@babylonjs/core 8.50.5 → 8.51.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -2
- package/AudioV2/webAudio/webAudioSoundSource.js +12 -2
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
- package/Cameras/geospatialCamera.js +21 -20
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +8 -1
- package/Cameras/geospatialCameraMovement.js +29 -8
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Instrumentation/engineInstrumentation.js +2 -1
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +52 -12
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +86 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +160 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -0
- package/Materials/index.d.ts +1 -0
- package/Materials/index.js +1 -0
- package/Materials/index.js.map +1 -1
- package/Maths/math.constants.d.ts +2 -1
- package/Maths/math.constants.js +3 -2
- package/Maths/math.constants.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +4 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Misc/dataStorage.d.ts +13 -0
- package/Misc/dataStorage.js +25 -0
- package/Misc/dataStorage.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +8 -2
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +8 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +7 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +8 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/package.json +1 -1
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@@ -53,7 +53,8 @@ export class EngineInstrumentation {
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this._shaderCompilationTime.beginMonitoring();
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});
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this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(() => {
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-
this._shaderCompilationTime.endMonitoring();
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+
this._shaderCompilationTime.endMonitoring(false);
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this._shaderCompilationTime.endFrame();
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});
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}
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else {
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@@ -1 +1 @@
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-
{"version":3,"file":"engineInstrumentation.js","sourceRoot":"","sources":["../../../../dev/core/src/Instrumentation/engineInstrumentation.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAIlD;;;GAGG;AACH,MAAM,OAAO,qBAAqB;IAc9B,aAAa;IACb;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;IAChD,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;IAC3C,CAAC;IAED;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;OAEG;IACH,IAAW,4BAA4B,CAAC,KAAc;QAClD,IAAI,KAAK,KAAK,IAAI,CAAC,6BAA6B,EAAE,CAAC;YAC/C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC;QAE3C,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC/F,IAAI,CAAC,sBAAsB,CAAC,aAAa,EAAE,CAAC;gBAC5C,IAAI,CAAC,sBAAsB,CAAC,eAAe,EAAE,CAAC;YAClD,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7F,IAAI,CAAC,sBAAsB,CAAC,aAAa,EAAE,CAAC;
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+
{"version":3,"file":"engineInstrumentation.js","sourceRoot":"","sources":["../../../../dev/core/src/Instrumentation/engineInstrumentation.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAIlD;;;GAGG;AACH,MAAM,OAAO,qBAAqB;IAc9B,aAAa;IACb;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;IAChD,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;IAC3C,CAAC;IAED;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;OAEG;IACH,IAAW,4BAA4B,CAAC,KAAc;QAClD,IAAI,KAAK,KAAK,IAAI,CAAC,6BAA6B,EAAE,CAAC;YAC/C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC;QAE3C,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC/F,IAAI,CAAC,sBAAsB,CAAC,aAAa,EAAE,CAAC;gBAC5C,IAAI,CAAC,sBAAsB,CAAC,eAAe,EAAE,CAAC;YAClD,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7F,IAAI,CAAC,sBAAsB,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;gBACjD,IAAI,CAAC,sBAAsB,CAAC,QAAQ,EAAE,CAAC;YAC3C,CAAC,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,MAAM,CAAC,IAAI,CAAC,kCAAkC,CAAC,CAAC;YAChG,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC;YAC/C,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,MAAM,CAAC,IAAI,CAAC,iCAAiC,CAAC,CAAC;YAC9F,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC;QAClD,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH;IACI;;OAEG;IACI,MAAsB;QAAtB,WAAM,GAAN,MAAM,CAAgB;QA5FzB,yBAAoB,GAAG,KAAK,CAAC;QAE7B,kCAA6B,GAAG,KAAK,CAAC;QACtC,2BAAsB,GAAG,IAAI,WAAW,EAAE,CAAC;QAEnD,YAAY;QACJ,0BAAqB,GAAuC,IAAI,CAAC;QACjE,wBAAmB,GAAuC,IAAI,CAAC;QAC/D,uCAAkC,GAAuC,IAAI,CAAC;QAC9E,sCAAiC,GAAuC,IAAI,CAAC;QAE7E,cAAS,GAAG,KAAK,CAAC;IAkFvB,CAAC;IAEJ;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACtE,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;QAElC,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,MAAM,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAClE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAEhC,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,MAAM,CAAC,IAAI,CAAC,kCAAkC,CAAC,CAAC;QAChG,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC;QAE/C,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,MAAM,CAAC,IAAI,CAAC,iCAAiC,CAAC,CAAC;QAC9F,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC;QAExC,IAAI,CAAC,MAAO,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;IAC1B,CAAC;CACJ","sourcesContent":["import type { Observer } from \"../Misc/observable\";\r\nimport { PerfCounter } from \"../Misc/perfCounter\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { IDisposable } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n/**\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#engineinstrumentation\r\n */\r\nexport class EngineInstrumentation implements IDisposable {\r\n private _captureGPUFrameTime = false;\r\n\r\n private _captureShaderCompilationTime = false;\r\n private _shaderCompilationTime = new PerfCounter();\r\n\r\n // Observers\r\n private _onBeginFrameObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private _onEndFrameObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private _onBeforeShaderCompilationObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private _onAfterShaderCompilationObserver: Nullable<Observer<AbstractEngine>> = null;\r\n\r\n private _disposed = false;\r\n\r\n // Properties\r\n /**\r\n * Gets the perf counter used for GPU frame time\r\n */\r\n public get gpuFrameTimeCounter(): PerfCounter {\r\n return this.engine.getGPUFrameTimeCounter();\r\n }\r\n\r\n /**\r\n * Gets the GPU frame time capture status\r\n */\r\n public get captureGPUFrameTime(): boolean {\r\n return this._captureGPUFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the GPU frame time capture\r\n */\r\n public set captureGPUFrameTime(value: boolean) {\r\n if (value === this._captureGPUFrameTime) {\r\n return;\r\n }\r\n\r\n this._captureGPUFrameTime = value;\r\n this.engine.captureGPUFrameTime(value);\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for shader compilation time\r\n */\r\n public get shaderCompilationTimeCounter(): PerfCounter {\r\n return this._shaderCompilationTime;\r\n }\r\n\r\n /**\r\n * Gets the shader compilation time capture status\r\n */\r\n public get captureShaderCompilationTime(): boolean {\r\n return this._captureShaderCompilationTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the shader compilation time capture\r\n */\r\n public set captureShaderCompilationTime(value: boolean) {\r\n if (value === this._captureShaderCompilationTime) {\r\n return;\r\n }\r\n\r\n this._captureShaderCompilationTime = value;\r\n\r\n if (value) {\r\n this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(() => {\r\n this._shaderCompilationTime.fetchNewFrame();\r\n this._shaderCompilationTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(() => {\r\n this._shaderCompilationTime.endMonitoring(false);\r\n this._shaderCompilationTime.endFrame();\r\n });\r\n } else {\r\n this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);\r\n this._onBeforeShaderCompilationObserver = null;\r\n this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);\r\n this._onAfterShaderCompilationObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new engine instrumentation.\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#engineinstrumentation\r\n * @param engine Defines the engine to instrument\r\n */\r\n public constructor(\r\n /**\r\n * Define the instrumented engine.\r\n */\r\n public engine: AbstractEngine\r\n ) {}\r\n\r\n /**\r\n * Dispose and release associated resources.\r\n */\r\n public dispose() {\r\n if (this._disposed) {\r\n return;\r\n }\r\n\r\n this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);\r\n this._onBeginFrameObserver = null;\r\n\r\n this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);\r\n this._onEndFrameObserver = null;\r\n\r\n this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);\r\n this._onBeforeShaderCompilationObserver = null;\r\n\r\n this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);\r\n this._onAfterShaderCompilationObserver = null;\r\n\r\n (<any>this.engine) = null;\r\n this._disposed = true;\r\n }\r\n}\r\n"]}
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@@ -17,6 +17,7 @@ import "../../Shaders/gaussianSplattingDepth.vertex.js";
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import "../../ShadersWGSL/gaussianSplattingDepth.fragment.js";
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import "../../ShadersWGSL/gaussianSplattingDepth.vertex.js";
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import { ShaderLanguage } from "../shaderLanguage.js";
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export declare const GaussianSplattingMaxPartCount = 256;
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/**
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* GaussianSplattingMaterial material used to render Gaussian Splatting
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* @experimental
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@@ -7,6 +7,7 @@ import { AddClipPlaneUniforms, BindClipPlane } from "../clipPlaneMaterialHelper.
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import { Camera } from "../../Cameras/camera.js";
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import { ShadowDepthWrapper } from "../../Materials/shadowDepthWrapper.js";
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import { ShaderMaterial } from "../../Materials/shaderMaterial.js";
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import { Material } from "../material.js";
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import { BindFogParameters, BindLogDepth, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "../materialHelper.functions.js";
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// Can be up to 256, then we'll need to change the partIndices texture format to uint16
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export const GaussianSplattingMaxPartCount = 256;
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*/
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this.SH_DEGREE = 0;
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this.COMPENSATION = false;
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this.IS_COMPOUND = false;
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}
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}
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this._callbackPluginEventGeneric(4 /* MaterialPluginEvent.GetDefineNames */, this._eventInfo);
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}
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}
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}
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}
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uniformBuffersNames: uniformBuffers,
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samplers: samplers,
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this._callbackPluginEventGeneric(128 /* MaterialPluginEvent.PrepareEffect */, this._eventInfo);
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const effect = scene.getEngine().createEffect("gaussianSplatting", {
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attributes:
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attributes: attribs,
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uniformsNames: uniforms,
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uniformBuffersNames: uniformBuffers,
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samplers: samplers,
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onCompiled: this.onCompiled,
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onError: this.onError,
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indexParameters: {},
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processCodeAfterIncludes: this._eventInfo.customCode,
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if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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@@ -300,6 +331,9 @@ export class GaussianSplattingMaterial extends PushMaterial {
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BindLogDepth(defines, effect, scene);
|
|
302
333
|
}
|
|
334
|
+
// Bind plugins
|
|
335
|
+
this._eventInfo.subMesh = subMesh;
|
|
336
|
+
this._callbackPluginEventBindForSubMesh(this._eventInfo);
|
|
303
337
|
this._afterBind(mesh, this._activeEffect, subMesh);
|
|
304
338
|
}
|
|
305
339
|
static _BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene) {
|
|
@@ -383,7 +417,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
383
417
|
}
|
|
384
418
|
if (compoundMesh) {
|
|
385
419
|
defines.push("#define IS_COMPOUND");
|
|
386
|
-
defines.push(
|
|
420
|
+
defines.push(`#define MAX_PART_COUNT ${GaussianSplattingMaxPartCount}`);
|
|
387
421
|
}
|
|
388
422
|
const shaderMaterial = new ShaderMaterial("gaussianSplattingDepthRender", scene, {
|
|
389
423
|
vertex: "gaussianSplattingDepth",
|
|
@@ -431,7 +465,11 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
431
465
|
* @returns The cloned material.
|
|
432
466
|
*/
|
|
433
467
|
clone(name) {
|
|
434
|
-
|
|
468
|
+
const clone = SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);
|
|
469
|
+
clone.id = name;
|
|
470
|
+
clone.name = name;
|
|
471
|
+
this._clonePlugins(clone, "");
|
|
472
|
+
return clone;
|
|
435
473
|
}
|
|
436
474
|
/**
|
|
437
475
|
* Serializes the current material to its JSON representation.
|
|
@@ -457,7 +495,9 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
457
495
|
* @returns the instantiated GaussianSplattingMaterial.
|
|
458
496
|
*/
|
|
459
497
|
static Parse(source, scene, rootUrl) {
|
|
460
|
-
|
|
498
|
+
const material = SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);
|
|
499
|
+
Material._ParsePlugins(source, material, scene, rootUrl);
|
|
500
|
+
return material;
|
|
461
501
|
}
|
|
462
502
|
}
|
|
463
503
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n public IS_COMPOUND = false;\r\n public MAX_PART_COUNT = 16; // Can be up to 256, then we'll need to change the partIndices texture format to uint16\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND\");\r\n defines.push(\"#define MAX_PART_COUNT 16\");\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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+
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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MaterialPluginEvent } from \"../materialPluginEvent\";\r\nimport { Material } from \"../material\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n// Can be up to 256, then we'll need to change the partIndices texture format to uint16\r\nexport const GaussianSplattingMaxPartCount = 256;\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n public IS_COMPOUND = false;\r\n public MAX_PART_COUNT = GaussianSplattingMaxPartCount;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.GetDefineNames, this._eventInfo);\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n // Check plugin readiness\r\n this._eventInfo.isReadyForSubMesh = true;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);\r\n\r\n if (!this._eventInfo.isReadyForSubMesh) {\r\n return false;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n const attribs = GaussianSplattingMaterial._Attribs.slice();\r\n const uniforms = GaussianSplattingMaterial._Uniforms.slice();\r\n const samplers = GaussianSplattingMaterial._Samplers.slice();\r\n const uniformBuffers = GaussianSplattingMaterial._UniformBuffers.slice();\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n // Let plugin manager prepare its uniform/sampler/ubo lists\r\n if (!this._uniformBufferLayoutBuilt) {\r\n this.buildUniformLayout();\r\n }\r\n\r\n // Prepare plugin effect\r\n this._eventInfo.fallbackRank = 0;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.attributes = attribs;\r\n this._eventInfo.uniforms = uniforms;\r\n this._eventInfo.samplers = samplers;\r\n this._eventInfo.uniformBuffersNames = uniformBuffers;\r\n this._eventInfo.customCode = undefined;\r\n this._eventInfo.mesh = mesh;\r\n\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.PrepareEffect, this._eventInfo);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n processCodeAfterIncludes: this._eventInfo.customCode,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // Bind plugins\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventBindForSubMesh(this._eventInfo);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND\");\r\n defines.push(`#define MAX_PART_COUNT ${GaussianSplattingMaxPartCount}`);\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n const clone = SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this._clonePlugins(clone, \"\");\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n const material = SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n Material._ParsePlugins(source, material, scene, rootUrl);\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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import type { Nullable } from "../../types.js";
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import type { Scene } from "../../scene.js";
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import type { AbstractEngine } from "../../Engines/abstractEngine.js";
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import type { SubMesh } from "../../Meshes/subMesh.js";
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import type { UniformBuffer } from "../uniformBuffer.js";
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import type { MaterialDefines } from "../materialDefines.js";
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import { Color3 } from "../../Maths/math.color.js";
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import { MaterialPluginBase } from "../materialPluginBase.js";
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import { ShaderLanguage } from "../shaderLanguage.js";
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import type { GaussianSplattingMaterial } from "./gaussianSplattingMaterial.js";
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/**
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* Plugin for GaussianSplattingMaterial that replaces per-splat colors with a
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* solid color per compound-mesh part. Each part index maps to a single Color3
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* value, which is looked up in a uniform array in the fragment shader.
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*/
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export declare class GaussianSplattingSolidColorMaterialPlugin extends MaterialPluginBase {
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private _partColors;
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private _maxPartCount;
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/**
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* Creates a new GaussianSplatSolidColorPlugin.
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* @param material The GaussianSplattingMaterial to attach the plugin to.
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* @param partColors A map from part index to the solid Color3 for that part.
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* @param maxPartCount The maximum number of parts supported (default 256). This determines the size of the uniform array.
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*/
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constructor(material: GaussianSplattingMaterial, partColors: Color3[], maxPartCount?: number);
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/**
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* Updates the part colors dynamically.
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* @param partColors A map from part index to the solid Color3 for that part.
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*/
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updatePartColors(partColors: Color3[]): void;
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/**
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* @returns the class name
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*/
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getClassName(): string;
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/**
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* Indicates this plugin supports both GLSL and WGSL.
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* @param shaderLanguage the shader language to check
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* @returns true for GLSL and WGSL
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*/
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isCompatible(shaderLanguage: ShaderLanguage): boolean;
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/**
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* Always ready — no textures or async resources to wait on.
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* @param _defines the defines
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* @param _scene the scene
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* @param _engine the engine
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* @param _subMesh the submesh
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* @returns true
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*/
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isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean;
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/**
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* Returns custom shader code fragments to inject solid-color rendering.
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|
52
|
+
*
|
|
53
|
+
* @param shaderType "vertex" or "fragment"
|
|
54
|
+
* @param shaderLanguage the shader language to use (default: GLSL)
|
|
55
|
+
* @returns null or a map of injection point names to code strings
|
|
56
|
+
*/
|
|
57
|
+
getCustomCode(shaderType: string, shaderLanguage?: ShaderLanguage): Nullable<{
|
|
58
|
+
[pointName: string]: string;
|
|
59
|
+
}>;
|
|
60
|
+
private _getCustomCodeGLSL;
|
|
61
|
+
private _getCustomCodeWGSL;
|
|
62
|
+
/**
|
|
63
|
+
* Registers the `partColors` uniform with the engine so that
|
|
64
|
+
* the Effect can resolve its location.
|
|
65
|
+
* @returns uniform descriptions
|
|
66
|
+
*/
|
|
67
|
+
getUniforms(): {
|
|
68
|
+
ubo?: Array<{
|
|
69
|
+
name: string;
|
|
70
|
+
size?: number;
|
|
71
|
+
type?: string;
|
|
72
|
+
arraySize?: number;
|
|
73
|
+
}>;
|
|
74
|
+
vertex?: string;
|
|
75
|
+
fragment?: string;
|
|
76
|
+
externalUniforms?: string[];
|
|
77
|
+
};
|
|
78
|
+
/**
|
|
79
|
+
* Binds the `partColors` uniform array each frame.
|
|
80
|
+
* @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)
|
|
81
|
+
* @param _scene the current scene
|
|
82
|
+
* @param _engine the current engine
|
|
83
|
+
* @param subMesh the submesh being rendered
|
|
84
|
+
*/
|
|
85
|
+
bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void;
|
|
86
|
+
}
|