@xeokit/xeokit-sdk 2.6.91 → 2.6.93

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 (184) hide show
  1. package/dist/xeokit-sdk.cjs.js +13128 -44669
  2. package/dist/xeokit-sdk.es.js +13129 -44668
  3. package/dist/xeokit-sdk.es5.js +1414 -3498
  4. package/dist/xeokit-sdk.min.cjs.js +8 -8
  5. package/dist/xeokit-sdk.min.es.js +8 -8
  6. package/dist/xeokit-sdk.min.es5.js +7 -7
  7. package/package.json +1 -1
  8. package/src/plugins/AngleMeasurementsPlugin/AngleMeasurement.js +21 -1
  9. package/src/plugins/DistanceMeasurementsPlugin/DistanceMeasurement.js +32 -6
  10. package/src/viewer/Viewer.js +55 -103
  11. package/src/viewer/scene/canvas/Canvas.js +3 -43
  12. package/src/viewer/scene/geometry/ReadableGeometry.js +0 -25
  13. package/src/viewer/scene/lights/CubeTexture.js +0 -13
  14. package/src/viewer/scene/lights/DirLight.js +2 -1
  15. package/src/viewer/scene/lights/PointLight.js +2 -1
  16. package/src/viewer/scene/materials/Texture.js +0 -9
  17. package/src/viewer/scene/math/rtcCoords.js +1 -38
  18. package/src/viewer/scene/mesh/Mesh.js +454 -212
  19. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +305 -1504
  20. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +35 -0
  21. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +34 -0
  22. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +9 -158
  23. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +21 -151
  24. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +12 -124
  25. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +22 -97
  26. package/src/viewer/scene/model/SceneModel.js +248 -852
  27. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  28. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  29. package/src/viewer/scene/model/layer/DTXLayer.js +940 -0
  30. package/src/viewer/scene/model/layer/Layer.js +788 -0
  31. package/src/viewer/scene/model/layer/VBOLayer.js +1019 -0
  32. package/src/viewer/scene/model/layer/programs/ColorProgram.js +35 -0
  33. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +46 -0
  34. package/src/viewer/scene/model/layer/programs/DepthProgram.js +11 -0
  35. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +12 -0
  36. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +24 -0
  37. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +12 -0
  38. package/src/viewer/scene/model/layer/programs/PBRProgram.js +180 -0
  39. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +30 -0
  40. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +12 -0
  41. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +18 -0
  42. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +23 -0
  43. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +15 -0
  44. package/src/viewer/scene/model/layer/programs/SnapProgram.js +29 -0
  45. package/src/viewer/scene/scene/Scene.js +21 -38
  46. package/src/viewer/scene/webgl/ArrayBuf.js +5 -20
  47. package/src/viewer/scene/webgl/FrameContext.js +14 -86
  48. package/src/viewer/scene/webgl/RenderBuffer.js +62 -262
  49. package/src/viewer/scene/webgl/Renderer.js +880 -843
  50. package/src/viewer/scene/webgl/WebGLRenderer.js +612 -0
  51. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +60 -132
  52. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +167 -328
  53. package/src/viewer/scene/mesh/draw/DrawRenderer.js +0 -998
  54. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +0 -259
  55. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +0 -160
  56. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +0 -286
  57. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +0 -263
  58. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +0 -221
  59. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +0 -223
  60. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +0 -200
  61. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +0 -214
  62. package/src/viewer/scene/model/RENDER_PASSES.js +0 -34
  63. package/src/viewer/scene/model/dtx/BindableDataTexture.js +0 -31
  64. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +0 -27
  65. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +0 -897
  66. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +0 -46
  67. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +0 -411
  68. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +0 -49
  69. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +0 -208
  70. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +0 -389
  71. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +0 -65
  72. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +0 -1399
  73. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +0 -46
  74. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +0 -250
  75. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +0 -518
  76. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +0 -54
  77. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +0 -639
  78. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +0 -464
  79. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +0 -423
  80. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +0 -431
  81. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +0 -345
  82. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +0 -436
  83. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +0 -466
  84. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +0 -437
  85. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +0 -460
  86. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +0 -437
  87. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +0 -307
  88. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +0 -472
  89. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +0 -474
  90. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +0 -435
  91. package/src/viewer/scene/model/vbo/ScratchMemory.js +0 -63
  92. package/src/viewer/scene/model/vbo/VBORenderer.js +0 -664
  93. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +0 -704
  94. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +0 -19
  95. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +0 -318
  96. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +0 -114
  97. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +0 -99
  98. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +0 -124
  99. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +0 -313
  100. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +0 -311
  101. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +0 -24
  102. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +0 -688
  103. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +0 -24
  104. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +0 -168
  105. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +0 -136
  106. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +0 -156
  107. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +0 -148
  108. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +0 -144
  109. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +0 -107
  110. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +0 -146
  111. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +0 -315
  112. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +0 -305
  113. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +0 -24
  114. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +0 -1346
  115. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +0 -131
  116. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +0 -135
  117. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +0 -12
  118. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +0 -403
  119. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +0 -35
  120. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +0 -252
  121. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +0 -294
  122. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +0 -115
  123. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +0 -246
  124. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +0 -139
  125. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +0 -125
  126. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  127. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +0 -144
  128. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +0 -130
  129. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -121
  130. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -131
  131. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +0 -107
  132. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -144
  133. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +0 -313
  134. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +0 -312
  135. package/src/viewer/scene/model/vbo/float16.js +0 -760
  136. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +0 -711
  137. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +0 -148
  138. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +0 -26
  139. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +0 -139
  140. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +0 -127
  141. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +0 -308
  142. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +0 -299
  143. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +0 -733
  144. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +0 -174
  145. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +0 -156
  146. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +0 -149
  147. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +0 -170
  148. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +0 -152
  149. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +0 -26
  150. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +0 -174
  151. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +0 -119
  152. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +0 -154
  153. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +0 -307
  154. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +0 -293
  155. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +0 -150
  156. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +0 -1289
  157. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +0 -135
  158. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +0 -137
  159. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +0 -12
  160. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +0 -403
  161. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +0 -267
  162. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +0 -299
  163. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +0 -126
  164. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +0 -255
  165. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +0 -130
  166. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +0 -32
  167. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +0 -138
  168. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +0 -128
  169. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  170. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +0 -149
  171. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +0 -136
  172. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -130
  173. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -145
  174. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +0 -113
  175. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -148
  176. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +0 -319
  177. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +0 -310
  178. package/src/viewer/scene/webgl/Attribute.js +0 -23
  179. package/src/viewer/scene/webgl/Program.js +0 -181
  180. package/src/viewer/scene/webgl/RenderBufferManager.js +0 -34
  181. package/src/viewer/scene/webgl/Sampler.js +0 -18
  182. package/src/viewer/scene/webgl/Shader.js +0 -49
  183. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +0 -324
  184. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +0 -384
@@ -1,324 +0,0 @@
1
- import {Program} from "./../Program.js";
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- import {ArrayBuf} from "./../ArrayBuf.js";
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- import {math} from "../../math/math.js";
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- import {WEBGL_INFO} from "../../webglInfo.js";
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-
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- const blurStdDev = 4;
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- const blurDepthCutoff = 0.01;
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- const KERNEL_RADIUS = 16;
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-
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- const sampleOffsetsVert = new Float32Array(createSampleOffsets(KERNEL_RADIUS + 1, [0, 1]));
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- const sampleOffsetsHor = new Float32Array(createSampleOffsets(KERNEL_RADIUS + 1, [1, 0]));
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- const sampleWeights = new Float32Array(createSampleWeights(KERNEL_RADIUS + 1, blurStdDev));
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-
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- const tempVec2a = new Float32Array(2);
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-
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- /**
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- * SAO implementation inspired from previous SAO work in THREE.js by ludobaka / ludobaka.github.io and bhouston
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- * @private
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- */
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- class SAODepthLimitedBlurRenderer {
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-
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- constructor(scene) {
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-
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- this._scene = scene;
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-
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- // The program
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-
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- this._program = null;
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- this._programError = false;
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-
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- // Variable locations
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-
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- this._aPosition = null;
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- this._aUV = null;
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-
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- this._uDepthTexture = "uDepthTexture";
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- this._uOcclusionTexture = "uOcclusionTexture";
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-
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- this._uViewport = null;
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- this._uCameraNear = null;
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- this._uCameraFar = null;
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- this._uCameraProjectionMatrix = null;
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- this._uCameraInverseProjectionMatrix = null;
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-
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- // VBOs
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-
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- this._uvBuf = null;
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- this._positionsBuf = null;
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- this._indicesBuf = null;
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-
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- this.init();
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- }
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-
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- init() {
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-
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- // Create program & VBOs, locate attributes and uniforms
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-
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- const gl = this._scene.canvas.gl;
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-
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- this._program = new Program(gl, {
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-
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- vertex: [
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- `#version 300 es
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- precision highp float;
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- precision highp int;
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-
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- in vec3 aPosition;
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- in vec2 aUV;
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- uniform vec2 uViewport;
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- out vec2 vUV;
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- out vec2 vInvSize;
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- void main () {
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- vUV = aUV;
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- vInvSize = 1.0 / uViewport;
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- gl_Position = vec4(aPosition, 1.0);
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- }`],
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-
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- fragment: [
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- `#version 300 es
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- precision highp float;
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- precision highp int;
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-
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- #define PI 3.14159265359
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- #define PI2 6.28318530718
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- #define EPSILON 1e-6
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-
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- #define KERNEL_RADIUS ${KERNEL_RADIUS}
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-
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- in vec2 vUV;
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- in vec2 vInvSize;
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-
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- uniform sampler2D uDepthTexture;
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- uniform sampler2D uOcclusionTexture;
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-
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- uniform float uCameraNear;
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- uniform float uCameraFar;
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- uniform float uDepthCutoff;
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-
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- uniform vec2 uSampleOffsets[ KERNEL_RADIUS + 1 ];
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- uniform float uSampleWeights[ KERNEL_RADIUS + 1 ];
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-
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- const float unpackDownscale = 255. / 256.;
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-
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- const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
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- const vec4 unpackFactors = unpackDownscale / vec4( packFactors, 1. );
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-
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- const float packUpscale = 256. / 255.;
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-
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- const float shiftRights = 1. / 256.;
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-
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- float unpackRGBAToFloat( const in vec4 v ) {
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- return dot( floor( v * 255.0 + 0.5 ) / 255.0, unpackFactors );
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- }
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-
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- vec4 packFloatToRGBA( const in float v ) {
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- vec4 r = vec4( fract( v * packFactors ), v );
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- r.yzw -= r.xyz * shiftRights;
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- return r * packUpscale;
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- }
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-
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- float viewZToOrthographicDepth( const in float viewZ) {
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- return ( viewZ + uCameraNear ) / ( uCameraNear - uCameraFar );
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- }
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-
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- float orthographicDepthToViewZ( const in float linearClipZ) {
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- return linearClipZ * ( uCameraNear - uCameraFar ) - uCameraNear;
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- }
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-
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- float viewZToPerspectiveDepth( const in float viewZ) {
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- return (( uCameraNear + viewZ ) * uCameraFar ) / (( uCameraFar - uCameraNear ) * viewZ );
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- }
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-
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- float perspectiveDepthToViewZ( const in float invClipZ) {
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- return ( uCameraNear * uCameraFar ) / ( ( uCameraFar - uCameraNear ) * invClipZ - uCameraFar );
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- }
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-
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- float getDepth( const in vec2 screenPosition ) {
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- return vec4(texture(uDepthTexture, screenPosition)).r;
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- }
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-
141
- float getViewZ( const in float depth ) {
142
- return perspectiveDepthToViewZ( depth );
143
- }
144
-
145
- out vec4 outColor;
146
-
147
- void main() {
148
-
149
- float depth = getDepth( vUV );
150
- if( depth >= ( 1.0 - EPSILON ) ) {
151
- discard;
152
- }
153
-
154
- float centerViewZ = -getViewZ( depth );
155
- bool rBreak = false;
156
- bool lBreak = false;
157
-
158
- float weightSum = uSampleWeights[0];
159
- float occlusionSum = unpackRGBAToFloat(texture( uOcclusionTexture, vUV )) * weightSum;
160
-
161
- for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
162
-
163
- float sampleWeight = uSampleWeights[i];
164
- vec2 sampleUVOffset = uSampleOffsets[i] * vInvSize;
165
-
166
- vec2 sampleUV = vUV + sampleUVOffset;
167
- float viewZ = -getViewZ( getDepth( sampleUV ) );
168
-
169
- if( abs( viewZ - centerViewZ ) > uDepthCutoff ) {
170
- rBreak = true;
171
- }
172
-
173
- if( ! rBreak ) {
174
- occlusionSum += unpackRGBAToFloat(texture( uOcclusionTexture, sampleUV )) * sampleWeight;
175
- weightSum += sampleWeight;
176
- }
177
-
178
- sampleUV = vUV - sampleUVOffset;
179
- viewZ = -getViewZ( getDepth( sampleUV ) );
180
-
181
- if( abs( viewZ - centerViewZ ) > uDepthCutoff ) {
182
- lBreak = true;
183
- }
184
-
185
- if( ! lBreak ) {
186
- occlusionSum += unpackRGBAToFloat(texture( uOcclusionTexture, sampleUV )) * sampleWeight;
187
- weightSum += sampleWeight;
188
- }
189
- }
190
-
191
- outColor = packFloatToRGBA(occlusionSum / weightSum);
192
- }`
193
- ]
194
- });
195
-
196
- if (this._program.errors) {
197
- console.error(this._program.errors.join("\n"));
198
- this._programError = true;
199
- return;
200
- }
201
-
202
- const uv = new Float32Array([1, 1, 0, 1, 0, 0, 1, 0]);
203
- const positions = new Float32Array([1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0]);
204
-
205
- // Mitigation: if Uint8Array is used, the geometry is corrupted on OSX when using Chrome with data-textures
206
- const indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
207
-
208
- this._positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, positions, positions.length, 3, gl.STATIC_DRAW);
209
- this._uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uv, uv.length, 2, gl.STATIC_DRAW);
210
- this._indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, indices, indices.length, 1, gl.STATIC_DRAW);
211
-
212
- this._program.bind();
213
-
214
- this._uViewport = this._program.getLocation("uViewport");
215
-
216
- this._uCameraNear = this._program.getLocation("uCameraNear");
217
- this._uCameraFar = this._program.getLocation("uCameraFar");
218
-
219
- this._uDepthCutoff = this._program.getLocation("uDepthCutoff");
220
-
221
- this._uSampleOffsets = gl.getUniformLocation(this._program.handle, "uSampleOffsets");
222
- this._uSampleWeights = gl.getUniformLocation(this._program.handle, "uSampleWeights");
223
-
224
- this._aPosition = this._program.getAttribute("aPosition");
225
- this._aUV = this._program.getAttribute("aUV");
226
- }
227
-
228
- render(depthRenderBuffer, occlusionRenderBuffer, direction) {
229
-
230
- if (this._programError) {
231
- return;
232
- }
233
-
234
- if (!this._getInverseProjectMat) { // HACK: scene.camera not defined until render time
235
- this._getInverseProjectMat = (() => {
236
- let projMatDirty = true;
237
- this._scene.camera.on("projMatrix", function () {
238
- projMatDirty = true;
239
- });
240
- const inverseProjectMat = math.mat4();
241
- return () => {
242
- if (projMatDirty) {
243
- math.inverseMat4(scene.camera.projMatrix, inverseProjectMat);
244
- }
245
- return inverseProjectMat;
246
- }
247
- })();
248
- }
249
-
250
- const gl = this._scene.canvas.gl;
251
- const program = this._program;
252
- const scene = this._scene;
253
- const viewportWidth = gl.drawingBufferWidth;
254
- const viewportHeight = gl.drawingBufferHeight;
255
- const projectState = scene.camera.project._state;
256
- const near = projectState.near;
257
- const far = projectState.far;
258
-
259
- gl.viewport(0, 0, viewportWidth, viewportHeight);
260
- gl.clearColor(0, 0, 0, 1);
261
- gl.enable(gl.DEPTH_TEST);
262
- gl.disable(gl.BLEND);
263
- gl.frontFace(gl.CCW);
264
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
265
-
266
- program.bind();
267
-
268
- tempVec2a[0] = viewportWidth;
269
- tempVec2a[1] = viewportHeight;
270
-
271
- gl.uniform2fv(this._uViewport, tempVec2a);
272
- gl.uniform1f(this._uCameraNear, near);
273
- gl.uniform1f(this._uCameraFar, far);
274
-
275
- gl.uniform1f(this._uDepthCutoff, blurDepthCutoff);
276
-
277
- if (direction === 0) {// Horizontal
278
- gl.uniform2fv(this._uSampleOffsets, sampleOffsetsHor);
279
- } else { // Vertical
280
- gl.uniform2fv(this._uSampleOffsets, sampleOffsetsVert);
281
- }
282
-
283
- gl.uniform1fv(this._uSampleWeights, sampleWeights);
284
-
285
- const depthTexture = depthRenderBuffer.getDepthTexture();
286
- const occlusionTexture = occlusionRenderBuffer.getTexture();
287
-
288
- program.bindTexture(this._uDepthTexture, depthTexture, 0); // TODO: use FrameCtx.textureUnit
289
- program.bindTexture(this._uOcclusionTexture, occlusionTexture, 1);
290
-
291
- this._aUV.bindArrayBuffer(this._uvBuf);
292
- this._aPosition.bindArrayBuffer(this._positionsBuf);
293
- this._indicesBuf.bind();
294
-
295
- gl.drawElements(gl.TRIANGLES, this._indicesBuf.numItems, this._indicesBuf.itemType, 0);
296
- }
297
-
298
- destroy() {
299
- this._program.destroy();
300
- }
301
- }
302
-
303
- function createSampleWeights(kernelRadius, stdDev) {
304
- const weights = [];
305
- for (let i = 0; i <= kernelRadius; i++) {
306
- weights.push(gaussian(i, stdDev));
307
- }
308
- return weights; // TODO: Optimize
309
- }
310
-
311
- function gaussian(x, stdDev) {
312
- return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev);
313
- }
314
-
315
- function createSampleOffsets(kernelRadius, uvIncrement) {
316
- const offsets = [];
317
- for (let i = 0; i <= kernelRadius; i++) {
318
- offsets.push(uvIncrement[0] * i);
319
- offsets.push(uvIncrement[1] * i);
320
- }
321
- return offsets;
322
- }
323
-
324
- export {SAODepthLimitedBlurRenderer};
@@ -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};