src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js
import {TrianglesBatchingRenderer} from "./TrianglesBatchingRenderer.js";
/**
* Renders BatchingLayer fragment depths to a shadow map.
*
* @private
*/
export class TrianglesShadowRenderer extends TrianglesBatchingRenderer {
_buildVertexShader() {
const scene = this._scene;
const clipping = scene._sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
const src = [];
src.push("#version 300 es");
src.push("// Batched geometry shadow vertex shader");
src.push("in vec3 position;");
if (scene.entityOffsetsEnabled) {
src.push("in vec3 offset;");
}
src.push("in vec4 color;");
src.push("in float flags;");
src.push("uniform mat4 shadowViewMatrix;");
src.push("uniform mat4 shadowProjMatrix;");
this._addMatricesUniformBlockLines(src);
if (clipping) {
src.push("out vec4 vWorldPosition;");
src.push("out float vFlags;");
}
src.push("out vec4 vViewPosition;");
src.push("out vec4 outColor;");
src.push("void main(void) {");
src.push(` int colorFlag = int(flags) & 0xF;`);
src.push(" bool visible = (colorFlag > 0);");
src.push(" bool transparent = ((float(color.a) / 255.0) < 1.0);");
src.push(" if (!visible || transparent) {");
src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);");
src.push(" } else {");
src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
if (scene.entityOffsetsEnabled) {
src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
}
src.push(" vec4 viewPosition = shadowViewMatrix * worldPosition; ");
if (clipping) {
src.push(" vWorldPosition = worldPosition;");
src.push(" vFlags = flags;");
}
src.push(" vViewPosition = viewPosition;");
src.push(" gl_Position = shadowProjMatrix * viewPosition;");
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("// Batched geometry shadow 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 (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 vec4 vViewPosition;");
src.push("vec4 encodeFloat( const in float v ) {");
src.push(" const vec4 bitShift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);");
src.push(" const vec4 bitMask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);");
src.push(" vec4 comp = fract(v * bitShift);");
src.push(" comp -= comp.xxyz * bitMask;");
src.push(" return comp;");
src.push("}");
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 (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(" }");
}
src.push(" outColor = encodeFloat( gl_FragCoord.z); ");
src.push("}");
return src;
}
}