living-together/source/GLRender/GroupShader.ts

156 lines
3.8 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,
uShape: number,
uMvp: ObjectData,
uColor: ObjectData,
uFogColor: ObjectData,
uFogDensity: 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;
uniform vec3 uFogDensity;
varying float vFogPower;
void main(){
gl_Position = uMvp * vec4(aPosition, 1.);
gl_PointSize = uRadius / gl_Position.z;
float disClamp = clamp(gl_Position.z, uFogDensity.y, uFogDensity.z);
float disNormal = (disClamp - uFogDensity.y) / (uFogDensity.z - uFogDensity.y);
vFogPower = clamp(disNormal * uFogDensity.x, 0., 1.);
}
`;
// 片段着色
const fragment = `
precision lowp float;
uniform vec3 uColor;
uniform vec3 uFogColor;
uniform int uShape;
varying float vFogPower;
void main(){
float dist = distance(gl_PointCoord, vec2(0.5, 0.5));
vec2 normalPos = (gl_PointCoord - vec2(0.5, 0.5)) * 2.;
if ( uShape == 1 && abs(normalPos.x) < .6 && abs(normalPos.y) < .6) {
discard;
}
if ( uShape == 2 && abs(normalPos.x) > .3 && abs(normalPos.y) > .3) {
discard;
}
if ( uShape == 3 && abs(normalPos.y) > .3) {
discard;
}
if ( uShape == 4 &&
(abs(normalPos.x) < .4 || abs(normalPos.y) < .4) &&
(abs(normalPos.x) > .4 || abs(normalPos.y) > .4)
) {
discard;
}
if ( uShape == 5 &&
(abs(normalPos.x) < .75 && abs(normalPos.y) < .75) &&
(abs(normalPos.x) < .28 || abs(normalPos.y) < .28) &&
(abs(normalPos.x) > .28 || abs(normalPos.y) > .28)
) {
discard;
}
gl_FragColor = vec4(mix(uColor, uFogColor, vFogPower), 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
);
}
/**
* 雾颜色
*/
public fogColor(rgb: ObjectData) {
this.gl.uniform3fv(
this.uniformLocate("uFogColor"), rgb
)
}
/**
* 雾强度
*/
public fogDensity(rgb: ObjectData) {
this.gl.uniform3fv(
this.uniformLocate("uFogDensity"), rgb
)
}
/**
* 形状
*/
public shape(shape: number) {
this.gl.uniform1i(
this.uniformLocate("uShape"), shape
)
}
}