src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js
import {createRTCViewMat} from "../../../../../math/rtcCoords.js";
import {math} from "../../../../../math/math.js";
import {VBORenderer} from "../../../VBORenderer.js";
const tempVec3a = math.vec3();
const tempVec3b = math.vec3();
const tempVec3c = math.vec3();
const tempVec3d = math.vec3();
const tempMat4a = math.mat4();
const SNAPPING_LOG_DEPTH_BUF_ENABLED = true; // Improves occlusion accuracy at distance
/**
* @private
*/
export class VBOBatchingPointsSnapRenderer extends VBORenderer{
_getHash() {
return this._scene._sectionPlanesState.getHash() + (this._scene.pointsMaterial.hash);
}
drawLayer(frameCtx, batchingLayer, renderPass) {
if (!this._program) {
this._allocate();
if (this.errors) {
return;
}
}
if (frameCtx.lastProgramId !== this._program.id) {
frameCtx.lastProgramId = this._program.id;
this._bindProgram();
}
const model = batchingLayer.model;
const scene = model.scene;
const camera = scene.camera;
const gl = scene.canvas.gl;
const state = batchingLayer._state;
const origin = batchingLayer._state.origin;
const {position, rotationMatrix} = model;
const aabb = batchingLayer.aabb; // Per-layer AABB for best RTC accuracy
const viewMatrix = frameCtx.pickViewMatrix || camera.viewMatrix;
if (this._vaoCache.has(batchingLayer)) {
gl.bindVertexArray(this._vaoCache.get(batchingLayer));
} else {
this._vaoCache.set(batchingLayer, this._makeVAO(state))
}
const coordinateScaler = tempVec3a;
coordinateScaler[0] = math.safeInv(aabb[3] - aabb[0]) * math.MAX_INT;
coordinateScaler[1] = math.safeInv(aabb[4] - aabb[1]) * math.MAX_INT;
coordinateScaler[2] = math.safeInv(aabb[5] - aabb[2]) * math.MAX_INT;
frameCtx.snapPickCoordinateScale[0] = math.safeInv(coordinateScaler[0]);
frameCtx.snapPickCoordinateScale[1] = math.safeInv(coordinateScaler[1]);
frameCtx.snapPickCoordinateScale[2] = math.safeInv(coordinateScaler[2]);
let rtcViewMatrix;
let rtcCameraEye;
if (origin || position[0] !== 0 || position[1] !== 0 || position[2] !== 0) {
const rtcOrigin = tempVec3b;
if (origin) {
const rotatedOrigin = tempVec3c;
math.transformPoint3(rotationMatrix, origin, rotatedOrigin);
rtcOrigin[0] = rotatedOrigin[0];
rtcOrigin[1] = rotatedOrigin[1];
rtcOrigin[2] = rotatedOrigin[2];
} else {
rtcOrigin[0] = 0;
rtcOrigin[1] = 0;
rtcOrigin[2] = 0;
}
rtcOrigin[0] += position[0];
rtcOrigin[1] += position[1];
rtcOrigin[2] += position[2];
rtcViewMatrix = createRTCViewMat(viewMatrix, rtcOrigin, tempMat4a);
rtcCameraEye = tempVec3d;
rtcCameraEye[0] = camera.eye[0] - rtcOrigin[0];
rtcCameraEye[1] = camera.eye[1] - rtcOrigin[1];
rtcCameraEye[2] = camera.eye[2] - rtcOrigin[2];
frameCtx.snapPickOrigin[0] = rtcOrigin[0];
frameCtx.snapPickOrigin[1] = rtcOrigin[1];
frameCtx.snapPickOrigin[2] = rtcOrigin[2];
} else {
rtcViewMatrix = viewMatrix;
rtcCameraEye = camera.eye;
frameCtx.snapPickOrigin[0] = 0;
frameCtx.snapPickOrigin[1] = 0;
frameCtx.snapPickOrigin[2] = 0;
}
gl.uniform3fv(this._uCameraEyeRtc, rtcCameraEye);
gl.uniform2fv(this.uVectorA, frameCtx.snapVectorA);
gl.uniform2fv(this.uInverseVectorAB, frameCtx.snapInvVectorAB);
gl.uniform1i(this._uLayerNumber, frameCtx.snapPickLayerNumber);
gl.uniform3fv(this._uCoordinateScaler, coordinateScaler);
gl.uniform1i(this._uRenderPass, renderPass);
gl.uniform1i(this._uPickInvisible, frameCtx.pickInvisible);
let offset = 0;
const mat4Size = 4 * 4;
this._matricesUniformBlockBufferData.set(rotationMatrix, 0);
this._matricesUniformBlockBufferData.set(rtcViewMatrix, offset += mat4Size);
this._matricesUniformBlockBufferData.set(camera.projMatrix, offset += mat4Size);
this._matricesUniformBlockBufferData.set(state.positionsDecodeMatrix, offset += mat4Size);
gl.bindBuffer(gl.UNIFORM_BUFFER, this._matricesUniformBlockBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, this._matricesUniformBlockBufferData, gl.DYNAMIC_DRAW);
gl.bindBufferBase(
gl.UNIFORM_BUFFER,
this._matricesUniformBlockBufferBindingPoint,
this._matricesUniformBlockBuffer);
if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
const logDepthBufFC = 2.0 / (Math.log(frameCtx.pickZFar + 1.0) / Math.LN2); // TODO: Far from pick project matrix?
gl.uniform1f(this._uLogDepthBufFC, logDepthBufFC);
}
this.setSectionPlanesStateUniforms(batchingLayer);
//=============================================================
// TODO: Use drawElements count and offset to draw only one entity
//=============================================================
gl.drawArrays(gl.POINTS, 0, state.positionsBuf.numItems);
}
_allocate() {
super._allocate();
const program = this._program;
if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
this._uLogDepthBufFC = program.getLocation("logDepthBufFC");
}
this._uCameraEyeRtc = program.getLocation("uCameraEyeRtc");
this.uVectorA = program.getLocation("snapVectorA");
this.uInverseVectorAB = program.getLocation("snapInvVectorAB");
this._uLayerNumber = program.getLocation("layerNumber");
this._uCoordinateScaler = program.getLocation("coordinateScaler");
}
_bindProgram() {
this._program.bind();
}
_buildVertexShader() {
const scene = this._scene;
const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
const pointsMaterial = scene.pointsMaterial._state;
const src = [];
src.push ('#version 300 es');
src.push("// VBOBatchingPointsSnapRenderer vertex shader");
src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
src.push("precision highp float;");
src.push("precision highp int;");
src.push("precision highp usampler2D;");
src.push("precision highp isampler2D;");
src.push("precision highp sampler2D;");
src.push("#else");
src.push("precision mediump float;");
src.push("precision mediump int;");
src.push("precision mediump usampler2D;");
src.push("precision mediump isampler2D;");
src.push("precision mediump sampler2D;");
src.push("#endif");
src.push("uniform int renderPass;");
src.push("in vec3 position;");
if (scene.entityOffsetsEnabled) {
src.push("in vec3 offset;");
}
src.push("in float flags;");
src.push("uniform bool pickInvisible;");
this._addMatricesUniformBlockLines(src);
src.push("uniform vec3 uCameraEyeRtc;");
src.push("uniform vec2 snapVectorA;");
src.push("uniform vec2 snapInvVectorAB;");
if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
src.push("uniform float logDepthBufFC;");
src.push("out float vFragDepth;");
src.push("bool isPerspectiveMatrix(mat4 m) {");
src.push(" return (m[2][3] == - 1.0);");
src.push("}");
src.push("out float isPerspective;");
}
src.push("vec2 remapClipPos(vec2 clipPos) {");
src.push(" float x = (clipPos.x - snapVectorA.x) * snapInvVectorAB.x;");
src.push(" float y = (clipPos.y - snapVectorA.y) * snapInvVectorAB.y;");
src.push(" return vec2(x, y);")
src.push("}");
if (clipping) {
src.push("out vec4 vWorldPosition;");
src.push("out float vFlags;");
}
src.push("out highp vec3 relativeToOriginPosition;");
src.push("void main(void) {");
// pickFlag = NOT_RENDERED | PICK
// renderPass = PICK
src.push(`int pickFlag = int(flags) >> 12 & 0xF;`);
src.push(`if (pickFlag != 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("relativeToOriginPosition = worldPosition.xyz;")
src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
if (clipping) {
src.push(" vWorldPosition = worldPosition;");
src.push(" vFlags = flags;");
}
src.push("vec4 clipPos = projMatrix * viewPosition;");
src.push("float tmp = clipPos.w;")
src.push("clipPos.xyzw /= tmp;")
src.push("clipPos.xy = remapClipPos(clipPos.xy);");
src.push("clipPos.xyzw *= tmp;");
if (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
src.push("vFragDepth = 1.0 + clipPos.w;");
src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
}
src.push("gl_Position = clipPos;");
src.push("gl_PointSize = 1.0;"); // Windows needs this?
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("// VBOBatchingPointsSnapRenderer 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 (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
src.push("in float isPerspective;");
src.push("uniform float logDepthBufFC;");
src.push("in float vFragDepth;");
}
src.push("uniform int layerNumber;");
src.push("uniform vec3 coordinateScaler;");
if (clipping) {
src.push("in vec4 vWorldPosition;");
src.push("in float vFlags;");
for (let i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
src.push("uniform bool sectionPlaneActive" + i + ";");
src.push("uniform vec3 sectionPlanePos" + i + ";");
src.push("uniform vec3 sectionPlaneDir" + i + ";");
}
}
src.push("in highp vec3 relativeToOriginPosition;");
src.push("out highp ivec4 outCoords;");
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 (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); 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 (SNAPPING_LOG_DEPTH_BUF_ENABLED) {
src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
}
src.push("outCoords = ivec4(relativeToOriginPosition.xyz*coordinateScaler.xyz, layerNumber);")
src.push("}");
return src;
}
webglContextRestored() {
this._program = null;
}
destroy() {
if (this._program) {
this._program.destroy();
}
this._program = null;
}
}