@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 +1,324 @@
1
+ import {Program} from "./../Program.js";
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+ import {ArrayBuf} from "./../ArrayBuf.js";
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+ import {math} from "../../math/math.js";
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+ import {WEBGL_INFO} from "../../webglInfo.js";
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+
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+ const blurStdDev = 4;
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+ const blurDepthCutoff = 0.01;
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+ const KERNEL_RADIUS = 16;
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+
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+ const sampleOffsetsVert = new Float32Array(createSampleOffsets(KERNEL_RADIUS + 1, [0, 1]));
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+ const sampleOffsetsHor = new Float32Array(createSampleOffsets(KERNEL_RADIUS + 1, [1, 0]));
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+ const sampleWeights = new Float32Array(createSampleWeights(KERNEL_RADIUS + 1, blurStdDev));
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+
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+ const tempVec2a = new Float32Array(2);
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+
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+ /**
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+ * SAO implementation inspired from previous SAO work in THREE.js by ludobaka / ludobaka.github.io and bhouston
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+ * @private
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+ */
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+ class SAODepthLimitedBlurRenderer {
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+
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+ constructor(scene) {
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+
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+ this._scene = scene;
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+
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+ // The program
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+
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+ this._program = null;
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+ this._programError = false;
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+
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+ // Variable locations
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+
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+ this._aPosition = null;
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+ this._aUV = null;
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+
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+ this._uDepthTexture = "uDepthTexture";
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+ this._uOcclusionTexture = "uOcclusionTexture";
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+
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+ this._uViewport = null;
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+ this._uCameraNear = null;
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+ this._uCameraFar = null;
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+ this._uCameraProjectionMatrix = null;
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+ this._uCameraInverseProjectionMatrix = null;
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+
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+ // VBOs
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+
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+ this._uvBuf = null;
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+ this._positionsBuf = null;
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+ this._indicesBuf = null;
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+
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+ this.init();
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+ }
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+
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+ init() {
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+
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+ // Create program & VBOs, locate attributes and uniforms
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+
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+ const gl = this._scene.canvas.gl;
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+
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+ this._program = new Program(gl, {
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+
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+ vertex: [
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+ `#version 300 es
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+ precision highp float;
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+ precision highp int;
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+
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+ in vec3 aPosition;
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+ in vec2 aUV;
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+ uniform vec2 uViewport;
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+ out vec2 vUV;
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+ out vec2 vInvSize;
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+ void main () {
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+ vUV = aUV;
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+ vInvSize = 1.0 / uViewport;
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+ gl_Position = vec4(aPosition, 1.0);
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+ }`],
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+
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+ fragment: [
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+ `#version 300 es
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+ precision highp float;
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+ precision highp int;
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+
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+ #define PI 3.14159265359
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+ #define PI2 6.28318530718
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+ #define EPSILON 1e-6
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+
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+ #define KERNEL_RADIUS ${KERNEL_RADIUS}
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+
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+ in vec2 vUV;
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+ in vec2 vInvSize;
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+
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+ uniform sampler2D uDepthTexture;
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+ uniform sampler2D uOcclusionTexture;
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+
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+ uniform float uCameraNear;
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+ uniform float uCameraFar;
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+ uniform float uDepthCutoff;
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+
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+ uniform vec2 uSampleOffsets[ KERNEL_RADIUS + 1 ];
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+ uniform float uSampleWeights[ KERNEL_RADIUS + 1 ];
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+
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+ const float unpackDownscale = 255. / 256.;
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+
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+ const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
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+ const vec4 unpackFactors = unpackDownscale / vec4( packFactors, 1. );
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+
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+ const float packUpscale = 256. / 255.;
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+
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+ const float shiftRights = 1. / 256.;
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+
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+ float unpackRGBAToFloat( const in vec4 v ) {
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+ return dot( floor( v * 255.0 + 0.5 ) / 255.0, unpackFactors );
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+ }
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+
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+ vec4 packFloatToRGBA( const in float v ) {
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+ vec4 r = vec4( fract( v * packFactors ), v );
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+ r.yzw -= r.xyz * shiftRights;
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+ return r * packUpscale;
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+ }
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+
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+ float viewZToOrthographicDepth( const in float viewZ) {
122
+ return ( viewZ + uCameraNear ) / ( uCameraNear - uCameraFar );
123
+ }
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+
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+ float orthographicDepthToViewZ( const in float linearClipZ) {
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+ return linearClipZ * ( uCameraNear - uCameraFar ) - uCameraNear;
127
+ }
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+
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+ float viewZToPerspectiveDepth( const in float viewZ) {
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+ return (( uCameraNear + viewZ ) * uCameraFar ) / (( uCameraFar - uCameraNear ) * viewZ );
131
+ }
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+
133
+ float perspectiveDepthToViewZ( const in float invClipZ) {
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+ return ( uCameraNear * uCameraFar ) / ( ( uCameraFar - uCameraNear ) * invClipZ - uCameraFar );
135
+ }
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+
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+ float getDepth( const in vec2 screenPosition ) {
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+ return vec4(texture(uDepthTexture, screenPosition)).r;
139
+ }
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+
141
+ float getViewZ( const in float depth ) {
142
+ return perspectiveDepthToViewZ( depth );
143
+ }
144
+
145
+ out vec4 outColor;
146
+
147
+ void main() {
148
+
149
+ float depth = getDepth( vUV );
150
+ if( depth >= ( 1.0 - EPSILON ) ) {
151
+ discard;
152
+ }
153
+
154
+ float centerViewZ = -getViewZ( depth );
155
+ bool rBreak = false;
156
+ bool lBreak = false;
157
+
158
+ float weightSum = uSampleWeights[0];
159
+ float occlusionSum = unpackRGBAToFloat(texture( uOcclusionTexture, vUV )) * weightSum;
160
+
161
+ for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
162
+
163
+ float sampleWeight = uSampleWeights[i];
164
+ vec2 sampleUVOffset = uSampleOffsets[i] * vInvSize;
165
+
166
+ vec2 sampleUV = vUV + sampleUVOffset;
167
+ float viewZ = -getViewZ( getDepth( sampleUV ) );
168
+
169
+ if( abs( viewZ - centerViewZ ) > uDepthCutoff ) {
170
+ rBreak = true;
171
+ }
172
+
173
+ if( ! rBreak ) {
174
+ occlusionSum += unpackRGBAToFloat(texture( uOcclusionTexture, sampleUV )) * sampleWeight;
175
+ weightSum += sampleWeight;
176
+ }
177
+
178
+ sampleUV = vUV - sampleUVOffset;
179
+ viewZ = -getViewZ( getDepth( sampleUV ) );
180
+
181
+ if( abs( viewZ - centerViewZ ) > uDepthCutoff ) {
182
+ lBreak = true;
183
+ }
184
+
185
+ if( ! lBreak ) {
186
+ occlusionSum += unpackRGBAToFloat(texture( uOcclusionTexture, sampleUV )) * sampleWeight;
187
+ weightSum += sampleWeight;
188
+ }
189
+ }
190
+
191
+ outColor = packFloatToRGBA(occlusionSum / weightSum);
192
+ }`
193
+ ]
194
+ });
195
+
196
+ if (this._program.errors) {
197
+ console.error(this._program.errors.join("\n"));
198
+ this._programError = true;
199
+ return;
200
+ }
201
+
202
+ const uv = new Float32Array([1, 1, 0, 1, 0, 0, 1, 0]);
203
+ const positions = new Float32Array([1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0]);
204
+
205
+ // Mitigation: if Uint8Array is used, the geometry is corrupted on OSX when using Chrome with data-textures
206
+ const indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
207
+
208
+ this._positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, positions, positions.length, 3, gl.STATIC_DRAW);
209
+ this._uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uv, uv.length, 2, gl.STATIC_DRAW);
210
+ this._indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, indices, indices.length, 1, gl.STATIC_DRAW);
211
+
212
+ this._program.bind();
213
+
214
+ this._uViewport = this._program.getLocation("uViewport");
215
+
216
+ this._uCameraNear = this._program.getLocation("uCameraNear");
217
+ this._uCameraFar = this._program.getLocation("uCameraFar");
218
+
219
+ this._uDepthCutoff = this._program.getLocation("uDepthCutoff");
220
+
221
+ this._uSampleOffsets = gl.getUniformLocation(this._program.handle, "uSampleOffsets");
222
+ this._uSampleWeights = gl.getUniformLocation(this._program.handle, "uSampleWeights");
223
+
224
+ this._aPosition = this._program.getAttribute("aPosition");
225
+ this._aUV = this._program.getAttribute("aUV");
226
+ }
227
+
228
+ render(depthRenderBuffer, occlusionRenderBuffer, direction) {
229
+
230
+ if (this._programError) {
231
+ return;
232
+ }
233
+
234
+ if (!this._getInverseProjectMat) { // HACK: scene.camera not defined until render time
235
+ this._getInverseProjectMat = (() => {
236
+ let projMatDirty = true;
237
+ this._scene.camera.on("projMatrix", function () {
238
+ projMatDirty = true;
239
+ });
240
+ const inverseProjectMat = math.mat4();
241
+ return () => {
242
+ if (projMatDirty) {
243
+ math.inverseMat4(scene.camera.projMatrix, inverseProjectMat);
244
+ }
245
+ return inverseProjectMat;
246
+ }
247
+ })();
248
+ }
249
+
250
+ const gl = this._scene.canvas.gl;
251
+ const program = this._program;
252
+ const scene = this._scene;
253
+ const viewportWidth = gl.drawingBufferWidth;
254
+ const viewportHeight = gl.drawingBufferHeight;
255
+ const projectState = scene.camera.project._state;
256
+ const near = projectState.near;
257
+ const far = projectState.far;
258
+
259
+ gl.viewport(0, 0, viewportWidth, viewportHeight);
260
+ gl.clearColor(0, 0, 0, 1);
261
+ gl.enable(gl.DEPTH_TEST);
262
+ gl.disable(gl.BLEND);
263
+ gl.frontFace(gl.CCW);
264
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
265
+
266
+ program.bind();
267
+
268
+ tempVec2a[0] = viewportWidth;
269
+ tempVec2a[1] = viewportHeight;
270
+
271
+ gl.uniform2fv(this._uViewport, tempVec2a);
272
+ gl.uniform1f(this._uCameraNear, near);
273
+ gl.uniform1f(this._uCameraFar, far);
274
+
275
+ gl.uniform1f(this._uDepthCutoff, blurDepthCutoff);
276
+
277
+ if (direction === 0) {// Horizontal
278
+ gl.uniform2fv(this._uSampleOffsets, sampleOffsetsHor);
279
+ } else { // Vertical
280
+ gl.uniform2fv(this._uSampleOffsets, sampleOffsetsVert);
281
+ }
282
+
283
+ gl.uniform1fv(this._uSampleWeights, sampleWeights);
284
+
285
+ const depthTexture = depthRenderBuffer.getDepthTexture();
286
+ const occlusionTexture = occlusionRenderBuffer.getTexture();
287
+
288
+ program.bindTexture(this._uDepthTexture, depthTexture, 0); // TODO: use FrameCtx.textureUnit
289
+ program.bindTexture(this._uOcclusionTexture, occlusionTexture, 1);
290
+
291
+ this._aUV.bindArrayBuffer(this._uvBuf);
292
+ this._aPosition.bindArrayBuffer(this._positionsBuf);
293
+ this._indicesBuf.bind();
294
+
295
+ gl.drawElements(gl.TRIANGLES, this._indicesBuf.numItems, this._indicesBuf.itemType, 0);
296
+ }
297
+
298
+ destroy() {
299
+ this._program.destroy();
300
+ }
301
+ }
302
+
303
+ function createSampleWeights(kernelRadius, stdDev) {
304
+ const weights = [];
305
+ for (let i = 0; i <= kernelRadius; i++) {
306
+ weights.push(gaussian(i, stdDev));
307
+ }
308
+ return weights; // TODO: Optimize
309
+ }
310
+
311
+ function gaussian(x, stdDev) {
312
+ return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev);
313
+ }
314
+
315
+ function createSampleOffsets(kernelRadius, uvIncrement) {
316
+ const offsets = [];
317
+ for (let i = 0; i <= kernelRadius; i++) {
318
+ offsets.push(uvIncrement[0] * i);
319
+ offsets.push(uvIncrement[1] * i);
320
+ }
321
+ return offsets;
322
+ }
323
+
324
+ export {SAODepthLimitedBlurRenderer};
@@ -0,0 +1,384 @@
1
+ import {Program} from "./../Program.js";
2
+ import {ArrayBuf} from "./../ArrayBuf.js";
3
+ import {math} from "../../math/math.js";
4
+ import {WEBGL_INFO} from "../../webglInfo.js";
5
+
6
+ const tempVec2 = math.vec2();
7
+
8
+ /**
9
+ * SAO implementation inspired from previous SAO work in THREE.js by ludobaka / ludobaka.github.io and bhouston
10
+ * @private
11
+ */
12
+ class SAOOcclusionRenderer {
13
+
14
+ constructor(scene) {
15
+
16
+ this._scene = scene;
17
+
18
+ this._numSamples = null;
19
+
20
+ // The program
21
+
22
+ this._program = null;
23
+ this._programError = false;
24
+
25
+ // Variable locations
26
+
27
+ this._aPosition = null;
28
+ this._aUV = null;
29
+
30
+ this._uDepthTexture = "uDepthTexture";
31
+
32
+ this._uCameraNear = null;
33
+ this._uCameraFar = null;
34
+ this._uCameraProjectionMatrix = null;
35
+ this._uCameraInverseProjectionMatrix = null;
36
+
37
+ this._uScale = null;
38
+ this._uIntensity = null;
39
+ this._uBias = null;
40
+ this._uKernelRadius = null;
41
+ this._uMinResolution = null;
42
+ this._uRandomSeed = null;
43
+
44
+ // VBOs
45
+
46
+ this._uvBuf = null;
47
+ this._positionsBuf = null;
48
+ this._indicesBuf = null;
49
+
50
+ this.init();
51
+ }
52
+
53
+ init() {
54
+ this._rebuild = true;
55
+ }
56
+
57
+ render(depthRenderBuffer) {
58
+
59
+ this._build();
60
+
61
+ if (this._programError) {
62
+ return;
63
+ }
64
+
65
+ if (!this._getInverseProjectMat) { // HACK: scene.camera not defined until render time
66
+ this._getInverseProjectMat = (() => {
67
+ let projMatDirty = true;
68
+ this._scene.camera.on("projMatrix", function () {
69
+ projMatDirty = true;
70
+ });
71
+ const inverseProjectMat = math.mat4();
72
+ return () => {
73
+ if (projMatDirty) {
74
+ math.inverseMat4(scene.camera.projMatrix, inverseProjectMat);
75
+ }
76
+ return inverseProjectMat;
77
+ }
78
+ })();
79
+ }
80
+
81
+ const gl = this._scene.canvas.gl;
82
+ const program = this._program;
83
+ const scene = this._scene;
84
+ const sao = scene.sao;
85
+ const viewportWidth = gl.drawingBufferWidth;
86
+ const viewportHeight = gl.drawingBufferHeight;
87
+ const projectState = scene.camera.project._state;
88
+ const near = projectState.near;
89
+ const far = projectState.far;
90
+ const projectionMatrix = projectState.matrix;
91
+ const inverseProjectionMatrix = this._getInverseProjectMat();
92
+ const randomSeed = Math.random();
93
+ const perspective = (scene.camera.projection === "perspective");
94
+
95
+ tempVec2[0] = viewportWidth;
96
+ tempVec2[1] = viewportHeight;
97
+
98
+ gl.viewport(0, 0, viewportWidth, viewportHeight);
99
+ gl.clearColor(0, 0, 0, 1);
100
+ gl.disable(gl.DEPTH_TEST);
101
+ gl.disable(gl.BLEND);
102
+ gl.frontFace(gl.CCW);
103
+ gl.clear(gl.COLOR_BUFFER_BIT);
104
+
105
+ program.bind();
106
+
107
+ gl.uniform1f(this._uCameraNear, near);
108
+ gl.uniform1f(this._uCameraFar, far);
109
+
110
+ gl.uniformMatrix4fv(this._uCameraProjectionMatrix, false, projectionMatrix);
111
+ gl.uniformMatrix4fv(this._uCameraInverseProjectionMatrix, false, inverseProjectionMatrix);
112
+
113
+ gl.uniform1i(this._uPerspective, perspective);
114
+
115
+ gl.uniform1f(this._uScale, sao.scale * (far / 5));
116
+ gl.uniform1f(this._uIntensity, sao.intensity);
117
+ gl.uniform1f(this._uBias, sao.bias);
118
+ gl.uniform1f(this._uKernelRadius, sao.kernelRadius);
119
+ gl.uniform1f(this._uMinResolution, sao.minResolution);
120
+ gl.uniform2fv(this._uViewport, tempVec2);
121
+ gl.uniform1f(this._uRandomSeed, randomSeed);
122
+
123
+ const depthTexture = depthRenderBuffer.getDepthTexture();
124
+
125
+ program.bindTexture(this._uDepthTexture, depthTexture, 0);
126
+
127
+ this._aUV.bindArrayBuffer(this._uvBuf);
128
+ this._aPosition.bindArrayBuffer(this._positionsBuf);
129
+ this._indicesBuf.bind();
130
+
131
+ gl.drawElements(gl.TRIANGLES, this._indicesBuf.numItems, this._indicesBuf.itemType, 0);
132
+ }
133
+
134
+ _build() {
135
+
136
+ let dirty = false;
137
+
138
+ const sao = this._scene.sao;
139
+
140
+ if (sao.numSamples !== this._numSamples) {
141
+ this._numSamples = Math.floor(sao.numSamples);
142
+ dirty = true;
143
+ }
144
+
145
+ if (! (dirty || this._rebuild)) {
146
+ return;
147
+ }
148
+
149
+ this._rebuild = false;
150
+
151
+ const gl = this._scene.canvas.gl;
152
+
153
+ if (this._program) {
154
+ this._program.destroy();
155
+ this._program = null;
156
+ }
157
+
158
+ this._program = new Program(gl, {
159
+
160
+ vertex: [`#version 300 es
161
+ precision highp float;
162
+ precision highp int;
163
+
164
+ in vec3 aPosition;
165
+ in vec2 aUV;
166
+
167
+ out vec2 vUV;
168
+
169
+ void main () {
170
+ gl_Position = vec4(aPosition, 1.0);
171
+ vUV = aUV;
172
+ }`],
173
+
174
+ fragment: [
175
+ `#version 300 es
176
+ precision highp float;
177
+ precision highp int;
178
+
179
+ #define NORMAL_TEXTURE 0
180
+ #define PI 3.14159265359
181
+ #define PI2 6.28318530718
182
+ #define EPSILON 1e-6
183
+ #define NUM_SAMPLES ${this._numSamples}
184
+ #define NUM_RINGS 4
185
+
186
+ in vec2 vUV;
187
+
188
+ uniform sampler2D uDepthTexture;
189
+
190
+ uniform float uCameraNear;
191
+ uniform float uCameraFar;
192
+ uniform mat4 uProjectMatrix;
193
+ uniform mat4 uInverseProjectMatrix;
194
+
195
+ uniform bool uPerspective;
196
+
197
+ uniform float uScale;
198
+ uniform float uIntensity;
199
+ uniform float uBias;
200
+ uniform float uKernelRadius;
201
+ uniform float uMinResolution;
202
+ uniform vec2 uViewport;
203
+ uniform float uRandomSeed;
204
+
205
+ float pow2( const in float x ) { return x*x; }
206
+
207
+ highp float rand( const in vec2 uv ) {
208
+ const highp float a = 12.9898, b = 78.233, c = 43758.5453;
209
+ highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
210
+ return fract(sin(sn) * c);
211
+ }
212
+
213
+ vec3 packNormalToRGB( const in vec3 normal ) {
214
+ return normalize( normal ) * 0.5 + 0.5;
215
+ }
216
+
217
+ vec3 unpackRGBToNormal( const in vec3 rgb ) {
218
+ return 2.0 * rgb.xyz - 1.0;
219
+ }
220
+
221
+ const float packUpscale = 256. / 255.;
222
+ const float unpackDownScale = 255. / 256.;
223
+
224
+ const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
225
+ const vec4 unPackFactors = unpackDownScale / vec4( packFactors, 1. );
226
+
227
+ const float shiftRights = 1. / 256.;
228
+
229
+ vec4 packFloatToRGBA( const in float v ) {
230
+ vec4 r = vec4( fract( v * packFactors ), v );
231
+ r.yzw -= r.xyz * shiftRights;
232
+ return r * packUpscale;
233
+ }
234
+
235
+ float unpackRGBAToFloat( const in vec4 v ) {
236
+ return dot( floor( v * 255.0 + 0.5 ) / 255.0, unPackFactors );
237
+ }
238
+
239
+ float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {
240
+ return ( near * far ) / ( ( far - near ) * invClipZ - far );
241
+ }
242
+
243
+ float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {
244
+ return linearClipZ * ( near - far ) - near;
245
+ }
246
+
247
+ float getDepth( const in vec2 screenPosition ) {
248
+ return vec4(texture(uDepthTexture, screenPosition)).r;
249
+ }
250
+
251
+ float getViewZ( const in float depth ) {
252
+ if (uPerspective) {
253
+ return perspectiveDepthToViewZ( depth, uCameraNear, uCameraFar );
254
+ } else {
255
+ return orthographicDepthToViewZ( depth, uCameraNear, uCameraFar );
256
+ }
257
+ }
258
+
259
+ vec3 getViewPos( const in vec2 screenPos, const in float depth, const in float viewZ ) {
260
+ float clipW = uProjectMatrix[2][3] * viewZ + uProjectMatrix[3][3];
261
+ vec4 clipPosition = vec4( ( vec3( screenPos, depth ) - 0.5 ) * 2.0, 1.0 );
262
+ clipPosition *= clipW;
263
+ return ( uInverseProjectMatrix * clipPosition ).xyz;
264
+ }
265
+
266
+ vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPos ) {
267
+ return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
268
+ }
269
+
270
+ float scaleDividedByCameraFar;
271
+ float minResolutionMultipliedByCameraFar;
272
+
273
+ float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
274
+ vec3 viewDelta = sampleViewPosition - centerViewPosition;
275
+ float viewDistance = length( viewDelta );
276
+ float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
277
+ return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - uBias) / (1.0 + pow2( scaledScreenDistance ) );
278
+ }
279
+
280
+ const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
281
+ const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
282
+
283
+ float getAmbientOcclusion( const in vec3 centerViewPosition ) {
284
+
285
+ scaleDividedByCameraFar = uScale / uCameraFar;
286
+ minResolutionMultipliedByCameraFar = uMinResolution * uCameraFar;
287
+ vec3 centerViewNormal = getViewNormal( centerViewPosition, vUV );
288
+
289
+ float angle = rand( vUV + uRandomSeed ) * PI2;
290
+ vec2 radius = vec2( uKernelRadius * INV_NUM_SAMPLES ) / uViewport;
291
+ vec2 radiusStep = radius;
292
+
293
+ float occlusionSum = 0.0;
294
+ float weightSum = 0.0;
295
+
296
+ for( int i = 0; i < NUM_SAMPLES; i ++ ) {
297
+ vec2 sampleUv = vUV + vec2( cos( angle ), sin( angle ) ) * radius;
298
+ radius += radiusStep;
299
+ angle += ANGLE_STEP;
300
+
301
+ float sampleDepth = getDepth( sampleUv );
302
+ if( sampleDepth >= ( 1.0 - EPSILON ) ) {
303
+ continue;
304
+ }
305
+
306
+ float sampleViewZ = getViewZ( sampleDepth );
307
+ vec3 sampleViewPosition = getViewPos( sampleUv, sampleDepth, sampleViewZ );
308
+ occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
309
+ weightSum += 1.0;
310
+ }
311
+
312
+ if( weightSum == 0.0 ) discard;
313
+
314
+ return occlusionSum * ( uIntensity / weightSum );
315
+ }
316
+
317
+ out vec4 outColor;
318
+
319
+ void main() {
320
+
321
+ float centerDepth = getDepth( vUV );
322
+
323
+ if( centerDepth >= ( 1.0 - EPSILON ) ) {
324
+ discard;
325
+ }
326
+
327
+ float centerViewZ = getViewZ( centerDepth );
328
+ vec3 viewPosition = getViewPos( vUV, centerDepth, centerViewZ );
329
+
330
+ float ambientOcclusion = getAmbientOcclusion( viewPosition );
331
+
332
+ outColor = packFloatToRGBA( 1.0- ambientOcclusion );
333
+ }`]
334
+ });
335
+
336
+ if (this._program.errors) {
337
+ console.error(this._program.errors.join("\n"));
338
+ this._programError = true;
339
+ return;
340
+ }
341
+
342
+ const uv = new Float32Array([1, 1, 0, 1, 0, 0, 1, 0]);
343
+ const positions = new Float32Array([1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0]);
344
+
345
+ // Mitigation: if Uint8Array is used, the geometry is corrupted on OSX when using Chrome with data-textures
346
+ const indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
347
+
348
+ this._positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, positions, positions.length, 3, gl.STATIC_DRAW);
349
+ this._uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uv, uv.length, 2, gl.STATIC_DRAW);
350
+ this._indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, indices, indices.length, 1, gl.STATIC_DRAW);
351
+
352
+ this._program.bind();
353
+
354
+ this._uCameraNear = this._program.getLocation("uCameraNear");
355
+ this._uCameraFar = this._program.getLocation("uCameraFar");
356
+
357
+ this._uCameraProjectionMatrix = this._program.getLocation("uProjectMatrix");
358
+ this._uCameraInverseProjectionMatrix = this._program.getLocation("uInverseProjectMatrix");
359
+
360
+ this._uPerspective = this._program.getLocation("uPerspective");
361
+
362
+ this._uScale = this._program.getLocation("uScale");
363
+ this._uIntensity = this._program.getLocation("uIntensity");
364
+ this._uBias = this._program.getLocation("uBias");
365
+ this._uKernelRadius = this._program.getLocation("uKernelRadius");
366
+ this._uMinResolution = this._program.getLocation("uMinResolution");
367
+ this._uViewport = this._program.getLocation("uViewport");
368
+ this._uRandomSeed = this._program.getLocation("uRandomSeed");
369
+
370
+ this._aPosition = this._program.getAttribute("aPosition");
371
+ this._aUV = this._program.getAttribute("aUV");
372
+
373
+ this._dirty = false;
374
+ }
375
+
376
+ destroy() {
377
+ if (this._program) {
378
+ this._program.destroy();
379
+ this._program = null;
380
+ }
381
+ }
382
+ }
383
+
384
+ export {SAOOcclusionRenderer};