2022-10-22 18:08:26 +00:00
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"use strict";
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(() => {
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2022-10-23 18:36:16 +00:00
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const makeCylinder = (meridians = 3, parallels = 3) => {
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// The number of meridians dividing the sphere's surface.
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// Two meridians would make an XZ plane.
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if (meridians < 3) {
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throw "meridians must be ≥ 3";
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}
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// The number of parallels, including the poles, dividing the sphere's surface.
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// Two parallels would make a vertical line segment.
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if (parallels < 3) {
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throw "parallels must be ≥ 3";
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}
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const radius = 1;
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const positions = new Float32Array(meridians * parallels * 3);
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let positionsIdx = 0;
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for (let p = 0; p < parallels; p++) {
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const y = -radius + p * 2 * radius / parallels;
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for (let m = 0; m < meridians; m++) {
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2022-10-23 18:38:51 +00:00
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const θ = m * 2 * Math.PI / meridians;
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2022-10-23 18:36:16 +00:00
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const x = Math.sin(θ) * radius;
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const z = Math.cos(θ) * radius;
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const currPosition = [
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Math.sin(θ) * radius,
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y,
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Math.cos(θ) * radius,
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];
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for (const coord of currPosition) {
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positions[positionsIdx++] = coord;
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}
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}
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}
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const indices = new Uint16Array(meridians * (parallels - 1) * 6);
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const textureCoords = new Float32Array(meridians * (parallels - 1) * 12);
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let indicesIdx = 0;
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let textureCoordsIdx = 0;
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for (let p = 0; p < parallels - 1; p++) {
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for (let m = 0; m < meridians; m++) {
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const lowerLeft = p * meridians + m;
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const lowerRight = p * meridians + (m + 1) % meridians;
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const upperLeft = (p + 1) * meridians + m;
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const upperRight = (p + 1) * meridians + (m + 1) % meridians;
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const currIndices = [
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// Lower triangle
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lowerLeft, lowerRight, upperRight,
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// Upper triangle
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lowerLeft, upperRight, upperLeft,
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];
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for (const index of currIndices) {
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indices[indicesIdx++] = index;
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}
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const currTextureCoords = [
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// Lower triangle
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m / meridians, p / parallels,
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(m + 1) / meridians, p / parallels,
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(m + 1) / meridians, (p + 1) / parallels,
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// Upper triangle
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m / meridians, p / parallels,
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(m + 1) / meridians, (p + 1) / parallels,
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m / meridians, (p + 1) / parallels,
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];
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for (const coord of currTextureCoords) {
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textureCoords[textureCoordsIdx++] = coord;
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}
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}
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}
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for (let p = 0; p < parallels; p++) {
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for (let m = 0; m < meridians; m++) {
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/*
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*/
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}
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}
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return { positions, textureCoords, indices };
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}
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console.log(makeCylinder());
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2022-10-22 19:41:00 +00:00
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const initShaderProgram = (gl) => {
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2022-10-22 18:08:26 +00:00
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const vShaderSrc = `
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attribute vec3 position;
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2022-10-23 15:10:11 +00:00
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attribute vec2 textureCoord;
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2022-10-22 18:08:26 +00:00
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2022-10-23 15:10:11 +00:00
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uniform mat4 modelMatrix;
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varying highp vec2 vTextureCoord;
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2022-10-22 19:41:00 +00:00
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2022-10-22 18:08:26 +00:00
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void main() {
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2022-10-23 15:10:11 +00:00
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gl_Position = modelMatrix * vec4(position, 1);
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vTextureCoord = textureCoord;
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2022-10-22 18:08:26 +00:00
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}
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`;
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const fShaderSrc = `
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2022-10-23 15:10:11 +00:00
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varying highp vec2 vTextureCoord;
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uniform sampler2D sampler;
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2022-10-22 18:08:26 +00:00
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void main() {
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2022-10-23 15:10:11 +00:00
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gl_FragColor = texture2D(sampler, vTextureCoord);
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2022-10-22 18:08:26 +00:00
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}
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`;
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const compileShader = (src, type) => {
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let shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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2022-10-23 15:10:11 +00:00
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throw gl.getShaderInfoLog(shader);
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2022-10-22 18:08:26 +00:00
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}
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return shader;
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2022-10-22 15:53:10 +00:00
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}
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2022-10-22 18:08:26 +00:00
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let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER);
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let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER);
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2022-10-22 15:53:10 +00:00
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2022-10-22 18:08:26 +00:00
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let program = gl.createProgram();
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gl.attachShader(program, vShader);
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gl.attachShader(program, fShader);
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gl.linkProgram(program);
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let success = gl.getProgramParameter(program, gl.LINK_STATUS);
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2022-10-22 15:53:10 +00:00
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if (!success) {
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2022-10-22 18:08:26 +00:00
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throw gl.getProgramInfoLog(program);
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2022-10-22 15:53:10 +00:00
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}
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2022-10-22 19:41:00 +00:00
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return program;
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};
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2022-10-23 15:10:11 +00:00
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const loadTexture = (gl, image, textureUnit = 0) => {
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const textureUnitName = `TEXTURE${textureUnit}`
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const texture = gl.createTexture();
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const samplerLocation = gl.getUniformLocation(program, "sampler");
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image.addEventListener("load", () => {
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gl.activeTexture(gl[textureUnitName]);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(samplerLocation, textureUnit);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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});
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return texture;
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};
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2022-10-22 19:41:00 +00:00
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let viewer = document.getElementById("viewer");
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let gl = viewer.getContext("webgl2");
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let program = initShaderProgram(gl);
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2022-10-23 15:10:11 +00:00
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let modelMatrixLocation = gl.getUniformLocation(program, "modelMatrix");
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2022-10-22 19:41:00 +00:00
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2022-10-22 21:32:28 +00:00
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// Set up mouse-panning state machine.
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let θy = 0;
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let θx = 0.25;
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const PanState = Object.freeze({
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idle: (event) => {
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if (event.type === "mousedown") {
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return PanState.panning;
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}
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return PanState.idle;
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},
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panning: (event) => {
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switch (event.type) {
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case "mouseup":
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return PanState.idle;
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case "mouseover":
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if ((event.buttons & 1) == 0) {
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return PanState.idle;
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}
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break;
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case "mousemove":
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θy += event.movementX * 0.025;
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θx += event.movementY * 0.025;
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break
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}
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return PanState.panning;
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},
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});
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const runPanState = (mouseEvent) => {
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panState = panState(mouseEvent);
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}
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var panState = PanState.idle;
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viewer.addEventListener("mousedown", runPanState);
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viewer.addEventListener("mouseup", runPanState);
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viewer.addEventListener("mouseover", runPanState);
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viewer.addEventListener("mousemove", runPanState);
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2022-10-23 15:56:44 +00:00
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gl.useProgram(program);
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let vertexBuffer = gl.createBuffer();
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let vertices = new Float32Array([
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2022-10-23 16:03:32 +00:00
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// x, y, z, u, v
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0, 0, 0, 0, 0,
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1, 0, 0, 1, 0,
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1, 1, 0, 1, 1,
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2022-10-23 16:17:35 +00:00
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0, 1, 0, 0, 1,
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2022-10-23 15:56:44 +00:00
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]);
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2022-10-23 16:03:32 +00:00
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const vertexStride = 4 * 5;
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const positionOffset = 0;
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const textureCoordOffset = 4 * 3;
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2022-10-23 15:56:44 +00:00
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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const positionLocation = gl.getAttribLocation(program, "position");
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2022-10-23 16:03:32 +00:00
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const textureCoordLocation = gl.getAttribLocation(program, "textureCoord");
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2022-10-23 15:56:44 +00:00
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2022-10-23 16:17:35 +00:00
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let indexBuffer = gl.createBuffer();
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let indices = new Uint16Array([
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0, 1, 2,
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3, 0, 2,
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]);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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2022-10-23 15:10:11 +00:00
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// Load texture
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let image = document.getElementById("image");
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2022-10-23 15:56:44 +00:00
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loadTexture(gl, image);
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2022-10-23 15:10:11 +00:00
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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2022-10-22 21:32:28 +00:00
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const render = () => {
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2022-10-22 18:08:26 +00:00
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gl.useProgram(program);
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2022-10-22 19:41:00 +00:00
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// Create the transformation matrix.
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2022-10-23 15:10:11 +00:00
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let modelMatrix = mat4.create();
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mat4.rotateX(modelMatrix, modelMatrix, θx);
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mat4.rotateY(modelMatrix, modelMatrix, θy);
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gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix);
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2022-10-22 19:41:00 +00:00
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2022-10-23 15:56:44 +00:00
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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2022-10-22 18:08:26 +00:00
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gl.enableVertexAttribArray(positionLocation);
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2022-10-23 16:03:32 +00:00
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, vertexStride, positionOffset);
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2022-10-23 16:17:35 +00:00
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gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
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2022-10-22 19:41:00 +00:00
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2022-10-23 15:56:44 +00:00
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gl.enableVertexAttribArray(textureCoordLocation);
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2022-10-23 16:03:32 +00:00
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gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, vertexStride, textureCoordOffset);
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2022-10-23 15:56:44 +00:00
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2022-10-22 19:41:00 +00:00
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requestAnimationFrame(render);
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2022-10-22 18:08:26 +00:00
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};
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2022-10-22 19:41:00 +00:00
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requestAnimationFrame(render);
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2022-10-22 18:08:26 +00:00
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})();
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