@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
import { RegisterClass } from "../../../../Misc/typeStore.js";
import { GaussianSplattingMaterial } from "../../../GaussianSplatting/gaussianSplattingMaterial.js";
/**
* Block used for Reading components of the Gaussian Splatting
*/
export class SplatReaderBlock extends NodeMaterialBlock {
/**
* Create a new SplatReaderBlock
* @param name defines the block name
*/
constructor(name) {
super(name, NodeMaterialBlockTargets.Vertex);
this._isUnique = true;
this.registerInput("splatIndex", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Vertex);
this.registerOutput("splatPosition", NodeMaterialBlockConnectionPointTypes.Vector3, NodeMaterialBlockTargets.Vertex);
this.registerOutput("splatColor", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Vertex);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "SplatReaderBlock";
}
/**
* Gets the splat index input component
*/
get splatIndex() {
return this._inputs[0];
}
/**
* Gets the splatPosition output component
*/
get splatPosition() {
return this._outputs[0];
}
/**
* Gets the splatColor output component
*/
get splatColor() {
return this._outputs[1];
}
/**
* Initialize the block and prepare the context for build
* @param state defines the state that will be used for the build
*/
initialize(state) {
state._excludeVariableName("covA");
state._excludeVariableName("covB");
state._excludeVariableName("vPosition");
state._excludeVariableName("covariancesATexture");
state._excludeVariableName("covariancesBTexture");
state._excludeVariableName("centersTexture");
state._excludeVariableName("colorsTexture");
state._excludeVariableName("dataTextureSize");
}
/**
* Bind data to effect
* @param effect - defines the effect to bind data to
* @param nodeMaterial - defines the node material
* @param mesh - defines the mesh to bind data for
*/
bind(effect, nodeMaterial, mesh) {
if (!mesh) {
return;
}
const scene = mesh.getScene();
GaussianSplattingMaterial.BindEffect(mesh, effect, scene);
}
_buildBlock(state) {
super._buildBlock(state);
if (state.target === NodeMaterialBlockTargets.Fragment) {
return;
}
state.sharedData.bindableBlocks.push(this);
// Emit code
const comments = `//${this.name}`;
state._emit2DSampler("covariancesATexture");
state._emit2DSampler("covariancesBTexture");
state._emit2DSampler("centersTexture");
state._emit2DSampler("colorsTexture");
state._emit2DSampler("shTexture0", "SH_DEGREE > 0", undefined, undefined, true, "highp");
state._emit2DSampler("shTexture1", "SH_DEGREE > 0", undefined, undefined, true, "highp");
state._emit2DSampler("shTexture2", "SH_DEGREE > 0", undefined, undefined, true, "highp");
state._emitFunctionFromInclude("gaussianSplattingVertexDeclaration", comments);
state._emitFunctionFromInclude("gaussianSplatting", comments);
state._emitVaryingFromString("vPosition", NodeMaterialBlockConnectionPointTypes.Vector2);
state._emitUniformFromString("dataTextureSize", NodeMaterialBlockConnectionPointTypes.Vector2);
const splatPosition = this.splatPosition;
const splatColor = this.splatColor;
const splatVariablename = state._getFreeVariableName("splat");
if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
state.compilationString += `let splatIndex: f32 = getSplatIndex(i32(input.position.z + 0.5), input.splatIndex0, input.splatIndex1, input.splatIndex2, input.splatIndex3);`;
state.compilationString += `var ${splatVariablename}: Splat = readSplat(splatIndex, uniforms.dataTextureSize);\n`;
state.compilationString += `var covA: vec3f = splat.covA.xyz; var covB: vec3f = vec3f(splat.covA.w, splat.covB.xy);\n`;
state.compilationString += "vertexOutputs.vPosition = input.position.xy;\n";
}
else {
state.compilationString += `float splatIndex = getSplatIndex(int(position.z + 0.5));`;
state.compilationString += `Splat ${splatVariablename} = readSplat(splatIndex);\n`;
state.compilationString += `vec3 covA = splat.covA.xyz; vec3 covB = vec3(splat.covA.w, splat.covB.xy);\n`;
state.compilationString += "vPosition = position.xy;\n";
}
state.compilationString += `${state._declareOutput(splatPosition)} = ${splatVariablename}.center.xyz;\n`;
state.compilationString += `${state._declareOutput(splatColor)} = ${splatVariablename}.color;\n`;
return this;
}
}
RegisterClass("BABYLON.SplatReaderBlock", SplatReaderBlock);
//# sourceMappingURL=splatReaderBlock.js.map