bg2e-js 2.2.11 → 2.2.12

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "bg2e-js",
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- "version": "2.2.11",
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+ "version": "2.2.12",
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  "description": "a graphics engine for productivity applications",
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  "main": "./dist/bg2e-js.js",
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  "types": "./src/index.ts",
@@ -2,39 +2,64 @@ import Shader from "../render/Shader";
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  import ShaderFunction from "./ShaderFunction";
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  import ShaderProgram from "../render/webgl/ShaderProgram";
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  import PolyListRenderer from '../render/PolyListRenderer';
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- import MaterialRenderer from '../render/MaterialRenderer';
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+ import MaterialRenderer from '../render/webgl/MaterialRenderer';
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  import Mat4 from "../math/Mat4";
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  import Renderer from "../render/Renderer";
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  import WebGLRenderer from "../render/webgl/Renderer";
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  import WebGLPolyListRenderer from "../render/webgl/PolyListRenderer";
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+ import { getUniformsFunctions, getColorCorrectionFunctions } from "./webgl";
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  const g_code = {
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  webgl: {
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  vertex: `precision mediump float;
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  attribute vec3 position;
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  attribute vec2 texCoord;
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+ attribute vec2 texCoord2;
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  uniform mat4 uModelMatrix;
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  uniform mat4 uViewMatrix;
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  uniform mat4 uProjMatrix;
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  varying vec2 fragTexCoord;
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+ varying vec2 fragTexCoord2;
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  void main() {
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  fragTexCoord = texCoord;
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+ fragTexCoord2 = texCoord2;
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  gl_Position = uProjMatrix * uViewMatrix * uModelMatrix * vec4(position, 1.0);
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  }`,
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  fragment: ShaderFunction.GetShaderCode(
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  `precision mediump float;
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+
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+ uniform vec4 uAlbedo;
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+ uniform float uAlphaCutoff;
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+ uniform sampler2D uAlbedoTexture;
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+ uniform vec2 uAlbedoScale;
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+ uniform int uAlbedoMap;
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  varying vec2 fragTexCoord;
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+ varying vec2 fragTexCoord2;
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  `,
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  [
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  new ShaderFunction('void','main','',`{
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- float d = gl_FragCoord.z / gl_FragCoord.w;
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- gl_FragColor = vec4(d, d, d, 1.0);
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- }`)
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+ PBRMaterialData mat;
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+ mat.albedo = uAlbedo;
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+ mat.albedoScale = uAlbedoScale;
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+ mat.albedoUVSet = uAlbedoMap;
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+ vec4 albedo = sampleAlbedo(uAlbedoTexture, fragTexCoord, fragTexCoord2, mat, 1.8);
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+
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+ if (albedo.a < uAlphaCutoff) {
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+ discard;
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+ }
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+ else {
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+ float d = gl_FragCoord.z / gl_FragCoord.w;
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+ gl_FragColor = vec4(d, d, d, 1.0);
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+ }
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+ }`, [
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+ ...getColorCorrectionFunctions(),
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+ ...getUniformsFunctions()
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+ ])
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  ])
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  }
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  }
@@ -70,15 +95,26 @@ export default class DepthRenderShader extends Shader {
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  throw new Error("DepthRenderShader: shader program is not loaded");
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  }
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+ const material = materialRenderer.material;
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+ materialRenderer.mergeTextures();
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+
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  const rend = this.renderer as WebGLRenderer;
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  rend.state.shaderProgram = this._program;
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  this._program.bindMatrix("uModelMatrix", modelMatrix);
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  this._program.bindMatrix("uViewMatrix", viewMatrix);
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  this._program.bindMatrix("uProjMatrix", projMatrix);
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+
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+ materialRenderer.bindTexture(this._program, "albedoTexture", "uAlbedoTexture", 0);
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+ materialRenderer.bindColor(this._program, "albedo", "uAlbedo");
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+ this._program.uniform1i("uAlbedoMap", material.albedoUV);
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+ this._program.bindVector("uAlbedoScale", material.albedoScale);
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+ this._program.uniform1f("uAlphaCutoff", material.alphaCutoff);
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+
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  this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams("position"));
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  this._program.texCoordAttribPointer((plistRenderer as WebGLPolyListRenderer).texCoord0AttribParams("texCoord"));
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+ this._program.texCoordAttribPointer((plistRenderer as WebGLPolyListRenderer).texCoord1AttribParams("texCoord2"));
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  }
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  destroy() {