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- precision highp float;
- precision highp int;
- #define max_clip_polygons 8
- #define PI 3.141592653589793
-
- #if defined(usePanoMap)
-
- uniform samplerCube pano0Map; //随便设置一个samplerCube去使用都会让点云消失
- uniform samplerCube pano1Map;
-
- uniform float progress;
- uniform float easeInOutRatio;
-
- uniform vec3 pano0Position;
- uniform mat4 pano0Matrix;
- uniform vec3 pano1Position;
- uniform mat4 pano1Matrix;
- /*
- varying vec3 vWorldPosition0;
- varying vec3 vWorldPosition1;
- */
- #endif
-
- //--------------
- attribute vec3 position;
- attribute vec3 color;
- attribute float intensity;
- attribute float classification;
- attribute float returnNumber;
- attribute float numberOfReturns;
- attribute float pointSourceID;
- attribute vec4 indices; //每个点的index
- attribute float spacing;
- attribute float gpsTime;
- attribute vec3 normal;
- attribute float aExtra;
- uniform mat4 modelMatrix;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- uniform mat4 viewMatrix;
- uniform mat4 uViewInv;
- //uniform float uScreenWidth;
- //uniform float uScreenHeight;
- uniform vec2 resolution;
- uniform float fov;
- uniform float near;
- uniform float far;
- uniform bool uDebug;
- uniform bool uUseOrthographicCamera;
- uniform float uOrthoWidth;
- uniform float uOrthoHeight;
- #define CLIPTASK_NONE 0
- #define CLIPTASK_HIGHLIGHT 1
- #define CLIPTASK_SHOW_INSIDE 2
- #define CLIPTASK_SHOW_OUTSIDE 3
- #define CLIPMETHOD_INSIDE_ANY 0
- #define CLIPMETHOD_INSIDE_ALL 1
- //最外层裁剪(下载)
- #if defined(bigClipInBox)
- uniform mat4 clipBoxBig_in;
- #endif
- //内层裁剪
- #if defined(num_in_clipboxes) && num_in_clipboxes > 0
- uniform mat4 clipBoxes_in[num_in_clipboxes];
- #endif
- #if defined(num_out_clipboxes) && num_out_clipboxes > 0
- uniform mat4 clipBoxes_out[num_out_clipboxes];
- #endif
- #if defined(num_clipspheres) && num_clipspheres > 0
- uniform mat4 uClipSpheres[num_clipspheres];
- #endif
-
- #if defined(num_highlightBox) && num_highlightBox > 0
- uniform mat4 boxes_highlight[num_highlightBox];
- #endif
-
- #if defined(num_prism) && num_prism > 0
- uniform mat3 prismList[num_prism];
- uniform vec2 prismPoints[prismPointCountSum];
- #endif
- uniform float size;
- uniform float minSize;
- uniform float maxSize;
- uniform float orthoMaxSize;//add
- uniform float uPCIndex;
- uniform float uOctreeSpacing;
- uniform float uNodeSpacing;
- uniform float uOctreeSize;
- uniform vec3 uBBSize;
- uniform float uLevel;
- uniform float levelPercent;//add
- uniform float uVNStart;
- uniform bool uIsLeafNode;
- uniform vec3 uColor;
- uniform float uOpacity;
- varying float vOpacity; //add
- uniform vec2 elevationRange;
- uniform vec2 intensityRange;
- uniform vec2 uFilterReturnNumberRange;
- uniform vec2 uFilterNumberOfReturnsRange;
- uniform vec2 uFilterPointSourceIDClipRange;
- uniform vec2 uFilterGPSTimeClipRange;
- //uniform float ufilterByNormalThreshold;
- uniform float uGpsScale;
- uniform float uGpsOffset;
- uniform vec2 uNormalizedGpsBufferRange;
- uniform vec3 uIntensity_gbc;
- uniform vec3 uRGB_gbc;
- uniform vec3 uExtra_gbc;
- uniform float uTransition;
- uniform float wRGB;
- uniform float wIntensity;
- uniform float wElevation;
- uniform float wClassification;
- uniform float wReturnNumber;
- uniform float wSourceID;
- uniform vec2 uExtraNormalizedRange;
- uniform vec2 uExtraRange;
- uniform float uExtraScale;
- uniform float uExtraOffset;
- uniform vec3 uShadowColor;
- uniform sampler2D visibleNodes;
- uniform sampler2D gradient;
- uniform sampler2D classificationLUT;
- #if defined(color_type_matcap)
- uniform sampler2D matcapTextureUniform;
- #endif
- uniform bool backfaceCulling;
- #if defined(num_shadowmaps) && num_shadowmaps > 0
- uniform sampler2D uShadowMap[num_shadowmaps];
- uniform mat4 uShadowWorldView[num_shadowmaps];
- uniform mat4 uShadowProj[num_shadowmaps];
- #endif
- varying vec3 vColor;
- varying float vLogDepth;
- varying vec3 vViewPosition;
- varying float vRadius;
- varying float vPointSize;
- float round(float number){
- return floor(number + 0.5);
- }
- //
- // ### ######## ### ######## ######## #### ## ## ######## ###### #### ######## ######## ######
- // ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ## ## ## ## ######## ## ## ## ## ###### ###### ## ## ###### ######
- // ######### ## ## ######### ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ######## ## ## ## ## #### ### ######## ###### #### ######## ######## ######
- //
- // ---------------------
- // OCTREE
- // ---------------------
- #if (defined(adaptive_point_size) || defined(color_type_level_of_detail)) && defined(tree_type_octree)
- /**
- * number of 1-bits up to inclusive index position
- * number is treated as if it were an integer in the range 0-255
- *
- */
- int numberOfOnes(int number, int index){
- int numOnes = 0;
- int tmp = 128;
- for(int i = 7; i >= 0; i--){
-
- if(number >= tmp){
- number = number - tmp;
- if(i <= index){
- numOnes++;
- }
- }
-
- tmp = tmp / 2;
- }
- return numOnes;
- }
- /**
- * checks whether the bit at index is 1
- * number is treated as if it were an integer in the range 0-255
- *
- */
- bool isBitSet(int number, int index){
- // weird multi else if due to lack of proper array, int and bitwise support in WebGL 1.0
- int powi = 1;
- if(index == 0){
- powi = 1;
- }else if(index == 1){
- powi = 2;
- }else if(index == 2){
- powi = 4;
- }else if(index == 3){
- powi = 8;
- }else if(index == 4){
- powi = 16;
- }else if(index == 5){
- powi = 32;
- }else if(index == 6){
- powi = 64;
- }else if(index == 7){
- powi = 128;
- }else{
- return false;
- }
- int ndp = number / powi;
- return mod(float(ndp), 2.0) != 0.0;
- }
- /**
- * find the LOD at the point position
- */
- float getLOD(){//////we use this
-
- vec3 offset = vec3(0.0, 0.0, 0.0);
- int iOffset = int(uVNStart);
- float depth = uLevel;
- for(float i = 0.0; i <= 30.0; i++){
- float nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);
-
- vec3 index3d = (position-offset) / nodeSizeAtLevel;
- index3d = floor(index3d + 0.5);
- int index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));
-
- vec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));
- int mask = int(round(value.r * 255.0));
- if(isBitSet(mask, index)){
- // there are more visible child nodes at this position
- int advanceG = int(round(value.g * 255.0)) * 256;
- int advanceB = int(round(value.b * 255.0));
- int advanceChild = numberOfOnes(mask, index - 1);
- int advance = advanceG + advanceB + advanceChild;
- iOffset = iOffset + advance;
-
- depth++;
- }else{
- // no more visible child nodes at this position
- //return value.a * 255.0;
- float lodOffset = (255.0 * value.a) / 10.0 - 10.0;
- return depth + lodOffset;
- }
-
- offset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;
- }
-
- return depth;
- }
- float getSpacing(){
- vec3 offset = vec3(0.0, 0.0, 0.0);
- int iOffset = int(uVNStart);
- float depth = uLevel;
- float spacing = uNodeSpacing;
- for(float i = 0.0; i <= 30.0; i++){
- float nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);
-
- vec3 index3d = (position-offset) / nodeSizeAtLevel;
- index3d = floor(index3d + 0.5);
- int index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));
-
- vec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));
- int mask = int(round(value.r * 255.0));
- float spacingFactor = value.a;
- if(i > 0.0){
- spacing = spacing / (255.0 * spacingFactor);
- }
-
- if(isBitSet(mask, index)){
- // there are more visible child nodes at this position
- int advanceG = int(round(value.g * 255.0)) * 256;
- int advanceB = int(round(value.b * 255.0));
- int advanceChild = numberOfOnes(mask, index - 1);
- int advance = advanceG + advanceB + advanceChild;
- iOffset = iOffset + advance;
- //spacing = spacing / (255.0 * spacingFactor);
- //spacing = spacing / 3.0;
-
- depth++;
- }else{
- // no more visible child nodes at this position
- return spacing;
- }
-
- offset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;
- }
-
- return spacing;
- }
- float getPointSizeAttenuation(){
- return pow(2.0, getLOD());
- }
- #endif
- // ---------------------
- // KD-TREE
- // ---------------------
- #if (defined(adaptive_point_size) || defined(color_type_level_of_detail)) && defined(tree_type_kdtree)
- float getLOD(){
- vec3 offset = vec3(0.0, 0.0, 0.0);
- float iOffset = 0.0;
- float depth = 0.0;
-
-
- vec3 size = uBBSize;
- vec3 pos = position;
-
- for(float i = 0.0; i <= 1000.0; i++){
-
- vec4 value = texture2D(visibleNodes, vec2(iOffset / 2048.0, 0.0));
-
- int children = int(value.r * 255.0);
- float next = value.g * 255.0;
- int split = int(value.b * 255.0);
-
- if(next == 0.0){
- return depth;
- }
-
- vec3 splitv = vec3(0.0, 0.0, 0.0);
- if(split == 1){
- splitv.x = 1.0;
- }else if(split == 2){
- splitv.y = 1.0;
- }else if(split == 4){
- splitv.z = 1.0;
- }
-
- iOffset = iOffset + next;
-
- float factor = length(pos * splitv / size);
- if(factor < 0.5){
- // left
- if(children == 0 || children == 2){
- return depth;
- }
- }else{
- // right
- pos = pos - size * splitv * 0.5;
- if(children == 0 || children == 1){
- return depth;
- }
- if(children == 3){
- iOffset = iOffset + 1.0;
- }
- }
- size = size * ((1.0 - (splitv + 1.0) / 2.0) + 0.5);
-
- depth++;
- }
-
-
- return depth;
- }
- float getPointSizeAttenuation(){
- return 0.5 * pow(1.3, getLOD());
- }
- #endif
- //
- // ### ######## ######## ######## #### ######## ## ## ######## ######## ######
- // ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ## ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ## ## ######## ## ######## ## ## ## ###### ######
- // ######### ## ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##
- // ## ## ## ## ## ## #### ######## ####### ## ######## ######
- //
- // formula adapted from: http://www.dfstudios.co.uk/articles/programming/image-programming-algorithms/image-processing-algorithms-part-5-contrast-adjustment/
- float getContrastFactor(float contrast){
- return (1.0158730158730156 * (contrast + 1.0)) / (1.0158730158730156 - contrast);
- }
- vec3 getRGB(){
- vec3 rgb = color;
-
- rgb = pow(rgb, vec3(uRGB_gbc.x));
- rgb = rgb + uRGB_gbc.y;
- rgb = (rgb - 0.5) * getContrastFactor(uRGB_gbc.z) + 0.5;
- rgb = clamp(rgb, 0.0, 1.0);
- return rgb;
- }
- float getIntensity(){
- float w = (intensity - intensityRange.x) / (intensityRange.y - intensityRange.x);
- w = pow(w, uIntensity_gbc.x);
- w = w + uIntensity_gbc.y;
- w = (w - 0.5) * getContrastFactor(uIntensity_gbc.z) + 0.5;
- w = clamp(w, 0.0, 1.0);
- return w;
- }
- vec3 getGpsTime(){
- float w = (gpsTime + uGpsOffset) * uGpsScale;
- vec3 c = texture2D(gradient, vec2(w, 1.0 - w)).rgb;
- // vec2 r = uNormalizedGpsBufferRange;
- // float w = gpsTime * (r.y - r.x) + r.x;
- // w = clamp(w, 0.0, 1.0);
- // vec3 c = texture2D(gradient, vec2(w,1.0-w)).rgb;
-
- return c;
- }
- vec3 getElevation(vec4 world){
- float w = (world.z - elevationRange.x) / (elevationRange.y - elevationRange.x);
- vec3 cElevation = texture2D(gradient, vec2(w,1.0-w)).rgb;
- return cElevation;
- }
- vec4 getClassification(){
- vec2 uv = vec2(classification / 255.0, 0.5);
- vec4 classColor = texture2D(classificationLUT, uv);
-
- return classColor;
- }
- vec3 getReturns(){
- // 0b 00_000_111
- float rn = mod(returnNumber, 8.0);
- // 0b 00_111_000
- float nr = mod(returnNumber / 8.0, 8.0);
- if(nr <= 1.0){
- return vec3(1.0, 0.0, 0.0);
- }else{
- return vec3(0.0, 1.0, 0.0);
- }
- // return vec3(nr / 4.0, 0.0, 0.0);
- // if(nr == 1.0){
- // return vec3(1.0, 1.0, 0.0);
- // }else{
- // if(rn == 1.0){
- // return vec3(1.0, 0.0, 0.0);
- // }else if(rn == nr){
- // return vec3(0.0, 0.0, 1.0);
- // }else{
- // return vec3(0.0, 1.0, 0.0);
- // }
- // }
- // if(numberOfReturns == 1.0){
- // return vec3(1.0, 1.0, 0.0);
- // }else{
- // if(returnNumber == 1.0){
- // return vec3(1.0, 0.0, 0.0);
- // }else if(returnNumber == numberOfReturns){
- // return vec3(0.0, 0.0, 1.0);
- // }else{
- // return vec3(0.0, 1.0, 0.0);
- // }
- // }
- }
- vec3 getReturnNumber(){
- if(numberOfReturns == 1.0){
- return vec3(1.0, 1.0, 0.0);
- }else{
- if(returnNumber == 1.0){
- return vec3(1.0, 0.0, 0.0);
- }else if(returnNumber == numberOfReturns){
- return vec3(0.0, 0.0, 1.0);
- }else{
- return vec3(0.0, 1.0, 0.0);
- }
- }
- }
- vec3 getNumberOfReturns(){
- float value = numberOfReturns;
- float w = value / 6.0;
- vec3 color = texture2D(gradient, vec2(w, 1.0 - w)).rgb;
- return color;
- }
- vec3 getSourceID(){
- float w = mod(pointSourceID, 10.0) / 10.0;
- return texture2D(gradient, vec2(w,1.0 - w)).rgb;
- }
- vec3 getCompositeColor(vec4 world){
- vec3 c;
- float w;
- c += wRGB * getRGB();
- w += wRGB;
-
- c += wIntensity * getIntensity() * vec3(1.0, 1.0, 1.0);
- w += wIntensity;
-
- c += wElevation * getElevation(world);
- w += wElevation;
-
- c += wReturnNumber * getReturnNumber();
- w += wReturnNumber;
-
- c += wSourceID * getSourceID();
- w += wSourceID;
-
- vec4 cl = wClassification * getClassification();
- c += cl.a * cl.rgb;
- w += wClassification * cl.a;
- c = c / w;
-
- if(w == 0.0){
- //c = color;
- gl_Position = vec4(100.0, 100.0, 100.0, 0.0);
- }
-
- return c;
- }
- vec3 getNormal(){
- //vec3 n_hsv = vec3( modelMatrix * vec4( normal, 0.0 )) * 0.5 + 0.5; // (n_world.xyz + vec3(1.,1.,1.)) / 2.;
- vec3 n_view = normalize( vec3(modelViewMatrix * vec4( normal, 0.0 )) );
- return n_view;
- }
- bool applyBackfaceCulling() {
- // Black not facing vertices / Backface culling
-
- vec3 e = normalize(vec3(modelViewMatrix * vec4( position, 1. )));
- vec3 n = getNormal(); // normalize( vec3(modelViewMatrix * vec4( normal, 0.0 )) );
- if((uUseOrthographicCamera && n.z <= 0.) || (!uUseOrthographicCamera && dot( n, e ) >= 0.)) {
- return true;
- } else {
- return false;
- }
- }
- #if defined(color_type_matcap)
- // Matcap Material
- vec3 getMatcap(){
- vec3 eye = normalize( vec3( modelViewMatrix * vec4( position, 1. ) ) );
- if(uUseOrthographicCamera) {
- eye = vec3(0., 0., -1.);
- }
- vec3 r_en = reflect( eye, getNormal() ); // or r_en = e - 2. * dot( n, e ) * n;
- float m = 2. * sqrt(pow( r_en.x, 2. ) + pow( r_en.y, 2. ) + pow( r_en.z + 1., 2. ));
- vec2 vN = r_en.xy / m + .5;
- return texture2D(matcapTextureUniform, vN).rgb;
- }
- #endif
- vec3 getExtra(){
- float w = (aExtra + uExtraOffset) * uExtraScale;
- w = clamp(w, 0.0, 1.0);
- vec3 color = texture2D(gradient, vec2(w,1.0-w)).rgb;
- // vec2 r = uExtraNormalizedRange;
- // float w = aExtra * (r.y - r.x) + r.x;
- // w = (w - uExtraRange.x) / (uExtraRange.y - uExtraRange.x);
- // w = clamp(w, 0.0, 1.0);
- // vec3 color = texture2D(gradient, vec2(w,1.0-w)).rgb;
- return color;
- }
- vec3 getColor(vec4 world){
- vec3 color;
-
- #ifdef color_type_rgba
- color = getRGB();
-
-
- #elif defined color_type_height || defined color_type_elevation
- color = getElevation(world);
- #elif defined color_type_rgb_height
- vec3 cHeight = getElevation();
- color = (1.0 - uTransition) * getRGB() + uTransition * cHeight;
- #elif defined color_type_depth
- float linearDepth = gl_Position.w;
- float expDepth = (gl_Position.z / gl_Position.w) * 0.5 + 0.5;
- color = vec3(linearDepth, expDepth, 0.0);
- //color = vec3(1.0, 0.5, 0.3);
- #elif defined color_type_intensity
- float w = getIntensity();
- color = vec3(w, w, w);
- #elif defined color_type_gps_time
- color = getGpsTime();
- #elif defined color_type_intensity_gradient
- float w = getIntensity();
- color = texture2D(gradient, vec2(w,1.0-w)).rgb;
- #elif defined color_type_color
- color = uColor;
- #elif defined color_type_level_of_detail
- float depth = getLOD();
- float w = depth / 10.0;
- color = texture2D(gradient, vec2(w,1.0-w)).rgb;
- #elif defined color_type_indices
- color = indices.rgb;
- #elif defined color_type_classification
- vec4 cl = getClassification();
- color = cl.rgb;
- #elif defined color_type_return_number
- color = getReturnNumber();
- #elif defined color_type_returns
- color = getReturns();
- #elif defined color_type_number_of_returns
- color = getNumberOfReturns();
- #elif defined color_type_source_id
- color = getSourceID();
- #elif defined color_type_point_source_id
- color = getSourceID();
- #elif defined color_type_normal
- color = (modelMatrix * vec4(normal, 0.0)).xyz;
- #elif defined color_type_phong
- color = color;
- #elif defined color_type_composite
- color = getCompositeColor(world);
- #elif defined color_type_matcap
- color = getMatcap();
- #else
- color = getExtra();
- #endif
-
- if (backfaceCulling && applyBackfaceCulling()){
- //color = vec3(0.);
- }
- //applyBackfaceCulling直接返回false或者注释color = vec3(0.);都没问题
- return color;
- }
- float getPointSize(){
- float pointSize = 1.0;
- float maxSize_ = maxSize;
- float slope = tan(fov / 2.0);
- float projFactor = -0.5 * resolution.y / (slope * vViewPosition.z);
-
-
-
- /*
- float scale = length(
- modelViewMatrix * vec4(0, 0, 0, 1) -
- modelViewMatrix * vec4(uOctreeSpacing, 0, 0, 1)
- ) / uOctreeSpacing;
-
- projFactor = projFactor * scale;
- */
-
-
- float r = uOctreeSpacing * 1.7;
- //vRadius = r;
-
-
- #if defined fixed_point_size
- pointSize = size;
- #elif defined attenuated_point_size
- if(uUseOrthographicCamera){
- pointSize = size / uOrthoWidth * resolution.x; //改成近似adaptive_point_size根据窗口缩放。其实就是size * zoom (size单位转化为米,如size为1代表一个点云在场景中1米宽,zoom代表1px=1/zoom米)
- maxSize_ = orthoMaxSize; //for panoEditor, when zoom in, need more details, rather than always same size
- }else{ //近大远小,模拟真实mesh,边缘放大
- //pointSize = size * spacing * projFactor; //spacing是attribute 为空 如果有这个值就能更自适应填补
- //pointSize = size * uOctreeSpacing * projFactor / 18.0; //直接用cloud的spacing里,不过因为都一样所以可能没有什么意义
- //pointSize = pointSize * projFactor;
- pointSize = size * projFactor ;
- }
-
- #elif defined adaptive_point_size
- if(uUseOrthographicCamera) {
- float worldSpaceSize = 1.0 * size * r / getPointSizeAttenuation();
- pointSize = (worldSpaceSize / uOrthoWidth) * resolution.x; //uScreenWidth;
- maxSize_ = orthoMaxSize;
- } else {
- float worldSpaceSize = 1.0 * size * r / getPointSizeAttenuation();
- pointSize = worldSpaceSize * projFactor;
- }
-
- #endif
- pointSize = max(minSize, pointSize);
- pointSize = min(maxSize_, pointSize);
-
- vRadius = pointSize / projFactor;
- return pointSize;
- }
- bool insideBox(mat4 clipBox, vec4 worldPos){//add
- vec4 clipPosition = clipBox * worldPos;
- bool inside = -0.5 <= clipPosition.x && clipPosition.x <= 0.5;
- inside = inside && -0.5 <= clipPosition.y && clipPosition.y <= 0.5;
- inside = inside && -0.5 <= clipPosition.z && clipPosition.z <= 0.5;
- return inside;
- }
- #if defined(num_prism) && num_prism > 0
- #if defined(color_type_prismHeight)
- vec3 percentToByte(float num){
- //输出是0-1, shader精度不够,只够存3个数
- float a = 1.0;
- float result[4];
- for(int i=0;i<3;i++){
- a = i == 2 ? a/255.0 : a / 256.0 ;
- //分成256份,其中255份给当前位置,最后一份给后一个位置,而到了最后一个位置时没有下一个位置了所以只分成255份
- if(num > a){
- float c = num / a;
- float r = floor(c);
- r = min(255.0, r);
- result[i] = r;
- num -= r * a;
- }else{
- result[i] = 0.0;
- }
- }
- return vec3(result[0]/255.0, result[1]/255.0,result[2]/255.0);
-
- //除以多少255还是256? 参考uPCIndex / 255.0 应该是255
- }
- #endif
-
- int insidePrism(mat3 prismInfo, int pointIndexStart, vec4 worldPos){//是否在棱柱里
-
- float zMin = prismInfo[0][0];
- float zMid = prismInfo[0][1];
- float zMax = prismInfo[0][2];
- float xMin = prismInfo[1][0];
- float xMax = prismInfo[1][1];
- float yMin = prismInfo[1][2];
- float yMax = prismInfo[2][0];
- int pointCount = int(round(prismInfo[2][1]));
-
- if(worldPos.z < zMin || worldPos.z > zMax || worldPos.x < xMin || worldPos.x > xMax || worldPos.y < yMin || worldPos.y > yMax)return 0;
-
- bool inside = false;
-
- int j=pointCount-1;
-
- for(int i=0; i<prism_maxPointsCount; i++){
- if(i>=pointCount)break;
- float xi = prismPoints[i+pointIndexStart].x, yi = prismPoints[i+pointIndexStart].y, xj = prismPoints[j+pointIndexStart].x, yj = prismPoints[j+pointIndexStart].y;
- if(((yi > worldPos.y) != (yj > worldPos.y)) && (worldPos.x < (xj - xi) * (worldPos.y - yi) / (yj - yi) + xi)){
- inside = !inside;
- }
- j=i;
- }
-
- if(inside){
- #if defined(color_type_prismHeight)
- vColor = percentToByte((worldPos.z - zMin) / (zMax - zMin));
- #endif
-
- return worldPos.z < zMid ? 1 : 2;
- }else return 0;
- }
-
-
-
- #endif
-
- void doClipping(vec4 world){
- {
- vec4 cl = getClassification();
- if(cl.a == 0.0){
- gl_Position = vec4(100.0, 100.0, 100.0, 0.0);
-
- return;
- }
- }
- #if defined(clip_return_number_enabled)
- { // return number filter
- vec2 range = uFilterReturnNumberRange;
- if(returnNumber < range.x || returnNumber > range.y){
- gl_Position = vec4(100.0, 100.0, 100.0, 0.0);
-
- return;
- }
- }
- #endif
- #if defined(clip_number_of_returns_enabled)
- { // number of return filter
- vec2 range = uFilterNumberOfReturnsRange;
- if(numberOfReturns < range.x || numberOfReturns > range.y){
- gl_Position = vec4(100.0, 100.0, 100.0, 0.0);
-
- return;
- }
- }
- #endif
- #if defined(clip_gps_enabled)
- { // GPS time filter
- float time = (gpsTime + uGpsOffset) * uGpsScale;
- vec2 range = uFilterGPSTimeClipRange;
- if(time < range.x || time > range.y){
- gl_Position = vec4(100.0, 100.0, 100.0, 0.0);
-
- return;
- }
- }
- #endif
- #if defined(clip_point_source_id_enabled)
- { // point source id filter
- vec2 range = uFilterPointSourceIDClipRange;
- if(pointSourceID < range.x || pointSourceID > range.y){
- gl_Position = vec4(100.0, 100.0, 100.0, 0.0);
-
- return;
- }
- }
- #endif
-
- //总共三种box : 最外层可见、内层可见和不可见(外层可见和内层可见是交集,内层可见和内层不可见是并集)
-
- #if defined(bigClipInBox)
- if(!insideBox(clipBoxBig_in, world)){
- gl_Position = vec4(100.0, 100.0, 100.0, 1.0);
- return;;
- }
- #endif
-
- #if defined(num_in_clipboxes) && num_in_clipboxes > 0
- //当有可见box时,需要在任一可见box内才可见
- bool visi1 = false;
- for(int i = 0; i < num_in_clipboxes; i++){
- if(insideBox(clipBoxes_in[i], world)){
- visi1 = true;
- break;
- }
- }
- if(!visi1){
- gl_Position = vec4(100.0, 100.0, 100.0, 1.0);
- return;
- }
- #endif
- #if defined(num_out_clipboxes) && num_out_clipboxes > 0
- //当有不可见box时,不在所有不可见box内才可见
- bool visi2 = true;
- for(int i = 0; i < num_out_clipboxes; i++){
- if(insideBox(clipBoxes_out[i], world)){
- visi2 = false;
- break;
- }
- }
- if(!visi2){
- gl_Position = vec4(100.0, 100.0, 100.0, 1.0);
- return;
- }
- #endif
-
-
- #if defined(num_highlightBox) && num_highlightBox > 0
- //当有高亮box时,需要在任一可见高亮内都高宽
- bool highlight = false;
- for(int i = 0; i < num_highlightBox; i++){
- if(insideBox(boxes_highlight[i], world)){
- highlight = true;
- break;
- }
- }
- if(highlight){
- vColor.r += 0.5;
- }
- #endif
-
-
-
-
-
- #if defined(num_prism) && num_prism > 0
- int highlight = 0;
- int pointIndexStart = 0;
- for(int i = 0; i < num_prism; i++){
- highlight = insidePrism(prismList[i], pointIndexStart, world);
-
- if(highlight>0){
- #ifndef color_type_prismHeight
- if(highlight == 1){
- vColor.r += 0.5;
- }else if(highlight == 2){
- vColor.g += 0.5;
- }
- #endif
- break;
- }
-
-
- pointIndexStart += int(round(prismList[i][2][1]));
- }
-
- #ifdef color_type_prismHeight
- if(highlight==0){
- gl_Position = vec4(100.0, 100.0, 100.0, 1.0);
- }
- #endif
-
- #endif
-
- }
- //
- // ## ## ### #### ## ##
- // ### ### ## ## ## ### ##
- // #### #### ## ## ## #### ##
- // ## ### ## ## ## ## ## ## ##
- // ## ## ######### ## ## ####
- // ## ## ## ## ## ## ###
- // ## ## ## ## #### ## ##
- //
- vec2 getSamplerCoord( vec3 direction )
- {
- direction = normalize(direction);
- float tx=atan(direction.x,-direction.y)/(PI*2.0)+0.5;
- float ty=acos(direction.z)/PI;
- return vec2(tx,ty);
- }
- vec3 transformAxis( vec3 direction ) //navvis->4dkk
- {
- float y = direction.y;
- direction.y = direction.z;
- direction.z = -y;
- return direction;
- }
- void main() {
- //bool filtered_by_normal = false;
- float normalZ = 0.0;
- #ifdef use_filter_by_normal
- /*if(abs(getNormal().z) > 0.4) { //ufilterByNormalThreshold 暂定 3
- // Move point outside clip space space to discard it.
- //gl_Position = vec4(0.0, 0.0, 2.0, 1.0); //gl_Position的可视区域是 x,y,z都是[-1,1]
- //return;
- //filtered_by_normal = true; //标记一下。不直接不绘制,因为有的法线都是垂直向上
-
- }*/
-
- normalZ = abs(getNormal().z);
- #endif
-
-
- vec4 worldPos = modelMatrix * vec4(position, 1.0);
- vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
- vViewPosition = mvPosition.xyz;
- gl_Position = projectionMatrix * mvPosition;
- vLogDepth = log2(-mvPosition.z);
-
-
-
- // COLOR
- //加-------------------
- #if defined(usePanoMap)
-
- vec3 positionLocalToPanoCenter0 = worldPos.xyz - pano0Position;
- vec3 vWorldPosition0 = (vec4(positionLocalToPanoCenter0, 1.0) * pano0Matrix).xyz;
- vWorldPosition0.x *= -1.0;
- vWorldPosition0 = transformAxis(vWorldPosition0);
-
- vec3 positionLocalToPanoCenter1 = worldPos.xyz - pano1Position;
- vec3 vWorldPosition1 = (vec4(positionLocalToPanoCenter1, 1.0) * pano1Matrix).xyz;
- vWorldPosition1.x *= -1.0;
- vWorldPosition1 = transformAxis(vWorldPosition1);
-
- /*
- vec2 samplerCoord0 = getSamplerCoord(vWorldPosition0.xyz);
- vec2 samplerCoord1 = getSamplerCoord(vWorldPosition1.xyz);
- vec4 colorFromPano0 = texture2D(pano0Map,samplerCoord0);
- vec4 colorFromPano1 = texture2D(pano1Map,samplerCoord1);
- */
-
-
-
-
- vec4 colorFromPano0=textureCube(pano0Map,vWorldPosition0.xyz);
- vec4 colorFromPano1=textureCube(pano1Map,vWorldPosition1.xyz);
- vColor = mix(colorFromPano0,colorFromPano1,progress).xyz;
-
- //float easeInOutRatio = 0.0; //缓冲,渐变点云到贴图的颜色
- if(progress < easeInOutRatio){
- float easeProgress = (easeInOutRatio - progress) / easeInOutRatio;
- vec3 vColor1 = getColor(worldPos);
- vColor = mix(vColor,vColor1,easeProgress);
- }else if(progress > 1.0 - easeInOutRatio){
- float easeProgress = (progress - (1.0 - easeInOutRatio) ) / easeInOutRatio;
- vec3 vColor1 = getColor(worldPos);
- vColor = mix(vColor,vColor1,easeProgress);
- }
-
- #else
-
- vColor = getColor(worldPos);
-
- #endif
-
-
- //-------------------
-
- if(uOpacity>=1.0 || uUseOrthographicCamera){
- vOpacity = uOpacity;
-
-
- if(uOpacity<1.0){ //uUseOrthographicCamera
- //防止缩小后点云几乎看不见
- vOpacity *= 4.0-3.0 * levelPercent;
-
- }
-
- }else{ //#ifdef attenuated_opacity zoom不会改变z 所以这并不是用在分屏时候的
- float v = -gl_Position.z-1.0 ; // 范围从-2到0, e的-2到0次方的范围是0.818到1
- //vOpacity = uOpacity * exp(v/ (levelPercent * 20.0 ) );
-
- //近处加深,远处变淡 gl_Position.z似乎朝向屏幕里为正
- float r = clamp( pow(1.1, v/10.0 ), 0.1, 1.0 ); //除以的数字越大,近高远低的程度越小,范围越长。 程度太高远处单薄的区域看不见 pow的底数越大改变率越大
- vOpacity = uOpacity * r ;
-
-
- }
-
- vOpacity *= max(0.3, pow((1.0 - normalZ),5.0));//垂直朝相机时降低透明度
- //vOpacity = clamp(vOpacity, 0.0, 1.0);
- // POINT SIZE
- float pointSize = getPointSize();
-
- gl_PointSize = pointSize;
- vPointSize = pointSize;
-
-
-
-
- // only for "replacing" approaches
- // if(getLOD() != uLevel){
- // gl_Position = vec4(10.0, 10.0, 10.0, 1.0);
- // }
- #if defined hq_depth_pass
- float originalDepth = gl_Position.w;
- float adjustedDepth = originalDepth + 2.0 * vRadius;
- float adjust = adjustedDepth / originalDepth;
- mvPosition.xyz = mvPosition.xyz * adjust;
- gl_Position = projectionMatrix * mvPosition;
- #endif
- // CLIPPING
- doClipping(worldPos);
- #if defined(num_clipspheres) && num_clipspheres > 0
- for(int i = 0; i < num_clipspheres; i++){
- vec4 sphereLocal = uClipSpheres[i] * mvPosition;
- float distance = length(sphereLocal.xyz);
- if(distance < 1.0){
- float w = distance;
- vec3 cGradient = texture2D(gradient, vec2(w, 1.0 - w)).rgb;
-
- vColor = cGradient;
- //vColor = cGradient * 0.7 + vColor * 0.3;
- }
- }
- #endif
- #if defined(num_shadowmaps) && num_shadowmaps > 0
- const float sm_near = 0.1;
- const float sm_far = 10000.0;
- for(int i = 0; i < num_shadowmaps; i++){
- vec3 viewPos = (uShadowWorldView[i] * vec4(position, 1.0)).xyz;
- float distanceToLight = abs(viewPos.z);
-
- vec4 projPos = uShadowProj[i] * uShadowWorldView[i] * vec4(position, 1);
- vec3 nc = projPos.xyz / projPos.w;
-
- float u = nc.x * 0.5 + 0.5;
- float v = nc.y * 0.5 + 0.5;
- vec2 sampleStep = vec2(1.0 / (2.0*1024.0), 1.0 / (2.0*1024.0)) * 1.5;
- vec2 sampleLocations[9];
- sampleLocations[0] = vec2(0.0, 0.0);
- sampleLocations[1] = sampleStep;
- sampleLocations[2] = -sampleStep;
- sampleLocations[3] = vec2(sampleStep.x, -sampleStep.y);
- sampleLocations[4] = vec2(-sampleStep.x, sampleStep.y);
- sampleLocations[5] = vec2(0.0, sampleStep.y);
- sampleLocations[6] = vec2(0.0, -sampleStep.y);
- sampleLocations[7] = vec2(sampleStep.x, 0.0);
- sampleLocations[8] = vec2(-sampleStep.x, 0.0);
- float visibleSamples = 0.0;
- float numSamples = 0.0;
- float bias = vRadius * 2.0;
- for(int j = 0; j < 9; j++){
- vec4 depthMapValue = texture2D(uShadowMap[i], vec2(u, v) + sampleLocations[j]);
- float linearDepthFromSM = depthMapValue.x + bias;
- float linearDepthFromViewer = distanceToLight;
- if(linearDepthFromSM > linearDepthFromViewer){
- visibleSamples += 1.0;
- }
- numSamples += 1.0;
- }
- float visibility = visibleSamples / numSamples;
- if(u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0 || nc.x < -1.0 || nc.x > 1.0 || nc.y < -1.0 || nc.y > 1.0 || nc.z < -1.0 || nc.z > 1.0){
- //vColor = vec3(0.0, 0.0, 0.2);
- }else{
- //vColor = vec3(1.0, 1.0, 1.0) * visibility + vec3(1.0, 1.0, 1.0) * vec3(0.5, 0.0, 0.0) * (1.0 - visibility);
- vColor = vColor * visibility + vColor * uShadowColor * (1.0 - visibility);
- }
- }
- #endif
-
-
- }
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