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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 { math } from "../../../../../math/math.js"; import {TrianglesBatchingRenderer} from "./TrianglesBatchingRenderer.js"; /** * @private */ export class TrianglesPickNormalsFlatRenderer extends TrianglesBatchingRenderer { _buildVertexShader() { const scene = this._scene; const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0; const src = []; src.push("#version 300 es"); src.push("// Triangles batching pick flat normals vertex shader"); src.push("uniform int renderPass;"); src.push("in vec3 position;"); if (scene.entityOffsetsEnabled) { src.push("in vec3 offset;"); } src.push("in float flags;"); src.push("uniform bool pickInvisible;"); this._addMatricesUniformBlockLines(src); this._addRemapClipPosLines(src, 3); if (scene.logarithmicDepthBufferEnabled) { src.push("uniform float logDepthBufFC;"); src.push("out float vFragDepth;"); src.push("bool isPerspectiveMatrix(mat4 m) {"); src.push(" return (m[2][3] == - 1.0);"); src.push("}"); src.push("out float isPerspective;"); } src.push("out vec4 vWorldPosition;"); if (clipping) { src.push("out float vFlags;"); } src.push("void main(void) {"); // pickFlag = NOT_RENDERED | PICK // renderPass = PICK src.push(`int pickFlag = int(flags) >> 12 & 0xF;`); src.push(`if (pickFlag != 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(" vFlags = flags;"); } src.push("vec4 clipPos = projMatrix * viewPosition;"); if (scene.logarithmicDepthBufferEnabled) { src.push("vFragDepth = 1.0 + clipPos.w;"); src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));"); } src.push("gl_Position = remapClipPos(clipPos);"); 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("// Triangles batching pick flat normals 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 (scene.logarithmicDepthBufferEnabled) { src.push("in float isPerspective;"); src.push("uniform float logDepthBufFC;"); src.push("in float vFragDepth;"); } src.push("in vec4 vWorldPosition;"); if (clipping) { src.push("in float vFlags;"); for (var 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("out highp ivec4 outNormal;"); 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 (let 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(" }"); } if (scene.logarithmicDepthBufferEnabled) { src.push(" gl_FragDepth = 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(` outNormal = ivec4(worldNormal * float(${math.MAX_INT}), 1.0);`); src.push("}"); return src; } }