bg2e-js 2.0.1 → 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 (135) 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.d.ts +0 -37
  5. package/app/AppController.js +0 -32
  6. package/app/Canvas.d.ts +0 -42
  7. package/app/Canvas.js +0 -98
  8. package/app/EventBase.js +0 -8
  9. package/app/KeyboardEvent.js +0 -51
  10. package/app/MainLoop.d.ts +0 -245
  11. package/app/MainLoop.js +0 -251
  12. package/app/MouseEvent.js +0 -77
  13. package/app/TouchEvent.js +0 -15
  14. package/base/Color.js +0 -131
  15. package/base/Environment.js +0 -78
  16. package/base/Light.js +0 -176
  17. package/base/Material.js +0 -619
  18. package/base/PolyList.js +0 -336
  19. package/base/Texture.js +0 -545
  20. package/db/Bg2LoaderPlugin.js +0 -113
  21. package/db/DBPluginApi.js +0 -40
  22. package/db/Loader.js +0 -91
  23. package/db/LoaderPlugin.js +0 -26
  24. package/db/MtlParser.js +0 -7
  25. package/db/ObjLoaderPlugin.js +0 -51
  26. package/db/ObjParser.js +0 -233
  27. package/db/ObjWriterPlugin.js +0 -18
  28. package/db/VitscnjLoaderPlugin.js +0 -87
  29. package/db/Writer.js +0 -49
  30. package/db/WriterPlugin.js +0 -20
  31. package/debug/DebugRenderer.js +0 -138
  32. package/debug/WebGLTextureViewer.js +0 -67
  33. package/manipulation/SelectionBuffer.js +0 -65
  34. package/manipulation/SelectionHighlight.js +0 -69
  35. package/manipulation/SelectionIdAssignVisitor.js +0 -86
  36. package/manipulation/SelectionManager.js +0 -134
  37. package/manipulation/SelectionMode.js +0 -6
  38. package/math/Mat3.js +0 -248
  39. package/math/Mat4.js +0 -694
  40. package/math/MatrixStrategy.js +0 -23
  41. package/math/Quat.js +0 -60
  42. package/math/Vec.js +0 -728
  43. package/math/constants.js +0 -44
  44. package/math/functions.js +0 -104
  45. package/math/index.js +0 -74
  46. package/phsics/joint.js +0 -124
  47. package/primitives/arrow.js +0 -58
  48. package/primitives/cone.js +0 -137
  49. package/primitives/cube.js +0 -59
  50. package/primitives/cylinder.js +0 -215
  51. package/primitives/index.js +0 -13
  52. package/primitives/plane.js +0 -31
  53. package/primitives/sphere.js +0 -808
  54. package/render/BRDFIntegrationMap.js +0 -4
  55. package/render/Environment.js +0 -105
  56. package/render/EnvironmentRenderer.js +0 -12
  57. package/render/FrameBuffer.js +0 -26
  58. package/render/MaterialRenderer.js +0 -28
  59. package/render/Pipeline.js +0 -83
  60. package/render/PolyListRenderer.js +0 -42
  61. package/render/RenderBuffer.js +0 -189
  62. package/render/RenderQueue.js +0 -162
  63. package/render/RenderState.js +0 -82
  64. package/render/Renderer.js +0 -202
  65. package/render/SceneAppController.js +0 -208
  66. package/render/SceneRenderer.js +0 -310
  67. package/render/Shader.js +0 -21
  68. package/render/ShadowRenderer.js +0 -159
  69. package/render/SkyCube.js +0 -77
  70. package/render/SkySphere.js +0 -94
  71. package/render/TextureMergerRenderer.js +0 -58
  72. package/render/TextureRenderer.js +0 -29
  73. package/render/webgl/FrameBuffer.js +0 -9
  74. package/render/webgl/MaterialRenderer.js +0 -99
  75. package/render/webgl/Pipeline.js +0 -82
  76. package/render/webgl/PolyListRenderer.js +0 -224
  77. package/render/webgl/RenderBuffer.js +0 -244
  78. package/render/webgl/Renderer.js +0 -239
  79. package/render/webgl/SceneRenderer.js +0 -43
  80. package/render/webgl/ShaderProgram.js +0 -350
  81. package/render/webgl/ShadowRenderer.js +0 -6
  82. package/render/webgl/SkyCube.js +0 -15
  83. package/render/webgl/SkySphere.js +0 -14
  84. package/render/webgl/State.js +0 -149
  85. package/render/webgl/TextureRenderer.js +0 -167
  86. package/render/webgl/VertexBuffer.js +0 -128
  87. package/scene/Camera.js +0 -378
  88. package/scene/Chain.js +0 -43
  89. package/scene/ChainJoint.js +0 -55
  90. package/scene/Component.js +0 -146
  91. package/scene/ComponentMap.js +0 -99
  92. package/scene/Drawable.js +0 -130
  93. package/scene/EnvironmentComponent.js +0 -123
  94. package/scene/FindNodeVisitor.js +0 -55
  95. package/scene/LightComponent.js +0 -146
  96. package/scene/MatrixState.js +0 -39
  97. package/scene/Node.js +0 -300
  98. package/scene/NodeVisitor.js +0 -12
  99. package/scene/OrbitCameraController.js +0 -407
  100. package/scene/SmoothOrbitCameraController.js +0 -92
  101. package/scene/Transform.js +0 -74
  102. package/scene/index.js +0 -24
  103. package/shaders/BasicDiffuseColorShader.js +0 -91
  104. package/shaders/BasicPBRLightShader.js +0 -238
  105. package/shaders/DebugRenderShader.js +0 -79
  106. package/shaders/DepthRenderShader.js +0 -69
  107. package/shaders/IrradianceMapCubeShader.js +0 -99
  108. package/shaders/PBRLightIBLShader.js +0 -380
  109. package/shaders/PickSelectionShader.js +0 -75
  110. package/shaders/PresentDebugFramebufferShader.js +0 -90
  111. package/shaders/PresentTextureShader.js +0 -73
  112. package/shaders/SelectionHighlightShader.js +0 -98
  113. package/shaders/ShaderFunction.js +0 -72
  114. package/shaders/SkyCubeShader.js +0 -78
  115. package/shaders/SkySphereShader.js +0 -77
  116. package/shaders/SpecularMapCubeShader.js +0 -145
  117. package/shaders/TextureMergerShader.js +0 -127
  118. package/shaders/webgl_shader_lib.js +0 -187
  119. package/tools/BinaryResourceProvider.js +0 -15
  120. package/tools/ImageResourceProvider.js +0 -65
  121. package/tools/MaterialModifier.js +0 -228
  122. package/tools/Resource.js +0 -177
  123. package/tools/ResourceProvider.js +0 -56
  124. package/tools/TextResourceProvider.js +0 -24
  125. package/tools/TextureCache.js +0 -44
  126. package/tools/TextureResourceDatabase.js +0 -87
  127. package/tools/UserAgent.js +0 -294
  128. package/tools/VideoResourceProvider.js +0 -51
  129. package/tools/WriteStrategy.js +0 -22
  130. package/tools/base64.js +0 -15
  131. package/tools/crypto.js +0 -15
  132. package/tools/endiantess.js +0 -15
  133. package/tools/image.js +0 -15
  134. package/tools/index.js +0 -33
  135. package/tools/processType.js +0 -56
@@ -1,238 +0,0 @@
1
- import Shader from "../render/Shader";
2
- import { pbrPointLight, pbrDirectionalLight } 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 } from "../tools/TextureResourceDatabase";
9
-
10
- function getShaderProgramForLights(renderer, numLights) {
11
- if (this._programs[numLights]) {
12
- return this._programs[numLights];
13
- }
14
-
15
- const vshader = ShaderFunction.GetShaderCode(`precision mediump float;
16
- attribute vec3 inPosition;
17
- attribute vec3 inNormal;
18
- attribute vec2 inTexCoord;
19
- attribute vec3 inTangent;
20
-
21
- uniform mat4 uWorld;
22
- uniform mat4 uView;
23
- uniform mat4 uProj;
24
- uniform mat3 uNormMatrix;
25
-
26
- varying vec3 fragPos;
27
- varying vec3 fragNorm;
28
- varying vec2 fragTexCoord;
29
- varying vec3 fragTangent;
30
- varying vec3 fragBitangent;
31
- `,
32
- [
33
- new ShaderFunction('void','main','',`{
34
- fragPos = (uWorld * vec4(inPosition, 1.0)).xyz;
35
- fragNorm = normalize(uNormMatrix * inNormal);
36
- fragTangent = normalize(uNormMatrix * inTangent);
37
- fragBitangent = normalize(fragNorm * fragTangent);
38
- fragTexCoord = inTexCoord;
39
- gl_Position = uProj * uView * uWorld * vec4(inPosition,1.0);
40
- }`)
41
- ]);
42
-
43
- const fshader = ShaderFunction.GetShaderCode(`precision mediump float;
44
- varying vec3 fragPos;
45
- varying vec3 fragNorm;
46
- varying vec2 fragTexCoord;
47
- varying vec3 fragTangent;
48
- varying vec3 fragBitangent;
49
-
50
- uniform vec3 uCameraPos;
51
-
52
- uniform sampler2D uAlbedoTexture;
53
- uniform sampler2D uNormalTexture;
54
- uniform sampler2D uMetallicTexture;
55
- uniform sampler2D uRoughnessTexture;
56
-
57
- uniform vec4 uAlbedo;
58
- uniform float uMetallic;
59
- uniform float uRoughness;
60
-
61
- uniform vec2 uAlbedoScale;
62
- uniform vec2 uNormalScale;
63
- uniform vec2 uMetallicScale;
64
- uniform vec2 uRoughnessScale;
65
-
66
- uniform int uLightTypes[${numLights}];
67
- uniform vec3 uLightPositions[${numLights}];
68
- uniform vec3 uLightDirections[${numLights}];
69
- uniform vec3 uLightColors[${numLights}];
70
- uniform float uLightIntensities[${numLights}];
71
- `,
72
- [
73
- new ShaderFunction('void','main','',`{
74
- vec3 N = normalize(fragNorm);
75
- if (!gl_FrontFacing) {
76
- N = -N;
77
- }
78
- vec3 T = normalize(fragTangent);
79
- vec3 B = normalize(fragBitangent);
80
- mat3 TBN = mat3(T,B,N);
81
-
82
- vec3 albedo = texture2D(uAlbedoTexture, fragTexCoord * uAlbedoScale).rgb * uAlbedo.rgb;
83
- vec3 normal = texture2D(uNormalTexture, fragTexCoord * uNormalScale).rgb * 2.0 - 1.0;
84
- float metallic = texture2D(uMetallicTexture, fragTexCoord * uMetallicScale).r * uMetallic;
85
- float roughness = max(texture2D(uRoughnessTexture, fragTexCoord * uRoughnessScale).r * uRoughness, 0.05);
86
-
87
- N = normalize(TBN * normal);
88
- vec3 V = normalize(uCameraPos - fragPos);
89
-
90
- vec3 Lo = vec3(0.0);
91
- for (int i = 0; i < ${numLights}; ++i)
92
- {
93
- if (uLightTypes[i] == ${ LightType.POINT }) {
94
- Lo += pbrPointLight(
95
- uLightPositions[i], uLightColors[i] * uLightIntensities[i], fragPos, N, V,
96
- albedo, roughness, metallic);
97
- }
98
- else if (uLightTypes[i] == ${ LightType.DIRECTIONAL }) {
99
- Lo += pbrDirectionalLight(
100
- uLightDirections[i], uLightColors[i] * uLightIntensities[i], fragPos, N, V,
101
- albedo, roughness, metallic);
102
- }
103
- }
104
-
105
- vec3 ambient = vec3(0.03) * albedo;
106
- vec3 color = ambient + Lo;
107
- color = color / (color + vec3(1.0));
108
- color = pow(color, vec3(1.0/2.2));
109
-
110
- gl_FragColor = vec4(color,1.0);
111
- }`, [pbrPointLight, pbrDirectionalLight])
112
- ]);
113
-
114
- this._programs[numLights] = ShaderProgram.Create(renderer.gl,"PBRBasicLight",vshader,fshader);
115
- return this._programs[numLights];
116
- }
117
- export default class BasicPBRLightShader extends Shader {
118
- constructor(renderer) {
119
- super(renderer);
120
-
121
- this._lights = [];
122
-
123
- if (renderer.typeId !== "WebGL") {
124
- throw Error("PresentTextureShader is only compatible with WebGL renderer");
125
- }
126
-
127
- this._programs = {};
128
- }
129
-
130
- async load() {
131
- await createNormalTexture(this.renderer);
132
- }
133
-
134
- set cameraPosition(p) {
135
- this._cameraPosition = p;
136
- }
137
-
138
- set lights(l) {
139
- if (!l.length) {
140
- throw new Error("BasicPBRLightShader: Invalid light array set.");
141
- }
142
- this._lights = l;
143
- this._lightTypes = [];
144
- this._lightPositions = [];
145
- this._lightDirections = [];
146
- this._lightColors = [];
147
- this._lightIntensities = [];
148
- this._lights.forEach(light => {
149
- this._lightTypes.push(light.type);
150
- this._lightPositions.push(new Vec(light.position));
151
- this._lightDirections.push(new Vec(light.direction));
152
- this._lightColors.push(new Vec(light.color));
153
- this._lightIntensities.push(light.intensity);
154
- });
155
- this._program = getShaderProgramForLights.apply(this, [this.renderer, this._lights.length]);
156
- }
157
-
158
- get lights() {
159
- return this._lights;
160
- }
161
-
162
- updateLight(light,index) {
163
- if (light >= this._lights.length) {
164
- throw new Error("BasicPBRLightShader: Invalid light index updating light data");
165
- }
166
- this._lightTypes[index] = light.type;
167
- this._lightPositions[index] = new Vec(light.position);
168
- this._lightDirections[index] = new Vec(light.direction);
169
- this._lightColors[index] = new Vec(light.color);
170
- this._lightIntensities[index] = light.intensity;
171
- }
172
-
173
- updateLights(lights) {
174
- if (this._lights.length !== lights.length) {
175
- this.lights = lights;
176
- }
177
- else {
178
- lights.forEach((l,i) => this.updateLight(l,i));
179
- }
180
- }
181
-
182
- setup(plistRenderer,materialRenderer,modelMatrix,viewMatrix,projectionMatrix) {
183
- if (!this._program) {
184
- throw new Error("BasicPBRLightShader: lights array not specified");
185
- }
186
-
187
- const material = materialRenderer.material;
188
- this.renderer.state.shaderProgram = this._program;
189
-
190
- const normMatrix = Mat4.GetNormalMatrix(modelMatrix);
191
- this._program.bindMatrix('uNormMatrix', normMatrix);
192
- this._program.bindMatrix('uWorld', modelMatrix);
193
- this._program.bindMatrix('uView', viewMatrix);
194
- this._program.bindMatrix('uProj', projectionMatrix);
195
-
196
- if (!this._cameraPosition) {
197
- console.warn("Serious performance warning: camera position not set in BasicPBRLightShader. Extracting the camera position from the view matrix involves inverting the matrix.");
198
- this._program.bindVector('uCameraPos',Mat4.GetPosition(Mat4.GetInverted(viewMatrix)));
199
- }
200
- else {
201
- this._program.bindVector('uCameraPos',this._cameraPosition);
202
- }
203
-
204
- materialRenderer.bindTexture(this._program, 'diffuse', 'uAlbedoTexture', 0);
205
- materialRenderer.bindTexture(this._program, 'normal', 'uNormalTexture', 1, normalTexture(this.renderer));
206
- materialRenderer.bindTexture(this._program, 'metallic', 'uMetallicTexture', 2);
207
- materialRenderer.bindTexture(this._program, 'roughness', 'uRoughnessTexture', 3);
208
-
209
- materialRenderer.bindColor(this._program, 'diffuse', 'uAlbedo');
210
- materialRenderer.bindValue(this._program, 'metallic', 'uMetallic');
211
- materialRenderer.bindValue(this._program, 'roughness', 'uRoughness');
212
-
213
-
214
- this._program.bindVector("uAlbedoScale", material.diffuseScale);
215
- this._program.bindVector("uNormalScale", material.normalScale);
216
- this._program.bindVector("uMetallicScale", material.metallicScale);
217
- this._program.bindVector("uRoughnessScale", material.roughnessScale);
218
-
219
- this._lights.forEach((light,i) => {
220
- this._program.uniform1i(`uLightTypes[${i}]`, this._lightTypes[i]);
221
- this._program.bindVector(`uLightPositions[${i}]`, this._lightPositions[i]);
222
- this._program.bindVector(`uLightDirections[${i}]`, this._lightDirections[i]);
223
- this._program.bindVector(`uLightColors[${i}]`, this._lightColors[i].rgb);
224
- this._program.uniform1f(`uLightIntensities[${i}]`, this._lightIntensities[i]);
225
- });
226
-
227
- this._program.bindAttribs(plistRenderer, {
228
- position: "inPosition",
229
- normal: "inNormal",
230
- tex0: "inTexCoord",
231
- tangent: "inTangent"
232
- });
233
- }
234
-
235
- destroy() {
236
- ShaderProgram.Delete(this._program);
237
- }
238
- }
@@ -1,79 +0,0 @@
1
- import Vec from "../math/Vec";
2
- import Shader from "../render/Shader";
3
- import ShaderFunction from "./ShaderFunction";
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
- uniform mat4 uModelMatrix;
14
- uniform mat4 uViewMatrix;
15
- uniform mat4 uProjMatrix;
16
-
17
- varying vec2 fragTexCoord;
18
-
19
- void main() {
20
- fragTexCoord = texCoord;
21
- gl_Position = uProjMatrix * uViewMatrix * uModelMatrix * vec4(position, 1.0);
22
- }`,
23
-
24
- fragment: ShaderFunction.GetShaderCode(
25
- `precision mediump float;
26
-
27
- varying vec2 fragTexCoord;
28
- uniform vec4 uColor;
29
- uniform sampler2D uTexture;
30
- `,
31
- [
32
- new ShaderFunction('void','main','',`{
33
- vec4 color = texture2D(uTexture, fragTexCoord);
34
- gl_FragColor = uColor;
35
- }`)
36
- ])
37
- }
38
- }
39
-
40
- export default class DebugRenderShader extends Shader {
41
- constructor(renderer) {
42
- super(renderer);
43
-
44
- if (renderer.typeId !== "WebGL") {
45
- throw Error("DebugRenderShader is only compatible with WebGL renderer");
46
- }
47
- }
48
-
49
- async load() {
50
- const { gl } = this.renderer;
51
-
52
- this._program = new ShaderProgram(gl, "DebugRenderShader");
53
- this._program.attachVertexSource(g_code.webgl.vertex);
54
- this._program.attachFragmentSource(g_code.webgl.fragment);
55
- this._program.link();
56
- }
57
-
58
- setup(plistRenderer, materialRenderer, modelMatrix, viewMatrix, projMatrix) {
59
- const { gl } = this.renderer;
60
- const { material } = materialRenderer;
61
-
62
- this.renderer.state.shaderProgram = this._program;
63
- this._program.uniform1i("uTexture", 0);
64
- this._program.bindMatrix("uModelMatrix", modelMatrix);
65
- this._program.bindMatrix("uViewMatrix", viewMatrix);
66
- this._program.bindMatrix("uProjMatrix", projMatrix);
67
-
68
- if (material.diffuse instanceof Vec) {
69
- this._program.bindVector("uColor", material.diffuse);
70
- }
71
- else {
72
- console.warning("DebugRenderShader: material.diffuse is a Texture. This shader only supports as diffuse color.");
73
- }
74
-
75
- this._program.positionAttribPointer(plistRenderer.positionAttribParams("position"));
76
- this._program.texCoordAttribPointer(plistRenderer.texCoord0AttribParams("texCoord"));
77
-
78
- }
79
- }
@@ -1,69 +0,0 @@
1
- import Shader from "../render/Shader";
2
- import ShaderFunction from "./ShaderFunction";
3
- import ShaderProgram from "../render/webgl/ShaderProgram";
4
-
5
- const g_code = {
6
- webgl: {
7
- vertex: `precision mediump float;
8
- attribute vec3 position;
9
- attribute vec2 texCoord;
10
-
11
- uniform mat4 uModelMatrix;
12
- uniform mat4 uViewMatrix;
13
- uniform mat4 uProjMatrix;
14
-
15
- varying vec2 fragTexCoord;
16
-
17
- void main() {
18
- fragTexCoord = texCoord;
19
- gl_Position = uProjMatrix * uViewMatrix * uModelMatrix * vec4(position, 1.0);
20
- }`,
21
-
22
- fragment: ShaderFunction.GetShaderCode(
23
- `precision mediump float;
24
-
25
- varying vec2 fragTexCoord;
26
- `,
27
- [
28
- new ShaderFunction('void','main','',`{
29
- float d = gl_FragCoord.z / gl_FragCoord.w;
30
- gl_FragColor = vec4(d, d, d, 1.0);
31
- }`)
32
- ])
33
- }
34
- }
35
-
36
- export default class DepthRenderShader extends Shader {
37
- constructor(renderer) {
38
- super(renderer);
39
-
40
- if (renderer.typeId !== "WebGL") {
41
- throw Error("DepthRenderShader is only compatible with WebGL renderer");
42
- }
43
- }
44
-
45
- async load() {
46
- const { gl } = this.renderer;
47
-
48
- this._program = new ShaderProgram(gl, "DepthRenderShader");
49
- this._program.attachVertexSource(g_code.webgl.vertex);
50
- this._program.attachFragmentSource(g_code.webgl.fragment);
51
- this._program.link();
52
- }
53
-
54
- setup(plistRenderer, materialRenderer, modelMatrix, viewMatrix, projMatrix) {
55
- const { gl } = this.renderer;
56
- const { material } = materialRenderer;
57
-
58
- this.renderer.state.shaderProgram = this._program;
59
-
60
- this._program.bindMatrix("uModelMatrix", modelMatrix);
61
- this._program.bindMatrix("uViewMatrix", viewMatrix);
62
- this._program.bindMatrix("uProjMatrix", projMatrix);
63
-
64
- this._program.positionAttribPointer(plistRenderer.positionAttribParams("position"));
65
- this._program.texCoordAttribPointer(plistRenderer.texCoord0AttribParams("texCoord"));
66
- }
67
- }
68
-
69
-
@@ -1,99 +0,0 @@
1
-
2
- import Shader from "../render/Shader";
3
- import ShaderProgram from "../render/webgl/ShaderProgram";
4
- import Mat4 from "../math/Mat4";
5
- import Vec from "../math/Vec";
6
-
7
- const g_code = {
8
- webgl: {
9
- vertex: `precision mediump float;
10
-
11
- attribute vec3 vertPosition;
12
-
13
- uniform mat4 uMVP;
14
-
15
- varying vec3 fragNormal;
16
-
17
- void main() {
18
- gl_Position = uMVP * vec4(vertPosition, 1.0);
19
- fragNormal = normalize(vertPosition);
20
- }
21
- `,
22
-
23
- fragment: (sampleDelta) => `precision mediump float;
24
- varying vec3 fragNormal;
25
-
26
- uniform samplerCube uCubemap;
27
-
28
- void main() {
29
- vec3 normal = normalize(fragNormal);
30
- vec3 irradiance = vec3(0.0);
31
-
32
- vec3 up = vec3(0.0, 1.0, 0.0);
33
- vec3 right = cross(up, normal);
34
- up = cross(normal,right);
35
-
36
- float nrSamples = 0.0;
37
- for (float phi = 0.0; phi < ${ 2 * Math.PI }; phi += ${ sampleDelta })
38
- {
39
- for (float theta = 0.0; theta < ${ 0.5 * Math.PI }; theta += ${ sampleDelta })
40
- {
41
- // Spherical to cartesian
42
- vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
43
-
44
- // tangent space to world space
45
- vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
46
-
47
- irradiance += textureCube(uCubemap, sampleVec).rgb * cos(theta) * sin(theta);
48
- nrSamples++;
49
- }
50
- }
51
- irradiance = ${ Math.PI } * irradiance * (1.0 / float(nrSamples));
52
-
53
- gl_FragColor = vec4(irradiance, 1.0);
54
- }`
55
- }
56
- };
57
-
58
- export default class IrradianceMapCubeShader extends Shader {
59
- constructor(renderer) {
60
- super(renderer);
61
-
62
- if (renderer.typeId !== "WebGL") {
63
- throw Error("PresentTextureShader is only compatible with WebGL renderer");
64
- }
65
- }
66
-
67
- async load() {
68
- const { gl } = this.renderer;
69
-
70
- this._program = new ShaderProgram(gl, "IrradianceMapCubeShader");
71
- this._program.attachVertexSource(g_code.webgl.vertex);
72
- this._program.attachFragmentSource(g_code.webgl.fragment(0.1));
73
- this._program.link();
74
- }
75
-
76
- setup(plistRenderer, materialRenderer, modelMatrix, viewMatrix, projectionMatrix) {
77
- const { material } = materialRenderer;
78
- const { gl } = this.renderer;
79
- this.renderer.state.shaderProgram = this._program;
80
-
81
- const mvp = Mat4.Mult(projectionMatrix, viewMatrix);
82
- this._program.uniformMatrix4fv('uMVP', false, mvp);
83
-
84
- gl.activeTexture(gl.TEXTURE0);
85
- this._program.uniform1i('uCubemap', 0);
86
- if (material.diffuse instanceof Vec) {
87
- throw new Error("Invalid material configuration in IrradianceMapCubeShader: diffuse component must be a cube map texture");
88
- }
89
- const webglTexture = materialRenderer.getTextureRenderer('diffuse').getApiObject();
90
- gl.bindTexture(gl.TEXTURE_CUBE_MAP, webglTexture);
91
-
92
- this._program.positionAttribPointer(plistRenderer.positionAttribParams("vertPosition"));
93
- }
94
-
95
- destroy() {
96
- ShaderProgram.Delete(this._program);
97
- this._program = null;
98
- }
99
- }