UNPKG

playcanvas

Version:

Open-source WebGL/WebGPU 3D engine for the web

183 lines (180 loc) 8.09 kB
import { Debug } from '../../../core/debug.js'; import { Vec3 } from '../../../core/math/vec3.js'; import { BoundingBox } from '../../../core/shape/bounding-box.js'; import { GSplatDirector } from '../../../scene/gsplat-unified/gsplat-director.js'; import { Component } from '../component.js'; import { ComponentSystem } from '../system.js'; import { GSplatComponent } from './component.js'; import { GSplatComponentData } from './data.js'; import { gsplatChunksGLSL } from '../../../scene/shader-lib/glsl/collections/gsplat-chunks-glsl.js'; import { gsplatChunksWGSL } from '../../../scene/shader-lib/wgsl/collections/gsplat-chunks-wgsl.js'; import { SHADERLANGUAGE_GLSL, SHADERLANGUAGE_WGSL } from '../../../platform/graphics/constants.js'; import { ShaderChunks } from '../../../scene/shader-lib/shader-chunks.js'; // Register warning for removed customization chunk Debug.call(()=>{ ShaderChunks.registerValidation('gsplatCustomizeVS', { message: 'Shader chunk gsplatCustomizeVS has been removed. Use gsplatModifyVS instead.' }); }); /** * @import { AppBase } from '../../app-base.js' * @import { Camera } from '../../../scene/camera.js' * @import { Layer } from '../../../scene/layer.js' * @import { ShaderMaterial } from '../../../scene/materials/shader-material.js' */ const _schema = [ 'enabled' ]; // order matters here const _properties = [ 'unified', 'lodBaseDistance', 'lodMultiplier', 'castShadows', 'material', 'highQualitySH', 'asset', 'resource', 'layers' ]; /** * Allows an Entity to render a gsplat. * * @category Graphics */ class GSplatComponentSystem extends ComponentSystem { initializeComponentData(component, _data, properties) { // duplicate layer list if (_data.layers && _data.layers.length) { _data.layers = _data.layers.slice(0); } for(let i = 0; i < _properties.length; i++){ if (_data.hasOwnProperty(_properties[i])) { component[_properties[i]] = _data[_properties[i]]; } } if (_data.aabbCenter && _data.aabbHalfExtents) { component.customAabb = new BoundingBox(new Vec3(_data.aabbCenter), new Vec3(_data.aabbHalfExtents)); } super.initializeComponentData(component, _data, _schema); } cloneComponent(entity, clone) { const gSplatComponent = entity.gsplat; // copy properties const data = {}; _properties.forEach((prop)=>{ if (prop === 'material') { if (!gSplatComponent.unified) { const srcMaterial = gSplatComponent[prop]; if (srcMaterial) { data[prop] = srcMaterial.clone(); } } } else { data[prop] = gSplatComponent[prop]; } }); data.enabled = gSplatComponent.enabled; // clone component const component = this.addComponent(clone, data); component.customAabb = gSplatComponent.customAabb?.clone() ?? null; return component; } onRemove(entity, component) { component.onRemove(); } /** * Gets the GSplat material used by unified GSplat rendering for the given camera and layer. * * Returns null if the material hasn't been created yet. In unified mode, materials are created * during the first frame update when the GSplat is rendered. To be notified immediately when * materials are created, listen to the 'material:created' event on GSplatComponentSystem: * * @param {Camera} camera - The camera instance. * @param {Layer} layer - The layer instance. * @returns {ShaderMaterial|null} The material, or null if not created yet. * @example * app.systems.gsplat.on('material:created', (material, camera, layer) => { * // Material is now available * material.setParameter('myParam', value); * }); */ getMaterial(camera, layer) { const director = this.app.renderer.gsplatDirector; if (!director) return null; const cameraData = director.camerasMap.get(camera); if (!cameraData) return null; const layerData = cameraData.layersMap.get(layer); return layerData?.gsplatManager?.material ?? null; } getGSplatMaterial(camera, layer) { Debug.deprecated('GSplatComponentSystem#getGSplatMaterial is deprecated. Use GSplatComponentSystem#getMaterial instead.'); return this.getMaterial(camera, layer); } /** * Create a new GSplatComponentSystem. * * @param {AppBase} app - The Application. * @ignore */ constructor(app){ super(app); this.id = 'gsplat'; this.ComponentType = GSplatComponent; this.DataType = GSplatComponentData; this.schema = _schema; app.renderer.gsplatDirector = new GSplatDirector(app.graphicsDevice, app.renderer, app.scene, this); // register gsplat shader chunks ShaderChunks.get(app.graphicsDevice, SHADERLANGUAGE_GLSL).add(gsplatChunksGLSL); ShaderChunks.get(app.graphicsDevice, SHADERLANGUAGE_WGSL).add(gsplatChunksWGSL); this.on('beforeremove', this.onRemove, this); } } /** * Fired when a GSplat material is created for a camera and layer combination. In unified * mode, materials are created during the first frame update when the GSplat is rendered. * The handler is passed the {@link ShaderMaterial}, the {@link CameraComponent}, and * the {@link Layer}. * * This event is useful for setting up custom material chunks and parameters before the * first render. * * @event * @example * app.systems.gsplat.on('material:created', (material, camera, layer) => { * console.log(`Material created for camera ${camera.entity.name} on layer ${layer.name}`); * // Set custom material parameters before first render * material.setParameter('myParam', value); * }); */ GSplatComponentSystem.EVENT_MATERIALCREATED = 'material:created'; /** * Fired every frame for each camera and layer combination rendering GSplats in unified mode. * The handler is passed the {@link CameraComponent}, the {@link Layer}, a boolean indicating * if the current frame has up-to-date sorting, and a number indicating how many resources are * loading. * * The `ready` parameter indicates whether the current frame reflects all recent changes (camera * movement, splat transforms, lod updates, etc.) with the latest sorting applied. The `loadingCount` * parameter reports the total number of octree LOD resources currently loading or queued to load. * * This event is useful for video capture or other workflows that need to wait for frames * to be fully ready. Only capture frames and move camera to next position when both * `ready === true` and `loadingCount === 0`. Note that `loadingCount` can be used as a boolean * in conditionals (0 is falsy, non-zero is truthy) for backward compatibility. * * @event * @example * // Wait for frame to be ready before capturing * app.systems.gsplat.on('frame:ready', (camera, layer, ready, loadingCount) => { * if (ready && !loadingCount) { * console.log(`Frame ready to capture for camera ${camera.entity.name}`); * // Capture frame here * } * }); * @example * // Track loading progress (0..1) * let maxLoadingCount = 0; * app.systems.gsplat.on('frame:ready', (camera, layer, ready, loadingCount) => { * maxLoadingCount = Math.max(maxLoadingCount, loadingCount); * const progress = maxLoadingCount > 0 ? (maxLoadingCount - loadingCount) / maxLoadingCount : 1; * console.log(`Loading progress: ${(progress * 100).toFixed(1)}%`); * }); */ GSplatComponentSystem.EVENT_FRAMEREADY = 'frame:ready'; Component._buildAccessors(GSplatComponent.prototype, _schema); export { GSplatComponentSystem };