playcanvas
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Open-source WebGL/WebGPU 3D engine for the web
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TypeScript
/**
* @import { StorageBuffer } from '../../platform/graphics/storage-buffer.js'
* @import { ShaderMaterial } from '../materials/shader-material.js'
* @import { Layer } from '../layer.js'
* @import { GraphNode } from '../graph-node.js'
* @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js'
* @import { GSplatWorkBuffer } from './gsplat-work-buffer.js'
* @import { FogParams } from '../fog-params.js'
*/
/**
* Base class for splat renderers. Holds common state shared by all renderer
* implementations (instanced-quad, compute-based, etc.). Derived classes
* implement the actual rendering strategy.
*
* @ignore
*/
export class GSplatRenderer {
/**
* @param {GraphicsDevice} device - The graphics device.
* @param {GraphNode} node - The graph node.
* @param {GraphNode} cameraNode - The camera node.
* @param {Layer} layer - The layer to add mesh instances to.
* @param {GSplatWorkBuffer} workBuffer - The work buffer containing splat data.
*/
constructor(device: GraphicsDevice, node: GraphNode, cameraNode: GraphNode, layer: Layer, workBuffer: GSplatWorkBuffer);
/** @type {GraphicsDevice} */
device: GraphicsDevice;
/** @type {GraphNode} */
node: GraphNode;
/** @type {GraphNode} */
cameraNode: GraphNode;
/** @type {Layer} */
layer: Layer;
/** @type {GSplatWorkBuffer} */
workBuffer: GSplatWorkBuffer;
/** @type {number|undefined} */
renderMode: number | undefined;
/**
* Cached work buffer format version for detecting extra stream changes.
*
* @protected
*/
protected _workBufferFormatVersion: number;
/**
* Fisheye projection helper shared by all renderer paths.
* The manager calls update() during culling; renderers read the computed values
* when binding uniforms.
*
* @type {FisheyeProjection}
* @ignore
*/
fisheyeProj: FisheyeProjection;
destroy(): void;
/**
* Sets the render mode for this renderer.
*
* @param {number} renderMode - Bitmask flags controlling render passes (GSPLAT_FORWARD, GSPLAT_SHADOW, or both).
*/
setRenderMode(renderMode: number): void;
/**
* Returns the material used by this renderer, or null if not applicable.
*
* @type {ShaderMaterial|null}
*/
get material(): ShaderMaterial | null;
/**
* Sets the data source providing format and texture access. The base implementation updates
* the workBuffer and notifies derived classes of the format change. Derived classes (e.g.
* the compute renderer) may override this to decouple from the work buffer entirely.
*
* The source object must provide:
* - `format` — a {@link GSplatFormat} describing the texture streams and shader read code.
* - `getTexture(name)` — a function returning a {@link Texture} for a given stream name.
*
* @param {object} source - The data source (typically a {@link GSplatWorkBuffer}).
*/
setDataSource(source: object): void;
/**
* Called when the work buffer format has changed. Derived classes reconfigure
* their rendering resources (materials, pipelines, bindings, etc.).
*/
onWorkBufferFormatChanged(): void;
/**
* Updates the renderer with the current splat count and texture size.
*
* @param {number} count - The number of visible splats.
* @param {number} textureSize - The work buffer texture size.
*/
update(count: number, textureSize: number): void;
/**
* Configures the renderer to use GPU-sorted data for rendering.
*
* @param {number} drawSlot - The indirect draw slot index.
* @param {StorageBuffer} sortedIds - Buffer containing sorted visible splat IDs.
* @param {StorageBuffer} numSplatsBuffer - Buffer containing the visible splat count.
* @param {number} textureSize - The work buffer texture size.
*/
setGpuSortedRendering(drawSlot: number, sortedIds: StorageBuffer, numSplatsBuffer: StorageBuffer, textureSize: number): void;
/**
* Switches the renderer to CPU-sorted rendering mode.
*/
setCpuSortedRendering(): void;
/**
* Binds the current order data (texture or storage buffer) for CPU-sorted rendering.
*/
setOrderData(): void;
/**
* Per-frame update for the renderer (material syncing, parameter updates).
*
* @param {object} params - The gsplat parameters.
* @param {number} [exposure] - Scene exposure value.
* @param {FogParams} [fogParams] - Fog parameters.
*/
frameUpdate(params: object, exposure?: number, fogParams?: FogParams): void;
/**
* Updates the overdraw visualization mode.
*
* @param {object} params - The gsplat parameters.
*/
updateOverdrawMode(params: object): void;
/**
* Populates a cincludes map with tonemapping, gamma, decode and gsplatOutput
* shader chunks needed by compute tile-count shaders.
*
* @param {Map<string, string>} cincludes - The shader includes map to populate.
* @protected
*/
protected _createTonemapIncludes(cincludes: Map<string, string>): void;
}
import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';
import type { GraphNode } from '../graph-node.js';
import type { Layer } from '../layer.js';
import type { GSplatWorkBuffer } from './gsplat-work-buffer.js';
import { FisheyeProjection } from '../graphics/fisheye-projection.js';
import type { ShaderMaterial } from '../materials/shader-material.js';
import type { StorageBuffer } from '../../platform/graphics/storage-buffer.js';
import type { FogParams } from '../fog-params.js';