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- /*
- * lightgl.js
- * http://github.com/evanw/lightgl.js/
- *
- * Copyright 2011 Evan Wallace
- * Released under the MIT license
- */
- var GL = (function() {
- // src/texture.js
- // Provides a simple wrapper around WebGL textures that supports render-to-texture.
- // ### new GL.Texture(width, height[, options])
- //
- // The arguments `width` and `height` give the size of the texture in texels.
- // WebGL texture dimensions must be powers of two unless `filter` is set to
- // either `gl.NEAREST` or `gl.LINEAR` and `wrap` is set to `gl.CLAMP_TO_EDGE`
- // (which they are by default).
- //
- // Texture parameters can be passed in via the `options` argument.
- // Example usage:
- //
- // var t = new GL.Texture(256, 256, {
- // // Defaults to gl.LINEAR, set both at once with "filter"
- // magFilter: gl.NEAREST,
- // minFilter: gl.LINEAR,
- //
- // // Defaults to gl.CLAMP_TO_EDGE, set both at once with "wrap"
- // wrapS: gl.REPEAT,
- // wrapT: gl.REPEAT,
- //
- // format: gl.RGB, // Defaults to gl.RGBA
- // type: gl.FLOAT // Defaults to gl.UNSIGNED_BYTE
- // });
- function Texture(width, height, options) {
- options = options || {};
- this.id = gl.createTexture();
- this.width = width;
- this.height = height;
- this.format = options.format || gl.RGBA;
- this.type = options.type || gl.UNSIGNED_BYTE;
- gl.bindTexture(gl.TEXTURE_2D, this.id);
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, options.filter || options.magFilter || gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, options.filter || options.minFilter || gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, options.wrap || options.wrapS || gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, options.wrap || options.wrapT || gl.CLAMP_TO_EDGE);
- gl.texImage2D(gl.TEXTURE_2D, 0, this.format, width, height, 0, this.format, this.type, null);
- }
- var framebuffer;
- var renderbuffer;
- var checkerboardCanvas;
- Texture.prototype = {
- // ### .bind([unit])
- //
- // Bind this texture to the given texture unit (0-7, defaults to 0).
- bind: function(unit) {
- gl.activeTexture(gl.TEXTURE0 + (unit || 0));
- gl.bindTexture(gl.TEXTURE_2D, this.id);
- },
- // ### .unbind([unit])
- //
- // Clear the given texture unit (0-7, defaults to 0).
- unbind: function(unit) {
- gl.activeTexture(gl.TEXTURE0 + (unit || 0));
- gl.bindTexture(gl.TEXTURE_2D, null);
- },
- // ### .drawTo(callback[, options])
- //
- // Render all draw calls in `callback` to this texture. This method
- // sets up a framebuffer with this texture as the color attachment
- // and a renderbuffer as the depth attachment. The viewport is
- // temporarily changed to the size of the texture.
- //
- // The depth buffer can be omitted via `options` as shown in the
- // example below:
- //
- // texture.drawTo(function() {
- // gl.clearColor(1, 0, 0, 1);
- // gl.clear(gl.COLOR_BUFFER_BIT);
- // }, { depth: false });
- drawTo: function(callback, options) {
- options = options || {};
- var v = gl.getParameter(gl.VIEWPORT);
- gl.viewport(0, 0, this.width, this.height);
- framebuffer = framebuffer || gl.createFramebuffer();
- gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.id, 0);
- if(options.depth !== false) {
- renderbuffer = renderbuffer || gl.createRenderbuffer();
- gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
- if(this.width != renderbuffer.width || this.height != renderbuffer.height) {
- renderbuffer.width = this.width;
- renderbuffer.height = this.height;
- gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, this.width, this.height);
- }
- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
- }
- callback();
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
- gl.bindRenderbuffer(gl.RENDERBUFFER, null);
- gl.viewport(v[0], v[1], v[2], v[3]);
- },
- // ### .swapWith(other)
- //
- // Switch this texture with `other`, useful for the ping-pong rendering
- // technique used in multi-stage rendering.
- swapWith: function(other) {
- var temp;
- temp = other.id;
- other.id = this.id;
- this.id = temp;
- temp = other.width;
- other.width = this.width;
- this.width = temp;
- temp = other.height;
- other.height = this.height;
- this.height = temp;
- }
- };
- // ### GL.Texture.fromImage(image[, options])
- //
- // Return a new image created from `image`, an `<img>` tag.
- Texture.fromImage = function(image, options) {
- options = options || {};
- var texture = new Texture(image.width, image.height, options);
- try {
- gl.texImage2D(gl.TEXTURE_2D, 0, texture.format, texture.format, texture.type, image);
- } catch(e) {
- if(window.location.protocol == 'file:') {
- throw 'image not loaded for security reasons (serve this page over "http://" instead)';
- } else {
- throw 'image not loaded for security reasons (image must originate from the same ' +
- 'domain as this page or use Cross-Origin Resource Sharing)';
- }
- }
- if(options.minFilter && options.minFilter != gl.NEAREST && options.minFilter != gl.LINEAR) {
- gl.generateMipmap(gl.TEXTURE_2D);
- }
- return texture;
- };
- // ### GL.Texture.fromURL(url[, options])
- //
- // Returns a checkerboard texture that will switch to the correct texture when
- // it loads.
- Texture.fromURL = function(url, options) {
- checkerboardCanvas = checkerboardCanvas || (function() {
- var c = document.createElement('canvas').getContext('2d');
- c.canvas.width = c.canvas.height = 128;
- for(var y = 0; y < c.canvas.height; y += 16) {
- for(var x = 0; x < c.canvas.width; x += 16) {
- c.fillStyle = (x ^ y) & 16 ? '#FFF' : '#DDD';
- c.fillRect(x, y, 16, 16);
- }
- }
- return c.canvas;
- })();
- var texture = Texture.fromImage(checkerboardCanvas, options);
- var image = new Image();
- var context = gl;
- image.onload = function() {
- context.makeCurrent();
- Texture.fromImage(image, options).swapWith(texture);
- };
- image.src = url;
- return texture;
- };
- // src/mesh.js
- // Represents indexed triangle geometry with arbitrary additional attributes.
- // You need a shader to draw a mesh; meshes can't draw themselves.
- //
- // A mesh is a collection of `GL.Buffer` objects which are either vertex buffers
- // (holding per-vertex attributes) or index buffers (holding the order in which
- // vertices are rendered). By default, a mesh has a position vertex buffer called
- // `vertices` and a triangle index buffer called `triangles`. New buffers can be
- // added using `addVertexBuffer()` and `addIndexBuffer()`. Two strings are
- // required when adding a new vertex buffer, the name of the data array on the
- // mesh instance and the name of the GLSL attribute in the vertex shader.
- //
- // Example usage:
- //
- // var mesh = new GL.Mesh({ coords: true, lines: true });
- //
- // // Default attribute "vertices", available as "gl_Vertex" in
- // // the vertex shader
- // mesh.vertices = [[0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0]];
- //
- // // Optional attribute "coords" enabled in constructor,
- // // available as "gl_TexCoord" in the vertex shader
- // mesh.coords = [[0, 0], [1, 0], [0, 1], [1, 1]];
- //
- // // Custom attribute "weights", available as "weight" in the
- // // vertex shader
- // mesh.addVertexBuffer('weights', 'weight');
- // mesh.weights = [1, 0, 0, 1];
- //
- // // Default index buffer "triangles"
- // mesh.triangles = [[0, 1, 2], [2, 1, 3]];
- //
- // // Optional index buffer "lines" enabled in constructor
- // mesh.lines = [[0, 1], [0, 2], [1, 3], [2, 3]];
- //
- // // Upload provided data to GPU memory
- // mesh.compile();
- // ### new GL.Indexer()
- //
- // Generates indices into a list of unique objects from a stream of objects
- // that may contain duplicates. This is useful for generating compact indexed
- // meshes from unindexed data.
- function Indexer() {
- this.unique = [];
- this.indices = [];
- this.map = {};
- }
- Indexer.prototype = {
- // ### .add(v)
- //
- // Adds the object `obj` to `unique` if it hasn't already been added. Returns
- // the index of `obj` in `unique`.
- add: function(obj) {
- var key = JSON.stringify(obj);
- if(!(key in this.map)) {
- this.map[key] = this.unique.length;
- this.unique.push(obj);
- }
- return this.map[key];
- }
- };
- // ### new GL.Buffer(target, type)
- //
- // Provides a simple method of uploading data to a GPU buffer. Example usage:
- //
- // var vertices = new GL.Buffer(gl.ARRAY_BUFFER, Float32Array);
- // var indices = new GL.Buffer(gl.ELEMENT_ARRAY_BUFFER, Uint16Array);
- // vertices.data = [[0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0]];
- // indices.data = [[0, 1, 2], [2, 1, 3]];
- // vertices.compile();
- // indices.compile();
- //
- function Buffer(target, type) {
- this.buffer = null;
- this.target = target;
- this.type = type;
- this.data = [];
- }
- Buffer.prototype = {
- // ### .compile(type)
- //
- // Upload the contents of `data` to the GPU in preparation for rendering. The
- // data must be a list of lists where each inner list has the same length. For
- // example, each element of data for vertex normals would be a list of length three.
- // This will remember the data length and element length for later use by shaders.
- // The type can be either `gl.STATIC_DRAW` or `gl.DYNAMIC_DRAW`, and defaults to
- // `gl.STATIC_DRAW`.
- //
- // This could have used `[].concat.apply([], this.data)` to flatten
- // the array but Google Chrome has a maximum number of arguments so the
- // concatenations are chunked to avoid that limit.
- compile: function(type) {
- var data = [];
- for(var i = 0, chunk = 10000; i < this.data.length; i += chunk) {
- data = Array.prototype.concat.apply(data, this.data.slice(i, i + chunk));
- }
- var spacing = this.data.length ? data.length / this.data.length : 0;
- if(spacing != Math.round(spacing)) throw 'buffer elements not of consistent size, average size is ' + spacing;
- this.buffer = this.buffer || gl.createBuffer();
- this.buffer.length = data.length;
- this.buffer.spacing = spacing;
- gl.bindBuffer(this.target, this.buffer);
- gl.bufferData(this.target, new this.type(data), type || gl.STATIC_DRAW);
- }
- };
- // ### new GL.Mesh([options])
- //
- // Represents a collection of vertex buffers and index buffers. Each vertex
- // buffer maps to one attribute in GLSL and has a corresponding property set
- // on the Mesh instance. There is one vertex buffer by default: `vertices`,
- // which maps to `gl_Vertex`. The `coords`, `normals`, and `colors` vertex
- // buffers map to `gl_TexCoord`, `gl_Normal`, and `gl_Color` respectively,
- // and can be enabled by setting the corresponding options to true. There are
- // two index buffers, `triangles` and `lines`, which are used for rendering
- // `gl.TRIANGLES` and `gl.LINES`, respectively. Only `triangles` is enabled by
- // default, although `computeWireframe()` will add a normal buffer if it wasn't
- // initially enabled.
- function Mesh(options) {
- options = options || {};
- this.vertexBuffers = {};
- this.indexBuffers = {};
- this.addVertexBuffer('vertices', 'gl_Vertex');
- if(options.coords) this.addVertexBuffer('coords', 'gl_TexCoord');
- if(options.normals) this.addVertexBuffer('normals', 'gl_Normal');
- if(options.colors) this.addVertexBuffer('colors', 'gl_Color');
- if(!('triangles' in options) || options.triangles) this.addIndexBuffer('triangles');
- if(options.lines) this.addIndexBuffer('lines');
- }
- Mesh.prototype = {
- // ### .addVertexBuffer(name, attribute)
- //
- // Add a new vertex buffer with a list as a property called `name` on this object
- // and map it to the attribute called `attribute` in all shaders that draw this mesh.
- addVertexBuffer: function(name, attribute) {
- var buffer = this.vertexBuffers[attribute] = new Buffer(gl.ARRAY_BUFFER, Float32Array);
- buffer.name = name;
- this[name] = [];
- },
- // ### .addIndexBuffer(name)
- //
- // Add a new index buffer with a list as a property called `name` on this object.
- addIndexBuffer: function(name) {
- this.indexBuffers[name] = new Buffer(gl.ELEMENT_ARRAY_BUFFER, Uint16Array);
- this[name] = [];
- },
- // ### .compile()
- //
- // Upload all attached buffers to the GPU in preparation for rendering. This
- // doesn't need to be called every frame, only needs to be done when the data
- // changes.
- compile: function() {
- for(var attribute in this.vertexBuffers) {
- var buffer = this.vertexBuffers[attribute];
- buffer.data = this[buffer.name];
- buffer.compile();
- }
- for(var name in this.indexBuffers) {
- var buffer = this.indexBuffers[name];
- buffer.data = this[name];
- buffer.compile();
- }
- },
- // ### .transform(matrix)
- //
- // Transform all vertices by `matrix` and all normals by the inverse transpose
- // of `matrix`.
- transform: function(matrix) {
- this.vertices = this.vertices.map(function(v) {
- return matrix.transformPoint(Vector.fromArray(v)).toArray();
- });
- if(this.normals) {
- var invTrans = matrix.inverse().transpose();
- this.normals = this.normals.map(function(n) {
- return invTrans.transformVector(Vector.fromArray(n)).unit().toArray();
- });
- }
- this.compile();
- return this;
- },
- // ### .computeNormals()
- //
- // Computes a new normal for each vertex from the average normal of the
- // neighboring triangles. This means adjacent triangles must share vertices
- // for the resulting normals to be smooth.
- computeNormals: function() {
- if(!this.normals) this.addVertexBuffer('normals', 'gl_Normal');
- for(var i = 0; i < this.vertices.length; i++) {
- this.normals[i] = new Vector();
- }
- for(var i = 0; i < this.triangles.length; i++) {
- var t = this.triangles[i];
- var a = Vector.fromArray(this.vertices[t[0]]);
- var b = Vector.fromArray(this.vertices[t[1]]);
- var c = Vector.fromArray(this.vertices[t[2]]);
- var normal = b.subtract(a).cross(c.subtract(a)).unit();
- this.normals[t[0]] = this.normals[t[0]].add(normal);
- this.normals[t[1]] = this.normals[t[1]].add(normal);
- this.normals[t[2]] = this.normals[t[2]].add(normal);
- }
- for(var i = 0; i < this.vertices.length; i++) {
- this.normals[i] = this.normals[i].unit().toArray();
- }
- this.compile();
- return this;
- },
- // ### .computeWireframe()
- //
- // Populate the `lines` index buffer from the `triangles` index buffer.
- computeWireframe: function() {
- var indexer = new Indexer();
- for(var i = 0; i < this.triangles.length; i++) {
- var t = this.triangles[i];
- for(var j = 0; j < t.length; j++) {
- var a = t[j],
- b = t[(j + 1) % t.length];
- indexer.add([Math.min(a, b), Math.max(a, b)]);
- }
- }
- if(!this.lines) this.addIndexBuffer('lines');
- this.lines = indexer.unique;
- this.compile();
- return this;
- },
- // ### .getAABB()
- //
- // Computes the axis-aligned bounding box, which is an object whose `min` and
- // `max` properties contain the minimum and maximum coordinates of all vertices.
- getAABB: function() {
- var aabb = {
- min: new Vector(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE)
- };
- aabb.max = aabb.min.negative();
- for(var i = 0; i < this.vertices.length; i++) {
- var v = Vector.fromArray(this.vertices[i]);
- aabb.min = Vector.min(aabb.min, v);
- aabb.max = Vector.max(aabb.max, v);
- }
- return aabb;
- },
- // ### .getBoundingSphere()
- //
- // Computes a sphere that contains all vertices (not necessarily the smallest
- // sphere). The returned object has two properties, `center` and `radius`.
- getBoundingSphere: function() {
- var aabb = this.getAABB();
- var sphere = {
- center: aabb.min.add(aabb.max).divide(2),
- radius: 0
- };
- for(var i = 0; i < this.vertices.length; i++) {
- sphere.radius = Math.max(sphere.radius, Vector.fromArray(this.vertices[i]).subtract(sphere.center).length());
- }
- return sphere;
- }
- };
- // ### GL.Mesh.plane([options])
- //
- // Generates a square 2x2 mesh the xy plane centered at the origin. The
- // `options` argument specifies options to pass to the mesh constructor.
- // Additional options include `detailX` and `detailY`, which set the tesselation
- // in x and y, and `detail`, which sets both `detailX` and `detailY` at once.
- // Two triangles are generated by default.
- // Example usage:
- //
- // var mesh1 = GL.Mesh.plane();
- // var mesh2 = GL.Mesh.plane({ detail: 5 });
- // var mesh3 = GL.Mesh.plane({ detailX: 20, detailY: 40 });
- //
- Mesh.plane = function(options) {
- options = options || {};
- var mesh = new Mesh(options),
- detailX = options.detailX || options.detail || 1,
- detailY = options.detailY || options.detail || 1;
- for(var y = 0; y <= detailY; y++) {
- var t = y / detailY;
- for(var x = 0; x <= detailX; x++) {
- var s = x / detailX;
- mesh.vertices.push([2 * s - 1, 2 * t - 1, 0]);
- if(mesh.coords) mesh.coords.push([s, t]);
- if(mesh.normals) mesh.normals.push([0, 0, 1]);
- if(x < detailX && y < detailY) {
- var i = x + y * (detailX + 1);
- mesh.triangles.push([i, i + 1, i + detailX + 1]);
- mesh.triangles.push([i + detailX + 1, i + 1, i + detailX + 2]);
- }
- }
- }
- mesh.compile();
- return mesh;
- };
- var cubeData = [
- [0, 4, 2, 6, -1, 0, 0], // -x
- [1, 3, 5, 7, +1, 0, 0], // +x
- [0, 1, 4, 5, 0, -1, 0], // -y
- [2, 6, 3, 7, 0, +1, 0], // +y
- [0, 2, 1, 3, 0, 0, -1], // -z
- [4, 5, 6, 7, 0, 0, +1] // +z
- ];
- function pickOctant(i) {
- return new Vector((i & 1) * 2 - 1, (i & 2) - 1, (i & 4) / 2 - 1);
- }
- // ### GL.Mesh.cube([options])
- //
- // Generates a 2x2x2 box centered at the origin. The `options` argument
- // specifies options to pass to the mesh constructor.
- Mesh.cube = function(options) {
- var mesh = new Mesh(options);
- for(var i = 0; i < cubeData.length; i++) {
- var data = cubeData[i],
- v = i * 4;
- for(var j = 0; j < 4; j++) {
- var d = data[j];
- mesh.vertices.push(pickOctant(d).toArray());
- if(mesh.coords) mesh.coords.push([j & 1, (j & 2) / 2]);
- if(mesh.normals) mesh.normals.push(data.slice(4, 7));
- }
- mesh.triangles.push([v, v + 1, v + 2]);
- mesh.triangles.push([v + 2, v + 1, v + 3]);
- }
- mesh.compile();
- return mesh;
- };
- // ### GL.Mesh.sphere([options])
- //
- // Generates a geodesic sphere of radius 1. The `options` argument specifies
- // options to pass to the mesh constructor in addition to the `detail` option,
- // which controls the tesselation level. The detail is `6` by default.
- // Example usage:
- //
- // var mesh1 = GL.Mesh.sphere();
- // var mesh2 = GL.Mesh.sphere({ detail: 2 });
- //
- Mesh.sphere = function(options) {
- function tri(a, b, c) {
- return flip ? [a, c, b] : [a, b, c];
- }
- function fix(x) {
- return x + (x - x * x) / 2;
- }
- options = options || {};
- var mesh = new Mesh(options);
- var indexer = new Indexer(),
- detail = options.detail || 6;
- for(var octant = 0; octant < 8; octant++) {
- var scale = pickOctant(octant);
- var flip = scale.x * scale.y * scale.z > 0;
- var data = [];
- for(var i = 0; i <= detail; i++) {
- // Generate a row of vertices on the surface of the sphere
- // using barycentric coordinates.
- for(var j = 0; i + j <= detail; j++) {
- var a = i / detail;
- var b = j / detail;
- var c = (detail - i - j) / detail;
- var vertex = {
- vertex: new Vector(fix(a), fix(b), fix(c)).unit().multiply(scale).toArray()
- };
- if(mesh.coords) vertex.coord = scale.y > 0 ? [1 - a, c] : [c, 1 - a];
- data.push(indexer.add(vertex));
- }
- // Generate triangles from this row and the previous row.
- if(i > 0) {
- for(var j = 0; i + j <= detail; j++) {
- var a = (i - 1) * (detail + 1) + ((i - 1) - (i - 1) * (i - 1)) / 2 + j;
- var b = i * (detail + 1) + (i - i * i) / 2 + j;
- mesh.triangles.push(tri(data[a], data[a + 1], data[b]));
- if(i + j < detail) {
- mesh.triangles.push(tri(data[b], data[a + 1], data[b + 1]));
- }
- }
- }
- }
- }
- // Reconstruct the geometry from the indexer.
- mesh.vertices = indexer.unique.map(function(v) {
- return v.vertex;
- });
- if(mesh.coords) mesh.coords = indexer.unique.map(function(v) {
- return v.coord;
- });
- if(mesh.normals) mesh.normals = mesh.vertices;
- mesh.compile();
- return mesh;
- };
- // ### GL.Mesh.load(json[, options])
- //
- // Creates a mesh from the JSON generated by the `convert/convert.py` script.
- // Example usage:
- //
- // var data = {
- // vertices: [[0, 0, 0], [1, 0, 0], [0, 1, 0]],
- // triangles: [[0, 1, 2]]
- // };
- // var mesh = GL.Mesh.load(data);
- //
- Mesh.load = function(json, options) {
- options = options || {};
- if(!('coords' in options)) options.coords = !! json.coords;
- if(!('normals' in options)) options.normals = !! json.normals;
- if(!('colors' in options)) options.colors = !! json.colors;
- if(!('triangles' in options)) options.triangles = !! json.triangles;
- if(!('lines' in options)) options.lines = !! json.lines;
- var mesh = new Mesh(options);
- mesh.vertices = json.vertices;
- if(mesh.coords) mesh.coords = json.coords;
- if(mesh.normals) mesh.normals = json.normals;
- if(mesh.colors) mesh.colors = json.colors;
- if(mesh.triangles) mesh.triangles = json.triangles;
- if(mesh.lines) mesh.lines = json.lines;
- mesh.compile();
- return mesh;
- };
- // src/vector.js
- // Provides a simple 3D vector class. Vector operations can be done using member
- // functions, which return new vectors, or static functions, which reuse
- // existing vectors to avoid generating garbage.
- function Vector(x, y, z) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- }
- // ### Instance Methods
- // The methods `add()`, `subtract()`, `multiply()`, and `divide()` can all
- // take either a vector or a number as an argument.
- Vector.prototype = {
- negative: function() {
- return new Vector(-this.x, -this.y, -this.z);
- },
- add: function(v) {
- if(v instanceof Vector) return new Vector(this.x + v.x, this.y + v.y, this.z + v.z);
- else return new Vector(this.x + v, this.y + v, this.z + v);
- },
- subtract: function(v) {
- if(v instanceof Vector) return new Vector(this.x - v.x, this.y - v.y, this.z - v.z);
- else return new Vector(this.x - v, this.y - v, this.z - v);
- },
- multiply: function(v) {
- if(v instanceof Vector) return new Vector(this.x * v.x, this.y * v.y, this.z * v.z);
- else return new Vector(this.x * v, this.y * v, this.z * v);
- },
- divide: function(v) {
- if(v instanceof Vector) return new Vector(this.x / v.x, this.y / v.y, this.z / v.z);
- else return new Vector(this.x / v, this.y / v, this.z / v);
- },
- equals: function(v) {
- return this.x == v.x && this.y == v.y && this.z == v.z;
- },
- dot: function(v) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- },
- cross: function(v) {
- return new Vector(
- this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x);
- },
- length: function() {
- return Math.sqrt(this.dot(this));
- },
- unit: function() {
- return this.divide(this.length());
- },
- min: function() {
- return Math.min(Math.min(this.x, this.y), this.z);
- },
- max: function() {
- return Math.max(Math.max(this.x, this.y), this.z);
- },
- toAngles: function() {
- return {
- theta: Math.atan2(this.z, this.x),
- phi: Math.asin(this.y / this.length())
- };
- },
- toArray: function(n) {
- return [this.x, this.y, this.z].slice(0, n || 3);
- },
- clone: function() {
- return new Vector(this.x, this.y, this.z);
- },
- init: function(x, y, z) {
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- }
- };
- // ### Static Methods
- // `Vector.randomDirection()` returns a vector with a length of 1 and a
- // statistically uniform direction. `Vector.lerp()` performs linear
- // interpolation between two vectors.
- Vector.negative = function(a, b) {
- b.x = -a.x;
- b.y = -a.y;
- b.z = -a.z;
- return b;
- };
- Vector.add = function(a, b, c) {
- if(b instanceof Vector) {
- c.x = a.x + b.x;
- c.y = a.y + b.y;
- c.z = a.z + b.z;
- } else {
- c.x = a.x + b;
- c.y = a.y + b;
- c.z = a.z + b;
- }
- return c;
- };
- Vector.subtract = function(a, b, c) {
- if(b instanceof Vector) {
- c.x = a.x - b.x;
- c.y = a.y - b.y;
- c.z = a.z - b.z;
- } else {
- c.x = a.x - b;
- c.y = a.y - b;
- c.z = a.z - b;
- }
- return c;
- };
- Vector.multiply = function(a, b, c) {
- if(b instanceof Vector) {
- c.x = a.x * b.x;
- c.y = a.y * b.y;
- c.z = a.z * b.z;
- } else {
- c.x = a.x * b;
- c.y = a.y * b;
- c.z = a.z * b;
- }
- return c;
- };
- Vector.divide = function(a, b, c) {
- if(b instanceof Vector) {
- c.x = a.x / b.x;
- c.y = a.y / b.y;
- c.z = a.z / b.z;
- } else {
- c.x = a.x / b;
- c.y = a.y / b;
- c.z = a.z / b;
- }
- return c;
- };
- Vector.cross = function(a, b, c) {
- c.x = a.y * b.z - a.z * b.y;
- c.y = a.z * b.x - a.x * b.z;
- c.z = a.x * b.y - a.y * b.x;
- return c;
- };
- Vector.unit = function(a, b) {
- var length = a.length();
- b.x = a.x / length;
- b.y = a.y / length;
- b.z = a.z / length;
- return b;
- };
- Vector.fromAngles = function(theta, phi) {
- return new Vector(Math.cos(theta) * Math.cos(phi), Math.sin(phi), Math.sin(theta) * Math.cos(phi));
- };
- Vector.randomDirection = function() {
- return Vector.fromAngles(Math.random() * Math.PI * 2, Math.asin(Math.random() * 2 - 1));
- };
- Vector.min = function(a, b) {
- return new Vector(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z));
- };
- Vector.max = function(a, b) {
- return new Vector(Math.max(a.x, b.x), Math.max(a.y, b.y), Math.max(a.z, b.z));
- };
- Vector.lerp = function(a, b, fraction) {
- return b.subtract(a).multiply(fraction).add(a);
- };
- Vector.fromArray = function(a) {
- return new Vector(a[0], a[1], a[2]);
- };
- // src/shader.js
- // Provides a convenient wrapper for WebGL shaders. A few uniforms and attributes,
- // prefixed with `gl_`, are automatically added to all shader sources to make
- // simple shaders easier to write.
- //
- // Example usage:
- //
- // var shader = new GL.Shader('\
- // void main() {\
- // gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
- // }\
- // ', '\
- // uniform vec4 color;\
- // void main() {\
- // gl_FragColor = color;\
- // }\
- // ');
- //
- // shader.uniforms({
- // color: [1, 0, 0, 1]
- // }).draw(mesh);
- function regexMap(regex, text, callback) {
- var result;
- while((result = regex.exec(text)) !== null) {
- callback(result);
- }
- }
- // Non-standard names beginning with `gl_` must be mangled because they will
- // otherwise cause a compiler error.
- var LIGHTGL_PREFIX = 'LIGHTGL';
- // ### new GL.Shader(vertexSource, fragmentSource)
- //
- // Compiles a shader program using the provided vertex and fragment shaders.
- function Shader(vertexSource, fragmentSource) {
- // Allow passing in the id of an HTML script tag with the source
- function followScriptTagById(id) {
- var element = document.getElementById(id);
- return element ? element.text : id;
- }
- vertexSource = followScriptTagById(vertexSource);
- fragmentSource = followScriptTagById(fragmentSource);
- // Headers are prepended to the sources to provide some automatic functionality.
- var header = 'uniform mat3 gl_NormalMatrix;' +
- "uniform mat4 gl_ModelViewMatrix;" +
- "uniform mat4 gl_ProjectionMatrix;" +
- "uniform mat4 gl_ModelViewProjectionMatrix;" +
- "uniform mat4 gl_ModelViewMatrixInverse;" +
- "uniform mat4 gl_ProjectionMatrixInverse;" +
- "uniform mat4 gl_ModelViewProjectionMatrixInverse;";
-
- var vertexHeader = header +
- "attribute vec4 gl_Vertex;" +
- "attribute vec4 gl_TexCoord;" +
- "attribute vec3 gl_Normal;" +
- "attribute vec4 gl_Color;" +
- "vec4 ftransform() {" +
- " return gl_ModelViewProjectionMatrix * gl_Vertex;" +
- "}";
- var fragmentHeader = 'precision highp float;' + header;
- // Check for the use of built-in matrices that require expensive matrix
- // multiplications to compute, and record these in `usedMatrices`.
- var source = vertexSource + fragmentSource;
- var usedMatrices = {};
- regexMap(/\b(gl_[^;]*)\b;/g, header, function(groups) {
- var name = groups[1];
- if(source.indexOf(name) != -1) {
- var capitalLetters = name.replace(/[a-z_]/g, '');
- usedMatrices[capitalLetters] = LIGHTGL_PREFIX + name;
- }
- });
- if(source.indexOf('ftransform') != -1) usedMatrices.MVPM = LIGHTGL_PREFIX + 'gl_ModelViewProjectionMatrix';
- this.usedMatrices = usedMatrices;
- // The `gl_` prefix must be substituted for something else to avoid compile
- // errors, since it's a reserved prefix. This prefixes all reserved names with
- // `_`. The header is inserted after any extensions, since those must come
- // first.
- function fix(header, source) {
- var replaced = {};
- var match = /^((\s*\/\/.*\n|\s*#extension.*\n)+)\^*$/.exec(source);
- source = match ? match[1] + header + source.substr(match[1].length) : header + source;
- regexMap(/\bgl_\w+\b/g, header, function(result) {
- if(!(result in replaced)) {
- source = source.replace(new RegExp('\\b' + result + '\\b', 'g'), LIGHTGL_PREFIX + result);
- replaced[result] = true;
- }
- });
- return source;
- }
- vertexSource = fix(vertexHeader, vertexSource);
- fragmentSource = fix(fragmentHeader, fragmentSource);
- // Compile and link errors are thrown as strings.
- function compileSource(type, source) {
- var shader = gl.createShader(type);
- gl.shaderSource(shader, source);
- gl.compileShader(shader);
- if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
- throw 'compile error: ' + gl.getShaderInfoLog(shader);
- }
- return shader;
- }
- this.program = gl.createProgram();
- gl.attachShader(this.program, compileSource(gl.VERTEX_SHADER, vertexSource));
- gl.attachShader(this.program, compileSource(gl.FRAGMENT_SHADER, fragmentSource));
- gl.linkProgram(this.program);
- if(!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
- throw 'link error: ' + gl.getProgramInfoLog(this.program);
- }
- this.attributes = {};
- this.uniformLocations = {};
- // Sampler uniforms need to be uploaded using `gl.uniform1i()` instead of `gl.uniform1f()`.
- // To do this automatically, we detect and remember all uniform samplers in the source code.
- var isSampler = {};
- regexMap(/uniform\s+sampler(1D|2D|3D|Cube)\s+(\w+)\s*;/g, vertexSource + fragmentSource, function(groups) {
- isSampler[groups[2]] = 1;
- });
- this.isSampler = isSampler;
- }
- function isArray(obj) {
- var str = Object.prototype.toString.call(obj);
- return str == '[object Array]' || str == '[object Float32Array]';
- }
- function isNumber(obj) {
- var str = Object.prototype.toString.call(obj);
- return str == '[object Number]' || str == '[object Boolean]';
- }
- Shader.prototype = {
- // ### .uniforms(uniforms)
- //
- // Set a uniform for each property of `uniforms`. The correct `gl.uniform*()` method is
- // inferred from the value types and from the stored uniform sampler flags.
- uniforms: function(uniforms) {
- gl.useProgram(this.program);
- for(var name in uniforms) {
- var location = this.uniformLocations[name] || gl.getUniformLocation(this.program, name);
- if(!location) continue;
- this.uniformLocations[name] = location;
- var value = uniforms[name];
- if(value instanceof Vector) {
- value = [value.x, value.y, value.z];
- } else if(value instanceof Matrix) {
- value = value.m;
- }
- if(isArray(value)) {
- switch(value.length) {
- case 1:
- gl.uniform1fv(location, new Float32Array(value));
- break;
- case 2:
- gl.uniform2fv(location, new Float32Array(value));
- break;
- case 3:
- gl.uniform3fv(location, new Float32Array(value));
- break;
- case 4:
- gl.uniform4fv(location, new Float32Array(value));
- break;
- // Matrices are automatically transposed, since WebGL uses column-major
- // indices instead of row-major indices.
- case 9:
- gl.uniformMatrix3fv(location, false, new Float32Array([
- value[0], value[3], value[6], value[1], value[4],
- value[7], value[2], value[5], value[8]]));
- break;
- case 16:
- gl.uniformMatrix4fv(location, false, new Float32Array([
- value[0], value[4], value[8], value[12],
- value[1], value[5], value[9], value[13],
- value[2], value[6], value[10], value[14],
- value[3], value[7], value[11], value[15]]));
- break;
- default:
- throw 'don\'t know how to load uniform "' + name + '" of length ' + value.length;
- }
- } else if(isNumber(value)) {
- (this.isSampler[name] ? gl.uniform1i : gl.uniform1f).call(gl, location, value);
- } else {
- throw 'attempted to set uniform "' + name + '" to invalid value ' + value;
- }
- }
- return this;
- },
- // ### .draw(mesh[, mode])
- //
- // Sets all uniform matrix attributes, binds all relevant buffers, and draws the
- // mesh geometry as indexed triangles or indexed lines. Set `mode` to `gl.LINES`
- // (and either add indices to `lines` or call `computeWireframe()`) to draw the
- // mesh in wireframe.
- draw: function(mesh, mode) {
- this.drawBuffers(
- mesh.vertexBuffers,
- mesh.indexBuffers[mode == gl.LINES ? 'lines' : 'triangles'],
- arguments.length < 2 ? gl.TRIANGLES : mode
- );
- },
- // ### .drawBuffers(vertexBuffers, indexBuffer, mode)
- //
- // Sets all uniform matrix attributes, binds all relevant buffers, and draws the
- // indexed mesh geometry. The `vertexBuffers` argument is a map from attribute
- // names to `Buffer` objects of type `gl.ARRAY_BUFFER`, `indexBuffer` is a `Buffer`
- // object of type `gl.ELEMENT_ARRAY_BUFFER`, and `mode` is a WebGL primitive mode
- // like `gl.TRIANGLES` or `gl.LINES`. This method automatically creates and caches
- // vertex attribute pointers for attributes as needed.
- drawBuffers: function(vertexBuffers, indexBuffer, mode) {
- // Only construct up the built-in matrices we need for this shader.
- var used = this.usedMatrices;
- var MVM = gl.modelviewMatrix;
- var PM = gl.projectionMatrix;
- var MVMI = (used.MVMI || used.NM) ? MVM.inverse() : null;
- var PMI = (used.PMI) ? PM.inverse() : null;
- var MVPM = (used.MVPM || used.MVPMI) ? PM.multiply(MVM) : null;
- var matrices = {};
- if(used.MVM) matrices[used.MVM] = MVM;
- if(used.MVMI) matrices[used.MVMI] = MVMI;
- if(used.PM) matrices[used.PM] = PM;
- if(used.PMI) matrices[used.PMI] = PMI;
- if(used.MVPM) matrices[used.MVPM] = MVPM;
- if(used.MVPMI) matrices[used.MVPMI] = MVPM.inverse();
- if(used.NM) {
- var m = MVMI.m;
- matrices[used.NM] = [m[0], m[4], m[8], m[1], m[5], m[9], m[2], m[6], m[10]];
- }
- this.uniforms(matrices);
- // Create and enable attribute pointers as necessary.
- var length = 0;
- for(var attribute in vertexBuffers) {
- var buffer = vertexBuffers[attribute];
- var location = this.attributes[attribute] ||
- gl.getAttribLocation(
- this.program,
- attribute.replace(/^(gl_.*)$/, LIGHTGL_PREFIX + '$1')
- );
- if(location == -1 || !buffer.buffer)
- continue;
- this.attributes[attribute] = location;
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer.buffer);
- gl.enableVertexAttribArray(location);
- gl.vertexAttribPointer(location, buffer.buffer.spacing, gl.FLOAT, false, 0, 0);
- length = buffer.buffer.length / buffer.buffer.spacing;
- }
- // Disable unused attribute pointers.
- for(var attribute in this.attributes) {
- if(!(attribute in vertexBuffers)) {
- gl.disableVertexAttribArray(this.attributes[attribute]);
- }
- }
- // Draw the geometry.
- if(length && (!indexBuffer || indexBuffer.buffer)) {
- if(indexBuffer) {
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer.buffer);
- gl.drawElements(mode, indexBuffer.buffer.length, gl.UNSIGNED_SHORT, 0);
- } else {
- gl.drawArrays(mode, 0, length);
- }
- }
- return this;
- }
- };
- // ### GL.Shader.fromURL(vsURL, fsURL)
- //
- // Compiles a shader program using the provided vertex and fragment
- // shaders. The shaders are loaded synchronously from the given URLs.
- //
- Shader.fromURL = function(vsURL, fsURL) {
- var XMLHttpRequestGet = function(uri) {
- var mHttpReq = new XMLHttpRequest();
- mHttpReq.open("GET", uri, false);
- mHttpReq.send(null);
- if(mHttpReq.status !== 200) {
- throw 'could not load ' + uri;
- }
- return mHttpReq.responseText;
- };
- var vsSource = XMLHttpRequestGet(vsURL);
- var fsSource = XMLHttpRequestGet(fsURL);
- return new Shader(vsSource, fsSource);
- };
- Shader.from = function(vsURLorID, fsURLorID) {
- try {
- return new Shader(vsURLorID, fsURLorID);
- } catch(e) {
- return Shader.fromURL(vsURLorID, fsURLorID);
- }
- };
- // src/main.js
- // The internal `gl` variable holds the current WebGL context.
- var gl;
- var GL = {
- // ### Initialization
- //
- // `GL.create()` creates a new WebGL context and augments it with
- // more methods. Uses the HTML canvas given in 'options' or creates
- // a new one if necessary. The alpha channel is disabled by default
- // because it usually causes unintended transparencies in the
- // canvas.
- create: function(options) {
- options = options || {};
- var canvas = options.canvas;
- if(!canvas) {
- canvas = document.createElement('canvas');
- canvas.width = options.width || 800;
- canvas.height = options.height || 600;
- }
- if(!('alpha' in options)) options.alpha = false;
- try {
- gl = canvas.getContext('webgl', options);
- } catch(e) {}
- try {
- gl = gl || canvas.getContext('experimental-webgl', options);
- } catch(e) {}
- if(!gl) throw 'WebGL not supported';
- addMatrixStack();
- addImmediateMode();
- addEventListeners();
- addOtherMethods();
- return gl;
- },
- // `GL.keys` contains a mapping of key codes to booleans indicating whether
- // that key is currently pressed.
- keys: {},
- // Export all external classes.
- Matrix: Matrix,
- Indexer: Indexer,
- Buffer: Buffer,
- Mesh: Mesh,
- HitTest: HitTest,
- Raytracer: Raytracer,
- Shader: Shader,
- Texture: Texture,
- Vector: Vector
- };
- // ### Matrix stack
- //
- // Implement the OpenGL modelview and projection matrix stacks, along with some
- // other useful GLU matrix functions.
- function addMatrixStack() {
- gl.MODELVIEW = ENUM | 1;
- gl.PROJECTION = ENUM | 2;
- var tempMatrix = new Matrix();
- var resultMatrix = new Matrix();
- gl.modelviewMatrix = new Matrix();
- gl.projectionMatrix = new Matrix();
- var modelviewStack = [];
- var projectionStack = [];
- var matrix, stack;
- gl.matrixMode = function(mode) {
- switch(mode) {
- case gl.MODELVIEW:
- matrix = 'modelviewMatrix';
- stack = modelviewStack;
- break;
- case gl.PROJECTION:
- matrix = 'projectionMatrix';
- stack = projectionStack;
- break;
- default:
- throw 'invalid matrix mode ' + mode;
- }
- };
- gl.loadIdentity = function() {
- Matrix.identity(gl[matrix]);
- };
- gl.loadMatrix = function(m) {
- var from = m.m,
- to = gl[matrix].m;
- for(var i = 0; i < 16; i++) {
- to[i] = from[i];
- }
- };
- gl.multMatrix = function(m) {
- gl.loadMatrix(Matrix.multiply(gl[matrix], m, resultMatrix));
- };
- gl.perspective = function(fov, aspect, near, far) {
- gl.multMatrix(Matrix.perspective(fov, aspect, near, far, tempMatrix));
- };
- gl.frustum = function(l, r, b, t, n, f) {
- gl.multMatrix(Matrix.frustum(l, r, b, t, n, f, tempMatrix));
- };
- gl.ortho = function(l, r, b, t, n, f) {
- gl.multMatrix(Matrix.ortho(l, r, b, t, n, f, tempMatrix));
- };
- gl.scale = function(x, y, z) {
- gl.multMatrix(Matrix.scale(x, y, z, tempMatrix));
- };
- gl.translate = function(x, y, z) {
- gl.multMatrix(Matrix.translate(x, y, z, tempMatrix));
- };
- gl.rotate = function(a, x, y, z) {
- gl.multMatrix(Matrix.rotate(a, x, y, z, tempMatrix));
- };
- gl.lookAt = function(ex, ey, ez, cx, cy, cz, ux, uy, uz) {
- gl.multMatrix(Matrix.lookAt(ex, ey, ez, cx, cy, cz, ux, uy, uz, tempMatrix));
- };
- gl.pushMatrix = function() {
- stack.push(Array.prototype.slice.call(gl[matrix].m));
- };
- gl.popMatrix = function() {
- var m = stack.pop();
- gl[matrix].m = hasFloat32Array ? new Float32Array(m) : m;
- };
- gl.project = function(objX, objY, objZ, modelview, projection, viewport) {
- modelview = modelview || gl.modelviewMatrix;
- projection = projection || gl.projectionMatrix;
- viewport = viewport || gl.getParameter(gl.VIEWPORT);
- var point = projection.transformPoint(modelview.transformPoint(new Vector(objX, objY, objZ)));
- return new Vector(
- viewport[0] + viewport[2] * (point.x * 0.5 + 0.5), viewport[1] + viewport[3] * (point.y * 0.5 + 0.5), point.z * 0.5 + 0.5);
- };
- gl.unProject = function(winX, winY, winZ, modelview, projection, viewport) {
- modelview = modelview || gl.modelviewMatrix;
- projection = projection || gl.projectionMatrix;
- viewport = viewport || gl.getParameter(gl.VIEWPORT);
- var point = new Vector(
- (winX - viewport[0]) / viewport[2] * 2 - 1, (winY - viewport[1]) / viewport[3] * 2 - 1, winZ * 2 - 1);
- return Matrix.inverse(Matrix.multiply(projection, modelview, tempMatrix), resultMatrix).transformPoint(point);
- };
- gl.matrixMode(gl.MODELVIEW);
- }
- // ### Immediate mode
- //
- // Provide an implementation of OpenGL's deprecated immediate mode. This is
- // depricated for a reason: constantly re-specifying the geometry is a bad
- // idea for performance. You should use a `GL.Mesh` instead, which specifies
- // the geometry once and caches it on the graphics card. Still, nothing
- // beats a quick `gl.begin(gl.POINTS); gl.vertex(1, 2, 3); gl.end();` for
- // debugging. This intentionally doesn't implement fixed-function lighting
- // because it's only meant for quick debugging tasks.
- function addImmediateMode() {
- var immediateMode = {
- mesh: new Mesh({
- coords: true,
- colors: true,
- triangles: false
- }),
- mode: -1,
- coord: [0, 0, 0, 0],
- color: [1, 1, 1, 1],
- pointSize: 1,
- shader: new Shader('' +
- 'uniform float pointSize;' +
- 'varying vec4 color;' +
- 'varying vec4 coord;' +
- 'void main() {' +
- 'color = gl_Color;' +
- 'coord = gl_TexCoord;' +
- 'gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;' +
- 'gl_PointSize = pointSize;' +
- '}' , 'uniform sampler2D texture;' +
- 'uniform float pointSize;' +
- 'uniform bool useTexture;' +
- 'varying vec4 color;' +
- 'varying vec4 coord;' +
- 'void main() {' +
- 'gl_FragColor = color;' +
- 'if (useTexture) gl_FragColor *= texture2D(texture, coord.xy);' +
- '}')
- };
- gl.pointSize = function(pointSize) {
- immediateMode.shader.uniforms({
- pointSize: pointSize
- });
- };
- gl.begin = function(mode) {
- if(immediateMode.mode != -1) throw 'mismatched gl.begin() and gl.end() calls';
- immediateMode.mode = mode;
- immediateMode.mesh.colors = [];
- immediateMode.mesh.coords = [];
- immediateMode.mesh.vertices = [];
- };
- gl.color = function(r, g, b, a) {
- immediateMode.color = (arguments.length == 1) ? r.toArray().concat(1) : [r, g, b, a || 1];
- };
- gl.texCoord = function(s, t) {
- immediateMode.coord = (arguments.length == 1) ? s.toArray(2) : [s, t];
- };
- gl.vertex = function(x, y, z) {
- immediateMode.mesh.colors.push(immediateMode.color);
- immediateMode.mesh.coords.push(immediateMode.coord);
- immediateMode.mesh.vertices.push(arguments.length == 1 ? x.toArray() : [x, y, z]);
- };
- gl.end = function() {
- if(immediateMode.mode == -1) throw 'mismatched gl.begin() and gl.end() calls';
- immediateMode.mesh.compile();
- immediateMode.shader.uniforms({
- useTexture: !! gl.getParameter(gl.TEXTURE_BINDING_2D)
- }).draw(immediateMode.mesh, immediateMode.mode);
- immediateMode.mode = -1;
- };
- }
- // ### Improved mouse events
- //
- // This adds event listeners on the `gl.canvas` element that call
- // `gl.onmousedown()`, `gl.onmousemove()`, and `gl.onmouseup()` with an
- // augmented event object. The event object also has the properties `x`, `y`,
- // `deltaX`, `deltaY`, and `dragging`.
- function addEventListeners() {
- var context = gl,
- oldX = 0,
- oldY = 0,
- buttons = {},
- hasOld = false;
- var has = Object.prototype.hasOwnProperty;
- function isDragging() {
- for(var b in buttons) {
- if(has.call(buttons, b) && buttons[b]) return true;
- }
- return false;
- }
- function augment(original) {
- // Make a copy of original, a native `MouseEvent`, so we can overwrite
- // WebKit's non-standard read-only `x` and `y` properties (which are just
- // duplicates of `pageX` and `pageY`). We can't just use
- // `Object.create(original)` because some `MouseEvent` functions must be
- // called in the context of the original event object.
- var e = {};
- for(var name in original) {
- if(typeof original[name] == 'function') {
- e[name] = (function(callback) {
- return function() {
- callback.apply(original, arguments);
- };
- })(original[name]);
- } else {
- e[name] = original[name];
- }
- }
- e.original = original;
- e.x = e.pageX;
- e.y = e.pageY;
- for(var obj = gl.canvas; obj; obj = obj.offsetParent) {
- e.x -= obj.offsetLeft;
- e.y -= obj.offsetTop;
- }
- if(hasOld) {
- e.deltaX = e.x - oldX;
- e.deltaY = e.y - oldY;
- } else {
- e.deltaX = 0;
- e.deltaY = 0;
- hasOld = true;
- }
- oldX = e.x;
- oldY = e.y;
- e.dragging = isDragging();
- e.preventDefault = function() {
- e.original.preventDefault();
- };
- e.stopPropagation = function() {
- e.original.stopPropagation();
- };
- return e;
- }
- function augmentTouchEvent(original) {
- var e = {};
- for(var name in original) {
- if(typeof original[name] == 'function') {
- e[name] = (function(callback) {
- return function() {
- callback.apply(original, arguments);
- };
- })(original[name]);
- } else {
- e[name] = original[name];
- }
- }
- e.original = original;
- if(e.targetTouches.length > 0) {
- var touch = e.targetTouches[0];
- e.x = touch.pageX;
- e.y = touch.pageY;
- for(var obj = gl.canvas; obj; obj = obj.offsetParent) {
- e.x -= obj.offsetLeft;
- e.y -= obj.offsetTop;
- }
- if(hasOld) {
- e.deltaX = e.x - oldX;
- e.deltaY = e.y - oldY;
- } else {
- e.deltaX = 0;
- e.deltaY = 0;
- hasOld = true;
- }
- oldX = e.x;
- oldY = e.y;
- e.dragging = true;
- }
- e.preventDefault = function() {
- e.original.preventDefault();
- };
- e.stopPropagation = function() {
- e.original.stopPropagation();
- };
- return e;
- }
- function mousedown(e) {
- gl = context;
- if(!isDragging()) {
- // Expand the event handlers to the document to handle dragging off canvas.
- on(document, 'mousemove', mousemove);
- on(document, 'mouseup', mouseup);
- off(gl.canvas, 'mousemove', mousemove);
- off(gl.canvas, 'mouseup', mouseup);
- }
- buttons[e.which] = true;
- e = augment(e);
- if(gl.onmousedown) gl.onmousedown(e);
- e.preventDefault();
- }
- function mousemove(e) {
- gl = context;
- e = augment(e);
- if(gl.onmousemove) gl.onmousemove(e);
- e.preventDefault();
- }
- function mouseup(e) {
- gl = context;
- buttons[e.which] = false;
- if(!isDragging()) {
- // Shrink the event handlers back to the canvas when dragging ends.
- off(document, 'mousemove', mousemove);
- off(document, 'mouseup', mouseup);
- on(gl.canvas, 'mousemove', mousemove);
- on(gl.canvas, 'mouseup', mouseup);
- }
- e = augment(e);
- if(gl.onmouseup) gl.onmouseup(e);
- e.preventDefault();
- }
- function mousewheel(e) {
- gl = context;
- e = augment(e);
- if(gl.onmousewheel) gl.onmousewheel(e);
- e.preventDefault();
- }
- function touchstart(e) {
- resetAll();
- // Expand the event handlers to the document to handle dragging off canvas.
- on(document, 'touchmove', touchmove);
- on(document, 'touchend', touchend);
- off(gl.canvas, 'touchmove', touchmove);
- off(gl.canvas, 'touchend', touchend);
- gl = context;
- e = augmentTouchEvent(e);
- if(gl.ontouchstart) gl.ontouchstart(e);
- e.preventDefault();
- }
- function touchmove(e) {
- gl = context;
- if(e.targetTouches.length === 0) {
- touchend(e);
- }
- e = augmentTouchEvent(e);
- if(gl.ontouchmove) gl.ontouchmove(e);
- e.preventDefault();
- }
- function touchend(e) {
- // Shrink the event handlers back to the canvas when dragging ends.
- off(document, 'touchmove', touchmove);
- off(document, 'touchend', touchend);
- on(gl.canvas, 'touchmove', touchmove);
- on(gl.canvas, 'touchend', touchend);
- gl = context;
- e = augmentTouchEvent(e);
- if(gl.ontouchend) gl.ontouchend(e);
- e.preventDefault();
- }
- function reset() {
- hasOld = false;
- }
- function resetAll() {
- buttons = {};
- hasOld = false;
- }
- // We can keep mouse and touch events enabled at the same time,
- // because Google Chrome will apparently never fire both of them.
- on(gl.canvas, 'mousedown', mousedown);
- on(gl.canvas, 'mousemove', mousemove);
- on(gl.canvas, 'mouseup', mouseup);
- on(gl.canvas, 'mousewheel', mousewheel);
- on(gl.canvas, 'DOMMouseScroll', mousewheel);
- on(gl.canvas, 'mouseover', reset);
- on(gl.canvas, 'mouseout', reset);
- on(gl.canvas, 'touchstart', touchstart);
- on(gl.canvas, 'touchmove', touchmove);
- on(gl.canvas, 'touchend', touchend);
- on(document, 'contextmenu', resetAll);
- }
- // ### Automatic keyboard state
- //
- // The current keyboard state is stored in `GL.keys`, a map of integer key
- // codes to booleans indicating whether that key is currently pressed. Certain
- // keys also have named identifiers that can be used directly, such as
- // `GL.keys.SPACE`. Values in `GL.keys` are initially undefined until that
- // key is pressed for the first time. If you need a boolean value, you can
- // cast the value to boolean by applying the not operator twice (as in
- // `!!GL.keys.SPACE`).
- function mapKeyCode(code) {
- var named = {
- 8: 'BACKSPACE',
- 9: 'TAB',
- 13: 'ENTER',
- 16: 'SHIFT',
- 27: 'ESCAPE',
- 32: 'SPACE',
- 37: 'LEFT',
- 38: 'UP',
- 39: 'RIGHT',
- 40: 'DOWN'
- };
- return named[code] || (code >= 65 && code <= 90 ? String.fromCharCode(code) : null);
- }
- function on(element, name, callback) {
- element.addEventListener(name, callback);
- }
- function off(element, name, callback) {
- element.removeEventListener(name, callback);
- }
- on(document, 'keydown', function(e) {
- if(!e.altKey && !e.ctrlKey && !e.metaKey) {
- var key = mapKeyCode(e.keyCode);
- if(key) GL.keys[key] = true;
- GL.keys[e.keyCode] = true;
- }
- });
- on(document, 'keyup', function(e) {
- if(!e.altKey && !e.ctrlKey && !e.metaKey) {
- var key = mapKeyCode(e.keyCode);
- if(key) GL.keys[key] = false;
- GL.keys[e.keyCode] = false;
- }
- });
- function addOtherMethods() {
- // ### Multiple contexts
- //
- // When using multiple contexts in one web page, `gl.makeCurrent()` must be
- // called before issuing commands to a different context.
- (function(context) {
- gl.makeCurrent = function() {
- gl = context;
- };
- })(gl);
- // ### Animation
- //
- // Call `gl.animate()` to provide an animation loop that repeatedly calls
- // `gl.onupdate()` and `gl.ondraw()`.
- gl.animate = function() {
- var post = window.requestAnimationFrame ||
- window.mozRequestAnimationFrame ||
- window.webkitRequestAnimationFrame ||
- function(callback) {
- setTimeout(callback, 1000 / 60);
- };
- var time = new Date().getTime();
- var context = gl;
- function update() {
- gl = context;
- var now = new Date().getTime();
- if(gl.onupdate) gl.onupdate((now - time) / 1000);
- if(gl.ondraw) gl.ondraw();
- post(update);
- time = now;
- }
- update();
- };
- // ### Fullscreen
- //
- // Provide an easy way to get a fullscreen app running, including an
- // automatic 3D perspective projection matrix by default. This should be
- // called once.
- //
- // Just fullscreen, no automatic camera:
- //
- // gl.fullscreen({ camera: false });
- //
- // Adjusting field of view, near plane distance, and far plane distance:
- //
- // gl.fullscreen({ fov: 45, near: 0.1, far: 1000 });
- //
- // Adding padding from the edge of the window:
- //
- // gl.fullscreen({ paddingLeft: 250, paddingBottom: 60 });
- //
- gl.fullscreen = function(options) {
- options = options || {};
- var top = options.paddingTop || 0;
- var left = options.paddingLeft || 0;
- var right = options.paddingRight || 0;
- var bottom = options.paddingBottom || 0;
- if(!document.body) {
- throw 'document.body doesn\'t exist yet (call gl.fullscreen() from ' + 'window.onload() or from inside the <body> tag)';
- }
- document.body.appendChild(gl.canvas);
- document.body.style.overflow = 'hidden';
- gl.canvas.style.position = 'absolute';
- gl.canvas.style.left = left + 'px';
- gl.canvas.style.top = top + 'px';
- function resize() {
- gl.canvas.width = window.innerWidth - left - right;
- gl.canvas.height = window.innerHeight - top - bottom;
- gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
- if(options.camera || !('camera' in options)) {
- gl.matrixMode(gl.PROJECTION);
- gl.loadIdentity();
- gl.perspective(options.fov || 45, gl.canvas.width / gl.canvas.height, options.near || 0.1, options.far || 1000);
- gl.matrixMode(gl.MODELVIEW);
- }
- if(gl.onresize) gl.onresize();
- if(gl.ondraw) gl.ondraw();
- }
- on(window, 'resize', resize);
- resize();
- };
- }
- // A value to bitwise-or with new enums to make them distinguishable from the
- // standard WebGL enums.
- var ENUM = 0x12340000;
- // src/matrix.js
- // Represents a 4x4 matrix stored in row-major order that uses Float32Arrays
- // when available. Matrix operations can either be done using convenient
- // methods that return a new matrix for the result or optimized methods
- // that store the result in an existing matrix to avoid generating garbage.
- var hasFloat32Array = (typeof Float32Array != 'undefined');
- // ### new GL.Matrix([elements])
- //
- // This constructor takes 16 arguments in row-major order, which can be passed
- // individually, as a list, or even as four lists, one for each row. If the
- // arguments are omitted then the identity matrix is constructed instead.
- function Matrix() {
- var m = Array.prototype.concat.apply([], arguments);
- if(!m.length) {
- m = [
- 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
- }
- this.m = hasFloat32Array ? new Float32Array(m) : m;
- }
- Matrix.prototype = {
- // ### .inverse()
- //
- // Returns the matrix that when multiplied with this matrix results in the
- // identity matrix.
- inverse: function() {
- return Matrix.inverse(this, new Matrix());
- },
- // ### .transpose()
- //
- // Returns this matrix, exchanging columns for rows.
- transpose: function() {
- return Matrix.transpose(this, new Matrix());
- },
- // ### .multiply(matrix)
- //
- // Returns the concatenation of the transforms for this matrix and `matrix`.
- // This emulates the OpenGL function `glMultMatrix()`.
- multiply: function(matrix) {
- return Matrix.multiply(this, matrix, new Matrix());
- },
- // ### .transformPoint(point)
- //
- // Transforms the vector as a point with a w coordinate of 1. This
- // means translations will have an effect, for example.
- transformPoint: function(v) {
- var m = this.m;
- return new Vector(
- m[0] * v.x + m[1] * v.y + m[2] * v.z + m[3],
- m[4] * v.x + m[5] * v.y + m[6] * v.z + m[7],
- m[8] * v.x + m[9] * v.y + m[10] * v.z + m[11]
- ).divide(m[12] * v.x + m[13] * v.y + m[14] * v.z + m[15]);
- },
- // ### .transformPoint(vector)
- //
- // Transforms the vector as a vector with a w coordinate of 0. This
- // means translations will have no effect, for example.
- transformVector: function(v) {
- var m = this.m;
- return new Vector(
- m[0] * v.x + m[1] * v.y + m[2] * v.z,
- m[4] * v.x + m[5] * v.y + m[6] * v.z,
- m[8] * v.x + m[9] * v.y + m[10] * v.z
- );
- }
- };
- // ### GL.Matrix.inverse(matrix[, result])
- //
- // Returns the matrix that when multiplied with `matrix` results in the
- // identity matrix. You can optionally pass an existing matrix in `result`
- // to avoid allocating a new matrix. This implementation is from the Mesa
- // OpenGL function `__gluInvertMatrixd()` found in `project.c`.
- Matrix.inverse = function(matrix, result) {
- result = result || new Matrix();
- var m = matrix.m,
- r = result.m;
- r[0] = m[5] * m[10] * m[15] - m[5] * m[14] * m[11] - m[6] * m[9] * m[15] + m[6] * m[13] * m[11] + m[7] * m[9] * m[14] - m[7] * m[13] * m[10];
- r[1] = -m[1] * m[10] * m[15] + m[1] * m[14] * m[11] + m[2] * m[9] * m[15] - m[2] * m[13] * m[11] - m[3] * m[9] * m[14] + m[3] * m[13] * m[10];
- r[2] = m[1] * m[6] * m[15] - m[1] * m[14] * m[7] - m[2] * m[5] * m[15] + m[2] * m[13] * m[7] + m[3] * m[5] * m[14] - m[3] * m[13] * m[6];
- r[3] = -m[1] * m[6] * m[11] + m[1] * m[10] * m[7] + m[2] * m[5] * m[11] - m[2] * m[9] * m[7] - m[3] * m[5] * m[10] + m[3] * m[9] * m[6];
- r[4] = -m[4] * m[10] * m[15] + m[4] * m[14] * m[11] + m[6] * m[8] * m[15] - m[6] * m[12] * m[11] - m[7] * m[8] * m[14] + m[7] * m[12] * m[10];
- r[5] = m[0] * m[10] * m[15] - m[0] * m[14] * m[11] - m[2] * m[8] * m[15] + m[2] * m[12] * m[11] + m[3] * m[8] * m[14] - m[3] * m[12] * m[10];
- r[6] = -m[0] * m[6] * m[15] + m[0] * m[14] * m[7] + m[2] * m[4] * m[15] - m[2] * m[12] * m[7] - m[3] * m[4] * m[14] + m[3] * m[12] * m[6];
- r[7] = m[0] * m[6] * m[11] - m[0] * m[10] * m[7] - m[2] * m[4] * m[11] + m[2] * m[8] * m[7] + m[3] * m[4] * m[10] - m[3] * m[8] * m[6];
- r[8] = m[4] * m[9] * m[15] - m[4] * m[13] * m[11] - m[5] * m[8] * m[15] + m[5] * m[12] * m[11] + m[7] * m[8] * m[13] - m[7] * m[12] * m[9];
- r[9] = -m[0] * m[9] * m[15] + m[0] * m[13] * m[11] + m[1] * m[8] * m[15] - m[1] * m[12] * m[11] - m[3] * m[8] * m[13] + m[3] * m[12] * m[9];
- r[10] = m[0] * m[5] * m[15] - m[0] * m[13] * m[7] - m[1] * m[4] * m[15] + m[1] * m[12] * m[7] + m[3] * m[4] * m[13] - m[3] * m[12] * m[5];
- r[11] = -m[0] * m[5] * m[11] + m[0] * m[9] * m[7] + m[1] * m[4] * m[11] - m[1] * m[8] * m[7] - m[3] * m[4] * m[9] + m[3] * m[8] * m[5];
- r[12] = -m[4] * m[9] * m[14] + m[4] * m[13] * m[10] + m[5] * m[8] * m[14] - m[5] * m[12] * m[10] - m[6] * m[8] * m[13] + m[6] * m[12] * m[9];
- r[13] = m[0] * m[9] * m[14] - m[0] * m[13] * m[10] - m[1] * m[8] * m[14] + m[1] * m[12] * m[10] + m[2] * m[8] * m[13] - m[2] * m[12] * m[9];
- r[14] = -m[0] * m[5] * m[14] + m[0] * m[13] * m[6] + m[1] * m[4] * m[14] - m[1] * m[12] * m[6] - m[2] * m[4] * m[13] + m[2] * m[12] * m[5];
- r[15] = m[0] * m[5] * m[10] - m[0] * m[9] * m[6] - m[1] * m[4] * m[10] + m[1] * m[8] * m[6] + m[2] * m[4] * m[9] - m[2] * m[8] * m[5];
- var det = m[0] * r[0] + m[1] * r[4] + m[2] * r[8] + m[3] * r[12];
- for(var i = 0; i < 16; i++) r[i] /= det;
- return result;
- };
- // ### GL.Matrix.transpose(matrix[, result])
- //
- // Returns `matrix`, exchanging columns for rows. You can optionally pass an
- // existing matrix in `result` to avoid allocating a new matrix.
- Matrix.transpose = function(matrix, result) {
- result = result || new Matrix();
- var m = matrix.m,
- r = result.m;
- r[0] = m[0];
- r[1] = m[4];
- r[2] = m[8];
- r[3] = m[12];
- r[4] = m[1];
- r[5] = m[5];
- r[6] = m[9];
- r[7] = m[13];
- r[8] = m[2];
- r[9] = m[6];
- r[10] = m[10];
- r[11] = m[14];
- r[12] = m[3];
- r[13] = m[7];
- r[14] = m[11];
- r[15] = m[15];
- return result;
- };
- // ### GL.Matrix.multiply(left, right[, result])
- //
- // Returns the concatenation of the transforms for `left` and `right`. You can
- // optionally pass an existing matrix in `result` to avoid allocating a new
- // matrix. This emulates the OpenGL function `glMultMatrix()`.
- Matrix.multiply = function(left, right, result) {
- result = result || new Matrix();
- var a = left.m,
- b = right.m,
- r = result.m;
- r[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12];
- r[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13];
- r[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14];
- r[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15];
- r[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12];
- r[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13];
- r[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14];
- r[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15];
- r[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12];
- r[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13];
- r[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14];
- r[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15];
- r[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12];
- r[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13];
- r[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14];
- r[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15];
- return result;
- };
- // ### GL.Matrix.identity([result])
- //
- // Returns an identity matrix. You can optionally pass an existing matrix in
- // `result` to avoid allocating a new matrix. This emulates the OpenGL function
- // `glLoadIdentity()`.
- Matrix.identity = function(result) {
- result = result || new Matrix();
- var m = result.m;
- m[0] = m[5] = m[10] = m[15] = 1;
- m[1] = m[2] = m[3] = m[4] = m[6] = m[7] = m[8] = m[9] = m[11] = m[12] = m[13] = m[14] = 0;
- return result;
- };
- // ### GL.Matrix.perspective(fov, aspect, near, far[, result])
- //
- // Returns a perspective transform matrix, which makes far away objects appear
- // smaller than nearby objects. The `aspect` argument should be the width
- // divided by the height of your viewport and `fov` is the top-to-bottom angle
- // of the field of view in degrees. You can optionally pass an existing matrix
- // in `result` to avoid allocating a new matrix. This emulates the OpenGL
- // function `gluPerspective()`.
- Matrix.perspective = function(fov, aspect, near, far, result) {
- var y = Math.tan(fov * Math.PI / 360) * near;
- var x = y * aspect;
- return Matrix.frustum(-x, x, -y, y, near, far, result);
- };
- // ### GL.Matrix.frustum(left, right, bottom, top, near, far[, result])
- //
- // Sets up a viewing frustum, which is shaped like a truncated pyramid with the
- // camera where the point of the pyramid would be. You can optionally pass an
- // existing matrix in `result` to avoid allocating a new matrix. This emulates
- // the OpenGL function `glFrustum()`.
- Matrix.frustum = function(l, r, b, t, n, f, result) {
- result = result || new Matrix();
- var m = result.m;
- m[0] = 2 * n / (r - l);
- m[1] = 0;
- m[2] = (r + l) / (r - l);
- m[3] = 0;
- m[4] = 0;
- m[5] = 2 * n / (t - b);
- m[6] = (t + b) / (t - b);
- m[7] = 0;
- m[8] = 0;
- m[9] = 0;
- m[10] = -(f + n) / (f - n);
- m[11] = -2 * f * n / (f - n);
- m[12] = 0;
- m[13] = 0;
- m[14] = -1;
- m[15] = 0;
- return result;
- };
- // ### GL.Matrix.ortho(left, right, bottom, top, near, far[, result])
- //
- // Returns an orthographic projection, in which objects are the same size no
- // matter how far away or nearby they are. You can optionally pass an existing
- // matrix in `result` to avoid allocating a new matrix. This emulates the OpenGL
- // function `glOrtho()`.
- Matrix.ortho = function(l, r, b, t, n, f, result) {
- result = result || new Matrix();
- var m = result.m;
- m[0] = 2 / (r - l);
- m[1] = 0;
- m[2] = 0;
- m[3] = -(r + l) / (r - l);
- m[4] = 0;
- m[5] = 2 / (t - b);
- m[6] = 0;
- m[7] = -(t + b) / (t - b);
- m[8] = 0;
- m[9] = 0;
- m[10] = -2 / (f - n);
- m[11] = -(f + n) / (f - n);
- m[12] = 0;
- m[13] = 0;
- m[14] = 0;
- m[15] = 1;
- return result;
- };
- // ### GL.Matrix.scale(x, y, z[, result])
- //
- // This emulates the OpenGL function `glScale()`. You can optionally pass an
- // existing matrix in `result` to avoid allocating a new matrix.
- Matrix.scale = function(x, y, z, result) {
- result = result || new Matrix();
- var m = result.m;
- m[0] = x;
- m[1] = 0;
- m[2] = 0;
- m[3] = 0;
- m[4] = 0;
- m[5] = y;
- m[6] = 0;
- m[7] = 0;
- m[8] = 0;
- m[9] = 0;
- m[10] = z;
- m[11] = 0;
- m[12] = 0;
- m[13] = 0;
- m[14] = 0;
- m[15] = 1;
- return result;
- };
- // ### GL.Matrix.translate(x, y, z[, result])
- //
- // This emulates the OpenGL function `glTranslate()`. You can optionally pass
- // an existing matrix in `result` to avoid allocating a new matrix.
- Matrix.translate = function(x, y, z, result) {
- result = result || new Matrix();
- var m = result.m;
- m[0] = 1;
- m[1] = 0;
- m[2] = 0;
- m[3] = x;
- m[4] = 0;
- m[5] = 1;
- m[6] = 0;
- m[7] = y;
- m[8] = 0;
- m[9] = 0;
- m[10] = 1;
- m[11] = z;
- m[12] = 0;
- m[13] = 0;
- m[14] = 0;
- m[15] = 1;
- return result;
- };
- // ### GL.Matrix.rotate(a, x, y, z[, result])
- //
- // Returns a matrix that rotates by `a` degrees around the vector `x, y, z`.
- // You can optionally pass an existing matrix in `result` to avoid allocating
- // a new matrix. This emulates the OpenGL function `glRotate()`.
- Matrix.rotate = function(a, x, y, z, result) {
- if(!a || (!x && !y && !z)) {
- return Matrix.identity(result);
- }
- result = result || new Matrix();
- var m = result.m;
- var d = Math.sqrt(x * x + y * y + z * z);
- a *= Math.PI / 180;
- x /= d;
- y /= d;
- z /= d;
- var c = Math.cos(a),
- s = Math.sin(a),
- t = 1 - c;
- m[0] = x * x * t + c;
- m[1] = x * y * t - z * s;
- m[2] = x * z * t + y * s;
- m[3] = 0;
- m[4] = y * x * t + z * s;
- m[5] = y * y * t + c;
- m[6] = y * z * t - x * s;
- m[7] = 0;
- m[8] = z * x * t - y * s;
- m[9] = z * y * t + x * s;
- m[10] = z * z * t + c;
- m[11] = 0;
- m[12] = 0;
- m[13] = 0;
- m[14] = 0;
- m[15] = 1;
- return result;
- };
- // ### GL.Matrix.lookAt(ex, ey, ez, cx, cy, cz, ux, uy, uz[, result])
- //
- // Returns a matrix that puts the camera at the eye point `ex, ey, ez` looking
- // toward the center point `cx, cy, cz` with an up direction of `ux, uy, uz`.
- // You can optionally pass an existing matrix in `result` to avoid allocating
- // a new matrix. This emulates the OpenGL function `gluLookAt()`.
- Matrix.lookAt = function(ex, ey, ez, cx, cy, cz, ux, uy, uz, result) {
- result = result || new Matrix();
- var m = result.m;
- var e = new Vector(ex, ey, ez);
- var c = new Vector(cx, cy, cz);
- var u = new Vector(ux, uy, uz);
- var f = e.subtract(c).unit();
- var s = u.cross(f).unit();
- var t = f.cross(s).unit();
- m[0] = s.x;
- m[1] = s.y;
- m[2] = s.z;
- m[3] = -s.dot(e);
- m[4] = t.x;
- m[5] = t.y;
- m[6] = t.z;
- m[7] = -t.dot(e);
- m[8] = f.x;
- m[9] = f.y;
- m[10] = f.z;
- m[11] = -f.dot(e);
- m[12] = 0;
- m[13] = 0;
- m[14] = 0;
- m[15] = 1;
- return result;
- };
- // src/raytracer.js
- // Provides a convenient raytracing interface.
- // ### new GL.HitTest([t, hit, normal])
- //
- // This is the object used to return hit test results. If there are no
- // arguments, the constructed argument represents a hit infinitely far
- // away.
- function HitTest(t, hit, normal) {
- this.t = arguments.length ? t : Number.MAX_VALUE;
- this.hit = hit;
- this.normal = normal;
- }
- // ### .mergeWith(other)
- //
- // Changes this object to be the closer of the two hit test results.
- HitTest.prototype = {
- mergeWith: function(other) {
- if(other.t > 0 && other.t < this.t) {
- this.t = other.t;
- this.hit = other.hit;
- this.normal = other.normal;
- }
- }
- };
- // ### new GL.Raytracer()
- //
- // This will read the current modelview matrix, projection matrix, and viewport,
- // reconstruct the eye position, and store enough information to later generate
- // per-pixel rays using `getRayForPixel()`.
- //
- // Example usage:
- //
- // var tracer = new GL.Raytracer();
- // var ray = tracer.getRayForPixel(
- // gl.canvas.width / 2,
- // gl.canvas.height / 2);
- // var result = GL.Raytracer.hitTestSphere(
- // tracer.eye, ray, new GL.Vector(0, 0, 0), 1);
- function Raytracer() {
- var v = gl.getParameter(gl.VIEWPORT);
- var m = gl.modelviewMatrix.m;
- var axisX = new Vector(m[0], m[4], m[8]);
- var axisY = new Vector(m[1], m[5], m[9]);
- var axisZ = new Vector(m[2], m[6], m[10]);
- var offset = new Vector(m[3], m[7], m[11]);
- this.eye = new Vector(-offset.dot(axisX), -offset.dot(axisY), -offset.dot(axisZ));
- var minX = v[0],
- maxX = minX + v[2];
- var minY = v[1],
- maxY = minY + v[3];
- this.ray00 = gl.unProject(minX, minY, 1).subtract(this.eye);
- this.ray10 = gl.unProject(maxX, minY, 1).subtract(this.eye);
- this.ray01 = gl.unProject(minX, maxY, 1).subtract(this.eye);
- this.ray11 = gl.unProject(maxX, maxY, 1).subtract(this.eye);
- this.viewport = v;
- }
- Raytracer.prototype = {
- // ### .getRayForPixel(x, y)
- //
- // Returns the ray originating from the camera and traveling through the pixel `x, y`.
- getRayForPixel: function(x, y) {
- x = (x - this.viewport[0]) / this.viewport[2];
- y = 1 - (y - this.viewport[1]) / this.viewport[3];
- var ray0 = Vector.lerp(this.ray00, this.ray10, x);
- var ray1 = Vector.lerp(this.ray01, this.ray11, x);
- return Vector.lerp(ray0, ray1, y).unit();
- }
- };
- // ### GL.Raytracer.hitTestBox(origin, ray, min, max)
- //
- // Traces the ray starting from `origin` along `ray` against the axis-aligned box
- // whose coordinates extend from `min` to `max`. Returns a `HitTest` with the
- // information or `null` for no intersection.
- //
- // This implementation uses the [slab intersection method](http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm).
- Raytracer.hitTestBox = function(origin, ray, min, max) {
- var tMin = min.subtract(origin).divide(ray);
- var tMax = max.subtract(origin).divide(ray);
- var t1 = Vector.min(tMin, tMax);
- var t2 = Vector.max(tMin, tMax);
- var tNear = t1.max();
- var tFar = t2.min();
- if(tNear > 0 && tNear < tFar) {
- var epsilon = 1.0e-6,
- hit = origin.add(ray.multiply(tNear));
- min = min.add(epsilon);
- max = max.subtract(epsilon);
- return new HitTest(tNear, hit, new Vector(
- (hit.x > max.x) - (hit.x < min.x), (hit.y > max.y) - (hit.y < min.y), (hit.z > max.z) - (hit.z < min.z)));
- }
- return null;
- };
- // ### GL.Raytracer.hitTestSphere(origin, ray, center, radius)
- //
- // Traces the ray starting from `origin` along `ray` against the sphere defined
- // by `center` and `radius`. Returns a `HitTest` with the information or `null`
- // for no intersection.
- Raytracer.hitTestSphere = function(origin, ray, center, radius) {
- var offset = origin.subtract(center);
- var a = ray.dot(ray);
- var b = 2 * ray.dot(offset);
- var c = offset.dot(offset) - radius * radius;
- var discriminant = b * b - 4 * a * c;
- if(discriminant > 0) {
- var t = (-b - Math.sqrt(discriminant)) / (2 * a),
- hit = origin.add(ray.multiply(t));
- return new HitTest(t, hit, hit.subtract(center).divide(radius));
- }
- return null;
- };
- // ### GL.Raytracer.hitTestTriangle(origin, ray, a, b, c)
- //
- // Traces the ray starting from `origin` along `ray` against the triangle defined
- // by the points `a`, `b`, and `c`. Returns a `HitTest` with the information or
- // `null` for no intersection.
- Raytracer.hitTestTriangle = function(origin, ray, a, b, c) {
- var ab = b.subtract(a);
- var ac = c.subtract(a);
- var normal = ab.cross(ac).unit();
- var t = normal.dot(a.subtract(origin)) / normal.dot(ray);
- if(t > 0) {
- var hit = origin.add(ray.multiply(t));
- var toHit = hit.subtract(a);
- var dot00 = ac.dot(ac);
- var dot01 = ac.dot(ab);
- var dot02 = ac.dot(toHit);
- var dot11 = ab.dot(ab);
- var dot12 = ab.dot(toHit);
- var divide = dot00 * dot11 - dot01 * dot01;
- var u = (dot11 * dot02 - dot01 * dot12) / divide;
- var v = (dot00 * dot12 - dot01 * dot02) / divide;
- if(u >= 0 && v >= 0 && u + v <= 1) return new HitTest(t, hit, normal);
- }
- return null;
- };
- return GL;
- })();
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