-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathdemo.js
6544 lines (5857 loc) · 186 KB
/
demo.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
function animate(keyframes, time)
{
var last = keyframes.length - 1;
if (time <= keyframes[0][0]) return keyframes[0][1];
if (time >= keyframes[last][0]) return keyframes[last][1];
// we must have at least 2 keyframes, or it will crash
var prev = [], next = [];
for (var i = 0; i < keyframes[1][1].length; i++) {
prev.push(2 * keyframes[1][1][i] - keyframes[0][1][i]);
next.push(2 * keyframes[last][1][i] - keyframes[last-1][1][i]);
}
keyframes.unshift([0, prev]);
keyframes.push([0, next]);
var i = 1;
while ((i <= last) && (keyframes[i][0] < time)) i++;
var k0 = keyframes[i - 2];
var k1 = keyframes[i - 1];
var k2 = keyframes[i];
var k3 = keyframes[i + 1];
var t = (time - k1[0]) / (k2[0] - k1[0]);
var h1 = 2 * t * t * t - 3 * t * t + 1; // calculate basis function 1
var h2 = -2 * t * t * t + 3 * t * t; // calculate basis function 2
var h3 = t * t * t - 2 * t * t + t; // calculate basis function 3
var h4 = t * t * t - t * t;
for (i = 0; i < k1[1].length; i++) {
var t1 = (k2[1][i] - k0[1][i]) / 4;
var t2 = (k3[1][i] - k1[1][i]) / 4;
k1[1][i] = h1 * k1[1][i] + h2 * k2[1][i] + h3 * t1 + h4 * t2;
}
return k1[1];
}
var scenes = [];
var start_time = 0;
var snd;
var M = Math;
function minify_context(ctx)
{
var names = []
for (var name in ctx) names.push(name);
names.sort();
for (var i in names)
{
var name = names[i]
// add an underscore to shader variables, to avoid conflict with glsl-unit minification
var m, newName = "";
var re = /([A-Z0-9])[A-Z]*_?/g;
if (name.match(/[a-z]/))
re = /(^[a-z]|[A-Z0-9])[a-z]*/g;
while (m = re.exec(name)) newName += m[1];
if (newName in ctx)
{
var index = 2;
while ((newName + index) in ctx) index++;
newName = newName + index;
}
ctx[newName] = ctx[name];
}
}
// export for minifcation tools
function engine_render(current_time)
{
/*
var start_time = 0;
for (var i = 0; i < scenes.length; i++) {
var scene = scenes[i]
var scene_time = current_time - start_time;
if ((scene_time >= 0) && (scene_time < scene.duration)) {
render_scene(scene, current_time, scene_time);
break;
}
start_time += scene.duration;
}
*/
render_scene(scenes[1], current_time, current_time);
}
var startingTime = Date.now();
function main_loop() {
var current_time = Date.now() - startingTime;
engine_render(current_time);
requestAnimationFrame(main_loop);
}
function main() {
var body = document.body
canvas = document.createElement("canvas");
body.appendChild(canvas);
body.style.margin = 0;
canvas.width = innerWidth;
canvas.height = innerHeight;
gl_init();
demo_init();
gfx_init();
render_scene(scenes[0], 0, 0);
snd = new SND(SONG);
// If you want to shut the music up comment this out and also comment
// out the equivalent line in engine-driver.js:~100
// snd.p();
main_loop();
}
function editor_main() {
canvas = document.getElementById("engine-view")
gl_init();
}
// general naming rule: things that have offset in the name are offsets in
// an array, while things with index in the name are indices that should be
// multiplied by a stride to obtain the offset.
// ring: [[x,y,z]]
// geom: {vbo, ibo, v_stride, v_cursor, i_cursor}
// v_cursor is an index (in vertex, not an offset in the array).
// Use v_cursor * v_stride for an offset in the array.
var SEED;
function seedable_random() {
return (SEED = (69069 * SEED + 1) & 0x7FFFFFFF) / 0x80000000;
}
// For a continuous ring of 4 points the indices are:
// 0 1
// 7 A----B 2
// | |
// | |
// 6 D----C 3
// 5 4
//
// The slice of the vbo for this ring looks like:
// [A, B, B, C, C, D, D, A]
//
// Continuous rings are what the city generator outputs, but join_rings
// takes discontinuous rings as inputs:
//
// For a discontinuous ring of 4 points the indices are:
// 0 1
// A----B
//
//
// C----D
// 3 2
//
// The slice of the vbo for this ring looks like:
// [A, B, C, D]
function is_path_convex(path) {
var path_length = path.length;
var c = vec3.create();
var v1 = vec2.create();
var v2 = vec2.create();
for (var i = 0; i < path_length; ++i) {
vec2.subtract(v1, path[(i+1)%path_length], path[i]);
vec2.subtract(v2, path[(i+2)%path_length], path[(i+1)%path_length]);
vec2.cross(c, v1, v2);
if (c[2] > 0) {
return false;
}
}
return true;
}
function make_ring(path, y) {
return path.map(function(point)
{
return [point[0], y, -point[1]]
})
}
function push_vertices(to, v) {
for (var i = 0; i<v.length; ++i) {
for (var j = 0; j<v[i].length; ++j) {
to.push(v[i][j]);
}
}
}
function join_rings(geom, r1, r2, uv_fn) {
var e1 = vec3.create()
var e2 = vec3.create()
var normal = [0,0,0]
for (var i = 0; i < r1.length; i++)
{
var next = (i + 1) % r1.length;
push_vertices(geom.positions, [r1[i], r1[next], r2[next], r2[next], r2[i], r1[i]]);
vec3.sub(e1, r2[next], r1[i]);
vec3.sub(e2, r1[next], r1[i]);
vec3.cross(normal, e1, e2);
vec3.normalize(normal, normal);
push_vertices(geom.normals, [normal, normal, normal, normal, normal, normal]);
var head_or_tail = rand_int(2) == 1 ? 0.3 : 0.5;
push_vertices(geom.uvs, uv_fn(vec3.length(e2), head_or_tail));
}
}
function rand_int(max) {
return M.floor(seedable_random() * max);
}
function mod(a, m) {
return (a%m+m)%m;
}
// Yeah. I know.
function deep_clone(obj) {
return JSON.parse(JSON.stringify(obj));
}
function _vector_2d(a,b) { return vec2.subtract([], b, a) }
function _vec2_scale(v, f) { return [v[0]*f, v[1]*f] }
function normal(v) {
var l = vec2.length(v);
return [-v[1]/l, v[0]/l]
}
function lines_intersection_2d(a1, a2, b1, b2) {
var det = (a1[0]-a2[0])*(b1[1]-b2[1]) - (a1[1]-a2[1])*(b1[0]-b2[0]);
if (det*det < 0.0001) { return null }
var a = (a1[0]*a2[1]- a1[1]*a2[0]);
var b = (b1[0]*b2[1]- b1[1]*b2[0]);
return [
(a * (b1[0] - b2[0]) - b * (a1[0] - a2[0])) / det,
(a * (b1[1] - b2[1]) - b * (a1[1] - a2[1])) / det
];
}
function shrink_path(path, amount, z, use_subdiv, disp) {
var new_path = [];
var path_length = path.length;
var pna = vec2.create();
var pnxa = vec2.create();
var pnb = vec2.create();
var pnxb = vec2.create();
for (var i = 0; i < path_length; ++i) {
var pa = path[mod(i-1, path_length)];
var px = path[mod(i, path_length)];
var pb = path[mod(i+1, path_length)];
use_subdiv = use_subdiv || 0;
var displacement;
//if(disp)
// console.log("on a disp=" + disp);
displacement = disp || [0,0];
// avoid shrinking too much
if (vec2.distance(pa, pb) < amount*(1+pa.subdiv*use_subdiv*2)) {
return deep_clone(path);
}
var pa_sub = pa.subdiv || 0;
var px_sub = px.subdiv || 0;
var na = _vec2_scale(normal(_vector_2d(pa, px)), amount * (1+pa_sub*use_subdiv));
var nb = _vec2_scale(normal(_vector_2d(px, pb)), amount * (1+px_sub*use_subdiv));
vec2.add(pna, pa, na);
vec2.add(pnb, pb, nb);
vec2.add(pnxa, px, na);
vec2.add(pnxb, px, nb);
var inter = lines_intersection_2d(pna, pnxa, pnxb, pnb );
// If inter is null (pa, px and pb are aligned)
inter = inter || [pnxa[0], pnxa[1]];
inter = vec2.add(inter, inter, displacement);
inter.subdiv = path[i].subdiv;
new_path.push(inter);
}
var old_segment = vec2.create();
var new_segment = vec2.create();
for (var i = 0; i < path_length; ++i) {
vec2.subtract(old_segment, path[(i+1)%path_length], path[i]);
vec2.subtract(new_segment, new_path[(i+1)%path_length], new_path[i]);
if (vec2.dot(old_segment, new_segment) < 0) {
return null;
}
}
return new_path;
}
function fill_convex_ring(geom, ring, uv) {
var normal = [0, 1, 0];
// roof top or grass
uv = uv || [0.5, 0.95];
for (var i = 1; i < ring.length - 1; i++) {
push_vertices(geom.positions, [ring[0], ring[i], ring[i + 1]]);
push_vertices(geom.normals, [normal, normal, normal]);
push_vertices(geom.uvs, [uv, uv, uv]);
}
}
function city_subdivision_rec(paths, num_subdivs, sub_id) {
if (sub_id < 0) { sub_id = 0; }
var sub_paths = [];
for (var i in paths) {
var sub = city_subdivision(paths[i], sub_id)
if (!sub) {
sub_paths.push(paths[i]);
}
else {
sub_paths.push(sub[0], sub[1]);
}
}
if (num_subdivs == 1) {
return sub_paths;
}
return city_subdivision_rec(sub_paths, num_subdivs - 1, sub_id - 1);
}
// TODO make this show in the editor: it defines how the min size of city blocks
var MIN_PERIMETER = 260;
/*function perimeter(path) {
var accum = 0;
var path_length = path.length;
for (var i = 0; i < path_length; ++i) {
accum += vec2.distance(path[i], path[(i+1) % path_length]);
}
return accum;
}
function smallest_segment_length(path) {
var smallest = 10000;
var path_length = path.length;
for (var i = 0; i < path_length; ++i) {
var d = vec2.distance(path[i], path[(i+1) % path_length]);
if (d < smallest) { smallest = d; }
}
return smallest;
}*/
function city_subdivision(path, sub_id) {
var path_length = path.length;
// a1 is the index of the point starting the first edge we'll cut.
// b1 is the index of the point starting the second edge we'll cut.
var a1;
var maxd = 0;
var perimeter = 0;
var i; // loop index, taken out to win a few bytes
// pick the longest segment
for (i = 0; i < path_length; ++i) {
var d = vec2.distance(path[i], path[(i+1)%path_length]);
if (d > maxd) {
maxd = d;
a1 = i;
}
perimeter += d;
}
if (perimeter < MIN_PERIMETER) { return null; }
var a2 = (a1+1) % path_length;
var b1, b2;
do {
b1 = rand_int(path_length);
if (a1 == b1 || a1 == b1 + 1) { continue; }
b2 = (b1+1) % path_length;
var f1 = 0.5 + (0.5 - M.abs(seedable_random() - 0.5)) * 0.2;
var f2 = 0.5 + (0.5 - M.abs(seedable_random() - 0.5)) * 0.2;
var p_a3_1 = { '0': path[a1][0]*f1 + path[a2][0]*(1.0-f1), '1': path[a1][1]*f1 + path[a2][1]*(1-f1), subdiv: sub_id};
var p_a3_2 = { '0': path[a1][0]*f1 + path[a2][0]*(1.0-f1), '1': path[a1][1]*f1 + path[a2][1]*(1-f1), subdiv: path[a1].subdiv};
var p_b3_1 = { '0': path[b1][0]*f2 + path[b2][0]*(1.0-f2), '1': path[b1][1]*f2 + path[b2][1]*(1-f2), subdiv: sub_id};
var p_b3_2 = { '0': path[b1][0]*f2 + path[b2][0]*(1.0-f2), '1': path[b1][1]*f2 + path[b2][1]*(1-f2), subdiv: path[b1].subdiv};
break;
} while (1);
var path1 = [p_a3_1, p_b3_2]
for (i = b2; i != a2; i = mod((i+1), path_length)) {
path1.push(path[i]);
}
var path2 = [p_b3_1, p_a3_2]
for (i = a2; i != b2; i = mod((i+1), path_length)) {
path2.push(path[i]);
}
return [path1, path2];
}
function circle_path(center, radius, n_points) {
var path = []
for (i = 0; i < n_points; ++i) {
path.push([
center[0] + -M.cos(i/n_points * 2 * M.PI) * radius,
center[1] + M.sin(i/n_points * 2 * M.PI) * radius
]);
}
return path;
}
function plazza(path, pos, rad) {
for (p=0; p<path.length; ++p) {
if (vec2.distance(path[p], pos) < rad) {
return true;
}
}
return false;
}
// Testing...
// if this code below ends up in the minified export, something's wrong.
function debug_draw_path(path, color, offset_x, offset_y) {
map_ctx.strokeStyle = color;
for (var i in path) {
map_ctx.beginPath();
map_ctx.moveTo(
(path[i][0] + offset_x + 300) / 3,
(path[i][1] + offset_y) / 3
);
map_ctx.lineTo(
(path[mod(i-1, path.length)][0] + offset_x + 300) / 3,
(path[mod(i-1, path.length)][1] + offset_y) / 3
);
map_ctx.stroke();
map_ctx.closePath();
}
}
/*function arrays_equal(a1, a2) {
if (a1.length != a2.length) {
return false;
}
for (var i = 0; i < a1.length; ++i) {
if (a1[i] !== a2[i]) {
return false;
}
}
return true;
}
function arrays_of_arrays_equal(a1, a2) {
if (a1.length != a2.length) {
return false;
}
for (var i = 0; i < a1.length; ++i) {
if (!arrays_equal(a1[i], a2[i])) {
return false;
}
}
return true;
}
function test_join_rings() {
console.log("BEGIN - test_join_rings...");
var r1 = [
[0,0,3],
[1,0,3],
[1,1,3],
[0,1,3]
];
var r2 = [
[0,0,5],
[1,0,5],
[1,1,5],
[0,1,5]
];
if (!arrays_of_arrays_equal(continuous_path(r1), [
[0,0,3],
[1,0,3],
[1,0,3],
[1,1,3],
[1,1,3],
[0,1,3],
[0,1,3],
[0,0,3]
])) {
console.log("test_join_rings failed: wrong continuous path");
console.log(continuous_path(r1));
}
var floats_per_vertex = 8;
var geom = {
vbo: new Float32Array(r1.length * 4 * floats_per_vertex),
ibo: new Uint16Array(r1.length * 6),
v_stride: floats_per_vertex,
v_cursor: 0, i_cursor: 0
}
join_rings(geom, continuous_path(r1), continuous_path(r2));
if (!arrays_equal(geom.ibo, [
0, 8, 9,
0, 9, 1,
2, 10, 11,
2, 11, 3,
4, 12, 13,
4, 13, 5,
6, 14, 15,
6, 15, 7
])) {
console.log("test_join_rings failed: wrong ibo (continuous)");
console.log(geom.ibo);
}
if (!arrays_equal(geom.vbo, [
// ring 1
0,0,3, 0, 0, 0, 0, 0,
1,0,3, 0, 0, 0, 0, 0,
1,0,3, 0, 0, 0, 0, 0,
1,1,3, 0, 0, 0, 0, 0,
1,1,3, 0, 0, 0, 0, 0,
0,1,3, 0, 0, 0, 0, 0,
0,1,3, 0, 0, 0, 0, 0,
0,0,3, 0, 0, 0, 0, 0,
// ring 2
0,0,5, 0, 0, 0, 0, 0,
1,0,5, 0, 0, 0, 0, 0,
1,0,5, 0, 0, 0, 0, 0,
1,1,5, 0, 0, 0, 0, 0,
1,1,5, 0, 0, 0, 0, 0,
0,1,5, 0, 0, 0, 0, 0,
0,1,5, 0, 0, 0, 0, 0,
0,0,5, 0, 0, 0, 0, 0
])) {
console.log("test_join_rings failed: wrong vbo (continuous)");
console.log(geom.vbo);
}
// TODO: test the result of normals computation
//compute_normals(geom, 0, 0, geom.ibo.length);
//if (!arrays_equal(geom.vbo, [
// // ring 1
// 0,0,3, 0, 0, 0, 0, 0,
// 0,0,3, 0, 0, 0, 0, 0,
// 1,0,3, 0, 0, 0, 0, 0,
// 1,0,3, 0, 0, 0, 0, 0,
// 1,1,3, 0, 0, 0, 0, 0,
// 1,1,3, 0, 0, 0, 0, 0,
// 0,1,3, 0, 0, 0, 0, 0,
// 0,1,3, 0, 0, 0, 0, 0,
// // ring 2
// 0,0,5, 0, 0, 0, 0, 0,
// 0,0,5, 0, 0, 0, 0, 0,
// 1,0,5, 0, 0, 0, 0, 0,
// 1,0,5, 0, 0, 0, 0, 0,
// 1,1,5, 0, 0, 0, 0, 0,
// 1,1,5, 0, 0, 0, 0, 0,
// 0,1,5, 0, 0, 0, 0, 0,
// 0,1,5, 0, 0, 0, 0, 0
//])) {
// console.log("test_join_rings failed: wrong normals in the vbo (continuous)");
//}
// --- discontinuous paths ---
geom = {
vbo: new Float32Array(r1.length * 2 * floats_per_vertex),
ibo: new Uint16Array(r1.length * 6 / 2),
v_stride: floats_per_vertex,
v_cursor: 0, i_cursor: 0
}
join_rings(geom, r1, r2);
if (!arrays_equal(geom.ibo, [
0, 4, 5,
0, 5, 1,
2, 6, 7,
2, 7, 3
])) {
console.log("test_join_rings failed: wrong ibo (discontinuous)");
console.log(geom.ibo);
}
if (!arrays_equal(geom.vbo, [
// ring 1
0,0,3, 0, 0, 0, 0, 0,
1,0,3, 0, 0, 0, 0, 0,
1,1,3, 0, 0, 0, 0, 0,
0,1,3, 0, 0, 0, 0, 0,
// ring 2
0,0,5, 0, 0, 0, 0, 0,
1,0,5, 0, 0, 0, 0, 0,
1,1,5, 0, 0, 0, 0, 0,
0,1,5, 0, 0, 0, 0, 0
])) {
console.log("test_join_rings failed: wrong vbo (discontinuous)");
console.log(geom.vbo);
}
console.log("END - test_join_rings");
}
*/
var gl
var canvas
var textures = {}
var uniforms = {}
var geometries = {}
var programs = {}
var fragment_shaders = {}
var vertex_shaders = {}
var textureCanvas
var textureContext
function gl_init() {
gl = canvas.getContext("webgl");
minify_context(gl);
gl.viewport(0, 0, canvas.width, canvas.height);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var quad = new Float32Array([-1, -1,
-1, 1,
1, -1,
1, 1]);
gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW);
_quad_vbo = buffer;
// get readable strings for error enum values
textureCanvas = document.createElement("canvas");
textureCanvas.width = textureCanvas.height = 2048;
textureContext = textureCanvas.getContext("2d");
minify_context(textureContext);
load_shaders();
}
function clear_texture_canvas() {
textureContext.clearRect(0, 0, 2048, 2048);
}
var _quad_vbo = null;
var _locations = [
"position",
"tex_coords",
"normals",
"color"
];
var POS = 0;
var TEX_COORDS = 1;
var NORMALS = 2;
var COLOR = 3;
function gfx_init() {
// replace the render passes' texture arrays by actual frame buffer objects
// this is far from optimal...
for (var s=0; s<scenes.length; ++s) {
var scene = scenes[s];
for (var p=0; p<scene.passes.length; ++p) {
var pass = scene.passes[p];
if (pass.render_to) {
pass.fbo = frame_buffer(pass.render_to);
}
}
}
uniforms["cam_pos"] = [0, 1, 0]
uniforms["cam_target"] = [0, 0, 0]
uniforms["cam_fov"] = 75
uniforms["cam_tilt"] = 0
// hack to make the export toolchain minify attribute and uniform names
}
function make_vbo(location, buffer) {
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(buffer), gl.STATIC_DRAW);
return {location: location, vbo: vbo, length: buffer.length};
}
// editor only
function draw_quad() {
gl.disable(gl.DEPTH_TEST);
gl.bindBuffer(gl.ARRAY_BUFFER, _quad_vbo);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
// actually renders
function draw_geom(data) {
gl.enable(gl.DEPTH_TEST);
for (var i in data.buffers) {
var buffer = data.buffers[i];
gl.bindBuffer(gl.ARRAY_BUFFER, buffer.vbo);
gl.enableVertexAttribArray(buffer.location);
gl.vertexAttribPointer(buffer.location, buffer.length / data.vertex_count, gl.FLOAT, false, 0, 0);
}
gl.drawArrays(data.mode, 0, data.vertex_count);
}
// to use with the timeline
function draw_mesh(data) {
return function() {
draw_geom(data);
}
}
// type: gl.VERTEX_SHADER or gl.FRAGMENT_SHADER
function compile_shader(txt_src, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, txt_src);
gl.compileShader(shader);
return shader;
}
function load_shader_program(vs_entry_point, fs_entry_point) {
var vs = vs_shader_source.replace(vs_entry_point + "()", "main()");
var fs = fs_shader_source.replace(fs_entry_point + "()", "main()");
var program = gl.createProgram();
gl.attachShader(program, compile_shader(vs, gl.VERTEX_SHADER));
gl.attachShader(program, compile_shader(fs, gl.FRAGMENT_SHADER));
for (var i in _locations) {
gl.bindAttribLocation(program, i, _locations[i]);
}
gl.linkProgram(program);
return program;
}
function set_texture_flags(texture, allow_repeat, linear_filtering, mipmaps) {
// XXX - Getting the following error associated to the bind texture call:
// WebGL: A texture is going to be rendered as if it were black, as per the
// OpenGL ES 2.0.24 spec section 3.8.2, because it is a 2D texture, with a
// minification filter requiring a mipmap, and is not mipmap complete (as
// defined in section 3.7.10).
gl.bindTexture(gl.TEXTURE_2D, texture);
var wrap = allow_repeat ? gl.REPEAT : gl.CLAMP_TO_EDGE;
var min_filtering = linear_filtering
? mipmaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR
: gl.NEAREST;
var mag_filtering = linear_filtering ? gl.LINEAR : gl.NEAREST;
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filtering);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filtering);
if (mipmaps) {
gl.generateMipmap(gl.TEXTURE_2D);
}
}
function create_texture(width, height, format, data, allow_repeat, linear_filtering, mipmaps) {
format = format || gl.RGBA;
width = width || canvas.width;
height = height || canvas.height;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0,
format,
(format == gl.DEPTH_COMPONENT) ? gl.UNSIGNED_SHORT
: gl.UNSIGNED_BYTE, data ? new Uint8Array(data, 0, 0)
: null);
set_texture_flags(texture, allow_repeat, linear_filtering, mipmaps);
return {
tex: texture,
width: width,
height: height
};
}
function texture_unit(i) { return gl.TEXTURE0+i; }
function frame_buffer(target) {
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
if (target.color) gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.color.tex, 0);
if (target.depth) gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, target.depth.tex, 0);
return fbo;
}
function set_uniforms(program, ratio) {
var viewMatrix = mat4.create()
var projectionMatrix = mat4.create()
var viewProjectionMatrix = mat4.create()
var viewProjectionMatrixInv = mat4.create()
// derive camera matrices from simpler parameters
//mat4.lookAt(viewMatrix, uniforms["cam_pos"], uniforms["cam_target"], [0.0, 1.0, 0.0]);
mat4.lookAtTilt(viewMatrix, uniforms["cam_pos"], uniforms["cam_target"], uniforms["cam_tilt"]);
mat4.perspective(projectionMatrix, uniforms["cam_fov"] * M.PI / 180.0, ratio, 2.0, 2000.0)
mat4.multiply(viewProjectionMatrix, projectionMatrix, viewMatrix);
mat4.invert(viewProjectionMatrixInv, viewProjectionMatrix);
uniforms["view_proj_mat"] = viewProjectionMatrix;
uniforms["view_proj_mat_inv"] = viewProjectionMatrixInv;
for (var uniformName in uniforms) {
var val = uniforms[uniformName];
var location = gl.getUniformLocation(program, uniformName);
if (!location)
continue;
// if val is a bare number, make a one-element array
if (typeof val == "number")
val = [val];
switch (val.length) {
case 1: gl.uniform1fv(location, val); break;
case 2: gl.uniform2fv(location, val); break;
case 3: gl.uniform3fv(location, val); break;
case 4: gl.uniform4fv(location, val); break;
case 9: gl.uniformMatrix3fv(location, 0, val); break;
case 16: gl.uniformMatrix4fv(location, 0, val); break;
}
}
}
function clear() {
gl.clearColor(0.7, 0.8, 0.9, 1.0);
gl.clearDepth(1.0);
gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT);
}
function render_scene(scene, demo_time, scene_time) {
var clip_time_norm = scene_time/scene.duration;
uniforms["clip_time"] = scene_time;
var t = {
scene_norm: clip_time_norm,
demo: demo_time,
scene: scene_time
};
if (scene.update) {
scene.update(t);
}
gl.disable(gl.BLEND);
for (var p in scene.passes) {
var pass = scene.passes[p];
if (pass.update) {
pass.update(t);
}
if (pass.program) {
var shader_program = pass.program;
gl.useProgram(shader_program);
var rx = canvas.width;
var ry = canvas.height;
if (pass.render_to) {
rx = pass.render_to.color.width;
ry = pass.render_to.color.height;
}
uniforms["resolution"] = [rx,ry];
set_uniforms(shader_program, rx / ry);
gl.viewport(0, 0, rx, ry);
}
if (pass.fbo) {
gl.bindFramebuffer(gl.FRAMEBUFFER, pass.fbo);
} else {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
if (pass.texture_inputs) {
for (var i=0; i<pass.texture_inputs.length; ++i) {
var tex = pass.texture_inputs[i].tex;
gl.activeTexture(texture_unit(i));
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniform1i(gl.getUniformLocation(shader_program,"texture_"+i), i);
}
}
if (pass.blend) {
gl.enable(gl.BLEND);
gl.blendFunc.apply(gl, pass.blend);
}
if (pass.render) {
pass.render(pass.program);
}
}
}
/**
* @fileoverview gl-matrix - High performance matrix and vector operations
* @author Brandon Jones
* @author Colin MacKenzie IV
* @version 2.2.1
*/
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
var GLMAT_EPSILON = 0.000001;
var GLMAT_ARRAY_TYPE = Float32Array;
var GLMAT_RANDOM = M.random;
/**
* @class Common utilities
* @name glMatrix
*/
var glMatrix = {};
/**
* Sets the type of array used when creating new vectors and matricies
*
* @param {Type} type Array type, such as Float32Array or Array
*/
glMatrix.setMatrixArrayType = function(type) {
GLMAT_ARRAY_TYPE = type;
}
var degree = M.PI / 180;
/**
* Convert Degree To Radian
*
* @param {Number} Angle in Degrees
*/
glMatrix.toRadian = function(a){
return a * degree;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
/**
* @class 2 Dimensional Vector
* @name vec2
*/
var vec2 = {};
/**
* Creates a new, empty vec2
*
* @returns {vec2} a new 2D vector
*/