playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
70 lines (69 loc) • 2.42 kB
JavaScript
var gsplatWorkBufferGeometry_default = `
var uWorkBufferTransformA: texture_2d<u32>;
var uWorkBufferTransformB: texture_2d<u32>;
uniform matrix_model_inverse: mat4x4f;
uniform uCameraPosition: vec3f;
var<private> wbCoord: vec2i;
var<private> wbTransformA: vec4u;
fn initWorkBufferGeometry(coord: vec2i) {
wbCoord = coord;
wbTransformA = textureLoad(uWorkBufferTransformA, coord, 0);
}
fn workBufferWorldCenter() -> vec3f {
return vec3f(bitcast<f32>(wbTransformA.x), bitcast<f32>(wbTransformA.y), bitcast<f32>(wbTransformA.z));
}
fn workBufferWorldRotation() -> vec4f {
let data = textureLoad(uWorkBufferTransformB, wbCoord, 0).x;
let p = vec3f(
f32(data & 0x7FFu) / 2047.0 * 2.0 - 1.0,
f32((data >> 11u) & 0x7FFu) / 2047.0 * 2.0 - 1.0,
f32((data >> 22u) & 0x3FFu) / 1023.0 * 2.0 - 1.0
);
let d = dot(p, p);
return vec4f(sqrt(max(0.0, 2.0 - d)) * p, 1.0 - d);
let rotXY = unpack2x16float(wbTransformA.w);
let r = vec3f(rotXY, unpack2x16float(textureLoad(uWorkBufferTransformB, wbCoord, 0).x).x);
return vec4f(r, sqrt(max(0.0, 1.0 - dot(r, r))));
}
fn workBufferWorldScale() -> vec3f {
let data = wbTransformA.w;
let sx = f32(data & 0xFFu);
let sy = f32((data >> 8u) & 0xFFu);
let sz = f32((data >> 16u) & 0xFFu);
let logRange = 21.0 / 255.0;
let logMin = -12.0;
return vec3f(
select(exp(sx * logRange + logMin), 0.0, sx == 0.0),
select(exp(sy * logRange + logMin), 0.0, sy == 0.0),
select(exp(sz * logRange + logMin), 0.0, sz == 0.0)
);
let b = textureLoad(uWorkBufferTransformB, wbCoord, 0).xy;
return vec3f(unpack2x16float(b.x).y, unpack2x16float(b.y));
}
fn quatRotateInv(q: vec4f, v: vec3f) -> vec3f {
let t = -q.xyz;
return v + 2.0 * cross(t, cross(t, v) + q.w * v);
}
fn getCenter() -> vec3f {
return (uniform.matrix_model_inverse * vec4f(workBufferWorldCenter(), 1.0)).xyz;
}
fn getRotation() -> vec4f {
let worldRotation = workBufferWorldRotation();
let localRotation = vec4f(quatMul(half4(vec4f(-uniform.model_rotation.xyz, uniform.model_rotation.w)), half4(worldRotation)));
return localRotation.wxyz;
}
fn getScale() -> vec3f {
return workBufferWorldScale() / uniform.model_scale;
}
`;
export {
gsplatWorkBufferGeometry_default as default
};