src/viewer/scene/PerformanceModel/lib/layers/trianglesBatching/renderers/TrianglesBatchingPickNormalsFlatRenderer.js
import {Program} from "../../../../../webgl/Program.js";
import {createRTCViewMat, getPlaneRTCPos} from "../../../../../math/rtcCoords.js";
import {math} from "../../../../../math/math.js";
import {WEBGL_INFO} from "../../../../../webglInfo.js";
const tempVec3a = math.vec3();
/**
* @private
*/
class TrianglesBatchingPickNormalsFlatRenderer {
constructor(scene) {
this._scene = scene;
this._hash = this._getHash();
this._allocate();
}
getValid() {
return this._hash === this._getHash();
};
_getHash() {
return this._scene._sectionPlanesState.getHash();
}
drawLayer(frameCtx, batchingLayer, renderPass) {
const model = batchingLayer.model;
const scene = model.scene;
const camera = scene.camera;
const gl = scene.canvas.gl;
const state = batchingLayer._state;
const origin = batchingLayer._state.origin;
if (!this._program) {
this._allocate(batchingLayer);
}
if (frameCtx.lastProgramId !== this._program.id) {
frameCtx.lastProgramId = this._program.id;
this._bindProgram();
}
gl.uniform1i(this._uRenderPass, renderPass);
gl.uniform1i(this._uPickInvisible, frameCtx.pickInvisible);
gl.uniformMatrix4fv(this._uWorldMatrix, false, model.worldMatrix);
const pickViewMatrix = frameCtx.pickViewMatrix || camera.viewMatrix;
const viewMatrix = origin ? createRTCViewMat(pickViewMatrix, origin) : pickViewMatrix;
gl.uniformMatrix4fv(this._uViewMatrix, false, viewMatrix);
gl.uniformMatrix4fv(this._uProjMatrix, false, frameCtx.pickProjMatrix);
if (scene.logarithmicDepthBufferEnabled) {
const logDepthBufFC = 2.0 / (Math.log(camera.project.far + 1.0) / Math.LN2); // TODO: Far should be from projection matrix?
gl.uniform1f(this._uLogDepthBufFC, logDepthBufFC);
}
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];
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);
}
}
}
//=============================================================
// TODO: Use drawElements count and offset to draw only one entity
//=============================================================
gl.uniformMatrix4fv(this._uPositionsDecodeMatrix, false, batchingLayer._state.positionsDecodeMatrix);
this._aPosition.bindArrayBuffer(state.positionsBuf);
if (this._aOffset) {
this._aOffset.bindArrayBuffer(state.offsetsBuf);
}
if (this._aFlags) {
this._aFlags.bindArrayBuffer(state.flagsBuf);
}
if (this._aFlags2) {
this._aFlags2.bindArrayBuffer(state.flags2Buf);
}
state.indicesBuf.bind();
gl.drawElements(gl.TRIANGLES, state.indicesBuf.numItems, state.indicesBuf.itemType, 0);
}
_allocate() {
const scene = this._scene;
const gl = scene.canvas.gl;
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._uPickInvisible = program.getLocation("pickInvisible");
this._uPositionsDecodeMatrix = program.getLocation("positionsDecodeMatrix");
this._uWorldMatrix = program.getLocation("worldMatrix");
this._uViewMatrix = program.getLocation("viewMatrix");
this._uProjMatrix = program.getLocation("projMatrix");
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._aFlags = program.getAttribute("flags");
this._aFlags2 = program.getAttribute("flags2");
if (scene.logarithmicDepthBufferEnabled) {
this._uLogDepthBufFC = program.getLocation("logDepthBufFC");
}
}
_bindProgram() {
this._program.bind();
}
_buildShader() {
return {
vertex: this._buildVertexShader(),
fragment: this._buildFragmentShader()
};
}
_buildVertexShader() {
const scene = this._scene;
const clipping = scene._sectionPlanesState.sectionPlanes.length > 0;
const src = [];
src.push("// Triangles batching pick flat normals 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;");
if (scene.entityOffsetsEnabled) {
src.push("attribute vec3 offset;");
}
src.push("attribute vec4 flags;");
src.push("attribute vec4 flags2;");
src.push("uniform bool pickInvisible;");
src.push("uniform mat4 worldMatrix;");
src.push("uniform mat4 viewMatrix;");
src.push("uniform mat4 projMatrix;");
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("varying vec4 vWorldPosition;");
if (clipping) {
src.push("varying vec4 vFlags2;");
}
src.push("void main(void) {");
// flags.w = NOT_RENDERED | PICK
// renderPass = PICK
src.push(`if (int(flags.w) != 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(" vWorldPosition = worldPosition;");
if (clipping) {
src.push(" vFlags2 = flags2;");
}
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));");
}
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 pick flat normals fragment shader");
src.push("#extension GL_OES_standard_derivatives : enable");
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;");
}
src.push("varying vec4 vWorldPosition;");
if (clipping) {
src.push("varying vec4 vFlags2;");
for (var i = 0; i < sectionPlanesState.sectionPlanes.length; i++) {
src.push("uniform bool sectionPlaneActive" + i + ";");
src.push("uniform vec3 sectionPlanePos" + i + ";");
src.push("uniform vec3 sectionPlaneDir" + i + ";");
}
}
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 (var i = 0; i < sectionPlanesState.sectionPlanes.length; 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) { discard; }");
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;");
}
src.push(" vec3 xTangent = dFdx( vWorldPosition.xyz );");
src.push(" vec3 yTangent = dFdy( vWorldPosition.xyz );");
src.push(" vec3 worldNormal = normalize( cross( xTangent, yTangent ) );");
src.push(" gl_FragColor = vec4((worldNormal * 0.5) + 0.5, 1.0);");
src.push("}");
return src;
}
webglContextRestored() {
this._program = null;
}
destroy() {
if (this._program) {
this._program.destroy();
}
this._program = null;
}
}
export {TrianglesBatchingPickNormalsFlatRenderer};