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import { Splatv } from "../../../splats/Splatv"; | |
import { SplatvData } from "../../../splats/SplatvData"; | |
import { WebGLRenderer } from "../../WebGLRenderer"; | |
import { ShaderPass } from "../passes/ShaderPass"; | |
import { ShaderProgram } from "./ShaderProgram"; | |
import { ObjectAddedEvent, ObjectChangedEvent, ObjectRemovedEvent } from "../../../events/Events"; | |
import { Matrix4 } from "../../../math/Matrix4"; | |
const vertexShaderSource = /* glsl */ `#version 300 es | |
precision highp float; | |
precision highp int; | |
uniform highp usampler2D u_texture; | |
uniform mat4 projection, view; | |
uniform vec2 focal; | |
uniform vec2 viewport; | |
uniform float time; | |
in vec2 position; | |
in int index; | |
out vec4 vColor; | |
out vec2 vPosition; | |
void main () { | |
gl_Position = vec4(0.0, 0.0, 2.0, 1.0); | |
uvec4 motion1 = texelFetch(u_texture, ivec2(((uint(index) & 0x3ffu) << 2) | 3u, uint(index) >> 10), 0); | |
vec2 trbf = unpackHalf2x16(motion1.w); | |
float dt = time - trbf.x; | |
float topacity = exp(-1.0 * pow(dt / trbf.y, 2.0)); | |
if(topacity < 0.02) return; | |
uvec4 motion0 = texelFetch(u_texture, ivec2(((uint(index) & 0x3ffu) << 2) | 2u, uint(index) >> 10), 0); | |
uvec4 static0 = texelFetch(u_texture, ivec2(((uint(index) & 0x3ffu) << 2), uint(index) >> 10), 0); | |
vec2 m0 = unpackHalf2x16(motion0.x), m1 = unpackHalf2x16(motion0.y), m2 = unpackHalf2x16(motion0.z), | |
m3 = unpackHalf2x16(motion0.w), m4 = unpackHalf2x16(motion1.x); | |
vec4 trot = vec4(unpackHalf2x16(motion1.y).xy, unpackHalf2x16(motion1.z).xy) * dt; | |
vec3 tpos = (vec3(m0.xy, m1.x) * dt + vec3(m1.y, m2.xy) * dt*dt + vec3(m3.xy, m4.x) * dt*dt*dt); | |
vec4 cam = view * vec4(uintBitsToFloat(static0.xyz) + tpos, 1); | |
vec4 pos = projection * cam; | |
float clip = 1.2 * pos.w; | |
if (pos.z < -clip || pos.x < -clip || pos.x > clip || pos.y < -clip || pos.y > clip) return; | |
uvec4 static1 = texelFetch(u_texture, ivec2(((uint(index) & 0x3ffu) << 2) | 1u, uint(index) >> 10), 0); | |
vec4 rot = vec4(unpackHalf2x16(static0.w).xy, unpackHalf2x16(static1.x).xy) + trot; | |
vec3 scale = vec3(unpackHalf2x16(static1.y).xy, unpackHalf2x16(static1.z).x); | |
rot /= sqrt(dot(rot, rot)); | |
mat3 S = mat3(scale.x, 0.0, 0.0, 0.0, scale.y, 0.0, 0.0, 0.0, scale.z); | |
mat3 R = mat3( | |
1.0 - 2.0 * (rot.z * rot.z + rot.w * rot.w), 2.0 * (rot.y * rot.z - rot.x * rot.w), 2.0 * (rot.y * rot.w + rot.x * rot.z), | |
2.0 * (rot.y * rot.z + rot.x * rot.w), 1.0 - 2.0 * (rot.y * rot.y + rot.w * rot.w), 2.0 * (rot.z * rot.w - rot.x * rot.y), | |
2.0 * (rot.y * rot.w - rot.x * rot.z), 2.0 * (rot.z * rot.w + rot.x * rot.y), 1.0 - 2.0 * (rot.y * rot.y + rot.z * rot.z)); | |
mat3 M = S * R; | |
mat3 Vrk = 4.0 * transpose(M) * M; | |
mat3 J = mat3( | |
focal.x / cam.z, 0., -(focal.x * cam.x) / (cam.z * cam.z), | |
0., -focal.y / cam.z, (focal.y * cam.y) / (cam.z * cam.z), | |
0., 0., 0. | |
); | |
mat3 T = transpose(mat3(view)) * J; | |
mat3 cov2d = transpose(T) * Vrk * T; | |
float mid = (cov2d[0][0] + cov2d[1][1]) / 2.0; | |
float radius = length(vec2((cov2d[0][0] - cov2d[1][1]) / 2.0, cov2d[0][1])); | |
float lambda1 = mid + radius, lambda2 = mid - radius; | |
if(lambda2 < 0.0) return; | |
vec2 diagonalVector = normalize(vec2(cov2d[0][1], lambda1 - cov2d[0][0])); | |
vec2 majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector; | |
vec2 minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x); | |
uint rgba = static1.w; | |
vColor = | |
clamp(pos.z/pos.w+1.0, 0.0, 1.0) * | |
vec4(1.0, 1.0, 1.0, topacity) * | |
vec4( | |
(rgba) & 0xffu, | |
(rgba >> 8) & 0xffu, | |
(rgba >> 16) & 0xffu, | |
(rgba >> 24) & 0xffu) / 255.0; | |
vec2 vCenter = vec2(pos) / pos.w; | |
gl_Position = vec4( | |
vCenter | |
+ position.x * majorAxis / viewport | |
+ position.y * minorAxis / viewport, 0.0, 1.0); | |
vPosition = position; | |
} | |
`; | |
const fragmentShaderSource = /* glsl */ `#version 300 es | |
precision highp float; | |
in vec4 vColor; | |
in vec2 vPosition; | |
out vec4 fragColor; | |
void main () { | |
float A = -dot(vPosition, vPosition); | |
if (A < -4.0) discard; | |
float B = exp(A) * vColor.a; | |
fragColor = vec4(B * vColor.rgb, B); | |
} | |
`; | |
class VideoRenderProgram extends ShaderProgram { | |
private _renderData: SplatvData | null = null; | |
private _depthIndex: Uint32Array = new Uint32Array(); | |
private _splatTexture: WebGLTexture | null = null; | |
protected _initialize: () => void; | |
protected _resize: () => void; | |
protected _render: () => void; | |
protected _dispose: () => void; | |
constructor(renderer: WebGLRenderer, passes: ShaderPass[] = []) { | |
super(renderer, passes); | |
const canvas = renderer.canvas; | |
const gl = renderer.gl; | |
let worker: Worker; | |
let u_projection: WebGLUniformLocation; | |
let u_viewport: WebGLUniformLocation; | |
let u_focal: WebGLUniformLocation; | |
let u_view: WebGLUniformLocation; | |
let u_texture: WebGLUniformLocation; | |
let u_time: WebGLUniformLocation; | |
let positionAttribute: number; | |
let indexAttribute: number; | |
let vertexBuffer: WebGLBuffer; | |
let indexBuffer: WebGLBuffer; | |
this._resize = () => { | |
if (!this._camera) return; | |
this._camera.data.setSize(canvas.width, canvas.height); | |
this._camera.update(); | |
u_projection = gl.getUniformLocation(this.program, "projection") as WebGLUniformLocation; | |
gl.uniformMatrix4fv(u_projection, false, this._camera.data.projectionMatrix.buffer); | |
u_viewport = gl.getUniformLocation(this.program, "viewport") as WebGLUniformLocation; | |
gl.uniform2fv(u_viewport, new Float32Array([canvas.width, canvas.height])); | |
}; | |
const setupWorker = () => { | |
if (renderer.renderProgram.worker === null) { | |
console.error("Render program is not initialized. Cannot render without worker"); | |
return; | |
} | |
worker = renderer.renderProgram.worker; | |
worker.onmessage = (e) => { | |
if (e.data.depthIndex) { | |
const { depthIndex } = e.data; | |
this._depthIndex = depthIndex; | |
gl.bindBuffer(gl.ARRAY_BUFFER, indexBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, depthIndex, gl.STATIC_DRAW); | |
} | |
}; | |
}; | |
this._initialize = () => { | |
if (!this._scene || !this._camera) { | |
console.error("Cannot render without scene and camera"); | |
return; | |
} | |
this._resize(); | |
this._scene.addEventListener("objectAdded", handleObjectAdded); | |
this._scene.addEventListener("objectRemoved", handleObjectRemoved); | |
for (const object of this._scene.objects) { | |
if (object instanceof Splatv) { | |
if (this._renderData === null) { | |
this._renderData = object.data; | |
object.addEventListener("objectChanged", handleObjectChanged); | |
} else { | |
console.warn("Multiple Splatv objects are not currently supported"); | |
} | |
} | |
} | |
if (this._renderData === null) { | |
console.error("Cannot render without Splatv object"); | |
return; | |
} | |
u_focal = gl.getUniformLocation(this.program, "focal") as WebGLUniformLocation; | |
gl.uniform2fv(u_focal, new Float32Array([this._camera.data.fx, this._camera.data.fy])); | |
u_view = gl.getUniformLocation(this.program, "view") as WebGLUniformLocation; | |
gl.uniformMatrix4fv(u_view, false, this._camera.data.viewMatrix.buffer); | |
this._splatTexture = gl.createTexture() as WebGLTexture; | |
u_texture = gl.getUniformLocation(this.program, "u_texture") as WebGLUniformLocation; | |
gl.uniform1i(u_texture, 0); | |
u_time = gl.getUniformLocation(this.program, "time") as WebGLUniformLocation; | |
gl.uniform1f(u_time, Math.sin(Date.now() / 1000) / 2 + 1 / 2); | |
vertexBuffer = gl.createBuffer() as WebGLBuffer; | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-2, -2, 2, -2, 2, 2, -2, 2]), gl.STATIC_DRAW); | |
positionAttribute = gl.getAttribLocation(this.program, "position"); | |
gl.enableVertexAttribArray(positionAttribute); | |
gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0); | |
indexBuffer = gl.createBuffer() as WebGLBuffer; | |
indexAttribute = gl.getAttribLocation(this.program, "index"); | |
gl.enableVertexAttribArray(indexAttribute); | |
gl.bindBuffer(gl.ARRAY_BUFFER, indexBuffer); | |
setupWorker(); | |
gl.activeTexture(gl.TEXTURE0); | |
gl.bindTexture(gl.TEXTURE_2D, this._splatTexture); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
gl.texImage2D( | |
gl.TEXTURE_2D, | |
0, | |
gl.RGBA32UI, | |
this._renderData.width, | |
this._renderData.height, | |
0, | |
gl.RGBA_INTEGER, | |
gl.UNSIGNED_INT, | |
this._renderData.data, | |
); | |
const positions = this._renderData.positions; | |
const dummyTransforms = new Float32Array(new Matrix4().buffer); | |
const dummyTransformIndices = new Uint32Array(this._renderData.vertexCount); | |
dummyTransformIndices.fill(0); | |
worker.postMessage( | |
{ | |
sortData: { | |
positions: positions, | |
transforms: dummyTransforms, | |
transformIndices: dummyTransformIndices, | |
vertexCount: this._renderData.vertexCount, | |
}, | |
}, | |
[positions.buffer, dummyTransforms.buffer, dummyTransformIndices.buffer], | |
); | |
}; | |
const handleObjectAdded = (event: Event) => { | |
const e = event as ObjectAddedEvent; | |
if (e.object instanceof Splatv) { | |
if (this._renderData === null) { | |
this._renderData = e.object.data; | |
e.object.addEventListener("objectChanged", handleObjectChanged); | |
} else { | |
console.warn("Splatv not supported by default RenderProgram. Use VideoRenderProgram instead."); | |
} | |
} | |
this.dispose(); | |
}; | |
const handleObjectRemoved = (event: Event) => { | |
const e = event as ObjectRemovedEvent; | |
if (e.object instanceof Splatv) { | |
if (this._renderData === e.object.data) { | |
this._renderData = null; | |
e.object.removeEventListener("objectChanged", handleObjectChanged); | |
} | |
} | |
this.dispose(); | |
}; | |
const handleObjectChanged = (event: Event) => { | |
const e = event as ObjectChangedEvent; | |
if (e.object instanceof Splatv && this._renderData === e.object.data) { | |
this.dispose(); | |
} | |
}; | |
this._render = () => { | |
if (!this._scene || !this._camera) { | |
console.error("Cannot render without scene and camera"); | |
return; | |
} | |
if (!this._renderData) { | |
console.warn("Cannot render without Splatv object"); | |
return; | |
} | |
this._camera.update(); | |
worker.postMessage({ viewProj: this._camera.data.viewProj.buffer }); | |
gl.viewport(0, 0, canvas.width, canvas.height); | |
gl.clearColor(0, 0, 0, 0); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.disable(gl.DEPTH_TEST); | |
gl.enable(gl.BLEND); | |
gl.blendFuncSeparate(gl.ONE_MINUS_DST_ALPHA, gl.ONE, gl.ONE_MINUS_DST_ALPHA, gl.ONE); | |
gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); | |
gl.uniformMatrix4fv(u_projection, false, this._camera.data.projectionMatrix.buffer); | |
gl.uniformMatrix4fv(u_view, false, this._camera.data.viewMatrix.buffer); | |
gl.uniform1f(u_time, Math.sin(Date.now() / 1000) / 2 + 1 / 2); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); | |
gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0); | |
gl.bindBuffer(gl.ARRAY_BUFFER, indexBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, this._depthIndex, gl.STATIC_DRAW); | |
gl.vertexAttribIPointer(indexAttribute, 1, gl.INT, 0, 0); | |
gl.vertexAttribDivisor(indexAttribute, 1); | |
gl.drawArraysInstanced(gl.TRIANGLE_FAN, 0, 4, this._renderData.vertexCount); | |
}; | |
this._dispose = () => { | |
if (!this._scene || !this._camera) { | |
console.error("Cannot dispose without scene and camera"); | |
return; | |
} | |
this._scene.removeEventListener("objectAdded", handleObjectAdded); | |
this._scene.removeEventListener("objectRemoved", handleObjectRemoved); | |
for (const object of this._scene.objects) { | |
if (object instanceof Splatv) { | |
if (this._renderData === object.data) { | |
this._renderData = null; | |
object.removeEventListener("objectChanged", handleObjectChanged); | |
} | |
} | |
} | |
worker?.terminate(); | |
gl.deleteTexture(this._splatTexture); | |
gl.deleteBuffer(indexBuffer); | |
gl.deleteBuffer(vertexBuffer); | |
}; | |
} | |
get renderData(): SplatvData | null { | |
return this._renderData; | |
} | |
protected _getVertexSource(): string { | |
return vertexShaderSource; | |
} | |
protected _getFragmentSource(): string { | |
return fragmentShaderSource; | |
} | |
} | |
export { VideoRenderProgram }; | |