@onerjs/core 8.32.7 → 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.
Files changed (88) hide show
  1. package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
  2. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  6. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  12. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  13. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  14. package/FrameGraph/Passes/pass.d.ts +11 -2
  15. package/FrameGraph/Passes/pass.js +14 -2
  16. package/FrameGraph/Passes/pass.js.map +1 -1
  17. package/FrameGraph/Passes/renderPass.d.ts +4 -2
  18. package/FrameGraph/Passes/renderPass.js +5 -2
  19. package/FrameGraph/Passes/renderPass.js.map +1 -1
  20. package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
  21. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  22. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
  23. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
  24. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  25. package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
  26. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  27. package/FrameGraph/frameGraph.js +3 -0
  28. package/FrameGraph/frameGraph.js.map +1 -1
  29. package/FrameGraph/frameGraphRenderTarget.js +1 -0
  30. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  31. package/FrameGraph/frameGraphTask.d.ts +2 -0
  32. package/FrameGraph/frameGraphTask.js +11 -0
  33. package/FrameGraph/frameGraphTask.js.map +1 -1
  34. package/FrameGraph/frameGraphTypes.d.ts +8 -0
  35. package/FrameGraph/frameGraphTypes.js.map +1 -1
  36. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
  37. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
  38. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  39. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
  40. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  41. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -5
  42. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -16
  43. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  44. package/Rendering/depthPeelingRenderer.d.ts +7 -78
  45. package/Rendering/depthPeelingRenderer.js +12 -398
  46. package/Rendering/depthPeelingRenderer.js.map +1 -1
  47. package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
  48. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  49. package/Rendering/depthRenderer.js +9 -1
  50. package/Rendering/depthRenderer.js.map +1 -1
  51. package/Rendering/index.d.ts +1 -0
  52. package/Rendering/index.js +1 -0
  53. package/Rendering/index.js.map +1 -1
  54. package/Rendering/objectRenderer.d.ts +20 -0
  55. package/Rendering/objectRenderer.js +17 -1
  56. package/Rendering/objectRenderer.js.map +1 -1
  57. package/Rendering/renderingGroup.d.ts +10 -3
  58. package/Rendering/renderingGroup.js +24 -13
  59. package/Rendering/renderingGroup.js.map +1 -1
  60. package/Rendering/renderingManager.d.ts +6 -2
  61. package/Rendering/renderingManager.js +8 -2
  62. package/Rendering/renderingManager.js.map +1 -1
  63. package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
  64. package/Rendering/thinDepthPeelingRenderer.js +469 -0
  65. package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
  66. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
  67. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  68. package/Shaders/gaussianSplatting.vertex.js +2 -2
  69. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  70. package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
  71. package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
  72. package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
  73. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  74. package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
  75. package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
  76. package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
  77. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
  78. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  79. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  80. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  81. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
  82. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  83. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
  84. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  85. package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
  86. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
  87. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
  88. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingMaterial.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AACxE,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,4CAA4C,CAAC;AACpD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,EACH,iBAAiB,EACjB,YAAY,EACZ,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,6BAA6B,CAAC;AAGrC;;GAEG;AACH,MAAM,gCAAiC,SAAQ,eAAe;IAa1D;;OAEG;IACH;QACI,KAAK,EAAE,CAAC;QAhBL,QAAG,GAAG,KAAK,CAAC;QACZ,mBAAc,GAAG,IAAI,CAAC;QACtB,qBAAgB,GAAG,KAAK,CAAC;QACzB,cAAS,GAAG,KAAK,CAAC;QAClB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,cAAS,GAAG,CAAC,CAAC;QACd,iBAAY,GAAG,KAAK,CAAC;QAOxB,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,YAAY;IACvD;;;;OAIG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAgBvB;;WAEG;QACI,eAAU,GAAG,yBAAyB,CAAC,UAAU,CAAC;QACjD,kBAAa,GAAG,yBAAyB,CAAC,YAAY,CAAC;QAE/D,8CAA8C;QACtC,aAAQ,GAAG,KAAK,CAAC;QA0DjB,gBAAW,GAAiC,IAAI,CAAC;QA/ErD,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,kBAAkB,GAAG,yBAAyB,CAAC,wCAAwC,CAAC,KAAM,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAC9H,CAAC;IAqBD;;OAEG;IACH,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAoB,uBAAuB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,iBAAiB;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IAqBD;;;;;OAKG;IACa,iBAAiB,CAAC,IAAkB,EAAE,OAAgB;QAClE,MAAM,YAAY,GAAG,IAAI,CAAC;QAE1B,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QACzC,IAAI,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAExE,IAAI,OAAO,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC3B,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,WAAW,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACtC,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBAC/F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,gCAAgC,EAAE,CAAC;QAC/E,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAEhC,QAAQ;QACR,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,KAAK,EACL,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,kDAAkD;QAClD,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAE1F,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAEzD,4BAA4B;QAC5B,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACxC,OAAO,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3C,CAAC;QAED,eAAe;QACf,MAAM,aAAa,GAAG,MAAM,CAAC,QAAqC,CAAC;QACnE,OAAO,CAAC,cAAc,CAAC,GAAG,aAAa,IAAI,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,yBAAyB,CAAC,YAAY,CAAC;QAE5I,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,6BAA6B,CAAC,yBAAyB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAE3E,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,OAAO;aACnB,CAAC,CAAC;YAEH,oBAAoB,CAAC,yBAAyB,CAAC,SAAS,CAAC,CAAC;YAE1D,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CACzC,mBAAmB,EACK;gBACpB,UAAU,EAAE,yBAAyB,CAAC,QAAQ;gBAC9C,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;oBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;wBAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;oBACtI,CAAC;yBAAM,CAAC;wBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;oBAC9H,CAAC;gBACL,CAAC;aACJ,EACD,MAAM,CACT,CAAC;YACF,OAAO,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC9D,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,YAAY,CAAC;QACxD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,IAA2B;QAC5C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;IACD;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,IAAU,EAAE,MAAc,EAAE,KAAY;QAC7D,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAElC,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QAExE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;QAE9D,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,UAAU,CAAC,WAAW,CAAC;QAEtC,yCAAyC;QACzC,MAAM,YAAY,GAAG,MAAM,EAAE,SAAS,EAAE,UAAU,CAAC,MAAM,IAAI,CAAC,CAAC;QAE/D,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,CAAC,WAAW,GAAG,YAAY,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEpF,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;QACrE,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAC3C,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAEzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;gBACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBACjD,MAAM,CAAC,UAAU,CAAC,YAAY,CAAC,EAAE,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAC1E,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,iBAAiB;QACjB,IAAI,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE7B,YAAY;QACZ,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE7E,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;YACtB,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAChC,yBAAyB,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YACtE,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;aAAM,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC;YACpE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAEvC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;IACvD,CAAC;IAES,MAAM,CAAC,wCAAwC,CAAC,KAAY,EAAE,cAA8B;QAClG,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,wBAAwB,EACxB,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;SACjC,CACJ,CAAC;QAEF,MAAM,kBAAkB,GAAG,IAAI,kBAAkB,CAAC,cAAc,EAAE,KAAK,EAAE;YACrE,UAAU,EAAE,IAAI;SACnB,CAAC,CAAC;QAEH,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,MAAM,GAAG,cAAc,CAAC,SAAS,EAAG,CAAC;YAC3C,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAE7C,IAAI,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;YACzD,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;YAChC,cAAc,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAE1C,MAAM,cAAc,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC;YAC1D,MAAM,eAAe,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,CAAC;YAC5D,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,cAAc,EAAE,CAAC,GAAG,eAAe,CAAC,CAAC;YAEzE,MAAM,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAC/C,MAAM,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1B,MAAM,KAAK,GAAG,CAAC,cAAc,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YAEzC,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;YAElI,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;gBAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;gBACzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;gBAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;gBAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAC7D,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,IAAY;QAC9B,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACvG,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,mCAAmC,CAAC;QACrE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,2BAA2B,CAAC;IACvC,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACtH,CAAC;;AA7ZD;;GAEG;AACW,oCAAU,GAAW,GAAG,AAAd,CAAe;AAEvC;;GAEG;AACW,sCAAY,GAAY,KAAK,AAAjB,CAAkB;AAiD3B,kCAAQ,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,CAAC,AAA1F,CAA2F;AACnG,mCAAS,GAAG,CAAC,qBAAqB,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,CAAC,AAA9H,CAA+H;AACxI,yCAAe,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,AAApB,CAAqB;AACpC,mCAAS,GAAG;IACzB,OAAO;IACP,MAAM;IACN,YAAY;IACZ,WAAW;IACX,WAAW;IACX,0BAA0B;IAC1B,aAAa;IACb,iBAAiB;IACjB,OAAO;IACP,aAAa;IACb,YAAY;IACZ,qBAAqB;IACrB,OAAO;CACV,AAdyB,CAcxB;AAsVN,aAAa,CAAC,mCAAmC,EAAE,yBAAyB,CAAC,CAAC","sourcesContent":["import type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"viewDirectionFactor\",\r\n \"alpha\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setVector3(\"viewDirectionFactor\", gsMesh.viewDirectionFactor);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const effect = shaderMaterial.getEffect()!;\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const shadowmapWidth = scene.getEngine().getRenderWidth();\r\n const shadowmapHeight = scene.getEngine().getRenderHeight();\r\n effect.setFloat2(\"invViewport\", 1 / shadowmapWidth, 1 / shadowmapHeight);\r\n\r\n const projection = scene.getProjectionMatrix();\r\n const t = projection.m[5];\r\n const focal = (shadowmapWidth * t) / 2.0;\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n }\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
1
+ {"version":3,"file":"gaussianSplattingMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingMaterial.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AACxE,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,4CAA4C,CAAC;AACpD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,EACH,iBAAiB,EACjB,YAAY,EACZ,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,6BAA6B,CAAC;AAGrC;;GAEG;AACH,MAAM,gCAAiC,SAAQ,eAAe;IAa1D;;OAEG;IACH;QACI,KAAK,EAAE,CAAC;QAhBL,QAAG,GAAG,KAAK,CAAC;QACZ,mBAAc,GAAG,IAAI,CAAC;QACtB,qBAAgB,GAAG,KAAK,CAAC;QACzB,cAAS,GAAG,KAAK,CAAC;QAClB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,cAAS,GAAG,CAAC,CAAC;QACd,iBAAY,GAAG,KAAK,CAAC;QAOxB,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,YAAY;IACvD;;;;OAIG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAgBvB;;WAEG;QACI,eAAU,GAAG,yBAAyB,CAAC,UAAU,CAAC;QACjD,kBAAa,GAAG,yBAAyB,CAAC,YAAY,CAAC;QAE/D,8CAA8C;QACtC,aAAQ,GAAG,KAAK,CAAC;QA0DjB,gBAAW,GAAiC,IAAI,CAAC;QA/ErD,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,kBAAkB,GAAG,yBAAyB,CAAC,wCAAwC,CAAC,KAAM,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAC9H,CAAC;IAqBD;;OAEG;IACH,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAoB,uBAAuB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,iBAAiB;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IAqBD;;;;;OAKG;IACa,iBAAiB,CAAC,IAAkB,EAAE,OAAgB;QAClE,MAAM,YAAY,GAAG,IAAI,CAAC;QAE1B,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QACzC,IAAI,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAExE,IAAI,OAAO,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC3B,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,WAAW,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACtC,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBAC/F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,gCAAgC,EAAE,CAAC;QAC/E,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAEhC,QAAQ;QACR,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,KAAK,EACL,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,kDAAkD;QAClD,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAE1F,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAEzD,4BAA4B;QAC5B,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACxC,OAAO,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3C,CAAC;QAED,eAAe;QACf,MAAM,aAAa,GAAG,MAAM,CAAC,QAAqC,CAAC;QACnE,OAAO,CAAC,cAAc,CAAC,GAAG,aAAa,IAAI,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,yBAAyB,CAAC,YAAY,CAAC;QAE5I,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,6BAA6B,CAAC,yBAAyB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAE3E,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,OAAO;aACnB,CAAC,CAAC;YAEH,oBAAoB,CAAC,yBAAyB,CAAC,SAAS,CAAC,CAAC;YAE1D,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CACzC,mBAAmB,EACK;gBACpB,UAAU,EAAE,yBAAyB,CAAC,QAAQ;gBAC9C,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;oBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;wBAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;oBACtI,CAAC;yBAAM,CAAC;wBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;oBAC9H,CAAC;gBACL,CAAC;aACJ,EACD,MAAM,CACT,CAAC;YACF,OAAO,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC9D,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,YAAY,CAAC;QACxD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,IAA2B;QAC5C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;IACD;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,IAAU,EAAE,MAAc,EAAE,KAAY;QAC7D,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAElC,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QAExE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;QAE9D,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,UAAU,CAAC,WAAW,CAAC;QAEtC,yCAAyC;QACzC,MAAM,YAAY,GAAG,MAAM,EAAE,SAAS,EAAE,UAAU,CAAC,MAAM,IAAI,CAAC,CAAC;QAE/D,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,CAAC,WAAW,GAAG,YAAY,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEpF,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAC3C,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAEzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;gBACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBACjD,MAAM,CAAC,UAAU,CAAC,YAAY,CAAC,EAAE,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAC1E,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,iBAAiB;QACjB,IAAI,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE7B,YAAY;QACZ,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE7E,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;YACtB,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAChC,yBAAyB,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YACtE,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;aAAM,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC;YACpE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAEvC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;IACvD,CAAC;IAES,MAAM,CAAC,mBAAmB,CAAC,MAA6B,EAAE,UAAqC,EAAE,cAA8B,EAAE,KAAY;QACnJ,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,cAAc,CAAC,SAAS,EAAG,CAAC;QAE3C,MAAM,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC3D,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAChC,cAAc,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAE1C,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QAC5C,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC9C,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEnE,MAAM,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAC/C,MAAM,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1B,MAAM,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;QAEtC,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAE3C,IAAI,IAAY,EAAE,IAAY,CAAC;QAE/B,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAClC,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;QACjE,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;YACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;QACpF,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YACzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACI,0BAA0B,CAAC,KAAY,EAAE,cAA8B;QAC1E,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,8BAA8B,EAC9B,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;YAC9B,OAAO,EAAE,CAAC,sBAAsB,CAAC;SACpC,CACJ,CAAC;QACF,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAC7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QACH,OAAO,cAAc,CAAC;IAC1B,CAAC;IACS,MAAM,CAAC,wCAAwC,CAAC,KAAY,EAAE,cAA8B;QAClG,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,wBAAwB,EACxB,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;SACjC,CACJ,CAAC;QAEF,MAAM,kBAAkB,GAAG,IAAI,kBAAkB,CAAC,cAAc,EAAE,KAAK,EAAE;YACrE,UAAU,EAAE,IAAI;SACnB,CAAC,CAAC;QAEH,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAE7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QAEH,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,IAAY;QAC9B,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACvG,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,mCAAmC,CAAC;QACrE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,2BAA2B,CAAC;IACvC,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACtH,CAAC;;AAldD;;GAEG;AACW,oCAAU,GAAW,GAAG,AAAd,CAAe;AAEvC;;GAEG;AACW,sCAAY,GAAY,KAAK,AAAjB,CAAkB;AAiD3B,kCAAQ,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,CAAC,AAA1F,CAA2F;AACnG,mCAAS,GAAG,CAAC,qBAAqB,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,CAAC,AAA9H,CAA+H;AACxI,yCAAe,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,AAApB,CAAqB;AACpC,mCAAS,GAAG;IACzB,OAAO;IACP,MAAM;IACN,YAAY;IACZ,WAAW;IACX,WAAW;IACX,0BAA0B;IAC1B,aAAa;IACb,iBAAiB;IACjB,OAAO;IACP,aAAa;IACb,YAAY;IACZ,OAAO;IACP,aAAa;CAChB,AAdyB,CAcxB;AA2YN,aAAa,CAAC,mCAAmC,EAAE,yBAAyB,CAAC,CAAC","sourcesContent":["import type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n const projection = scene.getProjectionMatrix();\r\n const t = projection.m[5];\r\n const focal = (renderWidth * t) / 2.0;\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: [\"#define DEPTH_RENDER\"],\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
@@ -109,7 +109,6 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
109
109
  state._emitUniformFromString("invViewport", NodeMaterialBlockConnectionPointTypes.Vector2);
110
110
  state._emitUniformFromString("kernelSize", NodeMaterialBlockConnectionPointTypes.Float);
111
111
  state._emitUniformFromString("eyePosition", NodeMaterialBlockConnectionPointTypes.Vector3);
112
- state._emitUniformFromString("viewDirectionFactor", NodeMaterialBlockConnectionPointTypes.Vector3);
113
112
  state.attributes.push(VertexBuffer.PositionKind);
114
113
  state.attributes.push("splatIndex0");
115
114
  state.attributes.push("splatIndex1");
@@ -139,16 +138,14 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
139
138
  if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
140
139
  state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;
141
140
  state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;
142
- state.compilationString += `var dir: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\n`;
143
- state.compilationString += `dir *= uniforms.viewDirectionFactor;\n`;
141
+ state.compilationString += `var eyeToSplatLocalSpace: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\n`;
144
142
  }
145
143
  else {
146
144
  state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;
147
145
  state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;
148
- state.compilationString += `vec3 dir = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\n`;
149
- state.compilationString += `dir *= viewDirectionFactor;\n`;
146
+ state.compilationString += `vec3 eyeToSplatLocalSpace = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\n`;
150
147
  }
151
- state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, dir);\n`;
148
+ state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, eyeToSplatLocalSpace);\n`;
152
149
  state.compilationString += `#else\n`;
153
150
  state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\n`;
154
151
  state.compilationString += `#endif;\n`;
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAEhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,qCAA2B;AAMlD;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,iBAAiB;IACzD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAE7C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAClH,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QACjH,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAEvH,IAAI,CAAC,cAAc,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QACnH,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,oBAAoB,CAAC,OAAO,CAAC,CAAC;QACpC,KAAK,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC;QAC1C,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QACzC,KAAK,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC;IAC9C,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,OAA4B,EAAE,YAA0B,EAAE,IAAmB;QACxG,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,uBAAuB,EAAE,CAAC;YACjD,OAAO,CAAC,QAAQ,CAAC,WAAW,EAA0B,IAAK,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC;QAChF,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,OAAO;QACX,CAAC;QAED,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE9C,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAClC,KAAK,CAAC,wBAAwB,CAAC,oCAAoC,EAAE,QAAQ,CAAC,CAAC;QAC/E,KAAK,CAAC,wBAAwB,CAAC,mBAAmB,EAAE,QAAQ,CAAC,CAAC;QAC9D,KAAK,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,QAAQ,CAAC,CAAC;QAC5D,KAAK,CAAC,sBAAsB,CAAC,OAAO,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACrF,KAAK,CAAC,sBAAsB,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC3F,KAAK,CAAC,sBAAsB,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACxF,KAAK,CAAC,sBAAsB,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC3F,KAAK,CAAC,sBAAsB,CAAC,qBAAqB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACnG,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACjD,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,eAAe,GAAG,KAAK,CAAC;QAEtD,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QACnC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QACnC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;QAEnB,MAAM,IAAI,GAAG,KAAK,CAAC,OAAO,CAAC;QAC3B,IAAI,mBAAmB,GAAG,OAAO,IAAI,SAAS,CAAC;QAC/C,IAAI,UAAU,CAAC,WAAW,EAAE,CAAC;YACzB,mBAAmB,GAAG,UAAU,CAAC,sBAAsB,CAAC;QAC5D,CAAC;QAED,IAAI,KAAK,GAAG,UAAU,CAAC;QACvB,IAAI,QAAQ,GAAG,EAAE,CAAC;QAClB,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;YAC/C,KAAK,GAAG,gBAAgB,CAAC;YACzB,QAAQ,GAAG,6DAA6D,CAAC;QAC7E,CAAC;QACD,IAAI,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE,CAAC;YACtB,KAAK,CAAC,iBAAiB,IAAI,qBAAqB,CAAC;YAEjD,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;gBAC/C,KAAK,CAAC,iBAAiB,IAAI,oCAAoC,KAAK,CAAC,sBAAsB,YAAY,KAAK,CAAC,sBAAsB,YAAY,KAAK,CAAC,sBAAsB,WAAW,CAAC;gBACvL,KAAK,CAAC,iBAAiB,IAAI,oDAAoD,CAAC;gBAChF,KAAK,CAAC,iBAAiB,IAAI,8CAA8C,aAAa,CAAC,sBAAsB,kCAAkC,CAAC;gBAChJ,KAAK,CAAC,iBAAiB,IAAI,wCAAwC,CAAC;YACxE,CAAC;iBAAM,CAAC;gBACJ,KAAK,CAAC,iBAAiB,IAAI,wBAAwB,KAAK,CAAC,sBAAsB,IAAI,CAAC;gBACpF,KAAK,CAAC,iBAAiB,IAAI,4CAA4C,CAAC;gBACxE,KAAK,CAAC,iBAAiB,IAAI,wCAAwC,aAAa,CAAC,sBAAsB,yBAAyB,CAAC;gBACjI,KAAK,CAAC,iBAAiB,IAAI,+BAA+B,CAAC;YAC/D,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,EAAE,CAAC,6BAA6B,CAAC;YACpF,KAAK,CAAC,iBAAiB,IAAI,SAAS,CAAC;YACrC,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,EAAE,CAAC,UAAU,IAAI,eAAe,CAAC;YACpF,KAAK,CAAC,iBAAiB,IAAI,WAAW,CAAC;QAC3C,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,EAAE,CAAC,UAAU,IAAI,aAAa,CAAC;QACtF,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,wBAAwB,KAAK,QAAQ,aAAa,CAAC,sBAAsB,KAAK,mBAAmB,iBAAiB,KAAK,CAAC,sBAAsB,KAAK,IAAI,CAAC,sBAAsB,KAAK,UAAU,CAAC,sBAAsB,GAAG,QAAQ,MAAM,CAAC;QAChS,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"SH\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Vertex);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the SH output contribution\r\n */\r\n public get SH(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n state._excludeVariableName(\"eyePosition\");\r\n }\r\n /**\r\n * Update defines for shader compilation\r\n * @param defines defines the material defines to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param mesh defines the mesh to be rendered\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (mesh.getClassName() == \"GaussianSplattingMesh\") {\r\n defines.setValue(\"SH_DEGREE\", (<GaussianSplattingMesh>mesh).shDegree, true);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"eyePosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(\"viewDirectionFactor\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.attributes.push(\"splatIndex0\");\r\n state.attributes.push(\"splatIndex1\");\r\n state.attributes.push(\"splatIndex2\");\r\n state.attributes.push(\"splatIndex3\");\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n const sh = this.SH;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize\";\r\n }\r\n if (this.SH.isConnected) {\r\n state.compilationString += `#if SH_DEGREE > 0\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;\r\n state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;\r\n state.compilationString += `var dir: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\\n`;\r\n state.compilationString += `dir *= uniforms.viewDirectionFactor;\\n`;\r\n } else {\r\n state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;\r\n state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;\r\n state.compilationString += `vec3 dir = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\\n`;\r\n state.compilationString += `dir *= viewDirectionFactor;\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, dir);\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\\n`;\r\n state.compilationString += `#endif;\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}.xy, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\r\n"]}
1
+ {"version":3,"file":"gaussianSplattingBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAEhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,qCAA2B;AAMlD;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,iBAAiB;IACzD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAE7C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAClH,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QACjH,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAEvH,IAAI,CAAC,cAAc,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QACnH,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,oBAAoB,CAAC,OAAO,CAAC,CAAC;QACpC,KAAK,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC;QAC1C,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QACzC,KAAK,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC;IAC9C,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,OAA4B,EAAE,YAA0B,EAAE,IAAmB;QACxG,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,uBAAuB,EAAE,CAAC;YACjD,OAAO,CAAC,QAAQ,CAAC,WAAW,EAA0B,IAAK,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC;QAChF,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,OAAO;QACX,CAAC;QAED,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE9C,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAClC,KAAK,CAAC,wBAAwB,CAAC,oCAAoC,EAAE,QAAQ,CAAC,CAAC;QAC/E,KAAK,CAAC,wBAAwB,CAAC,mBAAmB,EAAE,QAAQ,CAAC,CAAC;QAC9D,KAAK,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,QAAQ,CAAC,CAAC;QAC5D,KAAK,CAAC,sBAAsB,CAAC,OAAO,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACrF,KAAK,CAAC,sBAAsB,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC3F,KAAK,CAAC,sBAAsB,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACxF,KAAK,CAAC,sBAAsB,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC3F,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACjD,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrC,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,eAAe,GAAG,KAAK,CAAC;QAEtD,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QACnC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QACnC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAChC,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;QAEnB,MAAM,IAAI,GAAG,KAAK,CAAC,OAAO,CAAC;QAC3B,IAAI,mBAAmB,GAAG,OAAO,IAAI,SAAS,CAAC;QAC/C,IAAI,UAAU,CAAC,WAAW,EAAE,CAAC;YACzB,mBAAmB,GAAG,UAAU,CAAC,sBAAsB,CAAC;QAC5D,CAAC;QAED,IAAI,KAAK,GAAG,UAAU,CAAC;QACvB,IAAI,QAAQ,GAAG,EAAE,CAAC;QAClB,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;YAC/C,KAAK,GAAG,gBAAgB,CAAC;YACzB,QAAQ,GAAG,6DAA6D,CAAC;QAC7E,CAAC;QACD,IAAI,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE,CAAC;YACtB,KAAK,CAAC,iBAAiB,IAAI,qBAAqB,CAAC;YAEjD,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;gBAC/C,KAAK,CAAC,iBAAiB,IAAI,oCAAoC,KAAK,CAAC,sBAAsB,YAAY,KAAK,CAAC,sBAAsB,YAAY,KAAK,CAAC,sBAAsB,WAAW,CAAC;gBACvL,KAAK,CAAC,iBAAiB,IAAI,oDAAoD,CAAC;gBAChF,KAAK,CAAC,iBAAiB,IAAI,+DAA+D,aAAa,CAAC,sBAAsB,kCAAkC,CAAC;YACrK,CAAC;iBAAM,CAAC;gBACJ,KAAK,CAAC,iBAAiB,IAAI,wBAAwB,KAAK,CAAC,sBAAsB,IAAI,CAAC;gBACpF,KAAK,CAAC,iBAAiB,IAAI,4CAA4C,CAAC;gBACxE,KAAK,CAAC,iBAAiB,IAAI,yDAAyD,aAAa,CAAC,sBAAsB,yBAAyB,CAAC;YACtJ,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,EAAE,CAAC,8CAA8C,CAAC;YACrG,KAAK,CAAC,iBAAiB,IAAI,SAAS,CAAC;YACrC,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,EAAE,CAAC,UAAU,IAAI,eAAe,CAAC;YACpF,KAAK,CAAC,iBAAiB,IAAI,WAAW,CAAC;QAC3C,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,EAAE,CAAC,UAAU,IAAI,aAAa,CAAC;QACtF,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,wBAAwB,KAAK,QAAQ,aAAa,CAAC,sBAAsB,KAAK,mBAAmB,iBAAiB,KAAK,CAAC,sBAAsB,KAAK,IAAI,CAAC,sBAAsB,KAAK,UAAU,CAAC,sBAAsB,GAAG,QAAQ,MAAM,CAAC;QAChS,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"SH\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Vertex);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the SH output contribution\r\n */\r\n public get SH(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n state._excludeVariableName(\"eyePosition\");\r\n }\r\n /**\r\n * Update defines for shader compilation\r\n * @param defines defines the material defines to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param mesh defines the mesh to be rendered\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (mesh.getClassName() == \"GaussianSplattingMesh\") {\r\n defines.setValue(\"SH_DEGREE\", (<GaussianSplattingMesh>mesh).shDegree, true);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"eyePosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.attributes.push(\"splatIndex0\");\r\n state.attributes.push(\"splatIndex1\");\r\n state.attributes.push(\"splatIndex2\");\r\n state.attributes.push(\"splatIndex3\");\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n const sh = this.SH;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize\";\r\n }\r\n if (this.SH.isConnected) {\r\n state.compilationString += `#if SH_DEGREE > 0\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;\r\n state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;\r\n state.compilationString += `var eyeToSplatLocalSpace: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\\n`;\r\n } else {\r\n state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;\r\n state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;\r\n state.compilationString += `vec3 eyeToSplatLocalSpace = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, eyeToSplatLocalSpace);\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\\n`;\r\n state.compilationString += `#endif;\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}.xy, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\r\n"]}
@@ -8,6 +8,9 @@ import { Vector3 } from "../../Maths/math.vector.js";
8
8
  import "../thinInstanceMesh.js";
9
9
  import type { Material } from "../../Materials/material.js";
10
10
  import type { Camera } from "../../Cameras/camera.js";
11
+ interface IUpdateOptions {
12
+ flipY?: boolean;
13
+ }
11
14
  /**
12
15
  * Representation of the types
13
16
  */
@@ -206,13 +209,13 @@ export declare class GaussianSplattingMesh extends Mesh {
206
209
  private static _SplatBatchSize;
207
210
  private static _PlyConversionBatchSize;
208
211
  private _shDegree;
209
- private _viewDirectionFactor;
210
212
  private static readonly _BatchSize;
211
213
  private _cameraViewInfos;
212
214
  /**
213
215
  * View direction factor used to compute the SH view direction in the shader.
216
+ * @deprecated Not used anymore for SH rendering
214
217
  */
215
- get viewDirectionFactor(): Vector3;
218
+ get viewDirectionFactor(): import("../../types.js").DeepImmutableObject<Vector3>;
216
219
  /**
217
220
  * SH degree. 0 = no sh (default). 1 = 3 parameters. 2 = 8 parameters. 3 = 15 parameters.
218
221
  */
@@ -364,12 +367,13 @@ export declare class GaussianSplattingMesh extends Mesh {
364
367
  */
365
368
  loadDataAsync(data: ArrayBuffer): Promise<void>;
366
369
  /**
367
- * Loads a .splat Gaussian or .ply Splatting file asynchronously
370
+ * Loads a Gaussian or Splatting file asynchronously
368
371
  * @param url path to the splat file to load
372
+ * @param scene optional scene it belongs to
369
373
  * @returns a promise that resolves when the operation is complete
370
374
  * @deprecated Please use SceneLoader.ImportMeshAsync instead
371
375
  */
372
- loadFileAsync(url: string): Promise<void>;
376
+ loadFileAsync(url: string, scene?: Scene): Promise<void>;
373
377
  /**
374
378
  * Releases resources associated with this mesh.
375
379
  * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
@@ -399,8 +403,9 @@ export declare class GaussianSplattingMesh extends Mesh {
399
403
  * Update data from GS (position, orientation, color, scaling)
400
404
  * @param data array that contain all the datas
401
405
  * @param sh optional array of uint8 array for SH data
406
+ * @param options optional informations on how to treat data
402
407
  */
403
- updateData(data: ArrayBuffer, sh?: Uint8Array[]): void;
408
+ updateData(data: ArrayBuffer, sh?: Uint8Array[], options?: IUpdateOptions): void;
404
409
  /**
405
410
  * Refreshes the bounding info, taking into account all the thin instances defined
406
411
  * @returns the current Gaussian Splatting
@@ -6,12 +6,12 @@ import { Logger } from "../../Misc/logger.js";
6
6
  import { GaussianSplattingMaterial } from "../../Materials/GaussianSplatting/gaussianSplattingMaterial.js";
7
7
  import { RawTexture } from "../../Materials/Textures/rawTexture.js";
8
8
 
9
- import { Tools } from "../../Misc/tools.js";
10
9
  import "../thinInstanceMesh.js";
11
10
  import { ToHalfFloat } from "../../Misc/textureTools.js";
12
11
  import { Scalar } from "../../Maths/math.scalar.js";
13
12
  import { runCoroutineSync, runCoroutineAsync, createYieldingScheduler } from "../../Misc/coroutine.js";
14
13
  import { EngineStore } from "../../Engines/engineStore.js";
14
+ import { ImportMeshAsync } from "../../Loading/sceneLoader.js";
15
15
  // @internal
16
16
  const UnpackUnorm = (value, bits) => {
17
17
  const t = (1 << bits) - 1;
@@ -163,9 +163,10 @@ var PLYValue;
163
163
  export class GaussianSplattingMesh extends Mesh {
164
164
  /**
165
165
  * View direction factor used to compute the SH view direction in the shader.
166
+ * @deprecated Not used anymore for SH rendering
166
167
  */
167
168
  get viewDirectionFactor() {
168
- return this._viewDirectionFactor;
169
+ return Vector3.OneReadOnly;
169
170
  }
170
171
  /**
171
172
  * SH degree. 0 = no sh (default). 1 = 3 parameters. 2 = 8 parameters. 3 = 15 parameters.
@@ -235,7 +236,7 @@ export class GaussianSplattingMesh extends Mesh {
235
236
  */
236
237
  set material(value) {
237
238
  this._material = value;
238
- this._material.backFaceCulling = true;
239
+ this._material.backFaceCulling = false;
239
240
  this._material.cullBackFaces = false;
240
241
  value.resetDrawCache();
241
242
  }
@@ -296,7 +297,6 @@ export class GaussianSplattingMesh extends Mesh {
296
297
  this._tmpCovariances = [0, 0, 0, 0, 0, 0];
297
298
  this._sortIsDirty = false;
298
299
  this._shDegree = 0;
299
- this._viewDirectionFactor = new Vector3(1, 1, -1);
300
300
  this._cameraViewInfos = new Map();
301
301
  this.subMeshes = [];
302
302
  new SubMesh(0, 0, 4 * GaussianSplattingMesh._BatchSize, 0, 6 * GaussianSplattingMesh._BatchSize, this);
@@ -1104,15 +1104,14 @@ export class GaussianSplattingMesh extends Mesh {
1104
1104
  return await this.updateDataAsync(data);
1105
1105
  }
1106
1106
  /**
1107
- * Loads a .splat Gaussian or .ply Splatting file asynchronously
1107
+ * Loads a Gaussian or Splatting file asynchronously
1108
1108
  * @param url path to the splat file to load
1109
+ * @param scene optional scene it belongs to
1109
1110
  * @returns a promise that resolves when the operation is complete
1110
1111
  * @deprecated Please use SceneLoader.ImportMeshAsync instead
1111
1112
  */
1112
- async loadFileAsync(url) {
1113
- const plyBuffer = await Tools.LoadFileAsync(url, true);
1114
- const splatsData = await GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(plyBuffer);
1115
- await this.updateDataAsync(splatsData.buffer, splatsData.sh);
1113
+ async loadFileAsync(url, scene) {
1114
+ await ImportMeshAsync(url, (scene || EngineStore.LastCreatedScene), { pluginOptions: { splat: { gaussianSplattingMesh: this } } });
1116
1115
  }
1117
1116
  /**
1118
1117
  * Releases resources associated with this mesh.
@@ -1187,13 +1186,13 @@ export class GaussianSplattingMesh extends Mesh {
1187
1186
  covB[index * covBSItemSize + 1] = ToHalfFloat(0);
1188
1187
  colorArray[index * 4 + 3] = 0;
1189
1188
  }
1190
- _makeSplat(index, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum) {
1189
+ _makeSplat(index, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options) {
1191
1190
  const matrixRotation = TmpVectors.Matrix[0];
1192
1191
  const matrixScale = TmpVectors.Matrix[1];
1193
1192
  const quaternion = TmpVectors.Quaternion[0];
1194
1193
  const covBSItemSize = this._useRGBACovariants ? 4 : 2;
1195
1194
  const x = fBuffer[8 * index + 0];
1196
- const y = -fBuffer[8 * index + 1];
1195
+ const y = fBuffer[8 * index + 1] * (options.flipY ? -1 : 1);
1197
1196
  const z = fBuffer[8 * index + 2];
1198
1197
  this._splatPositions[4 * index + 0] = x;
1199
1198
  this._splatPositions[4 * index + 1] = y;
@@ -1271,7 +1270,7 @@ export class GaussianSplattingMesh extends Mesh {
1271
1270
  this._instanciateWorker();
1272
1271
  }
1273
1272
  }
1274
- *_updateData(data, isAsync, sh) {
1273
+ *_updateData(data, isAsync, sh, options = { flipY: false }) {
1275
1274
  // if a covariance texture is present, then it's not a creation but an update
1276
1275
  if (!this._covariancesATexture) {
1277
1276
  this._readyToDisplay = false;
@@ -1311,7 +1310,7 @@ export class GaussianSplattingMesh extends Mesh {
1311
1310
  const updateLine = partIndex * lineCountUpdate;
1312
1311
  const splatIndexBase = updateLine * textureSize.x;
1313
1312
  for (let i = 0; i < textureLengthPerUpdate; i++) {
1314
- this._makeSplat(splatIndexBase + i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum);
1313
+ this._makeSplat(splatIndexBase + i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options);
1315
1314
  }
1316
1315
  this._updateSubTextures(this._splatPositions, covA, covB, colorArray, updateLine, Math.min(lineCountUpdate, textureSize.y - updateLine));
1317
1316
  // Update the binfo
@@ -1329,7 +1328,7 @@ export class GaussianSplattingMesh extends Mesh {
1329
1328
  else {
1330
1329
  const paddedVertexCount = (vertexCount + 15) & ~0xf;
1331
1330
  for (let i = 0; i < vertexCount; i++) {
1332
- this._makeSplat(i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum);
1331
+ this._makeSplat(i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options);
1333
1332
  if (isAsync && i % GaussianSplattingMesh._SplatBatchSize === 0) {
1334
1333
  yield;
1335
1334
  }
@@ -1343,6 +1342,7 @@ export class GaussianSplattingMesh extends Mesh {
1343
1342
  // Update the binfo
1344
1343
  this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());
1345
1344
  this.setEnabled(true);
1345
+ this._sortIsDirty = true;
1346
1346
  }
1347
1347
  this._postToWorker(true);
1348
1348
  }
@@ -1360,9 +1360,10 @@ export class GaussianSplattingMesh extends Mesh {
1360
1360
  * Update data from GS (position, orientation, color, scaling)
1361
1361
  * @param data array that contain all the datas
1362
1362
  * @param sh optional array of uint8 array for SH data
1363
+ * @param options optional informations on how to treat data
1363
1364
  */
1364
- updateData(data, sh) {
1365
- runCoroutineSync(this._updateData(data, false, sh));
1365
+ updateData(data, sh, options = { flipY: true }) {
1366
+ runCoroutineSync(this._updateData(data, false, sh, options));
1366
1367
  }
1367
1368
  /**
1368
1369
  * Refreshes the bounding info, taking into account all the thin instances defined