obj selector, a bit of code clearing

This commit is contained in:
gbrochar 2020-11-24 13:53:30 +01:00
parent 31ec733bda
commit fec20645ce
3 changed files with 140 additions and 87 deletions

View File

@ -85,7 +85,8 @@ export function initBuffers(
* @param {any} buffers the buffers to delete * @param {any} buffers the buffers to delete
*/ */
export function deleteBuffers(gl: any, buffers: any) { export function deleteBuffers(gl: any, buffers: any) {
for (const buffer of Object.entries(buffers)) { gl.deleteBuffer(buffers.color);
gl.deleteBuffer(buffer); gl.deleteBuffer(buffers.position);
} gl.deleteBuffer(buffers.normals);
gl.deleteBuffer(buffers.indices);
} }

View File

@ -4,7 +4,7 @@ import mat4 from 'gl-mat4';
import convert from './objparser'; import convert from './objparser';
import $ from 'jquery'; import $ from 'jquery';
import {initBuffers} from './buffers'; import {initBuffers, deleteBuffers} from './buffers';
import {initShaderProgram} from './shaders'; import {initShaderProgram} from './shaders';
import {changeFragmentShader} from './changeshader'; import {changeFragmentShader} from './changeshader';
@ -15,7 +15,7 @@ main();
/** /**
* The program purpose is encapsulated in a main function * The program purpose is encapsulated in a main function
*/ */
function main() { async function main() {
const canvas: any = document.querySelector('#glCanvas')!; const canvas: any = document.querySelector('#glCanvas')!;
const gl = canvas.getContext('webgl'); const gl = canvas.getContext('webgl');
@ -83,10 +83,10 @@ function main() {
reflect(n, vNormal.xyz), reflect(n, vNormal.xyz),
normalize(vec3(0., 0., -50.) - vPosition)), normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.); 0.), 10.);
vec3 tmp = extremize(mod(vPosition.xyz + vec3(100.), vec3(3.)), 3.); vec3 tmp = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.);
float texture = (tmp.x + tmp.y + tmp.z) / 9.; float texture = (tmp.x + tmp.y + tmp.z) / 6.;
if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) { if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) {
gl_FragColor = vec4((texture * diffuse * 0.9) + (texture * vec3(0.1)) + (specular * vec3(1.)), 1.0); gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
} else { } else {
gl_FragColor = vec4((texture * vec3(1.)), 1.0); gl_FragColor = vec4((texture * vec3(1.)), 1.0);
} }
@ -123,10 +123,9 @@ function main() {
reflect(n, vNormal.xyz), reflect(n, vNormal.xyz),
normalize(vec3(0., 0., -50.) - vPosition)), normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.); 0.), 10.);
vec3 tmp = extremize(mod(vPosition.xyz + vec3(100.), vec3(3.)), 3.); vec3 texture = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.) / vec3(2);
vec3 texture = vec3(tmp.x / 3., tmp.y / 3., tmp.z / 3.);
if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) { if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) {
gl_FragColor = vec4((texture * diffuse * 0.9) + (texture * vec3(0.1)) + (specular * vec3(1.)), 1.0); gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
} else { } else {
gl_FragColor = vec4((texture * vec3(1.)), 1.0); gl_FragColor = vec4((texture * vec3(1.)), 1.0);
} }
@ -134,88 +133,136 @@ function main() {
/* eslint-enable */ /* eslint-enable */
fetch('/static/objs/teapot_normals.obj').then((response) => { /**
return response.text(); * Fetch an obj file
}).then((data: any) => { * @param {string} url the url to fetch the object from
let distance: any = $('#input1').val(); * @return {string} the raw data of the obj file
distance = parseFloat(distance); */
const [ async function getObj(url: string) {
positions, const response = await fetch(url);
normals, const data = await response.text();
uvs, return data;
indices, }
] = convert(data);
console.log(uvs);
let [shaderProgram, fragmentShader]: any = initShaderProgram(gl,
vsSource,
fsSource);
let programInfo: any = { const data = await getObj('/static/objs/teapot_normals.obj');
program: shaderProgram, let distance: any = $('#input1').val();
attribLocations: { distance = parseFloat(distance);
vertexPosition: gl.getAttribLocation(shaderProgram, const [
'aVertexPosition'), positions,
vertexColor: gl.getAttribLocation(shaderProgram, normals,
'aVertexColor'), uvs,
vertexNormal: gl.getAttribLocation(shaderProgram, indices,
'aVertexNormal'), ] = convert(data);
}, let length = indices.length;
uniformLocations: { console.log(uvs);
projectionMatrix: gl.getUniformLocation( let [shaderProgram, fragmentShader]: any = initShaderProgram(gl,
shaderProgram, 'uProjectionMatrix'), vsSource,
viewMatrix: gl.getUniformLocation( fsSource);
shaderProgram, 'uviewMatrix'),
modelMatrix: gl.getUniformLocation(
shaderProgram, 'umodelMatrix'),
},
};
const buffers = initBuffers(gl, positions, indices, normals); let programInfo: any = {
let then = 0; program: shaderProgram,
let changed = false; attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram,
'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram,
'aVertexColor'),
vertexNormal: gl.getAttribLocation(shaderProgram,
'aVertexNormal'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(
shaderProgram, 'uProjectionMatrix'),
viewMatrix: gl.getUniformLocation(
shaderProgram, 'uviewMatrix'),
modelMatrix: gl.getUniformLocation(
shaderProgram, 'umodelMatrix'),
},
};
/** let buffers = initBuffers(gl, positions, indices, normals);
* Draws the scene repeatedly let then = 0;
* @param {number} now the current time let changed = false;
*/
function render(now: any) { /**
now *= 0.001; * Draws the scene repeatedly
const deltaTime = now - then; * @param {number} now the current time
if (now >= 1 && changed == false) { */
changed = true; function render(now: any) {
} now *= 0.001;
then = now; const deltaTime = now - then;
drawScene(gl, if (now >= 1 && changed == false) {
programInfo, changed = true;
buffers,
deltaTime,
indices.length,
distance);
requestAnimationFrame(render);
} }
then = now;
$(function() { drawScene(gl,
$('#input1').on('keypress', function(event: any) { programInfo,
if (event.which === 13) { buffers,
event.preventDefault(); deltaTime,
$('#button3').click(); length,
} distance);
});
$('#button1').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource, vsSource);
});
$('#button2').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource2, vsSource);
});
$('#button3').on('click', function() {
distance = $('#input1').val();
distance = parseFloat(distance);
});
});
requestAnimationFrame(render); requestAnimationFrame(render);
}
$(function() {
$('#input1').on('keypress', function(event: any) {
if (event.which === 13) {
event.preventDefault();
$('#button3').click();
}
});
$('#button1').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource, vsSource);
});
$('#button2').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource2, vsSource);
});
$('#button3').on('click', function() {
distance = $('#input1').val();
distance = parseFloat(distance);
});
$('#sphere').on('click', async function() {
const data = await getObj('/static/objs/sphere.obj');
const [
positions,
normals,
uvs,
indices,
] = convert(data);
console.log(uvs);
length = indices.length;
deleteBuffers(gl, buffers);
buffers = initBuffers(gl, positions, indices, normals);
});
$('#teapot_normals').on('click', async function() {
const data = await getObj('/static/objs/teapot_normals.obj');
const [
positions,
normals,
uvs,
indices,
] = convert(data);
console.log(uvs);
length = indices.length;
deleteBuffers(gl, buffers);
buffers = initBuffers(gl, positions, indices, normals);
});
$('#teapot').on('click', async function() {
const data = await getObj('/static/objs/teapot.obj');
const [
positions,
normals,
uvs,
indices,
] = convert(data);
console.log(uvs);
length = indices.length;
deleteBuffers(gl, buffers);
buffers = initBuffers(gl, positions, indices, normals);
});
}); });
requestAnimationFrame(render);
} }

View File

@ -23,6 +23,11 @@
<button id='button3'>Change camera distance</button> <button id='button3'>Change camera distance</button>
<div style='display: inline'>Max distance is 150</div> <div style='display: inline'>Max distance is 150</div>
</div> </div>
<div class='ui-block'>
<button id='sphere'>Set obj to sphere</button>
<button id='teapot_normals'>Set obj to teapot with normals</button>
<button id='teapot'>Set obj to teapot</button>
</div>
</div> </div>
</div> </div>
<script src="js/bundle.js"></script> <script src="js/bundle.js"></script>