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webGLInterface.js
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<script src="CanvasMatrix.js" type="text/javascript"> </script>
<script src="utils3d.js" type="text/javascript"> </script>
<script src="MyObjects.js" type="text/javascript"> </script>
<script src="MySkyControls.js" type="text/javascript"> </script>
<script id="vshader" type="x-shader/x-vertex">
uniform mat4 u_modelViewProjMatrix;
uniform mat4 u_normalMatrix;
uniform vec3 lightDir;
uniform vec4 u_color;
attribute vec3 vNormal;
attribute vec4 vTexCoord;
attribute vec4 vPosition;
varying vec2 v_texCoord;
void main()
{
gl_Position = u_modelViewProjMatrix * vPosition;
v_texCoord = vTexCoord.st;
vec4 transNormal = u_normalMatrix * vec4(vNormal, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
uniform sampler2D sampler2d;
uniform vec4 u_color;
varying vec2 v_texCoord;
void main()
{
vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t);
vec4 color = texture2D(sampler2d, texCoord);
if(v_texCoord.s < 0.0 || v_texCoord.t < 0.0)
{
color = vec4(0.0, 0.0, 0.0, 0.0);
}
color.rgb = u_color.rgb;
color.a *= u_color.a;
gl_FragColor = color;
}
/*
float blursize = 1.0/1024.0;
void main()
{
vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t);
vec4 sum = vec4(0.0);
sum += texture2D(sampler2d, vec2(texCoord.x + 10.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 9.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 8.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 7.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 6.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 5.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 4.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 3.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + 2.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x + blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 2.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 3.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 4.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 5.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 6.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 7.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 8.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 9.0*blursize, texCoord.y));
sum += texture2D(sampler2d, vec2(texCoord.x - 10.0*blursize, texCoord.y));
//sum /= vec4(21.0);
sum.rgb = u_color.rgb;
sum.a = clamp(sum.a, 0.0, 1.0);
sum.a *= u_color.a;
gl_FragColor = sum;
}*/
</script>
<script type="text/javascript">
var overlay = new Array();
var gridTexture;
function init()
{
// Initialize
gl = initWebGL("skycanvas", "vshader", "fshader", ["vColor", "vTexCoord", "vPosition"], [ 0, 0, 0, 1 ], 3);
// Set some uniform variables for the shaders
gl.uniform4f(gl.getUniformLocation(gl.program, "u_color"), 0, 1, 0, 1);
gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
// Enable texturing
gl.enable(gl.TEXTURE_2D);
// Create a box. On return 'gl' contains a 'box' property with
// the BufferObjects containing the arrays for vertices,
// normals, texture coords, and indices.
gl.sphere = makeSphere(gl, 360, 178);
// Create some matrices to use later and save their locations in the shaders
gl.mvMatrix = new CanvasMatrix4();
gl.u_normalMatrixLoc = gl.getUniformLocation(gl.program, "u_normalMatrix");
gl.normalMatrix = new CanvasMatrix4();
gl.u_modelViewProjMatrixLoc = gl.getUniformLocation(gl.program, "u_modelViewProjMatrix");
gl.mvpMatrix = new CanvasMatrix4();
// Enable all of the vertex attribute arrays.
//gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
gl.enableVertexAttribArray(2);
// Set up all the vertex attributes for vertices, normals and texCoords
gl.bindBuffer(gl.ARRAY_BUFFER, gl.sphere.texCoordObject);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.sphere.vertexObject);
gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
// Bind the index array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.sphere.triangleIndexObject);
drawGrid = true;
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// gl.disable(gl.DEPTH_TEST);
// Load an image to use. Returns a WebGLTexture object
var box = getViewBoundingBox();
gridTexture = loadImageTexture(gl, "gridColor.png");
for(var i=0; i<1; i++)
{
overlay[i] = { };
overlay[i].texture = loadImageTextureWithBox(gl, "updateOverlay.php?north=" + box.north + "&east=" + box.east + "&south=" + box.south + "&west=" + box.west + "&arcSecondsRadius=3&hex=" + document.getElementById(String(i) + "hex").value + "&keyVal=" + document.getElementById(String(i) + "dbFields").options[document.getElementById(String(i) + "dbFields").selectedIndex].value + "&keyMin=" + document.getElementById(String(i) + "keyMin").value + "&keyMax=" + document.getElementById(String(i) + "keyMax").value, box, i);
overlay[i].mesh = makeOverlayVerts(gl, box);
overlay[i].color = new Array(1.0, 0.0, 0.0, 1.0);
overlay[i].keyMin = 0.0;
overlay[i].keyMax = 1.0;
overlay[i].key = "z";
}
return gl;
}
var width = -1;
var height = -1;
var width_div_2 = 0;
var height_div_2 = 0;
var tan_fov_div_2;
var aspect = 0;
function reshape(gl)
{
var canvas = document.getElementById('skycanvas');
if (canvas.clientWidth == width && canvas.clientHeight == height)
return;
width = canvas.clientWidth;
height = canvas.clientHeight;
width_div_2 = width/2.0;
height_div_2 = height/2.0;
aspect = width/height;
tan_fov_div_2 = Math.tan((15 * Math.PI)/180.0);
// Set the viewport and projection matrix for the scene
gl.viewport(0, 0, width, height);
gl.perspectiveMatrix = new CanvasMatrix4();
gl.perspectiveMatrix.perspective(30, width/height, 1, 3);
}
var currScale = 7.14;
function drawPicture(gl)
{
// Make sure the canvas is sized correctly.
reshape(gl);
// Clear the canvas
gl.clear(gl.COLOR_BUFFER_BIT);
// Make a model/view matrix.
gl.mvMatrix.makeIdentity();
gl.mvMatrix.rotate(rotateY, 0,1,0);
gl.mvMatrix.rotate(rotateX, 1,0,0);
gl.mvMatrix.translate(0, 0, 2);
gl.mvMatrix.scale(currScale, currScale, currScale);
gl.mvMatrix.translate(0, 0, -2);
// Construct the normal matrix from the model-view matrix and pass it in
gl.normalMatrix.load(gl.mvMatrix);
gl.normalMatrix.invert();
gl.normalMatrix.transpose();
gl.uniformMatrix4fv(gl.u_normalMatrixLoc, false,
gl.normalMatrix.getAsFloat32Array());
// Construct the model-view * projection matrix and pass it in
gl.mvpMatrix.load(gl.mvMatrix);
gl.mvpMatrix.multRight(gl.perspectiveMatrix);
gl.uniformMatrix4fv(gl.u_modelViewProjMatrixLoc, false,
gl.mvpMatrix.getAsFloat32Array());
// Bind the index array
if(drawGrid)
{
gl.uniform4f(gl.getUniformLocation(gl.program, "u_color"), 0.0, 0.5, 1.0, 0.2);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.sphere.texCoordObject);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.sphere.vertexObject);
gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.sphere.gridIndexObject);
//gl.disable(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, gridTexture);
gl.drawElements(gl.LINES, gl.sphere.numGridIndices, gl.UNSIGNED_SHORT, 0);
//gl.enable(gl.TEXTURE_2D);
}
/*
for(var i = 0; i<overlay.length; i++)
{
gl.bindTexture(gl.TEXTURE_2D, overlay[i].texture);
// Bind the index array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.sphere.triangleIndexObject);
// Draw the skysphere
gl.drawElements(gl.TRIANGLES, gl.sphere.numTriangleIndices, gl.UNSIGNED_SHORT, 0);
//gl.drawArrays(gl.LINE_LOOP, 0, gl.sphere.numVerts);
}
*/
/*gl.bindTexture(gl.TEXTURE_2D, gridTexture);
for(var i = 0; i<overlay.length; i++)
{
if(document.getElementById(String(i) + "visible").checked)
{
gl.bindBuffer(gl.ARRAY_BUFFER, overlay[i].mesh.texCoordObject);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, overlay[i].mesh.vertexObject);
gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
// Bind the index array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, overlay[i].mesh.gridIndexObject);
// Draw the skysphere
gl.drawElements(gl.LINES, overlay[i].mesh.numGridIndices, gl.UNSIGNED_SHORT, 0);
//gl.drawArrays(gl.LINE_LOOP, 0, gl.sphere.numVerts);
}
}*/
for(var i = 0; i<overlay.length; i++)
{
if(document.getElementById(String(i) + "visible").checked && overlay[i].texture)
{
gl.uniform4fv(gl.getUniformLocation(gl.program, "u_color"), overlay[i].color);
gl.bindBuffer(gl.ARRAY_BUFFER, overlay[i].mesh.texCoordObject);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, overlay[i].mesh.vertexObject);
gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
gl.bindTexture(gl.TEXTURE_2D, overlay[i].texture);
// Bind the index array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, overlay[i].mesh.triangleIndexObject);
// Draw the skysphere
gl.drawElements(gl.TRIANGLES, overlay[i].mesh.numTriangleIndices, gl.UNSIGNED_SHORT, 0);
//gl.drawArrays(gl.LINE_LOOP, 0, gl.sphere.numVerts);
}
}
// Bind the texture to use
/* gl.bindTexture(gl.TEXTURE_2D, overlay[0]);
// Bind the index array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.sphere.triangleIndexObject);
// Draw the skysphere
gl.drawElements(gl.TRIANGLES, gl.sphere.numTriangleIndices, gl.UNSIGNED_SHORT, 0);
//gl.drawArrays(gl.LINE_LOOP, 0, gl.sphere.numVerts);
*/
// Finish up.
gl.flush();
//framerate.snapshot();
}
function start()
{
var c = document.getElementById("skycanvas");
c.width = window.innerWidth;
c.height = window.innerHeight;
//framerate = new Framerate("xyz");
var gl = init();
setInterval(function() { drawPicture(gl) }, 15);
}
function hexToR(hexString)
{
return parseInt((cutHex(hexString)).substring(0,2), 16) / 255.0;
}
function hexToG(hexString)
{
return parseInt((cutHex(hexString)).substring(2,4), 16) / 255.0;
}
function hexToB(hexString)
{
return parseInt((cutHex(hexString)).substring(4,6), 16) / 255.0;
}
function cutHex(hexString)
{
return (hexString.charAt(0)=="#") ? hexString.substring(1,7):hexString;
}
function updateColorForOverlay(i)
{
var hexString = document.getElementById(String(i) + "hex").value;
overlay[i].color[0] = hexToR(hexString);
overlay[i].color[1] = hexToG(hexString);
overlay[i].color[2] = hexToB(hexString);
}
function updateAlphaForOverlay(i)
{
overlay[i].color[3] = parseFloat(document.getElementById(String(i) + "alpha").value)/100.0;
}
function updateKeyMinForOverlay(i)
{
overlay[i].keyMin = parseFloat(document.getElementById(String(i) + "keyMin").value);
}
function updateKeyMaxForOverlay(i)
{
overlay[i].keyMax = parseFloat(document.getElementById(String(i) + "keyMax").value);
}
function updateKeyForOverlay(i)
{
overlay[i].key = document.getElementById(String(i) + "dbFields").options[document.getElementById(String(i) + "dbFields").selectedIndex].value;
}
</script>