src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.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 {geometryCompressionUtils} from "../../../../math/geometryCompressionUtils.js";
import {getRenderers} from "./renderers/Renderers.js";
import {VBOBatchingTrianglesBuffer} from "./VBOBatchingTrianglesBuffer.js";
import {quantizePositions, transformAndOctEncodeNormals} from "../../../compression.js";
const tempMat4 = math.mat4();
const tempMat4b = math.mat4();
const tempVec4a = math.vec4([0, 0, 0, 1]);
const tempVec3a = math.vec3();
const tempVec3b = math.vec3();
const tempVec3c = math.vec3();
const tempVec3d = math.vec3();
const tempVec3e = math.vec3();
const tempVec3f = math.vec3();
const tempVec3g = math.vec3();
/**
* @private
*/
export class VBOBatchingTrianglesLayer {
/**
* @param model
* @param cfg.model
* @param cfg.autoNormals
* @param cfg.layerIndex
* @param cfg.positionsDecodeMatrix
* @param cfg.uvDecodeMatrix
* @param cfg.maxGeometryBatchSize
* @param cfg.origin
* @param cfg.scratchMemory
* @param cfg.textureSet
* @param cfg.solid
*/
constructor(cfg) {
// console.info("Creating VBOBatchingTrianglesLayer");
/**
* Owner model
* @type {VBOSceneModel}
*/
this.model = cfg.model;
/**
* State sorting key.
* @type {string}
*/
this.sortId = "TrianglesBatchingLayer"
+ (cfg.solid ? "-solid" : "-surface")
+ (cfg.autoNormals ? "-autonormals" : "-normals")
// TODO: These two parts need to be IDs (ie. unique):
+ (cfg.textureSet && cfg.textureSet.colorTexture ? "-colorTexture" : "")
+ (cfg.textureSet && cfg.textureSet.metallicRoughnessTexture ? "-metallicRoughnessTexture" : "");
/**
* Index of this TrianglesBatchingLayer in {@link VBOSceneModel#_layerList}.
* @type {Number}
*/
this.layerIndex = cfg.layerIndex;
this._renderers = getRenderers(cfg.model.scene);
this._buffer = new VBOBatchingTrianglesBuffer(cfg.maxGeometryBatchSize);
this._scratchMemory = cfg.scratchMemory;
this._state = new RenderState({
origin: math.vec3(),
positionsBuf: null,
offsetsBuf: null,
normalsBuf: null,
colorsBuf: null,
uvBuf: null,
metallicRoughnessBuf: null,
flagsBuf: null,
indicesBuf: null,
edgeIndicesBuf: null,
positionsDecodeMatrix: null,
uvDecodeMatrix: null,
textureSet: cfg.textureSet,
pbrSupported: false // Set in #finalize if we have enough to support quality rendering
});
// 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 = math.mat4(cfg.positionsDecodeMatrix);
}
if (cfg.uvDecodeMatrix) {
this._state.uvDecodeMatrix = math.mat3(cfg.uvDecodeMatrix);
this._preCompressedUVsExpected = true;
} else {
this._preCompressedUVsExpected = false;
}
if (cfg.origin) {
this._state.origin.set(cfg.origin);
}
/**
* When true, this layer contains solid triangle meshes, otherwise this layer contains surface triangle meshes
* @type {boolean}
*/
this.solid = !!cfg.solid;
/**
* 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 TrianglesBatchingLayer.
*
* @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 TrianglesBatchingLayer, 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.normals] Flat float normals array.
* @param [cfg.uv] Flat UVs array.
* @param [cfg.uvCompressed]
* @param [cfg.colors] Flat float colors array.
* @param [cfg.colorsCompressed]
* @param cfg.indices Flat int indices array.
* @param [cfg.edgeIndices] Flat int edges indices array.
* @param cfg.color Quantized RGB color [0..255,0..255,0..255,0..255]
* @param cfg.metallic Metalness factor [0..255]
* @param cfg.roughness Roughness factor [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 normals = cfg.normals;
const normalsCompressed = cfg.normalsCompressed;
const uv = cfg.uv;
const uvCompressed = cfg.uvCompressed;
const colors = cfg.colors;
const colorsCompressed = cfg.colorsCompressed;
const indices = cfg.indices;
const edgeIndices = cfg.edgeIndices;
const color = cfg.color;
const metallic = cfg.metallic;
const roughness = cfg.roughness;
const opacity = cfg.opacity;
const meshMatrix = cfg.meshMatrix;
const pickColor = cfg.pickColor;
const scene = this.model.scene;
const buffer = this._buffer;
const vertsBaseIndex = buffer.positions.length / 3;
let numVerts;
math.expandAABB3(this._modelAABB, cfg.aabb);
if (this._state.positionsDecodeMatrix) {
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 (normalsCompressed && normalsCompressed.length > 0) {
for (let i = 0, len = normalsCompressed.length; i < len; i++) {
buffer.normals.push(normalsCompressed[i]);
}
} else if (normals && normals.length > 0) {
const worldNormalMatrix = tempMat4;
if (meshMatrix) {
math.inverseMat4(math.transposeMat4(meshMatrix, tempMat4b), worldNormalMatrix); // Note: order of inverse and transpose doesn't matter
} else {
math.identityMat4(worldNormalMatrix, worldNormalMatrix);
}
transformAndOctEncodeNormals(worldNormalMatrix, normals, normals.length, buffer.normals, buffer.normals.length);
}
if (colors) {
for (let i = 0, len = colors.length; i < len; i += 3) {
buffer.colors.push(colors[i] * 255);
buffer.colors.push(colors[i + 1] * 255);
buffer.colors.push(colors[i + 2] * 255);
buffer.colors.push(255);
}
} else if (colorsCompressed) {
for (let i = 0, len = colors.length; i < len; i += 3) {
buffer.colors.push(colors[i]);
buffer.colors.push(colors[i + 1]);
buffer.colors.push(colors[i + 2]);
buffer.colors.push(255);
}
} else 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);
}
}
const metallicValue = (metallic !== null && metallic !== undefined) ? metallic : 0;
const roughnessValue = (roughness !== null && roughness !== undefined) ? roughness : 255;
for (let i = 0; i < numVerts; i++) {
buffer.metallicRoughness.push(metallicValue);
buffer.metallicRoughness.push(roughnessValue);
}
if (uv && uv.length > 0) {
for (let i = 0, len = uv.length; i < len; i++) {
buffer.uv.push(uv[i]);
}
} else if (uvCompressed && uvCompressed.length > 0) {
for (let i = 0, len = uvCompressed.length; i < len; i++) {
buffer.uv.push(uvCompressed[i]);
}
}
for (let i = 0, len = indices.length; i < len; i++) {
buffer.indices.push(vertsBaseIndex + indices[i]);
}
if (edgeIndices) {
for (let i = 0, len = edgeIndices.length; i < len; i++) {
buffer.edgeIndices.push(vertsBaseIndex + edgeIndices[i]);
}
}
{
const pickColorsBase = buffer.pickColors.length;
const lenPickColors = numVerts * 4;
for (let i = pickColorsBase, len = pickColorsBase + lenPickColors; i < len; i += 4) {
buffer.pickColors.push(pickColor[0]);
buffer.pickColors.push(pickColor[1]);
buffer.pickColors.push(pickColor[2]);
buffer.pickColors.push(pickColor[3]);
}
}
if (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;
const portion = {
vertsBaseIndex: vertsBaseIndex,
numVerts: numVerts,
indicesBaseIndex: buffer.indices.length - indices.length,
numIndices: indices.length,
};
if (scene.readableGeometryEnabled) {
// Quantized in-memory positions are initialized in finalize()
portion.indices = indices;
if (scene.entityOffsetsEnabled) {
portion.offset = new Float32Array(3);
}
}
this._portions.push(portion);
this._numPortions++;
this.model.numPortions++;
this._numVerts += portion.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) {
const quantizedPositions = (this._state.positionsDecodeMatrix)
? new Uint16Array(buffer.positions)
: quantizePositions(buffer.positions, this._modelAABB, this._state.positionsDecodeMatrix = math.mat4()); // BOTTLENECK
state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, quantizedPositions, quantizedPositions.length, 3, gl.STATIC_DRAW);
if (this.model.scene.readableGeometryEnabled) {
for (let i = 0, numPortions = this._portions.length; i < numPortions; i++) {
const portion = this._portions[i];
const start = portion.vertsBaseIndex * 3;
const end = start + (portion.numVerts * 3);
portion.quantizedPositions = quantizedPositions.slice(start, end);
}
}
}
if (buffer.normals.length > 0) { // Normals are already oct-encoded
const normals = new Int8Array(buffer.normals);
let normalized = true; // For oct encoded UInts
state.normalsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, normals, buffer.normals.length, 3, gl.STATIC_DRAW, normalized);
}
if (buffer.colors.length > 0) { // Colors are already compressed
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.uv.length > 0) {
if (!state.uvDecodeMatrix) {
const bounds = geometryCompressionUtils.getUVBounds(buffer.uv);
const result = geometryCompressionUtils.compressUVs(buffer.uv, bounds.min, bounds.max);
const uv = result.quantized;
let notNormalized = false;
state.uvDecodeMatrix = math.mat3(result.decodeMatrix);
state.uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uv, uv.length, 2, gl.STATIC_DRAW, notNormalized);
} else {
let notNormalized = false;
state.uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.uv, buffer.uv.length, 2, gl.STATIC_DRAW, notNormalized);
}
}
if (buffer.metallicRoughness.length > 0) {
const metallicRoughness = new Uint8Array(buffer.metallicRoughness);
let normalized = false;
state.metallicRoughnessBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, metallicRoughness, buffer.metallicRoughness.length, 2, gl.STATIC_DRAW, normalized);
}
if (buffer.positions.length > 0) { // Because we build flags arrays here, get their length from the positions array
const flagsLength = (buffer.positions.length / 3);
const flags = new Float32Array(flagsLength);
const notNormalized = false;
state.flagsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, flags, flags.length, 1, gl.DYNAMIC_DRAW, notNormalized);
}
if (buffer.pickColors.length > 0) {
const pickColors = new Uint8Array(buffer.pickColors);
let normalized = false;
state.pickColorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, pickColors, buffer.pickColors.length, 4, gl.STATIC_DRAW, normalized);
}
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);
}
if (buffer.edgeIndices.length > 0) {
const edgeIndices = new Uint32Array(buffer.edgeIndices);
state.edgeIndicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, edgeIndices, buffer.edgeIndices.length, 1, gl.STATIC_DRAW);
}
this._state.pbrSupported
= !!state.metallicRoughnessBuf
&& !!state.uvBuf
&& !!state.normalsBuf
&& !!state.textureSet
&& !!state.textureSet.colorTexture
&& !!state.textureSet.metallicRoughnessTexture;
this._state.colorTextureSupported
= !!state.uvBuf
&& !!state.textureSet
&& !!state.textureSet.colorTexture;
this._buffer = null;
this._finalized = true;
}
isEmpty() {
return (!this._state.indicesBuf);
}
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;
const portion = this._portions[portionsIdx];
const vertsBaseIndex = portion.vertsBaseIndex;
const numVerts = portion.numVerts;
const firstColor = vertsBaseIndex * 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;
}
if (this._state.colorsBuf) {
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;
const portion = this._portions[portionsIdx];
const vertsBaseIndex = portion.vertsBaseIndex;
const numVerts = portion.numVerts;
const firstFlag = vertsBaseIndex;
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);
const edges = !!(flags & ENTITY_FLAGS.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 edgeFlag = 0;
if (!visible || culled) {
edgeFlag = RENDER_PASSES.NOT_RENDERED;
} else if (selected) {
edgeFlag = RENDER_PASSES.EDGES_SELECTED;
} else if (highlighted) {
edgeFlag = RENDER_PASSES.EDGES_HIGHLIGHTED;
} else if (xrayed) {
edgeFlag = RENDER_PASSES.EDGES_XRAYED;
} else if (edges) {
if (transparent) {
edgeFlag = RENDER_PASSES.EDGES_COLOR_TRANSPARENT;
} else {
edgeFlag = RENDER_PASSES.EDGES_COLOR_OPAQUE;
}
} else {
edgeFlag = 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;
vertFlag |= edgeFlag << 8;
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;
vertFlag |= edgeFlag << 8;
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;
const portion = this._portions[portionsIdx];
const vertsBaseIndex = portion.vertsBaseIndex;
const numVerts = portion.numVerts;
const firstOffset = vertsBaseIndex * 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;
}
if (this._state.offsetsBuf) {
this._state.offsetsBuf.setData(tempArray, firstOffset, lenOffsets);
}
if (this.model.scene.readableGeometryEnabled) {
portion.offset[0] = offset[0];
portion.offset[1] = offset[1];
portion.offset[2] = offset[2];
}
}
getEachVertex(portionId, callback) {
if (!this.model.scene.readableGeometryEnabled) {
return;
}
const state = this._state;
const portion = this._portions[portionId];
if (!portion) {
this.model.error("portion not found: " + portionId);
return;
}
const positions = portion.quantizedPositions;
const sceneModelMatrix = this.model.matrix;
const origin = math.vec4();
origin.set(state.origin, 0);
origin[3] = 1;
math.mulMat4v4(sceneModelMatrix, origin, origin);
const offsetX = origin[0];
const offsetY = origin[1];
const offsetZ = origin[2];
const worldPos = tempVec4a;
const positionsDecodeMatrix = state.positionsDecodeMatrix;
for (let i = 0, len = positions.length; i < len; i += 3) {
worldPos[0] = positions[i];
worldPos[1] = positions[i + 1];
worldPos[2] = positions[i + 2];
worldPos[3] = 1.0;
math.decompressPosition(worldPos, positionsDecodeMatrix);
worldPos[3] = 1;
math.mulMat4v4(sceneModelMatrix, worldPos, worldPos);
worldPos[0] += offsetX;
worldPos[1] += offsetY;
worldPos[2] += offsetZ;
callback(worldPos);
}
}
getEachIndex(portionId, callback) {
if (!this.model.scene.readableGeometryEnabled) {
return;
}
const portion = this._portions[portionId];
if (!portion) {
this.model.error("portion not found: " + portionId);
return;
}
const indices = portion.indices;
for (let i = 0, len = indices.length; i < len; i++) {
callback(indices[i]);
}
}
getElementsCountAndOffset(portionId) {
let count = null;
let offset = null;
const portion = this._portions[portionId];
if (portion) {
count = portion.numIndices;
offset = portion.indicesBaseIndex;
}
return {count, offset}
}
// ---------------------- COLOR RENDERING -----------------------------------
drawColorOpaque(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
const useAlphaCutoff = this._state.textureSet && (typeof(this._state.textureSet.alphaCutoff) === "number");
if (frameCtx.withSAO && this.model.saoEnabled) {
if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
if (this._renderers.pbrRendererWithSAO) {
this._renderers.pbrRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
} else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
if (useAlphaCutoff) {
if (this._renderers.colorTextureRendererWithSAOAlphaCutoff) {
this._renderers.colorTextureRendererWithSAOAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
} else {
if (this._renderers.colorTextureRendererWithSAO) {
this._renderers.colorTextureRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
}
} else if (this._state.normalsBuf) {
if (this._renderers.colorRendererWithSAO) {
this._renderers.colorRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
} else {
if (this._renderers.flatColorRendererWithSAO) {
this._renderers.flatColorRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
}
} else {
if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
if (this._renderers.pbrRenderer) {
this._renderers.pbrRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
} else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
if (useAlphaCutoff) {
if (this._renderers.colorTextureRendererAlphaCutoff) {
this._renderers.colorTextureRendererAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
} else {
if (this._renderers.colorTextureRenderer) {
this._renderers.colorTextureRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
}
} else if (this._state.normalsBuf) {
if (this._renderers.colorRenderer) {
this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
} else {
if (this._renderers.flatColorRenderer) {
this._renderers.flatColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
}
}
}
_updateBackfaceCull(renderFlags, frameCtx) {
const backfaces = this.model.backfaces || (!this.solid) || renderFlags.sectioned;
if (frameCtx.backfaces !== backfaces) {
const gl = frameCtx.gl;
if (backfaces) {
gl.disable(gl.CULL_FACE);
} else {
gl.enable(gl.CULL_FACE);
}
frameCtx.backfaces = backfaces;
}
}
drawColorTransparent(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === 0 || this._numXRayedLayerPortions === this._numPortions) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
if (this._renderers.pbrRenderer) {
this._renderers.pbrRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
}
} else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
const useAlphaCutoff = this._state.textureSet && (typeof(this._state.textureSet.alphaCutoff) === "number");
if (useAlphaCutoff) {
if (this._renderers.colorTextureRendererAlphaCutoff) {
this._renderers.colorTextureRendererAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
}
} else {
if (this._renderers.colorTextureRenderer) {
this._renderers.colorTextureRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
}
}
} else if (this._state.normalsBuf) {
if (this._renderers.colorRenderer) {
this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
}
} else {
if (this._renderers.flatColorRenderer) {
this._renderers.flatColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
}
}
}
// ---------------------- RENDERING SAO POST EFFECT TARGETS --------------
drawDepth(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.depthRenderer) {
this._renderers.depthRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE); // Assume whatever post-effect uses depth (eg SAO) does not apply to transparent objects
}
}
drawNormals(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.normalsRenderer) {
this._renderers.normalsRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE); // Assume whatever post-effect uses normals (eg SAO) does not apply to transparent objects
}
}
// ---------------------- SILHOUETTE RENDERING -----------------------------------
drawSilhouetteXRayed(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numXRayedLayerPortions === 0) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
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;
}
this._updateBackfaceCull(renderFlags, frameCtx);
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;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.silhouetteRenderer) {
this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_SELECTED);
}
}
// ---------------------- EDGES RENDERING -----------------------------------
drawEdgesColorOpaque(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numEdgesLayerPortions === 0) {
return;
}
if (this._renderers.edgesColorRenderer) {
this._renderers.edgesColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_COLOR_OPAQUE);
}
}
drawEdgesColorTransparent(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numEdgesLayerPortions === 0 || this._numTransparentLayerPortions === 0) {
return;
}
if (this._renderers.edgesColorRenderer) {
this._renderers.edgesColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_COLOR_TRANSPARENT);
}
}
drawEdgesHighlighted(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numHighlightedLayerPortions === 0) {
return;
}
if (this._renderers.edgesRenderer) {
this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_HIGHLIGHTED);
}
}
drawEdgesSelected(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numSelectedLayerPortions === 0) {
return;
}
if (this._renderers.edgesRenderer) {
this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_SELECTED);
}
}
drawEdgesXRayed(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numXRayedLayerPortions === 0) {
return;
}
if (this._renderers.edgesRenderer) {
this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_XRAYED);
}
}
// ---------------------- OCCLUSION CULL RENDERING -----------------------------------
drawOcclusion(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.occlusionRenderer) {
this._renderers.occlusionRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
}
// ---------------------- SHADOW BUFFER RENDERING -----------------------------------
drawShadow(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.shadowRenderer) {
this._renderers.shadowRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
}
}
//---- PICKING ----------------------------------------------------------------------------------------------------
drawPickMesh(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.pickMeshRenderer) {
this._renderers.pickMeshRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
}
}
drawPickDepths(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.pickDepthRenderer) {
this._renderers.pickDepthRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
}
}
drawPickNormals(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
////////////////////////////////////////////////////////////////////////////////////////////////////
// TODO
// if (this._state.normalsBuf) {
// if (this._renderers.pickNormalsRenderer) {
// this._renderers.pickNormalsRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
// }
////////////////////////////////////////////////////////////////////////////////////////////////////
// } else {
if (this._renderers.pickNormalsFlatRenderer) {
this._renderers.pickNormalsFlatRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
}
// }
}
drawSnapInit(renderFlags, frameCtx) {
if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
return;
}
this._updateBackfaceCull(renderFlags, frameCtx);
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;
}
this._updateBackfaceCull(renderFlags, frameCtx);
if (this._renderers.snapRenderer) {
this._renderers.snapRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
}
}
//------------------------------------------------------------------------------------------------
precisionRayPickSurface(portionId, worldRayOrigin, worldRayDir, worldSurfacePos, worldNormal) {
if (!this.model.scene.readableGeometryEnabled) {
return false;
}
const state = this._state;
const portion = this._portions[portionId];
if (!portion) {
this.model.error("portion not found: " + portionId);
return false;
}
const positions = portion.quantizedPositions;
const indices = portion.indices;
const origin = state.origin;
const offset = portion.offset;
const rtcRayOrigin = tempVec3a;
const rtcRayDir = tempVec3b;
rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c) : worldRayOrigin); // World -> RTC
rtcRayDir.set(worldRayDir);
if (offset) {
math.subVec3(rtcRayOrigin, offset);
}
math.transformRay(this.model.worldNormalMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir); // RTC -> local
const a = tempVec3d;
const b = tempVec3e;
const c = tempVec3f;
let gotIntersect = false;
let closestDist = 0;
const closestIntersectPos = tempVec3g;
for (let i = 0, len = indices.length; i < len; i += 3) {
const ia = indices[i] * 3;
const ib = indices[i + 1] * 3;
const ic = indices[i + 2] * 3;
a[0] = positions[ia];
a[1] = positions[ia + 1];
a[2] = positions[ia + 2];
b[0] = positions[ib];
b[1] = positions[ib + 1];
b[2] = positions[ib + 2];
c[0] = positions[ic];
c[1] = positions[ic + 1];
c[2] = positions[ic + 2];
math.decompressPosition(a, state.positionsDecodeMatrix);
math.decompressPosition(b, state.positionsDecodeMatrix);
math.decompressPosition(c, state.positionsDecodeMatrix);
if (math.rayTriangleIntersect(rtcRayOrigin, rtcRayDir, a, b, c, closestIntersectPos)) {
math.transformPoint3(this.model.worldMatrix, closestIntersectPos, closestIntersectPos);
if (offset) {
math.addVec3(closestIntersectPos, offset);
}
if (origin) {
math.addVec3(closestIntersectPos, origin);
}
const dist = Math.abs(math.lenVec3(math.subVec3(closestIntersectPos, worldRayOrigin, [])));
if (!gotIntersect || dist > closestDist) {
closestDist = dist;
worldSurfacePos.set(closestIntersectPos);
if (worldNormal) { // Not that wasteful to eagerly compute - unlikely to hit >2 surfaces on most geometry
math.triangleNormal(a, b, c, worldNormal);
}
gotIntersect = true;
}
}
}
if (gotIntersect && worldNormal) {
math.transformVec3(this.model.worldNormalMatrix, worldNormal, worldNormal);
math.normalizeVec3(worldNormal);
}
return gotIntersect;
}
// ---------
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.normalsBuf) {
state.normalsBuf.destroy();
state.normalsBuf = null;
}
if (state.colorsBuf) {
state.colorsBuf.destroy();
state.colorsBuf = null;
}
if (state.metallicRoughnessBuf) {
state.metallicRoughnessBuf.destroy();
state.metallicRoughnessBuf = null;
}
if (state.flagsBuf) {
state.flagsBuf.destroy();
state.flagsBuf = null;
}
if (state.pickColorsBuf) {
state.pickColorsBuf.destroy();
state.pickColorsBuf = null;
}
if (state.indicesBuf) {
state.indicesBuf.destroy();
state.indicessBuf = null;
}
if (state.edgeIndicesBuf) {
state.edgeIndicesBuf.destroy();
state.edgeIndicessBuf = null;
}
state.destroy();
}
}