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
@@ -1,380 +0,0 @@
1
- import Shader from "../render/Shader";
2
- import { pbrPointLight, pbrDirectionalLight, pbrAmbientLight, getShadowColor } from './webgl_shader_lib';
3
- import ShaderFunction from "./ShaderFunction";
4
- import ShaderProgram from "../render/webgl/ShaderProgram";
5
- import Mat4 from "../math/Mat4";
6
- import Vec from "../math/Vec";
7
- import { LightType } from "../base/Light";
8
- import { createNormalTexture, normalTexture, createBRDFIntegrationTexture } from "../tools/TextureResourceDatabase";
9
- import LightComponent from "../scene/LightComponent";
10
-
11
- function getShaderProgramForLights(renderer, numLights) {
12
- if (this._programs[numLights]) {
13
- return this._programs[numLights];
14
- }
15
-
16
- const vshader = ShaderFunction.GetShaderCode(`precision mediump float;
17
- attribute vec3 inPosition;
18
- attribute vec3 inNormal;
19
- attribute vec2 inTexCoord;
20
- attribute vec2 inTexCoord2;
21
- attribute vec3 inTangent;
22
-
23
- uniform mat4 uWorld;
24
- uniform mat4 uView;
25
- uniform mat4 uProj;
26
- uniform mat3 uNormMatrix;
27
-
28
- varying vec3 fragPos;
29
- varying vec3 fragNorm;
30
- varying vec2 fragTexCoord;
31
- varying vec2 fragTexCoord2;
32
- varying vec3 fragTangent;
33
- varying vec3 fragBitangent;
34
- varying vec3 fragLightPositions[${numLights}];
35
-
36
- uniform vec3 uLightPositions[${numLights}];
37
- uniform mat4 uLightTransforms[${numLights}];
38
-
39
- // Used to calculate shadow from depth texture
40
- uniform mat4 uLightPovMvp;
41
- varying vec4 fragPositionFromLightPov;
42
-
43
- `,
44
- [
45
- new ShaderFunction('void','main','',`{
46
- fragPos = (uWorld * vec4(inPosition, 1.0)).xyz;
47
- fragNorm = normalize(uNormMatrix * inNormal);
48
- fragTangent = normalize(uNormMatrix * inTangent);
49
- fragBitangent = normalize(fragNorm * fragTangent);
50
- fragTexCoord = inTexCoord;
51
- fragTexCoord2 = inTexCoord2;
52
-
53
- for (int i = 0; i < ${numLights}; ++i)
54
- {
55
- fragLightPositions[i] = (uLightTransforms[i] * vec4(uLightPositions[i], 1.0)).xyz;
56
- }
57
-
58
- fragPositionFromLightPov = uLightPovMvp * vec4(fragPos, 1.0);
59
- gl_Position = uProj * uView * uWorld * vec4(inPosition,1.0);
60
- }`)
61
- ]);
62
-
63
- const fshader = ShaderFunction.GetShaderCode(`precision mediump float;
64
- varying vec3 fragPos;
65
- varying vec3 fragNorm;
66
- varying vec2 fragTexCoord;
67
- varying vec2 fragTexCoord2;
68
- varying vec3 fragTangent;
69
- varying vec3 fragBitangent;
70
- varying vec3 fragLightPositions[${numLights}];
71
-
72
- uniform vec3 uCameraPos;
73
-
74
- uniform sampler2D uAlbedoTexture;
75
- uniform sampler2D uNormalTexture;
76
- uniform sampler2D uMetallicRoughnessHeightAOTexture;
77
-
78
- uniform vec4 uAlbedo;
79
- uniform float uMetallic;
80
- uniform float uRoughness;
81
- uniform float uLightEmission;
82
-
83
- uniform vec4 uFresnel;
84
-
85
- uniform vec2 uAlbedoScale;
86
- uniform vec2 uNormalScale;
87
- uniform vec2 uMetallicScale;
88
- uniform vec2 uRoughnessScale;
89
- uniform vec2 uLightEmissionScale;
90
-
91
- uniform float uAlphaTresshold;
92
-
93
- uniform int uLightTypes[${numLights}];
94
- uniform vec3 uLightDirections[${numLights}];
95
- uniform vec3 uLightColors[${numLights}];
96
- uniform float uLightIntensities[${numLights}];
97
-
98
-
99
- uniform samplerCube uEnvMap;
100
- uniform samplerCube uSpecularMap;
101
- uniform samplerCube uIrradianceMap;
102
- uniform sampler2D uBRDFIntegrationMap;
103
- uniform float uAmbientIntensity;
104
-
105
- uniform sampler2D uShadowMap;
106
- uniform float uShadowBias;
107
- varying vec4 fragPositionFromLightPov;
108
- uniform float uShadowStrength;
109
-
110
- uniform int uAOMap;
111
- uniform int uMetallicMap;
112
- uniform int uRoughnessMap;
113
- uniform int uLightemissionMap;
114
- `,
115
- [
116
- new ShaderFunction('void','main','',`{
117
- vec3 N = normalize(fragNorm);
118
- if (!gl_FrontFacing) {
119
- N = -N;
120
- }
121
- vec3 T = normalize(fragTangent);
122
- vec3 B = normalize(fragBitangent);
123
- mat3 TBN = mat3(T,B,N);
124
-
125
- float gamma = 1.8;
126
- vec4 albedoRGBA = texture2D(uAlbedoTexture, fragTexCoord * uAlbedoScale);
127
- vec3 albedo = albedoRGBA.rgb * uAlbedo.rgb;
128
- albedo = pow(albedo, vec3(gamma));
129
- float alpha = albedoRGBA.a * uAlbedo.a;
130
- vec3 normal = normalize(texture2D(uNormalTexture, fragTexCoord * uNormalScale).rgb * 2.0 - 1.0);
131
-
132
- vec2 metallicUV = fragTexCoord;
133
- vec2 roughnessUV = fragTexCoord;
134
- vec2 lightEmissionUV = fragTexCoord;
135
- if (uMetallicMap == 1) {
136
- metallicUV = fragTexCoord2;
137
- }
138
- if (uRoughnessMap == 1) {
139
- roughnessUV = fragTexCoord2;
140
- }
141
- if (uLightemissionMap == 1) {
142
- lightEmissionUV = fragTexCoord2;
143
- }
144
- float metallic = texture2D(uMetallicRoughnessHeightAOTexture, metallicUV * uMetallicScale).r * uMetallic;
145
- float roughness = max(texture2D(uMetallicRoughnessHeightAOTexture, roughnessUV * uRoughnessScale).g * uRoughness, 0.01);
146
- float lightEmission = min(texture2D(uMetallicRoughnessHeightAOTexture, lightEmissionUV * uLightEmissionScale).b + uLightEmission, 1.0);
147
- vec3 fresnel = uFresnel.rgb;
148
-
149
- if (alpha < uAlphaTresshold) {
150
- discard;
151
- }
152
- else {
153
- N = normalize(TBN * normal);
154
- vec3 V = normalize(uCameraPos - fragPos);
155
-
156
- vec3 shadowColor = getShadowColor(fragPositionFromLightPov, uShadowMap, uShadowBias, uShadowStrength);
157
-
158
- vec3 Lo = vec3(0.0);
159
- for (int i = 0; i < ${numLights}; ++i)
160
- {
161
- float lightIntensity = uLightIntensities[i];
162
- if (uLightTypes[i] == ${ LightType.POINT }) {
163
- Lo += pbrPointLight(
164
- fragLightPositions[i], uLightColors[i] * lightIntensity, fragPos, N, V,
165
- albedo, roughness, metallic, fresnel);
166
- }
167
- else if (uLightTypes[i] == ${ LightType.DIRECTIONAL }) {
168
-
169
- vec3 dirColor = pbrDirectionalLight(
170
- -uLightDirections[i], uLightColors[i] * lightIntensity, fragPos, N, V,
171
- albedo, roughness, metallic, fresnel, shadowColor);
172
-
173
- Lo += clamp(dirColor + vec3(lightEmission) * albedo, 0.0, 1.0);
174
- }
175
- }
176
-
177
- vec3 ambient = pbrAmbientLight(
178
- fragPos, N, V, albedo, metallic, roughness, uIrradianceMap, uSpecularMap, uEnvMap, uBRDFIntegrationMap, fresnel, shadowColor
179
- ) * uAmbientIntensity;
180
-
181
- vec2 aoUV = fragTexCoord;
182
- if (uAOMap == 1) {
183
- aoUV = fragTexCoord2;
184
- }
185
- float ao = texture2D(uMetallicRoughnessHeightAOTexture, aoUV).a;
186
- vec3 color = (ambient + Lo) * ao;
187
-
188
- color = pow(color, vec3(1.0 / gamma));
189
-
190
- gl_FragColor = vec4(color,alpha);
191
- }
192
- }`, [pbrPointLight, pbrDirectionalLight, pbrAmbientLight, getShadowColor])
193
- ]);
194
-
195
- this._programs[numLights] = ShaderProgram.Create(renderer.gl,"PBRLightIBL",vshader,fshader);
196
- return this._programs[numLights];
197
- }
198
- export default class PBRLightIBLShader extends Shader {
199
- constructor(renderer) {
200
- super(renderer);
201
-
202
- this._lights = [];
203
- this._lightTransforms = [];
204
-
205
- if (renderer.typeId !== "WebGL") {
206
- throw Error("PresentTextureShader is only compatible with WebGL renderer");
207
- }
208
-
209
- this._programs = {};
210
- }
211
-
212
- async load() {
213
- await createNormalTexture(this.renderer);
214
-
215
- this._brdfIntegrationTexture = await createBRDFIntegrationTexture(this.renderer);
216
- }
217
-
218
- set cameraPosition(p) {
219
- this._cameraPosition = p;
220
- }
221
-
222
- set environment(env) {
223
- this._environment = env;
224
- }
225
-
226
- get environmentMap() {
227
- return this._environment.environmentMap;
228
- }
229
-
230
- get specularMap() {
231
- return this._environment.specularMap;
232
- }
233
-
234
- get irradianceMap() {
235
- return this._environment.irradianceMap;
236
- }
237
-
238
- set lights(l) {
239
- if (!l.length) {
240
- throw new Error("BasicPBRLightShader: Invalid light array set.");
241
- }
242
- this._lights = l;
243
- this._lightTypes = [];
244
- this._lightPositions = [];
245
- this._lightDirections = [];
246
- this._lightColors = [];
247
- this._lightIntensities = [];
248
- this._lights.forEach((light,i) => {
249
- this._lightTypes.push(light.type);
250
- const trx = this._lightTransforms[i];
251
- const rot = trx && Mat4.GetRotation(trx);
252
- const position = new Vec(light.position);
253
- const direction = new Vec(light.direction);
254
- this._lightPositions.push(trx ? trx.multVector(position).xyz : position);
255
- this._lightDirections.push(rot ? rot.multVector(direction).xyz.normalize() : direction);
256
- this._lightColors.push(new Vec(light.color));
257
- this._lightIntensities.push(light.intensity);
258
- });
259
- this._program = getShaderProgramForLights.apply(this, [this.renderer, this._lights.length]);
260
- }
261
-
262
- get lights() {
263
- return this._lights;
264
- }
265
-
266
- set lightTransforms(lt) {
267
- this._lightTransforms = lt;
268
- }
269
-
270
- get lightTransforms() {
271
- return this._lightTransforms;
272
- }
273
-
274
- updateLight(light,index) {
275
- if (light >= this._lights.length) {
276
- throw new Error("BasicPBRLightShader: Invalid light index updating light data");
277
- }
278
- this._lightTypes[index] = light.type;
279
- this._lightPositions[index] = new Vec(light.position);
280
- this._lightDirections[index] = new Vec(light.direction);
281
- this._lightColors[index] = new Vec(light.color);
282
- this._lightIntensities[index] = light.intensity;
283
- }
284
-
285
- updateLights(lights) {
286
- if (this._lights.length !== lights.length) {
287
- this.lights = lights;
288
- }
289
- else {
290
- lights.forEach((l,i) => this.updateLight(l,i));
291
- }
292
- }
293
-
294
- setup(plistRenderer,materialRenderer,modelMatrix,viewMatrix,projectionMatrix) {
295
- if (!this._program) {
296
- throw new Error("BasicPBRLightShader: lights array not specified");
297
- }
298
-
299
- const material = materialRenderer.material;
300
- materialRenderer.mergeTextures();
301
- this.renderer.state.shaderProgram = this._program;
302
-
303
- const normMatrix = Mat4.GetNormalMatrix(modelMatrix);
304
- this._program.bindMatrix('uNormMatrix', normMatrix);
305
- this._program.bindMatrix('uWorld', modelMatrix);
306
- this._program.bindMatrix('uView', viewMatrix);
307
- this._program.bindMatrix('uProj', projectionMatrix);
308
-
309
- if (!this._cameraPosition) {
310
- console.warn("Serious performance warning: camera position not set in BasicPBRLightShader. Extracting the camera position from the view matrix involves inverting the matrix.");
311
- this._program.bindVector('uCameraPos',Mat4.GetPosition(Mat4.GetInverted(viewMatrix)));
312
- }
313
- else {
314
- this._program.bindVector('uCameraPos',this._cameraPosition);
315
- }
316
-
317
- materialRenderer.bindTexture(this._program, 'diffuse', 'uAlbedoTexture', 0);
318
- materialRenderer.bindTexture(this._program, 'normal', 'uNormalTexture', 1, normalTexture(this.renderer));
319
- materialRenderer.bindMetallicRoughnessHeightAOTexture(this._program, 'uMetallicRoughnessHeightAOTexture', 2);
320
- this._program.uniform1f('uAlphaTresshold', material.alphaCutoff);
321
-
322
- materialRenderer.bindColor(this._program, 'diffuse', 'uAlbedo');
323
- materialRenderer.bindValue(this._program, 'metallic', 'uMetallic');
324
- materialRenderer.bindValue(this._program, 'roughness', 'uRoughness');
325
- materialRenderer.bindValue(this._program, 'lightEmission', 'uLightEmission', 0);
326
-
327
- this._program.uniform1i('uAOMap', material.ambientOcclussionMap);
328
- this._program.uniform1i('uMetallicMap', material.metallicChannel);
329
- this._program.uniform1i('uRoughnessMap', material.roughnessChannel);
330
- this._program.uniform1i('uLightemissionMap', material.lightEmissionChannel);
331
-
332
- this._program.bindVector("uAlbedoScale", material.diffuseScale);
333
- this._program.bindVector("uNormalScale", material.normalScale);
334
- this._program.bindVector("uMetallicScale", material.metallicScale);
335
- this._program.bindVector("uRoughnessScale", material.roughnessScale);
336
- this._program.bindVector("uLightEmissionScale", material.lightEmissionScale);
337
- this._program.bindVector("uFresnel", material.fresnel);
338
-
339
- this._program.bindTexture("uIrradianceMap", this.renderer.factory.texture(this.irradianceMap), 3);
340
- this._program.bindTexture("uSpecularMap", this.renderer.factory.texture(this.specularMap), 4);
341
- this._program.bindTexture("uEnvMap", this.renderer.factory.texture(this.environmentMap), 5);
342
- this._program.bindTexture("uBRDFIntegrationMap", this.renderer.factory.texture(this._brdfIntegrationTexture), 6);
343
-
344
- // TODO: Get the ambient intensity from environment
345
- this._program.uniform1f("uAmbientIntensity", 1.0);
346
-
347
- let shadowLight = null;
348
- this._lights.forEach((light,i) => {
349
- if (light._depthTexture) {
350
- shadowLight = light;
351
- }
352
- this._program.uniform1i(`uLightTypes[${i}]`, this._lightTypes[i]);
353
- this._program.bindVector(`uLightPositions[${i}]`, this._lightPositions[i]);
354
- this._program.bindVector(`uLightDirections[${i}]`, this._lightDirections[i]);
355
- this._program.bindVector(`uLightColors[${i}]`, this._lightColors[i].rgb);
356
- this._program.uniform1f(`uLightIntensities[${i}]`, this._lightIntensities[i]);
357
- this._program.bindMatrix(`uLightTransforms[${i}]`, this._lightTransforms[i]);
358
- });
359
-
360
- if (shadowLight) {
361
- this._program.bindTexture("uShadowMap", this.renderer.factory.texture(shadowLight.depthTexture), 7);
362
- const projectionViewMatrix = Mat4.Mult(shadowLight.projection, shadowLight.viewMatrix);
363
- this._program.bindMatrix("uLightPovMvp", projectionViewMatrix);
364
- this._program.uniform1f("uShadowBias", shadowLight.shadowBias * 30);
365
- this._program.uniform1f("uShadowStrength", shadowLight.shadowStrength);
366
- }
367
-
368
- this._program.bindAttribs(plistRenderer, {
369
- position: "inPosition",
370
- normal: "inNormal",
371
- tex0: "inTexCoord",
372
- tex1: "inTexCoord2",
373
- tangent: "inTangent"
374
- });
375
- }
376
-
377
- destroy() {
378
- ShaderProgram.Delete(this._program);
379
- }
380
- }
@@ -1,75 +0,0 @@
1
- import Shader from "../render/Shader";
2
- import ShaderProgram from "../render/webgl/ShaderProgram";
3
-
4
- const g_code = {
5
- webgl: {
6
- vertex: `precision mediump float;
7
-
8
- attribute vec3 vertPosition;
9
-
10
- uniform mat4 mWorld;
11
- uniform mat4 mView;
12
- uniform mat4 mProj;
13
-
14
- void main() {
15
- gl_Position = mProj * mView * mWorld * vec4(vertPosition, 1.0);
16
- }`,
17
-
18
- fragment: `precision mediump float;
19
-
20
- uniform vec4 uPickColor;
21
- uniform bool uSelected;
22
-
23
- void main() {
24
- if (uSelected) {
25
- gl_FragColor = vec4(uPickColor);
26
- }
27
- else {
28
- discard;
29
- }
30
- }`
31
- }
32
- }
33
-
34
- export default class PickSelectionShader extends Shader {
35
- constructor(renderer) {
36
- super(renderer);
37
-
38
- if (renderer.typeId !== "WebGL") {
39
- throw Error("PickSelectionShdaer is only compatible with WebGL renderer");
40
- }
41
- }
42
-
43
- async load() {
44
- const { gl } = this.renderer;
45
-
46
- this._program = new ShaderProgram(gl, "PickSelectionShader");
47
- this._program.attachVertexSource(g_code.webgl.vertex);
48
- this._program.attachFragmentSource(g_code.webgl.fragment);
49
- this._program.link();
50
-
51
- this._forceDraw = true;
52
- }
53
-
54
- set forceDraw(d) {
55
- this._forceDraw = d;
56
- }
57
-
58
- get forceDraw() {
59
- return this._forceDraw;
60
- }
61
-
62
- setup(plistRenderer, materialRenderer, modelMatrix, viewMatrix, projectionMatrix) {
63
- this.renderer.state.shaderProgram = this._program;
64
- this._program.uniformMatrix4fv('mWorld', false, modelMatrix);
65
- this._program.uniformMatrix4fv('mView', false, viewMatrix);
66
- this._program.uniformMatrix4fv('mProj', false, projectionMatrix);
67
- this._program.uniform1i('uSelected', this._forceDraw || plistRenderer.polyList.isSelected);
68
-
69
- const { polyList } = plistRenderer;
70
- this._program.uniform4fv('uPickColor', polyList.colorCode);
71
-
72
- this._program.positionAttribPointer(plistRenderer.positionAttribParams("vertPosition"));
73
- }
74
- }
75
-
@@ -1,90 +0,0 @@
1
-
2
- import Texture, { TextureTargetName } from '../base/Texture';
3
- import Shader from '../render/Shader';
4
- import ShaderProgram from '../render/webgl/ShaderProgram';
5
- import ShaderFunction from './ShaderFunction';
6
- import { applyConvolution } from './webgl_shader_lib';
7
- import Vec from '../math/Vec';
8
-
9
- const g_code = {
10
- webgl: {
11
- vertex: `precision mediump float;
12
-
13
- attribute vec3 position;
14
- attribute vec2 texCoord;
15
-
16
- varying vec2 fragTexCoord;
17
-
18
- void main() {
19
- fragTexCoord = texCoord;
20
- gl_Position = vec4(position, 1.0);
21
- }`,
22
-
23
- fragment: ShaderFunction.GetShaderCode(`precision mediump float;
24
- varying vec2 fragTexCoord;
25
-
26
- uniform sampler2D uTexture;
27
- `,
28
- [
29
- new ShaderFunction('void','main','',`{
30
- vec3 color = texture2D(uTexture, fragTexCoord).rgb;
31
- if (color.r!=0.0 || color.g!=0.0 || color.b!=0.0) {
32
- gl_FragColor = vec4(color, 1.0);
33
- }
34
- else {
35
- discard;
36
- }
37
- }`)
38
- ])
39
- }
40
- }
41
-
42
- export default class PresentDebugFramebufferShader extends Shader {
43
- constructor(renderer) {
44
- super(renderer);
45
-
46
- if (renderer.typeId !== "WebGL") {
47
- throw Error("PresentDebugFramebufferShader is only compatible with WebGL renderer");
48
- }
49
- }
50
-
51
- async load() {
52
- const { gl } = this.renderer;
53
-
54
- this._program = new ShaderProgram(gl, "PresentDebugFramebufferShader");
55
- this._program.attachVertexSource(g_code.webgl.vertex);
56
- this._program.attachFragmentSource(g_code.webgl.fragment);
57
- this._program.link();
58
-
59
- this._borderWidth = 3;
60
- this._borderColor = new Vec([0.0, 0.7, 1, 1.0]);
61
- this._convMatrix = [
62
- 0, 1, 0,
63
- 1,-4, 1,
64
- 0, 1, 0
65
- ];
66
- }
67
-
68
- setup(plistRenderer, materialRenderer, modelMatrix, viewMatrix, projectionMatrix) {
69
- const { gl, viewport } = this.renderer;
70
-
71
- this.renderer.state.shaderProgram = this._program;
72
-
73
- gl.activeTexture(gl.TEXTURE0);
74
- this._program.uniform1i('uTexture', 0);
75
-
76
- const material = materialRenderer.material;
77
- if (material.diffuse instanceof Texture) {
78
- const webglTexture = materialRenderer.getTextureRenderer('diffuse').getApiObject();
79
- const target = TextureTargetName[material.diffuse.target];
80
- gl.bindTexture(gl[target], webglTexture);
81
-
82
- }
83
- else {
84
- throw new Error("PresentDebugFramebufferShader: invalid material setup. The diffuse material attribute must to be a texture");
85
- }
86
-
87
- this._program.positionAttribPointer(plistRenderer.positionAttribParams("position"));
88
- this._program.texCoordAttribPointer(plistRenderer.texCoord0AttribParams("texCoord"));
89
- }
90
- }
@@ -1,73 +0,0 @@
1
-
2
- import Texture, { TextureTargetName } from '../base/Texture';
3
- import Shader from '../render/Shader';
4
- import ShaderProgram from '../render/webgl/ShaderProgram';
5
-
6
- const g_code = {
7
- webgl: {
8
- vertex: `precision mediump float;
9
-
10
- attribute vec3 position;
11
- attribute vec2 texCoord;
12
-
13
- varying vec2 fragTexCoord;
14
-
15
- void main() {
16
- fragTexCoord = texCoord;
17
- gl_Position = vec4(position, 1.0);
18
- }`,
19
-
20
- fragment: `precision mediump float;
21
-
22
- varying vec2 fragTexCoord;
23
-
24
- uniform sampler2D uTexture;
25
-
26
- void main() {
27
- vec4 texColor = texture2D(uTexture, fragTexCoord);
28
- gl_FragColor = vec4(texColor.rgb, 1.0);
29
- }`
30
- }
31
- }
32
-
33
- export default class PresentTextureShader extends Shader {
34
- constructor(renderer) {
35
- super(renderer);
36
-
37
- if (renderer.typeId !== "WebGL") {
38
- throw Error("PresentTextureShader is only compatible with WebGL renderer");
39
- }
40
- }
41
-
42
- async load() {
43
- const { gl } = this.renderer;
44
-
45
- this._program = new ShaderProgram(gl, "DefaultPresentTextureShader");
46
- this._program.attachVertexSource(g_code.webgl.vertex);
47
- this._program.attachFragmentSource(g_code.webgl.fragment);
48
- this._program.link();
49
- }
50
-
51
- setup(plistRenderer, materialRenderer, modelMatrix, viewMatrix, projectionMatrix) {
52
- const { gl } = this.renderer;
53
-
54
- this.renderer.state.shaderProgram = this._program;
55
-
56
- gl.activeTexture(gl.TEXTURE0);
57
- this._program.uniform1i('uTexture', 0);
58
-
59
- const material = materialRenderer.material;
60
- if (material.diffuse instanceof Texture) {
61
- const webglTexture = materialRenderer.getTextureRenderer('diffuse').getApiObject();
62
- const target = TextureTargetName[material.diffuse.target];
63
- gl.bindTexture(gl[target], webglTexture);
64
-
65
- }
66
- else {
67
- throw new Error("PresentTextureShader: invalid material setup. The diffuse material attribute must to be a texture");
68
- }
69
-
70
- this._program.positionAttribPointer(plistRenderer.positionAttribParams("position"));
71
- this._program.texCoordAttribPointer(plistRenderer.texCoord0AttribParams("texCoord"));
72
- }
73
- }