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

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/** * @import { StorageBuffer } from '../../platform/graphics/storage-buffer.js' * @import { GraphNode } from '../graph-node.js' * @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js' * @import { Layer } from '../layer.js' * @import { GSplatWorkBuffer } from './gsplat-work-buffer.js' */ /** * Renders splats from a pre-projected cache built by the projector compute pass * (see {@link GSplatProjector}) and a globally radix-sorted index array. The * vertex shader is `gsplatHybridVS`; the fragment is the existing `gsplatPS`. * * Supports forward rendering and explicit pick/prepass paths. Shadow rendering is * intentionally not supported because the projection cache is camera-specific. * * @ignore */ export class GSplatHybridRenderer extends GSplatRenderer { /** @type {ShaderMaterial} */ _material: ShaderMaterial; /** @type {MeshInstance} */ meshInstance: MeshInstance; /** @type {ShaderMaterial|null} */ _pickMaterial: ShaderMaterial | null; /** @type {MeshInstance|null} */ _pickMeshInstance: MeshInstance | null; /** * Per-camera `clipToViewZ` value for the forward material. Persistent: the GPU * upload happens at draw time, so the buffer must outlive `setHybridSortedRendering`. * * @type {Float32Array} */ _clipToViewZ: Float32Array; /** * Per-camera `clipToViewZ` value for the pick material. Allocated on first * `prepareForPicking` call and reused thereafter. * * @type {Float32Array|null} */ _clipToViewZPick: Float32Array | null; /** @type {number} */ originalBlendType: number; /** @type {Set<string>} */ _internalDefines: Set<string>; /** @type {boolean} */ forceCopyMaterial: boolean; configureMaterial(): void; update(count: any, textureSize: any): void; /** * Configures the renderer to draw from the projector's caches. * * @param {number} drawSlot - The indirect draw slot index. * @param {StorageBuffer} sortedIndices - Globally-sorted indices into projCache. * @param {StorageBuffer} projCache - Per-splat projection cache produced by the projector. * @param {StorageBuffer} numSplatsBuffer - GPU-written visible-splat count. */ setHybridSortedRendering(drawSlot: number, sortedIndices: StorageBuffer, projCache: StorageBuffer, numSplatsBuffer: StorageBuffer): void; /** * Configures and returns a transient pick mesh instance for the picker render pass. * * @param {number} drawSlot - The indirect draw slot index. * @param {StorageBuffer} sortedIndices - Globally-sorted indices into projCache. * @param {StorageBuffer} projCache - Per-splat projection cache produced by the projector. * @param {StorageBuffer} numSplatsBuffer - GPU-written visible-splat count. * @param {number} alphaClip - Fragment alpha threshold for picking. * @param {number} alphaClipForward - Forward alpha floor (must match {@link GSplatRenderer#frameUpdate}). * @param {GraphNode} cameraNode - The picker camera node, used to derive the * `clipToViewZ` reconstruction uniform. * @returns {MeshInstance} The pick mesh instance. */ prepareForPicking(drawSlot: number, sortedIndices: StorageBuffer, projCache: StorageBuffer, numSplatsBuffer: StorageBuffer, alphaClip: number, alphaClipForward: number, cameraNode: GraphNode): MeshInstance; /** * Computes the per-camera `clipToViewZ` value into `dst`. The hybrid VS dot-products * this with the cached `clipPos` to recover linear view depth, used by fog / overdraw * / prepass. * * - Perspective + orthographic: `dst = -inverse(matrix_projection)[row 2]`. The * projector stores `clipPos.w` in slot [3] and the dot-product yields `-view.z`. * - Fisheye: `dst = (0, 0, far - near, near)`. The projector stores depthNdc in * slot [2] and `1.0` in slot [3], so the dot-product reduces to * `depthNdc * (far - near) + near`, which equals linear `-view.z`. * * The destination buffer must be retained by the caller (typically a per-material * instance field) because the GPU upload happens at draw time. * * @param {GraphNode} cameraNode - Camera node to derive the uniform from. * @param {Float32Array} dst - 4-element destination, written in place. * @private */ private _computeClipToViewZ; frameUpdate(params: any): void; _lastNoFog: any; /** * Updates pick ID defines to match the work-buffer format. * * @param {ShaderMaterial} material - Material to update. * @returns {boolean} True if the material defines changed. * @private */ private _updateIdDefines; updateOverdrawMode(params: any): void; createMeshInstance(): MeshInstance; } import { GSplatRenderer } from './gsplat-renderer.js'; import { ShaderMaterial } from '../materials/shader-material.js'; import { MeshInstance } from '../mesh-instance.js'; import type { StorageBuffer } from '../../platform/graphics/storage-buffer.js'; import type { GraphNode } from '../graph-node.js';