@xeokit/xeokit-sdk 2.6.85-renderers-refactor-v2 → 2.6.86

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 (184) hide show
  1. package/dist/xeokit-sdk.cjs.js +44618 -13007
  2. package/dist/xeokit-sdk.es.js +44617 -13008
  3. package/dist/xeokit-sdk.es5.js +3488 -1387
  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/html/MenuEvent.js +2 -2
  9. package/src/viewer/Viewer.js +103 -55
  10. package/src/viewer/scene/canvas/Canvas.js +43 -3
  11. package/src/viewer/scene/geometry/ReadableGeometry.js +25 -0
  12. package/src/viewer/scene/lights/CubeTexture.js +13 -0
  13. package/src/viewer/scene/lights/DirLight.js +1 -2
  14. package/src/viewer/scene/lights/PointLight.js +1 -2
  15. package/src/viewer/scene/materials/Texture.js +9 -0
  16. package/src/viewer/scene/math/rtcCoords.js +38 -1
  17. package/src/viewer/scene/mesh/Mesh.js +212 -454
  18. package/src/viewer/scene/mesh/draw/DrawRenderer.js +998 -0
  19. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +1504 -305
  20. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +259 -0
  21. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +160 -0
  22. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +286 -0
  23. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +263 -0
  24. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +221 -0
  25. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +158 -9
  26. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +223 -0
  27. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +151 -21
  28. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +200 -0
  29. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +124 -12
  30. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +214 -0
  31. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +97 -22
  32. package/src/viewer/scene/model/RENDER_PASSES.js +34 -0
  33. package/src/viewer/scene/model/SceneModel.js +861 -245
  34. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  35. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  36. package/src/viewer/scene/model/dtx/BindableDataTexture.js +31 -0
  37. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +27 -0
  38. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +897 -0
  39. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +46 -0
  40. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +411 -0
  41. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +49 -0
  42. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +208 -0
  43. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +389 -0
  44. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +65 -0
  45. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +1399 -0
  46. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +46 -0
  47. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +250 -0
  48. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +518 -0
  49. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +54 -0
  50. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +639 -0
  51. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +464 -0
  52. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +423 -0
  53. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +431 -0
  54. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +345 -0
  55. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +436 -0
  56. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +466 -0
  57. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +437 -0
  58. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +460 -0
  59. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +437 -0
  60. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +307 -0
  61. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +472 -0
  62. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +474 -0
  63. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +435 -0
  64. package/src/viewer/scene/model/vbo/ScratchMemory.js +63 -0
  65. package/src/viewer/scene/model/vbo/VBORenderer.js +664 -0
  66. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +704 -0
  67. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +19 -0
  68. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +318 -0
  69. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +114 -0
  70. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +99 -0
  71. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +124 -0
  72. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +313 -0
  73. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +311 -0
  74. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +24 -0
  75. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +688 -0
  76. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +24 -0
  77. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +168 -0
  78. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +136 -0
  79. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +156 -0
  80. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +148 -0
  81. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +144 -0
  82. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +107 -0
  83. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +146 -0
  84. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +315 -0
  85. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +305 -0
  86. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +24 -0
  87. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +1346 -0
  88. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +131 -0
  89. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +135 -0
  90. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +12 -0
  91. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +403 -0
  92. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +35 -0
  93. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +252 -0
  94. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +294 -0
  95. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +115 -0
  96. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +246 -0
  97. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +139 -0
  98. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +125 -0
  99. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  100. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +144 -0
  101. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +130 -0
  102. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +121 -0
  103. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +131 -0
  104. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +107 -0
  105. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +144 -0
  106. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +313 -0
  107. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +312 -0
  108. package/src/viewer/scene/model/vbo/float16.js +760 -0
  109. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +711 -0
  110. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +148 -0
  111. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +26 -0
  112. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +139 -0
  113. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +127 -0
  114. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +308 -0
  115. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +299 -0
  116. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +733 -0
  117. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +174 -0
  118. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +156 -0
  119. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +149 -0
  120. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +170 -0
  121. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +152 -0
  122. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +26 -0
  123. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +174 -0
  124. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +119 -0
  125. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +154 -0
  126. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +307 -0
  127. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +293 -0
  128. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +150 -0
  129. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +1289 -0
  130. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +135 -0
  131. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +137 -0
  132. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +12 -0
  133. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +403 -0
  134. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +267 -0
  135. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +299 -0
  136. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +126 -0
  137. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +255 -0
  138. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +130 -0
  139. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +32 -0
  140. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +138 -0
  141. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +128 -0
  142. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  143. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +149 -0
  144. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +136 -0
  145. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +130 -0
  146. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +145 -0
  147. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +113 -0
  148. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +148 -0
  149. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +319 -0
  150. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +310 -0
  151. package/src/viewer/scene/scene/Scene.js +38 -21
  152. package/src/viewer/scene/webgl/ArrayBuf.js +20 -5
  153. package/src/viewer/scene/webgl/Attribute.js +23 -0
  154. package/src/viewer/scene/webgl/FrameContext.js +86 -14
  155. package/src/viewer/scene/webgl/Program.js +181 -0
  156. package/src/viewer/scene/webgl/RenderBuffer.js +262 -62
  157. package/src/viewer/scene/webgl/RenderBufferManager.js +34 -0
  158. package/src/viewer/scene/webgl/Renderer.js +843 -880
  159. package/src/viewer/scene/webgl/Sampler.js +18 -0
  160. package/src/viewer/scene/webgl/Shader.js +49 -0
  161. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +132 -60
  162. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +328 -167
  163. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +324 -0
  164. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +384 -0
  165. package/src/viewer/utils/os.js +9 -0
  166. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +0 -35
  167. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +0 -34
  168. package/src/viewer/scene/model/layer/DTXLayer.js +0 -940
  169. package/src/viewer/scene/model/layer/Layer.js +0 -786
  170. package/src/viewer/scene/model/layer/VBOLayer.js +0 -1019
  171. package/src/viewer/scene/model/layer/programs/ColorProgram.js +0 -35
  172. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +0 -46
  173. package/src/viewer/scene/model/layer/programs/DepthProgram.js +0 -11
  174. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +0 -12
  175. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +0 -24
  176. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +0 -12
  177. package/src/viewer/scene/model/layer/programs/PBRProgram.js +0 -180
  178. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +0 -30
  179. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +0 -12
  180. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +0 -18
  181. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +0 -23
  182. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +0 -15
  183. package/src/viewer/scene/model/layer/programs/SnapProgram.js +0 -28
  184. package/src/viewer/scene/webgl/WebGLRenderer.js +0 -612
@@ -0,0 +1,313 @@
1
+
2
+ import {createRTCViewMat} from "../../../../../math/rtcCoords.js";
3
+ import {math} from "../../../../../math/math.js";
4
+ import {VBORenderer} from "../../../VBORenderer.js";
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+
6
+ 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 tempMat4a = math.mat4();
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+
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+ const SNAPPING_LOG_DEPTH_BUF_ENABLED = true; // Improves occlusion accuracy at distance
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+
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+ /**
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+ * @private
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+ */
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+ export class VBOBatchingLinesSnapInitRenderer extends VBORenderer {
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+ drawLayer(frameCtx, batchingLayer, renderPass) {
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+
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+ if (!this._program) {
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+ this._allocate();
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+ if (this.errors) {
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+ return;
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+ }
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+ }
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+
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+ if (frameCtx.lastProgramId !== this._program.id) {
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+ frameCtx.lastProgramId = this._program.id;
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+ this._bindProgram();
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+ }
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+
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+ const model = batchingLayer.model;
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+ const scene = model.scene;
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+ const camera = scene.camera;
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+ const gl = scene.canvas.gl;
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+ const state = batchingLayer._state;
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+ const origin = batchingLayer._state.origin;
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+ const {position, rotationMatrix} = model;
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+ const aabb = batchingLayer.aabb; // Per-layer AABB for best RTC accuracy
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+ const viewMatrix = frameCtx.pickViewMatrix || camera.viewMatrix;
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+
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+ if (this._vaoCache.has(batchingLayer)) {
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+ gl.bindVertexArray(this._vaoCache.get(batchingLayer));
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+ } else {
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+ this._vaoCache.set(batchingLayer, this._makeVAO(state))
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+ }
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+
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+ const coordinateScaler = tempVec3a;
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+ coordinateScaler[0] = math.safeInv(aabb[3] - aabb[0]) * math.MAX_INT;
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+ coordinateScaler[1] = math.safeInv(aabb[4] - aabb[1]) * math.MAX_INT;
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+ coordinateScaler[2] = math.safeInv(aabb[5] - aabb[2]) * math.MAX_INT;
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+
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+ frameCtx.snapPickCoordinateScale[0] = math.safeInv(coordinateScaler[0]);
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+ frameCtx.snapPickCoordinateScale[1] = math.safeInv(coordinateScaler[1]);
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+ frameCtx.snapPickCoordinateScale[2] = math.safeInv(coordinateScaler[2]);
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+
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+ let rtcViewMatrix;
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+ let rtcCameraEye;
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+
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+ if (origin || position[0] !== 0 || position[1] !== 0 || position[2] !== 0) {
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+ const rtcOrigin = tempVec3b;
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+ if (origin) {
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+ const rotatedOrigin = tempVec3c;
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+ math.transformPoint3(rotationMatrix, origin, rotatedOrigin);
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+ rtcOrigin[0] = rotatedOrigin[0];
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+ rtcOrigin[1] = rotatedOrigin[1];
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+ rtcOrigin[2] = rotatedOrigin[2];
68
+ } else {
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+ rtcOrigin[0] = 0;
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+ rtcOrigin[1] = 0;
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+ rtcOrigin[2] = 0;
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+ }
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+ rtcOrigin[0] += position[0];
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+ rtcOrigin[1] += position[1];
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+ rtcOrigin[2] += position[2];
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+ rtcViewMatrix = createRTCViewMat(viewMatrix, rtcOrigin, tempMat4a);
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+ rtcCameraEye = tempVec3d;
78
+ rtcCameraEye[0] = camera.eye[0] - rtcOrigin[0];
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+ rtcCameraEye[1] = camera.eye[1] - rtcOrigin[1];
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+ rtcCameraEye[2] = camera.eye[2] - rtcOrigin[2];
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+ frameCtx.snapPickOrigin[0] = rtcOrigin[0];
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+ frameCtx.snapPickOrigin[1] = rtcOrigin[1];
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+ frameCtx.snapPickOrigin[2] = rtcOrigin[2];
84
+ } else {
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+ rtcViewMatrix = viewMatrix;
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+ rtcCameraEye = camera.eye;
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+ frameCtx.snapPickOrigin[0] = 0;
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+ frameCtx.snapPickOrigin[1] = 0;
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+ frameCtx.snapPickOrigin[2] = 0;
90
+ }
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+
92
+ gl.uniform3fv(this._uCameraEyeRtc, rtcCameraEye);
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+ gl.uniform2fv(this.uVectorA, frameCtx.snapVectorA);
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+ gl.uniform2fv(this.uInverseVectorAB, frameCtx.snapInvVectorAB);
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+ gl.uniform1i(this._uLayerNumber, frameCtx.snapPickLayerNumber);
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+ gl.uniform3fv(this._uCoordinateScaler, coordinateScaler);
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+ gl.uniform1i(this._uRenderPass, renderPass);
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+ gl.uniform1i(this._uPickInvisible, frameCtx.pickInvisible);
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+
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+ let offset = 0;
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+ const mat4Size = 4 * 4;
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+
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+ this._matricesUniformBlockBufferData.set(rotationMatrix, 0);
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+ this._matricesUniformBlockBufferData.set(rtcViewMatrix, offset += mat4Size);
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+ this._matricesUniformBlockBufferData.set(camera.projMatrix, offset += mat4Size);
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+ this._matricesUniformBlockBufferData.set(state.positionsDecodeMatrix, offset += mat4Size);
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+
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+ gl.bindBuffer(gl.UNIFORM_BUFFER, this._matricesUniformBlockBuffer);
109
+ gl.bufferData(gl.UNIFORM_BUFFER, this._matricesUniformBlockBufferData, gl.DYNAMIC_DRAW);
110
+
111
+ gl.bindBufferBase(
112
+ gl.UNIFORM_BUFFER,
113
+ this._matricesUniformBlockBufferBindingPoint,
114
+ this._matricesUniformBlockBuffer);
115
+
116
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
117
+ const logDepthBufFC = 2.0 / (Math.log(frameCtx.pickZFar + 1.0) / Math.LN2); // TODO: Far from pick project matrix?
118
+ gl.uniform1f(this._uLogDepthBufFC, logDepthBufFC);
119
+ }
120
+
121
+ this.setSectionPlanesStateUniforms(batchingLayer);
122
+ //=============================================================
123
+ // TODO: Use drawElements count and offset to draw only one entity
124
+ //=============================================================
125
+
126
+ state.indicesBuf.bind();
127
+ gl.drawElements(gl.LINES, state.indicesBuf.numItems, state.indicesBuf.itemType, 0);
128
+ state.indicesBuf.unbind();
129
+
130
+ gl.bindVertexArray(null);
131
+ }
132
+
133
+ _allocate() {
134
+ super._allocate();
135
+
136
+ const program = this._program;
137
+
138
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
139
+ this._uLogDepthBufFC = program.getLocation("logDepthBufFC");
140
+ }
141
+ this._uCameraEyeRtc = program.getLocation("uCameraEyeRtc");
142
+ this.uVectorA = program.getLocation("snapVectorA");
143
+ this.uInverseVectorAB = program.getLocation("snapInvVectorAB");
144
+ this._uLayerNumber = program.getLocation("layerNumber");
145
+ this._uCoordinateScaler = program.getLocation("coordinateScaler");
146
+ }
147
+
148
+ _bindProgram() {
149
+ this._program.bind();
150
+ }
151
+
152
+ _buildVertexShader() {
153
+ const scene = this._scene;
154
+ const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
155
+ const src = [];
156
+ src.push ('#version 300 es');
157
+ src.push("// VBO SnapBatchingDepthBufInitRenderer vertex shader");
158
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
159
+ src.push("precision highp float;");
160
+ src.push("precision highp int;");
161
+ src.push("precision highp usampler2D;");
162
+ src.push("precision highp isampler2D;");
163
+ src.push("precision highp sampler2D;");
164
+ src.push("#else");
165
+ src.push("precision mediump float;");
166
+ src.push("precision mediump int;");
167
+ src.push("precision mediump usampler2D;");
168
+ src.push("precision mediump isampler2D;");
169
+ src.push("precision mediump sampler2D;");
170
+ src.push("#endif");
171
+ src.push("uniform int renderPass;");
172
+ src.push("in vec4 pickColor;");
173
+ src.push("in vec3 position;");
174
+
175
+ if (scene.entityOffsetsEnabled) {
176
+ src.push("in vec3 offset;");
177
+ }
178
+ src.push("in float flags;");
179
+ src.push("uniform bool pickInvisible;");
180
+
181
+ this._addMatricesUniformBlockLines(src);
182
+
183
+ src.push("uniform vec3 uCameraEyeRtc;");
184
+ src.push("uniform vec2 snapVectorA;");
185
+ src.push("uniform vec2 snapInvVectorAB;");
186
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
187
+ src.push("uniform float logDepthBufFC;");
188
+ src.push("out float vFragDepth;");
189
+ src.push("out float isPerspective;");
190
+ }
191
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
192
+ src.push(" return (m[2][3] == - 1.0);");
193
+ src.push("}");
194
+ src.push("vec2 remapClipPos(vec2 clipPos) {");
195
+ src.push(" float x = (clipPos.x - snapVectorA.x) * snapInvVectorAB.x;");
196
+ src.push(" float y = (clipPos.y - snapVectorA.y) * snapInvVectorAB.y;");
197
+ src.push(" return vec2(x, y);")
198
+ src.push("}");
199
+ src.push("flat out vec4 vPickColor;");
200
+ src.push("out vec4 vWorldPosition;");
201
+ if (clipping) {
202
+ src.push("out float vFlags;");
203
+ }
204
+ src.push("out highp vec3 relativeToOriginPosition;");
205
+ src.push("void main(void) {");
206
+ // pickFlag = NOT_RENDERED | PICK
207
+ // renderPass = PICK
208
+ src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
209
+ src.push(`if (pickFlag != renderPass) {`);
210
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
211
+ src.push(" } else {");
212
+ src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
213
+ if (scene.entityOffsetsEnabled) {
214
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
215
+ }
216
+ src.push(" relativeToOriginPosition = worldPosition.xyz;");
217
+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
218
+ src.push(" vWorldPosition = worldPosition;");
219
+ if (clipping) {
220
+ src.push(" vFlags = flags;");
221
+ }
222
+ src.push("vPickColor = pickColor;");
223
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
224
+ src.push("float tmp = clipPos.w;")
225
+ src.push("clipPos.xyzw /= tmp;")
226
+ src.push("clipPos.xy = remapClipPos(clipPos.xy);");
227
+ src.push("clipPos.xyzw *= tmp;")
228
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
229
+ src.push("vFragDepth = 1.0 + clipPos.w;");
230
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
231
+ }
232
+ src.push("gl_Position = clipPos;");
233
+ src.push(" }");
234
+ src.push("}");
235
+ return src;
236
+ }
237
+
238
+ _buildFragmentShader() {
239
+ const scene = this._scene;
240
+ const sectionPlanesState = scene._sectionPlanesState;
241
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
242
+ const src = [];
243
+ src.push ('#version 300 es');
244
+ src.push("// VBO SnapBatchingDepthBufInitRenderer fragment shader");
245
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
246
+ src.push("precision highp float;");
247
+ src.push("precision highp int;");
248
+ src.push("#else");
249
+ src.push("precision mediump float;");
250
+ src.push("precision mediump int;");
251
+ src.push("#endif");
252
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
253
+ src.push("in float isPerspective;");
254
+ src.push("uniform float logDepthBufFC;");
255
+ src.push("in float vFragDepth;");
256
+ }
257
+ src.push("uniform int layerNumber;");
258
+ src.push("uniform vec3 coordinateScaler;");
259
+ src.push("in vec4 vWorldPosition;");
260
+ src.push("flat in vec4 vPickColor;");
261
+ if (clipping) {
262
+ src.push("in float vFlags;");
263
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
264
+ src.push("uniform bool sectionPlaneActive" + i + ";");
265
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
266
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
267
+ }
268
+ }
269
+ src.push("in highp vec3 relativeToOriginPosition;");
270
+ src.push("layout(location = 0) out highp ivec4 outCoords;");
271
+ src.push("layout(location = 1) out highp ivec4 outNormal;");
272
+ src.push("layout(location = 2) out lowp uvec4 outPickColor;");
273
+ src.push("void main(void) {");
274
+ if (clipping) {
275
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
276
+ src.push(" if (clippable) {");
277
+ src.push(" float dist = 0.0;");
278
+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
279
+ src.push(" if (sectionPlaneActive" + i + ") {");
280
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
281
+ src.push(" }");
282
+ }
283
+ src.push(" if (dist > 0.0) { discard; }");
284
+ src.push(" }");
285
+ }
286
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
287
+ src.push(" float dx = dFdx(vFragDepth);")
288
+ src.push(" float dy = dFdy(vFragDepth);")
289
+ src.push(" float diff = sqrt(dx*dx+dy*dy);");
290
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth + diff ) * logDepthBufFC * 0.5;");
291
+ }
292
+ src.push("outCoords = ivec4(relativeToOriginPosition.xyz*coordinateScaler.xyz, -layerNumber);");
293
+
294
+ src.push("vec3 xTangent = dFdx( vWorldPosition.xyz );");
295
+ src.push("vec3 yTangent = dFdy( vWorldPosition.xyz );");
296
+ src.push("vec3 worldNormal = normalize( cross( xTangent, yTangent ) );");
297
+ src.push(`outNormal = ivec4(worldNormal * float(${math.MAX_INT}), 1.0);`);
298
+ src.push("outPickColor = uvec4(vPickColor);");
299
+ src.push("}");
300
+ return src;
301
+ }
302
+
303
+ webglContextRestored() {
304
+ this._program = null;
305
+ }
306
+
307
+ destroy() {
308
+ if (this._program) {
309
+ this._program.destroy();
310
+ }
311
+ this._program = null;
312
+ }
313
+ }
@@ -0,0 +1,311 @@
1
+
2
+ import {createRTCViewMat} from "../../../../../math/rtcCoords.js";
3
+ import {math} from "../../../../../math/math.js";
4
+ import {VBORenderer} from "../../../VBORenderer.js";
5
+
6
+ const tempVec3a = math.vec3();
7
+ const tempVec3b = math.vec3();
8
+ const tempVec3c = math.vec3();
9
+ const tempVec3d = math.vec3();
10
+ const tempMat4a = math.mat4();
11
+
12
+ const SNAPPING_LOG_DEPTH_BUF_ENABLED = true; // Improves occlusion accuracy at distance
13
+
14
+ /**
15
+ * @private
16
+ */
17
+ export class VBOBatchingLinesSnapRenderer extends VBORenderer{
18
+ _getHash() {
19
+ return this._scene._sectionPlanesState.getHash() + (this._scene.pointsMaterial.hash);
20
+ }
21
+
22
+ drawLayer(frameCtx, batchingLayer, renderPass) {
23
+
24
+ if (!this._program) {
25
+ this._allocate();
26
+ if (this.errors) {
27
+ return;
28
+ }
29
+ }
30
+
31
+ if (frameCtx.lastProgramId !== this._program.id) {
32
+ frameCtx.lastProgramId = this._program.id;
33
+ this._bindProgram();
34
+ }
35
+
36
+ const model = batchingLayer.model;
37
+ const scene = model.scene;
38
+ const camera = scene.camera;
39
+ const gl = scene.canvas.gl;
40
+ const state = batchingLayer._state;
41
+ const origin = batchingLayer._state.origin;
42
+ const {position, rotationMatrix} = model;
43
+ const aabb = batchingLayer.aabb; // Per-layer AABB for best RTC accuracy
44
+ const viewMatrix = frameCtx.pickViewMatrix || camera.viewMatrix;
45
+
46
+ if (this._vaoCache.has(batchingLayer)) {
47
+ gl.bindVertexArray(this._vaoCache.get(batchingLayer));
48
+ } else {
49
+ this._vaoCache.set(batchingLayer, this._makeVAO(state))
50
+ }
51
+
52
+ const coordinateScaler = tempVec3a;
53
+ coordinateScaler[0] = math.safeInv(aabb[3] - aabb[0]) * math.MAX_INT;
54
+ coordinateScaler[1] = math.safeInv(aabb[4] - aabb[1]) * math.MAX_INT;
55
+ coordinateScaler[2] = math.safeInv(aabb[5] - aabb[2]) * math.MAX_INT;
56
+
57
+ frameCtx.snapPickCoordinateScale[0] = math.safeInv(coordinateScaler[0]);
58
+ frameCtx.snapPickCoordinateScale[1] = math.safeInv(coordinateScaler[1]);
59
+ frameCtx.snapPickCoordinateScale[2] = math.safeInv(coordinateScaler[2]);
60
+
61
+ let rtcViewMatrix;
62
+ let rtcCameraEye;
63
+
64
+ if (origin || position[0] !== 0 || position[1] !== 0 || position[2] !== 0) {
65
+ const rtcOrigin = tempVec3b;
66
+ if (origin) {
67
+ const rotatedOrigin = tempVec3c;
68
+ math.transformPoint3(rotationMatrix, origin, rotatedOrigin);
69
+ rtcOrigin[0] = rotatedOrigin[0];
70
+ rtcOrigin[1] = rotatedOrigin[1];
71
+ rtcOrigin[2] = rotatedOrigin[2];
72
+ } else {
73
+ rtcOrigin[0] = 0;
74
+ rtcOrigin[1] = 0;
75
+ rtcOrigin[2] = 0;
76
+ }
77
+ rtcOrigin[0] += position[0];
78
+ rtcOrigin[1] += position[1];
79
+ rtcOrigin[2] += position[2];
80
+ rtcViewMatrix = createRTCViewMat(viewMatrix, rtcOrigin, tempMat4a);
81
+ rtcCameraEye = tempVec3d;
82
+ rtcCameraEye[0] = camera.eye[0] - rtcOrigin[0];
83
+ rtcCameraEye[1] = camera.eye[1] - rtcOrigin[1];
84
+ rtcCameraEye[2] = camera.eye[2] - rtcOrigin[2];
85
+ frameCtx.snapPickOrigin[0] = rtcOrigin[0];
86
+ frameCtx.snapPickOrigin[1] = rtcOrigin[1];
87
+ frameCtx.snapPickOrigin[2] = rtcOrigin[2];
88
+ } else {
89
+ rtcViewMatrix = viewMatrix;
90
+ rtcCameraEye = camera.eye;
91
+ frameCtx.snapPickOrigin[0] = 0;
92
+ frameCtx.snapPickOrigin[1] = 0;
93
+ frameCtx.snapPickOrigin[2] = 0;
94
+ }
95
+
96
+ gl.uniform3fv(this._uCameraEyeRtc, rtcCameraEye);
97
+ gl.uniform2fv(this.uVectorA, frameCtx.snapVectorA);
98
+ gl.uniform2fv(this.uInverseVectorAB, frameCtx.snapInvVectorAB);
99
+ gl.uniform1i(this._uLayerNumber, frameCtx.snapPickLayerNumber);
100
+ gl.uniform3fv(this._uCoordinateScaler, coordinateScaler);
101
+ gl.uniform1i(this._uRenderPass, renderPass);
102
+ gl.uniform1i(this._uPickInvisible, frameCtx.pickInvisible);
103
+
104
+ let offset = 0;
105
+ const mat4Size = 4 * 4;
106
+
107
+ this._matricesUniformBlockBufferData.set(rotationMatrix, 0);
108
+ this._matricesUniformBlockBufferData.set(rtcViewMatrix, offset += mat4Size);
109
+ this._matricesUniformBlockBufferData.set(camera.projMatrix, offset += mat4Size);
110
+ this._matricesUniformBlockBufferData.set(state.positionsDecodeMatrix, offset += mat4Size);
111
+
112
+ gl.bindBuffer(gl.UNIFORM_BUFFER, this._matricesUniformBlockBuffer);
113
+ gl.bufferData(gl.UNIFORM_BUFFER, this._matricesUniformBlockBufferData, gl.DYNAMIC_DRAW);
114
+
115
+ gl.bindBufferBase(
116
+ gl.UNIFORM_BUFFER,
117
+ this._matricesUniformBlockBufferBindingPoint,
118
+ this._matricesUniformBlockBuffer);
119
+
120
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
121
+ const logDepthBufFC = 2.0 / (Math.log(frameCtx.pickZFar + 1.0) / Math.LN2); // TODO: Far from pick project matrix?
122
+ gl.uniform1f(this._uLogDepthBufFC, logDepthBufFC);
123
+ }
124
+
125
+ this.setSectionPlanesStateUniforms(batchingLayer);
126
+
127
+ //=============================================================
128
+ // TODO: Use drawElements count and offset to draw only one entity
129
+ //=============================================================
130
+
131
+ if (frameCtx.snapMode === "edge") {
132
+ state.indicesBuf.bind();
133
+ gl.drawElements(gl.LINES, state.indicesBuf.numItems, state.indicesBuf.itemType, 0);
134
+ state.indicesBuf.unbind(); // needed?
135
+ } else {
136
+ gl.drawArrays(gl.POINTS, 0, state.positionsBuf.numItems);
137
+ }
138
+
139
+ gl.bindVertexArray(null);
140
+ }
141
+
142
+ _allocate() {
143
+ super._allocate();
144
+
145
+ const program = this._program;
146
+
147
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
148
+ this._uLogDepthBufFC = program.getLocation("logDepthBufFC");
149
+ }
150
+
151
+ this._uCameraEyeRtc = program.getLocation("uCameraEyeRtc");
152
+ this.uVectorA = program.getLocation("snapVectorA");
153
+ this.uInverseVectorAB = program.getLocation("snapInvVectorAB");
154
+ this._uLayerNumber = program.getLocation("layerNumber");
155
+ this._uCoordinateScaler = program.getLocation("coordinateScaler");
156
+ }
157
+
158
+ _bindProgram() {
159
+ this._program.bind();
160
+ }
161
+
162
+ _buildVertexShader() {
163
+ const scene = this._scene;
164
+ const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
165
+ const pointsMaterial = scene.pointsMaterial._state;
166
+ const src = [];
167
+ src.push ('#version 300 es');
168
+ src.push("// SnapBatchingDepthRenderer vertex shader");
169
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
170
+ src.push("precision highp float;");
171
+ src.push("precision highp int;");
172
+ src.push("precision highp usampler2D;");
173
+ src.push("precision highp isampler2D;");
174
+ src.push("precision highp sampler2D;");
175
+ src.push("#else");
176
+ src.push("precision mediump float;");
177
+ src.push("precision mediump int;");
178
+ src.push("precision mediump usampler2D;");
179
+ src.push("precision mediump isampler2D;");
180
+ src.push("precision mediump sampler2D;");
181
+ src.push("#endif");
182
+ src.push("uniform int renderPass;");
183
+ src.push("in vec3 position;");
184
+ if (scene.entityOffsetsEnabled) {
185
+ src.push("in vec3 offset;");
186
+ }
187
+ src.push("in float flags;");
188
+ src.push("uniform bool pickInvisible;");
189
+
190
+ this._addMatricesUniformBlockLines(src);
191
+
192
+ src.push("uniform vec3 uCameraEyeRtc;");
193
+ src.push("uniform vec2 snapVectorA;");
194
+ src.push("uniform vec2 snapInvVectorAB;");
195
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
196
+ src.push("uniform float logDepthBufFC;");
197
+ src.push("out float vFragDepth;");
198
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
199
+ src.push(" return (m[2][3] == - 1.0);");
200
+ src.push("}");
201
+ src.push("out float isPerspective;");
202
+ }
203
+ src.push("vec2 remapClipPos(vec2 clipPos) {");
204
+ src.push(" float x = (clipPos.x - snapVectorA.x) * snapInvVectorAB.x;");
205
+ src.push(" float y = (clipPos.y - snapVectorA.y) * snapInvVectorAB.y;");
206
+ src.push(" return vec2(x, y);")
207
+ src.push("}");
208
+ if (clipping) {
209
+ src.push("out vec4 vWorldPosition;");
210
+ src.push("out float vFlags;");
211
+ }
212
+ src.push("out highp vec3 relativeToOriginPosition;");
213
+ src.push("void main(void) {");
214
+
215
+ // pickFlag = NOT_RENDERED | PICK
216
+ // renderPass = PICK
217
+
218
+ src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
219
+ src.push(`if (pickFlag != renderPass) {`);
220
+ src.push(" gl_Position = vec4(2.0, 0.0, 0.0, 0.0);"); // Cull vertex
221
+ src.push(" } else {");
222
+ src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
223
+ if (scene.entityOffsetsEnabled) {
224
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
225
+ }
226
+ src.push("relativeToOriginPosition = worldPosition.xyz;")
227
+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
228
+ if (clipping) {
229
+ src.push(" vWorldPosition = worldPosition;");
230
+ src.push(" vFlags = flags;");
231
+ }
232
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
233
+ src.push("float tmp = clipPos.w;")
234
+ src.push("clipPos.xyzw /= tmp;")
235
+ src.push("clipPos.xy = remapClipPos(clipPos.xy);");
236
+ src.push("clipPos.xyzw *= tmp;");
237
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
238
+ src.push("vFragDepth = 1.0 + clipPos.w;");
239
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
240
+ }
241
+ src.push("gl_Position = clipPos;");
242
+ src.push("gl_PointSize = 1.0;"); // Windows needs this?
243
+ src.push(" }");
244
+ src.push("}");
245
+ return src;
246
+ }
247
+
248
+ _buildFragmentShader() {
249
+ const scene = this._scene;
250
+ const sectionPlanesState = scene._sectionPlanesState;
251
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
252
+ const src = [];
253
+ src.push ('#version 300 es');
254
+ src.push("// SnapBatchingDepthRenderer fragment shader");
255
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
256
+ src.push("precision highp float;");
257
+ src.push("precision highp int;");
258
+ src.push("#else");
259
+ src.push("precision mediump float;");
260
+ src.push("precision mediump int;");
261
+ src.push("#endif");
262
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
263
+ src.push("in float isPerspective;");
264
+ src.push("uniform float logDepthBufFC;");
265
+ src.push("in float vFragDepth;");
266
+ }
267
+ src.push("uniform int layerNumber;");
268
+ src.push("uniform vec3 coordinateScaler;");
269
+ if (clipping) {
270
+ src.push("in vec4 vWorldPosition;");
271
+ src.push("in float vFlags;");
272
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
273
+ src.push("uniform bool sectionPlaneActive" + i + ";");
274
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
275
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
276
+ }
277
+ }
278
+ src.push("in highp vec3 relativeToOriginPosition;");
279
+ src.push("out highp ivec4 outCoords;");
280
+ src.push("void main(void) {");
281
+ if (clipping) {
282
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
283
+ src.push(" if (clippable) {");
284
+ src.push(" float dist = 0.0;");
285
+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
286
+ src.push(" if (sectionPlaneActive" + i + ") {");
287
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
288
+ src.push(" }");
289
+ }
290
+ src.push(" if (dist > 0.0) { discard; }");
291
+ src.push(" }");
292
+ }
293
+ if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
294
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
295
+ }
296
+ src.push("outCoords = ivec4(relativeToOriginPosition.xyz*coordinateScaler.xyz, layerNumber);")
297
+ src.push("}");
298
+ return src;
299
+ }
300
+
301
+ webglContextRestored() {
302
+ this._program = null;
303
+ }
304
+
305
+ destroy() {
306
+ if (this._program) {
307
+ this._program.destroy();
308
+ }
309
+ this._program = null;
310
+ }
311
+ }
@@ -0,0 +1,24 @@
1
+ import {VBORenderer} from "../../../VBORenderer.js";
2
+
3
+ /**
4
+ * @private
5
+ */
6
+
7
+
8
+ export class VBOSceneModelLineBatchingRenderer extends VBORenderer {
9
+ _draw(drawCfg) {
10
+ const {gl} = this._scene.canvas;
11
+
12
+ const {
13
+ state,
14
+ frameCtx,
15
+ incrementDrawState
16
+ } = drawCfg;
17
+
18
+ gl.drawElements(gl.LINES, state.indicesBuf.numItems, state.indicesBuf.itemType, 0);
19
+
20
+ if (incrementDrawState) {
21
+ frameCtx.drawElements++;
22
+ }
23
+ }
24
+ }