/** * Copyright (c) 2018-2023 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose * @author Gianluca Tomasello */ import { Viewport } from '../mol-canvas3d/camera/util'; import { ICamera } from '../mol-canvas3d/camera'; import { Scene } from './scene'; import { WebGLContext } from './webgl/context'; import { Mat4, Vec3, Vec4, Vec2 } from '../mol-math/linear-algebra'; import { GraphicsRenderable } from './renderable'; import { Color } from '../mol-util/color'; import { ValueCell, deepEqual } from '../mol-util'; import { GlobalUniformValues } from './renderable/schema'; import { GraphicsRenderVariant } from './webgl/render-item'; import { ParamDefinition as PD } from '../mol-util/param-definition'; import { degToRad } from '../mol-math/misc'; import { Texture, Textures } from './webgl/texture'; import { arrayMapUpsert } from '../mol-util/array'; import { clamp } from '../mol-math/interpolate'; import { isTimingMode } from '../mol-util/debug'; export interface RendererStats { programCount: number shaderCount: number attributeCount: number elementsCount: number framebufferCount: number renderbufferCount: number textureCount: number vertexArrayCount: number drawCount: number instanceCount: number instancedDrawCount: number } export enum PickType { None = 0, Object = 1, Instance = 2, Group = 3, } export enum MarkingType { None = 0, Depth = 1, Mask = 2, } interface Renderer { readonly stats: RendererStats readonly props: Readonly readonly light: Readonly clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => void clearDepth: (packed?: boolean) => void update: (camera: ICamera, scene: Scene) => void renderPick: (group: Scene.Group, camera: ICamera, variant: 'pick' | 'depth', depthTexture: Texture | null, pickType: PickType) => void renderDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderDepthOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderDepthTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderMarkingDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderMarkingMask: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderBlended: (group: Scene, camera: ICamera) => void renderBlendedOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderBlendedTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderBlendedVolume: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderWboitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderWboitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderDpoitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void renderDpoitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, dpoitTextures: { depth: Texture, frontColor: Texture, backColor: Texture }) => void renderDpoitVolume: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void setProps: (props: Partial) => void setViewport: (x: number, y: number, width: number, height: number) => void setTransparentBackground: (value: boolean) => void setDrawingBufferSize: (width: number, height: number) => void setPixelRatio: (value: number) => void dispose: () => void } export const RendererParams = { backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }), pickingAlphaThreshold: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }, { description: 'The minimum opacity value needed for an object to be pickable.' }), interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }), interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }), interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)), colorMarker: PD.Boolean(true, { description: 'Enable color marker' }), highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)), selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)), dimColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)), highlightStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }), selectStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }), dimStrength: PD.Numeric(0.0, { min: 0.0, max: 1.0, step: 0.1 }), markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]), xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }), exposure: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.01 }), light: PD.ObjectList({ inclination: PD.Numeric(150, { min: 0, max: 180, step: 1 }), azimuth: PD.Numeric(320, { min: 0, max: 360, step: 1 }), color: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)), intensity: PD.Numeric(0.6, { min: 0.0, max: 5.0, step: 0.01 }), }, o => Color.toHexString(o.color), { defaultValue: [{ inclination: 150, azimuth: 320, color: Color.fromNormalizedRgb(1.0, 1.0, 1.0), intensity: 0.6 }] }), ambientColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)), ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 2.0, step: 0.01 }), }; export type RendererProps = PD.Values export type Light = { count: number direction: number[] color: number[] } const tmpDir = Vec3(); const tmpColor = Vec3(); function getLight(props: RendererProps['light'], light?: Light): Light { const count = props.length; const { direction, color } = light || { direction: (new Array(count * 3)).fill(0), color: (new Array(count * 3)).fill(0), }; for (let i = 0; i < count; ++i) { const p = props[i]; Vec3.directionFromSpherical(tmpDir, degToRad(p.inclination), degToRad(p.azimuth), 1); Vec3.toArray(tmpDir, direction, i * 3); Vec3.scale(tmpColor, Color.toVec3Normalized(tmpColor, p.color), p.intensity); Vec3.toArray(tmpColor, color, i * 3); } return { count, direction, color }; } namespace Renderer { const enum Flag { None = 0, BlendedFront = 1, BlendedBack = 2, } const enum Mask { All = 0, Opaque = 1, Transparent = 2, } export function create(ctx: WebGLContext, props: Partial = {}): Renderer { const { gl, state, stats } = ctx; const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props); const light = getLight(p.light); const viewport = Viewport(); const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight); const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor); let transparentBackground = false; const emptyDepthTexture = ctx.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest'); emptyDepthTexture.define(1, 1); emptyDepthTexture.load({ array: new Uint8Array([255, 255, 255, 255]), width: 1, height: 1 }); const sharedTexturesList: Textures = [ ['tDepth', emptyDepthTexture] ]; const view = Mat4(); const invView = Mat4(); const modelView = Mat4(); const invModelView = Mat4(); const invProjection = Mat4(); const modelViewProjection = Mat4(); const invModelViewProjection = Mat4(); const cameraDir = Vec3(); const viewOffset = Vec2(); const ambientColor = Vec3(); Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity); const globalUniforms: GlobalUniformValues = { uModel: ValueCell.create(Mat4.identity()), uView: ValueCell.create(view), uInvView: ValueCell.create(invView), uModelView: ValueCell.create(modelView), uInvModelView: ValueCell.create(invModelView), uInvProjection: ValueCell.create(invProjection), uProjection: ValueCell.create(Mat4()), uModelViewProjection: ValueCell.create(modelViewProjection), uInvModelViewProjection: ValueCell.create(invModelViewProjection), uIsOrtho: ValueCell.create(1), uViewOffset: ValueCell.create(viewOffset), uPixelRatio: ValueCell.create(ctx.pixelRatio), uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)), uDrawingBufferSize: ValueCell.create(drawingBufferSize), uCameraPosition: ValueCell.create(Vec3()), uCameraDir: ValueCell.create(cameraDir), uNear: ValueCell.create(1), uFar: ValueCell.create(10000), uFogNear: ValueCell.create(1), uFogFar: ValueCell.create(10000), uFogColor: ValueCell.create(bgColor), uRenderMask: ValueCell.create(0), uMarkingDepthTest: ValueCell.create(false), uPickType: ValueCell.create(PickType.None), uMarkingType: ValueCell.create(MarkingType.None), uTransparentBackground: ValueCell.create(false), uLightDirection: ValueCell.create(light.direction), uLightColor: ValueCell.create(light.color), uAmbientColor: ValueCell.create(ambientColor), uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold), uInteriorDarkening: ValueCell.create(p.interiorDarkening), uInteriorColorFlag: ValueCell.create(p.interiorColorFlag), uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)), uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)), uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)), uDimColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.dimColor)), uHighlightStrength: ValueCell.create(p.highlightStrength), uSelectStrength: ValueCell.create(p.selectStrength), uDimStrength: ValueCell.create(p.dimStrength), uMarkerPriority: ValueCell.create(p.markerPriority), uMarkerAverage: ValueCell.create(0), uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff), uExposure: ValueCell.create(p.exposure), }; const globalUniformList = Object.entries(globalUniforms); let globalUniformsNeedUpdate = true; const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant, flag: Flag) => { if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant === 'pick')) { return; } let definesNeedUpdate = false; if (r.values.dLightCount.ref.value !== light.count) { ValueCell.update(r.values.dLightCount, light.count); definesNeedUpdate = true; } if (r.values.dColorMarker.ref.value !== p.colorMarker) { ValueCell.update(r.values.dColorMarker, p.colorMarker); definesNeedUpdate = true; } if (definesNeedUpdate) r.update(); const program = r.getProgram(variant); if (state.currentProgramId !== program.id) { // console.log('new program') globalUniformsNeedUpdate = true; program.use(); } if (globalUniformsNeedUpdate) { // console.log('globalUniformsNeedUpdate') program.setUniforms(globalUniformList); program.bindTextures(sharedTexturesList, 0); globalUniformsNeedUpdate = false; } if (r.values.dGeometryType.ref.value === 'directVolume') { if (variant !== 'colorDpoit' && variant !== 'colorWboit' && variant !== 'colorBlended') { return; // only color supported } // culling done in fragment shader state.disable(gl.CULL_FACE); state.frontFace(gl.CCW); if (variant === 'colorBlended') { // depth test done manually in shader against `depthTexture` state.disable(gl.DEPTH_TEST); state.depthMask(false); } } else if (flag === Flag.BlendedFront) { state.enable(gl.CULL_FACE); if (r.values.dFlipSided?.ref.value) { state.frontFace(gl.CW); state.cullFace(gl.FRONT); } else { state.frontFace(gl.CCW); state.cullFace(gl.BACK); } } else if (flag === Flag.BlendedBack) { state.enable(gl.CULL_FACE); if (r.values.dFlipSided?.ref.value) { state.frontFace(gl.CW); state.cullFace(gl.BACK); } else { state.frontFace(gl.CCW); state.cullFace(gl.FRONT); } } else { if (r.values.uDoubleSided) { if (r.values.uDoubleSided.ref.value || r.values.hasReflection.ref.value) { state.disable(gl.CULL_FACE); } else { state.enable(gl.CULL_FACE); } } else { // webgl default state.disable(gl.CULL_FACE); } if (r.values.dFlipSided?.ref.value) { state.frontFace(gl.CW); state.cullFace(gl.FRONT); } else { // webgl default state.frontFace(gl.CCW); state.cullFace(gl.BACK); } } r.render(variant, sharedTexturesList.length); }; const update = (camera: ICamera, scene: Scene) => { ValueCell.update(globalUniforms.uView, camera.view); ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view)); ValueCell.update(globalUniforms.uProjection, camera.projection); ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection)); ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0); ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0)); ValueCell.update(globalUniforms.uCameraPosition, camera.state.position); ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position))); ValueCell.updateIfChanged(globalUniforms.uFar, camera.far); ValueCell.updateIfChanged(globalUniforms.uNear, camera.near); ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar); ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear); ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground); ValueCell.updateIfChanged(globalUniforms.uMarkerAverage, scene.markerAverage); }; const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderMask: Mask, markingDepthTest: boolean) => { arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || emptyDepthTexture); ValueCell.update(globalUniforms.uModel, group.view); ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, camera.view, group.view)); ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView)); ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection)); ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection)); ValueCell.updateIfChanged(globalUniforms.uRenderMask, renderMask); ValueCell.updateIfChanged(globalUniforms.uMarkingDepthTest, markingDepthTest); state.enable(gl.SCISSOR_TEST); state.colorMask(true, true, true, true); const { x, y, width, height } = viewport; state.viewport(x, y, width, height); state.scissor(x, y, width, height); globalUniformsNeedUpdate = true; state.currentRenderItemId = -1; }; const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null, pickType: PickType) => { if (isTimingMode) ctx.timer.mark('Renderer.renderPick'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.All, false); ValueCell.updateIfChanged(globalUniforms.uPickType, pickType); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { if (!renderables[i].state.colorOnly) { renderObject(renderables[i], variant, Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderPick'); }; const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderDepth'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.All, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { renderObject(renderables[i], 'depth', Flag.None); } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepth'); }; const renderDepthOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderDepthOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.Opaque, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if (r.state.opaque && r.values.transparencyAverage.ref.value !== 1 && r.values.dXrayShaded?.ref.value === 'off') { renderObject(r, 'depth', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthOpaque'); }; const renderDepthTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderDepthTransparent'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.Transparent, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if (!r.state.opaque || r.values.transparencyAverage.ref.value > 0 || r.values.dXrayShaded?.ref.value !== 'off') { renderObject(r, 'depth', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthTransparent'); }; const renderMarkingDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingDepth'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.All, false); ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Depth); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if (alpha !== 0 && r.values.markerAverage.ref.value !== 1) { renderObject(renderables[i], 'marking', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingDepth'); }; const renderMarkingMask = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingMask'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.All, !!depthTexture); ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Mask); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if (r.values.markerAverage.ref.value > 0) { renderObject(renderables[i], 'marking', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingMask'); }; const renderBlended = (scene: Scene, camera: ICamera) => { if (scene.hasOpaque) { renderBlendedOpaque(scene, camera, null); } if (scene.opacityAverage < 1) { renderBlendedTransparent(scene, camera, null); } }; const renderBlendedOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.Opaque, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if (r.state.opaque) { renderObject(r, 'colorBlended', Flag.None); } else if (r.values.uDoubleSided?.ref.value && r.values.dTransparentBackfaces?.ref.value === 'opaque') { renderObject(r, 'colorBlended', Flag.BlendedBack); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedOpaque'); }; const renderBlendedTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedTransparent'); state.enable(gl.DEPTH_TEST); updateInternal(group, camera, depthTexture, Mask.Transparent, false); const { renderables } = group; if (transparentBackground) { state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } else { state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } state.enable(gl.BLEND); state.depthMask(true); for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if (!r.state.opaque && r.state.writeDepth) { renderObject(r, 'colorBlended', Flag.None); } } state.depthMask(false); for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if ((!r.state.opaque && !r.state.writeDepth) || r.values.transparencyAverage.ref.value > 0) { if (r.values.uDoubleSided?.ref.value) { // render frontfaces and backfaces separately to avoid artefacts if (r.values.dTransparentBackfaces?.ref.value !== 'opaque') { renderObject(r, 'colorBlended', Flag.BlendedBack); } renderObject(r, 'colorBlended', Flag.BlendedFront); } else { renderObject(r, 'colorBlended', Flag.None); } } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedTransparent'); }; const renderBlendedVolume = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedVolume'); state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); state.enable(gl.BLEND); updateInternal(group, camera, depthTexture, Mask.Transparent, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if (r.values.dGeometryType.ref.value === 'directVolume') { renderObject(r, 'colorBlended', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedVolume'); }; const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderWboitOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.Opaque, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if ((alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dGeometryType.ref.value !== 'directVolume' && r.values.dPointStyle?.ref.value !== 'fuzzy' && r.values.dXrayShaded?.ref.value === 'off') || r.values.dTransparentBackfaces?.ref.value === 'opaque') { renderObject(r, 'colorWboit', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitOpaque'); }; const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderWboitTransparent'); updateInternal(group, camera, depthTexture, Mask.Transparent, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if ((alpha < 1 && alpha !== 0) || r.values.transparencyAverage.ref.value > 0 || r.values.dGeometryType.ref.value === 'directVolume' || r.values.dPointStyle?.ref.value === 'fuzzy' || r.values.dGeometryType.ref.value === 'text' || r.values.dXrayShaded?.ref.value !== 'off') { renderObject(r, 'colorWboit', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitTransparent'); }; const renderDpoitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitOpaque'); state.disable(gl.BLEND); state.enable(gl.DEPTH_TEST); state.depthMask(true); updateInternal(group, camera, depthTexture, Mask.Opaque, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if ((alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dPointStyle?.ref.value !== 'fuzzy' && r.values.dXrayShaded?.ref.value === 'off') || r.values.dTransparentBackfaces?.ref.value === 'opaque') { renderObject(r, 'colorDpoit', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitOpaque'); }; const renderDpoitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, dpoitTextures: { depth: Texture, frontColor: Texture, backColor: Texture }) => { if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitTransparent'); state.enable(gl.BLEND); arrayMapUpsert(sharedTexturesList, 'tDpoitDepth', dpoitTextures.depth); arrayMapUpsert(sharedTexturesList, 'tDpoitFrontColor', dpoitTextures.frontColor); arrayMapUpsert(sharedTexturesList, 'tDpoitBackColor', dpoitTextures.backColor); updateInternal(group, camera, depthTexture, Mask.Transparent, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; // TODO: simplify, handle in renderable.state??? // uAlpha is updated in "render" so we need to recompute it here const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1); if ((alpha < 1 && alpha !== 0) || r.values.transparencyAverage.ref.value > 0 || r.values.dPointStyle?.ref.value === 'fuzzy' || r.values.dGeometryType.ref.value === 'text' || r.values.dXrayShaded?.ref.value !== 'off') { renderObject(r, 'colorDpoit', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitTransparent'); }; const renderDpoitVolume = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => { if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitVolume'); state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); state.enable(gl.BLEND); updateInternal(group, camera, depthTexture, Mask.Transparent, false); const { renderables } = group; for (let i = 0, il = renderables.length; i < il; ++i) { const r = renderables[i]; if (r.values.dGeometryType.ref.value === 'directVolume') { renderObject(r, 'colorDpoit', Flag.None); } } if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitVolume'); }; return { clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => { state.enable(gl.SCISSOR_TEST); state.enable(gl.DEPTH_TEST); state.colorMask(true, true, true, true); state.depthMask(true); if (transparentBackground && !ignoreTransparentBackground) { state.clearColor(0, 0, 0, 0); } else if (toBackgroundColor) { state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1); } else { state.clearColor(1, 1, 1, 1); } gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); }, clearDepth: (packed = false) => { state.enable(gl.SCISSOR_TEST); if (packed) { state.colorMask(true, true, true, true); state.clearColor(1, 1, 1, 1); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } else { state.enable(gl.DEPTH_TEST); state.depthMask(true); gl.clear(gl.DEPTH_BUFFER_BIT); } }, update, renderPick, renderDepth, renderDepthOpaque, renderDepthTransparent, renderMarkingDepth, renderMarkingMask, renderBlended, renderBlendedOpaque, renderBlendedTransparent, renderBlendedVolume, renderWboitOpaque, renderWboitTransparent, renderDpoitOpaque, renderDpoitTransparent, renderDpoitVolume, setProps: (props: Partial) => { if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) { p.backgroundColor = props.backgroundColor; Color.toVec3Normalized(bgColor, p.backgroundColor); ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor)); } if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) { p.pickingAlphaThreshold = props.pickingAlphaThreshold; ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold); } if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) { p.interiorDarkening = props.interiorDarkening; ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening); } if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) { p.interiorColorFlag = props.interiorColorFlag; ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag); } if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) { p.interiorColor = props.interiorColor; ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor)); } if (props.colorMarker !== undefined && props.colorMarker !== p.colorMarker) { p.colorMarker = props.colorMarker; } if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) { p.highlightColor = props.highlightColor; ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor)); } if (props.selectColor !== undefined && props.selectColor !== p.selectColor) { p.selectColor = props.selectColor; ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor)); } if (props.dimColor !== undefined && props.dimColor !== p.dimColor) { p.dimColor = props.dimColor; ValueCell.update(globalUniforms.uDimColor, Color.toVec3Normalized(globalUniforms.uDimColor.ref.value, p.dimColor)); } if (props.highlightStrength !== undefined && props.highlightStrength !== p.highlightStrength) { p.highlightStrength = props.highlightStrength; ValueCell.update(globalUniforms.uHighlightStrength, p.highlightStrength); } if (props.selectStrength !== undefined && props.selectStrength !== p.selectStrength) { p.selectStrength = props.selectStrength; ValueCell.update(globalUniforms.uSelectStrength, p.selectStrength); } if (props.dimStrength !== undefined && props.dimStrength !== p.dimStrength) { p.dimStrength = props.dimStrength; ValueCell.update(globalUniforms.uDimStrength, p.dimStrength); } if (props.markerPriority !== undefined && props.markerPriority !== p.markerPriority) { p.markerPriority = props.markerPriority; ValueCell.update(globalUniforms.uMarkerPriority, p.markerPriority); } if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) { p.xrayEdgeFalloff = props.xrayEdgeFalloff; ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff); } if (props.exposure !== undefined && props.exposure !== p.exposure) { p.exposure = props.exposure; ValueCell.update(globalUniforms.uExposure, p.exposure); } if (props.light !== undefined && !deepEqual(props.light, p.light)) { p.light = props.light; Object.assign(light, getLight(props.light, light)); ValueCell.update(globalUniforms.uLightDirection, light.direction); ValueCell.update(globalUniforms.uLightColor, light.color); } if (props.ambientColor !== undefined && props.ambientColor !== p.ambientColor) { p.ambientColor = props.ambientColor; Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity); ValueCell.update(globalUniforms.uAmbientColor, ambientColor); } if (props.ambientIntensity !== undefined && props.ambientIntensity !== p.ambientIntensity) { p.ambientIntensity = props.ambientIntensity; Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity); ValueCell.update(globalUniforms.uAmbientColor, ambientColor); } }, setViewport: (x: number, y: number, width: number, height: number) => { state.viewport(x, y, width, height); state.scissor(x, y, width, height); if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) { Viewport.set(viewport, x, y, width, height); ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height)); } }, setTransparentBackground: (value: boolean) => { transparentBackground = value; }, setDrawingBufferSize: (width: number, height: number) => { if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) { ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height)); } }, setPixelRatio: (value: number) => { ValueCell.update(globalUniforms.uPixelRatio, value); }, props: p, get stats(): RendererStats { return { programCount: ctx.stats.resourceCounts.program, shaderCount: ctx.stats.resourceCounts.shader, attributeCount: ctx.stats.resourceCounts.attribute, elementsCount: ctx.stats.resourceCounts.elements, framebufferCount: ctx.stats.resourceCounts.framebuffer, renderbufferCount: ctx.stats.resourceCounts.renderbuffer, textureCount: ctx.stats.resourceCounts.texture, vertexArrayCount: ctx.stats.resourceCounts.vertexArray, drawCount: stats.drawCount, instanceCount: stats.instanceCount, instancedDrawCount: stats.instancedDrawCount, }; }, get light(): Light { return light; }, dispose: () => { // TODO } }; } } export { Renderer };