/
pointstream.js
368 lines (300 loc) · 10.7 KB
/
pointstream.js
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function PointStream(){
var bk = [1,1,1,1];
var AJAX;
var magicbuffer;
var verts = [];
var pos = [];
var col = [];
var cols = [];
var norm = [];
var stillDownloading = true;
var ready = false;
var fps;
var canvas;
var curContext;
var bufferIDCounter = 0;
var modelView;
var projection;
var programObject3D;
// Vertex shader for boxes and spheres
var vertexShaderSource3D =
"attribute vec3 aVertex;" +
"attribute vec3 aNormal;" +
"attribute vec4 aColor;" +
"uniform bool usingMat;" +
"uniform vec3 specular;" +
"uniform vec3 mat_emissive;" +
"uniform vec3 mat_ambient;" +
"uniform vec3 mat_specular;" +
"uniform float shininess;" +
"uniform mat4 model;" +
"uniform mat4 view;" +
"uniform mat4 projection;" +
"uniform mat4 normalTransform;" +
"uniform int lightCount;" +
" uniform vec3 lposition;" +
" uniform vec3 lcolor;" +
"void DirectionalLight( inout vec3 col, in vec3 ecPos, in vec3 vertNormal ) {" +
" float nDotVP = max(0.0, dot( vertNormal, lposition ));" +
" float nDotVH = max(0.0, dot( vertNormal, normalize( lposition-ecPos )));" +
" col += lcolor * 2.0 * nDotVP;" +
"}" +
"void PointLight( inout vec3 col, in vec3 ecPos, in vec3 vertNormal, in vec3 eye ) {" +
// " float powerfactor;" +
// Get the vector from the light to the vertex
" vec3 VP = lposition - ecPos;" +
// Get the distance from the current vector to the light position
" float d = length( VP ); " +
// Normalize the light ray so it can be used in the dot product operation.
" VP = normalize( VP );" +
" float attenuation = 1.0 / ( 1.0 + ( d ) + ( d * d ));" +
" float nDotVP = max( 0.0, dot( vertNormal, VP ));" +
" vec3 halfVector = normalize( VP + eye );" +
" float nDotHV = max( 0.0, dot( vertNormal, halfVector ));" +
// " spec += specular * powerfactor * attenuation;" +
" col += lcolor * nDotVP * 2.0;" +
"}" +
"void main(void) {" +
" vec3 finalDiffuse = vec3( 0.0, 0.0, 0.0 );" +
" vec4 col = aColor;" +
" vec3 norm = vec3( normalTransform * vec4( aNormal, 0.0 ) );" +
" vec4 ecPos4 = view * model * vec4(aVertex,1.0);" +
" vec3 ecPos = (vec3(ecPos4))/ecPos4.w;" +
" vec3 eye = vec3( 0.0, 0.0, 1.0 );" +
// If there were no lights this draw call, just use the
// assigned fill color of the shape and the specular value
" if( lightCount == 0 ) {" +
" gl_FrontColor = vec4(col[0], col[1], col[2], 1.0);" +
" }" +
" else {" +
" PointLight(finalDiffuse, ecPos, norm, eye );" +
" gl_FrontColor = vec4(finalDiffuse[0] * col[0], finalDiffuse[1] * col[1], finalDiffuse[2] * col[2], 1.0);" +
" }" +
" gl_PointSize = 3.0;" +
" gl_Position = projection * view * model * vec4( aVertex, 1.0 );" +
"}";
var fragmentShaderSource3D =
"void main(void){" +
" gl_FragColor = gl_Color;" +
"}";
function uniformi(programObj, varName, varValue) {
var varLocation = curContext.getUniformLocation(programObj, varName);
// the variable won't be found if it was optimized out.
if (varLocation !== -1) {
if (varValue.length === 4) {
curContext.uniform4iv(varLocation, varValue);
} else if (varValue.length === 3) {
curContext.uniform3iv(varLocation, varValue);
} else if (varValue.length === 2) {
curContext.uniform2iv(varLocation, varValue);
} else {
curContext.uniform1i(varLocation, varValue);
}
}
}
/**
*/
function uniformf(programObj, varName, varValue) {
var varLocation = curContext.getUniformLocation(programObj, varName);
// the variable won't be found if it was optimized out.
if (varLocation !== -1) {
if (varValue.length === 4) {
curContext.uniform4fv(varLocation, varValue);
} else if (varValue.length === 3) {
curContext.uniform3fv(varLocation, varValue);
} else if (varValue.length === 2) {
curContext.uniform2fv(varLocation, varValue);
} else {
curContext.uniform1f(varLocation, varValue);
}
}
}
/**
*/
function vertexAttribPointer(programObj, varName, size, VBO) {
var varLocation = curContext.getAttribLocation(programObj, varName);
if (varLocation !== -1) {
curContext.bindBuffer(curContext.ARRAY_BUFFER, VBO);
curContext.vertexAttribPointer(varLocation, size, curContext.FLOAT, false, 0, 0);
curContext.enableVertexAttribArray(varLocation);
}
}
/**
*/
function createBuffer(xyz,rgb,norm){
if(curContext){
var newBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, newBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new WebGLFloatArray(xyz), curContext.STATIC_DRAW);
var newColBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, newColBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new WebGLFloatArray(rgb), curContext.STATIC_DRAW);
var newNormBuffer = curContext.createBuffer();
curContext.bindBuffer(curContext.ARRAY_BUFFER, newNormBuffer);
curContext.bufferData(curContext.ARRAY_BUFFER, new WebGLFloatArray(norm), curContext.STATIC_DRAW);
bufferIDCounter++;
var o = {};
o.id = bufferIDCounter;
o.posBuffer = newBuffer;
o.colBuffer = newColBuffer;
o.normBuffer = newNormBuffer;
o.size = xyz.length;
return o;
}
}
/**
*/
function disableVertexAttribPointer(programObj, varName){
var varLocation = curContext.getAttribLocation(programObj, varName);
if (varLocation !== -1) {
curContext.disableVertexAttribArray(varLocation);
}
}
/**
*/
function uniformMatrix(programObj, varName, transpose, matrix) {
var varLocation = curContext.getUniformLocation(programObj, varName);
// the variable won't be found if it was optimized out.
if (varLocation !== -1) {
if (matrix.length === 16) {
curContext.uniformMatrix4fv(varLocation, transpose, matrix);
} else if (matrix.length === 9) {
curContext.uniformMatrix3fv(varLocation, transpose, matrix);
} else {
curContext.uniformMatrix2fv(varLocation, transpose, matrix);
}
}
}
/**
*/
var createProgramObject = function(curContext, vetexShaderSource, fragmentShaderSource) {
var vertexShaderObject = curContext.createShader(curContext.VERTEX_SHADER);
curContext.shaderSource(vertexShaderObject, vetexShaderSource);
curContext.compileShader(vertexShaderObject);
if (!curContext.getShaderParameter(vertexShaderObject, curContext.COMPILE_STATUS)) {
throw curContext.getShaderInfoLog(vertexShaderObject);
}
/**
*/
var fragmentShaderObject = curContext.createShader(curContext.FRAGMENT_SHADER);
curContext.shaderSource(fragmentShaderObject, fragmentShaderSource);
curContext.compileShader(fragmentShaderObject);
if (!curContext.getShaderParameter(fragmentShaderObject, curContext.COMPILE_STATUS)) {
throw curContext.getShaderInfoLog(fragmentShaderObject);
}
/**
*/
var programObject = curContext.createProgram();
curContext.attachShader(programObject, vertexShaderObject);
curContext.attachShader(programObject, fragmentShaderObject);
curContext.linkProgram(programObject);
if (!curContext.getProgramParameter(programObject, curContext.LINK_STATUS)) {
throw "Error linking shaders.";
}
return programObject;
};
var xb = {
/**
*/
mouseX: 0,
mouseY: 0,
/**
*/
background: function(a){
curContext.clearColor(a[0],a[1],a[2],a[3]);
},
/**
*/
clear: function(){
curContext.clear(curContext.COLOR_BUFFER_BIT | curContext.DEPTH_BUFFER_BIT);
},
/**
*/
render: function(){
if(curContext && magicbuffer){
vertexAttribPointer(programObject3D, "aVertex", 3, magicbuffer.posBuffer);
vertexAttribPointer(programObject3D, "aColor", 3, magicbuffer.colBuffer);
vertexAttribPointer(programObject3D, "aNormal", 3, magicbuffer.normBuffer);
curContext.drawArrays(curContext.POINTS, 0, magicbuffer.size/3);
}
},
/**
*/
setMatrices: function(){
modelView = M4x4.$(1,0,0,0,0,1,0,0,0,0,1,-50,0,0,0,1);
M4x4.transpose(modelView, modelView);
uniformMatrix(programObject3D, "view", false, modelView);
var nt = M4x4.$(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1);
uniformMatrix(programObject3D, "normalTransform", false, nt);
},
/**
*/
mouseMove: function(e){
xb.mouseX = e.pageX;
xb.mouseY = e.pageY;
window.status = "->" + xb.mouseX + "," + xb.mouseY;
},
/**
*/
attach: function(element, type, func){
//
if(element.addEventListener){
element.addEventListener(type, func, false);
}
else{
}
},
/**
*/
setup: function(cvs){
canvas = cvs;
curContext = canvas.getContext("experimental-webgl");
xb.attach(cvs, "mousemove", xb.mouseMove);
if(curContext){
curContext.viewport(0, 0, 500, 500);
curContext.enable(curContext.DEPTH_TEST);
}
programObject3D = createProgramObject(curContext, vertexShaderSource3D, fragmentShaderSource3D);
var test = M4x4.$(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1);
curContext.useProgram(programObject3D);
uniformMatrix(programObject3D, "model", false, test);
},
/**
*/
openFile: function(path){
AJAX = new XMLHttpRequest();
AJAX.open("GET", path, true);
AJAX.send(null);
AJAX.onreadystatechange =
function(){
if(AJAX.readyState === 4){
var values = AJAX.responseText.split(/\s+/);
// xyz rgb normals
for(var i = 0, len = values.length; i < len; i += 9){
verts.push(parseFloat(values[i+0]));
verts.push(parseFloat(values[i+1]));
verts.push(parseFloat(values[i+2]));
cols.push(parseInt(values[i+3])/255);
cols.push(parseInt(values[i+4])/255);
cols.push(parseInt(values[i+5])/255);
}
for(var i = 0, len = verts.length; i < len; i+=3)
{
pos.push(verts[i],verts[i+1],verts[i+2]);
col.push(cols[i+3],cols[i+4],cols[i+5]);
norm.push(verts[i+6],verts[i+7],verts[i+8]);
}
magicbuffer = createBuffer(pos, col, norm);
modelView = M4x4.$(1,0,0,0,0,1,0,0,0,0,1,-50,0,0,0,1);
M4x4.transpose(modelView, modelView);
projection = M4x4.$(1.7320508075688779,0,0,0,0,1.7320508075688779,0,0,0,0,-1.002002002002002,-8.668922960805196,0,0,-1,0);
var proj = projection;
M4x4.transpose(proj, proj);
uniformMatrix(programObject3D, "projection", false, proj);
xb.setMatrices();
}
}
}
}
return xb;
};