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

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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 +1,115 @@
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+ import {TrianglesBatchingRenderer} from "./TrianglesBatchingRenderer.js";
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+
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+
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+ /**
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+ * @private
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+ */
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+ export class TrianglesDepthRenderer extends TrianglesBatchingRenderer {
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+
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+ _buildVertexShader() {
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+ const scene = this._scene;
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+ const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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+ const src = [];
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+ src.push("#version 300 es");
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+ src.push("// Triangles batching depth vertex shader");
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+
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+ src.push("uniform int renderPass;");
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+ src.push("in vec3 position;");
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+ if (scene.entityOffsetsEnabled) {
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+ src.push("in vec3 offset;");
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+ }
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+ src.push("in float flags;");
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+
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+ this._addMatricesUniformBlockLines(src);
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+
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+ if (scene.logarithmicDepthBufferEnabled) {
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+ src.push("uniform float logDepthBufFC;");
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+ src.push("out float vFragDepth;");
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+ src.push("bool isPerspectiveMatrix(mat4 m) {");
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+ src.push(" return (m[2][3] == - 1.0);");
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+ src.push("}");
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+ src.push("out float isPerspective;");
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+ }
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+ if (clipping) {
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+ src.push("out vec4 vWorldPosition;");
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+ src.push("out float vFlags;");
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+ }
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+ src.push("out vec2 vHighPrecisionZW;");
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+ src.push("void main(void) {");
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+
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+ // colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
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+ // renderPass = COLOR_OPAQUE
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+
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+ src.push(`int colorFlag = int(flags) & 0xF;`);
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+ src.push(`if (colorFlag != renderPass) {`);
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+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
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+ src.push(" } else {");
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+ src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
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+ if (scene.entityOffsetsEnabled) {
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+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
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+ }
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+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
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+ if (clipping) {
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+ src.push(" vWorldPosition = worldPosition;");
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+ src.push(" vFlags = flags;");
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+ }
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+ src.push("vec4 clipPos = projMatrix * viewPosition;");
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+ if (scene.logarithmicDepthBufferEnabled) {
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+ src.push("vFragDepth = 1.0 + clipPos.w;");
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+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
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+ }
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+ src.push("gl_Position = clipPos;");
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+ src.push("vHighPrecisionZW = gl_Position.zw;");
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+ src.push(" }");
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+ src.push("}");
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+ return src;
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+ }
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+
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+ _buildFragmentShader() {
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+ const scene = this._scene;
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+ const sectionPlanesState = scene._sectionPlanesState;
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+ const clipping = (sectionPlanesState.getNumAllocatedSectionPlanes() > 0);
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+ const src = [];
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+ src.push("#version 300 es");
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+ src.push("// Triangles batching depth fragment shader");
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+
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+ src.push("precision highp float;");
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+ src.push("precision highp int;");
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+ if (scene.logarithmicDepthBufferEnabled) {
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+ src.push("in float isPerspective;");
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+ src.push("uniform float logDepthBufFC;");
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+ src.push("in float vFragDepth;");
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+ }
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+ if (clipping) {
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+ src.push("in vec4 vWorldPosition;");
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+ src.push("in float vFlags;");
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+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
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+ src.push("uniform bool sectionPlaneActive" + i + ";");
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+ src.push("uniform vec3 sectionPlanePos" + i + ";");
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+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
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+ }
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+ }
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+ src.push("in vec2 vHighPrecisionZW;");
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+ src.push("out vec4 outColor;");
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+ src.push("void main(void) {");
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+ if (clipping) {
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+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
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+ src.push(" if (clippable) {");
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+ src.push(" float dist = 0.0;");
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+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
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+ src.push(" if (sectionPlaneActive" + i + ") {");
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+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
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+ src.push(" }");
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+ }
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+ src.push(" if (dist > 0.0) { discard; }");
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+ src.push(" }");
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+ }
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+ if (scene.logarithmicDepthBufferEnabled) {
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+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
109
+ }
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+ src.push("float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;");
111
+ src.push(" outColor = vec4(vec3(1.0 - fragCoordZ), 1.0); ");
112
+ src.push("}");
113
+ return src;
114
+ }
115
+ }
@@ -0,0 +1,246 @@
1
+ import {TrianglesBatchingRenderer} from "./TrianglesBatchingRenderer.js";
2
+
3
+ /**
4
+ * @private
5
+ */
6
+ export class TrianglesFlatColorRenderer extends TrianglesBatchingRenderer {
7
+ _getHash() {
8
+ const scene = this._scene;
9
+ return [scene._lightsState.getHash(), scene._sectionPlanesState.getHash(), (this._withSAO ? "sao" : "nosao")].join(";");
10
+ }
11
+
12
+ _buildVertexShader() {
13
+ const scene = this._scene;
14
+ const sectionPlanesState = scene._sectionPlanesState;
15
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
16
+ const src = [];
17
+ src.push("#version 300 es");
18
+ src.push("// Triangles batching flat-shading draw vertex shader");
19
+
20
+ src.push("uniform int renderPass;");
21
+
22
+ src.push("in vec3 position;");
23
+ src.push("in vec4 color;");
24
+ src.push("in float flags;");
25
+
26
+ if (scene.entityOffsetsEnabled) {
27
+ src.push("in vec3 offset;");
28
+ }
29
+
30
+ this._addMatricesUniformBlockLines(src);
31
+
32
+ if (scene.logarithmicDepthBufferEnabled) {
33
+ src.push("uniform float logDepthBufFC;");
34
+ src.push("out float vFragDepth;");
35
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
36
+ src.push(" return (m[2][3] == - 1.0);");
37
+ src.push("}");
38
+ src.push("out float isPerspective;");
39
+ }
40
+
41
+ if (clipping) {
42
+ src.push("out vec4 vWorldPosition;");
43
+ src.push("out float vFlags;");
44
+ }
45
+ src.push("out vec4 vViewPosition;");
46
+ src.push("out vec4 vColor;");
47
+
48
+ src.push("void main(void) {");
49
+
50
+ // colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
51
+ // renderPass = COLOR_OPAQUE
52
+
53
+ src.push(`int colorFlag = int(flags) & 0xF;`);
54
+ src.push(`if (colorFlag != renderPass) {`);
55
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
56
+
57
+ src.push("} else {");
58
+
59
+ src.push("vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
60
+ if (scene.entityOffsetsEnabled) {
61
+ src.push("worldPosition.xyz = worldPosition.xyz + offset;");
62
+ }
63
+ src.push("vec4 viewPosition = viewMatrix * worldPosition; ");
64
+ src.push("vViewPosition = viewPosition;");
65
+ src.push("vColor = vec4(float(color.r) / 255.0, float(color.g) / 255.0, float(color.b) / 255.0, float(color.a) / 255.0);");
66
+
67
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
68
+ if (scene.logarithmicDepthBufferEnabled) {
69
+ src.push("vFragDepth = 1.0 + clipPos.w;");
70
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
71
+ }
72
+ if (clipping) {
73
+ src.push("vWorldPosition = worldPosition;");
74
+ src.push("vFlags = flags;");
75
+ }
76
+ src.push("gl_Position = clipPos;");
77
+ src.push("}");
78
+
79
+ src.push("}");
80
+ return src;
81
+ }
82
+
83
+ _buildFragmentShader() {
84
+ const scene = this._scene;
85
+ const lightsState = scene._lightsState;
86
+ const sectionPlanesState = scene._sectionPlanesState;
87
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
88
+ const src = [];
89
+ src.push("#version 300 es");
90
+ src.push("// Triangles batching flat-shading draw fragment shader");
91
+
92
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
93
+ src.push("precision highp float;");
94
+ src.push("precision highp int;");
95
+ src.push("#else");
96
+ src.push("precision mediump float;");
97
+ src.push("precision mediump int;");
98
+ src.push("#endif");
99
+
100
+ if (scene.logarithmicDepthBufferEnabled) {
101
+ src.push("in float isPerspective;");
102
+ src.push("uniform float logDepthBufFC;");
103
+ src.push("in float vFragDepth;");
104
+ }
105
+
106
+ if (this._withSAO) {
107
+ src.push("uniform sampler2D uOcclusionTexture;");
108
+ src.push("uniform vec4 uSAOParams;");
109
+
110
+ src.push("const float packUpscale = 256. / 255.;");
111
+ src.push("const float unpackDownScale = 255. / 256.;");
112
+ src.push("const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );");
113
+ src.push("const vec4 unPackFactors = unpackDownScale / vec4( packFactors, 1. );");
114
+
115
+ src.push("float unpackRGBToFloat( const in vec4 v ) {");
116
+ src.push(" return dot( v, unPackFactors );");
117
+ src.push("}");
118
+ }
119
+
120
+ if (clipping) {
121
+ src.push("in vec4 vWorldPosition;");
122
+ src.push("in float vFlags;");
123
+ for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
124
+ src.push("uniform bool sectionPlaneActive" + i + ";");
125
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
126
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
127
+ }
128
+ src.push("uniform float sliceThickness;");
129
+ src.push("uniform vec4 sliceColor;");
130
+ }
131
+
132
+ this._addMatricesUniformBlockLines(src);
133
+
134
+ src.push("uniform vec4 lightAmbient;");
135
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) {
136
+ const light = lightsState.lights[i];
137
+ if (light.type === "ambient") {
138
+ continue;
139
+ }
140
+ src.push("uniform vec4 lightColor" + i + ";");
141
+ if (light.type === "dir") {
142
+ src.push("uniform vec3 lightDir" + i + ";");
143
+ }
144
+ if (light.type === "point") {
145
+ src.push("uniform vec3 lightPos" + i + ";");
146
+ }
147
+ if (light.type === "spot") {
148
+ src.push("uniform vec3 lightPos" + i + ";");
149
+ src.push("uniform vec3 lightDir" + i + ";");
150
+ }
151
+ }
152
+
153
+ src.push("in vec4 vViewPosition;");
154
+ src.push("in vec4 vColor;");
155
+ src.push("out vec4 outColor;");
156
+
157
+ src.push("void main(void) {");
158
+ src.push(" vec4 newColor;");
159
+ src.push(" newColor = vColor;");
160
+ if (clipping) {
161
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
162
+ src.push(" if (clippable) {");
163
+ src.push(" float dist = 0.0;");
164
+ for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
165
+ src.push("if (sectionPlaneActive" + i + ") {");
166
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
167
+ src.push("}");
168
+ }
169
+ src.push(" if (dist > sliceThickness) { ");
170
+ src.push(" discard;")
171
+ src.push(" }");
172
+ src.push(" if (dist > 0.0) { ");
173
+ src.push(" newColor = sliceColor;");
174
+ src.push(" }");
175
+ src.push("}");
176
+ }
177
+
178
+ src.push("vec3 reflectedColor = vec3(0.0, 0.0, 0.0);");
179
+ src.push("vec3 viewLightDir = vec3(0.0, 0.0, -1.0);");
180
+
181
+ src.push("float lambertian = 1.0;");
182
+
183
+ src.push("vec3 xTangent = dFdx( vViewPosition.xyz );");
184
+ src.push("vec3 yTangent = dFdy( vViewPosition.xyz );");
185
+ src.push("vec3 viewNormal = normalize( cross( xTangent, yTangent ) );");
186
+
187
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) {
188
+ const light = lightsState.lights[i];
189
+ if (light.type === "ambient") {
190
+ continue;
191
+ }
192
+ if (light.type === "dir") {
193
+ if (light.space === "view") {
194
+ src.push("viewLightDir = normalize(lightDir" + i + ");");
195
+ } else {
196
+ src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
197
+ }
198
+ } else if (light.type === "point") {
199
+ if (light.space === "view") {
200
+ src.push("viewLightDir = -normalize(lightPos" + i + " - vViewPosition.xyz);");
201
+ } else {
202
+ src.push("viewLightDir = -normalize((viewMatrix * vec4(lightPos" + i + ", 0.0)).xyz);");
203
+ }
204
+ } else if (light.type === "spot") {
205
+ if (light.space === "view") {
206
+ src.push("viewLightDir = normalize(lightDir" + i + ");");
207
+ } else {
208
+ src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
209
+ }
210
+ } else {
211
+ continue;
212
+ }
213
+
214
+ src.push("lambertian = max(dot(-viewNormal, viewLightDir), 0.0);");
215
+ src.push("reflectedColor += lambertian * (lightColor" + i + ".rgb * lightColor" + i + ".a);");
216
+ }
217
+
218
+ src.push("vec4 fragColor = vec4((lightAmbient.rgb * lightAmbient.a * newColor.rgb) + (reflectedColor * newColor.rgb), newColor.a);");
219
+
220
+ if (this._withSAO) {
221
+ // Doing SAO blend in the main solid fill draw shader just so that edge lines can be drawn over the top
222
+ // Would be more efficient to defer this, then render lines later, using same depth buffer for Z-reject
223
+ src.push(" float viewportWidth = uSAOParams[0];");
224
+ src.push(" float viewportHeight = uSAOParams[1];");
225
+ src.push(" float blendCutoff = uSAOParams[2];");
226
+ src.push(" float blendFactor = uSAOParams[3];");
227
+ src.push(" vec2 uv = vec2(gl_FragCoord.x / viewportWidth, gl_FragCoord.y / viewportHeight);");
228
+ src.push(" float ambient = smoothstep(blendCutoff, 1.0, unpackRGBToFloat(texture(uOcclusionTexture, uv))) * blendFactor;");
229
+ src.push(" outColor = vec4(fragColor.rgb * ambient, 1.0);");
230
+ } else {
231
+ src.push(" outColor = fragColor;");
232
+ }
233
+
234
+ if (scene.logarithmicDepthBufferEnabled) {
235
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
236
+ } else {
237
+ src.push(" float dx = dFdx(gl_FragCoord.z);")
238
+ src.push(" float dy = dFdy(gl_FragCoord.z);")
239
+ src.push(" float diff = sqrt(dx*dx+dy*dy);");
240
+ src.push(" gl_FragDepth = gl_FragCoord.z + diff;");
241
+ }
242
+
243
+ src.push("}");
244
+ return src;
245
+ }
246
+ }
@@ -0,0 +1,139 @@
1
+ import {TrianglesBatchingRenderer} from "./TrianglesBatchingRenderer.js";
2
+
3
+
4
+ /**
5
+ * @private
6
+ */
7
+
8
+
9
+ export class TrianglesNormalsRenderer extends TrianglesBatchingRenderer {
10
+
11
+ _buildVertexShader() {
12
+ const scene = this._scene;
13
+ const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
14
+ const src = [];
15
+ src.push("#version 300 es");
16
+ src.push("// Batched geometry normals vertex shader");
17
+ src.push("uniform int renderPass;");
18
+ src.push("in vec3 position;");
19
+ if (scene.entityOffsetsEnabled) {
20
+ src.push("in vec3 offset;");
21
+ }
22
+ src.push("in vec3 normal;");
23
+ src.push("in vec4 color;");
24
+ src.push("in float flags;");
25
+
26
+ this._addMatricesUniformBlockLines(src, true);
27
+
28
+ if (scene.logarithmicDepthBufferEnabled) {
29
+ src.push("uniform float logDepthBufFC;");
30
+ src.push("out float vFragDepth;");
31
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
32
+ src.push(" return (m[2][3] == - 1.0);");
33
+ src.push("}");
34
+ src.push("out float isPerspective;");
35
+ }
36
+ src.push("vec3 octDecode(vec2 oct) {");
37
+ src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
38
+ src.push(" if (v.z < 0.0) {");
39
+ 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);");
40
+ src.push(" }");
41
+ src.push(" return normalize(v);");
42
+ src.push("}");
43
+ if (clipping) {
44
+ src.push("out vec4 vWorldPosition;");
45
+ src.push("out float vFlags;");
46
+ }
47
+ src.push("out vec3 vViewNormal;");
48
+ src.push("void main(void) {");
49
+
50
+ // colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
51
+ // renderPass = COLOR_OPAQUE
52
+
53
+ src.push(`int colorFlag = int(flags) & 0xF;`);
54
+ src.push(`if (colorFlag != renderPass) {`);
55
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);");
56
+
57
+ src.push(" } else {");
58
+ src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
59
+ if (scene.entityOffsetsEnabled) {
60
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
61
+ }
62
+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
63
+ src.push(" vec4 worldNormal = worldNormalMatrix * vec4(octDecode(normal.xy), 0.0); ");
64
+ src.push(" vec3 viewNormal = normalize((viewNormalMatrix * worldNormal).xyz);");
65
+ if (clipping) {
66
+ src.push(" vWorldPosition = worldPosition;");
67
+ src.push(" vFlags = flags;");
68
+ }
69
+ src.push(" vViewNormal = viewNormal;");
70
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
71
+ if (scene.logarithmicDepthBufferEnabled) {
72
+ src.push("vFragDepth = 1.0 + clipPos.w;");
73
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
74
+ }
75
+ src.push("gl_Position = clipPos;");
76
+ src.push(" }");
77
+ src.push("}");
78
+ return src;
79
+ }
80
+
81
+ _buildFragmentShader() {
82
+ const scene = this._scene;
83
+ const sectionPlanesState = scene._sectionPlanesState;
84
+ const clipping = (sectionPlanesState.getNumAllocatedSectionPlanes() > 0);
85
+ const src = [];
86
+ src.push("#version 300 es");
87
+ src.push("// Batched geometry normals fragment shader");
88
+
89
+
90
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
91
+ src.push("precision highp float;");
92
+ src.push("precision highp int;");
93
+ src.push("#else");
94
+ src.push("precision mediump float;");
95
+ src.push("precision mediump int;");
96
+ src.push("#endif");
97
+
98
+ if (scene.logarithmicDepthBufferEnabled) {
99
+ src.push("in float isPerspective;");
100
+ src.push("uniform float logDepthBufFC;");
101
+ src.push("in float vFragDepth;");
102
+ }
103
+
104
+ if (clipping) {
105
+ src.push("in vec4 vWorldPosition;");
106
+ src.push("in float vFlags;");
107
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
108
+ src.push("uniform bool sectionPlaneActive" + i + ";");
109
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
110
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
111
+ }
112
+ }
113
+ src.push("in vec3 vViewNormal;");
114
+ src.push("vec3 packNormalToRGB( const in vec3 normal ) {");
115
+ src.push(" return normalize( normal ) * 0.5 + 0.5;");
116
+ src.push("}");
117
+ src.push("out vec4 outColor;");
118
+
119
+ src.push("void main(void) {");
120
+ if (clipping) {
121
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
122
+ src.push(" if (clippable) {");
123
+ src.push(" float dist = 0.0;");
124
+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
125
+ src.push(" if (sectionPlaneActive" + i + ") {");
126
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
127
+ src.push(" }");
128
+ }
129
+ src.push(" if (dist > 0.0) { discard; }");
130
+ src.push(" }");
131
+ }
132
+ if (scene.logarithmicDepthBufferEnabled) {
133
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
134
+ }
135
+ src.push(" outColor = vec4(packNormalToRGB(vViewNormal), 1.0); ");
136
+ src.push("}");
137
+ return src;
138
+ }
139
+ }
@@ -0,0 +1,125 @@
1
+ import {TrianglesBatchingRenderer} from "./TrianglesBatchingRenderer.js";
2
+
3
+ // Logarithmic depth buffer involves an accuracy tradeoff, sacrificing
4
+ // accuracy at close range to improve accuracy at long range. This can
5
+ // mess up accuracy for occlusion tests, so we'll disable for now.
6
+
7
+ const ENABLE_LOG_DEPTH_BUF = false;
8
+
9
+ /**
10
+ * @private
11
+ */
12
+ export class TrianglesOcclusionRenderer extends TrianglesBatchingRenderer {
13
+
14
+ _buildVertexShader() {
15
+ const scene = this._scene;
16
+ const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
17
+ const src = [];
18
+ src.push("#version 300 es");
19
+ src.push("// Triangles batching occlusion vertex shader");
20
+
21
+ src.push("uniform int renderPass;");
22
+ src.push("in vec3 position;");
23
+ if (scene.entityOffsetsEnabled) {
24
+ src.push("in vec3 offset;");
25
+ }
26
+ src.push("in vec4 color;");
27
+ src.push("in float flags;");
28
+
29
+ this._addMatricesUniformBlockLines(src);
30
+
31
+ if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
32
+ src.push("uniform float logDepthBufFC;");
33
+ src.push("out float vFragDepth;");
34
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
35
+ src.push(" return (m[2][3] == - 1.0);");
36
+ src.push("}");
37
+ src.push("out float isPerspective;");
38
+ }
39
+ if (clipping) {
40
+ src.push("out vec4 vWorldPosition;");
41
+ src.push("out float vFlags;");
42
+ }
43
+ src.push("void main(void) {");
44
+
45
+ // colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
46
+ // renderPass = COLOR_OPAQUE
47
+ // Only opaque objects can be occluders
48
+
49
+ src.push(`int colorFlag = int(flags) & 0xF;`);
50
+ src.push(`if (colorFlag != renderPass) {`);
51
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
52
+
53
+ src.push(" } else {");
54
+ src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
55
+ if (scene.entityOffsetsEnabled) {
56
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
57
+ }
58
+
59
+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
60
+ if (clipping) {
61
+ src.push(" vWorldPosition = worldPosition;");
62
+ src.push(" vFlags = flags;");
63
+ }
64
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
65
+ if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
66
+ src.push("vFragDepth = 1.0 + clipPos.w;");
67
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
68
+ }
69
+ src.push("gl_Position = clipPos;");
70
+ src.push(" }");
71
+ src.push("}");
72
+ return src;
73
+ }
74
+
75
+ _buildFragmentShader() {
76
+ const scene = this._scene;
77
+ const sectionPlanesState = scene._sectionPlanesState;
78
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
79
+ const src = [];
80
+ src.push("#version 300 es");
81
+ src.push("// Triangles batching occlusion fragment shader");
82
+
83
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
84
+ src.push("precision highp float;");
85
+ src.push("precision highp int;");
86
+ src.push("#else");
87
+ src.push("precision mediump float;");
88
+ src.push("precision mediump int;");
89
+ src.push("#endif");
90
+ if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
91
+ src.push("in float isPerspective;");
92
+ src.push("uniform float logDepthBufFC;");
93
+ src.push("in float vFragDepth;");
94
+ }
95
+ if (clipping) {
96
+ src.push("in vec4 vWorldPosition;");
97
+ src.push("in float vFlags;");
98
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
99
+ src.push("uniform bool sectionPlaneActive" + i + ";");
100
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
101
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
102
+ }
103
+ }
104
+ src.push("out vec4 outColor;");
105
+ src.push("void main(void) {");
106
+ if (clipping) {
107
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
108
+ src.push(" if (clippable) {");
109
+ src.push(" float dist = 0.0;");
110
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
111
+ src.push(" if (sectionPlaneActive" + i + ") {");
112
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
113
+ src.push(" }");
114
+ }
115
+ src.push(" if (dist > 0.0) { discard; }");
116
+ src.push(" }");
117
+ }
118
+ if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) {
119
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
120
+ }
121
+ src.push(" outColor = vec4(0.0, 0.0, 1.0, 1.0); "); // Occluders are blue
122
+ src.push("}");
123
+ return src;
124
+ }
125
+ }