@openglobus/og 0.11.5 → 0.11.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +5 -7
- package/src/og/Clock.js +6 -10
- package/src/og/Events.js +5 -7
- package/src/og/Extent.js +73 -32
- package/src/og/ImageCanvas.js +18 -15
- package/src/og/LonLat.js +13 -10
- package/src/og/Popup.js +18 -17
- package/src/og/QueueArray.js +3 -4
- package/src/og/Rectangle.js +4 -6
- package/src/og/Stack.js +2 -4
- package/src/og/ajax.js +20 -14
- package/src/og/astro/earth.js +21 -15
- package/src/og/bv/Box.js +2 -3
- package/src/og/bv/Sphere.js +10 -7
- package/src/og/camera/Frustum.js +19 -12
- package/src/og/camera/PlanetCamera.js +0 -1
- package/src/og/control/CompassButton.js +1 -2
- package/src/og/control/Control.js +7 -9
- package/src/og/control/DebugInfo.js +0 -1
- package/src/og/control/KeyboardNavigation.js +9 -9
- package/src/og/control/LayerSwitcher.js +21 -20
- package/src/og/control/SegmentBoundVisualization.js +5 -6
- package/src/og/control/ShowFps.js +12 -7
- package/src/og/control/SimpleNavigation.js +5 -7
- package/src/og/control/Sun.js +22 -12
- package/src/og/control/ToggleWireframe.js +3 -3
- package/src/og/control/TouchNavigation.js +43 -32
- package/src/og/control/ZoomControl.js +40 -24
- package/src/og/ellipsoid/Ellipsoid.js +148 -56
- package/src/og/ellipsoid/wgs84.js +3 -3
- package/src/og/entity/BaseBillboard.js +65 -14
- package/src/og/entity/Billboard.js +9 -5
- package/src/og/entity/BillboardHandler.js +310 -64
- package/src/og/entity/Entity.js +39 -1
- package/src/og/entity/EntityCollection.js +47 -24
- package/src/og/entity/GeoObject.js +228 -0
- package/src/og/entity/GeoObjectHandler.js +910 -0
- package/src/og/entity/GeometryHandler.js +595 -123
- package/src/og/entity/Label.js +53 -18
- package/src/og/entity/LabelHandler.js +42 -244
- package/src/og/entity/LabelWorker.js +213 -0
- package/src/og/entity/Object3d.js +504 -0
- package/src/og/entity/PointCloud.js +76 -28
- package/src/og/entity/PointCloudHandler.js +5 -5
- package/src/og/entity/Ray.js +49 -16
- package/src/og/entity/Strip.js +72 -43
- package/src/og/entity/StripHandler.js +23 -23
- package/src/og/layer/BaseGeoImage.js +50 -19
- package/src/og/layer/CanvasTiles.js +16 -16
- package/src/og/layer/GeoImage.js +6 -6
- package/src/og/layer/KML.js +55 -33
- package/src/og/layer/Layer.js +3 -3
- package/src/og/layer/Vector.js +94 -48
- package/src/og/layer/WMS.js +33 -16
- package/src/og/light/LightSource.js +19 -12
- package/src/og/math/Mat3.js +24 -12
- package/src/og/math/Mat4.js +603 -603
- package/src/og/math/Plane.js +19 -18
- package/src/og/math/Ray.js +17 -12
- package/src/og/math/Vec2.js +24 -14
- package/src/og/math/Vec3.js +60 -30
- package/src/og/math/coder.js +7 -7
- package/src/og/proj/EPSG3857.js +3 -3
- package/src/og/proj/EPSG4326.js +3 -3
- package/src/og/proj/Proj.js +2 -4
- package/src/og/quadTree/Node.js +31 -17
- package/src/og/renderer/Renderer.js +23 -6
- package/src/og/renderer/RendererEvents.js +1 -1
- package/src/og/scene/BaseNode.js +2 -3
- package/src/og/scene/Planet.js +2 -2
- package/src/og/scene/RenderNode.js +15 -8
- package/src/og/shaders/geoObject.js +211 -0
- package/src/og/shaders/pointCloud.js +41 -41
- package/src/og/shaders/shape.js +12 -18
- package/src/og/shaders/skybox.js +36 -36
- package/src/og/shapes/BaseShape.js +107 -35
- package/src/og/shapes/Icosphere.js +25 -10
- package/src/og/shapes/Sphere.js +8 -11
- package/src/og/utils/TextureAtlas.js +16 -18
- package/src/og/utils/shared.js +1 -1
- package/src/og/webgl/Handler.js +68 -49
- package/src/og/webgl/Multisample.js +44 -16
- package/src/og/webgl/Program.js +78 -33
- package/src/og/webgl/callbacks.js +3 -3
- package/types/Deferred.d.ts +1 -1
- package/types/Events.d.ts +2 -2
- package/types/Extent.d.ts +1 -1
- package/types/Rectangle.d.ts +1 -1
- package/types/ajax.d.ts +1 -1
- package/types/bv/Box.d.ts +1 -1
- package/types/bv/Sphere.d.ts +1 -1
- package/types/camera/Camera.d.ts +5 -5
- package/types/camera/Frustum.d.ts +6 -6
- package/types/camera/PlanetCamera.d.ts +8 -8
- package/types/control/Control.d.ts +1 -1
- package/types/control/EarthCoordinates.d.ts +1 -1
- package/types/control/Sun.d.ts +1 -1
- package/types/entity/BaseBillboard.d.ts +15 -8
- package/types/entity/Entity.d.ts +24 -9
- package/types/entity/EntityCollection.d.ts +15 -9
- package/types/entity/GeoObject.d.ts +111 -0
- package/types/entity/GeoObjectHandler.d.ts +77 -0
- package/types/entity/Geometry.d.ts +1 -1
- package/types/entity/GeometryHandler.d.ts +1 -1
- package/types/entity/Label.d.ts +3 -3
- package/types/entity/LabelHandler.d.ts +2 -0
- package/types/entity/LabelWorker.d.ts +9 -0
- package/types/entity/PointCloud.d.ts +1 -1
- package/types/entity/Polyline.d.ts +5 -5
- package/types/entity/Ray.d.ts +1 -1
- package/types/entity/Strip.d.ts +1 -1
- package/types/layer/BaseGeoImage.d.ts +3 -3
- package/types/layer/CanvasTiles.d.ts +5 -5
- package/types/layer/GeoImage.d.ts +1 -1
- package/types/layer/GeoVideo.d.ts +1 -1
- package/types/layer/Layer.d.ts +5 -5
- package/types/layer/Vector.d.ts +9 -9
- package/types/layer/XYZ.d.ts +3 -3
- package/types/light/LightSource.d.ts +7 -7
- package/types/math/Plane.d.ts +1 -1
- package/types/math/Ray.d.ts +1 -1
- package/types/math/Vec2.d.ts +34 -34
- package/types/math/Vec3.d.ts +1 -1
- package/types/math/Vec4.d.ts +1 -1
- package/types/math/coder.d.ts +1 -1
- package/types/math.d.ts +1 -1
- package/types/proj/Proj.d.ts +2 -2
- package/types/quadTree/Node.d.ts +1 -1
- package/types/renderer/Renderer.d.ts +12 -10
- package/types/renderer/RendererEvents.d.ts +1 -1
- package/types/scene/BaseNode.d.ts +4 -4
- package/types/scene/Planet.d.ts +40 -40
- package/types/scene/RenderNode.d.ts +9 -9
- package/types/segment/Segment.d.ts +9 -9
- package/types/shaders/geoObject.d.ts +3 -0
- package/types/shapes/BaseShape.d.ts +5 -5
- package/types/terrain/EmptyTerrain.d.ts +2 -2
- package/types/terrain/GlobusTerrain.d.ts +4 -4
- package/types/utils/TextureAtlas.d.ts +4 -4
- package/types/utils/shared.d.ts +9 -9
- package/types/webgl/Framebuffer.d.ts +1 -1
- package/types/webgl/Handler.d.ts +16 -7
- package/types/webgl/Multisample.d.ts +2 -2
- package/types/webgl/Program.d.ts +6 -0
- package/types/webgl/ProgramController.d.ts +1 -1
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@@ -16,6 +16,7 @@ import { TextureAtlas } from "../utils/TextureAtlas.js";
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import * as arial from "../arial.js";
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import { depth } from "../shaders/depth.js";
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import { ARIAL_FONT_B64 } from "../res/images.js";
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import { LabelWorker } from "../entity/LabelWorker.js";
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let __pickingCallbackCounter__ = 0;
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@@ -55,7 +56,6 @@ let __depthCallbackCounter__ = 0;
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* @fires og.RendererEvents#touchenter
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*/
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class Renderer {
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-
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constructor(handler, params) {
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params = params || {};
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}
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this._currentOutput = "screen";
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this.labelWorker = new LabelWorker();
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}
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/**
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useDepth: false
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}).init();
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this.readPixels = () => {
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this.readPixels = () => {};
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if (this.handler.gl.type === "webgl") {
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this.sceneFramebuffer = new Framebuffer(this.handler);
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);
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this.toneMappingFramebuffer &&
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this.toneMappingFramebuffer.setSize(obj.clientWidth, obj.clientHeight, true);
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this.depthFramebuffer &&
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this.depthFramebuffer &&
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this.depthFramebuffer.setSize(obj.clientWidth, obj.clientHeight, true);
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this.screenDepthFramebuffer &&
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this.screenDepthFramebuffer.setSize(obj.clientWidth, obj.clientHeight, true);
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getMaxMSAA(internalFormat) {
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var gl = this.handler.gl;
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let samples = gl.getInternalformatParameter(
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let samples = gl.getInternalformatParameter(
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gl.RENDERBUFFER,
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gl[internalFormat],
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gl.SAMPLES
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);
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return samples[0];
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}
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ec[i]._fadingOpacity && ec[i].labelHandler.draw();
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}
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//geoObject
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i = ec.length;
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while (i--) {
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ec[i]._fadingOpacity && ec[i].geoObjectHandler.draw();
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}
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// rays
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i = ec.length;
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while (i--) {
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let h = this.handler;
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h.gl.clearColor(
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h.gl.clearColor(
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this.backgroundColor.x,
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this.backgroundColor.y,
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this.backgroundColor.z,
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);
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h.gl.clear(h.gl.COLOR_BUFFER_BIT | h.gl.DEPTH_BUFFER_BIT);
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e.dispatch(e.draw, this);
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start() {
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export { Renderer };
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class BaseNode {
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constructor(name) {
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gl.disable(gl.POLYGON_OFFSET_FILL);
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if (frustumIndex === cam.FARTHEST_FRUSTUM_INDEX) {
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this,
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export const geo_object = () =>
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new Program("geo_object", {
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uniforms: {
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viewMatrix: "mat4",
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projectionMatrix: "mat4",
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normalMatrix: "mat3",
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uScaleByDistance: "vec3",
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eyePositionHigh: "vec3",
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eyePositionLow: "vec3",
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lightsPositions: "vec4",
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lightsParamsv: "vec3",
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lightsParamsf: "float"
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},
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attributes: {
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aVertexPosition: "vec3",
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aVertexNormal: "vec3",
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aPositionHigh: { type: "vec3", divisor: 1 },
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aPositionLow: { type: "vec3", divisor: 1 },
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aDirection: { type: "vec3", divisor: 1 },
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aPitchRoll: { type: "vec2", divisor: 1 },
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aColor: { type: "vec4", divisor: 1 },
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aScale: { type: "float", divisor: 1 }
|
|
34
|
+
},
|
|
35
|
+
vertexShader: `precision highp float;
|
|
36
|
+
|
|
37
|
+
attribute vec3 aVertexPosition;
|
|
38
|
+
attribute vec3 aVertexNormal;
|
|
39
|
+
attribute vec3 aPositionHigh;
|
|
40
|
+
attribute vec3 aPositionLow;
|
|
41
|
+
attribute vec3 aDirection;
|
|
42
|
+
attribute vec2 aPitchRoll;
|
|
43
|
+
attribute vec4 aColor;
|
|
44
|
+
attribute float aScale;
|
|
45
|
+
|
|
46
|
+
uniform vec3 uScaleByDistance;
|
|
47
|
+
uniform mat4 projectionMatrix;
|
|
48
|
+
uniform mat4 viewMatrix;
|
|
49
|
+
uniform mat3 normalMatrix;
|
|
50
|
+
|
|
51
|
+
uniform vec3 eyePositionHigh;
|
|
52
|
+
uniform vec3 eyePositionLow;
|
|
53
|
+
|
|
54
|
+
varying vec3 vNormal;
|
|
55
|
+
varying vec4 vPosition;
|
|
56
|
+
varying vec4 vColor;
|
|
57
|
+
|
|
58
|
+
const float RADIANS = 3.141592653589793 / 180.0;
|
|
59
|
+
|
|
60
|
+
void main(void) {
|
|
61
|
+
|
|
62
|
+
vColor = aColor;
|
|
63
|
+
float roll = aPitchRoll.y * RADIANS;
|
|
64
|
+
mat3 rotZ = mat3(
|
|
65
|
+
vec3(cos(roll), sin(roll), 0.0),
|
|
66
|
+
vec3(-sin(roll), cos(roll), 0.0),
|
|
67
|
+
vec3(0.0, 0.0, 1.0)
|
|
68
|
+
);
|
|
69
|
+
|
|
70
|
+
float pitch = aPitchRoll.x * RADIANS;
|
|
71
|
+
mat3 rotX = mat3(
|
|
72
|
+
vec3(1.0, 0.0, 0.0),
|
|
73
|
+
vec3(0.0, cos(pitch), sin(pitch)),
|
|
74
|
+
vec3(0.0, -sin(pitch), cos(pitch))
|
|
75
|
+
);
|
|
76
|
+
|
|
77
|
+
vec3 position = aPositionHigh + aPositionLow;
|
|
78
|
+
vec3 r = cross(normalize(-position), aDirection);
|
|
79
|
+
mat3 modelMatrix = mat3(r, normalize(position), -aDirection) * rotX * rotZ; /*up=-cross(aDirection, r)*/
|
|
80
|
+
|
|
81
|
+
vec3 look = position - (eyePositionHigh + eyePositionLow);
|
|
82
|
+
float lookLength = length(look);
|
|
83
|
+
float scd = aScale * (1.0 - smoothstep(uScaleByDistance[0], uScaleByDistance[1], lookLength)) * (1.0 - step(uScaleByDistance[2], lookLength));
|
|
84
|
+
vNormal = normalMatrix * modelMatrix * aVertexNormal;
|
|
85
|
+
|
|
86
|
+
vec3 highDiff = aPositionHigh - eyePositionHigh;
|
|
87
|
+
vec3 lowDiff = aPositionLow + modelMatrix * (aVertexPosition * scd) - eyePositionLow;
|
|
88
|
+
|
|
89
|
+
mat4 viewMatrixRTE = viewMatrix;
|
|
90
|
+
viewMatrixRTE[3] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
91
|
+
|
|
92
|
+
vPosition = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
|
|
93
|
+
|
|
94
|
+
gl_Position = projectionMatrix * vPosition;
|
|
95
|
+
}`,
|
|
96
|
+
fragmentShader: `precision highp float;
|
|
97
|
+
|
|
98
|
+
varying vec4 vColor;
|
|
99
|
+
#define MAX_POINT_LIGHTS 1
|
|
100
|
+
|
|
101
|
+
uniform vec4 lightsPositions[MAX_POINT_LIGHTS];
|
|
102
|
+
uniform vec3 lightsParamsv[MAX_POINT_LIGHTS * 3];
|
|
103
|
+
uniform float lightsParamsf[MAX_POINT_LIGHTS];
|
|
104
|
+
|
|
105
|
+
varying vec3 vNormal;
|
|
106
|
+
varying vec4 vPosition;
|
|
107
|
+
|
|
108
|
+
void main(void) {
|
|
109
|
+
vec3 lightWeighting;
|
|
110
|
+
vec3 lightDirection;
|
|
111
|
+
vec3 normal;
|
|
112
|
+
vec3 eyeDirection;
|
|
113
|
+
vec3 reflectionDirection;
|
|
114
|
+
float specularLightWeighting;
|
|
115
|
+
float diffuseLightWeighting;
|
|
116
|
+
|
|
117
|
+
lightDirection = normalize(lightsPositions[0].xyz - vPosition.xyz * lightsPositions[0].w);
|
|
118
|
+
normal = normalize(vNormal);
|
|
119
|
+
eyeDirection = normalize(-vPosition.xyz);
|
|
120
|
+
reflectionDirection = reflect(-lightDirection, normal);
|
|
121
|
+
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), lightsParamsf[0]);
|
|
122
|
+
diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
|
|
123
|
+
lightWeighting = lightsParamsv[0] + lightsParamsv[1] * diffuseLightWeighting + lightsParamsv[2] * specularLightWeighting;
|
|
124
|
+
gl_FragColor = vec4(lightWeighting, 1.0) * vColor;
|
|
125
|
+
}`
|
|
126
|
+
});
|
|
127
|
+
|
|
128
|
+
export const geo_object_picking = () =>
|
|
129
|
+
new Program("geo_object_picking", {
|
|
130
|
+
uniforms: {
|
|
131
|
+
viewMatrix: "mat4",
|
|
132
|
+
projectionMatrix: "mat4",
|
|
133
|
+
|
|
134
|
+
uScaleByDistance: "vec3",
|
|
135
|
+
|
|
136
|
+
eyePositionHigh: "vec3",
|
|
137
|
+
eyePositionLow: "vec3",
|
|
138
|
+
pickingScale: "float",
|
|
139
|
+
|
|
140
|
+
},
|
|
141
|
+
attributes: {
|
|
142
|
+
aVertexPosition: "vec3",
|
|
143
|
+
aPositionHigh: { type: "vec3", divisor: 1 },
|
|
144
|
+
aPositionLow: { type: "vec3", divisor: 1 },
|
|
145
|
+
aDirection: { type: "vec3", divisor: 1 },
|
|
146
|
+
aPitchRoll: { type: "vec2", divisor: 1 },
|
|
147
|
+
aPickingColor: { type: "vec3", divisor: 1 },
|
|
148
|
+
aScale: { type: "float", divisor: 1 }
|
|
149
|
+
},
|
|
150
|
+
vertexShader: `precision highp float;
|
|
151
|
+
|
|
152
|
+
attribute vec3 aVertexPosition;
|
|
153
|
+
attribute vec3 aPositionHigh;
|
|
154
|
+
attribute vec3 aPositionLow;
|
|
155
|
+
attribute vec3 aDirection;
|
|
156
|
+
attribute vec2 aPitchRoll;
|
|
157
|
+
attribute vec3 aPickingColor;
|
|
158
|
+
attribute float aScale;
|
|
159
|
+
|
|
160
|
+
uniform vec3 uScaleByDistance;
|
|
161
|
+
uniform mat4 projectionMatrix;
|
|
162
|
+
uniform mat4 viewMatrix;
|
|
163
|
+
uniform float pickingScale;
|
|
164
|
+
|
|
165
|
+
uniform vec3 eyePositionHigh;
|
|
166
|
+
uniform vec3 eyePositionLow;
|
|
167
|
+
|
|
168
|
+
varying vec3 vColor;
|
|
169
|
+
|
|
170
|
+
const float RADIANS = 3.141592653589793 / 180.0;
|
|
171
|
+
|
|
172
|
+
void main(void) {
|
|
173
|
+
|
|
174
|
+
vColor = aPickingColor;
|
|
175
|
+
float roll = aPitchRoll.y * RADIANS;
|
|
176
|
+
mat3 rotZ = mat3(
|
|
177
|
+
vec3(cos(roll), sin(roll), 0.0),
|
|
178
|
+
vec3(-sin(roll), cos(roll), 0.0),
|
|
179
|
+
vec3(0.0, 0.0, 1.0)
|
|
180
|
+
);
|
|
181
|
+
|
|
182
|
+
float pitch = aPitchRoll.x * RADIANS;
|
|
183
|
+
mat3 rotX = mat3(
|
|
184
|
+
vec3(1.0, 0.0, 0.0),
|
|
185
|
+
vec3(0.0, cos(pitch), sin(pitch)),
|
|
186
|
+
vec3(0.0, -sin(pitch), cos(pitch))
|
|
187
|
+
);
|
|
188
|
+
|
|
189
|
+
vec3 position = aPositionHigh + aPositionLow;
|
|
190
|
+
vec3 r = cross(normalize(-position), aDirection);
|
|
191
|
+
mat3 modelMatrix = mat3(r, normalize(position), -aDirection) * rotX * rotZ; /*up=-cross(aDirection, r)*/
|
|
192
|
+
|
|
193
|
+
vec3 look = position - (eyePositionHigh + eyePositionLow);
|
|
194
|
+
float lookLength = length(look);
|
|
195
|
+
float scd = aScale * pickingScale * (1.0 - smoothstep(uScaleByDistance[0], uScaleByDistance[1], lookLength)) * (1.0 - step(uScaleByDistance[2], lookLength));
|
|
196
|
+
|
|
197
|
+
vec3 highDiff = aPositionHigh - eyePositionHigh;
|
|
198
|
+
vec3 lowDiff = aPositionLow + modelMatrix * (aVertexPosition * scd) - eyePositionLow;
|
|
199
|
+
|
|
200
|
+
mat4 viewMatrixRTE = viewMatrix;
|
|
201
|
+
viewMatrixRTE[3] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
202
|
+
|
|
203
|
+
gl_Position = projectionMatrix *viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
|
|
204
|
+
}`,
|
|
205
|
+
fragmentShader:
|
|
206
|
+
`precision highp float;
|
|
207
|
+
varying vec3 vColor;
|
|
208
|
+
void main () {
|
|
209
|
+
gl_FragColor = vec4(vColor, 1.0);
|
|
210
|
+
}`
|
|
211
|
+
});
|
|
@@ -1,42 +1,42 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* @module og/shaders/pointCloud
|
|
3
|
-
*/
|
|
4
|
-
|
|
5
|
-
'use strict';
|
|
6
|
-
|
|
7
|
-
import { Program } from '../webgl/Program.js';
|
|
8
|
-
import { types } from '../webgl/types.js';
|
|
9
|
-
|
|
10
|
-
//Picking is the same
|
|
11
|
-
export function pointCloud() {
|
|
12
|
-
return new Program("pointCloud", {
|
|
13
|
-
uniforms: {
|
|
14
|
-
projectionViewMatrix: { type: types.MAT4 },
|
|
15
|
-
opacity: { type: types.FLOAT },
|
|
16
|
-
pointSize: { type: types.FLOAT }
|
|
17
|
-
},
|
|
18
|
-
attributes: {
|
|
19
|
-
coordinates: { type: types.VEC3, enableArray: true },
|
|
20
|
-
colors: { type: types.VEC3, enableArray: true }
|
|
21
|
-
},
|
|
22
|
-
vertexShader:
|
|
23
|
-
`attribute vec3 coordinates;
|
|
24
|
-
attribute vec4 colors;
|
|
25
|
-
uniform mat4 projectionViewMatrix;
|
|
26
|
-
uniform float opacity;
|
|
27
|
-
uniform float pointSize;
|
|
28
|
-
varying vec4 color;
|
|
29
|
-
void main() {
|
|
30
|
-
color = colors;
|
|
31
|
-
color.a *= opacity;
|
|
32
|
-
gl_Position = projectionViewMatrix * vec4(coordinates, 1.0);
|
|
33
|
-
gl_PointSize = pointSize;
|
|
34
|
-
}`,
|
|
35
|
-
fragmentShader:
|
|
36
|
-
`precision highp float;
|
|
37
|
-
varying vec4 color;
|
|
38
|
-
void main(void) {
|
|
39
|
-
gl_FragColor = color;
|
|
40
|
-
}`
|
|
41
|
-
});
|
|
1
|
+
/**
|
|
2
|
+
* @module og/shaders/pointCloud
|
|
3
|
+
*/
|
|
4
|
+
|
|
5
|
+
'use strict';
|
|
6
|
+
|
|
7
|
+
import { Program } from '../webgl/Program.js';
|
|
8
|
+
import { types } from '../webgl/types.js';
|
|
9
|
+
|
|
10
|
+
//Picking is the same
|
|
11
|
+
export function pointCloud() {
|
|
12
|
+
return new Program("pointCloud", {
|
|
13
|
+
uniforms: {
|
|
14
|
+
projectionViewMatrix: { type: types.MAT4 },
|
|
15
|
+
opacity: { type: types.FLOAT },
|
|
16
|
+
pointSize: { type: types.FLOAT }
|
|
17
|
+
},
|
|
18
|
+
attributes: {
|
|
19
|
+
coordinates: { type: types.VEC3, enableArray: true },
|
|
20
|
+
colors: { type: types.VEC3, enableArray: true }
|
|
21
|
+
},
|
|
22
|
+
vertexShader:
|
|
23
|
+
`attribute vec3 coordinates;
|
|
24
|
+
attribute vec4 colors;
|
|
25
|
+
uniform mat4 projectionViewMatrix;
|
|
26
|
+
uniform float opacity;
|
|
27
|
+
uniform float pointSize;
|
|
28
|
+
varying vec4 color;
|
|
29
|
+
void main() {
|
|
30
|
+
color = colors;
|
|
31
|
+
color.a *= opacity;
|
|
32
|
+
gl_Position = projectionViewMatrix * vec4(coordinates, 1.0);
|
|
33
|
+
gl_PointSize = pointSize;
|
|
34
|
+
}`,
|
|
35
|
+
fragmentShader:
|
|
36
|
+
`precision highp float;
|
|
37
|
+
varying vec4 color;
|
|
38
|
+
void main(void) {
|
|
39
|
+
gl_FragColor = color;
|
|
40
|
+
}`
|
|
41
|
+
});
|
|
42
42
|
}
|
package/src/og/shaders/shape.js
CHANGED
|
@@ -2,10 +2,10 @@
|
|
|
2
2
|
* @module og/shaders/shape
|
|
3
3
|
*/
|
|
4
4
|
|
|
5
|
-
|
|
5
|
+
"use strict";
|
|
6
6
|
|
|
7
|
-
import { Program } from
|
|
8
|
-
import { types } from
|
|
7
|
+
import { Program } from "../webgl/Program.js";
|
|
8
|
+
import { types } from "../webgl/types.js";
|
|
9
9
|
|
|
10
10
|
export function shape_wl() {
|
|
11
11
|
return new Program("shape_wl", {
|
|
@@ -23,12 +23,11 @@ export function shape_wl() {
|
|
|
23
23
|
uSampler: { type: types.SAMPLER2D }
|
|
24
24
|
},
|
|
25
25
|
attributes: {
|
|
26
|
-
aVertexNormal: { type: types.VEC3
|
|
27
|
-
aVertexPosition: { type: types.VEC3
|
|
28
|
-
aTextureCoord: { type: types.VEC2
|
|
26
|
+
aVertexNormal: { type: types.VEC3 },
|
|
27
|
+
aVertexPosition: { type: types.VEC3 },
|
|
28
|
+
aTextureCoord: { type: types.VEC2 }
|
|
29
29
|
},
|
|
30
|
-
vertexShader:
|
|
31
|
-
`attribute vec3 aVertexNormal;
|
|
30
|
+
vertexShader: `attribute vec3 aVertexNormal;
|
|
32
31
|
attribute vec3 aVertexPosition;
|
|
33
32
|
attribute vec2 aTextureCoord;
|
|
34
33
|
uniform mat4 projectionMatrix;
|
|
@@ -45,8 +44,7 @@ export function shape_wl() {
|
|
|
45
44
|
vPosition = viewMatrix * modelMatrix * vec4(aVertexPosition, 1.0);
|
|
46
45
|
gl_Position = projectionMatrix * vPosition;
|
|
47
46
|
}`,
|
|
48
|
-
fragmentShader:
|
|
49
|
-
`precision highp float;
|
|
47
|
+
fragmentShader: `precision highp float;
|
|
50
48
|
varying vec2 vTextureCoord;
|
|
51
49
|
varying vec3 vNormal;
|
|
52
50
|
varying vec4 vPosition;
|
|
@@ -90,8 +88,7 @@ export function shape_nl() {
|
|
|
90
88
|
aVertexPosition: { type: types.VEC3, enableArray: true },
|
|
91
89
|
aTextureCoord: { type: types.VEC2, enableArray: true }
|
|
92
90
|
},
|
|
93
|
-
vertexShader:
|
|
94
|
-
`attribute vec3 aVertexPosition;
|
|
91
|
+
vertexShader: `attribute vec3 aVertexPosition;
|
|
95
92
|
attribute vec2 aTextureCoord;
|
|
96
93
|
uniform mat4 projectionViewMatrix;
|
|
97
94
|
uniform mat4 modelMatrix;
|
|
@@ -101,8 +98,7 @@ export function shape_nl() {
|
|
|
101
98
|
gl_Position = projectionViewMatrix * (modelMatrix * vec4(aVertexPosition, 1.0));
|
|
102
99
|
vTextureCoord = aTextureCoord;
|
|
103
100
|
}`,
|
|
104
|
-
fragmentShader:
|
|
105
|
-
`precision highp float;
|
|
101
|
+
fragmentShader: `precision highp float;
|
|
106
102
|
uniform vec4 uColor;
|
|
107
103
|
uniform sampler2D uSampler;
|
|
108
104
|
varying vec2 vTextureCoord;
|
|
@@ -122,16 +118,14 @@ export function shape_picking() {
|
|
|
122
118
|
attributes: {
|
|
123
119
|
aVertexPosition: { type: types.VEC3, enableArray: true }
|
|
124
120
|
},
|
|
125
|
-
vertexShader:
|
|
126
|
-
`attribute vec3 aVertexPosition;
|
|
121
|
+
vertexShader: `attribute vec3 aVertexPosition;
|
|
127
122
|
uniform mat4 projectionViewMatrix;
|
|
128
123
|
uniform mat4 modelMatrix;
|
|
129
124
|
|
|
130
125
|
void main(void) {
|
|
131
126
|
gl_Position = projectionViewMatrix * (modelMatrix * vec4(aVertexPosition, 1.0));
|
|
132
127
|
}`,
|
|
133
|
-
fragmentShader:
|
|
134
|
-
`precision highp float;
|
|
128
|
+
fragmentShader: `precision highp float;
|
|
135
129
|
uniform vec4 uColor;
|
|
136
130
|
uniform sampler2D uSampler;
|
|
137
131
|
void main(void) {
|
package/src/og/shaders/skybox.js
CHANGED
|
@@ -1,37 +1,37 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* @module og/shaders/skybox
|
|
3
|
-
*/
|
|
4
|
-
|
|
5
|
-
'use strict';
|
|
6
|
-
|
|
7
|
-
import { Program } from '../webgl/Program.js';
|
|
8
|
-
import { types } from '../webgl/types.js';
|
|
9
|
-
|
|
10
|
-
export function skybox() {
|
|
11
|
-
return new Program("skybox", {
|
|
12
|
-
uniforms: {
|
|
13
|
-
projectionViewMatrix: { type: types.MAT4 },
|
|
14
|
-
uSampler: { type: types.SAMPLERCUBE },
|
|
15
|
-
pos: { type: types.VEC3 }
|
|
16
|
-
},
|
|
17
|
-
attributes: {
|
|
18
|
-
aVertexPosition: { type: types.VEC3, enableArray: true }
|
|
19
|
-
},
|
|
20
|
-
vertexShader:
|
|
21
|
-
`attribute vec3 aVertexPosition;
|
|
22
|
-
uniform mat4 projectionViewMatrix;
|
|
23
|
-
uniform vec3 pos;
|
|
24
|
-
varying vec3 vTextureCoord;
|
|
25
|
-
void main(void) {
|
|
26
|
-
vTextureCoord = aVertexPosition;
|
|
27
|
-
gl_Position = projectionViewMatrix * vec4(aVertexPosition + pos, 1.0);
|
|
28
|
-
}`,
|
|
29
|
-
fragmentShader:
|
|
30
|
-
`precision lowp float;
|
|
31
|
-
varying vec3 vTextureCoord;
|
|
32
|
-
uniform samplerCube uSampler;
|
|
33
|
-
void main(void) {
|
|
34
|
-
gl_FragColor = textureCube(uSampler, vTextureCoord);
|
|
35
|
-
}`
|
|
36
|
-
});
|
|
1
|
+
/**
|
|
2
|
+
* @module og/shaders/skybox
|
|
3
|
+
*/
|
|
4
|
+
|
|
5
|
+
'use strict';
|
|
6
|
+
|
|
7
|
+
import { Program } from '../webgl/Program.js';
|
|
8
|
+
import { types } from '../webgl/types.js';
|
|
9
|
+
|
|
10
|
+
export function skybox() {
|
|
11
|
+
return new Program("skybox", {
|
|
12
|
+
uniforms: {
|
|
13
|
+
projectionViewMatrix: { type: types.MAT4 },
|
|
14
|
+
uSampler: { type: types.SAMPLERCUBE },
|
|
15
|
+
pos: { type: types.VEC3 }
|
|
16
|
+
},
|
|
17
|
+
attributes: {
|
|
18
|
+
aVertexPosition: { type: types.VEC3, enableArray: true }
|
|
19
|
+
},
|
|
20
|
+
vertexShader:
|
|
21
|
+
`attribute vec3 aVertexPosition;
|
|
22
|
+
uniform mat4 projectionViewMatrix;
|
|
23
|
+
uniform vec3 pos;
|
|
24
|
+
varying vec3 vTextureCoord;
|
|
25
|
+
void main(void) {
|
|
26
|
+
vTextureCoord = aVertexPosition;
|
|
27
|
+
gl_Position = projectionViewMatrix * vec4(aVertexPosition + pos, 1.0);
|
|
28
|
+
}`,
|
|
29
|
+
fragmentShader:
|
|
30
|
+
`precision lowp float;
|
|
31
|
+
varying vec3 vTextureCoord;
|
|
32
|
+
uniform samplerCube uSampler;
|
|
33
|
+
void main(void) {
|
|
34
|
+
gl_FragColor = textureCube(uSampler, vTextureCoord);
|
|
35
|
+
}`
|
|
36
|
+
});
|
|
37
37
|
}
|