bg2e-js 2.1.2 → 2.2.1

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 +619 -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 +1,111 @@
1
+ import Shader from "../render/Shader";
2
+ import ShaderProgram from "../render/webgl/ShaderProgram";
3
+ import Texture, { ProceduralTextureFunction } from "../base/Texture";
4
+ import Vec from "../math/Vec";
5
+ import PolyListRenderer from '../render/PolyListRenderer';
6
+ import MaterialRenderer from '../render/MaterialRenderer';
7
+ import Mat4 from "../math/Mat4";
8
+ import Renderer from "../render/Renderer";
9
+ import WebGLRenderer from "../render/webgl/Renderer";
10
+ import WebGLPolyListRenderer from "../render/webgl/PolyListRenderer";
11
+ import TextureRenderer from "../render/TextureRenderer";
12
+ import WebGLTextureRenderer from "../render/webgl/TextureRenderer";
13
+
14
+ const g_code = {
15
+ webgl: {
16
+ vertex: `precision mediump float;
17
+
18
+ attribute vec3 vertPosition;
19
+ attribute vec2 t0Position;
20
+
21
+ varying vec2 fragT0Pos;
22
+
23
+ uniform mat4 mWorld;
24
+ uniform mat4 mView;
25
+ uniform mat4 mProj;
26
+
27
+ void main() {
28
+ fragT0Pos = t0Position;
29
+ gl_Position = mProj * mView * mWorld * vec4(vertPosition, 1.0);
30
+ }`,
31
+
32
+ fragment: `
33
+ precision mediump float;
34
+
35
+ varying vec2 fragT0Pos;
36
+
37
+ uniform vec3 uFixedColor;
38
+ uniform sampler2D uTexture;
39
+
40
+ void main() {
41
+ vec4 texColor = texture2D(uTexture, fragT0Pos);
42
+ gl_FragColor = vec4(texColor.rgb * uFixedColor, 1.0);
43
+ }`
44
+ }
45
+ }
46
+
47
+ export default class BasicDiffuseColorShader extends Shader {
48
+ protected _program: ShaderProgram | null = null;
49
+ protected _whiteTexture!: Texture;
50
+ protected _whiteTextureRenderer!: TextureRenderer;
51
+
52
+ constructor(renderer: Renderer) {
53
+ super(renderer);
54
+
55
+ if (renderer.typeId !== "WebGL") {
56
+ throw Error("BasicDiffuseColorShader is only compatible with WebGL renderer");
57
+ }
58
+ }
59
+
60
+ async load() {
61
+ const { gl } = (this.renderer as WebGLRenderer);
62
+ this._program = new ShaderProgram(gl, "BasicDiffuseColorShader");
63
+ this._program.attachVertexSource(g_code.webgl.vertex);
64
+ this._program.attachFragmentSource(g_code.webgl.fragment);
65
+ this._program.link();
66
+
67
+ this._whiteTexture = new Texture();
68
+ this._whiteTexture.proceduralFunction = ProceduralTextureFunction.PLAIN_COLOR;
69
+ this._whiteTexture.proceduralParameters = [1,1,1,1];
70
+ this._whiteTexture.size = new Vec(4,4);
71
+ await this._whiteTexture.loadImageData();
72
+ this._whiteTextureRenderer = this.renderer.factory.texture(this._whiteTexture);
73
+ }
74
+
75
+ setup(
76
+ plistRenderer: PolyListRenderer,
77
+ materialRenderer: MaterialRenderer,
78
+ modelMatrix: Mat4,
79
+ viewMatrix: Mat4,
80
+ projectionMatrix: Mat4
81
+ ) {
82
+ if (!this._program) {
83
+ throw new Error("BasicDiffuseColorShader: shader program is not loaded");
84
+ }
85
+
86
+ const { material } = materialRenderer;
87
+ const rend = this.renderer as WebGLRenderer;
88
+ rend.state.shaderProgram = this._program;
89
+
90
+ this._program.uniformMatrix4fv('mWorld', false, modelMatrix);
91
+ this._program.uniformMatrix4fv('mView', false, viewMatrix);
92
+ this._program.uniformMatrix4fv('mProj', false, projectionMatrix);
93
+
94
+ this._program.uniform1i('uTexture', 0);
95
+ let texRenderer = materialRenderer.getTextureRenderer('albedoTexture') || this._whiteTextureRenderer;
96
+ this._program.uniform3fv('uFixedColor', material.albedo.rgb);
97
+
98
+ (texRenderer as WebGLTextureRenderer).activeTexture(0);
99
+ (texRenderer as WebGLTextureRenderer).bindTexture();
100
+
101
+ this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams("vertPosition"));
102
+ this._program.texCoordAttribPointer((plistRenderer as WebGLPolyListRenderer).texCoord0AttribParams("t0Position"));
103
+ }
104
+
105
+ destroy() {
106
+ if (this._program) {
107
+ ShaderProgram.Delete(this._program);
108
+ this._program = null;
109
+ }
110
+ }
111
+ }
@@ -0,0 +1,277 @@
1
+ import Shader from "../render/Shader";
2
+
3
+ // TODO: Deprecated. Use ./webgl/index.ts instead
4
+ import { pbrPointLight, pbrDirectionalLight } from './webgl_shader_lib';
5
+
6
+ import {
7
+ getColorCorrectionFunctions,
8
+ getNormalMapFunctions,
9
+ getPBRFunctions,
10
+ getUniformsFunctions,
11
+ replaceConstants
12
+ } from "./webgl";
13
+
14
+ import ShaderFunction from "./ShaderFunction";
15
+ import ShaderProgram from "../render/webgl/ShaderProgram";
16
+ import Mat4 from "../math/Mat4";
17
+ import Vec from "../math/Vec";
18
+ import Light, { LightType } from "../base/Light";
19
+ import { createNormalTexture, normalTexture } from "../tools/TextureResourceDatabase";
20
+ import PolyListRenderer from '../render/PolyListRenderer';
21
+ import MaterialRenderer from '../render/MaterialRenderer';
22
+ import Renderer from "../render/Renderer";
23
+ import WebGLRenderer from "../render/webgl/Renderer";
24
+ import WebGLMaterialRenderer from "../render/webgl/MaterialRenderer";
25
+ import WebGLPolyListRenderer from "../render/webgl/PolyListRenderer";
26
+
27
+ function getShaderProgramForLights(this: BasicPBRLightShader, renderer: Renderer, numLights: number): ShaderProgram {
28
+ const r = renderer as WebGLRenderer;
29
+
30
+ if (this._programs[numLights]) {
31
+ return this._programs[numLights];
32
+ }
33
+
34
+ const vshader = ShaderFunction.GetShaderCode(`precision mediump float;
35
+ attribute vec3 inPosition;
36
+ attribute vec3 inNormal;
37
+ attribute vec2 inTexCoord;
38
+ attribute vec3 inTangent;
39
+
40
+ uniform mat4 uWorld;
41
+ uniform mat4 uView;
42
+ uniform mat4 uProj;
43
+ uniform mat3 uNormMatrix;
44
+
45
+ varying vec3 fragPos;
46
+ varying vec3 fragNorm;
47
+ varying vec2 fragTexCoord;
48
+ varying vec3 fragTangent;
49
+ varying vec3 fragBitangent;
50
+ `,
51
+ [
52
+ new ShaderFunction('void','main','',`{
53
+ fragPos = (uWorld * vec4(inPosition, 1.0)).xyz;
54
+ fragNorm = normalize(uNormMatrix * inNormal);
55
+ fragTangent = normalize(uNormMatrix * inTangent);
56
+ fragBitangent = normalize(fragNorm * fragTangent);
57
+ fragTexCoord = inTexCoord;
58
+ gl_Position = uProj * uView * uWorld * vec4(inPosition,1.0);
59
+ }`)
60
+ ]);
61
+
62
+ const fshader = ShaderFunction.GetShaderCode(`precision mediump float;
63
+ varying vec3 fragPos;
64
+ varying vec3 fragNorm;
65
+ varying vec2 fragTexCoord;
66
+ varying vec3 fragTangent;
67
+ varying vec3 fragBitangent;
68
+
69
+ uniform vec3 uCameraPos;
70
+
71
+ uniform sampler2D uAlbedoTexture;
72
+ uniform sampler2D uNormalTexture;
73
+ uniform sampler2D uMetallicTexture;
74
+ uniform sampler2D uRoughnessTexture;
75
+
76
+ uniform vec4 uAlbedo;
77
+ uniform float uMetallic;
78
+ uniform float uRoughness;
79
+
80
+ uniform vec2 uAlbedoScale;
81
+ uniform vec2 uNormalScale;
82
+ uniform vec2 uMetallicScale;
83
+ uniform vec2 uRoughnessScale;
84
+
85
+ uniform int uLightTypes[${numLights}];
86
+ uniform vec3 uLightPositions[${numLights}];
87
+ uniform vec3 uLightDirections[${numLights}];
88
+ uniform vec3 uLightColors[${numLights}];
89
+ uniform float uLightIntensities[${numLights}];
90
+ `,
91
+ [
92
+ new ShaderFunction('void','main','',`{
93
+ vec3 N = normalize(fragNorm);
94
+ if (!gl_FrontFacing) {
95
+ N = -N;
96
+ }
97
+ vec3 T = normalize(fragTangent);
98
+ vec3 B = normalize(fragBitangent);
99
+ mat3 TBN = mat3(T,B,N);
100
+
101
+ vec3 albedo = texture2D(uAlbedoTexture, fragTexCoord * uAlbedoScale).rgb * uAlbedo.rgb;
102
+ vec3 normal = texture2D(uNormalTexture, fragTexCoord * uNormalScale).rgb * 2.0 - 1.0;
103
+ float metallic = texture2D(uMetallicTexture, fragTexCoord * uMetallicScale).r * uMetallic;
104
+ float roughness = max(texture2D(uRoughnessTexture, fragTexCoord * uRoughnessScale).r * uRoughness, 0.05);
105
+
106
+ N = normalize(TBN * normal);
107
+ vec3 V = normalize(uCameraPos - fragPos);
108
+
109
+ vec3 Lo = vec3(0.0);
110
+ for (int i = 0; i < ${numLights}; ++i)
111
+ {
112
+ if (uLightTypes[i] == ${ LightType.POINT }) {
113
+ Lo += pbrPointLight(
114
+ uLightPositions[i], uLightColors[i] * uLightIntensities[i], fragPos, N, V,
115
+ albedo, roughness, metallic, vec3(1.0));
116
+ }
117
+ else if (uLightTypes[i] == ${ LightType.DIRECTIONAL }) {
118
+ Lo += pbrDirectionalLight(
119
+ uLightDirections[i], uLightColors[i] * uLightIntensities[i], fragPos, N, V,
120
+ albedo, roughness, metallic, vec3(1.0), vec3(1.0));
121
+ }
122
+ }
123
+
124
+ vec3 ambient = vec3(0.03) * albedo;
125
+ vec3 color = ambient + Lo;
126
+ color = color / (color + vec3(1.0));
127
+ color = pow(color, vec3(1.0/2.2));
128
+
129
+ gl_FragColor = vec4(color,1.0);
130
+ }`, [pbrPointLight, pbrDirectionalLight])
131
+ ]);
132
+
133
+ this._programs[numLights] = ShaderProgram.Create(r.gl,"PBRBasicLight",vshader,fshader);
134
+ return this._programs[numLights];
135
+ }
136
+ export default class BasicPBRLightShader extends Shader {
137
+ protected _programs: { [key: number]: ShaderProgram };
138
+ protected _lights: Light[];
139
+ protected _lightTypes: LightType[] = [];
140
+ protected _lightPositions: Vec[] = [];
141
+ protected _lightDirections: Vec[] = [];
142
+ protected _lightColors: Vec[] = [];
143
+ protected _lightIntensities: number[] = [];
144
+ protected _cameraPosition: Vec | null = null;
145
+ protected _program: ShaderProgram | null = null;
146
+
147
+ constructor(renderer: Renderer) {
148
+ super(renderer);
149
+
150
+ this._lights = [];
151
+
152
+ if (renderer.typeId !== "WebGL") {
153
+ throw Error("BasicPBRLightShader is only compatible with WebGL renderer");
154
+ }
155
+
156
+ this._programs = {};
157
+ }
158
+
159
+ async load() {
160
+ await createNormalTexture(this.renderer);
161
+ }
162
+
163
+ set cameraPosition(p: Vec) {
164
+ this._cameraPosition = p;
165
+ }
166
+
167
+ set lights(l: Light[]) {
168
+ if (!l.length) {
169
+ throw new Error("BasicPBRLightShader: Invalid light array set.");
170
+ }
171
+ this._lights = l;
172
+ this._lightTypes = [];
173
+ this._lightPositions = [];
174
+ this._lightDirections = [];
175
+ this._lightColors = [];
176
+ this._lightIntensities = [];
177
+ this._lights.forEach(light => {
178
+ this._lightTypes.push(light.type);
179
+ this._lightPositions.push(new Vec(light.position));
180
+ this._lightDirections.push(new Vec(light.direction));
181
+ this._lightColors.push(new Vec(light.color));
182
+ this._lightIntensities.push(light.intensity);
183
+ });
184
+ this._program = getShaderProgramForLights.apply(this, [this.renderer, this._lights.length]);
185
+ }
186
+
187
+ get lights() {
188
+ return this._lights;
189
+ }
190
+
191
+ updateLight(light: Light, index: number) {
192
+ if (index >= this._lights.length) {
193
+ throw new Error("BasicPBRLightShader: Invalid light index updating light data");
194
+ }
195
+ this._lightTypes[index] = light.type;
196
+ this._lightPositions[index] = new Vec(light.position);
197
+ this._lightDirections[index] = new Vec(light.direction);
198
+ this._lightColors[index] = new Vec(light.color);
199
+ this._lightIntensities[index] = light.intensity;
200
+ }
201
+
202
+ updateLights(lights: Light[]) {
203
+ if (this._lights.length !== lights.length) {
204
+ this.lights = lights;
205
+ }
206
+ else {
207
+ lights.forEach((l,i) => this.updateLight(l,i));
208
+ }
209
+ }
210
+
211
+ setup(
212
+ plistRenderer: PolyListRenderer,
213
+ materialRenderer: MaterialRenderer,
214
+ modelMatrix: Mat4,
215
+ viewMatrix: Mat4,
216
+ projectionMatrix: Mat4
217
+ ) {
218
+ if (!this._program) {
219
+ throw new Error("BasicPBRLightShader: lights array not specified");
220
+ }
221
+
222
+ const material = materialRenderer.material;
223
+ const rend = this.renderer as WebGLRenderer;
224
+ rend.state.shaderProgram = this._program;
225
+
226
+ const normMatrix = Mat4.GetNormalMatrix(modelMatrix);
227
+ this._program.bindMatrix('uNormMatrix', normMatrix);
228
+ this._program.bindMatrix('uWorld', modelMatrix);
229
+ this._program.bindMatrix('uView', viewMatrix);
230
+ this._program.bindMatrix('uProj', projectionMatrix);
231
+
232
+ if (!this._cameraPosition) {
233
+ console.warn("Serious performance warning: camera position not set in BasicPBRLightShader. Extracting the camera position from the view matrix involves inverting the matrix.");
234
+ this._program.bindVector('uCameraPos',Mat4.GetPosition(Mat4.GetInverted(viewMatrix)));
235
+ }
236
+ else {
237
+ this._program.bindVector('uCameraPos',this._cameraPosition);
238
+ }
239
+
240
+ (materialRenderer as WebGLMaterialRenderer).bindTexture(this._program, 'albedoTexture', 'uAlbedoTexture', 0);
241
+ (materialRenderer as WebGLMaterialRenderer).bindTexture(this._program, 'normalTexture', 'uNormalTexture', 1, normalTexture(this.renderer));
242
+ (materialRenderer as WebGLMaterialRenderer).bindTexture(this._program, 'metalnessTexture', 'uMetallicTexture', 2);
243
+ (materialRenderer as WebGLMaterialRenderer).bindTexture(this._program, 'roughnessTexture', 'uRoughnessTexture', 3);
244
+
245
+ (materialRenderer as WebGLMaterialRenderer).bindColor(this._program, 'albedo', 'uAlbedo');
246
+ (materialRenderer as WebGLMaterialRenderer).bindValue(this._program, 'metalness', 'uMetallic');
247
+ (materialRenderer as WebGLMaterialRenderer).bindValue(this._program, 'roughness', 'uRoughness');
248
+
249
+
250
+ this._program.bindVector("uAlbedoScale", material.albedoScale);
251
+ this._program.bindVector("uNormalScale", material.normalScale);
252
+ this._program.bindVector("uMetallicScale", material.metalnessScale);
253
+ this._program.bindVector("uRoughnessScale", material.roughnessScale);
254
+
255
+ this._lights.forEach((light,i) => {
256
+ this._program?.uniform1i(`uLightTypes[${i}]`, this._lightTypes[i]);
257
+ this._program?.bindVector(`uLightPositions[${i}]`, this._lightPositions[i]);
258
+ this._program?.bindVector(`uLightDirections[${i}]`, this._lightDirections[i]);
259
+ this._program?.bindVector(`uLightColors[${i}]`, this._lightColors[i].rgb);
260
+ this._program?.uniform1f(`uLightIntensities[${i}]`, this._lightIntensities[i]);
261
+ });
262
+
263
+ this._program.bindAttribs(plistRenderer as WebGLPolyListRenderer, {
264
+ position: "inPosition",
265
+ normal: "inNormal",
266
+ tex0: "inTexCoord",
267
+ tangent: "inTangent"
268
+ });
269
+ }
270
+
271
+ destroy() {
272
+ if (this._program) {
273
+ ShaderProgram.Delete(this._program);
274
+ this._program = null;
275
+ }
276
+ }
277
+ }
@@ -0,0 +1,98 @@
1
+ import Shader from "../render/Shader";
2
+ import ShaderFunction from "./ShaderFunction";
3
+ import ShaderProgram from "../render/webgl/ShaderProgram";
4
+ import PolyListRenderer from '../render/PolyListRenderer';
5
+ import MaterialRenderer from '../render/MaterialRenderer';
6
+ import Mat4 from "../math/Mat4";
7
+ import Renderer from "../render/Renderer";
8
+ import WebGLRenderer from "../render/webgl/Renderer";
9
+ import WebGLPolyListRenderer from "../render/webgl/PolyListRenderer";
10
+
11
+ const g_code = {
12
+ webgl: {
13
+ vertex: `precision mediump float;
14
+
15
+ attribute vec3 position;
16
+ attribute vec2 texCoord;
17
+
18
+ uniform mat4 uModelMatrix;
19
+ uniform mat4 uViewMatrix;
20
+ uniform mat4 uProjMatrix;
21
+
22
+ varying vec2 fragTexCoord;
23
+
24
+ void main() {
25
+ fragTexCoord = texCoord;
26
+ gl_Position = uProjMatrix * uViewMatrix * uModelMatrix * vec4(position, 1.0);
27
+ }`,
28
+
29
+ fragment: ShaderFunction.GetShaderCode(
30
+ `precision mediump float;
31
+
32
+ varying vec2 fragTexCoord;
33
+ uniform vec4 uColor;
34
+ uniform sampler2D uTexture;
35
+ `,
36
+ [
37
+ new ShaderFunction('void','main','',`{
38
+ vec4 color = texture2D(uTexture, fragTexCoord);
39
+ gl_FragColor = uColor;
40
+ }`)
41
+ ])
42
+ }
43
+ }
44
+
45
+ export default class DebugRenderShader extends Shader {
46
+ protected _program: ShaderProgram | null = null;
47
+
48
+ constructor(renderer: Renderer) {
49
+ super(renderer);
50
+
51
+ if (renderer.typeId !== "WebGL") {
52
+ throw Error("DebugRenderShader is only compatible with WebGL renderer");
53
+ }
54
+ }
55
+
56
+ async load() {
57
+ const { gl } = (this.renderer as WebGLRenderer);
58
+
59
+ this._program = new ShaderProgram(gl, "DebugRenderShader");
60
+ this._program.attachVertexSource(g_code.webgl.vertex);
61
+ this._program.attachFragmentSource(g_code.webgl.fragment);
62
+ this._program.link();
63
+ }
64
+
65
+ setup(
66
+ plistRenderer: PolyListRenderer,
67
+ materialRenderer: MaterialRenderer,
68
+ modelMatrix: Mat4,
69
+ viewMatrix: Mat4,
70
+ projMatrix: Mat4
71
+ ) {
72
+ if (!this._program) {
73
+ throw new Error("DebugRenderShader: shader program is not loaded");
74
+ }
75
+
76
+ const { material } = materialRenderer;
77
+ const rend = this.renderer as WebGLRenderer;
78
+
79
+ rend.state.shaderProgram = this._program;
80
+ this._program.uniform1i("uTexture", 0);
81
+ this._program.bindMatrix("uModelMatrix", modelMatrix);
82
+ this._program.bindMatrix("uViewMatrix", viewMatrix);
83
+ this._program.bindMatrix("uProjMatrix", projMatrix);
84
+
85
+ this._program.bindVector("uColor", material.albedo);
86
+
87
+ this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams("position"));
88
+ this._program.texCoordAttribPointer((plistRenderer as WebGLPolyListRenderer).texCoord0AttribParams("texCoord"));
89
+
90
+ }
91
+
92
+ destroy() {
93
+ if (this._program) {
94
+ ShaderProgram.Delete(this._program);
95
+ this._program = null;
96
+ }
97
+ }
98
+ }
@@ -0,0 +1,91 @@
1
+ import Shader from "../render/Shader";
2
+ import ShaderFunction from "./ShaderFunction";
3
+ import ShaderProgram from "../render/webgl/ShaderProgram";
4
+ import PolyListRenderer from '../render/PolyListRenderer';
5
+ import MaterialRenderer from '../render/MaterialRenderer';
6
+ import Mat4 from "../math/Mat4";
7
+ import Renderer from "../render/Renderer";
8
+ import WebGLRenderer from "../render/webgl/Renderer";
9
+ import WebGLPolyListRenderer from "../render/webgl/PolyListRenderer";
10
+
11
+ const g_code = {
12
+ webgl: {
13
+ vertex: `precision mediump float;
14
+ attribute vec3 position;
15
+ attribute vec2 texCoord;
16
+
17
+ uniform mat4 uModelMatrix;
18
+ uniform mat4 uViewMatrix;
19
+ uniform mat4 uProjMatrix;
20
+
21
+ varying vec2 fragTexCoord;
22
+
23
+ void main() {
24
+ fragTexCoord = texCoord;
25
+ gl_Position = uProjMatrix * uViewMatrix * uModelMatrix * vec4(position, 1.0);
26
+ }`,
27
+
28
+ fragment: ShaderFunction.GetShaderCode(
29
+ `precision mediump float;
30
+
31
+ varying vec2 fragTexCoord;
32
+ `,
33
+ [
34
+ new ShaderFunction('void','main','',`{
35
+ float d = gl_FragCoord.z / gl_FragCoord.w;
36
+ gl_FragColor = vec4(d, d, d, 1.0);
37
+ }`)
38
+ ])
39
+ }
40
+ }
41
+
42
+ export default class DepthRenderShader extends Shader {
43
+ protected _program: ShaderProgram | null = null;
44
+
45
+ constructor(renderer: Renderer) {
46
+ super(renderer);
47
+
48
+ if (renderer.typeId !== "WebGL") {
49
+ throw Error("DepthRenderShader is only compatible with WebGL renderer");
50
+ }
51
+ }
52
+
53
+ async load() {
54
+ const { gl } = (this.renderer as WebGLRenderer);
55
+
56
+ this._program = new ShaderProgram(gl, "DepthRenderShader");
57
+ this._program.attachVertexSource(g_code.webgl.vertex);
58
+ this._program.attachFragmentSource(g_code.webgl.fragment);
59
+ this._program.link();
60
+ }
61
+
62
+ setup(
63
+ plistRenderer: PolyListRenderer,
64
+ materialRenderer: MaterialRenderer,
65
+ modelMatrix: Mat4,
66
+ viewMatrix: Mat4,
67
+ projMatrix: Mat4
68
+ ) {
69
+ if (!this._program) {
70
+ throw new Error("DepthRenderShader: shader program is not loaded");
71
+ }
72
+
73
+ const rend = this.renderer as WebGLRenderer;
74
+ rend.state.shaderProgram = this._program;
75
+
76
+ this._program.bindMatrix("uModelMatrix", modelMatrix);
77
+ this._program.bindMatrix("uViewMatrix", viewMatrix);
78
+ this._program.bindMatrix("uProjMatrix", projMatrix);
79
+
80
+ this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams("position"));
81
+ this._program.texCoordAttribPointer((plistRenderer as WebGLPolyListRenderer).texCoord0AttribParams("texCoord"));
82
+ }
83
+
84
+ destroy() {
85
+ if (this._program) {
86
+ ShaderProgram.Delete(this._program);
87
+ this._program = null;
88
+ }
89
+ }
90
+ }
91
+
@@ -0,0 +1,116 @@
1
+
2
+ import Shader from "../render/Shader";
3
+ import ShaderProgram from "../render/webgl/ShaderProgram";
4
+ import PolyListRenderer from '../render/PolyListRenderer';
5
+ import MaterialRenderer from '../render/MaterialRenderer';
6
+ import Mat4 from "../math/Mat4";
7
+ import Renderer from "../render/Renderer";
8
+ import WebGLRenderer from "../render/webgl/Renderer";
9
+ import WebGLTextureRenderer from "../render/webgl/TextureRenderer";
10
+ import WebGLPolyListRenderer from "../render/webgl/PolyListRenderer";
11
+
12
+ const g_code = {
13
+ webgl: {
14
+ vertex: `precision mediump float;
15
+
16
+ attribute vec3 vertPosition;
17
+
18
+ uniform mat4 uMVP;
19
+
20
+ varying vec3 fragNormal;
21
+
22
+ void main() {
23
+ gl_Position = uMVP * vec4(vertPosition, 1.0);
24
+ fragNormal = normalize(vertPosition);
25
+ }
26
+ `,
27
+
28
+ fragment: (sampleDelta: number) => `precision mediump float;
29
+ varying vec3 fragNormal;
30
+
31
+ uniform samplerCube uCubemap;
32
+
33
+ void main() {
34
+ vec3 normal = normalize(fragNormal);
35
+ vec3 irradiance = vec3(0.0);
36
+
37
+ vec3 up = vec3(0.0, 1.0, 0.0);
38
+ vec3 right = cross(up, normal);
39
+ up = cross(normal,right);
40
+
41
+ float nrSamples = 0.0;
42
+ for (float phi = 0.0; phi < ${ 2 * Math.PI }; phi += ${ sampleDelta })
43
+ {
44
+ for (float theta = 0.0; theta < ${ 0.5 * Math.PI }; theta += ${ sampleDelta })
45
+ {
46
+ // Spherical to cartesian
47
+ vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
48
+
49
+ // tangent space to world space
50
+ vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
51
+
52
+ irradiance += textureCube(uCubemap, sampleVec).rgb * cos(theta) * sin(theta);
53
+ nrSamples++;
54
+ }
55
+ }
56
+ irradiance = ${ Math.PI } * irradiance * (1.0 / float(nrSamples));
57
+
58
+ gl_FragColor = vec4(irradiance, 1.0);
59
+ }`
60
+ }
61
+ };
62
+
63
+ export default class IrradianceMapCubeShader extends Shader {
64
+ protected _program: ShaderProgram | null = null;
65
+
66
+ constructor(renderer: Renderer) {
67
+ super(renderer);
68
+
69
+ if (renderer.typeId !== "WebGL") {
70
+ throw Error("IrradianceMapCubeShader is only compatible with WebGL renderer");
71
+ }
72
+ }
73
+
74
+ async load() {
75
+ const { gl } = (this.renderer as WebGLRenderer);
76
+
77
+ this._program = new ShaderProgram(gl, "IrradianceMapCubeShader");
78
+ this._program.attachVertexSource(g_code.webgl.vertex);
79
+ this._program.attachFragmentSource(g_code.webgl.fragment(0.1));
80
+ this._program.link();
81
+ }
82
+
83
+ setup(
84
+ plistRenderer: PolyListRenderer,
85
+ materialRenderer: MaterialRenderer,
86
+ modelMatrix: Mat4,
87
+ viewMatrix: Mat4,
88
+ projectionMatrix: Mat4
89
+ ) {
90
+ if (!this._program) {
91
+ throw new Error("IrradianceMapCubeShader: shader program is not loaded");
92
+ }
93
+
94
+ const rend = this.renderer as WebGLRenderer;
95
+ const { gl } = rend;
96
+ rend.state.shaderProgram = this._program;
97
+
98
+ const mvp = Mat4.Mult(projectionMatrix, viewMatrix);
99
+ this._program.uniformMatrix4fv('uMVP', false, mvp);
100
+
101
+ gl.activeTexture(gl.TEXTURE0);
102
+ this._program.uniform1i('uCubemap', 0);
103
+
104
+ const webglTexture = (materialRenderer.getTextureRenderer('albedoTexture') as WebGLTextureRenderer).getApiObject();
105
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, webglTexture);
106
+
107
+ this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams("vertPosition"));
108
+ }
109
+
110
+ destroy() {
111
+ if (this._program) {
112
+ ShaderProgram.Delete(this._program);
113
+ this._program = null;
114
+ }
115
+ }
116
+ }