src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js
import {TrianglesInstancingRenderer} from "./TrianglesInstancingRenderer.js";
/**
* Renders InstancingLayer fragment depths to a shadow map.
*
* @private
*/
export class TrianglesShadowRenderer extends TrianglesInstancingRenderer {
_buildVertexShader() {
const scene = this._scene;
const sectionPlanesState = scene._sectionPlanesState;
const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
const src = [];
src.push("#version 300 es");
src.push("// Instancing geometry shadow drawing 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("in vec4 modelMatrixCol0;");
src.push("in vec4 modelMatrixCol1;");
src.push("in vec4 modelMatrixCol2;");
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("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);"); // Cull vertex
src.push("} else {");
src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
src.push(" worldPosition = 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 = shadowViewMatrix * worldPosition; ");
if (clipping) {
src.push("vWorldPosition = worldPosition;");
src.push("vFlags = flags;");
}
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("// Instancing geometry depth drawing 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 vec3 vViewNormal;");
src.push("vec3 packNormalToRGB( const in vec3 normal ) {");
src.push(" return normalize( normal ) * 0.5 + 0.5;");
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 (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 = vec4(packNormalToRGB(vViewNormal), 1.0); ");
src.push("}");
return src;
}
}