| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196 |
- //
- // Vertex shader for Gaussian splats.
-
- // The splats are rendered as quads in view space. Splat attributes are loaded from a texture with precomputed 3D covariance.
-
- // Passes local quad coordinates and color to the fragment shader for Gaussian evaluation.
- //
- // Discards splats outside the view frustum or with negligible screen size.
- //
- #if defined(HAS_SPHERICAL_HARMONICS)
- const uint coefficientCount[3] = uint[3](3u,8u,15u);
- const float SH_C1 = 0.48860251;
- const float SH_C2[5] = float[5](
- 1.092548430,
- -1.09254843,
- 0.315391565,
- -1.09254843,
- 0.546274215
- );
-
- const float SH_C3[7] = float[7](
- -0.59004358,
- 2.890611442,
- -0.45704579,
- 0.373176332,
- -0.45704579,
- 1.445305721,
- -0.59004358
- );
-
- //Retrieve SH coefficient. Currently RG32UI format
- uvec2 loadSHCoeff(uint splatID, int index) {
- ivec2 shTexSize = textureSize(u_sphericalHarmonicsTexture, 0);
- uint dims = coefficientCount[uint(u_sphericalHarmonicsDegree)-1u];
- uint splatsPerRow = uint(shTexSize.x) / dims;
- uint shIndex = (splatID%splatsPerRow) * dims + uint(index);
- ivec2 shPosCoord = ivec2(shIndex, splatID / splatsPerRow);
- return texelFetch(u_sphericalHarmonicsTexture, shPosCoord, 0).rg;
- }
-
- //Unpack RG32UI half float coefficients to vec3
- vec3 halfToVec3(uvec2 packed) {
- return vec3(unpackHalf2x16(packed.x), unpackHalf2x16(packed.y).x);
- }
-
- vec3 loadAndExpandSHCoeff(uint splatID, int index) {
- uvec2 coeff = loadSHCoeff(splatID, index);
- return halfToVec3(coeff);
- }
-
- vec3 evaluateSH(uint splatID, vec3 viewDir) {
- vec3 result = vec3(0.0);
- int coeffIndex = 0;
- float x = viewDir.x, y = viewDir.y, z = viewDir.z;
-
- if (u_sphericalHarmonicsDegree >= 1.) {
- vec3 sh1 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh2 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh3 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- result += -SH_C1 * y * sh1 + SH_C1 * z * sh2 - SH_C1 * x * sh3;
-
- if (u_sphericalHarmonicsDegree >= 2.) {
- float xx = x * x;
- float yy = y * y;
- float zz = z * z;
- float xy = x * y;
- float yz = y * z;
- float xz = x * z;
-
- vec3 sh4 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh5 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh6 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh7 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh8 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- result += SH_C2[0] * xy * sh4 +
- SH_C2[1] * yz * sh5 +
- SH_C2[2] * (2.0f * zz - xx - yy) * sh6 +
- SH_C2[3] * xz * sh7 +
- SH_C2[4] * (xx - yy) * sh8;
-
- if (u_sphericalHarmonicsDegree >= 3.) {
- vec3 sh9 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh10 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh11 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh12 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh13 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh14 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- vec3 sh15 = loadAndExpandSHCoeff(splatID, coeffIndex++);
- result += SH_C3[0] * y * (3.0f * xx - yy) * sh9 +
- SH_C3[1] * xy * z * sh10 +
- SH_C3[2] * y * (4.0f * zz - xx - yy) * sh11 +
- SH_C3[3] * z * (2.0f * zz - 3.0f * xx - 3.0f * yy) * sh12 +
- SH_C3[4] * x * (4.0f * zz - xx - yy) * sh13 +
- SH_C3[5] * z * (xx - yy) * sh14 +
- SH_C3[6] * x * (xx - 3.0f * yy) * sh15;
- }
- }
- }
- return result;
- }
- #endif
-
- // Transforms and projects splat covariance into screen space and extracts the major and minor axes of the Gaussian ellipsoid
- // which is used to calculate the vertex position in clip space.
- vec4 calcCovVectors(vec3 viewPos, mat3 Vrk) {
- vec4 t = vec4(viewPos, 1.0);
- vec2 focal = vec2(czm_projection[0][0] * czm_viewport.z, czm_projection[1][1] * czm_viewport.w);
-
- vec2 J1 = focal / t.z;
- vec2 J2 = -focal * vec2(t.x, t.y) / (t.z * t.z);
- mat3 J = mat3(
- J1.x, 0.0, J2.x,
- 0.0, J1.y, J2.y,
- 0.0, 0.0, 0.0
- );
-
- mat3 R = mat3(czm_modelView);
-
- //transform our covariance into view space
- //ensures orientation is correct
- mat3 Vrk_view = R * Vrk * transpose(R);
- mat3 cov = transpose(J) * Vrk_view * J;
-
- float diagonal1 = cov[0][0] + .3;
- float offDiagonal = cov[0][1];
- float diagonal2 = cov[1][1] + .3;
-
- float mid = 0.5 * (diagonal1 + diagonal2);
- float radius = length(vec2((diagonal1 - diagonal2) * 0.5, offDiagonal));
- float lambda1 = mid + radius;
- float lambda2 = max(mid - radius, 0.1);
-
- vec2 diagonalVector = normalize(vec2(offDiagonal, lambda1 - diagonal1));
-
- return vec4(
- min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector,
- min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x)
- );
- }
-
- highp vec4 discardVec = vec4(0.0, 0.0, 2.0, 1.0);
-
- void main() {
- uint texIdx = uint(a_splatIndex);
- // u_splatRowMask and u_splatRowShift encode the row width of the splat
- // attribute texture. The texture width is always maximumTextureSize, which
- // varies by GPU, so these are passed as uniforms rather than constants.
- // rowMask = maximumTextureSize/2 - 1
- // rowShift = log2(maximumTextureSize/2)
- uint rowMask = uint(u_splatRowMask);
- uint rowShift = uint(u_splatRowShift);
- ivec2 posCoord = ivec2(int((texIdx & rowMask) << 1), int(texIdx >> rowShift));
- vec4 splatPosition = vec4( uintBitsToFloat(uvec4(texelFetch(u_splatAttributeTexture, posCoord, 0))) );
-
- vec4 splatViewPos = czm_modelView * vec4(splatPosition.xyz, 1.0);
- vec4 clipPosition = czm_projection * splatViewPos;
-
- float clip = 1.2 * clipPosition.w;
- if (clipPosition.z < -clip || clipPosition.x < -clip || clipPosition.x > clip ||
- clipPosition.y < -clip || clipPosition.y > clip) {
- gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
- return;
- }
-
- ivec2 covCoord = ivec2(int(((texIdx & rowMask) << 1) | 1u), int(texIdx >> rowShift));
- uvec4 covariance = uvec4(texelFetch(u_splatAttributeTexture, covCoord, 0));
-
- gl_Position = clipPosition;
-
- vec2 u1 = unpackHalf2x16(covariance.x) ;
- vec2 u2 = unpackHalf2x16(covariance.y);
- vec2 u3 = unpackHalf2x16(covariance.z);
- mat3 Vrk = mat3(u1.x, u1.y, u2.x, u1.y, u2.y, u3.x, u2.x, u3.x, u3.y);
-
- vec4 covVectors = calcCovVectors(splatViewPos.xyz, Vrk);
-
- if (dot(covVectors.xy, covVectors.xy) < 4.0 && dot(covVectors.zw, covVectors.zw) < 4.0) {
- gl_Position = discardVec;
- return;
- }
-
- vec2 corner = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2) - 1.;
-
- gl_Position += vec4((corner.x * covVectors.xy + corner.y * covVectors.zw) / czm_viewport.zw * gl_Position.w, 0, 0);
- gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w));
-
- v_vertPos = corner ;
- v_splatColor = vec4(covariance.w & 0xffu, (covariance.w >> 8) & 0xffu, (covariance.w >> 16) & 0xffu, (covariance.w >> 24) & 0xffu) / 255.0;
- #if defined(HAS_SPHERICAL_HARMONICS)
- vec4 splatWC = czm_inverseView * splatViewPos;
- vec3 viewDirModel = normalize(u_inverseModelRotation * (splatWC.xyz - u_cameraPositionWC.xyz));
-
- v_splatColor.rgb += evaluateSH(texIdx, viewDirModel).rgb;
- #endif
- v_splitDirection = u_splitDirection;
- }
|