bg2e-js 2.0.0 → 2.0.2

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.
Files changed (132) hide show
  1. package/dist/bg2e-js.js +11001 -0
  2. package/dist/bg2e-js.js.map +1 -0
  3. package/package.json +17 -6
  4. package/app/AppController.js +0 -32
  5. package/app/Canvas.js +0 -98
  6. package/app/EventBase.js +0 -8
  7. package/app/KeyboardEvent.js +0 -51
  8. package/app/MainLoop.js +0 -251
  9. package/app/MouseEvent.js +0 -77
  10. package/app/TouchEvent.js +0 -15
  11. package/base/Color.js +0 -131
  12. package/base/Environment.js +0 -78
  13. package/base/Light.js +0 -176
  14. package/base/Material.js +0 -619
  15. package/base/PolyList.js +0 -336
  16. package/base/Texture.js +0 -545
  17. package/db/Bg2LoaderPlugin.js +0 -113
  18. package/db/DBPluginApi.js +0 -40
  19. package/db/Loader.js +0 -91
  20. package/db/LoaderPlugin.js +0 -26
  21. package/db/MtlParser.js +0 -7
  22. package/db/ObjLoaderPlugin.js +0 -51
  23. package/db/ObjParser.js +0 -233
  24. package/db/ObjWriterPlugin.js +0 -18
  25. package/db/VitscnjLoaderPlugin.js +0 -87
  26. package/db/Writer.js +0 -49
  27. package/db/WriterPlugin.js +0 -20
  28. package/debug/DebugRenderer.js +0 -138
  29. package/debug/WebGLTextureViewer.js +0 -67
  30. package/manipulation/SelectionBuffer.js +0 -65
  31. package/manipulation/SelectionHighlight.js +0 -69
  32. package/manipulation/SelectionIdAssignVisitor.js +0 -86
  33. package/manipulation/SelectionManager.js +0 -134
  34. package/manipulation/SelectionMode.js +0 -6
  35. package/math/Mat3.js +0 -248
  36. package/math/Mat4.js +0 -694
  37. package/math/MatrixStrategy.js +0 -23
  38. package/math/Quat.js +0 -60
  39. package/math/Vec.js +0 -728
  40. package/math/constants.js +0 -44
  41. package/math/functions.js +0 -104
  42. package/math/index.js +0 -74
  43. package/phsics/joint.js +0 -124
  44. package/primitives/arrow.js +0 -58
  45. package/primitives/cone.js +0 -137
  46. package/primitives/cube.js +0 -59
  47. package/primitives/cylinder.js +0 -215
  48. package/primitives/index.js +0 -13
  49. package/primitives/plane.js +0 -31
  50. package/primitives/sphere.js +0 -808
  51. package/render/BRDFIntegrationMap.js +0 -4
  52. package/render/Environment.js +0 -105
  53. package/render/EnvironmentRenderer.js +0 -12
  54. package/render/FrameBuffer.js +0 -26
  55. package/render/MaterialRenderer.js +0 -28
  56. package/render/Pipeline.js +0 -83
  57. package/render/PolyListRenderer.js +0 -42
  58. package/render/RenderBuffer.js +0 -189
  59. package/render/RenderQueue.js +0 -162
  60. package/render/RenderState.js +0 -82
  61. package/render/Renderer.js +0 -202
  62. package/render/SceneAppController.js +0 -208
  63. package/render/SceneRenderer.js +0 -310
  64. package/render/Shader.js +0 -21
  65. package/render/ShadowRenderer.js +0 -159
  66. package/render/SkyCube.js +0 -77
  67. package/render/SkySphere.js +0 -94
  68. package/render/TextureMergerRenderer.js +0 -58
  69. package/render/TextureRenderer.js +0 -29
  70. package/render/webgl/FrameBuffer.js +0 -9
  71. package/render/webgl/MaterialRenderer.js +0 -99
  72. package/render/webgl/Pipeline.js +0 -82
  73. package/render/webgl/PolyListRenderer.js +0 -224
  74. package/render/webgl/RenderBuffer.js +0 -244
  75. package/render/webgl/Renderer.js +0 -239
  76. package/render/webgl/SceneRenderer.js +0 -43
  77. package/render/webgl/ShaderProgram.js +0 -348
  78. package/render/webgl/ShadowRenderer.js +0 -6
  79. package/render/webgl/SkyCube.js +0 -15
  80. package/render/webgl/SkySphere.js +0 -14
  81. package/render/webgl/State.js +0 -149
  82. package/render/webgl/TextureRenderer.js +0 -167
  83. package/render/webgl/VertexBuffer.js +0 -128
  84. package/scene/Camera.js +0 -378
  85. package/scene/Chain.js +0 -43
  86. package/scene/ChainJoint.js +0 -55
  87. package/scene/Component.js +0 -146
  88. package/scene/ComponentMap.js +0 -99
  89. package/scene/Drawable.js +0 -130
  90. package/scene/EnvironmentComponent.js +0 -123
  91. package/scene/FindNodeVisitor.js +0 -55
  92. package/scene/LightComponent.js +0 -146
  93. package/scene/MatrixState.js +0 -39
  94. package/scene/Node.js +0 -300
  95. package/scene/NodeVisitor.js +0 -12
  96. package/scene/OrbitCameraController.js +0 -407
  97. package/scene/SmoothOrbitCameraController.js +0 -92
  98. package/scene/Transform.js +0 -74
  99. package/scene/index.js +0 -24
  100. package/shaders/BasicDiffuseColorShader.js +0 -91
  101. package/shaders/BasicPBRLightShader.js +0 -238
  102. package/shaders/DebugRenderShader.js +0 -79
  103. package/shaders/DepthRenderShader.js +0 -69
  104. package/shaders/IrradianceMapCubeShader.js +0 -99
  105. package/shaders/PBRLightIBLShader.js +0 -380
  106. package/shaders/PickSelectionShader.js +0 -75
  107. package/shaders/PresentDebugFramebufferShader.js +0 -90
  108. package/shaders/PresentTextureShader.js +0 -73
  109. package/shaders/SelectionHighlightShader.js +0 -98
  110. package/shaders/ShaderFunction.js +0 -72
  111. package/shaders/SkyCubeShader.js +0 -78
  112. package/shaders/SkySphereShader.js +0 -77
  113. package/shaders/SpecularMapCubeShader.js +0 -145
  114. package/shaders/TextureMergerShader.js +0 -127
  115. package/shaders/webgl_shader_lib.js +0 -187
  116. package/tools/BinaryResourceProvider.js +0 -15
  117. package/tools/ImageResourceProvider.js +0 -65
  118. package/tools/MaterialModifier.js +0 -228
  119. package/tools/Resource.js +0 -177
  120. package/tools/ResourceProvider.js +0 -56
  121. package/tools/TextResourceProvider.js +0 -24
  122. package/tools/TextureCache.js +0 -44
  123. package/tools/TextureResourceDatabase.js +0 -87
  124. package/tools/UserAgent.js +0 -294
  125. package/tools/VideoResourceProvider.js +0 -51
  126. package/tools/WriteStrategy.js +0 -22
  127. package/tools/base64.js +0 -15
  128. package/tools/crypto.js +0 -15
  129. package/tools/endiantess.js +0 -15
  130. package/tools/image.js +0 -15
  131. package/tools/index.js +0 -33
  132. package/tools/processType.js +0 -56
@@ -1,208 +0,0 @@
1
- import AppController from "../app/AppController";
2
- import SelectionHighlight from "../manipulation/SelectionHighlight";
3
- import SelectionManager from "../manipulation/SelectionManager";
4
- import { registerComponents } from "../scene";
5
- import Camera from "../scene/Camera";
6
- import DebugRenderer from "../debug/DebugRenderer";
7
- import Vec from "../math/Vec";
8
-
9
- export default class SceneAppController extends AppController {
10
- get sceneRoot() {
11
- return this._sceneRoot;
12
- }
13
-
14
- get sceneRenderer() {
15
- return this._sceneRenderer;
16
- }
17
-
18
- get environment() {
19
- return this._environment;
20
- }
21
-
22
- get selectionManager() {
23
- return this._selectionManager;
24
- }
25
-
26
- get selectionHighlight() {
27
- return this._selectionHighlight;
28
- }
29
-
30
- get selectionManagerEnabled() {
31
- return true;
32
- }
33
-
34
- get selectionHighlightEnabled() {
35
- return true;
36
- }
37
-
38
- get updateOnInputEvents() {
39
- return this._updateOnInputEvents ?? true;
40
- }
41
-
42
- set updateOnInputEvents(update) {
43
- this._updateOnInputEvents = update;
44
- }
45
-
46
- async loadScene() {
47
- return new Node("Scene Root");
48
- }
49
-
50
- async loadEnvironment() {
51
- return null;
52
- }
53
-
54
- async registerLoaders() {
55
-
56
- }
57
-
58
- async loadDone() {
59
-
60
- }
61
-
62
- async init() {
63
- registerComponents();
64
-
65
- await this.registerLoaders();
66
-
67
- this._sceneRoot = await this.loadScene();
68
-
69
- this._environment = await this.loadEnvironment();
70
-
71
- if (!this._environment) {
72
- this._environment = this.renderer.factory.environment();
73
- await this._environment.load(); // Load black environment
74
- }
75
-
76
- this._sceneRenderer = this.renderer.factory.scene();
77
- await this.sceneRenderer.init({ shadowMapSize: new Vec(4096, 4096) });
78
- if (this.environment) {
79
- await this.sceneRenderer.setEnvironment(this.environment);
80
- }
81
-
82
- await this.sceneRenderer.bindRenderer(this.sceneRoot);
83
-
84
- if (this.selectionManagerEnabled) {
85
- this._selectionManager = new SelectionManager(this.renderer);
86
- await this._selectionManager.init();
87
- this._selectionManager.sceneRoot = this.sceneRoot;
88
- }
89
-
90
- if (this.selectionHighlightEnabled) {
91
- this._selectionHighlight = new SelectionHighlight(this.renderer);
92
- await this._selectionHighlight.init();
93
- }
94
-
95
- this._debugRenderer = DebugRenderer.Get(this.renderer);
96
- await this._debugRenderer.init();
97
-
98
- await this.loadDone();
99
- }
100
-
101
- reshape(width,height) {
102
- this.sceneRenderer.resize(this.sceneRoot,width,height);
103
- this.selectionManager?.setViewportSize(width,height);
104
- this.selectionHighlight?.setViewportSize(width,height);
105
- this._debugRenderer.setViewportSize(width,height);
106
- }
107
-
108
- async frame(delta) {
109
- this._debugRenderer.beginFrame();
110
-
111
- await this.sceneRenderer.frame(this.sceneRoot, delta);
112
- }
113
-
114
- display() {
115
- this.sceneRenderer.draw();
116
- const camera = Camera.GetMain(this.sceneRoot);
117
- this.selectionHighlight && this.selectionHighlight.draw(this.sceneRoot, camera);
118
- this._debugRenderer.draw(camera);
119
- }
120
-
121
- destroy() {
122
- this.sceneRenderer.destroy();
123
- if (this.selectionManagerEnabled) {
124
- this.selectionManager.destroy();
125
- }
126
- }
127
-
128
- keyDown(evt) {
129
- this.sceneRenderer.keyDown(this.sceneRoot,evt);
130
- if (this.updateOnInputEvents) {
131
- this.mainLoop.postRedisplay();
132
- }
133
- }
134
-
135
- keyUp(evt) {
136
- this.sceneRenderer.keyUp(this.sceneRoot,evt);
137
- if (this.updateOnInputEvents) {
138
- this.mainLoop.postRedisplay();
139
- }
140
- }
141
-
142
- mouseUp(evt) {
143
- this.sceneRenderer.mouseUp(this.sceneRoot,evt);
144
- this.selectionManager?.mouseUp(evt);
145
- if (this.updateOnInputEvents) {
146
- this.mainLoop.postRedisplay();
147
- }
148
- }
149
-
150
- mouseDown(evt) {
151
- this.sceneRenderer.mouseDown(this.sceneRoot,evt);
152
- this.selectionManager?.mouseDown(evt);
153
- if (this.updateOnInputEvents) {
154
- this.mainLoop.postRedisplay();
155
- }
156
- }
157
-
158
- mouseMove(evt) {
159
- this.sceneRenderer.mouseMove(this.sceneRoot,evt);
160
- if (this.updateOnInputEvents) {
161
- this.mainLoop.postRedisplay();
162
- }
163
- }
164
-
165
- mouseOut(evt) {
166
- this.sceneRenderer.mouseOut(this.sceneRoot,evt);
167
- if (this.updateOnInputEvents) {
168
- this.mainLoop.postRedisplay();
169
- }
170
- }
171
-
172
- mouseDrag(evt) {
173
- this.sceneRenderer.mouseDrag(this.sceneRoot,evt);
174
- if (this.updateOnInputEvents) {
175
- this.mainLoop.postRedisplay();
176
- }
177
- }
178
-
179
- mouseWheel(evt) {
180
- this.sceneRenderer.mouseWheel(this.sceneRoot,evt);
181
- if (this.updateOnInputEvents) {
182
- this.mainLoop.postRedisplay();
183
- }
184
- }
185
-
186
- touchStart(evt) {
187
- this.sceneRenderer.touchStart(this.sceneRoot,evt);
188
- this.selectionManager?.touchStart(evt);
189
- if (this.updateOnInputEvents) {
190
- this.mainLoop.postRedisplay();
191
- }
192
- }
193
-
194
- touchMove(evt) {
195
- this.sceneRenderer.touchMove(this.sceneRoot,evt);
196
- if (this.updateOnInputEvents) {
197
- this.mainLoop.postRedisplay();
198
- }
199
- }
200
-
201
- touchEnd(evt) {
202
- this.sceneRenderer.touchEnd(this.sceneRoot,evt);
203
- this.selectionManager?.touchEnd(evt);
204
- if (this.updateOnInputEvents) {
205
- this.mainLoop.postRedisplay();
206
- }
207
- }
208
- }
@@ -1,310 +0,0 @@
1
- import { RenderLayer } from "../base/PolyList";
2
- import { BlendFunction } from "./Pipeline";
3
- import RenderQueue from "./RenderQueue";
4
- import NodeVisitor from "../scene/NodeVisitor";
5
- import Mat4 from "../math/Mat4";
6
- import Vec from "../math/Vec";
7
- import Camera from "../scene/Camera";
8
- import FindNodeVisitor from "../scene/FindNodeVisitor";
9
- import Transform from "../scene/Transform";
10
- import { bindRenderer, init } from "../scene/Node";
11
- import LightComponent from "../scene/LightComponent";
12
-
13
- export class FrameVisitor extends NodeVisitor {
14
- constructor(renderQueue) {
15
- super();
16
- this._renderQueue = renderQueue;
17
- this._delta = 0;
18
- this._modelMatrix = Mat4.MakeIdentity();
19
- this._matrixStack = [];
20
- }
21
-
22
- get delta() { return this._delta; }
23
- set delta(d) { this._delta = d; }
24
-
25
- get modelMatrix() { return this._modelMatrix; }
26
-
27
- visit(node) {
28
- this._matrixStack.push(new Mat4(this._modelMatrix));
29
- node.frame(this._delta, this._modelMatrix, this._renderQueue);
30
- }
31
-
32
- didVisit(node) {
33
- this._modelMatrix = this._matrixStack[this._matrixStack.length - 1] || Mat4.MakeIdentity();
34
- this._matrixStack.pop();
35
- }
36
- }
37
-
38
- export class BindRendererVisitor extends NodeVisitor {
39
- constructor(renderer) {
40
- super(renderer);
41
- this._renderer = renderer;
42
- }
43
-
44
- visit(node) {
45
- bindRenderer(node, this._renderer);
46
- }
47
- }
48
-
49
- export class InitVisitor extends NodeVisitor {
50
- constructor() {
51
- super();
52
- }
53
-
54
- async asyncVisit(node) {
55
- await init(node);
56
- }
57
- }
58
-
59
- export class EventCallbackVisitor extends NodeVisitor {
60
- constructor(callbackName) {
61
- super();
62
- this._callbackName = callbackName;
63
- this._event = null;
64
- }
65
-
66
- set event(evt) {
67
- this._event = evt;
68
- }
69
-
70
- get event() {
71
- return this._event;
72
- }
73
-
74
- visit(node) {
75
- node[this._callbackName](this._event);
76
- }
77
- }
78
-
79
- export default class SceneRenderer {
80
- constructor(renderer) {
81
- this._renderer = renderer;
82
- this._keyDownVisitor = new EventCallbackVisitor('keyDown');
83
- this._keyUpVisitor = new EventCallbackVisitor('keyUp');
84
- this._mouseUpVisitor = new EventCallbackVisitor('mouseUp');
85
- this._mouseDownVisitor = new EventCallbackVisitor('mouseDown');
86
- this._mouseMoveVisitor = new EventCallbackVisitor('mouseMove');
87
- this._mouseOutVisitor = new EventCallbackVisitor('mouseOut');
88
- this._mouseDragVisitor = new EventCallbackVisitor('mouseDrag');
89
- this._mouseWheelVisitor = new EventCallbackVisitor('mouseWheel');
90
- this._touchStartVisitor = new EventCallbackVisitor('touchStart');
91
- this._touchMoveVisitor = new EventCallbackVisitor('touchMove');
92
- this._touchEndVisitor = new EventCallbackVisitor('touchEnd');
93
-
94
- // This will be the EnvironmentComponent component, if one is defined in the scene.
95
- this._sceneEnvironment = null;
96
- }
97
-
98
- get renderer() {
99
- return this._renderer;
100
- }
101
-
102
- get renderQueue() {
103
- return this._renderQueue;
104
- }
105
-
106
- async init({ shadowMapSize = new Vec(1024, 1024) } = {}) {
107
- if (typeof(shadowMapSize) === "number") {
108
- shadowMapSize = new Vec(shadowMapSize, shadowMapSize);
109
- }
110
-
111
- // TODO: Create function to resize shadow map
112
- this._shadowMapSize = shadowMapSize;
113
-
114
- this._mainDirectionalLight = null;
115
-
116
- this._opaquePipeline = this.renderer.factory.pipeline();
117
- this._opaquePipeline.setBlendState({ enabled: false });
118
- this._opaquePipeline.create();
119
-
120
- this._transparentPipeline = this.renderer.factory.pipeline();
121
- this._transparentPipeline.setBlendState({
122
- enabled: true,
123
- blendFuncSrc: BlendFunction.SRC_ALPHA,
124
- blendFuncDst: BlendFunction.ONE_MINUS_SRC_ALPHA,
125
- blendFuncSrcAlpha: BlendFunction.ONE,
126
- blendFuncDstAlpha: BlendFunction.ONE_MINUS_SRC_ALPHA
127
- });
128
- this._transparentPipeline.create();
129
-
130
- this._renderQueue = new RenderQueue(this.renderer);
131
- this._initVisitor = new InitVisitor();
132
- this._frameVisitor = new FrameVisitor(this._renderQueue);
133
-
134
- this._skyCube = this.renderer.factory.skyCube();
135
-
136
- this._shadowRenderer = this.renderer.factory.shadowRenderer();
137
- await this._shadowRenderer.create(this._shadowMapSize);
138
- }
139
-
140
- async setEnvironment(env) {
141
- this._environment = env;
142
- this._skyCube.load(this._environment.environmentMap);
143
- }
144
-
145
- get environment() {
146
- return this._environment;
147
- }
148
-
149
- get defaultViewMatrix() {
150
- return this._defaultViewMatrix || Mat4.MakeIdentity();
151
- }
152
-
153
- set defaultViewMatrix(mat) {
154
- this._defaultViewMatrix = mat;
155
- }
156
-
157
- get defaultProjectionMatrix() {
158
- return this._defaultProjectionMatrix || Mat4.MakePerspective(55,this.renderer.viewport.aspectRatio, 0.2, 100.0);
159
- }
160
-
161
- set defaultProjectionMatrix(mat) {
162
- this._defaultProjectionMatrix = mat;
163
- }
164
-
165
- async bindRenderer(sceneRoot) {
166
- const bindRendererVisitor = new BindRendererVisitor(this.renderer);
167
- sceneRoot.accept(bindRendererVisitor);
168
-
169
- await sceneRoot.asyncAccept(this._initVisitor);
170
-
171
- const findVisitor = new FindNodeVisitor();
172
- findVisitor.hasComponents("Environment");
173
- sceneRoot.accept(findVisitor);
174
- if (findVisitor.result.length) {
175
- const comp = findVisitor.result[0].component("Environment");
176
- this.setEnvironment(comp.environment);
177
- this._sceneEnvironment = comp;
178
- }
179
- }
180
-
181
- resize(sceneRoot, width,height) {
182
- this.renderer.viewport = new Vec([0, 0, width, height]);
183
- this.renderer.canvas.updateViewportSize();
184
- const mainCamera = Camera.GetMain(sceneRoot);
185
- if (mainCamera) {
186
- mainCamera.resize(width,height);
187
- }
188
- }
189
-
190
- async frame(sceneRoot,delta) {
191
- if (sceneRoot.sceneChanged) {
192
- await sceneRoot.asyncAccept(this._initVisitor);
193
- }
194
- this._sceneRoot = sceneRoot;
195
-
196
- this._renderQueue.newFrame();
197
- this._frameVisitor.delta = delta;
198
- this._frameVisitor.modelMatrix.identity();
199
-
200
- const mainCamera = Camera.GetMain(sceneRoot);
201
-
202
- let viewMatrix = this.defaultViewMatrix;
203
- let projectionMatrix = this.defaultProjectionMatrix;
204
- if (mainCamera) {
205
- projectionMatrix = mainCamera.projectionMatrix;
206
- viewMatrix = Mat4.GetInverted(Transform.GetWorldMatrix(mainCamera.node));
207
- }
208
-
209
- this._renderQueue.viewMatrix = viewMatrix;
210
- this._renderQueue.projectionMatrix = projectionMatrix;
211
-
212
- sceneRoot.accept(this._frameVisitor);
213
-
214
- this._skyCube.updateRenderState({
215
- viewMatrix: viewMatrix,
216
- projectionMatrix: projectionMatrix
217
- });
218
- }
219
-
220
- draw({ clearBuffers = true, drawSky = true } = {}) {
221
- const mainLight = LightComponent.GetMainDirectionalLight(this._sceneRoot);
222
- const camera = Camera.GetMain(this._sceneRoot);
223
-
224
- // Update the light projection based on the camera focus distance, to optimize
225
- // the shadow map size
226
- if (mainLight && camera) {
227
- const focus = camera.focusDistance;
228
- const lightProjection = Mat4.MakeOrtho(-focus,focus,-focus,focus,0.1,500.0);
229
- mainLight.light.projection = lightProjection;
230
- }
231
- if (mainLight) {
232
- this._shadowRenderer.update(camera, mainLight, this._renderQueue);
233
- }
234
-
235
- if (clearBuffers) {
236
- this.renderer.frameBuffer.clear();
237
- }
238
-
239
- if (this.environment && !this.environment.updated) {
240
- this.environment.updateMaps();
241
- }
242
-
243
- if (drawSky && (!this._sceneEnvironment || this._sceneEnvironment.showSkybox)) {
244
- this._skyCube.draw();
245
- }
246
-
247
- this._renderQueue.draw(RenderLayer.OPAQUE_DEFAULT);
248
- this._renderQueue.draw(RenderLayer.TRANSPARENT_DEFAULT);
249
- }
250
-
251
- destroy() {
252
-
253
- }
254
-
255
- keyDown(sceneRoot, evt) {
256
- this._keyDownVisitor.event = evt;
257
- sceneRoot.accept(this._keyDownVisitor);
258
- }
259
-
260
- keyUp(sceneRoot, evt) {
261
- this._keyUpVisitor.event = evt;
262
- sceneRoot.accept(this._keyUpVisitor);
263
- }
264
-
265
- mouseUp(sceneRoot, evt) {
266
- this._mouseUpVisitor.event = evt;
267
- sceneRoot.accept(this._mouseUpVisitor);
268
- }
269
-
270
- mouseDown(sceneRoot, evt) {
271
- this._mouseDownVisitor.event = evt;
272
- sceneRoot.accept(this._mouseDownVisitor);
273
- }
274
-
275
- mouseMove(sceneRoot, evt) {
276
- this._mouseMoveVisitor.event = evt;
277
- sceneRoot.accept(this._mouseMoveVisitor);
278
- }
279
-
280
- mouseOut(sceneRoot, evt) {
281
- this._mouseOutVisitor.event = evt;
282
- sceneRoot.accept(this._mouseOutVisitor);
283
- }
284
-
285
- mouseDrag(sceneRoot, evt) {
286
- this._mouseDragVisitor.event = evt;
287
- sceneRoot.accept(this._mouseDragVisitor);
288
- }
289
-
290
- mouseWheel(sceneRoot, evt) {
291
- this._mouseWheelVisitor.event = evt;
292
- sceneRoot.accept(this._mouseWheelVisitor);
293
- }
294
-
295
- touchStart(sceneRoot, evt) {
296
- this._touchStartVisitor.event = evt;
297
- sceneRoot.accept(this._touchStartVisitor);
298
- }
299
-
300
- touchMove(sceneRoot, evt) {
301
- this._touchMoveVisitor.event = evt;
302
- sceneRoot.accept(this._touchMoveVisitor);
303
- }
304
-
305
- touchEnd(sceneRoot, evt) {
306
- this._touchEndVisitor.event = evt;
307
- sceneRoot.accept(this._touchEndVisitor);
308
- }
309
-
310
- }
package/render/Shader.js DELETED
@@ -1,21 +0,0 @@
1
- import Material from "../base/Material";
2
-
3
- export default class Shader {
4
- constructor(renderer) {
5
- this._renderer = renderer;
6
- }
7
-
8
- get renderer() { return this._renderer; }
9
-
10
- async load() {
11
-
12
- }
13
-
14
- setup(plistRenderer, materialRenderer, modelMatrix, viewMatrix, projectionMatrix) {
15
- throw new Error("Error: using an abstract implementation of render.Shader.");
16
- }
17
-
18
- destroy() {
19
- throw new Error("Error: using an abstract implementation of render.Shader.destroy()");
20
- }
21
- }
@@ -1,159 +0,0 @@
1
- import { RenderLayer } from "../base/PolyList";
2
- import Texture, {
3
- TextureComponentFormat,
4
- TextureRenderTargetAttachment,
5
- TextureWrap
6
- } from "../base/Texture";
7
- import Mat4 from "../math/Mat4";
8
- import Vec from "../math/Vec";
9
- import Color from "../base/Color";
10
- import Camera from "../scene/Camera";
11
- import LightComponent from "../scene/LightComponent";
12
- import Transform from "../scene/Transform";
13
- import DebugRenderer from "../debug/DebugRenderer";
14
- import DepthRenderShader from "../shaders/DepthRenderShader";
15
-
16
-
17
- export default class ShadowRenderer {
18
- constructor(renderer) {
19
- this._renderer = renderer;
20
- this._shadowMapRenderDistance = 100;
21
- this._debug = false;
22
- }
23
-
24
- get renderer() { return this._renderer; }
25
-
26
- get size() {
27
- return this._size;
28
- }
29
-
30
- get shadowMapRenderDistance() {
31
- return this._shadowMapRenderDistance;
32
- }
33
-
34
- get debug() {
35
- return this._debug;
36
- }
37
-
38
- set debug(d) {
39
- this._debug = d;
40
- }
41
-
42
- set shadowMapRenderDistance(d) {
43
- this._shadowMapRenderDistance = d;
44
- }
45
-
46
- // TODO: set size. Update the shadow map size
47
-
48
- get depthTexture() {
49
- return this._depthTexture;
50
- }
51
-
52
- async create(size = new Vec(1024, 1024)) {
53
- this._size = size;
54
-
55
- this._texture = new Texture();
56
- this._texture.name = `ShadowMap_${ size.width }x${ size.height }`;
57
- this._texture.renderTargetAttachment = TextureRenderTargetAttachment.COLOR_ATTACHMENT_0;
58
- this._texture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
59
- this._texture.wrapModeXY = TextureWrap.CLAMP;
60
-
61
- this._renderBuffer = this.renderer.factory.renderBuffer();
62
-
63
- await this._renderBuffer.attachTexture(this._texture);
64
-
65
- this._depthTexture = new Texture();
66
- this._depthTexture.name = `ShadowMapDepth_${ size.width }x${ size.height }`;
67
- this._depthTexture.renderTargetAttachment = TextureRenderTargetAttachment.DEPTH_ATTACHMENT;
68
- this._depthTexture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
69
- this._depthTexture.wrapModeXY = TextureWrap.CLAMP;
70
- await this._renderBuffer.attachTexture(this._depthTexture);
71
-
72
- this._renderBuffer.size = this._size;
73
-
74
- this._shader = new DepthRenderShader(this.renderer);
75
- await this._shader.load();
76
- }
77
-
78
- getLightTransform(camera, light) {
79
- let cameraNode = null;
80
- if (camera instanceof Camera) {
81
- cameraNode = camera.node;
82
- }
83
- else if (camera instanceof Node) {
84
- cameraNode = camera;
85
- camera = cameraNode.camera;
86
- }
87
-
88
- if (!cameraNode || !camera) {
89
- throw Error(`ShadowRenderer.getLightPosition(): invalid camera parameter. Camera must be a Node or a Camera component, and the camera must be added to the scene.`);
90
- }
91
-
92
- let lightNode = null;
93
- if (light instanceof LightComponent) {
94
- lightNode = light.node;
95
- }
96
- else if (light instanceof Node) {
97
- lightNode = light;
98
- light = light.lightComponent;
99
- }
100
-
101
- if (!lightNode || !light) {
102
- throw Error(`ShadowRenderer.getLightPosition(): invalid light. Light must be a Node or a LightComponent`);
103
- }
104
-
105
- // Get the camera focus point
106
- const focus = camera.focusDistance;
107
- const cameraTransform = Transform.GetWorldMatrix(cameraNode);
108
- const cameraPos = Vec.Add(Mat4.GetPosition(cameraTransform), Vec.Mult(cameraTransform.forwardVector, -focus));
109
-
110
- // Get the light rotation vector and scale it to the light shadow map render distance
111
- const lightTransform = Transform.GetWorldMatrix(lightNode);
112
- const lightVector = Mat4.GetRotation(lightTransform).forwardVector;
113
- lightVector.scale(this._shadowMapRenderDistance);
114
-
115
- // Get the light render position, adding the camera focus point to the light vector
116
- const lightPos = Vec.Add(cameraPos, lightVector);
117
-
118
- // Set the light render position to the light transform matrix
119
- lightTransform.setPosition(lightPos);
120
-
121
- if (this._debug) {
122
- DebugRenderer.Get(this._renderer).drawSphere({ radius: 0.1, color: Color.Red(), position: cameraPos });
123
- DebugRenderer.Get(this.renderer).drawSphere({ radius: 0.1, color: Color.Blue(), position: lightPos });
124
- DebugRenderer.Get(this.renderer).drawArrow({ length: 0.8, color: Color.Green(), transformMatrix: lightTransform });
125
- }
126
-
127
- return lightTransform;
128
- }
129
-
130
- update(camera, lightComponent, renderQueue) {
131
- const viewMatrix = Mat4.GetInverted(this.getLightTransform(camera, lightComponent));
132
-
133
- this._renderBuffer.update(() => {
134
- this._renderBuffer.renderer.state.clear();
135
- const layer = RenderLayer.OPAQUE_DEFAULT;
136
- const queue = renderQueue.getQueue(layer);
137
- if (queue) {
138
-
139
- if (typeof(queue.beginOperation) === "function") {
140
- queue.beginOperation(layer);
141
- }
142
- queue.queue.forEach(rs => {
143
- rs.draw({
144
- overrideShader: this._shader,
145
- overrideViewMatrix: viewMatrix,
146
- overrideProjectionMatrix: lightComponent.light.projection
147
- });
148
- });
149
- if (typeof(queue.endOperation) === "function") {
150
- queue.endOperation(layer);
151
- }
152
- }
153
- });
154
-
155
- // Set the depthTexture to the light component. If the shader needs the depth texture, it will use it
156
- lightComponent.depthTexture = this._depthTexture;
157
- lightComponent.viewMatrix = viewMatrix;
158
- }
159
- }