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
@@ -1,165 +1,165 @@
1
- import Shader from "../render/Shader";
2
- import ShaderProgram from "../render/webgl/ShaderProgram";
3
- import PolyListRenderer from '../render/PolyListRenderer';
4
- import MaterialRenderer from '../render/MaterialRenderer';
5
- import Mat4 from "../math/Mat4";
6
- import Vec from "../math/Vec";
7
- import WebGLRenderer from "../render/webgl/Renderer";
8
- import Renderer from "../render/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
- fragment: (sampleCount: number, roughness: number) => `precision mediump float;
28
-
29
- varying vec3 fragNormal;
30
-
31
- uniform samplerCube uCubemap;
32
-
33
- float vanDerCorpus(int n, int base) {
34
- float invBase = 1.0 / float(base);
35
- float denom = 1.0;
36
- float result = 0.0;
37
-
38
- for(int i = 0; i < 16; ++i)
39
- {
40
- if(n > 0)
41
- {
42
- denom = mod(float(n), 2.0);
43
- result += denom * invBase;
44
- invBase = invBase / 2.0;
45
- n = int(float(n) / 2.0);
46
- }
47
- }
48
-
49
- return result;
50
- }
51
-
52
- vec2 hammersleyNoBitOps(int i, int N) {
53
- return vec2(float(i)/float(N), vanDerCorpus(i, 2));
54
- }
55
-
56
- vec3 importanceSampleGGX(vec2 Xi, vec3 N) {
57
- // compute roughness^4 outside the gpu
58
- float a = ${ roughness*roughness*roughness*roughness };
59
-
60
- float phi = ${ 2.0 * Math.PI } * Xi.x;
61
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a - 1.0) * Xi.y));
62
- float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
63
-
64
- // from spherical coordinates to cartesian coordinates
65
- vec3 H;
66
- H.x = sin(phi) * sinTheta;
67
- H.y = cos(phi) * sinTheta;
68
- H.z = cosTheta;
69
-
70
- // from tangent-space vector to world-space sample vector
71
- vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
72
- vec3 tangent = normalize(cross(up, N));
73
- vec3 bitangent = cross(N, tangent);
74
-
75
- vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
76
- return normalize(sampleVec);
77
- }
78
-
79
- void main() {
80
- vec3 N = normalize(fragNormal);
81
- vec3 R = N;
82
- vec3 V = R;
83
-
84
- float totalWeight = 0.0;
85
- vec3 prefilteredColor = vec3(0.0);
86
- for (int i = 0; i < ${ sampleCount }; ++i)
87
- {
88
- vec2 Xi = hammersleyNoBitOps(i, ${ sampleCount });
89
- vec3 H = importanceSampleGGX(Xi, N);
90
- vec3 L = normalize(2.0 * dot(V, H) * H - V);
91
-
92
- float NdotL = max(dot(N,L), 0.0);
93
- if (NdotL > 0.0)
94
- {
95
- prefilteredColor += textureCube(uCubemap, L).rgb * NdotL;
96
- totalWeight += NdotL;
97
- }
98
- }
99
- prefilteredColor = prefilteredColor / totalWeight;
100
-
101
- gl_FragColor = vec4(prefilteredColor, 1.0);
102
- }`
103
- }
104
- };
105
-
106
- export default class SpecularMapCubeShader extends Shader {
107
- protected _roughness: number = 0.4;
108
- protected _program: ShaderProgram | null = null;
109
-
110
- constructor(renderer: Renderer) {
111
- super(renderer);
112
-
113
- if (renderer.typeId !== "WebGL") {
114
- throw Error("SpecularMapCubeShader is only compatible with WebGL renderer");
115
- }
116
- }
117
-
118
- get roughness() { return this._roughness; }
119
-
120
- async load() {
121
- const { gl } = (this.renderer as WebGLRenderer);
122
-
123
- // This matches with the getPrefilteredColor function in pbr.glsl
124
- this._roughness = 0.4;
125
-
126
- this._program = new ShaderProgram(gl, "SpecularMapCubeShader");
127
- this._program.attachVertexSource(g_code.webgl.vertex);
128
- this._program.attachFragmentSource(g_code.webgl.fragment(128, this._roughness));
129
- this._program.link();
130
- }
131
-
132
- setup(
133
- plistRenderer: PolyListRenderer,
134
- materialRenderer: MaterialRenderer,
135
- modelMatrix: Mat4,
136
- viewMatrix: Mat4,
137
- projectionMatrix: Mat4
138
- ) {
139
- if (!this._program) {
140
- throw new Error("SpecularMapCubeShader: Shader program is not loaded.");
141
- }
142
-
143
- const { material } = materialRenderer;
144
- const rend = this.renderer as WebGLRenderer;
145
- const { gl } = rend;
146
- rend.state.shaderProgram = this._program;
147
-
148
- const mvp = Mat4.Mult(projectionMatrix, viewMatrix);
149
- this._program.uniformMatrix4fv('uMVP', false, mvp);
150
-
151
- gl.activeTexture(gl.TEXTURE0);
152
- this._program.uniform1i('uCubemap', 0);
153
- const webglTexture = (materialRenderer.getTextureRenderer('albedoTexture') as WebGLTextureRenderer)?.getApiObject();
154
- gl.bindTexture(gl.TEXTURE_CUBE_MAP, webglTexture);
155
-
156
- this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams('vertPosition'));
157
- }
158
-
159
- destroy() {
160
- if (this._program) {
161
- ShaderProgram.Delete(this._program);
162
- this._program = null;
163
- }
164
- }
1
+ import Shader from "../render/Shader";
2
+ import ShaderProgram from "../render/webgl/ShaderProgram";
3
+ import PolyListRenderer from '../render/PolyListRenderer';
4
+ import MaterialRenderer from '../render/MaterialRenderer';
5
+ import Mat4 from "../math/Mat4";
6
+ import Vec from "../math/Vec";
7
+ import WebGLRenderer from "../render/webgl/Renderer";
8
+ import Renderer from "../render/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
+ fragment: (sampleCount: number, roughness: number) => `precision mediump float;
28
+
29
+ varying vec3 fragNormal;
30
+
31
+ uniform samplerCube uCubemap;
32
+
33
+ float vanDerCorpus(int n, int base) {
34
+ float invBase = 1.0 / float(base);
35
+ float denom = 1.0;
36
+ float result = 0.0;
37
+
38
+ for(int i = 0; i < 16; ++i)
39
+ {
40
+ if(n > 0)
41
+ {
42
+ denom = mod(float(n), 2.0);
43
+ result += denom * invBase;
44
+ invBase = invBase / 2.0;
45
+ n = int(float(n) / 2.0);
46
+ }
47
+ }
48
+
49
+ return result;
50
+ }
51
+
52
+ vec2 hammersleyNoBitOps(int i, int N) {
53
+ return vec2(float(i)/float(N), vanDerCorpus(i, 2));
54
+ }
55
+
56
+ vec3 importanceSampleGGX(vec2 Xi, vec3 N) {
57
+ // compute roughness^4 outside the gpu
58
+ float a = ${ roughness*roughness*roughness*roughness };
59
+
60
+ float phi = ${ 2.0 * Math.PI } * Xi.x;
61
+ float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a - 1.0) * Xi.y));
62
+ float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
63
+
64
+ // from spherical coordinates to cartesian coordinates
65
+ vec3 H;
66
+ H.x = sin(phi) * sinTheta;
67
+ H.y = cos(phi) * sinTheta;
68
+ H.z = cosTheta;
69
+
70
+ // from tangent-space vector to world-space sample vector
71
+ vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
72
+ vec3 tangent = normalize(cross(up, N));
73
+ vec3 bitangent = cross(N, tangent);
74
+
75
+ vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
76
+ return normalize(sampleVec);
77
+ }
78
+
79
+ void main() {
80
+ vec3 N = normalize(fragNormal);
81
+ vec3 R = N;
82
+ vec3 V = R;
83
+
84
+ float totalWeight = 0.0;
85
+ vec3 prefilteredColor = vec3(0.0);
86
+ for (int i = 0; i < ${ sampleCount }; ++i)
87
+ {
88
+ vec2 Xi = hammersleyNoBitOps(i, ${ sampleCount });
89
+ vec3 H = importanceSampleGGX(Xi, N);
90
+ vec3 L = normalize(2.0 * dot(V, H) * H - V);
91
+
92
+ float NdotL = max(dot(N,L), 0.0);
93
+ if (NdotL > 0.0)
94
+ {
95
+ prefilteredColor += textureCube(uCubemap, L).rgb * NdotL;
96
+ totalWeight += NdotL;
97
+ }
98
+ }
99
+ prefilteredColor = prefilteredColor / totalWeight;
100
+
101
+ gl_FragColor = vec4(prefilteredColor, 1.0);
102
+ }`
103
+ }
104
+ };
105
+
106
+ export default class SpecularMapCubeShader extends Shader {
107
+ protected _roughness: number = 0.4;
108
+ protected _program: ShaderProgram | null = null;
109
+
110
+ constructor(renderer: Renderer) {
111
+ super(renderer);
112
+
113
+ if (renderer.typeId !== "WebGL") {
114
+ throw Error("SpecularMapCubeShader is only compatible with WebGL renderer");
115
+ }
116
+ }
117
+
118
+ get roughness() { return this._roughness; }
119
+
120
+ async load() {
121
+ const { gl } = (this.renderer as WebGLRenderer);
122
+
123
+ // This matches with the getPrefilteredColor function in pbr.glsl
124
+ this._roughness = 0.4;
125
+
126
+ this._program = new ShaderProgram(gl, "SpecularMapCubeShader");
127
+ this._program.attachVertexSource(g_code.webgl.vertex);
128
+ this._program.attachFragmentSource(g_code.webgl.fragment(128, this._roughness));
129
+ this._program.link();
130
+ }
131
+
132
+ setup(
133
+ plistRenderer: PolyListRenderer,
134
+ materialRenderer: MaterialRenderer,
135
+ modelMatrix: Mat4,
136
+ viewMatrix: Mat4,
137
+ projectionMatrix: Mat4
138
+ ) {
139
+ if (!this._program) {
140
+ throw new Error("SpecularMapCubeShader: Shader program is not loaded.");
141
+ }
142
+
143
+ const { material } = materialRenderer;
144
+ const rend = this.renderer as WebGLRenderer;
145
+ const { gl } = rend;
146
+ rend.state.shaderProgram = this._program;
147
+
148
+ const mvp = Mat4.Mult(projectionMatrix, viewMatrix);
149
+ this._program.uniformMatrix4fv('uMVP', false, mvp);
150
+
151
+ gl.activeTexture(gl.TEXTURE0);
152
+ this._program.uniform1i('uCubemap', 0);
153
+ const webglTexture = (materialRenderer.getTextureRenderer('albedoTexture') as WebGLTextureRenderer)?.getApiObject();
154
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, webglTexture);
155
+
156
+ this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams('vertPosition'));
157
+ }
158
+
159
+ destroy() {
160
+ if (this._program) {
161
+ ShaderProgram.Delete(this._program);
162
+ this._program = null;
163
+ }
164
+ }
165
165
  }
@@ -1,171 +1,171 @@
1
-
2
- import Texture, { TextureChannel } from '../base/Texture';
3
- import PolyListRenderer from '../render/PolyListRenderer';
4
- import MaterialRenderer from '../render/MaterialRenderer';
5
- import Renderer from '../render/Renderer';
6
- import WebGLRenderer from '../render/webgl/Renderer';
7
- import Shader from '../render/Shader';
8
- import ShaderProgram from '../render/webgl/ShaderProgram';
9
- import Mat4 from '../math/Mat4';
10
- import WebGLTextureRenderer from '../render/webgl/TextureRenderer';
11
- import WebGLPolyListRenderer from '../render/webgl/PolyListRenderer';
12
-
13
- const g_code = {
14
- webgl: {
15
- vertex: `precision mediump float;
16
-
17
- attribute vec3 position;
18
- attribute vec2 texCoord;
19
-
20
- varying vec2 fragTexCoord;
21
-
22
- void main() {
23
- fragTexCoord = texCoord;
24
- gl_Position = vec4(position, 1.0);
25
- }`,
26
-
27
- fragment: `precision mediump float;
28
-
29
- varying vec2 fragTexCoord;
30
-
31
- uniform sampler2D uTextureR;
32
- uniform sampler2D uTextureG;
33
- uniform sampler2D uTextureB;
34
- uniform sampler2D uTextureA;
35
-
36
- uniform int uRChannel;
37
- uniform int uGChannel;
38
- uniform int uBChannel;
39
- uniform int uAChannel;
40
-
41
- float getChannel(vec4 color, int channel) {
42
- if (channel == 1) {
43
- return color.r;
44
- }
45
- else if (channel == 2) {
46
- return color.g;
47
- }
48
- else if (channel == 3) {
49
- return color.b;
50
- }
51
- else {
52
- return color.a;
53
- }
54
- }
55
-
56
- void main() {
57
- vec4 result = vec4(
58
- getChannel(texture2D(uTextureR, fragTexCoord), uRChannel),
59
- getChannel(texture2D(uTextureG, fragTexCoord), uGChannel),
60
- getChannel(texture2D(uTextureB, fragTexCoord), uBChannel),
61
- getChannel(texture2D(uTextureA, fragTexCoord), uAChannel)
62
- );
63
-
64
- gl_FragColor = result;
65
- }`
66
- }
67
- }
68
-
69
- const g_renderers: { [key: string]: TextureMergerShader } = {};
70
- export default class TextureMergerShader extends Shader {
71
- protected _textures: { [key in TextureChannel]?: Texture | null };
72
- protected _textureChannels: { [key in TextureChannel]?: TextureChannel };
73
- protected _program!: ShaderProgram;
74
-
75
- static GetUnique(renderer: Renderer) {
76
- if (!g_renderers[renderer.uniqueId]) {
77
- g_renderers[renderer.uniqueId] = new TextureMergerShader(renderer);
78
- g_renderers[renderer.uniqueId].load();
79
- }
80
- return g_renderers[renderer.uniqueId];
81
- }
82
-
83
- constructor(renderer: Renderer) {
84
- super(renderer);
85
-
86
- if (renderer.typeId !== "WebGL") {
87
- throw Error("TextureMergerShader is only compatible with WebGL renderer");
88
- }
89
-
90
- this._textures = {};
91
- this._textureChannels = {};
92
- }
93
-
94
- async load() {
95
- const { gl } = (this.renderer as WebGLRenderer);
96
-
97
- this._program = new ShaderProgram(gl, "DefaultTextureMergerShader");
98
- this._program.attachVertexSource(g_code.webgl.vertex);
99
- this._program.attachFragmentSource(g_code.webgl.fragment);
100
- this._program.link();
101
- }
102
-
103
- setTexture(
104
- tex: Texture,
105
- channel: TextureChannel,
106
- dstChannel = TextureChannel.R
107
- ) {
108
- if (channel<TextureChannel.R || channel>TextureChannel.A) {
109
- throw new Error(`TextureMergerShader: invalid texture channel set ${ channel }`);
110
- }
111
- this._textures[channel] = tex;
112
- this._textureChannels[channel] = dstChannel;
113
- }
114
-
115
- get isComplete() {
116
- return this._textures[TextureChannel.R] &&
117
- this._textures[TextureChannel.G] &&
118
- this._textures[TextureChannel.B] &&
119
- this._textures[TextureChannel.A] && true;
120
- }
121
-
122
- setup(
123
- plistRenderer: PolyListRenderer,
124
- materialRenderer: MaterialRenderer,
125
- modelMatrix: Mat4,
126
- viewMatrix: Mat4,
127
- projectionMatrix: Mat4
128
- ) {
129
- if (!this.isComplete) {
130
- throw new Error("TextureMergerShader: the texture shader is not complete. Check that the textures are set for all channels");
131
- }
132
-
133
- if (!this._program) {
134
- throw new Error("TextureMergerShader: shader program is not loaded");
135
- }
136
-
137
- const rend = this.renderer as WebGLRenderer;
138
-
139
- rend.state.shaderProgram = this._program;
140
-
141
- if (!this._textures[TextureChannel.R]) {
142
- throw new Error("TextureMergerShader: R texture is not set");
143
- }
144
- if (!this._textures[TextureChannel.G]) {
145
- throw new Error("TextureMergerShader: G texture is not set");
146
- }
147
- if (!this._textures[TextureChannel.B]) {
148
- throw new Error("TextureMergerShader: B texture is not set");
149
- }
150
- if (!this._textures[TextureChannel.A]) {
151
- throw new Error("TextureMergerShader: A texture is not set");
152
- }
153
- const r = this.renderer.factory.texture(this._textures[TextureChannel.R]) as WebGLTextureRenderer;
154
- const g = this.renderer.factory.texture(this._textures[TextureChannel.G]) as WebGLTextureRenderer;
155
- const b = this.renderer.factory.texture(this._textures[TextureChannel.B]) as WebGLTextureRenderer;
156
- const a = this.renderer.factory.texture(this._textures[TextureChannel.A]) as WebGLTextureRenderer;
157
-
158
- this._program.bindTexture("uTextureR", r, 0);
159
- this._program.bindTexture("uTextureG", g, 1);
160
- this._program.bindTexture("uTextureB", b, 2);
161
- this._program.bindTexture("uTextureA", a, 3);
162
-
163
- this._program.uniform1i("uRChannel", this._textureChannels[TextureChannel.R] || 0);
164
- this._program.uniform1i("uGChannel", this._textureChannels[TextureChannel.G] || 1);
165
- this._program.uniform1i("uBChannel", this._textureChannels[TextureChannel.B] || 2);
166
- this._program.uniform1i("uAChannel", this._textureChannels[TextureChannel.A] || 3);
167
-
168
- this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams("position"));
169
- this._program.texCoordAttribPointer((plistRenderer as WebGLPolyListRenderer).texCoord0AttribParams("texCoord"));
170
- }
171
- }
1
+
2
+ import Texture, { TextureChannel } from '../base/Texture';
3
+ import PolyListRenderer from '../render/PolyListRenderer';
4
+ import MaterialRenderer from '../render/MaterialRenderer';
5
+ import Renderer from '../render/Renderer';
6
+ import WebGLRenderer from '../render/webgl/Renderer';
7
+ import Shader from '../render/Shader';
8
+ import ShaderProgram from '../render/webgl/ShaderProgram';
9
+ import Mat4 from '../math/Mat4';
10
+ import WebGLTextureRenderer from '../render/webgl/TextureRenderer';
11
+ import WebGLPolyListRenderer from '../render/webgl/PolyListRenderer';
12
+
13
+ const g_code = {
14
+ webgl: {
15
+ vertex: `precision mediump float;
16
+
17
+ attribute vec3 position;
18
+ attribute vec2 texCoord;
19
+
20
+ varying vec2 fragTexCoord;
21
+
22
+ void main() {
23
+ fragTexCoord = texCoord;
24
+ gl_Position = vec4(position, 1.0);
25
+ }`,
26
+
27
+ fragment: `precision mediump float;
28
+
29
+ varying vec2 fragTexCoord;
30
+
31
+ uniform sampler2D uTextureR;
32
+ uniform sampler2D uTextureG;
33
+ uniform sampler2D uTextureB;
34
+ uniform sampler2D uTextureA;
35
+
36
+ uniform int uRChannel;
37
+ uniform int uGChannel;
38
+ uniform int uBChannel;
39
+ uniform int uAChannel;
40
+
41
+ float getChannel(vec4 color, int channel) {
42
+ if (channel == 1) {
43
+ return color.r;
44
+ }
45
+ else if (channel == 2) {
46
+ return color.g;
47
+ }
48
+ else if (channel == 3) {
49
+ return color.b;
50
+ }
51
+ else {
52
+ return color.a;
53
+ }
54
+ }
55
+
56
+ void main() {
57
+ vec4 result = vec4(
58
+ getChannel(texture2D(uTextureR, fragTexCoord), uRChannel),
59
+ getChannel(texture2D(uTextureG, fragTexCoord), uGChannel),
60
+ getChannel(texture2D(uTextureB, fragTexCoord), uBChannel),
61
+ getChannel(texture2D(uTextureA, fragTexCoord), uAChannel)
62
+ );
63
+
64
+ gl_FragColor = result;
65
+ }`
66
+ }
67
+ }
68
+
69
+ const g_renderers: { [key: string]: TextureMergerShader } = {};
70
+ export default class TextureMergerShader extends Shader {
71
+ protected _textures: { [key in TextureChannel]?: Texture | null };
72
+ protected _textureChannels: { [key in TextureChannel]?: TextureChannel };
73
+ protected _program!: ShaderProgram;
74
+
75
+ static GetUnique(renderer: Renderer) {
76
+ if (!g_renderers[renderer.uniqueId]) {
77
+ g_renderers[renderer.uniqueId] = new TextureMergerShader(renderer);
78
+ g_renderers[renderer.uniqueId].load();
79
+ }
80
+ return g_renderers[renderer.uniqueId];
81
+ }
82
+
83
+ constructor(renderer: Renderer) {
84
+ super(renderer);
85
+
86
+ if (renderer.typeId !== "WebGL") {
87
+ throw Error("TextureMergerShader is only compatible with WebGL renderer");
88
+ }
89
+
90
+ this._textures = {};
91
+ this._textureChannels = {};
92
+ }
93
+
94
+ async load() {
95
+ const { gl } = (this.renderer as WebGLRenderer);
96
+
97
+ this._program = new ShaderProgram(gl, "DefaultTextureMergerShader");
98
+ this._program.attachVertexSource(g_code.webgl.vertex);
99
+ this._program.attachFragmentSource(g_code.webgl.fragment);
100
+ this._program.link();
101
+ }
102
+
103
+ setTexture(
104
+ tex: Texture,
105
+ channel: TextureChannel,
106
+ dstChannel = TextureChannel.R
107
+ ) {
108
+ if (channel<TextureChannel.R || channel>TextureChannel.A) {
109
+ throw new Error(`TextureMergerShader: invalid texture channel set ${ channel }`);
110
+ }
111
+ this._textures[channel] = tex;
112
+ this._textureChannels[channel] = dstChannel;
113
+ }
114
+
115
+ get isComplete() {
116
+ return this._textures[TextureChannel.R] &&
117
+ this._textures[TextureChannel.G] &&
118
+ this._textures[TextureChannel.B] &&
119
+ this._textures[TextureChannel.A] && true;
120
+ }
121
+
122
+ setup(
123
+ plistRenderer: PolyListRenderer,
124
+ materialRenderer: MaterialRenderer,
125
+ modelMatrix: Mat4,
126
+ viewMatrix: Mat4,
127
+ projectionMatrix: Mat4
128
+ ) {
129
+ if (!this.isComplete) {
130
+ throw new Error("TextureMergerShader: the texture shader is not complete. Check that the textures are set for all channels");
131
+ }
132
+
133
+ if (!this._program) {
134
+ throw new Error("TextureMergerShader: shader program is not loaded");
135
+ }
136
+
137
+ const rend = this.renderer as WebGLRenderer;
138
+
139
+ rend.state.shaderProgram = this._program;
140
+
141
+ if (!this._textures[TextureChannel.R]) {
142
+ throw new Error("TextureMergerShader: R texture is not set");
143
+ }
144
+ if (!this._textures[TextureChannel.G]) {
145
+ throw new Error("TextureMergerShader: G texture is not set");
146
+ }
147
+ if (!this._textures[TextureChannel.B]) {
148
+ throw new Error("TextureMergerShader: B texture is not set");
149
+ }
150
+ if (!this._textures[TextureChannel.A]) {
151
+ throw new Error("TextureMergerShader: A texture is not set");
152
+ }
153
+ const r = this.renderer.factory.texture(this._textures[TextureChannel.R]) as WebGLTextureRenderer;
154
+ const g = this.renderer.factory.texture(this._textures[TextureChannel.G]) as WebGLTextureRenderer;
155
+ const b = this.renderer.factory.texture(this._textures[TextureChannel.B]) as WebGLTextureRenderer;
156
+ const a = this.renderer.factory.texture(this._textures[TextureChannel.A]) as WebGLTextureRenderer;
157
+
158
+ this._program.bindTexture("uTextureR", r, 0);
159
+ this._program.bindTexture("uTextureG", g, 1);
160
+ this._program.bindTexture("uTextureB", b, 2);
161
+ this._program.bindTexture("uTextureA", a, 3);
162
+
163
+ this._program.uniform1i("uRChannel", this._textureChannels[TextureChannel.R] || 0);
164
+ this._program.uniform1i("uGChannel", this._textureChannels[TextureChannel.G] || 1);
165
+ this._program.uniform1i("uBChannel", this._textureChannels[TextureChannel.B] || 2);
166
+ this._program.uniform1i("uAChannel", this._textureChannels[TextureChannel.A] || 3);
167
+
168
+ this._program.positionAttribPointer((plistRenderer as WebGLPolyListRenderer).positionAttribParams("position"));
169
+ this._program.texCoordAttribPointer((plistRenderer as WebGLPolyListRenderer).texCoord0AttribParams("texCoord"));
170
+ }
171
+ }