Files
Kepler/engine/renderPasses/depth_old.js
2025-11-17 17:18:43 +01:00

362 lines
10 KiB
JavaScript
Executable File

import framebuffer from '../framebuffer.js';
import sampler2D from '../sampler2D.js';
import {math, vector3, matrix4} from '../math.js';
import samplerCube from '../samplerCube.js';
import shader from '../shader.js';
import material from '../material.js';
import entity from '../entity.js';
class depth {
constructor( ) {
this.lightPosition = [0, 4, 0.01];
this.degrees = 130;
}
setViewport( viewport ){
this.viewport = viewport;
this.gl = viewport.gl;
}
prepare() {
this.near = .635;
this.far = 400;
//
this.width = this.viewport.width;
this.height = this.viewport.height;
this.targetSampler = new sampler2D();
this.targetSampler.type = this.gl.FLOAT;
this.targetSampler.internalFormat = gl.DEPTH_COMPONENT16;
this.targetSampler.format = gl.DEPTH_COMPONENT;
this.targetSampler.type = gl.UNSIGNED_SHORT;
//this.targetSampler.internalFormat = this.gl.RGBA32F;
this.framebuffer = new framebuffer();
this.framebuffer.setViewport( this.viewport );
this.framebuffer.attachment = gl.DEPTH_ATTACHMENT;
this.framebuffer.width = this.width;
this.framebuffer.height = this.height;
this.framebuffer.addSampler( this.targetSampler );
this.framebuffer.create();
//depth shader
this.depthShader = new shader();
this.depthShader.definePragma("VARIANCE", (this.shadowType == "VARIANCE") ? 1 : 0 );
this.depthShader.createFromFile("shaders/depth.shader");
this.depthShader.setUniform("far", this.far );
this.depthShader.setUniform("near", this.near );
var shadowCamera = this.createShadowCam( this.lightPosition , [0, -1, 0], [0, 1, 0] );
this.shadowCameras = [];
this.shadowCameras.push( shadowCamera );
// Material
var groundMaterial = new material();
// Properties
groundMaterial.diffuseColor = [179/256,199/256,217/256];
groundMaterial.alpha = 1;
groundMaterial.reflection = 0.2;
groundMaterial.roughness = 0.2;
groundMaterial.metalic = 0.2;
groundMaterial.uvMultiplier = 6;
if(this.showFrustum) {
// Cube mesh
//var shadowCamera = this.viewport.system.createShadowCam( [0, 10, 1], [0, -1, 0], [0, 1, 0] )
var frustumMesh = this.viewport.linePrimitives.drawFrustum( shadowCamera.projection, shadowCamera.view );
frustumMesh.addMaterial(groundMaterial);
// Cube Entity
var cubeEntity = new entity( );
cubeEntity.addMesh( frustumMesh );
cubeEntity.name = "wireframe cube";
cubeEntity.transform.position = [0, 0, 0];
cubeEntity.transform.update();
this.viewport.scene.addEntity( cubeEntity );
}
}
createShadowCam( eye, target, up ) {
var width = 2048;
var height = 2048;
var shadowCamera = {};
shadowCamera.view = matrix4.lookAt( eye, target, up );
//if(this.lightType == "skyLight")
// shadowCamera.projection = matrix4.orthographic(-10, 10, -10, 10, this.near, this.far);
//if(this.lightType == "pointLight")
shadowCamera.projection = matrix4.perspective(math.degToRad(this.degrees), width / height, this.near, this.far);
console.log(shadowCamera.projection);
this.composition = matrix4.composition(shadowCamera.view, shadowCamera.projection);
this.viewProjection = matrix4.mul(shadowCamera.view, shadowCamera.projection);
shadowCamera.far = this.far;
//if( face ) {
// shadowCamera.framebuffer.target = this.gl.TEXTURE_CUBE_MAP;
// shadowCamera.framebuffer.face = face;
// shadowCamera.framebuffer.attachment = this.gl.DEPTH_ATTACHMENT;
//} else {
//shadowCamera.framebuffer.target = this.gl.TEXTURE_2D;
/*
this.targetSampler = new sampler2D();
//this.targetSampler.type = this.gl.FLOAT;
//this.targetSampler.filter = this.gl.LINEAR;
//this.targetSampler.internalFormat = this.gl.RGBA32F;
//this.targetSampler.internalformat = this.gl.RGB;
//this.targetSampler.format = this.gl.RGB;
this.targetSampler.type = this.gl.FLOAT;
this.targetSampler.internalFormat = this.gl.RGBA32F;
this.framebuffer = new framebuffer();
this.framebuffer.setViewport( this.viewport );
this.framebuffer.width = this.width;
this.framebuffer.height = this.height;
this.framebuffer.addSampler( this.targetSampler );
this.framebuffer.create();
/*
this.ambientOcclusionFramebuffer = new framebuffer();
this.ambientOcclusionFramebuffer.width = this.width;
this.ambientOcclusionFramebuffer.height = this.height;
var ambientOcclusionSampler = new sampler2D();
ambientOcclusionSampler.type = this.gl.FLOAT;
this.ambientOcclusionFramebuffer.addSampler( ambientOcclusionSampler );
this.ambientOcclusionFramebuffer.create();
*/
//shadowCamera.filter = this.gl.LINEAR;
return shadowCamera;
}
getCamera(){
return this.shadowCameras[0];
}
render() {
console.log("render depth");
//this.gl.enableVertexAttribArray(0);
this.gl.disableVertexAttribArray(1);
this.gl.disableVertexAttribArray(2);
this.gl.disableVertexAttribArray(3);
this.gl.disableVertexAttribArray(4);
this.gl.disableVertexAttribArray(5);
//this.gl.disableVertexAttribArray(6);
//this.gl.disableVertexAttribArray(7);
var shader = this.depthShader;
//var shadowCamera = this.shadowCameras[0];
for(var c = 0; c<this.shadowCameras.length; c++) {
var shadowCamera = this.shadowCameras[c];
//var framebuffer = shadowCamera.framebuffer.glFramebuffer;
//render shadow
if(this.renderToViewport)
this.gl.bindFramebuffer( this.gl.FRAMEBUFFER, null );
else
this.gl.bindFramebuffer( this.gl.FRAMEBUFFER, this.framebuffer.glFramebuffer );
//this.gl.bindFramebuffer( this.gl.FRAMEBUFFER,null );
this.gl.clearColor( 0, 0, 0, 1 );
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
this.gl.viewport(0, 0, this.width, this.height);
this.gl.enable( this.gl.DEPTH_TEST );
this.gl.disable(this.gl.CULL_FACE);
this.gl.cullFace( this.gl.FRONT );
var scene = this.viewport.scene;
var entitys = scene.getEntitys();
for(var e = 0;e<entitys.length;e++) {
var entity = entitys[e];
if(entity.type == "Actor") {
var mesh = entity.mesh;
var material = mesh.material;
//if(material.alpha == 1.0) {
var shader = this.depthShader;
var world = entity.getUpdatedWorldMatrix();
//var viewProjection = this.viewport.mainCamera.worldViewProjection;
var viewProjection = this.viewProjection;
//var camera = this.viewport.mainCamera;
//var viewProjection = camera.worldViewProjection;
shader.setUniform("viewProjection",viewProjection );
shader.setUniform("worldViewProjection", matrix4.mul(world, viewProjection) );
shader.setUniform("world", world );
if(entity.instancing) {
shader.setUniform("instancing", 1 );
}
//shader.setUniform("diffuseColor", material.diffuseColor);
shader.setUniform("near", this.near);
shader.setUniform("far", this.far);
//if(material.displacementMaps.length > 0)
// shader.setUniform("view", this.viewport.mainCamera.view );
mesh.setViewport(this.viewport );
mesh.createBuffers( );
material.setViewport( this.viewport );
material.updateShader( );
shader.update( this.viewport );
//shader.update();
var attribute = shader.getAttributeByName('position');
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, mesh.vertexPositionBuffer);
this.gl.vertexAttribPointer(attribute, 3, this.gl.FLOAT, false, 0, 0);
this.gl.bindBuffer( this.gl.ELEMENT_ARRAY_BUFFER, mesh.vertexIndexBuffer);
if(entity.instancing) {
this.gl.drawElementsInstanced( mesh.draw_type, mesh.vertexIndexBuffer.numItems, this.gl.UNSIGNED_INT, 0, 30 );
} else {
this.gl.drawElements( mesh.draw_type, mesh.vertexIndexBuffer.numItems, this.gl.UNSIGNED_INT, 0 );
}
//}
}
}
}
//this.gl.disable(this.gl.CULL_FACE);
this.gl.cullFace( this.gl.BACK );
this.gl.enableVertexAttribArray(1);
this.gl.enableVertexAttribArray(2);
this.gl.enableVertexAttribArray(3);
this.gl.enableVertexAttribArray(4);
//this.gl.enableVertexAttribArray(5);
}
createShadows( ) {
var lightPos = [0, 15, 0];
var shadowSampler = new samplerCube(this);
shadowSampler.internalformat = this.gl.RGB;
shadowSampler.format = this.gl.RGB;
shadowSampler.type = this.gl.FLOAT;
shadowSampler.width = 1024;
shadowSampler.height = 1024;
/*
var shadowCamera = this.createShadowCam(lightPos, kepler.vector3.add(lightPos, [1, 0, 0]), [0, -1, 0], this.gl.TEXTURE_CUBE_MAP_POSITIVE_X, shadowSampler);
this.shadowCameras.push(shadowCamera);
var shadowCamera = this.createShadowCam(lightPos, kepler.vector3.add(lightPos, [-1, 0, 0]), [0, -1, 0], this.gl.TEXTURE_CUBE_MAP_NEGATIVE_X, shadowSampler);
this.shadowCameras.push(shadowCamera);
var shadowCamera = this.createShadowCam(lightPos, kepler.vector3.add(lightPos, [0, 1, 0]), [0, 0, 1], this.gl.TEXTURE_CUBE_MAP_POSITIVE_Y, shadowSampler);
this.shadowCameras.push(shadowCamera);
var shadowCamera = this.createShadowCam(lightPos, kepler.vector3.add(lightPos, [0, -1, 0]), [0, 0, -1], this.gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, shadowSampler);
this.shadowCameras.push(shadowCamera);
var shadowCamera = this.createShadowCam(lightPos, kepler.vector3.add(lightPos, [0, 0, 1]), [0, -1, 0], this.gl.TEXTURE_CUBE_MAP_POSITIVE_Z, shadowSampler);
this.shadowCameras.push(shadowCamera);
var shadowCamera = this.createShadowCam(lightPos, kepler.vector3.add(lightPos, [0, 0, -1]), [0, -1, 0], this.gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, shadowSampler);
this.shadowCameras.push(shadowCamera);
*/
//this.depthShader.update();
var shadowSampler = new sampler2D();
shadowSampler.internalformat = this.gl.RGB;
shadowSampler.format = this.gl.RGB;
shadowSampler.type = this.gl.FLOAT;
shadowSampler.width = 1024;
shadowSampler.height = 1024;
//shadowSampler.bind(this.depthShader);
//this.depthShader.setUniform("far", shadowCamera.far );
/*
this.shadowShader = new shader();
this.shadowShader.createFromFile("https://community.tensorui.com/assets/shaders/shadow.shader");
this.shadowShader.setUniform("viewProjection", this.quadViewProjection );
this.shadowShader.setUniform("shadowSampler", shadowSampler );
this.shadowShader.setUniform("far", shadowCamera.far );
this.shadowShader.setUniform("lightViewProjection", shadowCamera.viewProjection );
this.shadowShader.setUniform("lightPosition", lightPos );
*/
}
}
export {depth as default};