src/viewer/scene/PerformanceModel/lib/layers/trianglesBatching/renderers/TrianglesBatchingShadowRenderer.js
import {Program} from "../../../../../webgl/Program.js";
import {math} from "../../../../../math/math.js";
import {getPlaneRTCPos} from "../../../../../math/rtcCoords.js";
const tempVec3a = math.vec3();
/**
* Renders BatchingLayer fragment depths to a shadow map.
*
* @private
*/
class TrianglesBatchingShadowRenderer {
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) {
const scene = this._scene;
const gl = scene.canvas.gl;
const state = batchingLayer._state;
if (!this._program) {
this._allocate();
}
if (frameCtx.lastProgramId !== this._program.id) {
frameCtx.lastProgramId = this._program.id;
this._bindProgram(frameCtx);
}
gl.uniformMatrix4fv(this._uPositionsDecodeMatrix, false, batchingLayer._state.positionsDecodeMatrix);
if (scene.logarithmicDepthBufferEnabled) {
gl.uniform1f(this._uZFar, scene.camera.project.far)
}
this._aPosition.bindArrayBuffer(state.positionsBuf);
if (this._aColor) { // Needed for masking out transparent entities using alpha channel
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();
// TODO: Section planes need to be set if RTC center has changed since last RTC center recorded on frameCtx
const numSectionPlanes = scene._sectionPlanesState.sectionPlanes.length;
if (numSectionPlanes > 0) {
const sectionPlanes = scene._sectionPlanesState.sectionPlanes;
const baseIndex = batchingLayer.layerIndex * numSectionPlanes;
const renderFlags = model.renderFlags;
const origin = batchingLayer._state.origin;
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.drawElements(gl.TRIANGLES, state.indicesBuf.numItems, state.indicesBuf.itemType, 0);
}
_allocate() {
const scene = this._scene;
const gl = scene.canvas.gl;
const sectionPlanesState = scene._sectionPlanesState;
this._program = new Program(gl, this._buildShader());
if (this._program.errors) {
this.errors = this._program.errors;
return;
}
const program = this._program;
this._uPositionsDecodeMatrix = program.getLocation("positionsDecodeMatrix");
this._uShadowViewMatrix = program.getLocation("shadowViewMatrix");
this._uShadowProjMatrix = program.getLocation("shadowProjMatrix");
if (scene.logarithmicDepthBufferEnabled) {
this._uZFar = program.getLocation("zFar");
}
this._uSectionPlanes = [];
const sectionPlanes = sectionPlanesState.sectionPlanes;
for (let i = 0, len = 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._aColor = program.getAttribute("color");
this._aFlags = program.getAttribute("flags");
this._aFlags2 = program.getAttribute("flags2");
}
_bindProgram(frameCtx) {
const scene = this._scene;
const gl = scene.canvas.gl;
const program = this._program;
program.bind();
gl.uniformMatrix4fv(this._uShadowViewMatrix, false, frameCtx.shadowViewMatrix);
gl.uniformMatrix4fv(this._uShadowProjMatrix, false, frameCtx.shadowProjMatrix);
this._lastLightId = null;
}
_buildShader() {
return {
vertex: this._buildVertexShader(),
fragment: this._buildFragmentShader()
};
}
_buildVertexShader() {
const scene = this._scene;
const clipping = scene._sectionPlanesState.sectionPlanes.length > 0;
const src = [];
src.push("// Batched geometry shadow vertex shader");
src.push("attribute vec3 position;");
if (scene.entityOffsetsEnabled) {
src.push("attribute vec3 offset;");
}
src.push("attribute vec4 color;");
src.push("attribute vec4 flags;");
src.push("attribute vec4 flags2;");
src.push("uniform mat4 shadowViewMatrix;");
src.push("uniform mat4 shadowProjMatrix;");
src.push("uniform mat4 positionsDecodeMatrix;");
if (clipping) {
src.push("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
}
src.push("varying vec4 vViewPosition;");
src.push("void main(void) {");
src.push(" bool visible = (float(flags.x) > 0.0);");
src.push(" bool transparent = ((float(color.a) / 255.0) < 1.0);");
src.push(" if (!visible || transparent) {");
src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);");
src.push(" } else {");
src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
if (scene.entityOffsetsEnabled) {
src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
}
src.push(" vec4 viewPosition = shadowViewMatrix * worldPosition; ");
if (clipping) {
src.push(" vWorldPosition = worldPosition;");
src.push(" vFlags2 = flags2;");
}
src.push(" vViewPosition = viewPosition;");
src.push(" gl_Position = shadowProjMatrix * viewPosition;");
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("// Batched geometry shadow fragment shader");
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 (clipping) {
src.push("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
for (let 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("varying vec4 vViewPosition;");
src.push("vec4 encodeFloat( const in float v ) {");
src.push(" const vec4 bitShift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);");
src.push(" const vec4 bitMask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);");
src.push(" vec4 comp = fract(v * bitShift);");
src.push(" comp -= comp.xxyz * bitMask;");
src.push(" return comp;");
src.push("}");
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(" }");
}
src.push(" gl_FragColor = encodeFloat( gl_FragCoord.z); ");
src.push("}");
return src;
}
webglContextRestored() {
this._program = null;
}
destroy() {
if (this._program) {
this._program.destroy();
}
this._program = null;
}
}
export {TrianglesBatchingShadowRenderer};