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@xeokit/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 {ShadowShaderSource} from "./ShadowShaderSource.js"; import {Program} from "../../webgl/Program.js"; import {stats} from "../../stats.js"; /** * @private */ const ShadowRenderer = function (hash, mesh) { this._hash = hash; this._shaderSource = new ShadowShaderSource(mesh); this._scene = mesh.scene; this._useCount = 0; this._allocate(mesh); }; const renderers = {}; ShadowRenderer.get = function (mesh) { const scene = mesh.scene; const hash = [scene.canvas.canvas.id, scene._sectionPlanesState.getHash(), mesh._geometry._state.hash, mesh._state.hash].join(";"); let renderer = renderers[hash]; if (!renderer) { renderer = new ShadowRenderer(hash, mesh); if (renderer.errors) { console.log(renderer.errors.join("\n")); return null; } renderers[hash] = renderer; stats.memory.programs++; } renderer._useCount++; return renderer; }; ShadowRenderer.prototype.put = function () { if (--this._useCount === 0) { if (this._program) { this._program.destroy(); } delete renderers[this._hash]; stats.memory.programs--; } }; ShadowRenderer.prototype.webglContextRestored = function () { this._program = null; }; ShadowRenderer.prototype.drawMesh = function (frame, mesh) { if (!this._program) { this._allocate(mesh); } const scene = this._scene; const gl = scene.canvas.gl; const materialState = mesh._material._state; const geometryState = mesh._geometry._state; if (frame.lastProgramId !== this._program.id) { frame.lastProgramId = this._program.id; this._bindProgram(frame); } if (materialState.id !== this._lastMaterialId) { const backfaces = materialState.backfaces; if (frame.backfaces !== backfaces) { if (backfaces) { gl.disable(gl.CULL_FACE); } else { gl.enable(gl.CULL_FACE); } frame.backfaces = backfaces; } const frontface = materialState.frontface; if (frame.frontface !== frontface) { if (frontface) { gl.frontFace(gl.CCW); } else { gl.frontFace(gl.CW); } frame.frontface = frontface; } if (frame.lineWidth !== materialState.lineWidth) { gl.lineWidth(materialState.lineWidth); frame.lineWidth = materialState.lineWidth; } if (this._uPointSize) { gl.uniform1i(this._uPointSize, materialState.pointSize); } this._lastMaterialId = materialState.id; } gl.uniformMatrix4fv(this._uModelMatrix, gl.FALSE, mesh.worldMatrix); if (geometryState.combineGeometry) { const vertexBufs = mesh.vertexBufs; if (vertexBufs.id !== this._lastVertexBufsId) { if (vertexBufs.positionsBuf && this._aPosition) { this._aPosition.bindArrayBuffer(vertexBufs.positionsBuf, vertexBufs.compressGeometry ? gl.UNSIGNED_SHORT : gl.FLOAT); frame.bindArray++; } this._lastVertexBufsId = vertexBufs.id; } } if (this._uClippable) { gl.uniform1i(this._uClippable, mesh._state.clippable); } gl.uniform3fv(this._uOffset, mesh._state.offset); if (geometryState.id !== this._lastGeometryId) { if (this._uPositionsDecodeMatrix) { gl.uniformMatrix4fv(this._uPositionsDecodeMatrix, false, geometryState.positionsDecodeMatrix); } if (geometryState.combineGeometry) { // VBOs were bound by the preceding VertexBufs chunk if (geometryState.indicesBufCombined) { geometryState.indicesBufCombined.bind(); frame.bindArray++; } } else { if (this._aPosition) { this._aPosition.bindArrayBuffer(geometryState.positionsBuf, geometryState.compressGeometry ? gl.UNSIGNED_SHORT : gl.FLOAT); frame.bindArray++; } if (geometryState.indicesBuf) { geometryState.indicesBuf.bind(); frame.bindArray++; } } this._lastGeometryId = geometryState.id; } if (geometryState.combineGeometry) { if (geometryState.indicesBufCombined) { gl.drawElements(geometryState.primitive, geometryState.indicesBufCombined.numItems, geometryState.indicesBufCombined.itemType, 0); frame.drawElements++; } else { // TODO: drawArrays() with VertexBufs positions } } else { if (geometryState.indicesBuf) { gl.drawElements(geometryState.primitive, geometryState.indicesBuf.numItems, geometryState.indicesBuf.itemType, 0); frame.drawElements++; } else if (geometryState.positions) { gl.drawArrays(gl.TRIANGLES, 0, geometryState.positions.numItems); frame.drawArrays++; } } }; ShadowRenderer.prototype._allocate = function (mesh) { const scene = mesh.scene; const gl = scene.canvas.gl; this._program = new Program(gl, this._shaderSource); this._scene = scene; this._useCount = 0; if (this._program.errors) { this.errors = this._program.errors; return; } const program = this._program; this._uPositionsDecodeMatrix = program.getLocation("positionsDecodeMatrix"); this._uModelMatrix = program.getLocation("modelMatrix"); this._uShadowViewMatrix = program.getLocation("shadowViewMatrix"); this._uShadowProjMatrix = program.getLocation("shadowProjMatrix"); this._uSectionPlanes = {}; const clips = scene._sectionPlanesState.sectionPlanes; for (let i = 0, len = clips.length; i < len; i++) { this._uSectionPlanes.push({ active: program.getLocation("sectionPlaneActive" + i), pos: program.getLocation("sectionPlanePos" + i), dir: program.getLocation("sectionPlaneDir" + i) }); } this._aPosition = program.getAttribute("position"); this._uClippable = program.getLocation("clippable"); this._uOffset = program.getLocation("offset"); this._lastMaterialId = null; this._lastVertexBufsId = null; this._lastGeometryId = null; }; ShadowRenderer.prototype._bindProgram = function (frame) { if (!this._program) { this._allocate(mesh); } const scene = this._scene; const gl = scene.canvas.gl; const sectionPlanesState = scene._sectionPlanesState; this._program.bind(); frame.useProgram++; gl.uniformMatrix4fv(this._uShadowViewMatrix, false, frame.shadowViewMatrix); gl.uniformMatrix4fv(this._uShadowProjMatrix, false, frame.shadowProjMatrix); this._lastMaterialId = null; this._lastVertexBufsId = null; this._lastGeometryId = null; if (sectionPlanesState.getNumAllocatedSectionPlanes() > 0) { let sectionPlaneUniforms; let uSectionPlaneActive; let sectionPlane; let uSectionPlanePos; let uSectionPlaneDir; for (let i = 0, len = this._uSectionPlanes.length; i < len; i++) { sectionPlaneUniforms = this._uSectionPlanes[i]; uSectionPlaneActive = sectionPlaneUniforms.active; sectionPlane = sectionPlanesState.sectionPlanes[i]; if (uSectionPlaneActive) { gl.uniform1i(uSectionPlaneActive, sectionPlane.active); } uSectionPlanePos = sectionPlaneUniforms.pos; if (uSectionPlanePos) { gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos); } uSectionPlaneDir = sectionPlaneUniforms.dir; if (uSectionPlaneDir) { gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir); } } } }; export {ShadowRenderer};