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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 {VBOInstancingPointsRenderer} from "./VBOInstancingPointsRenderer.js"; /** * Renders InstancingLayer fragment depths to a shadow map. * * @private */ export class VBOInstancingPointsShadowRenderer extends VBOInstancingPointsRenderer { _buildVertexShader() { const scene = this._scene; const sectionPlanesState = scene._sectionPlanesState; const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0; const src = []; src.push ('#version 300 es'); src.push("// Instancing geometry shadow drawing 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;"); src.push("in vec4 modelMatrixCol0;"); src.push("in vec4 modelMatrixCol1;"); src.push("in vec4 modelMatrixCol2;"); src.push("uniform mat4 shadowViewMatrix;"); src.push("uniform mat4 shadowProjMatrix;"); this._addMatricesUniformBlockLines(src); src.push("uniform float pointSize;"); if (clipping) { src.push("out vec4 vWorldPosition;"); src.push("out float vFlags;"); } 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);"); // Cull vertex src.push("} else {"); src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); "); src.push(" worldPosition = vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 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(" gl_Position = shadowProjMatrix * viewPosition;"); src.push("}"); src.push("gl_PointSize = pointSize;"); 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("// Instancing geometry depth drawing 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("uniform float logDepthBufFC;"); src.push("in float vFragDepth;"); } if (clipping) { src.push("in vec4 vWorldPosition;"); src.push("in float vFlags;"); for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) { src.push("uniform bool sectionPlaneActive" + i + ";"); src.push("uniform vec3 sectionPlanePos" + i + ";"); src.push("uniform vec3 sectionPlaneDir" + i + ";"); } } src.push("in vec3 vViewNormal;"); src.push("vec3 packNormalToRGB( const in vec3 normal ) {"); src.push(" return normalize( normal ) * 0.5 + 0.5;"); src.push("}"); src.push("out vec4 outColor;"); src.push("void main(void) {"); src.push(" vec2 cxy = 2.0 * gl_PointCoord - 1.0;"); src.push(" float r = dot(cxy, cxy);"); src.push(" if (r > 1.0) {"); src.push(" discard;"); src.push(" }"); 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, len = sectionPlanesState.getNumAllocatedSectionPlanes(); 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) { discard; }"); src.push("}"); } if (scene.logarithmicDepthBufferEnabled) { src.push("gl_FragDepth = log2( vFragDepth ) * logDepthBufFC * 0.5;"); } src.push(" outColor = vec4(packNormalToRGB(vViewNormal), 1.0); "); src.push("}"); return src; } }