@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.
- package/dist/xeokit-sdk.cjs.js +146 -132
- package/dist/xeokit-sdk.es.js +146 -132
- package/dist/xeokit-sdk.es5.js +84 -84
- package/dist/xeokit-sdk.min.cjs.js +1 -1
- package/dist/xeokit-sdk.min.es.js +1 -1
- package/dist/xeokit-sdk.min.es5.js +1 -1
- package/package.json +1 -1
- package/src/viewer/scene/model/SceneModel.js +1 -1
- package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +1 -1
- package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +1 -1
- package/src/viewer/scene/webgl/Renderer.js +20 -19
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesColorRenderer.js +0 -238
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesColorTextureRenderer.js +0 -270
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesDepthRenderer.js +0 -126
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesEdgesColorRenderer.js +0 -127
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesEdgesRenderer.js +0 -133
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesFlatColorRenderer.js +0 -235
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesNormalsRenderer.js +0 -139
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesOcclusionRenderer.js +0 -125
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPBRRenderer.js +0 -561
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickDepthRenderer.js +0 -144
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickMeshRenderer.js +0 -130
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickNormalsFlatRenderer.js +0 -121
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickNormalsRenderer.js +0 -131
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesRenderer.js +0 -33
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesRenderers.js +0 -375
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesShadowRenderer.js +0 -107
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSilhouetteRenderer.js +0 -136
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSnapInitRenderer.js +0 -311
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSnapRenderer.js +0 -308
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOSceneModelTriangleBatchingEdgesRenderer.js +0 -12
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesColorRenderer.js +0 -253
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesColorTextureRenderer.js +0 -278
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesDepthRenderer.js +0 -126
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesEdgesColorRenderer.js +0 -132
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesEdgesRenderer.js +0 -134
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesFlatColorRenderer.js +0 -244
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesFlatNormalsRenderer.js +0 -130
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesNormalsRenderer.js +0 -138
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesOcclusionRenderer.js +0 -128
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPBRRenderer.js +0 -561
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickDepthRenderer.js +0 -149
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickMeshRenderer.js +0 -136
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickNormalsFlatRenderer.js +0 -130
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickNormalsRenderer.js +0 -145
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesRenderers.js +0 -376
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesShadowRenderer.js +0 -113
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSilhouetteRenderer.js +0 -139
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSnapInitRenderer.js +0 -342
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSnapRenderer.js +0 -325
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOSceneModelTriangleInstancingEdgesRenderer.js +0 -12
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOSceneModelTriangleInstancingRenderer.js +0 -29
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import {VBOBatchingTrianglesRenderer} from "./VBOBatchingTrianglesRenderer.js";
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/**
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* @private
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*/
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export class VBOBatchingTrianglesNormalsRenderer extends VBOBatchingTrianglesRenderer {
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_buildVertexShader() {
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const scene = this._scene;
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const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// Batched geometry normals vertex shader");
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src.push("uniform int renderPass;");
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src.push("in vec3 position;");
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if (scene.entityOffsetsEnabled) {
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src.push("in vec3 offset;");
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}
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src.push("in vec3 normal;");
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src.push("in vec4 color;");
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src.push("in float flags;");
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this._addMatricesUniformBlockLines(src, true);
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("uniform float logDepthBufFC;");
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src.push("out float vFragDepth;");
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src.push("bool isPerspectiveMatrix(mat4 m) {");
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src.push(" return (m[2][3] == - 1.0);");
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src.push("}");
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src.push("out float isPerspective;");
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}
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src.push("vec3 octDecode(vec2 oct) {");
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src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
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src.push(" if (v.z < 0.0) {");
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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);");
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src.push(" }");
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src.push(" return normalize(v);");
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src.push("}");
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if (clipping) {
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src.push("out vec4 vWorldPosition;");
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src.push("out float vFlags;");
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}
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src.push("out vec3 vViewNormal;");
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src.push("void main(void) {");
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// colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
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// renderPass = COLOR_OPAQUE
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src.push(`int colorFlag = int(flags) & 0xF;`);
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src.push(`if (colorFlag != renderPass) {`);
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src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);");
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src.push(" } else {");
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src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
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if (scene.entityOffsetsEnabled) {
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src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
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}
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src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
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src.push(" vec4 worldNormal = worldNormalMatrix * vec4(octDecode(normal.xy), 0.0); ");
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src.push(" vec3 viewNormal = normalize((viewNormalMatrix * worldNormal).xyz);");
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if (clipping) {
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src.push(" vWorldPosition = worldPosition;");
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src.push(" vFlags = flags;");
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}
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src.push(" vViewNormal = viewNormal;");
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src.push("vec4 clipPos = projMatrix * viewPosition;");
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("vFragDepth = 1.0 + clipPos.w;");
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src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
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}
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src.push("gl_Position = clipPos;");
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src.push(" }");
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src.push("}");
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return src;
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}
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_buildFragmentShader() {
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const scene = this._scene;
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const sectionPlanesState = scene._sectionPlanesState;
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const clipping = (sectionPlanesState.getNumAllocatedSectionPlanes() > 0);
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const src = [];
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src.push("#version 300 es");
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src.push("// Batched geometry normals fragment shader");
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src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
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src.push("precision highp float;");
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src.push("precision highp int;");
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src.push("#else");
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src.push("precision mediump float;");
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src.push("precision mediump int;");
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src.push("#endif");
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("in float isPerspective;");
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src.push("uniform float logDepthBufFC;");
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src.push("in float vFragDepth;");
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}
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if (clipping) {
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src.push("in vec4 vWorldPosition;");
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src.push("in float vFlags;");
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for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
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src.push("uniform bool sectionPlaneActive" + i + ";");
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src.push("uniform vec3 sectionPlanePos" + i + ";");
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src.push("uniform vec3 sectionPlaneDir" + i + ";");
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}
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}
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src.push("in vec3 vViewNormal;");
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src.push("vec3 packNormalToRGB( const in vec3 normal ) {");
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src.push(" return normalize( normal ) * 0.5 + 0.5;");
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src.push("}");
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src.push("out vec4 outColor;");
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src.push("void main(void) {");
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if (clipping) {
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src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
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src.push(" if (clippable) {");
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src.push(" float dist = 0.0;");
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for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
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src.push(" if (sectionPlaneActive" + i + ") {");
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src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
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src.push(" }");
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}
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src.push(" if (dist > 0.0) { discard; }");
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src.push(" }");
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}
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if (scene.logarithmicDepthBufferEnabled) {
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src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
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}
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src.push(" outColor = vec4(packNormalToRGB(vViewNormal), 1.0); ");
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src.push("}");
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return src;
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}
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}
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import {VBOBatchingTrianglesRenderer} from "./VBOBatchingTrianglesRenderer.js";
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// Logarithmic depth buffer involves an accuracy tradeoff, sacrificing
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// accuracy at close range to improve accuracy at long range. This can
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// mess up accuracy for occlusion tests, so we'll disable for now.
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const ENABLE_LOG_DEPTH_BUF = false;
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/**
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* @private
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*/
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export class VBOBatchingTrianglesOcclusionRenderer extends VBOBatchingTrianglesRenderer {
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_buildVertexShader() {
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const scene = this._scene;
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const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// Triangles batching occlusion vertex shader");
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src.push("uniform int renderPass;");
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src.push("in vec3 position;");
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if (scene.entityOffsetsEnabled) {
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src.push("in vec3 offset;");
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}
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src.push("in vec4 color;");
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src.push("in float flags;");
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this._addMatricesUniformBlockLines(src);
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if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
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src.push("uniform float logDepthBufFC;");
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src.push("out float vFragDepth;");
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src.push("bool isPerspectiveMatrix(mat4 m) {");
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src.push(" return (m[2][3] == - 1.0);");
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src.push("}");
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src.push("out float isPerspective;");
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}
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if (clipping) {
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src.push("out vec4 vWorldPosition;");
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src.push("out float vFlags;");
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}
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src.push("void main(void) {");
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// colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
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// renderPass = COLOR_OPAQUE
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// Only opaque objects can be occluders
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src.push(`int colorFlag = int(flags) & 0xF;`);
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src.push(`if (colorFlag != renderPass) {`);
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src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
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src.push(" } else {");
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src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
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if (scene.entityOffsetsEnabled) {
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src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
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}
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src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
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if (clipping) {
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src.push(" vWorldPosition = worldPosition;");
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src.push(" vFlags = flags;");
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}
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src.push("vec4 clipPos = projMatrix * viewPosition;");
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if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
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src.push("vFragDepth = 1.0 + clipPos.w;");
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src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
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}
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src.push("gl_Position = clipPos;");
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src.push(" }");
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src.push("}");
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return src;
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}
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_buildFragmentShader() {
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const scene = this._scene;
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const sectionPlanesState = scene._sectionPlanesState;
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// Triangles batching occlusion fragment shader");
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src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
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src.push("precision highp float;");
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src.push("precision highp int;");
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src.push("#else");
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src.push("precision mediump float;");
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src.push("precision mediump int;");
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src.push("#endif");
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90
|
-
if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
|
|
91
|
-
src.push("in float isPerspective;");
|
|
92
|
-
src.push("uniform float logDepthBufFC;");
|
|
93
|
-
src.push("in float vFragDepth;");
|
|
94
|
-
}
|
|
95
|
-
if (clipping) {
|
|
96
|
-
src.push("in vec4 vWorldPosition;");
|
|
97
|
-
src.push("in float vFlags;");
|
|
98
|
-
for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
|
|
99
|
-
src.push("uniform bool sectionPlaneActive" + i + ";");
|
|
100
|
-
src.push("uniform vec3 sectionPlanePos" + i + ";");
|
|
101
|
-
src.push("uniform vec3 sectionPlaneDir" + i + ";");
|
|
102
|
-
}
|
|
103
|
-
}
|
|
104
|
-
src.push("out vec4 outColor;");
|
|
105
|
-
src.push("void main(void) {");
|
|
106
|
-
if (clipping) {
|
|
107
|
-
src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
|
|
108
|
-
src.push(" if (clippable) {");
|
|
109
|
-
src.push(" float dist = 0.0;");
|
|
110
|
-
for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
|
|
111
|
-
src.push(" if (sectionPlaneActive" + i + ") {");
|
|
112
|
-
src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
|
|
113
|
-
src.push(" }");
|
|
114
|
-
}
|
|
115
|
-
src.push(" if (dist > 0.0) { discard; }");
|
|
116
|
-
src.push(" }");
|
|
117
|
-
}
|
|
118
|
-
if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
|
|
119
|
-
src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
|
|
120
|
-
}
|
|
121
|
-
src.push(" outColor = vec4(0.0, 0.0, 1.0, 1.0); "); // Occluders are blue
|
|
122
|
-
src.push("}");
|
|
123
|
-
return src;
|
|
124
|
-
}
|
|
125
|
-
}
|