webgl/src/client/uijquery.ts

153 lines
4.5 KiB
TypeScript

import $ from 'jquery';
import {loadTexture} from './texture';
import {fetchObj, updateObj} from './objutils';
import {changeFragmentShader} from './changeshader';
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';
/**
* UI block for updating parameters
* @param {any} params the parameters to be tweaked
*/
export function uiUpdateParams(params: any) {
$('#distance').on('input', () => {
const distance: any = $('#distance').val();
const distanceFine: any = $('#distancefine').val();
params.distance = parseFloat(distance) + parseFloat(distanceFine);
});
$('#distancefine').on('input', () => {
const distance: any = $('#distance').val();
const distanceFine: any = $('#distancefine').val();
params.distance = parseFloat(distance) + parseFloat(distanceFine);
});
$('#circlesize').on('input', () => {
const circleSize: any = $('#circlesize').val();
params.circleSize = parseFloat(circleSize);
});
$('#instance').on('input', () => {
const instance: any = $('#instance').val();
params.instanceNumber = parseInt(instance);
});
$('#rotx').on('input', () => {
const rotx: any = $('#rotx').val();
params.rot.x = parseFloat(rotx);
});
$('#roty').on('input', () => {
const roty: any = $('#roty').val();
params.rot.y = parseFloat(roty);
});
$('#rotz').on('input', () => {
const rotz: any = $('#rotz').val();
params.rot.z = parseFloat(rotz);
});
$('#rotspeed').on('input', () => {
console.log('salut');
const rotSpeed: any = $('#rotspeed').val();
params.rotSpeed = parseFloat(rotSpeed);
});
$('#fov').on('input', () => {
const fov: any = $('#fov').val();
params.fov = parseFloat(fov);
});
}
/**
* UI block to update texture
* @param {any} context the program context
*/
export function uiUpdateTexture(context: any) {
$('#t_wall').on('click', () => {
context.texture = loadTexture(context.gl,
'/static/textures/wall.png');
});
$('#t_ice').on('click', () => {
context.texture = loadTexture(context.gl,
'/static/textures/ice.png');
});
$('#t_noise').on('click', () => {
context.texture = loadTexture(context.gl,
'/static/textures/noise.png');
});
$('#t_fox').on('click', () => {
context.texture = loadTexture(context.gl,
'/static/textures/fox.png');
});
$('#t_racer').on('click', () => {
context.texture = loadTexture(context.gl,
'/static/textures/racer.png');
});
$('#t_racer_wireframe').on('click', () => {
context.texture = loadTexture(context.gl,
'/static/textures/racer_wireframe.png');
});
}
/**
* UI block to update object
* @param {any} context the program context
*/
export function uiUpdateObject(context: any) {
$('#o_sphere').on('click', async function() {
const data = await fetchObj('/static/objs/sphere.obj');
[context.buffers, context.params] = updateObj(context.gl,
data,
context.buffers,
context.params);
});
$('#o_teapot').on('click', async function() {
const data = await fetchObj('/static/objs/teapot.obj');
[context.buffers, context.params] = updateObj(context.gl,
data,
context.buffers,
context.params);
});
$('#o_fox').on('click', async function() {
const data = await fetchObj('/static/objs/fox.obj');
[context.buffers, context.params] = updateObj(context.gl,
data,
context.buffers,
context.params);
});
$('#o_mecha').on('click', async function() {
const data = await fetchObj('/static/objs/mecha.obj');
[context.buffers, context.params] = updateObj(context.gl,
data,
context.buffers,
context.params);
});
$('#o_racer').on('click', async function() {
const data = await fetchObj('/static/objs/racer.obj');
[context.buffers, context.params] = updateObj(context.gl,
data,
context.buffers,
context.params);
});
}
/**
* UI block to update shader
* @param {any} context the program context
*/
export function uiUpdateShader(context: any) {
$('#s_blackandwhite').on('click', function() {
changeFragmentShader(context, fsSource, vsSource);
});
$('#s_color').on('click', function() {
changeFragmentShader(context, fsSource2, vsSource);
});
$('#s_grey').on('click', function() {
changeFragmentShader(context, fsSource3, vsSource);
});
$('#s_texture').on('click', function() {
changeFragmentShader(context, fsSource4, vsSource);
});
$('#s_sobel').on('click', function() {
changeFragmentShader(context, fsSource5, vsSource);
});
}