renderer.ts 30 KB

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  1. /**
  2. * Copyright (c) 2018-2020 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. renderBlended: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  45. renderBlendedOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  46. renderBlendedTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  47. renderBlendedVolumeOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  48. renderBlendedVolumeTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  49. renderWboitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  50. renderWboitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  51. setProps: (props: Partial<RendererProps>) => void
  52. setViewport: (x: number, y: number, width: number, height: number) => void
  53. setTransparentBackground: (value: boolean) => void
  54. setDrawingBufferSize: (width: number, height: number) => void
  55. dispose: () => void
  56. }
  57. export const RendererParams = {
  58. backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }),
  59. // the following are general 'material' parameters
  60. 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.' }),
  61. interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  62. interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }),
  63. interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
  64. highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
  65. selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
  66. xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
  67. style: PD.MappedStatic('matte', {
  68. custom: PD.Group({
  69. lightIntensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }),
  70. ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
  71. metalness: PD.Numeric(0.0, { min: 0.0, max: 1.0, step: 0.01 }),
  72. roughness: PD.Numeric(1.0, { min: 0.0, max: 1.0, step: 0.01 }),
  73. reflectivity: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  74. }, { isExpanded: true }),
  75. flat: PD.Group({}),
  76. matte: PD.Group({}),
  77. glossy: PD.Group({}),
  78. metallic: PD.Group({}),
  79. plastic: PD.Group({}),
  80. }, { label: 'Lighting', description: 'Style in which the 3D scene is rendered/lighted' }),
  81. clip: PD.Group({
  82. variant: PD.Select('instance', PD.arrayToOptions<Clipping.Variant>(['instance', 'pixel'])),
  83. objects: PD.ObjectList({
  84. type: PD.Select('plane', PD.objectToOptions(Clipping.Type, t => stringToWords(t))),
  85. invert: PD.Boolean(false),
  86. position: PD.Vec3(Vec3()),
  87. rotation: PD.Group({
  88. axis: PD.Vec3(Vec3.create(1, 0, 0)),
  89. angle: PD.Numeric(0, { min: -180, max: 180, step: 1 }, { description: 'Angle in Degrees' }),
  90. }, { isExpanded: true }),
  91. scale: PD.Vec3(Vec3.create(1, 1, 1)),
  92. }, o => stringToWords(o.type))
  93. })
  94. };
  95. export type RendererProps = PD.Values<typeof RendererParams>
  96. function getStyle(props: RendererProps['style']) {
  97. switch (props.name) {
  98. case 'custom':
  99. return props.params;
  100. case 'flat':
  101. return {
  102. lightIntensity: 0, ambientIntensity: 1,
  103. metalness: 0, roughness: 0.4, reflectivity: 0.5
  104. };
  105. case 'matte':
  106. return {
  107. lightIntensity: 0.7, ambientIntensity: 0.3,
  108. metalness: 0, roughness: 1, reflectivity: 0.5
  109. };
  110. case 'glossy':
  111. return {
  112. lightIntensity: 0.7, ambientIntensity: 0.3,
  113. metalness: 0, roughness: 0.4, reflectivity: 0.5
  114. };
  115. case 'metallic':
  116. return {
  117. lightIntensity: 0.7, ambientIntensity: 0.7,
  118. metalness: 0.6, roughness: 0.6, reflectivity: 0.5
  119. };
  120. case 'plastic':
  121. return {
  122. lightIntensity: 0.7, ambientIntensity: 0.3,
  123. metalness: 0, roughness: 0.2, reflectivity: 0.5
  124. };
  125. }
  126. }
  127. type Clip = {
  128. variant: Clipping.Variant
  129. objects: {
  130. count: number
  131. type: number[]
  132. invert: boolean[]
  133. position: number[]
  134. rotation: number[]
  135. scale: number[]
  136. }
  137. }
  138. const tmpQuat = Quat();
  139. function getClip(props: RendererProps['clip'], clip?: Clip): Clip {
  140. const { type, invert, position, rotation, scale } = clip?.objects || {
  141. type: (new Array(5)).fill(1),
  142. invert: (new Array(5)).fill(false),
  143. position: (new Array(5 * 3)).fill(0),
  144. rotation: (new Array(5 * 4)).fill(0),
  145. scale: (new Array(5 * 3)).fill(1),
  146. };
  147. for (let i = 0, il = props.objects.length; i < il; ++i) {
  148. const p = props.objects[i];
  149. type[i] = Clipping.Type[p.type];
  150. invert[i] = p.invert;
  151. Vec3.toArray(p.position, position, i * 3);
  152. Quat.toArray(Quat.setAxisAngle(tmpQuat, p.rotation.axis, degToRad(p.rotation.angle)), rotation, i * 4);
  153. Vec3.toArray(p.scale, scale, i * 3);
  154. }
  155. return {
  156. variant: props.variant,
  157. objects: { count: props.objects.length, type, invert, position, rotation, scale }
  158. };
  159. }
  160. namespace Renderer {
  161. export function create(ctx: WebGLContext, props: Partial<RendererProps> = {}): Renderer {
  162. const { gl, state, stats, extensions: { fragDepth } } = ctx;
  163. const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
  164. const style = getStyle(p.style);
  165. const clip = getClip(p.clip);
  166. const viewport = Viewport();
  167. const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
  168. const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
  169. let transparentBackground = false;
  170. const nullDepthTexture = createNullTexture(gl, 'image-depth');
  171. const sharedTexturesList: Textures = [
  172. ['tDepth', nullDepthTexture]
  173. ];
  174. const view = Mat4();
  175. const invView = Mat4();
  176. const modelView = Mat4();
  177. const invModelView = Mat4();
  178. const invProjection = Mat4();
  179. const modelViewProjection = Mat4();
  180. const invModelViewProjection = Mat4();
  181. const cameraDir = Vec3();
  182. const viewOffset = Vec2();
  183. const globalUniforms: GlobalUniformValues = {
  184. uModel: ValueCell.create(Mat4.identity()),
  185. uView: ValueCell.create(view),
  186. uInvView: ValueCell.create(invView),
  187. uModelView: ValueCell.create(modelView),
  188. uInvModelView: ValueCell.create(invModelView),
  189. uInvProjection: ValueCell.create(invProjection),
  190. uProjection: ValueCell.create(Mat4()),
  191. uModelViewProjection: ValueCell.create(modelViewProjection),
  192. uInvModelViewProjection: ValueCell.create(invModelViewProjection),
  193. uIsOrtho: ValueCell.create(1),
  194. uViewOffset: ValueCell.create(viewOffset),
  195. uPixelRatio: ValueCell.create(ctx.pixelRatio),
  196. uViewportHeight: ValueCell.create(viewport.height),
  197. uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)),
  198. uDrawingBufferSize: ValueCell.create(drawingBufferSize),
  199. uCameraPosition: ValueCell.create(Vec3()),
  200. uCameraDir: ValueCell.create(cameraDir),
  201. uNear: ValueCell.create(1),
  202. uFar: ValueCell.create(10000),
  203. uFogNear: ValueCell.create(1),
  204. uFogFar: ValueCell.create(10000),
  205. uFogColor: ValueCell.create(bgColor),
  206. uRenderWboit: ValueCell.create(false),
  207. uTransparentBackground: ValueCell.create(false),
  208. uClipObjectType: ValueCell.create(clip.objects.type),
  209. uClipObjectInvert: ValueCell.create(clip.objects.invert),
  210. uClipObjectPosition: ValueCell.create(clip.objects.position),
  211. uClipObjectRotation: ValueCell.create(clip.objects.rotation),
  212. uClipObjectScale: ValueCell.create(clip.objects.scale),
  213. // the following are general 'material' uniforms
  214. uLightIntensity: ValueCell.create(style.lightIntensity),
  215. uAmbientIntensity: ValueCell.create(style.ambientIntensity),
  216. uMetalness: ValueCell.create(style.metalness),
  217. uRoughness: ValueCell.create(style.roughness),
  218. uReflectivity: ValueCell.create(style.reflectivity),
  219. uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold),
  220. uInteriorDarkening: ValueCell.create(p.interiorDarkening),
  221. uInteriorColorFlag: ValueCell.create(p.interiorColorFlag),
  222. uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)),
  223. uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)),
  224. uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)),
  225. uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff),
  226. };
  227. const globalUniformList = Object.entries(globalUniforms);
  228. let globalUniformsNeedUpdate = true;
  229. const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant) => {
  230. if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant[0] === 'p')) {
  231. return;
  232. }
  233. let definesNeedUpdate = false;
  234. if (r.state.noClip) {
  235. if (r.values.dClipObjectCount.ref.value !== 0) {
  236. ValueCell.update(r.values.dClipObjectCount, 0);
  237. definesNeedUpdate = true;
  238. }
  239. } else {
  240. if (r.values.dClipObjectCount.ref.value !== clip.objects.count) {
  241. ValueCell.update(r.values.dClipObjectCount, clip.objects.count);
  242. definesNeedUpdate = true;
  243. }
  244. if (r.values.dClipVariant.ref.value !== clip.variant) {
  245. ValueCell.update(r.values.dClipVariant, clip.variant);
  246. definesNeedUpdate = true;
  247. }
  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. // culling done in fragment shader
  263. state.disable(gl.CULL_FACE);
  264. state.frontFace(gl.CCW);
  265. if (variant === 'colorBlended') {
  266. // depth test done manually in shader against `depthTexture`
  267. // still need to enable when fragDepth can be used to write depth
  268. if (r.values.dRenderMode.ref.value === 'volume' || !fragDepth) {
  269. state.disable(gl.DEPTH_TEST);
  270. state.depthMask(false);
  271. } else {
  272. state.enable(gl.DEPTH_TEST);
  273. state.depthMask(r.values.uAlpha.ref.value === 1.0);
  274. }
  275. }
  276. } else {
  277. if (r.values.dDoubleSided) {
  278. if (r.values.dDoubleSided.ref.value || r.values.hasReflection.ref.value) {
  279. state.disable(gl.CULL_FACE);
  280. } else {
  281. state.enable(gl.CULL_FACE);
  282. }
  283. } else {
  284. // webgl default
  285. state.disable(gl.CULL_FACE);
  286. }
  287. if (r.values.dFlipSided) {
  288. if (r.values.dFlipSided.ref.value) {
  289. state.frontFace(gl.CW);
  290. state.cullFace(gl.FRONT);
  291. } else {
  292. state.frontFace(gl.CCW);
  293. state.cullFace(gl.BACK);
  294. }
  295. } else {
  296. // webgl default
  297. state.frontFace(gl.CCW);
  298. state.cullFace(gl.BACK);
  299. }
  300. }
  301. r.render(variant, sharedTexturesList);
  302. };
  303. const update = (camera: ICamera) => {
  304. ValueCell.update(globalUniforms.uView, camera.view);
  305. ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view));
  306. ValueCell.update(globalUniforms.uProjection, camera.projection);
  307. ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection));
  308. ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0);
  309. ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0));
  310. ValueCell.update(globalUniforms.uCameraPosition, camera.state.position);
  311. ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position)));
  312. ValueCell.updateIfChanged(globalUniforms.uFar, camera.far);
  313. ValueCell.updateIfChanged(globalUniforms.uNear, camera.near);
  314. ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar);
  315. ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
  316. ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
  317. };
  318. const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderWboit: boolean) => {
  319. arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || nullDepthTexture);
  320. ValueCell.update(globalUniforms.uModel, group.view);
  321. ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
  322. ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
  323. ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
  324. ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
  325. ValueCell.updateIfChanged(globalUniforms.uRenderWboit, renderWboit);
  326. state.enable(gl.SCISSOR_TEST);
  327. state.colorMask(true, true, true, true);
  328. const { x, y, width, height } = viewport;
  329. gl.viewport(x, y, width, height);
  330. gl.scissor(x, y, width, height);
  331. globalUniformsNeedUpdate = true;
  332. state.currentRenderItemId = -1;
  333. };
  334. const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null) => {
  335. state.disable(gl.BLEND);
  336. state.enable(gl.DEPTH_TEST);
  337. state.depthMask(true);
  338. updateInternal(group, camera, depthTexture, false);
  339. const { renderables } = group;
  340. for (let i = 0, il = renderables.length; i < il; ++i) {
  341. if (!renderables[i].state.colorOnly) {
  342. renderObject(renderables[i], variant);
  343. }
  344. }
  345. };
  346. const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  347. state.disable(gl.BLEND);
  348. state.enable(gl.DEPTH_TEST);
  349. state.depthMask(true);
  350. updateInternal(group, camera, depthTexture, false);
  351. const { renderables } = group;
  352. for (let i = 0, il = renderables.length; i < il; ++i) {
  353. renderObject(renderables[i], 'depth');
  354. }
  355. };
  356. const renderBlended = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  357. renderBlendedOpaque(group, camera, depthTexture);
  358. renderBlendedTransparent(group, camera, depthTexture);
  359. };
  360. const renderBlendedOpaque = (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);
  365. const { renderables } = group;
  366. for (let i = 0, il = renderables.length; i < il; ++i) {
  367. const r = renderables[i];
  368. if (r.state.opaque) {
  369. renderObject(r, 'colorBlended');
  370. }
  371. }
  372. };
  373. const renderBlendedTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  374. state.enable(gl.DEPTH_TEST);
  375. updateInternal(group, camera, depthTexture, false);
  376. const { renderables } = group;
  377. if (transparentBackground) {
  378. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  379. } else {
  380. state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  381. }
  382. state.enable(gl.BLEND);
  383. state.depthMask(true);
  384. for (let i = 0, il = renderables.length; i < il; ++i) {
  385. const r = renderables[i];
  386. if (!r.state.opaque && r.state.writeDepth) {
  387. renderObject(r, 'colorBlended');
  388. }
  389. }
  390. state.depthMask(false);
  391. for (let i = 0, il = renderables.length; i < il; ++i) {
  392. const r = renderables[i];
  393. if (!r.state.opaque && !r.state.writeDepth) {
  394. renderObject(r, 'colorBlended');
  395. }
  396. }
  397. };
  398. const renderBlendedVolumeOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  399. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  400. state.enable(gl.BLEND);
  401. updateInternal(group, camera, depthTexture, false);
  402. const { renderables } = group;
  403. for (let i = 0, il = renderables.length; i < il; ++i) {
  404. const r = renderables[i];
  405. // TODO: simplify, handle on renderable.state???
  406. // uAlpha is updated in "render" so we need to recompute it here
  407. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  408. if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && !r.values.dXrayShaded?.ref.value) {
  409. renderObject(r, 'colorBlended');
  410. }
  411. }
  412. };
  413. const renderBlendedVolumeTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  414. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  415. state.enable(gl.BLEND);
  416. updateInternal(group, camera, depthTexture, false);
  417. const { renderables } = group;
  418. for (let i = 0, il = renderables.length; i < il; ++i) {
  419. const r = renderables[i];
  420. // TODO: simplify, handle on renderable.state???
  421. // uAlpha is updated in "render" so we need to recompute it here
  422. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  423. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dXrayShaded?.ref.value) {
  424. renderObject(r, 'colorBlended');
  425. }
  426. }
  427. };
  428. const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  429. state.disable(gl.BLEND);
  430. state.enable(gl.DEPTH_TEST);
  431. state.depthMask(true);
  432. updateInternal(group, camera, depthTexture, false);
  433. const { renderables } = group;
  434. for (let i = 0, il = renderables.length; i < il; ++i) {
  435. const r = renderables[i];
  436. // TODO: simplify, handle on renderable.state???
  437. // uAlpha is updated in "render" so we need to recompute it here
  438. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  439. if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dRenderMode?.ref.value !== 'volume' && !r.values.dPointFilledCircle?.ref.value && !r.values.dXrayShaded?.ref.value) {
  440. renderObject(r, 'colorWboit');
  441. }
  442. }
  443. };
  444. const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  445. updateInternal(group, camera, depthTexture, true);
  446. const { renderables } = group;
  447. for (let i = 0, il = renderables.length; i < il; ++i) {
  448. const r = renderables[i];
  449. // TODO: simplify, handle on renderable.state???
  450. // uAlpha is updated in "render" so we need to recompute it here
  451. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  452. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dRenderMode?.ref.value === 'volume' || r.values.dPointFilledCircle?.ref.value || !!r.values.uBackgroundColor || r.values.dXrayShaded?.ref.value) {
  453. renderObject(r, 'colorWboit');
  454. }
  455. }
  456. };
  457. return {
  458. clear: (toBackgroundColor: boolean) => {
  459. state.enable(gl.SCISSOR_TEST);
  460. state.enable(gl.DEPTH_TEST);
  461. state.colorMask(true, true, true, true);
  462. state.depthMask(true);
  463. if (transparentBackground) {
  464. state.clearColor(0, 0, 0, 0);
  465. } else if (toBackgroundColor) {
  466. state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1);
  467. } else {
  468. state.clearColor(1, 1, 1, 1);
  469. }
  470. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  471. },
  472. clearDepth: () => {
  473. state.enable(gl.SCISSOR_TEST);
  474. state.enable(gl.DEPTH_TEST);
  475. state.depthMask(true);
  476. gl.clear(gl.DEPTH_BUFFER_BIT);
  477. },
  478. update,
  479. renderPick,
  480. renderDepth,
  481. renderBlended,
  482. renderBlendedOpaque,
  483. renderBlendedTransparent,
  484. renderBlendedVolumeOpaque,
  485. renderBlendedVolumeTransparent,
  486. renderWboitOpaque,
  487. renderWboitTransparent,
  488. setProps: (props: Partial<RendererProps>) => {
  489. if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) {
  490. p.backgroundColor = props.backgroundColor;
  491. Color.toVec3Normalized(bgColor, p.backgroundColor);
  492. ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor));
  493. }
  494. if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) {
  495. p.pickingAlphaThreshold = props.pickingAlphaThreshold;
  496. ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold);
  497. }
  498. if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) {
  499. p.interiorDarkening = props.interiorDarkening;
  500. ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening);
  501. }
  502. if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) {
  503. p.interiorColorFlag = props.interiorColorFlag;
  504. ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag);
  505. }
  506. if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) {
  507. p.interiorColor = props.interiorColor;
  508. ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor));
  509. }
  510. if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) {
  511. p.highlightColor = props.highlightColor;
  512. ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor));
  513. }
  514. if (props.selectColor !== undefined && props.selectColor !== p.selectColor) {
  515. p.selectColor = props.selectColor;
  516. ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor));
  517. }
  518. if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) {
  519. p.xrayEdgeFalloff = props.xrayEdgeFalloff;
  520. ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff);
  521. }
  522. if (props.style !== undefined) {
  523. p.style = props.style;
  524. Object.assign(style, getStyle(props.style));
  525. ValueCell.updateIfChanged(globalUniforms.uLightIntensity, style.lightIntensity);
  526. ValueCell.updateIfChanged(globalUniforms.uAmbientIntensity, style.ambientIntensity);
  527. ValueCell.updateIfChanged(globalUniforms.uMetalness, style.metalness);
  528. ValueCell.updateIfChanged(globalUniforms.uRoughness, style.roughness);
  529. ValueCell.updateIfChanged(globalUniforms.uReflectivity, style.reflectivity);
  530. }
  531. if (props.clip !== undefined && !deepEqual(props.clip, p.clip)) {
  532. p.clip = props.clip;
  533. Object.assign(clip, getClip(props.clip, clip));
  534. ValueCell.update(globalUniforms.uClipObjectPosition, clip.objects.position);
  535. ValueCell.update(globalUniforms.uClipObjectRotation, clip.objects.rotation);
  536. ValueCell.update(globalUniforms.uClipObjectScale, clip.objects.scale);
  537. ValueCell.update(globalUniforms.uClipObjectType, clip.objects.type);
  538. }
  539. },
  540. setViewport: (x: number, y: number, width: number, height: number) => {
  541. gl.viewport(x, y, width, height);
  542. gl.scissor(x, y, width, height);
  543. if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) {
  544. Viewport.set(viewport, x, y, width, height);
  545. ValueCell.update(globalUniforms.uViewportHeight, height);
  546. ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height));
  547. }
  548. },
  549. setTransparentBackground: (value: boolean) => {
  550. transparentBackground = value;
  551. },
  552. setDrawingBufferSize: (width: number, height: number) => {
  553. if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) {
  554. ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height));
  555. }
  556. },
  557. props: p,
  558. get stats(): RendererStats {
  559. return {
  560. programCount: ctx.stats.resourceCounts.program,
  561. shaderCount: ctx.stats.resourceCounts.shader,
  562. attributeCount: ctx.stats.resourceCounts.attribute,
  563. elementsCount: ctx.stats.resourceCounts.elements,
  564. framebufferCount: ctx.stats.resourceCounts.framebuffer,
  565. renderbufferCount: ctx.stats.resourceCounts.renderbuffer,
  566. textureCount: ctx.stats.resourceCounts.texture,
  567. vertexArrayCount: ctx.stats.resourceCounts.vertexArray,
  568. drawCount: stats.drawCount,
  569. instanceCount: stats.instanceCount,
  570. instancedDrawCount: stats.instancedDrawCount,
  571. };
  572. },
  573. dispose: () => {
  574. // TODO
  575. }
  576. };
  577. }
  578. }
  579. export { Renderer };