@babylonjs/core 9.12.1 → 9.14.0
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/Animations/runtimeAnimation.js +11 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
- package/AudioV2/abstractAudio/abstractSound.js +3 -2
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +1 -1
- package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
- package/AudioV2/abstractAudio/staticSound.js +9 -1
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
- package/AudioV2/abstractAudio/streamingSound.js +9 -1
- package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +6 -3
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.d.ts +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +7 -4
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.js +9 -3
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/targetCamera.pure.js +18 -18
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +111 -4
- package/Collisions/gpuPicker.js +696 -119
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +4 -2
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.d.ts +3 -0
- package/Engines/Native/nativeRenderTargetWrapper.js +24 -1
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
- package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +8 -1
- package/Engines/abstractEngine.pure.js +4 -3
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.d.ts +113 -0
- package/Engines/nullEngine.pure.js +5 -1
- package/Engines/nullEngine.pure.js.map +1 -1
- package/Engines/thinNativeEngine.pure.d.ts +5 -0
- package/Engines/thinNativeEngine.pure.js +158 -13
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/FlowGraph/flowGraph.js +9 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
- package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
- package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
- package/FlowGraph/serialization.d.ts +11 -0
- package/FlowGraph/serialization.js +11 -1
- package/FlowGraph/serialization.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +63 -35
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
- package/Lights/Clustered/clusteredLightContainer.pure.js +2 -2
- package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
- package/Lights/areaLight.pure.js +5 -0
- package/Lights/areaLight.pure.js.map +1 -1
- package/Lights/light.d.ts +4 -2
- package/Lights/light.js +10 -4
- package/Lights/light.js.map +1 -1
- package/Lights/rectAreaLight.pure.d.ts +17 -0
- package/Lights/rectAreaLight.pure.js +67 -0
- package/Lights/rectAreaLight.pure.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.pure.js +1 -1
- package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
- package/Loading/sceneLoader.d.ts +5 -1
- package/Loading/sceneLoader.js +298 -401
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +3 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
- package/Materials/Textures/HTML/htmlInCanvasPolyfill.d.ts +43 -0
- package/Materials/Textures/HTML/htmlInCanvasPolyfill.js +64 -0
- package/Materials/Textures/HTML/htmlInCanvasPolyfill.js.map +1 -0
- package/Materials/Textures/HTML/htmlInteractionManager.d.ts +69 -0
- package/Materials/Textures/HTML/htmlInteractionManager.js +130 -0
- package/Materials/Textures/HTML/htmlInteractionManager.js.map +1 -0
- package/Materials/Textures/HTML/htmlRaycastInteractionManager.d.ts +84 -0
- package/Materials/Textures/HTML/htmlRaycastInteractionManager.js +246 -0
- package/Materials/Textures/HTML/htmlRaycastInteractionManager.js.map +1 -0
- package/Materials/Textures/HTML/htmlTexture.d.ts +148 -0
- package/Materials/Textures/HTML/htmlTexture.js +455 -0
- package/Materials/Textures/HTML/htmlTexture.js.map +1 -0
- package/Materials/Textures/HTML/index.d.ts +4 -0
- package/Materials/Textures/HTML/index.js +5 -0
- package/Materials/Textures/HTML/index.js.map +1 -0
- package/Materials/Textures/HTML/pure.d.ts +5 -0
- package/Materials/Textures/HTML/pure.js +6 -0
- package/Materials/Textures/HTML/pure.js.map +1 -0
- package/Materials/Textures/index.d.ts +1 -0
- package/Materials/Textures/index.js +1 -1
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/Textures/pure.d.ts +1 -0
- package/Materials/Textures/pure.js +1 -0
- package/Materials/Textures/pure.js.map +1 -1
- package/Materials/Textures/videoTexture.pure.d.ts +3 -0
- package/Materials/Textures/videoTexture.pure.js +30 -0
- package/Materials/Textures/videoTexture.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +36 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +56 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +3 -1
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +210 -48
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +34 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +1 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +17 -1
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +1 -1
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/Shaders/picking.fragment.js +39 -3
- package/Shaders/picking.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +4 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +14 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/picking.fragment.js +22 -1
- package/ShadersWGSL/picking.fragment.js.map +1 -1
- package/package.json +1 -1
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@@ -17,16 +17,41 @@ export class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBas
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* @param maxPartCount The maximum number of parts supported for compound meshes.
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*/
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constructor(material, maxPartCount) {
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super(material, "GaussianSplatGpuPicking", 200
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super(material, "GaussianSplatGpuPicking", 200, {
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GPUPICKER_DEPTH: false,
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GPUPICKER_PACK_DEPTH: false,
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});
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this._pickingColor = [0, 0, 0];
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this._isCompound = false;
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this._partPickingColors = [];
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this._partVisibility = [];
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this._defaultPartVisibility = [];
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this._enableDepthPicking = false;
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this._enablePackedDepthPicking = false;
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this._maxPartCount = maxPartCount ?? GetGaussianSplattingMaxPartCount(material.getScene().getEngine());
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this._defaultPartVisibility = new Array(this._maxPartCount).fill(1.0);
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this._enable(true);
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}
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/**
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* Enables writing the GPU picker depth MRT attachment.
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*/
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set enableDepthPicking(value) {
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if (this._enableDepthPicking === value) {
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return;
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}
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this._enableDepthPicking = value;
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this.markAllDefinesAsDirty();
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}
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/**
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* Enables byte-packed depth output for the GPU picker depth MRT attachment.
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*/
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set enablePackedDepthPicking(value) {
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if (this._enablePackedDepthPicking === value) {
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return;
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}
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this._enablePackedDepthPicking = value;
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this.markAllDefinesAsDirty();
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}
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/**
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* Encodes a 24-bit picking ID into normalized RGB components.
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* @param id The picking ID to encode
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@@ -115,6 +140,14 @@ export class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBas
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isReadyForSubMesh(_defines, _scene, _engine, _subMesh) {
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return true;
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}
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/**
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* Sets the defines for the next rendering.
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* @param defines the list of defines to update
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*/
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prepareDefines(defines) {
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defines["GPUPICKER_DEPTH"] = this._enableDepthPicking;
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defines["GPUPICKER_PACK_DEPTH"] = this._enableDepthPicking && this._enablePackedDepthPicking;
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}
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/**
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* Returns custom shader code to inject GPU picking color output.
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*
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@@ -1 +1 @@
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Scene } from \"../../scene.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine.pure\";\r\nimport { type SubMesh } from \"../../Meshes/subMesh.pure\";\r\nimport { type UniformBuffer } from \"../uniformBuffer\";\r\nimport { type MaterialDefines } from \"../materialDefines\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase.pure\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { GetGaussianSplattingMaxPartCount, type GaussianSplattingMaterial } from \"./gaussianSplattingMaterial.pure\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\n\r\n/**\r\n * Plugin for GaussianSplattingMaterial that replaces per-splat color output with\r\n * a pre-computed picking color for GPU-based hit testing.\r\n *\r\n * The picking color is computed on the CPU by encoding a 24-bit picking ID as RGB\r\n * (matching the readback decoding in GPUPicker).\r\n * @experimental\r\n */\r\nexport class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBase {\r\n private _pickingColor: [number, number, number] = [0, 0, 0];\r\n private _isCompound: boolean = false;\r\n private _partPickingColors: number[] = [];\r\n private _partVisibility: number[] = [];\r\n private _defaultPartVisibility: number[] = [];\r\n private _maxPartCount: number;\r\n\r\n /**\r\n * Creates a new GaussianSplattingGpuPickingMaterialPlugin.\r\n * @param material The GaussianSplattingMaterial to attach the plugin to.\r\n * @param maxPartCount The maximum number of parts supported for compound meshes.\r\n */\r\n constructor(material: GaussianSplattingMaterial, maxPartCount?: number) {\r\n super(material, \"GaussianSplatGpuPicking\", 200);\r\n\r\n this._maxPartCount = maxPartCount ?? GetGaussianSplattingMaxPartCount(material.getScene().getEngine());\r\n this._defaultPartVisibility = new Array(this._maxPartCount).fill(1.0);\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Encodes a 24-bit picking ID into normalized RGB components.\r\n * @param id The picking ID to encode\r\n * @returns A tuple [r, g, b] with values in [0, 1]\r\n */\r\n public static EncodeIdToColor(id: number): [number, number, number] {\r\n return [((id >> 16) & 0xff) / 255, ((id >> 8) & 0xff) / 255, (id & 0xff) / 255];\r\n }\r\n\r\n /**\r\n * Sets the picking color for a non-compound mesh from a picking ID.\r\n * The ID is encoded into an RGB color on the CPU.\r\n * @param id The 24-bit picking ID.\r\n */\r\n public set meshId(id: number) {\r\n this._pickingColor = GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(id);\r\n }\r\n\r\n /**\r\n * Sets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public set isCompound(value: boolean) {\r\n this._isCompound = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public get isCompound(): boolean {\r\n return this._isCompound;\r\n }\r\n\r\n /**\r\n * Sets the per-part picking colors from an array of picking IDs.\r\n * Each ID is encoded into an RGB color on the CPU.\r\n * @param ids Array mapping part index to picking ID.\r\n */\r\n public set partMeshIds(ids: number[]) {\r\n const colors: number[] = [];\r\n for (let i = 0; i < this._maxPartCount; i++) {\r\n const c = i < ids.length ? GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(ids[i]) : ([0, 0, 0] as [number, number, number]);\r\n colors.push(c[0], c[1], c[2]);\r\n }\r\n this._partPickingColors = colors;\r\n }\r\n\r\n /**\r\n * Sets which parts are active (pickable) for the compound picking pass.\r\n * Parts not in the set are discarded in the shader by overriding partVisibility to 0.\r\n * @param activeParts Array of part indices that should be pickable.\r\n */\r\n public setPartActive(activeParts: number[]): void {\r\n const visibility = this._partVisibility;\r\n visibility.length = this._maxPartCount;\r\n visibility.fill(0.0);\r\n for (const index of activeParts) {\r\n if (index >= 0 && index < this._maxPartCount) {\r\n visibility[index] = 1.0;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingGpuPickingMaterialPlugin\";\r\n }\r\n\r\n /**\r\n * Indicates this plugin supports both GLSL and WGSL.\r\n * @param shaderLanguage the shader language to check\r\n * @returns true for GLSL and WGSL\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Always ready — no textures or async resources to wait on.\r\n * @param _defines the defines\r\n * @param _scene the scene\r\n * @param _engine the engine\r\n * @param _subMesh the submesh\r\n * @returns true\r\n */\r\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns custom shader code to inject GPU picking color output.\r\n *\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage the shader language to use (default: GLSL)\r\n * @returns null or a map of injection point names to code strings\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return this._getCustomCodeWGSL(shaderType);\r\n }\r\n return this._getCustomCodeGLSL(shaderType);\r\n }\r\n\r\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying float vPartIndex;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vPartIndex = float(splat.partIndex);\r\n#else\r\n vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying float vPartIndex;\r\n#if IS_COMPOUND\r\nuniform vec3 partPickingColors[${this._maxPartCount}];\r\n#else\r\nuniform vec3 pickingColor;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n if (vColor.a < 0.001) discard;\r\n finalColor = vec4(partPickingColors[int(vPartIndex + 0.5)], 1.0);\r\n#else\r\n if (vColor.a < 0.001) discard;\r\n finalColor = vec4(pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying vPartIndex: f32;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vertexOutputs.vPartIndex = f32(splat.partIndex);\r\n#else\r\n vertexOutputs.vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying vPartIndex: f32;\r\n#if IS_COMPOUND\r\nuniform partPickingColors: array<vec3f, ${this._maxPartCount}>;\r\n#else\r\nuniform pickingColor: vec3f;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n if (fragmentInputs.vColor.a < 0.001) { discard; }\r\n finalColor = vec4f(uniforms.partPickingColors[i32(fragmentInputs.vPartIndex + 0.5)], 1.0);\r\n#else\r\n if (fragmentInputs.vColor.a < 0.001) { discard; }\r\n finalColor = vec4f(uniforms.pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Registers the picking uniforms with the engine.\r\n * @returns uniform descriptions\r\n */\r\n public override getUniforms(): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {\r\n externalUniforms: [\"pickingColor\", \"partPickingColors\"],\r\n };\r\n }\r\n\r\n /**\r\n * Binds the picking color uniform(s) each frame.\r\n * @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)\r\n * @param _scene the current scene\r\n * @param _engine the current engine\r\n * @param subMesh the submesh being rendered\r\n */\r\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (this._isCompound) {\r\n effect.setArray3(\"partPickingColors\", this._partPickingColors);\r\n // default all visible when setPartActive hasn't been called\r\n const visibility = this._partVisibility.length > 0 ? this._partVisibility : this._defaultPartVisibility;\r\n effect.setArray(\"partVisibility\", visibility);\r\n } else {\r\n effect.setFloat3(\"pickingColor\", this._pickingColor[0], this._pickingColor[1], this._pickingColor[2]);\r\n }\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for gaussianSplattingGpuPickingMaterialPlugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGaussianSplattingGpuPickingMaterialPlugin(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GaussianSplattingGpuPickingMaterialPlugin\", GaussianSplattingGpuPickingMaterialPlugin);\r\n}\r\n"]}
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Scene } from \"../../scene.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine.pure\";\r\nimport { type SubMesh } from \"../../Meshes/subMesh.pure\";\r\nimport { type UniformBuffer } from \"../uniformBuffer\";\r\nimport { type MaterialDefines } from \"../materialDefines\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase.pure\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { GetGaussianSplattingMaxPartCount, type GaussianSplattingMaterial } from \"./gaussianSplattingMaterial.pure\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\n\r\n/**\r\n * Plugin for GaussianSplattingMaterial that replaces per-splat color output with\r\n * a pre-computed picking color for GPU-based hit testing.\r\n *\r\n * The picking color is computed on the CPU by encoding a 24-bit picking ID as RGB\r\n * (matching the readback decoding in GPUPicker).\r\n * @experimental\r\n */\r\nexport class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBase {\r\n private _pickingColor: [number, number, number] = [0, 0, 0];\r\n private _isCompound: boolean = false;\r\n private _partPickingColors: number[] = [];\r\n private _partVisibility: number[] = [];\r\n private _defaultPartVisibility: number[] = [];\r\n private _maxPartCount: number;\r\n private _enableDepthPicking = false;\r\n private _enablePackedDepthPicking = false;\r\n\r\n /**\r\n * Creates a new GaussianSplattingGpuPickingMaterialPlugin.\r\n * @param material The GaussianSplattingMaterial to attach the plugin to.\r\n * @param maxPartCount The maximum number of parts supported for compound meshes.\r\n */\r\n constructor(material: GaussianSplattingMaterial, maxPartCount?: number) {\r\n super(material, \"GaussianSplatGpuPicking\", 200, {\r\n GPUPICKER_DEPTH: false,\r\n GPUPICKER_PACK_DEPTH: false,\r\n });\r\n\r\n this._maxPartCount = maxPartCount ?? GetGaussianSplattingMaxPartCount(material.getScene().getEngine());\r\n this._defaultPartVisibility = new Array(this._maxPartCount).fill(1.0);\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Enables writing the GPU picker depth MRT attachment.\r\n */\r\n public set enableDepthPicking(value: boolean) {\r\n if (this._enableDepthPicking === value) {\r\n return;\r\n }\r\n\r\n this._enableDepthPicking = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Enables byte-packed depth output for the GPU picker depth MRT attachment.\r\n */\r\n public set enablePackedDepthPicking(value: boolean) {\r\n if (this._enablePackedDepthPicking === value) {\r\n return;\r\n }\r\n\r\n this._enablePackedDepthPicking = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Encodes a 24-bit picking ID into normalized RGB components.\r\n * @param id The picking ID to encode\r\n * @returns A tuple [r, g, b] with values in [0, 1]\r\n */\r\n public static EncodeIdToColor(id: number): [number, number, number] {\r\n return [((id >> 16) & 0xff) / 255, ((id >> 8) & 0xff) / 255, (id & 0xff) / 255];\r\n }\r\n\r\n /**\r\n * Sets the picking color for a non-compound mesh from a picking ID.\r\n * The ID is encoded into an RGB color on the CPU.\r\n * @param id The 24-bit picking ID.\r\n */\r\n public set meshId(id: number) {\r\n this._pickingColor = GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(id);\r\n }\r\n\r\n /**\r\n * Sets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public set isCompound(value: boolean) {\r\n this._isCompound = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public get isCompound(): boolean {\r\n return this._isCompound;\r\n }\r\n\r\n /**\r\n * Sets the per-part picking colors from an array of picking IDs.\r\n * Each ID is encoded into an RGB color on the CPU.\r\n * @param ids Array mapping part index to picking ID.\r\n */\r\n public set partMeshIds(ids: number[]) {\r\n const colors: number[] = [];\r\n for (let i = 0; i < this._maxPartCount; i++) {\r\n const c = i < ids.length ? GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(ids[i]) : ([0, 0, 0] as [number, number, number]);\r\n colors.push(c[0], c[1], c[2]);\r\n }\r\n this._partPickingColors = colors;\r\n }\r\n\r\n /**\r\n * Sets which parts are active (pickable) for the compound picking pass.\r\n * Parts not in the set are discarded in the shader by overriding partVisibility to 0.\r\n * @param activeParts Array of part indices that should be pickable.\r\n */\r\n public setPartActive(activeParts: number[]): void {\r\n const visibility = this._partVisibility;\r\n visibility.length = this._maxPartCount;\r\n visibility.fill(0.0);\r\n for (const index of activeParts) {\r\n if (index >= 0 && index < this._maxPartCount) {\r\n visibility[index] = 1.0;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingGpuPickingMaterialPlugin\";\r\n }\r\n\r\n /**\r\n * Indicates this plugin supports both GLSL and WGSL.\r\n * @param shaderLanguage the shader language to check\r\n * @returns true for GLSL and WGSL\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Always ready — no textures or async resources to wait on.\r\n * @param _defines the defines\r\n * @param _scene the scene\r\n * @param _engine the engine\r\n * @param _subMesh the submesh\r\n * @returns true\r\n */\r\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the defines for the next rendering.\r\n * @param defines the list of defines to update\r\n */\r\n public override prepareDefines(defines: MaterialDefines): void {\r\n defines[\"GPUPICKER_DEPTH\"] = this._enableDepthPicking;\r\n defines[\"GPUPICKER_PACK_DEPTH\"] = this._enableDepthPicking && this._enablePackedDepthPicking;\r\n }\r\n\r\n /**\r\n * Returns custom shader code to inject GPU picking color output.\r\n *\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage the shader language to use (default: GLSL)\r\n * @returns null or a map of injection point names to code strings\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return this._getCustomCodeWGSL(shaderType);\r\n }\r\n return this._getCustomCodeGLSL(shaderType);\r\n }\r\n\r\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying float vPartIndex;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vPartIndex = float(splat.partIndex);\r\n#else\r\n vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying float vPartIndex;\r\n#if IS_COMPOUND\r\nuniform vec3 partPickingColors[${this._maxPartCount}];\r\n#else\r\nuniform vec3 pickingColor;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n if (vColor.a < 0.001) discard;\r\n finalColor = vec4(partPickingColors[int(vPartIndex + 0.5)], 1.0);\r\n#else\r\n if (vColor.a < 0.001) discard;\r\n finalColor = vec4(pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying vPartIndex: f32;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vertexOutputs.vPartIndex = f32(splat.partIndex);\r\n#else\r\n vertexOutputs.vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying vPartIndex: f32;\r\n#if IS_COMPOUND\r\nuniform partPickingColors: array<vec3f, ${this._maxPartCount}>;\r\n#else\r\nuniform pickingColor: vec3f;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n if (fragmentInputs.vColor.a < 0.001) { discard; }\r\n finalColor = vec4f(uniforms.partPickingColors[i32(fragmentInputs.vPartIndex + 0.5)], 1.0);\r\n#else\r\n if (fragmentInputs.vColor.a < 0.001) { discard; }\r\n finalColor = vec4f(uniforms.pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Registers the picking uniforms with the engine.\r\n * @returns uniform descriptions\r\n */\r\n public override getUniforms(): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {\r\n externalUniforms: [\"pickingColor\", \"partPickingColors\"],\r\n };\r\n }\r\n\r\n /**\r\n * Binds the picking color uniform(s) each frame.\r\n * @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)\r\n * @param _scene the current scene\r\n * @param _engine the current engine\r\n * @param subMesh the submesh being rendered\r\n */\r\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (this._isCompound) {\r\n effect.setArray3(\"partPickingColors\", this._partPickingColors);\r\n // default all visible when setPartActive hasn't been called\r\n const visibility = this._partVisibility.length > 0 ? this._partVisibility : this._defaultPartVisibility;\r\n effect.setArray(\"partVisibility\", visibility);\r\n } else {\r\n effect.setFloat3(\"pickingColor\", this._pickingColor[0], this._pickingColor[1], this._pickingColor[2]);\r\n }\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for gaussianSplattingGpuPickingMaterialPlugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGaussianSplattingGpuPickingMaterialPlugin(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GaussianSplattingGpuPickingMaterialPlugin\", GaussianSplattingGpuPickingMaterialPlugin);\r\n}\r\n"]}
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@@ -41,10 +41,19 @@ export declare class GaussianSplattingMaterial extends PushMaterial {
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* Compensation
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*/
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static Compensation: boolean;
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+
/**
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* Minimum projected splat size, in pixels, below which a splat is discarded (default 0 = disabled).
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* Matches PlayCanvas `minPixelSize`. Applies to all Gaussian Splatting meshes using this material.
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*/
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static MinPixelSize: number;
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/**
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* Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value
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*/
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kernelSize: number;
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/**
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* Minimum projected splat size, in pixels, below which a splat is discarded (default 0 = disabled).
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*/
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minPixelSize: number;
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private _compensation;
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private _isDirty;
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/**
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@@ -75,6 +75,14 @@ class GaussianSplattingMaterialDefines extends MaterialDefines {
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this.USE_SOG_V2 = false;
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this.rebuild();
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}
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/**
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* Checks if a define is part of the generated define list.
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* @param name define name to check
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* @returns true if the define exists
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*/
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hasDefine(name) {
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return this._keys.indexOf(name) !== -1;
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}
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}
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/**
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* GaussianSplattingMaterial material used to render Gaussian Splatting
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@@ -92,6 +100,10 @@ export class GaussianSplattingMaterial extends PushMaterial {
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* Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value
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*/
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94
102
|
this.kernelSize = GaussianSplattingMaterial.KernelSize;
|
|
103
|
+
/**
|
|
104
|
+
* Minimum projected splat size, in pixels, below which a splat is discarded (default 0 = disabled).
|
|
105
|
+
*/
|
|
106
|
+
this.minPixelSize = GaussianSplattingMaterial.MinPixelSize;
|
|
95
107
|
this._compensation = GaussianSplattingMaterial.Compensation;
|
|
96
108
|
// set to true when material defines are dirty
|
|
97
109
|
this._isDirty = false;
|
|
@@ -153,9 +165,13 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
153
165
|
return true;
|
|
154
166
|
}
|
|
155
167
|
}
|
|
156
|
-
if (!subMesh.materialDefines) {
|
|
168
|
+
if (!subMesh.materialDefines || this.pluginManager) {
|
|
157
169
|
this._callbackPluginEventGeneric(4 /* MaterialPluginEvent.GetDefineNames */, this._eventInfo);
|
|
158
|
-
|
|
170
|
+
const defineNames = this._eventInfo.defineNames;
|
|
171
|
+
const needsNewDefines = !subMesh.materialDefines || (defineNames && Object.keys(defineNames).some((name) => !defines.hasDefine(name)));
|
|
172
|
+
if (needsNewDefines) {
|
|
173
|
+
defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines(defineNames);
|
|
174
|
+
}
|
|
159
175
|
}
|
|
160
176
|
const scene = this.getScene();
|
|
161
177
|
if (this._isReadyForSubMesh(subMesh)) {
|
|
@@ -312,6 +328,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
312
328
|
}
|
|
313
329
|
effect.setFloat2("focal", focal, focal);
|
|
314
330
|
effect.setFloat("kernelSize", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);
|
|
331
|
+
effect.setFloat("minPixelSize", gsMaterial ? gsMaterial.minPixelSize : GaussianSplattingMaterial.MinPixelSize);
|
|
315
332
|
effect.setFloat("alpha", gsMaterial.alpha);
|
|
316
333
|
scene.bindEyePosition(effect, "eyePosition", true);
|
|
317
334
|
if (gsMesh.covariancesATexture) {
|
|
@@ -439,6 +456,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
439
456
|
}
|
|
440
457
|
effect.setFloat2("focal", focal, focal);
|
|
441
458
|
effect.setFloat("kernelSize", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);
|
|
459
|
+
effect.setFloat("minPixelSize", gsMaterial ? gsMaterial.minPixelSize : GaussianSplattingMaterial.MinPixelSize);
|
|
442
460
|
effect.setFloat("alpha", gsMaterial.alpha);
|
|
443
461
|
let minZ, maxZ;
|
|
444
462
|
const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;
|
|
@@ -670,6 +688,11 @@ GaussianSplattingMaterial.KernelSize = 0.3;
|
|
|
670
688
|
* Compensation
|
|
671
689
|
*/
|
|
672
690
|
GaussianSplattingMaterial.Compensation = false;
|
|
691
|
+
/**
|
|
692
|
+
* Minimum projected splat size, in pixels, below which a splat is discarded (default 0 = disabled).
|
|
693
|
+
* Matches PlayCanvas `minPixelSize`. Applies to all Gaussian Splatting meshes using this material.
|
|
694
|
+
*/
|
|
695
|
+
GaussianSplattingMaterial.MinPixelSize = 0;
|
|
673
696
|
GaussianSplattingMaterial._Attribs = [VertexBuffer.PositionKind, "splatIndex0", "splatIndex1", "splatIndex2", "splatIndex3"];
|
|
674
697
|
GaussianSplattingMaterial._Samplers = [
|
|
675
698
|
"covariancesATexture",
|
|
@@ -714,6 +737,7 @@ GaussianSplattingMaterial._Uniforms = [
|
|
|
714
737
|
"focal",
|
|
715
738
|
"eyePosition",
|
|
716
739
|
"kernelSize",
|
|
740
|
+
"minPixelSize",
|
|
717
741
|
"alpha",
|
|
718
742
|
"depthValues",
|
|
719
743
|
"partWorld",
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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This file must only contain pure code and pure imports */\r\n\r\nimport { type SubMesh } from \"../../Meshes/subMesh.pure\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh.pure\";\r\nimport { type Mesh } from \"../../Meshes/mesh.pure\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../../Materials/effect.pure\";\r\nimport { type Scene } from \"../../scene.pure\";\r\nimport { type Matrix } from \"../../Maths/math.vector.pure\";\r\nimport { type GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine.pure\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer.pure\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera.pure\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial.pure\";\r\nimport { MaterialPluginEvent } from \"../materialPluginEvent\";\r\nimport { Material } from \"../material.pure\";\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\nimport { Engine } from \"../../Engines/engine.pure\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\n\r\n/**\r\n * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.\r\n * The limit is derived from the engine's maximum vertex uniform vectors capability.\r\n * @param engine - The engine to compute the limit for\r\n * @returns The maximum number of parts supported\r\n */\r\nexport function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number {\r\n // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.\r\n // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).\r\n\r\n const uniformsPerSplat = 5;\r\n const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes\r\n const absoluteMax = 256; // uint8 partIndices texture format limit\r\n\r\n const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;\r\n const available = Math.max(maxUniformVectors - reservedUniforms, 0);\r\n const maxFromUniforms = Math.floor(available / uniformsPerSplat);\r\n return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);\r\n}\r\n\r\n/**\r\n * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.\r\n */\r\nexport const GaussianSplattingMaxPartCount = 128;\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n /** Defines whether fog is enabled */\r\n public FOG = false;\r\n /** Defines whether thin instances are used */\r\n public THIN_INSTANCES = true;\r\n /** Defines whether logarithmic depth is enabled */\r\n public LOGARITHMICDEPTH = false;\r\n /** Defines whether clip plane 1 is enabled */\r\n public CLIPPLANE = false;\r\n /** Defines whether clip plane 2 is enabled */\r\n public CLIPPLANE2 = false;\r\n /** Defines whether clip plane 3 is enabled */\r\n public CLIPPLANE3 = false;\r\n /** Defines whether clip plane 4 is enabled */\r\n public CLIPPLANE4 = false;\r\n /** Defines whether clip plane 5 is enabled */\r\n public CLIPPLANE5 = false;\r\n /** Defines whether clip plane 6 is enabled */\r\n public CLIPPLANE6 = false;\r\n /** Defines the spherical harmonics degree */\r\n public SH_DEGREE = 0;\r\n /** Defines whether compensation is applied */\r\n public COMPENSATION = false;\r\n /** Defines whether this is a compound splat */\r\n public IS_COMPOUND = false;\r\n /** Defines the maximum number of parts (computed from engine caps at runtime) */\r\n public MAX_PART_COUNT = GaussianSplattingMaxPartCount;\r\n /** Defines whether SOG raw-texture in-shader dequantization is enabled */\r\n public USE_SOG = false;\r\n /** Defines whether SOG v2 (codebook) dequantization is enabled */\r\n public USE_SOG_V2 = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n * @param externalProperties External properties (e.g. from material plugins) to add to the defines.\r\n */\r\n constructor(externalProperties?: { [name: string]: { type: string; default: any } }) {\r\n super(externalProperties);\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 = [\r\n \"covariancesATexture\",\r\n \"covariancesBTexture\",\r\n \"centersTexture\",\r\n \"colorsTexture\",\r\n \"shTexture0\",\r\n \"shTexture1\",\r\n \"shTexture2\",\r\n \"shTexture3\",\r\n \"shTexture4\",\r\n \"partIndicesTexture\",\r\n \"sogQuatsTexture\",\r\n \"sogShNCentroidsTexture\",\r\n \"sogShNLabelsTexture\",\r\n \"sogCodebookTexture\",\r\n ];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _VoxelUniforms = [\r\n \"world\",\r\n \"dataTextureSize\",\r\n \"alpha\",\r\n \"invWorldScale\",\r\n \"viewMatrix\",\r\n \"nearPlane\",\r\n \"farPlane\",\r\n \"stepSize\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n \"axis\",\r\n ];\r\n protected static _VoxelSamplers = [\"rotationsATexture\", \"rotationsBTexture\", \"rotationScaleTexture\", \"centersTexture\", \"colorsTexture\", \"partIndicesTexture\"];\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 \"sogMeansMin\",\r\n \"sogMeansMax\",\r\n \"sogScalesMin\",\r\n \"sogScalesMax\",\r\n \"sogSh0Min\",\r\n \"sogSh0Max\",\r\n \"sogShnMin\",\r\n \"sogShnMax\",\r\n \"sogShCoeffCount\",\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(this._eventInfo.defineNames);\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 // External config\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.mesh = mesh;\r\n this._callbackPluginEventPrepareDefinesBeforeAttributes(this._eventInfo);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // External config\r\n this._callbackPluginEventPrepareDefines(this._eventInfo);\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 defines[\"MAX_PART_COUNT\"] = GetGaussianSplattingMaxPartCount(engine);\r\n defines[\"USE_SOG\"] = gsMesh.useSog;\r\n defines[\"USE_SOG_V2\"] = gsMesh.useSog && gsMesh.sogParams?.version === 2;\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 /**\r\n * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering\r\n * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set\r\n */\r\n public getSourceMesh(): GaussianSplattingMesh | null {\r\n return this._sourceMesh;\r\n }\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.useSog) {\r\n GaussianSplattingMaterial._BindSogUniforms(gsMesh, effect);\r\n } else 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 gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Bind SOG dequantization uniforms + raw textures.\r\n * @internal\r\n */\r\n protected static _BindSogUniforms(gsMesh: GaussianSplattingMesh, effect: Effect): void {\r\n const p = gsMesh.sogParams;\r\n if (!p) {\r\n return;\r\n }\r\n effect.setTexture(\"sogQuatsTexture\", gsMesh.rotationsATexture);\r\n if (gsMesh.shTextures && gsMesh.shTextures.length >= 2) {\r\n effect.setTexture(\"sogShNCentroidsTexture\", gsMesh.shTextures[0]);\r\n effect.setTexture(\"sogShNLabelsTexture\", gsMesh.shTextures[1]);\r\n }\r\n if (p.codebookTexture) {\r\n effect.setTexture(\"sogCodebookTexture\", p.codebookTexture);\r\n }\r\n effect.setFloat3(\"sogMeansMin\", p.meansMin[0], p.meansMin[1], p.meansMin[2]);\r\n effect.setFloat3(\"sogMeansMax\", p.meansMax[0], p.meansMax[1], p.meansMax[2]);\r\n if (p.scalesMin && p.scalesMax) {\r\n effect.setFloat3(\"sogScalesMin\", p.scalesMin[0], p.scalesMin[1], p.scalesMin[2]);\r\n effect.setFloat3(\"sogScalesMax\", p.scalesMax[0], p.scalesMax[1], p.scalesMax[2]);\r\n }\r\n if (p.sh0Min && p.sh0Max) {\r\n effect.setFloat4(\"sogSh0Min\", p.sh0Min[0], p.sh0Min[1], p.sh0Min[2], p.sh0Min[3]);\r\n effect.setFloat4(\"sogSh0Max\", p.sh0Max[0], p.sh0Max[1], p.sh0Max[2], p.sh0Max[3]);\r\n }\r\n effect.setFloat(\"sogShnMin\", p.shnMin ?? 0);\r\n effect.setFloat(\"sogShnMax\", p.shnMax ?? 0);\r\n effect.setFloat(\"sogShCoeffCount\", p.shCoeffCount ?? 0);\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 gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n\r\n private _voxelMissingTextureWarned = new Set<number>();\r\n private _voxelPartWorldData = new Float32Array(0);\r\n private readonly _voxelPartVisibilityData: number[] = [];\r\n\r\n protected _bindVoxelEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial): boolean {\r\n if (!gsMesh.rotationsATexture) {\r\n // Attempt to enable rotation/scale texture generation (no-op if already enabled).\r\n // If the mesh is already loaded and splat data is in RAM this triggers updateData() synchronously.\r\n // If the mesh was loaded without keepInRam=true the setter will log an error.\r\n gsMesh.needsRotationScaleTextures = true;\r\n\r\n if (!gsMesh.rotationsATexture) {\r\n // Mesh data was already processed but rotation textures couldn't be generated — warn once.\r\n if (gsMesh.centersTexture && !gsMesh.splatsData && !this._voxelMissingTextureWarned.has(gsMesh.uniqueId)) {\r\n this._voxelMissingTextureWarned.add(gsMesh.uniqueId);\r\n Logger.Error(\r\n \"IBL voxelization: GaussianSplattingMesh rotation/scale textures are not available. \" +\r\n \"Create the mesh either with keepInRam=true or needsRotationScaleTextures=true to enable IBL shadow voxelization.\"\r\n );\r\n }\r\n return false;\r\n }\r\n }\r\n this._voxelMissingTextureWarned.delete(gsMesh.uniqueId);\r\n\r\n const effect = shaderMaterial.getEffect()!;\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n\r\n const textureSize = gsMesh.rotationsATexture.getSize();\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n effect.setTexture(\"rotationsATexture\", gsMesh.rotationsATexture);\r\n effect.setTexture(\"rotationsBTexture\", gsMesh.rotationsBTexture);\r\n effect.setTexture(\"rotationScaleTexture\", gsMesh.rotationScaleTexture);\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 partWorldDataLength = gsMesh.partCount * 16;\r\n if (this._voxelPartWorldData.length !== partWorldDataLength) {\r\n this._voxelPartWorldData = new Float32Array(partWorldDataLength);\r\n }\r\n const partWorldData = this._voxelPartWorldData;\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 = this._voxelPartVisibilityData;\r\n partVisibilityData.length = gsMesh.partCount;\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData[i] = gsMesh.partVisibility[i] ?? 1.0;\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Create a voxel rendering material for a Gaussian Splatting mesh, for use with IBL shadow voxelization.\r\n * The returned ShaderMaterial's onBindObservable binds the GS mesh-side uniforms (textures, alpha, dataTextureSize, part data).\r\n * The caller (e.g. iblShadowsVoxelRenderer) is responsible for setting the per-slab uniforms on the returned material:\r\n * viewMatrix, invWorldScale, nearPlane, farPlane, stepSize.\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param maxDrawBuffers number of draw buffers (MRT outputs) per voxelization slab\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns voxel rendering shader material\r\n */\r\n public makeVoxelRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, maxDrawBuffers: number, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [`#define MAX_DRAW_BUFFERS ${maxDrawBuffers}`];\r\n\r\n defines.push(\"#define IS_FOR_VOXELIZATION\");\r\n\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND 1\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingVoxelRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingVoxel\",\r\n fragment: \"gaussianSplattingVoxel\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._VoxelUniforms,\r\n samplers: GaussianSplattingMaterial._VoxelSamplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: false,\r\n extraInitializationsAsync: async () => {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplattingVoxel.vertex\"), import(\"../../ShadersWGSL/gaussianSplattingVoxel.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplattingVoxel.vertex\"), import(\"../../Shaders/gaussianSplattingVoxel.fragment\")]);\r\n }\r\n },\r\n }\r\n );\r\n shaderMaterial.cullBackFaces = false;\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.depthFunction = Engine.ALWAYS;\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n this._bindVoxelEffectUniforms(gsMesh, gsMaterial, shaderMaterial);\r\n });\r\n return shaderMaterial;\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 1\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\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.doNotSerialize = true;\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n // Use the source mesh from the material for GS-specific properties (textures, etc.),\r\n // since the bound mesh may be a camera mesh proxy without those properties.\r\n const gsMesh = (gsMaterial?.getSourceMesh() ?? mesh) as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\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 shaderMaterial.doNotSerialize = true;\r\n shaderMaterial.backFaceCulling = false;\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 // Use the source mesh from the material for GS-specific properties (textures, etc.),\r\n // since the bound mesh may be a camera mesh proxy without those properties.\r\n const gsMesh = (gsMaterial?.getSourceMesh() ?? 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\nlet _Registered = false;\r\n/**\r\n * Register side effects for gaussianSplattingMaterial.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGaussianSplattingMaterial(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n}\r\n"]}
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This file must only contain pure code and pure imports */\r\n\r\nimport { type SubMesh } from \"../../Meshes/subMesh.pure\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh.pure\";\r\nimport { type Mesh } from \"../../Meshes/mesh.pure\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../../Materials/effect.pure\";\r\nimport { type Scene } from \"../../scene.pure\";\r\nimport { type Matrix } from \"../../Maths/math.vector.pure\";\r\nimport { type GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine.pure\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer.pure\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera.pure\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial.pure\";\r\nimport { MaterialPluginEvent } from \"../materialPluginEvent\";\r\nimport { Material } from \"../material.pure\";\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\nimport { Engine } from \"../../Engines/engine.pure\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\n\r\n/**\r\n * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.\r\n * The limit is derived from the engine's maximum vertex uniform vectors capability.\r\n * @param engine - The engine to compute the limit for\r\n * @returns The maximum number of parts supported\r\n */\r\nexport function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number {\r\n // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.\r\n // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).\r\n\r\n const uniformsPerSplat = 5;\r\n const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes\r\n const absoluteMax = 256; // uint8 partIndices texture format limit\r\n\r\n const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;\r\n const available = Math.max(maxUniformVectors - reservedUniforms, 0);\r\n const maxFromUniforms = Math.floor(available / uniformsPerSplat);\r\n return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);\r\n}\r\n\r\n/**\r\n * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.\r\n */\r\nexport const GaussianSplattingMaxPartCount = 128;\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n /** Defines whether fog is enabled */\r\n public FOG = false;\r\n /** Defines whether thin instances are used */\r\n public THIN_INSTANCES = true;\r\n /** Defines whether logarithmic depth is enabled */\r\n public LOGARITHMICDEPTH = false;\r\n /** Defines whether clip plane 1 is enabled */\r\n public CLIPPLANE = false;\r\n /** Defines whether clip plane 2 is enabled */\r\n public CLIPPLANE2 = false;\r\n /** Defines whether clip plane 3 is enabled */\r\n public CLIPPLANE3 = false;\r\n /** Defines whether clip plane 4 is enabled */\r\n public CLIPPLANE4 = false;\r\n /** Defines whether clip plane 5 is enabled */\r\n public CLIPPLANE5 = false;\r\n /** Defines whether clip plane 6 is enabled */\r\n public CLIPPLANE6 = false;\r\n /** Defines the spherical harmonics degree */\r\n public SH_DEGREE = 0;\r\n /** Defines whether compensation is applied */\r\n public COMPENSATION = false;\r\n /** Defines whether this is a compound splat */\r\n public IS_COMPOUND = false;\r\n /** Defines the maximum number of parts (computed from engine caps at runtime) */\r\n public MAX_PART_COUNT = GaussianSplattingMaxPartCount;\r\n /** Defines whether SOG raw-texture in-shader dequantization is enabled */\r\n public USE_SOG = false;\r\n /** Defines whether SOG v2 (codebook) dequantization is enabled */\r\n public USE_SOG_V2 = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n * @param externalProperties External properties (e.g. from material plugins) to add to the defines.\r\n */\r\n constructor(externalProperties?: { [name: string]: { type: string; default: any } }) {\r\n super(externalProperties);\r\n this.rebuild();\r\n }\r\n\r\n /**\r\n * Checks if a define is part of the generated define list.\r\n * @param name define name to check\r\n * @returns true if the define exists\r\n */\r\n public hasDefine(name: string): boolean {\r\n return this._keys.indexOf(name) !== -1;\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 * Minimum projected splat size, in pixels, below which a splat is discarded (default 0 = disabled).\r\n * Matches PlayCanvas `minPixelSize`. Applies to all Gaussian Splatting meshes using this material.\r\n */\r\n public static MinPixelSize: number = 0;\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\r\n /**\r\n * Minimum projected splat size, in pixels, below which a splat is discarded (default 0 = disabled).\r\n */\r\n public minPixelSize = GaussianSplattingMaterial.MinPixelSize;\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 = [\r\n \"covariancesATexture\",\r\n \"covariancesBTexture\",\r\n \"centersTexture\",\r\n \"colorsTexture\",\r\n \"shTexture0\",\r\n \"shTexture1\",\r\n \"shTexture2\",\r\n \"shTexture3\",\r\n \"shTexture4\",\r\n \"partIndicesTexture\",\r\n \"sogQuatsTexture\",\r\n \"sogShNCentroidsTexture\",\r\n \"sogShNLabelsTexture\",\r\n \"sogCodebookTexture\",\r\n ];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _VoxelUniforms = [\r\n \"world\",\r\n \"dataTextureSize\",\r\n \"alpha\",\r\n \"invWorldScale\",\r\n \"viewMatrix\",\r\n \"nearPlane\",\r\n \"farPlane\",\r\n \"stepSize\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n \"axis\",\r\n ];\r\n protected static _VoxelSamplers = [\"rotationsATexture\", \"rotationsBTexture\", \"rotationScaleTexture\", \"centersTexture\", \"colorsTexture\", \"partIndicesTexture\"];\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 \"minPixelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n \"sogMeansMin\",\r\n \"sogMeansMax\",\r\n \"sogScalesMin\",\r\n \"sogScalesMax\",\r\n \"sogSh0Min\",\r\n \"sogSh0Max\",\r\n \"sogShnMin\",\r\n \"sogShnMax\",\r\n \"sogShCoeffCount\",\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 || this.pluginManager) {\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.GetDefineNames, this._eventInfo);\r\n const defineNames = this._eventInfo.defineNames;\r\n const needsNewDefines = !subMesh.materialDefines || (defineNames && Object.keys(defineNames).some((name) => !defines.hasDefine(name)));\r\n if (needsNewDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines(defineNames);\r\n }\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 // External config\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.mesh = mesh;\r\n this._callbackPluginEventPrepareDefinesBeforeAttributes(this._eventInfo);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // External config\r\n this._callbackPluginEventPrepareDefines(this._eventInfo);\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 defines[\"MAX_PART_COUNT\"] = GetGaussianSplattingMaxPartCount(engine);\r\n defines[\"USE_SOG\"] = gsMesh.useSog;\r\n defines[\"USE_SOG_V2\"] = gsMesh.useSog && gsMesh.sogParams?.version === 2;\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 /**\r\n * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering\r\n * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set\r\n */\r\n public getSourceMesh(): GaussianSplattingMesh | null {\r\n return this._sourceMesh;\r\n }\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(\"minPixelSize\", gsMaterial ? gsMaterial.minPixelSize : GaussianSplattingMaterial.MinPixelSize);\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.useSog) {\r\n GaussianSplattingMaterial._BindSogUniforms(gsMesh, effect);\r\n } else 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 gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Bind SOG dequantization uniforms + raw textures.\r\n * @internal\r\n */\r\n protected static _BindSogUniforms(gsMesh: GaussianSplattingMesh, effect: Effect): void {\r\n const p = gsMesh.sogParams;\r\n if (!p) {\r\n return;\r\n }\r\n effect.setTexture(\"sogQuatsTexture\", gsMesh.rotationsATexture);\r\n if (gsMesh.shTextures && gsMesh.shTextures.length >= 2) {\r\n effect.setTexture(\"sogShNCentroidsTexture\", gsMesh.shTextures[0]);\r\n effect.setTexture(\"sogShNLabelsTexture\", gsMesh.shTextures[1]);\r\n }\r\n if (p.codebookTexture) {\r\n effect.setTexture(\"sogCodebookTexture\", p.codebookTexture);\r\n }\r\n effect.setFloat3(\"sogMeansMin\", p.meansMin[0], p.meansMin[1], p.meansMin[2]);\r\n effect.setFloat3(\"sogMeansMax\", p.meansMax[0], p.meansMax[1], p.meansMax[2]);\r\n if (p.scalesMin && p.scalesMax) {\r\n effect.setFloat3(\"sogScalesMin\", p.scalesMin[0], p.scalesMin[1], p.scalesMin[2]);\r\n effect.setFloat3(\"sogScalesMax\", p.scalesMax[0], p.scalesMax[1], p.scalesMax[2]);\r\n }\r\n if (p.sh0Min && p.sh0Max) {\r\n effect.setFloat4(\"sogSh0Min\", p.sh0Min[0], p.sh0Min[1], p.sh0Min[2], p.sh0Min[3]);\r\n effect.setFloat4(\"sogSh0Max\", p.sh0Max[0], p.sh0Max[1], p.sh0Max[2], p.sh0Max[3]);\r\n }\r\n effect.setFloat(\"sogShnMin\", p.shnMin ?? 0);\r\n effect.setFloat(\"sogShnMax\", p.shnMax ?? 0);\r\n effect.setFloat(\"sogShCoeffCount\", p.shCoeffCount ?? 0);\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(\"minPixelSize\", gsMaterial ? gsMaterial.minPixelSize : GaussianSplattingMaterial.MinPixelSize);\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 gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n\r\n private _voxelMissingTextureWarned = new Set<number>();\r\n private _voxelPartWorldData = new Float32Array(0);\r\n private readonly _voxelPartVisibilityData: number[] = [];\r\n\r\n protected _bindVoxelEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial): boolean {\r\n if (!gsMesh.rotationsATexture) {\r\n // Attempt to enable rotation/scale texture generation (no-op if already enabled).\r\n // If the mesh is already loaded and splat data is in RAM this triggers updateData() synchronously.\r\n // If the mesh was loaded without keepInRam=true the setter will log an error.\r\n gsMesh.needsRotationScaleTextures = true;\r\n\r\n if (!gsMesh.rotationsATexture) {\r\n // Mesh data was already processed but rotation textures couldn't be generated — warn once.\r\n if (gsMesh.centersTexture && !gsMesh.splatsData && !this._voxelMissingTextureWarned.has(gsMesh.uniqueId)) {\r\n this._voxelMissingTextureWarned.add(gsMesh.uniqueId);\r\n Logger.Error(\r\n \"IBL voxelization: GaussianSplattingMesh rotation/scale textures are not available. \" +\r\n \"Create the mesh either with keepInRam=true or needsRotationScaleTextures=true to enable IBL shadow voxelization.\"\r\n );\r\n }\r\n return false;\r\n }\r\n }\r\n this._voxelMissingTextureWarned.delete(gsMesh.uniqueId);\r\n\r\n const effect = shaderMaterial.getEffect()!;\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n\r\n const textureSize = gsMesh.rotationsATexture.getSize();\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n effect.setTexture(\"rotationsATexture\", gsMesh.rotationsATexture);\r\n effect.setTexture(\"rotationsBTexture\", gsMesh.rotationsBTexture);\r\n effect.setTexture(\"rotationScaleTexture\", gsMesh.rotationScaleTexture);\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 partWorldDataLength = gsMesh.partCount * 16;\r\n if (this._voxelPartWorldData.length !== partWorldDataLength) {\r\n this._voxelPartWorldData = new Float32Array(partWorldDataLength);\r\n }\r\n const partWorldData = this._voxelPartWorldData;\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 = this._voxelPartVisibilityData;\r\n partVisibilityData.length = gsMesh.partCount;\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData[i] = gsMesh.partVisibility[i] ?? 1.0;\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Create a voxel rendering material for a Gaussian Splatting mesh, for use with IBL shadow voxelization.\r\n * The returned ShaderMaterial's onBindObservable binds the GS mesh-side uniforms (textures, alpha, dataTextureSize, part data).\r\n * The caller (e.g. iblShadowsVoxelRenderer) is responsible for setting the per-slab uniforms on the returned material:\r\n * viewMatrix, invWorldScale, nearPlane, farPlane, stepSize.\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param maxDrawBuffers number of draw buffers (MRT outputs) per voxelization slab\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns voxel rendering shader material\r\n */\r\n public makeVoxelRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, maxDrawBuffers: number, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [`#define MAX_DRAW_BUFFERS ${maxDrawBuffers}`];\r\n\r\n defines.push(\"#define IS_FOR_VOXELIZATION\");\r\n\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND 1\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingVoxelRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingVoxel\",\r\n fragment: \"gaussianSplattingVoxel\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._VoxelUniforms,\r\n samplers: GaussianSplattingMaterial._VoxelSamplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: false,\r\n extraInitializationsAsync: async () => {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplattingVoxel.vertex\"), import(\"../../ShadersWGSL/gaussianSplattingVoxel.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplattingVoxel.vertex\"), import(\"../../Shaders/gaussianSplattingVoxel.fragment\")]);\r\n }\r\n },\r\n }\r\n );\r\n shaderMaterial.cullBackFaces = false;\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.depthFunction = Engine.ALWAYS;\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n this._bindVoxelEffectUniforms(gsMesh, gsMaterial, shaderMaterial);\r\n });\r\n return shaderMaterial;\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 1\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\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.doNotSerialize = true;\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n // Use the source mesh from the material for GS-specific properties (textures, etc.),\r\n // since the bound mesh may be a camera mesh proxy without those properties.\r\n const gsMesh = (gsMaterial?.getSourceMesh() ?? mesh) as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\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 shaderMaterial.doNotSerialize = true;\r\n shaderMaterial.backFaceCulling = false;\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 // Use the source mesh from the material for GS-specific properties (textures, etc.),\r\n // since the bound mesh may be a camera mesh proxy without those properties.\r\n const gsMesh = (gsMaterial?.getSourceMesh() ?? 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\nlet _Registered = false;\r\n/**\r\n * Register side effects for gaussianSplattingMaterial.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGaussianSplattingMaterial(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n}\r\n"]}
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@@ -80,6 +80,7 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
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state._excludeVariableName("focal");
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state._excludeVariableName("invViewport");
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state._excludeVariableName("kernelSize");
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+
state._excludeVariableName("minPixelSize");
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state._excludeVariableName("eyePosition");
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// eslint-disable-next-line @typescript-eslint/no-floating-promises
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this._initShaderSourceAsync(state.shaderLanguage);
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@@ -130,6 +131,7 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
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state._emitUniformFromString("focal", NodeMaterialBlockConnectionPointTypes.Vector2);
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state._emitUniformFromString("invViewport", NodeMaterialBlockConnectionPointTypes.Vector2);
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state._emitUniformFromString("kernelSize", NodeMaterialBlockConnectionPointTypes.Float);
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state._emitUniformFromString("minPixelSize", NodeMaterialBlockConnectionPointTypes.Float);
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state._emitUniformFromString("eyePosition", NodeMaterialBlockConnectionPointTypes.Vector3);
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state.attributes.push(VertexBuffer.PositionKind);
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state.attributes.push("splatIndex0");
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@@ -153,7 +155,7 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
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let uniforms = "";
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if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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input = "input.position";
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-
uniforms = ", uniforms.focal, uniforms.invViewport, uniforms.kernelSize";
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uniforms = ", uniforms.focal, uniforms.invViewport, uniforms.kernelSize, uniforms.minPixelSize";
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}
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if (this.SH.isConnected) {
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state.compilationString += `#if SH_DEGREE > 0\n`;
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