2022-10-22 18:08:26 +00:00
|
|
|
"use strict";
|
|
|
|
(() => {
|
2022-10-23 18:36:16 +00:00
|
|
|
const makeCylinder = (meridians = 3, parallels = 3) => {
|
|
|
|
// The number of meridians dividing the sphere's surface.
|
|
|
|
// Two meridians would make an XZ plane.
|
|
|
|
if (meridians < 3) {
|
|
|
|
throw "meridians must be ≥ 3";
|
|
|
|
}
|
|
|
|
|
|
|
|
// The number of parallels, including the poles, dividing the sphere's surface.
|
|
|
|
// Two parallels would make a vertical line segment.
|
|
|
|
if (parallels < 3) {
|
|
|
|
throw "parallels must be ≥ 3";
|
|
|
|
}
|
|
|
|
|
|
|
|
const radius = 1;
|
|
|
|
|
|
|
|
const positions = new Float32Array(meridians * parallels * 3);
|
|
|
|
let positionsIdx = 0;
|
|
|
|
for (let p = 0; p < parallels; p++) {
|
|
|
|
const y = -radius + p * 2 * radius / parallels;
|
|
|
|
for (let m = 0; m < meridians; m++) {
|
2022-10-23 18:38:51 +00:00
|
|
|
const θ = m * 2 * Math.PI / meridians;
|
2022-10-23 18:36:16 +00:00
|
|
|
const x = Math.sin(θ) * radius;
|
|
|
|
const z = Math.cos(θ) * radius;
|
|
|
|
|
|
|
|
const currPosition = [
|
|
|
|
Math.sin(θ) * radius,
|
|
|
|
y,
|
|
|
|
Math.cos(θ) * radius,
|
|
|
|
];
|
|
|
|
for (const coord of currPosition) {
|
|
|
|
positions[positionsIdx++] = coord;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
const indices = new Uint16Array(meridians * (parallels - 1) * 6);
|
|
|
|
const textureCoords = new Float32Array(meridians * (parallels - 1) * 12);
|
|
|
|
let indicesIdx = 0;
|
|
|
|
let textureCoordsIdx = 0;
|
|
|
|
for (let p = 0; p < parallels - 1; p++) {
|
|
|
|
for (let m = 0; m < meridians; m++) {
|
|
|
|
const lowerLeft = p * meridians + m;
|
|
|
|
const lowerRight = p * meridians + (m + 1) % meridians;
|
|
|
|
const upperLeft = (p + 1) * meridians + m;
|
|
|
|
const upperRight = (p + 1) * meridians + (m + 1) % meridians;
|
|
|
|
const currIndices = [
|
|
|
|
// Lower triangle
|
|
|
|
lowerLeft, lowerRight, upperRight,
|
|
|
|
|
|
|
|
// Upper triangle
|
|
|
|
lowerLeft, upperRight, upperLeft,
|
|
|
|
];
|
|
|
|
for (const index of currIndices) {
|
|
|
|
indices[indicesIdx++] = index;
|
|
|
|
}
|
|
|
|
|
|
|
|
const currTextureCoords = [
|
|
|
|
// Lower triangle
|
|
|
|
m / meridians, p / parallels,
|
|
|
|
(m + 1) / meridians, p / parallels,
|
|
|
|
(m + 1) / meridians, (p + 1) / parallels,
|
|
|
|
|
|
|
|
// Upper triangle
|
|
|
|
m / meridians, p / parallels,
|
|
|
|
(m + 1) / meridians, (p + 1) / parallels,
|
|
|
|
m / meridians, (p + 1) / parallels,
|
|
|
|
];
|
|
|
|
for (const coord of currTextureCoords) {
|
|
|
|
textureCoords[textureCoordsIdx++] = coord;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return { positions, textureCoords, indices };
|
|
|
|
}
|
|
|
|
console.log(makeCylinder());
|
|
|
|
|
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
|
|
|
|
2022-10-23 15:10:11 +00:00
|
|
|
uniform mat4 modelMatrix;
|
|
|
|
|
|
|
|
varying highp vec2 vTextureCoord;
|
2022-10-22 19:41:00 +00:00
|
|
|
|
2022-10-22 18:08:26 +00:00
|
|
|
void main() {
|
2022-10-23 15:10:11 +00:00
|
|
|
gl_Position = modelMatrix * vec4(position, 1);
|
|
|
|
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() {
|
2022-10-23 15:10:11 +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);
|
|
|
|
});
|
|
|
|
return texture;
|
|
|
|
};
|
|
|
|
|
2022-10-22 19:41:00 +00:00
|
|
|
let viewer = document.getElementById("viewer");
|
|
|
|
let gl = viewer.getContext("webgl2");
|
|
|
|
let program = initShaderProgram(gl);
|
2022-10-23 15:10:11 +00:00
|
|
|
let modelMatrixLocation = gl.getUniformLocation(program, "modelMatrix");
|
2022-10-22 19:41:00 +00:00
|
|
|
|
2022-10-22 21:32:28 +00:00
|
|
|
// Set up mouse-panning state machine.
|
|
|
|
let θy = 0;
|
|
|
|
let θx = 0.25;
|
|
|
|
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":
|
|
|
|
θy += event.movementX * 0.025;
|
|
|
|
θx += event.movementY * 0.025;
|
|
|
|
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);
|
|
|
|
|
2022-10-23 15:56:44 +00:00
|
|
|
gl.useProgram(program);
|
|
|
|
let vertexBuffer = gl.createBuffer();
|
|
|
|
let vertices = new Float32Array([
|
2022-10-23 16:03:32 +00:00
|
|
|
// x, y, z, u, v
|
|
|
|
0, 0, 0, 0, 0,
|
|
|
|
1, 0, 0, 1, 0,
|
|
|
|
1, 1, 0, 1, 1,
|
2022-10-23 16:17:35 +00:00
|
|
|
0, 1, 0, 0, 1,
|
2022-10-23 15:56:44 +00:00
|
|
|
]);
|
2022-10-23 16:03:32 +00:00
|
|
|
const vertexStride = 4 * 5;
|
|
|
|
const positionOffset = 0;
|
|
|
|
const textureCoordOffset = 4 * 3;
|
2022-10-23 15:56:44 +00:00
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
|
|
|
|
gl.bufferData(gl.ARRAY_BUFFER, 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 15:56:44 +00:00
|
|
|
|
2022-10-23 16:17:35 +00:00
|
|
|
let indexBuffer = gl.createBuffer();
|
|
|
|
let indices = new Uint16Array([
|
|
|
|
0, 1, 2,
|
|
|
|
3, 0, 2,
|
|
|
|
]);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
|
|
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
|
|
|
|
|
2022-10-23 15:10:11 +00:00
|
|
|
// Load texture
|
|
|
|
let image = document.getElementById("image");
|
2022-10-23 15:56:44 +00:00
|
|
|
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.
|
2022-10-23 15:10:11 +00:00
|
|
|
let modelMatrix = mat4.create();
|
|
|
|
mat4.rotateX(modelMatrix, modelMatrix, θx);
|
|
|
|
mat4.rotateY(modelMatrix, modelMatrix, θy);
|
|
|
|
gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix);
|
2022-10-22 19:41:00 +00:00
|
|
|
|
2022-10-23 15:56:44 +00:00
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
|
2022-10-22 18:08:26 +00:00
|
|
|
gl.enableVertexAttribArray(positionLocation);
|
2022-10-23 16:03:32 +00:00
|
|
|
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, vertexStride, positionOffset);
|
2022-10-23 16:17:35 +00:00
|
|
|
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
|
2022-10-22 19:41:00 +00:00
|
|
|
|
2022-10-23 15:56:44 +00:00
|
|
|
gl.enableVertexAttribArray(textureCoordLocation);
|
2022-10-23 16:03:32 +00:00
|
|
|
gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, vertexStride, textureCoordOffset);
|
2022-10-23 15:56:44 +00:00
|
|
|
|
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
|
|
|
})();
|