Reference Source

src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js

import {VBOInstancingPointsRenderer} from "./VBOInstancingPointsRenderer.js";

/**
 * @private
 */
export class VBOInstancingPointsSilhouetteRenderer extends VBOInstancingPointsRenderer {
    _getHash() {
        return this._scene._sectionPlanesState.getHash() + this._scene.pointsMaterial.hash;
    }

    drawLayer(frameCtx, instancingLayer, renderPass) {
        super.drawLayer(frameCtx, instancingLayer, renderPass, {colorUniform: true});
    }

    _buildVertexShader() {

        const scene = this._scene;
        const sectionPlanesState = scene._sectionPlanesState;
        const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
        const pointsMaterial = scene.pointsMaterial._state;
        const src = [];
        src.push('#version 300 es');
        src.push("// Points instancing 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;");
        src.push("in vec4 color;");

        src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
        src.push("in vec4 modelMatrixCol1;");
        src.push("in vec4 modelMatrixCol2;");

        this._addMatricesUniformBlockLines(src);

        src.push("uniform float pointSize;");
        if (pointsMaterial.perspectivePoints) {
            src.push("uniform float nearPlaneHeight;");
        }

        if (scene.logarithmicDepthBufferEnabled) {
            src.push("uniform float logDepthBufFC;");
            src.push("out float vFragDepth;");
        }

        src.push("uniform vec4 silhouetteColor;");

        if (clipping) {
            src.push("out vec4 vWorldPosition;");
            src.push("out float vFlags;");
        }
        src.push("out vec4 vColor;");

        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 = positionsDecodeMatrix * vec4(position, 1.0); ");
        src.push("worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 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("vColor = vec4(float(silhouetteColor.r) / 255.0, float(silhouetteColor.g) / 255.0, float(silhouetteColor.b) / 255.0, float(color.a) / 255.0);");
        src.push("gl_Position = clipPos;");
        if (pointsMaterial.perspectivePoints) {
            src.push("gl_PointSize = (nearPlaneHeight * pointSize) / clipPos.w;");
            src.push("gl_PointSize = max(gl_PointSize, " + Math.floor(pointsMaterial.minPerspectivePointSize) + ".0);");
            src.push("gl_PointSize = min(gl_PointSize, " + Math.floor(pointsMaterial.maxPerspectivePointSize) + ".0);");
        } else {
            src.push("gl_PointSize = pointSize;");
        }
        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("// Points instancing 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("in vec4 vColor;");
        src.push("out vec4 outColor;");
        src.push("void main(void) {");
        if (scene.pointsMaterial.roundPoints) {
            src.push("  vec2 cxy = 2.0 * gl_PointCoord - 1.0;");
            src.push("  float r = dot(cxy, cxy);");
            src.push("  if (r > 1.0) {");
            src.push("       discard;");
            src.push("  }");
        }
        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 = vColor;");
        src.push("}");
        return src;
    }
}