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1 | import { mat4, vec3 } from 'gl-matrix'; | |
2 | import { System } from '@serpentity/serpentity'; | |
3 | import Drawable from '../nodes/drawable'; | |
4 | import Configurable from '../nodes/configurable'; | |
5 | import Cameras from '../nodes/cameras'; | |
6 | import { initializeShaderProgram, initializeBuffers } from '../webgl_utils'; | |
7 | ||
8 | const internals = { | |
9 | kDefaultLineLength: 1000, | |
10 | kCameraRadius: 5, | |
11 | kCameraAngularVelocity: Math.PI / 180, | |
12 | kFieldOfView: 45, // degrees | |
13 | kNearLimit: 0.1, | |
14 | kFarLimit: 100, | |
15 | kWidthRatio: 1.5, | |
16 | kHeightRatio: 1, | |
17 | kTargetVerticalResolution: 1024, | |
18 | kVertexShader: ` | |
19 | ||
20 | attribute vec4 aVertexPosition; | |
21 | attribute vec4 aColor; | |
22 | ||
23 | varying vec4 vColor; | |
24 | ||
25 | uniform mat4 uViewMatrix; | |
26 | uniform mat4 uProjectionMatrix; | |
27 | ||
28 | void main() { | |
29 | ||
30 | gl_Position = uProjectionMatrix * uViewMatrix * aVertexPosition; | |
31 | vColor = aColor; | |
32 | gl_PointSize = 10.0; // Set the point size | |
33 | } | |
34 | `, | |
35 | ||
36 | kFragmentShader: ` | |
37 | ||
38 | precision mediump float; | |
39 | varying vec4 vColor; | |
40 | ||
41 | void main() { | |
42 | ||
43 | gl_FragColor = vColor; | |
44 | } | |
45 | ` | |
46 | }; | |
47 | ||
48 | /** | |
49 | * Does all the WebGL rendering. I'm not super familiar with WebGL so I need | |
50 | * to revisit this in a while and see how I would restructure this. | |
51 | */ | |
52 | export default class WebGLRenderer extends System { | |
53 | ||
54 | constructor(canvas) { | |
55 | ||
56 | super(); | |
57 | this.canvas = canvas; | |
58 | } | |
59 | ||
60 | added(engine){ | |
61 | ||
62 | // Set up canvas | |
63 | const { canvas } = this; | |
64 | window.addEventListener('resize', () => this._resizeCanvas(canvas)); | |
65 | ||
66 | // Set up WebGL | |
67 | const gl = canvas.getContext('webgl', { | |
68 | preserveDrawingBuffer: true | |
69 | }); | |
70 | this.gl = gl; | |
71 | ||
72 | gl.clearColor(0.05882, 0.14902, 0.12157, 1); | |
73 | gl.enable(gl.DEPTH_TEST); | |
74 | gl.depthFunc(gl.LEQUAL); | |
75 | ||
76 | this.colorBuffer = gl.createBuffer(); | |
77 | ||
78 | const shaderProgram = initializeShaderProgram( | |
79 | gl, | |
80 | internals.kVertexShader, | |
81 | internals.kFragmentShader | |
82 | ); | |
83 | ||
84 | this.programInfo = { | |
85 | program: shaderProgram, | |
86 | attribLocations: { | |
87 | vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), | |
88 | vertexColor: gl.getAttribLocation(shaderProgram, 'aColor') | |
89 | }, | |
90 | uniformLocations: { | |
91 | projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'), | |
92 | viewMatrix: gl.getUniformLocation(shaderProgram, 'uViewMatrix') | |
93 | } | |
94 | }; | |
95 | ||
96 | this.buffers = initializeBuffers(gl); | |
97 | this._resizeCanvas(canvas); | |
98 | ||
99 | this.points = engine.getNodes(Drawable); | |
100 | this.positions = []; | |
101 | this.colors = []; | |
102 | ||
103 | this.configurations = engine.getNodes(Configurable); | |
104 | this.cameras = engine.getNodes(Cameras); | |
105 | } | |
106 | ||
107 | removed(engine){ | |
108 | ||
109 | delete this.gl; | |
110 | delete this.points; | |
111 | delete this.colorBuffer; | |
112 | delete this.buffers; | |
113 | delete this.positions; | |
114 | delete this.colors; | |
115 | delete this.configurations; | |
116 | delete this.cameras; | |
117 | } | |
118 | ||
119 | update(){ | |
120 | ||
121 | const {gl, programInfo, buffers} = this; | |
122 | ||
123 | gl.useProgram(programInfo.program); | |
124 | ||
125 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
126 | ||
127 | const fieldOfView = internals.kFieldOfView * Math.PI / 180; | |
128 | const aspectRatio = internals.kWidthRatio / internals.kHeightRatio; | |
129 | const projectionMatrix = mat4.create(); | |
130 | ||
131 | mat4.perspective( | |
132 | projectionMatrix, | |
133 | fieldOfView, | |
134 | aspectRatio, | |
135 | internals.kNearLimit, | |
136 | internals.kFarLimit | |
137 | ); | |
138 | ||
139 | gl.uniformMatrix4fv( | |
140 | programInfo.uniformLocations.projectionMatrix, | |
141 | false, | |
142 | projectionMatrix | |
143 | ); | |
144 | ||
145 | // We only support one camera for now. | |
146 | const camera = this.cameras.nodes[0]; | |
147 | if (camera != undefined) { | |
148 | const eye = vec3.fromValues(camera.position.x, camera.position.y, camera.position.z); | |
149 | const center = vec3.fromValues(0, 0, 0); | |
150 | const up = vec3.fromValues(camera.up.x, camera.up.y, camera.up.z); | |
151 | const viewMatrix = mat4.create(); | |
152 | mat4.lookAt(viewMatrix, eye, center, up); | |
153 | gl.uniformMatrix4fv( | |
154 | programInfo.uniformLocations.viewMatrix, | |
155 | false, | |
156 | viewMatrix | |
157 | ); | |
158 | } | |
159 | ||
160 | let i = 0; | |
161 | for (const point of this.points) { | |
162 | this.positions[i] = this.positions[i] || []; | |
163 | this.positions[i].push(point.position.x, point.position.y, point.position.z, 1); | |
164 | this.positions[i].push( | |
165 | point.position.prevX || point.position.x, | |
166 | point.position.prevY || point.position.y, | |
167 | point.position.prevZ || point.position.z, | |
168 | 1 | |
169 | ); | |
170 | point.position.prevX = point.position.x; | |
171 | point.position.prevY = point.position.y; | |
172 | point.position.prevZ = point.position.z; | |
173 | ||
174 | this.colors[i] = this.colors[i] || []; | |
175 | this.colors[i].push( | |
176 | 0.5 + point.position.z / 4 + point.position.x / 4, | |
177 | 0.5 + point.position.z / 4 + point.position.y / 4, | |
178 | 0.75 + point.position.z / 4, 1, | |
179 | 0.5 + point.position.prevZ / 4 + point.position.prevX / 4, | |
180 | 0.5 + point.position.prevZ / 4 + point.position.prevY / 4, | |
181 | 0.75 + point.position.prevZ / 4,1); | |
182 | ||
183 | ++i; | |
184 | } | |
185 | ||
186 | gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); | |
187 | const colors = this.colors.flat(); | |
188 | gl.bufferData(gl.ARRAY_BUFFER, | |
189 | new Float32Array(colors), | |
190 | gl.STATIC_DRAW); | |
191 | ||
192 | { | |
193 | const numberOfComponents = 4; | |
194 | const type = gl.FLOAT; | |
195 | const normalize = false; | |
196 | const stride = 0; | |
197 | const offset = 0; | |
198 | ||
199 | gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); | |
200 | gl.vertexAttribPointer( | |
201 | programInfo.attribLocations.vertexColor, | |
202 | numberOfComponents, | |
203 | type, | |
204 | normalize, | |
205 | stride, | |
206 | offset | |
207 | ); | |
208 | gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor); | |
209 | } | |
210 | ||
211 | gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); | |
212 | const positions = this.positions.flat(); | |
213 | gl.bufferData(gl.ARRAY_BUFFER, | |
214 | new Float32Array(positions), | |
215 | gl.STATIC_DRAW); | |
216 | ||
217 | { | |
218 | const numberOfComponents = 4; | |
219 | const type = gl.FLOAT; | |
220 | const normalize = false; | |
221 | const stride = 0; | |
222 | const offset = 0; | |
223 | ||
224 | gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); | |
225 | gl.vertexAttribPointer( | |
226 | programInfo.attribLocations.vertexPosition, | |
227 | numberOfComponents, | |
228 | type, | |
229 | normalize, | |
230 | stride, | |
231 | offset | |
232 | ); | |
233 | gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); | |
234 | } | |
235 | ||
236 | { | |
237 | gl.lineWidth(2); | |
238 | gl.drawArrays(gl.LINES, 0, positions.length / 4); | |
239 | } | |
240 | ||
241 | this._cullLines(); | |
242 | } | |
243 | ||
244 | _resizeCanvas(canvas) { | |
245 | ||
246 | let width = window.innerWidth; | |
247 | let height = Math.round(width * internals.kHeightRatio / internals.kWidthRatio); | |
248 | ||
249 | if (window.innerHeight < height) { | |
250 | height = window.innerHeight; | |
251 | width = Math.round(height * internals.kWidthRatio / internals.kHeightRatio); | |
252 | } | |
253 | ||
254 | canvas.style.width = `${width}px`; | |
255 | canvas.style.height = `${height}px`; | |
256 | ||
257 | canvas.width = internals.kTargetVerticalResolution * internals.kWidthRatio; | |
258 | canvas.height = internals.kTargetVerticalResolution; | |
259 | ||
260 | this.gl.viewport(0, 0, canvas.width, canvas.height); | |
261 | } | |
262 | ||
263 | _cullLines() { | |
264 | const lineLength = this.configurations.nodes[0]?.configuration.lineLength || internals.kDefaultLineLength; | |
265 | ||
266 | for (const [i, position] of Object.entries(this.positions)) { | |
267 | this.positions[i] = position.slice(-lineLength * 8); | |
268 | } | |
269 | ||
270 | for (const [i, color] of Object.entries(this.colors)) { | |
271 | this.colors[i] = color.slice(-lineLength * 8); | |
272 | } | |
273 | } | |
274 | }; |