bg2e-js 2.1.2 → 2.2.0

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 (147) hide show
  1. package/dist/bg2e-js.js +7031 -6989
  2. package/dist/bg2e-js.js.map +1 -1
  3. package/package.json +20 -2
  4. package/src/app/AppController.ts +39 -0
  5. package/src/app/Bg2KeyboardEvent.ts +54 -0
  6. package/src/app/Bg2MouseEvent.ts +82 -0
  7. package/src/app/Bg2TouchEvent.ts +18 -0
  8. package/src/app/Canvas.ts +108 -0
  9. package/src/app/EventBase.ts +10 -0
  10. package/src/app/MainLoop.ts +273 -0
  11. package/src/app/index.ts +25 -0
  12. package/src/base/Color.ts +134 -0
  13. package/src/base/Environment.ts +183 -0
  14. package/src/base/Light.ts +192 -0
  15. package/src/base/Material.ts +616 -0
  16. package/src/base/PolyList.ts +365 -0
  17. package/src/base/Texture.ts +620 -0
  18. package/src/base/index.ts +81 -0
  19. package/src/db/Bg2LoaderPlugin.ts +129 -0
  20. package/src/db/DBPluginApi.ts +48 -0
  21. package/src/db/Loader.ts +116 -0
  22. package/src/db/LoaderPlugin.ts +34 -0
  23. package/src/db/MtlParser.ts +7 -0
  24. package/src/db/ObjLoaderPlugin.ts +55 -0
  25. package/src/db/ObjParser.ts +252 -0
  26. package/src/db/ObjWriterPlugin.ts +19 -0
  27. package/src/db/VitscnjLoaderPlugin.ts +100 -0
  28. package/src/db/Writer.ts +52 -0
  29. package/src/db/WriterPlugin.ts +22 -0
  30. package/src/db/index.ts +44 -0
  31. package/src/debug/DebugRenderer.ts +173 -0
  32. package/src/debug/WebGLTextureViewer.ts +75 -0
  33. package/src/debug/index.ts +7 -0
  34. package/src/index.html +11 -0
  35. package/src/index.ts +33 -0
  36. package/src/manipulation/SelectionBuffer.ts +82 -0
  37. package/src/manipulation/SelectionHighlight.ts +85 -0
  38. package/src/manipulation/SelectionIdAssignVisitor.ts +97 -0
  39. package/src/manipulation/SelectionManager.ts +166 -0
  40. package/src/manipulation/SelectionMode.ts +6 -0
  41. package/src/math/Mat3.ts +259 -0
  42. package/src/math/Mat4.ts +706 -0
  43. package/src/math/MatrixStrategy.ts +25 -0
  44. package/src/math/Quat.ts +65 -0
  45. package/src/math/Vec.ts +753 -0
  46. package/src/math/constants.ts +47 -0
  47. package/src/math/functions.ts +103 -0
  48. package/src/math/index.ts +74 -0
  49. package/src/phsics/joint.ts +137 -0
  50. package/src/primitives/arrow.ts +58 -0
  51. package/src/primitives/cone.ts +138 -0
  52. package/src/primitives/cube.ts +60 -0
  53. package/src/primitives/cylinder.ts +216 -0
  54. package/src/primitives/index.ts +13 -0
  55. package/src/primitives/plane.ts +31 -0
  56. package/src/primitives/sphere.ts +809 -0
  57. package/src/render/BRDFIntegrationMap.ts +4 -0
  58. package/src/render/Environment.ts +136 -0
  59. package/src/render/FrameBuffer.ts +35 -0
  60. package/src/render/MaterialRenderer.ts +34 -0
  61. package/src/render/Pipeline.ts +109 -0
  62. package/src/render/PolyListRenderer.ts +47 -0
  63. package/src/render/RenderBuffer.ts +197 -0
  64. package/src/render/RenderQueue.ts +199 -0
  65. package/src/render/RenderState.ts +116 -0
  66. package/src/render/Renderer.ts +248 -0
  67. package/src/render/SceneAppController.ts +238 -0
  68. package/src/render/SceneRenderer.ts +373 -0
  69. package/src/render/Shader.ts +32 -0
  70. package/src/render/ShadowRenderer.ts +176 -0
  71. package/src/render/SkyCube.ts +106 -0
  72. package/src/render/SkySphere.ts +118 -0
  73. package/src/render/TextureMergerRenderer.ts +70 -0
  74. package/src/render/TextureRenderer.ts +34 -0
  75. package/src/render/index.ts +67 -0
  76. package/src/render/webgl/FrameBuffer.ts +10 -0
  77. package/src/render/webgl/MaterialRenderer.ts +113 -0
  78. package/src/render/webgl/Pipeline.ts +89 -0
  79. package/src/render/webgl/PolyListRenderer.ts +260 -0
  80. package/src/render/webgl/RenderBuffer.ts +227 -0
  81. package/src/render/webgl/Renderer.ts +262 -0
  82. package/src/render/webgl/SceneRenderer.ts +68 -0
  83. package/src/render/webgl/ShaderProgram.ts +424 -0
  84. package/src/render/webgl/ShadowRenderer.ts +6 -0
  85. package/src/render/webgl/SkyCube.ts +16 -0
  86. package/src/render/webgl/SkySphere.ts +16 -0
  87. package/src/render/webgl/State.ts +152 -0
  88. package/src/render/webgl/TextureRenderer.ts +167 -0
  89. package/src/render/webgl/VertexBuffer.ts +137 -0
  90. package/src/render/webgl/index.ts +35 -0
  91. package/src/scene/Camera.ts +458 -0
  92. package/src/scene/Chain.ts +44 -0
  93. package/src/scene/ChainJoint.ts +58 -0
  94. package/src/scene/Component.ts +173 -0
  95. package/src/scene/ComponentMap.ts +107 -0
  96. package/src/scene/Drawable.ts +154 -0
  97. package/src/scene/EnvironmentComponent.ts +142 -0
  98. package/src/scene/FindNodeVisitor.ts +60 -0
  99. package/src/scene/LightComponent.ts +155 -0
  100. package/src/scene/MatrixState.ts +46 -0
  101. package/src/scene/Node.ts +314 -0
  102. package/src/scene/NodeVisitor.ts +15 -0
  103. package/src/scene/OrbitCameraController.ts +450 -0
  104. package/src/scene/SmoothOrbitCameraController.ts +99 -0
  105. package/src/scene/Transform.ts +73 -0
  106. package/src/scene/index.ts +57 -0
  107. package/src/shaders/BasicDiffuseColorShader.ts +111 -0
  108. package/src/shaders/BasicPBRLightShader.ts +277 -0
  109. package/src/shaders/DebugRenderShader.ts +98 -0
  110. package/src/shaders/DepthRenderShader.ts +91 -0
  111. package/src/shaders/IrradianceMapCubeShader.ts +116 -0
  112. package/src/shaders/PBRLightIBLShader.ts +487 -0
  113. package/src/shaders/PickSelectionShader.ts +101 -0
  114. package/src/shaders/PresentDebugFramebufferShader.ts +118 -0
  115. package/src/shaders/PresentTextureShader.ts +99 -0
  116. package/src/shaders/SelectionHighlightShader.ts +127 -0
  117. package/src/shaders/ShaderFunction.ts +318 -0
  118. package/src/shaders/SkyCubeShader.ts +94 -0
  119. package/src/shaders/SkySphereShader.ts +102 -0
  120. package/src/shaders/SpecularMapCubeShader.ts +165 -0
  121. package/src/shaders/TextureMergerShader.ts +171 -0
  122. package/src/shaders/index.ts +37 -0
  123. package/src/shaders/webgl/color_correction.glsl +47 -0
  124. package/src/shaders/webgl/constants.glsl +6 -0
  125. package/src/shaders/webgl/index.ts +70 -0
  126. package/src/shaders/webgl/normal_map.glsl +9 -0
  127. package/src/shaders/webgl/pbr.glsl +173 -0
  128. package/src/shaders/webgl/uniforms.glsl +91 -0
  129. package/src/shaders/webgl_shader_lib.ts +213 -0
  130. package/src/tools/BinaryResourceProvider.ts +14 -0
  131. package/src/tools/ImageResourceProvider.ts +66 -0
  132. package/src/tools/MaterialModifier.ts +276 -0
  133. package/src/tools/Resource.ts +203 -0
  134. package/src/tools/ResourceProvider.ts +69 -0
  135. package/src/tools/TextResourceProvider.ts +24 -0
  136. package/src/tools/TextureCache.ts +52 -0
  137. package/src/tools/TextureResourceDatabase.ts +100 -0
  138. package/src/tools/UserAgent.ts +362 -0
  139. package/src/tools/VideoResourceProvider.ts +50 -0
  140. package/src/tools/WriteStrategy.ts +22 -0
  141. package/src/tools/base64.ts +11 -0
  142. package/src/tools/crypto.ts +19 -0
  143. package/src/tools/endiantess.ts +13 -0
  144. package/src/tools/image.ts +18 -0
  145. package/src/tools/index.ts +41 -0
  146. package/src/tools/processType.ts +38 -0
  147. package/src/vite-env.d.ts +12 -0
@@ -0,0 +1,424 @@
1
+ import Mat4 from "../../math/Mat4";
2
+ import Mat3 from "../../math/Mat3";
3
+ import { TextureTarget, TextureTargetName } from "../../base/Texture";
4
+ import type PolyListRenderer from "./PolyListRenderer";
5
+ import type TextureRenderer from "./TextureRenderer";
6
+ import Vec from "../../math/Vec";
7
+
8
+ export const ShaderType = {
9
+ VERTEX: 0,
10
+ FRAGMENT: 1
11
+ };
12
+
13
+ interface WebGLProgramWithExtras extends WebGLProgram {
14
+ __shaderProgram__?: ShaderProgram;
15
+ __id__?: symbol;
16
+ }
17
+
18
+ const g_programId = new WeakMap<WebGLProgram, symbol>();
19
+
20
+ function getProgramId(program: WebGLProgram): symbol {
21
+ let id = g_programId.get(program);
22
+ if (!id) {
23
+ id = Symbol();
24
+ g_programId.set(program, id);
25
+ }
26
+ return id;
27
+ }
28
+
29
+
30
+ export default class ShaderProgram {
31
+ private _gl: WebGLRenderingContext;
32
+ private _name: string;
33
+ private _program: WebGLProgram | null;
34
+ private _attribLocations: { [key: string]: number };
35
+ private _uniformLocations: { [key: string]: WebGLUniformLocation | null };
36
+ private _failed: boolean;
37
+
38
+ protected destroy(): void {
39
+ delete (this._program as WebGLProgramWithExtras).__shaderProgram__;
40
+ this._gl.deleteProgram(this._program);
41
+ this._program = null;
42
+ }
43
+
44
+ static Create(gl: WebGLRenderingContext, name: string, vertexCode: string | string[], fragmentCode: string | string[]): ShaderProgram {
45
+ if (!vertexCode || !fragmentCode) {
46
+ throw new Error("ShaderProgram.Create(): Invalid vertex or fragment code");
47
+ }
48
+ const result = new ShaderProgram(gl, name);
49
+ if (!Array.isArray(vertexCode)) {
50
+ vertexCode = [vertexCode];
51
+ }
52
+ if (!Array.isArray(fragmentCode)) {
53
+ fragmentCode = [fragmentCode];
54
+ }
55
+ vertexCode.forEach(shaderCode => result.attachVertexSource(shaderCode));
56
+ fragmentCode.forEach(shaderCode => result.attachFragmentSource(shaderCode));
57
+ result.link();
58
+ return result;
59
+ }
60
+
61
+ static GetShaderProgram(glProgram: WebGLProgram): ShaderProgram | null {
62
+ return (glProgram as WebGLProgramWithExtras).__shaderProgram__ || null;
63
+ }
64
+
65
+ static Delete(shaderProgram: ShaderProgram): void {
66
+ shaderProgram.destroy();
67
+ }
68
+
69
+ constructor(gl: WebGLRenderingContext, name: string = "") {
70
+ this._gl = gl;
71
+ this._name = name;
72
+ this._program = gl.createProgram();
73
+ (this._program as WebGLProgramWithExtras).__id__ = getProgramId(this._program);
74
+ (this._program as WebGLProgramWithExtras).__shaderProgram__ = this;
75
+ this._attribLocations = {};
76
+ this._uniformLocations = {};
77
+ this._failed = false;
78
+ }
79
+
80
+ get program(): WebGLProgram | null {
81
+ return this._program;
82
+ }
83
+
84
+ get name(): string {
85
+ return this._name;
86
+ }
87
+
88
+ attachSource(src: string, type: number): void {
89
+ if (this._failed || !this._program) {
90
+ return;
91
+ }
92
+
93
+ const gl = this._gl;
94
+ if (type === ShaderType.VERTEX) {
95
+ type = gl.VERTEX_SHADER;
96
+ }
97
+ else if (type === ShaderType.FRAGMENT) {
98
+ type = gl.FRAGMENT_SHADER;
99
+ }
100
+ const shader = gl.createShader(type);
101
+ if (!shader) return;
102
+ gl.shaderSource(shader, src);
103
+ gl.compileShader(shader);
104
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
105
+ this._failed = true;
106
+ const debugCode = src.split(/\r?\n/)
107
+ .map((line,i) => `${i + 1} | ${line}`)
108
+ .join('\n');
109
+ throw new Error(`Error compiling shader: \n${gl.getShaderInfoLog(shader)}
110
+ ${debugCode}
111
+ `);
112
+ }
113
+ gl.attachShader(this._program, shader);
114
+ }
115
+
116
+ attachVertexSource(src: string): void {
117
+ this.attachSource(src, ShaderType.VERTEX);
118
+ }
119
+
120
+ attachFragmentSource(src: string): void {
121
+ this.attachSource(src, ShaderType.FRAGMENT);
122
+ }
123
+
124
+ link(): void {
125
+ if (this._failed || !this._program) {
126
+ return;
127
+ }
128
+ const gl = this._gl;
129
+ gl.linkProgram(this._program);
130
+ if (!gl.getProgramParameter(this._program, gl.LINK_STATUS)) {
131
+ throw new Error(`Error linking program: \n${gl.getProgramInfoLog(this._program)}`);
132
+ }
133
+ }
134
+
135
+ useProgram(): void {
136
+ this._gl.useProgram(this._program);
137
+ }
138
+
139
+ getAttribLocation(name: string): number {
140
+ if (!this._program) return -1;
141
+ this._attribLocations[name] = this._attribLocations[name] || this._gl.getAttribLocation(this._program, name);
142
+ return this._attribLocations[name];
143
+ }
144
+
145
+ checkInvalidLocations(): boolean {
146
+ let status = true;
147
+ for (const name in this._attribLocations) {
148
+ if (this._attribLocations[name] == -1) {
149
+ console.warn(`Invalid attrib location for name '${name}'`);
150
+ status = false;
151
+ }
152
+ }
153
+ return status;
154
+ }
155
+
156
+ getUniformLocation(name: string): WebGLUniformLocation | null {
157
+ if (!this._program) return null;
158
+ this._uniformLocations[name] = this._gl.getUniformLocation(this._program, name);
159
+ return this._uniformLocations[name];
160
+ }
161
+
162
+ vertexAttribPointer(name: string, size: number, format: number, normalize: boolean, stride: number, offset: number): void {
163
+ const location = this.getAttribLocation(name);
164
+ this._gl.vertexAttribPointer(location, size, format, normalize, stride, offset);
165
+ }
166
+
167
+ enableVertexAttribArray(name: string): void {
168
+ const location = this.getAttribLocation(name);
169
+ this._gl.enableVertexAttribArray(location);
170
+ }
171
+
172
+ positionAttribPointer({ name, stride, size = 3, offset = 0, enable = false, bytesPerElement = Float32Array.BYTES_PER_ELEMENT }: {
173
+ name: string;
174
+ stride: number;
175
+ size?: number;
176
+ offset?: number;
177
+ enable?: boolean;
178
+ bytesPerElement?: number;
179
+ }): void {
180
+ this.vertexAttribPointer(name, size, this._gl.FLOAT, false, stride * bytesPerElement, offset * bytesPerElement);
181
+ if (enable) {
182
+ this.enableVertexAttribArray(name);
183
+ }
184
+ }
185
+
186
+ normalAttribPointer({ name, size = 3, stride, offset = 0, enable = false, bytesPerElement = Float32Array.BYTES_PER_ELEMENT }: {
187
+ name: string;
188
+ size?: number;
189
+ stride: number;
190
+ offset?: number;
191
+ enable?: boolean;
192
+ bytesPerElement?: number;
193
+ }): void {
194
+ this.vertexAttribPointer(name, size, this._gl.FLOAT, true, stride * bytesPerElement, offset * bytesPerElement);
195
+ if (enable) {
196
+ this.enableVertexAttribArray(name);
197
+ }
198
+ }
199
+
200
+ tangentAttribPointer({ name, size = 3, stride, offset = 0, enable = false, bytesPerElement = Float32Array.BYTES_PER_ELEMENT }: {
201
+ name: string;
202
+ size?: number;
203
+ stride: number;
204
+ offset?: number;
205
+ enable?: boolean;
206
+ bytesPerElement?: number;
207
+ }): void {
208
+ this.vertexAttribPointer(name, size, this._gl.FLOAT, true, stride * bytesPerElement, offset * bytesPerElement);
209
+ if (enable) {
210
+ this.enableVertexAttribArray(name);
211
+ }
212
+ }
213
+
214
+ texCoordAttribPointer({ name, stride, offset, enable = false, bytesPerElement = Float32Array.BYTES_PER_ELEMENT }: {
215
+ name: string;
216
+ stride: number;
217
+ offset: number;
218
+ enable?: boolean;
219
+ bytesPerElement?: number;
220
+ }): void {
221
+ this.vertexAttribPointer(name, 2, this._gl.FLOAT, false, stride * bytesPerElement, offset * bytesPerElement);
222
+ if (enable) {
223
+ this.enableVertexAttribArray(name);
224
+ }
225
+ }
226
+
227
+ colorAttribPointer({ name, size = 4, stride, offset = 0, enable = false, bytesPerElement = Float32Array.BYTES_PER_ELEMENT }: {
228
+ name: string;
229
+ size?: number;
230
+ stride: number;
231
+ offset?: number;
232
+ enable?: boolean;
233
+ bytesPerElement?: number;
234
+ }): void {
235
+ this.vertexAttribPointer(name, size, this._gl.FLOAT, false, stride * bytesPerElement, offset * bytesPerElement);
236
+ if (enable) {
237
+ this.enableVertexAttribArray(name);
238
+ }
239
+ }
240
+
241
+ uniformMatrix2fv(name: string, transpose: boolean, value: Float32List): void {
242
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
243
+ this._gl.uniformMatrix2fv(location, transpose, value);
244
+ }
245
+
246
+ uniformMatrix3fv(name: string, transpose: boolean, value: Float32List): void {
247
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
248
+ this._gl.uniformMatrix3fv(location, transpose, value);
249
+ }
250
+
251
+ uniformMatrix4fv(name: string, transpose: boolean, value: Float32List): void {
252
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
253
+ this._gl.uniformMatrix4fv(location, transpose, value);
254
+ }
255
+
256
+ uniform1f(name: string, v0: number): void {
257
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
258
+ this._gl.uniform1f(location, v0);
259
+ }
260
+
261
+ uniform1fv(name: string, value: Float32List): void {
262
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
263
+ this._gl.uniform1fv(location, value);
264
+ }
265
+
266
+ uniform1i(name: string, v0: number): void {
267
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
268
+ this._gl.uniform1i(location, v0);
269
+ }
270
+
271
+ uniform1iv(name: string, value: Int32List): void {
272
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
273
+ this._gl.uniform1iv(location, value);
274
+ }
275
+
276
+ uniform2f(name: string, v0: number, v1: number): void {
277
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
278
+ this._gl.uniform2f(location, v0, v1);
279
+ }
280
+
281
+ uniform2fv(name: string, value: Float32List): void {
282
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
283
+ this._gl.uniform2fv(location, value);
284
+ }
285
+
286
+ uniform2i(name: string, v0: number, v1: number): void {
287
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
288
+ this._gl.uniform2i(location, v0, v1);
289
+ }
290
+
291
+ uniform2iv(name: string, value: Int32List): void {
292
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
293
+ this._gl.uniform2iv(location, value);
294
+ }
295
+
296
+ uniform3f(name: string, v0: number, v1: number, v2: number): void {
297
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
298
+ this._gl.uniform3f(location, v0, v1, v2);
299
+ }
300
+
301
+ uniform3fv(name: string, value: Float32List): void {
302
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
303
+ this._gl.uniform3fv(location, value);
304
+ }
305
+
306
+ uniform3i(name: string, v0: number, v1: number, v2: number): void {
307
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
308
+ this._gl.uniform3i(location, v0, v1, v2);
309
+ }
310
+
311
+ uniform3iv(name: string, value: Int32List): void {
312
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
313
+ this._gl.uniform3iv(location, value);
314
+ }
315
+
316
+ uniform4f(name: string, v0: number, v1: number, v2: number, v3: number): void {
317
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
318
+ this._gl.uniform4f(location, v0, v1, v2, v3);
319
+ }
320
+
321
+ uniform4fv(name: string, value: Float32List): void {
322
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
323
+ this._gl.uniform4fv(location, value);
324
+ }
325
+
326
+ uniform4i(name: string, v0: number, v1: number, v2: number, v3: number): void {
327
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
328
+ this._gl.uniform4i(location, v0, v1, v2, v3);
329
+ }
330
+
331
+ uniform4iv(name: string, value: Int32List): void {
332
+ const location = this._uniformLocations[name] || this.getUniformLocation(name);
333
+ this._gl.uniform4iv(location, value);
334
+ }
335
+
336
+ // Utility functions
337
+ bindAttribs(polyListRenderer: PolyListRenderer, {
338
+ position,
339
+ normal = null,
340
+ tex0 = null,
341
+ tex1 = null,
342
+ tex2 = null,
343
+ color = null,
344
+ tangent = null
345
+ }: {
346
+ position: string;
347
+ normal?: string | null;
348
+ tex0?: string | null;
349
+ tex1?: string | null;
350
+ tex2?: string | null;
351
+ color?: string | null;
352
+ tangent?: string | null;
353
+ }): void {
354
+ this.positionAttribPointer(polyListRenderer.positionAttribParams(position));
355
+ if (normal) {
356
+ this.normalAttribPointer(polyListRenderer.normalAttribParams(normal));
357
+ }
358
+ if (tex0) {
359
+ this.texCoordAttribPointer(polyListRenderer.texCoord0AttribParams(tex0));
360
+ }
361
+ if (tex1) {
362
+ this.texCoordAttribPointer(polyListRenderer.texCoord1AttribParams(tex1));
363
+ }
364
+ if (tex2) {
365
+ this.texCoordAttribPointer(polyListRenderer.texCoord2AttribParams(tex2));
366
+ }
367
+ if (tangent) {
368
+ this.tangentAttribPointer(polyListRenderer.tangentAttribParams(tangent));
369
+ }
370
+ if (color) {
371
+ this.colorAttribPointer(polyListRenderer.colorAttribParams(color));
372
+ }
373
+ }
374
+
375
+ bindMatrix(uniformName: string, matrix: Mat4 | Mat3): void {
376
+ if (matrix instanceof Mat4) {
377
+ this.uniformMatrix4fv(uniformName, false, matrix);
378
+ }
379
+ else if (matrix instanceof Mat3) {
380
+ this.uniformMatrix3fv(uniformName, false, matrix);
381
+ }
382
+ }
383
+
384
+ bindVector(uniformName: string, vec: Vec | number[]): void {
385
+ switch (vec.length) {
386
+ case 2:
387
+ this.uniform2fv(uniformName, vec);
388
+ break;
389
+ case 3:
390
+ this.uniform3fv(uniformName, vec);
391
+ break;
392
+ case 4:
393
+ this.uniform4fv(uniformName, vec);
394
+ break;
395
+ default:
396
+ throw new Error("ShaderProgram.bindVector(): invalid vector size");
397
+ }
398
+ }
399
+
400
+ bindTexture(uniformName: string, textureRenderer: TextureRenderer, textureUnit: number): void {
401
+ const gl = this._gl;
402
+ const webglTexture = textureRenderer.getApiObject();
403
+
404
+ gl.activeTexture(gl.TEXTURE0 + textureUnit);
405
+ switch (textureRenderer.texture.target) {
406
+ case TextureTarget.TEXTURE_2D:
407
+ gl.bindTexture(gl.TEXTURE_2D, webglTexture);
408
+ break;
409
+ case TextureTarget.CUBE_MAP:
410
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, webglTexture);
411
+ break;
412
+ }
413
+ this.uniform1i(uniformName, textureUnit);
414
+ }
415
+
416
+ validate(): void {
417
+ if (!this._program) return;
418
+ const gl = this._gl;
419
+ gl.validateProgram(this._program);
420
+ if (!gl.getProgramParameter(this._program, gl.VALIDATE_STATUS)) {
421
+ throw new Error(`Error validating program:\n${gl.getProgramInfoLog(this._program)}`);
422
+ }
423
+ }
424
+ }
@@ -0,0 +1,6 @@
1
+ import ShadowRenderer from "../ShadowRenderer";
2
+
3
+
4
+ export default class WebGLShadowRenderer extends ShadowRenderer {
5
+
6
+ }
@@ -0,0 +1,16 @@
1
+ import SkyCube from "../SkyCube";
2
+ import WebGLRenderer from "./Renderer";
3
+
4
+ export default class WebGLSkyCube extends SkyCube {
5
+ draw() {
6
+ const { state } = this.renderer as WebGLRenderer;
7
+ if (!this._renderState) {
8
+ throw new Error("SkyCube.draw(): the render state is not updated");
9
+ }
10
+
11
+ const dm = state.depthMask;
12
+ state.depthMask = false;
13
+ this._renderState.draw();
14
+ state.depthMask = dm;
15
+ }
16
+ }
@@ -0,0 +1,16 @@
1
+ import SkySphere from "../SkySphere";
2
+ import WebGLRenderer from "./Renderer";
3
+
4
+ export default class WebGLSkySphere extends SkySphere {
5
+ draw() {
6
+ const renderer = this.renderer as WebGLRenderer;
7
+ if (!this._renderState) {
8
+ throw new Error("SkySphere.draw(): the render state is not updated");
9
+ }
10
+
11
+ const dm = renderer.state.depthMask;
12
+ renderer.state.depthMask = false;
13
+ this._renderState.draw();
14
+ renderer.state.depthMask = dm;
15
+ }
16
+ }
@@ -0,0 +1,152 @@
1
+
2
+ import Vec from "../../math/Vec";
3
+ import ShaderProgram from "./ShaderProgram";
4
+ import type Renderer from "./Renderer";
5
+
6
+ export default class State {
7
+
8
+ private _renderer: Renderer;
9
+
10
+ get CW(): number { return this.gl.CW; }
11
+ get CCW(): number { return this.gl.CCW; }
12
+ get FRONT(): number { return this.gl.FRONT; }
13
+ get BACK(): number { return this.gl.BACK; }
14
+ get FRONT_AND_BACK(): number { return this.gl.FRONT_AND_BACK; }
15
+
16
+ constructor(renderer: Renderer) {
17
+ this._renderer = renderer;
18
+
19
+ this.cullFaceEnabled = true;
20
+ }
21
+
22
+ get renderer(): Renderer {
23
+ return this._renderer;
24
+ }
25
+
26
+ get gl(): WebGLRenderingContext {
27
+ return this._renderer.gl;
28
+ }
29
+
30
+ get viewport(): Vec {
31
+ return new Vec(this.gl.getParameter(this.gl.VIEWPORT));
32
+ }
33
+
34
+ get maxViewportDims(): Vec {
35
+ return new Vec(this.gl.getParameter(this.gl.MAX_VIEWPORT_DIMS));
36
+ }
37
+
38
+ set viewport(vp: Vec | number[]) {
39
+ if (vp.length === 2) {
40
+ this.gl.viewport(0, 0, vp[0], vp[1]);
41
+ }
42
+ else if (vp.length >=4) {
43
+ this.gl.viewport(vp[0], vp[1], vp[2], vp[3]);
44
+ }
45
+ else {
46
+ throw new Error("Invalid parameter setting viewport");
47
+ }
48
+ }
49
+
50
+ set clearColor(c: Vec | number[]) {
51
+ if (c.length<4) {
52
+ throw new Error("Invalid parameter setting clear color");
53
+ }
54
+
55
+ this.gl.clearColor(c[0],c[1],c[2],c[3]);
56
+ }
57
+
58
+ get clearColor(): Vec {
59
+ return new Vec(this.gl.getParameter(this.gl.COLOR_CLEAR_VALUE));
60
+ }
61
+
62
+ set clearDepth(d: number) {
63
+ this.gl.clearDepth(d);
64
+ }
65
+
66
+ get clearDepth(): number {
67
+ return this.gl.getParameter(this.gl.DEPTH_CLEAR_VALUE);
68
+ }
69
+
70
+ set clearStencil(s: number) {
71
+ this.gl.clearStencil(s);
72
+ }
73
+
74
+ get clearStencil(): number {
75
+ return this.gl.getParameter(this.gl.STENCIL_CLEAR_VALUE);
76
+ }
77
+
78
+ get depthMask(): boolean {
79
+ return this.gl.getParameter(this.gl.DEPTH_WRITEMASK);
80
+ }
81
+
82
+ set depthMask(m: boolean) {
83
+ this.gl.depthMask(m);
84
+ }
85
+
86
+ set frontFace(ff: number) {
87
+ this.gl.frontFace(ff);
88
+ }
89
+
90
+ get frontFace(): number {
91
+ return this.gl.getParameter(this.gl.FRONT_FACE);
92
+ }
93
+
94
+ set cullFace(cf: number) {
95
+ this.gl.cullFace(cf);
96
+ }
97
+
98
+ get cullFace(): number {
99
+ return this.gl.getParameter(this.gl.CULL_FACE_MODE);
100
+ }
101
+
102
+ set depthTestEnabled(e: boolean) {
103
+ e ? this.gl.enable(this.gl.DEPTH_TEST) :
104
+ this.gl.disable(this.gl.DEPTH_TEST);
105
+ }
106
+
107
+ get depthTestEnabled(): boolean {
108
+ return this.gl.getParameter(this.gl.DEPTH_TEST);
109
+ }
110
+
111
+ set cullFaceEnabled(e: boolean) {
112
+ e ? this.gl.enable(this.gl.CULL_FACE) :
113
+ this.gl.disable(this.gl.CULL_FACE);
114
+ }
115
+
116
+ get blendEnabled(): boolean {
117
+ return this.gl.getParameter(this.gl.BLEND);
118
+ }
119
+
120
+ set blendEnabled(b: boolean) {
121
+ b ? this.gl.enable(this.gl.BLEND) :
122
+ this.gl.disable(this.gl.BLEND);
123
+ }
124
+
125
+ get cullFaceEnabled(): boolean {
126
+ return this.gl.getParameter(this.gl.CULL_FACE);
127
+ }
128
+
129
+ set shaderProgram(program: ShaderProgram) {
130
+ program.useProgram();
131
+ }
132
+
133
+ get shaderProgram(): ShaderProgram | null {
134
+ const glProgram = this.gl.getParameter(this.gl.CURRENT_PROGRAM);
135
+ if (glProgram) {
136
+ return ShaderProgram.GetShaderProgram(glProgram);
137
+ }
138
+ else {
139
+ return null;
140
+ }
141
+ }
142
+
143
+ clear({ color = true, depth = true, stencil = false}: { color?: boolean, depth?: boolean, stencil?: boolean } = {}): void {
144
+ const clearValues = (color ? this.gl.COLOR_BUFFER_BIT : 0) |
145
+ (depth ? this.gl.DEPTH_BUFFER_BIT : 0) |
146
+ (stencil ? this.gl.STENCIL_BUFFER_BIT : 0);
147
+ this.gl.clear(clearValues);
148
+ }
149
+
150
+
151
+
152
+ }