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update builds
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gkjohnson committed Nov 11, 2024
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51 changes: 51 additions & 0 deletions example/bundle/3dtex_repro.html
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<!DOCTYPE html>
<html>
<head>
<title>three-mesh-bvh - Fast SDF Generation</title>
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no">

<style type="text/css">
html, body {
padding: 0;
margin: 0;
overflow: hidden;
font-family: monospace;
background-color: #440727;
}

canvas {
width: 100%;
height: 100%;
}

#output {
color: #ffffff;
position: absolute;
left: 10px;
bottom: 10px;
white-space: pre;
}

#info {
position: absolute;
top: 0;
width: 100%;
color: white;
font-family: monospace;
text-align: center;
padding: 5px 0;
}

a {
color: white;
}
</style>
<script type="module" crossorigin src="./assets/3dtex_repro-DUwHz_l8.js"></script>
<link rel="modulepreload" crossorigin href="./assets/ExtendedTriangle-CNpFv597.js">
<link rel="modulepreload" crossorigin href="./assets/Pass-Bx56TwXN.js">
<link rel="modulepreload" crossorigin href="./assets/MeshBVH-ujCvfObx.js">
<link rel="modulepreload" crossorigin href="./assets/MeshBVHUniformStruct-CwgYze0J.js">
</head>
<body>
</body>
</html>
288 changes: 288 additions & 0 deletions example/bundle/assets/3dtex_repro-DUwHz_l8.js
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import{W as c,T as d,a as l,R as u,F as v,H as f,L as a,S as h}from"./ExtendedTriangle-CNpFv597.js";import{F as x}from"./Pass-Bx56TwXN.js";import{M as b}from"./MeshBVH-ujCvfObx.js";import{M as m}from"./MeshBVHUniformStruct-CwgYze0J.js";class p extends h{constructor(n){super({uniforms:{bvh:{value:new m}},vertexShader:`
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,fragmentShader:`
precision highp isampler2D;
precision highp usampler2D;
/* common_functions.glsl.js */
// A stack of uint32 indices can can store the indices for
// a perfectly balanced tree with a depth up to 31. Lower stack
// depth gets higher performance.
//
// However not all trees are balanced. Best value to set this to
// is the trees max depth.
#ifndef BVH_STACK_DEPTH
#define BVH_STACK_DEPTH 60
#endif
#ifndef INFINITY
#define INFINITY 1e20
#endif
// Utilities
uvec4 uTexelFetch1D( usampler2D tex, uint index ) {
uint width = uint( textureSize( tex, 0 ).x );
uvec2 uv;
uv.x = index % width;
uv.y = index / width;
return texelFetch( tex, ivec2( uv ), 0 );
}
vec4 texelFetch1D( sampler2D tex, uint index ) {
uint width = uint( textureSize( tex, 0 ).x );
uvec2 uv;
uv.x = index % width;
uv.y = index / width;
return texelFetch( tex, ivec2( uv ), 0 );
}
/* bvh_struct_definitions.glsl.js */
struct BVH {
usampler2D index;
sampler2D position;
sampler2D bvhBounds;
usampler2D bvhContents;
};
/* bvh_ray_functions.glsl.js */
#ifndef TRI_INTERSECT_EPSILON
#define TRI_INTERSECT_EPSILON 1e-5
#endif
// Raycasting
bool intersectsBounds( vec3 rayOrigin, vec3 rayDirection, vec3 boundsMin, vec3 boundsMax, out float dist ) {
// https://www.reddit.com/r/opengl/comments/8ntzz5/fast_glsl_ray_box_intersection/
// https://tavianator.com/2011/ray_box.html
vec3 invDir = 1.0 / rayDirection;
// find intersection distances for each plane
vec3 tMinPlane = invDir * ( boundsMin - rayOrigin );
vec3 tMaxPlane = invDir * ( boundsMax - rayOrigin );
// get the min and max distances from each intersection
vec3 tMinHit = min( tMaxPlane, tMinPlane );
vec3 tMaxHit = max( tMaxPlane, tMinPlane );
// get the furthest hit distance
vec2 t = max( tMinHit.xx, tMinHit.yz );
float t0 = max( t.x, t.y );
// get the minimum hit distance
t = min( tMaxHit.xx, tMaxHit.yz );
float t1 = min( t.x, t.y );
// set distance to 0.0 if the ray starts inside the box
dist = max( t0, 0.0 );
return t1 >= dist;
}
bool intersectsTriangle(
vec3 rayOrigin, vec3 rayDirection, vec3 a, vec3 b, vec3 c,
out vec3 barycoord, out vec3 norm, out float dist, out float side
) {
// https://stackoverflow.com/questions/42740765/intersection-between-line-and-triangle-in-3d
vec3 edge1 = b - a;
vec3 edge2 = c - a;
norm = cross( edge1, edge2 );
float det = - dot( rayDirection, norm );
float invdet = 1.0 / det;
vec3 AO = rayOrigin - a;
vec3 DAO = cross( AO, rayDirection );
vec4 uvt;
uvt.x = dot( edge2, DAO ) * invdet;
uvt.y = - dot( edge1, DAO ) * invdet;
uvt.z = dot( AO, norm ) * invdet;
uvt.w = 1.0 - uvt.x - uvt.y;
// set the hit information
barycoord = uvt.wxy; // arranged in A, B, C order
dist = uvt.z;
side = sign( det );
norm = side * normalize( norm );
// add an epsilon to avoid misses between triangles
uvt += vec4( TRI_INTERSECT_EPSILON );
return all( greaterThanEqual( uvt, vec4( 0.0 ) ) );
}
bool intersectTriangles(
// geometry info and triangle range
sampler2D positionAttr, usampler2D indexAttr, uint offset, uint count,
// ray
vec3 rayOrigin, vec3 rayDirection,
// outputs
inout float minDistance, inout uvec4 faceIndices, inout vec3 faceNormal, inout vec3 barycoord,
inout float side, inout float dist
) {
bool found = false;
vec3 localBarycoord, localNormal;
float localDist, localSide;
for ( uint i = offset, l = offset + count; i < l; i ++ ) {
uvec3 indices = uTexelFetch1D( indexAttr, i ).xyz;
vec3 a = texelFetch1D( positionAttr, indices.x ).rgb;
vec3 b = texelFetch1D( positionAttr, indices.y ).rgb;
vec3 c = texelFetch1D( positionAttr, indices.z ).rgb;
if (
intersectsTriangle( rayOrigin, rayDirection, a, b, c, localBarycoord, localNormal, localDist, localSide )
&& localDist < minDistance
) {
found = true;
minDistance = localDist;
faceIndices = uvec4( indices.xyz, i );
faceNormal = localNormal;
side = localSide;
barycoord = localBarycoord;
dist = localDist;
}
}
return found;
}
bool intersectsBVHNodeBounds( vec3 rayOrigin, vec3 rayDirection, sampler2D bvhBounds, uint currNodeIndex, out float dist ) {
uint cni2 = currNodeIndex * 2u;
vec3 boundsMin = texelFetch1D( bvhBounds, cni2 ).xyz;
vec3 boundsMax = texelFetch1D( bvhBounds, cni2 + 1u ).xyz;
return intersectsBounds( rayOrigin, rayDirection, boundsMin, boundsMax, dist );
}
bool _bvhIntersectFirstHit(
// bvh info
sampler2D bvh_position, usampler2D bvh_index, sampler2D bvh_bvhBounds, usampler2D bvh_bvhContents,
// ray
vec3 rayOrigin, vec3 rayDirection,
// output variables split into separate variables due to output precision
inout uvec4 faceIndices, inout vec3 faceNormal, inout vec3 barycoord,
inout float side, inout float dist
) {
// stack needs to be twice as long as the deepest tree we expect because
// we push both the left and right child onto the stack every traversal
int ptr = 0;
uint stack[ BVH_STACK_DEPTH ];
stack[ 0 ] = 0u;
float triangleDistance = INFINITY;
bool found = false;
while ( ptr > - 1 && ptr < BVH_STACK_DEPTH ) {
uint currNodeIndex = stack[ ptr ];
ptr --;
// check if we intersect the current bounds
float boundsHitDistance;
if (
! intersectsBVHNodeBounds( rayOrigin, rayDirection, bvh_bvhBounds, currNodeIndex, boundsHitDistance )
|| boundsHitDistance > triangleDistance
) {
continue;
}
uvec2 boundsInfo = uTexelFetch1D( bvh_bvhContents, currNodeIndex ).xy;
bool isLeaf = bool( boundsInfo.x & 0xffff0000u );
if ( isLeaf ) {
uint count = boundsInfo.x & 0x0000ffffu;
uint offset = boundsInfo.y;
found = intersectTriangles(
bvh_position, bvh_index, offset, count,
rayOrigin, rayDirection, triangleDistance,
faceIndices, faceNormal, barycoord, side, dist
) || found;
} else {
uint leftIndex = currNodeIndex + 1u;
uint splitAxis = boundsInfo.x & 0x0000ffffu;
uint rightIndex = boundsInfo.y;
bool leftToRight = rayDirection[ splitAxis ] >= 0.0;
uint c1 = leftToRight ? leftIndex : rightIndex;
uint c2 = leftToRight ? rightIndex : leftIndex;
// set c2 in the stack so we traverse it later. We need to keep track of a pointer in
// the stack while we traverse. The second pointer added is the one that will be
// traversed first
ptr ++;
stack[ ptr ] = c2;
ptr ++;
stack[ ptr ] = c1;
}
}
return found;
}
/* main */
uniform BVH bvh;
void main() {
// compute the point in space to check
vec3 point = vec3( 0.0 );
uvec4 faceIndices;
vec3 faceNormal;
vec3 barycoord;
float side;
float rayDist;
side = 1.0;
_bvhIntersectFirstHit(
bvh.position, bvh.index, bvh.bvhBounds, bvh.bvhContents,
point.xyz, vec3( 0, 0, 1 ), faceIndices, faceNormal, barycoord, side, rayDist
);
// if the triangle side is the back then it must be on the inside and the value negative
gl_FragColor = vec4( side, 0, 0, 0 );
}
`}),this.setValues(n)}}const g={resolution:75};let e,s,i,r;y();function y(){e=new c({antialias:!0}),e.setPixelRatio(window.devicePixelRatio),e.setSize(window.innerWidth,window.innerHeight),document.body.appendChild(e.domElement),r=new x(new p);const t=new d(1,.4,1e3,500);s=new b(t,{maxLeafTris:1}),D()}function D(){const t=g.resolution,n=e.extensions.get("OES_texture_float_linear");i=new l(t,t,t),i.texture.format=u,i.texture.type=n?v:f,i.texture.minFilter=a,i.texture.magFilter=a,r.material.uniforms.bvh.value.updateFrom(s);for(let o=0;o<t;o++)e.setRenderTarget(i,o),r.render(e);e.readRenderTargetPixels(i,0,0,1,1,new Float32Array(4)),e.setRenderTarget(null),console.log("DONE")}
1 change: 1 addition & 0 deletions example/bundle/assets/BufferGeometryUtils-BjOdgyuH.js

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1 change: 1 addition & 0 deletions example/bundle/assets/Debug-CxembHqK.js

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3,828 changes: 3,828 additions & 0 deletions example/bundle/assets/ExtendedTriangle-CNpFv597.js

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