"use strict"; (() => { 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 = p * 2 * radius / (parallels - 1) - radius; for (let m = 0; m <= meridians; m++) { const θ = m * 2 * Math.PI / meridians; 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 - 1), (m + 1) / meridians, p / (parallels - 1), (m + 1) / meridians, (p + 1) / (parallels - 1), // Upper triangle m / meridians, p / (parallels - 1), (m + 1) / meridians, (p + 1) / (parallels - 1), m / meridians, (p + 1) / (parallels - 1), ]; for (const coord of currTextureCoords) { textureCoords[textureCoordsIdx++] = coord; } } } return { positions, textureCoords, indices, positionStride: 3 * positions.constructor.BYTES_PER_ELEMENT, textureCoordStride: 2 * textureCoords.constructor.BYTES_PER_ELEMENT, }; } // console.log(makeCylinder()); const initShaderProgram = (gl) => { const vShaderSrc = ` attribute vec3 position; attribute vec2 textureCoord; uniform mat4 modelMatrix; varying highp vec2 vTextureCoord; void main() { gl_Position = modelMatrix * vec4(position, 1); vTextureCoord = textureCoord; } `; const fShaderSrc = ` varying highp vec2 vTextureCoord; uniform sampler2D sampler; void main() { if (gl_FrontFacing) { gl_FragColor = texture2D(sampler, vTextureCoord); } else { gl_FragColor = vec4(0.5,0,0,1); } } `; 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) { throw gl.getShaderInfoLog(shader); } return shader; } let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER); let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER); let program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); let success = gl.getProgramParameter(program, gl.LINK_STATUS); if (!success) { throw gl.getProgramInfoLog(program); } return program; }; 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); }); return texture; }; let viewer = document.getElementById("viewer"); let gl = viewer.getContext("webgl"); let program = initShaderProgram(gl); let modelMatrixLocation = gl.getUniformLocation(program, "modelMatrix"); // Set up mouse-panning state machine. let θy = 0; let θx = 0; 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); gl.useProgram(program); const cylinder = makeCylinder(3, 3); console.log(cylinder); let positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, cylinder.positions, gl.STATIC_DRAW); const positionLocation = gl.getAttribLocation(program, "position"); let textureCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, cylinder.textureCoords, gl.STATIC_DRAW); const textureCoordLocation = gl.getAttribLocation(program, "textureCoord"); let indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, cylinder.indices, gl.STATIC_DRAW); gl.enable(gl.CULL_FACE); // Load texture let image = document.getElementById("image"); loadTexture(gl, image); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); const render = () => { gl.useProgram(program); // Create the transformation matrix. let modelMatrix = mat4.create(); mat4.rotateX(modelMatrix, modelMatrix, θx); mat4.rotateY(modelMatrix, modelMatrix, θy); gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); gl.enableVertexAttribArray(textureCoordLocation); gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.drawElements(gl.TRIANGLES, 12, gl.UNSIGNED_SHORT, 0); requestAnimationFrame(render); }; requestAnimationFrame(render); })();