/** * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ import { Renderable, RenderableState, createRenderable } from '../renderable' import { WebGLContext } from '../webgl/context'; import { createGraphicsRenderItem } from '../webgl/render-item'; import { GlobalUniformSchema, BaseSchema, DefineSpec, Values, InternalSchema, InternalValues, UniformSpec, TextureSpec } from './schema'; import { MeshShaderCode } from '../shader-code'; import { ValueCell } from '../../mol-util'; export const TextureMeshSchema = { ...BaseSchema, uGeoTexDim: UniformSpec('v2'), /** texture has vertex positions in XYZ and group id in W */ tPositionGroup: TextureSpec('texture', 'rgba', 'float', 'nearest'), tNormal: TextureSpec('texture', 'rgba', 'float', 'nearest'), dFlatShaded: DefineSpec('boolean'), dDoubleSided: DefineSpec('boolean'), dFlipSided: DefineSpec('boolean'), dGeoTexture: DefineSpec('boolean'), } export type TextureMeshSchema = typeof TextureMeshSchema export type TextureMeshValues = Values export function TextureMeshRenderable(ctx: WebGLContext, id: number, values: TextureMeshValues, state: RenderableState, materialId: number): Renderable { const schema = { ...GlobalUniformSchema, ...InternalSchema, ...TextureMeshSchema } const internalValues: InternalValues = { uObjectId: ValueCell.create(id), uPickable: ValueCell.create(state.pickable ? 1 : 0) } const shaderCode = MeshShaderCode const renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, { ...values, ...internalValues }, materialId) return createRenderable(renderItem, values, state) }