renderer.ts 40 KB

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  1. /**
  2. * Copyright (c) 2018-2023 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 enum PickType {
  37. None = 0,
  38. Object = 1,
  39. Instance = 2,
  40. Group = 3,
  41. }
  42. export 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. readonly light: Readonly<Light>
  51. clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => void
  52. clearDepth: (packed?: boolean) => void
  53. update: (camera: ICamera, scene: Scene) => void
  54. renderPick: (group: Scene.Group, camera: ICamera, variant: 'pick' | 'depth', depthTexture: Texture | null, pickType: PickType) => void
  55. renderDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  56. renderDepthOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  57. renderDepthTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  58. renderMarkingDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  59. renderMarkingMask: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  60. renderBlended: (group: Scene, camera: ICamera) => void
  61. renderBlendedOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  62. renderBlendedTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  63. renderBlendedVolume: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  64. renderWboitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  65. renderWboitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  66. renderDpoitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  67. renderDpoitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, dpoitTextures: { depth: Texture, frontColor: Texture, backColor: Texture }) => void
  68. renderDpoitVolume: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  69. setProps: (props: Partial<RendererProps>) => void
  70. setViewport: (x: number, y: number, width: number, height: number) => void
  71. setTransparentBackground: (value: boolean) => void
  72. setDrawingBufferSize: (width: number, height: number) => void
  73. setPixelRatio: (value: number) => void
  74. dispose: () => void
  75. }
  76. export const RendererParams = {
  77. backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }),
  78. 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.' }),
  79. interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  80. interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }),
  81. interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
  82. colorMarker: PD.Boolean(true, { description: 'Enable color marker' }),
  83. highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
  84. selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
  85. dimColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  86. highlightStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
  87. selectStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
  88. dimStrength: PD.Numeric(0.0, { min: 0.0, max: 1.0, step: 0.1 }),
  89. markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]),
  90. xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
  91. light: PD.ObjectList({
  92. inclination: PD.Numeric(150, { min: 0, max: 180, step: 1 }),
  93. azimuth: PD.Numeric(320, { min: 0, max: 360, step: 1 }),
  94. color: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  95. intensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }),
  96. }, o => Color.toHexString(o.color), { defaultValue: [{
  97. inclination: 150,
  98. azimuth: 320,
  99. color: Color.fromNormalizedRgb(1.0, 1.0, 1.0),
  100. intensity: 0.6
  101. }] }),
  102. ambientColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
  103. ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
  104. };
  105. export type RendererProps = PD.Values<typeof RendererParams>
  106. export type Light = {
  107. count: number
  108. direction: number[]
  109. color: number[]
  110. }
  111. const tmpDir = Vec3();
  112. const tmpColor = Vec3();
  113. function getLight(props: RendererProps['light'], light?: Light): Light {
  114. const { direction, color } = light || {
  115. direction: (new Array(5 * 3)).fill(0),
  116. color: (new Array(5 * 3)).fill(0),
  117. };
  118. for (let i = 0, il = props.length; i < il; ++i) {
  119. const p = props[i];
  120. Vec3.directionFromSpherical(tmpDir, degToRad(p.inclination), degToRad(p.azimuth), 1);
  121. Vec3.toArray(tmpDir, direction, i * 3);
  122. Vec3.scale(tmpColor, Color.toVec3Normalized(tmpColor, p.color), p.intensity);
  123. Vec3.toArray(tmpColor, color, i * 3);
  124. }
  125. return { count: props.length, direction, color };
  126. }
  127. namespace Renderer {
  128. const enum Flag {
  129. None = 0,
  130. BlendedFront = 1,
  131. BlendedBack = 2,
  132. }
  133. const enum Mask {
  134. All = 0,
  135. Opaque = 1,
  136. Transparent = 2,
  137. }
  138. export function create(ctx: WebGLContext, props: Partial<RendererProps> = {}): Renderer {
  139. const { gl, state, stats } = ctx;
  140. const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
  141. const light = getLight(p.light);
  142. const viewport = Viewport();
  143. const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
  144. const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
  145. let transparentBackground = false;
  146. const emptyDepthTexture = ctx.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest');
  147. emptyDepthTexture.define(1, 1);
  148. emptyDepthTexture.load({ array: new Uint8Array([255, 255, 255, 255]), width: 1, height: 1 });
  149. const sharedTexturesList: Textures = [
  150. ['tDepth', emptyDepthTexture]
  151. ];
  152. const view = Mat4();
  153. const invView = Mat4();
  154. const modelView = Mat4();
  155. const invModelView = Mat4();
  156. const invProjection = Mat4();
  157. const modelViewProjection = Mat4();
  158. const invModelViewProjection = Mat4();
  159. const cameraDir = Vec3();
  160. const viewOffset = Vec2();
  161. const ambientColor = Vec3();
  162. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  163. const globalUniforms: GlobalUniformValues = {
  164. uModel: ValueCell.create(Mat4.identity()),
  165. uView: ValueCell.create(view),
  166. uInvView: ValueCell.create(invView),
  167. uModelView: ValueCell.create(modelView),
  168. uInvModelView: ValueCell.create(invModelView),
  169. uInvProjection: ValueCell.create(invProjection),
  170. uProjection: ValueCell.create(Mat4()),
  171. uModelViewProjection: ValueCell.create(modelViewProjection),
  172. uInvModelViewProjection: ValueCell.create(invModelViewProjection),
  173. uIsOrtho: ValueCell.create(1),
  174. uViewOffset: ValueCell.create(viewOffset),
  175. uPixelRatio: ValueCell.create(ctx.pixelRatio),
  176. uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)),
  177. uDrawingBufferSize: ValueCell.create(drawingBufferSize),
  178. uCameraPosition: ValueCell.create(Vec3()),
  179. uCameraDir: ValueCell.create(cameraDir),
  180. uNear: ValueCell.create(1),
  181. uFar: ValueCell.create(10000),
  182. uFogNear: ValueCell.create(1),
  183. uFogFar: ValueCell.create(10000),
  184. uFogColor: ValueCell.create(bgColor),
  185. uRenderMask: ValueCell.create(0),
  186. uMarkingDepthTest: ValueCell.create(false),
  187. uPickType: ValueCell.create(PickType.None),
  188. uMarkingType: ValueCell.create(MarkingType.None),
  189. uTransparentBackground: ValueCell.create(false),
  190. uLightDirection: ValueCell.create(light.direction),
  191. uLightColor: ValueCell.create(light.color),
  192. uAmbientColor: ValueCell.create(ambientColor),
  193. uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold),
  194. uInteriorDarkening: ValueCell.create(p.interiorDarkening),
  195. uInteriorColorFlag: ValueCell.create(p.interiorColorFlag),
  196. uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)),
  197. uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)),
  198. uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)),
  199. uDimColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.dimColor)),
  200. uHighlightStrength: ValueCell.create(p.highlightStrength),
  201. uSelectStrength: ValueCell.create(p.selectStrength),
  202. uDimStrength: ValueCell.create(p.dimStrength),
  203. uMarkerPriority: ValueCell.create(p.markerPriority),
  204. uMarkerAverage: ValueCell.create(0),
  205. uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff),
  206. };
  207. const globalUniformList = Object.entries(globalUniforms);
  208. let globalUniformsNeedUpdate = true;
  209. const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant, flag: Flag) => {
  210. if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant === 'pick')) {
  211. return;
  212. }
  213. let definesNeedUpdate = false;
  214. if (r.values.dLightCount.ref.value !== light.count) {
  215. ValueCell.update(r.values.dLightCount, light.count);
  216. definesNeedUpdate = true;
  217. }
  218. if (r.values.dColorMarker.ref.value !== p.colorMarker) {
  219. ValueCell.update(r.values.dColorMarker, p.colorMarker);
  220. definesNeedUpdate = true;
  221. }
  222. if (definesNeedUpdate) r.update();
  223. const program = r.getProgram(variant);
  224. if (state.currentProgramId !== program.id) {
  225. // console.log('new program')
  226. globalUniformsNeedUpdate = true;
  227. program.use();
  228. }
  229. if (globalUniformsNeedUpdate) {
  230. // console.log('globalUniformsNeedUpdate')
  231. program.setUniforms(globalUniformList);
  232. program.bindTextures(sharedTexturesList, 0);
  233. globalUniformsNeedUpdate = false;
  234. }
  235. if (r.values.dGeometryType.ref.value === 'directVolume') {
  236. if (variant !== 'colorDpoit' && variant !== 'colorWboit' && variant !== 'colorBlended') {
  237. return; // only color supported
  238. }
  239. // culling done in fragment shader
  240. state.disable(gl.CULL_FACE);
  241. state.frontFace(gl.CCW);
  242. if (variant === 'colorBlended') {
  243. // depth test done manually in shader against `depthTexture`
  244. state.disable(gl.DEPTH_TEST);
  245. state.depthMask(false);
  246. }
  247. } else if (flag === Flag.BlendedFront) {
  248. state.enable(gl.CULL_FACE);
  249. if (r.values.dFlipSided?.ref.value) {
  250. state.frontFace(gl.CW);
  251. state.cullFace(gl.FRONT);
  252. } else {
  253. state.frontFace(gl.CCW);
  254. state.cullFace(gl.BACK);
  255. }
  256. } else if (flag === Flag.BlendedBack) {
  257. state.enable(gl.CULL_FACE);
  258. if (r.values.dFlipSided?.ref.value) {
  259. state.frontFace(gl.CW);
  260. state.cullFace(gl.BACK);
  261. } else {
  262. state.frontFace(gl.CCW);
  263. state.cullFace(gl.FRONT);
  264. }
  265. } else {
  266. if (r.values.uDoubleSided) {
  267. if (r.values.uDoubleSided.ref.value || r.values.hasReflection.ref.value) {
  268. state.disable(gl.CULL_FACE);
  269. } else {
  270. state.enable(gl.CULL_FACE);
  271. }
  272. } else {
  273. // webgl default
  274. state.disable(gl.CULL_FACE);
  275. }
  276. if (r.values.dFlipSided?.ref.value) {
  277. state.frontFace(gl.CW);
  278. state.cullFace(gl.FRONT);
  279. } else {
  280. // webgl default
  281. state.frontFace(gl.CCW);
  282. state.cullFace(gl.BACK);
  283. }
  284. }
  285. r.render(variant, sharedTexturesList.length);
  286. };
  287. const update = (camera: ICamera, scene: Scene) => {
  288. ValueCell.update(globalUniforms.uView, camera.view);
  289. ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view));
  290. ValueCell.update(globalUniforms.uProjection, camera.projection);
  291. ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection));
  292. ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0);
  293. ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0));
  294. ValueCell.update(globalUniforms.uCameraPosition, camera.state.position);
  295. ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position)));
  296. ValueCell.updateIfChanged(globalUniforms.uFar, camera.far);
  297. ValueCell.updateIfChanged(globalUniforms.uNear, camera.near);
  298. ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar);
  299. ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
  300. ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
  301. ValueCell.updateIfChanged(globalUniforms.uMarkerAverage, scene.markerAverage);
  302. };
  303. const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderMask: Mask, markingDepthTest: boolean) => {
  304. arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || emptyDepthTexture);
  305. ValueCell.update(globalUniforms.uModel, group.view);
  306. ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, camera.view, group.view));
  307. ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
  308. ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
  309. ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
  310. ValueCell.updateIfChanged(globalUniforms.uRenderMask, renderMask);
  311. ValueCell.updateIfChanged(globalUniforms.uMarkingDepthTest, markingDepthTest);
  312. state.enable(gl.SCISSOR_TEST);
  313. state.colorMask(true, true, true, true);
  314. const { x, y, width, height } = viewport;
  315. state.viewport(x, y, width, height);
  316. state.scissor(x, y, width, height);
  317. globalUniformsNeedUpdate = true;
  318. state.currentRenderItemId = -1;
  319. };
  320. const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null, pickType: PickType) => {
  321. if (isTimingMode) ctx.timer.mark('Renderer.renderPick');
  322. state.disable(gl.BLEND);
  323. state.enable(gl.DEPTH_TEST);
  324. state.depthMask(true);
  325. updateInternal(group, camera, depthTexture, Mask.All, false);
  326. ValueCell.updateIfChanged(globalUniforms.uPickType, pickType);
  327. const { renderables } = group;
  328. for (let i = 0, il = renderables.length; i < il; ++i) {
  329. if (!renderables[i].state.colorOnly) {
  330. renderObject(renderables[i], variant, Flag.None);
  331. }
  332. }
  333. if (isTimingMode) ctx.timer.markEnd('Renderer.renderPick');
  334. };
  335. const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  336. if (isTimingMode) ctx.timer.mark('Renderer.renderDepth');
  337. state.disable(gl.BLEND);
  338. state.enable(gl.DEPTH_TEST);
  339. state.depthMask(true);
  340. updateInternal(group, camera, depthTexture, Mask.All, false);
  341. const { renderables } = group;
  342. for (let i = 0, il = renderables.length; i < il; ++i) {
  343. renderObject(renderables[i], 'depth', Flag.None);
  344. }
  345. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepth');
  346. };
  347. const renderDepthOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  348. if (isTimingMode) ctx.timer.mark('Renderer.renderDepthOpaque');
  349. state.disable(gl.BLEND);
  350. state.enable(gl.DEPTH_TEST);
  351. state.depthMask(true);
  352. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  353. const { renderables } = group;
  354. for (let i = 0, il = renderables.length; i < il; ++i) {
  355. const r = renderables[i];
  356. if (r.state.opaque && r.values.transparencyAverage.ref.value !== 1 && !r.values.dXrayShaded?.ref.value) {
  357. renderObject(r, 'depth', Flag.None);
  358. }
  359. }
  360. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthOpaque');
  361. };
  362. const renderDepthTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  363. if (isTimingMode) ctx.timer.mark('Renderer.renderDepthTransparent');
  364. state.disable(gl.BLEND);
  365. state.enable(gl.DEPTH_TEST);
  366. state.depthMask(true);
  367. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  368. const { renderables } = group;
  369. for (let i = 0, il = renderables.length; i < il; ++i) {
  370. const r = renderables[i];
  371. if (!r.state.opaque || r.values.transparencyAverage.ref.value > 0 || r.values.dXrayShaded?.ref.value) {
  372. renderObject(r, 'depth', Flag.None);
  373. }
  374. }
  375. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDepthTransparent');
  376. };
  377. const renderMarkingDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  378. if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingDepth');
  379. state.disable(gl.BLEND);
  380. state.enable(gl.DEPTH_TEST);
  381. state.depthMask(true);
  382. updateInternal(group, camera, depthTexture, Mask.All, false);
  383. ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Depth);
  384. const { renderables } = group;
  385. for (let i = 0, il = renderables.length; i < il; ++i) {
  386. const r = renderables[i];
  387. if (r.values.markerAverage.ref.value !== 1) {
  388. renderObject(renderables[i], 'marking', Flag.None);
  389. }
  390. }
  391. if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingDepth');
  392. };
  393. const renderMarkingMask = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  394. if (isTimingMode) ctx.timer.mark('Renderer.renderMarkingMask');
  395. state.disable(gl.BLEND);
  396. state.enable(gl.DEPTH_TEST);
  397. state.depthMask(true);
  398. updateInternal(group, camera, depthTexture, Mask.All, !!depthTexture);
  399. ValueCell.updateIfChanged(globalUniforms.uMarkingType, MarkingType.Mask);
  400. const { renderables } = group;
  401. for (let i = 0, il = renderables.length; i < il; ++i) {
  402. const r = renderables[i];
  403. if (r.values.markerAverage.ref.value > 0) {
  404. renderObject(renderables[i], 'marking', Flag.None);
  405. }
  406. }
  407. if (isTimingMode) ctx.timer.markEnd('Renderer.renderMarkingMask');
  408. };
  409. const renderBlended = (scene: Scene, camera: ICamera) => {
  410. if (scene.hasOpaque) {
  411. renderBlendedOpaque(scene, camera, null);
  412. }
  413. if (scene.opacityAverage < 1) {
  414. renderBlendedTransparent(scene, camera, null);
  415. }
  416. };
  417. const renderBlendedOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  418. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedOpaque');
  419. state.disable(gl.BLEND);
  420. state.enable(gl.DEPTH_TEST);
  421. state.depthMask(true);
  422. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  423. const { renderables } = group;
  424. for (let i = 0, il = renderables.length; i < il; ++i) {
  425. const r = renderables[i];
  426. if (r.state.opaque) {
  427. renderObject(r, 'colorBlended', Flag.None);
  428. } else if (r.values.uDoubleSided?.ref.value && r.values.dTransparentBackfaces?.ref.value === 'opaque') {
  429. renderObject(r, 'colorBlended', Flag.BlendedBack);
  430. }
  431. }
  432. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedOpaque');
  433. };
  434. const renderBlendedTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  435. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedTransparent');
  436. state.enable(gl.DEPTH_TEST);
  437. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  438. const { renderables } = group;
  439. if (transparentBackground) {
  440. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  441. } else {
  442. state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  443. }
  444. state.enable(gl.BLEND);
  445. state.depthMask(true);
  446. for (let i = 0, il = renderables.length; i < il; ++i) {
  447. const r = renderables[i];
  448. if (!r.state.opaque && r.state.writeDepth) {
  449. renderObject(r, 'colorBlended', Flag.None);
  450. }
  451. }
  452. state.depthMask(false);
  453. for (let i = 0, il = renderables.length; i < il; ++i) {
  454. const r = renderables[i];
  455. if ((!r.state.opaque && !r.state.writeDepth) || r.values.transparencyAverage.ref.value > 0) {
  456. if (r.values.uDoubleSided?.ref.value) {
  457. // render frontfaces and backfaces separately to avoid artefacts
  458. if (r.values.dTransparentBackfaces?.ref.value !== 'opaque') {
  459. renderObject(r, 'colorBlended', Flag.BlendedBack);
  460. }
  461. renderObject(r, 'colorBlended', Flag.BlendedFront);
  462. } else {
  463. renderObject(r, 'colorBlended', Flag.None);
  464. }
  465. }
  466. }
  467. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedTransparent');
  468. };
  469. const renderBlendedVolume = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  470. if (isTimingMode) ctx.timer.mark('Renderer.renderBlendedVolume');
  471. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  472. state.enable(gl.BLEND);
  473. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  474. const { renderables } = group;
  475. for (let i = 0, il = renderables.length; i < il; ++i) {
  476. const r = renderables[i];
  477. if (r.values.dGeometryType.ref.value === 'directVolume') {
  478. renderObject(r, 'colorBlended', Flag.None);
  479. }
  480. }
  481. if (isTimingMode) ctx.timer.markEnd('Renderer.renderBlendedVolume');
  482. };
  483. const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  484. if (isTimingMode) ctx.timer.mark('Renderer.renderWboitOpaque');
  485. state.disable(gl.BLEND);
  486. state.enable(gl.DEPTH_TEST);
  487. state.depthMask(true);
  488. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  489. const { renderables } = group;
  490. for (let i = 0, il = renderables.length; i < il; ++i) {
  491. const r = renderables[i];
  492. // TODO: simplify, handle in renderable.state???
  493. // uAlpha is updated in "render" so we need to recompute it here
  494. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  495. 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') {
  496. renderObject(r, 'colorWboit', Flag.None);
  497. }
  498. }
  499. if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitOpaque');
  500. };
  501. const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  502. if (isTimingMode) ctx.timer.mark('Renderer.renderWboitTransparent');
  503. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  504. const { renderables } = group;
  505. for (let i = 0, il = renderables.length; i < il; ++i) {
  506. const r = renderables[i];
  507. // TODO: simplify, handle in renderable.state???
  508. // uAlpha is updated in "render" so we need to recompute it here
  509. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  510. 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) {
  511. renderObject(r, 'colorWboit', Flag.None);
  512. }
  513. }
  514. if (isTimingMode) ctx.timer.markEnd('Renderer.renderWboitTransparent');
  515. };
  516. const renderDpoitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  517. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitOpaque');
  518. state.disable(gl.BLEND);
  519. state.enable(gl.DEPTH_TEST);
  520. state.depthMask(true);
  521. updateInternal(group, camera, depthTexture, Mask.Opaque, false);
  522. const { renderables } = group;
  523. for (let i = 0, il = renderables.length; i < il; ++i) {
  524. const r = renderables[i];
  525. // TODO: simplify, handle in renderable.state???
  526. // uAlpha is updated in "render" so we need to recompute it here
  527. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  528. 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') {
  529. renderObject(r, 'colorDpoit', Flag.None);
  530. }
  531. }
  532. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitOpaque');
  533. };
  534. const renderDpoitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, dpoitTextures: { depth: Texture, frontColor: Texture, backColor: Texture }) => {
  535. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitTransparent');
  536. state.enable(gl.BLEND);
  537. arrayMapUpsert(sharedTexturesList, 'tDpoitDepth', dpoitTextures.depth);
  538. arrayMapUpsert(sharedTexturesList, 'tDpoitFrontColor', dpoitTextures.frontColor);
  539. arrayMapUpsert(sharedTexturesList, 'tDpoitBackColor', dpoitTextures.backColor);
  540. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  541. const { renderables } = group;
  542. for (let i = 0, il = renderables.length; i < il; ++i) {
  543. const r = renderables[i];
  544. // TODO: simplify, handle in renderable.state???
  545. // uAlpha is updated in "render" so we need to recompute it here
  546. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  547. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dPointStyle?.ref.value === 'fuzzy' || !!r.values.uBackgroundColor || r.values.dXrayShaded?.ref.value) {
  548. renderObject(r, 'colorDpoit', Flag.None);
  549. }
  550. }
  551. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitTransparent');
  552. };
  553. const renderDpoitVolume = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  554. if (isTimingMode) ctx.timer.mark('Renderer.renderDpoitVolume');
  555. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  556. state.enable(gl.BLEND);
  557. updateInternal(group, camera, depthTexture, Mask.Transparent, false);
  558. const { renderables } = group;
  559. for (let i = 0, il = renderables.length; i < il; ++i) {
  560. const r = renderables[i];
  561. if (r.values.dGeometryType.ref.value === 'directVolume') {
  562. renderObject(r, 'colorDpoit', Flag.None);
  563. }
  564. }
  565. if (isTimingMode) ctx.timer.markEnd('Renderer.renderDpoitVolume');
  566. };
  567. return {
  568. clear: (toBackgroundColor: boolean, ignoreTransparentBackground?: boolean) => {
  569. state.enable(gl.SCISSOR_TEST);
  570. state.enable(gl.DEPTH_TEST);
  571. state.colorMask(true, true, true, true);
  572. state.depthMask(true);
  573. if (transparentBackground && !ignoreTransparentBackground) {
  574. state.clearColor(0, 0, 0, 0);
  575. } else if (toBackgroundColor) {
  576. state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1);
  577. } else {
  578. state.clearColor(1, 1, 1, 1);
  579. }
  580. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  581. },
  582. clearDepth: (packed = false) => {
  583. state.enable(gl.SCISSOR_TEST);
  584. if (packed) {
  585. state.colorMask(true, true, true, true);
  586. state.clearColor(1, 1, 1, 1);
  587. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  588. } else {
  589. state.enable(gl.DEPTH_TEST);
  590. state.depthMask(true);
  591. gl.clear(gl.DEPTH_BUFFER_BIT);
  592. }
  593. },
  594. update,
  595. renderPick,
  596. renderDepth,
  597. renderDepthOpaque,
  598. renderDepthTransparent,
  599. renderMarkingDepth,
  600. renderMarkingMask,
  601. renderBlended,
  602. renderBlendedOpaque,
  603. renderBlendedTransparent,
  604. renderBlendedVolume,
  605. renderWboitOpaque,
  606. renderWboitTransparent,
  607. renderDpoitOpaque,
  608. renderDpoitTransparent,
  609. renderDpoitVolume,
  610. setProps: (props: Partial<RendererProps>) => {
  611. if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) {
  612. p.backgroundColor = props.backgroundColor;
  613. Color.toVec3Normalized(bgColor, p.backgroundColor);
  614. ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor));
  615. }
  616. if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) {
  617. p.pickingAlphaThreshold = props.pickingAlphaThreshold;
  618. ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold);
  619. }
  620. if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) {
  621. p.interiorDarkening = props.interiorDarkening;
  622. ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening);
  623. }
  624. if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) {
  625. p.interiorColorFlag = props.interiorColorFlag;
  626. ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag);
  627. }
  628. if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) {
  629. p.interiorColor = props.interiorColor;
  630. ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor));
  631. }
  632. if (props.colorMarker !== undefined && props.colorMarker !== p.colorMarker) {
  633. p.colorMarker = props.colorMarker;
  634. }
  635. if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) {
  636. p.highlightColor = props.highlightColor;
  637. ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor));
  638. }
  639. if (props.selectColor !== undefined && props.selectColor !== p.selectColor) {
  640. p.selectColor = props.selectColor;
  641. ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor));
  642. }
  643. if (props.dimColor !== undefined && props.dimColor !== p.dimColor) {
  644. p.dimColor = props.dimColor;
  645. ValueCell.update(globalUniforms.uDimColor, Color.toVec3Normalized(globalUniforms.uDimColor.ref.value, p.dimColor));
  646. }
  647. if (props.highlightStrength !== undefined && props.highlightStrength !== p.highlightStrength) {
  648. p.highlightStrength = props.highlightStrength;
  649. ValueCell.update(globalUniforms.uHighlightStrength, p.highlightStrength);
  650. }
  651. if (props.selectStrength !== undefined && props.selectStrength !== p.selectStrength) {
  652. p.selectStrength = props.selectStrength;
  653. ValueCell.update(globalUniforms.uSelectStrength, p.selectStrength);
  654. }
  655. if (props.dimStrength !== undefined && props.dimStrength !== p.dimStrength) {
  656. p.dimStrength = props.dimStrength;
  657. ValueCell.update(globalUniforms.uDimStrength, p.dimStrength);
  658. }
  659. if (props.markerPriority !== undefined && props.markerPriority !== p.markerPriority) {
  660. p.markerPriority = props.markerPriority;
  661. ValueCell.update(globalUniforms.uMarkerPriority, p.markerPriority);
  662. }
  663. if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) {
  664. p.xrayEdgeFalloff = props.xrayEdgeFalloff;
  665. ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff);
  666. }
  667. if (props.light !== undefined && !deepEqual(props.light, p.light)) {
  668. p.light = props.light;
  669. Object.assign(light, getLight(props.light, light));
  670. ValueCell.update(globalUniforms.uLightDirection, light.direction);
  671. ValueCell.update(globalUniforms.uLightColor, light.color);
  672. }
  673. if (props.ambientColor !== undefined && props.ambientColor !== p.ambientColor) {
  674. p.ambientColor = props.ambientColor;
  675. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  676. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  677. }
  678. if (props.ambientIntensity !== undefined && props.ambientIntensity !== p.ambientIntensity) {
  679. p.ambientIntensity = props.ambientIntensity;
  680. Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
  681. ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
  682. }
  683. },
  684. setViewport: (x: number, y: number, width: number, height: number) => {
  685. state.viewport(x, y, width, height);
  686. state.scissor(x, y, width, height);
  687. if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) {
  688. Viewport.set(viewport, x, y, width, height);
  689. ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height));
  690. }
  691. },
  692. setTransparentBackground: (value: boolean) => {
  693. transparentBackground = value;
  694. },
  695. setDrawingBufferSize: (width: number, height: number) => {
  696. if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) {
  697. ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height));
  698. }
  699. },
  700. setPixelRatio: (value: number) => {
  701. ValueCell.update(globalUniforms.uPixelRatio, value);
  702. },
  703. props: p,
  704. get stats(): RendererStats {
  705. return {
  706. programCount: ctx.stats.resourceCounts.program,
  707. shaderCount: ctx.stats.resourceCounts.shader,
  708. attributeCount: ctx.stats.resourceCounts.attribute,
  709. elementsCount: ctx.stats.resourceCounts.elements,
  710. framebufferCount: ctx.stats.resourceCounts.framebuffer,
  711. renderbufferCount: ctx.stats.resourceCounts.renderbuffer,
  712. textureCount: ctx.stats.resourceCounts.texture,
  713. vertexArrayCount: ctx.stats.resourceCounts.vertexArray,
  714. drawCount: stats.drawCount,
  715. instanceCount: stats.instanceCount,
  716. instancedDrawCount: stats.instancedDrawCount,
  717. };
  718. },
  719. get light(): Light {
  720. return light;
  721. },
  722. dispose: () => {
  723. // TODO
  724. }
  725. };
  726. }
  727. }
  728. export { Renderer };