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