renderer.ts 33 KB

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  1. /**
  2. * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  5. */
  6. import { Viewport } from '../mol-canvas3d/camera/util';
  7. import { ICamera } from '../mol-canvas3d/camera';
  8. import { Scene } from './scene';
  9. import { WebGLContext } from './webgl/context';
  10. import { Mat4, Vec3, Vec4, Vec2, Quat } from '../mol-math/linear-algebra';
  11. import { GraphicsRenderable } from './renderable';
  12. import { Color } from '../mol-util/color';
  13. import { ValueCell, deepEqual } from '../mol-util';
  14. import { GlobalUniformValues } from './renderable/schema';
  15. import { GraphicsRenderVariant } from './webgl/render-item';
  16. import { ParamDefinition as PD } from '../mol-util/param-definition';
  17. import { Clipping } from '../mol-theme/clipping';
  18. import { stringToWords } from '../mol-util/string';
  19. import { degToRad } from '../mol-math/misc';
  20. import { createNullTexture, Texture, Textures } from './webgl/texture';
  21. import { arrayMapUpsert } from '../mol-util/array';
  22. import { clamp } from '../mol-math/interpolate';
  23. export interface RendererStats {
  24. programCount: number
  25. shaderCount: number
  26. attributeCount: number
  27. elementsCount: number
  28. framebufferCount: number
  29. renderbufferCount: number
  30. textureCount: number
  31. vertexArrayCount: number
  32. drawCount: number
  33. instanceCount: number
  34. instancedDrawCount: number
  35. }
  36. interface Renderer {
  37. readonly stats: RendererStats
  38. readonly props: Readonly<RendererProps>
  39. clear: (toBackgroundColor: boolean) => void
  40. clearDepth: () => void
  41. update: (camera: ICamera) => void
  42. renderPick: (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null) => void
  43. renderDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  44. renderMarkingDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  45. renderMarkingMask: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  46. renderBlended: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  47. renderBlendedOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  48. renderBlendedTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  49. renderBlendedVolumeOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  50. renderBlendedVolumeTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  51. renderWboitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  52. renderWboitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  53. setProps: (props: Partial<RendererProps>) => void
  54. setViewport: (x: number, y: number, width: number, height: number) => void
  55. setTransparentBackground: (value: boolean) => void
  56. setDrawingBufferSize: (width: number, height: number) => void
  57. setPixelRatio: (value: number) => void
  58. dispose: () => void
  59. }
  60. export const RendererParams = {
  61. backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }),
  62. 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.' }),
  63. interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  64. interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }),
  65. interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
  66. highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
  67. selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
  68. highlightStrength: PD.Numeric(0.7, { min: 0.0, max: 1.0, step: 0.1 }),
  69. selectStrength: PD.Numeric(0.7, { min: 0.0, max: 1.0, step: 0.1 }),
  70. markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]),
  71. xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
  72. light: PD.ObjectList({
  73. inclination: PD.Numeric(180, { min: 0, max: 180, step: 1 }),
  74. azimuth: PD.Numeric(0, { min: 0, max: 360, step: 1 }),
  75. color: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  76. intensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }),
  77. }, o => Color.toHexString(o.color), { defaultValue: [{
  78. inclination: 180,
  79. azimuth: 0,
  80. color: Color.fromNormalizedRgb(1.0, 1.0, 1.0),
  81. intensity: 0.6
  82. }] }),
  83. ambientColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  84. ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
  85. clip: PD.Group({
  86. variant: PD.Select('instance', PD.arrayToOptions<Clipping.Variant>(['instance', 'pixel'])),
  87. objects: PD.ObjectList({
  88. type: PD.Select('plane', PD.objectToOptions(Clipping.Type, t => stringToWords(t))),
  89. invert: PD.Boolean(false),
  90. position: PD.Vec3(Vec3()),
  91. rotation: PD.Group({
  92. axis: PD.Vec3(Vec3.create(1, 0, 0)),
  93. angle: PD.Numeric(0, { min: -180, max: 180, step: 1 }, { description: 'Angle in Degrees' }),
  94. }, { isExpanded: true }),
  95. scale: PD.Vec3(Vec3.create(1, 1, 1)),
  96. }, o => stringToWords(o.type))
  97. })
  98. };
  99. export type RendererProps = PD.Values<typeof RendererParams>
  100. type Light = {
  101. count: number
  102. direction: number[]
  103. color: number[]
  104. }
  105. const tmpDir = Vec3();
  106. const tmpColor = Vec3();
  107. function getLight(props: RendererProps['light'], light?: Light): Light {
  108. const { direction, color } = light || {
  109. direction: (new Array(5 * 3)).fill(0),
  110. color: (new Array(5 * 3)).fill(0),
  111. };
  112. for (let i = 0, il = props.length; i < il; ++i) {
  113. const p = props[i];
  114. Vec3.directionFromSpherical(tmpDir, degToRad(p.inclination), degToRad(p.azimuth), 1);
  115. Vec3.toArray(tmpDir, direction, i * 3);
  116. Vec3.scale(tmpColor, Color.toVec3Normalized(tmpColor, p.color), p.intensity);
  117. Vec3.toArray(tmpColor, color, i * 3);
  118. }
  119. return { count: props.length, direction, color };
  120. }
  121. type Clip = {
  122. variant: Clipping.Variant
  123. objects: {
  124. count: number
  125. type: number[]
  126. invert: boolean[]
  127. position: number[]
  128. rotation: number[]
  129. scale: number[]
  130. }
  131. }
  132. const tmpQuat = Quat();
  133. function getClip(props: RendererProps['clip'], clip?: Clip): Clip {
  134. const { type, invert, position, rotation, scale } = clip?.objects || {
  135. type: (new Array(5)).fill(1),
  136. invert: (new Array(5)).fill(false),
  137. position: (new Array(5 * 3)).fill(0),
  138. rotation: (new Array(5 * 4)).fill(0),
  139. scale: (new Array(5 * 3)).fill(1),
  140. };
  141. for (let i = 0, il = props.objects.length; i < il; ++i) {
  142. const p = props.objects[i];
  143. type[i] = Clipping.Type[p.type];
  144. invert[i] = p.invert;
  145. Vec3.toArray(p.position, position, i * 3);
  146. Quat.toArray(Quat.setAxisAngle(tmpQuat, p.rotation.axis, degToRad(p.rotation.angle)), rotation, i * 4);
  147. Vec3.toArray(p.scale, scale, i * 3);
  148. }
  149. return {
  150. variant: props.variant,
  151. objects: { count: props.objects.length, type, invert, position, rotation, scale }
  152. };
  153. }
  154. namespace Renderer {
  155. export function create(ctx: WebGLContext, props: Partial<RendererProps> = {}): Renderer {
  156. const { gl, state, stats, extensions: { fragDepth } } = ctx;
  157. const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
  158. const light = getLight(p.light);
  159. const clip = getClip(p.clip);
  160. const viewport = Viewport();
  161. const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
  162. const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
  163. let transparentBackground = false;
  164. const nullDepthTexture = createNullTexture(gl);
  165. const sharedTexturesList: Textures = [
  166. ['tDepth', nullDepthTexture]
  167. ];
  168. const view = Mat4();
  169. const invView = Mat4();
  170. const modelView = Mat4();
  171. const invModelView = Mat4();
  172. const invProjection = Mat4();
  173. const modelViewProjection = Mat4();
  174. const invModelViewProjection = Mat4();
  175. const cameraDir = Vec3();
  176. const viewOffset = Vec2();
  177. const ambientColor = Vec3();
  178. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  179. const globalUniforms: GlobalUniformValues = {
  180. uModel: ValueCell.create(Mat4.identity()),
  181. uView: ValueCell.create(view),
  182. uInvView: ValueCell.create(invView),
  183. uModelView: ValueCell.create(modelView),
  184. uInvModelView: ValueCell.create(invModelView),
  185. uInvProjection: ValueCell.create(invProjection),
  186. uProjection: ValueCell.create(Mat4()),
  187. uModelViewProjection: ValueCell.create(modelViewProjection),
  188. uInvModelViewProjection: ValueCell.create(invModelViewProjection),
  189. uIsOrtho: ValueCell.create(1),
  190. uViewOffset: ValueCell.create(viewOffset),
  191. uPixelRatio: ValueCell.create(ctx.pixelRatio),
  192. uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)),
  193. uDrawingBufferSize: ValueCell.create(drawingBufferSize),
  194. uCameraPosition: ValueCell.create(Vec3()),
  195. uCameraDir: ValueCell.create(cameraDir),
  196. uNear: ValueCell.create(1),
  197. uFar: ValueCell.create(10000),
  198. uFogNear: ValueCell.create(1),
  199. uFogFar: ValueCell.create(10000),
  200. uFogColor: ValueCell.create(bgColor),
  201. uRenderWboit: ValueCell.create(false),
  202. uMarkingDepthTest: ValueCell.create(false),
  203. uTransparentBackground: ValueCell.create(false),
  204. uClipObjectType: ValueCell.create(clip.objects.type),
  205. uClipObjectInvert: ValueCell.create(clip.objects.invert),
  206. uClipObjectPosition: ValueCell.create(clip.objects.position),
  207. uClipObjectRotation: ValueCell.create(clip.objects.rotation),
  208. uClipObjectScale: ValueCell.create(clip.objects.scale),
  209. uLightDirection: ValueCell.create(light.direction),
  210. uLightColor: ValueCell.create(light.color),
  211. uAmbientColor: ValueCell.create(ambientColor),
  212. uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold),
  213. uInteriorDarkening: ValueCell.create(p.interiorDarkening),
  214. uInteriorColorFlag: ValueCell.create(p.interiorColorFlag),
  215. uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)),
  216. uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)),
  217. uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)),
  218. uHighlightStrength: ValueCell.create(p.highlightStrength),
  219. uSelectStrength: ValueCell.create(p.selectStrength),
  220. uMarkerPriority: ValueCell.create(p.markerPriority),
  221. uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff),
  222. };
  223. const globalUniformList = Object.entries(globalUniforms);
  224. let globalUniformsNeedUpdate = true;
  225. const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant) => {
  226. if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant[0] === 'p')) {
  227. return;
  228. }
  229. let definesNeedUpdate = false;
  230. if (r.state.noClip) {
  231. if (r.values.dClipObjectCount.ref.value !== 0) {
  232. ValueCell.update(r.values.dClipObjectCount, 0);
  233. definesNeedUpdate = true;
  234. }
  235. } else {
  236. if (r.values.dClipObjectCount.ref.value !== clip.objects.count) {
  237. ValueCell.update(r.values.dClipObjectCount, clip.objects.count);
  238. definesNeedUpdate = true;
  239. }
  240. if (r.values.dClipVariant.ref.value !== clip.variant) {
  241. ValueCell.update(r.values.dClipVariant, clip.variant);
  242. definesNeedUpdate = true;
  243. }
  244. }
  245. if (r.values.dLightCount.ref.value !== light.count) {
  246. ValueCell.update(r.values.dLightCount, light.count);
  247. definesNeedUpdate = true;
  248. }
  249. if (definesNeedUpdate) r.update();
  250. const program = r.getProgram(variant);
  251. if (state.currentProgramId !== program.id) {
  252. // console.log('new program')
  253. globalUniformsNeedUpdate = true;
  254. program.use();
  255. }
  256. if (globalUniformsNeedUpdate) {
  257. // console.log('globalUniformsNeedUpdate')
  258. program.setUniforms(globalUniformList);
  259. globalUniformsNeedUpdate = false;
  260. }
  261. if (r.values.dRenderMode) { // indicates direct-volume
  262. if ((variant[0] === 'p' || variant === 'depth') && r.values.dRenderMode.ref.value === 'volume') {
  263. return; // no picking/depth in volume mode
  264. }
  265. // culling done in fragment shader
  266. state.disable(gl.CULL_FACE);
  267. state.frontFace(gl.CCW);
  268. if (variant === 'colorBlended') {
  269. // depth test done manually in shader against `depthTexture`
  270. // still need to enable when fragDepth can be used to write depth
  271. if (r.values.dRenderMode.ref.value === 'volume' || !fragDepth) {
  272. state.disable(gl.DEPTH_TEST);
  273. state.depthMask(false);
  274. } else {
  275. state.enable(gl.DEPTH_TEST);
  276. state.depthMask(r.values.uAlpha.ref.value === 1.0);
  277. }
  278. }
  279. } else {
  280. if (r.values.dDoubleSided) {
  281. if (r.values.dDoubleSided.ref.value || r.values.hasReflection.ref.value) {
  282. state.disable(gl.CULL_FACE);
  283. } else {
  284. state.enable(gl.CULL_FACE);
  285. }
  286. } else {
  287. // webgl default
  288. state.disable(gl.CULL_FACE);
  289. }
  290. if (r.values.dFlipSided) {
  291. if (r.values.dFlipSided.ref.value) {
  292. state.frontFace(gl.CW);
  293. state.cullFace(gl.FRONT);
  294. } else {
  295. state.frontFace(gl.CCW);
  296. state.cullFace(gl.BACK);
  297. }
  298. } else {
  299. // webgl default
  300. state.frontFace(gl.CCW);
  301. state.cullFace(gl.BACK);
  302. }
  303. }
  304. r.render(variant, sharedTexturesList);
  305. };
  306. const update = (camera: ICamera) => {
  307. ValueCell.update(globalUniforms.uView, camera.view);
  308. ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view));
  309. ValueCell.update(globalUniforms.uProjection, camera.projection);
  310. ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection));
  311. ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0);
  312. ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0));
  313. ValueCell.update(globalUniforms.uCameraPosition, camera.state.position);
  314. ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position)));
  315. ValueCell.updateIfChanged(globalUniforms.uFar, camera.far);
  316. ValueCell.updateIfChanged(globalUniforms.uNear, camera.near);
  317. ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar);
  318. ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
  319. ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
  320. };
  321. const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderWboit: boolean, markingDepthTest: boolean) => {
  322. arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || nullDepthTexture);
  323. ValueCell.update(globalUniforms.uModel, group.view);
  324. ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
  325. ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
  326. ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
  327. ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
  328. ValueCell.updateIfChanged(globalUniforms.uRenderWboit, renderWboit);
  329. ValueCell.updateIfChanged(globalUniforms.uMarkingDepthTest, markingDepthTest);
  330. state.enable(gl.SCISSOR_TEST);
  331. state.colorMask(true, true, true, true);
  332. const { x, y, width, height } = viewport;
  333. gl.viewport(x, y, width, height);
  334. gl.scissor(x, y, width, height);
  335. globalUniformsNeedUpdate = true;
  336. state.currentRenderItemId = -1;
  337. };
  338. const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null) => {
  339. state.disable(gl.BLEND);
  340. state.enable(gl.DEPTH_TEST);
  341. state.depthMask(true);
  342. updateInternal(group, camera, depthTexture, false, false);
  343. const { renderables } = group;
  344. for (let i = 0, il = renderables.length; i < il; ++i) {
  345. if (!renderables[i].state.colorOnly) {
  346. renderObject(renderables[i], variant);
  347. }
  348. }
  349. };
  350. const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  351. state.disable(gl.BLEND);
  352. state.enable(gl.DEPTH_TEST);
  353. state.depthMask(true);
  354. updateInternal(group, camera, depthTexture, false, false);
  355. const { renderables } = group;
  356. for (let i = 0, il = renderables.length; i < il; ++i) {
  357. renderObject(renderables[i], 'depth');
  358. }
  359. };
  360. const renderMarkingDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  361. state.disable(gl.BLEND);
  362. state.enable(gl.DEPTH_TEST);
  363. state.depthMask(true);
  364. updateInternal(group, camera, depthTexture, false, false);
  365. const { renderables } = group;
  366. for (let i = 0, il = renderables.length; i < il; ++i) {
  367. const r = renderables[i];
  368. if (r.values.markerAverage.ref.value !== 1) {
  369. renderObject(renderables[i], 'markingDepth');
  370. }
  371. }
  372. };
  373. const renderMarkingMask = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  374. state.disable(gl.BLEND);
  375. state.enable(gl.DEPTH_TEST);
  376. state.depthMask(true);
  377. updateInternal(group, camera, depthTexture, false, !!depthTexture);
  378. const { renderables } = group;
  379. for (let i = 0, il = renderables.length; i < il; ++i) {
  380. const r = renderables[i];
  381. if (r.values.markerAverage.ref.value > 0) {
  382. renderObject(renderables[i], 'markingMask');
  383. }
  384. }
  385. };
  386. const renderBlended = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  387. renderBlendedOpaque(group, camera, depthTexture);
  388. renderBlendedTransparent(group, camera, depthTexture);
  389. };
  390. const renderBlendedOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  391. state.disable(gl.BLEND);
  392. state.enable(gl.DEPTH_TEST);
  393. state.depthMask(true);
  394. updateInternal(group, camera, depthTexture, false, false);
  395. const { renderables } = group;
  396. for (let i = 0, il = renderables.length; i < il; ++i) {
  397. const r = renderables[i];
  398. if (r.state.opaque) {
  399. renderObject(r, 'colorBlended');
  400. }
  401. }
  402. };
  403. const renderBlendedTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  404. state.enable(gl.DEPTH_TEST);
  405. updateInternal(group, camera, depthTexture, false, false);
  406. const { renderables } = group;
  407. if (transparentBackground) {
  408. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  409. } else {
  410. state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  411. }
  412. state.enable(gl.BLEND);
  413. state.depthMask(true);
  414. for (let i = 0, il = renderables.length; i < il; ++i) {
  415. const r = renderables[i];
  416. if (!r.state.opaque && r.state.writeDepth) {
  417. renderObject(r, 'colorBlended');
  418. }
  419. }
  420. state.depthMask(false);
  421. for (let i = 0, il = renderables.length; i < il; ++i) {
  422. const r = renderables[i];
  423. if (!r.state.opaque && !r.state.writeDepth) {
  424. renderObject(r, 'colorBlended');
  425. }
  426. }
  427. };
  428. const renderBlendedVolumeOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  429. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  430. state.enable(gl.BLEND);
  431. updateInternal(group, camera, depthTexture, false, false);
  432. const { renderables } = group;
  433. for (let i = 0, il = renderables.length; i < il; ++i) {
  434. const r = renderables[i];
  435. // TODO: simplify, handle in renderable.state???
  436. // uAlpha is updated in "render" so we need to recompute it here
  437. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  438. if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && !r.values.dXrayShaded?.ref.value) {
  439. renderObject(r, 'colorBlended');
  440. }
  441. }
  442. };
  443. const renderBlendedVolumeTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  444. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  445. state.enable(gl.BLEND);
  446. updateInternal(group, camera, depthTexture, false, false);
  447. const { renderables } = group;
  448. for (let i = 0, il = renderables.length; i < il; ++i) {
  449. const r = renderables[i];
  450. // TODO: simplify, handle in renderable.state???
  451. // uAlpha is updated in "render" so we need to recompute it here
  452. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  453. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dXrayShaded?.ref.value) {
  454. renderObject(r, 'colorBlended');
  455. }
  456. }
  457. };
  458. const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  459. state.disable(gl.BLEND);
  460. state.enable(gl.DEPTH_TEST);
  461. state.depthMask(true);
  462. updateInternal(group, camera, depthTexture, false, false);
  463. const { renderables } = group;
  464. for (let i = 0, il = renderables.length; i < il; ++i) {
  465. const r = renderables[i];
  466. // TODO: simplify, handle in renderable.state???
  467. // uAlpha is updated in "render" so we need to recompute it here
  468. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  469. if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dRenderMode?.ref.value !== 'volume' && r.values.dPointStyle?.ref.value !== 'fuzzy' && !r.values.dXrayShaded?.ref.value) {
  470. renderObject(r, 'colorWboit');
  471. }
  472. }
  473. };
  474. const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  475. updateInternal(group, camera, depthTexture, true, false);
  476. const { renderables } = group;
  477. for (let i = 0, il = renderables.length; i < il; ++i) {
  478. const r = renderables[i];
  479. // TODO: simplify, handle in renderable.state???
  480. // uAlpha is updated in "render" so we need to recompute it here
  481. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  482. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dRenderMode?.ref.value === 'volume' || r.values.dPointStyle?.ref.value === 'fuzzy' || !!r.values.uBackgroundColor || r.values.dXrayShaded?.ref.value) {
  483. renderObject(r, 'colorWboit');
  484. }
  485. }
  486. };
  487. return {
  488. clear: (toBackgroundColor: boolean) => {
  489. state.enable(gl.SCISSOR_TEST);
  490. state.enable(gl.DEPTH_TEST);
  491. state.colorMask(true, true, true, true);
  492. state.depthMask(true);
  493. if (transparentBackground) {
  494. state.clearColor(0, 0, 0, 0);
  495. } else if (toBackgroundColor) {
  496. state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1);
  497. } else {
  498. state.clearColor(1, 1, 1, 1);
  499. }
  500. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  501. },
  502. clearDepth: () => {
  503. state.enable(gl.SCISSOR_TEST);
  504. state.enable(gl.DEPTH_TEST);
  505. state.depthMask(true);
  506. gl.clear(gl.DEPTH_BUFFER_BIT);
  507. },
  508. update,
  509. renderPick,
  510. renderDepth,
  511. renderMarkingDepth,
  512. renderMarkingMask,
  513. renderBlended,
  514. renderBlendedOpaque,
  515. renderBlendedTransparent,
  516. renderBlendedVolumeOpaque,
  517. renderBlendedVolumeTransparent,
  518. renderWboitOpaque,
  519. renderWboitTransparent,
  520. setProps: (props: Partial<RendererProps>) => {
  521. if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) {
  522. p.backgroundColor = props.backgroundColor;
  523. Color.toVec3Normalized(bgColor, p.backgroundColor);
  524. ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor));
  525. }
  526. if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) {
  527. p.pickingAlphaThreshold = props.pickingAlphaThreshold;
  528. ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold);
  529. }
  530. if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) {
  531. p.interiorDarkening = props.interiorDarkening;
  532. ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening);
  533. }
  534. if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) {
  535. p.interiorColorFlag = props.interiorColorFlag;
  536. ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag);
  537. }
  538. if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) {
  539. p.interiorColor = props.interiorColor;
  540. ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor));
  541. }
  542. if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) {
  543. p.highlightColor = props.highlightColor;
  544. ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor));
  545. }
  546. if (props.selectColor !== undefined && props.selectColor !== p.selectColor) {
  547. p.selectColor = props.selectColor;
  548. ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor));
  549. }
  550. if (props.highlightStrength !== undefined && props.highlightStrength !== p.highlightStrength) {
  551. p.highlightStrength = props.highlightStrength;
  552. ValueCell.update(globalUniforms.uHighlightStrength, p.highlightStrength);
  553. }
  554. if (props.selectStrength !== undefined && props.selectStrength !== p.selectStrength) {
  555. p.selectStrength = props.selectStrength;
  556. ValueCell.update(globalUniforms.uSelectStrength, p.selectStrength);
  557. }
  558. if (props.markerPriority !== undefined && props.markerPriority !== p.markerPriority) {
  559. p.markerPriority = props.markerPriority;
  560. ValueCell.update(globalUniforms.uMarkerPriority, p.markerPriority);
  561. }
  562. if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) {
  563. p.xrayEdgeFalloff = props.xrayEdgeFalloff;
  564. ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff);
  565. }
  566. if (props.light !== undefined && !deepEqual(props.light, p.light)) {
  567. p.light = props.light;
  568. Object.assign(light, getLight(props.light, light));
  569. ValueCell.update(globalUniforms.uLightDirection, light.direction);
  570. ValueCell.update(globalUniforms.uLightColor, light.color);
  571. }
  572. if (props.ambientColor !== undefined && props.ambientColor !== p.ambientColor) {
  573. p.ambientColor = props.ambientColor;
  574. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  575. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  576. }
  577. if (props.ambientIntensity !== undefined && props.ambientIntensity !== p.ambientIntensity) {
  578. p.ambientIntensity = props.ambientIntensity;
  579. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  580. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  581. }
  582. if (props.clip !== undefined && !deepEqual(props.clip, p.clip)) {
  583. p.clip = props.clip;
  584. Object.assign(clip, getClip(props.clip, clip));
  585. ValueCell.update(globalUniforms.uClipObjectPosition, clip.objects.position);
  586. ValueCell.update(globalUniforms.uClipObjectRotation, clip.objects.rotation);
  587. ValueCell.update(globalUniforms.uClipObjectScale, clip.objects.scale);
  588. ValueCell.update(globalUniforms.uClipObjectType, clip.objects.type);
  589. }
  590. },
  591. setViewport: (x: number, y: number, width: number, height: number) => {
  592. gl.viewport(x, y, width, height);
  593. gl.scissor(x, y, width, height);
  594. if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) {
  595. Viewport.set(viewport, x, y, width, height);
  596. ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height));
  597. }
  598. },
  599. setTransparentBackground: (value: boolean) => {
  600. transparentBackground = value;
  601. },
  602. setDrawingBufferSize: (width: number, height: number) => {
  603. if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) {
  604. ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height));
  605. }
  606. },
  607. setPixelRatio: (value: number) => {
  608. ValueCell.update(globalUniforms.uPixelRatio, value);
  609. },
  610. props: p,
  611. get stats(): RendererStats {
  612. return {
  613. programCount: ctx.stats.resourceCounts.program,
  614. shaderCount: ctx.stats.resourceCounts.shader,
  615. attributeCount: ctx.stats.resourceCounts.attribute,
  616. elementsCount: ctx.stats.resourceCounts.elements,
  617. framebufferCount: ctx.stats.resourceCounts.framebuffer,
  618. renderbufferCount: ctx.stats.resourceCounts.renderbuffer,
  619. textureCount: ctx.stats.resourceCounts.texture,
  620. vertexArrayCount: ctx.stats.resourceCounts.vertexArray,
  621. drawCount: stats.drawCount,
  622. instanceCount: stats.instanceCount,
  623. instancedDrawCount: stats.instancedDrawCount,
  624. };
  625. },
  626. dispose: () => {
  627. // TODO
  628. }
  629. };
  630. }
  631. }
  632. export { Renderer };