src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js
import {VBOSceneModelLineBatchingRenderer} from "./VBOSceneModelLineBatchingRenderer.js";
/**
* @private
*/
export class VBOBatchingLinesSilhouetteRenderer extends VBOSceneModelLineBatchingRenderer {
drawLayer(frameCtx, batchingLayer, renderPass) {
super.drawLayer(frameCtx, batchingLayer, renderPass, { colorUniform: true });
}
_buildVertexShader() {
const scene = this._scene;
const sectionPlanesState = scene._sectionPlanesState;
const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
const src = [];
src.push('#version 300 es');
src.push("// Lines batching silhouette vertex shader");
src.push("uniform int renderPass;");
src.push("in vec3 position;");
if (scene.entityOffsetsEnabled) {
src.push("in vec3 offset;");
}
src.push("in float flags;");
this._addMatricesUniformBlockLines(src);
src.push("uniform vec4 color;");
if (scene.logarithmicDepthBufferEnabled) {
src.push("uniform float logDepthBufFC;");
src.push("out float vFragDepth;");
}
if (clipping) {
src.push("out vec4 vWorldPosition;");
src.push("out float vFlags;");
}
src.push("void main(void) {");
// silhouetteFlag = NOT_RENDERED | SILHOUETTE_HIGHLIGHTED | SILHOUETTE_SELECTED | | SILHOUETTE_XRAYED
// renderPass = SILHOUETTE_HIGHLIGHTED | SILHOUETTE_SELECTED | | SILHOUETTE_XRAYED
src.push(`int silhouetteFlag = int(flags) >> 4 & 0xF;`);
src.push(`if (silhouetteFlag != renderPass) {`);
src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
src.push("} else {");
src.push(" vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); ");
if (scene.entityOffsetsEnabled) {
src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
}
src.push("vec4 viewPosition = viewMatrix * worldPosition; ");
if (clipping) {
src.push("vWorldPosition = worldPosition;");
src.push("vFlags = flags;");
}
src.push("vec4 clipPos = projMatrix * viewPosition;");
if (scene.logarithmicDepthBufferEnabled) {
src.push("vFragDepth = 1.0 + clipPos.w;");
}
src.push("gl_Position = clipPos;");
src.push("}");
src.push("}");
return src;
}
_buildFragmentShader() {
const scene = this._scene;
const sectionPlanesState = scene._sectionPlanesState;
const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
const src = [];
src.push('#version 300 es');
src.push("// Lines batching silhouette 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 (scene.logarithmicDepthBufferEnabled) {
src.push("uniform float logDepthBufFC;");
src.push("in float vFragDepth;");
}
if (clipping) {
src.push("in vec4 vWorldPosition;");
src.push("in float vFlags;");
for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
src.push("uniform bool sectionPlaneActive" + i + ";");
src.push("uniform vec3 sectionPlanePos" + i + ";");
src.push("uniform vec3 sectionPlaneDir" + i + ";");
}
}
src.push("uniform vec4 color;");
src.push("out vec4 outColor;");
src.push("void main(void) {");
if (clipping) {
src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
src.push(" if (clippable) {");
src.push(" float dist = 0.0;");
for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); 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("}");
}
if (scene.logarithmicDepthBufferEnabled) {
src.push("gl_FragDepth = log2( vFragDepth ) * logDepthBufFC * 0.5;");
}
src.push("outColor = color;");
src.push("}");
return src;
}
}