@babylonjs/loaders 9.17.0 → 9.18.0

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.
@@ -45,7 +45,11 @@ export declare class GaussianSplattingWorkBuffer {
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  */
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  constructor(scene: Scene, capacity: number);
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  /**
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- * Creates a 4-attachment MRT (centers F32 / covA F32 / covB F32 / colors U8) sized to the work buffer.
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+ * Creates a 4-attachment MRT (centers F32 / covA / covB / colors U8) sized to the work buffer. covA/covB
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+ * use HALF_FLOAT when the engine can render to it, matching the precision the non-streamed
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+ * GaussianSplattingMesh path already uses for these same two textures (see
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+ * `gaussianSplattingMeshBase.pure.ts`'s `createTextureFromDataF16` covA/covB textures); centers stays F32
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+ * and colors stays U8 in both paths.
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  * @param name MRT and attachment base name
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  * @param disableClear when true, clearing is suppressed so renders accumulate (the decode buffer); when
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  * false the MRT clears to zero on each render (the temporary relayout buffer, so gaps stay zeroed)
@@ -69,15 +69,20 @@ export class GaussianSplattingWorkBuffer {
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  this._quad.material = this._material;
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  }
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  /**
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- * Creates a 4-attachment MRT (centers F32 / covA F32 / covB F32 / colors U8) sized to the work buffer.
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+ * Creates a 4-attachment MRT (centers F32 / covA / covB / colors U8) sized to the work buffer. covA/covB
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+ * use HALF_FLOAT when the engine can render to it, matching the precision the non-streamed
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+ * GaussianSplattingMesh path already uses for these same two textures (see
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+ * `gaussianSplattingMeshBase.pure.ts`'s `createTextureFromDataF16` covA/covB textures); centers stays F32
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+ * and colors stays U8 in both paths.
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  * @param name MRT and attachment base name
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  * @param disableClear when true, clearing is suppressed so renders accumulate (the decode buffer); when
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  * false the MRT clears to zero on each render (the temporary relayout buffer, so gaps stay zeroed)
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  * @returns the created MRT
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  */
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  _createMrt(name, disableClear) {
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+ const covType = this._scene.getEngine()._caps.textureHalfFloatRender ? Constants.TEXTURETYPE_HALF_FLOAT : Constants.TEXTURETYPE_FLOAT;
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  const mrt = new MultiRenderTarget(name, { width: this._textureSize, height: this._textureSize }, 4, this._scene, {
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- types: [Constants.TEXTURETYPE_FLOAT, Constants.TEXTURETYPE_FLOAT, Constants.TEXTURETYPE_FLOAT, Constants.TEXTURETYPE_UNSIGNED_BYTE],
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+ types: [Constants.TEXTURETYPE_FLOAT, covType, covType, Constants.TEXTURETYPE_UNSIGNED_BYTE],
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  samplingModes: [
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  Constants.TEXTURE_NEAREST_SAMPLINGMODE,
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  Constants.TEXTURE_NEAREST_SAMPLINGMODE,
@@ -1 +1 @@
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- 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{ MultiRenderTarget } from \"core/Materials/Textures/multiRenderTarget\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type ISogTexturePack } from \"./splatDefs\";\r\nimport {\r\n GaussianSplattingWorkBufferVertexShaderGLSL,\r\n GaussianSplattingWorkBufferFragmentShaderGLSL,\r\n GaussianSplattingWorkBufferVertexShaderWGSL,\r\n GaussianSplattingWorkBufferFragmentShaderWGSL,\r\n GaussianSplattingWorkBufferRelayoutFragmentShaderGLSL,\r\n GaussianSplattingWorkBufferRelayoutFragmentShaderWGSL,\r\n GaussianSplattingWorkBufferRelayoutShaderName,\r\n} from \"./gaussianSplattingWorkBufferShaders\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\n\r\n/**\r\n * A unified, GPU-decoded Gaussian Splatting work buffer.\r\n *\r\n * Holds a square MRT texture set (centers / covA / covB / colors) sized to a fixed splat capacity\r\n * (PlayCanvas-style: `ceil(sqrt(capacity))`). Each streamed SOG file is decoded directly on the GPU\r\n * (no CPU readback) into its allocated pixel range. The decoded textures are consumed unchanged by the\r\n * standard (non-SOG) Gaussian Splatting draw path.\r\n *\r\n * @experimental\r\n */\r\nexport class GaussianSplattingWorkBuffer {\r\n private readonly _scene: Scene;\r\n private readonly _mrt: MultiRenderTarget;\r\n private readonly _textureSize: number;\r\n private readonly _shaderLanguage: ShaderLanguage;\r\n private readonly _material: ShaderMaterial;\r\n private readonly _quad: Mesh;\r\n // Relayout (defrag) copy material, created lazily on first relayout.\r\n private _copyMaterial: Nullable<ShaderMaterial> = null;\r\n // Reusable destination->source index map for the relayout pass (created lazily, sized to the work buffer).\r\n private _relayoutMapData: Nullable<Float32Array> = null;\r\n private _relayoutMapTexture: Nullable<RawTexture> = null;\r\n private _disposed = false;\r\n // Reused WebGL framebuffer for the async centers readback (created lazily, freed in dispose).\r\n private _readFbo: Nullable<WebGLFramebuffer> = null;\r\n\r\n /**\r\n * True when the engine supports the non-blocking GPU readback used by {@link readCentersRangeAsync}:\r\n * WebGL2 (PBO + fence) or WebGPU (copyTextureToBuffer + mapAsync). When false (e.g. WebGL1), callers must\r\n * decode positions on the CPU instead.\r\n */\r\n public get supportsAsyncCentersReadback(): boolean {\r\n const engine = this._scene.getEngine();\r\n if (engine.isWebGPU) {\r\n return true;\r\n }\r\n const glEngine = engine as unknown as { _gl?: WebGL2RenderingContext; _readPixelsAsync?: unknown; webGLVersion?: number };\r\n return !!glEngine._gl && typeof glEngine._readPixelsAsync === \"function\" && (glEngine.webGLVersion ?? 0) >= 2;\r\n }\r\n\r\n /**\r\n * Square edge length (in pixels) of the work-buffer textures.\r\n */\r\n public get textureSize(): number {\r\n return this._textureSize;\r\n }\r\n\r\n /**\r\n * The decoded work-buffer textures: [centers, covA, covB, colors].\r\n */\r\n public get textures(): Texture[] {\r\n return this._mrt.textures;\r\n }\r\n\r\n /**\r\n * Creates a work buffer sized to hold `capacity` splats.\r\n * @param scene hosting scene\r\n * @param capacity total number of splats the work buffer must address\r\n */\r\n constructor(scene: Scene, capacity: number) {\r\n this._scene = scene;\r\n this._shaderLanguage = scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\r\n this._textureSize = Math.max(1, Math.ceil(Math.sqrt(Math.max(1, capacity))));\r\n\r\n // The decode buffer accumulates (clear disabled) so each decode preserves previously-decoded files.\r\n this._mrt = this._createMrt(\"gsWorkBuffer\", true);\r\n\r\n // One persistent decode material + fullscreen-triangle quad, reused (with per-file uniforms)\r\n // for every decode so the shader is compiled only once.\r\n this._material = this._createMaterial();\r\n this._quad = this._createQuad();\r\n this._quad.material = this._material;\r\n }\r\n\r\n /**\r\n * Creates a 4-attachment MRT (centers F32 / covA F32 / covB F32 / colors U8) sized to the work buffer.\r\n * @param name MRT and attachment base name\r\n * @param disableClear when true, clearing is suppressed so renders accumulate (the decode buffer); when\r\n * false the MRT clears to zero on each render (the temporary relayout buffer, so gaps stay zeroed)\r\n * @returns the created MRT\r\n */\r\n private _createMrt(name: string, disableClear: boolean): MultiRenderTarget {\r\n const mrt = new MultiRenderTarget(\r\n name,\r\n { width: this._textureSize, height: this._textureSize },\r\n 4,\r\n this._scene,\r\n {\r\n types: [Constants.TEXTURETYPE_FLOAT, Constants.TEXTURETYPE_FLOAT, Constants.TEXTURETYPE_FLOAT, Constants.TEXTURETYPE_UNSIGNED_BYTE],\r\n samplingModes: [\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n ],\r\n formats: [Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA],\r\n generateDepthBuffer: false,\r\n generateDepthTexture: false,\r\n generateMipMaps: false,\r\n },\r\n [`${name}Centers`, `${name}CovA`, `${name}CovB`, `${name}Colors`]\r\n );\r\n mrt.clearColor = new Color4(0, 0, 0, 0);\r\n mrt.renderList = [];\r\n if (disableClear) {\r\n mrt.onClearObservable.add(() => {});\r\n }\r\n return mrt;\r\n }\r\n\r\n /**\r\n * Decodes one SOG file into the work buffer at the given splat offset (accumulating; previously\r\n * decoded files are preserved). Resolves once the GPU decode has been issued. The caller may\r\n * dispose the source pack textures after this resolves.\r\n * @param pack the SOG texture pack (GPU source textures + per-file decode parameters)\r\n * @param offset first splat index (pixel offset) for this file in the work buffer\r\n */\r\n public async decodeAsync(pack: ISogTexturePack, offset: number): Promise<void> {\r\n if (this._disposed) {\r\n return;\r\n }\r\n this._applyPack(pack, offset);\r\n // Render the decode pass at the start of a frame (the safe point for custom render targets),\r\n // once the shader is compiled — never re-entrantly from a promise/observable continuation.\r\n await new Promise<void>((resolve) => {\r\n const attempt = () => {\r\n if (this._disposed) {\r\n resolve();\r\n return;\r\n }\r\n if (!this._material.isReady(this._quad)) {\r\n this._scene.onBeforeRenderObservable.addOnce(attempt);\r\n return;\r\n }\r\n this._mrt.renderList = [this._quad];\r\n this._mrt.render();\r\n resolve();\r\n };\r\n this._scene.onBeforeRenderObservable.addOnce(attempt);\r\n });\r\n }\r\n\r\n /**\r\n * Whether the relayout copy shader is compiled and ready. Lazily creates the copy material on first call.\r\n * Callers should poll this before {@link relayoutSync} (which must only run when ready).\r\n * @returns true when {@link relayoutSync} can run this frame\r\n */\r\n public isRelayoutReady(): boolean {\r\n if (this._disposed) {\r\n return false;\r\n }\r\n if (!this._copyMaterial) {\r\n this._copyMaterial = this._createCopyMaterial();\r\n }\r\n return this._copyMaterial.isReady(this._quad);\r\n }\r\n\r\n /**\r\n * Relayouts the decoded work-buffer textures to a new (defragmented) splat layout, keeping the same\r\n * texture instances so the consuming mesh does not need to re-bind. `srcIndexByDst[d]` is the source splat\r\n * index whose decoded data should end up at destination index `d`, or a negative value for a gap (left\r\n * zeroed). Uses a temporary MRT ping-pong (old -> temp via the map, then temp -> old identity) so\r\n * overlapping moves stay correct. Must be called at a frame-safe point (inside `onBeforeRender`) and only\r\n * when {@link isRelayoutReady} returns true.\r\n * @param srcIndexByDst per-destination source splat index (negative = gap)\r\n */\r\n public relayoutSync(srcIndexByDst: Float32Array): void {\r\n if (this._disposed || !this._copyMaterial) {\r\n return;\r\n }\r\n const size = this._textureSize;\r\n // Reuse the map buffer and its GPU texture across relayouts (the work-buffer size is fixed).\r\n if (!this._relayoutMapData) {\r\n this._relayoutMapData = new Float32Array(size * size);\r\n }\r\n const mapData = this._relayoutMapData;\r\n mapData.fill(-1);\r\n mapData.set(srcIndexByDst.subarray(0, Math.min(srcIndexByDst.length, mapData.length)));\r\n if (!this._relayoutMapTexture) {\r\n this._relayoutMapTexture = new RawTexture(\r\n mapData,\r\n size,\r\n size,\r\n Constants.TEXTUREFORMAT_R,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._relayoutMapTexture.update(mapData);\r\n }\r\n const mapTexture = this._relayoutMapTexture;\r\n // The temporary ping-pong MRT is (re)created per relayout rather than kept resident: it is the same size\r\n // as the work buffer, so a persistent copy would double GPU memory and defeat the streaming memory budget.\r\n const temp = this._createMrt(\"gsRelayoutTemp\", false);\r\n try {\r\n // Pass 1: old -> temp using the map (temp gets the new layout; gaps stay zeroed by the clear).\r\n this._renderRelayoutPass(temp, this._mrt.textures, mapTexture, 1);\r\n // Pass 2: temp -> old, identity (old textures get the new layout, full overwrite).\r\n this._renderRelayoutPass(this._mrt, temp.textures, mapTexture, 0);\r\n } finally {\r\n temp.dispose();\r\n this._quad.material = this._material;\r\n }\r\n }\r\n\r\n /**\r\n * Renders one relayout copy pass into the target MRT, sampling the given source textures.\r\n * @param target destination MRT\r\n * @param sources the four source work-buffer textures\r\n * @param mapTexture the R32F destination-to-source index map\r\n * @param useMap 1 to read source indices from the map (gaps discarded), 0 for an identity copy\r\n */\r\n private _renderRelayoutPass(target: MultiRenderTarget, sources: Texture[], mapTexture: RawTexture, useMap: number): void {\r\n const material = this._copyMaterial!;\r\n material.setTexture(\"uMapTex\", mapTexture);\r\n material.setTexture(\"uSrc0\", sources[0]);\r\n material.setTexture(\"uSrc1\", sources[1]);\r\n material.setTexture(\"uSrc2\", sources[2]);\r\n material.setTexture(\"uSrc3\", sources[3]);\r\n material.setInt(\"uDstWidth\", this._textureSize);\r\n material.setInt(\"uSrcWidth\", this._textureSize);\r\n material.setInt(\"uUseMap\", useMap);\r\n this._quad.material = material;\r\n target.renderList = [this._quad];\r\n target.render();\r\n }\r\n\r\n private _createCopyMaterial(): ShaderMaterial {\r\n const isWGSL = this._shaderLanguage === ShaderLanguage.WGSL;\r\n const material = new ShaderMaterial(\r\n GaussianSplattingWorkBufferRelayoutShaderName,\r\n this._scene,\r\n {\r\n vertexSource: isWGSL ? GaussianSplattingWorkBufferVertexShaderWGSL : GaussianSplattingWorkBufferVertexShaderGLSL,\r\n fragmentSource: isWGSL ? GaussianSplattingWorkBufferRelayoutFragmentShaderWGSL : GaussianSplattingWorkBufferRelayoutFragmentShaderGLSL,\r\n },\r\n {\r\n attributes: [\"position\"],\r\n uniforms: [\"uDstWidth\", \"uSrcWidth\", \"uUseMap\"],\r\n samplers: [\"uMapTex\", \"uSrc0\", \"uSrc1\", \"uSrc2\", \"uSrc3\"],\r\n shaderLanguage: this._shaderLanguage,\r\n }\r\n );\r\n material.backFaceCulling = false;\r\n material.disableDepthWrite = true;\r\n return material;\r\n }\r\n\r\n /**\r\n * Asynchronously reads back the decoded splat centers (stride-4 xyzw, w=1) for a contiguous splat range\r\n * from the work buffer's centers texture, using a non-blocking GPU readback (WebGL2 PBO + fence, or WebGPU\r\n * copyTextureToBuffer + mapAsync) so it never stalls the frame the way a CPU image decode does. The centers\r\n * texture already holds the GPU-decoded positions (identical to the CPU decode), so this replaces decoding\r\n * positions on the CPU from the means images. Returns null when async readback is unsupported (caller should\r\n * fall back to CPU decoding).\r\n * @param splatOffset first splat index of the range\r\n * @param splatCount number of splats in the range\r\n * @returns a stride-4 Float32Array of length `splatCount * 4`, or null when unsupported/failed\r\n */\r\n public async readCentersRangeAsync(splatOffset: number, splatCount: number): Promise<Nullable<Float32Array>> {\r\n if (this._disposed || splatCount <= 0 || !this.supportsAsyncCentersReadback) {\r\n return null;\r\n }\r\n\r\n const width = this._textureSize;\r\n // The range maps to whole texel rows [rowStart, rowEnd); read that rectangle and slice the exact range.\r\n // Splat i lives at texel (i % width, floor(i / width)) in both decode and draw, so the readback (which\r\n // indexes the same texture storage directly, with no UV/flip) yields splat i at buffer position\r\n // i - rowStart * width on every backend.\r\n const rowStart = Math.floor(splatOffset / width);\r\n const rowEnd = Math.ceil((splatOffset + splatCount) / width);\r\n const rowCount = rowEnd - rowStart;\r\n const startInBuffer = (splatOffset - rowStart * width) * 4;\r\n const sliceEnd = startInBuffer + splatCount * 4;\r\n const centers = this._mrt.textures[0];\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n // WebGPU: copyTextureToBuffer of the row span + mapAsync (genuinely non-blocking). noDataConversion\r\n // returns the raw RGBA32F floats tightly packed (the 256-byte row alignment is removed internally).\r\n const result = await centers.readPixels(0, 0, null, true, true, 0, rowStart, width, rowCount);\r\n if (this._disposed || !result) {\r\n return null;\r\n }\r\n const floats = result instanceof Float32Array ? result : new Float32Array(result.buffer, result.byteOffset, result.byteLength / 4);\r\n return floats.length >= sliceEnd ? (floats.subarray(startInBuffer, sliceEnd) as Float32Array) : null;\r\n }\r\n\r\n // WebGL2: read directly from the centers texture via a reused FBO + async PBO readback.\r\n const glEngine = engine as unknown as {\r\n _gl: WebGL2RenderingContext;\r\n _currentFramebuffer: Nullable<WebGLFramebuffer>;\r\n _readPixelsAsync(x: number, y: number, w: number, h: number, format: number, type: number, o: ArrayBufferView): Nullable<Promise<ArrayBufferView>>;\r\n };\r\n const gl = glEngine._gl;\r\n const hardware = centers.getInternalTexture()?._hardwareTexture?.underlyingResource as Nullable<WebGLTexture>;\r\n if (!hardware) {\r\n return null;\r\n }\r\n const buffer = new Float32Array(width * rowCount * 4);\r\n if (!this._readFbo) {\r\n this._readFbo = gl.createFramebuffer();\r\n }\r\n const previousFbo = glEngine._currentFramebuffer;\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._readFbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, hardware, 0);\r\n gl.readBuffer(gl.COLOR_ATTACHMENT0);\r\n\r\n // _readPixelsAsync issues the readPixels into a PBO synchronously, then resolves once the GPU fence\r\n // signals — so the framebuffer can be restored immediately while the transfer completes off-thread.\r\n const promise = glEngine._readPixelsAsync(0, rowStart, width, rowCount, gl.RGBA, gl.FLOAT, buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, previousFbo);\r\n // gl.readBuffer is global state: restore the default-framebuffer read source (BACK) so later\r\n // readPixels on the default framebuffer aren't left pointing at COLOR_ATTACHMENT0. When restoring to\r\n // another FBO, COLOR_ATTACHMENT0 is the correct default read buffer, so only reset for the default one.\r\n if (!previousFbo) {\r\n gl.readBuffer(gl.BACK);\r\n }\r\n if (!promise) {\r\n return null;\r\n }\r\n await promise;\r\n if (this._disposed || buffer.length < sliceEnd) {\r\n return null;\r\n }\r\n return buffer.subarray(startInBuffer, sliceEnd) as Float32Array;\r\n }\r\n\r\n /**\r\n * Disposes the work buffer and its decode resources.\r\n */\r\n public dispose(): void {\r\n this._disposed = true;\r\n if (this._readFbo) {\r\n (this._scene.getEngine() as unknown as { _gl?: WebGL2RenderingContext })._gl?.deleteFramebuffer(this._readFbo);\r\n this._readFbo = null;\r\n }\r\n this._quad.dispose();\r\n this._material.dispose(true, false);\r\n this._copyMaterial?.dispose(true, false);\r\n this._relayoutMapTexture?.dispose();\r\n this._mrt.dispose();\r\n }\r\n\r\n private _createQuad(): Mesh {\r\n const quad = new Mesh(\"gsWorkBufferQuad\", this._scene);\r\n const vertexData = new VertexData();\r\n // Fullscreen triangle in clip space (the vertex shader passes positions straight through).\r\n vertexData.positions = [-1, -1, 0, 3, -1, 0, -1, 3, 0];\r\n vertexData.indices = [0, 1, 2];\r\n vertexData.applyToMesh(quad);\r\n // Render only inside the work-buffer MRT, never in the main scene pass.\r\n this._scene.removeMesh(quad);\r\n return quad;\r\n }\r\n\r\n private _createMaterial(): ShaderMaterial {\r\n const isWGSL = this._shaderLanguage === ShaderLanguage.WGSL;\r\n const material = new ShaderMaterial(\r\n \"gsSogDecode\",\r\n this._scene,\r\n {\r\n vertexSource: isWGSL ? GaussianSplattingWorkBufferVertexShaderWGSL : GaussianSplattingWorkBufferVertexShaderGLSL,\r\n fragmentSource: isWGSL ? GaussianSplattingWorkBufferFragmentShaderWGSL : GaussianSplattingWorkBufferFragmentShaderGLSL,\r\n },\r\n {\r\n attributes: [\"position\"],\r\n uniforms: [\"sogMeansMin\", \"sogMeansMax\", \"sogScalesMin\", \"sogScalesMax\", \"sogSh0Min\", \"sogSh0Max\", \"uVersion\", \"uOffset\", \"uCount\", \"uDestWidth\", \"uSrcWidth\"],\r\n samplers: [\"sogMeansLTex\", \"sogMeansUTex\", \"sogScalesTex\", \"sogQuatsTex\", \"sogSh0Tex\", \"sogCodebookTex\"],\r\n shaderLanguage: this._shaderLanguage,\r\n }\r\n );\r\n material.backFaceCulling = false;\r\n material.disableDepthWrite = true;\r\n return material;\r\n }\r\n\r\n private _applyPack(pack: ISogTexturePack, offset: number): void {\r\n const material = this._material;\r\n const srcWidth = (pack.meansTextureL as Texture).getSize().width;\r\n\r\n material.setTexture(\"sogMeansLTex\", pack.meansTextureL);\r\n material.setTexture(\"sogMeansUTex\", pack.meansTextureU);\r\n material.setTexture(\"sogScalesTex\", pack.scalesTexture);\r\n material.setTexture(\"sogQuatsTex\", pack.quatsTexture);\r\n material.setTexture(\"sogSh0Tex\", pack.sh0Texture);\r\n // Codebook only used for v2; bind a harmless placeholder otherwise so the sampler is always set.\r\n material.setTexture(\"sogCodebookTex\", pack.codebookTexture ?? pack.sh0Texture);\r\n\r\n material.setVector3(\"sogMeansMin\", new Vector3(pack.meansMin[0], pack.meansMin[1], pack.meansMin[2]));\r\n material.setVector3(\"sogMeansMax\", new Vector3(pack.meansMax[0], pack.meansMax[1], pack.meansMax[2]));\r\n const sMin = pack.scalesMin ?? [0, 0, 0];\r\n const sMax = pack.scalesMax ?? [0, 0, 0];\r\n material.setVector3(\"sogScalesMin\", new Vector3(sMin[0], sMin[1], sMin[2]));\r\n material.setVector3(\"sogScalesMax\", new Vector3(sMax[0], sMax[1], sMax[2]));\r\n const c0Min = pack.sh0Min ?? [0, 0, 0, 0];\r\n const c0Max = pack.sh0Max ?? [0, 0, 0, 0];\r\n material.setVector4(\"sogSh0Min\", new Vector4(c0Min[0], c0Min[1], c0Min[2], c0Min[3]));\r\n material.setVector4(\"sogSh0Max\", new Vector4(c0Max[0], c0Max[1], c0Max[2], c0Max[3]));\r\n\r\n material.setInt(\"uVersion\", pack.version);\r\n material.setInt(\"uOffset\", offset);\r\n material.setInt(\"uCount\", pack.splatCount);\r\n material.setInt(\"uDestWidth\", this._textureSize);\r\n material.setInt(\"uSrcWidth\", srcWidth);\r\n }\r\n}\r\n"]}
1
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{ MultiRenderTarget } from \"core/Materials/Textures/multiRenderTarget\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type ISogTexturePack } from \"./splatDefs\";\r\nimport {\r\n GaussianSplattingWorkBufferVertexShaderGLSL,\r\n GaussianSplattingWorkBufferFragmentShaderGLSL,\r\n GaussianSplattingWorkBufferVertexShaderWGSL,\r\n GaussianSplattingWorkBufferFragmentShaderWGSL,\r\n GaussianSplattingWorkBufferRelayoutFragmentShaderGLSL,\r\n GaussianSplattingWorkBufferRelayoutFragmentShaderWGSL,\r\n GaussianSplattingWorkBufferRelayoutShaderName,\r\n} from \"./gaussianSplattingWorkBufferShaders\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\n\r\n/**\r\n * A unified, GPU-decoded Gaussian Splatting work buffer.\r\n *\r\n * Holds a square MRT texture set (centers / covA / covB / colors) sized to a fixed splat capacity\r\n * (PlayCanvas-style: `ceil(sqrt(capacity))`). Each streamed SOG file is decoded directly on the GPU\r\n * (no CPU readback) into its allocated pixel range. The decoded textures are consumed unchanged by the\r\n * standard (non-SOG) Gaussian Splatting draw path.\r\n *\r\n * @experimental\r\n */\r\nexport class GaussianSplattingWorkBuffer {\r\n private readonly _scene: Scene;\r\n private readonly _mrt: MultiRenderTarget;\r\n private readonly _textureSize: number;\r\n private readonly _shaderLanguage: ShaderLanguage;\r\n private readonly _material: ShaderMaterial;\r\n private readonly _quad: Mesh;\r\n // Relayout (defrag) copy material, created lazily on first relayout.\r\n private _copyMaterial: Nullable<ShaderMaterial> = null;\r\n // Reusable destination->source index map for the relayout pass (created lazily, sized to the work buffer).\r\n private _relayoutMapData: Nullable<Float32Array> = null;\r\n private _relayoutMapTexture: Nullable<RawTexture> = null;\r\n private _disposed = false;\r\n // Reused WebGL framebuffer for the async centers readback (created lazily, freed in dispose).\r\n private _readFbo: Nullable<WebGLFramebuffer> = null;\r\n\r\n /**\r\n * True when the engine supports the non-blocking GPU readback used by {@link readCentersRangeAsync}:\r\n * WebGL2 (PBO + fence) or WebGPU (copyTextureToBuffer + mapAsync). When false (e.g. WebGL1), callers must\r\n * decode positions on the CPU instead.\r\n */\r\n public get supportsAsyncCentersReadback(): boolean {\r\n const engine = this._scene.getEngine();\r\n if (engine.isWebGPU) {\r\n return true;\r\n }\r\n const glEngine = engine as unknown as { _gl?: WebGL2RenderingContext; _readPixelsAsync?: unknown; webGLVersion?: number };\r\n return !!glEngine._gl && typeof glEngine._readPixelsAsync === \"function\" && (glEngine.webGLVersion ?? 0) >= 2;\r\n }\r\n\r\n /**\r\n * Square edge length (in pixels) of the work-buffer textures.\r\n */\r\n public get textureSize(): number {\r\n return this._textureSize;\r\n }\r\n\r\n /**\r\n * The decoded work-buffer textures: [centers, covA, covB, colors].\r\n */\r\n public get textures(): Texture[] {\r\n return this._mrt.textures;\r\n }\r\n\r\n /**\r\n * Creates a work buffer sized to hold `capacity` splats.\r\n * @param scene hosting scene\r\n * @param capacity total number of splats the work buffer must address\r\n */\r\n constructor(scene: Scene, capacity: number) {\r\n this._scene = scene;\r\n this._shaderLanguage = scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\r\n this._textureSize = Math.max(1, Math.ceil(Math.sqrt(Math.max(1, capacity))));\r\n\r\n // The decode buffer accumulates (clear disabled) so each decode preserves previously-decoded files.\r\n this._mrt = this._createMrt(\"gsWorkBuffer\", true);\r\n\r\n // One persistent decode material + fullscreen-triangle quad, reused (with per-file uniforms)\r\n // for every decode so the shader is compiled only once.\r\n this._material = this._createMaterial();\r\n this._quad = this._createQuad();\r\n this._quad.material = this._material;\r\n }\r\n\r\n /**\r\n * Creates a 4-attachment MRT (centers F32 / covA / covB / colors U8) sized to the work buffer. covA/covB\r\n * use HALF_FLOAT when the engine can render to it, matching the precision the non-streamed\r\n * GaussianSplattingMesh path already uses for these same two textures (see\r\n * `gaussianSplattingMeshBase.pure.ts`'s `createTextureFromDataF16` covA/covB textures); centers stays F32\r\n * and colors stays U8 in both paths.\r\n * @param name MRT and attachment base name\r\n * @param disableClear when true, clearing is suppressed so renders accumulate (the decode buffer); when\r\n * false the MRT clears to zero on each render (the temporary relayout buffer, so gaps stay zeroed)\r\n * @returns the created MRT\r\n */\r\n private _createMrt(name: string, disableClear: boolean): MultiRenderTarget {\r\n const covType = this._scene.getEngine()._caps.textureHalfFloatRender ? Constants.TEXTURETYPE_HALF_FLOAT : Constants.TEXTURETYPE_FLOAT;\r\n const mrt = new MultiRenderTarget(\r\n name,\r\n { width: this._textureSize, height: this._textureSize },\r\n 4,\r\n this._scene,\r\n {\r\n types: [Constants.TEXTURETYPE_FLOAT, covType, covType, Constants.TEXTURETYPE_UNSIGNED_BYTE],\r\n samplingModes: [\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n ],\r\n formats: [Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA],\r\n generateDepthBuffer: false,\r\n generateDepthTexture: false,\r\n generateMipMaps: false,\r\n },\r\n [`${name}Centers`, `${name}CovA`, `${name}CovB`, `${name}Colors`]\r\n );\r\n mrt.clearColor = new Color4(0, 0, 0, 0);\r\n mrt.renderList = [];\r\n if (disableClear) {\r\n mrt.onClearObservable.add(() => {});\r\n }\r\n return mrt;\r\n }\r\n\r\n /**\r\n * Decodes one SOG file into the work buffer at the given splat offset (accumulating; previously\r\n * decoded files are preserved). Resolves once the GPU decode has been issued. The caller may\r\n * dispose the source pack textures after this resolves.\r\n * @param pack the SOG texture pack (GPU source textures + per-file decode parameters)\r\n * @param offset first splat index (pixel offset) for this file in the work buffer\r\n */\r\n public async decodeAsync(pack: ISogTexturePack, offset: number): Promise<void> {\r\n if (this._disposed) {\r\n return;\r\n }\r\n this._applyPack(pack, offset);\r\n // Render the decode pass at the start of a frame (the safe point for custom render targets),\r\n // once the shader is compiled — never re-entrantly from a promise/observable continuation.\r\n await new Promise<void>((resolve) => {\r\n const attempt = () => {\r\n if (this._disposed) {\r\n resolve();\r\n return;\r\n }\r\n if (!this._material.isReady(this._quad)) {\r\n this._scene.onBeforeRenderObservable.addOnce(attempt);\r\n return;\r\n }\r\n this._mrt.renderList = [this._quad];\r\n this._mrt.render();\r\n resolve();\r\n };\r\n this._scene.onBeforeRenderObservable.addOnce(attempt);\r\n });\r\n }\r\n\r\n /**\r\n * Whether the relayout copy shader is compiled and ready. Lazily creates the copy material on first call.\r\n * Callers should poll this before {@link relayoutSync} (which must only run when ready).\r\n * @returns true when {@link relayoutSync} can run this frame\r\n */\r\n public isRelayoutReady(): boolean {\r\n if (this._disposed) {\r\n return false;\r\n }\r\n if (!this._copyMaterial) {\r\n this._copyMaterial = this._createCopyMaterial();\r\n }\r\n return this._copyMaterial.isReady(this._quad);\r\n }\r\n\r\n /**\r\n * Relayouts the decoded work-buffer textures to a new (defragmented) splat layout, keeping the same\r\n * texture instances so the consuming mesh does not need to re-bind. `srcIndexByDst[d]` is the source splat\r\n * index whose decoded data should end up at destination index `d`, or a negative value for a gap (left\r\n * zeroed). Uses a temporary MRT ping-pong (old -> temp via the map, then temp -> old identity) so\r\n * overlapping moves stay correct. Must be called at a frame-safe point (inside `onBeforeRender`) and only\r\n * when {@link isRelayoutReady} returns true.\r\n * @param srcIndexByDst per-destination source splat index (negative = gap)\r\n */\r\n public relayoutSync(srcIndexByDst: Float32Array): void {\r\n if (this._disposed || !this._copyMaterial) {\r\n return;\r\n }\r\n const size = this._textureSize;\r\n // Reuse the map buffer and its GPU texture across relayouts (the work-buffer size is fixed).\r\n if (!this._relayoutMapData) {\r\n this._relayoutMapData = new Float32Array(size * size);\r\n }\r\n const mapData = this._relayoutMapData;\r\n mapData.fill(-1);\r\n mapData.set(srcIndexByDst.subarray(0, Math.min(srcIndexByDst.length, mapData.length)));\r\n if (!this._relayoutMapTexture) {\r\n this._relayoutMapTexture = new RawTexture(\r\n mapData,\r\n size,\r\n size,\r\n Constants.TEXTUREFORMAT_R,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._relayoutMapTexture.update(mapData);\r\n }\r\n const mapTexture = this._relayoutMapTexture;\r\n // The temporary ping-pong MRT is (re)created per relayout rather than kept resident: it is the same size\r\n // as the work buffer, so a persistent copy would double GPU memory and defeat the streaming memory budget.\r\n const temp = this._createMrt(\"gsRelayoutTemp\", false);\r\n try {\r\n // Pass 1: old -> temp using the map (temp gets the new layout; gaps stay zeroed by the clear).\r\n this._renderRelayoutPass(temp, this._mrt.textures, mapTexture, 1);\r\n // Pass 2: temp -> old, identity (old textures get the new layout, full overwrite).\r\n this._renderRelayoutPass(this._mrt, temp.textures, mapTexture, 0);\r\n } finally {\r\n temp.dispose();\r\n this._quad.material = this._material;\r\n }\r\n }\r\n\r\n /**\r\n * Renders one relayout copy pass into the target MRT, sampling the given source textures.\r\n * @param target destination MRT\r\n * @param sources the four source work-buffer textures\r\n * @param mapTexture the R32F destination-to-source index map\r\n * @param useMap 1 to read source indices from the map (gaps discarded), 0 for an identity copy\r\n */\r\n private _renderRelayoutPass(target: MultiRenderTarget, sources: Texture[], mapTexture: RawTexture, useMap: number): void {\r\n const material = this._copyMaterial!;\r\n material.setTexture(\"uMapTex\", mapTexture);\r\n material.setTexture(\"uSrc0\", sources[0]);\r\n material.setTexture(\"uSrc1\", sources[1]);\r\n material.setTexture(\"uSrc2\", sources[2]);\r\n material.setTexture(\"uSrc3\", sources[3]);\r\n material.setInt(\"uDstWidth\", this._textureSize);\r\n material.setInt(\"uSrcWidth\", this._textureSize);\r\n material.setInt(\"uUseMap\", useMap);\r\n this._quad.material = material;\r\n target.renderList = [this._quad];\r\n target.render();\r\n }\r\n\r\n private _createCopyMaterial(): ShaderMaterial {\r\n const isWGSL = this._shaderLanguage === ShaderLanguage.WGSL;\r\n const material = new ShaderMaterial(\r\n GaussianSplattingWorkBufferRelayoutShaderName,\r\n this._scene,\r\n {\r\n vertexSource: isWGSL ? GaussianSplattingWorkBufferVertexShaderWGSL : GaussianSplattingWorkBufferVertexShaderGLSL,\r\n fragmentSource: isWGSL ? GaussianSplattingWorkBufferRelayoutFragmentShaderWGSL : GaussianSplattingWorkBufferRelayoutFragmentShaderGLSL,\r\n },\r\n {\r\n attributes: [\"position\"],\r\n uniforms: [\"uDstWidth\", \"uSrcWidth\", \"uUseMap\"],\r\n samplers: [\"uMapTex\", \"uSrc0\", \"uSrc1\", \"uSrc2\", \"uSrc3\"],\r\n shaderLanguage: this._shaderLanguage,\r\n }\r\n );\r\n material.backFaceCulling = false;\r\n material.disableDepthWrite = true;\r\n return material;\r\n }\r\n\r\n /**\r\n * Asynchronously reads back the decoded splat centers (stride-4 xyzw, w=1) for a contiguous splat range\r\n * from the work buffer's centers texture, using a non-blocking GPU readback (WebGL2 PBO + fence, or WebGPU\r\n * copyTextureToBuffer + mapAsync) so it never stalls the frame the way a CPU image decode does. The centers\r\n * texture already holds the GPU-decoded positions (identical to the CPU decode), so this replaces decoding\r\n * positions on the CPU from the means images. Returns null when async readback is unsupported (caller should\r\n * fall back to CPU decoding).\r\n * @param splatOffset first splat index of the range\r\n * @param splatCount number of splats in the range\r\n * @returns a stride-4 Float32Array of length `splatCount * 4`, or null when unsupported/failed\r\n */\r\n public async readCentersRangeAsync(splatOffset: number, splatCount: number): Promise<Nullable<Float32Array>> {\r\n if (this._disposed || splatCount <= 0 || !this.supportsAsyncCentersReadback) {\r\n return null;\r\n }\r\n\r\n const width = this._textureSize;\r\n // The range maps to whole texel rows [rowStart, rowEnd); read that rectangle and slice the exact range.\r\n // Splat i lives at texel (i % width, floor(i / width)) in both decode and draw, so the readback (which\r\n // indexes the same texture storage directly, with no UV/flip) yields splat i at buffer position\r\n // i - rowStart * width on every backend.\r\n const rowStart = Math.floor(splatOffset / width);\r\n const rowEnd = Math.ceil((splatOffset + splatCount) / width);\r\n const rowCount = rowEnd - rowStart;\r\n const startInBuffer = (splatOffset - rowStart * width) * 4;\r\n const sliceEnd = startInBuffer + splatCount * 4;\r\n const centers = this._mrt.textures[0];\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n // WebGPU: copyTextureToBuffer of the row span + mapAsync (genuinely non-blocking). noDataConversion\r\n // returns the raw RGBA32F floats tightly packed (the 256-byte row alignment is removed internally).\r\n const result = await centers.readPixels(0, 0, null, true, true, 0, rowStart, width, rowCount);\r\n if (this._disposed || !result) {\r\n return null;\r\n }\r\n const floats = result instanceof Float32Array ? result : new Float32Array(result.buffer, result.byteOffset, result.byteLength / 4);\r\n return floats.length >= sliceEnd ? (floats.subarray(startInBuffer, sliceEnd) as Float32Array) : null;\r\n }\r\n\r\n // WebGL2: read directly from the centers texture via a reused FBO + async PBO readback.\r\n const glEngine = engine as unknown as {\r\n _gl: WebGL2RenderingContext;\r\n _currentFramebuffer: Nullable<WebGLFramebuffer>;\r\n _readPixelsAsync(x: number, y: number, w: number, h: number, format: number, type: number, o: ArrayBufferView): Nullable<Promise<ArrayBufferView>>;\r\n };\r\n const gl = glEngine._gl;\r\n const hardware = centers.getInternalTexture()?._hardwareTexture?.underlyingResource as Nullable<WebGLTexture>;\r\n if (!hardware) {\r\n return null;\r\n }\r\n const buffer = new Float32Array(width * rowCount * 4);\r\n if (!this._readFbo) {\r\n this._readFbo = gl.createFramebuffer();\r\n }\r\n const previousFbo = glEngine._currentFramebuffer;\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._readFbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, hardware, 0);\r\n gl.readBuffer(gl.COLOR_ATTACHMENT0);\r\n\r\n // _readPixelsAsync issues the readPixels into a PBO synchronously, then resolves once the GPU fence\r\n // signals — so the framebuffer can be restored immediately while the transfer completes off-thread.\r\n const promise = glEngine._readPixelsAsync(0, rowStart, width, rowCount, gl.RGBA, gl.FLOAT, buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, previousFbo);\r\n // gl.readBuffer is global state: restore the default-framebuffer read source (BACK) so later\r\n // readPixels on the default framebuffer aren't left pointing at COLOR_ATTACHMENT0. When restoring to\r\n // another FBO, COLOR_ATTACHMENT0 is the correct default read buffer, so only reset for the default one.\r\n if (!previousFbo) {\r\n gl.readBuffer(gl.BACK);\r\n }\r\n if (!promise) {\r\n return null;\r\n }\r\n await promise;\r\n if (this._disposed || buffer.length < sliceEnd) {\r\n return null;\r\n }\r\n return buffer.subarray(startInBuffer, sliceEnd) as Float32Array;\r\n }\r\n\r\n /**\r\n * Disposes the work buffer and its decode resources.\r\n */\r\n public dispose(): void {\r\n this._disposed = true;\r\n if (this._readFbo) {\r\n (this._scene.getEngine() as unknown as { _gl?: WebGL2RenderingContext })._gl?.deleteFramebuffer(this._readFbo);\r\n this._readFbo = null;\r\n }\r\n this._quad.dispose();\r\n this._material.dispose(true, false);\r\n this._copyMaterial?.dispose(true, false);\r\n this._relayoutMapTexture?.dispose();\r\n this._mrt.dispose();\r\n }\r\n\r\n private _createQuad(): Mesh {\r\n const quad = new Mesh(\"gsWorkBufferQuad\", this._scene);\r\n const vertexData = new VertexData();\r\n // Fullscreen triangle in clip space (the vertex shader passes positions straight through).\r\n vertexData.positions = [-1, -1, 0, 3, -1, 0, -1, 3, 0];\r\n vertexData.indices = [0, 1, 2];\r\n vertexData.applyToMesh(quad);\r\n // Render only inside the work-buffer MRT, never in the main scene pass.\r\n this._scene.removeMesh(quad);\r\n return quad;\r\n }\r\n\r\n private _createMaterial(): ShaderMaterial {\r\n const isWGSL = this._shaderLanguage === ShaderLanguage.WGSL;\r\n const material = new ShaderMaterial(\r\n \"gsSogDecode\",\r\n this._scene,\r\n {\r\n vertexSource: isWGSL ? GaussianSplattingWorkBufferVertexShaderWGSL : GaussianSplattingWorkBufferVertexShaderGLSL,\r\n fragmentSource: isWGSL ? GaussianSplattingWorkBufferFragmentShaderWGSL : GaussianSplattingWorkBufferFragmentShaderGLSL,\r\n },\r\n {\r\n attributes: [\"position\"],\r\n uniforms: [\"sogMeansMin\", \"sogMeansMax\", \"sogScalesMin\", \"sogScalesMax\", \"sogSh0Min\", \"sogSh0Max\", \"uVersion\", \"uOffset\", \"uCount\", \"uDestWidth\", \"uSrcWidth\"],\r\n samplers: [\"sogMeansLTex\", \"sogMeansUTex\", \"sogScalesTex\", \"sogQuatsTex\", \"sogSh0Tex\", \"sogCodebookTex\"],\r\n shaderLanguage: this._shaderLanguage,\r\n }\r\n );\r\n material.backFaceCulling = false;\r\n material.disableDepthWrite = true;\r\n return material;\r\n }\r\n\r\n private _applyPack(pack: ISogTexturePack, offset: number): void {\r\n const material = this._material;\r\n const srcWidth = (pack.meansTextureL as Texture).getSize().width;\r\n\r\n material.setTexture(\"sogMeansLTex\", pack.meansTextureL);\r\n material.setTexture(\"sogMeansUTex\", pack.meansTextureU);\r\n material.setTexture(\"sogScalesTex\", pack.scalesTexture);\r\n material.setTexture(\"sogQuatsTex\", pack.quatsTexture);\r\n material.setTexture(\"sogSh0Tex\", pack.sh0Texture);\r\n // Codebook only used for v2; bind a harmless placeholder otherwise so the sampler is always set.\r\n material.setTexture(\"sogCodebookTex\", pack.codebookTexture ?? pack.sh0Texture);\r\n\r\n material.setVector3(\"sogMeansMin\", new Vector3(pack.meansMin[0], pack.meansMin[1], pack.meansMin[2]));\r\n material.setVector3(\"sogMeansMax\", new Vector3(pack.meansMax[0], pack.meansMax[1], pack.meansMax[2]));\r\n const sMin = pack.scalesMin ?? [0, 0, 0];\r\n const sMax = pack.scalesMax ?? [0, 0, 0];\r\n material.setVector3(\"sogScalesMin\", new Vector3(sMin[0], sMin[1], sMin[2]));\r\n material.setVector3(\"sogScalesMax\", new Vector3(sMax[0], sMax[1], sMax[2]));\r\n const c0Min = pack.sh0Min ?? [0, 0, 0, 0];\r\n const c0Max = pack.sh0Max ?? [0, 0, 0, 0];\r\n material.setVector4(\"sogSh0Min\", new Vector4(c0Min[0], c0Min[1], c0Min[2], c0Min[3]));\r\n material.setVector4(\"sogSh0Max\", new Vector4(c0Max[0], c0Max[1], c0Max[2], c0Max[3]));\r\n\r\n material.setInt(\"uVersion\", pack.version);\r\n material.setInt(\"uOffset\", offset);\r\n material.setInt(\"uCount\", pack.splatCount);\r\n material.setInt(\"uDestWidth\", this._textureSize);\r\n material.setInt(\"uSrcWidth\", srcWidth);\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/loaders",
3
- "version": "9.17.0",
3
+ "version": "9.18.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,10 +18,10 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "9.17.0",
21
+ "@babylonjs/core": "9.18.0",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@dev/loaders": "^1.0.0",
24
- "babylonjs-gltf2interface": "9.17.0"
24
+ "babylonjs-gltf2interface": "9.18.0"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@babylonjs/core": "^9.0.0",