Skip to content

Commit

Permalink
debug
Browse files Browse the repository at this point in the history
  • Loading branch information
magicien committed Apr 1, 2017
1 parent baca4fc commit 4beeffd
Show file tree
Hide file tree
Showing 3 changed files with 9 additions and 1 deletion.
5 changes: 4 additions & 1 deletion index.js
Original file line number Diff line number Diff line change
Expand Up @@ -15484,6 +15484,7 @@ module.exports =
arr.push.apply(arr, _toConsumableArray(normalSource.vectorAt(i)));
}
if (texcoordSource) {
//console.log(`tex ${i} ${texcoordSource.vectorAt(i)}`)
arr.push.apply(arr, _toConsumableArray(texcoordSource.vectorAt(i)));
}
}
Expand Down Expand Up @@ -16231,7 +16232,7 @@ module.exports =
* @access private
* @type {string}
*/
var _defaultFragmentShader = '#version 300 es\n precision mediump float;\n\n uniform sampler2D u_emissionTexture;\n uniform bool u_useEmissionTexture;\n uniform sampler2D u_ambientTexture;\n uniform bool u_useAmbientTexture;\n uniform sampler2D u_diffuseTexture;\n uniform bool u_useDiffuseTexture;\n uniform sampler2D u_specularTexture;\n uniform bool u_useSpecularTexture;\n uniform sampler2D u_reflectiveTexture;\n uniform bool u_useReflectiveTexture;\n uniform sampler2D u_transparentTexture;\n uniform bool u_useTransparentTexture;\n uniform sampler2D u_multiplyTexture;\n uniform bool u_useMultiplyTexture;\n uniform sampler2D u_normalTexture;\n uniform bool u_useNormalTexture;\n\n in vec2 v_texcoord;\n in vec4 v_color;\n //in vec3 v_eye;\n\n out vec4 outColor;\n\n void main() {\n if(u_useDiffuseTexture){\n vec4 color = texture(u_diffuseTexture, v_texcoord);\n outColor = color * v_color;\n }else{\n outColor = v_color;\n }\n }\n';
var _defaultFragmentShader = '#version 300 es\n precision mediump float;\n\n uniform sampler2D u_emissionTexture;\n uniform bool u_useEmissionTexture;\n uniform sampler2D u_ambientTexture;\n uniform bool u_useAmbientTexture;\n uniform sampler2D u_diffuseTexture;\n uniform bool u_useDiffuseTexture;\n uniform sampler2D u_specularTexture;\n uniform bool u_useSpecularTexture;\n uniform sampler2D u_reflectiveTexture;\n uniform bool u_useReflectiveTexture;\n uniform sampler2D u_transparentTexture;\n uniform bool u_useTransparentTexture;\n uniform sampler2D u_multiplyTexture;\n uniform bool u_useMultiplyTexture;\n uniform sampler2D u_normalTexture;\n uniform bool u_useNormalTexture;\n\n in vec2 v_texcoord;\n in vec4 v_color;\n //in vec3 v_eye;\n\n out vec4 outColor;\n\n void main() {\n if(u_useDiffuseTexture){\n vec4 color = texture(u_diffuseTexture, v_texcoord);\n outColor = color * v_color;\n //outColor = vec4(0, 1, 0, 1);\n //outColor = color;\n }else{\n outColor = v_color;\n }\n }\n';

/**
* A renderer for displaying SceneKit scene in an an existing Metal workflow or OpenGL context.
Expand Down Expand Up @@ -16565,6 +16566,7 @@ module.exports =
gl.uniform4fv(gl.getUniformLocation(program, 'lightDiffuse'), _SKColor2.default.black.float32Array());
}

// FIXME: use uniform var
var lightDirection = new Float32Array([0, -0.9, -0.1]);
gl.uniform3fv(gl.getUniformLocation(program, 'lightDirection'), lightDirection);

Expand Down Expand Up @@ -16717,6 +16719,7 @@ module.exports =
gl.uniform1i(gl.getUniformLocation(program, 'u_useDiffuseTexture'), 1);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, material.diffuse.contents);
// FIXME: use material params
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
Expand Down
1 change: 1 addition & 0 deletions src/js/SceneKit/SCNGeometry.js
Original file line number Diff line number Diff line change
Expand Up @@ -506,6 +506,7 @@ This method is for OpenGL shader programs only. To bind custom variable data for
arr.push(...normalSource.vectorAt(i))
}
if(texcoordSource){
//console.log(`tex ${i} ${texcoordSource.vectorAt(i)}`)
arr.push(...texcoordSource.vectorAt(i))
}
}
Expand Down
4 changes: 4 additions & 0 deletions src/js/SceneKit/SCNRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -140,6 +140,8 @@ const _defaultFragmentShader =
if(u_useDiffuseTexture){
vec4 color = texture(u_diffuseTexture, v_texcoord);
outColor = color * v_color;
//outColor = vec4(0, 1, 0, 1);
//outColor = color;
}else{
outColor = v_color;
}
Expand Down Expand Up @@ -462,6 +464,7 @@ export default class SCNRenderer extends NSObject {
gl.uniform4fv(gl.getUniformLocation(program, 'lightDiffuse'), SKColor.black.float32Array())
}

// FIXME: use uniform var
const lightDirection = new Float32Array([0, -0.9, -0.1])
gl.uniform3fv(gl.getUniformLocation(program, 'lightDirection'), lightDirection)

Expand Down Expand Up @@ -599,6 +602,7 @@ export default class SCNRenderer extends NSObject {
gl.uniform1i(gl.getUniformLocation(program, 'u_useDiffuseTexture'), 1)
gl.activeTexture(gl.TEXTURE2)
gl.bindTexture(gl.TEXTURE_2D, material.diffuse.contents)
// FIXME: use material params
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
Expand Down

0 comments on commit 4beeffd

Please sign in to comment.