1 | import { View, LoadImage, m4_identity, m4_invert, m4_perspective, m4_transpose, v3_transform, v3_sub, v3_normalize, v3_cross, m4_multiply, v4_transform, v3_scale, m4_getTranslation, TAU, v2_rotate, m4_toNormal4, v3_multiply, toRad, viewRoot } from "@croquet/worldcore-kernel";
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2 |
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3 |
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4 |
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5 |
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6 |
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7 |
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8 |
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9 |
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10 | let gl;
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11 | let glVersion = 0;
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12 | let glAttributes = 0;
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13 | let glShader;
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14 | let glCamera;
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15 | let glPipeline;
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16 |
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17 |
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18 |
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19 | let instancedArraysExt;
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20 | let drawBuffersExt;
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21 | let depthTextureExt;
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22 | let textureFloatExt;
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23 | let textureFloatLinearExt;
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24 |
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25 |
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26 |
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27 | let colorBufferFloatExt;
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28 |
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29 |
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30 |
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31 |
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32 |
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33 |
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34 |
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35 | export function GetGLVersion() {
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36 | return glVersion;
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37 | }
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38 |
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39 | export function SetGLCamera(camera) {
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40 | glCamera = camera;
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41 | }
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42 |
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43 | export function SetGLPipeline(pipeline) {
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44 | glPipeline = pipeline;
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45 | }
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46 |
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47 |
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48 |
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49 |
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50 |
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51 |
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52 |
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53 |
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54 |
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55 |
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56 |
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57 |
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58 |
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59 |
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60 |
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61 |
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62 |
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63 |
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64 | class RenderTarget {
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65 | constructor(parameters = {width: 1, height: 1}) {
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66 | this.parameters = parameters;
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67 | this.background = [0.5, 0.5, 0.5, 1];
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68 | this.scale = 1;
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69 | if (parameters.width) this.width = parameters.width;
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70 | if (parameters.height) this.height = parameters.height;
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71 | if (parameters.autoResize) {
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72 | this.scale = parameters.autoResize;
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73 | const model = viewRoot.model;
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74 | this.view = new View(model);
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75 | this.view.subscribe("input", "resize", () => this.resizeToWindow());
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76 | }
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77 | }
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78 |
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79 | destroy() {
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80 | if (this.quad) this.quad.destroy();
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81 | if (this.view) this.view.detach();
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82 | }
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83 |
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84 | setBackground(background) {
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85 | this.background = background;
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86 | }
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87 |
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88 | resizeToWindow() {
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89 | this.width = window.innerWidth * this.scale;
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90 | this.height = window.innerHeight * this.scale;
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91 | this.buildBuffers();
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92 | this.updateCameraAspect();
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93 | }
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94 |
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95 | buildBuffers() {}
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96 |
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97 | setCamera(camera) {
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98 | this.camera = camera;
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99 | this.updateCameraAspect();
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100 | }
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101 |
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102 | updateCameraAspect() {
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103 | if (this.camera) this.camera.setAspect(this.width, this.height);
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104 | }
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105 |
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106 | start() {
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107 | gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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108 | this.setup();
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109 | }
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110 |
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111 | setup() {
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112 | gl.viewport(0, 0, this.width, this.height);
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113 | gl.clearColor(...this.background);
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114 | gl.clearDepth(1.0);
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115 | gl.disable(gl.BLEND);
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116 | gl.enable(gl.DEPTH_TEST);
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117 | gl.depthFunc(gl.LESS);
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118 | gl.depthMask(true);
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119 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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120 | gl.enable(gl.CULL_FACE);
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121 | gl.cullFace(gl.BACK);
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122 | gl.enable(gl.POLYGON_OFFSET_FILL);
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123 | gl.polygonOffset(1, 0);
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124 | }
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125 |
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126 |
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127 |
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128 | draw() {
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129 | if (!this.quad) {
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130 | this.quad = new Triangles();
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131 | this.quad.addFace([[-1,-1,0], [1,-1,0], [1,1,0], [-1,1,0]]);
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132 | this.quad.load();
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133 | this.quad.clear();
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134 | }
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135 | this.quad.draw();
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136 | }
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137 | }
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138 |
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139 |
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140 |
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141 |
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142 |
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143 |
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144 |
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145 |
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146 |
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147 |
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148 |
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149 |
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150 |
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151 |
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152 | export class MainDisplay extends RenderTarget {
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153 | constructor() {
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154 | super({autoResize: 1.0});
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155 |
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156 | this.canvas = document.createElement("canvas");
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157 | this.canvas.id = "GLCanvas";
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158 | this.canvas.style.cssText = "position: absolute; left: 0; top: 0; z-index: 0";
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159 | document.body.insertBefore(this.canvas, null);
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160 | this.setVersion();
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161 | this.getAttributeCount();
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162 | console.log("GL Version: " + glVersion);
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163 | console.log("GL Max Attributes: " + glAttributes);
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164 | if (glAttributes < 16) console.log("Warning -- too few GL attributes to support instanced rendering!");
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165 |
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166 | this.resizeToWindow();
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167 | }
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168 |
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169 | destroy() {
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170 | super.destroy();
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171 | this.canvas.remove();
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172 | }
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173 |
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174 | buildBuffers() {
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175 | this.canvas.width = this.width;
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176 | this.canvas.height = this.height;
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177 | }
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178 |
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179 | setVersion() {
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180 | glVersion = 0;
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181 | gl = this.canvas.getContext('webgl2', { antialias: true });
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182 |
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183 |
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184 | if (gl) {
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185 | glVersion = 2;
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186 |
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187 |
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188 | colorBufferFloatExt = gl.getExtension('EXT_color_buffer_float');
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189 | if (!colorBufferFloatExt) console.log("WebGL2 without color float textures!");
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190 | return;
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191 | }
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192 |
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193 | gl = this.canvas.getContext('webgl');
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194 |
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195 |
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196 |
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197 |
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198 |
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199 |
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200 |
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201 |
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202 |
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203 |
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204 |
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205 |
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206 |
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207 |
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208 |
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209 |
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210 |
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211 |
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212 | }
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213 |
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214 | getAttributeCount() {
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215 | glAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
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216 | }
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217 |
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218 | }
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219 |
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220 |
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221 |
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222 |
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223 |
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224 |
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225 |
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226 |
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227 |
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228 |
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229 |
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230 |
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231 |
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232 |
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233 |
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234 | export class GeometryBuffer extends RenderTarget {
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235 |
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236 | constructor(parameters) {
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237 | super(parameters);
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238 | if (glVersion === 0) { console.log("This device does not support geometry buffers!"); return; }
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239 |
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240 | this.fb = gl.createFramebuffer();
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241 |
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242 | if (parameters.width) this.width = parameters.width;
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243 | if (parameters.height) this.width = parameters.height;
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244 | if (parameters.autoResize) {
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245 | this.width = window.innerWidth * this.scale;
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246 | this.height = window.innerHeight * this.scale;
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247 | }
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248 |
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249 | this.fb = gl.createFramebuffer();
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250 | this.buildBuffers();
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251 | this.updateCameraAspect();
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252 | }
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253 |
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254 | buildBuffers() {
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255 | if (this.diffuse) this.diffuse.destroy();
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256 | if (this.normal) this.normal.destroy();
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257 | if (this.position) this.position.destroy();
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258 | if (this.depthStencil) this.depthStencil.destroy();
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259 |
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260 | this.diffuse = new FloatTexture(this.width, this.height);
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261 | this.normal = new FloatTexture(this.width, this.height);
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262 | this.position = new FloatTexture(this.width, this.height);
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263 | this.depthStencil = new DepthStencilBuffer(this.width, this.height);
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264 |
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265 | gl.bindFramebuffer(gl.FRAMEBUFFER, this.fb);
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266 |
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267 | if (glVersion === 1) {
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268 | gl.framebufferTexture2D(gl.FRAMEBUFFER, drawBuffersExt.COLOR_ATTACHMENT0_WEBGL, gl.TEXTURE_2D, this.diffuse.texture, 0);
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269 | gl.framebufferTexture2D(gl.FRAMEBUFFER, drawBuffersExt.COLOR_ATTACHMENT1_WEBGL, gl.TEXTURE_2D, this.normal.texture, 0);
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270 | gl.framebufferTexture2D(gl.FRAMEBUFFER, drawBuffersExt.COLOR_ATTACHMENT2_WEBGL, gl.TEXTURE_2D, this.position.texture, 0);
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271 | } else {
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272 | gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.diffuse.texture, 0);
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273 | gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, this.normal.texture, 0);
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274 | gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, this.position.texture, 0);
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275 | }
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276 | gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.depthStencil.buffer);
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277 | }
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278 |
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279 | destroy() {
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280 | super.destroy();
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281 | gl.deleteFramebuffer(this.fb);
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282 | this.diffuse.destroy();
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283 | this.normal.destroy();
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284 | this.position.destroy();
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285 | this.depthStencil.destroy();
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286 | }
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287 |
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288 | start() {
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289 | gl.bindFramebuffer(gl.FRAMEBUFFER, this.fb);
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290 | if (glVersion === 1) {
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291 | drawBuffersExt.drawBuffersWEBGL([
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292 | drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
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293 | drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
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294 | drawBuffersExt.COLOR_ATTACHMENT2_WEBGL
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295 | ]);
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296 | } else {
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297 | gl.drawBuffers([
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298 | gl.COLOR_ATTACHMENT0,
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299 | gl.COLOR_ATTACHMENT1,
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300 | gl.COLOR_ATTACHMENT2
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301 | ]);
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302 | }
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303 |
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304 | this.setup();
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305 | }
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306 | }
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307 |
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308 |
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309 |
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310 |
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311 |
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312 |
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313 |
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314 |
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315 | export class Framebuffer extends RenderTarget {
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316 | constructor(parameters) {
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317 | super(parameters);
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318 |
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319 | this.fb = gl.createFramebuffer();
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320 | if (parameters.width) this.width = parameters.width;
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321 | if (parameters.height) this.width = parameters.height;
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322 | if (parameters.autoResize) {
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323 | this.width = window.innerWidth * this.scale;
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324 | this.height = window.innerHeight * this.scale;
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325 | }
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326 | this.buildBuffers();
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327 | this.updateCameraAspect();
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328 | }
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329 |
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330 | buildBuffers() {
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331 | if (this.texture) this.texture.destroy();
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332 | this.texture = new Texture(this.width, this.height);
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333 | gl.bindFramebuffer(gl.FRAMEBUFFER, this.fb);
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334 | gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.texture, 0);
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335 | }
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336 |
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337 | destroy() {
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338 | super.destroy();
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339 | gl.deleteFramebuffer(this.fb);
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340 | this.texture.destroy();
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341 | }
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342 |
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343 | start() {
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344 | gl.bindFramebuffer(gl.FRAMEBUFFER, this.fb);
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345 | this.setup();
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346 | }
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347 |
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348 | }
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349 |
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350 |
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351 |
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352 |
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353 |
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354 |
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355 |
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356 |
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357 |
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358 |
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359 |
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360 |
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361 |
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362 |
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363 | export class SharedStencilFramebuffer extends Framebuffer {
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364 | constructor(owner) {
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365 | super(owner.parameters);
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366 | this.owner = owner;
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367 | this.buildBuffers();
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368 | }
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369 |
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370 | buildBuffers() {
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371 | super.buildBuffers();
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372 | if (!this.owner) return;
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373 | this.depthStencil = this.owner.depthStencil;
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374 | gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.depthStencil.buffer);
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375 | }
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376 | }
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377 |
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378 |
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379 |
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380 |
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381 |
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382 |
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383 |
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384 |
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385 | export class Texture {
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386 |
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387 | constructor(width = 1, height = 1) {
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388 | this.texture = gl.createTexture();
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389 | this.width = width;
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390 | this.height = height;
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391 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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392 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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393 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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394 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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395 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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396 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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397 | }
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398 |
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399 | destroy() {
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400 | gl.deleteTexture(this.texture);
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401 | }
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402 |
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403 | loadFromURL(url) {
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404 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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405 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 255, 255]));
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406 | const cached = LoadImage(url, image => this.loadImage(image));
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407 | if (cached) this.loadImage(cached);
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408 | }
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409 |
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410 | loadFromByteArray(width, height, array) {
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411 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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412 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, array);
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413 | this.width = width;
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414 | this.height = height;
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415 | if (this.isPowerOfTwo) {
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416 | gl.generateMipmap(gl.TEXTURE_2D);
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417 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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418 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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419 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
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420 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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421 | } else {
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422 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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423 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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424 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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425 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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426 | }
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427 | }
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428 |
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429 | loadImage(image) {
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430 | if (!gl.isTexture(this.texture)) return;
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431 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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432 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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433 | this.width = image.width;
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434 | this.height = image.height;
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435 | if (this.isPowerOfTwo) {
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436 | gl.generateMipmap(gl.TEXTURE_2D);
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437 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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438 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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439 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
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440 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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441 | } else {
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442 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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443 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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444 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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445 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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446 | }
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447 | }
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448 |
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449 | apply(unit = 0) {
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450 | gl.activeTexture(gl.TEXTURE0 + unit);
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451 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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452 | glShader.setUniform("uSampler" + unit, unit);
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453 | glShader.setUniform("uTextureWidth" + unit, this.width);
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454 | glShader.setUniform("uTextureHeight" + unit, this.height);
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455 | }
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456 |
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457 | get isPowerOfTwo() {
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458 | return !(this.width & (this.width-1)) && !(this.height & (this.height-1));
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459 | }
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460 |
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461 | }
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462 |
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463 |
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464 |
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465 |
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466 |
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467 |
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468 |
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469 | export class DepthStencilBuffer {
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470 | constructor(width = 1, height = 1) {
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471 | if (glVersion === 0) { console.log("This device does not support depth buffers!"); return; }
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472 | this.width = width;
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473 | this.height = height;
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474 | this.buffer = gl.createRenderbuffer();
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475 | gl.bindRenderbuffer(gl.RENDERBUFFER, this.buffer);
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476 | gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
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477 | }
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478 |
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479 | destroy() {
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480 | gl.deleteRenderbuffer(this.buffer);
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481 | }
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482 |
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483 | }
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484 |
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485 |
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486 |
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487 |
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488 |
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489 |
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490 |
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491 |
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492 | export class DepthTexture {
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493 | constructor(width = 1, height = 1) {
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494 | if (glVersion === 0) { console.log("This device does not support depth textures!"); return; }
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495 | this.texture = gl.createTexture();
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496 | this.width = width;
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497 | this.height = height;
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498 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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499 | if (glVersion === 1) {
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500 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
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501 | } else {
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502 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT16, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
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503 | }
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504 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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505 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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506 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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507 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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508 | }
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509 |
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510 | destroy() {
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511 | gl.deleteTexture(this.texture);
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512 | }
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513 |
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514 | apply(unit = 0) {
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515 | gl.activeTexture(gl.TEXTURE0 + unit);
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516 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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517 | glShader.setUniform("uSampler" + unit, unit);
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518 | glShader.setUniform("uTextureWidth" + unit, this.width);
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519 | glShader.setUniform("uTextureHeight" + unit, this.height);
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520 | }
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521 |
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522 | }
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523 |
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524 |
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525 |
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526 |
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527 |
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528 |
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529 |
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530 |
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531 |
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532 |
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533 |
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534 |
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535 |
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536 | export class FloatTexture {
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537 | constructor(width = 1, height = 1) {
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538 | if (glVersion === 0) { console.log("This device does not support float textures!"); return; }
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539 | this.texture = gl.createTexture();
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540 | this.width = width;
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541 | this.height = height;
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542 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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543 | if (glVersion === 1) {
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544 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
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545 | } else {
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546 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.FLOAT, null);
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547 | }
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548 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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549 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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550 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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551 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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552 | }
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553 |
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554 | destroy() {
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555 | gl.deleteTexture(this.texture);
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556 | }
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557 |
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558 | apply(unit = 0) {
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559 | gl.activeTexture(gl.TEXTURE0 + unit);
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560 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
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561 | glShader.setUniform("uSampler" + unit, unit);
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562 | glShader.setUniform("uTextureWidth" + unit, this.width);
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563 | glShader.setUniform("uTextureHeight" + unit, this.height);
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564 | }
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565 |
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566 | }
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567 |
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568 |
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569 |
|
570 |
|
571 |
|
572 |
|
573 |
|
574 |
|
575 |
|
576 |
|
577 |
|
578 | export class TextureTable {
|
579 | constructor(width, height, source) {
|
580 | if (glVersion === 0) { console.log("This device does not support texture tables!"); return; }
|
581 |
|
582 | this.texture = gl.createTexture();
|
583 | this.width = width;
|
584 | this.height = height;
|
585 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
586 |
|
587 | if (glVersion === 1) {
|
588 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, new Float32Array(source.flat()));
|
589 | } else {
|
590 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.FLOAT, new Float32Array(source.flat()));
|
591 | }
|
592 |
|
593 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
594 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
595 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
596 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
597 | }
|
598 |
|
599 | destroy() {
|
600 | gl.deleteTexture(this.texture);
|
601 | }
|
602 |
|
603 | apply(unit = 0) {
|
604 | gl.activeTexture(gl.TEXTURE0 + unit);
|
605 | gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
606 | glShader.setUniform("uSampler" + unit, unit);
|
607 | glShader.setUniform("uTextureWidth" + unit, this.width);
|
608 | glShader.setUniform("uTextureHeight" + unit, this.height);
|
609 | }
|
610 |
|
611 | }
|
612 |
|
613 |
|
614 |
|
615 |
|
616 |
|
617 |
|
618 |
|
619 |
|
620 | export class Material {
|
621 |
|
622 | constructor() {
|
623 | this.pass = 'opaque';
|
624 | this.texture = new Texture();
|
625 | this.texture.loadFromByteArray(1,1, new Uint8Array([255, 255, 255, 255]));
|
626 | this.decal = new Texture();
|
627 | this.decal.loadFromByteArray(1,1, new Uint8Array([0, 0, 0, 0]));
|
628 | this.zOffset = 1;
|
629 | }
|
630 |
|
631 | destroy() {
|
632 | this.texture.destroy();
|
633 | this.decal.destroy();
|
634 | }
|
635 |
|
636 | apply() {
|
637 | gl.polygonOffset(this.zOffset, 0);
|
638 | this.texture.apply(0);
|
639 | this.decal.apply(1);
|
640 | }
|
641 |
|
642 | }
|
643 |
|
644 |
|
645 |
|
646 |
|
647 |
|
648 |
|
649 |
|
650 |
|
651 |
|
652 |
|
653 |
|
654 |
|
655 | export class Scene {
|
656 | constructor() {
|
657 | this.background = [0,0,0,1];
|
658 | this.lights = new Lights();
|
659 | this.camera = new Camera();
|
660 | this.passLists = new Map();
|
661 | }
|
662 |
|
663 | addDrawCall(drawCall) {
|
664 | if (!this.passLists.has(drawCall.material.pass)) this.passLists.set(drawCall.material.pass, new Set());
|
665 | const passList = this.passLists.get(drawCall.material.pass);
|
666 | passList.add(drawCall);
|
667 | }
|
668 |
|
669 | removeDrawCall(drawCall) {
|
670 | const passList = this.passLists.get(drawCall.material.pass);
|
671 | if (!passList) return;
|
672 | passList.delete(drawCall);
|
673 | }
|
674 |
|
675 | drawPass(pass) {
|
676 | const passList = this.passLists.get(pass);
|
677 | if (passList) passList.forEach(call => call.draw());
|
678 | }
|
679 | }
|
680 |
|
681 |
|
682 |
|
683 |
|
684 |
|
685 |
|
686 |
|
687 |
|
688 |
|
689 | export class InstancedDrawCall {
|
690 | constructor(mesh, material) {
|
691 | this.mesh = mesh;
|
692 | this.material = material;
|
693 | this.instances = new Instances();
|
694 | }
|
695 |
|
696 | destroy() {
|
697 | this.instances.destroy();
|
698 | }
|
699 |
|
700 | draw() {
|
701 | if (this.isHidden || this.instances.count === 0) return;
|
702 | if (glVersion === 0) {
|
703 | if (this.instances.mapChanged) this.instances.rebuild();
|
704 | if (this.instances.count > 0) {
|
705 | this.material.texture.apply(0);
|
706 | this.material.decal.apply(1);
|
707 | for (let i = 0; i < this.instances.count; i++) {
|
708 | this.instances.applyOne(i);
|
709 | this.mesh.draw();
|
710 | }
|
711 | }
|
712 | } else if (this.instances.count > 0) {
|
713 | this.material.texture.apply(0);
|
714 | this.material.decal.apply(1);
|
715 | this.instances.apply();
|
716 | this.mesh.drawInstanced(this.instances.count);
|
717 | for (let i = 0; i < glAttributes; i++) {
|
718 | if (glVersion === 2) {
|
719 | gl.vertexAttribDivisor(i,0);
|
720 | } else {
|
721 | instancedArraysExt.vertexAttribDivisorANGLE(i,0);
|
722 | }
|
723 | }
|
724 | }
|
725 |
|
726 | }
|
727 | }
|
728 |
|
729 |
|
730 |
|
731 |
|
732 |
|
733 |
|
734 |
|
735 |
|
736 |
|
737 | export class DrawCall {
|
738 | constructor(mesh, material = new Material()) {
|
739 | this.mesh = mesh;
|
740 | this.material = material;
|
741 | this.transform = new Transform();
|
742 | }
|
743 |
|
744 | draw() {
|
745 | if (this.isHidden) return;
|
746 | this.material.apply();
|
747 | this.transform.apply();
|
748 | this.mesh.draw();
|
749 | }
|
750 | }
|
751 |
|
752 |
|
753 |
|
754 |
|
755 |
|
756 |
|
757 |
|
758 | export class Transform {
|
759 |
|
760 | constructor() {
|
761 | this.meshMatrix = m4_identity();
|
762 | }
|
763 |
|
764 | set(m) {
|
765 | this.meshMatrix = m;
|
766 | this._normalMatrix = null;
|
767 | }
|
768 |
|
769 | get normalMatrix() {
|
770 | this._normalMatrix = this._normalMatrix || m4_toNormal4(this.meshMatrix);
|
771 | return this._normalMatrix;
|
772 | }
|
773 |
|
774 | apply() {
|
775 |
|
776 | glShader.setUniform("uMeshMatrix", this.meshMatrix);
|
777 | glShader.setUniform("uNormalMatrix", this.normalMatrix);
|
778 |
|
779 | if (glShader.hasUniform("uMeshToViewMatrix")) glShader.setUniform("uMeshToViewMatrix", m4_multiply(this.meshMatrix, glCamera.viewMatrix));
|
780 | if (glShader.hasUniform("uNormalToViewMatrix")) glShader.setUniform("uNormalToViewMatrix", m4_multiply(this.normalMatrix, glCamera.viewNormalMatrix));
|
781 | if (glShader.hasUniform("uMeshToScreenMatrix")) glShader.setUniform("uMeshToScreenMatrix", m4_multiply(this.meshMatrix, glCamera.w2vMatrix));
|
782 | }
|
783 | }
|
784 |
|
785 |
|
786 |
|
787 |
|
788 |
|
789 | export class Instances {
|
790 | constructor() {
|
791 | this.clear();
|
792 | this.iBuffer = new GLMatrixBuffer('aMeshMatrix');
|
793 | this.nBuffer = new GLMatrixBuffer('aNormalMatrix');
|
794 | }
|
795 |
|
796 | destroy() {
|
797 | this.iBuffer.destroy();
|
798 | this.nBuffer.destroy();
|
799 | }
|
800 |
|
801 | clear() {
|
802 | this.count = 0;
|
803 | this.entries = null;
|
804 | this.matrices = [];
|
805 | this.normals = [];
|
806 | }
|
807 |
|
808 | set(key, m, n) {
|
809 | n = n || m4_toNormal4(m);
|
810 | if (!this.entries) this.entries = new Map();
|
811 | if (!this.entries.has(key)) this.entries.set(key, this.count++);
|
812 | const offset = 16 * this.entries.get(key);
|
813 | this.matrices.splice(offset, 16, ...m);
|
814 | this.normals.splice(offset, 16, ...n);
|
815 | this.valueChanged = true;
|
816 | }
|
817 |
|
818 | delete(key) {
|
819 | if (this.entries) this.entries.delete(key);
|
820 | this.mapChanged = true;
|
821 | this.valueChanged = true;
|
822 | }
|
823 |
|
824 | rebuild() {
|
825 | const oldEntries = this.entries;
|
826 | const oldMatrices = this.matrices;
|
827 | const oldNormals = this.normals;
|
828 | this.clear();
|
829 | oldEntries.forEach((i,key) => {
|
830 | const offset = 16 * i;
|
831 | const m = oldMatrices.slice(offset, offset + 16);
|
832 | const n = oldNormals.slice(offset, offset + 16);
|
833 | this.set(key,m,n);
|
834 | });
|
835 | this.mapChanged = false;
|
836 | }
|
837 |
|
838 | load() {
|
839 | if (this.mapChanged) this.rebuild();
|
840 | if (this.count > 0) {
|
841 | this.iBuffer.load(this.matrices);
|
842 | this.nBuffer.load(this.normals);
|
843 | }
|
844 | this.valueChanged = false;
|
845 | }
|
846 |
|
847 | apply() {
|
848 | if (this.valueChanged) this.load();
|
849 | if (this.count > 0) {
|
850 | this.iBuffer.apply();
|
851 | this.nBuffer.apply();
|
852 | }
|
853 | }
|
854 |
|
855 |
|
856 |
|
857 |
|
858 |
|
859 | getMeshMatrix(i) {
|
860 | const offset = 16 * i;
|
861 | return this.matrices.slice(offset, offset + 16);
|
862 | }
|
863 |
|
864 | getNormalMatrix(i) {
|
865 | const offset = 16 * i;
|
866 | return this.normals.slice(offset, offset + 16);
|
867 | }
|
868 |
|
869 | applyOne(i) {
|
870 | const m = this.getMeshMatrix(i);
|
871 | const n = this.getNormalMatrix(i);
|
872 | glShader.setUniform("uMeshMatrix", m);
|
873 | glShader.setUniform("uNormalMatrix", n);
|
874 |
|
875 | if (glShader.hasUniform("uMeshToViewMatrix")) glShader.setUniform("uMeshToViewMatrix", m4_multiply(m, glCamera.viewMatrix));
|
876 | if (glShader.hasUniform("uNormalToViewMatrix")) glShader.setUniform("uNormalToViewMatrix", m4_multiply(n, glCamera.viewNormalMatrix));
|
877 | if (glShader.hasUniform("uMeshToScreenMatrix")) glShader.setUniform("uMeshToScreenMatrix", m4_multiply(m, glCamera.w2vMatrix));
|
878 | }
|
879 |
|
880 | }
|
881 |
|
882 |
|
883 |
|
884 |
|
885 |
|
886 |
|
887 |
|
888 |
|
889 | class Mesh {
|
890 | constructor(template) {
|
891 | this.clear();
|
892 | if (template) this.copy(template);
|
893 | this.vertexBuffer = new GLBuffer('aVertex');
|
894 | this.normalBuffer = new GLBuffer('aNormal');
|
895 | this.colorBuffer = new GLBuffer('aColor');
|
896 | this.coordinateBuffer = new GLBuffer('aCoordinate');
|
897 | }
|
898 |
|
899 | get vertexCount() { return this.vertices.length / 3;}
|
900 |
|
901 | destroy() {
|
902 | this.vertexBuffer.destroy();
|
903 | this.normalBuffer.destroy();
|
904 | this.colorBuffer.destroy();
|
905 | this.coordinateBuffer.destroy();
|
906 | }
|
907 |
|
908 |
|
909 | clear() {
|
910 | this.vertices = [];
|
911 | this.normals = [];
|
912 | this.colors = [];
|
913 | this.coordinates = [];
|
914 | }
|
915 |
|
916 |
|
917 | copy(source) {
|
918 | this.vertices = source.vertices.slice();
|
919 | this.normals = source.normals.slice();
|
920 | this.colors = source.colors.slice();
|
921 | this.coordinates = source.coordinates.slice();
|
922 | }
|
923 |
|
924 |
|
925 | merge(source) {
|
926 | this.vertices = this.vertices.concat(source.vertices);
|
927 | this.normals = this.normals.concat(source.normals);
|
928 | this.colors = this.colors.concat(source.colors);
|
929 | this.coordinates = this.coordinates.concat(source.coordinates);
|
930 | }
|
931 |
|
932 |
|
933 | transform(m4) {
|
934 | const vertices = this.vertices;
|
935 | for (let i = 0; i < this.vertices.length; i+=3) {
|
936 | const v0 = [vertices[i], vertices[i+1], vertices[i+2]];
|
937 | const v1 = v3_transform(v0,m4);
|
938 | vertices[i] = v1[0];
|
939 | vertices[i+1] = v1[1];
|
940 | vertices[i+2] = v1[2];
|
941 | }
|
942 | if (this.normals.length === 0) return;
|
943 | const nm4 = m4_toNormal4(m4);
|
944 | const normals = this.normals;
|
945 | for (let i = 0; i < this.normals.length; i+=3) {
|
946 | const n0 = [normals[i], normals[i+1], normals[i+2]];
|
947 | const n1 = v3_normalize(v3_transform(n0, nm4));
|
948 | normals[i] = n1[0];
|
949 | normals[i+1] = n1[1];
|
950 | normals[i+2] = n1[2];
|
951 | }
|
952 | }
|
953 |
|
954 | setColor(color) {
|
955 | this.colors = [];
|
956 | const vertexCount = this.vertexCount;
|
957 | for (let i = 0; i < vertexCount; i++) {
|
958 | this.colors.push(...color);
|
959 | }
|
960 | }
|
961 |
|
962 |
|
963 | load() {
|
964 | this.vertexBuffer.load(this.vertices);
|
965 | this.normalBuffer.load(this.normals);
|
966 | this.colorBuffer.load(this.colors);
|
967 | this.coordinateBuffer.load(this.coordinates);
|
968 | this.saveDrawCount();
|
969 | }
|
970 |
|
971 | saveDrawCount() {
|
972 | this.drawCount = this.vertices.length / 3;
|
973 | }
|
974 |
|
975 | apply() {
|
976 | this.vertexBuffer.apply();
|
977 | this.normalBuffer.apply();
|
978 | this.colorBuffer.apply();
|
979 | this.coordinateBuffer.apply();
|
980 | }
|
981 |
|
982 | findNormal(v0, v1, v2) {
|
983 | const d0 = v3_sub(v1, v0);
|
984 | const d1 = v3_sub(v2, v0);
|
985 | return v3_normalize(v3_cross(d1, d0));
|
986 | }
|
987 |
|
988 | }
|
989 |
|
990 |
|
991 |
|
992 |
|
993 |
|
994 | export class Triangles extends Mesh {
|
995 |
|
996 | draw() {
|
997 | if (this.drawCount === 0) return;
|
998 | this.apply();
|
999 | gl.drawArrays(gl.TRIANGLES, 0, this.drawCount);
|
1000 | }
|
1001 |
|
1002 | drawInstanced(instanceCount) {
|
1003 | if (instanceCount === 0 || this.drawCount === 0) return;
|
1004 | this.apply();
|
1005 | if (glVersion === 2) {
|
1006 | gl.drawArraysInstanced(gl.TRIANGLES, 0, this.drawCount, instanceCount);
|
1007 |
|
1008 |
|
1009 | } else {
|
1010 | instancedArraysExt.drawArraysInstancedANGLE(gl.TRIANGLES, 0, this.drawCount, instanceCount);
|
1011 | }
|
1012 | }
|
1013 |
|
1014 |
|
1015 |
|
1016 |
|
1017 | addFace(vertices, colors, coordinates, normals) {
|
1018 | const triCount = vertices.length - 2;
|
1019 | if (triCount < 1) return;
|
1020 |
|
1021 |
|
1022 |
|
1023 |
|
1024 |
|
1025 |
|
1026 |
|
1027 | for (let i = 0; i < triCount; i++) {
|
1028 |
|
1029 | let n = this.findNormal(vertices[0], vertices[i+1], vertices[i+2]);
|
1030 |
|
1031 |
|
1032 |
|
1033 | this.vertices.push(...vertices[0]);
|
1034 | if (normals) { this.normals.push(...normals[0]); } else { this.normals.push(...n) };
|
1035 | if (colors) this.colors.push(...colors[0]);
|
1036 | if (coordinates) this.coordinates.push(...coordinates[0]);
|
1037 |
|
1038 |
|
1039 |
|
1040 | this.vertices.push(...vertices[i+1]);
|
1041 | if (normals) { this.normals.push(...normals[i+1]) } else { this.normals.push(...n) };
|
1042 | if (colors) this.colors.push(...colors[i+1]);
|
1043 | if (coordinates) this.coordinates.push(...coordinates[i+1]);
|
1044 |
|
1045 |
|
1046 |
|
1047 | this.vertices.push(...vertices[i+2]);
|
1048 | if (normals) { this.normals.push(...normals[i+2]) } else { this.normals.push(...n) };
|
1049 | if (colors) this.colors.push(...colors[i+2]);
|
1050 | if (coordinates) this.coordinates.push(...coordinates[i+2]);
|
1051 | }
|
1052 | }
|
1053 |
|
1054 | }
|
1055 |
|
1056 |
|
1057 |
|
1058 |
|
1059 |
|
1060 | export class Lines extends Mesh {
|
1061 |
|
1062 | draw() {
|
1063 | if (this.drawCount === 0) return;
|
1064 | this.apply();
|
1065 | gl.drawArrays(gl.LINES, 0, this.drawCount);
|
1066 | }
|
1067 |
|
1068 | drawInstanced(instanceCount) {
|
1069 | if (instanceCount === 0 || this.drawCount === 0) return;
|
1070 | this.apply();
|
1071 | if (glVersion === 2) {
|
1072 | gl.drawArraysInstanced(gl.LINES, 0, this.drawCount, instanceCount);
|
1073 | } else {
|
1074 | instancedArraysExt.drawArraysInstancedANGLE(gl.LINES, 0, this.drawCount, instanceCount);
|
1075 | }
|
1076 | }
|
1077 |
|
1078 | saveDrawCount() {
|
1079 | this.drawCount = this.vertices.length / 3;
|
1080 | }
|
1081 |
|
1082 |
|
1083 |
|
1084 |
|
1085 | addDebugLine(start, end, color) {
|
1086 | this.vertices.push(...start);
|
1087 | this.vertices.push(...end);
|
1088 | if (color) {
|
1089 | this.colors.push(...color);
|
1090 | this.colors.push(...color);
|
1091 | }
|
1092 | this.normals.push(...[0,0,0]);
|
1093 | this.normals.push(...[0,0,0]);
|
1094 | this.coordinates.push(...[0,0]);
|
1095 | this.coordinates.push(...[0,0]);
|
1096 | }
|
1097 |
|
1098 | addLine(vertices, colors, coordinates, normals) {
|
1099 | const lineCount = vertices.length-1;
|
1100 |
|
1101 | for (let i = 0; i < lineCount; i++) {
|
1102 |
|
1103 |
|
1104 |
|
1105 | this.vertices.push(...vertices[i]);
|
1106 | if (normals) this.normals.push(...normals[i]);
|
1107 | if (colors) this.colors.push(...colors[i]);
|
1108 | if (coordinates) this.coordinates.push(...coordinates[i]);
|
1109 |
|
1110 |
|
1111 |
|
1112 | const b = (i+1);
|
1113 | this.vertices.push(...vertices[b]);
|
1114 | if (normals) this.normals.push(...normals[b]);
|
1115 | if (colors) this.colors.push(...colors[b]);
|
1116 | if (coordinates) this.coordinates.push(...coordinates[b]);
|
1117 |
|
1118 | }
|
1119 | }
|
1120 |
|
1121 | addFace(vertices, colors, coordinates, normals) {
|
1122 | const lineCount = vertices.length;
|
1123 | if (lineCount < 3) return;
|
1124 |
|
1125 | if (!normals) {
|
1126 | normals = [];
|
1127 | const n = this.findNormal(vertices[0], vertices[1], vertices[2]);
|
1128 | for (let i = 0; i < vertices.length; i++) normals.push(n);
|
1129 | }
|
1130 |
|
1131 | for (let i = 0; i < lineCount; i++) {
|
1132 |
|
1133 |
|
1134 |
|
1135 | this.vertices.push(...vertices[i]);
|
1136 | if (normals) this.normals.push(...normals[i]);
|
1137 | if (colors) this.colors.push(...colors[i]);
|
1138 | if (coordinates) this.coordinates.push(...coordinates[i]);
|
1139 |
|
1140 |
|
1141 |
|
1142 | const b = (i+1) % lineCount;
|
1143 | this.vertices.push(...vertices[b]);
|
1144 | if (normals) this.normals.push(...normals[b]);
|
1145 | if (colors) this.colors.push(...colors[b]);
|
1146 | if (coordinates) this.coordinates.push(...coordinates[b]);
|
1147 |
|
1148 | }
|
1149 |
|
1150 | }
|
1151 | }
|
1152 |
|
1153 |
|
1154 |
|
1155 |
|
1156 |
|
1157 |
|
1158 |
|
1159 |
|
1160 |
|
1161 |
|
1162 | class GLBuffer {
|
1163 | constructor(attribute, mode = 'dynamicDraw') {
|
1164 | this.attribute = attribute;
|
1165 | switch (mode) {
|
1166 | case 'staticDraw':
|
1167 | this.mode = gl.STATIC_DRAW;
|
1168 | break;
|
1169 | case 'dynamicDraw':
|
1170 | default:
|
1171 | this.mode = gl.DYNAMIC_DRAW;
|
1172 | }
|
1173 | }
|
1174 |
|
1175 | destroy() {
|
1176 | if (this.buffer) gl.deleteBuffer(this.buffer);
|
1177 | }
|
1178 |
|
1179 | load(values) {
|
1180 | if (values.length === 0) {
|
1181 | if (this.buffer) gl.deleteBuffer(this.buffer);
|
1182 | this.buffer = null;
|
1183 | return;
|
1184 | }
|
1185 | if (!this.buffer) this.buffer = gl.createBuffer();
|
1186 | gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
1187 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(values), this.mode);
|
1188 | }
|
1189 |
|
1190 | apply() {
|
1191 | if (this.buffer) glShader.setAttribute(this.attribute, this.buffer);
|
1192 | }
|
1193 |
|
1194 | }
|
1195 |
|
1196 |
|
1197 |
|
1198 |
|
1199 |
|
1200 |
|
1201 |
|
1202 |
|
1203 | class GLMatrixBuffer {
|
1204 | constructor(attribute, mode = 'dynamicDraw') {
|
1205 | this.attribute = attribute;
|
1206 | switch (mode) {
|
1207 | case 'staticDraw':
|
1208 | this.mode = gl.STATIC_DRAW;
|
1209 | break;
|
1210 | case 'dynamicDraw':
|
1211 | default:
|
1212 | this.mode = gl.DYNAMIC_DRAW;
|
1213 | }
|
1214 | }
|
1215 |
|
1216 | destroy() {
|
1217 | if (this.buffer) gl.deleteBuffer(this.buffer);
|
1218 | }
|
1219 |
|
1220 | load(values) {
|
1221 | if (values.length === 0) {
|
1222 | if (this.buffer) gl.deleteBuffer(this.buffer);
|
1223 | this.buffer = null;
|
1224 | return;
|
1225 | }
|
1226 | if (!this.buffer) this.buffer = gl.createBuffer();
|
1227 | gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
1228 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(values), this.mode);
|
1229 | }
|
1230 |
|
1231 | apply() {
|
1232 | if (this.buffer) glShader.setMatrixAttribute(this.attribute, this.buffer);
|
1233 | }
|
1234 |
|
1235 | }
|
1236 |
|
1237 |
|
1238 |
|
1239 |
|
1240 |
|
1241 |
|
1242 |
|
1243 | export class Lights {
|
1244 | constructor() {
|
1245 | this.ambientColor = [0.7, 0.7, 0.7];
|
1246 | this.directionalColor = [0.3, 0.3, 0.3];
|
1247 | this.directionalAim = [0,-1,0];
|
1248 | }
|
1249 |
|
1250 | apply() {
|
1251 | glShader.setUniform("uAmbientColor", this.ambientColor);
|
1252 | glShader.setUniform("uDirectionalColor", this.directionalColor);
|
1253 | glShader.setUniform("uDirectionalAim", this.directionalAim);
|
1254 | }
|
1255 |
|
1256 | setAmbientColor(color) {
|
1257 | this.ambientColor = color;
|
1258 | }
|
1259 |
|
1260 | setDirectionalColor(color) {
|
1261 | this.directionalColor = color;
|
1262 | }
|
1263 |
|
1264 | setDirectionalAim(aim) {
|
1265 | this.directionalAim = v3_normalize(aim);
|
1266 | }
|
1267 | }
|
1268 |
|
1269 |
|
1270 |
|
1271 |
|
1272 |
|
1273 |
|
1274 | export class Camera {
|
1275 | constructor() {
|
1276 | this.locationMatrix = m4_identity();
|
1277 | this.fov = toRad(60);
|
1278 | this.near = 1;
|
1279 | this.far = 10000;
|
1280 | }
|
1281 |
|
1282 | setFOV(fov) {
|
1283 | this.fov = fov;
|
1284 | this._projectionMatrix = null;
|
1285 | this._v2wMatrix = null;
|
1286 | this._w2vMatrix = null;
|
1287 | glPipeline.updateFOV();
|
1288 | }
|
1289 |
|
1290 | setProjection(fov, near, far) {
|
1291 | this.fov = fov;
|
1292 | this.near = near;
|
1293 | this.far = far;
|
1294 | this._projectionMatrix = null;
|
1295 | this._v2wMatrix = null;
|
1296 | this._w2vMatrix = null;
|
1297 | }
|
1298 |
|
1299 | setAspect(width, height) {
|
1300 | this.width = width;
|
1301 | this.height = height;
|
1302 | this.aspect = this.width / this.height;
|
1303 | this._projectionMatrix = null;
|
1304 | this._v2wMatrix = null;
|
1305 | this._w2vMatrix = null;
|
1306 | }
|
1307 |
|
1308 | setLocation(m) {
|
1309 | this.locationMatrix = m;
|
1310 | this._viewMatrix = null;
|
1311 | this._viewNormalMatrix = null;
|
1312 | this._v2wMatrix = null;
|
1313 | this._w2vMatrix = null;
|
1314 | }
|
1315 |
|
1316 | get location() {
|
1317 | return m4_getTranslation(this.locationMatrix);
|
1318 | }
|
1319 |
|
1320 | get projectionMatrix() {
|
1321 | if (!this._projectionMatrix) this._projectionMatrix = m4_perspective(this.fov, this.aspect, this.near, this.far);
|
1322 | return this._projectionMatrix;
|
1323 | }
|
1324 |
|
1325 | get viewMatrix() {
|
1326 | if (!this._viewMatrix) this._viewMatrix = m4_invert(this.locationMatrix);
|
1327 | return this._viewMatrix;
|
1328 | }
|
1329 |
|
1330 | get viewNormalMatrix() {
|
1331 | if (!this._viewNormalMatrix) this._viewNormalMatrix = m4_transpose(this.locationMatrix);
|
1332 | return this._viewNormalMatrix;
|
1333 | }
|
1334 |
|
1335 | get v2wMatrix() {
|
1336 | if (!this._v2wMatrix) this._v2wMatrix = m4_invert(this.w2vMatrix);
|
1337 | return this._v2wMatrix;
|
1338 | }
|
1339 |
|
1340 | get w2vMatrix() {
|
1341 | if (!this._w2vMatrix) this._w2vMatrix = m4_multiply(this.viewMatrix, this.projectionMatrix);
|
1342 | return this._w2vMatrix;
|
1343 | }
|
1344 |
|
1345 | apply() {
|
1346 | glShader.setUniform("uViewMatrix", this.viewMatrix);
|
1347 | glShader.setUniform("uViewNormalMatrix", this.viewNormalMatrix);
|
1348 | glShader.setUniform("uProjectionMatrix", this.projectionMatrix);
|
1349 | glShader.setUniform("uCameraMatrix", this.w2vMatrix);
|
1350 | }
|
1351 |
|
1352 | worldToView(v3) {
|
1353 | const v = v3_transform(v3, this.w2vMatrix);
|
1354 | return [(v[0] + 1.0) * this.width * 0.5, (v[1] + 1.0) * this.height * 0.5];
|
1355 | }
|
1356 |
|
1357 | clippedWorldToView(v3) {
|
1358 | const v2 = this.worldToView(v3);
|
1359 | v2[0] = Math.max(v2[0], 0);
|
1360 | v2[0] = Math.min(v2[0], this.width);
|
1361 | v2[1] = Math.max(v2[1], 0);
|
1362 | v2[1] = Math.min(v2[1], this.height);
|
1363 | return v2;
|
1364 | }
|
1365 |
|
1366 | viewToWorld(v3) {
|
1367 | return v3_transform(v3, this.v2wMatrix);
|
1368 | }
|
1369 |
|
1370 |
|
1371 |
|
1372 |
|
1373 |
|
1374 | lookRay(x = 0, y = 0) {
|
1375 | const v0 = [x,y,-1];
|
1376 | const v1 = [x,y,1];
|
1377 | const ray = v3_sub(this.viewToWorld(v1), this.viewToWorld(v0));
|
1378 | return v3_normalize(ray);
|
1379 | }
|
1380 |
|
1381 |
|
1382 |
|
1383 | viewLookRay(x, y) {
|
1384 | x = (2.0 * x / this.width) - 1.0;
|
1385 | y = 1.0 - (2.0 * y / this.height);
|
1386 | return this.lookRay(x, y);
|
1387 | }
|
1388 |
|
1389 | }
|
1390 |
|
1391 |
|
1392 |
|
1393 |
|
1394 |
|
1395 |
|
1396 |
|
1397 |
|
1398 |
|
1399 |
|
1400 | export class Shader {
|
1401 |
|
1402 | constructor() {
|
1403 | this.program = null;
|
1404 | this.attributes = new Map();
|
1405 | this.uniforms = new Map();
|
1406 | }
|
1407 |
|
1408 | destroy() {
|
1409 | gl.deleteProgram(this.program);
|
1410 | }
|
1411 |
|
1412 | apply() {
|
1413 |
|
1414 | gl.useProgram(this.program);
|
1415 | glShader = this;
|
1416 | for (let i = 0; i < 8; i++) gl.disableVertexAttribArray(i);
|
1417 | }
|
1418 |
|
1419 | build(vSource, fSource, vSource2, fSource2) {
|
1420 |
|
1421 | let vertexShader;
|
1422 | let fragmentShader;
|
1423 | if (glVersion < 2) {
|
1424 | vertexShader = this.compile(gl.VERTEX_SHADER, vSource);
|
1425 | fragmentShader = this.compile(gl.FRAGMENT_SHADER, fSource);
|
1426 | } else {
|
1427 | vertexShader = this.compile(gl.VERTEX_SHADER, vSource2);
|
1428 | fragmentShader = this.compile(gl.FRAGMENT_SHADER, fSource2);
|
1429 | }
|
1430 |
|
1431 |
|
1432 | this.program = gl.createProgram();
|
1433 | gl.attachShader(this.program, vertexShader);
|
1434 | gl.attachShader(this.program, fragmentShader);
|
1435 | gl.linkProgram(this.program);
|
1436 | gl.deleteShader(vertexShader);
|
1437 | gl.deleteShader(fragmentShader);
|
1438 |
|
1439 | if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
|
1440 | console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(this.program));
|
1441 | gl.deleteProgram(this.program);
|
1442 | this.program = null;
|
1443 | return;
|
1444 | }
|
1445 |
|
1446 | this.findAttributes();
|
1447 | this.findUniforms();
|
1448 |
|
1449 | }
|
1450 |
|
1451 | compile(type, source) {
|
1452 | const shader = gl.createShader(type);
|
1453 | gl.shaderSource(shader, source);
|
1454 | gl.compileShader(shader);
|
1455 |
|
1456 | if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
1457 | console.error('An error occurred compiling the shader: ' + gl.getShaderInfoLog(shader));
|
1458 | gl.deleteShader(shader);
|
1459 | return null;
|
1460 | }
|
1461 | return shader;
|
1462 | }
|
1463 |
|
1464 | findAttributes() {
|
1465 | this.attributes.clear();
|
1466 | const n = gl.getProgramParameter(this.program, gl.ACTIVE_ATTRIBUTES);
|
1467 | for (let i = 0; i < n; ++i) {
|
1468 | const info = gl.getActiveAttrib(this.program, i);
|
1469 | const location = gl.getAttribLocation(this.program, info.name);
|
1470 | const name = info.name.replace("[0]", "");
|
1471 | let size = 1;
|
1472 | const type = gl.FLOAT;
|
1473 | switch (info.type) {
|
1474 | case gl.FLOAT:
|
1475 | size = 1;
|
1476 | break;
|
1477 | case gl.FLOAT_VEC2:
|
1478 | size = 2;
|
1479 | break;
|
1480 | case gl.FLOAT_VEC3:
|
1481 | size = 3;
|
1482 | break;
|
1483 | case gl.FLOAT_VEC4:
|
1484 | size = 4;
|
1485 | break;
|
1486 | case gl.FLOAT_MAT4:
|
1487 | size = 16;
|
1488 | break;
|
1489 | default:
|
1490 | console.log("Unrecognized attribute type!");
|
1491 | return;
|
1492 | }
|
1493 | this.attributes.set(name, {
|
1494 | type,
|
1495 | size,
|
1496 | location
|
1497 | });
|
1498 | }
|
1499 | }
|
1500 |
|
1501 | findUniforms() {
|
1502 | this.uniforms.clear();
|
1503 | const n = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
|
1504 | for (let i = 0; i < n; ++i) {
|
1505 | const info = gl.getActiveUniform(this.program, i);
|
1506 | const location = gl.getUniformLocation(this.program, info.name);
|
1507 | const name = info.name.replace("[0]", "");
|
1508 | this.uniforms.set(name, {
|
1509 | type: info.type,
|
1510 | size: info.size,
|
1511 | location
|
1512 | });
|
1513 | }
|
1514 | }
|
1515 |
|
1516 | setAttribute(name, buffer) {
|
1517 | const attribute = this.attributes.get(name);
|
1518 | if (!attribute) return;
|
1519 | gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
1520 | gl.vertexAttribPointer(attribute.location, attribute.size, attribute.type, false, 0, 0);
|
1521 | gl.enableVertexAttribArray(attribute.location);
|
1522 | }
|
1523 |
|
1524 |
|
1525 | setMatrixAttribute(name, buffer) {
|
1526 | if (!this.attributes.has(name)) return;
|
1527 | const attribute = this.attributes.get(name);
|
1528 | const stride = 64;
|
1529 | gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
1530 | for (let i = 0; i < 4; i++) {
|
1531 | const location = attribute.location + i;
|
1532 | const offset = i * 16;
|
1533 | gl.vertexAttribPointer(location, 4, attribute.type, false, stride, offset);
|
1534 | gl.enableVertexAttribArray(location);
|
1535 | if (glVersion === 2) {
|
1536 | gl.vertexAttribDivisor(location, 1);
|
1537 | } else {
|
1538 | instancedArraysExt.vertexAttribDivisorANGLE(location, 1);
|
1539 | }
|
1540 | }
|
1541 | }
|
1542 |
|
1543 | hasUniform(name) {
|
1544 | return this.uniforms.has(name);
|
1545 | }
|
1546 |
|
1547 | setUniform(name, value) {
|
1548 | const uniform = this.uniforms.get(name);
|
1549 | if (!uniform) return;
|
1550 | let v;
|
1551 | if (value.length) {
|
1552 | v = value.flat();
|
1553 | } else {
|
1554 | v = [value];
|
1555 | }
|
1556 | switch (uniform.type) {
|
1557 | case gl.INT:
|
1558 | case gl.BOOL:
|
1559 | case gl.SAMPLER_2D:
|
1560 | gl.uniform1iv(uniform.location, v);
|
1561 | break;
|
1562 | case gl.INT_VEC2:
|
1563 | case gl.BOOL_VEC2:
|
1564 | gl.uniform2iv(uniform.location, v);
|
1565 | break;
|
1566 | case gl.INT_VEC3:
|
1567 | case gl.BOOL_VEC3:
|
1568 | gl.uniform3iv(uniform.location, v);
|
1569 | break;
|
1570 | case gl.INT_VEC4:
|
1571 | case gl.BOOL_VEC4:
|
1572 | gl.uniform4iv(uniform.location, v);
|
1573 | break;
|
1574 | case gl.FLOAT:
|
1575 | gl.uniform1fv(uniform.location, v);
|
1576 | break;
|
1577 | case gl.FLOAT_VEC2:
|
1578 | gl.uniform2fv(uniform.location, v);
|
1579 | break;
|
1580 | case gl.FLOAT_VEC3:
|
1581 | gl.uniform3fv(uniform.location, v);
|
1582 | break;
|
1583 | case gl.FLOAT_VEC4:
|
1584 | gl.uniform4fv(uniform.location, v);
|
1585 | break;
|
1586 | case gl.FLOAT_MAT2:
|
1587 | gl.uniformMatrix2fv(uniform.location, false, v);
|
1588 | break;
|
1589 | case gl.FLOAT_MAT3:
|
1590 | gl.uniformMatrix3fv(uniform.location, false, v);
|
1591 | break;
|
1592 | case gl.FLOAT_MAT4:
|
1593 | gl.uniformMatrix4fv(uniform.location, false, v);
|
1594 | break;
|
1595 | default:
|
1596 | console.log("Unrecognized uniform type!");
|
1597 | }
|
1598 | }
|
1599 |
|
1600 | get gl() { return gl; }
|
1601 |
|
1602 | }
|
1603 |
|
1604 |
|
1605 |
|
1606 |
|
1607 |
|
1608 | export function UnitCube() {
|
1609 | const cube = new Triangles();
|
1610 | cube.addFace([[-0.5, -0.5, -0.5], [-0.5, 0.5, -0.5], [0.5, 0.5, -0.5], [0.5, -0.5, -0.5]], [[1,1,1,1], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [[0,0], [1,0], [1,1], [0,1]]);
|
1611 | cube.addFace([[-0.5, -0.5, -0.5], [-0.5, -0.5, 0.5], [-0.5, 0.5, 0.5], [-0.5, 0.5, -0.5]], [[1,1,1,1], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [[0,0], [1,0], [1,1], [0,1]]);
|
1612 | cube.addFace([[-0.5, -0.5, -0.5], [0.5, -0.5, -0.5], [0.5, -0.5, 0.5], [-0.5, -0.5, 0.5]], [[1,1,1,1], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [[0,0], [1,0], [1,1], [0,1]]);
|
1613 | cube.addFace([[0.5, 0.5, 0.5], [0.5, 0.5, -0.5], [-0.5, 0.5, -0.5], [-0.5, 0.5, 0.5]], [[1,1,1,1], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [[0,0], [1,0], [1,1], [0,1]]);
|
1614 | cube.addFace([[0.5, 0.5, 0.5], [-0.5, 0.5, 0.5], [-0.5, -0.5, 0.5], [0.5, -0.5, 0.5]], [[1,1,1,1], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [[0,0], [1,0], [1,1], [0,1]]);
|
1615 | cube.addFace([[0.5, 0.5, 0.5], [0.5, -0.5, 0.5], [0.5, -0.5, -0.5], [0.5, 0.5, -0.5]], [[1,1,1,1], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [[0,0], [1,0], [1,1], [0,1]]);
|
1616 | return cube;
|
1617 | }
|
1618 |
|
1619 | export function Cube(x, y, z, color = [1,1,1,1]) {
|
1620 | const cube = new Triangles();
|
1621 | x /= 2;
|
1622 | y /= 2;
|
1623 | z /= 2;
|
1624 | cube.addFace([[-x, -y, -z], [-x, y, -z], [x, y, -z], [x, -y, -z]], [color, color, color, color], [[0,0], [1,0], [1,1], [0,1]]);
|
1625 | cube.addFace([[-x, -y, -z], [-x, -y, z], [-x, y, z], [-x, y, -z]], [color, color, color, color], [[0,0], [1,0], [1,1], [0,1]]);
|
1626 | cube.addFace([[-x, -y, -z], [x, -y, -z], [x, -y, z], [-x, -y, z]], [color, color, color, color], [[0,0], [1,0], [1,1], [0,1]]);
|
1627 | cube.addFace([[x, y, z], [x, y, -z], [-x, y, -z], [-x, y, z]], [color, color, color, color], [[0,0], [1,0], [1,1], [0,1]]);
|
1628 | cube.addFace([[x, y, z], [-x, y, z], [-x, -y, z], [x, -y, z]], [color, color, color, color], [[0,0], [1,0], [1,1], [0,1]]);
|
1629 | cube.addFace([[x, y, z], [x, -y, z], [x, -y, -z], [x, y, -z]], [color, color, color, color], [[0,0], [1,0], [1,1], [0,1]]);
|
1630 | return cube;
|
1631 | }
|
1632 |
|
1633 | export function Sphere(r, facets, c = [1,1,1,1]) {
|
1634 | const sphere = new Triangles();
|
1635 | const ff = 1/facets;
|
1636 |
|
1637 |
|
1638 |
|
1639 | for (let i = 0; i < facets; i++) {
|
1640 | for (let j = 0; j < facets; j++) {
|
1641 |
|
1642 | const p0 = v3_scale(Spherify([-1, -1 + 2*ff*i, -1 + 2*ff*j]),r);
|
1643 | const p1 = v3_scale(Spherify([-1, -1 + 2*ff*i, -1 + 2*ff*(j+1)]),r);
|
1644 | const p2 = v3_scale(Spherify([-1, -1 + 2*ff*(i+1), -1 + 2*ff*(j+1)]),r);
|
1645 | const p3 = v3_scale(Spherify([-1, -1 + 2*ff*(i+1), -1 + 2*ff*j]),r);
|
1646 |
|
1647 | const u0 = i * ff;
|
1648 | const u1 = u0 + ff;
|
1649 | const v0 = j * ff;
|
1650 | const v1 = v0 + ff;
|
1651 |
|
1652 | sphere.addFace([p0, p1, p2, p3], [c, c, c, c], [[u0,v0], [u1,v0], [u1,v1], [u0,v1]]);
|
1653 | }
|
1654 | }
|
1655 |
|
1656 |
|
1657 |
|
1658 | for (let i = 0; i < facets; i++) {
|
1659 | for (let j = 0; j < facets; j++) {
|
1660 |
|
1661 | const p0 = v3_scale(Spherify([1, -1 + 2*ff*i, -1 + 2*ff*j]),r);
|
1662 | const p1 = v3_scale(Spherify([1, -1 + 2*ff*(i+1), -1 + 2*ff*j]),r);
|
1663 | const p2 = v3_scale(Spherify([1, -1 + 2*ff*(i+1), -1 + 2*ff*(j+1)]),r);
|
1664 | const p3 = v3_scale(Spherify([1, -1 + 2*ff*i, -1 + 2*ff*(j+1)]),r);
|
1665 |
|
1666 | const u0 = i * ff;
|
1667 | const u1 = u0 + ff;
|
1668 | const v0 = j * ff;
|
1669 | const v1 = v0 + ff;
|
1670 |
|
1671 | sphere.addFace([p0, p1, p2, p3], [c, c, c, c], [[u0,v0], [u1,v0], [u1,v1], [u0,v1]]);
|
1672 | }
|
1673 | }
|
1674 |
|
1675 |
|
1676 |
|
1677 | for (let i = 0; i < facets; i++) {
|
1678 | for (let j = 0; j < facets; j++) {
|
1679 |
|
1680 | const p0 = v3_scale(Spherify([-1 + 2*ff*i, -1 , -1 + 2*ff*j]),r);
|
1681 | const p1 = v3_scale(Spherify([-1 + 2*ff*(i+1), -1 , -1 + 2*ff*j]),r);
|
1682 | const p2 = v3_scale(Spherify([-1 + 2*ff*(i+1), -1, -1 + 2*ff*(j+1)]),r);
|
1683 | const p3 = v3_scale(Spherify([-1 + 2*ff*i, -1, -1 + 2*ff*(j+1)]),r);
|
1684 |
|
1685 | const u0 = i * ff;
|
1686 | const u1 = u0 + ff;
|
1687 | const v0 = j * ff;
|
1688 | const v1 = v0 + ff;
|
1689 |
|
1690 | sphere.addFace([p0, p1, p2, p3], [c, c, c, c], [[u0,v0], [u1,v0], [u1,v1], [u0,v1]]);
|
1691 | }
|
1692 | }
|
1693 |
|
1694 |
|
1695 |
|
1696 | for (let i = 0; i < facets; i++) {
|
1697 | for (let j = 0; j < facets; j++) {
|
1698 |
|
1699 | const p0 = v3_scale(Spherify([-1 + 2*ff*i, 1, -1 + 2*ff*j]),r);
|
1700 | const p1 = v3_scale(Spherify([-1 + 2*ff*i, 1, -1 + 2*ff*(j+1)]),r);
|
1701 | const p2 = v3_scale(Spherify([-1 + 2*ff*(i+1), 1, -1 + 2*ff*(j+1)]),r);
|
1702 | const p3 = v3_scale(Spherify([-1 + 2*ff*(i+1), 1, -1 + 2*ff*j]),r);
|
1703 |
|
1704 | const u0 = i * ff;
|
1705 | const u1 = u0 + ff;
|
1706 | const v0 = j * ff;
|
1707 | const v1 = v0 + ff;
|
1708 |
|
1709 | sphere.addFace([p0, p1, p2, p3], [c, c, c, c], [[u0,v0], [u1,v0], [u1,v1], [u0,v1]]);
|
1710 | }
|
1711 | }
|
1712 |
|
1713 |
|
1714 |
|
1715 | for (let i = 0; i < facets; i++) {
|
1716 | for (let j = 0; j < facets; j++) {
|
1717 |
|
1718 | const p0 = v3_scale(Spherify([-1 + 2*ff*i, -1 + 2*ff*j, -1]),r);
|
1719 | const p1 = v3_scale(Spherify([-1 + 2*ff*i, -1 + 2*ff*(j+1), -1]),r);
|
1720 | const p2 = v3_scale(Spherify([-1 + 2*ff*(i+1), -1 + 2*ff*(j+1), -1]),r);
|
1721 | const p3 = v3_scale(Spherify([-1 + 2*ff*(i+1), -1 + 2*ff*j, -1]),r);
|
1722 |
|
1723 | const u0 = i * ff;
|
1724 | const u1 = u0 + ff;
|
1725 | const v0 = j * ff;
|
1726 | const v1 = v0 + ff;
|
1727 |
|
1728 | sphere.addFace([p0, p1, p2, p3], [c, c, c, c], [[u0,v0], [u1,v0], [u1,v1], [u0,v1]]);
|
1729 | }
|
1730 | }
|
1731 |
|
1732 |
|
1733 |
|
1734 | for (let i = 0; i < facets; i++) {
|
1735 | for (let j = 0; j < facets; j++) {
|
1736 |
|
1737 | const p0 = v3_scale(Spherify([-1 + 2*ff*i, -1 + 2*ff*j, 1]),r);
|
1738 | const p1 = v3_scale(Spherify([-1 + 2*ff*(i+1), -1 + 2*ff*j, 1]),r);
|
1739 | const p2 = v3_scale(Spherify([-1 + 2*ff*(i+1), -1 + 2*ff*(j+1), 1]),r);
|
1740 | const p3 = v3_scale(Spherify([-1 + 2*ff*i, -1 + 2*ff*(j+1), 1]),r);
|
1741 |
|
1742 | const u0 = i * ff;
|
1743 | const u1 = u0 + ff;
|
1744 | const v0 = j * ff;
|
1745 | const v1 = v0 + ff;
|
1746 |
|
1747 | sphere.addFace([p0, p1, p2, p3], [c, c, c, c], [[u0,v0], [u1,v0], [u1,v1], [u0,v1]]);
|
1748 | }
|
1749 | }
|
1750 |
|
1751 | return sphere;
|
1752 | }
|
1753 |
|
1754 |
|
1755 |
|
1756 |
|
1757 |
|
1758 | function Spherify(v3) {
|
1759 | const p2 = v3_multiply(v3, v3);
|
1760 | const x = p2[0];
|
1761 | const y = p2[1];
|
1762 | const z = p2[2];
|
1763 | const rx = v3[0] * Math.sqrt(1.0 - 0.5 * (y + z) + y*z/3.0);
|
1764 | const ry = v3[1] * Math.sqrt(1.0 - 0.5 * (z + x) + z*x/3.0);
|
1765 | const rz = v3[2] * Math.sqrt(1.0 - 0.5 * (x + y) + x*y/3.0);
|
1766 | return [rx, ry, rz];
|
1767 | }
|
1768 |
|
1769 | export function Cone(r0, r1, h, facets, color = [1,1,1,1]) {
|
1770 | const cone = new Triangles();
|
1771 | const b = [];
|
1772 | const t = [];
|
1773 | const angle = TAU / facets;
|
1774 | const rotor0 = [0,r0];
|
1775 | const rotor1 = [0,r1];
|
1776 | for (let i = 0; i < facets; i++) {
|
1777 | const a = i * angle;
|
1778 | b.push(v2_rotate(rotor0, a));
|
1779 | t.push(v2_rotate(rotor1, a));
|
1780 | }
|
1781 |
|
1782 | const diameter = r0 * TAU;
|
1783 | for (let i = 0; i < facets; i++) {
|
1784 | const j = (i+1) % facets;
|
1785 | const c0 = b[i];
|
1786 | const c1 = b[j];
|
1787 | const c2 = t[j];
|
1788 | const c3 = t[i];
|
1789 | const v0 = [c0[1], -h/2, c0[0]];
|
1790 | const v1 = [c1[1], -h/2, c1[0]];
|
1791 | const v2 = [c2[1], h/2, c2[0]];
|
1792 | const v3 = [c3[1], h/2, c3[0]];
|
1793 | const u0 = i*diameter / (facets + 1);
|
1794 | const u1 = (i+1) * diameter / (facets + 1);
|
1795 | cone.addFace([v0, v1, v2, v3], [color, color, color, color], [[u0,0], [u1,0], [u1,h], [u0,h]]);
|
1796 | }
|
1797 |
|
1798 | b.reverse();
|
1799 | const bVertices = [];
|
1800 | const bColors = [];
|
1801 | const bCoordinates = [];
|
1802 | for (let i = 0; i < facets; i++) {
|
1803 | const p = [b[i][1], -h/2, b[i][0]];
|
1804 | bVertices.push(p);
|
1805 | bColors.push(color);
|
1806 | bCoordinates.push(b[i]);
|
1807 | }
|
1808 | cone.addFace(bVertices, bColors, bCoordinates);
|
1809 |
|
1810 | const tVertices = [];
|
1811 | const tColors = [];
|
1812 | const tCoordinates = [];
|
1813 | for (let i = 0; i < facets; i++) {
|
1814 | const p = [t[i][1], h/2, t[i][0]];
|
1815 | tVertices.push(p);
|
1816 | tColors.push(color);
|
1817 | tCoordinates.push(t[i]);
|
1818 | }
|
1819 | cone.addFace(tVertices, tColors, tCoordinates);
|
1820 |
|
1821 | return cone;
|
1822 | }
|
1823 |
|
1824 | export function Cylinder(r, h, facets, color = [1,1,1,1]) {
|
1825 | const cylinder = new Triangles();
|
1826 | const b = [];
|
1827 | const angle = TAU / facets;
|
1828 | const rotor = [0,r];
|
1829 | for (let i = 0; i < facets; i++) {
|
1830 | const a = i * angle;
|
1831 | b.push(v2_rotate(rotor, a));
|
1832 | }
|
1833 |
|
1834 | const diameter = r * TAU;
|
1835 | for (let i = 0; i < facets; i++) {
|
1836 | const j = (i+1) % facets;
|
1837 | const c0 = b[i];
|
1838 | const c1 = b[j];
|
1839 | const v0 = [c0[1], -h/2, c0[0]];
|
1840 | const v1 = [c1[1], -h/2, c1[0]];
|
1841 | const v2 = [c1[1], h/2, c1[0]];
|
1842 | const v3 = [c0[1], h/2, c0[0]];
|
1843 | const u0 = i*diameter / (facets + 1);
|
1844 | const u1 = (i+1) * diameter / (facets + 1);
|
1845 | cylinder.addFace([v0, v1, v2, v3], [color, color, color, color], [[u0,0], [u1,0], [u1,h], [u0,h]]);
|
1846 | }
|
1847 |
|
1848 | const tVertices = [];
|
1849 | const tColors = [];
|
1850 | const tCoordinates = [];
|
1851 | for (let i = 0; i < facets; i++) {
|
1852 | const p = [b[i][1], h/2, b[i][0]];
|
1853 | tVertices.push(p);
|
1854 | tColors.push(color);
|
1855 | tCoordinates.push(b[i]);
|
1856 | }
|
1857 | cylinder.addFace(tVertices, tColors, tCoordinates);
|
1858 |
|
1859 | b.reverse();
|
1860 | const bVertices = [];
|
1861 | const bColors = [];
|
1862 | const bCoordinates = [];
|
1863 | for (let i = 0; i < facets; i++) {
|
1864 | const p = [b[i][1], -h/2, b[i][0]];
|
1865 | bVertices.push(p);
|
1866 | bColors.push(color);
|
1867 | bCoordinates.push(b[i]);
|
1868 | }
|
1869 | cylinder.addFace(bVertices, bColors, bCoordinates);
|
1870 | return cylinder;
|
1871 | }
|
1872 |
|
1873 |
|
1874 |
|
1875 |
|
1876 |
|
1877 | export function StartStencilCapture() {
|
1878 | gl.enable(gl.STENCIL_TEST);
|
1879 | gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
|
1880 | gl.stencilMask(0xff);
|
1881 | gl.stencilFunc(gl.ALWAYS, 1, 0xFF);
|
1882 | gl.clearStencil(0);
|
1883 | gl.clear(gl.STENCIL_BUFFER_BIT);
|
1884 | }
|
1885 |
|
1886 | export function EndStencil() {
|
1887 | gl.disable(gl.STENCIL_TEST);
|
1888 | }
|
1889 |
|
1890 | export function StartStencilApply() {
|
1891 | gl.enable(gl.STENCIL_TEST);
|
1892 | gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
|
1893 | gl.stencilMask(0x00);
|
1894 | gl.stencilFunc(gl.EQUAL, 1, 0xFF);
|
1895 | }
|
1896 |
|
1897 | export function ClearAttribDivisor() {
|
1898 | for (let i = 0; i < 16; i++) {
|
1899 | gl.vertexAttribDivisor(i, 0);
|
1900 | }
|
1901 | }
|
1902 |
|