webgl/src/client/main.ts

540 lines
13 KiB
TypeScript

// @ts-ignore
import mat4 from 'gl-mat4';
// @ts-ignore
import {convert} from './objparser';
import $ from 'jquery';
import {initBuffers, deleteBuffers} from './buffers';
import {initShaderProgram} from './shaders';
import {changeFragmentShader} from './changeshader';
import {loadTexture} from './texture';
let squareRotation = 0.0;
main();
/**
* The program purpose is encapsulated in a main function
*/
async function main() {
const canvas: any = document.querySelector('#glCanvas')!;
const gl = canvas.getContext('webgl');
if (gl == null) {
canvas.parentNode.removeChild(canvas);
document.getElementById('root')!.insertAdjacentHTML('beforeend',
`<p>Unable to initialize WebGL. Your browser or machine may not
support it.</p>`);
}
/* eslint-disable */
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec4 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uProjectionMatrix;
uniform mat4 uviewMatrix;
uniform mat4 umodelMatrix;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
varying highp vec2 vTextureCoord;
void main()
{
gl_Position = uProjectionMatrix *
uviewMatrix *
umodelMatrix *
aVertexPosition;
vPosition = vec3(aVertexPosition);
vNormal = umodelMatrix * aVertexNormal;
vTextureCoord = aTextureCoord;
}
`;
const fsSource = `
precision highp float;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
else
v.x = 0.;
if (v.y > n / 2.)
v.y = n;
else
v.y = 0.;
if (v.z > n / 2.)
v.z = n;
else
v.z = 0.;
return v;
}
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
vec3 tmp = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.);
float texture = (tmp.x + tmp.y + tmp.z) / 6.;
gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
const fsSource2 = `
precision highp float;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
else
v.x = 0.;
if (v.y > n / 2.)
v.y = n;
else
v.y = 0.;
if (v.z > n / 2.)
v.z = n;
else
v.z = 0.;
return v;
}
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
vec3 texture = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.) / vec3(2);
gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
const fsSource3 = `
precision highp float;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
else
v.x = 0.;
if (v.y > n / 2.)
v.y = n;
else
v.y = 0.;
if (v.z > n / 2.)
v.z = n;
else
v.z = 0.;
return v;
}
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
vec3 texture = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.) / vec3(2);
gl_FragColor = vec4((diffuse * 0.8) + (vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
const fsSource4 = `
precision highp float;
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
uniform sampler2D uSampler;
void main() {
highp vec4 texelColor = texture2D(uSampler, vTextureCoord);
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
gl_FragColor = vec4((texelColor.xyz * diffuse * 0.8) + (texelColor.xyz * vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
/* eslint-enable */
/**
* Fetch an obj file
* @param {string} url the url to fetch the object from
* @return {string} the raw data of the obj file
*/
async function getObj(url: string) {
const response = await fetch(url);
const data = await response.text();
return data;
}
const data = await getObj('/static/objs/fox.obj');
const params: any = {
distance: $('#distance').val(),
circleSize: $('#circlesize').val(),
fov: $('#fov').val(),
avg: {
x: 0,
y: 0,
z: 0,
},
};
const [
positions,
normals,
uvs,
indices,
] = convert(data);
let x = 0;
let y = 0;
let z = 0;
for (let i = 0; i < positions.length; i++) {
if (i % 3 == 0) {
x += positions[i];
} else if (i % 3 == 1) {
y += positions[i];
} else {
z += positions[i];
}
}
params.avg.x = x / (positions.length / 3);
params.avg.y = y / (positions.length / 3);
params.avg.z = z / (positions.length / 3);
let length = indices.length;
let [shaderProgram, fragmentShader]: any = initShaderProgram(gl,
vsSource,
fsSource4);
let programInfo: any = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram,
'aVertexPosition'),
vertexNormal: gl.getAttribLocation(shaderProgram,
'aVertexNormal'),
textureCoord: gl.getAttribLocation(shaderProgram,
'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(
shaderProgram, 'uProjectionMatrix'),
viewMatrix: gl.getUniformLocation(
shaderProgram, 'uviewMatrix'),
modelMatrix: gl.getUniformLocation(
shaderProgram, 'umodelMatrix'),
uSampler: gl.getUniformLocation(
shaderProgram, 'uSampler'),
},
};
let texture = loadTexture(gl, '/static/textures/fox.png');
let buffers = initBuffers(gl, positions, indices, normals, uvs);
let then = 0;
let changed = false;
/**
* Draws the scene repeatedly
* @param {number} now the current time
*/
function render(now: any) {
now *= 0.001;
const deltaTime = now - then;
if (now >= 1 && changed == false) {
changed = true;
}
then = now;
drawScene(gl,
programInfo,
buffers,
deltaTime,
length,
params,
texture);
requestAnimationFrame(render);
}
/**
* Pushes a new obj file to the gl buffer
* @param {string} data the obj file to push
*/
function updateObj(data: string) {
const [
positions,
normals,
uvs,
indices,
] = convert(data);
length = indices.length;
let x = 0;
let y = 0;
let z = 0;
for (let i = 0; i < positions.length; i++) {
if (i % 3 == 0) {
x += positions[i];
} else if (i % 3 == 1) {
y += positions[i];
} else {
z += positions[i];
}
}
params.avg.x = x / (positions.length / 3);
params.avg.y = y / (positions.length / 3);
params.avg.z = z / (positions.length / 3);
deleteBuffers(gl, buffers);
buffers = initBuffers(gl, positions, indices, normals, uvs);
}
$(function() {
$('#distance').on('input', function() {
const distance: any = $('#distance').val();
params.distance = parseFloat(distance);
});
$('#circlesize').on('input', function() {
const circleSize: any = $('#circlesize').val();
params.circleSize = parseFloat(circleSize);
});
$('#fov').on('input', function() {
const fov: any = $('#fov').val();
params.fov = parseFloat(fov);
});
$('#s_blackandwhite').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource, vsSource);
});
$('#s_color').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource2, vsSource);
});
$('#s_flat').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource3, vsSource);
});
$('#s_texture').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource4, vsSource);
});
$('#o_sphere').on('click', async function() {
const data = await getObj('/static/objs/sphere.obj');
updateObj(data);
});
$('#o_teapot').on('click', async function() {
const data = await getObj('/static/objs/teapot.obj');
updateObj(data);
});
$('#o_fox').on('click', async function() {
const data = await getObj('/static/objs/fox.obj');
updateObj(data);
});
$('#t_wall').on('click', async function() {
texture = loadTexture(gl, '/static/textures/wall.png');
});
$('#t_ice').on('click', async function() {
texture = loadTexture(gl, '/static/textures/ice.png');
});
$('#t_noise').on('click', async function() {
texture = loadTexture(gl, '/static/textures/noise.png');
});
$('#t_fox').on('click', async function() {
texture = loadTexture(gl, '/static/textures/fox.png');
});
});
requestAnimationFrame(render);
}
/**
* Draw a webgl scene
* @param {any} gl the WebGL context
* @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
* @param {number} params various parameterss
* @param {any} texture the texture to load
*/
function drawScene(gl: any,
programInfo: any,
buffers: any,
deltaTime: number,
length: number,
params: any,
texture: any) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a perspective matrix, a special matrix that is
// used to simulate the distortion of perspective in a camera.
// Our field of view is 45 degrees, with a width/height
// ratio that matches the display size of the canvas
// and we only want to see objects between 0.1 units
// and 100 units away from the camera.
const fieldOfView = params.fov * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 1000.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(
projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
const modelMatrix = mat4.create();
mat4.rotate(modelMatrix,
modelMatrix,
squareRotation,
[
0,
1,
0,
]);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const viewMatrix = mat4.create();
mat4.translate(viewMatrix,
viewMatrix,
[
-params.avg.x,
-params.avg.y,
-params.avg.z,
]);
mat4.translate(
viewMatrix,
viewMatrix, [
Math.cos(squareRotation) * params.circleSize,
Math.sin(squareRotation) * params.circleSize,
0,
]);
mat4.translate(
viewMatrix,
viewMatrix,
[0.0, 0.0, -params.distance]);
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.positions);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normals);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexNormal,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexNormal);
}
// tell webgl how to pull out the texture coordinates from buffer
{
const num = 2; // every coordinate composed of 2 values
const type = gl.FLOAT; // the data in the buffer is 32 bit float
const normalize = false; // don't normalize
const stride = 0; // how many bytes to get from one set to the next
const offset = 0; // how many bytes inside the buffer to start from
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.uvs);
gl.vertexAttribPointer(programInfo.attribLocations.textureCoord,
num,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
}
// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.viewMatrix,
false,
viewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelMatrix,
false,
modelMatrix);
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0);
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Tell the shader we bound the texture to texture unit 0
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
{
const vertexCount = length;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
squareRotation += deltaTime;
}