src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js
import {ENTITY_FLAGS} from '../../../ENTITY_FLAGS.js';
import {RENDER_PASSES} from '../../../RENDER_PASSES.js';
import {math} from "../../../../math/math.js";
import {RenderState} from "../../../../webgl/RenderState.js";
import {ArrayBuf} from "../../../../webgl/ArrayBuf.js";
import {getRenderers} from "./renderers/VBOBatchingLinesRenderers.js";
import {VBOBatchingLinesBuffer} from "./lib/VBOBatchingLinesBuffer.js";
import {quantizePositions} from "../../../compression.js";
/**
* @private
*/
export class VBOBatchingLinesLayer {
/**
* @param model
* @param cfg
* @param cfg.layerIndex
* @param cfg.positionsDecodeMatrix
* @param cfg.maxGeometryBatchSize
* @param cfg.origin
* @param cfg.scratchMemory
*/
constructor(cfg) {
// console.info("Creating VBOBatchingLinesLayer");
/**
* Index of this LinesBatchingLayer in {@link VBOSceneModel#_layerList}.
* @type {Number}
*/
this.layerIndex = cfg.layerIndex;
this._renderers = getRenderers(cfg.model.scene);
this.model = cfg.model;
this._buffer = new VBOBatchingLinesBuffer(cfg.maxGeometryBatchSize);
this._scratchMemory = cfg.scratchMemory;
this._state = new RenderState({
positionsBuf: null,
offsetsBuf: null,
colorsBuf: null,
flagsBuf: null,
indicesBuf: null,
positionsDecodeMatrix: math.mat4(),
origin: null
});
// These counts are used to avoid unnecessary render passes
this._numPortions = 0;
this._numVisibleLayerPortions = 0;
this._numTransparentLayerPortions = 0;
this._numXRayedLayerPortions = 0;
this._numSelectedLayerPortions = 0;
this._numHighlightedLayerPortions = 0;
this._numClippableLayerPortions = 0;
this._numEdgesLayerPortions = 0;
this._numPickableLayerPortions = 0;
this._numCulledLayerPortions = 0;
this._modelAABB = math.collapseAABB3(); // Model-space AABB
this._portions = [];
this._meshes = [];
this._numVerts = 0;
this._aabb = math.collapseAABB3();
this.aabbDirty = true;
this._finalized = false;
if (cfg.positionsDecodeMatrix) {
this._state.positionsDecodeMatrix.set(cfg.positionsDecodeMatrix);
this._preCompressedPositionsExpected = true;
} else {
this._preCompressedPositionsExpected = false;
}
if (cfg.origin) {
this._state.origin = math.vec3(cfg.origin);
}
/**
* The type of primitives in this layer.
*/
this.primitive = cfg.primitive;
}
get aabb() {
if (this.aabbDirty) {
math.collapseAABB3(this._aabb);
for (let i = 0, len = this._meshes.length; i < len; i++) {
math.expandAABB3(this._aabb, this._meshes[i].aabb);
}
this.aabbDirty = false;
}
return this._aabb;
}
/**
* Tests if there is room for another portion in this LinesBatchingLayer.
*
* @param lenPositions Number of positions we'd like to create in the portion.
* @param lenIndices Number of indices we'd like to create in this portion.
* @returns {Boolean} True if OK to create another portion.
*/
canCreatePortion(lenPositions, lenIndices) {
if (this._finalized) {
throw "Already finalized";
}
return ((this._buffer.positions.length + lenPositions) < (this._buffer.maxVerts * 3) && (this._buffer.indices.length + lenIndices) < (this._buffer.maxIndices));
}
/**
* Creates a new portion within this LinesBatchingLayer, returns the new portion ID.
*
* Gives the portion the specified geometry, color and matrix.
*
* @param mesh The SceneModelMesh that owns the portion
* @param cfg.positions Flat float Local-space positions array.
* @param cfg.positionsCompressed Flat quantized positions array - decompressed with TrianglesBatchingLayer positionsDecodeMatrix
* @param cfg.indices Flat int indices array.
* @param cfg.color Quantized RGB color [0..255,0..255,0..255,0..255]
* @param cfg.opacity Opacity [0..255]
* @param [cfg.meshMatrix] Flat float 4x4 matrix
* @param cfg.aabb Flat float AABB World-space AABB
* @param cfg.pickColor Quantized pick color
* @returns {number} Portion ID
*/
createPortion(mesh, cfg) {
if (this._finalized) {
throw "Already finalized";
}
const positions = cfg.positions;
const positionsCompressed = cfg.positionsCompressed;
const indices = cfg.indices;
const color = cfg.color;
const opacity = cfg.opacity;
const buffer = this._buffer;
const positionsIndex = buffer.positions.length;
const vertsIndex = positionsIndex / 3;
let numVerts;
math.expandAABB3(this._modelAABB, cfg.aabb);
if (this._preCompressedPositionsExpected) {
if (!positionsCompressed) {
throw "positionsCompressed expected";
}
numVerts = positionsCompressed.length / 3;
for (let i = 0, len = positionsCompressed.length; i < len; i++) {
buffer.positions.push(positionsCompressed[i]);
}
} else {
if (!positions) {
throw "positions expected";
}
numVerts = positions.length / 3;
for (let i = 0, len = positions.length; i < len; i++) {
buffer.positions.push(positions[i]);
}
}
if (color) {
const r = color[0]; // Color is pre-quantized by VBOSceneModel
const g = color[1];
const b = color[2];
const a = opacity;
for (let i = 0; i < numVerts; i++) {
buffer.colors.push(r);
buffer.colors.push(g);
buffer.colors.push(b);
buffer.colors.push(a);
}
}
if (indices) {
for (let i = 0, len = indices.length; i < len; i++) {
buffer.indices.push(indices[i] + vertsIndex);
}
}
if (this.model.scene.entityOffsetsEnabled) {
for (let i = 0; i < numVerts; i++) {
buffer.offsets.push(0);
buffer.offsets.push(0);
buffer.offsets.push(0);
}
}
const portionId = this._portions.length / 2;
this._portions.push(vertsIndex);
this._portions.push(numVerts);
this._numPortions++;
this.model.numPortions++;
this._numVerts += numVerts;
this._meshes.push(mesh);
return portionId;
}
/**
* Builds batch VBOs from appended geometries.
* No more portions can then be created.
*/
finalize() {
if (this._finalized) {
return;
}
const state = this._state;
const gl = this.model.scene.canvas.gl;
const buffer = this._buffer;
if (buffer.positions.length > 0) {
if (this._preCompressedPositionsExpected) {
const positions = new Uint16Array(buffer.positions);
state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, positions, buffer.positions.length, 3, gl.STATIC_DRAW);
} else {
const positions = new Float32Array(buffer.positions);
const quantizedPositions = quantizePositions(positions, this._modelAABB, state.positionsDecodeMatrix);
state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, quantizedPositions, buffer.positions.length, 3, gl.STATIC_DRAW);
}
}
if (buffer.colors.length > 0) {
const colors = new Uint8Array(buffer.colors);
let normalized = false;
state.colorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, colors, buffer.colors.length, 4, gl.DYNAMIC_DRAW, normalized);
}
if (buffer.colors.length > 0) { // Because we build flags arrays here, get their length from the colors array
const flagsLength = buffer.colors.length / 4;
const flags = new Float32Array(flagsLength);
let notNormalized = false;
state.flagsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, flags, flags.length, 1, gl.DYNAMIC_DRAW, notNormalized);
}
if (this.model.scene.entityOffsetsEnabled) {
if (buffer.offsets.length > 0) {
const offsets = new Float32Array(buffer.offsets);
state.offsetsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, offsets, buffer.offsets.length, 3, gl.DYNAMIC_DRAW);
}
}
if (buffer.indices.length > 0) {
const indices = new Uint32Array(buffer.indices);
state.indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, indices, buffer.indices.length, 1, gl.STATIC_DRAW);
}
this._buffer = null;
this._finalized = true;
}
initFlags(portionId, flags, meshTransparent) {
if (flags & ENTITY_FLAGS.VISIBLE) {
this._numVisibleLayerPortions++;
this.model.numVisibleLayerPortions++;
}
if (flags & ENTITY_FLAGS.HIGHLIGHTED) {
this._numHighlightedLayerPortions++;
this.model.numHighlightedLayerPortions++;
}
if (flags & ENTITY_FLAGS.XRAYED) {
this._numXRayedLayerPortions++;
this.model.numXRayedLayerPortions++;
}
if (flags & ENTITY_FLAGS.SELECTED) {
this._numSelectedLayerPortions++;
this.model.numSelectedLayerPortions++;
}
if (flags & ENTITY_FLAGS.CLIPPABLE) {
this._numClippableLayerPortions++;
this.model.numClippableLayerPortions++;
}
if (flags & ENTITY_FLAGS.EDGES) {
this._numEdgesLayerPortions++;
this.model.numEdgesLayerPortions++;
}
if (flags & ENTITY_FLAGS.PICKABLE) {
this._numPickableLayerPortions++;
this.model.numPickableLayerPortions++;
}
if (flags & ENTITY_FLAGS.CULLED) {
this._numCulledLayerPortions++;
this.model.numCulledLayerPortions++;
}
if (meshTransparent) {
this._numTransparentLayerPortions++;
this.model.numTransparentLayerPortions++;
}
const deferred = true;
this._setFlags(portionId, flags, meshTransparent, deferred);
}
flushInitFlags() {
this._setDeferredFlags();
}
setVisible(portionId, flags, transparent) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.VISIBLE) {
this._numVisibleLayerPortions++;
this.model.numVisibleLayerPortions++;
} else {
this._numVisibleLayerPortions--;
this.model.numVisibleLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
setHighlighted(portionId, flags, transparent) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.HIGHLIGHTED) {
this._numHighlightedLayerPortions++;
this.model.numHighlightedLayerPortions++;
} else {
this._numHighlightedLayerPortions--;
this.model.numHighlightedLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
setXRayed(portionId, flags, transparent) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.XRAYED) {
this._numXRayedLayerPortions++;
this.model.numXRayedLayerPortions++;
} else {
this._numXRayedLayerPortions--;
this.model.numXRayedLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
setSelected(portionId, flags, transparent) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.SELECTED) {
this._numSelectedLayerPortions++;
this.model.numSelectedLayerPortions++;
} else {
this._numSelectedLayerPortions--;
this.model.numSelectedLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
setEdges(portionId, flags, transparent) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.EDGES) {
this._numEdgesLayerPortions++;
this.model.numEdgesLayerPortions++;
} else {
this._numEdgesLayerPortions--;
this.model.numEdgesLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
setClippable(portionId, flags) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.CLIPPABLE) {
this._numClippableLayerPortions++;
this.model.numClippableLayerPortions++;
} else {
this._numClippableLayerPortions--;
this.model.numClippableLayerPortions--;
}
this._setFlags(portionId, flags);
}
setCulled(portionId, flags, transparent) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.CULLED) {
this._numCulledLayerPortions++;
this.model.numCulledLayerPortions++;
} else {
this._numCulledLayerPortions--;
this.model.numCulledLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
setCollidable(portionId, flags) {
if (!this._finalized) {
throw "Not finalized";
}
}
setPickable(portionId, flags, transparent) {
if (!this._finalized) {
throw "Not finalized";
}
if (flags & ENTITY_FLAGS.PICKABLE) {
this._numPickableLayerPortions++;
this.model.numPickableLayerPortions++;
} else {
this._numPickableLayerPortions--;
this.model.numPickableLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
setColor(portionId, color) {
if (!this._finalized) {
throw "Not finalized";
}
const portionsIdx = portionId * 2;
const vertexBase = this._portions[portionsIdx];
const numVerts = this._portions[portionsIdx + 1];
const firstColor = vertexBase * 4;
const lenColor = numVerts * 4;
const tempArray = this._scratchMemory.getUInt8Array(lenColor);
const r = color[0];
const g = color[1];
const b = color[2];
const a = color[3];
for (let i = 0; i < lenColor; i += 4) {
tempArray[i + 0] = r;
tempArray[i + 1] = g;
tempArray[i + 2] = b;
tempArray[i + 3] = a;
}
this._state.colorsBuf.setData(tempArray, firstColor, lenColor);
}
setTransparent(portionId, flags, transparent) {
if (transparent) {
this._numTransparentLayerPortions++;
this.model.numTransparentLayerPortions++;
} else {
this._numTransparentLayerPortions--;
this.model.numTransparentLayerPortions--;
}
this._setFlags(portionId, flags, transparent);
}
/**
* flags are 4bits values encoded on a 32bit base. color flag on the first 4 bits, silhouette flag on the next 4 bits and so on for edge, pick and clippable.
*/
_setFlags(portionId, flags, transparent, deferred = false) {
if (!this._finalized) {
throw "Not finalized";
}
const portionsIdx = portionId * 2;
const vertexBase = this._portions[portionsIdx];
const numVerts = this._portions[portionsIdx + 1];
const firstFlag = vertexBase;
const lenFlags = numVerts;
const visible = !!(flags & ENTITY_FLAGS.VISIBLE);
const xrayed = !!(flags & ENTITY_FLAGS.XRAYED);
const highlighted = !!(flags & ENTITY_FLAGS.HIGHLIGHTED);
const selected = !!(flags & ENTITY_FLAGS.SELECTED);
// no edges
const pickable = !!(flags & ENTITY_FLAGS.PICKABLE);
const culled = !!(flags & ENTITY_FLAGS.CULLED);
let colorFlag;
if (!visible || culled || xrayed
|| (highlighted && !this.model.scene.highlightMaterial.glowThrough)
|| (selected && !this.model.scene.selectedMaterial.glowThrough)) {
colorFlag = RENDER_PASSES.NOT_RENDERED;
} else {
if (transparent) {
colorFlag = RENDER_PASSES.COLOR_TRANSPARENT;
} else {
colorFlag = RENDER_PASSES.COLOR_OPAQUE;
}
}
let silhouetteFlag;
if (!visible || culled) {
silhouetteFlag = RENDER_PASSES.NOT_RENDERED;
} else if (selected) {
silhouetteFlag = RENDER_PASSES.SILHOUETTE_SELECTED;
} else if (highlighted) {
silhouetteFlag = RENDER_PASSES.SILHOUETTE_HIGHLIGHTED;
} else if (xrayed) {
silhouetteFlag = RENDER_PASSES.SILHOUETTE_XRAYED;
} else {
silhouetteFlag = RENDER_PASSES.NOT_RENDERED;
}
let pickFlag = (visible && !culled && pickable) ? RENDER_PASSES.PICK : RENDER_PASSES.NOT_RENDERED;
const clippableFlag = !!(flags & ENTITY_FLAGS.CLIPPABLE) ? 1 : 0;
if (deferred) {
// Avoid zillions of individual WebGL bufferSubData calls - buffer them to apply in one shot
if (!this._deferredFlagValues) {
this._deferredFlagValues = new Float32Array(this._numVerts);
}
for (let i = firstFlag, len = (firstFlag + lenFlags); i < len; i++) {
let vertFlag = 0;
vertFlag |= colorFlag;
vertFlag |= silhouetteFlag << 4;
// no edges
vertFlag |= pickFlag << 12;
vertFlag |= clippableFlag << 16;
this._deferredFlagValues[i] = vertFlag;
}
} else if (this._state.flagsBuf) {
const tempArray = this._scratchMemory.getFloat32Array(lenFlags);
for (let i = 0; i < lenFlags; i++) {
let vertFlag = 0;
vertFlag |= colorFlag;
vertFlag |= silhouetteFlag << 4;
// no edges
vertFlag |= pickFlag << 12;
vertFlag |= clippableFlag << 16;
tempArray[i] = vertFlag;
}
this._state.flagsBuf.setData(tempArray, firstFlag, lenFlags);
}
}
_setDeferredFlags() {
if (this._deferredFlagValues) {
this._state.flagsBuf.setData(this._deferredFlagValues);
this._deferredFlagValues = null;
}
}
setOffset(portionId, offset) {
if (!this._finalized) {
throw "Not finalized";
}
if (!this.model.scene.entityOffsetsEnabled) {
this.model.error("Entity#offset not enabled for this Viewer"); // See Viewer entityOffsetsEnabled
return;
}
const portionsIdx = portionId * 2;
const vertexBase = this._portions[portionsIdx];
const numVerts = this._portions[portionsIdx + 1];
const firstOffset = vertexBase * 3;
const lenOffsets = numVerts * 3;
const tempArray = this._scratchMemory.getFloat32Array(lenOffsets);
const x = offset[0];
const y = offset[1];
const z = offset[2];
for (let i = 0; i < lenOffsets; i += 3) {
tempArray[i + 0] = x;
tempArray[i + 1] = y;
tempArray[i + 2] = z;
}
this._state.offsetsBuf.setData(tempArray, firstOffset, lenOffsets);
}
//-- RENDERING ----------------------------------------------------------------------------------------------
drawColorOpaque(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
return;
}
if (this._renderers.colorRenderer) {
this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
}
drawColorTransparent(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === 0 || this._numXRayedLayerPortions === this._numPortions) {
return;
}
if (this._renderers.colorRenderer) {
this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
}
}
drawDepth(renderFlags, frameCtx) {
}
drawNormals(renderFlags, frameCtx) {
}
drawSilhouetteXRayed(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numXRayedLayerPortions === 0) {
return;
}
if (this._renderers.silhouetteRenderer) {
this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_XRAYED);
}
}
drawSilhouetteHighlighted(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numHighlightedLayerPortions === 0) {
return;
}
if (this._renderers.silhouetteRenderer) {
this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_HIGHLIGHTED);
}
}
drawSilhouetteSelected(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numSelectedLayerPortions === 0) {
return;
}
if (this._renderers.silhouetteRenderer) {
this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_SELECTED);
}
}
drawEdgesColorOpaque(renderFlags, frameCtx) {
}
drawEdgesColorTransparent(renderFlags, frameCtx) {
}
drawEdgesHighlighted(renderFlags, frameCtx) {
}
drawEdgesSelected(renderFlags, frameCtx) {
}
drawEdgesXRayed(renderFlags, frameCtx) {
}
drawPickMesh(frameCtx) {
}
drawPickDepths(frameCtx) {
}
drawPickNormals(frameCtx) {
}
drawSnapInit(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
if (this._renderers.snapInitRenderer) {
this._renderers.snapInitRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
}
}
drawSnap(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
if (this._renderers.snapRenderer) {
this._renderers.snapRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
}
}
drawOcclusion(frameCtx) {
}
drawShadow(frameCtx) {
}
destroy() {
const state = this._state;
if (state.positionsBuf) {
state.positionsBuf.destroy();
state.positionsBuf = null;
}
if (state.offsetsBuf) {
state.offsetsBuf.destroy();
state.offsetsBuf = null;
}
if (state.colorsBuf) {
state.colorsBuf.destroy();
state.colorsBuf = null;
}
if (state.flagsBuf) {
state.flagsBuf.destroy();
state.flagsBuf = null;
}
if (state.indicesBuf) {
state.indicesBuf.destroy();
state.indicesBuf = null;
}
state.destroy();
}
}