@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 +1,149 @@
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+ import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js";
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+ /**
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+ * @private
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+ */
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+ export class TrianglesPickDepthRenderer extends TrianglesInstancingRenderer {
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+
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+ _buildVertexShader() {
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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("// Instancing geometry depth vertex shader");
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+
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+
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+ src.push("uniform int renderPass;");
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+
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+ src.push("in vec3 position;");
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+
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+ if (scene.entityOffsetsEnabled) {
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+ src.push("in vec3 offset;");
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+ }
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+
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+ src.push("in float flags;");
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+ src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
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+ src.push("in vec4 modelMatrixCol1;");
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+ src.push("in vec4 modelMatrixCol2;");
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+
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+ src.push("uniform bool pickInvisible;");
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+
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+ this._addMatricesUniformBlockLines(src);
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+
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+ this._addRemapClipPosLines(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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+
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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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+
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+ src.push("out vec4 vViewPosition;");
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+ src.push("void main(void) {");
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+
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+ // pickFlag = NOT_RENDERED | PICK
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+ // renderPass = PICK
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+
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+ src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
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+ src.push(`if (pickFlag != renderPass) {`);
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+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
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+
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+ src.push("} else {");
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+ src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
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+ src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
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+
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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(" vViewPosition = viewPosition;");
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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 = remapClipPos(clipPos);");
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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("// Batched geometry depth fragment shader");
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+
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+
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+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
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+ src.push("precision highp float;");
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+ src.push("precision highp int;");
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+ src.push("#else");
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+ src.push("precision mediump float;");
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+ src.push("precision mediump int;");
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+ src.push("#endif");
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+
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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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+
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+ src.push("uniform float pickZNear;");
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+ src.push("uniform float pickZFar;");
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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 vec4 vViewPosition;");
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+ src.push("vec4 packDepth(const in float depth) {");
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+ src.push(" const vec4 bitShift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);");
121
+ src.push(" const vec4 bitMask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);");
122
+ src.push(" vec4 res = fract(depth * bitShift);");
123
+ src.push(" res -= res.xxyz * bitMask;");
124
+ src.push(" return res;");
125
+ src.push("}");
126
+ src.push("out vec4 outColor;");
127
+ src.push("void main(void) {");
128
+ if (clipping) {
129
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
130
+ src.push(" if (clippable) {");
131
+ src.push(" float dist = 0.0;");
132
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
133
+ src.push("if (sectionPlaneActive" + i + ") {");
134
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
135
+ src.push("}");
136
+ }
137
+ src.push("if (dist > 0.0) { discard; }");
138
+ src.push("}");
139
+ }
140
+ if (scene.logarithmicDepthBufferEnabled) {
141
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
142
+ }
143
+ src.push(" float zNormalizedDepth = abs((pickZNear + vViewPosition.z) / (pickZFar - pickZNear));");
144
+ src.push(" outColor = packDepth(zNormalizedDepth); "); // Must be linear depth
145
+ src.push("}");
146
+ return src;
147
+ }
148
+ }
149
+
@@ -0,0 +1,136 @@
1
+ import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js";
2
+
3
+ /**
4
+ * @private
5
+ */
6
+ export class TrianglesPickMeshRenderer extends TrianglesInstancingRenderer {
7
+
8
+ _buildVertexShader() {
9
+ const scene = this._scene;
10
+ const sectionPlanesState = scene._sectionPlanesState;
11
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
12
+ const src = [];
13
+ src.push("#version 300 es");
14
+ src.push("// Instancing geometry picking vertex shader");
15
+
16
+ src.push("uniform int renderPass;");
17
+ src.push("in vec3 position;");
18
+ if (scene.entityOffsetsEnabled) {
19
+ src.push("in vec3 offset;");
20
+ }
21
+ src.push("in float flags;");
22
+ src.push("in vec4 pickColor;");
23
+
24
+ src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
25
+ src.push("in vec4 modelMatrixCol1;");
26
+ src.push("in vec4 modelMatrixCol2;");
27
+
28
+ src.push("uniform bool pickInvisible;");
29
+
30
+ this._addMatricesUniformBlockLines(src);
31
+
32
+ this._addRemapClipPosLines(src);
33
+
34
+ if (scene.logarithmicDepthBufferEnabled) {
35
+ src.push("uniform float logDepthBufFC;");
36
+ src.push("out float vFragDepth;");
37
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
38
+ src.push(" return (m[2][3] == - 1.0);");
39
+ src.push("}");
40
+ src.push("out float isPerspective;");
41
+ }
42
+
43
+ if (clipping) {
44
+ src.push("out vec4 vWorldPosition;");
45
+ src.push("out float vFlags;");
46
+ }
47
+ src.push("out vec4 vPickColor;");
48
+ src.push("void main(void) {");
49
+
50
+ // pickFlag = NOT_RENDERED | PICK
51
+ // renderPass = PICK
52
+
53
+ src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
54
+ src.push(`if (pickFlag != renderPass) {`);
55
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
56
+
57
+ src.push("} else {");
58
+
59
+
60
+ src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
61
+ src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
62
+ if (scene.entityOffsetsEnabled) {
63
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
64
+ }
65
+
66
+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
67
+
68
+ src.push(" vPickColor = vec4(float(pickColor.r) / 255.0, float(pickColor.g) / 255.0, float(pickColor.b) / 255.0, float(pickColor.a) / 255.0);");
69
+ if (clipping) {
70
+ src.push(" vWorldPosition = worldPosition;");
71
+ src.push(" vFlags = flags;");
72
+ }
73
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
74
+ if (scene.logarithmicDepthBufferEnabled) {
75
+ src.push("vFragDepth = 1.0 + clipPos.w;");
76
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
77
+ }
78
+ src.push("gl_Position = remapClipPos(clipPos);");
79
+ src.push("}");
80
+ src.push("}");
81
+ return src;
82
+ }
83
+
84
+ _buildFragmentShader() {
85
+ const scene = this._scene;
86
+ const sectionPlanesState = scene._sectionPlanesState;
87
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
88
+ const src = [];
89
+ src.push("#version 300 es");
90
+ src.push("// Batched geometry picking 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
+ if (scene.logarithmicDepthBufferEnabled) {
100
+ src.push("in float isPerspective;");
101
+ src.push("uniform float logDepthBufFC;");
102
+ src.push("in float vFragDepth;");
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 vec4 vPickColor;");
114
+ src.push("out vec4 outColor;");
115
+ src.push("void main(void) {");
116
+ if (clipping) {
117
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
118
+ src.push(" if (clippable) {");
119
+ src.push(" float dist = 0.0;");
120
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
121
+ src.push("if (sectionPlaneActive" + i + ") {");
122
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
123
+ src.push("}");
124
+ }
125
+ src.push("if (dist > 0.0) { discard; }");
126
+ src.push("}");
127
+ }
128
+ if (scene.logarithmicDepthBufferEnabled) {
129
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
130
+ }
131
+ src.push("outColor = vPickColor; ");
132
+ src.push("}");
133
+ return src;
134
+ }
135
+ }
136
+
@@ -0,0 +1,130 @@
1
+ import { math } from "../../../../../math/math.js";
2
+ import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js";
3
+
4
+ /**
5
+ * @private
6
+ */
7
+ export class TrianglesPickNormalsFlatRenderer extends TrianglesInstancingRenderer {
8
+
9
+ _buildVertexShader() {
10
+ const scene = this._scene;
11
+ const sectionPlanesState = scene._sectionPlanesState;
12
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
13
+ const src = [];
14
+ src.push("#version 300 es");
15
+ src.push("// Instancing geometry normals vertex shader");
16
+
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 float flags;");
23
+ src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
24
+ src.push("in vec4 modelMatrixCol1;");
25
+ src.push("in vec4 modelMatrixCol2;");
26
+ src.push("uniform bool pickInvisible;");
27
+
28
+ this._addMatricesUniformBlockLines(src);
29
+
30
+ this._addRemapClipPosLines(src, 3);
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
+ if (clipping) {
41
+ src.push("out float vFlags;");
42
+ }
43
+ src.push("out vec4 vWorldPosition;");
44
+ src.push("void main(void) {");
45
+
46
+ // pickFlag = NOT_RENDERED | PICK
47
+ // renderPass = PICK
48
+
49
+ src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
50
+ src.push(`if (pickFlag != renderPass) {`);
51
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
52
+ src.push("} else {");
53
+ src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
54
+ src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
55
+ if (scene.entityOffsetsEnabled) {
56
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
57
+ }
58
+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
59
+ src.push(" vWorldPosition = worldPosition;");
60
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
61
+ if (scene.logarithmicDepthBufferEnabled) {
62
+ src.push("vFragDepth = 1.0 + clipPos.w;");
63
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
64
+ }
65
+
66
+ if (clipping) {
67
+ src.push("vFlags = flags;");
68
+ }
69
+
70
+ src.push("gl_Position = remapClipPos(clipPos);");
71
+ src.push("}");
72
+ src.push("}");
73
+ return src;
74
+ }
75
+
76
+ _buildFragmentShader() {
77
+ const scene = this._scene;
78
+ const sectionPlanesState = scene._sectionPlanesState;
79
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
80
+ const src = [];
81
+ src.push("#version 300 es");
82
+ src.push("// Batched geometry normals fragment shader");
83
+
84
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
85
+ src.push("precision highp float;");
86
+ src.push("precision highp int;");
87
+ src.push("#else");
88
+ src.push("precision mediump float;");
89
+ src.push("precision mediump int;");
90
+ src.push("#endif");
91
+
92
+ if (scene.logarithmicDepthBufferEnabled) {
93
+ src.push("in float isPerspective;");
94
+ src.push("uniform float logDepthBufFC;");
95
+ src.push("in float vFragDepth;");
96
+ }
97
+ src.push("in vec4 vWorldPosition;");
98
+ if (clipping) {
99
+ src.push("in float vFlags;");
100
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
101
+ src.push("uniform bool sectionPlaneActive" + i + ";");
102
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
103
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
104
+ }
105
+ }
106
+ src.push("out highp ivec4 outNormal;");
107
+ src.push("void main(void) {");
108
+ if (clipping) {
109
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
110
+ src.push(" if (clippable) {");
111
+ src.push(" float dist = 0.0;");
112
+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
113
+ src.push("if (sectionPlaneActive" + i + ") {");
114
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
115
+ src.push("}");
116
+ }
117
+ src.push("if (dist > 0.0) { discard; }");
118
+ src.push("}");
119
+ }
120
+ if (scene.logarithmicDepthBufferEnabled) {
121
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
122
+ }
123
+ src.push(" vec3 xTangent = dFdx( vWorldPosition.xyz );");
124
+ src.push(" vec3 yTangent = dFdy( vWorldPosition.xyz );");
125
+ src.push(" vec3 worldNormal = normalize( cross( xTangent, yTangent ) );");
126
+ src.push(` outNormal = ivec4(worldNormal * float(${math.MAX_INT}), 1.0);`);
127
+ src.push("}");
128
+ return src;
129
+ }
130
+ }
@@ -0,0 +1,145 @@
1
+ import { math } from "../../../../../math/math.js";
2
+ import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js";
3
+
4
+ /**
5
+ * @private
6
+ */
7
+ export class TrianglesPickNormalsRenderer extends TrianglesInstancingRenderer {
8
+
9
+ _buildVertexShader() {
10
+ const scene = this._scene;
11
+ const sectionPlanesState = scene._sectionPlanesState;
12
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
13
+ const src = [];
14
+ src.push("#version 300 es");
15
+ src.push("// Instancing geometry normals vertex shader");
16
+
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 vec2 normal;");
23
+ src.push("in float flags;");
24
+ src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
25
+ src.push("in vec4 modelMatrixCol1;");
26
+ src.push("in vec4 modelMatrixCol2;");
27
+ src.push("in vec4 modelNormalMatrixCol0;");
28
+ src.push("in vec4 modelNormalMatrixCol1;");
29
+ src.push("in vec4 modelNormalMatrixCol2;");
30
+ src.push("uniform bool pickInvisible;");
31
+
32
+ this._addMatricesUniformBlockLines(src);
33
+
34
+ this._addRemapClipPosLines(src, 3);
35
+
36
+ if (scene.logarithmicDepthBufferEnabled) {
37
+ src.push("uniform float logDepthBufFC;");
38
+ src.push("out float vFragDepth;");
39
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
40
+ src.push(" return (m[2][3] == - 1.0);");
41
+ src.push("}");
42
+ src.push("out float isPerspective;");
43
+ }
44
+ src.push("vec3 octDecode(vec2 oct) {");
45
+ src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
46
+ src.push(" if (v.z < 0.0) {");
47
+ 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);");
48
+ src.push(" }");
49
+ src.push(" return normalize(v);");
50
+ src.push("}");
51
+ if (clipping) {
52
+ src.push("out vec4 vWorldPosition;");
53
+ src.push("out float vFlags;");
54
+ }
55
+ src.push("out vec3 vWorldNormal;");
56
+ src.push("void main(void) {");
57
+
58
+ // pickFlag = NOT_RENDERED | PICK
59
+ // renderPass = PICK
60
+
61
+ src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
62
+ src.push(`if (pickFlag != renderPass) {`);
63
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
64
+
65
+ src.push("} else {");
66
+ src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
67
+ src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
68
+ if (scene.entityOffsetsEnabled) {
69
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
70
+ }
71
+ src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
72
+ src.push(" vec4 modelNormal = vec4(octDecode(normal.xy), 0.0); ");
73
+ src.push(" vec3 worldNormal = vec3(dot(modelNormal, modelNormalMatrixCol0), dot(modelNormal, modelNormalMatrixCol1), dot(modelNormal, modelNormalMatrixCol2));");
74
+ src.push(" vWorldNormal = worldNormal;");
75
+ if (clipping) {
76
+ src.push(" vWorldPosition = worldPosition;");
77
+ src.push("vFlags = flags;");
78
+ }
79
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
80
+ if (scene.logarithmicDepthBufferEnabled) {
81
+ src.push("vFragDepth = 1.0 + clipPos.w;");
82
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
83
+ }
84
+ src.push("gl_Position = remapClipPos(clipPos);");
85
+ src.push("}");
86
+ src.push("}");
87
+ return src;
88
+ }
89
+
90
+ _buildFragmentShader() {
91
+ const scene = this._scene;
92
+ const sectionPlanesState = scene._sectionPlanesState;
93
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
94
+ const src = [];
95
+ src.push("#version 300 es");
96
+ src.push("// Batched geometry normals fragment shader");
97
+
98
+
99
+
100
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
101
+ src.push("precision highp float;");
102
+ src.push("precision highp int;");
103
+ src.push("#else");
104
+ src.push("precision mediump float;");
105
+ src.push("precision mediump int;");
106
+ src.push("#endif");
107
+
108
+ if (scene.logarithmicDepthBufferEnabled) {
109
+ src.push("in float isPerspective;");
110
+ src.push("uniform float logDepthBufFC;");
111
+ src.push("in float vFragDepth;");
112
+ }
113
+
114
+ if (clipping) {
115
+ src.push("in vec4 vWorldPosition;");
116
+ src.push("in float vFlags;");
117
+ for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
118
+ src.push("uniform bool sectionPlaneActive" + i + ";");
119
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
120
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
121
+ }
122
+ }
123
+ src.push("in vec3 vWorldNormal;");
124
+ src.push("out highp ivec4 outNormal;");
125
+ src.push("void main(void) {");
126
+ if (clipping) {
127
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
128
+ src.push(" if (clippable) {");
129
+ src.push(" float dist = 0.0;");
130
+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
131
+ src.push("if (sectionPlaneActive" + i + ") {");
132
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
133
+ src.push("}");
134
+ }
135
+ src.push("if (dist > 0.0) { discard; }");
136
+ src.push("}");
137
+ }
138
+ if (scene.logarithmicDepthBufferEnabled) {
139
+ src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
140
+ }
141
+ src.push(` outNormal = ivec4(vWorldNormal * float(${math.MAX_INT}), 1.0);`);
142
+ src.push("}");
143
+ return src;
144
+ }
145
+ }
@@ -0,0 +1,113 @@
1
+ import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js";
2
+
3
+ /**
4
+ * Renders InstancingLayer fragment depths to a shadow map.
5
+ *
6
+ * @private
7
+ */
8
+ export class TrianglesShadowRenderer extends TrianglesInstancingRenderer {
9
+
10
+ _buildVertexShader() {
11
+ const scene = this._scene;
12
+ const sectionPlanesState = scene._sectionPlanesState;
13
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
14
+ const src = [];
15
+ src.push("#version 300 es");
16
+ src.push("// Instancing geometry shadow drawing vertex shader");
17
+ src.push("in vec3 position;");
18
+ if (scene.entityOffsetsEnabled) {
19
+ src.push("in vec3 offset;");
20
+ }
21
+ src.push("in vec4 color;");
22
+ src.push("in float flags;");
23
+ src.push("in vec4 modelMatrixCol0;");
24
+ src.push("in vec4 modelMatrixCol1;");
25
+ src.push("in vec4 modelMatrixCol2;");
26
+ src.push("uniform mat4 shadowViewMatrix;");
27
+ src.push("uniform mat4 shadowProjMatrix;");
28
+
29
+ this._addMatricesUniformBlockLines(src);
30
+
31
+ if (clipping) {
32
+ src.push("out vec4 vWorldPosition;");
33
+ src.push("out float vFlags;");
34
+ }
35
+ src.push("void main(void) {");
36
+ src.push(`int colorFlag = int(flags) & 0xF;`);
37
+ src.push("bool visible = (colorFlag > 0);");
38
+ src.push("bool transparent = ((float(color.a) / 255.0) < 1.0);");
39
+ src.push(`if (!visible || transparent) {`);
40
+ src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
41
+ src.push("} else {");
42
+ src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
43
+ src.push(" worldPosition = vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
44
+ if (scene.entityOffsetsEnabled) {
45
+ src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
46
+ }
47
+ src.push(" vec4 viewPosition = shadowViewMatrix * worldPosition; ");
48
+
49
+ if (clipping) {
50
+ src.push("vWorldPosition = worldPosition;");
51
+ src.push("vFlags = flags;");
52
+ }
53
+ src.push(" gl_Position = shadowProjMatrix * viewPosition;");
54
+ src.push("}");
55
+ src.push("}");
56
+ return src;
57
+ }
58
+
59
+ _buildFragmentShader() {
60
+ const scene = this._scene;
61
+ const sectionPlanesState = scene._sectionPlanesState;
62
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
63
+ const src = [];
64
+ src.push("#version 300 es");
65
+ src.push("// Instancing geometry depth drawing fragment shader");
66
+
67
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
68
+ src.push("precision highp float;");
69
+ src.push("precision highp int;");
70
+ src.push("#else");
71
+ src.push("precision mediump float;");
72
+ src.push("precision mediump int;");
73
+ src.push("#endif");
74
+ if (scene.logarithmicDepthBufferEnabled) {
75
+ src.push("uniform float logDepthBufFC;");
76
+ src.push("in float vFragDepth;");
77
+ }
78
+ if (clipping) {
79
+ src.push("in vec4 vWorldPosition;");
80
+ src.push("in float vFlags;");
81
+ for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
82
+ src.push("uniform bool sectionPlaneActive" + i + ";");
83
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
84
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
85
+ }
86
+ }
87
+ src.push("in vec3 vViewNormal;");
88
+ src.push("vec3 packNormalToRGB( const in vec3 normal ) {");
89
+ src.push(" return normalize( normal ) * 0.5 + 0.5;");
90
+ src.push("}");
91
+ src.push("out vec4 outColor;");
92
+ src.push("void main(void) {");
93
+ if (clipping) {
94
+ src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
95
+ src.push(" if (clippable) {");
96
+ src.push(" float dist = 0.0;");
97
+ for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
98
+ src.push("if (sectionPlaneActive" + i + ") {");
99
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
100
+ src.push("}");
101
+ }
102
+ src.push("if (dist > 0.0) { discard; }");
103
+ src.push("}");
104
+ }
105
+ if (scene.logarithmicDepthBufferEnabled) {
106
+ src.push("gl_FragDepth = log2( vFragDepth ) * logDepthBufFC * 0.5;");
107
+ }
108
+ src.push(" outColor = vec4(packNormalToRGB(vViewNormal), 1.0); ");
109
+ src.push("}");
110
+ return src;
111
+ }
112
+ }
113
+