@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 +1,612 @@
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+ import {Map} from "../utils/Map.js";
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+ const ids = new Map({});
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+
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+ import {math} from "../math/math.js";
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+ const tempVec3a = math.vec3();
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+ const tempVec4 = math.vec4();
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+
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+ import {LinearEncoding, sRGBEncoding} from "../constants/constants.js";
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+ const TEXTURE_DECODE_FUNCS = { [sRGBEncoding]: "sRGBToLinear" };
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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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+ export const createProgramVariablesState = function() {
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+ const vertAppenders = [ ];
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+ const vOutAppenders = [ ];
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+ const fragAppenders = [ ];
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+ const fragDefAppenders = [ ];
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+ const attrSetters = [ ];
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+ const attrHahes = [ ];
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+ const unifSetters = [ ];
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+ const createVertexDefinition = (name, appendDefinition) => {
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+ let needed = false;
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+ vertAppenders.push((src) => needed && appendDefinition(name, src));
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+ return {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ };
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+ const programVariables = {
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+ createAttribute: function(type, name) {
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+ let needed = false;
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+ vertAppenders.push((src) => needed && src.push(`in ${type} ${name};`));
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+ const ret = {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ attrSetters.push((getInputSetter) => {
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+ const setValue = needed && getInputSetter(name);
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+ setValue && attrHahes.push(setValue.attributeHash);
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+ ret.setInputValue = setValue;
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+ return null;
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+ });
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+ return ret;
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+ },
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+ createFragmentDefinition: (name, appendDefinition) => {
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+ let needed = false;
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+ fragDefAppenders.push((src) => needed && appendDefinition(name, src));
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+ return {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ },
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+ createOutput: (type, name, location) => {
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+ let needed = false;
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+ fragAppenders.push((src) => needed && src.push(`layout(location = ${location || 0}) out ${type} ${name};`));
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+ return {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ },
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+ createUniform: (type, name, valueSetter) => {
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+ let needed = false;
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+ const append = (src) => needed && src.push(`uniform ${type} ${name};`);
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+ vertAppenders.push(append);
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+ fragAppenders.push(append);
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+ const ret = {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ unifSetters.push((getInputSetter) => {
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+ const setValue = needed && getInputSetter(name);
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+ if (valueSetter) {
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+ return setValue && ((state) => valueSetter(setValue, state));
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+ } else {
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+ ret.setInputValue = setValue;
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+ return null;
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+ }
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+ });
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+ return ret;
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+ },
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+ createUniformArray: (type, name, length) => {
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+ let needed = false;
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+ const append = (src) => needed && src.push(`uniform ${type} ${name}[${length}];`);
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+ vertAppenders.push(append);
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+ fragAppenders.push(append);
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+ const ret = {
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+ toString: () => {
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+ needed = true;
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+ return name;
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+ }
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+ };
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+ unifSetters.push((getInputSetter) => {
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+ ret.setInputValue = needed && getInputSetter(name);
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+ return null;
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+ });
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+ return ret;
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+ },
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+ createUniformBlock: (name, types, valueSetter) => {
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+ let needed = false;
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+ const keys = Object.keys(types);
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+ const append = (src) => {
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+ if (needed) {
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+ src.push(`uniform ${name} {`);
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+ keys.forEach(k => src.push(` ${types[k]} ${k};`));
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+ src.push(`};`);
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+ }
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+ };
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+ vertAppenders.push(append);
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+ fragAppenders.push(append);
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+ const ret = { };
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+ keys.forEach(k => ret[k] = {
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+ toString: () => {
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+ needed = true;
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+ return k;
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+ }
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+ });
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+ unifSetters.push((getInputSetter) => {
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+ const setValue = needed && getInputSetter(name);
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+ if (valueSetter) {
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+ return setValue && ((state) => valueSetter(setValue, state));
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+ } else {
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+ ret.setInputValue = setValue;
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+ return null;
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+ }
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+ });
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+ return ret;
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+ },
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+ createVarying: (type, name, genValueCode, interpolationQualifier) => {
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+ let needed = false;
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+ const intp = interpolationQualifier ? (interpolationQualifier + " ") : "";
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+ vertAppenders.push((src) => needed && src.push(`${intp}out ${type} ${name};`));
146
+ vOutAppenders.push((src) => needed && src.push(`${name} = ${genValueCode()};`));
147
+ fragAppenders.push((src) => needed && src.push(`${intp}in ${type} ${name};`));
148
+ return {
149
+ toString: () => {
150
+ needed = true;
151
+ return name;
152
+ }
153
+ };
154
+ },
155
+ createVertexDefinition: createVertexDefinition,
156
+ commonLibrary: {
157
+ octDecode: createVertexDefinition(
158
+ "octDecode",
159
+ (name, src) => {
160
+ src.push(`vec3 ${name}(vec2 oct) {`);
161
+ src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
162
+ src.push(" if (v.z < 0.0) {");
163
+ src.push(" v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);");
164
+ src.push(" }");
165
+ src.push(" return normalize(v);");
166
+ src.push("}");
167
+ })
168
+ }
169
+ };
170
+ return {
171
+ programVariables: programVariables,
172
+ buildProgram: (gl, programName, cfg) => {
173
+ const getLogDepth = cfg.getLogDepth;
174
+
175
+ const clipPos = cfg.clipPos;
176
+ const clipTransformSetup = cfg.usePickClipPos && (function() {
177
+ const pickClipPos = programVariables.createUniform("vec2", "pickClipPos");
178
+ const pickClipPosInv = programVariables.createUniform("vec2", "pickClipPosInv");
179
+ return {
180
+ setClipPosInputValue: frameCtx => {
181
+ pickClipPos.setInputValue(frameCtx.pickClipPos);
182
+ pickClipPosInv.setInputValue(frameCtx.pickClipPosInv);
183
+ },
184
+ transformedClipPos: () => `vec4((${clipPos}.xy / ${clipPos}.w - ${pickClipPos}) * ${pickClipPosInv} * ${clipPos}.w, ${clipPos}.zw)`
185
+ };
186
+ })();
187
+
188
+ const vertexClipPosition = clipTransformSetup ? clipTransformSetup.transformedClipPos() : clipPos;
189
+
190
+ const fragmentOutputs = [ ];
191
+ const isPerspective = programVariables.createVarying("float", "isPerspective", () => `(${cfg.projMatrix}[2][3] == -1.0) ? 1.0 : 0.0`);
192
+ const logDepthBufFC = programVariables.createUniform("float", "logDepthBufFC", (set, state) => set(2.0 / (Math.log(state.view.far + 1.0) / Math.LN2)));
193
+ const vFragDepth = programVariables.createVarying("float", "vFragDepth", () => "1.0 + clipPos.w");
194
+ if (getLogDepth) {
195
+ fragmentOutputs.push(`gl_FragDepth = ${cfg.testPerspectiveForGl_FragDepth ? `${isPerspective} == 0.0 ? gl_FragCoord.z : ` : ""}log2(${getLogDepth(vFragDepth)}) * ${logDepthBufFC} * 0.5;`);
196
+ } else if (cfg.cleanerEdges) {
197
+ fragmentOutputs.push(`gl_FragDepth = gl_FragCoord.z + length(vec2(dFdx(gl_FragCoord.z), dFdy(gl_FragCoord.z)));`);
198
+ }
199
+
200
+ const linearToGamma = programVariables.createFragmentDefinition(
201
+ "linearToGamma",
202
+ (name, src) => {
203
+ src.push(`vec4 ${name}(in vec4 value, in float gammaFactor) {`);
204
+ src.push(" return vec4(pow(value.xyz, vec3(1.0 / gammaFactor)), value.w);");
205
+ src.push("}");
206
+ });
207
+
208
+ const sectionPlanesState = cfg.sectionPlanesState;
209
+ const getClippingDistance = sectionPlanesState && (function() {
210
+ const allocatedUniforms = iota(sectionPlanesState.getNumAllocatedSectionPlanes()).map(i => {
211
+ const sectionPlaneUniform = (type, postfix, getValue) => {
212
+ return programVariables.createUniform(type, `sectionPlane${postfix}${i}`, (set, state) => {
213
+ const sectionPlanes = sectionPlanesState.sectionPlanes;
214
+ const numSectionPlanes = sectionPlanes.length;
215
+ const baseIndex = (state.mesh.layerIndex || 0) * numSectionPlanes;
216
+ const active = (i < numSectionPlanes) && state.mesh.renderFlags.sectionPlanesActivePerLayer[baseIndex + i];
217
+ return getValue(set, active, sectionPlanes[i], state.mesh.origin);
218
+ });
219
+ };
220
+ return {
221
+ act: sectionPlaneUniform("bool", "Active", (set, active) => set(active ? 1 : 0)),
222
+ dir: sectionPlaneUniform("vec3", "Dir", (set, active, plane) => active && set(plane.dir)),
223
+ pos: sectionPlaneUniform("vec3", "Pos", (set, active, plane, orig) => {
224
+ return active && set(orig
225
+ ? math.mulVec3Scalar(math.normalizeVec3(plane.dir, tempVec3a), -(math.dotVec3(plane.dir, orig) + plane.dist), tempVec3a) // getPlaneRTCPos
226
+ : plane.pos);
227
+ })
228
+ };
229
+ });
230
+ return (allocatedUniforms.length > 0) && ((worldPosition) => allocatedUniforms.map(a => `(${a.act} ? clamp(dot(-${a.dir}, ${worldPosition} - ${a.pos}), 0.0, 1000.0) : 0.0)`).join(" + "));
231
+ })();
232
+
233
+ const crossSections = cfg.crossSections;
234
+ const sliceColorOr = (getClippingDistance
235
+ ? (function() {
236
+ const sliceColor = programVariables.createUniform("vec4", "sliceColor", (set) => set(crossSections.sliceColor));
237
+ const sliceColorOr = color => {
238
+ sliceColorOr.needed = true;
239
+ return `(sliced ? ${sliceColor} : ${color})`;
240
+ };
241
+ return sliceColorOr;
242
+ })()
243
+ : (color => color));
244
+
245
+ const getGammaFactor = cfg.getGammaFactor;
246
+ const gammaFactor = programVariables.createUniform("float", "gammaFactor", (set) => set(getGammaFactor()));
247
+ cfg.appendFragmentOutputs(fragmentOutputs, getGammaFactor && ((color) => `${linearToGamma}(${color}, ${gammaFactor})`), "gl_FragCoord", sliceColorOr);
248
+
249
+ const fragmentClippingLines = (function() {
250
+ const src = [ ];
251
+ const sliceThickness = programVariables.createUniform("float", "sliceThickness", (set) => set(crossSections.sliceThickness));
252
+
253
+ if (getClippingDistance) {
254
+ if (sliceColorOr.needed) {
255
+ src.push(" bool sliced = false;");
256
+ }
257
+ src.push(` if (${cfg.clippableTest()}) {`);
258
+ const fragWorldPosition = programVariables.createVarying("highp vec3", "vHighpWorldPosition", () => `${cfg.worldPositionAttribute}.xyz`);
259
+ src.push(` float dist = ${getClippingDistance(fragWorldPosition)};`);
260
+ if (cfg.clippingCaps) {
261
+ const vClipPositionW = programVariables.createVarying("float", "vClipPositionW", () => "gl_Position.w");
262
+ src.push(` if (dist > (0.002 * ${vClipPositionW})) { discard; }`);
263
+ src.push(" if (dist > 0.0) { ");
264
+ src.push(` ${cfg.clippingCaps} = vec4(1.0, 0.0, 0.0, 1.0);`);
265
+ getLogDepth && src.push(` gl_FragDepth = log2(${getLogDepth(vFragDepth)}) * ${logDepthBufFC} * 0.5;`);
266
+ src.push(" return;");
267
+ src.push(" }");
268
+ } else {
269
+ src.push(` if (dist > ${sliceColorOr.needed ? sliceThickness : "0.0"}) { discard; }`);
270
+ }
271
+ if (sliceColorOr.needed) {
272
+ src.push(" sliced = dist > 0.0;");
273
+ }
274
+ src.push(" }");
275
+ }
276
+
277
+ return src;
278
+ })();
279
+
280
+ const fragDefinitions = (function() { const src = [ ]; fragDefAppenders.forEach(a => a(src)); return src; })();
281
+ const fragmentShader = [
282
+ ...(function() { const src = [ ]; fragAppenders.forEach(a => a(src)); return src; })(),
283
+ ...fragDefinitions,
284
+ "void main(void) {",
285
+ ...(cfg.discardPoints
286
+ ? [
287
+ " vec2 cxy = 2.0 * gl_PointCoord - 1.0;",
288
+ " if (dot(cxy, cxy) > 1.0) { discard; }"
289
+ ]
290
+ : [ ]),
291
+ ...fragmentClippingLines,
292
+ ...fragmentOutputs,
293
+ "}"
294
+ ];
295
+
296
+ const vertexOutputs = [
297
+ `gl_Position = ${vertexClipPosition};`,
298
+ ...(cfg.getPointSize ? [ `gl_PointSize = ${cfg.getPointSize()};` ] : [ ]),
299
+ ...(function() { const src = [ ]; vOutAppenders.forEach(a => a(src)); return src; })()
300
+ ];
301
+
302
+ const vertexData = cfg.getVertexData ? cfg.getVertexData() : [ ];
303
+
304
+ const vertexShader = [
305
+ ...(function() { const src = [ ]; vertAppenders.forEach(a => a(src)); return src; })(),
306
+ "void main(void) {",
307
+ ...vertexData,
308
+ ...vertexOutputs,
309
+ "}"
310
+ ];
311
+
312
+ const preamble = (type) => [
313
+ "#version 300 es",
314
+ "// " + programName + " " + type + " shader",
315
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH",
316
+ "precision highp float;",
317
+ "precision highp int;",
318
+ "precision highp usampler2D;",
319
+ "precision highp isampler2D;",
320
+ "precision highp sampler2D;",
321
+ "#else",
322
+ "precision mediump float;",
323
+ "precision mediump int;",
324
+ "precision mediump usampler2D;",
325
+ "precision mediump isampler2D;",
326
+ "precision mediump sampler2D;",
327
+ "#endif",
328
+ ];
329
+
330
+ const vertSrc = preamble("vertex" ).concat(vertexShader);
331
+ const fragSrc = preamble("fragment").concat([
332
+ // Not the best place to define here, TODO: Move somewhere more appropriate after refactors
333
+ "vec4 sRGBToLinear(in vec4 value) {",
334
+ " return vec4(mix(pow(value.rgb * 0.9478672986 + 0.0521327014, vec3(2.4)), value.rgb * 0.0773993808, vec3(lessThanEqual(value.rgb, vec3(0.04045)))), value.w);",
335
+ "}"
336
+ ]).concat(fragmentShader);
337
+
338
+ const makeShader = (type, srcLines) => {
339
+ const src = srcLines.join("\n");
340
+ const shader = gl.createShader(type);
341
+ gl.shaderSource(shader, src);
342
+ gl.compileShader(shader);
343
+ if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
344
+ return [ shader ];
345
+ } else {
346
+ return [ null,
347
+ [
348
+ "Failed to compile",
349
+ gl.getShaderInfoLog(shader),
350
+ src.split("\n").map((line, i) => (i + 1) + ": " + line + "\n").join("")
351
+ ]
352
+ ];
353
+ }
354
+ };
355
+
356
+ const [vertShader, vertErrors] = makeShader(gl.VERTEX_SHADER, vertSrc);
357
+ const [fragShader, fragErrors] = makeShader(gl.FRAGMENT_SHADER, fragSrc);
358
+
359
+ const errorObj = errors => {
360
+ console.error(errors.join("\n"));
361
+ return [ null, errors ];
362
+ };
363
+
364
+ if (vertErrors) {
365
+ return errorObj(["Vertex shader error"].concat(vertErrors));
366
+ } else if (fragErrors) {
367
+ return errorObj(["Fragment shader error"].concat(fragErrors));
368
+ } else {
369
+ const program = gl.createProgram();
370
+ if (! program) {
371
+ return errorObj(["Failed to allocate program"]);
372
+ } else {
373
+ gl.attachShader(program, vertShader);
374
+ gl.attachShader(program, fragShader);
375
+ gl.linkProgram(program);
376
+ // HACK: Disable validation temporarily
377
+ // Perhaps we should defer validation until render-time, when the program has values set for all inputs?
378
+ if (! gl.getProgramParameter(program, gl.LINK_STATUS)) {
379
+ return errorObj([
380
+ "",
381
+ gl.getProgramInfoLog(this.program),
382
+ "",
383
+ "Vertex shader:",
384
+ "",
385
+ ...vertSrc,
386
+ "",
387
+ "Fragment shader:",
388
+ "",
389
+ ...fragSrc
390
+ ]);
391
+ } else {
392
+ const getInputSetter = makeInputSetters(gl, program);
393
+ attrSetters.forEach(i => i(getInputSetter));
394
+ const uSetters = unifSetters.map(i => i(getInputSetter)).filter(s => s);
395
+ const id = ids.addItem({});
396
+ return [ {
397
+ id: id,
398
+ bind: () => gl.useProgram(program),
399
+ inputSetters: {
400
+ attributesHash: attrHahes.sort().join(", "),
401
+ setUniforms: (frameCtx, state) => {
402
+ clipTransformSetup && clipTransformSetup.setClipPosInputValue(frameCtx);
403
+ uSetters.forEach(s => s(state));
404
+ }
405
+ },
406
+ destroy: () => {
407
+ ids.removeItem(id);
408
+ gl.deleteProgram(program);
409
+ gl.deleteShader(vertShader);
410
+ gl.deleteShader(fragShader);
411
+ }
412
+ } ];
413
+ }
414
+ }
415
+ }
416
+ }
417
+ };
418
+ };
419
+
420
+ export const createLightSetup = function(programVariables, lightsState) {
421
+ const lightAmbient = programVariables.createUniform("vec4", "lightAmbient", (set) => set(lightsState.getAmbientColorAndIntensity()));
422
+
423
+ const lights = lightsState.lights;
424
+ const directionals = lights.map((light, i) => {
425
+ const lightUniforms = {
426
+ color: programVariables.createUniform("vec4", `lightColor${i}`, (set) => {
427
+ const light = lights[i]; // in case it changed
428
+ tempVec4[0] = light.color[0];
429
+ tempVec4[1] = light.color[1];
430
+ tempVec4[2] = light.color[2];
431
+ tempVec4[3] = light.intensity;
432
+ set(tempVec4);
433
+ }),
434
+ position: programVariables.createUniform("vec3", `lightPos${i}`, (set) => set(lights[i].pos)),
435
+ direction: programVariables.createUniform("vec3", `lightDir${i}`, (set) => set(lights[i].dir)),
436
+
437
+ shadowProjMatrix: programVariables.createUniform("mat4", `shadowProjMatrix${i}`, (set) => set(lights[i].getShadowViewMatrix())),
438
+ shadowViewMatrix: programVariables.createUniform("mat4", `shadowViewMatrix${i}`, (set) => set(lights[i].getShadowViewMatrix())),
439
+ shadowMap: programVariables.createUniform("sampler2D", `shadowMap${i}`, (set) => set(lights[i].getShadowRenderBuf().colorTextures[0]))
440
+ };
441
+
442
+ const withViewLightDir = getDirection => {
443
+ return {
444
+ glslLight: {
445
+ isWorldSpace: light.space === "world",
446
+ getColor: () => `${lightUniforms.color}.rgb * ${lightUniforms.color}.a`,
447
+ getDirection: (viewMatrix, viewPosition) => `normalize(${getDirection(viewMatrix, viewPosition)})`,
448
+ shadowParameters: light.castsShadow && {
449
+ getShadowProjMatrix: () => lightUniforms.shadowProjMatrix,
450
+ getShadowViewMatrix: () => lightUniforms.shadowViewMatrix,
451
+ getShadowMap: () => lightUniforms.shadowMap
452
+ }
453
+ },
454
+ setupLightsInputs: () => {
455
+ const setters = Object.values(lightUniforms).map(u => u.setupLightsInputs()).filter(v => v);
456
+ return () => setters.forEach(setState => setState());
457
+ }
458
+ };
459
+ };
460
+
461
+ if (light.type === "dir") {
462
+ if (light.space === "view") {
463
+ return withViewLightDir((viewMatrix, viewPosition) => `-${lightUniforms.direction}`);
464
+ } else {
465
+ // If normal mapping, the fragment->light vector will be in tangent space
466
+ return withViewLightDir((viewMatrix, viewPosition) => `-(${viewMatrix} * vec4(${lightUniforms.direction}, 0.0)).xyz`);
467
+ }
468
+ } else if (light.type === "point") {
469
+ if (light.space === "view") {
470
+ return withViewLightDir((viewMatrix, viewPosition) => `${lightUniforms.position} - ${viewPosition}`);
471
+ } else {
472
+ // If normal mapping, the fragment->light vector will be in tangent space
473
+ return withViewLightDir((viewMatrix, viewPosition) => `(${viewMatrix} * vec4(${lightUniforms.position}, 1.0)).xyz - ${viewPosition}`);
474
+ }
475
+ } else {
476
+ return null;
477
+ }
478
+ }).filter(v => v);
479
+
480
+ const setupCubeTexture = (name, getMaps) => {
481
+ const getValue = () => { const m = getMaps(); return (m.length > 0) && m[0]; };
482
+ const initMap = getValue();
483
+ return initMap && setupTexture(programVariables, "samplerCube", name, initMap.encoding, (set) => { const v = getValue(); v && set(v.texture); });
484
+ };
485
+
486
+ const lightMap = setupCubeTexture("light", () => lightsState.lightMaps);
487
+ const reflectionMap = setupCubeTexture("reflection", () => lightsState.reflectionMaps);
488
+
489
+ return {
490
+ getHash: () => lightsState.getHash(),
491
+ getAmbientColor: () => `${lightAmbient}.rgb * ${lightAmbient}.a`,
492
+ directionalLights: directionals.map(light => light.glslLight),
493
+ getIrradiance: lightMap && ((worldNormal) => `${lightMap(worldNormal)}.rgb`),
494
+ getReflection: reflectionMap && ((reflectVec, mipLevel) => `${reflectionMap(reflectVec, mipLevel)}.rgb`)
495
+ };
496
+ };
497
+
498
+ export const setupTexture = (programVariables, type, name, encoding, getTexture) => {
499
+ const map = programVariables.createUniform(type, name + "Map", getTexture);
500
+ return (texturePos, bias) => {
501
+ const texel = (bias
502
+ ? `texture(${map}, ${texturePos}, ${bias})`
503
+ : `texture(${map}, ${texturePos})`);
504
+ return (encoding !== LinearEncoding) ? `${TEXTURE_DECODE_FUNCS[encoding]}(${texel})` : texel;
505
+ };
506
+ };
507
+
508
+ const makeInputSetters = function(gl, handle) {
509
+ const activeInputs = { };
510
+
511
+ const numAttributes = gl.getProgramParameter(handle, gl.ACTIVE_ATTRIBUTES);
512
+ for (let i = 0; i < numAttributes; ++i) {
513
+ const attribute = gl.getActiveAttrib(handle, i);
514
+ const location = gl.getAttribLocation(handle, attribute.name);
515
+ activeInputs[attribute.name] = function(arrayBuf) {
516
+ arrayBuf.bindAtLocation(location);
517
+ gl.enableVertexAttribArray(location);
518
+ const divisor = arrayBuf.attributeDivisor;
519
+ if (divisor) {
520
+ gl.vertexAttribDivisor(location, divisor);
521
+ }
522
+ };
523
+ activeInputs[attribute.name].attributeHash = `${location.toString().padStart(1+Math.floor(Math.log10(numAttributes)), "0")}:${attribute.name}`;
524
+ }
525
+
526
+ const numBlocks = gl.getProgramParameter(handle, gl.ACTIVE_UNIFORM_BLOCKS);
527
+ for (let i = 0; i < numBlocks; ++i) {
528
+ const blockName = gl.getActiveUniformBlockName(handle, i);
529
+ const uniformBlockIndex = gl.getUniformBlockIndex(handle, blockName);
530
+ const uniformBlockBinding = i;
531
+ gl.uniformBlockBinding(handle, uniformBlockIndex, uniformBlockBinding);
532
+ const buffer = gl.createBuffer();
533
+ activeInputs[blockName] = function(data) {
534
+ gl.bindBuffer(gl.UNIFORM_BUFFER, buffer);
535
+ gl.bufferData(gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW);
536
+ gl.bindBufferBase(gl.UNIFORM_BUFFER, uniformBlockBinding, buffer);
537
+ };
538
+ }
539
+
540
+ const numUniforms = gl.getProgramParameter(handle, gl.ACTIVE_UNIFORMS);
541
+ let nextUnit = 0;
542
+ for (let i = 0; i < numUniforms; ++i) {
543
+ const u = gl.getActiveUniform(handle, i);
544
+ let uName = u.name;
545
+ if (uName.endsWith("[0]")) {
546
+ uName = uName.substr(0, uName.length - 3);
547
+ }
548
+ if (uName[uName.length - 1] === "\u0000") {
549
+ uName = uName.substr(0, uName.length - 1);
550
+ }
551
+ const location = gl.getUniformLocation(handle, uName);
552
+ const type = (function() {
553
+ for (let k in gl) {
554
+ if (u.type === gl[k])
555
+ return k;
556
+ }
557
+ return null;
558
+ })();
559
+
560
+ if ((u.type === gl.SAMPLER_2D)
561
+ ||
562
+ (u.type === gl.SAMPLER_CUBE)
563
+ ||
564
+ (u.type === gl.SAMPLER_2D_SHADOW)
565
+ ||
566
+ ((gl instanceof window.WebGL2RenderingContext)
567
+ &&
568
+ ((u.type === gl.UNSIGNED_INT_SAMPLER_2D)
569
+ ||
570
+ (u.type === gl.INT_SAMPLER_2D)))) {
571
+ const unit = nextUnit++;
572
+ activeInputs[uName] = function(texture) {
573
+ const bound = texture.bind(unit);
574
+ if (bound) {
575
+ gl.uniform1i(location, unit);
576
+ }
577
+ return bound;
578
+ };
579
+ } else {
580
+ activeInputs[uName] = (function() {
581
+ if (u.size === 1) {
582
+ switch (u.type) {
583
+ case gl.BOOL: return value => gl.uniform1i(location, value);
584
+ case gl.INT: return value => gl.uniform1i(location, value);
585
+ case gl.FLOAT: return value => gl.uniform1f(location, value);
586
+ case gl.FLOAT_VEC2: return value => gl.uniform2fv(location, value);
587
+ case gl.FLOAT_VEC3: return value => gl.uniform3fv(location, value);
588
+ case gl.FLOAT_VEC4: return value => gl.uniform4fv(location, value);
589
+ case gl.FLOAT_MAT3: return value => gl.uniformMatrix3fv(location, false, value);
590
+ case gl.FLOAT_MAT4: return value => gl.uniformMatrix4fv(location, false, value);
591
+ }
592
+ } else if (u.size > 1) {
593
+ switch (u.type) {
594
+ case gl.FLOAT: return value => gl.uniform1fv(location, value);
595
+ case gl.FLOAT_VEC2: return value => gl.uniform2fv(location, value);
596
+ case gl.FLOAT_VEC3: return value => gl.uniform3fv(location, value);
597
+ case gl.FLOAT_VEC4: return value => gl.uniform4fv(location, value);
598
+ }
599
+ }
600
+ throw `Unhandled uniform ${uName}`;
601
+ })();
602
+ }
603
+ }
604
+
605
+ return function(name) {
606
+ const u = activeInputs[name];
607
+ if (! u) {
608
+ throw `Missing input "${name}"`;
609
+ }
610
+ return u;
611
+ };
612
+ };