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import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
// Create the renderer
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor(0xffffff, 0);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// Create the scene
const scene = new THREE.Scene();

// Create the camera
const camera = new THREE.PerspectiveCamera(
  45,
  window.innerWidth / window.innerHeight,
  0.1,
  200.0
);
camera.position.set(0, 0, 3.0);
scene.add(camera);

// Create orbit controls
const controls = new OrbitControls(camera, renderer.domElement);
// controls.maxPolarAngle = (0.9 * Math.PI) / 2;
controls.enableDamping = true;
controls.dampingFactor = 0.5;

let sortReady = false;
function sortSplats(matrices, view) {
  const vertexCount = matrices.length / 16;

  let maxDepth = -Infinity;
  let minDepth = Infinity;
  let depthList = new Float32Array(vertexCount);
  let sizeList = new Int32Array(depthList.buffer);
  for (let i = 0; i < vertexCount; i++) {
    let depth =
      view[0] * matrices[i * 16 + 12] -
      view[1] * matrices[i * 16 + 13] -
      view[2] * matrices[i * 16 + 14];
    depthList[i] = depth;
    if (depth > maxDepth) maxDepth = depth;
    if (depth < minDepth) minDepth = depth;
  }

  // This is a 16 bit single-pass counting sort
  let depthInv = (256 * 256 - 1) / (maxDepth - minDepth);
  let counts0 = new Uint32Array(256 * 256);
  for (let i = 0; i < vertexCount; i++) {
    sizeList[i] = ((depthList[i] - minDepth) * depthInv) | 0;
    counts0[sizeList[i]]++;
  }
  let starts0 = new Uint32Array(256 * 256);
  for (let i = 1; i < 256 * 256; i++)
    starts0[i] = starts0[i - 1] + counts0[i - 1];
  let depthIndex = new Uint32Array(vertexCount);
  for (let i = 0; i < vertexCount; i++) depthIndex[starts0[sizeList[i]]++] = i;

  let sortedMatrices = new Float32Array(vertexCount * 16);
  for (let j = 0; j < vertexCount; j++) {
    let i = depthIndex[j];
    for (let k = 0; k < 16; k++) {
      sortedMatrices[j * 16 + k] = matrices[i * 16 + k];
    }
  }

  return sortedMatrices;
}

function createWorker(self) {
  let sortFunction;
  let matrices;
  self.onmessage = (e) => {
    if (e.data.sortFunction) {
      eval(e.data.sortFunction);
      sortFunction = sortSplats;
    }
    if (e.data.matrices) {
      matrices = new Float32Array(e.data.matrices);
    }
    if (e.data.view) {
      const view = new Float32Array(e.data.view);
      const sortedMatrices = sortFunction(matrices, view);
      self.postMessage({ sortedMatrices }, [sortedMatrices.buffer]);
    }
  };
}

const size = new THREE.Vector2();
renderer.getSize(size);
const focal = size.y / 2.0 / Math.tan(((camera.fov / 2.0) * Math.PI) / 180.0);

const geometry = new THREE.PlaneGeometry(4, 4);
const material = new THREE.ShaderMaterial({
  uniforms: {
    viewport: { value: new Float32Array([size.x, size.y]) },
    focal: { value: focal },
  },
  vertexShader: `varying vec4 vColor;
            varying vec2 vPosition;
            uniform vec2 viewport;
            uniform float focal;

            void main () {
                vec4 center = vec4(instanceMatrix[3][0], instanceMatrix[3][1], instanceMatrix[3][2], 1);
                // Adjust View Pose
                mat4 adjViewMatrix = inverse(viewMatrix);
                adjViewMatrix[0][1] *= -1.0;
                adjViewMatrix[1][0] *= -1.0;
                adjViewMatrix[1][2] *= -1.0;
                adjViewMatrix[2][1] *= -1.0;
                adjViewMatrix[3][1] *= -1.0;
                adjViewMatrix = inverse(adjViewMatrix);
                mat4 modelView = adjViewMatrix * modelMatrix;

                vec4 camspace = modelView * center;
                vec4 pos2d = projectionMatrix * mat4(1,0,0,0,0,-1,0,0,0,0,1,0,0,0,0,1)  * camspace;

                float bounds = 1.2 * pos2d.w;
                if (pos2d.z < -pos2d.w || pos2d.x < -bounds || pos2d.x > bounds
                    || pos2d.y < -bounds || pos2d.y > bounds) {
                    gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
                    return;
                }

                mat3 J = mat3(
                    focal / camspace.z, 0., -(focal * camspace.x) / (camspace.z * camspace.z), 
                    0., -focal / camspace.z, (focal * camspace.y) / (camspace.z * camspace.z), 
                    0., 0., 0.
                );

                mat3 W = transpose(mat3(modelView));
                mat3 T = W * J;
                mat3 cov = transpose(T) * mat3(instanceMatrix) * T;

                vec2 vCenter = vec2(pos2d) / pos2d.w;

                float diagonal1 = cov[0][0] + 0.3;
                float offDiagonal = cov[0][1];
                float diagonal2 = cov[1][1] + 0.3;

                float mid = 0.5 * (diagonal1 + diagonal2);
                float radius = length(vec2((diagonal1 - diagonal2) / 2.0, offDiagonal));
                float lambda1 = mid + radius;
                float lambda2 = max(mid - radius, 0.1);
                vec2 diagonalVector = normalize(vec2(offDiagonal, lambda1 - diagonal1));
                vec2 v1 = min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector;
                vec2 v2 = min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x);

                vColor = vec4(instanceMatrix[0][3], instanceMatrix[1][3], instanceMatrix[2][3], instanceMatrix[3][3]);
                vPosition = position.xy;

                gl_Position = vec4(
                    vCenter 
                        + position.x * v2 / viewport * 2.0 
                        + position.y * v1 / viewport * 2.0, 0.0, 1.0);
            }`,
  fragmentShader: `varying vec4 vColor;
            varying vec2 vPosition;

            void main () {
                float A = -dot(vPosition, vPosition);
                if (A < -4.0) discard;
                float B = exp(A) * vColor.a;
                gl_FragColor = vec4(B * vColor.rgb, B);
            }`,
});

material.blending = THREE.CustomBlending;
material.blendEquation = THREE.AddEquation;
material.blendSrc = THREE.OneMinusDstAlphaFactor;
material.blendDst = THREE.OneFactor;
material.blendSrcAlpha = THREE.OneMinusDstAlphaFactor;
material.blendDstAlpha = THREE.OneFactor;
material.depthTest = false;
material.needsUpdate = true;

window.addEventListener("resize", () => {
  renderer.getSize(size);
  const focal =
    size.y /
    2.0 /
    Math.tan(((camera.components.camera.data.fov / 2.0) * Math.PI) / 180.0);
  material.uniforms.viewport.value[0] = size.x;
  material.uniforms.viewport.value[1] = size.y;
  material.uniforms.focal.value = focal;
});
const urlParams = new URLSearchParams(window.location.search);
const name = urlParams.get('url'); 

console.log(name);

fetch(name)
  .then((data) => data.blob())
  .then((res) => res.arrayBuffer())
  .then((buffer) => {
    const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
    const vertexCount = Math.floor(buffer.byteLength / rowLength);
    const f_buffer = new Float32Array(buffer);
    const u_buffer = new Uint8Array(buffer);

    const matrices = new Float32Array(vertexCount * 16);
    for (let i = 0; i < vertexCount; i++) {
      const quat = new THREE.Quaternion(
        (u_buffer[32 * i + 28 + 1] - 128) / 128.0,
        (u_buffer[32 * i + 28 + 2] - 128) / 128.0,
        -(u_buffer[32 * i + 28 + 3] - 128) / 128.0,
        (u_buffer[32 * i + 28 + 0] - 128) / 128.0
      );
      const center = new THREE.Vector3(
        f_buffer[8 * i + 0],
        f_buffer[8 * i + 1],
        -f_buffer[8 * i + 2]
      );
      const scale = new THREE.Vector3(
        f_buffer[8 * i + 3 + 0],
        f_buffer[8 * i + 3 + 1],
        f_buffer[8 * i + 3 + 2]
      );

      const mtx = new THREE.Matrix4();
      mtx.makeRotationFromQuaternion(quat);
      mtx.transpose();
      mtx.scale(scale);
      const mtx_t = mtx.clone();
      mtx.transpose();
      mtx.premultiply(mtx_t);
      mtx.setPosition(center);

      // RGBA
      mtx.elements[3] = u_buffer[32 * i + 24 + 0] / 255;
      mtx.elements[7] = u_buffer[32 * i + 24 + 1] / 255;
      mtx.elements[11] = u_buffer[32 * i + 24 + 2] / 255;
      mtx.elements[15] = u_buffer[32 * i + 24 + 3] / 255;

      for (let j = 0; j < 16; j++) {
        matrices[i * 16 + j] = mtx.elements[j];
      }
    }

    const view = new Float32Array([
      camera.matrixWorld.elements[2],
      camera.matrixWorld.elements[6],
      camera.matrixWorld.elements[10],
    ]);

    const iMesh = new THREE.InstancedMesh(geometry, material, vertexCount);
    iMesh.frustumCulled = false;
    iMesh.instanceMatrix.array = sortSplats(matrices, view);
    iMesh.instanceMatrix.needsUpdate = true;
    scene.add(iMesh);

    const worker = new Worker(
      URL.createObjectURL(
        new Blob(["(", createWorker.toString(), ")(self)"], {
          type: "application/javascript",
        })
      )
    );

    worker.postMessage(
      {
        sortFunction: sortSplats.toString(),
        matrices: matrices.buffer,
      },
      [matrices.buffer]
    );

    worker.onmessage = (e) => {
      iMesh.instanceMatrix.array = new Float32Array(e.data.sortedMatrices);
      iMesh.instanceMatrix.needsUpdate = true;
      sortReady = true;
    };
    sortReady = true;

    function animate() {
      requestAnimationFrame(animate);
      if (sortReady) {
        sortReady = false;
        const view = new Float32Array([
          camera.matrixWorld.elements[2],
          camera.matrixWorld.elements[6],
          camera.matrixWorld.elements[10],
        ]);
        worker.postMessage({ view }, [view.buffer]);
      }
      controls.update();
      renderer.render(scene, camera);
    }

    animate();
  })
  .catch((error) => {
    console.error(error);
  });