBuffer = renderObject.indexBuffer; - renderObject.pickingIndexCount = renderObject.indexCount; - renderObject.pickingInstanceCount = totalCount; - - renderObject.pickingDataStale = false; + } catch (error) { + console.error(`Error ensuring picking data for type ${component.type}:`, error); + } }, [components, buildComponentIdMapping]); return ( From bda13270e16871a4a18e8a3bca181a4b6f068948 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 1 Feb 2025 20:57:57 +0100 Subject: [PATCH 124/167] add ellipsoid demo --- notebooks/scene3d_alpha_ellipsoids.py | 74 +++++++++++++++++++++++++++ src/genstudio/js/scene3d/impl3d.tsx | 2 + 2 files changed, 76 insertions(+) create mode 100644 notebooks/scene3d_alpha_ellipsoids.py diff --git a/notebooks/scene3d_alpha_ellipsoids.py b/notebooks/scene3d_alpha_ellipsoids.py new file mode 100644 index 00000000..a280fed5 --- /dev/null +++ b/notebooks/scene3d_alpha_ellipsoids.py @@ -0,0 +1,74 @@ +import numpy as np +from genstudio.scene3d import Ellipsoid +import genstudio.plot as Plot +import math + + +def create_gaussian_ellipsoids_scene(): + """Create a scene with clusters of gaussian-distributed ellipsoids.""" + + # Create 15 cluster center positions + n_clusters = 15 + cluster_centers = np.random.uniform(low=-3, high=3, size=(n_clusters, 3)) + + # Generate 30 ellipsoids around each center with gaussian distribution + n_ellipsoids_per_cluster = 30 + centers = [] + colors = [] + alphas = [] + radii = [] + + for center in cluster_centers: + # Generate positions with gaussian distribution around center + positions = np.random.normal( + loc=center, scale=0.5, size=(n_ellipsoids_per_cluster, 3) + ) + centers.extend(positions) + + # Random colors for this cluster with some variation + base_color = np.random.random(3) + cluster_colors = np.clip( + np.random.normal( + loc=base_color, scale=0.1, size=(n_ellipsoids_per_cluster, 3) + ), + 0, + 1, + ) + colors.extend(cluster_colors) + + # Random alpha values that decrease with distance from center + distances = np.linalg.norm(positions - center, axis=1) + cluster_alphas = np.clip(1.0 - distances / 2, 0.1, 0.8) + alphas.extend(cluster_alphas) + + # Random radii that decrease with distance from center + base_radius = np.random.uniform(0.1, 0.2) + cluster_radii = np.array( + [[base_radius, base_radius, base_radius]] * n_ellipsoids_per_cluster + ) + cluster_radii *= np.clip(1.0 - distances[:, np.newaxis] / 3, 0.3, 1.0) + radii.extend(cluster_radii) + + # Create the scene + scene = Ellipsoid( + centers=np.array(centers), + radii=np.array(radii), + colors=np.array(colors), + alphas=np.array(alphas), + ) | Plot.initialState( + { + "camera": { + "position": [8, 8, 8], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.degrees(math.pi / 3), + "near": 0.01, + "far": 100.0, + } + } + ) + + return scene + + +create_gaussian_ellipsoids_scene() diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 1d250480..5a426ee5 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -634,6 +634,8 @@ const ellipsoidSpec: PrimitiveSpec = { const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); + console.log("ellipsoid alphas", alphas) + const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; From 71968e1ccab61cb81f277750cac0f3c338a71bd8 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 1 Feb 2025 21:00:59 +0100 Subject: [PATCH 125/167] coerce arrays to float32 --- src/genstudio/js/scene3d/scene3d.tsx | 24 +++++++++++++++++++----- 1 file changed, 19 insertions(+), 5 deletions(-) diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index 73def998..da0738ba 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -12,6 +12,20 @@ import { CameraParams } from './camera3d'; import { useContainerWidth } from '../utils'; import { FPSCounter, useFPSCounter } from './fps'; +/** + * Helper function to coerce specified fields to Float32Array if they exist and are arrays + */ +function coerceFloat32Fields(obj: T, fields: (keyof T)[]): T { + const result = { ...obj }; + for (const field of fields) { + const value = obj[field]; + if (Array.isArray(value)) { + (result[field] as any) = new Float32Array(value); + } + } + return result; +} + /** * @interface Decoration * @description Defines visual modifications that can be applied to specific instances of a primitive. @@ -52,7 +66,7 @@ export function deco( */ export function PointCloud(props: PointCloudComponentConfig): PointCloudComponentConfig { return { - ...props, + ...coerceFloat32Fields(props, ['positions', 'colors', 'sizes']), type: 'PointCloud', }; } @@ -68,7 +82,7 @@ export function Ellipsoid(props: EllipsoidComponentConfig): EllipsoidComponentCo props.radius; return { - ...props, + ...coerceFloat32Fields(props, ['centers', 'radii', 'colors', 'alphas']), radius, type: 'Ellipsoid' }; @@ -85,7 +99,7 @@ export function EllipsoidAxes(props: EllipsoidAxesComponentConfig): EllipsoidAxe props.radius; return { - ...props, + ...coerceFloat32Fields(props, ['centers', 'radii', 'colors', 'alphas']), radius, type: 'EllipsoidAxes' }; @@ -102,7 +116,7 @@ export function Cuboid(props: CuboidComponentConfig): CuboidComponentConfig { props.size; return { - ...props, + ...coerceFloat32Fields(props, ['centers', 'sizes', 'colors', 'alphas']), size, type: 'Cuboid' }; @@ -115,7 +129,7 @@ export function Cuboid(props: CuboidComponentConfig): CuboidComponentConfig { */ export function LineBeams(props: LineBeamsComponentConfig): LineBeamsComponentConfig { return { - ...props, + ...coerceFloat32Fields(props, ['positions', 'colors']), type: 'LineBeams' }; } From e46c59077de76739e6d83a9fd540925962888469 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sat, 1 Feb 2025 22:02:39 +0100 Subject: [PATCH 126/167] sort ellipsoids --- notebooks/scene3d_alpha_ellipsoids.py | 233 ++++++++++++++++++++++---- notebooks/scene3d_depth_test.py | 142 ++++++++++++++++ src/genstudio/js/scene3d/impl3d.tsx | 108 ++++++++---- src/genstudio/scene3d.py | 56 ++++++- 4 files changed, 467 insertions(+), 72 deletions(-) create mode 100644 notebooks/scene3d_depth_test.py diff --git a/notebooks/scene3d_alpha_ellipsoids.py b/notebooks/scene3d_alpha_ellipsoids.py index a280fed5..0b041c6f 100644 --- a/notebooks/scene3d_alpha_ellipsoids.py +++ b/notebooks/scene3d_alpha_ellipsoids.py @@ -1,74 +1,233 @@ import numpy as np -from genstudio.scene3d import Ellipsoid +from genstudio.scene3d import Ellipsoid, Cuboid import genstudio.plot as Plot import math +from genstudio.plot import js + + +def generate_cluster_centers(n_clusters, bounds=(-3, 3)): + """Generate random cluster center positions.""" + return np.random.uniform(low=bounds[0], high=bounds[1], size=(n_clusters, 3)) + + +def generate_cluster_positions(center, n_items, spread=0.5): + """Generate gaussian-distributed positions around a center.""" + return np.random.normal(loc=center, scale=spread, size=(n_items, 3)) + + +def generate_cluster_colors(n_items, base_color=None, variation=0.1): + """Generate colors for a cluster with variation around a base color.""" + if base_color is None: + base_color = np.random.random(3).astype(np.float32) + return np.clip( + np.random.normal(loc=base_color, scale=variation, size=(n_items, 3)), + 0, + 1, + ).astype(np.float32) + + +def calculate_distance_based_values( + positions, center, alpha_range=(0.1, 0.8), scale_range=(0.3, 1.0) +): + """Calculate alpha and scale values based on distance from center.""" + distances = np.linalg.norm(positions - center, axis=1) + alphas = np.clip(1.0 - distances / 2, alpha_range[0], alpha_range[1]) + scales = np.clip(1.0 - distances / 3, scale_range[0], scale_range[1]) + return alphas, scales + + +def get_default_camera(): + """Return default camera settings.""" + return { + "camera": { + "position": [8, 8, 8], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.degrees(math.pi / 3), + "near": 0.01, + "far": 100.0, + } + } def create_gaussian_ellipsoids_scene(): """Create a scene with clusters of gaussian-distributed ellipsoids.""" - - # Create 15 cluster center positions n_clusters = 15 - cluster_centers = np.random.uniform(low=-3, high=3, size=(n_clusters, 3)) - - # Generate 30 ellipsoids around each center with gaussian distribution n_ellipsoids_per_cluster = 30 + + cluster_centers = generate_cluster_centers(n_clusters) + centers = [] colors = [] alphas = [] radii = [] for center in cluster_centers: - # Generate positions with gaussian distribution around center - positions = np.random.normal( - loc=center, scale=0.5, size=(n_ellipsoids_per_cluster, 3) - ) + positions = generate_cluster_positions(center, n_ellipsoids_per_cluster) centers.extend(positions) - # Random colors for this cluster with some variation - base_color = np.random.random(3) - cluster_colors = np.clip( - np.random.normal( - loc=base_color, scale=0.1, size=(n_ellipsoids_per_cluster, 3) - ), - 0, - 1, - ) + cluster_colors = generate_cluster_colors(n_ellipsoids_per_cluster) colors.extend(cluster_colors) - # Random alpha values that decrease with distance from center - distances = np.linalg.norm(positions - center, axis=1) - cluster_alphas = np.clip(1.0 - distances / 2, 0.1, 0.8) + cluster_alphas, scales = calculate_distance_based_values(positions, center) alphas.extend(cluster_alphas) - # Random radii that decrease with distance from center base_radius = np.random.uniform(0.1, 0.2) cluster_radii = np.array( [[base_radius, base_radius, base_radius]] * n_ellipsoids_per_cluster ) - cluster_radii *= np.clip(1.0 - distances[:, np.newaxis] / 3, 0.3, 1.0) + cluster_radii *= scales[:, np.newaxis] radii.extend(cluster_radii) - # Create the scene - scene = Ellipsoid( + return Ellipsoid( centers=np.array(centers), radii=np.array(radii), colors=np.array(colors), alphas=np.array(alphas), - ) | Plot.initialState( - { - "camera": { - "position": [8, 8, 8], - "target": [0, 0, 0], - "up": [0, 1, 0], - "fov": math.degrees(math.pi / 3), - "near": 0.01, - "far": 100.0, + ) | Plot.initialState(get_default_camera()) + + +def create_gaussian_cuboids_scene(): + """Create a scene with clusters of gaussian-distributed cuboids.""" + n_clusters = 12 + n_cuboids_per_cluster = 25 + + cluster_centers = generate_cluster_centers(n_clusters) + + centers = [] + colors = [] + alphas = [] + sizes = [] + rotations = [] + + for center in cluster_centers: + positions = generate_cluster_positions( + center, n_cuboids_per_cluster, spread=0.6 + ) + centers.extend(positions) + + cluster_colors = generate_cluster_colors(n_cuboids_per_cluster) + colors.extend(cluster_colors) + + cluster_alphas, scales = calculate_distance_based_values( + positions, center, alpha_range=(0.15, 0.85), scale_range=(0.4, 1.0) + ) + alphas.extend(cluster_alphas) + + # Random base size for this cluster + base_size = np.random.uniform(0.15, 0.25) + cluster_sizes = np.array( + [[base_size, base_size, base_size]] * n_cuboids_per_cluster + ) + cluster_sizes *= scales[:, np.newaxis] + sizes.extend(cluster_sizes) + + # Random rotations for each cuboid + cluster_rotations = np.random.uniform( + 0, 2 * np.pi, size=(n_cuboids_per_cluster, 3) + ) + rotations.extend(cluster_rotations) + + return Cuboid( + centers=np.array(centers), + sizes=np.array(sizes), + colors=np.array(colors), + alphas=np.array(alphas), + rotations=np.array(rotations), + ) | Plot.initialState(get_default_camera()) + + +# Create and display both scenes +ellipsoid_scene = create_gaussian_ellipsoids_scene() +cuboid_scene = create_gaussian_cuboids_scene() + +# Display ellipsoid scene +ellipsoid_scene + +# Display cuboid scene +cuboid_scene + + +def create_animated_clusters_scene( + n_frames=60, n_clusters=15, n_ellipsoids_per_cluster=1000 +): + """Create an animated scene where cluster centers stay fixed but members regenerate each frame. + + Returns a Plot layout with animation controls. + """ + # Fixed cluster centers that won't change between frames + cluster_centers = generate_cluster_centers(n_clusters) + + # Generate one fixed random color per cluster + cluster_fixed_colors = generate_cluster_colors(n_clusters) + + # Pre-generate all frame data + centers_frames = [] + colors_frames = [] + alphas_frames = [] + radii_frames = [] + + for frame in range(n_frames): + frame_centers = [] + frame_colors = [] + frame_alphas = [] + frame_radii = [] + + # Generate new random positions/properties for each cluster + for cluster_idx, center in enumerate(cluster_centers): + positions = generate_cluster_positions( + center, n_ellipsoids_per_cluster, spread=0.6 + ) + frame_centers.extend(positions) + + # Use the fixed color for this cluster + cluster_colors = np.tile( + cluster_fixed_colors[cluster_idx], (n_ellipsoids_per_cluster, 1) + ) + frame_colors.extend(cluster_colors) + + cluster_alphas, scales = calculate_distance_based_values( + positions, center, alpha_range=(0.15, 0.85), scale_range=(0.4, 1.0) + ) + frame_alphas.extend(cluster_alphas) + + base_radius = np.random.uniform(0.15, 0.25) + cluster_radii = np.array( + [[base_radius, base_radius, base_radius]] * n_ellipsoids_per_cluster + ) + cluster_radii *= scales[:, np.newaxis] + frame_radii.extend(cluster_radii) + + # Store arrays for this frame - reshape to match expected format and ensure float32 + centers_frames.append(np.array(frame_centers, dtype=np.float32).flatten()) + colors_frames.append(np.array(frame_colors, dtype=np.float32).flatten()) + alphas_frames.append(np.array(frame_alphas, dtype=np.float32).flatten()) + radii_frames.append(np.array(frame_radii, dtype=np.float32).flatten()) + + # Create the animated scene + scene = ( + Ellipsoid( + centers=js("$state.centers[$state.frame]"), + colors=js("$state.colors[$state.frame]"), + alphas=js("$state.alphas[$state.frame]"), + radii=js("$state.radii[$state.frame]"), + ) + | Plot.Slider("frame", 0, range=n_frames, fps="raf") + | Plot.initialState( + { + "frame": 0, + "centers": centers_frames, + "colors": colors_frames, + "alphas": alphas_frames, + "radii": radii_frames, + "camera": get_default_camera(), } - } + ) ) return scene -create_gaussian_ellipsoids_scene() +# Display animated clusters scene +animated_scene = create_animated_clusters_scene() +animated_scene diff --git a/notebooks/scene3d_depth_test.py b/notebooks/scene3d_depth_test.py new file mode 100644 index 00000000..1efca125 --- /dev/null +++ b/notebooks/scene3d_depth_test.py @@ -0,0 +1,142 @@ +import numpy as np +from genstudio.scene3d import Ellipsoid, PointCloud, LineBeams, Cuboid +import genstudio.plot as Plot +import math + + +def create_depth_test_scene(): + """Create a scene with predictable depth test cases""" + + # Create a row of ellipsoids with different alphas, same component + ellipsoid_centers = np.array( + [ + [-2, 0, 0], # Alpha 1.0 + [-2, 0, 0.5], # Alpha 0.1 + [-2, 0, 1], # Alpha 0.5 + [-2, 0, 1.5], # Alpha 0.95 + ] + ) + + ellipsoid_colors = np.array( + [ + [1, 0, 0], # Red + [0, 1, 0], # Green + [0, 0, 1], # Blue + [1, 1, 0], # Yellow + ] + ) + + ellipsoid_alphas = np.array([1.0, 0.1, 0.5, 0.95]) + + # Create a row of cuboids with different alphas, same component + cuboid_centers = np.array( + [ + [-4, 0, 0], # Alpha 1.0 + [-4, 0, 0.5], # Alpha 0.1 + [-4, 0, 1], # Alpha 0.5 + [-4, 0, 1.5], # Alpha 0.95 + ] + ) + + cuboid_colors = np.array( + [ + [1, 0, 0], # Red + [0, 1, 0], # Green + [0, 0, 1], # Blue + [1, 1, 0], # Yellow + ] + ) + + scene = ( + # First set of ellipsoids in same component + Ellipsoid( + centers=ellipsoid_centers, + colors=ellipsoid_colors, + alphas=ellipsoid_alphas, + radius=[0.2, 0.2, 0.2], + ) + + + # First set of cuboids in same component + Cuboid( + centers=cuboid_centers, + colors=cuboid_colors, + alphas=ellipsoid_alphas, + size=[0.4, 0.4, 0.4], + ) + + + # Second set - identical ellipsoids in separate components + Ellipsoid( + centers=np.array([[0, 0, 0]]), + colors=np.array([[1, 0, 0]]), # Red alpha=1.0 + radius=[0.2, 0.2, 0.2], + ) + + Ellipsoid( + centers=np.array([[0, 0, 0.5]]), + colors=np.array([[0, 1, 0]]), # Green alpha=0.5 + alphas=np.array([0.5]), + radius=[0.2, 0.2, 0.2], + ) + + + # Second set - identical cuboids in separate components + Cuboid( + centers=np.array([[1, 0, 0]]), + colors=np.array([[1, 0, 0]]), # Red alpha=1.0 + size=[0.4, 0.4, 0.4], + ) + + Cuboid( + centers=np.array([[1, 0, 0.5]]), + colors=np.array([[0, 1, 0]]), # Green alpha=0.5 + alphas=np.array([0.5]), + size=[0.4, 0.4, 0.4], + ) + + + # Third set - line beams passing through + LineBeams( + positions=np.array( + [ + 2, + 0, + -0.5, + 0, # Start point + 2, + 0, + 2.0, + 0, # End point + ], + dtype=np.float32, + ), + color=np.array([1.0, 1.0, 1.0]), # White + radius=0.05, + ) + + + # Fourth set - point cloud passing through + PointCloud( + positions=np.array([[2, 0, 0], [2, 0, 0.5], [2, 0, 1.0], [2, 0, 1.5]]), + colors=np.array( + [ + [1, 0, 0], # Red, no alpha + [0, 1, 0], # Green, alpha 0.1 + [0, 0, 1], # Blue, alpha 0.5 + [1, 1, 0], # Yellow, alpha 0.95 + ] + ), + alphas=np.array([1.0, 0.1, 0.5, 0.95]), + size=0.2, + ) + ) | Plot.initialState( + { + "camera": { + "position": [5, 5, 5], + "target": [0, 0, 0], + "up": [0, 1, 0], + "fov": math.degrees(math.pi / 3), + "near": 0.01, + "far": 100.0, + } + } + ) + + return scene + + +create_depth_test_scene() diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 5a426ee5..86e696fc 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -91,16 +91,27 @@ function getBaseDefaults(config: Partial): Required= count * 3; const hasValidAlphas = elem.alphas instanceof Float32Array && elem.alphas.length >= count; const hasValidScales = elem.scales instanceof Float32Array && elem.scales.length >= count; return { - colors: hasValidColors ? elem.colors : null, - alphas: hasValidAlphas ? elem.alphas : null, - scales: hasValidScales ? elem.scales : null + colors: hasValidColors ? (elem.colors as Float32Array) : null, + alphas: hasValidAlphas ? (elem.alphas as Float32Array) : null, + scales: hasValidScales ? (elem.scales as Float32Array) : null }; } @@ -247,8 +258,10 @@ interface PrimitiveSpec { * Builds vertex buffer data for rendering. * Returns a Float32Array containing interleaved vertex attributes, * or null if the component has no renderable data. + * @param component The component to build render data for + * @param cameraPosition The current camera position [x,y,z] */ - buildRenderData(component: E): Float32Array | null; + buildRenderData(component: E, cameraPosition: [number, number, number]): Float32Array | null; /** * Builds vertex buffer data for GPU-based picking. @@ -404,7 +417,7 @@ const pointCloudSpec: PrimitiveSpec = { return elem.positions.length / 3; }, - buildRenderData(elem) { + buildRenderData(elem, cameraPosition: [number, number, number]) { const count = elem.positions.length / 3; if(count === 0) return null; @@ -627,50 +640,63 @@ const ellipsoidSpec: PrimitiveSpec = { return elem.centers.length / 3; }, - buildRenderData(elem) { + buildRenderData(elem, cameraPosition: [number, number, number]) { const count = elem.centers.length / 3; if(count === 0) return null; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); - console.log("ellipsoid alphas", alphas) + // Use helper to check for transparency + const needsSorting = hasTransparency(alphas, defaults.alpha, elem.decorations); + + // Get indices (sorted if transparent) + let indices; + if (needsSorting) { + const sortStart = performance.now(); + indices = getSortedIndices(elem.centers, cameraPosition); + const sortEnd = performance.now(); + // console.log(`Depth sorting ${count} ellipsoids took ${sortEnd - sortStart}ms`); + } else { + indices = Array.from({length: count}, (_, i) => i); + } const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; const arr = new Float32Array(count * 10); - for(let i = 0; i < count; i++) { + for(let j = 0; j < count; j++) { + const i = indices[j]; // Centers - arr[i*10+0] = elem.centers[i*3+0]; - arr[i*10+1] = elem.centers[i*3+1]; - arr[i*10+2] = elem.centers[i*3+2]; + arr[j*10+0] = elem.centers[i*3+0]; + arr[j*10+1] = elem.centers[i*3+1]; + arr[j*10+2] = elem.centers[i*3+2]; // Radii (with scale) const scale = scales ? scales[i] : defaults.scale; if(radii) { - arr[i*10+3] = radii[i*3+0] * scale; - arr[i*10+4] = radii[i*3+1] * scale; - arr[i*10+5] = radii[i*3+2] * scale; + arr[j*10+3] = radii[i*3+0] * scale; + arr[j*10+4] = radii[i*3+1] * scale; + arr[j*10+5] = radii[i*3+2] * scale; } else { - arr[i*10+3] = defaultRadius[0] * scale; - arr[i*10+4] = defaultRadius[1] * scale; - arr[i*10+5] = defaultRadius[2] * scale; + arr[j*10+3] = defaultRadius[0] * scale; + arr[j*10+4] = defaultRadius[1] * scale; + arr[j*10+5] = defaultRadius[2] * scale; } if(colors) { - arr[i*10+6] = colors[i*3+0]; - arr[i*10+7] = colors[i*3+1]; - arr[i*10+8] = colors[i*3+2]; + arr[j*10+6] = colors[i*3+0]; + arr[j*10+7] = colors[i*3+1]; + arr[j*10+8] = colors[i*3+2]; } else { - arr[i*10+6] = defaults.color[0]; - arr[i*10+7] = defaults.color[1]; - arr[i*10+8] = defaults.color[2]; + arr[j*10+6] = defaults.color[0]; + arr[j*10+7] = defaults.color[1]; + arr[j*10+8] = defaults.color[2]; } - arr[i*10+9] = alphas ? alphas[i] : defaults.alpha; + arr[j*10+9] = alphas ? alphas[i] : defaults.alpha; } applyDecorations(elem.decorations, count, (idx, dec) => { @@ -866,7 +892,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return (elem.centers.length / 3) * 3; }, - buildRenderData(elem) { + buildRenderData(elem, cameraPosition: [number, number, number]) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -1102,7 +1128,7 @@ const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.centers.length / 3; }, - buildRenderData(elem) { + buildRenderData(elem, cameraPosition: [number, number, number]) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -1390,7 +1416,7 @@ const lineBeamsSpec: PrimitiveSpec = { return countSegments(elem.positions); }, - buildRenderData(elem) { + buildRenderData(elem, cameraPosition: [number, number, number]) { const segCount = this.getCount(elem); if(segCount === 0) return null; @@ -2208,7 +2234,7 @@ export function SceneInner({ // Collect render data using helper const typeArrays = collectTypeData( components, - (comp, spec) => spec.buildRenderData(comp), + (comp, spec) => spec.buildRenderData(comp, activeCamera), (data, count) => { const stride = Math.ceil(data.length / count) * 4; return stride * count; @@ -2876,3 +2902,27 @@ function isValidRenderObject(ro: RenderObject): ro is Required ); } + +// Add this helper function at the top of the file +function getSortedIndices(positions: Float32Array, cameraPosition: [number, number, number], stride = 3): number[] { + const count = positions.length / stride; + const indices = Array.from({length: count}, (_, i) => i); + + // Calculate depths and sort back-to-front + const depths = indices.map(i => { + const x = positions[i*stride + 0]; + const y = positions[i*stride + 1]; + const z = positions[i*stride + 2]; + return (x - cameraPosition[0])**2 + + (y - cameraPosition[1])**2 + + (z - cameraPosition[2])**2; + }); + + return indices.sort((a, b) => depths[b] - depths[a]); +} + +function hasTransparency(alphas: Float32Array | null, defaultAlpha: number, decorations?: Decoration[]): boolean { + return alphas !== null || + defaultAlpha !== 1.0 || + (decorations?.some(d => d.alpha !== undefined) ?? false); +} diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index 5db85426..a8915643 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -203,6 +203,8 @@ def PointCloud( color: Optional[ArrayLike] = None, # Default RGB color for all points sizes: Optional[ArrayLike] = None, size: Optional[NumberLike] = None, # Default size for all points + alphas: Optional[ArrayLike] = None, + alpha: Optional[NumberLike] = None, # Default alpha for all points **kwargs: Any, ) -> SceneComponent: """Create a point cloud element. @@ -213,6 +215,8 @@ def PointCloud( color: Default RGB color [r,g,b] for all points if colors not provided sizes: N array of point sizes or flattened array (optional) size: Default size for all points if sizes not provided + alphas: Array of alpha values per point (optional) + alpha: Default alpha value for all points if alphas not provided **kwargs: Additional arguments like decorations, onHover, onClick """ positions = flatten_array(positions, dtype=np.float32) @@ -228,6 +232,11 @@ def PointCloud( if size is not None: data["size"] = size + if alphas is not None: + data["alphas"] = flatten_array(alphas, dtype=np.float32) + if alpha is not None: + data["alpha"] = alpha + return SceneComponent("PointCloud", data, **kwargs) @@ -237,6 +246,8 @@ def Ellipsoid( radius: Optional[Union[NumberLike, ArrayLike]] = None, # Single value or [x,y,z] colors: Optional[ArrayLike] = None, color: Optional[ArrayLike] = None, # Default RGB color for all ellipsoids + alphas: Optional[ArrayLike] = None, + alpha: Optional[NumberLike] = None, # Default alpha for all ellipsoids **kwargs: Any, ) -> SceneComponent: """Create an ellipsoid element. @@ -247,6 +258,8 @@ def Ellipsoid( radius: Default radius (sphere) or [x,y,z] radii (ellipsoid) if radii not provided colors: Nx3 array of RGB colors or flattened array (optional) color: Default RGB color [r,g,b] for all ellipsoids if colors not provided + alphas: Array of alpha values per ellipsoid (optional) + alpha: Default alpha value for all ellipsoids if alphas not provided **kwargs: Additional arguments like decorations, onHover, onClick """ centers = flatten_array(centers, dtype=np.float32) @@ -262,6 +275,11 @@ def Ellipsoid( elif color is not None: data["color"] = color + if alphas is not None: + data["alphas"] = flatten_array(alphas, dtype=np.float32) + elif alpha is not None: + data["alpha"] = alpha + return SceneComponent("Ellipsoid", data, **kwargs) @@ -271,6 +289,8 @@ def EllipsoidAxes( radius: Optional[Union[NumberLike, ArrayLike]] = None, # Single value or [x,y,z] colors: Optional[ArrayLike] = None, color: Optional[ArrayLike] = None, # Default RGB color for all ellipsoids + alphas: Optional[ArrayLike] = None, # Per-ellipsoid alpha values + alpha: Optional[NumberLike] = None, # Default alpha for all ellipsoids **kwargs: Any, ) -> SceneComponent: """Create an ellipsoid bounds (wireframe) element. @@ -281,6 +301,8 @@ def EllipsoidAxes( radius: Default radius (sphere) or [x,y,z] radii (ellipsoid) if radii not provided colors: Nx3 array of RGB colors or flattened array (optional) color: Default RGB color [r,g,b] for all ellipsoids if colors not provided + alphas: Array of alpha values per ellipsoid (optional) + alpha: Default alpha value for all ellipsoids if alphas not provided **kwargs: Additional arguments like decorations, onHover, onClick """ centers = flatten_array(centers, dtype=np.float32) @@ -296,6 +318,11 @@ def EllipsoidAxes( elif color is not None: data["color"] = color + if alphas is not None: + data["alphas"] = flatten_array(alphas, dtype=np.float32) + elif alpha is not None: + data["alpha"] = alpha + return SceneComponent("EllipsoidAxes", data, **kwargs) @@ -307,6 +334,8 @@ def Cuboid( ] = None, # Default size [w,h,d] for all cuboids colors: Optional[ArrayLike] = None, color: Optional[ArrayLike] = None, # Default RGB color for all cuboids + alphas: Optional[ArrayLike] = None, # Per-cuboid alpha values + alpha: Optional[NumberLike] = None, # Default alpha for all cuboids **kwargs: Any, ) -> SceneComponent: """Create a cuboid element. @@ -317,6 +346,8 @@ def Cuboid( size: Default size [w,h,d] for all cuboids if sizes not provided colors: Nx3 array of RGB colors or flattened array (optional) color: Default RGB color [r,g,b] for all cuboids if colors not provided + alphas: Array of alpha values per cuboid (optional) + alpha: Default alpha value for all cuboids if alphas not provided **kwargs: Additional arguments like decorations, onHover, onClick """ centers = flatten_array(centers, dtype=np.float32) @@ -332,6 +363,11 @@ def Cuboid( elif color is not None: data["color"] = color + if alphas is not None: + data["alphas"] = flatten_array(alphas, dtype=np.float32) + elif alpha is not None: + data["alpha"] = alpha + return SceneComponent("Cuboid", data, **kwargs) @@ -339,18 +375,22 @@ def LineBeams( positions: ArrayLike, # Array of quadruples [x,y,z,i, x,y,z,i, ...] color: Optional[ArrayLike] = None, # Default RGB color for all beams size: Optional[NumberLike] = None, # Default size for all beams - colors: Optional[ArrayLike] = None, # Per-segment colors - sizes: Optional[ArrayLike] = None, # Per-segment sizes + colors: Optional[ArrayLike] = None, # Per-line colors + sizes: Optional[ArrayLike] = None, # Per-line sizes + alpha: Optional[NumberLike] = None, # Default alpha for all beams + alphas: Optional[ArrayLike] = None, # Per-line alpha values **kwargs: Any, ) -> SceneComponent: """Create a line beams element. Args: positions: Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing the same i value are connected in sequence - color: Default RGB color [r,g,b] for all beams if segment_colors not provided - radius: Default radius for all beams if segment_radii not provided - segment_colors: Array of RGB colors per beam segment (optional) - segment_radii: Array of radii per beam segment (optional) + color: Default RGB color [r,g,b] for all beams if colors not provided + size: Default size for all beams if sizes not provided + colors: Array of RGB colors per line (optional) + sizes: Array of sizes per line (optional) + alpha: Default alpha value for all beams if alphas not provided + alphas: Array of alpha values per line (optional) **kwargs: Additional arguments like onHover, onClick Returns: @@ -367,6 +407,10 @@ def LineBeams( data["colors"] = flatten_array(colors, dtype=np.float32) if sizes is not None: data["sizes"] = flatten_array(sizes, dtype=np.float32) + if alphas is not None: + data["alphas"] = flatten_array(alphas, dtype=np.float32) + elif alpha is not None: + data["alpha"] = alpha return SceneComponent("LineBeams", data, **kwargs) From 22da66e78aea07e3f07e6e04d2e60892942a5d7a Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Sun, 2 Feb 2025 11:22:48 +0100 Subject: [PATCH 127/167] improved sorting --- notebooks/scene3d_depth_test.py | 6 +- src/genstudio/js/scene3d/impl3d.tsx | 315 +++++++++++++++++++++------- 2 files changed, 244 insertions(+), 77 deletions(-) diff --git a/notebooks/scene3d_depth_test.py b/notebooks/scene3d_depth_test.py index 1efca125..8eef959c 100644 --- a/notebooks/scene3d_depth_test.py +++ b/notebooks/scene3d_depth_test.py @@ -1,5 +1,5 @@ import numpy as np -from genstudio.scene3d import Ellipsoid, PointCloud, LineBeams, Cuboid +from genstudio.scene3d import Ellipsoid, EllipsoidAxes, PointCloud, LineBeams, Cuboid import genstudio.plot as Plot import math @@ -65,12 +65,12 @@ def create_depth_test_scene(): ) + # Second set - identical ellipsoids in separate components - Ellipsoid( + EllipsoidAxes( centers=np.array([[0, 0, 0]]), colors=np.array([[1, 0, 0]]), # Red alpha=1.0 radius=[0.2, 0.2, 0.2], ) - + Ellipsoid( + + EllipsoidAxes( centers=np.array([[0, 0, 0.5]]), colors=np.array([[0, 1, 0]]), # Green alpha=0.5 alphas=np.array([0.5]), diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 86e696fc..73233a6c 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -261,7 +261,7 @@ interface PrimitiveSpec { * @param component The component to build render data for * @param cameraPosition The current camera position [x,y,z] */ - buildRenderData(component: E, cameraPosition: [number, number, number]): Float32Array | null; + buildRenderData(component: E, cameraPosition: [number, number, number], sortedIndices?: number[]): Float32Array | null; /** * Builds vertex buffer data for GPU-based picking. @@ -417,36 +417,40 @@ const pointCloudSpec: PrimitiveSpec = { return elem.positions.length / 3; }, - buildRenderData(elem, cameraPosition: [number, number, number]) { + buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { const count = elem.positions.length / 3; if(count === 0) return null; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + const size = elem.size ?? 0.02; const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= count ? elem.sizes : null; const arr = new Float32Array(count * 8); - for(let i=0; i = { return (elem.centers.length / 3) * 3; }, - buildRenderData(elem, cameraPosition: [number, number, number]) { + buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; - const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + const defaultRadius = elem.radius ?? [1, 1, 1]; - const radii = elem.radii; - const ringCount = count * 3; + const radii = elem.radii instanceof Float32Array && elem.radii.length >= count * 3 ? elem.radii : null; + const ringCount = count * 3; const arr = new Float32Array(ringCount * 10); - for(let i = 0; i < count; i++) { + + for(let j = 0; j < count; j++) { + const i = indices[j]; const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; @@ -941,21 +949,21 @@ const ellipsoidAxesSpec: PrimitiveSpec = { // Fill 3 rings for(let ring = 0; ring < 3; ring++) { - const idx = i*3 + ring; - arr[idx*10+0] = cx; - arr[idx*10+1] = cy; - arr[idx*10+2] = cz; - arr[idx*10+3] = rx; - arr[idx*10+4] = ry; - arr[idx*10+5] = rz; - arr[idx*10+6] = cr; - arr[idx*10+7] = cg; - arr[idx*10+8] = cb; - arr[idx*10+9] = alpha; + const arrIdx = j*3 + ring; + arr[arrIdx*10+0] = cx; + arr[arrIdx*10+1] = cy; + arr[arrIdx*10+2] = cz; + arr[arrIdx*10+3] = rx; + arr[arrIdx*10+4] = ry; + arr[arrIdx*10+5] = rz; + arr[arrIdx*10+6] = cr; + arr[arrIdx*10+7] = cg; + arr[arrIdx*10+8] = cb; + arr[arrIdx*10+9] = alpha; } } - // Apply decorations after the main loop, accounting for ring structure + // Apply decorations last applyDecorations(elem.decorations, count, (idx, dec) => { // For each decorated ellipsoid, update all 3 of its rings for(let ring = 0; ring < 3; ring++) { @@ -975,6 +983,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { } } }); + return arr; }, @@ -1128,18 +1137,22 @@ const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.centers.length / 3; }, - buildRenderData(elem, cameraPosition: [number, number, number]) { + buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; const arr = new Float32Array(count * 10); - for(let i = 0; i < count; i++) { + for(let j = 0; j < count; j++) { + const i = indices[j]; const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; @@ -1164,7 +1177,7 @@ const cuboidSpec: PrimitiveSpec = { const alpha = alphas ? alphas[i] : defaults.alpha; // Fill array - const idx = i * 10; + const idx = j * 10; arr[idx+0] = cx; arr[idx+1] = cy; arr[idx+2] = cz; @@ -1416,17 +1429,15 @@ const lineBeamsSpec: PrimitiveSpec = { return countSegments(elem.positions); }, - buildRenderData(elem, cameraPosition: [number, number, number]) { + buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { const segCount = this.getCount(elem); if(segCount === 0) return null; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, segCount); - const defaultSize = elem.size ?? 0.02; - const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= segCount ? elem.sizes : null; - - const arr = new Float32Array(segCount * 11); + // First pass: build segment mapping + const segmentMap = new Array(segCount); let segIndex = 0; const pointCount = elem.positions.length / 4; @@ -1435,36 +1446,49 @@ const lineBeamsSpec: PrimitiveSpec = { const iNext = elem.positions[(p+1) * 4 + 3]; if(iCurr !== iNext) continue; - const lineIndex = Math.floor(iCurr); + // Store mapping from segment index to point index + segmentMap[segIndex] = p; + segIndex++; + } + + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: segCount}, (_, i) => i); + + const defaultSize = elem.size ?? 0.02; + const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= segCount ? elem.sizes : null; + + const arr = new Float32Array(segCount * 11); + for(let j = 0; j < segCount; j++) { + const i = indices[j]; + const p = segmentMap[i]; + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); // Start point - arr[segIndex*11+0] = elem.positions[p * 4 + 0]; - arr[segIndex*11+1] = elem.positions[p * 4 + 1]; - arr[segIndex*11+2] = elem.positions[p * 4 + 2]; + arr[j*11+0] = elem.positions[p * 4 + 0]; + arr[j*11+1] = elem.positions[p * 4 + 1]; + arr[j*11+2] = elem.positions[p * 4 + 2]; // End point - arr[segIndex*11+3] = elem.positions[(p+1) * 4 + 0]; - arr[segIndex*11+4] = elem.positions[(p+1) * 4 + 1]; - arr[segIndex*11+5] = elem.positions[(p+1) * 4 + 2]; + arr[j*11+3] = elem.positions[(p+1) * 4 + 0]; + arr[j*11+4] = elem.positions[(p+1) * 4 + 1]; + arr[j*11+5] = elem.positions[(p+1) * 4 + 2]; // Size with scale const scale = scales ? scales[lineIndex] : defaults.scale; - arr[segIndex*11+6] = (sizes ? sizes[lineIndex] : defaultSize) * scale; + arr[j*11+6] = (sizes ? sizes[lineIndex] : defaultSize) * scale; // Colors if(colors) { - arr[segIndex*11+7] = colors[lineIndex*3+0]; - arr[segIndex*11+8] = colors[lineIndex*3+1]; - arr[segIndex*11+9] = colors[lineIndex*3+2]; + arr[j*11+7] = colors[lineIndex*3+0]; + arr[j*11+8] = colors[lineIndex*3+1]; + arr[j*11+9] = colors[lineIndex*3+2]; } else { - arr[segIndex*11+7] = defaults.color[0]; - arr[segIndex*11+8] = defaults.color[1]; - arr[segIndex*11+9] = defaults.color[2]; + arr[j*11+7] = defaults.color[0]; + arr[j*11+8] = defaults.color[1]; + arr[j*11+9] = defaults.color[2]; } - arr[segIndex*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; - - segIndex++; + arr[j*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; } // Apply decorations last @@ -2226,15 +2250,158 @@ export function SceneInner({ }; } - // Update buildRenderObjects to use the helper + // Add these interfaces near the top with other interfaces + interface TransparencyInfo { + needsSort: boolean; + centers: Float32Array; + stride: number; + offset: number; + } + + // Add this before buildRenderObjects + function getTransparencyInfo(component: ComponentConfig, spec: PrimitiveSpec): TransparencyInfo | null { + const count = spec.getCount(component); + if (count === 0) return null; + + const defaults = getBaseDefaults(component); + const { alphas } = getColumnarParams(component, count); + const needsSort = hasTransparency(alphas, defaults.alpha, component.decorations); + if (!needsSort) return null; + + // Extract centers based on component type + switch (component.type) { + case 'PointCloud': + return { + needsSort: true, + centers: component.positions, + stride: 3, + offset: 0 + }; + case 'Ellipsoid': + case 'Cuboid': + return { + needsSort: true, + centers: component.centers, + stride: 3, + offset: 0 + }; + case 'LineBeams': { + // Compute centers for line segments + const segCount = spec.getCount(component); + const centers = new Float32Array(segCount * 3); + let segIndex = 0; + const pointCount = component.positions.length / 4; + + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = component.positions[p * 4 + 3]; + const iNext = component.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; + + centers[segIndex*3+0] = (component.positions[p*4+0] + component.positions[(p+1)*4+0]) * 0.5; + centers[segIndex*3+1] = (component.positions[p*4+1] + component.positions[(p+1)*4+1]) * 0.5; + centers[segIndex*3+2] = (component.positions[p*4+2] + component.positions[(p+1)*4+2]) * 0.5; + segIndex++; + } + return { + needsSort: true, + centers, + stride: 3, + offset: 0 + }; + } + default: + return null; + } + } + + // Update buildRenderObjects to handle global sorting function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - // Collect render data using helper + // First collect all transparent objects that need sorting + const transparentObjects: { + componentIndex: number; + info: TransparencyInfo; + }[] = []; + + components.forEach((comp, idx) => { + const spec = primitiveRegistry[comp.type]; + if (!spec) return; + + const info = getTransparencyInfo(comp, spec); + if (info) { + transparentObjects.push({ componentIndex: idx, info }); + } + }); + + // If we have transparent objects, sort them globally + let globalSortedIndices: Map | null = null; + if (transparentObjects.length > 0) { + // Combine all centers into one array + const totalCount = transparentObjects.reduce((sum, obj) => + sum + obj.info.centers.length / obj.info.stride, 0); + const allCenters = new Float32Array(totalCount * 3); + const componentRanges: { start: number; count: number; componentIndex: number }[] = []; + + let offset = 0; + transparentObjects.forEach(({ componentIndex, info }) => { + const count = info.centers.length / info.stride; + const start = offset / 3; + + // Copy centers to combined array + for (let i = 0; i < count; i++) { + const srcIdx = i * info.stride + info.offset; + allCenters[offset + i*3 + 0] = info.centers[srcIdx + 0]; + allCenters[offset + i*3 + 1] = info.centers[srcIdx + 1]; + allCenters[offset + i*3 + 2] = info.centers[srcIdx + 2]; + } + + componentRanges.push({ start, count, componentIndex }); + offset += count * 3; + }); + + // Sort all centers together + const cameraPos: [number, number, number] = [ + activeCamera.position[0], + activeCamera.position[1], + activeCamera.position[2] + ]; + const sortedIndices = getSortedIndices(allCenters, cameraPos); + + // Map global sorted indices back to per-component indices + globalSortedIndices = new Map(); + sortedIndices.forEach((globalIdx, sortedIdx) => { + // Find which component this index belongs to + for (const range of componentRanges) { + if (globalIdx >= range.start && globalIdx < range.start + range.count) { + const componentIdx = range.componentIndex; + const localIdx = globalIdx - range.start; + + let indices = globalSortedIndices!.get(componentIdx); + if (!indices) { + indices = []; + globalSortedIndices!.set(componentIdx, indices); + } + indices.push(localIdx); + break; + } + } + }); + } + + // Collect render data using helper, now with global sorting const typeArrays = collectTypeData( components, - (comp, spec) => spec.buildRenderData(comp, activeCamera), + (comp, spec) => { + const idx = components.indexOf(comp); + const sortedIndices = globalSortedIndices?.get(idx); + return spec.buildRenderData(comp, [ + activeCamera.position[0], + activeCamera.position[1], + activeCamera.position[2] + ], sortedIndices); + }, (data, count) => { const stride = Math.ceil(data.length / count) * 4; return stride * count; @@ -2904,21 +3071,21 @@ function isValidRenderObject(ro: RenderObject): ro is Required i); - - // Calculate depths and sort back-to-front - const depths = indices.map(i => { - const x = positions[i*stride + 0]; - const y = positions[i*stride + 1]; - const z = positions[i*stride + 2]; - return (x - cameraPosition[0])**2 + - (y - cameraPosition[1])**2 + - (z - cameraPosition[2])**2; - }); +function getSortedIndices(centers: Float32Array, cameraPosition: [number, number, number]): number[] { + const count = centers.length / 3; + const indices = Array.from({length: count}, (_, i) => i); + + // Calculate depths and sort back-to-front + const depths = indices.map(i => { + const x = centers[i*3 + 0]; + const y = centers[i*3 + 1]; + const z = centers[i*3 + 2]; + return (x - cameraPosition[0])**2 + + (y - cameraPosition[1])**2 + + (z - cameraPosition[2])**2; + }); - return indices.sort((a, b) => depths[b] - depths[a]); + return indices.sort((a, b) => depths[b] - depths[a]); } function hasTransparency(alphas: Float32Array | null, defaultAlpha: number, decorations?: Decoration[]): boolean { From 7043a6c74e5afe40870ad0f621b9fa9b4106cb5a Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 3 Feb 2025 12:19:45 +0100 Subject: [PATCH 128/167] camera accepts BigInts --- notebooks/scene3d_camera_orientation.py | 220 ++++++++++++++ notebooks/scene3d_depth_test.py | 340 ++++++++++++++-------- src/genstudio/js/{binary.js => binary.ts} | 7 + src/genstudio/js/scene3d/camera3d.ts | 50 ++-- src/genstudio/js/scene3d/impl3d.tsx | 9 +- 5 files changed, 477 insertions(+), 149 deletions(-) create mode 100644 notebooks/scene3d_camera_orientation.py rename src/genstudio/js/{binary.js => binary.ts} (92%) diff --git a/notebooks/scene3d_camera_orientation.py b/notebooks/scene3d_camera_orientation.py new file mode 100644 index 00000000..891aa682 --- /dev/null +++ b/notebooks/scene3d_camera_orientation.py @@ -0,0 +1,220 @@ +import numpy as np +import math +from genstudio.scene3d import Ellipsoid, Cuboid, PointCloud + +# Common parameters for all tests +offset_angle = 45 # degrees +distance = 2.0 +camera_config = {"fov": 120, "near": 0.1, "far": 100} + +# Base camera parameters +cam_position = np.array([0, 0, 0]) # Origin for all tests +cam_up_z = np.array([0, 0, 1]) # Up vector for tests 1 & 2 +cam_up_y = np.array([0, 1, 0]) # Up vector for test 3 + + +# Helper function to compute an object position given a distance from the camera, +# a forward vector, an offset (e.g. right, up, etc.) and an angle (in degrees). +def compute_offset_position(distance, forward, offset_dir, angle_deg): + angle_rad = math.radians(angle_deg) + # The position is along a vector that is (cos(angle) * forward + sin(angle) * offset_dir) + # (both forward and offset_dir must be normalized). + return distance * (math.cos(angle_rad) * forward + math.sin(angle_rad) * offset_dir) + + +# %% Test 1: Camera looking along +X axis (with up = +Z) +print("""Test 1: Looking along +X, up = +Z + yellow (up) +green red blue + purple (down)""") + +# Define the camera for Test 1 +cam1_target = np.array([2, 0, 0]) + +# Compute camera axes +forward1 = cam1_target - cam_position +forward1 = forward1 / np.linalg.norm(forward1) # (1,0,0) +right1 = np.cross(forward1, cam_up_z) +right1 = right1 / np.linalg.norm(right1) # (0,-1,0) +left1 = -right1 # (0, 1, 0) + +# Create objects for Test 1 with adjusted positions: +red_ellipsoid_pos = cam_position + distance * forward1 +x_pos_target = Ellipsoid( + centers=red_ellipsoid_pos, + colors=np.array([[1, 0, 0]]), # Red + radius=[0.2, 0.2, 0.2], +) + +green_cube_pos = cam_position + compute_offset_position( + distance, forward1, left1, offset_angle +) +y_pos_target = Cuboid( + centers=green_cube_pos, + colors=np.array([[0, 1, 0]]), # Green + size=[0.4, 0.4, 0.4], +) + +blue_cube_pos = cam_position + compute_offset_position( + distance, forward1, right1, offset_angle +) +y_neg_target = Cuboid( + centers=blue_cube_pos, + colors=np.array([[0, 0, 1]]), # Blue + size=[0.4, 0.4, 0.4], +) + +yellow_points_pos = cam_position + compute_offset_position( + distance, forward1, cam_up_z, offset_angle +) +z_pos_target = PointCloud( + positions=yellow_points_pos, + colors=np.array([[1, 1, 0]]), # Yellow + size=0.3, +) + +purple_points_pos = cam_position + compute_offset_position( + distance, forward1, -cam_up_z, offset_angle +) +z_neg_target = PointCloud( + positions=purple_points_pos, + colors=np.array([[1, 0, 1]]), # Purple + size=0.3, +) + +scene1 = (x_pos_target + y_pos_target + y_neg_target + z_pos_target + z_neg_target) + { + "defaultCamera": { + "position": cam_position, + "target": cam1_target, # Looking along +X + "up": cam_up_z, + **camera_config, + } +} +scene1 +# %% + +# %% Test 2: Camera looking along +Y axis (with up = +Z) +print("""\nTest 2: Looking along +Y, up = +Z + yellow (up) + green + red (right) + purple (down)""") + +cam2_target = np.array([0, 2, 0]) + +forward2 = cam2_target - cam_position +forward2 = forward2 / np.linalg.norm(forward2) # (0,1,0) +right2 = np.cross(forward2, cam_up_z) +right2 = right2 / np.linalg.norm(right2) # (1,0,0) + +# Create objects for Test 2: +# Green cube directly ahead: +green_cube_pos2 = cam_position + distance * forward2 +y_pos_target_2 = Cuboid( + centers=green_cube_pos2, + colors=np.array([[0, 1, 0]]), # Green + size=[0.4, 0.4, 0.4], +) + +# Red ellipsoid 45° to the right: +red_ellipsoid_pos2 = cam_position + compute_offset_position( + distance, forward2, right2, offset_angle +) +x_pos_target_2 = Ellipsoid( + centers=red_ellipsoid_pos2, + colors=np.array([[1, 0, 0]]), # Red + radius=[0.2, 0.2, 0.2], +) + +# Yellow points 45° upward (using up): +yellow_points_pos2 = cam_position + compute_offset_position( + distance, forward2, cam_up_z, offset_angle +) +z_pos_target_2 = PointCloud( + positions=yellow_points_pos2, + colors=np.array([[1, 1, 0]]), # Yellow + size=0.3, +) + +# Purple points 45° downward: +purple_points_pos2 = cam_position + compute_offset_position( + distance, forward2, -cam_up_z, offset_angle +) +z_neg_target_2 = PointCloud( + positions=purple_points_pos2, + colors=np.array([[1, 0, 1]]), # Purple + size=0.3, +) + +scene2 = (x_pos_target_2 + y_pos_target_2 + z_pos_target_2 + z_neg_target_2) + { + "defaultCamera": { + "position": cam_position, + "target": cam2_target, # Looking along +Y + "up": cam_up_z, + **camera_config, + } +} +scene2 +# %% + +# %% Test 3: Camera looking along +Z axis (with up = +Y) +print("""\nTest 3: Looking along +Z, up = +Y + green (up) +red yellow + blue (down)""") + +cam3_target = np.array([0, 0, 2]) + +forward3 = cam3_target - cam_position +forward3 = forward3 / np.linalg.norm(forward3) # (0,0,1) +right3 = np.cross(forward3, cam_up_y) +right3 = right3 / np.linalg.norm(right3) # (-1,0,0) +left3 = -right3 # (1,0,0) + +# Yellow points directly ahead: +yellow_points_pos3 = cam_position + distance * forward3 +z_pos_target_3 = PointCloud( + positions=yellow_points_pos3, + colors=np.array([[1, 1, 0]]), # Yellow + size=0.3, +) + +# Red ellipsoid 45° to the left: +red_ellipsoid_pos3 = cam_position + compute_offset_position( + distance, forward3, left3, offset_angle +) +x_pos_target_3 = Ellipsoid( + centers=red_ellipsoid_pos3, + colors=np.array([[1, 0, 0]]), # Red + radius=[0.2, 0.2, 0.2], +) + +# Green cube 45° upward: +green_cube_pos3 = cam_position + compute_offset_position( + distance, forward3, cam_up_y, offset_angle +) +y_pos_target_3 = Cuboid( + centers=green_cube_pos3, + colors=np.array([[0, 1, 0]]), # Green + size=[0.4, 0.4, 0.4], +) + +# Blue cube 45° downward: +blue_cube_pos3 = cam_position + compute_offset_position( + distance, forward3, -cam_up_y, offset_angle +) +y_neg_target_3 = Cuboid( + centers=blue_cube_pos3, + colors=np.array([[0, 0, 1]]), # Blue + size=[0.4, 0.4, 0.4], +) + +scene3 = (x_pos_target_3 + y_pos_target_3 + y_neg_target_3 + z_pos_target_3) + { + "defaultCamera": { + "position": cam_position, + "target": cam3_target, # Looking along +Z + "up": cam_up_y, + **camera_config, + } +} +scene3 diff --git a/notebooks/scene3d_depth_test.py b/notebooks/scene3d_depth_test.py index 8eef959c..d5d93203 100644 --- a/notebooks/scene3d_depth_test.py +++ b/notebooks/scene3d_depth_test.py @@ -1,142 +1,236 @@ +# %% Common imports and configuration import numpy as np -from genstudio.scene3d import Ellipsoid, EllipsoidAxes, PointCloud, LineBeams, Cuboid -import genstudio.plot as Plot -import math +from genstudio.scene3d import Ellipsoid, Cuboid, LineBeams, PointCloud, deco +# Common camera parameters +DEFAULT_CAMERA = {"up": [0, 0, 1], "fov": 45, "near": 0.1, "far": 100} -def create_depth_test_scene(): - """Create a scene with predictable depth test cases""" +# %% 1) Opaque Occlusion (Single Component) +print( + "Test 1: Opaque Occlusion.\n" + "Two overlapping ellipsoids: green (higher z) should occlude red." +) - # Create a row of ellipsoids with different alphas, same component - ellipsoid_centers = np.array( +scene_opaque = Ellipsoid( + centers=np.array([[-8, 1, 0], [-8, 1, 0.5]]), + colors=np.array( [ - [-2, 0, 0], # Alpha 1.0 - [-2, 0, 0.5], # Alpha 0.1 - [-2, 0, 1], # Alpha 0.5 - [-2, 0, 1.5], # Alpha 0.95 + [1, 0, 0], # red + [0, 1, 0], ] - ) - - ellipsoid_colors = np.array( - [ - [1, 0, 0], # Red - [0, 1, 0], # Green - [0, 0, 1], # Blue - [1, 1, 0], # Yellow - ] - ) + ), + radius=[0.5, 0.5, 0.5], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + # Place the camera diagonally so the two ellipsoids overlap in projection. + "position": [-12, 2, 3], + "target": [-8, 1, 0.25], + } + } +) +scene_opaque - ellipsoid_alphas = np.array([1.0, 0.1, 0.5, 0.95]) +# %% 2) Transparent Blending (Single Component) +print( + "Test 2: Transparent Blending.\n" + "Overlapping blue and semi-transparent yellow ellipsoids should blend." +) - # Create a row of cuboids with different alphas, same component - cuboid_centers = np.array( +scene_transparent = Ellipsoid( + centers=np.array([[-8, -1, 0], [-8, -1, 0.5]]), + colors=np.array( [ - [-4, 0, 0], # Alpha 1.0 - [-4, 0, 0.5], # Alpha 0.1 - [-4, 0, 1], # Alpha 0.5 - [-4, 0, 1.5], # Alpha 0.95 + [0, 0, 1], # blue + [1, 1, 0], ] - ) + ), + alphas=np.array([1.0, 0.5]), + radius=[0.5, 0.5, 0.5], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [-12, -2, 3], + "target": [-8, -1, 0.25], + } + } +) +scene_transparent - cuboid_colors = np.array( - [ - [1, 0, 0], # Red - [0, 1, 0], # Green - [0, 0, 1], # Blue - [1, 1, 0], # Yellow - ] - ) +# %% 3) Inter-Component Ordering +print( + "Test 3: Inter-Component Ordering.\n" + "Cyan point cloud should appear on top of orange cuboid due to render order." +) - scene = ( - # First set of ellipsoids in same component - Ellipsoid( - centers=ellipsoid_centers, - colors=ellipsoid_colors, - alphas=ellipsoid_alphas, - radius=[0.2, 0.2, 0.2], - ) - + - # First set of cuboids in same component - Cuboid( - centers=cuboid_centers, - colors=cuboid_colors, - alphas=ellipsoid_alphas, - size=[0.4, 0.4, 0.4], - ) - + - # Second set - identical ellipsoids in separate components - EllipsoidAxes( - centers=np.array([[0, 0, 0]]), - colors=np.array([[1, 0, 0]]), # Red alpha=1.0 - radius=[0.2, 0.2, 0.2], - ) - + EllipsoidAxes( - centers=np.array([[0, 0, 0.5]]), - colors=np.array([[0, 1, 0]]), # Green alpha=0.5 - alphas=np.array([0.5]), - radius=[0.2, 0.2, 0.2], - ) - + - # Second set - identical cuboids in separate components - Cuboid( - centers=np.array([[1, 0, 0]]), - colors=np.array([[1, 0, 0]]), # Red alpha=1.0 - size=[0.4, 0.4, 0.4], - ) - + Cuboid( - centers=np.array([[1, 0, 0.5]]), - colors=np.array([[0, 1, 0]]), # Green alpha=0.5 - alphas=np.array([0.5]), - size=[0.4, 0.4, 0.4], - ) - + - # Third set - line beams passing through - LineBeams( - positions=np.array( - [ - 2, - 0, - -0.5, - 0, # Start point - 2, - 0, - 2.0, - 0, # End point - ], - dtype=np.float32, - ), - color=np.array([1.0, 1.0, 1.0]), # White - radius=0.05, - ) - + - # Fourth set - point cloud passing through - PointCloud( - positions=np.array([[2, 0, 0], [2, 0, 0.5], [2, 0, 1.0], [2, 0, 1.5]]), - colors=np.array( - [ - [1, 0, 0], # Red, no alpha - [0, 1, 0], # Green, alpha 0.1 - [0, 0, 1], # Blue, alpha 0.5 - [1, 1, 0], # Yellow, alpha 0.95 - ] - ), - alphas=np.array([1.0, 0.1, 0.5, 0.95]), - size=0.2, - ) - ) | Plot.initialState( +cuboid_component = Cuboid( + centers=np.array([[-4, 0, 0.5]]), + colors=np.array([[1, 0.5, 0]]), + alphas=np.array([1.0]), + size=[1, 1, 1], +) +pointcloud_component = PointCloud( + positions=np.array([[-4, 0, 0]]), + colors=np.array([[0, 1, 1]]), + alphas=np.array([1.0]), + size=0.2, +) +scene_order = ( + cuboid_component + + pointcloud_component + + ( { - "camera": { - "position": [5, 5, 5], - "target": [0, 0, 0], - "up": [0, 1, 0], - "fov": math.degrees(math.pi / 3), - "near": 0.01, - "far": 100.0, + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [-8, -2, 4], + "target": [-4, 0, 0.5], } } ) +) +scene_order + +# %% 4) Per-Instance Alpha Overrides (Point Cloud) +print( + "Test 4: Per-Instance Alpha Overrides.\n" + "Four vertical points with alternating opaque/semi-transparent alphas." +) - return scene +scene_pc_alpha = PointCloud( + positions=np.array([[0, 2, 0], [0, 2, 0.5], [0, 2, 1.0], [0, 2, 1.5]]), + colors=np.array([[1, 0, 1], [0, 1, 1], [1, 1, 1], [0.5, 0.5, 0.5]]), + alphas=np.array([1.0, 0.5, 1.0, 0.5]), + size=0.1, +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [2, 4, 2], + "target": [0, 2, 0.75], + } + } +) +scene_pc_alpha +# %% 5) Decoration Overrides (Cuboid) +print( + "Test 5: Decoration Overrides.\n" + "Three cuboids: middle one red, semi-transparent, and scaled up." +) -create_depth_test_scene() +cuboid_centers = np.array([[2, -1, 0], [2, -1, 0.5], [2, -1, 1.0]]) +cuboid_colors = np.array([[0.8, 0.8, 0.8], [0.8, 0.8, 0.8], [0.8, 0.8, 0.8]]) +scene_deco = Cuboid( + centers=cuboid_centers, + colors=cuboid_colors, + alphas=np.array([1.0, 1.0, 1.0]), + size=[0.8, 0.8, 0.8], + decorations=[ + # Override instance index 1: change color to red, set alpha to 0.5, and scale up by 1.2. + deco(1, color=[1, 0, 0], alpha=0.5, scale=1.2) + ], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [2, 0, 3], + "target": [2, -1, 0.5], + } + } +) +scene_deco + +# %% 6) Extreme Alpha Values (Ellipsoids) +print( + "Test 6: Extreme Alpha Values.\n" + "Two ellipsoids: one nearly invisible (α=0.01), one almost opaque (α=0.99)." +) + +scene_extreme = Ellipsoid( + centers=np.array([[-6, -2, 0], [-6, -2, 0.5]]), + colors=np.array([[0.2, 0.2, 0.2], [0.9, 0.9, 0.9]]), + alphas=np.array([0.01, 0.99]), + radius=[0.4, 0.4, 0.4], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [-6, -4, 3], + "target": [-6, -2, 0.25], + } + } +) +scene_extreme + +# %% 7) Mixed Primitive Types Overlapping +print( + "Test 7: Mixed Primitive Types.\n" + "Overlapping red ellipsoid, green cuboid, yellow beam, and blue/magenta points." +) + +mixed_ellipsoids = Ellipsoid( + centers=np.array([[2, 2, 0.25]]), + colors=np.array([[1, 0, 0]]), + alphas=np.array([0.7]), + radius=[0.5, 0.5, 0.5], +) +mixed_cuboids = Cuboid( + centers=np.array([[2, 2, 0]]), + colors=np.array([[0, 1, 0]]), + alphas=np.array([0.7]), + size=[1, 1, 1], +) +mixed_linebeams = LineBeams( + positions=np.array([2, 2, -0.5, 0, 2, 2, 1, 0], dtype=np.float32), + color=np.array([1, 1, 0]), + size=0.05, +) +mixed_pointcloud = PointCloud( + positions=np.array([[2, 2, -0.25], [2, 2, 0.75]]), + colors=np.array([[0, 0, 1], [1, 0, 1]]), + alphas=np.array([1.0, 0.8]), + size=0.1, +) + +scene_mixed = ( + mixed_ellipsoids + mixed_cuboids + mixed_linebeams + mixed_pointcloud +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [6, 6, 4], + "target": [2, 2, 0.25], + } + } +) +scene_mixed + +# %% 8) Insertion Order Conflict (Two PointClouds) +print( + "Test 8: Insertion Order.\n" + "Two overlapping point clouds: second one (purple) should appear on top of first (green)." +) + +pointcloud_component1 = PointCloud( + positions=np.array([[-2, 2, 0.2]]), + colors=np.array([[0, 0.5, 0]]), + size=0.15, +) +pointcloud_component2 = PointCloud( + positions=np.array([[-2, 2, 0]]), + colors=np.array([[0.5, 0, 0.5]]), + size=0.15, +) + +scene_insertion = (pointcloud_component1 + pointcloud_component2) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [-2, 4, 3], + "target": [-2, 2, 0.1], + } + } +) +scene_insertion diff --git a/src/genstudio/js/binary.js b/src/genstudio/js/binary.ts similarity index 92% rename from src/genstudio/js/binary.js rename to src/genstudio/js/binary.ts index 9e3161f4..842f205b 100644 --- a/src/genstudio/js/binary.js +++ b/src/genstudio/js/binary.ts @@ -1,3 +1,5 @@ +export type TypedArray = Int8Array | Int16Array | Int32Array | BigInt64Array | Uint8Array | Uint16Array | Uint32Array | BigUint64Array | Uint8ClampedArray | Float32Array | Float64Array; + /** * Reshapes a flat array into a nested array structure based on the provided dimensions. * The input array can be either a TypedArray (like Float32Array) or regular JavaScript Array. @@ -42,9 +44,14 @@ const dtypeMap = { 'int8': Int8Array, 'int16': Int16Array, 'int32': Int32Array, + 'int64': BigInt64Array, 'uint8': Uint8Array, 'uint16': Uint16Array, 'uint32': Uint32Array, + 'uint64': BigUint64Array, + 'uint8clamped': Uint8ClampedArray, + 'bigint64': BigInt64Array, + 'biguint64': BigUint64Array, }; /** diff --git a/src/genstudio/js/scene3d/camera3d.ts b/src/genstudio/js/scene3d/camera3d.ts index 64008eee..5c481063 100644 --- a/src/genstudio/js/scene3d/camera3d.ts +++ b/src/genstudio/js/scene3d/camera3d.ts @@ -1,9 +1,10 @@ import * as glMatrix from 'gl-matrix'; +import type { TypedArray } from '../binary'; export interface CameraParams { - position: [number, number, number]; - target: [number, number, number]; - up: [number, number, number]; + position: [number, number, number] | TypedArray; + target: [number, number, number] | TypedArray; + up: [number, number, number] | TypedArray; fov: number; near: number; far: number; @@ -22,23 +23,36 @@ export interface CameraState { } export const DEFAULT_CAMERA: CameraParams = { - position: [ - 1.5 * Math.sin(0.2) * Math.sin(1.0), - 1.5 * Math.cos(1.0), - 1.5 * Math.sin(0.2) * Math.cos(1.0) - ], + position: [2, 2, 2], // Simple diagonal view target: [0, 0, 0], up: [0, 1, 0], - fov: 60, + fov: 45, // Slightly narrower FOV for better perspective near: 0.01, far: 100.0 }; -export function createCameraState(params: CameraParams): CameraState { - params = {...DEFAULT_CAMERA, ...params} - const position = glMatrix.vec3.fromValues(...params.position); - const target = glMatrix.vec3.fromValues(...params.target); - const up = glMatrix.vec3.fromValues(...params.up); +/** Helper to convert array-like to tuple */ +function toArray(value: [number, number, number] | TypedArray): [number, number, number] { + if (value instanceof BigInt64Array || value instanceof BigUint64Array) { + return [Number(value[0]), Number(value[1]), Number(value[2])]; + } + return Array.from(value) as [number, number, number]; +} + +export function createCameraState(params: CameraParams | null | undefined): CameraState { + + const p = { + position: toArray(params?.position ?? DEFAULT_CAMERA.position), + target: toArray(params?.target ?? DEFAULT_CAMERA.target), + up: toArray(params?.up ?? DEFAULT_CAMERA.up), + fov: params?.fov ?? DEFAULT_CAMERA.fov, + near: params?.near ?? DEFAULT_CAMERA.near, + far: params?.far ?? DEFAULT_CAMERA.far + }; + + const position = glMatrix.vec3.fromValues(...p.position); + const target = glMatrix.vec3.fromValues(...p.target); + const up = glMatrix.vec3.fromValues(...p.up); glMatrix.vec3.normalize(up, up); // The direction from target to position @@ -71,9 +85,9 @@ export function createCameraState(params: CameraParams): CameraState { radius, phi, theta, - fov: params.fov, - near: params.near, - far: params.far + fov: p.fov, + near: p.near, + far: p.far }; } @@ -102,7 +116,7 @@ export function orbit(camera: CameraState, deltaX: number, deltaY: number): Came theta -= deltaX * 0.01; phi -= deltaY * 0.01; - // Clamp phi so we don't flip over the top or bottom + // Clamp phi to avoid gimbal lock at poles phi = Math.max(0.001, Math.min(Math.PI - 0.001, phi)); // Build local reference frame from up diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 73233a6c..3b69b6dc 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -1973,16 +1973,9 @@ export function SceneInner({ const [isReady, setIsReady] = useState(false); - // Helper function to safely convert to array - function toArray(value: [number, number, number] | Float32Array | undefined): [number, number, number] { - if (!value) return [0, 0, 0]; - return Array.from(value) as [number, number, number]; - } - // Update the camera initialization const [internalCamera, setInternalCamera] = useState(() => { - const initial = defaultCamera || DEFAULT_CAMERA; - return createCameraState(initial); + return createCameraState(defaultCamera); }); // Use the appropriate camera state based on whether we're controlled or not From b0b59fb053a42df70f3dd09bb41839350236c6c4 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 3 Feb 2025 12:54:53 +0100 Subject: [PATCH 129/167] convert all bigints --- notebooks/scene3d_depth_test.py | 12 ++++++---- src/genstudio/js/binary.ts | 36 ++++++++++++++++++++++++---- src/genstudio/js/scene3d/camera3d.ts | 20 +++++----------- src/genstudio/js/scene3d/scene3d.tsx | 2 ++ 4 files changed, 48 insertions(+), 22 deletions(-) diff --git a/notebooks/scene3d_depth_test.py b/notebooks/scene3d_depth_test.py index d5d93203..0e8dd2c4 100644 --- a/notebooks/scene3d_depth_test.py +++ b/notebooks/scene3d_depth_test.py @@ -68,13 +68,13 @@ cuboid_component = Cuboid( centers=np.array([[-4, 0, 0.5]]), colors=np.array([[1, 0.5, 0]]), - alphas=np.array([1.0]), + alphas=np.array([0.5]), size=[1, 1, 1], ) pointcloud_component = PointCloud( positions=np.array([[-4, 0, 0]]), colors=np.array([[0, 1, 1]]), - alphas=np.array([1.0]), + alphas=np.array([0.8]), size=0.2, ) scene_order = ( @@ -93,6 +93,7 @@ scene_order # %% 4) Per-Instance Alpha Overrides (Point Cloud) +# ISSUE - blending only visible from one direction? print( "Test 4: Per-Instance Alpha Overrides.\n" "Four vertical points with alternating opaque/semi-transparent alphas." @@ -129,7 +130,7 @@ size=[0.8, 0.8, 0.8], decorations=[ # Override instance index 1: change color to red, set alpha to 0.5, and scale up by 1.2. - deco(1, color=[1, 0, 0], alpha=0.5, scale=1.2) + deco(1, color=[1.0, 0.0, 0.0], alpha=0.5, scale=1.2) ], ) + ( { @@ -143,6 +144,7 @@ scene_deco # %% 6) Extreme Alpha Values (Ellipsoids) +# ISSUE: nearly invisible shows background color (occluding) rather than showing the other item print( "Test 6: Extreme Alpha Values.\n" "Two ellipsoids: one nearly invisible (α=0.01), one almost opaque (α=0.99)." @@ -151,7 +153,7 @@ scene_extreme = Ellipsoid( centers=np.array([[-6, -2, 0], [-6, -2, 0.5]]), colors=np.array([[0.2, 0.2, 0.2], [0.9, 0.9, 0.9]]), - alphas=np.array([0.01, 0.99]), + alphas=np.array([0.1, 0.99]), radius=[0.4, 0.4, 0.4], ) + ( { @@ -217,11 +219,13 @@ positions=np.array([[-2, 2, 0.2]]), colors=np.array([[0, 0.5, 0]]), size=0.15, + alpha=0.5, ) pointcloud_component2 = PointCloud( positions=np.array([[-2, 2, 0]]), colors=np.array([[0.5, 0, 0.5]]), size=0.15, + alpha=0.5, ) scene_insertion = (pointcloud_component1 + pointcloud_component2) + ( diff --git a/src/genstudio/js/binary.ts b/src/genstudio/js/binary.ts index 842f205b..4f59564b 100644 --- a/src/genstudio/js/binary.ts +++ b/src/genstudio/js/binary.ts @@ -1,4 +1,28 @@ -export type TypedArray = Int8Array | Int16Array | Int32Array | BigInt64Array | Uint8Array | Uint16Array | Uint32Array | BigUint64Array | Uint8ClampedArray | Float32Array | Float64Array; +export type TypedArray = Int8Array | Int16Array | Int32Array | Uint8Array | Uint16Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array; + +/** Type representing arrays that contain BigInt values */ +export type BigIntArray = BigInt64Array | BigUint64Array; + +/** + * Type guard to check if a value is a BigInt array type + * @param value - Value to check + * @returns True if the value is a BigInt array type (BigInt64Array or BigUint64Array) + */ +export function isBigIntArray(value: unknown): value is BigIntArray { + return value instanceof BigInt64Array || value instanceof BigUint64Array; +} + +/** + * Converts a BigInt array (BigInt64Array/BigUint64Array) to a regular number array. + * @param value - The array to convert + * @returns A regular Array of numbers if input is a BigInt array, otherwise returns the input unchanged + */ +function convertBigIntArray(value: unknown): number[] | unknown { + if (value instanceof BigInt64Array || value instanceof BigUint64Array) { + return Array.from(value, Number); + } + return value; +} /** * Reshapes a flat array into a nested array structure based on the provided dimensions. @@ -90,12 +114,16 @@ export function evaluateNdarray(node) { data.byteOffset, data.byteLength / ArrayConstructor.BYTES_PER_ELEMENT ); - // If 1D, return the typed array directly + + // Convert BigInt arrays to regular number arrays + const convertedArray = convertBigIntArray(flatArray); + + // If 1D, return the array directly if (shape.length <= 1) { - return flatArray; + return convertedArray; } - return reshapeArray(flatArray, shape); + return reshapeArray(convertedArray, shape); } /** diff --git a/src/genstudio/js/scene3d/camera3d.ts b/src/genstudio/js/scene3d/camera3d.ts index 5c481063..7b595b88 100644 --- a/src/genstudio/js/scene3d/camera3d.ts +++ b/src/genstudio/js/scene3d/camera3d.ts @@ -31,28 +31,20 @@ export const DEFAULT_CAMERA: CameraParams = { far: 100.0 }; -/** Helper to convert array-like to tuple */ -function toArray(value: [number, number, number] | TypedArray): [number, number, number] { - if (value instanceof BigInt64Array || value instanceof BigUint64Array) { - return [Number(value[0]), Number(value[1]), Number(value[2])]; - } - return Array.from(value) as [number, number, number]; -} - export function createCameraState(params: CameraParams | null | undefined): CameraState { const p = { - position: toArray(params?.position ?? DEFAULT_CAMERA.position), - target: toArray(params?.target ?? DEFAULT_CAMERA.target), - up: toArray(params?.up ?? DEFAULT_CAMERA.up), + position: params?.position ?? DEFAULT_CAMERA.position, + target: params?.target ?? DEFAULT_CAMERA.target, + up: params?.up ?? DEFAULT_CAMERA.up, fov: params?.fov ?? DEFAULT_CAMERA.fov, near: params?.near ?? DEFAULT_CAMERA.near, far: params?.far ?? DEFAULT_CAMERA.far }; - const position = glMatrix.vec3.fromValues(...p.position); - const target = glMatrix.vec3.fromValues(...p.target); - const up = glMatrix.vec3.fromValues(...p.up); + const position = glMatrix.vec3.fromValues(p.position[0], p.position[1], p.position[2]); + const target = glMatrix.vec3.fromValues(p.target[0], p.target[1], p.target[2]); + const up = glMatrix.vec3.fromValues(p.up[0], p.up[1], p.up[2]); glMatrix.vec3.normalize(up, up); // The direction from target to position diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index da0738ba..b036af21 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -21,6 +21,8 @@ function coerceFloat32Fields(obj: T, fields: (keyof T)[]): T { const value = obj[field]; if (Array.isArray(value)) { (result[field] as any) = new Float32Array(value); + } else if (ArrayBuffer.isView(value) && !(value instanceof Float32Array)) { + (result[field] as any) = new Float32Array(value); } } return result; From 0ba4e26b9c1d47b05fe680cc22a5387be1285d00 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 3 Feb 2025 14:00:26 +0100 Subject: [PATCH 130/167] fix sorting bug --- src/genstudio/js/scene3d/impl3d.tsx | 91 +++++++++++++++-------------- 1 file changed, 48 insertions(+), 43 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 3b69b6dc..7788c0b2 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -259,9 +259,9 @@ interface PrimitiveSpec { * Returns a Float32Array containing interleaved vertex attributes, * or null if the component has no renderable data. * @param component The component to build render data for - * @param cameraPosition The current camera position [x,y,z] + * @param sortedIndices Optional array of indices for depth sorting */ - buildRenderData(component: E, cameraPosition: [number, number, number], sortedIndices?: number[]): Float32Array | null; + buildRenderData(component: E, sortedIndices?: number[]): Float32Array | null; /** * Builds vertex buffer data for GPU-based picking. @@ -417,7 +417,7 @@ const pointCloudSpec: PrimitiveSpec = { return elem.positions.length / 3; }, - buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { + buildRenderData(elem, sortedIndices?: number[]) { const count = elem.positions.length / 3; if(count === 0) return null; @@ -644,35 +644,27 @@ const ellipsoidSpec: PrimitiveSpec = { return elem.centers.length / 3; }, - buildRenderData(elem, cameraPosition: [number, number, number]) { + buildRenderData(elem, sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); - // Use helper to check for transparency - const needsSorting = hasTransparency(alphas, defaults.alpha, elem.decorations); + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + + // Create mapping from original index to sorted position + const indexToPosition = new Array(count); - // Get indices (sorted if transparent) - let indices; - if (needsSorting) { - const sortStart = performance.now(); - indices = getSortedIndices(elem.centers, cameraPosition); - const sortEnd = performance.now(); - // console.log(`Depth sorting ${count} ellipsoids took ${sortEnd - sortStart}ms`); - } else { - indices = Array.from({length: count}, (_, i) => i); - } const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; const arr = new Float32Array(count * 10); for(let j = 0; j < count; j++) { - const i = indices[j]; - - // Centers + indexToPosition[indices[j]] = j + const i = indices[j]; // i is the original index, j is where it goes in sorted order arr[j*10+0] = elem.centers[i*3+0]; arr[j*10+1] = elem.centers[i*3+1]; arr[j*10+2] = elem.centers[i*3+2]; @@ -703,19 +695,21 @@ const ellipsoidSpec: PrimitiveSpec = { arr[j*10+9] = alphas ? alphas[i] : defaults.alpha; } + // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition[idx]; // Get the position where this index ended up if(dec.color) { - arr[idx*10+6] = dec.color[0]; - arr[idx*10+7] = dec.color[1]; - arr[idx*10+8] = dec.color[2]; + arr[j*10+6] = dec.color[0]; + arr[j*10+7] = dec.color[1]; + arr[j*10+8] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[idx*10+9] = dec.alpha; + arr[j*10+9] = dec.alpha; } if(dec.scale !== undefined) { - arr[idx*10+3] *= dec.scale; - arr[idx*10+4] *= dec.scale; - arr[idx*10+5] *= dec.scale; + arr[j*10+3] *= dec.scale; + arr[j*10+4] *= dec.scale; + arr[j*10+5] *= dec.scale; } }); @@ -896,7 +890,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return (elem.centers.length / 3) * 3; }, - buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { + buildRenderData(elem, sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -906,6 +900,12 @@ const ellipsoidAxesSpec: PrimitiveSpec = { // Use provided sorted indices if available, otherwise create sequential indices const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + // Create mapping from original index to sorted position + const indexToPosition = new Array(count); + for(let j = 0; j < count; j++) { + indexToPosition[indices[j]] = j; + } + const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii instanceof Float32Array && elem.radii.length >= count * 3 ? elem.radii : null; @@ -963,11 +963,12 @@ const ellipsoidAxesSpec: PrimitiveSpec = { } } - // Apply decorations last + // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition[idx]; // Get the position where this index ended up // For each decorated ellipsoid, update all 3 of its rings for(let ring = 0; ring < 3; ring++) { - const arrIdx = idx*3 + ring; + const arrIdx = j*3 + ring; if(dec.color) { arr[arrIdx*10+6] = dec.color[0]; arr[arrIdx*10+7] = dec.color[1]; @@ -1137,7 +1138,7 @@ const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.centers.length / 3; }, - buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { + buildRenderData(elem, sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -1147,6 +1148,12 @@ const cuboidSpec: PrimitiveSpec = { // Use provided sorted indices if available, otherwise create sequential indices const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + // Create mapping from original index to sorted position + const indexToPosition = new Array(count); + for(let j = 0; j < count; j++) { + indexToPosition[indices[j]] = j; + } + const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; @@ -1190,19 +1197,21 @@ const cuboidSpec: PrimitiveSpec = { arr[idx+9] = alpha; } + // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition[idx]; // Get the position where this index ended up if(dec.color) { - arr[idx*10+6] = dec.color[0]; - arr[idx*10+7] = dec.color[1]; - arr[idx*10+8] = dec.color[2]; + arr[j*10+6] = dec.color[0]; + arr[j*10+7] = dec.color[1]; + arr[j*10+8] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[idx*10+9] = dec.alpha; + arr[j*10+9] = dec.alpha; } if(dec.scale !== undefined) { - arr[idx*10+3] *= dec.scale; - arr[idx*10+4] *= dec.scale; - arr[idx*10+5] *= dec.scale; + arr[j*10+3] *= dec.scale; + arr[j*10+4] *= dec.scale; + arr[j*10+5] *= dec.scale; } }); @@ -1429,7 +1438,7 @@ const lineBeamsSpec: PrimitiveSpec = { return countSegments(elem.positions); }, - buildRenderData(elem, cameraPosition: [number, number, number], sortedIndices?: number[]) { + buildRenderData(elem, sortedIndices?: number[]) { const segCount = this.getCount(elem); if(segCount === 0) return null; @@ -2389,11 +2398,7 @@ export function SceneInner({ (comp, spec) => { const idx = components.indexOf(comp); const sortedIndices = globalSortedIndices?.get(idx); - return spec.buildRenderData(comp, [ - activeCamera.position[0], - activeCamera.position[1], - activeCamera.position[2] - ], sortedIndices); + return spec.buildRenderData(comp, sortedIndices); }, (data, count) => { const stride = Math.ceil(data.length / count) * 4; From 42ad95d5585f12bd808a17b18200949eb83dd526 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 3 Feb 2025 14:27:29 +0100 Subject: [PATCH 131/167] update transparency when camera moves --- notebooks/scene3d_picking_test.py | 183 +++++++++++++++++++ src/genstudio/js/scene3d/impl3d.tsx | 270 +++++++++++++++++++--------- 2 files changed, 371 insertions(+), 82 deletions(-) create mode 100644 notebooks/scene3d_picking_test.py diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py new file mode 100644 index 00000000..7cdf2279 --- /dev/null +++ b/notebooks/scene3d_picking_test.py @@ -0,0 +1,183 @@ +# %% Common imports and configuration +import numpy as np +from genstudio.scene3d import Ellipsoid, Cuboid, LineBeams, PointCloud, deco +from genstudio.plot import js + +# Common camera parameters +DEFAULT_CAMERA = {"up": [0, 0, 1], "fov": 45, "near": 0.1, "far": 100} + +# %% 1) Point Cloud Picking +print("Test 1: Point Cloud Picking.\nHover over points to highlight them in yellow.") + +scene_points = PointCloud( + positions=np.array([[-2, 0, 0], [-2, 0, 1], [-2, 1, 0], [-2, 1, 1]]), + colors=np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1], [1, 0, 1]]), + size=0.2, + onHover=js("(i) => $state.update({hover_point: typeof i === 'number' ? [i] : []})"), + decorations=[ + deco( + js("$state.hover_point"), + color=[1, 1, 0], + scale=1.5, + ), + ], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [-4, 2, 2], + "target": [-2, 0.5, 0.5], + } + } +) + +# 2) Ellipsoid Picking +print("Test 2: Ellipsoid Picking.\nHover over ellipsoids to highlight them.") + +scene_ellipsoids = Ellipsoid( + centers=np.array([[0, 0, 0], [0, 1, 0], [0, 0.5, 1]]), + colors=np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]), + radius=[0.4, 0.4, 0.4], + alpha=0.7, + onHover=js( + "(i) => $state.update({hover_ellipsoid: typeof i === 'number' ? [i] : []})" + ), + decorations=[ + deco( + js("$state.hover_ellipsoid"), + color=[1, 1, 0], + scale=1.2, + ), + ], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [2, 2, 2], + "target": [0, 0.5, 0.5], + } + } +) + +# 3) Cuboid Picking with Transparency +print( + "Test 3: Cuboid Picking with Transparency.\nHover behavior with semi-transparent objects." +) + +scene_cuboids = Cuboid( + centers=np.array([[2, 0, 0], [2, 0, 1], [2, 0, 2]]), + colors=np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]), + alphas=np.array([0.5, 0.7, 0.9]), + size=0.8, + onHover=js( + "(i) => $state.update({hover_cuboid: typeof i === 'number' ? [i+1] : []})" + ), + decorations=[ + deco( + js("$state.hover_cuboid"), + color=[1, 1, 0], + alpha=1.0, + scale=1.1, + ), + ], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [4, 2, 2], + "target": [2, 0, 0.5], + } + } +) + +# 4) Line Beams Picking +print("Test 4: Line Beams Picking.\nHover over line segments.") + +scene_beams = LineBeams( + positions=np.array( + [ + -2, + -2, + 0, + 0, # start x,y,z, dummy + -1, + -2, + 1, + 0, # end x,y,z, dummy + -1, + -2, + 0, + 0, # start of second beam + -2, + -2, + 1, + 0, # end of second beam + ], + dtype=np.float32, + ).reshape(-1), + colors=np.array([[1, 0, 0], [0, 1, 0]]), + size=0.1, + onHover=js("(i) => $state.update({hover_beam: typeof i === 'number' ? [i] : []})"), + decorations=[ + deco( + js("$state.hover_beam"), + color=[1, 1, 0], + ), + ], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [-4, -4, 2], + "target": [-1.5, -2, 0.5], + } + } +) + +# 5) Mixed Components Picking +print( + "Test 5: Mixed Components Picking.\nTest picking behavior with overlapping different primitives." +) + +mixed_scene = ( + Ellipsoid( + centers=np.array([[2, -2, 0.5]]), + colors=np.array([[1, 0, 0]]), + radius=[0.5, 0.5, 0.5], + onHover=js( + "(i) => $state.update({hover_mixed_ellipsoid: typeof i === 'number' ? [i] : []})" + ), + decorations=[ + deco( + js("$state.hover_mixed_ellipsoid"), + color=[1, 1, 0], + ), + ], + ) + + PointCloud( + positions=np.array([[2, -2, 0], [2, -2, 1]]), + colors=np.array([[0, 1, 0], [0, 0, 1]]), + size=0.2, + onHover=js( + "(i) => $state.update({hover_mixed_point: typeof i === 'number' ? [i] : []})" + ), + decorations=[ + deco( + js("$state.hover_mixed_point"), + color=[1, 1, 0], + ), + ], + ) + + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [4, -4, 2], + "target": [2, -2, 0.5], + } + } + ) +) + +(scene_points & scene_beams | scene_cuboids & scene_ellipsoids | mixed_scene) +# %% diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 7788c0b2..4402212b 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -323,6 +323,7 @@ function applyDecorations( ) { if (!decorations) return; for (const dec of decorations) { + if (!dec.indexes) continue; for (const idx of dec.indexes) { if (idx < 0 || idx >= instanceCount) continue; setter(idx, dec); @@ -1104,9 +1105,9 @@ fn vs_cuboid( @location(3) size: vec3, @location(4) pickID: f32 )-> VSOut { - let wp = center + (inPos * size); + let worldPos = center + (inPos * size); var out: VSOut; - out.pos = camera.mvp*vec4(wp,1.0); + out.pos = camera.mvp * vec4(worldPos, 1.0); out.pickID = pickID; return out; }`; @@ -1228,12 +1229,15 @@ const cuboidSpec: PrimitiveSpec = { const arr = new Float32Array(count * 7); for(let i = 0; i < count; i++) { const scale = scales ? scales[i] : 1; + // Position arr[i*7+0] = elem.centers[i*3+0]; arr[i*7+1] = elem.centers[i*3+1]; arr[i*7+2] = elem.centers[i*3+2]; + // Size arr[i*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; arr[i*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; arr[i*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + // Picking ID arr[i*7+6] = baseID + i; } @@ -1881,12 +1885,12 @@ const ELLIPSOID_INSTANCE_LAYOUT: VertexBufferLayout = { }; const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { - arrayStride: 7*4, + arrayStride: 7*4, // 7 floats: position(3) + size(3) + pickID(1) stepMode: 'instance', attributes: [ - {shaderLocation: 2, offset: 0, format: 'float32x3'}, - {shaderLocation: 3, offset: 3*4, format: 'float32x3'}, - {shaderLocation: 4, offset: 6*4, format: 'float32'} + {shaderLocation: 2, offset: 0, format: 'float32x3'}, // center + {shaderLocation: 3, offset: 3*4, format: 'float32x3'}, // size + {shaderLocation: 4, offset: 6*4, format: 'float32'} // pickID ] }; @@ -1975,9 +1979,10 @@ export function SceneInner({ renderObjects: RenderObject[]; componentBaseId: number[]; idToComponent: ({componentIdx: number, instanceIdx: number} | null)[]; - pipelineCache: Map; // Add this + pipelineCache: Map; dynamicBuffers: DynamicBuffers | null; - resources: GeometryResources; // Add this + resources: GeometryResources; + transparencyState: TransparencyState | null; // Add this field } | null>(null); const [isReady, setIsReady] = useState(false); @@ -2082,7 +2087,8 @@ export function SceneInner({ EllipsoidAxes: null, Cuboid: null, LineBeams: null - } + }, + transparencyState: null }; // Now initialize geometry resources @@ -2260,7 +2266,26 @@ export function SceneInner({ offset: number; } - // Add this before buildRenderObjects + interface TransparentObject { + componentIndex: number; + info: TransparencyInfo; + } + + interface ComponentRange { + start: number; + count: number; + componentIndex: number; + } + + interface TransparencyState { + objects: TransparentObject[]; + allCenters: Float32Array; + componentRanges: ComponentRange[]; + lastCameraPosition?: [number, number, number]; + lastSortedIndices?: Map; + } + + // Add this before buildRenderObjects function getTransparencyInfo(component: ComponentConfig, spec: PrimitiveSpec): TransparencyInfo | null { const count = spec.getCount(component); if (count === 0) return null; @@ -2316,16 +2341,10 @@ export function SceneInner({ } } - // Update buildRenderObjects to handle global sorting - function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { - if(!gpuRef.current) return []; - const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - + // Add this before buildRenderObjects + function initTransparencyState(components: ComponentConfig[]): TransparencyState | null { // First collect all transparent objects that need sorting - const transparentObjects: { - componentIndex: number; - info: TransparencyInfo; - }[] = []; + const objects: TransparentObject[] = []; components.forEach((comp, idx) => { const spec = primitiveRegistry[comp.type]; @@ -2333,63 +2352,110 @@ export function SceneInner({ const info = getTransparencyInfo(comp, spec); if (info) { - transparentObjects.push({ componentIndex: idx, info }); + objects.push({ componentIndex: idx, info }); } }); - // If we have transparent objects, sort them globally - let globalSortedIndices: Map | null = null; - if (transparentObjects.length > 0) { - // Combine all centers into one array - const totalCount = transparentObjects.reduce((sum, obj) => - sum + obj.info.centers.length / obj.info.stride, 0); - const allCenters = new Float32Array(totalCount * 3); - const componentRanges: { start: number; count: number; componentIndex: number }[] = []; - - let offset = 0; - transparentObjects.forEach(({ componentIndex, info }) => { - const count = info.centers.length / info.stride; - const start = offset / 3; - - // Copy centers to combined array - for (let i = 0; i < count; i++) { - const srcIdx = i * info.stride + info.offset; - allCenters[offset + i*3 + 0] = info.centers[srcIdx + 0]; - allCenters[offset + i*3 + 1] = info.centers[srcIdx + 1]; - allCenters[offset + i*3 + 2] = info.centers[srcIdx + 2]; + if (objects.length === 0) return null; + + // Combine all centers into one array + const totalCount = objects.reduce((sum, obj) => + sum + obj.info.centers.length / obj.info.stride, 0); + const allCenters = new Float32Array(totalCount * 3); + const componentRanges: ComponentRange[] = []; + + let offset = 0; + objects.forEach(({ componentIndex, info }) => { + const count = info.centers.length / info.stride; + const start = offset / 3; + + // Copy centers to combined array + for (let i = 0; i < count; i++) { + const srcIdx = i * info.stride + info.offset; + allCenters[offset + i*3 + 0] = info.centers[srcIdx + 0]; + allCenters[offset + i*3 + 1] = info.centers[srcIdx + 1]; + allCenters[offset + i*3 + 2] = info.centers[srcIdx + 2]; + } + + componentRanges.push({ start, count, componentIndex }); + offset += count * 3; + }); + + return { + objects, + allCenters, + componentRanges, + lastCameraPosition: undefined + }; + } + + function updateTransparencySorting( + state: TransparencyState, + cameraPosition: [number, number, number] + ): Map { + // If camera hasn't moved significantly, reuse existing sort + if (state.lastCameraPosition) { + const dx = cameraPosition[0] - state.lastCameraPosition[0]; + const dy = cameraPosition[1] - state.lastCameraPosition[1]; + const dz = cameraPosition[2] - state.lastCameraPosition[2]; + const moveDistSq = dx*dx + dy*dy + dz*dz; + if (moveDistSq < 0.0001) { // Small threshold to avoid unnecessary resorting + return state.lastSortedIndices!; + } + } + + // Sort all centers together + const sortedIndices = getSortedIndices(state.allCenters, cameraPosition); + + // Map global sorted indices back to per-component indices + const globalSortedIndices = new Map(); + sortedIndices.forEach((globalIdx, sortedIdx) => { + // Find which component this index belongs to + for (const range of state.componentRanges) { + if (globalIdx >= range.start && globalIdx < range.start + range.count) { + const componentIdx = range.componentIndex; + const localIdx = globalIdx - range.start; + + let indices = globalSortedIndices.get(componentIdx); + if (!indices) { + indices = []; + globalSortedIndices.set(componentIdx, indices); + } + indices.push(localIdx); + break; } + } + }); - componentRanges.push({ start, count, componentIndex }); - offset += count * 3; - }); + // Update camera position + state.lastCameraPosition = cameraPosition; + state.lastSortedIndices = globalSortedIndices; - // Sort all centers together + return globalSortedIndices; + } + + // Update buildRenderObjects to use the new transparency state + function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { + if(!gpuRef.current) return []; + const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; + + // Initialize or update transparency state + if (!gpuRef.current.transparencyState) { + gpuRef.current.transparencyState = initTransparencyState(components); + } + + // Get sorted indices if we have transparent objects + let globalSortedIndices: Map | null = null; + if (gpuRef.current.transparencyState) { const cameraPos: [number, number, number] = [ activeCamera.position[0], activeCamera.position[1], activeCamera.position[2] ]; - const sortedIndices = getSortedIndices(allCenters, cameraPos); - - // Map global sorted indices back to per-component indices - globalSortedIndices = new Map(); - sortedIndices.forEach((globalIdx, sortedIdx) => { - // Find which component this index belongs to - for (const range of componentRanges) { - if (globalIdx >= range.start && globalIdx < range.start + range.count) { - const componentIdx = range.componentIndex; - const localIdx = globalIdx - range.start; - - let indices = globalSortedIndices!.get(componentIdx); - if (!indices) { - indices = []; - globalSortedIndices!.set(componentIdx, indices); - } - indices.push(localIdx); - break; - } - } - }); + globalSortedIndices = updateTransparencySorting( + gpuRef.current.transparencyState, + cameraPos + ); } // Collect render data using helper, now with global sorting @@ -2518,14 +2584,59 @@ function isValidRenderObject(ro: RenderObject): ro is Required + ) { + if (!gpuRef.current?.device || !gpuRef.current.dynamicBuffers) return; + const { device } = gpuRef.current; + + // For each render object that needs sorting + renderObjects.forEach(ro => { + const component = components[ro.componentIndex]; + const spec = primitiveRegistry[component.type]; + if (!spec) return; + + const sortedIndices = globalSortedIndices.get(ro.componentIndex); + if (!sortedIndices) return; + + // Rebuild render data with new sorting + const data = spec.buildRenderData(component, sortedIndices); + if (!data) return; + + // Update buffer with new sorted data + const vertexInfo = ro.vertexBuffers[1] as BufferInfo; + device.queue.writeBuffer( + vertexInfo.buffer, + vertexInfo.offset, + data.buffer, + data.byteOffset, + data.byteLength + ); + }); + } + const renderFrame = useCallback((camState: CameraState) => { if(!gpuRef.current) return; const { device, context, uniformBuffer, uniformBindGroup, - renderObjects, depthTexture + renderObjects, depthTexture, transparencyState } = gpuRef.current; - const startTime = performance.now(); // Add timing measurement + const startTime = performance.now(); + + // Check if we need to update transparency sorting + if (transparencyState) { + const cameraPos: [number, number, number] = [ + camState.position[0], + camState.position[1], + camState.position[2] + ]; + const sortedIndices = updateTransparencySorting(transparencyState, cameraPos); + updateSortedBuffers(renderObjects, components, sortedIndices); + } // Update camera uniforms const aspect = containerWidth / containerHeight; @@ -2600,14 +2711,11 @@ function isValidRenderObject(ro: RenderObject): ro is Required { + for (let i = 0; i < renderObjects.length; i++) { + const ro = renderObjects[i]; if (ro.pickingDataStale) { ensurePickingData(ro, components[i]); } - }); + } // Convert screen coordinates to device pixels const dpr = window.devicePixelRatio || 1; @@ -2683,21 +2792,18 @@ function isValidRenderObject(ro: RenderObject): ro is Required Date: Mon, 3 Feb 2025 14:48:27 +0100 Subject: [PATCH 132/167] use sorted indexes in picking --- notebooks/scene3d_picking_test.py | 55 +++++++++++- src/genstudio/js/scene3d/impl3d.tsx | 133 ++++++++++++++++++---------- 2 files changed, 139 insertions(+), 49 deletions(-) diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index 7cdf2279..9eaea178 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -70,7 +70,7 @@ alphas=np.array([0.5, 0.7, 0.9]), size=0.8, onHover=js( - "(i) => $state.update({hover_cuboid: typeof i === 'number' ? [i+1] : []})" + "(i) => $state.update({hover_cuboid: typeof i === 'number' ? [i] : []})" ), decorations=[ deco( @@ -180,4 +180,57 @@ ) (scene_points & scene_beams | scene_cuboids & scene_ellipsoids | mixed_scene) + +# %% 6) Generated Cuboid Grid Picking +print( + "Test 6: Generated Cuboid Grid.\nHover over cuboids in a programmatically generated grid pattern." +) + +# Generate a 4x4x2 grid of cuboids with systematic colors +x, y, z = np.meshgrid( + np.linspace(4, 5.5, 4), np.linspace(-2, -0.5, 4), np.linspace(0, 1, 2) +) +positions = np.column_stack((x.ravel(), y.ravel(), z.ravel())) + +# Generate colors based on position +colors = np.zeros((len(positions), 3)) +colors[:, 0] = (positions[:, 0] - positions[:, 0].min()) / ( + positions[:, 0].max() - positions[:, 0].min() +) +colors[:, 1] = (positions[:, 1] - positions[:, 1].min()) / ( + positions[:, 1].max() - positions[:, 1].min() +) +colors[:, 2] = (positions[:, 2] - positions[:, 2].min()) / ( + positions[:, 2].max() - positions[:, 2].min() +) + +scene_grid_cuboids = Cuboid( + centers=positions, + colors=colors, + size=0.3, + onHover=js( + "(i) => $state.update({hover_grid_cuboid: typeof i === 'number' ? [i] : []})" + ), + decorations=[ + deco( + js("$state.hover_grid_cuboid"), + color=[1, 1, 0], + scale=1.2, + ), + ], +) + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [6, -4, 2], + "target": [4.75, -1.25, 0.5], + } + } +) + +( + scene_points & scene_beams + | scene_cuboids & scene_ellipsoids + | mixed_scene & scene_grid_cuboids +) # %% diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 4402212b..8d111634 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -267,9 +267,11 @@ interface PrimitiveSpec { * Builds vertex buffer data for GPU-based picking. * Returns a Float32Array containing picking IDs and instance data, * or null if the component doesn't support picking. + * @param component The component to build picking data for * @param baseID Starting ID for this component's instances + * @param sortedIndices Optional array of indices for depth sorting */ - buildPickingData(component: E, baseID: number): Float32Array | null; + buildPickingData(component: E, baseID: number, sortedIndices?: number[]): Float32Array | null; /** * Default WebGPU rendering configuration for this primitive type. @@ -472,7 +474,7 @@ const pointCloudSpec: PrimitiveSpec = { return arr; }, - buildPickingData(elem, baseID) { + buildPickingData(elem, baseID, sortedIndices?: number[]) { const count = elem.positions.length / 3; if(count === 0) return null; @@ -483,12 +485,16 @@ const pointCloudSpec: PrimitiveSpec = { const hasValidSizes = elem.sizes && elem.sizes.length >= count; const sizes = hasValidSizes ? elem.sizes : null; - for(let i=0; i i); + + for(let j = 0; j < count; j++) { + const i = indices[j]; + arr[j*5+0] = elem.positions[i*3+0]; + arr[j*5+1] = elem.positions[i*3+1]; + arr[j*5+2] = elem.positions[i*3+2]; + arr[j*5+3] = baseID + i; // Keep original index for picking ID + arr[j*5+4] = sizes?.[i] ?? size; } return arr; }, @@ -717,7 +723,7 @@ const ellipsoidSpec: PrimitiveSpec = { return arr; }, - buildPickingData(elem, baseID) { + buildPickingData(elem, baseID, sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -728,21 +734,25 @@ const ellipsoidSpec: PrimitiveSpec = { const hasValidRadii = elem.radii && elem.radii.length >= count * 3; const radii = hasValidRadii ? elem.radii : null; - for(let i = 0; i < count; i++) { - arr[i*7+0] = elem.centers[i*3+0]; - arr[i*7+1] = elem.centers[i*3+1]; - arr[i*7+2] = elem.centers[i*3+2]; + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + + for(let j = 0; j < count; j++) { + const i = indices[j]; + arr[j*7+0] = elem.centers[i*3+0]; + arr[j*7+1] = elem.centers[i*3+1]; + arr[j*7+2] = elem.centers[i*3+2]; if(radii) { - arr[i*7+3] = radii[i*3+0]; - arr[i*7+4] = radii[i*3+1]; - arr[i*7+5] = radii[i*3+2]; + arr[j*7+3] = radii[i*3+0]; + arr[j*7+4] = radii[i*3+1]; + arr[j*7+5] = radii[i*3+2]; } else { - arr[i*7+3] = defaultRadius[0]; - arr[i*7+4] = defaultRadius[1]; - arr[i*7+5] = defaultRadius[2]; + arr[j*7+3] = defaultRadius[0]; + arr[j*7+4] = defaultRadius[1]; + arr[j*7+5] = defaultRadius[2]; } - arr[i*7+6] = baseID + i; + arr[j*7+6] = baseID + i; // Keep original index for picking ID } return arr; }, @@ -989,7 +999,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return arr; }, - buildPickingData(elem, baseID) { + buildPickingData(elem, baseID, sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -997,17 +1007,21 @@ const ellipsoidAxesSpec: PrimitiveSpec = { const ringCount = count * 3; const arr = new Float32Array(ringCount * 7); - for(let i = 0; i < count; i++) { + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + + for(let j = 0; j < count; j++) { + const i = indices[j]; const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; - const thisID = baseID + i; + const thisID = baseID + i; // Keep original index for picking ID for(let ring = 0; ring < 3; ring++) { - const idx = i*3 + ring; + const idx = j*3 + ring; arr[idx*7+0] = cx; arr[idx*7+1] = cy; arr[idx*7+2] = cz; @@ -1218,35 +1232,41 @@ const cuboidSpec: PrimitiveSpec = { return arr; }, - buildPickingData(elem, baseID){ + buildPickingData(elem, baseID, sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; - const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; const { scales } = getColumnarParams(elem, count); const arr = new Float32Array(count * 7); - for(let i = 0; i < count; i++) { + + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: count}, (_, i) => i); + + for(let j = 0; j < count; j++) { + const i = indices[j]; const scale = scales ? scales[i] : 1; // Position - arr[i*7+0] = elem.centers[i*3+0]; - arr[i*7+1] = elem.centers[i*3+1]; - arr[i*7+2] = elem.centers[i*3+2]; + arr[j*7+0] = elem.centers[i*3+0]; + arr[j*7+1] = elem.centers[i*3+1]; + arr[j*7+2] = elem.centers[i*3+2]; // Size - arr[i*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - arr[i*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - arr[i*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; // Picking ID - arr[i*7+6] = baseID + i; + arr[j*7+6] = baseID + i; // Keep original index for picking ID } // Apply scale decorations applyDecorations(elem.decorations, count, (idx, dec) => { - if(dec.scale !== undefined) { - arr[idx*7+3] *= dec.scale; - arr[idx*7+4] *= dec.scale; - arr[idx*7+5] *= dec.scale; + // Find the position of this index in the sorted array + const j = indices.indexOf(idx); + if (j !== -1 && dec.scale !== undefined) { + arr[j*7+3] *= dec.scale; + arr[j*7+4] *= dec.scale; + arr[j*7+5] *= dec.scale; } }); @@ -1522,7 +1542,7 @@ const lineBeamsSpec: PrimitiveSpec = { return arr; }, - buildPickingData(elem, baseID) { + buildPickingData(elem, baseID, sortedIndices?: number[]) { const segCount = this.getCount(elem); if(segCount === 0) return null; @@ -1530,15 +1550,28 @@ const lineBeamsSpec: PrimitiveSpec = { const floatsPerSeg = 8; const arr = new Float32Array(segCount * floatsPerSeg); - const pointCount = elem.positions.length / 4; + // First pass: build segment mapping + const segmentMap = new Array(segCount); let segIndex = 0; + const pointCount = elem.positions.length / 4; for(let p = 0; p < pointCount - 1; p++) { const iCurr = elem.positions[p * 4 + 3]; const iNext = elem.positions[(p+1) * 4 + 3]; if(iCurr !== iNext) continue; - const lineIndex = Math.floor(iCurr); + // Store mapping from segment index to point index + segmentMap[segIndex] = p; + segIndex++; + } + + // Use provided sorted indices if available, otherwise create sequential indices + const indices = sortedIndices || Array.from({length: segCount}, (_, i) => i); + + for(let j = 0; j < segCount; j++) { + const i = indices[j]; + const p = segmentMap[i]; + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); let size = elem.sizes?.[lineIndex] ?? defaultSize; const scale = elem.scales?.[lineIndex] ?? 1.0; @@ -1551,7 +1584,7 @@ const lineBeamsSpec: PrimitiveSpec = { } }); - const base = segIndex * floatsPerSeg; + const base = j * floatsPerSeg; arr[base + 0] = elem.positions[p * 4 + 0]; // start.x arr[base + 1] = elem.positions[p * 4 + 1]; // start.y arr[base + 2] = elem.positions[p * 4 + 2]; // start.z @@ -1559,9 +1592,7 @@ const lineBeamsSpec: PrimitiveSpec = { arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z arr[base + 6] = size; // size - arr[base + 7] = baseID + segIndex; // pickID - - segIndex++; + arr[base + 7] = baseID + i; // Keep original index for picking ID } return arr; }, @@ -3102,14 +3133,20 @@ function isValidRenderObject(ro: RenderObject): ro is Required { const idx = components.indexOf(comp); - return spec.buildPickingData(comp, gpuRef.current!.componentBaseId[idx]); + return spec.buildPickingData(comp, gpuRef.current!.componentBaseId[idx], sortedIndices); }, (data, count) => { const stride = Math.ceil(data.length / count) * 4; @@ -3162,7 +3199,7 @@ function isValidRenderObject(ro: RenderObject): ro is Required From 2b65a9f9c466198fb34fe9bc2a4933d89042dd4d Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 3 Feb 2025 16:30:48 +0100 Subject: [PATCH 133/167] cleaner index handling --- notebooks/scene3d_alpha_ellipsoids.py | 37 ++- notebooks/scene3d_occlusions.py | 8 +- notebooks/scene3d_picking_test.py | 3 + src/genstudio/js/scene3d/impl3d.tsx | 426 ++++++++++++++++---------- 4 files changed, 315 insertions(+), 159 deletions(-) diff --git a/notebooks/scene3d_alpha_ellipsoids.py b/notebooks/scene3d_alpha_ellipsoids.py index 0b041c6f..ca393b67 100644 --- a/notebooks/scene3d_alpha_ellipsoids.py +++ b/notebooks/scene3d_alpha_ellipsoids.py @@ -27,7 +27,7 @@ def generate_cluster_colors(n_items, base_color=None, variation=0.1): def calculate_distance_based_values( - positions, center, alpha_range=(0.1, 0.8), scale_range=(0.3, 1.0) + positions, center, alpha_range=(0.01, 0.8), scale_range=(0.3, 1.0) ): """Calculate alpha and scale values based on distance from center.""" distances = np.linalg.norm(positions - center, axis=1) @@ -231,3 +231,38 @@ def create_animated_clusters_scene( # Display animated clusters scene animated_scene = create_animated_clusters_scene() animated_scene + +# %% Test transparency sorting with overlapping ellipsoids +print("Testing transparency sorting with overlapping ellipsoids...") + +test_scene = Ellipsoid( + centers=np.array( + [ + [0, 0, 0], # Back ellipsoid + [0, 0, 0.5], # Middle ellipsoid + [0, 0, 1.0], # Front ellipsoid + ] + ), + colors=np.array( + [ + [0, 1, 0], # Green for all + [0, 1, 0], + [0, 1, 0], + ] + ), + alphas=np.array([0.9, 0.5, 0.2]), # High to low alpha from back to front + radius=[0.5, 0.5, 0.5], # Same size for all +) + ( + { + "defaultCamera": { + "position": [2, 2, 2], + "target": [0, 0, 0.5], # Center the view on middle of ellipsoids + "up": [0, 0, 1], + "fov": 45, + "near": 0.1, + "far": 100, + } + } +) + +test_scene diff --git a/notebooks/scene3d_occlusions.py b/notebooks/scene3d_occlusions.py index 4239bdb8..35582ec9 100644 --- a/notebooks/scene3d_occlusions.py +++ b/notebooks/scene3d_occlusions.py @@ -34,12 +34,12 @@ def create_demo_scene(): positions, colors, scales, - onHover=Plot.js("(i) => $state.update({hover_point: i})"), + onHover=Plot.js( + "(i) => $state.update({hover_point: typeof i === 'number' ? [i] : null})" + ), decorations=[ { - "indexes": Plot.js( - "$state.hover_point ? [$state.hover_point] : []" - ), + "indexes": Plot.js("$state.hover_point"), "color": [1, 1, 0], "scale": 1.5, } diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index 9eaea178..44414ca9 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -13,6 +13,7 @@ positions=np.array([[-2, 0, 0], [-2, 0, 1], [-2, 1, 0], [-2, 1, 1]]), colors=np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1], [1, 0, 1]]), size=0.2, + alpha=0.7, onHover=js("(i) => $state.update({hover_point: typeof i === 'number' ? [i] : []})"), decorations=[ deco( @@ -117,6 +118,7 @@ ).reshape(-1), colors=np.array([[1, 0, 0], [0, 1, 0]]), size=0.1, + alpha=0.7, onHover=js("(i) => $state.update({hover_beam: typeof i === 'number' ? [i] : []})"), decorations=[ deco( @@ -208,6 +210,7 @@ centers=positions, colors=colors, size=0.3, + alpha=0.85, onHover=js( "(i) => $state.update({hover_grid_cuboid: typeof i === 'number' ? [i] : []})" ), diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 8d111634..0c200c4f 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -415,6 +415,43 @@ export interface PointCloudComponentConfig extends BaseComponentConfig { size?: number; // Default size, defaults to 0.02 } +/** Helper function to handle sorted indices and position mapping */ +function getIndicesAndMapping(count: number, sortedIndices?: number[]): { + useSequential: boolean, + indices: number[] | null, // Change to null instead of undefined + indexToPosition: number[] | null +} { + if (!sortedIndices) { + return { + useSequential: true, + indices: null, + indexToPosition: null + }; + } + + // Only create mapping if we have sorted indices + const indexToPosition = new Array(count); + for(let j = 0; j < count; j++) { + indexToPosition[sortedIndices[j]] = j; + } + + return { + useSequential: false, + indices: sortedIndices, + indexToPosition + }; +} + +/** Helper to get index for accessing data */ +function getDataIndex(j: number, info: ReturnType): number { + return info.useSequential ? j : info.indices![j]; +} + +/** Helper to get decoration target index based on sorting */ +function getDecorationIndex(idx: number, indexToPosition: number[] | null): number { + return indexToPosition ? indexToPosition[idx] : idx; +} + const pointCloudSpec: PrimitiveSpec = { getCount(elem) { return elem.positions.length / 3; @@ -427,15 +464,14 @@ const pointCloudSpec: PrimitiveSpec = { const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - const size = elem.size ?? 0.02; const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= count ? elem.sizes : null; + const indexInfo = getIndicesAndMapping(count, sortedIndices); + const arr = new Float32Array(count * 8); for(let j = 0; j < count; j++) { - const i = indices[j]; + const i = getDataIndex(j, indexInfo); arr[j*8+0] = elem.positions[i*3+0]; arr[j*8+1] = elem.positions[i*3+1]; arr[j*8+2] = elem.positions[i*3+2]; @@ -456,18 +492,19 @@ const pointCloudSpec: PrimitiveSpec = { arr[j*8+7] = pointSize * scale; } - // Apply decorations last + // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { + const j = getDecorationIndex(idx, indexInfo.indexToPosition); if(dec.color) { - arr[idx*8+3] = dec.color[0]; - arr[idx*8+4] = dec.color[1]; - arr[idx*8+5] = dec.color[2]; + arr[j*8+3] = dec.color[0]; + arr[j*8+4] = dec.color[1]; + arr[j*8+5] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[idx*8+6] = dec.alpha; + arr[j*8+6] = dec.alpha; } if(dec.scale !== undefined) { - arr[idx*8+7] *= dec.scale; + arr[j*8+7] *= dec.scale; } }); @@ -485,16 +522,25 @@ const pointCloudSpec: PrimitiveSpec = { const hasValidSizes = elem.sizes && elem.sizes.length >= count; const sizes = hasValidSizes ? elem.sizes : null; - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - - for(let j = 0; j < count; j++) { - const i = indices[j]; - arr[j*5+0] = elem.positions[i*3+0]; - arr[j*5+1] = elem.positions[i*3+1]; - arr[j*5+2] = elem.positions[i*3+2]; - arr[j*5+3] = baseID + i; // Keep original index for picking ID - arr[j*5+4] = sizes?.[i] ?? size; + if (sortedIndices) { + // Use sorted indices when available + for(let j = 0; j < count; j++) { + const i = sortedIndices[j]; + arr[j*5+0] = elem.positions[i*3+0]; + arr[j*5+1] = elem.positions[i*3+1]; + arr[j*5+2] = elem.positions[i*3+2]; + arr[j*5+3] = baseID + i; // Keep original index for picking ID + arr[j*5+4] = sizes?.[i] ?? size; + } + } else { + // When no sorting, just use sequential access + for(let i = 0; i < count; i++) { + arr[i*5+0] = elem.positions[i*3+0]; + arr[i*5+1] = elem.positions[i*3+1]; + arr[i*5+2] = elem.positions[i*3+2]; + arr[i*5+3] = baseID + i; + arr[i*5+4] = sizes?.[i] ?? size; + } } return arr; }, @@ -658,20 +704,14 @@ const ellipsoidSpec: PrimitiveSpec = { const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - - // Create mapping from original index to sorted position - const indexToPosition = new Array(count); - - const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; + const indexInfo = getIndicesAndMapping(count, sortedIndices); + const arr = new Float32Array(count * 10); for(let j = 0; j < count; j++) { - indexToPosition[indices[j]] = j - const i = indices[j]; // i is the original index, j is where it goes in sorted order + const i = getDataIndex(j, indexInfo); arr[j*10+0] = elem.centers[i*3+0]; arr[j*10+1] = elem.centers[i*3+1]; arr[j*10+2] = elem.centers[i*3+2]; @@ -704,7 +744,7 @@ const ellipsoidSpec: PrimitiveSpec = { // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition[idx]; // Get the position where this index ended up + const j = getDecorationIndex(idx, indexInfo.indexToPosition); if(dec.color) { arr[j*10+6] = dec.color[0]; arr[j*10+7] = dec.color[1]; @@ -734,25 +774,43 @@ const ellipsoidSpec: PrimitiveSpec = { const hasValidRadii = elem.radii && elem.radii.length >= count * 3; const radii = hasValidRadii ? elem.radii : null; - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - - for(let j = 0; j < count; j++) { - const i = indices[j]; - arr[j*7+0] = elem.centers[i*3+0]; - arr[j*7+1] = elem.centers[i*3+1]; - arr[j*7+2] = elem.centers[i*3+2]; - - if(radii) { - arr[j*7+3] = radii[i*3+0]; - arr[j*7+4] = radii[i*3+1]; - arr[j*7+5] = radii[i*3+2]; - } else { - arr[j*7+3] = defaultRadius[0]; - arr[j*7+4] = defaultRadius[1]; - arr[j*7+5] = defaultRadius[2]; + if (sortedIndices) { + // Use sorted indices when available + for(let j = 0; j < count; j++) { + const i = sortedIndices[j]; + arr[j*7+0] = elem.centers[i*3+0]; + arr[j*7+1] = elem.centers[i*3+1]; + arr[j*7+2] = elem.centers[i*3+2]; + + if(radii) { + arr[j*7+3] = radii[i*3+0]; + arr[j*7+4] = radii[i*3+1]; + arr[j*7+5] = radii[i*3+2]; + } else { + arr[j*7+3] = defaultRadius[0]; + arr[j*7+4] = defaultRadius[1]; + arr[j*7+5] = defaultRadius[2]; + } + arr[j*7+6] = baseID + i; // Keep original index for picking ID + } + } else { + // When no sorting, just use sequential access + for(let i = 0; i < count; i++) { + arr[i*7+0] = elem.centers[i*3+0]; + arr[i*7+1] = elem.centers[i*3+1]; + arr[i*7+2] = elem.centers[i*3+2]; + + if(radii) { + arr[i*7+3] = radii[i*3+0]; + arr[i*7+4] = radii[i*3+1]; + arr[i*7+5] = radii[i*3+2]; + } else { + arr[i*7+3] = defaultRadius[0]; + arr[i*7+4] = defaultRadius[1]; + arr[i*7+5] = defaultRadius[2]; + } + arr[i*7+6] = baseID + i; } - arr[j*7+6] = baseID + i; // Keep original index for picking ID } return arr; }, @@ -908,23 +966,16 @@ const ellipsoidAxesSpec: PrimitiveSpec = { const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - - // Create mapping from original index to sorted position - const indexToPosition = new Array(count); - for(let j = 0; j < count; j++) { - indexToPosition[indices[j]] = j; - } - const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii instanceof Float32Array && elem.radii.length >= count * 3 ? elem.radii : null; + const indexInfo = getIndicesAndMapping(count, sortedIndices); + const ringCount = count * 3; const arr = new Float32Array(ringCount * 10); for(let j = 0; j < count; j++) { - const i = indices[j]; + const i = getDataIndex(j, indexInfo); const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; @@ -976,7 +1027,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition[idx]; // Get the position where this index ended up + const j = getDecorationIndex(idx, indexInfo.indexToPosition); // For each decorated ellipsoid, update all 3 of its rings for(let ring = 0; ring < 3; ring++) { const arrIdx = j*3 + ring; @@ -1007,28 +1058,50 @@ const ellipsoidAxesSpec: PrimitiveSpec = { const ringCount = count * 3; const arr = new Float32Array(ringCount * 7); - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - - for(let j = 0; j < count; j++) { - const i = indices[j]; - const cx = elem.centers[i*3+0]; - const cy = elem.centers[i*3+1]; - const cz = elem.centers[i*3+2]; - const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; - const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; - const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; - const thisID = baseID + i; // Keep original index for picking ID - - for(let ring = 0; ring < 3; ring++) { - const idx = j*3 + ring; - arr[idx*7+0] = cx; - arr[idx*7+1] = cy; - arr[idx*7+2] = cz; - arr[idx*7+3] = rx; - arr[idx*7+4] = ry; - arr[idx*7+5] = rz; - arr[idx*7+6] = thisID; + if (sortedIndices) { + // Use sorted indices when available + for(let j = 0; j < count; j++) { + const i = sortedIndices[j]; + const cx = elem.centers[i*3+0]; + const cy = elem.centers[i*3+1]; + const cz = elem.centers[i*3+2]; + const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; + const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; + const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; + const thisID = baseID + i; // Keep original index for picking ID + + for(let ring = 0; ring < 3; ring++) { + const idx = j*3 + ring; + arr[idx*7+0] = cx; + arr[idx*7+1] = cy; + arr[idx*7+2] = cz; + arr[idx*7+3] = rx; + arr[idx*7+4] = ry; + arr[idx*7+5] = rz; + arr[idx*7+6] = thisID; + } + } + } else { + // When no sorting, just use sequential access + for(let i = 0; i < count; i++) { + const cx = elem.centers[i*3+0]; + const cy = elem.centers[i*3+1]; + const cz = elem.centers[i*3+2]; + const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; + const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; + const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; + const thisID = baseID + i; + + for(let ring = 0; ring < 3; ring++) { + const idx = i*3 + ring; + arr[idx*7+0] = cx; + arr[idx*7+1] = cy; + arr[idx*7+2] = cz; + arr[idx*7+3] = rx; + arr[idx*7+4] = ry; + arr[idx*7+5] = rz; + arr[idx*7+6] = thisID; + } } } return arr; @@ -1160,21 +1233,16 @@ const cuboidSpec: PrimitiveSpec = { const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - - // Create mapping from original index to sorted position - const indexToPosition = new Array(count); - for(let j = 0; j < count; j++) { - indexToPosition[indices[j]] = j; - } - const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; + // Create mapping from original index to sorted position if needed + const indexToPosition = sortedIndices ? new Array(count) : null; + const arr = new Float32Array(count * 10); for(let j = 0; j < count; j++) { - const i = indices[j]; + const i = sortedIndices ? sortedIndices[j] : j; + if (indexToPosition) indexToPosition[i] = j; const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; @@ -1214,7 +1282,7 @@ const cuboidSpec: PrimitiveSpec = { // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition[idx]; // Get the position where this index ended up + const j = indexToPosition ? indexToPosition[idx] : idx; // Get the position where this index ended up if(dec.color) { arr[j*10+6] = dec.color[0]; arr[j*10+7] = dec.color[1]; @@ -1241,35 +1309,58 @@ const cuboidSpec: PrimitiveSpec = { const arr = new Float32Array(count * 7); - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: count}, (_, i) => i); - - for(let j = 0; j < count; j++) { - const i = indices[j]; - const scale = scales ? scales[i] : 1; - // Position - arr[j*7+0] = elem.centers[i*3+0]; - arr[j*7+1] = elem.centers[i*3+1]; - arr[j*7+2] = elem.centers[i*3+2]; - // Size - arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; - // Picking ID - arr[j*7+6] = baseID + i; // Keep original index for picking ID - } + if (sortedIndices) { + // Use sorted indices when available + for(let j = 0; j < count; j++) { + const i = sortedIndices[j]; + const scale = scales ? scales[i] : 1; + // Position + arr[j*7+0] = elem.centers[i*3+0]; + arr[j*7+1] = elem.centers[i*3+1]; + arr[j*7+2] = elem.centers[i*3+2]; + // Size + arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + // Picking ID + arr[j*7+6] = baseID + i; // Keep original index for picking ID + } - // Apply scale decorations - applyDecorations(elem.decorations, count, (idx, dec) => { - // Find the position of this index in the sorted array - const j = indices.indexOf(idx); - if (j !== -1 && dec.scale !== undefined) { - arr[j*7+3] *= dec.scale; - arr[j*7+4] *= dec.scale; - arr[j*7+5] *= dec.scale; + // Apply scale decorations for sorted case + applyDecorations(elem.decorations, count, (idx, dec) => { + // Find the position of this index in the sorted array + const j = sortedIndices.indexOf(idx); + if (j !== -1 && dec.scale !== undefined) { + arr[j*7+3] *= dec.scale; + arr[j*7+4] *= dec.scale; + arr[j*7+5] *= dec.scale; + } + }); + } else { + // When no sorting, just use sequential access + for(let i = 0; i < count; i++) { + const scale = scales ? scales[i] : 1; + // Position + arr[i*7+0] = elem.centers[i*3+0]; + arr[i*7+1] = elem.centers[i*3+1]; + arr[i*7+2] = elem.centers[i*3+2]; + // Size + arr[i*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + arr[i*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + arr[i*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + // Picking ID + arr[i*7+6] = baseID + i; } - }); + // Apply scale decorations for unsorted case + applyDecorations(elem.decorations, count, (idx, dec) => { + if (dec.scale !== undefined) { + arr[idx*7+3] *= dec.scale; + arr[idx*7+4] *= dec.scale; + arr[idx*7+5] *= dec.scale; + } + }); + } return arr; }, renderConfig: { @@ -1484,15 +1575,14 @@ const lineBeamsSpec: PrimitiveSpec = { segIndex++; } - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: segCount}, (_, i) => i); - const defaultSize = elem.size ?? 0.02; const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= segCount ? elem.sizes : null; + const indexInfo = getIndicesAndMapping(segCount, sortedIndices); + const arr = new Float32Array(segCount * 11); for(let j = 0; j < segCount; j++) { - const i = indices[j]; + const i = getDataIndex(j, indexInfo); const p = segmentMap[i]; const lineIndex = Math.floor(elem.positions[p * 4 + 3]); @@ -1524,18 +1614,19 @@ const lineBeamsSpec: PrimitiveSpec = { arr[j*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; } - // Apply decorations last + // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, segCount, (idx, dec) => { + const j = getDecorationIndex(idx, indexInfo.indexToPosition); if(dec.color) { - arr[idx*11+7] = dec.color[0]; - arr[idx*11+8] = dec.color[1]; - arr[idx*11+9] = dec.color[2]; + arr[j*11+7] = dec.color[0]; + arr[j*11+8] = dec.color[1]; + arr[j*11+9] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[idx*11+10] = dec.alpha; + arr[j*11+10] = dec.alpha; } if(dec.scale !== undefined) { - arr[idx*11+6] *= dec.scale; + arr[j*11+6] *= dec.scale; } }); @@ -1565,34 +1656,61 @@ const lineBeamsSpec: PrimitiveSpec = { segIndex++; } - // Use provided sorted indices if available, otherwise create sequential indices - const indices = sortedIndices || Array.from({length: segCount}, (_, i) => i); - - for(let j = 0; j < segCount; j++) { - const i = indices[j]; - const p = segmentMap[i]; - const lineIndex = Math.floor(elem.positions[p * 4 + 3]); - let size = elem.sizes?.[lineIndex] ?? defaultSize; - const scale = elem.scales?.[lineIndex] ?? 1.0; - - size *= scale; + if (sortedIndices) { + // Use sorted indices when available + for(let j = 0; j < segCount; j++) { + const i = sortedIndices[j]; + const p = segmentMap[i]; + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); + let size = elem.sizes?.[lineIndex] ?? defaultSize; + const scale = elem.scales?.[lineIndex] ?? 1.0; + + size *= scale; + + // Apply decorations that affect size + applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { + if(idx === lineIndex && dec.scale !== undefined) { + size *= dec.scale; + } + }); - // Apply decorations that affect size - applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { - if(idx === lineIndex && dec.scale !== undefined) { - size *= dec.scale; - } - }); + const base = j * floatsPerSeg; + arr[base + 0] = elem.positions[p * 4 + 0]; // start.x + arr[base + 1] = elem.positions[p * 4 + 1]; // start.y + arr[base + 2] = elem.positions[p * 4 + 2]; // start.z + arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x + arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y + arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z + arr[base + 6] = size; // size + arr[base + 7] = baseID + i; // Keep original index for picking ID + } + } else { + // When no sorting, just use sequential access + for(let i = 0; i < segCount; i++) { + const p = segmentMap[i]; + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); + let size = elem.sizes?.[lineIndex] ?? defaultSize; + const scale = elem.scales?.[lineIndex] ?? 1.0; + + size *= scale; + + // Apply decorations that affect size + applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { + if(idx === lineIndex && dec.scale !== undefined) { + size *= dec.scale; + } + }); - const base = j * floatsPerSeg; - arr[base + 0] = elem.positions[p * 4 + 0]; // start.x - arr[base + 1] = elem.positions[p * 4 + 1]; // start.y - arr[base + 2] = elem.positions[p * 4 + 2]; // start.z - arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x - arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y - arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z - arr[base + 6] = size; // size - arr[base + 7] = baseID + i; // Keep original index for picking ID + const base = i * floatsPerSeg; + arr[base + 0] = elem.positions[p * 4 + 0]; // start.x + arr[base + 1] = elem.positions[p * 4 + 1]; // start.y + arr[base + 2] = elem.positions[p * 4 + 2]; // start.z + arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x + arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y + arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z + arr[base + 6] = size; // size + arr[base + 7] = baseID + i; // Keep original index for picking ID + } } return arr; }, From 27e5790e9ee989e2cc37cdf0f009428257b61f02 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 3 Feb 2025 20:30:04 +0100 Subject: [PATCH 134/167] move shaders out of file --- src/genstudio/js/scene3d/impl3d.tsx | 510 +--------------------------- src/genstudio/js/scene3d/shaders.ts | 501 +++++++++++++++++++++++++++ 2 files changed, 517 insertions(+), 494 deletions(-) create mode 100644 src/genstudio/js/scene3d/shaders.ts diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 0c200c4f..387ff6f3 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -15,7 +15,6 @@ import { createCubeGeometry, createBeamGeometry, createSphereGeometry, createTor import { CameraParams, CameraState, - DEFAULT_CAMERA, createCameraParams, createCameraState, orbit, @@ -23,6 +22,22 @@ import { zoom } from './camera3d'; +import { + LIGHTING, + billboardVertCode, + billboardFragCode, + ellipsoidVertCode, + ellipsoidFragCode, + ringVertCode, + ringFragCode, + cuboidVertCode, + cuboidFragCode, + lineBeamVertCode, + lineBeamFragCode, + pickingVertCode +} from './shaders'; + + /****************************************************** * 1) Types and Interfaces ******************************************************/ @@ -173,79 +188,10 @@ export interface SceneInnerProps { onFrameRendered?: (renderTime: number) => void; } -/****************************************************** - * 2) Constants and Camera Functions - ******************************************************/ - -/** - * Global lighting configuration for the 3D scene. - * Uses a simple Blinn-Phong lighting model with ambient, diffuse, and specular components. - */ -const LIGHTING = { - /** Ambient light intensity, affects overall scene brightness */ - AMBIENT_INTENSITY: 0.4, - - /** Diffuse light intensity, affects surface shading based on light direction */ - DIFFUSE_INTENSITY: 0.6, - - /** Specular highlight intensity */ - SPECULAR_INTENSITY: 0.2, - - /** Specular power/shininess, higher values create sharper highlights */ - SPECULAR_POWER: 20.0, - - /** Light direction components relative to camera */ - DIRECTION: { - /** Right component of light direction */ - RIGHT: 0.2, - /** Up component of light direction */ - UP: 0.5, - /** Forward component of light direction */ - FORWARD: 0, - } -} as const; - /****************************************************** * 3) Data Structures & Primitive Specs ******************************************************/ -// Common shader code templates -const cameraStruct = /*wgsl*/` -struct Camera { - mvp: mat4x4, - cameraRight: vec3, - _pad1: f32, - cameraUp: vec3, - _pad2: f32, - lightDir: vec3, - _pad3: f32, - cameraPos: vec3, - _pad4: f32, -}; -@group(0) @binding(0) var camera : Camera;`; - -const lightingConstants = /*wgsl*/` -const AMBIENT_INTENSITY = ${LIGHTING.AMBIENT_INTENSITY}f; -const DIFFUSE_INTENSITY = ${LIGHTING.DIFFUSE_INTENSITY}f; -const SPECULAR_INTENSITY = ${LIGHTING.SPECULAR_INTENSITY}f; -const SPECULAR_POWER = ${LIGHTING.SPECULAR_POWER}f;`; - -const lightingCalc = /*wgsl*/` -fn calculateLighting(baseColor: vec3, normal: vec3, worldPos: vec3) -> vec3 { - let N = normalize(normal); - let L = normalize(camera.lightDir); - let V = normalize(camera.cameraPos - worldPos); - - let lambert = max(dot(N, L), 0.0); - let ambient = AMBIENT_INTENSITY; - var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); - - let H = normalize(L + V); - let spec = pow(max(dot(N, H), 0.0), SPECULAR_POWER); - color += vec3(1.0) * spec * SPECULAR_INTENSITY; - - return color; -}`; interface PrimitiveSpec { /** @@ -344,70 +290,6 @@ interface RenderConfig { /** ===================== POINT CLOUD ===================== **/ -const billboardVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) Position: vec4, - @location(0) color: vec3, - @location(1) alpha: f32 -}; - -@vertex -fn vs_main( - @location(0) localPos: vec3, - @location(1) normal: vec3, - @location(2) instancePos: vec3, - @location(3) col: vec3, - @location(4) alpha: f32, - @location(5) size: f32 -)-> VSOut { - // Create camera-facing orientation - let right = camera.cameraRight; - let up = camera.cameraUp; - - // Transform quad vertices to world space - let scaledRight = right * (localPos.x * size); - let scaledUp = up * (localPos.y * size); - let worldPos = instancePos + scaledRight + scaledUp; - - var out: VSOut; - out.Position = camera.mvp * vec4(worldPos, 1.0); - out.color = col; - out.alpha = alpha; - return out; -}`; - -const billboardPickingVertCode = /*wgsl*/` -@vertex -fn vs_pointcloud( - @location(0) localPos: vec3, - @location(1) normal: vec3, - @location(2) instancePos: vec3, - @location(3) pickID: f32, - @location(4) size: f32 -)-> VSOut { - // Create camera-facing orientation - let right = camera.cameraRight; - let up = camera.cameraUp; - - // Transform quad vertices to world space - let scaledRight = right * (localPos.x * size); - let scaledUp = up * (localPos.y * size); - let worldPos = instancePos + scaledRight + scaledUp; - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.pickID = pickID; - return out; -}`; - -const billboardFragCode = /*wgsl*/` -@fragment -fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0) vec4 { - return vec4(color, alpha); -}`; - export interface PointCloudComponentConfig extends BaseComponentConfig { type: 'PointCloud'; positions: Float32Array; @@ -617,74 +499,6 @@ const pointCloudSpec: PrimitiveSpec = { /** ===================== ELLIPSOID ===================== **/ -const ellipsoidVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, - @location(5) instancePos: vec3 -}; - -@vertex -fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, - @location(4) iColor: vec3, - @location(5) iAlpha: f32 -)-> VSOut { - let worldPos = iPos + (inPos * iScale); - let scaledNorm = normalize(inNorm / iScale); - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos,1.0); - out.normal = scaledNorm; - out.baseColor = iColor; - out.alpha = iAlpha; - out.worldPos = worldPos; - out.instancePos = iPos; - return out; -}`; - -const ellipsoidPickingVertCode = /*wgsl*/` -@vertex -fn vs_ellipsoid( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, - @location(4) pickID: f32 -)-> VSOut { - let wp = iPos + (inPos * iScale); - var out: VSOut; - out.pos = camera.mvp*vec4(wp,1.0); - out.pickID = pickID; - return out; -}`; - -const ellipsoidFragCode = /*wgsl*/` -${cameraStruct} -${lightingConstants} -${lightingCalc} - -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, - @location(5) instancePos: vec3 -)-> @location(0) vec4 { - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); -}`; - - export interface EllipsoidComponentConfig extends BaseComponentConfig { type: 'Ellipsoid'; centers: Float32Array; @@ -859,92 +673,6 @@ const ellipsoidSpec: PrimitiveSpec = { /** ===================== ELLIPSOID AXES ===================== **/ -const ringVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) color: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; - -@vertex -fn vs_main( - @builtin(instance_index) instID: u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, - @location(4) color: vec3, - @location(5) alpha: f32 -)-> VSOut { - let ringIndex = i32(instID % 3u); - var lp = inPos; - // rotate the ring geometry differently for x-y-z rings - if(ringIndex==0){ - let tmp = lp.z; - lp.z = -lp.y; - lp.y = tmp; - } else if(ringIndex==1){ - let px = lp.x; - lp.x = -lp.y; - lp.y = px; - let pz = lp.z; - lp.z = lp.x; - lp.x = pz; - } - lp *= scale; - let wp = center + lp; - var out: VSOut; - out.pos = camera.mvp * vec4(wp,1.0); - out.normal = inNorm; - out.color = color; - out.alpha = alpha; - out.worldPos = wp; - return out; -}`; - - -const ringPickingVertCode = /*wgsl*/` -@vertex -fn vs_rings( - @builtin(instance_index) instID:u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, - @location(4) pickID: f32 -)-> VSOut { - let ringIndex=i32(instID%3u); - var lp=inPos; - if(ringIndex==0){ - let tmp=lp.z; lp.z=-lp.y; lp.y=tmp; - } else if(ringIndex==1){ - let px=lp.x; lp.x=-lp.y; lp.y=px; - let pz=lp.z; lp.z=lp.x; lp.x=pz; - } - lp*=scale; - let wp=center+lp; - var out:VSOut; - out.pos=camera.mvp*vec4(wp,1.0); - out.pickID=pickID; - return out; -}`; - -const ringFragCode = /*wgsl*/` -@fragment -fn fs_main( - @location(1) n: vec3, - @location(2) c: vec3, - @location(3) a: f32, - @location(4) wp: vec3 -)-> @location(0) vec4 { - // simple color (no shading) - return vec4(c, a); -}`; - export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { type: 'EllipsoidAxes'; centers: Float32Array; @@ -1152,69 +880,6 @@ const ellipsoidAxesSpec: PrimitiveSpec = { /** ===================== CUBOID ===================== **/ -const cuboidVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -}; - -@vertex -fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) size: vec3, - @location(4) color: vec3, - @location(5) alpha: f32 -)-> VSOut { - let worldPos = center + (inPos * size); - let scaledNorm = normalize(inNorm / size); - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos,1.0); - out.normal = scaledNorm; - out.baseColor = color; - out.alpha = alpha; - out.worldPos = worldPos; - return out; -}`; - -const cuboidPickingVertCode = /*wgsl*/` -@vertex -fn vs_cuboid( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) size: vec3, - @location(4) pickID: f32 -)-> VSOut { - let worldPos = center + (inPos * size); - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.pickID = pickID; - return out; -}`; - -const cuboidFragCode = /*wgsl*/` -${cameraStruct} -${lightingConstants} -${lightingCalc} - -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -)-> @location(0) vec4 { - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); -}`; - export interface CuboidComponentConfig extends BaseComponentConfig { type: 'Cuboid'; centers: Float32Array; @@ -1408,124 +1073,6 @@ const cuboidSpec: PrimitiveSpec = { * LineBeams Type ******************************************************/ - -const lineBeamVertCode = /*wgsl*/`// lineBeamVertCode.wgsl -${cameraStruct} -${lightingConstants} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; - -@vertex -fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - - @location(2) startPos: vec3, - @location(3) endPos: vec3, - @location(4) size: f32, - @location(5) color: vec3, - @location(6) alpha: f32 -) -> VSOut -{ - // The unit beam is from z=0..1 along local Z, size=1 in XY - // We'll transform so it goes from start->end with size=size. - let segDir = endPos - startPos; - let length = max(length(segDir), 0.000001); - let zDir = normalize(segDir); - - // build basis xDir,yDir from zDir - var tempUp = vec3(0,0,1); - if (abs(dot(zDir, tempUp)) > 0.99) { - tempUp = vec3(0,1,0); - } - let xDir = normalize(cross(zDir, tempUp)); - let yDir = cross(zDir, xDir); - - // For cuboid, we want corners at ±size in both x and y - let localX = inPos.x * size; - let localY = inPos.y * size; - let localZ = inPos.z * length; - let worldPos = startPos - + xDir * localX - + yDir * localY - + zDir * localZ; - - // transform normal similarly - let rawNormal = vec3(inNorm.x, inNorm.y, inNorm.z); - let nWorld = normalize( - xDir*rawNormal.x + - yDir*rawNormal.y + - zDir*rawNormal.z - ); - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.normal = nWorld; - out.baseColor = color; - out.alpha = alpha; - out.worldPos = worldPos; - return out; -}`; - -const lineBeamFragCode = /*wgsl*/`// lineBeamFragCode.wgsl -${cameraStruct} -${lightingConstants} -${lightingCalc} - -@fragment -fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -)-> @location(0) vec4 -{ - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); -}` - -const lineBeamPickingVertCode = /*wgsl*/` -@vertex -fn vs_lineBeam( // Rename from vs_lineCyl to vs_lineBeam - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - - @location(2) startPos: vec3, - @location(3) endPos: vec3, - @location(4) size: f32, - @location(5) pickID: f32 -) -> VSOut { - let segDir = endPos - startPos; - let length = max(length(segDir), 0.000001); - let zDir = normalize(segDir); - - var tempUp = vec3(0,0,1); - if (abs(dot(zDir, tempUp)) > 0.99) { - tempUp = vec3(0,1,0); - } - let xDir = normalize(cross(zDir, tempUp)); - let yDir = cross(zDir, xDir); - - let localX = inPos.x * size; - let localY = inPos.y * size; - let localZ = inPos.z * length; - let worldPos = startPos - + xDir*localX - + yDir*localY - + zDir*localZ; - - var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.pickID = pickID; - return out; -}`; - export interface LineBeamsComponentConfig extends BaseComponentConfig { type: 'LineBeams'; positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] @@ -1759,31 +1306,6 @@ const lineBeamsSpec: PrimitiveSpec = { }; -const pickingVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) pickID: f32 -}; - -@fragment -fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { - let iID = u32(pickID); - let r = f32(iID & 255u)/255.0; - let g = f32((iID>>8)&255u)/255.0; - let b = f32((iID>>16)&255u)/255.0; - return vec4(r,g,b,1.0); -} - -${billboardPickingVertCode} -${ellipsoidPickingVertCode} -${ringPickingVertCode} -${cuboidPickingVertCode} -${lineBeamPickingVertCode} -`; - - /****************************************************** * 4) Pipeline Cache Helper ******************************************************/ diff --git a/src/genstudio/js/scene3d/shaders.ts b/src/genstudio/js/scene3d/shaders.ts new file mode 100644 index 00000000..e6c41cd6 --- /dev/null +++ b/src/genstudio/js/scene3d/shaders.ts @@ -0,0 +1,501 @@ +/****************************************************** + * 2) Constants and Camera Functions + ******************************************************/ + +/** + * Global lighting configuration for the 3D scene. + * Uses a simple Blinn-Phong lighting model with ambient, diffuse, and specular components. + */ +export const LIGHTING = { + /** Ambient light intensity, affects overall scene brightness */ + AMBIENT_INTENSITY: 0.4, + + /** Diffuse light intensity, affects surface shading based on light direction */ + DIFFUSE_INTENSITY: 0.6, + + /** Specular highlight intensity */ + SPECULAR_INTENSITY: 0.2, + + /** Specular power/shininess, higher values create sharper highlights */ + SPECULAR_POWER: 20.0, + + /** Light direction components relative to camera */ + DIRECTION: { + /** Right component of light direction */ + RIGHT: 0.2, + /** Up component of light direction */ + UP: 0.5, + /** Forward component of light direction */ + FORWARD: 0, + } +} as const; + +// Common shader code templates +export const cameraStruct = /*wgsl*/` +struct Camera { + mvp: mat4x4, + cameraRight: vec3, + _pad1: f32, + cameraUp: vec3, + _pad2: f32, + lightDir: vec3, + _pad3: f32, + cameraPos: vec3, + _pad4: f32, +}; +@group(0) @binding(0) var camera : Camera;`; + +export const lightingConstants = /*wgsl*/` +const AMBIENT_INTENSITY = ${LIGHTING.AMBIENT_INTENSITY}f; +const DIFFUSE_INTENSITY = ${LIGHTING.DIFFUSE_INTENSITY}f; +const SPECULAR_INTENSITY = ${LIGHTING.SPECULAR_INTENSITY}f; +const SPECULAR_POWER = ${LIGHTING.SPECULAR_POWER}f;`; + +export const lightingCalc = /*wgsl*/` +fn calculateLighting(baseColor: vec3, normal: vec3, worldPos: vec3) -> vec3 { + let N = normalize(normal); + let L = normalize(camera.lightDir); + let V = normalize(camera.cameraPos - worldPos); + + let lambert = max(dot(N, L), 0.0); + let ambient = AMBIENT_INTENSITY; + var color = baseColor * (ambient + lambert * DIFFUSE_INTENSITY); + + let H = normalize(L + V); + let spec = pow(max(dot(N, H), 0.0), SPECULAR_POWER); + color += vec3(1.0) * spec * SPECULAR_INTENSITY; + + return color; +}`; + + + +export const billboardVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) Position: vec4, + @location(0) color: vec3, + @location(1) alpha: f32 +}; + +@vertex +fn vs_main( + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) instancePos: vec3, + @location(3) col: vec3, + @location(4) alpha: f32, + @location(5) size: f32 +)-> VSOut { + // Create camera-facing orientation + let right = camera.cameraRight; + let up = camera.cameraUp; + + // Transform quad vertices to world space + let scaledRight = right * (localPos.x * size); + let scaledUp = up * (localPos.y * size); + let worldPos = instancePos + scaledRight + scaledUp; + + var out: VSOut; + out.Position = camera.mvp * vec4(worldPos, 1.0); + out.color = col; + out.alpha = alpha; + return out; +}`; + +export const billboardPickingVertCode = /*wgsl*/` +@vertex +fn vs_pointcloud( + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) instancePos: vec3, + @location(3) pickID: f32, + @location(4) size: f32 +)-> VSOut { + // Create camera-facing orientation + let right = camera.cameraRight; + let up = camera.cameraUp; + + // Transform quad vertices to world space + let scaledRight = right * (localPos.x * size); + let scaledUp = up * (localPos.y * size); + let worldPos = instancePos + scaledRight + scaledUp; + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.pickID = pickID; + return out; +}`; + +export const billboardFragCode = /*wgsl*/` +@fragment +fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0) vec4 { + return vec4(color, alpha); +}`; + + +export const ellipsoidVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, + @location(5) instancePos: vec3 +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) iColor: vec3, + @location(5) iAlpha: f32 +)-> VSOut { + let worldPos = iPos + (inPos * iScale); + let scaledNorm = normalize(inNorm / iScale); + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos,1.0); + out.normal = scaledNorm; + out.baseColor = iColor; + out.alpha = iAlpha; + out.worldPos = worldPos; + out.instancePos = iPos; + return out; +}`; + +export const ellipsoidPickingVertCode = /*wgsl*/` +@vertex +fn vs_ellipsoid( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) iPos: vec3, + @location(3) iScale: vec3, + @location(4) pickID: f32 +)-> VSOut { + let wp = iPos + (inPos * iScale); + var out: VSOut; + out.pos = camera.mvp*vec4(wp,1.0); + out.pickID = pickID; + return out; +}`; + +export const ellipsoidFragCode = /*wgsl*/` +${cameraStruct} +${lightingConstants} +${lightingCalc} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, + @location(5) instancePos: vec3 +)-> @location(0) vec4 { + let color = calculateLighting(baseColor, normal, worldPos); + return vec4(color, alpha); +}`; + + + +export const ringVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) color: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, +}; + +@vertex +fn vs_main( + @builtin(instance_index) instID: u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 +)-> VSOut { + let ringIndex = i32(instID % 3u); + var lp = inPos; + // rotate the ring geometry differently for x-y-z rings + if(ringIndex==0){ + let tmp = lp.z; + lp.z = -lp.y; + lp.y = tmp; + } else if(ringIndex==1){ + let px = lp.x; + lp.x = -lp.y; + lp.y = px; + let pz = lp.z; + lp.z = lp.x; + lp.x = pz; + } + lp *= scale; + let wp = center + lp; + var out: VSOut; + out.pos = camera.mvp * vec4(wp,1.0); + out.normal = inNorm; + out.color = color; + out.alpha = alpha; + out.worldPos = wp; + return out; +}`; + + +export const ringPickingVertCode = /*wgsl*/` +@vertex +fn vs_rings( + @builtin(instance_index) instID:u32, + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) scale: vec3, + @location(4) pickID: f32 +)-> VSOut { + let ringIndex=i32(instID%3u); + var lp=inPos; + if(ringIndex==0){ + let tmp=lp.z; lp.z=-lp.y; lp.y=tmp; + } else if(ringIndex==1){ + let px=lp.x; lp.x=-lp.y; lp.y=px; + let pz=lp.z; lp.z=lp.x; lp.x=pz; + } + lp*=scale; + let wp=center+lp; + var out:VSOut; + out.pos=camera.mvp*vec4(wp,1.0); + out.pickID=pickID; + return out; +}`; + +export const ringFragCode = /*wgsl*/` +@fragment +fn fs_main( + @location(1) n: vec3, + @location(2) c: vec3, + @location(3) a: f32, + @location(4) wp: vec3 +)-> @location(0) vec4 { + // simple color (no shading) + return vec4(c, a); +}`; + + + +export const cuboidVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) size: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 +)-> VSOut { + let worldPos = center + (inPos * size); + let scaledNorm = normalize(inNorm / size); + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos,1.0); + out.normal = scaledNorm; + out.baseColor = color; + out.alpha = alpha; + out.worldPos = worldPos; + return out; +}`; + +export const cuboidPickingVertCode = /*wgsl*/` +@vertex +fn vs_cuboid( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + @location(2) center: vec3, + @location(3) size: vec3, + @location(4) pickID: f32 +)-> VSOut { + let worldPos = center + (inPos * size); + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.pickID = pickID; + return out; +}`; + +export const cuboidFragCode = /*wgsl*/` +${cameraStruct} +${lightingConstants} +${lightingCalc} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +)-> @location(0) vec4 { + let color = calculateLighting(baseColor, normal, worldPos); + return vec4(color, alpha); +}`; + + + +export const lineBeamVertCode = /*wgsl*/`// lineBeamVertCode.wgsl +${cameraStruct} +${lightingConstants} + +struct VSOut { + @builtin(position) pos: vec4, + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3, +}; + +@vertex +fn vs_main( + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + + @location(2) startPos: vec3, + @location(3) endPos: vec3, + @location(4) size: f32, + @location(5) color: vec3, + @location(6) alpha: f32 +) -> VSOut +{ + // The unit beam is from z=0..1 along local Z, size=1 in XY + // We'll transform so it goes from start->end with size=size. + let segDir = endPos - startPos; + let length = max(length(segDir), 0.000001); + let zDir = normalize(segDir); + + // build basis xDir,yDir from zDir + var tempUp = vec3(0,0,1); + if (abs(dot(zDir, tempUp)) > 0.99) { + tempUp = vec3(0,1,0); + } + let xDir = normalize(cross(zDir, tempUp)); + let yDir = cross(zDir, xDir); + + // For cuboid, we want corners at ±size in both x and y + let localX = inPos.x * size; + let localY = inPos.y * size; + let localZ = inPos.z * length; + let worldPos = startPos + + xDir * localX + + yDir * localY + + zDir * localZ; + + // transform normal similarly + let rawNormal = vec3(inNorm.x, inNorm.y, inNorm.z); + let nWorld = normalize( + xDir*rawNormal.x + + yDir*rawNormal.y + + zDir*rawNormal.z + ); + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.normal = nWorld; + out.baseColor = color; + out.alpha = alpha; + out.worldPos = worldPos; + return out; +}`; + +export const lineBeamFragCode = /*wgsl*/`// lineBeamFragCode.wgsl +${cameraStruct} +${lightingConstants} +${lightingCalc} + +@fragment +fn fs_main( + @location(1) normal: vec3, + @location(2) baseColor: vec3, + @location(3) alpha: f32, + @location(4) worldPos: vec3 +)-> @location(0) vec4 +{ + let color = calculateLighting(baseColor, normal, worldPos); + return vec4(color, alpha); +}` + +export const lineBeamPickingVertCode = /*wgsl*/` +@vertex +fn vs_lineBeam( // Rename from vs_lineCyl to vs_lineBeam + @location(0) inPos: vec3, + @location(1) inNorm: vec3, + + @location(2) startPos: vec3, + @location(3) endPos: vec3, + @location(4) size: f32, + @location(5) pickID: f32 +) -> VSOut { + let segDir = endPos - startPos; + let length = max(length(segDir), 0.000001); + let zDir = normalize(segDir); + + var tempUp = vec3(0,0,1); + if (abs(dot(zDir, tempUp)) > 0.99) { + tempUp = vec3(0,1,0); + } + let xDir = normalize(cross(zDir, tempUp)); + let yDir = cross(zDir, xDir); + + let localX = inPos.x * size; + let localY = inPos.y * size; + let localZ = inPos.z * length; + let worldPos = startPos + + xDir*localX + + yDir*localY + + zDir*localZ; + + var out: VSOut; + out.pos = camera.mvp * vec4(worldPos, 1.0); + out.pickID = pickID; + return out; +}`; + + + +export const pickingVertCode = /*wgsl*/` +${cameraStruct} + +struct VSOut { + @builtin(position) pos: vec4, + @location(0) pickID: f32 +}; + +@fragment +fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { + let iID = u32(pickID); + let r = f32(iID & 255u)/255.0; + let g = f32((iID>>8)&255u)/255.0; + let b = f32((iID>>16)&255u)/255.0; + return vec4(r,g,b,1.0); +} + +${billboardPickingVertCode} +${ellipsoidPickingVertCode} +${ringPickingVertCode} +${cuboidPickingVertCode} +${lineBeamPickingVertCode} +`; From b3da1f2bdccc9602633aa1bd260091903be26e10 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Mon, 3 Feb 2025 20:57:02 +0100 Subject: [PATCH 135/167] synchronize transparency info --- src/genstudio/js/scene3d/impl3d.tsx | 247 +++++++++------------------- 1 file changed, 76 insertions(+), 171 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 387ff6f3..d75c785a 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -153,6 +153,15 @@ export interface RenderObject { componentIndex: number; pickingDataStale: boolean; + + // Add transparency info directly to RenderObject + transparencyInfo?: { + needsSort: boolean; + centers: Float32Array; + stride: number; + offset: number; + lastCameraPosition?: [number, number, number]; + }; } export interface DynamicBuffers { @@ -1653,7 +1662,6 @@ export function SceneInner({ pipelineCache: Map; dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; - transparencyState: TransparencyState | null; // Add this field } | null>(null); const [isReady, setIsReady] = useState(false); @@ -1759,7 +1767,6 @@ export function SceneInner({ Cuboid: null, LineBeams: null }, - transparencyState: null }; // Now initialize geometry resources @@ -1929,48 +1936,21 @@ export function SceneInner({ }; } - // Add these interfaces near the top with other interfaces - interface TransparencyInfo { - needsSort: boolean; - centers: Float32Array; - stride: number; - offset: number; - } - - interface TransparentObject { - componentIndex: number; - info: TransparencyInfo; - } - - interface ComponentRange { - start: number; - count: number; - componentIndex: number; - } - - interface TransparencyState { - objects: TransparentObject[]; - allCenters: Float32Array; - componentRanges: ComponentRange[]; - lastCameraPosition?: [number, number, number]; - lastSortedIndices?: Map; - } - - // Add this before buildRenderObjects - function getTransparencyInfo(component: ComponentConfig, spec: PrimitiveSpec): TransparencyInfo | null { + // Replace getTransparencyInfo function + function getTransparencyInfo(component: ComponentConfig, spec: PrimitiveSpec): RenderObject['transparencyInfo'] | undefined { const count = spec.getCount(component); - if (count === 0) return null; + if (count === 0) return undefined; const defaults = getBaseDefaults(component); const { alphas } = getColumnarParams(component, count); const needsSort = hasTransparency(alphas, defaults.alpha, component.decorations); - if (!needsSort) return null; + if (!needsSort) return undefined; // Extract centers based on component type switch (component.type) { case 'PointCloud': return { - needsSort: true, + needsSort, centers: component.positions, stride: 3, offset: 0 @@ -1978,7 +1958,7 @@ export function SceneInner({ case 'Ellipsoid': case 'Cuboid': return { - needsSort: true, + needsSort, centers: component.centers, stride: 3, offset: 0 @@ -2001,142 +1981,26 @@ export function SceneInner({ segIndex++; } return { - needsSort: true, + needsSort, centers, stride: 3, offset: 0 }; } default: - return null; - } - } - - // Add this before buildRenderObjects - function initTransparencyState(components: ComponentConfig[]): TransparencyState | null { - // First collect all transparent objects that need sorting - const objects: TransparentObject[] = []; - - components.forEach((comp, idx) => { - const spec = primitiveRegistry[comp.type]; - if (!spec) return; - - const info = getTransparencyInfo(comp, spec); - if (info) { - objects.push({ componentIndex: idx, info }); - } - }); - - if (objects.length === 0) return null; - - // Combine all centers into one array - const totalCount = objects.reduce((sum, obj) => - sum + obj.info.centers.length / obj.info.stride, 0); - const allCenters = new Float32Array(totalCount * 3); - const componentRanges: ComponentRange[] = []; - - let offset = 0; - objects.forEach(({ componentIndex, info }) => { - const count = info.centers.length / info.stride; - const start = offset / 3; - - // Copy centers to combined array - for (let i = 0; i < count; i++) { - const srcIdx = i * info.stride + info.offset; - allCenters[offset + i*3 + 0] = info.centers[srcIdx + 0]; - allCenters[offset + i*3 + 1] = info.centers[srcIdx + 1]; - allCenters[offset + i*3 + 2] = info.centers[srcIdx + 2]; - } - - componentRanges.push({ start, count, componentIndex }); - offset += count * 3; - }); - - return { - objects, - allCenters, - componentRanges, - lastCameraPosition: undefined - }; - } - - function updateTransparencySorting( - state: TransparencyState, - cameraPosition: [number, number, number] - ): Map { - // If camera hasn't moved significantly, reuse existing sort - if (state.lastCameraPosition) { - const dx = cameraPosition[0] - state.lastCameraPosition[0]; - const dy = cameraPosition[1] - state.lastCameraPosition[1]; - const dz = cameraPosition[2] - state.lastCameraPosition[2]; - const moveDistSq = dx*dx + dy*dy + dz*dz; - if (moveDistSq < 0.0001) { // Small threshold to avoid unnecessary resorting - return state.lastSortedIndices!; - } + return undefined; } - - // Sort all centers together - const sortedIndices = getSortedIndices(state.allCenters, cameraPosition); - - // Map global sorted indices back to per-component indices - const globalSortedIndices = new Map(); - sortedIndices.forEach((globalIdx, sortedIdx) => { - // Find which component this index belongs to - for (const range of state.componentRanges) { - if (globalIdx >= range.start && globalIdx < range.start + range.count) { - const componentIdx = range.componentIndex; - const localIdx = globalIdx - range.start; - - let indices = globalSortedIndices.get(componentIdx); - if (!indices) { - indices = []; - globalSortedIndices.set(componentIdx, indices); - } - indices.push(localIdx); - break; - } - } - }); - - // Update camera position - state.lastCameraPosition = cameraPosition; - state.lastSortedIndices = globalSortedIndices; - - return globalSortedIndices; } - // Update buildRenderObjects to use the new transparency state + // Update buildRenderObjects to include transparency info function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; - // Initialize or update transparency state - if (!gpuRef.current.transparencyState) { - gpuRef.current.transparencyState = initTransparencyState(components); - } - - // Get sorted indices if we have transparent objects - let globalSortedIndices: Map | null = null; - if (gpuRef.current.transparencyState) { - const cameraPos: [number, number, number] = [ - activeCamera.position[0], - activeCamera.position[1], - activeCamera.position[2] - ]; - globalSortedIndices = updateTransparencySorting( - gpuRef.current.transparencyState, - cameraPos - ); - } - - // Collect render data using helper, now with global sorting + // Collect render data using helper const typeArrays = collectTypeData( components, - (comp, spec) => { - const idx = components.indexOf(comp); - const sortedIndices = globalSortedIndices?.get(idx); - return spec.buildRenderData(comp, sortedIndices); - }, + (comp, spec) => spec.buildRenderData(comp), // No sorted indices yet - will be applied in render (data, count) => { const stride = Math.ceil(data.length / count) * 4; return stride * count; @@ -2222,6 +2086,10 @@ export function SceneInner({ componentIndex: typeInfo.indices[0] }; + // Add transparency info if needed + const component = components[typeInfo.indices[0]]; + renderObject.transparencyInfo = getTransparencyInfo(component, spec); + validRenderObjects.push(renderObject); dynamicBuffers.renderOffset = renderOffset + typeInfo.totalSize; @@ -2289,25 +2157,59 @@ function isValidRenderObject(ro: RenderObject): ro is Required { if(!gpuRef.current) return; const { device, context, uniformBuffer, uniformBindGroup, - renderObjects, depthTexture, transparencyState + renderObjects, depthTexture } = gpuRef.current; const startTime = performance.now(); - // Check if we need to update transparency sorting - if (transparencyState) { - const cameraPos: [number, number, number] = [ - camState.position[0], - camState.position[1], - camState.position[2] - ]; - const sortedIndices = updateTransparencySorting(transparencyState, cameraPos); - updateSortedBuffers(renderObjects, components, sortedIndices); - } + // Update transparency sorting if needed + const cameraPos: [number, number, number] = [ + camState.position[0], + camState.position[1], + camState.position[2] + ]; + + // Check each render object for transparency updates + renderObjects.forEach(ro => { + if (!ro.transparencyInfo?.needsSort) return; + + // Check if camera has moved enough to require resorting + const lastPos = ro.transparencyInfo.lastCameraPosition; + if (lastPos) { + const dx = cameraPos[0] - lastPos[0]; + const dy = cameraPos[1] - lastPos[1]; + const dz = cameraPos[2] - lastPos[2]; + const moveDistSq = dx*dx + dy*dy + dz*dz; + if (moveDistSq < 0.0001) return; // Skip if camera hasn't moved much + } + + // Get sorted indices + const sortedIndices = getSortedIndices(ro.transparencyInfo.centers, cameraPos); + + // Update buffer with sorted data + const component = components[ro.componentIndex]; + const spec = primitiveRegistry[component.type]; + const data = spec.buildRenderData(component, sortedIndices); + + if (data) { + const vertexInfo = ro.vertexBuffers[1] as BufferInfo; + device.queue.writeBuffer( + vertexInfo.buffer, + vertexInfo.offset, + data.buffer, + data.byteOffset, + data.byteLength + ); + } + + // Update last camera position + ro.transparencyInfo.lastCameraPosition = cameraPos; + }); // Update camera uniforms const aspect = containerWidth / containerHeight; @@ -2773,12 +2675,15 @@ function isValidRenderObject(ro: RenderObject): ro is Required Date: Mon, 3 Feb 2025 21:02:07 +0100 Subject: [PATCH 136/167] re-use sorted indices in picking --- src/genstudio/js/scene3d/impl3d.tsx | 76 ++++++++++------------------- 1 file changed, 26 insertions(+), 50 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index d75c785a..d46911e3 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -161,6 +161,7 @@ export interface RenderObject { stride: number; offset: number; lastCameraPosition?: [number, number, number]; + sortedIndices?: number[]; // Store the most recent sorting }; } @@ -2188,8 +2189,9 @@ function isValidRenderObject(ro: RenderObject): ro is Required { - const idx = components.indexOf(comp); - return spec.buildPickingData(comp, gpuRef.current!.componentBaseId[idx], sortedIndices); - }, - (data, count) => { - const stride = Math.ceil(data.length / count) * 4; - return stride * count; - } - ); - - // Get data for this component's type - const typeInfo = typeArrays.get(component.type); - if (!typeInfo) return; + // Just use the stored indices - no need to recalculate! + const sortedIndices = renderObject.transparencyInfo?.sortedIndices; + // Build picking data with same sorting as render const spec = primitiveRegistry[component.type]; - if (!spec) return; + const pickingData = spec.buildPickingData( + component, + gpuRef.current.componentBaseId[renderObject.componentIndex], + sortedIndices // Use stored indices + ); - try { + if (pickingData) { const pickingOffset = Math.ceil(gpuRef.current.dynamicBuffers!.pickingOffset / 4) * 4; - // Write all picking data for this type - typeInfo.datas.forEach((data, i) => { - device.queue.writeBuffer( - gpuRef.current!.dynamicBuffers!.pickingBuffer, - pickingOffset + typeInfo.offsets[i], - data.buffer, - data.byteOffset, - data.byteLength - ); - }); - - // Update picking offset - gpuRef.current.dynamicBuffers!.pickingOffset = pickingOffset + typeInfo.totalSize; + // Write picking data to buffer + device.queue.writeBuffer( + gpuRef.current.dynamicBuffers!.pickingBuffer, + pickingOffset, + pickingData.buffer, + pickingData.byteOffset, + pickingData.byteLength + ); - // Set picking buffers with offset info - const stride = Math.ceil(typeInfo.datas[0].length / typeInfo.counts[0]) * 4; + // Set up picking pipeline and buffers + renderObject.pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); renderObject.pickingVertexBuffers = [ renderObject.vertexBuffers[0], { buffer: gpuRef.current.dynamicBuffers!.pickingBuffer, offset: pickingOffset, - stride: stride + stride: Math.ceil(pickingData.length / (renderObject.instanceCount || 1)) * 4 } ]; - - // Set up picking pipeline and other properties - renderObject.pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); renderObject.pickingIndexBuffer = renderObject.indexBuffer; renderObject.pickingIndexCount = renderObject.indexCount; - renderObject.pickingInstanceCount = typeInfo.totalCount; + renderObject.pickingInstanceCount = renderObject.instanceCount; renderObject.pickingDataStale = false; - } catch (error) { - console.error(`Error ensuring picking data for type ${component.type}:`, error); + // Update picking offset + gpuRef.current.dynamicBuffers!.pickingOffset = pickingOffset + pickingData.byteLength; } }, [components]); From 364d67fa5fb876d7633493e20f5574a3cc0ccb41 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 12:07:55 +0100 Subject: [PATCH 137/167] add docs fps: use fewer samples --- docs/api/scene3d.md | 28 +++- docs/learn-more/scene3d.py | 223 ++++++++++++++++++++++++++++ mkdocs.yml | 1 + notebooks/scene3d_depth_test.py | 33 ++-- notebooks/scene3d_points.py | 32 +++- notebooks/scene3d_ripple.py | 4 +- src/genstudio/js/scene3d/fps.tsx | 2 +- src/genstudio/js/scene3d/impl3d.tsx | 22 +-- 8 files changed, 303 insertions(+), 42 deletions(-) create mode 100644 docs/learn-more/scene3d.py diff --git a/docs/api/scene3d.md b/docs/api/scene3d.md index b97e600e..3d9ed8aa 100644 --- a/docs/api/scene3d.md +++ b/docs/api/scene3d.md @@ -39,6 +39,10 @@ Parameters - `size` (Optional[NumberLike]): Default size for all points if sizes not provided +- `alphas` (Optional[ArrayLike]): Array of alpha values per point (optional) + +- `alpha` (Optional[NumberLike]): Default alpha value for all points if alphas not provided + - `**kwargs` (Any): Additional arguments like decorations, onHover, onClick @@ -61,6 +65,10 @@ Parameters - `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all ellipsoids if colors not provided +- `alphas` (Optional[ArrayLike]): Array of alpha values per ellipsoid (optional) + +- `alpha` (Optional[NumberLike]): Default alpha value for all ellipsoids if alphas not provided + - `**kwargs` (Any): Additional arguments like decorations, onHover, onClick @@ -83,6 +91,10 @@ Parameters - `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all ellipsoids if colors not provided +- `alphas` (Optional[ArrayLike]): Array of alpha values per ellipsoid (optional) + +- `alpha` (Optional[NumberLike]): Default alpha value for all ellipsoids if alphas not provided + - `**kwargs` (Any): Additional arguments like decorations, onHover, onClick @@ -105,6 +117,10 @@ Parameters - `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all cuboids if colors not provided +- `alphas` (Optional[ArrayLike]): Array of alpha values per cuboid (optional) + +- `alpha` (Optional[NumberLike]): Default alpha value for all cuboids if alphas not provided + - `**kwargs` (Any): Additional arguments like decorations, onHover, onClick @@ -119,13 +135,17 @@ Parameters - `positions` (ArrayLike): Array of quadruples [x,y,z,i, x,y,z,i, ...] where points sharing the same i value are connected in sequence -- `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all beams if segment_colors not provided +- `color` (Optional[ArrayLike]): Default RGB color [r,g,b] for all beams if colors not provided + +- `size` (Optional[NumberLike]): Default size for all beams if sizes not provided + +- `colors` (Optional[ArrayLike]): Array of RGB colors per line (optional) -- `radius`: Default radius for all beams if segment_radii not provided +- `sizes` (Optional[ArrayLike]): Array of sizes per line (optional) -- `segment_colors`: Array of RGB colors per beam segment (optional) +- `alpha` (Optional[NumberLike]): Default alpha value for all beams if alphas not provided -- `segment_radii`: Array of radii per beam segment (optional) +- `alphas` (Optional[ArrayLike]): Array of alpha values per line (optional) - `**kwargs` (Any): Additional arguments like onHover, onClick diff --git a/docs/learn-more/scene3d.py b/docs/learn-more/scene3d.py new file mode 100644 index 00000000..b8690c48 --- /dev/null +++ b/docs/learn-more/scene3d.py @@ -0,0 +1,223 @@ +# %% [markdown] +# # Scene3D Quickstart +# +# In this guide we demonstrate how to create interactive 3D scenes using GenStudio’s Scene3D components. +# +# Scene3D builds on the same data and composition paradigms as GenStudio Plot but adds support for WebGPU–powered 3D primitives. +# +# We will show how to: +# +# - Create basic 3D primitives (point clouds, ellipsoids, cuboids, etc.) +# - Combine components into a scene using the `+` operator +# - Configure camera parameters +# - Use decorations to override instance properties +# + +# %% +import genstudio.scene3d as Scene3D +import numpy as np + +# %% [markdown] +# ## 1. Creating a Basic 3D Scene with a Point Cloud +# +# Let’s start by creating a simple point cloud. Our point cloud takes an array of 3D coordinates and an array of colors. +# +# The `PointCloud` function accepts additional parameters like a default point size and optional per‑point settings. + +# %% +# Define some 3D positions and corresponding colors. +positions = np.array( + [ + [-0.5, -0.5, -0.5], + [0.5, -0.5, -0.5], + [0.5, 0.5, -0.5], + [-0.5, 0.5, -0.5], + [-0.5, -0.5, 0.5], + [0.5, -0.5, 0.5], + [0.5, 0.5, 0.5], + [-0.5, 0.5, 0.5], + ], + dtype=np.float32, +) + +colors = np.array( + [ + [1, 0, 0], + [0, 1, 0], + [0, 0, 1], + [1, 1, 0], + [1, 0, 1], + [0, 1, 1], + [1, 1, 1], + [0.5, 0.5, 0.5], + ], + dtype=np.float32, +) + +# Create the point cloud component. +point_cloud = Scene3D.PointCloud( + positions=positions, + colors=colors, + size=0.1, # Default size for all points +) + +# %% [markdown] +# Next, we combine the point cloud with a camera configuration. The camera is specified in a properties dictionary using the key `"defaultCamera"`. + +# %% +scene_pc = point_cloud + { + "defaultCamera": { + "position": [5, 5, 5], + "target": [0, 0, 0], + "up": [0, 0, 1], + "fov": 45, + "near": 0.1, + "far": 100, + } +} + +scene_pc + +# %% [markdown] +# ## 2. Adding Other 3D Primitives +# +# Scene3D supports multiple primitive types. For example, let’s create an ellipsoid and a cuboid. + +# %% +# Create an ellipsoid component. +centers = np.array( + [ + [0, 0, 0], + [1.5, 0, 0], + ], + dtype=np.float32, +) + +ellipsoid = Scene3D.Ellipsoid( + centers=centers, + radius=[0.5, 0.5, 0.5], # Can be a single value or a list per instance + colors=np.array( + [ + [0, 1, 1], # cyan + [1, 0, 1], # magenta + ], + dtype=np.float32, + ), + alphas=np.array([1.0, 0.5]), # Opaque and semi-transparent +) + +# Create a cuboid component. +cuboid = Scene3D.Cuboid( + centers=np.array([[0, 2, 0.5]], dtype=np.float32), + size=[1, 1, 1], + color=[1, 0.5, 0], # orange + alpha=0.8, +) + +# %% [markdown] +# ## 3. Combining Components into a Single Scene +# +# Use the `+` operator to overlay multiple scene components. The order of addition controls the rendering order. + +# %% +( + ellipsoid + + cuboid + + { + "defaultCamera": { + "position": [5, 5, 5], + "target": [0, 0, 0.5], + "up": [0, 0, 1], + "fov": 45, + "near": 0.1, + "far": 100, + } + } +) + +# %% [markdown] +# ## 4. Using Decorations to Override Instance Properties +# +# Decorations allow you to override visual properties for specific instances within a component. +# +# For example, you might want to highlight one cuboid in a set of multiple cuboids by changing its color, opacity, or scale. + +# %% +# Define centers and colors for three cuboids. +cuboid_centers = np.array( + [ + [2, -1, 0], + [2, -1, 0.5], + [2, -1, 1.0], + ], + dtype=np.float32, +) + +cuboid_colors = np.array( + [ + [0.8, 0.8, 0.8], + [0.8, 0.8, 0.8], + [0.8, 0.8, 0.8], + ], + dtype=np.float32, +) + +# Create a cuboid component with a decoration on the second instance. +cuboid_with_deco = Scene3D.Cuboid( + centers=cuboid_centers, + colors=cuboid_colors, + size=[0.8, 0.8, 0.8], + decorations=[ + # Override instance index 1: change color to red, set opacity to 0.5, and scale up by 1.2. + Scene3D.deco(1, color=[1.0, 0.0, 0.0], alpha=0.5, scale=1.2) + ], +) + +scene_deco = cuboid_with_deco + +# %% [markdown] +# ## 5. Advanced Scene Composition +# +# You can mix multiple types of primitives into a single scene. +# +# In the example below, a point cloud, an ellipsoid, and a cuboid are layered to form a composite scene. +# +# The rendering order (and thus occlusion) is determined by the order in which components are added. + +# %% +# Reuse or create new components for a composite scene. +point_cloud2 = Scene3D.PointCloud( + positions=np.array([[0, 0, 0], [1, 1, 1]], dtype=np.float32), + colors=np.array([[0, 0, 1], [0, 0, 1]], dtype=np.float32), + size=0.1, +) + +ellipsoid2 = Scene3D.Ellipsoid( + centers=np.array([[0.5, 0.5, 0.5]], dtype=np.float32), + radius=[0.5, 0.5, 0.5], + color=[0, 1, 0], + alpha=0.7, +) + +cuboid2 = Scene3D.Cuboid( + centers=np.array([[1, 0, 0.5]], dtype=np.float32), + size=[1, 1, 1], + color=[1, 0, 0], + alpha=0.5, +) + +( + point_cloud2 + + ellipsoid2 + + cuboid2 + + { + "defaultCamera": { + "position": [3, 3, 3], + "target": [0.5, 0.5, 0.5], + "up": [0, 0, 1], + "fov": 45, + "near": 0.1, + "far": 100, + } + } +) diff --git a/mkdocs.yml b/mkdocs.yml index 815d913e..2e98d2df 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -34,6 +34,7 @@ nav: - Mouse events: interactivity/events.py - Conditional Rendering: learn-more/cond.py - Tailing data: interactivity/tail.py + - Scene3D: learn-more/scene3d.py - Learn More: - Working with Color: learn-more/color.py - Python Event Loops: learn-more/python-event-loop.py diff --git a/notebooks/scene3d_depth_test.py b/notebooks/scene3d_depth_test.py index 0e8dd2c4..1755666d 100644 --- a/notebooks/scene3d_depth_test.py +++ b/notebooks/scene3d_depth_test.py @@ -1,11 +1,11 @@ -# %% Common imports and configuration +# Common imports and configuration import numpy as np from genstudio.scene3d import Ellipsoid, Cuboid, LineBeams, PointCloud, deco # Common camera parameters DEFAULT_CAMERA = {"up": [0, 0, 1], "fov": 45, "near": 0.1, "far": 100} -# %% 1) Opaque Occlusion (Single Component) +# 1) Opaque Occlusion (Single Component) print( "Test 1: Opaque Occlusion.\n" "Two overlapping ellipsoids: green (higher z) should occlude red." @@ -30,9 +30,8 @@ } } ) -scene_opaque -# %% 2) Transparent Blending (Single Component) +# 2) Transparent Blending (Single Component) print( "Test 2: Transparent Blending.\n" "Overlapping blue and semi-transparent yellow ellipsoids should blend." @@ -57,9 +56,8 @@ } } ) -scene_transparent -# %% 3) Inter-Component Ordering +# 3) Inter-Component Ordering print( "Test 3: Inter-Component Ordering.\n" "Cyan point cloud should appear on top of orange cuboid due to render order." @@ -90,9 +88,8 @@ } ) ) -scene_order -# %% 4) Per-Instance Alpha Overrides (Point Cloud) +# 4) Per-Instance Alpha Overrides (Point Cloud) # ISSUE - blending only visible from one direction? print( "Test 4: Per-Instance Alpha Overrides.\n" @@ -113,9 +110,8 @@ } } ) -scene_pc_alpha -# %% 5) Decoration Overrides (Cuboid) +# 5) Decoration Overrides (Cuboid) print( "Test 5: Decoration Overrides.\n" "Three cuboids: middle one red, semi-transparent, and scaled up." @@ -141,9 +137,8 @@ } } ) -scene_deco -# %% 6) Extreme Alpha Values (Ellipsoids) +# 6) Extreme Alpha Values (Ellipsoids) # ISSUE: nearly invisible shows background color (occluding) rather than showing the other item print( "Test 6: Extreme Alpha Values.\n" @@ -164,9 +159,8 @@ } } ) -scene_extreme -# %% 7) Mixed Primitive Types Overlapping +# 7) Mixed Primitive Types Overlapping print( "Test 7: Mixed Primitive Types.\n" "Overlapping red ellipsoid, green cuboid, yellow beam, and blue/magenta points." @@ -207,9 +201,8 @@ } } ) -scene_mixed -# %% 8) Insertion Order Conflict (Two PointClouds) +# 8) Insertion Order Conflict (Two PointClouds) print( "Test 8: Insertion Order.\n" "Two overlapping point clouds: second one (purple) should appear on top of first (green)." @@ -237,4 +230,10 @@ } } ) -scene_insertion + +( + scene_deco & scene_extreme & scene_pc_alpha + | scene_insertion & scene_mixed & scene_transparent + | scene_opaque & scene_order +) +# %% diff --git a/notebooks/scene3d_points.py b/notebooks/scene3d_points.py index a7a2b110..5ea0eaad 100644 --- a/notebooks/scene3d_points.py +++ b/notebooks/scene3d_points.py @@ -134,8 +134,10 @@ def rotate_points( # Initialize output array with same dtype as input moved = np.zeros((n_frames, xyz.shape[0] * 3), dtype=input_dtype) - # Generate rotation angles for each frame (360 degrees = 2*pi radians) - angles = np.linspace(0, 2 * np.pi, n_frames, dtype=input_dtype) + # Generate rotation angles for each frame (up to but not including 360 degrees) + angles = np.linspace( + 0, 2 * np.pi * (n_frames - 1) / n_frames, n_frames, dtype=input_dtype + ) # Center points around origin centered = xyz - origin @@ -195,6 +197,7 @@ def scene(controlled, point_size, xyz, rgb, scale, select_region=False): positions=xyz, colors=rgb, scales=scale, + alpha=Plot.js("$state.alpha ? 0.5 : null"), onHover=js("""(i) => { $state.update({hovered: i}) }"""), @@ -210,11 +213,8 @@ def scene(controlled, point_size, xyz, rgb, scale, select_region=False): deco( js("$state.hovered ? [$state.hovered] : []"), color=[0.0, 1.0, 0.0], - ), - deco( - js("$state.selected_region_indexes || []") if select_region else [], - alpha=0.2, - scale=0.5, + scale=2.0, + alpha=1.0, ), ], highlightColor=[1.0, 1.0, 0.0], @@ -274,9 +274,27 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): "torus_xyz": torus_xyzs, "torus_rgb": torus_rgb, "frame": 0, + "alpha": False, + "checkbox": False, }, sync={"selected_region_i", "cube_rgb"}, ) + | Plot.html( + [ + "label", + [ + "input", + { + "type": "checkbox", + "checked": js("$state.alpha"), + "onChange": Plot.js( + "(e) => $state.update({alpha: e.target.checked})" + ), + }, + ], + "Show Alpha", + ] + ) | Plot.Slider("frame", range=NUM_FRAMES, fps=30) | scene( True, diff --git a/notebooks/scene3d_ripple.py b/notebooks/scene3d_ripple.py index 0505e168..d7b0e00e 100644 --- a/notebooks/scene3d_ripple.py +++ b/notebooks/scene3d_ripple.py @@ -7,7 +7,7 @@ # ----------------- 1) Ripple Grid (Point Cloud) ----------------- -def create_ripple_grid(n_x=250, n_y=250, n_frames=60): +def create_ripple_grid(n_x=300, n_y=300, n_frames=30): """Create frames of a 2D grid of points in the XY plane with sinusoidal ripple over time. Returns: @@ -220,7 +220,7 @@ def create_ripple_and_morph_scene(): "hover_point": None, } ) - | Plot.Slider("frame", range=n_frames, fps="raf") + | Plot.Slider("frame", range=n_frames, fps="30") | (scene_grid & scene_ellipsoids) ) diff --git a/src/genstudio/js/scene3d/fps.tsx b/src/genstudio/js/scene3d/fps.tsx index f1fc76a1..d8ddd00a 100644 --- a/src/genstudio/js/scene3d/fps.tsx +++ b/src/genstudio/js/scene3d/fps.tsx @@ -29,7 +29,7 @@ export function useFPSCounter() { const frameTimesRef = useRef([]); const lastRenderTimeRef = useRef(0); const lastUpdateTimeRef = useRef(0); - const MAX_SAMPLES = 60; + const MAX_SAMPLES = 4; const updateDisplay = useCallback((renderTime: number) => { const now = performance.now(); diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index d46911e3..63930a3d 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -108,16 +108,16 @@ function getBaseDefaults(config: Partial): Required= count * 3; const hasValidAlphas = elem.alphas instanceof Float32Array && elem.alphas.length >= count; @@ -2753,5 +2753,5 @@ function getSortedIndices(centers: Float32Array, cameraPosition: [number, number function hasTransparency(alphas: Float32Array | null, defaultAlpha: number, decorations?: Decoration[]): boolean { return alphas !== null || defaultAlpha !== 1.0 || - (decorations?.some(d => d.alpha !== undefined) ?? false); + (decorations?.some(d => d.alpha !== undefined && d.alpha !== 1.0 && d.indexes?.length > 0) ?? false); } From 77e5584292fdb82a48f3bfa356c6f90732c6c563 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 13:19:12 +0100 Subject: [PATCH 138/167] improve FPS calculation, add controls=['fps'] param --- docs/api/scene3d.md | 1 + docs/learn-more/scene3d.py | 10 ++-- notebooks/scene3d_points.py | 3 +- notebooks/scene3d_ripple.py | 6 ++- src/genstudio/js/scene3d/fps.tsx | 58 ++++++++++----------- src/genstudio/js/scene3d/impl3d.tsx | 21 ++------ src/genstudio/js/scene3d/scene3d.tsx | 75 +++++++++++++++++----------- src/genstudio/scene3d.py | 3 ++ 8 files changed, 93 insertions(+), 84 deletions(-) diff --git a/docs/api/scene3d.md b/docs/api/scene3d.md index 3d9ed8aa..7f30f6f2 100644 --- a/docs/api/scene3d.md +++ b/docs/api/scene3d.md @@ -18,6 +18,7 @@ The visualization supports: - Zoom control (mouse wheel) - Component hover highlighting - Component click selection +- Optional FPS display (set controls=['fps']) diff --git a/docs/learn-more/scene3d.py b/docs/learn-more/scene3d.py index b8690c48..5f2e67ea 100644 --- a/docs/learn-more/scene3d.py +++ b/docs/learn-more/scene3d.py @@ -146,9 +146,9 @@ # Define centers and colors for three cuboids. cuboid_centers = np.array( [ - [2, -1, 0], - [2, -1, 0.5], - [2, -1, 1.0], + [0, 0, 0], + [0, 0, 0.5], + [0, 0, 1.0], ], dtype=np.float32, ) @@ -163,7 +163,7 @@ ) # Create a cuboid component with a decoration on the second instance. -cuboid_with_deco = Scene3D.Cuboid( +Scene3D.Cuboid( centers=cuboid_centers, colors=cuboid_colors, size=[0.8, 0.8, 0.8], @@ -173,8 +173,6 @@ ], ) -scene_deco = cuboid_with_deco - # %% [markdown] # ## 5. Advanced Scene Composition # diff --git a/notebooks/scene3d_points.py b/notebooks/scene3d_points.py index 5ea0eaad..da6caa67 100644 --- a/notebooks/scene3d_points.py +++ b/notebooks/scene3d_points.py @@ -220,6 +220,7 @@ def scene(controlled, point_size, xyz, rgb, scale, select_region=False): highlightColor=[1.0, 1.0, 0.0], ) + cameraProps + + {"controls": ["fps"]} ) @@ -295,7 +296,7 @@ def find_similar_colors(rgb, point_idx, threshold=0.1): "Show Alpha", ] ) - | Plot.Slider("frame", range=NUM_FRAMES, fps=30) + | Plot.Slider("frame", range=NUM_FRAMES, fps="raf") | scene( True, 0.05, diff --git a/notebooks/scene3d_ripple.py b/notebooks/scene3d_ripple.py index d7b0e00e..9aa5a9a7 100644 --- a/notebooks/scene3d_ripple.py +++ b/notebooks/scene3d_ripple.py @@ -7,7 +7,7 @@ # ----------------- 1) Ripple Grid (Point Cloud) ----------------- -def create_ripple_grid(n_x=300, n_y=300, n_frames=30): +def create_ripple_grid(n_x=200, n_y=200, n_frames=30): """Create frames of a 2D grid of points in the XY plane with sinusoidal ripple over time. Returns: @@ -175,6 +175,7 @@ def create_ripple_and_morph_scene(): ) + { "onCameraChange": js("(cam) => $state.update({camera: cam})"), "camera": js("$state.camera"), + "controls": ["fps"], } # Second scene: the morphing ellipsoids with opacity decorations @@ -201,6 +202,7 @@ def create_ripple_and_morph_scene(): ) + { "onCameraChange": js("(cam) => $state.update({camera: cam})"), "camera": js("$state.camera"), + "controls": ["fps"], } layout = ( @@ -220,7 +222,7 @@ def create_ripple_and_morph_scene(): "hover_point": None, } ) - | Plot.Slider("frame", range=n_frames, fps="30") + | Plot.Slider("frame", range=n_frames, fps="raf") | (scene_grid & scene_ellipsoids) ) diff --git a/src/genstudio/js/scene3d/fps.tsx b/src/genstudio/js/scene3d/fps.tsx index d8ddd00a..4ac6b48c 100644 --- a/src/genstudio/js/scene3d/fps.tsx +++ b/src/genstudio/js/scene3d/fps.tsx @@ -1,4 +1,4 @@ -import React, {useRef, useCallback, useEffect} from "react" +import React, {useRef, useCallback} from "react" interface FPSCounterProps { fpsRef: React.RefObject; @@ -27,34 +27,34 @@ export function FPSCounter({ fpsRef }: FPSCounterProps) { export function useFPSCounter() { const fpsDisplayRef = useRef(null); const frameTimesRef = useRef([]); - const lastRenderTimeRef = useRef(0); - const lastUpdateTimeRef = useRef(0); - const MAX_SAMPLES = 4; - - const updateDisplay = useCallback((renderTime: number) => { - const now = performance.now(); - - // If this is a new frame (not just a re-render) - if (now - lastUpdateTimeRef.current > 1) { - // Calculate total frame time (render time + time since last frame) - const totalTime = renderTime + (now - lastRenderTimeRef.current); - frameTimesRef.current.push(totalTime); - - if (frameTimesRef.current.length > MAX_SAMPLES) { - frameTimesRef.current.shift(); - } - - // Calculate average FPS from frame times - const avgFrameTime = frameTimesRef.current.reduce((a, b) => a + b, 0) / - frameTimesRef.current.length; - const fps = 1000 / avgFrameTime; - - if (fpsDisplayRef.current) { - fpsDisplayRef.current.textContent = `${Math.round(fps)} FPS`; - } - - lastUpdateTimeRef.current = now; - lastRenderTimeRef.current = now; + const lastFrameTimeRef = useRef(0); + const MAX_SAMPLES = 8; + + const updateDisplay = useCallback((timestamp: number) => { + // Initialize on first frame + if (lastFrameTimeRef.current === 0) { + lastFrameTimeRef.current = timestamp; + return; + } + + // Calculate frame time in milliseconds + const frameTime = timestamp - lastFrameTimeRef.current; + lastFrameTimeRef.current = timestamp; + + // Add to rolling average + frameTimesRef.current.push(frameTime); + if (frameTimesRef.current.length > MAX_SAMPLES) { + frameTimesRef.current.shift(); + } + + // Calculate average FPS + const avgFrameTime = frameTimesRef.current.reduce((a, b) => a + b, 0) / + frameTimesRef.current.length; + const fps = 1000 / avgFrameTime; + + // Update display + if (fpsDisplayRef.current) { + fpsDisplayRef.current.textContent = `${Math.round(fps)} FPS`; } }, []); diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 63930a3d..71dbfe1e 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -2166,8 +2166,6 @@ function isValidRenderObject(ro: RenderObject): ro is Required { - if (isReady) { - renderFrame(activeCamera); // Always render with current camera (controlled or internal) - } - }, [isReady, activeCamera, renderFrame]); // Watch the camera value - // Update canvas size effect useEffect(() => { if (!canvasRef.current) return; @@ -2638,7 +2625,7 @@ function isValidRenderObject(ro: RenderObject): ro is Required { @@ -2647,14 +2634,14 @@ function isValidRenderObject(ro: RenderObject): ro is Required { if (isReady && gpuRef.current) { renderFrame(activeCamera); } - }, [isReady, activeCamera, renderFrame]); + }, [isReady, activeCamera]); // Wheel handling useEffect(() => { diff --git a/src/genstudio/js/scene3d/scene3d.tsx b/src/genstudio/js/scene3d/scene3d.tsx index b036af21..2c62e49e 100644 --- a/src/genstudio/js/scene3d/scene3d.tsx +++ b/src/genstudio/js/scene3d/scene3d.tsx @@ -22,7 +22,7 @@ function coerceFloat32Fields(obj: T, fields: (keyof T)[]): T { if (Array.isArray(value)) { (result[field] as any) = new Float32Array(value); } else if (ArrayBuffer.isView(value) && !(value instanceof Float32Array)) { - (result[field] as any) = new Float32Array(value); + (result[field] as any) = new Float32Array(value.buffer); } } return result; @@ -179,6 +179,10 @@ interface SceneProps { defaultCamera?: CameraParams; /** Callback fired when camera parameters change */ onCameraChange?: (camera: CameraParams) => void; + /** Optional array of controls to show. Currently supports: ['fps'] */ + controls?: string[]; + className?: string; + style?: React.CSSProperties; } /** @@ -201,35 +205,48 @@ interface SceneProps { * width={800} * height={600} * onCameraChange={handleCameraChange} + * controls={['fps']} // Show FPS counter * /> * ``` */ -export function Scene({ components, width, height, aspectRatio = 1, camera, defaultCamera, onCameraChange }: SceneProps) { - const [containerRef, measuredWidth] = useContainerWidth(1); - const dimensions = useMemo( - () => computeCanvasDimensions(measuredWidth, width, height, aspectRatio), - [measuredWidth, width, height, aspectRatio] - ); - - const { fpsDisplayRef, updateDisplay } = useFPSCounter(); - - return ( -
- {dimensions && ( - <> - - - - )} -
- ); +export function Scene({ + components, + width, + height, + aspectRatio = 1, + camera, + defaultCamera, + onCameraChange, + className, + style, + controls = [], +}: SceneProps) { + const [containerRef, measuredWidth] = useContainerWidth(1); + const dimensions = useMemo( + () => computeCanvasDimensions(measuredWidth, width, height, aspectRatio), + [measuredWidth, width, height, aspectRatio] + ); + + const { fpsDisplayRef, updateDisplay } = useFPSCounter(); + const showFps = controls.includes('fps'); + + return ( +
} className={className} style={{ width: '100%', position: 'relative', ...style }}> + {dimensions && ( + <> + + {showFps && } + + )} +
+ ); } diff --git a/src/genstudio/scene3d.py b/src/genstudio/scene3d.py index a8915643..6905fceb 100644 --- a/src/genstudio/scene3d.py +++ b/src/genstudio/scene3d.py @@ -126,6 +126,7 @@ class Scene(Plot.LayoutItem): - Zoom control (mouse wheel) - Component hover highlighting - Component click selection + - Optional FPS display (set controls=['fps']) """ def __init__( @@ -136,6 +137,8 @@ def __init__( Args: *components_and_props: Scene components and optional properties. + Properties can include: + - controls: List of controls to show. Currently supports ['fps'] """ components = [] scene_props = {} From d0338d5366e32712735f9f37ea63f5417f698741 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 13:25:08 +0100 Subject: [PATCH 139/167] pass through release args --- package.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/package.json b/package.json index 17cf3c03..26093547 100644 --- a/package.json +++ b/package.json @@ -41,7 +41,7 @@ "tailwindcss": "^3.4.14" }, "scripts": { - "release": "poetry run python scripts/release.py", + "release": "poetry run python scripts/release.py $*", "alpha": "poetry run python scripts/release.py --alpha", "build": "node esbuild.config.mjs", "dev": "node esbuild.config.mjs --watch", From f0b7b47c1f52fe47365ebd3feea7448f0bd72c18 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 17:59:39 +0100 Subject: [PATCH 140/167] standardize layouts --- notebooks/scene3d_picking_test.py | 78 +++-- src/genstudio/js/scene3d/fps.tsx | 13 +- src/genstudio/js/scene3d/impl3d.tsx | 439 +++++++++++++++------------- src/genstudio/js/scene3d/shaders.ts | 403 ++++++++++++------------- 4 files changed, 496 insertions(+), 437 deletions(-) diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index 44414ca9..95d071a1 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -1,6 +1,13 @@ # %% Common imports and configuration import numpy as np -from genstudio.scene3d import Ellipsoid, Cuboid, LineBeams, PointCloud, deco +from genstudio.scene3d import ( + Ellipsoid, + Cuboid, + LineBeams, + PointCloud, + deco, + EllipsoidAxes, +) from genstudio.plot import js # Common camera parameters @@ -33,31 +40,56 @@ ) # 2) Ellipsoid Picking -print("Test 2: Ellipsoid Picking.\nHover over ellipsoids to highlight them.") +print( + "Test 2: Ellipsoid and Axes Picking.\nHover over ellipsoids or their axes to highlight them independently." +) -scene_ellipsoids = Ellipsoid( - centers=np.array([[0, 0, 0], [0, 1, 0], [0, 0.5, 1]]), - colors=np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]), - radius=[0.4, 0.4, 0.4], - alpha=0.7, - onHover=js( - "(i) => $state.update({hover_ellipsoid: typeof i === 'number' ? [i] : []})" - ), - decorations=[ - deco( - js("$state.hover_ellipsoid"), - color=[1, 1, 0], - scale=1.2, +scene_ellipsoids = ( + Ellipsoid( + centers=np.array([[0, 0, 0], [0, 1, 0], [0, 0.5, 1]]), + colors=np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]), + radius=[0.4, 0.4, 0.4], + alpha=0.7, + onHover=js( + "(i) => $state.update({hover_ellipsoid: typeof i === 'number' ? [i] : []})" ), - ], -) + ( - { - "defaultCamera": { - **DEFAULT_CAMERA, - "position": [2, 2, 2], - "target": [0, 0.5, 0.5], + decorations=[ + deco( + js("$state.hover_ellipsoid"), + color=[1, 1, 0], + scale=1.2, + ), + ], + ) + + EllipsoidAxes( + centers=np.array( + [[1, 0, 0], [1, 1, 0], [1, 0.5, 1]] + ), # Offset by 1 in x direction + radius=[0.4, 0.4, 0.4], + alpha=0.8, + onHover=js( + "(i) => $state.update({hover_axes: typeof i === 'number' ? [i] : []})" + ), + decorations=[ + deco( + js("$state.hover_axes"), + color=[1, 1, 0], + ), + ], + ) + + ( + { + "defaultCamera": { + **DEFAULT_CAMERA, + "position": [2, 2, 2], + "target": [ + 0.5, + 0.5, + 0.5, + ], # Adjusted target to center between ellipsoids and axes + } } - } + ) ) # 3) Cuboid Picking with Transparency diff --git a/src/genstudio/js/scene3d/fps.tsx b/src/genstudio/js/scene3d/fps.tsx index 4ac6b48c..19cf9e6c 100644 --- a/src/genstudio/js/scene3d/fps.tsx +++ b/src/genstudio/js/scene3d/fps.tsx @@ -3,7 +3,6 @@ import React, {useRef, useCallback} from "react" interface FPSCounterProps { fpsRef: React.RefObject; } - export function FPSCounter({ fpsRef }: FPSCounterProps) { return (
(null); const frameTimesRef = useRef([]); const lastFrameTimeRef = useRef(0); + const lastDisplayUpdateRef = useRef(0); const MAX_SAMPLES = 8; + const DISPLAY_UPDATE_INTERVAL = 500; // Update display every 1000ms (1 second) const updateDisplay = useCallback((timestamp: number) => { // Initialize on first frame if (lastFrameTimeRef.current === 0) { lastFrameTimeRef.current = timestamp; + lastDisplayUpdateRef.current = timestamp; return; } @@ -52,9 +54,12 @@ export function useFPSCounter() { frameTimesRef.current.length; const fps = 1000 / avgFrameTime; - // Update display - if (fpsDisplayRef.current) { - fpsDisplayRef.current.textContent = `${Math.round(fps)} FPS`; + // Update display at most once per second + if (timestamp - lastDisplayUpdateRef.current >= DISPLAY_UPDATE_INTERVAL) { + if (fpsDisplayRef.current) { + fpsDisplayRef.current.textContent = `${Math.round(fps)} FPS`; + } + lastDisplayUpdateRef.current = timestamp; } }, []); diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 71dbfe1e..97fa6aed 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -24,17 +24,23 @@ import { import { LIGHTING, + cameraStruct, billboardVertCode, billboardFragCode, + billboardPickingVertCode, ellipsoidVertCode, ellipsoidFragCode, + ellipsoidPickingVertCode, ringVertCode, ringFragCode, + ringPickingVertCode, cuboidVertCode, cuboidFragCode, + cuboidPickingVertCode, lineBeamVertCode, lineBeamFragCode, - pickingVertCode + lineBeamPickingVertCode, + pickingFragCode } from './shaders'; @@ -364,39 +370,44 @@ const pointCloudSpec: PrimitiveSpec = { const arr = new Float32Array(count * 8); for(let j = 0; j < count; j++) { const i = getDataIndex(j, indexInfo); + // Position arr[j*8+0] = elem.positions[i*3+0]; arr[j*8+1] = elem.positions[i*3+1]; arr[j*8+2] = elem.positions[i*3+2]; + // Size + const pointSize = sizes ? sizes[i] : size; + const scale = scales ? scales[i] : defaults.scale; + arr[j*8+3] = pointSize * scale; + + // Color if(colors) { - arr[j*8+3] = colors[i*3+0]; - arr[j*8+4] = colors[i*3+1]; - arr[j*8+5] = colors[i*3+2]; + arr[j*8+4] = colors[i*3+0]; + arr[j*8+5] = colors[i*3+1]; + arr[j*8+6] = colors[i*3+2]; } else { - arr[j*8+3] = defaults.color[0]; - arr[j*8+4] = defaults.color[1]; - arr[j*8+5] = defaults.color[2]; + arr[j*8+4] = defaults.color[0]; + arr[j*8+5] = defaults.color[1]; + arr[j*8+6] = defaults.color[2]; } - arr[j*8+6] = alphas ? alphas[i] : defaults.alpha; - const pointSize = sizes ? sizes[i] : size; - const scale = scales ? scales[i] : defaults.scale; - arr[j*8+7] = pointSize * scale; + // Alpha + arr[j*8+7] = alphas ? alphas[i] : defaults.alpha; } // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { const j = getDecorationIndex(idx, indexInfo.indexToPosition); if(dec.color) { - arr[j*8+3] = dec.color[0]; - arr[j*8+4] = dec.color[1]; - arr[j*8+5] = dec.color[2]; + arr[j*8+4] = dec.color[0]; + arr[j*8+5] = dec.color[1]; + arr[j*8+6] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[j*8+6] = dec.alpha; + arr[j*8+7] = dec.alpha; } if(dec.scale !== undefined) { - arr[j*8+7] *= dec.scale; + arr[j*8+3] *= dec.scale; // Scale affects size } }); @@ -413,27 +424,49 @@ const pointCloudSpec: PrimitiveSpec = { // Check array validities once before the loop const hasValidSizes = elem.sizes && elem.sizes.length >= count; const sizes = hasValidSizes ? elem.sizes : null; + const { scales } = getColumnarParams(elem, count); if (sortedIndices) { // Use sorted indices when available for(let j = 0; j < count; j++) { const i = sortedIndices[j]; + // Position arr[j*5+0] = elem.positions[i*3+0]; arr[j*5+1] = elem.positions[i*3+1]; arr[j*5+2] = elem.positions[i*3+2]; - arr[j*5+3] = baseID + i; // Keep original index for picking ID - arr[j*5+4] = sizes?.[i] ?? size; + // Size + const pointSize = sizes?.[i] ?? size; + const scale = scales ? scales[i] : 1.0; + arr[j*5+3] = pointSize * scale; + // PickID + arr[j*5+4] = baseID + i; } } else { // When no sorting, just use sequential access for(let i = 0; i < count; i++) { + // Position arr[i*5+0] = elem.positions[i*3+0]; arr[i*5+1] = elem.positions[i*3+1]; arr[i*5+2] = elem.positions[i*3+2]; - arr[i*5+3] = baseID + i; - arr[i*5+4] = sizes?.[i] ?? size; + // Size + const pointSize = sizes?.[i] ?? size; + const scale = scales ? scales[i] : 1.0; + arr[i*5+3] = pointSize * scale; + // PickID + arr[i*5+4] = baseID + i; } } + + // Apply scale decorations + applyDecorations(elem.decorations, count, (idx, dec) => { + if(dec.scale !== undefined) { + const j = sortedIndices ? sortedIndices.indexOf(idx) : idx; + if(j !== -1) { + arr[j*5+3] *= dec.scale; // Scale affects size + } + } + }); + return arr; }, @@ -483,8 +516,8 @@ const pointCloudSpec: PrimitiveSpec = { device, "PointCloudPicking", () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, + vertexShader: billboardPickingVertCode, + fragmentShader: pickingFragCode, vertexEntryPoint: 'vs_pointcloud', fragmentEntryPoint: 'fs_pick', bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_PICKING_INSTANCE_LAYOUT] @@ -533,58 +566,68 @@ const ellipsoidSpec: PrimitiveSpec = { const indexInfo = getIndicesAndMapping(count, sortedIndices); - const arr = new Float32Array(count * 10); + // Build instance data in standardized layout order: + // [2]: position (xyz) + // [3]: size (xyz) + // [4]: color (rgb) + // [5]: alpha + const instanceData = new Float32Array(count * 10); for(let j = 0; j < count; j++) { const i = getDataIndex(j, indexInfo); - arr[j*10+0] = elem.centers[i*3+0]; - arr[j*10+1] = elem.centers[i*3+1]; - arr[j*10+2] = elem.centers[i*3+2]; + const offset = j * 10; - // Radii (with scale) - const scale = scales ? scales[i] : defaults.scale; + // Position (location 2) + instanceData[offset+0] = elem.centers[i*3+0]; + instanceData[offset+1] = elem.centers[i*3+1]; + instanceData[offset+2] = elem.centers[i*3+2]; + // Size/radii (location 3) + const scale = scales ? scales[i] : defaults.scale; if(radii) { - arr[j*10+3] = radii[i*3+0] * scale; - arr[j*10+4] = radii[i*3+1] * scale; - arr[j*10+5] = radii[i*3+2] * scale; + instanceData[offset+3] = radii[i*3+0] * scale; + instanceData[offset+4] = radii[i*3+1] * scale; + instanceData[offset+5] = radii[i*3+2] * scale; } else { - arr[j*10+3] = defaultRadius[0] * scale; - arr[j*10+4] = defaultRadius[1] * scale; - arr[j*10+5] = defaultRadius[2] * scale; + instanceData[offset+3] = defaultRadius[0] * scale; + instanceData[offset+4] = defaultRadius[1] * scale; + instanceData[offset+5] = defaultRadius[2] * scale; } + // Color (location 4) if(colors) { - arr[j*10+6] = colors[i*3+0]; - arr[j*10+7] = colors[i*3+1]; - arr[j*10+8] = colors[i*3+2]; + instanceData[offset+6] = colors[i*3+0]; + instanceData[offset+7] = colors[i*3+1]; + instanceData[offset+8] = colors[i*3+2]; } else { - arr[j*10+6] = defaults.color[0]; - arr[j*10+7] = defaults.color[1]; - arr[j*10+8] = defaults.color[2]; + instanceData[offset+6] = defaults.color[0]; + instanceData[offset+7] = defaults.color[1]; + instanceData[offset+8] = defaults.color[2]; } - arr[j*10+9] = alphas ? alphas[i] : defaults.alpha; + // Alpha (location 5) + instanceData[offset+9] = alphas ? alphas[i] : defaults.alpha; } // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { const j = getDecorationIndex(idx, indexInfo.indexToPosition); + const offset = j * 10; if(dec.color) { - arr[j*10+6] = dec.color[0]; - arr[j*10+7] = dec.color[1]; - arr[j*10+8] = dec.color[2]; + instanceData[offset+6] = dec.color[0]; + instanceData[offset+7] = dec.color[1]; + instanceData[offset+8] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[j*10+9] = dec.alpha; + instanceData[offset+9] = dec.alpha; } if(dec.scale !== undefined) { - arr[j*10+3] *= dec.scale; - arr[j*10+4] *= dec.scale; - arr[j*10+5] *= dec.scale; + instanceData[offset+3] *= dec.scale; + instanceData[offset+4] *= dec.scale; + instanceData[offset+5] *= dec.scale; } }); - return arr; + return instanceData; }, buildPickingData(elem, baseID, sortedIndices?: number[]) { @@ -592,51 +635,46 @@ const ellipsoidSpec: PrimitiveSpec = { if(count === 0) return null; const defaultRadius = elem.radius ?? [1, 1, 1]; - const arr = new Float32Array(count * 7); + const { scales } = getColumnarParams(elem, count); + + // Build instance data in standardized picking layout order: + // [2]: position (xyz) + // [3]: size (xyz) + // [4]: pickID + const instanceData = new Float32Array(count * 7); // Check if we have valid radii array once before the loop const hasValidRadii = elem.radii && elem.radii.length >= count * 3; const radii = hasValidRadii ? elem.radii : null; - if (sortedIndices) { - // Use sorted indices when available - for(let j = 0; j < count; j++) { - const i = sortedIndices[j]; - arr[j*7+0] = elem.centers[i*3+0]; - arr[j*7+1] = elem.centers[i*3+1]; - arr[j*7+2] = elem.centers[i*3+2]; + const indexInfo = getIndicesAndMapping(count, sortedIndices); - if(radii) { - arr[j*7+3] = radii[i*3+0]; - arr[j*7+4] = radii[i*3+1]; - arr[j*7+5] = radii[i*3+2]; - } else { - arr[j*7+3] = defaultRadius[0]; - arr[j*7+4] = defaultRadius[1]; - arr[j*7+5] = defaultRadius[2]; - } - arr[j*7+6] = baseID + i; // Keep original index for picking ID - } - } else { - // When no sorting, just use sequential access - for(let i = 0; i < count; i++) { - arr[i*7+0] = elem.centers[i*3+0]; - arr[i*7+1] = elem.centers[i*3+1]; - arr[i*7+2] = elem.centers[i*3+2]; + for(let j = 0; j < count; j++) { + const i = getDataIndex(j, indexInfo); + const offset = j * 7; - if(radii) { - arr[i*7+3] = radii[i*3+0]; - arr[i*7+4] = radii[i*3+1]; - arr[i*7+5] = radii[i*3+2]; - } else { - arr[i*7+3] = defaultRadius[0]; - arr[i*7+4] = defaultRadius[1]; - arr[i*7+5] = defaultRadius[2]; - } - arr[i*7+6] = baseID + i; + // Position (location 2) + instanceData[offset+0] = elem.centers[i*3+0]; + instanceData[offset+1] = elem.centers[i*3+1]; + instanceData[offset+2] = elem.centers[i*3+2]; + + // Size/radii (location 3) + const scale = scales ? scales[i] : 1.0; + if(radii) { + instanceData[offset+3] = radii[i*3+0] * scale; + instanceData[offset+4] = radii[i*3+1] * scale; + instanceData[offset+5] = radii[i*3+2] * scale; + } else { + instanceData[offset+3] = defaultRadius[0] * scale; + instanceData[offset+4] = defaultRadius[1] * scale; + instanceData[offset+5] = defaultRadius[2] * scale; } + + // PickID (location 4) + instanceData[offset+6] = baseID + i; } - return arr; + + return instanceData; }, renderConfig: { @@ -665,11 +703,11 @@ const ellipsoidSpec: PrimitiveSpec = { device, "EllipsoidPicking", () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, + vertexShader: ellipsoidPickingVertCode, + fragmentShader: pickingFragCode, vertexEntryPoint: 'vs_ellipsoid', fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_PICKING_INSTANCE_LAYOUT] }, 'rgba8unorm'), cache ); @@ -860,7 +898,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { fragmentShader: ringFragCode, vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT], + bufferLayouts: [MESH_GEOMETRY_LAYOUT, RING_INSTANCE_LAYOUT], blend: {} // Use defaults }, format, ellipsoidAxesSpec), cache @@ -872,11 +910,11 @@ const ellipsoidAxesSpec: PrimitiveSpec = { device, "EllipsoidAxesPicking", () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, + vertexShader: ringPickingVertCode, + fragmentShader: pickingFragCode, vertexEntryPoint: 'vs_rings', fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT] + bufferLayouts: [MESH_GEOMETRY_LAYOUT, RING_PICKING_INSTANCE_LAYOUT] }, 'rgba8unorm'), cache ); @@ -1052,7 +1090,7 @@ const cuboidSpec: PrimitiveSpec = { fragmentShader: cuboidFragCode, vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] + bufferLayouts: [MESH_GEOMETRY_LAYOUT, CUBOID_INSTANCE_LAYOUT] }, format, cuboidSpec), cache ); @@ -1063,11 +1101,11 @@ const cuboidSpec: PrimitiveSpec = { device, "CuboidPicking", () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, - fragmentShader: pickingVertCode, + vertexShader: cuboidPickingVertCode, + fragmentShader: pickingFragCode, vertexEntryPoint: 'vs_cuboid', fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, MESH_PICKING_INSTANCE_LAYOUT], + bufferLayouts: [MESH_GEOMETRY_LAYOUT, CUBOID_PICKING_INSTANCE_LAYOUT], primitive: this.renderConfig }, 'rgba8unorm'), cache @@ -1299,8 +1337,8 @@ const lineBeamsSpec: PrimitiveSpec = { device, "LineBeamsPicking", () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: pickingVertCode, // We'll add a vs_lineCyl entry - fragmentShader: pickingVertCode, + vertexShader: lineBeamPickingVertCode, + fragmentShader: pickingFragCode, vertexEntryPoint: 'vs_lineBeam', fragmentEntryPoint: 'fs_pick', bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_PICKING_INSTANCE_LAYOUT ], @@ -1507,108 +1545,113 @@ function createTranslucentGeometryPipeline( }, format); } +// Helper function to create vertex buffer layouts +function createVertexBufferLayout( + attributes: Array<[number, GPUVertexFormat]>, + stepMode: GPUVertexStepMode = 'vertex' +): VertexBufferLayout { + let offset = 0; + const formattedAttrs = attributes.map(([location, format]) => { + const attr = { + shaderLocation: location, + offset, + format + }; + // Add to offset based on format size + offset += format.includes('x3') ? 12 : format.includes('x2') ? 8 : 4; + return attr; + }); -// Common vertex buffer layouts -const POINT_CLOUD_GEOMETRY_LAYOUT: VertexBufferLayout = { - arrayStride: 24, // 6 floats * 4 bytes - attributes: [ - { // position xyz - shaderLocation: 0, - offset: 0, - format: 'float32x3' - }, - { // normal xyz - shaderLocation: 1, - offset: 12, - format: 'float32x3' - } - ] -}; - -const POINT_CLOUD_INSTANCE_LAYOUT: VertexBufferLayout = { - arrayStride: 32, // 8 floats * 4 bytes - stepMode: 'instance', - attributes: [ - {shaderLocation: 2, offset: 0, format: 'float32x3'}, // instancePos - {shaderLocation: 3, offset: 12, format: 'float32x3'}, // color - {shaderLocation: 4, offset: 24, format: 'float32'}, // alpha - {shaderLocation: 5, offset: 28, format: 'float32'} // size - ] -}; - -const POINT_CLOUD_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { - arrayStride: 20, // 5 floats * 4 bytes - stepMode: 'instance', - attributes: [ - {shaderLocation: 2, offset: 0, format: 'float32x3'}, // instancePos - {shaderLocation: 3, offset: 12, format: 'float32'}, // pickID - {shaderLocation: 4, offset: 16, format: 'float32'} // size - ] -}; - -const MESH_GEOMETRY_LAYOUT: VertexBufferLayout = { - arrayStride: 6*4, - attributes: [ - {shaderLocation: 0, offset: 0, format: 'float32x3'}, - {shaderLocation: 1, offset: 3*4, format: 'float32x3'} - ] -}; - -const ELLIPSOID_INSTANCE_LAYOUT: VertexBufferLayout = { - arrayStride: 10*4, - stepMode: 'instance', - attributes: [ - {shaderLocation: 2, offset: 0, format: 'float32x3'}, - {shaderLocation: 3, offset: 3*4, format: 'float32x3'}, - {shaderLocation: 4, offset: 6*4, format: 'float32x3'}, - {shaderLocation: 5, offset: 9*4, format: 'float32'} - ] -}; - -const MESH_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { - arrayStride: 7*4, // 7 floats: position(3) + size(3) + pickID(1) - stepMode: 'instance', - attributes: [ - {shaderLocation: 2, offset: 0, format: 'float32x3'}, // center - {shaderLocation: 3, offset: 3*4, format: 'float32x3'}, // size - {shaderLocation: 4, offset: 6*4, format: 'float32'} // pickID - ] -}; - -const CYL_GEOMETRY_LAYOUT: VertexBufferLayout = { - arrayStride: 6 * 4, // (pos.x, pos.y, pos.z, norm.x, norm.y, norm.z) - attributes: [ - { shaderLocation: 0, offset: 0, format: 'float32x3' }, // position - { shaderLocation: 1, offset: 12, format: 'float32x3' } // normal - ] -}; - -// For rendering: 11 floats -// (start.xyz, end.xyz, size, color.rgb, alpha) -const LINE_BEAM_INSTANCE_LAYOUT: VertexBufferLayout = { - arrayStride: 11 * 4, - stepMode: 'instance', - attributes: [ - { shaderLocation: 2, offset: 0, format: 'float32x3' }, // startPos - { shaderLocation: 3, offset: 12, format: 'float32x3' }, // endPos - { shaderLocation: 4, offset: 24, format: 'float32' }, // size - { shaderLocation: 5, offset: 28, format: 'float32x3' }, // color - { shaderLocation: 6, offset: 40, format: 'float32' }, // alpha - ] -}; + return { + arrayStride: offset, + stepMode, + attributes: formattedAttrs + }; +} -// For picking: 8 floats -// (start.xyz, end.xyz, size, pickID) -const LINE_BEAM_PICKING_INSTANCE_LAYOUT: VertexBufferLayout = { - arrayStride: 8 * 4, - stepMode: 'instance', - attributes: [ - { shaderLocation: 2, offset: 0, format: 'float32x3' }, - { shaderLocation: 3, offset: 12, format: 'float32x3' }, - { shaderLocation: 4, offset: 24, format: 'float32' }, // size - { shaderLocation: 5, offset: 28, format: 'float32' }, - ] -}; +// Common vertex buffer layouts +const POINT_CLOUD_GEOMETRY_LAYOUT = createVertexBufferLayout([ + [0, 'float32x3'], // position + [1, 'float32x3'] // normal +]); + +const POINT_CLOUD_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +const POINT_CLOUD_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32'], // size + [4, 'float32'] // pickID +], 'instance'); + +const MESH_GEOMETRY_LAYOUT = createVertexBufferLayout([ + [0, 'float32x3'], // position + [1, 'float32x3'] // normal +]); + +const ELLIPSOID_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +const ELLIPSOID_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32'] // pickID +], 'instance'); + +const MESH_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32'] // pickID +], 'instance'); + +const LINE_BEAM_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // startPos (position1) + [3, 'float32x3'], // endPos (position2) + [4, 'float32'], // size + [5, 'float32x3'], // color + [6, 'float32'] // alpha +], 'instance'); + +const LINE_BEAM_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // startPos (position1) + [3, 'float32x3'], // endPos (position2) + [4, 'float32'], // size + [5, 'float32'] // pickID +], 'instance'); + +const CUBOID_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +const CUBOID_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32'] // pickID +], 'instance'); + +const RING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +const RING_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32'] // pickID +], 'instance'); /****************************************************** * 7) Primitive Registry diff --git a/src/genstudio/js/scene3d/shaders.ts b/src/genstudio/js/scene3d/shaders.ts index e6c41cd6..51536eaf 100644 --- a/src/genstudio/js/scene3d/shaders.ts +++ b/src/genstudio/js/scene3d/shaders.ts @@ -68,25 +68,35 @@ fn calculateLighting(baseColor: vec3, normal: vec3, worldPos: vec3, + @location(0) color: vec3, + @location(1) alpha: f32, + @location(2) worldPos: vec3, + @location(3) normal: vec3 +};`; +// Standardize VSOut struct for picking +const pickingVSOut = /*wgsl*/` +struct VSOut { + @builtin(position) position: vec4, + @location(0) pickID: f32 +};`; export const billboardVertCode = /*wgsl*/` ${cameraStruct} - -struct VSOut { - @builtin(position) Position: vec4, - @location(0) color: vec3, - @location(1) alpha: f32 -}; +${standardVSOut} @vertex fn vs_main( @location(0) localPos: vec3, @location(1) normal: vec3, - @location(2) instancePos: vec3, - @location(3) col: vec3, - @location(4) alpha: f32, - @location(5) size: f32 + @location(2) position: vec3, + @location(3) size: f32, + @location(4) color: vec3, + @location(5) alpha: f32 )-> VSOut { // Create camera-facing orientation let right = camera.cameraRight; @@ -95,23 +105,28 @@ fn vs_main( // Transform quad vertices to world space let scaledRight = right * (localPos.x * size); let scaledUp = up * (localPos.y * size); - let worldPos = instancePos + scaledRight + scaledUp; + let worldPos = position + scaledRight + scaledUp; var out: VSOut; - out.Position = camera.mvp * vec4(worldPos, 1.0); - out.color = col; + out.position = camera.mvp * vec4(worldPos, 1.0); + out.color = color; out.alpha = alpha; + out.worldPos = worldPos; + out.normal = normal; return out; }`; export const billboardPickingVertCode = /*wgsl*/` +${cameraStruct} +${pickingVSOut} + @vertex fn vs_pointcloud( @location(0) localPos: vec3, @location(1) normal: vec3, - @location(2) instancePos: vec3, - @location(3) pickID: f32, - @location(4) size: f32 + @location(2) position: vec3, + @location(3) size: f32, + @location(4) pickID: f32 )-> VSOut { // Create camera-facing orientation let right = camera.cameraRight; @@ -120,67 +135,65 @@ fn vs_pointcloud( // Transform quad vertices to world space let scaledRight = right * (localPos.x * size); let scaledUp = up * (localPos.y * size); - let worldPos = instancePos + scaledRight + scaledUp; + let worldPos = position + scaledRight + scaledUp; var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); + out.position = camera.mvp * vec4(worldPos, 1.0); out.pickID = pickID; return out; }`; export const billboardFragCode = /*wgsl*/` @fragment -fn fs_main(@location(0) color: vec3, @location(1) alpha: f32)-> @location(0) vec4 { +fn fs_main( + @location(0) color: vec3, + @location(1) alpha: f32, + @location(2) worldPos: vec3, + @location(3) normal: vec3 +)-> @location(0) vec4 { return vec4(color, alpha); }`; - export const ellipsoidVertCode = /*wgsl*/` ${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, - @location(5) instancePos: vec3 -}; +${standardVSOut} @vertex fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, - @location(4) iColor: vec3, - @location(5) iAlpha: f32 + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) position: vec3, + @location(3) size: vec3, + @location(4) color: vec3, + @location(5) alpha: f32 )-> VSOut { - let worldPos = iPos + (inPos * iScale); - let scaledNorm = normalize(inNorm / iScale); + let worldPos = position + (localPos * size); + let scaledNorm = normalize(normal / size); var out: VSOut; - out.pos = camera.mvp * vec4(worldPos,1.0); - out.normal = scaledNorm; - out.baseColor = iColor; - out.alpha = iAlpha; + out.position = camera.mvp * vec4(worldPos, 1.0); + out.color = color; + out.alpha = alpha; out.worldPos = worldPos; - out.instancePos = iPos; + out.normal = scaledNorm; return out; }`; export const ellipsoidPickingVertCode = /*wgsl*/` +${cameraStruct} +${pickingVSOut} + @vertex fn vs_ellipsoid( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) iPos: vec3, - @location(3) iScale: vec3, + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) position: vec3, + @location(3) size: vec3, @location(4) pickID: f32 )-> VSOut { - let wp = iPos + (inPos * iScale); + let worldPos = position + (localPos * size); var out: VSOut; - out.pos = camera.mvp*vec4(wp,1.0); + out.position = camera.mvp * vec4(worldPos, 1.0); out.pickID = pickID; return out; }`; @@ -192,47 +205,37 @@ ${lightingCalc} @fragment fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, - @location(5) instancePos: vec3 + @location(0) color: vec3, + @location(1) alpha: f32, + @location(2) worldPos: vec3, + @location(3) normal: vec3 )-> @location(0) vec4 { - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); + let litColor = calculateLighting(color, normal, worldPos); + return vec4(litColor, alpha); }`; - - export const ringVertCode = /*wgsl*/` ${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) color: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; +${standardVSOut} @vertex fn vs_main( @builtin(instance_index) instID: u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) position: vec3, + @location(3) size: vec3, @location(4) color: vec3, @location(5) alpha: f32 )-> VSOut { let ringIndex = i32(instID % 3u); - var lp = inPos; + var lp = localPos; // rotate the ring geometry differently for x-y-z rings - if(ringIndex==0){ + if(ringIndex == 0) { let tmp = lp.z; lp.z = -lp.y; lp.y = tmp; - } else if(ringIndex==1){ + } else if(ringIndex == 1) { let px = lp.x; lp.x = -lp.y; lp.y = px; @@ -240,101 +243,70 @@ fn vs_main( lp.z = lp.x; lp.x = pz; } - lp *= scale; - let wp = center + lp; + lp *= size; + let worldPos = position + lp; + var out: VSOut; - out.pos = camera.mvp * vec4(wp,1.0); - out.normal = inNorm; + out.position = camera.mvp * vec4(worldPos, 1.0); out.color = color; out.alpha = alpha; - out.worldPos = wp; - return out; -}`; - - -export const ringPickingVertCode = /*wgsl*/` -@vertex -fn vs_rings( - @builtin(instance_index) instID:u32, - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, - @location(3) scale: vec3, - @location(4) pickID: f32 -)-> VSOut { - let ringIndex=i32(instID%3u); - var lp=inPos; - if(ringIndex==0){ - let tmp=lp.z; lp.z=-lp.y; lp.y=tmp; - } else if(ringIndex==1){ - let px=lp.x; lp.x=-lp.y; lp.y=px; - let pz=lp.z; lp.z=lp.x; lp.x=pz; - } - lp*=scale; - let wp=center+lp; - var out:VSOut; - out.pos=camera.mvp*vec4(wp,1.0); - out.pickID=pickID; + out.worldPos = worldPos; + out.normal = normal; return out; }`; export const ringFragCode = /*wgsl*/` @fragment fn fs_main( - @location(1) n: vec3, - @location(2) c: vec3, - @location(3) a: f32, - @location(4) wp: vec3 + @location(0) color: vec3, + @location(1) alpha: f32, + @location(2) worldPos: vec3, + @location(3) normal: vec3 )-> @location(0) vec4 { // simple color (no shading) - return vec4(c, a); + return vec4(color, alpha); }`; - - export const cuboidVertCode = /*wgsl*/` ${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -}; +${standardVSOut} @vertex fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) position: vec3, @location(3) size: vec3, @location(4) color: vec3, @location(5) alpha: f32 )-> VSOut { - let worldPos = center + (inPos * size); - let scaledNorm = normalize(inNorm / size); + let worldPos = position + (localPos * size); + let scaledNorm = normalize(normal / size); + var out: VSOut; - out.pos = camera.mvp * vec4(worldPos,1.0); - out.normal = scaledNorm; - out.baseColor = color; + out.position = camera.mvp * vec4(worldPos, 1.0); + out.color = color; out.alpha = alpha; out.worldPos = worldPos; + out.normal = scaledNorm; return out; }`; export const cuboidPickingVertCode = /*wgsl*/` +${cameraStruct} +${pickingVSOut} + @vertex fn vs_cuboid( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - @location(2) center: vec3, + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) position: vec3, @location(3) size: vec3, @location(4) pickID: f32 )-> VSOut { - let worldPos = center + (inPos * size); + let worldPos = position + (localPos * size); var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); + out.position = camera.mvp * vec4(worldPos, 1.0); out.pickID = pickID; return out; }`; @@ -346,48 +318,34 @@ ${lightingCalc} @fragment fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 + @location(0) color: vec3, + @location(1) alpha: f32, + @location(2) worldPos: vec3, + @location(3) normal: vec3 )-> @location(0) vec4 { - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); + let litColor = calculateLighting(color, normal, worldPos); + return vec4(litColor, alpha); }`; - - -export const lineBeamVertCode = /*wgsl*/`// lineBeamVertCode.wgsl +export const lineBeamVertCode = /*wgsl*/` ${cameraStruct} -${lightingConstants} - -struct VSOut { - @builtin(position) pos: vec4, - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3, -}; +${standardVSOut} @vertex fn vs_main( - @location(0) inPos: vec3, - @location(1) inNorm: vec3, - + @location(0) localPos: vec3, + @location(1) normal: vec3, @location(2) startPos: vec3, @location(3) endPos: vec3, @location(4) size: f32, @location(5) color: vec3, @location(6) alpha: f32 -) -> VSOut -{ - // The unit beam is from z=0..1 along local Z, size=1 in XY - // We'll transform so it goes from start->end with size=size. +)-> VSOut { let segDir = endPos - startPos; let length = max(length(segDir), 0.000001); - let zDir = normalize(segDir); + let zDir = normalize(segDir); - // build basis xDir,yDir from zDir + // Build basis vectors var tempUp = vec3(0,0,1); if (abs(dot(zDir, tempUp)) > 0.99) { tempUp = vec3(0,1,0); @@ -395,64 +353,65 @@ fn vs_main( let xDir = normalize(cross(zDir, tempUp)); let yDir = cross(zDir, xDir); - // For cuboid, we want corners at ±size in both x and y - let localX = inPos.x * size; - let localY = inPos.y * size; - let localZ = inPos.z * length; + // Transform to world space + let localX = localPos.x * size; + let localY = localPos.y * size; + let localZ = localPos.z * length; let worldPos = startPos + xDir * localX + yDir * localY + zDir * localZ; - // transform normal similarly - let rawNormal = vec3(inNorm.x, inNorm.y, inNorm.z); - let nWorld = normalize( - xDir*rawNormal.x + - yDir*rawNormal.y + - zDir*rawNormal.z + // Transform normal to world space + let worldNorm = normalize( + xDir * normal.x + + yDir * normal.y + + zDir * normal.z ); var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); - out.normal = nWorld; - out.baseColor = color; + out.position = camera.mvp * vec4(worldPos, 1.0); + out.color = color; out.alpha = alpha; out.worldPos = worldPos; + out.normal = worldNorm; return out; }`; -export const lineBeamFragCode = /*wgsl*/`// lineBeamFragCode.wgsl +export const lineBeamFragCode = /*wgsl*/` ${cameraStruct} ${lightingConstants} ${lightingCalc} @fragment fn fs_main( - @location(1) normal: vec3, - @location(2) baseColor: vec3, - @location(3) alpha: f32, - @location(4) worldPos: vec3 -)-> @location(0) vec4 -{ - let color = calculateLighting(baseColor, normal, worldPos); - return vec4(color, alpha); -}` + @location(0) color: vec3, + @location(1) alpha: f32, + @location(2) worldPos: vec3, + @location(3) normal: vec3 +)-> @location(0) vec4 { + let litColor = calculateLighting(color, normal, worldPos); + return vec4(litColor, alpha); +}`; export const lineBeamPickingVertCode = /*wgsl*/` -@vertex -fn vs_lineBeam( // Rename from vs_lineCyl to vs_lineBeam - @location(0) inPos: vec3, - @location(1) inNorm: vec3, +${cameraStruct} +${pickingVSOut} +@vertex +fn vs_lineBeam( + @location(0) localPos: vec3, + @location(1) normal: vec3, @location(2) startPos: vec3, @location(3) endPos: vec3, @location(4) size: f32, @location(5) pickID: f32 -) -> VSOut { +)-> VSOut { let segDir = endPos - startPos; let length = max(length(segDir), 0.000001); let zDir = normalize(segDir); + // Build basis vectors var tempUp = vec3(0,0,1); if (abs(dot(zDir, tempUp)) > 0.99) { tempUp = vec3(0,1,0); @@ -460,30 +419,22 @@ fn vs_lineBeam( // Rename from vs_lineCyl to vs_lineBeam let xDir = normalize(cross(zDir, tempUp)); let yDir = cross(zDir, xDir); - let localX = inPos.x * size; - let localY = inPos.y * size; - let localZ = inPos.z * length; + // Transform to world space + let localX = localPos.x * size; + let localY = localPos.y * size; + let localZ = localPos.z * length; let worldPos = startPos - + xDir*localX - + yDir*localY - + zDir*localZ; + + xDir * localX + + yDir * localY + + zDir * localZ; var out: VSOut; - out.pos = camera.mvp * vec4(worldPos, 1.0); + out.position = camera.mvp * vec4(worldPos, 1.0); out.pickID = pickID; return out; }`; - - -export const pickingVertCode = /*wgsl*/` -${cameraStruct} - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) pickID: f32 -}; - +export const pickingFragCode = /*wgsl*/` @fragment fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { let iID = u32(pickID); @@ -491,11 +442,39 @@ fn fs_pick(@location(0) pickID: f32)-> @location(0) vec4 { let g = f32((iID>>8)&255u)/255.0; let b = f32((iID>>16)&255u)/255.0; return vec4(r,g,b,1.0); -} - -${billboardPickingVertCode} -${ellipsoidPickingVertCode} -${ringPickingVertCode} -${cuboidPickingVertCode} -${lineBeamPickingVertCode} -`; +}`; + +export const ringPickingVertCode = /*wgsl*/` +${cameraStruct} +${pickingVSOut} + +@vertex +fn vs_rings( + @builtin(instance_index) instID: u32, + @location(0) localPos: vec3, + @location(1) normal: vec3, + @location(2) position: vec3, + @location(3) size: vec3, + @location(4) pickID: f32 +)-> VSOut { + let ringIndex = i32(instID % 3u); + var lp = localPos; + if(ringIndex == 0) { + let tmp = lp.z; + lp.z = -lp.y; + lp.y = tmp; + } else if(ringIndex == 1) { + let px = lp.x; + lp.x = -lp.y; + lp.y = px; + let pz = lp.z; + lp.z = lp.x; + lp.x = pz; + } + lp *= size; + let worldPos = position + lp; + var out: VSOut; + out.position = camera.mvp * vec4(worldPos, 1.0); + out.pickID = pickID; + return out; +}`; From fde0bffb4660c4e5a9dd742f4909ee732e74618f Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 18:04:53 +0100 Subject: [PATCH 141/167] standardize entrypoints --- src/genstudio/js/scene3d/impl3d.tsx | 10 +++++----- src/genstudio/js/scene3d/shaders.ts | 10 +++++----- 2 files changed, 10 insertions(+), 10 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 97fa6aed..17fa0838 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -518,7 +518,7 @@ const pointCloudSpec: PrimitiveSpec = { () => createRenderPipeline(device, bindGroupLayout, { vertexShader: billboardPickingVertCode, fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_pointcloud', + vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_pick', bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_PICKING_INSTANCE_LAYOUT] }, 'rgba8unorm'), @@ -705,7 +705,7 @@ const ellipsoidSpec: PrimitiveSpec = { () => createRenderPipeline(device, bindGroupLayout, { vertexShader: ellipsoidPickingVertCode, fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_ellipsoid', + vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_pick', bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_PICKING_INSTANCE_LAYOUT] }, 'rgba8unorm'), @@ -912,7 +912,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { () => createRenderPipeline(device, bindGroupLayout, { vertexShader: ringPickingVertCode, fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_rings', + vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_pick', bufferLayouts: [MESH_GEOMETRY_LAYOUT, RING_PICKING_INSTANCE_LAYOUT] }, 'rgba8unorm'), @@ -1103,7 +1103,7 @@ const cuboidSpec: PrimitiveSpec = { () => createRenderPipeline(device, bindGroupLayout, { vertexShader: cuboidPickingVertCode, fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_cuboid', + vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_pick', bufferLayouts: [MESH_GEOMETRY_LAYOUT, CUBOID_PICKING_INSTANCE_LAYOUT], primitive: this.renderConfig @@ -1339,7 +1339,7 @@ const lineBeamsSpec: PrimitiveSpec = { () => createRenderPipeline(device, bindGroupLayout, { vertexShader: lineBeamPickingVertCode, fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_lineBeam', + vertexEntryPoint: 'vs_main', fragmentEntryPoint: 'fs_pick', bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_PICKING_INSTANCE_LAYOUT ], primitive: this.renderConfig diff --git a/src/genstudio/js/scene3d/shaders.ts b/src/genstudio/js/scene3d/shaders.ts index 51536eaf..0790c757 100644 --- a/src/genstudio/js/scene3d/shaders.ts +++ b/src/genstudio/js/scene3d/shaders.ts @@ -121,7 +121,7 @@ ${cameraStruct} ${pickingVSOut} @vertex -fn vs_pointcloud( +fn vs_main( @location(0) localPos: vec3, @location(1) normal: vec3, @location(2) position: vec3, @@ -184,7 +184,7 @@ ${cameraStruct} ${pickingVSOut} @vertex -fn vs_ellipsoid( +fn vs_main( @location(0) localPos: vec3, @location(1) normal: vec3, @location(2) position: vec3, @@ -297,7 +297,7 @@ ${cameraStruct} ${pickingVSOut} @vertex -fn vs_cuboid( +fn vs_main( @location(0) localPos: vec3, @location(1) normal: vec3, @location(2) position: vec3, @@ -399,7 +399,7 @@ ${cameraStruct} ${pickingVSOut} @vertex -fn vs_lineBeam( +fn vs_main( @location(0) localPos: vec3, @location(1) normal: vec3, @location(2) startPos: vec3, @@ -449,7 +449,7 @@ ${cameraStruct} ${pickingVSOut} @vertex -fn vs_rings( +fn vs_main( @builtin(instance_index) instID: u32, @location(0) localPos: vec3, @location(1) normal: vec3, From 8832da8b0ce9ff8fa303ae3cdc53f1a32274f6fe Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 19:39:10 +0100 Subject: [PATCH 142/167] consistent index handling --- notebooks/scene3d_heart.py | 180 ++++++++++++ src/genstudio/js/scene3d/impl3d.tsx | 428 +++++++++------------------- 2 files changed, 322 insertions(+), 286 deletions(-) create mode 100644 notebooks/scene3d_heart.py diff --git a/notebooks/scene3d_heart.py b/notebooks/scene3d_heart.py new file mode 100644 index 00000000..39dc3993 --- /dev/null +++ b/notebooks/scene3d_heart.py @@ -0,0 +1,180 @@ +# %% +import genstudio.plot as Plot +import genstudio.scene3d as Scene3D +from genstudio.plot import js + +# %% [markdown] +# # Interactive Heart-Shaped Particle System +# +# This example demonstrates how to create an interactive 3D particle system +# where particles form a heart shape. We'll use JavaScript to generate the +# particles dynamically based on state parameters controlled by UI elements. + +# %% +# Create the scene with interactive controls +( + Plot.initialState( + { + "num_particles": 1000, + "alpha": 0.8, + "frame": 0, + # Pre-generate frames using JavaScript + "frames": js("""(() => { + const n = $state.num_particles; + const num_frames = 30; + const frames = []; // Use regular array to store Float32Arrays + + for (let frame = 0; frame < num_frames; frame++) { + const t = frame * 0.05; + const frameData = new Float32Array(n * 3); + + for (let i = 0; i < n; i++) { + // Generate points in a heart shape using parametric equations + const u = Math.random() * 2 * Math.PI; + const v = Math.random() * Math.PI; + const jitter = 0.1; + + // Heart shape parametric equations + const x = 16 * Math.pow(Math.sin(u), 3); + const y = 13 * Math.cos(u) - 5 * Math.cos(2*u) - 2 * Math.cos(3*u) - Math.cos(4*u); + const z = 8 * Math.sin(v); + + // Add some random jitter and animation + const rx = (Math.random() - 0.5) * jitter; + const ry = (Math.random() - 0.5) * jitter; + const rz = (Math.random() - 0.5) * jitter; + + // Scale down the heart and add animation + frameData[i*3] = (x * 0.04 + rx) * (1 + 0.1 * Math.sin(t + u)); + frameData[i*3 + 1] = (y * 0.04 + ry) * (1 + 0.1 * Math.sin(t + v)); + frameData[i*3 + 2] = (z * 0.04 + rz) * (1 + 0.1 * Math.cos(t + u)); + } + + frames.push(frameData); + } + + return frames; + })()"""), + # Pre-generate colors (these don't change per frame) + "colors": js("""(() => { + const n = $state.num_particles; + const colors = new Float32Array(n * 3); + + for (let i = 0; i < n; i++) { + // Create a gradient from red to pink based on height + const y = i / n; + colors[i*3] = 1.0; // Red + colors[i*3 + 1] = 0.2 + y * 0.3; // Green + colors[i*3 + 2] = 0.4 + y * 0.4; // Blue + } + + return colors; + })()"""), + } + ) + | [ + "div.flex.gap-4.mb-4", + # Particle count slider + [ + "label.flex.items-center.gap-2", + "Particles: ", + [ + "input", + { + "type": "range", + "min": 100, + "max": 500000, + "step": 100, + "value": js("$state.num_particles"), + "onChange": js("""(e) => { + const n = parseInt(e.target.value); + // When particle count changes, regenerate frames and colors + $state.update({ + num_particles: n, + frames: (() => { + const num_frames = 30; + const frames = []; // Use regular array to store Float32Arrays + + for (let frame = 0; frame < num_frames; frame++) { + const t = frame * 0.05; + const frameData = new Float32Array(n * 3); + + for (let i = 0; i < n; i++) { + const u = Math.random() * 2 * Math.PI; + const v = Math.random() * Math.PI; + const jitter = 0.1; + + const x = 16 * Math.pow(Math.sin(u), 3); + const y = 13 * Math.cos(u) - 5 * Math.cos(2*u) - 2 * Math.cos(3*u) - Math.cos(4*u); + const z = 8 * Math.sin(v); + + const rx = (Math.random() - 0.5) * jitter; + const ry = (Math.random() - 0.5) * jitter; + const rz = (Math.random() - 0.5) * jitter; + + frameData[i*3] = (x * 0.04 + rx) * (1 + 0.1 * Math.sin(t + u)); + frameData[i*3 + 1] = (y * 0.04 + ry) * (1 + 0.1 * Math.sin(t + v)); + frameData[i*3 + 2] = (z * 0.04 + rz) * (1 + 0.1 * Math.cos(t + u)); + } + + frames.push(frameData); + } + + return frames; + })(), + colors: (() => { + const colors = new Float32Array(n * 3); + for (let i = 0; i < n; i++) { + const y = i / n; + colors[i*3] = 1.0; + colors[i*3 + 1] = 0.2 + y * 0.3; + colors[i*3 + 2] = 0.4 + y * 0.4; + } + return colors; + })() + }); + }"""), + }, + ], + js("$state.num_particles"), + ], + # Alpha control + [ + "label.flex.items-center.gap-2", + "Alpha: ", + [ + "input", + { + "type": "range", + "min": 0, + "max": 1, + "step": 0.1, + "value": js("$state.alpha"), + "onChange": js( + "(e) => $state.update({alpha: parseFloat(e.target.value)})" + ), + }, + ], + js("$state.alpha"), + ], + ] + | Scene3D.PointCloud( + # Use pre-generated frames based on animation state + positions=js("$state.frames[$state.frame % 30]"), + colors=js("$state.colors"), + size=0.01, + alpha=js("$state.alpha"), + ) + + { + "defaultCamera": { + "position": [2, 2, 2], + "target": [0, 0, 0], + "up": [0, 0, 1], + "fov": 45, + "near": 0.1, + "far": 100, + }, + "controls": ["fps"], + } + | Plot.Slider("frame", range=120, fps="raf") +) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 17fa0838..1f5d0e50 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -24,7 +24,6 @@ import { import { LIGHTING, - cameraStruct, billboardVertCode, billboardFragCode, billboardPickingVertCode, @@ -315,41 +314,28 @@ export interface PointCloudComponentConfig extends BaseComponentConfig { /** Helper function to handle sorted indices and position mapping */ function getIndicesAndMapping(count: number, sortedIndices?: number[]): { - useSequential: boolean, indices: number[] | null, // Change to null instead of undefined - indexToPosition: number[] | null + indexToPosition: Uint32Array | null } { if (!sortedIndices) { return { - useSequential: true, indices: null, indexToPosition: null }; } // Only create mapping if we have sorted indices - const indexToPosition = new Array(count); + const indexToPosition = new Uint32Array(count); for(let j = 0; j < count; j++) { indexToPosition[sortedIndices[j]] = j; } return { - useSequential: false, indices: sortedIndices, indexToPosition }; } -/** Helper to get index for accessing data */ -function getDataIndex(j: number, info: ReturnType): number { - return info.useSequential ? j : info.indices![j]; -} - -/** Helper to get decoration target index based on sorting */ -function getDecorationIndex(idx: number, indexToPosition: number[] | null): number { - return indexToPosition ? indexToPosition[idx] : idx; -} - const pointCloudSpec: PrimitiveSpec = { getCount(elem) { return elem.positions.length / 3; @@ -365,11 +351,11 @@ const pointCloudSpec: PrimitiveSpec = { const size = elem.size ?? 0.02; const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= count ? elem.sizes : null; - const indexInfo = getIndicesAndMapping(count, sortedIndices); + const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); const arr = new Float32Array(count * 8); for(let j = 0; j < count; j++) { - const i = getDataIndex(j, indexInfo); + const i = indices ? indices[j] : j; // Position arr[j*8+0] = elem.positions[i*3+0]; arr[j*8+1] = elem.positions[i*3+1]; @@ -397,7 +383,7 @@ const pointCloudSpec: PrimitiveSpec = { // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { - const j = getDecorationIndex(idx, indexInfo.indexToPosition); + const j = indexToPosition ? indexToPosition[idx] : idx; if(dec.color) { arr[j*8+4] = dec.color[0]; arr[j*8+5] = dec.color[1]; @@ -425,42 +411,27 @@ const pointCloudSpec: PrimitiveSpec = { const hasValidSizes = elem.sizes && elem.sizes.length >= count; const sizes = hasValidSizes ? elem.sizes : null; const { scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - if (sortedIndices) { - // Use sorted indices when available - for(let j = 0; j < count; j++) { - const i = sortedIndices[j]; - // Position - arr[j*5+0] = elem.positions[i*3+0]; - arr[j*5+1] = elem.positions[i*3+1]; - arr[j*5+2] = elem.positions[i*3+2]; - // Size - const pointSize = sizes?.[i] ?? size; - const scale = scales ? scales[i] : 1.0; - arr[j*5+3] = pointSize * scale; - // PickID - arr[j*5+4] = baseID + i; - } - } else { - // When no sorting, just use sequential access - for(let i = 0; i < count; i++) { - // Position - arr[i*5+0] = elem.positions[i*3+0]; - arr[i*5+1] = elem.positions[i*3+1]; - arr[i*5+2] = elem.positions[i*3+2]; - // Size - const pointSize = sizes?.[i] ?? size; - const scale = scales ? scales[i] : 1.0; - arr[i*5+3] = pointSize * scale; - // PickID - arr[i*5+4] = baseID + i; - } + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + // Position + arr[j*5+0] = elem.positions[i*3+0]; + arr[j*5+1] = elem.positions[i*3+1]; + arr[j*5+2] = elem.positions[i*3+2]; + // Size + const pointSize = sizes?.[i] ?? size; + const scale = scales ? scales[i] : 1.0; + arr[j*5+3] = pointSize * scale; + // PickID + arr[j*5+4] = baseID + i; } // Apply scale decorations applyDecorations(elem.decorations, count, (idx, dec) => { if(dec.scale !== undefined) { - const j = sortedIndices ? sortedIndices.indexOf(idx) : idx; + const j = indexToPosition ? indexToPosition[idx] : idx; if(j !== -1) { arr[j*5+3] *= dec.scale; // Scale affects size } @@ -564,7 +535,7 @@ const ellipsoidSpec: PrimitiveSpec = { const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; - const indexInfo = getIndicesAndMapping(count, sortedIndices); + const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); // Build instance data in standardized layout order: // [2]: position (xyz) @@ -573,7 +544,7 @@ const ellipsoidSpec: PrimitiveSpec = { // [5]: alpha const instanceData = new Float32Array(count * 10); for(let j = 0; j < count; j++) { - const i = getDataIndex(j, indexInfo); + const i = indices ? indices[j] : j; const offset = j * 10; // Position (location 2) @@ -610,7 +581,7 @@ const ellipsoidSpec: PrimitiveSpec = { // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { - const j = getDecorationIndex(idx, indexInfo.indexToPosition); + const j = indexToPosition ? indexToPosition[idx] : idx; const offset = j * 10; if(dec.color) { instanceData[offset+6] = dec.color[0]; @@ -634,47 +605,38 @@ const ellipsoidSpec: PrimitiveSpec = { const count = elem.centers.length / 3; if(count === 0) return null; - const defaultRadius = elem.radius ?? [1, 1, 1]; + const defaultSize = elem.radius || [0.1, 0.1, 0.1]; + const sizes = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; const { scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - // Build instance data in standardized picking layout order: - // [2]: position (xyz) - // [3]: size (xyz) - // [4]: pickID - const instanceData = new Float32Array(count * 7); - - // Check if we have valid radii array once before the loop - const hasValidRadii = elem.radii && elem.radii.length >= count * 3; - const radii = hasValidRadii ? elem.radii : null; - - const indexInfo = getIndicesAndMapping(count, sortedIndices); - + const arr = new Float32Array(count * 7); for(let j = 0; j < count; j++) { - const i = getDataIndex(j, indexInfo); - const offset = j * 7; - - // Position (location 2) - instanceData[offset+0] = elem.centers[i*3+0]; - instanceData[offset+1] = elem.centers[i*3+1]; - instanceData[offset+2] = elem.centers[i*3+2]; + const i = indices ? indices[j] : j; + const scale = scales ? scales[i] : 1; + // Position + arr[j*7+0] = elem.centers[i*3+0]; + arr[j*7+1] = elem.centers[i*3+1]; + arr[j*7+2] = elem.centers[i*3+2]; + // Size + arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + // Picking ID + arr[j*7+6] = baseID + i; + } - // Size/radii (location 3) - const scale = scales ? scales[i] : 1.0; - if(radii) { - instanceData[offset+3] = radii[i*3+0] * scale; - instanceData[offset+4] = radii[i*3+1] * scale; - instanceData[offset+5] = radii[i*3+2] * scale; - } else { - instanceData[offset+3] = defaultRadius[0] * scale; - instanceData[offset+4] = defaultRadius[1] * scale; - instanceData[offset+5] = defaultRadius[2] * scale; + // Apply scale decorations + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + if (dec.scale !== undefined) { + arr[j*7+3] *= dec.scale; + arr[j*7+4] *= dec.scale; + arr[j*7+5] *= dec.scale; } + }); - // PickID (location 4) - instanceData[offset+6] = baseID + i; - } - - return instanceData; + return arr; }, renderConfig: { @@ -745,13 +707,13 @@ const ellipsoidAxesSpec: PrimitiveSpec = { const defaultRadius = elem.radius ?? [1, 1, 1]; const radii = elem.radii instanceof Float32Array && elem.radii.length >= count * 3 ? elem.radii : null; - const indexInfo = getIndicesAndMapping(count, sortedIndices); + const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); const ringCount = count * 3; const arr = new Float32Array(ringCount * 10); for(let j = 0; j < count; j++) { - const i = getDataIndex(j, indexInfo); + const i = indices ? indices[j] : j; const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; @@ -803,7 +765,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { - const j = getDecorationIndex(idx, indexInfo.indexToPosition); + const j = indexToPosition ? indexToPosition[idx] : idx; // For each decorated ellipsoid, update all 3 of its rings for(let ring = 0; ring < 3; ring++) { const arrIdx = j*3 + ring; @@ -832,54 +794,45 @@ const ellipsoidAxesSpec: PrimitiveSpec = { const defaultRadius = elem.radius ?? [1, 1, 1]; const ringCount = count * 3; + + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); + + const arr = new Float32Array(ringCount * 7); + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + const cx = elem.centers[i*3+0]; + const cy = elem.centers[i*3+1]; + const cz = elem.centers[i*3+2]; + const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; + const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; + const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; + const thisID = baseID + i; // Keep original index for picking ID - if (sortedIndices) { - // Use sorted indices when available - for(let j = 0; j < count; j++) { - const i = sortedIndices[j]; - const cx = elem.centers[i*3+0]; - const cy = elem.centers[i*3+1]; - const cz = elem.centers[i*3+2]; - const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; - const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; - const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; - const thisID = baseID + i; // Keep original index for picking ID - - for(let ring = 0; ring < 3; ring++) { - const idx = j*3 + ring; - arr[idx*7+0] = cx; - arr[idx*7+1] = cy; - arr[idx*7+2] = cz; - arr[idx*7+3] = rx; - arr[idx*7+4] = ry; - arr[idx*7+5] = rz; - arr[idx*7+6] = thisID; - } - } - } else { - // When no sorting, just use sequential access - for(let i = 0; i < count; i++) { - const cx = elem.centers[i*3+0]; - const cy = elem.centers[i*3+1]; - const cz = elem.centers[i*3+2]; - const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; - const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; - const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; - const thisID = baseID + i; - - for(let ring = 0; ring < 3; ring++) { - const idx = i*3 + ring; - arr[idx*7+0] = cx; - arr[idx*7+1] = cy; - arr[idx*7+2] = cz; - arr[idx*7+3] = rx; - arr[idx*7+4] = ry; - arr[idx*7+5] = rz; - arr[idx*7+6] = thisID; - } + for(let ring = 0; ring < 3; ring++) { + const idx = j*3 + ring; + arr[idx*7+0] = cx; + arr[idx*7+1] = cy; + arr[idx*7+2] = cz; + arr[idx*7+3] = rx; + arr[idx*7+4] = ry; + arr[idx*7+5] = rz; + arr[idx*7+6] = thisID; } } + + applyDecorations(elem.decorations, count, (idx, dec) => { + if (!dec.scale) return; + const j = indexToPosition ? indexToPosition[idx] : idx; + // For each decorated ellipsoid, update all 3 of its rings + for(let ring = 0; ring < 3; ring++) { + const arrIdx = j*3 + ring; + arr[arrIdx*10+3] *= dec.scale; + arr[arrIdx*10+4] *= dec.scale; + arr[arrIdx*10+5] *= dec.scale; + } + }); + return arr; }, @@ -945,17 +898,14 @@ const cuboidSpec: PrimitiveSpec = { const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; - // Create mapping from original index to sorted position if needed - const indexToPosition = sortedIndices ? new Array(count) : null; - const arr = new Float32Array(count * 10); for(let j = 0; j < count; j++) { - const i = sortedIndices ? sortedIndices[j] : j; - if (indexToPosition) indexToPosition[i] = j; + const i = indices ? indices[j] : j; const cx = elem.centers[i*3+0]; const cy = elem.centers[i*3+1]; const cz = elem.centers[i*3+2]; @@ -1016,64 +966,38 @@ const cuboidSpec: PrimitiveSpec = { buildPickingData(elem, baseID, sortedIndices?: number[]) { const count = elem.centers.length / 3; if(count === 0) return null; + const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; const { scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); const arr = new Float32Array(count * 7); + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + const scale = scales ? scales[i] : 1; + // Position + arr[j*7+0] = elem.centers[i*3+0]; + arr[j*7+1] = elem.centers[i*3+1]; + arr[j*7+2] = elem.centers[i*3+2]; + // Size + arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + // Picking ID + arr[j*7+6] = baseID + i; + } - if (sortedIndices) { - // Use sorted indices when available - for(let j = 0; j < count; j++) { - const i = sortedIndices[j]; - const scale = scales ? scales[i] : 1; - // Position - arr[j*7+0] = elem.centers[i*3+0]; - arr[j*7+1] = elem.centers[i*3+1]; - arr[j*7+2] = elem.centers[i*3+2]; - // Size - arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; - // Picking ID - arr[j*7+6] = baseID + i; // Keep original index for picking ID - } - - // Apply scale decorations for sorted case - applyDecorations(elem.decorations, count, (idx, dec) => { - // Find the position of this index in the sorted array - const j = sortedIndices.indexOf(idx); - if (j !== -1 && dec.scale !== undefined) { - arr[j*7+3] *= dec.scale; - arr[j*7+4] *= dec.scale; - arr[j*7+5] *= dec.scale; - } - }); - } else { - // When no sorting, just use sequential access - for(let i = 0; i < count; i++) { - const scale = scales ? scales[i] : 1; - // Position - arr[i*7+0] = elem.centers[i*3+0]; - arr[i*7+1] = elem.centers[i*3+1]; - arr[i*7+2] = elem.centers[i*3+2]; - // Size - arr[i*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - arr[i*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - arr[i*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; - // Picking ID - arr[i*7+6] = baseID + i; + // Apply scale decorations + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + if (dec.scale !== undefined) { + arr[j*7+3] *= dec.scale; + arr[j*7+4] *= dec.scale; + arr[j*7+5] *= dec.scale; } + }); - // Apply scale decorations for unsorted case - applyDecorations(elem.decorations, count, (idx, dec) => { - if (dec.scale !== undefined) { - arr[idx*7+3] *= dec.scale; - arr[idx*7+4] *= dec.scale; - arr[idx*7+5] *= dec.scale; - } - }); - } return arr; }, renderConfig: { @@ -1173,11 +1097,11 @@ const lineBeamsSpec: PrimitiveSpec = { const defaultSize = elem.size ?? 0.02; const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= segCount ? elem.sizes : null; - const indexInfo = getIndicesAndMapping(segCount, sortedIndices); + const {indices, indexToPosition} = getIndicesAndMapping(segCount, sortedIndices); const arr = new Float32Array(segCount * 11); for(let j = 0; j < segCount; j++) { - const i = getDataIndex(j, indexInfo); + const i = indices ? indices[j] : j; const p = segmentMap[i]; const lineIndex = Math.floor(elem.positions[p * 4 + 3]); @@ -1211,7 +1135,7 @@ const lineBeamsSpec: PrimitiveSpec = { // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, segCount, (idx, dec) => { - const j = getDecorationIndex(idx, indexInfo.indexToPosition); + const j = indexToPosition ? indexToPosition[idx] : idx; if(dec.color) { arr[j*11+7] = dec.color[0]; arr[j*11+8] = dec.color[1]; @@ -1251,61 +1175,34 @@ const lineBeamsSpec: PrimitiveSpec = { segIndex++; } - if (sortedIndices) { - // Use sorted indices when available - for(let j = 0; j < segCount; j++) { - const i = sortedIndices[j]; - const p = segmentMap[i]; - const lineIndex = Math.floor(elem.positions[p * 4 + 3]); - let size = elem.sizes?.[lineIndex] ?? defaultSize; - const scale = elem.scales?.[lineIndex] ?? 1.0; - - size *= scale; - - // Apply decorations that affect size - applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { - if(idx === lineIndex && dec.scale !== undefined) { - size *= dec.scale; - } - }); + const { indices, indexToPosition } = getIndicesAndMapping(segCount, sortedIndices); - const base = j * floatsPerSeg; - arr[base + 0] = elem.positions[p * 4 + 0]; // start.x - arr[base + 1] = elem.positions[p * 4 + 1]; // start.y - arr[base + 2] = elem.positions[p * 4 + 2]; // start.z - arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x - arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y - arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z - arr[base + 6] = size; // size - arr[base + 7] = baseID + i; // Keep original index for picking ID - } - } else { - // When no sorting, just use sequential access - for(let i = 0; i < segCount; i++) { - const p = segmentMap[i]; - const lineIndex = Math.floor(elem.positions[p * 4 + 3]); - let size = elem.sizes?.[lineIndex] ?? defaultSize; - const scale = elem.scales?.[lineIndex] ?? 1.0; - - size *= scale; - - // Apply decorations that affect size - applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { - if(idx === lineIndex && dec.scale !== undefined) { - size *= dec.scale; - } - }); + for(let j = 0; j < segCount; j++) { + const i = indices ? indices[j] : j; + const p = segmentMap[i]; + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); + let size = elem.sizes?.[lineIndex] ?? defaultSize; + const scale = elem.scales?.[lineIndex] ?? 1.0; - const base = i * floatsPerSeg; - arr[base + 0] = elem.positions[p * 4 + 0]; // start.x - arr[base + 1] = elem.positions[p * 4 + 1]; // start.y - arr[base + 2] = elem.positions[p * 4 + 2]; // start.z - arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x - arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y - arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z - arr[base + 6] = size; // size - arr[base + 7] = baseID + i; // Keep original index for picking ID - } + size *= scale; + + // Apply decorations that affect size + applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { + idx = indexToPosition ? indexToPosition[idx] : idx; + if(idx === lineIndex && dec.scale !== undefined) { + size *= dec.scale; + } + }); + + const base = j * floatsPerSeg; + arr[base + 0] = elem.positions[p * 4 + 0]; // start.x + arr[base + 1] = elem.positions[p * 4 + 1]; // start.y + arr[base + 2] = elem.positions[p * 4 + 2]; // start.z + arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x + arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y + arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z + arr[base + 6] = size; // size + arr[base + 7] = baseID + i; // Keep original index for picking ID } return arr; }, @@ -1460,7 +1357,6 @@ interface PipelineConfig { depthWriteEnabled: boolean; depthCompare: GPUCompareFunction; }; - colorWriteMask?: GPUColorWriteFlags; // Add this to control color writes } function createRenderPipeline( @@ -1606,12 +1502,6 @@ const ELLIPSOID_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ [4, 'float32'] // pickID ], 'instance'); -const MESH_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32x3'], // size - [4, 'float32'] // pickID -], 'instance'); - const LINE_BEAM_INSTANCE_LAYOUT = createVertexBufferLayout([ [2, 'float32x3'], // startPos (position1) [3, 'float32x3'], // endPos (position2) @@ -2167,40 +2057,6 @@ function isValidRenderObject(ro: RenderObject): ro is Required - ) { - if (!gpuRef.current?.device || !gpuRef.current.dynamicBuffers) return; - const { device } = gpuRef.current; - - // For each render object that needs sorting - renderObjects.forEach(ro => { - const component = components[ro.componentIndex]; - const spec = primitiveRegistry[component.type]; - if (!spec) return; - - const sortedIndices = globalSortedIndices.get(ro.componentIndex); - if (!sortedIndices) return; - - // Rebuild render data with new sorting - const data = spec.buildRenderData(component, sortedIndices); - if (!data) return; - - // Update buffer with new sorted data - const vertexInfo = ro.vertexBuffers[1] as BufferInfo; - device.queue.writeBuffer( - vertexInfo.buffer, - vertexInfo.offset, - data.buffer, - data.byteOffset, - data.byteLength - ); - }); - } - // Update renderFrame to handle transparency sorting const renderFrame = useCallback((camState: CameraState) => { if(!gpuRef.current) return; From 0742740bff89cb83eeb1d4f107fa8dd8c8703e38 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 19:57:05 +0100 Subject: [PATCH 143/167] re-use arrays in renderData --- src/genstudio/js/scene3d/impl3d.tsx | 444 ++++++++++++++++------------ 1 file changed, 251 insertions(+), 193 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 1f5d0e50..e88de1c2 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -159,7 +159,9 @@ export interface RenderObject { componentIndex: number; pickingDataStale: boolean; - // Add transparency info directly to RenderObject + cachedRenderData?: Float32Array; + lastRenderCount?: number; + transparencyInfo?: { needsSort: boolean; centers: Float32Array; @@ -170,6 +172,10 @@ export interface RenderObject { }; } +export interface RenderObjectCache { + [key: string]: RenderObject; // Key is componentType, value is the most recent render object +} + export interface DynamicBuffers { renderBuffer: GPUBuffer; pickingBuffer: GPUBuffer; @@ -215,14 +221,20 @@ interface PrimitiveSpec { */ getCount(component: E): number; + /** + * Returns the number of floats needed per instance for render data. + */ + getFloatsPerInstance(): number; + /** * Builds vertex buffer data for rendering. - * Returns a Float32Array containing interleaved vertex attributes, - * or null if the component has no renderable data. + * Populates the provided Float32Array with interleaved vertex attributes. + * Returns true if data was populated, false if component has no renderable data. * @param component The component to build render data for + * @param target The Float32Array to populate with render data * @param sortedIndices Optional array of indices for depth sorting */ - buildRenderData(component: E, sortedIndices?: number[]): Float32Array | null; + buildRenderData(component: E, target: Float32Array, sortedIndices?: number[]): boolean; /** * Builds vertex buffer data for GPU-based picking. @@ -341,9 +353,13 @@ const pointCloudSpec: PrimitiveSpec = { return elem.positions.length / 3; }, - buildRenderData(elem, sortedIndices?: number[]) { + getFloatsPerInstance() { + return 8; + }, + + buildRenderData(elem, target, sortedIndices?: number[]) { const count = elem.positions.length / 3; - if(count === 0) return null; + if(count === 0) return false; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); @@ -353,51 +369,50 @@ const pointCloudSpec: PrimitiveSpec = { const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); - const arr = new Float32Array(count * 8); for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; // Position - arr[j*8+0] = elem.positions[i*3+0]; - arr[j*8+1] = elem.positions[i*3+1]; - arr[j*8+2] = elem.positions[i*3+2]; + target[j*8+0] = elem.positions[i*3+0]; + target[j*8+1] = elem.positions[i*3+1]; + target[j*8+2] = elem.positions[i*3+2]; // Size const pointSize = sizes ? sizes[i] : size; const scale = scales ? scales[i] : defaults.scale; - arr[j*8+3] = pointSize * scale; + target[j*8+3] = pointSize * scale; // Color if(colors) { - arr[j*8+4] = colors[i*3+0]; - arr[j*8+5] = colors[i*3+1]; - arr[j*8+6] = colors[i*3+2]; + target[j*8+4] = colors[i*3+0]; + target[j*8+5] = colors[i*3+1]; + target[j*8+6] = colors[i*3+2]; } else { - arr[j*8+4] = defaults.color[0]; - arr[j*8+5] = defaults.color[1]; - arr[j*8+6] = defaults.color[2]; + target[j*8+4] = defaults.color[0]; + target[j*8+5] = defaults.color[1]; + target[j*8+6] = defaults.color[2]; } // Alpha - arr[j*8+7] = alphas ? alphas[i] : defaults.alpha; + target[j*8+7] = alphas ? alphas[i] : defaults.alpha; } // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { const j = indexToPosition ? indexToPosition[idx] : idx; if(dec.color) { - arr[j*8+4] = dec.color[0]; - arr[j*8+5] = dec.color[1]; - arr[j*8+6] = dec.color[2]; + target[j*8+4] = dec.color[0]; + target[j*8+5] = dec.color[1]; + target[j*8+6] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[j*8+7] = dec.alpha; + target[j*8+7] = dec.alpha; } if(dec.scale !== undefined) { - arr[j*8+3] *= dec.scale; // Scale affects size + target[j*8+3] *= dec.scale; // Scale affects size } }); - return arr; + return true; }, buildPickingData(elem, baseID, sortedIndices?: number[]) { @@ -525,9 +540,13 @@ const ellipsoidSpec: PrimitiveSpec = { return elem.centers.length / 3; }, - buildRenderData(elem, sortedIndices?: number[]) { + getFloatsPerInstance() { + return 10; + }, + + buildRenderData(elem, target, sortedIndices?: number[]) { const count = elem.centers.length / 3; - if(count === 0) return null; + if(count === 0) return false; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); @@ -537,46 +556,40 @@ const ellipsoidSpec: PrimitiveSpec = { const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); - // Build instance data in standardized layout order: - // [2]: position (xyz) - // [3]: size (xyz) - // [4]: color (rgb) - // [5]: alpha - const instanceData = new Float32Array(count * 10); for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; const offset = j * 10; // Position (location 2) - instanceData[offset+0] = elem.centers[i*3+0]; - instanceData[offset+1] = elem.centers[i*3+1]; - instanceData[offset+2] = elem.centers[i*3+2]; + target[offset+0] = elem.centers[i*3+0]; + target[offset+1] = elem.centers[i*3+1]; + target[offset+2] = elem.centers[i*3+2]; // Size/radii (location 3) const scale = scales ? scales[i] : defaults.scale; if(radii) { - instanceData[offset+3] = radii[i*3+0] * scale; - instanceData[offset+4] = radii[i*3+1] * scale; - instanceData[offset+5] = radii[i*3+2] * scale; + target[offset+3] = radii[i*3+0] * scale; + target[offset+4] = radii[i*3+1] * scale; + target[offset+5] = radii[i*3+2] * scale; } else { - instanceData[offset+3] = defaultRadius[0] * scale; - instanceData[offset+4] = defaultRadius[1] * scale; - instanceData[offset+5] = defaultRadius[2] * scale; + target[offset+3] = defaultRadius[0] * scale; + target[offset+4] = defaultRadius[1] * scale; + target[offset+5] = defaultRadius[2] * scale; } // Color (location 4) if(colors) { - instanceData[offset+6] = colors[i*3+0]; - instanceData[offset+7] = colors[i*3+1]; - instanceData[offset+8] = colors[i*3+2]; + target[offset+6] = colors[i*3+0]; + target[offset+7] = colors[i*3+1]; + target[offset+8] = colors[i*3+2]; } else { - instanceData[offset+6] = defaults.color[0]; - instanceData[offset+7] = defaults.color[1]; - instanceData[offset+8] = defaults.color[2]; + target[offset+6] = defaults.color[0]; + target[offset+7] = defaults.color[1]; + target[offset+8] = defaults.color[2]; } // Alpha (location 5) - instanceData[offset+9] = alphas ? alphas[i] : defaults.alpha; + target[offset+9] = alphas ? alphas[i] : defaults.alpha; } // Apply decorations using the mapping from original index to sorted position @@ -584,21 +597,21 @@ const ellipsoidSpec: PrimitiveSpec = { const j = indexToPosition ? indexToPosition[idx] : idx; const offset = j * 10; if(dec.color) { - instanceData[offset+6] = dec.color[0]; - instanceData[offset+7] = dec.color[1]; - instanceData[offset+8] = dec.color[2]; + target[offset+6] = dec.color[0]; + target[offset+7] = dec.color[1]; + target[offset+8] = dec.color[2]; } if(dec.alpha !== undefined) { - instanceData[offset+9] = dec.alpha; + target[offset+9] = dec.alpha; } if(dec.scale !== undefined) { - instanceData[offset+3] *= dec.scale; - instanceData[offset+4] *= dec.scale; - instanceData[offset+5] *= dec.scale; + target[offset+3] *= dec.scale; + target[offset+4] *= dec.scale; + target[offset+5] *= dec.scale; } }); - return instanceData; + return true; }, buildPickingData(elem, baseID, sortedIndices?: number[]) { @@ -697,9 +710,13 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return (elem.centers.length / 3) * 3; }, - buildRenderData(elem, sortedIndices?: number[]) { + getFloatsPerInstance() { + return 10; + }, + + buildRenderData(elem, target, sortedIndices?: number[]) { const count = elem.centers.length / 3; - if(count === 0) return null; + if(count === 0) return false; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); @@ -710,57 +727,40 @@ const ellipsoidAxesSpec: PrimitiveSpec = { const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); const ringCount = count * 3; - const arr = new Float32Array(ringCount * 10); + for(let j = 0; j < ringCount; j++) { + const i = indices ? indices[Math.floor(j / 3)] : Math.floor(j / 3); + const offset = j * 10; - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - const cx = elem.centers[i*3+0]; - const cy = elem.centers[i*3+1]; - const cz = elem.centers[i*3+2]; - // Get radii with scale - const scale = scales ? scales[i] : defaults.scale; + // Position (location 2) + target[offset+0] = elem.centers[i*3+0]; + target[offset+1] = elem.centers[i*3+1]; + target[offset+2] = elem.centers[i*3+2]; - let rx: number, ry: number, rz: number; - if (radii) { - rx = radii[i*3+0]; - ry = radii[i*3+1]; - rz = radii[i*3+2]; + // Size/radii (location 3) + const scale = scales ? scales[i] : defaults.scale; + if(radii) { + target[offset+3] = radii[i*3+0] * scale; + target[offset+4] = radii[i*3+1] * scale; + target[offset+5] = radii[i*3+2] * scale; } else { - rx = defaultRadius[0]; - ry = defaultRadius[1]; - rz = defaultRadius[2]; + target[offset+3] = defaultRadius[0] * scale; + target[offset+4] = defaultRadius[1] * scale; + target[offset+5] = defaultRadius[2] * scale; } - rx *= scale; - ry *= scale; - rz *= scale; - // Get colors - let cr: number, cg: number, cb: number; - if (colors) { - cr = colors[i*3+0]; - cg = colors[i*3+1]; - cb = colors[i*3+2]; + // Color (location 4) + if(colors) { + target[offset+6] = colors[i*3+0]; + target[offset+7] = colors[i*3+1]; + target[offset+8] = colors[i*3+2]; } else { - cr = defaults.color[0]; - cg = defaults.color[1]; - cb = defaults.color[2]; + target[offset+6] = defaults.color[0]; + target[offset+7] = defaults.color[1]; + target[offset+8] = defaults.color[2]; } - let alpha = alphas ? alphas[i] : defaults.alpha; - // Fill 3 rings - for(let ring = 0; ring < 3; ring++) { - const arrIdx = j*3 + ring; - arr[arrIdx*10+0] = cx; - arr[arrIdx*10+1] = cy; - arr[arrIdx*10+2] = cz; - arr[arrIdx*10+3] = rx; - arr[arrIdx*10+4] = ry; - arr[arrIdx*10+5] = rz; - arr[arrIdx*10+6] = cr; - arr[arrIdx*10+7] = cg; - arr[arrIdx*10+8] = cb; - arr[arrIdx*10+9] = alpha; - } + // Alpha (location 5) + target[offset+9] = alphas ? alphas[i] : defaults.alpha; } // Apply decorations using the mapping from original index to sorted position @@ -770,22 +770,22 @@ const ellipsoidAxesSpec: PrimitiveSpec = { for(let ring = 0; ring < 3; ring++) { const arrIdx = j*3 + ring; if(dec.color) { - arr[arrIdx*10+6] = dec.color[0]; - arr[arrIdx*10+7] = dec.color[1]; - arr[arrIdx*10+8] = dec.color[2]; + target[arrIdx*10+6] = dec.color[0]; + target[arrIdx*10+7] = dec.color[1]; + target[arrIdx*10+8] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[arrIdx*10+9] = dec.alpha; + target[arrIdx*10+9] = dec.alpha; } if(dec.scale !== undefined) { - arr[arrIdx*10+3] *= dec.scale; - arr[arrIdx*10+4] *= dec.scale; - arr[arrIdx*10+5] *= dec.scale; + target[arrIdx*10+3] *= dec.scale; + target[arrIdx*10+4] *= dec.scale; + target[arrIdx*10+5] *= dec.scale; } } }); - return arr; + return true; }, buildPickingData(elem, baseID, sortedIndices?: number[]) { @@ -892,9 +892,12 @@ const cuboidSpec: PrimitiveSpec = { getCount(elem){ return elem.centers.length / 3; }, - buildRenderData(elem, sortedIndices?: number[]) { + getFloatsPerInstance() { + return 10; + }, + buildRenderData(elem, target, sortedIndices?: number[]) { const count = elem.centers.length / 3; - if(count === 0) return null; + if(count === 0) return false; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, count); @@ -903,7 +906,6 @@ const cuboidSpec: PrimitiveSpec = { const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; - const arr = new Float32Array(count * 10); for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; const cx = elem.centers[i*3+0]; @@ -931,37 +933,37 @@ const cuboidSpec: PrimitiveSpec = { // Fill array const idx = j * 10; - arr[idx+0] = cx; - arr[idx+1] = cy; - arr[idx+2] = cz; - arr[idx+3] = sx; - arr[idx+4] = sy; - arr[idx+5] = sz; - arr[idx+6] = cr; - arr[idx+7] = cg; - arr[idx+8] = cb; - arr[idx+9] = alpha; + target[idx+0] = cx; + target[idx+1] = cy; + target[idx+2] = cz; + target[idx+3] = sx; + target[idx+4] = sy; + target[idx+5] = sz; + target[idx+6] = cr; + target[idx+7] = cg; + target[idx+8] = cb; + target[idx+9] = alpha; } // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, count, (idx, dec) => { const j = indexToPosition ? indexToPosition[idx] : idx; // Get the position where this index ended up if(dec.color) { - arr[j*10+6] = dec.color[0]; - arr[j*10+7] = dec.color[1]; - arr[j*10+8] = dec.color[2]; + target[j*10+6] = dec.color[0]; + target[j*10+7] = dec.color[1]; + target[j*10+8] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[j*10+9] = dec.alpha; + target[j*10+9] = dec.alpha; } if(dec.scale !== undefined) { - arr[j*10+3] *= dec.scale; - arr[j*10+4] *= dec.scale; - arr[j*10+5] *= dec.scale; + target[j*10+3] *= dec.scale; + target[j*10+4] *= dec.scale; + target[j*10+5] *= dec.scale; } }); - return arr; + return true; }, buildPickingData(elem, baseID, sortedIndices?: number[]) { const count = elem.centers.length / 3; @@ -1072,9 +1074,13 @@ const lineBeamsSpec: PrimitiveSpec = { return countSegments(elem.positions); }, - buildRenderData(elem, sortedIndices?: number[]) { + getFloatsPerInstance() { + return 11; + }, + + buildRenderData(elem, target, sortedIndices?: number[]) { const segCount = this.getCount(elem); - if(segCount === 0) return null; + if(segCount === 0) return false; const defaults = getBaseDefaults(elem); const { colors, alphas, scales } = getColumnarParams(elem, segCount); @@ -1099,57 +1105,56 @@ const lineBeamsSpec: PrimitiveSpec = { const {indices, indexToPosition} = getIndicesAndMapping(segCount, sortedIndices); - const arr = new Float32Array(segCount * 11); for(let j = 0; j < segCount; j++) { const i = indices ? indices[j] : j; const p = segmentMap[i]; const lineIndex = Math.floor(elem.positions[p * 4 + 3]); // Start point - arr[j*11+0] = elem.positions[p * 4 + 0]; - arr[j*11+1] = elem.positions[p * 4 + 1]; - arr[j*11+2] = elem.positions[p * 4 + 2]; + target[j*11+0] = elem.positions[p * 4 + 0]; + target[j*11+1] = elem.positions[p * 4 + 1]; + target[j*11+2] = elem.positions[p * 4 + 2]; // End point - arr[j*11+3] = elem.positions[(p+1) * 4 + 0]; - arr[j*11+4] = elem.positions[(p+1) * 4 + 1]; - arr[j*11+5] = elem.positions[(p+1) * 4 + 2]; + target[j*11+3] = elem.positions[(p+1) * 4 + 0]; + target[j*11+4] = elem.positions[(p+1) * 4 + 1]; + target[j*11+5] = elem.positions[(p+1) * 4 + 2]; // Size with scale const scale = scales ? scales[lineIndex] : defaults.scale; - arr[j*11+6] = (sizes ? sizes[lineIndex] : defaultSize) * scale; + target[j*11+6] = (sizes ? sizes[lineIndex] : defaultSize) * scale; // Colors if(colors) { - arr[j*11+7] = colors[lineIndex*3+0]; - arr[j*11+8] = colors[lineIndex*3+1]; - arr[j*11+9] = colors[lineIndex*3+2]; + target[j*11+7] = colors[lineIndex*3+0]; + target[j*11+8] = colors[lineIndex*3+1]; + target[j*11+9] = colors[lineIndex*3+2]; } else { - arr[j*11+7] = defaults.color[0]; - arr[j*11+8] = defaults.color[1]; - arr[j*11+9] = defaults.color[2]; + target[j*11+7] = defaults.color[0]; + target[j*11+8] = defaults.color[1]; + target[j*11+9] = defaults.color[2]; } - arr[j*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; + target[j*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; } // Apply decorations using the mapping from original index to sorted position applyDecorations(elem.decorations, segCount, (idx, dec) => { const j = indexToPosition ? indexToPosition[idx] : idx; if(dec.color) { - arr[j*11+7] = dec.color[0]; - arr[j*11+8] = dec.color[1]; - arr[j*11+9] = dec.color[2]; + target[j*11+7] = dec.color[0]; + target[j*11+8] = dec.color[1]; + target[j*11+9] = dec.color[2]; } if(dec.alpha !== undefined) { - arr[j*11+10] = dec.alpha; + target[j*11+10] = dec.alpha; } if(dec.scale !== undefined) { - arr[j*11+6] *= dec.scale; + target[j*11+6] *= dec.scale; } }); - return arr; + return true; }, buildPickingData(elem, baseID, sortedIndices?: number[]) { @@ -1631,6 +1636,9 @@ export function SceneInner({ // Add hover state tracking const lastHoverState = useRef<{componentIdx: number, instanceIdx: number} | null>(null); + // Add cache to store previous render objects + const renderObjectCache = useRef({}); + /****************************************************** * A) initWebGPU ******************************************************/ @@ -1926,15 +1934,39 @@ export function SceneInner({ } } - // Update buildRenderObjects to include transparency info + // Update buildRenderObjects to include caching function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { if(!gpuRef.current) return []; const { device, bindGroupLayout, pipelineCache, resources } = gpuRef.current; + // Clear out unused cache entries + Object.keys(renderObjectCache.current).forEach(type => { + if (!components.some(c => c.type === type)) { + delete renderObjectCache.current[type]; + } + }); + // Collect render data using helper const typeArrays = collectTypeData( components, - (comp, spec) => spec.buildRenderData(comp), // No sorted indices yet - will be applied in render + (comp, spec) => { + // Try to reuse existing render object's array + const existingRO = renderObjectCache.current[comp.type]; + const count = spec.getCount(comp); + const floatsPerInstance = spec.getFloatsPerInstance(); + + // Check if we can reuse the cached render object's array + if (existingRO?.lastRenderCount === count && existingRO?.cachedRenderData) { + // Reuse existing array but update the data + spec.buildRenderData(comp, existingRO.cachedRenderData); + return existingRO.cachedRenderData; + } + + // Create new array if no matching cache found or count changed + const array = new Float32Array(count * floatsPerInstance); + spec.buildRenderData(comp, array); + return array; + }, (data, count) => { const stride = Math.ceil(data.length / count) * 4; return stride * count; @@ -1972,7 +2004,7 @@ export function SceneInner({ const validRenderObjects: RenderObject[] = []; - // Create render objects and write buffer data + // Create or update render objects and write buffer data typeArrays.forEach((typeInfo, type) => { const spec = primitiveRegistry[type]; if (!spec) return; @@ -1991,36 +2023,55 @@ export function SceneInner({ ); }); - // Create pipeline once for this type + // Get or create pipeline const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); if (!pipeline) return; - // Create single render object for all instances of this type - const geometryResource = getGeometryResource(resources, type); - const stride = Math.ceil( - typeInfo.datas[0].length / typeInfo.counts[0] - ) * 4; - - const renderObject: RenderObject = { - pipeline, - pickingPipeline: undefined, - vertexBuffers: [ - geometryResource.vb, - { - buffer: dynamicBuffers.renderBuffer, - offset: renderOffset, - stride: stride - } - ], - indexBuffer: geometryResource.ib, - indexCount: geometryResource.indexCount, - instanceCount: typeInfo.totalCount, - pickingVertexBuffers: [undefined, undefined] as [GPUBuffer | undefined, BufferInfo | undefined], - pickingDataStale: true, - componentIndex: typeInfo.indices[0] - }; + // Try to reuse existing render object + let renderObject = renderObjectCache.current[type]; + const count = typeInfo.counts[0]; + + if (!renderObject || renderObject.lastRenderCount !== count) { + // Create new render object if none found or count changed + const geometryResource = getGeometryResource(resources, type); + const stride = Math.ceil(typeInfo.datas[0].length / count) * 4; + + renderObject = { + pipeline, + pickingPipeline: undefined, + vertexBuffers: [ + geometryResource.vb, + { + buffer: dynamicBuffers.renderBuffer, + offset: renderOffset, + stride: stride + } + ], + indexBuffer: geometryResource.ib, + indexCount: geometryResource.indexCount, + instanceCount: typeInfo.totalCount, + pickingVertexBuffers: [undefined, undefined] as [GPUBuffer | undefined, BufferInfo | undefined], + pickingDataStale: true, + componentIndex: typeInfo.indices[0], + cachedRenderData: typeInfo.datas[0], + lastRenderCount: count + }; + + // Store in cache + renderObjectCache.current[type] = renderObject; + } else { + // Update existing render object + renderObject.vertexBuffers[1] = { + buffer: dynamicBuffers.renderBuffer, + offset: renderOffset, + stride: Math.ceil(typeInfo.datas[0].length / count) * 4 + }; + renderObject.instanceCount = typeInfo.totalCount; + renderObject.componentIndex = typeInfo.indices[0]; + renderObject.cachedRenderData = typeInfo.datas[0]; + } - // Add transparency info if needed + // Update transparency info const component = components[typeInfo.indices[0]]; renderObject.transparencyInfo = getTransparencyInfo(component, spec); @@ -2093,19 +2144,26 @@ function isValidRenderObject(ro: RenderObject): ro is Required Date: Tue, 4 Feb 2025 20:02:23 +0100 Subject: [PATCH 144/167] TypedArray for sortedIindices --- notebooks/scene3d_heart.py | 4 +- src/genstudio/js/scene3d/impl3d.tsx | 73 ++++++++++++++++------------- 2 files changed, 42 insertions(+), 35 deletions(-) diff --git a/notebooks/scene3d_heart.py b/notebooks/scene3d_heart.py index 39dc3993..6c86ce9c 100644 --- a/notebooks/scene3d_heart.py +++ b/notebooks/scene3d_heart.py @@ -15,8 +15,8 @@ ( Plot.initialState( { - "num_particles": 1000, - "alpha": 0.8, + "num_particles": 400000, + "alpha": 1.0, "frame": 0, # Pre-generate frames using JavaScript "frames": js("""(() => { diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index e88de1c2..6b0244db 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -168,7 +168,7 @@ export interface RenderObject { stride: number; offset: number; lastCameraPosition?: [number, number, number]; - sortedIndices?: number[]; // Store the most recent sorting + sortedIndices?: Uint32Array; // Change to Uint32Array }; } @@ -234,7 +234,7 @@ interface PrimitiveSpec { * @param target The Float32Array to populate with render data * @param sortedIndices Optional array of indices for depth sorting */ - buildRenderData(component: E, target: Float32Array, sortedIndices?: number[]): boolean; + buildRenderData(component: E, target: Float32Array, sortedIndices?: Uint32Array): boolean; /** * Builds vertex buffer data for GPU-based picking. @@ -244,7 +244,7 @@ interface PrimitiveSpec { * @param baseID Starting ID for this component's instances * @param sortedIndices Optional array of indices for depth sorting */ - buildPickingData(component: E, baseID: number, sortedIndices?: number[]): Float32Array | null; + buildPickingData(component: E, baseID: number, sortedIndices?: Uint32Array): Float32Array | null; /** * Default WebGPU rendering configuration for this primitive type. @@ -325,8 +325,8 @@ export interface PointCloudComponentConfig extends BaseComponentConfig { } /** Helper function to handle sorted indices and position mapping */ -function getIndicesAndMapping(count: number, sortedIndices?: number[]): { - indices: number[] | null, // Change to null instead of undefined +function getIndicesAndMapping(count: number, sortedIndices?: Uint32Array): { + indices: Uint32Array | null, // Change to Uint32Array indexToPosition: Uint32Array | null } { if (!sortedIndices) { @@ -357,7 +357,7 @@ const pointCloudSpec: PrimitiveSpec = { return 8; }, - buildRenderData(elem, target, sortedIndices?: number[]) { + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.positions.length / 3; if(count === 0) return false; @@ -415,7 +415,7 @@ const pointCloudSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: number[]) { + buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { const count = elem.positions.length / 3; if(count === 0) return null; @@ -428,7 +428,6 @@ const pointCloudSpec: PrimitiveSpec = { const { scales } = getColumnarParams(elem, count); const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; // Position @@ -544,7 +543,7 @@ const ellipsoidSpec: PrimitiveSpec = { return 10; }, - buildRenderData(elem, target, sortedIndices?: number[]) { + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -614,7 +613,7 @@ const ellipsoidSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: number[]) { + buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -714,7 +713,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return 10; }, - buildRenderData(elem, target, sortedIndices?: number[]) { + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -788,7 +787,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: number[]) { + buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -895,7 +894,7 @@ const cuboidSpec: PrimitiveSpec = { getFloatsPerInstance() { return 10; }, - buildRenderData(elem, target, sortedIndices?: number[]) { + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -965,7 +964,7 @@ const cuboidSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: number[]) { + buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return null; @@ -1078,7 +1077,7 @@ const lineBeamsSpec: PrimitiveSpec = { return 11; }, - buildRenderData(elem, target, sortedIndices?: number[]) { + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const segCount = this.getCount(elem); if(segCount === 0) return false; @@ -1157,7 +1156,7 @@ const lineBeamsSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: number[]) { + buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { const segCount = this.getCount(elem); if(segCount === 0) return null; @@ -2137,22 +2136,26 @@ function isValidRenderObject(ro: RenderObject): ro is Required i); - - // Calculate depths and sort back-to-front - const depths = indices.map(i => { - const x = centers[i*3 + 0]; - const y = centers[i*3 + 1]; - const z = centers[i*3 + 2]; - return (x - cameraPosition[0])**2 + - (y - cameraPosition[1])**2 + - (z - cameraPosition[2])**2; - }); - return indices.sort((a, b) => depths[b] - depths[a]); + // Initialize indices + for (let i = 0; i < count; i++) { + target[i] = i; + } + + // Calculate distances + const distances = new Float32Array(count); + for (let i = 0; i < count; i++) { + const dx = centers[i*3+0] - cameraPos[0]; + const dy = centers[i*3+1] - cameraPos[1]; + const dz = centers[i*3+2] - cameraPos[2]; + distances[i] = dx*dx + dy*dy + dz*dz; + } + + // Sort indices based on distances (furthest to nearest) + target.sort((a, b) => distances[b] - distances[a]); } function hasTransparency(alphas: Float32Array | null, defaultAlpha: number, decorations?: Decoration[]): boolean { From 7998fd369e1e8e09354fc7dad75cb713c60e13af Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 21:22:56 +0100 Subject: [PATCH 145/167] re-use picking array --- src/genstudio/js/scene3d/impl3d.tsx | 434 ++++++++++++++++------------ 1 file changed, 253 insertions(+), 181 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 6b0244db..806a0a99 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -159,8 +159,10 @@ export interface RenderObject { componentIndex: number; pickingDataStale: boolean; - cachedRenderData?: Float32Array; - lastRenderCount?: number; + // Arrays owned by this RenderObject, reallocated only when count changes + cachedRenderData: Float32Array; // Make non-optional since all components must have render data + cachedPickingData: Float32Array; // Make non-optional since all components must have picking data + lastRenderCount: number; // Make non-optional since we always need to track this transparencyInfo?: { needsSort: boolean; @@ -168,7 +170,7 @@ export interface RenderObject { stride: number; offset: number; lastCameraPosition?: [number, number, number]; - sortedIndices?: Uint32Array; // Change to Uint32Array + sortedIndices?: Uint32Array; // Created/resized during sorting when needed }; } @@ -217,7 +219,6 @@ export interface SceneInnerProps { interface PrimitiveSpec { /** * Returns the number of instances in this component. - * Used to allocate buffers and determine draw call parameters. */ getCount(component: E): number; @@ -226,6 +227,11 @@ interface PrimitiveSpec { */ getFloatsPerInstance(): number; + /** + * Returns the number of floats needed per instance for picking data. + */ + getFloatsPerPicking(): number; + /** * Builds vertex buffer data for rendering. * Populates the provided Float32Array with interleaved vertex attributes. @@ -238,13 +244,13 @@ interface PrimitiveSpec { /** * Builds vertex buffer data for GPU-based picking. - * Returns a Float32Array containing picking IDs and instance data, - * or null if the component doesn't support picking. + * Populates the provided Float32Array with picking data. * @param component The component to build picking data for + * @param target The Float32Array to populate with picking data * @param baseID Starting ID for this component's instances * @param sortedIndices Optional array of indices for depth sorting */ - buildPickingData(component: E, baseID: number, sortedIndices?: Uint32Array): Float32Array | null; + buildPickingData(component: E, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void; /** * Default WebGPU rendering configuration for this primitive type. @@ -354,7 +360,11 @@ const pointCloudSpec: PrimitiveSpec = { }, getFloatsPerInstance() { - return 8; + return 8; // position(3) + size(1) + color(3) + alpha(1) + }, + + getFloatsPerPicking() { + return 5; // position(3) + size(1) + pickID(1) }, buildRenderData(elem, target, sortedIndices?: Uint32Array) { @@ -415,13 +425,11 @@ const pointCloudSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { + buildPickingData(elem: PointCloudComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { const count = elem.positions.length / 3; - if(count === 0) return null; + if(count === 0) return; const size = elem.size ?? 0.02; - const arr = new Float32Array(count * 5); - // Check array validities once before the loop const hasValidSizes = elem.sizes && elem.sizes.length >= count; const sizes = hasValidSizes ? elem.sizes : null; @@ -431,15 +439,15 @@ const pointCloudSpec: PrimitiveSpec = { for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; // Position - arr[j*5+0] = elem.positions[i*3+0]; - arr[j*5+1] = elem.positions[i*3+1]; - arr[j*5+2] = elem.positions[i*3+2]; + target[j*5+0] = elem.positions[i*3+0]; + target[j*5+1] = elem.positions[i*3+1]; + target[j*5+2] = elem.positions[i*3+2]; // Size const pointSize = sizes?.[i] ?? size; const scale = scales ? scales[i] : 1.0; - arr[j*5+3] = pointSize * scale; + target[j*5+3] = pointSize * scale; // PickID - arr[j*5+4] = baseID + i; + target[j*5+4] = baseID + i; } // Apply scale decorations @@ -447,12 +455,10 @@ const pointCloudSpec: PrimitiveSpec = { if(dec.scale !== undefined) { const j = indexToPosition ? indexToPosition[idx] : idx; if(j !== -1) { - arr[j*5+3] *= dec.scale; // Scale affects size + target[j*5+3] *= dec.scale; // Scale affects size } } }); - - return arr; }, // Rendering configuration @@ -519,7 +525,8 @@ const pointCloudSpec: PrimitiveSpec = { -0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ]), - indexData: new Uint16Array([0,1,2, 2,1,3]) + indexData: new Uint16Array([0,1,2, 2,1,3]), + vertexCount: 4 // Add explicit vertex count }); } }; @@ -543,6 +550,10 @@ const ellipsoidSpec: PrimitiveSpec = { return 10; }, + getFloatsPerPicking() { + return 7; // position(3) + size(3) + pickID(1) + }, + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -613,42 +624,39 @@ const ellipsoidSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { + buildPickingData(elem: EllipsoidComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { const count = elem.centers.length / 3; - if(count === 0) return null; + if(count === 0) return; const defaultSize = elem.radius || [0.1, 0.1, 0.1]; const sizes = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; const { scales } = getColumnarParams(elem, count); const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - const arr = new Float32Array(count * 7); for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; const scale = scales ? scales[i] : 1; // Position - arr[j*7+0] = elem.centers[i*3+0]; - arr[j*7+1] = elem.centers[i*3+1]; - arr[j*7+2] = elem.centers[i*3+2]; + target[j*7+0] = elem.centers[i*3+0]; + target[j*7+1] = elem.centers[i*3+1]; + target[j*7+2] = elem.centers[i*3+2]; // Size - arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + target[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; // Picking ID - arr[j*7+6] = baseID + i; + target[j*7+6] = baseID + i; } // Apply scale decorations applyDecorations(elem.decorations, count, (idx, dec) => { const j = indexToPosition ? indexToPosition[idx] : idx; if (dec.scale !== undefined) { - arr[j*7+3] *= dec.scale; - arr[j*7+4] *= dec.scale; - arr[j*7+5] *= dec.scale; + target[j*7+3] *= dec.scale; + target[j*7+4] *= dec.scale; + target[j*7+5] *= dec.scale; } }); - - return arr; }, renderConfig: { @@ -713,6 +721,10 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return 10; }, + getFloatsPerPicking() { + return 7; // position(3) + size(3) + pickID(1) + }, + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -787,17 +799,15 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { + buildPickingData(elem: EllipsoidAxesComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { const count = elem.centers.length / 3; - if(count === 0) return null; + if(count === 0) return; const defaultRadius = elem.radius ?? [1, 1, 1]; const ringCount = count * 3; const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - - const arr = new Float32Array(ringCount * 7); for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; const cx = elem.centers[i*3+0]; @@ -810,13 +820,13 @@ const ellipsoidAxesSpec: PrimitiveSpec = { for(let ring = 0; ring < 3; ring++) { const idx = j*3 + ring; - arr[idx*7+0] = cx; - arr[idx*7+1] = cy; - arr[idx*7+2] = cz; - arr[idx*7+3] = rx; - arr[idx*7+4] = ry; - arr[idx*7+5] = rz; - arr[idx*7+6] = thisID; + target[idx*7+0] = cx; + target[idx*7+1] = cy; + target[idx*7+2] = cz; + target[idx*7+3] = rx; + target[idx*7+4] = ry; + target[idx*7+5] = rz; + target[idx*7+6] = thisID; } } @@ -826,13 +836,11 @@ const ellipsoidAxesSpec: PrimitiveSpec = { // For each decorated ellipsoid, update all 3 of its rings for(let ring = 0; ring < 3; ring++) { const arrIdx = j*3 + ring; - arr[arrIdx*10+3] *= dec.scale; - arr[arrIdx*10+4] *= dec.scale; - arr[arrIdx*10+5] *= dec.scale; + target[arrIdx*7+3] *= dec.scale; + target[arrIdx*7+4] *= dec.scale; + target[arrIdx*7+5] *= dec.scale; } }); - - return arr; }, renderConfig: { @@ -894,6 +902,9 @@ const cuboidSpec: PrimitiveSpec = { getFloatsPerInstance() { return 10; }, + getFloatsPerPicking() { + return 7; // position(3) + size(3) + pickID(1) + }, buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -964,42 +975,39 @@ const cuboidSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { + buildPickingData(elem: CuboidComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { const count = elem.centers.length / 3; - if(count === 0) return null; + if(count === 0) return; const defaultSize = elem.size || [0.1, 0.1, 0.1]; const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; const { scales } = getColumnarParams(elem, count); const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - const arr = new Float32Array(count * 7); for(let j = 0; j < count; j++) { const i = indices ? indices[j] : j; const scale = scales ? scales[i] : 1; // Position - arr[j*7+0] = elem.centers[i*3+0]; - arr[j*7+1] = elem.centers[i*3+1]; - arr[j*7+2] = elem.centers[i*3+2]; + target[j*7+0] = elem.centers[i*3+0]; + target[j*7+1] = elem.centers[i*3+1]; + target[j*7+2] = elem.centers[i*3+2]; // Size - arr[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - arr[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - arr[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + target[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; // Picking ID - arr[j*7+6] = baseID + i; + target[j*7+6] = baseID + i; } // Apply scale decorations applyDecorations(elem.decorations, count, (idx, dec) => { const j = indexToPosition ? indexToPosition[idx] : idx; if (dec.scale !== undefined) { - arr[j*7+3] *= dec.scale; - arr[j*7+4] *= dec.scale; - arr[j*7+5] *= dec.scale; + target[j*7+3] *= dec.scale; + target[j*7+4] *= dec.scale; + target[j*7+5] *= dec.scale; } }); - - return arr; }, renderConfig: { cullMode: 'none', // Cuboids need to be visible from both sides @@ -1077,6 +1085,10 @@ const lineBeamsSpec: PrimitiveSpec = { return 11; }, + getFloatsPerPicking() { + return 8; // startPos(3) + endPos(3) + size(1) + pickID(1) + }, + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const segCount = this.getCount(elem); if(segCount === 0) return false; @@ -1156,13 +1168,11 @@ const lineBeamsSpec: PrimitiveSpec = { return true; }, - buildPickingData(elem, baseID, sortedIndices?: Uint32Array) { + buildPickingData(elem: LineBeamsComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { const segCount = this.getCount(elem); - if(segCount === 0) return null; + if(segCount === 0) return; const defaultSize = elem.size ?? 0.02; - const floatsPerSeg = 8; - const arr = new Float32Array(segCount * floatsPerSeg); // First pass: build segment mapping const segmentMap = new Array(segCount); @@ -1198,17 +1208,16 @@ const lineBeamsSpec: PrimitiveSpec = { } }); - const base = j * floatsPerSeg; - arr[base + 0] = elem.positions[p * 4 + 0]; // start.x - arr[base + 1] = elem.positions[p * 4 + 1]; // start.y - arr[base + 2] = elem.positions[p * 4 + 2]; // start.z - arr[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x - arr[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y - arr[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z - arr[base + 6] = size; // size - arr[base + 7] = baseID + i; // Keep original index for picking ID + const base = j * 8; + target[base + 0] = elem.positions[p * 4 + 0]; // start.x + target[base + 1] = elem.positions[p * 4 + 1]; // start.y + target[base + 2] = elem.positions[p * 4 + 2]; // start.z + target[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x + target[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y + target[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z + target[base + 6] = size; // size + target[base + 7] = baseID + i; // Keep original index for picking ID } - return arr; }, // Standard triangle-list, cull as you like @@ -1287,7 +1296,8 @@ function getOrCreatePipeline( export interface GeometryResource { vb: GPUBuffer; ib: GPUBuffer; - indexCount?: number; + indexCount: number; + vertexCount: number; // Add vertexCount } export type GeometryResources = { @@ -1303,7 +1313,12 @@ function getGeometryResource(resources: GeometryResources, type: keyof GeometryR } -const createBuffers = (device: GPUDevice, { vertexData, indexData }: { vertexData: Float32Array, indexData: Uint16Array | Uint32Array }) => { +interface GeometryData { + vertexData: Float32Array; + indexData: Uint16Array | Uint32Array; +} + +const createBuffers = (device: GPUDevice, { vertexData, indexData }: GeometryData): GeometryResource => { const vb = device.createBuffer({ size: vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST @@ -1316,7 +1331,15 @@ const createBuffers = (device: GPUDevice, { vertexData, indexData }: { vertexDat }); device.queue.writeBuffer(ib, 0, indexData); - return { vb, ib, indexCount: indexData.length }; + // Each vertex has 6 floats (position + normal) + const vertexCount = vertexData.length / 6; + + return { + vb, + ib, + indexCount: indexData.length, + vertexCount + }; }; function initGeometryResources(device: GPUDevice, resources: GeometryResources) { @@ -1361,6 +1384,7 @@ interface PipelineConfig { depthWriteEnabled: boolean; depthCompare: GPUCompareFunction; }; + colorWriteMask?: number; // Use number instead of GPUColorWrite } function createRenderPipeline( @@ -1799,37 +1823,41 @@ export function SceneInner({ }); }, []); - // Helper to collect and organize component data by type - function collectTypeData( + // Add this type definition at the top of the file + type ComponentType = ComponentConfig['type']; + + interface TypeInfo { + datas: Float32Array[]; + offsets: number[]; + counts: number[]; + indices: number[]; + totalSize: number; + totalCount: number; + components: ComponentConfig[]; + } + + // Update the collectTypeData function signature + function collectTypeData( components: ComponentConfig[], - getData: (comp: ComponentConfig, spec: PrimitiveSpec) => T | null, - getSize: (data: T, count: number) => number - ) { - const typeArrays = new Map(); + buildData: (component: ComponentConfig, spec: PrimitiveSpec) => Float32Array, + getSize: (data: Float32Array, count: number) => number + ): Map { + const typeArrays = new Map(); // Single pass through components components.forEach((comp, idx) => { - const type = comp.type; - const spec = primitiveRegistry[type]; + const spec = primitiveRegistry[comp.type]; if (!spec) return; const count = spec.getCount(comp); if (count === 0) return; - const data = getData(comp, spec); + const data = buildData(comp, spec); if (!data) return; const size = getSize(data, count); - let typeInfo = typeArrays.get(type); + let typeInfo = typeArrays.get(comp.type); if (!typeInfo) { typeInfo = { totalCount: 0, @@ -1840,7 +1868,7 @@ export function SceneInner({ counts: [], datas: [] }; - typeArrays.set(type, typeInfo); + typeArrays.set(comp.type, typeInfo); } typeInfo.components.push(comp); @@ -1945,6 +1973,10 @@ export function SceneInner({ } }); + // Initialize componentBaseId array and build ID mapping + gpuRef.current.componentBaseId = new Array(components.length).fill(0); + buildComponentIdMapping(components); + // Collect render data using helper const typeArrays = collectTypeData( components, @@ -1952,17 +1984,16 @@ export function SceneInner({ // Try to reuse existing render object's array const existingRO = renderObjectCache.current[comp.type]; const count = spec.getCount(comp); - const floatsPerInstance = spec.getFloatsPerInstance(); - // Check if we can reuse the cached render object's array - if (existingRO?.lastRenderCount === count && existingRO?.cachedRenderData) { + // Check if we can reuse the cached render data array + if (existingRO?.lastRenderCount === count) { // Reuse existing array but update the data spec.buildRenderData(comp, existingRO.cachedRenderData); return existingRO.cachedRenderData; } // Create new array if no matching cache found or count changed - const array = new Float32Array(count * floatsPerInstance); + const array = new Float32Array(count * spec.getFloatsPerInstance()); spec.buildRenderData(comp, array); return array; }, @@ -1972,15 +2003,22 @@ export function SceneInner({ } ); - // Calculate total buffer size needed + // Calculate total buffer sizes needed let totalRenderSize = 0; - typeArrays.forEach(info => { + let totalPickingSize = 0; + typeArrays.forEach((info: TypeInfo, type: ComponentType) => { totalRenderSize += info.totalSize; + const spec = primitiveRegistry[type]; + if (spec) { + const count = info.counts[0]; + totalPickingSize += count * spec.getFloatsPerPicking() * 4; // 4 bytes per float + } }); // Create or recreate dynamic buffers if needed if (!gpuRef.current.dynamicBuffers || - gpuRef.current.dynamicBuffers.renderBuffer.size < totalRenderSize) { + gpuRef.current.dynamicBuffers.renderBuffer.size < totalRenderSize || + gpuRef.current.dynamicBuffers.pickingBuffer.size < totalPickingSize) { if (gpuRef.current.dynamicBuffers) { gpuRef.current.dynamicBuffers.renderBuffer.destroy(); gpuRef.current.dynamicBuffers.pickingBuffer.destroy(); @@ -1988,7 +2026,7 @@ export function SceneInner({ gpuRef.current.dynamicBuffers = createDynamicBuffers( device, totalRenderSize, - totalRenderSize + totalPickingSize ); } const dynamicBuffers = gpuRef.current.dynamicBuffers!; @@ -1997,25 +2035,23 @@ export function SceneInner({ dynamicBuffers.renderOffset = 0; dynamicBuffers.pickingOffset = 0; - // Initialize componentBaseId array and build ID mapping - gpuRef.current.componentBaseId = new Array(components.length).fill(0); - buildComponentIdMapping(components); - const validRenderObjects: RenderObject[] = []; // Create or update render objects and write buffer data - typeArrays.forEach((typeInfo, type) => { + typeArrays.forEach((info: TypeInfo, type: ComponentType) => { const spec = primitiveRegistry[type]; - if (!spec) return; + if (!spec || !gpuRef.current) return; try { const renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; + const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 4) * 4; + const count = info.counts[0]; - // Write each component's data directly to final position - typeInfo.datas.forEach((data, i) => { + // Write render data to buffer + info.datas.forEach((data: Float32Array, i: number) => { device.queue.writeBuffer( dynamicBuffers.renderBuffer, - renderOffset + typeInfo.offsets[i], + renderOffset + info.offsets[i], data.buffer, data.byteOffset, data.byteLength @@ -2026,18 +2062,29 @@ export function SceneInner({ const pipeline = spec.getRenderPipeline(device, bindGroupLayout, pipelineCache); if (!pipeline) return; + // Get picking pipeline + const pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); + if (!pickingPipeline) return; + // Try to reuse existing render object let renderObject = renderObjectCache.current[type]; - const count = typeInfo.counts[0]; if (!renderObject || renderObject.lastRenderCount !== count) { // Create new render object if none found or count changed const geometryResource = getGeometryResource(resources, type); - const stride = Math.ceil(typeInfo.datas[0].length / count) * 4; + const stride = Math.ceil(info.datas[0].length / count) * 4; + + // Create both render and picking arrays + const renderData = info.datas[0]; + const pickingData = new Float32Array(count * spec.getFloatsPerPicking()); + + // Build picking data + const baseID = gpuRef.current.componentBaseId[info.indices[0]]; + spec.buildPickingData(components[info.indices[0]], pickingData, baseID); renderObject = { pipeline, - pickingPipeline: undefined, + pickingPipeline, // Set the picking pipeline vertexBuffers: [ geometryResource.vb, { @@ -2048,11 +2095,23 @@ export function SceneInner({ ], indexBuffer: geometryResource.ib, indexCount: geometryResource.indexCount, - instanceCount: typeInfo.totalCount, - pickingVertexBuffers: [undefined, undefined] as [GPUBuffer | undefined, BufferInfo | undefined], - pickingDataStale: true, - componentIndex: typeInfo.indices[0], - cachedRenderData: typeInfo.datas[0], + instanceCount: info.totalCount, + pickingVertexBuffers: [ + geometryResource.vb, + { + buffer: dynamicBuffers.pickingBuffer, + offset: pickingOffset, + stride: spec.getFloatsPerPicking() * 4 + } + ], + pickingIndexBuffer: geometryResource.ib, + pickingIndexCount: geometryResource.indexCount, + pickingVertexCount: geometryResource.vertexCount ?? 0, // Set picking vertex count + pickingInstanceCount: info.totalCount, + pickingDataStale: false, + componentIndex: info.indices[0], + cachedRenderData: renderData, + cachedPickingData: pickingData, lastRenderCount: count }; @@ -2063,19 +2122,41 @@ export function SceneInner({ renderObject.vertexBuffers[1] = { buffer: dynamicBuffers.renderBuffer, offset: renderOffset, - stride: Math.ceil(typeInfo.datas[0].length / count) * 4 + stride: Math.ceil(info.datas[0].length / count) * 4 + }; + renderObject.pickingVertexBuffers[1] = { + buffer: dynamicBuffers.pickingBuffer, + offset: pickingOffset, + stride: spec.getFloatsPerPicking() * 4 }; - renderObject.instanceCount = typeInfo.totalCount; - renderObject.componentIndex = typeInfo.indices[0]; - renderObject.cachedRenderData = typeInfo.datas[0]; + renderObject.instanceCount = info.totalCount; + renderObject.componentIndex = info.indices[0]; + renderObject.cachedRenderData = info.datas[0]; + + // Update picking data if needed + if (renderObject.pickingDataStale) { + const baseID = gpuRef.current.componentBaseId[info.indices[0]]; + spec.buildPickingData(components[info.indices[0]], renderObject.cachedPickingData, baseID); + renderObject.pickingDataStale = false; + } } + // Write picking data to buffer + device.queue.writeBuffer( + dynamicBuffers.pickingBuffer, + pickingOffset, + renderObject.cachedPickingData.buffer, + renderObject.cachedPickingData.byteOffset, + renderObject.cachedPickingData.byteLength + ); + // Update transparency info - const component = components[typeInfo.indices[0]]; + const component = components[info.indices[0]]; renderObject.transparencyInfo = getTransparencyInfo(component, spec); validRenderObjects.push(renderObject); - dynamicBuffers.renderOffset = renderOffset + typeInfo.totalSize; + dynamicBuffers.renderOffset = renderOffset + info.totalSize; + dynamicBuffers.pickingOffset = pickingOffset + (count * spec.getFloatsPerPicking() * 4); } catch (error) { console.error(`Error creating render object for type ${type}:`, error); @@ -2137,7 +2218,7 @@ function isValidRenderObject(ro: RenderObject): ro is Required From e8bb580478e932522b0d4a40c93d4fde4c98fb54 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Tue, 4 Feb 2025 23:09:51 +0100 Subject: [PATCH 146/167] move layouts --- src/genstudio/js/scene3d/impl3d.tsx | 137 +++++----------------------- src/genstudio/js/scene3d/shaders.ts | 104 +++++++++++++++++++++ 2 files changed, 127 insertions(+), 114 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 806a0a99..c8015742 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -39,7 +39,19 @@ import { lineBeamVertCode, lineBeamFragCode, lineBeamPickingVertCode, - pickingFragCode + pickingFragCode, + POINT_CLOUD_GEOMETRY_LAYOUT, + POINT_CLOUD_INSTANCE_LAYOUT, + POINT_CLOUD_PICKING_INSTANCE_LAYOUT, + MESH_GEOMETRY_LAYOUT, + ELLIPSOID_INSTANCE_LAYOUT, + ELLIPSOID_PICKING_INSTANCE_LAYOUT, + LINE_BEAM_INSTANCE_LAYOUT, + LINE_BEAM_PICKING_INSTANCE_LAYOUT, + CUBOID_INSTANCE_LAYOUT, + CUBOID_PICKING_INSTANCE_LAYOUT, + RING_INSTANCE_LAYOUT, + RING_PICKING_INSTANCE_LAYOUT } from './shaders'; @@ -286,7 +298,7 @@ interface PrimitiveSpec { * Creates the base geometry buffers needed for this primitive type. * These buffers are shared across all instances of the primitive. */ - createGeometryResource(device: GPUDevice): { vb: GPUBuffer; ib: GPUBuffer; indexCount: number }; + createGeometryResource(device: GPUDevice): { vb: GPUBuffer; ib: GPUBuffer; indexCount: number; vertexCount: number }; } interface Decoration { @@ -525,8 +537,7 @@ const pointCloudSpec: PrimitiveSpec = { -0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ]), - indexData: new Uint16Array([0,1,2, 2,1,3]), - vertexCount: 4 // Add explicit vertex count + indexData: new Uint16Array([0,1,2, 2,1,3]) }); } }; @@ -1098,17 +1109,17 @@ const lineBeamsSpec: PrimitiveSpec = { // First pass: build segment mapping const segmentMap = new Array(segCount); - let segIndex = 0; + let segIndex = 0; - const pointCount = elem.positions.length / 4; - for(let p = 0; p < pointCount - 1; p++) { - const iCurr = elem.positions[p * 4 + 3]; - const iNext = elem.positions[(p+1) * 4 + 3]; - if(iCurr !== iNext) continue; + const pointCount = elem.positions.length / 4; + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = elem.positions[p * 4 + 3]; + const iNext = elem.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; - // Store mapping from segment index to point index + // Store mapping from segment index to point index segmentMap[segIndex] = p; - segIndex++; + segIndex++; } const defaultSize = elem.size ?? 0.02; @@ -1469,108 +1480,6 @@ function createTranslucentGeometryPipeline( }, format); } -// Helper function to create vertex buffer layouts -function createVertexBufferLayout( - attributes: Array<[number, GPUVertexFormat]>, - stepMode: GPUVertexStepMode = 'vertex' -): VertexBufferLayout { - let offset = 0; - const formattedAttrs = attributes.map(([location, format]) => { - const attr = { - shaderLocation: location, - offset, - format - }; - // Add to offset based on format size - offset += format.includes('x3') ? 12 : format.includes('x2') ? 8 : 4; - return attr; - }); - - return { - arrayStride: offset, - stepMode, - attributes: formattedAttrs - }; -} - -// Common vertex buffer layouts -const POINT_CLOUD_GEOMETRY_LAYOUT = createVertexBufferLayout([ - [0, 'float32x3'], // position - [1, 'float32x3'] // normal -]); - -const POINT_CLOUD_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32'], // size - [4, 'float32x3'], // color - [5, 'float32'] // alpha -], 'instance'); - -const POINT_CLOUD_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32'], // size - [4, 'float32'] // pickID -], 'instance'); - -const MESH_GEOMETRY_LAYOUT = createVertexBufferLayout([ - [0, 'float32x3'], // position - [1, 'float32x3'] // normal -]); - -const ELLIPSOID_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32x3'], // size - [4, 'float32x3'], // color - [5, 'float32'] // alpha -], 'instance'); - -const ELLIPSOID_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32x3'], // size - [4, 'float32'] // pickID -], 'instance'); - -const LINE_BEAM_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // startPos (position1) - [3, 'float32x3'], // endPos (position2) - [4, 'float32'], // size - [5, 'float32x3'], // color - [6, 'float32'] // alpha -], 'instance'); - -const LINE_BEAM_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // startPos (position1) - [3, 'float32x3'], // endPos (position2) - [4, 'float32'], // size - [5, 'float32'] // pickID -], 'instance'); - -const CUBOID_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32x3'], // size - [4, 'float32x3'], // color - [5, 'float32'] // alpha -], 'instance'); - -const CUBOID_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32x3'], // size - [4, 'float32'] // pickID -], 'instance'); - -const RING_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32x3'], // size - [4, 'float32x3'], // color - [5, 'float32'] // alpha -], 'instance'); - -const RING_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ - [2, 'float32x3'], // position - [3, 'float32x3'], // size - [4, 'float32'] // pickID -], 'instance'); - /****************************************************** * 7) Primitive Registry ******************************************************/ diff --git a/src/genstudio/js/scene3d/shaders.ts b/src/genstudio/js/scene3d/shaders.ts index 0790c757..8f00b036 100644 --- a/src/genstudio/js/scene3d/shaders.ts +++ b/src/genstudio/js/scene3d/shaders.ts @@ -478,3 +478,107 @@ fn vs_main( out.pickID = pickID; return out; }`; + + + +// Helper function to create vertex buffer layouts +function createVertexBufferLayout( + attributes: Array<[number, GPUVertexFormat]>, + stepMode: GPUVertexStepMode = 'vertex' +): VertexBufferLayout { + let offset = 0; + const formattedAttrs = attributes.map(([location, format]) => { + const attr = { + shaderLocation: location, + offset, + format + }; + // Add to offset based on format size + offset += format.includes('x3') ? 12 : format.includes('x2') ? 8 : 4; + return attr; + }); + + return { + arrayStride: offset, + stepMode, + attributes: formattedAttrs + }; +} + +// Common vertex buffer layouts +export const POINT_CLOUD_GEOMETRY_LAYOUT = createVertexBufferLayout([ + [0, 'float32x3'], // position + [1, 'float32x3'] // normal +]); + +export const POINT_CLOUD_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +export const POINT_CLOUD_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32'], // size + [4, 'float32'] // pickID +], 'instance'); + +export const MESH_GEOMETRY_LAYOUT = createVertexBufferLayout([ + [0, 'float32x3'], // position + [1, 'float32x3'] // normal +]); + +export const ELLIPSOID_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +export const ELLIPSOID_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32'] // pickID +], 'instance'); + +export const LINE_BEAM_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // startPos (position1) + [3, 'float32x3'], // endPos (position2) + [4, 'float32'], // size + [5, 'float32x3'], // color + [6, 'float32'] // alpha +], 'instance'); + +export const LINE_BEAM_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // startPos (position1) + [3, 'float32x3'], // endPos (position2) + [4, 'float32'], // size + [5, 'float32'] // pickID +], 'instance'); + +export const CUBOID_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +export const CUBOID_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32'] // pickID +], 'instance'); + +export const RING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32x3'], // color + [5, 'float32'] // alpha +], 'instance'); + +export const RING_PICKING_INSTANCE_LAYOUT = createVertexBufferLayout([ + [2, 'float32x3'], // position + [3, 'float32x3'], // size + [4, 'float32'] // pickID +], 'instance'); From 9cf804c814c8d3db4d050efdd7cc1bde25de160c Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 01:45:29 +0100 Subject: [PATCH 147/167] eliminate global picking index --- notebooks/scene3d_heart.py | 71 ++++++++---- notebooks/scene3d_picking_test.py | 1 + src/genstudio/js/scene3d/impl3d.tsx | 164 ++++++++++++++++++---------- 3 files changed, 157 insertions(+), 79 deletions(-) diff --git a/notebooks/scene3d_heart.py b/notebooks/scene3d_heart.py index 6c86ce9c..1f5e6930 100644 --- a/notebooks/scene3d_heart.py +++ b/notebooks/scene3d_heart.py @@ -19,44 +19,67 @@ "alpha": 1.0, "frame": 0, # Pre-generate frames using JavaScript - "frames": js("""(() => { + "frames": js( + """ const n = $state.num_particles; const num_frames = 30; const frames = []; // Use regular array to store Float32Arrays + // Pre-compute some values to speed up generation + const uSteps = 50; + const vSteps = 25; + const uStep = (2 * Math.PI) / uSteps; + const vStep = Math.PI / vSteps; + const jitter = 0.1; + const scale = 0.04; + for (let frame = 0; frame < num_frames; frame++) { const t = frame * 0.05; const frameData = new Float32Array(n * 3); + let idx = 0; + // Generate points more uniformly through the volume for (let i = 0; i < n; i++) { - // Generate points in a heart shape using parametric equations - const u = Math.random() * 2 * Math.PI; - const v = Math.random() * Math.PI; - const jitter = 0.1; - - // Heart shape parametric equations - const x = 16 * Math.pow(Math.sin(u), 3); - const y = 13 * Math.cos(u) - 5 * Math.cos(2*u) - 2 * Math.cos(3*u) - Math.cos(4*u); - const z = 8 * Math.sin(v); - - // Add some random jitter and animation - const rx = (Math.random() - 0.5) * jitter; - const ry = (Math.random() - 0.5) * jitter; - const rz = (Math.random() - 0.5) * jitter; - - // Scale down the heart and add animation - frameData[i*3] = (x * 0.04 + rx) * (1 + 0.1 * Math.sin(t + u)); - frameData[i*3 + 1] = (y * 0.04 + ry) * (1 + 0.1 * Math.sin(t + v)); - frameData[i*3 + 2] = (z * 0.04 + rz) * (1 + 0.1 * Math.cos(t + u)); + // Use cube rejection method to fill the heart volume + let x, y, z; + do { + // Generate points in parametric space with volume filling + const u = Math.random() * 2 * Math.PI; + const v = Math.random() * Math.PI; + const r = Math.pow(Math.random(), 1/3); // Cube root for volume filling + + // Heart shape parametric equations with radial scaling + x = 16 * Math.pow(Math.sin(u), 3) * r; + y = (13 * Math.cos(u) - 5 * Math.cos(2*u) - 2 * Math.cos(3*u) - Math.cos(4*u)) * r; + z = 8 * Math.sin(v) * r; + + // Add subtle jitter for more natural look + const rx = (Math.random() - 0.5) * jitter * 0.5; + const ry = (Math.random() - 0.5) * jitter * 0.5; + const rz = (Math.random() - 0.5) * jitter * 0.5; + + // Scale and animate + x = (x * scale + rx) * (1 + 0.1 * Math.sin(t + u)); + y = (y * scale + ry) * (1 + 0.1 * Math.sin(t + v)); + z = (z * scale + rz) * (1 + 0.1 * Math.cos(t + u)); + + } while (Math.random() > 0.8); // Rejection sampling for denser core + + frameData[idx++] = x; + frameData[idx++] = y; + frameData[idx++] = z; } frames.push(frameData); } return frames; - })()"""), + """, + expression=False, + ), # Pre-generate colors (these don't change per frame) - "colors": js("""(() => { + "colors": js( + """ const n = $state.num_particles; const colors = new Float32Array(n * 3); @@ -69,7 +92,9 @@ } return colors; - })()"""), + """, + expression=False, + ), } ) | [ diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index 95d071a1..cb1a6454 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -28,6 +28,7 @@ color=[1, 1, 0], scale=1.5, ), + deco([0], scale=4), ], ) + ( { diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index c8015742..2782925a 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -54,6 +54,21 @@ import { RING_PICKING_INSTANCE_LAYOUT } from './shaders'; +interface ComponentOffset { + componentIdx: number; // The index of the component in your overall component list. + start: number; // The first instance index in the combined buffer for this component. + count: number; // How many instances this component contributed. +} + +function packID(instanceIdx: number): number { + return 1 + instanceIdx; +} + +// Unpack a 32-bit integer back into component and instance indices +function unpackID(id: number): number | null { + if (id === 0) return null; + return id - 1; +} /****************************************************** * 1) Types and Interfaces @@ -184,6 +199,8 @@ export interface RenderObject { lastCameraPosition?: [number, number, number]; sortedIndices?: Uint32Array; // Created/resized during sorting when needed }; + + componentOffsets: ComponentOffset[]; // Add this field } export interface RenderObjectCache { @@ -442,7 +459,6 @@ const pointCloudSpec: PrimitiveSpec = { if(count === 0) return; const size = elem.size ?? 0.02; - // Check array validities once before the loop const hasValidSizes = elem.sizes && elem.sizes.length >= count; const sizes = hasValidSizes ? elem.sizes : null; const { scales } = getColumnarParams(elem, count); @@ -458,8 +474,8 @@ const pointCloudSpec: PrimitiveSpec = { const pointSize = sizes?.[i] ?? size; const scale = scales ? scales[i] : 1.0; target[j*5+3] = pointSize * scale; - // PickID - target[j*5+4] = baseID + i; + // PickID - use baseID + local index + target[j*5+4] = packID(baseID + i); } // Apply scale decorations @@ -656,7 +672,7 @@ const ellipsoidSpec: PrimitiveSpec = { target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; // Picking ID - target[j*7+6] = baseID + i; + target[j*7+6] = packID(baseID + i); } // Apply scale decorations @@ -815,7 +831,6 @@ const ellipsoidAxesSpec: PrimitiveSpec = { if(count === 0) return; const defaultRadius = elem.radius ?? [1, 1, 1]; - const ringCount = count * 3; const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); @@ -827,7 +842,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; - const thisID = baseID + i; // Keep original index for picking ID + const thisID = packID(baseID + i); for(let ring = 0; ring < 3; ring++) { const idx = j*3 + ring; @@ -1007,7 +1022,7 @@ const cuboidSpec: PrimitiveSpec = { target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; // Picking ID - target[j*7+6] = baseID + i; + target[j*7+6] = packID(baseID + i); } // Apply scale decorations @@ -1227,7 +1242,7 @@ const lineBeamsSpec: PrimitiveSpec = { target[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y target[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z target[base + 6] = size; // size - target[base + 7] = baseID + i; // Keep original index for picking ID + target[base + 7] = packID(baseID + i); } }, @@ -1529,7 +1544,6 @@ export function SceneInner({ renderObjects: RenderObject[]; componentBaseId: number[]; - idToComponent: ({componentIdx: number, instanceIdx: number} | null)[]; pipelineCache: Map; dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; @@ -1631,7 +1645,6 @@ export function SceneInner({ readbackBuffer, renderObjects: [], componentBaseId: [], - idToComponent: [null], // First ID (0) is reserved pipelineCache: new Map(), dynamicBuffers: null, resources: { @@ -1703,14 +1716,10 @@ export function SceneInner({ * C) Building the RenderObjects (no if/else) ******************************************************/ // Move ID mapping logic to a separate function - const buildComponentIdMapping = useCallback((components: ComponentConfig[]) => { + function buildComponentIdMapping(components: ComponentConfig[]) { if (!gpuRef.current) return; - // Reset ID mapping - gpuRef.current.idToComponent = [null]; // First ID (0) is reserved - let currentID = 1; - - // Build new mapping + // We only need componentBaseId for offset calculations now components.forEach((elem, componentIdx) => { const spec = primitiveRegistry[elem.type]; if (!spec) { @@ -1718,19 +1727,10 @@ export function SceneInner({ return; } - const count = spec.getCount(elem); - gpuRef.current!.componentBaseId[componentIdx] = currentID; - - // Expand global ID table - for (let j = 0; j < count; j++) { - gpuRef.current!.idToComponent[currentID + j] = { - componentIdx: componentIdx, - instanceIdx: j - }; - } - currentID += count; + // Store the base ID for this component + gpuRef.current!.componentBaseId[componentIdx] = componentIdx; }); - }, []); + } // Add this type definition at the top of the file type ComponentType = ComponentConfig['type']; @@ -1884,15 +1884,27 @@ export function SceneInner({ // Initialize componentBaseId array and build ID mapping gpuRef.current.componentBaseId = new Array(components.length).fill(0); - buildComponentIdMapping(components); + + // Track component offsets + const componentOffsets: ComponentOffset[] = []; + let currentStart = 0; // Collect render data using helper const typeArrays = collectTypeData( components, (comp, spec) => { + const count = spec.getCount(comp); + if (count > 0) { + componentOffsets.push({ + componentIdx: components.indexOf(comp), + start: currentStart, + count + }); + currentStart += count; + } + // Try to reuse existing render object's array const existingRO = renderObjectCache.current[comp.type]; - const count = spec.getCount(comp); // Check if we can reuse the cached render data array if (existingRO?.lastRenderCount === count) { @@ -1949,7 +1961,7 @@ export function SceneInner({ // Create or update render objects and write buffer data typeArrays.forEach((info: TypeInfo, type: ComponentType) => { const spec = primitiveRegistry[type]; - if (!spec || !gpuRef.current) return; + if (!spec) return; try { const renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; @@ -1978,6 +1990,10 @@ export function SceneInner({ // Try to reuse existing render object let renderObject = renderObjectCache.current[type]; + // Find the starting offset for this component's instances + const componentOffset = componentOffsets.find(offset => offset.componentIdx === info.indices[0]); + const baseID = componentOffset ? componentOffset.start : 0; + if (!renderObject || renderObject.lastRenderCount !== count) { // Create new render object if none found or count changed const geometryResource = getGeometryResource(resources, type); @@ -1987,13 +2003,12 @@ export function SceneInner({ const renderData = info.datas[0]; const pickingData = new Float32Array(count * spec.getFloatsPerPicking()); - // Build picking data - const baseID = gpuRef.current.componentBaseId[info.indices[0]]; + // Build picking data with correct baseID spec.buildPickingData(components[info.indices[0]], pickingData, baseID); renderObject = { pipeline, - pickingPipeline, // Set the picking pipeline + pickingPipeline, vertexBuffers: [ geometryResource.vb, { @@ -2015,13 +2030,14 @@ export function SceneInner({ ], pickingIndexBuffer: geometryResource.ib, pickingIndexCount: geometryResource.indexCount, - pickingVertexCount: geometryResource.vertexCount ?? 0, // Set picking vertex count + pickingVertexCount: geometryResource.vertexCount ?? 0, pickingInstanceCount: info.totalCount, pickingDataStale: false, componentIndex: info.indices[0], cachedRenderData: renderData, cachedPickingData: pickingData, - lastRenderCount: count + lastRenderCount: count, + componentOffsets: componentOffsets }; // Store in cache @@ -2041,10 +2057,10 @@ export function SceneInner({ renderObject.instanceCount = info.totalCount; renderObject.componentIndex = info.indices[0]; renderObject.cachedRenderData = info.datas[0]; + renderObject.componentOffsets = componentOffsets; // Update picking data if needed if (renderObject.pickingDataStale) { - const baseID = gpuRef.current.componentBaseId[info.indices[0]]; spec.buildPickingData(components[info.indices[0]], renderObject.cachedPickingData, baseID); renderObject.pickingDataStale = false; } @@ -2277,7 +2293,7 @@ function isValidRenderObject(ro: RenderObject): ro is Required= offset.start && combinedIndex < offset.start + offset.count) { + newHoverState = { + componentIdx: offset.componentIdx, + instanceIdx: combinedIndex - offset.start + }; + break; + } + } // If hover state hasn't changed, do nothing if ((!lastHoverState.current && !newHoverState) || (lastHoverState.current && newHoverState && lastHoverState.current.componentIdx === newHoverState.componentIdx && lastHoverState.current.instanceIdx === newHoverState.instanceIdx)) { - return; + return; } // Clear previous hover if it exists if (lastHoverState.current) { - const prevComponent = components[lastHoverState.current.componentIdx]; - prevComponent?.onHover?.(null); + const prevComponent = components[lastHoverState.current.componentIdx]; + prevComponent?.onHover?.(null); } // Set new hover if it exists if (newHoverState) { - const { componentIdx, instanceIdx } = newHoverState; - if (componentIdx >= 0 && componentIdx < components.length) { - components[componentIdx].onHover?.(instanceIdx); - } + const { componentIdx, instanceIdx } = newHoverState; + if (componentIdx >= 0 && componentIdx < components.length) { + components[componentIdx].onHover?.(instanceIdx); + } } // Update last hover state lastHoverState.current = newHoverState; } - function handleClickID(pickedID:number){ - if(!gpuRef.current) return; - const {idToComponent} = gpuRef.current; - const rec = idToComponent[pickedID]; - if(!rec) return; - const {componentIdx, instanceIdx} = rec; - if(componentIdx<0||componentIdx>=components.length) return; - components[componentIdx].onClick?.(instanceIdx); + function handleClickID(pickedID: number) { + if (!gpuRef.current) return; + + // Get combined instance index + const combinedIndex = unpackID(pickedID); + if (combinedIndex === null) return; + + // Find which component this instance belongs to + const ro = gpuRef.current.renderObjects[0]; // We combine into a single render object + if (!ro?.componentOffsets) return; + + for (const offset of ro.componentOffsets) { + if (combinedIndex >= offset.start && combinedIndex < offset.start + offset.count) { + const componentIdx = offset.componentIdx; + const instanceIdx = combinedIndex - offset.start; + if (componentIdx >= 0 && componentIdx < components.length) { + components[componentIdx].onClick?.(instanceIdx); + } + break; + } + } } /****************************************************** From 208529e8df163e6a9713d8de91679f25ca883b20 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 01:49:40 +0100 Subject: [PATCH 148/167] update heart demo --- notebooks/scene3d_heart.py | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/notebooks/scene3d_heart.py b/notebooks/scene3d_heart.py index 1f5e6930..1c8fb7ab 100644 --- a/notebooks/scene3d_heart.py +++ b/notebooks/scene3d_heart.py @@ -15,7 +15,7 @@ ( Plot.initialState( { - "num_particles": 400000, + "num_particles": 500000, "alpha": 1.0, "frame": 0, # Pre-generate frames using JavaScript @@ -108,8 +108,8 @@ { "type": "range", "min": 100, - "max": 500000, - "step": 100, + "max": 1000000, + "step": 10000, "value": js("$state.num_particles"), "onChange": js("""(e) => { const n = parseInt(e.target.value); From 74ce593786c84c317e914aa33dcc4d0c16aa70f8 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 02:10:08 +0100 Subject: [PATCH 149/167] fix html mode with buffers --- notebooks/scene3d_picking_test.py | 2 +- src/genstudio/js/eval.js | 3 +++ 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index cb1a6454..7e3d4436 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -268,5 +268,5 @@ scene_points & scene_beams | scene_cuboids & scene_ellipsoids | mixed_scene & scene_grid_cuboids -) +).display_as("html") # %% diff --git a/src/genstudio/js/eval.js b/src/genstudio/js/eval.js index 82bbd9c9..08923c5e 100644 --- a/src/genstudio/js/eval.js +++ b/src/genstudio/js/eval.js @@ -183,6 +183,9 @@ export function evaluate(node, $state, experimental, buffers) { if (node.data?.__type__ === "buffer") { node.data = buffers[node.data.index]; } + if (node.__buffer_index__ !== undefined) { + node.data = buffers[node.__buffer_index__] + } node.array = evaluateNdarray(node) return node.array; default: From a2de59ca5cc5dd82bccc56914dc28f7dff5ebdaa Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 12:00:55 +0100 Subject: [PATCH 150/167] improve heart viz --- notebooks/scene3d_heart.py | 91 ++++++++++++++------------------------ 1 file changed, 33 insertions(+), 58 deletions(-) diff --git a/notebooks/scene3d_heart.py b/notebooks/scene3d_heart.py index 1c8fb7ab..7d7f51da 100644 --- a/notebooks/scene3d_heart.py +++ b/notebooks/scene3d_heart.py @@ -18,10 +18,11 @@ "num_particles": 500000, "alpha": 1.0, "frame": 0, + "point_size": 0.003, # Pre-generate frames using JavaScript "frames": js( """ - const n = $state.num_particles; + const n = 1000000; const num_frames = 30; const frames = []; // Use regular array to store Float32Arrays @@ -34,7 +35,7 @@ const scale = 0.04; for (let frame = 0; frame < num_frames; frame++) { - const t = frame * 0.05; + const t = frame * (2 * Math.PI / num_frames); // Normalize t to complete one full cycle const frameData = new Float32Array(n * 3); let idx = 0; @@ -80,7 +81,7 @@ # Pre-generate colors (these don't change per frame) "colors": js( """ - const n = $state.num_particles; + const n = 1000000; const colors = new Float32Array(n * 3); for (let i = 0; i < n; i++) { @@ -109,56 +110,11 @@ "type": "range", "min": 100, "max": 1000000, - "step": 10000, + "step": 1000, "value": js("$state.num_particles"), - "onChange": js("""(e) => { - const n = parseInt(e.target.value); - // When particle count changes, regenerate frames and colors - $state.update({ - num_particles: n, - frames: (() => { - const num_frames = 30; - const frames = []; // Use regular array to store Float32Arrays - - for (let frame = 0; frame < num_frames; frame++) { - const t = frame * 0.05; - const frameData = new Float32Array(n * 3); - - for (let i = 0; i < n; i++) { - const u = Math.random() * 2 * Math.PI; - const v = Math.random() * Math.PI; - const jitter = 0.1; - - const x = 16 * Math.pow(Math.sin(u), 3); - const y = 13 * Math.cos(u) - 5 * Math.cos(2*u) - 2 * Math.cos(3*u) - Math.cos(4*u); - const z = 8 * Math.sin(v); - - const rx = (Math.random() - 0.5) * jitter; - const ry = (Math.random() - 0.5) * jitter; - const rz = (Math.random() - 0.5) * jitter; - - frameData[i*3] = (x * 0.04 + rx) * (1 + 0.1 * Math.sin(t + u)); - frameData[i*3 + 1] = (y * 0.04 + ry) * (1 + 0.1 * Math.sin(t + v)); - frameData[i*3 + 2] = (z * 0.04 + rz) * (1 + 0.1 * Math.cos(t + u)); - } - - frames.push(frameData); - } - - return frames; - })(), - colors: (() => { - const colors = new Float32Array(n * 3); - for (let i = 0; i < n; i++) { - const y = i / n; - colors[i*3] = 1.0; - colors[i*3 + 1] = 0.2 + y * 0.3; - colors[i*3 + 2] = 0.4 + y * 0.4; - } - return colors; - })() - }); - }"""), + "onChange": js( + """(e) => $state.update({num_particles: parseInt(e.target.value)})""" + ), }, ], js("$state.num_particles"), @@ -182,19 +138,38 @@ ], js("$state.alpha"), ], + # Point size control + [ + "label.flex.items-center.gap-2", + "Point Size: ", + [ + "input", + { + "type": "range", + "min": 0.00015, + "max": 0.02, + "step": 0.00001, + "value": js("$state.point_size"), + "onChange": js( + "(e) => $state.update({point_size: parseFloat(e.target.value)})" + ), + }, + ], + js("$state.point_size"), + ], ] | Scene3D.PointCloud( # Use pre-generated frames based on animation state - positions=js("$state.frames[$state.frame % 30]"), - colors=js("$state.colors"), - size=0.01, + positions=js("$state.frames[$state.frame % 30].slice(0, $state.num_particles)"), + colors=js("$state.colors.slice(0, $state.num_particles)"), + size=js("$state.point_size"), alpha=js("$state.alpha"), ) + { "defaultCamera": { - "position": [2, 2, 2], - "target": [0, 0, 0], - "up": [0, 0, 1], + "position": [0.1, 0.1, 2], # Adjusted position to view the heart head-on + "target": [0, 0, 0], # Keeping the target at the center + "up": [0, 1, 0], # Adjusted up vector for correct orientation "fov": 45, "near": 0.1, "far": 100, From 61c813acc97bd4703759bf4a673e9df5f3163f94 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 12:34:31 +0100 Subject: [PATCH 151/167] re-use transparency distances array --- notebooks/scene3d_alpha_ellipsoids.py | 1 + src/genstudio/js/scene3d/impl3d.tsx | 30 ++++++++++++--------------- 2 files changed, 14 insertions(+), 17 deletions(-) diff --git a/notebooks/scene3d_alpha_ellipsoids.py b/notebooks/scene3d_alpha_ellipsoids.py index ca393b67..262eca04 100644 --- a/notebooks/scene3d_alpha_ellipsoids.py +++ b/notebooks/scene3d_alpha_ellipsoids.py @@ -212,6 +212,7 @@ def create_animated_clusters_scene( alphas=js("$state.alphas[$state.frame]"), radii=js("$state.radii[$state.frame]"), ) + + {"controls": ["fps"]} | Plot.Slider("frame", 0, range=n_frames, fps="raf") | Plot.initialState( { diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 2782925a..4afb725c 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -197,7 +197,8 @@ export interface RenderObject { stride: number; offset: number; lastCameraPosition?: [number, number, number]; - sortedIndices?: Uint32Array; // Created/resized during sorting when needed + sortedIndices?: Uint32Array; + distances?: Float32Array; }; componentOffsets: ComponentOffset[]; // Add this field @@ -1547,6 +1548,7 @@ export function SceneInner({ pipelineCache: Map; dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; + renderedComponents?: ComponentConfig[]; } | null>(null); const [isReady, setIsReady] = useState(false); @@ -2146,10 +2148,11 @@ function isValidRenderObject(ro: RenderObject): ro is Required { - if (isReady && gpuRef.current) { - const ros = buildRenderObjects(components); - gpuRef.current.renderObjects = ros; - renderFrame(activeCamera); - } - }, [isReady, components]); - - // Add separate effect just for camera updates + // Render when camera or components change useEffect(() => { if (isReady && gpuRef.current) { + if (gpuRef.current.renderedComponents !== components) { + gpuRef.current.renderObjects = buildRenderObjects(components); + gpuRef.current.renderedComponents = components; + } renderFrame(activeCamera); } - }, [isReady, activeCamera]); + }, [isReady, components, activeCamera]); // Wheel handling useEffect(() => { @@ -2713,16 +2711,14 @@ function isValidRenderObject(ro: RenderObject): ro is Required Date: Wed, 5 Feb 2025 14:21:05 +0100 Subject: [PATCH 152/167] - spec includes type name - render object includes spec --- notebooks/scene3d_picking_test.py | 2 +- src/genstudio/js/scene3d/impl3d.tsx | 17 ++++++++++++++++- 2 files changed, 17 insertions(+), 2 deletions(-) diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index 7e3d4436..cb1a6454 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -268,5 +268,5 @@ scene_points & scene_beams | scene_cuboids & scene_ellipsoids | mixed_scene & scene_grid_cuboids -).display_as("html") +) # %% diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 4afb725c..a2b49c0c 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -202,6 +202,9 @@ export interface RenderObject { }; componentOffsets: ComponentOffset[]; // Add this field + + /** Reference to the primitive spec that created this render object */ + spec: PrimitiveSpec; } export interface RenderObjectCache { @@ -247,6 +250,11 @@ export interface SceneInnerProps { interface PrimitiveSpec { + /** + * The type/name of this primitive spec + */ + type: ComponentConfig['type']; + /** * Returns the number of instances in this component. */ @@ -385,6 +393,7 @@ function getIndicesAndMapping(count: number, sortedIndices?: Uint32Array): { } const pointCloudSpec: PrimitiveSpec = { + type: 'PointCloud', getCount(elem) { return elem.positions.length / 3; }, @@ -570,6 +579,7 @@ export interface EllipsoidComponentConfig extends BaseComponentConfig { } const ellipsoidSpec: PrimitiveSpec = { + type: 'Ellipsoid', getCount(elem) { return elem.centers.length / 3; }, @@ -740,6 +750,7 @@ export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { } const ellipsoidAxesSpec: PrimitiveSpec = { + type: 'EllipsoidAxes', getCount(elem) { // Each ellipsoid has 3 rings return (elem.centers.length / 3) * 3; @@ -923,6 +934,7 @@ export interface CuboidComponentConfig extends BaseComponentConfig { } const cuboidSpec: PrimitiveSpec = { + type: 'Cuboid', getCount(elem){ return elem.centers.length / 3; }, @@ -1104,6 +1116,7 @@ function countSegments(positions: Float32Array): number { } const lineBeamsSpec: PrimitiveSpec = { + type: 'LineBeams', getCount(elem) { return countSegments(elem.positions); }, @@ -2039,7 +2052,8 @@ export function SceneInner({ cachedRenderData: renderData, cachedPickingData: pickingData, lastRenderCount: count, - componentOffsets: componentOffsets + componentOffsets: componentOffsets, + spec: spec // Store reference to the spec }; // Store in cache @@ -2060,6 +2074,7 @@ export function SceneInner({ renderObject.componentIndex = info.indices[0]; renderObject.cachedRenderData = info.datas[0]; renderObject.componentOffsets = componentOffsets; + renderObject.spec = spec; // Update spec reference even when reusing object // Update picking data if needed if (renderObject.pickingDataStale) { From 2ad4b70bc895ca181b175922acb94a8e1085f9d6 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 14:50:28 +0100 Subject: [PATCH 153/167] correctly pick with multiple components per render object --- notebooks/scene3d_picking_test.py | 17 ++ src/genstudio/js/scene3d/impl3d.tsx | 237 +++++++++++++++++++--------- 2 files changed, 183 insertions(+), 71 deletions(-) diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index cb1a6454..14796d08 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -62,6 +62,22 @@ ), ], ) + + Ellipsoid( + centers=np.array([[-1, 0, 0], [-1, 1, 0], [-1, 0.5, 1]]), + colors=np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]]), + radius=[0.4, 0.4, 0.4], + alpha=0.5, + onHover=js( + "(i) => $state.update({hover_ellipsoid_2: typeof i === 'number' ? [i] : []})" + ), + decorations=[ + deco( + js("$state.hover_ellipsoid_2"), + color=[1, 1, 0], + scale=1.2, + ), + ], + ) + EllipsoidAxes( centers=np.array( [[1, 0, 0], [1, 1, 0], [1, 0.5, 1]] @@ -270,3 +286,4 @@ | mixed_scene & scene_grid_cuboids ) # %% +scene_ellipsoids diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index a2b49c0c..53539883 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -1900,23 +1900,15 @@ export function SceneInner({ // Initialize componentBaseId array and build ID mapping gpuRef.current.componentBaseId = new Array(components.length).fill(0); - // Track component offsets - const componentOffsets: ComponentOffset[] = []; - let currentStart = 0; + // Track global start index for all components + let globalStartIndex = 0; // Collect render data using helper const typeArrays = collectTypeData( components, (comp, spec) => { const count = spec.getCount(comp); - if (count > 0) { - componentOffsets.push({ - componentIdx: components.indexOf(comp), - start: currentStart, - count - }); - currentStart += count; - } + if (count === 0) return new Float32Array(0); // Try to reuse existing render object's array const existingRO = renderObjectCache.current[comp.type]; @@ -1943,12 +1935,17 @@ export function SceneInner({ let totalRenderSize = 0; let totalPickingSize = 0; typeArrays.forEach((info: TypeInfo, type: ComponentType) => { - totalRenderSize += info.totalSize; const spec = primitiveRegistry[type]; - if (spec) { - const count = info.counts[0]; - totalPickingSize += count * spec.getFloatsPerPicking() * 4; // 4 bytes per float - } + if (!spec) return; + + // Calculate total instance count for this type + const totalInstanceCount = info.counts.reduce((sum, count) => sum + count, 0); + + // Calculate total size needed for all instances of this type + const floatsPerInstance = spec.getFloatsPerInstance(); + const renderStride = Math.ceil(floatsPerInstance * 4); // 4 bytes per float + totalRenderSize += Math.ceil((totalInstanceCount * renderStride) / 16) * 16; // Align to 16 bytes + totalPickingSize += Math.ceil((totalInstanceCount * spec.getFloatsPerPicking() * 4) / 16) * 16; // Align to 16 bytes }); // Create or recreate dynamic buffers if needed @@ -1979,15 +1976,20 @@ export function SceneInner({ if (!spec) return; try { - const renderOffset = Math.ceil(dynamicBuffers.renderOffset / 4) * 4; - const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 4) * 4; - const count = info.counts[0]; + // Ensure 4-byte alignment for all offsets + const renderOffset = Math.ceil(dynamicBuffers.renderOffset / 16) * 16; // Use 16-byte alignment to be safe + const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 16) * 16; - // Write render data to buffer + // Calculate total size for this type's render and picking data + const renderStride = Math.ceil(info.datas[0].length / info.counts[0]) * 4; + const pickingStride = spec.getFloatsPerPicking() * 4; + + // Write render data to buffer with proper alignment info.datas.forEach((data: Float32Array, i: number) => { + const alignedOffset = renderOffset + Math.ceil(info.offsets[i] / 16) * 16; device.queue.writeBuffer( dynamicBuffers.renderBuffer, - renderOffset + info.offsets[i], + alignedOffset, data.buffer, data.byteOffset, data.byteLength @@ -2005,21 +2007,69 @@ export function SceneInner({ // Try to reuse existing render object let renderObject = renderObjectCache.current[type]; - // Find the starting offset for this component's instances - const componentOffset = componentOffsets.find(offset => offset.componentIdx === info.indices[0]); - const baseID = componentOffset ? componentOffset.start : 0; + // Build component offsets for this type's components + const typeComponentOffsets: ComponentOffset[] = []; + let typeStartIndex = globalStartIndex; + let totalInstanceCount = 0; // Track total instances across all components of this type + info.indices.forEach((componentIdx, i) => { + const componentCount = info.counts[i]; + typeComponentOffsets.push({ + componentIdx, + start: typeStartIndex, + count: componentCount + }); + typeStartIndex += componentCount; + totalInstanceCount += componentCount; // Add to total + }); + globalStartIndex = typeStartIndex; - if (!renderObject || renderObject.lastRenderCount !== count) { + if (!renderObject || renderObject.lastRenderCount !== totalInstanceCount) { // Create new render object if none found or count changed const geometryResource = getGeometryResource(resources, type); - const stride = Math.ceil(info.datas[0].length / count) * 4; - - // Create both render and picking arrays - const renderData = info.datas[0]; - const pickingData = new Float32Array(count * spec.getFloatsPerPicking()); - - // Build picking data with correct baseID - spec.buildPickingData(components[info.indices[0]], pickingData, baseID); + const renderStride = Math.ceil(info.datas[0].length / info.counts[0]) * 4; + const pickingStride = spec.getFloatsPerPicking() * 4; + + // Create combined render data array for all instances + const renderData = new Float32Array(totalInstanceCount * spec.getFloatsPerInstance()); + let renderDataOffset = 0; + info.datas.forEach((data, i) => { + const componentCount = info.counts[i]; + const floatsPerInstance = spec.getFloatsPerInstance(); + const componentRenderData = new Float32Array( + renderData.buffer, + renderDataOffset * Float32Array.BYTES_PER_ELEMENT, + componentCount * floatsPerInstance + ); + // Copy the component's render data + componentRenderData.set(data.subarray(0, componentCount * floatsPerInstance)); + renderDataOffset += componentCount * floatsPerInstance; + }); + + // Create picking array sized for all instances + const pickingData = new Float32Array(totalInstanceCount * spec.getFloatsPerPicking()); + + // Build picking data for each component + let pickingDataOffset = 0; + info.indices.forEach((componentIdx, i) => { + const componentCount = info.counts[i]; + const componentPickingData = new Float32Array( + pickingData.buffer, + pickingDataOffset * Float32Array.BYTES_PER_ELEMENT, + componentCount * spec.getFloatsPerPicking() + ); + const baseID = typeComponentOffsets[i].start; + spec.buildPickingData(components[componentIdx], componentPickingData, baseID); + pickingDataOffset += componentCount * spec.getFloatsPerPicking(); + }); + + // Write combined render data to buffer + device.queue.writeBuffer( + dynamicBuffers.renderBuffer, + renderOffset, + renderData.buffer, + renderData.byteOffset, + renderData.byteLength + ); renderObject = { pipeline, @@ -2029,31 +2079,31 @@ export function SceneInner({ { buffer: dynamicBuffers.renderBuffer, offset: renderOffset, - stride: stride + stride: renderStride } ], indexBuffer: geometryResource.ib, indexCount: geometryResource.indexCount, - instanceCount: info.totalCount, + instanceCount: totalInstanceCount, pickingVertexBuffers: [ geometryResource.vb, { buffer: dynamicBuffers.pickingBuffer, offset: pickingOffset, - stride: spec.getFloatsPerPicking() * 4 + stride: pickingStride } ], pickingIndexBuffer: geometryResource.ib, pickingIndexCount: geometryResource.indexCount, pickingVertexCount: geometryResource.vertexCount ?? 0, - pickingInstanceCount: info.totalCount, + pickingInstanceCount: totalInstanceCount, pickingDataStale: false, componentIndex: info.indices[0], cachedRenderData: renderData, cachedPickingData: pickingData, - lastRenderCount: count, - componentOffsets: componentOffsets, - spec: spec // Store reference to the spec + lastRenderCount: totalInstanceCount, + componentOffsets: typeComponentOffsets, + spec: spec }; // Store in cache @@ -2063,22 +2113,58 @@ export function SceneInner({ renderObject.vertexBuffers[1] = { buffer: dynamicBuffers.renderBuffer, offset: renderOffset, - stride: Math.ceil(info.datas[0].length / count) * 4 + stride: renderStride }; renderObject.pickingVertexBuffers[1] = { buffer: dynamicBuffers.pickingBuffer, offset: pickingOffset, - stride: spec.getFloatsPerPicking() * 4 + stride: pickingStride }; - renderObject.instanceCount = info.totalCount; + renderObject.instanceCount = totalInstanceCount; renderObject.componentIndex = info.indices[0]; - renderObject.cachedRenderData = info.datas[0]; - renderObject.componentOffsets = componentOffsets; - renderObject.spec = spec; // Update spec reference even when reusing object + + // Update render data for all components + let renderDataOffset = 0; + info.datas.forEach((data, i) => { + const componentCount = info.counts[i]; + const floatsPerInstance = spec.getFloatsPerInstance(); + const componentRenderData = new Float32Array( + renderObject.cachedRenderData.buffer, + renderDataOffset * Float32Array.BYTES_PER_ELEMENT, + componentCount * floatsPerInstance + ); + // Copy the component's render data + componentRenderData.set(data.subarray(0, componentCount * floatsPerInstance)); + renderDataOffset += componentCount * floatsPerInstance; + }); + + // Write updated render data to buffer + device.queue.writeBuffer( + dynamicBuffers.renderBuffer, + renderOffset, + renderObject.cachedRenderData.buffer, + renderObject.cachedRenderData.byteOffset, + renderObject.cachedRenderData.byteLength + ); + + renderObject.componentOffsets = typeComponentOffsets; + renderObject.spec = spec; // Update picking data if needed if (renderObject.pickingDataStale) { - spec.buildPickingData(components[info.indices[0]], renderObject.cachedPickingData, baseID); + // Build picking data for each component + let pickingDataOffset = 0; + info.indices.forEach((componentIdx, i) => { + const componentCount = info.counts[i]; + const componentPickingData = new Float32Array( + renderObject.cachedPickingData.buffer, + pickingDataOffset * Float32Array.BYTES_PER_ELEMENT, + componentCount * spec.getFloatsPerPicking() + ); + const baseID = typeComponentOffsets[i].start; + spec.buildPickingData(components[componentIdx], componentPickingData, baseID); + pickingDataOffset += componentCount * spec.getFloatsPerPicking(); + }); renderObject.pickingDataStale = false; } } @@ -2097,8 +2183,10 @@ export function SceneInner({ renderObject.transparencyInfo = getTransparencyInfo(component, spec); validRenderObjects.push(renderObject); - dynamicBuffers.renderOffset = renderOffset + info.totalSize; - dynamicBuffers.pickingOffset = pickingOffset + (count * spec.getFloatsPerPicking() * 4); + + // Update buffer offsets ensuring alignment + dynamicBuffers.renderOffset = renderOffset + Math.ceil(info.totalSize / 16) * 16; + dynamicBuffers.pickingOffset = pickingOffset + Math.ceil((totalInstanceCount * spec.getFloatsPerPicking() * 4) / 16) * 16; } catch (error) { console.error(`Error creating render object for type ${type}:`, error); @@ -2423,19 +2511,23 @@ function isValidRenderObject(ro: RenderObject): ro is Required= offset.start && combinedIndex < offset.start + offset.count) { - newHoverState = { - componentIdx: offset.componentIdx, - instanceIdx: combinedIndex - offset.start - }; - break; + for (const ro of gpuRef.current.renderObjects) { + // Skip if no component offsets + if (!ro?.componentOffsets) continue; + + // Check each component in this render object + for (const offset of ro.componentOffsets) { + if (combinedIndex >= offset.start && combinedIndex < offset.start + offset.count) { + newHoverState = { + componentIdx: offset.componentIdx, + instanceIdx: combinedIndex - offset.start + }; + break; + } } + if (newHoverState) break; // Found the matching component } // If hover state hasn't changed, do nothing @@ -2471,18 +2563,21 @@ function isValidRenderObject(ro: RenderObject): ro is Required= offset.start && combinedIndex < offset.start + offset.count) { - const componentIdx = offset.componentIdx; - const instanceIdx = combinedIndex - offset.start; - if (componentIdx >= 0 && componentIdx < components.length) { - components[componentIdx].onClick?.(instanceIdx); + // Find which component this instance belongs to by searching through all render objects + for (const ro of gpuRef.current.renderObjects) { + // Skip if no component offsets + if (!ro?.componentOffsets) continue; + + // Check each component in this render object + for (const offset of ro.componentOffsets) { + if (combinedIndex >= offset.start && combinedIndex < offset.start + offset.count) { + const componentIdx = offset.componentIdx; + const instanceIdx = combinedIndex - offset.start; + if (componentIdx >= 0 && componentIdx < components.length) { + components[componentIdx].onClick?.(instanceIdx); + } + return; // Found and handled the click } - break; } } } From 6eb5d2fb8ef816ecb6f6590d39e6c0c6addc0d65 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 15:40:41 +0100 Subject: [PATCH 154/167] lazy picking --- notebooks/scene3d_picking_test.py | 2 - src/genstudio/js/scene3d/impl3d.tsx | 143 ++++++++++++---------------- 2 files changed, 59 insertions(+), 86 deletions(-) diff --git a/notebooks/scene3d_picking_test.py b/notebooks/scene3d_picking_test.py index 14796d08..a0b2e99c 100644 --- a/notebooks/scene3d_picking_test.py +++ b/notebooks/scene3d_picking_test.py @@ -285,5 +285,3 @@ | scene_cuboids & scene_ellipsoids | mixed_scene & scene_grid_cuboids ) -# %% -scene_ellipsoids diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 53539883..c27d7689 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -199,6 +199,7 @@ export interface RenderObject { lastCameraPosition?: [number, number, number]; sortedIndices?: Uint32Array; distances?: Float32Array; + lastSortedFrame?: number; // Replace wasSorted with lastSortedFrame }; componentOffsets: ComponentOffset[]; // Add this field @@ -1532,6 +1533,45 @@ const primitiveRegistry: Record> = { * 8) Scene ******************************************************/ +const ensurePickingData = (device: GPUDevice, components: ComponentConfig[], renderObject: RenderObject) => { + if (!renderObject.pickingDataStale) return; + + const { spec, componentOffsets } = renderObject; + + if (!spec) return; + + // Get sorted indices if we have transparency + const sortedIndices = renderObject.transparencyInfo?.sortedIndices; + + // Build picking data for each component in this render object + let pickingDataOffset = 0; + const floatsPerInstance = spec.getFloatsPerPicking(); + + componentOffsets.forEach(offset => { + const componentCount = offset.count; + // Create a view into the existing picking data array + const componentPickingData = new Float32Array( + renderObject.cachedPickingData.buffer, + renderObject.cachedPickingData.byteOffset + pickingDataOffset * Float32Array.BYTES_PER_ELEMENT, + componentCount * floatsPerInstance + ); + spec.buildPickingData(components![offset.componentIdx], componentPickingData, offset.start, sortedIndices); + pickingDataOffset += componentCount * floatsPerInstance; + }); + + // Write picking data to buffer + const pickingInfo = renderObject.pickingVertexBuffers[1] as BufferInfo; + device.queue.writeBuffer( + pickingInfo.buffer, + pickingInfo.offset, + renderObject.cachedPickingData.buffer, + renderObject.cachedPickingData.byteOffset, + renderObject.cachedPickingData.byteLength + ); + + renderObject.pickingDataStale = false; +}; + export function SceneInner({ components, containerWidth, @@ -1562,6 +1602,7 @@ export function SceneInner({ dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; renderedComponents?: ComponentConfig[]; + frameCount?: number; } | null>(null); const [isReady, setIsReady] = useState(false); @@ -2048,20 +2089,6 @@ export function SceneInner({ // Create picking array sized for all instances const pickingData = new Float32Array(totalInstanceCount * spec.getFloatsPerPicking()); - // Build picking data for each component - let pickingDataOffset = 0; - info.indices.forEach((componentIdx, i) => { - const componentCount = info.counts[i]; - const componentPickingData = new Float32Array( - pickingData.buffer, - pickingDataOffset * Float32Array.BYTES_PER_ELEMENT, - componentCount * spec.getFloatsPerPicking() - ); - const baseID = typeComponentOffsets[i].start; - spec.buildPickingData(components[componentIdx], componentPickingData, baseID); - pickingDataOffset += componentCount * spec.getFloatsPerPicking(); - }); - // Write combined render data to buffer device.queue.writeBuffer( dynamicBuffers.renderBuffer, @@ -2097,7 +2124,7 @@ export function SceneInner({ pickingIndexCount: geometryResource.indexCount, pickingVertexCount: geometryResource.vertexCount ?? 0, pickingInstanceCount: totalInstanceCount, - pickingDataStale: false, + pickingDataStale: true, componentIndex: info.indices[0], cachedRenderData: renderData, cachedPickingData: pickingData, @@ -2150,23 +2177,6 @@ export function SceneInner({ renderObject.componentOffsets = typeComponentOffsets; renderObject.spec = spec; - // Update picking data if needed - if (renderObject.pickingDataStale) { - // Build picking data for each component - let pickingDataOffset = 0; - info.indices.forEach((componentIdx, i) => { - const componentCount = info.counts[i]; - const componentPickingData = new Float32Array( - renderObject.cachedPickingData.buffer, - pickingDataOffset * Float32Array.BYTES_PER_ELEMENT, - componentCount * spec.getFloatsPerPicking() - ); - const baseID = typeComponentOffsets[i].start; - spec.buildPickingData(components[componentIdx], componentPickingData, baseID); - pickingDataOffset += componentCount * spec.getFloatsPerPicking(); - }); - renderObject.pickingDataStale = false; - } } // Write picking data to buffer @@ -2219,13 +2229,17 @@ function isValidRenderObject(ro: RenderObject): ro is Required { + const renderFrame = useCallback(function renderFrameInner(camState: CameraState) { if(!gpuRef.current) return; const { device, context, uniformBuffer, uniformBindGroup, renderObjects, depthTexture } = gpuRef.current; + // Increment frame counter + gpuRef.current.frameCount = (gpuRef.current.frameCount || 0) + 1; + const currentFrame = gpuRef.current.frameCount; + // Update transparency sorting if needed const cameraPos: [number, number, number] = [ camState.position[0], @@ -2233,8 +2247,8 @@ function isValidRenderObject(ro: RenderObject): ro is Required { + // First pass: Sort all objects that need it + renderObjects.forEach(function sortAllObjects(ro) { if (!ro.transparencyInfo?.needsSort) return; // Check if camera has moved enough to require resorting @@ -2257,17 +2271,21 @@ function isValidRenderObject(ro: RenderObject): ro is Required canvas.removeEventListener('wheel', handleWheel); }, [handleCameraUpdate]); - // Move ensurePickingData inside component - const ensurePickingData = useCallback((renderObject: RenderObject, component: ComponentConfig) => { - if (!renderObject.pickingDataStale) return; - if (!gpuRef.current) return; - - const { device, bindGroupLayout, pipelineCache } = gpuRef.current; - const spec = primitiveRegistry[component.type]; - if (!spec) return; - - // Just use the stored indices - no need to recalculate! - const sortedIndices = renderObject.transparencyInfo?.sortedIndices; - - // Build picking data with same sorting as render - const baseID = gpuRef.current.componentBaseId[renderObject.componentIndex]; - spec.buildPickingData(component, renderObject.cachedPickingData, baseID, sortedIndices); - - // Write picking data to buffer - const pickingInfo = renderObject.pickingVertexBuffers[1] as BufferInfo; - device.queue.writeBuffer( - pickingInfo.buffer, - pickingInfo.offset, - renderObject.cachedPickingData.buffer, - renderObject.cachedPickingData.byteOffset, - renderObject.cachedPickingData.byteLength - ); - - renderObject.pickingDataStale = false; - }, []); return (
From c6daee812ece06d698d71481ab81bea5bad7b1eb Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 18:26:07 +0100 Subject: [PATCH 155/167] move getCenters to spec --- src/genstudio/js/scene3d/impl3d.tsx | 191 ++++++++++++++++------------ 1 file changed, 112 insertions(+), 79 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index c27d7689..7b66f568 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -191,16 +191,15 @@ export interface RenderObject { cachedPickingData: Float32Array; // Make non-optional since all components must have picking data lastRenderCount: number; // Make non-optional since we always need to track this - transparencyInfo?: { - needsSort: boolean; - centers: Float32Array; - stride: number; - offset: number; - lastCameraPosition?: [number, number, number]; - sortedIndices?: Uint32Array; - distances?: Float32Array; - lastSortedFrame?: number; // Replace wasSorted with lastSortedFrame - }; + // Flattened transparency properties + needsSort?: boolean; + centers?: Float32Array; + centerStride?: number; + centerOffset?: number; + lastCameraPosition?: [number, number, number]; + sortedIndices?: Uint32Array; + distances?: Float32Array; + lastSortedFrame?: number; componentOffsets: ComponentOffset[]; // Add this field @@ -271,6 +270,13 @@ interface PrimitiveSpec { */ getFloatsPerPicking(): number; + /** + * Returns the centers of all instances in this component. + * Used for transparency sorting and distance calculations. + * @returns Object containing centers array and stride, or undefined if not applicable + */ + getCenters(component: E): { centers: Float32Array, stride: number, offset: number } | undefined; + /** * Builds vertex buffer data for rendering. * Populates the provided Float32Array with interleaved vertex attributes. @@ -407,6 +413,14 @@ const pointCloudSpec: PrimitiveSpec = { return 5; // position(3) + size(1) + pickID(1) }, + getCenters(elem) { + return { + centers: elem.positions, + stride: 3, + offset: 0 + }; + }, + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.positions.length / 3; if(count === 0) return false; @@ -593,6 +607,14 @@ const ellipsoidSpec: PrimitiveSpec = { return 7; // position(3) + size(3) + pickID(1) }, + getCenters(elem) { + return { + centers: elem.centers, + stride: 3, + offset: 0 + }; + }, + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -765,6 +787,14 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return 7; // position(3) + size(3) + pickID(1) }, + getCenters(elem) { + return { + centers: elem.centers, + stride: 3, + offset: 0 + }; + }, + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -945,6 +975,13 @@ const cuboidSpec: PrimitiveSpec = { getFloatsPerPicking() { return 7; // position(3) + size(3) + pickID(1) }, + getCenters(elem) { + return { + centers: elem.centers, + stride: 3, + offset: 0 + }; + }, buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -1122,6 +1159,29 @@ const lineBeamsSpec: PrimitiveSpec = { return countSegments(elem.positions); }, + getCenters(elem) { + const segCount = this.getCount(elem); + const centers = new Float32Array(segCount * 3); + let segIndex = 0; + const pointCount = elem.positions.length / 4; + + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = elem.positions[p * 4 + 3]; + const iNext = elem.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; + + centers[segIndex*3+0] = (elem.positions[p*4+0] + elem.positions[(p+1)*4+0]) * 0.5; + centers[segIndex*3+1] = (elem.positions[p*4+1] + elem.positions[(p+1)*4+1]) * 0.5; + centers[segIndex*3+2] = (elem.positions[p*4+2] + elem.positions[(p+1)*4+2]) * 0.5; + segIndex++; + } + return { + centers, + stride: 3, + offset: 0 + } + }, + getFloatsPerInstance() { return 11; }, @@ -1139,9 +1199,9 @@ const lineBeamsSpec: PrimitiveSpec = { // First pass: build segment mapping const segmentMap = new Array(segCount); - let segIndex = 0; + let segIndex = 0; - const pointCount = elem.positions.length / 4; + const pointCount = elem.positions.length / 4; for(let p = 0; p < pointCount - 1; p++) { const iCurr = elem.positions[p * 4 + 3]; const iNext = elem.positions[(p+1) * 4 + 3]; @@ -1541,7 +1601,7 @@ const ensurePickingData = (device: GPUDevice, components: ComponentConfig[], ren if (!spec) return; // Get sorted indices if we have transparency - const sortedIndices = renderObject.transparencyInfo?.sortedIndices; + const sortedIndices = renderObject.sortedIndices; // Build picking data for each component in this render object let pickingDataOffset = 0; @@ -1871,60 +1931,7 @@ export function SceneInner({ } // Replace getTransparencyInfo function - function getTransparencyInfo(component: ComponentConfig, spec: PrimitiveSpec): RenderObject['transparencyInfo'] | undefined { - const count = spec.getCount(component); - if (count === 0) return undefined; - - const defaults = getBaseDefaults(component); - const { alphas } = getColumnarParams(component, count); - const needsSort = hasTransparency(alphas, defaults.alpha, component.decorations); - if (!needsSort) return undefined; - - // Extract centers based on component type - switch (component.type) { - case 'PointCloud': - return { - needsSort, - centers: component.positions, - stride: 3, - offset: 0 - }; - case 'Ellipsoid': - case 'Cuboid': - return { - needsSort, - centers: component.centers, - stride: 3, - offset: 0 - }; - case 'LineBeams': { - // Compute centers for line segments - const segCount = spec.getCount(component); - const centers = new Float32Array(segCount * 3); - let segIndex = 0; - const pointCount = component.positions.length / 4; - for(let p = 0; p < pointCount - 1; p++) { - const iCurr = component.positions[p * 4 + 3]; - const iNext = component.positions[(p+1) * 4 + 3]; - if(iCurr !== iNext) continue; - - centers[segIndex*3+0] = (component.positions[p*4+0] + component.positions[(p+1)*4+0]) * 0.5; - centers[segIndex*3+1] = (component.positions[p*4+1] + component.positions[(p+1)*4+1]) * 0.5; - centers[segIndex*3+2] = (component.positions[p*4+2] + component.positions[(p+1)*4+2]) * 0.5; - segIndex++; - } - return { - needsSort, - centers, - stride: 3, - offset: 0 - }; - } - default: - return undefined; - } - } // Update buildRenderObjects to include caching function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { @@ -2188,9 +2195,12 @@ export function SceneInner({ renderObject.cachedPickingData.byteLength ); - // Update transparency info + // Update transparency properties const component = components[info.indices[0]]; - renderObject.transparencyInfo = getTransparencyInfo(component, spec); + const transparencyProps = getTransparencyProperties(component, spec); + if (transparencyProps) { + Object.assign(renderObject, transparencyProps); + } validRenderObjects.push(renderObject); @@ -2249,10 +2259,10 @@ function isValidRenderObject(ro: RenderObject): ro is Required d.alpha !== undefined && d.alpha !== 1.0 && d.indexes?.length > 0) ?? false); } + +// Simplify getTransparencyProperties using getCenters +function getTransparencyProperties(component: ComponentConfig, spec: PrimitiveSpec): Pick | undefined { + const count = spec.getCount(component); + if (count === 0) return undefined; + + const defaults = getBaseDefaults(component); + const { alphas } = getColumnarParams(component, count); + const needsSort = hasTransparency(alphas, defaults.alpha, component.decorations); + if (!needsSort) return undefined; + + const centerInfo = spec.getCenters(component); + if (!centerInfo) return undefined; + + return { + needsSort, + centers: centerInfo.centers, + centerStride: centerInfo.stride, + centerOffset: centerInfo.offset + }; +} From 7ad526a9e3e6bb62bf43bcbd9ed5718d78780f4d Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 18:51:06 +0100 Subject: [PATCH 156/167] fix sorting --- notebooks/scene3d_heart.py | 6 ++++-- src/genstudio/js/scene3d/impl3d.tsx | 2 +- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/notebooks/scene3d_heart.py b/notebooks/scene3d_heart.py index 7d7f51da..b10ae53b 100644 --- a/notebooks/scene3d_heart.py +++ b/notebooks/scene3d_heart.py @@ -160,8 +160,10 @@ ] | Scene3D.PointCloud( # Use pre-generated frames based on animation state - positions=js("$state.frames[$state.frame % 30].slice(0, $state.num_particles)"), - colors=js("$state.colors.slice(0, $state.num_particles)"), + positions=js( + "$state.frames[$state.frame % 30].slice(0, $state.num_particles*3)" + ), + colors=js("$state.colors.slice(0, $state.num_particles* 3 )"), size=js("$state.point_size"), alpha=js("$state.alpha"), ) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 7b66f568..1cb43ad3 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -2290,7 +2290,7 @@ function isValidRenderObject(ro: RenderObject): ro is Required Date: Wed, 5 Feb 2025 20:23:30 +0100 Subject: [PATCH 157/167] organize buildRenderObjects --- src/genstudio/js/scene3d/impl3d.tsx | 428 +++++++++++++--------------- 1 file changed, 201 insertions(+), 227 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 1cb43ad3..beaf887f 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -196,7 +196,6 @@ export interface RenderObject { centers?: Float32Array; centerStride?: number; centerOffset?: number; - lastCameraPosition?: [number, number, number]; sortedIndices?: Uint32Array; distances?: Float32Array; lastSortedFrame?: number; @@ -1632,6 +1631,143 @@ const ensurePickingData = (device: GPUDevice, components: ComponentConfig[], ren renderObject.pickingDataStale = false; }; +function computeUniforms(containerWidth: number, containerHeight: number, camState: CameraState): { + aspect: number, + view: glMatrix.mat4, + proj: glMatrix.mat4, + mvp: glMatrix.mat4, + forward: glMatrix.vec3, + right: glMatrix.vec3, + camUp: glMatrix.vec3, + lightDir: glMatrix.vec3 +} { + // Update camera uniforms + const aspect = containerWidth / containerHeight; + const view = glMatrix.mat4.lookAt( + glMatrix.mat4.create(), + camState.position, + camState.target, + camState.up + ); + + const proj = glMatrix.mat4.perspective( + glMatrix.mat4.create(), + glMatrix.glMatrix.toRadian(camState.fov), + aspect, + camState.near, + camState.far + ); + + // Compute MVP matrix + const mvp = glMatrix.mat4.multiply( + glMatrix.mat4.create(), + proj, + view + ); + + // Compute camera vectors for lighting + const forward = glMatrix.vec3.sub(glMatrix.vec3.create(), camState.target, camState.position); + const right = glMatrix.vec3.cross(glMatrix.vec3.create(), forward, camState.up); + glMatrix.vec3.normalize(right, right); + + const camUp = glMatrix.vec3.cross(glMatrix.vec3.create(), right, forward); + glMatrix.vec3.normalize(camUp, camUp); + glMatrix.vec3.normalize(forward, forward); + + // Compute light direction in camera space + const lightDir = glMatrix.vec3.create(); + glMatrix.vec3.scaleAndAdd(lightDir, lightDir, right, LIGHTING.DIRECTION.RIGHT); + glMatrix.vec3.scaleAndAdd(lightDir, lightDir, camUp, LIGHTING.DIRECTION.UP); + glMatrix.vec3.scaleAndAdd(lightDir, lightDir, forward, LIGHTING.DIRECTION.FORWARD); + glMatrix.vec3.normalize(lightDir, lightDir); + + return {aspect, view, proj, mvp, forward, right, camUp, lightDir} +} + +function renderPass({ + device, + context, + depthTexture, + renderObjects, + uniformBindGroup +}: { + device: GPUDevice; + context: GPUCanvasContext; + depthTexture: GPUTexture | null; + renderObjects: RenderObject[]; + uniformBindGroup: GPUBindGroup; +}) { + + function isValidRenderObject(ro: RenderObject): ro is Required> & { + vertexBuffers: [GPUBuffer, BufferInfo]; +} & RenderObject { + return ( + ro.pipeline !== undefined && + Array.isArray(ro.vertexBuffers) && + ro.vertexBuffers.length === 2 && + ro.vertexBuffers[0] !== undefined && + ro.vertexBuffers[1] !== undefined && + 'buffer' in ro.vertexBuffers[1] && + 'offset' in ro.vertexBuffers[1] && + (ro.indexBuffer !== undefined || ro.vertexCount !== undefined) && + typeof ro.instanceCount === 'number' && + ro.instanceCount > 0 + ); +} + + // Begin render pass + const cmd = device.createCommandEncoder(); + const pass = cmd.beginRenderPass({ + colorAttachments: [{ + view: context.getCurrentTexture().createView(), + clearValue: { r: 0, g: 0, b: 0, a: 1 }, + loadOp: 'clear', + storeOp: 'store' + }], + depthStencilAttachment: depthTexture ? { + view: depthTexture.createView(), + depthClearValue: 1.0, + depthLoadOp: 'clear', + depthStoreOp: 'store' + } : undefined + }); + + // Draw each object + for(const ro of renderObjects) { + if (!isValidRenderObject(ro)) { + continue; + } + + pass.setPipeline(ro.pipeline); + pass.setBindGroup(0, uniformBindGroup); + pass.setVertexBuffer(0, ro.vertexBuffers[0]); + const instanceInfo = ro.vertexBuffers[1]; + pass.setVertexBuffer(1, instanceInfo.buffer, instanceInfo.offset); + if(ro.indexBuffer) { + pass.setIndexBuffer(ro.indexBuffer, 'uint16'); + pass.drawIndexed(ro.indexCount ?? 0, ro.instanceCount ?? 1); + } else { + pass.draw(ro.vertexCount ?? 0, ro.instanceCount ?? 1); + } + } + + pass.end(); + device.queue.submit([cmd.finish()]); + + +} + +function computeUniformData(containerWidth: number, containerHeight: number, camState: CameraState): Float32Array { + const {mvp, right, camUp, lightDir} = computeUniforms(containerWidth, containerHeight, camState) + return new Float32Array([ + ...Array.from(mvp), + right[0], right[1], right[2], 0, // pad to vec4 + camUp[0], camUp[1], camUp[2], 0, // pad to vec4 + lightDir[0], lightDir[1], lightDir[2], 0, // pad to vec4 + camState.position[0], camState.position[1], camState.position[2], 0 // Add camera position + ]); +} + export function SceneInner({ components, containerWidth, @@ -1655,9 +1791,9 @@ export function SceneInner({ pickTexture: GPUTexture | null; pickDepthTexture: GPUTexture | null; readbackBuffer: GPUBuffer; + lastCameraPosition?: glMatrix.vec3; renderObjects: RenderObject[]; - componentBaseId: number[]; pipelineCache: Map; dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; @@ -1760,7 +1896,6 @@ export function SceneInner({ pickDepthTexture: null, readbackBuffer, renderObjects: [], - componentBaseId: [], pipelineCache: new Map(), dynamicBuffers: null, resources: { @@ -1800,7 +1935,7 @@ export function SceneInner({ usage: GPUTextureUsage.RENDER_ATTACHMENT }); gpuRef.current.depthTexture = dt; -}, []); + }, []); const createOrUpdatePickTextures = useCallback(() => { if(!gpuRef.current || !canvasRef.current) return; @@ -1831,22 +1966,6 @@ export function SceneInner({ /****************************************************** * C) Building the RenderObjects (no if/else) ******************************************************/ - // Move ID mapping logic to a separate function - function buildComponentIdMapping(components: ComponentConfig[]) { - if (!gpuRef.current) return; - - // We only need componentBaseId for offset calculations now - components.forEach((elem, componentIdx) => { - const spec = primitiveRegistry[elem.type]; - if (!spec) { - gpuRef.current!.componentBaseId[componentIdx] = 0; - return; - } - - // Store the base ID for this component - gpuRef.current!.componentBaseId[componentIdx] = componentIdx; - }); - } // Add this type definition at the top of the file type ComponentType = ComponentConfig['type']; @@ -1908,31 +2027,6 @@ export function SceneInner({ return typeArrays; } - // Create dynamic buffers helper - function createDynamicBuffers(device: GPUDevice, renderSize: number, pickingSize: number) { - const renderBuffer = device.createBuffer({ - size: renderSize, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - mappedAtCreation: false - }); - - const pickingBuffer = device.createBuffer({ - size: pickingSize, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, - mappedAtCreation: false - }); - - return { - renderBuffer, - pickingBuffer, - renderOffset: 0, - pickingOffset: 0 - }; - } - - // Replace getTransparencyInfo function - - // Update buildRenderObjects to include caching function buildRenderObjects(components: ComponentConfig[]): RenderObject[] { if(!gpuRef.current) return []; @@ -1945,9 +2039,6 @@ export function SceneInner({ } }); - // Initialize componentBaseId array and build ID mapping - gpuRef.current.componentBaseId = new Array(components.length).fill(0); - // Track global start index for all components let globalStartIndex = 0; @@ -2000,15 +2091,28 @@ export function SceneInner({ if (!gpuRef.current.dynamicBuffers || gpuRef.current.dynamicBuffers.renderBuffer.size < totalRenderSize || gpuRef.current.dynamicBuffers.pickingBuffer.size < totalPickingSize) { - if (gpuRef.current.dynamicBuffers) { - gpuRef.current.dynamicBuffers.renderBuffer.destroy(); - gpuRef.current.dynamicBuffers.pickingBuffer.destroy(); - } - gpuRef.current.dynamicBuffers = createDynamicBuffers( - device, - totalRenderSize, - totalPickingSize - ); + + gpuRef.current.dynamicBuffers?.renderBuffer.destroy(); + gpuRef.current.dynamicBuffers?.pickingBuffer.destroy(); + + const renderBuffer = device.createBuffer({ + size: totalRenderSize, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + mappedAtCreation: false + }); + + const pickingBuffer = device.createBuffer({ + size: totalPickingSize, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, + mappedAtCreation: false + }); + + gpuRef.current.dynamicBuffers = { + renderBuffer, + pickingBuffer, + renderOffset: 0, + pickingOffset: 0 + }; } const dynamicBuffers = gpuRef.current.dynamicBuffers!; @@ -2096,15 +2200,6 @@ export function SceneInner({ // Create picking array sized for all instances const pickingData = new Float32Array(totalInstanceCount * spec.getFloatsPerPicking()); - // Write combined render data to buffer - device.queue.writeBuffer( - dynamicBuffers.renderBuffer, - renderOffset, - renderData.buffer, - renderData.byteOffset, - renderData.byteLength - ); - renderObject = { pipeline, pickingPipeline, @@ -2172,29 +2267,11 @@ export function SceneInner({ renderDataOffset += componentCount * floatsPerInstance; }); - // Write updated render data to buffer - device.queue.writeBuffer( - dynamicBuffers.renderBuffer, - renderOffset, - renderObject.cachedRenderData.buffer, - renderObject.cachedRenderData.byteOffset, - renderObject.cachedRenderData.byteLength - ); - renderObject.componentOffsets = typeComponentOffsets; renderObject.spec = spec; } - // Write picking data to buffer - device.queue.writeBuffer( - dynamicBuffers.pickingBuffer, - pickingOffset, - renderObject.cachedPickingData.buffer, - renderObject.cachedPickingData.byteOffset, - renderObject.cachedPickingData.byteLength - ); - // Update transparency properties const component = components[info.indices[0]]; const transparencyProps = getTransparencyProperties(component, spec); @@ -2220,56 +2297,45 @@ export function SceneInner({ * D) Render pass (single call, no loop) ******************************************************/ - // Add validation helper -function isValidRenderObject(ro: RenderObject): ro is Required> & { - vertexBuffers: [GPUBuffer, BufferInfo]; -} & RenderObject { - return ( - ro.pipeline !== undefined && - Array.isArray(ro.vertexBuffers) && - ro.vertexBuffers.length === 2 && - ro.vertexBuffers[0] !== undefined && - ro.vertexBuffers[1] !== undefined && - 'buffer' in ro.vertexBuffers[1] && - 'offset' in ro.vertexBuffers[1] && - (ro.indexBuffer !== undefined || ro.vertexCount !== undefined) && - typeof ro.instanceCount === 'number' && - ro.instanceCount > 0 - ); -} // Update renderFrame to handle transparency sorting - const renderFrame = useCallback(function renderFrameInner(camState: CameraState) { + const renderFrame = useCallback(function renderFrameInner(camState: CameraState, components?: ComponentConfig[]) { if(!gpuRef.current) return; + + components = components || gpuRef.current.renderedComponents + + const componentsChanged = gpuRef.current.renderedComponents !== components; + + + if (componentsChanged) { + gpuRef.current.renderObjects = buildRenderObjects(components!); + gpuRef.current.renderedComponents = components; + } + const { device, context, uniformBuffer, uniformBindGroup, renderObjects, depthTexture } = gpuRef.current; + let cameraMoved = false; + const lastPos = gpuRef.current.lastCameraPosition; + if (lastPos) { + const dx = camState.position[0] - lastPos[0]; + const dy = camState.position[1] - lastPos[1]; + const dz = camState.position[2] - lastPos[2]; + const moveDistSq = dx*dx + dy*dy + dz*dz; + cameraMoved = moveDistSq > 0.0001 + } + gpuRef.current.lastCameraPosition = camState.position; + // Increment frame counter gpuRef.current.frameCount = (gpuRef.current.frameCount || 0) + 1; const currentFrame = gpuRef.current.frameCount; - // Update transparency sorting if needed - const cameraPos: [number, number, number] = [ - camState.position[0], - camState.position[1], - camState.position[2] - ]; - // First pass: Sort all objects that need it renderObjects.forEach(function sortAllObjects(ro) { if (!ro.needsSort) return; - - // Check if camera has moved enough to require resorting - const lastPos = ro.lastCameraPosition; - if (lastPos) { - const dx = cameraPos[0] - lastPos[0]; - const dy = cameraPos[1] - lastPos[1]; - const dz = cameraPos[2] - lastPos[2]; - const moveDistSq = dx*dx + dy*dy + dz*dz; - if (moveDistSq < 0.0001) return; // Skip if camera hasn't moved much - } + if (!componentsChanged && !cameraMoved) return; // Get or create sorted indices array const count = ro.lastRenderCount; @@ -2278,21 +2344,11 @@ function isValidRenderObject(ro: RenderObject): ro is Required { if (isReady && gpuRef.current) { - if (gpuRef.current.renderedComponents !== components) { - gpuRef.current.renderObjects = buildRenderObjects(components); - gpuRef.current.renderedComponents = components; - } - renderFrame(activeCamera); + renderFrame(activeCamera, components); } }, [isReady, components, activeCamera]); @@ -2808,7 +2775,7 @@ function isValidRenderObject(ro: RenderObject): ro is Required d.alpha !== undefined && d.alpha !== 1.0 && d.indexes?.length > 0) ?? false); } +function componentHasAlpha(component: ComponentConfig) { + return ( + (component.alphas && component.alphas?.length > 0) + || (component.alpha && component.alpha !== 1.0) + || component.decorations?.some(d => (d.alpha !== undefined && d.alpha !== 1.0 && d.indexes?.length > 0)) + ) +} + // Simplify getTransparencyProperties using getCenters function getTransparencyProperties(component: ComponentConfig, spec: PrimitiveSpec): Pick | undefined { const count = spec.getCount(component); @@ -2845,7 +2820,6 @@ function getTransparencyProperties(component: ComponentConfig, spec: PrimitiveSp const centerInfo = spec.getCenters(component); if (!centerInfo) return undefined; - return { needsSort, centers: centerInfo.centers, From ee7087a8b8a278fa53c99b44add91c0546949834 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 20:34:29 +0100 Subject: [PATCH 158/167] simplify getCenters, transparency props --- src/genstudio/js/scene3d/impl3d.tsx | 67 ++++++----------------------- 1 file changed, 13 insertions(+), 54 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index beaf887f..f4631e69 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -194,8 +194,6 @@ export interface RenderObject { // Flattened transparency properties needsSort?: boolean; centers?: Float32Array; - centerStride?: number; - centerOffset?: number; sortedIndices?: Uint32Array; distances?: Float32Array; lastSortedFrame?: number; @@ -274,7 +272,7 @@ interface PrimitiveSpec { * Used for transparency sorting and distance calculations. * @returns Object containing centers array and stride, or undefined if not applicable */ - getCenters(component: E): { centers: Float32Array, stride: number, offset: number } | undefined; + getCenters(component: E): Float32Array; /** * Builds vertex buffer data for rendering. @@ -413,11 +411,7 @@ const pointCloudSpec: PrimitiveSpec = { }, getCenters(elem) { - return { - centers: elem.positions, - stride: 3, - offset: 0 - }; + return elem.positions; }, buildRenderData(elem, target, sortedIndices?: Uint32Array) { @@ -606,13 +600,7 @@ const ellipsoidSpec: PrimitiveSpec = { return 7; // position(3) + size(3) + pickID(1) }, - getCenters(elem) { - return { - centers: elem.centers, - stride: 3, - offset: 0 - }; - }, + getCenters(elem) {return elem.centers;}, buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; @@ -786,13 +774,7 @@ const ellipsoidAxesSpec: PrimitiveSpec = { return 7; // position(3) + size(3) + pickID(1) }, - getCenters(elem) { - return { - centers: elem.centers, - stride: 3, - offset: 0 - }; - }, + getCenters(elem) {return elem.centers}, buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; @@ -974,13 +956,8 @@ const cuboidSpec: PrimitiveSpec = { getFloatsPerPicking() { return 7; // position(3) + size(3) + pickID(1) }, - getCenters(elem) { - return { - centers: elem.centers, - stride: 3, - offset: 0 - }; - }, + getCenters(elem) { return elem.centers}, + buildRenderData(elem, target, sortedIndices?: Uint32Array) { const count = elem.centers.length / 3; if(count === 0) return false; @@ -1174,11 +1151,7 @@ const lineBeamsSpec: PrimitiveSpec = { centers[segIndex*3+2] = (elem.positions[p*4+2] + elem.positions[(p+1)*4+2]) * 0.5; segIndex++; } - return { - centers, - stride: 3, - offset: 0 - } + return centers }, getFloatsPerInstance() { @@ -1798,7 +1771,6 @@ export function SceneInner({ dynamicBuffers: DynamicBuffers | null; resources: GeometryResources; renderedComponents?: ComponentConfig[]; - frameCount?: number; } | null>(null); const [isReady, setIsReady] = useState(false); @@ -2328,10 +2300,6 @@ export function SceneInner({ } gpuRef.current.lastCameraPosition = camState.position; - // Increment frame counter - gpuRef.current.frameCount = (gpuRef.current.frameCount || 0) + 1; - const currentFrame = gpuRef.current.frameCount; - // First pass: Sort all objects that need it renderObjects.forEach(function sortAllObjects(ro) { if (!ro.needsSort) return; @@ -2344,7 +2312,7 @@ export function SceneInner({ ro.distances = new Float32Array(count); } - if (ro.centers && ro.centerStride !== undefined) { + if (ro.centers) { getSortedIndices(camState.position, ro.centers, ro.sortedIndices, ro.distances!); } @@ -2808,22 +2776,13 @@ function componentHasAlpha(component: ComponentConfig) { ) } -// Simplify getTransparencyProperties using getCenters -function getTransparencyProperties(component: ComponentConfig, spec: PrimitiveSpec): Pick | undefined { + +function getTransparencyProperties(component: ComponentConfig, spec: PrimitiveSpec): Pick | undefined { const count = spec.getCount(component); if (count === 0) return undefined; - - const defaults = getBaseDefaults(component); - const { alphas } = getColumnarParams(component, count); - const needsSort = hasTransparency(alphas, defaults.alpha, component.decorations); - if (!needsSort) return undefined; - - const centerInfo = spec.getCenters(component); - if (!centerInfo) return undefined; + if (!componentHasAlpha(component)) return undefined; return { - needsSort, - centers: centerInfo.centers, - centerStride: centerInfo.stride, - centerOffset: centerInfo.offset + needsSort: true, + centers: spec.getCenters(component) }; } From 0fbf9de668305fff0e3b6ab47f7f9ccb7d951ce3 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 20:56:43 +0100 Subject: [PATCH 159/167] align16, transparency simplification --- src/genstudio/js/scene3d/impl3d.tsx | 69 ++++++++++------------------- 1 file changed, 24 insertions(+), 45 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index f4631e69..5b0193cd 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -54,6 +54,15 @@ import { RING_PICKING_INSTANCE_LAYOUT } from './shaders'; +/** + * Aligns a size or offset to 16 bytes, which is a common requirement for WebGPU buffers. + * @param value The value to align + * @returns The value aligned to the next 16-byte boundary + */ +function align16(value: number): number { + return Math.ceil(value / 16) * 16; +} + interface ComponentOffset { componentIdx: number; // The index of the component in your overall component list. start: number; // The first instance index in the combined buffer for this component. @@ -191,12 +200,9 @@ export interface RenderObject { cachedPickingData: Float32Array; // Make non-optional since all components must have picking data lastRenderCount: number; // Make non-optional since we always need to track this - // Flattened transparency properties - needsSort?: boolean; - centers?: Float32Array; + // Temporary sorting state sortedIndices?: Uint32Array; distances?: Float32Array; - lastSortedFrame?: number; componentOffsets: ComponentOffset[]; // Add this field @@ -2055,8 +2061,8 @@ export function SceneInner({ // Calculate total size needed for all instances of this type const floatsPerInstance = spec.getFloatsPerInstance(); const renderStride = Math.ceil(floatsPerInstance * 4); // 4 bytes per float - totalRenderSize += Math.ceil((totalInstanceCount * renderStride) / 16) * 16; // Align to 16 bytes - totalPickingSize += Math.ceil((totalInstanceCount * spec.getFloatsPerPicking() * 4) / 16) * 16; // Align to 16 bytes + totalRenderSize += align16(totalInstanceCount * renderStride); + totalPickingSize += align16(totalInstanceCount * spec.getFloatsPerPicking() * 4); }); // Create or recreate dynamic buffers if needed @@ -2101,8 +2107,8 @@ export function SceneInner({ try { // Ensure 4-byte alignment for all offsets - const renderOffset = Math.ceil(dynamicBuffers.renderOffset / 16) * 16; // Use 16-byte alignment to be safe - const pickingOffset = Math.ceil(dynamicBuffers.pickingOffset / 16) * 16; + const renderOffset = align16(dynamicBuffers.renderOffset); + const pickingOffset = align16(dynamicBuffers.pickingOffset); // Calculate total size for this type's render and picking data const renderStride = Math.ceil(info.datas[0].length / info.counts[0]) * 4; @@ -2110,7 +2116,7 @@ export function SceneInner({ // Write render data to buffer with proper alignment info.datas.forEach((data: Float32Array, i: number) => { - const alignedOffset = renderOffset + Math.ceil(info.offsets[i] / 16) * 16; + const alignedOffset = renderOffset + align16(info.offsets[i]); device.queue.writeBuffer( dynamicBuffers.renderBuffer, alignedOffset, @@ -2244,18 +2250,11 @@ export function SceneInner({ } - // Update transparency properties - const component = components[info.indices[0]]; - const transparencyProps = getTransparencyProperties(component, spec); - if (transparencyProps) { - Object.assign(renderObject, transparencyProps); - } - validRenderObjects.push(renderObject); // Update buffer offsets ensuring alignment - dynamicBuffers.renderOffset = renderOffset + Math.ceil(info.totalSize / 16) * 16; - dynamicBuffers.pickingOffset = pickingOffset + Math.ceil((totalInstanceCount * spec.getFloatsPerPicking() * 4) / 16) * 16; + dynamicBuffers.renderOffset = renderOffset + align16(info.totalSize); + dynamicBuffers.pickingOffset = pickingOffset + align16(totalInstanceCount * spec.getFloatsPerPicking() * 4); } catch (error) { console.error(`Error creating render object for type ${type}:`, error); @@ -2278,7 +2277,6 @@ export function SceneInner({ const componentsChanged = gpuRef.current.renderedComponents !== components; - if (componentsChanged) { gpuRef.current.renderObjects = buildRenderObjects(components!); gpuRef.current.renderedComponents = components; @@ -2300,11 +2298,15 @@ export function SceneInner({ } gpuRef.current.lastCameraPosition = camState.position; - // First pass: Sort all objects that need it + // First pass: Sort all objects that need transparency sorting renderObjects.forEach(function sortAllObjects(ro) { - if (!ro.needsSort) return; + const component = components![ro.componentIndex]; + if (!componentHasAlpha(component)) return; if (!componentsChanged && !cameraMoved) return; + const spec = ro.spec; + const centers = spec.getCenters(component); + // Get or create sorted indices array const count = ro.lastRenderCount; if (!ro.sortedIndices || ro.sortedIndices.length !== count) { @@ -2312,13 +2314,7 @@ export function SceneInner({ ro.distances = new Float32Array(count); } - if (ro.centers) { - getSortedIndices(camState.position, ro.centers, ro.sortedIndices, ro.distances!); - } - - const component = components![ro.componentIndex]; - const spec = primitiveRegistry[component.type]; - if (!spec || !gpuRef.current) return; + getSortedIndices(camState.position, centers, ro.sortedIndices, ro.distances!); // Rebuild render data with new sorting spec.buildRenderData(component, ro.cachedRenderData, ro.sortedIndices); @@ -2762,12 +2758,6 @@ function getSortedIndices(cameraPos: glMatrix.vec3, centers: Float32Array, targe target.sort((a, b) => distances[b] - distances[a]); } -function hasTransparency(alphas: Float32Array | null, defaultAlpha: number, decorations?: Decoration[]): boolean { - return alphas !== null || - defaultAlpha !== 1.0 || - (decorations?.some(d => d.alpha !== undefined && d.alpha !== 1.0 && d.indexes?.length > 0) ?? false); -} - function componentHasAlpha(component: ComponentConfig) { return ( (component.alphas && component.alphas?.length > 0) @@ -2775,14 +2765,3 @@ function componentHasAlpha(component: ComponentConfig) { || component.decorations?.some(d => (d.alpha !== undefined && d.alpha !== 1.0 && d.indexes?.length > 0)) ) } - - -function getTransparencyProperties(component: ComponentConfig, spec: PrimitiveSpec): Pick | undefined { - const count = spec.getCount(component); - if (count === 0) return undefined; - if (!componentHasAlpha(component)) return undefined; - return { - needsSort: true, - centers: spec.getCenters(component) - }; -} From b7db0b2e5814137b716b5d8efc8d2709ae16c0b7 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 21:26:59 +0100 Subject: [PATCH 160/167] simplify typeArray loops --- src/genstudio/js/scene3d/impl3d.tsx | 152 +++++++++++----------------- 1 file changed, 59 insertions(+), 93 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 5b0193cd..37328045 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -148,18 +148,6 @@ function getBaseDefaults(config: Partial): Required= count * 3; const hasValidAlphas = elem.alphas instanceof Float32Array && elem.alphas.length >= count; const hasValidScales = elem.scales instanceof Float32Array && elem.scales.length >= count; @@ -2110,7 +2098,7 @@ export function SceneInner({ const renderOffset = align16(dynamicBuffers.renderOffset); const pickingOffset = align16(dynamicBuffers.pickingOffset); - // Calculate total size for this type's render and picking data + // Calculate strides const renderStride = Math.ceil(info.datas[0].length / info.counts[0]) * 4; const pickingStride = spec.getFloatsPerPicking() * 4; @@ -2134,13 +2122,10 @@ export function SceneInner({ const pickingPipeline = spec.getPickingPipeline(device, bindGroupLayout, pipelineCache); if (!pickingPipeline) return; - // Try to reuse existing render object - let renderObject = renderObjectCache.current[type]; - // Build component offsets for this type's components const typeComponentOffsets: ComponentOffset[] = []; let typeStartIndex = globalStartIndex; - let totalInstanceCount = 0; // Track total instances across all components of this type + let totalInstanceCount = 0; info.indices.forEach((componentIdx, i) => { const componentCount = info.counts[i]; typeComponentOffsets.push({ @@ -2149,56 +2134,68 @@ export function SceneInner({ count: componentCount }); typeStartIndex += componentCount; - totalInstanceCount += componentCount; // Add to total + totalInstanceCount += componentCount; }); globalStartIndex = typeStartIndex; - if (!renderObject || renderObject.lastRenderCount !== totalInstanceCount) { - // Create new render object if none found or count changed - const geometryResource = getGeometryResource(resources, type); - const renderStride = Math.ceil(info.datas[0].length / info.counts[0]) * 4; - const pickingStride = spec.getFloatsPerPicking() * 4; - - // Create combined render data array for all instances - const renderData = new Float32Array(totalInstanceCount * spec.getFloatsPerInstance()); - let renderDataOffset = 0; - info.datas.forEach((data, i) => { - const componentCount = info.counts[i]; - const floatsPerInstance = spec.getFloatsPerInstance(); - const componentRenderData = new Float32Array( - renderData.buffer, - renderDataOffset * Float32Array.BYTES_PER_ELEMENT, - componentCount * floatsPerInstance - ); - // Copy the component's render data - componentRenderData.set(data.subarray(0, componentCount * floatsPerInstance)); - renderDataOffset += componentCount * floatsPerInstance; - }); + // Try to get existing render object + let renderObject = renderObjectCache.current[type]; + const needNewRenderObject = !renderObject || renderObject.lastRenderCount !== totalInstanceCount; - // Create picking array sized for all instances - const pickingData = new Float32Array(totalInstanceCount * spec.getFloatsPerPicking()); + // Create or update buffer info + const bufferInfo = { + buffer: dynamicBuffers.renderBuffer, + offset: renderOffset, + stride: renderStride + }; + const pickingBufferInfo = { + buffer: dynamicBuffers.pickingBuffer, + offset: pickingOffset, + stride: pickingStride + }; + + // Create or reuse render data arrays + let renderData: Float32Array; + let pickingData: Float32Array; + + if (needNewRenderObject) { + renderData = new Float32Array(totalInstanceCount * spec.getFloatsPerInstance()); + pickingData = new Float32Array(totalInstanceCount * spec.getFloatsPerPicking()); + } else { + renderData = renderObject.cachedRenderData; + pickingData = renderObject.cachedPickingData; + } + + // Copy component data into combined render data array + let renderDataOffset = 0; + info.datas.forEach((data, i) => { + const componentCount = info.counts[i]; + const floatsPerInstance = spec.getFloatsPerInstance(); + const componentRenderData = new Float32Array( + renderData.buffer, + renderDataOffset * Float32Array.BYTES_PER_ELEMENT, + componentCount * floatsPerInstance + ); + componentRenderData.set(data.subarray(0, componentCount * floatsPerInstance)); + renderDataOffset += componentCount * floatsPerInstance; + }); + if (needNewRenderObject) { + // Create new render object with all the required resources + const geometryResource = getGeometryResource(resources, type); renderObject = { pipeline, pickingPipeline, vertexBuffers: [ geometryResource.vb, - { - buffer: dynamicBuffers.renderBuffer, - offset: renderOffset, - stride: renderStride - } + bufferInfo ], indexBuffer: geometryResource.ib, indexCount: geometryResource.indexCount, instanceCount: totalInstanceCount, pickingVertexBuffers: [ geometryResource.vb, - { - buffer: dynamicBuffers.pickingBuffer, - offset: pickingOffset, - stride: pickingStride - } + pickingBufferInfo ], pickingIndexBuffer: geometryResource.ib, pickingIndexCount: geometryResource.indexCount, @@ -2212,42 +2209,17 @@ export function SceneInner({ componentOffsets: typeComponentOffsets, spec: spec }; - - // Store in cache renderObjectCache.current[type] = renderObject; } else { - // Update existing render object - renderObject.vertexBuffers[1] = { - buffer: dynamicBuffers.renderBuffer, - offset: renderOffset, - stride: renderStride - }; - renderObject.pickingVertexBuffers[1] = { - buffer: dynamicBuffers.pickingBuffer, - offset: pickingOffset, - stride: pickingStride - }; + // Update existing render object with new buffer info and state + renderObject.vertexBuffers[1] = bufferInfo; + renderObject.pickingVertexBuffers[1] = pickingBufferInfo; renderObject.instanceCount = totalInstanceCount; + renderObject.pickingInstanceCount = totalInstanceCount; renderObject.componentIndex = info.indices[0]; - - // Update render data for all components - let renderDataOffset = 0; - info.datas.forEach((data, i) => { - const componentCount = info.counts[i]; - const floatsPerInstance = spec.getFloatsPerInstance(); - const componentRenderData = new Float32Array( - renderObject.cachedRenderData.buffer, - renderDataOffset * Float32Array.BYTES_PER_ELEMENT, - componentCount * floatsPerInstance - ); - // Copy the component's render data - componentRenderData.set(data.subarray(0, componentCount * floatsPerInstance)); - renderDataOffset += componentCount * floatsPerInstance; - }); - renderObject.componentOffsets = typeComponentOffsets; renderObject.spec = spec; - + renderObject.pickingDataStale = true; } validRenderObjects.push(renderObject); @@ -2739,22 +2711,16 @@ export function SceneInner({ } // Add this helper function at the top of the file -function getSortedIndices(cameraPos: glMatrix.vec3, centers: Float32Array, target: Uint32Array, distances: Float32Array): void { +function getSortedIndices(cameraPos, centers, target, distances) { const count = target.length; - - // Initialize indices for (let i = 0; i < count; i++) { target[i] = i; + const base = i * 3; + const dx = centers[base + 0] - cameraPos[0]; + const dy = centers[base + 1] - cameraPos[1]; + const dz = centers[base + 2] - cameraPos[2]; + distances[i] = dx * dx + dy * dy + dz * dz; } - - for (let i = 0; i < count; i++) { - const dx = centers[i*3+0] - cameraPos[0]; - const dy = centers[i*3+1] - cameraPos[1]; - const dz = centers[i*3+2] - cameraPos[2]; - distances[i] = dx*dx + dy*dy + dz*dz; - } - - // Sort indices based on distances (furthest to nearest) target.sort((a, b) => distances[b] - distances[a]); } From 3402c6c084c2b9a1355964014eb32d7093384864 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 21:34:54 +0100 Subject: [PATCH 161/167] cleanups --- src/genstudio/js/scene3d/impl3d.tsx | 91 ++++++++++++++++++++--------- 1 file changed, 63 insertions(+), 28 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 37328045..c614e187 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -191,6 +191,7 @@ export interface RenderObject { // Temporary sorting state sortedIndices?: Uint32Array; distances?: Float32Array; + centers?: Float32Array; // Add centers array for reuse componentOffsets: ComponentOffset[]; // Add this field @@ -1735,6 +1736,53 @@ function computeUniformData(containerWidth: number, containerHeight: number, cam ]); } +// Helper to manage reusable arrays in RenderObject +function ensureArray( + current: T | undefined, + length: number, + constructor: new (length: number) => T +): T { + if (!current || current.length !== length) { + return new constructor(length); + } + return current; +} + +// Helper to check if camera has moved significantly +function hasCameraMoved(current: glMatrix.vec3, last: glMatrix.vec3 | undefined): boolean { + if (!last) return true; + const dx = current[0] - last[0]; + const dy = current[1] - last[1]; + const dz = current[2] - last[2]; + return (dx*dx + dy*dy + dz*dz) > 0.0001; +} + +// Helper to update sorting arrays and perform sort +function updateInstanceSorting( + ro: RenderObject, + components: ComponentConfig[], + cameraPos: glMatrix.vec3 +): void { + const totalCount = ro.lastRenderCount; + + // Ensure all arrays exist and are correctly sized + ro.centers = ensureArray(ro.centers, totalCount * 3, Float32Array); + ro.sortedIndices = ensureArray(ro.sortedIndices, totalCount, Uint32Array); + ro.distances = ensureArray(ro.distances, totalCount, Float32Array); + + // Collect centers from all components + let centerOffset = 0; + ro.componentOffsets.forEach(offset => { + const component = components[offset.componentIdx]; + const componentCenters = ro.spec.getCenters(component); + ro.centers!.set(componentCenters, centerOffset); + centerOffset += componentCenters.length; + }); + + // Perform the sort + getSortedIndices(cameraPos, ro.centers, ro.sortedIndices, ro.distances); +} + export function SceneInner({ components, containerWidth, @@ -2241,12 +2289,11 @@ export function SceneInner({ ******************************************************/ - // Update renderFrame to handle transparency sorting + // Update renderFrame to use new helpers const renderFrame = useCallback(function renderFrameInner(camState: CameraState, components?: ComponentConfig[]) { if(!gpuRef.current) return; - components = components || gpuRef.current.renderedComponents - + components = components || gpuRef.current.renderedComponents; const componentsChanged = gpuRef.current.renderedComponents !== components; if (componentsChanged) { @@ -2259,37 +2306,20 @@ export function SceneInner({ renderObjects, depthTexture } = gpuRef.current; - let cameraMoved = false; - const lastPos = gpuRef.current.lastCameraPosition; - if (lastPos) { - const dx = camState.position[0] - lastPos[0]; - const dy = camState.position[1] - lastPos[1]; - const dz = camState.position[2] - lastPos[2]; - const moveDistSq = dx*dx + dy*dy + dz*dz; - cameraMoved = moveDistSq > 0.0001 - } + const cameraMoved = hasCameraMoved(camState.position, gpuRef.current.lastCameraPosition); gpuRef.current.lastCameraPosition = camState.position; - // First pass: Sort all objects that need transparency sorting - renderObjects.forEach(function sortAllObjects(ro) { + // Update sorting for objects that need it + renderObjects.forEach(ro => { const component = components![ro.componentIndex]; if (!componentHasAlpha(component)) return; if (!componentsChanged && !cameraMoved) return; - const spec = ro.spec; - const centers = spec.getCenters(component); - - // Get or create sorted indices array - const count = ro.lastRenderCount; - if (!ro.sortedIndices || ro.sortedIndices.length !== count) { - ro.sortedIndices = new Uint32Array(count); - ro.distances = new Float32Array(count); - } - - getSortedIndices(camState.position, centers, ro.sortedIndices, ro.distances!); + // Update sorting + updateInstanceSorting(ro, components!, camState.position); // Rebuild render data with new sorting - spec.buildRenderData(component, ro.cachedRenderData, ro.sortedIndices); + ro.spec.buildRenderData(component, ro.cachedRenderData, ro.sortedIndices); ro.pickingDataStale = true; // Write render data to GPU buffer @@ -2711,7 +2741,12 @@ export function SceneInner({ } // Add this helper function at the top of the file -function getSortedIndices(cameraPos, centers, target, distances) { +function getSortedIndices( + cameraPos: glMatrix.vec3, + centers: Float32Array, + target: Uint32Array, + distances: Float32Array +): void { const count = target.length; for (let i = 0; i < count; i++) { target[i] = i; @@ -2721,7 +2756,7 @@ function getSortedIndices(cameraPos, centers, target, distances) { const dz = centers[base + 2] - cameraPos[2]; distances[i] = dx * dx + dy * dy + dz * dz; } - target.sort((a, b) => distances[b] - distances[a]); + target.sort((a: number, b: number) => distances[b] - distances[a]); } function componentHasAlpha(component: ComponentConfig) { From 5df9c217cd99c4d4b7cdb2fb2078ad88fce6d5c5 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 21:42:22 +0100 Subject: [PATCH 162/167] no need for a centers array --- src/genstudio/js/scene3d/impl3d.tsx | 48 ++++++++++++----------------- 1 file changed, 19 insertions(+), 29 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index c614e187..610d8b87 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -191,9 +191,8 @@ export interface RenderObject { // Temporary sorting state sortedIndices?: Uint32Array; distances?: Float32Array; - centers?: Float32Array; // Add centers array for reuse - componentOffsets: ComponentOffset[]; // Add this field + componentOffsets: ComponentOffset[]; /** Reference to the primitive spec that created this render object */ spec: PrimitiveSpec; @@ -1765,22 +1764,32 @@ function updateInstanceSorting( ): void { const totalCount = ro.lastRenderCount; - // Ensure all arrays exist and are correctly sized - ro.centers = ensureArray(ro.centers, totalCount * 3, Float32Array); + // Ensure sorting arrays exist and are correctly sized ro.sortedIndices = ensureArray(ro.sortedIndices, totalCount, Uint32Array); ro.distances = ensureArray(ro.distances, totalCount, Float32Array); - // Collect centers from all components - let centerOffset = 0; + // Initialize indices and compute distances + let globalIdx = 0; ro.componentOffsets.forEach(offset => { const component = components[offset.componentIdx]; const componentCenters = ro.spec.getCenters(component); - ro.centers!.set(componentCenters, centerOffset); - centerOffset += componentCenters.length; + + // Process each instance in this component + for (let i = 0; i < offset.count; i++) { + ro.sortedIndices![globalIdx] = globalIdx; + + const base = i * 3; + const dx = componentCenters[base + 0] - cameraPos[0]; + const dy = componentCenters[base + 1] - cameraPos[1]; + const dz = componentCenters[base + 2] - cameraPos[2]; + ro.distances![globalIdx] = dx * dx + dy * dy + dz * dz; + + globalIdx++; + } }); - // Perform the sort - getSortedIndices(cameraPos, ro.centers, ro.sortedIndices, ro.distances); + // Sort indices based on distances + ro.sortedIndices.sort((a: number, b: number) => ro.distances![b] - ro.distances![a]); } export function SceneInner({ @@ -2740,25 +2749,6 @@ export function SceneInner({ ); } -// Add this helper function at the top of the file -function getSortedIndices( - cameraPos: glMatrix.vec3, - centers: Float32Array, - target: Uint32Array, - distances: Float32Array -): void { - const count = target.length; - for (let i = 0; i < count; i++) { - target[i] = i; - const base = i * 3; - const dx = centers[base + 0] - cameraPos[0]; - const dy = centers[base + 1] - cameraPos[1]; - const dz = centers[base + 2] - cameraPos[2]; - distances[i] = dx * dx + dy * dy + dz * dz; - } - target.sort((a: number, b: number) => distances[b] - distances[a]); -} - function componentHasAlpha(component: ComponentConfig) { return ( (component.alphas && component.alphas?.length > 0) From 35ce9b6f6efc645d31618e337a8eba63bd816c74 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Wed, 5 Feb 2025 23:07:53 +0100 Subject: [PATCH 163/167] organize into files --- src/genstudio/js/scene3d/components.ts | 1185 +++++++++++++++++++ src/genstudio/js/scene3d/impl3d.tsx | 1497 +----------------------- src/genstudio/js/scene3d/picking.ts | 9 + src/genstudio/js/scene3d/types.ts | 261 +++++ 4 files changed, 1469 insertions(+), 1483 deletions(-) create mode 100644 src/genstudio/js/scene3d/components.ts create mode 100644 src/genstudio/js/scene3d/picking.ts create mode 100644 src/genstudio/js/scene3d/types.ts diff --git a/src/genstudio/js/scene3d/components.ts b/src/genstudio/js/scene3d/components.ts new file mode 100644 index 00000000..e7622202 --- /dev/null +++ b/src/genstudio/js/scene3d/components.ts @@ -0,0 +1,1185 @@ +import { + LIGHTING, + billboardVertCode, + billboardFragCode, + billboardPickingVertCode, + ellipsoidVertCode, + ellipsoidFragCode, + ellipsoidPickingVertCode, + ringVertCode, + ringFragCode, + ringPickingVertCode, + cuboidVertCode, + cuboidFragCode, + cuboidPickingVertCode, + lineBeamVertCode, + lineBeamFragCode, + lineBeamPickingVertCode, + pickingFragCode, + POINT_CLOUD_GEOMETRY_LAYOUT, + POINT_CLOUD_INSTANCE_LAYOUT, + POINT_CLOUD_PICKING_INSTANCE_LAYOUT, + MESH_GEOMETRY_LAYOUT, + ELLIPSOID_INSTANCE_LAYOUT, + ELLIPSOID_PICKING_INSTANCE_LAYOUT, + LINE_BEAM_INSTANCE_LAYOUT, + LINE_BEAM_PICKING_INSTANCE_LAYOUT, + CUBOID_INSTANCE_LAYOUT, + CUBOID_PICKING_INSTANCE_LAYOUT, + RING_INSTANCE_LAYOUT, + RING_PICKING_INSTANCE_LAYOUT + } from './shaders'; + +import { createCubeGeometry, createBeamGeometry, createSphereGeometry, createTorusGeometry } from './geometry'; + +import {packID} from './picking' + +import {BaseComponentConfig, Decoration, PipelineCacheEntry, PrimitiveSpec, PipelineConfig, GeometryResource, GeometryResources} from './types' + + /** Helper function to apply decorations to an array of instances */ +function applyDecorations( + decorations: Decoration[] | undefined, + instanceCount: number, + setter: (i: number, dec: Decoration) => void +) { + if (!decorations) return; + for (const dec of decorations) { + if (!dec.indexes) continue; + for (const idx of dec.indexes) { + if (idx < 0 || idx >= instanceCount) continue; + setter(idx, dec); + } + } +} + + function getBaseDefaults(config: Partial): Required> { + return { + color: config.color ?? [1, 1, 1], + alpha: config.alpha ?? 1.0, + scale: config.scale ?? 1.0, + }; + } + + function getColumnarParams(elem: BaseComponentConfig, count: number): {colors: Float32Array|null, alphas: Float32Array|null, scales: Float32Array|null} { + const hasValidColors = elem.colors instanceof Float32Array && elem.colors.length >= count * 3; + const hasValidAlphas = elem.alphas instanceof Float32Array && elem.alphas.length >= count; + const hasValidScales = elem.scales instanceof Float32Array && elem.scales.length >= count; + + return { + colors: hasValidColors ? (elem.colors as Float32Array) : null, + alphas: hasValidAlphas ? (elem.alphas as Float32Array) : null, + scales: hasValidScales ? (elem.scales as Float32Array) : null + }; + } + +/** ===================== POINT CLOUD ===================== **/ + + +export interface PointCloudComponentConfig extends BaseComponentConfig { + type: 'PointCloud'; + positions: Float32Array; + sizes?: Float32Array; // Per-point sizes + size?: number; // Default size, defaults to 0.02 +} + +/** Helper function to handle sorted indices and position mapping */ +function getIndicesAndMapping(count: number, sortedIndices?: Uint32Array): { + indices: Uint32Array | null, // Change to Uint32Array + indexToPosition: Uint32Array | null +} { + if (!sortedIndices) { + return { + indices: null, + indexToPosition: null + }; + } + + // Only create mapping if we have sorted indices + const indexToPosition = new Uint32Array(count); + for(let j = 0; j < count; j++) { + indexToPosition[sortedIndices[j]] = j; + } + + return { + indices: sortedIndices, + indexToPosition + }; +} + +function getOrCreatePipeline( + device: GPUDevice, + key: string, + createFn: () => GPURenderPipeline, + cache: Map // This will be the instance cache +): GPURenderPipeline { + const entry = cache.get(key); + if (entry && entry.device === device) { + return entry.pipeline; + } + + // Create new pipeline and cache it with device reference + const pipeline = createFn(); + cache.set(key, { pipeline, device }); + return pipeline; +} + +function createRenderPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + config: PipelineConfig, + format: GPUTextureFormat +): GPURenderPipeline { + const pipelineLayout = device.createPipelineLayout({ + bindGroupLayouts: [bindGroupLayout] + }); + + // Get primitive configuration with defaults + const primitiveConfig = { + topology: config.primitive?.topology || 'triangle-list', + cullMode: config.primitive?.cullMode || 'back' + }; + + return device.createRenderPipeline({ + layout: pipelineLayout, + vertex: { + module: device.createShaderModule({ code: config.vertexShader }), + entryPoint: config.vertexEntryPoint, + buffers: config.bufferLayouts + }, + fragment: { + module: device.createShaderModule({ code: config.fragmentShader }), + entryPoint: config.fragmentEntryPoint, + targets: [{ + format, + writeMask: config.colorWriteMask ?? GPUColorWrite.ALL, + ...(config.blend && { + blend: { + color: config.blend.color || { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha' + }, + alpha: config.blend.alpha || { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha' + } + } + }) + }] + }, + primitive: primitiveConfig, + depthStencil: config.depthStencil || { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less' + } + }); +} + +function createTranslucentGeometryPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + config: PipelineConfig, + format: GPUTextureFormat, + primitiveSpec: PrimitiveSpec // Take the primitive spec instead of just type +): GPURenderPipeline { + return createRenderPipeline(device, bindGroupLayout, { + ...config, + primitive: primitiveSpec.renderConfig, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less' + } + }, format); +} + + +interface GeometryData { + vertexData: Float32Array; + indexData: Uint16Array | Uint32Array; +} + +const createBuffers = (device: GPUDevice, { vertexData, indexData }: GeometryData): GeometryResource => { + const vb = device.createBuffer({ + size: vertexData.byteLength, + usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(vb, 0, vertexData); + + const ib = device.createBuffer({ + size: indexData.byteLength, + usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST + }); + device.queue.writeBuffer(ib, 0, indexData); + + // Each vertex has 6 floats (position + normal) + const vertexCount = vertexData.length / 6; + + return { + vb, + ib, + indexCount: indexData.length, + vertexCount + }; +}; + + + +export const pointCloudSpec: PrimitiveSpec = { + type: 'PointCloud', + getCount(elem) { + return elem.positions.length / 3; + }, + + getFloatsPerInstance() { + return 8; // position(3) + size(1) + color(3) + alpha(1) + }, + + getFloatsPerPicking() { + return 5; // position(3) + size(1) + pickID(1) + }, + + getCenters(elem) { + return elem.positions; + }, + + buildRenderData(elem, target, sortedIndices?: Uint32Array) { + const count = elem.positions.length / 3; + if(count === 0) return false; + + const defaults = getBaseDefaults(elem); + const { colors, alphas, scales } = getColumnarParams(elem, count); + + const size = elem.size ?? 0.02; + const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= count ? elem.sizes : null; + + const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + // Position + target[j*8+0] = elem.positions[i*3+0]; + target[j*8+1] = elem.positions[i*3+1]; + target[j*8+2] = elem.positions[i*3+2]; + + // Size + const pointSize = sizes ? sizes[i] : size; + const scale = scales ? scales[i] : defaults.scale; + target[j*8+3] = pointSize * scale; + + // Color + if(colors) { + target[j*8+4] = colors[i*3+0]; + target[j*8+5] = colors[i*3+1]; + target[j*8+6] = colors[i*3+2]; + } else { + target[j*8+4] = defaults.color[0]; + target[j*8+5] = defaults.color[1]; + target[j*8+6] = defaults.color[2]; + } + + // Alpha + target[j*8+7] = alphas ? alphas[i] : defaults.alpha; + } + + // Apply decorations using the mapping from original index to sorted position + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + if(dec.color) { + target[j*8+4] = dec.color[0]; + target[j*8+5] = dec.color[1]; + target[j*8+6] = dec.color[2]; + } + if(dec.alpha !== undefined) { + target[j*8+7] = dec.alpha; + } + if(dec.scale !== undefined) { + target[j*8+3] *= dec.scale; // Scale affects size + } + }); + + return true; + }, + + buildPickingData(elem: PointCloudComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { + const count = elem.positions.length / 3; + if(count === 0) return; + + const size = elem.size ?? 0.02; + const hasValidSizes = elem.sizes && elem.sizes.length >= count; + const sizes = hasValidSizes ? elem.sizes : null; + const { scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + // Position + target[j*5+0] = elem.positions[i*3+0]; + target[j*5+1] = elem.positions[i*3+1]; + target[j*5+2] = elem.positions[i*3+2]; + // Size + const pointSize = sizes?.[i] ?? size; + const scale = scales ? scales[i] : 1.0; + target[j*5+3] = pointSize * scale; + // PickID - use baseID + local index + target[j*5+4] = packID(baseID + i); + } + + // Apply scale decorations + applyDecorations(elem.decorations, count, (idx, dec) => { + if(dec.scale !== undefined) { + const j = indexToPosition ? indexToPosition[idx] : idx; + if(j !== -1) { + target[j*5+3] *= dec.scale; // Scale affects size + } + } + }); + }, + + // Rendering configuration + renderConfig: { + cullMode: 'none', + topology: 'triangle-list' + }, + + // Pipeline creation methods + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "PointCloudShading", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: billboardVertCode, + fragmentShader: billboardFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_INSTANCE_LAYOUT], + primitive: this.renderConfig, + blend: { + color: { + srcFactor: 'src-alpha', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + }, + alpha: { + srcFactor: 'one', + dstFactor: 'one-minus-src-alpha', + operation: 'add' + } + }, + depthStencil: { + format: 'depth24plus', + depthWriteEnabled: true, + depthCompare: 'less' + } + }, format), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "PointCloudPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: billboardPickingVertCode, + fragmentShader: pickingFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), + cache + ); + }, + + createGeometryResource(device) { + return createBuffers(device, { + vertexData: new Float32Array([ + -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, + 0.5, -0.5, 0.0, 0.0, 0.0, 1.0, + -0.5, 0.5, 0.0, 0.0, 0.0, 1.0, + 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 + ]), + indexData: new Uint16Array([0,1,2, 2,1,3]) + }); + } +}; + +/** ===================== ELLIPSOID ===================== **/ + + +export interface EllipsoidComponentConfig extends BaseComponentConfig { + type: 'Ellipsoid'; + centers: Float32Array; + radii?: Float32Array; // Per-ellipsoid radii + radius?: [number, number, number]; // Default radius, defaults to [1,1,1] +} + +export const ellipsoidSpec: PrimitiveSpec = { + type: 'Ellipsoid', + getCount(elem) { + return elem.centers.length / 3; + }, + + getFloatsPerInstance() { + return 10; + }, + + getFloatsPerPicking() { + return 7; // position(3) + size(3) + pickID(1) + }, + + getCenters(elem) {return elem.centers;}, + + buildRenderData(elem, target, sortedIndices?: Uint32Array) { + const count = elem.centers.length / 3; + if(count === 0) return false; + + const defaults = getBaseDefaults(elem); + const { colors, alphas, scales } = getColumnarParams(elem, count); + + const defaultRadius = elem.radius ?? [1, 1, 1]; + const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; + + const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + const offset = j * 10; + + // Position (location 2) + target[offset+0] = elem.centers[i*3+0]; + target[offset+1] = elem.centers[i*3+1]; + target[offset+2] = elem.centers[i*3+2]; + + // Size/radii (location 3) + const scale = scales ? scales[i] : defaults.scale; + if(radii) { + target[offset+3] = radii[i*3+0] * scale; + target[offset+4] = radii[i*3+1] * scale; + target[offset+5] = radii[i*3+2] * scale; + } else { + target[offset+3] = defaultRadius[0] * scale; + target[offset+4] = defaultRadius[1] * scale; + target[offset+5] = defaultRadius[2] * scale; + } + + // Color (location 4) + if(colors) { + target[offset+6] = colors[i*3+0]; + target[offset+7] = colors[i*3+1]; + target[offset+8] = colors[i*3+2]; + } else { + target[offset+6] = defaults.color[0]; + target[offset+7] = defaults.color[1]; + target[offset+8] = defaults.color[2]; + } + + // Alpha (location 5) + target[offset+9] = alphas ? alphas[i] : defaults.alpha; + } + + // Apply decorations using the mapping from original index to sorted position + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + const offset = j * 10; + if(dec.color) { + target[offset+6] = dec.color[0]; + target[offset+7] = dec.color[1]; + target[offset+8] = dec.color[2]; + } + if(dec.alpha !== undefined) { + target[offset+9] = dec.alpha; + } + if(dec.scale !== undefined) { + target[offset+3] *= dec.scale; + target[offset+4] *= dec.scale; + target[offset+5] *= dec.scale; + } + }); + + return true; + }, + + buildPickingData(elem: EllipsoidComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { + const count = elem.centers.length / 3; + if(count === 0) return; + + const defaultSize = elem.radius || [0.1, 0.1, 0.1]; + const sizes = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; + const { scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + const scale = scales ? scales[i] : 1; + // Position + target[j*7+0] = elem.centers[i*3+0]; + target[j*7+1] = elem.centers[i*3+1]; + target[j*7+2] = elem.centers[i*3+2]; + // Size + target[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + // Picking ID + target[j*7+6] = packID(baseID + i); + } + + // Apply scale decorations + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + if (dec.scale !== undefined) { + target[j*7+3] *= dec.scale; + target[j*7+4] *= dec.scale; + target[j*7+5] *= dec.scale; + } + }); + }, + + renderConfig: { + cullMode: 'back', + topology: 'triangle-list' + }, + + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "EllipsoidShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: ellipsoidVertCode, + fragmentShader: ellipsoidFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] + }, format, ellipsoidSpec), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "EllipsoidPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: ellipsoidPickingVertCode, + fragmentShader: pickingFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), + cache + ); + }, + + createGeometryResource(device) { + return createBuffers(device, createSphereGeometry(32, 48)); + } +}; + +/** ===================== ELLIPSOID AXES ===================== **/ + + +export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { + type: 'EllipsoidAxes'; + centers: Float32Array; + radii?: Float32Array; + radius?: [number, number, number]; // Make optional since we have BaseComponentConfig defaults + colors?: Float32Array; +} + +export const ellipsoidAxesSpec: PrimitiveSpec = { + type: 'EllipsoidAxes', + getCount(elem) { + // Each ellipsoid has 3 rings + return (elem.centers.length / 3) * 3; + }, + + getFloatsPerInstance() { + return 10; + }, + + getFloatsPerPicking() { + return 7; // position(3) + size(3) + pickID(1) + }, + + getCenters(elem) {return elem.centers}, + + buildRenderData(elem, target, sortedIndices?: Uint32Array) { + const count = elem.centers.length / 3; + if(count === 0) return false; + + const defaults = getBaseDefaults(elem); + const { colors, alphas, scales } = getColumnarParams(elem, count); + + const defaultRadius = elem.radius ?? [1, 1, 1]; + const radii = elem.radii instanceof Float32Array && elem.radii.length >= count * 3 ? elem.radii : null; + + const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); + + const ringCount = count * 3; + for(let j = 0; j < ringCount; j++) { + const i = indices ? indices[Math.floor(j / 3)] : Math.floor(j / 3); + const offset = j * 10; + + // Position (location 2) + target[offset+0] = elem.centers[i*3+0]; + target[offset+1] = elem.centers[i*3+1]; + target[offset+2] = elem.centers[i*3+2]; + + // Size/radii (location 3) + const scale = scales ? scales[i] : defaults.scale; + if(radii) { + target[offset+3] = radii[i*3+0] * scale; + target[offset+4] = radii[i*3+1] * scale; + target[offset+5] = radii[i*3+2] * scale; + } else { + target[offset+3] = defaultRadius[0] * scale; + target[offset+4] = defaultRadius[1] * scale; + target[offset+5] = defaultRadius[2] * scale; + } + + // Color (location 4) + if(colors) { + target[offset+6] = colors[i*3+0]; + target[offset+7] = colors[i*3+1]; + target[offset+8] = colors[i*3+2]; + } else { + target[offset+6] = defaults.color[0]; + target[offset+7] = defaults.color[1]; + target[offset+8] = defaults.color[2]; + } + + // Alpha (location 5) + target[offset+9] = alphas ? alphas[i] : defaults.alpha; + } + + // Apply decorations using the mapping from original index to sorted position + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + // For each decorated ellipsoid, update all 3 of its rings + for(let ring = 0; ring < 3; ring++) { + const arrIdx = j*3 + ring; + if(dec.color) { + target[arrIdx*10+6] = dec.color[0]; + target[arrIdx*10+7] = dec.color[1]; + target[arrIdx*10+8] = dec.color[2]; + } + if(dec.alpha !== undefined) { + target[arrIdx*10+9] = dec.alpha; + } + if(dec.scale !== undefined) { + target[arrIdx*10+3] *= dec.scale; + target[arrIdx*10+4] *= dec.scale; + target[arrIdx*10+5] *= dec.scale; + } + } + }); + + return true; + }, + + buildPickingData(elem: EllipsoidAxesComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { + const count = elem.centers.length / 3; + if(count === 0) return; + + const defaultRadius = elem.radius ?? [1, 1, 1]; + + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + const cx = elem.centers[i*3+0]; + const cy = elem.centers[i*3+1]; + const cz = elem.centers[i*3+2]; + const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; + const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; + const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; + const thisID = packID(baseID + i); + + for(let ring = 0; ring < 3; ring++) { + const idx = j*3 + ring; + target[idx*7+0] = cx; + target[idx*7+1] = cy; + target[idx*7+2] = cz; + target[idx*7+3] = rx; + target[idx*7+4] = ry; + target[idx*7+5] = rz; + target[idx*7+6] = thisID; + } + } + + applyDecorations(elem.decorations, count, (idx, dec) => { + if (!dec.scale) return; + const j = indexToPosition ? indexToPosition[idx] : idx; + // For each decorated ellipsoid, update all 3 of its rings + for(let ring = 0; ring < 3; ring++) { + const arrIdx = j*3 + ring; + target[arrIdx*7+3] *= dec.scale; + target[arrIdx*7+4] *= dec.scale; + target[arrIdx*7+5] *= dec.scale; + } + }); + }, + + renderConfig: { + cullMode: 'back', + topology: 'triangle-list' + }, + + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "EllipsoidAxesShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: ringVertCode, + fragmentShader: ringFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, RING_INSTANCE_LAYOUT], + blend: {} // Use defaults + }, format, ellipsoidAxesSpec), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "EllipsoidAxesPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: ringPickingVertCode, + fragmentShader: pickingFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, RING_PICKING_INSTANCE_LAYOUT] + }, 'rgba8unorm'), + cache + ); + }, + + createGeometryResource(device) { + return createBuffers(device, createTorusGeometry(1.0, 0.03, 40, 12)); + } +}; + +/** ===================== CUBOID ===================== **/ + + +export interface CuboidComponentConfig extends BaseComponentConfig { + type: 'Cuboid'; + centers: Float32Array; + sizes: Float32Array; + size?: [number, number, number]; +} + +export const cuboidSpec: PrimitiveSpec = { + type: 'Cuboid', + getCount(elem){ + return elem.centers.length / 3; + }, + getFloatsPerInstance() { + return 10; + }, + getFloatsPerPicking() { + return 7; // position(3) + size(3) + pickID(1) + }, + getCenters(elem) { return elem.centers}, + + buildRenderData(elem, target, sortedIndices?: Uint32Array) { + const count = elem.centers.length / 3; + if(count === 0) return false; + + const defaults = getBaseDefaults(elem); + const { colors, alphas, scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); + + const defaultSize = elem.size || [0.1, 0.1, 0.1]; + const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + const cx = elem.centers[i*3+0]; + const cy = elem.centers[i*3+1]; + const cz = elem.centers[i*3+2]; + const scale = scales ? scales[i] : defaults.scale; + + // Get sizes with scale + const sx = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + const sy = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + const sz = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + + // Get colors + let cr: number, cg: number, cb: number; + if (colors) { + cr = colors[i*3+0]; + cg = colors[i*3+1]; + cb = colors[i*3+2]; + } else { + cr = defaults.color[0]; + cg = defaults.color[1]; + cb = defaults.color[2]; + } + const alpha = alphas ? alphas[i] : defaults.alpha; + + // Fill array + const idx = j * 10; + target[idx+0] = cx; + target[idx+1] = cy; + target[idx+2] = cz; + target[idx+3] = sx; + target[idx+4] = sy; + target[idx+5] = sz; + target[idx+6] = cr; + target[idx+7] = cg; + target[idx+8] = cb; + target[idx+9] = alpha; + } + + // Apply decorations using the mapping from original index to sorted position + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; // Get the position where this index ended up + if(dec.color) { + target[j*10+6] = dec.color[0]; + target[j*10+7] = dec.color[1]; + target[j*10+8] = dec.color[2]; + } + if(dec.alpha !== undefined) { + target[j*10+9] = dec.alpha; + } + if(dec.scale !== undefined) { + target[j*10+3] *= dec.scale; + target[j*10+4] *= dec.scale; + target[j*10+5] *= dec.scale; + } + }); + + return true; + }, + buildPickingData(elem: CuboidComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { + const count = elem.centers.length / 3; + if(count === 0) return; + + const defaultSize = elem.size || [0.1, 0.1, 0.1]; + const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; + const { scales } = getColumnarParams(elem, count); + const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); + + for(let j = 0; j < count; j++) { + const i = indices ? indices[j] : j; + const scale = scales ? scales[i] : 1; + // Position + target[j*7+0] = elem.centers[i*3+0]; + target[j*7+1] = elem.centers[i*3+1]; + target[j*7+2] = elem.centers[i*3+2]; + // Size + target[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; + target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; + target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; + // Picking ID + target[j*7+6] = packID(baseID + i); + } + + // Apply scale decorations + applyDecorations(elem.decorations, count, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + if (dec.scale !== undefined) { + target[j*7+3] *= dec.scale; + target[j*7+4] *= dec.scale; + target[j*7+5] *= dec.scale; + } + }); + }, + renderConfig: { + cullMode: 'none', // Cuboids need to be visible from both sides + topology: 'triangle-list' + }, + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "CuboidShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: cuboidVertCode, + fragmentShader: cuboidFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, CUBOID_INSTANCE_LAYOUT] + }, format, cuboidSpec), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "CuboidPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: cuboidPickingVertCode, + fragmentShader: pickingFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [MESH_GEOMETRY_LAYOUT, CUBOID_PICKING_INSTANCE_LAYOUT], + primitive: this.renderConfig + }, 'rgba8unorm'), + cache + ); + }, + + createGeometryResource(device) { + return createBuffers(device, createCubeGeometry()); + } +}; + +/****************************************************** + * LineBeams Type + ******************************************************/ + +export interface LineBeamsComponentConfig extends BaseComponentConfig { + type: 'LineBeams'; + positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] + sizes?: Float32Array; // Per-line sizes + size?: number; // Default size, defaults to 0.02 +} + +function countSegments(positions: Float32Array): number { + const pointCount = positions.length / 4; + if (pointCount < 2) return 0; + + let segCount = 0; + for (let p = 0; p < pointCount - 1; p++) { + const iCurr = positions[p * 4 + 3]; + const iNext = positions[(p+1) * 4 + 3]; + if (iCurr === iNext) { + segCount++; + } + } + return segCount; +} + +export const lineBeamsSpec: PrimitiveSpec = { + type: 'LineBeams', + getCount(elem) { + return countSegments(elem.positions); + }, + + getCenters(elem) { + const segCount = this.getCount(elem); + const centers = new Float32Array(segCount * 3); + let segIndex = 0; + const pointCount = elem.positions.length / 4; + + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = elem.positions[p * 4 + 3]; + const iNext = elem.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; + + centers[segIndex*3+0] = (elem.positions[p*4+0] + elem.positions[(p+1)*4+0]) * 0.5; + centers[segIndex*3+1] = (elem.positions[p*4+1] + elem.positions[(p+1)*4+1]) * 0.5; + centers[segIndex*3+2] = (elem.positions[p*4+2] + elem.positions[(p+1)*4+2]) * 0.5; + segIndex++; + } + return centers + }, + + getFloatsPerInstance() { + return 11; + }, + + getFloatsPerPicking() { + return 8; // startPos(3) + endPos(3) + size(1) + pickID(1) + }, + + buildRenderData(elem, target, sortedIndices?: Uint32Array) { + const segCount = this.getCount(elem); + if(segCount === 0) return false; + + const defaults = getBaseDefaults(elem); + const { colors, alphas, scales } = getColumnarParams(elem, segCount); + + // First pass: build segment mapping + const segmentMap = new Array(segCount); + let segIndex = 0; + + const pointCount = elem.positions.length / 4; + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = elem.positions[p * 4 + 3]; + const iNext = elem.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; + + // Store mapping from segment index to point index + segmentMap[segIndex] = p; + segIndex++; + } + + const defaultSize = elem.size ?? 0.02; + const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= segCount ? elem.sizes : null; + + const {indices, indexToPosition} = getIndicesAndMapping(segCount, sortedIndices); + + for(let j = 0; j < segCount; j++) { + const i = indices ? indices[j] : j; + const p = segmentMap[i]; + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); + + // Start point + target[j*11+0] = elem.positions[p * 4 + 0]; + target[j*11+1] = elem.positions[p * 4 + 1]; + target[j*11+2] = elem.positions[p * 4 + 2]; + + // End point + target[j*11+3] = elem.positions[(p+1) * 4 + 0]; + target[j*11+4] = elem.positions[(p+1) * 4 + 1]; + target[j*11+5] = elem.positions[(p+1) * 4 + 2]; + + // Size with scale + const scale = scales ? scales[lineIndex] : defaults.scale; + target[j*11+6] = (sizes ? sizes[lineIndex] : defaultSize) * scale; + + // Colors + if(colors) { + target[j*11+7] = colors[lineIndex*3+0]; + target[j*11+8] = colors[lineIndex*3+1]; + target[j*11+9] = colors[lineIndex*3+2]; + } else { + target[j*11+7] = defaults.color[0]; + target[j*11+8] = defaults.color[1]; + target[j*11+9] = defaults.color[2]; + } + + target[j*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; + } + + // Apply decorations using the mapping from original index to sorted position + applyDecorations(elem.decorations, segCount, (idx, dec) => { + const j = indexToPosition ? indexToPosition[idx] : idx; + if(dec.color) { + target[j*11+7] = dec.color[0]; + target[j*11+8] = dec.color[1]; + target[j*11+9] = dec.color[2]; + } + if(dec.alpha !== undefined) { + target[j*11+10] = dec.alpha; + } + if(dec.scale !== undefined) { + target[j*11+6] *= dec.scale; + } + }); + + return true; + }, + + buildPickingData(elem: LineBeamsComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { + const segCount = this.getCount(elem); + if(segCount === 0) return; + + const defaultSize = elem.size ?? 0.02; + + // First pass: build segment mapping + const segmentMap = new Array(segCount); + let segIndex = 0; + + const pointCount = elem.positions.length / 4; + for(let p = 0; p < pointCount - 1; p++) { + const iCurr = elem.positions[p * 4 + 3]; + const iNext = elem.positions[(p+1) * 4 + 3]; + if(iCurr !== iNext) continue; + + // Store mapping from segment index to point index + segmentMap[segIndex] = p; + segIndex++; + } + + const { indices, indexToPosition } = getIndicesAndMapping(segCount, sortedIndices); + + for(let j = 0; j < segCount; j++) { + const i = indices ? indices[j] : j; + const p = segmentMap[i]; + const lineIndex = Math.floor(elem.positions[p * 4 + 3]); + let size = elem.sizes?.[lineIndex] ?? defaultSize; + const scale = elem.scales?.[lineIndex] ?? 1.0; + + size *= scale; + + // Apply decorations that affect size + applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { + idx = indexToPosition ? indexToPosition[idx] : idx; + if(idx === lineIndex && dec.scale !== undefined) { + size *= dec.scale; + } + }); + + const base = j * 8; + target[base + 0] = elem.positions[p * 4 + 0]; // start.x + target[base + 1] = elem.positions[p * 4 + 1]; // start.y + target[base + 2] = elem.positions[p * 4 + 2]; // start.z + target[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x + target[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y + target[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z + target[base + 6] = size; // size + target[base + 7] = packID(baseID + i); + } + }, + + // Standard triangle-list, cull as you like + renderConfig: { + cullMode: 'none', + topology: 'triangle-list' + }, + + getRenderPipeline(device, bindGroupLayout, cache) { + const format = navigator.gpu.getPreferredCanvasFormat(); + return getOrCreatePipeline( + device, + "LineBeamsShading", + () => createTranslucentGeometryPipeline(device, bindGroupLayout, { + vertexShader: lineBeamVertCode, // defined below + fragmentShader: lineBeamFragCode, // defined below + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_main', + bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_INSTANCE_LAYOUT ], + }, format, this), + cache + ); + }, + + getPickingPipeline(device, bindGroupLayout, cache) { + return getOrCreatePipeline( + device, + "LineBeamsPicking", + () => createRenderPipeline(device, bindGroupLayout, { + vertexShader: lineBeamPickingVertCode, + fragmentShader: pickingFragCode, + vertexEntryPoint: 'vs_main', + fragmentEntryPoint: 'fs_pick', + bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_PICKING_INSTANCE_LAYOUT ], + primitive: this.renderConfig + }, 'rgba8unorm'), + cache + ); + }, + + createGeometryResource(device) { + return createBuffers(device, createBeamGeometry()); + } +}; + +export type ComponentConfig = + | PointCloudComponentConfig + | EllipsoidComponentConfig + | EllipsoidAxesComponentConfig + | CuboidComponentConfig + | LineBeamsComponentConfig; diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 610d8b87..2dd20202 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -10,7 +10,6 @@ import React, { useState } from 'react'; import { throttle } from '../utils'; -import { createCubeGeometry, createBeamGeometry, createSphereGeometry, createTorusGeometry } from './geometry'; import { CameraParams, @@ -22,37 +21,10 @@ import { zoom } from './camera3d'; -import { - LIGHTING, - billboardVertCode, - billboardFragCode, - billboardPickingVertCode, - ellipsoidVertCode, - ellipsoidFragCode, - ellipsoidPickingVertCode, - ringVertCode, - ringFragCode, - ringPickingVertCode, - cuboidVertCode, - cuboidFragCode, - cuboidPickingVertCode, - lineBeamVertCode, - lineBeamFragCode, - lineBeamPickingVertCode, - pickingFragCode, - POINT_CLOUD_GEOMETRY_LAYOUT, - POINT_CLOUD_INSTANCE_LAYOUT, - POINT_CLOUD_PICKING_INSTANCE_LAYOUT, - MESH_GEOMETRY_LAYOUT, - ELLIPSOID_INSTANCE_LAYOUT, - ELLIPSOID_PICKING_INSTANCE_LAYOUT, - LINE_BEAM_INSTANCE_LAYOUT, - LINE_BEAM_PICKING_INSTANCE_LAYOUT, - CUBOID_INSTANCE_LAYOUT, - CUBOID_PICKING_INSTANCE_LAYOUT, - RING_INSTANCE_LAYOUT, - RING_PICKING_INSTANCE_LAYOUT -} from './shaders'; +import { ComponentConfig, cuboidSpec, ellipsoidAxesSpec, ellipsoidSpec, lineBeamsSpec, pointCloudSpec, } from './components'; +import { unpackID } from './picking'; +import { LIGHTING } from './shaders'; +import { BufferInfo, GeometryResources, PrimitiveSpec, RenderObject, PipelineCacheEntry, DynamicBuffers, RenderObjectCache, ComponentOffset } from './types'; /** * Aligns a size or offset to 16 bytes, which is a common requirement for WebGPU buffers. @@ -63,151 +35,6 @@ function align16(value: number): number { return Math.ceil(value / 16) * 16; } -interface ComponentOffset { - componentIdx: number; // The index of the component in your overall component list. - start: number; // The first instance index in the combined buffer for this component. - count: number; // How many instances this component contributed. -} - -function packID(instanceIdx: number): number { - return 1 + instanceIdx; -} - -// Unpack a 32-bit integer back into component and instance indices -function unpackID(id: number): number | null { - if (id === 0) return null; - return id - 1; -} - -/****************************************************** - * 1) Types and Interfaces - ******************************************************/ - -interface BaseComponentConfig { - /** - * Per-instance RGB color values as a Float32Array of RGB triplets. - * Each instance requires 3 consecutive values in the range [0,1]. - */ - colors?: Float32Array; - - /** - * Per-instance alpha (opacity) values. - * Each value should be in the range [0,1]. - */ - alphas?: Float32Array; - - /** - * Per-instance scale multipliers. - * These multiply the base size/radius of each instance. - */ - scales?: Float32Array; - - /** - * Default RGB color applied to all instances without specific colors. - * Values should be in range [0,1]. Defaults to [1,1,1] (white). - */ - color?: [number, number, number]; - - /** - * Default alpha (opacity) for all instances without specific alpha. - * Should be in range [0,1]. Defaults to 1.0. - */ - alpha?: number; - - /** - * Default scale multiplier for all instances without specific scale. - * Defaults to 1.0. - */ - scale?: number; - - /** - * Callback fired when the mouse hovers over an instance. - * The index parameter is the instance index, or null when hover ends. - */ - onHover?: (index: number|null) => void; - - /** - * Callback fired when an instance is clicked. - * The index parameter is the clicked instance index. - */ - onClick?: (index: number) => void; - - /** - * Optional array of decorations to apply to specific instances. - * Decorations can override colors, alpha, and scale for individual instances. - */ - decorations?: Decoration[]; -} - -function getBaseDefaults(config: Partial): Required> { - return { - color: config.color ?? [1, 1, 1], - alpha: config.alpha ?? 1.0, - scale: config.scale ?? 1.0, - }; -} - -function getColumnarParams(elem: BaseComponentConfig, count: number): {colors: Float32Array|null, alphas: Float32Array|null, scales: Float32Array|null} { - const hasValidColors = elem.colors instanceof Float32Array && elem.colors.length >= count * 3; - const hasValidAlphas = elem.alphas instanceof Float32Array && elem.alphas.length >= count; - const hasValidScales = elem.scales instanceof Float32Array && elem.scales.length >= count; - - return { - colors: hasValidColors ? (elem.colors as Float32Array) : null, - alphas: hasValidAlphas ? (elem.alphas as Float32Array) : null, - scales: hasValidScales ? (elem.scales as Float32Array) : null - }; -} - -export interface BufferInfo { - buffer: GPUBuffer; - offset: number; - stride: number; -} - -export interface RenderObject { - pipeline?: GPURenderPipeline; - vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays - indexBuffer?: GPUBuffer; - vertexCount?: number; - indexCount?: number; - instanceCount?: number; - - pickingPipeline?: GPURenderPipeline; - pickingVertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays - pickingIndexBuffer?: GPUBuffer; - pickingVertexCount?: number; - pickingIndexCount?: number; - pickingInstanceCount?: number; - - componentIndex: number; - pickingDataStale: boolean; - - // Arrays owned by this RenderObject, reallocated only when count changes - cachedRenderData: Float32Array; // Make non-optional since all components must have render data - cachedPickingData: Float32Array; // Make non-optional since all components must have picking data - lastRenderCount: number; // Make non-optional since we always need to track this - - // Temporary sorting state - sortedIndices?: Uint32Array; - distances?: Float32Array; - - componentOffsets: ComponentOffset[]; - - /** Reference to the primitive spec that created this render object */ - spec: PrimitiveSpec; -} - -export interface RenderObjectCache { - [key: string]: RenderObject; // Key is componentType, value is the most recent render object -} - -export interface DynamicBuffers { - renderBuffer: GPUBuffer; - pickingBuffer: GPUBuffer; - renderOffset: number; // Current offset into render buffer - pickingOffset: number; // Current offset into picking buffer -} export interface SceneInnerProps { /** Array of 3D components to render in the scene */ @@ -234,1181 +61,6 @@ export interface SceneInnerProps { /** Callback fired after each frame render with the render time in milliseconds */ onFrameRendered?: (renderTime: number) => void; } - -/****************************************************** - * 3) Data Structures & Primitive Specs - ******************************************************/ - - -interface PrimitiveSpec { - /** - * The type/name of this primitive spec - */ - type: ComponentConfig['type']; - - /** - * Returns the number of instances in this component. - */ - getCount(component: E): number; - - /** - * Returns the number of floats needed per instance for render data. - */ - getFloatsPerInstance(): number; - - /** - * Returns the number of floats needed per instance for picking data. - */ - getFloatsPerPicking(): number; - - /** - * Returns the centers of all instances in this component. - * Used for transparency sorting and distance calculations. - * @returns Object containing centers array and stride, or undefined if not applicable - */ - getCenters(component: E): Float32Array; - - /** - * Builds vertex buffer data for rendering. - * Populates the provided Float32Array with interleaved vertex attributes. - * Returns true if data was populated, false if component has no renderable data. - * @param component The component to build render data for - * @param target The Float32Array to populate with render data - * @param sortedIndices Optional array of indices for depth sorting - */ - buildRenderData(component: E, target: Float32Array, sortedIndices?: Uint32Array): boolean; - - /** - * Builds vertex buffer data for GPU-based picking. - * Populates the provided Float32Array with picking data. - * @param component The component to build picking data for - * @param target The Float32Array to populate with picking data - * @param baseID Starting ID for this component's instances - * @param sortedIndices Optional array of indices for depth sorting - */ - buildPickingData(component: E, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void; - - /** - * Default WebGPU rendering configuration for this primitive type. - * Specifies face culling and primitive topology. - */ - renderConfig: RenderConfig; - - /** - * Creates or retrieves a cached WebGPU render pipeline for this primitive. - * @param device The WebGPU device - * @param bindGroupLayout Layout for uniform bindings - * @param cache Pipeline cache to prevent duplicate creation - */ - getRenderPipeline( - device: GPUDevice, - bindGroupLayout: GPUBindGroupLayout, - cache: Map - ): GPURenderPipeline; - - /** - * Creates or retrieves a cached WebGPU pipeline for picking. - * @param device The WebGPU device - * @param bindGroupLayout Layout for uniform bindings - * @param cache Pipeline cache to prevent duplicate creation - */ - getPickingPipeline( - device: GPUDevice, - bindGroupLayout: GPUBindGroupLayout, - cache: Map - ): GPURenderPipeline; - - /** - * Creates the base geometry buffers needed for this primitive type. - * These buffers are shared across all instances of the primitive. - */ - createGeometryResource(device: GPUDevice): { vb: GPUBuffer; ib: GPUBuffer; indexCount: number; vertexCount: number }; -} - -interface Decoration { - indexes: number[]; - color?: [number, number, number]; - alpha?: number; - scale?: number; -} - -/** Helper function to apply decorations to an array of instances */ -function applyDecorations( - decorations: Decoration[] | undefined, - instanceCount: number, - setter: (i: number, dec: Decoration) => void -) { - if (!decorations) return; - for (const dec of decorations) { - if (!dec.indexes) continue; - for (const idx of dec.indexes) { - if (idx < 0 || idx >= instanceCount) continue; - setter(idx, dec); - } - } -} - -/** Configuration for how a primitive type should be rendered */ -interface RenderConfig { - /** How faces should be culled */ - cullMode: GPUCullMode; - /** How vertices should be interpreted */ - topology: GPUPrimitiveTopology; -} - -/** ===================== POINT CLOUD ===================== **/ - - -export interface PointCloudComponentConfig extends BaseComponentConfig { - type: 'PointCloud'; - positions: Float32Array; - sizes?: Float32Array; // Per-point sizes - size?: number; // Default size, defaults to 0.02 -} - -/** Helper function to handle sorted indices and position mapping */ -function getIndicesAndMapping(count: number, sortedIndices?: Uint32Array): { - indices: Uint32Array | null, // Change to Uint32Array - indexToPosition: Uint32Array | null -} { - if (!sortedIndices) { - return { - indices: null, - indexToPosition: null - }; - } - - // Only create mapping if we have sorted indices - const indexToPosition = new Uint32Array(count); - for(let j = 0; j < count; j++) { - indexToPosition[sortedIndices[j]] = j; - } - - return { - indices: sortedIndices, - indexToPosition - }; -} - -const pointCloudSpec: PrimitiveSpec = { - type: 'PointCloud', - getCount(elem) { - return elem.positions.length / 3; - }, - - getFloatsPerInstance() { - return 8; // position(3) + size(1) + color(3) + alpha(1) - }, - - getFloatsPerPicking() { - return 5; // position(3) + size(1) + pickID(1) - }, - - getCenters(elem) { - return elem.positions; - }, - - buildRenderData(elem, target, sortedIndices?: Uint32Array) { - const count = elem.positions.length / 3; - if(count === 0) return false; - - const defaults = getBaseDefaults(elem); - const { colors, alphas, scales } = getColumnarParams(elem, count); - - const size = elem.size ?? 0.02; - const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= count ? elem.sizes : null; - - const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); - - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - // Position - target[j*8+0] = elem.positions[i*3+0]; - target[j*8+1] = elem.positions[i*3+1]; - target[j*8+2] = elem.positions[i*3+2]; - - // Size - const pointSize = sizes ? sizes[i] : size; - const scale = scales ? scales[i] : defaults.scale; - target[j*8+3] = pointSize * scale; - - // Color - if(colors) { - target[j*8+4] = colors[i*3+0]; - target[j*8+5] = colors[i*3+1]; - target[j*8+6] = colors[i*3+2]; - } else { - target[j*8+4] = defaults.color[0]; - target[j*8+5] = defaults.color[1]; - target[j*8+6] = defaults.color[2]; - } - - // Alpha - target[j*8+7] = alphas ? alphas[i] : defaults.alpha; - } - - // Apply decorations using the mapping from original index to sorted position - applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition ? indexToPosition[idx] : idx; - if(dec.color) { - target[j*8+4] = dec.color[0]; - target[j*8+5] = dec.color[1]; - target[j*8+6] = dec.color[2]; - } - if(dec.alpha !== undefined) { - target[j*8+7] = dec.alpha; - } - if(dec.scale !== undefined) { - target[j*8+3] *= dec.scale; // Scale affects size - } - }); - - return true; - }, - - buildPickingData(elem: PointCloudComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { - const count = elem.positions.length / 3; - if(count === 0) return; - - const size = elem.size ?? 0.02; - const hasValidSizes = elem.sizes && elem.sizes.length >= count; - const sizes = hasValidSizes ? elem.sizes : null; - const { scales } = getColumnarParams(elem, count); - const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - // Position - target[j*5+0] = elem.positions[i*3+0]; - target[j*5+1] = elem.positions[i*3+1]; - target[j*5+2] = elem.positions[i*3+2]; - // Size - const pointSize = sizes?.[i] ?? size; - const scale = scales ? scales[i] : 1.0; - target[j*5+3] = pointSize * scale; - // PickID - use baseID + local index - target[j*5+4] = packID(baseID + i); - } - - // Apply scale decorations - applyDecorations(elem.decorations, count, (idx, dec) => { - if(dec.scale !== undefined) { - const j = indexToPosition ? indexToPosition[idx] : idx; - if(j !== -1) { - target[j*5+3] *= dec.scale; // Scale affects size - } - } - }); - }, - - // Rendering configuration - renderConfig: { - cullMode: 'none', - topology: 'triangle-list' - }, - - // Pipeline creation methods - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "PointCloudShading", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: billboardVertCode, - fragmentShader: billboardFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_INSTANCE_LAYOUT], - primitive: this.renderConfig, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } - }, - depthStencil: { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less' - } - }, format), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "PointCloudPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: billboardPickingVertCode, - fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [POINT_CLOUD_GEOMETRY_LAYOUT, POINT_CLOUD_PICKING_INSTANCE_LAYOUT] - }, 'rgba8unorm'), - cache - ); - }, - - createGeometryResource(device) { - return createBuffers(device, { - vertexData: new Float32Array([ - -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, - 0.5, -0.5, 0.0, 0.0, 0.0, 1.0, - -0.5, 0.5, 0.0, 0.0, 0.0, 1.0, - 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 - ]), - indexData: new Uint16Array([0,1,2, 2,1,3]) - }); - } -}; - -/** ===================== ELLIPSOID ===================== **/ - - -export interface EllipsoidComponentConfig extends BaseComponentConfig { - type: 'Ellipsoid'; - centers: Float32Array; - radii?: Float32Array; // Per-ellipsoid radii - radius?: [number, number, number]; // Default radius, defaults to [1,1,1] -} - -const ellipsoidSpec: PrimitiveSpec = { - type: 'Ellipsoid', - getCount(elem) { - return elem.centers.length / 3; - }, - - getFloatsPerInstance() { - return 10; - }, - - getFloatsPerPicking() { - return 7; // position(3) + size(3) + pickID(1) - }, - - getCenters(elem) {return elem.centers;}, - - buildRenderData(elem, target, sortedIndices?: Uint32Array) { - const count = elem.centers.length / 3; - if(count === 0) return false; - - const defaults = getBaseDefaults(elem); - const { colors, alphas, scales } = getColumnarParams(elem, count); - - const defaultRadius = elem.radius ?? [1, 1, 1]; - const radii = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; - - const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); - - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - const offset = j * 10; - - // Position (location 2) - target[offset+0] = elem.centers[i*3+0]; - target[offset+1] = elem.centers[i*3+1]; - target[offset+2] = elem.centers[i*3+2]; - - // Size/radii (location 3) - const scale = scales ? scales[i] : defaults.scale; - if(radii) { - target[offset+3] = radii[i*3+0] * scale; - target[offset+4] = radii[i*3+1] * scale; - target[offset+5] = radii[i*3+2] * scale; - } else { - target[offset+3] = defaultRadius[0] * scale; - target[offset+4] = defaultRadius[1] * scale; - target[offset+5] = defaultRadius[2] * scale; - } - - // Color (location 4) - if(colors) { - target[offset+6] = colors[i*3+0]; - target[offset+7] = colors[i*3+1]; - target[offset+8] = colors[i*3+2]; - } else { - target[offset+6] = defaults.color[0]; - target[offset+7] = defaults.color[1]; - target[offset+8] = defaults.color[2]; - } - - // Alpha (location 5) - target[offset+9] = alphas ? alphas[i] : defaults.alpha; - } - - // Apply decorations using the mapping from original index to sorted position - applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition ? indexToPosition[idx] : idx; - const offset = j * 10; - if(dec.color) { - target[offset+6] = dec.color[0]; - target[offset+7] = dec.color[1]; - target[offset+8] = dec.color[2]; - } - if(dec.alpha !== undefined) { - target[offset+9] = dec.alpha; - } - if(dec.scale !== undefined) { - target[offset+3] *= dec.scale; - target[offset+4] *= dec.scale; - target[offset+5] *= dec.scale; - } - }); - - return true; - }, - - buildPickingData(elem: EllipsoidComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { - const count = elem.centers.length / 3; - if(count === 0) return; - - const defaultSize = elem.radius || [0.1, 0.1, 0.1]; - const sizes = elem.radii && elem.radii.length >= count * 3 ? elem.radii : null; - const { scales } = getColumnarParams(elem, count); - const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - const scale = scales ? scales[i] : 1; - // Position - target[j*7+0] = elem.centers[i*3+0]; - target[j*7+1] = elem.centers[i*3+1]; - target[j*7+2] = elem.centers[i*3+2]; - // Size - target[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; - // Picking ID - target[j*7+6] = packID(baseID + i); - } - - // Apply scale decorations - applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition ? indexToPosition[idx] : idx; - if (dec.scale !== undefined) { - target[j*7+3] *= dec.scale; - target[j*7+4] *= dec.scale; - target[j*7+5] *= dec.scale; - } - }); - }, - - renderConfig: { - cullMode: 'back', - topology: 'triangle-list' - }, - - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "EllipsoidShading", - () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: ellipsoidVertCode, - fragmentShader: ellipsoidFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_INSTANCE_LAYOUT] - }, format, ellipsoidSpec), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "EllipsoidPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: ellipsoidPickingVertCode, - fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, ELLIPSOID_PICKING_INSTANCE_LAYOUT] - }, 'rgba8unorm'), - cache - ); - }, - - createGeometryResource(device) { - return createBuffers(device, createSphereGeometry(32, 48)); - } -}; - -/** ===================== ELLIPSOID AXES ===================== **/ - - -export interface EllipsoidAxesComponentConfig extends BaseComponentConfig { - type: 'EllipsoidAxes'; - centers: Float32Array; - radii?: Float32Array; - radius?: [number, number, number]; // Make optional since we have BaseComponentConfig defaults - colors?: Float32Array; -} - -const ellipsoidAxesSpec: PrimitiveSpec = { - type: 'EllipsoidAxes', - getCount(elem) { - // Each ellipsoid has 3 rings - return (elem.centers.length / 3) * 3; - }, - - getFloatsPerInstance() { - return 10; - }, - - getFloatsPerPicking() { - return 7; // position(3) + size(3) + pickID(1) - }, - - getCenters(elem) {return elem.centers}, - - buildRenderData(elem, target, sortedIndices?: Uint32Array) { - const count = elem.centers.length / 3; - if(count === 0) return false; - - const defaults = getBaseDefaults(elem); - const { colors, alphas, scales } = getColumnarParams(elem, count); - - const defaultRadius = elem.radius ?? [1, 1, 1]; - const radii = elem.radii instanceof Float32Array && elem.radii.length >= count * 3 ? elem.radii : null; - - const {indices, indexToPosition} = getIndicesAndMapping(count, sortedIndices); - - const ringCount = count * 3; - for(let j = 0; j < ringCount; j++) { - const i = indices ? indices[Math.floor(j / 3)] : Math.floor(j / 3); - const offset = j * 10; - - // Position (location 2) - target[offset+0] = elem.centers[i*3+0]; - target[offset+1] = elem.centers[i*3+1]; - target[offset+2] = elem.centers[i*3+2]; - - // Size/radii (location 3) - const scale = scales ? scales[i] : defaults.scale; - if(radii) { - target[offset+3] = radii[i*3+0] * scale; - target[offset+4] = radii[i*3+1] * scale; - target[offset+5] = radii[i*3+2] * scale; - } else { - target[offset+3] = defaultRadius[0] * scale; - target[offset+4] = defaultRadius[1] * scale; - target[offset+5] = defaultRadius[2] * scale; - } - - // Color (location 4) - if(colors) { - target[offset+6] = colors[i*3+0]; - target[offset+7] = colors[i*3+1]; - target[offset+8] = colors[i*3+2]; - } else { - target[offset+6] = defaults.color[0]; - target[offset+7] = defaults.color[1]; - target[offset+8] = defaults.color[2]; - } - - // Alpha (location 5) - target[offset+9] = alphas ? alphas[i] : defaults.alpha; - } - - // Apply decorations using the mapping from original index to sorted position - applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition ? indexToPosition[idx] : idx; - // For each decorated ellipsoid, update all 3 of its rings - for(let ring = 0; ring < 3; ring++) { - const arrIdx = j*3 + ring; - if(dec.color) { - target[arrIdx*10+6] = dec.color[0]; - target[arrIdx*10+7] = dec.color[1]; - target[arrIdx*10+8] = dec.color[2]; - } - if(dec.alpha !== undefined) { - target[arrIdx*10+9] = dec.alpha; - } - if(dec.scale !== undefined) { - target[arrIdx*10+3] *= dec.scale; - target[arrIdx*10+4] *= dec.scale; - target[arrIdx*10+5] *= dec.scale; - } - } - }); - - return true; - }, - - buildPickingData(elem: EllipsoidAxesComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { - const count = elem.centers.length / 3; - if(count === 0) return; - - const defaultRadius = elem.radius ?? [1, 1, 1]; - - const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - const cx = elem.centers[i*3+0]; - const cy = elem.centers[i*3+1]; - const cz = elem.centers[i*3+2]; - const rx = elem.radii?.[i*3+0] ?? defaultRadius[0]; - const ry = elem.radii?.[i*3+1] ?? defaultRadius[1]; - const rz = elem.radii?.[i*3+2] ?? defaultRadius[2]; - const thisID = packID(baseID + i); - - for(let ring = 0; ring < 3; ring++) { - const idx = j*3 + ring; - target[idx*7+0] = cx; - target[idx*7+1] = cy; - target[idx*7+2] = cz; - target[idx*7+3] = rx; - target[idx*7+4] = ry; - target[idx*7+5] = rz; - target[idx*7+6] = thisID; - } - } - - applyDecorations(elem.decorations, count, (idx, dec) => { - if (!dec.scale) return; - const j = indexToPosition ? indexToPosition[idx] : idx; - // For each decorated ellipsoid, update all 3 of its rings - for(let ring = 0; ring < 3; ring++) { - const arrIdx = j*3 + ring; - target[arrIdx*7+3] *= dec.scale; - target[arrIdx*7+4] *= dec.scale; - target[arrIdx*7+5] *= dec.scale; - } - }); - }, - - renderConfig: { - cullMode: 'back', - topology: 'triangle-list' - }, - - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "EllipsoidAxesShading", - () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: ringVertCode, - fragmentShader: ringFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, RING_INSTANCE_LAYOUT], - blend: {} // Use defaults - }, format, ellipsoidAxesSpec), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "EllipsoidAxesPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: ringPickingVertCode, - fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, RING_PICKING_INSTANCE_LAYOUT] - }, 'rgba8unorm'), - cache - ); - }, - - createGeometryResource(device) { - return createBuffers(device, createTorusGeometry(1.0, 0.03, 40, 12)); - } -}; - -/** ===================== CUBOID ===================== **/ - - -export interface CuboidComponentConfig extends BaseComponentConfig { - type: 'Cuboid'; - centers: Float32Array; - sizes: Float32Array; - size?: [number, number, number]; -} - -const cuboidSpec: PrimitiveSpec = { - type: 'Cuboid', - getCount(elem){ - return elem.centers.length / 3; - }, - getFloatsPerInstance() { - return 10; - }, - getFloatsPerPicking() { - return 7; // position(3) + size(3) + pickID(1) - }, - getCenters(elem) { return elem.centers}, - - buildRenderData(elem, target, sortedIndices?: Uint32Array) { - const count = elem.centers.length / 3; - if(count === 0) return false; - - const defaults = getBaseDefaults(elem); - const { colors, alphas, scales } = getColumnarParams(elem, count); - const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - - const defaultSize = elem.size || [0.1, 0.1, 0.1]; - const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; - - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - const cx = elem.centers[i*3+0]; - const cy = elem.centers[i*3+1]; - const cz = elem.centers[i*3+2]; - const scale = scales ? scales[i] : defaults.scale; - - // Get sizes with scale - const sx = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - const sy = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - const sz = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; - - // Get colors - let cr: number, cg: number, cb: number; - if (colors) { - cr = colors[i*3+0]; - cg = colors[i*3+1]; - cb = colors[i*3+2]; - } else { - cr = defaults.color[0]; - cg = defaults.color[1]; - cb = defaults.color[2]; - } - const alpha = alphas ? alphas[i] : defaults.alpha; - - // Fill array - const idx = j * 10; - target[idx+0] = cx; - target[idx+1] = cy; - target[idx+2] = cz; - target[idx+3] = sx; - target[idx+4] = sy; - target[idx+5] = sz; - target[idx+6] = cr; - target[idx+7] = cg; - target[idx+8] = cb; - target[idx+9] = alpha; - } - - // Apply decorations using the mapping from original index to sorted position - applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition ? indexToPosition[idx] : idx; // Get the position where this index ended up - if(dec.color) { - target[j*10+6] = dec.color[0]; - target[j*10+7] = dec.color[1]; - target[j*10+8] = dec.color[2]; - } - if(dec.alpha !== undefined) { - target[j*10+9] = dec.alpha; - } - if(dec.scale !== undefined) { - target[j*10+3] *= dec.scale; - target[j*10+4] *= dec.scale; - target[j*10+5] *= dec.scale; - } - }); - - return true; - }, - buildPickingData(elem: CuboidComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { - const count = elem.centers.length / 3; - if(count === 0) return; - - const defaultSize = elem.size || [0.1, 0.1, 0.1]; - const sizes = elem.sizes && elem.sizes.length >= count * 3 ? elem.sizes : null; - const { scales } = getColumnarParams(elem, count); - const { indices, indexToPosition } = getIndicesAndMapping(count, sortedIndices); - - for(let j = 0; j < count; j++) { - const i = indices ? indices[j] : j; - const scale = scales ? scales[i] : 1; - // Position - target[j*7+0] = elem.centers[i*3+0]; - target[j*7+1] = elem.centers[i*3+1]; - target[j*7+2] = elem.centers[i*3+2]; - // Size - target[j*7+3] = (sizes ? sizes[i*3+0] : defaultSize[0]) * scale; - target[j*7+4] = (sizes ? sizes[i*3+1] : defaultSize[1]) * scale; - target[j*7+5] = (sizes ? sizes[i*3+2] : defaultSize[2]) * scale; - // Picking ID - target[j*7+6] = packID(baseID + i); - } - - // Apply scale decorations - applyDecorations(elem.decorations, count, (idx, dec) => { - const j = indexToPosition ? indexToPosition[idx] : idx; - if (dec.scale !== undefined) { - target[j*7+3] *= dec.scale; - target[j*7+4] *= dec.scale; - target[j*7+5] *= dec.scale; - } - }); - }, - renderConfig: { - cullMode: 'none', // Cuboids need to be visible from both sides - topology: 'triangle-list' - }, - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "CuboidShading", - () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: cuboidVertCode, - fragmentShader: cuboidFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, CUBOID_INSTANCE_LAYOUT] - }, format, cuboidSpec), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "CuboidPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: cuboidPickingVertCode, - fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [MESH_GEOMETRY_LAYOUT, CUBOID_PICKING_INSTANCE_LAYOUT], - primitive: this.renderConfig - }, 'rgba8unorm'), - cache - ); - }, - - createGeometryResource(device) { - return createBuffers(device, createCubeGeometry()); - } -}; - -/****************************************************** - * LineBeams Type - ******************************************************/ - -export interface LineBeamsComponentConfig extends BaseComponentConfig { - type: 'LineBeams'; - positions: Float32Array; // [x,y,z,i, x,y,z,i, ...] - sizes?: Float32Array; // Per-line sizes - size?: number; // Default size, defaults to 0.02 -} - -function countSegments(positions: Float32Array): number { - const pointCount = positions.length / 4; - if (pointCount < 2) return 0; - - let segCount = 0; - for (let p = 0; p < pointCount - 1; p++) { - const iCurr = positions[p * 4 + 3]; - const iNext = positions[(p+1) * 4 + 3]; - if (iCurr === iNext) { - segCount++; - } - } - return segCount; -} - -const lineBeamsSpec: PrimitiveSpec = { - type: 'LineBeams', - getCount(elem) { - return countSegments(elem.positions); - }, - - getCenters(elem) { - const segCount = this.getCount(elem); - const centers = new Float32Array(segCount * 3); - let segIndex = 0; - const pointCount = elem.positions.length / 4; - - for(let p = 0; p < pointCount - 1; p++) { - const iCurr = elem.positions[p * 4 + 3]; - const iNext = elem.positions[(p+1) * 4 + 3]; - if(iCurr !== iNext) continue; - - centers[segIndex*3+0] = (elem.positions[p*4+0] + elem.positions[(p+1)*4+0]) * 0.5; - centers[segIndex*3+1] = (elem.positions[p*4+1] + elem.positions[(p+1)*4+1]) * 0.5; - centers[segIndex*3+2] = (elem.positions[p*4+2] + elem.positions[(p+1)*4+2]) * 0.5; - segIndex++; - } - return centers - }, - - getFloatsPerInstance() { - return 11; - }, - - getFloatsPerPicking() { - return 8; // startPos(3) + endPos(3) + size(1) + pickID(1) - }, - - buildRenderData(elem, target, sortedIndices?: Uint32Array) { - const segCount = this.getCount(elem); - if(segCount === 0) return false; - - const defaults = getBaseDefaults(elem); - const { colors, alphas, scales } = getColumnarParams(elem, segCount); - - // First pass: build segment mapping - const segmentMap = new Array(segCount); - let segIndex = 0; - - const pointCount = elem.positions.length / 4; - for(let p = 0; p < pointCount - 1; p++) { - const iCurr = elem.positions[p * 4 + 3]; - const iNext = elem.positions[(p+1) * 4 + 3]; - if(iCurr !== iNext) continue; - - // Store mapping from segment index to point index - segmentMap[segIndex] = p; - segIndex++; - } - - const defaultSize = elem.size ?? 0.02; - const sizes = elem.sizes instanceof Float32Array && elem.sizes.length >= segCount ? elem.sizes : null; - - const {indices, indexToPosition} = getIndicesAndMapping(segCount, sortedIndices); - - for(let j = 0; j < segCount; j++) { - const i = indices ? indices[j] : j; - const p = segmentMap[i]; - const lineIndex = Math.floor(elem.positions[p * 4 + 3]); - - // Start point - target[j*11+0] = elem.positions[p * 4 + 0]; - target[j*11+1] = elem.positions[p * 4 + 1]; - target[j*11+2] = elem.positions[p * 4 + 2]; - - // End point - target[j*11+3] = elem.positions[(p+1) * 4 + 0]; - target[j*11+4] = elem.positions[(p+1) * 4 + 1]; - target[j*11+5] = elem.positions[(p+1) * 4 + 2]; - - // Size with scale - const scale = scales ? scales[lineIndex] : defaults.scale; - target[j*11+6] = (sizes ? sizes[lineIndex] : defaultSize) * scale; - - // Colors - if(colors) { - target[j*11+7] = colors[lineIndex*3+0]; - target[j*11+8] = colors[lineIndex*3+1]; - target[j*11+9] = colors[lineIndex*3+2]; - } else { - target[j*11+7] = defaults.color[0]; - target[j*11+8] = defaults.color[1]; - target[j*11+9] = defaults.color[2]; - } - - target[j*11+10] = alphas ? alphas[lineIndex] : defaults.alpha; - } - - // Apply decorations using the mapping from original index to sorted position - applyDecorations(elem.decorations, segCount, (idx, dec) => { - const j = indexToPosition ? indexToPosition[idx] : idx; - if(dec.color) { - target[j*11+7] = dec.color[0]; - target[j*11+8] = dec.color[1]; - target[j*11+9] = dec.color[2]; - } - if(dec.alpha !== undefined) { - target[j*11+10] = dec.alpha; - } - if(dec.scale !== undefined) { - target[j*11+6] *= dec.scale; - } - }); - - return true; - }, - - buildPickingData(elem: LineBeamsComponentConfig, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void { - const segCount = this.getCount(elem); - if(segCount === 0) return; - - const defaultSize = elem.size ?? 0.02; - - // First pass: build segment mapping - const segmentMap = new Array(segCount); - let segIndex = 0; - - const pointCount = elem.positions.length / 4; - for(let p = 0; p < pointCount - 1; p++) { - const iCurr = elem.positions[p * 4 + 3]; - const iNext = elem.positions[(p+1) * 4 + 3]; - if(iCurr !== iNext) continue; - - // Store mapping from segment index to point index - segmentMap[segIndex] = p; - segIndex++; - } - - const { indices, indexToPosition } = getIndicesAndMapping(segCount, sortedIndices); - - for(let j = 0; j < segCount; j++) { - const i = indices ? indices[j] : j; - const p = segmentMap[i]; - const lineIndex = Math.floor(elem.positions[p * 4 + 3]); - let size = elem.sizes?.[lineIndex] ?? defaultSize; - const scale = elem.scales?.[lineIndex] ?? 1.0; - - size *= scale; - - // Apply decorations that affect size - applyDecorations(elem.decorations, lineIndex + 1, (idx, dec) => { - idx = indexToPosition ? indexToPosition[idx] : idx; - if(idx === lineIndex && dec.scale !== undefined) { - size *= dec.scale; - } - }); - - const base = j * 8; - target[base + 0] = elem.positions[p * 4 + 0]; // start.x - target[base + 1] = elem.positions[p * 4 + 1]; // start.y - target[base + 2] = elem.positions[p * 4 + 2]; // start.z - target[base + 3] = elem.positions[(p+1) * 4 + 0]; // end.x - target[base + 4] = elem.positions[(p+1) * 4 + 1]; // end.y - target[base + 5] = elem.positions[(p+1) * 4 + 2]; // end.z - target[base + 6] = size; // size - target[base + 7] = packID(baseID + i); - } - }, - - // Standard triangle-list, cull as you like - renderConfig: { - cullMode: 'none', - topology: 'triangle-list' - }, - - getRenderPipeline(device, bindGroupLayout, cache) { - const format = navigator.gpu.getPreferredCanvasFormat(); - return getOrCreatePipeline( - device, - "LineBeamsShading", - () => createTranslucentGeometryPipeline(device, bindGroupLayout, { - vertexShader: lineBeamVertCode, // defined below - fragmentShader: lineBeamFragCode, // defined below - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_main', - bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_INSTANCE_LAYOUT ], - }, format, this), - cache - ); - }, - - getPickingPipeline(device, bindGroupLayout, cache) { - return getOrCreatePipeline( - device, - "LineBeamsPicking", - () => createRenderPipeline(device, bindGroupLayout, { - vertexShader: lineBeamPickingVertCode, - fragmentShader: pickingFragCode, - vertexEntryPoint: 'vs_main', - fragmentEntryPoint: 'fs_pick', - bufferLayouts: [ MESH_GEOMETRY_LAYOUT, LINE_BEAM_PICKING_INSTANCE_LAYOUT ], - primitive: this.renderConfig - }, 'rgba8unorm'), - cache - ); - }, - - createGeometryResource(device) { - return createBuffers(device, createBeamGeometry()); - } -}; - - -/****************************************************** - * 4) Pipeline Cache Helper - ******************************************************/ -// Update the pipeline cache to include device reference -export interface PipelineCacheEntry { - pipeline: GPURenderPipeline; - device: GPUDevice; -} - -function getOrCreatePipeline( - device: GPUDevice, - key: string, - createFn: () => GPURenderPipeline, - cache: Map // This will be the instance cache -): GPURenderPipeline { - const entry = cache.get(key); - if (entry && entry.device === device) { - return entry.pipeline; - } - - // Create new pipeline and cache it with device reference - const pipeline = createFn(); - cache.set(key, { pipeline, device }); - return pipeline; -} - -/****************************************************** - * 5) Common Resources: Geometry, Layout, etc. - ******************************************************/ -export interface GeometryResource { - vb: GPUBuffer; - ib: GPUBuffer; - indexCount: number; - vertexCount: number; // Add vertexCount -} - -export type GeometryResources = { - [K in keyof typeof primitiveRegistry]: GeometryResource | null; -} - -function getGeometryResource(resources: GeometryResources, type: keyof GeometryResources): GeometryResource { - const resource = resources[type]; - if (!resource) { - throw new Error(`No geometry resource found for type ${type}`); - } - return resource; -} - - -interface GeometryData { - vertexData: Float32Array; - indexData: Uint16Array | Uint32Array; -} - -const createBuffers = (device: GPUDevice, { vertexData, indexData }: GeometryData): GeometryResource => { - const vb = device.createBuffer({ - size: vertexData.byteLength, - usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(vb, 0, vertexData); - - const ib = device.createBuffer({ - size: indexData.byteLength, - usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST - }); - device.queue.writeBuffer(ib, 0, indexData); - - // Each vertex has 6 floats (position + normal) - const vertexCount = vertexData.length / 6; - - return { - vb, - ib, - indexCount: indexData.length, - vertexCount - }; -}; - function initGeometryResources(device: GPUDevice, resources: GeometryResources) { // Create geometry for each primitive type for (const [primitiveName, spec] of Object.entries(primitiveRegistry)) { @@ -1419,133 +71,6 @@ function initGeometryResources(device: GPUDevice, resources: GeometryResources) } } -/****************************************************** - * 6) Pipeline Configuration Helpers - ******************************************************/ -interface VertexBufferLayout { - arrayStride: number; - stepMode?: GPUVertexStepMode; - attributes: { - shaderLocation: number; - offset: number; - format: GPUVertexFormat; - }[]; -} - -interface PipelineConfig { - vertexShader: string; - fragmentShader: string; - vertexEntryPoint: string; - fragmentEntryPoint: string; - bufferLayouts: VertexBufferLayout[]; - primitive?: { - topology?: GPUPrimitiveTopology; - cullMode?: GPUCullMode; - }; - blend?: { - color?: GPUBlendComponent; - alpha?: GPUBlendComponent; - }; - depthStencil?: { - format: GPUTextureFormat; - depthWriteEnabled: boolean; - depthCompare: GPUCompareFunction; - }; - colorWriteMask?: number; // Use number instead of GPUColorWrite -} - -function createRenderPipeline( - device: GPUDevice, - bindGroupLayout: GPUBindGroupLayout, - config: PipelineConfig, - format: GPUTextureFormat -): GPURenderPipeline { - const pipelineLayout = device.createPipelineLayout({ - bindGroupLayouts: [bindGroupLayout] - }); - - // Get primitive configuration with defaults - const primitiveConfig = { - topology: config.primitive?.topology || 'triangle-list', - cullMode: config.primitive?.cullMode || 'back' - }; - - return device.createRenderPipeline({ - layout: pipelineLayout, - vertex: { - module: device.createShaderModule({ code: config.vertexShader }), - entryPoint: config.vertexEntryPoint, - buffers: config.bufferLayouts - }, - fragment: { - module: device.createShaderModule({ code: config.fragmentShader }), - entryPoint: config.fragmentEntryPoint, - targets: [{ - format, - writeMask: config.colorWriteMask ?? GPUColorWrite.ALL, - ...(config.blend && { - blend: { - color: config.blend.color || { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha' - }, - alpha: config.blend.alpha || { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha' - } - } - }) - }] - }, - primitive: primitiveConfig, - depthStencil: config.depthStencil || { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less' - } - }); -} - -function createTranslucentGeometryPipeline( - device: GPUDevice, - bindGroupLayout: GPUBindGroupLayout, - config: PipelineConfig, - format: GPUTextureFormat, - primitiveSpec: PrimitiveSpec // Take the primitive spec instead of just type -): GPURenderPipeline { - return createRenderPipeline(device, bindGroupLayout, { - ...config, - primitive: primitiveSpec.renderConfig, - blend: { - color: { - srcFactor: 'src-alpha', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - }, - alpha: { - srcFactor: 'one', - dstFactor: 'one-minus-src-alpha', - operation: 'add' - } - }, - depthStencil: { - format: 'depth24plus', - depthWriteEnabled: true, - depthCompare: 'less' - } - }, format); -} - -/****************************************************** - * 7) Primitive Registry - ******************************************************/ -export type ComponentConfig = - | PointCloudComponentConfig - | EllipsoidComponentConfig - | EllipsoidAxesComponentConfig - | CuboidComponentConfig - | LineBeamsComponentConfig; - const primitiveRegistry: Record> = { PointCloud: pointCloudSpec, // Use consolidated spec Ellipsoid: ellipsoidSpec, @@ -1555,10 +80,6 @@ const primitiveRegistry: Record> = { }; -/****************************************************** - * 8) Scene - ******************************************************/ - const ensurePickingData = (device: GPUDevice, components: ComponentConfig[], renderObject: RenderObject) => { if (!renderObject.pickingDataStale) return; @@ -1792,6 +313,16 @@ function updateInstanceSorting( ro.sortedIndices.sort((a: number, b: number) => ro.distances![b] - ro.distances![a]); } +export function getGeometryResource(resources: GeometryResources, type: keyof GeometryResources): GeometryResource { + const resource = resources[type]; + if (!resource) { + throw new Error(`No geometry resource found for type ${type}`); + } + return resource; +} + + + export function SceneInner({ components, containerWidth, diff --git a/src/genstudio/js/scene3d/picking.ts b/src/genstudio/js/scene3d/picking.ts new file mode 100644 index 00000000..eca81952 --- /dev/null +++ b/src/genstudio/js/scene3d/picking.ts @@ -0,0 +1,9 @@ +export function packID(instanceIdx: number): number { + return 1 + instanceIdx; +} + +// Unpack a 32-bit integer back into component and instance indices +export function unpackID(id: number): number | null { + if (id === 0) return null; + return id - 1; +} diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts new file mode 100644 index 00000000..abbe6160 --- /dev/null +++ b/src/genstudio/js/scene3d/types.ts @@ -0,0 +1,261 @@ + + +export interface PipelineCacheEntry { + pipeline: GPURenderPipeline; + device: GPUDevice; + } + +export interface PrimitiveSpec { + /** + * The type/name of this primitive spec + */ + type: string; + + /** + * Returns the number of instances in this component. + */ + getCount(component: E): number; + + /** + * Returns the number of floats needed per instance for render data. + */ + getFloatsPerInstance(): number; + + /** + * Returns the number of floats needed per instance for picking data. + */ + getFloatsPerPicking(): number; + + /** + * Returns the centers of all instances in this component. + * Used for transparency sorting and distance calculations. + * @returns Object containing centers array and stride, or undefined if not applicable + */ + getCenters(component: E): Float32Array; + + /** + * Builds vertex buffer data for rendering. + * Populates the provided Float32Array with interleaved vertex attributes. + * Returns true if data was populated, false if component has no renderable data. + * @param component The component to build render data for + * @param target The Float32Array to populate with render data + * @param sortedIndices Optional array of indices for depth sorting + */ + buildRenderData(component: E, target: Float32Array, sortedIndices?: Uint32Array): boolean; + + /** + * Builds vertex buffer data for GPU-based picking. + * Populates the provided Float32Array with picking data. + * @param component The component to build picking data for + * @param target The Float32Array to populate with picking data + * @param baseID Starting ID for this component's instances + * @param sortedIndices Optional array of indices for depth sorting + */ + buildPickingData(component: E, target: Float32Array, baseID: number, sortedIndices?: Uint32Array): void; + + /** + * Default WebGPU rendering configuration for this primitive type. + * Specifies face culling and primitive topology. + */ + renderConfig: RenderConfig; + + /** + * Creates or retrieves a cached WebGPU render pipeline for this primitive. + * @param device The WebGPU device + * @param bindGroupLayout Layout for uniform bindings + * @param cache Pipeline cache to prevent duplicate creation + */ + getRenderPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + cache: Map + ): GPURenderPipeline; + + /** + * Creates or retrieves a cached WebGPU pipeline for picking. + * @param device The WebGPU device + * @param bindGroupLayout Layout for uniform bindings + * @param cache Pipeline cache to prevent duplicate creation + */ + getPickingPipeline( + device: GPUDevice, + bindGroupLayout: GPUBindGroupLayout, + cache: Map + ): GPURenderPipeline; + + /** + * Creates the base geometry buffers needed for this primitive type. + * These buffers are shared across all instances of the primitive. + */ + createGeometryResource(device: GPUDevice): { vb: GPUBuffer; ib: GPUBuffer; indexCount: number; vertexCount: number }; + } + + +/** Configuration for how a primitive type should be rendered */ +interface RenderConfig { + /** How faces should be culled */ + cullMode: GPUCullMode; + /** How vertices should be interpreted */ + topology: GPUPrimitiveTopology; + } + +export interface Decoration { + indexes: number[]; + color?: [number, number, number]; + alpha?: number; + scale?: number; + } + +export interface BaseComponentConfig { + /** + * Per-instance RGB color values as a Float32Array of RGB triplets. + * Each instance requires 3 consecutive values in the range [0,1]. + */ + colors?: Float32Array; + + /** + * Per-instance alpha (opacity) values. + * Each value should be in the range [0,1]. + */ + alphas?: Float32Array; + + /** + * Per-instance scale multipliers. + * These multiply the base size/radius of each instance. + */ + scales?: Float32Array; + + /** + * Default RGB color applied to all instances without specific colors. + * Values should be in range [0,1]. Defaults to [1,1,1] (white). + */ + color?: [number, number, number]; + + /** + * Default alpha (opacity) for all instances without specific alpha. + * Should be in range [0,1]. Defaults to 1.0. + */ + alpha?: number; + + /** + * Default scale multiplier for all instances without specific scale. + * Defaults to 1.0. + */ + scale?: number; + + /** + * Callback fired when the mouse hovers over an instance. + * The index parameter is the instance index, or null when hover ends. + */ + onHover?: (index: number|null) => void; + + /** + * Callback fired when an instance is clicked. + * The index parameter is the clicked instance index. + */ + onClick?: (index: number) => void; + + /** + * Optional array of decorations to apply to specific instances. + * Decorations can override colors, alpha, and scale for individual instances. + */ + decorations?: Decoration[]; + } + + export interface VertexBufferLayout { + arrayStride: number; + stepMode?: GPUVertexStepMode; + attributes: { + shaderLocation: number; + offset: number; + format: GPUVertexFormat; + }[]; + } + + export interface PipelineConfig { + vertexShader: string; + fragmentShader: string; + vertexEntryPoint: string; + fragmentEntryPoint: string; + bufferLayouts: VertexBufferLayout[]; + primitive?: { + topology?: GPUPrimitiveTopology; + cullMode?: GPUCullMode; + }; + blend?: { + color?: GPUBlendComponent; + alpha?: GPUBlendComponent; + }; + depthStencil?: { + format: GPUTextureFormat; + depthWriteEnabled: boolean; + depthCompare: GPUCompareFunction; + }; + colorWriteMask?: number; // Use number instead of GPUColorWrite + } + + export interface GeometryResource { + vb: GPUBuffer; + ib: GPUBuffer; + indexCount: number; + vertexCount: number; // Add vertexCount + } + + export type GeometryResources = Record; + + +export interface BufferInfo { + buffer: GPUBuffer; + offset: number; + stride: number; + } + + export interface RenderObject { + pipeline?: GPURenderPipeline; + vertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays + indexBuffer?: GPUBuffer; + vertexCount?: number; + indexCount?: number; + instanceCount?: number; + + pickingPipeline?: GPURenderPipeline; + pickingVertexBuffers: Partial<[GPUBuffer, BufferInfo]>; // Allow empty or partial arrays + pickingIndexBuffer?: GPUBuffer; + pickingVertexCount?: number; + pickingIndexCount?: number; + pickingInstanceCount?: number; + + componentIndex: number; + pickingDataStale: boolean; + + // Arrays owned by this RenderObject, reallocated only when count changes + cachedRenderData: Float32Array; // Make non-optional since all components must have render data + cachedPickingData: Float32Array; // Make non-optional since all components must have picking data + lastRenderCount: number; // Make non-optional since we always need to track this + + // Temporary sorting state + sortedIndices?: Uint32Array; + distances?: Float32Array; + + componentOffsets: ComponentOffset[]; + + /** Reference to the primitive spec that created this render object */ + spec: PrimitiveSpec; + } + + export interface RenderObjectCache { + [key: string]: RenderObject; // Key is componentType, value is the most recent render object + } + + export interface DynamicBuffers { + renderBuffer: GPUBuffer; + pickingBuffer: GPUBuffer; + renderOffset: number; // Current offset into render buffer + pickingOffset: number; // Current offset into picking buffer + } + + export interface ComponentOffset { + componentIdx: number; // The index of the component in your overall component list. + start: number; // The first instance index in the combined buffer for this component. + count: number; // How many instances this component contributed. + } From a5afe5b231db5ca8fa9d4717c51361d614aba567 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 6 Feb 2025 09:58:53 +0100 Subject: [PATCH 164/167] update comments --- src/genstudio/js/scene3d/impl3d.tsx | 36 ++++------------------------- 1 file changed, 5 insertions(+), 31 deletions(-) diff --git a/src/genstudio/js/scene3d/impl3d.tsx b/src/genstudio/js/scene3d/impl3d.tsx index 2dd20202..250a2897 100644 --- a/src/genstudio/js/scene3d/impl3d.tsx +++ b/src/genstudio/js/scene3d/impl3d.tsx @@ -72,7 +72,7 @@ function initGeometryResources(device: GPUDevice, resources: GeometryResources) } const primitiveRegistry: Record> = { - PointCloud: pointCloudSpec, // Use consolidated spec + PointCloud: pointCloudSpec, Ellipsoid: ellipsoidSpec, EllipsoidAxes: ellipsoidAxesSpec, Cuboid: cuboidSpec, @@ -87,16 +87,13 @@ const ensurePickingData = (device: GPUDevice, components: ComponentConfig[], ren if (!spec) return; - // Get sorted indices if we have transparency const sortedIndices = renderObject.sortedIndices; - // Build picking data for each component in this render object let pickingDataOffset = 0; const floatsPerInstance = spec.getFloatsPerPicking(); componentOffsets.forEach(offset => { const componentCount = offset.count; - // Create a view into the existing picking data array const componentPickingData = new Float32Array( renderObject.cachedPickingData.buffer, renderObject.cachedPickingData.byteOffset + pickingDataOffset * Float32Array.BYTES_PER_ELEMENT, @@ -106,7 +103,6 @@ const ensurePickingData = (device: GPUDevice, components: ComponentConfig[], ren pickingDataOffset += componentCount * floatsPerInstance; }); - // Write picking data to buffer const pickingInfo = renderObject.pickingVertexBuffers[1] as BufferInfo; device.queue.writeBuffer( pickingInfo.buffer, @@ -129,7 +125,6 @@ function computeUniforms(containerWidth: number, containerHeight: number, camSta camUp: glMatrix.vec3, lightDir: glMatrix.vec3 } { - // Update camera uniforms const aspect = containerWidth / containerHeight; const view = glMatrix.mat4.lookAt( glMatrix.mat4.create(), @@ -146,7 +141,6 @@ function computeUniforms(containerWidth: number, containerHeight: number, camSta camState.far ); - // Compute MVP matrix const mvp = glMatrix.mat4.multiply( glMatrix.mat4.create(), proj, @@ -256,7 +250,6 @@ function computeUniformData(containerWidth: number, containerHeight: number, cam ]); } -// Helper to manage reusable arrays in RenderObject function ensureArray( current: T | undefined, length: number, @@ -285,17 +278,14 @@ function updateInstanceSorting( ): void { const totalCount = ro.lastRenderCount; - // Ensure sorting arrays exist and are correctly sized ro.sortedIndices = ensureArray(ro.sortedIndices, totalCount, Uint32Array); ro.distances = ensureArray(ro.distances, totalCount, Float32Array); - // Initialize indices and compute distances let globalIdx = 0; ro.componentOffsets.forEach(offset => { const component = components[offset.componentIdx]; const componentCenters = ro.spec.getCenters(component); - // Process each instance in this component for (let i = 0; i < offset.count; i++) { ro.sortedIndices![globalIdx] = globalIdx; @@ -309,7 +299,6 @@ function updateInstanceSorting( } }); - // Sort indices based on distances ro.sortedIndices.sort((a: number, b: number) => ro.distances![b] - ro.distances![a]); } @@ -357,7 +346,6 @@ export function SceneInner({ const [isReady, setIsReady] = useState(false); - // Update the camera initialization const [internalCamera, setInternalCamera] = useState(() => { return createCameraState(defaultCamera); }); @@ -370,7 +358,6 @@ export function SceneInner({ return internalCamera; }, [controlledCamera, internalCamera]); - // Update handleCameraUpdate to use activeCamera const handleCameraUpdate = useCallback((updateFn: (camera: CameraState) => CameraState) => { const newCameraState = updateFn(activeCamera); @@ -382,13 +369,10 @@ export function SceneInner({ } }, [activeCamera, controlledCamera, onCameraChange]); - // We'll also track a picking lock const pickingLockRef = useRef(false); - // Add hover state tracking const lastHoverState = useRef<{componentIdx: number, instanceIdx: number} | null>(null); - // Add cache to store previous render objects const renderObjectCache = useRef({}); /****************************************************** @@ -409,7 +393,6 @@ export function SceneInner({ const format = navigator.gpu.getPreferredCanvasFormat(); context.configure({ device, format, alphaMode:'premultiplied' }); - // Create bind group layout const bindGroupLayout = device.createBindGroupLayout({ entries: [{ binding: 0, @@ -418,27 +401,23 @@ export function SceneInner({ }] }); - // Create uniform buffer const uniformBufferSize=128; const uniformBuffer=device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST }); - // Create bind group using the new layout const uniformBindGroup = device.createBindGroup({ layout: bindGroupLayout, entries: [{ binding:0, resource:{ buffer:uniformBuffer } }] }); - // Readback buffer for picking const readbackBuffer = device.createBuffer({ size: 256, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, label: 'Picking readback buffer' }); - // First create gpuRef.current with empty resources gpuRef.current = { device, context, @@ -517,11 +496,7 @@ export function SceneInner({ gpuRef.current.pickDepthTexture = depthTex; }, []); - /****************************************************** - * C) Building the RenderObjects (no if/else) - ******************************************************/ - // Add this type definition at the top of the file type ComponentType = ComponentConfig['type']; interface TypeInfo { @@ -825,11 +800,10 @@ export function SceneInner({ } /****************************************************** - * D) Render pass (single call, no loop) + * C) Render pass (single call, no loop) ******************************************************/ - // Update renderFrame to use new helpers const renderFrame = useCallback(function renderFrameInner(camState: CameraState, components?: ComponentConfig[]) { if(!gpuRef.current) return; @@ -883,7 +857,7 @@ export function SceneInner({ /****************************************************** - * E) Pick pass (on hover/click) + * D) Pick pass (on hover/click) ******************************************************/ async function pickAtScreenXY(screenX: number, screenY: number, mode: 'hover'|'click') { if(!gpuRef.current || !canvasRef.current || pickingLockRef.current) return; @@ -1075,7 +1049,7 @@ export function SceneInner({ } /****************************************************** - * F) Mouse Handling + * E) Mouse Handling ******************************************************/ /** * Tracks the current state of mouse interaction with the scene. @@ -1193,7 +1167,7 @@ export function SceneInner({ }, [handleScene3dMouseMove, handleScene3dMouseDown, handleScene3dMouseUp, handleScene3dMouseLeave]); /****************************************************** - * G) Lifecycle & Render-on-demand + * F) Lifecycle & Render-on-demand ******************************************************/ // Init once useEffect(()=>{ From bbf8883b740b4c3685419cf45cfb6d4378bf4e43 Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 6 Feb 2025 10:43:14 +0100 Subject: [PATCH 165/167] add scene3d tests --- package.json | 1 + src/genstudio/js/scene3d/types.ts | 25 +-- tests/js/scene3d/camera.test.tsx | 223 +++++++++++++++++++++++ tests/js/scene3d/components.test.tsx | 257 ++++++++++++++++++++++++++ tests/js/scene3d/core.test.tsx | 259 +++++++++++++++++++++++++++ tests/js/webgpu-setup.ts | 173 ++++++++++++++++++ yarn.lock | 241 ++++++++++++++++++++++++- 7 files changed, 1166 insertions(+), 13 deletions(-) create mode 100644 tests/js/scene3d/camera.test.tsx create mode 100644 tests/js/scene3d/components.test.tsx create mode 100644 tests/js/scene3d/core.test.tsx create mode 100644 tests/js/webgpu-setup.ts diff --git a/package.json b/package.json index 26093547..d46d5e78 100644 --- a/package.json +++ b/package.json @@ -9,6 +9,7 @@ "@testing-library/jest-dom": "^6.5.0", "@testing-library/react": "^16.0.1", "@webgpu/types": "^0.1.53", + "canvas": "^3.1.0", "esbuild": "^0.21.5", "esbuild-css-modules-plugin": "^3.1.2", "jsdom": "^25.0.0", diff --git a/src/genstudio/js/scene3d/types.ts b/src/genstudio/js/scene3d/types.ts index abbe6160..688b8653 100644 --- a/src/genstudio/js/scene3d/types.ts +++ b/src/genstudio/js/scene3d/types.ts @@ -1,5 +1,3 @@ - - export interface PipelineCacheEntry { pipeline: GPURenderPipeline; device: GPUDevice; @@ -194,15 +192,20 @@ export interface BaseComponentConfig { colorWriteMask?: number; // Use number instead of GPUColorWrite } - export interface GeometryResource { - vb: GPUBuffer; - ib: GPUBuffer; - indexCount: number; - vertexCount: number; // Add vertexCount - } - - export type GeometryResources = Record; - +export interface GeometryResource { + vb: GPUBuffer; + ib: GPUBuffer; + indexCount?: number; + vertexCount?: number; +} + +export interface GeometryResources { + PointCloud: GeometryResource | null; + Ellipsoid: GeometryResource | null; + EllipsoidAxes: GeometryResource | null; + Cuboid: GeometryResource | null; + LineBeams: GeometryResource | null; +} export interface BufferInfo { buffer: GPUBuffer; diff --git a/tests/js/scene3d/camera.test.tsx b/tests/js/scene3d/camera.test.tsx new file mode 100644 index 00000000..f2e87065 --- /dev/null +++ b/tests/js/scene3d/camera.test.tsx @@ -0,0 +1,223 @@ +/// +import { describe, it, expect, vi, beforeEach, afterEach, Mock } from 'vitest'; +import { render, act, fireEvent } from '@testing-library/react'; +import React from 'react'; +import { SceneInner } from '../../../src/genstudio/js/scene3d/impl3d'; +import type { ComponentConfig } from '../../../src/genstudio/js/scene3d/components'; +import type { CameraParams } from '../../../src/genstudio/js/scene3d/camera3d'; +import { setupWebGPU, cleanupWebGPU } from '../webgpu-setup'; + +describe('Scene3D Camera Controls', () => { + let container: HTMLDivElement; + let mockDevice: GPUDevice; + let mockQueue: GPUQueue; + let mockContext: GPUCanvasContext; + + beforeEach(() => { + // Set up fake timers first + vi.useFakeTimers(); + + container = document.createElement('div'); + document.body.appendChild(container); + + setupWebGPU(); + + // Create detailed WebGPU mocks with software rendering capabilities + mockQueue = { + writeBuffer: vi.fn(), + submit: vi.fn(), + onSubmittedWorkDone: vi.fn().mockResolvedValue(undefined) + } as unknown as GPUQueue; + + mockContext = { + configure: vi.fn(), + getCurrentTexture: vi.fn(() => ({ + createView: vi.fn() + })) + } as unknown as GPUCanvasContext; + + const createBuffer = vi.fn((desc: GPUBufferDescriptor) => ({ + destroy: vi.fn(), + size: desc.size, + usage: desc.usage, + mapAsync: vi.fn().mockResolvedValue(undefined), + getMappedRange: vi.fn(() => new ArrayBuffer(desc.size)), + unmap: vi.fn() + })); + + const createRenderPipeline = vi.fn(); + + mockDevice = { + createBuffer, + createBindGroup: vi.fn(), + createBindGroupLayout: vi.fn(), + createPipelineLayout: vi.fn((desc: GPUPipelineLayoutDescriptor) => ({ + label: 'Mock Pipeline Layout' + })), + createRenderPipeline, + createShaderModule: vi.fn((desc: GPUShaderModuleDescriptor) => ({ + label: 'Mock Shader Module' + })), + createCommandEncoder: vi.fn(() => ({ + beginRenderPass: vi.fn(() => ({ + setPipeline: vi.fn(), + setBindGroup: vi.fn(), + setVertexBuffer: vi.fn(), + setIndexBuffer: vi.fn(), + draw: vi.fn(), + drawIndexed: vi.fn(), + end: vi.fn() + })), + finish: vi.fn() + })), + createTexture: vi.fn((desc: GPUTextureDescriptor) => ({ + createView: vi.fn(), + destroy: vi.fn() + })), + queue: mockQueue + } as unknown as GPUDevice; + + // Mock WebGPU API + Object.defineProperty(navigator, 'gpu', { + value: { + requestAdapter: vi.fn().mockResolvedValue({ + requestDevice: vi.fn().mockResolvedValue(mockDevice) + }), + getPreferredCanvasFormat: vi.fn().mockReturnValue('rgba8unorm') + }, + configurable: true + }); + + // Mock getContext + const mockGetContext = vi.fn((contextType: string) => { + if (contextType === 'webgpu') { + return mockContext; + } + return null; + }); + + Object.defineProperty(HTMLCanvasElement.prototype, 'getContext', { + value: mockGetContext, + configurable: true + }); + }); + + afterEach(() => { + document.body.removeChild(container); + vi.clearAllMocks(); + vi.useRealTimers(); + cleanupWebGPU(); + }); + + describe('Camera Controls', () => { + it('should handle controlled camera state', async () => { + const onCameraChange = vi.fn(); + const controlledCamera: CameraParams = { + position: new Float32Array([0, 0, 5]), + target: new Float32Array([0, 0, 0]), + up: new Float32Array([0, 1, 0]), + fov: 45, + near: 0.1, + far: 1000 + }; + + let result; + await act(async () => { + result = render( + + ); + }); + + const canvas = result!.container.querySelector('canvas'); + + // Simulate orbit + await act(async () => { + fireEvent.mouseDown(canvas!, { clientX: 0, clientY: 0, button: 0 }); + fireEvent.mouseMove(canvas!, { clientX: 100, clientY: 0 }); + fireEvent.mouseUp(canvas!); + }); + + expect(onCameraChange).toHaveBeenCalled(); + const newCamera = onCameraChange.mock.calls[0][0]; + expect(newCamera.position).not.toEqual(controlledCamera.position); + }); + + it('should handle zoom', async () => { + const onCameraChange = vi.fn(); + + let result; + await act(async () => { + result = render( + + ); + }); + + const canvas = result!.container.querySelector('canvas'); + + // Simulate zoom + await act(async () => { + fireEvent.wheel(canvas!, { deltaY: 100 }); + }); + + expect(onCameraChange).toHaveBeenCalled(); + const newCamera = onCameraChange.mock.calls[0][0]; + expect(newCamera.position[2]).toBeDefined(); + }); + + it('should handle pan', async () => { + const onCameraChange = vi.fn(); + const initialCamera: CameraParams = { + position: new Float32Array([0, 0, 5]), + target: new Float32Array([0, 0, 0]), + up: new Float32Array([0, 1, 0]), + fov: 45, + near: 0.1, + far: 1000 + }; + + let result; + await act(async () => { + result = render( + + ); + }); + + const canvas = result!.container.querySelector('canvas'); + + // Wait for initial setup + await vi.runAllTimersAsync(); + + // Simulate pan with middle mouse button (button=1) or shift+left click + await act(async () => { + fireEvent.mouseDown(canvas!, { clientX: 0, clientY: 0, button: 0, shiftKey: true }); + await vi.runAllTimersAsync(); + fireEvent.mouseMove(canvas!, { clientX: 100, clientY: 100, buttons: 1 }); + await vi.runAllTimersAsync(); + fireEvent.mouseUp(canvas!); + await vi.runAllTimersAsync(); + }); + + expect(onCameraChange).toHaveBeenCalled(); + const newCamera = onCameraChange.mock.calls[0][0]; + expect(Array.from(newCamera.target)).not.toEqual(Array.from(initialCamera.target)); + }); + + }); +}); diff --git a/tests/js/scene3d/components.test.tsx b/tests/js/scene3d/components.test.tsx new file mode 100644 index 00000000..3173606a --- /dev/null +++ b/tests/js/scene3d/components.test.tsx @@ -0,0 +1,257 @@ +/// +import { describe, it, expect, vi, beforeEach, afterEach, Mock } from 'vitest'; +import { render, act } from '@testing-library/react'; +import React from 'react'; +import { SceneInner } from '../../../src/genstudio/js/scene3d/impl3d'; +import type { ComponentConfig } from '../../../src/genstudio/js/scene3d/components'; +import { setupWebGPU, cleanupWebGPU } from '../webgpu-setup'; + +describe('Scene3D Components', () => { + let container: HTMLDivElement; + let mockDevice: GPUDevice; + let mockQueue: GPUQueue; + let mockContext: GPUCanvasContext; + + beforeEach(() => { + container = document.createElement('div'); + document.body.appendChild(container); + + setupWebGPU(); + + // Create detailed WebGPU mocks with software rendering capabilities + mockQueue = { + writeBuffer: vi.fn(), + submit: vi.fn(), + onSubmittedWorkDone: vi.fn().mockResolvedValue(undefined) + } as unknown as GPUQueue; + + mockContext = { + configure: vi.fn(), + getCurrentTexture: vi.fn(() => ({ + createView: vi.fn() + })) + } as unknown as GPUCanvasContext; + + const createBuffer = vi.fn((desc: GPUBufferDescriptor) => ({ + destroy: vi.fn(), + size: desc.size, + usage: desc.usage, + mapAsync: vi.fn().mockResolvedValue(undefined), + getMappedRange: vi.fn(() => new ArrayBuffer(desc.size)), + unmap: vi.fn() + })); + + const createRenderPipeline = vi.fn(); + + mockDevice = { + createBuffer, + createBindGroup: vi.fn(), + createBindGroupLayout: vi.fn(), + createPipelineLayout: vi.fn((desc: GPUPipelineLayoutDescriptor) => ({ + label: 'Mock Pipeline Layout' + })), + createRenderPipeline, + createShaderModule: vi.fn((desc: GPUShaderModuleDescriptor) => ({ + label: 'Mock Shader Module' + })), + createCommandEncoder: vi.fn(() => ({ + beginRenderPass: vi.fn(() => ({ + setPipeline: vi.fn(), + setBindGroup: vi.fn(), + setVertexBuffer: vi.fn(), + setIndexBuffer: vi.fn(), + draw: vi.fn(), + drawIndexed: vi.fn(), + end: vi.fn() + })), + finish: vi.fn() + })), + createTexture: vi.fn((desc: GPUTextureDescriptor) => ({ + createView: vi.fn(), + destroy: vi.fn() + })), + queue: mockQueue + } as unknown as GPUDevice; + + // Mock WebGPU API + Object.defineProperty(navigator, 'gpu', { + value: { + requestAdapter: vi.fn().mockResolvedValue({ + requestDevice: vi.fn().mockResolvedValue(mockDevice) + }), + getPreferredCanvasFormat: vi.fn().mockReturnValue('rgba8unorm') + }, + configurable: true + }); + + // Mock getContext + const mockGetContext = vi.fn((contextType: string) => { + if (contextType === 'webgpu') { + return mockContext; + } + return null; + }); + + Object.defineProperty(HTMLCanvasElement.prototype, 'getContext', { + value: mockGetContext, + configurable: true + }); + }); + + afterEach(() => { + document.body.removeChild(container); + vi.clearAllMocks(); + cleanupWebGPU(); + }); + + describe('PointCloud', () => { + it('should render point cloud with basic properties', async () => { + const components: ComponentConfig[] = [{ + type: 'PointCloud', + positions: new Float32Array([0, 0, 0, 1, 1, 1]), + colors: new Float32Array([1, 0, 0, 0, 1, 0]) + }]; + + await act(async () => { + render( + + ); + }); + + // Verify buffer creation and data upload + const createBuffer = mockDevice.createBuffer as Mock; + const writeBuffer = mockQueue.writeBuffer as Mock; + + expect(createBuffer).toHaveBeenCalled(); + expect(writeBuffer).toHaveBeenCalled(); + + // Verify correct buffer sizes + const bufferCalls = createBuffer.mock.calls; + expect(bufferCalls.some(call => call[0].size >= components[0].positions.byteLength)).toBe(true); + }); + + it('should handle alpha blending correctly', async () => { + const components: ComponentConfig[] = [{ + type: 'PointCloud', + positions: new Float32Array([0, 0, 0]), + colors: new Float32Array([1, 0, 0]), + alpha: 0.5 + }]; + + await act(async () => { + render( + + ); + }); + + // Verify pipeline creation with blend state + const createRenderPipeline = mockDevice.createRenderPipeline as Mock; + expect(createRenderPipeline).toHaveBeenCalled(); + const pipelineConfig = createRenderPipeline.mock.calls[0][0]; + expect(pipelineConfig?.fragment?.targets?.[0]?.blend).toBeDefined(); + }); + + it('should update when positions change', async () => { + const initialComponents: ComponentConfig[] = [{ + type: 'PointCloud', + positions: new Float32Array([0, 0, 0]), + colors: new Float32Array([1, 0, 0]) + }]; + + let result; + await act(async () => { + result = render( + + ); + }); + + const writeBuffer = mockQueue.writeBuffer as Mock; + writeBuffer.mockClear(); + + // Update positions + const updatedComponents: ComponentConfig[] = [{ + type: 'PointCloud', + positions: new Float32Array([1, 1, 1]), + colors: new Float32Array([1, 0, 0]) + }]; + + await act(async () => { + result!.rerender( + + ); + }); + + expect(writeBuffer).toHaveBeenCalled(); + }); + }); + + describe('Ellipsoid', () => { + it('should render ellipsoid with basic properties', async () => { + const components: ComponentConfig[] = [{ + type: 'Ellipsoid', + centers: new Float32Array([0, 0, 0]), + radii: new Float32Array([1, 1, 1]) + }]; + + await act(async () => { + render( + + ); + }); + + // Verify buffer creation and data upload + const createBuffer = mockDevice.createBuffer as Mock; + const writeBuffer = mockQueue.writeBuffer as Mock; + + expect(createBuffer).toHaveBeenCalled(); + expect(writeBuffer).toHaveBeenCalled(); + }); + + it('should handle non-uniform scaling', async () => { + const components: ComponentConfig[] = [{ + type: 'Ellipsoid', + centers: new Float32Array([0, 0, 0]), + radii: new Float32Array([1, 2, 3]) + }]; + + await act(async () => { + render( + + ); + }); + + const writeBuffer = mockQueue.writeBuffer as Mock; + const bufferData = writeBuffer.mock.calls.map(call => call[2]); + + // Verify that the scale data was written correctly + // This might need adjustment based on your actual buffer layout + expect(bufferData.some(data => data instanceof Float32Array)).toBe(true); + }); + }); + + // Add more component type tests as needed +}); diff --git a/tests/js/scene3d/core.test.tsx b/tests/js/scene3d/core.test.tsx new file mode 100644 index 00000000..9c070708 --- /dev/null +++ b/tests/js/scene3d/core.test.tsx @@ -0,0 +1,259 @@ +/// +import { describe, it, expect, vi, beforeEach, afterEach, Mock } from 'vitest'; +import { render, act } from '@testing-library/react'; +import React from 'react'; +import { SceneInner } from '../../../src/genstudio/js/scene3d/impl3d'; +import type { ComponentConfig } from '../../../src/genstudio/js/scene3d/components'; +import { setupWebGPU, cleanupWebGPU } from '../webgpu-setup'; + +describe('Scene3D Core Rendering', () => { + let container: HTMLDivElement; + let mockDevice: GPUDevice; + let mockQueue: GPUQueue; + let mockContext: GPUCanvasContext; + + beforeEach(() => { + container = document.createElement('div'); + document.body.appendChild(container); + + setupWebGPU(); + + // Create detailed WebGPU mocks with software rendering capabilities + mockQueue = { + writeBuffer: vi.fn(), + submit: vi.fn(), + onSubmittedWorkDone: vi.fn().mockResolvedValue(undefined) + } as unknown as GPUQueue; + + mockContext = { + configure: vi.fn(), + getCurrentTexture: vi.fn(() => ({ + createView: vi.fn() + })) + } as unknown as GPUCanvasContext; + + const createBuffer = vi.fn((desc: GPUBufferDescriptor) => ({ + destroy: vi.fn(), + size: desc.size, + usage: desc.usage, + mapAsync: vi.fn().mockResolvedValue(undefined), + getMappedRange: vi.fn(() => new ArrayBuffer(desc.size)), + unmap: vi.fn() + })); + + const createRenderPipeline = vi.fn(); + + mockDevice = { + createBuffer, + createBindGroup: vi.fn(), + createBindGroupLayout: vi.fn(), + createPipelineLayout: vi.fn((desc: GPUPipelineLayoutDescriptor) => ({ + label: 'Mock Pipeline Layout' + })), + createRenderPipeline, + createShaderModule: vi.fn((desc: GPUShaderModuleDescriptor) => ({ + label: 'Mock Shader Module' + })), + createCommandEncoder: vi.fn(() => ({ + beginRenderPass: vi.fn(() => ({ + setPipeline: vi.fn(), + setBindGroup: vi.fn(), + setVertexBuffer: vi.fn(), + setIndexBuffer: vi.fn(), + draw: vi.fn(), + drawIndexed: vi.fn(), + end: vi.fn() + })), + finish: vi.fn() + })), + createTexture: vi.fn((desc: GPUTextureDescriptor) => ({ + createView: vi.fn(), + destroy: vi.fn() + })), + queue: mockQueue + } as unknown as GPUDevice; + + // Mock WebGPU API + Object.defineProperty(navigator, 'gpu', { + value: { + requestAdapter: vi.fn().mockResolvedValue({ + requestDevice: vi.fn().mockResolvedValue(mockDevice) + }), + getPreferredCanvasFormat: vi.fn().mockReturnValue('rgba8unorm') + }, + configurable: true + }); + + // Mock getContext + const mockGetContext = vi.fn((contextType: string) => { + if (contextType === 'webgpu') { + return mockContext; + } + return null; + }); + + Object.defineProperty(HTMLCanvasElement.prototype, 'getContext', { + value: mockGetContext, + configurable: true + }); + }); + + afterEach(() => { + document.body.removeChild(container); + vi.clearAllMocks(); + cleanupWebGPU(); + }); + + describe('Initialization', () => { + it('should render with default props', async () => { + const props = { + components: [] as ComponentConfig[], + containerWidth: 800, + containerHeight: 600 + }; + + let result; + await act(async () => { + result = render(); + }); + + const canvas = result!.container.querySelector('canvas'); + expect(canvas).toBeDefined(); + expect(canvas?.width).toBe(800 * window.devicePixelRatio); + expect(canvas?.height).toBe(600 * window.devicePixelRatio); + }); + + it('should handle window resize', async () => { + const props = { + components: [], + containerWidth: 800, + containerHeight: 600 + }; + + let result; + await act(async () => { + result = render(); + }); + + await act(async () => { + result!.rerender(); + }); + + const canvas = result!.container.querySelector('canvas'); + expect(canvas?.width).toBe(1000 * window.devicePixelRatio); + expect(canvas?.height).toBe(800 * window.devicePixelRatio); + }); + + it('should initialize WebGPU context and resources', async () => { + const props = { + components: [], + containerWidth: 800, + containerHeight: 600 + }; + + await act(async () => { + render(); + }); + + expect(mockDevice.createBindGroupLayout).toHaveBeenCalled(); + expect(mockDevice.createBuffer).toHaveBeenCalled(); + expect(mockContext.configure).toHaveBeenCalled(); + }); + }); + + describe('Resource Management', () => { + let destroyMock: ReturnType; + let mockBuffer: any; + + beforeEach(() => { + vi.useFakeTimers(); + + // Create mock buffer that we can track + destroyMock = vi.fn(); + mockBuffer = { + destroy: destroyMock, + size: 0, + usage: 0, + mapAsync: vi.fn().mockResolvedValue(undefined), + getMappedRange: vi.fn(() => new ArrayBuffer(0)), + unmap: vi.fn() + }; + + // Set up createBuffer mock to return our trackable buffer + const createBufferMock = mockDevice.createBuffer as Mock; + createBufferMock.mockReturnValue(mockBuffer); + }); + + afterEach(() => { + vi.useRealTimers(); + destroyMock.mockClear(); + }); + + it('should clean up resources when unmounting', async () => { + const props = { + components: [], + containerWidth: 800, + containerHeight: 600 + }; + + // Render with our mock buffer already set up + let result; + await act(async () => { + result = render(); + }); + + // Wait for initial setup + await vi.runAllTimersAsync(); + + // Unmount component + result!.unmount(); + + // Wait for cleanup + await vi.runAllTimersAsync(); + await vi.waitFor(() => { + expect(destroyMock).toHaveBeenCalled(); + }, { timeout: 1000 }); + }); + + it('should handle device lost events', async () => { + const props = { + components: [], + containerWidth: 800, + containerHeight: 600 + }; + + await act(async () => { + render(); + }); + + // Simulate device lost without direct assignment + const lostInfo = { reason: 'destroyed' }; + Object.defineProperty(mockDevice, 'lost', { + value: Promise.reject(lostInfo), + configurable: true + }); + + // Verify error handling + await expect(mockDevice.lost).rejects.toEqual(lostInfo); + }); + }); + + describe('Performance', () => { + it('should call onFrameRendered with timing info', async () => { + const onFrameRendered = vi.fn(); + const props = { + components: [], + containerWidth: 800, + containerHeight: 600, + onFrameRendered + }; + + await act(async () => { + render(); + }); + + expect(onFrameRendered).toHaveBeenCalled(); + expect(onFrameRendered.mock.calls[0][0]).toBeGreaterThan(0); + }); + }); +}); diff --git a/tests/js/webgpu-setup.ts b/tests/js/webgpu-setup.ts new file mode 100644 index 00000000..647b4c54 --- /dev/null +++ b/tests/js/webgpu-setup.ts @@ -0,0 +1,173 @@ +export const setupWebGPU = () => { + // Define WebGPU shader stage constants + (globalThis as any).GPUShaderStage = { + VERTEX: 1, + FRAGMENT: 2, + COMPUTE: 4 + }; + + // Define WebGPU buffer usage constants + (globalThis as any).GPUBufferUsage = { + VERTEX: 1, + INDEX: 2, + UNIFORM: 4, + STORAGE: 8, + COPY_DST: 16, + COPY_SRC: 32, + MAP_READ: 64, + MAP_WRITE: 128 + }; + + // Define WebGPU texture usage constants + (globalThis as any).GPUTextureUsage = { + RENDER_ATTACHMENT: 1, + COPY_SRC: 2, + COPY_DST: 4, + TEXTURE_BINDING: 8 + }; + + // Define WebGPU color write flags + (globalThis as any).GPUColorWrite = { + RED: 1, + GREEN: 2, + BLUE: 4, + ALPHA: 8, + ALL: 0xF + }; + + // Define WebGPU map mode constants + (globalThis as any).GPUMapMode = { + READ: 1, + WRITE: 2 + }; + + // Define WebGPU load operations + (globalThis as any).GPULoadOp = { + LOAD: 'load', + CLEAR: 'clear' + }; + + // Define WebGPU store operations + (globalThis as any).GPUStoreOp = { + STORE: 'store', + DISCARD: 'discard' + }; + + // Define WebGPU primitive topology + (globalThis as any).GPUPrimitiveTopology = { + POINT_LIST: 'point-list', + LINE_LIST: 'line-list', + LINE_STRIP: 'line-strip', + TRIANGLE_LIST: 'triangle-list', + TRIANGLE_STRIP: 'triangle-strip' + }; + + // Define WebGPU vertex formats + (globalThis as any).GPUVertexFormat = { + UINT8X2: 'uint8x2', + UINT8X4: 'uint8x4', + SINT8X2: 'sint8x2', + SINT8X4: 'sint8x4', + UNORM8X2: 'unorm8x2', + UNORM8X4: 'unorm8x4', + SNORM8X2: 'snorm8x2', + SNORM8X4: 'snorm8x4', + UINT16X2: 'uint16x2', + UINT16X4: 'uint16x4', + SINT16X2: 'sint16x2', + SINT16X4: 'sint16x4', + UNORM16X2: 'unorm16x2', + UNORM16X4: 'unorm16x4', + SNORM16X2: 'snorm16x2', + SNORM16X4: 'snorm16x4', + FLOAT16X2: 'float16x2', + FLOAT16X4: 'float16x4', + FLOAT32: 'float32', + FLOAT32X2: 'float32x2', + FLOAT32X3: 'float32x3', + FLOAT32X4: 'float32x4', + UINT32: 'uint32', + UINT32X2: 'uint32x2', + UINT32X3: 'uint32x3', + UINT32X4: 'uint32x4', + SINT32: 'sint32', + SINT32X2: 'sint32x2', + SINT32X3: 'sint32x3', + SINT32X4: 'sint32x4' + }; + + // Define WebGPU vertex step modes + (globalThis as any).GPUVertexStepMode = { + VERTEX: 'vertex', + INSTANCE: 'instance' + }; + + // Define WebGPU cull modes + (globalThis as any).GPUCullMode = { + NONE: 'none', + FRONT: 'front', + BACK: 'back' + }; + + // Define WebGPU compare functions + (globalThis as any).GPUCompareFunction = { + NEVER: 'never', + LESS: 'less', + EQUAL: 'equal', + LESS_EQUAL: 'less-equal', + GREATER: 'greater', + NOT_EQUAL: 'not-equal', + GREATER_EQUAL: 'greater-equal', + ALWAYS: 'always' + }; + + // Define WebGPU blend factors + (globalThis as any).GPUBlendFactor = { + ZERO: 'zero', + ONE: 'one', + SRC: 'src', + ONE_MINUS_SRC: 'one-minus-src', + SRC_ALPHA: 'src-alpha', + ONE_MINUS_SRC_ALPHA: 'one-minus-src-alpha', + DST: 'dst', + ONE_MINUS_DST: 'one-minus-dst', + DST_ALPHA: 'dst-alpha', + ONE_MINUS_DST_ALPHA: 'one-minus-dst-alpha', + SRC_ALPHA_SATURATED: 'src-alpha-saturated', + CONSTANT: 'constant', + ONE_MINUS_CONSTANT: 'one-minus-constant' + }; + + // Define WebGPU blend operations + (globalThis as any).GPUBlendOperation = { + ADD: 'add', + SUBTRACT: 'subtract', + REVERSE_SUBTRACT: 'reverse-subtract', + MIN: 'min', + MAX: 'max' + }; +}; + +export const cleanupWebGPU = () => { + // Clean up all WebGPU globals + const constants = [ + 'GPUShaderStage', + 'GPUBufferUsage', + 'GPUTextureUsage', + 'GPUColorWrite', + 'GPUMapMode', + 'GPULoadOp', + 'GPUStoreOp', + 'GPUPrimitiveTopology', + 'GPUVertexFormat', + 'GPUVertexStepMode', + 'GPUCullMode', + 'GPUCompareFunction', + 'GPUBlendFactor', + 'GPUBlendOperation' + ]; + + for (const constant of constants) { + delete (globalThis as any)[constant]; + } +}; diff --git a/yarn.lock b/yarn.lock index e6cea3e5..055ea3df 100644 --- a/yarn.lock +++ b/yarn.lock @@ -883,6 +883,11 @@ balanced-match@^1.0.0: resolved "https://registry.yarnpkg.com/balanced-match/-/balanced-match-1.0.2.tgz#e83e3a7e3f300b34cb9d87f615fa0cbf357690ee" integrity sha512-3oSeUO0TMV67hN1AmbXsK4yaqU7tjiHlbxRDZOpH0KW9+CeX4bRAaX0Anxt0tx2MrpRpWwQaPwIlISEJhYU5Pw== +base64-js@^1.3.1: + version "1.5.1" + resolved "https://registry.yarnpkg.com/base64-js/-/base64-js-1.5.1.tgz#1b1b440160a5bf7ad40b650f095963481903930a" + integrity sha512-AKpaYlHn8t4SVbOHCy+b5+KKgvR4vrsD8vbvrbiQJps7fKDTkjkDry6ji0rUJjC0kzbNePLwzxq8iypo41qeWA== + binary-extensions@^2.0.0: version "2.3.0" resolved "https://registry.yarnpkg.com/binary-extensions/-/binary-extensions-2.3.0.tgz#f6e14a97858d327252200242d4ccfe522c445522" @@ -893,6 +898,15 @@ binary-search-bounds@^2.0.0: resolved "https://registry.yarnpkg.com/binary-search-bounds/-/binary-search-bounds-2.0.5.tgz#125e5bd399882f71e6660d4bf1186384e989fba7" integrity sha512-H0ea4Fd3lS1+sTEB2TgcLoK21lLhwEJzlQv3IN47pJS976Gx4zoWe0ak3q+uYh60ppQxg9F16Ri4tS1sfD4+jA== +bl@^4.0.3: + version "4.1.0" + resolved "https://registry.yarnpkg.com/bl/-/bl-4.1.0.tgz#451535264182bec2fbbc83a62ab98cf11d9f7b3a" + integrity sha512-1W07cM9gS6DcLperZfFSj+bWLtaPGSOHWhPiGzXmvVJbRLdG82sH/Kn8EtW1VqWVA54AKf2h5k5BbnIbwF3h6w== + dependencies: + buffer "^5.5.0" + inherits "^2.0.4" + readable-stream "^3.4.0" + brace-expansion@^1.1.7: version "1.1.11" resolved "https://registry.yarnpkg.com/brace-expansion/-/brace-expansion-1.1.11.tgz#3c7fcbf529d87226f3d2f52b966ff5271eb441dd" @@ -915,6 +929,14 @@ braces@^3.0.3, braces@~3.0.2: dependencies: fill-range "^7.1.1" +buffer@^5.5.0: + version "5.7.1" + resolved "https://registry.yarnpkg.com/buffer/-/buffer-5.7.1.tgz#ba62e7c13133053582197160851a8f648e99eed0" + integrity sha512-EHcyIPBQ4BSGlvjB16k5KgAJ27CIsHY/2JBmCRReo48y9rQ3MaUzWX3KVlBa4U7MyX02HdVj0K7C3WaB3ju7FQ== + dependencies: + base64-js "^1.3.1" + ieee754 "^1.1.13" + bylight@^1.0.5: version "1.0.5" resolved "https://registry.yarnpkg.com/bylight/-/bylight-1.0.5.tgz#2dad125019cfe9253c3efa165690466806eb9e0c" @@ -943,6 +965,14 @@ camelcase-css@^2.0.1: resolved "https://registry.yarnpkg.com/camelcase-css/-/camelcase-css-2.0.1.tgz#ee978f6947914cc30c6b44741b6ed1df7f043fd5" integrity sha512-QOSvevhslijgYwRx6Rv7zKdMF8lbRmx+uQGx2+vDc+KI/eBnsy9kit5aj23AgGu3pa4t9AgwbnXWqS+iOY+2aA== +canvas@^3.1.0: + version "3.1.0" + resolved "https://registry.yarnpkg.com/canvas/-/canvas-3.1.0.tgz#6cdf094b859fef8e39b0e2c386728a376f1727b2" + integrity sha512-tTj3CqqukVJ9NgSahykNwtGda7V33VLObwrHfzT0vqJXu7J4d4C/7kQQW3fOEGDfZZoILPut5H00gOjyttPGyg== + dependencies: + node-addon-api "^7.0.0" + prebuild-install "^7.1.1" + chai@^5.1.1: version "5.1.1" resolved "https://registry.yarnpkg.com/chai/-/chai-5.1.1.tgz#f035d9792a22b481ead1c65908d14bb62ec1c82c" @@ -999,6 +1029,11 @@ chokidar@^3.5.3: optionalDependencies: fsevents "~2.3.2" +chownr@^1.1.1: + version "1.1.4" + resolved "https://registry.yarnpkg.com/chownr/-/chownr-1.1.4.tgz#6fc9d7b42d32a583596337666e7d08084da2cc6b" + integrity sha512-jJ0bqzaylmJtVnNgzTeSOs8DPavpbYgEr/b0YL8/2GO3xJEhInFmhKMUnEJQjZumK7KXGFhUy89PrsJWlakBVg== + color-convert@^1.9.0: version "1.9.3" resolved "https://registry.yarnpkg.com/color-convert/-/color-convert-1.9.3.tgz#bb71850690e1f136567de629d2d5471deda4c1e8" @@ -1411,11 +1446,23 @@ decimal.js@^10.4.3: resolved "https://registry.yarnpkg.com/decimal.js/-/decimal.js-10.4.3.tgz#1044092884d245d1b7f65725fa4ad4c6f781cc23" integrity sha512-VBBaLc1MgL5XpzgIP7ny5Z6Nx3UrRkIViUkPUdtl9aya5amy3De1gsUUSB1g3+3sExYNjCAsAznmukyxCb1GRA== +decompress-response@^6.0.0: + version "6.0.0" + resolved 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"https://registry.yarnpkg.com/define-data-property/-/define-data-property-1.1.4.tgz#894dc141bb7d3060ae4366f6a0107e68fbe48c5e" @@ -1456,6 +1503,11 @@ detect-libc@^1.0.3: resolved "https://registry.yarnpkg.com/detect-libc/-/detect-libc-1.0.3.tgz#fa137c4bd698edf55cd5cd02ac559f91a4c4ba9b" integrity sha512-pGjwhsmsp4kL2RTz08wcOlGN83otlqHeD/Z5T8GXZB+/YcpQ/dgo+lbU8ZsGxV0HIvqqxo9l7mqYwyYMD9bKDg== +detect-libc@^2.0.0: + version "2.0.3" + resolved "https://registry.yarnpkg.com/detect-libc/-/detect-libc-2.0.3.tgz#f0cd503b40f9939b894697d19ad50895e30cf700" + integrity sha512-bwy0MGW55bG41VqxxypOsdSdGqLwXPI/focwgTYCFMbdUiBAxLg9CFzG08sz2aqzknwiX7Hkl0bQENjg8iLByw== + didyoumean@^1.2.2: version "1.2.2" resolved "https://registry.yarnpkg.com/didyoumean/-/didyoumean-1.2.2.tgz#989346ffe9e839b4555ecf5666edea0d3e8ad037" @@ -1491,6 +1543,13 @@ emoji-regex@^9.2.2: resolved "https://registry.yarnpkg.com/emoji-regex/-/emoji-regex-9.2.2.tgz#840c8803b0d8047f4ff0cf963176b32d4ef3ed72" integrity 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"https://registry.yarnpkg.com/normalize-package-data/-/normalize-package-data-2.5.0.tgz#e66db1838b200c1dfc233225d12cb36520e234a8" @@ -2552,6 +2668,13 @@ object.assign@^4.1.5: has-symbols "^1.0.3" object-keys "^1.1.1" +once@^1.3.1, once@^1.4.0: + version "1.4.0" + resolved "https://registry.yarnpkg.com/once/-/once-1.4.0.tgz#583b1aa775961d4b113ac17d9c50baef9dd76bd1" + integrity sha512-lNaJgI+2Q5URQBkccEKHTQOPaXdUxnZZElQTZY0MFUAuaEqe1E+Nyvgdz/aIyNi6Z9MzO5dv1H8n58/GELp3+w== + dependencies: + wrappy "1" + onetime@^6.0.0: version "6.0.0" resolved "https://registry.yarnpkg.com/onetime/-/onetime-6.0.0.tgz#7c24c18ed1fd2e9bca4bd26806a33613c77d34b4" @@ -2739,6 +2862,24 @@ postcss@^8.4.43: picocolors "^1.0.1" source-map-js "^1.2.0" +prebuild-install@^7.1.1: + version "7.1.3" + resolved "https://registry.yarnpkg.com/prebuild-install/-/prebuild-install-7.1.3.tgz#d630abad2b147443f20a212917beae68b8092eec" + integrity 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"https://registry.yarnpkg.com/react-dom/-/react-dom-18.3.1.tgz#c2265d79511b57d479b3dd3fdfa51536494c5cb4" @@ -2828,6 +2987,15 @@ read-pkg@^3.0.0: normalize-package-data "^2.3.2" path-type "^3.0.0" +readable-stream@^3.1.1, readable-stream@^3.4.0: + version "3.6.2" + resolved "https://registry.yarnpkg.com/readable-stream/-/readable-stream-3.6.2.tgz#56a9b36ea965c00c5a93ef31eb111a0f11056967" + integrity sha512-9u/sniCrY3D5WdsERHzHE4G2YCXqoG5FTHUiCC4SIbr6XcLZBY05ya9EKjYek9O5xOAwjGq+1JdGBAS7Q9ScoA== + dependencies: + inherits "^2.0.3" + string_decoder "^1.1.1" + util-deprecate "^1.0.1" + readdirp@~3.6.0: version "3.6.0" resolved "https://registry.yarnpkg.com/readdirp/-/readdirp-3.6.0.tgz#74a370bd857116e245b29cc97340cd431a02a6c7" @@ -2944,6 +3112,11 @@ safe-array-concat@^1.1.2: has-symbols "^1.0.3" isarray "^2.0.5" +safe-buffer@^5.0.1, safe-buffer@~5.2.0: + version "5.2.1" + resolved "https://registry.yarnpkg.com/safe-buffer/-/safe-buffer-5.2.1.tgz#1eaf9fa9bdb1fdd4ec75f58f9cdb4e6b7827eec6" + integrity sha512-rp3So07KcdmmKbGvgaNxQSJr7bGVSVk5S9Eq1F+ppbRo70+YeaDxkw5Dd8NPN+GD6bjnYm2VuPuCXmpuYvmCXQ== + safe-regex-test@^1.0.3: version "1.0.3" resolved "https://registry.yarnpkg.com/safe-regex-test/-/safe-regex-test-1.0.3.tgz#a5b4c0f06e0ab50ea2c395c14d8371232924c377" @@ -2977,6 +3150,11 @@ scheduler@^0.23.2: resolved "https://registry.yarnpkg.com/semver/-/semver-5.7.2.tgz#48d55db737c3287cd4835e17fa13feace1c41ef8" integrity sha512-cBznnQ9KjJqU67B52RMC65CMarK2600WFnbkcaiwWq3xy/5haFJlshgnpjovMVJ+Hff49d8GEn0b87C5pDQ10g== +semver@^7.3.5: + version "7.7.1" + resolved "https://registry.yarnpkg.com/semver/-/semver-7.7.1.tgz#abd5098d82b18c6c81f6074ff2647fd3e7220c9f" + integrity sha512-hlq8tAfn0m/61p4BVRcPzIGr6LKiMwo4VM6dGi6pt4qcRkmNzTcWq6eCEjEh+qXjkMDvPlOFFSGwQjoEa6gyMA== + set-function-length@^1.2.1: version "1.2.2" resolved "https://registry.yarnpkg.com/set-function-length/-/set-function-length-1.2.2.tgz#aac72314198eaed975cf77b2c3b6b880695e5449" @@ -3048,6 +3226,20 @@ signal-exit@^4.0.1, signal-exit@^4.1.0: resolved "https://registry.yarnpkg.com/signal-exit/-/signal-exit-4.1.0.tgz#952188c1cbd546070e2dd20d0f41c0ae0530cb04" integrity sha512-bzyZ1e88w9O1iNJbKnOlvYTrWPDl46O1bG0D3XInv+9tkPrxrN8jUUTiFlDkkmKWgn1M6CfIA13SuGqOa9Korw== +simple-concat@^1.0.0: + version "1.0.1" + resolved "https://registry.yarnpkg.com/simple-concat/-/simple-concat-1.0.1.tgz#f46976082ba35c2263f1c8ab5edfe26c41c9552f" + integrity sha512-cSFtAPtRhljv69IK0hTVZQ+OfE9nePi/rtJmw5UjHeVyVroEqJXP1sFztKUy1qU+xvz3u/sfYJLa947b7nAN2Q== + +simple-get@^4.0.0: + version "4.0.1" + resolved "https://registry.yarnpkg.com/simple-get/-/simple-get-4.0.1.tgz#4a39db549287c979d352112fa03fd99fd6bc3543" + integrity sha512-brv7p5WgH0jmQJr1ZDDfKDOSeWWg+OVypG99A/5vYGPqJ6pxiaHLy8nxtFjBA7oMa01ebA9gfh1uMCFqOuXxvA== + dependencies: + decompress-response "^6.0.0" + once "^1.3.1" + simple-concat "^1.0.0" + source-map-js@^1.2.0: version "1.2.0" resolved "https://registry.yarnpkg.com/source-map-js/-/source-map-js-1.2.0.tgz#16b809c162517b5b8c3e7dcd315a2a5c2612b2af" @@ -3159,6 +3351,13 @@ string.prototype.trimstart@^1.0.8: define-properties "^1.2.1" es-object-atoms "^1.0.0" +string_decoder@^1.1.1: + version "1.3.0" + resolved "https://registry.yarnpkg.com/string_decoder/-/string_decoder-1.3.0.tgz#42f114594a46cf1a8e30b0a84f56c78c3edac21e" + integrity sha512-hkRX8U1WjJFd8LsDJ2yQ/wWWxaopEsABU1XfkM8A+j0+85JAGppt16cr1Whg6KIbb4okU6Mql6BOj+uup/wKeA== + dependencies: + safe-buffer "~5.2.0" + "strip-ansi-cjs@npm:strip-ansi@^6.0.1": version "6.0.1" resolved "https://registry.yarnpkg.com/strip-ansi/-/strip-ansi-6.0.1.tgz#9e26c63d30f53443e9489495b2105d37b67a85d9" @@ -3197,6 +3396,11 @@ strip-indent@^3.0.0: dependencies: min-indent "^1.0.0" +strip-json-comments@~2.0.1: + version "2.0.1" + resolved "https://registry.yarnpkg.com/strip-json-comments/-/strip-json-comments-2.0.1.tgz#3c531942e908c2697c0ec344858c286c7ca0a60a" + integrity sha512-4gB8na07fecVVkOI6Rs4e7T6NOTki5EmL7TUduTs6bu3EdnSycntVJ4re8kgZA+wx9IueI2Y11bfbgwtzuE0KQ== + style-vendorizer@^2.2.3: version "2.2.3" resolved "https://registry.yarnpkg.com/style-vendorizer/-/style-vendorizer-2.2.3.tgz#e18098fd981c5884c58ff939475fbba74aaf080c" @@ -3267,6 +3471,27 @@ tailwindcss@^3.4.14: resolve "^1.22.2" sucrase "^3.32.0" +tar-fs@^2.0.0: + version "2.1.2" + resolved "https://registry.yarnpkg.com/tar-fs/-/tar-fs-2.1.2.tgz#425f154f3404cb16cb8ff6e671d45ab2ed9596c5" + integrity sha512-EsaAXwxmx8UB7FRKqeozqEPop69DXcmYwTQwXvyAPF352HJsPdkVhvTaDPYqfNgruveJIJy3TA2l+2zj8LJIJA== + dependencies: + chownr "^1.1.1" + mkdirp-classic "^0.5.2" + pump "^3.0.0" + tar-stream "^2.1.4" + +tar-stream@^2.1.4: + version "2.2.0" + resolved "https://registry.yarnpkg.com/tar-stream/-/tar-stream-2.2.0.tgz#acad84c284136b060dc3faa64474aa9aebd77287" + integrity sha512-ujeqbceABgwMZxEJnk2HDY2DlnUZ+9oEcb1KzTVfYHio0UE6dG71n60d8D2I4qNvleWrrXpmjpt7vZeF1LnMZQ== + dependencies: + bl "^4.0.3" + end-of-stream "^1.4.1" + fs-constants "^1.0.0" + inherits "^2.0.3" + readable-stream "^3.1.1" + thenify-all@^1.0.0: version "1.6.0" resolved "https://registry.yarnpkg.com/thenify-all/-/thenify-all-1.6.0.tgz#1a1918d402d8fc3f98fbf234db0bcc8cc10e9726" @@ -3330,6 +3555,13 @@ ts-interface-checker@^0.1.9: resolved "https://registry.yarnpkg.com/ts-interface-checker/-/ts-interface-checker-0.1.13.tgz#784fd3d679722bc103b1b4b8030bcddb5db2a699" integrity sha512-Y/arvbn+rrz3JCKl9C4kVNfTfSm2/mEp5FSz5EsZSANGPSlQrpRI5M4PKF+mJnE52jOO90PnPSc3Ur3bTQw0gA== +tunnel-agent@^0.6.0: + version "0.6.0" + resolved "https://registry.yarnpkg.com/tunnel-agent/-/tunnel-agent-0.6.0.tgz#27a5dea06b36b04a0a9966774b290868f0fc40fd" + integrity sha512-McnNiV1l8RYeY8tBgEpuodCC1mLUdbSN+CYBL7kJsJNInOP8UjDDEwdk6Mw60vdLLrr5NHKZhMAOSrR2NZuQ+w== + dependencies: + safe-buffer "^5.0.1" + typed-array-buffer@^1.0.2: version "1.0.2" resolved "https://registry.yarnpkg.com/typed-array-buffer/-/typed-array-buffer-1.0.2.tgz#1867c5d83b20fcb5ccf32649e5e2fc7424474ff3" @@ -3419,7 +3651,7 @@ use-sync-external-store@^1.2.0: resolved "https://registry.yarnpkg.com/use-sync-external-store/-/use-sync-external-store-1.2.2.tgz#c3b6390f3a30eba13200d2302dcdf1e7b57b2ef9" integrity sha512-PElTlVMwpblvbNqQ82d2n6RjStvdSoNe9FG28kNfz3WiXilJm4DdNkEzRhCZuIDwY8U08WVihhGR5iRqAwfDiw== -util-deprecate@^1.0.2: +util-deprecate@^1.0.1, util-deprecate@^1.0.2: version "1.0.2" resolved "https://registry.yarnpkg.com/util-deprecate/-/util-deprecate-1.0.2.tgz#450d4dc9fa70de732762fbd2d4a28981419a0ccf" integrity sha512-EPD5q1uXyFxJpCrLnCc1nHnq3gOa6DZBocAIiI2TaSCA7VCJ1UJDMagCzIkXNsUYfD1daK//LTEQ8xiIbrHtcw== @@ -3603,6 +3835,11 @@ wrap-ansi@^8.1.0: string-width "^5.0.1" strip-ansi "^7.0.1" +wrappy@1: + version "1.0.2" + resolved "https://registry.yarnpkg.com/wrappy/-/wrappy-1.0.2.tgz#b5243d8f3ec1aa35f1364605bc0d1036e30ab69f" + integrity sha512-l4Sp/DRseor9wL6EvV2+TuQn63dMkPjZ/sp9XkghTEbV9KlPS1xUsZ3u7/IQO4wxtcFB4bgpQPRcR3QCvezPcQ== + ws@^8.11.0: version "8.17.0" resolved "https://registry.yarnpkg.com/ws/-/ws-8.17.0.tgz#d145d18eca2ed25aaf791a183903f7be5e295fea" From 3fd8206a589fb964dfab01875112df024d3b3b5f Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 6 Feb 2025 10:51:37 +0100 Subject: [PATCH 166/167] Slider accepts JSExpr args --- src/genstudio/plot.py | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/genstudio/plot.py b/src/genstudio/plot.py index 01e8c507..bf7ded02 100644 --- a/src/genstudio/plot.py +++ b/src/genstudio/plot.py @@ -930,17 +930,17 @@ def initialState( def Slider( - key: str, + key: Union[str, JSExpr], init: Any = None, - range: Optional[Union[int, float, List[Union[int, float]]]] = None, + range: Optional[Union[int, float, List[Union[int, float]], JSExpr]] = None, rangeFrom: Any = None, - fps: Optional[Union[int, str]] = None, - step: int | float = 1, - tail: bool = False, - loop: bool = True, - label: Optional[str] = None, - showValue: bool = False, - controls: Optional[List[str]] = None, + fps: Optional[Union[int, str, JSExpr]] = None, + step: Union[int, float, JSExpr] = 1, + tail: Union[bool, JSExpr] = False, + loop: Union[bool, JSExpr] = True, + label: Optional[Union[str, JSExpr]] = None, + showValue: Union[bool, JSExpr] = False, + controls: Optional[Union[List[str], JSExpr]] = None, className: Optional[str] = None, style: Optional[Dict[str, Any]] = None, **kwargs: Any, From c47832db5d56cfedcbae00e5407e2badeebf6c1c Mon Sep 17 00:00:00 2001 From: Matthew Huebert Date: Thu, 6 Feb 2025 10:55:13 +0100 Subject: [PATCH 167/167] accept bool (false) for slider controls --- src/genstudio/plot.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/genstudio/plot.py b/src/genstudio/plot.py index bf7ded02..c1255ff3 100644 --- a/src/genstudio/plot.py +++ b/src/genstudio/plot.py @@ -940,7 +940,7 @@ def Slider( loop: Union[bool, JSExpr] = True, label: Optional[Union[str, JSExpr]] = None, showValue: Union[bool, JSExpr] = False, - controls: Optional[Union[List[str], JSExpr]] = None, + controls: Optional[Union[List[str], JSExpr, bool]] = None, className: Optional[str] = None, style: Optional[Dict[str, Any]] = None, **kwargs: Any,