@xeokit/xeokit-sdk 2.6.92 → 2.6.94

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 +13076 -44663
  2. package/dist/xeokit-sdk.es.js +13077 -44662
  3. package/dist/xeokit-sdk.es5.js +1404 -3502
  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 +3 -2
  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 +22 -39
  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
@@ -1,324 +0,0 @@
1
- import {Program} from "./../Program.js";
2
- import {ArrayBuf} from "./../ArrayBuf.js";
3
- import {math} from "../../math/math.js";
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- import {WEBGL_INFO} from "../../webglInfo.js";
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-
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- const blurStdDev = 4;
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- const blurDepthCutoff = 0.01;
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- const KERNEL_RADIUS = 16;
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-
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- const sampleOffsetsVert = new Float32Array(createSampleOffsets(KERNEL_RADIUS + 1, [0, 1]));
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- const sampleOffsetsHor = new Float32Array(createSampleOffsets(KERNEL_RADIUS + 1, [1, 0]));
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- const sampleWeights = new Float32Array(createSampleWeights(KERNEL_RADIUS + 1, blurStdDev));
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-
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- const tempVec2a = new Float32Array(2);
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-
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- /**
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- * SAO implementation inspired from previous SAO work in THREE.js by ludobaka / ludobaka.github.io and bhouston
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- * @private
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- */
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- class SAODepthLimitedBlurRenderer {
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-
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- constructor(scene) {
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-
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- this._scene = scene;
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-
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- // The program
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-
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- this._program = null;
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- this._programError = false;
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-
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- // Variable locations
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-
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- this._aPosition = null;
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- this._aUV = null;
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-
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- this._uDepthTexture = "uDepthTexture";
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- this._uOcclusionTexture = "uOcclusionTexture";
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-
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- this._uViewport = null;
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- this._uCameraNear = null;
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- this._uCameraFar = null;
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- this._uCameraProjectionMatrix = null;
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- this._uCameraInverseProjectionMatrix = null;
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-
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- // VBOs
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-
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- this._uvBuf = null;
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- this._positionsBuf = null;
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- this._indicesBuf = null;
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-
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- this.init();
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- }
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-
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- init() {
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-
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- // Create program & VBOs, locate attributes and uniforms
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-
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- const gl = this._scene.canvas.gl;
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-
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- this._program = new Program(gl, {
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-
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- vertex: [
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- `#version 300 es
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- precision highp float;
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- precision highp int;
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-
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- in vec3 aPosition;
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- in vec2 aUV;
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- uniform vec2 uViewport;
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- out vec2 vUV;
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- out vec2 vInvSize;
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- void main () {
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- vUV = aUV;
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- vInvSize = 1.0 / uViewport;
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- gl_Position = vec4(aPosition, 1.0);
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- }`],
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-
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- fragment: [
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- `#version 300 es
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- precision highp float;
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- precision highp int;
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-
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- #define PI 3.14159265359
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- #define PI2 6.28318530718
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- #define EPSILON 1e-6
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-
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- #define KERNEL_RADIUS ${KERNEL_RADIUS}
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-
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- in vec2 vUV;
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- in vec2 vInvSize;
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-
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- uniform sampler2D uDepthTexture;
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- uniform sampler2D uOcclusionTexture;
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-
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- uniform float uCameraNear;
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- uniform float uCameraFar;
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- uniform float uDepthCutoff;
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-
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- uniform vec2 uSampleOffsets[ KERNEL_RADIUS + 1 ];
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- uniform float uSampleWeights[ KERNEL_RADIUS + 1 ];
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-
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- const float unpackDownscale = 255. / 256.;
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-
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- const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
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- const vec4 unpackFactors = unpackDownscale / vec4( packFactors, 1. );
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-
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- const float packUpscale = 256. / 255.;
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-
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- const float shiftRights = 1. / 256.;
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-
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- float unpackRGBAToFloat( const in vec4 v ) {
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- return dot( floor( v * 255.0 + 0.5 ) / 255.0, unpackFactors );
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- }
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-
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- vec4 packFloatToRGBA( const in float v ) {
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- vec4 r = vec4( fract( v * packFactors ), v );
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- r.yzw -= r.xyz * shiftRights;
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- return r * packUpscale;
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- }
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-
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- float viewZToOrthographicDepth( const in float viewZ) {
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- return ( viewZ + uCameraNear ) / ( uCameraNear - uCameraFar );
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- }
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-
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- float orthographicDepthToViewZ( const in float linearClipZ) {
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- return linearClipZ * ( uCameraNear - uCameraFar ) - uCameraNear;
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- }
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-
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- float viewZToPerspectiveDepth( const in float viewZ) {
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- return (( uCameraNear + viewZ ) * uCameraFar ) / (( uCameraFar - uCameraNear ) * viewZ );
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- }
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-
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- float perspectiveDepthToViewZ( const in float invClipZ) {
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- return ( uCameraNear * uCameraFar ) / ( ( uCameraFar - uCameraNear ) * invClipZ - uCameraFar );
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- }
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-
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- float getDepth( const in vec2 screenPosition ) {
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- return vec4(texture(uDepthTexture, screenPosition)).r;
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- }
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-
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- float getViewZ( const in float depth ) {
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- return perspectiveDepthToViewZ( depth );
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- }
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-
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- out vec4 outColor;
146
-
147
- void main() {
148
-
149
- float depth = getDepth( vUV );
150
- if( depth >= ( 1.0 - EPSILON ) ) {
151
- discard;
152
- }
153
-
154
- float centerViewZ = -getViewZ( depth );
155
- bool rBreak = false;
156
- bool lBreak = false;
157
-
158
- float weightSum = uSampleWeights[0];
159
- float occlusionSum = unpackRGBAToFloat(texture( uOcclusionTexture, vUV )) * weightSum;
160
-
161
- for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
162
-
163
- float sampleWeight = uSampleWeights[i];
164
- vec2 sampleUVOffset = uSampleOffsets[i] * vInvSize;
165
-
166
- vec2 sampleUV = vUV + sampleUVOffset;
167
- float viewZ = -getViewZ( getDepth( sampleUV ) );
168
-
169
- if( abs( viewZ - centerViewZ ) > uDepthCutoff ) {
170
- rBreak = true;
171
- }
172
-
173
- if( ! rBreak ) {
174
- occlusionSum += unpackRGBAToFloat(texture( uOcclusionTexture, sampleUV )) * sampleWeight;
175
- weightSum += sampleWeight;
176
- }
177
-
178
- sampleUV = vUV - sampleUVOffset;
179
- viewZ = -getViewZ( getDepth( sampleUV ) );
180
-
181
- if( abs( viewZ - centerViewZ ) > uDepthCutoff ) {
182
- lBreak = true;
183
- }
184
-
185
- if( ! lBreak ) {
186
- occlusionSum += unpackRGBAToFloat(texture( uOcclusionTexture, sampleUV )) * sampleWeight;
187
- weightSum += sampleWeight;
188
- }
189
- }
190
-
191
- outColor = packFloatToRGBA(occlusionSum / weightSum);
192
- }`
193
- ]
194
- });
195
-
196
- if (this._program.errors) {
197
- console.error(this._program.errors.join("\n"));
198
- this._programError = true;
199
- return;
200
- }
201
-
202
- const uv = new Float32Array([1, 1, 0, 1, 0, 0, 1, 0]);
203
- const positions = new Float32Array([1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0]);
204
-
205
- // Mitigation: if Uint8Array is used, the geometry is corrupted on OSX when using Chrome with data-textures
206
- const indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
207
-
208
- this._positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, positions, positions.length, 3, gl.STATIC_DRAW);
209
- this._uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uv, uv.length, 2, gl.STATIC_DRAW);
210
- this._indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, indices, indices.length, 1, gl.STATIC_DRAW);
211
-
212
- this._program.bind();
213
-
214
- this._uViewport = this._program.getLocation("uViewport");
215
-
216
- this._uCameraNear = this._program.getLocation("uCameraNear");
217
- this._uCameraFar = this._program.getLocation("uCameraFar");
218
-
219
- this._uDepthCutoff = this._program.getLocation("uDepthCutoff");
220
-
221
- this._uSampleOffsets = gl.getUniformLocation(this._program.handle, "uSampleOffsets");
222
- this._uSampleWeights = gl.getUniformLocation(this._program.handle, "uSampleWeights");
223
-
224
- this._aPosition = this._program.getAttribute("aPosition");
225
- this._aUV = this._program.getAttribute("aUV");
226
- }
227
-
228
- render(depthRenderBuffer, occlusionRenderBuffer, direction) {
229
-
230
- if (this._programError) {
231
- return;
232
- }
233
-
234
- if (!this._getInverseProjectMat) { // HACK: scene.camera not defined until render time
235
- this._getInverseProjectMat = (() => {
236
- let projMatDirty = true;
237
- this._scene.camera.on("projMatrix", function () {
238
- projMatDirty = true;
239
- });
240
- const inverseProjectMat = math.mat4();
241
- return () => {
242
- if (projMatDirty) {
243
- math.inverseMat4(scene.camera.projMatrix, inverseProjectMat);
244
- }
245
- return inverseProjectMat;
246
- }
247
- })();
248
- }
249
-
250
- const gl = this._scene.canvas.gl;
251
- const program = this._program;
252
- const scene = this._scene;
253
- const viewportWidth = gl.drawingBufferWidth;
254
- const viewportHeight = gl.drawingBufferHeight;
255
- const projectState = scene.camera.project._state;
256
- const near = projectState.near;
257
- const far = projectState.far;
258
-
259
- gl.viewport(0, 0, viewportWidth, viewportHeight);
260
- gl.clearColor(0, 0, 0, 1);
261
- gl.enable(gl.DEPTH_TEST);
262
- gl.disable(gl.BLEND);
263
- gl.frontFace(gl.CCW);
264
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
265
-
266
- program.bind();
267
-
268
- tempVec2a[0] = viewportWidth;
269
- tempVec2a[1] = viewportHeight;
270
-
271
- gl.uniform2fv(this._uViewport, tempVec2a);
272
- gl.uniform1f(this._uCameraNear, near);
273
- gl.uniform1f(this._uCameraFar, far);
274
-
275
- gl.uniform1f(this._uDepthCutoff, blurDepthCutoff);
276
-
277
- if (direction === 0) {// Horizontal
278
- gl.uniform2fv(this._uSampleOffsets, sampleOffsetsHor);
279
- } else { // Vertical
280
- gl.uniform2fv(this._uSampleOffsets, sampleOffsetsVert);
281
- }
282
-
283
- gl.uniform1fv(this._uSampleWeights, sampleWeights);
284
-
285
- const depthTexture = depthRenderBuffer.getDepthTexture();
286
- const occlusionTexture = occlusionRenderBuffer.getTexture();
287
-
288
- program.bindTexture(this._uDepthTexture, depthTexture, 0); // TODO: use FrameCtx.textureUnit
289
- program.bindTexture(this._uOcclusionTexture, occlusionTexture, 1);
290
-
291
- this._aUV.bindArrayBuffer(this._uvBuf);
292
- this._aPosition.bindArrayBuffer(this._positionsBuf);
293
- this._indicesBuf.bind();
294
-
295
- gl.drawElements(gl.TRIANGLES, this._indicesBuf.numItems, this._indicesBuf.itemType, 0);
296
- }
297
-
298
- destroy() {
299
- this._program.destroy();
300
- }
301
- }
302
-
303
- function createSampleWeights(kernelRadius, stdDev) {
304
- const weights = [];
305
- for (let i = 0; i <= kernelRadius; i++) {
306
- weights.push(gaussian(i, stdDev));
307
- }
308
- return weights; // TODO: Optimize
309
- }
310
-
311
- function gaussian(x, stdDev) {
312
- return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev);
313
- }
314
-
315
- function createSampleOffsets(kernelRadius, uvIncrement) {
316
- const offsets = [];
317
- for (let i = 0; i <= kernelRadius; i++) {
318
- offsets.push(uvIncrement[0] * i);
319
- offsets.push(uvIncrement[1] * i);
320
- }
321
- return offsets;
322
- }
323
-
324
- export {SAODepthLimitedBlurRenderer};
@@ -1,384 +0,0 @@
1
- import {Program} from "./../Program.js";
2
- import {ArrayBuf} from "./../ArrayBuf.js";
3
- import {math} from "../../math/math.js";
4
- import {WEBGL_INFO} from "../../webglInfo.js";
5
-
6
- const tempVec2 = math.vec2();
7
-
8
- /**
9
- * SAO implementation inspired from previous SAO work in THREE.js by ludobaka / ludobaka.github.io and bhouston
10
- * @private
11
- */
12
- class SAOOcclusionRenderer {
13
-
14
- constructor(scene) {
15
-
16
- this._scene = scene;
17
-
18
- this._numSamples = null;
19
-
20
- // The program
21
-
22
- this._program = null;
23
- this._programError = false;
24
-
25
- // Variable locations
26
-
27
- this._aPosition = null;
28
- this._aUV = null;
29
-
30
- this._uDepthTexture = "uDepthTexture";
31
-
32
- this._uCameraNear = null;
33
- this._uCameraFar = null;
34
- this._uCameraProjectionMatrix = null;
35
- this._uCameraInverseProjectionMatrix = null;
36
-
37
- this._uScale = null;
38
- this._uIntensity = null;
39
- this._uBias = null;
40
- this._uKernelRadius = null;
41
- this._uMinResolution = null;
42
- this._uRandomSeed = null;
43
-
44
- // VBOs
45
-
46
- this._uvBuf = null;
47
- this._positionsBuf = null;
48
- this._indicesBuf = null;
49
-
50
- this.init();
51
- }
52
-
53
- init() {
54
- this._rebuild = true;
55
- }
56
-
57
- render(depthRenderBuffer) {
58
-
59
- this._build();
60
-
61
- if (this._programError) {
62
- return;
63
- }
64
-
65
- if (!this._getInverseProjectMat) { // HACK: scene.camera not defined until render time
66
- this._getInverseProjectMat = (() => {
67
- let projMatDirty = true;
68
- this._scene.camera.on("projMatrix", function () {
69
- projMatDirty = true;
70
- });
71
- const inverseProjectMat = math.mat4();
72
- return () => {
73
- if (projMatDirty) {
74
- math.inverseMat4(scene.camera.projMatrix, inverseProjectMat);
75
- }
76
- return inverseProjectMat;
77
- }
78
- })();
79
- }
80
-
81
- const gl = this._scene.canvas.gl;
82
- const program = this._program;
83
- const scene = this._scene;
84
- const sao = scene.sao;
85
- const viewportWidth = gl.drawingBufferWidth;
86
- const viewportHeight = gl.drawingBufferHeight;
87
- const projectState = scene.camera.project._state;
88
- const near = projectState.near;
89
- const far = projectState.far;
90
- const projectionMatrix = projectState.matrix;
91
- const inverseProjectionMatrix = this._getInverseProjectMat();
92
- const randomSeed = Math.random();
93
- const perspective = (scene.camera.projection === "perspective");
94
-
95
- tempVec2[0] = viewportWidth;
96
- tempVec2[1] = viewportHeight;
97
-
98
- gl.viewport(0, 0, viewportWidth, viewportHeight);
99
- gl.clearColor(0, 0, 0, 1);
100
- gl.disable(gl.DEPTH_TEST);
101
- gl.disable(gl.BLEND);
102
- gl.frontFace(gl.CCW);
103
- gl.clear(gl.COLOR_BUFFER_BIT);
104
-
105
- program.bind();
106
-
107
- gl.uniform1f(this._uCameraNear, near);
108
- gl.uniform1f(this._uCameraFar, far);
109
-
110
- gl.uniformMatrix4fv(this._uCameraProjectionMatrix, false, projectionMatrix);
111
- gl.uniformMatrix4fv(this._uCameraInverseProjectionMatrix, false, inverseProjectionMatrix);
112
-
113
- gl.uniform1i(this._uPerspective, perspective);
114
-
115
- gl.uniform1f(this._uScale, sao.scale * (far / 5));
116
- gl.uniform1f(this._uIntensity, sao.intensity);
117
- gl.uniform1f(this._uBias, sao.bias);
118
- gl.uniform1f(this._uKernelRadius, sao.kernelRadius);
119
- gl.uniform1f(this._uMinResolution, sao.minResolution);
120
- gl.uniform2fv(this._uViewport, tempVec2);
121
- gl.uniform1f(this._uRandomSeed, randomSeed);
122
-
123
- const depthTexture = depthRenderBuffer.getDepthTexture();
124
-
125
- program.bindTexture(this._uDepthTexture, depthTexture, 0);
126
-
127
- this._aUV.bindArrayBuffer(this._uvBuf);
128
- this._aPosition.bindArrayBuffer(this._positionsBuf);
129
- this._indicesBuf.bind();
130
-
131
- gl.drawElements(gl.TRIANGLES, this._indicesBuf.numItems, this._indicesBuf.itemType, 0);
132
- }
133
-
134
- _build() {
135
-
136
- let dirty = false;
137
-
138
- const sao = this._scene.sao;
139
-
140
- if (sao.numSamples !== this._numSamples) {
141
- this._numSamples = Math.floor(sao.numSamples);
142
- dirty = true;
143
- }
144
-
145
- if (! (dirty || this._rebuild)) {
146
- return;
147
- }
148
-
149
- this._rebuild = false;
150
-
151
- const gl = this._scene.canvas.gl;
152
-
153
- if (this._program) {
154
- this._program.destroy();
155
- this._program = null;
156
- }
157
-
158
- this._program = new Program(gl, {
159
-
160
- vertex: [`#version 300 es
161
- precision highp float;
162
- precision highp int;
163
-
164
- in vec3 aPosition;
165
- in vec2 aUV;
166
-
167
- out vec2 vUV;
168
-
169
- void main () {
170
- gl_Position = vec4(aPosition, 1.0);
171
- vUV = aUV;
172
- }`],
173
-
174
- fragment: [
175
- `#version 300 es
176
- precision highp float;
177
- precision highp int;
178
-
179
- #define NORMAL_TEXTURE 0
180
- #define PI 3.14159265359
181
- #define PI2 6.28318530718
182
- #define EPSILON 1e-6
183
- #define NUM_SAMPLES ${this._numSamples}
184
- #define NUM_RINGS 4
185
-
186
- in vec2 vUV;
187
-
188
- uniform sampler2D uDepthTexture;
189
-
190
- uniform float uCameraNear;
191
- uniform float uCameraFar;
192
- uniform mat4 uProjectMatrix;
193
- uniform mat4 uInverseProjectMatrix;
194
-
195
- uniform bool uPerspective;
196
-
197
- uniform float uScale;
198
- uniform float uIntensity;
199
- uniform float uBias;
200
- uniform float uKernelRadius;
201
- uniform float uMinResolution;
202
- uniform vec2 uViewport;
203
- uniform float uRandomSeed;
204
-
205
- float pow2( const in float x ) { return x*x; }
206
-
207
- highp float rand( const in vec2 uv ) {
208
- const highp float a = 12.9898, b = 78.233, c = 43758.5453;
209
- highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
210
- return fract(sin(sn) * c);
211
- }
212
-
213
- vec3 packNormalToRGB( const in vec3 normal ) {
214
- return normalize( normal ) * 0.5 + 0.5;
215
- }
216
-
217
- vec3 unpackRGBToNormal( const in vec3 rgb ) {
218
- return 2.0 * rgb.xyz - 1.0;
219
- }
220
-
221
- const float packUpscale = 256. / 255.;
222
- const float unpackDownScale = 255. / 256.;
223
-
224
- const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
225
- const vec4 unPackFactors = unpackDownScale / vec4( packFactors, 1. );
226
-
227
- const float shiftRights = 1. / 256.;
228
-
229
- vec4 packFloatToRGBA( const in float v ) {
230
- vec4 r = vec4( fract( v * packFactors ), v );
231
- r.yzw -= r.xyz * shiftRights;
232
- return r * packUpscale;
233
- }
234
-
235
- float unpackRGBAToFloat( const in vec4 v ) {
236
- return dot( floor( v * 255.0 + 0.5 ) / 255.0, unPackFactors );
237
- }
238
-
239
- float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {
240
- return ( near * far ) / ( ( far - near ) * invClipZ - far );
241
- }
242
-
243
- float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {
244
- return linearClipZ * ( near - far ) - near;
245
- }
246
-
247
- float getDepth( const in vec2 screenPosition ) {
248
- return vec4(texture(uDepthTexture, screenPosition)).r;
249
- }
250
-
251
- float getViewZ( const in float depth ) {
252
- if (uPerspective) {
253
- return perspectiveDepthToViewZ( depth, uCameraNear, uCameraFar );
254
- } else {
255
- return orthographicDepthToViewZ( depth, uCameraNear, uCameraFar );
256
- }
257
- }
258
-
259
- vec3 getViewPos( const in vec2 screenPos, const in float depth, const in float viewZ ) {
260
- float clipW = uProjectMatrix[2][3] * viewZ + uProjectMatrix[3][3];
261
- vec4 clipPosition = vec4( ( vec3( screenPos, depth ) - 0.5 ) * 2.0, 1.0 );
262
- clipPosition *= clipW;
263
- return ( uInverseProjectMatrix * clipPosition ).xyz;
264
- }
265
-
266
- vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPos ) {
267
- return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
268
- }
269
-
270
- float scaleDividedByCameraFar;
271
- float minResolutionMultipliedByCameraFar;
272
-
273
- float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
274
- vec3 viewDelta = sampleViewPosition - centerViewPosition;
275
- float viewDistance = length( viewDelta );
276
- float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
277
- return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - uBias) / (1.0 + pow2( scaledScreenDistance ) );
278
- }
279
-
280
- const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
281
- const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
282
-
283
- float getAmbientOcclusion( const in vec3 centerViewPosition ) {
284
-
285
- scaleDividedByCameraFar = uScale / uCameraFar;
286
- minResolutionMultipliedByCameraFar = uMinResolution * uCameraFar;
287
- vec3 centerViewNormal = getViewNormal( centerViewPosition, vUV );
288
-
289
- float angle = rand( vUV + uRandomSeed ) * PI2;
290
- vec2 radius = vec2( uKernelRadius * INV_NUM_SAMPLES ) / uViewport;
291
- vec2 radiusStep = radius;
292
-
293
- float occlusionSum = 0.0;
294
- float weightSum = 0.0;
295
-
296
- for( int i = 0; i < NUM_SAMPLES; i ++ ) {
297
- vec2 sampleUv = vUV + vec2( cos( angle ), sin( angle ) ) * radius;
298
- radius += radiusStep;
299
- angle += ANGLE_STEP;
300
-
301
- float sampleDepth = getDepth( sampleUv );
302
- if( sampleDepth >= ( 1.0 - EPSILON ) ) {
303
- continue;
304
- }
305
-
306
- float sampleViewZ = getViewZ( sampleDepth );
307
- vec3 sampleViewPosition = getViewPos( sampleUv, sampleDepth, sampleViewZ );
308
- occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
309
- weightSum += 1.0;
310
- }
311
-
312
- if( weightSum == 0.0 ) discard;
313
-
314
- return occlusionSum * ( uIntensity / weightSum );
315
- }
316
-
317
- out vec4 outColor;
318
-
319
- void main() {
320
-
321
- float centerDepth = getDepth( vUV );
322
-
323
- if( centerDepth >= ( 1.0 - EPSILON ) ) {
324
- discard;
325
- }
326
-
327
- float centerViewZ = getViewZ( centerDepth );
328
- vec3 viewPosition = getViewPos( vUV, centerDepth, centerViewZ );
329
-
330
- float ambientOcclusion = getAmbientOcclusion( viewPosition );
331
-
332
- outColor = packFloatToRGBA( 1.0- ambientOcclusion );
333
- }`]
334
- });
335
-
336
- if (this._program.errors) {
337
- console.error(this._program.errors.join("\n"));
338
- this._programError = true;
339
- return;
340
- }
341
-
342
- const uv = new Float32Array([1, 1, 0, 1, 0, 0, 1, 0]);
343
- const positions = new Float32Array([1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0]);
344
-
345
- // Mitigation: if Uint8Array is used, the geometry is corrupted on OSX when using Chrome with data-textures
346
- const indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
347
-
348
- this._positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, positions, positions.length, 3, gl.STATIC_DRAW);
349
- this._uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uv, uv.length, 2, gl.STATIC_DRAW);
350
- this._indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, indices, indices.length, 1, gl.STATIC_DRAW);
351
-
352
- this._program.bind();
353
-
354
- this._uCameraNear = this._program.getLocation("uCameraNear");
355
- this._uCameraFar = this._program.getLocation("uCameraFar");
356
-
357
- this._uCameraProjectionMatrix = this._program.getLocation("uProjectMatrix");
358
- this._uCameraInverseProjectionMatrix = this._program.getLocation("uInverseProjectMatrix");
359
-
360
- this._uPerspective = this._program.getLocation("uPerspective");
361
-
362
- this._uScale = this._program.getLocation("uScale");
363
- this._uIntensity = this._program.getLocation("uIntensity");
364
- this._uBias = this._program.getLocation("uBias");
365
- this._uKernelRadius = this._program.getLocation("uKernelRadius");
366
- this._uMinResolution = this._program.getLocation("uMinResolution");
367
- this._uViewport = this._program.getLocation("uViewport");
368
- this._uRandomSeed = this._program.getLocation("uRandomSeed");
369
-
370
- this._aPosition = this._program.getAttribute("aPosition");
371
- this._aUV = this._program.getAttribute("aUV");
372
-
373
- this._dirty = false;
374
- }
375
-
376
- destroy() {
377
- if (this._program) {
378
- this._program.destroy();
379
- this._program = null;
380
- }
381
- }
382
- }
383
-
384
- export {SAOOcclusionRenderer};