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- import * as THREE from "../../libs/three.js/build/three.module.js";
- import {PointCloudSM} from "../utils/PointCloudSM.js";
- import {ExtendEyeDomeLightingMaterial} from "../materials/ExtendEyeDomeLightingMaterial.js";
- import {SphereVolume} from "../utils/Volume.js";
- import {Utils} from "../utils.js";
- import {copyShader} from '../materials/shaders/otherShaders.js'
- import {Features} from "../Features.js";
- import {easing} from "../custom/utils/transitions.js";
-
- //import DepthTexSampler from "../custom/utils/DepthTexSampler.js";
- export class EDLRenderer{//Eye-Dome Lighting 眼罩照明
- constructor(viewer){
- this.viewer = viewer;
- this.edlMaterial = null;
- //this.rtRegular;
- this.rtEDLs = new Map
- this.gl = viewer.renderer.getContext();
- //反正也没用到,注释了:
- //this.shadowMap = new PointCloudSM(this.viewer.pRenderer);
-
- viewer.addEventListener('resize',this.resize.bind(this))
- this.initEDL(viewer)
-
- }
- initEDL(viewer){
- if (this.edlMaterial != null || !Features.EXT_DEPTH.isSupported()){
- return;
- }
- this.edlMaterial = new ExtendEyeDomeLightingMaterial();
- this.edlMaterial.depthTest = true;
- this.edlMaterial.depthWrite = true;
- this.edlMaterial.transparent = true;
-
- let copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
- this.recoverToScreenMat = new THREE.ShaderMaterial({
-
- uniforms: copyUniforms,
- vertexShader:copyShader.vertexShader,
- fragmentShader: copyShader.fragmentShader,
- transparent: true,
- defines:{
- useDepth: true
- }
- })
- /* let copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
-
- this.copyMaterial = new THREE.ShaderMaterial( {
- uniforms: copyUniforms,
- vertexShader: copyShader.vertexShader,
- fragmentShader: copyShader.fragmentShader,
- //premultipliedAlpha: true,
- transparent: true,
- //blending: THREE.AdditiveBlending,
- depthTest: false,
- depthWrite: false
- }); */
- if(Potree.settings.useRTskybox){
- viewer.images360.addEventListener('endChangeMode',()=>{
- this.resize({viewport:viewer.mainViewport})
- })
- }
- //this.depthTexSampler = new DepthTexSampler(this);
- };
- resize(e){
- if(Features.EXT_DEPTH.isSupported()){
- let viewport = e.viewport
- let size = Potree.settings.useRTskybox && Potree.settings.displayMode == 'showPanos' ? viewport.resolution2 : viewport.resolution; //若要渲染skybox,需要和设备一样精度的rt
- this.getRtEDL(viewport).setSize( size.x, size.y ); //理论上可以是任意尺寸,但会影响精度,且aspect最好和渲染的一致
- }
- }
-
- clearTargets(params={}){
- const viewer = this.viewer;
- const {renderer} = viewer;
- const oldTarget = renderer.getRenderTarget();
-
- if(params.target){//add
- renderer.setRenderTarget( params.target);
- renderer.clear()
- }
-
-
-
- if(Features.EXT_DEPTH.isSupported()){
- if(params.rtEDL){
- renderer.setRenderTarget( params.rtEDL);
- renderer.clear()
- }else{
- var rtEDL = this.getRtEDL(params.viewport)
- if(rtEDL){
- renderer.setRenderTarget( rtEDL );
- renderer.clear( true, true, true );
- }
-
- }
- }
-
-
-
- //renderer.setRenderTarget( this.rtRegular );
- //renderer.clear( true, true, false );
- renderer.setRenderTarget(oldTarget);
- }
-
-
- getRtEDL(viewport){//根据不同viewport返回rtEDL的texture
- if(!viewport){
- console.warn('getRtEDL没传viewport!!!! !!!!!!!!!!')
- viewport = viewer.mainViewport
- }
- var rtEDL = this.rtEDLs.get(viewport)
- if(!rtEDL){
- if(Features.EXT_DEPTH.isSupported()){
- rtEDL = new THREE.WebGLRenderTarget(viewport.resolution.x, viewport.resolution.y, {
- minFilter: THREE.NearestFilter,
- magFilter: THREE.NearestFilter,
- format: THREE.RGBAFormat,
- type: THREE.FloatType,
- depthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)
- });
- //注: 部分手机在resize时会崩溃,经检验去掉rtEDL的resize可以解决,所以更应该注释掉这个
-
-
- this.rtEDLs.set(viewport, rtEDL)
- }
- }
-
- return rtEDL
- }
-
- renderShadowMap(visiblePointClouds, camera, lights){
- const {viewer} = this;
- const doShadows = lights.length > 0 && !(lights[0].disableShadowUpdates);
- if(doShadows){
- let light = lights[0];
-
- this.shadowMap.setLight(light);
- let originalAttributes = new Map();
- for(let pointcloud of viewer.scene.pointclouds){
- // TODO IMPORTANT !!! check
- originalAttributes.set(pointcloud, pointcloud.material.activeAttributeName);
- pointcloud.material.disableEvents();
- pointcloud.material.activeAttributeName = "depth";
- //pointcloud.material.pointColorType = PointColorType.DEPTH;
- }
- this.shadowMap.render(viewer.scene.scenePointCloud, camera);
- for(let pointcloud of visiblePointClouds){
- let originalAttribute = originalAttributes.get(pointcloud);
- // TODO IMPORTANT !!! check
- pointcloud.material.activeAttributeName = originalAttribute;
- pointcloud.material.enableEvents();
- }
- viewer.shadowTestCam.updateMatrixWorld();
- viewer.shadowTestCam.matrixWorldInverse.copy(viewer.shadowTestCam.matrixWorld).invert();
- viewer.shadowTestCam.updateProjectionMatrix();
- }
- }
- render(params={}){
-
- const viewer = this.viewer;
- let camera = params.camera ? params.camera : viewer.scene.getActiveCamera();
- const resolution = params.viewport ? params.viewport.resolution : this.viewer.renderer.getSize(new THREE.Vector2());//突然发现mobile用resolution2点云会放大
- let rtEDL = Features.EXT_DEPTH.isSupported() && camera.type != "OrthographicCamera" && !params.dontRenderRtEDL && (params.rtEDL || this.getRtEDL(params.viewport)) // 平面相机不用depthTex直接打开depthTest?且不使用edl
- let useEDL = viewer.useEDL && rtEDL && Potree.settings.displayMode != 'showPanos'
- let target = params.target || null
- viewer.renderer.setRenderTarget(target);
-
- //viewer.dispatchEvent({type: "render.pass.begin",viewer: viewer});
-
- let lights = [];
- /* viewer.scene.scene.traverse(node => {
- if(node.type === "SpotLight"){
- lights.push(node);
- }
- }); */
-
- //skybox 全景图
- if(!params.magnifier){
- Potree.Utils.setCameraLayers(camera, ['skybox'])
- let useDepthTex
- if(Potree.settings.displayMode == 'showPanos' && viewer.images360.currentPano.pointcloud.hasDepthTex && rtEDL){//渲染深度图
- useDepthTex = true
-
- viewer.renderer.setRenderTarget(rtEDL) //将带有深度图的skybox画在rtEDL一下,这样就不需要绘制后边的点云了
- viewer.renderer.render(viewer.scene.scene, camera);
- viewer.renderer.setRenderTarget(target);
-
- if(Potree.settings.useRTskybox){//直接使用rtEDL,但是会失去抗锯齿,不知在skybox上需要抗锯齿吗
- this.recoverToScreenMat.uniforms.depthTex.value = rtEDL.depthTexture
- this.recoverToScreenMat.uniforms.tDiffuse.value = rtEDL.texture
- Utils.screenPass.render(viewer.renderer, this.recoverToScreenMat, target);
- }else{
- viewer.renderer.render(viewer.scene.scene, camera);
- }
- }else{
- viewer.renderer.render(viewer.scene.scene, camera);
- }
-
- if(useDepthTex)return
- }
-
-
- const visiblePointClouds2 = viewer.scene.pointclouds.filter(pc => Potree.Utils.getObjVisiByReason(pc,'datasetSelection') ); //需要绘制到rtEDL的
- const showPointClouds = params.magnifier ? visiblePointClouds2.length>0 : viewer.scene.pointclouds.some(e=>e.visible) //是否有需要绘制到屏幕的
-
- visiblePointClouds2.forEach(e=>{//为了绘制到depthTexture,先显示(展示全景图时隐藏了点云,所以需要显示下。且放大镜需要绘制点云)
- e.oldVisi = e.visible
- e.visible = true;
- })
-
- Potree.Utils.setCameraLayers(camera, ['pointcloud'])
- camera.layers.set(Potree.config.renderLayers.pointcloud);
-
- //TODO adapt to multiple lights
- //this.renderShadowMap(visiblePointClouds2, camera, lights); //???????
- {
- for (let pointcloud of visiblePointClouds2) {
-
- let material = pointcloud.material;
- let octreeSize = pointcloud.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;
- material.fov = THREE.Math.degToRad(camera.fov)
- material.resolution = resolution
- material.spacing = pointcloud.pcoGeometry.spacing; // * Math.max(this.scale.x, this.scale.y, this.scale.z);
- material.near = camera.near;
- material.far = camera.far;
- material.uniforms.octreeSize.value = octreeSize
-
- if(useEDL ){
- material.useEDL = true;
- //material.fakeEDL = false; //add
- }else{
- material.useEDL = false;
- //material.fakeEDL = true; //add 使也输出深度
- }
- }
-
- if(rtEDL/* Features.EXT_DEPTH.isSupported() && !params.dontRenderRtEDL */){ //借用rtEDL存储深度信息
- viewer.renderer.setRenderTarget( rtEDL );
-
- if(visiblePointClouds2.length>0){ //渲染scenePointCloud到rtEDL
- viewer.pRenderer.render(viewer.scene.scenePointCloud, camera, rtEDL, {
- shadowMaps: lights.length > 0 ? [this.shadowMap] : null,
- clipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),
- transparent: false,
- });
- }
- if(Potree.settings.intersectOnObjs){// model也要渲染到rtEDL
- camera.layers.set(Potree.config.renderLayers.model);
- viewer.objs.traverse(e=>{if(e.material)e._OlddepthWrite = e.material.depthWrite, e.material.depthWrite = true}) //否则半透明的mesh无法遮住测量线
- viewer.renderer.render(viewer.scene.scene, camera);
- viewer.objs.traverse(e=>{if(e.material)e.material.depthWrite = e._OlddepthWrite})
- //缺点:半透明的model 就算完全透明, 也会遮住测量线
- }
- }
- }
-
-
- //渲染到rtEDL完毕
- viewer.dispatchEvent({type: "render.pass.scene", viewer: viewer });
- viewer.renderer.setRenderTarget( target );
-
- if(!params.magnifier)visiblePointClouds2.forEach(e=>{//放大镜显示点云
- e.visible = e.oldVisi
- })
-
-
- if(showPointClouds){ //绘制点云到画布
- if(useEDL) { //设置edlMaterial //Features.EXT_DEPTH不支持的话不会到这一块
-
- const uniforms = this.edlMaterial.uniforms;
- uniforms.resolution.value.copy(resolution)
- uniforms.edlStrength.value = viewer.edlStrength;
- uniforms.radius.value = viewer.edlRadius;
- uniforms.useEDL.value = 1;//add
-
- let proj = camera.projectionMatrix;
- let projArray = new Float32Array(16);
- projArray.set(proj.elements);
- uniforms.uProj.value = projArray;
-
- uniforms.uEDLColor.value = rtEDL.texture;
- uniforms.opacity.value = viewer.edlOpacity; // HACK
- Utils.screenPass.render(viewer.renderer, this.edlMaterial, target); //相当于一个描边后期特效。 缺点: 因为target上的没有抗锯齿,所以点云在晃动镜头时会不稳定地闪烁1px位置。优点:比不打开edl少绘制一次点云,更流畅了?!
- }else{
- //渲染点云 (直接用rtEDL上的会失去抗锯齿, 导致频闪、密集时出现条纹, 自己写抗锯齿也要渲染好几次。另外透明度也要处理下)
-
- let prop = {
- shadowMaps: lights.length > 0 ? [this.shadowMap] : null,
- clipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)) ,
- notAdditiveBlending: Potree.settings.notAdditiveBlending//add 否则透明的点云会挡住后面的模型。 加上这句后竟然透明不会叠加了!
- }
-
- viewer.pRenderer.render(viewer.scene.scenePointCloud, camera, null , prop);
-
- }
- }
-
- visiblePointClouds2.forEach(e=>{
- e.visible = e.oldVisi
- })
- //viewer.dispatchEvent({type: "render.pass.end",viewer: viewer});
- }
-
- /*
- 渲染顺序:
- 底层:背景 -> skybox(也可中间)
- 中间层(含有深度信息):1 点云、marker等mesh,
- 2 测量线(现在被做成借用depthTex
- 顶层:maginifier
- magnifier的贴图渲染不需要顶层、中间层只需要点云。
- */
-
- }
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