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