src/viewer/scene/PerformanceModel/lib/instancing/draw/InstancingDrawShaderSource.js
import {RENDER_PASSES} from '../../renderPasses.js';
/**
* @private
*/
const InstancingDrawShaderSource = function (scene, withSAO) {
this.vertex = buildVertex(scene);
this.fragment = buildFragment(scene, withSAO);
};
function buildVertex(scene) {
const sectionPlanesState = scene._sectionPlanesState;
const lightsState = scene._lightsState;
const clipping = sectionPlanesState.sectionPlanes.length > 0;
let i;
let len;
let light;
const src = [];
src.push("// Instancing geometry drawing vertex shader");
src.push("uniform int renderPass;");
src.push("attribute vec3 position;");
src.push("attribute vec2 normal;");
src.push("attribute vec4 color;");
src.push("attribute vec4 flags;");
src.push("attribute vec4 flags2;");
src.push("attribute vec3 offset;");
src.push("attribute vec4 modelMatrixCol0;"); // Modeling matrix
src.push("attribute vec4 modelMatrixCol1;");
src.push("attribute vec4 modelMatrixCol2;");
src.push("attribute vec4 modelNormalMatrixCol0;");
src.push("attribute vec4 modelNormalMatrixCol1;");
src.push("attribute vec4 modelNormalMatrixCol2;");
src.push("uniform mat4 worldMatrix;");
src.push("uniform mat4 worldNormalMatrix;");
src.push("uniform mat4 viewMatrix;");
src.push("uniform mat4 viewNormalMatrix;");
src.push("uniform mat4 projMatrix;");
src.push("uniform mat4 positionsDecodeMatrix;");
src.push("uniform vec4 lightAmbient;");
for (i = 0, len = lightsState.lights.length; i < len; i++) {
light = lightsState.lights[i];
if (light.type === "ambient") {
continue;
}
src.push("uniform vec4 lightColor" + i + ";");
if (light.type === "dir") {
src.push("uniform vec3 lightDir" + i + ";");
}
if (light.type === "point") {
src.push("uniform vec3 lightPos" + i + ";");
}
if (light.type === "spot") {
src.push("uniform vec3 lightPos" + i + ";");
src.push("uniform vec3 lightDir" + i + ";");
}
}
src.push("vec3 octDecode(vec2 oct) {");
src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
src.push(" if (v.z < 0.0) {");
src.push(" v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);");
src.push(" }");
src.push(" return normalize(v);");
src.push("}");
if (clipping) {
src.push("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
}
src.push("varying vec4 vColor;");
src.push("void main(void) {");
src.push("bool visible = (float(flags.x) > 0.0);");
src.push("bool xrayed = (float(flags.y) > 0.0);");
src.push("bool highlighted = (float(flags.z) > 0.0);");
src.push("bool selected = (float(flags.w) > 0.0);");
src.push("bool culled = (float(flags2.w) > 0.0);");
src.push("bool transparent = (float(color.a) < 255.0);");
src.push(`if
(culled || !visible ||
(renderPass == ${RENDER_PASSES.NORMAL_OPAQUE} && (transparent || xrayed)) ||
(renderPass == ${RENDER_PASSES.NORMAL_TRANSPARENT} && (!transparent || xrayed || highlighted || selected)) ||
(renderPass == ${RENDER_PASSES.XRAYED} && (!xrayed || highlighted || selected)) ||
(renderPass == ${RENDER_PASSES.HIGHLIGHTED} && !highlighted) ||
(renderPass == ${RENDER_PASSES.SELECTED} && !selected)) {`);
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);");
src.push("worldPosition.xyz = worldPosition.xyz + offset;");
src.push("vec4 viewPosition = viewMatrix * worldPosition; ");
src.push("vec4 modelNormal = vec4(octDecode(normal.xy), 0.0); ");
src.push("vec4 worldNormal = worldNormalMatrix * vec4(dot(modelNormal, modelNormalMatrixCol0), dot(modelNormal, modelNormalMatrixCol1), dot(modelNormal, modelNormalMatrixCol2), 0.0);");
src.push("vec3 viewNormal = normalize(vec4(worldNormal * viewNormalMatrix).xyz);");
src.push("vec3 reflectedColor = vec3(0.0, 0.0, 0.0);");
src.push("vec3 viewLightDir = vec3(0.0, 0.0, -1.0);");
src.push("float lambertian = 1.0;");
for (i = 0, len = lightsState.lights.length; i < len; i++) {
light = lightsState.lights[i];
if (light.type === "ambient") {
continue;
}
if (light.type === "dir") {
if (light.space === "view") {
src.push("viewLightDir = normalize(lightDir" + i + ");");
} else {
src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
}
} else if (light.type === "point") {
if (light.space === "view") {
src.push("viewLightDir = normalize(lightPos" + i + " - viewPosition.xyz);");
} else {
src.push("viewLightDir = normalize((viewMatrix * vec4(lightPos" + i + ", 0.0)).xyz);");
}
} else if (light.type === "spot") {
if (light.space === "view") {
src.push("viewLightDir = normalize(lightDir" + i + ");");
} else {
src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
}
} else {
continue;
}
src.push("lambertian = max(dot(-viewNormal, viewLightDir), 0.0);");
src.push("reflectedColor += lambertian * (lightColor" + i + ".rgb * lightColor" + i + ".a);");
}
src.push("vec3 rgb = (vec3(float(color.r) / 255.0, float(color.g) / 255.0, float(color.b) / 255.0));");
src.push("vColor = vec4((lightAmbient.rgb * lightAmbient.a * rgb) + (reflectedColor * rgb), float(color.a) / 255.0);");
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, withSAO) {
const sectionPlanesState = scene._sectionPlanesState;
let i;
let len;
const clipping = sectionPlanesState.sectionPlanes.length > 0;
const src = [];
src.push("// Instancing geometry drawing 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 (withSAO) {
src.push("uniform sampler2D uOcclusionTexture;");
src.push("uniform vec4 uSAOParams;");
src.push("const float packUpscale = 256. / 255.;");
src.push("const float unpackDownScale = 255. / 256.;");
src.push("const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );");
src.push("const vec4 unPackFactors = unpackDownScale / vec4( packFactors, 1. );");
src.push("float unpackRGBAToDepth( const in vec4 v ) {");
src.push(" return dot( v, unPackFactors );");
src.push("}");
}
if (clipping) {
src.push("varying vec4 vWorldPosition;");
src.push("varying vec4 vFlags2;");
for (i = 0, len = sectionPlanesState.sectionPlanes.length; i < len; i++) {
src.push("uniform bool sectionPlaneActive" + i + ";");
src.push("uniform vec3 sectionPlanePos" + i + ";");
src.push("uniform vec3 sectionPlaneDir" + i + ";");
}
}
src.push("varying vec4 vColor;");
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 (i = 0, len = sectionPlanesState.sectionPlanes.length; i < len; 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("}");
}
// Doing SAO blend in the main solid fill draw shader just so that edge lines can be drawn over the top
// Would be more efficient to defer this, then render lines later, using same depth buffer for Z-reject
if (withSAO) {
src.push(" float viewportWidth = uSAOParams[0];");
src.push(" float viewportHeight = uSAOParams[1];");
src.push(" float blendCutoff = uSAOParams[2];");
src.push(" float blendFactor = uSAOParams[3];");
src.push(" vec2 uv = vec2(gl_FragCoord.x / viewportWidth, gl_FragCoord.y / viewportHeight);");
src.push(" float ambient = smoothstep(blendCutoff, 1.0, unpackRGBAToDepth(texture2D(uOcclusionTexture, uv))) * blendFactor;");
src.push(" gl_FragColor = vec4(vColor.rgb * ambient, vColor.a);");
} else {
src.push(" gl_FragColor = vColor;");
}
src.push("}");
return src;
}
export {InstancingDrawShaderSource};