vanta-engine 1.0.0

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 (162) hide show
  1. package/README.md +61 -0
  2. package/dist/engine.d.ts +18 -0
  3. package/dist/engine.d.ts.map +1 -0
  4. package/dist/engine.js +23 -0
  5. package/dist/engine.js.map +1 -0
  6. package/dist/graphics/assets/asset_format/format.d.ts +115 -0
  7. package/dist/graphics/assets/asset_format/format.d.ts.map +1 -0
  8. package/dist/graphics/assets/asset_format/format.js +29 -0
  9. package/dist/graphics/assets/asset_format/format.js.map +1 -0
  10. package/dist/graphics/assets/asset_loaders/obj.d.ts +127 -0
  11. package/dist/graphics/assets/asset_loaders/obj.d.ts.map +1 -0
  12. package/dist/graphics/assets/asset_loaders/obj.js +762 -0
  13. package/dist/graphics/assets/asset_loaders/obj.js.map +1 -0
  14. package/dist/graphics/assets/material.d.ts +33 -0
  15. package/dist/graphics/assets/material.d.ts.map +1 -0
  16. package/dist/graphics/assets/material.js +104 -0
  17. package/dist/graphics/assets/material.js.map +1 -0
  18. package/dist/graphics/assets/mesh.d.ts +17 -0
  19. package/dist/graphics/assets/mesh.d.ts.map +1 -0
  20. package/dist/graphics/assets/mesh.js +47 -0
  21. package/dist/graphics/assets/mesh.js.map +1 -0
  22. package/dist/graphics/assets/model.d.ts +13 -0
  23. package/dist/graphics/assets/model.d.ts.map +1 -0
  24. package/dist/graphics/assets/model.js +18 -0
  25. package/dist/graphics/assets/model.js.map +1 -0
  26. package/dist/graphics/assets/texture.d.ts +93 -0
  27. package/dist/graphics/assets/texture.d.ts.map +1 -0
  28. package/dist/graphics/assets/texture.js +318 -0
  29. package/dist/graphics/assets/texture.js.map +1 -0
  30. package/dist/graphics/assets/uniform_buffer.d.ts +28 -0
  31. package/dist/graphics/assets/uniform_buffer.d.ts.map +1 -0
  32. package/dist/graphics/assets/uniform_buffer.js +132 -0
  33. package/dist/graphics/assets/uniform_buffer.js.map +1 -0
  34. package/dist/graphics/assets/vaos.d.ts +9 -0
  35. package/dist/graphics/assets/vaos.d.ts.map +1 -0
  36. package/dist/graphics/assets/vaos.js +98 -0
  37. package/dist/graphics/assets/vaos.js.map +1 -0
  38. package/dist/graphics/framebuffer.d.ts +77 -0
  39. package/dist/graphics/framebuffer.d.ts.map +1 -0
  40. package/dist/graphics/framebuffer.js +265 -0
  41. package/dist/graphics/framebuffer.js.map +1 -0
  42. package/dist/graphics/graphics_manager.d.ts +70 -0
  43. package/dist/graphics/graphics_manager.d.ts.map +1 -0
  44. package/dist/graphics/graphics_manager.js +503 -0
  45. package/dist/graphics/graphics_manager.js.map +1 -0
  46. package/dist/graphics/shader_program.d.ts +66 -0
  47. package/dist/graphics/shader_program.d.ts.map +1 -0
  48. package/dist/graphics/shader_program.js +92 -0
  49. package/dist/graphics/shader_program.js.map +1 -0
  50. package/dist/graphics/utility.d.ts +4 -0
  51. package/dist/graphics/utility.d.ts.map +1 -0
  52. package/dist/graphics/utility.js +33 -0
  53. package/dist/graphics/utility.js.map +1 -0
  54. package/dist/hook_manager.d.ts +33 -0
  55. package/dist/hook_manager.d.ts.map +1 -0
  56. package/dist/hook_manager.js +102 -0
  57. package/dist/hook_manager.js.map +1 -0
  58. package/dist/index.d.ts +27 -0
  59. package/dist/index.d.ts.map +1 -0
  60. package/dist/index.js +27 -0
  61. package/dist/index.js.map +1 -0
  62. package/dist/input/input_manager.d.ts +41 -0
  63. package/dist/input/input_manager.d.ts.map +1 -0
  64. package/dist/input/input_manager.js +121 -0
  65. package/dist/input/input_manager.js.map +1 -0
  66. package/dist/node/camera3d.d.ts +10 -0
  67. package/dist/node/camera3d.d.ts.map +1 -0
  68. package/dist/node/camera3d.js +25 -0
  69. package/dist/node/camera3d.js.map +1 -0
  70. package/dist/node/lights/directional_light.d.ts +20 -0
  71. package/dist/node/lights/directional_light.d.ts.map +1 -0
  72. package/dist/node/lights/directional_light.js +111 -0
  73. package/dist/node/lights/directional_light.js.map +1 -0
  74. package/dist/node/lights/light.d.ts +15 -0
  75. package/dist/node/lights/light.d.ts.map +1 -0
  76. package/dist/node/lights/light.js +24 -0
  77. package/dist/node/lights/light.js.map +1 -0
  78. package/dist/node/lights/point_light.d.ts +26 -0
  79. package/dist/node/lights/point_light.d.ts.map +1 -0
  80. package/dist/node/lights/point_light.js +109 -0
  81. package/dist/node/lights/point_light.js.map +1 -0
  82. package/dist/node/lights/spot_light.d.ts +13 -0
  83. package/dist/node/lights/spot_light.d.ts.map +1 -0
  84. package/dist/node/lights/spot_light.js +35 -0
  85. package/dist/node/lights/spot_light.js.map +1 -0
  86. package/dist/node/lights.d.ts +43 -0
  87. package/dist/node/lights.d.ts.map +1 -0
  88. package/dist/node/lights.js +201 -0
  89. package/dist/node/lights.js.map +1 -0
  90. package/dist/node/object3d.d.ts +10 -0
  91. package/dist/node/object3d.d.ts.map +1 -0
  92. package/dist/node/object3d.js +60 -0
  93. package/dist/node/object3d.js.map +1 -0
  94. package/dist/node/skybox.d.ts +15 -0
  95. package/dist/node/skybox.d.ts.map +1 -0
  96. package/dist/node/skybox.js +33 -0
  97. package/dist/node/skybox.js.map +1 -0
  98. package/dist/node/sprite2d.d.ts +14 -0
  99. package/dist/node/sprite2d.d.ts.map +1 -0
  100. package/dist/node/sprite2d.js +33 -0
  101. package/dist/node/sprite2d.js.map +1 -0
  102. package/dist/node.d.ts +76 -0
  103. package/dist/node.d.ts.map +1 -0
  104. package/dist/node.js +308 -0
  105. package/dist/node.js.map +1 -0
  106. package/dist/scene.d.ts +19 -0
  107. package/dist/scene.d.ts.map +1 -0
  108. package/dist/scene.js +50 -0
  109. package/dist/scene.js.map +1 -0
  110. package/dist/shader_language/grammar.d.ts +2 -0
  111. package/dist/shader_language/grammar.d.ts.map +1 -0
  112. package/dist/shader_language/grammar.js +971 -0
  113. package/dist/shader_language/grammar.js.map +1 -0
  114. package/dist/shader_language/tokenizer.d.ts +3 -0
  115. package/dist/shader_language/tokenizer.d.ts.map +1 -0
  116. package/dist/shader_language/tokenizer.js +50 -0
  117. package/dist/shader_language/tokenizer.js.map +1 -0
  118. package/dist/shaders/default_2d.fs.d.ts +3 -0
  119. package/dist/shaders/default_2d.fs.d.ts.map +1 -0
  120. package/dist/shaders/default_2d.fs.js +14 -0
  121. package/dist/shaders/default_2d.fs.js.map +1 -0
  122. package/dist/shaders/default_2d.vs.d.ts +3 -0
  123. package/dist/shaders/default_2d.vs.d.ts.map +1 -0
  124. package/dist/shaders/default_2d.vs.js +16 -0
  125. package/dist/shaders/default_2d.vs.js.map +1 -0
  126. package/dist/shaders/default_3d.fs.d.ts +3 -0
  127. package/dist/shaders/default_3d.fs.d.ts.map +1 -0
  128. package/dist/shaders/default_3d.fs.js +327 -0
  129. package/dist/shaders/default_3d.fs.js.map +1 -0
  130. package/dist/shaders/default_3d.vs.d.ts +3 -0
  131. package/dist/shaders/default_3d.vs.d.ts.map +1 -0
  132. package/dist/shaders/default_3d.vs.js +36 -0
  133. package/dist/shaders/default_3d.vs.js.map +1 -0
  134. package/dist/shaders/default_directional_shadow.fs.d.ts +3 -0
  135. package/dist/shaders/default_directional_shadow.fs.d.ts.map +1 -0
  136. package/dist/shaders/default_directional_shadow.fs.js +6 -0
  137. package/dist/shaders/default_directional_shadow.fs.js.map +1 -0
  138. package/dist/shaders/default_directional_shadow.vs.d.ts +3 -0
  139. package/dist/shaders/default_directional_shadow.vs.d.ts.map +1 -0
  140. package/dist/shaders/default_directional_shadow.vs.js +11 -0
  141. package/dist/shaders/default_directional_shadow.vs.js.map +1 -0
  142. package/dist/shaders/default_point_shadow.fs.d.ts +3 -0
  143. package/dist/shaders/default_point_shadow.fs.d.ts.map +1 -0
  144. package/dist/shaders/default_point_shadow.fs.js +18 -0
  145. package/dist/shaders/default_point_shadow.fs.js.map +1 -0
  146. package/dist/shaders/default_point_shadow.vs.d.ts +3 -0
  147. package/dist/shaders/default_point_shadow.vs.d.ts.map +1 -0
  148. package/dist/shaders/default_point_shadow.vs.js +14 -0
  149. package/dist/shaders/default_point_shadow.vs.js.map +1 -0
  150. package/dist/shaders/default_skybox.fs.d.ts +3 -0
  151. package/dist/shaders/default_skybox.fs.d.ts.map +1 -0
  152. package/dist/shaders/default_skybox.fs.js +14 -0
  153. package/dist/shaders/default_skybox.fs.js.map +1 -0
  154. package/dist/shaders/default_skybox.vs.d.ts +3 -0
  155. package/dist/shaders/default_skybox.vs.d.ts.map +1 -0
  156. package/dist/shaders/default_skybox.vs.js +23 -0
  157. package/dist/shaders/default_skybox.vs.js.map +1 -0
  158. package/dist/utility.d.ts +5 -0
  159. package/dist/utility.d.ts.map +1 -0
  160. package/dist/utility.js +19 -0
  161. package/dist/utility.js.map +1 -0
  162. package/package.json +47 -0
@@ -0,0 +1,503 @@
1
+ import { Mat4 } from '@vicimpa/glm';
2
+ import { get_uniform_label_index, normalize_uniform_label } from "./utility.js";
3
+ import { ShaderProgram, WebGLUniformType } from "./shader_program.js";
4
+ import { AttachmentType, DrawFlag, Framebuffer, has_flag } from "./framebuffer.js";
5
+ import { Texture, TextureType } from "./assets/texture.js";
6
+ import DEFAULT_2D_VERTEX_SHADER from "../shaders/default_2d.vs.js";
7
+ import DEFAULT_2D_FRAGMENT_SHADER from "../shaders/default_2d.fs.js";
8
+ import DEFAULT_3D_VERTEX_SHADER from "../shaders/default_3d.vs.js";
9
+ import DEFAULT_3D_FRAGMENT_SHADER from "../shaders/default_3d.fs.js";
10
+ import DEFAULT_SKYBOX_VERTEX_SHADER from "../shaders/default_skybox.vs.js";
11
+ import DEFAULT_SKYBOX_FRAGMENT_SHADER from "../shaders/default_skybox.fs.js";
12
+ import DEFAULT_DIRECTIONAL_SHADOW_VERTEX_SHADER from "../shaders/default_directional_shadow.vs.js";
13
+ import DEFAULT_DIRECTIONAL_SHADOW_FRAGMENT_SHADER from "../shaders/default_directional_shadow.fs.js";
14
+ import DEFAULT_POINT_SHADOW_VERTEX_SHADER from "../shaders/default_point_shadow.vs.js";
15
+ import DEFAULT_POINT_SHADOW_FRAGMENT_SHADER from "../shaders/default_point_shadow.fs.js";
16
+ ;
17
+ export class GraphicsManager {
18
+ constructor(engine, canvas) {
19
+ this.shader_programs = {};
20
+ this.shader_program = null;
21
+ this.framebuffers = {};
22
+ this.framebuffer = null;
23
+ this.vertex_attributes = {};
24
+ this.vertex_count = 0;
25
+ this.last_frame_time = null;
26
+ // LIGHTS
27
+ this.point_lights = [];
28
+ this.directional_lights = [];
29
+ this.spot_lights = [];
30
+ this.shadow_resolution = 1024 * 6;
31
+ this.canvas = canvas;
32
+ this.gl = canvas.getContext("webgl2", {
33
+ colorSpace: 'srgb',
34
+ antialias: true
35
+ });
36
+ this.engine = engine;
37
+ this.default_2d_shader_program = this.create_default_2d_shader_program();
38
+ this.default_3d_shader_program = this.create_default_3d_shader_program();
39
+ this.default_skybox_shader_program = this.create_default_skybox_shader_program();
40
+ this.directional_light_shadow_map_texture = new Texture(this, "directional_light_shadow_map_texture", Math.max(1, this.directional_lights.length), this.shadow_resolution, this.shadow_resolution, TextureType.DEPTH_ARRAY, {
41
+ [this.gl.TEXTURE_COMPARE_MODE]: this.gl.COMPARE_REF_TO_TEXTURE,
42
+ [this.gl.TEXTURE_COMPARE_FUNC]: this.gl.LEQUAL,
43
+ [this.gl.TEXTURE_MIN_FILTER]: this.gl.LINEAR,
44
+ [this.gl.TEXTURE_MAG_FILTER]: this.gl.LINEAR,
45
+ [this.gl.TEXTURE_WRAP_S]: this.gl.CLAMP_TO_EDGE,
46
+ [this.gl.TEXTURE_WRAP_T]: this.gl.CLAMP_TO_EDGE,
47
+ [this.gl.TEXTURE_BASE_LEVEL]: 0,
48
+ [this.gl.TEXTURE_MAX_LEVEL]: 0,
49
+ });
50
+ this.point_light_shadow_map_texture = new Texture(this, "point_light_shadow_map_texture", Math.max(1, this.point_lights.length) * 6, this.shadow_resolution / 6, this.shadow_resolution / 6, TextureType.DEPTH_ARRAY, {
51
+ [this.gl.TEXTURE_COMPARE_MODE]: this.gl.COMPARE_REF_TO_TEXTURE,
52
+ [this.gl.TEXTURE_COMPARE_FUNC]: this.gl.LEQUAL,
53
+ [this.gl.TEXTURE_MIN_FILTER]: this.gl.LINEAR,
54
+ [this.gl.TEXTURE_MAG_FILTER]: this.gl.LINEAR,
55
+ [this.gl.TEXTURE_WRAP_S]: this.gl.CLAMP_TO_EDGE,
56
+ [this.gl.TEXTURE_WRAP_T]: this.gl.CLAMP_TO_EDGE,
57
+ [this.gl.TEXTURE_BASE_LEVEL]: 0,
58
+ [this.gl.TEXTURE_MAX_LEVEL]: 0,
59
+ });
60
+ this.point_shadow_depth_buffer = this.create_framebuffer(`point_shadow_depth_buffer`, [
61
+ {
62
+ name: "depth",
63
+ type: AttachmentType.TEXTURE_ARRAY_DEPTH,
64
+ texture: this.point_light_shadow_map_texture,
65
+ texture_array_index: this.point_lights.length * 6
66
+ }
67
+ ], DrawFlag.DEPTH_TEST
68
+ | DrawFlag.DEPTH_FUNC_LESS
69
+ | DrawFlag.CULL_FRONT
70
+ | DrawFlag.FORCE_WRITE_DEPTH);
71
+ this.directional_shadow_depth_buffer = this.create_framebuffer(`directional_shadow_depth_buffer`, [
72
+ {
73
+ name: "depth",
74
+ type: AttachmentType.TEXTURE_ARRAY_DEPTH,
75
+ texture: this.directional_light_shadow_map_texture,
76
+ texture_array_index: this.directional_lights.length
77
+ }
78
+ ], DrawFlag.DEPTH_TEST
79
+ | DrawFlag.DEPTH_FUNC_LESS
80
+ | DrawFlag.CULL_FRONT);
81
+ }
82
+ webgl_enabled() {
83
+ return this.gl !== null;
84
+ }
85
+ add_vertex_attribute(label, attribute_type, size, initial_data, normalized = false, dynamic = false) {
86
+ if (!this.shader_program) {
87
+ console.warn(`Tried to add ${label} vertex attribute without a shader bound while loading mesh.`);
88
+ return;
89
+ }
90
+ let vertexBuffer = this.gl.createBuffer();
91
+ this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexBuffer);
92
+ this.gl.bufferData(this.gl.ARRAY_BUFFER, initial_data, dynamic ? this.gl.DYNAMIC_DRAW : this.gl.STATIC_DRAW);
93
+ const texcoordLoc = this.gl.getAttribLocation(this.shader_program, label);
94
+ this.gl.enableVertexAttribArray(texcoordLoc);
95
+ this.gl.vertexAttribPointer(texcoordLoc, size, attribute_type, normalized, 0, 0);
96
+ this.vertex_attributes[label] = {
97
+ label,
98
+ attribute_type,
99
+ size,
100
+ normalized,
101
+ dynamic,
102
+ vertex_buffer: vertexBuffer
103
+ };
104
+ this.vertex_count = initial_data.length / this.vertex_attributes[label].size;
105
+ }
106
+ remove_vertex_attribute(label) {
107
+ this.gl.deleteBuffer(this.vertex_attributes[label].vertex_buffer);
108
+ }
109
+ set_vertex_attribute_data(label, data, offset = 0) {
110
+ this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertex_attributes[label].vertex_buffer);
111
+ this.gl.bufferSubData(this.gl.ARRAY_BUFFER, offset, data);
112
+ this.vertex_count = data.length / this.vertex_attributes[label].size;
113
+ }
114
+ create_shader_program(name) {
115
+ const prog = new ShaderProgram(name, this, this.gl);
116
+ this.shader_programs[name] = prog;
117
+ return prog;
118
+ }
119
+ use_shader(name) {
120
+ if (this.shader_program)
121
+ this.clear_shader();
122
+ this.shader_program = this.shader_programs[name];
123
+ this.gl.useProgram(this.shader_program.webgl_shader_program);
124
+ // console.log(`USING SHADER ${this.shader_program.name}`);
125
+ }
126
+ clear_shader() {
127
+ this.gl.useProgram(null);
128
+ this.shader_program = null;
129
+ }
130
+ create_framebuffer(name, attachment_info, draw_flags) {
131
+ const framebuffer = new Framebuffer(name, this, this.gl, attachment_info, draw_flags);
132
+ this.framebuffers[name] = framebuffer;
133
+ return framebuffer;
134
+ }
135
+ use_framebuffer(name) {
136
+ const framebuffer = this.framebuffers[name];
137
+ if (this.framebuffer === framebuffer)
138
+ return;
139
+ this.framebuffer = framebuffer;
140
+ const draw_flags = framebuffer.draw_flags;
141
+ const gl = this.gl;
142
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer.webgl_frame_buffer);
143
+ gl.viewport(0, 0, framebuffer.width, framebuffer.height);
144
+ if (has_flag(draw_flags, DrawFlag.DEPTH_TEST)) {
145
+ gl.enable(gl.DEPTH_TEST);
146
+ }
147
+ if (has_flag(draw_flags, DrawFlag.CULL_FRONT)) {
148
+ gl.cullFace(gl.FRONT);
149
+ }
150
+ else if (has_flag(draw_flags, DrawFlag.CULL_BACK)) {
151
+ gl.cullFace(gl.FRONT);
152
+ }
153
+ else if (has_flag(draw_flags, DrawFlag.CULL_FRONT_AND_BACK)) {
154
+ gl.cullFace(gl.FRONT_AND_BACK);
155
+ }
156
+ if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_LESS)) {
157
+ gl.depthFunc(gl.LESS);
158
+ }
159
+ else if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_NEVER)) {
160
+ gl.depthFunc(gl.NEVER);
161
+ }
162
+ else if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_EQUAL)) {
163
+ gl.depthFunc(gl.EQUAL);
164
+ }
165
+ else if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_LESS_EQUAL)) {
166
+ gl.depthFunc(gl.LEQUAL);
167
+ }
168
+ else if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_GREATER)) {
169
+ gl.depthFunc(gl.GREATER);
170
+ }
171
+ else if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_NOT_EQUAL)) {
172
+ gl.depthFunc(gl.NOTEQUAL);
173
+ }
174
+ else if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_GREATER_EQUAL)) {
175
+ gl.depthFunc(gl.GEQUAL);
176
+ }
177
+ else if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_ALWAYS)) {
178
+ gl.depthFunc(gl.ALWAYS);
179
+ }
180
+ if (framebuffer.use_depth_buffer || has_flag(draw_flags, DrawFlag.FORCE_WRITE_DEPTH)) {
181
+ gl.clearDepth(1.0);
182
+ gl.depthMask(true);
183
+ }
184
+ }
185
+ unuse_framebuffer() {
186
+ if (!this.framebuffer)
187
+ return;
188
+ const framebuffer = this.framebuffer;
189
+ const draw_flags = framebuffer.draw_flags;
190
+ const gl = this.gl;
191
+ if (draw_flags & DrawFlag.DEPTH_TEST) {
192
+ gl.disable(gl.DEPTH_TEST);
193
+ }
194
+ if (has_flag(draw_flags, DrawFlag.DEPTH_FUNC_NEVER)
195
+ || has_flag(draw_flags, DrawFlag.DEPTH_FUNC_EQUAL)
196
+ || has_flag(draw_flags, DrawFlag.DEPTH_FUNC_LESS_EQUAL)
197
+ || has_flag(draw_flags, DrawFlag.DEPTH_FUNC_GREATER)
198
+ || has_flag(draw_flags, DrawFlag.DEPTH_FUNC_NOT_EQUAL)
199
+ || has_flag(draw_flags, DrawFlag.DEPTH_FUNC_GREATER_EQUAL)
200
+ || has_flag(draw_flags, DrawFlag.DEPTH_FUNC_ALWAYS)) {
201
+ gl.depthFunc(gl.LESS);
202
+ }
203
+ if (has_flag(draw_flags, DrawFlag.CULL_FRONT)
204
+ || has_flag(draw_flags, DrawFlag.CULL_BACK)
205
+ || has_flag(draw_flags, DrawFlag.CULL_FRONT_AND_BACK)) {
206
+ gl.cullFace(gl.BACK);
207
+ }
208
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
209
+ this.framebuffer = null;
210
+ gl.viewport(0, 0, this.canvas.width, this.canvas.height);
211
+ }
212
+ set_uniform(label, value, transpose = false, warn = false) {
213
+ if (this.shader_program === null) {
214
+ if (warn)
215
+ console.warn(`Attempted to set ${label} uniform value to ${value} before a shader program was selected.`);
216
+ return;
217
+ }
218
+ const label_index = get_uniform_label_index(label);
219
+ const normalized_label = normalize_uniform_label(label).replace("[]", "");
220
+ let uniform = this.shader_program.uniforms[normalized_label];
221
+ if (uniform === undefined) {
222
+ if (warn)
223
+ console.warn(`The uniform "${label}" has not been registered for the shader program "${this.shader_program.name}".`);
224
+ return;
225
+ }
226
+ if (!(label in this.shader_program.uniform_locs)) {
227
+ const loc = this.gl.getUniformLocation(this.shader_program.webgl_shader_program, label);
228
+ if (!loc) {
229
+ if (warn)
230
+ console.warn(`Uniform "${label}" not in use in shader program "${this.shader_program.name}".`);
231
+ }
232
+ this.shader_program.uniform_locs[label] = loc;
233
+ }
234
+ // if (uniform.texture_unit !== undefined)
235
+ // console.log("UNIFORM ", normalized_label, " ", uniform.texture_unit! + label_index, "SHADER : ", this.shader_program.name);
236
+ var is_sending_array = false;
237
+ if (value instanceof Array) {
238
+ if (uniform.is_array) {
239
+ is_sending_array = true;
240
+ }
241
+ else {
242
+ throw Error(`Uniform "${label}" in shader program "${this.shader_program.name}" does not accept array values even though one was supplied.`);
243
+ }
244
+ }
245
+ // console.log(label);
246
+ if (is_sending_array) {
247
+ value = GraphicsManager.flatten_uniform_array_value(value);
248
+ }
249
+ switch (uniform.type) {
250
+ case WebGLUniformType.TEXTURE_2D:
251
+ case WebGLUniformType.SHADOW_2D:
252
+ this.gl.activeTexture(this.gl.TEXTURE0 + uniform.texture_unit + label_index);
253
+ this.gl.bindTexture(this.gl.TEXTURE_2D, value.webgl_texture);
254
+ this.gl.uniform1i(this.shader_program.uniform_locs[label], uniform.texture_unit + label_index);
255
+ break;
256
+ case WebGLUniformType.TEXTURE_2D_ARRAY:
257
+ case WebGLUniformType.SHADOW_2D_ARRAY:
258
+ this.gl.activeTexture(this.gl.TEXTURE0 + uniform.texture_unit + label_index);
259
+ this.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY, value.webgl_texture);
260
+ this.gl.uniform1i(this.shader_program.uniform_locs[label], uniform.texture_unit + label_index);
261
+ break;
262
+ case WebGLUniformType.SHADOW_CUBE_MAP:
263
+ case WebGLUniformType.TEXTURE_CUBE_MAP:
264
+ this.gl.activeTexture(this.gl.TEXTURE0 + uniform.texture_unit + label_index);
265
+ this.gl.bindTexture(this.gl.TEXTURE_CUBE_MAP, value.webgl_texture);
266
+ this.gl.uniform1i(this.shader_program.uniform_locs[label], uniform.texture_unit + label_index);
267
+ break;
268
+ case WebGLUniformType.F:
269
+ if (is_sending_array)
270
+ this.gl.uniform1fv(this.shader_program.uniform_locs[label], value);
271
+ else
272
+ this.gl.uniform1f(this.shader_program.uniform_locs[label], value);
273
+ break;
274
+ case WebGLUniformType.I:
275
+ if (is_sending_array)
276
+ this.gl.uniform1iv(this.shader_program.uniform_locs[label], value);
277
+ else
278
+ this.gl.uniform1i(this.shader_program.uniform_locs[label], value);
279
+ break;
280
+ case WebGLUniformType.B:
281
+ if (is_sending_array)
282
+ this.gl.uniform1iv(this.shader_program.uniform_locs[label], value);
283
+ else
284
+ this.gl.uniform1i(this.shader_program.uniform_locs[label], value);
285
+ break;
286
+ case WebGLUniformType.F2V:
287
+ this.gl.uniform2fv(this.shader_program.uniform_locs[label], value);
288
+ break;
289
+ case WebGLUniformType.I2V:
290
+ this.gl.uniform2iv(this.shader_program.uniform_locs[label], value);
291
+ break;
292
+ case WebGLUniformType.F3V:
293
+ this.gl.uniform3fv(this.shader_program.uniform_locs[label], value);
294
+ break;
295
+ case WebGLUniformType.I3V:
296
+ this.gl.uniform3iv(this.shader_program.uniform_locs[label], value);
297
+ break;
298
+ case WebGLUniformType.F2M:
299
+ this.gl.uniformMatrix2fv(this.shader_program.uniform_locs[label], transpose, value);
300
+ break;
301
+ case WebGLUniformType.F3M:
302
+ this.gl.uniformMatrix3fv(this.shader_program.uniform_locs[label], transpose, value);
303
+ break;
304
+ case WebGLUniformType.F4M:
305
+ this.gl.uniformMatrix4fv(this.shader_program.uniform_locs[label], transpose, value);
306
+ break;
307
+ }
308
+ }
309
+ static flatten_uniform_array_value(array_value) {
310
+ var first_value = array_value[0];
311
+ if (typeof first_value === "number")
312
+ return new Float32Array(array_value);
313
+ const type_size = first_value.toArray().length;
314
+ let data = new Float32Array(array_value.length * type_size);
315
+ let offset = 0;
316
+ for (const v of array_value) {
317
+ if (typeof v !== "number") {
318
+ const v_array = v.toArray();
319
+ data.set(v_array, offset);
320
+ offset += v_array.length;
321
+ }
322
+ else {
323
+ data[offset] = v;
324
+ offset += 1;
325
+ }
326
+ }
327
+ return data;
328
+ }
329
+ resize_directional_shadow_map() {
330
+ this.directional_light_shadow_map_texture.resize_texture_array(this.directional_lights.length);
331
+ for (var i = 0; i < this.directional_lights.length; ++i) {
332
+ const directional_light = this.directional_lights[i];
333
+ directional_light.shadow_index = i;
334
+ }
335
+ }
336
+ resize_point_shadow_map() {
337
+ this.point_light_shadow_map_texture.resize_texture_array(this.point_lights.length * 6);
338
+ for (var i = 0; i < this.point_lights.length; ++i) {
339
+ const point_light = this.point_lights[i];
340
+ point_light.shadow_index_offset = i * 6;
341
+ }
342
+ }
343
+ resize_canvas() {
344
+ const dpr = window.devicePixelRatio || 1;
345
+ const displayWidth = Math.floor(this.canvas.clientWidth * dpr);
346
+ const displayHeight = Math.floor(this.canvas.clientHeight * dpr);
347
+ if (this.canvas.width !== displayWidth || this.canvas.height !== displayHeight) {
348
+ this.canvas.width = displayWidth;
349
+ this.canvas.height = displayHeight;
350
+ }
351
+ }
352
+ render() {
353
+ // start the recursive render frame loop.
354
+ this.render_frame();
355
+ }
356
+ render_frame(current_time = 0) {
357
+ // first frame, initialize and skip large delta
358
+ if (this.last_frame_time === null) {
359
+ this.last_frame_time = current_time;
360
+ this.engine.input_manager.update();
361
+ return requestAnimationFrame((newTime) => this.render_frame(newTime));
362
+ }
363
+ // calculate delta in seconds
364
+ let delta_time = (current_time - this.last_frame_time) / 1000; // already ms → seconds
365
+ delta_time = delta_time;
366
+ this.last_frame_time = current_time;
367
+ this.resize_canvas();
368
+ this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
369
+ this.gl.clearColor(0, 0, 0, 0);
370
+ this.gl.clear(this.gl.COLOR_BUFFER_BIT);
371
+ this.engine.on_global_update_callback(this.engine, current_time, delta_time);
372
+ this.engine.main_scene.update(current_time, delta_time);
373
+ this.engine.input_manager.update();
374
+ // Render node heirarchy.
375
+ const ortho_projection = new Mat4().orthoZO(0, this.canvas.width, 0, this.canvas.height, -1, 1);
376
+ if (this.engine.main_scene.main_camera_3d) {
377
+ const view_matrix = this.engine.main_scene.main_camera_3d.get_view_matrix();
378
+ const projection_matrix = this.engine.main_scene.main_camera_3d.get_projection_matrix(this.canvas);
379
+ // RENDER SHADOWS
380
+ for (const light of this.point_lights) {
381
+ light.draw_shadow_map(view_matrix, projection_matrix, ortho_projection, current_time, delta_time);
382
+ }
383
+ for (const light of this.directional_lights) {
384
+ light.draw_shadow_map(view_matrix, projection_matrix, ortho_projection, current_time, delta_time);
385
+ }
386
+ this.engine.main_scene.render(view_matrix, projection_matrix, ortho_projection, current_time, delta_time);
387
+ }
388
+ else {
389
+ console.warn(`The main scene "${this.engine.main_scene.name}" does not have a main camera 3D`);
390
+ }
391
+ return requestAnimationFrame((new_time) => this.render_frame(new_time));
392
+ }
393
+ create_default_2d_shader_program() {
394
+ const shader_prog_2d = this.create_shader_program("2D");
395
+ shader_prog_2d.add_shader(this.gl.VERTEX_SHADER, DEFAULT_2D_VERTEX_SHADER);
396
+ shader_prog_2d.add_shader(this.gl.FRAGMENT_SHADER, DEFAULT_2D_FRAGMENT_SHADER);
397
+ shader_prog_2d.add_uniform("u_model", WebGLUniformType.F4M);
398
+ shader_prog_2d.add_uniform("u_projection", WebGLUniformType.F4M);
399
+ shader_prog_2d.add_uniform("sprite_texture", WebGLUniformType.TEXTURE_2D);
400
+ shader_prog_2d.build();
401
+ return shader_prog_2d;
402
+ }
403
+ create_default_3d_shader_program() {
404
+ const shader_prog_3d = this.create_shader_program("3D");
405
+ shader_prog_3d.add_shader(this.gl.VERTEX_SHADER, DEFAULT_3D_VERTEX_SHADER);
406
+ shader_prog_3d.add_shader(this.gl.FRAGMENT_SHADER, DEFAULT_3D_FRAGMENT_SHADER);
407
+ // utility
408
+ shader_prog_3d.add_uniform("time", WebGLUniformType.F);
409
+ // SHADOWS
410
+ shader_prog_3d.add_uniform("depth_cubemap", WebGLUniformType.TEXTURE_CUBE_MAP);
411
+ // MVP
412
+ shader_prog_3d.add_uniform("u_model", WebGLUniformType.F4M);
413
+ shader_prog_3d.add_uniform("u_view", WebGLUniformType.F4M);
414
+ shader_prog_3d.add_uniform("u_projection", WebGLUniformType.F4M);
415
+ // environment
416
+ shader_prog_3d.add_uniform("environment.ambient_light", WebGLUniformType.F3V);
417
+ // camera
418
+ shader_prog_3d.add_uniform("camera_position", WebGLUniformType.F3V);
419
+ // lights
420
+ shader_prog_3d.add_uniform("point_lights_count", WebGLUniformType.I);
421
+ shader_prog_3d.add_uniform("spot_lights_count", WebGLUniformType.I);
422
+ shader_prog_3d.add_uniform("directional_lights_count", WebGLUniformType.I);
423
+ /// point lights
424
+ shader_prog_3d.add_uniform("point_lights[].position", WebGLUniformType.F3V);
425
+ shader_prog_3d.add_uniform("point_lights[].color", WebGLUniformType.F3V);
426
+ shader_prog_3d.add_uniform("point_lights[].range", WebGLUniformType.F);
427
+ shader_prog_3d.add_uniform("point_lights[].energy", WebGLUniformType.F);
428
+ shader_prog_3d.add_uniform("point_lights[].ambient", WebGLUniformType.F);
429
+ shader_prog_3d.add_uniform("point_lights[].diffuse", WebGLUniformType.F);
430
+ shader_prog_3d.add_uniform("point_lights[].specular", WebGLUniformType.F);
431
+ /// spot lights
432
+ shader_prog_3d.add_uniform("spot_lights[].position", WebGLUniformType.F3V);
433
+ shader_prog_3d.add_uniform("spot_lights[].color", WebGLUniformType.F3V);
434
+ shader_prog_3d.add_uniform("spot_lights[].rotation", WebGLUniformType.F4M);
435
+ shader_prog_3d.add_uniform("spot_lights[].range", WebGLUniformType.F);
436
+ shader_prog_3d.add_uniform("spot_lights[].energy", WebGLUniformType.F);
437
+ shader_prog_3d.add_uniform("spot_lights[].cookie_radius", WebGLUniformType.F);
438
+ shader_prog_3d.add_uniform("spot_lights[].ambient", WebGLUniformType.F);
439
+ shader_prog_3d.add_uniform("spot_lights[].diffuse", WebGLUniformType.F);
440
+ shader_prog_3d.add_uniform("spot_lights[].specular", WebGLUniformType.F);
441
+ /// directional lights
442
+ shader_prog_3d.add_uniform("directional_lights[].rotation", WebGLUniformType.F4M);
443
+ shader_prog_3d.add_uniform("directional_lights[].color", WebGLUniformType.F3V);
444
+ shader_prog_3d.add_uniform("directional_lights[].energy", WebGLUniformType.F);
445
+ shader_prog_3d.add_uniform("directional_lights[].ambient", WebGLUniformType.F);
446
+ shader_prog_3d.add_uniform("directional_lights[].diffuse", WebGLUniformType.F);
447
+ shader_prog_3d.add_uniform("directional_lights[].specular", WebGLUniformType.F);
448
+ // material
449
+ shader_prog_3d.add_uniform("material.has_normal_texture", WebGLUniformType.B);
450
+ shader_prog_3d.add_uniform("material.has_albedo_texture", WebGLUniformType.B);
451
+ shader_prog_3d.add_uniform("material.albedo", WebGLUniformType.F3V);
452
+ shader_prog_3d.add_uniform("material.has_metalic_texture", WebGLUniformType.B);
453
+ shader_prog_3d.add_uniform("material.metalic", WebGLUniformType.F);
454
+ shader_prog_3d.add_uniform("material.has_roughness_texture", WebGLUniformType.B);
455
+ shader_prog_3d.add_uniform("material.roughness", WebGLUniformType.F);
456
+ shader_prog_3d.add_uniform("material.has_ao_texture", WebGLUniformType.B);
457
+ shader_prog_3d.add_uniform("material.ao", WebGLUniformType.F);
458
+ shader_prog_3d.add_uniform("material_texture_albedo", WebGLUniformType.TEXTURE_2D);
459
+ shader_prog_3d.add_uniform("material_texture_normal", WebGLUniformType.TEXTURE_2D);
460
+ shader_prog_3d.add_uniform("material_texture_metalic", WebGLUniformType.TEXTURE_2D);
461
+ shader_prog_3d.add_uniform("material_texture_roughness", WebGLUniformType.TEXTURE_2D);
462
+ shader_prog_3d.add_uniform("material_texture_ao", WebGLUniformType.TEXTURE_2D);
463
+ // shadows
464
+ shader_prog_3d.add_uniform("u_directional_light_space_matrix[]", WebGLUniformType.F4M);
465
+ shader_prog_3d.add_uniform("u_point_light_space_matrix[]", WebGLUniformType.F4M);
466
+ shader_prog_3d.add_uniform("directional_light_shadow_maps", WebGLUniformType.SHADOW_2D_ARRAY);
467
+ shader_prog_3d.add_uniform("point_light_shadow_maps", WebGLUniformType.SHADOW_2D_ARRAY);
468
+ shader_prog_3d.add_uniform("shadow_map_size", WebGLUniformType.F2V);
469
+ shader_prog_3d.build();
470
+ return shader_prog_3d;
471
+ }
472
+ create_default_skybox_shader_program() {
473
+ const shader_prog_skybox = this.create_shader_program("SKYBOX");
474
+ shader_prog_skybox.add_shader(this.gl.VERTEX_SHADER, DEFAULT_SKYBOX_VERTEX_SHADER);
475
+ shader_prog_skybox.add_shader(this.gl.FRAGMENT_SHADER, DEFAULT_SKYBOX_FRAGMENT_SHADER);
476
+ shader_prog_skybox.add_uniform("u_view", WebGLUniformType.F4M);
477
+ shader_prog_skybox.add_uniform("u_projection", WebGLUniformType.F4M);
478
+ shader_prog_skybox.add_uniform("skybox_texture", WebGLUniformType.TEXTURE_CUBE_MAP);
479
+ shader_prog_skybox.build();
480
+ return shader_prog_skybox;
481
+ }
482
+ create_default_directional_shadow_shader_program() {
483
+ const sp = this.create_shader_program("default_directional_shadow_shader_program");
484
+ sp.add_shader(this.gl.VERTEX_SHADER, DEFAULT_DIRECTIONAL_SHADOW_VERTEX_SHADER);
485
+ sp.add_shader(this.gl.FRAGMENT_SHADER, DEFAULT_DIRECTIONAL_SHADOW_FRAGMENT_SHADER);
486
+ sp.add_uniform("u_light_space_matrix", WebGLUniformType.F4M);
487
+ sp.add_uniform("u_model", WebGLUniformType.F4M);
488
+ sp.build();
489
+ return sp;
490
+ }
491
+ create_default_point_shadow_shader_program() {
492
+ const sp = this.create_shader_program("default_point_shadow_shader_program");
493
+ sp.add_shader(this.gl.VERTEX_SHADER, DEFAULT_POINT_SHADOW_VERTEX_SHADER);
494
+ sp.add_shader(this.gl.FRAGMENT_SHADER, DEFAULT_POINT_SHADOW_FRAGMENT_SHADER);
495
+ sp.add_uniform("u_light_space_matrix", WebGLUniformType.F4M);
496
+ sp.add_uniform("u_model", WebGLUniformType.F4M);
497
+ sp.add_uniform("origin", WebGLUniformType.F3V);
498
+ sp.add_uniform("range", WebGLUniformType.F);
499
+ sp.build();
500
+ return sp;
501
+ }
502
+ }
503
+ //# sourceMappingURL=graphics_manager.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,66 @@
1
+ import { GraphicsManager } from "./graphics_manager.ts";
2
+ export type WebGLShaderType = number;
3
+ export declare enum WebGLUniformType {
4
+ TEXTURE_2D = 0,
5
+ TEXTURE_2D_ARRAY = 1,
6
+ TEXTURE_CUBE_MAP = 2,
7
+ SHADOW_2D = 3,
8
+ SHADOW_2D_ARRAY = 4,
9
+ SHADOW_CUBE_MAP = 5,
10
+ STRUCT = 6,
11
+ F = 7,
12
+ I = 8,
13
+ B = 9,
14
+ F2V = 10,
15
+ I2V = 11,
16
+ F3V = 12,
17
+ I3V = 13,
18
+ F4V = 14,
19
+ I4V = 15,
20
+ F2M = 16,
21
+ F3M = 17,
22
+ F4M = 18
23
+ }
24
+ export interface WebGLUniform {
25
+ label: string;
26
+ type: WebGLUniformType;
27
+ is_array: boolean;
28
+ texture_unit?: number;
29
+ }
30
+ interface UBOParameter {
31
+ label: string;
32
+ index: number;
33
+ offset: number;
34
+ }
35
+ interface UBOBase {
36
+ webgl_buffer: WebGLBuffer;
37
+ }
38
+ interface UBOParameters {
39
+ [parameter: string]: UBOParameter;
40
+ }
41
+ export type UBO = UBOBase & UBOParameters;
42
+ export declare class ShaderProgram {
43
+ gl: WebGLRenderingContext;
44
+ gm: GraphicsManager;
45
+ name: string;
46
+ shaders: Array<WebGLShader>;
47
+ webgl_shader_program: WebGLProgram | null;
48
+ uniforms: {
49
+ [key: string]: WebGLUniform;
50
+ };
51
+ uniform_locs: {
52
+ [key: string]: WebGLUniformLocation | null;
53
+ };
54
+ texture_counter: number;
55
+ ubo_counter: number;
56
+ ubos: {
57
+ [location: string]: UBO;
58
+ };
59
+ constructor(name: string, gm: GraphicsManager, gl: WebGLRenderingContext);
60
+ add_shader(type: WebGLShaderType, source: string): void;
61
+ add_uniform(label: string, uniform_type: WebGLUniformType): void;
62
+ build(): void;
63
+ use(): void;
64
+ }
65
+ export {};
66
+ //# sourceMappingURL=shader_program.d.ts.map
@@ -0,0 +1 @@
1
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