js/renderer/simple/SimpleVertexShader.js
'use strict'
import VertexShader from '../../base/VertexShader'
import ShaderBank from '../../base/ShaderBank'
/**
* SimpleVertexShader class
* @access public
*/
export default class SimpleVertexShader extends VertexShader {
/**
* constructor
* @access public
* @param {WebGLRenderingContext} gl -
* @constructor
*/
constructor(gl) {
super(gl)
this._lTypeLoc = null
this._lPositionLoc = null
this._lAmbientLoc = null
this._lDiffuseLoc = null
this._lSpecularLoc = null
this._mAmbientLoc = null
this._mDiffuseLoc = null
this._mSpecularLoc = null
this._mShininessLoc = null
this._mEmissionLoc = null
this._mAlphaLoc = null
this._clipPlaneLoc = null
}
get _name() {
return 'SimpleVertexShader'
}
get _program() {
return `
precision mediump float;
uniform mat4 cameraProjectionViewMatrix;
uniform vec3 cameraPosition;
uniform vec4 clipPlane;
uniform int lType;
uniform vec3 lPosition;
uniform vec4 lAmbient;
uniform vec4 lDiffuse;
uniform vec4 lSpecular;
uniform vec4 mAmbient;
uniform vec4 mDiffuse;
uniform vec4 mSpecular;
uniform float mShininess;
uniform vec4 mEmission;
uniform float mAlpha;
uniform mat4 effBones[20];
attribute vec4 vPosition;
attribute vec3 vNormal;
attribute vec2 vUV;
attribute vec4 effBoneIndex;
attribute vec4 effBoneWeight;
varying vec2 v_TexCoord;
varying float v_clipDist;
varying vec4 v_FrontColor;
void main() {
vec3 position;
vec3 normal;
vec3 lightVec;
vec3 viewVec;
float diffuse;
mat4 inflMat = mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int index0 = int(effBoneIndex.x);
int index1 = int(effBoneIndex.y);
int index2 = int(effBoneIndex.z);
int index3 = int(effBoneIndex.w);
if(index0 >= 0){
inflMat += effBones[index0] * effBoneWeight.x;
}
if(index1 >= 0){
inflMat += effBones[index1] * effBoneWeight.y;
}
if(index2 >= 0){
inflMat += effBones[index2] * effBoneWeight.z;
}
if(index3 >= 0){
inflMat += effBones[index3] * effBoneWeight.w;
}
position = vec3(inflMat * vPosition);
normal = normalize(vec3(inflMat * vec4(vNormal, 0.0)));
viewVec = normalize(cameraPosition - position);
if(lType == 1){
lightVec = normalize(lPosition - position);
}else{
lightVec = normalize(lPosition);
}
diffuse = dot(lightVec, normal);
v_FrontColor = lAmbient * mAmbient;
if(diffuse > 0.0){
vec3 halfway = normalize(lightVec + viewVec);
float specular = pow(max(dot(normal, halfway), 0.0), mShininess);
v_FrontColor += lSpecular * mSpecular * specular;
v_FrontColor += lDiffuse * mDiffuse * diffuse;
}
v_FrontColor += mEmission;
v_FrontColor.a = mAlpha;
v_clipDist = dot(position.xyz, clipPlane.xyz) + clipPlane.w;
v_TexCoord = vUV;
gl_Position = cameraProjectionViewMatrix * vec4(position, 1.0);
}
`
}
bindAttribute(programObject) {
this._gl.bindAttribLocation(programObject, 0, 'vPosition')
this._gl.bindAttribLocation(programObject, 1, 'vNormal')
this._gl.bindAttribLocation(programObject, 2, 'vUV')
this._gl.bindAttribLocation(programObject, 3, 'effBoneIndex')
this._gl.bindAttribLocation(programObject, 4, 'effBoneWeight')
//checkGLError(this._gl, 'bindAttribute')
}
bindAttribute2(programObject) {
this._lTypeLoc = this._gl.getUniformLocation(programObject, 'lType')
this._lPositionLoc = this._gl.getUniformLocation(programObject, 'lPosition')
this._lAmbientLoc = this._gl.getUniformLocation(programObject, 'lAmbient')
this._lDiffuseLoc = this._gl.getUniformLocation(programObject, 'lDiffuse')
this._lSpecularLoc = this._gl.getUniformLocation(programObject, 'lSpecular')
this._mAmbientLoc = this._gl.getUniformLocation(programObject, 'mAmbient')
this._mDiffuseLoc = this._gl.getUniformLocation(programObject, 'mDiffuse')
this._mSpecularLoc = this._gl.getUniformLocation(programObject, 'mSpecular')
this._mShininessLoc = this._gl.getUniformLocation(programObject, 'mShininess')
this._mEmissionLoc = this._gl.getUniformLocation(programObject, 'mEmission')
this._mAlphaLoc = this._gl.getUniformLocation(programObject, 'mAlpha')
this._clipPlaneLoc = this._gl.getUniformLocation(programObject, 'clipPlane')
//checkGLError(this._gl, 'bindAttribute2')
}
bufferDynamicVertexData(dhObject) {
if(dhObject._model.dynamicSkinOffset >= 0){
this._gl.bufferSubData(
this._gl.ARRAY_BUFFER,
dhObject._model.dynamicSkinOffset * 16*4,
this.getDynamicVertexData(dhObject)
)
}
}
setAttribPointer() {
this._gl.enableVertexAttribArray(0)
this._gl.enableVertexAttribArray(1)
this._gl.enableVertexAttribArray(2)
this._gl.enableVertexAttribArray(3)
this._gl.enableVertexAttribArray(4)
// vertexAttribPointer(ulong idx, long size, ulong type, bool norm, long stride, ulong offset)
// position
this._gl.vertexAttribPointer(0, 3, this._gl.FLOAT, false, 16*4, 0*4)
// normal
this._gl.vertexAttribPointer(1, 3, this._gl.FLOAT, false, 16*4, 3*4)
// textureUV
this._gl.vertexAttribPointer(2, 2, this._gl.FLOAT, false, 16*4, 6*4)
// boneIndex
this._gl.vertexAttribPointer(3, 4, this._gl.FLOAT, false, 16*4, 8*4)
// skinWeight
this._gl.vertexAttribPointer(4, 4, this._gl.FLOAT, false, 16*4, 12*4)
//checkGLError(this._gl, 'vertexAttribPointer')
}
setLightData(light) {
/*
const type = light.getType()
const position = light.getPosition()
const ambient = light.getAmbient()
const diffuse = light.getDiffuse()
const specular = light.getSpecular()
*/
this._gl.uniform1i (this._lTypeLoc, light.getType() )
this._gl.uniform3fv(this._lPositionLoc, light.getPosition())
this._gl.uniform4fv(this._lAmbientLoc, light.getAmbient() )
this._gl.uniform4fv(this._lDiffuseLoc, light.getDiffuse() )
this._gl.uniform4fv(this._lSpecularLoc, light.getSpecular())
}
setMaterialData(material) {
this._gl.uniform4fv(this._mAmbientLoc, material.getAmbient() )
this._gl.uniform4fv(this._mDiffuseLoc, material.getDiffuse() )
this._gl.uniform4fv(this._mSpecularLoc, material.getSpecular() )
this._gl.uniform1f (this._mShininessLoc, material.getShininess())
this._gl.uniform4fv(this._mEmissionLoc, material.getEmission() )
this._gl.uniform1f (this._mAlphaLoc, material.getAlpha() )
}
setClipPlane(vec4) {
this._gl.uniform4fv(this._clipPlaneLoc, vec4.getWebGLFloatArray())
}
getVertexData(dhObject) {
const skinArray = dhObject.getSkinArray()
const data = []
skinArray.forEach( (skin) => {
data.push(skin.position.x)
data.push(skin.position.y)
data.push(skin.position.z)
data.push(skin.normal.x)
data.push(skin.normal.y)
data.push(skin.normal.z)
data.push(skin.textureUV.u)
data.push(skin.textureUV.v)
for(let i=0; i<4; i++){
data.push(skin.boneIndex[i])
}
for(let i=0; i<4; i++){
data.push(skin.skinWeight[i])
}
})
return new Float32Array(data)
}
getDynamicVertexData(dhObject) {
const skinArray = dhObject.getDynamicSkinArray()
const data = []
skinArray.forEach( (skin) => {
data.push(skin.position.x)
data.push(skin.position.y)
data.push(skin.position.z)
data.push(skin.normal.x)
data.push(skin.normal.y)
data.push(skin.normal.z)
data.push(skin.textureUV.u)
data.push(skin.textureUV.v)
for(let i=0; i<4; i++){
data.push(skin.boneIndex[i])
}
for(let i=0; i<4; i++){
data.push(skin.skinWeight[i])
}
})
return new Float32Array(data)
}
}
ShaderBank.registShader(SimpleVertexShader)