panorama-viewer/panorama-viewer.js
Brandon Dyck 8f59344b7d Draw the cylinder instead of the square
The textures are broken because I misunderstood that the texture
coordinates must correlate with vertices, not elements.
2022-10-23 15:43:13 -06:00

244 lines
7.1 KiB
JavaScript

"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);
})();