This commit is contained in:
gbrochar 2020-11-23 13:47:44 +01:00
parent 341dbe1023
commit 17d69ba547
4 changed files with 12557 additions and 163 deletions

2406
public/objs/sphere.obj Normal file

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9965
public/objs/teapot.obj Normal file

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@ -1,5 +1,7 @@
// @ts-ignore
import mat4 from 'gl-mat4';
// @ts-ignore
import convert from './objparser';
let squareRotation = 0.0;
@ -23,59 +25,66 @@ function main() {
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uModelViewMatrix;
varying lowp vec4 vColor;
void main() {
void main()
{
gl_Position = uProjectionMatrix *
uModelViewMatrix *
aVertexPosition;
vColor = aVertexColor;
}
`;
const fsSource = `
varying lowp vec4 vColor;
varying lowp vec4 vColor;
void main() {
gl_FragColor = vColor;
void main() {
gl_FragColor = vColor;
}`;
fetch('/static/objs/teapot.obj').then((response) => {
return response.text();
}).then((data: any) => {
const [positions, normals, uvs, indices] = convert(data);
console.log(normals);
console.log(uvs);
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const programInfo: any = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram,
'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram,
'aVertexColor'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(
shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(
shaderProgram, 'uModelViewMatrix'),
},
};
const buffers = initBuffers(gl, positions, indices);
let then = 0;
/**
* Draws the scene repeatedly
* @param {number} now the current time
*/
function render(now: any) {
now *= 0.001;
const deltaTime = now - then;
then = now;
drawScene(gl, programInfo, buffers, deltaTime, indices.length);
requestAnimationFrame(render);
}
`;
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const programInfo: any = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram,
'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(
shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(
shaderProgram, 'uModelViewMatrix'),
},
};
const buffers = initBuffers(gl);
let then = 0;
/**
* Draws the scene repeatedly
* @param {number} now the current time
*/
function render(now: any) {
now *= 0.001;
const deltaTime = now - then;
then = now;
drawScene(gl, programInfo, buffers, deltaTime);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
});
}
/**
@ -130,92 +139,16 @@ function loadShader(gl: any, type: any, source: string) {
/**
* init buffers to create a square
* @param {any} gl the web gl context
* @param {Array<number>} positions the position buffer to be loaded
* @param {Array<number>} indices the index buffer to be loaded
* @return {any} the buffer
*/
function initBuffers(gl: any) {
// Create a buffer for the square's positions.
function initBuffers(
gl: any,
positions: Array<number>,
indices: Array<number>) {
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the square.
const cube = [
// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
];
const positions = [];
for (let j = -2; j < 3; j++) {
for (let i = 0; i < cube.length; i++) {
positions.push(cube[i] + j * 3);
}
}
for (let k = -1; k < 3; k++) {
for (let j = -2; j < 3; j++) {
if (j != 0) {
for (let i = 0; i < cube.length; i++) {
if (i % 3 != k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i]);
}
}
for (let i = 0; i < cube.length; i++) {
if (i % 3 == k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i]);
}
}
for (let i = 0; i < cube.length; i++) {
if (i % 3 == k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i] - j * 3);
}
}
for (let i = 0; i < cube.length; i++) {
if (i % 3 == k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i] - j * 3);
}
}
}
}
}
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(positions),
@ -239,17 +172,21 @@ function initBuffers(gl: any) {
}
// Convert the array of colors into a table for all the vertices.
let colors: any = [];
const colors: any = [];
for (let j = 0; j < faceColors.length; ++j) {
for (let j = 0; j < indices.length; ++j) {
const c = [
faceColors[Math.floor(Math.random() * 8)],
myColors[Math.floor(Math.random() * 8)],
faceColors[Math.floor(Math.random() * 8)],
faceColors[Math.floor(Math.random() * 8)],
faceColors[Math.floor(Math.random() * 8)],
];
// Repeat each color four times for the four vertices of the face
colors = colors.concat(c[0], c[1], c[2], c[3]);
// colors = colors.concat([1.0, 1.0, 1.0, 1.0]);
colors.push(c[0][0]);
colors.push(c[0][1]);
colors.push(c[0][2]);
colors.push(c[0][3]);
}
const colorBuffer = gl.createBuffer();
@ -258,32 +195,9 @@ function initBuffers(gl: any) {
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// This array defines each face as two triangles, using the
// indices into the vertex array to specify each triangle's
// position.
const indicesTemplates = [
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23,
];
const indices = [];
for (let j = 0; j < 70; j++) {
for (let i = 0; i < indicesTemplates.length; i++) {
indices.push(indicesTemplates[i] + 24 * j);
}
}
// Now send the element array to GL
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
// Now send the element array to GL
return {
position: positionBuffer,
@ -298,8 +212,13 @@ function initBuffers(gl: any) {
* @param {any} programInfo WebGL program information
* @param {any} buffers the buffers to draw
* @param {number} deltaTime the difference in time since last call
* @param {number} length the index buffer length
*/
function drawScene(gl: any, programInfo: any, buffers: any, deltaTime: number) {
function drawScene(gl: any,
programInfo: any,
buffers: any,
deltaTime: number,
length: number) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
@ -334,21 +253,26 @@ function drawScene(gl: any, programInfo: any, buffers: any, deltaTime: number) {
// Now move the drawing position a bit to where we want to
// start drawing the square.
mat4.translate(
modelViewMatrix,
modelViewMatrix,
[0.0, -1.0, 0]);
mat4.rotate(modelViewMatrix,
modelViewMatrix,
Math.PI,
[0, 1, 0]);
mat4.translate(
modelViewMatrix,
modelViewMatrix,
[0.0, 0.0, 48]);
[0.0, -0.0, 10]);
mat4.rotate(modelViewMatrix,
modelViewMatrix,
squareRotation,
[Math.abs(squareRotation % 1.0 - 0.5), 1, 1]);
[
squareRotation * 0.5,
squareRotation * 0.6,
0,
]);
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
@ -406,13 +330,7 @@ function drawScene(gl: any, programInfo: any, buffers: any, deltaTime: number) {
modelViewMatrix);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
{
const vertexCount = 36 * 69;
const vertexCount = length;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);

105
src/client/objparser.js Normal file
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@ -0,0 +1,105 @@
export default function convert (objText) {
const lines = objText.split("\n");
let smoothing = false;
const positions = [];
const uvs = [];
const normals = [];
const vertices = [];
const indices = [];
for (let i = 0; i < lines.length; i++) {
const line = lines[i];
const chunks = line.split(" ").map(x => x.trim());
switch (chunks[0]) {
case "v": {
positions.push(chunks.splice(1).map(parseFloat));
break;
}
case "vt": {
const uv = chunks.splice(1);
uvs.push([parseFloat(uv[0]), parseFloat(uv[1])]);
break;
}
case "vn": {
normals.push(chunks.splice(1).map(parseFloat));
break;
}
case "s": {
if (chunks[1] > 0) {
smoothing = true;
} else {
smoothing = false;
}
break;
}
case "f": {
const c1 = (smoothing ? "s" : "") + chunks[1];
const c2 = (smoothing ? "s" : "") + chunks[2];
const c3 = (smoothing ? "s" : "") + chunks[3];
let index1 = vertices.indexOf(c1);
if (index1 === -1) {
index1 = vertices.length;
vertices.push(c1);
}
let index2 = vertices.indexOf(c2);
if (index2 === -1) {
index2 = vertices.length;
vertices.push(c2);
}
let index3 = vertices.indexOf(c3);
if (index3 === -1) {
index3 = vertices.length;
vertices.push(c3);
}
indices.push(index1, index2, index3);
break;
}
}
}
const avgNormals = [];
for (let i = 0; i < vertices.length; i++) {
if (vertices[i].startsWith("s")) {
const d = vertices[i].substr(1).split("/");
const normal = normals[d[2] - 1];
const index = d[0] - 1;
if (avgNormals[index]) {
avgNormals[index][0] += normal[0];
avgNormals[index][1] += normal[1];
avgNormals[index][2] += normal[2];
} else {
avgNormals[index] = normal;
}
}
}
for (let n of avgNormals) {
const len = Math.hypot(...n);
avgNormals[avgNormals.indexOf(n)] = n.map(x => x / len);
}
const outPositions = [];
const outNormals = [];
const outUVs = [];
for (let i = 0; i < vertices.length; i++) {
const d = (vertices[i].startsWith("s") ? vertices[i].substr(1) : vertices[i]).split("/");
outPositions.push(...positions[d[0] - 1]);
}
console.log(indices);
return [outPositions, outNormals, outUVs, indices];
};