renderer.ts 30 KB

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  1. /**
  2. * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  5. */
  6. import { Viewport } from '../mol-canvas3d/camera/util';
  7. import { ICamera } from '../mol-canvas3d/camera';
  8. import { Scene } from './scene';
  9. import { WebGLContext } from './webgl/context';
  10. import { Mat4, Vec3, Vec4, Vec2, Quat } from '../mol-math/linear-algebra';
  11. import { GraphicsRenderable } from './renderable';
  12. import { Color } from '../mol-util/color';
  13. import { ValueCell, deepEqual } from '../mol-util';
  14. import { GlobalUniformValues } from './renderable/schema';
  15. import { GraphicsRenderVariant } from './webgl/render-item';
  16. import { ParamDefinition as PD } from '../mol-util/param-definition';
  17. import { Clipping } from '../mol-theme/clipping';
  18. import { stringToWords } from '../mol-util/string';
  19. import { degToRad } from '../mol-math/misc';
  20. import { createNullTexture, Texture, Textures } from './webgl/texture';
  21. import { arrayMapUpsert } from '../mol-util/array';
  22. import { clamp } from '../mol-math/interpolate';
  23. export interface RendererStats {
  24. programCount: number
  25. shaderCount: number
  26. attributeCount: number
  27. elementsCount: number
  28. framebufferCount: number
  29. renderbufferCount: number
  30. textureCount: number
  31. vertexArrayCount: number
  32. drawCount: number
  33. instanceCount: number
  34. instancedDrawCount: number
  35. }
  36. interface Renderer {
  37. readonly stats: RendererStats
  38. readonly props: Readonly<RendererProps>
  39. clear: (toBackgroundColor: boolean) => void
  40. clearDepth: () => void
  41. update: (camera: ICamera) => void
  42. renderPick: (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null) => void
  43. renderDepth: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  44. renderBlended: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  45. renderBlendedOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  46. renderBlendedTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  47. renderBlendedVolumeOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  48. renderBlendedVolumeTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  49. renderWboitOpaque: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  50. renderWboitTransparent: (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => void
  51. setProps: (props: Partial<RendererProps>) => void
  52. setViewport: (x: number, y: number, width: number, height: number) => void
  53. setTransparentBackground: (value: boolean) => void
  54. setDrawingBufferSize: (width: number, height: number) => void
  55. dispose: () => void
  56. }
  57. export const RendererParams = {
  58. backgroundColor: PD.Color(Color(0x000000), { description: 'Background color of the 3D canvas' }),
  59. // the following are general 'material' parameters
  60. pickingAlphaThreshold: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }, { description: 'The minimum opacity value needed for an object to be pickable.' }),
  61. interiorDarkening: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  62. interiorColorFlag: PD.Boolean(true, { label: 'Use Interior Color' }),
  63. interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
  64. highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
  65. selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
  66. xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
  67. style: PD.MappedStatic('matte', {
  68. custom: PD.Group({
  69. lightIntensity: PD.Numeric(0.6, { min: 0.0, max: 1.0, step: 0.01 }),
  70. ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
  71. metalness: PD.Numeric(0.0, { min: 0.0, max: 1.0, step: 0.01 }),
  72. roughness: PD.Numeric(1.0, { min: 0.0, max: 1.0, step: 0.01 }),
  73. reflectivity: PD.Numeric(0.5, { min: 0.0, max: 1.0, step: 0.01 }),
  74. }, { isExpanded: true }),
  75. flat: PD.Group({}),
  76. matte: PD.Group({}),
  77. glossy: PD.Group({}),
  78. metallic: PD.Group({}),
  79. plastic: PD.Group({}),
  80. }, { label: 'Lighting', description: 'Style in which the 3D scene is rendered/lighted' }),
  81. clip: PD.Group({
  82. variant: PD.Select('instance', PD.arrayToOptions<Clipping.Variant>(['instance', 'pixel'])),
  83. objects: PD.ObjectList({
  84. type: PD.Select('plane', PD.objectToOptions(Clipping.Type, t => stringToWords(t))),
  85. invert: PD.Boolean(false),
  86. position: PD.Vec3(Vec3()),
  87. rotation: PD.Group({
  88. axis: PD.Vec3(Vec3.create(1, 0, 0)),
  89. angle: PD.Numeric(0, { min: -180, max: 180, step: 1 }, { description: 'Angle in Degrees' }),
  90. }, { isExpanded: true }),
  91. scale: PD.Vec3(Vec3.create(1, 1, 1)),
  92. }, o => stringToWords(o.type))
  93. })
  94. };
  95. export type RendererProps = PD.Values<typeof RendererParams>
  96. export type Style = {
  97. lightIntensity: number
  98. ambientIntensity: number
  99. metalness: number
  100. roughness: number
  101. reflectivity: number
  102. }
  103. export function getStyle(props: RendererProps['style']): Style {
  104. switch (props.name) {
  105. case 'custom':
  106. return props.params as Style;
  107. case 'flat':
  108. return {
  109. lightIntensity: 0, ambientIntensity: 1,
  110. metalness: 0, roughness: 0.4, reflectivity: 0.5
  111. };
  112. case 'matte':
  113. return {
  114. lightIntensity: 0.7, ambientIntensity: 0.3,
  115. metalness: 0, roughness: 1, reflectivity: 0.5
  116. };
  117. case 'glossy':
  118. return {
  119. lightIntensity: 0.7, ambientIntensity: 0.3,
  120. metalness: 0, roughness: 0.4, reflectivity: 0.5
  121. };
  122. case 'metallic':
  123. return {
  124. lightIntensity: 0.7, ambientIntensity: 0.7,
  125. metalness: 0.6, roughness: 0.6, reflectivity: 0.5
  126. };
  127. case 'plastic':
  128. return {
  129. lightIntensity: 0.7, ambientIntensity: 0.3,
  130. metalness: 0, roughness: 0.2, reflectivity: 0.5
  131. };
  132. }
  133. }
  134. type Clip = {
  135. variant: Clipping.Variant
  136. objects: {
  137. count: number
  138. type: number[]
  139. invert: boolean[]
  140. position: number[]
  141. rotation: number[]
  142. scale: number[]
  143. }
  144. }
  145. const tmpQuat = Quat();
  146. function getClip(props: RendererProps['clip'], clip?: Clip): Clip {
  147. const { type, invert, position, rotation, scale } = clip?.objects || {
  148. type: (new Array(5)).fill(1),
  149. invert: (new Array(5)).fill(false),
  150. position: (new Array(5 * 3)).fill(0),
  151. rotation: (new Array(5 * 4)).fill(0),
  152. scale: (new Array(5 * 3)).fill(1),
  153. };
  154. for (let i = 0, il = props.objects.length; i < il; ++i) {
  155. const p = props.objects[i];
  156. type[i] = Clipping.Type[p.type];
  157. invert[i] = p.invert;
  158. Vec3.toArray(p.position, position, i * 3);
  159. Quat.toArray(Quat.setAxisAngle(tmpQuat, p.rotation.axis, degToRad(p.rotation.angle)), rotation, i * 4);
  160. Vec3.toArray(p.scale, scale, i * 3);
  161. }
  162. return {
  163. variant: props.variant,
  164. objects: { count: props.objects.length, type, invert, position, rotation, scale }
  165. };
  166. }
  167. namespace Renderer {
  168. export function create(ctx: WebGLContext, props: Partial<RendererProps> = {}): Renderer {
  169. const { gl, state, stats, extensions: { fragDepth } } = ctx;
  170. const p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
  171. const style = getStyle(p.style);
  172. const clip = getClip(p.clip);
  173. const viewport = Viewport();
  174. const drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
  175. const bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
  176. let transparentBackground = false;
  177. const nullDepthTexture = createNullTexture(gl);
  178. const sharedTexturesList: Textures = [
  179. ['tDepth', nullDepthTexture]
  180. ];
  181. const view = Mat4();
  182. const invView = Mat4();
  183. const modelView = Mat4();
  184. const invModelView = Mat4();
  185. const invProjection = Mat4();
  186. const modelViewProjection = Mat4();
  187. const invModelViewProjection = Mat4();
  188. const cameraDir = Vec3();
  189. const viewOffset = Vec2();
  190. const globalUniforms: GlobalUniformValues = {
  191. uModel: ValueCell.create(Mat4.identity()),
  192. uView: ValueCell.create(view),
  193. uInvView: ValueCell.create(invView),
  194. uModelView: ValueCell.create(modelView),
  195. uInvModelView: ValueCell.create(invModelView),
  196. uInvProjection: ValueCell.create(invProjection),
  197. uProjection: ValueCell.create(Mat4()),
  198. uModelViewProjection: ValueCell.create(modelViewProjection),
  199. uInvModelViewProjection: ValueCell.create(invModelViewProjection),
  200. uIsOrtho: ValueCell.create(1),
  201. uViewOffset: ValueCell.create(viewOffset),
  202. uPixelRatio: ValueCell.create(ctx.pixelRatio),
  203. uViewportHeight: ValueCell.create(viewport.height),
  204. uViewport: ValueCell.create(Viewport.toVec4(Vec4(), viewport)),
  205. uDrawingBufferSize: ValueCell.create(drawingBufferSize),
  206. uCameraPosition: ValueCell.create(Vec3()),
  207. uCameraDir: ValueCell.create(cameraDir),
  208. uNear: ValueCell.create(1),
  209. uFar: ValueCell.create(10000),
  210. uFogNear: ValueCell.create(1),
  211. uFogFar: ValueCell.create(10000),
  212. uFogColor: ValueCell.create(bgColor),
  213. uRenderWboit: ValueCell.create(false),
  214. uTransparentBackground: ValueCell.create(false),
  215. uClipObjectType: ValueCell.create(clip.objects.type),
  216. uClipObjectInvert: ValueCell.create(clip.objects.invert),
  217. uClipObjectPosition: ValueCell.create(clip.objects.position),
  218. uClipObjectRotation: ValueCell.create(clip.objects.rotation),
  219. uClipObjectScale: ValueCell.create(clip.objects.scale),
  220. // the following are general 'material' uniforms
  221. uLightIntensity: ValueCell.create(style.lightIntensity),
  222. uAmbientIntensity: ValueCell.create(style.ambientIntensity),
  223. uMetalness: ValueCell.create(style.metalness),
  224. uRoughness: ValueCell.create(style.roughness),
  225. uReflectivity: ValueCell.create(style.reflectivity),
  226. uPickingAlphaThreshold: ValueCell.create(p.pickingAlphaThreshold),
  227. uInteriorDarkening: ValueCell.create(p.interiorDarkening),
  228. uInteriorColorFlag: ValueCell.create(p.interiorColorFlag),
  229. uInteriorColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.interiorColor)),
  230. uHighlightColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.highlightColor)),
  231. uSelectColor: ValueCell.create(Color.toVec3Normalized(Vec3(), p.selectColor)),
  232. uXrayEdgeFalloff: ValueCell.create(p.xrayEdgeFalloff),
  233. };
  234. const globalUniformList = Object.entries(globalUniforms);
  235. let globalUniformsNeedUpdate = true;
  236. const renderObject = (r: GraphicsRenderable, variant: GraphicsRenderVariant) => {
  237. if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant[0] === 'p')) {
  238. return;
  239. }
  240. let definesNeedUpdate = false;
  241. if (r.state.noClip) {
  242. if (r.values.dClipObjectCount.ref.value !== 0) {
  243. ValueCell.update(r.values.dClipObjectCount, 0);
  244. definesNeedUpdate = true;
  245. }
  246. } else {
  247. if (r.values.dClipObjectCount.ref.value !== clip.objects.count) {
  248. ValueCell.update(r.values.dClipObjectCount, clip.objects.count);
  249. definesNeedUpdate = true;
  250. }
  251. if (r.values.dClipVariant.ref.value !== clip.variant) {
  252. ValueCell.update(r.values.dClipVariant, clip.variant);
  253. definesNeedUpdate = true;
  254. }
  255. }
  256. if (definesNeedUpdate) r.update();
  257. const program = r.getProgram(variant);
  258. if (state.currentProgramId !== program.id) {
  259. // console.log('new program')
  260. globalUniformsNeedUpdate = true;
  261. program.use();
  262. }
  263. if (globalUniformsNeedUpdate) {
  264. // console.log('globalUniformsNeedUpdate')
  265. program.setUniforms(globalUniformList);
  266. globalUniformsNeedUpdate = false;
  267. }
  268. if (r.values.dRenderMode) { // indicates direct-volume
  269. // culling done in fragment shader
  270. state.disable(gl.CULL_FACE);
  271. state.frontFace(gl.CCW);
  272. if (variant === 'colorBlended') {
  273. // depth test done manually in shader against `depthTexture`
  274. // still need to enable when fragDepth can be used to write depth
  275. if (r.values.dRenderMode.ref.value === 'volume' || !fragDepth) {
  276. state.disable(gl.DEPTH_TEST);
  277. state.depthMask(false);
  278. } else {
  279. state.enable(gl.DEPTH_TEST);
  280. state.depthMask(r.values.uAlpha.ref.value === 1.0);
  281. }
  282. }
  283. } else {
  284. if (r.values.dDoubleSided) {
  285. if (r.values.dDoubleSided.ref.value || r.values.hasReflection.ref.value) {
  286. state.disable(gl.CULL_FACE);
  287. } else {
  288. state.enable(gl.CULL_FACE);
  289. }
  290. } else {
  291. // webgl default
  292. state.disable(gl.CULL_FACE);
  293. }
  294. if (r.values.dFlipSided) {
  295. if (r.values.dFlipSided.ref.value) {
  296. state.frontFace(gl.CW);
  297. state.cullFace(gl.FRONT);
  298. } else {
  299. state.frontFace(gl.CCW);
  300. state.cullFace(gl.BACK);
  301. }
  302. } else {
  303. // webgl default
  304. state.frontFace(gl.CCW);
  305. state.cullFace(gl.BACK);
  306. }
  307. }
  308. r.render(variant, sharedTexturesList);
  309. };
  310. const update = (camera: ICamera) => {
  311. ValueCell.update(globalUniforms.uView, camera.view);
  312. ValueCell.update(globalUniforms.uInvView, Mat4.invert(invView, camera.view));
  313. ValueCell.update(globalUniforms.uProjection, camera.projection);
  314. ValueCell.update(globalUniforms.uInvProjection, Mat4.invert(invProjection, camera.projection));
  315. ValueCell.updateIfChanged(globalUniforms.uIsOrtho, camera.state.mode === 'orthographic' ? 1 : 0);
  316. ValueCell.update(globalUniforms.uViewOffset, camera.viewOffset.enabled ? Vec2.set(viewOffset, camera.viewOffset.offsetX * 16, camera.viewOffset.offsetY * 16) : Vec2.set(viewOffset, 0, 0));
  317. ValueCell.update(globalUniforms.uCameraPosition, camera.state.position);
  318. ValueCell.update(globalUniforms.uCameraDir, Vec3.normalize(cameraDir, Vec3.sub(cameraDir, camera.state.target, camera.state.position)));
  319. ValueCell.updateIfChanged(globalUniforms.uFar, camera.far);
  320. ValueCell.updateIfChanged(globalUniforms.uNear, camera.near);
  321. ValueCell.updateIfChanged(globalUniforms.uFogFar, camera.fogFar);
  322. ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
  323. ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
  324. };
  325. const updateInternal = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null, renderWboit: boolean) => {
  326. arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || nullDepthTexture);
  327. ValueCell.update(globalUniforms.uModel, group.view);
  328. ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
  329. ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
  330. ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
  331. ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
  332. ValueCell.updateIfChanged(globalUniforms.uRenderWboit, renderWboit);
  333. state.enable(gl.SCISSOR_TEST);
  334. state.colorMask(true, true, true, true);
  335. const { x, y, width, height } = viewport;
  336. gl.viewport(x, y, width, height);
  337. gl.scissor(x, y, width, height);
  338. globalUniformsNeedUpdate = true;
  339. state.currentRenderItemId = -1;
  340. };
  341. const renderPick = (group: Scene.Group, camera: ICamera, variant: GraphicsRenderVariant, depthTexture: Texture | null) => {
  342. state.disable(gl.BLEND);
  343. state.enable(gl.DEPTH_TEST);
  344. state.depthMask(true);
  345. updateInternal(group, camera, depthTexture, false);
  346. const { renderables } = group;
  347. for (let i = 0, il = renderables.length; i < il; ++i) {
  348. if (!renderables[i].state.colorOnly) {
  349. renderObject(renderables[i], variant);
  350. }
  351. }
  352. };
  353. const renderDepth = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  354. state.disable(gl.BLEND);
  355. state.enable(gl.DEPTH_TEST);
  356. state.depthMask(true);
  357. updateInternal(group, camera, depthTexture, false);
  358. const { renderables } = group;
  359. for (let i = 0, il = renderables.length; i < il; ++i) {
  360. renderObject(renderables[i], 'depth');
  361. }
  362. };
  363. const renderBlended = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  364. renderBlendedOpaque(group, camera, depthTexture);
  365. renderBlendedTransparent(group, camera, depthTexture);
  366. };
  367. const renderBlendedOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  368. state.disable(gl.BLEND);
  369. state.enable(gl.DEPTH_TEST);
  370. state.depthMask(true);
  371. updateInternal(group, camera, depthTexture, false);
  372. const { renderables } = group;
  373. for (let i = 0, il = renderables.length; i < il; ++i) {
  374. const r = renderables[i];
  375. if (r.state.opaque) {
  376. renderObject(r, 'colorBlended');
  377. }
  378. }
  379. };
  380. const renderBlendedTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  381. state.enable(gl.DEPTH_TEST);
  382. updateInternal(group, camera, depthTexture, false);
  383. const { renderables } = group;
  384. if (transparentBackground) {
  385. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  386. } else {
  387. state.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  388. }
  389. state.enable(gl.BLEND);
  390. state.depthMask(true);
  391. for (let i = 0, il = renderables.length; i < il; ++i) {
  392. const r = renderables[i];
  393. if (!r.state.opaque && r.state.writeDepth) {
  394. renderObject(r, 'colorBlended');
  395. }
  396. }
  397. state.depthMask(false);
  398. for (let i = 0, il = renderables.length; i < il; ++i) {
  399. const r = renderables[i];
  400. if (!r.state.opaque && !r.state.writeDepth) {
  401. renderObject(r, 'colorBlended');
  402. }
  403. }
  404. };
  405. const renderBlendedVolumeOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  406. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  407. state.enable(gl.BLEND);
  408. updateInternal(group, camera, depthTexture, false);
  409. const { renderables } = group;
  410. for (let i = 0, il = renderables.length; i < il; ++i) {
  411. const r = renderables[i];
  412. // TODO: simplify, handle on renderable.state???
  413. // uAlpha is updated in "render" so we need to recompute it here
  414. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  415. if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && !r.values.dXrayShaded?.ref.value) {
  416. renderObject(r, 'colorBlended');
  417. }
  418. }
  419. };
  420. const renderBlendedVolumeTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  421. state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  422. state.enable(gl.BLEND);
  423. updateInternal(group, camera, depthTexture, false);
  424. const { renderables } = group;
  425. for (let i = 0, il = renderables.length; i < il; ++i) {
  426. const r = renderables[i];
  427. // TODO: simplify, handle on renderable.state???
  428. // uAlpha is updated in "render" so we need to recompute it here
  429. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  430. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dXrayShaded?.ref.value) {
  431. renderObject(r, 'colorBlended');
  432. }
  433. }
  434. };
  435. const renderWboitOpaque = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  436. state.disable(gl.BLEND);
  437. state.enable(gl.DEPTH_TEST);
  438. state.depthMask(true);
  439. updateInternal(group, camera, depthTexture, false);
  440. const { renderables } = group;
  441. for (let i = 0, il = renderables.length; i < il; ++i) {
  442. const r = renderables[i];
  443. // TODO: simplify, handle on renderable.state???
  444. // uAlpha is updated in "render" so we need to recompute it here
  445. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  446. if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dRenderMode?.ref.value !== 'volume' && !r.values.dPointFilledCircle?.ref.value && !r.values.dXrayShaded?.ref.value) {
  447. renderObject(r, 'colorWboit');
  448. }
  449. }
  450. };
  451. const renderWboitTransparent = (group: Scene.Group, camera: ICamera, depthTexture: Texture | null) => {
  452. updateInternal(group, camera, depthTexture, true);
  453. const { renderables } = group;
  454. for (let i = 0, il = renderables.length; i < il; ++i) {
  455. const r = renderables[i];
  456. // TODO: simplify, handle on renderable.state???
  457. // uAlpha is updated in "render" so we need to recompute it here
  458. const alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
  459. if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dRenderMode?.ref.value === 'volume' || r.values.dPointFilledCircle?.ref.value || !!r.values.uBackgroundColor || r.values.dXrayShaded?.ref.value) {
  460. renderObject(r, 'colorWboit');
  461. }
  462. }
  463. };
  464. return {
  465. clear: (toBackgroundColor: boolean) => {
  466. state.enable(gl.SCISSOR_TEST);
  467. state.enable(gl.DEPTH_TEST);
  468. state.colorMask(true, true, true, true);
  469. state.depthMask(true);
  470. if (transparentBackground) {
  471. state.clearColor(0, 0, 0, 0);
  472. } else if (toBackgroundColor) {
  473. state.clearColor(bgColor[0], bgColor[1], bgColor[2], 1);
  474. } else {
  475. state.clearColor(1, 1, 1, 1);
  476. }
  477. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  478. },
  479. clearDepth: () => {
  480. state.enable(gl.SCISSOR_TEST);
  481. state.enable(gl.DEPTH_TEST);
  482. state.depthMask(true);
  483. gl.clear(gl.DEPTH_BUFFER_BIT);
  484. },
  485. update,
  486. renderPick,
  487. renderDepth,
  488. renderBlended,
  489. renderBlendedOpaque,
  490. renderBlendedTransparent,
  491. renderBlendedVolumeOpaque,
  492. renderBlendedVolumeTransparent,
  493. renderWboitOpaque,
  494. renderWboitTransparent,
  495. setProps: (props: Partial<RendererProps>) => {
  496. if (props.backgroundColor !== undefined && props.backgroundColor !== p.backgroundColor) {
  497. p.backgroundColor = props.backgroundColor;
  498. Color.toVec3Normalized(bgColor, p.backgroundColor);
  499. ValueCell.update(globalUniforms.uFogColor, Vec3.copy(globalUniforms.uFogColor.ref.value, bgColor));
  500. }
  501. if (props.pickingAlphaThreshold !== undefined && props.pickingAlphaThreshold !== p.pickingAlphaThreshold) {
  502. p.pickingAlphaThreshold = props.pickingAlphaThreshold;
  503. ValueCell.update(globalUniforms.uPickingAlphaThreshold, p.pickingAlphaThreshold);
  504. }
  505. if (props.interiorDarkening !== undefined && props.interiorDarkening !== p.interiorDarkening) {
  506. p.interiorDarkening = props.interiorDarkening;
  507. ValueCell.update(globalUniforms.uInteriorDarkening, p.interiorDarkening);
  508. }
  509. if (props.interiorColorFlag !== undefined && props.interiorColorFlag !== p.interiorColorFlag) {
  510. p.interiorColorFlag = props.interiorColorFlag;
  511. ValueCell.update(globalUniforms.uInteriorColorFlag, p.interiorColorFlag);
  512. }
  513. if (props.interiorColor !== undefined && props.interiorColor !== p.interiorColor) {
  514. p.interiorColor = props.interiorColor;
  515. ValueCell.update(globalUniforms.uInteriorColor, Color.toVec3Normalized(globalUniforms.uInteriorColor.ref.value, p.interiorColor));
  516. }
  517. if (props.highlightColor !== undefined && props.highlightColor !== p.highlightColor) {
  518. p.highlightColor = props.highlightColor;
  519. ValueCell.update(globalUniforms.uHighlightColor, Color.toVec3Normalized(globalUniforms.uHighlightColor.ref.value, p.highlightColor));
  520. }
  521. if (props.selectColor !== undefined && props.selectColor !== p.selectColor) {
  522. p.selectColor = props.selectColor;
  523. ValueCell.update(globalUniforms.uSelectColor, Color.toVec3Normalized(globalUniforms.uSelectColor.ref.value, p.selectColor));
  524. }
  525. if (props.xrayEdgeFalloff !== undefined && props.xrayEdgeFalloff !== p.xrayEdgeFalloff) {
  526. p.xrayEdgeFalloff = props.xrayEdgeFalloff;
  527. ValueCell.update(globalUniforms.uXrayEdgeFalloff, p.xrayEdgeFalloff);
  528. }
  529. if (props.style !== undefined) {
  530. p.style = props.style;
  531. Object.assign(style, getStyle(props.style));
  532. ValueCell.updateIfChanged(globalUniforms.uLightIntensity, style.lightIntensity);
  533. ValueCell.updateIfChanged(globalUniforms.uAmbientIntensity, style.ambientIntensity);
  534. ValueCell.updateIfChanged(globalUniforms.uMetalness, style.metalness);
  535. ValueCell.updateIfChanged(globalUniforms.uRoughness, style.roughness);
  536. ValueCell.updateIfChanged(globalUniforms.uReflectivity, style.reflectivity);
  537. }
  538. if (props.clip !== undefined && !deepEqual(props.clip, p.clip)) {
  539. p.clip = props.clip;
  540. Object.assign(clip, getClip(props.clip, clip));
  541. ValueCell.update(globalUniforms.uClipObjectPosition, clip.objects.position);
  542. ValueCell.update(globalUniforms.uClipObjectRotation, clip.objects.rotation);
  543. ValueCell.update(globalUniforms.uClipObjectScale, clip.objects.scale);
  544. ValueCell.update(globalUniforms.uClipObjectType, clip.objects.type);
  545. }
  546. },
  547. setViewport: (x: number, y: number, width: number, height: number) => {
  548. gl.viewport(x, y, width, height);
  549. gl.scissor(x, y, width, height);
  550. if (x !== viewport.x || y !== viewport.y || width !== viewport.width || height !== viewport.height) {
  551. Viewport.set(viewport, x, y, width, height);
  552. ValueCell.update(globalUniforms.uViewportHeight, height);
  553. ValueCell.update(globalUniforms.uViewport, Vec4.set(globalUniforms.uViewport.ref.value, x, y, width, height));
  554. }
  555. },
  556. setTransparentBackground: (value: boolean) => {
  557. transparentBackground = value;
  558. },
  559. setDrawingBufferSize: (width: number, height: number) => {
  560. if (width !== drawingBufferSize[0] || height !== drawingBufferSize[1]) {
  561. ValueCell.update(globalUniforms.uDrawingBufferSize, Vec2.set(drawingBufferSize, width, height));
  562. }
  563. },
  564. props: p,
  565. get stats(): RendererStats {
  566. return {
  567. programCount: ctx.stats.resourceCounts.program,
  568. shaderCount: ctx.stats.resourceCounts.shader,
  569. attributeCount: ctx.stats.resourceCounts.attribute,
  570. elementsCount: ctx.stats.resourceCounts.elements,
  571. framebufferCount: ctx.stats.resourceCounts.framebuffer,
  572. renderbufferCount: ctx.stats.resourceCounts.renderbuffer,
  573. textureCount: ctx.stats.resourceCounts.texture,
  574. vertexArrayCount: ctx.stats.resourceCounts.vertexArray,
  575. drawCount: stats.drawCount,
  576. instanceCount: stats.instanceCount,
  577. instancedDrawCount: stats.instancedDrawCount,
  578. };
  579. },
  580. dispose: () => {
  581. // TODO
  582. }
  583. };
  584. }
  585. }
  586. export { Renderer };