renderer.ts 38 KB

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  1. /**
  2. * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  5. * @author Gianluca Tomasello <giagitom@gmail.com>
  6. */
  7. import { Viewport } from '../mol-canvas3d/camera/util';
  8. import { ICamera } from '../mol-canvas3d/camera';
  9. import { Scene } from './scene';
  10. import { WebGLContext } from './webgl/context';
  11. import { Mat4, Vec3, Vec4, Vec2 } from '../mol-math/linear-algebra';
  12. import { GraphicsRenderable } from './renderable';
  13. import { Color } from '../mol-util/color';
  14. import { ValueCell, deepEqual } from '../mol-util';
  15. import { GlobalUniformValues } from './renderable/schema';
  16. import { GraphicsRenderVariant } from './webgl/render-item';
  17. import { ParamDefinition as PD } from '../mol-util/param-definition';
  18. import { degToRad } from '../mol-math/misc';
  19. import { Texture, Textures } from './webgl/texture';
  20. import { arrayMapUpsert } from '../mol-util/array';
  21. import { clamp } from '../mol-math/interpolate';
  22. import { isTimingMode } from '../mol-util/debug';
  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. export const enum PickType {
  37. None = 0,
  38. Object = 1,
  39. Instance = 2,
  40. Group = 3,
  41. }
  42. export const enum MarkingType {
  43. None = 0,
  44. Depth = 1,
  45. Mask = 2,
  46. }
  47. interface Renderer {
  48. readonly stats: RendererStats
  49. readonly props: Readonly<RendererProps>
  50. clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => void
  51. clearDepth: (packed?: boolean) => void
  52. update: (camera: ICamera) => void
  53. renderPick: (group: Scene.Group, camera: ICamera, variant: 'pick' | 'depth', depthTexture: Texture | null, pickType: PickType) => void
  54. renderDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  55. renderDepthOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  56. renderDepthTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  57. renderMarkingDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  58. renderMarkingMask: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  59. renderBlended: (group: Scene, camera: ICamera) => void
  60. renderBlendedOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  61. renderBlendedTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  62. renderBlendedVolume: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  63. renderWboitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  64. renderWboitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  65. renderDpoitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  66. renderDpoitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, dpoitTextures: { depth: Texture, frontColor: Texture, backColor: Texture }) => void
  67. setProps: (props: Partial<RendererProps>) => void
  68. setViewport: (x: number, y: number, width: number, height: number) => void
  69. setTransparentBackground: (value: boolean) => void
  70. setDrawingBufferSize: (width: number, height: number) => void
  71. setPixelRatio: (value: number) => void
  72. dispose: () => void
  73. }
  74. export const RendererParams = {
  75. backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }),
  76. 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.' }),
  77. interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  78. interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }),
  79. interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
  80. colorMarker: PD.Boolean(true, { description: 'Enable color marker' }),
  81. highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
  82. selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
  83. highlightStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
  84. selectStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
  85. markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]),
  86. xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
  87. light: PD.ObjectList({
  88. inclination: PD.Numeric(180, { min: 0, max: 180, step: 1 }),
  89. azimuth: PD.Numeric(0, { min: 0, max: 360, step: 1 }),
  90. color: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  91. intensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }),
  92. }, o => Color.toHexString(o.color), { defaultValue: [{
  93. inclination: 180,
  94. azimuth: 0,
  95. color: Color.fromNormalizedRgb(1.0, 1.0, 1.0),
  96. intensity: 0.6
  97. }] }),
  98. ambientColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  99. ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
  100. };
  101. export type RendererProps = PD.Values<typeof RendererParams>
  102. type Light = {
  103. count: number
  104. direction: number[]
  105. color: number[]
  106. }
  107. const tmpDir = Vec3();
  108. const tmpColor = Vec3();
  109. function getLight(props: RendererProps['light'], light?: Light): Light {
  110. const { direction, color } = light || {
  111. direction: (new Array(5 * 3)).fill(0),
  112. color: (new Array(5 * 3)).fill(0),
  113. };
  114. for (let i = 0, il = props.length; i < il; ++i) {
  115. const p = props[i];
  116. Vec3.directionFromSpherical(tmpDir, degToRad(p.inclination), degToRad(p.azimuth), 1);
  117. Vec3.toArray(tmpDir, direction, i * 3);
  118. Vec3.scale(tmpColor, Color.toVec3Normalized(tmpColor, p.color), p.intensity);
  119. Vec3.toArray(tmpColor, color, i * 3);
  120. }
  121. return { count: props.length, direction, color };
  122. }
  123. namespace Renderer {
  124. const enum Flag {
  125. None = 0,
  126. BlendedFront = 1,
  127. BlendedBack = 2
  128. }
  129. const enum Mask {
  130. All = 0,
  131. Opaque = 1,
  132. Transparent = 2,
  133. }
  134. export function create(ctx: WebGLContext, props: Partial<RendererProps> = {}): Renderer {
  135. const { gl, state, stats } = ctx;
  136. const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
  137. const light = getLight(p.light);
  138. const viewport = Viewport();
  139. const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
  140. const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
  141. let transparentBackground = false;
  142. const emptyDepthTexture = ctx.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest');
  143. emptyDepthTexture.define(1, 1);
  144. emptyDepthTexture.load({ array: new Uint8Array([255, 255, 255, 255]), width: 1, height: 1 });
  145. const sharedTexturesList: Textures = [
  146. ['tDepth', emptyDepthTexture]
  147. ];
  148. const view = Mat4();
  149. const invView = Mat4();
  150. const modelView = Mat4();
  151. const invModelView = Mat4();
  152. const invProjection = Mat4();
  153. const modelViewProjection = Mat4();
  154. const invModelViewProjection = Mat4();
  155. const cameraDir = Vec3();
  156. const viewOffset = Vec2();
  157. const ambientColor = Vec3();
  158. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  159. const globalUniforms: GlobalUniformValues = {
  160. uModel: ValueCell.create(Mat4.identity()),
  161. uView: ValueCell.create(view),
  162. uInvView: ValueCell.create(invView),
  163. uModelView: ValueCell.create(modelView),
  164. uInvModelView: ValueCell.create(invModelView),
  165. uInvProjection: ValueCell.create(invProjection),
  166. uProjection: ValueCell.create(Mat4()),
  167. uModelViewProjection: ValueCell.create(modelViewProjection),
  168. uInvModelViewProjection: ValueCell.create(invModelViewProjection),
  169. uIsOrtho: ValueCell.create(1),
  170. uViewOffset: ValueCell.create(viewOffset),
  171. uPixelRatio: ValueCell.create(ctx.pixelRatio),
  172. uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)),
  173. uDrawingBufferSize: ValueCell.create(drawingBufferSize),
  174. uCameraPosition: ValueCell.create(Vec3()),
  175. uCameraDir: ValueCell.create(cameraDir),
  176. uNear: ValueCell.create(1),
  177. uFar: ValueCell.create(10000),
  178. uFogNear: ValueCell.create(1),
  179. uFogFar: ValueCell.create(10000),
  180. uFogColor: ValueCell.create(bgColor),
  181. uRenderMask: ValueCell.create(0),
  182. uMarkingDepthTest: ValueCell.create(false),
  183. uPickType: ValueCell.create(PickType.None),
  184. uMarkingType: ValueCell.create(MarkingType.None),
  185. uTransparentBackground: ValueCell.create(false),
  186. uLightDirection: ValueCell.create(light.direction),
  187. uLightColor: ValueCell.create(light.color),
  188. uAmbientColor: ValueCell.create(ambientColor),
  189. uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold),
  190. uInteriorDarkening: ValueCell.create(p.interiorDarkening),
  191. uInteriorColorFlag: ValueCell.create(p.interiorColorFlag),
  192. uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)),
  193. uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)),
  194. uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)),
  195. uHighlightStrength: ValueCell.create(p.highlightStrength),
  196. uSelectStrength: ValueCell.create(p.selectStrength),
  197. uMarkerPriority: ValueCell.create(p.markerPriority),
  198. uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff),
  199. };
  200. const globalUniformList = Object.entries(globalUniforms);
  201. let globalUniformsNeedUpdate = true;
  202. const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant, flag: Flag) => {
  203. if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant === 'pick')) {
  204. return;
  205. }
  206. let definesNeedUpdate = false;
  207. if (r.values.dLightCount.ref.value !== light.count) {
  208. ValueCell.update(r.values.dLightCount, light.count);
  209. definesNeedUpdate = true;
  210. }
  211. if (r.values.dColorMarker.ref.value !== p.colorMarker) {
  212. ValueCell.update(r.values.dColorMarker, p.colorMarker);
  213. definesNeedUpdate = true;
  214. }
  215. if (definesNeedUpdate) r.update();
  216. const program = r.getProgram(variant);
  217. if (state.currentProgramId !== program.id) {
  218. // console.log('new program')
  219. globalUniformsNeedUpdate = true;
  220. program.use();
  221. }
  222. if (globalUniformsNeedUpdate) {
  223. // console.log('globalUniformsNeedUpdate')
  224. program.setUniforms(globalUniformList);
  225. program.bindTextures(sharedTexturesList, 0);
  226. globalUniformsNeedUpdate = false;
  227. }
  228. if (r.values.dGeometryType.ref.value === 'directVolume') {
  229. if (variant !== 'colorDpoit' && variant !== 'colorWboit' && variant !== 'colorBlended') {
  230. return; // only color supported
  231. }
  232. // culling done in fragment shader
  233. state.disable(gl.CULL_FACE);
  234. state.frontFace(gl.CCW);
  235. if (variant === 'colorBlended') {
  236. // depth test done manually in shader against `depthTexture`
  237. state.disable(gl.DEPTH_TEST);
  238. state.depthMask(false);
  239. }
  240. } else if (flag === Flag.BlendedFront) {
  241. state.enable(gl.CULL_FACE);
  242. if (r.values.dFlipSided?.ref.value) {
  243. state.frontFace(gl.CW);
  244. state.cullFace(gl.FRONT);
  245. } else {
  246. state.frontFace(gl.CCW);
  247. state.cullFace(gl.BACK);
  248. }
  249. } else if (flag === Flag.BlendedBack) {
  250. state.enable(gl.CULL_FACE);
  251. if (r.values.dFlipSided?.ref.value) {
  252. state.frontFace(gl.CW);
  253. state.cullFace(gl.BACK);
  254. } else {
  255. state.frontFace(gl.CCW);
  256. state.cullFace(gl.FRONT);
  257. }
  258. } else {
  259. if (r.values.uDoubleSided) {
  260. if (r.values.uDoubleSided.ref.value || r.values.hasReflection.ref.value) {
  261. state.disable(gl.CULL_FACE);
  262. } else {
  263. state.enable(gl.CULL_FACE);
  264. }
  265. } else {
  266. // webgl default
  267. state.disable(gl.CULL_FACE);
  268. }
  269. if (r.values.dFlipSided?.ref.value) {
  270. state.frontFace(gl.CW);
  271. state.cullFace(gl.FRONT);
  272. } else {
  273. // webgl default
  274. state.frontFace(gl.CCW);
  275. state.cullFace(gl.BACK);
  276. }
  277. }
  278. r.render(variant, sharedTexturesList.length);
  279. };
  280. const update = (camera: ICamera) => {
  281. ValueCell.update(globalUniforms.uView, camera.view);
  282. ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view));
  283. ValueCell.update(globalUniforms.uProjection, camera.projection);
  284. ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection));
  285. ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0);
  286. ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0));
  287. ValueCell.update(globalUniforms.uCameraPosition, camera.state.position);
  288. ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position)));
  289. ValueCell.updateIfChanged(globalUniforms.uFar, camera.far);
  290. ValueCell.updateIfChanged(globalUniforms.uNear, camera.near);
  291. ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar);
  292. ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
  293. ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
  294. };
  295. const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderMask: Mask, markingDepthTest: boolean) => {
  296. arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || emptyDepthTexture);
  297. ValueCell.update(globalUniforms.uModel, group.view);
  298. ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
  299. ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
  300. ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
  301. ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
  302. ValueCell.updateIfChanged(globalUniforms.uRenderMask, renderMask);
  303. ValueCell.updateIfChanged(globalUniforms.uMarkingDepthTest, markingDepthTest);
  304. state.enable(gl.SCISSOR_TEST);
  305. state.colorMask(true, true, true, true);
  306. const { x, y, width, height } = viewport;
  307. state.viewport(x, y, width, height);
  308. state.scissor(x, y, width, height);
  309. globalUniformsNeedUpdate = true;
  310. state.currentRenderItemId = -1;
  311. };
  312. const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null, pickType: PickType) => {
  313. if (isTimingMode) ctx.timer.mark('Renderer.renderPick');
  314. state.disable(gl.BLEND);
  315. state.enable(gl.DEPTH_TEST);
  316. state.depthMask(true);
  317. updateInternal(group, camera, depthTexture, Mask.All, false);
  318. ValueCell.updateIfChanged(globalUniforms.uPickType, pickType);
  319. const { renderables } = group;
  320. for (let i = 0, il = renderables.length; i < il; ++i) {
  321. if (!renderables[i].state.colorOnly) {
  322. renderObject(renderables[i], variant, Flag.None);
  323. }
  324. }
  325. if (isTimingMode) ctx.timer.markEnd('Renderer.renderPick');
  326. };
  327. const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  328. if (isTimingMode) ctx.timer.mark('Renderer.renderDepth');
  329. state.disable(gl.BLEND);
  330. state.enable(gl.DEPTH_TEST);
  331. state.depthMask(true);
  332. updateInternal(group, camera, depthTexture, Mask.All, false);
  333. const { renderables } = group;
  334. for (let i = 0, il = renderables.length; i < il; ++i) {
  335. renderObject(renderables[i], 'depth', Flag.None);
  336. }
  337. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepth');
  338. };
  339. const renderDepthOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  340. if (isTimingMode) ctx.timer.mark('Renderer.renderDepthOpaque');
  341. state.disable(gl.BLEND);
  342. state.enable(gl.DEPTH_TEST);
  343. state.depthMask(true);
  344. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  345. const { renderables } = group;
  346. for (let i = 0, il = renderables.length; i < il; ++i) {
  347. const r = renderables[i];
  348. if (r.state.opaque && r.values.transparencyAverage.ref.value !== 1 && !r.values.dXrayShaded?.ref.value) {
  349. renderObject(r, 'depth', Flag.None);
  350. }
  351. }
  352. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthOpaque');
  353. };
  354. const renderDepthTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  355. if (isTimingMode) ctx.timer.mark('Renderer.renderDepthTransparent');
  356. state.disable(gl.BLEND);
  357. state.enable(gl.DEPTH_TEST);
  358. state.depthMask(true);
  359. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  360. const { renderables } = group;
  361. for (let i = 0, il = renderables.length; i < il; ++i) {
  362. const r = renderables[i];
  363. if (!r.state.opaque || r.values.transparencyAverage.ref.value > 0 || r.values.dXrayShaded?.ref.value) {
  364. renderObject(r, 'depth', Flag.None);
  365. }
  366. }
  367. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthTransparent');
  368. };
  369. const renderMarkingDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  370. if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingDepth');
  371. state.disable(gl.BLEND);
  372. state.enable(gl.DEPTH_TEST);
  373. state.depthMask(true);
  374. updateInternal(group, camera, depthTexture, Mask.All, false);
  375. ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Depth);
  376. const { renderables } = group;
  377. for (let i = 0, il = renderables.length; i < il; ++i) {
  378. const r = renderables[i];
  379. if (r.values.markerAverage.ref.value !== 1) {
  380. renderObject(renderables[i], 'marking', Flag.None);
  381. }
  382. }
  383. if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingDepth');
  384. };
  385. const renderMarkingMask = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  386. if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingMask');
  387. state.disable(gl.BLEND);
  388. state.enable(gl.DEPTH_TEST);
  389. state.depthMask(true);
  390. updateInternal(group, camera, depthTexture, Mask.All, !!depthTexture);
  391. ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Mask);
  392. const { renderables } = group;
  393. for (let i = 0, il = renderables.length; i < il; ++i) {
  394. const r = renderables[i];
  395. if (r.values.markerAverage.ref.value > 0) {
  396. renderObject(renderables[i], 'marking', Flag.None);
  397. }
  398. }
  399. if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingMask');
  400. };
  401. const renderBlended = (scene: Scene, camera: ICamera) => {
  402. if (scene.hasOpaque) {
  403. renderBlendedOpaque(scene, camera, null);
  404. }
  405. if (scene.opacityAverage < 1) {
  406. renderBlendedTransparent(scene, camera, null);
  407. }
  408. };
  409. const renderBlendedOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  410. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedOpaque');
  411. state.disable(gl.BLEND);
  412. state.enable(gl.DEPTH_TEST);
  413. state.depthMask(true);
  414. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  415. const { renderables } = group;
  416. for (let i = 0, il = renderables.length; i < il; ++i) {
  417. const r = renderables[i];
  418. if (r.state.opaque) {
  419. renderObject(r, 'colorBlended', Flag.None);
  420. } else if (r.values.uDoubleSided?.ref.value && r.values.dTransparentBackfaces?.ref.value === 'opaque') {
  421. renderObject(r, 'colorBlended', Flag.BlendedBack);
  422. }
  423. }
  424. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedOpaque');
  425. };
  426. const renderBlendedTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  427. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedTransparent');
  428. state.enable(gl.DEPTH_TEST);
  429. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  430. const { renderables } = group;
  431. if (transparentBackground) {
  432. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  433. } else {
  434. state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  435. }
  436. state.enable(gl.BLEND);
  437. state.depthMask(true);
  438. for (let i = 0, il = renderables.length; i < il; ++i) {
  439. const r = renderables[i];
  440. if (!r.state.opaque && r.state.writeDepth) {
  441. renderObject(r, 'colorBlended', Flag.None);
  442. }
  443. }
  444. state.depthMask(false);
  445. for (let i = 0, il = renderables.length; i < il; ++i) {
  446. const r = renderables[i];
  447. if ((!r.state.opaque && !r.state.writeDepth) || r.values.transparencyAverage.ref.value > 0) {
  448. if (r.values.uDoubleSided?.ref.value) {
  449. // render frontfaces and backfaces separately to avoid artefacts
  450. if (r.values.dTransparentBackfaces?.ref.value !== 'opaque') {
  451. renderObject(r, 'colorBlended', Flag.BlendedBack);
  452. }
  453. renderObject(r, 'colorBlended', Flag.BlendedFront);
  454. } else {
  455. renderObject(r, 'colorBlended', Flag.None);
  456. }
  457. }
  458. }
  459. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedTransparent');
  460. };
  461. const renderBlendedVolume = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  462. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedVolume');
  463. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  464. state.enable(gl.BLEND);
  465. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  466. const { renderables } = group;
  467. for (let i = 0, il = renderables.length; i < il; ++i) {
  468. const r = renderables[i];
  469. if (r.values.dGeometryType.ref.value === 'directVolume') {
  470. renderObject(r, 'colorBlended', Flag.None);
  471. }
  472. }
  473. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedVolume');
  474. };
  475. const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  476. if (isTimingMode) ctx.timer.mark('Renderer.renderWboitOpaque');
  477. state.disable(gl.BLEND);
  478. state.enable(gl.DEPTH_TEST);
  479. state.depthMask(true);
  480. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  481. const { renderables } = group;
  482. for (let i = 0, il = renderables.length; i < il; ++i) {
  483. const r = renderables[i];
  484. // TODO: simplify, handle in renderable.state???
  485. // uAlpha is updated in "render" so we need to recompute it here
  486. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  487. 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) || r.values.dTransparentBackfaces?.ref.value === 'opaque') {
  488. renderObject(r, 'colorWboit', Flag.None);
  489. }
  490. }
  491. if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitOpaque');
  492. };
  493. const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  494. if (isTimingMode) ctx.timer.mark('Renderer.renderWboitTransparent');
  495. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  496. const { renderables } = group;
  497. for (let i = 0, il = renderables.length; i < il; ++i) {
  498. const r = renderables[i];
  499. // TODO: simplify, handle in renderable.state???
  500. // uAlpha is updated in "render" so we need to recompute it here
  501. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  502. if (alpha < 1 || 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) {
  503. renderObject(r, 'colorWboit', Flag.None);
  504. }
  505. }
  506. if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitTransparent');
  507. };
  508. const renderDpoitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  509. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitOpaque');
  510. state.disable(gl.BLEND);
  511. state.enable(gl.DEPTH_TEST);
  512. state.depthMask(true);
  513. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  514. const { renderables } = group;
  515. for (let i = 0, il = renderables.length; i < il; ++i) {
  516. const r = renderables[i];
  517. // TODO: simplify, handle in renderable.state???
  518. // uAlpha is updated in "render" so we need to recompute it here
  519. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  520. 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) || r.values.dTransparentBackfaces?.ref.value === 'opaque') {
  521. renderObject(r, 'colorDpoit', Flag.None);
  522. }
  523. }
  524. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitOpaque');
  525. };
  526. const renderDpoitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, dpoitTextures: { depth: Texture, frontColor: Texture, backColor: Texture }) => {
  527. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitTransparent');
  528. state.enable(gl.BLEND);
  529. arrayMapUpsert(sharedTexturesList, 'tDpoitDepth', dpoitTextures.depth);
  530. arrayMapUpsert(sharedTexturesList, 'tDpoitFrontColor', dpoitTextures.frontColor);
  531. arrayMapUpsert(sharedTexturesList, 'tDpoitBackColor', dpoitTextures.backColor);
  532. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  533. const { renderables } = group;
  534. for (let i = 0, il = renderables.length; i < il; ++i) {
  535. const r = renderables[i];
  536. // TODO: simplify, handle in renderable.state???
  537. // uAlpha is updated in "render" so we need to recompute it here
  538. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  539. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dGeometryType.ref.value === 'directVolume' || r.values.dPointStyle?.ref.value === 'fuzzy' || !!r.values.uBackgroundColor || r.values.dXrayShaded?.ref.value) {
  540. renderObject(r, 'colorDpoit', Flag.None);
  541. }
  542. }
  543. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitTransparent');
  544. };
  545. return {
  546. clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => {
  547. state.enable(gl.SCISSOR_TEST);
  548. state.enable(gl.DEPTH_TEST);
  549. state.colorMask(true, true, true, true);
  550. state.depthMask(true);
  551. if (transparentBackground && !ignoreTransparentBackground) {
  552. state.clearColor(0, 0, 0, 0);
  553. } else if (toBackgroundColor) {
  554. state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1);
  555. } else {
  556. state.clearColor(1, 1, 1, 1);
  557. }
  558. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  559. },
  560. clearDepth: (packed = false) => {
  561. state.enable(gl.SCISSOR_TEST);
  562. if (packed) {
  563. state.colorMask(true, true, true, true);
  564. state.clearColor(1, 1, 1, 1);
  565. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  566. } else {
  567. state.enable(gl.DEPTH_TEST);
  568. state.depthMask(true);
  569. gl.clear(gl.DEPTH_BUFFER_BIT);
  570. }
  571. },
  572. update,
  573. renderPick,
  574. renderDepth,
  575. renderDepthOpaque,
  576. renderDepthTransparent,
  577. renderMarkingDepth,
  578. renderMarkingMask,
  579. renderBlended,
  580. renderBlendedOpaque,
  581. renderBlendedTransparent,
  582. renderBlendedVolume,
  583. renderWboitOpaque,
  584. renderWboitTransparent,
  585. renderDpoitOpaque,
  586. renderDpoitTransparent,
  587. setProps: (props: Partial<RendererProps>) => {
  588. if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) {
  589. p.backgroundColor = props.backgroundColor;
  590. Color.toVec3Normalized(bgColor, p.backgroundColor);
  591. ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor));
  592. }
  593. if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) {
  594. p.pickingAlphaThreshold = props.pickingAlphaThreshold;
  595. ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold);
  596. }
  597. if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) {
  598. p.interiorDarkening = props.interiorDarkening;
  599. ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening);
  600. }
  601. if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) {
  602. p.interiorColorFlag = props.interiorColorFlag;
  603. ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag);
  604. }
  605. if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) {
  606. p.interiorColor = props.interiorColor;
  607. ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor));
  608. }
  609. if (props.colorMarker !== undefined && props.colorMarker !== p.colorMarker) {
  610. p.colorMarker = props.colorMarker;
  611. }
  612. if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) {
  613. p.highlightColor = props.highlightColor;
  614. ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor));
  615. }
  616. if (props.selectColor !== undefined && props.selectColor !== p.selectColor) {
  617. p.selectColor = props.selectColor;
  618. ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor));
  619. }
  620. if (props.highlightStrength !== undefined && props.highlightStrength !== p.highlightStrength) {
  621. p.highlightStrength = props.highlightStrength;
  622. ValueCell.update(globalUniforms.uHighlightStrength, p.highlightStrength);
  623. }
  624. if (props.selectStrength !== undefined && props.selectStrength !== p.selectStrength) {
  625. p.selectStrength = props.selectStrength;
  626. ValueCell.update(globalUniforms.uSelectStrength, p.selectStrength);
  627. }
  628. if (props.markerPriority !== undefined && props.markerPriority !== p.markerPriority) {
  629. p.markerPriority = props.markerPriority;
  630. ValueCell.update(globalUniforms.uMarkerPriority, p.markerPriority);
  631. }
  632. if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) {
  633. p.xrayEdgeFalloff = props.xrayEdgeFalloff;
  634. ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff);
  635. }
  636. if (props.light !== undefined && !deepEqual(props.light, p.light)) {
  637. p.light = props.light;
  638. Object.assign(light, getLight(props.light, light));
  639. ValueCell.update(globalUniforms.uLightDirection, light.direction);
  640. ValueCell.update(globalUniforms.uLightColor, light.color);
  641. }
  642. if (props.ambientColor !== undefined && props.ambientColor !== p.ambientColor) {
  643. p.ambientColor = props.ambientColor;
  644. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  645. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  646. }
  647. if (props.ambientIntensity !== undefined && props.ambientIntensity !== p.ambientIntensity) {
  648. p.ambientIntensity = props.ambientIntensity;
  649. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  650. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  651. }
  652. },
  653. setViewport: (x: number, y: number, width: number, height: number) => {
  654. state.viewport(x, y, width, height);
  655. state.scissor(x, y, width, height);
  656. if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) {
  657. Viewport.set(viewport, x, y, width, height);
  658. ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height));
  659. }
  660. },
  661. setTransparentBackground: (value: boolean) => {
  662. transparentBackground = value;
  663. },
  664. setDrawingBufferSize: (width: number, height: number) => {
  665. if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) {
  666. ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height));
  667. }
  668. },
  669. setPixelRatio: (value: number) => {
  670. ValueCell.update(globalUniforms.uPixelRatio, value);
  671. },
  672. props: p,
  673. get stats(): RendererStats {
  674. return {
  675. programCount: ctx.stats.resourceCounts.program,
  676. shaderCount: ctx.stats.resourceCounts.shader,
  677. attributeCount: ctx.stats.resourceCounts.attribute,
  678. elementsCount: ctx.stats.resourceCounts.elements,
  679. framebufferCount: ctx.stats.resourceCounts.framebuffer,
  680. renderbufferCount: ctx.stats.resourceCounts.renderbuffer,
  681. textureCount: ctx.stats.resourceCounts.texture,
  682. vertexArrayCount: ctx.stats.resourceCounts.vertexArray,
  683. drawCount: stats.drawCount,
  684. instanceCount: stats.instanceCount,
  685. instancedDrawCount: stats.instancedDrawCount,
  686. };
  687. },
  688. dispose: () => {
  689. // TODO
  690. }
  691. };
  692. }
  693. }
  694. export { Renderer };