Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 | 2x 2x 2x 2x 2x 2x 2x | import ShaderBuilder from "../Renderer/ShaderBuilder.js";
import RenderState from "../Renderer/RenderState.js";
import DepthFunction from "../Scene/DepthFunction.js";
import ModelAlphaOptions from "./Model/ModelAlphaOptions.js";
import ShaderDestination from "../Renderer/ShaderDestination.js";
function GaussianSplatRenderResources(primitive) {
const shaderBuilder = new ShaderBuilder();
/**
* An object used to build a shader incrementally. Each pipeline stage
* may add lines of shader code to this object.
*
* @type {ShaderBuilder}
* @readonly
*
* @private
*/
this.shaderBuilder = shaderBuilder;
/**
* A dictionary mapping uniform name to functions that return the uniform
* values.
*
* @type {Object<string, Function>}
* @readonly
*
* @private
*/
this.uniformMap = {};
/**
* An object storing options for creating a {@link RenderState}.
* The pipeline stages simply set the options, the render state is created
* when the {@link DrawCommand} is constructed.
*
* @type {object}
* @readonly
*
* @private
*/
this.renderStateOptions = RenderState.getState(
RenderState.fromCache({
depthTest: {
enabled: true,
func: DepthFunction.LESS_OR_EQUAL,
},
}),
);
/**
* Options for configuring the alpha stage such as pass and alpha cutoff.
*
* @type {ModelAlphaOptions}
* @readonly
*
* @private
*/
this.alphaOptions = new ModelAlphaOptions();
/**
* Whether the model is part of a tileset that uses the skipLevelOfDetail
* optimization. This value indicates what draw commands are needed and
* is set by TilesetPipelineStage.
*
* @type {boolean}
* @default false
*
* @private
*/
this.hasSkipLevelOfDetail = false;
Iif (primitive._useLogDepth) {
shaderBuilder.addDefine(
"LOG_DEPTH_READ_ONLY",
undefined,
ShaderDestination.FRAGMENT,
);
}
}
export default GaussianSplatRenderResources;
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