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.
Files changed (148) hide show
  1. package/dist/bg2e-js.js +356 -326
  2. package/dist/bg2e-js.js.map +1 -1
  3. package/package.json +56 -56
  4. package/src/app/AppController.ts +39 -39
  5. package/src/app/Bg2KeyboardEvent.ts +54 -54
  6. package/src/app/Bg2MouseEvent.ts +82 -82
  7. package/src/app/Bg2TouchEvent.ts +18 -18
  8. package/src/app/Canvas.ts +108 -108
  9. package/src/app/EventBase.ts +10 -10
  10. package/src/app/MainLoop.ts +273 -273
  11. package/src/app/index.ts +24 -24
  12. package/src/base/Color.ts +134 -134
  13. package/src/base/Environment.ts +183 -183
  14. package/src/base/Light.ts +192 -192
  15. package/src/base/Material.ts +620 -620
  16. package/src/base/PolyList.ts +365 -365
  17. package/src/base/Texture.ts +620 -620
  18. package/src/base/index.ts +81 -81
  19. package/src/db/Bg2LoaderPlugin.ts +143 -143
  20. package/src/db/DBPluginApi.ts +48 -48
  21. package/src/db/Loader.ts +116 -116
  22. package/src/db/LoaderPlugin.ts +34 -34
  23. package/src/db/MtlParser.ts +7 -7
  24. package/src/db/ObjLoaderPlugin.ts +54 -54
  25. package/src/db/ObjParser.ts +252 -252
  26. package/src/db/ObjWriterPlugin.ts +18 -18
  27. package/src/db/VitscnjLoaderPlugin.ts +112 -112
  28. package/src/db/Writer.ts +52 -52
  29. package/src/db/WriterPlugin.ts +22 -22
  30. package/src/db/index.ts +44 -44
  31. package/src/debug/DebugRenderer.ts +173 -173
  32. package/src/debug/WebGLTextureViewer.ts +75 -75
  33. package/src/debug/index.ts +6 -6
  34. package/src/index.html +11 -11
  35. package/src/index.ts +33 -33
  36. package/src/manipulation/SelectionBuffer.ts +81 -81
  37. package/src/manipulation/SelectionHighlight.ts +105 -84
  38. package/src/manipulation/SelectionIdAssignVisitor.ts +96 -96
  39. package/src/manipulation/SelectionManager.ts +196 -188
  40. package/src/manipulation/SelectionMode.ts +6 -6
  41. package/src/math/Mat3.ts +259 -259
  42. package/src/math/Mat4.ts +710 -710
  43. package/src/math/MatrixStrategy.ts +25 -25
  44. package/src/math/Quat.ts +65 -65
  45. package/src/math/Vec.ts +753 -753
  46. package/src/math/constants.ts +46 -46
  47. package/src/math/functions.ts +103 -103
  48. package/src/math/index.ts +74 -74
  49. package/src/phsics/joint.ts +137 -137
  50. package/src/primitives/arrow.ts +57 -57
  51. package/src/primitives/cone.ts +138 -138
  52. package/src/primitives/cube.ts +60 -60
  53. package/src/primitives/cylinder.ts +216 -216
  54. package/src/primitives/index.ts +13 -13
  55. package/src/primitives/plane.ts +31 -31
  56. package/src/primitives/sphere.ts +809 -809
  57. package/src/react/useBg2e.ts +69 -69
  58. package/src/render/BRDFIntegrationMap.ts +4 -4
  59. package/src/render/Environment.ts +135 -135
  60. package/src/render/FrameBuffer.ts +35 -35
  61. package/src/render/MaterialRenderer.ts +34 -34
  62. package/src/render/Pipeline.ts +108 -108
  63. package/src/render/PolyListRenderer.ts +47 -47
  64. package/src/render/RenderBuffer.ts +197 -197
  65. package/src/render/RenderQueue.ts +198 -198
  66. package/src/render/RenderState.ts +116 -116
  67. package/src/render/Renderer.ts +248 -248
  68. package/src/render/SceneAppController.ts +250 -250
  69. package/src/render/SceneRenderer.ts +387 -387
  70. package/src/render/Shader.ts +32 -32
  71. package/src/render/ShadowRenderer.ts +176 -176
  72. package/src/render/SkyCube.ts +105 -105
  73. package/src/render/SkySphere.ts +117 -117
  74. package/src/render/TextureMergerRenderer.ts +70 -70
  75. package/src/render/TextureRenderer.ts +34 -34
  76. package/src/render/index.ts +67 -67
  77. package/src/render/webgl/FrameBuffer.ts +9 -9
  78. package/src/render/webgl/MaterialRenderer.ts +112 -112
  79. package/src/render/webgl/Pipeline.ts +88 -88
  80. package/src/render/webgl/PolyListRenderer.ts +260 -260
  81. package/src/render/webgl/RenderBuffer.ts +226 -226
  82. package/src/render/webgl/Renderer.ts +262 -262
  83. package/src/render/webgl/SceneRenderer.ts +67 -67
  84. package/src/render/webgl/ShaderProgram.ts +424 -424
  85. package/src/render/webgl/ShadowRenderer.ts +6 -6
  86. package/src/render/webgl/SkyCube.ts +15 -15
  87. package/src/render/webgl/SkySphere.ts +15 -15
  88. package/src/render/webgl/State.ts +152 -152
  89. package/src/render/webgl/TextureRenderer.ts +167 -167
  90. package/src/render/webgl/VertexBuffer.ts +137 -137
  91. package/src/render/webgl/index.ts +35 -35
  92. package/src/scene/Camera.ts +458 -458
  93. package/src/scene/Chain.ts +44 -44
  94. package/src/scene/ChainJoint.ts +58 -58
  95. package/src/scene/Component.ts +177 -177
  96. package/src/scene/ComponentMap.ts +106 -106
  97. package/src/scene/Drawable.ts +154 -154
  98. package/src/scene/EnvironmentComponent.ts +141 -141
  99. package/src/scene/FindNodeVisitor.ts +59 -59
  100. package/src/scene/LightComponent.ts +154 -154
  101. package/src/scene/MatrixState.ts +46 -46
  102. package/src/scene/Node.ts +328 -328
  103. package/src/scene/NodeVisitor.ts +15 -15
  104. package/src/scene/OrbitCameraController.ts +450 -450
  105. package/src/scene/SmoothOrbitCameraController.ts +99 -99
  106. package/src/scene/Transform.ts +73 -73
  107. package/src/scene/index.ts +60 -60
  108. package/src/shaders/BasicDiffuseColorShader.ts +111 -111
  109. package/src/shaders/BasicPBRLightShader.ts +276 -276
  110. package/src/shaders/DebugRenderShader.ts +97 -97
  111. package/src/shaders/DepthRenderShader.ts +127 -127
  112. package/src/shaders/IrradianceMapCubeShader.ts +115 -115
  113. package/src/shaders/PBRLightIBLShader.ts +486 -486
  114. package/src/shaders/PickSelectionShader.ts +101 -101
  115. package/src/shaders/PresentDebugFramebufferShader.ts +118 -118
  116. package/src/shaders/PresentTextureShader.ts +99 -99
  117. package/src/shaders/SelectionHighlightShader.ts +143 -127
  118. package/src/shaders/ShaderFunction.ts +318 -318
  119. package/src/shaders/SkyCubeShader.ts +93 -93
  120. package/src/shaders/SkySphereShader.ts +102 -102
  121. package/src/shaders/SpecularMapCubeShader.ts +164 -164
  122. package/src/shaders/TextureMergerShader.ts +171 -171
  123. package/src/shaders/index.ts +36 -36
  124. package/src/shaders/webgl/color_correction.glsl +47 -47
  125. package/src/shaders/webgl/constants.glsl +6 -6
  126. package/src/shaders/webgl/index.ts +70 -70
  127. package/src/shaders/webgl/normal_map.glsl +9 -9
  128. package/src/shaders/webgl/pbr.glsl +173 -173
  129. package/src/shaders/webgl/uniforms.glsl +91 -91
  130. package/src/shaders/webgl_shader_lib.ts +213 -213
  131. package/src/tools/BinaryResourceProvider.ts +14 -14
  132. package/src/tools/ImageResourceProvider.ts +66 -66
  133. package/src/tools/MaterialModifier.ts +446 -446
  134. package/src/tools/Resource.ts +203 -203
  135. package/src/tools/ResourceProvider.ts +69 -69
  136. package/src/tools/TextResourceProvider.ts +24 -24
  137. package/src/tools/TextureCache.ts +51 -51
  138. package/src/tools/TextureResourceDatabase.ts +100 -100
  139. package/src/tools/UserAgent.ts +362 -362
  140. package/src/tools/VideoResourceProvider.ts +50 -50
  141. package/src/tools/WriteStrategy.ts +22 -22
  142. package/src/tools/base64.ts +11 -11
  143. package/src/tools/crypto.ts +19 -19
  144. package/src/tools/endiantess.ts +13 -13
  145. package/src/tools/image.ts +18 -18
  146. package/src/tools/index.ts +41 -41
  147. package/src/tools/processType.ts +39 -39
  148. package/src/vite-env.d.ts +12 -12
@@ -1,424 +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
- }
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
+ }