Add existing to tracked
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import ShaderBuilder from "../Renderer/ShaderBuilder.js";
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import RenderState from "../Renderer/RenderState.js";
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import DepthFunction from "../Scene/DepthFunction.js";
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import ModelAlphaOptions from "./Model/ModelAlphaOptions.js";
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import ShaderDestination from "../Renderer/ShaderDestination.js";
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function GaussianSplatRenderResources(primitive) {
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const shaderBuilder = new ShaderBuilder();
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/**
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* An object used to build a shader incrementally. Each pipeline stage
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* may add lines of shader code to this object.
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*
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* @type {ShaderBuilder}
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* @readonly
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*
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* @private
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*/
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this.shaderBuilder = shaderBuilder;
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/**
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* A dictionary mapping uniform name to functions that return the uniform
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* values.
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*
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* @type {Object<string, Function>}
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* @readonly
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*
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* @private
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*/
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this.uniformMap = {};
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/**
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* An object storing options for creating a {@link RenderState}.
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* The pipeline stages simply set the options, the render state is created
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* when the {@link DrawCommand} is constructed.
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*
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* @type {object}
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* @readonly
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*
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* @private
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*/
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this.renderStateOptions = RenderState.getState(
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RenderState.fromCache({
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depthTest: {
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enabled: true,
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func: DepthFunction.LESS_OR_EQUAL,
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},
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}),
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);
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/**
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* Options for configuring the alpha stage such as pass and alpha cutoff.
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*
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* @type {ModelAlphaOptions}
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* @readonly
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*
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* @private
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*/
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this.alphaOptions = new ModelAlphaOptions();
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/**
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* Whether the model is part of a tileset that uses the skipLevelOfDetail
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* optimization. This value indicates what draw commands are needed and
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* is set by TilesetPipelineStage.
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*
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* @type {boolean}
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* @default false
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*
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* @private
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*/
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this.hasSkipLevelOfDetail = false;
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if (primitive._useLogDepth) {
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shaderBuilder.addDefine(
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"LOG_DEPTH_READ_ONLY",
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undefined,
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ShaderDestination.FRAGMENT,
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);
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}
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}
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export default GaussianSplatRenderResources;
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