twgl.js/examples/js/browserified-example.js
2015-10-09 18:14:43 +03:00

6769 lines
260 KiB
JavaScript

(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
/** echo * @license echo * while read i do echo * done echo
*/
!function(){var Color,K,PITHIRD,TWOPI,X,Y,Z,bezier,brewer,chroma,clip_rgb,colors,cos,css2rgb,hex2rgb,hsi2rgb,hsl2rgb,hsv2rgb,lab2lch,lab2rgb,lab_xyz,lch2lab,lch2rgb,limit,luminance,luminance_x,rgb2hex,rgb2hsi,rgb2hsl,rgb2hsv,rgb2lab,rgb2lch,rgb_xyz,root,type,unpack,xyz_lab,xyz_rgb,_ref;chroma=function(x,y,z,m){return new Color(x,y,z,m)};if(typeof module!=="undefined"&&module!==null&&module.exports!=null){module.exports=chroma}if(typeof define==="function"&&define.amd){define([],function(){return chroma})}else{root=typeof exports!=="undefined"&&exports!==null?exports:this;root.chroma=chroma}chroma.color=function(x,y,z,m){return new Color(x,y,z,m)};chroma.hsl=function(h,s,l,a){return new Color(h,s,l,a,"hsl")};chroma.hsv=function(h,s,v,a){return new Color(h,s,v,a,"hsv")};chroma.rgb=function(r,g,b,a){return new Color(r,g,b,a,"rgb")};chroma.hex=function(x){return new Color(x)};chroma.css=function(x){return new Color(x)};chroma.lab=function(l,a,b){return new Color(l,a,b,"lab")};chroma.lch=function(l,c,h){return new Color(l,c,h,"lch")};chroma.hsi=function(h,s,i){return new Color(h,s,i,"hsi")};chroma.gl=function(r,g,b,a){return new Color(r*255,g*255,b*255,a,"gl")};chroma.interpolate=function(a,b,f,m){if(a==null||b==null){return"#000"}if(type(a)==="string"){a=new Color(a)}if(type(b)==="string"){b=new Color(b)}return a.interpolate(f,b,m)};chroma.mix=chroma.interpolate;chroma.contrast=function(a,b){var l1,l2;if(type(a)==="string"){a=new Color(a)}if(type(b)==="string"){b=new Color(b)}l1=a.luminance();l2=b.luminance();if(l1>l2){return(l1+.05)/(l2+.05)}else{return(l2+.05)/(l1+.05)}};chroma.luminance=function(color){return chroma(color).luminance()};chroma._Color=Color;Color=function(){function Color(){var a,arg,args,m,me,me_rgb,x,y,z,_i,_len,_ref,_ref1,_ref2,_ref3,_ref4;me=this;args=[];for(_i=0,_len=arguments.length;_i<_len;_i++){arg=arguments[_i];if(arg!=null){args.push(arg)}}if(args.length===0){_ref=[255,0,255,1,"rgb"],x=_ref[0],y=_ref[1],z=_ref[2],a=_ref[3],m=_ref[4]}else if(type(args[0])==="array"){if(args[0].length===3){_ref1=args[0],x=_ref1[0],y=_ref1[1],z=_ref1[2];a=1}else if(args[0].length===4){_ref2=args[0],x=_ref2[0],y=_ref2[1],z=_ref2[2],a=_ref2[3]}else{throw"unknown input argument"}m=(_ref3=args[1])!=null?_ref3:"rgb"}else if(type(args[0])==="string"){x=args[0];m="hex"}else if(type(args[0])==="object"){_ref4=args[0]._rgb,x=_ref4[0],y=_ref4[1],z=_ref4[2],a=_ref4[3];m="rgb"}else if(args.length>=3){x=args[0];y=args[1];z=args[2]}if(args.length===3){m="rgb";a=1}else if(args.length===4){if(type(args[3])==="string"){m=args[3];a=1}else if(type(args[3])==="number"){m="rgb";a=args[3]}}else if(args.length===5){a=args[3];m=args[4]}if(a==null){a=1}if(m==="rgb"){me._rgb=[x,y,z,a]}else if(m==="gl"){me._rgb=[x*255,y*255,z*255,a]}else if(m==="hsl"){me._rgb=hsl2rgb(x,y,z);me._rgb[3]=a}else if(m==="hsv"){me._rgb=hsv2rgb(x,y,z);me._rgb[3]=a}else if(m==="hex"){me._rgb=hex2rgb(x)}else if(m==="lab"){me._rgb=lab2rgb(x,y,z);me._rgb[3]=a}else if(m==="lch"){me._rgb=lch2rgb(x,y,z);me._rgb[3]=a}else if(m==="hsi"){me._rgb=hsi2rgb(x,y,z);me._rgb[3]=a}me_rgb=clip_rgb(me._rgb)}Color.prototype.rgb=function(){return this._rgb.slice(0,3)};Color.prototype.rgba=function(){return this._rgb};Color.prototype.hex=function(){return rgb2hex(this._rgb)};Color.prototype.toString=function(){return this.name()};Color.prototype.hsl=function(){return rgb2hsl(this._rgb)};Color.prototype.hsv=function(){return rgb2hsv(this._rgb)};Color.prototype.lab=function(){return rgb2lab(this._rgb)};Color.prototype.lch=function(){return rgb2lch(this._rgb)};Color.prototype.hsi=function(){return rgb2hsi(this._rgb)};Color.prototype.gl=function(){return[this._rgb[0]/255,this._rgb[1]/255,this._rgb[2]/255,this._rgb[3]]};Color.prototype.luminance=function(lum,mode){var cur_lum,eps,max_iter,test;if(mode==null){mode="rgb"}if(!arguments.length){return luminance(this._rgb)}if(lum===0){this._rgb=[0,0,0,this._rgb[3]]}if(lum===1){this._rgb=[255,255,255,this._rgb[3]]}cur_lum=luminance(this._rgb);eps=1e-7;max_iter=20;test=function(l,h){var lm,m;m=l.interpolate(.5,h,mode);lm=m.luminance();if(Math.abs(lum-lm)<eps||!max_iter--){return m}if(lm>lum){return test(l,m)}return test(m,h)};this._rgb=(cur_lum>lum?test(new Color("black"),this):test(this,new Color("white"))).rgba();return this};Color.prototype.name=function(){var h,k;h=this.hex();for(k in chroma.colors){if(h===chroma.colors[k]){return k}}return h};Color.prototype.alpha=function(alpha){if(arguments.length){this._rgb[3]=alpha;return this}return this._rgb[3]};Color.prototype.css=function(mode){var hsl,me,rgb,rnd;if(mode==null){mode="rgb"}me=this;rgb=me._rgb;if(mode.length===3&&rgb[3]<1){mode+="a"}if(mode==="rgb"){return mode+"("+rgb.slice(0,3).map(Math.round).join(",")+")"}else if(mode==="rgba"){return mode+"("+rgb.slice(0,3).map(Math.round).join(",")+","+rgb[3]+")"}else if(mode==="hsl"||mode==="hsla"){hsl=me.hsl();rnd=function(a){return Math.round(a*100)/100};hsl[0]=rnd(hsl[0]);hsl[1]=rnd(hsl[1]*100)+"%";hsl[2]=rnd(hsl[2]*100)+"%";if(mode.length===4){hsl[3]=rgb[3]}return mode+"("+hsl.join(",")+")"}};Color.prototype.interpolate=function(f,col,m){var dh,hue,hue0,hue1,lbv,lbv0,lbv1,me,res,sat,sat0,sat1,xyz0,xyz1;me=this;if(m==null){m="rgb"}if(type(col)==="string"){col=new Color(col)}if(m==="hsl"||m==="hsv"||m==="lch"||m==="hsi"){if(m==="hsl"){xyz0=me.hsl();xyz1=col.hsl()}else if(m==="hsv"){xyz0=me.hsv();xyz1=col.hsv()}else if(m==="hsi"){xyz0=me.hsi();xyz1=col.hsi()}else if(m==="lch"){xyz0=me.lch();xyz1=col.lch()}if(m.substr(0,1)==="h"){hue0=xyz0[0],sat0=xyz0[1],lbv0=xyz0[2];hue1=xyz1[0],sat1=xyz1[1],lbv1=xyz1[2]}else{lbv0=xyz0[0],sat0=xyz0[1],hue0=xyz0[2];lbv1=xyz1[0],sat1=xyz1[1],hue1=xyz1[2]}if(!isNaN(hue0)&&!isNaN(hue1)){if(hue1>hue0&&hue1-hue0>180){dh=hue1-(hue0+360)}else if(hue1<hue0&&hue0-hue1>180){dh=hue1+360-hue0}else{dh=hue1-hue0}hue=hue0+f*dh}else if(!isNaN(hue0)){hue=hue0;if((lbv1===1||lbv1===0)&&m!=="hsv"){sat=sat0}}else if(!isNaN(hue1)){hue=hue1;if((lbv0===1||lbv0===0)&&m!=="hsv"){sat=sat1}}else{hue=Number.NaN}if(sat==null){sat=sat0+f*(sat1-sat0)}lbv=lbv0+f*(lbv1-lbv0);if(m.substr(0,1)==="h"){res=new Color(hue,sat,lbv,m)}else{res=new Color(lbv,sat,hue,m)}}else if(m==="rgb"){xyz0=me._rgb;xyz1=col._rgb;res=new Color(xyz0[0]+f*(xyz1[0]-xyz0[0]),xyz0[1]+f*(xyz1[1]-xyz0[1]),xyz0[2]+f*(xyz1[2]-xyz0[2]),m)}else if(m==="lab"){xyz0=me.lab();xyz1=col.lab();res=new Color(xyz0[0]+f*(xyz1[0]-xyz0[0]),xyz0[1]+f*(xyz1[1]-xyz0[1]),xyz0[2]+f*(xyz1[2]-xyz0[2]),m)}else{throw"color mode "+m+" is not supported"}res.alpha(me.alpha()+f*(col.alpha()-me.alpha()));return res};Color.prototype.premultiply=function(){var a,rgb;rgb=this.rgb();a=this.alpha();return chroma(rgb[0]*a,rgb[1]*a,rgb[2]*a,a)};Color.prototype.darken=function(amount){var lch,me;if(amount==null){amount=20}me=this;lch=me.lch();lch[0]-=amount;return chroma.lch(lch).alpha(me.alpha())};Color.prototype.darker=function(amount){return this.darken(amount)};Color.prototype.brighten=function(amount){if(amount==null){amount=20}return this.darken(-amount)};Color.prototype.brighter=function(amount){return this.brighten(amount)};Color.prototype.saturate=function(amount){var lch,me;if(amount==null){amount=20}me=this;lch=me.lch();lch[1]+=amount;return chroma.lch(lch).alpha(me.alpha())};Color.prototype.desaturate=function(amount){if(amount==null){amount=20}return this.saturate(-amount)};return Color}();clip_rgb=function(rgb){var i;for(i in rgb){if(i<3){if(rgb[i]<0){rgb[i]=0}if(rgb[i]>255){rgb[i]=255}}else if(i===3){if(rgb[i]<0){rgb[i]=0}if(rgb[i]>1){rgb[i]=1}}}return rgb};css2rgb=function(css){var hsl,i,m,rgb,_i,_j,_k,_l;css=css.toLowerCase();if(chroma.colors!=null&&chroma.colors[css]){return hex2rgb(chroma.colors[css])}if(m=css.match(/rgb\(\s*(\-?\d+),\s*(\-?\d+)\s*,\s*(\-?\d+)\s*\)/)){rgb=m.slice(1,4);for(i=_i=0;_i<=2;i=++_i){rgb[i]=+rgb[i]}rgb[3]=1}else if(m=css.match(/rgba\(\s*(\-?\d+),\s*(\-?\d+)\s*,\s*(\-?\d+)\s*,\s*([01]|[01]?\.\d+)\)/)){rgb=m.slice(1,5);for(i=_j=0;_j<=3;i=++_j){rgb[i]=+rgb[i]}}else if(m=css.match(/rgb\(\s*(\-?\d+(?:\.\d+)?)%,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*\)/)){rgb=m.slice(1,4);for(i=_k=0;_k<=2;i=++_k){rgb[i]=Math.round(rgb[i]*2.55)}rgb[3]=1}else if(m=css.match(/rgba\(\s*(\-?\d+(?:\.\d+)?)%,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)/)){rgb=m.slice(1,5);for(i=_l=0;_l<=2;i=++_l){rgb[i]=Math.round(rgb[i]*2.55)}rgb[3]=+rgb[3]}else if(m=css.match(/hsl\(\s*(\-?\d+(?:\.\d+)?),\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*\)/)){hsl=m.slice(1,4);hsl[1]*=.01;hsl[2]*=.01;rgb=hsl2rgb(hsl);rgb[3]=1}else if(m=css.match(/hsla\(\s*(\-?\d+(?:\.\d+)?),\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)/)){hsl=m.slice(1,4);hsl[1]*=.01;hsl[2]*=.01;rgb=hsl2rgb(hsl);rgb[3]=+m[4]}return rgb};hex2rgb=function(hex){var a,b,g,r,rgb,u;if(hex.match(/^#?([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/)){if(hex.length===4||hex.length===7){hex=hex.substr(1)}if(hex.length===3){hex=hex.split("");hex=hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2]}u=parseInt(hex,16);r=u>>16;g=u>>8&255;b=u&255;return[r,g,b,1]}if(hex.match(/^#?([A-Fa-f0-9]{8})$/)){if(hex.length===9){hex=hex.substr(1)}u=parseInt(hex,16);r=u>>24&255;g=u>>16&255;b=u>>8&255;a=u&255;return[r,g,b,a]}if(rgb=css2rgb(hex)){return rgb}throw"unknown color: "+hex};hsi2rgb=function(h,s,i){var b,g,r,_ref;_ref=unpack(arguments),h=_ref[0],s=_ref[1],i=_ref[2];h/=360;if(h<1/3){b=(1-s)/3;r=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;g=1-(b+r)}else if(h<2/3){h-=1/3;r=(1-s)/3;g=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;b=1-(r+g)}else{h-=2/3;g=(1-s)/3;b=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;r=1-(g+b)}r=limit(i*r*3);g=limit(i*g*3);b=limit(i*b*3);return[r*255,g*255,b*255]};hsl2rgb=function(){var b,c,g,h,i,l,r,s,t1,t2,t3,_i,_ref,_ref1;_ref=unpack(arguments),h=_ref[0],s=_ref[1],l=_ref[2];if(s===0){r=g=b=l*255}else{t3=[0,0,0];c=[0,0,0];t2=l<.5?l*(1+s):l+s-l*s;t1=2*l-t2;h/=360;t3[0]=h+1/3;t3[1]=h;t3[2]=h-1/3;for(i=_i=0;_i<=2;i=++_i){if(t3[i]<0){t3[i]+=1}if(t3[i]>1){t3[i]-=1}if(6*t3[i]<1){c[i]=t1+(t2-t1)*6*t3[i]}else if(2*t3[i]<1){c[i]=t2}else if(3*t3[i]<2){c[i]=t1+(t2-t1)*(2/3-t3[i])*6}else{c[i]=t1}}_ref1=[Math.round(c[0]*255),Math.round(c[1]*255),Math.round(c[2]*255)],r=_ref1[0],g=_ref1[1],b=_ref1[2]}return[r,g,b]};hsv2rgb=function(){var b,f,g,h,i,p,q,r,s,t,v,_ref,_ref1,_ref2,_ref3,_ref4,_ref5,_ref6;_ref=unpack(arguments),h=_ref[0],s=_ref[1],v=_ref[2];v*=255;if(s===0){r=g=b=v}else{if(h===360){h=0}if(h>360){h-=360}if(h<0){h+=360}h/=60;i=Math.floor(h);f=h-i;p=v*(1-s);q=v*(1-s*f);t=v*(1-s*(1-f));switch(i){case 0:_ref1=[v,t,p],r=_ref1[0],g=_ref1[1],b=_ref1[2];break;case 1:_ref2=[q,v,p],r=_ref2[0],g=_ref2[1],b=_ref2[2];break;case 2:_ref3=[p,v,t],r=_ref3[0],g=_ref3[1],b=_ref3[2];break;case 3:_ref4=[p,q,v],r=_ref4[0],g=_ref4[1],b=_ref4[2];break;case 4:_ref5=[t,p,v],r=_ref5[0],g=_ref5[1],b=_ref5[2];break;case 5:_ref6=[v,p,q],r=_ref6[0],g=_ref6[1],b=_ref6[2]}}r=Math.round(r);g=Math.round(g);b=Math.round(b);return[r,g,b]};K=18;X=.95047;Y=1;Z=1.08883;lab2lch=function(){var a,b,c,h,l,_ref;_ref=unpack(arguments),l=_ref[0],a=_ref[1],b=_ref[2];c=Math.sqrt(a*a+b*b);h=Math.atan2(b,a)/Math.PI*180;return[l,c,h]};lab2rgb=function(l,a,b){var g,r,x,y,z,_ref,_ref1;if(l!==void 0&&l.length===3){_ref=l,l=_ref[0],a=_ref[1],b=_ref[2]}if(l!==void 0&&l.length===3){_ref1=l,l=_ref1[0],a=_ref1[1],b=_ref1[2]}y=(l+16)/116;x=y+a/500;z=y-b/200;x=lab_xyz(x)*X;y=lab_xyz(y)*Y;z=lab_xyz(z)*Z;r=xyz_rgb(3.2404542*x-1.5371385*y-.4985314*z);g=xyz_rgb(-.969266*x+1.8760108*y+.041556*z);b=xyz_rgb(.0556434*x-.2040259*y+1.0572252*z);return[limit(r,0,255),limit(g,0,255),limit(b,0,255),1]};lab_xyz=function(x){if(x>.206893034){return x*x*x}else{return(x-4/29)/7.787037}};xyz_rgb=function(r){return Math.round(255*(r<=.00304?12.92*r:1.055*Math.pow(r,1/2.4)-.055))};lch2lab=function(){var c,h,l,_ref;_ref=unpack(arguments),l=_ref[0],c=_ref[1],h=_ref[2];h=h*Math.PI/180;return[l,Math.cos(h)*c,Math.sin(h)*c]};lch2rgb=function(l,c,h){var L,a,b,g,r,_ref,_ref1;_ref=lch2lab(l,c,h),L=_ref[0],a=_ref[1],b=_ref[2];_ref1=lab2rgb(L,a,b),r=_ref1[0],g=_ref1[1],b=_ref1[2];return[limit(r,0,255),limit(g,0,255),limit(b,0,255)]};luminance=function(r,g,b){var _ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];r=luminance_x(r);g=luminance_x(g);b=luminance_x(b);return.2126*r+.7152*g+.0722*b};luminance_x=function(x){x/=255;if(x<=.03928){return x/12.92}else{return Math.pow((x+.055)/1.055,2.4)}};rgb2hex=function(){var b,g,r,str,u,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];u=r<<16|g<<8|b;str="000000"+u.toString(16);return"#"+str.substr(str.length-6)};rgb2hsi=function(){var TWOPI,b,g,h,i,min,r,s,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];TWOPI=Math.PI*2;r/=255;g/=255;b/=255;min=Math.min(r,g,b);i=(r+g+b)/3;s=1-min/i;if(s===0){h=0}else{h=(r-g+(r-b))/2;h/=Math.sqrt((r-g)*(r-g)+(r-b)*(g-b));h=Math.acos(h);if(b>g){h=TWOPI-h}h/=TWOPI}return[h*360,s,i]};rgb2hsl=function(r,g,b){var h,l,max,min,s,_ref;if(r!==void 0&&r.length>=3){_ref=r,r=_ref[0],g=_ref[1],b=_ref[2]}r/=255;g/=255;b/=255;min=Math.min(r,g,b);max=Math.max(r,g,b);l=(max+min)/2;if(max===min){s=0;h=Number.NaN}else{s=l<.5?(max-min)/(max+min):(max-min)/(2-max-min)}if(r===max){h=(g-b)/(max-min)}else if(g===max){h=2+(b-r)/(max-min)}else if(b===max){h=4+(r-g)/(max-min)}h*=60;if(h<0){h+=360}return[h,s,l]};rgb2hsv=function(){var b,delta,g,h,max,min,r,s,v,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];min=Math.min(r,g,b);max=Math.max(r,g,b);delta=max-min;v=max/255;if(max===0){h=Number.NaN;s=0}else{s=delta/max;if(r===max){h=(g-b)/delta}if(g===max){h=2+(b-r)/delta}if(b===max){h=4+(r-g)/delta}h*=60;if(h<0){h+=360}}return[h,s,v]};rgb2lab=function(){var b,g,r,x,y,z,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];r=rgb_xyz(r);g=rgb_xyz(g);b=rgb_xyz(b);x=xyz_lab((.4124564*r+.3575761*g+.1804375*b)/X);y=xyz_lab((.2126729*r+.7151522*g+.072175*b)/Y);z=xyz_lab((.0193339*r+.119192*g+.9503041*b)/Z);return[116*y-16,500*(x-y),200*(y-z)]};rgb_xyz=function(r){if((r/=255)<=.04045){return r/12.92}else{return Math.pow((r+.055)/1.055,2.4)}};xyz_lab=function(x){if(x>.008856){return Math.pow(x,1/3)}else{return 7.787037*x+4/29}};rgb2lch=function(){var a,b,g,l,r,_ref,_ref1;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];_ref1=rgb2lab(r,g,b),l=_ref1[0],a=_ref1[1],b=_ref1[2];return lab2lch(l,a,b)};chroma.scale=function(colors,positions){var classifyValue,f,getClass,getColor,resetCache,setColors,setDomain,tmap,_colorCache,_colors,_correctLightness,_domain,_fixed,_max,_min,_mode,_nacol,_numClasses,_out,_pos,_spread;_mode="rgb";_nacol=chroma("#ccc");_spread=0;_fixed=false;_domain=[0,1];_colors=[];_out=false;_pos=[];_min=0;_max=1;_correctLightness=false;_numClasses=0;_colorCache={};setColors=function(colors,positions){var c,col,_i,_j,_ref,_ref1,_ref2;if(colors==null){colors=["#ddd","#222"]}if(colors!=null&&type(colors)==="string"&&((_ref=chroma.brewer)!=null?_ref[colors]:void 0)!=null){colors=chroma.brewer[colors]}if(type(colors)==="array"){colors=colors.slice(0);for(c=_i=0,_ref1=colors.length-1;0<=_ref1?_i<=_ref1:_i>=_ref1;c=0<=_ref1?++_i:--_i){col=colors[c];if(type(col)==="string"){colors[c]=chroma(col)}}if(positions!=null){_pos=positions}else{_pos=[];for(c=_j=0,_ref2=colors.length-1;0<=_ref2?_j<=_ref2:_j>=_ref2;c=0<=_ref2?++_j:--_j){_pos.push(c/(colors.length-1))}}}resetCache();return _colors=colors};setDomain=function(domain){if(domain==null){domain=[]}_domain=domain;_min=domain[0];_max=domain[domain.length-1];resetCache();if(domain.length===2){return _numClasses=0}else{return _numClasses=domain.length-1}};getClass=function(value){var i,n;if(_domain!=null){n=_domain.length-1;i=0;while(i<n&&value>=_domain[i]){i++}return i-1}return 0};tmap=function(t){return t};classifyValue=function(value){var i,maxc,minc,n,val;val=value;if(_domain.length>2){n=_domain.length-1;i=getClass(value);minc=_domain[0]+(_domain[1]-_domain[0])*(0+_spread*.5);maxc=_domain[n-1]+(_domain[n]-_domain[n-1])*(1-_spread*.5);val=_min+(_domain[i]+(_domain[i+1]-_domain[i])*.5-minc)/(maxc-minc)*(_max-_min)}return val};getColor=function(val,bypassMap){var c,col,f0,i,k,p,t,_i,_ref;if(bypassMap==null){bypassMap=false}if(isNaN(val)){return _nacol}if(!bypassMap){if(_domain.length>2){c=getClass(val);t=c/(_numClasses-1)}else{t=f0=_min!==_max?(val-_min)/(_max-_min):0;t=f0=(val-_min)/(_max-_min);t=Math.min(1,Math.max(0,t))}}else{t=val}if(!bypassMap){t=tmap(t)}k=Math.floor(t*1e4);if(_colorCache[k]){col=_colorCache[k]}else{if(type(_colors)==="array"){for(i=_i=0,_ref=_pos.length-1;0<=_ref?_i<=_ref:_i>=_ref;i=0<=_ref?++_i:--_i){p=_pos[i];if(t<=p){col=_colors[i];break}if(t>=p&&i===_pos.length-1){col=_colors[i];break}if(t>p&&t<_pos[i+1]){t=(t-p)/(_pos[i+1]-p);col=chroma.interpolate(_colors[i],_colors[i+1],t,_mode);break}}}else if(type(_colors)==="function"){col=_colors(t)}_colorCache[k]=col}return col};resetCache=function(){return _colorCache={}};setColors(colors,positions);f=function(v){var c;c=getColor(v);if(_out&&c[_out]){return c[_out]()}else{return c}};f.domain=function(domain,classes,mode,key){var d;if(mode==null){mode="e"}if(!arguments.length){return _domain}if(classes!=null){d=chroma.analyze(domain,key);if(classes===0){domain=[d.min,d.max]}else{domain=chroma.limits(d,mode,classes)}}setDomain(domain);return f};f.mode=function(_m){if(!arguments.length){return _mode}_mode=_m;resetCache();return f};f.range=function(colors,_pos){setColors(colors,_pos);return f};f.out=function(_o){_out=_o;return f};f.spread=function(val){if(!arguments.length){return _spread}_spread=val;return f};f.correctLightness=function(v){if(!arguments.length){return _correctLightness}_correctLightness=v;resetCache();if(_correctLightness){tmap=function(t){var L0,L1,L_actual,L_diff,L_ideal,max_iter,pol,t0,t1;L0=getColor(0,true).lab()[0];L1=getColor(1,true).lab()[0];pol=L0>L1;L_actual=getColor(t,true).lab()[0];L_ideal=L0+(L1-L0)*t;L_diff=L_actual-L_ideal;t0=0;t1=1;max_iter=20;while(Math.abs(L_diff)>.01&&max_iter-->0){!function(){if(pol){L_diff*=-1}if(L_diff<0){t0=t;t+=(t1-t)*.5}else{t1=t;t+=(t0-t)*.5}L_actual=getColor(t,true).lab()[0];return L_diff=L_actual-L_ideal}()}return t}}else{tmap=function(t){return t}}return f};f.colors=function(out){var i,samples,_i,_j,_len,_ref;if(out==null){out="hex"}colors=[];samples=[];if(_domain.length>2){for(i=_i=1,_ref=_domain.length;1<=_ref?_i<_ref:_i>_ref;i=1<=_ref?++_i:--_i){samples.push((_domain[i-1]+_domain[i])*.5)}}else{samples=_domain}for(_j=0,_len=samples.length;_j<_len;_j++){i=samples[_j];colors.push(f(i)[out]())}return colors};return f};if((_ref=chroma.scales)==null){chroma.scales={}}chroma.scales.cool=function(){return chroma.scale([chroma.hsl(180,1,.9),chroma.hsl(250,.7,.4)])};chroma.scales.hot=function(){return chroma.scale(["#000","#f00","#ff0","#fff"],[0,.25,.75,1]).mode("rgb")};chroma.analyze=function(data,key,filter){var add,k,r,val,visit,_i,_len;r={min:Number.MAX_VALUE,max:Number.MAX_VALUE*-1,sum:0,values:[],count:0};if(filter==null){filter=function(){return true}}add=function(val){if(val!=null&&!isNaN(val)){r.values.push(val);r.sum+=val;if(val<r.min){r.min=val}if(val>r.max){r.max=val}r.count+=1}};visit=function(val,k){if(filter(val,k)){if(key!=null&&type(key)==="function"){return add(key(val))}else if(key!=null&&type(key)==="string"||type(key)==="number"){return add(val[key])}else{return add(val)}}};if(type(data)==="array"){for(_i=0,_len=data.length;_i<_len;_i++){val=data[_i];visit(val)}}else{for(k in data){val=data[k];visit(val,k)}}r.domain=[r.min,r.max];r.limits=function(mode,num){return chroma.limits(r,mode,num)};return r};chroma.limits=function(data,mode,num){var assignments,best,centroids,cluster,clusterSizes,dist,i,j,kClusters,limits,max,max_log,min,min_log,mindist,n,nb_iters,newCentroids,p,pb,pr,repeat,sum,tmpKMeansBreaks,value,values,_i,_j,_k,_l,_m,_n,_o,_p,_q,_r,_ref1,_ref10,_ref11,_ref12,_ref13,_ref14,_ref15,_ref2,_ref3,_ref4,_ref5,_ref6,_ref7,_ref8,_ref9,_s,_t,_u,_v,_w;if(mode==null){mode="equal"}if(num==null){num=7}if(type(data)==="array"){data=chroma.analyze(data)}min=data.min;max=data.max;sum=data.sum;values=data.values.sort(function(a,b){return a-b});limits=[];if(mode.substr(0,1)==="c"){limits.push(min);limits.push(max)}if(mode.substr(0,1)==="e"){limits.push(min);for(i=_i=1,_ref1=num-1;1<=_ref1?_i<=_ref1:_i>=_ref1;i=1<=_ref1?++_i:--_i){limits.push(min+i/num*(max-min))}limits.push(max)}else if(mode.substr(0,1)==="l"){if(min<=0){throw"Logarithmic scales are only possible for values > 0"}min_log=Math.LOG10E*Math.log(min);max_log=Math.LOG10E*Math.log(max);limits.push(min);for(i=_j=1,_ref2=num-1;1<=_ref2?_j<=_ref2:_j>=_ref2;i=1<=_ref2?++_j:--_j){limits.push(Math.pow(10,min_log+i/num*(max_log-min_log)))}limits.push(max)}else if(mode.substr(0,1)==="q"){limits.push(min);for(i=_k=1,_ref3=num-1;1<=_ref3?_k<=_ref3:_k>=_ref3;i=1<=_ref3?++_k:--_k){p=values.length*i/num;pb=Math.floor(p);if(pb===p){limits.push(values[pb])}else{pr=p-pb;limits.push(values[pb]*pr+values[pb+1]*(1-pr))}}limits.push(max)}else if(mode.substr(0,1)==="k"){n=values.length;assignments=new Array(n);clusterSizes=new Array(num);repeat=true;nb_iters=0;centroids=null;centroids=[];centroids.push(min);for(i=_l=1,_ref4=num-1;1<=_ref4?_l<=_ref4:_l>=_ref4;i=1<=_ref4?++_l:--_l){centroids.push(min+i/num*(max-min))}centroids.push(max);while(repeat){for(j=_m=0,_ref5=num-1;0<=_ref5?_m<=_ref5:_m>=_ref5;j=0<=_ref5?++_m:--_m){clusterSizes[j]=0}for(i=_n=0,_ref6=n-1;0<=_ref6?_n<=_ref6:_n>=_ref6;i=0<=_ref6?++_n:--_n){value=values[i];mindist=Number.MAX_VALUE;for(j=_o=0,_ref7=num-1;0<=_ref7?_o<=_ref7:_o>=_ref7;j=0<=_ref7?++_o:--_o){dist=Math.abs(centroids[j]-value);if(dist<mindist){mindist=dist;best=j}}clusterSizes[best]++;assignments[i]=best}newCentroids=new Array(num);for(j=_p=0,_ref8=num-1;0<=_ref8?_p<=_ref8:_p>=_ref8;j=0<=_ref8?++_p:--_p){newCentroids[j]=null}for(i=_q=0,_ref9=n-1;0<=_ref9?_q<=_ref9:_q>=_ref9;i=0<=_ref9?++_q:--_q){cluster=assignments[i];if(newCentroids[cluster]===null){newCentroids[cluster]=values[i]}else{newCentroids[cluster]+=values[i]}}for(j=_r=0,_ref10=num-1;0<=_ref10?_r<=_ref10:_r>=_ref10;j=0<=_ref10?++_r:--_r){newCentroids[j]*=1/clusterSizes[j]}repeat=false;for(j=_s=0,_ref11=num-1;0<=_ref11?_s<=_ref11:_s>=_ref11;j=0<=_ref11?++_s:--_s){if(newCentroids[j]!==centroids[i]){repeat=true;break}}centroids=newCentroids;nb_iters++;if(nb_iters>200){repeat=false}}kClusters={};for(j=_t=0,_ref12=num-1;0<=_ref12?_t<=_ref12:_t>=_ref12;j=0<=_ref12?++_t:--_t){kClusters[j]=[]}for(i=_u=0,_ref13=n-1;0<=_ref13?_u<=_ref13:_u>=_ref13;i=0<=_ref13?++_u:--_u){cluster=assignments[i];kClusters[cluster].push(values[i])}tmpKMeansBreaks=[];for(j=_v=0,_ref14=num-1;0<=_ref14?_v<=_ref14:_v>=_ref14;j=0<=_ref14?++_v:--_v){tmpKMeansBreaks.push(kClusters[j][0]);tmpKMeansBreaks.push(kClusters[j][kClusters[j].length-1])}tmpKMeansBreaks=tmpKMeansBreaks.sort(function(a,b){return a-b});limits.push(tmpKMeansBreaks[0]);for(i=_w=1,_ref15=tmpKMeansBreaks.length-1;_w<=_ref15;i=_w+=2){if(!isNaN(tmpKMeansBreaks[i])){limits.push(tmpKMeansBreaks[i])}}}return limits};/**
ColorBrewer colors for chroma.js
Copyright (c) 2002 Cynthia Brewer, Mark Harrower, and The
Pennsylvania State University.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
@preserve
*/
chroma.brewer=brewer={OrRd:["#fff7ec","#fee8c8","#fdd49e","#fdbb84","#fc8d59","#ef6548","#d7301f","#b30000","#7f0000"],PuBu:["#fff7fb","#ece7f2","#d0d1e6","#a6bddb","#74a9cf","#3690c0","#0570b0","#045a8d","#023858"],BuPu:["#f7fcfd","#e0ecf4","#bfd3e6","#9ebcda","#8c96c6","#8c6bb1","#88419d","#810f7c","#4d004b"],Oranges:["#fff5eb","#fee6ce","#fdd0a2","#fdae6b","#fd8d3c","#f16913","#d94801","#a63603","#7f2704"],BuGn:["#f7fcfd","#e5f5f9","#ccece6","#99d8c9","#66c2a4","#41ae76","#238b45","#006d2c","#00441b"],YlOrBr:["#ffffe5","#fff7bc","#fee391","#fec44f","#fe9929","#ec7014","#cc4c02","#993404","#662506"],YlGn:["#ffffe5","#f7fcb9","#d9f0a3","#addd8e","#78c679","#41ab5d","#238443","#006837","#004529"],Reds:["#fff5f0","#fee0d2","#fcbba1","#fc9272","#fb6a4a","#ef3b2c","#cb181d","#a50f15","#67000d"],RdPu:["#fff7f3","#fde0dd","#fcc5c0","#fa9fb5","#f768a1","#dd3497","#ae017e","#7a0177","#49006a"],Greens:["#f7fcf5","#e5f5e0","#c7e9c0","#a1d99b","#74c476","#41ab5d","#238b45","#006d2c","#00441b"],YlGnBu:["#ffffd9","#edf8b1","#c7e9b4","#7fcdbb","#41b6c4","#1d91c0","#225ea8","#253494","#081d58"],Purples:["#fcfbfd","#efedf5","#dadaeb","#bcbddc","#9e9ac8","#807dba","#6a51a3","#54278f","#3f007d"],GnBu:["#f7fcf0","#e0f3db","#ccebc5","#a8ddb5","#7bccc4","#4eb3d3","#2b8cbe","#0868ac","#084081"],Greys:["#ffffff","#f0f0f0","#d9d9d9","#bdbdbd","#969696","#737373","#525252","#252525","#000000"],YlOrRd:["#ffffcc","#ffeda0","#fed976","#feb24c","#fd8d3c","#fc4e2a","#e31a1c","#bd0026","#800026"],PuRd:["#f7f4f9","#e7e1ef","#d4b9da","#c994c7","#df65b0","#e7298a","#ce1256","#980043","#67001f"],Blues:["#f7fbff","#deebf7","#c6dbef","#9ecae1","#6baed6","#4292c6","#2171b5","#08519c","#08306b"],PuBuGn:["#fff7fb","#ece2f0","#d0d1e6","#a6bddb","#67a9cf","#3690c0","#02818a","#016c59","#014636"],Spectral:["#9e0142","#d53e4f","#f46d43","#fdae61","#fee08b","#ffffbf","#e6f598","#abdda4","#66c2a5","#3288bd","#5e4fa2"],RdYlGn:["#a50026","#d73027","#f46d43","#fdae61","#fee08b","#ffffbf","#d9ef8b","#a6d96a","#66bd63","#1a9850","#006837"],RdBu:["#67001f","#b2182b","#d6604d","#f4a582","#fddbc7","#f7f7f7","#d1e5f0","#92c5de","#4393c3","#2166ac","#053061"],PiYG:["#8e0152","#c51b7d","#de77ae","#f1b6da","#fde0ef","#f7f7f7","#e6f5d0","#b8e186","#7fbc41","#4d9221","#276419"],PRGn:["#40004b","#762a83","#9970ab","#c2a5cf","#e7d4e8","#f7f7f7","#d9f0d3","#a6dba0","#5aae61","#1b7837","#00441b"],RdYlBu:["#a50026","#d73027","#f46d43","#fdae61","#fee090","#ffffbf","#e0f3f8","#abd9e9","#74add1","#4575b4","#313695"],BrBG:["#543005","#8c510a","#bf812d","#dfc27d","#f6e8c3","#f5f5f5","#c7eae5","#80cdc1","#35978f","#01665e","#003c30"],RdGy:["#67001f","#b2182b","#d6604d","#f4a582","#fddbc7","#ffffff","#e0e0e0","#bababa","#878787","#4d4d4d","#1a1a1a"],PuOr:["#7f3b08","#b35806","#e08214","#fdb863","#fee0b6","#f7f7f7","#d8daeb","#b2abd2","#8073ac","#542788","#2d004b"],Set2:["#66c2a5","#fc8d62","#8da0cb","#e78ac3","#a6d854","#ffd92f","#e5c494","#b3b3b3"],Accent:["#7fc97f","#beaed4","#fdc086","#ffff99","#386cb0","#f0027f","#bf5b17","#666666"],Set1:["#e41a1c","#377eb8","#4daf4a","#984ea3","#ff7f00","#ffff33","#a65628","#f781bf","#999999"],Set3:["#8dd3c7","#ffffb3","#bebada","#fb8072","#80b1d3","#fdb462","#b3de69","#fccde5","#d9d9d9","#bc80bd","#ccebc5","#ffed6f"],Dark2:["#1b9e77","#d95f02","#7570b3","#e7298a","#66a61e","#e6ab02","#a6761d","#666666"],Paired:["#a6cee3","#1f78b4","#b2df8a","#33a02c","#fb9a99","#e31a1c","#fdbf6f","#ff7f00","#cab2d6","#6a3d9a","#ffff99","#b15928"],Pastel2:["#b3e2cd","#fdcdac","#cbd5e8","#f4cae4","#e6f5c9","#fff2ae","#f1e2cc","#cccccc"],Pastel1:["#fbb4ae","#b3cde3","#ccebc5","#decbe4","#fed9a6","#ffffcc","#e5d8bd","#fddaec","#f2f2f2"]};chroma.colors=colors={indigo:"#4b0082",gold:"#ffd700",hotpink:"#ff69b4",firebrick:"#b22222",indianred:"#cd5c5c",yellow:"#ffff00",mistyrose:"#ffe4e1",darkolivegreen:"#556b2f",olive:"#808000",darkseagreen:"#8fbc8f",pink:"#ffc0cb",tomato:"#ff6347",lightcoral:"#f08080",orangered:"#ff4500",navajowhite:"#ffdead",lime:"#00ff00",palegreen:"#98fb98",darkslategrey:"#2f4f4f",greenyellow:"#adff2f",burlywood:"#deb887",seashell:"#fff5ee",mediumspringgreen:"#00fa9a",fuchsia:"#ff00ff",papayawhip:"#ffefd5",blanchedalmond:"#ffebcd",chartreuse:"#7fff00",dimgray:"#696969",black:"#000000",peachpuff:"#ffdab9",springgreen:"#00ff7f",aquamarine:"#7fffd4",white:"#ffffff",orange:"#ffa500",lightsalmon:"#ffa07a",darkslategray:"#2f4f4f",brown:"#a52a2a",ivory:"#fffff0",dodgerblue:"#1e90ff",peru:"#cd853f",lawngreen:"#7cfc00",chocolate:"#d2691e",crimson:"#dc143c",forestgreen:"#228b22",darkgrey:"#a9a9a9",lightseagreen:"#20b2aa",cyan:"#00ffff",mintcream:"#f5fffa",silver:"#c0c0c0",antiquewhite:"#faebd7",mediumorchid:"#ba55d3",skyblue:"#87ceeb",gray:"#808080",darkturquoise:"#00ced1",goldenrod:"#daa520",darkgreen:"#006400",floralwhite:"#fffaf0",darkviolet:"#9400d3",darkgray:"#a9a9a9",moccasin:"#ffe4b5",saddlebrown:"#8b4513",grey:"#808080",darkslateblue:"#483d8b",lightskyblue:"#87cefa",lightpink:"#ffb6c1",mediumvioletred:"#c71585",slategrey:"#708090",red:"#ff000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_results}(),lab0=_ref1[0],lab1=_ref1[1];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push(lab0[i]+t*(lab1[i]-lab0[i]))}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===3){_ref2=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref2[0],lab1=_ref2[1],lab2=_ref2[2];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push((1-t)*(1-t)*lab0[i]+2*(1-t)*t*lab1[i]+t*t*lab2[i])}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===4){_ref3=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref3[0],lab1=_ref3[1],lab2=_ref3[2],lab3=_ref3[3];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push((1-t)*(1-t)*(1-t)*lab0[i]+3*(1-t)*(1-t)*t*lab1[i]+3*(1-t)*t*t*lab2[i]+t*t*t*lab3[i])}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===5){I0=bezier(colors.slice(0,3));I1=bezier(colors.slice(2,5));I=function(t){if(t<.5){return I0(t*2)}else{return I1((t-.5)*2)}}}return I};chroma.interpolate.bezier=bezier}.call(this);
},{}],2:[function(require,module,exports){
/**
* @license twgl.js 0.0.32 Copyright (c) 2015, Gregg Tavares All Rights Reserved.
* Available via the MIT license.
* see: http://github.com/greggman/twgl.js for details
*/
/**
* @license almond 0.3.1 Copyright (c) 2011-2014, The Dojo Foundation All Rights Reserved.
* Available via the MIT or new BSD license.
* see: http://github.com/jrburke/almond for details
*/
(function (root, factory) {
if (typeof define === 'function' && define.amd) {
define([], factory);
} if (typeof module !== 'undefined' && module.exports) {
module.exports = factory();
} else {
root.twgl = factory();
}
}(this, function () {
/**
* @license almond 0.3.1 Copyright (c) 2011-2014, The Dojo Foundation All Rights Reserved.
* Available via the MIT or new BSD license.
* see: http://github.com/jrburke/almond for details
*/
//Going sloppy to avoid 'use strict' string cost, but strict practices should
//be followed.
/*jslint sloppy: true */
/*global setTimeout: false */
var notrequirebecasebrowserifymessesupjs, notrequirebecasebrowserifymessesup, define;
(function (undef) {
var main, req, makeMap, handlers,
defined = {},
waiting = {},
config = {},
defining = {},
hasOwn = Object.prototype.hasOwnProperty,
aps = [].slice,
jsSuffixRegExp = /\.js$/;
function hasProp(obj, prop) {
return hasOwn.call(obj, prop);
}
/**
* Given a relative module name, like ./something, normalize it to
* a real name that can be mapped to a path.
* @param {String} name the relative name
* @param {String} baseName a real name that the name arg is relative
* to.
* @returns {String} normalized name
*/
function normalize(name, baseName) {
var nameParts, nameSegment, mapValue, foundMap, lastIndex,
foundI, foundStarMap, starI, i, j, part,
baseParts = baseName && baseName.split("/"),
map = config.map,
starMap = (map && map['*']) || {};
//Adjust any relative paths.
if (name && name.charAt(0) === ".") {
//If have a base name, try to normalize against it,
//otherwise, assume it is a top-level notrequirebecasebrowserifymessesup that will
//be relative to baseUrl in the end.
if (baseName) {
name = name.split('/');
lastIndex = name.length - 1;
// Node .js allowance:
if (config.nodeIdCompat && jsSuffixRegExp.test(name[lastIndex])) {
name[lastIndex] = name[lastIndex].replace(jsSuffixRegExp, '');
}
//Lop off the last part of baseParts, so that . matches the
//"directory" and not name of the baseName's module. For instance,
//baseName of "one/two/three", maps to "one/two/three.js", but we
//want the directory, "one/two" for this normalization.
name = baseParts.slice(0, baseParts.length - 1).concat(name);
//start trimDots
for (i = 0; i < name.length; i += 1) {
part = name[i];
if (part === ".") {
name.splice(i, 1);
i -= 1;
} else if (part === "..") {
if (i === 1 && (name[2] === '..' || name[0] === '..')) {
//End of the line. Keep at least one non-dot
//path segment at the front so it can be mapped
//correctly to disk. Otherwise, there is likely
//no path mapping for a path starting with '..'.
//This can still fail, but catches the most reasonable
//uses of ..
break;
} else if (i > 0) {
name.splice(i - 1, 2);
i -= 2;
}
}
}
//end trimDots
name = name.join("/");
} else if (name.indexOf('./') === 0) {
// No baseName, so this is ID is resolved relative
// to baseUrl, pull off the leading dot.
name = name.substring(2);
}
}
//Apply map config if available.
if ((baseParts || starMap) && map) {
nameParts = name.split('/');
for (i = nameParts.length; i > 0; i -= 1) {
nameSegment = nameParts.slice(0, i).join("/");
if (baseParts) {
//Find the longest baseName segment match in the config.
//So, do joins on the biggest to smallest lengths of baseParts.
for (j = baseParts.length; j > 0; j -= 1) {
mapValue = map[baseParts.slice(0, j).join('/')];
//baseName segment has config, find if it has one for
//this name.
if (mapValue) {
mapValue = mapValue[nameSegment];
if (mapValue) {
//Match, update name to the new value.
foundMap = mapValue;
foundI = i;
break;
}
}
}
}
if (foundMap) {
break;
}
//Check for a star map match, but just hold on to it,
//if there is a shorter segment match later in a matching
//config, then favor over this star map.
if (!foundStarMap && starMap && starMap[nameSegment]) {
foundStarMap = starMap[nameSegment];
starI = i;
}
}
if (!foundMap && foundStarMap) {
foundMap = foundStarMap;
foundI = starI;
}
if (foundMap) {
nameParts.splice(0, foundI, foundMap);
name = nameParts.join('/');
}
}
return name;
}
function makeRequire(relName, forceSync) {
return function () {
//A version of a notrequirebecasebrowserifymessesup function that passes a moduleName
//value for items that may need to
//look up paths relative to the moduleName
var args = aps.call(arguments, 0);
//If first arg is not notrequirebecasebrowserifymessesup('string'), and there is only
//one arg, it is the array form without a callback. Insert
//a null so that the following concat is correct.
if (typeof args[0] !== 'string' && args.length === 1) {
args.push(null);
}
return req.apply(undef, args.concat([relName, forceSync]));
};
}
function makeNormalize(relName) {
return function (name) {
return normalize(name, relName);
};
}
function makeLoad(depName) {
return function (value) {
defined[depName] = value;
};
}
function callDep(name) {
if (hasProp(waiting, name)) {
var args = waiting[name];
delete waiting[name];
defining[name] = true;
main.apply(undef, args);
}
if (!hasProp(defined, name) && !hasProp(defining, name)) {
throw new Error('No ' + name);
}
return defined[name];
}
//Turns a plugin!resource to [plugin, resource]
//with the plugin being undefined if the name
//did not have a plugin prefix.
function splitPrefix(name) {
var prefix,
index = name ? name.indexOf('!') : -1;
if (index > -1) {
prefix = name.substring(0, index);
name = name.substring(index + 1, name.length);
}
return [prefix, name];
}
/**
* Makes a name map, normalizing the name, and using a plugin
* for normalization if necessary. Grabs a ref to plugin
* too, as an optimization.
*/
makeMap = function (name, relName) {
var plugin,
parts = splitPrefix(name),
prefix = parts[0];
name = parts[1];
if (prefix) {
prefix = normalize(prefix, relName);
plugin = callDep(prefix);
}
//Normalize according
if (prefix) {
if (plugin && plugin.normalize) {
name = plugin.normalize(name, makeNormalize(relName));
} else {
name = normalize(name, relName);
}
} else {
name = normalize(name, relName);
parts = splitPrefix(name);
prefix = parts[0];
name = parts[1];
if (prefix) {
plugin = callDep(prefix);
}
}
//Using ridiculous property names for space reasons
return {
f: prefix ? prefix + '!' + name : name, //fullName
n: name,
pr: prefix,
p: plugin
};
};
function makeConfig(name) {
return function () {
return (config && config.config && config.config[name]) || {};
};
}
handlers = {
notrequirebecasebrowserifymessesup: function (name) {
return makeRequire(name);
},
exports: function (name) {
var e = defined[name];
if (typeof e !== 'undefined') {
return e;
} else {
return (defined[name] = {});
}
},
module: function (name) {
return {
id: name,
uri: '',
exports: defined[name],
config: makeConfig(name)
};
}
};
main = function (name, deps, callback, relName) {
var cjsModule, depName, ret, map, i,
args = [],
callbackType = typeof callback,
usingExports;
//Use name if no relName
relName = relName || name;
//Call the callback to define the module, if necessary.
if (callbackType === 'undefined' || callbackType === 'function') {
//Pull out the defined dependencies and pass the ordered
//values to the callback.
//Default to [notrequirebecasebrowserifymessesup, exports, module] if no deps
deps = !deps.length && callback.length ? ['notrequirebecasebrowserifymessesup', 'exports', 'module'] : deps;
for (i = 0; i < deps.length; i += 1) {
map = makeMap(deps[i], relName);
depName = map.f;
//Fast path CommonJS standard dependencies.
if (depName === "notrequirebecasebrowserifymessesup") {
args[i] = handlers.notrequirebecasebrowserifymessesup(name);
} else if (depName === "exports") {
//CommonJS module spec 1.1
args[i] = handlers.exports(name);
usingExports = true;
} else if (depName === "module") {
//CommonJS module spec 1.1
cjsModule = args[i] = handlers.module(name);
} else if (hasProp(defined, depName) ||
hasProp(waiting, depName) ||
hasProp(defining, depName)) {
args[i] = callDep(depName);
} else if (map.p) {
map.p.load(map.n, makeRequire(relName, true), makeLoad(depName), {});
args[i] = defined[depName];
} else {
throw new Error(name + ' missing ' + depName);
}
}
ret = callback ? callback.apply(defined[name], args) : undefined;
if (name) {
//If setting exports via "module" is in play,
//favor that over return value and exports. After that,
//favor a non-undefined return value over exports use.
if (cjsModule && cjsModule.exports !== undef &&
cjsModule.exports !== defined[name]) {
defined[name] = cjsModule.exports;
} else if (ret !== undef || !usingExports) {
//Use the return value from the function.
defined[name] = ret;
}
}
} else if (name) {
//May just be an object definition for the module. Only
//worry about defining if have a module name.
defined[name] = callback;
}
};
notrequirebecasebrowserifymessesupjs = notrequirebecasebrowserifymessesup = req = function (deps, callback, relName, forceSync, alt) {
if (typeof deps === "string") {
if (handlers[deps]) {
//callback in this case is really relName
return handlers[deps](callback);
}
//Just return the module wanted. In this scenario, the
//deps arg is the module name, and second arg (if passed)
//is just the relName.
//Normalize module name, if it contains . or ..
return callDep(makeMap(deps, callback).f);
} else if (!deps.splice) {
//deps is a config object, not an array.
config = deps;
if (config.deps) {
req(config.deps, config.callback);
}
if (!callback) {
return;
}
if (callback.splice) {
//callback is an array, which means it is a dependency list.
//Adjust args if there are dependencies
deps = callback;
callback = relName;
relName = null;
} else {
deps = undef;
}
}
//Support notrequirebecasebrowserifymessesup(['a'])
callback = callback || function () {};
//If relName is a function, it is an errback handler,
//so remove it.
if (typeof relName === 'function') {
relName = forceSync;
forceSync = alt;
}
//Simulate async callback;
if (forceSync) {
main(undef, deps, callback, relName);
} else {
//Using a non-zero value because of concern for what old browsers
//do, and latest browsers "upgrade" to 4 if lower value is used:
//http://www.whatwg.org/specs/web-apps/current-work/multipage/timers.html#dom-windowtimers-settimeout:
//If want a value immediately, use notrequirebecasebrowserifymessesup('id') instead -- something
//that works in almond on the global level, but not guaranteed and
//unlikely to work in other AMD implementations.
setTimeout(function () {
main(undef, deps, callback, relName);
}, 4);
}
return req;
};
/**
* Just drops the config on the floor, but returns req in case
* the config return value is used.
*/
req.config = function (cfg) {
return req(cfg);
};
/**
* Expose module registry for debugging and tooling
*/
notrequirebecasebrowserifymessesupjs._defined = defined;
define = function (name, deps, callback) {
if (typeof name !== 'string') {
throw new Error('See almond README: incorrect module build, no module name');
}
//This module may not have dependencies
if (!deps.splice) {
//deps is not an array, so probably means
//an object literal or factory function for
//the value. Adjust args.
callback = deps;
deps = [];
}
if (!hasProp(defined, name) && !hasProp(waiting, name)) {
waiting[name] = [name, deps, callback];
}
};
define.amd = {
jQuery: true
};
}());
define("node_modules/almond/almond.js", function(){});
/*
* Copyright 2015, Gregg Tavares.
* 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.
* * Neither the name of Gregg Tavares. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* 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
* OWNER 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.
*/
define('twgl/twgl',[], function () {
/**
* The main TWGL module.
*
* @module twgl
*/
var error = window.console && window.console.error ? window.console.error.bind(window.console) : function() { };
// make sure we don't see a global gl
var gl = undefined; // eslint-disable-line
var defaultAttribPrefix = "";
var defaultTextureColor = new Uint8Array([128, 192, 255, 255]);
var defaultTextureOptions = {};
/* DataType */
var BYTE = 0x1400;
var UNSIGNED_BYTE = 0x1401;
var SHORT = 0x1402;
var UNSIGNED_SHORT = 0x1403;
var INT = 0x1404;
var UNSIGNED_INT = 0x1405;
var FLOAT = 0x1406;
/* PixelFormat */
var DEPTH_COMPONENT = 0x1902;
var ALPHA = 0x1906;
var RGB = 0x1907;
var RGBA = 0x1908;
var LUMINANCE = 0x1909;
var LUMINANCE_ALPHA = 0x190A;
/* Framebuffer Object. */
var RGBA4 = 0x8056;
var RGB5_A1 = 0x8057;
var RGB565 = 0x8D62;
var DEPTH_COMPONENT16 = 0x81A5;
var STENCIL_INDEX = 0x1901;
var STENCIL_INDEX8 = 0x8D48;
var DEPTH_STENCIL = 0x84F9;
var COLOR_ATTACHMENT0 = 0x8CE0;
var DEPTH_ATTACHMENT = 0x8D00;
var STENCIL_ATTACHMENT = 0x8D20;
var DEPTH_STENCIL_ATTACHMENT = 0x821A;
/* TextureWrapMode */
var REPEAT = 0x2901; // eslint-disable-line
var CLAMP_TO_EDGE = 0x812F;
var MIRRORED_REPEAT = 0x8370; // eslint-disable-line
/* TextureMagFilter */
var NEAREST = 0x2600; // eslint-disable-line
var LINEAR = 0x2601;
/* TextureMinFilter */
var NEAREST_MIPMAP_NEAREST = 0x2700; // eslint-disable-line
var LINEAR_MIPMAP_NEAREST = 0x2701; // eslint-disable-line
var NEAREST_MIPMAP_LINEAR = 0x2702; // eslint-disable-line
var LINEAR_MIPMAP_LINEAR = 0x2703; // eslint-disable-line
/**
* Sets the default texture color.
*
* The default texture color is used when loading textures from
* urls. Because the URL will be loaded async we'd like to be
* able to use the texture immediately. By putting a 1x1 pixel
* color in the texture we can start using the texture before
* the URL has loaded.
*
* @param {number[]} color Array of 4 values in the range 0 to 1
* @memberOf module:twgl
*/
function setDefaultTextureColor(color) {
defaultTextureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);
}
/**
* Sets the default attrib prefix
*
* When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`
* as it makes it clear where they came from. But, when building geometry I prefer using unprefixed names.
*
* In otherwords I'll create arrays of geometry like this
*
* var arrays = {
* position: ...
* normal: ...
* texcoord: ...
* };
*
* But need those mapped to attributes and my attributes start with `a_`.
*
* @param {string} prefix prefix for attribs
* @memberOf module:twgl
*/
function setAttributePrefix(prefix) {
defaultAttribPrefix = prefix;
}
/**
* Gets a string for gl enum
*
* Note: Several enums are the same. Without more
* context (which function) it's impossible to always
* give the correct enum.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {number} value the value of the enum you want to look up.
*/
var glEnumToString = (function() {
var enums;
function init(gl) {
if (!enums) {
enums = {};
Object.keys(gl).forEach(function(key) {
if (typeof gl[key] === 'number') {
enums[gl[key]] = key;
}
});
}
}
return function glEnumToString(gl, value) {
init();
return enums[value] || ("0x" + value.toString(16));
};
}());
/**
* Creates a webgl context.
* @param {HTMLCanvasElement} canvas The canvas tag to get
* context from. If one is not passed in one will be
* created.
* @return {WebGLRenderingContext} The created context.
*/
function create3DContext(canvas, opt_attribs) {
var names = ["webgl", "experimental-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii) {
try {
context = canvas.getContext(names[ii], opt_attribs);
} catch(e) {} // eslint-disable-line
if (context) {
break;
}
}
return context;
}
/**
* Gets a WebGL context.
* @param {HTMLCanvasElement} canvas a canvas element.
* @param {WebGLContextCreationAttirbutes} [opt_attribs] optional webgl context creation attributes
* @memberOf module:twgl
*/
function getWebGLContext(canvas, opt_attribs) {
var gl = create3DContext(canvas, opt_attribs);
return gl;
}
/**
* Error Callback
* @callback ErrorCallback
* @param {string} msg error message.
* @memberOf module:twgl
*/
function addLineNumbers(src) {
return src.split("\n").map(function(line, ndx) {
return (ndx + 1) + ": " + line;
}).join("\n");
}
/**
* Loads a shader.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
*/
function loadShader(gl, shaderSource, shaderType, opt_errorCallback) {
var errFn = opt_errorCallback || error;
// Create the shader object
var shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var lastError = gl.getShaderInfoLog(shader);
errFn(addLineNumbers(shaderSource) + "\n*** Error compiling shader: " + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {WebGLShader[]} shaders The shaders to attach
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram?} the created program or null if error.
* @memberOf module:twgl
*/
function createProgram(
gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
var errFn = opt_errorCallback || error;
var program = gl.createProgram();
shaders.forEach(function(shader) {
gl.attachShader(program, shader);
});
if (opt_attribs) {
opt_attribs.forEach(function(attrib, ndx) {
gl.bindAttribLocation(
program,
opt_locations ? opt_locations[ndx] : ndx,
attrib);
});
}
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
var lastError = gl.getProgramInfoLog(program);
errFn("Error in program linking:" + lastError);
gl.deleteProgram(program);
return null;
}
return program;
}
/**
* Loads a shader from a script tag.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} scriptId The id of the script tag.
* @param {number} [opt_shaderType] The type of shader. If not passed in it will
* be derived from the type of the script tag.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors.
* @return {WebGLShader?} The created shader or null if error.
*/
function createShaderFromScript(
gl, scriptId, opt_shaderType, opt_errorCallback) {
var shaderSource = "";
var shaderType;
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw "*** Error: unknown script element" + scriptId;
}
shaderSource = shaderScript.text;
if (!opt_shaderType) {
if (shaderScript.type === "x-shader/x-vertex") {
shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type === "x-shader/x-fragment") {
shaderType = gl.FRAGMENT_SHADER;
} else if (shaderType !== gl.VERTEX_SHADER && shaderType !== gl.FRAGMENT_SHADER) {
throw "*** Error: unknown shader type";
}
}
return loadShader(
gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
opt_errorCallback);
}
var defaultShaderType = [
"VERTEX_SHADER",
"FRAGMENT_SHADER",
];
/**
* Creates a program from 2 script tags.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderScriptIds Array of ids of the script
* tags for the shaders. The first is assumed to be the
* vertex shader, the second the fragment shader.
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram} The created program.
* @memberOf module:twgl
*/
function createProgramFromScripts(
gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
var shaders = [];
for (var ii = 0; ii < shaderScriptIds.length; ++ii) {
var shader = createShaderFromScript(
gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback);
if (!shader) {
return null;
}
shaders.push(shader);
}
return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
}
/**
* Creates a program from 2 sources.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderSourcess Array of sources for the
* shaders. The first is assumed to be the vertex shader,
* the second the fragment shader.
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram} The created program.
* @memberOf module:twgl
*/
function createProgramFromSources(
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
var shaders = [];
for (var ii = 0; ii < shaderSources.length; ++ii) {
var shader = loadShader(
gl, shaderSources[ii], gl[defaultShaderType[ii]], opt_errorCallback);
if (!shader) {
return null;
}
shaders.push(shader);
}
return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
}
/**
* Returns the corresponding bind point for a given sampler type
*/
function getBindPointForSamplerType(gl, type) {
if (type === gl.SAMPLER_2D) {
return gl.TEXTURE_2D;
}
if (type === gl.SAMPLER_CUBE) {
return gl.TEXTURE_CUBE_MAP;
}
}
/**
* @typedef {Object.<string,function>} Setters
*/
/**
* Creates setter functions for all uniforms of a shader
* program.
*
* @see {@link module:twgl.setUniforms}
*
* @param {WebGLProgram} program the program to create setters for.
* @returns {Object.<string, function>} an object with a setter by name for each uniform
* @memberOf module:twgl
*/
function createUniformSetters(gl, program) {
var textureUnit = 0;
/**
* Creates a setter for a uniform of the given program with it's
* location embedded in the setter.
* @param {WebGLProgram} program
* @param {WebGLUniformInfo} uniformInfo
* @returns {function} the created setter.
*/
function createUniformSetter(program, uniformInfo) {
var location = gl.getUniformLocation(program, uniformInfo.name);
var type = uniformInfo.type;
// Check if this uniform is an array
var isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) === "[0]");
if (type === gl.FLOAT && isArray) {
return function(v) {
gl.uniform1fv(location, v);
};
}
if (type === gl.FLOAT) {
return function(v) {
gl.uniform1f(location, v);
};
}
if (type === gl.FLOAT_VEC2) {
return function(v) {
gl.uniform2fv(location, v);
};
}
if (type === gl.FLOAT_VEC3) {
return function(v) {
gl.uniform3fv(location, v);
};
}
if (type === gl.FLOAT_VEC4) {
return function(v) {
gl.uniform4fv(location, v);
};
}
if (type === gl.INT && isArray) {
return function(v) {
gl.uniform1iv(location, v);
};
}
if (type === gl.INT) {
return function(v) {
gl.uniform1i(location, v);
};
}
if (type === gl.INT_VEC2) {
return function(v) {
gl.uniform2iv(location, v);
};
}
if (type === gl.INT_VEC3) {
return function(v) {
gl.uniform3iv(location, v);
};
}
if (type === gl.INT_VEC4) {
return function(v) {
gl.uniform4iv(location, v);
};
}
if (type === gl.BOOL && isArray) {
return function(v) {
gl.uniform1iv(location, v);
};
}
if (type === gl.BOOL) {
return function(v) {
gl.uniform1i(location, v);
};
}
if (type === gl.BOOL_VEC2) {
return function(v) {
gl.uniform2iv(location, v);
};
}
if (type === gl.BOOL_VEC3) {
return function(v) {
gl.uniform3iv(location, v);
};
}
if (type === gl.BOOL_VEC4) {
return function(v) {
gl.uniform4iv(location, v);
};
}
if (type === gl.FLOAT_MAT2) {
return function(v) {
gl.uniformMatrix2fv(location, false, v);
};
}
if (type === gl.FLOAT_MAT3) {
return function(v) {
gl.uniformMatrix3fv(location, false, v);
};
}
if (type === gl.FLOAT_MAT4) {
return function(v) {
gl.uniformMatrix4fv(location, false, v);
};
}
if ((type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) && isArray) {
var units = [];
for (var ii = 0; ii < uniformInfo.size; ++ii) {
units.push(textureUnit++);
}
return function(bindPoint, units) {
return function(textures) {
gl.uniform1iv(location, units);
textures.forEach(function(texture, index) {
gl.activeTexture(gl.TEXTURE0 + units[index]);
gl.bindTexture(bindPoint, texture);
});
};
}(getBindPointForSamplerType(gl, type), units);
}
if (type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) {
return function(bindPoint, unit) {
return function(texture) {
gl.uniform1i(location, unit);
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(bindPoint, texture);
};
}(getBindPointForSamplerType(gl, type), textureUnit++);
}
throw ("unknown type: 0x" + type.toString(16)); // we should never get here.
}
var uniformSetters = { };
var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (var ii = 0; ii < numUniforms; ++ii) {
var uniformInfo = gl.getActiveUniform(program, ii);
if (!uniformInfo) {
break;
}
var name = uniformInfo.name;
// remove the array suffix.
if (name.substr(-3) === "[0]") {
name = name.substr(0, name.length - 3);
}
var setter = createUniformSetter(program, uniformInfo);
uniformSetters[name] = setter;
}
return uniformSetters;
}
/**
* Set uniforms and binds related textures.
*
* example:
*
* var programInfo = createProgramInfo(
* gl, ["some-vs", "some-fs");
*
* var tex1 = gl.createTexture();
* var tex2 = gl.createTexture();
*
* ... assume we setup the textures with data ...
*
* var uniforms = {
* u_someSampler: tex1,
* u_someOtherSampler: tex2,
* u_someColor: [1,0,0,1],
* u_somePosition: [0,1,1],
* u_someMatrix: [
* 1,0,0,0,
* 0,1,0,0,
* 0,0,1,0,
* 0,0,0,0,
* ],
* };
*
* gl.useProgram(program);
*
* This will automatically bind the textures AND set the
* uniforms.
*
* setUniforms(programInfo, uniforms);
*
* For the example above it is equivalent to
*
* var texUnit = 0;
* gl.activeTexture(gl.TEXTURE0 + texUnit);
* gl.bindTexture(gl.TEXTURE_2D, tex1);
* gl.uniform1i(u_someSamplerLocation, texUnit++);
* gl.activeTexture(gl.TEXTURE0 + texUnit);
* gl.bindTexture(gl.TEXTURE_2D, tex2);
* gl.uniform1i(u_someSamplerLocation, texUnit++);
* gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);
* gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);
* gl.uniformMatrix4fv(u_someMatrix, false, [
* 1,0,0,0,
* 0,1,0,0,
* 0,0,1,0,
* 0,0,0,0,
* ]);
*
* Note it is perfectly reasonable to call `setUniforms` multiple times. For example
*
* var uniforms = {
* u_someSampler: tex1,
* u_someOtherSampler: tex2,
* };
*
* var moreUniforms {
* u_someColor: [1,0,0,1],
* u_somePosition: [0,1,1],
* u_someMatrix: [
* 1,0,0,0,
* 0,1,0,0,
* 0,0,1,0,
* 0,0,0,0,
* ],
* };
*
* setUniforms(programInfo, uniforms);
* setUniforms(programInfo, moreUniforms);
*
* @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from
* `createUniformSetters`.
* @param {Object.<string, ?>} values an object with values for the
* uniforms.
* You can pass multiple objects by putting them in an array or by calling with more arguments.For example
*
* var sharedUniforms = {
* u_fogNear: 10,
* u_projection: ...
* ...
* };
*
* var localUniforms = {
* u_world: ...
* u_diffuseColor: ...
* };
*
* twgl.setUniforms(programInfo, sharedUniforms, localUniforms);
*
* // is the same as
*
* twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]);
*
* // is the same as
*
* twgl.setUniforms(programInfo, sharedUniforms);
* twgl.setUniforms(programInfo, localUniforms};
*
* @memberOf module:twgl
*/
function setUniforms(setters, values) { // eslint-disable-line
setters = setters.uniformSetters || setters;
var numArgs = arguments.length;
for (var andx = 1; andx < numArgs; ++andx) {
var vals = arguments[andx];
if (Array.isArray(vals)) {
var numValues = vals.length;
for (var ii = 0; ii < numValues; ++ii) {
setUniforms(setters, vals[ii]);
}
} else {
for (var name in vals) {
var setter = setters[name];
if (setter) {
setter(vals[name]);
}
}
}
}
}
/**
* Creates setter functions for all attributes of a shader
* program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes.
*
* @see {@link module:twgl.setAttributes} for example
* @param {WebGLProgram} program the program to create setters for.
* @return {Object.<string, function>} an object with a setter for each attribute by name.
* @memberOf module:twgl
*/
function createAttributeSetters(gl, program) {
var attribSetters = {
};
function createAttribSetter(index) {
return function(b) {
gl.bindBuffer(gl.ARRAY_BUFFER, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribPointer(
index, b.numComponents || b.size, b.type || gl.FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);
};
}
var numAttribs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
for (var ii = 0; ii < numAttribs; ++ii) {
var attribInfo = gl.getActiveAttrib(program, ii);
if (!attribInfo) {
break;
}
var index = gl.getAttribLocation(program, attribInfo.name);
attribSetters[attribInfo.name] = createAttribSetter(index);
}
return attribSetters;
}
/**
* Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})
*
* Example:
*
* var program = createProgramFromScripts(
* gl, ["some-vs", "some-fs");
*
* var attribSetters = createAttributeSetters(program);
*
* var positionBuffer = gl.createBuffer();
* var texcoordBuffer = gl.createBuffer();
*
* var attribs = {
* a_position: {buffer: positionBuffer, numComponents: 3},
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
* };
*
* gl.useProgram(program);
*
* This will automatically bind the buffers AND set the
* attributes.
*
* setAttributes(attribSetters, attribs);
*
* Properties of attribs. For each attrib you can add
* properties:
*
* * type: the type of data in the buffer. Default = gl.FLOAT
* * normalize: whether or not to normalize the data. Default = false
* * stride: the stride. Default = 0
* * offset: offset into the buffer. Default = 0
*
* For example if you had 3 value float positions, 2 value
* float texcoord and 4 value uint8 colors you'd setup your
* attribs like this
*
* var attribs = {
* a_position: {buffer: positionBuffer, numComponents: 3},
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
* a_color: {
* buffer: colorBuffer,
* numComponents: 4,
* type: gl.UNSIGNED_BYTE,
* normalize: true,
* },
* };
*
* @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters
* @param {Object.<string, module:twgl.AttribInfo>} buffers AttribInfos mapped by attribute name.
* @memberOf module:twgl
* @deprecated use {@link module:twgl.setBuffersAndAttributes}
*/
function setAttributes(setters, buffers) {
for (var name in buffers) {
var setter = setters[name];
if (setter) {
setter(buffers[name]);
}
}
}
/**
* Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate
*
* Example:
*
* var programInfo = createProgramInfo(
* gl, ["some-vs", "some-fs");
*
* var arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* };
*
* var bufferInfo = createBufferInfoFromArrays(gl, arrays);
*
* gl.useProgram(programInfo.program);
*
* This will automatically bind the buffers AND set the
* attributes.
*
* setBuffersAndAttributes(gl, programInfo, bufferInfo);
*
* For the example above it is equivilent to
*
* gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
* gl.enableVertexAttribArray(a_positionLocation);
* gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);
* gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
* gl.enableVertexAttribArray(a_texcoordLocation);
* gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext.
* @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters A `ProgramInfo` as returned from `createProgrmaInfo` Attribute setters as returned from `createAttributeSetters`
* @param {module:twgl.BufferInfo} buffers a BufferInfo as returned from `createBufferInfoFromArrays`.
* @memberOf module:twgl
*/
function setBuffersAndAttributes(gl, programInfo, buffers) {
setAttributes(programInfo.attribSetters || programInfo, buffers.attribs);
if (buffers.indices) {
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
}
}
/**
* @typedef {Object} ProgramInfo
* @property {WebGLProgram} program A shader program
* @property {Object<string, function>} uniformSetters object of setters as returned from createUniformSetters,
* @property {Object<string, function>} attribSetters object of setters as returned from createAttribSetters,
* @memberOf module:twgl
*/
/**
* Creates a ProgramInfo from 2 sources.
*
* A ProgramInfo contains
*
* programInfo = {
* program: WebGLProgram,
* uniformSetters: object of setters as returned from createUniformSetters,
* attribSetters: object of setters as returned from createAttribSetters,
* }
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderSourcess Array of sources for the
* shaders or ids. The first is assumed to be the vertex shader,
* the second the fragment shader.
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {module:twgl.ProgramInfo?} The created program.
* @memberOf module:twgl
*/
function createProgramInfo(
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
shaderSources = shaderSources.map(function(source) {
var script = document.getElementById(source);
return script ? script.text : source;
});
var program = createProgramFromSources(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback);
if (!program) {
return null;
}
var uniformSetters = createUniformSetters(gl, program);
var attribSetters = createAttributeSetters(gl, program);
return {
program: program,
uniformSetters: uniformSetters,
attribSetters: attribSetters,
};
}
/**
* Resize a canvas to match the size it's displayed.
* @param {HTMLCanvasElement} canvas The canvas to resize.
* @param {number} [a] multiplier. So you can pass in `window.devicePixelRatio` if you want to.
* @return {boolean} true if the canvas was resized.
* @memberOf module:twgl
*/
function resizeCanvasToDisplaySize(canvas, multiplier) {
multiplier = multiplier || 1;
multiplier = Math.max(1, multiplier);
var width = canvas.clientWidth * multiplier | 0;
var height = canvas.clientHeight * multiplier | 0;
if (canvas.width !== width ||
canvas.height !== height) {
canvas.width = width;
canvas.height = height;
return true;
}
return false;
}
function setBufferFromTypedArray(gl, type, buffer, array, drawType) {
gl.bindBuffer(type, buffer);
gl.bufferData(type, array, drawType || gl.STATIC_DRAW);
}
function createBufferFromTypedArray(gl, array, type, drawType) {
if (array instanceof WebGLBuffer) {
return array;
}
type = type || gl.ARRAY_BUFFER;
var buffer = gl.createBuffer();
setBufferFromTypedArray(gl, type, buffer, array, drawType);
return buffer;
}
function isIndices(name) {
return name === "indices";
}
function getGLTypeForTypedArray(typedArray) {
if (typedArray instanceof Int8Array) { return BYTE; } // eslint-disable-line
if (typedArray instanceof Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line
if (typedArray instanceof Int16Array) { return SHORT; } // eslint-disable-line
if (typedArray instanceof Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line
if (typedArray instanceof Int32Array) { return INT; } // eslint-disable-line
if (typedArray instanceof Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line
if (typedArray instanceof Float32Array) { return FLOAT; } // eslint-disable-line
throw "unsupported typed array type";
}
function getTypedArrayTypeForGLType(gl, type) {
switch (type) {
case gl.BYTE: return Int8Array; // eslint-disable-line
case gl.UNSIGNED_BYTE: return Uint8Array; // eslint-disable-line
case gl.SHORT: return Int16Array; // eslint-disable-line
case gl.UNSIGNED_SHORT: return Uint16Array; // eslint-disable-line
case gl.INT: return Int32Array; // eslint-disable-line
case gl.UNSIGNED_INT: return Uint32Array; // eslint-disable-line
case gl.FLOAT: return Float32Array; // eslint-disable-line
default:
throw "unknown gl type";
}
}
// This is really just a guess. Though I can't really imagine using
// anything else? Maybe for some compression?
function getNormalizationForTypedArray(typedArray) {
if (typedArray instanceof Int8Array) { return true; } // eslint-disable-line
if (typedArray instanceof Uint8Array) { return true; } // eslint-disable-line
return false;
}
function isArrayBuffer(a) {
return a && a.buffer && a.buffer instanceof ArrayBuffer;
}
function guessNumComponentsFromName(name, length) {
var numComponents;
if (name.indexOf("coord") >= 0) {
numComponents = 2;
} else if (name.indexOf("color") >= 0) {
numComponents = 4;
} else {
numComponents = 3; // position, normals, indices ...
}
if (length % numComponents > 0) {
throw "can not guess numComponents. You should specify it.";
}
return numComponents;
}
function makeTypedArray(array, name) {
if (isArrayBuffer(array)) {
return array;
}
if (isArrayBuffer(array.data)) {
return array.data;
}
if (Array.isArray(array)) {
array = {
data: array,
};
}
var Type = array.type;
if (!Type) {
if (name === "indices") {
Type = Uint16Array;
} else {
Type = Float32Array;
}
}
return new Type(array.data);
}
/**
* The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer
* for the attribute.
*
* @typedef {Object} AttribInfo
* @property {number} [numComponents] the number of components for this attribute.
* @property {number} [size] synonym for `numComponents`.
* @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`
* @property {boolean} [normalized] whether or not to normalize the data. Default = false
* @property {number} [offset] offset into buffer in bytes. Default = 0
* @property {number} [stride] the stride in bytes per element. Default = 0
* @property {WebGLBuffer} buffer the buffer that contains the data for this attribute
* @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW
* @memberOf module:twgl
*/
/**
* Use this type of array spec when TWGL can't guess the type or number of compoments of an array
* @typedef {Object} FullArraySpec
* @property {(number[]|ArrayBuffer)} data The data of the array.
* @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array.
* If `coord` is in the name assumes `numComponents = 2`.
* If `color` is in the name assumes `numComponents = 4`.
* otherwise assumes `numComponents = 3`
* @property {constructor} type The type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`).
* For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`.
* @property {number} [size] synonym for `numComponents`.
* @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false.
* @property {number} [stride] stride for `vertexAttribPointer`. Default = 0
* @property {number} [offset] offset for `vertexAttribPointer`. Default = 0
* @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the defaultAttribPrefix.
* @property {string} [name] synonym for `attrib`.
* @property {string} [attribName] synonym for `attrib`.
* @memberOf module:twgl
*/
/**
* An individual array in {@link module:twgl.Arrays}
*
* When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBuffer`
* the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will
* be `Float32Array`
*
* @typedef {(number[]|ArrayBuffer|module:twgl.FullArraySpec)} ArraySpec
* @memberOf module:twgl
*/
/**
* This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your
* attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}.
*
* Bare JavaScript Arrays
*
* var arrays = {
* position: [-1, 1, 0],
* normal: [0, 1, 0],
* ...
* }
*
* Bare TypedArrays
*
* var arrays = {
* position: new Float32Array([-1, 1, 0]),
* color: new Uint8Array([255, 128, 64, 255]),
* ...
* }
*
* * Will guess at `numComponents` if not specified based on name.
*
* If `coord` is in the name assumes `numComponents = 2`
*
* If `color` is in the name assumes `numComponents = 4`
*
* otherwise assumes `numComponents = 3`
*
* Objects with various fields. See {@link module:twgl.FullArraySpec}.
*
* var arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
* };
*
* @typedef {Object.<string, module:twgl.ArraySpec>} Arrays
* @memberOf module:twgl
*/
/**
* Creates a set of attribute data and WebGLBuffers from set of arrays
*
* Given
*
* var arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
* color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
* };
*
* returns something like
*
* var attribs = {
* position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
* texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
* normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
* color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, },
* };
*
* notes:
*
* * Arrays can take various forms
*
* Bare JavaScript Arrays
*
* var arrays = {
* position: [-1, 1, 0],
* normal: [0, 1, 0],
* ...
* }
*
* Bare TypedArrays
*
* var arrays = {
* position: new Float32Array([-1, 1, 0]),
* color: new Uint8Array([255, 128, 64, 255]),
* ...
* }
*
* * Will guess at `numComponents` if not specified based on name.
*
* If `coord` is in the name assumes `numComponents = 2`
*
* If `color` is in the name assumes `numComponents = 4`
*
* otherwise assumes `numComponents = 3`
*
* @param {WebGLRenderingContext} gl The webgl rendering context.
* @param {module:twgl.Arrays} arrays The arrays
* @return {Object.<string, module:twgl.AttribInfo>} the attribs
* @memberOf module:twgl
*/
function createAttribsFromArrays(gl, arrays) {
var attribs = {};
Object.keys(arrays).forEach(function(arrayName) {
if (!isIndices(arrayName)) {
var array = arrays[arrayName];
var attribName = array.attrib || array.name || array.attribName || (defaultAttribPrefix + arrayName);
var typedArray = makeTypedArray(array, arrayName);
attribs[attribName] = {
buffer: createBufferFromTypedArray(gl, typedArray, undefined, array.drawType),
numComponents: array.numComponents || array.size || guessNumComponentsFromName(arrayName),
type: getGLTypeForTypedArray(typedArray),
normalize: array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray),
stride: array.stride || 0,
offset: array.offset || 0,
drawType: array.drawType,
};
}
});
return attribs;
}
/**
* Sets the contents of a buffer attached to an attribInfo
*
* This is helper function to dynamically update a buffer.
*
* Let's say you make a bufferInfo
*
* var arrays = {
* position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),
* texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),
* normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),
* indices: new Uint16Array([0, 1, 2, 1, 2, 3]),
* };
* var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
*
* And you want to dynamically upate the positions. You could do this
*
* // assuming arrays.position has already been updated with new data.
* twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position);
*
* @param {WebGLRenderingContext} gl
* @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix
* the name of the attribute will include the prefix.
* @param {ArraySpec} array Note: it is arguably ineffient to pass in anything but a typed array because anything
* else will have to be converted to a typed array before it can be used by WebGL. During init time that
* inefficiency is usually not important but if you're updating data dynamically best to be efficient.
* @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer
* not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView`
* for the portion of the array you want to use.
*
* var someArray = new Float32Array(1000); // an array with 1000 floats
* var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray
*
* Now you can pass `someSubArray` into setAttribInfoBufferFromArray`
*/
function setAttribInfoBufferFromArray(gl, attribInfo, array, offset) {
array = makeTypedArray(array);
if (offset) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferSubData(gl.ARRAY_BUFFER, offset, array);
} else {
setBufferFromTypedArray(gl, gl.ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType);
}
}
/**
* tries to get the number of elements from a set of arrays.
*/
var getNumElementsFromNonIndexedArrays = (function() {
var positionKeys = ['position', 'positions', 'a_position'];
return function getNumElementsFromNonIndexedArrays(arrays) {
var key;
for (var ii = 0; ii < positionKeys.length; ++ii) {
key = positionKeys[ii];
if (key in arrays) {
break;
}
}
if (ii === positionKeys.length) {
key = Object.keys(arrays)[0];
}
var array = arrays[key];
var length = array.length || array.data.length;
var numComponents = array.numComponents || guessNumComponentsFromName(key, length);
var numElements = length / numComponents;
if (length % numComponents > 0) {
throw "numComponents " + numComponents + " not correct for length " + length;
}
return numElements;
};
}());
/**
* @typedef {Object} BufferInfo
* @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.
* @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.
* @property {Object.<string, module:twgl.AttribInfo>} attribs The attribs approriate to call `setAttributes`
* @memberOf module:twgl
*/
/**
* Creates a BufferInfo from an object of arrays.
*
* This can be passed to {@link module:twgl.setBuffersAndAttributes} and to
* {@link module:twgl:drawBufferInfo}.
*
* Given an object like
*
* var arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
* };
*
* Creates an BufferInfo like this
*
* bufferInfo = {
* numElements: 4, // or whatever the number of elements is
* indices: WebGLBuffer, // this property will not exist if there are no indices
* attribs: {
* a_position: { buffer: WebGLBuffer, numComponents: 3, },
* a_normal: { buffer: WebGLBuffer, numComponents: 3, },
* a_texcoord: { buffer: WebGLBuffer, numComponents: 2, },
* },
* };
*
* The properties of arrays can be JavaScript arrays in which case the number of components
* will be guessed.
*
* var arrays = {
* position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],
* texcoord: [0, 0, 0, 1, 1, 0, 1, 1],
* normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],
* indices: [0, 1, 2, 1, 2, 3],
* };
*
* They can also by TypedArrays
*
* var arrays = {
* position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),
* texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),
* normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),
* indices: new Uint16Array([0, 1, 2, 1, 2, 3]),
* };
*
* Or augmentedTypedArrays
*
* var positions = createAugmentedTypedArray(3, 4);
* var texcoords = createAugmentedTypedArray(2, 4);
* var normals = createAugmentedTypedArray(3, 4);
* var indices = createAugmentedTypedArray(3, 2, Uint16Array);
*
* positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);
* texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);
* normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
* indices.push([0, 1, 2, 1, 2, 3]);
*
* var arrays = {
* position: positions,
* texcoord: texcoords,
* normal: normals,
* indices: indices,
* };
*
* For the last example it is equivalent to
*
* var bufferInfo = {
* attribs: {
* a_position: { numComponents: 3, buffer: gl.createBuffer(), },
* a_texcoods: { numComponents: 2, buffer: gl.createBuffer(), },
* a_normals: { numComponents: 3, buffer: gl.createBuffer(), },
* },
* indices: gl.createBuffer(),
* numElements: 6,
* };
*
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_position.buffer);
* gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_texcoord.buffer);
* gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_normal.buffer);
* gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);
* gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);
* gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {module:twgl.Arrays} arrays Your data
* @return {module:twgl.BufferInfo} A BufferInfo
* @memberOf module:twgl
*/
function createBufferInfoFromArrays(gl, arrays) {
var bufferInfo = {
attribs: createAttribsFromArrays(gl, arrays),
};
var indices = arrays.indices;
if (indices) {
indices = makeTypedArray(indices, "indices");
bufferInfo.indices = createBufferFromTypedArray(gl, indices, gl.ELEMENT_ARRAY_BUFFER);
bufferInfo.numElements = indices.length;
bufferInfo.elementType = (indices instanceof Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;
} else {
bufferInfo.numElements = getNumElementsFromNonIndexedArrays(arrays);
}
return bufferInfo;
}
/**
* Creates buffers from typed arrays
*
* Given something like this
*
* var arrays = {
* positions: [1, 2, 3],
* normals: [0, 0, 1],
* }
*
* returns something like
*
* buffers = {
* positions: WebGLBuffer,
* normals: WebGLBuffer,
* }
*
* If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.
*
* @param {WebGLRenderingContext) gl A WebGLRenderingContext.
* @param {module:twgl.Arrays} arrays
* @return {Object<string, WebGLBuffer>} returns an object with one WebGLBuffer per array
* @memberOf module:twgl
*/
function createBuffersFromArrays(gl, arrays) {
var buffers = { };
Object.keys(arrays).forEach(function(key) {
var type = key === "indices" ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;
var array = makeTypedArray(arrays[key], key);
buffers[key] = createBufferFromTypedArray(gl, array, type);
});
return buffers;
}
/**
* Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate
*
* normally you'd call `gl.drawElements` or `gl.drawArrays` yourself
* but calling this means if you switch from indexed data to non-indexed
* data you don't have to remember to update your draw call.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {enum} type eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...)
* @param {module:twgl.BufferInfo} bufferInfo as returned from createBufferInfoFromArrays
* @param {number} [count] An optional count. Defaults to bufferInfo.numElements
* @param {number} [offset] An optional offset. Defaults to 0.
* @memberOf module:twgl
*/
function drawBufferInfo(gl, type, bufferInfo, count, offset) {
var indices = bufferInfo.indices;
var numElements = count === undefined ? bufferInfo.numElements : count;
offset = offset === undefined ? 0 : offset;
if (indices) {
gl.drawElements(type, numElements, bufferInfo.elementType === undefined ? gl.UNSIGNED_SHORT : bufferInfo.elementType, offset);
} else {
gl.drawArrays(type, offset, numElements);
}
}
/**
* @typedef {Object} DrawObject
* @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In otherwords `undefined` = `true`
* @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc...
* @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from createProgramInfo
* @property {module:twgl.BufferInfo} bufferInfo A BufferInfo as returned from createBufferInfoFromArrays
* @property {Object<string, ?>} uniforms The values for the uniforms.
* You can pass multiple objects by putting them in an array. For example
*
* var sharedUniforms = {
* u_fogNear: 10,
* u_projection: ...
* ...
* };
*
* var localUniforms = {
* u_world: ...
* u_diffuseColor: ...
* };
*
* var drawObj = {
* ...
* uniforms: [sharedUniforms, localUniforms],
* };
*
* @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0.
* @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElemnts`. Defaults to bufferInfo.numElements.
* @memberOf module:twgl
*/
/**
* Draws a list of objects
* @param {DrawObject[]} objectsToDraw an array of objects to draw.
* @memberOf module:twgl
*/
function drawObjectList(gl, objectsToDraw) {
var lastUsedProgramInfo = null;
var lastUsedBufferInfo = null;
objectsToDraw.forEach(function(object) {
if (object.active === false) {
return;
}
var programInfo = object.programInfo;
var bufferInfo = object.bufferInfo;
var bindBuffers = false;
if (programInfo !== lastUsedProgramInfo) {
lastUsedProgramInfo = programInfo;
gl.useProgram(programInfo.program);
// We have to rebind buffers when changing programs because we
// only bind buffers the program uses. So if 2 programs use the same
// bufferInfo but the 1st one uses only positions the when the
// we switch to the 2nd one some of the attributes will not be on.
bindBuffers = true;
}
// Setup all the needed attributes.
if (bindBuffers || bufferInfo !== lastUsedBufferInfo) {
lastUsedBufferInfo = bufferInfo;
setBuffersAndAttributes(gl, programInfo, bufferInfo);
}
// Set the uniforms.
setUniforms(programInfo, object.uniforms);
// Draw
drawBufferInfo(gl, object.type || gl.TRIANGLES, bufferInfo, object.count, object.offset);
});
}
/**
* A function to generate the source for a texture.
* @callback TextureFunc
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {module:twgl.TextureOptions} options the texture options
* @return {*} Returns any of the things documentented for `src` for {@link module:twgl.TextureOptions}.
* @memberOf module:twgl
*/
/**
* Texture options passed to most texture functions. Each function will use whatever options
* are appropriate for its needs. This lets you pass the same options to all functions.
*
* @typedef {Object} TextureOptions
* @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`.
* @property {number} [width] the width of the texture. Only used if src is an array or typed array or null.
* @property {number} [height] the height of a texture. Only used if src is an array or typed array or null.
* @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR`
* or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`.
* @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR`
* @property {number} [format] format for texture. Defaults to `gl.RGBA`.
* @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBuffer. If `src`
* is ArrayBuffer defaults to type that matches ArrayBuffer type.
* @property {number} [wrap] Texture wrapping for both S and T. Defaults to `gl.REPEAT` for 2D and `gl.CLAMP_TO_EDGE` for cube
* @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.
* @property {number} [wrapT] Texture wrapping for T. Defaults to 'gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.
* @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1.
* @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is.
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
* the current setting for specific textures.
* @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is.
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
* the current setting for specific textures.
* @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is.
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
* the current setting for specific textures.
* @property {(number[]|ArrayBuffer)} color color used as temporary 1x1 pixel color for textures loaded async when src is a string.
* If it's a JavaScript array assumes color is 0 to 1 like most GL colors as in [1, 0, 0, 1] = red=1, green=0, blue=0, alpha=0.
* Defaults to [0.5, 0.75, 1, 1]. See {@link module:twgl.setDefaultTextureColor}. If `false` texture is set. Can be used to re-load a texture
* @property {boolean} [auto] If not `false` then texture working filtering is set automatically for non-power of 2 images and
* mips are generated for power of 2 images.
* @property {number[]} [cubeFaceOrder] The order that cube faces are pull out of an img or set of images. The default is
*
* [gl.TEXTURE_CUBE_MAP_POSITIVE_X,
* gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
* gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
* gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
* gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
* gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]
*
* @property {(number[]|ArrayBuffer|HTMLCanvasElement|HTMLImageElement|HTMLVideoElement|string|string[]|module:twgl.TextureFunc)} [src] source for texture
*
* If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable
* 1x1 pixel texture will be returned immediatley. The texture will be updated once the image has downloaded.
* If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3.
* The pieces will be uploaded in `cubeFaceOrder`
*
* If `string[]` then it must have 6 entries, one for each face of a cube map. Target must be `gl.TEXTURE_CUBE_MAP`.
*
* If `HTMLElement` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`,
* `HTMLCanvasElement`, `HTMLVideoElement`.
*
* If `number[]` or `ArrayBuffer` it's assumed to be data for a texture. If `width` or `height` is
* not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponets`
* where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided
* by 6. Then
*
* * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer width and height
* are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`.
*
* * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`.
*
* If `number[]` will be converted to `type`.
*
* If `src` is a function it will be called with a `WebGLRenderingContext` and these options.
* Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement`
* an array etc...
*
* If `src` is undefined then an empty texture will be created of size `width` by `height`.
*
* @memberOf module:twgl
*/
// NOTE: While querying GL is considered slow it's not remotely as slow
// as uploading a texture. On top of that you're unlikely to call this in
// a perf critical loop. Even if upload a texture every frame that's unlikely
// to be more than 1 or 2 textures a frame. In other words, the benefits of
// making the API easy to use outweigh any supposed perf benefits
var lastPackState = {};
/**
* Saves any packing state that will be set based on the options.
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
*/
function savePackState(gl, options) {
if (options.colorspaceConversion !== undefined) {
lastPackState.colorSpaceConversion = gl.getParameter(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL);
}
if (options.premultiplyAlpha !== undefined) {
lastPackState.premultiplyAlpha = gl.getParameter(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL);
}
if (options.flipY !== undefined) {
lastPackState.flipY = gl.getParameter(gl.UNPACK_FLIP_Y_WEBGL);
}
}
/**
* Restores any packing state that was set based on the options.
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
*/
function restorePackState(gl, options) {
if (options.colorspaceConversion !== undefined) {
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorSpaceConversion);
}
if (options.premultiplyAlpha !== undefined) {
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha);
}
if (options.flipY !== undefined) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, lastPackState.flipY);
}
}
/**
* Sets the texture parameters of a texture.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl
*/
function setTextureParameters(gl, tex, options) {
var target = options.target || gl.TEXTURE_2D;
gl.bindTexture(target, tex);
if (options.min) {
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, options.min);
}
if (options.mag) {
gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, options.mag);
}
if (options.wrap) {
gl.texParameteri(target, gl.TEXTURE_WRAP_S, options.wrap);
gl.texParameteri(target, gl.TEXTURE_WRAP_T, options.wrap);
}
if (options.wrapS) {
gl.texParameteri(target, gl.TEXTURE_WRAP_S, options.wrapS);
}
if (options.wrapT) {
gl.texParameteri(target, gl.TEXTURE_WRAP_T, options.wrapT);
}
}
/**
* Makes a 1x1 pixel
* If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`.
* @param {(number[]|ArrayBuffer)} [color] The color using 0-1 values
* @return {Uint8Array} Unit8Array with color.
*/
function make1Pixel(color) {
color = color || defaultTextureColor;
if (isArrayBuffer(color)) {
return color;
}
return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);
}
/**
* Returns true if value is power of 2
* @param {number} value number to check.
* @return true if value is power of 2
*/
function isPowerOf2(value) {
return (value & (value - 1)) === 0;
}
/**
* Sets filtering or generates mips for texture based on width or height
* If width or height is not passed in uses `options.width` and//or `options.height`
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @param {number} [width] width of texture
* @param {number} [height] height of texture
* @memberOf module:twgl
*/
function setTextureFilteringForSize(gl, tex, options, width, height) {
options = options || defaultTextureOptions;
var target = options.target || gl.TEXTURE_2D;
width = width || options.width;
height = height || options.height;
gl.bindTexture(target, tex);
if (!isPowerOf2(width) || !isPowerOf2(height)) {
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
} else {
gl.generateMipmap(target);
}
}
/**
* Gets an array of cubemap face enums
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @return {number[]} cubemap face enums
*/
function getCubeFaceOrder(gl, options) {
options = options || {};
return options.cubeFaceOrder || [
gl.TEXTURE_CUBE_MAP_POSITIVE_X,
gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,
];
}
/**
* @typedef {Object} FaceInfo
* @property {number} face gl enum for texImage2D
* @property {number} ndx face index (0 - 5) into source data
*/
/**
* Gets an array of FaceInfos
* There's a bug in some NVidia drivers that will crash the driver if
* `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take
* the user's desired order from his faces to WebGL and make sure we
* do the faces in WebGL order
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundent but
* it's needed internally to sort the array of `ndx` properties by `face`.
*/
function getCubeFacesWithNdx(gl, options) {
var faces = getCubeFaceOrder(gl, options);
// work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :(
var facesWithNdx = faces.map(function(face, ndx) {
return { face: face, ndx: ndx };
});
facesWithNdx.sort(function(a, b) {
return a.face - b.face;
});
return facesWithNdx;
}
/**
* Set a texture from the contents of an element. Will also set
* texture filtering or generate mips based on the dimensions of the element
* unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will
* attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {HTMLElement} element a canvas, img, or video element.
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl
* @kind function
*/
var setTextureFromElement = function() {
var ctx = document.createElement("canvas").getContext("2d");
return function setTextureFromElement(gl, tex, element, options) {
options = options || defaultTextureOptions;
var target = options.target || gl.TEXTURE_2D;
var width = element.width;
var height = element.height;
var format = options.format || gl.RGBA;
var type = options.type || gl.UNSIGNED_BYTE;
savePackState(gl, options);
gl.bindTexture(target, tex);
if (target === gl.TEXTURE_CUBE_MAP) {
// guess the parts
var imgWidth = element.width;
var imgHeight = element.height;
var size;
var slices;
if (imgWidth / 6 === imgHeight) {
// It's 6x1
size = imgHeight;
slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0];
} else if (imgHeight / 6 === imgWidth) {
// It's 1x6
size = imgWidth;
slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5];
} else if (imgWidth / 3 === imgHeight / 2) {
// It's 3x2
size = imgWidth / 3;
slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];
} else if (imgWidth / 2 === imgHeight / 3) {
// It's 2x3
size = imgWidth / 2;
slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2];
} else {
throw "can't figure out cube map from element: " + (element.src ? element.src : element.nodeName);
}
ctx.canvas.width = size;
ctx.canvas.height = size;
width = size;
height = size;
getCubeFacesWithNdx(gl, options).forEach(function(f) {
var xOffset = slices[f.ndx * 2 + 0] * size;
var yOffset = slices[f.ndx * 2 + 1] * size;
ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);
gl.texImage2D(f.face, 0, format, format, type, ctx.canvas);
});
// Free up the canvas memory
ctx.canvas.width = 1;
ctx.canvas.height = 1;
} else {
gl.texImage2D(target, 0, format, format, type, element);
}
restorePackState(gl, options);
if (options.auto !== false) {
setTextureFilteringForSize(gl, tex, options, width, height);
}
setTextureParameters(gl, tex, options);
};
}();
/**
* Copy an object 1 level deep
* @param {object} src object to copy
* @return {object} the copy
*/
function shallowCopy(src) {
var dst = {};
Object.keys(src).forEach(function(key) {
dst[key] = src[key];
});
return dst;
}
function noop() {
}
/**
* Loads an image
* @param {string} url url to image
* @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null
* if there was an error
* @return {HTMLImageElement} the image being loaded.
*/
function loadImage(url, callback) {
callback = callback || noop;
var img = new Image();
img.onerror = function() {
var msg = "couldn't load image: " + url;
error(msg);
callback(msg, img);
};
img.onload = function() {
callback(null, img);
};
img.src = url;
return img;
}
/**
* Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set
* the default texture color is used which can be set by calling `setDefaultTextureColor`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl
*/
function setTextureTo1PixelColor(gl, tex, options) {
options = options || defaultTextureOptions;
var target = options.target || gl.TEXTURE_2D;
gl.bindTexture(target, tex);
if (options.color === false) {
return;
}
// Assume it's a URL
// Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.
var color = make1Pixel(options.color);
if (target === gl.TEXTURE_CUBE_MAP) {
for (var ii = 0; ii < 6; ++ii) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
}
} else {
gl.texImage2D(target, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
}
}
/**
* A callback for when an image finished downloading and been uploaded into a texture
* @callback TextureReadyCallback
* @param {*} err If truthy there was an error.
* @param {WebGLTexture} tex the texture.
* @param {HTMLImageElement} img the image element.
* @memberOf module:twgl
*/
/**
* A callback for when all images have finished downloading and been uploaded into their respective textures
* @callback TexturesReadyCallback
* @param {*} err If truthy there was an error.
* @param {WebGLTexture} tex the texture.
* @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per texture.
* @memberOf module:twgl
*/
/**
* A callback for when an image finished downloading and been uploaded into a texture
* @callback CubemapReadyCallback
* @param {*} err If truthy there was an error.
* @param {WebGLTexture} tex the texture.
* @param {HTMLImageElement[]} imgs the images for each face.
* @memberOf module:twgl
*/
/**
* Loads a texture from an image from a Url as specified in `options.src`
* If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is
* immediately useable. It will be updated with the contents of the image once the image has finished
* downloading. Filtering options will be set as approriate for image unless `options.auto === false`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will
* be non null if there was an error.
* @return {HTMLImageElement} the image being downloaded.
* @memberOf module:twgl
*/
function loadTextureFromUrl(gl, tex, options, callback) {
callback = callback || noop;
options = options || defaultTextureOptions;
setTextureTo1PixelColor(gl, tex, options);
// Because it's async we need to copy the options.
options = shallowCopy(options);
var img = loadImage(options.src, function(err, img) {
if (err) {
callback(err, tex, img);
} else {
setTextureFromElement(gl, tex, img, options);
callback(null, tex, img);
}
});
return img;
}
/**
* Loads a cubemap from 6 urls as specified in `options.src`. Will set the cubemap to a 1x1 pixel color
* so that it is usable immediately unless `option.color === false`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will
* be non null if there was an error.
* @memberOf module:twgl
*/
function loadCubemapFromUrls(gl, tex, options, callback) {
callback = callback || noop;
var urls = options.src;
if (urls.length !== 6) {
throw "there must be 6 urls for a cubemap";
}
var format = options.format || gl.RGBA;
var type = options.type || gl.UNSIGNED_BYTE;
var target = options.target || gl.TEXTURE_2D;
if (target !== gl.TEXTURE_CUBE_MAP) {
throw "target must be TEXTURE_CUBE_MAP";
}
setTextureTo1PixelColor(gl, tex, options);
// Because it's async we need to copy the options.
options = shallowCopy(options);
var numToLoad = 6;
var errors = [];
var imgs;
var faces = getCubeFaceOrder(gl, options);
function uploadImg(faceTarget) {
return function(err, img) {
--numToLoad;
if (err) {
errors.push(err);
} else {
if (img.width !== img.height) {
errors.push("cubemap face img is not a square: " + img.src);
} else {
savePackState(gl, options);
gl.bindTexture(target, tex);
// So assuming this is the first image we now have one face that's img sized
// and 5 faces that are 1x1 pixel so size the other faces
if (numToLoad === 5) {
// use the default order
getCubeFaceOrder(gl).forEach(function(otherTarget) {
// Should we re-use the same face or a color?
gl.texImage2D(otherTarget, 0, format, format, type, img);
});
} else {
gl.texImage2D(faceTarget, 0, format, format, type, img);
}
restorePackState(gl, options);
gl.generateMipmap(target);
}
}
if (numToLoad === 0) {
callback(errors.length ? errors : undefined, imgs, tex);
}
};
}
imgs = urls.map(function(url, ndx) {
return loadImage(url, uploadImg(faces[ndx]));
});
}
/**
* Gets the number of compontents for a given image format.
* @param {number} format the format.
* @return {number} the number of components for the format.
*/
function getNumComponentsForFormat(format) {
switch (format) {
case ALPHA:
case LUMINANCE:
return 1;
case LUMINANCE_ALPHA:
return 2;
case RGB:
return 3;
case RGBA:
return 4;
default:
throw "unknown type: " + format;
}
}
/**
* Gets the texture type for a given array type.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @return {number} the gl texture type
*/
function getTextureTypeForArrayType(gl, src) {
if (isArrayBuffer(src)) {
return getGLTypeForTypedArray(src);
}
return gl.UNSIGNED_BYTE;
}
/**
* Sets a texture from an array or typed array. If the width or height is not provided will attempt to
* guess the size. See {@link module:twgl.TextureOptions}.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {(number[]|ArrayBuffer)} src An array or typed arry with texture data.
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl
*/
function setTextureFromArray(gl, tex, src, options) {
options = options || defaultTextureOptions;
var target = options.target || gl.TEXTURE_2D;
var width = options.width;
var height = options.height;
var format = options.format || gl.RGBA;
var type = options.type || getTextureTypeForArrayType(gl, src);
var numComponents = getNumComponentsForFormat(format);
var numElements = src.length / numComponents;
if (numElements % 1) {
throw "length wrong size of format: " + glEnumToString(gl, format);
}
if (!width && !height) {
var size = Math.sqrt(numElements / (target === gl.TEXTURE_CUBE_MAP ? 6 : 1));
if (size % 1 === 0) {
width = size;
height = size;
} else {
width = numElements;
height = 1;
}
} else if (!height) {
height = numElements / width;
if (height % 1) {
throw "can't guess height";
}
} else if (!width) {
width = numElements / height;
if (width % 1) {
throw "can't guess width";
}
}
if (!isArrayBuffer(src)) {
var Type = getTypedArrayTypeForGLType(gl, type);
src = new Type(src);
}
gl.pixelStorei(gl.UNPACK_ALIGNMENT, options.unpackAlignment || 1);
savePackState(gl, options);
if (target === gl.TEXTURE_CUBE_MAP) {
var faceSize = numElements / 6 * numComponents;
getCubeFacesWithNdx(gl, options).forEach(function(f) {
var offset = faceSize * f.ndx;
var data = src.subarray(offset, offset + faceSize);
gl.texImage2D(f.face, 0, format, width, height, 0, format, type, data);
});
} else {
gl.texImage2D(target, 0, format, width, height, 0, format, type, src);
}
restorePackState(gl, options);
return {
width: width,
height: height,
};
}
/**
* Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`.
* You must set `options.width` and `options.height`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @memberOf module:twgl
*/
function setEmptyTexture(gl, tex, options) {
var target = options.target || gl.TEXTURE_2D;
gl.bindTexture(target, tex);
var format = options.format || gl.RGBA;
var type = options.type || gl.UNSIGNED_BYTE;
savePackState(gl, options);
if (target === gl.TEXTURE_CUBE_MAP) {
for (var ii = 0; ii < 6; ++ii) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, format, options.width, options.height, 0, format, type, null);
}
} else {
gl.texImage2D(target, 0, format, options.width, options.height, 0, format, type, null);
}
}
/**
* Creates a texture based on the options passed in.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture.
* @return {WebGLTexture} the created texture.
* @memberOf module:twgl
*/
function createTexture(gl, options, callback) {
callback = callback || noop;
options = options || defaultTextureOptions;
var tex = gl.createTexture();
var target = options.target || gl.TEXTURE_2D;
var width = options.width || 1;
var height = options.height || 1;
gl.bindTexture(target, tex);
if (target === gl.TEXTURE_CUBE_MAP) {
// this should have been the default for CUBEMAPS :(
gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
var src = options.src;
if (src) {
if (typeof src === "function") {
src = src(gl, options);
}
if (typeof (src) === "string") {
loadTextureFromUrl(gl, tex, options, callback);
} else if (isArrayBuffer(src) ||
(Array.isArray(src) && (
typeof src[0] === 'number' ||
Array.isArray(src[0]) ||
isArrayBuffer(src[0]))
)
) {
var dimensions = setTextureFromArray(gl, tex, src, options);
width = dimensions.width;
height = dimensions.height;
} else if (Array.isArray(src) && typeof (src[0]) === 'string') {
loadCubemapFromUrls(gl, tex, options, callback);
} else if (src instanceof HTMLElement) {
setTextureFromElement(gl, tex, src, options);
width = src.width;
height = src.height;
} else {
throw "unsupported src type";
}
} else {
setEmptyTexture(gl, tex, options);
}
if (options.auto !== false) {
setTextureFilteringForSize(gl, tex, options, width, height);
}
setTextureParameters(gl, tex, options);
return tex;
}
/**
* Resizes a texture based on the options passed in.
*
* Note: This is not a generic resize anything function.
* It's mostly used by {@link module:twgl.resizeFramebufferInfo}
* It will use `options.src` if it exists to try to determine a `type`
* otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided
* for the texture. Texture parameters will be set accordingly
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the texture to resize
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {number} [width] the new width. If not passed in will use `options.width`
* @param {number} [height] the new height. If not passed in will use `options.height`
* @memberOf module:twgl
*/
function resizeTexture(gl, tex, options, width, height) {
width = width || options.width;
height = height || options.height;
var target = options.target || gl.TEXTURE_2D;
gl.bindTexture(target, tex);
var format = options.format || gl.RGBA;
var type;
var src = options.src;
if (!src) {
type = options.type || gl.UNSIGNED_BYTE;
} else if (isArrayBuffer(src) || (Array.isArray(src) && typeof (src[0]) === 'number')) {
type = options.type || getTextureTypeForArrayType(gl, src);
} else {
type = options.type || gl.UNSIGNED_BYTE;
}
if (target === gl.TEXTURE_CUBE_MAP) {
for (var ii = 0; ii < 6; ++ii) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, format, width, height, 0, format, type, null);
}
} else {
gl.texImage2D(target, 0, format, width, height, 0, format, type, null);
}
}
/**
* Check if a src is an async request.
* if src is a string we're going to download an image
* if src is an array of strings we're going to download cubemap images
* @param {*} src The src from a TextureOptions
* @returns {bool} true if src is async.
*/
function isAsyncSrc(src) {
return typeof src === 'string' ||
(Array.isArray(src) && typeof src[0] === 'string');
}
/**
* Creates a bunch of textures based on the passed in options.
*
* Example:
*
* var textures = twgl.createTextures(gl, {
* // a power of 2 image
* hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST },
* // a non-power of 2 image
* clover: { src: "images/clover.jpg" },
* // From a canvas
* fromCanvas: { src: ctx.canvas },
* // A cubemap from 6 images
* yokohama: {
* target: gl.TEXTURE_CUBE_MAP,
* src: [
* 'images/yokohama/posx.jpg',
* 'images/yokohama/negx.jpg',
* 'images/yokohama/posy.jpg',
* 'images/yokohama/negy.jpg',
* 'images/yokohama/posz.jpg',
* 'images/yokohama/negz.jpg',
* ],
* },
* // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
* goldengate: {
* target: gl.TEXTURE_CUBE_MAP,
* src: 'images/goldengate.jpg',
* },
* // A 2x2 pixel texture from a JavaScript array
* checker: {
* mag: gl.NEAREST,
* min: gl.LINEAR,
* src: [
* 255,255,255,255,
* 192,192,192,255,
* 192,192,192,255,
* 255,255,255,255,
* ],
* },
* // a 1x2 pixel texture from a typed array.
* stripe: {
* mag: gl.NEAREST,
* min: gl.LINEAR,
* format: gl.LUMINANCE,
* src: new Uint8Array([
* 255,
* 128,
* 255,
* 128,
* 255,
* 128,
* 255,
* 128,
* ]),
* width: 1,
* },
* });
*
* Now
*
* * `textures.hftIcon` will be a 2d texture
* * `textures.clover` will be a 2d texture
* * `textures.fromCanvas` will be a 2d texture
* * `textures.yohohama` will be a cubemap texture
* * `textures.goldengate` will be a cubemap texture
* * `textures.checker` will be a 2d texture
* * `textures.stripe` will be a 2d texture
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per texture.
* @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded.
* @return {Object.<string,WebGLTexture>) the created textures by name
* @memberOf module:twgl
*/
function createTextures(gl, textureOptions, callback) {
callback = callback || noop;
var numDownloading = 0;
var errors = [];
var textures = {};
function callCallbackIfReady() {
if (numDownloading === 0) {
setTimeout(function() {
callback(errors.length ? errors : undefined, textureOptions);
}, 0);
}
}
function finishedDownloading(err) {
--numDownloading;
if (err) {
errors.push(err);
}
callCallbackIfReady();
}
Object.keys(textureOptions).forEach(function(name) {
var options = textureOptions[name];
var onLoadFn = undefined;
if (isAsyncSrc(options.src)) {
onLoadFn = finishedDownloading;
++numDownloading;
}
textures[name] = createTexture(gl, options, onLoadFn);
});
// queue the callback if there are no images to download.
// We do this because if your code is structured to wait for
// images to download but then you comment out all the async
// images your code would break.
callCallbackIfReady();
return textures;
}
/**
* The options for a framebuffer attachment.
*
* Note: For a `format` that is a texture include all the texture
* options from {@link module:twgl.TextureOptions} for example
* `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions}
* `auto` defaults to `false` for attachment textures
*
* @typedef {Object} AttachmentOptions
* @property {number} [attach] The attachment point. Defaults
* to `gl.COLOR_ATTACTMENT0 + ndx` unless type is a depth or stencil type
* then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending
* on the format or attachment type.
* @property {number} [format] The format. If one of `gl.RGBA4`,
* `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`,
* `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a
* renderbuffer. Otherwise will create a texture. Default = `gl.RGBA`
* @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`.
* @property {number} [target] The texture target for `gl.framebufferTexture2D`.
* Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps.
* @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0.
* @property {WebGLObject} [attachment] An existing renderbuffer or texture.
* If provided will attach this Object. This allows you to share
* attachemnts across framebuffers.
* @memberOf module:twgl
*/
var defaultAttachments = [
{ format: RGBA, type: UNSIGNED_BYTE, min: LINEAR, wrap: CLAMP_TO_EDGE, },
{ format: DEPTH_STENCIL, },
];
var attachmentsByFormat = {};
attachmentsByFormat[DEPTH_STENCIL] = DEPTH_STENCIL_ATTACHMENT;
attachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT;
attachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT] = DEPTH_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT16] = DEPTH_ATTACHMENT;
function getAttachmentPointForFormat(format) {
return attachmentsByFormat[format];
}
var renderbufferFormats = {};
renderbufferFormats[RGBA4] = true;
renderbufferFormats[RGB5_A1] = true;
renderbufferFormats[RGB565] = true;
renderbufferFormats[DEPTH_STENCIL] = true;
renderbufferFormats[DEPTH_COMPONENT16] = true;
renderbufferFormats[STENCIL_INDEX] = true;
renderbufferFormats[STENCIL_INDEX8] = true;
function isRenderbufferFormat(format) {
return renderbufferFormats[format];
}
/**
* @typedef {Object} FramebufferInfo
* @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo
* @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}.
* @memberOf module:twgl
*/
/**
* Creates a framebuffer and attachments.
*
* This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer.
*
* The simplest usage
*
* // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer
* var fbi = twgl.createFramebuffer(gl);
*
* More complex usage
*
* // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer
* var attachments = [
* { format: RGB565, mag: NEAREST },
* { format: STENCIL_INDEX8 },
* ]
* var fbi = twgl.createFramebuffer(gl, attachments);
*
* Passing in a specific size
*
* var width = 256;
* var height = 256;
* var fbi = twgl.createFramebuffer(gl, attachments, width, height);
*
* **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`.
* [WebGL only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6).
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an
* `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`.
* @param {number} [width] the width for the attachments. Default = size of drawingBuffer
* @param {number} [height] the height for the attachments. Defautt = size of drawingBuffer
* @return {module:twgl.FramebufferInfo} the framebuffer and attachments.
* @memberOf module:twgl
*/
function createFramebufferInfo(gl, attachments, width, height) {
var target = gl.FRAMEBUFFER;
var fb = gl.createFramebuffer();
gl.bindFramebuffer(target, fb);
width = width || gl.drawingBufferWidth;
height = height || gl.drawingBufferHeight;
attachments = attachments || defaultAttachments;
var colorAttachmentCount = 0;
var framebufferInfo = {
framebuffer: fb,
attachments: [],
};
attachments.forEach(function(attachmentOptions) {
var attachment = attachmentOptions.attachment;
var format = attachmentOptions.format;
var attachmentPoint = getAttachmentPointForFormat(format);
if (!attachmentPoint) {
attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++;
}
if (!attachment) {
if (isRenderbufferFormat(format)) {
attachment = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, attachment);
gl.renderbufferStorage(gl.RENDERBUFFER, format, width, height);
} else {
var textureOptions = shallowCopy(attachmentOptions);
textureOptions.width = width;
textureOptions.height = height;
textureOptions.auto = attachmentOptions.auto === undefined ? false : attachmentOptions.auto;
attachment = createTexture(gl, textureOptions);
}
}
if (attachment instanceof WebGLRenderbuffer) {
gl.framebufferRenderbuffer(target, attachmentPoint, gl.RENDERBUFFER, attachment);
} else if (attachment instanceof WebGLTexture) {
gl.framebufferTexture2D(
target,
attachmentPoint,
attachmentOptions.texTarget || gl.TEXTURE_2D,
attachment,
attachmentOptions.level || 0);
} else {
throw "unknown attachment type";
}
framebufferInfo.attachments.push(attachment);
});
return framebufferInfo;
}
/**
* Resizes the attachments of a framebuffer.
*
* You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebuffer}
* because TWGL has no idea the format/type of each attachment.
*
* The simplest usage
*
* // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer
* var fbi = twgl.createFramebuffer(gl);
*
* ...
*
* function render() {
* if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
* // resize the attachments
* twgl.resizeFramebufferInfo(gl, fbi);
* }
*
* More complex usage
*
* // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer
* var attachments = [
* { format: RGB565, mag: NEAREST },
* { format: STENCIL_INDEX8 },
* ]
* var fbi = twgl.createFramebuffer(gl, attachments);
*
* ...
*
* function render() {
* if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
* // resize the attachments to match
* twgl.resizeFramebufferInfo(gl, fbi, attachments);
* }
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebuffer}.
* @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebuffer}.
* @param {number} [width] the width for the attachments. Default = size of drawingBuffer
* @param {number} [height] the height for the attachments. Defautt = size of drawingBuffer
* @memberOf module:twgl
*/
function resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) {
width = width || gl.drawingBufferWidth;
height = height || gl.drawingBufferHeight;
attachments = attachments || defaultAttachments;
attachments.forEach(function(attachmentOptions, ndx) {
var attachment = framebufferInfo.attachments[ndx];
var format = attachmentOptions.format;
if (attachment instanceof WebGLRenderbuffer) {
gl.bindRenderbuffer(gl.RENDERBUFFER, attachment);
gl.renderbufferStorage(gl.RENDERBUFFER, format, width, height);
} else if (attachment instanceof WebGLTexture) {
resizeTexture(gl, attachment, attachmentOptions, width, height);
} else {
throw "unknown attachment type";
}
});
}
// Using quotes prevents Uglify from changing the names.
// No speed diff AFAICT.
return {
"createAttribsFromArrays": createAttribsFromArrays,
"createBuffersFromArrays": createBuffersFromArrays,
"createBufferInfoFromArrays": createBufferInfoFromArrays,
"createAttributeSetters": createAttributeSetters,
"setAttribInfoBufferFromArray": setAttribInfoBufferFromArray,
"createProgram": createProgram,
"createProgramFromScripts": createProgramFromScripts,
"createProgramFromSources": createProgramFromSources,
"createProgramInfo": createProgramInfo,
"createUniformSetters": createUniformSetters,
"drawBufferInfo": drawBufferInfo,
"drawObjectList": drawObjectList,
"getWebGLContext": getWebGLContext,
"resizeCanvasToDisplaySize": resizeCanvasToDisplaySize,
"setAttributes": setAttributes,
"setAttributePrefix": setAttributePrefix,
"setBuffersAndAttributes": setBuffersAndAttributes,
"setUniforms": setUniforms,
"createTexture": createTexture,
"setEmptyTexture": setEmptyTexture,
"setTextureFromArray": setTextureFromArray,
"loadTextureFromUrl": loadTextureFromUrl,
"setTextureFromElement": setTextureFromElement,
"setTextureFilteringForSize": setTextureFilteringForSize,
"setTextureParameters": setTextureParameters,
"setDefaultTextureColor": setDefaultTextureColor,
"createTextures": createTextures,
"resizeTexture": resizeTexture,
"createFramebufferInfo": createFramebufferInfo,
"resizeFramebufferInfo": resizeFramebufferInfo,
};
});
/*
* Copyright 2015, Gregg Tavares.
* 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.
* * Neither the name of Gregg Tavares. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* 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
* OWNER 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.
*/
define('twgl/v3',[], function () {
/**
*
* Vec3 math math functions.
*
* Almost all functions take an optional `dst` argument. If it is not passed in the
* functions will create a new Vec3. In other words you can do this
*
* var v = v3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.
*
* or
*
* var v3 = v3.create();
* v3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
*
* The first style is often easier but depending on where it's used it generates garbage where
* as there is almost never allocation with the second style.
*
* It is always save to pass any vector as the destination. So for example
*
* v3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
*
* @module twgl/v3
*/
var VecType = Float32Array;
/**
* A JavaScript array with 3 values or a Float32Array with 3 values.
* When created by the library will create the default type which is `Float32Array`
* but can be set by calling {@link module:twgl/v3.setDefaultType}.
* @typedef {(number[]|Float32Array)} Vec3
* @memberOf module:twgl/v3
*/
/**
* Sets the type this library creates for a Vec3
* @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`
*/
function setDefaultType(ctor) {
VecType = ctor;
}
/**
* Creates a vec3; may be called with x, y, z to set initial values.
* @return {Vec3} the created vector
* @memberOf module:twgl/v3
*/
function create(x, y, z) {
var dst = new VecType(3);
if (x) {
dst[0] = x;
}
if (y) {
dst[1] = y;
}
if (z) {
dst[2] = z;
}
return dst;
}
/**
* Adds two vectors; assumes a and b have the same dimension.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @memberOf module:twgl/v3
*/
function add(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] + b[0];
dst[1] = a[1] + b[1];
dst[2] = a[2] + b[2];
return dst;
}
/**
* Subtracts two vectors.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @memberOf module:twgl/v3
*/
function subtract(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] - b[0];
dst[1] = a[1] - b[1];
dst[2] = a[2] - b[2];
return dst;
}
/**
* Performs linear interpolation on two vectors.
* Given vectors a and b and interpolation coefficient t, returns
* (1 - t) * a + t * b.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {number} t Interpolation coefficient.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @memberOf module:twgl/v3
*/
function lerp(a, b, t, dst) {
dst = dst || new VecType(3);
dst[0] = (1 - t) * a[0] + t * b[0];
dst[1] = (1 - t) * a[1] + t * b[1];
dst[2] = (1 - t) * a[2] + t * b[2];
return dst;
}
/**
* Mutiplies a vector by a scalar.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {number} k The scalar.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} dst.
* @memberOf module:twgl/v3
*/
function mulScalar(v, k, dst) {
dst = dst || new VecType(3);
dst[0] = v[0] * k;
dst[1] = v[1] * k;
dst[2] = v[2] * k;
return dst;
}
/**
* Divides a vector by a scalar.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {number} k The scalar.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} dst.
* @memberOf module:twgl/v3
*/
function divScalar(v, k, dst) {
dst = dst || new VecType(3);
dst[0] = v[0] / k;
dst[1] = v[1] / k;
dst[2] = v[2] / k;
return dst;
}
/**
* Computes the cross product of two vectors; assumes both vectors have
* three entries.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} The vector a cross b.
* @memberOf module:twgl/v3
*/
function cross(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[1] * b[2] - a[2] * b[1];
dst[1] = a[2] * b[0] - a[0] * b[2];
dst[2] = a[0] * b[1] - a[1] * b[0];
return dst;
}
/**
* Computes the dot product of two vectors; assumes both vectors have
* three entries.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @return {number} dot product
* @memberOf module:twgl/v3
*/
function dot(a, b) {
return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);
}
/**
* Computes the length of vector
* @param {module:twgl/v3.Vec3} v vector.
* @return {number} length of vector.
* @memberOf module:twgl/v3
*/
function length(v) {
return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
/**
* Computes the square of the length of vector
* @param {module:twgl/v3.Vec3} v vector.
* @return {number} square of the length of vector.
* @memberOf module:twgl/v3
*/
function lengthSq(v) {
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
}
/**
* Divides a vector by its Euclidean length and returns the quotient.
* @param {module:twgl/v3.Vec3} a The vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} The normalized vector.
* @memberOf module:twgl/v3
*/
function normalize(a, dst) {
dst = dst || new VecType(3);
var lenSq = a[0] * a[0] + a[1] * a[1] + a[2] * a[2];
var len = Math.sqrt(lenSq);
if (len > 0.00001) {
dst[0] = a[0] / len;
dst[1] = a[1] / len;
dst[2] = a[2] / len;
} else {
dst[0] = 0;
dst[1] = 0;
dst[2] = 0;
}
return dst;
}
/**
* Negates a vector.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} -v.
* @memberOf module:twgl/v3
*/
function negate(v, dst) {
dst = dst || new VecType(3);
dst[0] = -v[0];
dst[1] = -v[1];
dst[2] = -v[2];
return dst;
}
/**
* Copies a vector.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} A copy of v.
* @memberOf module:twgl/v3
*/
function copy(v, dst) {
dst = dst || new VecType(3);
dst[0] = v[0];
dst[1] = v[1];
dst[2] = v[2];
return dst;
}
/**
* Multiplies a vector by another vector (component-wise); assumes a and
* b have the same length.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} The vector of products of entries of a and
* b.
* @memberOf module:twgl/v3
*/
function multiply(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] * b[0];
dst[1] = a[1] * b[1];
dst[2] = a[2] * b[2];
return dst;
}
/**
* Divides a vector by another vector (component-wise); assumes a and
* b have the same length.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
* @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and
* b.
* @memberOf module:twgl/v3
*/
function divide(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] / b[0];
dst[1] = a[1] / b[1];
dst[2] = a[2] / b[2];
return dst;
}
// Using quotes prevents Uglify from changing the names.
// No speed diff AFAICT.
return {
"add": add,
"copy": copy,
"create": create,
"cross": cross,
"divide": divide,
"divScalar": divScalar,
"dot": dot,
"lerp": lerp,
"length": length,
"lengthSq": lengthSq,
"mulScalar": mulScalar,
"multiply": multiply,
"negate": negate,
"normalize": normalize,
"setDefaultType": setDefaultType,
"subtract": subtract,
};
});
/*
* Copyright 2015, Gregg Tavares.
* 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.
* * Neither the name of Gregg Tavares. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* 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
* OWNER 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.
*/
define('twgl/m4',['./v3'], function (v3) {
/**
* 4x4 Matrix math math functions.
*
* Almost all functions take an optional `dst` argument. If it is not passed in the
* functions will create a new matrix. In other words you can do this
*
* var mat = m4.translation([1, 2, 3]); // Creates a new translation matrix
*
* or
*
* var mat = m4.create();
* m4.translation([1, 2, 3], mat); // Puts translation matrix in mat.
*
* The first style is often easier but depending on where it's used it generates garbage where
* as there is almost never allocation with the second style.
*
* It is always save to pass any matrix as the destination. So for example
*
* var mat = m4.identity();
* var trans = m4.translation([1, 2, 3]);
* m4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.
*
* @module twgl/m4
*/
var MatType = Float32Array;
var tempV3a = v3.create();
var tempV3b = v3.create();
var tempV3c = v3.create();
/**
* A JavaScript array with 16 values or a Float32Array with 16 values.
* When created by the library will create the default type which is `Float32Array`
* but can be set by calling {@link module:twgl/m4.setDefaultType}.
* @typedef {(number[]|Float32Array)} Mat4
* @memberOf module:twgl/m4
*/
/**
* Sets the type this library creates for a Mat4
* @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`
*/
function setDefaultType(ctor) {
VecType = ctor;
}
/**
* Negates a matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} -m.
* @memberOf module:twgl/m4
*/
function negate(m, dst) {
dst = dst || new MatType(16);
dst[ 0] = -m[ 0];
dst[ 1] = -m[ 1];
dst[ 2] = -m[ 2];
dst[ 3] = -m[ 3];
dst[ 4] = -m[ 4];
dst[ 5] = -m[ 5];
dst[ 6] = -m[ 6];
dst[ 7] = -m[ 7];
dst[ 8] = -m[ 8];
dst[ 9] = -m[ 9];
dst[10] = -m[10];
dst[11] = -m[11];
dst[12] = -m[12];
dst[13] = -m[13];
dst[14] = -m[14];
dst[15] = -m[15];
return dst;
}
/**
* Copies a matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] The matrix.
* @return {module:twgl/m4.Mat4} A copy of m.
* @memberOf module:twgl/m4
*/
function copy(m, dst) {
dst = dst || new MatType(16);
dst[ 0] = m[ 0];
dst[ 1] = m[ 1];
dst[ 2] = m[ 2];
dst[ 3] = m[ 3];
dst[ 4] = m[ 4];
dst[ 5] = m[ 5];
dst[ 6] = m[ 6];
dst[ 7] = m[ 7];
dst[ 8] = m[ 8];
dst[ 9] = m[ 9];
dst[10] = m[10];
dst[11] = m[11];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
return dst;
}
/**
* Creates an n-by-n identity matrix.
*
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} An n-by-n identity matrix.
* @memberOf module:twgl/m4
*/
function identity(dst) {
dst = dst || new MatType(16);
dst[ 0] = 1;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 1;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Takes the transpose of a matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The transpose of m.
* @memberOf module:twgl/m4
*/
function transpose(m, dst) {
dst = dst || new MatType(16);
if (dst === m) {
var t;
t = m[1];
m[1] = m[4];
m[4] = t;
t = m[2];
m[2] = m[8];
m[8] = t;
t = m[3];
m[3] = m[12];
m[12] = t;
t = m[6];
m[6] = m[9];
m[9] = t;
t = m[7];
m[7] = m[13];
m[13] = t;
t = m[11];
m[11] = m[14];
m[14] = t;
return dst;
}
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var m30 = m[3 * 4 + 0];
var m31 = m[3 * 4 + 1];
var m32 = m[3 * 4 + 2];
var m33 = m[3 * 4 + 3];
dst[ 0] = m00;
dst[ 1] = m10;
dst[ 2] = m20;
dst[ 3] = m30;
dst[ 4] = m01;
dst[ 5] = m11;
dst[ 6] = m21;
dst[ 7] = m31;
dst[ 8] = m02;
dst[ 9] = m12;
dst[10] = m22;
dst[11] = m32;
dst[12] = m03;
dst[13] = m13;
dst[14] = m23;
dst[15] = m33;
return dst;
}
/**
* Computes the inverse of a 4-by-4 matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The inverse of m.
* @memberOf module:twgl/m4
*/
function inverse(m, dst) {
dst = dst || new MatType(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var m30 = m[3 * 4 + 0];
var m31 = m[3 * 4 + 1];
var m32 = m[3 * 4 + 2];
var m33 = m[3 * 4 + 3];
var tmp_0 = m22 * m33;
var tmp_1 = m32 * m23;
var tmp_2 = m12 * m33;
var tmp_3 = m32 * m13;
var tmp_4 = m12 * m23;
var tmp_5 = m22 * m13;
var tmp_6 = m02 * m33;
var tmp_7 = m32 * m03;
var tmp_8 = m02 * m23;
var tmp_9 = m22 * m03;
var tmp_10 = m02 * m13;
var tmp_11 = m12 * m03;
var tmp_12 = m20 * m31;
var tmp_13 = m30 * m21;
var tmp_14 = m10 * m31;
var tmp_15 = m30 * m11;
var tmp_16 = m10 * m21;
var tmp_17 = m20 * m11;
var tmp_18 = m00 * m31;
var tmp_19 = m30 * m01;
var tmp_20 = m00 * m21;
var tmp_21 = m20 * m01;
var tmp_22 = m00 * m11;
var tmp_23 = m10 * m01;
var t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) -
(tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31);
var t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) -
(tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31);
var t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) -
(tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31);
var t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) -
(tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21);
var d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);
dst[ 0] = d * t0;
dst[ 1] = d * t1;
dst[ 2] = d * t2;
dst[ 3] = d * t3;
dst[ 4] = d * ((tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30) -
(tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30));
dst[ 5] = d * ((tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30) -
(tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30));
dst[ 6] = d * ((tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30) -
(tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30));
dst[ 7] = d * ((tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20) -
(tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20));
dst[ 8] = d * ((tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33) -
(tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33));
dst[ 9] = d * ((tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33) -
(tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33));
dst[10] = d * ((tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33) -
(tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33));
dst[11] = d * ((tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23) -
(tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23));
dst[12] = d * ((tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12) -
(tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22));
dst[13] = d * ((tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22) -
(tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02));
dst[14] = d * ((tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02) -
(tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12));
dst[15] = d * ((tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12) -
(tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02));
return dst;
}
/**
* Multiplies two 4-by-4 matrices; assumes that the given matrices are 4-by-4;
* assumes matrix entries are accessed in [row][column] fashion.
* @param {module:twgl/m4.Mat4} a The matrix on the left.
* @param {module:twgl/m4.Mat4} b The matrix on the right.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The matrix product of a and b.
* @memberOf module:twgl/m4
*/
function multiply(a, b, dst) {
dst = dst || new MatType(16);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[ 4 + 0];
var a11 = a[ 4 + 1];
var a12 = a[ 4 + 2];
var a13 = a[ 4 + 3];
var a20 = a[ 8 + 0];
var a21 = a[ 8 + 1];
var a22 = a[ 8 + 2];
var a23 = a[ 8 + 3];
var a30 = a[12 + 0];
var a31 = a[12 + 1];
var a32 = a[12 + 2];
var a33 = a[12 + 3];
var b00 = b[0];
var b01 = b[1];
var b02 = b[2];
var b03 = b[3];
var b10 = b[ 4 + 0];
var b11 = b[ 4 + 1];
var b12 = b[ 4 + 2];
var b13 = b[ 4 + 3];
var b20 = b[ 8 + 0];
var b21 = b[ 8 + 1];
var b22 = b[ 8 + 2];
var b23 = b[ 8 + 3];
var b30 = b[12 + 0];
var b31 = b[12 + 1];
var b32 = b[12 + 2];
var b33 = b[12 + 3];
dst[ 0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
dst[ 1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
dst[ 2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
dst[ 3] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33;
dst[ 4] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
dst[ 5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
dst[ 6] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
dst[ 7] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33;
dst[ 8] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
dst[ 9] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
dst[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
dst[11] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33;
dst[12] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30;
dst[13] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31;
dst[14] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32;
dst[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33;
return dst;
}
/**
* Sets the translation component of a 4-by-4 matrix to the given
* vector.
* @param {module:twgl/m4.Mat4} a The matrix.
* @param {Vec3} v The vector.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} a once modified.
* @memberOf module:twgl/m4
*/
function setTranslation(a, v, dst) {
dst = dst || identity();
if (a !== dst) {
dst[ 0] = a[ 0];
dst[ 1] = a[ 1];
dst[ 2] = a[ 2];
dst[ 3] = a[ 3];
dst[ 4] = a[ 4];
dst[ 5] = a[ 5];
dst[ 6] = a[ 6];
dst[ 7] = a[ 7];
dst[ 8] = a[ 8];
dst[ 9] = a[ 9];
dst[10] = a[10];
dst[11] = a[11];
}
dst[12] = v[0];
dst[13] = v[1];
dst[14] = v[2];
dst[15] = 1;
return dst;
}
/**
* Returns the translation component of a 4-by-4 matrix as a vector with 3
* entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @return {Vec3} [dst] vector..
* @return {Vec3} The translation component of m.
* @memberOf module:twgl/m4
*/
function getTranslation(m, dst) {
dst = dst || v3.create();
dst[0] = m[12];
dst[1] = m[13];
dst[2] = m[14];
return dst;
}
/**
* Returns the axis of a 4x4 matrix as a vector with 3 entries
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} axis The axis 0 = x, 1 = y, 2 = z;
* @return {Vec3} [dst] vector.
* @return {Vec3} The axis component of m.
* @memberOf module:twgl/m4
*/
function getAxis(m, axis, dst) {
dst = dst || v3.create();
var off = axis * 4;
dst[0] = m[off + 0];
dst[1] = m[off + 1];
dst[2] = m[off + 2];
return dst;
}
/**
* Computes a 4-by-4 perspective transformation matrix given the angular height
* of the frustum, the aspect ratio, and the near and far clipping planes. The
* arguments define a frustum extending in the negative z direction. The given
* angle is the vertical angle of the frustum, and the horizontal angle is
* determined to produce the given aspect ratio. The arguments near and far are
* the distances to the near and far clipping planes. Note that near and far
* are not z coordinates, but rather they are distances along the negative
* z-axis. The matrix generated sends the viewing frustum to the unit box.
* We assume a unit box extending from -1 to 1 in the x and y dimensions and
* from 0 to 1 in the z dimension.
* @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians).
* @param {number} aspect The aspect ratio width / height.
* @param {number} zNear The depth (negative z coordinate)
* of the near clipping plane.
* @param {number} zFar The depth (negative z coordinate)
* of the far clipping plane.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The perspective matrix.
* @memberOf module:twgl/m4
*/
function perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {
dst = dst || new MatType(16);
var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);
var rangeInv = 1.0 / (zNear - zFar);
dst[0] = f / aspect;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = f;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = (zNear + zFar) * rangeInv;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = zNear * zFar * rangeInv * 2;
dst[15] = 0;
return dst;
}
/**
* Computes a 4-by-4 othogonal transformation matrix given the left, right,
* bottom, and top dimensions of the near clipping plane as well as the
* near and far clipping plane distances.
* @param {number} left Left side of the near clipping plane viewport.
* @param {number} right Right side of the near clipping plane viewport.
* @param {number} top Top of the near clipping plane viewport.
* @param {number} bottom Bottom of the near clipping plane viewport.
* @param {number} near The depth (negative z coordinate)
* of the near clipping plane.
* @param {number} far The depth (negative z coordinate)
* of the far clipping plane.
* @param {module:twgl/m4.Mat4} [dst] Output matrix.
* @return {module:twgl/m4.Mat4} The perspective matrix.
* @memberOf module:twgl/m4
*/
function ortho(left, right, bottom, top, near, far, dst) {
dst = dst || new MatType(16);
dst[0] = 2 / (right - left);
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = 2 / (top - bottom);
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = -1 / (far - near);
dst[11] = 0;
dst[12] = (right + left) / (left - right);
dst[13] = (top + bottom) / (bottom - top);
dst[14] = -near / (near - far);
dst[15] = 1;
return dst;
}
/**
* Computes a 4-by-4 perspective transformation matrix given the left, right,
* top, bottom, near and far clipping planes. The arguments define a frustum
* extending in the negative z direction. The arguments near and far are the
* distances to the near and far clipping planes. Note that near and far are not
* z coordinates, but rather they are distances along the negative z-axis. The
* matrix generated sends the viewing frustum to the unit box. We assume a unit
* box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z
* dimension.
* @param {number} left The x coordinate of the left plane of the box.
* @param {number} right The x coordinate of the right plane of the box.
* @param {number} bottom The y coordinate of the bottom plane of the box.
* @param {number} top The y coordinate of the right plane of the box.
* @param {number} near The negative z coordinate of the near plane of the box.
* @param {number} far The negative z coordinate of the far plane of the box.
* @param {module:twgl/m4.Mat4} [dst] Output matrix.
* @return {module:twgl/m4.Mat4} The perspective projection matrix.
* @memberOf module:twgl/m4
*/
function frustum(left, right, bottom, top, near, far, dst) {
dst = dst || new MatType(16);
var dx = (right - left);
var dy = (top - bottom);
var dz = (near - far);
dst[ 0] = 2 * near / dx;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 2 * near / dy;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = (left + right) / dx;
dst[ 9] = (top + bottom) / dy;
dst[10] = far / dz;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = near * far / dz;
dst[15] = 0;
return dst;
}
/**
* Computes a 4-by-4 look-at transformation.
*
* This is a matrix which positions the camera itself. If you want
* a view matrix (a matrix which moves things in front of the camera)
* take the inverse of this.
*
* @param {Vec3} eye The position of the eye.
* @param {Vec3} target The position meant to be viewed.
* @param {Vec3} up A vector pointing up.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The look-at matrix.
* @memberOf module:twgl/m4
*/
function lookAt(eye, target, up, dst) {
dst = dst || new MatType(16);
var xAxis = tempV3a;
var yAxis = tempV3b;
var zAxis = tempV3c;
v3.normalize(
v3.subtract(eye, target, zAxis), zAxis);
v3.normalize(v3.cross(up, zAxis, xAxis), xAxis);
v3.normalize(v3.cross(zAxis, xAxis, yAxis), yAxis);
dst[ 0] = xAxis[0];
dst[ 1] = xAxis[1];
dst[ 2] = xAxis[2];
dst[ 3] = 0;
dst[ 4] = yAxis[0];
dst[ 5] = yAxis[1];
dst[ 6] = yAxis[2];
dst[ 7] = 0;
dst[ 8] = zAxis[0];
dst[ 9] = zAxis[1];
dst[10] = zAxis[2];
dst[11] = 0;
dst[12] = eye[0];
dst[13] = eye[1];
dst[14] = eye[2];
dst[15] = 1;
return dst;
}
/**
* Creates a 4-by-4 matrix which translates by the given vector v.
* @param {Vec3} v The vector by
* which to translate.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The translation matrix.
* @memberOf module:twgl/m4
*/
function translation(v, dst) {
dst = dst || new MatType(16);
dst[ 0] = 1;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 1;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = v[0];
dst[13] = v[1];
dst[14] = v[2];
dst[15] = 1;
return dst;
}
/**
* Modifies the given 4-by-4 matrix by translation by the given vector v.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {Vec3} v The vector by
* which to translate.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} m once modified.
* @memberOf module:twgl/m4
*/
function translate(m, v, dst) {
dst = dst || new MatType(16);
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
var m00 = m[0];
var m01 = m[1];
var m02 = m[2];
var m03 = m[3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var m30 = m[3 * 4 + 0];
var m31 = m[3 * 4 + 1];
var m32 = m[3 * 4 + 2];
var m33 = m[3 * 4 + 3];
if (m !== dst) {
dst[ 0] = m00;
dst[ 1] = m01;
dst[ 2] = m02;
dst[ 3] = m03;
dst[ 4] = m10;
dst[ 5] = m11;
dst[ 6] = m12;
dst[ 7] = m13;
dst[ 8] = m20;
dst[ 9] = m21;
dst[10] = m22;
dst[11] = m23;
}
dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;
dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;
dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;
dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The rotation matrix.
* @memberOf module:twgl/m4
*/
function rotationX(angleInRadians, dst) {
dst = dst || new MatType(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = 1;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = c;
dst[ 6] = s;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = -s;
dst[10] = c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Modifies the given 4-by-4 matrix by a rotation around the x-axis by the given
* angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} m once modified.
* @memberOf module:twgl/m4
*/
function rotateX(m, angleInRadians, dst) {
dst = dst || new MatType(16);
var m10 = m[4];
var m11 = m[5];
var m12 = m[6];
var m13 = m[7];
var m20 = m[8];
var m21 = m[9];
var m22 = m[10];
var m23 = m[11];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[4] = c * m10 + s * m20;
dst[5] = c * m11 + s * m21;
dst[6] = c * m12 + s * m22;
dst[7] = c * m13 + s * m23;
dst[8] = c * m20 - s * m10;
dst[9] = c * m21 - s * m11;
dst[10] = c * m22 - s * m12;
dst[11] = c * m23 - s * m13;
if (m !== dst) {
dst[ 0] = m[ 0];
dst[ 1] = m[ 1];
dst[ 2] = m[ 2];
dst[ 3] = m[ 3];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The rotation matrix.
* @memberOf module:twgl/m4
*/
function rotationY(angleInRadians, dst) {
dst = dst || new MatType(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c;
dst[ 1] = 0;
dst[ 2] = -s;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 1;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = s;
dst[ 9] = 0;
dst[10] = c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Modifies the given 4-by-4 matrix by a rotation around the y-axis by the given
* angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} m once modified.
* @memberOf module:twgl/m4
*/
function rotateY(m, angleInRadians, dst) {
dst = dst || new MatType(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c * m00 - s * m20;
dst[ 1] = c * m01 - s * m21;
dst[ 2] = c * m02 - s * m22;
dst[ 3] = c * m03 - s * m23;
dst[ 8] = c * m20 + s * m00;
dst[ 9] = c * m21 + s * m01;
dst[10] = c * m22 + s * m02;
dst[11] = c * m23 + s * m03;
if (m !== dst) {
dst[ 4] = m[ 4];
dst[ 5] = m[ 5];
dst[ 6] = m[ 6];
dst[ 7] = m[ 7];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The rotation matrix.
* @memberOf module:twgl/m4
*/
function rotationZ(angleInRadians, dst) {
dst = dst || new MatType(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c;
dst[ 1] = s;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = -s;
dst[ 5] = c;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Modifies the given 4-by-4 matrix by a rotation around the z-axis by the given
* angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} m once modified.
* @memberOf module:twgl/m4
*/
function rotateZ(m, angleInRadians, dst) {
dst = dst || new MatType(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c * m00 + s * m10;
dst[ 1] = c * m01 + s * m11;
dst[ 2] = c * m02 + s * m12;
dst[ 3] = c * m03 + s * m13;
dst[ 4] = c * m10 - s * m00;
dst[ 5] = c * m11 - s * m01;
dst[ 6] = c * m12 - s * m02;
dst[ 7] = c * m13 - s * m03;
if (m !== dst) {
dst[ 8] = m[ 8];
dst[ 9] = m[ 9];
dst[10] = m[10];
dst[11] = m[11];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the given axis by the given
* angle.
* @param {Vec3} axis The axis
* about which to rotate.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} A matrix which rotates angle radians
* around the axis.
* @memberOf module:twgl/m4
*/
function axisRotation(axis, angleInRadians, dst) {
dst = dst || new MatType(16);
var x = axis[0];
var y = axis[1];
var z = axis[2];
var n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
var xx = x * x;
var yy = y * y;
var zz = z * z;
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
var oneMinusCosine = 1 - c;
dst[ 0] = xx + (1 - xx) * c;
dst[ 1] = x * y * oneMinusCosine + z * s;
dst[ 2] = x * z * oneMinusCosine - y * s;
dst[ 3] = 0;
dst[ 4] = x * y * oneMinusCosine - z * s;
dst[ 5] = yy + (1 - yy) * c;
dst[ 6] = y * z * oneMinusCosine + x * s;
dst[ 7] = 0;
dst[ 8] = x * z * oneMinusCosine + y * s;
dst[ 9] = y * z * oneMinusCosine - x * s;
dst[10] = zz + (1 - zz) * c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Modifies the given 4-by-4 matrix by rotation around the given axis by the
* given angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {Vec3} axis The axis
* about which to rotate.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} m once modified.
* @memberOf module:twgl/m4
*/
function axisRotate(m, axis, angleInRadians, dst) {
dst = dst || new MatType(16);
var x = axis[0];
var y = axis[1];
var z = axis[2];
var n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
var xx = x * x;
var yy = y * y;
var zz = z * z;
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
var oneMinusCosine = 1 - c;
var r00 = xx + (1 - xx) * c;
var r01 = x * y * oneMinusCosine + z * s;
var r02 = x * z * oneMinusCosine - y * s;
var r10 = x * y * oneMinusCosine - z * s;
var r11 = yy + (1 - yy) * c;
var r12 = y * z * oneMinusCosine + x * s;
var r20 = x * z * oneMinusCosine + y * s;
var r21 = y * z * oneMinusCosine - x * s;
var r22 = zz + (1 - zz) * c;
var m00 = m[0];
var m01 = m[1];
var m02 = m[2];
var m03 = m[3];
var m10 = m[4];
var m11 = m[5];
var m12 = m[6];
var m13 = m[7];
var m20 = m[8];
var m21 = m[9];
var m22 = m[10];
var m23 = m[11];
dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;
dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;
dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;
dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;
dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;
dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;
dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;
dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;
dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;
dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;
dst[10] = r20 * m02 + r21 * m12 + r22 * m22;
dst[11] = r20 * m03 + r21 * m13 + r22 * m23;
if (m !== dst) {
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which scales in each dimension by an amount given by
* the corresponding entry in the given vector; assumes the vector has three
* entries.
* @param {Vec3} v A vector of
* three entries specifying the factor by which to scale in each dimension.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} The scaling matrix.
* @memberOf module:twgl/m4
*/
function scaling(v, dst) {
dst = dst || new MatType(16);
dst[ 0] = v[0];
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = v[1];
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = v[2];
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Modifies the given 4-by-4 matrix, scaling in each dimension by an amount
* given by the corresponding entry in the given vector; assumes the vector has
* three entries.
* @param {module:twgl/m4.Mat4} m The matrix to be modified.
* @param {Vec3} v A vector of three entries specifying the
* factor by which to scale in each dimension.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
* @return {module:twgl/m4.Mat4} m once modified.
* @memberOf module:twgl/m4
*/
function scale(m, v, dst) {
dst = dst || new MatType(16);
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[ 0] = v0 * m[0 * 4 + 0];
dst[ 1] = v0 * m[0 * 4 + 1];
dst[ 2] = v0 * m[0 * 4 + 2];
dst[ 3] = v0 * m[0 * 4 + 3];
dst[ 4] = v1 * m[1 * 4 + 0];
dst[ 5] = v1 * m[1 * 4 + 1];
dst[ 6] = v1 * m[1 * 4 + 2];
dst[ 7] = v1 * m[1 * 4 + 3];
dst[ 8] = v2 * m[2 * 4 + 0];
dst[ 9] = v2 * m[2 * 4 + 1];
dst[10] = v2 * m[2 * 4 + 2];
dst[11] = v2 * m[2 * 4 + 3];
if (m !== dst) {
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return m;
}
/**
* Takes a 4-by-4 matrix and a vector with 3 entries,
* interprets the vector as a point, transforms that point by the matrix, and
* returns the result as a vector with 3 entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {Vec3} v The point.
* @param {Vec3} dst optional vec3 to store result
* @return {Vec3} dst or new vec3 if not provided
* @memberOf module:twgl/m4
*/
function transformPoint(m, v, dst) {
dst = dst || v3.create();
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
var d = v0 * m[0 * 4 + 3] + v1 * m[1 * 4 + 3] + v2 * m[2 * 4 + 3] + m[3 * 4 + 3];
dst[0] = (v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0] + m[3 * 4 + 0]) / d;
dst[1] = (v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1] + m[3 * 4 + 1]) / d;
dst[2] = (v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2] + m[3 * 4 + 2]) / d;
return dst;
}
/**
* Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a
* direction, transforms that direction by the matrix, and returns the result;
* assumes the transformation of 3-dimensional space represented by the matrix
* is parallel-preserving, i.e. any combination of rotation, scaling and
* translation, but not a perspective distortion. Returns a vector with 3
* entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {Vec3} v The direction.
* @param {Vec3} dst optional Vec3 to store result
* @return {Vec3} dst or new Vec3 if not provided
* @memberOf module:twgl/m4
*/
function transformDirection(m, v, dst) {
dst = dst || v3.create();
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];
dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];
dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];
return dst;
}
/**
* Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector
* as a normal to a surface, and computes a vector which is normal upon
* transforming that surface by the matrix. The effect of this function is the
* same as transforming v (as a direction) by the inverse-transpose of m. This
* function assumes the transformation of 3-dimensional space represented by the
* matrix is parallel-preserving, i.e. any combination of rotation, scaling and
* translation, but not a perspective distortion. Returns a vector with 3
* entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {Vec3} v The normal.
* @param {Vec3} [dst] The direction.
* @return {Vec3} The transformed direction.
* @memberOf module:twgl/m4
*/
function transformNormal(m, v, dst) {
dst = dst || v3.create();
var mi = inverse(m);
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];
dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];
dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];
return dst;
}
// Using quotes prevents Uglify from changing the names.
// No speed diff AFAICT.
return {
"axisRotate": axisRotate,
"axisRotation": axisRotation,
"create": identity,
"copy": copy,
"frustum": frustum,
"getAxis": getAxis,
"getTranslation": getTranslation,
"identity": identity,
"inverse": inverse,
"lookAt": lookAt,
"multiply": multiply,
"negate": negate,
"ortho": ortho,
"perspective": perspective,
"rotateX": rotateX,
"rotateY": rotateY,
"rotateZ": rotateZ,
"rotateAxis": axisRotate,
"rotationX": rotationX,
"rotationY": rotationY,
"rotationZ": rotationZ,
"scale": scale,
"scaling": scaling,
"setDefaultType": setDefaultType,
"setTranslation": setTranslation,
"transformDirection": transformDirection,
"transformNormal": transformNormal,
"transformPoint": transformPoint,
"translate": translate,
"translation": translation,
"transpose": transpose,
};
});
/*
* Copyright 2015, Gregg Tavares.
* 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.
* * Neither the name of Gregg Tavares. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* 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
* OWNER 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.
*/
/**
* Various functions to make simple primitives
*
* note: Most primitive functions come in 3 styles
*
* * `createSomeShapeBufferInfo`
*
* These functions are almost always the functions you want to call. They
* create vertices then make WebGLBuffers and create {@link module:twgl.AttribInfo}s
* returing a {@link module:twgl.BufferInfo} you can pass to {@link module:twgl.setBuffersAndAttributes}
* and {@link module:twgl.drawBufferInfo} etc...
*
* * `createSomeShapeBuffers`
*
* These create WebGLBuffers and put your data in them but nothing else.
* It's a shortcut to doing it yourself if you don't want to use
* the higher level functions.
*
* * `createSomeShapeVertices`
*
* These just create vertices, no buffers. This allows you to manipulate the vertices
* or add more data before generating a {@link module:twgl.BufferInfo}. Once you're finished
* manipulating the vertices call {@link module:twgl.createBufferInfoFromArrays}.
*
* example:
*
* var arrays = twgl.primitives.createPlaneArrays(1);
* twgl.primitives.reorientVertices(arrays, m4.rotationX(Math.PI * 0.5));
* var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
*
* @module twgl/primitives
*/
define('twgl/primitives',[
'./twgl',
'./m4',
'./v3',
], function (
twgl,
m4,
v3
) {
/**
* Add `push` to a typed array. It just keeps a 'cursor'
* and allows use to `push` values into the array so we
* don't have to manually compute offsets
* @param {TypedArray} typedArray TypedArray to augment
* @param {number} numComponents number of components.
*/
function augmentTypedArray(typedArray, numComponents) {
var cursor = 0;
typedArray.push = function() {
for (var ii = 0; ii < arguments.length; ++ii) {
var value = arguments[ii];
if (value instanceof Array || (value.buffer && value.buffer instanceof ArrayBuffer)) {
for (var jj = 0; jj < value.length; ++jj) {
typedArray[cursor++] = value[jj];
}
} else {
typedArray[cursor++] = value;
}
}
};
typedArray.reset = function(opt_index) {
cursor = opt_index || 0;
};
typedArray.numComponents = numComponents;
Object.defineProperty(typedArray, 'numElements', {
get: function() {
return this.length / this.numComponents | 0;
},
});
return typedArray;
}
/**
* creates a typed array with a `push` function attached
* so that you can easily *push* values.
*
* `push` can take multiple arguments. If an argument is an array each element
* of the array will be added to the typed array.
*
* Example:
*
* var array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values
* array.push(1, 2, 3);
* array.push([4, 5, 6]);
* // array now contains [1, 2, 3, 4, 5, 6]
*
* Also has `numComponents` and `numElements` properties.
*
* @param {number} numComponents number of components
* @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`.
* @param {constructor} opt_type A constructor for the type. Default = `Float32Array`.
* @return {ArrayBuffer} A typed array.
* @memberOf module:twgl
*/
function createAugmentedTypedArray(numComponents, numElements, opt_type) {
var Type = opt_type || Float32Array;
return augmentTypedArray(new Type(numComponents * numElements), numComponents);
}
function allButIndices(name) {
return name !== "indices";
}
/**
* Given indexed vertices creates a new set of vertices unindexed by expanding the indexed vertices.
* @param {Object.<string, TypedArray>} vertices The indexed vertices to deindex
* @return {Object.<string, TypedArray>} The deindexed vertices
* @memberOf module:twgl/primitives
*/
function deindexVertices(vertices) {
var indices = vertices.indices;
var newVertices = {};
var numElements = indices.length;
function expandToUnindexed(channel) {
var srcBuffer = vertices[channel];
var numComponents = srcBuffer.numComponents;
var dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor);
for (var ii = 0; ii < numElements; ++ii) {
var ndx = indices[ii];
var offset = ndx * numComponents;
for (var jj = 0; jj < numComponents; ++jj) {
dstBuffer.push(srcBuffer[offset + jj]);
}
}
newVertices[channel] = dstBuffer;
}
Object.keys(vertices).filter(allButIndices).forEach(expandToUnindexed);
return newVertices;
}
/**
* flattens the normals of deindexed vertices in place.
* @param {Object.<string, TypedArray>} vertices The deindexed vertices who's normals to flatten
* @return {Object.<string, TypedArray>} The flattened vertices (same as was passed in)
* @memberOf module:twgl/primitives
*/
function flattenNormals(vertices) {
if (vertices.indices) {
throw "can't flatten normals of indexed vertices. deindex them first";
}
var normals = vertices.normal;
var numNormals = normals.length;
for (var ii = 0; ii < numNormals; ii += 9) {
// pull out the 3 normals for this triangle
var nax = normals[ii + 0];
var nay = normals[ii + 1];
var naz = normals[ii + 2];
var nbx = normals[ii + 3];
var nby = normals[ii + 4];
var nbz = normals[ii + 5];
var ncx = normals[ii + 6];
var ncy = normals[ii + 7];
var ncz = normals[ii + 8];
// add them
var nx = nax + nbx + ncx;
var ny = nay + nby + ncy;
var nz = naz + nbz + ncz;
// normalize them
var length = Math.sqrt(nx * nx + ny * ny + nz * nz);
nx /= length;
ny /= length;
nz /= length;
// copy them back in
normals[ii + 0] = nx;
normals[ii + 1] = ny;
normals[ii + 2] = nz;
normals[ii + 3] = nx;
normals[ii + 4] = ny;
normals[ii + 5] = nz;
normals[ii + 6] = nx;
normals[ii + 7] = ny;
normals[ii + 8] = nz;
}
return vertices;
}
function applyFuncToV3Array(array, matrix, fn) {
var len = array.length;
var tmp = new Float32Array(3);
for (var ii = 0; ii < len; ii += 3) {
fn(matrix, [array[ii], array[ii + 1], array[ii + 2]], tmp);
array[ii ] = tmp[0];
array[ii + 1] = tmp[1];
array[ii + 2] = tmp[2];
}
}
function transformNormal(mi, v, dst) {
dst = dst || v3.create();
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];
dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];
dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];
return dst;
}
/**
* Reorients directions by the given matrix..
* @param {number[]|TypedArray} array The array. Assumes value floats per element.
* @param {Matrix} matrix A matrix to multiply by.
* @return {number[]|TypedArray} the same array that was passed in
* @memberOf module:twgl/primitives
*/
function reorientDirections(array, matrix) {
applyFuncToV3Array(array, matrix, m4.transformDirection);
return array;
}
/**
* Reorients normals by the inverse-transpose of the given
* matrix..
* @param {number[]|TypedArray} array The array. Assumes value floats per element.
* @param {Matrix} matrix A matrix to multiply by.
* @return {number[]|TypedArray} the same array that was passed in
* @memberOf module:twgl/primitives
*/
function reorientNormals(array, matrix) {
applyFuncToV3Array(array, m4.inverse(matrix), transformNormal);
return array;
}
/**
* Reorients positions by the given matrix. In other words, it
* multiplies each vertex by the given matrix.
* @param {number[]|TypedArray} array The array. Assumes value floats per element.
* @param {Matrix} matrix A matrix to multiply by.
* @return {number[]|TypedArray} the same array that was passed in
* @memberOf module:twgl/primitives
*/
function reorientPositions(array, matrix) {
applyFuncToV3Array(array, matrix, m4.transformPoint);
return array;
}
/**
* Reorients arrays by the given matrix. Assumes arrays have
* names that contains 'pos' could be reoriented as positions,
* 'binorm' or 'tan' as directions, and 'norm' as normals.
*
* @param {Object.<string, (number[]|TypedArray)>} arrays The vertices to reorient
* @param {Matrix} matrix matrix to reorient by.
* @return {Object.<string, (number[]|TypedArray)>} same arrays that were passed in.
* @memberOf module:twgl/primitives
*/
function reorientVertices(arrays, matrix) {
Object.keys(arrays).forEach(function(name) {
var array = arrays[name];
if (name.indexOf("pos") >= 0) {
reorientPositions(array, matrix);
} else if (name.indexOf("tan") >= 0 || name.indexOf("binorm") >= 0) {
reorientDirections(array, matrix);
} else if (name.indexOf("norm") >= 0) {
reorientNormals(array, matrix);
}
});
return arrays;
}
/**
* Creates XY quad BufferInfo
*
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
* If you want a unit quad with that goes from 0 to 1 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);
*
* If you want a unit quad centered above 0,0 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
* @param {number} [xOffset] the amount to offset the quad in X
* @param {number} [yOffset] the amount to offset the quad in Y
* @return {Object.<string, WebGLBuffer>} the created XY Quad BufferInfo
* @memberOf module:twgl/primitives
* @function createXYQuadBufferInfo
*/
/**
* Creates XY quad Buffers
*
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
* If you want a unit quad with that goes from 0 to 1 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);
*
* If you want a unit quad centered above 0,0 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
* @param {number} [xOffset] the amount to offset the quad in X
* @param {number} [yOffset] the amount to offset the quad in Y
* @return {module:twgl.BufferInfo} the created XY Quad buffers
* @memberOf module:twgl/primitives
* @function createXYQuadBuffers
*/
/**
* Creates XY quad vertices
*
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
* If you want a unit quad with that goes from 0 to 1 you'd call it with
*
* twgl.primitives.createXYQuadVertices(1, 0.5, 0.5);
*
* If you want a unit quad centered above 0,0 you'd call it with
*
* twgl.primitives.createXYQuadVertices(1, 0, 0.5);
*
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
* @param {number} [xOffset] the amount to offset the quad in X
* @param {number} [yOffset] the amount to offset the quad in Y
* @return {Object.<string, TypedArray> the created XY Quad vertices
* @memberOf module:twgl/primitives
*/
function createXYQuadVertices(size, xOffset, yOffset) {
size = size || 2;
xOffset = xOffset || 0;
yOffset = yOffset || 0;
size *= 0.5;
return {
position: {
numComponents: 2,
data: [
xOffset + -1 * size, yOffset + -1 * size,
xOffset + 1 * size, yOffset + -1 * size,
xOffset + -1 * size, yOffset + 1 * size,
xOffset + 1 * size, yOffset + 1 * size,
],
},
normal: [
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
],
texcoord: [
0, 0,
1, 0,
0, 1,
1, 1,
],
indices: [ 0, 1, 2, 2, 1, 3 ],
};
}
/**
* Creates XZ plane BufferInfo.
*
* The created plane has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [width] Width of the plane. Default = 1
* @param {number} [depth] Depth of the plane. Default = 1
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
* @param {Matrix4} [matrix] A matrix by which to multiply all the vertices.
* @return {@module:twgl.BufferInfo} The created plane BufferInfo.
* @memberOf module:twgl/primitives
* @function createPlaneBufferInfo
*/
/**
* Creates XZ plane buffers.
*
* The created plane has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [width] Width of the plane. Default = 1
* @param {number} [depth] Depth of the plane. Default = 1
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
* @param {Matrix4} [matrix] A matrix by which to multiply all the vertices.
* @return {Object.<string, WebGLBuffer>} The created plane buffers.
* @memberOf module:twgl/primitives
* @function createPlaneBuffers
*/
/**
* Creates XZ plane vertices.
*
* The created plane has position, normal, and texcoord data
*
* @param {number} [width] Width of the plane. Default = 1
* @param {number} [depth] Depth of the plane. Default = 1
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
* @param {Matrix4} [matrix] A matrix by which to multiply all the vertices.
* @return {Object.<string, TypedArray>} The created plane vertices.
* @memberOf module:twgl/primitives
*/
function createPlaneVertices(
width,
depth,
subdivisionsWidth,
subdivisionsDepth,
matrix) {
width = width || 1;
depth = depth || 1;
subdivisionsWidth = subdivisionsWidth || 1;
subdivisionsDepth = subdivisionsDepth || 1;
matrix = matrix || m4.identity();
var numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
for (var z = 0; z <= subdivisionsDepth; z++) {
for (var x = 0; x <= subdivisionsWidth; x++) {
var u = x / subdivisionsWidth;
var v = z / subdivisionsDepth;
positions.push(
width * u - width * 0.5,
0,
depth * v - depth * 0.5);
normals.push(0, 1, 0);
texcoords.push(u, v);
}
}
var numVertsAcross = subdivisionsWidth + 1;
var indices = createAugmentedTypedArray(
3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array);
for (var z = 0; z < subdivisionsDepth; z++) { // eslint-disable-line
for (var x = 0; x < subdivisionsWidth; x++) { // eslint-disable-line
// Make triangle 1 of quad.
indices.push(
(z + 0) * numVertsAcross + x,
(z + 1) * numVertsAcross + x,
(z + 0) * numVertsAcross + x + 1);
// Make triangle 2 of quad.
indices.push(
(z + 1) * numVertsAcross + x,
(z + 1) * numVertsAcross + x + 1,
(z + 0) * numVertsAcross + x + 1);
}
}
var arrays = reorientVertices({
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices,
}, matrix);
return arrays;
}
/**
* Creates sphere BufferInfo.
*
* The created sphere has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of vertically on the sphere.
* @param {number} [opt_startLatitudeInRadians] where to start the
* top of the sphere. Default = 0.
* @param {number} [opt_endLatitudeInRadians] Where to end the
* bottom of the sphere. Default = Math.PI.
* @param {number} [opt_startLongitudeInRadians] where to start
* wrapping the sphere. Default = 0.
* @param {number} [opt_endLongitudeInRadians] where to end
* wrapping the sphere. Default = 2 * Math.PI.
* @return {module:twgl.BufferInfo} The created sphere BufferInfo.
* @memberOf module:twgl/primitives
* @function createSphereBufferInfo
*/
/**
* Creates sphere buffers.
*
* The created sphere has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of vertically on the sphere.
* @param {number} [opt_startLatitudeInRadians] where to start the
* top of the sphere. Default = 0.
* @param {number} [opt_endLatitudeInRadians] Where to end the
* bottom of the sphere. Default = Math.PI.
* @param {number} [opt_startLongitudeInRadians] where to start
* wrapping the sphere. Default = 0.
* @param {number} [opt_endLongitudeInRadians] where to end
* wrapping the sphere. Default = 2 * Math.PI.
* @return {Object.<string, WebGLBuffer>} The created sphere buffers.
* @memberOf module:twgl/primitives
* @function createSphereBuffers
*/
/**
* Creates sphere vertices.
*
* The created sphere has position, normal, and texcoord data
*
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of vertically on the sphere.
* @param {number} [opt_startLatitudeInRadians] where to start the
* top of the sphere. Default = 0.
* @param {number} [opt_endLatitudeInRadians] Where to end the
* bottom of the sphere. Default = Math.PI.
* @param {number} [opt_startLongitudeInRadians] where to start
* wrapping the sphere. Default = 0.
* @param {number} [opt_endLongitudeInRadians] where to end
* wrapping the sphere. Default = 2 * Math.PI.
* @return {Object.<string, TypedArray>} The created sphere vertices.
* @memberOf module:twgl/primitives
*/
function createSphereVertices(
radius,
subdivisionsAxis,
subdivisionsHeight,
opt_startLatitudeInRadians,
opt_endLatitudeInRadians,
opt_startLongitudeInRadians,
opt_endLongitudeInRadians) {
if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) {
throw Error('subdivisionAxis and subdivisionHeight must be > 0');
}
opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0;
opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI;
opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0;
opt_endLongitudeInRadians = opt_endLongitudeInRadians || (Math.PI * 2);
var latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians;
var longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians;
// We are going to generate our sphere by iterating through its
// spherical coordinates and generating 2 triangles for each quad on a
// ring of the sphere.
var numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2 , numVertices);
// Generate the individual vertices in our vertex buffer.
for (var y = 0; y <= subdivisionsHeight; y++) {
for (var x = 0; x <= subdivisionsAxis; x++) {
// Generate a vertex based on its spherical coordinates
var u = x / subdivisionsAxis;
var v = y / subdivisionsHeight;
var theta = longRange * u;
var phi = latRange * v;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var ux = cosTheta * sinPhi;
var uy = cosPhi;
var uz = sinTheta * sinPhi;
positions.push(radius * ux, radius * uy, radius * uz);
normals.push(ux, uy, uz);
texcoords.push(1 - u, v);
}
}
var numVertsAround = subdivisionsAxis + 1;
var indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array);
for (var x = 0; x < subdivisionsAxis; x++) { // eslint-disable-line
for (var y = 0; y < subdivisionsHeight; y++) { // eslint-disable-line
// Make triangle 1 of quad.
indices.push(
(y + 0) * numVertsAround + x,
(y + 0) * numVertsAround + x + 1,
(y + 1) * numVertsAround + x);
// Make triangle 2 of quad.
indices.push(
(y + 1) * numVertsAround + x,
(y + 0) * numVertsAround + x + 1,
(y + 1) * numVertsAround + x + 1);
}
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices,
};
}
/**
* Array of the indices of corners of each face of a cube.
* @type {Array.<number[]>}
*/
var CUBE_FACE_INDICES = [
[3, 7, 5, 1], // right
[6, 2, 0, 4], // left
[6, 7, 3, 2], // ??
[0, 1, 5, 4], // ??
[7, 6, 4, 5], // front
[2, 3, 1, 0], // back
];
/**
* Creates a BufferInfo for a cube.
*
* The cube is created around the origin. (-size / 2, size / 2).
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] width, height and depth of the cube.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createCubeBufferInfo
*/
/**
* Creates the buffers and indices for a cube.
*
* The cube is created around the origin. (-size / 2, size / 2).
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] width, height and depth of the cube.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createCubeBuffers
*/
/**
* Creates the vertices and indices for a cube.
*
* The cube is created around the origin. (-size / 2, size / 2).
*
* @param {number} [size] width, height and depth of the cube.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createCubeVertices(size) {
size = size || 1;
var k = size / 2;
var cornerVertices = [
[-k, -k, -k],
[+k, -k, -k],
[-k, +k, -k],
[+k, +k, -k],
[-k, -k, +k],
[+k, -k, +k],
[-k, +k, +k],
[+k, +k, +k],
];
var faceNormals = [
[+1, +0, +0],
[-1, +0, +0],
[+0, +1, +0],
[+0, -1, +0],
[+0, +0, +1],
[+0, +0, -1],
];
var uvCoords = [
[1, 0],
[0, 0],
[0, 1],
[1, 1],
];
var numVertices = 6 * 4;
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2 , numVertices);
var indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array);
for (var f = 0; f < 6; ++f) {
var faceIndices = CUBE_FACE_INDICES[f];
for (var v = 0; v < 4; ++v) {
var position = cornerVertices[faceIndices[v]];
var normal = faceNormals[f];
var uv = uvCoords[v];
// Each face needs all four vertices because the normals and texture
// coordinates are not all the same.
positions.push(position);
normals.push(normal);
texcoords.push(uv);
}
// Two triangles make a square face.
var offset = 4 * f;
indices.push(offset + 0, offset + 1, offset + 2);
indices.push(offset + 0, offset + 2, offset + 3);
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices,
};
}
/**
* Creates a BufferInfo for a truncated cone, which is like a cylinder
* except that it has different top and bottom radii. A truncated cone
* can also be used to create cylinders and regular cones. The
* truncated cone will be created centered about the origin, with the
* y axis as its vertical axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} bottomRadius Bottom radius of truncated cone.
* @param {number} topRadius Top radius of truncated cone.
* @param {number} height Height of truncated cone.
* @param {number} radialSubdivisions The number of subdivisions around the
* truncated cone.
* @param {number} verticalSubdivisions The number of subdivisions down the
* truncated cone.
* @param {boolean} [opt_topCap] Create top cap. Default = true.
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
* @return {module:twgl.BufferInfo} The created cone BufferInfo.
* @memberOf module:twgl/primitives
* @function createTruncatedConeBufferInfo
*/
/**
* Creates buffers for a truncated cone, which is like a cylinder
* except that it has different top and bottom radii. A truncated cone
* can also be used to create cylinders and regular cones. The
* truncated cone will be created centered about the origin, with the
* y axis as its vertical axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} bottomRadius Bottom radius of truncated cone.
* @param {number} topRadius Top radius of truncated cone.
* @param {number} height Height of truncated cone.
* @param {number} radialSubdivisions The number of subdivisions around the
* truncated cone.
* @param {number} verticalSubdivisions The number of subdivisions down the
* truncated cone.
* @param {boolean} [opt_topCap] Create top cap. Default = true.
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, WebGLBuffer>} The created cone buffers.
* @memberOf module:twgl/primitives
* @function createTruncatedConeBuffers
*/
/**
* Creates vertices for a truncated cone, which is like a cylinder
* except that it has different top and bottom radii. A truncated cone
* can also be used to create cylinders and regular cones. The
* truncated cone will be created centered about the origin, with the
* y axis as its vertical axis. .
*
* @param {number} bottomRadius Bottom radius of truncated cone.
* @param {number} topRadius Top radius of truncated cone.
* @param {number} height Height of truncated cone.
* @param {number} radialSubdivisions The number of subdivisions around the
* truncated cone.
* @param {number} verticalSubdivisions The number of subdivisions down the
* truncated cone.
* @param {boolean} [opt_topCap] Create top cap. Default = true.
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, TypedArray>} The created cone vertices.
* @memberOf module:twgl/primitives
*/
function createTruncatedConeVertices(
bottomRadius,
topRadius,
height,
radialSubdivisions,
verticalSubdivisions,
opt_topCap,
opt_bottomCap) {
if (radialSubdivisions < 3) {
throw Error('radialSubdivisions must be 3 or greater');
}
if (verticalSubdivisions < 1) {
throw Error('verticalSubdivisions must be 1 or greater');
}
var topCap = (opt_topCap === undefined) ? true : opt_topCap;
var bottomCap = (opt_bottomCap === undefined) ? true : opt_bottomCap;
var extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);
var numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
var indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra) * 2, Uint16Array);
var vertsAroundEdge = radialSubdivisions + 1;
// The slant of the cone is constant across its surface
var slant = Math.atan2(bottomRadius - topRadius, height);
var cosSlant = Math.cos(slant);
var sinSlant = Math.sin(slant);
var start = topCap ? -2 : 0;
var end = verticalSubdivisions + (bottomCap ? 2 : 0);
for (var yy = start; yy <= end; ++yy) {
var v = yy / verticalSubdivisions;
var y = height * v;
var ringRadius;
if (yy < 0) {
y = 0;
v = 1;
ringRadius = bottomRadius;
} else if (yy > verticalSubdivisions) {
y = height;
v = 1;
ringRadius = topRadius;
} else {
ringRadius = bottomRadius +
(topRadius - bottomRadius) * (yy / verticalSubdivisions);
}
if (yy === -2 || yy === verticalSubdivisions + 2) {
ringRadius = 0;
v = 0;
}
y -= height / 2;
for (var ii = 0; ii < vertsAroundEdge; ++ii) {
var sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions);
var cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions);
positions.push(sin * ringRadius, y, cos * ringRadius);
normals.push(
(yy < 0 || yy > verticalSubdivisions) ? 0 : (sin * cosSlant),
(yy < 0) ? -1 : (yy > verticalSubdivisions ? 1 : sinSlant),
(yy < 0 || yy > verticalSubdivisions) ? 0 : (cos * cosSlant));
texcoords.push((ii / radialSubdivisions), 1 - v);
}
}
for (var yy = 0; yy < verticalSubdivisions + extra; ++yy) { // eslint-disable-line
for (var ii = 0; ii < radialSubdivisions; ++ii) { // eslint-disable-line
indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,
vertsAroundEdge * (yy + 0) + 1 + ii,
vertsAroundEdge * (yy + 1) + 1 + ii);
indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,
vertsAroundEdge * (yy + 1) + 1 + ii,
vertsAroundEdge * (yy + 1) + 0 + ii);
}
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices,
};
}
/**
* Expands RLE data
* @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z
* @param {number[]} [padding] value to add each entry with.
* @return {number[]} the expanded rleData
*/
function expandRLEData(rleData, padding) {
padding = padding || [];
var data = [];
for (var ii = 0; ii < rleData.length; ii += 4) {
var runLength = rleData[ii];
var element = rleData.slice(ii + 1, ii + 4);
element.push.apply(element, padding);
for (var jj = 0; jj < runLength; ++jj) {
data.push.apply(data, element);
}
}
return data;
}
/**
* Creates 3D 'F' BufferInfo.
* An 'F' is useful because you can easily tell which way it is oriented.
* The created 'F' has position, normal, texcoord, and color buffers.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function create3DFBufferInfo
*/
/**
* Creates 3D 'F' buffers.
* An 'F' is useful because you can easily tell which way it is oriented.
* The created 'F' has position, normal, texcoord, and color buffers.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function create3DFBuffers
*/
/**
* Creates 3D 'F' vertices.
* An 'F' is useful because you can easily tell which way it is oriented.
* The created 'F' has position, normal, texcoord, and color arrays.
*
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function create3DFVertices() {
var positions = [
// left column front
0, 0, 0,
0, 150, 0,
30, 0, 0,
0, 150, 0,
30, 150, 0,
30, 0, 0,
// top rung front
30, 0, 0,
30, 30, 0,
100, 0, 0,
30, 30, 0,
100, 30, 0,
100, 0, 0,
// middle rung front
30, 60, 0,
30, 90, 0,
67, 60, 0,
30, 90, 0,
67, 90, 0,
67, 60, 0,
// left column back
0, 0, 30,
30, 0, 30,
0, 150, 30,
0, 150, 30,
30, 0, 30,
30, 150, 30,
// top rung back
30, 0, 30,
100, 0, 30,
30, 30, 30,
30, 30, 30,
100, 0, 30,
100, 30, 30,
// middle rung back
30, 60, 30,
67, 60, 30,
30, 90, 30,
30, 90, 30,
67, 60, 30,
67, 90, 30,
// top
0, 0, 0,
100, 0, 0,
100, 0, 30,
0, 0, 0,
100, 0, 30,
0, 0, 30,
// top rung front
100, 0, 0,
100, 30, 0,
100, 30, 30,
100, 0, 0,
100, 30, 30,
100, 0, 30,
// under top rung
30, 30, 0,
30, 30, 30,
100, 30, 30,
30, 30, 0,
100, 30, 30,
100, 30, 0,
// between top rung and middle
30, 30, 0,
30, 60, 30,
30, 30, 30,
30, 30, 0,
30, 60, 0,
30, 60, 30,
// top of middle rung
30, 60, 0,
67, 60, 30,
30, 60, 30,
30, 60, 0,
67, 60, 0,
67, 60, 30,
// front of middle rung
67, 60, 0,
67, 90, 30,
67, 60, 30,
67, 60, 0,
67, 90, 0,
67, 90, 30,
// bottom of middle rung.
30, 90, 0,
30, 90, 30,
67, 90, 30,
30, 90, 0,
67, 90, 30,
67, 90, 0,
// front of bottom
30, 90, 0,
30, 150, 30,
30, 90, 30,
30, 90, 0,
30, 150, 0,
30, 150, 30,
// bottom
0, 150, 0,
0, 150, 30,
30, 150, 30,
0, 150, 0,
30, 150, 30,
30, 150, 0,
// left side
0, 0, 0,
0, 0, 30,
0, 150, 30,
0, 0, 0,
0, 150, 30,
0, 150, 0,
];
var texcoords = [
// left column front
0.22, 0.19,
0.22, 0.79,
0.34, 0.19,
0.22, 0.79,
0.34, 0.79,
0.34, 0.19,
// top rung front
0.34, 0.19,
0.34, 0.31,
0.62, 0.19,
0.34, 0.31,
0.62, 0.31,
0.62, 0.19,
// middle rung front
0.34, 0.43,
0.34, 0.55,
0.49, 0.43,
0.34, 0.55,
0.49, 0.55,
0.49, 0.43,
// left column back
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
// top rung back
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
// middle rung back
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
// top
0, 0,
1, 0,
1, 1,
0, 0,
1, 1,
0, 1,
// top rung front
0, 0,
1, 0,
1, 1,
0, 0,
1, 1,
0, 1,
// under top rung
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0,
// between top rung and middle
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// top of middle rung
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// front of middle rung
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// bottom of middle rung.
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0,
// front of bottom
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// bottom
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0,
// left side
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0,
];
var normals = expandRLEData([
// left column front
// top rung front
// middle rung front
18, 0, 0, 1,
// left column back
// top rung back
// middle rung back
18, 0, 0, -1,
// top
6, 0, 1, 0,
// top rung front
6, 1, 0, 0,
// under top rung
6, 0, -1, 0,
// between top rung and middle
6, 1, 0, 0,
// top of middle rung
6, 0, 1, 0,
// front of middle rung
6, 1, 0, 0,
// bottom of middle rung.
6, 0, -1, 0,
// front of bottom
6, 1, 0, 0,
// bottom
6, 0, -1, 0,
// left side
6, -1, 0, 0,
]);
var colors = expandRLEData([
// left column front
// top rung front
// middle rung front
18, 200, 70, 120,
// left column back
// top rung back
// middle rung back
18, 80, 70, 200,
// top
6, 70, 200, 210,
// top rung front
6, 200, 200, 70,
// under top rung
6, 210, 100, 70,
// between top rung and middle
6, 210, 160, 70,
// top of middle rung
6, 70, 180, 210,
// front of middle rung
6, 100, 70, 210,
// bottom of middle rung.
6, 76, 210, 100,
// front of bottom
6, 140, 210, 80,
// bottom
6, 90, 130, 110,
// left side
6, 160, 160, 220,
], [255]);
var numVerts = positions.length / 3;
var arrays = {
position: createAugmentedTypedArray(3, numVerts),
texcoord: createAugmentedTypedArray(2, numVerts),
normal: createAugmentedTypedArray(3, numVerts),
color: createAugmentedTypedArray(4, numVerts, Uint8Array),
indices: createAugmentedTypedArray(3, numVerts / 3, Uint16Array),
};
arrays.position.push(positions);
arrays.texcoord.push(texcoords);
arrays.normal.push(normals);
arrays.color.push(colors);
for (var ii = 0; ii < numVerts; ++ii) {
arrays.indices.push(ii);
}
return arrays;
}
/**
* Creates cresent BufferInfo.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} verticalRadius The vertical radius of the cresent.
* @param {number} outerRadius The outer radius of the cresent.
* @param {number} innerRadius The inner radius of the cresent.
* @param {number} thickness The thickness of the cresent.
* @param {number} subdivisionsDown number of steps around the cresent.
* @param {number} subdivisionsThick number of vertically on the cresent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createCresentBufferInfo
*/
/**
* Creates cresent buffers.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} verticalRadius The vertical radius of the cresent.
* @param {number} outerRadius The outer radius of the cresent.
* @param {number} innerRadius The inner radius of the cresent.
* @param {number} thickness The thickness of the cresent.
* @param {number} subdivisionsDown number of steps around the cresent.
* @param {number} subdivisionsThick number of vertically on the cresent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createCresentBuffers
*/
/**
* Creates cresent vertices.
*
* @param {number} verticalRadius The vertical radius of the cresent.
* @param {number} outerRadius The outer radius of the cresent.
* @param {number} innerRadius The inner radius of the cresent.
* @param {number} thickness The thickness of the cresent.
* @param {number} subdivisionsDown number of steps around the cresent.
* @param {number} subdivisionsThick number of vertically on the cresent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createCresentVertices(
verticalRadius,
outerRadius,
innerRadius,
thickness,
subdivisionsDown,
startOffset,
endOffset) {
if (subdivisionsDown <= 0) {
throw Error('subdivisionDown must be > 0');
}
startOffset = startOffset || 0;
endOffset = endOffset || 1;
var subdivisionsThick = 2;
var offsetRange = endOffset - startOffset;
var numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
function lerp(a, b, s) {
return a + (b - a) * s;
}
function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) {
for (var z = 0; z <= subdivisionsDown; z++) {
var uBack = x / (subdivisionsThick - 1);
var v = z / subdivisionsDown;
var xBack = (uBack - 0.5) * 2;
var angle = (startOffset + (v * offsetRange)) * Math.PI;
var s = Math.sin(angle);
var c = Math.cos(angle);
var radius = lerp(verticalRadius, arcRadius, s);
var px = xBack * thickness;
var py = c * verticalRadius;
var pz = s * radius;
positions.push(px, py, pz);
var n = v3.add(v3.multiply([0, s, c], normalMult), normalAdd);
normals.push(n);
texcoords.push(uBack * uMult + uAdd, v);
}
}
// Generate the individual vertices in our vertex buffer.
for (var x = 0; x < subdivisionsThick; x++) {
var uBack = (x / (subdivisionsThick - 1) - 0.5) * 2;
createArc(outerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);
createArc(outerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 0);
createArc(innerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);
createArc(innerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 1);
}
// Do outer surface.
var indices = createAugmentedTypedArray(3, (subdivisionsDown * 2) * (2 + subdivisionsThick), Uint16Array);
function createSurface(leftArcOffset, rightArcOffset) {
for (var z = 0; z < subdivisionsDown; ++z) {
// Make triangle 1 of quad.
indices.push(
leftArcOffset + z + 0,
leftArcOffset + z + 1,
rightArcOffset + z + 0);
// Make triangle 2 of quad.
indices.push(
leftArcOffset + z + 1,
rightArcOffset + z + 1,
rightArcOffset + z + 0);
}
}
var numVerticesDown = subdivisionsDown + 1;
// front
createSurface(numVerticesDown * 0, numVerticesDown * 4);
// right
createSurface(numVerticesDown * 5, numVerticesDown * 7);
// back
createSurface(numVerticesDown * 6, numVerticesDown * 2);
// left
createSurface(numVerticesDown * 3, numVerticesDown * 1);
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices,
};
}
/**
* Creates cylinder BufferInfo. The cylinder will be created around the origin
* along the y-axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of cylinder.
* @param {number} height Height of cylinder.
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
* @param {boolean} [topCap] Create top cap. Default = true.
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createCylinderBufferInfo
*/
/**
* Creates cylinder buffers. The cylinder will be created around the origin
* along the y-axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of cylinder.
* @param {number} height Height of cylinder.
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
* @param {boolean} [topCap] Create top cap. Default = true.
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createCylinderBuffers
*/
/**
* Creates cylinder vertices. The cylinder will be created around the origin
* along the y-axis.
*
* @param {number} radius Radius of cylinder.
* @param {number} height Height of cylinder.
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
* @param {boolean} [topCap] Create top cap. Default = true.
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createCylinderVertices(
radius,
height,
radialSubdivisions,
verticalSubdivisions,
topCap,
bottomCap) {
return createTruncatedConeVertices(
radius,
radius,
height,
radialSubdivisions,
verticalSubdivisions,
topCap,
bottomCap);
}
/**
* Creates BufferInfo for a torus
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of center of torus circle.
* @param {number} thickness radius of torus ring.
* @param {number} radialSubdivisions The number of subdivisions around the torus.
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
* @param {boolean} [startAngle] start angle in radians. Default = 0.
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createTorusBufferInfo
*/
/**
* Creates buffers for a torus
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of center of torus circle.
* @param {number} thickness radius of torus ring.
* @param {number} radialSubdivisions The number of subdivisions around the torus.
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
* @param {boolean} [startAngle] start angle in radians. Default = 0.
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createTorusBuffers
*/
/**
* Creates vertices for a torus
*
* @param {number} radius radius of center of torus circle.
* @param {number} thickness radius of torus ring.
* @param {number} radialSubdivisions The number of subdivisions around the torus.
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
* @param {boolean} [startAngle] start angle in radians. Default = 0.
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createTorusVertices(
radius,
thickness,
radialSubdivisions,
bodySubdivisions,
startAngle,
endAngle) {
if (radialSubdivisions < 3) {
throw Error('radialSubdivisions must be 3 or greater');
}
if (bodySubdivisions < 3) {
throw Error('verticalSubdivisions must be 3 or greater');
}
startAngle = startAngle || 0;
endAngle = endAngle || Math.PI * 2;
range = endAngle - startAngle;
var radialParts = radialSubdivisions + 1;
var bodyParts = bodySubdivisions + 1;
var numVertices = radialParts * bodyParts;
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
var indices = createAugmentedTypedArray(3, (radialSubdivisions) * (bodySubdivisions) * 2, Uint16Array);
for (var slice = 0; slice < bodyParts; ++slice) {
var v = slice / bodySubdivisions;
var sliceAngle = v * Math.PI * 2;
var sliceSin = Math.sin(sliceAngle);
var ringRadius = radius + sliceSin * thickness;
var ny = Math.cos(sliceAngle);
var y = ny * thickness;
for (var ring = 0; ring < radialParts; ++ring) {
var u = ring / radialSubdivisions;
var ringAngle = startAngle + u * range;
var xSin = Math.sin(ringAngle);
var zCos = Math.cos(ringAngle);
var x = xSin * ringRadius;
var z = zCos * ringRadius;
var nx = xSin * sliceSin;
var nz = zCos * sliceSin;
positions.push(x, y, z);
normals.push(nx, ny, nz);
texcoords.push(u, 1 - v);
}
}
for (var slice = 0; slice < bodySubdivisions; ++slice) { // eslint-disable-line
for (var ring = 0; ring < radialSubdivisions; ++ring) { // eslint-disable-line
var nextRingIndex = 1 + ring;
var nextSliceIndex = 1 + slice;
indices.push(radialParts * slice + ring,
radialParts * nextSliceIndex + ring,
radialParts * slice + nextRingIndex);
indices.push(radialParts * nextSliceIndex + ring,
radialParts * nextSliceIndex + nextRingIndex,
radialParts * slice + nextRingIndex);
}
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices,
};
}
/**
* Creates a disc BufferInfo. The disc will be in the xz plane, centered at
* the origin. When creating, at least 3 divisions, or pie
* pieces, need to be specified, otherwise the triangles making
* up the disc will be degenerate. You can also specify the
* number of radial pieces `stacks`. A value of 1 for
* stacks will give you a simple disc of pie pieces. If you
* want to create an annulus you can set `innerRadius` to a
* value > 0. Finally, `stackPower` allows you to have the widths
* increase or decrease as you move away from the center. This
* is particularly useful when using the disc as a ground plane
* with a fixed camera such that you don't need the resolution
* of small triangles near the perimeter. For example, a value
* of 2 will produce stacks whose ouside radius increases with
* the square of the stack index. A value of 1 will give uniform
* stacks.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of the ground plane.
* @param {number} divisions Number of triangles in the ground plane (at least 3).
* @param {number} [stacks] Number of radial divisions (default=1).
* @param {number} [innerRadius] Default 0.
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createDiscBufferInfo
*/
/**
* Creates disc buffers. The disc will be in the xz plane, centered at
* the origin. When creating, at least 3 divisions, or pie
* pieces, need to be specified, otherwise the triangles making
* up the disc will be degenerate. You can also specify the
* number of radial pieces `stacks`. A value of 1 for
* stacks will give you a simple disc of pie pieces. If you
* want to create an annulus you can set `innerRadius` to a
* value > 0. Finally, `stackPower` allows you to have the widths
* increase or decrease as you move away from the center. This
* is particularly useful when using the disc as a ground plane
* with a fixed camera such that you don't need the resolution
* of small triangles near the perimeter. For example, a value
* of 2 will produce stacks whose ouside radius increases with
* the square of the stack index. A value of 1 will give uniform
* stacks.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of the ground plane.
* @param {number} divisions Number of triangles in the ground plane (at least 3).
* @param {number} [stacks] Number of radial divisions (default=1).
* @param {number} [innerRadius] Default 0.
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createDiscBuffers
*/
/**
* Creates disc vertices. The disc will be in the xz plane, centered at
* the origin. When creating, at least 3 divisions, or pie
* pieces, need to be specified, otherwise the triangles making
* up the disc will be degenerate. You can also specify the
* number of radial pieces `stacks`. A value of 1 for
* stacks will give you a simple disc of pie pieces. If you
* want to create an annulus you can set `innerRadius` to a
* value > 0. Finally, `stackPower` allows you to have the widths
* increase or decrease as you move away from the center. This
* is particularly useful when using the disc as a ground plane
* with a fixed camera such that you don't need the resolution
* of small triangles near the perimeter. For example, a value
* of 2 will produce stacks whose ouside radius increases with
* the square of the stack index. A value of 1 will give uniform
* stacks.
*
* @param {number} radius Radius of the ground plane.
* @param {number} divisions Number of triangles in the ground plane (at least 3).
* @param {number} [stacks] Number of radial divisions (default=1).
* @param {number} [innerRadius] Default 0.
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createDiscVertices(
radius,
divisions,
stacks,
innerRadius,
stackPower) {
if (divisions < 3) {
throw Error('divisions must be at least 3');
}
stacks = stacks ? stacks : 1;
stackPower = stackPower ? stackPower : 1;
innerRadius = innerRadius ? innerRadius : 0;
// Note: We don't share the center vertex because that would
// mess up texture coordinates.
var numVertices = (divisions + 1) * (stacks + 1);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
var indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array);
var firstIndex = 0;
var radiusSpan = radius - innerRadius;
// Build the disk one stack at a time.
for (var stack = 0; stack <= stacks; ++stack) {
var stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower);
for (var i = 0; i <= divisions; ++i) {
var theta = 2.0 * Math.PI * i / divisions;
var x = stackRadius * Math.cos(theta);
var z = stackRadius * Math.sin(theta);
positions.push(x, 0, z);
normals.push(0, 1, 0);
texcoords.push(1 - (i / divisions), stack / stacks);
if (stack > 0 && i !== divisions) {
// a, b, c and d are the indices of the vertices of a quad. unless
// the current stack is the one closest to the center, in which case
// the vertices a and b connect to the center vertex.
var a = firstIndex + (i + 1);
var b = firstIndex + i;
var c = firstIndex + i - divisions;
var d = firstIndex + (i + 1) - divisions;
// Make a quad of the vertices a, b, c, d.
indices.push(a, b, c);
indices.push(a, c, d);
}
}
firstIndex += divisions + 1;
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices,
};
}
/**
* creates a random integer between 0 and range - 1 inclusive.
* @param {number} range
* @return {number} random value between 0 and range - 1 inclusive.
*/
function randInt(range) {
return Math.random() * range | 0;
}
/**
* Used to supply random colors
* @callback RandomColorFunc
* @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed
* @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha
* @return {number} a number from 0 to 255
* @memberOf module:twgl/primitives
*/
/**
* @typedef {Object} RandomVerticesOptions
* @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices
* @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers
* @memberOf module:twgl/primitives
*/
/**
* Creates an augmentedTypedArray of random vertex colors.
* If the vertices are indexed (have an indices array) then will
* just make random colors. Otherwise assumes they are triangless
* and makes one random color for every 3 vertices.
* @param {Object.<string, augmentedTypedArray>} vertices Vertices as returned from one of the createXXXVertices functions.
* @param {module:twgl/primitives.RandomVerticesOptions} [options] options.
* @return {Object.<string, augmentedTypedArray>} same vertices as passed in with `color` added.
* @memberOf module:twgl/primitives
*/
function makeRandomVertexColors(vertices, options) {
options = options || {};
var numElements = vertices.position.numElements;
var vcolors = createAugmentedTypedArray(4, numElements, Uint8Array);
var rand = options.rand || function(ndx, channel) {
return channel < 3 ? randInt(256) : 255;
};
vertices.color = vcolors;
if (vertices.indices) {
// just make random colors if index
for (var ii = 0; ii < numElements; ++ii) {
vcolors.push(rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3));
}
} else {
// make random colors per triangle
var numVertsPerColor = options.vertsPerColor || 3;
var numSets = numElements / numVertsPerColor;
for (var ii = 0; ii < numSets; ++ii) { // eslint-disable-line
var color = [rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)];
for (var jj = 0; jj < numVertsPerColor; ++jj) {
vcolors.push(color);
}
}
}
return vertices;
}
/**
* creates a function that calls fn to create vertices and then
* creates a buffers for them
*/
function createBufferFunc(fn) {
return function(gl) {
var arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1));
return twgl.createBuffersFromArrays(gl, arrays);
};
}
/**
* creates a function that calls fn to create vertices and then
* creates a bufferInfo object for them
*/
function createBufferInfoFunc(fn) {
return function(gl) {
var arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1));
return twgl.createBufferInfoFromArrays(gl, arrays);
};
}
// Using quotes prevents Uglify from changing the names.
// No speed diff AFAICT.
return {
"create3DFBufferInfo": createBufferInfoFunc(create3DFVertices),
"create3DFBuffers": createBufferFunc(create3DFVertices),
"create3DFVertices": create3DFVertices,
"createAugmentedTypedArray": createAugmentedTypedArray,
"createCubeBufferInfo": createBufferInfoFunc(createCubeVertices),
"createCubeBuffers": createBufferFunc(createCubeVertices),
"createCubeVertices": createCubeVertices,
"createPlaneBufferInfo": createBufferInfoFunc(createPlaneVertices),
"createPlaneBuffers": createBufferFunc(createPlaneVertices),
"createPlaneVertices": createPlaneVertices,
"createSphereBufferInfo": createBufferInfoFunc(createSphereVertices),
"createSphereBuffers": createBufferFunc(createSphereVertices),
"createSphereVertices": createSphereVertices,
"createTruncatedConeBufferInfo": createBufferInfoFunc(createTruncatedConeVertices),
"createTruncatedConeBuffers": createBufferFunc(createTruncatedConeVertices),
"createTruncatedConeVertices": createTruncatedConeVertices,
"createXYQuadBufferInfo": createBufferInfoFunc(createXYQuadVertices),
"createXYQuadBuffers": createBufferFunc(createXYQuadVertices),
"createXYQuadVertices": createXYQuadVertices,
"createCresentBufferInfo": createBufferInfoFunc(createCresentVertices),
"createCresentBuffers": createBufferFunc(createCresentVertices),
"createCresentVertices": createCresentVertices,
"createCylinderBufferInfo": createBufferInfoFunc(createCylinderVertices),
"createCylinderBuffers": createBufferFunc(createCylinderVertices),
"createCylinderVertices": createCylinderVertices,
"createTorusBufferInfo": createBufferInfoFunc(createTorusVertices),
"createTorusBuffers": createBufferFunc(createTorusVertices),
"createTorusVertices": createTorusVertices,
"createDiscBufferInfo": createBufferInfoFunc(createDiscVertices),
"createDiscBuffers": createBufferFunc(createDiscVertices),
"createDiscVertices": createDiscVertices,
"deindexVertices": deindexVertices,
"flattenNormals": flattenNormals,
"makeRandomVertexColors": makeRandomVertexColors,
"reorientDirections": reorientDirections,
"reorientNormals": reorientNormals,
"reorientPositions": reorientPositions,
"reorientVertices": reorientVertices,
};
});
define('main', [
'twgl/twgl',
'twgl/m4',
'twgl/v3',
'twgl/primitives',
], function(
twgl,
m4,
v3,
primitives
) {
twgl.m4 = m4;
twgl.v3 = v3;
twgl.primitives = primitives;
return twgl;
})
notrequirebecasebrowserifymessesup(['main'], function(main) {
return main;
}, undefined, true); // forceSync = true
;
define("build/js/twgl-includer-full", function(){});
return notrequirebecasebrowserifymessesup('main');
}));
},{}],3:[function(require,module,exports){
"use strict";
var twgl = require('../../dist/twgl-full'); // this would be require('twgl') in a real example
var chroma = require('../../3rdparty/chroma.min');
var m4 = twgl.m4;
var primitives = twgl.primitives;
twgl.setAttributePrefix("a_");
var gl = twgl.getWebGLContext(document.getElementById("c"));
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
var shapes = [
primitives.createCubeBufferInfo(gl, 2),
primitives.createSphereBufferInfo(gl, 1, 24, 12),
primitives.createPlaneBufferInfo(gl, 2, 2),
primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
];
function rand(min, max) {
return min + Math.random() * (max - min);
}
// Shared values
var lightWorldPosition = [1, 8, -10];
var lightColor = [1, 1, 1, 1];
var camera = m4.identity();
var view = m4.identity();
var viewProjection = m4.identity();
var tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
var objects = [];
var drawObjects = [];
var numObjects = 100;
var baseHue = rand(0, 360);
for (var ii = 0; ii < numObjects; ++ii) {
var uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
drawObjects.push({
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
uniforms: uniforms,
});
objects.push({
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
});
}
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
var eye = [1, 4, -20];
var target = [0, 0, 0];
var up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
m4.multiply(view, projection, viewProjection);
objects.forEach(function(obj) {
var uni = obj.uniforms;
var world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.translate(world, obj.translation, world);
m4.rotateX(world, time, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(uni.u_world, viewProjection, uni.u_worldViewProjection);
});
twgl.drawObjectList(gl, drawObjects);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
},{"../../3rdparty/chroma.min":1,"../../dist/twgl-full":2}]},{},[3]);