renderer.ts 27 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 { Transparency } from '../mol-theme/transparency';
  20. import { degToRad } from '../mol-math/misc';
  21. import { createNullTexture, Texture, Textures } from './webgl/texture';
  22. import { arrayMapUpsert } from '../mol-util/array';
  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. renderWboitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  46. renderWboitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  47. setProps: (props: Partial<RendererProps>) => void
  48. setViewport: (x: number, y: number, width: number, height: number) => void
  49. setTransparentBackground: (value: boolean) => void
  50. setDrawingBufferScale: (value: number) => void
  51. dispose: () => void
  52. }
  53. export const RendererParams = {
  54. backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }),
  55. // the following are general 'material' parameters
  56. 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.' }),
  57. transparencyVariant: PD.Select('single', PD.arrayToOptions<Transparency.Variant>(['single', 'multi'])),
  58. interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  59. interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }),
  60. interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
  61. highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
  62. selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
  63. style: PD.MappedStatic('matte', {
  64. custom: PD.Group({
  65. lightIntensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }),
  66. ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
  67. metalness: PD.Numeric(0.0, { min: 0.0, max: 1.0, step: 0.01 }),
  68. roughness: PD.Numeric(1.0, { min: 0.0, max: 1.0, step: 0.01 }),
  69. reflectivity: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  70. }, { isExpanded: true }),
  71. flat: PD.Group({}),
  72. matte: PD.Group({}),
  73. glossy: PD.Group({}),
  74. metallic: PD.Group({}),
  75. plastic: PD.Group({}),
  76. }, { label: 'Lighting', description: 'Style in which the 3D scene is rendered/lighted' }),
  77. clip: PD.Group({
  78. variant: PD.Select('instance', PD.arrayToOptions<Clipping.Variant>(['instance', 'pixel'])),
  79. objects: PD.ObjectList({
  80. type: PD.Select('plane', PD.objectToOptions(Clipping.Type, t => stringToWords(t))),
  81. position: PD.Vec3(Vec3()),
  82. rotation: PD.Group({
  83. axis: PD.Vec3(Vec3.create(1, 0, 0)),
  84. angle: PD.Numeric(0, { min: -180, max: 180, step: 0.1 }, { description: 'Angle in Degrees' }),
  85. }, { isExpanded: true }),
  86. scale: PD.Vec3(Vec3.create(1, 1, 1)),
  87. }, o => stringToWords(o.type))
  88. })
  89. };
  90. export type RendererProps = PD.Values<typeof RendererParams>
  91. function getStyle(props: RendererProps['style']) {
  92. switch (props.name) {
  93. case 'custom':
  94. return props.params;
  95. case 'flat':
  96. return {
  97. lightIntensity: 0, ambientIntensity: 1,
  98. metalness: 0, roughness: 0.4, reflectivity: 0.5
  99. };
  100. case 'matte':
  101. return {
  102. lightIntensity: 0.6, ambientIntensity: 0.4,
  103. metalness: 0, roughness: 1, reflectivity: 0.5
  104. };
  105. case 'glossy':
  106. return {
  107. lightIntensity: 0.6, ambientIntensity: 0.4,
  108. metalness: 0, roughness: 0.4, reflectivity: 0.5
  109. };
  110. case 'metallic':
  111. return {
  112. lightIntensity: 0.6, ambientIntensity: 0.4,
  113. metalness: 0.4, roughness: 0.6, reflectivity: 0.5
  114. };
  115. case 'plastic':
  116. return {
  117. lightIntensity: 0.6, ambientIntensity: 0.4,
  118. metalness: 0, roughness: 0.2, reflectivity: 0.5
  119. };
  120. }
  121. }
  122. type Clip = {
  123. variant: Clipping.Variant
  124. objects: {
  125. count: number
  126. type: number[]
  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, position, rotation, scale } = clip?.objects || {
  135. type: (new Array(5)).fill(1),
  136. position: (new Array(5 * 3)).fill(0),
  137. rotation: (new Array(5 * 4)).fill(0),
  138. scale: (new Array(5 * 3)).fill(1),
  139. };
  140. for (let i = 0, il = props.objects.length; i < il; ++i) {
  141. const p = props.objects[i];
  142. type[i] = Clipping.Type[p.type];
  143. Vec3.toArray(p.position, position, i * 3);
  144. Quat.toArray(Quat.setAxisAngle(tmpQuat, p.rotation.axis, degToRad(p.rotation.angle)), rotation, i * 4);
  145. Vec3.toArray(p.scale, scale, i * 3);
  146. }
  147. return {
  148. variant: props.variant,
  149. objects: { count: props.objects.length, type, position, rotation, scale }
  150. };
  151. }
  152. namespace Renderer {
  153. export function create(ctx: WebGLContext, props: Partial<RendererProps> = {}): Renderer {
  154. const { gl, state, stats, extensions: { fragDepth } } = ctx;
  155. const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
  156. const style = getStyle(p.style);
  157. const clip = getClip(p.clip);
  158. const viewport = Viewport();
  159. const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
  160. const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
  161. let transparentBackground = false;
  162. let drawingBufferScale = 1;
  163. const nullDepthTexture = createNullTexture(gl, 'image-depth');
  164. const sharedTexturesList: Textures = [
  165. ['tDepth', nullDepthTexture]
  166. ];
  167. const view = Mat4();
  168. const invView = Mat4();
  169. const modelView = Mat4();
  170. const invModelView = Mat4();
  171. const invProjection = Mat4();
  172. const modelViewProjection = Mat4();
  173. const invModelViewProjection = Mat4();
  174. const cameraDir = Vec3();
  175. const viewOffset = Vec2();
  176. const globalUniforms: GlobalUniformValues = {
  177. uModel: ValueCell.create(Mat4.identity()),
  178. uView: ValueCell.create(view),
  179. uInvView: ValueCell.create(invView),
  180. uModelView: ValueCell.create(modelView),
  181. uInvModelView: ValueCell.create(invModelView),
  182. uInvProjection: ValueCell.create(invProjection),
  183. uProjection: ValueCell.create(Mat4()),
  184. uModelViewProjection: ValueCell.create(modelViewProjection),
  185. uInvModelViewProjection: ValueCell.create(invModelViewProjection),
  186. uIsOrtho: ValueCell.create(1),
  187. uViewOffset: ValueCell.create(viewOffset),
  188. uPixelRatio: ValueCell.create(ctx.pixelRatio),
  189. uViewportHeight: ValueCell.create(viewport.height),
  190. uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)),
  191. uDrawingBufferSize: ValueCell.create(drawingBufferSize),
  192. uCameraPosition: ValueCell.create(Vec3()),
  193. uCameraDir: ValueCell.create(cameraDir),
  194. uNear: ValueCell.create(1),
  195. uFar: ValueCell.create(10000),
  196. uFogNear: ValueCell.create(1),
  197. uFogFar: ValueCell.create(10000),
  198. uFogColor: ValueCell.create(bgColor),
  199. uRenderWboit: ValueCell.create(0),
  200. uTransparentBackground: ValueCell.create(false),
  201. uClipObjectType: ValueCell.create(clip.objects.type),
  202. uClipObjectPosition: ValueCell.create(clip.objects.position),
  203. uClipObjectRotation: ValueCell.create(clip.objects.rotation),
  204. uClipObjectScale: ValueCell.create(clip.objects.scale),
  205. // the following are general 'material' uniforms
  206. uLightIntensity: ValueCell.create(style.lightIntensity),
  207. uAmbientIntensity: ValueCell.create(style.ambientIntensity),
  208. uMetalness: ValueCell.create(style.metalness),
  209. uRoughness: ValueCell.create(style.roughness),
  210. uReflectivity: ValueCell.create(style.reflectivity),
  211. uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold),
  212. uInteriorDarkening: ValueCell.create(p.interiorDarkening),
  213. uInteriorColorFlag: ValueCell.create(p.interiorColorFlag),
  214. uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)),
  215. uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)),
  216. uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)),
  217. };
  218. const globalUniformList = Object.entries(globalUniforms);
  219. let globalUniformsNeedUpdate = true;
  220. const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant) => {
  221. if (!r.state.visible || (!r.state.pickable && variant[0] === 'p')) {
  222. return;
  223. }
  224. let definesNeedUpdate = false;
  225. if (r.values.dClipObjectCount.ref.value !== clip.objects.count) {
  226. ValueCell.update(r.values.dClipObjectCount, clip.objects.count);
  227. definesNeedUpdate = true;
  228. }
  229. if (r.values.dClipVariant.ref.value !== clip.variant) {
  230. ValueCell.update(r.values.dClipVariant, clip.variant);
  231. definesNeedUpdate = true;
  232. }
  233. if (r.values.dTransparencyVariant.ref.value !== p.transparencyVariant) {
  234. ValueCell.update(r.values.dTransparencyVariant, p.transparencyVariant);
  235. definesNeedUpdate = true;
  236. }
  237. if (definesNeedUpdate) r.update();
  238. const program = r.getProgram(variant);
  239. if (state.currentProgramId !== program.id) {
  240. // console.log('new program')
  241. globalUniformsNeedUpdate = true;
  242. program.use();
  243. }
  244. if (globalUniformsNeedUpdate) {
  245. // console.log('globalUniformsNeedUpdate')
  246. program.setUniforms(globalUniformList);
  247. globalUniformsNeedUpdate = false;
  248. }
  249. if (r.values.dRenderMode) { // indicates direct-volume
  250. // culling done in fragment shader
  251. state.disable(gl.CULL_FACE);
  252. state.frontFace(gl.CCW);
  253. if (variant === 'colorBlended') {
  254. // depth test done manually in shader against `depthTexture`
  255. // still need to enable when fragDepth can be used to write depth
  256. if (r.values.dRenderMode.ref.value === 'volume' || !fragDepth) {
  257. state.disable(gl.DEPTH_TEST);
  258. state.depthMask(false);
  259. } else {
  260. state.enable(gl.DEPTH_TEST);
  261. state.depthMask(r.state.writeDepth);
  262. }
  263. }
  264. } else {
  265. if (r.values.dDoubleSided) {
  266. if (r.values.dDoubleSided.ref.value || r.values.hasReflection.ref.value) {
  267. state.disable(gl.CULL_FACE);
  268. } else {
  269. state.enable(gl.CULL_FACE);
  270. }
  271. } else {
  272. // webgl default
  273. state.disable(gl.CULL_FACE);
  274. }
  275. if (r.values.dFlipSided) {
  276. if (r.values.dFlipSided.ref.value) {
  277. state.frontFace(gl.CW);
  278. state.cullFace(gl.FRONT);
  279. } else {
  280. state.frontFace(gl.CCW);
  281. state.cullFace(gl.BACK);
  282. }
  283. } else {
  284. // webgl default
  285. state.frontFace(gl.CCW);
  286. state.cullFace(gl.BACK);
  287. }
  288. if (variant === 'colorBlended') state.depthMask(r.state.writeDepth);
  289. }
  290. r.render(variant, sharedTexturesList);
  291. };
  292. const update = (camera: ICamera) => {
  293. ValueCell.update(globalUniforms.uView, camera.view);
  294. ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view));
  295. ValueCell.update(globalUniforms.uProjection, camera.projection);
  296. ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection));
  297. ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0);
  298. ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0));
  299. ValueCell.update(globalUniforms.uCameraPosition, camera.state.position);
  300. ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position)));
  301. ValueCell.updateIfChanged(globalUniforms.uFar, camera.far);
  302. ValueCell.updateIfChanged(globalUniforms.uNear, camera.near);
  303. ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar);
  304. ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
  305. ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
  306. if (gl.drawingBufferWidth * drawingBufferScale !== drawingBufferSize[0] ||
  307. gl.drawingBufferHeight * drawingBufferScale !== drawingBufferSize[1]
  308. ) {
  309. ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize,
  310. gl.drawingBufferWidth * drawingBufferScale,
  311. gl.drawingBufferHeight * drawingBufferScale
  312. ));
  313. }
  314. };
  315. const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderWboit: boolean) => {
  316. arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || nullDepthTexture);
  317. ValueCell.update(globalUniforms.uModel, group.view);
  318. ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
  319. ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
  320. ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
  321. ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
  322. ValueCell.updateIfChanged(globalUniforms.uRenderWboit, renderWboit ? 1 : 0);
  323. state.enable(gl.SCISSOR_TEST);
  324. state.colorMask(true, true, true, true);
  325. const { x, y, width, height } = viewport;
  326. gl.viewport(x, y, width, height);
  327. gl.scissor(x, y, width, height);
  328. globalUniformsNeedUpdate = true;
  329. state.currentRenderItemId = -1;
  330. };
  331. const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null) => {
  332. state.disable(gl.BLEND);
  333. state.enable(gl.DEPTH_TEST);
  334. state.depthMask(true);
  335. updateInternal(group, camera, depthTexture, false);
  336. const { renderables } = group;
  337. for (let i = 0, il = renderables.length; i < il; ++i) {
  338. if (!renderables[i].state.colorOnly) {
  339. renderObject(renderables[i], variant);
  340. }
  341. }
  342. };
  343. const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  344. state.disable(gl.BLEND);
  345. state.enable(gl.DEPTH_TEST);
  346. state.depthMask(true);
  347. updateInternal(group, camera, depthTexture, false);
  348. const { renderables } = group;
  349. for (let i = 0, il = renderables.length; i < il; ++i) {
  350. renderObject(renderables[i], 'depth');
  351. }
  352. };
  353. const renderBlended = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  354. state.disable(gl.BLEND);
  355. state.enable(gl.DEPTH_TEST);
  356. state.depthMask(true);
  357. updateInternal(group, camera, depthTexture, false);
  358. const { renderables } = group;
  359. for (let i = 0, il = renderables.length; i < il; ++i) {
  360. const r = renderables[i];
  361. if (r.state.opaque) {
  362. renderObject(r, 'colorBlended');
  363. }
  364. }
  365. state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE);
  366. state.enable(gl.BLEND);
  367. state.depthMask(true);
  368. for (let i = 0, il = renderables.length; i < il; ++i) {
  369. const r = renderables[i];
  370. if (!r.state.opaque && r.state.writeDepth) {
  371. renderObject(r, 'colorBlended');
  372. }
  373. }
  374. state.depthMask(false);
  375. for (let i = 0, il = renderables.length; i < il; ++i) {
  376. const r = renderables[i];
  377. if (!r.state.opaque && !r.state.writeDepth) {
  378. renderObject(r, 'colorBlended');
  379. }
  380. }
  381. };
  382. const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  383. state.disable(gl.BLEND);
  384. state.enable(gl.DEPTH_TEST);
  385. state.depthMask(true);
  386. updateInternal(group, camera, depthTexture, false);
  387. const { renderables } = group;
  388. for (let i = 0, il = renderables.length; i < il; ++i) {
  389. const r = renderables[i];
  390. if (r.values.uAlpha.ref.value === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values?.dRenderMode?.ref.value !== 'volume') {
  391. renderObject(r, 'colorWboit');
  392. }
  393. }
  394. };
  395. const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  396. updateInternal(group, camera, depthTexture, true);
  397. // arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || nullDepthTexture);
  398. // wboit.bind();
  399. // ValueCell.updateIfChanged(globalUniforms.uRenderWboit, 1);
  400. // globalUniformsNeedUpdate = true;
  401. const { renderables } = group;
  402. for (let i = 0, il = renderables.length; i < il; ++i) {
  403. const r = renderables[i];
  404. if (r.values.uAlpha.ref.value < 1 || r.values.transparencyAverage.ref.value > 0 || r.values?.dRenderMode?.ref.value === 'volume') {
  405. renderObject(r, 'colorWboit');
  406. }
  407. }
  408. };
  409. return {
  410. clear: (toBackgroundColor: boolean) => {
  411. state.enable(gl.SCISSOR_TEST);
  412. state.enable(gl.DEPTH_TEST);
  413. state.colorMask(true, true, true, true);
  414. state.depthMask(true);
  415. if (toBackgroundColor) {
  416. state.clearColor(bgColor[0], bgColor[1], bgColor[2], transparentBackground ? 0 : 1);
  417. } else {
  418. state.clearColor(1, 1, 1, 1);
  419. }
  420. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  421. },
  422. clearDepth: () => {
  423. state.enable(gl.SCISSOR_TEST);
  424. state.enable(gl.DEPTH_TEST);
  425. state.depthMask(true);
  426. gl.clear(gl.DEPTH_BUFFER_BIT);
  427. },
  428. update,
  429. renderPick,
  430. renderDepth,
  431. renderBlended,
  432. renderWboitOpaque,
  433. renderWboitTransparent,
  434. setProps: (props: Partial<RendererProps>) => {
  435. if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) {
  436. p.backgroundColor = props.backgroundColor;
  437. Color.toVec3Normalized(bgColor, p.backgroundColor);
  438. ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor));
  439. }
  440. if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) {
  441. p.pickingAlphaThreshold = props.pickingAlphaThreshold;
  442. ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold);
  443. }
  444. if (props.transparencyVariant !== undefined && props.transparencyVariant !== p.transparencyVariant) {
  445. p.transparencyVariant = props.transparencyVariant;
  446. }
  447. if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) {
  448. p.interiorDarkening = props.interiorDarkening;
  449. ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening);
  450. }
  451. if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) {
  452. p.interiorColorFlag = props.interiorColorFlag;
  453. ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag);
  454. }
  455. if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) {
  456. p.interiorColor = props.interiorColor;
  457. ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor));
  458. }
  459. if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) {
  460. p.highlightColor = props.highlightColor;
  461. ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor));
  462. }
  463. if (props.selectColor !== undefined && props.selectColor !== p.selectColor) {
  464. p.selectColor = props.selectColor;
  465. ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor));
  466. }
  467. if (props.style !== undefined) {
  468. p.style = props.style;
  469. Object.assign(style, getStyle(props.style));
  470. ValueCell.updateIfChanged(globalUniforms.uLightIntensity, style.lightIntensity);
  471. ValueCell.updateIfChanged(globalUniforms.uAmbientIntensity, style.ambientIntensity);
  472. ValueCell.updateIfChanged(globalUniforms.uMetalness, style.metalness);
  473. ValueCell.updateIfChanged(globalUniforms.uRoughness, style.roughness);
  474. ValueCell.updateIfChanged(globalUniforms.uReflectivity, style.reflectivity);
  475. }
  476. if (props.clip !== undefined && !deepEqual(props.clip, p.clip)) {
  477. p.clip = props.clip;
  478. Object.assign(clip, getClip(props.clip, clip));
  479. ValueCell.update(globalUniforms.uClipObjectPosition, clip.objects.position);
  480. ValueCell.update(globalUniforms.uClipObjectRotation, clip.objects.rotation);
  481. ValueCell.update(globalUniforms.uClipObjectScale, clip.objects.scale);
  482. ValueCell.update(globalUniforms.uClipObjectType, clip.objects.type);
  483. }
  484. },
  485. setViewport: (x: number, y: number, width: number, height: number) => {
  486. gl.viewport(x, y, width, height);
  487. gl.scissor(x, y, width, height);
  488. if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) {
  489. Viewport.set(viewport, x, y, width, height);
  490. ValueCell.update(globalUniforms.uViewportHeight, height);
  491. ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height));
  492. }
  493. },
  494. setTransparentBackground: (value: boolean) => {
  495. transparentBackground = value;
  496. },
  497. setDrawingBufferScale: (value: number) => {
  498. drawingBufferScale = value;
  499. },
  500. get props() {
  501. return p;
  502. },
  503. get stats(): RendererStats {
  504. return {
  505. programCount: ctx.stats.resourceCounts.program,
  506. shaderCount: ctx.stats.resourceCounts.shader,
  507. attributeCount: ctx.stats.resourceCounts.attribute,
  508. elementsCount: ctx.stats.resourceCounts.elements,
  509. framebufferCount: ctx.stats.resourceCounts.framebuffer,
  510. renderbufferCount: ctx.stats.resourceCounts.renderbuffer,
  511. textureCount: ctx.stats.resourceCounts.texture,
  512. vertexArrayCount: ctx.stats.resourceCounts.vertexArray,
  513. drawCount: stats.drawCount,
  514. instanceCount: stats.instanceCount,
  515. instancedDrawCount: stats.instancedDrawCount,
  516. };
  517. },
  518. dispose: () => {
  519. // TODO
  520. }
  521. };
  522. }
  523. }
  524. export default Renderer;