src/viewer/scene/PerformanceModel/lib/instancing/pick/InstancingPickDepthShaderSource.js
/**
* @private
*/
const InstancingPickDepthShaderSource = function (scene) {
this.vertex = buildVertex(scene);
this.fragment = buildFragment(scene);
};
function buildVertex(scene) {
const sectionPlanesState = scene._sectionPlanesState;
const clipping = sectionPlanesState.sectionPlanes.length > 0;
const src = [];
src.push("// Instancing geometry depth vertex shader");
src.push("attribute vec3 position;");
src.push("attribute vec3 offset;");
src.push("attribute vec4 flags;");
src.push("attribute vec4 flags2;");
src.push("attribute vec4 modelMatrixCol0;"); // Modeling matrix
src.push("attribute vec4 modelMatrixCol1;");
src.push("attribute vec4 modelMatrixCol2;");
src.push("uniform bool pickInvisible;");
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("varying vec4 vViewPosition;");
src.push("void main(void) {");
src.push("bool visible = (float(flags.x) > 0.0);");
src.push("bool pickable = (float(flags2.z) > 0.0);");
src.push("bool culled = (float(flags2.w) > 0.0);");
src.push("if (culled || (!pickInvisible && !visible) || !pickable) {");
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; ");
if (clipping) {
src.push(" vWorldPosition = worldPosition;");
src.push(" vFlags2 = flags2;");
}
src.push(" vViewPosition = viewPosition;");
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 geometry depth 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");
src.push("uniform float zNear;");
src.push("uniform float zFar;");
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("varying vec4 vViewPosition;");
src.push("vec4 packDepth(const in float depth) {");
src.push(" const vec4 bitShift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);");
src.push(" const vec4 bitMask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);");
src.push(" vec4 res = fract(depth * bitShift);");
src.push(" res -= res.xxyz * bitMask;");
src.push(" return res;");
src.push("}");
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(" float zNormalizedDepth = abs((zNear + vViewPosition.z) / (zFar - zNear));");
src.push(" gl_FragColor = packDepth(zNormalizedDepth); ");
src.push("}");
return src;
}
export {InstancingPickDepthShaderSource};