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@vrame/xeokit-sdk

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3D BIM IFC Viewer SDK for AEC engineering applications. Open Source JavaScript Toolkit based on pure WebGL for top performance, real-world coordinates and full double precision

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import {VBOBatchingPointsRenderer} from "../VBOBatchingPointsRenderer.js"; /** * Renders pointsBatchingLayer fragment depths to a shadow map. * * @private */ export class VBOBatchingPointsShadowRenderer extends VBOBatchingPointsRenderer { _buildVertexShader() { const scene = this._scene; const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0; const src = []; src.push('#version 300 es'); src.push("// Batched geometry shadow vertex shader"); src.push("in vec3 position;"); if (scene.entityOffsetsEnabled) { src.push("in vec3 offset;"); } src.push("in vec4 color;"); src.push("in float flags;"); this._addMatricesUniformBlockLines(src); src.push("uniform mat4 shadowProjMatrix;"); src.push("uniform mat4 positionsDecodeMatrix;"); if (clipping) { src.push("out vec4 vWorldPosition;"); src.push("out float vFlags;"); } src.push("out vec4 vViewPosition;"); src.push("void main(void) {"); src.push(" int colorFlag = int(flags) & 0xF;"); src.push(" bool visible = (colorFlag > 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(" vFlags = flags;"); } 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.getNumAllocatedSectionPlanes() > 0); const src = []; src.push('#version 300 es'); 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("in vec4 vWorldPosition;"); src.push("in float vFlags;"); for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) { src.push("uniform bool sectionPlaneActive" + i + ";"); src.push("uniform vec3 sectionPlanePos" + i + ";"); src.push("uniform vec3 sectionPlaneDir" + i + ";"); } } src.push("in 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("out vec4 outColor;"); src.push("void main(void) {"); if (clipping) { src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;"); src.push(" if (clippable) {"); src.push(" float dist = 0.0;"); for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); 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(" outColor = encodeFloat( gl_FragCoord.z); "); src.push("}"); return src; } }