PotreeRenderer.js 47 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
  165. console.error('创建program失败')
  166. }
  167. for(let name of Object.keys(attributeLocations)){
  168. let location = attributeLocations[name].location;
  169. let glslName = attributeLocations[name].name;
  170. gl.bindAttribLocation(this.program, location, glslName);
  171. }
  172. this.compileShader(this.vs, this.vsSource);
  173. this.compileShader(this.fs, this.fsSource);
  174. let program = this.program;
  175. gl.attachShader(program, this.vs);
  176. gl.attachShader(program, this.fs);
  177. gl.linkProgram(program);
  178. gl.detachShader(program, this.vs);
  179. gl.detachShader(program, this.fs);
  180. let success = gl.getProgramParameter(program, gl.LINK_STATUS);
  181. if (!success) {
  182. let info = gl.getProgramInfoLog(program);
  183. throw `could not link program ${this.name}: ${info}`;
  184. }
  185. { // attribute locations
  186. let numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  187. for (let i = 0; i < numAttributes; i++) {
  188. let attribute = gl.getActiveAttrib(program, i);
  189. let location = gl.getAttribLocation(program, attribute.name);
  190. this.attributeLocations[attribute.name] = location;
  191. }
  192. }
  193. { // uniform locations
  194. let numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  195. for (let i = 0; i < numUniforms; i++) {
  196. let uniform = gl.getActiveUniform(program, i);
  197. let location = gl.getUniformLocation(program, uniform.name);
  198. this.uniformLocations[uniform.name] = location;
  199. this.uniforms[uniform.name] = {
  200. location: location,
  201. value: null,
  202. };
  203. }
  204. }
  205. // uniform blocks
  206. if( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext){ //WebGL2RenderingContext在mac的safari14以下是没有定义的
  207. let numBlocks = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);
  208. for (let i = 0; i < numBlocks; i++) {
  209. let blockName = gl.getActiveUniformBlockName(program, i);
  210. let blockIndex = gl.getUniformBlockIndex(program, blockName);
  211. this.uniformBlockIndices[blockName] = blockIndex;
  212. gl.uniformBlockBinding(program, blockIndex, blockIndex);
  213. let dataSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);
  214. let uBuffer = gl.createBuffer();
  215. gl.bindBuffer(gl.UNIFORM_BUFFER, uBuffer);
  216. gl.bufferData(gl.UNIFORM_BUFFER, dataSize, gl.DYNAMIC_READ);
  217. gl.bindBufferBase(gl.UNIFORM_BUFFER, blockIndex, uBuffer);
  218. gl.bindBuffer(gl.UNIFORM_BUFFER, null);
  219. this.uniformBlocks[blockName] = {
  220. name: blockName,
  221. index: blockIndex,
  222. dataSize: dataSize,
  223. buffer: uBuffer
  224. };
  225. }
  226. }
  227. let cached = {
  228. program: this.program,
  229. vs: this.vs,
  230. fs: this.fs,
  231. attributeLocations: this.attributeLocations,
  232. uniformLocations: this.uniformLocations,
  233. uniforms: this.uniforms,
  234. uniformBlocks: this.uniformBlocks,
  235. };
  236. this.cache.set(`${this.vsSource}, ${this.fsSource}`, cached);
  237. }
  238. const tEnd = performance.now();
  239. const duration = tEnd - tStart;
  240. //console.log(`shader compile duration: ${duration.toFixed(3)}`);
  241. }
  242. setUniformMatrix4(name, value) {
  243. const gl = this.gl;
  244. const location = this.uniformLocations[name];
  245. if (location == null) {
  246. return;
  247. }
  248. let tmp = new Float32Array(value.elements);
  249. gl.uniformMatrix4fv(location, false, tmp);
  250. }
  251. setUniform1f(name, value) {
  252. const gl = this.gl;
  253. const uniform = this.uniforms[name];
  254. if (uniform === undefined) {
  255. return;
  256. }
  257. if(uniform.value === value){
  258. return;
  259. }
  260. uniform.value = value;
  261. gl.uniform1f(uniform.location, value);
  262. }
  263. setUniformBoolean(name, value) {
  264. const gl = this.gl;
  265. const uniform = this.uniforms[name];
  266. if (uniform === undefined) {
  267. return;
  268. }
  269. if(uniform.value === value){
  270. return;
  271. }
  272. uniform.value = value;
  273. gl.uniform1i(uniform.location, value);
  274. }
  275. setUniformTexture(name, value) {
  276. const gl = this.gl;
  277. const location = this.uniformLocations[name];
  278. if (location == null) {
  279. return;
  280. }
  281. gl.uniform1i(location, value);
  282. }
  283. setUniform2f(name, value) {
  284. const gl = this.gl;
  285. const location = this.uniformLocations[name];
  286. if (location == null) {
  287. return;
  288. }
  289. gl.uniform2f(location, value[0], value[1]);
  290. }
  291. setUniform3f(name, value) {
  292. const gl = this.gl;
  293. const location = this.uniformLocations[name];
  294. if (location == null) {
  295. return;
  296. }
  297. gl.uniform3f(location, value[0], value[1], value[2]);
  298. }
  299. setUniform(name, value) {
  300. if (value.constructor === THREE.Matrix4) {
  301. this.setUniformMatrix4(name, value);
  302. } else if (typeof value === "number") {
  303. this.setUniform1f(name, value);
  304. } else if (typeof value === "boolean") {
  305. this.setUniformBoolean(name, value);
  306. } else if (value instanceof WebGLTexture) {
  307. this.setUniformTexture(name, value);
  308. } else if (value instanceof Array) {
  309. if (value.length === 2) {
  310. this.setUniform2f(name, value);
  311. } else if (value.length === 3) {
  312. this.setUniform3f(name, value);
  313. }
  314. } else {
  315. console.error("unhandled uniform type: ", name, value);
  316. }
  317. }
  318. setUniform1i(name, value) {
  319. let gl = this.gl;
  320. let location = this.uniformLocations[name];
  321. if (location == null) {
  322. return;
  323. }
  324. gl.uniform1i(location, value);
  325. }
  326. };
  327. class WebGLTexture {
  328. constructor(gl, texture) {
  329. this.gl = gl;
  330. this.texture = texture;
  331. this.id = gl.createTexture();
  332. this.target = gl.TEXTURE_2D;
  333. this.version = -1;
  334. this.update(texture);
  335. }
  336. update() {
  337. if (!this.texture.image) {
  338. this.version = this.texture.version;
  339. return;
  340. }
  341. let gl = this.gl;
  342. let texture = this.texture;
  343. if (this.version === texture.version) {
  344. return;
  345. }
  346. this.target = gl.TEXTURE_2D;
  347. gl.bindTexture(this.target, this.id);
  348. let level = 0;
  349. let internalFormat = paramThreeToGL(gl, texture.format);
  350. let width = texture.image.width;
  351. let height = texture.image.height;
  352. let border = 0;
  353. let srcFormat = internalFormat;
  354. let srcType = paramThreeToGL(gl, texture.type);
  355. let data;
  356. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  357. gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  358. gl.pixelStorei(gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  359. if (texture instanceof THREE.DataTexture) {
  360. data = texture.image.data;
  361. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  362. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  363. gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
  364. gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));
  365. gl.texImage2D(this.target, level, internalFormat,
  366. width, height, border, srcFormat, srcType,
  367. data);
  368. }/* else if(texture instanceof THREE.CubeTexture){//add
  369. } */else if ((texture instanceof THREE.CanvasTexture) || (texture instanceof THREE.Texture)) {
  370. data = texture.image;
  371. gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, paramThreeToGL(gl, texture.wrapS));
  372. gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, paramThreeToGL(gl, texture.wrapT));
  373. gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
  374. gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));
  375. gl.texImage2D(this.target, level, internalFormat,
  376. internalFormat, srcType, data);
  377. if (texture instanceof THREE.Texture) {gl.generateMipmap(gl.TEXTURE_2D);}
  378. }
  379. gl.bindTexture(this.target, null);
  380. this.version = texture.version;
  381. }
  382. };
  383. class WebGLBuffer {
  384. constructor() {
  385. this.numElements = 0;
  386. this.vao = null;
  387. this.vbos = new Map();
  388. }
  389. };
  390. export class Renderer {
  391. constructor(threeRenderer) {
  392. this.threeRenderer = threeRenderer;
  393. this.gl = this.threeRenderer.getContext();
  394. this.buffers = new Map();
  395. this.shaders = new Map();
  396. this.textures = new Map();
  397. this.glTypeMapping = new Map();
  398. this.glTypeMapping.set(Float32Array, this.gl.FLOAT);
  399. this.glTypeMapping.set(Uint8Array, this.gl.UNSIGNED_BYTE);
  400. this.glTypeMapping.set(Uint16Array, this.gl.UNSIGNED_SHORT);
  401. this.toggle = 0;
  402. }
  403. deleteBuffer(geometry) {
  404. let gl = this.gl;
  405. let webglBuffer = this.buffers.get(geometry);
  406. if (webglBuffer != null) {
  407. for (let attributeName in geometry.attributes) {
  408. gl.deleteBuffer(webglBuffer.vbos.get(attributeName).handle);
  409. }
  410. this.buffers.delete(geometry);
  411. }
  412. }
  413. createBuffer(geometry){
  414. let gl = this.gl;
  415. let webglBuffer = new WebGLBuffer();
  416. webglBuffer.vao = gl.createVertexArray();
  417. webglBuffer.numElements = geometry.attributes.position.count;
  418. gl.bindVertexArray(webglBuffer.vao);
  419. for(let attributeName in geometry.attributes){
  420. let bufferAttribute = geometry.attributes[attributeName];
  421. let vbo = gl.createBuffer();
  422. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  423. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  424. let normalized = bufferAttribute.normalized;
  425. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  426. if(attributeLocations[attributeName] === undefined){
  427. //attributeLocation = attributeLocations["aExtra"];
  428. }else{
  429. let attributeLocation = attributeLocations[attributeName].location;
  430. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  431. gl.enableVertexAttribArray(attributeLocation);
  432. }
  433. webglBuffer.vbos.set(attributeName, {
  434. handle: vbo,
  435. name: attributeName,
  436. count: bufferAttribute.count,
  437. itemSize: bufferAttribute.itemSize,
  438. type: geometry.attributes.position.array.constructor,
  439. version: 0
  440. });
  441. }
  442. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  443. gl.bindVertexArray(null);
  444. let disposeHandler = (event) => {
  445. this.deleteBuffer(geometry);
  446. geometry.removeEventListener("dispose", disposeHandler);
  447. };
  448. geometry.addEventListener("dispose", disposeHandler);
  449. return webglBuffer;
  450. }
  451. updateBuffer(geometry){
  452. let gl = this.gl;
  453. let webglBuffer = this.buffers.get(geometry);
  454. gl.bindVertexArray(webglBuffer.vao);
  455. for(let attributeName in geometry.attributes){
  456. let bufferAttribute = geometry.attributes[attributeName];
  457. let normalized = bufferAttribute.normalized;
  458. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  459. let vbo = null;
  460. if(!webglBuffer.vbos.has(attributeName)){
  461. vbo = gl.createBuffer();
  462. webglBuffer.vbos.set(attributeName, {
  463. handle: vbo,
  464. name: attributeName,
  465. count: bufferAttribute.count,
  466. itemSize: bufferAttribute.itemSize,
  467. type: geometry.attributes.position.array.constructor,
  468. version: bufferAttribute.version
  469. });
  470. }else{
  471. vbo = webglBuffer.vbos.get(attributeName).handle;
  472. webglBuffer.vbos.get(attributeName).version = bufferAttribute.version;
  473. }
  474. gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  475. gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);
  476. if(attributeLocations[attributeName] === undefined){
  477. //attributeLocation = attributeLocations["aExtra"];
  478. }else{
  479. let attributeLocation = attributeLocations[attributeName].location;
  480. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  481. gl.enableVertexAttribArray(attributeLocation);
  482. }
  483. }
  484. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  485. gl.bindVertexArray(null);
  486. }
  487. traverse(scene) {
  488. let octrees = [];
  489. let stack = [scene];
  490. while (stack.length > 0) {
  491. let node = stack.pop();
  492. if (node instanceof PointCloudTree) {
  493. octrees.push(node);
  494. continue;
  495. }
  496. let visibleChildren = node.children.filter(c => c.visible);
  497. stack.push(...visibleChildren);
  498. }
  499. let result = {
  500. octrees: octrees
  501. };
  502. return result;
  503. }
  504. renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params) {
  505. if (exports.measureTimings) performance.mark("renderNodes-start");
  506. let gl = this.gl;
  507. let material = params.material ? params.material : octree.material;
  508. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  509. let view = camera.matrixWorldInverse;
  510. if(params.viewOverride){
  511. view = params.viewOverride;
  512. }
  513. let worldView = new THREE.Matrix4();
  514. let mat4holder = new Float32Array(16);
  515. let i = 0;
  516. for (let node of nodes) {
  517. if(exports.debug.allowedNodes !== undefined){
  518. if(!exports.debug.allowedNodes.includes(node.name)){
  519. continue;
  520. }
  521. }
  522. let world = node.sceneNode.matrixWorld;
  523. worldView.multiplyMatrices(view, world);
  524. if (visibilityTextureData) {
  525. let vnStart = visibilityTextureData.offsets.get(node);
  526. shader.setUniform1f("uVNStart", vnStart);
  527. }
  528. let level = node.getLevel();
  529. if(node.debug){
  530. shader.setUniform("uDebug", true);
  531. }else{
  532. shader.setUniform("uDebug", false);
  533. }
  534. // let isLeaf = false;
  535. // if(node instanceof PointCloudOctreeNode){
  536. // isLeaf = Object.keys(node.children).length === 0;
  537. // }else if(node instanceof PointCloudArena4DNode){
  538. // isLeaf = node.geometryNode.isLeaf;
  539. // }
  540. // shader.setUniform("uIsLeafNode", isLeaf);
  541. // let isLeaf = node.children.filter(n => n != null).length === 0;
  542. // if(!isLeaf){
  543. // continue;
  544. // }
  545. // TODO consider passing matrices in an array to avoid uniformMatrix4fv overhead
  546. const lModel = shader.uniformLocations["modelMatrix"];
  547. if (lModel) {
  548. mat4holder.set(world.elements);
  549. gl.uniformMatrix4fv(lModel, false, mat4holder);
  550. }
  551. const lModelView = shader.uniformLocations["modelViewMatrix"];
  552. //mat4holder.set(worldView.elements);
  553. // faster then set in chrome 63
  554. for(let j = 0; j < 16; j++){
  555. mat4holder[j] = worldView.elements[j];
  556. }
  557. gl.uniformMatrix4fv(lModelView, false, mat4holder);
  558. { // Clip Polygons
  559. if(material.clipPolygons && material.clipPolygons.length > 0){
  560. let clipPolygonVCount = [];
  561. let worldViewProjMatrices = [];
  562. for(let clipPolygon of material.clipPolygons){
  563. let view = clipPolygon.viewMatrix;
  564. let proj = clipPolygon.projMatrix;
  565. let worldViewProj = proj.clone().multiply(view).multiply(world);
  566. clipPolygonVCount.push(clipPolygon.markers.length);
  567. worldViewProjMatrices.push(worldViewProj);
  568. }
  569. let flattenedMatrices = [].concat(...worldViewProjMatrices.map(m => m.elements));
  570. let flattenedVertices = new Array(8 * 3 * material.clipPolygons.length);
  571. for(let i = 0; i < material.clipPolygons.length; i++){
  572. let clipPolygon = material.clipPolygons[i];
  573. for(let j = 0; j < clipPolygon.markers.length; j++){
  574. flattenedVertices[i * 24 + (j * 3 + 0)] = clipPolygon.markers[j].position.x;
  575. flattenedVertices[i * 24 + (j * 3 + 1)] = clipPolygon.markers[j].position.y;
  576. flattenedVertices[i * 24 + (j * 3 + 2)] = clipPolygon.markers[j].position.z;
  577. }
  578. }
  579. const lClipPolygonVCount = shader.uniformLocations["uClipPolygonVCount[0]"];
  580. gl.uniform1iv(lClipPolygonVCount, clipPolygonVCount);
  581. const lClipPolygonVP = shader.uniformLocations["uClipPolygonWVP[0]"];
  582. gl.uniformMatrix4fv(lClipPolygonVP, false, flattenedMatrices);
  583. const lClipPolygons = shader.uniformLocations["uClipPolygonVertices[0]"];
  584. gl.uniform3fv(lClipPolygons, flattenedVertices);
  585. }
  586. }
  587. //shader.setUniformMatrix4("modelMatrix", world);
  588. //shader.setUniformMatrix4("modelViewMatrix", worldView);
  589. shader.setUniform1f("uLevel", level);
  590. shader.setUniform1f("uNodeSpacing", node.geometryNode.estimatedSpacing);
  591. shader.setUniform1f("uPCIndex", i);
  592. // uBBSize
  593. if (shadowMaps.length > 0) {
  594. const lShadowMap = shader.uniformLocations["uShadowMap[0]"];
  595. shader.setUniform3f("uShadowColor", material.uniforms.uShadowColor.value);
  596. let bindingStart = 5;
  597. let bindingPoints = new Array(shadowMaps.length).fill(bindingStart).map((a, i) => (a + i));
  598. gl.uniform1iv(lShadowMap, bindingPoints);
  599. for (let i = 0; i < shadowMaps.length; i++) {
  600. let shadowMap = shadowMaps[i];
  601. let bindingPoint = bindingPoints[i];
  602. let glTexture = this.threeRenderer.properties.get(shadowMap.target.texture).__webglTexture;
  603. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  604. gl.bindTexture(gl.TEXTURE_2D, glTexture);
  605. }
  606. {
  607. let worldViewMatrices = shadowMaps
  608. .map(sm => sm.camera.matrixWorldInverse)
  609. .map(view => new THREE.Matrix4().multiplyMatrices(view, world))
  610. let flattenedMatrices = [].concat(...worldViewMatrices.map(c => c.elements));
  611. const lWorldView = shader.uniformLocations["uShadowWorldView[0]"];
  612. gl.uniformMatrix4fv(lWorldView, false, flattenedMatrices);
  613. }
  614. {
  615. let flattenedMatrices = [].concat(...shadowMaps.map(sm => sm.camera.projectionMatrix.elements));
  616. const lProj = shader.uniformLocations["uShadowProj[0]"];
  617. gl.uniformMatrix4fv(lProj, false, flattenedMatrices);
  618. }
  619. }
  620. const geometry = node.geometryNode.geometry;
  621. if(geometry.attributes["gps-time"]){
  622. const bufferAttribute = geometry.attributes["gps-time"];
  623. const attGPS = octree.getAttribute("gps-time");
  624. let initialRange = attGPS.initialRange;
  625. let initialRangeSize = initialRange[1] - initialRange[0];
  626. let globalRange = attGPS.range;
  627. let globalRangeSize = globalRange[1] - globalRange[0];
  628. let scale = initialRangeSize / globalRangeSize;
  629. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  630. scale = Number.isNaN(scale) ? 1 : scale;
  631. offset = Number.isNaN(offset) ? 0 : offset;
  632. shader.setUniform1f("uGpsScale", scale);
  633. shader.setUniform1f("uGpsOffset", offset);
  634. //shader.setUniform2f("uFilterGPSTimeClipRange", [-Infinity, Infinity]);
  635. let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  636. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  637. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  638. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  639. let normalizedClipRange = [
  640. (uFilterGPSTimeClipRange[0] - globalRange[0]) / globalRangeSize,
  641. (uFilterGPSTimeClipRange[1] - globalRange[0]) / globalRangeSize,
  642. ];
  643. shader.setUniform2f("uFilterGPSTimeClipRange", normalizedClipRange);
  644. // // ranges in full gps coordinate system
  645. // const globalRange = attGPS.range;
  646. // const bufferRange = bufferAttribute.potree.range;
  647. // // ranges in [0, 1]
  648. // // normalizedGlobalRange = [0, 1]
  649. // // normalizedBufferRange: norm buffer within norm global range e.g. [0.2, 0.8]
  650. // const globalWidth = globalRange[1] - globalRange[0];
  651. // const normalizedBufferRange = [
  652. // (bufferRange[0] - globalRange[0]) / globalWidth,
  653. // (bufferRange[1] - globalRange[0]) / globalWidth,
  654. // ];
  655. // shader.setUniform2f("uNormalizedGpsBufferRange", normalizedBufferRange);
  656. // let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
  657. // let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
  658. // let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
  659. // shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);
  660. // shader.setUniform1f("uGpsScale", bufferAttribute.potree.scale);
  661. // shader.setUniform1f("uGpsOffset", bufferAttribute.potree.offset);
  662. }
  663. {
  664. let uFilterReturnNumberRange = material.uniforms.uFilterReturnNumberRange.value;
  665. let uFilterNumberOfReturnsRange = material.uniforms.uFilterNumberOfReturnsRange.value;
  666. let uFilterPointSourceIDClipRange = material.uniforms.uFilterPointSourceIDClipRange.value;
  667. shader.setUniform2f("uFilterReturnNumberRange", uFilterReturnNumberRange);
  668. shader.setUniform2f("uFilterNumberOfReturnsRange", uFilterNumberOfReturnsRange);
  669. shader.setUniform2f("uFilterPointSourceIDClipRange", uFilterPointSourceIDClipRange);
  670. }
  671. let webglBuffer = null;
  672. if(!this.buffers.has(geometry)){
  673. webglBuffer = this.createBuffer(geometry);
  674. this.buffers.set(geometry, webglBuffer);
  675. }else{
  676. webglBuffer = this.buffers.get(geometry);
  677. for(let attributeName in geometry.attributes){
  678. let attribute = geometry.attributes[attributeName];
  679. if(attribute.version > webglBuffer.vbos.get(attributeName).version){
  680. this.updateBuffer(geometry);
  681. }
  682. }
  683. }
  684. gl.bindVertexArray(webglBuffer.vao);
  685. let isExtraAttribute =
  686. attributeLocations[material.activeAttributeName] === undefined
  687. && Object.keys(geometry.attributes).includes(material.activeAttributeName);
  688. if(isExtraAttribute){
  689. const attributeLocation = attributeLocations["aExtra"].location;
  690. for(const attributeName in geometry.attributes){
  691. const bufferAttribute = geometry.attributes[attributeName];
  692. const vbo = webglBuffer.vbos.get(attributeName);
  693. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  694. gl.disableVertexAttribArray(attributeLocation);
  695. }
  696. const attName = material.activeAttributeName;
  697. const bufferAttribute = geometry.attributes[attName];
  698. const vbo = webglBuffer.vbos.get(attName);
  699. if(bufferAttribute !== undefined && vbo !== undefined){
  700. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  701. let normalized = bufferAttribute.normalized;
  702. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  703. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  704. gl.enableVertexAttribArray(attributeLocation);
  705. }
  706. {
  707. const attExtra = octree.pcoGeometry.pointAttributes.attributes
  708. .find(a => a.name === attName);
  709. let range = material.getRange(attName);
  710. if(!range){
  711. range = attExtra.range;
  712. }
  713. if(!range){
  714. range = [0, 1];
  715. }
  716. let initialRange = attExtra.initialRange;
  717. let initialRangeSize = initialRange[1] - initialRange[0];
  718. let globalRange = range;
  719. let globalRangeSize = globalRange[1] - globalRange[0];
  720. let scale = initialRangeSize / globalRangeSize;
  721. let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;
  722. scale = Number.isNaN(scale) ? 1 : scale;
  723. offset = Number.isNaN(offset) ? 0 : offset;
  724. shader.setUniform1f("uExtraScale", scale);
  725. shader.setUniform1f("uExtraOffset", offset);
  726. }
  727. }else{
  728. for(const attributeName in geometry.attributes){
  729. const bufferAttribute = geometry.attributes[attributeName];
  730. const vbo = webglBuffer.vbos.get(attributeName);
  731. if(attributeLocations[attributeName] !== undefined){
  732. const attributeLocation = attributeLocations[attributeName].location;
  733. let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
  734. let normalized = bufferAttribute.normalized;
  735. gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
  736. gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
  737. gl.enableVertexAttribArray(attributeLocation);
  738. }
  739. }
  740. }
  741. let numPoints = webglBuffer.numElements;
  742. gl.drawArrays(gl.POINTS, 0, numPoints);
  743. i++;
  744. }
  745. gl.bindVertexArray(null);
  746. if (exports.measureTimings) {
  747. performance.mark("renderNodes-end");
  748. performance.measure("render.renderNodes", "renderNodes-start", "renderNodes-end");
  749. }
  750. }
  751. renderOctree(octree, nodes, camera, target, params = {}){
  752. let gl = this.gl;
  753. let material = params.material ? params.material : octree.material;
  754. let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
  755. let view = camera.matrixWorldInverse;
  756. let viewInv = camera.matrixWorld;
  757. if(params.viewOverride){
  758. view = params.viewOverride;
  759. viewInv = view.clone().invert();
  760. }
  761. let proj = camera.projectionMatrix;
  762. let projInv = proj.clone().invert();
  763. //let worldView = new THREE.Matrix4();
  764. let shader = null;
  765. let visibilityTextureData = null;
  766. let currentTextureBindingPoint = 0;
  767. if (material.pointSizeType >= 0) {
  768. if (material.pointSizeType === PointSizeType.ADAPTIVE ||
  769. material.activeAttributeName === "level of detail") {
  770. let vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;
  771. visibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);
  772. const vnt = material.visibleNodesTexture;
  773. const data = vnt.image.data;
  774. data.set(visibilityTextureData.data);
  775. vnt.needsUpdate = true;
  776. }
  777. }
  778. { // UPDATE SHADER AND TEXTURES
  779. if (!this.shaders.has(material)) {
  780. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  781. let shader = new Shader(gl, "pointcloud", vs, fs);
  782. this.shaders.set(material, shader);
  783. }
  784. shader = this.shaders.get(material);
  785. //if(material.needsUpdate){
  786. {
  787. let [vs, fs] = [material.vertexShader, material.fragmentShader];
  788. let numSnapshots = material.snapEnabled ? material.numSnapshots : 0;
  789. let numClipBoxes = (material.clipBoxes && material.clipBoxes.length) ? material.clipBoxes.length : 0;
  790. let numClipSpheres = (params.clipSpheres && params.clipSpheres.length) ? params.clipSpheres.length : 0;
  791. let numClipPolygons = (material.clipPolygons && material.clipPolygons.length) ? material.clipPolygons.length : 0;
  792. let defines = [
  793. `#define num_shadowmaps ${shadowMaps.length}`,
  794. `#define num_snapshots ${numSnapshots}`,
  795. `#define num_clipboxes ${numClipBoxes}`,
  796. `#define num_clipspheres ${numClipSpheres}`,
  797. `#define num_clippolygons ${numClipPolygons}`,
  798. ];
  799. //add:-----------
  800. if(material.usePanoMap){
  801. defines.push("#define usePanoMap");
  802. }
  803. if(material.useFilterByNormal){
  804. defines.push("#define use_filter_by_normal");
  805. defines.push("#define attenuated_opacity");
  806. }
  807. //---------------
  808. if(octree.pcoGeometry.root.isLoaded()){
  809. let attributes = octree.pcoGeometry.root.geometry.attributes;
  810. if(attributes["gps-time"]){
  811. defines.push("#define clip_gps_enabled");
  812. }
  813. if(attributes["return number"]){
  814. defines.push("#define clip_return_number_enabled");
  815. }
  816. if(attributes["number of returns"]){
  817. defines.push("#define clip_number_of_returns_enabled");
  818. }
  819. if(attributes["source id"] || attributes["point source id"]){
  820. defines.push("#define clip_point_source_id_enabled");
  821. }
  822. }
  823. let definesString = defines.join("\n");
  824. let vsVersionIndex = vs.indexOf("#version ");
  825. let fsVersionIndex = fs.indexOf("#version ");
  826. if(vsVersionIndex >= 0){
  827. vs = vs.replace(/(#version .*)/, `$1\n${definesString}`)
  828. }else{
  829. vs = `${definesString}\n${vs}`;
  830. }
  831. if(fsVersionIndex >= 0){
  832. fs = fs.replace(/(#version .*)/, `$1\n${definesString}`)
  833. }else{
  834. fs = `${definesString}\n${fs}`;
  835. }
  836. shader.update(vs, fs);
  837. material.needsUpdate = false;
  838. }
  839. for (let uniformName of Object.keys(material.uniforms)) {
  840. let uniform = material.uniforms[uniformName];
  841. if (uniform.type == "t") {
  842. let texture = uniform.value;
  843. if (!texture) {
  844. continue;
  845. }
  846. //add
  847. if(uniformName == 'pano0Map' || uniformName == 'pano1Map' ){ //属于cubeTex,另外设置
  848. continue
  849. }
  850. if (!this.textures.has(texture)) {
  851. let webglTexture = new WebGLTexture(gl, texture);
  852. this.textures.set(texture, webglTexture);
  853. }
  854. let webGLTexture = this.textures.get(texture);
  855. webGLTexture.update();
  856. }
  857. }
  858. }
  859. gl.useProgram(shader.program);
  860. let transparent = false;
  861. if(params.transparent !== undefined){
  862. transparent = params.transparent && material.opacity < 1;
  863. }else{
  864. transparent = material.usePanoMap ? false : (material.useFilterByNormal || material.opacity < 1); //add useFilterByNormal
  865. }
  866. if (transparent){
  867. gl.enable(gl.BLEND);
  868. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  869. gl.depthMask(false);
  870. gl.disable(gl.DEPTH_TEST);
  871. } else {
  872. gl.disable(gl.BLEND);
  873. gl.depthMask(true);
  874. gl.enable(gl.DEPTH_TEST);
  875. }
  876. if(params.blendFunc !== undefined){
  877. gl.enable(gl.BLEND);
  878. gl.blendFunc(...params.blendFunc);
  879. }
  880. if(params.depthTest !== undefined){
  881. if(params.depthTest === true){
  882. gl.enable(gl.DEPTH_TEST);
  883. }else{
  884. gl.disable(gl.DEPTH_TEST);
  885. }
  886. }
  887. if(params.depthWrite !== undefined){
  888. if(params.depthWrite === true){
  889. gl.depthMask(true);
  890. }else{
  891. gl.depthMask(false);
  892. }
  893. }
  894. { // UPDATE UNIFORMS
  895. shader.setUniformMatrix4("projectionMatrix", proj);
  896. shader.setUniformMatrix4("viewMatrix", view);
  897. shader.setUniformMatrix4("uViewInv", viewInv);
  898. shader.setUniformMatrix4("uProjInv", projInv);
  899. let screenWidth = target ? target.width : material.screenWidth;
  900. let screenHeight = target ? target.height : material.screenHeight;
  901. shader.setUniform1f("uScreenWidth", screenWidth);
  902. shader.setUniform1f("uScreenHeight", screenHeight);
  903. shader.setUniform1f("fov", Math.PI * camera.fov / 180);
  904. shader.setUniform1f("near", camera.near);
  905. shader.setUniform1f("far", camera.far);
  906. if(camera instanceof THREE.OrthographicCamera){
  907. shader.setUniform("uUseOrthographicCamera", true);
  908. shader.setUniform("uOrthoWidth", camera.right - camera.left);
  909. shader.setUniform("uOrthoHeight", camera.top - camera.bottom);
  910. }else{
  911. shader.setUniform("uUseOrthographicCamera", false);
  912. }
  913. if(material.clipBoxes.length + material.clipPolygons.length === 0){
  914. shader.setUniform1i("clipTask", ClipTask.NONE);
  915. }else{
  916. shader.setUniform1i("clipTask", material.clipTask);
  917. }
  918. shader.setUniform1i("clipMethod", material.clipMethod);
  919. if (material.clipBoxes && material.clipBoxes.length > 0) {
  920. //let flattenedMatrices = [].concat(...material.clipBoxes.map(c => c.inverse.elements));
  921. //const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
  922. //gl.uniformMatrix4fv(lClipBoxes, false, flattenedMatrices);
  923. const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
  924. gl.uniformMatrix4fv(lClipBoxes, false, material.uniforms.clipBoxes.value);
  925. }
  926. // TODO CLIPSPHERES
  927. if(params.clipSpheres && params.clipSpheres.length > 0){
  928. let clipSpheres = params.clipSpheres;
  929. let matrices = [];
  930. for(let clipSphere of clipSpheres){
  931. //let mScale = new THREE.Matrix4().makeScale(...clipSphere.scale.toArray());
  932. //let mTranslate = new THREE.Matrix4().makeTranslation(...clipSphere.position.toArray());
  933. //let clipToWorld = new THREE.Matrix4().multiplyMatrices(mTranslate, mScale);
  934. let clipToWorld = clipSphere.matrixWorld;
  935. let viewToWorld = camera.matrixWorld
  936. let worldToClip = clipToWorld.clone().invert();
  937. let viewToClip = new THREE.Matrix4().multiplyMatrices(worldToClip, viewToWorld);
  938. matrices.push(viewToClip);
  939. }
  940. let flattenedMatrices = [].concat(...matrices.map(matrix => matrix.elements));
  941. const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  942. gl.uniformMatrix4fv(lClipSpheres, false, flattenedMatrices);
  943. //const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
  944. //gl.uniformMatrix4fv(lClipSpheres, false, material.uniforms.clipSpheres.value);
  945. }
  946. shader.setUniform1f("size", material.usePanoMap ? Potree.config.material.absolutePanoramaSize : 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
  947. shader.setUniform1f("maxSize", material.uniforms.maxSize.value);
  948. shader.setUniform1f("minSize", material.uniforms.minSize.value);
  949. // uniform float uPCIndex
  950. shader.setUniform1f("uOctreeSpacing", material.spacing);
  951. shader.setUniform("uOctreeSize", material.uniforms.octreeSize.value);
  952. //uniform vec3 uColor;
  953. shader.setUniform3f("uColor", material.color.toArray());
  954. //uniform float opacity;
  955. shader.setUniform1f("uOpacity", material.usePanoMap ? 1: material.opacity);
  956. shader.setUniform2f("elevationRange", material.elevationRange);
  957. shader.setUniform2f("intensityRange", material.intensityRange);
  958. shader.setUniform3f("uIntensity_gbc", [
  959. material.intensityGamma,
  960. material.intensityBrightness,
  961. material.intensityContrast
  962. ]);
  963. shader.setUniform3f("uRGB_gbc", [
  964. material.rgbGamma,
  965. material.rgbBrightness,
  966. material.rgbContrast
  967. ]);
  968. shader.setUniform1f("uTransition", material.transition);
  969. shader.setUniform1f("wRGB", material.weightRGB);
  970. shader.setUniform1f("wIntensity", material.weightIntensity);
  971. shader.setUniform1f("wElevation", material.weightElevation);
  972. shader.setUniform1f("wClassification", material.weightClassification);
  973. shader.setUniform1f("wReturnNumber", material.weightReturnNumber);
  974. shader.setUniform1f("wSourceID", material.weightSourceID);
  975. shader.setUniform("backfaceCulling", material.uniforms.backfaceCulling.value);
  976. //==========================
  977. //gl.TEXTURE_CUBE_MAP: 34067
  978. //gl.TEXTURE0=33984 , vnWebGLTexture.target=gl.TEXTURE_2D = 3353
  979. let vnWebGLTexture = this.textures.get(material.visibleNodesTexture);
  980. if(vnWebGLTexture){
  981. shader.setUniform1i("visibleNodesTexture", currentTextureBindingPoint);
  982. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  983. gl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);
  984. currentTextureBindingPoint++;
  985. }
  986. let gradientTexture = this.textures.get(material.gradientTexture);
  987. shader.setUniform1i("gradient", currentTextureBindingPoint);
  988. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  989. gl.bindTexture(gradientTexture.target, gradientTexture.id);
  990. const repeat = material.elevationGradientRepeat;
  991. if(repeat === ElevationGradientRepeat.REPEAT){
  992. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.REPEAT);
  993. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.REPEAT);
  994. }else if(repeat === ElevationGradientRepeat.MIRRORED_REPEAT){
  995. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
  996. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
  997. }else{
  998. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  999. gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1000. }
  1001. currentTextureBindingPoint++;
  1002. let classificationTexture = this.textures.get(material.classificationTexture);
  1003. shader.setUniform1i("classificationLUT", currentTextureBindingPoint);
  1004. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1005. gl.bindTexture(classificationTexture.target, classificationTexture.id);
  1006. currentTextureBindingPoint++;
  1007. let matcapTexture = this.textures.get(material.matcapTexture);
  1008. shader.setUniform1i("matcapTextureUniform", currentTextureBindingPoint);
  1009. gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
  1010. gl.bindTexture(matcapTexture.target, matcapTexture.id);
  1011. currentTextureBindingPoint++;
  1012. if (material.snapEnabled === true) {
  1013. {
  1014. const lSnapshot = shader.uniformLocations["uSnapshot[0]"];
  1015. const lSnapshotDepth = shader.uniformLocations["uSnapshotDepth[0]"];
  1016. let bindingStart = currentTextureBindingPoint;
  1017. let lSnapshotBindingPoints = new Array(5).fill(bindingStart).map((a, i) => (a + i));
  1018. let lSnapshotDepthBindingPoints = new Array(5)
  1019. .fill(1 + Math.max(...lSnapshotBindingPoints))
  1020. .map((a, i) => (a + i));
  1021. currentTextureBindingPoint = 1 + Math.max(...lSnapshotDepthBindingPoints);
  1022. gl.uniform1iv(lSnapshot, lSnapshotBindingPoints);
  1023. gl.uniform1iv(lSnapshotDepth, lSnapshotDepthBindingPoints);
  1024. for (let i = 0; i < 5; i++) {
  1025. let texture = material.uniforms[`uSnapshot`].value[i];
  1026. let textureDepth = material.uniforms[`uSnapshotDepth`].value[i];
  1027. if (!texture) {
  1028. break;
  1029. }
  1030. let snapTexture = this.threeRenderer.properties.get(texture).__webglTexture;
  1031. let snapTextureDepth = this.threeRenderer.properties.get(textureDepth).__webglTexture;
  1032. let bindingPoint = lSnapshotBindingPoints[i];
  1033. let depthBindingPoint = lSnapshotDepthBindingPoints[i];
  1034. gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
  1035. gl.bindTexture(gl.TEXTURE_2D, snapTexture);
  1036. gl.activeTexture(gl[`TEXTURE${depthBindingPoint}`]);
  1037. gl.bindTexture(gl.TEXTURE_2D, snapTextureDepth);
  1038. }
  1039. }
  1040. {
  1041. let flattenedMatrices = [].concat(...material.uniforms.uSnapView.value.map(c => c.elements));
  1042. const lSnapView = shader.uniformLocations["uSnapView[0]"];
  1043. gl.uniformMatrix4fv(lSnapView, false, flattenedMatrices);
  1044. }
  1045. {
  1046. let flattenedMatrices = [].concat(...material.uniforms.uSnapProj.value.map(c => c.elements));
  1047. const lSnapProj = shader.uniformLocations["uSnapProj[0]"];
  1048. gl.uniformMatrix4fv(lSnapProj, false, flattenedMatrices);
  1049. }
  1050. {
  1051. let flattenedMatrices = [].concat(...material.uniforms.uSnapProjInv.value.map(c => c.elements));
  1052. const lSnapProjInv = shader.uniformLocations["uSnapProjInv[0]"];
  1053. gl.uniformMatrix4fv(lSnapProjInv, false, flattenedMatrices);
  1054. }
  1055. {
  1056. let flattenedMatrices = [].concat(...material.uniforms.uSnapViewInv.value.map(c => c.elements));
  1057. const lSnapViewInv = shader.uniformLocations["uSnapViewInv[0]"];
  1058. gl.uniformMatrix4fv(lSnapViewInv, false, flattenedMatrices);
  1059. }
  1060. }
  1061. //=============add===========
  1062. if(material.usePanoMap){//为什么pointsize失效
  1063. shader.setUniform1f("progress", material.uniforms.progress.value);
  1064. shader.setUniform1f("easeInOutRatio", material.uniforms.easeInOutRatio.value);
  1065. shader.setUniform3f("pano0Position", material.uniforms.pano0Position.value.toArray());
  1066. shader.setUniform3f("pano1Position", material.uniforms.pano1Position.value.toArray());
  1067. shader.setUniform('pano0Matrix', material.uniforms.pano0Matrix.value);
  1068. shader.setUniform('pano1Matrix', material.uniforms.pano1Matrix.value);
  1069. let pano0Map = material.uniforms.pano0Map.value
  1070. if(pano0Map){
  1071. this.threeRenderer._textures.safeSetTextureCube( pano0Map, ++currentTextureBindingPoint );
  1072. shader.setUniform1i('pano0Map', currentTextureBindingPoint);
  1073. }
  1074. let pano1Map = material.uniforms.pano1Map.value
  1075. if(pano1Map){
  1076. this.threeRenderer._textures.safeSetTextureCube( pano1Map, ++currentTextureBindingPoint );
  1077. shader.setUniform1i('pano1Map', currentTextureBindingPoint);
  1078. }
  1079. //注: three.js我添加了个 _textures, safeSetTextureCube里主要就是activeTexture和bindTexture
  1080. }
  1081. }
  1082. this.renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params);
  1083. gl.activeTexture(gl.TEXTURE2);
  1084. gl.bindTexture(gl.TEXTURE_2D, null);
  1085. gl.activeTexture(gl.TEXTURE0);
  1086. }
  1087. render(scene, camera, target = null, params = {}) {
  1088. const gl = this.gl;
  1089. // PREPARE
  1090. if (target != null) {
  1091. this.threeRenderer.setRenderTarget(target);
  1092. }
  1093. //camera.updateProjectionMatrix();
  1094. // camera.matrixWorldInverse.invert(camera.matrixWorld);
  1095. const traversalResult = this.traverse(scene);
  1096. // RENDER
  1097. for (const octree of traversalResult.octrees) {
  1098. let nodes = octree.visibleNodes;
  1099. this.renderOctree(octree, nodes, camera, target, params);
  1100. }
  1101. // CLEANUP
  1102. gl.activeTexture(gl.TEXTURE1);
  1103. gl.bindTexture(gl.TEXTURE_2D, null);
  1104. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  1105. gl.bindVertexArray(null);
  1106. this.threeRenderer.resetState();
  1107. }
  1108. };
  1109. /*
  1110. 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
  1111. geometry: 有的attributes: 属性是:
  1112. classification:
  1113. color:
  1114. indices:
  1115. normal:
  1116. position:
  1117. 最好有个spacing
  1118. */