src/viewer/scene/mesh/shadow/ShadowRenderer.js
import {ShadowShaderSource} from "./ShadowShaderSource.js";
import {Program} from "../../webgl/Program.js";
import {stats} from "../../stats.js";
/**
* @private
*/
const ShadowRenderer = function (hash, mesh) {
this._hash = hash;
this._shaderSource = new ShadowShaderSource(mesh);
this._scene = mesh.scene;
this._useCount = 0;
this._allocate(mesh);
};
const renderers = {};
ShadowRenderer.get = function (mesh) {
const scene = mesh.scene;
const hash = [scene.canvas.canvas.id, scene._sectionPlanesState.getHash(), mesh._geometry._state.hash, mesh._state.hash].join(";");
let renderer = renderers[hash];
if (!renderer) {
renderer = new ShadowRenderer(hash, mesh);
if (renderer.errors) {
console.log(renderer.errors.join("\n"));
return null;
}
renderers[hash] = renderer;
stats.memory.programs++;
}
renderer._useCount++;
return renderer;
};
ShadowRenderer.prototype.put = function () {
if (--this._useCount === 0) {
if (this._program) {
this._program.destroy();
}
delete renderers[this._hash];
stats.memory.programs--;
}
};
ShadowRenderer.prototype.webglContextRestored = function () {
this._program = null;
};
ShadowRenderer.prototype.drawMesh = function (frame, mesh) {
if (!this._program) {
this._allocate(mesh);
}
const scene = this._scene;
const gl = scene.canvas.gl;
const materialState = mesh._material._state;
const geometryState = mesh._geometry._state;
if (frame.lastProgramId !== this._program.id) {
frame.lastProgramId = this._program.id;
this._bindProgram(frame);
}
if (materialState.id !== this._lastMaterialId) {
const backfaces = materialState.backfaces;
if (frame.backfaces !== backfaces) {
if (backfaces) {
gl.disable(gl.CULL_FACE);
} else {
gl.enable(gl.CULL_FACE);
}
frame.backfaces = backfaces;
}
const frontface = materialState.frontface;
if (frame.frontface !== frontface) {
if (frontface) {
gl.frontFace(gl.CCW);
} else {
gl.frontFace(gl.CW);
}
frame.frontface = frontface;
}
if (frame.lineWidth !== materialState.lineWidth) {
gl.lineWidth(materialState.lineWidth);
frame.lineWidth = materialState.lineWidth;
}
if (this._uPointSize) {
gl.uniform1i(this._uPointSize, materialState.pointSize);
}
this._lastMaterialId = materialState.id;
}
gl.uniformMatrix4fv(this._uModelMatrix, gl.FALSE, mesh.worldMatrix);
if (geometryState.combineGeometry) {
const vertexBufs = mesh.vertexBufs;
if (vertexBufs.id !== this._lastVertexBufsId) {
if (vertexBufs.positionsBuf && this._aPosition) {
this._aPosition.bindArrayBuffer(vertexBufs.positionsBuf, vertexBufs.compressGeometry ? gl.UNSIGNED_SHORT : gl.FLOAT);
frame.bindArray++;
}
this._lastVertexBufsId = vertexBufs.id;
}
}
if (this._uClippable) {
gl.uniform1i(this._uClippable, mesh._state.clippable);
}
gl.uniform3fv(this._uOffset, mesh._state.offset);
if (geometryState.id !== this._lastGeometryId) {
if (this._uPositionsDecodeMatrix) {
gl.uniformMatrix4fv(this._uPositionsDecodeMatrix, false, geometryState.positionsDecodeMatrix);
}
if (geometryState.combineGeometry) { // VBOs were bound by the preceding VertexBufs chunk
if (geometryState.indicesBufCombined) {
geometryState.indicesBufCombined.bind();
frame.bindArray++;
}
} else {
if (this._aPosition) {
this._aPosition.bindArrayBuffer(geometryState.positionsBuf, geometryState.compressGeometry ? gl.UNSIGNED_SHORT : gl.FLOAT);
frame.bindArray++;
}
if (geometryState.indicesBuf) {
geometryState.indicesBuf.bind();
frame.bindArray++;
}
}
this._lastGeometryId = geometryState.id;
}
if (geometryState.combineGeometry) {
if (geometryState.indicesBufCombined) {
gl.drawElements(geometryState.primitive, geometryState.indicesBufCombined.numItems, geometryState.indicesBufCombined.itemType, 0);
frame.drawElements++;
} else {
// TODO: drawArrays() with VertexBufs positions
}
} else {
if (geometryState.indicesBuf) {
gl.drawElements(geometryState.primitive, geometryState.indicesBuf.numItems, geometryState.indicesBuf.itemType, 0);
frame.drawElements++;
} else if (geometryState.positions) {
gl.drawArrays(gl.TRIANGLES, 0, geometryState.positions.numItems);
frame.drawArrays++;
}
}
};
ShadowRenderer.prototype._allocate = function (mesh) {
const scene = mesh.scene;
const gl = scene.canvas.gl;
this._program = new Program(gl, this._shaderSource);
this._scene = scene;
this._useCount = 0;
if (this._program.errors) {
this.errors = this._program.errors;
return;
}
const program = this._program;
this._uPositionsDecodeMatrix = program.getLocation("positionsDecodeMatrix");
this._uModelMatrix = program.getLocation("modelMatrix");
this._uShadowViewMatrix = program.getLocation("shadowViewMatrix");
this._uShadowProjMatrix = program.getLocation("shadowProjMatrix");
this._uSectionPlanes = {};
const clips = scene._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._uClippable = program.getLocation("clippable");
this._uOffset = program.getLocation("offset");
this._lastMaterialId = null;
this._lastVertexBufsId = null;
this._lastGeometryId = null;
};
ShadowRenderer.prototype._bindProgram = function (frame) {
if (!this._program) {
this._allocate(mesh);
}
const scene = this._scene;
const gl = scene.canvas.gl;
const sectionPlanesState = scene._sectionPlanesState;
this._program.bind();
frame.useProgram++;
gl.uniformMatrix4fv(this._uShadowViewMatrix, false, frame.shadowViewMatrix);
gl.uniformMatrix4fv(this._uShadowProjMatrix, false, frame.shadowProjMatrix);
this._lastMaterialId = null;
this._lastVertexBufsId = null;
this._lastGeometryId = null;
if (sectionPlanesState.getNumAllocatedSectionPlanes() > 0) {
let sectionPlaneUniforms;
let uSectionPlaneActive;
let sectionPlane;
let uSectionPlanePos;
let uSectionPlaneDir;
for (let i = 0, len = this._uSectionPlanes.length; i < len; i++) {
sectionPlaneUniforms = this._uSectionPlanes[i];
uSectionPlaneActive = sectionPlaneUniforms.active;
sectionPlane = sectionPlanesState.sectionPlanes[i];
if (uSectionPlaneActive) {
gl.uniform1i(uSectionPlaneActive, sectionPlane.active);
}
uSectionPlanePos = sectionPlaneUniforms.pos;
if (uSectionPlanePos) {
gl.uniform3fv(sectionPlaneUniforms.pos, sectionPlane.pos);
}
uSectionPlaneDir = sectionPlaneUniforms.dir;
if (uSectionPlaneDir) {
gl.uniform3fv(sectionPlaneUniforms.dir, sectionPlane.dir);
}
}
}
};
export {ShadowRenderer};