src/viewer/scene/PerformanceModel/lib/layers/trianglesBatching/renderers/TrianglesBatchingColorRenderer.js
import {Program} from "../../../../../webgl/Program.js";
import {math} from "../../../../../math/math.js";
import {createRTCViewMat, getPlaneRTCPos} from "../../../../../math/rtcCoords.js";
import {WEBGL_INFO} from "../../../../../webglInfo.js";
const tempVec4 = math.vec4();
const tempVec3a = math.vec3();
/**
* @private
*/
class TrianglesBatchingColorRenderer {
constructor(scene, withSAO) {
this._scene = scene;
this._withSAO = withSAO;
this._hash = this._getHash();
this._allocate();
}
getValid() {
return this._hash === this._getHash();
};
_getHash() {
const scene = this._scene;
return [scene._lightsState.getHash(), scene._sectionPlanesState.getHash(), (this._withSAO ? "sao" : "nosao")].join(";");
}
drawLayer(frameCtx, batchingLayer, renderPass) {
const scene = this._scene;
const camera = scene.camera;
const model = batchingLayer.model;
const gl = scene.canvas.gl;
const state = batchingLayer._state;
const origin = batchingLayer._state.origin;
if (!this._program) {
this._allocate();
if (this.errors) {
return;
}
}
if (frameCtx.lastProgramId !== this._program.id) {
frameCtx.lastProgramId = this._program.id;
this._bindProgram(frameCtx);
}
gl.uniform1i(this._uRenderPass, renderPass);
gl.uniformMatrix4fv(this._uViewMatrix, false, (origin) ? createRTCViewMat(camera.viewMatrix, origin) : camera.viewMatrix);
gl.uniformMatrix4fv(this._uViewNormalMatrix, false, camera.viewNormalMatrix);
gl.uniformMatrix4fv(this._uWorldMatrix, false, model.worldMatrix);
gl.uniformMatrix4fv(this._uWorldNormalMatrix, false, model.worldNormalMatrix);
const numSectionPlanes = scene._sectionPlanesState.sectionPlanes.length;
if (numSectionPlanes > 0) {
const sectionPlanes = scene._sectionPlanesState.sectionPlanes;
const baseIndex = batchingLayer.layerIndex * numSectionPlanes;
const renderFlags = model.renderFlags;
for (let sectionPlaneIndex = 0; sectionPlaneIndex < numSectionPlanes; sectionPlaneIndex++) {
const sectionPlaneUniforms = this._uSectionPlanes[sectionPlaneIndex];
if (sectionPlaneUniforms) {
const active = renderFlags.sectionPlanesActivePerLayer[baseIndex + sectionPlaneIndex];
gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
if (active) {
const sectionPlane = sectionPlanes[sectionPlaneIndex];
if (origin) {
const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, origin, tempVec3a);
gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
} else {
gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
}
gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
}
}
}
}
gl.uniformMatrix4fv(this._uPositionsDecodeMatrix, false, batchingLayer._state.positionsDecodeMatrix);
this._aPosition.bindArrayBuffer(state.positionsBuf);
if (this._aNormal) {
this._aNormal.bindArrayBuffer(state.normalsBuf);
}
if (this._aColor) {
this._aColor.bindArrayBuffer(state.colorsBuf);
}
if (this._aFlags) {
this._aFlags.bindArrayBuffer(state.flagsBuf);
}
if (this._aFlags2) {
this._aFlags2.bindArrayBuffer(state.flags2Buf);
}
if (this._aOffset) {
this._aOffset.bindArrayBuffer(state.offsetsBuf);
}
state.indicesBuf.bind();
gl.drawElements(gl.TRIANGLES, state.indicesBuf.numItems, state.indicesBuf.itemType, 0);
frameCtx.drawElements++;
}
_allocate() {
const scene = this._scene;
const gl = scene.canvas.gl;
const lightsState = scene._lightsState;
this._program = new Program(gl, this._buildShader());
if (this._program.errors) {
this.errors = this._program.errors;
return;
}
const program = this._program;
this._uRenderPass = program.getLocation("renderPass");
this._uPositionsDecodeMatrix = program.getLocation("positionsDecodeMatrix");
this._uWorldMatrix = program.getLocation("worldMatrix");
this._uWorldNormalMatrix = program.getLocation("worldNormalMatrix");
this._uViewMatrix = program.getLocation("viewMatrix");
this._uViewNormalMatrix = program.getLocation("viewNormalMatrix");
this._uProjMatrix = program.getLocation("projMatrix");
this._uLightAmbient = program.getLocation("lightAmbient");
this._uLightColor = [];
this._uLightDir = [];
this._uLightPos = [];
this._uLightAttenuation = [];
const lights = lightsState.lights;
let light;
for (let i = 0, len = lights.length; i < len; i++) {
light = lights[i];
switch (light.type) {
case "dir":
this._uLightColor[i] = program.getLocation("lightColor" + i);
this._uLightPos[i] = null;
this._uLightDir[i] = program.getLocation("lightDir" + i);
break;
case "point":
this._uLightColor[i] = program.getLocation("lightColor" + i);
this._uLightPos[i] = program.getLocation("lightPos" + i);
this._uLightDir[i] = null;
this._uLightAttenuation[i] = program.getLocation("lightAttenuation" + i);
break;
case "spot":
this._uLightColor[i] = program.getLocation("lightColor" + i);
this._uLightPos[i] = program.getLocation("lightPos" + i);
this._uLightDir[i] = program.getLocation("lightDir" + i);
this._uLightAttenuation[i] = program.getLocation("lightAttenuation" + i);
break;
}
}
this._uSectionPlanes = [];
for (let i = 0, len = scene._sectionPlanesState.sectionPlanes.length; i < len; i++) {
this._uSectionPlanes.push({
active: program.getLocation("sectionPlaneActive" + i),
pos: program.getLocation("sectionPlanePos" + i),
dir: program.getLocation("sectionPlaneDir" + i)
});
}
this._aPosition = program.getAttribute("position");
this._aOffset = program.getAttribute("offset");
this._aNormal = program.getAttribute("normal");
this._aColor = program.getAttribute("color");
this._aFlags = program.getAttribute("flags");
this._aFlags2 = program.getAttribute("flags2");
if (this._withSAO) {
this._uOcclusionTexture = "uOcclusionTexture";
this._uSAOParams = program.getLocation("uSAOParams");
}
if (scene.logarithmicDepthBufferEnabled) {
this._uLogDepthBufFC = program.getLocation("logDepthBufFC");
}
}
_bindProgram(frameCtx) {
const scene = this._scene;
const gl = scene.canvas.gl;
const program = this._program;
const lights = scene._lightsState.lights;
const project = scene.camera.project;
program.bind();
gl.uniformMatrix4fv(this._uProjMatrix, false, project.matrix)
if (this._uLightAmbient) {
gl.uniform4fv(this._uLightAmbient, scene._lightsState.getAmbientColorAndIntensity());
}
for (let i = 0, len = lights.length; i < len; i++) {
const light = lights[i];
if (this._uLightColor[i]) {
gl.uniform4f(this._uLightColor[i], light.color[0], light.color[1], light.color[2], light.intensity);
}
if (this._uLightPos[i]) {
gl.uniform3fv(this._uLightPos[i], light.pos);
if (this._uLightAttenuation[i]) {
gl.uniform1f(this._uLightAttenuation[i], light.attenuation);
}
}
if (this._uLightDir[i]) {
gl.uniform3fv(this._uLightDir[i], light.dir);
}
}
if (this._withSAO) {
const sao = scene.sao;
const saoEnabled = sao.possible;
if (saoEnabled) {
const viewportWidth = gl.drawingBufferWidth;
const viewportHeight = gl.drawingBufferHeight;
tempVec4[0] = viewportWidth;
tempVec4[1] = viewportHeight;
tempVec4[2] = sao.blendCutoff;
tempVec4[3] = sao.blendFactor;
gl.uniform4fv(this._uSAOParams, tempVec4);
this._program.bindTexture(this._uOcclusionTexture, frameCtx.occlusionTexture, 0);
}
}
if (scene.logarithmicDepthBufferEnabled) {
const logDepthBufFC = 2.0 / (Math.log(project.far + 1.0) / Math.LN2);
gl.uniform1f(this._uLogDepthBufFC, logDepthBufFC);
}
}
_buildShader() {
return {
vertex: this._buildVertexShader(),
fragment: this._buildFragmentShader()
};
}
_buildVertexShader() {
const scene = this._scene;
const sectionPlanesState = scene._sectionPlanesState;
const lightsState = scene._lightsState;
const clipping = sectionPlanesState.sectionPlanes.length > 0;
let light;
const src = [];
src.push("// Triangles batching draw vertex shader");
if (scene.logarithmicDepthBufferEnabled && WEBGL_INFO.SUPPORTED_EXTENSIONS["EXT_frag_depth"]) {
src.push("#extension GL_EXT_frag_depth : enable");
}
src.push("uniform int renderPass;");
src.push("attribute vec3 position;");
src.push("attribute vec3 normal;");
src.push("attribute vec4 color;");
src.push("attribute vec4 flags;");
src.push("attribute vec4 flags2;");
if (scene.entityOffsetsEnabled) {
src.push("attribute vec3 offset;");
}
src.push("uniform mat4 worldMatrix;");
src.push("uniform mat4 worldNormalMatrix;");
src.push("uniform mat4 viewMatrix;");
src.push("uniform mat4 projMatrix;");
src.push("uniform mat4 viewNormalMatrix;");
src.push("uniform mat4 positionsDecodeMatrix;");
if (scene.logarithmicDepthBufferEnabled) {
src.push("uniform float logDepthBufFC;");
if (WEBGL_INFO.SUPPORTED_EXTENSIONS["EXT_frag_depth"]) {
src.push("varying float vFragDepth;");
}
src.push("bool isPerspectiveMatrix(mat4 m) {");
src.push(" return (m[2][3] == - 1.0);");
src.push("}");
src.push("varying float isPerspective;");
}
src.push("uniform vec4 lightAmbient;");
for (let i = 0, len = lightsState.lights.length; i < len; i++) {
light = lightsState.lights[i];
if (light.type === "ambient") {
continue;
}
src.push("uniform vec4 lightColor" + i + ";");
if (light.type === "dir") {
src.push("uniform vec3 lightDir" + i + ";");
}
if (light.type === "point") {
src.push("uniform vec3 lightPos" + i + ";");
}
if (light.type === "spot") {
src.push("uniform vec3 lightPos" + i + ";");
src.push("uniform vec3 lightDir" + i + ";");
}
}
src.push("vec3 octDecode(vec2 oct) {");
src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
src.push(" if (v.z < 0.0) {");
src.push(" v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);");
src.push(" }");
src.push(" return normalize(v);");
src.push("}");
if (clipping) {
src.push("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
}
src.push("varying vec4 vColor;");
src.push("void main(void) {");
// flags.x = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
// renderPass = COLOR_OPAQUE
src.push(`if (int(flags.x) != renderPass) {`);
src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
src.push("} else {");
src.push("vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
if (scene.entityOffsetsEnabled) {
src.push("worldPosition.xyz = worldPosition.xyz + offset;");
}
src.push("vec4 viewPosition = viewMatrix * worldPosition; ");
src.push("vec4 worldNormal = worldNormalMatrix * vec4(octDecode(normal.xy), 0.0); ");
src.push("vec3 viewNormal = normalize((viewNormalMatrix * worldNormal).xyz);");
src.push("vec3 reflectedColor = vec3(0.0, 0.0, 0.0);");
src.push("vec3 viewLightDir = vec3(0.0, 0.0, -1.0);");
src.push("float lambertian = 1.0;");
for (let i = 0, len = lightsState.lights.length; i < len; i++) {
light = lightsState.lights[i];
if (light.type === "ambient") {
continue;
}
if (light.type === "dir") {
if (light.space === "view") {
src.push("viewLightDir = normalize(lightDir" + i + ");");
} else {
src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
}
} else if (light.type === "point") {
if (light.space === "view") {
src.push("viewLightDir = -normalize(lightPos" + i + " - viewPosition.xyz);");
} else {
src.push("viewLightDir = -normalize((viewMatrix * vec4(lightPos" + i + ", 0.0)).xyz);");
}
} else if (light.type === "spot") {
if (light.space === "view") {
src.push("viewLightDir = normalize(lightDir" + i + ");");
} else {
src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
}
} else {
continue;
}
src.push("lambertian = max(dot(-viewNormal, viewLightDir), 0.0);");
src.push("reflectedColor += lambertian * (lightColor" + i + ".rgb * lightColor" + i + ".a);");
}
src.push("vec3 rgb = (vec3(float(color.r) / 255.0, float(color.g) / 255.0, float(color.b) / 255.0));");
src.push("vColor = vec4((lightAmbient.rgb * lightAmbient.a * rgb) + (reflectedColor * rgb), float(color.a) / 255.0);");
src.push("vec4 clipPos = projMatrix * viewPosition;");
if (scene.logarithmicDepthBufferEnabled) {
if (WEBGL_INFO.SUPPORTED_EXTENSIONS["EXT_frag_depth"]) {
src.push("vFragDepth = 1.0 + clipPos.w;");
} else {
src.push("clipPos.z = log2( max( 1e-6, clipPos.w + 1.0 ) ) * logDepthBufFC - 1.0;");
src.push("clipPos.z *= clipPos.w;");
}
src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
}
if (clipping) {
src.push("vWorldPosition = worldPosition;");
src.push("vFlags2 = flags2;");
}
src.push("gl_Position = clipPos;");
src.push("}");
src.push("}");
return src;
}
_buildFragmentShader() {
const scene = this._scene;
const sectionPlanesState = scene._sectionPlanesState;
const clipping = sectionPlanesState.sectionPlanes.length > 0;
const src = [];
src.push("// Triangles batching draw fragment shader");
if (scene.logarithmicDepthBufferEnabled && WEBGL_INFO.SUPPORTED_EXTENSIONS["EXT_frag_depth"]) {
src.push("#extension GL_EXT_frag_depth : enable");
}
src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
src.push("precision highp float;");
src.push("precision highp int;");
src.push("#else");
src.push("precision mediump float;");
src.push("precision mediump int;");
src.push("#endif");
if (scene.logarithmicDepthBufferEnabled && WEBGL_INFO.SUPPORTED_EXTENSIONS["EXT_frag_depth"]) {
src.push("varying float isPerspective;");
src.push("uniform float logDepthBufFC;");
src.push("varying float vFragDepth;");
}
if (this._withSAO) {
src.push("uniform sampler2D uOcclusionTexture;");
src.push("uniform vec4 uSAOParams;");
src.push("const float packUpscale = 256. / 255.;");
src.push("const float unpackDownScale = 255. / 256.;");
src.push("const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );");
src.push("const vec4 unPackFactors = unpackDownScale / vec4( packFactors, 1. );");
src.push("float unpackRGBToFloat( const in vec4 v ) {");
src.push(" return dot( v, unPackFactors );");
src.push("}");
}
if (clipping) {
src.push("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
for (let i = 0, len = sectionPlanesState.sectionPlanes.length; i < len; i++) {
src.push("uniform bool sectionPlaneActive" + i + ";");
src.push("uniform vec3 sectionPlanePos" + i + ";");
src.push("uniform vec3 sectionPlaneDir" + i + ";");
}
}
src.push("varying vec4 vColor;");
src.push("void main(void) {");
if (clipping) {
src.push(" bool clippable = (float(vFlags2.x) > 0.0);");
src.push(" if (clippable) {");
src.push(" float dist = 0.0;");
for (let i = 0, len = sectionPlanesState.sectionPlanes.length; i < len; i++) {
src.push("if (sectionPlaneActive" + i + ") {");
src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
src.push("}");
}
src.push(" if (dist > 0.0) { ");
src.push(" discard;")
src.push(" }");
src.push("}");
}
if (scene.logarithmicDepthBufferEnabled && WEBGL_INFO.SUPPORTED_EXTENSIONS["EXT_frag_depth"]) {
src.push(" gl_FragDepthEXT = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
}
if (this._withSAO) {
// Doing SAO blend in the main solid fill draw shader just so that edge lines can be drawn over the top
// Would be more efficient to defer this, then render lines later, using same depth buffer for Z-reject
src.push(" float viewportWidth = uSAOParams[0];");
src.push(" float viewportHeight = uSAOParams[1];");
src.push(" float blendCutoff = uSAOParams[2];");
src.push(" float blendFactor = uSAOParams[3];");
src.push(" vec2 uv = vec2(gl_FragCoord.x / viewportWidth, gl_FragCoord.y / viewportHeight);");
src.push(" float ambient = smoothstep(blendCutoff, 1.0, unpackRGBToFloat(texture2D(uOcclusionTexture, uv))) * blendFactor;");
src.push(" gl_FragColor = vec4(vColor.rgb * ambient, 1.0);");
} else {
src.push(" gl_FragColor = vColor;");
}
src.push("}");
return src;
}
webglContextRestored() {
this._program = null;
}
destroy() {
if (this._program) {
this._program.destroy();
}
this._program = null;
}
}
export {TrianglesBatchingColorRenderer};