panorama-viewer/panorama-viewer.js

244 lines
7.7 KiB
JavaScript
Raw Permalink Normal View History

2022-10-22 18:08:26 +00:00
"use strict";
(() => {
2024-07-23 04:29:39 +00:00
const makeSphere = (meridians = 3, bandsPerHemisphere = 1) => {
const assert = (cond, msg) => { if (!cond) throw (msg ? msg : "failed assertion"); };
2022-10-23 18:36:16 +00:00
// The number of meridians dividing the sphere's surface.
// Two meridians would make an XZ plane.
2024-07-23 04:29:39 +00:00
assert(meridians >= 3);
assert(Number.isInteger(meridians));
2022-10-23 18:36:16 +00:00
2024-07-23 04:29:39 +00:00
// The number of latitude bands comprising each hemisphere.
assert(bandsPerHemisphere >= 1);
assert(Number.isInteger(bandsPerHemisphere));
2022-10-23 18:36:16 +00:00
2024-07-23 04:29:39 +00:00
const parallels = bandsPerHemisphere * 2 + 1;
2022-10-23 22:21:08 +00:00
// The seam needs two of each vertex so we can map the texture correctly.
const vertices = new Float32Array((meridians + 1) * parallels * 5);
const vertexStride = 5 * vertices.constructor.BYTES_PER_ELEMENT;
const positionOffset = 0;
const textureCoordOffset = 3 * vertices.constructor.BYTES_PER_ELEMENT;
let verticesIdx = 0;
2024-07-23 04:29:39 +00:00
/*
In order to cut down on distortion at the poles, the parallels
are not at equal intervals of latitude. Instead, the parallels
describe the intersections of the (circum)sphere with a set of
concentric, evenly spaced, vertically oriented cylinders. This
makes the parallels denser towards the poles, in proportion to
how badly that density is needed at any given latitude.
*/
2022-10-23 18:36:16 +00:00
for (let p = 0; p < parallels; p++) {
2024-07-23 04:29:39 +00:00
const π = Math.PI;
const sin = Math.sin;
const lat = π * sin(π * (p - bandsPerHemisphere) / 2 / bandsPerHemisphere) / 2;
2022-10-24 00:51:27 +00:00
const y = Math.sin(lat);
2022-10-23 22:21:08 +00:00
for (let m = 0; m < meridians + 1; m++) {
2022-10-24 00:51:27 +00:00
const long = m * 2 * Math.PI / meridians;
2024-07-23 04:29:39 +00:00
const x = Math.cos(lat) * Math.sin(long);
const z = Math.cos(lat) * Math.cos(long);
2022-10-23 22:21:08 +00:00
const u = m / meridians;
2024-07-23 04:29:39 +00:00
const v = lat / π + 0.5;
2022-10-23 22:21:08 +00:00
vertices[verticesIdx++] = x;
vertices[verticesIdx++] = y;
vertices[verticesIdx++] = z;
vertices[verticesIdx++] = u;
vertices[verticesIdx++] = v;
2022-10-23 18:36:16 +00:00
}
}
const indices = new Uint16Array(meridians * (parallels - 1) * 6);
let indicesIdx = 0;
for (let p = 0; p < parallels - 1; p++) {
for (let m = 0; m < meridians; m++) {
2022-10-23 22:21:08 +00:00
const lowerLeft = p * (meridians + 1) + m;
const lowerRight = p * (meridians + 1) + (m + 1);
const upperLeft = (p + 1) * (meridians + 1) + m;
const upperRight = (p + 1) * (meridians + 1) + (m + 1);
2022-10-23 18:36:16 +00:00
const currIndices = [
// Lower triangle
lowerLeft, lowerRight, upperRight,
// Upper triangle
lowerLeft, upperRight, upperLeft,
];
for (const index of currIndices) {
indices[indicesIdx++] = index;
}
}
}
return {
2022-10-23 22:21:08 +00:00
vertices, indices,
vertexStride, positionOffset, textureCoordOffset,
};
2022-10-23 18:36:16 +00:00
}
2022-10-22 19:41:00 +00:00
const initShaderProgram = (gl) => {
2022-10-22 18:08:26 +00:00
const vShaderSrc = `
attribute vec3 position;
2022-10-23 15:10:11 +00:00
attribute vec2 textureCoord;
2022-10-22 18:08:26 +00:00
2024-07-22 22:01:28 +00:00
uniform mat4 viewMatrix;
2022-10-24 05:30:15 +00:00
uniform mat4 projectionMatrix;
2022-10-23 15:10:11 +00:00
varying highp vec2 vTextureCoord;
2022-10-22 19:41:00 +00:00
2022-10-22 18:08:26 +00:00
void main() {
2024-07-22 22:01:28 +00:00
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1);
2022-10-23 15:10:11 +00:00
vTextureCoord = textureCoord;
2022-10-22 18:08:26 +00:00
}
`;
const fShaderSrc = `
2022-10-23 15:10:11 +00:00
varying highp vec2 vTextureCoord;
uniform sampler2D sampler;
2022-10-22 18:08:26 +00:00
void main() {
2022-10-24 00:51:27 +00:00
gl_FragColor = texture2D(sampler, vTextureCoord);
2022-10-22 18:08:26 +00:00
}
`;
const compileShader = (src, type) => {
let shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
2022-10-23 15:10:11 +00:00
throw gl.getShaderInfoLog(shader);
2022-10-22 18:08:26 +00:00
}
return shader;
2022-10-22 15:53:10 +00:00
}
2022-10-22 18:08:26 +00:00
let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER);
let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER);
2022-10-22 15:53:10 +00:00
2022-10-22 18:08:26 +00:00
let program = gl.createProgram();
gl.attachShader(program, vShader);
gl.attachShader(program, fShader);
gl.linkProgram(program);
let success = gl.getProgramParameter(program, gl.LINK_STATUS);
2022-10-22 15:53:10 +00:00
if (!success) {
2022-10-22 18:08:26 +00:00
throw gl.getProgramInfoLog(program);
2022-10-22 15:53:10 +00:00
}
2022-10-22 19:41:00 +00:00
return program;
};
2022-10-23 15:10:11 +00:00
const loadTexture = (gl, image, textureUnit = 0) => {
const textureUnitName = `TEXTURE${textureUnit}`
const texture = gl.createTexture();
const samplerLocation = gl.getUniformLocation(program, "sampler");
image.addEventListener("load", () => {
gl.activeTexture(gl[textureUnitName]);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(samplerLocation, textureUnit);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
2022-10-23 15:10:11 +00:00
});
return texture;
};
2022-10-22 19:41:00 +00:00
let viewer = document.getElementById("viewer");
2022-10-24 00:59:52 +00:00
let gl = viewer.getContext("webgl2");
2022-10-22 19:41:00 +00:00
let program = initShaderProgram(gl);
2024-07-22 22:01:28 +00:00
let viewMatrixLocation = gl.getUniformLocation(program, "viewMatrix");
2022-10-24 05:30:15 +00:00
let projectionMatrixLocation = gl.getUniformLocation(program, "projectionMatrix");
2022-10-22 19:41:00 +00:00
2022-10-22 21:32:28 +00:00
// Set up mouse-panning state machine.
2024-07-22 22:01:28 +00:00
let yaw = 0;
let pitch = 0;
2022-10-22 21:32:28 +00:00
const PanState = Object.freeze({
idle: (event) => {
if (event.type === "mousedown") {
return PanState.panning;
}
return PanState.idle;
},
panning: (event) => {
switch (event.type) {
case "mouseup":
return PanState.idle;
case "mouseover":
if ((event.buttons & 1) == 0) {
return PanState.idle;
}
break;
case "mousemove":
2024-07-22 22:01:28 +00:00
yaw += event.movementX * 0.005;
pitch += event.movementY * 0.005;
if (pitch < -Math.PI / 2) {
pitch = -Math.PI / 2;
} else if (pitch > Math.PI / 2) {
pitch = Math.PI / 2;
2022-10-24 04:40:08 +00:00
}
2022-10-22 21:32:28 +00:00
break
}
return PanState.panning;
},
});
const runPanState = (mouseEvent) => {
panState = panState(mouseEvent);
}
var panState = PanState.idle;
viewer.addEventListener("mousedown", runPanState);
viewer.addEventListener("mouseup", runPanState);
viewer.addEventListener("mouseover", runPanState);
viewer.addEventListener("mousemove", runPanState);
2022-10-24 17:38:30 +00:00
const minZoom = 1;
let zoom = 3;
viewer.addEventListener("wheel", (evt) => {
2024-07-22 21:18:56 +00:00
zoom = Math.max(zoom * (1 - evt.deltaY * 0.005), minZoom);
2022-10-24 17:38:30 +00:00
evt.preventDefault();
});
gl.useProgram(program);
2024-07-22 22:01:28 +00:00
const sphere = makeSphere(24, 24);
2022-10-23 22:21:08 +00:00
let vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
2024-07-22 22:01:28 +00:00
gl.bufferData(gl.ARRAY_BUFFER, sphere.vertices, gl.STATIC_DRAW);
const positionLocation = gl.getAttribLocation(program, "position");
2022-10-23 16:03:32 +00:00
const textureCoordLocation = gl.getAttribLocation(program, "textureCoord");
2022-10-23 16:17:35 +00:00
let indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
2024-07-22 22:01:28 +00:00
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, sphere.indices, gl.STATIC_DRAW);
gl.enable(gl.CULL_FACE);
2022-10-23 16:17:35 +00:00
2022-10-23 15:10:11 +00:00
// Load texture
let image = document.getElementById("image");
loadTexture(gl, image);
2022-10-23 15:10:11 +00:00
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
2022-10-22 21:32:28 +00:00
const render = () => {
2022-10-22 18:08:26 +00:00
gl.useProgram(program);
2022-10-22 19:41:00 +00:00
// Create the transformation matrix.
2024-07-22 22:01:28 +00:00
const viewMatrix = mat4.create();
mat4.rotateX(viewMatrix, viewMatrix, pitch);
mat4.rotateY(viewMatrix, viewMatrix, yaw);
gl.uniformMatrix4fv(viewMatrixLocation, false, viewMatrix);
2022-10-22 19:41:00 +00:00
2022-10-24 05:30:15 +00:00
const aspect = gl.drawingBufferWidth / gl.drawingBufferHeight;
const projectionMatrix = mat4.ortho(mat4.create(), -aspect / zoom, aspect / zoom, -1 / zoom, 1 / zoom, -1, 1);
gl.uniformMatrix4fv(projectionMatrixLocation, false, projectionMatrix);
2022-10-23 22:21:08 +00:00
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
2022-10-22 18:08:26 +00:00
gl.enableVertexAttribArray(positionLocation);
2024-07-22 22:01:28 +00:00
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, sphere.vertexStride, sphere.positionOffset);
gl.enableVertexAttribArray(textureCoordLocation);
2024-07-22 22:01:28 +00:00
gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, sphere.vertexStride, sphere.textureCoordOffset);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
2024-07-22 22:01:28 +00:00
gl.drawElements(gl.TRIANGLES, sphere.indices.length, gl.UNSIGNED_SHORT, 0);
2022-10-22 19:41:00 +00:00
requestAnimationFrame(render);
2022-10-22 18:08:26 +00:00
};
2022-10-22 19:41:00 +00:00
requestAnimationFrame(render);
2022-10-22 18:08:26 +00:00
})();