living-together/source/GLRender/GroupShader.ts

84 lines
1.7 KiB
TypeScript

import { ObjectData } from "@Model/Renderer";
import { GLContext } from "./GLContext";
import { GLShader } from "./GLShader";
export { GroupShader }
interface IGroupShaderAttribute {
aPosition: ObjectData
}
interface IGroupShaderUniform {
uRadius: number,
uMvp: ObjectData,
uColor: ObjectData
}
/**
* 基础绘制 Shader
* @class BasicsShader
*/
class GroupShader extends GLShader<IGroupShaderAttribute, IGroupShaderUniform>{
public onLoad() {
// 顶点着色
const vertex = `
attribute vec3 aPosition;
uniform float uRadius;
uniform mat4 uMvp;
void main(){
gl_Position = uMvp * vec4(aPosition, 1.);
gl_PointSize = uRadius / gl_Position.z;
}
`;
// 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: number){
this.gl.uniform1f(
this.uniformLocate("uRadius"), r
);
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
);
}
}