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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);
});
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