@onerjs/core 8.32.6 → 8.32.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Passes/pass.d.ts +11 -2
- package/FrameGraph/Passes/pass.js +14 -2
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +4 -2
- package/FrameGraph/Passes/renderPass.js +5 -2
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +10 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +1 -4
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +7 -4
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +1 -2
- package/FrameGraph/frameGraph.js +5 -2
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -0
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +3 -1
- package/FrameGraph/frameGraphTask.js +11 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +8 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/Lights/lightingVolume.d.ts +1 -0
- package/Lights/lightingVolume.js +14 -13
- package/Lights/lightingVolume.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +33 -4
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -5
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -16
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +7 -78
- package/Rendering/depthPeelingRenderer.js +12 -398
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
- package/Rendering/depthPeelingSceneComponent.js.map +1 -1
- package/Rendering/depthRenderer.js +9 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/index.d.ts +1 -0
- package/Rendering/index.js +1 -0
- package/Rendering/index.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +20 -0
- package/Rendering/objectRenderer.js +17 -1
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +10 -3
- package/Rendering/renderingGroup.js +24 -13
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +6 -2
- package/Rendering/renderingManager.js +8 -2
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
- package/Rendering/thinDepthPeelingRenderer.js +469 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
- package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
- package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
- package/package.json +1 -1
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@@ -1,11 +1,18 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "gaussianSplattingDepthPixelShader";
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const shader = `precision highp float;varying vec2 vPosition;varying vec4 vColor;
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const shader = `precision highp float;varying vec2 vPosition;varying vec4 vColor;
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#ifdef DEPTH_RENDER
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varying float vDepthMetric;
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#endif
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void main(void) {float A=-dot(vPosition,vPosition);
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#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1
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float alpha=exp(A)*vColor.a;if (A<-4.) discard;
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#else
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if (A<-
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if (A<-vColor.a) discard;
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#endif
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#ifdef DEPTH_RENDER
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gl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);
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#endif
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}`;
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// Sideeffect
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{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;EAab,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gaussianSplattingDepthPixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;varying vec4 vColor;\n#ifdef DEPTH_RENDER\nvarying float vDepthMetric;\n#endif\nvoid main(void) {float A=-dot(vPosition,vPosition);\n#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1\nfloat alpha=exp(A)*vColor.a;if (A<-4.) discard;\n#else\nif (A<-vColor.a) discard;\n#endif\n#ifdef DEPTH_RENDER\ngl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0);\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthPixelShader = { name, shader };\n"]}
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@@ -5,9 +5,20 @@ import "./ShadersInclude/gaussianSplattingUboDeclaration.js";
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import "./ShadersInclude/gaussianSplatting.js";
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const name = "gaussianSplattingDepthVertexShader";
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const shader = `#include<__decl__gaussianSplattingVertex>
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uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;varying vec2 vPosition;varying vec4 vColor;
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uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform float alpha;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;varying vec2 vPosition;varying vec4 vColor;
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#include<gaussianSplatting>
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#ifdef DEPTH_RENDER
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uniform vec2 depthValues;varying float vDepthMetric;
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#endif
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void main(void) {float splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPosGS=world*vec4(splat.center.xyz,1.0);vPosition=position.xy;vColor=splat.color;vColor.w*=alpha;gl_Position=gaussianSplatting(position.xy,worldPosGS.xyz,vec2(1.,1.),covA,covB,world,view,projection);
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#ifdef DEPTH_RENDER
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#ifdef USE_REVERSE_DEPTHBUFFER
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vDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));
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#else
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vDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));
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#endif
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#endif
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}`;
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// Sideeffect
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if (!ShaderStore.ShadersStore[name]) {
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ShaderStore.ShadersStore[name] = shader;
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{"version":3,"file":"gaussianSplattingDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplattingDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplattingDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplattingDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;EAcb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\n\nconst name = \"gaussianSplattingDepthVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\nuniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform float alpha;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;varying vec2 vPosition;varying vec4 vColor;\n#include<gaussianSplatting>\n#ifdef DEPTH_RENDER\nuniform vec2 depthValues;varying float vDepthMetric;\n#endif\nvoid main(void) {float splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPosGS=world*vec4(splat.center.xyz,1.0);vPosition=position.xy;vColor=splat.color;vColor.w*=alpha;gl_Position=gaussianSplatting(position.xy,worldPosGS.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#ifdef DEPTH_RENDER\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));\n#else\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthVertexShader = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "oitFinalSimpleBlendPixelShader";
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const shader = `precision highp float;uniform sampler2D uFrontColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);glFragColor=frontColor;}
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`;
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}
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/** @internal */
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export const oitFinalSimpleBlendPixelShader = { name, shader };
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//# sourceMappingURL=oitFinalSimpleBlend.fragment.js.map
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{"version":3,"file":"oitFinalSimpleBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/oitFinalSimpleBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitFinalSimpleBlendPixelShader\";\nconst shader = `precision highp float;uniform sampler2D uFrontColor;void main() {ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec4 frontColor=texelFetch(uFrontColor,fragCoord,0);glFragColor=frontColor;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const oitFinalSimpleBlendPixelShader = { name, shader };\n"]}
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let
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);let T=invy*transpose(mat3x3<f32>(
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let T=transpose(mat3x3<f32>(
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modelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;
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{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IA6JX,CAAC;AACL,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}\nstruct Splat {center: vec4f,\ncolor: vec4f,\ncovA: vec4f,\ncovB: vec4f,\n#if SH_DEGREE>0\nsh0: vec4<u32>,\n#endif\n#if SH_DEGREE>1\nsh1: vec4<u32>,\n#endif\n#if SH_DEGREE>2\nsh2: vec4<u32>,\n#endif\n};fn getSplatIndex(localIndex: i32,splatIndex0: vec4f,splatIndex1: vec4f,splatIndex2: vec4f,splatIndex3: vec4f)->f32 {var splatIndex: f32;switch (localIndex)\n{case 0:\n{splatIndex=splatIndex0.x;break;}\ncase 1:\n{splatIndex=splatIndex0.y;break;}\ncase 2:\n{splatIndex=splatIndex0.z;break;}\ncase 3:\n{splatIndex=splatIndex0.w;break;}\ncase 4:\n{splatIndex=splatIndex1.x;break;}\ncase 5:\n{splatIndex=splatIndex1.y;break;}\ncase 6:\n{splatIndex=splatIndex1.z;break;}\ncase 7:\n{splatIndex=splatIndex1.w;break;}\ncase 8:\n{splatIndex=splatIndex2.x;break;}\ncase 9:\n{splatIndex=splatIndex2.y;break;}\ncase 10:\n{splatIndex=splatIndex2.z;break;}\ncase 11:\n{splatIndex=splatIndex2.w;break;}\ncase 12:\n{splatIndex=splatIndex3.x;break;}\ncase 13:\n{splatIndex=splatIndex3.y;break;}\ncase 14:\n{splatIndex=splatIndex3.z;break;}\ndefault:\n{splatIndex=splatIndex3.w;break;}}\nreturn splatIndex;}\nfn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));splat.center=textureLoad(centersTexture,splatUVi32,0);splat.color=textureLoad(colorsTexture,splatUVi32,0);splat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;\n#if SH_DEGREE>0\nsplat.sh0=textureLoad(shTexture0,splatUVi32,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=textureLoad(shTexture1,splatUVi32,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=textureLoad(shTexture2,splatUVi32,0);\n#endif\nreturn splat;}\nfn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,16>)->vec3f\n{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(\n1.092548430,\n-1.09254843,\n0.315391565,\n-1.09254843,\n0.546274215\n);var SH_C3: array<f32,7>=array<f32,7>(\n-0.59004358,\n2.890611442,\n-0.45704579,\n0.373176332,\n-0.45704579,\n1.445305721,\n-0.59004358\n);var result: vec3f=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nlet x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nlet xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nfn decompose(value: u32)->vec4f\n{let components : vec4f=vec4f(\nf32((value ) & 255u),\nf32((value>>u32( 8)) & 255u),\nf32((value>>u32(16)) & 255u),\nf32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{var sh: array<vec3<f32>,16>;sh[0]=vec3f(0.,0.,0.);\n#if SH_DEGREE>0\nlet sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nlet sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nlet sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\nfn gaussianSplatting(\nmeshPos: vec2<f32>,\nworldPos: vec3<f32>,\nscale: vec2<f32>,\ncovA: vec3<f32>,\ncovB: vec3<f32>,\nworldMatrix: mat4x4<f32>,\nviewMatrix: mat4x4<f32>,\nprojectionMatrix: mat4x4<f32>,\nfocal: vec2f,\ninvViewport: vec2f,\nkernelSize: f32\n)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}\nlet Vrk=mat3x3<f32>(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var J: mat3x3<f32>;if (isOrtho) {J=mat3x3<f32>(\nfocal.x,0.0,0.0,\n0.0,focal.y,0.0,\n0.0,0.0,0.0\n);} else {J=mat3x3<f32>(\nfocal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.0,0.0,0.0\n);}\nlet T=transpose(mat3x3<f32>(\nmodelView[0].xyz,\nmodelView[1].xyz,\nmodelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;\n#if COMPENSATION\nlet c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nlet c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c2d.y*c2d.y;let compensation: f32=sqrt(max(0.,detOrig/detBlur));vertexOutputs.vColor.w*=compensation;\n#endif\nlet mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}\nlet diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(\nvCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,\npos2d.z,\npos2d.w\n);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingWGSL = { name, shader };\n"]}
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@@ -17,7 +17,7 @@ const shader = `#include<sceneUboDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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#include<logDepthDeclaration>
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-
attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform
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+
attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;
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#if SH_DEGREE>0
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var shTexture0: texture_2d<u32>;
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#endif
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@@ -32,7 +32,7 @@ varying vColor: vec4f;varying vPosition: vec2f;
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;
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#if SH_DEGREE>0
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-
let worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var
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+
let worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);
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#else
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vertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);
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#endif
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@@ -1 +1 @@
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-
{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform
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1
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+
{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\nvertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
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@@ -3,13 +3,22 @@ import { ShaderStore } from "../Engines/shaderStore.js";
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3
3
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import "./ShadersInclude/gaussianSplattingFragmentDeclaration.js";
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4
4
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const name = "gaussianSplattingDepthPixelShader";
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5
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const shader = `#include<gaussianSplattingFragmentDeclaration>
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6
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-
varying vPosition: vec2f;varying vColor: vec4f;
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6
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+
varying vPosition: vec2f;varying vColor: vec4f;
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7
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+
#ifdef DEPTH_RENDER
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8
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+
varying vDepthMetric: f32;
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9
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+
#endif
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10
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+
fn checkDiscard(inPosition: vec2f,inColor: vec4f)->vec4f {var A : f32=-dot(inPosition,inPosition);var alpha : f32=exp(A)*inColor.a;
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11
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#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1
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8
12
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if (A<-4.) {discard;}
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9
13
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#else
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10
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-
if (A<-
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14
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+
if (A<-inColor.a) {discard;}
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+
#endif
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#ifdef DEPTH_RENDER
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17
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+
return vec4f(fragmentInputs.vDepthMetric,0.0,0.0,1.0);
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#else
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return vec4f(inColor.rgb,alpha);
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#endif
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-
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}
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=checkDiscard(fragmentInputs.vPosition,fragmentInputs.vColor);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uDAAuD,CAAC;AAE/D,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uDAAuD,CAAC;AAE/D,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\n\nconst name = \"gaussianSplattingDepthPixelShader\";\nconst shader = `#include<gaussianSplattingFragmentDeclaration>\nvarying vPosition: vec2f;varying vColor: vec4f;\n#ifdef DEPTH_RENDER\nvarying vDepthMetric: f32;\n#endif\nfn checkDiscard(inPosition: vec2f,inColor: vec4f)->vec4f {var A : f32=-dot(inPosition,inPosition);var alpha : f32=exp(A)*inColor.a;\n#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1\nif (A<-4.) {discard;}\n#else\nif (A<-inColor.a) {discard;}\n#endif\n#ifdef DEPTH_RENDER\nreturn vec4f(fragmentInputs.vDepthMetric,0.0,0.0,1.0);\n#else\nreturn vec4f(inColor.rgb,alpha);\n#endif\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=checkDiscard(fragmentInputs.vPosition,fragmentInputs.vColor);\n#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1\nvar alpha : f32=fragmentOutputs.color.a;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthPixelShaderWGSL = { name, shader };\n"]}
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@@ -6,10 +6,21 @@ import "./ShadersInclude/gaussianSplatting.js";
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6
6
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const name = "gaussianSplattingDepthVertexShader";
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7
7
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const shader = `#include<sceneUboDeclaration>
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8
8
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#include<meshUboDeclaration>
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9
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-
attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;varying vPosition: vec2f;varying vColor: vec4f;
|
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9
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+
attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform alpha: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;varying vPosition: vec2f;varying vColor: vec4f;
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10
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+
#ifdef DEPTH_RENDER
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11
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+
uniform depthValues: vec2f;varying vDepthMetric: f32;
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12
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+
#endif
|
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10
13
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#include<gaussianSplatting>
|
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11
14
|
@vertex
|
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12
|
-
fn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;vertexOutputs.vColor=splat.color;vertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);
|
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15
|
+
fn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;vertexOutputs.vColor=splat.color;vertexOutputs.vColor.w*=uniforms.alpha;vertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);
|
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16
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+
#ifdef DEPTH_RENDER
|
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17
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+
#ifdef USE_REVERSE_DEPTHBUFFER
|
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18
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+
vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
|
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+
#else
|
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20
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+
vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
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21
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+
#endif
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22
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+
#endif
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23
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+
}`;
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13
24
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// Sideeffect
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14
25
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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15
26
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ShaderStore.ShadersStoreWGSL[name] = shader;
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"gaussianSplattingDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"gaussianSplattingDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;EAgBb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\n\nconst name = \"gaussianSplattingDepthVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform alpha: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;varying vPosition: vec2f;varying vColor: vec4f;\n#ifdef DEPTH_RENDER\nuniform depthValues: vec2f;varying vDepthMetric: f32;\n#endif\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;vertexOutputs.vColor=splat.color;vertexOutputs.vColor.w*=uniforms.alpha;vertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#ifdef DEPTH_RENDER\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#else\nvertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthVertexShaderWGSL = { name, shader };\n"]}
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@@ -0,0 +1,13 @@
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1
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+
// Do not edit.
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2
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+
import { ShaderStore } from "../Engines/shaderStore.js";
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3
|
+
const name = "oitFinalSimpleBlendPixelShader";
|
|
4
|
+
const shader = `var uFrontColor: texture_2d<f32>;@fragment
|
|
5
|
+
fn main(input: FragmentInputs)->FragmentOutputs {var fragCoord: vec2i=vec2i(fragmentInputs.position.xy);var frontColor: vec4f=textureLoad(uFrontColor,fragCoord,0);fragmentOutputs.color=frontColor;}
|
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6
|
+
`;
|
|
7
|
+
// Sideeffect
|
|
8
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
9
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
10
|
+
}
|
|
11
|
+
/** @internal */
|
|
12
|
+
export const oitFinalSimpleBlendPixelShaderWGSL = { name, shader };
|
|
13
|
+
//# sourceMappingURL=oitFinalSimpleBlend.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"oitFinalSimpleBlend.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/oitFinalSimpleBlend.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"oitFinalSimpleBlendPixelShader\";\nconst shader = `var uFrontColor: texture_2d<f32>;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var fragCoord: vec2i=vec2i(fragmentInputs.position.xy);var frontColor: vec4f=textureLoad(uFrontColor,fragCoord,0);fragmentOutputs.color=frontColor;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const oitFinalSimpleBlendPixelShaderWGSL = { name, shader };\n"]}
|