@onerjs/core 9.0.0 → 9.0.2

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 (353) hide show
  1. package/Animations/animationGroup.pure.js.map +1 -1
  2. package/Cameras/targetCamera.pure.js +6 -1
  3. package/Cameras/targetCamera.pure.js.map +1 -1
  4. package/Engines/Native/nativeHardwareTexture.d.ts +8 -1
  5. package/Engines/Native/nativeHardwareTexture.js +7 -0
  6. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  7. package/Engines/Native/nativeHelpers.js +56 -1
  8. package/Engines/Native/nativeHelpers.js.map +1 -1
  9. package/Engines/Native/nativeInterfaces.d.ts +37 -8
  10. package/Engines/Native/nativeInterfaces.js.map +1 -1
  11. package/Engines/Native/nativeRenderTargetWrapper.d.ts +40 -0
  12. package/Engines/Native/nativeRenderTargetWrapper.js +265 -5
  13. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  14. package/Engines/Processors/shaderCodeCursor.d.ts +1 -0
  15. package/Engines/Processors/shaderCodeCursor.js +40 -3
  16. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js +1 -0
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js.map +1 -1
  19. package/Engines/abstractEngine.pure.d.ts +15 -1
  20. package/Engines/abstractEngine.pure.js +12 -4
  21. package/Engines/abstractEngine.pure.js.map +1 -1
  22. package/Engines/engine.pure.d.ts +0 -1
  23. package/Engines/engine.pure.js +0 -7
  24. package/Engines/engine.pure.js.map +1 -1
  25. package/Engines/nativeEngine.pure.js +1 -1
  26. package/Engines/nativeEngine.pure.js.map +1 -1
  27. package/Engines/thinEngine.pure.d.ts +1 -0
  28. package/Engines/thinEngine.pure.js +13 -2
  29. package/Engines/thinEngine.pure.js.map +1 -1
  30. package/Engines/thinNativeEngine.pure.d.ts +217 -17
  31. package/Engines/thinNativeEngine.pure.js +1431 -164
  32. package/Engines/thinNativeEngine.pure.js.map +1 -1
  33. package/Engines/thinWebGPUEngine.js +6 -1
  34. package/Engines/thinWebGPUEngine.js.map +1 -1
  35. package/Engines/webgpuEngine.pure.d.ts +12 -1
  36. package/Engines/webgpuEngine.pure.js +8 -0
  37. package/Engines/webgpuEngine.pure.js.map +1 -1
  38. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.d.ts +10 -0
  39. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js +24 -12
  40. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js.map +1 -1
  41. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.d.ts +7 -0
  42. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js +43 -0
  43. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js.map +1 -1
  44. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +16 -4
  45. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +20 -6
  46. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  47. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  48. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  49. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +7 -7
  50. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +52 -35
  51. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  52. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.d.ts +12 -1
  53. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +8 -0
  54. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  55. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js +4 -1
  56. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js.map +1 -1
  57. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.d.ts +12 -1
  58. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js +5 -1
  59. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js.map +1 -1
  60. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.d.ts +2 -0
  61. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js +14 -2
  62. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js.map +1 -1
  63. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.d.ts +5 -1
  64. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js +23 -8
  65. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js.map +1 -1
  66. package/FlowGraph/CustomTypes/flowGraphInteger.pure.d.ts +5 -0
  67. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js +7 -0
  68. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js.map +1 -1
  69. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +10 -0
  70. package/FlowGraph/CustomTypes/flowGraphMatrix.js +14 -0
  71. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  72. package/FlowGraph/flowGraph.d.ts +2 -1
  73. package/FlowGraph/flowGraph.js +3 -2
  74. package/FlowGraph/flowGraph.js.map +1 -1
  75. package/FlowGraph/flowGraphAnimationHelpers.d.ts +24 -0
  76. package/FlowGraph/flowGraphAnimationHelpers.js +21 -0
  77. package/FlowGraph/flowGraphAnimationHelpers.js.map +1 -0
  78. package/FlowGraph/flowGraphContext.js +1 -0
  79. package/FlowGraph/flowGraphContext.js.map +1 -1
  80. package/FlowGraph/flowGraphValidator.js +0 -4
  81. package/FlowGraph/flowGraphValidator.js.map +1 -1
  82. package/FlowGraph/index.d.ts +2 -0
  83. package/FlowGraph/index.js +2 -0
  84. package/FlowGraph/index.js.map +1 -1
  85. package/FlowGraph/pure.d.ts +2 -0
  86. package/FlowGraph/pure.js +2 -0
  87. package/FlowGraph/pure.js.map +1 -1
  88. package/FlowGraph/serialization.d.ts +2 -2
  89. package/FlowGraph/serialization.js +2 -2
  90. package/FlowGraph/serialization.js.map +1 -1
  91. package/FlowGraph/typeDefinitions.d.ts +1 -1
  92. package/FlowGraph/typeDefinitions.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.d.ts +1 -0
  94. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js +4 -0
  95. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js.map +1 -0
  96. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.d.ts +54 -0
  97. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js +155 -0
  98. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js.map +1 -0
  99. package/FrameGraph/Node/Blocks/Textures/pure.d.ts +1 -0
  100. package/FrameGraph/Node/Blocks/Textures/pure.js +1 -0
  101. package/FrameGraph/Node/Blocks/Textures/pure.js.map +1 -1
  102. package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
  103. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  105. package/FrameGraph/Node/Blocks/index.js +1 -0
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
  108. package/FrameGraph/Node/Blocks/pure.js +1 -0
  109. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  110. package/FrameGraph/Tasks/Misc/minMaxReducerTask.d.ts +62 -0
  111. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js +159 -0
  112. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js.map +1 -0
  113. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -1
  114. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  115. package/FrameGraph/frameGraph.d.ts +4 -0
  116. package/FrameGraph/frameGraph.js +14 -0
  117. package/FrameGraph/frameGraph.js.map +1 -1
  118. package/FrameGraph/index.d.ts +1 -0
  119. package/FrameGraph/index.js +1 -0
  120. package/FrameGraph/index.js.map +1 -1
  121. package/FrameGraph/pure.d.ts +1 -0
  122. package/FrameGraph/pure.js +1 -0
  123. package/FrameGraph/pure.js.map +1 -1
  124. package/Inputs/scene.inputManager.js +1 -1
  125. package/Inputs/scene.inputManager.js.map +1 -1
  126. package/Lights/Clustered/clusteredLightingSceneComponent.pure.d.ts +5 -0
  127. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js +22 -1
  128. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js.map +1 -1
  129. package/Lights/Shadows/cascadedShadowGenerator.pure.js +7 -3
  130. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  131. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.d.ts +7 -0
  132. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js +8 -0
  133. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js.map +1 -0
  134. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.d.ts +54 -0
  135. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js +81 -0
  136. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js.map +1 -0
  137. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.d.ts +7 -0
  138. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js +8 -0
  139. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js.map +1 -0
  140. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.d.ts +60 -0
  141. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js +90 -0
  142. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js.map +1 -0
  143. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +31 -0
  144. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +98 -0
  145. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  146. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +1 -1
  147. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  148. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +2 -2
  149. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  150. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.d.ts +1 -0
  151. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js +4 -0
  152. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js.map +1 -0
  153. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.d.ts +83 -0
  154. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js +191 -0
  155. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js.map +1 -0
  156. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.d.ts +1 -0
  157. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.js +4 -0
  158. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.js.map +1 -0
  159. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.d.ts +62 -0
  160. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.js +125 -0
  161. package/Materials/GaussianSplatting/gaussianSplattingSizeMaterialPlugin.pure.js.map +1 -0
  162. package/Materials/GaussianSplatting/pure.d.ts +4 -0
  163. package/Materials/GaussianSplatting/pure.js +4 -0
  164. package/Materials/GaussianSplatting/pure.js.map +1 -1
  165. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.d.ts +1 -0
  166. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +12 -0
  167. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js.map +1 -1
  168. package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +1 -0
  169. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +31 -7
  170. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  171. package/Materials/Textures/mirrorTexture.pure.js +3 -1
  172. package/Materials/Textures/mirrorTexture.pure.js.map +1 -1
  173. package/Materials/Textures/texture.pure.js +8 -2
  174. package/Materials/Textures/texture.pure.js.map +1 -1
  175. package/Materials/effectRenderer.pure.d.ts +4 -0
  176. package/Materials/effectRenderer.pure.js +3 -2
  177. package/Materials/effectRenderer.pure.js.map +1 -1
  178. package/Materials/index.d.ts +4 -0
  179. package/Materials/index.js +4 -0
  180. package/Materials/index.js.map +1 -1
  181. package/Materials/material.pure.js +25 -12
  182. package/Materials/material.pure.js.map +1 -1
  183. package/Materials/pure.d.ts +4 -0
  184. package/Materials/pure.js +4 -0
  185. package/Materials/pure.js.map +1 -1
  186. package/Materials/standardMaterial.pure.d.ts +8 -0
  187. package/Materials/standardMaterial.pure.js +24 -2
  188. package/Materials/standardMaterial.pure.js.map +1 -1
  189. package/Meshes/Builders/polygonBuilder.pure.js +1 -1
  190. package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
  191. package/Meshes/GaussianSplatting/gaussianPointSplattingController.d.ts +8 -0
  192. package/Meshes/GaussianSplatting/gaussianPointSplattingController.js +11 -0
  193. package/Meshes/GaussianSplatting/gaussianPointSplattingController.js.map +1 -0
  194. package/Meshes/GaussianSplatting/gaussianPointSplattingController.pure.d.ts +231 -0
  195. package/Meshes/GaussianSplatting/gaussianPointSplattingController.pure.js +1212 -0
  196. package/Meshes/GaussianSplatting/gaussianPointSplattingController.pure.js.map +1 -0
  197. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.d.ts +14 -0
  198. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.js +15 -0
  199. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.js.map +1 -0
  200. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.pure.d.ts +285 -0
  201. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.pure.js +812 -0
  202. package/Meshes/GaussianSplatting/gaussianPointSplattingRenderer.pure.js.map +1 -0
  203. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
  204. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +2 -0
  205. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  206. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +160 -0
  207. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +219 -0
  208. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  209. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +32 -4
  210. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +114 -21
  211. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  212. package/Meshes/GaussianSplatting/pure.d.ts +2 -0
  213. package/Meshes/GaussianSplatting/pure.js +2 -0
  214. package/Meshes/GaussianSplatting/pure.js.map +1 -1
  215. package/Meshes/Node/Blocks/booleanGeometryBlock.pure.js +25 -11
  216. package/Meshes/Node/Blocks/booleanGeometryBlock.pure.js.map +1 -1
  217. package/Meshes/abstractMesh.pure.d.ts +12 -0
  218. package/Meshes/abstractMesh.pure.js +32 -0
  219. package/Meshes/abstractMesh.pure.js.map +1 -1
  220. package/Meshes/index.d.ts +1 -0
  221. package/Meshes/index.js +1 -0
  222. package/Meshes/index.js.map +1 -1
  223. package/Meshes/pure.d.ts +1 -0
  224. package/Meshes/pure.js +1 -0
  225. package/Meshes/pure.js.map +1 -1
  226. package/Meshes/subMesh.pure.d.ts +11 -2
  227. package/Meshes/subMesh.pure.js +20 -5
  228. package/Meshes/subMesh.pure.js.map +1 -1
  229. package/Meshes/thinInstanceMesh.pure.js +1 -0
  230. package/Meshes/thinInstanceMesh.pure.js.map +1 -1
  231. package/Misc/andOrNotEvaluator.js +4 -0
  232. package/Misc/andOrNotEvaluator.js.map +1 -1
  233. package/Misc/minMaxReducer.pure.d.ts +6 -0
  234. package/Misc/minMaxReducer.pure.js +10 -0
  235. package/Misc/minMaxReducer.pure.js.map +1 -1
  236. package/Misc/thinMinMaxReducer.d.ts +19 -2
  237. package/Misc/thinMinMaxReducer.js +74 -21
  238. package/Misc/thinMinMaxReducer.js.map +1 -1
  239. package/Misc/tools.pure.js +1 -1
  240. package/Misc/tools.pure.js.map +1 -1
  241. package/Particles/Node/Blocks/Update/updateNoiseBlock.pure.js +19 -7
  242. package/Particles/Node/Blocks/Update/updateNoiseBlock.pure.js.map +1 -1
  243. package/Particles/Node/Blocks/particleSourceTextureBlock.pure.js +3 -2
  244. package/Particles/Node/Blocks/particleSourceTextureBlock.pure.js.map +1 -1
  245. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  246. package/Particles/gpuParticleSystem.pure.js +12 -4
  247. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  248. package/Particles/particle.js +3 -2
  249. package/Particles/particle.js.map +1 -1
  250. package/Particles/solidParticleSystem.js +7 -1
  251. package/Particles/solidParticleSystem.js.map +1 -1
  252. package/Particles/thinParticleSystem.function.d.ts +6 -0
  253. package/Particles/thinParticleSystem.function.js +144 -88
  254. package/Particles/thinParticleSystem.function.js.map +1 -1
  255. package/Particles/thinParticleSystem.pure.d.ts +6 -0
  256. package/Particles/thinParticleSystem.pure.js +70 -9
  257. package/Particles/thinParticleSystem.pure.js.map +1 -1
  258. package/Physics/v2/ragdoll.d.ts +2 -4
  259. package/Physics/v2/ragdoll.js +11 -4
  260. package/Physics/v2/ragdoll.js.map +1 -1
  261. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +12 -0
  262. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +43 -18
  263. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
  264. package/Rendering/depthRenderer.pure.d.ts +9 -0
  265. package/Rendering/depthRenderer.pure.js +12 -0
  266. package/Rendering/depthRenderer.pure.js.map +1 -1
  267. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +4 -0
  268. package/Rendering/fluidRenderer/fluidRenderingObject.js +6 -0
  269. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  270. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +4 -0
  271. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +8 -0
  272. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  273. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +3 -0
  274. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  275. package/Rendering/geometryBufferRenderer.pure.js +4 -1
  276. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  277. package/Rendering/objectRenderer.js.map +1 -1
  278. package/Rendering/prePassRenderer.pure.js +3 -3
  279. package/Rendering/prePassRenderer.pure.js.map +1 -1
  280. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  281. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  282. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +27 -3
  283. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/oitDeclaration.js +1 -1
  285. package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
  286. package/Shaders/minmaxRedux.fragment.js +6 -1
  287. package/Shaders/minmaxRedux.fragment.js.map +1 -1
  288. package/ShadersWGSL/ShadersInclude/gaussianPointSplatting.d.ts +5 -0
  289. package/ShadersWGSL/ShadersInclude/gaussianPointSplatting.js +65 -0
  290. package/ShadersWGSL/ShadersInclude/gaussianPointSplatting.js.map +1 -0
  291. package/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.d.ts +5 -0
  292. package/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.js +17 -0
  293. package/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.js.map +1 -0
  294. package/ShadersWGSL/ShadersInclude/gaussianSplatting.d.ts +1 -0
  295. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +6 -78
  296. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  297. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +2 -2
  298. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  299. package/ShadersWGSL/ShadersInclude/gaussianSplattingShared.d.ts +5 -0
  300. package/ShadersWGSL/ShadersInclude/gaussianSplattingShared.js +79 -0
  301. package/ShadersWGSL/ShadersInclude/gaussianSplattingShared.js.map +1 -0
  302. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +27 -3
  303. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  304. package/ShadersWGSL/gaussianPointSplattingBlit.fragment.d.ts +5 -0
  305. package/ShadersWGSL/gaussianPointSplattingBlit.fragment.js +22 -0
  306. package/ShadersWGSL/gaussianPointSplattingBlit.fragment.js.map +1 -0
  307. package/ShadersWGSL/gaussianPointSplattingBlit.vertex.d.ts +5 -0
  308. package/ShadersWGSL/gaussianPointSplattingBlit.vertex.js +19 -0
  309. package/ShadersWGSL/gaussianPointSplattingBlit.vertex.js.map +1 -0
  310. package/ShadersWGSL/gaussianPointSplattingDepthBlit.fragment.d.ts +5 -0
  311. package/ShadersWGSL/gaussianPointSplattingDepthBlit.fragment.js +21 -0
  312. package/ShadersWGSL/gaussianPointSplattingDepthBlit.fragment.js.map +1 -0
  313. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -1
  314. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  315. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -1
  316. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  317. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +2 -1
  318. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -1
  319. package/ShadersWGSL/gpsHiZBuild.compute.d.ts +5 -0
  320. package/ShadersWGSL/gpsHiZBuild.compute.js +16 -0
  321. package/ShadersWGSL/gpsHiZBuild.compute.js.map +1 -0
  322. package/ShadersWGSL/gpsPartition.compute.d.ts +5 -0
  323. package/ShadersWGSL/gpsPartition.compute.js +27 -0
  324. package/ShadersWGSL/gpsPartition.compute.js.map +1 -0
  325. package/ShadersWGSL/gpsPreprocess.compute.d.ts +5 -0
  326. package/ShadersWGSL/gpsPreprocess.compute.js +86 -0
  327. package/ShadersWGSL/gpsPreprocess.compute.js.map +1 -0
  328. package/ShadersWGSL/gpsResolve.compute.d.ts +5 -0
  329. package/ShadersWGSL/gpsResolve.compute.js +41 -0
  330. package/ShadersWGSL/gpsResolve.compute.js.map +1 -0
  331. package/ShadersWGSL/gpsScanAdd.compute.d.ts +5 -0
  332. package/ShadersWGSL/gpsScanAdd.compute.js +22 -0
  333. package/ShadersWGSL/gpsScanAdd.compute.js.map +1 -0
  334. package/ShadersWGSL/gpsScanBlocks.compute.d.ts +5 -0
  335. package/ShadersWGSL/gpsScanBlocks.compute.js +23 -0
  336. package/ShadersWGSL/gpsScanBlocks.compute.js.map +1 -0
  337. package/ShadersWGSL/gpsScanSums.compute.d.ts +5 -0
  338. package/ShadersWGSL/gpsScanSums.compute.js +30 -0
  339. package/ShadersWGSL/gpsScanSums.compute.js.map +1 -0
  340. package/ShadersWGSL/gpsSplat.compute.d.ts +5 -0
  341. package/ShadersWGSL/gpsSplat.compute.js +37 -0
  342. package/ShadersWGSL/gpsSplat.compute.js.map +1 -0
  343. package/ShadersWGSL/minmaxRedux.fragment.js +20 -3
  344. package/ShadersWGSL/minmaxRedux.fragment.js.map +1 -1
  345. package/XR/features/WebXRSpaceWarp.pure.js +2 -1
  346. package/XR/features/WebXRSpaceWarp.pure.js.map +1 -1
  347. package/assetContainer.d.ts +1 -0
  348. package/assetContainer.js +5 -1
  349. package/assetContainer.js.map +1 -1
  350. package/package.json +1 -1
  351. package/scene.pure.d.ts +13 -2
  352. package/scene.pure.js +28 -4
  353. package/scene.pure.js.map +1 -1
@@ -0,0 +1,65 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "gaussianPointSplatting";
4
+ const shader = `const GPS_DEPTH_CLEAR : u32=0xFFFFFFFFu;const GPS_DEPTH_MAX_CODE : u32=65534u;const GPS_TWO_PI : f32=6.2831853071795864;const GPS_U32_TO_UNIT : f32=2.3283064365386963e-10;
5
+ const GPS_PARTITION_BUCKETS : u32=65536u;struct GpsUniforms {view : mat4x4f,
6
+ viewProjection : mat4x4f,
7
+ resNearFar : vec4f,
8
+ params0 : vec4f,
9
+ focal : vec4f,
10
+ camPosDeg : vec4f,
11
+ depthNorm : vec4f,
12
+ hiZInfo : vec4f,
13
+ misc : vec4f,
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+ pixelMap : vec4f,
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+ projection : mat4x4f,
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+ inverseProjection : mat4x4f,
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+ projectedDepth : vec4f,};fn gpsProjectedDepth(inverseProjection : mat4x4f,ndcXY : vec2f,viewZ : f32)->vec2f {let origin=inverseProjection*vec4f(ndcXY,0.0,1.0);let direction=inverseProjection[2];let depth=(viewZ*origin.w-origin.z)/(direction.z-viewZ*direction.w);return vec2f(depth,1.0/(origin.w+depth*direction.w));}
18
+ fn gpsCov2D(covA : vec3f,covB : vec3f,modelView : mat4x4f,projection : mat4x4f,clip : vec4f,pixelScale : vec2f)->mat3x3f {let rowW=vec3f(projection[0].w,projection[1].w,projection[2].w);let rowX=vec3f(projection[0].x,projection[1].x,projection[2].x);let rowY=vec3f(projection[0].y,projection[1].y,projection[2].y);let jx=(rowX-clip.x/clip.w*rowW)*(0.5*pixelScale.x/clip.w);let jy=(rowY-clip.y/clip.w*rowW)*(0.5*pixelScale.y/clip.w);let J=mat3x3f(jx,jy,vec3f(0.0));let T=transpose(mat3x3f(modelView[0].xyz,modelView[1].xyz,modelView[2].xyz))*J;let covariance=mat3x3f(covA.x,covA.y,covA.z,covA.y,covB.x,covB.y,covA.z,covB.y,covB.z);return transpose(T)*covariance*T;}
19
+ struct GpsPart {world : mat4x4f,
20
+ vis : vec4f,
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+ dbg0 : vec4f,
22
+ dbg1 : vec4f,
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+ dbg2 : vec4f,
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+ dbg3 : vec4f,
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+ dbg4 : vec4f, };fn gpsInverseMat3(inMatrix : mat3x3f)->mat3x3f {let a00=inMatrix[0][0]; let a01=inMatrix[0][1]; let a02=inMatrix[0][2];let a10=inMatrix[1][0]; let a11=inMatrix[1][1]; let a12=inMatrix[1][2];let a20=inMatrix[2][0]; let a21=inMatrix[2][1]; let a22=inMatrix[2][2];let b01=a22*a11-a12*a21;let b11=-a22*a10+a12*a20;let b21=a21*a10-a11*a20;let det=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,
26
+ b11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,
27
+ b21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}
28
+ struct GpsScreen {pmConicXY : vec4f,
29
+ conicZChol : vec4f,
30
+ colorOp : vec4f,
31
+ depth : vec4u, };const GPS_FLAG_SATURATE : u32=1u;
32
+ const GPS_FLAG_SCREEN_RECT : u32=2u;const GPS_MAX_ALPHA : f32=0.999;fn gpsPointIntensity(alpha : f32)->f32 {return -log(1.0-min(alpha,GPS_MAX_ALPHA));}
33
+ fn gpsGetPixelMean(s : GpsScreen)->vec2f { return s.pmConicXY.xy; }
34
+ fn gpsGetConic(s : GpsScreen)->vec3f { return vec3f(s.pmConicXY.z,s.pmConicXY.w,s.conicZChol.x); }
35
+ fn gpsGetChol(s : GpsScreen)->vec3f { return s.conicZChol.yzw; }
36
+ fn gpsPackRGB565(c : vec3f)->u32 {let r=u32(clamp(c.r,0.0,1.0)*31.0+0.5);let g=u32(clamp(c.g,0.0,1.0)*63.0+0.5);let b=u32(clamp(c.b,0.0,1.0)*31.0+0.5);return (r<<11u) | (g<<5u) | b;}
37
+ fn gpsUnpackRGB565(v : u32)->vec3f {return vec3f(
38
+ f32((v>>11u) & 31u)/31.0,
39
+ f32((v>>5u) & 63u)/63.0,
40
+ f32(v & 31u)/31.0
41
+ );}
42
+ fn gpsPackKey(depthKey : u32,colorKey : u32)->u32 {return (depthKey<<16u) | (colorKey & 0xFFFFu);}
43
+ fn gpsKeyColor(key : u32,mask : u32)->vec3f {return gpsUnpackRGB565((key ^ mask) & 0xFFFFu);}
44
+ fn gpsPcg(vIn : u32)->u32 {let state=vIn*747796405u+2891336453u;let word=((state>>((state>>28u)+4u)) ^ state)*277803737u;return (word>>22u) ^ word;}
45
+ fn gpsHash2(a : u32,b : u32)->u32 {return gpsPcg(a ^ gpsPcg(b));}
46
+ fn gpsUnit(state : u32)->f32 {return f32(state)*GPS_U32_TO_UNIT;}
47
+ fn gpsBoxMuller(u1 : f32,u2 : f32)->vec2f {let r=sqrt(-2.0*log(max(1e-7,u1)));let theta=GPS_TWO_PI*u2;return vec2f(r*cos(theta),r*sin(theta));}
48
+ const GPS_LI2_MAX : f32=1.6449340668482264;
49
+ fn gpsDilog(x : f32)->f32 {var y=-6.09201442e-01;y=y*x+1.79126616e+00;y=y*x+-2.14953223e+00;y=y*x+1.26304372e+00;y=y*x+-4.59069895e-01;y=y*x+-1.87417414e-01;y=y*x+1.99603130e+00;y=y*x+5.99669467e-05;let s=1.0-x;if (s>0.0) {y+=s*log(max(s,1e-37));}
50
+ return y;}
51
+ fn gpsInvDilog(x : f32)->f32 {let t=min(x/GPS_LI2_MAX,1.0);var y=-1.27463503e+01;y=y*t+5.88993459e+01;y=y*t+-1.16025780e+02;y=y*t+1.26945827e+02;y=y*t+-8.43108826e+01;y=y*t+3.48799862e+01;y=y*t+-8.89606235e+00;y=y*t+1.38640936e+00;y=y*t+-7.80640876e-01;y=y*t+1.64841888e+00;y=y*t+-2.82836687e-05;return y;}
52
+ fn gpsCorrectedBoxMuller(u1 : f32,u2 : f32,alpha : f32)->vec2f {var a=(1.0/max(alpha,1e-37))*gpsInvDilog((1.0-u1)*gpsDilog(alpha));a=clamp(a,1e-37,1.0);let r=sqrt(max(-2.0*log(a),0.0));let theta=GPS_TWO_PI*u2;return vec2f(r*cos(theta),r*sin(theta));}
53
+ const GPS_POISSON_SMALL_MEAN : f32=12.0;fn gpsPoisson(seed : u32,lambda : f32)->u32 {let st1=gpsPcg(seed);if (lambda<GPS_POISSON_SMALL_MEAN) {let u=gpsUnit(st1);var p=exp(-lambda);var cdf=p;var k=0u;loop {if (u<cdf || (f32(k)>lambda && p<1e-7)) {break;}
54
+ k=k+1u;p=p*lambda/f32(k);cdf=cdf+p;}
55
+ return k;}
56
+ let st2=gpsPcg(st1);let w=gpsBoxMuller(gpsUnit(st1),gpsUnit(st2)).x;let w2=w*w;let w3=w2*w;let w4=w2*w2;let s=sqrt(lambda);let invS=1.0/s;let invL=1.0/lambda;var kf=lambda+s*w+(w2-1.0)/6.0;kf+=invS*(-(1.0/36.0)*w-(1.0/72.0)*w3);kf+=invL*(-(8.0/405.0)+(7.0/810.0)*w2+(1.0/270.0)*w4);return u32(max(i32(round(kf)),0));}
57
+ fn gpsGaussianValue(conic : vec3f,d : vec2f)->f32 {let power=-0.5*(conic.x*d.x*d.x+conic.z*d.y*d.y)-conic.y*d.x*d.y;return exp(power);}
58
+ `;
59
+ // Sideeffect
60
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
61
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
62
+ }
63
+ /** @internal */
64
+ export const gaussianPointSplattingWGSL = { name, shader };
65
+ //# sourceMappingURL=gaussianPointSplatting.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gaussianPointSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianPointSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianPointSplatting\";\nconst shader = `const GPS_DEPTH_CLEAR : u32=0xFFFFFFFFu;const GPS_DEPTH_MAX_CODE : u32=65534u;const GPS_TWO_PI : f32=6.2831853071795864;const GPS_U32_TO_UNIT : f32=2.3283064365386963e-10; \nconst GPS_PARTITION_BUCKETS : u32=65536u;struct GpsUniforms {view : mat4x4f,\nviewProjection : mat4x4f,\nresNearFar : vec4f,\nparams0 : vec4f, \nfocal : vec4f, \ncamPosDeg : vec4f, \ndepthNorm : vec4f, \nhiZInfo : vec4f, \nmisc : vec4f, \npixelMap : vec4f, \nprojection : mat4x4f,\ninverseProjection : mat4x4f,\nprojectedDepth : vec4f,};fn gpsProjectedDepth(inverseProjection : mat4x4f,ndcXY : vec2f,viewZ : f32)->vec2f {let origin=inverseProjection*vec4f(ndcXY,0.0,1.0);let direction=inverseProjection[2];let depth=(viewZ*origin.w-origin.z)/(direction.z-viewZ*direction.w);return vec2f(depth,1.0/(origin.w+depth*direction.w));}\nfn gpsCov2D(covA : vec3f,covB : vec3f,modelView : mat4x4f,projection : mat4x4f,clip : vec4f,pixelScale : vec2f)->mat3x3f {let rowW=vec3f(projection[0].w,projection[1].w,projection[2].w);let rowX=vec3f(projection[0].x,projection[1].x,projection[2].x);let rowY=vec3f(projection[0].y,projection[1].y,projection[2].y);let jx=(rowX-clip.x/clip.w*rowW)*(0.5*pixelScale.x/clip.w);let jy=(rowY-clip.y/clip.w*rowW)*(0.5*pixelScale.y/clip.w);let J=mat3x3f(jx,jy,vec3f(0.0));let T=transpose(mat3x3f(modelView[0].xyz,modelView[1].xyz,modelView[2].xyz))*J;let covariance=mat3x3f(covA.x,covA.y,covA.z,covA.y,covB.x,covB.y,covA.z,covB.y,covB.z);return transpose(T)*covariance*T;}\nstruct GpsPart {world : mat4x4f,\nvis : vec4f, \ndbg0 : vec4f, \ndbg1 : vec4f, \ndbg2 : vec4f, \ndbg3 : vec4f, \ndbg4 : vec4f, };fn gpsInverseMat3(inMatrix : mat3x3f)->mat3x3f {let a00=inMatrix[0][0]; let a01=inMatrix[0][1]; let a02=inMatrix[0][2];let a10=inMatrix[1][0]; let a11=inMatrix[1][1]; let a12=inMatrix[1][2];let a20=inMatrix[2][0]; let a21=inMatrix[2][1]; let a22=inMatrix[2][2];let b01=a22*a11-a12*a21;let b11=-a22*a10+a12*a20;let b21=a21*a10-a11*a20;let det=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\nstruct GpsScreen {pmConicXY : vec4f,\nconicZChol : vec4f,\ncolorOp : vec4f, \ndepth : vec4u, };const GPS_FLAG_SATURATE : u32=1u; \nconst GPS_FLAG_SCREEN_RECT : u32=2u;const GPS_MAX_ALPHA : f32=0.999;fn gpsPointIntensity(alpha : f32)->f32 {return -log(1.0-min(alpha,GPS_MAX_ALPHA));}\nfn gpsGetPixelMean(s : GpsScreen)->vec2f { return s.pmConicXY.xy; }\nfn gpsGetConic(s : GpsScreen)->vec3f { return vec3f(s.pmConicXY.z,s.pmConicXY.w,s.conicZChol.x); }\nfn gpsGetChol(s : GpsScreen)->vec3f { return s.conicZChol.yzw; }\nfn gpsPackRGB565(c : vec3f)->u32 {let r=u32(clamp(c.r,0.0,1.0)*31.0+0.5);let g=u32(clamp(c.g,0.0,1.0)*63.0+0.5);let b=u32(clamp(c.b,0.0,1.0)*31.0+0.5);return (r<<11u) | (g<<5u) | b;}\nfn gpsUnpackRGB565(v : u32)->vec3f {return vec3f(\nf32((v>>11u) & 31u)/31.0,\nf32((v>>5u) & 63u)/63.0,\nf32(v & 31u)/31.0\n);}\nfn gpsPackKey(depthKey : u32,colorKey : u32)->u32 {return (depthKey<<16u) | (colorKey & 0xFFFFu);}\nfn gpsKeyColor(key : u32,mask : u32)->vec3f {return gpsUnpackRGB565((key ^ mask) & 0xFFFFu);}\nfn gpsPcg(vIn : u32)->u32 {let state=vIn*747796405u+2891336453u;let word=((state>>((state>>28u)+4u)) ^ state)*277803737u;return (word>>22u) ^ word;}\nfn gpsHash2(a : u32,b : u32)->u32 {return gpsPcg(a ^ gpsPcg(b));}\nfn gpsUnit(state : u32)->f32 {return f32(state)*GPS_U32_TO_UNIT;}\nfn gpsBoxMuller(u1 : f32,u2 : f32)->vec2f {let r=sqrt(-2.0*log(max(1e-7,u1)));let theta=GPS_TWO_PI*u2;return vec2f(r*cos(theta),r*sin(theta));}\nconst GPS_LI2_MAX : f32=1.6449340668482264; \nfn gpsDilog(x : f32)->f32 {var y=-6.09201442e-01;y=y*x+1.79126616e+00;y=y*x+-2.14953223e+00;y=y*x+1.26304372e+00;y=y*x+-4.59069895e-01;y=y*x+-1.87417414e-01;y=y*x+1.99603130e+00;y=y*x+5.99669467e-05;let s=1.0-x;if (s>0.0) {y+=s*log(max(s,1e-37));}\nreturn y;}\nfn gpsInvDilog(x : f32)->f32 {let t=min(x/GPS_LI2_MAX,1.0);var y=-1.27463503e+01;y=y*t+5.88993459e+01;y=y*t+-1.16025780e+02;y=y*t+1.26945827e+02;y=y*t+-8.43108826e+01;y=y*t+3.48799862e+01;y=y*t+-8.89606235e+00;y=y*t+1.38640936e+00;y=y*t+-7.80640876e-01;y=y*t+1.64841888e+00;y=y*t+-2.82836687e-05;return y;}\nfn gpsCorrectedBoxMuller(u1 : f32,u2 : f32,alpha : f32)->vec2f {var a=(1.0/max(alpha,1e-37))*gpsInvDilog((1.0-u1)*gpsDilog(alpha));a=clamp(a,1e-37,1.0);let r=sqrt(max(-2.0*log(a),0.0));let theta=GPS_TWO_PI*u2;return vec2f(r*cos(theta),r*sin(theta));}\nconst GPS_POISSON_SMALL_MEAN : f32=12.0;fn gpsPoisson(seed : u32,lambda : f32)->u32 {let st1=gpsPcg(seed);if (lambda<GPS_POISSON_SMALL_MEAN) {let u=gpsUnit(st1);var p=exp(-lambda);var cdf=p;var k=0u;loop {if (u<cdf || (f32(k)>lambda && p<1e-7)) {break;}\nk=k+1u;p=p*lambda/f32(k);cdf=cdf+p;}\nreturn k;}\nlet st2=gpsPcg(st1);let w=gpsBoxMuller(gpsUnit(st1),gpsUnit(st2)).x;let w2=w*w;let w3=w2*w;let w4=w2*w2;let s=sqrt(lambda);let invS=1.0/s;let invL=1.0/lambda;var kf=lambda+s*w+(w2-1.0)/6.0;kf+=invS*(-(1.0/36.0)*w-(1.0/72.0)*w3);kf+=invL*(-(8.0/405.0)+(7.0/810.0)*w2+(1.0/270.0)*w4);return u32(max(i32(round(kf)),0));}\nfn gpsGaussianValue(conic : vec3f,d : vec2f)->f32 {let power=-0.5*(conic.x*d.x*d.x+conic.z*d.y*d.y)-conic.y*d.x*d.y;return exp(power);}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianPointSplattingWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const gaussianPointSplattingScanWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,17 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "gaussianPointSplattingScan";
4
+ const shader = `const GpsMaxPointCount : u32=0xFFFFFF00u;fn gpsSaturatingAdd(a : u32,b : u32)->u32 {let sum=a+b;return select(GpsMaxPointCount,sum,sum>=a && sum<=GpsMaxPointCount);}
5
+ var<workgroup> gpsScanTemp : array<u32,512>;fn gpsScanExclusive512(t : u32)->u32 {var offset=1u;for (var d=256u; d>0u; d=d>>1u) {workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],gpsScanTemp[ai]);}
6
+ offset=offset<<1u;}
7
+ var total=0u;if (t==0u) {total=gpsScanTemp[511];gpsScanTemp[511]=0u; }
8
+ for (var d=1u; d<512u; d=d<<1u) {offset=offset>>1u;workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;let s=gpsScanTemp[ai];gpsScanTemp[ai]=gpsScanTemp[bi];gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],s);}}
9
+ workgroupBarrier();return total;}
10
+ `;
11
+ // Sideeffect
12
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
13
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
14
+ }
15
+ /** @internal */
16
+ export const gaussianPointSplattingScanWGSL = { name, shader };
17
+ //# sourceMappingURL=gaussianPointSplattingScan.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gaussianPointSplattingScan.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianPointSplattingScan.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;CAMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianPointSplattingScan\";\nconst shader = `const GpsMaxPointCount : u32=0xFFFFFF00u;fn gpsSaturatingAdd(a : u32,b : u32)->u32 {let sum=a+b;return select(GpsMaxPointCount,sum,sum>=a && sum<=GpsMaxPointCount);}\nvar<workgroup> gpsScanTemp : array<u32,512>;fn gpsScanExclusive512(t : u32)->u32 {var offset=1u;for (var d=256u; d>0u; d=d>>1u) {workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],gpsScanTemp[ai]);}\noffset=offset<<1u;}\nvar total=0u;if (t==0u) {total=gpsScanTemp[511];gpsScanTemp[511]=0u; }\nfor (var d=1u; d<512u; d=d<<1u) {offset=offset>>1u;workgroupBarrier();if (t<d) {let ai=offset*(2u*t+1u)-1u;let bi=offset*(2u*t+2u)-1u;let s=gpsScanTemp[ai];gpsScanTemp[ai]=gpsScanTemp[bi];gpsScanTemp[bi]=gpsSaturatingAdd(gpsScanTemp[bi],s);}}\nworkgroupBarrier();return total;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianPointSplattingScanWGSL = { name, shader };\n"]}
@@ -1,3 +1,4 @@
1
+ import "./gaussianSplattingShared.js";
1
2
  /** @internal */
2
3
  export declare const gaussianSplattingWGSL: {
3
4
  name: string;
@@ -1,5 +1,6 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./gaussianSplattingShared.js";
3
4
  const name = "gaussianSplatting";
4
5
  const shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}
5
6
  struct Splat {center: vec4f,
@@ -116,66 +117,7 @@ splat.partIndex=u32(textureLoad(partIndicesTexture,splatUVi32,0).r*255.0+0.5);
116
117
  splat.rotationA=textureLoad(rotationsATexture,splatUVi32,0);splat.rotationB=textureLoad(rotationsBTexture,splatUVi32,0);splat.rotationScale=textureLoad(rotationScaleTexture,splatUVi32,0);
117
118
  #endif
118
119
  return splat;}
119
- fn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f
120
- {let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(
121
- 1.092548430,
122
- -1.09254843,
123
- 0.315391565,
124
- -1.09254843,
125
- 0.546274215
126
- );var SH_C3: array<f32,7>=array<f32,7>(
127
- -0.59004358,
128
- 2.890611442,
129
- -0.45704579,
130
- 0.373176332,
131
- -0.45704579,
132
- 1.445305721,
133
- -0.59004358
134
- );var SH_C4: array<f32,9>=array<f32,9>(
135
- 2.5033429418,
136
- -1.7701307698,
137
- 0.9461746958,
138
- -0.6690465436,
139
- 0.1057855469,
140
- -0.6690465436,
141
- 0.4730873479,
142
- -1.7701307698,
143
- 0.6258357354
144
- );var result: vec3f=/*SH_C0**/sh[0];
145
- #if SH_DEGREE>0
146
- let x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);
147
- #if SH_DEGREE>1
148
- let xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(
149
- SH_C2[0]*xy*sh[4] +
150
- SH_C2[1]*yz*sh[5] +
151
- SH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +
152
- SH_C2[3]*xz*sh[7] +
153
- SH_C2[4]*(xx-yy)*sh[8]);
154
- #if SH_DEGREE>2
155
- result+=_so3*(
156
- SH_C3[0]*y*(3.0f*xx-yy)*sh[9] +
157
- SH_C3[1]*xy*z*sh[10] +
158
- SH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +
159
- SH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +
160
- SH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +
161
- SH_C3[5]*z*(xx-yy)*sh[14] +
162
- SH_C3[6]*x*(xx-3.0f*yy)*sh[15]);
163
- #if SH_DEGREE>3
164
- result+=_so4*(
165
- SH_C4[0]*x*y*(xx-yy)*sh[16] +
166
- SH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +
167
- SH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +
168
- SH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +
169
- SH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +
170
- SH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +
171
- SH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +
172
- SH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +
173
- SH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24]);
174
- #endif
175
- #endif
176
- #endif
177
- #endif
178
- return result;}
120
+ #include<gaussianSplattingShared>
179
121
  fn decompose(value: u32)->vec4f
180
122
  {let components : vec4f=vec4f(
181
123
  f32((value ) & 255u),
@@ -253,23 +195,7 @@ invViewport: vec2f,
253
195
  kernelSize: f32,
254
196
  minPixelSize: f32
255
197
  )->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}
256
- let Vrk=mat3x3<f32>(
257
- covA.x,covA.y,covA.z,
258
- covA.y,covB.x,covB.y,
259
- covA.z,covB.y,covB.z
260
- );let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var J: mat3x3<f32>;if (isOrtho) {J=mat3x3<f32>(
261
- focal.x,0.0,0.0,
262
- 0.0,focal.y,0.0,
263
- 0.0,0.0,0.0
264
- );} else {J=mat3x3<f32>(
265
- focal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),
266
- 0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),
267
- 0.0,0.0,0.0
268
- );}
269
- let T=transpose(mat3x3<f32>(
270
- modelView[0].xyz,
271
- modelView[1].xyz,
272
- modelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;
198
+ let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var cov2d=computeCov2D(covA,covB,modelView,camspace.xyz,focal,isOrtho);
273
199
  #if COMPENSATION
274
200
  let c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;
275
201
  #endif
@@ -279,7 +205,9 @@ let c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c
279
205
  #endif
280
206
  let mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}
281
207
  if (minPixelSize>0.0) {let l1=2.0*min(sqrt(2.0*lambda1),1024.0);let l2=2.0*min(sqrt(2.0*lambda2),1024.0);if (max(l1,l2)<minPixelSize) {return vec4f(0.0,0.0,2.0,1.0);}}
282
- let diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(
208
+ let diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);
209
+ #define CUSTOM_GAUSSIAN_SPLAT_PROJECTED_SIZE
210
+ let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(
283
211
  vCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,
284
212
  pos2d.z,
285
213
  pos2d.w
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuSd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianSplatting\";\nconst shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}\nstruct Splat {center: vec4f,\ncolor: vec4f,\ncovA: vec4f,\ncovB: vec4f,\n#if SH_DEGREE>0\nsh0: vec4<u32>,\n#endif\n#if SH_DEGREE>1\nsh1: vec4<u32>,\n#endif\n#if SH_DEGREE>2\nsh2: vec4<u32>,\n#endif\n#if SH_DEGREE>3\nsh3: vec4<u32>,\nsh4: vec4<u32>,\n#endif\n#if IS_COMPOUND\npartIndex: u32,\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nrotationA: vec4f,\nrotationB: vec4f,\nrotationScale: vec4f,\n#endif\n#ifdef USE_SOG\nsplatIndex: f32,\n#endif\n};fn getSplatIndex(localIndex: i32,splatIndex0: vec4f,splatIndex1: vec4f,splatIndex2: vec4f,splatIndex3: vec4f)->f32 {var splatIndex: f32;switch (localIndex)\n{case 0:\n{splatIndex=splatIndex0.x;break;}\ncase 1:\n{splatIndex=splatIndex0.y;break;}\ncase 2:\n{splatIndex=splatIndex0.z;break;}\ncase 3:\n{splatIndex=splatIndex0.w;break;}\ncase 4:\n{splatIndex=splatIndex1.x;break;}\ncase 5:\n{splatIndex=splatIndex1.y;break;}\ncase 6:\n{splatIndex=splatIndex1.z;break;}\ncase 7:\n{splatIndex=splatIndex1.w;break;}\ncase 8:\n{splatIndex=splatIndex2.x;break;}\ncase 9:\n{splatIndex=splatIndex2.y;break;}\ncase 10:\n{splatIndex=splatIndex2.z;break;}\ncase 11:\n{splatIndex=splatIndex2.w;break;}\ncase 12:\n{splatIndex=splatIndex3.x;break;}\ncase 13:\n{splatIndex=splatIndex3.y;break;}\ncase 14:\n{splatIndex=splatIndex3.z;break;}\ndefault:\n{splatIndex=splatIndex3.w;break;}}\nreturn splatIndex;}\nfn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));\n#ifdef USE_SOG\nlet mL=textureLoad(centersTexture,splatUVi32,0);let mU=textureLoad(covariancesATexture,splatUVi32,0);let sRaw=textureLoad(covariancesBTexture,splatUVi32,0);let qRaw=textureLoad(sogQuatsTexture,splatUVi32,0);let c0=textureLoad(colorsTexture,splatUVi32,0);let q16=(mU.xyz*256.0+mL.xyz)*(255.0/65535.0);let nPos=mix(uniforms.sogMeansMin,uniforms.sogMeansMax,q16);let center3=sign(nPos)*(exp(abs(nPos))-vec3f(1.0));splat.center=vec4f(center3,1.0);\n#ifdef USE_SOG_V2\nlet sIdx=floor(sRaw.xyz*255.0+0.5);var splatScale: vec3f;splatScale.x=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.x),0),0).r);splatScale.y=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.y),0),0).r);splatScale.z=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.z),0),0).r);\n#else\nlet splatScale=exp(mix(uniforms.sogScalesMin,uniforms.sogScalesMax,sRaw.xyz));\n#endif\nlet invSqrt2: f32=0.70710678118;let qabc=(qRaw.xyz-vec3f(0.5))*2.0*invSqrt2;let qMode=i32(qRaw.w*255.0+0.5)-252;let qd=sqrt(max(0.0,1.0-dot(qabc,qabc)));var quat: vec4f;if (qMode==0) { quat=vec4f(qd,qabc.x,qabc.y,qabc.z); }\nelse if (qMode==1) { quat=vec4f(qabc.x,qd,qabc.y,qabc.z); }\nelse if (qMode==2) { quat=vec4f(qabc.x,qabc.y,qd,qabc.z); }\nelse { quat=vec4f(qabc.x,qabc.y,qabc.z,qd); }\nlet qw=quat.x; let qx=quat.y; let qy=quat.z; let qz=quat.w;let R=mat3x3<f32>(\n1.0-2.0*(qy*qy+qz*qz),2.0*(qx*qy+qw*qz), 2.0*(qx*qz-qw*qy),\n2.0*(qx*qy-qw*qz), 1.0-2.0*(qx*qx+qz*qz),2.0*(qy*qz+qw*qx),\n2.0*(qx*qz+qw*qy), 2.0*(qy*qz-qw*qx), 1.0-2.0*(qx*qx+qy*qy)\n);let S2=mat3x3<f32>(\n4.0*splatScale.x*splatScale.x,0.0,0.0,\n0.0,4.0*splatScale.y*splatScale.y,0.0,\n0.0,0.0,4.0*splatScale.z*splatScale.z\n);let Sigma=R*S2*transpose(R);splat.covA=vec4f(Sigma[0][0],Sigma[0][1],Sigma[0][2],Sigma[1][1]);splat.covB=vec4f(Sigma[1][2],Sigma[2][2],0.0,0.0);let SH_C0_SOG: f32=0.28209479177387814;\n#ifdef USE_SOG_V2\nvar c3: vec3f;c3.x=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.x*255.0+0.5),0),0).r;c3.y=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.y*255.0+0.5),0),0).r;c3.z=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.z*255.0+0.5),0),0).r;let colRgb=vec3f(0.5)+c3*SH_C0_SOG;let colA=c0.w;\n#else\nlet cLerp=mix(uniforms.sogSh0Min,uniforms.sogSh0Max,c0);let colRgb=vec3f(0.5)+cLerp.xyz*SH_C0_SOG;let colA=1.0/(1.0+exp(-cLerp.w));\n#endif\nsplat.color=vec4f(colRgb,colA);splat.splatIndex=splatIndex;\n#else\nsplat.center=textureLoad(centersTexture,splatUVi32,0);splat.color=textureLoad(colorsTexture,splatUVi32,0);\n#if !defined(IS_FOR_VOXELIZATION)\nsplat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;\n#endif\n#endif\n#if SH_DEGREE>0 && !defined(USE_SOG)\nsplat.sh0=textureLoad(shTexture0,splatUVi32,0);\n#endif\n#if SH_DEGREE>1 && !defined(USE_SOG)\nsplat.sh1=textureLoad(shTexture1,splatUVi32,0);\n#endif\n#if SH_DEGREE>2 && !defined(USE_SOG)\nsplat.sh2=textureLoad(shTexture2,splatUVi32,0);\n#endif\n#if SH_DEGREE>3 && !defined(USE_SOG)\nsplat.sh3=textureLoad(shTexture3,splatUVi32,0);splat.sh4=textureLoad(shTexture4,splatUVi32,0);\n#endif\n#if IS_COMPOUND\nsplat.partIndex=u32(textureLoad(partIndicesTexture,splatUVi32,0).r*255.0+0.5);\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nsplat.rotationA=textureLoad(rotationsATexture,splatUVi32,0);splat.rotationB=textureLoad(rotationsBTexture,splatUVi32,0);splat.rotationScale=textureLoad(rotationScaleTexture,splatUVi32,0);\n#endif\nreturn splat;}\nfn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(\n1.092548430,\n-1.09254843,\n0.315391565,\n-1.09254843,\n0.546274215\n);var SH_C3: array<f32,7>=array<f32,7>(\n-0.59004358,\n2.890611442,\n-0.45704579,\n0.373176332,\n-0.45704579,\n1.445305721,\n-0.59004358\n);var SH_C4: array<f32,9>=array<f32,9>(\n2.5033429418,\n-1.7701307698,\n0.9461746958,\n-0.6690465436,\n0.1057855469,\n-0.6690465436,\n0.4730873479,\n-1.7701307698,\n0.6258357354\n);var result: vec3f=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nlet x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);\n#if SH_DEGREE>1\nlet xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8]);\n#if SH_DEGREE>2\nresult+=_so3*(\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15]);\n#if SH_DEGREE>3\nresult+=_so4*(\nSH_C4[0]*x*y*(xx-yy)*sh[16] +\nSH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +\nSH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +\nSH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +\nSH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +\nSH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +\nSH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +\nSH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +\nSH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24]);\n#endif\n#endif\n#endif\n#endif\nreturn result;}\nfn decompose(value: u32)->vec4f\n{let components : vec4f=vec4f(\nf32((value ) & 255u),\nf32((value>>u32( 8)) & 255u),\nf32((value>>u32(16)) & 255u),\nf32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}\n#ifdef USE_SOG\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if SH_DEGREE>0\nvar sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);let labelSize=textureDimensions(sogShNLabelsTexture,0);let idx=i32(splat.splatIndex+0.5);let lw=i32(labelSize.x);let lx=idx-(idx/lw)*lw;let ly=idx/lw;let labelRaw=textureLoad(sogShNLabelsTexture,vec2<i32>(lx,ly),0);let n=i32(labelRaw.r*255.0+0.5)+i32(labelRaw.g*255.0+0.5)*256;let coeffs=i32(uniforms.sogShCoeffCount+0.5);let u=(n-(n/64)*64)*coeffs;let v=n/64;for (var k: i32=0; k<24; k=k+1) {if (k>=coeffs) { break; }\nlet centroidRaw=textureLoad(sogShNCentroidsTexture,vec2<i32>(u+k,v),0);var shCoeff: vec3f;\n#ifdef USE_SOG_V2\nlet rIdx=i32(centroidRaw.r*255.0+0.5);let gIdx=i32(centroidRaw.g*255.0+0.5);let bIdx=i32(centroidRaw.b*255.0+0.5);shCoeff.r=textureLoad(sogCodebookTexture,vec2<i32>(512+rIdx,0),0).r;shCoeff.g=textureLoad(sogCodebookTexture,vec2<i32>(512+gIdx,0),0).r;shCoeff.b=textureLoad(sogCodebookTexture,vec2<i32>(512+bIdx,0),0).r;\n#else\nshCoeff=mix(vec3f(uniforms.sogShnMin),vec3f(uniforms.sogShnMax),centroidRaw.rgb);\n#endif\nsh[k+1]=shCoeff;}\nreturn computeColorFromSHDegree(dir,sh,1.,1.,1.,1.);\n#else\nreturn vec3f(0.,0.,0.);\n#endif\n}\n#else\nfn computeSHWeighted(splat: Splat,dir: vec3f,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{var sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);\n#if SH_DEGREE>0\nlet sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nlet sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nlet sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x);\n#endif\n#if SH_DEGREE>3\nlet sh12: vec4f=decompose(splat.sh3.x);let sh13: vec4f=decompose(splat.sh3.y);let sh14: vec4f=decompose(splat.sh3.z);let sh15: vec4f=decompose(splat.sh3.w);let sh16: vec4f=decompose(splat.sh4.x);let sh17: vec4f=decompose(splat.sh4.y);sh[16]=vec3f(sh11.y,sh11.z,sh11.w);sh[17]=vec3f(sh12.x,sh12.y,sh12.z);sh[18]=vec3f(sh12.w,sh13.x,sh13.y);sh[19]=vec3f(sh13.z,sh13.w,sh14.x);sh[20]=vec3f(sh14.y,sh14.z,sh14.w);sh[21]=vec3f(sh15.x,sh15.y,sh15.z);sh[22]=vec3f(sh15.w,sh16.x,sh16.y);sh[23]=vec3f(sh16.z,sh16.w,sh17.x);sh[24]=vec3f(sh17.y,sh17.z,sh17.w);\n#endif\nreturn computeColorFromSHDegree(dir,sh,_so1,_so2,_so3,_so4);}\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER1==1\nlet _w1: f32=1.0;\n#else\nlet _w1: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER2==1\nlet _w2: f32=1.0;\n#else\nlet _w2: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER3==1\nlet _w3: f32=1.0;\n#else\nlet _w3: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER4==1\nlet _w4: f32=1.0;\n#else\nlet _w4: f32=0.0;\n#endif\nreturn computeSHWeighted(splat,dir,_w1,_w2,_w3,_w4);}\n#endif\nfn gaussianSplatting(\nmeshPos: vec2<f32>,\nworldPos: vec3<f32>,\nscale: vec2<f32>,\ncovA: vec3<f32>,\ncovB: vec3<f32>,\nworldMatrix: mat4x4<f32>,\nviewMatrix: mat4x4<f32>,\nprojectionMatrix: mat4x4<f32>,\nfocal: vec2f,\ninvViewport: vec2f,\nkernelSize: f32,\nminPixelSize: f32\n)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}\nlet Vrk=mat3x3<f32>(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var J: mat3x3<f32>;if (isOrtho) {J=mat3x3<f32>(\nfocal.x,0.0,0.0,\n0.0,focal.y,0.0,\n0.0,0.0,0.0\n);} else {J=mat3x3<f32>(\nfocal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.0,0.0,0.0\n);}\nlet T=transpose(mat3x3<f32>(\nmodelView[0].xyz,\nmodelView[1].xyz,\nmodelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;\n#if COMPENSATION\nlet c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nlet c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c2d.y*c2d.y;let compensation: f32=sqrt(max(0.,detOrig/detBlur));vertexOutputs.vColor.w*=compensation;\n#endif\nlet mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}\nif (minPixelSize>0.0) {let l1=2.0*min(sqrt(2.0*lambda1),1024.0);let l2=2.0*min(sqrt(2.0*lambda2),1024.0);if (max(l1,l2)<minPixelSize) {return vec4f(0.0,0.0,2.0,1.0);}}\nlet diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(\nvCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,\npos2d.z,\npos2d.w\n);}\n#if IS_COMPOUND\nfn getPartWorld(partIndex: u32)->mat4x4<f32> {return uniforms.partWorld[partIndex];}\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nfn computeVoxelSplatWorldPos(rotationA: vec4f,rotationB: vec4f,rotationScale: vec4f,center: vec3f,splatWorld: mat4x4f,viewMatrix: mat4x4f,invWorldScale: mat4x4f,quadPos: vec2f)->vec4f {let splatRotation=mat3x3f(\nrotationA.xyz,\nvec3f(rotationA.w,rotationB.x,rotationB.y),\nvec3f(rotationB.z,rotationB.w,rotationScale.x)\n);let splatScale=rotationScale.yzw;let view3x3=mat3x3f(viewMatrix[0].xyz,viewMatrix[1].xyz,viewMatrix[2].xyz);let invWorldScale3x3=mat3x3f(invWorldScale[0].xyz,invWorldScale[1].xyz,invWorldScale[2].xyz);let splatWorld3x3=mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let rotToView=view3x3*invWorldScale3x3*splatWorld3x3*splatRotation;let axisLengthInViewZ=abs(vec3f(rotToView[0][2],rotToView[1][2],rotToView[2][2]));let gaussianSplatCutoffStddev: f32=0.7071067812; \nvar offsetSplatSpace: vec3f;if (axisLengthInViewZ.x>axisLengthInViewZ.y && axisLengthInViewZ.x>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(0.0,quadPos.x,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else if (axisLengthInViewZ.y>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(quadPos.x,0.0,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else {offsetSplatSpace=vec3f(quadPos.x,quadPos.y,0.0)*splatScale*gaussianSplatCutoffStddev;}\nlet vertexObjectSpace=center+splatRotation*offsetSplatSpace;return splatWorld*vec4f(vertexObjectSpace,1.0);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,2BAA2B,CAAC;AACnC,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Nd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./gaussianSplattingShared\";\nconst name = \"gaussianSplatting\";\nconst shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}\nstruct Splat {center: vec4f,\ncolor: vec4f,\ncovA: vec4f,\ncovB: vec4f,\n#if SH_DEGREE>0\nsh0: vec4<u32>,\n#endif\n#if SH_DEGREE>1\nsh1: vec4<u32>,\n#endif\n#if SH_DEGREE>2\nsh2: vec4<u32>,\n#endif\n#if SH_DEGREE>3\nsh3: vec4<u32>,\nsh4: vec4<u32>,\n#endif\n#if IS_COMPOUND\npartIndex: u32,\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nrotationA: vec4f,\nrotationB: vec4f,\nrotationScale: vec4f,\n#endif\n#ifdef USE_SOG\nsplatIndex: f32,\n#endif\n};fn getSplatIndex(localIndex: i32,splatIndex0: vec4f,splatIndex1: vec4f,splatIndex2: vec4f,splatIndex3: vec4f)->f32 {var splatIndex: f32;switch (localIndex)\n{case 0:\n{splatIndex=splatIndex0.x;break;}\ncase 1:\n{splatIndex=splatIndex0.y;break;}\ncase 2:\n{splatIndex=splatIndex0.z;break;}\ncase 3:\n{splatIndex=splatIndex0.w;break;}\ncase 4:\n{splatIndex=splatIndex1.x;break;}\ncase 5:\n{splatIndex=splatIndex1.y;break;}\ncase 6:\n{splatIndex=splatIndex1.z;break;}\ncase 7:\n{splatIndex=splatIndex1.w;break;}\ncase 8:\n{splatIndex=splatIndex2.x;break;}\ncase 9:\n{splatIndex=splatIndex2.y;break;}\ncase 10:\n{splatIndex=splatIndex2.z;break;}\ncase 11:\n{splatIndex=splatIndex2.w;break;}\ncase 12:\n{splatIndex=splatIndex3.x;break;}\ncase 13:\n{splatIndex=splatIndex3.y;break;}\ncase 14:\n{splatIndex=splatIndex3.z;break;}\ndefault:\n{splatIndex=splatIndex3.w;break;}}\nreturn splatIndex;}\nfn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));\n#ifdef USE_SOG\nlet mL=textureLoad(centersTexture,splatUVi32,0);let mU=textureLoad(covariancesATexture,splatUVi32,0);let sRaw=textureLoad(covariancesBTexture,splatUVi32,0);let qRaw=textureLoad(sogQuatsTexture,splatUVi32,0);let c0=textureLoad(colorsTexture,splatUVi32,0);let q16=(mU.xyz*256.0+mL.xyz)*(255.0/65535.0);let nPos=mix(uniforms.sogMeansMin,uniforms.sogMeansMax,q16);let center3=sign(nPos)*(exp(abs(nPos))-vec3f(1.0));splat.center=vec4f(center3,1.0);\n#ifdef USE_SOG_V2\nlet sIdx=floor(sRaw.xyz*255.0+0.5);var splatScale: vec3f;splatScale.x=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.x),0),0).r);splatScale.y=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.y),0),0).r);splatScale.z=exp(textureLoad(sogCodebookTexture,vec2<i32>(i32(sIdx.z),0),0).r);\n#else\nlet splatScale=exp(mix(uniforms.sogScalesMin,uniforms.sogScalesMax,sRaw.xyz));\n#endif\nlet invSqrt2: f32=0.70710678118;let qabc=(qRaw.xyz-vec3f(0.5))*2.0*invSqrt2;let qMode=i32(qRaw.w*255.0+0.5)-252;let qd=sqrt(max(0.0,1.0-dot(qabc,qabc)));var quat: vec4f;if (qMode==0) { quat=vec4f(qd,qabc.x,qabc.y,qabc.z); }\nelse if (qMode==1) { quat=vec4f(qabc.x,qd,qabc.y,qabc.z); }\nelse if (qMode==2) { quat=vec4f(qabc.x,qabc.y,qd,qabc.z); }\nelse { quat=vec4f(qabc.x,qabc.y,qabc.z,qd); }\nlet qw=quat.x; let qx=quat.y; let qy=quat.z; let qz=quat.w;let R=mat3x3<f32>(\n1.0-2.0*(qy*qy+qz*qz),2.0*(qx*qy+qw*qz), 2.0*(qx*qz-qw*qy),\n2.0*(qx*qy-qw*qz), 1.0-2.0*(qx*qx+qz*qz),2.0*(qy*qz+qw*qx),\n2.0*(qx*qz+qw*qy), 2.0*(qy*qz-qw*qx), 1.0-2.0*(qx*qx+qy*qy)\n);let S2=mat3x3<f32>(\n4.0*splatScale.x*splatScale.x,0.0,0.0,\n0.0,4.0*splatScale.y*splatScale.y,0.0,\n0.0,0.0,4.0*splatScale.z*splatScale.z\n);let Sigma=R*S2*transpose(R);splat.covA=vec4f(Sigma[0][0],Sigma[0][1],Sigma[0][2],Sigma[1][1]);splat.covB=vec4f(Sigma[1][2],Sigma[2][2],0.0,0.0);let SH_C0_SOG: f32=0.28209479177387814;\n#ifdef USE_SOG_V2\nvar c3: vec3f;c3.x=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.x*255.0+0.5),0),0).r;c3.y=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.y*255.0+0.5),0),0).r;c3.z=textureLoad(sogCodebookTexture,vec2<i32>(256+i32(c0.z*255.0+0.5),0),0).r;let colRgb=vec3f(0.5)+c3*SH_C0_SOG;let colA=c0.w;\n#else\nlet cLerp=mix(uniforms.sogSh0Min,uniforms.sogSh0Max,c0);let colRgb=vec3f(0.5)+cLerp.xyz*SH_C0_SOG;let colA=1.0/(1.0+exp(-cLerp.w));\n#endif\nsplat.color=vec4f(colRgb,colA);splat.splatIndex=splatIndex;\n#else\nsplat.center=textureLoad(centersTexture,splatUVi32,0);splat.color=textureLoad(colorsTexture,splatUVi32,0);\n#if !defined(IS_FOR_VOXELIZATION)\nsplat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;\n#endif\n#endif\n#if SH_DEGREE>0 && !defined(USE_SOG)\nsplat.sh0=textureLoad(shTexture0,splatUVi32,0);\n#endif\n#if SH_DEGREE>1 && !defined(USE_SOG)\nsplat.sh1=textureLoad(shTexture1,splatUVi32,0);\n#endif\n#if SH_DEGREE>2 && !defined(USE_SOG)\nsplat.sh2=textureLoad(shTexture2,splatUVi32,0);\n#endif\n#if SH_DEGREE>3 && !defined(USE_SOG)\nsplat.sh3=textureLoad(shTexture3,splatUVi32,0);splat.sh4=textureLoad(shTexture4,splatUVi32,0);\n#endif\n#if IS_COMPOUND\nsplat.partIndex=u32(textureLoad(partIndicesTexture,splatUVi32,0).r*255.0+0.5);\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nsplat.rotationA=textureLoad(rotationsATexture,splatUVi32,0);splat.rotationB=textureLoad(rotationsBTexture,splatUVi32,0);splat.rotationScale=textureLoad(rotationScaleTexture,splatUVi32,0);\n#endif\nreturn splat;}\n#include<gaussianSplattingShared>\nfn decompose(value: u32)->vec4f\n{let components : vec4f=vec4f(\nf32((value ) & 255u),\nf32((value>>u32( 8)) & 255u),\nf32((value>>u32(16)) & 255u),\nf32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}\n#ifdef USE_SOG\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if SH_DEGREE>0\nvar sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);let labelSize=textureDimensions(sogShNLabelsTexture,0);let idx=i32(splat.splatIndex+0.5);let lw=i32(labelSize.x);let lx=idx-(idx/lw)*lw;let ly=idx/lw;let labelRaw=textureLoad(sogShNLabelsTexture,vec2<i32>(lx,ly),0);let n=i32(labelRaw.r*255.0+0.5)+i32(labelRaw.g*255.0+0.5)*256;let coeffs=i32(uniforms.sogShCoeffCount+0.5);let u=(n-(n/64)*64)*coeffs;let v=n/64;for (var k: i32=0; k<24; k=k+1) {if (k>=coeffs) { break; }\nlet centroidRaw=textureLoad(sogShNCentroidsTexture,vec2<i32>(u+k,v),0);var shCoeff: vec3f;\n#ifdef USE_SOG_V2\nlet rIdx=i32(centroidRaw.r*255.0+0.5);let gIdx=i32(centroidRaw.g*255.0+0.5);let bIdx=i32(centroidRaw.b*255.0+0.5);shCoeff.r=textureLoad(sogCodebookTexture,vec2<i32>(512+rIdx,0),0).r;shCoeff.g=textureLoad(sogCodebookTexture,vec2<i32>(512+gIdx,0),0).r;shCoeff.b=textureLoad(sogCodebookTexture,vec2<i32>(512+bIdx,0),0).r;\n#else\nshCoeff=mix(vec3f(uniforms.sogShnMin),vec3f(uniforms.sogShnMax),centroidRaw.rgb);\n#endif\nsh[k+1]=shCoeff;}\nreturn computeColorFromSHDegree(dir,sh,1.,1.,1.,1.);\n#else\nreturn vec3f(0.,0.,0.);\n#endif\n}\n#else\nfn computeSHWeighted(splat: Splat,dir: vec3f,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{var sh: array<vec3<f32>,25>;sh[0]=vec3f(0.,0.,0.);\n#if SH_DEGREE>0\nlet sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nlet sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nlet sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x);\n#endif\n#if SH_DEGREE>3\nlet sh12: vec4f=decompose(splat.sh3.x);let sh13: vec4f=decompose(splat.sh3.y);let sh14: vec4f=decompose(splat.sh3.z);let sh15: vec4f=decompose(splat.sh3.w);let sh16: vec4f=decompose(splat.sh4.x);let sh17: vec4f=decompose(splat.sh4.y);sh[16]=vec3f(sh11.y,sh11.z,sh11.w);sh[17]=vec3f(sh12.x,sh12.y,sh12.z);sh[18]=vec3f(sh12.w,sh13.x,sh13.y);sh[19]=vec3f(sh13.z,sh13.w,sh14.x);sh[20]=vec3f(sh14.y,sh14.z,sh14.w);sh[21]=vec3f(sh15.x,sh15.y,sh15.z);sh[22]=vec3f(sh15.w,sh16.x,sh16.y);sh[23]=vec3f(sh16.z,sh16.w,sh17.x);sh[24]=vec3f(sh17.y,sh17.z,sh17.w);\n#endif\nreturn computeColorFromSHDegree(dir,sh,_so1,_so2,_so3,_so4);}\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER1==1\nlet _w1: f32=1.0;\n#else\nlet _w1: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER2==1\nlet _w2: f32=1.0;\n#else\nlet _w2: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER3==1\nlet _w3: f32=1.0;\n#else\nlet _w3: f32=0.0;\n#endif\n#if !defined(GS_DBG_ENABLED) || GS_DBG_SH_ORDER4==1\nlet _w4: f32=1.0;\n#else\nlet _w4: f32=0.0;\n#endif\nreturn computeSHWeighted(splat,dir,_w1,_w2,_w3,_w4);}\n#endif\nfn gaussianSplatting(\nmeshPos: vec2<f32>,\nworldPos: vec3<f32>,\nscale: vec2<f32>,\ncovA: vec3<f32>,\ncovB: vec3<f32>,\nworldMatrix: mat4x4<f32>,\nviewMatrix: mat4x4<f32>,\nprojectionMatrix: mat4x4<f32>,\nfocal: vec2f,\ninvViewport: vec2f,\nkernelSize: f32,\nminPixelSize: f32\n)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}\nlet isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var cov2d=computeCov2D(covA,covB,modelView,camspace.xyz,focal,isOrtho);\n#if COMPENSATION\nlet c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nlet c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c2d.y*c2d.y;let compensation: f32=sqrt(max(0.,detOrig/detBlur));vertexOutputs.vColor.w*=compensation;\n#endif\nlet mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}\nif (minPixelSize>0.0) {let l1=2.0*min(sqrt(2.0*lambda1),1024.0);let l2=2.0*min(sqrt(2.0*lambda2),1024.0);if (max(l1,l2)<minPixelSize) {return vec4f(0.0,0.0,2.0,1.0);}}\nlet diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);\n#define CUSTOM_GAUSSIAN_SPLAT_PROJECTED_SIZE\nlet vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(\nvCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,\npos2d.z,\npos2d.w\n);}\n#if IS_COMPOUND\nfn getPartWorld(partIndex: u32)->mat4x4<f32> {return uniforms.partWorld[partIndex];}\n#endif\n#if defined(IS_FOR_VOXELIZATION)\nfn computeVoxelSplatWorldPos(rotationA: vec4f,rotationB: vec4f,rotationScale: vec4f,center: vec3f,splatWorld: mat4x4f,viewMatrix: mat4x4f,invWorldScale: mat4x4f,quadPos: vec2f)->vec4f {let splatRotation=mat3x3f(\nrotationA.xyz,\nvec3f(rotationA.w,rotationB.x,rotationB.y),\nvec3f(rotationB.z,rotationB.w,rotationScale.x)\n);let splatScale=rotationScale.yzw;let view3x3=mat3x3f(viewMatrix[0].xyz,viewMatrix[1].xyz,viewMatrix[2].xyz);let invWorldScale3x3=mat3x3f(invWorldScale[0].xyz,invWorldScale[1].xyz,invWorldScale[2].xyz);let splatWorld3x3=mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let rotToView=view3x3*invWorldScale3x3*splatWorld3x3*splatRotation;let axisLengthInViewZ=abs(vec3f(rotToView[0][2],rotToView[1][2],rotToView[2][2]));let gaussianSplatCutoffStddev: f32=0.7071067812; \nvar offsetSplatSpace: vec3f;if (axisLengthInViewZ.x>axisLengthInViewZ.y && axisLengthInViewZ.x>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(0.0,quadPos.x,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else if (axisLengthInViewZ.y>axisLengthInViewZ.z) {offsetSplatSpace=vec3f(quadPos.x,0.0,quadPos.y)*splatScale*gaussianSplatCutoffStddev;} else {offsetSplatSpace=vec3f(quadPos.x,quadPos.y,0.0)*splatScale*gaussianSplatCutoffStddev;}\nlet vertexObjectSpace=center+splatRotation*offsetSplatSpace;return splatWorld*vec4f(vertexObjectSpace,1.0);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingWGSL = { name, shader };\n"]}
@@ -7,11 +7,11 @@ const shader = `fn gaussianColor(inColor: vec4f,inPosition: vec2f)->vec4f
7
7
  {var A : f32=-dot(inPosition,inPosition);if (A>-4.0)
8
8
  {var B: f32=exp(A)*inColor.a;
9
9
  #include<logDepthFragment>
10
- var color: vec3f=inColor.rgb;
10
+ var color: vec4f=vec4f(inColor.rgb,B);
11
11
  #ifdef FOG
12
12
  #include<fogFragment>
13
13
  #endif
14
- return vec4f(color,B);} else {return vec4f(0.0);}}
14
+ return color;} else {return vec4f(0.0);}}
15
15
  `;
16
16
  // Sideeffect
17
17
  if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,oBAAoB,CAAC;AAC5B,OAAO,eAAe,CAAC;AACvB,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./logDepthFragment\";\nimport \"./fogFragment\";\nconst name = \"gaussianSplattingFragmentDeclaration\";\nconst shader = `fn gaussianColor(inColor: vec4f,inPosition: vec2f)->vec4f\n{var A : f32=-dot(inPosition,inPosition);if (A>-4.0)\n{var B: f32=exp(A)*inColor.a;\n#include<logDepthFragment>\nvar color: vec3f=inColor.rgb;\n#ifdef FOG\n#include<fogFragment>\n#endif\nreturn vec4f(color,B);} else {return vec4f(0.0);}}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingFragmentDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplattingFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,oBAAoB,CAAC;AAC5B,OAAO,eAAe,CAAC;AACvB,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wCAAwC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./logDepthFragment\";\nimport \"./fogFragment\";\nconst name = \"gaussianSplattingFragmentDeclaration\";\nconst shader = `fn gaussianColor(inColor: vec4f,inPosition: vec2f)->vec4f\n{var A : f32=-dot(inPosition,inPosition);if (A>-4.0)\n{var B: f32=exp(A)*inColor.a;\n#include<logDepthFragment>\nvar color: vec4f=vec4f(inColor.rgb,B);\n#ifdef FOG\n#include<fogFragment>\n#endif\nreturn color;} else {return vec4f(0.0);}}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingFragmentDeclarationWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const gaussianSplattingSharedWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,79 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "gaussianSplattingShared";
4
+ const shader = `fn computeCov2D(covA: vec3f,covB: vec3f,modelView: mat4x4f,camspace: vec3f,focal: vec2f,isOrtho: bool)->mat3x3f {let Vrk=mat3x3f(
5
+ covA.x,covA.y,covA.z,
6
+ covA.y,covB.x,covB.y,
7
+ covA.z,covB.y,covB.z);var J: mat3x3f;if (isOrtho) {J=mat3x3f(focal.x,0.0,0.0,0.0,focal.y,0.0,0.0,0.0,0.0);} else {J=mat3x3f(
8
+ focal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),
9
+ 0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),
10
+ 0.0,0.0,0.0);}
11
+ let T=transpose(mat3x3f(modelView[0].xyz,modelView[1].xyz,modelView[2].xyz))*J;return transpose(T)*Vrk*T;}
12
+ fn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f
13
+ {let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(
14
+ 1.092548430,
15
+ -1.09254843,
16
+ 0.315391565,
17
+ -1.09254843,
18
+ 0.546274215
19
+ );var SH_C3: array<f32,7>=array<f32,7>(
20
+ -0.59004358,
21
+ 2.890611442,
22
+ -0.45704579,
23
+ 0.373176332,
24
+ -0.45704579,
25
+ 1.445305721,
26
+ -0.59004358
27
+ );var SH_C4: array<f32,9>=array<f32,9>(
28
+ 2.5033429418,
29
+ -1.7701307698,
30
+ 0.9461746958,
31
+ -0.6690465436,
32
+ 0.1057855469,
33
+ -0.6690465436,
34
+ 0.4730873479,
35
+ -1.7701307698,
36
+ 0.6258357354
37
+ );var result: vec3f=/*SH_C0**/sh[0];
38
+ #if SH_DEGREE>0
39
+ let x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);
40
+ #if SH_DEGREE>1
41
+ let xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(
42
+ SH_C2[0]*xy*sh[4] +
43
+ SH_C2[1]*yz*sh[5] +
44
+ SH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +
45
+ SH_C2[3]*xz*sh[7] +
46
+ SH_C2[4]*(xx-yy)*sh[8]);
47
+ #if SH_DEGREE>2
48
+ result+=_so3*(
49
+ SH_C3[0]*y*(3.0f*xx-yy)*sh[9] +
50
+ SH_C3[1]*xy*z*sh[10] +
51
+ SH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +
52
+ SH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +
53
+ SH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +
54
+ SH_C3[5]*z*(xx-yy)*sh[14] +
55
+ SH_C3[6]*x*(xx-3.0f*yy)*sh[15]);
56
+ #if SH_DEGREE>3
57
+ result+=_so4*(
58
+ SH_C4[0]*x*y*(xx-yy)*sh[16] +
59
+ SH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +
60
+ SH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +
61
+ SH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +
62
+ SH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +
63
+ SH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +
64
+ SH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +
65
+ SH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +
66
+ SH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24]);
67
+ #endif
68
+ #endif
69
+ #endif
70
+ #endif
71
+ return result;}
72
+ `;
73
+ // Sideeffect
74
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
75
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
76
+ }
77
+ /** @internal */
78
+ export const gaussianSplattingSharedWGSL = { name, shader };
79
+ //# sourceMappingURL=gaussianSplattingShared.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gaussianSplattingShared.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplattingShared.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianSplattingShared\";\nconst shader = `fn computeCov2D(covA: vec3f,covB: vec3f,modelView: mat4x4f,camspace: vec3f,focal: vec2f,isOrtho: bool)->mat3x3f {let Vrk=mat3x3f(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z);var J: mat3x3f;if (isOrtho) {J=mat3x3f(focal.x,0.0,0.0,0.0,focal.y,0.0,0.0,0.0,0.0);} else {J=mat3x3f(\nfocal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.0,0.0,0.0);}\nlet T=transpose(mat3x3f(modelView[0].xyz,modelView[1].xyz,modelView[2].xyz))*J;return transpose(T)*Vrk*T;}\nfn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,25>,_so1: f32,_so2: f32,_so3: f32,_so4: f32)->vec3f\n{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(\n1.092548430,\n-1.09254843,\n0.315391565,\n-1.09254843,\n0.546274215\n);var SH_C3: array<f32,7>=array<f32,7>(\n-0.59004358,\n2.890611442,\n-0.45704579,\n0.373176332,\n-0.45704579,\n1.445305721,\n-0.59004358\n);var SH_C4: array<f32,9>=array<f32,9>(\n2.5033429418,\n-1.7701307698,\n0.9461746958,\n-0.6690465436,\n0.1057855469,\n-0.6690465436,\n0.4730873479,\n-1.7701307698,\n0.6258357354\n);var result: vec3f=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nlet x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=_so1*(-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3]);\n#if SH_DEGREE>1\nlet xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=_so2*(\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8]);\n#if SH_DEGREE>2\nresult+=_so3*(\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15]);\n#if SH_DEGREE>3\nresult+=_so4*(\nSH_C4[0]*x*y*(xx-yy)*sh[16] +\nSH_C4[1]*y*z*(3.0f*xx-yy)*sh[17] +\nSH_C4[2]*x*y*(7.0f*zz-1.0f)*sh[18] +\nSH_C4[3]*y*z*(7.0f*zz-3.0f)*sh[19] +\nSH_C4[4]*(zz*(35.0f*zz-30.0f)+3.0f)*sh[20] +\nSH_C4[5]*x*z*(7.0f*zz-3.0f)*sh[21] +\nSH_C4[6]*(xx-yy)*(7.0f*zz-1.0f)*sh[22] +\nSH_C4[7]*x*z*(xx-3.0f*yy)*sh[23] +\nSH_C4[8]*(xx*(xx-3.0f*yy)-yy*(3.0f*xx-yy))*sh[24]);\n#endif\n#endif\n#endif\n#endif\nreturn result;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingSharedWGSL = { name, shader };\n"]}
@@ -13,7 +13,15 @@ specular: vec3f,
13
13
  ndl: f32,
14
14
  #endif
15
15
  };fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)
16
- {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
16
+ {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;
17
+ #if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)
18
+ if (dot(direction,direction)>=range*range) {result.diffuse=vec3f(0.);
19
+ #ifdef SPECULARTERM
20
+ result.specular=vec3f(0.);
21
+ #endif
22
+ return result;}
23
+ #endif
24
+ attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
17
25
  else
18
26
  {lightVectorW=normalize(-lightData.xyz);}
19
27
  var ndl: f32=max(0.,dot(vNormal,lightVectorW));
@@ -36,7 +44,15 @@ result.diffuse=ndl*diffuseColor*attenuation;
36
44
  var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
37
45
  #endif
38
46
  return result;}
39
- fn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
47
+ fn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;
48
+ #if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)
49
+ if (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);
50
+ #ifdef SPECULARTERM
51
+ result.specular=vec3f(0.);
52
+ #endif
53
+ return result;}
54
+ #endif
55
+ var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
40
56
  {attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
41
57
  var result: lightingInfo;result.diffuse=vec3f(0.);
42
58
  #ifdef SPECULARTERM
@@ -46,7 +62,15 @@ result.specular=vec3f(0.);
46
62
  result.ndl=0.;
47
63
  #endif
48
64
  return result;}
49
- fn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
65
+ fn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;
66
+ #if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)
67
+ if (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);
68
+ #ifdef SPECULARTERM
69
+ result.specular=vec3f(0.);
70
+ #endif
71
+ return result;}
72
+ #endif
73
+ var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
50
74
  {attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
51
75
  var result: lightingInfo;result.diffuse=vec3f(0.);
52
76
  #ifdef SPECULARTERM
@@ -1 +1 @@
1
- {"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,sBAAsB,CAAC;AAC9B,OAAO,8BAA8B,CAAC;AACtC,OAAO,4BAA4B,CAAC;AACpC,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiFd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./ltcHelperFunctions\";\nimport \"./clusteredLightingFunctions\";\nimport \"./clusteredLightingCompute\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}\nfn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)\n{attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\nfn computeAreaLightingWithTexture(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,emissionTexture: texture_2d<f32>,emissionTextureSampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc1Sampler,ltc2,ltc2Sampler,emissionTexture,emissionTextureSampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel: vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\n#include<clusteredLightingCompute>[0..maxSimultaneousLights]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,sBAAsB,CAAC;AAC9B,OAAO,8BAA8B,CAAC;AACtC,OAAO,4BAA4B,CAAC;AACpC,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./ltcHelperFunctions\";\nimport \"./clusteredLightingFunctions\";\nimport \"./clusteredLightingCompute\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;\n#if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)\nif (dot(direction,direction)>=range*range) {result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\nreturn result;}\n#endif\nattenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}\nfn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;\n#if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)\nif (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\nreturn result;}\n#endif\nvar lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)\n{attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;\n#if defined(SKIP_OUT_OF_RANGE_LIGHTING) && !defined(NDOTL)\nif (dot(direction,direction)>=range*range) {var result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\nreturn result;}\n#endif\nvar lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\nfn computeAreaLightingWithTexture(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,emissionTexture: texture_2d<f32>,emissionTextureSampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc1Sampler,ltc2,ltc2Sampler,emissionTexture,emissionTextureSampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel: vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\n#include<clusteredLightingCompute>[0..maxSimultaneousLights]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const gaussianPointSplattingBlitPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,22 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "gaussianPointSplattingBlitPixelShader";
4
+ const shader = `uniform resolution: vec2f;uniform projZ: vec4f;uniform inverseProjection: mat4x4f;uniform useInverseProjection: f32;uniform logarithmicDepthConstant: f32;varying vScreenUv: vec2f;var<storage,read> accumBuffer : array<vec4f>;var<storage,read> accumDepth : array<f32>;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ @fragment
7
+ fn main(input: FragmentInputs)->FragmentOutputs {
8
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
9
+ let res=uniforms.resolution;let uv=clamp(fragmentInputs.vScreenUv,vec2f(0.0,0.0),vec2f(0.99999,0.99999));let pixel=vec2u(uv*res);let idx=pixel.y*u32(res.x)+pixel.x;let accumulated=accumBuffer[idx];if (accumulated.w<0.0015) {discard;}
10
+ fragmentOutputs.color=vec4f(accumulated.rgb,accumulated.w);var depth=accumDepth[idx];if (uniforms.logarithmicDepthConstant>0.0) {var clipW : f32;if (uniforms.useInverseProjection>0.5) {let ndcXY=(vec2f(pixel)+0.5)/res*2.0-1.0;let unprojected=uniforms.inverseProjection*vec4f(ndcXY,depth,1.0);clipW=1.0/unprojected.w;} else {let vz=(depth*uniforms.projZ.w-uniforms.projZ.z)/(uniforms.projZ.x-depth*uniforms.projZ.y);clipW=uniforms.projZ.y*vz+uniforms.projZ.w;}
11
+ depth=log2(max(0.000001,1.0+clipW))*uniforms.logarithmicDepthConstant*0.5;}
12
+ fragmentOutputs.fragDepth=depth;
13
+ #define CUSTOM_FRAGMENT_MAIN_END
14
+ }
15
+ `;
16
+ // Sideeffect
17
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
18
+ ShaderStore.ShadersStoreWGSL[name] = shader;
19
+ }
20
+ /** @internal */
21
+ export const gaussianPointSplattingBlitPixelShaderWGSL = { name, shader };
22
+ //# sourceMappingURL=gaussianPointSplattingBlit.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gaussianPointSplattingBlit.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianPointSplattingBlit.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gaussianPointSplattingBlitPixelShader\";\nconst shader = `uniform resolution: vec2f;uniform projZ: vec4f;uniform inverseProjection: mat4x4f;uniform useInverseProjection: f32;uniform logarithmicDepthConstant: f32;varying vScreenUv: vec2f;var<storage,read> accumBuffer : array<vec4f>;var<storage,read> accumDepth : array<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nlet res=uniforms.resolution;let uv=clamp(fragmentInputs.vScreenUv,vec2f(0.0,0.0),vec2f(0.99999,0.99999));let pixel=vec2u(uv*res);let idx=pixel.y*u32(res.x)+pixel.x;let accumulated=accumBuffer[idx];if (accumulated.w<0.0015) {discard;}\nfragmentOutputs.color=vec4f(accumulated.rgb,accumulated.w);var depth=accumDepth[idx];if (uniforms.logarithmicDepthConstant>0.0) {var clipW : f32;if (uniforms.useInverseProjection>0.5) {let ndcXY=(vec2f(pixel)+0.5)/res*2.0-1.0;let unprojected=uniforms.inverseProjection*vec4f(ndcXY,depth,1.0);clipW=1.0/unprojected.w;} else {let vz=(depth*uniforms.projZ.w-uniforms.projZ.z)/(uniforms.projZ.x-depth*uniforms.projZ.y);clipW=uniforms.projZ.y*vz+uniforms.projZ.w;}\ndepth=log2(max(0.000001,1.0+clipW))*uniforms.logarithmicDepthConstant*0.5;}\nfragmentOutputs.fragDepth=depth;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const gaussianPointSplattingBlitPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const gaussianPointSplattingBlitVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,19 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "gaussianPointSplattingBlitVertexShader";
4
+ const shader = `attribute position: vec3f;varying vScreenUv: vec2f;
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ @vertex
7
+ fn main(input : VertexInputs)->FragmentInputs {
8
+ #define CUSTOM_VERTEX_MAIN_BEGIN
9
+ vertexOutputs.position=vec4f(vertexInputs.position.xy,0.0,1.0);vertexOutputs.vScreenUv=vertexInputs.position.xy*0.5+vec2f(0.5,0.5);
10
+ #define CUSTOM_VERTEX_MAIN_END
11
+ }
12
+ `;
13
+ // Sideeffect
14
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
15
+ ShaderStore.ShadersStoreWGSL[name] = shader;
16
+ }
17
+ /** @internal */
18
+ export const gaussianPointSplattingBlitVertexShaderWGSL = { name, shader };
19
+ //# sourceMappingURL=gaussianPointSplattingBlit.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gaussianPointSplattingBlit.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianPointSplattingBlit.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,0CAA0C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gaussianPointSplattingBlitVertexShader\";\nconst shader = `attribute position: vec3f;varying vScreenUv: vec2f;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.position=vec4f(vertexInputs.position.xy,0.0,1.0);vertexOutputs.vScreenUv=vertexInputs.position.xy*0.5+vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const gaussianPointSplattingBlitVertexShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const gaussianPointSplattingDepthBlitPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,21 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "gaussianPointSplattingDepthBlitPixelShader";
4
+ const shader = `uniform resolution: vec2f;uniform depthValues: vec2f;uniform projZ: vec4f;uniform inverseProjection: mat4x4f;uniform useInverseProjection: f32;uniform reverseDepth: f32;varying vScreenUv: vec2f;var<storage,read> accumBuffer : array<vec4f>;var<storage,read> accumDepth : array<f32>;
5
+ #define CUSTOM_FRAGMENT_DEFINITIONS
6
+ @fragment
7
+ fn main(input: FragmentInputs)->FragmentOutputs {
8
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
9
+ let res=uniforms.resolution;let uv=clamp(fragmentInputs.vScreenUv,vec2f(0.0,0.0),vec2f(0.99999,0.99999));let pixel=vec2u(uv*res);let idx=pixel.y*u32(res.x)+pixel.x;if (accumBuffer[idx].w<0.0015) {discard;}
10
+ let ndc=accumDepth[idx];var clipZ : f32;if (uniforms.useInverseProjection>0.5) {let ndcXY=(vec2f(pixel)+0.5)/res*2.0-1.0;let unprojected=uniforms.inverseProjection*vec4f(ndcXY,ndc,1.0);clipZ=ndc/unprojected.w;} else {let denom=uniforms.projZ.x-ndc*uniforms.projZ.y;let vz=(ndc*uniforms.projZ.w-uniforms.projZ.z)/denom;clipZ=uniforms.projZ.x*vz+uniforms.projZ.z;}
11
+ let signedClipZ=select(clipZ,-clipZ,uniforms.reverseDepth>0.5);let metric=(signedClipZ+uniforms.depthValues.x)/uniforms.depthValues.y;fragmentOutputs.color=vec4f(metric,0.0,0.0,1.0);fragmentOutputs.fragDepth=ndc;
12
+ #define CUSTOM_FRAGMENT_MAIN_END
13
+ }
14
+ `;
15
+ // Sideeffect
16
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
17
+ ShaderStore.ShadersStoreWGSL[name] = shader;
18
+ }
19
+ /** @internal */
20
+ export const gaussianPointSplattingDepthBlitPixelShaderWGSL = { name, shader };
21
+ //# sourceMappingURL=gaussianPointSplattingDepthBlit.fragment.js.map