playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
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JavaScript
var gsplatCenter_default = (
/* wgsl */
`
uniform matrix_model: mat4x4f;
uniform matrix_view: mat4x4f;
uniform camera_params: vec4f; // 1 / far, far, near, isOrtho
uniform matrix_projection: mat4x4f;
uniform fisheye_k: f32;
uniform fisheye_inv_k: f32; // 1.0 / fisheye_k (precomputed on CPU)
uniform fisheye_projMat00: f32; // projection scale X (precomputed on CPU)
uniform fisheye_projMat11: f32; // projection scale Y (precomputed on CPU)
// project the model space gaussian center to view and clip space
fn initCenter(modelCenter: vec3f, center: ptr<function, SplatCenter>) -> bool {
let modelView: mat4x4f = uniform.matrix_view * uniform.matrix_model;
let centerView: vec4f = modelView * vec4f(modelCenter, 1.0);
// Generalized fisheye: g(\u03B8) = k\xB7tan(\u03B8/k)
// k=2: stereographic, k\u2192\u221E: equidistant
let v: vec3f = centerView.xyz;
let r_xy: f32 = length(v.xy);
let neg_z: f32 = -v.z;
let theta: f32 = atan2(r_xy, neg_z);
// Cull near the singularity at \u03B8 = k\xB7\u03C0/2, and at camera origin
let maxTheta: f32 = min(uniform.fisheye_k * 1.5707963, 3.13);
if (theta > maxTheta - 0.01 || dot(v, v) < 0.0001) {
return false;
}
let tk: f32 = theta * uniform.fisheye_inv_k;
let sin_tk: f32 = sin(tk);
let cos_tk: f32 = cos(tk);
let g_theta: f32 = uniform.fisheye_k * sin_tk / cos_tk;
let fisheye_s: f32 = select(select(0.0, 1.0 / neg_z, neg_z > 0.0), g_theta / r_xy, r_xy > 1e-4);
let ndc: vec2f = vec2f(uniform.fisheye_projMat00 * fisheye_s * v.x, uniform.fisheye_projMat11 * fisheye_s * v.y);
let near: f32 = uniform.camera_params.z;
let far: f32 = uniform.camera_params.y;
let linearDepth: f32 = neg_z;
let depthNdc: f32 = clamp((linearDepth - near) / (far - near), 0.0, 1.0);
center.proj = vec4f(ndc, depthNdc, 1.0);
center.projMat00 = uniform.fisheye_projMat00;
center.fisheyeSinTK = sin_tk;
center.fisheyeCosTK = cos_tk;
center.fisheyeRxy = r_xy;
// early out if splat is behind the camera (perspective only)
// orthographic projections don't need this check as frustum culling handles it
if (uniform.camera_params.w != 1.0 && centerView.z > 0.0) {
return false;
}
var centerProj: vec4f = uniform.matrix_projection * centerView;
// ensure gaussians are not clipped by camera near and far
centerProj.z = clamp(centerProj.z, 0.0, abs(centerProj.w));
center.proj = centerProj;
center.projMat00 = uniform.matrix_projection[0][0];
center.view = centerView.xyz / centerView.w;
center.modelView = modelView;
return true;
}
`
);
export {
gsplatCenter_default as default
};