living-together/source/GLRender/BasicShader.ts
2022-02-08 17:36:26 +08:00

97 lines
2.0 KiB
TypeScript

import { ObjectData } from "@Model/Renderer";
import { GLContext } from "./GLContext";
import { GLShader } from "./GLShader";
export { BasicsShader }
interface IBasicsShaderAttribute {
aPosition: ObjectData
}
interface IBasicsShaderUniform {
uRadius: ObjectData,
uMvp: ObjectData,
uPosition: ObjectData,
uColor: ObjectData
}
/**
* 基础绘制 Shader
* @class BasicsShader
*/
class BasicsShader extends GLShader<IBasicsShaderAttribute, IBasicsShaderUniform>{
public onLoad(context: GLContext) {
super.onLoad(context);
// 顶点着色
const vertex = `
attribute vec3 aPosition;
uniform vec3 uRadius;
uniform mat4 uMvp;
uniform vec3 uPosition;
void main(){
gl_Position = uMvp * vec4(aPosition * uRadius + uPosition, 1.);
}
`;
// 片段着色
const fragment = `
precision lowp float;
uniform vec3 uColor;
void main(){
gl_FragColor = vec4(uColor, 1.);
}
`;
// 保存代码
this.setSource(vertex, fragment);
// 编译
this.compile();
}
/**
* 传递半径数据
*/
public radius(r: ObjectData){
this.gl.uniform3fv(
this.uniformLocate("uRadius"), r
);
return this;
}
/**
* 坐标
*/
public position(position: ObjectData){
this.gl.uniform3fv(
this.uniformLocate("uPosition"), position
);
return this;
}
/**
* 传递半径数据
*/
public mvp(mat: ObjectData, transpose: boolean = false){
this.gl.uniformMatrix4fv(
this.uniformLocate("uMvp"), transpose, mat
);
return this;
}
/**
* 传递半径数据
*/
public color(rgb: ObjectData){
this.gl.uniform3fv(
this.uniformLocate("uColor"), rgb
);
}
}