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- /**
- * parameters = {
- * color: <hex>,
- * lineWidth: <float>,
- * dashed: <boolean>,
- * dashScale: <float>,
- * dashSize: <float>,
- * dashOffset: <float>,
- * gapSize: <float>,
- * resolution: <Vector2>, // to be set by renderer
- * }
- */
- import {
- ShaderLib,
- ShaderMaterial,
- UniformsLib,
- UniformsUtils,
- Vector2,
- Color
- } from '../build/three.module.js';
- UniformsLib.line = {
- /*
- worldUnits: { value: 1 },
- lineWidth: { value: 1 },
- resolution: { value: new Vector2( 1, 1 ) },
- dashOffset: { value: 0 },
- dashScale: { value: 1 },
- dashSize: { value: 1 },
- gapSize: { value: 1 } // todo FIX - maybe change to totalSize
- */
- worldUnits: { value: 1 },
- lineWidth: { value: 1 },
- resolution: { value: new Vector2( 1, 1 ) },
- viewportOffset: { value: new Vector2(0, 0 ) }, //left, top
- devicePixelRatio:{ value:window.devicePixelRatio},
- dashScale: { value: 1 },
- dashSize: { value: 1 },
- dashOffset: { value: 0 },
- gapSize: { value: 1 },
- opacity: { value: 1 },
-
- backColor: {type:'v3', value: new Color("#ddd")},
- clipDistance : { type: 'f', value: 4}, //消失距离
- occlusionDistance : { type: 'f', value: 1 }, //变为backColor距离
- maxClipFactor : { type: 'f', value: 1 }, //0-1
- maxOcclusionFactor : { type: 'f', value: 1 }, //0-1
-
-
- depthTexture:{ value: null },
- nearPlane:{value: 0.1},
- farPlane:{value: 100000},
- };
- ShaderLib[ 'line' ] = {
- uniforms: UniformsUtils.merge( [
- UniformsLib.common,
- UniformsLib.fog,
- UniformsLib.line
- ] ),
- vertexShader:
- /* glsl */`
- #include <common>
- #include <color_pars_vertex>
- #include <fog_pars_vertex>
- #include <logdepthbuf_pars_vertex>
- #include <clipping_planes_pars_vertex>
- uniform float lineWidth;
- uniform vec2 resolution;
- uniform float devicePixelRatio; //add
-
-
- attribute vec3 instanceStart;
- attribute vec3 instanceEnd;
- attribute vec3 instanceColorStart;
- attribute vec3 instanceColorEnd;
- #ifdef WORLD_UNITS
- varying vec4 worldPos;
- varying vec3 worldStart;
- varying vec3 worldEnd;
- #ifdef USE_DASH
- varying vec2 vUv;
- #endif
- #else
- varying vec2 vUv;
- #endif
- #ifdef USE_DASH
- uniform float dashScale;
- attribute float instanceDistanceStart;
- attribute float instanceDistanceEnd;
- varying float vLineDistance;
- #endif
- void trimSegment( const in vec4 start, inout vec4 end ) {
- // trim end segment so it terminates between the camera plane and the near plane
- // conservative estimate of the near plane
- float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
- float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
- float nearEstimate = - 0.5 * b / a;
- float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
- end.xyz = mix( start.xyz, end.xyz, alpha );
- }
- void main() {
- #ifdef USE_COLOR
- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
- #endif
- #ifdef USE_DASH
- vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
- vUv = uv;
- #endif
- float aspect = resolution.x / resolution.y;
- // camera space
- vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
- vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
- #ifdef WORLD_UNITS
- worldStart = start.xyz;
- worldEnd = end.xyz;
- #else
- vUv = uv;
- #endif
- // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
- // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
- // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
- // perhaps there is a more elegant solution -- WestLangley
- bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
- if ( perspective ) {
- if ( start.z < 0.0 && end.z >= 0.0 ) {
- trimSegment( start, end );
- } else if ( end.z < 0.0 && start.z >= 0.0 ) {
- trimSegment( end, start );
- }
- }
- // clip space
- vec4 clipStart = projectionMatrix * start;
- vec4 clipEnd = projectionMatrix * end;
- // ndc space
- vec3 ndcStart = clipStart.xyz / clipStart.w;
- vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
- // direction
- vec2 dir = ndcEnd.xy - ndcStart.xy;
- // account for clip-space aspect ratio
- dir.x *= aspect;
- dir = normalize( dir );
- #ifdef WORLD_UNITS
- // get the offset direction as perpendicular to the view vector
- vec3 worldDir = normalize( end.xyz - start.xyz );
- vec3 offset;
- if ( position.y < 0.5 ) {
- offset = normalize( cross( start.xyz, worldDir ) );
- } else {
- offset = normalize( cross( end.xyz, worldDir ) );
- }
- // sign flip
- if ( position.x < 0.0 ) offset *= - 1.0;
- float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );
- // don't extend the line if we're rendering dashes because we
- // won't be rendering the endcaps
- #ifndef USE_DASH
- // extend the line bounds to encompass endcaps
- start.xyz += - worldDir * lineWidth * 0.5;
- end.xyz += worldDir * lineWidth * 0.5;
- // shift the position of the quad so it hugs the forward edge of the line
- offset.xy -= dir * forwardOffset;
- offset.z += 0.5;
- #endif
- // endcaps
- if ( position.y > 1.0 || position.y < 0.0 ) {
- offset.xy += dir * 2.0 * forwardOffset;
- }
- // adjust for lineWidth
- offset *= lineWidth * 0.5;
- // set the world position
- worldPos = ( position.y < 0.5 ) ? start : end;
- worldPos.xyz += offset;
- // project the worldpos
- vec4 clip = projectionMatrix * worldPos;
- // shift the depth of the projected points so the line
- // segments overlap neatly
- vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
- clip.z = clipPose.z * clip.w;
- #else
- vec2 offset = vec2( dir.y, - dir.x );
- // undo aspect ratio adjustment
- dir.x /= aspect;
- offset.x /= aspect;
- // sign flip
- if ( position.x < 0.0 ) offset *= - 1.0;
- // endcaps
- if ( position.y < 0.0 ) {
- offset += - dir;
- } else if ( position.y > 1.0 ) {
- offset += dir;
- }
- // adjust for lineWidth
- offset *= lineWidth;
- // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
- offset /= resolution.y * devicePixelRatio;
- // select end
- vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
- // back to clip space
- offset *= clip.w;
- clip.xy += offset;
- #endif
- gl_Position = clip;
- vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
- #include <logdepthbuf_vertex>
- #include <clipping_planes_vertex>
- #include <fog_vertex>
- }
- `,
- fragmentShader:
- /* glsl */`
- uniform vec3 diffuse;
- uniform float opacity;
- uniform float lineWidth;
-
- #ifdef USE_DASH
- uniform float dashOffset;
- uniform float dashSize;
- uniform float gapSize;
- #endif
-
- //加
- #if defined(GL_EXT_frag_depth) && defined(useDepth)
- uniform sampler2D depthTexture;
- uniform float nearPlane;
- uniform float farPlane;
- uniform vec2 resolution;
- uniform vec2 viewportOffset;
- uniform vec3 backColor;
- uniform float occlusionDistance;
- uniform float clipDistance;
- uniform float maxClipFactor;
- uniform float maxOcclusionFactor;
- #endif
- varying float vLineDistance;
- #ifdef WORLD_UNITS
- varying vec4 worldPos;
- varying vec3 worldStart;
- varying vec3 worldEnd;
- #ifdef USE_DASH
- varying vec2 vUv;
- #endif
- #else
- varying vec2 vUv;
- #endif
- #include <common>
- #include <color_pars_fragment>
- #include <fog_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- #include <clipping_planes_pars_fragment>
- #if defined(GL_EXT_frag_depth) && defined(useDepth)
- float convertToLinear(float zValue)
- {
- float z = zValue * 2.0 - 1.0;
- return (2.0 * nearPlane * farPlane) / (farPlane + nearPlane - z * (farPlane - nearPlane));
- }
- #endif
- vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
- float mua;
- float mub;
- vec3 p13 = p1 - p3;
- vec3 p43 = p4 - p3;
- vec3 p21 = p2 - p1;
- float d1343 = dot( p13, p43 );
- float d4321 = dot( p43, p21 );
- float d1321 = dot( p13, p21 );
- float d4343 = dot( p43, p43 );
- float d2121 = dot( p21, p21 );
- float denom = d2121 * d4343 - d4321 * d4321;
- float numer = d1343 * d4321 - d1321 * d4343;
- mua = numer / denom;
- mua = clamp( mua, 0.0, 1.0 );
- mub = ( d1343 + d4321 * ( mua ) ) / d4343;
- mub = clamp( mub, 0.0, 1.0 );
- return vec2( mua, mub );
- }
- void main() {
- #include <clipping_planes_fragment>
- /*#ifdef USE_DASH
- if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
- if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
- #endif*/
-
- #ifdef USE_DASH
- if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
-
-
- bool unvisible = mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize;
- //加
- #ifdef DASH_with_depth
-
- #else
- if (unvisible) discard; // todo - FIX
- #endif
- #endif
-
- float alpha = opacity;
- #ifdef WORLD_UNITS
- // Find the closest points on the view ray and the line segment
- vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
- vec3 lineDir = worldEnd - worldStart;
- vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
- vec3 p1 = worldStart + lineDir * params.x;
- vec3 p2 = rayEnd * params.y;
- vec3 delta = p1 - p2;
- float len = length( delta );
- float norm = len / lineWidth;
- #ifndef USE_DASH
- #ifdef USE_ALPHA_TO_COVERAGE
- float dnorm = fwidth( norm );
- alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
- #else
- if ( norm > 0.5 ) {
- discard;
- }
- #endif
- #endif
- #else
- #ifdef USE_ALPHA_TO_COVERAGE
- // artifacts appear on some hardware if a derivative is taken within a conditional
- float a = vUv.x;
- float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
- float len2 = a * a + b * b;
- float dlen = fwidth( len2 );
- if ( abs( vUv.y ) > 1.0 ) {
- alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
- }
- #else
- if ( abs( vUv.y ) > 1.0 ) {
- float a = vUv.x;
- float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
- float len2 = a * a + b * b;
- if ( len2 > 1.0 ) discard;
- }
- #endif
- #endif
- vec4 diffuseColor = vec4( diffuse, alpha );
- //加
- #if defined(GL_EXT_frag_depth) && defined(useDepth)
-
- float mixFactor = 0.0;
- float clipFactor = 0.0;
- float fragDepth = convertToLinear(gl_FragCoord.z);
- //gl_FragCoord大小为 viewport client大小
- vec2 depthTxtCoords = vec2(gl_FragCoord.x - viewportOffset.x, gl_FragCoord.y - viewportOffset.y) / resolution;
- float textureDepth = convertToLinear(texture2D(depthTexture, depthTxtCoords).r);
- float delta = fragDepth - textureDepth;
- if (delta > 0.0)
- {
-
- mixFactor = clamp(delta / occlusionDistance, 0.0, maxOcclusionFactor);
- clipFactor = clamp(delta / clipDistance, 0.0, maxClipFactor);
- }
-
- if (clipFactor == 1.0)
- {
- discard;
- }
-
- vec4 backColor_ = vec4(backColor, opacity); //vec4(0.8,0.8,0.8, 0.8*opacity);
-
- #ifdef DASH_with_depth
- // 只在被遮住的部分显示虚线, 所以若同时是虚线不可见部分和被遮住时, a为0
- if(unvisible) backColor_.a = 0.0;
- #endif
-
- //vec4 diffuseColor = vec4(mix(diffuse, backColor_, mixFactor), opacity*(1.0 - clipFactor));
-
-
-
- diffuseColor = mix(diffuseColor, backColor_ , mixFactor);
-
-
- diffuseColor.a *= (1.0 - clipFactor);
-
- #endif
- #include <logdepthbuf_fragment>
- #include <color_fragment>
- //gl_FragColor = vec4( diffuseColor.rgb, alpha );
- gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
- #include <tonemapping_fragment>
- #include <encodings_fragment>
- #include <fog_fragment>
- #include <premultiplied_alpha_fragment>
- }
- `
- };
- class LineMaterial extends ShaderMaterial {
- constructor( parameters ) {
- super( {
- type: 'LineMaterial',
- uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
- vertexShader: ShaderLib[ 'line' ].vertexShader,
- fragmentShader: ShaderLib[ 'line' ].fragmentShader,
- clipping: true // required for clipping support
- } );
- this.isLineMaterial = true;
- this.lineWidth_ = 0
- this.supportExtDepth = parameters.supportExtDepth
- this.depthTestWhenPick = false //pick时是否识别点云等
-
-
- if(parameters.color){
- this.color = new Color(parameters.color)
- }
- if(parameters.backColor){
- this.uniforms.backColor.value = new Color(parameters.backColor)
- }
- if(parameters.clipDistance){
- this.uniforms.clipDistance.value = parameters.clipDistance
- }
- if(parameters.occlusionDistance){
- this.uniforms.occlusionDistance.value = parameters.occlusionDistance
- }
- if(parameters.maxClipFactor){
- this.uniforms.maxClipFactor.value = parameters.maxClipFactor
- }
-
- Object.defineProperties( this, {
- color: {
- enumerable: true,
- get: function () {
- return this.uniforms.diffuse.value;
- },
- set: function ( value ) {
- this.uniforms.diffuse.value = value;
- }
- },
- worldUnits: {
- enumerable: true,
- get: function () {
- return 'WORLD_UNITS' in this.defines;
- },
- set: function ( value ) {
- if ( value === true ) {
- this.defines.WORLD_UNITS = '';
- } else {
- delete this.defines.WORLD_UNITS;
- }
- }
- },
- lineWidth: {
- enumerable: true,
- get: function () {
- return this.lineWidth_;//this.uniforms.lineWidth.value;
- },
- set: function ( value ) {
- this.uniforms.lineWidth.value = value * window.devicePixelRatio;
- this.lineWidth_ = value
- }
- },
- dashed: {
- enumerable: true,
- get: function () {
- return Boolean( 'USE_DASH' in this.defines );
- },
- set( value ) {
- if ( Boolean( value ) !== Boolean( 'USE_DASH' in this.defines ) ) {
- this.needsUpdate = true;
- }
- if ( value === true ) {
- this.defines.USE_DASH = '';
- } else {
- delete this.defines.USE_DASH;
- }
- }
- },
- dashScale: {
- enumerable: true,
- get: function () {
- return this.uniforms.dashScale.value;
- },
- set: function ( value ) {
- this.uniforms.dashScale.value = value;
- }
- },
- dashSize: {
- enumerable: true,
- get: function () {
- return this.uniforms.dashSize.value;
- },
- set: function ( value ) {
- this.uniforms.dashSize.value = value;
- }
- },
- dashOffset: {
- enumerable: true,
- get: function () {
- return this.uniforms.dashOffset.value;
- },
- set: function ( value ) {
- this.uniforms.dashOffset.value = value;
- }
- },
- gapSize: {
- enumerable: true,
- get: function () {
- return this.uniforms.gapSize.value;
- },
- set: function ( value ) {
- this.uniforms.gapSize.value = value;
- }
- },
- opacity: {
- enumerable: true,
- get: function () {
- return this.uniforms.opacity.value;
- },
- set: function ( value ) {
- this.uniforms.opacity.value = value;
- }
- },
- resolution: {
- enumerable: true,
- get: function () {
- return this.uniforms.resolution.value;
- },
- set: function ( value ) {
- this.uniforms.resolution.value.copy( value );
- }
- },
- alphaToCoverage: {
- enumerable: true,
- get: function () {
- return Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines );
- },
- set: function ( value ) {
- if ( Boolean( value ) !== Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines ) ) {
- this.needsUpdate = true;
- }
- if ( value === true ) {
- this.defines.USE_ALPHA_TO_COVERAGE = '';
- this.extensions.derivatives = true;
- } else {
- delete this.defines.USE_ALPHA_TO_COVERAGE;
- this.extensions.derivatives = false;
- }
- }
- }
- ,
-
- useDepth:{//add
- enumerable: true,
- get: function () {
- return 'useDepth' in this.defines
- },
- set: function ( value ) {
-
- value = value && !!this.supportExtDepth
-
- if(value != this.useDepth){
- if(value){
- this.defines.useDepth = ''
- this.updateDepthParams()
- }else{
- delete this.defines.useDepth
- }
- this.needsUpdate = true
- }
- }
- },
-
- dashWithDepth:{//add
- enumerable: true,
- get: function () {
- return 'DASH_with_depth' in this.defines
- },
- set: function ( value ) {
-
- value = value && !!this.supportExtDepth
-
-
- if(value != this.dashWithDepth){
- if(value){
- this.defines.DASH_with_depth = ''
- }else{
- delete this.defines.DASH_with_depth
- }
- this.needsUpdate = true
- }
- }
- },
-
-
-
- } );
- this.setValues( parameters );
-
-
-
- let setSize = (e)=>{
- let viewport = e.viewport
- let viewportOffset = viewport.offset || new Vector2()
- this.uniforms.resolution.value.copy(viewport.resolution)
- this.uniforms.viewportOffset.value.copy(viewportOffset)
- this.uniforms.devicePixelRatio.value = window.devicePixelRatio
- this.lineWidth = this.lineWidth_
- }
-
- let viewport = viewer.mainViewport;
-
- setSize({viewport})
- viewer.addEventListener('resize',(e)=>{
- setSize(e)
- })
-
-
- if(this.supportExtDepth){
-
- //add
- this.updateDepthParams()
-
- /* viewer.addEventListener('camera_changed', (e)=>{
- if(e.viewport.name != 'mapViewport') this.updateDepthParams(e)
- }) */
-
-
- viewer.addEventListener("render.begin", (e)=>{//before render 如果有大于两个viewport的话,不同viewport用不同的depthTex
- if(e.viewport.camera.isPerspectiveCamera) this.updateDepthParams(e)
- })
- }
-
- }
-
- updateDepthParams(e={}){
-
- if(this.useDepth){
- var viewport = e.viewport || viewer.mainViewport;
- var camera = viewport.camera;
- this.uniforms.depthTexture.value = viewer.getPRenderer().getRtEDL(viewport).depthTexture //viewer.getPRenderer().rtEDL.depthTexture
- this.uniforms.nearPlane.value = camera.near; //似乎因为这个所以对OrthographicCamera 无效
- this.uniforms.farPlane.value = camera.far;
- }
-
- }
- }
- export { LineMaterial };
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