deeptwins-cesium-engine 0.0.3

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Files changed (2085) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-2363JE27.js +163 -0
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  1974. package/Source/Shaders/SunVS.js +30 -0
  1975. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +48 -0
  1976. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +50 -0
  1977. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +85 -0
  1978. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1979. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1980. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1981. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1982. package/Source/Shaders/VectorTileVS.js +11 -0
  1983. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1984. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1985. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1986. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1987. package/Source/Shaders/Voxels/IntersectBox.glsl +34 -0
  1988. package/Source/Shaders/Voxels/IntersectBox.js +36 -0
  1989. package/Source/Shaders/Voxels/IntersectCylinder.glsl +142 -0
  1990. package/Source/Shaders/Voxels/IntersectCylinder.js +144 -0
  1991. package/Source/Shaders/Voxels/IntersectDepth.glsl +27 -0
  1992. package/Source/Shaders/Voxels/IntersectDepth.js +29 -0
  1993. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +330 -0
  1994. package/Source/Shaders/Voxels/IntersectEllipsoid.js +332 -0
  1995. package/Source/Shaders/Voxels/IntersectLongitude.glsl +114 -0
  1996. package/Source/Shaders/Voxels/IntersectLongitude.js +116 -0
  1997. package/Source/Shaders/Voxels/IntersectPlane.glsl +80 -0
  1998. package/Source/Shaders/Voxels/IntersectPlane.js +82 -0
  1999. package/Source/Shaders/Voxels/Intersection.glsl +50 -0
  2000. package/Source/Shaders/Voxels/Intersection.js +52 -0
  2001. package/Source/Shaders/Voxels/IntersectionUtils.glsl +167 -0
  2002. package/Source/Shaders/Voxels/IntersectionUtils.js +169 -0
  2003. package/Source/Shaders/Voxels/Megatexture.glsl +123 -0
  2004. package/Source/Shaders/Voxels/Megatexture.js +125 -0
  2005. package/Source/Shaders/Voxels/Octree.glsl +257 -0
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  2007. package/Source/Shaders/Voxels/VoxelFS.glsl +267 -0
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  2009. package/Source/Shaders/Voxels/VoxelUtils.glsl +12 -0
  2010. package/Source/Shaders/Voxels/VoxelUtils.js +14 -0
  2011. package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
  2012. package/Source/Shaders/Voxels/VoxelVS.js +13 -0
  2013. package/Source/Shaders/Voxels/convertLocalToBoxUv.glsl +30 -0
  2014. package/Source/Shaders/Voxels/convertLocalToBoxUv.js +32 -0
  2015. package/Source/Shaders/Voxels/convertLocalToCylinderUv.glsl +97 -0
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  2017. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.glsl +193 -0
  2018. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.js +195 -0
  2019. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  2020. package/Source/ThirdParty/Workers/package.json +1 -0
  2021. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -0
  2022. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  2023. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  2024. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  2025. package/Source/ThirdParty/wasm_splats_bg.wasm +0 -0
  2026. package/Source/ThirdParty/zip-module.wasm +0 -0
  2027. package/Source/Widget/CesiumWidget.css +119 -0
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  2075. package/Source/Workers/decodeI3S.js +1652 -0
  2076. package/Source/Workers/gaussianSplatSorter.js +34 -0
  2077. package/Source/Workers/gaussianSplatTextureGenerator.js +39 -0
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  2082. package/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +55 -0
  2083. package/index.d.ts +46026 -0
  2084. package/index.js +1227 -0
  2085. package/package.json +79 -0
@@ -0,0 +1,1065 @@
1
+ import Frozen from "../Core/Frozen.js";
2
+ import Matrix4 from "../Core/Matrix4.js";
3
+ import ModelUtility from "./Model/ModelUtility.js";
4
+ import GaussianSplatSorter from "./GaussianSplatSorter.js";
5
+ import GaussianSplatTextureGenerator from "./GaussianSplatTextureGenerator.js";
6
+ import ComponentDatatype from "../Core/ComponentDatatype.js";
7
+ import PixelDatatype from "../Renderer/PixelDatatype.js";
8
+ import PixelFormat from "../Core/PixelFormat.js";
9
+ import Sampler from "../Renderer/Sampler.js";
10
+ import Texture from "../Renderer/Texture.js";
11
+ import GaussianSplatRenderResources from "./GaussianSplatRenderResources.js";
12
+ import BlendingState from "./BlendingState.js";
13
+ import Pass from "../Renderer/Pass.js";
14
+ import ShaderDestination from "../Renderer/ShaderDestination.js";
15
+ import GaussianSplatVS from "../Shaders/PrimitiveGaussianSplatVS.js";
16
+ import GaussianSplatFS from "../Shaders/PrimitiveGaussianSplatFS.js";
17
+ import PrimitiveType from "../Core/PrimitiveType.js";
18
+ import DrawCommand from "../Renderer/DrawCommand.js";
19
+ import Geometry from "../Core/Geometry.js";
20
+ import GeometryAttribute from "../Core/GeometryAttribute.js";
21
+ import VertexArray from "../Renderer/VertexArray.js";
22
+ import BufferUsage from "../Renderer/BufferUsage.js";
23
+ import RenderState from "../Renderer/RenderState.js";
24
+ import clone from "../Core/clone.js";
25
+ import defined from "../Core/defined.js";
26
+ import VertexAttributeSemantic from "./VertexAttributeSemantic.js";
27
+ import AttributeType from "./AttributeType.js";
28
+ import ModelComponents from "./ModelComponents.js";
29
+ import Axis from "./Axis.js";
30
+ import Cartesian3 from "../Core/Cartesian3.js";
31
+ import Quaternion from "../Core/Quaternion.js";
32
+ import SplitDirection from "./SplitDirection.js";
33
+ import destroyObject from "../Core/destroyObject.js";
34
+ import ContextLimits from "../Renderer/ContextLimits.js";
35
+ import Transforms from "../Core/Transforms.js";
36
+
37
+ const scratchMatrix4A = new Matrix4();
38
+ const scratchMatrix4B = new Matrix4();
39
+ const scratchMatrix4C = new Matrix4();
40
+ const scratchMatrix4D = new Matrix4();
41
+
42
+ const GaussianSplatSortingState = {
43
+ IDLE: 0,
44
+ WAITING: 1,
45
+ SORTING: 2,
46
+ SORTED: 3,
47
+ ERROR: 4,
48
+ };
49
+
50
+ function createSphericalHarmonicsTexture(context, shData) {
51
+ const texture = new Texture({
52
+ context: context,
53
+ source: {
54
+ width: shData.width,
55
+ height: shData.height,
56
+ arrayBufferView: shData.data,
57
+ },
58
+ preMultiplyAlpha: false,
59
+ skipColorSpaceConversion: true,
60
+ pixelFormat: PixelFormat.RG_INTEGER,
61
+ pixelDatatype: PixelDatatype.UNSIGNED_INT,
62
+ flipY: false,
63
+ sampler: Sampler.NEAREST,
64
+ });
65
+
66
+ return texture;
67
+ }
68
+
69
+ function createGaussianSplatTexture(context, splatTextureData) {
70
+ return new Texture({
71
+ context: context,
72
+ source: {
73
+ width: splatTextureData.width,
74
+ height: splatTextureData.height,
75
+ arrayBufferView: splatTextureData.data,
76
+ },
77
+ preMultiplyAlpha: false,
78
+ skipColorSpaceConversion: true,
79
+ pixelFormat: PixelFormat.RGBA_INTEGER,
80
+ pixelDatatype: PixelDatatype.UNSIGNED_INT,
81
+ flipY: false,
82
+ sampler: Sampler.NEAREST,
83
+ });
84
+ }
85
+
86
+ /** A primitive that renders Gaussian splats.
87
+ * <p>
88
+ * This primitive is used to render Gaussian splats in a 3D Tileset.
89
+ * It is designed to work with the KHR_gaussian_splatting and KHR_gaussian_splatting_compression_spz_2 extensions.
90
+ * </p>
91
+ * @alias GaussianSplatPrimitive
92
+ * @constructor
93
+ * @param {object} options An object with the following properties:
94
+ * @param {Cesium3DTileset} options.tileset The tileset that this primitive belongs to.
95
+ * @param {boolean} [options.debugShowBoundingVolume=false] Whether to show the bounding volume of the primitive for debugging purposes.
96
+ * @private
97
+ */
98
+
99
+ function GaussianSplatPrimitive(options) {
100
+ options = options ?? Frozen.EMPTY_OBJECT;
101
+
102
+ /**
103
+ * The positions of the Gaussian splats in the primitive.
104
+ * @type {undefined|Float32Array}
105
+ * @private
106
+ */
107
+ this._positions = undefined;
108
+ /**
109
+ * The rotations of the Gaussian splats in the primitive.
110
+ * @type {undefined|Float32Array}
111
+ * @private
112
+ */
113
+ this._rotations = undefined;
114
+ /**
115
+ * The scales of the Gaussian splats in the primitive.
116
+ * @type {undefined|Float32Array}
117
+ * @private
118
+ */
119
+ this._scales = undefined;
120
+ /**
121
+ * The colors of the Gaussian splats in the primitive.
122
+ * @type {undefined|Uint8Array}
123
+ * @private
124
+ */
125
+ this._colors = undefined;
126
+ /**
127
+ * The indexes of the Gaussian splats in the primitive.
128
+ * Used to index into the splat attribute texture in the vertex shader.
129
+ * @type {undefined|Uint32Array}
130
+ * @private
131
+ */
132
+ this._indexes = undefined;
133
+ /**
134
+ * The number of splats in the primitive.
135
+ * This is the total number of splats across all selected tiles.
136
+ * @type {number}
137
+ * @private
138
+ */
139
+ this._numSplats = 0;
140
+ /**
141
+ * Indicates whether or not the primitive needs a Gaussian splat texture.
142
+ * This is set to true when the primitive is first created or when the splat attributes change.
143
+ * @type {boolean}
144
+ * @private
145
+ */
146
+ this._needsGaussianSplatTexture = true;
147
+
148
+ /**
149
+ * The previous view matrix used to determine if the primitive needs to be updated.
150
+ * This is used to avoid unnecessary updates when the view matrix hasn't changed.
151
+ * @type {Matrix4}
152
+ * @private
153
+ */
154
+ this._prevViewMatrix = new Matrix4();
155
+
156
+ /**
157
+ * Indicates whether or not to show the bounding volume of the primitive for debugging purposes.
158
+ * This is used to visualize the bounding volume of the primitive in the scene.
159
+ * @type {boolean}
160
+ * @private
161
+ */
162
+ this._debugShowBoundingVolume = options.debugShowBoundingVolume ?? false;
163
+
164
+ /**
165
+ * The texture used to store the Gaussian splat attributes.
166
+ * This texture is created from the splat attributes (positions, scales, rotations, colors)
167
+ * and is used in the vertex shader to render the splats.
168
+ * @type {undefined|Texture}
169
+ * @private
170
+ * @see {@link GaussianSplatTextureGenerator}
171
+ */
172
+ this.gaussianSplatTexture = undefined;
173
+
174
+ /**
175
+ * The texture used to store the spherical harmonics coefficients for the Gaussian splats.
176
+ * @type {undefined|Texture}
177
+ * @private
178
+ */
179
+ this.sphericalHarmonicsTexture = undefined;
180
+
181
+ /**
182
+ * The last width of the Gaussian splat texture.
183
+ * This is used to track changes in the texture size and update the primitive accordingly.
184
+ * @type {number}
185
+ * @private
186
+ */
187
+ this._lastTextureWidth = 0;
188
+ /**
189
+ * The last height of the Gaussian splat texture.
190
+ * This is used to track changes in the texture size and update the primitive accordingly.
191
+ * @type {number}
192
+ * @private
193
+ */
194
+ this._lastTextureHeight = 0;
195
+ /**
196
+ * The vertex array used to render the Gaussian splats.
197
+ * This vertex array contains the attributes needed to render the splats, such as positions and indexes.
198
+ * @type {undefined|VertexArray}
199
+ * @private
200
+ */
201
+ this._vertexArray = undefined;
202
+ /**
203
+ * The length of the vertex array, used to track changes in the number of splats.
204
+ * This is used to determine if the vertex array needs to be rebuilt.
205
+ * @type {number}
206
+ * @private
207
+ */
208
+ this._vertexArrayLen = -1;
209
+ this._splitDirection = SplitDirection.NONE;
210
+
211
+ /**
212
+ * The dirty flag forces the primitive to render this frame.
213
+ * @type {boolean}
214
+ * @private
215
+ */
216
+ this._dirty = false;
217
+
218
+ this._tileset = options.tileset;
219
+
220
+ this._baseTilesetUpdate = this._tileset.update;
221
+ this._tileset.update = this._wrappedUpdate.bind(this);
222
+
223
+ this._tileset.tileLoad.addEventListener(this.onTileLoad, this);
224
+ this._tileset.tileVisible.addEventListener(this.onTileVisible, this);
225
+
226
+ /**
227
+ * Tracks current count of selected tiles.
228
+ * This is used to determine if the primitive needs to be rebuilt.
229
+ * @type {number}
230
+ * @private
231
+ */
232
+ this.selectedTileLength = 0;
233
+
234
+ /**
235
+ * Indicates whether or not the primitive is ready for use.
236
+ * @type {boolean}
237
+ * @private
238
+ */
239
+ this._ready = false;
240
+
241
+ /**
242
+ * Indicates whether or not the primitive has a Gaussian splat texture.
243
+ * @type {boolean}
244
+ * @private
245
+ */
246
+ this._hasGaussianSplatTexture = false;
247
+
248
+ /**
249
+ * Indicates whether or not the primitive is currently generating a Gaussian splat texture.
250
+ * @type {boolean}
251
+ * @private
252
+ */
253
+ this._gaussianSplatTexturePending = false;
254
+
255
+ /**
256
+ * The draw command used to render the Gaussian splats.
257
+ * @type {undefined|DrawCommand}
258
+ * @private
259
+ */
260
+ this._drawCommand = undefined;
261
+ /**
262
+ * The root transform of the tileset.
263
+ * This is used to transform the splats into world space.
264
+ * @type {undefined|Matrix4}
265
+ * @private
266
+ */
267
+ this._rootTransform = undefined;
268
+
269
+ /**
270
+ * The axis correction matrix to transform the splats from Y-up to Z-up.
271
+ * @type {Matrix4}
272
+ * @private
273
+ */
274
+ this._axisCorrectionMatrix = ModelUtility.getAxisCorrectionMatrix(
275
+ Axis.Y,
276
+ Axis.X,
277
+ new Matrix4(),
278
+ );
279
+
280
+ /**
281
+ * Indicates whether or not the primitive has been destroyed.
282
+ * @type {boolean}
283
+ * @private
284
+ */
285
+ this._isDestroyed = false;
286
+
287
+ /**
288
+ * The state of the Gaussian splat sorting process.
289
+ * This is used to track the progress of the sorting operation.
290
+ * @type {GaussianSplatSortingState}
291
+ * @private
292
+ */
293
+ this._sorterState = GaussianSplatSortingState.IDLE;
294
+ /**
295
+ * A promise that resolves when the Gaussian splat sorting operation is complete.
296
+ * This is used to track the progress of the sorting operation.
297
+ * @type {undefined|Promise}
298
+ * @private
299
+ */
300
+ this._sorterPromise = undefined;
301
+
302
+ /**
303
+ * An error that occurred during the Gaussian splat sorting operation.
304
+ * Thrown when state is ERROR.
305
+ * @type {undefined|Error}
306
+ * @private
307
+ */
308
+ this._sorterError = undefined;
309
+ }
310
+
311
+ Object.defineProperties(GaussianSplatPrimitive.prototype, {
312
+ /**
313
+ * Indicates whether the primitive is ready for use.
314
+ * @memberof GaussianSplatPrimitive.prototype
315
+ * @type {boolean}
316
+ * @readonly
317
+ */
318
+ ready: {
319
+ get: function () {
320
+ return this._ready;
321
+ },
322
+ },
323
+
324
+ /**
325
+ * The {@link SplitDirection} to apply to this point.
326
+ * @memberof GaussianSplatPrimitive.prototype
327
+ * @type {SplitDirection}
328
+ * @default {@link SplitDirection.NONE}
329
+ */
330
+ splitDirection: {
331
+ get: function () {
332
+ return this._splitDirection;
333
+ },
334
+ set: function (value) {
335
+ if (this._splitDirection !== value) {
336
+ this._splitDirection = value;
337
+ this._dirty = true;
338
+ }
339
+ },
340
+ },
341
+ });
342
+
343
+ /**
344
+ * Since we aren't visible at the scene level, we need to wrap the tileset update
345
+ * so we not only get called but ensure we update immediately after the tileset.
346
+ * @param {FrameState} frameState
347
+ * @private
348
+ *
349
+ */
350
+ GaussianSplatPrimitive.prototype._wrappedUpdate = function (frameState) {
351
+ this._baseTilesetUpdate.call(this._tileset, frameState);
352
+ this.update(frameState);
353
+ };
354
+
355
+ /**
356
+ * Destroys the primitive and releases its resources in a deterministic manner.
357
+ * @private
358
+ */
359
+ GaussianSplatPrimitive.prototype.destroy = function () {
360
+ this._positions = undefined;
361
+ this._rotations = undefined;
362
+ this._scales = undefined;
363
+ this._colors = undefined;
364
+ this._indexes = undefined;
365
+ if (defined(this.gaussianSplatTexture)) {
366
+ this.gaussianSplatTexture.destroy();
367
+ this.gaussianSplatTexture = undefined;
368
+ }
369
+
370
+ const drawCommand = this._drawCommand;
371
+ if (defined(drawCommand)) {
372
+ drawCommand.shaderProgram =
373
+ drawCommand.shaderProgram && drawCommand.shaderProgram.destroy();
374
+ }
375
+
376
+ if (defined(this._vertexArray)) {
377
+ this._vertexArray.destroy();
378
+ this._vertexArray = undefined;
379
+ }
380
+
381
+ this._tileset.update = this._baseTilesetUpdate.bind(this._tileset);
382
+
383
+ return destroyObject(this);
384
+ };
385
+
386
+ /**
387
+ * Returns true if this object was destroyed; otherwise, false.
388
+ * <br /><br />
389
+ * If this object was destroyed, it should not be used; calling any function other than
390
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
391
+ * @returns {boolean} Returns true if the primitive has been destroyed, otherwise false.
392
+ * @private
393
+ */
394
+ GaussianSplatPrimitive.prototype.isDestroyed = function () {
395
+ return this._isDestroyed;
396
+ };
397
+
398
+ /**
399
+ * Event callback for when a tile is loaded.
400
+ * This method is called when a tile is loaded and the primitive needs to be updated.
401
+ * It sets the dirty flag to true, indicating that the primitive needs to be rebuilt.
402
+ * @param {Cesium3DTile} tile
403
+ * @private
404
+ */
405
+ GaussianSplatPrimitive.prototype.onTileLoad = function (tile) {
406
+ this._dirty = true;
407
+ };
408
+
409
+ /**
410
+ * Callback for visible tiles.
411
+ * @param {Cesium3DTile} tile
412
+ * @private
413
+ */
414
+ GaussianSplatPrimitive.prototype.onTileVisible = function (tile) {};
415
+
416
+ /**
417
+ * Transforms the tile's splat primitive attributes into world space.
418
+ * <br /><br />
419
+ * This method applies the computed transform of the tile and the tileset's bounding sphere
420
+ * to the splat primitive's position, rotation, and scale attributes.
421
+ * It modifies the attributes in place, transforming them from local space to world space.
422
+ *
423
+ * @param {Cesium3DTile} tile
424
+ * @private
425
+ */
426
+ GaussianSplatPrimitive.transformTile = function (tile) {
427
+ const computedTransform = tile.computedTransform;
428
+ const gltfPrimitive = tile.content.gltfPrimitive;
429
+ const gaussianSplatPrimitive = tile.tileset.gaussianSplatPrimitive;
430
+
431
+ if (gaussianSplatPrimitive._rootTransform === undefined) {
432
+ gaussianSplatPrimitive._rootTransform = Transforms.eastNorthUpToFixedFrame(
433
+ tile.tileset.boundingSphere.center,
434
+ );
435
+ }
436
+ const rootTransform = gaussianSplatPrimitive._rootTransform;
437
+
438
+ const computedModelMatrix = Matrix4.multiplyTransformation(
439
+ computedTransform,
440
+ gaussianSplatPrimitive._axisCorrectionMatrix,
441
+ scratchMatrix4A,
442
+ );
443
+
444
+ Matrix4.multiplyTransformation(
445
+ computedModelMatrix,
446
+ tile.content.worldTransform,
447
+ computedModelMatrix,
448
+ );
449
+
450
+ const toGlobal = Matrix4.multiply(
451
+ tile.tileset.modelMatrix,
452
+ rootTransform,
453
+ scratchMatrix4B,
454
+ );
455
+ const toLocal = Matrix4.inverse(toGlobal, scratchMatrix4C);
456
+ const transform = Matrix4.multiplyTransformation(
457
+ toLocal,
458
+ computedModelMatrix,
459
+ scratchMatrix4A,
460
+ );
461
+ const positions = tile.content.positions;
462
+ const rotations = tile.content.rotations;
463
+ const scales = tile.content.scales;
464
+ const attributePositions = ModelUtility.getAttributeBySemantic(
465
+ gltfPrimitive,
466
+ VertexAttributeSemantic.POSITION,
467
+ ).typedArray;
468
+
469
+ const attributeRotations = ModelUtility.getAttributeBySemantic(
470
+ gltfPrimitive,
471
+ VertexAttributeSemantic.ROTATION,
472
+ ).typedArray;
473
+
474
+ const attributeScales = ModelUtility.getAttributeBySemantic(
475
+ gltfPrimitive,
476
+ VertexAttributeSemantic.SCALE,
477
+ ).typedArray;
478
+
479
+ const position = new Cartesian3();
480
+ const rotation = new Quaternion();
481
+ const scale = new Cartesian3();
482
+ for (let i = 0; i < attributePositions.length / 3; ++i) {
483
+ position.x = attributePositions[i * 3];
484
+ position.y = attributePositions[i * 3 + 1];
485
+ position.z = attributePositions[i * 3 + 2];
486
+
487
+ rotation.x = attributeRotations[i * 4];
488
+ rotation.y = attributeRotations[i * 4 + 1];
489
+ rotation.z = attributeRotations[i * 4 + 2];
490
+ rotation.w = attributeRotations[i * 4 + 3];
491
+
492
+ scale.x = attributeScales[i * 3];
493
+ scale.y = attributeScales[i * 3 + 1];
494
+ scale.z = attributeScales[i * 3 + 2];
495
+
496
+ Matrix4.fromTranslationQuaternionRotationScale(
497
+ position,
498
+ rotation,
499
+ scale,
500
+ scratchMatrix4C,
501
+ );
502
+
503
+ Matrix4.multiplyTransformation(transform, scratchMatrix4C, scratchMatrix4C);
504
+
505
+ Matrix4.getTranslation(scratchMatrix4C, position);
506
+ Matrix4.getRotation(scratchMatrix4C, rotation);
507
+ Matrix4.getScale(scratchMatrix4C, scale);
508
+
509
+ positions[i * 3] = position.x;
510
+ positions[i * 3 + 1] = position.y;
511
+ positions[i * 3 + 2] = position.z;
512
+
513
+ rotations[i * 4] = rotation.x;
514
+ rotations[i * 4 + 1] = rotation.y;
515
+ rotations[i * 4 + 2] = rotation.z;
516
+ rotations[i * 4 + 3] = rotation.w;
517
+
518
+ scales[i * 3] = scale.x;
519
+ scales[i * 3 + 1] = scale.y;
520
+ scales[i * 3 + 2] = scale.z;
521
+ }
522
+ };
523
+
524
+ /**
525
+ * Generates the Gaussian splat texture for the primitive.
526
+ * This method creates a texture from the splat attributes (positions, scales, rotations, colors)
527
+ * and updates the primitive's state accordingly.
528
+ *
529
+ * @see {@link GaussianSplatTextureGenerator}
530
+ *
531
+ * @param {GaussianSplatPrimitive} primitive
532
+ * @param {FrameState} frameState
533
+ * @private
534
+ */
535
+ GaussianSplatPrimitive.generateSplatTexture = function (primitive, frameState) {
536
+ primitive._gaussianSplatTexturePending = true;
537
+ const promise = GaussianSplatTextureGenerator.generateFromAttributes({
538
+ attributes: {
539
+ positions: new Float32Array(primitive._positions),
540
+ scales: new Float32Array(primitive._scales),
541
+ rotations: new Float32Array(primitive._rotations),
542
+ colors: new Uint8Array(primitive._colors),
543
+ },
544
+ count: primitive._numSplats,
545
+ });
546
+ if (!defined(promise)) {
547
+ primitive._gaussianSplatTexturePending = false;
548
+ return;
549
+ }
550
+ promise
551
+ .then((splatTextureData) => {
552
+ if (!primitive._gaussianSplatTexture) {
553
+ // First frame, so create the texture.
554
+ primitive.gaussianSplatTexture = createGaussianSplatTexture(
555
+ frameState.context,
556
+ splatTextureData,
557
+ );
558
+ } else if (
559
+ primitive._lastTextureHeight !== splatTextureData.height ||
560
+ primitive._lastTextureWidth !== splatTextureData.width
561
+ ) {
562
+ const oldTex = primitive.gaussianSplatTexture;
563
+ primitive._gaussianSplatTexture = createGaussianSplatTexture(
564
+ frameState.context,
565
+ splatTextureData,
566
+ );
567
+ oldTex.destroy();
568
+ } else {
569
+ primitive.gaussianSplatTexture.copyFrom({
570
+ source: {
571
+ width: splatTextureData.width,
572
+ height: splatTextureData.height,
573
+ arrayBufferView: splatTextureData.data,
574
+ },
575
+ });
576
+ }
577
+ primitive._vertexArray = undefined;
578
+ primitive._lastTextureHeight = splatTextureData.height;
579
+ primitive._lastTextureWidth = splatTextureData.width;
580
+
581
+ primitive._hasGaussianSplatTexture = true;
582
+ primitive._needsGaussianSplatTexture = false;
583
+ primitive._gaussianSplatTexturePending = false;
584
+
585
+ if (
586
+ !defined(primitive._indexes) ||
587
+ primitive._indexes.length < primitive._numSplats
588
+ ) {
589
+ primitive._indexes = new Uint32Array(primitive._numSplats);
590
+ }
591
+ for (let i = 0; i < primitive._numSplats; ++i) {
592
+ primitive._indexes[i] = i;
593
+ }
594
+ })
595
+ .catch((error) => {
596
+ console.error("Error generating Gaussian splat texture:", error);
597
+ primitive._gaussianSplatTexturePending = false;
598
+ });
599
+ };
600
+
601
+ /**
602
+ * Builds the draw command for the Gaussian splat primitive.
603
+ * This method sets up the shader program, render state, and vertex array for rendering the Gaussian splats.
604
+ * It also configures the attributes and uniforms required for rendering.
605
+ *
606
+ * @param {GaussianSplatPrimitive} primitive
607
+ * @param {FrameState} frameState
608
+ *
609
+ * @private
610
+ */
611
+ GaussianSplatPrimitive.buildGSplatDrawCommand = function (
612
+ primitive,
613
+ frameState,
614
+ ) {
615
+ const tileset = primitive._tileset;
616
+ const renderResources = new GaussianSplatRenderResources(primitive);
617
+ const { shaderBuilder } = renderResources;
618
+ const renderStateOptions = renderResources.renderStateOptions;
619
+ renderStateOptions.cull.enabled = false;
620
+ renderStateOptions.depthMask = false;
621
+ renderStateOptions.depthTest.enabled = true;
622
+ renderStateOptions.blending = BlendingState.PRE_MULTIPLIED_ALPHA_BLEND;
623
+ renderResources.alphaOptions.pass = Pass.GAUSSIAN_SPLATS;
624
+
625
+ shaderBuilder.addAttribute("vec2", "a_screenQuadPosition");
626
+ shaderBuilder.addAttribute("float", "a_splatIndex");
627
+ shaderBuilder.addVarying("vec4", "v_splatColor");
628
+ shaderBuilder.addVarying("vec2", "v_vertPos");
629
+ shaderBuilder.addUniform(
630
+ "float",
631
+ "u_splitDirection",
632
+ ShaderDestination.VERTEX,
633
+ );
634
+ shaderBuilder.addVarying("float", "v_splitDirection");
635
+ shaderBuilder.addUniform(
636
+ "highp usampler2D",
637
+ "u_splatAttributeTexture",
638
+ ShaderDestination.VERTEX,
639
+ );
640
+
641
+ shaderBuilder.addUniform(
642
+ "float",
643
+ "u_sphericalHarmonicsDegree",
644
+ ShaderDestination.VERTEX,
645
+ );
646
+
647
+ shaderBuilder.addUniform("float", "u_splatScale", ShaderDestination.VERTEX);
648
+
649
+ shaderBuilder.addUniform(
650
+ "vec3",
651
+ "u_cameraPositionWC",
652
+ ShaderDestination.VERTEX,
653
+ );
654
+
655
+ shaderBuilder.addUniform(
656
+ "mat3",
657
+ "u_inverseModelRotation",
658
+ ShaderDestination.VERTEX,
659
+ );
660
+
661
+ const uniformMap = renderResources.uniformMap;
662
+
663
+ const textureCache = primitive.gaussianSplatTexture;
664
+ uniformMap.u_splatAttributeTexture = function () {
665
+ return textureCache;
666
+ };
667
+
668
+ if (primitive._sphericalHarmonicsDegree > 0) {
669
+ shaderBuilder.addDefine(
670
+ "HAS_SPHERICAL_HARMONICS",
671
+ "1",
672
+ ShaderDestination.VERTEX,
673
+ );
674
+ shaderBuilder.addUniform(
675
+ "highp usampler2D",
676
+ "u_sphericalHarmonicsTexture",
677
+ ShaderDestination.VERTEX,
678
+ );
679
+ uniformMap.u_sphericalHarmonicsTexture = function () {
680
+ return primitive.sphericalHarmonicsTexture;
681
+ };
682
+ }
683
+ uniformMap.u_sphericalHarmonicsDegree = function () {
684
+ return primitive._sphericalHarmonicsDegree;
685
+ };
686
+
687
+ uniformMap.u_cameraPositionWC = function () {
688
+ return Cartesian3.clone(frameState.camera.positionWC);
689
+ };
690
+
691
+ uniformMap.u_inverseModelRotation = function () {
692
+ const tileset = primitive._tileset;
693
+ const modelMatrix = Matrix4.multiply(
694
+ tileset.modelMatrix,
695
+ primitive._rootTransform,
696
+ scratchMatrix4A,
697
+ );
698
+ const inverseModelRotation = Matrix4.getRotation(
699
+ Matrix4.inverse(modelMatrix, scratchMatrix4C),
700
+ scratchMatrix4D,
701
+ );
702
+ return inverseModelRotation;
703
+ };
704
+
705
+ uniformMap.u_splitDirection = function () {
706
+ return primitive.splitDirection;
707
+ };
708
+
709
+ renderResources.instanceCount = primitive._numSplats;
710
+ renderResources.count = 4;
711
+ renderResources.primitiveType = PrimitiveType.TRIANGLE_STRIP;
712
+ shaderBuilder.addVertexLines(GaussianSplatVS);
713
+ shaderBuilder.addFragmentLines(GaussianSplatFS);
714
+ const shaderProgram = shaderBuilder.buildShaderProgram(frameState.context);
715
+ let renderState = clone(
716
+ RenderState.fromCache(renderResources.renderStateOptions),
717
+ true,
718
+ );
719
+
720
+ renderState.cull.face = ModelUtility.getCullFace(
721
+ tileset.modelMatrix,
722
+ PrimitiveType.TRIANGLE_STRIP,
723
+ );
724
+
725
+ renderState = RenderState.fromCache(renderState);
726
+ const splatQuadAttrLocations = {
727
+ screenQuadPosition: 0,
728
+ splatIndex: 2,
729
+ };
730
+
731
+ const idxAttr = new ModelComponents.Attribute();
732
+ idxAttr.name = "_SPLAT_INDEXES";
733
+ idxAttr.typedArray = primitive._indexes;
734
+ idxAttr.componentDatatype = ComponentDatatype.UNSIGNED_INT;
735
+ idxAttr.type = AttributeType.SCALAR;
736
+ idxAttr.normalized = false;
737
+ idxAttr.count = renderResources.instanceCount;
738
+ idxAttr.constant = 0;
739
+ idxAttr.instanceDivisor = 1;
740
+
741
+ if (
742
+ !defined(primitive._vertexArray) ||
743
+ primitive._indexes.length > primitive._vertexArrayLen
744
+ ) {
745
+ const geometry = new Geometry({
746
+ attributes: {
747
+ screenQuadPosition: new GeometryAttribute({
748
+ componentDatatype: ComponentDatatype.FLOAT,
749
+ componentsPerAttribute: 2,
750
+ values: [-1, -1, 1, -1, 1, 1, -1, 1],
751
+ name: "_SCREEN_QUAD_POS",
752
+ variableName: "screenQuadPosition",
753
+ }),
754
+ splatIndex: { ...idxAttr, variableName: "splatIndex" },
755
+ },
756
+ primitiveType: PrimitiveType.TRIANGLE_STRIP,
757
+ });
758
+
759
+ primitive._vertexArray = VertexArray.fromGeometry({
760
+ context: frameState.context,
761
+ geometry: geometry,
762
+ attributeLocations: splatQuadAttrLocations,
763
+ bufferUsage: BufferUsage.DYNAMIC_DRAW,
764
+ interleave: false,
765
+ });
766
+ } else {
767
+ primitive._vertexArray
768
+ .getAttribute(1)
769
+ .vertexBuffer.copyFromArrayView(primitive._indexes);
770
+ }
771
+
772
+ primitive._vertexArrayLen = primitive._indexes.length;
773
+
774
+ const modelMatrix = Matrix4.multiply(
775
+ tileset.modelMatrix,
776
+ primitive._rootTransform,
777
+ scratchMatrix4B,
778
+ );
779
+
780
+ const vertexArrayCache = primitive._vertexArray;
781
+ const command = new DrawCommand({
782
+ boundingVolume: tileset.boundingSphere,
783
+ modelMatrix: modelMatrix,
784
+ uniformMap: uniformMap,
785
+ renderState: renderState,
786
+ vertexArray: vertexArrayCache,
787
+ shaderProgram: shaderProgram,
788
+ cull: renderStateOptions.cull.enabled,
789
+ pass: Pass.GAUSSIAN_SPLATS,
790
+ count: renderResources.count,
791
+ owner: this,
792
+ instanceCount: renderResources.instanceCount,
793
+ primitiveType: PrimitiveType.TRIANGLE_STRIP,
794
+ debugShowBoundingVolume: tileset.debugShowBoundingVolume,
795
+ castShadows: false,
796
+ receiveShadows: false,
797
+ });
798
+
799
+ primitive._drawCommand = command;
800
+ };
801
+
802
+ /**
803
+ * Updates the Gaussian splat primitive for the current frame.
804
+ * This method checks if the primitive needs to be updated based on the current frame state,
805
+ * and if so, it processes the selected tiles, aggregates their attributes,
806
+ * and generates the Gaussian splat texture if necessary.
807
+ * It also handles the sorting of splat indexes and builds the draw command for rendering.
808
+ *
809
+ * @param {FrameState} frameState
810
+ * @private
811
+ */
812
+ GaussianSplatPrimitive.prototype.update = function (frameState) {
813
+ const tileset = this._tileset;
814
+
815
+ if (!tileset.show || tileset._selectedTiles.length === 0) {
816
+ return;
817
+ }
818
+
819
+ if (this._drawCommand) {
820
+ frameState.commandList.push(this._drawCommand);
821
+ }
822
+
823
+ if (tileset._modelMatrixChanged) {
824
+ this._dirty = true;
825
+ return;
826
+ }
827
+
828
+ if (frameState.passes.pick === true) {
829
+ return;
830
+ }
831
+
832
+ if (this.splitDirection !== tileset.splitDirection) {
833
+ this.splitDirection = tileset.splitDirection;
834
+ }
835
+
836
+ if (this._sorterState === GaussianSplatSortingState.IDLE) {
837
+ if (
838
+ !this._dirty &&
839
+ Matrix4.equals(frameState.camera.viewMatrix, this._prevViewMatrix)
840
+ ) {
841
+ // No need to update if the view matrix hasn't changed and the primitive isn't dirty.
842
+ return;
843
+ }
844
+
845
+ if (
846
+ tileset._selectedTiles.length !== 0 &&
847
+ tileset._selectedTiles.length !== this.selectedTileLength
848
+ ) {
849
+ this._numSplats = 0;
850
+ this._positions = undefined;
851
+ this._rotations = undefined;
852
+ this._scales = undefined;
853
+ this._colors = undefined;
854
+ this._indexes = undefined;
855
+ this._shData = undefined;
856
+ this._needsGaussianSplatTexture = true;
857
+ this._gaussianSplatTexturePending = false;
858
+
859
+ const tiles = tileset._selectedTiles;
860
+ const totalElements = tiles.reduce(
861
+ (total, tile) => total + tile.content.pointsLength,
862
+ 0,
863
+ );
864
+ const aggregateAttributeValues = (
865
+ componentDatatype,
866
+ getAttributeCallback,
867
+ numberOfComponents,
868
+ ) => {
869
+ let aggregate;
870
+ let offset = 0;
871
+ for (const tile of tiles) {
872
+ const content = tile.content;
873
+ const attribute = getAttributeCallback(content);
874
+ const componentsPerAttribute = defined(numberOfComponents)
875
+ ? numberOfComponents
876
+ : AttributeType.getNumberOfComponents(attribute.type);
877
+ const buffer = defined(attribute.typedArray)
878
+ ? attribute.typedArray
879
+ : attribute;
880
+ if (!defined(aggregate)) {
881
+ aggregate = ComponentDatatype.createTypedArray(
882
+ componentDatatype,
883
+ totalElements * componentsPerAttribute,
884
+ );
885
+ }
886
+ aggregate.set(buffer, offset);
887
+ offset += buffer.length;
888
+ }
889
+ return aggregate;
890
+ };
891
+
892
+ const aggregateShData = () => {
893
+ let offset = 0;
894
+ for (const tile of tiles) {
895
+ const shData = tile.content.packedSphericalHarmonicsData;
896
+ if (tile.content.sphericalHarmonicsDegree > 0) {
897
+ if (!defined(this._shData)) {
898
+ let coefs;
899
+ switch (tile.content.sphericalHarmonicsDegree) {
900
+ case 1:
901
+ coefs = 9;
902
+ break;
903
+ case 2:
904
+ coefs = 24;
905
+ break;
906
+ case 3:
907
+ coefs = 45;
908
+ }
909
+ this._shData = new Uint32Array(totalElements * (coefs * (2 / 3)));
910
+ }
911
+ this._shData.set(shData, offset);
912
+ offset += shData.length;
913
+ }
914
+ }
915
+ };
916
+
917
+ this._positions = aggregateAttributeValues(
918
+ ComponentDatatype.FLOAT,
919
+ (content) => content.positions,
920
+ 3,
921
+ );
922
+
923
+ this._scales = aggregateAttributeValues(
924
+ ComponentDatatype.FLOAT,
925
+ (content) => content.scales,
926
+ 3,
927
+ );
928
+
929
+ this._rotations = aggregateAttributeValues(
930
+ ComponentDatatype.FLOAT,
931
+ (content) => content.rotations,
932
+ 4,
933
+ );
934
+
935
+ this._colors = aggregateAttributeValues(
936
+ ComponentDatatype.UNSIGNED_BYTE,
937
+ (content) =>
938
+ ModelUtility.getAttributeBySemantic(
939
+ content.gltfPrimitive,
940
+ VertexAttributeSemantic.COLOR,
941
+ ),
942
+ );
943
+
944
+ aggregateShData();
945
+ this._sphericalHarmonicsDegree =
946
+ tiles[0].content.sphericalHarmonicsDegree;
947
+
948
+ this._numSplats = totalElements;
949
+ this.selectedTileLength = tileset._selectedTiles.length;
950
+ }
951
+
952
+ if (this._numSplats === 0) {
953
+ return;
954
+ }
955
+
956
+ if (this._needsGaussianSplatTexture) {
957
+ if (!this._gaussianSplatTexturePending) {
958
+ GaussianSplatPrimitive.generateSplatTexture(this, frameState);
959
+ if (defined(this._shData)) {
960
+ const oldTex = this.sphericalHarmonicsTexture;
961
+ const width = ContextLimits.maximumTextureSize;
962
+ const dims =
963
+ tileset._selectedTiles[0].content
964
+ .sphericalHarmonicsCoefficientCount / 3;
965
+ const splatsPerRow = Math.floor(width / dims);
966
+ const floatsPerRow = splatsPerRow * (dims * 2);
967
+ const texBuf = new Uint32Array(
968
+ width * Math.ceil(this._numSplats / splatsPerRow) * 2,
969
+ );
970
+
971
+ let dataIndex = 0;
972
+ for (let i = 0; dataIndex < this._shData.length; i += width * 2) {
973
+ texBuf.set(
974
+ this._shData.subarray(dataIndex, dataIndex + floatsPerRow),
975
+ i,
976
+ );
977
+ dataIndex += floatsPerRow;
978
+ }
979
+ this.sphericalHarmonicsTexture = createSphericalHarmonicsTexture(
980
+ frameState.context,
981
+ {
982
+ data: texBuf,
983
+ width: width,
984
+ height: Math.ceil(this._numSplats / splatsPerRow),
985
+ },
986
+ );
987
+ if (defined(oldTex)) {
988
+ oldTex.destroy();
989
+ }
990
+ }
991
+ }
992
+ return;
993
+ }
994
+
995
+ Matrix4.clone(frameState.camera.viewMatrix, this._prevViewMatrix);
996
+ Matrix4.multiply(
997
+ frameState.camera.viewMatrix,
998
+ this._rootTransform,
999
+ scratchMatrix4A,
1000
+ );
1001
+
1002
+ if (!defined(this._sorterPromise)) {
1003
+ this._sorterPromise = GaussianSplatSorter.radixSortIndexes({
1004
+ primitive: {
1005
+ positions: new Float32Array(this._positions),
1006
+ modelView: Float32Array.from(scratchMatrix4A),
1007
+ count: this._numSplats,
1008
+ },
1009
+ sortType: "Index",
1010
+ });
1011
+ }
1012
+
1013
+ if (!defined(this._sorterPromise)) {
1014
+ this._sorterState = GaussianSplatSortingState.WAITING;
1015
+ return;
1016
+ }
1017
+ this._sorterPromise.catch((err) => {
1018
+ this._sorterState = GaussianSplatSortingState.ERROR;
1019
+ this._sorterError = err;
1020
+ });
1021
+ this._sorterPromise.then((sortedData) => {
1022
+ this._indexes = sortedData;
1023
+ this._sorterState = GaussianSplatSortingState.SORTED;
1024
+ });
1025
+ } else if (this._sorterState === GaussianSplatSortingState.WAITING) {
1026
+ if (!defined(this._sorterPromise)) {
1027
+ this._sorterPromise = GaussianSplatSorter.radixSortIndexes({
1028
+ primitive: {
1029
+ positions: new Float32Array(this._positions),
1030
+ modelView: Float32Array.from(scratchMatrix4A),
1031
+ count: this._numSplats,
1032
+ },
1033
+ sortType: "Index",
1034
+ });
1035
+ }
1036
+ if (!defined(this._sorterPromise)) {
1037
+ this._sorterState = GaussianSplatSortingState.WAITING;
1038
+ return;
1039
+ }
1040
+ this._sorterPromise.catch((err) => {
1041
+ this._sorterState = GaussianSplatSortingState.ERROR;
1042
+ this._sorterError = err;
1043
+ });
1044
+ this._sorterPromise.then((sortedData) => {
1045
+ this._indexes = sortedData;
1046
+ this._sorterState = GaussianSplatSortingState.SORTED;
1047
+ });
1048
+
1049
+ this._sorterState = GaussianSplatSortingState.SORTING; //set state to sorting
1050
+ } else if (this._sorterState === GaussianSplatSortingState.SORTING) {
1051
+ return; //still sorting, wait for next frame
1052
+ } else if (this._sorterState === GaussianSplatSortingState.SORTED) {
1053
+ //update the draw command if sorted
1054
+ GaussianSplatPrimitive.buildGSplatDrawCommand(this, frameState);
1055
+ this._sorterState = GaussianSplatSortingState.IDLE; //reset state for next frame
1056
+ this._dirty = false;
1057
+ this._sorterPromise = undefined; //reset promise for next frame
1058
+ } else if (this._sorterState === GaussianSplatSortingState.ERROR) {
1059
+ throw this._sorterError;
1060
+ }
1061
+
1062
+ this._dirty = false;
1063
+ };
1064
+
1065
+ export default GaussianSplatPrimitive;