@xeokit/xeokit-sdk 2.6.87 → 2.6.88-renderers-refactor-v5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (188) hide show
  1. package/README.md +3 -3
  2. package/dist/xeokit-sdk.cjs.js +13177 -48701
  3. package/dist/xeokit-sdk.es.js +13178 -48700
  4. package/dist/xeokit-sdk.es5.js +1506 -3603
  5. package/dist/xeokit-sdk.min.cjs.js +8 -8
  6. package/dist/xeokit-sdk.min.es.js +8 -8
  7. package/dist/xeokit-sdk.min.es5.js +7 -7
  8. package/package.json +1 -2
  9. package/src/plugins/CxConverterIFCLoaderPlugin/CxConverterIFCLoaderPlugin.js +13 -2
  10. package/src/plugins/DotBIMLoaderPlugin/DotBIMLoaderPlugin.js +2 -2
  11. package/src/plugins/NavCubePlugin/NavCubePlugin.js +63 -22
  12. package/src/plugins/SectionPlanesPlugin/SectionPlanesPlugin.js +3 -1
  13. package/src/viewer/Viewer.js +55 -103
  14. package/src/viewer/scene/canvas/Canvas.js +3 -43
  15. package/src/viewer/scene/geometry/ReadableGeometry.js +0 -25
  16. package/src/viewer/scene/lights/CubeTexture.js +0 -13
  17. package/src/viewer/scene/lights/DirLight.js +2 -1
  18. package/src/viewer/scene/lights/PointLight.js +2 -1
  19. package/src/viewer/scene/materials/Texture.js +0 -9
  20. package/src/viewer/scene/math/rtcCoords.js +1 -38
  21. package/src/viewer/scene/mesh/Mesh.js +454 -212
  22. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +305 -1504
  23. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +35 -0
  24. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +34 -0
  25. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +9 -158
  26. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +21 -151
  27. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +12 -124
  28. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +22 -97
  29. package/src/viewer/scene/model/SceneModel.js +248 -852
  30. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  31. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  32. package/src/viewer/scene/model/layer/DTXLayer.js +940 -0
  33. package/src/viewer/scene/model/layer/Layer.js +788 -0
  34. package/src/viewer/scene/model/layer/VBOLayer.js +1019 -0
  35. package/src/viewer/scene/model/layer/programs/ColorProgram.js +35 -0
  36. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +46 -0
  37. package/src/viewer/scene/model/layer/programs/DepthProgram.js +11 -0
  38. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +12 -0
  39. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +24 -0
  40. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +12 -0
  41. package/src/viewer/scene/model/layer/programs/PBRProgram.js +180 -0
  42. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +30 -0
  43. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +12 -0
  44. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +18 -0
  45. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +23 -0
  46. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +15 -0
  47. package/src/viewer/scene/model/layer/programs/SnapProgram.js +28 -0
  48. package/src/viewer/scene/scene/Scene.js +21 -38
  49. package/src/viewer/scene/webgl/ArrayBuf.js +5 -20
  50. package/src/viewer/scene/webgl/FrameContext.js +14 -86
  51. package/src/viewer/scene/webgl/RenderBuffer.js +62 -262
  52. package/src/viewer/scene/webgl/Renderer.js +880 -843
  53. package/src/viewer/scene/webgl/WebGLRenderer.js +612 -0
  54. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +60 -132
  55. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +167 -328
  56. package/types/plugins/lib/ui/index.d.ts +7 -4
  57. package/src/viewer/scene/mesh/draw/DrawRenderer.js +0 -998
  58. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +0 -259
  59. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +0 -160
  60. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +0 -286
  61. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +0 -263
  62. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +0 -221
  63. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +0 -223
  64. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +0 -200
  65. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +0 -214
  66. package/src/viewer/scene/model/RENDER_PASSES.js +0 -34
  67. package/src/viewer/scene/model/dtx/BindableDataTexture.js +0 -31
  68. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +0 -27
  69. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +0 -897
  70. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +0 -46
  71. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +0 -411
  72. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +0 -49
  73. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +0 -208
  74. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +0 -389
  75. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +0 -65
  76. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +0 -1399
  77. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +0 -46
  78. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +0 -250
  79. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +0 -518
  80. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +0 -54
  81. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +0 -639
  82. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +0 -464
  83. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +0 -423
  84. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +0 -431
  85. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +0 -345
  86. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +0 -436
  87. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +0 -466
  88. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +0 -437
  89. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +0 -460
  90. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +0 -437
  91. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +0 -307
  92. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +0 -472
  93. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +0 -474
  94. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +0 -435
  95. package/src/viewer/scene/model/vbo/ScratchMemory.js +0 -63
  96. package/src/viewer/scene/model/vbo/VBORenderer.js +0 -664
  97. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +0 -704
  98. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +0 -19
  99. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +0 -318
  100. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +0 -114
  101. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +0 -99
  102. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +0 -124
  103. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +0 -313
  104. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +0 -311
  105. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +0 -24
  106. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +0 -688
  107. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +0 -24
  108. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +0 -168
  109. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +0 -136
  110. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +0 -156
  111. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +0 -148
  112. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +0 -144
  113. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +0 -107
  114. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +0 -146
  115. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +0 -315
  116. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +0 -305
  117. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +0 -24
  118. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +0 -1346
  119. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +0 -131
  120. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +0 -135
  121. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +0 -12
  122. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +0 -403
  123. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +0 -35
  124. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +0 -252
  125. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +0 -294
  126. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +0 -115
  127. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +0 -246
  128. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +0 -139
  129. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +0 -125
  130. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  131. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +0 -144
  132. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +0 -130
  133. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -121
  134. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -131
  135. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +0 -107
  136. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -144
  137. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +0 -313
  138. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +0 -312
  139. package/src/viewer/scene/model/vbo/float16.js +0 -760
  140. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +0 -711
  141. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +0 -148
  142. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +0 -26
  143. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +0 -139
  144. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +0 -127
  145. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +0 -308
  146. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +0 -299
  147. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +0 -733
  148. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +0 -174
  149. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +0 -156
  150. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +0 -149
  151. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +0 -170
  152. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +0 -152
  153. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +0 -26
  154. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +0 -174
  155. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +0 -119
  156. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +0 -154
  157. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +0 -307
  158. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +0 -293
  159. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +0 -150
  160. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +0 -1289
  161. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +0 -135
  162. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +0 -137
  163. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +0 -12
  164. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +0 -403
  165. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +0 -267
  166. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +0 -299
  167. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +0 -126
  168. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +0 -255
  169. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +0 -130
  170. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +0 -32
  171. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +0 -138
  172. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +0 -128
  173. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  174. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +0 -149
  175. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +0 -136
  176. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -130
  177. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -145
  178. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +0 -113
  179. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -148
  180. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +0 -319
  181. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +0 -310
  182. package/src/viewer/scene/webgl/Attribute.js +0 -23
  183. package/src/viewer/scene/webgl/Program.js +0 -181
  184. package/src/viewer/scene/webgl/RenderBufferManager.js +0 -34
  185. package/src/viewer/scene/webgl/Sampler.js +0 -18
  186. package/src/viewer/scene/webgl/Shader.js +0 -49
  187. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +0 -324
  188. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +0 -384
@@ -0,0 +1,940 @@
1
+ import {ENTITY_FLAGS} from "../ENTITY_FLAGS.js";
2
+ import {getColSilhEdgePickFlags, getRenderers, isPerspectiveMatrix, Layer} from "./Layer.js";
3
+ import {math} from "../../math/math.js";
4
+ import {Configs} from "../../../Configs.js";
5
+
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+ const iota = (n) => { const ret = [ ]; for (let i = 0; i < n; ++i) ret.push(i); return ret; };
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+
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+ const dataTextureRamStats = {
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+ sizeDataColorsAndFlags: 0,
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+ sizeDataInstancesMatrices: 0,
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+ sizeDataPositionDecodeMatrices: 0,
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+ sizeDataTextureOffsets: 0,
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+ sizeDataTexturePositions: 0,
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+ sizeDataTextureIndices: 0,
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+ sizeDataTextureEdgeIndices: 0,
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+ sizeDataTexturePortionIds: 0,
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+ numberOfGeometries: 0,
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+ numberOfPortions: 0,
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+ numberOfLayers: 0,
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+ numberOfTextures: 0,
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+ totalPolygons: 0,
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+ totalPolygons8Bits: 0,
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+ totalPolygons16Bits: 0,
24
+ totalPolygons32Bits: 0,
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+ totalEdges: 0,
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+ totalEdges8Bits: 0,
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+ totalEdges16Bits: 0,
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+ totalEdges32Bits: 0,
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+ cannotCreatePortion: {
30
+ because10BitsObjectId: 0,
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+ becauseTextureSize: 0,
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+ },
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+ overheadSizeAlignementIndices: 0,
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+ overheadSizeAlignementEdgeIndices: 0,
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+ };
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+
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+ window.printDataTextureRamStats = function () {
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+
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+ console.log(JSON.stringify(dataTextureRamStats, null, 4));
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+
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+ let totalRamSize = 0;
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+
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+ Object.keys(dataTextureRamStats).forEach(key => {
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+ if (key.startsWith("size")) {
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+ totalRamSize += dataTextureRamStats[key];
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+ }
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+ });
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+
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+ console.log(`Total size ${totalRamSize} bytes (${(totalRamSize / 1000 / 1000).toFixed(2)} MB)`);
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+ console.log(`Avg bytes / triangle: ${(totalRamSize / dataTextureRamStats.totalPolygons).toFixed(2)}`);
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+
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+ let percentualRamStats = {};
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+
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+ Object.keys(dataTextureRamStats).forEach(key => {
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+ if (key.startsWith("size")) {
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+ percentualRamStats[key] =
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+ `${(dataTextureRamStats[key] / totalRamSize * 100).toFixed(2)} % of total`;
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+ }
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+ });
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+
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+ console.log(JSON.stringify({percentualRamUsage: percentualRamStats}, null, 4));
62
+ };
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+
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+ const configs = new Configs();
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+
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+ /**
67
+ * 12-bits allowed for object ids.
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+ * Limits the per-object texture height in the layer.
69
+ */
70
+ const MAX_NUMBER_OF_OBJECTS_IN_LAYER = (1 << 16);
71
+
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+ /**
73
+ * 4096 is max data texture height.
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+ * Limits the aggregated geometry texture height in the layer.
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+ */
76
+ const MAX_DATA_TEXTURE_HEIGHT = configs.maxDataTextureHeight;
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+
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+ /**
79
+ * Align `indices` and `edgeIndices` memory layout to 8 elements.
80
+ *
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+ * Used as an optimization for the `...portionIds...` texture, so it
82
+ * can just be stored 1 out of 8 `portionIds` corresponding to a given
83
+ * `triangle-index` or `edge-index`.
84
+ */
85
+ const INDICES_EDGE_INDICES_ALIGNEMENT_SIZE = 8;
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+
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+ /**
88
+ * Number of maximum allowed per-object flags update per render frame
89
+ * before switching to batch update mode.
90
+ */
91
+ const MAX_OBJECT_UPDATES_IN_FRAME_WITHOUT_BATCHED_UPDATE = 10;
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+
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+ const tempVec3 = math.vec3();
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+ const tempVec3a = math.vec3();
95
+ const tempVec4a = math.vec4();
96
+ const tempVec4b = math.vec4();
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+ const tempMat4a = new Float32Array(16);
98
+ const tempUint8Array4 = new Uint8Array(4);
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+ const tempFloat32Array3 = new Float32Array(3);
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+
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+ const DEFAULT_MATRIX = math.identityMat4();
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+
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+ /**
104
+ * @private
105
+ */
106
+ export class DTXLayer extends Layer {
107
+
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+ constructor(model, primitive, origin) {
109
+
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+ super(model, primitive, origin);
111
+
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+ dataTextureRamStats.numberOfLayers++;
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+
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+ this._sortId = `TriDTX-${dataTextureRamStats.numberOfLayers}`;
115
+
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+ const gl = model.scene.canvas.gl;
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+
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+ const geometryData = (indicesStatsProp, edgesStatsProp) => {
119
+ const indicesBuffer = [ ];
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+ let lenIndices = 0;
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+ const perTriangleNumberPortionId = [ ];
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+ let numIndices = 0;
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+
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+ const edgeIndicesBuffer = [ ];
125
+ let lenEdgeIndices = 0;
126
+ const perEdgeNumberPortionId = [ ];
127
+ let numEdgeIndices = 0;
128
+
129
+ return {
130
+ len: () => numIndices,
131
+
132
+ accumulateIndices: (indices, edgeIndices) => {
133
+ const accIndicesSubPortion = (indices && (indices.length > 0)) && (function() {
134
+ const indicesBase = lenIndices / 3;
135
+ lenIndices += indices.length;
136
+ indicesBuffer.push(indices);
137
+ const numTriangles = indices.length / 3;
138
+ return (subPortionId) => {
139
+ const currentNumIndices = numIndices;
140
+ numIndices += numTriangles * 3;
141
+ buffer.perObjectIndexBaseOffsets.push(currentNumIndices / 3 - indicesBase);
142
+ for (let i = 0; i < numTriangles; i += INDICES_EDGE_INDICES_ALIGNEMENT_SIZE) {
143
+ perTriangleNumberPortionId.push(subPortionId);
144
+ }
145
+ dataTextureRamStats[indicesStatsProp] += numTriangles;
146
+ dataTextureRamStats.totalPolygons += numTriangles;
147
+ };
148
+ })();
149
+
150
+ const accEdgesSubPortion = edgeIndices && (edgeIndices.length > 0) && (function() {
151
+ const edgeIndicesBase = lenEdgeIndices / 2;
152
+ lenEdgeIndices += edgeIndices.length;
153
+ edgeIndicesBuffer.push(edgeIndices);
154
+ const numEdges = edgeIndices.length / 2;
155
+ return subPortionId => {
156
+ const currentNumEdgeIndices = numEdgeIndices;
157
+ numEdgeIndices += numEdges * 2;
158
+ buffer.perObjectEdgeIndexBaseOffsets.push(currentNumEdgeIndices / 2 - edgeIndicesBase);
159
+ for (let i = 0; i < numEdges; i += INDICES_EDGE_INDICES_ALIGNEMENT_SIZE) {
160
+ perEdgeNumberPortionId.push(subPortionId);
161
+ }
162
+ dataTextureRamStats[edgesStatsProp] += numEdges;
163
+ dataTextureRamStats.totalEdges += numEdges;
164
+ };
165
+ })();
166
+
167
+ dataTextureRamStats.numberOfGeometries++;
168
+
169
+ return {
170
+ numTriangles: indices ? (indices.length / 3) : 0,
171
+ accumulateSubPortionId: subPortionId => {
172
+ accIndicesSubPortion && accIndicesSubPortion(subPortionId);
173
+ accEdgesSubPortion && accEdgesSubPortion(subPortionId);
174
+ }
175
+ };
176
+ },
177
+
178
+ createDrawers: (createTextureForSingleItems, indicesType) => {
179
+ const createTextureForPackedPortionIds = function(portionIdsArray, defaultIfEmpty) {
180
+ return (portionIdsArray.length > 0) ? createTextureForSingleItems([ portionIdsArray ], portionIdsArray.length, 1, gl.UNSIGNED_SHORT, "sizeDataTexturePortionIds") : defaultIfEmpty;
181
+ };
182
+
183
+ // Texture that holds the PortionId that corresponds to a given polygon-id.
184
+ const portionIdsTexture = createTextureForPackedPortionIds(perTriangleNumberPortionId, { texture: null });
185
+
186
+ // Texture that holds the unique-vertex-indices.
187
+ const indicesTexture = (lenIndices > 0) && createTextureForSingleItems(indicesBuffer, lenIndices, 3, indicesType, "sizeDataTextureIndices");
188
+
189
+ // Texture that holds the PortionId that corresponds to a given edge-id.
190
+ const portionEdgeIdsTexture = createTextureForPackedPortionIds(perEdgeNumberPortionId);
191
+
192
+ // Texture that holds the unique-vertex-indices for 8-bit based edge indices.
193
+ const edgeIndicesTexture = (lenEdgeIndices > 0) && createTextureForSingleItems(edgeIndicesBuffer, lenEdgeIndices, 2, indicesType, "sizeDataTextureEdgeIndices");
194
+
195
+ return {
196
+ indices: function(layerTypeInputs, glMode) {
197
+ if (numIndices > 0) {
198
+ layerTypeInputs.perPrimIndices.setInputValue(indicesTexture);
199
+ layerTypeInputs.perPrimIdPorIds.setInputValue(portionIdsTexture);
200
+ gl.drawArrays(glMode, 0, numIndices);
201
+ }
202
+ },
203
+ edges: function(layerTypeInputs, glMode) {
204
+ if (numEdgeIndices > 0) {
205
+ layerTypeInputs.perPrimIndices.setInputValue(edgeIndicesTexture);
206
+ layerTypeInputs.perPrimIdPorIds.setInputValue(portionEdgeIdsTexture);
207
+ gl.drawArrays(glMode, 0, numEdgeIndices);
208
+ }
209
+ }
210
+ };
211
+ }
212
+ };
213
+ };
214
+
215
+ const buffer = this._buffer = {
216
+ positionsCompressed: [],
217
+ lenPositionsCompressed: 0,
218
+
219
+ geometry8Bits: geometryData("totalPolygons8Bits", "totalEdges8Bits"),
220
+ geometry16Bits: geometryData("totalPolygons16Bits", "totalEdges16Bits"),
221
+ geometry32Bits: geometryData("totalPolygons32Bits", "totalEdges32Bits"),
222
+
223
+ perObjectColors: [],
224
+ perObjectPickColors: [],
225
+ perObjectSolid: [],
226
+ perObjectPositionsDecodeMatrices: [],
227
+ perObjectInstancePositioningMatrices: [],
228
+ perObjectVertexBases: [],
229
+ perObjectIndexBaseOffsets: [],
230
+ perObjectEdgeIndexBaseOffsets: []
231
+ };
232
+
233
+ this._numVertices = 0;
234
+
235
+ this._portions = []; // These counts are used to avoid unnecessary render passes
236
+
237
+ this._subPortionReadableGeometries = this.model.scene.readableGeometryEnabled && {};
238
+
239
+ /**
240
+ * Due to `index rebucketting` process in ```prepareMeshGeometry``` function, it's possible that a single
241
+ * portion is expanded to more than 1 real sub-portion.
242
+ *
243
+ * This Array tracks the mapping between:
244
+ *
245
+ * - external `portionIds` as seen by consumers of this class.
246
+ * - internal `sub-portionIds` actually managed by this class.
247
+ *
248
+ * The outer index of this array is the externally seen `portionId`.
249
+ * The inner value of the array, are `sub-portionIds` corresponding to the `portionId`.
250
+ */
251
+ this._portionToSubPortionsMap = [];
252
+
253
+ this._bucketGeometries = {};
254
+
255
+ this._primitive = primitive;
256
+ }
257
+
258
+ /**
259
+ * Returns whether the ```TrianglesDataTextureLayer``` has room for more portions.
260
+ *
261
+ * @param {object} portionCfg An object containing the geometrical data (`positions`, `indices`, `edgeIndices`) for the portion.
262
+ * @returns {Boolean} Wheter the requested portion can be created
263
+ */
264
+ canCreatePortion(portionCfg) {
265
+ const numNewPortions = portionCfg.buckets.length;
266
+ if ((this._portions.length + numNewPortions) > MAX_NUMBER_OF_OBJECTS_IN_LAYER) {
267
+ dataTextureRamStats.cannotCreatePortion.because10BitsObjectId++;
268
+ }
269
+ let retVal = (this._portions.length + numNewPortions) <= MAX_NUMBER_OF_OBJECTS_IN_LAYER;
270
+ const bucketIndex = 0; // TODO: Is this a bug?
271
+ const bucketGeometryId = portionCfg.geometryId !== undefined && portionCfg.geometryId !== null
272
+ ? `${portionCfg.geometryId}#${bucketIndex}`
273
+ : `${portionCfg.id}#${bucketIndex}`;
274
+ const alreadyHasPortionGeometry = this._bucketGeometries[bucketGeometryId];
275
+ if (!alreadyHasPortionGeometry) {
276
+ const buffer = this._buffer;
277
+ const maxIndicesOfAnyBits = Math.max(buffer.geometry8Bits.len(), buffer.geometry16Bits.len(), buffer.geometry32Bits.len());
278
+ let numVertices = 0;
279
+ let numIndices = 0;
280
+ portionCfg.buckets.forEach(bucket => {
281
+ numVertices += bucket.positionsCompressed.length / 3;
282
+ numIndices += bucket.indices.length / 3;
283
+ });
284
+ if ((this._numVertices + numVertices) > MAX_DATA_TEXTURE_HEIGHT * 4096 ||
285
+ (maxIndicesOfAnyBits + numIndices) > MAX_DATA_TEXTURE_HEIGHT * 4096) {
286
+ dataTextureRamStats.cannotCreatePortion.becauseTextureSize++;
287
+ }
288
+ retVal &&=
289
+ (this._numVertices + numVertices) <= MAX_DATA_TEXTURE_HEIGHT * 4096 &&
290
+ (maxIndicesOfAnyBits + numIndices) <= MAX_DATA_TEXTURE_HEIGHT * 4096;
291
+ }
292
+ return retVal;
293
+ }
294
+
295
+ /**
296
+ * Creates a new portion within this TrianglesDataTextureLayer, returns the new portion ID.
297
+ *
298
+ * Gives the portion the specified geometry, color and matrix.
299
+ *
300
+ * @param mesh The SceneModelMesh that owns the portion
301
+ * @param portionCfg.positionsCompressed Flat float Local-space positionsCompressed array.
302
+ * @param [portionCfg.normals] Flat float normals array.
303
+ * @param [portionCfg.colors] Flat float colors array.
304
+ * @param portionCfg.indices Flat int indices array.
305
+ * @param [portionCfg.edgeIndices] Flat int edges indices array.
306
+ * @param portionCfg.color Quantized RGB color [0..255,0..255,0..255,0..255]
307
+ * @param portionCfg.opacity Opacity [0..255]
308
+ * @param [portionCfg.meshMatrix] Flat float 4x4 matrix - transforms the portion within the coordinate system that's local to the SceneModel
309
+ * @param portionCfg.worldAABB Flat float AABB World-space AABB
310
+ * @param portionCfg.pickColor Quantized pick color
311
+ * @returns {number} Portion ID
312
+ */
313
+ createPortion(mesh, portionCfg) {
314
+ const buffer = this._buffer;
315
+ // const portionAABB = portionCfg.worldAABB;
316
+ const subPortionIds = portionCfg.buckets.map((bucket, bucketIndex) => {
317
+ const bucketGeometryId = (portionCfg.geometryId ?? portionCfg.id) + "#" + bucketIndex;
318
+ // const subPortionAABB = math.collapseAABB3(tempAABB3b);
319
+ if (! (bucketGeometryId in this._bucketGeometries)) {
320
+ const aligned = (indices, elementSize, statsProp) => {
321
+ // Indices and EdgeIndices alignement
322
+ // This will make every mesh consume a multiple of INDICES_EDGE_INDICES_ALIGNEMENT_SIZE
323
+ // array items for storing the triangles and edges of the mesh, and it supports:
324
+ // - a memory optimization of factor INDICES_EDGE_INDICES_ALIGNEMENT_SIZE
325
+ // - in exchange for a small RAM overhead
326
+ // (by adding some padding until a size that is multiple of INDICES_EDGE_INDICES_ALIGNEMENT_SIZE)
327
+ if (indices) {
328
+ const alignedLen = Math.ceil((indices.length / elementSize) / INDICES_EDGE_INDICES_ALIGNEMENT_SIZE) * INDICES_EDGE_INDICES_ALIGNEMENT_SIZE * elementSize;
329
+ const alignedArray = new Uint32Array(alignedLen);
330
+ alignedArray.set(indices);
331
+ dataTextureRamStats[statsProp] += 2 * (alignedArray.length - indices.length);
332
+ return alignedArray;
333
+ } else {
334
+ return indices;
335
+ }
336
+ };
337
+
338
+ bucket.indices = aligned(bucket.indices, 3, "overheadSizeAlignementIndices");
339
+ bucket.edgeIndices = aligned(bucket.edgeIndices, 2, "overheadSizeAlignementEdgeIndices");
340
+
341
+ const positionsCompressed = bucket.positionsCompressed;
342
+ buffer.positionsCompressed.push(positionsCompressed);
343
+ const numVertices = positionsCompressed.length / 3;
344
+ this._numVertices += numVertices;
345
+ const vertexBase = buffer.lenPositionsCompressed / 3;
346
+ buffer.lenPositionsCompressed += positionsCompressed.length;
347
+
348
+ this._bucketGeometries[bucketGeometryId] = {
349
+ vertexBase: vertexBase,
350
+ geometryData: (function() {
351
+ const indices = bucket.indices;
352
+ const edgeIndices = bucket.edgeIndices;
353
+ if (numVertices <= (1 << 8)) {
354
+ return buffer.geometry8Bits.accumulateIndices( indices, edgeIndices);
355
+ } else if (numVertices <= (1 << 16)) {
356
+ return buffer.geometry16Bits.accumulateIndices(indices, edgeIndices);
357
+ } else {
358
+ return buffer.geometry32Bits.accumulateIndices(indices, edgeIndices);
359
+ }
360
+ })()
361
+ };
362
+ }
363
+
364
+ //math.expandAABB3(portionAABB, subPortionAABB);
365
+ const bucketGeometry = this._bucketGeometries[bucketGeometryId];
366
+ buffer.perObjectPositionsDecodeMatrices.push(portionCfg.positionsDecodeMatrix);
367
+ buffer.perObjectInstancePositioningMatrices.push(portionCfg.meshMatrix || DEFAULT_MATRIX);
368
+ buffer.perObjectSolid.push(!!portionCfg.solid);
369
+ buffer.perObjectPickColors.push(portionCfg.pickColor);
370
+ buffer.perObjectVertexBases.push(bucketGeometry.vertexBase);
371
+
372
+ const colors = portionCfg.colors;
373
+ const color = portionCfg.color; // Color is pre-quantized by SceneModel
374
+ buffer.perObjectColors.push(colors
375
+ ? [ colors[0] * 255, colors[1] * 255, colors[2] * 255, 255 ]
376
+ : [ color[0], color[1], color[2], portionCfg.opacity ]);
377
+
378
+ const subPortionId = this._portions.length;
379
+ this._portions.push({ });
380
+ bucketGeometry.geometryData.accumulateSubPortionId(subPortionId);
381
+
382
+ if (this._subPortionReadableGeometries) {
383
+ this._subPortionReadableGeometries[subPortionId] = {
384
+ indices: bucket.indices,
385
+ positionsCompressed: bucket.positionsCompressed,
386
+ positionsDecodeMatrix: portionCfg.positionsDecodeMatrix
387
+ };
388
+ }
389
+
390
+ dataTextureRamStats.numberOfPortions++;
391
+
392
+ return subPortionId;
393
+ });
394
+ const portionId = this._portionToSubPortionsMap.length;
395
+ this._portionToSubPortionsMap.push(subPortionIds);
396
+ this.model.numPortions++;
397
+ this._meshes.push(mesh);
398
+ return portionId;
399
+ }
400
+
401
+ /**
402
+ * Builds data textures from the appended geometries and loads them into the GPU.
403
+ *
404
+ * No more portions can then be created.
405
+ */
406
+ compilePortions() {
407
+ const buffer = this._buffer;
408
+ const model = this.model;
409
+ const numPortions = this._portions.length;
410
+ const origin = this.origin;
411
+ const portionToSubPortionsMap = this._portionToSubPortionsMap;
412
+ const primitive = this._primitive;
413
+ const sortId = this._sortId;
414
+ const subPortionReadableGeometries = this._subPortionReadableGeometries;
415
+
416
+ const scene = model.scene;
417
+ const gl = scene.canvas.gl;
418
+
419
+ /*
420
+ * Texture that holds colors/pickColors/flags/flags2 per-object:
421
+ * - columns: one concept per column => color / pick-color / ...
422
+ * - row: the object Id
423
+ * The texture will have:
424
+ * - 4 RGBA columns per row: for each object (pick) color and flags(2)
425
+ * - N rows where N is the number of objects
426
+ */
427
+ const populateTexArray = texArray => {
428
+ const pack32as4x8 = ui32 => [
429
+ (ui32 >> 24) & 255,
430
+ (ui32 >> 16) & 255,
431
+ (ui32 >> 8) & 255,
432
+ (ui32) & 255
433
+ ];
434
+ for (let i = 0; i < numPortions; i++) {
435
+ // 8 columns per texture row:
436
+ texArray.set(buffer.perObjectColors[i], i * 32 + 0); // (RGBA)
437
+ texArray.set(buffer.perObjectPickColors[i], i * 32 + 4); // (packed Uint32 as RGBA)
438
+ texArray.set([0, 0, 0, 0], /* flags */ i * 32 + 8); // (packed 4 bytes as RGBA)
439
+ texArray.set([0, 0, 0, 0], /* flags2 */ i * 32 + 12); // (packed 4 bytes as RGBA)
440
+ texArray.set(pack32as4x8(buffer.perObjectVertexBases[i]), i * 32 + 16); // (packed Uint32 bytes as RGBA)
441
+ texArray.set(pack32as4x8(buffer.perObjectIndexBaseOffsets[i]), i * 32 + 20); // (packed Uint32 bytes as RGBA)
442
+ texArray.set(pack32as4x8(buffer.perObjectEdgeIndexBaseOffsets[i]), i * 32 + 24); // (packed Uint32 bytes as RGBA)
443
+ texArray.set([buffer.perObjectSolid[i] ? 1 : 0, 0, 0, 0], i * 32 + 28); // (packed 4 bytes as RGBA)
444
+ }
445
+ };
446
+
447
+ // The number of rows in the texture is the number of objects in the layer.
448
+ const texturePerObjectColorsAndFlags = createBindableDataTexture(gl, numPortions, 32, gl.UNSIGNED_BYTE, 512, populateTexArray, "sizeDataColorsAndFlags", true);
449
+ const texturePerObjectColorsAndFlagsData = texturePerObjectColorsAndFlags.textureData;
450
+
451
+ const createDataTexture = function(dataArrays, entitiesCnt, entitySize, type, entitiesPerRow, statsProp, exposeData) {
452
+ const populateTexArray = texArray => {
453
+ for (let i = 0, j = 0, len = dataArrays.length; i < len; i++) {
454
+ const pc = dataArrays[i];
455
+ texArray.set(pc, j);
456
+ j += pc.length;
457
+ }
458
+ };
459
+ return createBindableDataTexture(gl, entitiesCnt, entitySize, type, entitiesPerRow, populateTexArray, statsProp, exposeData);
460
+ };
461
+
462
+ const createTextureForMatrices = function(matrices, statsProp, exposeData) {
463
+ const numMatrices = matrices.length;
464
+ if (numMatrices === 0) {
465
+ throw "num " + statsProp + " matrices===0";
466
+ }
467
+ // in one row we can fit 512 matrices
468
+ return createDataTexture(matrices, numMatrices, 16, gl.FLOAT, 512, statsProp, exposeData);
469
+ };
470
+
471
+ /**
472
+ * This will generate a texture for all positions decode matrices in the layer.
473
+ * The texture will have:
474
+ * - 4 RGBA columns per row (each column will contain 4 packed half-float (16 bits) components).
475
+ * Thus, each row will contain 16 packed half-floats corresponding to a complete positions decode matrix)
476
+ * - N rows where N is the number of objects
477
+ */
478
+ const texturePerObjectInstanceMatrices = createTextureForMatrices(buffer.perObjectInstancePositioningMatrices, "sizeDataInstancesMatrices", true);
479
+ const texturePerObjectInstanceMatricesData = texturePerObjectInstanceMatrices.textureData;
480
+
481
+ /*
482
+ * Texture that holds the objectDecodeAndInstanceMatrix per-object:
483
+ * - columns: each column is one column of the matrix
484
+ * - row: the object Id
485
+ * The texture will have:
486
+ * - 4 RGBA columns per row (each column will contain 4 packed half-float (16 bits) components).
487
+ * Thus, each row will contain 16 packed half-floats corresponding to a complete positions decode matrix)
488
+ * - N rows where N is the number of objects
489
+ */
490
+ const texturePerObjectPositionsDecodeMatrix = createTextureForMatrices(buffer.perObjectPositionsDecodeMatrices, "sizeDataPositionDecodeMatrices", false);
491
+
492
+
493
+ const createTextureForSingleItems = function(dataArrays, dataCnt, entitySize, type, statsProp) {
494
+ return createDataTexture(dataArrays, dataCnt / entitySize, entitySize, type, 4096, statsProp, false);
495
+ };
496
+
497
+ /*
498
+ * Texture that holds all the `different-vertices` used by the layer.
499
+ * This will generate a texture for positions in the layer.
500
+ *
501
+ * The texture will have:
502
+ * - 1024 columns, where each pixel will be a 16-bit-per-component RGB texture, corresponding to the XYZ of the position
503
+ * - a number of rows R where R*1024 is just >= than the number of vertices (positions / 3)
504
+ */
505
+ const texturePerVertexIdCoordinates = createTextureForSingleItems(
506
+ buffer.positionsCompressed, buffer.lenPositionsCompressed, 3, gl.UNSIGNED_SHORT, "sizeDataTexturePositions");
507
+
508
+ const draw8 = buffer.geometry8Bits.createDrawers( createTextureForSingleItems, gl.UNSIGNED_BYTE);
509
+ const draw16 = buffer.geometry16Bits.createDrawers(createTextureForSingleItems, gl.UNSIGNED_SHORT);
510
+ const draw32 = buffer.geometry32Bits.createDrawers(createTextureForSingleItems, gl.UNSIGNED_INT);
511
+
512
+ // Free up memory
513
+ this._buffer = null;
514
+
515
+ let deferredSetFlagsActive = false;
516
+ let deferredSetFlagsDirty = false;
517
+ let destroyed = false;
518
+ let numUpdatesInFrame = 0;
519
+
520
+
521
+ /**
522
+ * This will _start_ a "set-flags transaction".
523
+ *
524
+ * After invoking this method, calling setFlags/setFlags2 will not update
525
+ * the colors+flags texture but only store the new flags/flag2 in the
526
+ * colors+flags texture data array.
527
+ *
528
+ * After invoking this method, and when all desired setFlags/setFlags2 have
529
+ * been called on needed portions of the layer, invoke `uploadDeferredFlags`
530
+ * to actually upload the data array into the texture.
531
+ *
532
+ * In massive "set-flags" scenarios like VFC or LOD mechanisms, the combination of
533
+ * `beginDeferredFlags` + `uploadDeferredFlags`brings a speed-up of
534
+ * up to 80x when e.g. objects are massively (un)culled 🚀.
535
+ */
536
+ const beginDeferredFlags = () => { deferredSetFlagsActive = true; };
537
+
538
+ const onSceneRendering = scene.on("rendering", () => {
539
+ if (deferredSetFlagsDirty) {
540
+ // uploadDeferredFlags
541
+ /**
542
+ * This will _commit_ a "set-flags transaction".
543
+ * Invoking this method will update the colors+flags texture data with new
544
+ * flags/flags2 set since the previous invocation of `beginDeferredFlags`.
545
+ */
546
+ deferredSetFlagsActive = false;
547
+ deferredSetFlagsDirty = false;
548
+ texturePerObjectColorsAndFlagsData.reloadData();
549
+ }
550
+ numUpdatesInFrame = 0;
551
+ });
552
+
553
+ const forEachSubPortionId = (portionId, cb) => {
554
+ const subPortionIds = portionToSubPortionsMap[portionId];
555
+ if (!subPortionIds) {
556
+ model.error("portion not found: " + portionId);
557
+ } else {
558
+ for (let i = 0, len = subPortionIds.length; i < len; i++) {
559
+ cb(subPortionIds[i]);
560
+ }
561
+ }
562
+ };
563
+
564
+ const setPortionColorsAndFlags = (subPortionId, offset, data, deferred) => {
565
+ const defer = deferredSetFlagsActive || deferred;
566
+ if (defer) {
567
+ deferredSetFlagsDirty = true;
568
+ } else if (++numUpdatesInFrame >= MAX_OBJECT_UPDATES_IN_FRAME_WITHOUT_BATCHED_UPDATE) {
569
+ beginDeferredFlags(); // Subsequent flags updates now deferred
570
+ }
571
+ texturePerObjectColorsAndFlagsData.setData(data, subPortionId, offset, !defer);
572
+ };
573
+
574
+ const setFlags2 = (portionId, flags, deferred = false) => {
575
+ tempUint8Array4.set([ (flags & ENTITY_FLAGS.CLIPPABLE) ? 255 : 0, 0, 1, 2 ]);
576
+ forEachSubPortionId(portionId, subPortionId => setPortionColorsAndFlags(subPortionId, 3, tempUint8Array4, deferred));
577
+ };
578
+
579
+ return {
580
+ edgesColorOpaqueAllowed: () => {
581
+ if (scene.logarithmicDepthBufferEnabled) {
582
+ if (!scene._loggedWarning) {
583
+ console.log("Edge enhancement for SceneModel data texture layers currently disabled with logarithmic depth buffer");
584
+ scene._loggedWarning = true;
585
+ }
586
+ return false;
587
+ } else {
588
+ return true;
589
+ }
590
+ },
591
+ sortId: sortId,
592
+ setClippableFlags: setFlags2,
593
+ setFlags: (portionId, flags, transparent, deferred = false) => {
594
+ getColSilhEdgePickFlags(flags, transparent, true, scene, tempUint8Array4);
595
+ forEachSubPortionId(portionId, subPortionId => setPortionColorsAndFlags(subPortionId, 2, tempUint8Array4, deferred));
596
+ },
597
+ setFlags2: setFlags2,
598
+ setDeferredFlags: () => { },
599
+
600
+ setColor: (portionId, color) => {
601
+ tempUint8Array4.set(color);
602
+ forEachSubPortionId(portionId, subPortionId => setPortionColorsAndFlags(subPortionId, 0, tempUint8Array4, false));
603
+ },
604
+ setMatrix: (portionId, matrix) => {
605
+ forEachSubPortionId(portionId, subPortionId => {
606
+ const defer = deferredSetFlagsActive;
607
+ if (defer) {
608
+ deferredSetFlagsDirty = true;
609
+ } else if (++numUpdatesInFrame >= MAX_OBJECT_UPDATES_IN_FRAME_WITHOUT_BATCHED_UPDATE) {
610
+ beginDeferredFlags(); // Subsequent flags updates now deferred
611
+ }
612
+ tempMat4a.set(matrix);
613
+ texturePerObjectInstanceMatricesData.setData(tempMat4a, subPortionId, 0, !defer);
614
+ });
615
+ },
616
+ setOffset: (portionId, offset) => { /* NOT COMPLETE */ },
617
+
618
+ getEachIndex: (portionId, callback) => {
619
+ if (subPortionReadableGeometries) {
620
+ forEachSubPortionId(
621
+ portionId,
622
+ subPortionId => subPortionReadableGeometries[subPortionId].indices.forEach(i => callback(i)));
623
+ }
624
+ },
625
+ getEachVertex: (portionId, callback) => {
626
+ if (subPortionReadableGeometries) {
627
+ forEachSubPortionId(portionId, subPortionId => {
628
+ const subPortionReadableGeometry = subPortionReadableGeometries[subPortionId];
629
+ const positions = subPortionReadableGeometry.positionsCompressed;
630
+ const positionsDecodeMatrix = subPortionReadableGeometry.positionsDecodeMatrix;
631
+ const worldPos = tempVec4a;
632
+ for (let i = 0, len = positions.length; i < len; i += 3) {
633
+ worldPos[0] = positions[i];
634
+ worldPos[1] = positions[i + 1];
635
+ worldPos[2] = positions[i + 2];
636
+ worldPos[3] = 1.0;
637
+ math.decompressPosition(worldPos, positionsDecodeMatrix);
638
+ math.mulMat4v4(model.worldMatrix, worldPos, worldPos);
639
+ math.addVec3(origin, worldPos, worldPos);
640
+ callback(worldPos);
641
+ }
642
+ });
643
+ }
644
+ },
645
+ precisionRayPickSurface: (portionId, worldRayOrigin, worldRayDir, worldSurfacePos, worldNormal) => false,
646
+
647
+ renderers: getRenderers(scene, "dtx", primitive, model.saoEnabled, false, false, true,
648
+ (programVariables, subGeometry) => makeDTXRenderingAttributes(programVariables, !subGeometry)),
649
+ drawCalls: (function() {
650
+ const drawer = function(drawCall) {
651
+ const setInputValue = (input, value) => (input.setInputValue && input.setInputValue(value));
652
+ return (attributesHash, layerTypeInputs, viewState) => {
653
+ setInputValue(layerTypeInputs.worldMatrix, model.rotationMatrix);
654
+ setInputValue(layerTypeInputs.viewMatrix, viewState.viewMatrix);
655
+ setInputValue(layerTypeInputs.projMatrix, viewState.projMatrix);
656
+ const rtcOrigin = math.transformPoint3(model.matrix, origin, tempVec3);
657
+ setInputValue(layerTypeInputs.uCameraEyeRtc, math.subVec3(viewState.eye, rtcOrigin, tempVec3a));
658
+ setInputValue(layerTypeInputs.perObjPosDecode, texturePerObjectPositionsDecodeMatrix);
659
+ setInputValue(layerTypeInputs.perVertIdCoords, texturePerVertexIdCoordinates);
660
+ setInputValue(layerTypeInputs.perObjColsFlags, texturePerObjectColorsAndFlags);
661
+ setInputValue(layerTypeInputs.perObjectMatrix, texturePerObjectInstanceMatrices);
662
+ drawCall(layerTypeInputs);
663
+ };
664
+ };
665
+
666
+ const vertEdgesDrawer = function(glMode) {
667
+ return drawer((layerTypeInputs) => {
668
+ draw8.edges( layerTypeInputs, glMode);
669
+ draw16.edges(layerTypeInputs, glMode);
670
+ draw32.edges(layerTypeInputs, glMode);
671
+ });
672
+ };
673
+
674
+ return {
675
+ drawVertices: vertEdgesDrawer(gl.POINTS),
676
+ drawEdges: vertEdgesDrawer(gl.LINES),
677
+ drawSurface: drawer((layerTypeInputs) => {
678
+ const glMode = gl.TRIANGLES;
679
+ draw8.indices( layerTypeInputs, glMode);
680
+ draw16.indices(layerTypeInputs, glMode);
681
+ draw32.indices(layerTypeInputs, glMode);
682
+ })
683
+ };
684
+ })(),
685
+
686
+ destroy: () => {
687
+ if (! destroyed) {
688
+ scene.off(onSceneRendering);
689
+ destroyed = true;
690
+ }
691
+ }
692
+ };
693
+ }
694
+ }
695
+
696
+ const createBindableDataTexture = function(gl, entitiesCnt, entitySize, type, entitiesPerRow, populateTexArray, statsProp, exposeData) {
697
+ if ((entitySize > 4) && ((entitySize % 4) > 0)) {
698
+ throw "Unhandled data size " + entitySize;
699
+ }
700
+ const pixelsPerEntity = Math.ceil(entitySize / 4);
701
+ const pixelWidth = entitySize / pixelsPerEntity;
702
+
703
+ const [ arrayType, internalFormat, format ] = (function() {
704
+ switch(type) {
705
+ case gl.UNSIGNED_BYTE:
706
+ return [ Uint8Array, ...((pixelWidth === 1) ? [ gl.R8UI, gl.RED_INTEGER ] : ((pixelWidth === 2) ? [ gl.RG8UI, gl.RG_INTEGER ] : ((pixelWidth === 3) ? [ gl.RGB8UI, gl.RGB_INTEGER ] : [ gl.RGBA8UI, gl.RGBA_INTEGER ]))) ];
707
+ case gl.UNSIGNED_SHORT:
708
+ return [ Uint16Array, ...((pixelWidth === 1) ? [ gl.R16UI, gl.RED_INTEGER ] : ((pixelWidth === 2) ? [ gl.RG16UI, gl.RG_INTEGER ] : ((pixelWidth === 3) ? [ gl.RGB16UI, gl.RGB_INTEGER ] : [ gl.RGBA16UI, gl.RGBA_INTEGER ]))) ];
709
+ case gl.UNSIGNED_INT:
710
+ return [ Uint32Array, ...((pixelWidth === 1) ? [ gl.R32UI, gl.RED_INTEGER ] : ((pixelWidth === 2) ? [ gl.RG32UI, gl.RG_INTEGER ] : ((pixelWidth === 3) ? [ gl.RGB32UI, gl.RGB_INTEGER ] : [ gl.RGBA32UI, gl.RGBA_INTEGER ]))) ];
711
+ case gl.FLOAT:
712
+ return [ Float32Array, ...((pixelWidth === 1) ? [ gl.R32F, gl.RED ] : ((pixelWidth === 2) ? [ gl.RG32F, gl.RG ] : ((pixelWidth === 3) ? [ gl.RGB32F, gl.RGB ] : [ gl.RGBA32F, gl.RGBA ]))) ];
713
+ default:
714
+ throw "Unhandled data type " + type;
715
+ }
716
+ })();
717
+
718
+ const textureWidth = entitiesPerRow * pixelsPerEntity;
719
+ const textureHeight = Math.ceil(entitiesCnt / entitiesPerRow);
720
+ if (textureHeight === 0) {
721
+ throw "texture height===0";
722
+ }
723
+ const texArray = new arrayType(textureWidth * textureHeight * pixelWidth);
724
+ dataTextureRamStats[statsProp] += texArray.byteLength;
725
+ dataTextureRamStats.numberOfTextures++;
726
+
727
+ populateTexArray(texArray);
728
+
729
+ const texture = gl.createTexture();
730
+ gl.bindTexture(gl.TEXTURE_2D, texture);
731
+ gl.texStorage2D(gl.TEXTURE_2D, 1, internalFormat, textureWidth, textureHeight);
732
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, format, type, texArray);
733
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
734
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
735
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
736
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
737
+ gl.bindTexture(gl.TEXTURE_2D, null);
738
+
739
+ return {
740
+ // called by createSampler::bindTexture
741
+ bind(unit) {
742
+ gl.activeTexture(gl["TEXTURE" + unit]);
743
+ gl.bindTexture(gl.TEXTURE_2D, texture);
744
+ return true;
745
+ },
746
+
747
+ unbind(unit) {
748
+ // This `unbind` method is ignored at the moment to allow avoiding
749
+ // to rebind same texture already bound to a texture unit.
750
+
751
+ // this._gl.activeTexture(gl["TEXTURE" + unit]);
752
+ // this._gl.bindTexture(gl.TEXTURE_2D, null);
753
+ },
754
+
755
+ textureData: exposeData && {
756
+ setData(data, subPortionId, offset = 0, load = false) {
757
+ texArray.set(data, subPortionId * entitySize + offset * pixelWidth);
758
+ if (load) {
759
+ gl.bindTexture(gl.TEXTURE_2D, texture);
760
+ const xoffset = (subPortionId % entitiesPerRow) * pixelsPerEntity + offset;
761
+ const yoffset = Math.floor(subPortionId / entitiesPerRow);
762
+ const width = data.length / pixelWidth;
763
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, xoffset, yoffset, width, 1, format, type, data);
764
+ // gl.bindTexture (gl.TEXTURE_2D, null);
765
+ }
766
+ },
767
+
768
+ reloadData() {
769
+ gl.bindTexture(gl.TEXTURE_2D, texture);
770
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, format, type, texArray);
771
+ }
772
+ }
773
+ };
774
+ };
775
+
776
+ const makeDTXRenderingAttributes = function(programVariables, isTriangle) {
777
+ const setupTex = (type, name) => {
778
+ const map = programVariables.createUniform(type, name);
779
+ const texelFetch = (P) => `texelFetch(${map}, ${P}, 0)`;
780
+ texelFetch.map = map;
781
+ return texelFetch;
782
+ };
783
+
784
+ const perPrimIndices = setupTex("highp usampler2D", "perPrimIndices");
785
+ const perPrimIdPorIds = setupTex("mediump usampler2D", "perPrimIdPorIds");
786
+
787
+ const perObjPosDecode = setupTex("highp sampler2D", "perObjPosDecode");
788
+ const perVertIdCoords = setupTex("mediump usampler2D", "perVertIdCoords");
789
+ const perObjColsFlags = setupTex("lowp usampler2D", "perObjColsFlags");
790
+ const perObjectMatrix = setupTex("highp sampler2D", "perObjectMatrix");
791
+
792
+ const worldMatrix = programVariables.createUniform("mat4", "worldMatrix");
793
+ const viewMatrix = programVariables.createUniform("mat4", "viewMatrix");
794
+ const projMatrix = programVariables.createUniform("mat4", "projMatrix");
795
+ const uCameraEyeRtc = programVariables.createUniform("vec3", "uCameraEyeRtc");
796
+
797
+ const lazyShaderVariable = function(name) {
798
+ const variable = {
799
+ toString: () => {
800
+ variable.needed = true;
801
+ return name;
802
+ }
803
+ };
804
+ return variable;
805
+ };
806
+
807
+ const colorA = lazyShaderVariable("colorA");
808
+ const pickColorA = lazyShaderVariable("pickColor");
809
+ const worldNormal = lazyShaderVariable("worldNormal");
810
+ const viewNormal = lazyShaderVariable("viewNormal");
811
+
812
+ const colorsAndFlags = (offset) => perObjColsFlags(`ivec2(objectIndexCoords.x*8+${offset}, objectIndexCoords.y)`);
813
+
814
+ return {
815
+ geometryParameters: {
816
+ attributes: {
817
+ clippable: "(flags2.r > 0u)",
818
+ color: colorA,
819
+ flags: iota(4).map(i => `int(flags[${i}])`),
820
+ metallicRoughness: null,
821
+ normal: {
822
+ view: viewNormal,
823
+ world: worldNormal
824
+ },
825
+ pickColor: pickColorA,
826
+ position: {
827
+ clip: "gl_Position",
828
+ view: "viewPosition",
829
+ world: "worldPosition"
830
+ },
831
+ uv: null
832
+ },
833
+ projMatrix: projMatrix,
834
+ viewMatrix: viewMatrix
835
+ },
836
+
837
+ ensureColorAndFlagAvailable: (src) => {
838
+ // constants
839
+ src.push("int primitiveIndex = gl_VertexID / " + (isTriangle ? 3 : 2) + ";");
840
+
841
+ // get packed object-id
842
+ src.push("int h_packed_object_id_index = (primitiveIndex >> 3) & 4095;");
843
+ src.push("int v_packed_object_id_index = (primitiveIndex >> 3) >> 12;");
844
+
845
+ src.push(`int objectIndex = int(${perPrimIdPorIds("ivec2(h_packed_object_id_index, v_packed_object_id_index)")}.r);`);
846
+ src.push("ivec2 objectIndexCoords = ivec2(objectIndex % 512, objectIndex / 512);");
847
+
848
+ // get flags & flags2
849
+ src.push(`uvec4 flags = ${colorsAndFlags(2)};`);
850
+ src.push(`uvec4 flags2 = ${colorsAndFlags(3)};`);
851
+
852
+ colorA.needed && src.push(`vec4 ${colorA} = vec4(${colorsAndFlags(0)}) / 255.0;`);
853
+ },
854
+
855
+ appendVertexData: (src) => {
856
+ const objMatrix = (offset) => perObjectMatrix(`ivec2(objectIndexCoords.x*4+${offset}, objectIndexCoords.y)`);
857
+ src.push(`mat4 objectInstanceMatrix = mat4(${objMatrix(0)}, ${objMatrix(1)}, ${objMatrix(2)}, ${objMatrix(3)});`);
858
+
859
+ const posMatrix = (offset) => perObjPosDecode(`ivec2(objectIndexCoords.x*4+${offset}, objectIndexCoords.y)`);
860
+ src.push(`mat4 objectDecodeAndInstanceMatrix = objectInstanceMatrix * mat4(${posMatrix(0)}, ${posMatrix(1)}, ${posMatrix(2)}, ${posMatrix(3)});`);
861
+
862
+ src.push(`ivec4 packedVertexBase = ivec4(${colorsAndFlags(4)});`);
863
+ src.push(`ivec4 packedIndexBaseOffset = ivec4(${colorsAndFlags(isTriangle ? 5 : 6)});`);
864
+ src.push("int indexBaseOffset = (packedIndexBaseOffset.r << 24) + (packedIndexBaseOffset.g << 16) + (packedIndexBaseOffset.b << 8) + packedIndexBaseOffset.a;");
865
+
866
+ src.push("int h_index = (primitiveIndex - indexBaseOffset) & 4095;");
867
+ src.push("int v_index = (primitiveIndex - indexBaseOffset) >> 12;");
868
+
869
+ src.push(`ivec3 vertexIndices = ivec3(${perPrimIndices("ivec2(h_index, v_index)")});`);
870
+ src.push("ivec3 uniqueVertexIndexes = vertexIndices + (packedVertexBase.r << 24) + (packedVertexBase.g << 16) + (packedVertexBase.b << 8) + packedVertexBase.a;");
871
+
872
+ if (isTriangle) {
873
+ src.push("ivec3 indexPositionH = uniqueVertexIndexes & 4095;");
874
+ src.push("ivec3 indexPositionV = uniqueVertexIndexes >> 12;");
875
+ src.push(`uint solid = ${colorsAndFlags(7)}.r;`);
876
+ const vertIdCoords = (idx) => `vec3(${perVertIdCoords(`ivec2(indexPositionH[${idx}], indexPositionV[${idx}])`)})`;
877
+ src.push(`vec3 positions[] = vec3[](${vertIdCoords(0)}, ${vertIdCoords(1)}, ${vertIdCoords(2)});`);
878
+ src.push("vec3 normal = normalize(cross(positions[2] - positions[0], positions[1] - positions[0]));");
879
+ src.push("vec3 position = positions[gl_VertexID % 3];");
880
+ if (worldNormal.needed) { // WARNING: Not thoroughly tested, as not being used at the moment
881
+ src.push(`vec3 worldNormal = -normalize((transpose(inverse(${worldMatrix} * objectDecodeAndInstanceMatrix)) * vec4(normal,1)).xyz);`);
882
+ }
883
+ if (viewNormal.needed) {
884
+ src.push(`vec3 viewNormal = -normalize((transpose(inverse(${viewMatrix} * objectDecodeAndInstanceMatrix)) * vec4(normal,1)).xyz);`);
885
+ }
886
+ // when the geometry is not solid, if needed, flip the triangle winding
887
+ src.push("if (solid != 1u) {");
888
+ src.push(` if (${isPerspectiveMatrix(projMatrix)}) {`);
889
+ src.push(` vec3 uCameraEyeRtcInQuantizedSpace = (inverse(${worldMatrix} * objectDecodeAndInstanceMatrix) * vec4(${uCameraEyeRtc}, 1)).xyz;`);
890
+ src.push(" if (dot(position.xyz - uCameraEyeRtcInQuantizedSpace, normal) < 0.0) {");
891
+ src.push(" position = positions[2 - (gl_VertexID % 3)];");
892
+ if (worldNormal.needed) {
893
+ src.push(" worldNormal = -worldNormal;");
894
+ }
895
+ if (viewNormal.needed) {
896
+ src.push(" viewNormal = -viewNormal;");
897
+ }
898
+ src.push(" }");
899
+ src.push(" } else {");
900
+ if (!viewNormal.needed) {
901
+ src.push(` vec3 viewNormal = -normalize((transpose(inverse(${viewMatrix} * objectDecodeAndInstanceMatrix)) * vec4(normal,1)).xyz);`);
902
+ }
903
+ src.push(" if (viewNormal.z < 0.0) {");
904
+ src.push(" position = positions[2 - (gl_VertexID % 3)];");
905
+ if (worldNormal.needed) {
906
+ src.push(" worldNormal = -worldNormal;");
907
+ }
908
+ if (viewNormal.needed) {
909
+ src.push(" viewNormal = -viewNormal;");
910
+ }
911
+ src.push(" }");
912
+ src.push(" }");
913
+ src.push("}");
914
+ } else {
915
+ src.push("int indexPositionH = uniqueVertexIndexes[gl_VertexID % 2] & 4095;");
916
+ src.push("int indexPositionV = uniqueVertexIndexes[gl_VertexID % 2] >> 12;");
917
+ src.push(`vec3 position = vec3(${perVertIdCoords("ivec2(indexPositionH, indexPositionV)")});`);
918
+ }
919
+
920
+ pickColorA.needed && src.push(`vec4 pickColor = vec4(${colorsAndFlags(1)});`); // TODO: Normalize color "/ 255.0"?
921
+
922
+ src.push(`vec4 worldPosition = ${worldMatrix} * (objectDecodeAndInstanceMatrix * vec4(position, 1.0));`);
923
+ },
924
+
925
+ layerTypeInputs: {
926
+ perPrimIndices: perPrimIndices.map,
927
+ perPrimIdPorIds: perPrimIdPorIds.map,
928
+
929
+ perObjPosDecode: perObjPosDecode.map,
930
+ perVertIdCoords: perVertIdCoords.map,
931
+ perObjColsFlags: perObjColsFlags.map,
932
+ perObjectMatrix: perObjectMatrix.map,
933
+
934
+ worldMatrix: worldMatrix,
935
+ viewMatrix: viewMatrix,
936
+ projMatrix: projMatrix,
937
+ uCameraEyeRtc: uCameraEyeRtc
938
+ }
939
+ };
940
+ };