@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 +1,1019 @@
1
+ import {ENTITY_FLAGS} from "../ENTITY_FLAGS.js";
2
+ import {getColSilhEdgePickFlags, getRenderers, Layer} from "./Layer.js";
3
+
4
+ import {math} from "../../math/math.js";
5
+ import {quantizePositions, transformAndOctEncodeNormals} from "../compression.js";
6
+ import {geometryCompressionUtils} from "../../math/geometryCompressionUtils.js";
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+
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+ const tempFloat32 = new Float32Array(1);
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+ const tempFloat32Vec4 = new Float32Array(4);
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+ const tempVec3fa = new Float32Array(3);
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+ const tempMat4 = math.mat4();
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+ const tempVec4a = math.vec4([0, 0, 0, 1]);
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+ const tempVec4b = math.vec4();
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+
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+ const tempVec3a = math.vec3();
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+ const tempVec3b = math.vec3();
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+ const tempVec3c = math.vec3();
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+ const tempVec3d = math.vec3();
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+ const tempVec3e = math.vec3();
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+ const tempVec3f = math.vec3();
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+ const tempVec3g = math.vec3();
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+
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+ const tempUint8Array4 = new Uint8Array(4);
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+ const matricesUniformBlockBufferData = new Float32Array(4 * 4 * 6); // there is 6 mat4
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+
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+ const iota = function(n) {
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+ const ret = [ ];
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+ for (let i = 0; i < n; ++i) ret.push(i);
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+ return ret;
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+ };
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+
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+ // fills the whole dst array with src copies
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+ const fillArray = function(dst, src) {
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+ dst.set(src);
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+ let soFar = src.length;
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+ const allDataLen = dst.length;
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+ while (soFar < allDataLen) {
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+ const toCopy = Math.min(soFar, allDataLen - soFar);
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+ dst.set(dst.subarray(0, toCopy), soFar);
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+ soFar += toCopy;
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+ }
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+ };
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+
44
+ const scratchMemory = (function() {
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+ /**
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+ * Provides scratch memory for methods like TrianglesBatchingLayer setFlags() and setColors(),
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+ * so they don't need to allocate temporary arrays that need garbage collection.
48
+ */
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+ let cnt = 0;
50
+ const arrays = new Map();
51
+ return {
52
+ acquire: () => cnt++,
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+ release: () => {
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+ cnt--;
55
+ if (cnt === 0) {
56
+ arrays.clear();
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+ }
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+ },
59
+ getTypeArray: function(type, len) {
60
+ if (! arrays.has(type)) {
61
+ arrays.set(type, { });
62
+ }
63
+ const typeArrays = arrays.get(type);
64
+ if (! (len in typeArrays)) {
65
+ typeArrays[len] = new type(len);
66
+ }
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+ return typeArrays[len];
68
+ }
69
+ };
70
+ })();
71
+
72
+ /**
73
+ * @private
74
+ */
75
+ export class VBOLayer extends Layer {
76
+
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+ /**
78
+ * @param model
79
+ * @param primitive
80
+ * @param origin
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+ *
82
+ * @param cfg
83
+ * @param cfg.textureSet
84
+ *
85
+ * batching:
86
+ * @param cfg.positionsDecodeMatrix
87
+ * @param cfg.uvDecodeMatrix
88
+ * @param cfg.maxGeometryBatchSize
89
+ *
90
+ * instancing:
91
+ * @param cfg.geometry
92
+ */
93
+ constructor(model, primitive, origin, cfg) {
94
+
95
+ super(model, primitive, origin);
96
+
97
+ const instancing = !! cfg.geometry;
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+
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+ this._maxVerts = cfg.maxGeometryBatchSize;
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+
101
+ const positionsDecodeMatrix = instancing ? cfg.geometry.positionsDecodeMatrix : cfg.positionsDecodeMatrix;
102
+ this._positionsDecodeMatrix = positionsDecodeMatrix && math.mat4(positionsDecodeMatrix);
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+
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+ this._cfgUvDecodeMatrix = cfg.uvDecodeMatrix && math.mat3(cfg.uvDecodeMatrix);
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+ this._instancedGeometry = cfg.geometry;
106
+ this._textureSet = cfg.textureSet;
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+
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+ this._modelAABB = (! instancing) && math.collapseAABB3(); // Model-space AABB
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+ this._portions = [ ];
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+
111
+ const attribute = function() {
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+ let length = 0;
113
+ const portions = [ ];
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+
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+ return {
116
+ length: () => length,
117
+ append: function(data, times = 1, denormalizeScale = 1.0, increment = 0.0) {
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+ length += times * data.length;
119
+ portions.push({ data: data, times: times, denormalizeScale: denormalizeScale, increment: increment });
120
+ },
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+ compileBuffer: function(type) {
122
+ let len = 0;
123
+ portions.forEach(p => { len += p.times * p.data.length; });
124
+ const buf = new type(len);
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+
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+ let begin = 0;
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+ portions.forEach(p => {
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+ const data = p.data;
129
+ const dScale = p.denormalizeScale;
130
+ const increment = p.increment;
131
+ const subBuf = buf.subarray(begin);
132
+
133
+ if ((dScale === 1.0) && (increment === 0.0)) {
134
+ subBuf.set(data);
135
+ } else {
136
+ for (let i = 0; i < data.length; ++i) {
137
+ subBuf[i] = increment + data[i] * dScale;
138
+ }
139
+ }
140
+
141
+ let soFar = data.length;
142
+ const allDataLen = p.times * data.length;
143
+ while (soFar < allDataLen) {
144
+ const toCopy = Math.min(soFar, allDataLen - soFar);
145
+ subBuf.set(subBuf.subarray(0, toCopy), soFar);
146
+ soFar += toCopy;
147
+ }
148
+
149
+ begin += soFar;
150
+ });
151
+
152
+ return buf;
153
+ }
154
+ };
155
+ };
156
+
157
+ this._buffer = {
158
+ colors: attribute(), // in instancing used only for non-points
159
+ metallicRoughness: attribute(), // used for triangulated
160
+ pickColors: attribute(), // used for non-lines
161
+ ...(instancing
162
+ ? {
163
+ // Modeling matrix per instance, array for each column
164
+ modelMatrixCol: [ attribute(), attribute(), attribute() ],
165
+ modelNormalMatrixCol: [ attribute(), attribute(), attribute() ]
166
+ }
167
+ : {
168
+ positions: attribute(),
169
+ indices: attribute(), // used for non-points
170
+ uv: attribute(), // used for triangulated
171
+ normals: attribute(), // used for triangulated
172
+ edgeIndices: attribute(), // used for triangulated
173
+ })
174
+ };
175
+ }
176
+
177
+ /**
178
+ * Tests if there is room for another portion in this Layer.
179
+ *
180
+ * @param lenPositions Number of positions we'd like to create in the portion.
181
+ * @param lenIndices Number of indices we'd like to create in this portion.
182
+ * @returns {Boolean} True if OK to create another portion.
183
+ */
184
+ canCreatePortion(lenPositions, lenIndices) {
185
+ return this._instancedGeometry || (((this._buffer.positions.length() + lenPositions) <= (this._maxVerts * 3)) && ((this._buffer.indices.length() + lenIndices) <= (this._maxVerts * 3)));
186
+ }
187
+
188
+ /**
189
+ * Creates a new portion within this Layer, returns the new portion ID.
190
+ *
191
+ * @param mesh The SceneModelMesh that owns the portion
192
+ * @param cfg Portion params
193
+ * @param cfg.metallic Metalness factor [0..255] (triangulated)
194
+ * @param cfg.roughness Roughness factor [0..255] (triangulated)
195
+ * @param cfg.pickColor Quantized pick color (non-lines)
196
+ * @param cfg.meshMatrix Flat float 4x4 matrix (optional in batching)
197
+ * batching:
198
+ * @param cfg.positionsCompressed Flat quantized positions array - decompressed with positionsDecodeMatrix
199
+ * @param cfg.positions Flat float Local-space positions array.
200
+ * @param cfg.indices Flat int indices array.
201
+ * @param [cfg.normalsCompressed]
202
+ * @param [cfg.normals] Flat float normals array (triangulated)
203
+ * @param [cfg.colors] Flat float colors array (non-lines)
204
+ * @param [cfg.colorsCompressed] Quantized RGB colors [0..255,0..255,0..255,0..255] (non-lines)
205
+ * @param cfg.color Float RGB color [0..1,0..1,0..1] (points) or Quantized RGB color [0..255,0..255,0..255,0..255] (non-points)
206
+ * @param cfg.opacity Opacity [0..255] (non-points)
207
+ * @param [cfg.uv] Flat UVs array (triangulated)
208
+ * @param [cfg.uvCompressed] (triangulated)
209
+ * @param [cfg.edgeIndices] Flat int edges indices array (triangulated)
210
+ * @param cfg.aabb Flat float AABB World-space AABB
211
+ * instancing:
212
+ * @param cfg.color Color [0..255,0..255,0..255]
213
+ * @param cfg.opacity Opacity [0..255].
214
+ * @returns {number} Portion ID
215
+ */
216
+ createPortion(mesh, cfg) {
217
+ const buffer = this._buffer;
218
+ const instancedGeometry = this._instancedGeometry;
219
+ const model = this.model;
220
+ const portionId = this._portions.length;
221
+ const primitive = this.primitive;
222
+ const useCompressed = !! this._positionsDecodeMatrix;
223
+ const scene = model.scene;
224
+ const meshMatrix = cfg.meshMatrix;
225
+
226
+ const appendPortion = (portionBase, portionSize, indices, quantizedPositions, meshMatrix) => {
227
+ const prevPortion = (this._portions.length > 0) && this._portions[this._portions.length - 1];
228
+ const portion = {
229
+ indicesBaseIndex: prevPortion ? (prevPortion.indicesBaseIndex + prevPortion.numIndices) : 0,
230
+ numIndices: indices ? indices.length : 0,
231
+ portionBase: portionBase,
232
+ portionSize: portionSize,
233
+ retainedGeometry: scene.readableGeometryEnabled && (primitive !== "points") && (primitive !== "lines") && {
234
+ indices: indices,
235
+ quantizedPositions: quantizedPositions,
236
+ offset: scene.entityOffsetsEnabled && math.vec3(),
237
+ matrix: meshMatrix && meshMatrix.slice(),
238
+ inverseMatrix: null, // Lazy-computed for instancing in precisionRayPickSurface
239
+ normalMatrix: null, // Lazy-computed for instancing in precisionRayPickSurface
240
+ }
241
+ };
242
+
243
+ if ((primitive !== "points") && (primitive !== "lines")) {
244
+ buffer.metallicRoughness.append([ cfg.metallic ?? 0, cfg.roughness ?? 255 ], portionSize);
245
+ }
246
+
247
+ if (primitive !== "lines") {
248
+ buffer.pickColors.append(cfg.pickColor.slice(0, 4), portionSize);
249
+ }
250
+
251
+ this._portions.push(portion);
252
+ model.numPortions++;
253
+ this._meshes.push(mesh);
254
+ return portionId;
255
+ };
256
+
257
+ if (instancedGeometry) {
258
+ buffer.modelMatrixCol.forEach((b, i) => b.append([ meshMatrix[i+0], meshMatrix[i+4], meshMatrix[i+8], meshMatrix[i+12] ]));
259
+
260
+ if (primitive !== "points") {
261
+ const color = cfg.color; // Color is pre-quantized by SceneModel
262
+ buffer.colors.append([ color[0], color[1], color[2], cfg.opacity ?? 255 ]);
263
+ }
264
+
265
+ if ((primitive !== "points") && (primitive !== "lines")) {
266
+ if (instancedGeometry.normals) {
267
+ // Note: order of inverse and transpose doesn't matter
268
+ const normalMatrix = math.inverseMat4(math.transposeMat4(meshMatrix, math.mat4()));
269
+ buffer.modelNormalMatrixCol.forEach((b, i) => b.append([ normalMatrix[i+0], normalMatrix[i+4], normalMatrix[i+8], normalMatrix[i+12] ]));
270
+ }
271
+ }
272
+
273
+ return appendPortion(portionId, 1, instancedGeometry.indices, instancedGeometry.positionsCompressed, meshMatrix);
274
+ } else {
275
+ const vertsBaseIndex = buffer.positions.length() / 3;
276
+
277
+ const positions = useCompressed ? cfg.positionsCompressed : cfg.positions;
278
+ if (! positions) {
279
+ throw ((useCompressed ? "positionsCompressed" : "positions") + " expected");
280
+ }
281
+
282
+ buffer.positions.append(positions);
283
+
284
+ const numVerts = positions.length / 3;
285
+
286
+ const indices = cfg.indices;
287
+ if (indices) {
288
+ buffer.indices.append(indices, 1, 1.0, vertsBaseIndex);
289
+ }
290
+
291
+ const normalsCompressed = cfg.normalsCompressed;
292
+ const normals = cfg.normals;
293
+ if (normalsCompressed && normalsCompressed.length > 0) {
294
+ buffer.normals.append(normalsCompressed);
295
+ } else if (normals && normals.length > 0) {
296
+ const worldNormalMatrix = tempMat4;
297
+ if (meshMatrix) {
298
+ math.transposeMat4(meshMatrix, worldNormalMatrix);
299
+ math.inverseMat4(worldNormalMatrix, worldNormalMatrix); // Note: order of inverse and transpose doesn't matter
300
+ } else {
301
+ math.identityMat4(worldNormalMatrix);
302
+ }
303
+ const normalsData = [ ];
304
+ transformAndOctEncodeNormals(worldNormalMatrix, normals, normals.length, normalsData, 0);
305
+ buffer.normals.append(normalsData);
306
+ }
307
+
308
+ const colors = cfg.colors;
309
+ const colorsCompressed = cfg.colorsCompressed;
310
+ const color = cfg.color;
311
+ if (colors) {
312
+ if (primitive === "points") {
313
+ buffer.colors.append(colors, 1, 255.0);
314
+ } else { // triangulated
315
+ const colorsData = [ ];
316
+ for (let i = 0, len = colors.length; i < len; i += 3) {
317
+ colorsData.push(colors[i] * 255);
318
+ colorsData.push(colors[i + 1] * 255);
319
+ colorsData.push(colors[i + 2] * 255);
320
+ colorsData.push(255);
321
+ }
322
+ buffer.colors.append(colorsData);
323
+ }
324
+ } else if (colorsCompressed) {
325
+ if (primitive === "points") {
326
+ buffer.colors.append(colorsCompressed);
327
+ } else { // triangulated
328
+ const colorsData = [ ];
329
+ for (let i = 0, len = colorsCompressed.length; i < len; i += 3) {
330
+ colorsData.push(colorsCompressed[i]);
331
+ colorsData.push(colorsCompressed[i + 1]);
332
+ colorsData.push(colorsCompressed[i + 2]);
333
+ colorsData.push(255);
334
+ }
335
+ buffer.colors.append(colorsData);
336
+ }
337
+ } else if (color) {
338
+ // Color is pre-quantized by VBOSceneModel
339
+ buffer.colors.append([ color[0], color[1], color[2], (primitive === "points") ? 1.0 : cfg.opacity ], numVerts);
340
+ }
341
+
342
+ const nonEmpty = v => v && (v.length > 0) && v;
343
+ const uv = nonEmpty(cfg.uv) || nonEmpty(cfg.uvCompressed);
344
+ if (uv) {
345
+ buffer.uv.append(uv);
346
+ }
347
+
348
+ const edgeIndices = cfg.edgeIndices;
349
+ if (edgeIndices) {
350
+ buffer.edgeIndices.append(edgeIndices, 1, 1.0, vertsBaseIndex);
351
+ }
352
+
353
+ math.expandAABB3(this._modelAABB, cfg.aabb);
354
+
355
+ // quantizedPositions are initialized in finalize()
356
+ return appendPortion(vertsBaseIndex, numVerts, indices);
357
+ }
358
+ }
359
+
360
+ compilePortions() {
361
+ const buffer = this._buffer;
362
+ const instancedGeometry = this._instancedGeometry;
363
+ const model = this.model;
364
+ const modelAABB = this._modelAABB;
365
+ const origin = this.origin;
366
+ const portions = this._portions;
367
+ const primitive = this.primitive;
368
+ const textureSet = this._textureSet;
369
+ let positionsDecodeMatrix = this._positionsDecodeMatrix;
370
+ const cfgUvDecodeMatrix = this._cfgUvDecodeMatrix;
371
+
372
+ const scene = model.scene;
373
+ const gl = scene.canvas.gl;
374
+ const instancing = !! instancedGeometry;
375
+
376
+ const cleanups = [ ];
377
+
378
+ const createGlBuffer = (target, srcData, size, usage) => {
379
+ if (srcData.length > 0) {
380
+ const srcDataConstructor = srcData.constructor;
381
+ const [byteSize, type] = ({
382
+ [Uint8Array]: [1, gl.UNSIGNED_BYTE],
383
+ [Int8Array]: [1, gl.BYTE],
384
+ [Uint16Array]: [2, gl.UNSIGNED_SHORT],
385
+ [Int16Array]: [2, gl.SHORT],
386
+ [Uint32Array]: [4, gl.UNSIGNED_INT],
387
+ [Int32Array]: [4, gl.INT],
388
+ [Float32Array]: [4, gl.FLOAT]
389
+ })[srcDataConstructor];
390
+
391
+ const buffer = gl.createBuffer();
392
+ cleanups.push(() => gl.deleteBuffer(buffer));
393
+
394
+ const bindBuffer = () => gl.bindBuffer(target, buffer);
395
+ const setData = data => {
396
+ bindBuffer();
397
+ gl.bufferData(target, data, usage);
398
+ };
399
+ setData(srcData);
400
+
401
+ const bytesPerElement = srcData.BYTES_PER_ELEMENT;
402
+ const numItems = srcData.length / size;
403
+ return {
404
+ bindBuffer: bindBuffer,
405
+ getData: (baseIndex = 0, length = numItems - baseIndex) => {
406
+ bindBuffer();
407
+ const array = new srcDataConstructor(length * size);
408
+ gl.getBufferSubData(target, baseIndex * byteSize * size, array, 0, length * size);
409
+ return array;
410
+ },
411
+ numItems: numItems,
412
+ setData: setData,
413
+ setSubData: (data, offset) => {
414
+ bindBuffer();
415
+ gl.bufferSubData(target, offset * bytesPerElement, data);
416
+ },
417
+ type: type
418
+ };
419
+ } else {
420
+ return null;
421
+ }
422
+ };
423
+
424
+ const maybeCreateBuffer = (srcData, size, usage, setDivisor = false, normalized = false) => {
425
+ const buf = createGlBuffer(gl.ARRAY_BUFFER, srcData, size, usage);
426
+ return buf && {
427
+ getData: buf.getData,
428
+ numItems: buf.numItems,
429
+ setData: buf.setData,
430
+ setSubData: buf.setSubData,
431
+ attributeDivisor: setDivisor && 1,
432
+ bindAtLocation: location => {
433
+ buf.bindBuffer();
434
+ gl.vertexAttribPointer(location, size, buf.type, !!normalized, 0, 0);
435
+ }
436
+ };
437
+ };
438
+
439
+ const maybeCreateIndicesBuffer = srcData => {
440
+ const buf = createGlBuffer(gl.ELEMENT_ARRAY_BUFFER, srcData, 1, gl.STATIC_DRAW);
441
+ return buf && {
442
+ getData: buf.getData,
443
+ bindIndicesBuffer: buf.bindBuffer,
444
+ indicesCount: srcData.length,
445
+ indicesType: buf.type
446
+ };
447
+ };
448
+
449
+ const attributesCnt = portions.reduce((acc,p) => acc + p.portionSize, 0);
450
+
451
+ const flagsBuf = maybeCreateBuffer(new Float32Array(attributesCnt), 1, gl.DYNAMIC_DRAW, instancing);
452
+
453
+ const createColorsBuf = (srcData, usage) => maybeCreateBuffer(srcData, 4, usage, instancing && (primitive !== "points"), true);
454
+ const colorsBuf = ((instancing && instancedGeometry.colorsCompressed)
455
+ ? createColorsBuf(new Uint8Array(instancedGeometry.colorsCompressed), gl.STATIC_DRAW)
456
+ : createColorsBuf(buffer.colors.compileBuffer(Uint8Array), gl.DYNAMIC_DRAW));
457
+
458
+ const offsetsBuf = scene.entityOffsetsEnabled && maybeCreateBuffer(new Float32Array(attributesCnt * 3), 3, gl.DYNAMIC_DRAW, instancing);
459
+
460
+ const metallicRoughnessBuf = maybeCreateBuffer(buffer.metallicRoughness.compileBuffer(Uint8Array), 2, gl.STATIC_DRAW, instancing);
461
+
462
+ const pickColorsBuf = maybeCreateBuffer(buffer.pickColors.compileBuffer(Uint8Array), 4, gl.STATIC_DRAW, instancing);
463
+
464
+ const edgeIndicesBuf = maybeCreateIndicesBuffer(instancing
465
+ ? new Uint32Array(instancedGeometry.edgeIndices)
466
+ : buffer.edgeIndices.compileBuffer(Uint32Array));
467
+
468
+ const indices = (instancing
469
+ ? ((primitive !== "points") && instancedGeometry.indices && new Uint32Array(instancedGeometry.indices))
470
+ : buffer.indices.compileBuffer(Uint32Array));
471
+ const indicesBuf = indices && maybeCreateIndicesBuffer(indices);
472
+
473
+ const positions = (instancing
474
+ ? instancedGeometry.positionsCompressed
475
+ : (positionsDecodeMatrix
476
+ ? buffer.positions.compileBuffer(Uint16Array)
477
+ : (quantizePositions(buffer.positions.compileBuffer(Float64Array), modelAABB, positionsDecodeMatrix = math.mat4()))));
478
+ const positionsBuf = positions && maybeCreateBuffer(positions, 3, gl.STATIC_DRAW);
479
+ if (! instancing) {
480
+ portions.forEach(portion => {
481
+ if (portion.retainedGeometry) {
482
+ const start = 3 * portion.portionBase;
483
+ portion.retainedGeometry.quantizedPositions = positions.subarray(start, start + 3 * portion.portionSize);
484
+ }
485
+ });
486
+ }
487
+
488
+ const modelMatrixColBufs = instancing && buffer.modelMatrixCol.map(b => maybeCreateBuffer(b.compileBuffer(Float32Array), 4, gl.STATIC_DRAW, true));
489
+
490
+ const normals = (instancing
491
+ ? false // (primitive !== "points") && (primitive !== "lines") && instancedGeometry.normalsCompressed
492
+ : buffer.normals.compileBuffer(Int8Array));
493
+ // Normals are already oct-encoded, so `normalized = true` for oct encoded UInts
494
+ const normalsBuf = normals && maybeCreateBuffer(normals, 3, gl.STATIC_DRAW, false, true);
495
+
496
+ // WARNING: modelMatrixColBufs and normalsBuf are never simultaneously defined at the moment (when instancing=true)
497
+ const modelNormalMatrixColBufs = modelMatrixColBufs && normalsBuf && buffer.modelNormalMatrixCol.map(b => maybeCreateBuffer(b.compileBuffer(Float32Array), 4, gl.STATIC_DRAW, true));
498
+
499
+ const uvSetup = (instancing
500
+ ? ((primitive !== "points") && (primitive !== "lines") && instancedGeometry.uvCompressed && {
501
+ buf: maybeCreateBuffer(instancedGeometry.uvCompressed, 2, gl.STATIC_DRAW),
502
+ mat: instancedGeometry.uvDecodeMatrix
503
+ })
504
+ : (function() {
505
+ const uvs = buffer.uv.compileBuffer(Float32Array);
506
+ if (uvs.length === 0) {
507
+ return null;
508
+ } else if (cfgUvDecodeMatrix) {
509
+ return {
510
+ buf: maybeCreateBuffer(uvs, 2, gl.STATIC_DRAW),
511
+ mat: cfgUvDecodeMatrix
512
+ };
513
+ } else {
514
+ const bounds = geometryCompressionUtils.getUVBounds(uvs);
515
+ const result = geometryCompressionUtils.compressUVs(uvs, bounds.min, bounds.max);
516
+ return {
517
+ buf: maybeCreateBuffer(result.quantized, 2, gl.STATIC_DRAW),
518
+ mat: math.mat3(result.decodeMatrix)
519
+ };
520
+ }
521
+ })());
522
+
523
+ // Free up memory
524
+ this._buffer = null;
525
+
526
+ scratchMemory.acquire();
527
+ cleanups.push(() => scratchMemory.release());
528
+
529
+ let deferredFlagValues = null;
530
+
531
+ /**
532
+ * flags are 4bits values encoded on a 32bit base. color flag on the first 4 bits, silhouette flag on the next 4 bits and so on for edge, pick and clippable.
533
+ */
534
+ const setFlags = (portionId, flags, transparent, deferred = false) => {
535
+ getColSilhEdgePickFlags(flags, transparent, (primitive !== "points") && (primitive !== "lines"), scene, tempUint8Array4);
536
+
537
+ const clippableFlag = !!(flags & ENTITY_FLAGS.CLIPPABLE) ? 1 : 0;
538
+
539
+ let vertFlag = 0;
540
+ vertFlag |= tempUint8Array4[0];
541
+ vertFlag |= tempUint8Array4[1] << 4;
542
+ vertFlag |= tempUint8Array4[2] << 8;
543
+ vertFlag |= tempUint8Array4[3] << 12;
544
+ vertFlag |= clippableFlag << 16;
545
+
546
+ tempFloat32[0] = vertFlag;
547
+
548
+ const portion = portions[portionId];
549
+ const firstFlag = portion.portionBase;
550
+ const lenFlags = portion.portionSize;
551
+
552
+ if (deferred && (! instancedGeometry)) {
553
+ // Avoid zillions of individual WebGL bufferSubData calls - buffer them to apply in one shot
554
+ if (!deferredFlagValues) {
555
+ deferredFlagValues = new Float32Array(attributesCnt);
556
+ }
557
+ fillArray(deferredFlagValues.subarray(firstFlag, firstFlag + lenFlags), tempFloat32);
558
+ } else if (flagsBuf) {
559
+ const tempArray = scratchMemory.getTypeArray(Float32Array, lenFlags);
560
+ fillArray(tempArray, tempFloat32);
561
+ flagsBuf.setSubData(tempArray, firstFlag);
562
+ }
563
+ };
564
+
565
+ const solid = (primitive === "solid");
566
+ return {
567
+ edgesColorOpaqueAllowed: () => true,
568
+ solid: solid,
569
+ sortId: (((primitive === "points") ? "Points" : ((primitive === "lines") ? "Lines" : "Triangles"))
570
+ + (instancing ? "Instancing" : "Batching") + "Layer" +
571
+ (((primitive !== "points") && (primitive !== "lines"))
572
+ ? ((solid ? "-solid" : "-surface")
573
+ + "-autoNormals"
574
+ + (instancing
575
+ ? ""
576
+ // TODO: These two parts need to be IDs (ie. unique):
577
+ : ((textureSet && textureSet.colorTexture ? "-colorTexture" : "")
578
+ +
579
+ (textureSet && textureSet.metallicRoughnessTexture ? "-metallicRoughnessTexture" : ""))))
580
+ : "")),
581
+ setClippableFlags: setFlags,
582
+ setFlags: setFlags,
583
+ setFlags2: (portionId, flags, deferred) => { },
584
+ setDeferredFlags: () => {
585
+ if (deferredFlagValues) {
586
+ flagsBuf.setData(deferredFlagValues);
587
+ deferredFlagValues = null;
588
+ }
589
+ },
590
+
591
+ setColor: (portionId, color) => { // RGBA color is normalized as ints
592
+ if (colorsBuf) {
593
+ const portion = portions[portionId];
594
+ const tempArray = scratchMemory.getTypeArray(Uint8Array, portion.portionSize * 4);
595
+ // alpha used to be unset for points, so effectively random (from last use)
596
+ fillArray(tempArray, color.slice(0, 4));
597
+ colorsBuf.setSubData(tempArray, portion.portionBase * 4);
598
+ }
599
+ },
600
+ setMatrix: (portionId, matrix) => {
601
+ if (modelMatrixColBufs) {
602
+ modelMatrixColBufs.forEach((b, i) => {
603
+ tempFloat32Vec4[0] = matrix[i+0];
604
+ tempFloat32Vec4[1] = matrix[i+4];
605
+ tempFloat32Vec4[2] = matrix[i+8];
606
+ tempFloat32Vec4[3] = matrix[i+12];
607
+ b.setSubData(tempFloat32Vec4, portionId * 4);
608
+ });
609
+ }
610
+ },
611
+ setOffset: (portionId, offset) => {
612
+ if (!scene.entityOffsetsEnabled) {
613
+ model.error("Entity#offset not enabled for this Viewer"); // See Viewer entityOffsetsEnabled
614
+ } else {
615
+ const portion = portions[portionId];
616
+ if (offsetsBuf) {
617
+ tempVec3fa.set(offset);
618
+ const tempArray = scratchMemory.getTypeArray(Float32Array, portion.portionSize * 3);
619
+ fillArray(tempArray, tempVec3fa);
620
+ offsetsBuf.setSubData(tempArray, portion.portionBase * 3);
621
+ }
622
+ if (portion.retainedGeometry) {
623
+ portion.retainedGeometry.offset.set(offset);
624
+ }
625
+ }
626
+ },
627
+
628
+ getEachIndex: (portionId, callback) => {
629
+ const retainedGeometry = portions[portionId].retainedGeometry;
630
+ if (retainedGeometry) {
631
+ retainedGeometry.indices.forEach(i => callback(i));
632
+ }
633
+ },
634
+ getEachVertex: (portionId, callback) => {
635
+ const retainedGeometry = portions[portionId].retainedGeometry;
636
+ if (retainedGeometry) {
637
+ const origVec = tempVec4b;
638
+ if (origin) {
639
+ origVec.set(origin, 0);
640
+ } else {
641
+ origVec[0] = origVec[1] = origVec[2] = 0;
642
+ }
643
+ origVec[3] = 1;
644
+ const sceneModelMatrix = model.matrix;
645
+ math.mulMat4v4(sceneModelMatrix, origVec, origVec);
646
+ const positions = retainedGeometry.quantizedPositions;
647
+ const worldPos = tempVec4a;
648
+ for (let i = 0, len = positions.length; i < len; i += 3) {
649
+ worldPos[0] = positions[i];
650
+ worldPos[1] = positions[i + 1];
651
+ worldPos[2] = positions[i + 2];
652
+ math.decompressPosition(worldPos, positionsDecodeMatrix);
653
+ if (retainedGeometry.matrix) {
654
+ math.transformPoint3(retainedGeometry.matrix, worldPos, worldPos);
655
+ }
656
+ worldPos[3] = 1;
657
+ math.mulMat4v4(sceneModelMatrix, worldPos, worldPos);
658
+ math.addVec3(origVec, worldPos, worldPos);
659
+ callback(worldPos);
660
+ }
661
+ }
662
+ },
663
+ readGeometryData: (primitive !== "points") && (primitive !== "lines") && ((portionId) => {
664
+ const portion = (! instancing) && portions[portionId];
665
+ const indices = (portion
666
+ ? indicesBuf.getData(portion.indicesBaseIndex, portion.numIndices).map(i => i - portion.portionBase)
667
+ : indicesBuf.getData());
668
+
669
+ const sceneModelMatrix = model.matrix;
670
+
671
+ const origin4 = math.vec4();
672
+ origin4.set(origin, 0); origin4[3] = 1;
673
+ math.mulMat4v4(sceneModelMatrix, origin4, origin4);
674
+
675
+ const instanceMatrix = modelMatrixColBufs && math.mat4();
676
+ if (instanceMatrix) {
677
+ const col0 = modelMatrixColBufs[0].getData(portionId, 1);
678
+ const col1 = modelMatrixColBufs[1].getData(portionId, 1);
679
+ const col2 = modelMatrixColBufs[2].getData(portionId, 1);
680
+ instanceMatrix.set([
681
+ col0[0], col1[0], col2[0], 0,
682
+ col0[1], col1[1], col2[1], 0,
683
+ col0[2], col1[2], col2[2], 0,
684
+ col0[3], col1[3], col2[3], 1,
685
+ ]);
686
+ }
687
+
688
+ const matrix = math.mat4();
689
+ math.mulMat4(sceneModelMatrix, instanceMatrix ? math.mulMat4(instanceMatrix, positionsDecodeMatrix, matrix) : positionsDecodeMatrix, matrix);
690
+
691
+ matrix[12] += origin4[0];
692
+ matrix[13] += origin4[1];
693
+ matrix[14] += origin4[2];
694
+
695
+ const positionsQuantized = portion ? positionsBuf.getData(portion.portionBase, portion.portionSize) : positionsBuf.getData();
696
+
697
+ const positions = math.transformPositions3(
698
+ matrix,
699
+ positionsQuantized,
700
+ new Float64Array(positionsQuantized.length));
701
+
702
+ return { indices, positions };
703
+ }),
704
+ precisionRayPickSurface: (portionId, worldRayOrigin, worldRayDir, worldSurfacePos, worldNormal) => {
705
+ const retainedGeometry = portions[portionId].retainedGeometry;
706
+ if (! retainedGeometry) {
707
+ return false;
708
+ } else {
709
+ if (retainedGeometry.matrix && (! retainedGeometry.inverseMatrix)) {
710
+ retainedGeometry.inverseMatrix = math.inverseMat4(retainedGeometry.matrix, math.mat4());
711
+ }
712
+
713
+ if (worldNormal && retainedGeometry.inverseMatrix && (! retainedGeometry.normalMatrix)) {
714
+ retainedGeometry.normalMatrix = math.transposeMat4(retainedGeometry.inverseMatrix, math.mat4());
715
+ }
716
+
717
+ const positions = retainedGeometry.quantizedPositions;
718
+ const indices = retainedGeometry.indices;
719
+ const offset = retainedGeometry.offset;
720
+
721
+ const rtcRayOrigin = tempVec3a;
722
+ const rtcRayDir = tempVec3b;
723
+
724
+ rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c) : worldRayOrigin); // World -> RTC
725
+ rtcRayDir.set(worldRayDir);
726
+
727
+ if (offset) {
728
+ math.subVec3(rtcRayOrigin, offset);
729
+ }
730
+
731
+ math.transformRay(model.worldNormalMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir); // RTC -> local
732
+
733
+ if (retainedGeometry.inverseMatrix) {
734
+ math.transformRay(retainedGeometry.inverseMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir);
735
+ }
736
+
737
+ const a = tempVec3d;
738
+ const b = tempVec3e;
739
+ const c = tempVec3f;
740
+
741
+ let gotIntersect = false;
742
+ let closestDist = 0;
743
+ const closestIntersectPos = tempVec3g;
744
+
745
+ for (let i = 0, len = indices.length; i < len; i += 3) {
746
+
747
+ const ia = indices[i] * 3;
748
+ const ib = indices[i + 1] * 3;
749
+ const ic = indices[i + 2] * 3;
750
+
751
+ a[0] = positions[ia];
752
+ a[1] = positions[ia + 1];
753
+ a[2] = positions[ia + 2];
754
+
755
+ b[0] = positions[ib];
756
+ b[1] = positions[ib + 1];
757
+ b[2] = positions[ib + 2];
758
+
759
+ c[0] = positions[ic];
760
+ c[1] = positions[ic + 1];
761
+ c[2] = positions[ic + 2];
762
+
763
+ math.decompressPosition(a, positionsDecodeMatrix);
764
+ math.decompressPosition(b, positionsDecodeMatrix);
765
+ math.decompressPosition(c, positionsDecodeMatrix);
766
+
767
+ if (math.rayTriangleIntersect(rtcRayOrigin, rtcRayDir, a, b, c, closestIntersectPos)) {
768
+
769
+ if (retainedGeometry.matrix) {
770
+ math.transformPoint3(retainedGeometry.matrix, closestIntersectPos, closestIntersectPos);
771
+ }
772
+
773
+ math.transformPoint3(model.worldMatrix, closestIntersectPos, closestIntersectPos);
774
+
775
+ if (offset) {
776
+ math.addVec3(closestIntersectPos, offset);
777
+ }
778
+
779
+ if (origin) {
780
+ math.addVec3(closestIntersectPos, origin);
781
+ }
782
+
783
+ const dist = Math.abs(math.lenVec3(math.subVec3(closestIntersectPos, worldRayOrigin, [])));
784
+
785
+ if (!gotIntersect || dist > closestDist) {
786
+ closestDist = dist;
787
+ worldSurfacePos.set(closestIntersectPos);
788
+ if (worldNormal) { // Not that wasteful to eagerly compute - unlikely to hit >2 surfaces on most geometry
789
+ math.triangleNormal(a, b, c, worldNormal);
790
+ }
791
+ gotIntersect = true;
792
+ }
793
+ }
794
+ }
795
+
796
+ if (gotIntersect && worldNormal) {
797
+ if (retainedGeometry.normalMatrix) {
798
+ math.transformVec3(retainedGeometry.normalMatrix, worldNormal, worldNormal);
799
+ }
800
+ math.transformVec3(model.worldNormalMatrix, worldNormal, worldNormal);
801
+ math.normalizeVec3(worldNormal);
802
+ }
803
+
804
+ return gotIntersect;
805
+ }
806
+ },
807
+
808
+ layerTextureSet: textureSet,
809
+
810
+ renderers: getRenderers(scene, instancing ? "instancing" : "batching", primitive,
811
+ model.saoEnabled,
812
+ model.pbrEnabled && uvSetup && textureSet && textureSet.colorTexture && normalsBuf && metallicRoughnessBuf && textureSet.metallicRoughnessTexture,
813
+ model.colorTextureEnabled && uvSetup && textureSet && textureSet.colorTexture,
814
+ !!normalsBuf,
815
+ (programVariables) => makeVBORenderingAttributes(programVariables, instancing && { hasModelNormalMat: !!modelNormalMatrixColBufs }, scene.entityOffsetsEnabled)),
816
+ drawCalls: (function() {
817
+ const drawCallCache = { };
818
+ const makeDrawer = (subGeometry) => (attributesHash, layerTypeInputs, viewState) => {
819
+ let offset = 0;
820
+ const mat4Size = 4 * 4;
821
+ matricesUniformBlockBufferData.set(model.rotationMatrix, 0);
822
+ matricesUniformBlockBufferData.set(viewState.viewMatrix, offset += mat4Size);
823
+ matricesUniformBlockBufferData.set(viewState.projMatrix, offset += mat4Size);
824
+ matricesUniformBlockBufferData.set(positionsDecodeMatrix, offset += mat4Size);
825
+ if (layerTypeInputs.needNormal()) {
826
+ matricesUniformBlockBufferData.set(model.worldNormalMatrix, offset += mat4Size);
827
+ matricesUniformBlockBufferData.set(viewState.viewNormalMatrix, offset += mat4Size);
828
+ }
829
+ layerTypeInputs.matrices.setInputValue(matricesUniformBlockBufferData);
830
+
831
+ layerTypeInputs.uvDecodeMatrix.setInputValue && layerTypeInputs.uvDecodeMatrix.setInputValue(uvSetup.mat);
832
+
833
+ if (! (attributesHash in drawCallCache)) {
834
+ drawCallCache[attributesHash] = [ null, null, null ];
835
+ }
836
+ const inputsCache = drawCallCache[attributesHash];
837
+ const cacheKey = subGeometry ? (subGeometry.vertices ? 0 : 1) : 2;
838
+ if (! inputsCache[cacheKey]) {
839
+ const vao = gl.createVertexArray();
840
+ gl.bindVertexArray(vao);
841
+
842
+ const setAttr = (a, b) => { if (a && a.setInputValue && b) { a.setInputValue(b); } };
843
+ const attrs = layerTypeInputs.attributes;
844
+ setAttr(attrs.position, positionsBuf);
845
+ setAttr(attrs.normal, normalsBuf);
846
+ setAttr(attrs.color, colorsBuf);
847
+ setAttr(attrs.pickColor, pickColorsBuf);
848
+ setAttr(attrs.uV, uvSetup && uvSetup.buf);
849
+ setAttr(attrs.metallicRoughness, metallicRoughnessBuf);
850
+ setAttr(attrs.flags, flagsBuf);
851
+ setAttr(attrs.offset, offsetsBuf);
852
+ attrs.modelMatrixCol && attrs.modelMatrixCol.forEach((a, i) => setAttr(a, modelMatrixColBufs[i]));
853
+ attrs.modelNormalMatrixCol && attrs.modelNormalMatrixCol.forEach((a, i) => setAttr(a, modelNormalMatrixColBufs[i]));
854
+
855
+ const drawer = (function() {
856
+ // TODO: Use drawElements count and offset to draw only one entity
857
+
858
+ const drawPoints = () => {
859
+ if (instancing) {
860
+ gl.drawArraysInstanced(gl.POINTS, 0, positionsBuf.numItems, portions.length);
861
+ } else {
862
+ gl.drawArrays(gl.POINTS, 0, positionsBuf.numItems);
863
+ }
864
+ };
865
+
866
+ const elementsDrawer = (mode, indicesBuf) => {
867
+ indicesBuf.bindIndicesBuffer();
868
+ const count = indicesBuf.indicesCount;
869
+ const type = indicesBuf.indicesType;
870
+ return () => {
871
+ if (instancing) {
872
+ gl.drawElementsInstanced(mode, count, type, 0, portions.length);
873
+ } else {
874
+ gl.drawElements(mode, count, type, 0);
875
+ }
876
+ };
877
+ };
878
+
879
+ if (primitive === "points") {
880
+ return drawPoints;
881
+ } else if (primitive === "lines") {
882
+ if (subGeometry && subGeometry.vertices) {
883
+ return drawPoints;
884
+ } else {
885
+ return elementsDrawer(gl.LINES, indicesBuf);
886
+ }
887
+ } else { // triangles
888
+ if (subGeometry && subGeometry.vertices) {
889
+ return drawPoints;
890
+ } else if (subGeometry && edgeIndicesBuf) {
891
+ return elementsDrawer(gl.LINES, edgeIndicesBuf);
892
+ } else {
893
+ return elementsDrawer(gl.TRIANGLES, indicesBuf);
894
+ }
895
+ }
896
+ })();
897
+
898
+ gl.bindVertexArray(null);
899
+
900
+ cleanups.push(() => gl.deleteVertexArray(vao));
901
+
902
+ inputsCache[cacheKey] = () => {
903
+ gl.bindVertexArray(vao);
904
+ drawer();
905
+ gl.bindVertexArray(null);
906
+ };
907
+ }
908
+
909
+ inputsCache[cacheKey]();
910
+ };
911
+
912
+ return {
913
+ drawVertices: makeDrawer({ vertices: true }),
914
+ drawEdges: makeDrawer({ }),
915
+ drawSurface: makeDrawer(null)
916
+ };
917
+ })(),
918
+
919
+ destroy: () => {
920
+ cleanups.forEach(c => c());
921
+ cleanups.length = 0;
922
+ }
923
+ };
924
+ }
925
+ }
926
+
927
+ const lazyShaderVariable = function(name) {
928
+ const variable = {
929
+ toString: () => {
930
+ variable.needed = true;
931
+ return name;
932
+ }
933
+ };
934
+ return variable;
935
+ };
936
+
937
+ const makeVBORenderingAttributes = function(programVariables, instancing, entityOffsetsEnabled) {
938
+ const createAttribute = programVariables.createAttribute;
939
+
940
+ const attributes = {
941
+ position: createAttribute("vec3", "positionA"),
942
+ normal: createAttribute("vec3", "normalA"),
943
+ color: createAttribute("vec4", "colorA"),
944
+ pickColor: createAttribute("vec4", "pickColor"),
945
+ uV: createAttribute("vec2", "uvApremul"),
946
+ metallicRoughness: createAttribute("vec2", "metallicRoughness"),
947
+ flags: createAttribute("float", "flagsA"),
948
+ offset: entityOffsetsEnabled && createAttribute("vec3", "offset"),
949
+ modelMatrixCol: instancing && iota(3).map(i => createAttribute("vec4", "modelMatrixCol" + i)),
950
+ modelNormalMatrixCol: instancing && instancing.hasModelNormalMat && iota(3).map(i => createAttribute("vec4", "modelNormalMatrixCol" + i))
951
+ };
952
+
953
+ const uvA = lazyShaderVariable("aUv");
954
+ const viewNormal = lazyShaderVariable("viewNormal");
955
+ const worldNormal = lazyShaderVariable("worldNormal");
956
+ const uvDecodeMatrix = programVariables.createUniform("mat3", "uvDecodeMatrix");
957
+
958
+ const needNormal = () => (viewNormal.needed || worldNormal.needed);
959
+ const matrices = programVariables.createUniformBlock(
960
+ "Matrices",
961
+ {
962
+ worldMatrix: "mat4",
963
+ viewMatrix: "mat4",
964
+ projMatrix: "mat4",
965
+ positionsDecodeMatrix: "mat4",
966
+ worldNormalMatrix: "mat4",
967
+ viewNormalMatrix: "mat4"
968
+ });
969
+
970
+ return {
971
+ dontCullOnAlphaZero: true,
972
+
973
+ geometryParameters: {
974
+ attributes: {
975
+ clippable: `((int(${attributes.flags}) >> 16 & 0xF) == 1)`,
976
+ color: attributes.color,
977
+ flags: iota(4).map(i => ({ toString: () => `(int(${attributes.flags}) >> ${i * 4} & 0xF)` })),
978
+ metallicRoughness: attributes.metallicRoughness,
979
+ normal: {
980
+ view: viewNormal,
981
+ world: worldNormal
982
+ },
983
+ pickColor: attributes.pickColor,
984
+ position: {
985
+ clip: "gl_Position",
986
+ view: "viewPosition",
987
+ world: "worldPosition"
988
+ },
989
+ uv: uvA
990
+ },
991
+ projMatrix: matrices.projMatrix,
992
+ viewMatrix: matrices.viewMatrix
993
+ },
994
+
995
+ appendVertexData: (src) => {
996
+ uvA.needed && src.push(`vec2 ${uvA} = (${uvDecodeMatrix} * vec3(${attributes.uV}, 1.0)).xy;`);
997
+
998
+ const modelMatrixTransposed = attributes.modelMatrixCol && `mat4(${attributes.modelMatrixCol[0]}, ${attributes.modelMatrixCol[1]}, ${attributes.modelMatrixCol[2]}, vec4(0.0,0.0,0.0,1.0))`;
999
+ src.push(`vec4 worldPosition = ${matrices.worldMatrix} * (${matrices.positionsDecodeMatrix} * vec4(${attributes.position}, 1.0)${modelMatrixTransposed ? (" * " + modelMatrixTransposed) : ""});`);
1000
+ attributes.offset && src.push(`worldPosition.xyz = worldPosition.xyz + ${attributes.offset};`);
1001
+
1002
+ if (needNormal()) {
1003
+ const timesModelNormalMatrixT = attributes.modelNormalMatrixCol && `* mat4(${attributes.modelNormalMatrixCol[0]}, ${attributes.modelNormalMatrixCol[1]}, ${attributes.modelNormalMatrixCol[2]}, vec4(0.0,0.0,0.0,1.0))`;
1004
+ src.push(`vec4 modelNormal = vec4(${programVariables.commonLibrary.octDecode}(${attributes.normal}.xy), 0.0)${timesModelNormalMatrixT || ""};`);
1005
+ src.push(`vec3 ${worldNormal} = (${matrices.worldNormalMatrix} * modelNormal).xyz;`);
1006
+ if (viewNormal.needed) {
1007
+ src.push(`vec3 ${viewNormal} = normalize((${matrices.viewNormalMatrix} * vec4(${worldNormal}, 0.0)).xyz);`);
1008
+ }
1009
+ }
1010
+ },
1011
+
1012
+ layerTypeInputs: {
1013
+ attributes: attributes,
1014
+ matrices: matrices,
1015
+ uvDecodeMatrix: uvDecodeMatrix,
1016
+ needNormal: needNormal
1017
+ }
1018
+ };
1019
+ };