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@@ -25,4 +25,305 @@ floor_location
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MeasurementLineMaterial : 测量线材质, 有蓝色标准实线和灰色透明虚线两种状态
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+this.underlayScene.children[3] 包含32个子mesh, 是全景图sphere 其材质fragment在下方
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+
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+加载深度图loadDepthImage 获取深度值getDepth(用于更新reticule位置)。深度图用于修改全景图sphere的gl_FragDepthEXT
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+
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+
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+=======shader=======
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+全景图 fragment
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+
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+uniform sampler2D map;
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+uniform float opacity;
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+varying vec2 vUv;
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+
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+#ifdef USE_ALPHAMAP
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+ uniform sampler2D alphaMap;
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+#endif
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+
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+#ifdef GL_EXT_frag_depth
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+ uniform sampler2D depthMap;
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+ uniform mat4 inverseProjectionMatrix;
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+ uniform mat4 projectionMatrix;
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+ uniform vec4 viewport;
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+#endif
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+
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+void main()
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+{
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+ vec4 color = texture2D(map, vUv);
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+ float alpha = opacity;
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+
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+ #ifdef USE_ALPHAMAP
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+ alpha *= texture2D(alphaMap, vUv).g;
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+ #endif
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+
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+ gl_FragColor = vec4(color.r, color.g, color.b, alpha);
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+
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+ #ifdef GL_EXT_frag_depth
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+
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+ /*
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+ * Useful resources:
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+ *
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+ * https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Viewport_transform
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+ * Clipping, perspective divide viewport transform
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+ *
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+ * https://www.khronos.org/opengl/wiki/Compute_eye_space_from_window_space
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+ * From window (viewport) space back to eye space in GLSL
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+ *
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+ * https://www.khronos.org/opengl/wiki/Vertex_Transformation
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+ * Summary of transformations object -> world -> eye (camera, view) -> clip -> NDC -> window
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+ *
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+ * http://slideplayer.com/slide/6837153/#
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+ * Overview presentation
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+ *
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+ * http://www.shaderific.com/glsl-variables/
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+ * GLSL built-in variables
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+ */
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+
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+ vec4 depth = texture2D(depthMap, vUv);
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+ //float distance = depth.r + 256. * (depth.g + 256. * depth.b);
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+ //distance *= 255. * .001; // distance is now in meters
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+
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+ //更改
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+ float distance = (depth.g + depth.r / 256.) * 255.; //为什么要乘以255
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+
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+ // return r[1] + r[0] / 256
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+
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+
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+ vec4 ndcPos;
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+ ndcPos.xy = ((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1.;
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+ ndcPos.z = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) /
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+ (gl_DepthRange.far - gl_DepthRange.near);
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+ ndcPos.w = 1.0;
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+
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+ vec4 clipPos = ndcPos / gl_FragCoord.w;
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+ vec4 eyePos = inverseProjectionMatrix * clipPos;
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+
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+ distance += .1; // add a safety margin
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+
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+ vec4 eyePos2 = vec4(normalize(eyePos.xyz) * distance, 1.);
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+ vec4 clipPos2 = projectionMatrix * eyePos2;
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+ vec4 ndcPos2 = clipPos2 * 1. / clipPos2.w;
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+
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+ gl_FragDepthEXT = 0.5 * ((gl_DepthRange.far - gl_DepthRange.near) * ndcPos2.z
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+ + gl_DepthRange.near + gl_DepthRange.far);
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+
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+ #endif
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+
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+}
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+
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+
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+
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+--------
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+MeasurementLineMaterial vertex
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+
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+
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+
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+"attribute vec3 previous;
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+attribute vec3 next;
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+attribute float side;
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+attribute float width;
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+attribute float counters;
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+
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+uniform vec2 resolution;
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+uniform float lineWidth;
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+uniform vec3 color;
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+uniform float opacity;
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+uniform float near;
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+uniform float far;
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+uniform float sizeAttenuation;
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+uniform vec3 dashColor;
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+uniform float dashOpacity;
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+
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+varying vec2 vUV;
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+varying vec4 vColor;
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+varying vec4 vDashColor;
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+varying float vCounters;
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+
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+vec2 fix(vec4 i, float aspect)
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+{
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+ vec2 res = i.xy / i.w;
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+ res.x *= aspect;
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+ vCounters = counters;
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+ return res;
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+}
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+
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+// This vertex shader is a copy of the one supplied by MeshLineMaterial.
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+// It supports drawing dashed lines.
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+void main()
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+{
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+ float aspect = resolution.x / resolution.y;
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+ float pixelWidthRatio = 1.0 / (resolution.x * projectionMatrix[0][0]);
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+
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+ vColor = vec4(color, opacity);
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+ vDashColor = vec4(dashColor, dashOpacity);
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+ vUV = uv;
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+
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+ mat4 m = projectionMatrix * modelViewMatrix;
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+ vec4 finalPosition = m * vec4(position, 1.0);
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+ vec4 prevPos = m * vec4(previous, 1.0);
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+ vec4 nextPos = m * vec4(next, 1.0);
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+
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+ vec2 currentP = fix(finalPosition, aspect);
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+ vec2 prevP = fix(prevPos, aspect);
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+ vec2 nextP = fix(nextPos, aspect);
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+
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+ float pixelWidth = finalPosition.w * pixelWidthRatio;
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+ float w = 1.8 * pixelWidth * lineWidth * width;
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+
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+ if (sizeAttenuation == 1.0)
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+ {
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+ w = 1.8 * lineWidth * width;
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+ }
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+
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+ vec2 dir;
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+ if (nextP == currentP)
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+ {
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+ dir = normalize(currentP - prevP);
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+ }
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+ else if (prevP == currentP)
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+ {
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+ dir = normalize(nextP - currentP);
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+ }
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+ else
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+ {
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+ vec2 dir1 = normalize(currentP - prevP);
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+ vec2 dir2 = normalize(nextP - currentP);
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+ dir = normalize(dir1 + dir2);
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+
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+ vec2 perp = vec2(-dir1.y, dir1.x);
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+ vec2 miter = vec2(-dir.y, dir.x);
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+ }
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+
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+ vec2 normal = vec2(-dir.y, dir.x);
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+ normal.x /= aspect;
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+ normal *= .5 * w;
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+
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+ vec4 offset = vec4(normal * side, 0.0, 1.0);
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+ finalPosition.xy += offset.xy;
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+
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+ gl_Position = finalPosition;
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+}
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+--------
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+MeasurementLineMaterial fragment
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+
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+
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+
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+uniform sampler2D map;
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+uniform sampler2D alphaMap;
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+uniform float useMap;
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+uniform float useAlphaMap;
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+uniform float useDash;
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+uniform float dashArray;
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+uniform float dashOffset;
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+uniform float dashRatio;
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+uniform float visibility;
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+uniform float alphaTest;
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+uniform vec2 repeat;
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+uniform sampler2D depthTexture;
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+uniform sampler2D rgbaTexture;
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+uniform float nearPlane;
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+uniform float farPlane;
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+uniform float occlusionDistance;
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+uniform float clipDistance;
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+uniform vec2 viewportSize;
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+uniform vec2 viewportOffset;
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+
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+varying vec2 vUV;
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+varying vec4 vColor;
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+varying vec4 vDashColor;
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+varying float vCounters;
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+
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+// Converts the exponential depth value from the depth buffer to a linear value
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+// See https://learnopengl.com/Advanced-OpenGL/Depth-testing for more information about this formula
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+float convertToLinear(float zValue)
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+{
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+ float z = zValue * 2.0 - 1.0;
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+ return (2.0 * nearPlane * farPlane) / (farPlane + nearPlane - z * (farPlane - nearPlane));
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+}
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+
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+void main()
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+{
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+ vec4 c = vDashColor;
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+
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+ // <-- The following section of the shader is copied from MeshLineMaterial
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+
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+ // Sample the fragment from a texture if such is supplied
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+ if (useMap == 1.0)
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+ {
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+ c *= texture2D(map, vUV * repeat);
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+ }
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+
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+ // Sample the fragment's alpha value from an alpha texture if such is supplied
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+ if (useAlphaMap == 1.0)
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+ {
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+ c.a *= texture2D(alphaMap, vUV * repeat).a;
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+ }
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+
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+ // Discard the fragment if below the alpha threshold
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+ if (c.a < alphaTest)
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+ {
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+ discard;
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+ }
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+
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+ // If the line is dashed, set the alpha value of the fragment according to the line segment it belongs to
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+ if (useDash == 1.0)
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+ {
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+ c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));
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+ }
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+
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+ // <-- end of copied code
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+
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+#ifdef GL_EXT_frag_depth
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+ // mixFactor and clipFactor define the color mixing proportion between the states of
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+ // full visibility and occluded visibility
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+ // and
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+ // full visibility and total invisibility
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+ float mixFactor = 0.0;
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+ float clipFactor = 0.0;
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+
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+ // The linear depth value of the current fragment
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+ float fragDepth = convertToLinear(gl_FragCoord.z);
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+
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+ // The coordinates of the current fragment in the depth texture
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+ vec2 depthTxtCoords = vec2(gl_FragCoord.x - viewportOffset.x, gl_FragCoord.y) / viewportSize;
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+
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+ // The linear depth value of the pixel occupied by this fragment in the depth buffer
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+ float textureDepth = convertToLinear(texture2D(depthTexture, depthTxtCoords).r);
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+
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+ // The difference between the two depths
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+ float delta = textureDepth - fragDepth;
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+
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+ if (delta < 0.0)
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+ {
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+ // occlusionDistance and clipDistance define the width of the respective zones and
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+ // mixFactor and clipFactor express the interpolation between the two colors depending on the position
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+ // of the current fragment withing those zones.
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+ mixFactor = clamp(delta / occlusionDistance, 0.0, 1.0);
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+ clipFactor = clamp(delta / clipDistance, 0.0, 1.0);
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+ }
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+ // If the fragment is totally transparent, don't bother drawing it
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+ if (clipFactor == 1.0)
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+ {
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+ discard;
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+ }
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+#else
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+ float mixFactor = 0.0;
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+ float clipFactor = 0.0;
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+#endif
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+
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+ // Calculate the color of the dashed version of the line
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+ vec4 backColor = vec4(c.rgb, c.a * step(vCounters, visibility));
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+
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+ // Mix between the solid and the dahsed versions of the line according to the mixFactor
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+ gl_FragColor = mix(vColor, backColor, mixFactor);
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+
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+ // Set the alpha value of the fragment according to the clipFactor
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+ // Note that clipFactor was previously clamped [0.0;1.0]
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+ gl_FragColor.a *= (1.0 - clipFactor);
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+}
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