Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Experimental opacity dithering for splats #5905

Merged
merged 6 commits into from
Dec 20, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 2 additions & 1 deletion examples/src/examples/loaders/splat.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -78,7 +78,8 @@ async function example({ canvas, deviceType, assetPath, scriptsPath, glslangPath
cameraEntity: camera,
debugRender: false,
fragment: fragment,
vertex: vertex
vertex: vertex,
dither: false
});
splat.setLocalPosition(px, py, pz);
splat.setLocalScale(scale, scale, scale);
Expand Down
14 changes: 11 additions & 3 deletions extras/splat/shader-generator-splat.js
Original file line number Diff line number Diff line change
Expand Up @@ -260,6 +260,10 @@ const splatCoreFS = /* glsl_ */ `
diffuse = toneMap(diffuse);
diffuse = gammaCorrectOutput(diffuse);

#ifdef DITHER
opacityDither(B);
#endif

return vec4(diffuse, B);

#endif
Expand All @@ -270,15 +274,19 @@ class ShaderGeneratorSplat {
generateKey(options) {
const vsHash = hashCode(options.vertex);
const fsHash = hashCode(options.fragment);
return `splat-${options.pass}-${options.gamma}-${options.toneMapping}-${vsHash}-${fsHash}-${options.debugRender}`;
return `splat-${options.pass}-${options.gamma}-${options.toneMapping}-${vsHash}-${fsHash}-${options.debugRender}-${options.dither}}`;
}

createShaderDefinition(device, options) {

const defines = (options.debugRender ? '#define DEBUG_RENDER\n' : '') +
(device.isWebGL1 ? '' : '#define INT_INDICES\n');
const defines =
(options.debugRender ? '#define DEBUG_RENDER\n' : '') +
(device.isWebGL1 ? '' : '#define INT_INDICES\n') +
(options.dither ? '#define DITHER\n' : '');

const vs = defines + splatCoreVS + options.vertex;
const fs = defines + shaderChunks.decodePS +
(options.dither ? shaderChunks.bayerPS + shaderChunks.opacityDitherPS : '') +
ShaderGenerator.tonemapCode(options.toneMapping) +
ShaderGenerator.gammaCode(options.gamma) +
splatCoreFS + options.fragment;
Expand Down
22 changes: 12 additions & 10 deletions extras/splat/splat-instance.js
Original file line number Diff line number Diff line change
Expand Up @@ -96,15 +96,17 @@ class SplatInstance {
// clone centers to allow multiple instancing of sorter
this.centers = new Float32Array(splat.centers);

this.sorter = new SplatSorter();
this.sorter.init(this.vb, this.centers, !this.splat.device.isWebGL1);

// if camera entity is provided, automatically use it to sort splats
const cameraEntity = options.cameraEntity;
if (cameraEntity) {
this.callbackHandle = cameraEntity._app.on('prerender', () => {
this.sort(cameraEntity);
});
if (!options.dither) {
this.sorter = new SplatSorter();
this.sorter.init(this.vb, this.centers, !this.splat.device.isWebGL1);

// if camera entity is provided, automatically use it to sort splats
const cameraEntity = options.cameraEntity;
if (cameraEntity) {
this.callbackHandle = cameraEntity._app.on('prerender', () => {
this.sort(cameraEntity);
});
}
}

this.updateViewport();
Expand All @@ -114,7 +116,7 @@ class SplatInstance {
this.material.destroy();
this.vb.destroy();
this.meshInstance.destroy();
this.sorter.destroy();
this.sorter?.destroy();
this.callbackHandle?.off();
}

Expand Down
12 changes: 7 additions & 5 deletions extras/splat/splat-material.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import {
BLEND_NORMAL,
BLEND_NORMAL, BLEND_NONE,
ShaderProcessorOptions,
getProgramLibrary,
CULLFACE_BACK,
Expand Down Expand Up @@ -34,6 +34,7 @@ const splatMainFS = `
* @property {boolean} [debugRender] - Adds #define DEBUG_RENDER for shader.
* @property {string} [vertex] - Custom vertex shader, see SPLAT MANY example.
* @property {string} [fragment] - Custom fragment shader, see SPLAT MANY example.
* @property {boolean} [dither] - True if opacity dithering should be used instead of opacity.
*/

/**
Expand All @@ -44,13 +45,13 @@ const splatMainFS = `
*/
const createSplatMaterial = (options = {}) => {

const debugRender = options.debugRender;
const { debugRender, dither } = options;

const material = new Material();
material.name = 'splatMaterial';
material.cull = debugRender ? CULLFACE_BACK : CULLFACE_NONE;
material.blendType = BLEND_NORMAL;
material.depthWrite = false;
material.blendType = dither ? BLEND_NONE : BLEND_NORMAL;
material.depthWrite = dither;

material.getShaderVariant = function (device, scene, defs, unused, pass, sortedLights, viewUniformFormat, viewBindGroupFormat) {

Expand All @@ -60,7 +61,8 @@ const createSplatMaterial = (options = {}) => {
toneMapping: (pass === SHADER_FORWARDHDR ? TONEMAP_LINEAR : scene.toneMapping),
vertex: options.vertex ?? splatMainVS,
fragment: options.fragment ?? splatMainFS,
debugRender: debugRender
debugRender: debugRender,
dither: !!dither
};

const processingOptions = new ShaderProcessorOptions(viewUniformFormat, viewBindGroupFormat);
Expand Down