@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 +1,612 @@
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+ import {Map} from "../utils/Map.js";
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+ const ids = new Map({});
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+
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+ import {math} from "../math/math.js";
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+ const tempVec3a = math.vec3();
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+ const tempVec4 = math.vec4();
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+
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+ import {LinearEncoding, sRGBEncoding} from "../constants/constants.js";
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+ const TEXTURE_DECODE_FUNCS = { [sRGBEncoding]: "sRGBToLinear" };
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+
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+ const iota = function(n) {
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+ const ret = [ ];
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+ for (let i = 0; i < n; ++i) ret.push(i);
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+ return ret;
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+ };
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+
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+ export const createProgramVariablesState = function() {
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+ const vertAppenders = [ ];
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+ const vOutAppenders = [ ];
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+ const fragAppenders = [ ];
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+ const fragDefAppenders = [ ];
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+ const attrSetters = [ ];
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+ const attrHahes = [ ];
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+ const unifSetters = [ ];
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+ const createVertexDefinition = (name, appendDefinition) => {
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+ let needed = false;
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+ vertAppenders.push((src) => needed && appendDefinition(name, src));
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+ return {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ };
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+ const programVariables = {
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+ createAttribute: function(type, name) {
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+ let needed = false;
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+ vertAppenders.push((src) => needed && src.push(`in ${type} ${name};`));
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+ const ret = {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ attrSetters.push((getInputSetter) => {
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+ const setValue = needed && getInputSetter(name);
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+ setValue && attrHahes.push(setValue.attributeHash);
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+ ret.setInputValue = setValue;
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+ return null;
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+ });
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+ return ret;
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+ },
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+ createFragmentDefinition: (name, appendDefinition) => {
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+ let needed = false;
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+ fragDefAppenders.push((src) => needed && appendDefinition(name, src));
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+ return {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ },
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+ createOutput: (type, name, location) => {
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+ let needed = false;
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+ fragAppenders.push((src) => needed && src.push(`layout(location = ${location || 0}) out ${type} ${name};`));
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+ return {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ },
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+ createUniform: (type, name, valueSetter) => {
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+ let needed = false;
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+ const append = (src) => needed && src.push(`uniform ${type} ${name};`);
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+ vertAppenders.push(append);
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+ fragAppenders.push(append);
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+ const ret = {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ unifSetters.push((getInputSetter) => {
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+ const setValue = needed && getInputSetter(name);
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+ if (valueSetter) {
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+ return setValue && ((state) => valueSetter(setValue, state));
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+ } else {
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+ ret.setInputValue = setValue;
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+ return null;
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+ }
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+ });
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+ return ret;
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+ },
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+ createUniformArray: (type, name, length) => {
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+ let needed = false;
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+ const append = (src) => needed && src.push(`uniform ${type} ${name}[${length}];`);
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+ vertAppenders.push(append);
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+ fragAppenders.push(append);
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+ const ret = {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ unifSetters.push((getInputSetter) => {
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+ ret.setInputValue = needed && getInputSetter(name);
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+ return null;
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+ });
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+ return ret;
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+ },
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+ createUniformBlock: (name, types, valueSetter) => {
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+ let needed = false;
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+ const keys = Object.keys(types);
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+ const append = (src) => {
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+ if (needed) {
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+ src.push(`uniform ${name} {`);
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+ keys.forEach(k => src.push(` ${types[k]} ${k};`));
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+ src.push(`};`);
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+ }
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+ };
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+ vertAppenders.push(append);
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+ fragAppenders.push(append);
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+ const ret = { };
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+ keys.forEach(k => ret[k] = {
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+ toString: () => {
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+ needed = true;
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+ return k;
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+ }
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+ });
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+ unifSetters.push((getInputSetter) => {
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+ const setValue = needed && getInputSetter(name);
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+ if (valueSetter) {
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+ return setValue && ((state) => valueSetter(setValue, state));
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+ } else {
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+ ret.setInputValue = setValue;
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+ return null;
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+ }
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+ });
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+ return ret;
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+ },
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+ createVarying: (type, name, genValueCode, interpolationQualifier) => {
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+ let needed = false;
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+ const intp = interpolationQualifier ? (interpolationQualifier + " ") : "";
145
+ vertAppenders.push((src) => needed && src.push(`${intp}out ${type} ${name};`));
146
+ vOutAppenders.push((src) => needed && src.push(`${name} = ${genValueCode()};`));
147
+ fragAppenders.push((src) => needed && src.push(`${intp}in ${type} ${name};`));
148
+ return {
149
+ toString: () => {
150
+ needed = true;
151
+ return name;
152
+ }
153
+ };
154
+ },
155
+ createVertexDefinition: createVertexDefinition,
156
+ commonLibrary: {
157
+ octDecode: createVertexDefinition(
158
+ "octDecode",
159
+ (name, src) => {
160
+ src.push(`vec3 ${name}(vec2 oct) {`);
161
+ src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
162
+ src.push(" if (v.z < 0.0) {");
163
+ src.push(" v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);");
164
+ src.push(" }");
165
+ src.push(" return normalize(v);");
166
+ src.push("}");
167
+ })
168
+ }
169
+ };
170
+ return {
171
+ programVariables: programVariables,
172
+ buildProgram: (gl, programName, cfg) => {
173
+ const getLogDepth = cfg.getLogDepth;
174
+
175
+ const clipPos = cfg.clipPos;
176
+ const clipTransformSetup = cfg.usePickClipPos && (function() {
177
+ const pickClipPos = programVariables.createUniform("vec2", "pickClipPos");
178
+ const pickClipPosInv = programVariables.createUniform("vec2", "pickClipPosInv");
179
+ return {
180
+ setClipPosInputValue: frameCtx => {
181
+ pickClipPos.setInputValue(frameCtx.pickClipPos);
182
+ pickClipPosInv.setInputValue(frameCtx.pickClipPosInv);
183
+ },
184
+ transformedClipPos: () => `vec4((${clipPos}.xy / ${clipPos}.w - ${pickClipPos}) * ${pickClipPosInv} * ${clipPos}.w, ${clipPos}.zw)`
185
+ };
186
+ })();
187
+
188
+ const vertexClipPosition = clipTransformSetup ? clipTransformSetup.transformedClipPos() : clipPos;
189
+
190
+ const fragmentOutputs = [ ];
191
+ const isPerspective = programVariables.createVarying("float", "isPerspective", () => `(${cfg.projMatrix}[2][3] == -1.0) ? 1.0 : 0.0`);
192
+ const logDepthBufFC = programVariables.createUniform("float", "logDepthBufFC", (set, state) => set(2.0 / (Math.log(state.view.far + 1.0) / Math.LN2)));
193
+ const vFragDepth = programVariables.createVarying("float", "vFragDepth", () => "1.0 + clipPos.w");
194
+ if (getLogDepth) {
195
+ fragmentOutputs.push(`gl_FragDepth = ${cfg.testPerspectiveForGl_FragDepth ? `${isPerspective} == 0.0 ? gl_FragCoord.z : ` : ""}log2(${getLogDepth(vFragDepth)}) * ${logDepthBufFC} * 0.5;`);
196
+ } else if (cfg.cleanerEdges) {
197
+ fragmentOutputs.push(`gl_FragDepth = gl_FragCoord.z + length(vec2(dFdx(gl_FragCoord.z), dFdy(gl_FragCoord.z)));`);
198
+ }
199
+
200
+ const linearToGamma = programVariables.createFragmentDefinition(
201
+ "linearToGamma",
202
+ (name, src) => {
203
+ src.push(`vec4 ${name}(in vec4 value, in float gammaFactor) {`);
204
+ src.push(" return vec4(pow(value.xyz, vec3(1.0 / gammaFactor)), value.w);");
205
+ src.push("}");
206
+ });
207
+
208
+ const sectionPlanesState = cfg.sectionPlanesState;
209
+ const getClippingDistance = sectionPlanesState && (function() {
210
+ const allocatedUniforms = iota(sectionPlanesState.getNumAllocatedSectionPlanes()).map(i => {
211
+ const sectionPlaneUniform = (type, postfix, getValue) => {
212
+ return programVariables.createUniform(type, `sectionPlane${postfix}${i}`, (set, state) => {
213
+ const sectionPlanes = sectionPlanesState.sectionPlanes;
214
+ const numSectionPlanes = sectionPlanes.length;
215
+ const baseIndex = (state.mesh.layerIndex || 0) * numSectionPlanes;
216
+ const active = (i < numSectionPlanes) && state.mesh.renderFlags.sectionPlanesActivePerLayer[baseIndex + i];
217
+ return getValue(set, active, sectionPlanes[i], state.mesh.origin);
218
+ });
219
+ };
220
+ return {
221
+ act: sectionPlaneUniform("bool", "Active", (set, active) => set(active ? 1 : 0)),
222
+ dir: sectionPlaneUniform("vec3", "Dir", (set, active, plane) => active && set(plane.dir)),
223
+ pos: sectionPlaneUniform("vec3", "Pos", (set, active, plane, orig) => {
224
+ return active && set(orig
225
+ ? math.mulVec3Scalar(math.normalizeVec3(plane.dir, tempVec3a), -(math.dotVec3(plane.dir, orig) + plane.dist), tempVec3a) // getPlaneRTCPos
226
+ : plane.pos);
227
+ })
228
+ };
229
+ });
230
+ return (allocatedUniforms.length > 0) && ((worldPosition) => allocatedUniforms.map(a => `(${a.act} ? clamp(dot(-${a.dir}, ${worldPosition} - ${a.pos}), 0.0, 1000.0) : 0.0)`).join(" + "));
231
+ })();
232
+
233
+ const crossSections = cfg.crossSections;
234
+ const sliceColorOr = (getClippingDistance
235
+ ? (function() {
236
+ const sliceColor = programVariables.createUniform("vec4", "sliceColor", (set) => set(crossSections.sliceColor));
237
+ const sliceColorOr = color => {
238
+ sliceColorOr.needed = true;
239
+ return `(sliced ? ${sliceColor} : ${color})`;
240
+ };
241
+ return sliceColorOr;
242
+ })()
243
+ : (color => color));
244
+
245
+ const getGammaFactor = cfg.getGammaFactor;
246
+ const gammaFactor = programVariables.createUniform("float", "gammaFactor", (set) => set(getGammaFactor()));
247
+ cfg.appendFragmentOutputs(fragmentOutputs, getGammaFactor && ((color) => `${linearToGamma}(${color}, ${gammaFactor})`), "gl_FragCoord", sliceColorOr);
248
+
249
+ const fragmentClippingLines = (function() {
250
+ const src = [ ];
251
+ const sliceThickness = programVariables.createUniform("float", "sliceThickness", (set) => set(crossSections.sliceThickness));
252
+
253
+ if (getClippingDistance) {
254
+ if (sliceColorOr.needed) {
255
+ src.push(" bool sliced = false;");
256
+ }
257
+ src.push(` if (${cfg.clippableTest()}) {`);
258
+ const fragWorldPosition = programVariables.createVarying("highp vec3", "vHighpWorldPosition", () => `${cfg.worldPositionAttribute}.xyz`);
259
+ src.push(` float dist = ${getClippingDistance(fragWorldPosition)};`);
260
+ if (cfg.clippingCaps) {
261
+ const vClipPositionW = programVariables.createVarying("float", "vClipPositionW", () => "gl_Position.w");
262
+ src.push(` if (dist > (0.002 * ${vClipPositionW})) { discard; }`);
263
+ src.push(" if (dist > 0.0) { ");
264
+ src.push(` ${cfg.clippingCaps} = vec4(1.0, 0.0, 0.0, 1.0);`);
265
+ getLogDepth && src.push(` gl_FragDepth = log2(${getLogDepth(vFragDepth)}) * ${logDepthBufFC} * 0.5;`);
266
+ src.push(" return;");
267
+ src.push(" }");
268
+ } else {
269
+ src.push(` if (dist > ${sliceColorOr.needed ? sliceThickness : "0.0"}) { discard; }`);
270
+ }
271
+ if (sliceColorOr.needed) {
272
+ src.push(" sliced = dist > 0.0;");
273
+ }
274
+ src.push(" }");
275
+ }
276
+
277
+ return src;
278
+ })();
279
+
280
+ const fragDefinitions = (function() { const src = [ ]; fragDefAppenders.forEach(a => a(src)); return src; })();
281
+ const fragmentShader = [
282
+ ...(function() { const src = [ ]; fragAppenders.forEach(a => a(src)); return src; })(),
283
+ ...fragDefinitions,
284
+ "void main(void) {",
285
+ ...(cfg.discardPoints
286
+ ? [
287
+ " vec2 cxy = 2.0 * gl_PointCoord - 1.0;",
288
+ " if (dot(cxy, cxy) > 1.0) { discard; }"
289
+ ]
290
+ : [ ]),
291
+ ...fragmentClippingLines,
292
+ ...fragmentOutputs,
293
+ "}"
294
+ ];
295
+
296
+ const vertexOutputs = [
297
+ `gl_Position = ${vertexClipPosition};`,
298
+ ...(cfg.getPointSize ? [ `gl_PointSize = ${cfg.getPointSize()};` ] : [ ]),
299
+ ...(function() { const src = [ ]; vOutAppenders.forEach(a => a(src)); return src; })()
300
+ ];
301
+
302
+ const vertexData = cfg.getVertexData ? cfg.getVertexData() : [ ];
303
+
304
+ const vertexShader = [
305
+ ...(function() { const src = [ ]; vertAppenders.forEach(a => a(src)); return src; })(),
306
+ "void main(void) {",
307
+ ...vertexData,
308
+ ...vertexOutputs,
309
+ "}"
310
+ ];
311
+
312
+ const preamble = (type) => [
313
+ "#version 300 es",
314
+ "// " + programName + " " + type + " shader",
315
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH",
316
+ "precision highp float;",
317
+ "precision highp int;",
318
+ "precision highp usampler2D;",
319
+ "precision highp isampler2D;",
320
+ "precision highp sampler2D;",
321
+ "#else",
322
+ "precision mediump float;",
323
+ "precision mediump int;",
324
+ "precision mediump usampler2D;",
325
+ "precision mediump isampler2D;",
326
+ "precision mediump sampler2D;",
327
+ "#endif",
328
+ ];
329
+
330
+ const vertSrc = preamble("vertex" ).concat(vertexShader);
331
+ const fragSrc = preamble("fragment").concat([
332
+ // Not the best place to define here, TODO: Move somewhere more appropriate after refactors
333
+ "vec4 sRGBToLinear(in vec4 value) {",
334
+ " return vec4(mix(pow(value.rgb * 0.9478672986 + 0.0521327014, vec3(2.4)), value.rgb * 0.0773993808, vec3(lessThanEqual(value.rgb, vec3(0.04045)))), value.w);",
335
+ "}"
336
+ ]).concat(fragmentShader);
337
+
338
+ const makeShader = (type, srcLines) => {
339
+ const src = srcLines.join("\n");
340
+ const shader = gl.createShader(type);
341
+ gl.shaderSource(shader, src);
342
+ gl.compileShader(shader);
343
+ if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
344
+ return [ shader ];
345
+ } else {
346
+ return [ null,
347
+ [
348
+ "Failed to compile",
349
+ gl.getShaderInfoLog(shader),
350
+ src.split("\n").map((line, i) => (i + 1) + ": " + line + "\n").join("")
351
+ ]
352
+ ];
353
+ }
354
+ };
355
+
356
+ const [vertShader, vertErrors] = makeShader(gl.VERTEX_SHADER, vertSrc);
357
+ const [fragShader, fragErrors] = makeShader(gl.FRAGMENT_SHADER, fragSrc);
358
+
359
+ const errorObj = errors => {
360
+ console.error(errors.join("\n"));
361
+ return [ null, errors ];
362
+ };
363
+
364
+ if (vertErrors) {
365
+ return errorObj(["Vertex shader error"].concat(vertErrors));
366
+ } else if (fragErrors) {
367
+ return errorObj(["Fragment shader error"].concat(fragErrors));
368
+ } else {
369
+ const program = gl.createProgram();
370
+ if (! program) {
371
+ return errorObj(["Failed to allocate program"]);
372
+ } else {
373
+ gl.attachShader(program, vertShader);
374
+ gl.attachShader(program, fragShader);
375
+ gl.linkProgram(program);
376
+ // HACK: Disable validation temporarily
377
+ // Perhaps we should defer validation until render-time, when the program has values set for all inputs?
378
+ if (! gl.getProgramParameter(program, gl.LINK_STATUS)) {
379
+ return errorObj([
380
+ "",
381
+ gl.getProgramInfoLog(this.program),
382
+ "",
383
+ "Vertex shader:",
384
+ "",
385
+ ...vertSrc,
386
+ "",
387
+ "Fragment shader:",
388
+ "",
389
+ ...fragSrc
390
+ ]);
391
+ } else {
392
+ const getInputSetter = makeInputSetters(gl, program);
393
+ attrSetters.forEach(i => i(getInputSetter));
394
+ const uSetters = unifSetters.map(i => i(getInputSetter)).filter(s => s);
395
+ const id = ids.addItem({});
396
+ return [ {
397
+ id: id,
398
+ bind: () => gl.useProgram(program),
399
+ inputSetters: {
400
+ attributesHash: attrHahes.sort().join(", "),
401
+ setUniforms: (frameCtx, state) => {
402
+ clipTransformSetup && clipTransformSetup.setClipPosInputValue(frameCtx);
403
+ uSetters.forEach(s => s(state));
404
+ }
405
+ },
406
+ destroy: () => {
407
+ ids.removeItem(id);
408
+ gl.deleteProgram(program);
409
+ gl.deleteShader(vertShader);
410
+ gl.deleteShader(fragShader);
411
+ }
412
+ } ];
413
+ }
414
+ }
415
+ }
416
+ }
417
+ };
418
+ };
419
+
420
+ export const createLightSetup = function(programVariables, lightsState) {
421
+ const lightAmbient = programVariables.createUniform("vec4", "lightAmbient", (set) => set(lightsState.getAmbientColorAndIntensity()));
422
+
423
+ const lights = lightsState.lights;
424
+ const directionals = lights.map((light, i) => {
425
+ const lightUniforms = {
426
+ color: programVariables.createUniform("vec4", `lightColor${i}`, (set) => {
427
+ const light = lights[i]; // in case it changed
428
+ tempVec4[0] = light.color[0];
429
+ tempVec4[1] = light.color[1];
430
+ tempVec4[2] = light.color[2];
431
+ tempVec4[3] = light.intensity;
432
+ set(tempVec4);
433
+ }),
434
+ position: programVariables.createUniform("vec3", `lightPos${i}`, (set) => set(lights[i].pos)),
435
+ direction: programVariables.createUniform("vec3", `lightDir${i}`, (set) => set(lights[i].dir)),
436
+
437
+ shadowProjMatrix: programVariables.createUniform("mat4", `shadowProjMatrix${i}`, (set) => set(lights[i].getShadowViewMatrix())),
438
+ shadowViewMatrix: programVariables.createUniform("mat4", `shadowViewMatrix${i}`, (set) => set(lights[i].getShadowViewMatrix())),
439
+ shadowMap: programVariables.createUniform("sampler2D", `shadowMap${i}`, (set) => set(lights[i].getShadowRenderBuf().colorTextures[0]))
440
+ };
441
+
442
+ const withViewLightDir = getDirection => {
443
+ return {
444
+ glslLight: {
445
+ isWorldSpace: light.space === "world",
446
+ getColor: () => `${lightUniforms.color}.rgb * ${lightUniforms.color}.a`,
447
+ getDirection: (viewMatrix, viewPosition) => `normalize(${getDirection(viewMatrix, viewPosition)})`,
448
+ shadowParameters: light.castsShadow && {
449
+ getShadowProjMatrix: () => lightUniforms.shadowProjMatrix,
450
+ getShadowViewMatrix: () => lightUniforms.shadowViewMatrix,
451
+ getShadowMap: () => lightUniforms.shadowMap
452
+ }
453
+ },
454
+ setupLightsInputs: () => {
455
+ const setters = Object.values(lightUniforms).map(u => u.setupLightsInputs()).filter(v => v);
456
+ return () => setters.forEach(setState => setState());
457
+ }
458
+ };
459
+ };
460
+
461
+ if (light.type === "dir") {
462
+ if (light.space === "view") {
463
+ return withViewLightDir((viewMatrix, viewPosition) => `-${lightUniforms.direction}`);
464
+ } else {
465
+ // If normal mapping, the fragment->light vector will be in tangent space
466
+ return withViewLightDir((viewMatrix, viewPosition) => `-(${viewMatrix} * vec4(${lightUniforms.direction}, 0.0)).xyz`);
467
+ }
468
+ } else if (light.type === "point") {
469
+ if (light.space === "view") {
470
+ return withViewLightDir((viewMatrix, viewPosition) => `${lightUniforms.position} - ${viewPosition}`);
471
+ } else {
472
+ // If normal mapping, the fragment->light vector will be in tangent space
473
+ return withViewLightDir((viewMatrix, viewPosition) => `(${viewMatrix} * vec4(${lightUniforms.position}, 1.0)).xyz - ${viewPosition}`);
474
+ }
475
+ } else {
476
+ return null;
477
+ }
478
+ }).filter(v => v);
479
+
480
+ const setupCubeTexture = (name, getMaps) => {
481
+ const getValue = () => { const m = getMaps(); return (m.length > 0) && m[0]; };
482
+ const initMap = getValue();
483
+ return initMap && setupTexture(programVariables, "samplerCube", name, initMap.encoding, (set) => { const v = getValue(); v && set(v.texture); });
484
+ };
485
+
486
+ const lightMap = setupCubeTexture("light", () => lightsState.lightMaps);
487
+ const reflectionMap = setupCubeTexture("reflection", () => lightsState.reflectionMaps);
488
+
489
+ return {
490
+ getHash: () => lightsState.getHash(),
491
+ getAmbientColor: () => `${lightAmbient}.rgb * ${lightAmbient}.a`,
492
+ directionalLights: directionals.map(light => light.glslLight),
493
+ getIrradiance: lightMap && ((worldNormal) => `${lightMap(worldNormal)}.rgb`),
494
+ getReflection: reflectionMap && ((reflectVec, mipLevel) => `${reflectionMap(reflectVec, mipLevel)}.rgb`)
495
+ };
496
+ };
497
+
498
+ export const setupTexture = (programVariables, type, name, encoding, getTexture) => {
499
+ const map = programVariables.createUniform(type, name + "Map", getTexture);
500
+ return (texturePos, bias) => {
501
+ const texel = (bias
502
+ ? `texture(${map}, ${texturePos}, ${bias})`
503
+ : `texture(${map}, ${texturePos})`);
504
+ return (encoding !== LinearEncoding) ? `${TEXTURE_DECODE_FUNCS[encoding]}(${texel})` : texel;
505
+ };
506
+ };
507
+
508
+ const makeInputSetters = function(gl, handle) {
509
+ const activeInputs = { };
510
+
511
+ const numAttributes = gl.getProgramParameter(handle, gl.ACTIVE_ATTRIBUTES);
512
+ for (let i = 0; i < numAttributes; ++i) {
513
+ const attribute = gl.getActiveAttrib(handle, i);
514
+ const location = gl.getAttribLocation(handle, attribute.name);
515
+ activeInputs[attribute.name] = function(arrayBuf) {
516
+ arrayBuf.bindAtLocation(location);
517
+ gl.enableVertexAttribArray(location);
518
+ const divisor = arrayBuf.attributeDivisor;
519
+ if (divisor) {
520
+ gl.vertexAttribDivisor(location, divisor);
521
+ }
522
+ };
523
+ activeInputs[attribute.name].attributeHash = `${location.toString().padStart(1+Math.floor(Math.log10(numAttributes)), "0")}:${attribute.name}`;
524
+ }
525
+
526
+ const numBlocks = gl.getProgramParameter(handle, gl.ACTIVE_UNIFORM_BLOCKS);
527
+ for (let i = 0; i < numBlocks; ++i) {
528
+ const blockName = gl.getActiveUniformBlockName(handle, i);
529
+ const uniformBlockIndex = gl.getUniformBlockIndex(handle, blockName);
530
+ const uniformBlockBinding = i;
531
+ gl.uniformBlockBinding(handle, uniformBlockIndex, uniformBlockBinding);
532
+ const buffer = gl.createBuffer();
533
+ activeInputs[blockName] = function(data) {
534
+ gl.bindBuffer(gl.UNIFORM_BUFFER, buffer);
535
+ gl.bufferData(gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW);
536
+ gl.bindBufferBase(gl.UNIFORM_BUFFER, uniformBlockBinding, buffer);
537
+ };
538
+ }
539
+
540
+ const numUniforms = gl.getProgramParameter(handle, gl.ACTIVE_UNIFORMS);
541
+ let nextUnit = 0;
542
+ for (let i = 0; i < numUniforms; ++i) {
543
+ const u = gl.getActiveUniform(handle, i);
544
+ let uName = u.name;
545
+ if (uName.endsWith("[0]")) {
546
+ uName = uName.substr(0, uName.length - 3);
547
+ }
548
+ if (uName[uName.length - 1] === "\u0000") {
549
+ uName = uName.substr(0, uName.length - 1);
550
+ }
551
+ const location = gl.getUniformLocation(handle, uName);
552
+ const type = (function() {
553
+ for (let k in gl) {
554
+ if (u.type === gl[k])
555
+ return k;
556
+ }
557
+ return null;
558
+ })();
559
+
560
+ if ((u.type === gl.SAMPLER_2D)
561
+ ||
562
+ (u.type === gl.SAMPLER_CUBE)
563
+ ||
564
+ (u.type === gl.SAMPLER_2D_SHADOW)
565
+ ||
566
+ ((gl instanceof window.WebGL2RenderingContext)
567
+ &&
568
+ ((u.type === gl.UNSIGNED_INT_SAMPLER_2D)
569
+ ||
570
+ (u.type === gl.INT_SAMPLER_2D)))) {
571
+ const unit = nextUnit++;
572
+ activeInputs[uName] = function(texture) {
573
+ const bound = texture.bind(unit);
574
+ if (bound) {
575
+ gl.uniform1i(location, unit);
576
+ }
577
+ return bound;
578
+ };
579
+ } else {
580
+ activeInputs[uName] = (function() {
581
+ if (u.size === 1) {
582
+ switch (u.type) {
583
+ case gl.BOOL: return value => gl.uniform1i(location, value);
584
+ case gl.INT: return value => gl.uniform1i(location, value);
585
+ case gl.FLOAT: return value => gl.uniform1f(location, value);
586
+ case gl.FLOAT_VEC2: return value => gl.uniform2fv(location, value);
587
+ case gl.FLOAT_VEC3: return value => gl.uniform3fv(location, value);
588
+ case gl.FLOAT_VEC4: return value => gl.uniform4fv(location, value);
589
+ case gl.FLOAT_MAT3: return value => gl.uniformMatrix3fv(location, false, value);
590
+ case gl.FLOAT_MAT4: return value => gl.uniformMatrix4fv(location, false, value);
591
+ }
592
+ } else if (u.size > 1) {
593
+ switch (u.type) {
594
+ case gl.FLOAT: return value => gl.uniform1fv(location, value);
595
+ case gl.FLOAT_VEC2: return value => gl.uniform2fv(location, value);
596
+ case gl.FLOAT_VEC3: return value => gl.uniform3fv(location, value);
597
+ case gl.FLOAT_VEC4: return value => gl.uniform4fv(location, value);
598
+ }
599
+ }
600
+ throw `Unhandled uniform ${uName}`;
601
+ })();
602
+ }
603
+ }
604
+
605
+ return function(name) {
606
+ const u = activeInputs[name];
607
+ if (! u) {
608
+ throw `Missing input "${name}"`;
609
+ }
610
+ return u;
611
+ };
612
+ };