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

150 lines (126 loc) 6.04 kB
import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js"; /** * @private */ export class TrianglesPickDepthRenderer 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("// Instancing geometry depth 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("in vec4 modelMatrixCol0;"); // Modeling matrix src.push("in vec4 modelMatrixCol1;"); src.push("in vec4 modelMatrixCol2;"); src.push("uniform bool pickInvisible;"); this._addMatricesUniformBlockLines(src); this._addRemapClipPosLines(src); 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;"); } if (clipping) { src.push("out vec4 vWorldPosition;"); src.push("out float vFlags;"); } src.push("out vec4 vViewPosition;"); 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 = 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(" vViewPosition = viewPosition;"); 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("// Batched geometry depth 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("uniform float pickZNear;"); src.push("uniform float pickZFar;"); 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 packDepth(const in float depth) {"); src.push(" const vec4 bitShift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);"); src.push(" const vec4 bitMask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);"); src.push(" vec4 res = fract(depth * bitShift);"); src.push(" res -= res.xxyz * bitMask;"); src.push(" return res;"); 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 (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(" float zNormalizedDepth = abs((pickZNear + vViewPosition.z) / (pickZFar - pickZNear));"); src.push(" outColor = packDepth(zNormalizedDepth); "); // Must be linear depth src.push("}"); return src; } }