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266 lines
10 KiB
266 lines
10 KiB
//////////////////////////////////////////////////////////////////////////////////////////
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//
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// THIS IS THE SUPPORT LIBRARY. YOU PROBABLY DON'T WANT TO CHANGE ANYTHING HERE JUST YET.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO PREDEFINE FOR FRAGMENT SHADERS
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, 'precision highp float;', '#define _NDEBUG\n','float noise(vec3 point) { float r = 0.; for (int i=0;i<16;i++) {', ' vec3 D, p = point + mod(vec3(i,i/4,i/8) , vec3(4.0,2.0,2.0)) +', ' 1.7*sin(vec3(i,5*i,8*i)), C=floor(p), P=p-C-.5, A=abs(P);', ' C += mod(C.x+C.y+C.z,2.) * step(max(A.yzx,A.zxy),A) * sign(P);', ' D=34.*sin(987.*float(i)+876.*C+76.*C.yzx+765.*C.zxy);P=p-C-.5;', ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);', '} return .5 * sin(r); }'
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].join('\n');
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var ns = 5,
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cns = 5;
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fragmentShaderHeader += 'const int ns = ' + ns + ';\n';
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var fragmentShaderDefs = 'const int cns = ' + cns + ';\n';
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var status = '';
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let nfsh = fragmentShaderHeader.split('\n').length + 1; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
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let isFirefox = navigator.userAgent.indexOf('Firefox') > 0;
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function getBlob(data) {
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let bytes = new Array(data.length);
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for (let i = 0; i < data.length; i++) {
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bytes[i] = data.charCodeAt(i);
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}
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return new Blob([new Uint8Array(bytes)]);
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}
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let stack = function (){
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this.storage = ['Ready.'];
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this.len = 1;
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this.pop = ()=>{return this.storage[--this.len-1];}
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this.push = (o)=>{this.storage[this.len++] = o;}
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this.update = (o)=>{this.storage[this.len-1] = o;}
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this.top = () => {return this.storage[this.len - 1];}
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this.clear = () => this.len = 1;
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}
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let status_history = new stack();
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function updateStatus(val){
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status_history.update(status);
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status = val;
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errorMessage.innerHTML = val;
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}
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function pushStatus(val){
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status_history.push(status);
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status = val;
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errorMessage.innerHTML = val;
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}
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function restoreStatus(val){
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status = status_history.pop();
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errorMessage.innerHTML = status;
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}
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function resetStatus() {
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status_history.clear();
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updateStatus('Ready.');
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}
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var texture = [],
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gl, program;
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let textures = [];
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let lock = false;
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function loadTexture(gl, url, i) {
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const level = 0;
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const internalFormat = gl.RGBA;
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const width = 1;
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const height = 1;
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const border = 0;
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const srcFormat = gl.RGBA;
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const srcType = gl.UNSIGNED_BYTE;
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if (texture[i] == null) {
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texture[i] = gl.createTexture();
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const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, texture[i]);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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width, height, border, srcFormat, srcType,
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pixel);
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}
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const image = new Image();
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image.onload = function () {
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, texture[i]);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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srcFormat, srcType, image);
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if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
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gl.generateMipmap(gl.TEXTURE_2D);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
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} else {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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}
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};
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image.src = url;
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}
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function initTextures(gl, program){
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}
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function initVideoTexture(gl, i) {
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}
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function updateVideoTexture(gl, v_control, i){
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//return;
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const level = 0;
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const internalFormat = gl.RGBA;
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const srcFormat = gl.RGBA;
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const srcType = gl.UNSIGNED_BYTE;
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gl.bindTexture(gl.TEXTURE_2D, texture[i]);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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srcFormat, srcType, v_control);
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}
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function isPowerOf2(value) {
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return (value & (value - 1)) == 0;
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}
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function buildShaders(vertexShader, fragmentShader){
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let curr_program = canvas1.gl.createProgram();
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let compile_shaders = (type, src) => {
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let shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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gl.attachShader(curr_program, shader);
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};
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compile_shaders(gl.VERTEX_SHADER, vertexShader);
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compile_shaders(gl.FRAGMENT_SHADER, fragmentShaderHeader + fragmentShaderDefs + fragmentShader);
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gl.linkProgram(curr_program);
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return curr_program;
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}
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function gl_start(canvas, vertexShader, fragmentShader) { // START WEBGL RUNNING IN A CANVAS
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console.log('glstart');
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setTimeout(function () {
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try {
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canvas.gl = canvas.getContext('experimental-webgl'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD.
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} catch (e) {
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throw 'Sorry, your browser does not support WebGL.';
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}
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canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders:
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gl = this.gl;
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program = gl.createProgram(); // Create the WebGL program.
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function addshader(type, src) { // Create and attach a WebGL shader.
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function spacer(color, width, height) {
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return '<table bgcolor=' + color +
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' width=' + width +
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' height=' + height + '><tr><td> </td></tr></table>';
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}
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errorMessage.innerHTML = status;
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// errorMarker.innerHTML = spacer('white', 1, 1) + '<font size=1 color=white>\u25B6</font>';
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let shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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let msg = gl.getShaderInfoLog(shader);
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console.log('Cannot compile shader:\n\n' + msg);
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let a = msg.substring(6, msg.length);
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let line = 0;
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if (a.substring(0, 3) == ' 0:') {
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a = a.substring(3, a.length);
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line = parseInt(a) - nfsh;
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editor.session.setAnnotations([{
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row: line,
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column: 0,
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text: msg,
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type: "error"
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}]);
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}
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let j = a.indexOf(':');
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a = 'line ' + (line + 1) + a.substring(j, a.length);
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if ((j = a.indexOf('\n')) > 0)
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a = a.substring(0, j);
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errorMessage.innerHTML = a;
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} else
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editor.session.clearAnnotations();
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gl.attachShader(program, shader);
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};
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addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders.
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addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader + fragmentShaderDefs + fragmentShader);
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gl.linkProgram(program); // Link the program, report any errors.
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if (!gl.getProgramParameter(program, gl.LINK_STATUS))
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console.log('Could not link the shader program!');
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gl.useProgram(program);
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gl.program = program;
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if(!gl.shaders)
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gl.shaders = [program];
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else gl.shaders[0] = program;
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//initTextures(gl, program);
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positionsupdated = true;
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let attribs = [
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.05, .05, .1, .5, .5, 1., 1., .5, .5, 20., 0., .0, 1.3,
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.1, .05, .05, 1., .5, .5, 1., .5, .5, 10., .3, 1., 1.3,
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.1, .05, .05, .71, .71, .71, .71, .71, .71, 10., 0.3, .0, 1.5,
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.1, .1, .1, .71, .71, .71, .71, .71, .71, 10., 0.05, 0., 1.,
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.0, .0, .0, .0, .0, .0, .0, .0, .0, 40., 0., .85, 1.5
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]
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var offset = 0;
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for (let i = 0; i < ns; i++) {
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setUniform('3fv', 'Ambient[' + i + ']', attribs.slice(offset, offset += 3));
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setUniform('3fv', 'Diffuse[' + i + ']', attribs.slice(offset, offset += 3));
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setUniform('4fv', 'Specular[' + i + ']', attribs.slice(offset, offset += 4));
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setUniform('1fv', 'ks[' + i + ']', attribs.slice(offset, offset += 1));
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setUniform('1fv', 'kr[' + i + ']', attribs.slice(offset, offset += 1));
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setUniform('1fv', 'kf[' + i + ']', attribs.slice(offset, offset += 1));
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}
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offset = 0;
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for (let i = 0; i < n_shapes; i++) {
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setUniform('3fv', 'starColors[' + i + ']', starColors.slice(offset, offset += 3));
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
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// gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles.
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// [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.clearDepth(-1);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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let oid = gl.getAttribLocation(program, 'oid'); // Set aPos attribute for each vertex.
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gl.enableVertexAttribArray(oid);
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gl.vertexAttribPointer(oid, 1, gl.FLOAT, false, 4 * 7, 0);
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let aPos = gl.getAttribLocation(program, 'aPos'); // Set aPos attribute for each vertex.
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gl.enableVertexAttribArray(aPos);
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gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 4 * 7, 4);
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let normal = gl.getAttribLocation(program, 'normal'); // Set aPos attribute for each vertex.
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gl.enableVertexAttribArray(normal);
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gl.vertexAttribPointer(normal, 3, gl.FLOAT, false, 4 * 7, 4 * 4);
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}
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canvas.setShaders(vertexShader, fragmentShader); // Initialize everything,
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setInterval(function () { // Start the animation loop.
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gl = canvas.gl;
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if (gl.startTime === undefined) // First time through,
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gl.startTime = Date.now(); // record the start time.
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animate(gl);
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//gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Render the square.
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}, 30);
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}, 100); // Wait 100 milliseconds after page has loaded before starting WebGL.
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}
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// THE animate() CALLBACK FUNCTION CAN BE REDEFINED IN index.html.
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function animate() {}
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function setUniform(type, name, a, b, c, d, e, f) {
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if (gl) {
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let loc = gl.getUniformLocation(gl.program, name);
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(gl['uniform' + type])(loc, a, b, c, d, e, f);
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}
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}
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//let VERTEX_SIZE = 3;
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let VERTEX_SIZE = 7;
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var drawMesh = (mesh, func = gl.TRIANGLE_STRIP) => {
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gl.bufferData(gl.ARRAY_BUFFER, mesh, gl.STATIC_DRAW);
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gl.drawArrays(func, 0, mesh.length / VERTEX_SIZE);
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} |