UNPKG

@xeokit/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

98 lines (90 loc) 3.49 kB
/** * @private */ class ShadowShaderSource { constructor(mesh) { this.vertex = buildVertex(mesh); this.fragment = buildFragment(mesh); } } function buildVertex(mesh) { const scene = mesh.scene; const clipping = scene._sectionPlanesState.sectionPlanes.length > 0; const quantizedGeometry = !!mesh._geometry._state.compressGeometry; const src = []; src.push("// Mesh shadow vertex shader"); src.push("in vec3 position;"); src.push("uniform mat4 modelMatrix;"); src.push("uniform mat4 shadowViewMatrix;"); src.push("uniform mat4 shadowProjMatrix;"); src.push("uniform vec3 offset;"); if (quantizedGeometry) { src.push("uniform mat4 positionsDecodeMatrix;"); } if (clipping) { src.push("out vec4 vWorldPosition;"); } src.push("void main(void) {"); src.push("vec4 localPosition = vec4(position, 1.0); "); src.push("vec4 worldPosition;"); if (quantizedGeometry) { src.push("localPosition = positionsDecodeMatrix * localPosition;"); } src.push("worldPosition = modelMatrix * localPosition;"); src.push("worldPosition.xyz = worldPosition.xyz + offset;"); src.push("vec4 viewPosition = shadowViewMatrix * worldPosition; "); if (clipping) { src.push("vWorldPosition = worldPosition;"); } src.push(" gl_Position = shadowProjMatrix * viewPosition;"); src.push("}"); return src; } function buildFragment(mesh) { const scene = mesh.scene; const gl = scene.canvas.gl; const sectionPlanesState = scene._sectionPlanesState; const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0; const src = []; src.push("// Mesh shadow 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 (clipping) { src.push("uniform bool clippable;"); src.push("in vec4 vWorldPosition;"); 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("vec4 encodeFloat( const in float depth ) {"); src.push(" const vec4 bitShift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);"); src.push(" const vec4 bitMask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);"); src.push(" vec4 comp = fract(depth * bitShift);"); src.push(" comp -= comp.xxyz * bitMask;"); src.push(" return comp;"); src.push("}"); src.push("out vec4 outColor;"); src.push("void main(void) {"); if (clipping) { src.push("if (clippable) {"); src.push(" float dist = 0.0;"); for (var 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 = encodeFloat(gl_FragCoord.z);"); src.push("}"); return src; } export {ShadowShaderSource};