renderer.ts 39 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. renderDpoitVolume: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  68. setProps: (props: Partial<RendererProps>) => void
  69. setViewport: (x: number, y: number, width: number, height: number) => void
  70. setTransparentBackground: (value: boolean) => void
  71. setDrawingBufferSize: (width: number, height: number) => void
  72. setPixelRatio: (value: number) => void
  73. dispose: () => void
  74. }
  75. export const RendererParams = {
  76. backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }),
  77. 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.' }),
  78. interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  79. interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }),
  80. interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
  81. colorMarker: PD.Boolean(true, { description: 'Enable color marker' }),
  82. highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
  83. selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
  84. highlightStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
  85. selectStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
  86. markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]),
  87. xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
  88. light: PD.ObjectList({
  89. inclination: PD.Numeric(180, { min: 0, max: 180, step: 1 }),
  90. azimuth: PD.Numeric(0, { min: 0, max: 360, step: 1 }),
  91. color: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  92. intensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }),
  93. }, o => Color.toHexString(o.color), { defaultValue: [{
  94. inclination: 180,
  95. azimuth: 0,
  96. color: Color.fromNormalizedRgb(1.0, 1.0, 1.0),
  97. intensity: 0.6
  98. }] }),
  99. ambientColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  100. ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
  101. };
  102. export type RendererProps = PD.Values<typeof RendererParams>
  103. type Light = {
  104. count: number
  105. direction: number[]
  106. color: number[]
  107. }
  108. const tmpDir = Vec3();
  109. const tmpColor = Vec3();
  110. function getLight(props: RendererProps['light'], light?: Light): Light {
  111. const { direction, color } = light || {
  112. direction: (new Array(5 * 3)).fill(0),
  113. color: (new Array(5 * 3)).fill(0),
  114. };
  115. for (let i = 0, il = props.length; i < il; ++i) {
  116. const p = props[i];
  117. Vec3.directionFromSpherical(tmpDir, degToRad(p.inclination), degToRad(p.azimuth), 1);
  118. Vec3.toArray(tmpDir, direction, i * 3);
  119. Vec3.scale(tmpColor, Color.toVec3Normalized(tmpColor, p.color), p.intensity);
  120. Vec3.toArray(tmpColor, color, i * 3);
  121. }
  122. return { count: props.length, direction, color };
  123. }
  124. namespace Renderer {
  125. const enum Flag {
  126. None = 0,
  127. BlendedFront = 1,
  128. BlendedBack = 2,
  129. }
  130. const enum Mask {
  131. All = 0,
  132. Opaque = 1,
  133. Transparent = 2,
  134. }
  135. export function create(ctx: WebGLContext, props: Partial<RendererProps> = {}): Renderer {
  136. const { gl, state, stats } = ctx;
  137. const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
  138. const light = getLight(p.light);
  139. const viewport = Viewport();
  140. const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
  141. const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
  142. let transparentBackground = false;
  143. const emptyDepthTexture = ctx.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest');
  144. emptyDepthTexture.define(1, 1);
  145. emptyDepthTexture.load({ array: new Uint8Array([255, 255, 255, 255]), width: 1, height: 1 });
  146. const sharedTexturesList: Textures = [
  147. ['tDepth', emptyDepthTexture]
  148. ];
  149. const view = Mat4();
  150. const invView = Mat4();
  151. const modelView = Mat4();
  152. const invModelView = Mat4();
  153. const invProjection = Mat4();
  154. const modelViewProjection = Mat4();
  155. const invModelViewProjection = Mat4();
  156. const cameraDir = Vec3();
  157. const viewOffset = Vec2();
  158. const ambientColor = Vec3();
  159. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  160. const globalUniforms: GlobalUniformValues = {
  161. uModel: ValueCell.create(Mat4.identity()),
  162. uView: ValueCell.create(view),
  163. uInvView: ValueCell.create(invView),
  164. uModelView: ValueCell.create(modelView),
  165. uInvModelView: ValueCell.create(invModelView),
  166. uInvProjection: ValueCell.create(invProjection),
  167. uProjection: ValueCell.create(Mat4()),
  168. uModelViewProjection: ValueCell.create(modelViewProjection),
  169. uInvModelViewProjection: ValueCell.create(invModelViewProjection),
  170. uIsOrtho: ValueCell.create(1),
  171. uViewOffset: ValueCell.create(viewOffset),
  172. uPixelRatio: ValueCell.create(ctx.pixelRatio),
  173. uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)),
  174. uDrawingBufferSize: ValueCell.create(drawingBufferSize),
  175. uCameraPosition: ValueCell.create(Vec3()),
  176. uCameraDir: ValueCell.create(cameraDir),
  177. uNear: ValueCell.create(1),
  178. uFar: ValueCell.create(10000),
  179. uFogNear: ValueCell.create(1),
  180. uFogFar: ValueCell.create(10000),
  181. uFogColor: ValueCell.create(bgColor),
  182. uRenderMask: ValueCell.create(0),
  183. uMarkingDepthTest: ValueCell.create(false),
  184. uPickType: ValueCell.create(PickType.None),
  185. uMarkingType: ValueCell.create(MarkingType.None),
  186. uTransparentBackground: ValueCell.create(false),
  187. uLightDirection: ValueCell.create(light.direction),
  188. uLightColor: ValueCell.create(light.color),
  189. uAmbientColor: ValueCell.create(ambientColor),
  190. uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold),
  191. uInteriorDarkening: ValueCell.create(p.interiorDarkening),
  192. uInteriorColorFlag: ValueCell.create(p.interiorColorFlag),
  193. uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)),
  194. uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)),
  195. uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)),
  196. uHighlightStrength: ValueCell.create(p.highlightStrength),
  197. uSelectStrength: ValueCell.create(p.selectStrength),
  198. uMarkerPriority: ValueCell.create(p.markerPriority),
  199. uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff),
  200. };
  201. const globalUniformList = Object.entries(globalUniforms);
  202. let globalUniformsNeedUpdate = true;
  203. const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant, flag: Flag) => {
  204. if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant === 'pick')) {
  205. return;
  206. }
  207. let definesNeedUpdate = false;
  208. if (r.values.dLightCount.ref.value !== light.count) {
  209. ValueCell.update(r.values.dLightCount, light.count);
  210. definesNeedUpdate = true;
  211. }
  212. if (r.values.dColorMarker.ref.value !== p.colorMarker) {
  213. ValueCell.update(r.values.dColorMarker, p.colorMarker);
  214. definesNeedUpdate = true;
  215. }
  216. if (definesNeedUpdate) r.update();
  217. const program = r.getProgram(variant);
  218. if (state.currentProgramId !== program.id) {
  219. // console.log('new program')
  220. globalUniformsNeedUpdate = true;
  221. program.use();
  222. }
  223. if (globalUniformsNeedUpdate) {
  224. // console.log('globalUniformsNeedUpdate')
  225. program.setUniforms(globalUniformList);
  226. program.bindTextures(sharedTexturesList, 0);
  227. globalUniformsNeedUpdate = false;
  228. }
  229. if (r.values.dGeometryType.ref.value === 'directVolume') {
  230. if (variant !== 'colorDpoit' && variant !== 'colorWboit' && variant !== 'colorBlended') {
  231. return; // only color supported
  232. }
  233. // culling done in fragment shader
  234. state.disable(gl.CULL_FACE);
  235. state.frontFace(gl.CCW);
  236. if (variant === 'colorBlended') {
  237. // depth test done manually in shader against `depthTexture`
  238. state.disable(gl.DEPTH_TEST);
  239. state.depthMask(false);
  240. }
  241. } else if (flag === Flag.BlendedFront) {
  242. state.enable(gl.CULL_FACE);
  243. if (r.values.dFlipSided?.ref.value) {
  244. state.frontFace(gl.CW);
  245. state.cullFace(gl.FRONT);
  246. } else {
  247. state.frontFace(gl.CCW);
  248. state.cullFace(gl.BACK);
  249. }
  250. } else if (flag === Flag.BlendedBack) {
  251. state.enable(gl.CULL_FACE);
  252. if (r.values.dFlipSided?.ref.value) {
  253. state.frontFace(gl.CW);
  254. state.cullFace(gl.BACK);
  255. } else {
  256. state.frontFace(gl.CCW);
  257. state.cullFace(gl.FRONT);
  258. }
  259. } else {
  260. if (r.values.uDoubleSided) {
  261. if (r.values.uDoubleSided.ref.value || r.values.hasReflection.ref.value) {
  262. state.disable(gl.CULL_FACE);
  263. } else {
  264. state.enable(gl.CULL_FACE);
  265. }
  266. } else {
  267. // webgl default
  268. state.disable(gl.CULL_FACE);
  269. }
  270. if (r.values.dFlipSided?.ref.value) {
  271. state.frontFace(gl.CW);
  272. state.cullFace(gl.FRONT);
  273. } else {
  274. // webgl default
  275. state.frontFace(gl.CCW);
  276. state.cullFace(gl.BACK);
  277. }
  278. }
  279. r.render(variant, sharedTexturesList.length);
  280. };
  281. const update = (camera: ICamera) => {
  282. ValueCell.update(globalUniforms.uView, camera.view);
  283. ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view));
  284. ValueCell.update(globalUniforms.uProjection, camera.projection);
  285. ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection));
  286. ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0);
  287. ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0));
  288. ValueCell.update(globalUniforms.uCameraPosition, camera.state.position);
  289. ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position)));
  290. ValueCell.updateIfChanged(globalUniforms.uFar, camera.far);
  291. ValueCell.updateIfChanged(globalUniforms.uNear, camera.near);
  292. ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar);
  293. ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
  294. ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
  295. };
  296. const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderMask: Mask, markingDepthTest: boolean) => {
  297. arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || emptyDepthTexture);
  298. ValueCell.update(globalUniforms.uModel, group.view);
  299. ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
  300. ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
  301. ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
  302. ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
  303. ValueCell.updateIfChanged(globalUniforms.uRenderMask, renderMask);
  304. ValueCell.updateIfChanged(globalUniforms.uMarkingDepthTest, markingDepthTest);
  305. state.enable(gl.SCISSOR_TEST);
  306. state.colorMask(true, true, true, true);
  307. const { x, y, width, height } = viewport;
  308. state.viewport(x, y, width, height);
  309. state.scissor(x, y, width, height);
  310. globalUniformsNeedUpdate = true;
  311. state.currentRenderItemId = -1;
  312. };
  313. const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null, pickType: PickType) => {
  314. if (isTimingMode) ctx.timer.mark('Renderer.renderPick');
  315. state.disable(gl.BLEND);
  316. state.enable(gl.DEPTH_TEST);
  317. state.depthMask(true);
  318. updateInternal(group, camera, depthTexture, Mask.All, false);
  319. ValueCell.updateIfChanged(globalUniforms.uPickType, pickType);
  320. const { renderables } = group;
  321. for (let i = 0, il = renderables.length; i < il; ++i) {
  322. if (!renderables[i].state.colorOnly) {
  323. renderObject(renderables[i], variant, Flag.None);
  324. }
  325. }
  326. if (isTimingMode) ctx.timer.markEnd('Renderer.renderPick');
  327. };
  328. const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  329. if (isTimingMode) ctx.timer.mark('Renderer.renderDepth');
  330. state.disable(gl.BLEND);
  331. state.enable(gl.DEPTH_TEST);
  332. state.depthMask(true);
  333. updateInternal(group, camera, depthTexture, Mask.All, false);
  334. const { renderables } = group;
  335. for (let i = 0, il = renderables.length; i < il; ++i) {
  336. renderObject(renderables[i], 'depth', Flag.None);
  337. }
  338. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepth');
  339. };
  340. const renderDepthOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  341. if (isTimingMode) ctx.timer.mark('Renderer.renderDepthOpaque');
  342. state.disable(gl.BLEND);
  343. state.enable(gl.DEPTH_TEST);
  344. state.depthMask(true);
  345. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  346. const { renderables } = group;
  347. for (let i = 0, il = renderables.length; i < il; ++i) {
  348. const r = renderables[i];
  349. if (r.state.opaque && r.values.transparencyAverage.ref.value !== 1 && !r.values.dXrayShaded?.ref.value) {
  350. renderObject(r, 'depth', Flag.None);
  351. }
  352. }
  353. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthOpaque');
  354. };
  355. const renderDepthTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  356. if (isTimingMode) ctx.timer.mark('Renderer.renderDepthTransparent');
  357. state.disable(gl.BLEND);
  358. state.enable(gl.DEPTH_TEST);
  359. state.depthMask(true);
  360. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  361. const { renderables } = group;
  362. for (let i = 0, il = renderables.length; i < il; ++i) {
  363. const r = renderables[i];
  364. if (!r.state.opaque || r.values.transparencyAverage.ref.value > 0 || r.values.dXrayShaded?.ref.value) {
  365. renderObject(r, 'depth', Flag.None);
  366. }
  367. }
  368. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthTransparent');
  369. };
  370. const renderMarkingDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  371. if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingDepth');
  372. state.disable(gl.BLEND);
  373. state.enable(gl.DEPTH_TEST);
  374. state.depthMask(true);
  375. updateInternal(group, camera, depthTexture, Mask.All, false);
  376. ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Depth);
  377. const { renderables } = group;
  378. for (let i = 0, il = renderables.length; i < il; ++i) {
  379. const r = renderables[i];
  380. if (r.values.markerAverage.ref.value !== 1) {
  381. renderObject(renderables[i], 'marking', Flag.None);
  382. }
  383. }
  384. if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingDepth');
  385. };
  386. const renderMarkingMask = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  387. if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingMask');
  388. state.disable(gl.BLEND);
  389. state.enable(gl.DEPTH_TEST);
  390. state.depthMask(true);
  391. updateInternal(group, camera, depthTexture, Mask.All, !!depthTexture);
  392. ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Mask);
  393. const { renderables } = group;
  394. for (let i = 0, il = renderables.length; i < il; ++i) {
  395. const r = renderables[i];
  396. if (r.values.markerAverage.ref.value > 0) {
  397. renderObject(renderables[i], 'marking', Flag.None);
  398. }
  399. }
  400. if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingMask');
  401. };
  402. const renderBlended = (scene: Scene, camera: ICamera) => {
  403. if (scene.hasOpaque) {
  404. renderBlendedOpaque(scene, camera, null);
  405. }
  406. if (scene.opacityAverage < 1) {
  407. renderBlendedTransparent(scene, camera, null);
  408. }
  409. };
  410. const renderBlendedOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  411. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedOpaque');
  412. state.disable(gl.BLEND);
  413. state.enable(gl.DEPTH_TEST);
  414. state.depthMask(true);
  415. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  416. const { renderables } = group;
  417. for (let i = 0, il = renderables.length; i < il; ++i) {
  418. const r = renderables[i];
  419. if (r.state.opaque) {
  420. renderObject(r, 'colorBlended', Flag.None);
  421. } else if (r.values.uDoubleSided?.ref.value && r.values.dTransparentBackfaces?.ref.value === 'opaque') {
  422. renderObject(r, 'colorBlended', Flag.BlendedBack);
  423. }
  424. }
  425. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedOpaque');
  426. };
  427. const renderBlendedTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  428. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedTransparent');
  429. state.enable(gl.DEPTH_TEST);
  430. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  431. const { renderables } = group;
  432. if (transparentBackground) {
  433. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  434. } else {
  435. state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  436. }
  437. state.enable(gl.BLEND);
  438. state.depthMask(true);
  439. for (let i = 0, il = renderables.length; i < il; ++i) {
  440. const r = renderables[i];
  441. if (!r.state.opaque && r.state.writeDepth) {
  442. renderObject(r, 'colorBlended', Flag.None);
  443. }
  444. }
  445. state.depthMask(false);
  446. for (let i = 0, il = renderables.length; i < il; ++i) {
  447. const r = renderables[i];
  448. if ((!r.state.opaque && !r.state.writeDepth) || r.values.transparencyAverage.ref.value > 0) {
  449. if (r.values.uDoubleSided?.ref.value) {
  450. // render frontfaces and backfaces separately to avoid artefacts
  451. if (r.values.dTransparentBackfaces?.ref.value !== 'opaque') {
  452. renderObject(r, 'colorBlended', Flag.BlendedBack);
  453. }
  454. renderObject(r, 'colorBlended', Flag.BlendedFront);
  455. } else {
  456. renderObject(r, 'colorBlended', Flag.None);
  457. }
  458. }
  459. }
  460. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedTransparent');
  461. };
  462. const renderBlendedVolume = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  463. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedVolume');
  464. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  465. state.enable(gl.BLEND);
  466. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  467. const { renderables } = group;
  468. for (let i = 0, il = renderables.length; i < il; ++i) {
  469. const r = renderables[i];
  470. if (r.values.dGeometryType.ref.value === 'directVolume') {
  471. renderObject(r, 'colorBlended', Flag.None);
  472. }
  473. }
  474. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedVolume');
  475. };
  476. const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  477. if (isTimingMode) ctx.timer.mark('Renderer.renderWboitOpaque');
  478. state.disable(gl.BLEND);
  479. state.enable(gl.DEPTH_TEST);
  480. state.depthMask(true);
  481. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  482. const { renderables } = group;
  483. for (let i = 0, il = renderables.length; i < il; ++i) {
  484. const r = renderables[i];
  485. // TODO: simplify, handle in renderable.state???
  486. // uAlpha is updated in "render" so we need to recompute it here
  487. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  488. 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') {
  489. renderObject(r, 'colorWboit', Flag.None);
  490. }
  491. }
  492. if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitOpaque');
  493. };
  494. const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  495. if (isTimingMode) ctx.timer.mark('Renderer.renderWboitTransparent');
  496. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  497. const { renderables } = group;
  498. for (let i = 0, il = renderables.length; i < il; ++i) {
  499. const r = renderables[i];
  500. // TODO: simplify, handle in renderable.state???
  501. // uAlpha is updated in "render" so we need to recompute it here
  502. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  503. 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) {
  504. renderObject(r, 'colorWboit', Flag.None);
  505. }
  506. }
  507. if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitTransparent');
  508. };
  509. const renderDpoitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  510. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitOpaque');
  511. state.disable(gl.BLEND);
  512. state.enable(gl.DEPTH_TEST);
  513. state.depthMask(true);
  514. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  515. const { renderables } = group;
  516. for (let i = 0, il = renderables.length; i < il; ++i) {
  517. const r = renderables[i];
  518. // TODO: simplify, handle in renderable.state???
  519. // uAlpha is updated in "render" so we need to recompute it here
  520. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  521. if ((alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dPointStyle?.ref.value !== 'fuzzy' && !r.values.dXrayShaded?.ref.value) || r.values.dTransparentBackfaces?.ref.value === 'opaque') {
  522. renderObject(r, 'colorDpoit', Flag.None);
  523. }
  524. }
  525. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitOpaque');
  526. };
  527. const renderDpoitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, dpoitTextures: { depth: Texture, frontColor: Texture, backColor: Texture }) => {
  528. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitTransparent');
  529. state.enable(gl.BLEND);
  530. arrayMapUpsert(sharedTexturesList, 'tDpoitDepth', dpoitTextures.depth);
  531. arrayMapUpsert(sharedTexturesList, 'tDpoitFrontColor', dpoitTextures.frontColor);
  532. arrayMapUpsert(sharedTexturesList, 'tDpoitBackColor', dpoitTextures.backColor);
  533. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  534. const { renderables } = group;
  535. for (let i = 0, il = renderables.length; i < il; ++i) {
  536. const r = renderables[i];
  537. // TODO: simplify, handle in renderable.state???
  538. // uAlpha is updated in "render" so we need to recompute it here
  539. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  540. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dPointStyle?.ref.value === 'fuzzy' || !!r.values.uBackgroundColor || r.values.dXrayShaded?.ref.value) {
  541. renderObject(r, 'colorDpoit', Flag.None);
  542. }
  543. }
  544. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitTransparent');
  545. };
  546. const renderDpoitVolume = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  547. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitVolume');
  548. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  549. state.enable(gl.BLEND);
  550. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  551. const { renderables } = group;
  552. for (let i = 0, il = renderables.length; i < il; ++i) {
  553. const r = renderables[i];
  554. if (r.values.dGeometryType.ref.value === 'directVolume') {
  555. renderObject(r, 'colorDpoit', Flag.None);
  556. }
  557. }
  558. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitVolume');
  559. };
  560. return {
  561. clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => {
  562. state.enable(gl.SCISSOR_TEST);
  563. state.enable(gl.DEPTH_TEST);
  564. state.colorMask(true, true, true, true);
  565. state.depthMask(true);
  566. if (transparentBackground && !ignoreTransparentBackground) {
  567. state.clearColor(0, 0, 0, 0);
  568. } else if (toBackgroundColor) {
  569. state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1);
  570. } else {
  571. state.clearColor(1, 1, 1, 1);
  572. }
  573. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  574. },
  575. clearDepth: (packed = false) => {
  576. state.enable(gl.SCISSOR_TEST);
  577. if (packed) {
  578. state.colorMask(true, true, true, true);
  579. state.clearColor(1, 1, 1, 1);
  580. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  581. } else {
  582. state.enable(gl.DEPTH_TEST);
  583. state.depthMask(true);
  584. gl.clear(gl.DEPTH_BUFFER_BIT);
  585. }
  586. },
  587. update,
  588. renderPick,
  589. renderDepth,
  590. renderDepthOpaque,
  591. renderDepthTransparent,
  592. renderMarkingDepth,
  593. renderMarkingMask,
  594. renderBlended,
  595. renderBlendedOpaque,
  596. renderBlendedTransparent,
  597. renderBlendedVolume,
  598. renderWboitOpaque,
  599. renderWboitTransparent,
  600. renderDpoitOpaque,
  601. renderDpoitTransparent,
  602. renderDpoitVolume,
  603. setProps: (props: Partial<RendererProps>) => {
  604. if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) {
  605. p.backgroundColor = props.backgroundColor;
  606. Color.toVec3Normalized(bgColor, p.backgroundColor);
  607. ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor));
  608. }
  609. if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) {
  610. p.pickingAlphaThreshold = props.pickingAlphaThreshold;
  611. ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold);
  612. }
  613. if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) {
  614. p.interiorDarkening = props.interiorDarkening;
  615. ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening);
  616. }
  617. if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) {
  618. p.interiorColorFlag = props.interiorColorFlag;
  619. ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag);
  620. }
  621. if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) {
  622. p.interiorColor = props.interiorColor;
  623. ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor));
  624. }
  625. if (props.colorMarker !== undefined && props.colorMarker !== p.colorMarker) {
  626. p.colorMarker = props.colorMarker;
  627. }
  628. if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) {
  629. p.highlightColor = props.highlightColor;
  630. ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor));
  631. }
  632. if (props.selectColor !== undefined && props.selectColor !== p.selectColor) {
  633. p.selectColor = props.selectColor;
  634. ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor));
  635. }
  636. if (props.highlightStrength !== undefined && props.highlightStrength !== p.highlightStrength) {
  637. p.highlightStrength = props.highlightStrength;
  638. ValueCell.update(globalUniforms.uHighlightStrength, p.highlightStrength);
  639. }
  640. if (props.selectStrength !== undefined && props.selectStrength !== p.selectStrength) {
  641. p.selectStrength = props.selectStrength;
  642. ValueCell.update(globalUniforms.uSelectStrength, p.selectStrength);
  643. }
  644. if (props.markerPriority !== undefined && props.markerPriority !== p.markerPriority) {
  645. p.markerPriority = props.markerPriority;
  646. ValueCell.update(globalUniforms.uMarkerPriority, p.markerPriority);
  647. }
  648. if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) {
  649. p.xrayEdgeFalloff = props.xrayEdgeFalloff;
  650. ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff);
  651. }
  652. if (props.light !== undefined && !deepEqual(props.light, p.light)) {
  653. p.light = props.light;
  654. Object.assign(light, getLight(props.light, light));
  655. ValueCell.update(globalUniforms.uLightDirection, light.direction);
  656. ValueCell.update(globalUniforms.uLightColor, light.color);
  657. }
  658. if (props.ambientColor !== undefined && props.ambientColor !== p.ambientColor) {
  659. p.ambientColor = props.ambientColor;
  660. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  661. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  662. }
  663. if (props.ambientIntensity !== undefined && props.ambientIntensity !== p.ambientIntensity) {
  664. p.ambientIntensity = props.ambientIntensity;
  665. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  666. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  667. }
  668. },
  669. setViewport: (x: number, y: number, width: number, height: number) => {
  670. state.viewport(x, y, width, height);
  671. state.scissor(x, y, width, height);
  672. if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) {
  673. Viewport.set(viewport, x, y, width, height);
  674. ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height));
  675. }
  676. },
  677. setTransparentBackground: (value: boolean) => {
  678. transparentBackground = value;
  679. },
  680. setDrawingBufferSize: (width: number, height: number) => {
  681. if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) {
  682. ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height));
  683. }
  684. },
  685. setPixelRatio: (value: number) => {
  686. ValueCell.update(globalUniforms.uPixelRatio, value);
  687. },
  688. props: p,
  689. get stats(): RendererStats {
  690. return {
  691. programCount: ctx.stats.resourceCounts.program,
  692. shaderCount: ctx.stats.resourceCounts.shader,
  693. attributeCount: ctx.stats.resourceCounts.attribute,
  694. elementsCount: ctx.stats.resourceCounts.elements,
  695. framebufferCount: ctx.stats.resourceCounts.framebuffer,
  696. renderbufferCount: ctx.stats.resourceCounts.renderbuffer,
  697. textureCount: ctx.stats.resourceCounts.texture,
  698. vertexArrayCount: ctx.stats.resourceCounts.vertexArray,
  699. drawCount: stats.drawCount,
  700. instanceCount: stats.instanceCount,
  701. instancedDrawCount: stats.instancedDrawCount,
  702. };
  703. },
  704. dispose: () => {
  705. // TODO
  706. }
  707. };
  708. }
  709. }
  710. export { Renderer };