src/viewer/scene/PerformanceModel/lib/instancing/draw/InstancingDrawRenderer.js
import {Program} from "../../../../webgl/Program.js";
import {InstancingDrawShaderSource} from "./InstancingDrawShaderSource.js";
import {math} from "../../../../math/math.js";
import {createRTCViewMat, getPlaneRTCPos} from "../../../../math/rtcCoords.js";
const tempVec4 = math.vec4();
const tempVec3a = math.vec3();
const tempMat4a = math.mat4();
const tempMat4b = math.mat4();
/**
* @private
*/
class InstancingDrawRenderer {
constructor(scene, withSAO) {
this._scene = scene;
this._withSAO = withSAO;
this._hash = this._getHash();
this._shaderSource = new InstancingDrawShaderSource(this._scene, this._withSAO);
this._allocate();
}
getValid() {
return this._hash === this._getHash();
};
_getHash() {
const scene = this._scene;
return [scene._lightsState.getHash(), scene._sectionPlanesState.getHash(), (this._withSAO ? "sao" : "nosao")].join(";");
}
drawLayer(frameCtx, instancingLayer, renderPass) {
const model = instancingLayer.model;
const scene = model.scene;
const camera = scene.camera;
const gl = scene.canvas.gl;
const state = instancingLayer._state;
const instanceExt = this._instanceExt;
const rtcCenter = instancingLayer._state.rtcCenter;
if (!this._program) {
this._allocate();
if (this.errors) {
return;
}
}
if (frameCtx.lastProgramId !== this._program.id) {
frameCtx.lastProgramId = this._program.id;
this._bindProgram(frameCtx);
}
gl.uniformMatrix4fv(this._uViewMatrix, false, (rtcCenter) ? createRTCViewMat(camera.viewMatrix, rtcCenter) : camera.viewMatrix);
gl.uniformMatrix4fv(this._uViewNormalMatrix, false, camera.viewNormalMatrix);
gl.uniformMatrix4fv(this._uWorldMatrix, false, model.worldMatrix);
gl.uniformMatrix4fv(this._uWorldNormalMatrix, false, model.worldNormalMatrix);
const numSectionPlanes = scene._sectionPlanesState.sectionPlanes.length;
if (numSectionPlanes > 0) {
const sectionPlanes = scene._sectionPlanesState.sectionPlanes;
const baseIndex = instancingLayer.layerIndex * numSectionPlanes;
const renderFlags = model.renderFlags;
for (let sectionPlaneIndex = 0; sectionPlaneIndex < numSectionPlanes; sectionPlaneIndex++) {
const sectionPlaneUniforms = this._uSectionPlanes[sectionPlaneIndex];
const active = renderFlags.sectionPlanesActivePerLayer[baseIndex + sectionPlaneIndex];
gl.uniform1i(sectionPlaneUniforms.active, active ? 1 : 0);
if (active) {
const sectionPlane = sectionPlanes[sectionPlaneIndex];
if (rtcCenter) {
const rtcSectionPlanePos = getPlaneRTCPos(sectionPlane.dist, sectionPlane.dir, rtcCenter, tempVec3a);
gl.uniform3fv(sectionPlaneUniforms.pos, rtcSectionPlanePos);
} else {
gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
}
gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
}
}
}
gl.uniform1i(this._uRenderPass, renderPass);
gl.uniformMatrix4fv(this._uPositionsDecodeMatrix, false, instancingLayer._state.positionsDecodeMatrix);
this._aModelMatrixCol0.bindArrayBuffer(state.modelMatrixCol0Buf);
this._aModelMatrixCol1.bindArrayBuffer(state.modelMatrixCol1Buf);
this._aModelMatrixCol2.bindArrayBuffer(state.modelMatrixCol2Buf);
instanceExt.vertexAttribDivisorANGLE(this._aModelMatrixCol0.location, 1);
instanceExt.vertexAttribDivisorANGLE(this._aModelMatrixCol1.location, 1);
instanceExt.vertexAttribDivisorANGLE(this._aModelMatrixCol2.location, 1);
this._aModelNormalMatrixCol0.bindArrayBuffer(state.modelNormalMatrixCol0Buf);
this._aModelNormalMatrixCol1.bindArrayBuffer(state.modelNormalMatrixCol1Buf);
this._aModelNormalMatrixCol2.bindArrayBuffer(state.modelNormalMatrixCol2Buf);
instanceExt.vertexAttribDivisorANGLE(this._aModelNormalMatrixCol0.location, 1);
instanceExt.vertexAttribDivisorANGLE(this._aModelNormalMatrixCol1.location, 1);
instanceExt.vertexAttribDivisorANGLE(this._aModelNormalMatrixCol2.location, 1);
this._aPosition.bindArrayBuffer(state.positionsBuf);
this._aNormal.bindArrayBuffer(state.normalsBuf);
this._aColor.bindArrayBuffer(state.colorsBuf);
instanceExt.vertexAttribDivisorANGLE(this._aColor.location, 1);
this._aFlags.bindArrayBuffer(state.flagsBuf);
instanceExt.vertexAttribDivisorANGLE(this._aFlags.location, 1);
if (this._aFlags2) {
this._aFlags2.bindArrayBuffer(state.flags2Buf);
instanceExt.vertexAttribDivisorANGLE(this._aFlags2.location, 1);
}
if (this._aOffset) {
this._aOffset.bindArrayBuffer(state.offsetsBuf);
instanceExt.vertexAttribDivisorANGLE(this._aOffset.location, 1);
}
state.indicesBuf.bind();
instanceExt.drawElementsInstancedANGLE(state.primitive, state.indicesBuf.numItems, state.indicesBuf.itemType, 0, state.numInstances);
instanceExt.vertexAttribDivisorANGLE(this._aModelMatrixCol0.location, 0);
instanceExt.vertexAttribDivisorANGLE(this._aModelMatrixCol1.location, 0);
instanceExt.vertexAttribDivisorANGLE(this._aModelMatrixCol2.location, 0);
instanceExt.vertexAttribDivisorANGLE(this._aModelNormalMatrixCol0.location, 0);
instanceExt.vertexAttribDivisorANGLE(this._aModelNormalMatrixCol1.location, 0);
instanceExt.vertexAttribDivisorANGLE(this._aModelNormalMatrixCol2.location, 0);
instanceExt.vertexAttribDivisorANGLE(this._aColor.location, 0);
instanceExt.vertexAttribDivisorANGLE(this._aFlags.location, 0);
if (this._aFlags2) { // Won't be in shader when not clipping
instanceExt.vertexAttribDivisorANGLE(this._aFlags2.location, 0);
}
if (this._aOffset) {
instanceExt.vertexAttribDivisorANGLE(this._aOffset.location, 0);
}
}
_allocate() {
const scene = this._scene;
const gl = scene.canvas.gl;
const lightsState = scene._lightsState;
const sectionPlanesState = scene._sectionPlanesState;
this._program = new Program(gl, this._shaderSource);
if (this._program.errors) {
this.errors = this._program.errors;
return;
}
this._instanceExt = gl.getExtension("ANGLE_instanced_arrays");
const program = this._program;
this._uRenderPass = program.getLocation("renderPass");
this._uPositionsDecodeMatrix = program.getLocation("positionsDecodeMatrix");
this._uWorldMatrix = program.getLocation("worldMatrix");
this._uWorldNormalMatrix = program.getLocation("worldNormalMatrix");
this._uViewMatrix = program.getLocation("viewMatrix");
this._uViewNormalMatrix = program.getLocation("viewNormalMatrix");
this._uProjMatrix = program.getLocation("projMatrix");
this._uLightAmbient = [];
this._uLightColor = [];
this._uLightDir = [];
this._uLightPos = [];
this._uLightAttenuation = [];
const lights = lightsState.lights;
let light;
for (var i = 0, len = lights.length; i < len; i++) {
light = lights[i];
switch (light.type) {
case "ambient":
this._uLightAmbient[i] = program.getLocation("lightAmbient");
break;
case "dir":
this._uLightColor[i] = program.getLocation("lightColor" + i);
this._uLightPos[i] = null;
this._uLightDir[i] = program.getLocation("lightDir" + i);
break;
case "point":
this._uLightColor[i] = program.getLocation("lightColor" + i);
this._uLightPos[i] = program.getLocation("lightPos" + i);
this._uLightDir[i] = null;
this._uLightAttenuation[i] = program.getLocation("lightAttenuation" + i);
break;
case "spot":
this._uLightColor[i] = program.getLocation("lightColor" + i);
this._uLightPos[i] = program.getLocation("lightPos" + i);
this._uLightDir[i] = program.getLocation("lightDir" + i);
this._uLightAttenuation[i] = program.getLocation("lightAttenuation" + i);
break;
}
}
this._uSectionPlanes = [];
const clips = 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._aNormal = program.getAttribute("normal");
this._aColor = program.getAttribute("color");
this._aFlags = program.getAttribute("flags");
this._aFlags2 = program.getAttribute("flags2");
this._aOffset = program.getAttribute("offset");
this._aModelMatrixCol0 = program.getAttribute("modelMatrixCol0");
this._aModelMatrixCol1 = program.getAttribute("modelMatrixCol1");
this._aModelMatrixCol2 = program.getAttribute("modelMatrixCol2");
this._aModelNormalMatrixCol0 = program.getAttribute("modelNormalMatrixCol0");
this._aModelNormalMatrixCol1 = program.getAttribute("modelNormalMatrixCol1");
this._aModelNormalMatrixCol2 = program.getAttribute("modelNormalMatrixCol2");
this._uOcclusionTexture = "uOcclusionTexture";
this._uSAOParams = program.getLocation("uSAOParams");
}
_bindProgram(frameCtx) {
const scene = this._scene;
const gl = scene.canvas.gl;
const program = this._program;
const lightsState = scene._lightsState;
const lights = lightsState.lights;
let light;
program.bind();
const camera = scene.camera;
gl.uniformMatrix4fv(this._uProjMatrix, false, camera._project._state.matrix);
for (let i = 0, len = lights.length; i < len; i++) {
light = lights[i];
if (this._uLightAmbient[i]) {
gl.uniform4f(this._uLightAmbient[i], light.color[0], light.color[1], light.color[2], light.intensity);
} else {
if (this._uLightColor[i]) {
gl.uniform4f(this._uLightColor[i], light.color[0], light.color[1], light.color[2], light.intensity);
}
if (this._uLightPos[i]) {
gl.uniform3fv(this._uLightPos[i], light.pos);
if (this._uLightAttenuation[i]) {
gl.uniform1f(this._uLightAttenuation[i], light.attenuation);
}
}
if (this._uLightDir[i]) {
gl.uniform3fv(this._uLightDir[i], light.dir);
}
}
}
if (this._withSAO) {
const sao = scene.sao;
const saoEnabled = sao.possible;
if (saoEnabled) {
const viewportWidth = gl.drawingBufferWidth;
const viewportHeight = gl.drawingBufferHeight;
tempVec4[0] = viewportWidth;
tempVec4[1] = viewportHeight;
tempVec4[2] = sao.blendCutoff;
tempVec4[3] = sao.blendFactor;
gl.uniform4fv(this._uSAOParams, tempVec4);
this._program.bindTexture(this._uOcclusionTexture, frameCtx.occlusionTexture, 0);
}
}
}
webglContextRestored() {
this._program = null;
}
destroy() {
if (this._program) {
this._program.destroy();
}
this._program = null;
}
}
export {InstancingDrawRenderer};