@luma.gl/shadertools
Version:
Shader module system for luma.gl
136 lines (109 loc) • 3.41 kB
text/typescript
// luma.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
import {Vector3, Matrix4} from '@math.gl/core';
import {ShaderModule} from '../../lib/shader-module/shader-module';
import type {NumberArray3, NumberArray16} from '@math.gl/core';
type ProjectionProps = {
modelMatrix?: Readonly<Matrix4 | NumberArray16>;
viewMatrix?: Readonly<Matrix4 | NumberArray16>;
projectionMatrix?: Readonly<Matrix4 | NumberArray16>;
cameraPositionWorld?: Readonly<Vector3 | NumberArray3>;
};
const IDENTITY_MATRIX: NumberArray16 = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
const DEFAULT_MODULE_OPTIONS: ProjectionProps = {
modelMatrix: IDENTITY_MATRIX,
viewMatrix: IDENTITY_MATRIX,
projectionMatrix: IDENTITY_MATRIX,
cameraPositionWorld: [0, 0, 0]
};
function getUniforms(opts: ProjectionProps = DEFAULT_MODULE_OPTIONS, prevUniforms = {}) {
// const viewProjectionInverse = viewProjection.invert();
// viewInverseMatrix: view.invert(),
// viewProjectionInverseMatrix: viewProjectionInverse
const uniforms: Record<string, any> = {};
if (opts.modelMatrix !== undefined) {
uniforms.modelMatrix = opts.modelMatrix;
}
if (opts.viewMatrix !== undefined) {
uniforms.viewMatrix = opts.viewMatrix;
}
if (opts.projectionMatrix !== undefined) {
uniforms.projectionMatrix = opts.projectionMatrix;
}
if (opts.cameraPositionWorld !== undefined) {
uniforms.cameraPositionWorld = opts.cameraPositionWorld;
}
// COMPOSITE UNIFORMS
if (opts.projectionMatrix !== undefined && opts.viewMatrix !== undefined) {
uniforms.viewProjectionMatrix = new Matrix4(opts.projectionMatrix).multiplyRight(
opts.viewMatrix
);
}
return uniforms;
}
const common = /* glsl */ `\
varying vec4 project_vPositionWorld;
varying vec3 project_vNormalWorld;
vec4 project_getPosition_World() {
return project_vPositionWorld;
}
vec3 project_getNormal_World() {
return project_vNormalWorld;
}
`;
const vs = `\
${common}
// Unprefixed uniforms
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewProjectionMatrix;
uniform vec3 cameraPositionWorld;
struct World {
vec3 position;
vec3 normal;
};
World world;
void project_setPosition(vec4 position) {
project_vPositionWorld = position;
}
void project_setNormal(vec3 normal) {
project_vNormalWorld = normal;
}
void project_setPositionAndNormal_World(vec3 position, vec3 normal) {
world.position = position;
world.normal = normal;
}
void project_setPositionAndNormal_Model(vec3 position, vec3 normal) {
world.position = (modelMatrix * vec4(position, 1.)).xyz;
world.normal = mat3(modelMatrix) * normal;
}
vec4 project_model_to_clipspace(vec4 position) {
return viewProjectionMatrix * modelMatrix * position;
}
vec4 project_model_to_clipspace(vec3 position) {
return viewProjectionMatrix * modelMatrix * vec4(position, 1.);
}
vec4 project_world_to_clipspace(vec3 position) {
return viewProjectionMatrix * vec4(position, 1.);
}
vec4 project_view_to_clipspace(vec3 position) {
return projectionMatrix * vec4(position, 1.);
}
vec4 project_to_clipspace(vec3 position) {
return viewProjectionMatrix * vec4(position, 1.);
}
`;
const fs = `
${common}\
`;
/**
* Projects coordinates
*/
export const project = {
name: 'project',
getUniforms,
vs,
fs
} as const satisfies ShaderModule<ProjectionProps, ProjectionProps>;