PotreeRendererNew.js 60 KB

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  1. import * as THREE from "../libs/three.js/build/three.module.js";
  2. import {PointCloudTree} from "./PointCloudTree.js";
  3. import {PointSizeType, ClipTask, ElevationGradientRepeat} from "./defines.js";
  4. // Copied from three.js: WebGLRenderer.js
  5. function paramThreeToGL(_gl, p) {
  6. let extension;
  7. if (p === THREE.RepeatWrapping) return _gl.REPEAT;
  8. if (p === THREE.ClampToEdgeWrapping) return _gl.CLAMP_TO_EDGE;
  9. if (p === THREE.MirroredRepeatWrapping) return _gl.MIRRORED_REPEAT;
  10. if (p === THREE.NearestFilter) return _gl.NEAREST;
  11. if (p === THREE.NearestMipMapNearestFilter) return _gl.NEAREST_MIPMAP_NEAREST;
  12. if (p === THREE.NearestMipMapLinearFilter) return _gl.NEAREST_MIPMAP_LINEAR;
  13. if (p === THREE.LinearFilter) return _gl.LINEAR;
  14. if (p === THREE.LinearMipMapNearestFilter) return _gl.LINEAR_MIPMAP_NEAREST;
  15. if (p === THREE.LinearMipMapLinearFilter) return _gl.LINEAR_MIPMAP_LINEAR;
  16. if (p === THREE.UnsignedByteType) return _gl.UNSIGNED_BYTE;
  17. if (p === THREE.UnsignedShort4444Type) return _gl.UNSIGNED_SHORT_4_4_4_4;
  18. if (p === THREE.UnsignedShort5551Type) return _gl.UNSIGNED_SHORT_5_5_5_1;
  19. if (p === THREE.UnsignedShort565Type) return _gl.UNSIGNED_SHORT_5_6_5;
  20. if (p === THREE.ByteType) return _gl.BYTE;
  21. if (p === THREE.ShortType) return _gl.SHORT;
  22. if (p === THREE.UnsignedShortType) return _gl.UNSIGNED_SHORT;
  23. if (p === THREE.IntType) return _gl.INT;
  24. if (p === THREE.UnsignedIntType) return _gl.UNSIGNED_INT;
  25. if (p === THREE.FloatType) return _gl.FLOAT;
  26. if (p === THREE.HalfFloatType) {
  27. extension = extensions.get('OES_texture_half_float');
  28. if (extension !== null) return extension.HALF_FLOAT_OES;
  29. }
  30. if (p === THREE.AlphaFormat) return _gl.ALPHA;
  31. if (p === THREE.RGBFormat) return _gl.RGB;
  32. if (p === THREE.RGBAFormat) return _gl.RGBA;
  33. if (p === THREE.LuminanceFormat) return _gl.LUMINANCE;
  34. if (p === THREE.LuminanceAlphaFormat) return _gl.LUMINANCE_ALPHA;
  35. if (p === THREE.DepthFormat) return _gl.DEPTH_COMPONENT;
  36. if (p === THREE.DepthStencilFormat) return _gl.DEPTH_STENCIL;
  37. if (p === THREE.AddEquation) return _gl.FUNC_ADD;
  38. if (p === THREE.SubtractEquation) return _gl.FUNC_SUBTRACT;
  39. if (p === THREE.ReverseSubtractEquation) return _gl.FUNC_REVERSE_SUBTRACT;
  40. if (p === THREE.ZeroFactor) return _gl.ZERO;
  41. if (p === THREE.OneFactor) return _gl.ONE;
  42. if (p === THREE.SrcColorFactor) return _gl.SRC_COLOR;
  43. if (p === THREE.OneMinusSrcColorFactor) return _gl.ONE_MINUS_SRC_COLOR;
  44. if (p === THREE.SrcAlphaFactor) return _gl.SRC_ALPHA;
  45. if (p === THREE.OneMinusSrcAlphaFactor) return _gl.ONE_MINUS_SRC_ALPHA;
  46. if (p === THREE.DstAlphaFactor) return _gl.DST_ALPHA;
  47. if (p === THREE.OneMinusDstAlphaFactor) return _gl.ONE_MINUS_DST_ALPHA;
  48. if (p === THREE.DstColorFactor) return _gl.DST_COLOR;
  49. if (p === THREE.OneMinusDstColorFactor) return _gl.ONE_MINUS_DST_COLOR;
  50. if (p === THREE.SrcAlphaSaturateFactor) return _gl.SRC_ALPHA_SATURATE;
  51. if (p === THREE.RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  52. p === THREE.RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
  53. extension = extensions.get('WEBGL_compressed_texture_s3tc');
  54. if (extension !== null) {
  55. if (p === THREE.RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  56. if (p === THREE.RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  57. if (p === THREE.RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  58. if (p === THREE.RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  59. }
  60. }
  61. if (p === THREE.RGB_PVRTC_4BPPV1_Format || p === THREE.RGB_PVRTC_2BPPV1_Format ||
  62. p === THREE.RGBA_PVRTC_4BPPV1_Format || p === THREE.RGBA_PVRTC_2BPPV1_Format) {
  63. extension = extensions.get('WEBGL_compressed_texture_pvrtc');
  64. if (extension !== null) {
  65. if (p === THREE.RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  66. if (p === THREE.RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  67. if (p === THREE.RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  68. if (p === THREE.RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  69. }
  70. }
  71. if (p === THREE.RGB_ETC1_Format) {
  72. extension = extensions.get('WEBGL_compressed_texture_etc1');
  73. if (extension !== null) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  74. }
  75. if (p === THREE.MinEquation || p === THREE.MaxEquation) {
  76. extension = extensions.get('EXT_blend_minmax');
  77. if (extension !== null) {
  78. if (p === THREE.MinEquation) return extension.MIN_EXT;
  79. if (p === THREE.MaxEquation) return extension.MAX_EXT;
  80. }
  81. }
  82. if (p === UnsignedInt248Type) {
  83. extension = extensions.get('WEBGL_depth_texture');
  84. if (extension !== null) return extension.UNSIGNED_INT_24_8_WEBGL;
  85. }
  86. return 0;
  87. };
  88. let attributeLocations = {
  89. "position": {name: "position", location: 0},
  90. "color": {name: "color", location: 1},
  91. "rgba": {name: "color", location: 1},
  92. "intensity": {name: "intensity", location: 2},
  93. "classification": {name: "classification", location: 3},
  94. "returnNumber": {name: "returnNumber", location: 4},
  95. "return number": {name: "returnNumber", location: 4},
  96. "returns": {name: "returnNumber", location: 4},
  97. "numberOfReturns": {name: "numberOfReturns", location: 5},
  98. "number of returns": {name: "numberOfReturns", location: 5},
  99. "pointSourceID": {name: "pointSourceID", location: 6},
  100. "source id": {name: "pointSourceID", location: 6},
  101. "point source id": {name: "pointSourceID", location: 6},
  102. "indices": {name: "indices", location: 7},
  103. "normal": {name: "normal", location: 8},
  104. "spacing": {name: "spacing", location: 9},
  105. "gps-time": {name: "gpsTime", location: 10},
  106. "aExtra": {name: "aExtra", location: 11},
  107. //add:
  108. ir: {name: "ir", location: 12},
  109. temp: {name: "temp", location: 13},
  110. };
  111. class Shader {
  112. constructor(gl, name, vsSource, fsSource) {
  113. this.gl = gl;
  114. this.name = name;
  115. this.vsSource = vsSource;
  116. this.fsSource = fsSource;
  117. this.cache = new Map();
  118. this.vs = null;
  119. this.fs = null;
  120. this.program = null;
  121. this.uniformLocations = {};
  122. this.attributeLocations = {};
  123. this.uniformBlockIndices = {};
  124. this.uniformBlocks = {};
  125. this.uniforms = {};
  126. this.update(vsSource, fsSource);
  127. }
  128. update(vsSource, fsSource) {
  129. this.vsSource = vsSource;
  130. this.fsSource = fsSource;
  131. this.linkProgram();
  132. }
  133. compileShader(shader, source){
  134. let gl = this.gl;
  135. gl.shaderSource(shader, source);
  136. gl.compileShader(shader);
  137. let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  138. if (!success) {
  139. let info = gl.getShaderInfoLog(shader);
  140. let numberedSource = source.split("\n").map((a, i) => `${i + 1}`.padEnd(5) + a).join("\n");
  141. throw `could not compile shader ${this.name}: ${info}, \n${numberedSource}`;
  142. }
  143. }
  144. linkProgram() {
  145. const tStart = performance.now();
  146. let gl = this.gl;
  147. this.uniformLocations = {};
  148. this.attributeLocations = {};
  149. this.uniforms = {};
  150. gl.useProgram(null);
  151. let cached = this.cache.get(`${this.vsSource}, ${this.fsSource}`);
  152. if (cached) {
  153. this.program = cached.program;
  154. this.vs = cached.vs;
  155. this.fs = cached.fs;
  156. this.attributeLocations = cached.attributeLocations;
  157. this.uniformLocations = cached.uniformLocations;
  158. this.uniformBlocks = cached.uniformBlocks;
  159. this.uniforms = cached.uniforms;
  160. return;
  161. } else {
  162. this.vs = gl.createShader(gl.VERTEX_SHADER);
  163. this.fs = gl.createShader(gl.FRAGMENT_SHADER);
  164. this.program = gl.createProgram();
  165. if( !gl.isProgram(this.program )){//创建失败 开启多个页面可能会,原因是webglcontextlost
  166. //console.error('创建program失败');
  167. viewer.dispatchEvent('webglError', {msg: 'potreeRenderer创建program失败'})
  168. console.log(this.vs)
  169. console.log(this.fs)
  170. return;
  171. }
  172. for(let name of Object.keys(attributeLocations)){
  173. let location = attributeLocations[name].location;
  174. let glslName = attributeLocations[name].name;
  175. gl.bindAttribLocation(this.program, location, glslName);
  176. }
  177. this.compileShader(this.vs, this.vsSource);
  178. this.compileShader(this.fs, this.fsSource);
  179. let program = this.program;
  180. gl.attachShader(program, this.vs);
  181. gl.attachShader(program, this.fs);
  182. gl.linkProgram(program);
  183. gl.detachShader(program, this.vs);
  184. gl.detachShader(program, this.fs);
  185. // 检测当前程序链接状态
  186. let success = gl.getProgramParameter(program, gl.LINK_STATUS);
  187. if (!success) {
  188. let info = gl.getProgramInfoLog(program);
  189. throw `could not link program ${this.name}: ${info}`;
  190. }
  191. { // attribute locations
  192. let numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  193. for (let i = 0; i < numAttributes; i++) {
  194. let attribute = gl.getActiveAttrib(program, i);
  195. let location = gl.getAttribLocation(program, attribute.name);
  196. this.attributeLocations[attribute.name] = location;
  197. }
  198. }
  199. { // uniform locations
  200. let numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  201. for (let i = 0; i < numUniforms; i++) {
  202. let uniform = gl.getActiveUniform(program, i);
  203. let location = gl.getUniformLocation(program, uniform.name);
  204. this.uniformLocations[uniform.name] = location;
  205. this.uniforms[uniform.name] = {
  206. location: location,
  207. value: null,
  208. };
  209. }
  210. }
  211. // uniform blocks
  212. if( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext){ //WebGL2RenderingContext在mac的safari14以下是没有定义的
  213. let numBlocks = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);
  214. for (let i = 0; i < numBlocks; i++) {
  215. let blockName = gl.getActiveUniformBlockName(program, i);
  216. let blockIndex = gl.getUniformBlockIndex(program, blockName);
  217. this.uniformBlockIndices[blockName] = blockIndex;
  218. gl.uniformBlockBinding(program, blockIndex, blockIndex);
  219. let dataSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);
  220. let uBuffer = gl.createBuffer();
  221. gl.bindBuffer(gl.UNIFORM_BUFFER, uBuffer);
  222. gl.bufferData(gl.UNIFORM_BUFFER, dataSize, gl.DYNAMIC_READ);
  223. gl.bindBufferBase(gl.UNIFORM_BUFFER, blockIndex, uBuffer);
  224. gl.bindBuffer(gl.UNIFORM_BUFFER, null);
  225. this.uniformBlocks[blockName] = {
  226. name: blockName,
  227. index: blockIndex,
  228. dataSize: dataSize,
  229. buffer: uBuffer
  230. };
  231. }
  232. }
  233. let cached = {
  234. program: this.program,
  235. vs: this.vs,
  236. fs: this.fs,
  237. attributeLocations: this.attributeLocations,
  238. uniformLocations: this.uniformLocations,
  239. uniforms: this.uniforms,
  240. uniformBlocks: this.uniformBlocks,
  241. };
  242. this.cache.set(`${this.vsSource}, ${this.fsSource}`, cached);
  243. }
  244. const tEnd = performance.now();
  245. const duration = tEnd - tStart;
  246. //console.log(`shader compile duration: ${duration.toFixed(3)}`);
  247. }
  248. setUniformMatrix4(name, value) {
  249. const gl = this.gl;
  250. const location = this.uniformLocations[name];
  251. if (location == null) {
  252. return;
  253. }
  254. let tmp = new Float32Array(value.elements);
  255. gl.uniformMatrix4fv(location, false, tmp);
  256. }
  257. setUniform1f(name, value) {
  258. const gl = this.gl;
  259. const uniform = this.uniforms[name];
  260. if (uniform === undefined) {
  261. return;
  262. }
  263. if(uniform.value === value){
  264. return;
  265. }
  266. uniform.value = value;
  267. gl.uniform1f(uniform.location, value);
  268. }
  269. setUniformBoolean(name, value) {
  270. const gl = this.gl;
  271. const uniform = this.uniforms[name];
  272. if (uniform === undefined) {
  273. return;
  274. }
  275. if(uniform.value === value){
  276. return;
  277. }
  278. uniform.value = value;
  279. gl.uniform1i(uniform.location, value);
  280. }
  281. setUniformTexture(name, value) {
  282. const gl = this.gl;
  283. const location = this.uniformLocations[name];
  284. if (location == null) {
  285. return;
  286. }
  287. gl.uniform1i(location, value);
  288. }
  289. setUniform2f(name, value) {
  290. const gl = this.gl;
  291. const location = this.uniformLocations[name];
  292. if (location == null) {
  293. return;
  294. }
  295. gl.uniform2f(location, value[0], value[1]);
  296. }
  297. setUniform3f(name, value) {
  298. const gl = this.gl;
  299. const location = this.uniformLocations[name];
  300. if (location == null) {
  301. return;
  302. }
  303. gl.uniform3f(location, value[0], value[1], value[2]);
  304. }
  305. setUniform(name, value) {
  306. if (value.constructor === THREE.Matrix4) {
  307. this.setUniformMatrix4(name, value);
  308. } else if (typeof value === "number") {
  309. this.setUniform1f(name, value);
  310. } else if (typeof value === "boolean") {
  311. this.setUniformBoolean(name, value);
  312. } else if (value instanceof WebGLTexture) {
  313. this.setUniformTexture(name, value);
  314. } else if (value instanceof Array) {
  315. if (value.length === 2) {
  316. this.setUniform2f(name, value);
  317. } else if (value.length === 3) {
  318. this.setUniform3f(name, value);
  319. }
  320. } else {
  321. console.error("unhandled uniform type: ", name, value);
  322. }
  323. }
  324. setUniform1i(name, value) {
  325. let gl = this.gl;
  326. let location = this.uniformLocations[name];
  327. if (location == null) {
  328. return;
  329. }
  330. gl.uniform1i(location, value);
  331. }
  332. };
  333. class WebGLTexture {
  334. constructor(gl, texture, threeRenderer) {
  335. this.gl = gl;
  336. this.texture = texture;
  337. if(texture.image && !(texture.image instanceof Image) && !texture.isCanvasTexture && !texture.isDataTexture){
  338. //renderTarget的texture在创建renderTarget时已经初始化过 见setupRenderTarget
  339. this.id = threeRenderer.properties.get(texture).__webglTexture || gl.createTexture();
  340. this.isFromRenderTarget = true
  341. }else{
  342. this.id = gl.createTexture();
  343. }
  344. this.target = gl.TEXTURE_2D;
  345. this.version = -1;
  346. this.update(texture);
  347. }
  348. update() {
  349. if (!this.texture.image) {
  350. this.version = this.texture.version;
  351. return;
  352. }
  353. //if(this.isFromRenderTarget)return //没找到怎么update。 在three.js里的uploadTexture没找到。 这里会报错,可能是 state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ),类似depthTex的写法
  354. let gl = this.gl;
  355. let texture = this.texture;
  356. if (this.version === texture.version) {
  357. return;
  358. }
  359. this.target = gl.TEXTURE_2D;
  360. gl.bindTexture(this.target, this.id);
  361. let level = 0;
  362. let internalFormat = paramThreeToGL(gl, texture.format);
  363. let width = texture.image.width;
  364. let height = texture.image.height;
  365. let border = 0;
  366. let srcFormat = internalFormat;
  367. let srcType = paramThreeToGL(gl, texture.type);
  368. let data;
  369. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  370. gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  371. gl.pixelStorei(gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  372. if (texture instanceof THREE.DataTexture) {
  373. data = texture.image.data;
  374. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  375. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  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. width, height, border, srcFormat, srcType,
  380. data);
  381. } else if ((texture instanceof THREE.CanvasTexture) || (texture instanceof THREE.Texture)) {
  382. data = texture.image;
  383. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, paramThreeToGL(gl, texture.wrapS));
  384. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, paramThreeToGL(gl, texture.wrapT));
  385. gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
  386. gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));
  387. if(this.isFromRenderTarget){
  388. //咋写?
  389. //gl.texImage2D( 3553, 0, internalFormat, width, height, 0, srcFormat, srcType, null )
  390. //console.log('isFromRenderTarget')
  391. }else{
  392. gl.texImage2D(this.target, level, internalFormat, internalFormat, srcType, data); //这个参数怎么跟我查的不一样呢
  393. }
  394. if (texture instanceof THREE.Texture) {gl.generateMipmap(gl.TEXTURE_2D);}
  395. }
  396. gl.bindTexture(this.target, null);
  397. this.version = texture.version;
  398. }
  399. };
  400. class WebGLBuffer {
  401. constructor() {
  402. this.numElements = 0;
  403. this.vao = null;
  404. this.vbos = new Map();
  405. }
  406. };
  407. export class Renderer {
  408. constructor(threeRenderer) {
  409. this.threeRenderer = threeRenderer;
  410. this.gl = this.threeRenderer.getContext();
  411. this.buffers = new Map();
  412. this.shaders = new Map();
  413. this.textures = new Map();
  414. this.glTypeMapping = new Map();
  415. this.glTypeMapping.set(Float32Array, this.gl.FLOAT);
  416. this.glTypeMapping.set(Uint8Array, this.gl.UNSIGNED_BYTE);
  417. this.glTypeMapping.set(Uint16Array, this.gl.UNSIGNED_SHORT);//貌似不能用,uint只能是Uint32Array
  418. this.toggle = 0;
  419. }
  420. deleteBuffer(geometry) {
  421. let gl = this.gl;
  422. let webglBuffer = this.buffers.get(geometry);
  423. if (webglBuffer != null) {
  424. for (let attributeName in geometry.attributes) {
  425. gl.deleteBuffer(webglBuffer.vbos.get(attributeName).handle);
  426. }
  427. this.buffers.delete(geometry);
  428. }
  429. }
  430. createBuffer(geometry){
  431. let gl = this.gl;
  432. let webglBuffer = new WebGLBuffer();
  433. webglBuffer.vao = gl.createVertexArray();
  434. webglBuffer.numElements = geometry.attributes.position.count;
  435. gl.bindVertexArray(webglBuffer.vao);
  436. for(let attributeName in geometry.attributes){
  437. let bufferAttribute = geometry.attributes[attributeName];
  438. let vbo = gl.createBuffer();
  439. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  440. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  441. let normalized = bufferAttribute.normalized;
  442. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  443. if(attributeLocations[attributeName] === undefined){
  444. //attributeLocation = attributeLocations["aExtra"];
  445. }else{
  446. let attributeLocation = attributeLocations[attributeName].location;
  447. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  448. gl.enableVertexAttribArray(attributeLocation);
  449. }
  450. webglBuffer.vbos.set(attributeName, {
  451. handle: vbo,
  452. name: attributeName,
  453. count: bufferAttribute.count,
  454. itemSize: bufferAttribute.itemSize,
  455. type: geometry.attributes.position.array.constructor,
  456. version: 0
  457. });
  458. }
  459. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  460. gl.bindVertexArray(null);
  461. let disposeHandler = (event) => {
  462. this.deleteBuffer(geometry);
  463. geometry.removeEventListener("dispose", disposeHandler);
  464. };
  465. geometry.addEventListener("dispose", disposeHandler);
  466. return webglBuffer;
  467. }
  468. updateBuffer(geometry){
  469. let gl = this.gl;
  470. let webglBuffer = this.buffers.get(geometry);
  471. gl.bindVertexArray(webglBuffer.vao);
  472. for(let attributeName in geometry.attributes){
  473. let bufferAttribute = geometry.attributes[attributeName];
  474. let normalized = bufferAttribute.normalized;
  475. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  476. let vbo = null;
  477. if(!webglBuffer.vbos.has(attributeName)){
  478. vbo = gl.createBuffer();
  479. webglBuffer.vbos.set(attributeName, {
  480. handle: vbo,
  481. name: attributeName,
  482. count: bufferAttribute.count,
  483. itemSize: bufferAttribute.itemSize,
  484. type: geometry.attributes.position.array.constructor,
  485. version: bufferAttribute.version
  486. });
  487. }else{
  488. vbo = webglBuffer.vbos.get(attributeName).handle;
  489. webglBuffer.vbos.get(attributeName).version = bufferAttribute.version;
  490. }
  491. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  492. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  493. if(attributeLocations[attributeName] === undefined){
  494. //attributeLocation = attributeLocations["aExtra"];
  495. }else{
  496. let attributeLocation = attributeLocations[attributeName].location;
  497. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  498. gl.enableVertexAttribArray(attributeLocation);
  499. }
  500. }
  501. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  502. gl.bindVertexArray(null);
  503. }
  504. traverse(scene) {
  505. let octrees = [];
  506. let stack = [scene];
  507. while (stack.length > 0) {
  508. let node = stack.pop();
  509. if (node instanceof PointCloudTree) {
  510. octrees.push(node);
  511. continue;
  512. }
  513. let visibleChildren = node.children.filter(c => c.visible);
  514. stack.push(...visibleChildren);
  515. }
  516. let result = {
  517. octrees: octrees
  518. };
  519. return result;
  520. }
  521. renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params) {
  522. viewer.addTimeMark('renderNodes','start')
  523. let gl = this.gl;
  524. let material = params.material ? params.material : octree.material;
  525. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  526. let view = camera.matrixWorldInverse;
  527. if(params.viewOverride){
  528. view = params.viewOverride;
  529. }
  530. let worldView = new THREE.Matrix4();
  531. let mat4holder = new Float32Array(16);
  532. let i = 0;
  533. //---------从renderOctree搬到这----
  534. shader.setUniform1f("size", material.usePanoMap ? Potree.config.material.absolutePanoramaSize * Math.min(window.devicePixelRatio,2) : 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
  535. shader.setUniform1f("uOpacity", material.usePanoMap ? 1: material.opacity);
  536. shader.setUniform3f("uColor", material.color.toArray());
  537. shader.setUniform2f("temperRange", material.uniforms.temperRange.value.toArray());
  538. let currentTextureBindingPoint = params.currentTextureBindingPoint
  539. if (material.pointSizeType >= 0/* && window.needvisibilityTexture */) {
  540. if (material.pointSizeType === PointSizeType.ADAPTIVE ||
  541. material.activeAttributeName === "level of detail") {
  542. let vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;
  543. visibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);
  544. const vnt = material.visibleNodesTexture;
  545. const data = vnt.image.data;
  546. data.set(visibilityTextureData.data);
  547. vnt.needsUpdate = true;
  548. let webGLTexture = this.textures.get(vnt)
  549. webGLTexture.update(); //不加这个会闪烁
  550. let vnWebGLTexture = this.textures.get(material.visibleNodesTexture); //不知道为什么这段从renderOctree中移过来,会崩溃。暂时不移动了
  551. if(vnWebGLTexture){
  552. shader.setUniform1i("visibleNodes", currentTextureBindingPoint);
  553. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  554. gl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);
  555. currentTextureBindingPoint++;
  556. }
  557. }
  558. }
  559. /* if (material.pointSizeType >= 0) {
  560. if (material.pointSizeType === PointSizeType.ADAPTIVE ||
  561. material.activeAttributeName === "level of detail") {
  562. let vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;
  563. visibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);
  564. const vnt = material.visibleNodesTexture;
  565. const data = vnt.image.data;
  566. data.set(visibilityTextureData.data);
  567. vnt.needsUpdate = true;
  568. }
  569. } */
  570. let transparent = false;
  571. if(params.transparent !== undefined){
  572. transparent = params.transparent && material.opacity < 1;
  573. }else{
  574. transparent = material.usePanoMap ? false : (material.useFilterByNormal || material.opacity < 1); //add useFilterByNormal
  575. }
  576. if (transparent){
  577. gl.enable(gl.BLEND);
  578. if(params.notAdditiveBlending){
  579. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); //NormalBlending
  580. //gl.disable(gl.DEPTH_TEST); gl.depthMask(true); //old
  581. gl.enable(gl.DEPTH_TEST); gl.depthMask(false);
  582. //gl.enable(gl.DEPTH_TEST); gl.depthMask(true);
  583. //gl.disable(gl.DEPTH_TEST);
  584. /* 几种选择:
  585. 1 都开启: 当opacity很小时发黑且遮住其他透明物体
  586. 2 关闭depthTest开启depthWrite 自己深度错乱,前排挡不住后排, 自己将后排的晚渲染可以改善,见disSqToCamZ_。 但前排不透明遮不住它!之前没发现
  587. 3 开启depthTest关闭depthWrite 除了2的缺点,还挡不住后排的半透明物体(因为后渲染),或被先渲染的前排透明物体完全遮住。(写入深度值就会遮住后方。总之透明的要后渲染而且按距离排序,但mesh和点云排序是不可能了) 采用这项
  588. 4 关闭depthTest关闭depthWrite 连不透明物都遮不住它,后排透明物能遮住它
  589. */
  590. }else{
  591. gl.blendFunc(gl.SRC_ALPHA, gl.ONE); //AdditiveBlending 原本
  592. gl.disable(gl.DEPTH_TEST);
  593. gl.depthMask(false);
  594. }
  595. } else {
  596. gl.disable(gl.BLEND);
  597. gl.depthMask(true);
  598. gl.enable(gl.DEPTH_TEST);
  599. }
  600. if(params.blendFunc !== undefined){
  601. gl.enable(gl.BLEND);
  602. gl.blendFunc(...params.blendFunc);
  603. }
  604. if(params.depthTest !== undefined){
  605. if(params.depthTest === true){
  606. gl.enable(gl.DEPTH_TEST);
  607. }else{
  608. gl.disable(gl.DEPTH_TEST);
  609. }
  610. }
  611. if(params.depthWrite !== undefined){
  612. if(params.depthWrite === true){
  613. gl.depthMask(true);
  614. }else{
  615. gl.depthMask(false);
  616. }
  617. }
  618. //---------------------------------
  619. for (let node of nodes) {
  620. if(exports.debug.allowedNodes !== undefined){
  621. if(!exports.debug.allowedNodes.includes(node.name)){
  622. continue;
  623. }
  624. }
  625. let world = node.sceneNode.matrixWorld;
  626. worldView.multiplyMatrices(view, world);
  627. if (visibilityTextureData) {
  628. let vnStart = visibilityTextureData.offsets.get(node);
  629. //console.log('vnStart',vnStart)
  630. shader.setUniform1f("uVNStart", vnStart);
  631. }
  632. let level = node.getLevel();
  633. if(node.debug){
  634. shader.setUniform("uDebug", true);
  635. }else{
  636. shader.setUniform("uDebug", false);
  637. }
  638. // let isLeaf = false;
  639. // if(node instanceof PointCloudOctreeNode){
  640. // isLeaf = Object.keys(node.children).length === 0;
  641. // }else if(node instanceof PointCloudArena4DNode){
  642. // isLeaf = node.geometryNode.isLeaf;
  643. // }
  644. // shader.setUniform("uIsLeafNode", isLeaf);
  645. // let isLeaf = node.children.filter(n => n != null).length === 0;
  646. // if(!isLeaf){
  647. // continue;
  648. // }
  649. // TODO consider passing matrices in an array to avoid uniformMatrix4fv overhead
  650. const lModel = shader.uniformLocations["modelMatrix"];
  651. if (lModel) {
  652. mat4holder.set(world.elements);
  653. gl.uniformMatrix4fv(lModel, false, mat4holder);
  654. }
  655. const lModelView = shader.uniformLocations["modelViewMatrix"];
  656. //mat4holder.set(worldView.elements);
  657. // faster then set in chrome 63
  658. for(let j = 0; j < 16; j++){
  659. mat4holder[j] = worldView.elements[j];
  660. }
  661. gl.uniformMatrix4fv(lModelView, false, mat4holder);
  662. { // Clip Polygons
  663. if(material.clipPolygons && material.clipPolygons.length > 0){
  664. let clipPolygonVCount = [];
  665. let worldViewProjMatrices = [];
  666. for(let clipPolygon of material.clipPolygons){
  667. let view = clipPolygon.viewMatrix;
  668. let proj = clipPolygon.projMatrix;
  669. let worldViewProj = proj.clone().multiply(view).multiply(world);
  670. clipPolygonVCount.push(clipPolygon.markers.length);
  671. worldViewProjMatrices.push(worldViewProj);
  672. }
  673. let flattenedMatrices = [].concat(...worldViewProjMatrices.map(m => m.elements));
  674. let flattenedVertices = new Array(8 * 3 * material.clipPolygons.length);
  675. for(let i = 0; i < material.clipPolygons.length; i++){
  676. let clipPolygon = material.clipPolygons[i];
  677. for(let j = 0; j < clipPolygon.markers.length; j++){
  678. flattenedVertices[i * 24 + (j * 3 + 0)] = clipPolygon.markers[j].position.x;
  679. flattenedVertices[i * 24 + (j * 3 + 1)] = clipPolygon.markers[j].position.y;
  680. flattenedVertices[i * 24 + (j * 3 + 2)] = clipPolygon.markers[j].position.z;
  681. }
  682. }
  683. const lClipPolygonVCount = shader.uniformLocations["uClipPolygonVCount[0]"];
  684. gl.uniform1iv(lClipPolygonVCount, clipPolygonVCount);
  685. const lClipPolygonVP = shader.uniformLocations["uClipPolygonWVP[0]"];
  686. gl.uniformMatrix4fv(lClipPolygonVP, false, flattenedMatrices);
  687. const lClipPolygons = shader.uniformLocations["uClipPolygonVertices[0]"];
  688. gl.uniform3fv(lClipPolygons, flattenedVertices);
  689. }
  690. }
  691. //shader.setUniformMatrix4("modelMatrix", world);
  692. //shader.setUniformMatrix4("modelViewMatrix", worldView);
  693. shader.setUniform1f("uLevel", level);
  694. shader.setUniform1f("levelPercent", octree.nodeMaxLevel ? level / octree.nodeMaxLevel : 0.5);//xzw add
  695. shader.setUniform1f("uNodeSpacing", node.geometryNode.estimatedSpacing);
  696. shader.setUniform1f("uPCIndex", i);
  697. // uBBSize
  698. if (shadowMaps.length > 0) {
  699. const lShadowMap = shader.uniformLocations["uShadowMap[0]"];
  700. shader.setUniform3f("uShadowColor", material.uniforms.uShadowColor.value);
  701. let bindingStart = 5;
  702. let bindingPoints = new Array(shadowMaps.length).fill(bindingStart).map((a, i) => (a + i));
  703. gl.uniform1iv(lShadowMap, bindingPoints);
  704. for (let i = 0; i < shadowMaps.length; i++) {
  705. let shadowMap = shadowMaps[i];
  706. let bindingPoint = bindingPoints[i];
  707. let glTexture = this.threeRenderer.properties.get(shadowMap.target.texture).__webglTexture;
  708. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  709. gl.bindTexture(gl.TEXTURE_2D, glTexture);
  710. }
  711. {
  712. let worldViewMatrices = shadowMaps
  713. .map(sm => sm.camera.matrixWorldInverse)
  714. .map(view => new THREE.Matrix4().multiplyMatrices(view, world))
  715. let flattenedMatrices = [].concat(...worldViewMatrices.map(c => c.elements));
  716. const lWorldView = shader.uniformLocations["uShadowWorldView[0]"];
  717. gl.uniformMatrix4fv(lWorldView, false, flattenedMatrices);
  718. }
  719. {
  720. let flattenedMatrices = [].concat(...shadowMaps.map(sm => sm.camera.projectionMatrix.elements));
  721. const lProj = shader.uniformLocations["uShadowProj[0]"];
  722. gl.uniformMatrix4fv(lProj, false, flattenedMatrices);
  723. }
  724. }
  725. const geometry = node.geometryNode.geometry;
  726. if(geometry.attributes["gps-time"]){
  727. const bufferAttribute = geometry.attributes["gps-time"];
  728. const attGPS = octree.getAttribute("gps-time");
  729. let initialRange = attGPS.initialRange;
  730. let initialRangeSize = initialRange[1] - initialRange[0];
  731. let globalRange = attGPS.range;
  732. let globalRangeSize = globalRange[1] - globalRange[0];
  733. let scale = initialRangeSize / globalRangeSize;
  734. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  735. scale = Number.isNaN(scale) ? 1 : scale;
  736. offset = Number.isNaN(offset) ? 0 : offset;
  737. shader.setUniform1f("uGpsScale", scale);
  738. shader.setUniform1f("uGpsOffset", offset);
  739. //shader.setUniform2f("uFilterGPSTimeClipRange", [-Infinity, Infinity]);
  740. let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  741. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  742. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  743. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  744. let normalizedClipRange = [
  745. (uFilterGPSTimeClipRange[0] - globalRange[0]) / globalRangeSize,
  746. (uFilterGPSTimeClipRange[1] - globalRange[0]) / globalRangeSize,
  747. ];
  748. shader.setUniform2f("uFilterGPSTimeClipRange", normalizedClipRange);
  749. // // ranges in full gps coordinate system
  750. // const globalRange = attGPS.range;
  751. // const bufferRange = bufferAttribute.potree.range;
  752. // // ranges in [0, 1]
  753. // // normalizedGlobalRange = [0, 1]
  754. // // normalizedBufferRange: norm buffer within norm global range e.g. [0.2, 0.8]
  755. // const globalWidth = globalRange[1] - globalRange[0];
  756. // const normalizedBufferRange = [
  757. // (bufferRange[0] - globalRange[0]) / globalWidth,
  758. // (bufferRange[1] - globalRange[0]) / globalWidth,
  759. // ];
  760. // shader.setUniform2f("uNormalizedGpsBufferRange", normalizedBufferRange);
  761. // let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  762. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  763. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  764. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  765. // shader.setUniform1f("uGpsScale", bufferAttribute.potree.scale);
  766. // shader.setUniform1f("uGpsOffset", bufferAttribute.potree.offset);
  767. }
  768. {
  769. let uFilterReturnNumberRange = material.uniforms.uFilterReturnNumberRange.value;
  770. let uFilterNumberOfReturnsRange = material.uniforms.uFilterNumberOfReturnsRange.value;
  771. let uFilterPointSourceIDClipRange = material.uniforms.uFilterPointSourceIDClipRange.value;
  772. shader.setUniform2f("uFilterReturnNumberRange", uFilterReturnNumberRange);
  773. shader.setUniform2f("uFilterNumberOfReturnsRange", uFilterNumberOfReturnsRange);
  774. shader.setUniform2f("uFilterPointSourceIDClipRange", uFilterPointSourceIDClipRange);
  775. }
  776. let webglBuffer = null;
  777. if(!this.buffers.has(geometry)){
  778. webglBuffer = this.createBuffer(geometry);
  779. this.buffers.set(geometry, webglBuffer);
  780. }else{
  781. webglBuffer = this.buffers.get(geometry);
  782. for(let attributeName in geometry.attributes){
  783. let attribute = geometry.attributes[attributeName];
  784. if(attribute.version > webglBuffer.vbos.get(attributeName).version){
  785. this.updateBuffer(geometry);
  786. }
  787. }
  788. }
  789. gl.bindVertexArray(webglBuffer.vao);
  790. let isExtraAttribute =
  791. attributeLocations[material.activeAttributeName] === undefined
  792. && Object.keys(geometry.attributes).includes(material.activeAttributeName);
  793. if(isExtraAttribute){
  794. const attributeLocation = attributeLocations["aExtra"].location;
  795. for(const attributeName in geometry.attributes){
  796. const bufferAttribute = geometry.attributes[attributeName];
  797. const vbo = webglBuffer.vbos.get(attributeName);
  798. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  799. gl.disableVertexAttribArray(attributeLocation);
  800. }
  801. const attName = material.activeAttributeName;
  802. const bufferAttribute = geometry.attributes[attName];
  803. const vbo = webglBuffer.vbos.get(attName);
  804. if(bufferAttribute !== undefined && vbo !== undefined){
  805. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  806. let normalized = bufferAttribute.normalized;
  807. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  808. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  809. gl.enableVertexAttribArray(attributeLocation);
  810. }
  811. {
  812. const attExtra = octree.pcoGeometry.pointAttributes.attributes
  813. .find(a => a.name === attName);
  814. let range = material.getRange(attName);
  815. if(!range){
  816. range = attExtra.range;
  817. }
  818. if(!range){
  819. range = [0, 1];
  820. }
  821. let initialRange = attExtra.initialRange;
  822. let initialRangeSize = initialRange[1] - initialRange[0];
  823. let globalRange = range;
  824. let globalRangeSize = globalRange[1] - globalRange[0];
  825. let scale = initialRangeSize / globalRangeSize;
  826. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  827. scale = Number.isNaN(scale) ? 1 : scale;
  828. offset = Number.isNaN(offset) ? 0 : offset;
  829. shader.setUniform1f("uExtraScale", scale);
  830. shader.setUniform1f("uExtraOffset", offset);
  831. }
  832. }else{
  833. for(const attributeName in geometry.attributes){
  834. const bufferAttribute = geometry.attributes[attributeName];
  835. const vbo = webglBuffer.vbos.get(attributeName);
  836. if(attributeLocations[attributeName] !== undefined){
  837. const attributeLocation = attributeLocations[attributeName].location;
  838. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  839. let normalized = bufferAttribute.normalized;
  840. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  841. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  842. gl.enableVertexAttribArray(attributeLocation);
  843. }
  844. }
  845. }
  846. let numPoints = webglBuffer.numElements;
  847. gl.drawArrays(gl.POINTS, 0, numPoints);
  848. //gl.drawArrays(gl.TRIANGLES, 0, numPoints);
  849. i++;
  850. }
  851. gl.bindVertexArray(null);
  852. viewer.addTimeMark('renderNodes','end')
  853. }
  854. renderOctree(octrees, nodes, camera, target, params = {}){
  855. viewer.addTimeMark('renderOctree','start')
  856. let octree
  857. if(octrees instanceof Array){
  858. octree = octrees[0];
  859. }else{
  860. octree = octrees; octrees = [octree]
  861. }
  862. let gl = this.gl;
  863. let material = params.material ? params.material : octree.material;
  864. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  865. let view = camera.matrixWorldInverse;
  866. let viewInv = camera.matrixWorld;
  867. if(params.viewOverride){
  868. view = params.viewOverride;
  869. viewInv = view.clone().invert();
  870. }
  871. let proj = camera.projectionMatrix;
  872. let projInv = proj.clone().invert();
  873. //let worldView = new THREE.Matrix4();
  874. let shader = null;
  875. let visibilityTextureData = null;
  876. let currentTextureBindingPoint = 0;
  877. /* if (material.pointSizeType >= 0) {//最好搬到renderNodes
  878. if (material.pointSizeType === PointSizeType.ADAPTIVE ||
  879. material.activeAttributeName === "level of detail") {
  880. let vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;
  881. visibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);
  882. const vnt = material.visibleNodesTexture;
  883. const data = vnt.image.data;
  884. data.set(visibilityTextureData.data);
  885. vnt.needsUpdate = true;
  886. }
  887. }
  888. */
  889. { // UPDATE SHADER AND TEXTURES
  890. if (!this.shaders.has(material)) {
  891. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  892. let shader = new Shader(gl, "pointcloud", vs, fs);
  893. this.shaders.set(material, shader);
  894. }
  895. shader = this.shaders.get(material);
  896. if(material.shaderNeedsUpdate)
  897. {
  898. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  899. let numSnapshots = material.snapEnabled ? material.numSnapshots : 0;
  900. let num_in_clipboxes = (material.clipBoxes_in && material.clipBoxes_in.length) ? material.clipBoxes_in.length : 0;
  901. let num_out_clipboxes = (material.clipBoxes_out && material.clipBoxes_out.length) ? material.clipBoxes_out.length : 0;
  902. let num_highlightBox = (material.highlightBoxes && material.highlightBoxes.length) ? material.highlightBoxes.length : 0;
  903. let numClipSpheres = (params.clipSpheres && params.clipSpheres.length) ? params.clipSpheres.length : 0;
  904. let numClipPolygons = (material.clipPolygons && material.clipPolygons.length) ? material.clipPolygons.length : 0;
  905. let defines = [
  906. `#define num_shadowmaps ${shadowMaps.length}`,
  907. `#define num_snapshots ${numSnapshots}`,
  908. `#define num_in_clipboxes ${num_in_clipboxes}`, //改
  909. `#define num_out_clipboxes ${num_out_clipboxes}`, //改
  910. `#define num_highlightBox ${num_highlightBox}`, //改
  911. `#define num_clipspheres ${numClipSpheres}`,
  912. `#define num_prism ${material.prisms.pointsCount ? material.prisms.length : 0}`, //土方量数 如果num_prism>0,prismPointCountSum为0 会报错 :array size must be greater than zero
  913. `#define prismPointCountSum ${material.prisms.pointsCount}`,//点总个数
  914. `#define prism_maxPointsCount ${material.prisms.maxPointsCount}`, //单个prism最大点个数 (如果define也能传递个数数组,就不用再uniform里传了,呜 )
  915. ];
  916. //add:-----------
  917. if(material.bigClipInBox ){//裁剪下载
  918. defines.push('#define bigClipInBox')
  919. }
  920. if(material.usePanoMap){
  921. defines.push("#define usePanoMap");
  922. }
  923. if(material.useFilterByNormal){
  924. defines.push("#define use_filter_by_normal");
  925. //Potree.settings.editType == 'pano' ? defines.push("#define attenuated_opacity2") : defines.push("#define attenuated_opacity");
  926. }
  927. if(material.uniforms.baseHeightAreaMap.value){//根据模型高亮土方
  928. defines.push('#define showBaseHeight')
  929. }
  930. //---------------
  931. if(octree.pcoGeometry.root.isLoaded()){
  932. let attributes = octree.pcoGeometry.root.geometry.attributes;
  933. if(attributes["gps-time"]){
  934. defines.push("#define clip_gps_enabled");
  935. }
  936. if(attributes["return number"]){
  937. defines.push("#define clip_return_number_enabled");
  938. }
  939. if(attributes["number of returns"]){
  940. defines.push("#define clip_number_of_returns_enabled");
  941. }
  942. if(attributes["source id"] || attributes["point source id"]){
  943. defines.push("#define clip_point_source_id_enabled");
  944. }
  945. }
  946. let definesString = defines.join("\n");
  947. let vsVersionIndex = vs.indexOf("#version ");
  948. let fsVersionIndex = fs.indexOf("#version ");
  949. if(vsVersionIndex >= 0){
  950. vs = vs.replace(/(#version .*)/, `$1\n${definesString}`)
  951. }else{
  952. vs = `${definesString}\n${vs}`;
  953. }
  954. if(fsVersionIndex >= 0){
  955. fs = fs.replace(/(#version .*)/, `$1\n${definesString}`)
  956. }else{
  957. fs = `${definesString}\n${fs}`;
  958. }
  959. shader.update(vs, fs);
  960. material.shaderNeedsUpdate = false;
  961. }
  962. for (let uniformName of Object.keys(material.uniforms)) {
  963. let uniform = material.uniforms[uniformName];
  964. if (uniform.type == "t") {
  965. let texture = uniform.value;
  966. if (!texture) {
  967. continue;
  968. }
  969. //add
  970. if(uniformName == 'pano0Map' || uniformName == 'pano1Map' ){ //属于cubeTex,另外设置
  971. continue
  972. }
  973. /* if(texture.image && !(texture.image instanceof Image) && !(texture instanceof THREE.CanvasTexture)){
  974. //renderTarget的texture在创建renderTarget时已经初始化过 见setupRenderTarget
  975. continue
  976. } */
  977. if (!this.textures.has(texture) || texture.needsRebuild) {
  978. let webglTexture = new WebGLTexture(gl, texture, this.threeRenderer);
  979. this.textures.set(texture, webglTexture);
  980. delete texture.needsRebuild //renderTarget在resize后会触发dispose, 然后 _gl.deleteTexture( textureProperties.__webglTexture )所以需要重新建立
  981. }
  982. let webGLTexture = this.textures.get(texture);
  983. webGLTexture.update();
  984. }
  985. }
  986. }
  987. gl.useProgram(shader.program);
  988. /* let transparent = false;
  989. if(params.transparent !== undefined){
  990. transparent = params.transparent && material.opacity < 1;
  991. }else{
  992. transparent = material.usePanoMap ? false : (material.useFilterByNormal || material.opacity < 1); //add useFilterByNormal
  993. }
  994. if (transparent){
  995. gl.enable(gl.BLEND);
  996. if(params.notAdditiveBlending){
  997. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); //NormalBlending
  998. gl.enable(gl.DEPTH_TEST);
  999. gl.depthMask(true); //如果不开启depthWrite,深度会错乱。
  1000. }else{
  1001. gl.blendFunc(gl.SRC_ALPHA, gl.ONE); //AdditiveBlending 原本
  1002. gl.disable(gl.DEPTH_TEST);
  1003. gl.depthMask(false);
  1004. }
  1005. } else {
  1006. gl.disable(gl.BLEND);
  1007. gl.depthMask(true);
  1008. gl.enable(gl.DEPTH_TEST);
  1009. }
  1010. if(params.blendFunc !== undefined){
  1011. gl.enable(gl.BLEND);
  1012. gl.blendFunc(...params.blendFunc);
  1013. }
  1014. if(params.depthTest !== undefined){
  1015. if(params.depthTest === true){
  1016. gl.enable(gl.DEPTH_TEST);
  1017. }else{
  1018. gl.disable(gl.DEPTH_TEST);
  1019. }
  1020. }
  1021. if(params.depthWrite !== undefined){
  1022. if(params.depthWrite === true){
  1023. gl.depthMask(true);
  1024. }else{
  1025. gl.depthMask(false);
  1026. }
  1027. } */
  1028. { // UPDATE UNIFORMS
  1029. shader.setUniformMatrix4("projectionMatrix", proj);
  1030. shader.setUniformMatrix4("viewMatrix", view);
  1031. shader.setUniformMatrix4("uViewInv", viewInv);
  1032. shader.setUniformMatrix4("uProjInv", projInv);
  1033. /* let screenWidth = target ? target.width : material.screenWidth;
  1034. let screenHeight = target ? target.height : material.screenHeight;
  1035. shader.setUniform1f("uScreenWidth", screenWidth);
  1036. shader.setUniform1f("uScreenHeight", screenHeight); */
  1037. shader.setUniform2f('resolution', material.resolution.toArray())
  1038. shader.setUniform1f("fov", Math.PI * camera.fov / 180);
  1039. shader.setUniform1f("near", camera.near);
  1040. shader.setUniform1f("far", camera.far);
  1041. if(camera instanceof THREE.OrthographicCamera){
  1042. shader.setUniform("uUseOrthographicCamera", true);
  1043. shader.setUniform("uOrthoWidth", (camera.right - camera.left) / camera.zoom); //改
  1044. shader.setUniform("uOrthoHeight", camera.top - camera.bottom);
  1045. }else{
  1046. shader.setUniform("uUseOrthographicCamera", false);
  1047. }
  1048. /* if(material.clipBoxes.length + material.clipPolygons.length === 0){//改
  1049. shader.setUniform1i("clipTask", ClipTask.NONE);
  1050. }else{
  1051. shader.setUniform1i("clipTask", material.clipTask);
  1052. }
  1053. shader.setUniform1i("clipMethod", material.clipMethod);*/
  1054. //改
  1055. if (material.clipBoxes_in && material.clipBoxes_in.length > 0) {
  1056. //let flattenedMatrices = [].concat(...material.clipBoxes.map(c => c.inverse.elements));
  1057. const lClipBoxes = shader.uniformLocations["clipBoxes_in[0]"];
  1058. gl.uniformMatrix4fv(lClipBoxes, false, material.uniforms.clipBoxes_in.value);
  1059. }
  1060. if (material.clipBoxes_out && material.clipBoxes_out.length > 0) {//add
  1061. const lClipBoxes2 = shader.uniformLocations["clipBoxes_out[0]"];
  1062. gl.uniformMatrix4fv(lClipBoxes2, false, material.uniforms.clipBoxes_out.value);
  1063. }
  1064. if (material.highlightBoxes && material.highlightBoxes.length > 0) {//add
  1065. const boxes_highlight = shader.uniformLocations["boxes_highlight[0]"];
  1066. gl.uniformMatrix4fv(boxes_highlight, false, material.uniforms.boxes_highlight.value);
  1067. }
  1068. if (material.bigClipInBox ) {//add
  1069. shader.setUniformMatrix4("clipBoxBig_in", material.uniforms.clipBoxBig_in.value);
  1070. }
  1071. if(material.uniforms.baseHeightAreaMap.value ){//根据模型高亮土方
  1072. const baseHeightBoundZ = shader.uniformLocations["baseHeightBoundZ"];
  1073. gl.uniform2f(baseHeightBoundZ, ...material.uniforms.baseHeightBoundZ.value.toArray());
  1074. const baseHeightBoundXY = shader.uniformLocations["baseHeightBoundXY"];
  1075. gl.uniform4f(baseHeightBoundXY, ...material.uniforms.baseHeightBoundXY.value.toArray());
  1076. }
  1077. if(material.prisms.length){
  1078. const prismList = shader.uniformLocations["prismList[0]"];
  1079. gl.uniformMatrix3fv(prismList, false, material.uniforms.prismList.value);
  1080. const prismPoints = shader.uniformLocations["prismPoints[0]"];
  1081. gl.uniform2fv(prismPoints, material.uniforms.prismPoints.value);
  1082. }
  1083. // TODO CLIPSPHERES
  1084. if(params.clipSpheres && params.clipSpheres.length > 0){
  1085. let clipSpheres = params.clipSpheres;
  1086. let matrices = [];
  1087. for(let clipSphere of clipSpheres){
  1088. //let mScale = new THREE.Matrix4().makeScale(...clipSphere.scale.toArray());
  1089. //let mTranslate = new THREE.Matrix4().makeTranslation(...clipSphere.position.toArray());
  1090. //let clipToWorld = new THREE.Matrix4().multiplyMatrices(mTranslate, mScale);
  1091. let clipToWorld = clipSphere.matrixWorld;
  1092. let viewToWorld = camera.matrixWorld
  1093. let worldToClip = clipToWorld.clone().invert();
  1094. let viewToClip = new THREE.Matrix4().multiplyMatrices(worldToClip, viewToWorld);
  1095. matrices.push(viewToClip);
  1096. }
  1097. let flattenedMatrices = [].concat(...matrices.map(matrix => matrix.elements));
  1098. const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  1099. gl.uniformMatrix4fv(lClipSpheres, false, flattenedMatrices);
  1100. //const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  1101. //gl.uniformMatrix4fv(lClipSpheres, false, material.uniforms.clipSpheres.value);
  1102. }
  1103. shader.setUniform1f("orthoMaxSize", material.uniforms.orthoMaxSize.value);
  1104. shader.setUniform1f("maxSize", material.uniforms.maxSize.value);
  1105. shader.setUniform1f("minSize", material.uniforms.minSize.value);
  1106. // uniform float uPCIndex
  1107. shader.setUniform1f("uOctreeSpacing", material.spacing);
  1108. shader.setUniform("uOctreeSize", material.uniforms.octreeSize.value);
  1109. shader.setUniform2f("elevationRange", material.elevationRange);
  1110. shader.setUniform2f("intensityRange", material.intensityRange);
  1111. shader.setUniform3f("uIntensity_gbc", [
  1112. material.intensityGamma,
  1113. material.intensityBrightness,
  1114. material.intensityContrast
  1115. ]);
  1116. shader.setUniform3f("uRGB_gbc", [
  1117. material.rgbGamma,
  1118. material.rgbBrightness,
  1119. material.rgbContrast
  1120. ]);
  1121. shader.setUniform1f("uTransition", material.transition);
  1122. shader.setUniform1f("wRGB", material.weightRGB);
  1123. shader.setUniform1f("wIntensity", material.weightIntensity);
  1124. shader.setUniform1f("wElevation", material.weightElevation);
  1125. shader.setUniform1f("wClassification", material.weightClassification);
  1126. shader.setUniform1f("wReturnNumber", material.weightReturnNumber);
  1127. shader.setUniform1f("wSourceID", material.weightSourceID);
  1128. shader.setUniform("backfaceCulling", material.uniforms.backfaceCulling.value);
  1129. //==========================
  1130. //gl.TEXTURE_CUBE_MAP: 34067
  1131. //gl.TEXTURE0=33984 , vnWebGLTexture.target=gl.TEXTURE_2D = 3353
  1132. /* let vnWebGLTexture = this.textures.get(material.visibleNodesTexture);//最好搬到renderNodes
  1133. if(vnWebGLTexture){
  1134. shader.setUniform1i("visibleNodes", currentTextureBindingPoint); //为何之前写的是"visibleNodesTexture",但和"visibleNodes"效果相同?可shader里只有"visibleNodes"
  1135. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1136. gl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);
  1137. currentTextureBindingPoint++;
  1138. } */
  1139. let gradientTexture = this.textures.get(material.gradientTexture);
  1140. shader.setUniform1i("gradient", currentTextureBindingPoint);
  1141. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1142. gl.bindTexture(gradientTexture.target, gradientTexture.id);
  1143. currentTextureBindingPoint++;
  1144. const repeat = material.elevationGradientRepeat;
  1145. if(repeat === ElevationGradientRepeat.REPEAT){
  1146. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.REPEAT);
  1147. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.REPEAT);
  1148. }else if(repeat === ElevationGradientRepeat.MIRRORED_REPEAT){
  1149. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
  1150. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
  1151. }else{
  1152. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1153. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1154. }
  1155. currentTextureBindingPoint++;
  1156. let classificationTexture = this.textures.get(material.classificationTexture);
  1157. shader.setUniform1i("classificationLUT", currentTextureBindingPoint);
  1158. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1159. gl.bindTexture(classificationTexture.target, classificationTexture.id);
  1160. currentTextureBindingPoint++;
  1161. /* let matcapTexture = this.textures.get(material.matcapTexture);
  1162. shader.setUniform1i("matcapTextureUniform", currentTextureBindingPoint);
  1163. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1164. gl.bindTexture(matcapTexture.target, matcapTexture.id);
  1165. currentTextureBindingPoint++; */
  1166. let baseHeightAreaMap = material.uniforms.baseHeightAreaMap.value
  1167. if(baseHeightAreaMap){//根据模型高亮土方
  1168. let map = this.textures.get(baseHeightAreaMap);
  1169. shader.setUniform1i("baseHeightAreaMap", currentTextureBindingPoint);
  1170. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1171. gl.bindTexture(map.target, map.id);
  1172. currentTextureBindingPoint++;
  1173. }
  1174. if (material.snapEnabled === true) {
  1175. {
  1176. const lSnapshot = shader.uniformLocations["uSnapshot[0]"];
  1177. const lSnapshotDepth = shader.uniformLocations["uSnapshotDepth[0]"];
  1178. let bindingStart = currentTextureBindingPoint;
  1179. let lSnapshotBindingPoints = new Array(5).fill(bindingStart).map((a, i) => (a + i));
  1180. let lSnapshotDepthBindingPoints = new Array(5)
  1181. .fill(1 + Math.max(...lSnapshotBindingPoints))
  1182. .map((a, i) => (a + i));
  1183. currentTextureBindingPoint = 1 + Math.max(...lSnapshotDepthBindingPoints);
  1184. gl.uniform1iv(lSnapshot, lSnapshotBindingPoints);
  1185. gl.uniform1iv(lSnapshotDepth, lSnapshotDepthBindingPoints);
  1186. for (let i = 0; i < 5; i++) {
  1187. let texture = material.uniforms[`uSnapshot`].value[i];
  1188. let textureDepth = material.uniforms[`uSnapshotDepth`].value[i];
  1189. if (!texture) {
  1190. break;
  1191. }
  1192. let snapTexture = this.threeRenderer.properties.get(texture).__webglTexture;
  1193. let snapTextureDepth = this.threeRenderer.properties.get(textureDepth).__webglTexture;
  1194. let bindingPoint = lSnapshotBindingPoints[i];
  1195. let depthBindingPoint = lSnapshotDepthBindingPoints[i];
  1196. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  1197. gl.bindTexture(gl.TEXTURE_2D, snapTexture);
  1198. gl.activeTexture(gl[`TEXTURE${depthBindingPoint}`]);
  1199. gl.bindTexture(gl.TEXTURE_2D, snapTextureDepth);
  1200. }
  1201. }
  1202. {
  1203. let flattenedMatrices = [].concat(...material.uniforms.uSnapView.value.map(c => c.elements));
  1204. const lSnapView = shader.uniformLocations["uSnapView[0]"];
  1205. gl.uniformMatrix4fv(lSnapView, false, flattenedMatrices);
  1206. }
  1207. {
  1208. let flattenedMatrices = [].concat(...material.uniforms.uSnapProj.value.map(c => c.elements));
  1209. const lSnapProj = shader.uniformLocations["uSnapProj[0]"];
  1210. gl.uniformMatrix4fv(lSnapProj, false, flattenedMatrices);
  1211. }
  1212. {
  1213. let flattenedMatrices = [].concat(...material.uniforms.uSnapProjInv.value.map(c => c.elements));
  1214. const lSnapProjInv = shader.uniformLocations["uSnapProjInv[0]"];
  1215. gl.uniformMatrix4fv(lSnapProjInv, false, flattenedMatrices);
  1216. }
  1217. {
  1218. let flattenedMatrices = [].concat(...material.uniforms.uSnapViewInv.value.map(c => c.elements));
  1219. const lSnapViewInv = shader.uniformLocations["uSnapViewInv[0]"];
  1220. gl.uniformMatrix4fv(lSnapViewInv, false, flattenedMatrices);
  1221. }
  1222. }
  1223. //=============add===========
  1224. if(material.usePanoMap){//为什么pointsize失效
  1225. shader.setUniform1f("progress", material.uniforms.progress.value);
  1226. shader.setUniform1f("easeInOutRatio", material.uniforms.easeInOutRatio.value);
  1227. shader.setUniform3f("pano0Position", material.uniforms.pano0Position.value.toArray());
  1228. shader.setUniform3f("pano1Position", material.uniforms.pano1Position.value.toArray());
  1229. shader.setUniform('pano0Matrix', material.uniforms.pano0Matrix.value);
  1230. shader.setUniform('pano1Matrix', material.uniforms.pano1Matrix.value);
  1231. let pano0Map = material.uniforms.pano0Map.value
  1232. if(pano0Map){
  1233. this.threeRenderer._textures.safeSetTextureCube( pano0Map, ++currentTextureBindingPoint );
  1234. shader.setUniform1i('pano0Map', currentTextureBindingPoint);
  1235. }
  1236. let pano1Map = material.uniforms.pano1Map.value
  1237. if(pano1Map){
  1238. this.threeRenderer._textures.safeSetTextureCube( pano1Map, ++currentTextureBindingPoint );
  1239. shader.setUniform1i('pano1Map', currentTextureBindingPoint);
  1240. }
  1241. //注: three.js我添加了个 _textures, safeSetTextureCube里主要就是activeTexture和bindTexture
  1242. }
  1243. }
  1244. viewer.addTimeMark('renderOctree','end')
  1245. params.currentTextureBindingPoint = ++currentTextureBindingPoint
  1246. octrees.forEach(octree=>{
  1247. this.renderNodes(octree, nodes || octree.visibleNodes, visibilityTextureData, camera, target, shader, params);
  1248. })
  1249. gl.activeTexture(gl.TEXTURE2);
  1250. gl.bindTexture(gl.TEXTURE_2D, null);
  1251. gl.activeTexture(gl.TEXTURE0);
  1252. //gl.bindTexture(gl.TEXTURE_2D, null); //add
  1253. //add 恢复为不透明(否则renderToCubeMap时的贴图会被渲染成高亮的颜色)
  1254. gl.disable(gl.BLEND);
  1255. gl.depthMask(true);
  1256. gl.enable(gl.DEPTH_TEST);
  1257. //DEPTH_TEST等需要恢复吗
  1258. }
  1259. render(scene, camera, target = null, params = {}) {
  1260. const gl = this.gl;
  1261. // PREPARE
  1262. if (target != null) {
  1263. this.threeRenderer.setRenderTarget(target);
  1264. }
  1265. //camera.updateProjectionMatrix();
  1266. // camera.matrixWorldInverse.invert(camera.matrixWorld);
  1267. const traversalResult = this.traverse(scene);
  1268. //排序
  1269. if(params.notAdditiveBlending){//add
  1270. traversalResult.octrees.forEach(tree=>{
  1271. if(tree.material.opacity==1){
  1272. tree._z = Infinity //不透明的先渲染 //2024.10发现没用,会透过不透明的看到后面透明的orz
  1273. }else{
  1274. let center = tree.boundCenter ? tree.boundCenter.clone() : tree.boundingBox.getCenter(tree.boundCenter).applyMatrix4(tree.matrixWorld)
  1275. center.project(camera)
  1276. tree._z = center.z
  1277. }
  1278. })
  1279. traversalResult.octrees.sort((tree1,tree2)=>{
  1280. return tree2._z - tree1._z //降序 (-1 朝外)。 离屏幕近的后渲染
  1281. })
  1282. }
  1283. // RENDER
  1284. let mat = params.material || traversalResult.octrees[0].material
  1285. let cloudSameMat = Potree.settings.cloudSameMat && !traversalResult.octrees.some(e=>e.material.activeAttributeName != mat.activeAttributeName) //activeAttributeName都一样才行
  1286. if(cloudSameMat && viewer.scene.volumes.length == 0 && mat.pointSizeType != PointSizeType.ADAPTIVE && mat.activeAttributeName != "level of detail"){
  1287. this.renderOctree(traversalResult.octrees, null, camera, target, params); //所有点云除了个别属性需要在shader中更新,其他都使用第一个点云的材质
  1288. }else for (const octree of traversalResult.octrees) {
  1289. for (const octree of traversalResult.octrees) {
  1290. this.renderOctree(octree, octree.visibleNodes, camera, target, params);
  1291. }
  1292. }
  1293. //if (octree material.pointSizeType === PointSizeType.ADAPTIVE || material.activeAttributeName === "level of detail") {
  1294. // CLEANUP
  1295. gl.activeTexture(gl.TEXTURE1);
  1296. gl.bindTexture(gl.TEXTURE_2D, null);
  1297. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  1298. gl.bindVertexArray(null);
  1299. this.threeRenderer.resetState();
  1300. }
  1301. };
  1302. /*
  1303. 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
  1304. geometry: 有的attributes: 属性是:
  1305. classification:
  1306. color:
  1307. indices:
  1308. normal:
  1309. position:
  1310. 最好有个spacing
  1311. */