src/viewer/scene/PerformanceModel/lib/instancing/normals/InstancingNormalsRenderer.js
import {Program} from "../../../../webgl/Program.js";
import {InstancingNormalsShaderSource} from "./InstancingNormalsShaderSource.js";
import {createRTCViewMat, getPlaneRTCPos} from "../../../../math/rtcCoords.js";
import {math} from "../../../../math/math.js";
const tempVec3a = math.vec3();
const tempMat4a = math.mat4();
/**
* @private
*/
class InstancingNormalsRenderer {
constructor(scene) {
this._scene = scene;
this._hash = this._getHash();
this._shaderSource = new InstancingNormalsShaderSource(this._scene);
this._allocate();
}
getValid() {
return this._hash === this._getHash();
};
_getHash() {
return this._scene._sectionPlanesState.getHash();
}
drawLayer(frameCtx, instancingLayer) {
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(instancingLayer);
if (this.errors) {
return;
}
}
if (frameCtx.lastProgramId !== this._program.id) {
frameCtx.lastProgramId = this._program.id;
this._bindProgram();
}
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.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._aPosition.bindArrayBuffer(state.positionsBuf);
this._aNormal.bindArrayBuffer(state.normalsBuf);
if (this._aOffset) {
this._aOffset.bindArrayBuffer(state.offsetsBuf);
instanceExt.vertexAttribDivisorANGLE(this._aOffset.location, 1);
}
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);
}
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._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 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._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._uSectionPlanes = [];
const clips = sectionPlanesState.sectionPlanes;
for (var 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._aOffset = program.getAttribute("offset");
this._aNormal = program.getAttribute("normal");
this._aColor = program.getAttribute("color");
this._aFlags = program.getAttribute("flags");
if (this._aFlags2) {
this._aFlags2 = program.getAttribute("flags2");
}
this._aModelMatrixCol0 = program.getAttribute("modelMatrixCol0");
this._aModelMatrixCol1 = program.getAttribute("modelMatrixCol1");
this._aModelMatrixCol2 = program.getAttribute("modelMatrixCol2");
}
_bindProgram() {
const scene = this._scene;
const gl = scene.canvas.gl;
const program = this._program;
program.bind();
const camera = scene.camera;
gl.uniformMatrix4fv(this._uProjMatrix, false, camera._project._state.matrix);
}
webglContextRestored() {
this._program = null;
}
destroy() {
if (this._program) {
this._program.destroy();
}
this._program = null;
}
}
export {InstancingNormalsRenderer};