webgl/src/client/main.ts

522 lines
14 KiB
TypeScript

// @ts-ignore
import mat4 from 'gl-mat4';
// @ts-ignore
import {convert} from './objparser';
import $ from 'jquery';
import vsSource from './shaders/shader.vert';
import fsSource from './shaders/blackandwhite.frag';
import fsSource2 from './shaders/colored.frag';
import fsSource3 from './shaders/grey.frag';
import fsSource4 from './shaders/texture.frag';
import fsSource5 from './shaders/sobel.frag';
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>`);
}
/**
* 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/racer.obj');
const distance: any = $('#distance').val();
const distanceFine: any = $('#distancefine').val();
const instanceNumber: any = $('#instance').val();
const params: any = {
distance: parseFloat(distance) + parseFloat(distanceFine),
circleSize: $('#circlesize').val(),
fov: $('#fov').val(),
avg: {
x: 0,
y: 0,
z: 0,
},
range: 0,
rot: {
x: $('#rotx').val(),
y: $('#roty').val(),
z: $('#rotz').val(),
},
rotSpeed: $('#rotspeed').val(),
instanceNumber: parseInt(instanceNumber),
};
const [
positions,
normals,
uvs,
indices,
] = convert(data);
let x = 0;
let y = 0;
let z = 0;
let maxx = positions[0];
let maxy = positions[1];
let maxz = positions[2];
let minx = positions[0];
let miny = positions[1];
let minz = positions[2];
for (let i = 0; i < positions.length; i++) {
if (i % 3 == 0) {
if (positions[i] > maxx) {
maxx = positions[i];
} else if (positions[i] < minx) {
minx = positions[i];
}
x += positions[i];
} else if (i % 3 == 1) {
if (positions[i] > maxy) {
maxy = positions[i];
} else if (positions[i] < miny) {
miny = positions[i];
}
y += positions[i];
} else {
if (positions[i] > maxz) {
maxz = positions[i];
} else if (positions[i] < minz) {
minz = positions[i];
}
z += positions[i];
}
}
params.range = Math.max(maxx - minx, maxy - miny, maxz - minz);
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'),
normalModelMatrix: gl.getUniformLocation(
shaderProgram, 'unormalModelMatrix'),
uSampler: gl.getUniformLocation(
shaderProgram, 'uSampler'),
},
};
let texture = loadTexture(gl, '/static/textures/racer.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;
let maxx = positions[0];
let maxy = positions[1];
let maxz = positions[2];
let minx = positions[0];
let miny = positions[1];
let minz = positions[2];
for (let i = 0; i < positions.length; i++) {
if (i % 3 == 0) {
if (positions[i] > maxx) {
maxx = positions[i];
} else if (positions[i] < minx) {
minx = positions[i];
}
x += positions[i];
} else if (i % 3 == 1) {
if (positions[i] > maxy) {
maxy = positions[i];
} else if (positions[i] < miny) {
miny = positions[i];
}
y += positions[i];
} else {
if (positions[i] > maxz) {
maxz = positions[i];
} else if (positions[i] < minz) {
minz = positions[i];
}
z += positions[i];
}
}
params.range = Math.max(maxx - minx, maxy - miny, maxz - minz);
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();
const distanceFine: any = $('#distancefine').val();
params.distance = parseFloat(distance) + parseFloat(distanceFine);
});
$('#distancefine').on('input', function() {
const distance: any = $('#distance').val();
const distanceFine: any = $('#distancefine').val();
params.distance = parseFloat(distance) + parseFloat(distanceFine);
});
$('#circlesize').on('input', function() {
const circleSize: any = $('#circlesize').val();
params.circleSize = parseFloat(circleSize);
});
$('#instance').on('input', function() {
const instance: any = $('#instance').val();
params.instanceNumber = parseInt(instance);
});
$('#rotx').on('input', function() {
const rotx: any = $('#rotx').val();
params.rot.x = parseFloat(rotx);
});
$('#roty').on('input', function() {
const roty: any = $('#roty').val();
params.rot.y = parseFloat(roty);
});
$('#rotz').on('input', function() {
const rotz: any = $('#rotz').val();
params.rot.z = parseFloat(rotz);
});
$('#rotspeed').on('input', function() {
const rotSpeed: any = $('#rotspeed').val();
params.rotSpeed = parseFloat(rotSpeed);
});
$('#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_grey').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource3, vsSource);
});
$('#s_texture').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource4, vsSource);
});
$('#s_sobel').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource5, 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);
});
$('#o_mecha').on('click', async function() {
const data = await getObj('/static/objs/mecha.obj');
updateObj(data);
});
$('#o_racer').on('click', async function() {
const data = await getObj('/static/objs/racer.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');
});
$('#t_racer').on('click', async function() {
texture = loadTexture(gl, '/static/textures/racer.png');
});
$('#t_racer_wireframe').on('click', async function() {
texture = loadTexture(gl, '/static/textures/racer_wireframe.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);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const viewMatrix = mat4.create();
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);
// 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 normalModelMatrix = [];
const modelMatrix = [];
for (let i = 0; i < params.instanceNumber; i++) {
const normalModelMatrixTemplate = mat4.create();
const modelMatrixTemplate = mat4.create();
let addx = 0;
let addy = 0;
mat4.rotateX(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.x);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.y);
mat4.rotateZ(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.z);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
squareRotation);
if (i % 3 == 1) {
addx = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 3 == 2) {
addx = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
if (i % 9 > 5) {
addy = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 9 > 2 && i % 9 < 6) {
addy = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
mat4.translate(modelMatrixTemplate,
modelMatrixTemplate,
[
-params.avg.x + addx,
-params.avg.y + addy,
-params.avg.z,
]);
normalModelMatrix.push(normalModelMatrixTemplate);
modelMatrix.push(modelMatrixTemplate);
}
for (let i = 0; i < params.instanceNumber; i++) {
// 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[i]);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalModelMatrix,
false,
normalModelMatrix[i]);
const vertexCount = length;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
// gl.drawArrays(gl.TRIANGLES, offset, vertexCount);
}
squareRotation += deltaTime * params.rotSpeed;
}