@jdultra/threedtiles 14.0.3 → 14.0.5
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/dist/splats/SplatsMesh.d.ts +2 -0
- package/dist/threedtiles.cjs.js +11 -12
- package/dist/threedtiles.cjs.js.map +1 -1
- package/dist/threedtiles.es.js +15 -10
- package/dist/threedtiles.es.js.map +1 -1
- package/dist/threedtiles.umd.js +11 -12
- package/dist/threedtiles.umd.js.map +1 -1
- package/dist/tileset/OGC3DTile.d.ts +6 -0
- package/package.json +1 -1
package/dist/threedtiles.es.js
CHANGED
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@@ -9113,7 +9113,7 @@ class zn extends OQ {
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a.texture.type = kg, a.texture.format = Ng, a.texture.internalFormat = "RGBA32UI", A.initRenderTarget(a);
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const i = new uB(1024, 1024, 1, { magFilter: gg, minFilter: gg, anisotropy: 0, type: kg, format: Ng, depthBuffer: !1, resolveDepthBuffer: !1 });
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i.texture.type = kg, i.texture.format = Ng, i.texture.internalFormat = "RGBA32UI", A.initRenderTarget(i);
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9116
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-
const t = new cQ({ glslVersion: hQ, uniforms: { textureSize: { value: 1024 }, numSlices: { value: 1 }, covarianceTexture: { value: i.texture }, positionColorTexture: { value: a.texture }, zUpToYUpMatrix3x3: { value: Ue }, sizeMultiplier: { value: 1 }, cropRadius: { value: Number.MAX_VALUE }, viewportPixelSize: { value: new sC() }, k: { value: 2 }, beta_k: { value: 2 }, minSplatPixelSize: { value: 0 }, minOpacity: { value: 0.01 }, culling: { value: !1 }, antialiasingFactor: { value: 2 } }, vertexShader: Xn(), fragmentShader: I || Zn(), transparent: !0, side: UB, depthTest: !
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+
const t = new cQ({ glslVersion: hQ, uniforms: { textureSize: { value: 1024 }, numSlices: { value: 1 }, covarianceTexture: { value: i.texture }, positionColorTexture: { value: a.texture }, zUpToYUpMatrix3x3: { value: Ue }, sizeMultiplier: { value: 1 }, cropRadius: { value: Number.MAX_VALUE }, viewportPixelSize: { value: new sC() }, k: { value: 2 }, beta_k: { value: 2 }, minSplatPixelSize: { value: 0 }, minOpacity: { value: 0.01 }, culling: { value: !1 }, antialiasingFactor: { value: 2 }, depthBias: { value: 0 } }, vertexShader: Xn(), fragmentShader: I || Zn(), transparent: !0, side: UB, depthTest: !0, depthWrite: !1, blending: Mi }), e = new YC(), o = new Float32Array([-0.5, 0.5, 0, 0.5, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0]);
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e.setIndex([0, 2, 1, 2, 3, 1]), e.setAttribute("position", new aI(o, 3));
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const s = new Uint32Array(E), n = new vQ(s, 1, !1);
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n.needsUpdate = !0, n.setUsage(HC), e.setAttribute("order", n), e.instanceCount = 0, super(e, t), this.matrixAutoUpdate = !1, this.numBatches = 0, this.numVisibleBatches = 0, this.orderAttribute = n, this.textureSize = 1024, this.numTextures = 1, this.batchSize = C, this.maxSplats = E, this.numSplatsRendered = 0, this.positionColorRenderTarget = a, this.covarianceRenderTarget = i, this.renderer = A, this.sortID = 0, this.freeAddresses = new tB();
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@@ -9165,6 +9165,9 @@ void main() {
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setSplatsCPUCulling(A) {
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this.splatsCPUCuling = A, this.material.uniforms.culling.value = A;
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}
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+
setDepthBias(A) {
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this.depthBias = A, this.material.uniforms.depthBias.value = this.depthBias;
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}
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updateShaderParams(A) {
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A.projectionMatrix.elements, this.renderer.getSize(this.material.uniforms.viewportPixelSize.value);
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const g = this.renderer.getPixelRatio();
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@@ -9296,6 +9299,7 @@ uniform float minOpacity;
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uniform bool culling;
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uniform float antialiasingFactor;
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uniform float cropRadius;
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+
uniform float depthBias; // depth bias in meters
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void getVertexData(out vec3 position, out mat3 covariance) {
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@@ -9303,7 +9307,6 @@ void getVertexData(out vec3 position, out mat3 covariance) {
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highp uint uOrder = order; // Use a local uint copy
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-
// It's good practice to ensure textureSize is treated as uint for these calcs
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uint uTextureSize = uint(textureSize); // textureSize uniform is float
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uint uPixelsPerSlice = uTextureSize * uTextureSize;
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@@ -9432,7 +9435,10 @@ void main() {
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splatPositionWorld = (modelMatrix * vec4(splatPositionModel, 1.0)).xyz;
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-
vec4
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vec4 splatProjectionView = viewMatrix * vec4(splatPositionWorld, 1.0);
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vec4 splatPositionProjected = projectionMatrix * splatProjectionView;
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splatProjectionView.z += depthBias;
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vec4 splatPositionProjectedWithBias = projectionMatrix * splatProjectionView;
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if(culling){
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float clip = 1.2 * splatPositionProjected.w;
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@@ -9454,15 +9460,12 @@ void main() {
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gl_Position = outPosition;
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viewZW = outPosition.zw;
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-
/* if(computeLinearDepth){
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orthographicDepth = viewZToOrthographicDepth( -gl_Position.w, cameraNear, cameraFar );
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-
} */
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9461
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-
#if defined(
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#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
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float isPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
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-
splatDepth = isPerspective == 0.0 ?
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splatDepth = isPerspective == 0.0 ? splatPositionProjectedWithBias.z : log2( 1.0 + splatPositionProjectedWithBias.w ) * logDepthBufFC * 0.5;
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#else
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-
splatDepth = (
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splatDepth = (splatPositionProjectedWithBias.z / splatPositionProjectedWithBias.w)* 0.5 + 0.5;
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#endif
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@@ -9497,7 +9500,6 @@ void main() {
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float alpha = color.w * exp(-beta_k * rk);
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fragColor = vec4(pow(color.xyz,vec3(1.0/2.2)), alpha);
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-
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gl_FragDepth = splatDepth;
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}`;
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@@ -9598,6 +9600,9 @@ class me extends P.Object3D {
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setSplatsCropRadius(A) {
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this.splatsCropRadius = A, this.splatsMesh && this.splatsMesh.setSplatsCropRadius(this.splatsCropRadius);
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}
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setSplatsDepthBias(A) {
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this.splatsDepthBias = A, this.splatsMesh && this.splatsMesh.setDepthBias(this.splatsDepthBias);
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}
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setSplatsCPUCulling(A) {
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this.splatsCPUCulling = A, this.splatsMesh && this.splatsMesh.setSplatsCPUCulling(A);
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}
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