PotreeRenderer.js 47 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566
  1. import * as THREE from "../libs/three.js/build/three.module.js";
  2. import {PointCloudTree} from "./PointCloudTree.js";
  3. import {PointCloudOctreeNode} from "./PointCloudOctree.js";
  4. import {PointCloudArena4DNode} from "./arena4d/PointCloudArena4D.js";
  5. import {PointSizeType, ClipTask, ElevationGradientRepeat} from "./defines.js";
  6. // Copied from three.js: WebGLRenderer.js
  7. function paramThreeToGL(_gl, p) {
  8. let extension;
  9. if (p === THREE.RepeatWrapping) return _gl.REPEAT;
  10. if (p === THREE.ClampToEdgeWrapping) return _gl.CLAMP_TO_EDGE;
  11. if (p === THREE.MirroredRepeatWrapping) return _gl.MIRRORED_REPEAT;
  12. if (p === THREE.NearestFilter) return _gl.NEAREST;
  13. if (p === THREE.NearestMipMapNearestFilter) return _gl.NEAREST_MIPMAP_NEAREST;
  14. if (p === THREE.NearestMipMapLinearFilter) return _gl.NEAREST_MIPMAP_LINEAR;
  15. if (p === THREE.LinearFilter) return _gl.LINEAR;
  16. if (p === THREE.LinearMipMapNearestFilter) return _gl.LINEAR_MIPMAP_NEAREST;
  17. if (p === THREE.LinearMipMapLinearFilter) return _gl.LINEAR_MIPMAP_LINEAR;
  18. if (p === THREE.UnsignedByteType) return _gl.UNSIGNED_BYTE;
  19. if (p === THREE.UnsignedShort4444Type) return _gl.UNSIGNED_SHORT_4_4_4_4;
  20. if (p === THREE.UnsignedShort5551Type) return _gl.UNSIGNED_SHORT_5_5_5_1;
  21. if (p === THREE.UnsignedShort565Type) return _gl.UNSIGNED_SHORT_5_6_5;
  22. if (p === THREE.ByteType) return _gl.BYTE;
  23. if (p === THREE.ShortType) return _gl.SHORT;
  24. if (p === THREE.UnsignedShortType) return _gl.UNSIGNED_SHORT;
  25. if (p === THREE.IntType) return _gl.INT;
  26. if (p === THREE.UnsignedIntType) return _gl.UNSIGNED_INT;
  27. if (p === THREE.FloatType) return _gl.FLOAT;
  28. if (p === THREE.HalfFloatType) {
  29. extension = extensions.get('OES_texture_half_float');
  30. if (extension !== null) return extension.HALF_FLOAT_OES;
  31. }
  32. if (p === THREE.AlphaFormat) return _gl.ALPHA;
  33. if (p === THREE.RGBFormat) return _gl.RGB;
  34. if (p === THREE.RGBAFormat) return _gl.RGBA;
  35. if (p === THREE.LuminanceFormat) return _gl.LUMINANCE;
  36. if (p === THREE.LuminanceAlphaFormat) return _gl.LUMINANCE_ALPHA;
  37. if (p === THREE.DepthFormat) return _gl.DEPTH_COMPONENT;
  38. if (p === THREE.DepthStencilFormat) return _gl.DEPTH_STENCIL;
  39. if (p === THREE.AddEquation) return _gl.FUNC_ADD;
  40. if (p === THREE.SubtractEquation) return _gl.FUNC_SUBTRACT;
  41. if (p === THREE.ReverseSubtractEquation) return _gl.FUNC_REVERSE_SUBTRACT;
  42. if (p === THREE.ZeroFactor) return _gl.ZERO;
  43. if (p === THREE.OneFactor) return _gl.ONE;
  44. if (p === THREE.SrcColorFactor) return _gl.SRC_COLOR;
  45. if (p === THREE.OneMinusSrcColorFactor) return _gl.ONE_MINUS_SRC_COLOR;
  46. if (p === THREE.SrcAlphaFactor) return _gl.SRC_ALPHA;
  47. if (p === THREE.OneMinusSrcAlphaFactor) return _gl.ONE_MINUS_SRC_ALPHA;
  48. if (p === THREE.DstAlphaFactor) return _gl.DST_ALPHA;
  49. if (p === THREE.OneMinusDstAlphaFactor) return _gl.ONE_MINUS_DST_ALPHA;
  50. if (p === THREE.DstColorFactor) return _gl.DST_COLOR;
  51. if (p === THREE.OneMinusDstColorFactor) return _gl.ONE_MINUS_DST_COLOR;
  52. if (p === THREE.SrcAlphaSaturateFactor) return _gl.SRC_ALPHA_SATURATE;
  53. if (p === THREE.RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  54. p === THREE.RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
  55. extension = extensions.get('WEBGL_compressed_texture_s3tc');
  56. if (extension !== null) {
  57. if (p === THREE.RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  58. if (p === THREE.RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  59. if (p === THREE.RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  60. if (p === THREE.RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  61. }
  62. }
  63. if (p === THREE.RGB_PVRTC_4BPPV1_Format || p === THREE.RGB_PVRTC_2BPPV1_Format ||
  64. p === THREE.RGBA_PVRTC_4BPPV1_Format || p === THREE.RGBA_PVRTC_2BPPV1_Format) {
  65. extension = extensions.get('WEBGL_compressed_texture_pvrtc');
  66. if (extension !== null) {
  67. if (p === THREE.RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  68. if (p === THREE.RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  69. if (p === THREE.RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  70. if (p === THREE.RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  71. }
  72. }
  73. if (p === THREE.RGB_ETC1_Format) {
  74. extension = extensions.get('WEBGL_compressed_texture_etc1');
  75. if (extension !== null) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  76. }
  77. if (p === THREE.MinEquation || p === THREE.MaxEquation) {
  78. extension = extensions.get('EXT_blend_minmax');
  79. if (extension !== null) {
  80. if (p === THREE.MinEquation) return extension.MIN_EXT;
  81. if (p === THREE.MaxEquation) return extension.MAX_EXT;
  82. }
  83. }
  84. if (p === UnsignedInt248Type) {
  85. extension = extensions.get('WEBGL_depth_texture');
  86. if (extension !== null) return extension.UNSIGNED_INT_24_8_WEBGL;
  87. }
  88. return 0;
  89. };
  90. let attributeLocations = {
  91. "position": {name: "position", location: 0},
  92. "color": {name: "color", location: 1},
  93. "rgba": {name: "color", location: 1},
  94. "intensity": {name: "intensity", location: 2},
  95. "classification": {name: "classification", location: 3},
  96. "returnNumber": {name: "returnNumber", location: 4},
  97. "return number": {name: "returnNumber", location: 4},
  98. "returns": {name: "returnNumber", location: 4},
  99. "numberOfReturns": {name: "numberOfReturns", location: 5},
  100. "number of returns": {name: "numberOfReturns", location: 5},
  101. "pointSourceID": {name: "pointSourceID", location: 6},
  102. "source id": {name: "pointSourceID", location: 6},
  103. "point source id": {name: "pointSourceID", location: 6},
  104. "indices": {name: "indices", location: 7},
  105. "normal": {name: "normal", location: 8},
  106. "spacing": {name: "spacing", location: 9},
  107. "gps-time": {name: "gpsTime", location: 10},
  108. "aExtra": {name: "aExtra", location: 11},
  109. };
  110. class Shader {
  111. constructor(gl, name, vsSource, fsSource) {
  112. this.gl = gl;
  113. this.name = name;
  114. this.vsSource = vsSource;
  115. this.fsSource = fsSource;
  116. this.cache = new Map();
  117. this.vs = null;
  118. this.fs = null;
  119. this.program = null;
  120. this.uniformLocations = {};
  121. this.attributeLocations = {};
  122. this.uniformBlockIndices = {};
  123. this.uniformBlocks = {};
  124. this.uniforms = {};
  125. this.update(vsSource, fsSource);
  126. }
  127. update(vsSource, fsSource) {
  128. this.vsSource = vsSource;
  129. this.fsSource = fsSource;
  130. this.linkProgram();
  131. }
  132. compileShader(shader, source){
  133. let gl = this.gl;
  134. gl.shaderSource(shader, source);
  135. gl.compileShader(shader);
  136. let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  137. if (!success) {
  138. let info = gl.getShaderInfoLog(shader);
  139. let numberedSource = source.split("\n").map((a, i) => `${i + 1}`.padEnd(5) + a).join("\n");
  140. throw `could not compile shader ${this.name}: ${info}, \n${numberedSource}`;
  141. }
  142. }
  143. linkProgram() {
  144. const tStart = performance.now();
  145. let gl = this.gl;
  146. this.uniformLocations = {};
  147. this.attributeLocations = {};
  148. this.uniforms = {};
  149. gl.useProgram(null);
  150. let cached = this.cache.get(`${this.vsSource}, ${this.fsSource}`);
  151. if (cached) {
  152. this.program = cached.program;
  153. this.vs = cached.vs;
  154. this.fs = cached.fs;
  155. this.attributeLocations = cached.attributeLocations;
  156. this.uniformLocations = cached.uniformLocations;
  157. this.uniformBlocks = cached.uniformBlocks;
  158. this.uniforms = cached.uniforms;
  159. return;
  160. } else {
  161. this.vs = gl.createShader(gl.VERTEX_SHADER);
  162. this.fs = gl.createShader(gl.FRAGMENT_SHADER);
  163. this.program = gl.createProgram();
  164. if( !gl.isProgram(this.program )){//创建失败 开启多个页面可能会,原因是webglcontextlost
  165. //console.error('创建program失败');
  166. viewer.emit('webglError', 'potreeRenderer创建program失败')
  167. return;
  168. }
  169. for(let name of Object.keys(attributeLocations)){
  170. let location = attributeLocations[name].location;
  171. let glslName = attributeLocations[name].name;
  172. gl.bindAttribLocation(this.program, location, glslName);
  173. }
  174. this.compileShader(this.vs, this.vsSource);
  175. this.compileShader(this.fs, this.fsSource);
  176. let program = this.program;
  177. gl.attachShader(program, this.vs);
  178. gl.attachShader(program, this.fs);
  179. gl.linkProgram(program);
  180. gl.detachShader(program, this.vs);
  181. gl.detachShader(program, this.fs);
  182. // 检测当前程序链接状态
  183. let success = gl.getProgramParameter(program, gl.LINK_STATUS);
  184. if (!success) {
  185. let info = gl.getProgramInfoLog(program);
  186. throw `could not link program ${this.name}: ${info}`;
  187. }
  188. { // attribute locations
  189. let numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  190. for (let i = 0; i < numAttributes; i++) {
  191. let attribute = gl.getActiveAttrib(program, i);
  192. let location = gl.getAttribLocation(program, attribute.name);
  193. this.attributeLocations[attribute.name] = location;
  194. }
  195. }
  196. { // uniform locations
  197. let numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  198. for (let i = 0; i < numUniforms; i++) {
  199. let uniform = gl.getActiveUniform(program, i);
  200. let location = gl.getUniformLocation(program, uniform.name);
  201. this.uniformLocations[uniform.name] = location;
  202. this.uniforms[uniform.name] = {
  203. location: location,
  204. value: null,
  205. };
  206. }
  207. }
  208. // uniform blocks
  209. if( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext){ //WebGL2RenderingContext在mac的safari14以下是没有定义的
  210. let numBlocks = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);
  211. for (let i = 0; i < numBlocks; i++) {
  212. let blockName = gl.getActiveUniformBlockName(program, i);
  213. let blockIndex = gl.getUniformBlockIndex(program, blockName);
  214. this.uniformBlockIndices[blockName] = blockIndex;
  215. gl.uniformBlockBinding(program, blockIndex, blockIndex);
  216. let dataSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);
  217. let uBuffer = gl.createBuffer();
  218. gl.bindBuffer(gl.UNIFORM_BUFFER, uBuffer);
  219. gl.bufferData(gl.UNIFORM_BUFFER, dataSize, gl.DYNAMIC_READ);
  220. gl.bindBufferBase(gl.UNIFORM_BUFFER, blockIndex, uBuffer);
  221. gl.bindBuffer(gl.UNIFORM_BUFFER, null);
  222. this.uniformBlocks[blockName] = {
  223. name: blockName,
  224. index: blockIndex,
  225. dataSize: dataSize,
  226. buffer: uBuffer
  227. };
  228. }
  229. }
  230. let cached = {
  231. program: this.program,
  232. vs: this.vs,
  233. fs: this.fs,
  234. attributeLocations: this.attributeLocations,
  235. uniformLocations: this.uniformLocations,
  236. uniforms: this.uniforms,
  237. uniformBlocks: this.uniformBlocks,
  238. };
  239. this.cache.set(`${this.vsSource}, ${this.fsSource}`, cached);
  240. }
  241. const tEnd = performance.now();
  242. const duration = tEnd - tStart;
  243. //console.log(`shader compile duration: ${duration.toFixed(3)}`);
  244. }
  245. setUniformMatrix4(name, value) {
  246. const gl = this.gl;
  247. const location = this.uniformLocations[name];
  248. if (location == null) {
  249. return;
  250. }
  251. let tmp = new Float32Array(value.elements);
  252. gl.uniformMatrix4fv(location, false, tmp);
  253. }
  254. setUniform1f(name, value) {
  255. const gl = this.gl;
  256. const uniform = this.uniforms[name];
  257. if (uniform === undefined) {
  258. return;
  259. }
  260. if(uniform.value === value){
  261. return;
  262. }
  263. uniform.value = value;
  264. gl.uniform1f(uniform.location, value);
  265. }
  266. setUniformBoolean(name, value) {
  267. const gl = this.gl;
  268. const uniform = this.uniforms[name];
  269. if (uniform === undefined) {
  270. return;
  271. }
  272. if(uniform.value === value){
  273. return;
  274. }
  275. uniform.value = value;
  276. gl.uniform1i(uniform.location, value);
  277. }
  278. setUniformTexture(name, value) {
  279. const gl = this.gl;
  280. const location = this.uniformLocations[name];
  281. if (location == null) {
  282. return;
  283. }
  284. gl.uniform1i(location, value);
  285. }
  286. setUniform2f(name, value) {
  287. const gl = this.gl;
  288. const location = this.uniformLocations[name];
  289. if (location == null) {
  290. return;
  291. }
  292. gl.uniform2f(location, value[0], value[1]);
  293. }
  294. setUniform3f(name, value) {
  295. const gl = this.gl;
  296. const location = this.uniformLocations[name];
  297. if (location == null) {
  298. return;
  299. }
  300. gl.uniform3f(location, value[0], value[1], value[2]);
  301. }
  302. setUniform(name, value) {
  303. if (value.constructor === THREE.Matrix4) {
  304. this.setUniformMatrix4(name, value);
  305. } else if (typeof value === "number") {
  306. this.setUniform1f(name, value);
  307. } else if (typeof value === "boolean") {
  308. this.setUniformBoolean(name, value);
  309. } else if (value instanceof WebGLTexture) {
  310. this.setUniformTexture(name, value);
  311. } else if (value instanceof Array) {
  312. if (value.length === 2) {
  313. this.setUniform2f(name, value);
  314. } else if (value.length === 3) {
  315. this.setUniform3f(name, value);
  316. }
  317. } else {
  318. console.error("unhandled uniform type: ", name, value);
  319. }
  320. }
  321. setUniform1i(name, value) {
  322. let gl = this.gl;
  323. let location = this.uniformLocations[name];
  324. if (location == null) {
  325. return;
  326. }
  327. gl.uniform1i(location, value);
  328. }
  329. };
  330. class WebGLTexture {
  331. constructor(gl, texture) {
  332. this.gl = gl;
  333. this.texture = texture;
  334. this.id = gl.createTexture();
  335. this.target = gl.TEXTURE_2D;
  336. this.version = -1;
  337. this.update(texture);
  338. }
  339. update() {
  340. if (!this.texture.image) {
  341. this.version = this.texture.version;
  342. return;
  343. }
  344. let gl = this.gl;
  345. let texture = this.texture;
  346. if (this.version === texture.version) {
  347. return;
  348. }
  349. this.target = gl.TEXTURE_2D;
  350. gl.bindTexture(this.target, this.id);
  351. let level = 0;
  352. let internalFormat = paramThreeToGL(gl, texture.format);
  353. let width = texture.image.width;
  354. let height = texture.image.height;
  355. let border = 0;
  356. let srcFormat = internalFormat;
  357. let srcType = paramThreeToGL(gl, texture.type);
  358. let data;
  359. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  360. gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  361. gl.pixelStorei(gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  362. if (texture instanceof THREE.DataTexture) {
  363. data = texture.image.data;
  364. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  365. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  366. gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
  367. gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));
  368. gl.texImage2D(this.target, level, internalFormat,
  369. width, height, border, srcFormat, srcType,
  370. data);
  371. }/* else if(texture instanceof THREE.CubeTexture){//add
  372. } */else if ((texture instanceof THREE.CanvasTexture) || (texture instanceof THREE.Texture)) {
  373. data = texture.image;
  374. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, paramThreeToGL(gl, texture.wrapS));
  375. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, paramThreeToGL(gl, texture.wrapT));
  376. gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
  377. gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));
  378. gl.texImage2D(this.target, level, internalFormat,
  379. internalFormat, srcType, data);
  380. if (texture instanceof THREE.Texture) {gl.generateMipmap(gl.TEXTURE_2D);}
  381. }
  382. gl.bindTexture(this.target, null);
  383. this.version = texture.version;
  384. }
  385. };
  386. class WebGLBuffer {
  387. constructor() {
  388. this.numElements = 0;
  389. this.vao = null;
  390. this.vbos = new Map();
  391. }
  392. };
  393. export class Renderer {
  394. constructor(threeRenderer) {
  395. this.threeRenderer = threeRenderer;
  396. this.gl = this.threeRenderer.getContext();
  397. this.buffers = new Map();
  398. this.shaders = new Map();
  399. this.textures = new Map();
  400. this.glTypeMapping = new Map();
  401. this.glTypeMapping.set(Float32Array, this.gl.FLOAT);
  402. this.glTypeMapping.set(Uint8Array, this.gl.UNSIGNED_BYTE);
  403. this.glTypeMapping.set(Uint16Array, this.gl.UNSIGNED_SHORT);
  404. this.toggle = 0;
  405. }
  406. deleteBuffer(geometry) {
  407. let gl = this.gl;
  408. let webglBuffer = this.buffers.get(geometry);
  409. if (webglBuffer != null) {
  410. for (let attributeName in geometry.attributes) {
  411. gl.deleteBuffer(webglBuffer.vbos.get(attributeName).handle);
  412. }
  413. this.buffers.delete(geometry);
  414. }
  415. }
  416. createBuffer(geometry){
  417. let gl = this.gl;
  418. let webglBuffer = new WebGLBuffer();
  419. webglBuffer.vao = gl.createVertexArray();
  420. webglBuffer.numElements = geometry.attributes.position.count;
  421. gl.bindVertexArray(webglBuffer.vao);
  422. for(let attributeName in geometry.attributes){
  423. let bufferAttribute = geometry.attributes[attributeName];
  424. let vbo = gl.createBuffer();
  425. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  426. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  427. let normalized = bufferAttribute.normalized;
  428. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  429. if(attributeLocations[attributeName] === undefined){
  430. //attributeLocation = attributeLocations["aExtra"];
  431. }else{
  432. let attributeLocation = attributeLocations[attributeName].location;
  433. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  434. gl.enableVertexAttribArray(attributeLocation);
  435. }
  436. webglBuffer.vbos.set(attributeName, {
  437. handle: vbo,
  438. name: attributeName,
  439. count: bufferAttribute.count,
  440. itemSize: bufferAttribute.itemSize,
  441. type: geometry.attributes.position.array.constructor,
  442. version: 0
  443. });
  444. }
  445. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  446. gl.bindVertexArray(null);
  447. let disposeHandler = (event) => {
  448. this.deleteBuffer(geometry);
  449. geometry.removeEventListener("dispose", disposeHandler);
  450. };
  451. geometry.addEventListener("dispose", disposeHandler);
  452. return webglBuffer;
  453. }
  454. updateBuffer(geometry){
  455. let gl = this.gl;
  456. let webglBuffer = this.buffers.get(geometry);
  457. gl.bindVertexArray(webglBuffer.vao);
  458. for(let attributeName in geometry.attributes){
  459. let bufferAttribute = geometry.attributes[attributeName];
  460. let normalized = bufferAttribute.normalized;
  461. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  462. let vbo = null;
  463. if(!webglBuffer.vbos.has(attributeName)){
  464. vbo = gl.createBuffer();
  465. webglBuffer.vbos.set(attributeName, {
  466. handle: vbo,
  467. name: attributeName,
  468. count: bufferAttribute.count,
  469. itemSize: bufferAttribute.itemSize,
  470. type: geometry.attributes.position.array.constructor,
  471. version: bufferAttribute.version
  472. });
  473. }else{
  474. vbo = webglBuffer.vbos.get(attributeName).handle;
  475. webglBuffer.vbos.get(attributeName).version = bufferAttribute.version;
  476. }
  477. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  478. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  479. if(attributeLocations[attributeName] === undefined){
  480. //attributeLocation = attributeLocations["aExtra"];
  481. }else{
  482. let attributeLocation = attributeLocations[attributeName].location;
  483. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  484. gl.enableVertexAttribArray(attributeLocation);
  485. }
  486. }
  487. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  488. gl.bindVertexArray(null);
  489. }
  490. traverse(scene) {
  491. let octrees = [];
  492. let stack = [scene];
  493. while (stack.length > 0) {
  494. let node = stack.pop();
  495. if (node instanceof PointCloudTree) {
  496. octrees.push(node);
  497. continue;
  498. }
  499. let visibleChildren = node.children.filter(c => c.visible);
  500. stack.push(...visibleChildren);
  501. }
  502. let result = {
  503. octrees: octrees
  504. };
  505. return result;
  506. }
  507. renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params) {
  508. if (exports.measureTimings) performance.mark("renderNodes-start");
  509. let gl = this.gl;
  510. let material = params.material ? params.material : octree.material;
  511. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  512. let view = camera.matrixWorldInverse;
  513. if(params.viewOverride){
  514. view = params.viewOverride;
  515. }
  516. let worldView = new THREE.Matrix4();
  517. let mat4holder = new Float32Array(16);
  518. let i = 0;
  519. for (let node of nodes) {
  520. if(exports.debug.allowedNodes !== undefined){
  521. if(!exports.debug.allowedNodes.includes(node.name)){
  522. continue;
  523. }
  524. }
  525. let world = node.sceneNode.matrixWorld;
  526. worldView.multiplyMatrices(view, world);
  527. if (visibilityTextureData) {
  528. let vnStart = visibilityTextureData.offsets.get(node);
  529. shader.setUniform1f("uVNStart", vnStart);
  530. }
  531. let level = node.getLevel();
  532. if(node.debug){
  533. shader.setUniform("uDebug", true);
  534. }else{
  535. shader.setUniform("uDebug", false);
  536. }
  537. // let isLeaf = false;
  538. // if(node instanceof PointCloudOctreeNode){
  539. // isLeaf = Object.keys(node.children).length === 0;
  540. // }else if(node instanceof PointCloudArena4DNode){
  541. // isLeaf = node.geometryNode.isLeaf;
  542. // }
  543. // shader.setUniform("uIsLeafNode", isLeaf);
  544. // let isLeaf = node.children.filter(n => n != null).length === 0;
  545. // if(!isLeaf){
  546. // continue;
  547. // }
  548. // TODO consider passing matrices in an array to avoid uniformMatrix4fv overhead
  549. const lModel = shader.uniformLocations["modelMatrix"];
  550. if (lModel) {
  551. mat4holder.set(world.elements);
  552. gl.uniformMatrix4fv(lModel, false, mat4holder);
  553. }
  554. const lModelView = shader.uniformLocations["modelViewMatrix"];
  555. //mat4holder.set(worldView.elements);
  556. // faster then set in chrome 63
  557. for(let j = 0; j < 16; j++){
  558. mat4holder[j] = worldView.elements[j];
  559. }
  560. gl.uniformMatrix4fv(lModelView, false, mat4holder);
  561. { // Clip Polygons
  562. if(material.clipPolygons && material.clipPolygons.length > 0){
  563. let clipPolygonVCount = [];
  564. let worldViewProjMatrices = [];
  565. for(let clipPolygon of material.clipPolygons){
  566. let view = clipPolygon.viewMatrix;
  567. let proj = clipPolygon.projMatrix;
  568. let worldViewProj = proj.clone().multiply(view).multiply(world);
  569. clipPolygonVCount.push(clipPolygon.markers.length);
  570. worldViewProjMatrices.push(worldViewProj);
  571. }
  572. let flattenedMatrices = [].concat(...worldViewProjMatrices.map(m => m.elements));
  573. let flattenedVertices = new Array(8 * 3 * material.clipPolygons.length);
  574. for(let i = 0; i < material.clipPolygons.length; i++){
  575. let clipPolygon = material.clipPolygons[i];
  576. for(let j = 0; j < clipPolygon.markers.length; j++){
  577. flattenedVertices[i * 24 + (j * 3 + 0)] = clipPolygon.markers[j].position.x;
  578. flattenedVertices[i * 24 + (j * 3 + 1)] = clipPolygon.markers[j].position.y;
  579. flattenedVertices[i * 24 + (j * 3 + 2)] = clipPolygon.markers[j].position.z;
  580. }
  581. }
  582. const lClipPolygonVCount = shader.uniformLocations["uClipPolygonVCount[0]"];
  583. gl.uniform1iv(lClipPolygonVCount, clipPolygonVCount);
  584. const lClipPolygonVP = shader.uniformLocations["uClipPolygonWVP[0]"];
  585. gl.uniformMatrix4fv(lClipPolygonVP, false, flattenedMatrices);
  586. const lClipPolygons = shader.uniformLocations["uClipPolygonVertices[0]"];
  587. gl.uniform3fv(lClipPolygons, flattenedVertices);
  588. }
  589. }
  590. //shader.setUniformMatrix4("modelMatrix", world);
  591. //shader.setUniformMatrix4("modelViewMatrix", worldView);
  592. shader.setUniform1f("uLevel", level);
  593. shader.setUniform1f("uNodeSpacing", node.geometryNode.estimatedSpacing);
  594. shader.setUniform1f("uPCIndex", i);
  595. // uBBSize
  596. if (shadowMaps.length > 0) {
  597. const lShadowMap = shader.uniformLocations["uShadowMap[0]"];
  598. shader.setUniform3f("uShadowColor", material.uniforms.uShadowColor.value);
  599. let bindingStart = 5;
  600. let bindingPoints = new Array(shadowMaps.length).fill(bindingStart).map((a, i) => (a + i));
  601. gl.uniform1iv(lShadowMap, bindingPoints);
  602. for (let i = 0; i < shadowMaps.length; i++) {
  603. let shadowMap = shadowMaps[i];
  604. let bindingPoint = bindingPoints[i];
  605. let glTexture = this.threeRenderer.properties.get(shadowMap.target.texture).__webglTexture;
  606. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  607. gl.bindTexture(gl.TEXTURE_2D, glTexture);
  608. }
  609. {
  610. let worldViewMatrices = shadowMaps
  611. .map(sm => sm.camera.matrixWorldInverse)
  612. .map(view => new THREE.Matrix4().multiplyMatrices(view, world))
  613. let flattenedMatrices = [].concat(...worldViewMatrices.map(c => c.elements));
  614. const lWorldView = shader.uniformLocations["uShadowWorldView[0]"];
  615. gl.uniformMatrix4fv(lWorldView, false, flattenedMatrices);
  616. }
  617. {
  618. let flattenedMatrices = [].concat(...shadowMaps.map(sm => sm.camera.projectionMatrix.elements));
  619. const lProj = shader.uniformLocations["uShadowProj[0]"];
  620. gl.uniformMatrix4fv(lProj, false, flattenedMatrices);
  621. }
  622. }
  623. const geometry = node.geometryNode.geometry;
  624. if(geometry.attributes["gps-time"]){
  625. const bufferAttribute = geometry.attributes["gps-time"];
  626. const attGPS = octree.getAttribute("gps-time");
  627. let initialRange = attGPS.initialRange;
  628. let initialRangeSize = initialRange[1] - initialRange[0];
  629. let globalRange = attGPS.range;
  630. let globalRangeSize = globalRange[1] - globalRange[0];
  631. let scale = initialRangeSize / globalRangeSize;
  632. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  633. scale = Number.isNaN(scale) ? 1 : scale;
  634. offset = Number.isNaN(offset) ? 0 : offset;
  635. shader.setUniform1f("uGpsScale", scale);
  636. shader.setUniform1f("uGpsOffset", offset);
  637. //shader.setUniform2f("uFilterGPSTimeClipRange", [-Infinity, Infinity]);
  638. let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  639. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  640. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  641. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  642. let normalizedClipRange = [
  643. (uFilterGPSTimeClipRange[0] - globalRange[0]) / globalRangeSize,
  644. (uFilterGPSTimeClipRange[1] - globalRange[0]) / globalRangeSize,
  645. ];
  646. shader.setUniform2f("uFilterGPSTimeClipRange", normalizedClipRange);
  647. // // ranges in full gps coordinate system
  648. // const globalRange = attGPS.range;
  649. // const bufferRange = bufferAttribute.potree.range;
  650. // // ranges in [0, 1]
  651. // // normalizedGlobalRange = [0, 1]
  652. // // normalizedBufferRange: norm buffer within norm global range e.g. [0.2, 0.8]
  653. // const globalWidth = globalRange[1] - globalRange[0];
  654. // const normalizedBufferRange = [
  655. // (bufferRange[0] - globalRange[0]) / globalWidth,
  656. // (bufferRange[1] - globalRange[0]) / globalWidth,
  657. // ];
  658. // shader.setUniform2f("uNormalizedGpsBufferRange", normalizedBufferRange);
  659. // let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  660. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  661. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  662. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  663. // shader.setUniform1f("uGpsScale", bufferAttribute.potree.scale);
  664. // shader.setUniform1f("uGpsOffset", bufferAttribute.potree.offset);
  665. }
  666. {
  667. let uFilterReturnNumberRange = material.uniforms.uFilterReturnNumberRange.value;
  668. let uFilterNumberOfReturnsRange = material.uniforms.uFilterNumberOfReturnsRange.value;
  669. let uFilterPointSourceIDClipRange = material.uniforms.uFilterPointSourceIDClipRange.value;
  670. shader.setUniform2f("uFilterReturnNumberRange", uFilterReturnNumberRange);
  671. shader.setUniform2f("uFilterNumberOfReturnsRange", uFilterNumberOfReturnsRange);
  672. shader.setUniform2f("uFilterPointSourceIDClipRange", uFilterPointSourceIDClipRange);
  673. }
  674. let webglBuffer = null;
  675. if(!this.buffers.has(geometry)){
  676. webglBuffer = this.createBuffer(geometry);
  677. this.buffers.set(geometry, webglBuffer);
  678. }else{
  679. webglBuffer = this.buffers.get(geometry);
  680. for(let attributeName in geometry.attributes){
  681. let attribute = geometry.attributes[attributeName];
  682. if(attribute.version > webglBuffer.vbos.get(attributeName).version){
  683. this.updateBuffer(geometry);
  684. }
  685. }
  686. }
  687. gl.bindVertexArray(webglBuffer.vao);
  688. let isExtraAttribute =
  689. attributeLocations[material.activeAttributeName] === undefined
  690. && Object.keys(geometry.attributes).includes(material.activeAttributeName);
  691. if(isExtraAttribute){
  692. const attributeLocation = attributeLocations["aExtra"].location;
  693. for(const attributeName in geometry.attributes){
  694. const bufferAttribute = geometry.attributes[attributeName];
  695. const vbo = webglBuffer.vbos.get(attributeName);
  696. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  697. gl.disableVertexAttribArray(attributeLocation);
  698. }
  699. const attName = material.activeAttributeName;
  700. const bufferAttribute = geometry.attributes[attName];
  701. const vbo = webglBuffer.vbos.get(attName);
  702. if(bufferAttribute !== undefined && vbo !== undefined){
  703. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  704. let normalized = bufferAttribute.normalized;
  705. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  706. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  707. gl.enableVertexAttribArray(attributeLocation);
  708. }
  709. {
  710. const attExtra = octree.pcoGeometry.pointAttributes.attributes
  711. .find(a => a.name === attName);
  712. let range = material.getRange(attName);
  713. if(!range){
  714. range = attExtra.range;
  715. }
  716. if(!range){
  717. range = [0, 1];
  718. }
  719. let initialRange = attExtra.initialRange;
  720. let initialRangeSize = initialRange[1] - initialRange[0];
  721. let globalRange = range;
  722. let globalRangeSize = globalRange[1] - globalRange[0];
  723. let scale = initialRangeSize / globalRangeSize;
  724. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  725. scale = Number.isNaN(scale) ? 1 : scale;
  726. offset = Number.isNaN(offset) ? 0 : offset;
  727. shader.setUniform1f("uExtraScale", scale);
  728. shader.setUniform1f("uExtraOffset", offset);
  729. }
  730. }else{
  731. for(const attributeName in geometry.attributes){
  732. const bufferAttribute = geometry.attributes[attributeName];
  733. const vbo = webglBuffer.vbos.get(attributeName);
  734. if(attributeLocations[attributeName] !== undefined){
  735. const attributeLocation = attributeLocations[attributeName].location;
  736. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  737. let normalized = bufferAttribute.normalized;
  738. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  739. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  740. gl.enableVertexAttribArray(attributeLocation);
  741. }
  742. }
  743. }
  744. let numPoints = webglBuffer.numElements;
  745. gl.drawArrays(gl.POINTS, 0, numPoints);
  746. i++;
  747. }
  748. gl.bindVertexArray(null);
  749. if (exports.measureTimings) {
  750. performance.mark("renderNodes-end");
  751. performance.measure("render.renderNodes", "renderNodes-start", "renderNodes-end");
  752. }
  753. }
  754. renderOctree(octree, nodes, camera, target, params = {}){
  755. let gl = this.gl;
  756. let material = params.material ? params.material : octree.material;
  757. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  758. let view = camera.matrixWorldInverse;
  759. let viewInv = camera.matrixWorld;
  760. if(params.viewOverride){
  761. view = params.viewOverride;
  762. viewInv = view.clone().invert();
  763. }
  764. let proj = camera.projectionMatrix;
  765. let projInv = proj.clone().invert();
  766. //let worldView = new THREE.Matrix4();
  767. let shader = null;
  768. let visibilityTextureData = null;
  769. let currentTextureBindingPoint = 0;
  770. if (material.pointSizeType >= 0) {
  771. if (material.pointSizeType === PointSizeType.ADAPTIVE ||
  772. material.activeAttributeName === "level of detail") {
  773. let vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;
  774. visibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);
  775. const vnt = material.visibleNodesTexture;
  776. const data = vnt.image.data;
  777. data.set(visibilityTextureData.data);
  778. vnt.needsUpdate = true;
  779. }
  780. }
  781. { // UPDATE SHADER AND TEXTURES
  782. if (!this.shaders.has(material)) {
  783. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  784. let shader = new Shader(gl, "pointcloud", vs, fs);
  785. this.shaders.set(material, shader);
  786. }
  787. shader = this.shaders.get(material);
  788. //if(material.needsUpdate){
  789. {
  790. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  791. let numSnapshots = material.snapEnabled ? material.numSnapshots : 0;
  792. let numClipBoxes = (material.clipBoxes && material.clipBoxes.length) ? material.clipBoxes.length : 0;
  793. let numClipSpheres = (params.clipSpheres && params.clipSpheres.length) ? params.clipSpheres.length : 0;
  794. let numClipPolygons = (material.clipPolygons && material.clipPolygons.length) ? material.clipPolygons.length : 0;
  795. let defines = [
  796. `#define num_shadowmaps ${shadowMaps.length}`,
  797. `#define num_snapshots ${numSnapshots}`,
  798. `#define num_clipboxes ${numClipBoxes}`,
  799. `#define num_clipspheres ${numClipSpheres}`,
  800. `#define num_clippolygons ${numClipPolygons}`,
  801. ];
  802. //add:-----------
  803. if(material.usePanoMap){
  804. defines.push("#define usePanoMap");
  805. }
  806. if(material.useFilterByNormal){
  807. defines.push("#define use_filter_by_normal");
  808. defines.push("#define attenuated_opacity");
  809. }
  810. //---------------
  811. if(octree.pcoGeometry.root.isLoaded()){
  812. let attributes = octree.pcoGeometry.root.geometry.attributes;
  813. if(attributes["gps-time"]){
  814. defines.push("#define clip_gps_enabled");
  815. }
  816. if(attributes["return number"]){
  817. defines.push("#define clip_return_number_enabled");
  818. }
  819. if(attributes["number of returns"]){
  820. defines.push("#define clip_number_of_returns_enabled");
  821. }
  822. if(attributes["source id"] || attributes["point source id"]){
  823. defines.push("#define clip_point_source_id_enabled");
  824. }
  825. }
  826. let definesString = defines.join("\n");
  827. let vsVersionIndex = vs.indexOf("#version ");
  828. let fsVersionIndex = fs.indexOf("#version ");
  829. if(vsVersionIndex >= 0){
  830. vs = vs.replace(/(#version .*)/, `$1\n${definesString}`)
  831. }else{
  832. vs = `${definesString}\n${vs}`;
  833. }
  834. if(fsVersionIndex >= 0){
  835. fs = fs.replace(/(#version .*)/, `$1\n${definesString}`)
  836. }else{
  837. fs = `${definesString}\n${fs}`;
  838. }
  839. shader.update(vs, fs);
  840. material.needsUpdate = false;
  841. }
  842. for (let uniformName of Object.keys(material.uniforms)) {
  843. let uniform = material.uniforms[uniformName];
  844. if (uniform.type == "t") {
  845. let texture = uniform.value;
  846. if (!texture) {
  847. continue;
  848. }
  849. //add
  850. if(uniformName == 'pano0Map' || uniformName == 'pano1Map' ){ //属于cubeTex,另外设置
  851. continue
  852. }
  853. if (!this.textures.has(texture)) {
  854. let webglTexture = new WebGLTexture(gl, texture);
  855. this.textures.set(texture, webglTexture);
  856. }
  857. let webGLTexture = this.textures.get(texture);
  858. webGLTexture.update();
  859. }
  860. }
  861. }
  862. gl.useProgram(shader.program);
  863. let transparent = false;
  864. if(params.transparent !== undefined){
  865. transparent = params.transparent && material.opacity < 1;
  866. }else{
  867. transparent = material.usePanoMap ? false : (material.useFilterByNormal || material.opacity < 1); //add useFilterByNormal
  868. }
  869. if (transparent){
  870. gl.enable(gl.BLEND);
  871. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  872. gl.depthMask(false);
  873. gl.disable(gl.DEPTH_TEST);
  874. } else {
  875. gl.disable(gl.BLEND);
  876. gl.depthMask(true);
  877. gl.enable(gl.DEPTH_TEST);
  878. }
  879. if(params.blendFunc !== undefined){
  880. gl.enable(gl.BLEND);
  881. gl.blendFunc(...params.blendFunc);
  882. }
  883. if(params.depthTest !== undefined){
  884. if(params.depthTest === true){
  885. gl.enable(gl.DEPTH_TEST);
  886. }else{
  887. gl.disable(gl.DEPTH_TEST);
  888. }
  889. }
  890. if(params.depthWrite !== undefined){
  891. if(params.depthWrite === true){
  892. gl.depthMask(true);
  893. }else{
  894. gl.depthMask(false);
  895. }
  896. }
  897. { // UPDATE UNIFORMS
  898. shader.setUniformMatrix4("projectionMatrix", proj);
  899. shader.setUniformMatrix4("viewMatrix", view);
  900. shader.setUniformMatrix4("uViewInv", viewInv);
  901. shader.setUniformMatrix4("uProjInv", projInv);
  902. let screenWidth = target ? target.width : material.screenWidth;
  903. let screenHeight = target ? target.height : material.screenHeight;
  904. shader.setUniform1f("uScreenWidth", screenWidth);
  905. shader.setUniform1f("uScreenHeight", screenHeight);
  906. shader.setUniform1f("fov", Math.PI * camera.fov / 180);
  907. shader.setUniform1f("near", camera.near);
  908. shader.setUniform1f("far", camera.far);
  909. if(camera instanceof THREE.OrthographicCamera){
  910. shader.setUniform("uUseOrthographicCamera", true);
  911. shader.setUniform("uOrthoWidth", camera.right - camera.left);
  912. shader.setUniform("uOrthoHeight", camera.top - camera.bottom);
  913. }else{
  914. shader.setUniform("uUseOrthographicCamera", false);
  915. }
  916. if(material.clipBoxes.length + material.clipPolygons.length === 0){
  917. shader.setUniform1i("clipTask", ClipTask.NONE);
  918. }else{
  919. shader.setUniform1i("clipTask", material.clipTask);
  920. }
  921. shader.setUniform1i("clipMethod", material.clipMethod);
  922. if (material.clipBoxes && material.clipBoxes.length > 0) {
  923. //let flattenedMatrices = [].concat(...material.clipBoxes.map(c => c.inverse.elements));
  924. //const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
  925. //gl.uniformMatrix4fv(lClipBoxes, false, flattenedMatrices);
  926. const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
  927. gl.uniformMatrix4fv(lClipBoxes, false, material.uniforms.clipBoxes.value);
  928. }
  929. // TODO CLIPSPHERES
  930. if(params.clipSpheres && params.clipSpheres.length > 0){
  931. let clipSpheres = params.clipSpheres;
  932. let matrices = [];
  933. for(let clipSphere of clipSpheres){
  934. //let mScale = new THREE.Matrix4().makeScale(...clipSphere.scale.toArray());
  935. //let mTranslate = new THREE.Matrix4().makeTranslation(...clipSphere.position.toArray());
  936. //let clipToWorld = new THREE.Matrix4().multiplyMatrices(mTranslate, mScale);
  937. let clipToWorld = clipSphere.matrixWorld;
  938. let viewToWorld = camera.matrixWorld
  939. let worldToClip = clipToWorld.clone().invert();
  940. let viewToClip = new THREE.Matrix4().multiplyMatrices(worldToClip, viewToWorld);
  941. matrices.push(viewToClip);
  942. }
  943. let flattenedMatrices = [].concat(...matrices.map(matrix => matrix.elements));
  944. const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  945. gl.uniformMatrix4fv(lClipSpheres, false, flattenedMatrices);
  946. //const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  947. //gl.uniformMatrix4fv(lClipSpheres, false, material.uniforms.clipSpheres.value);
  948. }
  949. shader.setUniform1f("size", material.usePanoMap ? Potree.config.material.absolutePanoramaSize : material.size);//usePanoMap时控制在不大不小的范围内感觉较好,考虑到有的点云稀疏,用大一点的点
  950. shader.setUniform1f("maxSize", material.uniforms.maxSize.value);
  951. shader.setUniform1f("minSize", material.uniforms.minSize.value);
  952. // uniform float uPCIndex
  953. shader.setUniform1f("uOctreeSpacing", material.spacing);
  954. shader.setUniform("uOctreeSize", material.uniforms.octreeSize.value);
  955. //uniform vec3 uColor;
  956. shader.setUniform3f("uColor", material.color.toArray());
  957. //uniform float opacity;
  958. shader.setUniform1f("uOpacity", material.usePanoMap ? 1: material.opacity);
  959. shader.setUniform2f("elevationRange", material.elevationRange);
  960. shader.setUniform2f("intensityRange", material.intensityRange);
  961. shader.setUniform3f("uIntensity_gbc", [
  962. material.intensityGamma,
  963. material.intensityBrightness,
  964. material.intensityContrast
  965. ]);
  966. shader.setUniform3f("uRGB_gbc", [
  967. material.rgbGamma,
  968. material.rgbBrightness,
  969. material.rgbContrast
  970. ]);
  971. shader.setUniform1f("uTransition", material.transition);
  972. shader.setUniform1f("wRGB", material.weightRGB);
  973. shader.setUniform1f("wIntensity", material.weightIntensity);
  974. shader.setUniform1f("wElevation", material.weightElevation);
  975. shader.setUniform1f("wClassification", material.weightClassification);
  976. shader.setUniform1f("wReturnNumber", material.weightReturnNumber);
  977. shader.setUniform1f("wSourceID", material.weightSourceID);
  978. shader.setUniform("backfaceCulling", material.uniforms.backfaceCulling.value);
  979. //==========================
  980. //gl.TEXTURE_CUBE_MAP: 34067
  981. //gl.TEXTURE0=33984 , vnWebGLTexture.target=gl.TEXTURE_2D = 3353
  982. let vnWebGLTexture = this.textures.get(material.visibleNodesTexture);
  983. if(vnWebGLTexture){
  984. shader.setUniform1i("visibleNodesTexture", currentTextureBindingPoint);
  985. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  986. gl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);
  987. currentTextureBindingPoint++;
  988. }
  989. let gradientTexture = this.textures.get(material.gradientTexture);
  990. shader.setUniform1i("gradient", currentTextureBindingPoint);
  991. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  992. gl.bindTexture(gradientTexture.target, gradientTexture.id);
  993. const repeat = material.elevationGradientRepeat;
  994. if(repeat === ElevationGradientRepeat.REPEAT){
  995. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.REPEAT);
  996. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.REPEAT);
  997. }else if(repeat === ElevationGradientRepeat.MIRRORED_REPEAT){
  998. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
  999. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
  1000. }else{
  1001. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1002. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1003. }
  1004. currentTextureBindingPoint++;
  1005. let classificationTexture = this.textures.get(material.classificationTexture);
  1006. shader.setUniform1i("classificationLUT", currentTextureBindingPoint);
  1007. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1008. gl.bindTexture(classificationTexture.target, classificationTexture.id);
  1009. currentTextureBindingPoint++;
  1010. let matcapTexture = this.textures.get(material.matcapTexture);
  1011. shader.setUniform1i("matcapTextureUniform", currentTextureBindingPoint);
  1012. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1013. gl.bindTexture(matcapTexture.target, matcapTexture.id);
  1014. currentTextureBindingPoint++;
  1015. if (material.snapEnabled === true) {
  1016. {
  1017. const lSnapshot = shader.uniformLocations["uSnapshot[0]"];
  1018. const lSnapshotDepth = shader.uniformLocations["uSnapshotDepth[0]"];
  1019. let bindingStart = currentTextureBindingPoint;
  1020. let lSnapshotBindingPoints = new Array(5).fill(bindingStart).map((a, i) => (a + i));
  1021. let lSnapshotDepthBindingPoints = new Array(5)
  1022. .fill(1 + Math.max(...lSnapshotBindingPoints))
  1023. .map((a, i) => (a + i));
  1024. currentTextureBindingPoint = 1 + Math.max(...lSnapshotDepthBindingPoints);
  1025. gl.uniform1iv(lSnapshot, lSnapshotBindingPoints);
  1026. gl.uniform1iv(lSnapshotDepth, lSnapshotDepthBindingPoints);
  1027. for (let i = 0; i < 5; i++) {
  1028. let texture = material.uniforms[`uSnapshot`].value[i];
  1029. let textureDepth = material.uniforms[`uSnapshotDepth`].value[i];
  1030. if (!texture) {
  1031. break;
  1032. }
  1033. let snapTexture = this.threeRenderer.properties.get(texture).__webglTexture;
  1034. let snapTextureDepth = this.threeRenderer.properties.get(textureDepth).__webglTexture;
  1035. let bindingPoint = lSnapshotBindingPoints[i];
  1036. let depthBindingPoint = lSnapshotDepthBindingPoints[i];
  1037. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  1038. gl.bindTexture(gl.TEXTURE_2D, snapTexture);
  1039. gl.activeTexture(gl[`TEXTURE${depthBindingPoint}`]);
  1040. gl.bindTexture(gl.TEXTURE_2D, snapTextureDepth);
  1041. }
  1042. }
  1043. {
  1044. let flattenedMatrices = [].concat(...material.uniforms.uSnapView.value.map(c => c.elements));
  1045. const lSnapView = shader.uniformLocations["uSnapView[0]"];
  1046. gl.uniformMatrix4fv(lSnapView, false, flattenedMatrices);
  1047. }
  1048. {
  1049. let flattenedMatrices = [].concat(...material.uniforms.uSnapProj.value.map(c => c.elements));
  1050. const lSnapProj = shader.uniformLocations["uSnapProj[0]"];
  1051. gl.uniformMatrix4fv(lSnapProj, false, flattenedMatrices);
  1052. }
  1053. {
  1054. let flattenedMatrices = [].concat(...material.uniforms.uSnapProjInv.value.map(c => c.elements));
  1055. const lSnapProjInv = shader.uniformLocations["uSnapProjInv[0]"];
  1056. gl.uniformMatrix4fv(lSnapProjInv, false, flattenedMatrices);
  1057. }
  1058. {
  1059. let flattenedMatrices = [].concat(...material.uniforms.uSnapViewInv.value.map(c => c.elements));
  1060. const lSnapViewInv = shader.uniformLocations["uSnapViewInv[0]"];
  1061. gl.uniformMatrix4fv(lSnapViewInv, false, flattenedMatrices);
  1062. }
  1063. }
  1064. //=============add===========
  1065. if(material.usePanoMap){//为什么pointsize失效
  1066. shader.setUniform1f("progress", material.uniforms.progress.value);
  1067. shader.setUniform1f("easeInOutRatio", material.uniforms.easeInOutRatio.value);
  1068. shader.setUniform3f("pano0Position", material.uniforms.pano0Position.value.toArray());
  1069. shader.setUniform3f("pano1Position", material.uniforms.pano1Position.value.toArray());
  1070. shader.setUniform('pano0Matrix', material.uniforms.pano0Matrix.value);
  1071. shader.setUniform('pano1Matrix', material.uniforms.pano1Matrix.value);
  1072. let pano0Map = material.uniforms.pano0Map.value
  1073. if(pano0Map){
  1074. this.threeRenderer._textures.safeSetTextureCube( pano0Map, ++currentTextureBindingPoint );
  1075. shader.setUniform1i('pano0Map', currentTextureBindingPoint);
  1076. }
  1077. let pano1Map = material.uniforms.pano1Map.value
  1078. if(pano1Map){
  1079. this.threeRenderer._textures.safeSetTextureCube( pano1Map, ++currentTextureBindingPoint );
  1080. shader.setUniform1i('pano1Map', currentTextureBindingPoint);
  1081. }
  1082. //注: three.js我添加了个 _textures, safeSetTextureCube里主要就是activeTexture和bindTexture
  1083. }
  1084. }
  1085. this.renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params);
  1086. gl.activeTexture(gl.TEXTURE2);
  1087. gl.bindTexture(gl.TEXTURE_2D, null);
  1088. gl.activeTexture(gl.TEXTURE0);
  1089. }
  1090. render(scene, camera, target = null, params = {}) {
  1091. const gl = this.gl;
  1092. // PREPARE
  1093. if (target != null) {
  1094. this.threeRenderer.setRenderTarget(target);
  1095. }
  1096. //camera.updateProjectionMatrix();
  1097. // camera.matrixWorldInverse.invert(camera.matrixWorld);
  1098. const traversalResult = this.traverse(scene);
  1099. // RENDER
  1100. for (const octree of traversalResult.octrees) {
  1101. let nodes = octree.visibleNodes;
  1102. this.renderOctree(octree, nodes, camera, target, params);
  1103. }
  1104. // CLEANUP
  1105. gl.activeTexture(gl.TEXTURE1);
  1106. gl.bindTexture(gl.TEXTURE_2D, null);
  1107. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  1108. gl.bindVertexArray(null);
  1109. this.threeRenderer.resetState();
  1110. }
  1111. };
  1112. /*
  1113. 中东的链接http://indoor.popsmart.cn:8094/zdoblh-yz/?vlon=5.14&vlat=-0.13&fov=100.0&pc=true&lon=121.61136592&lat=29.87855579&z=16.577
  1114. geometry: 有的attributes: 属性是:
  1115. classification:
  1116. color:
  1117. indices:
  1118. normal:
  1119. position:
  1120. 最好有个spacing
  1121. */