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bevy_gaussian_splatting/src/render/texture.rs
Line 57 in 507a28d
use bevy::{ prelude::*, asset::LoadState, ecs::query::QueryItem, render::{ extract_component::{ ExtractComponent, ExtractComponentPlugin, }, Render, RenderApp, RenderSet, render_asset::RenderAssets, render_resource::{ BindGroup, BindGroupLayout, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindGroupEntry, BindingType, BindingResource, Extent3d, TextureDimension, TextureFormat, TextureSampleType, TextureUsages, TextureViewDimension, ShaderStages, }, renderer::RenderDevice, }, }; use static_assertions::assert_cfg; #[allow(unused_imports)] use crate::{ gaussian::{ cloud::GaussianCloud, f32::{ PositionVisibility, Rotation, ScaleOpacity, }, }, material::spherical_harmonics::{ SH_COEFF_COUNT, SH_VEC4_PLANES, SphericalHarmonicCoefficients, }, render::{ GaussianCloudPipeline, GpuGaussianCloud, }, }; // TODO: support loading from directory of images assert_cfg!( feature = "planar", "texture rendering is only supported with the `planar` feature enabled", ); assert_cfg!( not(feature = "f32"), "f32 texture support is not implemented yet", ); #[derive(Component, Clone, Debug, Reflect)] pub struct TextureBuffers { position_visibility: Handle<Image>, spherical_harmonics: Handle<Image>, #[cfg(feature = "f16")] rotation_scale_opacity: Handle<Image>, #[cfg(feature = "f32")] rotation: Handle<Image>, #[cfg(feature = "f32")] scale_opacity: Handle<Image>, } impl ExtractComponent for TextureBuffers { type Query = &'static Self; type Filter = (); type Out = Self; fn extract_component(texture_buffers: QueryItem<'_, Self::Query>) -> Option<Self::Out> { texture_buffers.clone().into() } } #[derive(Default)] pub struct BufferTexturePlugin; impl Plugin for BufferTexturePlugin { fn build(&self, app: &mut App) { app.register_type::<TextureBuffers>(); app.add_plugins(ExtractComponentPlugin::<TextureBuffers>::default()); app.add_systems(Update, queue_textures); let render_app = app.sub_app_mut(RenderApp); render_app.add_systems( Render, queue_gpu_texture_buffers.in_set(RenderSet::PrepareAssets), ); } } #[derive(Component, Clone, Debug)] pub struct GpuTextureBuffers { pub bind_group: BindGroup, } pub fn queue_gpu_texture_buffers( mut commands: Commands, // gaussian_cloud_pipeline: Res<GaussianCloudPipeline>, pipeline: ResMut<GaussianCloudPipeline>, render_device: ResMut<RenderDevice>, gpu_images: Res<RenderAssets<Image>>, clouds: Query<( Entity, &TextureBuffers, )>, ) { for (entity, texture_buffers,) in clouds.iter() { #[cfg(feature = "f16")] let bind_group = render_device.create_bind_group( Some("texture_gaussian_cloud_bind_group"), &pipeline.gaussian_cloud_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::TextureView( &gpu_images.get(&texture_buffers.position_visibility).unwrap().texture_view ), }, BindGroupEntry { binding: 1, resource: BindingResource::TextureView( &gpu_images.get(&texture_buffers.spherical_harmonics).unwrap().texture_view ), }, BindGroupEntry { binding: 2, resource: BindingResource::TextureView( &gpu_images.get(&texture_buffers.rotation_scale_opacity).unwrap().texture_view ), }, ], ); #[cfg(feature = "f32")] let bind_group = render_device.create_bind_group( Some("texture_gaussian_cloud_bind_group"), &pipeline.gaussian_cloud_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::TextureView( &gpu_images.get(&texture_buffers.position_visibility).unwrap().texture_view ), }, BindGroupEntry { binding: 1, resource: BindingResource::TextureView( &gpu_images.get(&texture_buffers.spherical_harmonics).unwrap().texture_view ), }, BindGroupEntry { binding: 2, resource: BindingResource::TextureView( &gpu_images.get(&texture_buffers.rotation).unwrap().texture_view ), }, BindGroupEntry { binding: 3, resource: BindingResource::TextureView( &gpu_images.get(&texture_buffers.scale_opacity).unwrap().texture_view ), }, ], ); commands.entity(entity).insert(GpuTextureBuffers { bind_group }); } } // TODO: support asset change detection and reupload fn queue_textures( mut commands: Commands, asset_server: Res<AssetServer>, gaussian_cloud_res: Res<Assets<GaussianCloud>>, mut images: ResMut<Assets<Image>>, clouds: Query<( Entity, &Handle<GaussianCloud>, Without<TextureBuffers>, )>, ) { for (entity, cloud_handle, _) in clouds.iter() { if Some(LoadState::Loading) == asset_server.get_load_state(cloud_handle){ continue; } if gaussian_cloud_res.get(cloud_handle).is_none() { continue; } let cloud = gaussian_cloud_res.get(cloud_handle).unwrap(); let square = cloud.len_sqrt_ceil() as u32; let extent_1d = Extent3d { width: square, height: square, // TODO: shrink height to save memory (consider fixed width) depth_or_array_layers: 1, }; let mut position_visibility = Image::new( extent_1d, TextureDimension::D2, bytemuck::cast_slice(cloud.position_visibility.as_slice()).to_vec(), TextureFormat::Rgba32Float, ); position_visibility.texture_descriptor.usage = TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING; let position_visibility = images.add(position_visibility); let texture_buffers: TextureBuffers; #[cfg(feature = "f16")] { let planar_spherical_harmonics: Vec<u32> = (0..SH_VEC4_PLANES) .flat_map(|plane_index| { cloud.spherical_harmonic.iter() .flat_map(move |sh| { let start_index = plane_index * 4; let end_index = std::cmp::min(start_index + 4, sh.coefficients.len()); let mut depthwise = sh.coefficients[start_index..end_index].to_vec(); depthwise.resize(4, 0); depthwise }) }) .collect(); let mut spherical_harmonics = Image::new( Extent3d { width: square, height: square, depth_or_array_layers: SH_VEC4_PLANES as u32, }, TextureDimension::D2, bytemuck::cast_slice(planar_spherical_harmonics.as_slice()).to_vec(), TextureFormat::Rgba32Uint, ); spherical_harmonics.texture_descriptor.usage = TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING; let spherical_harmonics = images.add(spherical_harmonics); let mut rotation_scale_opacity = Image::new( extent_1d, TextureDimension::D2, bytemuck::cast_slice(cloud.rotation_scale_opacity_packed128.as_slice()).to_vec(), TextureFormat::Rgba32Uint, ); rotation_scale_opacity.texture_descriptor.usage = TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING; let rotation_scale_opacity = images.add(rotation_scale_opacity); texture_buffers = TextureBuffers { position_visibility, spherical_harmonics, rotation_scale_opacity, }; } #[cfg(feature = "f32")] { texture_buffers = TextureBuffers { position_visibility, spherical_harmonics: todo!(), rotation: todo!(), scale_opacity: todo!(), }; } commands.entity(entity).insert(texture_buffers); } } pub fn get_sorted_bind_group_layout( render_device: &RenderDevice, ) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("texture_sorted_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::all(), ty: BindingType::Texture { view_dimension: TextureViewDimension::D2, sample_type: TextureSampleType::Uint, multisampled: false, }, count: None, }, ], }) } #[cfg(feature = "f16")] pub fn get_bind_group_layout( render_device: &RenderDevice, _read_only: bool ) -> BindGroupLayout { let sh_view_dimension = if SH_VEC4_PLANES == 1 { TextureViewDimension::D2 } else { TextureViewDimension::D2Array }; render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("texture_f16_gaussian_cloud_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::all(), ty: BindingType::Texture { view_dimension: TextureViewDimension::D2, sample_type: TextureSampleType::Float { filterable: false, }, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::all(), ty: BindingType::Texture { view_dimension: sh_view_dimension, sample_type: TextureSampleType::Uint, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::all(), ty: BindingType::Texture { view_dimension: TextureViewDimension::D2, sample_type: TextureSampleType::Uint, multisampled: false, }, count: None, }, ], }) } #[cfg(feature = "f32")] pub fn get_bind_group_layout( render_device: &RenderDevice, read_only: bool ) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("texture_f32_gaussian_cloud_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::all(), ty: BindingType::Buffer { ty: BufferBindingType::Storage { read_only }, has_dynamic_offset: false, min_binding_size: BufferSize::new(std::mem::size_of::<PositionVisibility>() as u64), }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::all(), ty: BindingType::Buffer { ty: BufferBindingType::Storage { read_only }, has_dynamic_offset: false, min_binding_size: BufferSize::new(std::mem::size_of::<SphericalHarmonicCoefficients>() as u64), }, count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::all(), ty: BindingType::Buffer { ty: BufferBindingType::Storage { read_only }, has_dynamic_offset: false, min_binding_size: BufferSize::new(std::mem::size_of::<Rotation>() as u64), }, count: None, }, BindGroupLayoutEntry { binding: 3, visibility: ShaderStages::all(), ty: BindingType::Buffer { ty: BufferBindingType::Storage { read_only }, has_dynamic_offset: false, min_binding_size: BufferSize::new(std::mem::size_of::<ScaleOpacity>() as u64), }, count: None, }, ], }) }
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bevy_gaussian_splatting/src/render/texture.rs
Line 57 in 507a28d
The text was updated successfully, but these errors were encountered: