PotreeRenderer.js 48 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 {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. console.log(this.vs)
  168. console.log(this.fs)
  169. return;
  170. }
  171. for(let name of Object.keys(attributeLocations)){
  172. let location = attributeLocations[name].location;
  173. let glslName = attributeLocations[name].name;
  174. gl.bindAttribLocation(this.program, location, glslName);
  175. }
  176. this.compileShader(this.vs, this.vsSource);
  177. this.compileShader(this.fs, this.fsSource);
  178. let program = this.program;
  179. gl.attachShader(program, this.vs);
  180. gl.attachShader(program, this.fs);
  181. gl.linkProgram(program);
  182. gl.detachShader(program, this.vs);
  183. gl.detachShader(program, this.fs);
  184. // 检测当前程序链接状态
  185. let success = gl.getProgramParameter(program, gl.LINK_STATUS);
  186. if (!success) {
  187. let info = gl.getProgramInfoLog(program);
  188. throw `could not link program ${this.name}: ${info}`;
  189. }
  190. { // attribute locations
  191. let numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  192. for (let i = 0; i < numAttributes; i++) {
  193. let attribute = gl.getActiveAttrib(program, i);
  194. let location = gl.getAttribLocation(program, attribute.name);
  195. this.attributeLocations[attribute.name] = location;
  196. }
  197. }
  198. { // uniform locations
  199. let numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  200. for (let i = 0; i < numUniforms; i++) {
  201. let uniform = gl.getActiveUniform(program, i);
  202. let location = gl.getUniformLocation(program, uniform.name);
  203. this.uniformLocations[uniform.name] = location;
  204. this.uniforms[uniform.name] = {
  205. location: location,
  206. value: null,
  207. };
  208. }
  209. }
  210. // uniform blocks
  211. if( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext){ //WebGL2RenderingContext在mac的safari14以下是没有定义的
  212. let numBlocks = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);
  213. for (let i = 0; i < numBlocks; i++) {
  214. let blockName = gl.getActiveUniformBlockName(program, i);
  215. let blockIndex = gl.getUniformBlockIndex(program, blockName);
  216. this.uniformBlockIndices[blockName] = blockIndex;
  217. gl.uniformBlockBinding(program, blockIndex, blockIndex);
  218. let dataSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);
  219. let uBuffer = gl.createBuffer();
  220. gl.bindBuffer(gl.UNIFORM_BUFFER, uBuffer);
  221. gl.bufferData(gl.UNIFORM_BUFFER, dataSize, gl.DYNAMIC_READ);
  222. gl.bindBufferBase(gl.UNIFORM_BUFFER, blockIndex, uBuffer);
  223. gl.bindBuffer(gl.UNIFORM_BUFFER, null);
  224. this.uniformBlocks[blockName] = {
  225. name: blockName,
  226. index: blockIndex,
  227. dataSize: dataSize,
  228. buffer: uBuffer
  229. };
  230. }
  231. }
  232. let cached = {
  233. program: this.program,
  234. vs: this.vs,
  235. fs: this.fs,
  236. attributeLocations: this.attributeLocations,
  237. uniformLocations: this.uniformLocations,
  238. uniforms: this.uniforms,
  239. uniformBlocks: this.uniformBlocks,
  240. };
  241. this.cache.set(`${this.vsSource}, ${this.fsSource}`, cached);
  242. }
  243. const tEnd = performance.now();
  244. const duration = tEnd - tStart;
  245. //console.log(`shader compile duration: ${duration.toFixed(3)}`);
  246. }
  247. setUniformMatrix4(name, value) {
  248. const gl = this.gl;
  249. const location = this.uniformLocations[name];
  250. if (location == null) {
  251. return;
  252. }
  253. let tmp = new Float32Array(value.elements);
  254. gl.uniformMatrix4fv(location, false, tmp);
  255. }
  256. setUniform1f(name, value) {
  257. const gl = this.gl;
  258. const uniform = this.uniforms[name];
  259. if (uniform === undefined) {
  260. return;
  261. }
  262. if(uniform.value === value){
  263. return;
  264. }
  265. uniform.value = value;
  266. gl.uniform1f(uniform.location, value);
  267. }
  268. setUniformBoolean(name, value) {
  269. const gl = this.gl;
  270. const uniform = this.uniforms[name];
  271. if (uniform === undefined) {
  272. return;
  273. }
  274. if(uniform.value === value){
  275. return;
  276. }
  277. uniform.value = value;
  278. gl.uniform1i(uniform.location, value);
  279. }
  280. setUniformTexture(name, value) {
  281. const gl = this.gl;
  282. const location = this.uniformLocations[name];
  283. if (location == null) {
  284. return;
  285. }
  286. gl.uniform1i(location, value);
  287. }
  288. setUniform2f(name, value) {
  289. const gl = this.gl;
  290. const location = this.uniformLocations[name];
  291. if (location == null) {
  292. return;
  293. }
  294. gl.uniform2f(location, value[0], value[1]);
  295. }
  296. setUniform3f(name, value) {
  297. const gl = this.gl;
  298. const location = this.uniformLocations[name];
  299. if (location == null) {
  300. return;
  301. }
  302. gl.uniform3f(location, value[0], value[1], value[2]);
  303. }
  304. setUniform(name, value) {
  305. if (value.constructor === THREE.Matrix4) {
  306. this.setUniformMatrix4(name, value);
  307. } else if (typeof value === "number") {
  308. this.setUniform1f(name, value);
  309. } else if (typeof value === "boolean") {
  310. this.setUniformBoolean(name, value);
  311. } else if (value instanceof WebGLTexture) {
  312. this.setUniformTexture(name, value);
  313. } else if (value instanceof Array) {
  314. if (value.length === 2) {
  315. this.setUniform2f(name, value);
  316. } else if (value.length === 3) {
  317. this.setUniform3f(name, value);
  318. }
  319. } else {
  320. console.error("unhandled uniform type: ", name, value);
  321. }
  322. }
  323. setUniform1i(name, value) {
  324. let gl = this.gl;
  325. let location = this.uniformLocations[name];
  326. if (location == null) {
  327. return;
  328. }
  329. gl.uniform1i(location, value);
  330. }
  331. };
  332. class WebGLTexture {
  333. constructor(gl, texture) {
  334. this.gl = gl;
  335. this.texture = texture;
  336. this.id = gl.createTexture();
  337. this.target = gl.TEXTURE_2D;
  338. this.version = -1;
  339. this.update(texture);
  340. }
  341. update() {
  342. if (!this.texture.image) {
  343. this.version = this.texture.version;
  344. return;
  345. }
  346. let gl = this.gl;
  347. let texture = this.texture;
  348. if (this.version === texture.version) {
  349. return;
  350. }
  351. this.target = gl.TEXTURE_2D;
  352. gl.bindTexture(this.target, this.id);
  353. let level = 0;
  354. let internalFormat = paramThreeToGL(gl, texture.format);
  355. let width = texture.image.width;
  356. let height = texture.image.height;
  357. let border = 0;
  358. let srcFormat = internalFormat;
  359. let srcType = paramThreeToGL(gl, texture.type);
  360. let data;
  361. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  362. gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  363. gl.pixelStorei(gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  364. if (texture instanceof THREE.DataTexture) {
  365. data = texture.image.data;
  366. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  367. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  368. gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
  369. gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));
  370. gl.texImage2D(this.target, level, internalFormat,
  371. width, height, border, srcFormat, srcType,
  372. data);
  373. }/* else if(texture instanceof THREE.CubeTexture){//add
  374. } */else if ((texture instanceof THREE.CanvasTexture) || (texture instanceof THREE.Texture)) {
  375. data = texture.image;
  376. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, paramThreeToGL(gl, texture.wrapS));
  377. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, paramThreeToGL(gl, texture.wrapT));
  378. gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
  379. gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));
  380. gl.texImage2D(this.target, level, internalFormat,
  381. internalFormat, srcType, data);
  382. if (texture instanceof THREE.Texture) {gl.generateMipmap(gl.TEXTURE_2D);}
  383. }
  384. gl.bindTexture(this.target, null);
  385. this.version = texture.version;
  386. }
  387. };
  388. class WebGLBuffer {
  389. constructor() {
  390. this.numElements = 0;
  391. this.vao = null;
  392. this.vbos = new Map();
  393. }
  394. };
  395. export class Renderer {
  396. constructor(threeRenderer) {
  397. this.threeRenderer = threeRenderer;
  398. this.gl = this.threeRenderer.getContext();
  399. this.buffers = new Map();
  400. this.shaders = new Map();
  401. this.textures = new Map();
  402. this.glTypeMapping = new Map();
  403. this.glTypeMapping.set(Float32Array, this.gl.FLOAT);
  404. this.glTypeMapping.set(Uint8Array, this.gl.UNSIGNED_BYTE);
  405. this.glTypeMapping.set(Uint16Array, this.gl.UNSIGNED_SHORT);
  406. this.toggle = 0;
  407. }
  408. deleteBuffer(geometry) {
  409. let gl = this.gl;
  410. let webglBuffer = this.buffers.get(geometry);
  411. if (webglBuffer != null) {
  412. for (let attributeName in geometry.attributes) {
  413. gl.deleteBuffer(webglBuffer.vbos.get(attributeName).handle);
  414. }
  415. this.buffers.delete(geometry);
  416. }
  417. }
  418. createBuffer(geometry){
  419. let gl = this.gl;
  420. let webglBuffer = new WebGLBuffer();
  421. webglBuffer.vao = gl.createVertexArray();
  422. webglBuffer.numElements = geometry.attributes.position.count;
  423. gl.bindVertexArray(webglBuffer.vao);
  424. for(let attributeName in geometry.attributes){
  425. let bufferAttribute = geometry.attributes[attributeName];
  426. let vbo = gl.createBuffer();
  427. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  428. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  429. let normalized = bufferAttribute.normalized;
  430. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  431. if(attributeLocations[attributeName] === undefined){
  432. //attributeLocation = attributeLocations["aExtra"];
  433. }else{
  434. let attributeLocation = attributeLocations[attributeName].location;
  435. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  436. gl.enableVertexAttribArray(attributeLocation);
  437. }
  438. webglBuffer.vbos.set(attributeName, {
  439. handle: vbo,
  440. name: attributeName,
  441. count: bufferAttribute.count,
  442. itemSize: bufferAttribute.itemSize,
  443. type: geometry.attributes.position.array.constructor,
  444. version: 0
  445. });
  446. }
  447. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  448. gl.bindVertexArray(null);
  449. let disposeHandler = (event) => {
  450. this.deleteBuffer(geometry);
  451. geometry.removeEventListener("dispose", disposeHandler);
  452. };
  453. geometry.addEventListener("dispose", disposeHandler);
  454. return webglBuffer;
  455. }
  456. updateBuffer(geometry){
  457. let gl = this.gl;
  458. let webglBuffer = this.buffers.get(geometry);
  459. gl.bindVertexArray(webglBuffer.vao);
  460. for(let attributeName in geometry.attributes){
  461. let bufferAttribute = geometry.attributes[attributeName];
  462. let normalized = bufferAttribute.normalized;
  463. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  464. let vbo = null;
  465. if(!webglBuffer.vbos.has(attributeName)){
  466. vbo = gl.createBuffer();
  467. webglBuffer.vbos.set(attributeName, {
  468. handle: vbo,
  469. name: attributeName,
  470. count: bufferAttribute.count,
  471. itemSize: bufferAttribute.itemSize,
  472. type: geometry.attributes.position.array.constructor,
  473. version: bufferAttribute.version
  474. });
  475. }else{
  476. vbo = webglBuffer.vbos.get(attributeName).handle;
  477. webglBuffer.vbos.get(attributeName).version = bufferAttribute.version;
  478. }
  479. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  480. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  481. if(attributeLocations[attributeName] === undefined){
  482. //attributeLocation = attributeLocations["aExtra"];
  483. }else{
  484. let attributeLocation = attributeLocations[attributeName].location;
  485. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  486. gl.enableVertexAttribArray(attributeLocation);
  487. }
  488. }
  489. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  490. gl.bindVertexArray(null);
  491. }
  492. traverse(scene) {
  493. let octrees = [];
  494. let stack = [scene];
  495. while (stack.length > 0) {
  496. let node = stack.pop();
  497. if (node instanceof PointCloudTree) {
  498. octrees.push(node);
  499. continue;
  500. }
  501. let visibleChildren = node.children.filter(c => c.visible);
  502. stack.push(...visibleChildren);
  503. }
  504. let result = {
  505. octrees: octrees
  506. };
  507. return result;
  508. }
  509. renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params) {
  510. if (exports.measureTimings) performance.mark("renderNodes-start");
  511. let gl = this.gl;
  512. let material = params.material ? params.material : octree.material;
  513. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  514. let view = camera.matrixWorldInverse;
  515. if(params.viewOverride){
  516. view = params.viewOverride;
  517. }
  518. let worldView = new THREE.Matrix4();
  519. let mat4holder = new Float32Array(16);
  520. let i = 0;
  521. for (let node of nodes) {
  522. if(exports.debug.allowedNodes !== undefined){
  523. if(!exports.debug.allowedNodes.includes(node.name)){
  524. continue;
  525. }
  526. }
  527. let world = node.sceneNode.matrixWorld;
  528. worldView.multiplyMatrices(view, world);
  529. if (visibilityTextureData) {
  530. let vnStart = visibilityTextureData.offsets.get(node);
  531. shader.setUniform1f("uVNStart", vnStart);
  532. }
  533. let level = node.getLevel();
  534. if(node.debug){
  535. shader.setUniform("uDebug", true);
  536. }else{
  537. shader.setUniform("uDebug", false);
  538. }
  539. // let isLeaf = false;
  540. // if(node instanceof PointCloudOctreeNode){
  541. // isLeaf = Object.keys(node.children).length === 0;
  542. // }else if(node instanceof PointCloudArena4DNode){
  543. // isLeaf = node.geometryNode.isLeaf;
  544. // }
  545. // shader.setUniform("uIsLeafNode", isLeaf);
  546. // let isLeaf = node.children.filter(n => n != null).length === 0;
  547. // if(!isLeaf){
  548. // continue;
  549. // }
  550. // TODO consider passing matrices in an array to avoid uniformMatrix4fv overhead
  551. const lModel = shader.uniformLocations["modelMatrix"];
  552. if (lModel) {
  553. mat4holder.set(world.elements);
  554. gl.uniformMatrix4fv(lModel, false, mat4holder);
  555. }
  556. const lModelView = shader.uniformLocations["modelViewMatrix"];
  557. //mat4holder.set(worldView.elements);
  558. // faster then set in chrome 63
  559. for(let j = 0; j < 16; j++){
  560. mat4holder[j] = worldView.elements[j];
  561. }
  562. gl.uniformMatrix4fv(lModelView, false, mat4holder);
  563. { // Clip Polygons
  564. if(material.clipPolygons && material.clipPolygons.length > 0){
  565. let clipPolygonVCount = [];
  566. let worldViewProjMatrices = [];
  567. for(let clipPolygon of material.clipPolygons){
  568. let view = clipPolygon.viewMatrix;
  569. let proj = clipPolygon.projMatrix;
  570. let worldViewProj = proj.clone().multiply(view).multiply(world);
  571. clipPolygonVCount.push(clipPolygon.markers.length);
  572. worldViewProjMatrices.push(worldViewProj);
  573. }
  574. let flattenedMatrices = [].concat(...worldViewProjMatrices.map(m => m.elements));
  575. let flattenedVertices = new Array(8 * 3 * material.clipPolygons.length);
  576. for(let i = 0; i < material.clipPolygons.length; i++){
  577. let clipPolygon = material.clipPolygons[i];
  578. for(let j = 0; j < clipPolygon.markers.length; j++){
  579. flattenedVertices[i * 24 + (j * 3 + 0)] = clipPolygon.markers[j].position.x;
  580. flattenedVertices[i * 24 + (j * 3 + 1)] = clipPolygon.markers[j].position.y;
  581. flattenedVertices[i * 24 + (j * 3 + 2)] = clipPolygon.markers[j].position.z;
  582. }
  583. }
  584. const lClipPolygonVCount = shader.uniformLocations["uClipPolygonVCount[0]"];
  585. gl.uniform1iv(lClipPolygonVCount, clipPolygonVCount);
  586. const lClipPolygonVP = shader.uniformLocations["uClipPolygonWVP[0]"];
  587. gl.uniformMatrix4fv(lClipPolygonVP, false, flattenedMatrices);
  588. const lClipPolygons = shader.uniformLocations["uClipPolygonVertices[0]"];
  589. gl.uniform3fv(lClipPolygons, flattenedVertices);
  590. }
  591. }
  592. //shader.setUniformMatrix4("modelMatrix", world);
  593. //shader.setUniformMatrix4("modelViewMatrix", worldView);
  594. shader.setUniform1f("uLevel", level);
  595. shader.setUniform1f("uNodeSpacing", node.geometryNode.estimatedSpacing);
  596. shader.setUniform1f("uPCIndex", i);
  597. // uBBSize
  598. if (shadowMaps.length > 0) {
  599. const lShadowMap = shader.uniformLocations["uShadowMap[0]"];
  600. shader.setUniform3f("uShadowColor", material.uniforms.uShadowColor.value);
  601. let bindingStart = 5;
  602. let bindingPoints = new Array(shadowMaps.length).fill(bindingStart).map((a, i) => (a + i));
  603. gl.uniform1iv(lShadowMap, bindingPoints);
  604. for (let i = 0; i < shadowMaps.length; i++) {
  605. let shadowMap = shadowMaps[i];
  606. let bindingPoint = bindingPoints[i];
  607. let glTexture = this.threeRenderer.properties.get(shadowMap.target.texture).__webglTexture;
  608. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  609. gl.bindTexture(gl.TEXTURE_2D, glTexture);
  610. }
  611. {
  612. let worldViewMatrices = shadowMaps
  613. .map(sm => sm.camera.matrixWorldInverse)
  614. .map(view => new THREE.Matrix4().multiplyMatrices(view, world))
  615. let flattenedMatrices = [].concat(...worldViewMatrices.map(c => c.elements));
  616. const lWorldView = shader.uniformLocations["uShadowWorldView[0]"];
  617. gl.uniformMatrix4fv(lWorldView, false, flattenedMatrices);
  618. }
  619. {
  620. let flattenedMatrices = [].concat(...shadowMaps.map(sm => sm.camera.projectionMatrix.elements));
  621. const lProj = shader.uniformLocations["uShadowProj[0]"];
  622. gl.uniformMatrix4fv(lProj, false, flattenedMatrices);
  623. }
  624. }
  625. const geometry = node.geometryNode.geometry;
  626. if(geometry.attributes["gps-time"]){
  627. const bufferAttribute = geometry.attributes["gps-time"];
  628. const attGPS = octree.getAttribute("gps-time");
  629. let initialRange = attGPS.initialRange;
  630. let initialRangeSize = initialRange[1] - initialRange[0];
  631. let globalRange = attGPS.range;
  632. let globalRangeSize = globalRange[1] - globalRange[0];
  633. let scale = initialRangeSize / globalRangeSize;
  634. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  635. scale = Number.isNaN(scale) ? 1 : scale;
  636. offset = Number.isNaN(offset) ? 0 : offset;
  637. shader.setUniform1f("uGpsScale", scale);
  638. shader.setUniform1f("uGpsOffset", offset);
  639. //shader.setUniform2f("uFilterGPSTimeClipRange", [-Infinity, Infinity]);
  640. let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  641. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  642. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  643. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  644. let normalizedClipRange = [
  645. (uFilterGPSTimeClipRange[0] - globalRange[0]) / globalRangeSize,
  646. (uFilterGPSTimeClipRange[1] - globalRange[0]) / globalRangeSize,
  647. ];
  648. shader.setUniform2f("uFilterGPSTimeClipRange", normalizedClipRange);
  649. // // ranges in full gps coordinate system
  650. // const globalRange = attGPS.range;
  651. // const bufferRange = bufferAttribute.potree.range;
  652. // // ranges in [0, 1]
  653. // // normalizedGlobalRange = [0, 1]
  654. // // normalizedBufferRange: norm buffer within norm global range e.g. [0.2, 0.8]
  655. // const globalWidth = globalRange[1] - globalRange[0];
  656. // const normalizedBufferRange = [
  657. // (bufferRange[0] - globalRange[0]) / globalWidth,
  658. // (bufferRange[1] - globalRange[0]) / globalWidth,
  659. // ];
  660. // shader.setUniform2f("uNormalizedGpsBufferRange", normalizedBufferRange);
  661. // let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  662. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  663. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  664. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  665. // shader.setUniform1f("uGpsScale", bufferAttribute.potree.scale);
  666. // shader.setUniform1f("uGpsOffset", bufferAttribute.potree.offset);
  667. }
  668. {
  669. let uFilterReturnNumberRange = material.uniforms.uFilterReturnNumberRange.value;
  670. let uFilterNumberOfReturnsRange = material.uniforms.uFilterNumberOfReturnsRange.value;
  671. let uFilterPointSourceIDClipRange = material.uniforms.uFilterPointSourceIDClipRange.value;
  672. shader.setUniform2f("uFilterReturnNumberRange", uFilterReturnNumberRange);
  673. shader.setUniform2f("uFilterNumberOfReturnsRange", uFilterNumberOfReturnsRange);
  674. shader.setUniform2f("uFilterPointSourceIDClipRange", uFilterPointSourceIDClipRange);
  675. }
  676. let webglBuffer = null;
  677. if(!this.buffers.has(geometry)){
  678. webglBuffer = this.createBuffer(geometry);
  679. this.buffers.set(geometry, webglBuffer);
  680. }else{
  681. webglBuffer = this.buffers.get(geometry);
  682. for(let attributeName in geometry.attributes){
  683. let attribute = geometry.attributes[attributeName];
  684. if(attribute.version > webglBuffer.vbos.get(attributeName).version){
  685. this.updateBuffer(geometry);
  686. }
  687. }
  688. }
  689. gl.bindVertexArray(webglBuffer.vao);
  690. let isExtraAttribute =
  691. attributeLocations[material.activeAttributeName] === undefined
  692. && Object.keys(geometry.attributes).includes(material.activeAttributeName);
  693. if(isExtraAttribute){
  694. const attributeLocation = attributeLocations["aExtra"].location;
  695. for(const attributeName in geometry.attributes){
  696. const bufferAttribute = geometry.attributes[attributeName];
  697. const vbo = webglBuffer.vbos.get(attributeName);
  698. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  699. gl.disableVertexAttribArray(attributeLocation);
  700. }
  701. const attName = material.activeAttributeName;
  702. const bufferAttribute = geometry.attributes[attName];
  703. const vbo = webglBuffer.vbos.get(attName);
  704. if(bufferAttribute !== undefined && vbo !== undefined){
  705. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  706. let normalized = bufferAttribute.normalized;
  707. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  708. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  709. gl.enableVertexAttribArray(attributeLocation);
  710. }
  711. {
  712. const attExtra = octree.pcoGeometry.pointAttributes.attributes
  713. .find(a => a.name === attName);
  714. let range = material.getRange(attName);
  715. if(!range){
  716. range = attExtra.range;
  717. }
  718. if(!range){
  719. range = [0, 1];
  720. }
  721. let initialRange = attExtra.initialRange;
  722. let initialRangeSize = initialRange[1] - initialRange[0];
  723. let globalRange = range;
  724. let globalRangeSize = globalRange[1] - globalRange[0];
  725. let scale = initialRangeSize / globalRangeSize;
  726. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  727. scale = Number.isNaN(scale) ? 1 : scale;
  728. offset = Number.isNaN(offset) ? 0 : offset;
  729. shader.setUniform1f("uExtraScale", scale);
  730. shader.setUniform1f("uExtraOffset", offset);
  731. }
  732. }else{
  733. for(const attributeName in geometry.attributes){
  734. const bufferAttribute = geometry.attributes[attributeName];
  735. const vbo = webglBuffer.vbos.get(attributeName);
  736. if(attributeLocations[attributeName] !== undefined){
  737. const attributeLocation = attributeLocations[attributeName].location;
  738. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  739. let normalized = bufferAttribute.normalized;
  740. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  741. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  742. gl.enableVertexAttribArray(attributeLocation);
  743. }
  744. }
  745. }
  746. let numPoints = webglBuffer.numElements;
  747. gl.drawArrays(gl.POINTS, 0, numPoints);
  748. //gl.drawArrays(gl.TRIANGLES, 0, numPoints);
  749. i++;
  750. }
  751. gl.bindVertexArray(null);
  752. if (exports.measureTimings) {
  753. performance.mark("renderNodes-end");
  754. performance.measure("render.renderNodes", "renderNodes-start", "renderNodes-end");
  755. }
  756. }
  757. renderOctree(octree, nodes, camera, target, params = {}){
  758. let gl = this.gl;
  759. let material = params.material ? params.material : octree.material;
  760. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  761. let view = camera.matrixWorldInverse;
  762. let viewInv = camera.matrixWorld;
  763. if(params.viewOverride){
  764. view = params.viewOverride;
  765. viewInv = view.clone().invert();
  766. }
  767. let proj = camera.projectionMatrix;
  768. let projInv = proj.clone().invert();
  769. //let worldView = new THREE.Matrix4();
  770. let shader = null;
  771. let visibilityTextureData = null;
  772. let currentTextureBindingPoint = 0;
  773. if (material.pointSizeType >= 0) {
  774. if (material.pointSizeType === PointSizeType.ADAPTIVE ||
  775. material.activeAttributeName === "level of detail") {
  776. let vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;
  777. visibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);
  778. const vnt = material.visibleNodesTexture;
  779. const data = vnt.image.data;
  780. data.set(visibilityTextureData.data);
  781. vnt.needsUpdate = true;
  782. }
  783. }
  784. { // UPDATE SHADER AND TEXTURES
  785. if (!this.shaders.has(material)) {
  786. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  787. let shader = new Shader(gl, "pointcloud", vs, fs);
  788. this.shaders.set(material, shader);
  789. }
  790. shader = this.shaders.get(material);
  791. //if(material.needsUpdate){
  792. {
  793. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  794. let numSnapshots = material.snapEnabled ? material.numSnapshots : 0;
  795. let numClipBoxes = (material.clipBoxes && material.clipBoxes.length) ? material.clipBoxes.length : 0;
  796. let numClipSpheres = (params.clipSpheres && params.clipSpheres.length) ? params.clipSpheres.length : 0;
  797. let numClipPolygons = (material.clipPolygons && material.clipPolygons.length) ? material.clipPolygons.length : 0;
  798. let defines = [
  799. `#define num_shadowmaps ${shadowMaps.length}`,
  800. `#define num_snapshots ${numSnapshots}`,
  801. `#define num_clipboxes ${numClipBoxes}`,
  802. `#define num_clipspheres ${numClipSpheres}`,
  803. `#define num_clippolygons ${numClipPolygons}`,
  804. ];
  805. //add:-----------
  806. if(material.usePanoMap){
  807. defines.push("#define usePanoMap");
  808. }
  809. if(material.useFilterByNormal){
  810. defines.push("#define use_filter_by_normal");
  811. defines.push("#define attenuated_opacity");
  812. }
  813. //---------------
  814. if(octree.pcoGeometry.root.isLoaded()){
  815. let attributes = octree.pcoGeometry.root.geometry.attributes;
  816. if(attributes["gps-time"]){
  817. defines.push("#define clip_gps_enabled");
  818. }
  819. if(attributes["return number"]){
  820. defines.push("#define clip_return_number_enabled");
  821. }
  822. if(attributes["number of returns"]){
  823. defines.push("#define clip_number_of_returns_enabled");
  824. }
  825. if(attributes["source id"] || attributes["point source id"]){
  826. defines.push("#define clip_point_source_id_enabled");
  827. }
  828. }
  829. let definesString = defines.join("\n");
  830. let vsVersionIndex = vs.indexOf("#version ");
  831. let fsVersionIndex = fs.indexOf("#version ");
  832. if(vsVersionIndex >= 0){
  833. vs = vs.replace(/(#version .*)/, `$1\n${definesString}`)
  834. }else{
  835. vs = `${definesString}\n${vs}`;
  836. }
  837. if(fsVersionIndex >= 0){
  838. fs = fs.replace(/(#version .*)/, `$1\n${definesString}`)
  839. }else{
  840. fs = `${definesString}\n${fs}`;
  841. }
  842. shader.update(vs, fs);
  843. material.needsUpdate = false;
  844. }
  845. for (let uniformName of Object.keys(material.uniforms)) {
  846. let uniform = material.uniforms[uniformName];
  847. if (uniform.type == "t") {
  848. let texture = uniform.value;
  849. if (!texture) {
  850. continue;
  851. }
  852. //add
  853. if(uniformName == 'pano0Map' || uniformName == 'pano1Map' ){ //属于cubeTex,另外设置
  854. continue
  855. }
  856. if (!this.textures.has(texture)) {
  857. let webglTexture = new WebGLTexture(gl, texture);
  858. this.textures.set(texture, webglTexture);
  859. }
  860. let webGLTexture = this.textures.get(texture);
  861. webGLTexture.update();
  862. }
  863. }
  864. }
  865. gl.useProgram(shader.program);
  866. let transparent = false;
  867. if(params.transparent !== undefined){
  868. transparent = params.transparent && material.opacity < 1;
  869. }else{
  870. transparent = material.usePanoMap ? false : (material.useFilterByNormal || material.opacity < 1); //add useFilterByNormal
  871. }
  872. if (transparent){
  873. gl.enable(gl.BLEND);
  874. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  875. gl.depthMask(false);
  876. gl.disable(gl.DEPTH_TEST);
  877. } else {
  878. gl.disable(gl.BLEND);
  879. gl.depthMask(true);
  880. gl.enable(gl.DEPTH_TEST);
  881. }
  882. if(params.blendFunc !== undefined){
  883. gl.enable(gl.BLEND);
  884. gl.blendFunc(...params.blendFunc);
  885. }
  886. if(params.depthTest !== undefined){
  887. if(params.depthTest === true){
  888. gl.enable(gl.DEPTH_TEST);
  889. }else{
  890. gl.disable(gl.DEPTH_TEST);
  891. }
  892. }
  893. if(params.depthWrite !== undefined){
  894. if(params.depthWrite === true){
  895. gl.depthMask(true);
  896. }else{
  897. gl.depthMask(false);
  898. }
  899. }
  900. { // UPDATE UNIFORMS
  901. shader.setUniformMatrix4("projectionMatrix", proj);
  902. shader.setUniformMatrix4("viewMatrix", view);
  903. shader.setUniformMatrix4("uViewInv", viewInv);
  904. shader.setUniformMatrix4("uProjInv", projInv);
  905. /* let screenWidth = target ? target.width : material.screenWidth;
  906. let screenHeight = target ? target.height : material.screenHeight;
  907. shader.setUniform1f("uScreenWidth", screenWidth);
  908. shader.setUniform1f("uScreenHeight", screenHeight); */
  909. shader.setUniform2f('resolution', material.resolution.toArray())
  910. shader.setUniform1f("fov", Math.PI * camera.fov / 180);
  911. shader.setUniform1f("near", camera.near);
  912. shader.setUniform1f("far", camera.far);
  913. if(camera instanceof THREE.OrthographicCamera){
  914. shader.setUniform("uUseOrthographicCamera", true);
  915. shader.setUniform("uOrthoWidth", camera.right - camera.left);
  916. shader.setUniform("uOrthoHeight", camera.top - camera.bottom);
  917. }else{
  918. shader.setUniform("uUseOrthographicCamera", false);
  919. }
  920. if(material.clipBoxes.length + material.clipPolygons.length === 0){
  921. shader.setUniform1i("clipTask", ClipTask.NONE);
  922. }else{
  923. shader.setUniform1i("clipTask", material.clipTask);
  924. }
  925. shader.setUniform1i("clipMethod", material.clipMethod);
  926. if (material.clipBoxes && material.clipBoxes.length > 0) {
  927. //let flattenedMatrices = [].concat(...material.clipBoxes.map(c => c.inverse.elements));
  928. //const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
  929. //gl.uniformMatrix4fv(lClipBoxes, false, flattenedMatrices);
  930. const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
  931. gl.uniformMatrix4fv(lClipBoxes, false, material.uniforms.clipBoxes.value);
  932. }
  933. // TODO CLIPSPHERES
  934. if(params.clipSpheres && params.clipSpheres.length > 0){
  935. let clipSpheres = params.clipSpheres;
  936. let matrices = [];
  937. for(let clipSphere of clipSpheres){
  938. //let mScale = new THREE.Matrix4().makeScale(...clipSphere.scale.toArray());
  939. //let mTranslate = new THREE.Matrix4().makeTranslation(...clipSphere.position.toArray());
  940. //let clipToWorld = new THREE.Matrix4().multiplyMatrices(mTranslate, mScale);
  941. let clipToWorld = clipSphere.matrixWorld;
  942. let viewToWorld = camera.matrixWorld
  943. let worldToClip = clipToWorld.clone().invert();
  944. let viewToClip = new THREE.Matrix4().multiplyMatrices(worldToClip, viewToWorld);
  945. matrices.push(viewToClip);
  946. }
  947. let flattenedMatrices = [].concat(...matrices.map(matrix => matrix.elements));
  948. const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  949. gl.uniformMatrix4fv(lClipSpheres, false, flattenedMatrices);
  950. //const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  951. //gl.uniformMatrix4fv(lClipSpheres, false, material.uniforms.clipSpheres.value);
  952. }
  953. 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
  954. shader.setUniform1f("maxSize", material.uniforms.maxSize.value);
  955. shader.setUniform1f("minSize", material.uniforms.minSize.value);
  956. // uniform float uPCIndex
  957. shader.setUniform1f("uOctreeSpacing", material.spacing);
  958. shader.setUniform("uOctreeSize", material.uniforms.octreeSize.value);
  959. //uniform vec3 uColor;
  960. shader.setUniform3f("uColor", material.color.toArray());
  961. //uniform float opacity;
  962. shader.setUniform1f("uOpacity", material.usePanoMap ? 1: material.opacity);
  963. shader.setUniform2f("elevationRange", material.elevationRange);
  964. shader.setUniform2f("intensityRange", material.intensityRange);
  965. shader.setUniform3f("uIntensity_gbc", [
  966. material.intensityGamma,
  967. material.intensityBrightness,
  968. material.intensityContrast
  969. ]);
  970. shader.setUniform3f("uRGB_gbc", [
  971. material.rgbGamma,
  972. material.rgbBrightness,
  973. material.rgbContrast
  974. ]);
  975. shader.setUniform1f("uTransition", material.transition);
  976. shader.setUniform1f("wRGB", material.weightRGB);
  977. shader.setUniform1f("wIntensity", material.weightIntensity);
  978. shader.setUniform1f("wElevation", material.weightElevation);
  979. shader.setUniform1f("wClassification", material.weightClassification);
  980. shader.setUniform1f("wReturnNumber", material.weightReturnNumber);
  981. shader.setUniform1f("wSourceID", material.weightSourceID);
  982. shader.setUniform("backfaceCulling", material.uniforms.backfaceCulling.value);
  983. //==========================
  984. //gl.TEXTURE_CUBE_MAP: 34067
  985. //gl.TEXTURE0=33984 , vnWebGLTexture.target=gl.TEXTURE_2D = 3353
  986. let vnWebGLTexture = this.textures.get(material.visibleNodesTexture);
  987. if(vnWebGLTexture){
  988. shader.setUniform1i("visibleNodesTexture", currentTextureBindingPoint);
  989. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  990. gl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);
  991. currentTextureBindingPoint++;
  992. }
  993. let gradientTexture = this.textures.get(material.gradientTexture);
  994. shader.setUniform1i("gradient", currentTextureBindingPoint);
  995. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  996. gl.bindTexture(gradientTexture.target, gradientTexture.id);
  997. const repeat = material.elevationGradientRepeat;
  998. if(repeat === ElevationGradientRepeat.REPEAT){
  999. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.REPEAT);
  1000. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.REPEAT);
  1001. }else if(repeat === ElevationGradientRepeat.MIRRORED_REPEAT){
  1002. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
  1003. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
  1004. }else{
  1005. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1006. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1007. }
  1008. currentTextureBindingPoint++;
  1009. let classificationTexture = this.textures.get(material.classificationTexture);
  1010. shader.setUniform1i("classificationLUT", currentTextureBindingPoint);
  1011. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1012. gl.bindTexture(classificationTexture.target, classificationTexture.id);
  1013. currentTextureBindingPoint++;
  1014. let matcapTexture = this.textures.get(material.matcapTexture);
  1015. shader.setUniform1i("matcapTextureUniform", currentTextureBindingPoint);
  1016. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1017. gl.bindTexture(matcapTexture.target, matcapTexture.id);
  1018. currentTextureBindingPoint++;
  1019. if (material.snapEnabled === true) {
  1020. {
  1021. const lSnapshot = shader.uniformLocations["uSnapshot[0]"];
  1022. const lSnapshotDepth = shader.uniformLocations["uSnapshotDepth[0]"];
  1023. let bindingStart = currentTextureBindingPoint;
  1024. let lSnapshotBindingPoints = new Array(5).fill(bindingStart).map((a, i) => (a + i));
  1025. let lSnapshotDepthBindingPoints = new Array(5)
  1026. .fill(1 + Math.max(...lSnapshotBindingPoints))
  1027. .map((a, i) => (a + i));
  1028. currentTextureBindingPoint = 1 + Math.max(...lSnapshotDepthBindingPoints);
  1029. gl.uniform1iv(lSnapshot, lSnapshotBindingPoints);
  1030. gl.uniform1iv(lSnapshotDepth, lSnapshotDepthBindingPoints);
  1031. for (let i = 0; i < 5; i++) {
  1032. let texture = material.uniforms[`uSnapshot`].value[i];
  1033. let textureDepth = material.uniforms[`uSnapshotDepth`].value[i];
  1034. if (!texture) {
  1035. break;
  1036. }
  1037. let snapTexture = this.threeRenderer.properties.get(texture).__webglTexture;
  1038. let snapTextureDepth = this.threeRenderer.properties.get(textureDepth).__webglTexture;
  1039. let bindingPoint = lSnapshotBindingPoints[i];
  1040. let depthBindingPoint = lSnapshotDepthBindingPoints[i];
  1041. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  1042. gl.bindTexture(gl.TEXTURE_2D, snapTexture);
  1043. gl.activeTexture(gl[`TEXTURE${depthBindingPoint}`]);
  1044. gl.bindTexture(gl.TEXTURE_2D, snapTextureDepth);
  1045. }
  1046. }
  1047. {
  1048. let flattenedMatrices = [].concat(...material.uniforms.uSnapView.value.map(c => c.elements));
  1049. const lSnapView = shader.uniformLocations["uSnapView[0]"];
  1050. gl.uniformMatrix4fv(lSnapView, false, flattenedMatrices);
  1051. }
  1052. {
  1053. let flattenedMatrices = [].concat(...material.uniforms.uSnapProj.value.map(c => c.elements));
  1054. const lSnapProj = shader.uniformLocations["uSnapProj[0]"];
  1055. gl.uniformMatrix4fv(lSnapProj, false, flattenedMatrices);
  1056. }
  1057. {
  1058. let flattenedMatrices = [].concat(...material.uniforms.uSnapProjInv.value.map(c => c.elements));
  1059. const lSnapProjInv = shader.uniformLocations["uSnapProjInv[0]"];
  1060. gl.uniformMatrix4fv(lSnapProjInv, false, flattenedMatrices);
  1061. }
  1062. {
  1063. let flattenedMatrices = [].concat(...material.uniforms.uSnapViewInv.value.map(c => c.elements));
  1064. const lSnapViewInv = shader.uniformLocations["uSnapViewInv[0]"];
  1065. gl.uniformMatrix4fv(lSnapViewInv, false, flattenedMatrices);
  1066. }
  1067. }
  1068. //=============add===========
  1069. if(material.usePanoMap){//为什么pointsize失效
  1070. shader.setUniform1f("progress", material.uniforms.progress.value);
  1071. shader.setUniform1f("easeInOutRatio", material.uniforms.easeInOutRatio.value);
  1072. shader.setUniform3f("pano0Position", material.uniforms.pano0Position.value.toArray());
  1073. shader.setUniform3f("pano1Position", material.uniforms.pano1Position.value.toArray());
  1074. shader.setUniform('pano0Matrix', material.uniforms.pano0Matrix.value);
  1075. shader.setUniform('pano1Matrix', material.uniforms.pano1Matrix.value);
  1076. let pano0Map = material.uniforms.pano0Map.value
  1077. if(pano0Map){
  1078. this.threeRenderer._textures.safeSetTextureCube( pano0Map, ++currentTextureBindingPoint );
  1079. shader.setUniform1i('pano0Map', currentTextureBindingPoint);
  1080. }
  1081. let pano1Map = material.uniforms.pano1Map.value
  1082. if(pano1Map){
  1083. this.threeRenderer._textures.safeSetTextureCube( pano1Map, ++currentTextureBindingPoint );
  1084. shader.setUniform1i('pano1Map', currentTextureBindingPoint);
  1085. }
  1086. //注: three.js我添加了个 _textures, safeSetTextureCube里主要就是activeTexture和bindTexture
  1087. }
  1088. }
  1089. this.renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params);
  1090. gl.activeTexture(gl.TEXTURE2);
  1091. gl.bindTexture(gl.TEXTURE_2D, null);
  1092. gl.activeTexture(gl.TEXTURE0);
  1093. //add 恢复为不透明(否则renderToCubeMap时的贴图会被渲染成高亮的颜色)
  1094. gl.disable(gl.BLEND);
  1095. gl.depthMask(true);
  1096. gl.enable(gl.DEPTH_TEST);
  1097. //DEPTH_TEST等需要恢复吗
  1098. }
  1099. render(scene, camera, target = null, params = {}) {
  1100. const gl = this.gl;
  1101. // PREPARE
  1102. if (target != null) {
  1103. this.threeRenderer.setRenderTarget(target);
  1104. }
  1105. //camera.updateProjectionMatrix();
  1106. // camera.matrixWorldInverse.invert(camera.matrixWorld);
  1107. const traversalResult = this.traverse(scene);
  1108. // RENDER
  1109. for (const octree of traversalResult.octrees) {
  1110. let nodes = octree.visibleNodes;
  1111. this.renderOctree(octree, nodes, camera, target, params);
  1112. }
  1113. // CLEANUP
  1114. gl.activeTexture(gl.TEXTURE1);
  1115. gl.bindTexture(gl.TEXTURE_2D, null);
  1116. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  1117. gl.bindVertexArray(null);
  1118. this.threeRenderer.resetState();
  1119. }
  1120. };
  1121. /*
  1122. 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
  1123. geometry: 有的attributes: 属性是:
  1124. classification:
  1125. color:
  1126. indices:
  1127. normal:
  1128. position:
  1129. 最好有个spacing
  1130. */