bg2e-js 2.3.11 → 2.3.13
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.
- package/dist/bg2e-js.js +356 -326
- package/dist/bg2e-js.js.map +1 -1
- package/package.json +56 -56
- package/src/app/AppController.ts +39 -39
- package/src/app/Bg2KeyboardEvent.ts +54 -54
- package/src/app/Bg2MouseEvent.ts +82 -82
- package/src/app/Bg2TouchEvent.ts +18 -18
- package/src/app/Canvas.ts +108 -108
- package/src/app/EventBase.ts +10 -10
- package/src/app/MainLoop.ts +273 -273
- package/src/app/index.ts +24 -24
- package/src/base/Color.ts +134 -134
- package/src/base/Environment.ts +183 -183
- package/src/base/Light.ts +192 -192
- package/src/base/Material.ts +620 -620
- package/src/base/PolyList.ts +365 -365
- package/src/base/Texture.ts +620 -620
- package/src/base/index.ts +81 -81
- package/src/db/Bg2LoaderPlugin.ts +143 -143
- package/src/db/DBPluginApi.ts +48 -48
- package/src/db/Loader.ts +116 -116
- package/src/db/LoaderPlugin.ts +34 -34
- package/src/db/MtlParser.ts +7 -7
- package/src/db/ObjLoaderPlugin.ts +54 -54
- package/src/db/ObjParser.ts +252 -252
- package/src/db/ObjWriterPlugin.ts +18 -18
- package/src/db/VitscnjLoaderPlugin.ts +112 -112
- package/src/db/Writer.ts +52 -52
- package/src/db/WriterPlugin.ts +22 -22
- package/src/db/index.ts +44 -44
- package/src/debug/DebugRenderer.ts +173 -173
- package/src/debug/WebGLTextureViewer.ts +75 -75
- package/src/debug/index.ts +6 -6
- package/src/index.html +11 -11
- package/src/index.ts +33 -33
- package/src/manipulation/SelectionBuffer.ts +81 -81
- package/src/manipulation/SelectionHighlight.ts +105 -84
- package/src/manipulation/SelectionIdAssignVisitor.ts +96 -96
- package/src/manipulation/SelectionManager.ts +196 -188
- package/src/manipulation/SelectionMode.ts +6 -6
- package/src/math/Mat3.ts +259 -259
- package/src/math/Mat4.ts +710 -710
- package/src/math/MatrixStrategy.ts +25 -25
- package/src/math/Quat.ts +65 -65
- package/src/math/Vec.ts +753 -753
- package/src/math/constants.ts +46 -46
- package/src/math/functions.ts +103 -103
- package/src/math/index.ts +74 -74
- package/src/phsics/joint.ts +137 -137
- package/src/primitives/arrow.ts +57 -57
- package/src/primitives/cone.ts +138 -138
- package/src/primitives/cube.ts +60 -60
- package/src/primitives/cylinder.ts +216 -216
- package/src/primitives/index.ts +13 -13
- package/src/primitives/plane.ts +31 -31
- package/src/primitives/sphere.ts +809 -809
- package/src/react/useBg2e.ts +69 -69
- package/src/render/BRDFIntegrationMap.ts +4 -4
- package/src/render/Environment.ts +135 -135
- package/src/render/FrameBuffer.ts +35 -35
- package/src/render/MaterialRenderer.ts +34 -34
- package/src/render/Pipeline.ts +108 -108
- package/src/render/PolyListRenderer.ts +47 -47
- package/src/render/RenderBuffer.ts +197 -197
- package/src/render/RenderQueue.ts +198 -198
- package/src/render/RenderState.ts +116 -116
- package/src/render/Renderer.ts +248 -248
- package/src/render/SceneAppController.ts +250 -250
- package/src/render/SceneRenderer.ts +387 -387
- package/src/render/Shader.ts +32 -32
- package/src/render/ShadowRenderer.ts +176 -176
- package/src/render/SkyCube.ts +105 -105
- package/src/render/SkySphere.ts +117 -117
- package/src/render/TextureMergerRenderer.ts +70 -70
- package/src/render/TextureRenderer.ts +34 -34
- package/src/render/index.ts +67 -67
- package/src/render/webgl/FrameBuffer.ts +9 -9
- package/src/render/webgl/MaterialRenderer.ts +112 -112
- package/src/render/webgl/Pipeline.ts +88 -88
- package/src/render/webgl/PolyListRenderer.ts +260 -260
- package/src/render/webgl/RenderBuffer.ts +226 -226
- package/src/render/webgl/Renderer.ts +262 -262
- package/src/render/webgl/SceneRenderer.ts +67 -67
- package/src/render/webgl/ShaderProgram.ts +424 -424
- package/src/render/webgl/ShadowRenderer.ts +6 -6
- package/src/render/webgl/SkyCube.ts +15 -15
- package/src/render/webgl/SkySphere.ts +15 -15
- package/src/render/webgl/State.ts +152 -152
- package/src/render/webgl/TextureRenderer.ts +167 -167
- package/src/render/webgl/VertexBuffer.ts +137 -137
- package/src/render/webgl/index.ts +35 -35
- package/src/scene/Camera.ts +458 -458
- package/src/scene/Chain.ts +44 -44
- package/src/scene/ChainJoint.ts +58 -58
- package/src/scene/Component.ts +177 -177
- package/src/scene/ComponentMap.ts +106 -106
- package/src/scene/Drawable.ts +154 -154
- package/src/scene/EnvironmentComponent.ts +141 -141
- package/src/scene/FindNodeVisitor.ts +59 -59
- package/src/scene/LightComponent.ts +154 -154
- package/src/scene/MatrixState.ts +46 -46
- package/src/scene/Node.ts +328 -328
- package/src/scene/NodeVisitor.ts +15 -15
- package/src/scene/OrbitCameraController.ts +450 -450
- package/src/scene/SmoothOrbitCameraController.ts +99 -99
- package/src/scene/Transform.ts +73 -73
- package/src/scene/index.ts +60 -60
- package/src/shaders/BasicDiffuseColorShader.ts +111 -111
- package/src/shaders/BasicPBRLightShader.ts +276 -276
- package/src/shaders/DebugRenderShader.ts +97 -97
- package/src/shaders/DepthRenderShader.ts +127 -127
- package/src/shaders/IrradianceMapCubeShader.ts +115 -115
- package/src/shaders/PBRLightIBLShader.ts +486 -486
- package/src/shaders/PickSelectionShader.ts +101 -101
- package/src/shaders/PresentDebugFramebufferShader.ts +118 -118
- package/src/shaders/PresentTextureShader.ts +99 -99
- package/src/shaders/SelectionHighlightShader.ts +143 -127
- package/src/shaders/ShaderFunction.ts +318 -318
- package/src/shaders/SkyCubeShader.ts +93 -93
- package/src/shaders/SkySphereShader.ts +102 -102
- package/src/shaders/SpecularMapCubeShader.ts +164 -164
- package/src/shaders/TextureMergerShader.ts +171 -171
- package/src/shaders/index.ts +36 -36
- package/src/shaders/webgl/color_correction.glsl +47 -47
- package/src/shaders/webgl/constants.glsl +6 -6
- package/src/shaders/webgl/index.ts +70 -70
- package/src/shaders/webgl/normal_map.glsl +9 -9
- package/src/shaders/webgl/pbr.glsl +173 -173
- package/src/shaders/webgl/uniforms.glsl +91 -91
- package/src/shaders/webgl_shader_lib.ts +213 -213
- package/src/tools/BinaryResourceProvider.ts +14 -14
- package/src/tools/ImageResourceProvider.ts +66 -66
- package/src/tools/MaterialModifier.ts +446 -446
- package/src/tools/Resource.ts +203 -203
- package/src/tools/ResourceProvider.ts +69 -69
- package/src/tools/TextResourceProvider.ts +24 -24
- package/src/tools/TextureCache.ts +51 -51
- package/src/tools/TextureResourceDatabase.ts +100 -100
- package/src/tools/UserAgent.ts +362 -362
- package/src/tools/VideoResourceProvider.ts +50 -50
- package/src/tools/WriteStrategy.ts +22 -22
- package/src/tools/base64.ts +11 -11
- package/src/tools/crypto.ts +19 -19
- package/src/tools/endiantess.ts +13 -13
- package/src/tools/image.ts +18 -18
- package/src/tools/index.ts +41 -41
- package/src/tools/processType.ts +39 -39
- package/src/vite-env.d.ts +12 -12
package/src/render/Shader.ts
CHANGED
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@@ -1,32 +1,32 @@
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import type Renderer from "./Renderer";
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import type PolyListRenderer from "./PolyListRenderer";
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import type MaterialRenderer from "./MaterialRenderer";
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import Mat4 from "../math/Mat4";
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export default class Shader {
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protected _renderer: Renderer;
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constructor(renderer: Renderer) {
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this._renderer = renderer;
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}
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get renderer(): Renderer { return this._renderer; }
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async load(): Promise<void> {
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}
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setup(
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plistRenderer: PolyListRenderer,
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materialRenderer: MaterialRenderer,
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modelMatrix: Mat4 = Mat4.MakeIdentity(),
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viewMatrix: Mat4 = Mat4.MakeIdentity(),
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projectionMatrix: Mat4 = Mat4.MakeIdentity()
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): void {
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throw new Error("Error: using an abstract implementation of render.Shader.");
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}
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destroy(): void {
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throw new Error("Error: using an abstract implementation of render.Shader.destroy()");
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}
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}
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import type Renderer from "./Renderer";
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import type PolyListRenderer from "./PolyListRenderer";
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import type MaterialRenderer from "./MaterialRenderer";
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import Mat4 from "../math/Mat4";
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export default class Shader {
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protected _renderer: Renderer;
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constructor(renderer: Renderer) {
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this._renderer = renderer;
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}
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get renderer(): Renderer { return this._renderer; }
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async load(): Promise<void> {
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}
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setup(
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plistRenderer: PolyListRenderer,
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materialRenderer: MaterialRenderer,
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modelMatrix: Mat4 = Mat4.MakeIdentity(),
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viewMatrix: Mat4 = Mat4.MakeIdentity(),
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projectionMatrix: Mat4 = Mat4.MakeIdentity()
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): void {
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throw new Error("Error: using an abstract implementation of render.Shader.");
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}
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destroy(): void {
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throw new Error("Error: using an abstract implementation of render.Shader.destroy()");
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}
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}
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import { RenderLayer } from "../base/PolyList";
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import Texture, {
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TextureComponentFormat,
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TextureRenderTargetAttachment,
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TextureWrap
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} from "../base/Texture";
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import Mat4 from "../math/Mat4";
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import Vec from "../math/Vec";
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import Color from "../base/Color";
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import Camera from "../scene/Camera";
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import LightComponent from "../scene/LightComponent";
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import Transform from "../scene/Transform";
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import DebugRenderer from "../debug/DebugRenderer";
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import DepthRenderShader from "../shaders/DepthRenderShader";
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import Renderer from "./Renderer";
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import Node from "../scene/Node";
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import type RenderBuffer from "./RenderBuffer";
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import type RenderQueue from "./RenderQueue";
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export default class ShadowRenderer {
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_renderer: Renderer;
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_size: Vec | null = null;
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_texture: Texture | null = null;
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_renderBuffer: RenderBuffer | null = null;
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_depthTexture: Texture | null = null;
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_shader: DepthRenderShader | null = null;
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_shadowMapRenderDistance: number;
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_debug: boolean;
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constructor(renderer: Renderer) {
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this._renderer = renderer;
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this._shadowMapRenderDistance = 100;
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this._debug = false;
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}
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get renderer(): Renderer { return this._renderer; }
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get size(): Vec {
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return this._size || new Vec(0, 0);
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}
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get shadowMapRenderDistance(): number {
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return this._shadowMapRenderDistance;
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}
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get debug(): boolean {
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return this._debug;
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}
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set debug(d: boolean) {
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this._debug = d;
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}
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set shadowMapRenderDistance(d: number) {
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this._shadowMapRenderDistance = d;
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}
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// TODO: set size. Update the shadow map size
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get depthTexture(): Texture | null {
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return this._depthTexture;
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}
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async create(size: Vec = new Vec(1024, 1024)): Promise<void> {
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this._size = size;
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this._texture = new Texture();
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this._texture.name = `ShadowMap_${ size.width }x${ size.height }`;
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this._texture.renderTargetAttachment = TextureRenderTargetAttachment.COLOR_ATTACHMENT_0;
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this._texture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
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this._texture.wrapModeXY = TextureWrap.CLAMP;
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this._renderBuffer = this.renderer.factory.renderBuffer();
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await this._renderBuffer.attachTexture(this._texture);
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this._depthTexture = new Texture();
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this._depthTexture.name = `ShadowMapDepth_${ size.width }x${ size.height }`;
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this._depthTexture.renderTargetAttachment = TextureRenderTargetAttachment.DEPTH_ATTACHMENT;
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this._depthTexture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
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this._depthTexture.wrapModeXY = TextureWrap.CLAMP;
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await this._renderBuffer.attachTexture(this._depthTexture);
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this._renderBuffer.size = this._size;
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this._shader = new DepthRenderShader(this.renderer);
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await this._shader.load();
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}
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getLightTransform(camera: Camera | Node, light: LightComponent | Node): Mat4 {
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let cameraNode: Node | null = null;
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let cameraComponent: Camera | null = null;
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let lightComponent: LightComponent | null = null;
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if (camera instanceof Camera) {
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cameraNode = camera.node;
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cameraComponent = camera;
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}
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else if (camera instanceof Node) {
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cameraNode = camera;
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cameraComponent = cameraNode.camera ?? null;
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}
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if (!cameraNode || !cameraComponent) {
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throw Error(`ShadowRenderer.getLightPosition(): invalid camera parameter. Camera must be a Node or a Camera component, and the camera must be added to the scene.`);
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}
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let lightNode: Node | null = null;
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if (light instanceof LightComponent) {
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lightNode = light.node;
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lightComponent = light;
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}
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else if (light instanceof Node) {
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lightNode = light;
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lightComponent = light.lightComponent || null;
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}
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if (!lightNode || !lightComponent) {
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throw Error(`ShadowRenderer.getLightPosition(): invalid light. Light must be a Node or a LightComponent`);
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}
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// Get the camera focus point
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const focus = cameraComponent!.focusDistance;
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const cameraTransform = Transform.GetWorldMatrix(cameraNode);
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const cameraPos = Vec.Add(Mat4.GetPosition(cameraTransform), Vec.Mult(cameraTransform.forwardVector, -focus));
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// Get the light rotation vector and scale it to the light shadow map render distance
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const lightTransform = Transform.GetWorldMatrix(lightNode);
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const lightVector = Mat4.GetRotation(lightTransform).forwardVector;
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lightVector.scale(this._shadowMapRenderDistance);
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// Get the light render position, adding the camera focus point to the light vector
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const lightPos = Vec.Add(cameraPos, lightVector);
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// Set the light render position to the light transform matrix
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lightTransform.setPosition(lightPos);
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if (this._debug) {
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DebugRenderer.Get(this._renderer).drawSphere({ radius: 0.1, color: Color.Red(), position: cameraPos });
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DebugRenderer.Get(this.renderer).drawSphere({ radius: 0.1, color: Color.Blue(), position: lightPos });
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DebugRenderer.Get(this.renderer).drawArrow({ length: 0.8, color: Color.Green(), transformMatrix: lightTransform });
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}
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return lightTransform;
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}
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update(camera: Camera | Node, lightComponent: LightComponent, renderQueue: RenderQueue): void {
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const viewMatrix: Mat4 = Mat4.GetInverted(this.getLightTransform(camera, lightComponent));
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this._renderBuffer?.update(() => {
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this._renderBuffer!.renderer.state.clear();
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const layer: RenderLayer = RenderLayer.OPAQUE_DEFAULT;
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const queue = renderQueue.getQueue(layer);
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if (queue) {
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if (typeof(queue.beginOperation) === "function") {
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queue.beginOperation(layer);
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}
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queue.queue.forEach(rs => {
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160
|
-
rs.draw({
|
|
161
|
-
overrideShader: this._shader,
|
|
162
|
-
overrideViewMatrix: viewMatrix,
|
|
163
|
-
overrideProjectionMatrix: lightComponent.light.projection
|
|
164
|
-
});
|
|
165
|
-
});
|
|
166
|
-
if (typeof(queue.endOperation) === "function") {
|
|
167
|
-
queue.endOperation(layer);
|
|
168
|
-
}
|
|
169
|
-
}
|
|
170
|
-
});
|
|
171
|
-
|
|
172
|
-
// Set the depthTexture to the light component. If the shader needs the depth texture, it will use it
|
|
173
|
-
lightComponent.depthTexture = this._depthTexture;
|
|
174
|
-
lightComponent.viewMatrix = viewMatrix;
|
|
175
|
-
}
|
|
176
|
-
}
|
|
1
|
+
import { RenderLayer } from "../base/PolyList";
|
|
2
|
+
import Texture, {
|
|
3
|
+
TextureComponentFormat,
|
|
4
|
+
TextureRenderTargetAttachment,
|
|
5
|
+
TextureWrap
|
|
6
|
+
} from "../base/Texture";
|
|
7
|
+
import Mat4 from "../math/Mat4";
|
|
8
|
+
import Vec from "../math/Vec";
|
|
9
|
+
import Color from "../base/Color";
|
|
10
|
+
import Camera from "../scene/Camera";
|
|
11
|
+
import LightComponent from "../scene/LightComponent";
|
|
12
|
+
import Transform from "../scene/Transform";
|
|
13
|
+
import DebugRenderer from "../debug/DebugRenderer";
|
|
14
|
+
import DepthRenderShader from "../shaders/DepthRenderShader";
|
|
15
|
+
import Renderer from "./Renderer";
|
|
16
|
+
import Node from "../scene/Node";
|
|
17
|
+
import type RenderBuffer from "./RenderBuffer";
|
|
18
|
+
import type RenderQueue from "./RenderQueue";
|
|
19
|
+
|
|
20
|
+
export default class ShadowRenderer {
|
|
21
|
+
_renderer: Renderer;
|
|
22
|
+
_size: Vec | null = null;
|
|
23
|
+
_texture: Texture | null = null;
|
|
24
|
+
_renderBuffer: RenderBuffer | null = null;
|
|
25
|
+
_depthTexture: Texture | null = null;
|
|
26
|
+
_shader: DepthRenderShader | null = null;
|
|
27
|
+
_shadowMapRenderDistance: number;
|
|
28
|
+
_debug: boolean;
|
|
29
|
+
|
|
30
|
+
constructor(renderer: Renderer) {
|
|
31
|
+
this._renderer = renderer;
|
|
32
|
+
this._shadowMapRenderDistance = 100;
|
|
33
|
+
this._debug = false;
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
get renderer(): Renderer { return this._renderer; }
|
|
37
|
+
|
|
38
|
+
get size(): Vec {
|
|
39
|
+
return this._size || new Vec(0, 0);
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
get shadowMapRenderDistance(): number {
|
|
43
|
+
return this._shadowMapRenderDistance;
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
get debug(): boolean {
|
|
47
|
+
return this._debug;
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
set debug(d: boolean) {
|
|
51
|
+
this._debug = d;
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
set shadowMapRenderDistance(d: number) {
|
|
55
|
+
this._shadowMapRenderDistance = d;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
// TODO: set size. Update the shadow map size
|
|
59
|
+
|
|
60
|
+
get depthTexture(): Texture | null {
|
|
61
|
+
return this._depthTexture;
|
|
62
|
+
}
|
|
63
|
+
|
|
64
|
+
async create(size: Vec = new Vec(1024, 1024)): Promise<void> {
|
|
65
|
+
this._size = size;
|
|
66
|
+
|
|
67
|
+
this._texture = new Texture();
|
|
68
|
+
this._texture.name = `ShadowMap_${ size.width }x${ size.height }`;
|
|
69
|
+
this._texture.renderTargetAttachment = TextureRenderTargetAttachment.COLOR_ATTACHMENT_0;
|
|
70
|
+
this._texture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
|
|
71
|
+
this._texture.wrapModeXY = TextureWrap.CLAMP;
|
|
72
|
+
|
|
73
|
+
this._renderBuffer = this.renderer.factory.renderBuffer();
|
|
74
|
+
|
|
75
|
+
await this._renderBuffer.attachTexture(this._texture);
|
|
76
|
+
|
|
77
|
+
this._depthTexture = new Texture();
|
|
78
|
+
this._depthTexture.name = `ShadowMapDepth_${ size.width }x${ size.height }`;
|
|
79
|
+
this._depthTexture.renderTargetAttachment = TextureRenderTargetAttachment.DEPTH_ATTACHMENT;
|
|
80
|
+
this._depthTexture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
|
|
81
|
+
this._depthTexture.wrapModeXY = TextureWrap.CLAMP;
|
|
82
|
+
await this._renderBuffer.attachTexture(this._depthTexture);
|
|
83
|
+
|
|
84
|
+
this._renderBuffer.size = this._size;
|
|
85
|
+
|
|
86
|
+
this._shader = new DepthRenderShader(this.renderer);
|
|
87
|
+
await this._shader.load();
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
getLightTransform(camera: Camera | Node, light: LightComponent | Node): Mat4 {
|
|
91
|
+
let cameraNode: Node | null = null;
|
|
92
|
+
let cameraComponent: Camera | null = null;
|
|
93
|
+
let lightComponent: LightComponent | null = null;
|
|
94
|
+
|
|
95
|
+
if (camera instanceof Camera) {
|
|
96
|
+
cameraNode = camera.node;
|
|
97
|
+
cameraComponent = camera;
|
|
98
|
+
}
|
|
99
|
+
else if (camera instanceof Node) {
|
|
100
|
+
cameraNode = camera;
|
|
101
|
+
cameraComponent = cameraNode.camera ?? null;
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
if (!cameraNode || !cameraComponent) {
|
|
105
|
+
throw Error(`ShadowRenderer.getLightPosition(): invalid camera parameter. Camera must be a Node or a Camera component, and the camera must be added to the scene.`);
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
let lightNode: Node | null = null;
|
|
109
|
+
if (light instanceof LightComponent) {
|
|
110
|
+
lightNode = light.node;
|
|
111
|
+
lightComponent = light;
|
|
112
|
+
}
|
|
113
|
+
else if (light instanceof Node) {
|
|
114
|
+
lightNode = light;
|
|
115
|
+
lightComponent = light.lightComponent || null;
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
if (!lightNode || !lightComponent) {
|
|
119
|
+
throw Error(`ShadowRenderer.getLightPosition(): invalid light. Light must be a Node or a LightComponent`);
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
// Get the camera focus point
|
|
123
|
+
const focus = cameraComponent!.focusDistance;
|
|
124
|
+
const cameraTransform = Transform.GetWorldMatrix(cameraNode);
|
|
125
|
+
const cameraPos = Vec.Add(Mat4.GetPosition(cameraTransform), Vec.Mult(cameraTransform.forwardVector, -focus));
|
|
126
|
+
|
|
127
|
+
// Get the light rotation vector and scale it to the light shadow map render distance
|
|
128
|
+
const lightTransform = Transform.GetWorldMatrix(lightNode);
|
|
129
|
+
const lightVector = Mat4.GetRotation(lightTransform).forwardVector;
|
|
130
|
+
lightVector.scale(this._shadowMapRenderDistance);
|
|
131
|
+
|
|
132
|
+
// Get the light render position, adding the camera focus point to the light vector
|
|
133
|
+
const lightPos = Vec.Add(cameraPos, lightVector);
|
|
134
|
+
|
|
135
|
+
// Set the light render position to the light transform matrix
|
|
136
|
+
lightTransform.setPosition(lightPos);
|
|
137
|
+
|
|
138
|
+
if (this._debug) {
|
|
139
|
+
DebugRenderer.Get(this._renderer).drawSphere({ radius: 0.1, color: Color.Red(), position: cameraPos });
|
|
140
|
+
DebugRenderer.Get(this.renderer).drawSphere({ radius: 0.1, color: Color.Blue(), position: lightPos });
|
|
141
|
+
DebugRenderer.Get(this.renderer).drawArrow({ length: 0.8, color: Color.Green(), transformMatrix: lightTransform });
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
return lightTransform;
|
|
145
|
+
}
|
|
146
|
+
|
|
147
|
+
update(camera: Camera | Node, lightComponent: LightComponent, renderQueue: RenderQueue): void {
|
|
148
|
+
const viewMatrix: Mat4 = Mat4.GetInverted(this.getLightTransform(camera, lightComponent));
|
|
149
|
+
|
|
150
|
+
this._renderBuffer?.update(() => {
|
|
151
|
+
this._renderBuffer!.renderer.state.clear();
|
|
152
|
+
const layer: RenderLayer = RenderLayer.OPAQUE_DEFAULT;
|
|
153
|
+
const queue = renderQueue.getQueue(layer);
|
|
154
|
+
if (queue) {
|
|
155
|
+
|
|
156
|
+
if (typeof(queue.beginOperation) === "function") {
|
|
157
|
+
queue.beginOperation(layer);
|
|
158
|
+
}
|
|
159
|
+
queue.queue.forEach(rs => {
|
|
160
|
+
rs.draw({
|
|
161
|
+
overrideShader: this._shader,
|
|
162
|
+
overrideViewMatrix: viewMatrix,
|
|
163
|
+
overrideProjectionMatrix: lightComponent.light.projection
|
|
164
|
+
});
|
|
165
|
+
});
|
|
166
|
+
if (typeof(queue.endOperation) === "function") {
|
|
167
|
+
queue.endOperation(layer);
|
|
168
|
+
}
|
|
169
|
+
}
|
|
170
|
+
});
|
|
171
|
+
|
|
172
|
+
// Set the depthTexture to the light component. If the shader needs the depth texture, it will use it
|
|
173
|
+
lightComponent.depthTexture = this._depthTexture;
|
|
174
|
+
lightComponent.viewMatrix = viewMatrix;
|
|
175
|
+
}
|
|
176
|
+
}
|
package/src/render/SkyCube.ts
CHANGED
|
@@ -1,106 +1,106 @@
|
|
|
1
|
-
import Material from "../base/Material";
|
|
2
|
-
import { createCube } from "../primitives";
|
|
3
|
-
import RenderState from "./RenderState";
|
|
4
|
-
import SkyCubeShader from "../shaders/SkyCubeShader";
|
|
5
|
-
import Mat4 from "../math/Mat4";
|
|
6
|
-
import { PolyListCullFace } from "../base/PolyList";
|
|
7
|
-
import type Renderer from "./Renderer";
|
|
8
|
-
import type Texture from "../base/Texture";
|
|
9
|
-
import type Shader from "./Shader";
|
|
10
|
-
import type PolyListRenderer from "./PolyListRenderer";
|
|
11
|
-
|
|
12
|
-
export interface UpdateRenderStateOptions {
|
|
13
|
-
viewMatrix: Mat4;
|
|
14
|
-
projectionMatrix?: Mat4 | null;
|
|
15
|
-
}
|
|
16
|
-
|
|
17
|
-
export default class SkyCube {
|
|
18
|
-
protected _renderer: Renderer;
|
|
19
|
-
protected _texture: Texture | null;
|
|
20
|
-
protected _material: Material | null;
|
|
21
|
-
protected _shader: Shader | null;
|
|
22
|
-
protected _plistRenderer: PolyListRenderer | null;
|
|
23
|
-
protected _renderState: RenderState | null;
|
|
24
|
-
|
|
25
|
-
constructor(renderer: Renderer) {
|
|
26
|
-
this._renderer = renderer;
|
|
27
|
-
this._texture = null;
|
|
28
|
-
this._material = null;
|
|
29
|
-
this._shader = null;
|
|
30
|
-
this._plistRenderer = null;
|
|
31
|
-
this._renderState = null;
|
|
32
|
-
}
|
|
33
|
-
|
|
34
|
-
get renderer(): Renderer { return this._renderer; }
|
|
35
|
-
|
|
36
|
-
set texture(texture: Texture) {
|
|
37
|
-
if (!this._texture) {
|
|
38
|
-
throw new Error("SkyCube: setting texture to an uninitialized sky cube. The texture setter is used to change the skyCube texture once created. Use the load() method instead.");
|
|
39
|
-
}
|
|
40
|
-
if (!this._material) {
|
|
41
|
-
throw new Error("SkyCube: internal error, material is null when setting texture.");
|
|
42
|
-
}
|
|
43
|
-
this._texture = texture;
|
|
44
|
-
this._material.albedoTexture = this._texture;
|
|
45
|
-
}
|
|
46
|
-
|
|
47
|
-
async load(cubemapTexture: Texture, Shader: (new (renderer: Renderer) => any) | null = null, shaderParams: any[] = []): Promise<void> {
|
|
48
|
-
|
|
49
|
-
this._texture = cubemapTexture;
|
|
50
|
-
|
|
51
|
-
this._material = new Material();
|
|
52
|
-
this._material.albedoTexture = this._texture;
|
|
53
|
-
|
|
54
|
-
this._shader = Shader ? new Shader(this.renderer) : new SkyCubeShader(this.renderer);
|
|
55
|
-
await this._shader?.load();
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
updateRenderState({ viewMatrix, projectionMatrix = null }: UpdateRenderStateOptions): RenderState {
|
|
59
|
-
const rotationMatrix = Mat4.GetRotation(viewMatrix);
|
|
60
|
-
if (!this._renderState) {
|
|
61
|
-
if (!this._material) {
|
|
62
|
-
throw new Error("SkyCube: internal error, material is null when updating render state.");
|
|
63
|
-
}
|
|
64
|
-
|
|
65
|
-
this._renderState = new RenderState({
|
|
66
|
-
shader: this._shader,
|
|
67
|
-
polyListRenderer: this.polyListRenderer,
|
|
68
|
-
materialRenderer: this.renderer.factory.material(this._material),
|
|
69
|
-
viewMatrix: rotationMatrix,
|
|
70
|
-
projectionMatrix: projectionMatrix || Mat4.MakeIdentity()
|
|
71
|
-
});
|
|
72
|
-
}
|
|
73
|
-
else {
|
|
74
|
-
this._renderState.viewMatrix = rotationMatrix;
|
|
75
|
-
if (projectionMatrix) {
|
|
76
|
-
this._renderState.projectionMatrix = projectionMatrix;
|
|
77
|
-
}
|
|
78
|
-
}
|
|
79
|
-
return this._renderState;
|
|
80
|
-
}
|
|
81
|
-
|
|
82
|
-
draw(): void {
|
|
83
|
-
throw new Error("SkyCube.draw(): Calling base implementation of SkyCube");
|
|
84
|
-
}
|
|
85
|
-
|
|
86
|
-
get polyListRenderer(): PolyListRenderer {
|
|
87
|
-
if (!this._plistRenderer) {
|
|
88
|
-
const cube = createCube(1,1,1);
|
|
89
|
-
cube.cullFace = PolyListCullFace.FRONT; // Draw back face
|
|
90
|
-
this._plistRenderer = this.renderer.factory.polyList(cube);
|
|
91
|
-
}
|
|
92
|
-
return this._plistRenderer;
|
|
93
|
-
}
|
|
94
|
-
|
|
95
|
-
destroy(): void {
|
|
96
|
-
this._shader?.destroy();
|
|
97
|
-
this._texture?.destroy();
|
|
98
|
-
this._plistRenderer?.destroy();
|
|
99
|
-
this._material?.destroy();
|
|
100
|
-
this._shader = null;
|
|
101
|
-
this._texture = null;
|
|
102
|
-
this._material = null;
|
|
103
|
-
this._plistRenderer = null;
|
|
104
|
-
this._renderState = null;
|
|
105
|
-
}
|
|
1
|
+
import Material from "../base/Material";
|
|
2
|
+
import { createCube } from "../primitives";
|
|
3
|
+
import RenderState from "./RenderState";
|
|
4
|
+
import SkyCubeShader from "../shaders/SkyCubeShader";
|
|
5
|
+
import Mat4 from "../math/Mat4";
|
|
6
|
+
import { PolyListCullFace } from "../base/PolyList";
|
|
7
|
+
import type Renderer from "./Renderer";
|
|
8
|
+
import type Texture from "../base/Texture";
|
|
9
|
+
import type Shader from "./Shader";
|
|
10
|
+
import type PolyListRenderer from "./PolyListRenderer";
|
|
11
|
+
|
|
12
|
+
export interface UpdateRenderStateOptions {
|
|
13
|
+
viewMatrix: Mat4;
|
|
14
|
+
projectionMatrix?: Mat4 | null;
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
export default class SkyCube {
|
|
18
|
+
protected _renderer: Renderer;
|
|
19
|
+
protected _texture: Texture | null;
|
|
20
|
+
protected _material: Material | null;
|
|
21
|
+
protected _shader: Shader | null;
|
|
22
|
+
protected _plistRenderer: PolyListRenderer | null;
|
|
23
|
+
protected _renderState: RenderState | null;
|
|
24
|
+
|
|
25
|
+
constructor(renderer: Renderer) {
|
|
26
|
+
this._renderer = renderer;
|
|
27
|
+
this._texture = null;
|
|
28
|
+
this._material = null;
|
|
29
|
+
this._shader = null;
|
|
30
|
+
this._plistRenderer = null;
|
|
31
|
+
this._renderState = null;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
get renderer(): Renderer { return this._renderer; }
|
|
35
|
+
|
|
36
|
+
set texture(texture: Texture) {
|
|
37
|
+
if (!this._texture) {
|
|
38
|
+
throw new Error("SkyCube: setting texture to an uninitialized sky cube. The texture setter is used to change the skyCube texture once created. Use the load() method instead.");
|
|
39
|
+
}
|
|
40
|
+
if (!this._material) {
|
|
41
|
+
throw new Error("SkyCube: internal error, material is null when setting texture.");
|
|
42
|
+
}
|
|
43
|
+
this._texture = texture;
|
|
44
|
+
this._material.albedoTexture = this._texture;
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
async load(cubemapTexture: Texture, Shader: (new (renderer: Renderer) => any) | null = null, shaderParams: any[] = []): Promise<void> {
|
|
48
|
+
|
|
49
|
+
this._texture = cubemapTexture;
|
|
50
|
+
|
|
51
|
+
this._material = new Material();
|
|
52
|
+
this._material.albedoTexture = this._texture;
|
|
53
|
+
|
|
54
|
+
this._shader = Shader ? new Shader(this.renderer) : new SkyCubeShader(this.renderer);
|
|
55
|
+
await this._shader?.load();
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
updateRenderState({ viewMatrix, projectionMatrix = null }: UpdateRenderStateOptions): RenderState {
|
|
59
|
+
const rotationMatrix = Mat4.GetRotation(viewMatrix);
|
|
60
|
+
if (!this._renderState) {
|
|
61
|
+
if (!this._material) {
|
|
62
|
+
throw new Error("SkyCube: internal error, material is null when updating render state.");
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
this._renderState = new RenderState({
|
|
66
|
+
shader: this._shader,
|
|
67
|
+
polyListRenderer: this.polyListRenderer,
|
|
68
|
+
materialRenderer: this.renderer.factory.material(this._material),
|
|
69
|
+
viewMatrix: rotationMatrix,
|
|
70
|
+
projectionMatrix: projectionMatrix || Mat4.MakeIdentity()
|
|
71
|
+
});
|
|
72
|
+
}
|
|
73
|
+
else {
|
|
74
|
+
this._renderState.viewMatrix = rotationMatrix;
|
|
75
|
+
if (projectionMatrix) {
|
|
76
|
+
this._renderState.projectionMatrix = projectionMatrix;
|
|
77
|
+
}
|
|
78
|
+
}
|
|
79
|
+
return this._renderState;
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
draw(): void {
|
|
83
|
+
throw new Error("SkyCube.draw(): Calling base implementation of SkyCube");
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
get polyListRenderer(): PolyListRenderer {
|
|
87
|
+
if (!this._plistRenderer) {
|
|
88
|
+
const cube = createCube(1,1,1);
|
|
89
|
+
cube.cullFace = PolyListCullFace.FRONT; // Draw back face
|
|
90
|
+
this._plistRenderer = this.renderer.factory.polyList(cube);
|
|
91
|
+
}
|
|
92
|
+
return this._plistRenderer;
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
destroy(): void {
|
|
96
|
+
this._shader?.destroy();
|
|
97
|
+
this._texture?.destroy();
|
|
98
|
+
this._plistRenderer?.destroy();
|
|
99
|
+
this._material?.destroy();
|
|
100
|
+
this._shader = null;
|
|
101
|
+
this._texture = null;
|
|
102
|
+
this._material = null;
|
|
103
|
+
this._plistRenderer = null;
|
|
104
|
+
this._renderState = null;
|
|
105
|
+
}
|
|
106
106
|
}
|