import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import WebGLConstants from '../Core/WebGLConstants.js';
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import webGLConstantToGlslType from '../Core/webGLConstantToGlslType.js';
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import addToArray from '../ThirdParty/GltfPipeline/addToArray.js';
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import ForEach from '../ThirdParty/GltfPipeline/ForEach.js';
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import hasExtension from '../ThirdParty/GltfPipeline/hasExtension.js';
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import numberOfComponentsForType from '../ThirdParty/GltfPipeline/numberOfComponentsForType.js';
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import ModelUtility from './ModelUtility.js';
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/**
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* @private
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*/
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function processModelMaterialsCommon(gltf, options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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if (!defined(gltf)) {
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return;
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}
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if (!hasExtension(gltf, 'KHR_materials_common')) {
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return;
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}
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if (!hasExtension(gltf, 'KHR_techniques_webgl')) {
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if (!defined(gltf.extensions)) {
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gltf.extensions = {};
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}
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gltf.extensions.KHR_techniques_webgl = {
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programs : [],
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shaders : [],
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techniques : []
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};
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gltf.extensionsUsed.push('KHR_techniques_webgl');
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gltf.extensionsRequired.push('KHR_techniques_webgl');
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}
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var techniquesWebgl = gltf.extensions.KHR_techniques_webgl;
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lightDefaults(gltf);
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var lightParameters = generateLightParameters(gltf);
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var primitiveByMaterial = ModelUtility.splitIncompatibleMaterials(gltf);
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var techniques = {};
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var generatedTechniques = false;
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ForEach.material(gltf, function(material, materialIndex) {
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if (defined(material.extensions) && defined(material.extensions.KHR_materials_common)) {
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var khrMaterialsCommon = material.extensions.KHR_materials_common;
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var primitiveInfo = primitiveByMaterial[materialIndex];
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var techniqueKey = getTechniqueKey(khrMaterialsCommon, primitiveInfo);
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var technique = techniques[techniqueKey];
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if (!defined(technique)) {
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technique = generateTechnique(gltf, techniquesWebgl, primitiveInfo, khrMaterialsCommon, lightParameters, options.addBatchIdToGeneratedShaders);
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techniques[techniqueKey] = technique;
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generatedTechniques = true;
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}
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var materialValues = {};
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var values = khrMaterialsCommon.values;
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var uniformName;
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for (var valueName in values) {
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if (values.hasOwnProperty(valueName) && (valueName !== 'transparent') && (valueName !== 'doubleSided')) {
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uniformName = 'u_' + valueName.toLowerCase();
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materialValues[uniformName] = values[valueName];
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}
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}
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material.extensions.KHR_techniques_webgl = {
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technique: technique,
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values: materialValues
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};
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material.alphaMode = 'OPAQUE';
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if (khrMaterialsCommon.transparent) {
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material.alphaMode = 'BLEND';
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}
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if (khrMaterialsCommon.doubleSided) {
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material.doubleSided = true;
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}
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}
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});
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if (!generatedTechniques) {
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return gltf;
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}
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// If any primitives have semantics that aren't declared in the generated
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// shaders, we want to preserve them.
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ModelUtility.ensureSemanticExistence(gltf);
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return gltf;
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}
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function generateLightParameters(gltf) {
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var result = {};
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var lights;
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if (defined(gltf.extensions) && defined(gltf.extensions.KHR_materials_common)) {
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lights = gltf.extensions.KHR_materials_common.lights;
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}
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if (defined(lights)) {
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// Figure out which node references the light
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var nodes = gltf.nodes;
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for (var nodeName in nodes) {
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if (nodes.hasOwnProperty(nodeName)) {
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var node = nodes[nodeName];
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if (defined(node.extensions) && defined(node.extensions.KHR_materials_common)) {
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var nodeLightId = node.extensions.KHR_materials_common.light;
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if (defined(nodeLightId) && defined(lights[nodeLightId])) {
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lights[nodeLightId].node = nodeName;
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}
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delete node.extensions.KHR_materials_common;
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}
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}
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}
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// Add light parameters to result
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var lightCount = 0;
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for (var lightName in lights) {
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if (lights.hasOwnProperty(lightName)) {
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var light = lights[lightName];
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var lightType = light.type;
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if ((lightType !== 'ambient') && !defined(light.node)) {
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delete lights[lightName];
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continue;
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}
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var lightBaseName = 'light' + lightCount.toString();
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light.baseName = lightBaseName;
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switch (lightType) {
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case 'ambient':
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var ambient = light.ambient;
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result[lightBaseName + 'Color'] = {
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type: WebGLConstants.FLOAT_VEC3,
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value: ambient.color
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};
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break;
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case 'directional':
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var directional = light.directional;
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result[lightBaseName + 'Color'] = {
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type: WebGLConstants.FLOAT_VEC3,
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value: directional.color
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};
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if (defined(light.node)) {
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result[lightBaseName + 'Transform'] = {
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node: light.node,
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semantic: 'MODELVIEW',
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type: WebGLConstants.FLOAT_MAT4
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};
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}
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break;
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case 'point':
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var point = light.point;
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result[lightBaseName + 'Color'] = {
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type: WebGLConstants.FLOAT_VEC3,
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value: point.color
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};
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if (defined(light.node)) {
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result[lightBaseName + 'Transform'] = {
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node: light.node,
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semantic: 'MODELVIEW',
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type: WebGLConstants.FLOAT_MAT4
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};
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}
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result[lightBaseName + 'Attenuation'] = {
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type: WebGLConstants.FLOAT_VEC3,
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value: [point.constantAttenuation, point.linearAttenuation, point.quadraticAttenuation]
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};
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break;
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case 'spot':
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var spot = light.spot;
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result[lightBaseName + 'Color'] = {
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type: WebGLConstants.FLOAT_VEC3,
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value: spot.color
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};
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if (defined(light.node)) {
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result[lightBaseName + 'Transform'] = {
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node: light.node,
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semantic: 'MODELVIEW',
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type: WebGLConstants.FLOAT_MAT4
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};
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result[lightBaseName + 'InverseTransform'] = {
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node: light.node,
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semantic: 'MODELVIEWINVERSE',
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type: WebGLConstants.FLOAT_MAT4,
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useInFragment: true
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};
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}
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result[lightBaseName + 'Attenuation'] = {
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type: WebGLConstants.FLOAT_VEC3,
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value: [spot.constantAttenuation, spot.linearAttenuation, spot.quadraticAttenuation]
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};
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result[lightBaseName + 'FallOff'] = {
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type: WebGLConstants.FLOAT_VEC2,
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value: [spot.fallOffAngle, spot.fallOffExponent]
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};
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break;
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}
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++lightCount;
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}
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}
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}
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return result;
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}
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function generateTechnique(gltf, techniquesWebgl, primitiveInfo, khrMaterialsCommon, lightParameters, addBatchIdToGeneratedShaders) {
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if (!defined(khrMaterialsCommon)) {
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khrMaterialsCommon = {};
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}
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addBatchIdToGeneratedShaders = defaultValue(addBatchIdToGeneratedShaders, false);
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var techniques = techniquesWebgl.techniques;
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var shaders = techniquesWebgl.shaders;
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var programs = techniquesWebgl.programs;
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var lightingModel = khrMaterialsCommon.technique.toUpperCase();
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var lights;
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if (defined(gltf.extensions) && defined(gltf.extensions.KHR_materials_common)) {
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lights = gltf.extensions.KHR_materials_common.lights;
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}
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var parameterValues = khrMaterialsCommon.values;
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var jointCount = defaultValue(khrMaterialsCommon.jointCount, 0);
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var skinningInfo;
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var hasSkinning = false;
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var hasVertexColors = false;
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if (defined(primitiveInfo)) {
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skinningInfo = primitiveInfo.skinning;
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hasSkinning = skinningInfo.skinned;
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hasVertexColors = primitiveInfo.hasVertexColors;
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}
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var vertexShader = 'precision highp float;\n';
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var fragmentShader = 'precision highp float;\n';
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var hasNormals = (lightingModel !== 'CONSTANT');
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// Add techniques
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var techniqueUniforms = {
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u_modelViewMatrix: {
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semantic: hasExtension(gltf, 'CESIUM_RTC') ? 'CESIUM_RTC_MODELVIEW' : 'MODELVIEW',
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type: WebGLConstants.FLOAT_MAT4
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},
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u_projectionMatrix: {
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semantic: 'PROJECTION',
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type: WebGLConstants.FLOAT_MAT4
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}
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};
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if (hasNormals) {
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techniqueUniforms.u_normalMatrix = {
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semantic: 'MODELVIEWINVERSETRANSPOSE',
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type: WebGLConstants.FLOAT_MAT3
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};
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}
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if (hasSkinning) {
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techniqueUniforms.u_jointMatrix = {
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count: jointCount,
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semantic: 'JOINTMATRIX',
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type: WebGLConstants.FLOAT_MAT4
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};
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}
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// Add material values
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var uniformName;
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var hasTexCoords = false;
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for (var name in parameterValues) {
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//generate shader parameters for KHR_materials_common attributes
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//(including a check, because some boolean flags should not be used as shader parameters)
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if (parameterValues.hasOwnProperty(name) && (name !== 'transparent') && (name !== 'doubleSided')) {
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var uniformType = getKHRMaterialsCommonValueType(name, parameterValues[name]);
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uniformName = 'u_' + name.toLowerCase();
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if (!hasTexCoords && (uniformType === WebGLConstants.SAMPLER_2D)) {
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hasTexCoords = true;
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}
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techniqueUniforms[uniformName] = {
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type : uniformType
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};
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}
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}
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// Give the diffuse uniform a semantic to support color replacement in 3D Tiles
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if (defined(techniqueUniforms.u_diffuse)) {
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techniqueUniforms.u_diffuse.semantic = '_3DTILESDIFFUSE';
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}
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// Copy light parameters into technique parameters
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if (defined(lightParameters)) {
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for (var lightParamName in lightParameters) {
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if (lightParameters.hasOwnProperty(lightParamName)) {
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uniformName = 'u_' + lightParamName;
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techniqueUniforms[uniformName] = lightParameters[lightParamName];
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}
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}
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}
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// Add uniforms to shaders
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for (uniformName in techniqueUniforms) {
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if (techniqueUniforms.hasOwnProperty(uniformName)) {
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var uniform = techniqueUniforms[uniformName];
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var arraySize = defined(uniform.count) ? '[' + uniform.count + ']' : '';
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if (((uniform.type !== WebGLConstants.FLOAT_MAT3) && (uniform.type !== WebGLConstants.FLOAT_MAT4)) ||
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uniform.useInFragment) {
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fragmentShader += 'uniform ' + webGLConstantToGlslType(uniform.type) + ' ' + uniformName + arraySize + ';\n';
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delete uniform.useInFragment;
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} else {
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vertexShader += 'uniform ' + webGLConstantToGlslType(uniform.type) + ' ' + uniformName + arraySize + ';\n';
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}
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}
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}
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// Add attributes with semantics
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var vertexShaderMain = '';
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if (hasSkinning) {
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var i, j;
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var numberOfComponents = numberOfComponentsForType(skinningInfo.type);
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var matrix = false;
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if (skinningInfo.type.indexOf('MAT') === 0) {
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matrix = true;
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numberOfComponents = Math.sqrt(numberOfComponents);
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}
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if (!matrix) {
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for (i = 0; i < numberOfComponents; i++) {
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if (i === 0) {
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vertexShaderMain += ' mat4 skinMat = ';
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} else {
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vertexShaderMain += ' skinMat += ';
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}
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vertexShaderMain += 'a_weight[' + i + '] * u_jointMatrix[int(a_joint[' + i + '])];\n';
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}
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} else {
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for (i = 0; i < numberOfComponents; i++) {
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for (j = 0; j < numberOfComponents; j++) {
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if (i === 0 && j === 0) {
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vertexShaderMain += ' mat4 skinMat = ';
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} else {
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vertexShaderMain += ' skinMat += ';
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}
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vertexShaderMain += 'a_weight[' + i + '][' + j + '] * u_jointMatrix[int(a_joint[' + i + '][' + j + '])];\n';
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}
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}
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}
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}
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// Add position always
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var techniqueAttributes = {
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a_position: {
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semantic : 'POSITION'
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}
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};
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vertexShader += 'attribute vec3 a_position;\n';
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vertexShader += 'varying vec3 v_positionEC;\n';
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if (hasSkinning) {
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vertexShaderMain += ' vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);\n';
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} else {
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vertexShaderMain += ' vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);\n';
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}
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vertexShaderMain += ' v_positionEC = pos.xyz;\n';
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vertexShaderMain += ' gl_Position = u_projectionMatrix * pos;\n';
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fragmentShader += 'varying vec3 v_positionEC;\n';
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// Add normal if we don't have constant lighting
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if (hasNormals) {
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techniqueAttributes.a_normal = {
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semantic: 'NORMAL'
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};
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vertexShader += 'attribute vec3 a_normal;\n';
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vertexShader += 'varying vec3 v_normal;\n';
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if (hasSkinning) {
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vertexShaderMain += ' v_normal = u_normalMatrix * mat3(skinMat) * a_normal;\n';
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} else {
|
vertexShaderMain += ' v_normal = u_normalMatrix * a_normal;\n';
|
}
|
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fragmentShader += 'varying vec3 v_normal;\n';
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}
|
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// Add texture coordinates if the material uses them
|
var v_texcoord;
|
if (hasTexCoords) {
|
techniqueAttributes.a_texcoord_0 = {
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semantic: 'TEXCOORD_0'
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};
|
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v_texcoord = 'v_texcoord_0';
|
vertexShader += 'attribute vec2 a_texcoord_0;\n';
|
vertexShader += 'varying vec2 ' + v_texcoord + ';\n';
|
vertexShaderMain += ' ' + v_texcoord + ' = a_texcoord_0;\n';
|
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fragmentShader += 'varying vec2 ' + v_texcoord + ';\n';
|
}
|
|
if (hasSkinning) {
|
var attributeType = ModelUtility.getShaderVariable(skinningInfo.type);
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techniqueAttributes.a_joint = {
|
semantic: 'JOINT'
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};
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techniqueAttributes.a_weight = {
|
semantic: 'WEIGHT'
|
};
|
|
vertexShader += 'attribute ' + attributeType + ' a_joint;\n';
|
vertexShader += 'attribute ' + attributeType + ' a_weight;\n';
|
}
|
|
if (hasVertexColors) {
|
techniqueAttributes.a_vertexColor = {
|
semantic: 'COLOR_0'
|
};
|
vertexShader += 'attribute vec4 a_vertexColor;\n';
|
vertexShader += 'varying vec4 v_vertexColor;\n';
|
vertexShaderMain += ' v_vertexColor = a_vertexColor;\n';
|
fragmentShader += 'varying vec4 v_vertexColor;\n';
|
}
|
|
if (addBatchIdToGeneratedShaders) {
|
techniqueAttributes.a_batchId = {
|
semantic: '_BATCHID'
|
};
|
vertexShader += 'attribute float a_batchId;\n';
|
}
|
|
var hasSpecular = hasNormals && ((lightingModel === 'BLINN') || (lightingModel === 'PHONG')) &&
|
defined(techniqueUniforms.u_specular) && defined(techniqueUniforms.u_shininess) &&
|
(techniqueUniforms.u_shininess > 0.0);
|
|
// Generate lighting code blocks
|
var hasNonAmbientLights = false;
|
var hasAmbientLights = false;
|
var fragmentLightingBlock = '';
|
for (var lightName in lights) {
|
if (lights.hasOwnProperty(lightName)) {
|
var light = lights[lightName];
|
var lightType = light.type.toLowerCase();
|
var lightBaseName = light.baseName;
|
fragmentLightingBlock += ' {\n';
|
var lightColorName = 'u_' + lightBaseName + 'Color';
|
var varyingDirectionName;
|
var varyingPositionName;
|
if (lightType === 'ambient') {
|
hasAmbientLights = true;
|
fragmentLightingBlock += ' ambientLight += ' + lightColorName + ';\n';
|
} else if (hasNormals) {
|
hasNonAmbientLights = true;
|
varyingDirectionName = 'v_' + lightBaseName + 'Direction';
|
varyingPositionName = 'v_' + lightBaseName + 'Position';
|
|
if (lightType !== 'point') {
|
vertexShader += 'varying vec3 ' + varyingDirectionName + ';\n';
|
fragmentShader += 'varying vec3 ' + varyingDirectionName + ';\n';
|
|
vertexShaderMain += ' ' + varyingDirectionName + ' = mat3(u_' + lightBaseName + 'Transform) * vec3(0.,0.,1.);\n';
|
if (lightType === 'directional') {
|
fragmentLightingBlock += ' vec3 l = normalize(' + varyingDirectionName + ');\n';
|
}
|
}
|
|
if (lightType !== 'directional') {
|
vertexShader += 'varying vec3 ' + varyingPositionName + ';\n';
|
fragmentShader += 'varying vec3 ' + varyingPositionName + ';\n';
|
|
vertexShaderMain += ' ' + varyingPositionName + ' = u_' + lightBaseName + 'Transform[3].xyz;\n';
|
fragmentLightingBlock += ' vec3 VP = ' + varyingPositionName + ' - v_positionEC;\n';
|
fragmentLightingBlock += ' vec3 l = normalize(VP);\n';
|
fragmentLightingBlock += ' float range = length(VP);\n';
|
fragmentLightingBlock += ' float attenuation = 1.0 / (u_' + lightBaseName + 'Attenuation.x + ';
|
fragmentLightingBlock += '(u_' + lightBaseName + 'Attenuation.y * range) + ';
|
fragmentLightingBlock += '(u_' + lightBaseName + 'Attenuation.z * range * range));\n';
|
} else {
|
fragmentLightingBlock += ' float attenuation = 1.0;\n';
|
}
|
|
if (lightType === 'spot') {
|
fragmentLightingBlock += ' float spotDot = dot(l, normalize(' + varyingDirectionName + '));\n';
|
fragmentLightingBlock += ' if (spotDot < cos(u_' + lightBaseName + 'FallOff.x * 0.5))\n';
|
fragmentLightingBlock += ' {\n';
|
fragmentLightingBlock += ' attenuation = 0.0;\n';
|
fragmentLightingBlock += ' }\n';
|
fragmentLightingBlock += ' else\n';
|
fragmentLightingBlock += ' {\n';
|
fragmentLightingBlock += ' attenuation *= max(0.0, pow(spotDot, u_' + lightBaseName + 'FallOff.y));\n';
|
fragmentLightingBlock += ' }\n';
|
}
|
|
fragmentLightingBlock += ' diffuseLight += ' + lightColorName + '* max(dot(normal,l), 0.) * attenuation;\n';
|
|
if (hasSpecular) {
|
if (lightingModel === 'BLINN') {
|
fragmentLightingBlock += ' vec3 h = normalize(l + viewDir);\n';
|
fragmentLightingBlock += ' float specularIntensity = max(0., pow(max(dot(normal, h), 0.), u_shininess)) * attenuation;\n';
|
} else { // PHONG
|
fragmentLightingBlock += ' vec3 reflectDir = reflect(-l, normal);\n';
|
fragmentLightingBlock += ' float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess)) * attenuation;\n';
|
}
|
fragmentLightingBlock += ' specularLight += ' + lightColorName + ' * specularIntensity;\n';
|
}
|
}
|
fragmentLightingBlock += ' }\n';
|
}
|
}
|
|
if (!hasAmbientLights) {
|
// Add an ambient light if we don't have one
|
fragmentLightingBlock += ' ambientLight += vec3(0.2, 0.2, 0.2);\n';
|
}
|
|
if (!hasNonAmbientLights && (lightingModel !== 'CONSTANT')) {
|
fragmentShader += '#ifdef USE_CUSTOM_LIGHT_COLOR \n';
|
fragmentShader += 'uniform vec3 gltf_lightColor; \n';
|
fragmentShader += '#endif \n';
|
|
fragmentLightingBlock += '#ifndef USE_CUSTOM_LIGHT_COLOR \n';
|
fragmentLightingBlock += ' vec3 lightColor = czm_lightColor;\n';
|
fragmentLightingBlock += '#else \n';
|
fragmentLightingBlock += ' vec3 lightColor = gltf_lightColor;\n';
|
fragmentLightingBlock += '#endif \n';
|
|
fragmentLightingBlock += ' vec3 l = normalize(czm_lightDirectionEC);\n';
|
var minimumLighting = '0.2'; // Use strings instead of values as 0.0 -> 0 when stringified
|
fragmentLightingBlock += ' diffuseLight += lightColor * max(dot(normal,l), ' + minimumLighting + ');\n';
|
|
if (hasSpecular) {
|
if (lightingModel === 'BLINN') {
|
fragmentLightingBlock += ' vec3 h = normalize(l + viewDir);\n';
|
fragmentLightingBlock += ' float specularIntensity = max(0., pow(max(dot(normal, h), 0.), u_shininess));\n';
|
} else { // PHONG
|
fragmentLightingBlock += ' vec3 reflectDir = reflect(-l, normal);\n';
|
fragmentLightingBlock += ' float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));\n';
|
}
|
|
fragmentLightingBlock += ' specularLight += lightColor * specularIntensity;\n';
|
}
|
}
|
|
vertexShader += 'void main(void) {\n';
|
vertexShader += vertexShaderMain;
|
vertexShader += '}\n';
|
|
fragmentShader += 'void main(void) {\n';
|
var colorCreationBlock = ' vec3 color = vec3(0.0, 0.0, 0.0);\n';
|
if (hasNormals) {
|
fragmentShader += ' vec3 normal = normalize(v_normal);\n';
|
if (khrMaterialsCommon.doubleSided) {
|
// !gl_FrontFacing doesn't work as expected on Mac/Intel so use the more verbose form instead. See https://github.com/CesiumGS/cesium/pull/8494.
|
fragmentShader += ' if (gl_FrontFacing == false)\n';
|
fragmentShader += ' {\n';
|
fragmentShader += ' normal = -normal;\n';
|
fragmentShader += ' }\n';
|
}
|
}
|
|
var finalColorComputation;
|
if (lightingModel !== 'CONSTANT') {
|
if (defined(techniqueUniforms.u_diffuse)) {
|
if (techniqueUniforms.u_diffuse.type === WebGLConstants.SAMPLER_2D) {
|
fragmentShader += ' vec4 diffuse = texture2D(u_diffuse, ' + v_texcoord + ');\n';
|
} else {
|
fragmentShader += ' vec4 diffuse = u_diffuse;\n';
|
}
|
fragmentShader += ' vec3 diffuseLight = vec3(0.0, 0.0, 0.0);\n';
|
colorCreationBlock += ' color += diffuse.rgb * diffuseLight;\n';
|
}
|
|
if (hasSpecular) {
|
if (techniqueUniforms.u_specular.type === WebGLConstants.SAMPLER_2D) {
|
fragmentShader += ' vec3 specular = texture2D(u_specular, ' + v_texcoord + ').rgb;\n';
|
} else {
|
fragmentShader += ' vec3 specular = u_specular.rgb;\n';
|
}
|
fragmentShader += ' vec3 specularLight = vec3(0.0, 0.0, 0.0);\n';
|
colorCreationBlock += ' color += specular * specularLight;\n';
|
}
|
|
if (defined(techniqueUniforms.u_transparency)) {
|
finalColorComputation = ' gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);\n';
|
} else {
|
finalColorComputation = ' gl_FragColor = vec4(color * diffuse.a, diffuse.a);\n';
|
}
|
} else if (defined(techniqueUniforms.u_transparency)) {
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finalColorComputation = ' gl_FragColor = vec4(color * u_transparency, u_transparency);\n';
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} else {
|
finalColorComputation = ' gl_FragColor = vec4(color, 1.0);\n';
|
}
|
|
if (hasVertexColors) {
|
colorCreationBlock += ' color *= v_vertexColor.rgb;\n';
|
}
|
|
if (defined(techniqueUniforms.u_emission)) {
|
if (techniqueUniforms.u_emission.type === WebGLConstants.SAMPLER_2D) {
|
fragmentShader += ' vec3 emission = texture2D(u_emission, ' + v_texcoord + ').rgb;\n';
|
} else {
|
fragmentShader += ' vec3 emission = u_emission.rgb;\n';
|
}
|
colorCreationBlock += ' color += emission;\n';
|
}
|
|
if (defined(techniqueUniforms.u_ambient) || (lightingModel !== 'CONSTANT')) {
|
if (defined(techniqueUniforms.u_ambient)) {
|
if (techniqueUniforms.u_ambient.type === WebGLConstants.SAMPLER_2D) {
|
fragmentShader += ' vec3 ambient = texture2D(u_ambient, ' + v_texcoord + ').rgb;\n';
|
} else {
|
fragmentShader += ' vec3 ambient = u_ambient.rgb;\n';
|
}
|
} else {
|
fragmentShader += ' vec3 ambient = diffuse.rgb;\n';
|
}
|
colorCreationBlock += ' color += ambient * ambientLight;\n';
|
}
|
fragmentShader += ' vec3 viewDir = -normalize(v_positionEC);\n';
|
fragmentShader += ' vec3 ambientLight = vec3(0.0, 0.0, 0.0);\n';
|
|
// Add in light computations
|
fragmentShader += fragmentLightingBlock;
|
|
fragmentShader += colorCreationBlock;
|
fragmentShader += finalColorComputation;
|
fragmentShader += '}\n';
|
|
// Add shaders
|
var vertexShaderId = addToArray(shaders, {
|
type: WebGLConstants.VERTEX_SHADER,
|
extras: {
|
_pipeline: {
|
source: vertexShader,
|
extension: '.glsl'
|
}
|
}
|
});
|
|
var fragmentShaderId = addToArray(shaders, {
|
type: WebGLConstants.FRAGMENT_SHADER,
|
extras: {
|
_pipeline: {
|
source: fragmentShader,
|
extension: '.glsl'
|
}
|
}
|
});
|
|
// Add program
|
var programId = addToArray(programs, {
|
fragmentShader: fragmentShaderId,
|
vertexShader: vertexShaderId
|
});
|
|
var techniqueId = addToArray(techniques, {
|
attributes: techniqueAttributes,
|
program: programId,
|
uniforms: techniqueUniforms
|
});
|
|
return techniqueId;
|
}
|
|
function getKHRMaterialsCommonValueType(paramName, paramValue) {
|
var value;
|
|
// Backwards compatibility for COLLADA2GLTF v1.0-draft when it encoding
|
// materials using KHR_materials_common with explicit type/value members
|
if (defined(paramValue.value)) {
|
value = paramValue.value;
|
} else if (defined(paramValue.index)) {
|
value = [paramValue.index];
|
} else {
|
value = paramValue;
|
}
|
|
switch (paramName) {
|
case 'ambient':
|
return value.length === 1 ? WebGLConstants.SAMPLER_2D : WebGLConstants.FLOAT_VEC4;
|
case 'diffuse':
|
return value.length === 1 ? WebGLConstants.SAMPLER_2D : WebGLConstants.FLOAT_VEC4;
|
case 'emission':
|
return value.length === 1 ? WebGLConstants.SAMPLER_2D : WebGLConstants.FLOAT_VEC4;
|
case 'specular':
|
return value.length === 1 ? WebGLConstants.SAMPLER_2D : WebGLConstants.FLOAT_VEC4;
|
case 'shininess':
|
return WebGLConstants.FLOAT;
|
case 'transparency':
|
return WebGLConstants.FLOAT;
|
|
// these two are usually not used directly within shaders,
|
// they are just added here for completeness
|
case 'transparent':
|
return WebGLConstants.BOOL;
|
case 'doubleSided':
|
return WebGLConstants.BOOL;
|
}
|
}
|
|
function getTechniqueKey(khrMaterialsCommon, primitiveInfo) {
|
var techniqueKey = '';
|
techniqueKey += 'technique:' + khrMaterialsCommon.technique + ';';
|
|
var values = khrMaterialsCommon.values;
|
var keys = Object.keys(values).sort();
|
var keysCount = keys.length;
|
for (var i = 0; i < keysCount; ++i) {
|
var name = keys[i];
|
if (values.hasOwnProperty(name)) {
|
techniqueKey += name + ':' + getKHRMaterialsCommonValueType(name, values[name]);
|
techniqueKey += ';';
|
}
|
}
|
|
var jointCount = defaultValue(khrMaterialsCommon.jointCount, 0);
|
techniqueKey += jointCount.toString() + ';';
|
if (defined(primitiveInfo)) {
|
var skinningInfo = primitiveInfo.skinning;
|
if (jointCount > 0) {
|
techniqueKey += skinningInfo.type + ';';
|
}
|
techniqueKey += primitiveInfo.hasVertexColors;
|
}
|
|
return techniqueKey;
|
}
|
|
function lightDefaults(gltf) {
|
var khrMaterialsCommon = gltf.extensions.KHR_materials_common;
|
if (!defined(khrMaterialsCommon) || !defined(khrMaterialsCommon.lights)) {
|
return;
|
}
|
|
var lights = khrMaterialsCommon.lights;
|
|
var lightsLength = lights.length;
|
for (var lightId = 0; lightId < lightsLength; lightId++) {
|
var light = lights[lightId];
|
if (light.type === 'ambient') {
|
if (!defined(light.ambient)) {
|
light.ambient = {};
|
}
|
var ambientLight = light.ambient;
|
|
if (!defined(ambientLight.color)) {
|
ambientLight.color = [1.0, 1.0, 1.0];
|
}
|
} else if (light.type === 'directional') {
|
if (!defined(light.directional)) {
|
light.directional = {};
|
}
|
var directionalLight = light.directional;
|
|
if (!defined(directionalLight.color)) {
|
directionalLight.color = [1.0, 1.0, 1.0];
|
}
|
} else if (light.type === 'point') {
|
if (!defined(light.point)) {
|
light.point = {};
|
}
|
var pointLight = light.point;
|
|
if (!defined(pointLight.color)) {
|
pointLight.color = [1.0, 1.0, 1.0];
|
}
|
|
pointLight.constantAttenuation = defaultValue(pointLight.constantAttenuation, 1.0);
|
pointLight.linearAttenuation = defaultValue(pointLight.linearAttenuation, 0.0);
|
pointLight.quadraticAttenuation = defaultValue(pointLight.quadraticAttenuation, 0.0);
|
} else if (light.type === 'spot') {
|
if (!defined(light.spot)) {
|
light.spot = {};
|
}
|
var spotLight = light.spot;
|
|
if (!defined(spotLight.color)) {
|
spotLight.color = [1.0, 1.0, 1.0];
|
}
|
|
spotLight.constantAttenuation = defaultValue(spotLight.constantAttenuation, 1.0);
|
spotLight.fallOffAngle = defaultValue(spotLight.fallOffAngle, 3.14159265);
|
spotLight.fallOffExponent = defaultValue(spotLight.fallOffExponent, 0.0);
|
spotLight.linearAttenuation = defaultValue(spotLight.linearAttenuation, 0.0);
|
spotLight.quadraticAttenuation = defaultValue(spotLight.quadraticAttenuation, 0.0);
|
}
|
}
|
}
|
export default processModelMaterialsCommon;
|