@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
@@ -1,1289 +0,0 @@
1
- import {ENTITY_FLAGS} from '../../../ENTITY_FLAGS.js';
2
- import {RENDER_PASSES} from '../../../RENDER_PASSES.js';
3
-
4
- import {math} from "../../../../math/math.js";
5
- import {RenderState} from "../../../../webgl/RenderState.js";
6
- import {ArrayBuf} from "../../../../webgl/ArrayBuf.js";
7
- import {getRenderers} from "./renderers/Renderers.js";
8
-
9
- const tempUint8Vec4 = new Uint8Array(4);
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- const tempFloat32 = new Float32Array(1);
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- const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec3fa = new Float32Array(3);
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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 tempFloat32Vec4 = new Float32Array(4);
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-
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- /**
25
- * @private
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- */
27
- export class VBOInstancingTrianglesLayer {
28
-
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- /**
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- * @param cfg
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- * @param cfg.layerIndex
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- * @param cfg.model
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- * @param cfg.geometry
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- * @param cfg.textureSet
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- * @param cfg.origin
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- */
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- constructor(cfg) {
38
-
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- // console.info("Creating VBOInstancingTrianglesLayer");
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-
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- /**
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- * Owner model
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- * @type {VBOSceneModel}
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- */
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- this.model = cfg.model;
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-
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- /**
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- * State sorting key.
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- * @type {string}
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- */
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- this.sortId = "TrianglesInstancingLayer" + (cfg.solid ? "-solid" : "-surface") + (cfg.normals ? "-normals" : "-autoNormals");
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-
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- /**
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- * Index of this InstancingLayer in VBOSceneModel#_layerList
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- * @type {Number}
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- */
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- this.layerIndex = cfg.layerIndex;
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-
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- this._renderers = getRenderers(cfg.model.scene);
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-
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- this._aabb = math.collapseAABB3();
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-
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- this._state = new RenderState({
64
- numInstances: 0,
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- obb: math.OBB3(),
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- origin: math.vec3(),
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- geometry: cfg.geometry,
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- textureSet: cfg.textureSet,
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- pbrSupported: false, // Set in #finalize if we have enough to support quality rendering
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- positionsDecodeMatrix: cfg.geometry.positionsDecodeMatrix, // So we can null the geometry for GC
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- colorsBuf: null,
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- metallicRoughnessBuf: null,
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- flagsBuf: null,
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- offsetsBuf: null,
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- modelMatrixBuf: null,
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- modelMatrixCol0Buf: null,
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- modelMatrixCol1Buf: null,
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- modelMatrixCol2Buf: null,
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- modelNormalMatrixCol0Buf: null,
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- modelNormalMatrixCol1Buf: null,
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- modelNormalMatrixCol2Buf: null,
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- pickColorsBuf: null
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- });
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-
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- // These counts are used to avoid unnecessary render passes
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- this._numPortions = 0;
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- this._numVisibleLayerPortions = 0;
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- this._numTransparentLayerPortions = 0;
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- this._numXRayedLayerPortions = 0;
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- this._numHighlightedLayerPortions = 0;
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- this._numSelectedLayerPortions = 0;
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- this._numClippableLayerPortions = 0;
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- this._numEdgesLayerPortions = 0;
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- this._numPickableLayerPortions = 0;
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- this._numCulledLayerPortions = 0;
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-
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- /** @private */
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- this.numIndices = cfg.geometry.numIndices;
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-
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- // Vertex arrays
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- this._colors = [];
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- this._metallicRoughness = [];
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- this._pickColors = [];
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- this._offsets = [];
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-
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- // Modeling matrix per instance, array for each column
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-
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- this._modelMatrix = [];
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-
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- this._modelMatrixCol0 = [];
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- this._modelMatrixCol1 = [];
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- this._modelMatrixCol2 = [];
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-
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- // Modeling normal matrix per instance, array for each column
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- this._modelNormalMatrixCol0 = [];
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- this._modelNormalMatrixCol1 = [];
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- this._modelNormalMatrixCol2 = [];
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-
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- this._portions = [];
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- this._meshes = [];
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-
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- this._aabb = math.collapseAABB3();
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- this.aabbDirty = true;
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-
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- if (cfg.origin) {
126
- this._state.origin.set(cfg.origin);
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- }
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-
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- this._finalized = false;
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-
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- /**
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- * When true, this layer contains solid triangle meshes, otherwise this layer contains surface triangle meshes
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- * @type {boolean}
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- */
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- this.solid = !!cfg.solid;
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-
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- /**
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- * The number of indices in this layer.
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- * @type {number|*}
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- */
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- this.numIndices = cfg.geometry.numIndices;
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-
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- /**
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- * The type of primitives in this layer.
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- */
146
- this.primitive = cfg.geometry.primitive;
147
- }
148
-
149
- get aabb() {
150
- if (this.aabbDirty) {
151
- math.collapseAABB3(this._aabb);
152
- for (let i = 0, len = this._meshes.length; i < len; i++) {
153
- math.expandAABB3(this._aabb, this._meshes[i].aabb);
154
- }
155
- this.aabbDirty = false;
156
- }
157
- return this._aabb;
158
- }
159
-
160
- /**
161
- * Creates a new portion within this InstancingLayer, returns the new portion ID.
162
- *
163
- * The portion will instance this InstancingLayer's geometry.
164
- *
165
- * Gives the portion the specified color and matrix.
166
- *
167
- * @param mesh The SceneModelMesh that owns the portion
168
- * @param cfg Portion params
169
- * @param cfg.color Color [0..255,0..255,0..255]
170
- * @param cfg.metallic Metalness factor [0..255]
171
- * @param cfg.roughness Roughness factor [0..255]
172
- * @param cfg.opacity Opacity [0..255].
173
- * @param cfg.meshMatrix Flat float 4x4 matrix.
174
- * @param [cfg.worldMatrix] Flat float 4x4 matrix.
175
- * @param cfg.pickColor Quantized pick color
176
- * @returns {number} Portion ID.
177
- */
178
- createPortion(mesh, cfg) {
179
-
180
- const color = cfg.color;
181
- const metallic = cfg.metallic;
182
- const roughness = cfg.roughness;
183
- const opacity = cfg.opacity !== null && cfg.opacity !== undefined ? cfg.opacity : 255;
184
- const meshMatrix = cfg.meshMatrix;
185
- const pickColor = cfg.pickColor;
186
-
187
- if (this._finalized) {
188
- throw "Already finalized";
189
- }
190
-
191
- const r = color[0]; // Color is pre-quantized by SceneModel
192
- const g = color[1];
193
- const b = color[2];
194
-
195
- this._colors.push(r);
196
- this._colors.push(g);
197
- this._colors.push(b);
198
- this._colors.push(opacity);
199
-
200
- this._metallicRoughness.push((metallic !== null && metallic !== undefined) ? metallic : 0);
201
- this._metallicRoughness.push((roughness !== null && roughness !== undefined) ? roughness : 255);
202
-
203
- if (this.model.scene.entityOffsetsEnabled) {
204
- this._offsets.push(0);
205
- this._offsets.push(0);
206
- this._offsets.push(0);
207
- }
208
-
209
- this._modelMatrixCol0.push(meshMatrix[0]);
210
- this._modelMatrixCol0.push(meshMatrix[4]);
211
- this._modelMatrixCol0.push(meshMatrix[8]);
212
- this._modelMatrixCol0.push(meshMatrix[12]);
213
-
214
- this._modelMatrixCol1.push(meshMatrix[1]);
215
- this._modelMatrixCol1.push(meshMatrix[5]);
216
- this._modelMatrixCol1.push(meshMatrix[9]);
217
- this._modelMatrixCol1.push(meshMatrix[13]);
218
-
219
- this._modelMatrixCol2.push(meshMatrix[2]);
220
- this._modelMatrixCol2.push(meshMatrix[6]);
221
- this._modelMatrixCol2.push(meshMatrix[10]);
222
- this._modelMatrixCol2.push(meshMatrix[14]);
223
-
224
- if (this._state.geometry.normals) {
225
-
226
- // Note: order of inverse and transpose doesn't matter
227
-
228
- let transposedMat = math.transposeMat4(meshMatrix, math.mat4()); // TODO: Use cached matrix
229
- let normalMatrix = math.inverseMat4(transposedMat);
230
-
231
- this._modelNormalMatrixCol0.push(normalMatrix[0]);
232
- this._modelNormalMatrixCol0.push(normalMatrix[4]);
233
- this._modelNormalMatrixCol0.push(normalMatrix[8]);
234
- this._modelNormalMatrixCol0.push(normalMatrix[12]);
235
-
236
- this._modelNormalMatrixCol1.push(normalMatrix[1]);
237
- this._modelNormalMatrixCol1.push(normalMatrix[5]);
238
- this._modelNormalMatrixCol1.push(normalMatrix[9]);
239
- this._modelNormalMatrixCol1.push(normalMatrix[13]);
240
-
241
- this._modelNormalMatrixCol2.push(normalMatrix[2]);
242
- this._modelNormalMatrixCol2.push(normalMatrix[6]);
243
- this._modelNormalMatrixCol2.push(normalMatrix[10]);
244
- this._modelNormalMatrixCol2.push(normalMatrix[14]);
245
- }
246
-
247
- // Per-vertex pick colors
248
-
249
- this._pickColors.push(pickColor[0]);
250
- this._pickColors.push(pickColor[1]);
251
- this._pickColors.push(pickColor[2]);
252
- this._pickColors.push(pickColor[3]);
253
-
254
- this._state.numInstances++;
255
-
256
- const portionId = this._portions.length;
257
-
258
- const portion = {};
259
-
260
- if (this.model.scene.readableGeometryEnabled) {
261
- portion.matrix = meshMatrix.slice();
262
- portion.inverseMatrix = null; // Lazy-computed in precisionRayPickSurface
263
- portion.normalMatrix = null; // Lazy-computed in precisionRayPickSurface
264
- }
265
-
266
- this._portions.push(portion);
267
-
268
- this._numPortions++;
269
- this.model.numPortions++;
270
- this._meshes.push(mesh);
271
- return portionId;
272
- }
273
-
274
- finalize() {
275
-
276
- if (this._finalized) {
277
- return;
278
- }
279
-
280
- const state = this._state;
281
- const geometry = state.geometry;
282
- const textureSet = state.textureSet;
283
- const gl = this.model.scene.canvas.gl;
284
- const colorsLength = this._colors.length;
285
- const flagsLength = colorsLength / 4;
286
-
287
- if (colorsLength > 0) {
288
- let notNormalized = false;
289
- state.colorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Uint8Array(this._colors), this._colors.length, 4, gl.DYNAMIC_DRAW, notNormalized);
290
- this._colors = []; // Release memory
291
- }
292
-
293
- if (this._metallicRoughness.length > 0) {
294
- const metallicRoughness = new Uint8Array(this._metallicRoughness);
295
- let normalized = false;
296
- state.metallicRoughnessBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, metallicRoughness, this._metallicRoughness.length, 2, gl.STATIC_DRAW, normalized);
297
- }
298
-
299
- if (flagsLength > 0) {
300
- // Because we only build flags arrays here,
301
- // get their length from the colors array
302
- let notNormalized = false;
303
- state.flagsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(flagsLength), flagsLength, 1, gl.DYNAMIC_DRAW, notNormalized);
304
- }
305
-
306
- if (this.model.scene.entityOffsetsEnabled) {
307
- if (this._offsets.length > 0) {
308
- const notNormalized = false;
309
- state.offsetsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(this._offsets), this._offsets.length, 3, gl.DYNAMIC_DRAW, notNormalized);
310
- this._offsets = []; // Release memory
311
- }
312
- }
313
-
314
- if (geometry.positionsCompressed && geometry.positionsCompressed.length > 0) {
315
- const normalized = false;
316
- state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, geometry.positionsCompressed, geometry.positionsCompressed.length, 3, gl.STATIC_DRAW, normalized);
317
- state.positionsDecodeMatrix = math.mat4(geometry.positionsDecodeMatrix);
318
- }
319
- // if (geometry.normalsCompressed && geometry.normalsCompressed.length > 0) {
320
- // const normalized = true; // For oct-encoded UInt8
321
- // state.normalsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, geometry.normalsCompressed, geometry.normalsCompressed.length, 3, gl.STATIC_DRAW, normalized);
322
- // }
323
- if (geometry.colorsCompressed && geometry.colorsCompressed.length > 0) {
324
- const colorsCompressed = new Uint8Array(geometry.colorsCompressed);
325
- const notNormalized = false;
326
- state.colorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, colorsCompressed, colorsCompressed.length, 4, gl.STATIC_DRAW, notNormalized);
327
- }
328
- if (geometry.uvCompressed && geometry.uvCompressed.length > 0) {
329
- const uvCompressed = geometry.uvCompressed;
330
- state.uvDecodeMatrix = geometry.uvDecodeMatrix;
331
- state.uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uvCompressed, uvCompressed.length, 2, gl.STATIC_DRAW, false);
332
- }
333
- if (geometry.indices && geometry.indices.length > 0) {
334
- state.indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(geometry.indices), geometry.indices.length, 1, gl.STATIC_DRAW);
335
- state.numIndices = geometry.indices.length;
336
- }
337
- if (geometry.edgeIndices && geometry.edgeIndices.length > 0) {
338
- state.edgeIndicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(geometry.edgeIndices), geometry.edgeIndices.length, 1, gl.STATIC_DRAW);
339
- }
340
-
341
- if (this._modelMatrixCol0.length > 0) {
342
-
343
- const normalized = false;
344
-
345
- state.modelMatrixCol0Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(this._modelMatrixCol0), this._modelMatrixCol0.length, 4, gl.STATIC_DRAW, normalized);
346
- state.modelMatrixCol1Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(this._modelMatrixCol1), this._modelMatrixCol1.length, 4, gl.STATIC_DRAW, normalized);
347
- state.modelMatrixCol2Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(this._modelMatrixCol2), this._modelMatrixCol2.length, 4, gl.STATIC_DRAW, normalized);
348
- this._modelMatrixCol0 = [];
349
- this._modelMatrixCol1 = [];
350
- this._modelMatrixCol2 = [];
351
-
352
- if (state.normalsBuf) {
353
- state.modelNormalMatrixCol0Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(this._modelNormalMatrixCol0), this._modelNormalMatrixCol0.length, 4, gl.STATIC_DRAW, normalized);
354
- state.modelNormalMatrixCol1Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(this._modelNormalMatrixCol1), this._modelNormalMatrixCol1.length, 4, gl.STATIC_DRAW, normalized);
355
- state.modelNormalMatrixCol2Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Float32Array(this._modelNormalMatrixCol2), this._modelNormalMatrixCol2.length, 4, gl.STATIC_DRAW, normalized);
356
- this._modelNormalMatrixCol0 = [];
357
- this._modelNormalMatrixCol1 = [];
358
- this._modelNormalMatrixCol2 = [];
359
- }
360
- }
361
-
362
- if (this._pickColors.length > 0) {
363
- const normalized = false;
364
- state.pickColorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, new Uint8Array(this._pickColors), this._pickColors.length, 4, gl.STATIC_DRAW, normalized);
365
- this._pickColors = []; // Release memory
366
- }
367
-
368
- state.pbrSupported
369
- = !!state.metallicRoughnessBuf
370
- && !!state.uvBuf
371
- && !!state.normalsBuf
372
- && !!textureSet
373
- && !!textureSet.colorTexture
374
- && !!textureSet.metallicRoughnessTexture;
375
-
376
- state.colorTextureSupported
377
- = !!state.uvBuf
378
- && !!textureSet
379
- && !!textureSet.colorTexture;
380
-
381
-
382
- if (!this.model.scene.readableGeometryEnabled) {
383
- this._state.geometry = null;
384
- }
385
-
386
- this._finalized = true;
387
- }
388
-
389
- // The following setters are called by VBOSceneModelMesh, in turn called by VBOSceneModelNode, only after the layer is finalized.
390
- // It's important that these are called after finalize() in order to maintain integrity of counts like _numVisibleLayerPortions etc.
391
-
392
- initFlags(portionId, flags, meshTransparent) {
393
- if (flags & ENTITY_FLAGS.VISIBLE) {
394
- this._numVisibleLayerPortions++;
395
- this.model.numVisibleLayerPortions++;
396
- }
397
- if (flags & ENTITY_FLAGS.HIGHLIGHTED) {
398
- this._numHighlightedLayerPortions++;
399
- this.model.numHighlightedLayerPortions++;
400
- }
401
- if (flags & ENTITY_FLAGS.XRAYED) {
402
- this._numXRayedLayerPortions++;
403
- this.model.numXRayedLayerPortions++;
404
- }
405
- if (flags & ENTITY_FLAGS.SELECTED) {
406
- this._numSelectedLayerPortions++;
407
- this.model.numSelectedLayerPortions++;
408
- }
409
- if (flags & ENTITY_FLAGS.CLIPPABLE) {
410
- this._numClippableLayerPortions++;
411
- this.model.numClippableLayerPortions++;
412
- }
413
- if (flags & ENTITY_FLAGS.EDGES) {
414
- this._numEdgesLayerPortions++;
415
- this.model.numEdgesLayerPortions++;
416
- }
417
- if (flags & ENTITY_FLAGS.PICKABLE) {
418
- this._numPickableLayerPortions++;
419
- this.model.numPickableLayerPortions++;
420
- }
421
- if (flags & ENTITY_FLAGS.CULLED) {
422
- this._numCulledLayerPortions++;
423
- this.model.numCulledLayerPortions++;
424
- }
425
- if (meshTransparent) {
426
- this._numTransparentLayerPortions++;
427
- this.model.numTransparentLayerPortions++;
428
- }
429
- this._setFlags(portionId, flags, meshTransparent);
430
- }
431
-
432
- setVisible(portionId, flags, meshTransparent) {
433
- if (!this._finalized) {
434
- throw "Not finalized";
435
- }
436
- if (flags & ENTITY_FLAGS.VISIBLE) {
437
- this._numVisibleLayerPortions++;
438
- this.model.numVisibleLayerPortions++;
439
- } else {
440
- this._numVisibleLayerPortions--;
441
- this.model.numVisibleLayerPortions--;
442
- }
443
- this._setFlags(portionId, flags, meshTransparent);
444
- }
445
-
446
- setHighlighted(portionId, flags, meshTransparent) {
447
- if (!this._finalized) {
448
- throw "Not finalized";
449
- }
450
- if (flags & ENTITY_FLAGS.HIGHLIGHTED) {
451
- this._numHighlightedLayerPortions++;
452
- this.model.numHighlightedLayerPortions++;
453
- } else {
454
- this._numHighlightedLayerPortions--;
455
- this.model.numHighlightedLayerPortions--;
456
- }
457
- this._setFlags(portionId, flags, meshTransparent);
458
- }
459
-
460
- setXRayed(portionId, flags, meshTransparent) {
461
- if (!this._finalized) {
462
- throw "Not finalized";
463
- }
464
- if (flags & ENTITY_FLAGS.XRAYED) {
465
- this._numXRayedLayerPortions++;
466
- this.model.numXRayedLayerPortions++;
467
- } else {
468
- this._numXRayedLayerPortions--;
469
- this.model.numXRayedLayerPortions--;
470
- }
471
- this._setFlags(portionId, flags, meshTransparent);
472
- }
473
-
474
- setSelected(portionId, flags, meshTransparent) {
475
- if (!this._finalized) {
476
- throw "Not finalized";
477
- }
478
- if (flags & ENTITY_FLAGS.SELECTED) {
479
- this._numSelectedLayerPortions++;
480
- this.model.numSelectedLayerPortions++;
481
- } else {
482
- this._numSelectedLayerPortions--;
483
- this.model.numSelectedLayerPortions--;
484
- }
485
- this._setFlags(portionId, flags, meshTransparent);
486
- }
487
-
488
- setEdges(portionId, flags, meshTransparent) {
489
- if (!this._finalized) {
490
- throw "Not finalized";
491
- }
492
- if (flags & ENTITY_FLAGS.EDGES) {
493
- this._numEdgesLayerPortions++;
494
- this.model.numEdgesLayerPortions++;
495
- } else {
496
- this._numEdgesLayerPortions--;
497
- this.model.numEdgesLayerPortions--;
498
- }
499
- this._setFlags(portionId, flags, meshTransparent);
500
- }
501
-
502
- setClippable(portionId, flags) {
503
- if (!this._finalized) {
504
- throw "Not finalized";
505
- }
506
- if (flags & ENTITY_FLAGS.CLIPPABLE) {
507
- this._numClippableLayerPortions++;
508
- this.model.numClippableLayerPortions++;
509
- } else {
510
- this._numClippableLayerPortions--;
511
- this.model.numClippableLayerPortions--;
512
- }
513
- this._setFlags(portionId, flags);
514
- }
515
-
516
- setCollidable(portionId, flags) {
517
- if (!this._finalized) {
518
- throw "Not finalized";
519
- }
520
- }
521
-
522
- setPickable(portionId, flags, meshTransparent) {
523
- if (!this._finalized) {
524
- throw "Not finalized";
525
- }
526
- if (flags & ENTITY_FLAGS.PICKABLE) {
527
- this._numPickableLayerPortions++;
528
- this.model.numPickableLayerPortions++;
529
- } else {
530
- this._numPickableLayerPortions--;
531
- this.model.numPickableLayerPortions--;
532
- }
533
- this._setFlags(portionId, flags, meshTransparent);
534
- }
535
-
536
- setCulled(portionId, flags, meshTransparent) {
537
- if (!this._finalized) {
538
- throw "Not finalized";
539
- }
540
- if (flags & ENTITY_FLAGS.CULLED) {
541
- this._numCulledLayerPortions++;
542
- this.model.numCulledLayerPortions++;
543
- } else {
544
- this._numCulledLayerPortions--;
545
- this.model.numCulledLayerPortions--;
546
- }
547
- this._setFlags(portionId, flags, meshTransparent);
548
- }
549
-
550
- setColor(portionId, color) { // RGBA color is normalized as ints
551
- if (!this._finalized) {
552
- throw "Not finalized";
553
- }
554
- tempUint8Vec4[0] = color[0];
555
- tempUint8Vec4[1] = color[1];
556
- tempUint8Vec4[2] = color[2];
557
- tempUint8Vec4[3] = color[3];
558
- if (this._state.colorsBuf) {
559
- this._state.colorsBuf.setData(tempUint8Vec4, portionId * 4);
560
- }
561
- }
562
-
563
- setTransparent(portionId, flags, transparent) {
564
- if (transparent) {
565
- this._numTransparentLayerPortions++;
566
- this.model.numTransparentLayerPortions++;
567
- } else {
568
- this._numTransparentLayerPortions--;
569
- this.model.numTransparentLayerPortions--;
570
- }
571
- this._setFlags(portionId, flags, transparent);
572
- }
573
-
574
- // setMatrix(portionId, matrix) {
575
- //
576
- // if (!this._finalized) {
577
- // throw "Not finalized";
578
- // }
579
- //
580
- // var offset = portionId * 4;
581
- //
582
- // tempFloat32Vec4[0] = matrix[0];
583
- // tempFloat32Vec4[1] = matrix[4];
584
- // tempFloat32Vec4[2] = matrix[8];
585
- // tempFloat32Vec4[3] = matrix[12];
586
- //
587
- // this._state.modelMatrixCol0Buf.setData(tempFloat32Vec4, offset);
588
- //
589
- // tempFloat32Vec4[0] = matrix[1];
590
- // tempFloat32Vec4[1] = matrix[5];
591
- // tempFloat32Vec4[2] = matrix[9];
592
- // tempFloat32Vec4[3] = matrix[13];
593
- //
594
- // this._state.modelMatrixCol1Buf.setData(tempFloat32Vec4, offset);
595
- //
596
- // tempFloat32Vec4[0] = matrix[2];
597
- // tempFloat32Vec4[1] = matrix[6];
598
- // tempFloat32Vec4[2] = matrix[10];
599
- // tempFloat32Vec4[3] = matrix[14];
600
- //
601
- // this._state.modelMatrixCol2Buf.setData(tempFloat32Vec4, offset);
602
- // }
603
-
604
- /**
605
- * 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.
606
- */
607
- _setFlags(portionId, flags, meshTransparent) {
608
-
609
- if (!this._finalized) {
610
- throw "Not finalized";
611
- }
612
-
613
- const visible = !!(flags & ENTITY_FLAGS.VISIBLE);
614
- const xrayed = !!(flags & ENTITY_FLAGS.XRAYED);
615
- const highlighted = !!(flags & ENTITY_FLAGS.HIGHLIGHTED);
616
- const selected = !!(flags & ENTITY_FLAGS.SELECTED);
617
- const edges = !!(flags & ENTITY_FLAGS.EDGES);
618
- const pickable = !!(flags & ENTITY_FLAGS.PICKABLE);
619
- const culled = !!(flags & ENTITY_FLAGS.CULLED);
620
-
621
- let colorFlag;
622
- if (!visible || culled || xrayed
623
- || (highlighted && !this.model.scene.highlightMaterial.glowThrough)
624
- || (selected && !this.model.scene.selectedMaterial.glowThrough)) {
625
- colorFlag = RENDER_PASSES.NOT_RENDERED;
626
- } else {
627
- if (meshTransparent) {
628
- colorFlag = RENDER_PASSES.COLOR_TRANSPARENT;
629
- } else {
630
- colorFlag = RENDER_PASSES.COLOR_OPAQUE;
631
- }
632
- }
633
-
634
- let silhouetteFlag;
635
- if (!visible || culled) {
636
- silhouetteFlag = RENDER_PASSES.NOT_RENDERED;
637
- } else if (selected) {
638
- silhouetteFlag = RENDER_PASSES.SILHOUETTE_SELECTED;
639
- } else if (highlighted) {
640
- silhouetteFlag = RENDER_PASSES.SILHOUETTE_HIGHLIGHTED;
641
- } else if (xrayed) {
642
- silhouetteFlag = RENDER_PASSES.SILHOUETTE_XRAYED;
643
- } else {
644
- silhouetteFlag = RENDER_PASSES.NOT_RENDERED;
645
- }
646
-
647
- let edgeFlag = 0;
648
- if (!visible || culled) {
649
- edgeFlag = RENDER_PASSES.NOT_RENDERED;
650
- } else if (selected) {
651
- edgeFlag = RENDER_PASSES.EDGES_SELECTED;
652
- } else if (highlighted) {
653
- edgeFlag = RENDER_PASSES.EDGES_HIGHLIGHTED;
654
- } else if (xrayed) {
655
- edgeFlag = RENDER_PASSES.EDGES_XRAYED;
656
- } else if (edges) {
657
- if (meshTransparent) {
658
- edgeFlag = RENDER_PASSES.EDGES_COLOR_TRANSPARENT;
659
- } else {
660
- edgeFlag = RENDER_PASSES.EDGES_COLOR_OPAQUE;
661
- }
662
- } else {
663
- edgeFlag = RENDER_PASSES.NOT_RENDERED;
664
- }
665
-
666
- const pickFlag = (visible && !culled && pickable) ? RENDER_PASSES.PICK : RENDER_PASSES.NOT_RENDERED;
667
-
668
- const clippableFlag = !!(flags & ENTITY_FLAGS.CLIPPABLE) ? 1 : 0;
669
-
670
- let vertFlag = 0;
671
- vertFlag |= colorFlag;
672
- vertFlag |= silhouetteFlag << 4;
673
- vertFlag |= edgeFlag << 8;
674
- vertFlag |= pickFlag << 12;
675
- vertFlag |= clippableFlag << 16;
676
-
677
- tempFloat32[0] = vertFlag;
678
-
679
- if (this._state.flagsBuf) {
680
- this._state.flagsBuf.setData(tempFloat32, portionId);
681
- }
682
- }
683
-
684
- setOffset(portionId, offset) {
685
- if (!this._finalized) {
686
- throw "Not finalized";
687
- }
688
- if (!this.model.scene.entityOffsetsEnabled) {
689
- this.model.error("Entity#offset not enabled for this Viewer"); // See Viewer entityOffsetsEnabled
690
- return;
691
- }
692
- tempVec3fa[0] = offset[0];
693
- tempVec3fa[1] = offset[1];
694
- tempVec3fa[2] = offset[2];
695
- if (this._state.offsetsBuf) {
696
- this._state.offsetsBuf.setData(tempVec3fa, portionId * 3);
697
- }
698
- }
699
-
700
- getEachVertex(portionId, callback) {
701
- if (!this.model.scene.readableGeometryEnabled) {
702
- return false;
703
- }
704
- const state = this._state;
705
- const geometry = state.geometry;
706
- const portion = this._portions[portionId];
707
- if (!portion) {
708
- this.model.error("portion not found: " + portionId);
709
- return;
710
- }
711
- const positions = geometry.positionsCompressed;
712
- const sceneModelMatrix = this.model.matrix;
713
- const origin = math.vec4();
714
- origin.set(state.origin, 0);
715
- origin[3] = 1;
716
- math.mulMat4v4(sceneModelMatrix, origin, origin);
717
- const offsetX = origin[0];
718
- const offsetY = origin[1];
719
- const offsetZ = origin[2];
720
- const worldPos = tempVec4a;
721
- const portionMatrix = portion.matrix;
722
- const positionsDecodeMatrix = state.positionsDecodeMatrix;
723
- for (let i = 0, len = positions.length; i < len; i += 3) {
724
- worldPos[0] = positions[i];
725
- worldPos[1] = positions[i + 1];
726
- worldPos[2] = positions[i + 2];
727
- math.decompressPosition(worldPos, positionsDecodeMatrix);
728
- math.transformPoint3(portionMatrix, worldPos, worldPos);
729
- worldPos[3] = 1;
730
- math.mulMat4v4(sceneModelMatrix, worldPos, worldPos);
731
- worldPos[0] += offsetX;
732
- worldPos[1] += offsetY;
733
- worldPos[2] += offsetZ;
734
- callback(worldPos);
735
- }
736
- }
737
-
738
- getEachIndex(portionId, callback) {
739
- if (!this.model.scene.readableGeometryEnabled) {
740
- return false;
741
- }
742
- const state = this._state;
743
- const geometry = state.geometry;
744
- const portion = this._portions[portionId];
745
- if (!portion) {
746
- this.model.error("portion not found: " + portionId);
747
- return;
748
- }
749
- const indices = geometry.indices;
750
- for (let i = 0, len = indices.length; i < len; i++) {
751
- callback(indices[i]);
752
- }
753
- }
754
-
755
- setMatrix(portionId, matrix) {
756
- if (!this._finalized) {
757
- throw "Not finalized";
758
- }
759
-
760
- ////////////////////////////////////////
761
- // TODO: Update portion matrix
762
- ////////////////////////////////////////
763
-
764
- var offset = portionId * 4;
765
-
766
- tempFloat32Vec4[0] = matrix[0];
767
- tempFloat32Vec4[1] = matrix[4];
768
- tempFloat32Vec4[2] = matrix[8];
769
- tempFloat32Vec4[3] = matrix[12];
770
-
771
- this._state.modelMatrixCol0Buf.setData(tempFloat32Vec4, offset);
772
-
773
- tempFloat32Vec4[0] = matrix[1];
774
- tempFloat32Vec4[1] = matrix[5];
775
- tempFloat32Vec4[2] = matrix[9];
776
- tempFloat32Vec4[3] = matrix[13];
777
-
778
- this._state.modelMatrixCol1Buf.setData(tempFloat32Vec4, offset);
779
-
780
- tempFloat32Vec4[0] = matrix[2];
781
- tempFloat32Vec4[1] = matrix[6];
782
- tempFloat32Vec4[2] = matrix[10];
783
- tempFloat32Vec4[3] = matrix[14];
784
-
785
- this._state.modelMatrixCol2Buf.setData(tempFloat32Vec4, offset);
786
- }
787
-
788
- readGeometryData(portionId) {
789
- if (!this._finalized) {
790
- throw "Not finalized";
791
- }
792
-
793
- const state = this._state;
794
- const sceneModelMatrix = this.model.matrix;
795
-
796
- const col0 = state.modelMatrixCol0Buf.getData(portionId, 1);
797
- const col1 = state.modelMatrixCol1Buf.getData(portionId, 1);
798
- const col2 = state.modelMatrixCol2Buf.getData(portionId, 1);
799
-
800
- const portionMatrix = [
801
- col0[0], col1[0], col2[0], 0,
802
- col0[1], col1[1], col2[1], 0,
803
- col0[2], col1[2], col2[2], 0,
804
- col0[3], col1[3], col2[3], 1,
805
- ];
806
-
807
- const positionsDecodeMatrix = state.positionsDecodeMatrix;
808
-
809
- const origin = math.vec4();
810
- origin.set(state.origin, 0);
811
- origin[3] = 1;
812
- math.mulMat4v4(sceneModelMatrix, origin, origin);
813
-
814
- const indices = state.indicesBuf.getData();
815
-
816
- const matrix = math.mulMat4(
817
- portionMatrix,
818
- positionsDecodeMatrix,
819
- new Array(16)
820
- );
821
-
822
- math.mulMat4(
823
- sceneModelMatrix,
824
- matrix,
825
- matrix
826
- );
827
-
828
- matrix[12] += origin[0];
829
- matrix[13] += origin[1];
830
- matrix[14] += origin[2];
831
-
832
- const positionsQuantized = state.positionsBuf.getData();
833
-
834
- const positions = math.transformPositions3(
835
- matrix,
836
- positionsQuantized,
837
- new Array(positionsQuantized.length)
838
- );
839
-
840
- // const aabb = math.positions3ToAABB3(positions);
841
- // console.log({aabbToniInstancing: aabb});
842
-
843
- return { indices, positions };
844
- }
845
-
846
- // ---------------------- COLOR RENDERING -----------------------------------
847
-
848
- drawColorOpaque(renderFlags, frameCtx) {
849
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
850
- return;
851
- }
852
- this._updateBackfaceCull(renderFlags, frameCtx);
853
- const useAlphaCutoff = this._state.textureSet && (typeof (this._state.textureSet.alphaCutoff) === "number");
854
- if (frameCtx.withSAO && this.model.saoEnabled) {
855
- if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
856
- if (this._renderers.pbrRendererWithSAO) {
857
- this._renderers.pbrRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
858
- }
859
- } else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
860
- if (useAlphaCutoff) {
861
- if (this._renderers.colorTextureRendererWithSAOAlphaCutoff) {
862
- this._renderers.colorTextureRendererWithSAOAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
863
- }
864
- } else {
865
- if (this._renderers.colorTextureRendererWithSAO) {
866
- this._renderers.colorTextureRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
867
- }
868
- }
869
- } else if (this._state.normalsBuf) {
870
- if (this._renderers.colorRendererWithSAO) {
871
- this._renderers.colorRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
872
- }
873
- } else {
874
- if (this._renderers.flatColorRendererWithSAO) {
875
- this._renderers.flatColorRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
876
- }
877
- }
878
- } else if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
879
- if (this._renderers.pbrRenderer) {
880
- this._renderers.pbrRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
881
- }
882
- } else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
883
- if (useAlphaCutoff) {
884
- if (this._renderers.colorTextureRendererAlphaCutoff) {
885
- this._renderers.colorTextureRendererAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
886
- }
887
- } else {
888
- if (this._renderers.colorTextureRenderer) {
889
- this._renderers.colorTextureRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
890
- }
891
- }
892
- } else if (this._state.normalsBuf) {
893
- if (this._renderers.colorRenderer) {
894
- this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
895
- }
896
- } else {
897
- if (this._renderers.flatColorRenderer) {
898
- this._renderers.flatColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
899
- }
900
- }
901
- }
902
-
903
- _updateBackfaceCull(renderFlags, frameCtx) {
904
- const backfaces = true; // See XCD-230
905
- if (frameCtx.backfaces !== backfaces) {
906
- const gl = frameCtx.gl;
907
- if (backfaces) {
908
- gl.disable(gl.CULL_FACE);
909
- } else {
910
- gl.enable(gl.CULL_FACE);
911
- }
912
- frameCtx.backfaces = backfaces;
913
- }
914
- }
915
-
916
- drawColorTransparent(renderFlags, frameCtx) {
917
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === 0 || this._numXRayedLayerPortions === this._numPortions) {
918
- return;
919
- }
920
- this._updateBackfaceCull(renderFlags, frameCtx);
921
- if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
922
- if (this._renderers.pbrRenderer) {
923
- this._renderers.pbrRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
924
- }
925
- } else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
926
- if (this._renderers.colorTextureRenderer) {
927
- this._renderers.colorTextureRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
928
- }
929
- } else if (this._state.normalsBuf) {
930
- if (this._renderers.colorRenderer) {
931
- this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
932
- }
933
- } else {
934
- if (this._renderers.flatColorRenderer) {
935
- this._renderers.flatColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
936
- }
937
- }
938
- }
939
-
940
- // ---------------------- RENDERING SAO POST EFFECT TARGETS --------------
941
-
942
- drawDepth(renderFlags, frameCtx) {
943
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
944
- return;
945
- }
946
- this._updateBackfaceCull(renderFlags, frameCtx);
947
- if (this._renderers.depthRenderer) {
948
- this._renderers.depthRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE); // Assume whatever post-effect uses depth (eg SAO) does not apply to transparent objects
949
- }
950
- }
951
-
952
- drawNormals(renderFlags, frameCtx) {
953
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
954
- return;
955
- }
956
- this._updateBackfaceCull(renderFlags, frameCtx);
957
- if (this._renderers.normalsRenderer) {
958
- this._renderers.normalsRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE); // Assume whatever post-effect uses normals (eg SAO) does not apply to transparent objects
959
- }
960
- }
961
-
962
- // ---------------------- SILHOUETTE RENDERING -----------------------------------
963
-
964
- drawSilhouetteXRayed(renderFlags, frameCtx) {
965
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numXRayedLayerPortions === 0) {
966
- return;
967
- }
968
- this._updateBackfaceCull(renderFlags, frameCtx);
969
- if (this._renderers.silhouetteRenderer) {
970
- this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_XRAYED);
971
- }
972
- }
973
-
974
- drawSilhouetteHighlighted(renderFlags, frameCtx) {
975
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numHighlightedLayerPortions === 0) {
976
- return;
977
- }
978
- this._updateBackfaceCull(renderFlags, frameCtx);
979
- if (this._renderers.silhouetteRenderer) {
980
- this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_HIGHLIGHTED);
981
- }
982
- }
983
-
984
- drawSilhouetteSelected(renderFlags, frameCtx) {
985
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numSelectedLayerPortions === 0) {
986
- return;
987
- }
988
- this._updateBackfaceCull(renderFlags, frameCtx);
989
- if (this._renderers.silhouetteRenderer) {
990
- this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_SELECTED);
991
- }
992
- }
993
-
994
- // ---------------------- EDGES RENDERING -----------------------------------
995
-
996
- drawEdgesColorOpaque(renderFlags, frameCtx) {
997
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numEdgesLayerPortions === 0) {
998
- return;
999
- }
1000
- if (this._renderers.edgesColorRenderer) {
1001
- this._renderers.edgesColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_COLOR_OPAQUE);
1002
- }
1003
- }
1004
-
1005
- drawEdgesColorTransparent(renderFlags, frameCtx) {
1006
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numEdgesLayerPortions === 0) {
1007
- return;
1008
- }
1009
- if (this._renderers.edgesColorRenderer) {
1010
- this._renderers.edgesColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_COLOR_TRANSPARENT);
1011
- }
1012
- }
1013
-
1014
- drawEdgesXRayed(renderFlags, frameCtx) {
1015
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numXRayedLayerPortions === 0) {
1016
- return;
1017
- }
1018
- if (this._renderers.edgesRenderer) {
1019
- this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_XRAYED);
1020
- }
1021
- }
1022
-
1023
- drawEdgesHighlighted(renderFlags, frameCtx) {
1024
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numHighlightedLayerPortions === 0) {
1025
- return;
1026
- }
1027
- if (this._renderers.edgesRenderer) {
1028
- this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_HIGHLIGHTED);
1029
- }
1030
- }
1031
-
1032
- drawEdgesSelected(renderFlags, frameCtx) {
1033
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numSelectedLayerPortions === 0) {
1034
- return;
1035
- }
1036
- if (this._renderers.edgesRenderer) {
1037
- this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_SELECTED);
1038
- }
1039
- }
1040
-
1041
- // ---------------------- OCCLUSION CULL RENDERING -----------------------------------
1042
-
1043
- drawOcclusion(renderFlags, frameCtx) {
1044
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1045
- return;
1046
- }
1047
- this._updateBackfaceCull(renderFlags, frameCtx);
1048
- if (this._renderers.occlusionRenderer) {
1049
- // Only opaque, filled objects can be occluders
1050
- this._renderers.occlusionRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
1051
- }
1052
- }
1053
-
1054
- // ---------------------- SHADOW BUFFER RENDERING -----------------------------------
1055
-
1056
- drawShadow(renderFlags, frameCtx) {
1057
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1058
- return;
1059
- }
1060
- this._updateBackfaceCull(renderFlags, frameCtx);
1061
- if (this._renderers.shadowRenderer) {
1062
- this._renderers.shadowRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
1063
- }
1064
- }
1065
-
1066
- //---- PICKING ----------------------------------------------------------------------------------------------------
1067
-
1068
- drawPickMesh(renderFlags, frameCtx) {
1069
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1070
- return;
1071
- }
1072
- this._updateBackfaceCull(renderFlags, frameCtx);
1073
- if (this._renderers.pickMeshRenderer) {
1074
- this._renderers.pickMeshRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1075
- }
1076
- }
1077
-
1078
- drawPickDepths(renderFlags, frameCtx) {
1079
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1080
- return;
1081
- }
1082
- this._updateBackfaceCull(renderFlags, frameCtx);
1083
- if (this._renderers.pickDepthRenderer) {
1084
- this._renderers.pickDepthRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1085
- }
1086
- }
1087
-
1088
- drawPickNormals(renderFlags, frameCtx) {
1089
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1090
- return;
1091
- }
1092
- this._updateBackfaceCull(renderFlags, frameCtx);
1093
-
1094
- ////////////////////////////////////////////////////////////////////////////////////////////////////
1095
- // TODO
1096
- // if (this._state.normalsBuf) {
1097
- // if (this._renderers.pickNormalsRenderer) {
1098
- // this._renderers.pickNormalsRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1099
- // }
1100
- ////////////////////////////////////////////////////////////////////////////////////////////////////
1101
- // } else {
1102
- if (this._renderers.pickNormalsFlatRenderer) {
1103
- this._renderers.pickNormalsFlatRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1104
- }
1105
- // }
1106
- }
1107
-
1108
- drawSnapInit(renderFlags, frameCtx) {
1109
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1110
- return;
1111
- }
1112
- this._updateBackfaceCull(renderFlags, frameCtx);
1113
- if (this._renderers.snapInitRenderer) {
1114
- this._renderers.snapInitRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1115
- }
1116
- }
1117
-
1118
- drawSnap(renderFlags, frameCtx) {
1119
- if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1120
- return;
1121
- }
1122
- this._updateBackfaceCull(renderFlags, frameCtx);
1123
- if (this._renderers.snapRenderer) {
1124
- this._renderers.snapRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1125
- }
1126
- }
1127
-
1128
- //-----------------------------------------------------------------------------------------
1129
-
1130
- precisionRayPickSurface(portionId, worldRayOrigin, worldRayDir, worldSurfacePos, worldNormal) {
1131
-
1132
- if (!this.model.scene.readableGeometryEnabled) {
1133
- return false;
1134
- }
1135
-
1136
- const geometry = this._state.geometry;
1137
- const state = this._state;
1138
- const portion = this._portions[portionId];
1139
-
1140
- if (!portion) {
1141
- this.model.error("portion not found: " + portionId);
1142
- return false;
1143
- }
1144
-
1145
- if (!portion.inverseMatrix) {
1146
- portion.inverseMatrix = math.inverseMat4(portion.matrix, math.mat4());
1147
- }
1148
-
1149
- if (worldNormal && !portion.normalMatrix) {
1150
- portion.normalMatrix = math.transposeMat4(portion.inverseMatrix, math.mat4());
1151
- }
1152
-
1153
- const quantizedPositions = geometry.quantizedPositions;
1154
- const indices = geometry.indices;
1155
- const origin = state.origin;
1156
- const offset = portion.offset;
1157
-
1158
- const rtcRayOrigin = tempVec3a;
1159
- const rtcRayDir = tempVec3b;
1160
-
1161
- rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c) : worldRayOrigin); // World -> RTC
1162
- rtcRayDir.set(worldRayDir);
1163
-
1164
- if (offset) {
1165
- math.subVec3(rtcRayOrigin, offset);
1166
- }
1167
-
1168
- math.transformRay(this.model.worldNormalMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir);
1169
-
1170
- math.transformRay(portion.inverseMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir);
1171
-
1172
- const a = tempVec3d;
1173
- const b = tempVec3e;
1174
- const c = tempVec3f;
1175
-
1176
- let gotIntersect = false;
1177
- let closestDist = 0;
1178
- const closestIntersectPos = tempVec3g;
1179
-
1180
- for (let i = 0, len = indices.length; i < len; i += 3) {
1181
-
1182
- const ia = indices[i + 0] * 3;
1183
- const ib = indices[i + 1] * 3;
1184
- const ic = indices[i + 2] * 3;
1185
-
1186
- a[0] = quantizedPositions[ia];
1187
- a[1] = quantizedPositions[ia + 1];
1188
- a[2] = quantizedPositions[ia + 2];
1189
-
1190
- b[0] = quantizedPositions[ib];
1191
- b[1] = quantizedPositions[ib + 1];
1192
- b[2] = quantizedPositions[ib + 2];
1193
-
1194
- c[0] = quantizedPositions[ic];
1195
- c[1] = quantizedPositions[ic + 1];
1196
- c[2] = quantizedPositions[ic + 2];
1197
-
1198
- const {positionsDecodeMatrix} = state.geometry;
1199
-
1200
- math.decompressPosition(a, positionsDecodeMatrix);
1201
- math.decompressPosition(b, positionsDecodeMatrix);
1202
- math.decompressPosition(c, positionsDecodeMatrix);
1203
-
1204
- if (math.rayTriangleIntersect(rtcRayOrigin, rtcRayDir, a, b, c, closestIntersectPos)) {
1205
-
1206
- math.transformPoint3(portion.matrix, closestIntersectPos, closestIntersectPos);
1207
-
1208
- math.transformPoint3(this.model.worldMatrix, closestIntersectPos, closestIntersectPos);
1209
-
1210
- if (offset) {
1211
- math.addVec3(closestIntersectPos, offset);
1212
- }
1213
-
1214
- if (origin) {
1215
- math.addVec3(closestIntersectPos, origin);
1216
- }
1217
-
1218
- const dist = Math.abs(math.lenVec3(math.subVec3(closestIntersectPos, worldRayOrigin, [])));
1219
-
1220
- if (!gotIntersect || dist > closestDist) {
1221
- closestDist = dist;
1222
- worldSurfacePos.set(closestIntersectPos);
1223
- if (worldNormal) { // Not that wasteful to eagerly compute - unlikely to hit >2 surfaces on most geometry
1224
- math.triangleNormal(a, b, c, worldNormal);
1225
- }
1226
- gotIntersect = true;
1227
- }
1228
- }
1229
- }
1230
-
1231
- if (gotIntersect && worldNormal) {
1232
- math.transformVec3(portion.normalMatrix, worldNormal, worldNormal);
1233
- math.transformVec3(this.model.worldNormalMatrix, worldNormal, worldNormal);
1234
- math.normalizeVec3(worldNormal);
1235
- }
1236
-
1237
- return gotIntersect;
1238
- }
1239
-
1240
- destroy() {
1241
- const state = this._state;
1242
- if (state.colorsBuf) {
1243
- state.colorsBuf.destroy();
1244
- state.colorsBuf = null;
1245
- }
1246
- if (state.metallicRoughnessBuf) {
1247
- state.metallicRoughnessBuf.destroy();
1248
- state.metallicRoughnessBuf = null;
1249
- }
1250
- if (state.flagsBuf) {
1251
- state.flagsBuf.destroy();
1252
- state.flagsBuf = null;
1253
- }
1254
- if (state.offsetsBuf) {
1255
- state.offsetsBuf.destroy();
1256
- state.offsetsBuf = null;
1257
- }
1258
- if (state.modelMatrixCol0Buf) {
1259
- state.modelMatrixCol0Buf.destroy();
1260
- state.modelMatrixCol0Buf = null;
1261
- }
1262
- if (state.modelMatrixCol1Buf) {
1263
- state.modelMatrixCol1Buf.destroy();
1264
- state.modelMatrixCol1Buf = null;
1265
- }
1266
- if (state.modelMatrixCol2Buf) {
1267
- state.modelMatrixCol2Buf.destroy();
1268
- state.modelMatrixCol2Buf = null;
1269
- }
1270
- if (state.modelNormalMatrixCol0Buf) {
1271
- state.modelNormalMatrixCol0Buf.destroy();
1272
- state.modelNormalMatrixCol0Buf = null;
1273
- }
1274
- if (state.modelNormalMatrixCol1Buf) {
1275
- state.modelNormalMatrixCol1Buf.destroy();
1276
- state.modelNormalMatrixCol1Buf = null;
1277
- }
1278
- if (state.modelNormalMatrixCol2Buf) {
1279
- state.modelNormalMatrixCol2Buf.destroy();
1280
- state.modelNormalMatrixCol2Buf = null;
1281
- }
1282
- if (state.pickColorsBuf) {
1283
- state.pickColorsBuf.destroy();
1284
- state.pickColorsBuf = null;
1285
- }
1286
- state.destroy();
1287
- this._state = null;
1288
- }
1289
- }