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

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/** * Per-call parameters for a renderer view (forward or pick), populated by the manager each frame * from the scene gsplat settings plus the view camera (and pick viewport). Reused per call to avoid * per-frame allocation; the renderer must not retain a reference to it. */ export type GSplatRenderViewParams = object; /** * @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 { GSplatWorld } from './gsplat-world.js' * @import { GSplatWorldState } from './gsplat-world-state.js' * @import { GSplatVaryings } from './gsplat-varyings.js' * @import { MeshInstance } from '../mesh-instance.js' * @import { FogParams } from '../fog-params.js' */ /** * Per-call parameters for a renderer view (forward or pick), populated by the manager each frame * from the scene gsplat settings plus the view camera (and pick viewport). Reused per call to avoid * per-frame allocation; the renderer must not retain a reference to it. * * @typedef {object} GSplatRenderViewParams * @ignore * @property {GraphNode} cameraNode - The camera node for this view. * @property {boolean} radialSorting - Whether radial (vs linear) depth sorting is used. * @property {number} alphaClip - Alpha threshold for shadow/pick/prepass rendering. * @property {number} alphaClipForward - Alpha floor for the forward pass. * @property {number} minPixelSize - Minimum projected splat size. * @property {number} minContribution - Minimum visual contribution threshold. * @property {number} foveationStrength - Foveation strength. * @property {number} foveationCenter - Foveation center. * @property {boolean} antiAlias - Whether antialiasing is enabled. * @property {number} fisheye - Fisheye projection strength. * @property {ShaderMaterial} material - The scene gsplat template material. * @property {GSplatVaryings} varyings - User varying streams (provides the cache `words` count). * @property {number} [width] - Pick viewport width in pixels (picking only). * @property {number} [height] - Pick viewport height in pixels (picking only). */ /** * Base class for splat renderers. Holds common state shared by all renderer * implementations (instanced-quad, hybrid GPU-sort, 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; /** * Resolves the effective fisheye strength for this renderer's camera. Fisheye is not supported * in XR by any renderer (it overrides the per-eye perspective projection), so it is forced off * while an XR session is active. Warns once when a non-zero value is suppressed. * * @param {number} fisheye - Requested fisheye strength (typically `scene.gsplat.fisheye`). * @returns {number} The fisheye strength to use (0 while in XR, otherwise `fisheye`). */ resolveFisheye(fisheye: number): number; /** * 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; /** * Whether this renderer runs the GPU sort/projection/cull pipeline itself (true) rather than * relying on the manager's CPU worker sorter (false). Drives the manager's per-frame branching. * * @type {boolean} */ get usesGpuSort(): boolean; /** * Whether this renderer needs frustum-culling bounds uploaded to the work buffer (the GPU cull * path allocates them; the CPU path does not). * * @type {boolean} */ get requiresBounds(): boolean; /** * Whether this renderer relies on the manager-owned CPU worker sorter. * * @type {boolean} */ get requiresCpuSort(): boolean; /** * 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 may * override this to react to the source change (e.g. re-pointing materials at the new * work-buffer textures). * * 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; /** * Invalidates any cached cull/compaction upload state (e.g. after a work-buffer rebuild that * may have moved bounds indices). No-op for renderers without a GPU cull pipeline. */ invalidateCullUpload(): void; /** * Prepares the forward view for rendering. Renderers that run their own GPU pipeline (cull + * projection + sort) do their per-frame work here; CPU-sort renderers rely on the manager's * worker instead and leave this as a no-op. * * @param {GSplatWorld} world - The world providing the work buffer, bounds, and states. * @param {GSplatWorldState} worldState - The render-ready world state to draw. * @param {GSplatRenderViewParams} params - Per-call parameters for this view. * @returns {boolean} True if a GPU dispatch ran this call. */ prepareRenderView(world: GSplatWorld, worldState: GSplatWorldState, params: GSplatRenderViewParams): boolean; /** * Prepares a pick view and returns the configured pick mesh instance. Only meaningful for * renderers with a GPU pipeline; others return null. * * @param {GSplatWorld} world - The world providing the work buffer, bounds, and states. * @param {GSplatWorldState} worldState - The render-ready world state. * @param {GSplatRenderViewParams} pickParams - Per-call parameters for the pick view. * @returns {MeshInstance|null} The pick mesh instance, or null. */ preparePickingView(world: GSplatWorld, worldState: GSplatWorldState, pickParams: GSplatRenderViewParams): MeshInstance | null; } 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'; import type { GSplatWorld } from './gsplat-world.js'; import type { GSplatWorldState } from './gsplat-world-state.js'; import type { MeshInstance } from '../mesh-instance.js';