@xeokit/xeokit-sdk 2.6.84 → 2.6.85-renderers-refactor-v2

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 (183) hide show
  1. package/dist/xeokit-sdk.cjs.js +13077 -44659
  2. package/dist/xeokit-sdk.es.js +13078 -44658
  3. package/dist/xeokit-sdk.es5.js +1402 -3502
  4. package/dist/xeokit-sdk.min.cjs.js +8 -8
  5. package/dist/xeokit-sdk.min.es.js +8 -8
  6. package/dist/xeokit-sdk.min.es5.js +7 -7
  7. package/package.json +1 -1
  8. package/src/plugins/lib/ui/index.js +12 -0
  9. package/src/viewer/Viewer.js +55 -103
  10. package/src/viewer/scene/canvas/Canvas.js +3 -43
  11. package/src/viewer/scene/geometry/ReadableGeometry.js +0 -25
  12. package/src/viewer/scene/lights/CubeTexture.js +0 -13
  13. package/src/viewer/scene/lights/DirLight.js +2 -1
  14. package/src/viewer/scene/lights/PointLight.js +2 -1
  15. package/src/viewer/scene/materials/Texture.js +0 -9
  16. package/src/viewer/scene/math/rtcCoords.js +1 -38
  17. package/src/viewer/scene/mesh/Mesh.js +454 -212
  18. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +305 -1502
  19. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +35 -0
  20. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +34 -0
  21. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +9 -157
  22. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +21 -150
  23. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +12 -124
  24. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +22 -97
  25. package/src/viewer/scene/model/SceneModel.js +245 -861
  26. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  27. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  28. package/src/viewer/scene/model/layer/DTXLayer.js +940 -0
  29. package/src/viewer/scene/model/layer/Layer.js +786 -0
  30. package/src/viewer/scene/model/layer/VBOLayer.js +1019 -0
  31. package/src/viewer/scene/model/layer/programs/ColorProgram.js +35 -0
  32. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +46 -0
  33. package/src/viewer/scene/model/layer/programs/DepthProgram.js +11 -0
  34. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +12 -0
  35. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +24 -0
  36. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +12 -0
  37. package/src/viewer/scene/model/layer/programs/PBRProgram.js +180 -0
  38. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +30 -0
  39. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +12 -0
  40. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +18 -0
  41. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +23 -0
  42. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +15 -0
  43. package/src/viewer/scene/model/layer/programs/SnapProgram.js +28 -0
  44. package/src/viewer/scene/scene/Scene.js +21 -38
  45. package/src/viewer/scene/webgl/ArrayBuf.js +5 -20
  46. package/src/viewer/scene/webgl/FrameContext.js +14 -86
  47. package/src/viewer/scene/webgl/RenderBuffer.js +62 -262
  48. package/src/viewer/scene/webgl/Renderer.js +880 -843
  49. package/src/viewer/scene/webgl/WebGLRenderer.js +612 -0
  50. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +60 -132
  51. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +167 -328
  52. package/src/viewer/scene/mesh/draw/DrawRenderer.js +0 -996
  53. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +0 -259
  54. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +0 -159
  55. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +0 -286
  56. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +0 -262
  57. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +0 -221
  58. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +0 -223
  59. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +0 -200
  60. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +0 -214
  61. package/src/viewer/scene/model/RENDER_PASSES.js +0 -34
  62. package/src/viewer/scene/model/dtx/BindableDataTexture.js +0 -31
  63. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +0 -27
  64. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +0 -897
  65. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +0 -46
  66. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +0 -411
  67. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +0 -49
  68. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +0 -208
  69. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +0 -389
  70. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +0 -65
  71. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +0 -1399
  72. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +0 -46
  73. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +0 -250
  74. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +0 -518
  75. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +0 -54
  76. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +0 -639
  77. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +0 -464
  78. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +0 -423
  79. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +0 -431
  80. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +0 -345
  81. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +0 -436
  82. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +0 -466
  83. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +0 -437
  84. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +0 -460
  85. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +0 -437
  86. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +0 -307
  87. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +0 -472
  88. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +0 -474
  89. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +0 -435
  90. package/src/viewer/scene/model/vbo/ScratchMemory.js +0 -63
  91. package/src/viewer/scene/model/vbo/VBORenderer.js +0 -664
  92. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +0 -704
  93. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +0 -19
  94. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +0 -318
  95. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +0 -114
  96. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +0 -99
  97. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +0 -124
  98. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +0 -313
  99. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +0 -311
  100. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +0 -24
  101. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +0 -688
  102. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +0 -24
  103. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +0 -168
  104. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +0 -136
  105. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +0 -156
  106. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +0 -148
  107. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +0 -144
  108. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +0 -107
  109. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +0 -146
  110. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +0 -315
  111. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +0 -305
  112. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +0 -24
  113. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +0 -1346
  114. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +0 -131
  115. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +0 -135
  116. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +0 -12
  117. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +0 -403
  118. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +0 -35
  119. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +0 -252
  120. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +0 -294
  121. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +0 -115
  122. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +0 -246
  123. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +0 -139
  124. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +0 -125
  125. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  126. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +0 -144
  127. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +0 -130
  128. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -121
  129. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -131
  130. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +0 -107
  131. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -144
  132. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +0 -313
  133. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +0 -312
  134. package/src/viewer/scene/model/vbo/float16.js +0 -760
  135. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +0 -711
  136. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +0 -148
  137. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +0 -26
  138. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +0 -139
  139. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +0 -127
  140. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +0 -308
  141. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +0 -299
  142. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +0 -733
  143. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +0 -174
  144. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +0 -156
  145. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +0 -149
  146. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +0 -170
  147. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +0 -152
  148. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +0 -26
  149. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +0 -174
  150. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +0 -119
  151. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +0 -154
  152. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +0 -307
  153. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +0 -293
  154. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +0 -150
  155. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +0 -1289
  156. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +0 -135
  157. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +0 -137
  158. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +0 -12
  159. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +0 -403
  160. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +0 -267
  161. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +0 -299
  162. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +0 -126
  163. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +0 -255
  164. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +0 -130
  165. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +0 -32
  166. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +0 -138
  167. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +0 -128
  168. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  169. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +0 -149
  170. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +0 -136
  171. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -130
  172. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -145
  173. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +0 -113
  174. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -148
  175. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +0 -319
  176. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +0 -310
  177. package/src/viewer/scene/webgl/Attribute.js +0 -23
  178. package/src/viewer/scene/webgl/Program.js +0 -181
  179. package/src/viewer/scene/webgl/RenderBufferManager.js +0 -34
  180. package/src/viewer/scene/webgl/Sampler.js +0 -18
  181. package/src/viewer/scene/webgl/Shader.js +0 -49
  182. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +0 -324
  183. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +0 -384
@@ -0,0 +1,35 @@
1
+ import {createLightSetup} from "../../webgl/WebGLRenderer.js";
2
+
3
+ export const LambertShaderSource = function(meshDrawHash, programVariables, geometry, material, scene) {
4
+ const lightSetup = createLightSetup(programVariables, scene._lightsState);
5
+ const colorize = programVariables.createUniform("vec4", "colorize", (set, state) => set(state.meshColorize));
6
+ const materialAlpha = programVariables.createUniform("float", "materialAlpha", (set, state) => set(state.material.alpha));
7
+ const materialColor = programVariables.createUniform("vec3", "materialColor", (set, state) => set(state.material.color));
8
+ const materialEmissive = programVariables.createUniform("vec3", "materialEmissive", (set, state) => set(state.material.emissive));
9
+ const vColor = programVariables.createVarying("vec4", "vColor", () => {
10
+ const attributes = geometry.attributes;
11
+ const lightComponents = [
12
+ lightSetup.getAmbientColor()
13
+ ].concat(attributes.normal
14
+ ? lightSetup.directionalLights.map(
15
+ light => `(max(dot(${attributes.normal.view}, ${light.getDirection(geometry.viewMatrix, attributes.position.view)}), 0.0) * ${light.getColor()})`)
16
+ : [ ]);
17
+ return `${colorize} * vec4((${lightComponents.join(" + ")}) * ${materialColor} + ${materialEmissive}, ${materialAlpha});`; // TODO: How to have ambient bright enough for canvas BG but not too bright for scene?
18
+ });
19
+ const outColor = programVariables.createOutput("vec4", "outColor");
20
+
21
+ return {
22
+ getHash: () => [
23
+ meshDrawHash,
24
+ scene.gammaOutput ? "go" : "",
25
+ lightSetup.getHash(),
26
+ material._state.hash
27
+ ],
28
+ programName: "Lambert",
29
+ canActAsBackground: true,
30
+ discardPoints: true,
31
+ setupPointSize: true,
32
+ setsLineWidth: true,
33
+ appendFragmentOutputs: (src, getGammaOutputExpression) => src.push(`${outColor} = ${getGammaOutputExpression ? getGammaOutputExpression(vColor) : vColor};`)
34
+ };
35
+ };
@@ -0,0 +1,34 @@
1
+ import {createLightSetup} from "../../webgl/WebGLRenderer.js";
2
+
3
+ export const EmphasisShaderSource = function(meshHash, programVariables, geometry, scene, isFill) {
4
+ const lightSetup = isFill && createLightSetup(programVariables, scene._lightsState);
5
+ const uColor = programVariables.createUniform("vec3", "uColor", (set, state) => set(isFill ? state.material.fillColor : state.material.edgeColor));
6
+ const uAlpha = programVariables.createUniform("float", "uAlpha", (set, state) => set(isFill ? state.material.fillAlpha : state.material.edgeAlpha));
7
+ const vColor = programVariables.createVarying("vec4", "vColor", () => {
8
+ const attributes = geometry.attributes;
9
+ const lightComponents = isFill && [
10
+ lightSetup.getAmbientColor()
11
+ ].concat(attributes.normal
12
+ ? lightSetup.directionalLights.map(
13
+ light => `(max(dot(${attributes.normal.view}, ${light.getDirection(geometry.viewMatrix, attributes.position.view)}), 0.0) * ${light.getColor()})`)
14
+ : [ ]);
15
+ // TODO: A blending mode for emphasis materials, to select add/multiply/mix
16
+ // `vec4((mix(reflectedColor, ${uColor}, 0.7)), ${uAlpha})`
17
+ return `vec4(${uColor}${lightComponents ? ` * (${lightComponents.join(" + ")})` : ""}, ${uAlpha})`;
18
+ // `${vColor} = vec4(reflectedColor + ${uColor}, ${uAlpha})`
19
+ });
20
+
21
+ const outColor = programVariables.createOutput("vec4", "outColor");
22
+ return {
23
+ getHash: () => [
24
+ meshHash,
25
+ scene.gammaOutput ? "go" : "", // Gamma input not needed
26
+ lightSetup && lightSetup.getHash()
27
+ ],
28
+ programName: isFill ? "EmphasisFill" : "EmphasisEdges",
29
+ dontSetFrontFace: true,
30
+ discardPoints: isFill,
31
+ drawEdges: ! isFill,
32
+ appendFragmentOutputs: (src, getGammaOutputExpression) => src.push(`${outColor} = ${getGammaOutputExpression ? getGammaOutputExpression(vColor) : vColor};`)
33
+ };
34
+ };
@@ -1,157 +1,9 @@
1
- /**
2
- * @author xeolabs / https://github.com/xeolabs
3
- */
4
-
5
- import {WEBGL_INFO} from "../../webglInfo.js";
6
-
7
- /**
8
- * @private
9
- */
10
- class OcclusionShaderSource {
11
- constructor(mesh) {
12
- this.vertex = buildVertex(mesh);
13
- this.fragment = buildFragment(mesh);
14
- }
15
- }
16
-
17
- function buildVertex(mesh) {
18
- const scene = mesh.scene;
19
- const sectionPlanesState = scene._sectionPlanesState;
20
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
21
- const quantizedGeometry = !!mesh._geometry._state.compressGeometry;
22
- const billboard = mesh._state.billboard;
23
- const stationary = mesh._state.stationary;
24
- const src = [];
25
- src.push('#version 300 es');
26
- src.push("// Mesh occlusion vertex shader");
27
- src.push("in vec3 position;");
28
- src.push("uniform mat4 modelMatrix;");
29
- src.push("uniform mat4 viewMatrix;");
30
- src.push("uniform mat4 projMatrix;");
31
- src.push("uniform vec3 offset;");
32
- if (quantizedGeometry) {
33
- src.push("uniform mat4 positionsDecodeMatrix;");
34
- }
35
- if (clipping) {
36
- src.push("out vec4 vWorldPosition;");
37
- }
38
- if (scene.logarithmicDepthBufferEnabled) {
39
- src.push("uniform float logDepthBufFC;");
40
- src.push("out float vFragDepth;");
41
- src.push("bool isPerspectiveMatrix(mat4 m) {");
42
- src.push(" return (m[2][3] == - 1.0);");
43
- src.push("}");
44
- src.push("out float isPerspective;");
45
- }
46
- if (billboard === "spherical" || billboard === "cylindrical") {
47
- src.push("void billboard(inout mat4 mat) {");
48
- src.push(" mat[0][0] = 1.0;");
49
- src.push(" mat[0][1] = 0.0;");
50
- src.push(" mat[0][2] = 0.0;");
51
- if (billboard === "spherical") {
52
- src.push(" mat[1][0] = 0.0;");
53
- src.push(" mat[1][1] = 1.0;");
54
- src.push(" mat[1][2] = 0.0;");
55
- }
56
- src.push(" mat[2][0] = 0.0;");
57
- src.push(" mat[2][1] = 0.0;");
58
- src.push(" mat[2][2] =1.0;");
59
- src.push("}");
60
- }
61
- src.push("void main(void) {");
62
- src.push("vec4 localPosition = vec4(position, 1.0); ");
63
- src.push("vec4 worldPosition;");
64
- if (quantizedGeometry) {
65
- src.push("localPosition = positionsDecodeMatrix * localPosition;");
66
- }
67
- src.push("mat4 viewMatrix2 = viewMatrix;");
68
- src.push("mat4 modelMatrix2 = modelMatrix;");
69
- if (stationary) {
70
- src.push("viewMatrix2[3][0] = viewMatrix2[3][1] = viewMatrix2[3][2] = 0.0;")
71
- }
72
- if (billboard === "spherical" || billboard === "cylindrical") {
73
- src.push("mat4 modelViewMatrix = viewMatrix2 * modelMatrix2;");
74
- src.push("billboard(modelMatrix2);");
75
- src.push("billboard(viewMatrix2);");
76
- src.push("billboard(modelViewMatrix);");
77
- src.push("worldPosition = modelMatrix2 * localPosition;");
78
- src.push("worldPosition.xyz = worldPosition.xyz + offset;");
79
- src.push("vec4 viewPosition = modelViewMatrix * localPosition;");
80
- } else {
81
- src.push("worldPosition = modelMatrix2 * localPosition;");
82
- src.push("worldPosition.xyz = worldPosition.xyz + offset;");
83
- src.push("vec4 viewPosition = viewMatrix2 * worldPosition; ");
84
- }
85
- if (clipping) {
86
- src.push(" vWorldPosition = worldPosition;");
87
- }
88
- src.push("vec4 clipPos = projMatrix * viewPosition;");
89
- if (scene.logarithmicDepthBufferEnabled) {
90
- src.push("vFragDepth = 1.0 + clipPos.w;");
91
- src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
92
- }
93
- src.push("gl_Position = clipPos;");
94
- src.push("}");
95
- return src;
96
- }
97
-
98
- function buildFragment(mesh) {
99
-
100
- const scene = mesh.scene;
101
- const sectionPlanesState = scene._sectionPlanesState;
102
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
103
- const src = [];
104
- src.push('#version 300 es');
105
- src.push("// Mesh occlusion fragment shader");
106
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
107
- src.push("precision highp float;");
108
- src.push("precision highp int;");
109
- src.push("#else");
110
- src.push("precision mediump float;");
111
- src.push("precision mediump int;");
112
- src.push("#endif");
113
-
114
- if (scene.logarithmicDepthBufferEnabled) {
115
- src.push("in float isPerspective;");
116
- src.push("uniform float logDepthBufFC;");
117
- src.push("in float vFragDepth;");
118
- }
119
-
120
- if (clipping) {
121
- src.push("uniform bool clippable;");
122
- src.push("in vec4 vWorldPosition;");
123
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
124
- src.push("uniform bool sectionPlaneActive" + i + ";");
125
- src.push("uniform vec3 sectionPlanePos" + i + ";");
126
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
127
- }
128
- }
129
-
130
- src.push("out vec4 outColor;");
131
-
132
- src.push("void main(void) {");
133
-
134
- if (clipping) {
135
- src.push("if (clippable) {");
136
- src.push(" float dist = 0.0;");
137
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
138
- src.push("if (sectionPlaneActive" + i + ") {");
139
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
140
- src.push("}");
141
- }
142
- src.push(" if (dist > 0.0) { discard; }");
143
- src.push("}");
144
- }
145
-
146
- src.push(" outColor = vec4(0.0, 0.0, 1.0, 1.0); ");
147
-
148
- if (scene.logarithmicDepthBufferEnabled) {
149
- src.push("gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
150
- }
151
-
152
- src.push("}");
153
-
154
- return src;
155
- }
156
-
157
- export {OcclusionShaderSource};
1
+ export const OcclusionShaderSource = function(meshPickOcclusionHash, programVariables) {
2
+ const outColor = programVariables.createOutput("vec4", "outColor");
3
+ return {
4
+ getHash: () => [ meshPickOcclusionHash ],
5
+ programName: "Occlusion",
6
+ skipIfTransparent: true,
7
+ appendFragmentOutputs: (src) => src.push(`${outColor} = vec4(0.0, 0.0, 1.0, 1.0);`)
8
+ };
9
+ };
@@ -1,151 +1,22 @@
1
- /**
2
- * @author xeolabs / https://github.com/xeolabs
3
- */
1
+ import {math} from "../../math/math.js";
2
+ const tmpVec4 = math.vec4();
4
3
 
5
- /**
6
- * @private
7
- */
8
- class PickMeshShaderSource {
9
- constructor(mesh) {
10
- this.vertex = buildVertex(mesh);
11
- this.fragment = buildFragment(mesh);
12
- }
13
- }
14
-
15
- function buildVertex(mesh) {
16
- const scene = mesh.scene;
17
- const sectionPlanesState = scene._sectionPlanesState;
18
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
19
- const quantizedGeometry = !!mesh._geometry._state.compressGeometry;
20
- const billboard = mesh._state.billboard;
21
- const stationary = mesh._state.stationary;
22
- const src = [];
23
- src.push('#version 300 es');
24
- src.push("// Mesh picking vertex shader");
25
- src.push("in vec3 position;");
26
- src.push("uniform mat4 modelMatrix;");
27
- src.push("uniform mat4 viewMatrix;");
28
- src.push("uniform mat4 projMatrix;");
29
- src.push("out vec4 vViewPosition;");
30
- src.push("uniform vec3 offset;");
31
- if (quantizedGeometry) {
32
- src.push("uniform mat4 positionsDecodeMatrix;");
33
- }
34
- if (clipping) {
35
- src.push("out vec4 vWorldPosition;");
36
- }
37
- if (scene.logarithmicDepthBufferEnabled) {
38
- src.push("uniform float logDepthBufFC;");
39
- src.push("out float vFragDepth;");
40
- src.push("bool isPerspectiveMatrix(mat4 m) {");
41
- src.push(" return (m[2][3] == - 1.0);");
42
- src.push("}");
43
- src.push("out float isPerspective;");
44
- }
45
- if (billboard === "spherical" || billboard === "cylindrical") {
46
- src.push("void billboard(inout mat4 mat) {");
47
- src.push(" mat[0][0] = 1.0;");
48
- src.push(" mat[0][1] = 0.0;");
49
- src.push(" mat[0][2] = 0.0;");
50
- if (billboard === "spherical") {
51
- src.push(" mat[1][0] = 0.0;");
52
- src.push(" mat[1][1] = 1.0;");
53
- src.push(" mat[1][2] = 0.0;");
54
- }
55
- src.push(" mat[2][0] = 0.0;");
56
- src.push(" mat[2][1] = 0.0;");
57
- src.push(" mat[2][2] =1.0;");
58
- src.push("}");
59
- }
60
-
61
- src.push("uniform vec2 pickClipPos;");
62
-
63
- src.push("vec4 remapClipPos(vec4 clipPos) {");
64
- src.push(" clipPos.xy /= clipPos.w;")
65
- src.push(" clipPos.xy -= pickClipPos;");
66
- src.push(" clipPos.xy *= clipPos.w;")
67
- src.push(" return clipPos;")
68
- src.push("}");
69
-
70
- src.push("void main(void) {");
71
- src.push("vec4 localPosition = vec4(position, 1.0); ");
72
- if (quantizedGeometry) {
73
- src.push("localPosition = positionsDecodeMatrix * localPosition;");
74
- }
75
- src.push("mat4 viewMatrix2 = viewMatrix;");
76
- src.push("mat4 modelMatrix2 = modelMatrix;");
77
- if (stationary) {
78
- src.push("viewMatrix2[3][0] = viewMatrix2[3][1] = viewMatrix2[3][2] = 0.0;")
79
- }
80
- if (billboard === "spherical" || billboard === "cylindrical") {
81
- src.push("mat4 modelViewMatrix = viewMatrix2 * modelMatrix2;");
82
- src.push("billboard(modelMatrix2);");
83
- src.push("billboard(viewMatrix2);");
84
- }
85
- src.push(" vec4 worldPosition = modelMatrix2 * localPosition;");
86
- src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
87
- src.push(" vec4 viewPosition = viewMatrix2 * worldPosition;");
88
- if (clipping) {
89
- src.push(" vWorldPosition = worldPosition;");
90
- }
91
- src.push("vec4 clipPos = projMatrix * viewPosition;");
92
- if (scene.logarithmicDepthBufferEnabled) {
93
- src.push("vFragDepth = 1.0 + clipPos.w;");
94
- src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
95
- }
96
- src.push("gl_Position = remapClipPos(clipPos);");
97
- src.push("}");
98
- return src;
99
- }
100
-
101
- function buildFragment(mesh) {
102
- const scene = mesh.scene;
103
- const sectionPlanesState = scene._sectionPlanesState;
104
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
105
- const src = [];
106
- src.push('#version 300 es');
107
- src.push("// Mesh picking fragment shader");
108
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
109
- src.push("precision highp float;");
110
- src.push("precision highp int;");
111
- src.push("#else");
112
- src.push("precision mediump float;");
113
- src.push("precision mediump int;");
114
- src.push("#endif");
115
- if (scene.logarithmicDepthBufferEnabled) {
116
- src.push("in float isPerspective;");
117
- src.push("uniform float logDepthBufFC;");
118
- src.push("in float vFragDepth;");
119
- }
120
- src.push("uniform vec4 pickColor;");
121
- if (clipping) {
122
- src.push("uniform bool clippable;");
123
- src.push("in vec4 vWorldPosition;");
124
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
125
- src.push("uniform bool sectionPlaneActive" + i + ";");
126
- src.push("uniform vec3 sectionPlanePos" + i + ";");
127
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
128
- }
129
- }
130
- src.push("out vec4 outColor;");
131
- src.push("void main(void) {");
132
- if (clipping) {
133
- src.push("if (clippable) {");
134
- src.push(" float dist = 0.0;");
135
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
136
- src.push("if (sectionPlaneActive" + i + ") {");
137
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
138
- src.push("}");
139
- }
140
- src.push(" if (dist > 0.0) { discard; }");
141
- src.push("}");
142
- }
143
- if (scene.logarithmicDepthBufferEnabled) {
144
- src.push("gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
145
- }
146
- src.push(" outColor = pickColor; ");
147
- src.push("}");
148
- return src;
149
- }
150
-
151
- export {PickMeshShaderSource};
4
+ export const PickMeshShaderSource = function(meshHash, programVariables) {
5
+ const pickColor = programVariables.createUniform("vec4", "pickColor", (set, state) => {
6
+ var pickID = state.meshPickID; // Mesh-indexed color
7
+ tmpVec4[0] = pickID & 0xFF;
8
+ tmpVec4[1] = pickID >> 8 & 0xFF;
9
+ tmpVec4[2] = pickID >> 16 & 0xFF;
10
+ tmpVec4[3] = pickID >> 24 & 0xFF;
11
+ math.mulVec4Scalar(tmpVec4, 1 / 255, tmpVec4);
12
+ set(tmpVec4);
13
+ });
14
+ const outColor = programVariables.createOutput("vec4", "outColor");
15
+ return {
16
+ getHash: () => [ meshHash ],
17
+ programName: "PickMesh",
18
+ isPick: true,
19
+ dontBillboardAnything: true,
20
+ appendFragmentOutputs: (src) => src.push(`${outColor} = ${pickColor};`)
21
+ };
22
+ };
@@ -1,124 +1,12 @@
1
- /**
2
- * @private
3
- */
4
-
5
- class PickTriangleShaderSource {
6
- constructor(mesh) {
7
- this.vertex = buildVertex(mesh);
8
- this.fragment = buildFragment(mesh);
9
- }
10
- }
11
-
12
- function buildVertex(mesh) {
13
- const scene = mesh.scene;
14
- const sectionPlanesState = scene._sectionPlanesState;
15
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
16
- const quantizedGeometry = !!mesh._geometry._state.compressGeometry;
17
- const src = [];
18
- src.push('#version 300 es');
19
- src.push("// Surface picking vertex shader");
20
- src.push("in vec3 position;");
21
- src.push("in vec4 color;");
22
- src.push("uniform mat4 modelMatrix;");
23
- src.push("uniform mat4 viewMatrix;");
24
- src.push("uniform mat4 projMatrix;");
25
- src.push("uniform vec3 offset;");
26
- if (clipping) {
27
- src.push("uniform bool clippable;");
28
- src.push("out vec4 vWorldPosition;");
29
- }
30
- if (scene.logarithmicDepthBufferEnabled) {
31
- src.push("uniform float logDepthBufFC;");
32
- src.push("out float vFragDepth;");
33
- src.push("bool isPerspectiveMatrix(mat4 m) {");
34
- src.push(" return (m[2][3] == - 1.0);");
35
- src.push("}");
36
- src.push("out float isPerspective;");
37
- }
38
-
39
- src.push("uniform vec2 pickClipPos;");
40
-
41
- src.push("vec4 remapClipPos(vec4 clipPos) {");
42
- src.push(" clipPos.xy /= clipPos.w;")
43
- src.push(" clipPos.xy -= pickClipPos;");
44
- src.push(" clipPos.xy *= clipPos.w;")
45
- src.push(" return clipPos;")
46
- src.push("}");
47
-
48
- src.push("out vec4 vColor;");
49
- if (quantizedGeometry) {
50
- src.push("uniform mat4 positionsDecodeMatrix;");
51
- }
52
- src.push("void main(void) {");
53
- src.push("vec4 localPosition = vec4(position, 1.0); ");
54
- if (quantizedGeometry) {
55
- src.push("localPosition = positionsDecodeMatrix * localPosition;");
56
- }
57
- src.push(" vec4 worldPosition = modelMatrix * localPosition; ");
58
- src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
59
- src.push(" vec4 viewPosition = viewMatrix * worldPosition;");
60
- if (clipping) {
61
- src.push(" vWorldPosition = worldPosition;");
62
- }
63
- src.push(" vColor = color;");
64
- src.push("vec4 clipPos = projMatrix * viewPosition;");
65
- if (scene.logarithmicDepthBufferEnabled) {
66
- src.push("vFragDepth = 1.0 + clipPos.w;");
67
- src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
68
- }
69
- src.push("gl_Position = remapClipPos(clipPos);");
70
- src.push("}");
71
- return src;
72
- }
73
-
74
- function buildFragment(mesh) {
75
- const scene = mesh.scene;
76
- const sectionPlanesState = scene._sectionPlanesState;
77
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
78
- const src = [];
79
- src.push('#version 300 es');
80
- src.push("// Surface picking fragment shader");
81
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
82
- src.push("precision highp float;");
83
- src.push("precision highp int;");
84
- src.push("#else");
85
- src.push("precision mediump float;");
86
- src.push("precision mediump int;");
87
- src.push("#endif");
88
- src.push("in vec4 vColor;");
89
- if (scene.logarithmicDepthBufferEnabled) {
90
- src.push("in float isPerspective;");
91
- src.push("uniform float logDepthBufFC;");
92
- src.push("in float vFragDepth;");
93
- }
94
- if (clipping) {
95
- src.push("uniform bool clippable;");
96
- src.push("in vec4 vWorldPosition;");
97
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
98
- src.push("uniform bool sectionPlaneActive" + i + ";");
99
- src.push("uniform vec3 sectionPlanePos" + i + ";");
100
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
101
- }
102
- }
103
- src.push("out vec4 outColor;");
104
- src.push("void main(void) {");
105
- if (clipping) {
106
- src.push("if (clippable) {");
107
- src.push(" float dist = 0.0;");
108
- for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
109
- src.push("if (sectionPlaneActive" + i + ") {");
110
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
111
- src.push("}");
112
- }
113
- src.push(" if (dist > 0.0) { discard; }");
114
- src.push("}");
115
- }
116
- if (scene.logarithmicDepthBufferEnabled) {
117
- src.push("gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
118
- }
119
- src.push(" outColor = vColor;");
120
- src.push("}");
121
- return src;
122
- }
123
-
124
- export {PickTriangleShaderSource};
1
+ export const PickTriangleShaderSource = function(meshHash, programVariables, geometry) {
2
+ const vColor = programVariables.createVarying("vec4", "vColor", () => geometry.attributes.pickColor);
3
+ const outColor = programVariables.createOutput("vec4", "outColor");
4
+ return {
5
+ getHash: () => [ meshHash ],
6
+ programName: "PickTriangle",
7
+ isPick: true,
8
+ trianglePick: true,
9
+ dontBillboardAnything: true,
10
+ appendFragmentOutputs: (src) => src.push(`${outColor} = ${vColor};`)
11
+ };
12
+ };
@@ -1,98 +1,23 @@
1
- /**
2
- * @private
3
- */
4
- class ShadowShaderSource {
5
- constructor(mesh) {
6
- this.vertex = buildVertex(mesh);
7
- this.fragment = buildFragment(mesh);
8
- }
9
- }
10
-
11
- function buildVertex(mesh) {
12
- const scene = mesh.scene;
13
- const clipping = scene._sectionPlanesState.sectionPlanes.length > 0;
14
- const quantizedGeometry = !!mesh._geometry._state.compressGeometry;
15
- const src = [];
16
- src.push("// Mesh shadow vertex shader");
17
- src.push("in vec3 position;");
18
- src.push("uniform mat4 modelMatrix;");
19
- src.push("uniform mat4 shadowViewMatrix;");
20
- src.push("uniform mat4 shadowProjMatrix;");
21
- src.push("uniform vec3 offset;");
22
- if (quantizedGeometry) {
23
- src.push("uniform mat4 positionsDecodeMatrix;");
24
- }
25
- if (clipping) {
26
- src.push("out vec4 vWorldPosition;");
27
- }
28
- src.push("void main(void) {");
29
- src.push("vec4 localPosition = vec4(position, 1.0); ");
30
- src.push("vec4 worldPosition;");
31
- if (quantizedGeometry) {
32
- src.push("localPosition = positionsDecodeMatrix * localPosition;");
33
- }
34
- src.push("worldPosition = modelMatrix * localPosition;");
35
- src.push("worldPosition.xyz = worldPosition.xyz + offset;");
36
- src.push("vec4 viewPosition = shadowViewMatrix * worldPosition; ");
37
- if (clipping) {
38
- src.push("vWorldPosition = worldPosition;");
39
- }
40
- src.push(" gl_Position = shadowProjMatrix * viewPosition;");
41
- src.push("}");
42
- return src;
43
- }
44
-
45
- function buildFragment(mesh) {
46
- const scene = mesh.scene;
47
- const gl = scene.canvas.gl;
48
- const sectionPlanesState = scene._sectionPlanesState;
49
- const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
50
- const src = [];
51
- src.push("// Mesh shadow fragment shader");
52
-
53
- src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
54
- src.push("precision highp float;");
55
- src.push("precision highp int;");
56
- src.push("#else");
57
- src.push("precision mediump float;");
58
- src.push("precision mediump int;");
59
- src.push("#endif");
60
-
61
- if (clipping) {
62
- src.push("uniform bool clippable;");
63
- src.push("in vec4 vWorldPosition;");
64
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
65
- src.push("uniform bool sectionPlaneActive" + i + ";");
66
- src.push("uniform vec3 sectionPlanePos" + i + ";");
67
- src.push("uniform vec3 sectionPlaneDir" + i + ";");
68
- }
69
- }
70
-
71
- src.push("vec4 encodeFloat( const in float depth ) {");
72
- src.push(" const vec4 bitShift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);");
73
- src.push(" const vec4 bitMask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);");
74
- src.push(" vec4 comp = fract(depth * bitShift);");
75
- src.push(" comp -= comp.xxyz * bitMask;");
76
- src.push(" return comp;");
77
- src.push("}");
78
-
79
- src.push("out vec4 outColor;");
80
-
81
- src.push("void main(void) {");
82
- if (clipping) {
83
- src.push("if (clippable) {");
84
- src.push(" float dist = 0.0;");
85
- for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
86
- src.push("if (sectionPlaneActive" + i + ") {");
87
- src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
1
+ export const ShadowShaderSource = function(meshHash, programVariables) {
2
+ const encodeFloat = programVariables.createFragmentDefinition(
3
+ "encodeFloat",
4
+ (name, src) => {
5
+ src.push(`vec4 ${name}( const in float depth ) {`);
6
+ src.push(" const vec4 bitShift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);");
7
+ src.push(" const vec4 bitMask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);");
8
+ src.push(" vec4 comp = fract(depth * bitShift);");
9
+ src.push(" comp -= comp.xxyz * bitMask;");
10
+ src.push(" return comp;");
88
11
  src.push("}");
89
- }
90
- src.push(" if (dist > 0.0) { discard; }");
91
- src.push("}");
92
- }
93
- src.push("outColor = encodeFloat(gl_FragCoord.z);");
94
- src.push("}");
95
- return src;
96
- }
97
-
98
- export {ShadowShaderSource};
12
+ });
13
+ const outColor = programVariables.createOutput("vec4", "outColor");
14
+ return {
15
+ getHash: () => [ meshHash ],
16
+ programName: "Shadow",
17
+ setsLineWidth: true,
18
+ useShadowView: true,
19
+ dontBillboardAnything: true,
20
+ dontGetLogDepth: true,
21
+ appendFragmentOutputs: (src, getGammaOutputExpression, gl_FragCoord) => src.push(`${outColor} = ${encodeFloat}(${gl_FragCoord}.z);`)
22
+ };
23
+ };