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