@xeokit/xeokit-sdk 2.5.2-beta-11 → 2.5.2-beta-13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (52) hide show
  1. package/dist/xeokit-sdk.cjs.js +146 -132
  2. package/dist/xeokit-sdk.es.js +146 -132
  3. package/dist/xeokit-sdk.es5.js +84 -84
  4. package/dist/xeokit-sdk.min.cjs.js +1 -1
  5. package/dist/xeokit-sdk.min.es.js +1 -1
  6. package/dist/xeokit-sdk.min.es5.js +1 -1
  7. package/package.json +1 -1
  8. package/src/viewer/scene/model/SceneModel.js +1 -1
  9. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +1 -1
  10. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +1 -1
  11. package/src/viewer/scene/webgl/Renderer.js +20 -19
  12. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesColorRenderer.js +0 -238
  13. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesColorTextureRenderer.js +0 -270
  14. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesDepthRenderer.js +0 -126
  15. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesEdgesColorRenderer.js +0 -127
  16. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesEdgesRenderer.js +0 -133
  17. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesFlatColorRenderer.js +0 -235
  18. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesNormalsRenderer.js +0 -139
  19. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesOcclusionRenderer.js +0 -125
  20. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPBRRenderer.js +0 -561
  21. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickDepthRenderer.js +0 -144
  22. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickMeshRenderer.js +0 -130
  23. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickNormalsFlatRenderer.js +0 -121
  24. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickNormalsRenderer.js +0 -131
  25. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesRenderer.js +0 -33
  26. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesRenderers.js +0 -375
  27. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesShadowRenderer.js +0 -107
  28. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSilhouetteRenderer.js +0 -136
  29. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSnapInitRenderer.js +0 -311
  30. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSnapRenderer.js +0 -308
  31. package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOSceneModelTriangleBatchingEdgesRenderer.js +0 -12
  32. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesColorRenderer.js +0 -253
  33. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesColorTextureRenderer.js +0 -278
  34. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesDepthRenderer.js +0 -126
  35. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesEdgesColorRenderer.js +0 -132
  36. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesEdgesRenderer.js +0 -134
  37. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesFlatColorRenderer.js +0 -244
  38. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesFlatNormalsRenderer.js +0 -130
  39. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesNormalsRenderer.js +0 -138
  40. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesOcclusionRenderer.js +0 -128
  41. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPBRRenderer.js +0 -561
  42. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickDepthRenderer.js +0 -149
  43. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickMeshRenderer.js +0 -136
  44. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickNormalsFlatRenderer.js +0 -130
  45. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickNormalsRenderer.js +0 -145
  46. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesRenderers.js +0 -376
  47. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesShadowRenderer.js +0 -113
  48. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSilhouetteRenderer.js +0 -139
  49. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSnapInitRenderer.js +0 -342
  50. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSnapRenderer.js +0 -325
  51. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOSceneModelTriangleInstancingEdgesRenderer.js +0 -12
  52. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOSceneModelTriangleInstancingRenderer.js +0 -29
@@ -1,149 +0,0 @@
1
- import {VBOSceneModelTriangleInstancingRenderer} from "./VBOSceneModelTriangleInstancingRenderer.js";
2
- /**
3
- * @private
4
- */
5
- export class VBOInstancingTrianglesPickDepthRenderer extends VBOSceneModelTriangleInstancingRenderer {
6
-
7
- _buildVertexShader() {
8
- const scene = this._scene;
9
- const sectionPlanesState = scene._sectionPlanesState;
10
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
11
- const src = [];
12
- src.push("#version 300 es");
13
- src.push("// Instancing geometry depth vertex shader");
14
-
15
-
16
- src.push("uniform int renderPass;");
17
-
18
- src.push("in vec3 position;");
19
-
20
- if (scene.entityOffsetsEnabled) {
21
- src.push("in vec3 offset;");
22
- }
23
-
24
- src.push("in float flags;");
25
- src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
26
- src.push("in vec4 modelMatrixCol1;");
27
- src.push("in vec4 modelMatrixCol2;");
28
-
29
- src.push("uniform bool pickInvisible;");
30
-
31
- this._addMatricesUniformBlockLines(src);
32
-
33
- this._addRemapClipPosLines(src);
34
-
35
- if (scene.logarithmicDepthBufferEnabled) {
36
- src.push("uniform float logDepthBufFC;");
37
- src.push("out float vFragDepth;");
38
- src.push("bool isPerspectiveMatrix(mat4 m) {");
39
- src.push(" return (m[2][3] == - 1.0);");
40
- src.push("}");
41
- src.push("out float isPerspective;");
42
- }
43
-
44
- if (clipping) {
45
- src.push("out vec4 vWorldPosition;");
46
- src.push("out float vFlags;");
47
- }
48
-
49
- src.push("out vec4 vViewPosition;");
50
- src.push("void main(void) {");
51
-
52
- // pickFlag = NOT_RENDERED | PICK
53
- // renderPass = PICK
54
-
55
- src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
56
- src.push(`if (pickFlag != renderPass) {`);
57
- src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
58
-
59
- src.push("} else {");
60
- src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
61
- src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
62
-
63
- if (scene.entityOffsetsEnabled) {
64
- src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
65
- }
66
- src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
67
- if (clipping) {
68
- src.push(" vWorldPosition = worldPosition;");
69
- src.push(" vFlags = flags;");
70
- }
71
- src.push(" vViewPosition = viewPosition;");
72
- src.push("vec4 clipPos = projMatrix * viewPosition;");
73
- if (scene.logarithmicDepthBufferEnabled) {
74
- src.push("vFragDepth = 1.0 + clipPos.w;");
75
- src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
76
- }
77
- src.push("gl_Position = remapClipPos(clipPos);");
78
- src.push("}");
79
- src.push("}");
80
- return src;
81
- }
82
-
83
- _buildFragmentShader() {
84
- const scene = this._scene;
85
- const sectionPlanesState = scene._sectionPlanesState;
86
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
87
- const src = [];
88
- src.push("#version 300 es");
89
- src.push("// Batched geometry depth fragment shader");
90
-
91
-
92
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
93
- src.push("precision highp float;");
94
- src.push("precision highp int;");
95
- src.push("#else");
96
- src.push("precision mediump float;");
97
- src.push("precision mediump int;");
98
- src.push("#endif");
99
-
100
- if (scene.logarithmicDepthBufferEnabled) {
101
- src.push("in float isPerspective;");
102
- src.push("uniform float logDepthBufFC;");
103
- src.push("in float vFragDepth;");
104
- }
105
-
106
- src.push("uniform float pickZNear;");
107
- src.push("uniform float pickZFar;");
108
-
109
- if (clipping) {
110
- src.push("in vec4 vWorldPosition;");
111
- src.push("in float vFlags;");
112
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
113
- src.push("uniform bool sectionPlaneActive" + i + ";");
114
- src.push("uniform vec3 sectionPlanePos" + i + ";");
115
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
116
- }
117
- }
118
- src.push("in vec4 vViewPosition;");
119
- src.push("vec4 packDepth(const in float depth) {");
120
- src.push(" const vec4 bitShift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);");
121
- src.push(" const vec4 bitMask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);");
122
- src.push(" vec4 res = fract(depth * bitShift);");
123
- src.push(" res -= res.xxyz * bitMask;");
124
- src.push(" return res;");
125
- src.push("}");
126
- src.push("out vec4 outColor;");
127
- src.push("void main(void) {");
128
- if (clipping) {
129
- src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
130
- src.push(" if (clippable) {");
131
- src.push(" float dist = 0.0;");
132
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
133
- src.push("if (sectionPlaneActive" + i + ") {");
134
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
135
- src.push("}");
136
- }
137
- src.push("if (dist > 0.0) { discard; }");
138
- src.push("}");
139
- }
140
- if (scene.logarithmicDepthBufferEnabled) {
141
- src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
142
- }
143
- src.push(" float zNormalizedDepth = abs((pickZNear + vViewPosition.z) / (pickZFar - pickZNear));");
144
- src.push(" outColor = packDepth(zNormalizedDepth); "); // Must be linear depth
145
- src.push("}");
146
- return src;
147
- }
148
- }
149
-
@@ -1,136 +0,0 @@
1
- import {VBOSceneModelTriangleInstancingRenderer} from "./VBOSceneModelTriangleInstancingRenderer.js";
2
-
3
- /**
4
- * @private
5
- */
6
- export class VBOInstancingTrianglesPickMeshRenderer extends VBOSceneModelTriangleInstancingRenderer {
7
-
8
- _buildVertexShader() {
9
- const scene = this._scene;
10
- const sectionPlanesState = scene._sectionPlanesState;
11
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
12
- const src = [];
13
- src.push("#version 300 es");
14
- src.push("// Instancing geometry picking vertex shader");
15
-
16
- src.push("uniform int renderPass;");
17
- src.push("in vec3 position;");
18
- if (scene.entityOffsetsEnabled) {
19
- src.push("in vec3 offset;");
20
- }
21
- src.push("in float flags;");
22
- src.push("in vec4 pickColor;");
23
-
24
- src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
25
- src.push("in vec4 modelMatrixCol1;");
26
- src.push("in vec4 modelMatrixCol2;");
27
-
28
- src.push("uniform bool pickInvisible;");
29
-
30
- this._addMatricesUniformBlockLines(src);
31
-
32
- this._addRemapClipPosLines(src);
33
-
34
- if (scene.logarithmicDepthBufferEnabled) {
35
- src.push("uniform float logDepthBufFC;");
36
- src.push("out float vFragDepth;");
37
- src.push("bool isPerspectiveMatrix(mat4 m) {");
38
- src.push(" return (m[2][3] == - 1.0);");
39
- src.push("}");
40
- src.push("out float isPerspective;");
41
- }
42
-
43
- if (clipping) {
44
- src.push("out vec4 vWorldPosition;");
45
- src.push("out float vFlags;");
46
- }
47
- src.push("out vec4 vPickColor;");
48
- src.push("void main(void) {");
49
-
50
- // pickFlag = NOT_RENDERED | PICK
51
- // renderPass = PICK
52
-
53
- src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
54
- src.push(`if (pickFlag != renderPass) {`);
55
- src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
56
-
57
- src.push("} else {");
58
-
59
-
60
- src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
61
- src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
62
- if (scene.entityOffsetsEnabled) {
63
- src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
64
- }
65
-
66
- src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
67
-
68
- src.push(" vPickColor = vec4(float(pickColor.r) / 255.0, float(pickColor.g) / 255.0, float(pickColor.b) / 255.0, float(pickColor.a) / 255.0);");
69
- if (clipping) {
70
- src.push(" vWorldPosition = worldPosition;");
71
- src.push(" vFlags = flags;");
72
- }
73
- src.push("vec4 clipPos = projMatrix * viewPosition;");
74
- if (scene.logarithmicDepthBufferEnabled) {
75
- src.push("vFragDepth = 1.0 + clipPos.w;");
76
- src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
77
- }
78
- src.push("gl_Position = remapClipPos(clipPos);");
79
- src.push("}");
80
- src.push("}");
81
- return src;
82
- }
83
-
84
- _buildFragmentShader() {
85
- const scene = this._scene;
86
- const sectionPlanesState = scene._sectionPlanesState;
87
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
88
- const src = [];
89
- src.push("#version 300 es");
90
- src.push("// Batched geometry picking fragment shader");
91
-
92
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
93
- src.push("precision highp float;");
94
- src.push("precision highp int;");
95
- src.push("#else");
96
- src.push("precision mediump float;");
97
- src.push("precision mediump int;");
98
- src.push("#endif");
99
- if (scene.logarithmicDepthBufferEnabled) {
100
- src.push("in float isPerspective;");
101
- src.push("uniform float logDepthBufFC;");
102
- src.push("in float vFragDepth;");
103
- }
104
- if (clipping) {
105
- src.push("in vec4 vWorldPosition;");
106
- src.push("in float vFlags;");
107
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
108
- src.push("uniform bool sectionPlaneActive" + i + ";");
109
- src.push("uniform vec3 sectionPlanePos" + i + ";");
110
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
111
- }
112
- }
113
- src.push("in vec4 vPickColor;");
114
- src.push("out vec4 outColor;");
115
- src.push("void main(void) {");
116
- if (clipping) {
117
- src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
118
- src.push(" if (clippable) {");
119
- src.push(" float dist = 0.0;");
120
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
121
- src.push("if (sectionPlaneActive" + i + ") {");
122
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
123
- src.push("}");
124
- }
125
- src.push("if (dist > 0.0) { discard; }");
126
- src.push("}");
127
- }
128
- if (scene.logarithmicDepthBufferEnabled) {
129
- src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
130
- }
131
- src.push("outColor = vPickColor; ");
132
- src.push("}");
133
- return src;
134
- }
135
- }
136
-
@@ -1,130 +0,0 @@
1
- import { math } from "../../../../../math/math.js";
2
- import {VBOSceneModelTriangleInstancingRenderer} from "./VBOSceneModelTriangleInstancingRenderer.js";
3
-
4
- /**
5
- * @private
6
- */
7
- export class VBOInstancingTrianglesPickNormalsFlatRenderer extends VBOSceneModelTriangleInstancingRenderer {
8
-
9
- _buildVertexShader() {
10
- const scene = this._scene;
11
- const sectionPlanesState = scene._sectionPlanesState;
12
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
13
- const src = [];
14
- src.push("#version 300 es");
15
- src.push("// Instancing geometry normals vertex shader");
16
-
17
- src.push("uniform int renderPass;");
18
- src.push("in vec3 position;");
19
- if (scene.entityOffsetsEnabled) {
20
- src.push("in vec3 offset;");
21
- }
22
- src.push("in float flags;");
23
- src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
24
- src.push("in vec4 modelMatrixCol1;");
25
- src.push("in vec4 modelMatrixCol2;");
26
- src.push("uniform bool pickInvisible;");
27
-
28
- this._addMatricesUniformBlockLines(src);
29
-
30
- this._addRemapClipPosLines(src, 3);
31
-
32
- if (scene.logarithmicDepthBufferEnabled) {
33
- src.push("uniform float logDepthBufFC;");
34
- src.push("out float vFragDepth;");
35
- src.push("bool isPerspectiveMatrix(mat4 m) {");
36
- src.push(" return (m[2][3] == - 1.0);");
37
- src.push("}");
38
- src.push("out float isPerspective;");
39
- }
40
- if (clipping) {
41
- src.push("out float vFlags;");
42
- }
43
- src.push("out vec4 vWorldPosition;");
44
- src.push("void main(void) {");
45
-
46
- // pickFlag = NOT_RENDERED | PICK
47
- // renderPass = PICK
48
-
49
- src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
50
- src.push(`if (pickFlag != renderPass) {`);
51
- src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
52
- src.push("} else {");
53
- src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
54
- src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
55
- if (scene.entityOffsetsEnabled) {
56
- src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
57
- }
58
- src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
59
- src.push(" vWorldPosition = worldPosition;");
60
- src.push("vec4 clipPos = projMatrix * viewPosition;");
61
- if (scene.logarithmicDepthBufferEnabled) {
62
- src.push("vFragDepth = 1.0 + clipPos.w;");
63
- src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
64
- }
65
-
66
- if (clipping) {
67
- src.push("vFlags = flags;");
68
- }
69
-
70
- src.push("gl_Position = remapClipPos(clipPos);");
71
- src.push("}");
72
- src.push("}");
73
- return src;
74
- }
75
-
76
- _buildFragmentShader() {
77
- const scene = this._scene;
78
- const sectionPlanesState = scene._sectionPlanesState;
79
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
80
- const src = [];
81
- src.push("#version 300 es");
82
- src.push("// Batched geometry normals fragment shader");
83
-
84
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
85
- src.push("precision highp float;");
86
- src.push("precision highp int;");
87
- src.push("#else");
88
- src.push("precision mediump float;");
89
- src.push("precision mediump int;");
90
- src.push("#endif");
91
-
92
- if (scene.logarithmicDepthBufferEnabled) {
93
- src.push("in float isPerspective;");
94
- src.push("uniform float logDepthBufFC;");
95
- src.push("in float vFragDepth;");
96
- }
97
- src.push("in vec4 vWorldPosition;");
98
- if (clipping) {
99
- src.push("in float vFlags;");
100
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
101
- src.push("uniform bool sectionPlaneActive" + i + ";");
102
- src.push("uniform vec3 sectionPlanePos" + i + ";");
103
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
104
- }
105
- }
106
- src.push("out highp ivec4 outNormal;");
107
- src.push("void main(void) {");
108
- if (clipping) {
109
- src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
110
- src.push(" if (clippable) {");
111
- src.push(" float dist = 0.0;");
112
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
113
- src.push("if (sectionPlaneActive" + i + ") {");
114
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
115
- src.push("}");
116
- }
117
- src.push("if (dist > 0.0) { discard; }");
118
- src.push("}");
119
- }
120
- if (scene.logarithmicDepthBufferEnabled) {
121
- src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
122
- }
123
- src.push(" vec3 xTangent = dFdx( vWorldPosition.xyz );");
124
- src.push(" vec3 yTangent = dFdy( vWorldPosition.xyz );");
125
- src.push(" vec3 worldNormal = normalize( cross( xTangent, yTangent ) );");
126
- src.push(` outNormal = ivec4(worldNormal * float(${math.MAX_INT}), 1.0);`);
127
- src.push("}");
128
- return src;
129
- }
130
- }
@@ -1,145 +0,0 @@
1
- import { math } from "../../../../../math/math.js";
2
- import {VBOSceneModelTriangleInstancingRenderer} from "./VBOSceneModelTriangleInstancingRenderer.js";
3
-
4
- /**
5
- * @private
6
- */
7
- export class VBOInstancingTrianglesPickNormalsRenderer extends VBOSceneModelTriangleInstancingRenderer {
8
-
9
- _buildVertexShader() {
10
- const scene = this._scene;
11
- const sectionPlanesState = scene._sectionPlanesState;
12
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
13
- const src = [];
14
- src.push("#version 300 es");
15
- src.push("// Instancing geometry normals vertex shader");
16
-
17
- src.push("uniform int renderPass;");
18
- src.push("in vec3 position;");
19
- if (scene.entityOffsetsEnabled) {
20
- src.push("in vec3 offset;");
21
- }
22
- src.push("in vec2 normal;");
23
- src.push("in float flags;");
24
- src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
25
- src.push("in vec4 modelMatrixCol1;");
26
- src.push("in vec4 modelMatrixCol2;");
27
- src.push("in vec4 modelNormalMatrixCol0;");
28
- src.push("in vec4 modelNormalMatrixCol1;");
29
- src.push("in vec4 modelNormalMatrixCol2;");
30
- src.push("uniform bool pickInvisible;");
31
-
32
- this._addMatricesUniformBlockLines(src);
33
-
34
- this._addRemapClipPosLines(src, 3);
35
-
36
- if (scene.logarithmicDepthBufferEnabled) {
37
- src.push("uniform float logDepthBufFC;");
38
- src.push("out float vFragDepth;");
39
- src.push("bool isPerspectiveMatrix(mat4 m) {");
40
- src.push(" return (m[2][3] == - 1.0);");
41
- src.push("}");
42
- src.push("out float isPerspective;");
43
- }
44
- src.push("vec3 octDecode(vec2 oct) {");
45
- src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
46
- src.push(" if (v.z < 0.0) {");
47
- src.push(" v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);");
48
- src.push(" }");
49
- src.push(" return normalize(v);");
50
- src.push("}");
51
- if (clipping) {
52
- src.push("out vec4 vWorldPosition;");
53
- src.push("out float vFlags;");
54
- }
55
- src.push("out vec3 vWorldNormal;");
56
- src.push("void main(void) {");
57
-
58
- // pickFlag = NOT_RENDERED | PICK
59
- // renderPass = PICK
60
-
61
- src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
62
- src.push(`if (pickFlag != renderPass) {`);
63
- src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
64
-
65
- src.push("} else {");
66
- src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
67
- src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
68
- if (scene.entityOffsetsEnabled) {
69
- src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
70
- }
71
- src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
72
- src.push(" vec4 modelNormal = vec4(octDecode(normal.xy), 0.0); ");
73
- src.push(" vec3 worldNormal = vec3(dot(modelNormal, modelNormalMatrixCol0), dot(modelNormal, modelNormalMatrixCol1), dot(modelNormal, modelNormalMatrixCol2));");
74
- src.push(" vWorldNormal = worldNormal;");
75
- if (clipping) {
76
- src.push(" vWorldPosition = worldPosition;");
77
- src.push("vFlags = flags;");
78
- }
79
- src.push("vec4 clipPos = projMatrix * viewPosition;");
80
- if (scene.logarithmicDepthBufferEnabled) {
81
- src.push("vFragDepth = 1.0 + clipPos.w;");
82
- src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
83
- }
84
- src.push("gl_Position = remapClipPos(clipPos);");
85
- src.push("}");
86
- src.push("}");
87
- return src;
88
- }
89
-
90
- _buildFragmentShader() {
91
- const scene = this._scene;
92
- const sectionPlanesState = scene._sectionPlanesState;
93
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
94
- const src = [];
95
- src.push("#version 300 es");
96
- src.push("// Batched geometry normals fragment shader");
97
-
98
-
99
-
100
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
101
- src.push("precision highp float;");
102
- src.push("precision highp int;");
103
- src.push("#else");
104
- src.push("precision mediump float;");
105
- src.push("precision mediump int;");
106
- src.push("#endif");
107
-
108
- if (scene.logarithmicDepthBufferEnabled) {
109
- src.push("in float isPerspective;");
110
- src.push("uniform float logDepthBufFC;");
111
- src.push("in float vFragDepth;");
112
- }
113
-
114
- if (clipping) {
115
- src.push("in vec4 vWorldPosition;");
116
- src.push("in float vFlags;");
117
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
118
- src.push("uniform bool sectionPlaneActive" + i + ";");
119
- src.push("uniform vec3 sectionPlanePos" + i + ";");
120
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
121
- }
122
- }
123
- src.push("in vec3 vWorldNormal;");
124
- src.push("out highp ivec4 outNormal;");
125
- src.push("void main(void) {");
126
- if (clipping) {
127
- src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
128
- src.push(" if (clippable) {");
129
- src.push(" float dist = 0.0;");
130
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
131
- src.push("if (sectionPlaneActive" + i + ") {");
132
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
133
- src.push("}");
134
- }
135
- src.push("if (dist > 0.0) { discard; }");
136
- src.push("}");
137
- }
138
- if (scene.logarithmicDepthBufferEnabled) {
139
- src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
140
- }
141
- src.push(` outNormal = ivec4(vWorldNormal * float(${math.MAX_INT}), 1.0);`);
142
- src.push("}");
143
- return src;
144
- }
145
- }