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playcanvas

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

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); import gsplatOutputVS from "../shader-lib/wgsl/chunks/gsplat/vert/gsplatOutput.js"; import { shaderChunksWGSL } from "../shader-lib/wgsl/collections/shader-chunks-wgsl.js"; import { FisheyeProjection } from "../graphics/fisheye-projection.js"; 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, node, cameraNode, layer, workBuffer) { /** @type {GraphicsDevice} */ __publicField(this, "device"); /** @type {GraphNode} */ __publicField(this, "node"); /** @type {GraphNode} */ __publicField(this, "cameraNode"); /** @type {Layer} */ __publicField(this, "layer"); /** @type {GSplatWorkBuffer} */ __publicField(this, "workBuffer"); /** @type {number|undefined} */ __publicField(this, "renderMode"); /** * Cached work buffer format version for detecting extra stream changes. * * @protected */ __publicField(this, "_workBufferFormatVersion", -1); /** * 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 */ __publicField(this, "fisheyeProj", new FisheyeProjection()); this.device = device; this.node = node; this.cameraNode = cameraNode; this.layer = layer; this.workBuffer = workBuffer; this._workBufferFormatVersion = workBuffer?.format.extraStreamsVersion ?? -1; } destroy() { } /** * Sets the render mode for this renderer. * * @param {number} renderMode - Bitmask flags controlling render passes (GSPLAT_FORWARD, GSPLAT_SHADOW, or both). */ setRenderMode(renderMode) { this.renderMode = renderMode; } /** * Returns the material used by this renderer, or null if not applicable. * * @type {ShaderMaterial|null} */ get material() { return 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) { this.workBuffer = source; this.onWorkBufferFormatChanged(); } /** * Called when the work buffer format has changed. Derived classes reconfigure * their rendering resources (materials, pipelines, bindings, etc.). */ onWorkBufferFormatChanged() { } /** * 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, textureSize) { } /** * 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, sortedIds, numSplatsBuffer, textureSize) { } /** * Switches the renderer to CPU-sorted rendering mode. */ setCpuSortedRendering() { } /** * Binds the current order data (texture or storage buffer) for CPU-sorted rendering. */ setOrderData() { } /** * 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, exposure, fogParams) { } /** * Updates the overdraw visualization mode. * * @param {object} params - The gsplat parameters. */ updateOverdrawMode(params) { } /** * 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 */ _createTonemapIncludes(cincludes) { cincludes.set("gsplatOutputVS", gsplatOutputVS); const chunkNames = [ "tonemappingPS", "tonemappingNonePS", "tonemappingLinearPS", "tonemappingFilmicPS", "tonemappingHejlPS", "tonemappingAcesPS", "tonemappingAces2PS", "tonemappingNeutralPS", "decodePS", "gammaPS" ]; for (const name of chunkNames) { cincludes.set(name, shaderChunksWGSL[name]); } } } export { GSplatRenderer };