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tiny-graphics.js
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tiny-graphics.js
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// tiny-graphics.js - A file that shows how to organize a complete graphics program.
// It wraps common WebGL commands, math, and web page interactions. (by Garett)
window.Vec = window.tiny_graphics.Vec =
class Vec extends Float32Array // Vectors of floating point numbers. This puts vector math into JavaScript.
// See these examples for usage of each function:
// equals: "Vec.of( 1,0,0 ).equals( Vec.of( 1,0,0 ) )" returns true.
// plus: "Vec.of( 1,0,0 ).plus ( Vec.of( 1,0,0 ) )" returns the Vec [ 2,0,0 ].
// minus: "Vec.of( 1,0,0 ).minus ( Vec.of( 1,0,0 ) )" returns the Vec [ 0,0,0 ].
// mult-pairs: "Vec.of( 1,2,3 ).mult_pairs( Vec.of( 3,2,0 ) )" returns the Vec [ 3,4,0 ].
// scale: "Vec.of( 1,2,3 ).scale( 2 )" overwrites the Vec with [ 2,4,6 ].
// times: "Vec.of( 1,2,3 ).times( 2 )" returns the Vec [ 2,4,6 ].
// randomized: Returns this Vec plus a random vector of a given maximum length.
// mix: "Vec.of( 0,2,4 ).mix( Vec.of( 10,10,10 ), .5 )" returns the Vec [ 5,6,7 ].
// norm: "Vec.of( 1,2,3 ).norm()" returns the square root of 15.
// normalized: "Vec.of( 4,4,4 ).normalized()" returns the Vec [ sqrt(3), sqrt(3), sqrt(3) ]
// normalize: "Vec.of( 4,4,4 ).normalize()" overwrites the Vec with [ sqrt(3), sqrt(3), sqrt(3) ].
// dot: "Vec.of( 1,2,3 ).dot( Vec.of( 1,2,3 ) )" returns 15.
// cast: "Vec.cast( [-1,-1,0], [1,-1,0], [-1,1,0] )" converts a list of Array literals into a list of Vecs.
// to3: "Vec.of( 1,2,3,4 ).to3()" returns the Vec [ 1,2,3 ]. Use only on 4x1 Vecs to truncate them.
// to4: "Vec.of( 1,2,3 ).to4( true or false )" returns the homogeneous Vec [ 1,2,3, 1 or 0 ]. Use only on 3x1.
// cross: "Vec.of( 1,0,0 ).cross( Vec.of( 0,1,0 ) )" returns the Vec [ 0,0,1 ]. Use only on 3x1 Vecs.
// to_string: "Vec.of( 1,2,3 ).to_string()" returns "[vec 1, 2, 3]"
// Notes: Vecs should only be created with of() due to wierdness with the TypedArray spec.
// Also, assign them with .copy() to avoid referring two variables to the same Vec object.
{ copy () { return Vec.from( this ) }
equals (b) { return this.every( (x,i) => x == b[i] ) }
plus (b) { return this.map( (x,i) => x + b[i] ) }
minus (b) { return this.map( (x,i) => x - b[i] ) }
mult_pairs (b) { return this.map( (x,i) => x * b[i] ) }
div_pairs (b) { return this.map( (x,i) => x / b[i] ) }
scale (s) { this.forEach( (x, i, a) => a[i] *= s ) }
times (s) { return this.map( x => s*x ) }
randomized (s) { return this.map( x => x + s*(Math.random()-.5) ) }
mix (b, s) { return this.map( (x,i) => (1-s)*x + s*b[i] ) }
norm () { return Math.sqrt( this.dot( this ) ) }
normalized () { return this.times( 1/this.norm() ) }
normalize () { this.scale( 1/this.norm() ) }
dot(b) // Optimized arithmetic unrolls loops for array lengths less than 4.
{ if( this.length == 3 ) return this[0]*b[0] + this[1]*b[1] + this[2]*b[2];
if( this.length == 4 ) return this[0]*b[0] + this[1]*b[1] + this[2]*b[2] + this[3]*b[3];
if( this.length > 4 ) return this.reduce( ( acc, x, i ) => { return acc + x*b[i]; }, 0 );
return this[0]*b[0] + this[1]*b[1]; // Assume a minimum length of 2.
}
static cast( ...args ) { return args.map( x => Vec.from(x) ); } // For avoiding repeatedly typing Vec.of in lists.
to3() { return Vec.of( this[0], this[1], this[2] ); }
to4( isPoint ) { return Vec.of( this[0], this[1], this[2], +isPoint ); }
cross(b) { return Vec.of( this[1]*b[2] - this[2]*b[1], this[2]*b[0] - this[0]*b[2], this[0]*b[1] - this[1]*b[0] ); }
to_string() { return "[vec " + this.join( ", " ) + "]" }
}
window.Mat = window.tiny_graphics.Mat =
class Mat extends Array // M by N matrices of floats. Enables matrix and vector math. Usage:
// "Mat( rows )" returns a Mat with those rows, where rows is an array of float arrays.
// "M.set_identity( m, n )" assigns the m by n identity matrix to Mat M.
// "M.sub_block( start, end )" where start and end are each a [ row, column ] pair returns a sub-rectangle cut out from M.
// "M.copy()" creates a deep copy of M and returns it so you can modify it without affecting the original.
// "M.equals(b)" as well as plus and minus work the same as for Vec but the two operands are Mats instead; b must be a Mat.
// "M.transposed()" returns a new matrix where all rows of M became columns and vice versa.
// "M.times(b)" (where the post-multiplied b can be a scalar, a Vec, or another Mat) returns a new Mat or Vec holding the product.
// "M.pre_multiply(b)" overwrites the matrix M with the product of b * M where b must be another Mat.
// "M.post_multiply(b)" overwrites the matrix M with the product of M * b where b can be a Mat, Vec, or scalar.
// "Mat.flatten_2D_to_1D( M )" flattens input (a Mat or any array of Vecs or float arrays) into a row-major 1D array of raw floats.
// "M.to_string()" where M contains the 4x4 identity returns "[[1, 0, 0, 0] [0, 1, 0, 0] [0, 0, 1, 0] [0, 0, 0, 1]]".
{ constructor ( ...args ) { super(0); this.push( ...args ) }
set_identity ( m, n ) { this.length = 0; for( let i = 0; i < m; i++ ) { this.push( Array(n).fill(0) ); if( i < n ) this[i][i] = 1; } }
sub_block( start, end ) { return Mat.from( this.slice( start[0], end[0] ).map( r => r.slice( start[1], end[1] ) ) ); }
copy () { return this.map( r => Vec.of ( ...r ) ) }
equals (b) { return this.every( (r,i) => r.every( (x,j) => x == b[i][j] ) ) }
plus (b) { return this.map( (r,i) => r.map ( (x,j) => x + b[i][j] ) ) }
minus (b) { return this.map( (r,i) => r.map ( (x,j) => x - b[i][j] ) ) }
transposed() { return this.map( (r,i) => r.map ( (x,j) => this[j][i] ) ) }
times (b)
{ const len = b.length;
if( typeof len === "undefined" ) return this.map( r => r.map( x => b*x ) ); // Mat * scalar case.
const len2 = b[0].length;
if( typeof len2 === "undefined" )
{ let result = new Vec( this.length ); // Mat * Vec case.
for( let r=0; r < len; r++ ) result[r] = b.dot(this[r]);
return result;
}
let result = Mat.from( new Array( this.length ) );
for( let r = 0; r < this.length; r++ ) // Mat * Mat case.
{ result[ r ] = new Array( len2 );
for( let c = 0, sum = 0; c < len2; c++ )
{ result[ r ][ c ] = 0;
for( let r2 = 0; r2 < len; r2++ )
result[ r ][ c ] += this[ r ][ r2 ] * b[ r2 ][ c ];
}
}
return result;
}
pre_multiply (b) { const new_value = b.times( this ); this.length = 0; this.push( ...new_value ); return this; }
post_multiply(b) { const new_value = this.times( b ); this.length = 0; this.push( ...new_value ); return this; }
static flatten_2D_to_1D( M )
{ let index = 0, floats = new Float32Array( M.length && M.length * M[0].length );
for( let i = 0; i < M.length; i++ ) for( let j = 0; j < M[i].length; j++ ) floats[ index++ ] = M[i][j];
return floats;
}
to_string() { return "[" + this.map( (r,i) => "[" + r.join(", ") + "]" ).join(" ") + "]" }
}
window.Mat4 = window.tiny_graphics.Mat4 =
class Mat4 extends Mat // Generate special 4x4 matrices that are useful for graphics.
{ static identity() { return Mat.of( [ 1,0,0,0 ], [ 0,1,0,0 ], [ 0,0,1,0 ], [ 0,0,0,1 ] ); };
static rotation( angle, axis ) // Requires a scalar (angle) and a 3x1 Vec (axis)
{ let [ x, y, z ] = Vec.from( axis ).normalized(),
[ c, s ] = [ Math.cos( angle ), Math.sin( angle ) ], omc = 1.0 - c;
return Mat.of( [ x*x*omc + c, x*y*omc - z*s, x*z*omc + y*s, 0 ],
[ x*y*omc + z*s, y*y*omc + c, y*z*omc - x*s, 0 ],
[ x*z*omc - y*s, y*z*omc + x*s, z*z*omc + c, 0 ],
[ 0, 0, 0, 1 ] );
}
static scale( s ) { return Mat.of( [ s[0], 0, 0, 0 ], // Requires a 3x1 Vec.
[ 0, s[1], 0, 0 ],
[ 0, 0, s[2], 0 ],
[ 0, 0, 0, 1 ] );
}
static translation( t ) { return Mat.of( [ 1, 0, 0, t[0] ], // Requires a 3x1 Vec.
[ 0, 1, 0, t[1] ],
[ 0, 0, 1, t[2] ],
[ 0, 0, 0, 1 ] );
}
// Note: look_at() assumes the result will be used for a camera and stores its result in inverse space. You can also use
// it to point the basis of any *object* towards anything but you must re-invert it first. Each input must be 3x1 Vec.
static look_at( eye, at, up ) { let z = at.minus( eye ).normalized(),
x = z.cross( up ).normalized(), // Compute vectors along the requested coordinate axes.
y = x.cross( z ).normalized(); // This is the "updated" and orthogonalized local y axis.
if( !x.every( i => i==i ) ) // Check for NaN, indicating a degenerate cross product, which
throw "Two parallel vectors were given"; // happens if eye == at, or if at minus eye is parallel to up.
z.scale( -1 ); // Enforce right-handed coordinate system.
return Mat4.translation([ -x.dot( eye ), -y.dot( eye ), -z.dot( eye ) ])
.times( Mat.of( x.to4(0), y.to4(0), z.to4(0), Vec.of( 0,0,0,1 ) ) );
}
static orthographic( left, right, bottom, top, near, far ) // Box-shaped view volume for projection.
{ return Mat4.scale( Vec.of( 1/(right - left), 1/(top - bottom), 1/(far - near) ) )
.times( Mat4.translation( Vec.of( -left - right, -top - bottom, -near - far ) ) )
.times( Mat4.scale( Vec.of( 2, 2, -2 ) ) );
}
static perspective( fov_y, aspect, near, far ) // Frustum-shaped view volume for projection.
{ const f = 1/Math.tan( fov_y/2 ), d = far - near;
return Mat.of( [ f/aspect, 0, 0, 0 ],
[ 0, f, 0, 0 ],
[ 0, 0, -(near+far) / d, -2*near*far / d ],
[ 0, 0, -1, 0 ] );
}
static inverse( m ) // Computing a 4x4 inverse is slow because of the amount of steps; call fewer times when possible.
{ const result = Mat4.identity(), m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3],
m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3],
m20 = m[2][0], m21 = m[2][1], m22 = m[2][2], m23 = m[2][3],
m30 = m[3][0], m31 = m[3][1], m32 = m[3][2], m33 = m[3][3];
result[ 0 ][ 0 ] = m12 * m23 * m31 - m13 * m22 * m31 + m13 * m21 * m32 - m11 * m23 * m32 - m12 * m21 * m33 + m11 * m22 * m33;
result[ 0 ][ 1 ] = m03 * m22 * m31 - m02 * m23 * m31 - m03 * m21 * m32 + m01 * m23 * m32 + m02 * m21 * m33 - m01 * m22 * m33;
result[ 0 ][ 2 ] = m02 * m13 * m31 - m03 * m12 * m31 + m03 * m11 * m32 - m01 * m13 * m32 - m02 * m11 * m33 + m01 * m12 * m33;
result[ 0 ][ 3 ] = m03 * m12 * m21 - m02 * m13 * m21 - m03 * m11 * m22 + m01 * m13 * m22 + m02 * m11 * m23 - m01 * m12 * m23;
result[ 1 ][ 0 ] = m13 * m22 * m30 - m12 * m23 * m30 - m13 * m20 * m32 + m10 * m23 * m32 + m12 * m20 * m33 - m10 * m22 * m33;
result[ 1 ][ 1 ] = m02 * m23 * m30 - m03 * m22 * m30 + m03 * m20 * m32 - m00 * m23 * m32 - m02 * m20 * m33 + m00 * m22 * m33;
result[ 1 ][ 2 ] = m03 * m12 * m30 - m02 * m13 * m30 - m03 * m10 * m32 + m00 * m13 * m32 + m02 * m10 * m33 - m00 * m12 * m33;
result[ 1 ][ 3 ] = m02 * m13 * m20 - m03 * m12 * m20 + m03 * m10 * m22 - m00 * m13 * m22 - m02 * m10 * m23 + m00 * m12 * m23;
result[ 2 ][ 0 ] = m11 * m23 * m30 - m13 * m21 * m30 + m13 * m20 * m31 - m10 * m23 * m31 - m11 * m20 * m33 + m10 * m21 * m33;
result[ 2 ][ 1 ] = m03 * m21 * m30 - m01 * m23 * m30 - m03 * m20 * m31 + m00 * m23 * m31 + m01 * m20 * m33 - m00 * m21 * m33;
result[ 2 ][ 2 ] = m01 * m13 * m30 - m03 * m11 * m30 + m03 * m10 * m31 - m00 * m13 * m31 - m01 * m10 * m33 + m00 * m11 * m33;
result[ 2 ][ 3 ] = m03 * m11 * m20 - m01 * m13 * m20 - m03 * m10 * m21 + m00 * m13 * m21 + m01 * m10 * m23 - m00 * m11 * m23;
result[ 3 ][ 0 ] = m12 * m21 * m30 - m11 * m22 * m30 - m12 * m20 * m31 + m10 * m22 * m31 + m11 * m20 * m32 - m10 * m21 * m32;
result[ 3 ][ 1 ] = m01 * m22 * m30 - m02 * m21 * m30 + m02 * m20 * m31 - m00 * m22 * m31 - m01 * m20 * m32 + m00 * m21 * m32;
result[ 3 ][ 2 ] = m02 * m11 * m30 - m01 * m12 * m30 - m02 * m10 * m31 + m00 * m12 * m31 + m01 * m10 * m32 - m00 * m11 * m32;
result[ 3 ][ 3 ] = m01 * m12 * m20 - m02 * m11 * m20 + m02 * m10 * m21 - m00 * m12 * m21 - m01 * m10 * m22 + m00 * m11 * m22;
// Divide by determinant and return.
return result.times( 1/( m00*result[0][0] + m10*result[0][1] + m20*result[0][2] + m30*result[0][3] ) );
}
}
window.Keyboard_Manager = window.tiny_graphics.Keyboard_Manager =
class Keyboard_Manager // This class maintains a running list of which keys are depressed. You can map combinations of shortcut
{ // keys to trigger callbacks you provide by calling add(). See add()'s arguments. The shortcut list is
// indexed by convenient strings showing each bound shortcut combination. The constructor optionally
// takes "target", which is the desired DOM element for keys to be pressed inside of, and
// "callback_behavior", which will be called for every key action and allows extra behavior on each event
// -- giving an opportunity to customize their bubbling, preventDefault, and more. It defaults to no
// additional behavior besides the callback itself on each assigned key action.
constructor( target = document, callback_behavior = ( callback, event ) => callback( event ) )
{ this.saved_controls = {};
this.actively_pressed_keys = new Set();
this.callback_behavior = callback_behavior;
target.addEventListener( "keydown", this.key_down_handler.bind( this ) );
target.addEventListener( "keyup", this. key_up_handler.bind( this ) );
window.addEventListener( "focus", () => this.actively_pressed_keys.clear() ); // Deal with stuck keys during focus change.
}
key_down_handler( event )
{ if( [ "INPUT", "TEXTAREA" ].includes( event.target.tagName ) ) return; // Don't interfere with typing.
this.actively_pressed_keys.add( event.key ); // Track the pressed key.
for( let saved of Object.values( this.saved_controls ) ) // Re-check all the keydown handlers.
{ if( saved.shortcut_combination.every( s => this.actively_pressed_keys.has( s ) )
&& event. ctrlKey == saved.shortcut_combination.includes( "Control" )
&& event.shiftKey == saved.shortcut_combination.includes( "Shift" )
&& event. altKey == saved.shortcut_combination.includes( "Alt" )
&& event. metaKey == saved.shortcut_combination.includes( "Meta" ) ) // Modifiers must exactly match.
this.callback_behavior( saved.callback, event ); // The keys match, so fire the callback.
}
}
key_up_handler( event )
{ const lower_symbols = "qwertyuiopasdfghjklzxcvbnm1234567890-=[]\\;',./",
upper_symbols = "QWERTYUIOPASDFGHJKLZXCVBNM!@#$%^&*()_+{}|:\"<>?";
const lifted_key_symbols = [ event.key, upper_symbols[ lower_symbols.indexOf( event.key ) ],
lower_symbols[ upper_symbols.indexOf( event.key ) ] ];
// Call keyup for any shortcuts
for( let saved of Object.values( this.saved_controls ) ) // that depended on the released
if( lifted_key_symbols.some( s => saved.shortcut_combination.includes( s ) ) ) // key or its shift-key counterparts.
this.callback_behavior( saved.keyup_callback, event ); // The keys match, so fire the callback.
lifted_key_symbols.forEach( k => this.actively_pressed_keys.delete( k ) );
}
// Method add() adds a keyboard operation. The argument shortcut_combination wants an array of strings that follow
// standard KeyboardEvent key names. Both the keyup and keydown callbacks for any key combo are optional.
add( shortcut_combination, callback = () => {}, keyup_callback = () => {} )
{ this.saved_controls[ shortcut_combination.join('+') ] = { shortcut_combination, callback, keyup_callback }; }
}
window.Vertex_Buffer = window.tiny_graphics.Vertex_Buffer =
class Vertex_Buffer // To use Vertex_Buffer, make a subclass of it that overrides the constructor and fills in the right fields.
{ // Vertex_Buffer organizes data related to one 3D shape and copies it into GPU memory. That data is broken
// down per vertex in the shape. You can make several fields that you can look up in a vertex; for each
// field, a whole array will be made here of that data type and it will be indexed per vertex. Along with
// those lists is an additional array "indices" describing triangles, expressed as triples of vertex indices,
// connecting the vertices to one another.
constructor( ...array_names ) // This superclass constructor expects a list of names of arrays that you plan for
{ this.array_names = array_names; // your subclass to fill in and associate with the vertices.
for( let n of array_names ) this[n] = []; // Initialize a blank array member of the Shape with each of the names provided.
this.indices = [];
this.indexed = true; // By default all shapes assume indexed drawing using drawElements().
this.array_names_mapping_to_WebGLBuffers = {}; // Get ready to associate a GPU buffer with each array.
}
copy_onto_graphics_card( gl, selection_of_arrays = this.array_names, write_to_indices = true )
{ // Send the completed vertex and index lists to their own buffers in the graphics card.
for( let n of selection_of_arrays ) // Optional arguments allow calling this again to overwrite some or all GPU buffers as needed.
{ let buffer = this.array_names_mapping_to_WebGLBuffers[n] = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buffer );
gl.bufferData( gl.ARRAY_BUFFER, Mat.flatten_2D_to_1D( this[n] ), gl.STATIC_DRAW );
}
if( this.indexed && write_to_indices )
{ gl.getExtension( "OES_element_index_uint" ); // Load an extension to allow shapes with more
this.index_buffer = gl.createBuffer(); // vertices than type "short" can hold.
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, this.index_buffer );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint32Array( this.indices ), gl.STATIC_DRAW );
}
this.gl = gl;
}
execute_shaders( gl, type ) // Draws this shape's entire vertex buffer.
{ if( this.indexed )
{ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, this.index_buffer );
gl.drawElements( this.gl[type], this.indices.length, gl.UNSIGNED_INT, 0 )
} // If no indices were provided, assume the vertices are arranged
else gl.drawArrays( this.gl[type], 0, this.positions.length ); // as triples of positions in a field called "positions".
}
draw( graphics_state, model_transform, material, type = "TRIANGLES", gl = this.gl ) // To appear onscreen, a shape of any variety
{ if( !this.gl ) throw "This shape's arrays are not copied over to graphics card yet."; // goes through this draw() function, which
material.shader.activate(); // executes the shader programs. The shaders
material.shader.update_GPU( graphics_state, model_transform, material ); // draw the right shape due to pre-selecting
// the correct buffer region in the GPU that
for( let [ attr_name, attribute ] of Object.entries( material.shader.g_addrs.shader_attributes ) ) // holds that shape's data.
{ const buffer_name = material.shader.map_attribute_name_to_buffer_name( attr_name )
if( !buffer_name || !attribute.enabled )
{ if( attribute.index >= 0 ) gl.disableVertexAttribArray( attribute.index );
continue;
}
gl.enableVertexAttribArray( attribute.index );
gl.bindBuffer( gl.ARRAY_BUFFER, this.array_names_mapping_to_WebGLBuffers[ buffer_name ] ); // Activate the correct buffer.
gl.vertexAttribPointer( attribute.index, attribute.size, attribute.type, // Populate each attribute
attribute.normalized, attribute.stride, attribute.pointer ); // from the active buffer.
}
this.execute_shaders( gl, type ); // Run the shaders to draw every triangle now.
}
}
window.Shape = window.tiny_graphics.Shape =
class Shape extends Vertex_Buffer
{ // This class is used the same way as Vertex_Buffer, by subclassing it and writing a constructor that fills in certain fields.
// Shape extends Vertex_Buffer's functionality for copying shapes into buffers the graphics card's memory. It also adds the
// basic assumption that each vertex will have a 3D position and a 3D normal vector as available fields to look up. This means
// there will be at least two arrays for the user to fill in: "positions" enumerating all the vertices' locations, and "normals"
// enumerating all vertices' normal vectors pointing away from the surface. Both are of type Vec of length 3. By including
// these, Shape adds to class Vertex_Buffer the ability to compound shapes in together into a single performance-friendly
// Vertex_Buffer, placing this shape into a larger one at a custom transforms by adjusting positions and normals with a call to
// insert_transformed_copy_into(). Compared to Vertex_Buffer we also gain the ability via flat-shading to compute normals from
// scratch for a shape that has none, and the ability to eliminate inter-triangle sharing of vertices for any data we want to
// abruptly vary as we cross over a triangle edge (such as texture images).
// Like in class Vertex_Buffer we have an array "indices" to fill in as well, a list of index triples defining which three
// vertices belong to each triangle. Call new on a Shape and fill its arrays (probably in an overridden constructor). Then,
// submit it to Scene_Component's submit_shapes() and the GPU buffers will receive all the per-vertex data and the triangles
// list needed to draw the shape correctly.
// IMPORTANT: To use this class you must define all fields for every single vertex by filling in the arrays of each field, so
// this includes positions, normals, any more fields a specific Shape subclass decides to include per vertex, such as texture
// coordinates. Be warned that leaving any empty elements in the lists will result in an out of bounds GPU warning (and nothing
// drawn) whenever the "indices" list contains references to that position in the lists.
static insert_transformed_copy_into( recipient, args, points_transform = Mat4.identity() ) // For building compound shapes.
{ const temp_shape = new this( ...args ); // If you try to bypass making a temporary shape and instead directly insert new data into
// the recipient, you'll run into trouble when the recursion tree stops at different depths.
recipient.indices.push( ...temp_shape.indices.map( i => i + recipient.positions.length ) );
for( let a of temp_shape.array_names ) // Copy each array from temp_shape into the recipient shape.
{ if( a == "positions" ) // Apply points_transform to all points added during this call:
recipient[a].push( ...temp_shape[a].map( p => points_transform.times( p.to4(1) ).to3() ) );
else if( a == "normals" ) // Do the same for normals, but use the inverse transpose matrix as math requires:
recipient[a].push( ...temp_shape[a].map( n => Mat4.inverse( points_transform.transposed() ).times( n.to4(1) ).to3() ) );
else recipient[a].push( ...temp_shape[a] ); // All other arrays get copied in unmodified.
}
}
make_flat_shaded_version() // Auto-generate a new class that re-uses any Shape's points,
{ return class extends this.constructor // but with new normals generated from flat shading.
{ constructor( ...args ) { super( ...args ); this.duplicate_the_shared_vertices(); this.flat_shade(); }
duplicate_the_shared_vertices()
{ // Prepare an indexed shape for flat shading if it is not ready -- that is, if there are any edges where
// the same vertices are indexed by both the adjacent triangles, and those two triangles are not co-planar.
// The two would therefore fight over assigning different normal vectors to the shared vertices.
const temp_positions = [], temp_tex_coords = [], temp_indices = [];
for( let [i, it] of this.indices.entries() )
{ temp_positions.push( this.positions[it] ); temp_tex_coords.push( this.texture_coords[it] ); temp_indices.push( i ); }
this.positions = temp_positions; this.indices = temp_indices; this.texture_coords = temp_tex_coords;
}
flat_shade() // Automatically assign the correct normals to each triangular element to achieve flat shading.
{ // Affect all recently added triangles (those past "offset" in the list). Assumes that no
this.indexed = false; // vertices are shared across seams. First, iterate through the index or position triples:
for( let counter = 0; counter < (this.indexed ? this.indices.length : this.positions.length); counter += 3 )
{ const indices = this.indexed ? [ this.indices[ counter ], this.indices[ counter + 1 ], this.indices[ counter + 2 ] ] :
[ counter, counter + 1, counter + 2 ];
const [ p1, p2, p3 ] = indices.map( i => this.positions[ i ] );
const n1 = p1.minus(p2).cross( p3.minus(p1) ).normalized(); // Cross the two edge vectors of this
// triangle together to get its normal.
if( n1.times(.1).plus(p1).norm() < p1.norm() ) n1.scale(-1); // Flip the normal if adding it to the
// triangle brings it closer to the origin.
for( let i of indices ) this.normals[ i ] = Vec.from( n1 ); // Propagate this normal to the 3 vertices.
}
}
}
}
normalize_positions( keep_aspect_ratios = true )
{ const average_position = this.positions.reduce( (acc,p) => acc.plus( p.times( 1/this.positions.length ) ), Vec.of( 0,0,0 ) );
this.positions = this.positions.map( p => p.minus( average_position ) ); // Center the point cloud on the origin.
const average_lengths = this.positions.reduce( (acc,p) =>
acc.plus( p.map( x => Math.abs(x) ).times( 1/this.positions.length ) ), Vec.of( 0,0,0 ) );
if( keep_aspect_ratios ) // Divide each axis by its average distance from the origin.
this.positions = this.positions.map( p => p.map( (x,i) => x/average_lengths[i] ) );
else
this.positions = this.positions.map( p => p.times( 1/average_lengths.norm() ) );
}
}
window.Graphics_State = window.tiny_graphics.Graphics_State =
class Graphics_State // Stores things that affect multiple shapes, such as lights and the camera.
{ constructor( camera_transform = Mat4.identity(), projection_transform = Mat4.identity() )
{ Object.assign( this, { camera_transform, projection_transform, animation_time: 0, animation_delta_time: 0, lights: [] } ); }
}
window.Light = window.tiny_graphics.Light =
class Light // The properties of one light in the scene (Two 4x1 Vecs and a scalar)
{ constructor( position, color, size ) { Object.assign( this, { position, color, attenuation: 1/size } ); } };
window.Color = window.tiny_graphics.Color =
class Color extends Vec { } // Just an alias. Colors are special 4x1 vectors expressed as ( red, green, blue, opacity ) each from 0 to 1.
window.Graphics_Addresses = window.tiny_graphics.Graphics_Addresses =
class Graphics_Addresses // For organizing communication with the GPU for Shaders. Now that we've compiled the Shader, we can query
{ // some things about the compiled program, such as the memory addresses it will use for uniform variables,
// and the types and indices of its per-vertex attributes. We'll need those for building vertex buffers.
constructor( program, gl )
{ const num_uniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < num_uniforms; ++i)
{ let u = gl.getActiveUniform(program, i).name.split('[')[0]; // Retrieve the GPU addresses of each uniform variable in the shader
this[ u + "_loc" ] = gl.getUniformLocation( program, u ); // based on their names, and store these pointers for later.
}
this.shader_attributes = {}; // Assume per-vertex attributes will each be a set of 1 to 4 floats:
const type_to_size_mapping = { 0x1406: 1, 0x8B50: 2, 0x8B51: 3, 0x8B52: 4 };
const numAttribs = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
for ( let i = 0; i < numAttribs; i++ ) // https://github.com/greggman/twgl.js/blob/master/dist/twgl-full.js for another example.
{ const attribInfo = gl.getActiveAttrib( program, i );
this.shader_attributes[ attribInfo.name ] = { index: gl.getAttribLocation( program, attribInfo.name ), // Pointers to all shader
size: type_to_size_mapping[ attribInfo.type ], // attribute variables
enabled: true, type: gl.FLOAT,
normalized: false, stride: 0, pointer: 0 };
}
}
}
window.Shader = window.tiny_graphics.Shader =
class Shader // Your subclasses of Shader will manage strings of GLSL code that will be sent to the GPU and will run, to
{ constructor( gl ) // draw every shape. Extend the class and fill in the abstract functions; the constructor needs them.
{ Object.assign( this, { gl, program: gl.createProgram() } );
const shared = this.shared_glsl_code() || "";
const vertShdr = gl.createShader( gl.VERTEX_SHADER );
gl.shaderSource( vertShdr, shared + this.vertex_glsl_code() );
gl.compileShader( vertShdr );
if( !gl.getShaderParameter(vertShdr, gl.COMPILE_STATUS) ) throw "Vertex shader compile error: " + gl.getShaderInfoLog( vertShdr );
const fragShdr = gl.createShader( gl.FRAGMENT_SHADER );
gl.shaderSource( fragShdr, shared + this.fragment_glsl_code() );
gl.compileShader( fragShdr );
if( !gl.getShaderParameter(fragShdr, gl.COMPILE_STATUS) ) throw "Fragment shader compile error: " + gl.getShaderInfoLog( fragShdr );
gl.attachShader( this.program, vertShdr );
gl.attachShader( this.program, fragShdr );
gl.linkProgram( this.program );
if( !gl.getProgramParameter( this.program, gl.LINK_STATUS) ) throw "Shader linker error: " + gl.getProgramInfoLog(
this.program );
this.g_addrs = new Graphics_Addresses( this.program, this.gl );
}
activate() { this.gl.useProgram( this.program ); } // You have to override the following five functions:
material(){} update_GPU(){} shared_glsl_code(){} vertex_glsl_code(){} fragment_glsl_code(){}
}
window.Texture = window.tiny_graphics.Texture =
class Texture // The Texture class wraps a pointer to a new texture buffer along with a new HTML image object.
{ constructor( gl, filename, use_mipMap = true, bool_will_copy_to_GPU = true )
{ Object.assign( this, { filename, use_mipMap, bool_will_copy_to_GPU, id: gl.createTexture() } );
gl.bindTexture(gl.TEXTURE_2D, this.id );
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([255, 0, 0, 255])); // A single red pixel, as a placeholder image to prevent a console warning.
this.image = new Image();
this.image.onload = () => // Instructions for whenever the real image file is ready
{ gl.pixelStorei ( gl.UNPACK_FLIP_Y_WEBGL, bool_will_copy_to_GPU );
gl.bindTexture ( gl.TEXTURE_2D, this.id );
gl.texImage2D ( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.image );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR ); // Always use bi-linear sampling when the image
// will appear magnified. When it will appear shrunk,
if( use_mipMap ) // it's best to use tri-linear sampling of its mip maps:
{ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); gl.generateMipmap(gl.TEXTURE_2D); }
else // We can also use the worst sampling method, to
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); // illustrate the difference that mip-mapping makes.
this.loaded = true;
}
if( bool_will_copy_to_GPU ) // Avoid a browser warning, and load the image file.
{ this.image.crossOrigin = "Anonymous"; this.image.src = this.filename; }
}
}
window.Webgl_Manager = window.tiny_graphics.Webgl_Manager =
class Webgl_Manager // This class manages a whole graphics program for one on-page canvas, including its textures, shapes, shaders,
{ // and scenes. In addition to requesting a WebGL context and storing the aforementioned items, it informs the
// canvas of which functions to call during events - such as a key getting pressed or it being time to redraw.
constructor( canvas, background_color, dimensions )
{ let gl, demos = [];
Object.assign( this, { instances: new Map(), shapes_in_use: {}, scene_components: [], prev_time: 0, canvas,
globals: { animate: true, graphics_state: new Graphics_State() } } );
for ( let name of [ "webgl", "experimental-webgl", "webkit-3d", "moz-webgl" ] ) // Get the GPU ready, creating a new WebGL context
if ( gl = this.gl = this.canvas.getContext( name ) ) break; // for this canvas.
if ( !gl ) throw "Canvas failed to make a WebGL context.";
this.set_size( dimensions );
gl.clearColor.apply( gl, background_color ); // Tell the GPU which color to clear the canvas with each frame.
gl.enable( gl.DEPTH_TEST ); gl.enable( gl.BLEND ); // Enable Z-Buffering test with blending.
gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ); // Specify an interpolation method for blending "transparent"
// triangles over the existing pixels.
gl.bindTexture(gl.TEXTURE_2D, gl.createTexture() ); // A single red pixel, as a placeholder image to prevent a console warning:
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
window.requestAnimFrame = ( w => // Find the correct browser's version of requestAnimationFrame()
w.requestAnimationFrame || w.webkitRequestAnimationFrame // needed for queue-ing up re-display events:
|| w.mozRequestAnimationFrame || w.oRequestAnimationFrame || w.msRequestAnimationFrame
|| function( callback, element ) { w.setTimeout(callback, 1000/60); } )( window );
}
set_size( dimensions = [ 1080, 600 ] ) // This function allows you to re-size the canvas anytime.
{ const [ width, height ] = dimensions; // To work, it must change the size in CSS, wait for style to re-flow,
this.canvas.style[ "width" ] = width + "px"; // and then change the size in canvas attributes.
this.canvas.style[ "height" ] = height + "px";
Object.assign( this, { width, height } ); // Have to assign to both; these attributes on a canvas
Object.assign( this.canvas, { width, height } ); // have a special effect on buffers, separate from their style.
this.gl.viewport( 0, 0, width, height ); // Build the canvas's matrix for converting -1 to 1 ranged coords (NCDS)
} // into its own pixel coords.
get_instance( shader_or_texture ) // If a scene requests that the Canvas keeps a certain resource (a Shader
{ if( this.instances[ shader_or_texture ] ) // or Texture) loaded, check if we already have one GPU-side first.
return this.instances[ shader_or_texture ]; // Return the one that already is loaded if it exists. Otherwise,
if( typeof shader_or_texture == "string" ) // If a texture was requested, load it onto a GPU buffer.
return this.instances[ shader_or_texture ] = new Texture( this.gl, ...arguments ); // Or if it's a shader:
return this.instances[ shader_or_texture ] = new ( shader_or_texture )( this.gl ); // Compile it and put it on the GPU.
}
register_scene_component( component ) // Allow a Scene_Component to show their control panel and enter the event loop.
{ this.scene_components.unshift( component ); component.make_control_panel( component.controls );
}
render( time=0 ) // Animate shapes based upon how much measured real time has transpired.
{ this.globals.graphics_state.animation_delta_time = time - this.prev_time;
if( this.globals.animate ) this.globals.graphics_state.animation_time += this.globals.graphics_state.animation_delta_time;
this.prev_time = time;
this.gl.clear( this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); // Clear the canvas's pixels and z-buffer.
for( let live_string of document.querySelectorAll(".live_string") ) live_string.onload( live_string );
for ( let s of this.scene_components ) s.display( this.globals.graphics_state ); // Draw each registered animation.
this.event = window.requestAnimFrame( this.render.bind( this ) ); // Now that this frame is drawn, request that render() happen
} // again as soon as all other web page events are processed.
}
window.Scene_Component = window.tiny_graphics.Scene_Component =
class Scene_Component // The Scene_Component superclass is the base class for any scene part or code snippet that you can add to a
{ // canvas. Make your own subclass(es) of this and override their methods "display()" and "make_control_panel()"
// to make them do something. Finally, push them onto your Webgl_Manager's "scene_components" array.
constructor( webgl_manager, control_box )
{ const callback_behavior = ( callback, event ) =>
{ callback( event );
event.preventDefault(); // Fire the callback and cancel any default browser shortcut that is an exact match.
event.stopPropagation(); // Don't bubble the event to parent nodes; let child elements be targetted in isolation.
}
Object.assign( this, { key_controls: new Keyboard_Manager( document, callback_behavior), globals: webgl_manager.globals } );
control_box.appendChild( Object.assign( document.createElement("div"), { textContent: this.constructor.name, className: "control-title" } ) )
this.control_panel = control_box.appendChild( document.createElement( "div" ) );
this.control_panel.className = "control-div";
}
new_line( parent=this.control_panel ) { parent.appendChild( document.createElement( "br" ) ) } // Format a scene's control panel.
live_string( callback, parent=this.control_panel ) // Create an element somewhere in the control panel that does reporting of the
{ // scene's values in real time. The event loop will constantly update all HTML
// elements made this way.
parent.appendChild( Object.assign( document.createElement( "div" ), { className:"live_string", onload: callback } ) );
}
key_triggered_button( description, shortcut_combination, callback, color = '#'+Math.random().toString(9).slice(-6),
release_event, recipient = this, parent = this.control_panel ) // Trigger any scene behavior by assigning a key
{ const button = parent.appendChild( document.createElement( "button" ) ); // shortcut and a labelled HTML button to it.
button.default_color = button.style.backgroundColor = color;
const press = () => { Object.assign( button.style, { 'background-color' : 'red',
'z-index': "1", 'transform': "scale(2)" } );
callback.call( recipient );
},
release = () => { Object.assign( button.style, { 'background-color' : button.default_color,
'z-index': "0", 'transform': "scale(1)" } );
if( !release_event ) return;
release_event.call( recipient );
};
const key_name = shortcut_combination.join( '+' ).split( " " ).join( "Space" );
button.textContent = "(" + key_name + ") " + description;
button.addEventListener( "mousedown" , press );
button.addEventListener( "mouseup", release );
button.addEventListener( "touchstart", press, { passive: true } );
button.addEventListener( "touchend", release, { passive: true } );
if( !shortcut_combination ) return;
this.key_controls.add( shortcut_combination, press, release );
}
submit_shapes( webgl_manager, shapes ) // Call this to start using a set of shapes. It ensures that this scene as well as the
// Webgl_Manager has pointers to the shapes when needed. It also loads each shape onto
{ if( !this.shapes ) this.shapes = {}; // the GPU if other scenes haven't done so already. The shapes will be accessible from
for( let s in shapes ) // a scene by calling "this.ahapes".
{ if( webgl_manager.shapes_in_use[s] ) // If two scenes give any shape the same name as an existing one, the
this.shapes[s] = webgl_manager.shapes_in_use[s]; // existing one is used instead and the new shape is thrown out.
else this.shapes[s] = webgl_manager.shapes_in_use[s] = shapes[s];
this.shapes[s].copy_onto_graphics_card( webgl_manager.gl );
}
} // You have to override the following functions to use class Scene_Component.
make_control_panel(){} display( graphics_state ){} show_explanation( document_section ){}
}
if(bg_color === 'white')
bg_color = Color.of(1,1,1,1);
else
bg_color = Color.of(0, 0, 0, 1);
window.Canvas_Widget = window.tiny_graphics.Canvas_Widget =
class Canvas_Widget // Canvas_Widget embeds a WebGL demo onto a website, along with various panels of controls.
{ constructor( element, scenes, show_controls = true ) // One panel exists per each scene that's used in the canvas. You can use up
{ this.create( element, scenes, show_controls ) // to 16 Canvas_Widgets; browsers support up to 16 WebGL contexts per page.
const rules = [ ".canvas-widget { width: 1080px; background: White }",
".canvas-widget * { font-family: monospace }",
".canvas-widget canvas { width: 1080px; height: 600px; margin-bottom:-3px }",
".canvas-widget div { background: white }",
".canvas-widget table { border-collapse: collapse; display:block; overflow-x: auto; }",
".canvas-widget table.control-box { width: 1080px; border:0; margin:0; max-height:380px; transition:.5s; overflow-y:scroll; background:White }",
".canvas-widget table.control-box:hover { max-height:500px }",
".canvas-widget table.control-box td { overflow:hidden; border:0; background:White; border-radius:30px }",
".canvas-widget table.control-box td .control-div { background: #EEEEEE; height:338px; padding: 5px 5px 5px 30px; box-shadow: 25px 0px 60px -15px inset }",
".canvas-widget table.control-box td * { background:transparent }",
".canvas-widget table.control-box .control-div td { border-radius:unset }",
".canvas-widget table.control-box .control-title { padding:7px 40px; color:white; background:DarkSlateGray; box-shadow: 25px 0px 70px -15px inset black }",
".canvas-widget *.live_string { display:inline-block; background:unset }",
".dropdown { display:inline-block }",
".dropdown-content { display:inline-block; transition:.2s; transform: scaleY(0); overflow:hidden; position: absolute; \
z-index: 1; background:#E8F6FF; padding: 16px; margin-left:30px; min-width: 100px; \
box-shadow: 5px 10px 16px 0px rgba(0,0,0,0.2) inset; border-radius:10px }",
".dropdown-content a { color: black; padding: 4px 4px; display: block }",
".dropdown a:hover { background: #f1f1f1 }",
".canvas-widget button { background: #4C9F50; color: white; padding: 6px; border-radius:9px; \
box-shadow: 4px 6px 16px 0px rgba(0,0,0,0.3); transition: background .3s, transform .3s }",
".canvas-widget button:hover, button:focus { transform: scale(1.3); color:gold }",
".link { text-decoration:underline; cursor: pointer }",
".show { transform: scaleY(1); height:200px; overflow:auto }",
".hide { transform: scaleY(0); height:0px; overflow:hidden }" ];
const style = document.head.appendChild( document.createElement( "style" ) );
for( const r of rules ) document.styleSheets[document.styleSheets.length - 1].insertRule( r, 0 )
}
create( element, scenes, show_controls )
{ this.patch_ios_bug();
element = document.querySelector( "#" + element );
try { this.populate_canvas( element, scenes, show_controls );
} catch( error )
{ element.innerHTML = "<H1>Error loading the demo.</H1>" + error }
}
patch_ios_bug() // Correct a flaw in Webkit (iPhone devices; safari mobile) that
{ try{ Vec.of( 1,2,3 ).times(2) } // breaks TypedArray.from() and TypedArray.of() in subclasses.
catch
{ Vec.of = function() { return new Vec( Array.from( arguments ) ) }
Vec.from = function( arr ) { return new Vec( Array.from( arr ) ) }
}
}
populate_canvas( element, scenes, show_controls ) // Assign a Webgl_Manager to the WebGL canvas.
{ if( !scenes.every( x => window[ x ] ) ) // Make sure each scene class really exists.
throw "(Featured class not found)";
const canvas = element.appendChild( document.createElement( "canvas" ) );
const control_panels = element.appendChild( document.createElement( "table" ) );
control_panels.className = "control-box";
if( !show_controls ) control_panels.style.display = "none";
const row = control_panels.insertRow( 0 );
this.webgl_manager = new Webgl_Manager(canvas, bg_color ); // Second parameter sets background color.
for( let scene_class_name of scenes ) // Register the initially requested scenes to the render loop.
this.webgl_manager.register_scene_component( new window[ scene_class_name ]( this.webgl_manager, row.insertCell() ) );
this.webgl_manager.render(); // Start WebGL initialization. Note that render() will re-queue itself for more calls.
}
}
window.Code_Manager = window.tiny_graphics.Code_Manager =
class Code_Manager // Break up a string containing code (any es6 JavaScript). The parser expression
{ // is from https://github.com/lydell/js-tokens which states the following limitation:
constructor( code ) // "If the end of a statement looks like a regex literal (even if it isn’t), it will
{ const es6_tokens_parser = RegExp( [ // be treated as one." (This can miscolor lines of code containing divisions and comments).
/((['"])(?:(?!\2|\\).|\\(?:\r\n|[\s\S]))*(\2)?|`(?:[^`\\$]|\\[\s\S]|\$(?!\{)|\$\{(?:[^{}]|\{[^}]*\}?)*\}?)*(`)?)/, // Any string.
/(\/\/.*)|(\/\*(?:[^*]|\*(?!\/))*(\*\/)?)/, // Any comment (2 forms). And next, any regex:
/(\/(?!\*)(?:\[(?:(?![\]\\]).|\\.)*\]|(?![\/\]\\]).|\\.)+\/(?:(?!\s*(?:\b|[\u0080-\uFFFF$\\'"~({]|[+\-!](?!=)|\.?\d))|[gmiyu]{1,5}\b(?![\u0080-\uFFFF$\\]|\s*(?:[+\-*%&|^<>!=?({]|\/(?![\/*])))))/,
/(0[xX][\da-fA-F]+|0[oO][0-7]+|0[bB][01]+|(?:\d*\.\d+|\d+\.?)(?:[eE][+-]?\d+)?)/, // Any number.
/((?!\d)(?:(?!\s)[$\w\u0080-\uFFFF]|\\u[\da-fA-F]{4}|\\u\{[\da-fA-F]+\})+)/, // Any name.
/(--|\+\+|&&|\|\||=>|\.{3}|(?:[+\-\/%&|^]|\*{1,2}|<{1,2}|>{1,3}|!=?|={1,2})=?|[?~.,:;[\](){}])/, // Any punctuator.
/(\s+)|(^$|[\s\S])/ // Any whitespace. Lastly, blank/invalid.
].map( r => r.source ).join('|'), 'g' );
this.tokens = []; this.no_comments = []; let single_token = null;
while( ( single_token = es6_tokens_parser.exec( code ) ) !== null )
{ let token = { type: "invalid", value: single_token[0] }
if ( single_token[ 1 ] ) token.type = "string" , token.closed = !!( single_token[3] || single_token[4] )
else if ( single_token[ 5 ] ) token.type = "comment"
else if ( single_token[ 6 ] ) token.type = "comment", token.closed = !!single_token[7]
else if ( single_token[ 8 ] ) token.type = "regex"
else if ( single_token[ 9 ] ) token.type = "number"
else if ( single_token[ 10 ] ) token.type = "name"
else if ( single_token[ 11 ] ) token.type = "punctuator"
else if ( single_token[ 12 ] ) token.type = "whitespace"
this.tokens.push( token )
if( token.type != "whitespace" && token.type != "comment" ) this.no_comments.push( token.value );
}
}
}
window.Code_Widget = window.tiny_graphics.Code_Widget =
class Code_Widget
{ constructor( element, selected_class )
{ let rules = [ ".code-widget .code-panel { background:white; overflow:auto; font-family:monospace; width:1060px; padding:10px; padding-bottom:40px; max-height: 500px; \
border-radius:12px; box-shadow: 20px 20px 90px 0px powderblue inset, 5px 5px 30px 0px blue inset }",
".code-widget .code-display { min-width:1800px; padding:10px; white-space:pre-wrap; background:transparent }",
".code-widget .edit-button { left:800px; z-index:2; position:absolute; outline:0; height:80px; width:80px; border-radius:50% }",
".code-widget table { display:block; overflow-x:auto; width:1080px; border-radius:25px; border-collapse:collapse; border: 2px solid black }",
".code-widget table.class-list td { border-width:thin; background: #EEEEEE; padding:12px; font-family:monospace; border: 1px solid black }"
];
for( const r of rules ) document.styleSheets[0].insertRule( r, 1 );
if( !window[ selected_class ] ) throw "Class not found.";
selected_class = window[ selected_class ];
element = document.querySelector( "#" + element );
const code_panel = element.appendChild( document.createElement( "div" ) );
code_panel.className = "code-panel";
const text = code_panel.appendChild( document.createElement( "p" ) );
text.textContent = "Below is the code for the demo that's running. Click links to see definitions!";
this.code_display = code_panel.appendChild( document.createElement( "div" ) );
this.code_display.className = "code-display";
const class_list = element.appendChild( document.createElement( "table" ) );
class_list.className = "class-list";
const top_cell = class_list.insertRow( -1 ).insertCell( -1 );
top_cell.colSpan = 2;
top_cell.appendChild( document.createTextNode("Click below to navigate through all classes that are defined.") );
const content = top_cell.appendChild( document.createElement( "p" ) );
content.style = "text-align:center; margin:0; font-weight:bold";
content.innerHTML = "main-scene.js<br>Main Scene: ";
const main_scene_link = content.appendChild( document.createElement( "a" ) );
main_scene_link.href = "javascript:void(0);"
main_scene_link.addEventListener( 'click', () => this.display_code( selected_class ) );
main_scene_link.textContent = selected_class.name;
const second_cell = class_list.insertRow( -1 ).insertCell( -1 );
second_cell.colSpan = 2;
second_cell.style = "text-align:center; font-weight:bold";
const index_src_link = second_cell.appendChild( document.createElement( "a" ) );
index_src_link.href = "javascript:void(0);"
index_src_link.addEventListener( 'click', () => this.display_code() );
index_src_link.textContent = "This page's complete HTML source";
const third_row = class_list.insertRow( -1 );
third_row.style = "text-align:center";
third_row.innerHTML = "<td><b>tiny-graphics.js</b><br>(Always the same)</td> \
<td><b>dependencies.js</b><br>(Different for every demo)</td>";
const fourth_row = class_list.insertRow( -1 );
for( let list of [ tiny_graphics, classes ] )
{ const cell = fourth_row.appendChild( document.createElement( "td" ) );
const class_names = Object.keys( list ).filter( x => x != selected_class.name ); // List all class names except the main one,
cell.style = "white-space:normal" // which we'll display separately.
for( let name of class_names )
{ const class_link = cell.appendChild( document.createElement( "a" ) );
class_link.style["margin-right"] = "80px"
class_link.href = "javascript:void(0);"
class_link.addEventListener( 'click', () => this.display_code( window[name] ) );
class_link.textContent = name;
cell.appendChild( document.createTextNode(" ") );
}
}
this.display_code( selected_class );
}
display_code( class_to_display ) // Pass undefined to choose index.html source.
{ this.selected_class = class_to_display;
if( class_to_display ) this.format_code( class_to_display.toString() );
else fetch( document.location.href )
.then( response => response.text() )
.then( pageSource => this.format_code( pageSource ) );
}
format_code( code_string )
{ this.code_display.innerHTML = "";
const color_map = { string: "chocolate", comment: "green", regex: "blue", number: "magenta",
name: "black", punctuator: "red", whitespace: "black" };
for( let t of new Code_Manager( code_string ).tokens )
if( t.type == "name" && [ ...Object.keys( tiny_graphics ), ...Object.keys( classes ) ].includes( t.value ) )
{ const link = this.code_display.appendChild( document.createElement( 'a' ) );
link.href = "javascript:void(0);"
link.addEventListener( 'click', () => this.display_code( window[ t.value ] ) );
link.textContent = t.value;
}
else
{ const span = this.code_display.appendChild( document.createElement( 'span' ) );
span.style.color = color_map[t.type];
span.textContent = t.value;
}
}
}