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import * as SPLAT from "gsplat";
const gridVertexShader = /*glsl*/ `#version 300 es
uniform mat4 projection, view;
uniform vec2 viewport;
in vec2 position;
void main() {
int numLines = 100;
float lineOffset = float(gl_VertexID / 4 - numLines / 2);
vec4 worldPosition;
if (gl_VertexID % 4 == 0) {
worldPosition = view * vec4(-50, 0.0, lineOffset, 1.0);
} else if (gl_VertexID % 4 == 1) {
worldPosition = view * vec4(50, 0.0, lineOffset, 1.0);
} else if (gl_VertexID % 4 == 2) {
worldPosition = view * vec4(lineOffset, 0.0, -50, 1.0);
} else {
worldPosition = view * vec4(lineOffset, 0.0, 50, 1.0);
}
gl_Position = projection * worldPosition;
}
`;
const gridFragmentShader = /*glsl*/ `#version 300 es
precision mediump float;
out vec4 outColor;
void main() {
outColor = vec4(1.0, 1.0, 1.0, 0.1);
}
`;
class GridProgram extends SPLAT.ShaderProgram {
protected _initialize: () => void;
protected _resize: () => void;
protected _render: () => void;
protected _dispose: () => void;
constructor(renderer: SPLAT.WebGLRenderer, passes: SPLAT.ShaderPass[]) {
super(renderer, passes);
const gl = renderer.gl;
let u_projection: WebGLUniformLocation;
let u_view: WebGLUniformLocation;
let u_viewport: WebGLUniformLocation;
this._initialize = () => {
u_projection = gl.getUniformLocation(this.program, "projection") as WebGLUniformLocation;
u_view = gl.getUniformLocation(this.program, "view") as WebGLUniformLocation;
u_viewport = gl.getUniformLocation(this.program, "viewport") as WebGLUniformLocation;
};
this._resize = () => {
gl.uniform2fv(u_viewport, new Float32Array([renderer.canvas.width, renderer.canvas.height]));
};
this._render = () => {
if (!this._camera) {
throw new Error("Camera not set");
}
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix4fv(u_projection, false, this._camera.data.projectionMatrix.buffer);
gl.uniformMatrix4fv(u_view, false, this._camera.data.viewMatrix.buffer);
gl.drawArrays(gl.LINES, 0, 400);
};
this._dispose = () => {};
}
protected _getVertexSource() {
return gridVertexShader;
}
protected _getFragmentSource() {
return gridFragmentShader;
}
}
export { GridProgram };