UNPKG

@vrame/xeokit-sdk

Version:

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

129 lines (116 loc) 5.59 kB
import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js"; // Logarithmic depth buffer involves an accuracy tradeoff, sacrificing // accuracy at close range to improve accuracy at long range. This can // mess up accuracy for occlusion tests, so we'll disable for now. const ENABLE_LOG_DEPTH_BUF = false; /** * @private */ export class TrianglesOcclusionRenderer extends TrianglesInstancingRenderer { _buildVertexShader() { const scene = this._scene; const sectionPlanesState = scene._sectionPlanesState; const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0; const src = []; src.push("#version 300 es"); src.push("// TrianglesInstancingOcclusionRenderer vertex shader"); src.push("uniform int renderPass;"); 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;"); // Modeling matrix src.push("in vec4 modelMatrixCol1;"); src.push("in vec4 modelMatrixCol2;"); this._addMatricesUniformBlockLines(src); if (ENABLE_LOG_DEPTH_BUF && 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;"); } if (clipping) { src.push("out vec4 vWorldPosition;"); src.push("out float vFlags;"); } src.push("void main(void) {"); // colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT // renderPass = COLOR_OPAQUE | COLOR_TRANSPARENT src.push(`int colorFlag = int(flags) & 0xF;`); src.push(`if (colorFlag != renderPass) {`); 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); "); src.push(" worldPosition = worldMatrix * 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 = viewMatrix * worldPosition; "); if (clipping) { src.push(" vWorldPosition = worldPosition;"); src.push("vFlags = flags;"); } src.push("vec4 clipPos = projMatrix * viewPosition;"); if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) { src.push("vFragDepth = 1.0 + 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.getNumAllocatedSectionPlanes() > 0; const src = []; src.push("#version 300 es"); src.push("// TrianglesInstancingOcclusionRenderer 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 (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) { src.push("in float isPerspective;"); 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; 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 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 (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("}"); } src.push(" outColor = vec4(0.0, 0.0, 1.0, 1.0); "); // Occluders are blue if (ENABLE_LOG_DEPTH_BUF && scene.logarithmicDepthBufferEnabled) { src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;"); } src.push("}"); return src; } }