src/viewer/scene/PerformanceModel/lib/batching/occlusion/BatchingOcclusionShaderSource.js
/**
* @private
*/
class BatchingOcclusionShaderSource {
constructor(scene) {
this.vertex = buildVertex(scene);
this.fragment = buildFragment(scene);
}
}
function buildVertex(scene) {
const clipping = scene._sectionPlanesState.sectionPlanes.length > 0;
const src = [];
src.push("// Batched occlusion vertex shader");
src.push("attribute vec3 position;");
src.push("attribute vec3 offset;");
src.push("attribute vec4 color;");
src.push("attribute vec4 flags;");
src.push("attribute vec4 flags2;");
src.push("uniform mat4 worldMatrix;");
src.push("uniform mat4 viewMatrix;");
src.push("uniform mat4 projMatrix;");
src.push("uniform mat4 positionsDecodeMatrix;");
if (clipping) {
src.push("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
}
src.push("void main(void) {");
src.push(" bool visible = (float(flags.x) > 0.0);");
src.push(" bool culled = (float(flags2.w) > 0.0);");
src.push(" bool transparent = ((float(color.a) / 255.0) < 1.0);");
src.push(" if (culled || !visible || transparent) {");
src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
src.push(" } else {");
src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
if (clipping) {
src.push(" vWorldPosition = worldPosition;");
src.push(" vFlags2 = flags2;");
}
src.push(" gl_Position = projMatrix * viewPosition;");
src.push(" }");
src.push("}");
return src;
}
function buildFragment(scene) {
const sectionPlanesState = scene._sectionPlanesState;
const clipping = sectionPlanesState.sectionPlanes.length > 0;
const src = [];
src.push("// Batched occlusion 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("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
for (var i = 0; i < sectionPlanesState.sectionPlanes.length; i++) {
src.push("uniform bool sectionPlaneActive" + i + ";");
src.push("uniform vec3 sectionPlanePos" + i + ";");
src.push("uniform vec3 sectionPlaneDir" + i + ";");
}
}
src.push("void main(void) {");
if (clipping) {
src.push(" bool clippable = (float(vFlags2.x) > 0.0);");
src.push(" if (clippable) {");
src.push(" float dist = 0.0;");
for (var i = 0; i < sectionPlanesState.sectionPlanes.length; 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(" gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); "); // Occluders are blue
src.push("}");
return src;
}
export {BatchingOcclusionShaderSource};