@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 +1,1019 @@
1
+ import {ENTITY_FLAGS} from "../ENTITY_FLAGS.js";
2
+ import {getColSilhEdgePickFlags, getRenderers, Layer} from "./Layer.js";
3
+
4
+ import {math} from "../../math/math.js";
5
+ import {quantizePositions, transformAndOctEncodeNormals} from "../compression.js";
6
+ import {geometryCompressionUtils} from "../../math/geometryCompressionUtils.js";
7
+
8
+ const tempFloat32 = new Float32Array(1);
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+ const tempFloat32Vec4 = new Float32Array(4);
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+ const tempVec3fa = new Float32Array(3);
11
+ const tempMat4 = math.mat4();
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+ const tempVec4a = math.vec4([0, 0, 0, 1]);
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+ const tempVec4b = math.vec4();
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+
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+ const tempVec3a = math.vec3();
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+ const tempVec3b = math.vec3();
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+ const tempVec3c = math.vec3();
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+ const tempVec3d = math.vec3();
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+ const tempVec3e = math.vec3();
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+ const tempVec3f = math.vec3();
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+ const tempVec3g = math.vec3();
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+
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+ const tempUint8Array4 = new Uint8Array(4);
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+ const matricesUniformBlockBufferData = new Float32Array(4 * 4 * 6); // there is 6 mat4
25
+
26
+ const iota = function(n) {
27
+ const ret = [ ];
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+ for (let i = 0; i < n; ++i) ret.push(i);
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+ return ret;
30
+ };
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+
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+ // fills the whole dst array with src copies
33
+ const fillArray = function(dst, src) {
34
+ dst.set(src);
35
+ let soFar = src.length;
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+ const allDataLen = dst.length;
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+ while (soFar < allDataLen) {
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+ const toCopy = Math.min(soFar, allDataLen - soFar);
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+ dst.set(dst.subarray(0, toCopy), soFar);
40
+ soFar += toCopy;
41
+ }
42
+ };
43
+
44
+ const scratchMemory = (function() {
45
+ /**
46
+ * Provides scratch memory for methods like TrianglesBatchingLayer setFlags() and setColors(),
47
+ * so they don't need to allocate temporary arrays that need garbage collection.
48
+ */
49
+ let cnt = 0;
50
+ const arrays = new Map();
51
+ return {
52
+ acquire: () => cnt++,
53
+ release: () => {
54
+ cnt--;
55
+ if (cnt === 0) {
56
+ arrays.clear();
57
+ }
58
+ },
59
+ getTypeArray: function(type, len) {
60
+ if (! arrays.has(type)) {
61
+ arrays.set(type, { });
62
+ }
63
+ const typeArrays = arrays.get(type);
64
+ if (! (len in typeArrays)) {
65
+ typeArrays[len] = new type(len);
66
+ }
67
+ return typeArrays[len];
68
+ }
69
+ };
70
+ })();
71
+
72
+ /**
73
+ * @private
74
+ */
75
+ export class VBOLayer extends Layer {
76
+
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+ /**
78
+ * @param model
79
+ * @param primitive
80
+ * @param origin
81
+ *
82
+ * @param cfg
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+ * @param cfg.textureSet
84
+ *
85
+ * batching:
86
+ * @param cfg.positionsDecodeMatrix
87
+ * @param cfg.uvDecodeMatrix
88
+ * @param cfg.maxGeometryBatchSize
89
+ *
90
+ * instancing:
91
+ * @param cfg.geometry
92
+ */
93
+ constructor(model, primitive, origin, cfg) {
94
+
95
+ super(model, primitive, origin);
96
+
97
+ const instancing = !! cfg.geometry;
98
+
99
+ this._maxVerts = cfg.maxGeometryBatchSize;
100
+
101
+ const positionsDecodeMatrix = instancing ? cfg.geometry.positionsDecodeMatrix : cfg.positionsDecodeMatrix;
102
+ this._positionsDecodeMatrix = positionsDecodeMatrix && math.mat4(positionsDecodeMatrix);
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+
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+ this._cfgUvDecodeMatrix = cfg.uvDecodeMatrix && math.mat3(cfg.uvDecodeMatrix);
105
+ this._instancedGeometry = cfg.geometry;
106
+ this._textureSet = cfg.textureSet;
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+
108
+ this._modelAABB = (! instancing) && math.collapseAABB3(); // Model-space AABB
109
+ this._portions = [ ];
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+
111
+ const attribute = function() {
112
+ let length = 0;
113
+ const portions = [ ];
114
+
115
+ return {
116
+ length: () => length,
117
+ append: function(data, times = 1, denormalizeScale = 1.0, increment = 0.0) {
118
+ length += times * data.length;
119
+ portions.push({ data: data, times: times, denormalizeScale: denormalizeScale, increment: increment });
120
+ },
121
+ compileBuffer: function(type) {
122
+ let len = 0;
123
+ portions.forEach(p => { len += p.times * p.data.length; });
124
+ const buf = new type(len);
125
+
126
+ let begin = 0;
127
+ portions.forEach(p => {
128
+ const data = p.data;
129
+ const dScale = p.denormalizeScale;
130
+ const increment = p.increment;
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+ const subBuf = buf.subarray(begin);
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+
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+ if ((dScale === 1.0) && (increment === 0.0)) {
134
+ subBuf.set(data);
135
+ } else {
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+ for (let i = 0; i < data.length; ++i) {
137
+ subBuf[i] = increment + data[i] * dScale;
138
+ }
139
+ }
140
+
141
+ let soFar = data.length;
142
+ const allDataLen = p.times * data.length;
143
+ while (soFar < allDataLen) {
144
+ const toCopy = Math.min(soFar, allDataLen - soFar);
145
+ subBuf.set(subBuf.subarray(0, toCopy), soFar);
146
+ soFar += toCopy;
147
+ }
148
+
149
+ begin += soFar;
150
+ });
151
+
152
+ return buf;
153
+ }
154
+ };
155
+ };
156
+
157
+ this._buffer = {
158
+ colors: attribute(), // in instancing used only for non-points
159
+ metallicRoughness: attribute(), // used for triangulated
160
+ pickColors: attribute(), // used for non-lines
161
+ ...(instancing
162
+ ? {
163
+ // Modeling matrix per instance, array for each column
164
+ modelMatrixCol: [ attribute(), attribute(), attribute() ],
165
+ modelNormalMatrixCol: [ attribute(), attribute(), attribute() ]
166
+ }
167
+ : {
168
+ positions: attribute(),
169
+ indices: attribute(), // used for non-points
170
+ uv: attribute(), // used for triangulated
171
+ normals: attribute(), // used for triangulated
172
+ edgeIndices: attribute(), // used for triangulated
173
+ })
174
+ };
175
+ }
176
+
177
+ /**
178
+ * Tests if there is room for another portion in this Layer.
179
+ *
180
+ * @param lenPositions Number of positions we'd like to create in the portion.
181
+ * @param lenIndices Number of indices we'd like to create in this portion.
182
+ * @returns {Boolean} True if OK to create another portion.
183
+ */
184
+ canCreatePortion(lenPositions, lenIndices) {
185
+ return this._instancedGeometry || (((this._buffer.positions.length() + lenPositions) <= (this._maxVerts * 3)) && ((this._buffer.indices.length() + lenIndices) <= (this._maxVerts * 3)));
186
+ }
187
+
188
+ /**
189
+ * Creates a new portion within this Layer, returns the new portion ID.
190
+ *
191
+ * @param mesh The SceneModelMesh that owns the portion
192
+ * @param cfg Portion params
193
+ * @param cfg.metallic Metalness factor [0..255] (triangulated)
194
+ * @param cfg.roughness Roughness factor [0..255] (triangulated)
195
+ * @param cfg.pickColor Quantized pick color (non-lines)
196
+ * @param cfg.meshMatrix Flat float 4x4 matrix (optional in batching)
197
+ * batching:
198
+ * @param cfg.positionsCompressed Flat quantized positions array - decompressed with positionsDecodeMatrix
199
+ * @param cfg.positions Flat float Local-space positions array.
200
+ * @param cfg.indices Flat int indices array.
201
+ * @param [cfg.normalsCompressed]
202
+ * @param [cfg.normals] Flat float normals array (triangulated)
203
+ * @param [cfg.colors] Flat float colors array (non-lines)
204
+ * @param [cfg.colorsCompressed] Quantized RGB colors [0..255,0..255,0..255,0..255] (non-lines)
205
+ * @param cfg.color Float RGB color [0..1,0..1,0..1] (points) or Quantized RGB color [0..255,0..255,0..255,0..255] (non-points)
206
+ * @param cfg.opacity Opacity [0..255] (non-points)
207
+ * @param [cfg.uv] Flat UVs array (triangulated)
208
+ * @param [cfg.uvCompressed] (triangulated)
209
+ * @param [cfg.edgeIndices] Flat int edges indices array (triangulated)
210
+ * @param cfg.aabb Flat float AABB World-space AABB
211
+ * instancing:
212
+ * @param cfg.color Color [0..255,0..255,0..255]
213
+ * @param cfg.opacity Opacity [0..255].
214
+ * @returns {number} Portion ID
215
+ */
216
+ createPortion(mesh, cfg) {
217
+ const buffer = this._buffer;
218
+ const instancedGeometry = this._instancedGeometry;
219
+ const model = this.model;
220
+ const portionId = this._portions.length;
221
+ const primitive = this.primitive;
222
+ const useCompressed = !! this._positionsDecodeMatrix;
223
+ const scene = model.scene;
224
+ const meshMatrix = cfg.meshMatrix;
225
+
226
+ const appendPortion = (portionBase, portionSize, indices, quantizedPositions, meshMatrix) => {
227
+ const prevPortion = (this._portions.length > 0) && this._portions[this._portions.length - 1];
228
+ const portion = {
229
+ indicesBaseIndex: prevPortion ? (prevPortion.indicesBaseIndex + prevPortion.numIndices) : 0,
230
+ numIndices: indices ? indices.length : 0,
231
+ portionBase: portionBase,
232
+ portionSize: portionSize,
233
+ retainedGeometry: scene.readableGeometryEnabled && (primitive !== "points") && (primitive !== "lines") && {
234
+ indices: indices,
235
+ quantizedPositions: quantizedPositions,
236
+ offset: scene.entityOffsetsEnabled && math.vec3(),
237
+ matrix: meshMatrix && meshMatrix.slice(),
238
+ inverseMatrix: null, // Lazy-computed for instancing in precisionRayPickSurface
239
+ normalMatrix: null, // Lazy-computed for instancing in precisionRayPickSurface
240
+ }
241
+ };
242
+
243
+ if ((primitive !== "points") && (primitive !== "lines")) {
244
+ buffer.metallicRoughness.append([ cfg.metallic ?? 0, cfg.roughness ?? 255 ], portionSize);
245
+ }
246
+
247
+ if (primitive !== "lines") {
248
+ buffer.pickColors.append(cfg.pickColor.slice(0, 4), portionSize);
249
+ }
250
+
251
+ this._portions.push(portion);
252
+ model.numPortions++;
253
+ this._meshes.push(mesh);
254
+ return portionId;
255
+ };
256
+
257
+ if (instancedGeometry) {
258
+ buffer.modelMatrixCol.forEach((b, i) => b.append([ meshMatrix[i+0], meshMatrix[i+4], meshMatrix[i+8], meshMatrix[i+12] ]));
259
+
260
+ if (primitive !== "points") {
261
+ const color = cfg.color; // Color is pre-quantized by SceneModel
262
+ buffer.colors.append([ color[0], color[1], color[2], cfg.opacity ?? 255 ]);
263
+ }
264
+
265
+ if ((primitive !== "points") && (primitive !== "lines")) {
266
+ if (instancedGeometry.normals) {
267
+ // Note: order of inverse and transpose doesn't matter
268
+ const normalMatrix = math.inverseMat4(math.transposeMat4(meshMatrix, math.mat4()));
269
+ buffer.modelNormalMatrixCol.forEach((b, i) => b.append([ normalMatrix[i+0], normalMatrix[i+4], normalMatrix[i+8], normalMatrix[i+12] ]));
270
+ }
271
+ }
272
+
273
+ return appendPortion(portionId, 1, instancedGeometry.indices, instancedGeometry.positionsCompressed, meshMatrix);
274
+ } else {
275
+ const vertsBaseIndex = buffer.positions.length() / 3;
276
+
277
+ const positions = useCompressed ? cfg.positionsCompressed : cfg.positions;
278
+ if (! positions) {
279
+ throw ((useCompressed ? "positionsCompressed" : "positions") + " expected");
280
+ }
281
+
282
+ buffer.positions.append(positions);
283
+
284
+ const numVerts = positions.length / 3;
285
+
286
+ const indices = cfg.indices;
287
+ if (indices) {
288
+ buffer.indices.append(indices, 1, 1.0, vertsBaseIndex);
289
+ }
290
+
291
+ const normalsCompressed = cfg.normalsCompressed;
292
+ const normals = cfg.normals;
293
+ if (normalsCompressed && normalsCompressed.length > 0) {
294
+ buffer.normals.append(normalsCompressed);
295
+ } else if (normals && normals.length > 0) {
296
+ const worldNormalMatrix = tempMat4;
297
+ if (meshMatrix) {
298
+ math.transposeMat4(meshMatrix, worldNormalMatrix);
299
+ math.inverseMat4(worldNormalMatrix, worldNormalMatrix); // Note: order of inverse and transpose doesn't matter
300
+ } else {
301
+ math.identityMat4(worldNormalMatrix);
302
+ }
303
+ const normalsData = [ ];
304
+ transformAndOctEncodeNormals(worldNormalMatrix, normals, normals.length, normalsData, 0);
305
+ buffer.normals.append(normalsData);
306
+ }
307
+
308
+ const colors = cfg.colors;
309
+ const colorsCompressed = cfg.colorsCompressed;
310
+ const color = cfg.color;
311
+ if (colors) {
312
+ if (primitive === "points") {
313
+ buffer.colors.append(colors, 1, 255.0);
314
+ } else { // triangulated
315
+ const colorsData = [ ];
316
+ for (let i = 0, len = colors.length; i < len; i += 3) {
317
+ colorsData.push(colors[i] * 255);
318
+ colorsData.push(colors[i + 1] * 255);
319
+ colorsData.push(colors[i + 2] * 255);
320
+ colorsData.push(255);
321
+ }
322
+ buffer.colors.append(colorsData);
323
+ }
324
+ } else if (colorsCompressed) {
325
+ if (primitive === "points") {
326
+ buffer.colors.append(colorsCompressed);
327
+ } else { // triangulated
328
+ const colorsData = [ ];
329
+ for (let i = 0, len = colorsCompressed.length; i < len; i += 3) {
330
+ colorsData.push(colorsCompressed[i]);
331
+ colorsData.push(colorsCompressed[i + 1]);
332
+ colorsData.push(colorsCompressed[i + 2]);
333
+ colorsData.push(255);
334
+ }
335
+ buffer.colors.append(colorsData);
336
+ }
337
+ } else if (color) {
338
+ // Color is pre-quantized by VBOSceneModel
339
+ buffer.colors.append([ color[0], color[1], color[2], (primitive === "points") ? 1.0 : cfg.opacity ], numVerts);
340
+ }
341
+
342
+ const nonEmpty = v => v && (v.length > 0) && v;
343
+ const uv = nonEmpty(cfg.uv) || nonEmpty(cfg.uvCompressed);
344
+ if (uv) {
345
+ buffer.uv.append(uv);
346
+ }
347
+
348
+ const edgeIndices = cfg.edgeIndices;
349
+ if (edgeIndices) {
350
+ buffer.edgeIndices.append(edgeIndices, 1, 1.0, vertsBaseIndex);
351
+ }
352
+
353
+ math.expandAABB3(this._modelAABB, cfg.aabb);
354
+
355
+ // quantizedPositions are initialized in finalize()
356
+ return appendPortion(vertsBaseIndex, numVerts, indices);
357
+ }
358
+ }
359
+
360
+ compilePortions() {
361
+ const buffer = this._buffer;
362
+ const instancedGeometry = this._instancedGeometry;
363
+ const model = this.model;
364
+ const modelAABB = this._modelAABB;
365
+ const origin = this.origin;
366
+ const portions = this._portions;
367
+ const primitive = this.primitive;
368
+ const textureSet = this._textureSet;
369
+ let positionsDecodeMatrix = this._positionsDecodeMatrix;
370
+ const cfgUvDecodeMatrix = this._cfgUvDecodeMatrix;
371
+
372
+ const scene = model.scene;
373
+ const gl = scene.canvas.gl;
374
+ const instancing = !! instancedGeometry;
375
+
376
+ const cleanups = [ ];
377
+
378
+ const createGlBuffer = (target, srcData, size, usage) => {
379
+ if (srcData.length > 0) {
380
+ const srcDataConstructor = srcData.constructor;
381
+ const [byteSize, type] = ({
382
+ [Uint8Array]: [1, gl.UNSIGNED_BYTE],
383
+ [Int8Array]: [1, gl.BYTE],
384
+ [Uint16Array]: [2, gl.UNSIGNED_SHORT],
385
+ [Int16Array]: [2, gl.SHORT],
386
+ [Uint32Array]: [4, gl.UNSIGNED_INT],
387
+ [Int32Array]: [4, gl.INT],
388
+ [Float32Array]: [4, gl.FLOAT]
389
+ })[srcDataConstructor];
390
+
391
+ const buffer = gl.createBuffer();
392
+ cleanups.push(() => gl.deleteBuffer(buffer));
393
+
394
+ const bindBuffer = () => gl.bindBuffer(target, buffer);
395
+ const setData = data => {
396
+ bindBuffer();
397
+ gl.bufferData(target, data, usage);
398
+ };
399
+ setData(srcData);
400
+
401
+ const bytesPerElement = srcData.BYTES_PER_ELEMENT;
402
+ const numItems = srcData.length / size;
403
+ return {
404
+ bindBuffer: bindBuffer,
405
+ getData: (baseIndex = 0, length = numItems - baseIndex) => {
406
+ bindBuffer();
407
+ const array = new srcDataConstructor(length * size);
408
+ gl.getBufferSubData(target, baseIndex * byteSize * size, array, 0, length * size);
409
+ return array;
410
+ },
411
+ numItems: numItems,
412
+ setData: setData,
413
+ setSubData: (data, offset) => {
414
+ bindBuffer();
415
+ gl.bufferSubData(target, offset * bytesPerElement, data);
416
+ },
417
+ type: type
418
+ };
419
+ } else {
420
+ return null;
421
+ }
422
+ };
423
+
424
+ const maybeCreateBuffer = (srcData, size, usage, setDivisor = false, normalized = false) => {
425
+ const buf = createGlBuffer(gl.ARRAY_BUFFER, srcData, size, usage);
426
+ return buf && {
427
+ getData: buf.getData,
428
+ numItems: buf.numItems,
429
+ setData: buf.setData,
430
+ setSubData: buf.setSubData,
431
+ attributeDivisor: setDivisor && 1,
432
+ bindAtLocation: location => {
433
+ buf.bindBuffer();
434
+ gl.vertexAttribPointer(location, size, buf.type, !!normalized, 0, 0);
435
+ }
436
+ };
437
+ };
438
+
439
+ const maybeCreateIndicesBuffer = srcData => {
440
+ const buf = createGlBuffer(gl.ELEMENT_ARRAY_BUFFER, srcData, 1, gl.STATIC_DRAW);
441
+ return buf && {
442
+ getData: buf.getData,
443
+ bindIndicesBuffer: buf.bindBuffer,
444
+ indicesCount: srcData.length,
445
+ indicesType: buf.type
446
+ };
447
+ };
448
+
449
+ const attributesCnt = portions.reduce((acc,p) => acc + p.portionSize, 0);
450
+
451
+ const flagsBuf = maybeCreateBuffer(new Float32Array(attributesCnt), 1, gl.DYNAMIC_DRAW, instancing);
452
+
453
+ const createColorsBuf = (srcData, usage) => maybeCreateBuffer(srcData, 4, usage, instancing && (primitive !== "points"), true);
454
+ const colorsBuf = ((instancing && instancedGeometry.colorsCompressed)
455
+ ? createColorsBuf(new Uint8Array(instancedGeometry.colorsCompressed), gl.STATIC_DRAW)
456
+ : createColorsBuf(buffer.colors.compileBuffer(Uint8Array), gl.DYNAMIC_DRAW));
457
+
458
+ const offsetsBuf = scene.entityOffsetsEnabled && maybeCreateBuffer(new Float32Array(attributesCnt * 3), 3, gl.DYNAMIC_DRAW, instancing);
459
+
460
+ const metallicRoughnessBuf = maybeCreateBuffer(buffer.metallicRoughness.compileBuffer(Uint8Array), 2, gl.STATIC_DRAW, instancing);
461
+
462
+ const pickColorsBuf = maybeCreateBuffer(buffer.pickColors.compileBuffer(Uint8Array), 4, gl.STATIC_DRAW, instancing);
463
+
464
+ const edgeIndicesBuf = maybeCreateIndicesBuffer(instancing
465
+ ? new Uint32Array(instancedGeometry.edgeIndices)
466
+ : buffer.edgeIndices.compileBuffer(Uint32Array));
467
+
468
+ const indices = (instancing
469
+ ? ((primitive !== "points") && instancedGeometry.indices && new Uint32Array(instancedGeometry.indices))
470
+ : buffer.indices.compileBuffer(Uint32Array));
471
+ const indicesBuf = indices && maybeCreateIndicesBuffer(indices);
472
+
473
+ const positions = (instancing
474
+ ? instancedGeometry.positionsCompressed
475
+ : (positionsDecodeMatrix
476
+ ? buffer.positions.compileBuffer(Uint16Array)
477
+ : (quantizePositions(buffer.positions.compileBuffer(Float64Array), modelAABB, positionsDecodeMatrix = math.mat4()))));
478
+ const positionsBuf = positions && maybeCreateBuffer(positions, 3, gl.STATIC_DRAW);
479
+ if (! instancing) {
480
+ portions.forEach(portion => {
481
+ if (portion.retainedGeometry) {
482
+ const start = 3 * portion.portionBase;
483
+ portion.retainedGeometry.quantizedPositions = positions.subarray(start, start + 3 * portion.portionSize);
484
+ }
485
+ });
486
+ }
487
+
488
+ const modelMatrixColBufs = instancing && buffer.modelMatrixCol.map(b => maybeCreateBuffer(b.compileBuffer(Float32Array), 4, gl.STATIC_DRAW, true));
489
+
490
+ const normals = (instancing
491
+ ? false // (primitive !== "points") && (primitive !== "lines") && instancedGeometry.normalsCompressed
492
+ : buffer.normals.compileBuffer(Int8Array));
493
+ // Normals are already oct-encoded, so `normalized = true` for oct encoded UInts
494
+ const normalsBuf = normals && maybeCreateBuffer(normals, 3, gl.STATIC_DRAW, false, true);
495
+
496
+ // WARNING: modelMatrixColBufs and normalsBuf are never simultaneously defined at the moment (when instancing=true)
497
+ const modelNormalMatrixColBufs = modelMatrixColBufs && normalsBuf && buffer.modelNormalMatrixCol.map(b => maybeCreateBuffer(b.compileBuffer(Float32Array), 4, gl.STATIC_DRAW, true));
498
+
499
+ const uvSetup = (instancing
500
+ ? ((primitive !== "points") && (primitive !== "lines") && instancedGeometry.uvCompressed && {
501
+ buf: maybeCreateBuffer(instancedGeometry.uvCompressed, 2, gl.STATIC_DRAW),
502
+ mat: instancedGeometry.uvDecodeMatrix
503
+ })
504
+ : (function() {
505
+ const uvs = buffer.uv.compileBuffer(Float32Array);
506
+ if (uvs.length === 0) {
507
+ return null;
508
+ } else if (cfgUvDecodeMatrix) {
509
+ return {
510
+ buf: maybeCreateBuffer(uvs, 2, gl.STATIC_DRAW),
511
+ mat: cfgUvDecodeMatrix
512
+ };
513
+ } else {
514
+ const bounds = geometryCompressionUtils.getUVBounds(uvs);
515
+ const result = geometryCompressionUtils.compressUVs(uvs, bounds.min, bounds.max);
516
+ return {
517
+ buf: maybeCreateBuffer(result.quantized, 2, gl.STATIC_DRAW),
518
+ mat: math.mat3(result.decodeMatrix)
519
+ };
520
+ }
521
+ })());
522
+
523
+ // Free up memory
524
+ this._buffer = null;
525
+
526
+ scratchMemory.acquire();
527
+ cleanups.push(() => scratchMemory.release());
528
+
529
+ let deferredFlagValues = null;
530
+
531
+ /**
532
+ * flags are 4bits values encoded on a 32bit base. color flag on the first 4 bits, silhouette flag on the next 4 bits and so on for edge, pick and clippable.
533
+ */
534
+ const setFlags = (portionId, flags, transparent, deferred = false) => {
535
+ getColSilhEdgePickFlags(flags, transparent, (primitive !== "points") && (primitive !== "lines"), scene, tempUint8Array4);
536
+
537
+ const clippableFlag = !!(flags & ENTITY_FLAGS.CLIPPABLE) ? 1 : 0;
538
+
539
+ let vertFlag = 0;
540
+ vertFlag |= tempUint8Array4[0];
541
+ vertFlag |= tempUint8Array4[1] << 4;
542
+ vertFlag |= tempUint8Array4[2] << 8;
543
+ vertFlag |= tempUint8Array4[3] << 12;
544
+ vertFlag |= clippableFlag << 16;
545
+
546
+ tempFloat32[0] = vertFlag;
547
+
548
+ const portion = portions[portionId];
549
+ const firstFlag = portion.portionBase;
550
+ const lenFlags = portion.portionSize;
551
+
552
+ if (deferred && (! instancedGeometry)) {
553
+ // Avoid zillions of individual WebGL bufferSubData calls - buffer them to apply in one shot
554
+ if (!deferredFlagValues) {
555
+ deferredFlagValues = new Float32Array(attributesCnt);
556
+ }
557
+ fillArray(deferredFlagValues.subarray(firstFlag, firstFlag + lenFlags), tempFloat32);
558
+ } else if (flagsBuf) {
559
+ const tempArray = scratchMemory.getTypeArray(Float32Array, lenFlags);
560
+ fillArray(tempArray, tempFloat32);
561
+ flagsBuf.setSubData(tempArray, firstFlag);
562
+ }
563
+ };
564
+
565
+ const solid = (primitive === "solid");
566
+ return {
567
+ edgesColorOpaqueAllowed: () => true,
568
+ solid: solid,
569
+ sortId: (((primitive === "points") ? "Points" : ((primitive === "lines") ? "Lines" : "Triangles"))
570
+ + (instancing ? "Instancing" : "Batching") + "Layer" +
571
+ (((primitive !== "points") && (primitive !== "lines"))
572
+ ? ((solid ? "-solid" : "-surface")
573
+ + "-autoNormals"
574
+ + (instancing
575
+ ? ""
576
+ // TODO: These two parts need to be IDs (ie. unique):
577
+ : ((textureSet && textureSet.colorTexture ? "-colorTexture" : "")
578
+ +
579
+ (textureSet && textureSet.metallicRoughnessTexture ? "-metallicRoughnessTexture" : ""))))
580
+ : "")),
581
+ setClippableFlags: setFlags,
582
+ setFlags: setFlags,
583
+ setFlags2: (portionId, flags, deferred) => { },
584
+ setDeferredFlags: () => {
585
+ if (deferredFlagValues) {
586
+ flagsBuf.setData(deferredFlagValues);
587
+ deferredFlagValues = null;
588
+ }
589
+ },
590
+
591
+ setColor: (portionId, color) => { // RGBA color is normalized as ints
592
+ if (colorsBuf) {
593
+ const portion = portions[portionId];
594
+ const tempArray = scratchMemory.getTypeArray(Uint8Array, portion.portionSize * 4);
595
+ // alpha used to be unset for points, so effectively random (from last use)
596
+ fillArray(tempArray, color.slice(0, 4));
597
+ colorsBuf.setSubData(tempArray, portion.portionBase * 4);
598
+ }
599
+ },
600
+ setMatrix: (portionId, matrix) => {
601
+ if (modelMatrixColBufs) {
602
+ modelMatrixColBufs.forEach((b, i) => {
603
+ tempFloat32Vec4[0] = matrix[i+0];
604
+ tempFloat32Vec4[1] = matrix[i+4];
605
+ tempFloat32Vec4[2] = matrix[i+8];
606
+ tempFloat32Vec4[3] = matrix[i+12];
607
+ b.setSubData(tempFloat32Vec4, portionId * 4);
608
+ });
609
+ }
610
+ },
611
+ setOffset: (portionId, offset) => {
612
+ if (!scene.entityOffsetsEnabled) {
613
+ model.error("Entity#offset not enabled for this Viewer"); // See Viewer entityOffsetsEnabled
614
+ } else {
615
+ const portion = portions[portionId];
616
+ if (offsetsBuf) {
617
+ tempVec3fa.set(offset);
618
+ const tempArray = scratchMemory.getTypeArray(Float32Array, portion.portionSize * 3);
619
+ fillArray(tempArray, tempVec3fa);
620
+ offsetsBuf.setSubData(tempArray, portion.portionBase * 3);
621
+ }
622
+ if (portion.retainedGeometry) {
623
+ portion.retainedGeometry.offset.set(offset);
624
+ }
625
+ }
626
+ },
627
+
628
+ getEachIndex: (portionId, callback) => {
629
+ const retainedGeometry = portions[portionId].retainedGeometry;
630
+ if (retainedGeometry) {
631
+ retainedGeometry.indices.forEach(i => callback(i));
632
+ }
633
+ },
634
+ getEachVertex: (portionId, callback) => {
635
+ const retainedGeometry = portions[portionId].retainedGeometry;
636
+ if (retainedGeometry) {
637
+ const origVec = tempVec4b;
638
+ if (origin) {
639
+ origVec.set(origin, 0);
640
+ } else {
641
+ origVec[0] = origVec[1] = origVec[2] = 0;
642
+ }
643
+ origVec[3] = 1;
644
+ const sceneModelMatrix = model.matrix;
645
+ math.mulMat4v4(sceneModelMatrix, origVec, origVec);
646
+ const positions = retainedGeometry.quantizedPositions;
647
+ const worldPos = tempVec4a;
648
+ for (let i = 0, len = positions.length; i < len; i += 3) {
649
+ worldPos[0] = positions[i];
650
+ worldPos[1] = positions[i + 1];
651
+ worldPos[2] = positions[i + 2];
652
+ math.decompressPosition(worldPos, positionsDecodeMatrix);
653
+ if (retainedGeometry.matrix) {
654
+ math.transformPoint3(retainedGeometry.matrix, worldPos, worldPos);
655
+ }
656
+ worldPos[3] = 1;
657
+ math.mulMat4v4(sceneModelMatrix, worldPos, worldPos);
658
+ math.addVec3(origVec, worldPos, worldPos);
659
+ callback(worldPos);
660
+ }
661
+ }
662
+ },
663
+ readGeometryData: (primitive !== "points") && (primitive !== "lines") && ((portionId) => {
664
+ const portion = (! instancing) && portions[portionId];
665
+ const indices = (portion
666
+ ? indicesBuf.getData(portion.indicesBaseIndex, portion.numIndices).map(i => i - portion.portionBase)
667
+ : indicesBuf.getData());
668
+
669
+ const sceneModelMatrix = model.matrix;
670
+
671
+ const origin4 = math.vec4();
672
+ origin4.set(origin, 0); origin4[3] = 1;
673
+ math.mulMat4v4(sceneModelMatrix, origin4, origin4);
674
+
675
+ const instanceMatrix = modelMatrixColBufs && math.mat4();
676
+ if (instanceMatrix) {
677
+ const col0 = modelMatrixColBufs[0].getData(portionId, 1);
678
+ const col1 = modelMatrixColBufs[1].getData(portionId, 1);
679
+ const col2 = modelMatrixColBufs[2].getData(portionId, 1);
680
+ instanceMatrix.set([
681
+ col0[0], col1[0], col2[0], 0,
682
+ col0[1], col1[1], col2[1], 0,
683
+ col0[2], col1[2], col2[2], 0,
684
+ col0[3], col1[3], col2[3], 1,
685
+ ]);
686
+ }
687
+
688
+ const matrix = math.mat4();
689
+ math.mulMat4(sceneModelMatrix, instanceMatrix ? math.mulMat4(instanceMatrix, positionsDecodeMatrix, matrix) : positionsDecodeMatrix, matrix);
690
+
691
+ matrix[12] += origin4[0];
692
+ matrix[13] += origin4[1];
693
+ matrix[14] += origin4[2];
694
+
695
+ const positionsQuantized = portion ? positionsBuf.getData(portion.portionBase, portion.portionSize) : positionsBuf.getData();
696
+
697
+ const positions = math.transformPositions3(
698
+ matrix,
699
+ positionsQuantized,
700
+ new Float64Array(positionsQuantized.length));
701
+
702
+ return { indices, positions };
703
+ }),
704
+ precisionRayPickSurface: (portionId, worldRayOrigin, worldRayDir, worldSurfacePos, worldNormal) => {
705
+ const retainedGeometry = portions[portionId].retainedGeometry;
706
+ if (! retainedGeometry) {
707
+ return false;
708
+ } else {
709
+ if (retainedGeometry.matrix && (! retainedGeometry.inverseMatrix)) {
710
+ retainedGeometry.inverseMatrix = math.inverseMat4(retainedGeometry.matrix, math.mat4());
711
+ }
712
+
713
+ if (worldNormal && retainedGeometry.inverseMatrix && (! retainedGeometry.normalMatrix)) {
714
+ retainedGeometry.normalMatrix = math.transposeMat4(retainedGeometry.inverseMatrix, math.mat4());
715
+ }
716
+
717
+ const positions = retainedGeometry.quantizedPositions;
718
+ const indices = retainedGeometry.indices;
719
+ const offset = retainedGeometry.offset;
720
+
721
+ const rtcRayOrigin = tempVec3a;
722
+ const rtcRayDir = tempVec3b;
723
+
724
+ rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c) : worldRayOrigin); // World -> RTC
725
+ rtcRayDir.set(worldRayDir);
726
+
727
+ if (offset) {
728
+ math.subVec3(rtcRayOrigin, offset);
729
+ }
730
+
731
+ math.transformRay(model.worldNormalMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir); // RTC -> local
732
+
733
+ if (retainedGeometry.inverseMatrix) {
734
+ math.transformRay(retainedGeometry.inverseMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir);
735
+ }
736
+
737
+ const a = tempVec3d;
738
+ const b = tempVec3e;
739
+ const c = tempVec3f;
740
+
741
+ let gotIntersect = false;
742
+ let closestDist = 0;
743
+ const closestIntersectPos = tempVec3g;
744
+
745
+ for (let i = 0, len = indices.length; i < len; i += 3) {
746
+
747
+ const ia = indices[i] * 3;
748
+ const ib = indices[i + 1] * 3;
749
+ const ic = indices[i + 2] * 3;
750
+
751
+ a[0] = positions[ia];
752
+ a[1] = positions[ia + 1];
753
+ a[2] = positions[ia + 2];
754
+
755
+ b[0] = positions[ib];
756
+ b[1] = positions[ib + 1];
757
+ b[2] = positions[ib + 2];
758
+
759
+ c[0] = positions[ic];
760
+ c[1] = positions[ic + 1];
761
+ c[2] = positions[ic + 2];
762
+
763
+ math.decompressPosition(a, positionsDecodeMatrix);
764
+ math.decompressPosition(b, positionsDecodeMatrix);
765
+ math.decompressPosition(c, positionsDecodeMatrix);
766
+
767
+ if (math.rayTriangleIntersect(rtcRayOrigin, rtcRayDir, a, b, c, closestIntersectPos)) {
768
+
769
+ if (retainedGeometry.matrix) {
770
+ math.transformPoint3(retainedGeometry.matrix, closestIntersectPos, closestIntersectPos);
771
+ }
772
+
773
+ math.transformPoint3(model.worldMatrix, closestIntersectPos, closestIntersectPos);
774
+
775
+ if (offset) {
776
+ math.addVec3(closestIntersectPos, offset);
777
+ }
778
+
779
+ if (origin) {
780
+ math.addVec3(closestIntersectPos, origin);
781
+ }
782
+
783
+ const dist = Math.abs(math.lenVec3(math.subVec3(closestIntersectPos, worldRayOrigin, [])));
784
+
785
+ if (!gotIntersect || dist > closestDist) {
786
+ closestDist = dist;
787
+ worldSurfacePos.set(closestIntersectPos);
788
+ if (worldNormal) { // Not that wasteful to eagerly compute - unlikely to hit >2 surfaces on most geometry
789
+ math.triangleNormal(a, b, c, worldNormal);
790
+ }
791
+ gotIntersect = true;
792
+ }
793
+ }
794
+ }
795
+
796
+ if (gotIntersect && worldNormal) {
797
+ if (retainedGeometry.normalMatrix) {
798
+ math.transformVec3(retainedGeometry.normalMatrix, worldNormal, worldNormal);
799
+ }
800
+ math.transformVec3(model.worldNormalMatrix, worldNormal, worldNormal);
801
+ math.normalizeVec3(worldNormal);
802
+ }
803
+
804
+ return gotIntersect;
805
+ }
806
+ },
807
+
808
+ layerTextureSet: textureSet,
809
+
810
+ renderers: getRenderers(scene, instancing ? "instancing" : "batching", primitive,
811
+ model.saoEnabled,
812
+ model.pbrEnabled && uvSetup && textureSet && textureSet.colorTexture && normalsBuf && metallicRoughnessBuf && textureSet.metallicRoughnessTexture,
813
+ model.colorTextureEnabled && uvSetup && textureSet && textureSet.colorTexture,
814
+ !!normalsBuf,
815
+ (programVariables) => makeVBORenderingAttributes(programVariables, instancing && { hasModelNormalMat: !!modelNormalMatrixColBufs }, scene.entityOffsetsEnabled)),
816
+ drawCalls: (function() {
817
+ const drawCallCache = { };
818
+ const makeDrawer = (subGeometry) => (attributesHash, layerTypeInputs, viewState) => {
819
+ let offset = 0;
820
+ const mat4Size = 4 * 4;
821
+ matricesUniformBlockBufferData.set(model.rotationMatrix, 0);
822
+ matricesUniformBlockBufferData.set(viewState.viewMatrix, offset += mat4Size);
823
+ matricesUniformBlockBufferData.set(viewState.projMatrix, offset += mat4Size);
824
+ matricesUniformBlockBufferData.set(positionsDecodeMatrix, offset += mat4Size);
825
+ if (layerTypeInputs.needNormal()) {
826
+ matricesUniformBlockBufferData.set(model.worldNormalMatrix, offset += mat4Size);
827
+ matricesUniformBlockBufferData.set(viewState.viewNormalMatrix, offset += mat4Size);
828
+ }
829
+ layerTypeInputs.matrices.setInputValue(matricesUniformBlockBufferData);
830
+
831
+ layerTypeInputs.uvDecodeMatrix.setInputValue && layerTypeInputs.uvDecodeMatrix.setInputValue(uvSetup.mat);
832
+
833
+ if (! (attributesHash in drawCallCache)) {
834
+ drawCallCache[attributesHash] = [ null, null, null ];
835
+ }
836
+ const inputsCache = drawCallCache[attributesHash];
837
+ const cacheKey = subGeometry ? (subGeometry.vertices ? 0 : 1) : 2;
838
+ if (! inputsCache[cacheKey]) {
839
+ const vao = gl.createVertexArray();
840
+ gl.bindVertexArray(vao);
841
+
842
+ const setAttr = (a, b) => { if (a && a.setInputValue && b) { a.setInputValue(b); } };
843
+ const attrs = layerTypeInputs.attributes;
844
+ setAttr(attrs.position, positionsBuf);
845
+ setAttr(attrs.normal, normalsBuf);
846
+ setAttr(attrs.color, colorsBuf);
847
+ setAttr(attrs.pickColor, pickColorsBuf);
848
+ setAttr(attrs.uV, uvSetup && uvSetup.buf);
849
+ setAttr(attrs.metallicRoughness, metallicRoughnessBuf);
850
+ setAttr(attrs.flags, flagsBuf);
851
+ setAttr(attrs.offset, offsetsBuf);
852
+ attrs.modelMatrixCol && attrs.modelMatrixCol.forEach((a, i) => setAttr(a, modelMatrixColBufs[i]));
853
+ attrs.modelNormalMatrixCol && attrs.modelNormalMatrixCol.forEach((a, i) => setAttr(a, modelNormalMatrixColBufs[i]));
854
+
855
+ const drawer = (function() {
856
+ // TODO: Use drawElements count and offset to draw only one entity
857
+
858
+ const drawPoints = () => {
859
+ if (instancing) {
860
+ gl.drawArraysInstanced(gl.POINTS, 0, positionsBuf.numItems, portions.length);
861
+ } else {
862
+ gl.drawArrays(gl.POINTS, 0, positionsBuf.numItems);
863
+ }
864
+ };
865
+
866
+ const elementsDrawer = (mode, indicesBuf) => {
867
+ indicesBuf.bindIndicesBuffer();
868
+ const count = indicesBuf.indicesCount;
869
+ const type = indicesBuf.indicesType;
870
+ return () => {
871
+ if (instancing) {
872
+ gl.drawElementsInstanced(mode, count, type, 0, portions.length);
873
+ } else {
874
+ gl.drawElements(mode, count, type, 0);
875
+ }
876
+ };
877
+ };
878
+
879
+ if (primitive === "points") {
880
+ return drawPoints;
881
+ } else if (primitive === "lines") {
882
+ if (subGeometry && subGeometry.vertices) {
883
+ return drawPoints;
884
+ } else {
885
+ return elementsDrawer(gl.LINES, indicesBuf);
886
+ }
887
+ } else { // triangles
888
+ if (subGeometry && subGeometry.vertices) {
889
+ return drawPoints;
890
+ } else if (subGeometry && edgeIndicesBuf) {
891
+ return elementsDrawer(gl.LINES, edgeIndicesBuf);
892
+ } else {
893
+ return elementsDrawer(gl.TRIANGLES, indicesBuf);
894
+ }
895
+ }
896
+ })();
897
+
898
+ gl.bindVertexArray(null);
899
+
900
+ cleanups.push(() => gl.deleteVertexArray(vao));
901
+
902
+ inputsCache[cacheKey] = () => {
903
+ gl.bindVertexArray(vao);
904
+ drawer();
905
+ gl.bindVertexArray(null);
906
+ };
907
+ }
908
+
909
+ inputsCache[cacheKey]();
910
+ };
911
+
912
+ return {
913
+ drawVertices: makeDrawer({ vertices: true }),
914
+ drawEdges: makeDrawer({ }),
915
+ drawSurface: makeDrawer(null)
916
+ };
917
+ })(),
918
+
919
+ destroy: () => {
920
+ cleanups.forEach(c => c());
921
+ cleanups.length = 0;
922
+ }
923
+ };
924
+ }
925
+ }
926
+
927
+ const lazyShaderVariable = function(name) {
928
+ const variable = {
929
+ toString: () => {
930
+ variable.needed = true;
931
+ return name;
932
+ }
933
+ };
934
+ return variable;
935
+ };
936
+
937
+ const makeVBORenderingAttributes = function(programVariables, instancing, entityOffsetsEnabled) {
938
+ const createAttribute = programVariables.createAttribute;
939
+
940
+ const attributes = {
941
+ position: createAttribute("vec3", "positionA"),
942
+ normal: createAttribute("vec3", "normalA"),
943
+ color: createAttribute("vec4", "colorA"),
944
+ pickColor: createAttribute("vec4", "pickColor"),
945
+ uV: createAttribute("vec2", "uvApremul"),
946
+ metallicRoughness: createAttribute("vec2", "metallicRoughness"),
947
+ flags: createAttribute("float", "flagsA"),
948
+ offset: entityOffsetsEnabled && createAttribute("vec3", "offset"),
949
+ modelMatrixCol: instancing && iota(3).map(i => createAttribute("vec4", "modelMatrixCol" + i)),
950
+ modelNormalMatrixCol: instancing && instancing.hasModelNormalMat && iota(3).map(i => createAttribute("vec4", "modelNormalMatrixCol" + i))
951
+ };
952
+
953
+ const uvA = lazyShaderVariable("aUv");
954
+ const viewNormal = lazyShaderVariable("viewNormal");
955
+ const worldNormal = lazyShaderVariable("worldNormal");
956
+ const uvDecodeMatrix = programVariables.createUniform("mat3", "uvDecodeMatrix");
957
+
958
+ const needNormal = () => (viewNormal.needed || worldNormal.needed);
959
+ const matrices = programVariables.createUniformBlock(
960
+ "Matrices",
961
+ {
962
+ worldMatrix: "mat4",
963
+ viewMatrix: "mat4",
964
+ projMatrix: "mat4",
965
+ positionsDecodeMatrix: "mat4",
966
+ worldNormalMatrix: "mat4",
967
+ viewNormalMatrix: "mat4"
968
+ });
969
+
970
+ return {
971
+ dontCullOnAlphaZero: true,
972
+
973
+ geometryParameters: {
974
+ attributes: {
975
+ clippable: `((int(${attributes.flags}) >> 16 & 0xF) == 1)`,
976
+ color: attributes.color,
977
+ flags: iota(4).map(i => ({ toString: () => `(int(${attributes.flags}) >> ${i * 4} & 0xF)` })),
978
+ metallicRoughness: attributes.metallicRoughness,
979
+ normal: {
980
+ view: viewNormal,
981
+ world: worldNormal
982
+ },
983
+ pickColor: attributes.pickColor,
984
+ position: {
985
+ clip: "gl_Position",
986
+ view: "viewPosition",
987
+ world: "worldPosition"
988
+ },
989
+ uv: uvA
990
+ },
991
+ projMatrix: matrices.projMatrix,
992
+ viewMatrix: matrices.viewMatrix
993
+ },
994
+
995
+ appendVertexData: (src) => {
996
+ uvA.needed && src.push(`vec2 ${uvA} = (${uvDecodeMatrix} * vec3(${attributes.uV}, 1.0)).xy;`);
997
+
998
+ const modelMatrixTransposed = attributes.modelMatrixCol && `mat4(${attributes.modelMatrixCol[0]}, ${attributes.modelMatrixCol[1]}, ${attributes.modelMatrixCol[2]}, vec4(0.0,0.0,0.0,1.0))`;
999
+ src.push(`vec4 worldPosition = ${matrices.worldMatrix} * (${matrices.positionsDecodeMatrix} * vec4(${attributes.position}, 1.0)${modelMatrixTransposed ? (" * " + modelMatrixTransposed) : ""});`);
1000
+ attributes.offset && src.push(`worldPosition.xyz = worldPosition.xyz + ${attributes.offset};`);
1001
+
1002
+ if (needNormal()) {
1003
+ const timesModelNormalMatrixT = attributes.modelNormalMatrixCol && `* mat4(${attributes.modelNormalMatrixCol[0]}, ${attributes.modelNormalMatrixCol[1]}, ${attributes.modelNormalMatrixCol[2]}, vec4(0.0,0.0,0.0,1.0))`;
1004
+ src.push(`vec4 modelNormal = vec4(${programVariables.commonLibrary.octDecode}(${attributes.normal}.xy), 0.0)${timesModelNormalMatrixT || ""};`);
1005
+ src.push(`vec3 ${worldNormal} = (${matrices.worldNormalMatrix} * modelNormal).xyz;`);
1006
+ if (viewNormal.needed) {
1007
+ src.push(`vec3 ${viewNormal} = normalize((${matrices.viewNormalMatrix} * vec4(${worldNormal}, 0.0)).xyz);`);
1008
+ }
1009
+ }
1010
+ },
1011
+
1012
+ layerTypeInputs: {
1013
+ attributes: attributes,
1014
+ matrices: matrices,
1015
+ uvDecodeMatrix: uvDecodeMatrix,
1016
+ needNormal: needNormal
1017
+ }
1018
+ };
1019
+ };