@xeokit/xeokit-sdk 2.6.92 → 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 (182) hide show
  1. package/dist/xeokit-sdk.cjs.js +13074 -44661
  2. package/dist/xeokit-sdk.es.js +13075 -44660
  3. package/dist/xeokit-sdk.es5.js +1403 -3501
  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/viewer/Viewer.js +55 -103
  9. package/src/viewer/scene/canvas/Canvas.js +3 -43
  10. package/src/viewer/scene/geometry/ReadableGeometry.js +0 -25
  11. package/src/viewer/scene/lights/CubeTexture.js +0 -13
  12. package/src/viewer/scene/lights/DirLight.js +2 -1
  13. package/src/viewer/scene/lights/PointLight.js +2 -1
  14. package/src/viewer/scene/materials/Texture.js +0 -9
  15. package/src/viewer/scene/math/rtcCoords.js +1 -38
  16. package/src/viewer/scene/mesh/Mesh.js +454 -212
  17. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +305 -1504
  18. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +35 -0
  19. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +34 -0
  20. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +9 -158
  21. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +21 -151
  22. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +12 -124
  23. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +22 -97
  24. package/src/viewer/scene/model/SceneModel.js +248 -852
  25. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  26. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  27. package/src/viewer/scene/model/layer/DTXLayer.js +940 -0
  28. package/src/viewer/scene/model/layer/Layer.js +788 -0
  29. package/src/viewer/scene/model/layer/VBOLayer.js +1019 -0
  30. package/src/viewer/scene/model/layer/programs/ColorProgram.js +35 -0
  31. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +46 -0
  32. package/src/viewer/scene/model/layer/programs/DepthProgram.js +11 -0
  33. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +12 -0
  34. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +24 -0
  35. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +12 -0
  36. package/src/viewer/scene/model/layer/programs/PBRProgram.js +180 -0
  37. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +30 -0
  38. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +12 -0
  39. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +18 -0
  40. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +23 -0
  41. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +15 -0
  42. package/src/viewer/scene/model/layer/programs/SnapProgram.js +29 -0
  43. package/src/viewer/scene/scene/Scene.js +21 -38
  44. package/src/viewer/scene/webgl/ArrayBuf.js +5 -20
  45. package/src/viewer/scene/webgl/FrameContext.js +14 -86
  46. package/src/viewer/scene/webgl/RenderBuffer.js +62 -262
  47. package/src/viewer/scene/webgl/Renderer.js +880 -843
  48. package/src/viewer/scene/webgl/WebGLRenderer.js +612 -0
  49. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +60 -132
  50. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +167 -328
  51. package/src/viewer/scene/mesh/draw/DrawRenderer.js +0 -998
  52. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +0 -259
  53. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +0 -160
  54. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +0 -286
  55. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +0 -263
  56. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +0 -221
  57. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +0 -223
  58. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +0 -200
  59. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +0 -214
  60. package/src/viewer/scene/model/RENDER_PASSES.js +0 -34
  61. package/src/viewer/scene/model/dtx/BindableDataTexture.js +0 -31
  62. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +0 -27
  63. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +0 -897
  64. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +0 -46
  65. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +0 -411
  66. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +0 -49
  67. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +0 -208
  68. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +0 -389
  69. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +0 -65
  70. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +0 -1399
  71. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +0 -46
  72. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +0 -250
  73. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +0 -518
  74. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +0 -54
  75. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +0 -639
  76. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +0 -464
  77. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +0 -423
  78. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +0 -431
  79. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +0 -345
  80. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +0 -436
  81. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +0 -466
  82. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +0 -437
  83. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +0 -460
  84. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +0 -437
  85. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +0 -307
  86. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +0 -472
  87. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +0 -474
  88. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +0 -435
  89. package/src/viewer/scene/model/vbo/ScratchMemory.js +0 -63
  90. package/src/viewer/scene/model/vbo/VBORenderer.js +0 -664
  91. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +0 -704
  92. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +0 -19
  93. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +0 -318
  94. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +0 -114
  95. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +0 -99
  96. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +0 -124
  97. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +0 -313
  98. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +0 -311
  99. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +0 -24
  100. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +0 -688
  101. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +0 -24
  102. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +0 -168
  103. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +0 -136
  104. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +0 -156
  105. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +0 -148
  106. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +0 -144
  107. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +0 -107
  108. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +0 -146
  109. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +0 -315
  110. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +0 -305
  111. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +0 -24
  112. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +0 -1346
  113. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +0 -131
  114. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +0 -135
  115. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +0 -12
  116. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +0 -403
  117. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +0 -35
  118. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +0 -252
  119. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +0 -294
  120. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +0 -115
  121. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +0 -246
  122. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +0 -139
  123. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +0 -125
  124. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  125. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +0 -144
  126. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +0 -130
  127. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -121
  128. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -131
  129. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +0 -107
  130. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -144
  131. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +0 -313
  132. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +0 -312
  133. package/src/viewer/scene/model/vbo/float16.js +0 -760
  134. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +0 -711
  135. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +0 -148
  136. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +0 -26
  137. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +0 -139
  138. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +0 -127
  139. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +0 -308
  140. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +0 -299
  141. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +0 -733
  142. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +0 -174
  143. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +0 -156
  144. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +0 -149
  145. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +0 -170
  146. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +0 -152
  147. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +0 -26
  148. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +0 -174
  149. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +0 -119
  150. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +0 -154
  151. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +0 -307
  152. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +0 -293
  153. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +0 -150
  154. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +0 -1289
  155. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +0 -135
  156. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +0 -137
  157. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +0 -12
  158. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +0 -403
  159. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +0 -267
  160. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +0 -299
  161. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +0 -126
  162. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +0 -255
  163. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +0 -130
  164. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +0 -32
  165. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +0 -138
  166. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +0 -128
  167. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  168. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +0 -149
  169. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +0 -136
  170. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -130
  171. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -145
  172. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +0 -113
  173. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -148
  174. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +0 -319
  175. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +0 -310
  176. package/src/viewer/scene/webgl/Attribute.js +0 -23
  177. package/src/viewer/scene/webgl/Program.js +0 -181
  178. package/src/viewer/scene/webgl/RenderBufferManager.js +0 -34
  179. package/src/viewer/scene/webgl/Sampler.js +0 -18
  180. package/src/viewer/scene/webgl/Shader.js +0 -49
  181. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +0 -324
  182. 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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+
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+ 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.
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+ */
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+ let cnt = 0;
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+ const arrays = new Map();
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+ return {
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+ acquire: () => cnt++,
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+ release: () => {
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+ cnt--;
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+ if (cnt === 0) {
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+ arrays.clear();
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+ }
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+ },
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+ getTypeArray: function(type, len) {
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+ if (! arrays.has(type)) {
61
+ arrays.set(type, { });
62
+ }
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+ const typeArrays = arrays.get(type);
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+ if (! (len in typeArrays)) {
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+ typeArrays[len] = new type(len);
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+ }
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+ return typeArrays[len];
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+ }
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+ };
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+ })();
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+
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+ /**
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+ * @private
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+ */
75
+ export class VBOLayer extends Layer {
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+
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+ /**
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+ * @param model
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+ * @param primitive
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+ * @param origin
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+ *
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+ * @param cfg
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+ * @param cfg.textureSet
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+ *
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+ * batching:
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+ * @param cfg.positionsDecodeMatrix
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+ * @param cfg.uvDecodeMatrix
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+ * @param cfg.maxGeometryBatchSize
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+ *
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+ * instancing:
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+ * @param cfg.geometry
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+ */
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+ constructor(model, primitive, origin, cfg) {
94
+
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+ super(model, primitive, origin);
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+
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+ const instancing = !! cfg.geometry;
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+
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+ this._maxVerts = cfg.maxGeometryBatchSize;
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+
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+ 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;
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+ 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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+
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+ const attribute = function() {
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+ let length = 0;
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+ const portions = [ ];
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+
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+ return {
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+ length: () => length,
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+ 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
+ },
121
+ 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;
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+ const dScale = p.denormalizeScale;
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+ const increment = p.increment;
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+ const subBuf = buf.subarray(begin);
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+
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+ if ((dScale === 1.0) && (increment === 0.0)) {
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+ subBuf.set(data);
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+ } else {
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+ for (let i = 0; i < data.length; ++i) {
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+ subBuf[i] = increment + data[i] * dScale;
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+ }
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+ }
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+
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
+ };